The Shadow Stalker by Dogmai: Assassination Guide by dogmai

The Shadow Stalker by Dogmai: Assassination Guide

By: dogmai
Last Updated: Jul 22, 2015
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Zeratul

Build: Shadow Stalker by Dogmai

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

Threats to Zeratul with this build

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Threat Hero Notes
1
Li Li Lili is easy pickings, her blind will mess you up a bit, and if she takes her Water Dragon it can ruin your day in a team fight. If she pops a thousand cups focus on her so she doesn't heal her friends.
1
The Lost Vikings Have fun tearing them to shreds.
1
Tyrande Easy pickings here, but for some reason most Tyrande's I play against are expert pro across the arena owl launchers, just watch out for her owl and stun arrow.
2
Rehgar He's an easy kill, his ultimate heal can ruin a plan if he's lucky.
2
Sgt. Hammer Hammer is a sitting duck, but she can do damage if she's in the right place and she's hitting you with artillery ... pay attention to if she's trying to Shotgun you out of stealth, and if it's on CD. If you get the jump on her, she's done.
3
Jaina The only thing you need to watch for is her AOE, and that's easy. If you catch her in a team fight she is going to be easy prey, she's just too squishy.
3
Chen The only thing annoying about Chen is his shielding.
3
Falstad Squishy enough to not be a big problem, just watch out for his ultimate because it can ruin a plan of attack, or an escape.
3
Illidan Illidan can be tough to deal with if he takes healing and lifesteal, if he's less than half life he should be an easy kill.
3
Murky Haha, poor murky. Just don't get Tentacled, or caught in his fish bomb.
3
Raynor Raynor is only dangerous if his heal isn't on CD. He's an easy finish, just engage him when his life is about 40% or wait for the healing to pop then attack him.
3
Sylvanas Easy pickings here, but her darts can hurt and her Wraith spell will show your position so be careful.
3
Zeratul QM only, with this build I've schooled up so many other Zeratuls. They only get me when I get cocky and OE. If one's on your Arena then let them open first, then kill them and laugh.
4
Kael'thas KT has large AOEs and if he takes the spreading Walking Bomb talent you could get caught in the crowd, so be careful. However, wait for him to cast then pounce and he's fresh meat.
4
Abathur He's only dangerous when he's in symbiosis with someone because he can shield, and a good one will see your predator camo and break you from stealth
4
Azmodan If he's good with his Globe of Annihilation he can pick you off trying to get away, other than that he shouldn't be too hard to finish off.
4
E.T.C. He can stun like crazy and break your stealth, but he's easy to kill.
4
Gazlowe He's dangerous if he's got all his turrets up, though he himself is an easy kill ... best to engage him distracted and about half of his life gone.
4
Johanna Her only two threats are her AOE abilties because they can break your stealth. She won't be killing you outright, but she is very survivable. You can burst her shield down no problem, but it's best to engage her in a team fight, especially when she's fleeing with her D ability activated ... just don't OE
4
Kerrigan Kerrigan is only tough if she's got a good shield going already ... she's fairly easy to negate so pay attention to how she's being played ... her ultimate can hurt so get out of there if she pops it.
4
Malfurion Malfurion is only a threat because of his Roots, other than that he's easy pickings.
4
The Butcher You can blink out of his Lamb to the Slaughter, and if he's Onslaught Combo Wombo on you just pop your Void Prison and hit /taunt or /dance ... your choice lol
4
Valla Her AOE breaks your stealth and good Valllas know this. You can pretty much kill her if she's at 60% life though.
4
Leoric So far I haven't had any real trouble with him ... He's squishy enough that you can put some damage on him, and slow enough that you can get away. With no stuns or real serious slows you can engage him any time, just don't stand toe-to-toe
5
Anub'arak The stuns can be annoying if you're trying to get away, but if he's taking damage in a fight, he shouldn't be hard to finish off.
5
Nazeebo Nazeebo is easy to kill, but he can do damage to you too. His zombie wall is easy to escape with Cleave, but his poison hurts bad.
6
Brightwing If Brightwing takes the See Invis perk on his teleport to player ability, it can make life really tough for you and his silence can leave you a sitting duck ... other than that his squishiness is fun to take advantage of.
6
Tychus Tychus is dangerous for his AOEs, he's an easy kill just don't get caught in his Overkill
6
Zagara A royal pain in the ass because of his summons, but Zagara isn't too hard to pester and kill. Just don't get caught with low health and the Hunter Killer on you. Be a good teammate and use your Cleave when you can to kill the creep too.
7
Nova A good Nova will be able to assassinate you unless you get the jump on her, know where she is, and if she's on CD.
7
Arthas His ability to heal makes trying to go face-to-face with him very tough ... stick to ganking him when he's low health or distracted in a fight.
7
Diablo Lots of life, grabbing and stunning abilities ... make sure that he's low life and/or distracted before you engage. Also pay attention if he takes Armageddon ... that stun will break your stealth and leave you vulnerable.
7
Tyrael Tyrael can break your stealth, but you can break him down. Watch out for his ultimate stun, as with most tanks if you engage at higher health be ready to blink/VP, wait to engage until he's less than half life and his soul is yours.
7
Uther His healing and stunning make him a threat, however if you focus on him he can't heal his allies ... just watch to see if his stun is on CD
8
  No Threat
9
Muradin The stuns are real, make sure you don't open up on him at full life.
9
Stitches His AOE and slime can make stealthing difficult, but he's slow enough that you can pick him off if he's running. If he eats you, you're in his stomach long enough that you will stealth again ... so if your cleave is off CD you can burst again. Also, a good Stitches has a mean Hook, so watch out.
9
Thrall Only engage Thrall if he's low on life ... he can stun, speed up, and tear you down faster than you can say Orgrimmar.
10
Tassadar With his constant ability to break your stealth, steer clear of a good Tassadar because you lose your opener.
10
Sonya Only engage Sonya if she's low health and not currently using WW. Her innate healing ability makes her a tough opponent to take down, and she does a lot of damage. Engage her only at about 30% health or burst and get out on a team fight.

