Ranged Assassin · Diablo
Nazeebo
Heretic Witch Doctor
- Role
- Ranged Assassin
- Attack
- Ranged
- Difficulty
- Medium
- Released
- 13 Mar 2014
Counters and synergies
Nazeebo is strong against
Score 1–100 for Nazeebo's net edge once both kits are weighed (50 = neutral)
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Why? 2
- TheoryNazeebo reduces healing received (Annihilating Spirit), which cuts into Li Li's healing. Only when Nazeebo takes Annihilating Spirit.
- TheoryNazeebo's area damage clears Li Li's summoned units quickly.
27 more below the bar
Weaker mechanical edges
Generic rule matches with no hand-written matchup behind them: scoring under 65, or past the 8 strongest.
- Ana Score 63 Theory Nazeebo reduces healing received (Annihilating Spirit), which cuts into Ana's healing. Only when Nazeebo takes Annihilating Spirit.
- Anduin Score 63 Theory Nazeebo reduces healing received (Annihilating Spirit), which cuts into Anduin's healing. Only when Nazeebo takes Annihilating Spirit.
- Stukov Score 63 Theory Nazeebo reduces healing received (Annihilating Spirit), which cuts into Stukov's healing. Only when Nazeebo takes Annihilating Spirit.
- Alarak Score 62 Theory Nazeebo reduces healing received (Annihilating Spirit), which blunts Alarak's self-healing in melee range. Only when Nazeebo takes Annihilating Spirit.
- Samuro Score 61 Theory Nazeebo reduces healing received (Annihilating Spirit), which blunts Samuro's self-healing in melee range. Only when Nazeebo takes Annihilating Spirit.
- Xul Score 61 Theory Nazeebo reduces healing received (Annihilating Spirit), which blunts Xul's self-healing in melee range. Only when Nazeebo takes Annihilating Spirit. Xul must also take Harvest Vitality, Trag'Oul's Essence or Andariel's Visage.
- Arthas Score 60 Theory Nazeebo reduces healing received (Annihilating Spirit), which blunts Arthas's self-healing in melee range. Only when Nazeebo takes Annihilating Spirit.
- Rehgar Score 60 Theory Nazeebo reduces healing received (Annihilating Spirit), which cuts into Rehgar's healing. Only when Nazeebo takes Annihilating Spirit.
- Uther Score 60 Theory Nazeebo reduces healing received (Annihilating Spirit), which cuts into Uther's healing. Only when Nazeebo takes Annihilating Spirit.
- Whitemane Score 60 Theory Nazeebo reduces healing received (Annihilating Spirit), which cuts into Whitemane's healing. Only when Nazeebo takes Annihilating Spirit.
- Nova Score 59 Theory Nazeebo's area damage clears Nova's summoned units quickly.
- Chen Score 56 Theory Nazeebo reduces healing received (Annihilating Spirit), which blunts Chen's self-healing in melee range. Only when Nazeebo takes Annihilating Spirit. Chen must also take Stormstout Secret Recipe or Eye of the Tiger.
- Malthael Score 56 Theory Nazeebo reduces healing received (Annihilating Spirit), which blunts Malthael's self-healing in melee range. Only when Nazeebo takes Annihilating Spirit.
- Muradin Score 56 Theory Nazeebo reduces healing received (Annihilating Spirit), which blunts Muradin's self-healing in melee range. Only when Nazeebo takes Annihilating Spirit.
- Probius Score 56 Theory Nazeebo brings Spell Armor (Superstition), which blunts Probius's ability burst. Only when Nazeebo takes Superstition.
- Abathur Score 55 Theory Nazeebo clears waves quickly, so Abathur's lane pressure buys less.
- Dehaka Score 55 Theory Nazeebo reduces healing received (Annihilating Spirit), which blunts Dehaka's self-healing in melee range. Only when Nazeebo takes Annihilating Spirit.
- Jaina Score 55 Theory Nazeebo brings Spell Armor (Superstition), which blunts Jaina's ability burst. Only when Nazeebo takes Superstition.
- Malfurion Score 55 Theory Nazeebo reduces healing received (Annihilating Spirit), which cuts into Malfurion's healing. Only when Nazeebo takes Annihilating Spirit.
- The Lost Vikings Score 55 Theory Nazeebo clears waves quickly, so The Lost Vikings's lane pressure buys less.
