Greetings everybody and welcome to my guide! I'm Mitchbttk, the support player for Elysium Gaming's "Heroes of the Storm" team and I'll be giving you my personal view on
Kharazim so, sit comfortably and enjoy the ride!
So,
Kharazim is a unique hero and the first of many to come with the trait choice at level 1. However on this guide we'll be focusing on his support side since that's where he actually "shines" the most. Let's jump straight into his strengths and weaknesses:
Strengths
-One of the strongest early game healers available due to his passive,
Transcendence
-Insane mobility through
Radiant Dash which can be used either to chase or get out of sticky situations
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Divine Palm if mastered can turn the fight around
-Very strong talent choices on every tier
Weaknesses
-Has to jump to the front-line in order to heal the tanks which is easy to punish if you're not fast enough
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Divine Palm is probably the hardest heroic ability to land when playing against a well coordinated team
-Can't solo soak a lane due to his slow wave clearing
-Doesn't provide any crowd control
Overall monk is a really fun hero to play with, although he might be hard to master, he can bring good results and enable you to even carry your team with his powerful kit
After understanding all of
Kharazim's abilities it's time to dive into his talents.
Level 1
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At level 1 as explained at the Abilities section your main choice as a support monk should be
Transcendence |
Level 4
Level 7
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-At level 7 the best choice will be
Echo of Heaven since it makes your basic healing ability,
Breath of Heaven, even better.
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Cleanse is also a situational choice against heavy crowd control compositions.
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Clairvoyance is a fine talent but both
Cleanse and
Echo of Heaven are by far the best talent choices on this tier since you always have the choice at level 4 to go with the
Foresight talent for that extra vision.
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Way of the Hundred Fists is the choice for a DPS Kharazim build so we'll be skipping this talent for this time. |
Level 10
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As explained at the Abilities section,
Seven-Sided Strike can be a fine choice against heavy melee compositions but
Divine Palm should be the choice most of the times you'll be playing Kharazim at the support role. |
Level 13
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-The level 13 talents will provide you with a big amount of choices, mostly depending on the enemy team. If the enemy team runs multiple spell-casting heroes such as
Kael'thas ,
Jaina ,
Nazeebo, etc (not E.T.C), then you should by all means go for the
Spell Shield talent, which will reduce the spell damage you'll get during those long mid and late game fights.
-If the enemy team has a ton of CC abilities, then you should be going for
Relentless since it will give you an escape ticket from a possible chain CC scenario against you.
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Quicksilver is a really nice buff to your already strong
Radiant Dash ability and a personal choice for support monk because of the mobility it provides to not only you but also your squishy ranged assassins or your melee warriors/assassins. It enables you to escape everybody (yes even an
Illidan) or, chase down, everybody.
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Fists of Fury is a nice talent boost to your
Deadly Reach ability but slightly worse than the rest of the talent choices on this tier because of the small time-buff (1 second). This talent is a bit weaker only due to the fact that almost never you'll be able to land a full duration
Deadly Reach during a team-fight because you'll always need to dash across the battlefield. So most of the times that extra second will go to waste. |
Level 16
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Circle of Life will be your default choice most times, since the buff it provides to your already strong
Breath of Heaven talent is insane. Almost always it's a guaranteed 10% extra (at least 1 ally affected), though if practiced and positioned well, you should almost always be getting an extra 30% value.
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Soothing Breeze is also a very strong but situational talent. For example, if the enemy team has an
Arthas with
Summon Sindragosa or a
Malfurion with those nasty
Tenacious Roots or in general a hero with massive AoE slow/root/silence this is a must-have spell and can save your team multiple times. I didn't mention the blind removal since the only heroes with blinding abilities are
Li Li and
Johanna, where
Li Li needs to get close to your team in order to affect you and the ranged assassins (which means that she will go heavily out of position and will be exposed and probably punished for that) and
Johanna simply shouldn't be hitting more than 2-3 heroes with her
Shield Glare ability.
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Blinding Speed and
Blazing Fists are solid talents but slightly worse when compared to the rest on this tier. |
Level 20
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-The final tier where the "Storm" talents reside. The best choices here are
Storm Shield (if you are at least 99% sure that you can land your
Divine Palm ability correctly) and
Peaceful Repose (if you are not comfortable enough with landing your
Divine Palm).
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Epiphany is a really situational talent and falls behind from the rest of the talents on this tier just because you shouldn't be struggling that much with your mana. If you find yourself though in super slow and long fights than you might consider this talent as a trump card against the enemy teams' support (since he/she will eventually run out of mana while you can always get an extra 32.81% every 60 secs).
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Transgression shouldn't be picked if you're running support
Kharazim even if you picked
Seven-Sided Strike at level 10. |
Now that you've got an idea on how
Kharazims abilities and talents work, let me provide you with some extra info on how I mainly play the hero through the whole game.
Early Game/Laning Phase
Kharazims laning phase as mentioned above is extremely strong. All the sustain that you will be able to provide with your auto attacks and your strong healing abilities, should be able to win those early trades and possibly help your team score some kills or just force the enemy team to retreat and enable your team to either push or go for Mercenary camps or, if they are up, map objectives.
Mid Game/Late Game
Let's say that you and your team have done well and won the early game. While advancing towards the mid-game you should always follow your team, no matter how dumb their choices might seem to you, you are
NOT the right person to soak for that extra experience to maintain your experience lead. If you lost the early game and your team is behind the same rules apply, stick with your team and try to take care of them, go for Mercenary camps with them, soak the lanes with them, in general avoid roaming solo.
WHAT and WHEN to auto attack during a team-fight
As a support you'll mainly be positioning near your ranged Assassins and keeping them safe. If, for example, an enemy Warrior/Melee Assassin approaches, use him as a punching-bag to start generating even more heals through your trait,
Transcendence. Be careful though, don't over-commit to your auto attacks, since the focus might change on you. Always know when to go back. When your front-line is in danger, all you have to do is use your
Radiant Dash to quickly go in range, throw some heals (or even a
Divine Palm if needed) and use your 2nd
Radiant Dash charge to fall back to your ranged assassins. This will become a habit, at first you might get caught by the enemy team, but eventually you'll be fast enough to get out of there quickly.
NOTE
Pay attention to the battle and what's going on around you, if for example
Zagara has spawned some Hydralisks/Mutalisks/Banelings or if there is a minion nearby, make sure that you throw in some auto-attacks just to get that extra trait value, sometimes it might make a huge impact on the fight
We've come to the end of this guide. At this point I'd like to thank you all for reading my guide for
Kharazim , the Monk of Ivgorod. I'll keep the guide updated with every new patch. Feel free to comment below for extra advice/clarifications! I hope that you found the guide helpful and that you enjoyed it, don't forget to
upvote/share it. Thank you for your time, until next time, see ya!
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