The Psionic Shadowstalker - A Zeratul Guide by DunkTrain

The Psionic Shadowstalker - A Zeratul Guide

By: DunkTrain
Last Updated: Nov 20, 2014
30 Votes
Build 1 of 2

Zeratul

Build: Primary Talents

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

Threats to Zeratul with this build

Threat
Low
High
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Threat Hero Notes
1
Nazeebo Squishy and immobile heroes like Witch Doctor are what Zeratul feeds on. The only threat here is that he might hit you with a point blank Plague of Toads for full damage, but overall you should have a very easy time killing him at little risk to yourself. Try to keep blink up for getting in range for finishing blows or avoiding Zombie Wall traps, because nothing is more embarrassing than watching a low hp witch doctor casually walk away after trapping you because Blink is on cooldown.
2
  No Threat
3
Sgt. Hammer Sgt. Hammer is relatively easy prey to Zeratul for most of the game. The important thing is to not let yourself take free damage from random pot shots before engaging on, or while disengaging from, Sgt. Hammer. The way to do this is to walk up to Hammer in stealth before dropping your damage combo, and then either blinking out or continuing to deal damage depending on whether she knocked you back and stood her ground or tried to run away respectively.
4
  No Threat
5
Raynor Raynor is right about average as far as heroes go for dealing with Zeratul. He doesn’t have mobility, but he will beat you in a straight up fight unless you mitigate his Adrenaline Rush (the healing passive that activates at 30% hp) somehow. Make sure to use your better mobility to dodge Penetrating round, harass him with singularity spikes before committing, and assume Adrenaline Rush is ready when fighting him unless you know for certain it’s already on cooldown.
6
  No Threat
7
Tychus Tychus is another assassin that has a lot of tricks up his sleeve to deal with Zeratul. Gifted with both Path of the Warrior, and an emergency health bar in the form of his Odin ultimate, you will not be able to burst him down to kill him solo from high health. Avoid laning against Tychus and never give him a fair fight. You have better burst damage, and can dodge grenade with blink, but don’t let him trick you into getting kited while he channels Overkill on you for full damage.
7
Sonya Sonya is the only tank that has enough mobility and damage to chase you down and kill you on her own. Her enormous health pool will soak up your burst, and if you don’t back out quickly she will demolish you with sustained damage. Try to avoid the leap stun and hit Sonya’s back line instead, because she doesn’t have the best peeling potential and it’s hard for her to return to her back line after committing herself forward into your team.
8
Falstad Falstad is a difficult hero to deal with as Zeratul, because his damage output and mobility both rival Zeratul’s. His Barrel roll has a much longer cooldown than blink so be sure to use that to your advantage when skirmishing with him, and avoid fighting him with no allied units around since Thunderstorm does catastrophic damage to isolated targets.
8
Uther Uther has a high health pool, hard CC, and burst healing. This equates to a character that you definitely don’t want to mess with, and messing with his friends while he is around will be difficult too. Early in the game find weaker prey, but late into the game your sustained damage will overtake his ability to heal himself. The most risky thing is getting baited into committing to attacking Uther, but then getting jumped by his allies while he unloads his stuns to keep you from escaping. You can abuse the short range of his stuns by engaging on his allies from the opposite side of where he is standing to buy yourself more time.
9
Brightwing Brightwing’s map mobility combined with incredible defensive abilities allow him to turn your gank attempts against you. When playing against Brightwing keep track of his usage of polymorph, because above all else you don’t want to get in melee range to deal damage and find yourself polymorphed and unable to retreat due to a focused Brightwing player.
10
Tassadar Oracle reveals your cloak, his shield mitigates all of your burst damage, and you can’t pick him off first due to void shift. If there is a Tassadar on the enemy team try to avoid him in the early game, and then later prioritize him highly in void prison so you can burst down his teammates.

