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The Big Book of Zeratul

Forum Index > Heroes of the Storm
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xDaunt
Profile Joined March 2010
United States17988 Posts
Last Edited: 2015-04-07 18:40:53
April 07 2015 17:58 GMT
#1

The Big Book of Zeratul

by xDaunt

We will do what we must...



About a month ago, Blizzard announced that Zeratul and Valla were the two most balanced heroes in HotS. Within weeks of that announcement, Blizzard nerfed them both. Go figure.

The nerf on Zeratul was particularly significant: Double Bombs now only grants 50% damage on the second casting of Singularity Spike. The significance of this change was obvious: Zeratul’s burst potential with the popular Wormhole/Double Bombs build had taken a huge hit. This begged the questions of whether Zeratul was still a good, viable hero, and whether other builds need a second look.

Now that Zeratul is a hero in flux, it is time to take a fresh look at the iconic Dark Templar and see precisely where he stands and how best to utilize his very particular set of skills.

I. An Overview of Zeratul



Let’s first take a look at Zeratul’s kit and see what he can do.

[image loading]

Zeratul's base stats and growths


[image loading]
Trait: Cloak

Automatically cloak when out of combat for 3 seconds. Taking damage, attacking, or channeling reveals you.

As in StarCraft, Zeratul’s defining characteristic in HotS is his ability to cloak and move around the battlefield virtually unseen. Receiving and dealing damage will make Zeratul visible again, as will using most other abilities, mounting, and recalling to base. Like with Nova, a shimmer will appear wherever Zeratul is moving. Accordingly, Zeratul can be hunted down even while cloaked if the enemy sees where he is. Nevertheless, cloak is invaluable for two reasons. First, Zeratul will not appear on the enemy team’s minimap when cloaked. This gives him virtually free reign to traverse the battlefield as long as he stays away from where enemy players are likely looking on screen. Second, Zeratul is almost completely invisible when he is not moving. There is only a slight shimmer from his idle animation, which is very difficult to see. This opens up some interesting ambush and escape opportunities for Zeratul. This also means that hiding in brush can be counterproductive for Zeratul. It often is better to just stand still out in the open than to stand in the brush where a team may actually go look for you. Still, be mindful of the fact that Zeratul still has collision when cloaked, meaning that Zeratul can give away his position if enemy heroes collide with him while moving and notice a deviation to their movement path.

[image loading]
(Q) Cleave
40 Mana
Cooldown: 6 seconds

Deals (92 + 17 per level) damage to nearby enemies.

Executing a spinning slash, cleave does flat damage to all enemies within a given radius of Zeratul. Critically, Cleave gives Zeratul the all-important ability to clear minion waves and merc camps. Through talents, Zeratul can increase the range and damage of the skill.

[image loading]
(W) Singularity Spike
60 Mana
Skillshot
Cooldown: 12 seconds

Flings a Singularity Spike that sticks to the first enemy hit. Deals 120 + 20 per level damage after 1 second and slows the enemy by 40% for 3 seconds.

This skill shot ability gives Zeratul additional single-target damage and a brief slow. This is his primary assassination skill. Talents provide increased range, the option to turn the ability into an area of effect nuke, and the ability to fire off a second bomb for 50% damage.

[image loading]
(E) Blink
75 Mana
Cooldown: 10 seconds

Teleport to the target location. Using this Ability does not break cloak.

This is arguably Zeratul’s most important ability. Blink gives Zeratul an instant teleport on a 10-second cooldown. In other words, Blink is Zeratul’s “Get out of Jail Free” card. Zeratul’s probability of escaping death is directly correlated to whether Blink is on cooldown or not. That said, Blink also has incredible offensive potential, allowing Zeratul to stick to targets far better than most everyone else and execute some truly sick body-blocking maneuvers. As a general rule, I recommend that new Zeratul players never use Blink offensively, no matter how tempting. Only experienced players should do it. The penalty for being over-aggressive (death) is too steep. Talents can reduce the cooldown of Blink and, with Wormhole at level 13, Blink becomes a two-way teleportation mechanism such that Zeratul can blink back to where he initially blinked from if he activates Blink again within 3 seconds. More on this later.

[image loading]
(R) Shadow Assault.
100 Mana
Heroic Ability
Cooldown: 100 seconds

Your Basic Attacks cause you to charge at enemies and have +20% Attack Speed. Lasts for 6 seconds.

Shadow Assault is a pure assassination skill. When activated, it grants Zeratul both an attack speed steroid and the ability to instantly teleport to any auto-attack target that is within range. Levelling it again at level 20 provides life leach and a longer duration. This skill is best used in auto-attack centric builds. The damage that it can generate during its duration is quite impressive. There are two problems, however. First, pursuing auto-attack builds on Zeratul is a very dicey proposition given how squishy he is. Second, Zeratul’s other heroic ability is a game breaker.

[image loading]
(R) Void Prison
100 Mana
Heroic Ability
Cooldown: 100 seconds

Trap ALL targets for 5 seconds, making them become invulnerable. You are not affected.

Void Prison is one of those abilities that is so good that the rest of the hero’s kit almost doesn’t matter. It is also very difficult to use to maximum effect, and infamously hazardous in the hands of inexperienced Zeratul players.

