Talents change depending upon the game. For this one:
Iron Fists
Spirit Ally
Blinding Speed
Seven-Sided Strike
Spell Shield
Way of the Hundred Fists
Fists of Legend
Spell Shield because they have lots of spell damage, and Spirit Ally & Fists of Legend because Alterac Pass has a lot of skirmishing and sustained fighting.
I know a few folks here were surprised recently that Fists of Legend was good. I looked at the stats and it's Khara's most picked level 20 by a good margin. Also seems to have a better win rate than most of his other options.
0
Inquisitor772 x Penny Arcade Fight Club ChampionA fixed point in space and timeRegistered Userregular
"What were your talents on Kharazim" seems like one of the most surefire ways to start a fight in HotS :P
Yeah, I think we've talked about this before. The only reasons to play Kharazim are to get additional kill pressure, particularly on fleeing or beefy/isolated targets, and for late-game cleanse spam. Otherwise you are much better off taking literally any other healer.
Taking the Green/Blue talents in at Level 1 are, accordingly, very difficult to justify because all they really do is mitigate his weaknesses rather than enable what he does best (it's particularly telling that this is the case even though Iron Fists, when you read the talent, really isn't that much more additional damage). Blue in particular also requires a quest talent, which was a terrible design decision given how long it takes to complete and how it incentivizes Kharazim to basically not play the actual game and instead go hit mercenaries for 2 full minutes straight.
When you put him in the context of enabling the things he does well, then his talent choices really become restrictive. Q is the core part of his kit, so more Q is always good (either you get more WotF damage or you get more Cleanses). Similarly there's a good argument to be made that block totem is basically mandatory, too, as it prevents more damage over a shorter period of time exactly when you need it.
Kharazim is actually very similar to Illidan in the sense that if he is allowed to stand there and punch stuff then he's a god, and if he can only engage in melee for limited periods of time he's basically useless. So if you draft and play him properly he does REALLY well, but in any other context he's usually just a weak healer.
No joke though Insight is so bad that even if you take it in ARAM you won't finish the quest half the time. And that's in a game mode where all you are doing is fighting the other team constantly.
I would actually expect Insight to be worse in ARAM since the minions go down fast and there's way less ability to merc. That's reduced punching time since you can't really mix it up with the other team unless your team is melee/healer heavy.
If it gave some other benefit instead of just mana it might be better but the immediate payoff isn't that great since he's not super mana starved anyway.
If it gave nearby allies some mana as well then it'd actually be really cool.
Lifetime across all game modes, I have:
3 wins with Rehgar (9L), Whitemane, Deckard (2L), Junkrat (7L), and Qhira (7L).
2 wins with Gaz (13L), Anub (6L), Anduin (0L), Medivh (4L), Zarya (7L), Hanzo (6L), Mal'Ganis (3L), and Rexxar (2L).
1 win with Aba (5L), Gal (0L), Hogger (1L), Alarak (5L), KTZ (3), and Valeera (5L)
0 wins with Fenix (5L), Maiev (2L), and Mei (1L)
My overall lifetime win-rate across all modes is 50.3% (5,484 games played), 4.8KDR, and 14.2 avg takedown
My overall lifetime win-rate in just QM is 50%. Perfection!
Basically, I'm really bad at high-skill heroes and have lots of heroes I could play to explore the game even more.
Need a voice actor? Hire me at bengrayVO.com
Legends of Runeterra: MNCdover #moc
Switch ID: MNC Dover SW-1154-3107-1051 Steam ID Twitch Page
Falling sword on Jo and the spinny ult on Qhira are the real ult at 20 - at 10 they rarely do anything.
Chogall death timer reduction is some pretty broken on their own ult
All of the cdr 20 ults are pretty good; not sure if any of them are the best - Jr riptire; cassia ball lighting; hanzo dragon pretzel; slyv mind control
PSN SeGaTai
0
Munkus BeaverYou don't have to attend every argument you are invited to.Philosophy: Stoicism. Politics: Democratic SocialistRegistered User, ClubPAregular
The thrall earthquake 20 upgrade is kinda the gold standard for 20 talents. It is possibly the single biggest powerspike in the game.