Zeratul

Build: "No Peel" Build (See Below)

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

Introduction Top

Hey guys, DunkTrain here. Zeratul is one of my favorite heroes to play, because of his incredible mobility, high burst damage, and tricky plays you can make. I hope that with the help of this guide you can fall in love with playing Zeratul just like I have. #CHOO #CHOO

Strengths and Weaknesses Top

Strengths:

    - Good mobility allows him to get into and out of fights well
    - Solid burst damage can eliminate squishy opponents
    - Cloak means he doesn’t show up on the minimap and can be hard to notice in a tense battle
    - Void Prison does it all

Weaknesses:

    - Melee hero means he is always in range of Crowd Control if he wants to deal damage
    - Flounders a bit if his burst target is healed or shielded before he can kill them
    - Damage output is limited after his initial barrage
    - Frequently needs to disengage from fights temporarily to regain cooldowns and secure cloak

Skill Overview Top

Here we will cover a brief overview of Zeratul’s skills. If you’re already familiar with Zeratul you can skip this portion, but if you’re not sure how everything works check this out to understand Zeratul’s base abilities before diving into the complexities of talents, tactics, and strategy.


Permanent Cloak is Zeratul’s most identifying characteristic in Heroes of the Storm. Learning to utilize cloaking to great effectiveness will be one of the most important things separating a good Zeratul player from a bad one. Keep in mind that the cloaking will not make you impossible to see, but it will turn you into just a shimmer effect on the enemy screen. Take advantage of the fact that you don’t show up on the minimap to ride through watchtower regions unseen, and then surprise enemies by coming at them from angles they weren’t expecting. Cloak’s telltale shimmer is the most difficult to see when the enemy is already distracted, so try to not show yourself until the enemy has committed to some other activity.

Cleave is Zeratul’s most basic damaging ability. It has a low mana cost, solid damage, and a relatively short cooldown. Use this frequently for cutting down enemies, minions, mercenaries, or even doodads. Keep in mind the range on this is deceptively small, and it is not difficult to accidentally whiff a cleave on your target when you overestimate your blink distance or wait too long after hitting an enemy to activate it. A good rule of thumb is that if you can’t weapon attack the enemy from where you are standing your cleave probably won’t hit them.

*doodads are small destructible objects in the environment, like the barrels in Cursed Hollow that can be destroyed to spill out some apples on the ground. These have no effect on gameplay, but look neat!

Zeratul’s very interesting secondary nuke ability - Singularity Spike. This is a high power single-target (until level 4) damaging ability. Singularity Spike represents a big part of Zeratul’s burst damage, so try to learn the skill shot timing and range very well. Zeratul’s highest burst potential comes when you can land a Singularity spike on the target, or two if you’re above level 16, then land a weapon attack and cleave at the exact same time as the bomb detonates. This burst damage will surprise foes and give them the least amount of time to react to the incoming damage. Singularity Spike’s slow can also be very important while chasing or kiting enemies, but mind the delayed effect if you’re trying to consider how it will affect your aim.

Blink is the most powerful mobility skill in the game on a basic ability. Blink has a very short cast time, traverses the distance instantly, and disjoints* flying projectiles. Learn to love the Blink. It will save you more times than you can count, and will allow you to make incredible eye-catching plays. It isn’t god mode though, and you have to still be aware that you are a fragile hero who can die if you get silenced, stunned, or rooted, which will all disable Blink.

*Disjoint: A projectile becomes "disjointed" when the target activates an ability like blink, or when cloak triggers while the projectile is mid-flight. In this instance the projectile will be nullified and not impact the target. Note that this only applies to targeted projectiles, ranged heroes' weapon attacks for example.

Void Prison is arguably the best heroic ability in the game. Void Prison has a mind-boggling number of potential uses. The best case scenario, and most familiar to people, is to hit as many enemies as possible to give your team time to set up for their big AOE ultimates.If that situation doesn’t present itself then Void Prison still overperforms, because you can use it to incapacitate healers (to give your team time to focus down the others on their team), split people from their team, escape from enemies, block off passageways, save an ally from an incoming aoe ultimate, or just buy time for your cooldowns. Get very comfortable with Void Prison’s cast range and radius, because you want to be able to snap it out whenever an opportunity arises.