- Brightwing Score 54 Theory Nazeebo reduces healing received (Annihilating Spirit), which cuts into Brightwing's healing. Only when Nazeebo takes Annihilating Spirit.
- Tassadar Score 54 Theory Nazeebo brings Spell Armor (Superstition), which blunts Tassadar's ability burst. Only when Nazeebo takes Superstition.
- Alexstrasza Score 53 Theory Nazeebo reduces healing received (Annihilating Spirit), which cuts into Alexstrasza's healing. Only when Nazeebo takes Annihilating Spirit.
- Murky Score 52 Theory Nazeebo reduces healing received (Annihilating Spirit), which blunts Murky's self-healing in melee range. Only when Nazeebo takes Annihilating Spirit. Murky must also take Rejuvenating Bubble or Fish Tank.
- Auriel Score 51 Theory Nazeebo reduces healing received (Annihilating Spirit), which cuts into Auriel's healing. Only when Nazeebo takes Annihilating Spirit.
- Deckard Score 51 Theory Nazeebo reduces healing received (Annihilating Spirit), which cuts into Deckard's healing. Only when Nazeebo takes Annihilating Spirit.
- Tyrande Score 51 Theory Nazeebo reduces healing received (Annihilating Spirit), which cuts into Tyrande's healing. Only when Nazeebo takes Annihilating Spirit.
Nazeebo is weak against
Score 1–100 for their net edge over Nazeebo's kit
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Why? 6
- CuratedZeratul reaches a stationary Nazeebo from Permanent Cloak, and Blink lets him leave a Zombie Wall cast around him.via Permanent Cloak, Blink, Zombie Wall
- TheoryZeratul can dive onto Nazeebo, who has little mobility to escape.
- TheoryZeratul can interrupt channels with Time Stop (Void Prison), and Nazeebo relies on channelled abilities. Only when Zeratul takes Void Prison. Nazeebo must also take Ravenous Spirit.
- TheoryNazeebo reduces healing received (Annihilating Spirit), which blunts Zeratul's self-healing in melee range. Only when Nazeebo takes Annihilating Spirit. Zeratul must also take Mending Strikes or Shadow Mending.
- TheoryNazeebo can deny a burst window (Ice Block), wasting Zeratul's cooldowns. Only when Nazeebo takes Ice Block.
- TheoryNazeebo can ignore or remove crowd control (Bad Medicine), weakening Zeratul's Time Stop. Only when Nazeebo takes Bad Medicine. Zeratul must also take Void Prison.
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Why? 4
- CuratedDeflect absorbs Toads (and Ravenous Spirit ticks, if Nazeebo takes it), and Cyber Agility jumps over Zombie Wall onto a hero with no escapes.via Deflect, Cyber Agility, Ravenous Spirit, Zombie Wall
- TheoryGenji can dive onto Nazeebo, who has little mobility to escape.
- TheoryNazeebo brings Spell Armor (Superstition), which blunts Genji's ability burst. Only when Nazeebo takes Superstition.
- TheoryNazeebo can deny a burst window (Ice Block), wasting Genji's cooldowns. Only when Nazeebo takes Ice Block.
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Why? 4
- CuratedNazeebo has no dash to escape, so Imperius stays on him while Molten Armor heals him through the poison, and Celestial Charge's stun interrupts Ravenous Spirit if Nazeebo takes it.via Celestial Charge, Ravenous Spirit, Molten Armor
- TheoryImperius reduces enemy Armor (Melting Touch), offsetting Nazeebo's Spell Armor. Only when Imperius takes Melting Touch. Nazeebo must also take Superstition.
- TheoryImperius can interrupt channels with stun (Celestial Charge, Wrath of the Angiris), and Nazeebo relies on channelled abilities. Only when Nazeebo takes Ravenous Spirit.
- TheoryNazeebo reduces healing received (Annihilating Spirit), which blunts Imperius's self-healing in melee range. Only when Nazeebo takes Annihilating Spirit.
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Why? 7
- CuratedShadow Waltz's dash carries Orphea out of Zombie Wall, and Overflowing Chaos healing outlasts Nazeebo's damage over time in a long lane trade.via Shadow Waltz, Zombie Wall, Overflowing Chaos, Plague of Toads
- TheoryOrphea's area damage (Shadow Waltz, Chomp) clears Nazeebo's summoned units quickly.
- TheoryOrphea can poke Nazeebo from range (Shadow Waltz, Chomp), and Nazeebo has few ways to dodge or disengage.