Humor can be dissected as a frog can, but dies in the process.
EQ is basically just an auto-lose condition on teamfights. And if you see Thrall on the board, you really need to think hard about drafting some form of counter-initiation (Gust, for example) to at least trade ults with him. Because you're not gonna win a man-fight with his team while you're slowed and they're gaining shields over and over.
To be honest, I think any variation of Storm Shield (including Imperius' ult upgrade, as another example) are among the most powerful 20 options in the game, just for their ability to immediately swing a critical teamfight in your favor.
Buyback on Malth let's him trade aggressively against an enemy team at a time in the match where respawn timers are at their longest. Plus, he gets back into the fight incredibly quickly with mount upgrade.
And with Buried Alive, the cooldown is so low that it's really just a matter of time before he catches the wrong person(s) and wins the game all by himself.
EQ is basically just an auto-lose condition on teamfights. And if you see Thrall on the board, you really need to think hard about drafting some form of counter-initiation (Gust, for example) to at least trade ults with him. Because you're not gonna win a man-fight with his team while you're slowed and they're gaining shields over and over.
To be honest, I think any variation of Storm Shield (including Imperius' ult upgrade, as another example) are among the most powerful 20 options in the game, just for their ability to immediately swing a critical teamfight in your favor.
Buyback on Malth let's him trade aggressively against an enemy team at a time in the match where respawn timers are at their longest. Plus, he gets back into the fight incredibly quickly with mount upgrade.
And with Buried Alive, the cooldown is so low that it's really just a matter of time before he catches the wrong person(s) and wins the game all by himself.
I admit I have more than once suicided into a lategame trade with Malth, ensuring the kill with Last Rites, then popped the respawn and used that to turn an objective or a push.
Generalísimo de Fuerzas Armadas de la República Argentina
+2
Munkus BeaverYou don't have to attend every argument you are invited to.Philosophy: Stoicism. Politics: Democratic SocialistRegistered User, ClubPAregular
The malth death thing is funny because it has been like pulling teeth to get some people to see the value
Vile infection is amazing but it has a pretty large caveat because a number of Naz are just fucking trash at stacking and it becomes a dead talent
Humor can be dissected as a frog can, but dies in the process.
Yeah Gust upgrade is another one of those talents where you're just playing against the clock once he picks it. Sooner or later, no matter how hard you try, he's going to see the angle he needs to force you into a wall and close out the match.
Death mosh and bolt give etc a big boost, also tour bus in the right situations
Hive mind essentially doubles your aba impact in fights. Not as impactful tho.
Emerald wind 20 makes it into a really strong low cd aoe cc.
Raynor's 20 heal gives him a 2nd full hp bar and cleanse.
Lamb 20 is also very strong
Zuljin's E 20 gives him a new dimension to play
These are all big spikes, but not game-breaking like the others mentioned
Witty signature comment goes here...
wra
0
Munkus BeaverYou don't have to attend every argument you are invited to.Philosophy: Stoicism. Politics: Democratic SocialistRegistered User, ClubPAregular
The issue here is that some of these 20s depend largely on the skill on the player. Setting up a great windtunnel is much harder than thrall's "ha ha, shields go brrr"
Humor can be dissected as a frog can, but dies in the process.
0
The Escape Goatincorrigible ruminantthey/themRegistered Userregular
The issue here is that some of these 20s depend largely on the skill on the player. Setting up a great windtunnel is much harder than thrall's "ha ha, shields go brrr"
the question wasn't foolproof 20s
0
Munkus BeaverYou don't have to attend every argument you are invited to.Philosophy: Stoicism. Politics: Democratic SocialistRegistered User, ClubPAregular
The issue here is that some of these 20s depend largely on the skill on the player. Setting up a great windtunnel is much harder than thrall's "ha ha, shields go brrr"
the question wasn't foolproof 20s
Right, it was 'most useful 20s' which means that if it requires a skillcap and you suck shit it ain't useful
Humor can be dissected as a frog can, but dies in the process.