Zeratul

Build: Psycho-Crusher by Dogmai

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

Top



This is my first guide, however, with this build I have 48 total games as Zeratul, with 28 wins, 806 takedowns and 97 deaths thus far, playing mostly QM Solo.

First and foremost, as Zeratul you are a stealth assassin, not a melee warrior. Just like the title says, you will stalk your prey from the shadows and strike when you smell blood. It is important that you don't spend too long going toe-to-toe. With this build you should be able to burst most squishies dead from 50% and anything else from 30%. If I have support, sometimes I teleport as they run away and just AA FTW.

Now, Zeratul is exceptional at dealing damage and getting away. So, I wait until I see weak prey, either injured, fleeing a battle, or outmatched and then I open up with Cleave [Q] and let an Auto-attack (AA) or 2 go, now I change the timing of my Singularity Spike [W] after I open and damage, sometimes I do it fast because I see them start to run, sometimes I wait just a second or so because they stand and fight ... now once it explodes on them they are basically lambs to the slaughter (ha!) or if safe I can blink over and finish them off.

Now, I sometimes use blink to chase a quick kill I know I can get, but it's a judgment call and you must have an out ... which is why I choose Void Prison . Void Prison, for me, is an escape/save tool. So, I only use it when I need to escape, or to freeze enemies chasing/ganking teammates. You've got to be good with this so you're not trapping your teammates all the time. I choose the damage of Nexus Blades because I'm rather accurate with who I want frozen.

So, you've got tons of damage to deal out, and two ways to get to safety.

Top

Top




I choose Seasoned Marksman because I prefer the extra AA damage toward endgame, and it starts to add up. As I'm roaming around the map, and after you get the 30% stealth damage boost, you can easily one-shot groups of minions for extra power. I don't spend loads of time AA minions because you can get power increase from all the Hero Kills you will be helping with too.