Void Prison freezes and removes from the arena all heroes, minions, buildings, and mercs from the battlefield during the course of its 5-second duration. This includes friendly heroes, but not Zeratul. Anything caught in the Void Prison will be immune to all damage and effects. Anything that enters the Void Prison after it is cast will also be under the Void Prison’s effects for the balance of its duration. Merc camps and other objectives cannot be captured when a Void Prison is placed over them. Zeratul can cancel Void Prison early by pressing R a second time. Simply put, this ability is tremendously powerful and versatile in application. Let’s review some of its uses:

Teamfight Initiation: This is Void Prison’s best and most powerful use. A well-placed Void Prison can trap multiple enemy players (even the entire team). This gives Zeratul’s team five seconds to perfectly position themselves to destroy the trapped players. The combo potential is absolutely devastating. Zeratul can make it child’s play for other heroes like ETC, Jaina, and Valla to land their big, heavy hitting abilities on multiple enemy heroes. Good teamfight initiation is critical to a team’s success in HotS. Zeratul is one of the best at doing it.
[image loading]

Bad things are about to happen to Red Team.


Splitting the Enemy Team: Even if Zeratul is unable to use Void Prison to initiate a teamfight, he can still use Void Prison after the teamfight as begun to split the enemy team in half for five seconds. The best place to drop a Void Prison in this circumstance is on the enemy team’s back line, where the healers and ranged damage dealers are likely to be. This then frees up your team quickly kill the enemy frontline heroes. Just make sure that you don’t place Void Prison on either your teammates or their targets. With proper coordination and good Void Prison placement, Zeratul and his teammates can win shorthanded situations. For example:

[image loading]

Zeratul drops Void Prison on Azmodan and Valla to turn a 3v5 into a 3v3. Meanwhile, Blue Team assassinates Malfurion and prepares to turn on Jaina and ETC….


[image loading]

And the result is a wiped Red Team and the fall of Red Team’s top keep.


Disengaging from a Fight: As simple as it sounds. Is the enemy team running your team down? Drop a Void Prison on them and you’ll have all of the time in the world to disengage and run away.

Saving Teammates and Friendly Buildings: This is a very niche use, but you can use Void Prison to prevent friendly heroes and buildings from taking damage that they otherwise would take. For example, in core races, Void Prison can buy Zeratul’s team an extra 5 seconds to finish off the enemy core. This is significant.

Securing Map Objectives: I can’t even begin to count how many times I have secured an easy Dragon Knight with Zeratul just by dropping Void Prison on the enemy team players. It’s almost not fair. This will work on any map objective that can be secured in under 5 seconds. Dragon Knight is the main example at present. As Blizzard rolls out more maps, I’m sure that there will be other opportunities.

[image loading]

No chance.


Let’s move on to the rest of Zeratul’s Talents.

[image loading]
Hotslogs info on talent selection


Level 1
[image loading]


Frankly, Zeratul’s level 1 talent options are very uninspired. Block, Regeneration Master, and Seasoned Marksman are common to many other heroes. Zeratul’s hero-specific talent choices aren’t very impactful. Greater Cleave only provides a radius boost to Cleave, and Rapid Displacement takes 1.5 seconds off of Blink’s cooldown. Interestingly, the probable worst talent available – Greater Cleave – is the most popular as of the writing of this article. Just don’t pick it. If you consistently need the extended range on Cleave, then you’re doing something wrong. In the past, Block and Rapid Displacement have been popular takes. For my money, the best talents available here are the two most generally overlooked ones: Regeneration Master and Seasoned Marksman.

Zeratul players have long unfairly neglected Regeneration Master, which is an absolute shame. Regeneration Master provides Zeratul with constant health regeneration of about 1-1.5% of his total health pool per second, depending upon his rate of orb collection. That may not sound like much, but consider how Zeratul is played. He is at his best roaming the map looking for targets of opportunity. He generally does not commit himself to prolonged fights. Instead, he goes in, does his damage, and gets out. If he is out of combat for just 10 seconds, Zeratul will passively recover 10-15% of his health with this talent. This allows Zeratul to remain in the field far longer than he otherwise could. It also opens up the possibility of safely taking merc camps (especially enemy Siege Giant camps) and clearing creep waves without running too low on health and having to go back to base to heal. Regeneration Master is a deceptively good talent on Zeratul.

Seasoned Marksman is the go-to level 1 talent for any auto-attack centric Zeratul build. With his burst build being nerfed, this talent is likely going to get a second look very soon. Note that the Seasoned Marksman damage bonus is added to Zeratul’s base damage before other attack damage modifiers like Searing Attacks, Assassin’s Blade, and Nexus Blades are factored in. This means that a +40 bonus at level 20 becomes a +78 bonus with all of those modifiers active. Cool, right?

Level 4
[image loading]


This is one of the worst selections of talents at a given level for any hero. Focused Attack and Vampiric Assault are outright bad. Vorpal Blade is fairly useless given how well Zeratul sticks to targets already with Blink. Sustained Anomaly was interesting before Double Bombs got nerfed, but now it just seems underpowered. This leaves Gathering Power as the default level 4 talent, even though it has lost a bit of its luster following its recent nerf from a 20% ability power bonus to 15%.