- TheoryOrphea reduces enemy Armor (Dead Magic), offsetting Nazeebo's Spell Armor. Only when Orphea takes Dead Magic. Nazeebo must also take Superstition.
- TheoryOrphea can interrupt channels with stun (Crushing Jaws), and Nazeebo relies on channelled abilities. Only when Orphea takes Crushing Jaws. Nazeebo must also take Ravenous Spirit.
- TheoryNazeebo brings Spell Armor (Superstition), which blunts Orphea's ability burst. Only when Nazeebo takes Superstition.
- TheoryNazeebo can deny a burst window (Ice Block), wasting Orphea's cooldowns. Only when Nazeebo takes Ice Block.
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Why? 5
- CuratedNazeebo has no dash, so Tracer Blinks onto his 1502 Health and Melee bursts him; she can Blink out of Zombie Wall during its 1-second delay, he can't step away while channelling Ravenous Spirit, and only Ice Block at level 13 gives him an escape.via Blink, Melee, Ravenous Spirit, Zombie Wall
- TheoryTracer can dive onto Nazeebo, who has little mobility to escape.
- TheoryTracer reduces enemy Armor (Heavy Handed), offsetting Nazeebo's Spell Armor. Only when Tracer takes Heavy Handed. Nazeebo must also take Superstition.
- TheoryNazeebo brings Spell Armor (Superstition), which blunts Tracer's ability burst. Only when Nazeebo takes Superstition.
- TheoryNazeebo can deny a burst window (Ice Block), wasting Tracer's cooldowns. Only when Nazeebo takes Ice Block.
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Why? 4
- CuratedEither Heroic interrupts Ravenous Spirit, Nazeebo's stationary channel (Wailing Arrow's Silence or Mind Control), and Shadow Dagger's spread clears his Corpse Spiders. Only when Nazeebo takes Ravenous Spirit (level 10).via Wailing Arrow, Mind Control, Ravenous Spirit, Corpse Spiders
- TheorySylvanas's area damage clears Nazeebo's summoned units quickly.
- TheorySylvanas can interrupt channels with silence (Wailing Arrow, Mind Control), and Nazeebo relies on channelled abilities. Only when Nazeebo takes Ravenous Spirit.
- TheoryNazeebo clears waves quickly, so Sylvanas's lane pressure buys less.
View 13 more
- Li-Ming Score 64 Curated Teleport crosses Zombie Wall instantly, and when Nazeebo channels Ravenous Spirit he stands still for a full-distance Arcane Orb, or Disintegrate if Li-Ming takes it.
3 more reasons
- Li-Ming can poke Nazeebo from range (Magic Missiles, Arcane Orb), and Nazeebo has few ways to dodge or disengage.
- Nazeebo brings Spell Armor (Superstition), which blunts Li-Ming's ability burst. Only when Nazeebo takes Superstition.
- Nazeebo can deny a burst window (Ice Block), wasting Li-Ming's cooldowns. Only when Nazeebo takes Ice Block.
- Diablo Score 63 Curated Shadow Charge knocks Nazeebo back and cancels Ravenous Spirit's channel. Only when Nazeebo takes Ravenous Spirit (level 10).
3 more reasons
- Diablo reduces enemy Armor (Devastating Charge), offsetting Nazeebo's Spell Armor. Only when Diablo takes Devastating Charge. Nazeebo must also take Superstition.
- Diablo can interrupt channels with stun (Shadow Charge, Overpower), and Nazeebo relies on channelled abilities. Only when Nazeebo takes Ravenous Spirit.
- Nazeebo reduces healing received (Annihilating Spirit), which blunts Diablo's self-healing in melee range. Only when Nazeebo takes Annihilating Spirit.
- Anub'arak Score 61 Curated Harden Carapace's Spell Armor soaks Nazeebo's all-Ability damage, and Burrow Charge or Impale reaches a Witch Doctor who has no escape.
3 more reasons
- Anub'arak can interrupt channels with stun (Impale, Burrow Charge), and Nazeebo relies on channelled abilities. Only when Nazeebo takes Ravenous Spirit.
- Nazeebo's area damage clears Anub'arak's summoned units quickly.
- Nazeebo reduces healing received (Annihilating Spirit), which blunts Anub'arak's self-healing in melee range. Only when Nazeebo takes Annihilating Spirit. Anub'arak must also take Locust Swarm or Hive Master.