I take Gathering Power because this helps us with the burst damage we are going to be doing in order to scare people into not wanting to be around us. This gives your Cleave a 5% damage increase up to a max 15% (as you shouldn't be dying, and you should be in on most kills because you're bursting people down you should get, and sustain max easily). You will also see that increase to your Singularity Spike



This is where the burst shows up because you take Void Slash which grants 30% damage to Cleave if used coming out of stealth. This is the bread and butter to this build here.



As discussed in the Playstyle section, you take Void Prison for your ult. This gives you that extra utility that keeps you, and your teammates alive if you get caught in some sticky situations. Practice with this, so you can not panic-trap your teammates ... and try to keep yourself from panic situations period ... just like Chess, stay a few moves ahead of your opponents.



I take Assassin's Blade because this gives us a bit more sustained DPS, and as your Seasoned Marksman begins to add up, you will notice the difference. This helps as you AA slowed running targets trying to get away, or if you blink to a lamb in flight mode.



Generally is a toss-up, however most often I take Rending Cleave because with Cleave being the main damage dealer I like that extra DPS as they try to run. I don't think you can go wrong picking any other talent at this level based on how the board is playing out, though.



Take Nexus Blades and I take this, again, for the extra AA DPS and it's nice to not let them freely run away. I don't take the Void Prison final because I'm good at not trapping my teammates, and I don't take the Rewind ability because it feels insignificant with the short cooldowns of Zeratul's basic abilities to begin with ... DPS FTW!

Cont'd Top



-- NO --
I do not take Block because for this build I prefer the damage of skilled marksman or, sometimes, the regen of Regeneration Master.

-- NO --
I do not take Greater Cleave because increasing the radius of cleave is negligible compared to increasing life or damage on this build.

-- NO --
I do not take Rapid Displacement, even though it's going to add a little bit of extra utility with more frequent Blinks, it is not that necessary because later I will be getting the extra utility of Void Prison.

-- Sometimes --
Sometimes, when the mood strikes me, I take Regeneration Master, usually if I see the teams are going to equal me being in the **** a lot, the extra regen saves a trip back to base.

-- YES --
Seasoned Marksman is going to give you the little extra DPS at the end of the game that's going to let you continue to pester your enemies, and finish them off more triumphantly


-- NO --
I do not take Focused Attack because this build isn't auto attack focused.

-- NO --
I do not take Vampiric Strike because this talent only benefits the auto attacks. Our main focus is getting ability power up.

-- YES --
I take Gathering Power at level four because this is going to give us that extra burst damage that we want on our Cleave.

-- NO --
Sometimes, when the mood strikes me, I take Regeneration Master, usually if I see the teams are going to equal me being in the **** a lot, the extra regen saves a trip back to base.

-- NO --
Though it seems like it may have some uses ... Vorpal Blade is not beneficial to this build


-- NO --
I do not take Follow Through because this build isn't auto attack focused.

-- YES --
This is where you really start to get bursty. Take Void Slash and start dishing out damage.

-- NO --
This talent would be good for a Spike build, however we need the stealth burst here.

-- NO --
Though First Aid has a lot of utility, we are trading that for damage.

-- NO --
Though it seems like it may have some uses ... Searing Attacks is not beneficial to this build, however an auto attack build with Shadow Assault would greatly benefit from this.

-- NO --
Though Shadow Assault is great for DPS, this build needs more utility for survivability.

-- YES --
This is your Ace-In-The-Hole utility ability. Use this to stop chasing gankers, stop fleeing dead enemies, stop captures, turn-ins, what-have-you. Make sure you aren't using it willie-nillie though, because you're going to want it up and available should you seriously need it to save your life, or a teammates.

-- Maybe --
I only take Giant Killer if there is no problem finishing off squishies and the other team is life-heavy. This talent is only effective (at this tier) against enemies with life OVER 5000!!! (DBZ N E BODY?!)

-- NO --
Unless you're AFKing in stealth next to enemies there really is no reason I can see to take this talent.