Level 7
[image loading]


I really like Searing Attacks, Void Slash, and Shadow Spike. Each of these talents has their uses depending upon Zeratul’s build. The problem is that First Aid is a sine qua non. Zeratul simply has to have it to survive, regardless of how he is built.

Level 10
[image loading]


Unsurprisingly, Void Prison is the overwhelming favorite. Nothing more to comment on here.

Level 13
[image loading]


Traditionally, Wormhole has been the go-to talent at this tier. The increased mobility and the ability to freely use Blink offensively are simply awesome. The problem, however, is that Zeratul’s burst damage has been nerfed as a consequence of the change to Double Bombs. Therefore, this is a tier where players should consider some offensive options to fill the void. Because he doesn’t like to hang around in teamfights, Burning Rage is just awful on Zeratul, so let’s skip that. Giant Killer is sub-optimal because Zeratul should generally not be attacking high-health targets like tanks. He needs to be on the squishies. Assassin’s Blade suits this purpose very well. A 5-second, 25% bonus to Zeratul’s already-high-damage auto-attacks is no joke. At level 16, Zeratul attacks 1.11 times per second for 242 damage (without Seasoned Marksman). Without any further attack speed steroid, Zeratul will attack 5 times during the 5-second Assassin’s Blade period, doing an additional 302.5 damage. Presuming full stacks of Gathering Power, this can make up for the 253 damage lost from having Double Bombs nerfed. With some stacks of Seasoned Marksman, Assassin’s Blade does even more damage. Yes, the damage from Assassin’s Blade is not instant. But keep in mind that this is a Level 13 talent it, so its damage bonus comes at a time when Zeratul’s burst is starting to wane before hitting Level 16. The result is a more even power curve for Zeratul. And for those Zeratul players who want to do an auto-attack build, this talent is a no-brainer selection. I fully expect to see Assassin’s Blade get more play.

Level 16
[image loading]


Double Bombs was, and probably still is, the go-to talent at this tier. Though nerfed, the bonus burst damage is still pretty good. Rending Cleave and Berserk are starting to see some additional looks now. Rending Cleave is the best selection for those Zeratuls that took Void Slash at level 7, and Berserk is probably the best selection for those who are pursuing auto-attack builds – particularly those who took Shadow Assault. The problems with Berserk, however, are the short duration, the long cooldown, and the resulting degree to which Zeratul players are screwed if they are interrupted/stunned after activating it. I tend to think that Blizzard needs to buff the skill overall.

Let’s just ignore that Stoneskin is an option here. It should be replaced with something more interesting (and probably will).

Level 20
[image loading]


This is another rough tier for talent selection. Nerazim Fury is an option for auto-attack Zeratuls who have Shadow Assault, but more often than not, they’d be better served getting Nexus Blades. Protective Prison is hot garbage and should be ignored. This leaves Rewind and Nexus Blades as the two most viable options. Rewind now effectively lets Zeratul fire off three full bombs (2 full bombs and 2 half bombs) and two Cleaves. This isn’t a trivial amount of damage. But what are you left with after blowing your load on one enemy hero? What if he’s still not dead? Because of this, I foresee Nexus Blades becoming more popular, especially when used in builds that also utilize Seasoned Marksman and Assassin’s Blade. Presuming 40 stacks of Seasoned Marksman, a Level 20 Zeratul will do 484 damage per hit with Assassin’s Blade and Nexus Blades. That’s a lot.

II. Builds



Looking at all of the above, it is very clear that Zeratul fits the mold of a stealthy, burst assassin. He has both naturally high auto-attack damage and two skills that provide excellent burst damage. Cleave has the added bonus of being a decent wave clearing skill, allowing Zeratul to be far more versatile than his ranged counterpart, Nova. Zeratul also can seize some merc camps and take other objectives. In short, Zeratul can do far more than just kill heroes efficiently.

Zeratul’s damage potential is offset by a low health pool no natural damage mitigation. Zeratul’s defense is his stealth and the mobility from Blink, which is on a 10-second cooldown. The obvious conclusion reached by most Zeratul players was that Zeratul is not built for slugging it out in the fray of team combat. He needs to get in, drop his damage, and get out before getting tagged by the enemy team. So let’s look at some builds.

The Classic Burst Build

1: Block/Regeneration Master
4: Gathering Power
7: First Aid
10: Void Prison
13: Wormhole
16: Double Bombs
20: Rewind

The most popular Zeratul build by the end of the HotS Alpha came to be one that maximized Zeratul’s burst potential and mobility. The key talents taken were Gathering Power at level 4, Wormhole at level 13, Double Bombs at level 16, and Bolt of the Storm at level 20. Wormhole was particularly critical, because it opened up the offensive usage of Blink or Zeratul. Specifically, it allowed Zeratul engage a hero with Blink, drop all of his damage (usually killing the target if it was squishy), and Blink back to his starting place – all within three seconds. For whatever reason, Blizzard decided that it would be a good idea to remove Bolt of the Storm and give Zeratul Rewind at level 20 in the Lost Vikings patch, effectively turning Zeratul into a quad-bombing, burst monster at level 20. And yes, using Rewind, some very naughty things were done with Zeratul. A change was warranted. But for whatever reason, Blizzard decided to nerf Double Bombs instead of revisiting Rewind.