0
The Escape Goatincorrigible ruminantthey/themRegistered Userregular
The issue here is that some of these 20s depend largely on the skill on the player. Setting up a great windtunnel is much harder than thrall's "ha ha, shields go brrr"
the question wasn't foolproof 20s
Right, it was 'most useful 20s' which means that if it requires a skillcap and you suck shit it ain't useful
have you considered getting good
+1
Munkus BeaverYou don't have to attend every argument you are invited to.Philosophy: Stoicism. Politics: Democratic SocialistRegistered User, ClubPAregular
The issue here is that some of these 20s depend largely on the skill on the player. Setting up a great windtunnel is much harder than thrall's "ha ha, shields go brrr"
the question wasn't foolproof 20s
Right, it was 'most useful 20s' which means that if it requires a skillcap and you suck shit it ain't useful
have you considered getting good
I considered it, but decided it wasn't for me.
Humor can be dissected as a frog can, but dies in the process.
The malth death thing is funny because it has been like pulling teeth to get some people to see the value
I didn't take it for a long time because it seemed boring, but I tried it after reading a few enthusiastic endorsements and I now think no other pick is really defensible ever.
Invictus on
Generalísimo de Fuerzas Armadas de la República Argentina
Hmmm....if you can go 3 minutes without dying again, then it effectively nullifies the 25% respawn penalty?
Not that the immediate respawn doesn't have enormous value by itself. But I always had that talent pegged for only picking when the next fight was going to decide the game.
MrBody on
+3
Inquisitor772 x Penny Arcade Fight Club ChampionA fixed point in space and timeRegistered Userregular
The Malth death basically means you can force the other team to blow their ults and then come back for the real fight right afterwards, or even during the same fight.
It's very similar to the Johanna and Uther and Mei level 20 talents except Malth has to run back.
"Hey guys, please disengage until I get back in 20 seconds and we can fight them without their ults...or just fight right now with no advantage...whatever"
+1
Inquisitor772 x Penny Arcade Fight Club ChampionA fixed point in space and timeRegistered Userregular
Hmmm....if you can go 3 minutes without dying again, then it effectively nullifies the 25% respawn penalty?
Not that the immediate respawn doesn't have enormous value by itself. But I always had that talent pegged for only picking when the next fight was going to decide the game.
Even if you fire, go in, die again, you're still looking at a lower death timer than normal for two deaths. Just gotta get that value, hopefully trading each time
Posts
3DS Friend Code: 3110-5393-4113
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Talents change depending upon the game. For this one:
Spell Shield because they have lots of spell damage, and Spirit Ally & Fists of Legend because Alterac Pass has a lot of skirmishing and sustained fighting.
Yeah, I think we've talked about this before. The only reasons to play Kharazim are to get additional kill pressure, particularly on fleeing or beefy/isolated targets, and for late-game cleanse spam. Otherwise you are much better off taking literally any other healer.
Taking the Green/Blue talents in at Level 1 are, accordingly, very difficult to justify because all they really do is mitigate his weaknesses rather than enable what he does best (it's particularly telling that this is the case even though Iron Fists, when you read the talent, really isn't that much more additional damage). Blue in particular also requires a quest talent, which was a terrible design decision given how long it takes to complete and how it incentivizes Kharazim to basically not play the actual game and instead go hit mercenaries for 2 full minutes straight.
When you put him in the context of enabling the things he does well, then his talent choices really become restrictive. Q is the core part of his kit, so more Q is always good (either you get more WotF damage or you get more Cleanses). Similarly there's a good argument to be made that block totem is basically mandatory, too, as it prevents more damage over a shorter period of time exactly when you need it.
Kharazim is actually very similar to Illidan in the sense that if he is allowed to stand there and punch stuff then he's a god, and if he can only engage in melee for limited periods of time he's basically useless. So if you draft and play him properly he does REALLY well, but in any other context he's usually just a weak healer.
Jungle Kharazim
No joke though Insight is so bad that even if you take it in ARAM you won't finish the quest half the time. And that's in a game mode where all you are doing is fighting the other team constantly.
If it gave some other benefit instead of just mana it might be better but the immediate payoff isn't that great since he's not super mana starved anyway.
If it gave nearby allies some mana as well then it'd actually be really cool.
Witty signature comment goes here...
wra
I have exactly 3 heroes with 0 xp, basically I've never played a single game with them. Can you guess which 3 they are? No looking at my profile!
