Kharazim : Balanced Infinity by SpherisCore

Kharazim : Balanced Infinity

By: SpherisCore
Last Updated: Sep 15, 2018
3 Votes
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Build 1 of 3

Kharazim

Build: Balanced Infinity

Level 1
Level 4
Level 7
Level 10
Level 13
Level 16
Level 20

Kharazim

Build: Competitive build

Level 1
Level 4
Level 7
Level 10
Level 13
Level 16
Level 20

Kharazim

Build: The Iron Fists (of the Gods)

Level 1
Level 4
Level 7
Level 10
Level 13
Level 16
Level 20

Introduction Top

Kharazim is a melee support who can deal a great amount of damage, while having good mobility, however he lacks crowd control.

The build I'm gonna describe here is the Balanced Infinity, based on Insight trait that restores mana and gives Cooldown Reduction.

I've also put down the current Competitive Build in case you want it, but there is subtility to playing it (a lot of subtility).

And just because it's fun, I've put down a Full DPS build, which you could use in double support setup and to be able to 1v1 a lot of people.

Abilities Top

Radiant Dash is your mobility tool, allowing you to dive to either allies or enemies.

Breath of Heaven is your healing ability, effective on allies close to you.

Deadly Reach increases your basic attacks range and speed for a short duration.

Divine Palm is your first Heroic Ability, allowing you to save an ally if well timed, yourself included.

Seven-Sided Strike is your second ultimate, doing 7x7% damage to the closest heroes, which can deal an insane amount of damage to high-life tanks.

Talents Top

Level 1
Transcendence is a healing trait that requires you to use basic attacks to heal allies.
Iron Fists is the damage trait bursting damage every third basic attack.
Insight restores your mana, and after completing the quest you can also reduce your cooldowns.


Level 4
Spirit Ally allows you to heal allies in a large area for 2% every second, without any mana cost!
Earth Ally grants 50% armor and has more health than Spirit Ally, a good pick against ranged attacks.
Air Ally grants vision, but is overall less strong than the two others.


Level 7
Blinding Speed increases your mobility overall, and will help you later in the build.
Heavenly Zeal empowers the speed bonus from your healing ability, not the healing itself.
Blazing Fists gives cooldown reduction on one ability, and won't be needed after quest completion.


Level 10
Divine Palm can be picked, but it can be hard to execute and reduces your damage output.
Seven-Sided Strike is a great damage dealing tool on isolated targets. It deals 49% damage at most !


Level 13
Quicksilver provides with burst mobility for your teammates, not what this build tries to do.
Fists of Fury increases the duration of your burst basic attacks.
Spell Shield provides you with more mage survivability, but the mobility to avoid and escape renders it not so useful.
Sixth Sense sounds interesting, but is less interesting than the Deadly Reach increased duration.


Level 16
Cleansing Touch is a great tool for helping your allies, but would require another build to be maximized. Can still be picked if needed.
Way of the Hundred Fists triggers rapid basic attacks succession. With this build, it resets your cooldowns faster for burst healing and damage.
Echo of Heaven Empowers your healing overtime.
Dash of Light Empowers your healing by sacrificing a charge of your mobility ability.


Level 20
Peaceful Repose is not avaliable as we didn't pick Divine Palm.
Transgression can be picked if your team successfully isolates the main tank of the enemy team. Storm Shield gives your team a survivability boost for 3 seconds.
Epiphany is not useful in this build as you don't run out of mana and reduce your cooldowns automatically.

Several tips Top

Radiant Dash is an engage, chasing, support, and disengage tool.

Your allies need to gather around you for healing, which can sometimes be risky. You ought to heal the lowest health allies with your ability, and heal everyone else with your Spirit Ally.

You're strong 1v1, but don't over-extend your fight.

Use the Hundred Fists after healing to bring the cooldown down almost instantly and heal again.

Don't just use your Ult anytime ; either use it for isolated targets, or multiple enemies low on life.

You're the biggest Cho'Gall counter.

Hero Synergy Top

Only if the heroes are played well enough, and even better with an effective communication.
Leoric basically uses Entomb on the main tank, you use Seven-Sided Strike.
Diablo goes to bring back the main target, you use Seven-Sided Strike.
You use Seven-Sided Strike, Alarak brings the target back in and finishes it.
Kerrigan jumps on the enemy and locks him, you can follow up with Seven-Sided Strike.
Nazeebo traps the target, you use Seven-Sided Strike.
Malfurion's roots can be good for you, also the survivability of the double support is good.
Kel'Thuzad can root a target for a long time, you use Seven-Sided Strike.
Dehaka drags the main target, you use Seven-Sided Strike.
Garrosh tosses the enemy in your Seven-Sided Strike and stuns him.
Anub'Arak can stun, and Cocoon someone trying to save Seven-Sided Strike's main target.

More Top

See my other hero guides here for more non-meta heroes who have potential!

All my content is on Twitch.

Follow me on Twitter for updates and more!

See you soon, in the Nexus!

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