This nerf to Double Bombs significantly hurts Zeratul’s late game ability to quickly kill enemy heroes. In most circumstances, Zeratul will be unable to 100-0 a target within the Wormhole interval, which has a couple important implications. First, this means that Zeratul needs help from teammates to kill targets. In teamfights, this likely will result in Zeratul having to fight somewhere in the middle of the fray as opposed to on the periphery. This is not really where he wants to be. Second, if Zeratul does attack someone on the periphery, his inability to kill that target in a timely fashion will make it very difficult for him to escape. Smart teams turn on Zeratul and kill him as soon as he shows up.

I suspect that this build will continue to see a lot of use for the foreseeable future. But as a Zeratul player, I am not sure that it is Zeratul’s best option anymore.

Auto-attack Zeratul

1: Seasoned Marksman
4: Focused Attack
7: Searing Attacks
10: Shadow Assault
13: Assassin’s Blade
16: Berserk
20: Nexus Blades

At the other end of the spectrum, we have the full auto-attack Zeratul build. This is a dangerous, glass-cannon build that puts out a ton of sustained damage. At Level 20, with all abilities activated and 40 stacks of seasoned marksman, Zeratul deals 651 damage per hit with 1.33 attacks per second. Ouch. Combined with Cleave and Singularity Spike, Zeratul is going to kill anyone pretty damned quickly if left to his own devices. But that’s the rub. Good players will never leave an enemy Zeratul to his own devices, meaning that an auto-attack Zeratul needs to be incredibly careful when picking his spots to go all in. The other problem is that burst healing makes it very difficult to actually finish an enemy off. Doing a lot of damage means little when no one dies.

Hybrid Zeratul

1: Seasoned Marksman
4: Gathering Power
7: First Aid
10: Void Prison
13: Assassin’s Blade
16: Double Bombs
20: Nexus Blades

Between the two extremes of the Classic Burst and Auto-attack builds, there are a lot of options for melding the two. This particular hybrid build combines a lot of burst potential with most of the damage from the auto-attack build. It is safer than the Auto-attack build in that it utilizes First Aid. It sacrifices Wormhole for the added damage of Assassin’s Blade, which is the most critical tradeoff. This means that Blink cannot always be used safely as an offensive, engagement tool. Instead, Blink must be preserved as an escape. This has become my go-to Zeratul build.

III. Gameplay



Now that we have talked about how to build Zeratul, let’s discuss what Zeratul players should be doing during all three phases of the game: the laning phase, the mid-game phase, and the end-game deathball phase.

The Laning Phase

For the first 10 levels, Zeratul is a hero who should always be roaming between the lanes looking for opportunities to gank enemy heroes and secure early kills. With stealth, high damage, and Blink, he excels at this. Zeratul should be at whichever lane that the enemy has pushed in the most. This gives Zeratul the most room to secure a kill before the enemy hero can retreat behind a gate. The basic gank mechanic is this:

1. Signal to your teammate(s) in lane whom you want to kill.
2. Let your teammate(s) engage the target first.
3. While mounted, run behind the target to cut the target off from escape. Do not use Blink to engage.
4. Start attacking the target.
5. If necessary, use Blink to body block the target one last time to secure the kill. This is why you need to save Blink, which is particularly important when trying to kill heroes with escape abilities such as Valla and Sylvanas. Do not be afraid to execute the body block underneath enemy towers if you have enough health, but also make sure that you are not committing suicide by doing so – particularly if you took Gathering Power.

The best lanes to gank are those where your teammates have some form of CC available (stuns, roots, or slows) and where the potential targets are squishy targets.

If you take Seasoned Marksman or Regeneration Master, you can accumulate a fair number of stacks by roaming between the lanes. In general, you should only stay in one particular lane if either your teammates cannot hold against a particular pusher composition and need help or if no one else is available to soak a lane, because someone on your team died.

The Mid-game Phase

As the game enters the mid-game phase, Zeratul’s duties expand. He should continue to roam between lanes looking for targets of opportunity and pushing back minion waves as needed. However, Zeratul should also roam the map, keeping tabs on what the enemy team is doing. In particular, check their merc camps to see whether an easy kill can be secured. The Zeratul players that will succeed the most during this phase are the ones with a keen sense of map awareness. In other words, they’ll know where the enemy team is and what the enemy team is doing just by looking at the minimap – even if not all of the enemy heroes are visible. This is also the time to start hunting enemy Abathurs.

Regardless, make sure that you stay with your team when everyone gathers to seize map objectives or otherwise attack and defend forts. Be very conscious of what is happening on the minimap so that you are never out of position.