- Chromie Score 59 Curated Nazeebo cannot move while channeling Ravenous Spirit for up to 8 seconds, letting all three Dragon's Breath blasts and repeated Sand Blasts hit him. Only when Nazeebo takes Ravenous Spirit (level 10).
6 more reasons
- Chromie can poke Nazeebo from range (Sand Blast, Dragon’s Breath), and Nazeebo has few ways to dodge or disengage.
- Chromie reduces enemy Armor (Unravelling), offsetting Nazeebo's Spell Armor. Only when Chromie takes Unravelling. Nazeebo must also take Superstition.
- Chromie can interrupt channels with Time Stop (Time Trap, Chronic Conditions), and Nazeebo relies on channelled abilities. Only when Nazeebo takes Ravenous Spirit.
- Nazeebo brings Spell Armor (Superstition), which blunts Chromie's ability burst. Only when Nazeebo takes Superstition.
- Nazeebo can deny a burst window (Ice Block), wasting Chromie's cooldowns. Only when Nazeebo takes Ice Block.
- Nazeebo can ignore or remove crowd control (Bad Medicine), weakening Chromie's Time Stop. Only when Nazeebo takes Bad Medicine.
- Kael'thas Score 59 Curated Nazeebo cannot move while channeling Ravenous Spirit, so Gravity Lapse cancels it and Flamestrike lands on a target that cannot step out. Only when Nazeebo takes Ravenous Spirit (level 10).
4 more reasons
- Kael'thas's area damage (Flamestrike, Living Bomb) clears Nazeebo's summoned units quickly.
- Kael'thas can interrupt channels with stun (Gravity Lapse), and Nazeebo relies on channelled abilities. Only when Nazeebo takes Ravenous Spirit.
- Nazeebo brings Spell Armor (Superstition), which blunts Kael'thas's ability burst. Only when Nazeebo takes Superstition.
- Nazeebo can deny a burst window (Ice Block), wasting Kael'thas's cooldowns. Only when Nazeebo takes Ice Block.
- Maiev Score 77 Theory Maiev can dive onto Nazeebo, who has little mobility to escape.
3 more reasons
- Maiev's area damage (Fan of Knives, Spirit of Vengeance) clears Nazeebo's summoned units quickly.
- Maiev reduces enemy Armor (Bonds of Corruption, Shadow Orb: Shadow Strike), offsetting Nazeebo's Spell Armor. Only when Maiev takes Bonds of Corruption or Shadow Orb: Shadow Strike. Nazeebo must also take Superstition.
- Maiev can interrupt channels with silence (Containment Disc), and Nazeebo relies on channelled abilities. Only when Maiev takes Containment Disc. Nazeebo must also take Ravenous Spirit.
- Mephisto Score 77 Theory Mephisto can dive onto Nazeebo, who has little mobility to escape.
3 more reasons
- Mephisto's area damage (Skull Missile, Shade of Mephisto) clears Nazeebo's summoned units quickly.
- Mephisto can poke Nazeebo from range (Skull Missile, Shade of Mephisto), and Nazeebo has few ways to dodge or disengage.
- Mephisto can interrupt channels with silence (Unspeakable Horror), and Nazeebo relies on channelled abilities. Only when Mephisto takes Unspeakable Horror. Nazeebo must also take Ravenous Spirit.
- Falstad Score 72 Theory Falstad's area damage (Lightning Rod) clears Nazeebo's summoned units quickly.
3 more reasons
- Falstad can poke Nazeebo from range (Hammerang, Lightning Rod), and Nazeebo has few ways to dodge or disengage.
- Falstad reduces enemy Armor (BOOMerang), offsetting Nazeebo's Spell Armor. Only when Falstad takes BOOMerang. Nazeebo must also take Superstition.
- Falstad can interrupt channels with stun (Dishonorable Discharge), and Nazeebo relies on channelled abilities. Only when Falstad takes Dishonorable Discharge. Nazeebo must also take Ravenous Spirit.
- Artanis Score 71 Theory Artanis can dive onto Nazeebo, who has little mobility to escape.
1 more reason
- Artanis's area damage (Amateur Opponent) clears Nazeebo's summoned units quickly. Only when Artanis takes Amateur Opponent.
- Qhira Score 70 Theory Qhira can dive onto Nazeebo, who has little mobility to escape.