Talent Discussion Top

= Primary Choice = Secondary Choice = DO NOT TAKE


Tier 1 (Level 1)



If your playstyle is like mine then you will find yourself flitting about the sidelines of the fights looking for openings and waiting for Blink’s cooldown to finish. If that is the case then you will probably like Rapid Displacement, because it allows you to disengage and reengage in the fight more often. Rapid Displacement is a bit better against teams with a lot of big AOE abilities that have to be avoided in rapid succession.

After playing with Greater Cleave more, I have found it to be quite excellent. The increased radius seems negligible, but in reality it will allow you to frequently hit targets that you otherwise would not have been able to. I now take this more often in my games than Rapid Displacement.

Seasoned Marksman is a very bad talent for Zeratul. During the early game you don't want to be holding a lane from the creep line trying to get last hits. You want to be roaming, putting pressure on the map, or at least hiding in a side brush in lane so that the enemies have to be wary. Seasoned Marksman is everything Zeratul doesn't want to be doing.

& Block and Regeneration Master are really bad at actually improving your survivability. Most heroes have fast attack speeds that make Block trivially ignored*, and since Regeneration master requires gathering a very large number of regen orbs to make a difference, which Zeratul won't be doing since he isn't holding a lane, it will never amount to a meaningful health difference.

* AGAINST AN ENEMY NOVA TAKING BLOCK IS ACCEPTABLE TO MITIGATE THE EFFECTIVENESS OF Hotshots.


Tier 2 (Level 4)



Sustained Anomaly is an innocuous looking talent, but is a hidden gem. Changing the mechanic of the singularity spike to being an AOE burst, and sticking around at the end of its range when you miss, creates a much more powerful effect than is inherent in the ability. Once you have this ability you can burst down multiple enemies who carelessly stack on top of each other, pre-cast singularity spikes into a void prison that is about to expire, or even hit an enemy with a singularity spike as they run away and watch them carry it into their injured teammate!

The old Tier 2 standby. Vampiric Assault is pretty good on most of the assassins who have access to it, but is of limited use to Zeratul since he spends limited time in lane (or in team fights) getting the high number of weapon attacks off that would be necessary to make it worthwhile. If you’re uncomfortable playing without the sustain (or have no healers on your team and are forced to hold a lane) this can be an acceptable, albeit dull, replacement for Singularity Spike.

Gathering Power is a very interesting talent choice. The gain and loss of stacks is a high risk mechanic, and you should be aware of that when looking to take the talent. If you find yourself playing against multiple low hp enemies who don't seem to clump up, and you feel confident that you can stay alive to keep your stacks, this can be a solid choice. Make sure to take Double Bombs at level 16 if you take this, because it isn't worth taking otherwise.

Vorpal Blade is sort of the really offensive-only version of the later talent Wormhole. Vorpal blade will allow you to chase some enemies who might otherwise have escaped, but usually once an enemy has escaped they are behind their walls or next to their teammates, and you can't chase them with Vorpal Blade anyway.

Focused Attack is currently undertuned, and I do not recommend it for Zeratul. Gathering Power is far more burst damage coming out of stealth, and the other talents on the tier provide some very good utility.


Tier 3 (Level 7)



Awwwwwww yeah baby this is where it is at. Searing Attacks is your first talent option that really dramatically improves your damage output, and will make a noticeable improvement to your ability to take chunks out of your opponents’ health bars. The only down sides are that you have to remember to activate it when you need to kill someone quickly, and it has a legitimate mana cost. It’s better to use Searing Attacks frequently than to forget about it entirely, and eventually you will learn which situations you need it and which you don’t.

With the implementation of Gathering Power on Zeratul Rending Cleave has become far more viable than before. If you selected Gathering Power then Rending Cleave becomes better than if you selected one of the other talents at level four.

The only problem with Shadow Spike is that it is on a tier with Searing Attacks, which Zeratul simply can't afford to give up. If you think that their team has so much CC that you will never in a million years get off more than one auto attack in a team fight you can take Shadow Spike here and get a little more cloak and a little less dagger in your play.