It will be during this phase that some of the larger teamfights will begin to occur, so let’s review what Zeratul’s role in these fights is. We will leave Void Prison out of this analysis given that its usage is discussed above. Zeratul’s job, as the assassin, is to kill someone important as quickly as possible and not die in the process. It’s a simple enough concept, but it’s very difficult in practice. Here are some things that should be considered:

1. The target must be squishy. As a general rule, never, ever, try to burst down a tank at the start of a 5v5 teamfight.

2. The target must be vulnerable. Only attack someone that you are likely to kill. Targets without escape abilities or hard CC should be prioritized. If the target has some kind of CC, wait for that ability to be used. Also, your target needs to be sufficiently isolated such that there’s minimal risk of other enemy team players turning on you and killing you. Do not dive the entire enemy backline by yourself. Bad things will happen.

3. Ideally, the target should be a critical component of the enemy team’s composition. This will typically be a damage dealer or a healer. Heroes like Valla, Tychus, Falstad, and Zagara usually should be considered priorities. If the enemy team has a lone healer, assassinating that hero is often the better option. Whatever you do, make sure that you coordinate your target (as best as possible) with the rest of your team. This is particularly important if your team has a dive composition, using someone like Tyrael to initiate fights on vulnerable targets.

Keep two things in mind for teamfights. First, always wait for your team to engage before attacking. If you show yourself too early, you’re just going to die. Second, do not use Blink to engage unless there’s a very, very good reason to do so. After you attack (and hopefully kill) your target, there’s a good chance that the enemy team is going to turn on you. Make sure that you can get away.

With your initial target dead, move on to the next target, who will likely be the hero that your team presently focusing on. Depending upon the circumstances (particularly your positioning relative to your team), it may make sense to temporarily disengage from the fight, mount, and recloak before attacking again. If your team is winning, ruthlessly hunt down anyone who tries to flee. Zeratul is one of the best mop-up artists in the game.

The Late Game Phase

When the late game rolls around, Zeratul should generally stop roaming and stay with the team. Ganking opportunities will basically disappear as the enemy team starts to stay grouped as well. The most likely thing to happen when roaming alone is death, which often leads to an instant loss at this stage in the game. The risk is not worth it.

IV. Final Thoughts



Now that we have covered what Zeratul can and should be doing, let’s review when he should be picked. If we consider that the three core functions that any team needs to cover are tanking, dealing damage, and healing, it should be noted that Zeratul does not fill any of those roles by himself. He certainly can provide a lot of burst damage, but he should not be relied upon to be a team’s primary damage dealer. Squishy melee assassins are ill-suited for that role. This is particularly true of Zeratul who generally will not maintain a sustained presence in a teamfight. Typically, Zeratul carefully picks his spots to attack, dumps as much damage as he can, and runs before he dies. He is not a hero who can afford to spam damage to pad his stats. Zeratul, for this reason, often will have low hero damage figures in game.

Instead of a primary damage dealer, think of Zeratul as a fourth or fifth pick (though he may very well be taken out of order) utility hero. Unlike Nova, Zeratul fits very well on most teams because of his versatility. He is particularly potent on teams with wombo combo potential, having great synergy with any heroes who lick their chops when they see lots of enemy heroes trapped in a Void Prison.

Other heroes with a global presence can enhance Zeratul’s ganking ability. Abathur is Zeratul’s BFF (as long as he’s on Zeratul’s team, otherwise Zeratul treats Abathur like a lover scorned). Symbiote on Zeratul makes almost everyone killable in ganks. It is an incredibly strong combination that is outright devastating when a good Abathur and a good Zeratul work in tandem. Brightwing is another hero who can work wonders when paired with Zeratul, particularly in the mid-game. When Zeratul roams and finds targets of opportunity, good ol’ Brightwing can Phase Shift right to him, dumping Envenom, Polymorph, and other nastiness on Zeratul’s target, virtually guaranteeing a kill. For the not-so-good Zeratul players among us, Brightwing can also be a life preserver, bailing Zeratul out of bad ganks and over-aggressive play.

Because of Zeratul’s overall utility, there aren’t too many team compositions where he does not fit. Only four major cases come to mind. First, do not pick Zeratul if your team is light on CC. It is too critical of a team component to leave out. Second, be wary of picking Zeratul as a fourth melee hero on the team. Most of the time, your team will be better off with second ranged hero. Third, if your team really needs a second damage dealer to crank out a lot of damage in teamfights, and if your team otherwise does not have wombo combo potential, then pick someone other than Zeratul. Lastly, Nova is not a good partner for Zeratul. Yes, dual stealth ganks are cute, but the problem is that Nova provides zero utility to the team outside of killing heroes. She cannot sit in lane. She cannot push. She cannot take merc camps. What inevitably happens in games where Nova and Zeratul are on the same team is that Zeratul gets knocked off his game as he is forced to cover for Nova’s shortcomings.

Nor does Zeratul have any particularly weak maps. His weakest might be Haunted Mines. Though he is not a particularly good siege hero, Zeratul thrives in the chaos of the mines and is a very adept skull collector. In contrast, Zeratul absolutely excels on any map that requires a lot of player rotation between lanes. Blackheart’s Bay, Dragonshire, and Tomb of the Spider Queen are all excellent maps for Zeratul. Tomb of the Spider Queen should probably be renamed to “Zeratul’s Paradise.”