Legends of Runeterra: MNCdover #moc
Switch ID: MNC Dover SW-1154-3107-1051
Steam ID
Twitch Page
For me that's Hogger, Qhira, and Orphea
TLV
Rexxar
Ana
Or maybe Gall
Witty signature comment goes here...
wra
More fun facts:
Lifetime across all game modes, I have:
3 wins with Rehgar (9L), Whitemane, Deckard (2L), Junkrat (7L), and Qhira (7L).
2 wins with Gaz (13L), Anub (6L), Anduin (0L), Medivh (4L), Zarya (7L), Hanzo (6L), Mal'Ganis (3L), and Rexxar (2L).
1 win with Aba (5L), Gal (0L), Hogger (1L), Alarak (5L), KTZ (3), and Valeera (5L)
0 wins with Fenix (5L), Maiev (2L), and Mei (1L)
My overall lifetime win-rate across all modes is 50.3% (5,484 games played), 4.8KDR, and 14.2 avg takedown
My overall lifetime win-rate in just QM is 50%. Perfection!
Basically, I'm really bad at high-skill heroes and have lots of heroes I could play to explore the game even more.
Legends of Runeterra: MNCdover #moc
Switch ID: MNC Dover SW-1154-3107-1051
Steam ID
Twitch Page
2 categories:
best on their own
biggest before/after gap of ult usefulness
Deckard's Morenado- I don't think it's as good as Respect the Elderly, but the gap between pre and post lvl 20 Lorenado is insane.
Dehaka's Isolation upgrade- Takes a CC ult that I consider too finicky for the payoff, and makes the payoff worth it.
3DS Friend Code: 3110-5393-4113
Steam profile
Chogall death timer reduction is some pretty broken on their own ult
All of the cdr 20 ults are pretty good; not sure if any of them are the best - Jr riptire; cassia ball lighting; hanzo dragon pretzel; slyv mind control
Malthael buyback
Leo buried alive
I think Vile Infection deserves to be talked about in the same discussion, but perhaps I'm biased.
To be honest, I think any variation of Storm Shield (including Imperius' ult upgrade, as another example) are among the most powerful 20 options in the game, just for their ability to immediately swing a critical teamfight in your favor.
Buyback on Malth let's him trade aggressively against an enemy team at a time in the match where respawn timers are at their longest. Plus, he gets back into the fight incredibly quickly with mount upgrade.
And with Buried Alive, the cooldown is so low that it's really just a matter of time before he catches the wrong person(s) and wins the game all by himself.
I admit I have more than once suicided into a lategame trade with Malth, ensuring the kill with Last Rites, then popped the respawn and used that to turn an objective or a push.
Vile infection is amazing but it has a pretty large caveat because a number of Naz are just fucking trash at stacking and it becomes a dead talent
Witty signature comment goes here...
wra
Hive mind essentially doubles your aba impact in fights. Not as impactful tho.
Emerald wind 20 makes it into a really strong low cd aoe cc.
Raynor's 20 heal gives him a 2nd full hp bar and cleanse.
Lamb 20 is also very strong
Zuljin's E 20 gives him a new dimension to play
These are all big spikes, but not game-breaking like the others mentioned
Witty signature comment goes here...
wra
the question wasn't foolproof 20s
Right, it was 'most useful 20s' which means that if it requires a skillcap and you suck shit it ain't useful
have you considered getting good
I considered it, but decided it wasn't for me.
I didn't take it for a long time because it seemed boring, but I tried it after reading a few enthusiastic endorsements and I now think no other pick is really defensible ever.
Not that the immediate respawn doesn't have enormous value by itself. But I always had that talent pegged for only picking when the next fight was going to decide the game.
It's very similar to the Johanna and Uther and Mei level 20 talents except Malth has to run back.
"Hey guys, please disengage until I get back in 20 seconds and we can fight them without their ults...or just fight right now with no advantage...whatever"
Have you ever played HotS before?
Even if you fire, go in, die again, you're still looking at a lower death timer than normal for two deaths. Just gotta get that value, hopefully trading each time
3DS Friend Code: 3110-5393-4113
Steam profile