Kharazim, the Veradani Monk arrived in the Nexus on August 18, 2015 so he is still a fairly new hero to the game and only time will tell how much of an effect he can really have on the Nexus but for now lets breakdown a build that I have found extremely useful in the limited time I have had to play him. I will continue to play him and re-evaluate the guide as I get new findings!
Kharazim is a monk from the Diablo universe first introduced to us in Diablo III. Kharazim specializes in supporting his teammates in a combat-role where he is able to either Heal, or do Damage to help the team out. The monk provides a fairly unique gameplay style for a support as he is very mobile, dashing around the battlefield while providing large amounts of healing to players nearby.
Lets try to take a look at the strengths and weaknesses for Kharazim:
Pros
- Incredible amount of mobility.
- Burst Healing
- Very good sustain throughout game.
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Cons:
- Very squishy.
- Non-traditional support style.
- No lockdown or CC.
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Kharazim has a lot of abilities similar to a lot of different heroes mashed into one. In his healing you see a
Brightwing style aura-healing, but on Kharazim it is activatable through
Breath of Heaven, much like how Brightwing's was in previous patches through talents. His ultimate has a sort of
Uther/
Rehgar blend when you go for his
Divine Palm talent as it
sort of gives the player you target a "state" of invulnerability in that they can take fatal damage and gain a huge massive heal similar to Rehgar's
Ancestral Healing.
Kharazim has by far the most unique Level 1 Talents available as he is able to choose his trait. Below are the available traits he can pick from, which all change the way you can support your team.
Traits
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Transcendence
Allows every 3rd Basic Attack to restore a small amount of healing. When paired with
Deadly Reach you can restore a nice chunk of an HP pool to the ally nearest you with lowest health. |
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Iron Fists
Allows every 3rd Basic Attack to deal an additional 100% damage. Nice for a damage increase if you're building pure damage. |
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Insight
Allows every 3rd Basic Attack to restore a small amount of mana, which gives you an incredible amount of late-game sustain as Kharazim's healing talents are extraordinary but do require a lot of mana. |
Abilities
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(Q) Radiant Dash
Quickly dash to your target. Allows you to move in and out of combat as well as dodge abilities by enemy heroes. | |
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(W) Holy Radiance
A burst-heal that heals all Allies in a small radius around you. This is your main heal and it gets extremely powerful when talented later in the game. | |
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(E) Deadly Reach
Allows you to extend your reach for a short period of time, giving you the ability to deal heavy damage to make full use of your Trait that you select at Level 1. | |
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(R) Divine Palm
Allows your target to take a fatal blow and be healed for a fairly large amount of health. Target must take a fatal blow for Divine Palm to trigger as it can wear off after 3 seconds. | |
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Seven-Sided Strike - Strike any nearby opponents 7 times over 2 seconds for 7% of their maximum hp.
While not mentioned above, Seven-Sided Strike is a great ability that can be chosen if you have a main healer already in your group or you just want to go full damage. |
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Talents
Insight - Although
Transcendence is a fantastic talent, I think Insight provides a much better late-game support style build.You will have so much sustain to keep your team up for a prolonged fight where other healers may struggle.
Protective Shield - Protective Shield early game gives you the ability to give your teammates a little shield for them to burn through in a small fight, but late game this provides you or your team with a great shield as 15% of health is a significant amount for some heroes late game.
Echo of Heaven - This provides you with a second wave of burst healing for 50% of the amount healed. If you pair this with your Radiant Dash you can heal different players for different waves, or provide your team with a second burst of heal if they are clumped up.
Divine Palm - Instant cast to give someone on your team a blessing, allowing them to take fatal damage and restore a large amount of health to them. This talent requires a bit of communicate so make your teammates aware that you took this Heroic and that if they see the Palm animation around them they can safely "die" in that moment! This can really turn around a teamfight back in to your favour.
Spell Shield - As Kharazim you are going to be in the heat of the battle attacking things to make your trait useful in times you need it. This requires you to have a little bit of survivability in the event you get focused. It gives you a small buffer to get away and take a bit of damage and heal up while escaping, allowing you to return to combat much sooner.
Circle of Life - Allows you to burst heal significantly more if your teammates are around. If you cast this with all of your team in the circle (which is rare) you get a bonus 40% healing to your
Breath of Heaven heal. That is significant, not to mention the second tick will also gain this effect, so it increases your Burst heal capability by a lot. This is a very large power spike for Kharazim as it is most heroes.
Peaceful Repose - Sometimes when casting
Divine Palm the hero will not take fatal damage. This causes your Heroic ability to go directly on its full cooldown. Peaceful Repose negates that by allowing you to ensure you get maximum value out of Divine Palm.
While I haven't been able to play the monk for an extended period I have put in plenty of hours playing him since release, and analysing gameplay and Hero League stats and this is the build I feel is strongest at the moment. Of course there are alternatives and I will edit the guide as I play more and learn more advantages/disadvantages to playing Kharazim.
Hope you enjoyed! Leave comments below for any tips or suggestions!
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