Now, let me throw an idea out there that may seem a little controversial: there is no hard counter to Zeratul. No, Tassadar is not a hard counter to Zeratul, nor are burst healers, nor anyone else who makes Zeratul’s life of stealthy assassination more difficult. There are plenty of heroes who can beat Zeratul in a straight-up, mano-a-mano fight, but they aren’t hard counters to Zeratul, either. Zeratul does not play by any traditional rules. He makes his own. The fact of the matter is that a good Zeratul can play around anything and anyone, because asymmetric warfare is Zeratul’s game. The real upper limits of Zeratul play are not realized through mechanical prowess. Mechanically, he is one of the easier heroes to play. Zeratul’s real limits are the cunning and creativity of the player using him. As a Zeratul player, your specialties are creating opportunities for your team and ruthlessly punishing the mistakes of the opposition. It does not really matter which heroes are on the enemy team when you are continuously putting them in shorthanded situations. And I promise you, from Rank 50 to Rank 1, those opportunities will always be there.

Good hunting.
Writer: xDaunt
Graphics & Format: shiroiusagi
Art Credit: Blizzard
Editor(s): GMarshal, KadaverBB, Heyoka,
Tenks
Profile Joined April 2010
United States3104 Posts
April 07 2015 18:51 GMT
#2
To extend on regen master. I also like it at level 1. The thing with Zeratul is he probably should not be in lane. He should be roaming and threatening. So you can easily hop between lanes and attempt a gank and just kill the mage minion and then run off to a different lane and repeat. Doing this you can pretty easily get a healthy orb rate depending on the map. Blackheart's makes it quite trivial but you can also do it pretty easily on any map.

So it is pretty win/win. You get orbs and you can also bully lanes and sometimes generate a kill for some early game momentum.
Wat
xuanzue
Profile Joined October 2010
Colombia1747 Posts
Last Edited: 2015-04-07 19:09:32
April 07 2015 19:04 GMT
#3
with zeratul, to farm orbs is easier than to farm creeps.

with a good farm, you can regenerate 40% of your hp in 20 seconds

I like more sustained anomaly, because the slow helps in fleeing, and chasing scenarios.
Dominions 4: "Thrones of Ascension".
xDaunt
Profile Joined March 2010
United States17988 Posts
Last Edited: 2015-04-07 19:14:13
April 07 2015 19:10 GMT
#4
On April 08 2015 04:04 xuanzue wrote:
with zeratul, to farm orbs is easier than to farm creeps.

with a good farm, you can regenerate 40% of your hp in 20 seconds


I play a very active and aggressive roaming Zeratul and don't sit in lane very much with him. If I take regeneration master, I find that I typically will collect enough orbs to maintain a 1-1.5% health per second regeneration bonus. If I take seasoned marksman, I typically will have about a 10% bonus to attack damage for most of the game, which then spikes in the late game to the 10-15% range.

EDIT: As for sustained anomaly, I played with it quite a bit during the Lost Vikings patch. It is nice to have against Vikings or when your team has wombo/combo potential. The problem with it is that it competes with Gathering Power, which adds to Zeratul's single-target burst damage potential. There are too many times when you simply need the extra damage to ensure that your target dies in timely fashion.
Big G
Profile Joined April 2011
Italy835 Posts
April 07 2015 19:14 GMT
#5
On top of that, with Sustained Anomaly @4 Zeratul has a wave clear fast enough to make it possible to clear minions even while roaming.

I feel like Shadow Spike is such an underrated talent. People took First Aid blindly even before the recent Double Bombs nerf, forgetting that Shadow Spike adds a lot of survivability as well (due to both cloak and increased range) - just in a less explicit way.

xDaunt
Profile Joined March 2010
United States17988 Posts
April 07 2015 19:20 GMT
#6
On April 08 2015 04:14 Big G wrote:
I feel like Shadow Spike is such an underrated talent. People took First Aid blindly even before the recent Double Bombs nerf, forgetting that Shadow Spike adds a lot of survivability as well (due to both cloak and increased range) - just in a less explicit way.

I agree. I've probably played at least 200 games with Shadow Spike, and always loved the increased range and sneakiness potential. It gives Zeratul a legitimate, safe harassment tool. With the old double bombs, you could often kill injured heroes outright without ever breaking stealth.
NonY
Profile Blog Joined June 2007
8748 Posts
Last Edited: 2015-04-07 19:51:43
April 07 2015 19:48 GMT
#7
I recommend using smartcast for zeratul, especially if going double bomb. Also I'd mention about using VP offensively as part of your combo, I guess mainly for a Cleave build. You can Q -> W -> R and then sit there and wait to recloak and for your Q to come off cooldown, and then Q again when VP drops. And eventually when you get rewind, you can blink in, Q W R, Q rewind Q W and blink out, as long as you're not getting CC'd. If an instant cast targeted CC is gonna be cast on you the moment VP ends, obviously it won't work. So in team comps where your team doesn't have a ton of AE damage but can chain some CC when VP ends, then you can be the AE damage yourself instead of trying to assassinate a single enemy. The key talents are probably cleave range (hehe) and cleave damage and cleave dot, although the cleave dot doesn't stack and it doesn't tick while they're in VP, so you aren't doing absolutely ridiculous damage with the dot. So you can decide for yourself if you'd rather have double bomb.