First Aid is an incredibly bad talent on Zeratul, because the healing is based on his small health pool, is a slow heal over time, and the cooldown is very long. Never pick this.

While Follow Through is a damage improvement, it is just not very impactful. Follow Through doesn't synergize with Zeratul's casting/attacking pattern. This should never be picked over the alternatives on the tier.


Ultimate Abilities (Level 10)



Arguably the best heroic ability in the game. Void Prison has a mind-boggling number of potential uses. The best case scenario, and most familiar to people, is to hit as many enemies as possible to give your team time to set up for their big AOE ultimates. Even if you aren’t capable of doing that for some reason Void Prison still overperforms, because you can use it to incapacitate healers (to give your team time to focus down the others on their team), split people from their team, escape from enemies, block off passageways, save an ally from an incoming aoe ultimate, or just buy time for your cooldowns. Get very comfortable with Void Prison’s cast range and radius, because you want to be able to snap it out whenever an opportunity arises.

Despite the power of Shadow Assault, I can't recommend taking it in a default build. There are too many vulnerabilities in the average game to get sustained damage in melee range on a target. I'll cover picking Shadow Assault in the "No Peel" section of the guide below.


Tier 5 (Level 13)



This is a really powerful mobility tool. Wormhole will take some getting used to, but once you have the hang of it there are very cool things you can do. The most common will be blinking into dangerous positions, letting loose a couple of abilities or weapon attacks quickly, then using wormhole to escape back to your original position. The opportunity to juke enemies, dodge skillshots, and get out of trouble all for the cost of a single talent point is simply too good to pass up.

Assassin's Blade is a very powerful damage steroid for Zeratul. There are a couple reasons I don't recommend it as the default build though. Against an enemy team that is prepared to CC you when you start to fight, because you're a squishy melee dps, you won't have time to get enough attacks off with it to make it good. Taking Assassin's Blade also requires giving up wormhole, which is your primary tool to help deal with people targeting you. That is why I relegate it to a 2nd tier pick, against teams with little CC, or select it as part of the "No Peel" build.

I don't particularly care for this talent. Giant Killer is really only good against tanks, and only if you're sustaining attacks on them for longer than 5 seconds at a time. The high health tanks are not Zeratul's primary concern, and since killing the front line isn't his primary role in a team fight, I can't recommend giant killer over Assassin's Blade unless the enemy team has 5 warriors.

Spell Shield is not worth picking on Zeratul. There are too many factors that make spell shield unreliable, and you would get more benefit from picking up Wormhole and using it to dodge spells than by picking this talent.

Burning Rage is literally the exact opposite of what Zeratul wants to be doing. Zeratul is a highly mobile burst damage assassin. A low sustained damage PBAOE (Point Blank Area of Effect) that requires constant contact is about as far away from what you want to be doing as possible, except maybe First Aid. Only pick this to make fun of your opponents.


Tier 6 (Level 16)




Double double double POP! Double Bombs is Zeratul’s favorite talent in the game. At this level Singularity spike does over 400 damage, and once you add on top the slow and potential area of effect damage from Sustained Anomaly you are looking at a really nice talent. You can cast them on separate targets to get more slows, the same target to deal damage twice, or even just casually whiff one behind you before hitting your target with the second to really show him who is boss. ( Note: do not blame Dunk if your attempts to send a message cause your failure to kill your target or your Hero’s death. )

I prefer Berserk over Executioner, because Zeratul already has high damage steroids ( Searing Attacks & Assassin's Blade) which synergize well with it. Berserk can also be used to improve the power of your Shadow Assault, because the increased attack speed increases the frequency which your dashes activate.

The problem with Executioner, like most sustained damage talents for Zeratul, is that he doesn't usually get to autoattack his target for a long enough time to make them worthwhile. Additionally, Zeratul doesn't bring the very reliable crowd control type effect that would make Executioner really shine. This ability is a possible selection if you have an Arthas on your team, and find yourself in a lot of drawn out brawls where you are consistently utilizing your melee attack.