-- MAYBE --
I like the utility of Wormhole because essential it's a real quick escape, and allows you to teleport in and out. This would make you the true assassin where you could Blink-> Cleave-> Singularity Spike->auto attack-> Wormhole ... especially behind walls to healing enemies.

-- YES --
Absolutely a good choice. Not only do you get the 10% stealthed move speed, but you get 25% damage to your auto attacks which at level 20 equates to about 75 extra damage ... which unless they have a lot of toons over 5000 health is more than worth it.

-- YES --
I most often prefer Rending Cleave because it gives more power to the main talent this build empowers: .

-- RARELY --
I get Double Bombs if the enemy team begins to constantly bug-out. If you've got them on the run this can help finish 'em off. However, take Rending Cleave as priority

-- NO --
For this build and play-style this defensive talent is unnecessary.

-- situational --
If you're completely decimating the other team, and you find yourself with years of auto attack time with this build at this point, go ahead and take this to finish people off.

-- NO --
This build is based around the utility of Void Prison

-- NO --
You should be good enough with your Void Prison that you're not snagging teammates in bad situations.

-- YES --
The extra color=green][b][i]20%[/i][/b][/color] to [[auto attack damage will help bring down any hero. And the slow keeps them from running away.

-- NO --
If Rewind reset your Permanent Cloak so you could have a second Cleave it would be worth it.

Map Strategies Top

Battlefield of Eternity
On Battlefield Of Eternity you can start out by laning with teammates to gain AA power and EXP. I personally prefer to defend the Immortal when the time comes, and if you have another teammate to help you it becomes easy. It's nice to wait for the immortal to stun someone, oftentimes I see people that think no enemies are around too lazy to move out of the stun they are complacent. This makes it easy for you to finish them off, or just burst quickly on someone to scare them, then lather, rinse, repeat. You can cause serious problems for the other team doing this.


Blackheart's Bay
On Blackheart's Bay it becomes very easy for you to solo Doubloon Camps as the game progresses; eventually you one-shot 'em. You can gank the turn-in, and go around collecting coins for you team making this map easy to work on.


Cursed Hollow
On Cursed Hollow you can use Void Prison as a utility in attacking/defending the curse ... also your blink might be that in-the-nick-of-time save you need to keep them from capping. Get to the curse and pick off your prey FTW!


Dragon Shire
On Dragon Shire you can help at the shrines to assassinate foes down, or be stealth in mid to ninja-grab the Dragon if your team is strong on the shrines.


Garden of Terror
On Garden of Terror you will eventually be able to one-shot all minions for seeds, and you can help DPS the terror down easily, just stay out of that stun. Lane to begin with, get the seeds fast, and ninja assassinate FTW.


Haunted Mines
On Haunted Mines the relative smallness of the arena plays into your favor, because you don't have to move very far to find your prey. Cleave makes minions easy pickings for skulls so make sure you grab em fast, and teamfights become an assassin's playground, enjoy!


Sky Temple
On Sky Temple you really need to pay attention to the towers. The big *** dude with blade arms really hurts in early game so it helps if you have a tank present. The fighting that goes on over the temples helps you to assassinate your foes, but can make for dangerous situations if you end up in the middle of all your enemies with no escape. Void Prison comes in hand a lot on these "Hold the Objective" style maps.


Tomb of the Spider Queen
On Tomb of the Spider Queen all the minions help build attack power, and as you're building attack power you're also collecting gems. Typical assassin playstyle on this arena. Play smart, play deadly.

Change Log: Top

22.7.15 - Updated Toon Threats:
Jaina was down-graded as she's too squishy and if you get her after she casts she is done-did

Added a small amount of information Sylvannas, Kael'Thos, Falstad

Dropped Illidan down to green because he's easy to negate with Blink and Void Prison and he's
fairly squishy.

Moved Brightwing up a bit in threat

Dropped Abathur down in threat

Added Leoric to the threat graph.

Working on a reasoning section for the Talent Breakdown of this build. -finished

Added an auto attack build WIP


19.7.15 - Added Battlefield Of Eternity tips, fixed a duplicate map entry.

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