edit: using VP just to secure a gank kill is usually a waste of VP, especially when VP cooldown is way longer than respawn time. gotta have VP up for the big fights of course
"Fucking up is part of it. If you can't fail, you have to always win. And I don't think you can always win." Elliott Smith ---------- Yet no sudden rage darkened his face, and his eyes were calm as they studied her. Then he smiled. 'Witness.'
Tenks
Profile Joined April 2010
United States3104 Posts
April 07 2015 19:59 GMT
#8
I wish you could set up profiles for characters for auto cast on/off instead of having to toggle it yourself
Wat
KobraKay
Profile Joined March 2010
Portugal4231 Posts
April 07 2015 21:50 GMT
#9
I haven't got the time to finish Reading this all yet, still I have a question....has Zeratul's price gone down? I thought he costed 10k gold.

As Zeratul is in line as my next buy hero I'm going to come back to this thread a lot! Thank you very much.
CJ Fighting! (--.--)
xDaunt
Profile Joined March 2010
United States17988 Posts
April 08 2015 01:39 GMT
#10
I noticed someone on the Reddit thread saying that I dismissed Cleave-centric Zeratul builds too quickly. Here's my response to that: consider how such builds play into Zeratul's strengths and role in the game. Zeratul is at his best as a single-target assassin. Cleave builds do a lot of AoE damage, but they come at the expense of single target damage. To really make the most of Cleave, you have to go all-in on the Cleave talents at Levels 1, 7, and 16, and sacrifice a lot of the utility and synergies that you could develop with the other talents. It's a very high price to pay for a build that both seems forced and hobbles Zeratul's greatest potential strength.
mantequilla
Profile Blog Joined June 2012
Turkey779 Posts
April 08 2015 08:45 GMT
#11
A little off topic but there's something I wonder guys:

Like with Nova, a shimmer will appear wherever Zeratul is moving. Accordingly, Zeratul can be hunted down even while cloaked if the enemy sees where he is. Nevertheless, cloak is invaluable for two reasons. First, Zeratul will not appear on the enemy team’s minimap when cloaked. This gives him virtually free reign to traverse the battlefield as long as he stays away from where enemy players are likely looking on screen. Second, Zeratul is almost completely invisible when he is not moving. There is only a slight shimmer from his idle animation, which is very difficult to see.


What is the point of a "slight shimmer" in games? Another similar thing is dark templar in SC2. What's the difference from putting a big red sign that says "Zeratul is HERE !" or "DT is HERE !". Is noticing a small shimmer considered a skill?

Only difference to me is, it creates imbalance for people with different hardware. For example it's way easier to notice a DT in medium than low graphic settings. If it's intended to be noticed (gameplay wise) why not make it easily noticeable?
Age of Mythology forever!
Rikudou
Profile Joined April 2014
Germany151 Posts
April 08 2015 09:25 GMT
#12
amazing guide, BUT WHY DID YOU MENTION THE AUTO ATTACK ZERA BUILD????
Really though... WHY???
*calms down*
AA zeratul basically never works (unless you are playing in a group and every member of that group is at masters level), especially in low ranks and that's the most important factor... rookies ignore things like:
The most popular Zeratul build by the end of the HotS Alpha came to be one that maximized Zeratul’s burst potential and mobility

new players will just ignore the "most popular-part" and will only look at the more interesting builds and play them (wich is in fact the autoattack build, even though it is "bad") and they will ruin alot of people's game expierence, Like i mention above AMAZING guide, really well done! but please point up that the auto attack build should be never done by new players (you should mention this at least 3 times with CAPS in your article to make it clear)
Is this real Life? No, it's StartaleLife!!!
Markwerf
Profile Joined March 2010
Netherlands3728 Posts
April 08 2015 10:09 GMT
#13
regen master is great and my go to pick now, I don't get why you'd pick seasoned marksman. That talent is underrated in general and zeratul doesn't want to be laning too much, regen master is for mercs / objective golems and if you come to a lane you can quickly kill the caster minion and do a cleave. Sitting around to grow seasoned marksman isn't that ideal.

Greater cleave has some value I think, if regen master sucks because of the map (say haunted mines) and you don't have particular reason for block it can be nice. Especially haunted mines it helps for clearing the camps and adding a bit safer aoe.

Assassin's blade is a choice I like too though, the whole wormhole in and out thing hasn't been that attractive since greater cleave/rending cleave was basically broken up till later.