Please don't ever pick Stoneskin on Zeratul. This is the worst exchange of Damage vs. Survivability of any tier, and you should always pick a damage talent here. If you have issues surviving with Zeratul try picking some of the more utility/survivability oriented talents earlier in the tree, or change to a more conservative playstyle.

Void Slash should not ever be picked in its current state. Even if you made the mistake of taking Rending Cleave this talent does much less damage than Double Bombs or Berserk AND has the downside of requiring you to open out of stealth with Cleave. Please don't take this.


Tier 7 (Level 20)



You might be asking why I’m recommending Bolt of the Storm here instead of the improved void prison, but I’ll explain. Zeratul’s focus is on completely eliminating one particular target from the enemy team before moving on to the next. Bolt of the Storm can be used for a huge number of reasons, but all of them will facilitate you killing your primary target, or at least not dying. Fury of the Storm will output more damage across the enemy team, but doesn't help you kill your primary target. Remember that Zeratul isn’t a hero that frequently gets the chance to repeatedly auto-attack a tanky target.

Provided you went with Shadow Assault at level 10, then Nerazim Fury is definitely worth picking up at level 20. It adds duration, attack speed, and a huge amount of life steal. This upgrade is crucial to defeating those assassins that can simultaneously kite and put out tons of damage in a 1v1 situation. (I'm looking at you Valla and Tychus)

Protective Prison is not an important upgrade to the base Void Prison ability. It very rarely improves the effectiveness of Void Prison, and shouldn't be takent over Bolt of the Storm. It even breaks the Void Prison and Leap wombo combo synergy. Think about all the times you use void prison, and the only times that protective prison matter are those times when you needed to cast void prison on an ally's location to buy them time to escape. Bolt of the Storm does the same thing, but for yourself, and at less than half the cooldown.

Zeratul's goal is to assassinate a single target in a short window of enormous burst damage. Fury of the Storm does not help him do that, and should be ignored. Fury pads the hero damage meter, but when it comes down to it killing your primary target and living is far more important than potentially splashing even a couple thousand damage across some random enemies over the course of a team fight.

Playing Zeratul Top

Early Game



Zeratul can be very powerful during the laning phase, but in order to do so he needs the freedom to roam between lanes and harass or pick off enemies already in combat with his allies. First make sure all of your lanes are covered, meaning that you have an ally in each who intends to stay there and get the experience, then you can begin planning your roaming strategy. First priority are lanes where your allies have hard crowd control (stuns, roots) that give you time to kill your enemies. These lanes are even better to gank if the enemies in question don’t have particularly good crowd control or escape mechanisms of their own. After identifying the likelihood of a gank being successful in each lane based on the matchup ( examples below ) you can spend your early time on the map trying to pick off targets in those lanes.

After the initial stability of the laning phase things can start to break down a bit, and you’ll find yourself dealing with repeated skirmishes and small objectives being taken. Zeratul has good mobility, and combined with cloak it allows him to scout out opponents who might be taking mercenary camps or pushing their limits and either call in reinforcements or cut them down on his own. Remember, during this phase of the game it is very important to maintain experience flow in every lane so that you don’t fall behind. If you have to go hold a lane because an ally died that is okay, and you shouldn’t keep roaming around behind enemy lines or between lanes at the cost of giving up a bunch of creeps worth of experience.

*Lane Prioritization Examples:*


A+++: One of the lanes is your Uther and Tychus against an enemy Witch Doctor and Sgt. Hammer. Dance a jig! This lane is exceptionally easy to gank with the help of Uther’s crowd control, Tychus’s high damage, and neither Witch Doctor nor Sgt. Hammer have good hard CC or escape mechanisms.

B: One of the lanes is your Valla against an enemy Malfurion. While Valla contributes good damage in a gank she doesn’t have the hard crowd control you would really like to see. Malfurion has alright defensive crowd control, but it can usually be circumvented with good postioning and his heal takes a while to really kick in, so you have an opportunity to burst him down if he makes a mistake. Keep an eye on the situation here so you can show up at opportune moments and kill malfurion.

F-: This lane has your Raynor and Zagara playing against an enemy Tassadar and Brightwing. Might as well cry yourself to sleep before trying to get a kill in this lane. Your team packs alright damage, but both Brightwing and Tassadar have powerful escape mechanisms, healing or shielding, and can dish out their own brand of hurt if you overstep your situation. Never bother to come here unless the enemy is WAY out of position, like maybe having a nice cuddle with your fort, or you just have to hold the lane for experience so your allies can go back to base to fill up their health and mana.

*Side Note:* Your roaming during the lane phase can be even more effective if you move around the map in a pair with someone who has hard CC or good damage output. Bonus points if you have a Nova to be cloak buddies with! Nova and Zeratul together can be a devastating roaming pair in the early game with tons of burst damage!

Skirmishing



Skirmishing effectively as Zeratul is a matter of being patient and understanding your limits. Try to conserve your blink by approaching enemies using cloak, brush, and mounts to get in range for your cleave and weapon attacks. Remember that Singularity Spike has a delay before the damage and slow, and if you use it too late the enemy might get to the safety of their turrets and gate before you can make use of the slow effect. It should be obvious, but a dead Zeratul does no damage, so try to use Blink to keep yourself safe as a first priority rather than always chasing low enemies into dangerous territory ( especially prior to wormhole ).

*At this point Shrink Ray has started to come into play if you have been doing your job and the enemy supports are on the ball. Fortunately, you get access to Wormhole at the same time, and any time you get hit by the ray you should be able to either Blink or Wormhole out and wait for a new opportunity to fight. Don’t get baited into thinking you can win a fight even while shrunken, because you will get kited or tanked out and wrecked. It’s better to eat the shrink ray, get out of the fight, then return once you’re full size and full damage rather than trying to fight while crippled and an easy target.

Late Game Team Fighting


At this point in the game you have all of Zeratul’s tools at your disposal, making you a highly mobile burst damage assassin with a game changing ultimate ability. During this phase of the game it becomes very important to stick with your team so that you can team fight at maximum effectiveness. Try to coordinate with teammates when deciding which targets should go down first, prioritizing characters with lower health pools or those that step out of position, and try not to ruin any of your teammates’ set ups with mistimed void prisons. You can scout ahead of your team, relying on Blink, Bolt, and cloak to keep you relatively safe. Depending on your team composition you can try to initiate fights with big ( 3-5 target void prisons ) or you can save it to split the enemy team up during the middle of the fight. Catching one or two enemies in void prison during the fight can render the enemy team very vulnerable, because they either have to keep fighting outnumbered for the duration or leave their teammates behind to escape. Once you have that all figured out it is simply a matter of picking the right target at the right moment to assassinate them. Good targets are usually at least a bit isolated from their team, have already used their hard CC or escape mechanism, and are distracted by a threat or pursuing a target that is other than you.

Happy Hunting!

The "No Peel" Build Top

Throughout the guide I have referenced a "No Peel" build and repeatedly stated that it is not for general use, but can be extremely effective in the right circumstances. The reason I call it the "No Peel" Zeratul build is that the build is based around capitalizing on a 5 second window after coming out of stealth where Zeratul's weapon attack damage is off the charts. We utilize Searing Attacks, Assassin's Blade, Shadow Assault, and Berserk to turn into a veritable killing machine. The only downside of this build is that you NEED to be able to attack consistently for the 5 seconds in order to be effective. This means that if the enemy team has more than one hero with a very reliable stun, root, knock back, or Shrink Ray then you will be prioritized and shut down any time you team fight. Fighting with this build is very similar to playing normal Zeratul, but instead of darting in and out you will need to find an opportunity to strike and commit HARD to killing your target. Here is the recommended "No Peel" build again:

& & & & &




Here is a rough breakdown of how the "No Peel" build matches up with various heroes. Green means the "No Peel" build has a good match up and can be used, Red means that hero will be a serious hindrance to the functioning of the build.


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