As for maps I'd say blackheart's bay is his best and tomb and sky temple are close. At haunted mines he absolutely stinks I think. If the objective forces grouping too much and early laning power is somewhat important he just doesn't shine. A slippery melee hero like him doesn't really help supporting or attacking the golem either.
Overall I'm not a fan of zeratul much now being just a bit weak in general. I only like him as a late pick for the team if we somehow have a spot for him and he has some squishy targets. Even more so it matters how much your team can use VP, if you can combo it with some stuff or your team is especially bursty to do much while the VP. If your team is more sustain, the few seconds of free attacking while they have a couple man frozen doesn't do as much.
xDaunt
Profile Joined March 2010
United States17988 Posts
April 08 2015 13:18 GMT
#14
On April 08 2015 18:25 Rikudou wrote:
amazing guide, BUT WHY DID YOU MENTION THE AUTO ATTACK ZERA BUILD????
Really though... WHY???
*calms down*
AA zeratul basically never works (unless you are playing in a group and every member of that group is at masters level), especially in low ranks and that's the most important factor... rookies ignore things like:
Show nested quote +
The most popular Zeratul build by the end of the HotS Alpha came to be one that maximized Zeratul’s burst potential and mobility

new players will just ignore the "most popular-part" and will only look at the more interesting builds and play them (wich is in fact the autoattack build, even though it is "bad") and they will ruin alot of people's game expierence, Like i mention above AMAZING guide, really well done! but please point up that the auto attack build should be never done by new players (you should mention this at least 3 times with CAPS in your article to make it clear)

Thanks. I mentioned AA Zeratul because it is a thing (and may become more of a thing), even if it isn't as good as his more burst-oriented builds. If the enemy team is light on CC, I think you can do it effectively, but otherwise I wouldn't bother. It's too risky.

On April 08 2015 19:09 Markwerf wrote:
regen master is great and my go to pick now, I don't get why you'd pick seasoned marksman. That talent is underrated in general and zeratul doesn't want to be laning too much, regen master is for mercs / objective golems and if you come to a lane you can quickly kill the caster minion and do a cleave. Sitting around to grow seasoned marksman isn't that ideal.


Seasoned marksman provides some additional late game scaling that is very nice when matched with Assassin's Blade and Nexus Blades. If I wasn't picking both of those talents, then I wouldn't take it. And Zeratul doesn't really need to spend inordinate amounts of time in lane to get a decent stack going.
Apoteosis
Profile Joined June 2011
Chile820 Posts
April 09 2015 01:46 GMT
#15
(P)InCa approves this thread
Life won like 200k and didn't hire a proper criminal lawyer.
brad drac
Profile Joined May 2010
Ireland202 Posts
April 09 2015 16:09 GMT
#16
Excellent guide, thanks OP. I'd love to see this kind of detailed breakdown and analysis for all the heroes.
Saying what we think gives us a wider conversational range than saying what we know.
xDaunt
Profile Joined March 2010
United States17988 Posts
April 09 2015 17:11 GMT
#17
On April 10 2015 01:09 brad drac wrote:
Excellent guide, thanks OP. I'd love to see this kind of detailed breakdown and analysis for all the heroes.

Thanks! We have some other guides in the works -- for heroes, maps, and some cool miscellaneous things. Stay tuned!
Tenks
Profile Joined April 2010
United States3104 Posts
April 09 2015 18:39 GMT
#18
I thought auto attack Zeratul was becoming somewhat popular? I know I've seen a few pro teams take Vorpal.
Wat
xDaunt
Profile Joined March 2010
United States17988 Posts
May 12 2015 18:03 GMT
#19
On April 08 2015 10:39 xDaunt wrote:
I noticed someone on the Reddit thread saying that I dismissed Cleave-centric Zeratul builds too quickly. Here's my response to that: consider how such builds play into Zeratul's strengths and role in the game. Zeratul is at his best as a single-target assassin. Cleave builds do a lot of AoE damage, but they come at the expense of single target damage. To really make the most of Cleave, you have to go all-in on the Cleave talents at Levels 1, 7, and 16, and sacrifice a lot of the utility and synergies that you could develop with the other talents. It's a very high price to pay for a build that both seems forced and hobbles Zeratul's greatest potential strength.

After talking with some people and reading some other materials on Zeratul, I think that these thoughts need some updating. There's nothing inaccurate in my analysis above regarding the Cleave build. However, what I didn't account for is that Cleave builds can be preferable in pro play or otherwise highly organized play. The reason is that single target damage matters less when there aren't targets of opportunity to gank or 1v1. Likewise, the utility that you get from First Aid or Regen Master will also matter less when heals are more likely to come your way in fights and when roaming matters less. In these circumstances, dealing a lot of AoE damage to the entire enemy team is relatively more valuable to what you're giving up by using a Cleave build.

Long story short, I still think that single-target centric builds (burst/hybrid) are best for the vast majority of Zeratul players (anyone solo queuing). However, Cleave builds do have a niche at the highest level of play.
xDaunt
Profile Joined March 2010
United States17988 Posts
Last Edited: 2015-05-13 22:35:06
May 13 2015 22:33 GMT
#20
Quick update: I just crunched the numbers on the new Focused Attack, and it is better to take than Gathering Power for my hybrid build and any single target burst or AA build. At level 20, and presuming no stacks of seasoned marksman, focused attack will add roughly 450 damage over a 5-second period (2 attacks will get the buff). In contrast, gathering power only grants 247 bonus damage to Cleave and to Double Bomb. Cleave builds should still take Gathering Power, but any single target build (Burst, AA, or Hybrid) should be taking Focused Attack.
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