5 more reasons
- Qhira's area damage (Carnage, Revolving Sweep) clears Nazeebo's summoned units quickly.
- Qhira reduces enemy Armor (Lingering Ailment), offsetting Nazeebo's Spell Armor. Only when Qhira takes Lingering Ailment. Nazeebo must also take Superstition.
- Qhira can interrupt channels with stun (Revolving Sweep, Unrelenting Strikes), and Nazeebo relies on channelled abilities. Only when Nazeebo takes Ravenous Spirit.
- Nazeebo reduces healing received (Annihilating Spirit), which blunts Qhira's self-healing in melee range. Only when Nazeebo takes Annihilating Spirit.
- Nazeebo can ignore or remove crowd control (Bad Medicine), weakening Qhira's stun. Only when Nazeebo takes Bad Medicine. Qhira must also take Silent Killer.
- Valeera Score 70 Theory Valeera can dive onto Nazeebo, who has little mobility to escape.
5 more reasons
- Valeera's area damage (Sinister Strike, Blade Flurry) clears Nazeebo's summoned units quickly.
- Valeera reduces enemy Armor (Sinister Strike), offsetting Nazeebo's Spell Armor. Only when Nazeebo takes Superstition.
- Valeera can interrupt channels with stun (Blade Flurry), and Nazeebo relies on channelled abilities. Only when Nazeebo takes Ravenous Spirit.
- Nazeebo can deny a burst window (Ice Block), wasting Valeera's cooldowns. Only when Nazeebo takes Ice Block.
- Nazeebo can ignore or remove crowd control (Bad Medicine), weakening Valeera's stun. Only when Nazeebo takes Bad Medicine.
- Greymane Score 67 Theory Greymane can dive onto Nazeebo, who has little mobility to escape.
- Cassia Score 66 Theory Cassia's area damage (Lightning Fury, Blinding Light) clears Nazeebo's summoned units quickly.
2 more reasons
- Cassia reduces enemy Armor (Titan's Revenge), offsetting Nazeebo's Spell Armor. Only when Cassia takes Titan's Revenge. Nazeebo must also take Superstition.
- Cassia can interrupt channels with stun (Valkyrie), and Nazeebo relies on channelled abilities. Only when Cassia takes Valkyrie. Nazeebo must also take Ravenous Spirit.
33 more below the bar
Weaker mechanical edges
Generic rule matches with no hand-written matchup behind them: scoring under 65, or past the 8 strongest.
- Illidan Score 66 Theory Illidan can dive onto Nazeebo, who has little mobility to escape.
- Sonya Score 66 Theory Sonya can dive onto Nazeebo, who has little mobility to escape.
- Thrall Score 63 Theory Thrall can dive onto Nazeebo, who has little mobility to escape.
- Kerrigan Score 62 Theory Kerrigan can dive onto Nazeebo, who has little mobility to escape.
- Zagara Score 62 Theory Zagara can poke Nazeebo from range (Baneling Barrage, Infested Drop), and Nazeebo has few ways to dodge or disengage.
- D.Va Score 60 Theory D.Va's area damage (Self-Destruct, Mech Mode) clears Nazeebo's summoned units quickly.
- Hogger Score 60 Theory Hogger's area damage (Staggering Blow, Loot Hoard) clears Nazeebo's summoned units quickly.
- Junkrat Score 60 Theory Junkrat's area damage (Frag Launcher, Concussion Mine) clears Nazeebo's summoned units quickly.
- Gul'dan Score 59 Theory Gul'dan reduces enemy Armor (Haunt), offsetting Nazeebo's Spell Armor. Only when Gul'dan takes Haunt. Nazeebo must also take Superstition.
- Valla Score 59 Theory Valla's area damage (Monster Hunter) clears Nazeebo's summoned units quickly. Only when Valla takes Monster Hunter.
- Hanzo Score 58 Theory Hanzo can poke Nazeebo from range (Storm Bow, Scatter Arrow), and Nazeebo has few ways to dodge or disengage.
- Kharazim Score 58 Theory Kharazim can dive onto Nazeebo, who has little mobility to escape.
- Deathwing Score 57 Theory Deathwing's area damage (Incinerate, Onslaught) clears Nazeebo's summoned units quickly.
- Fenix Score 57 Theory Fenix's area damage (Plasma Cutter, Weapon Mode: Repeater Cannon) clears Nazeebo's summoned units quickly.
- Lunara Score 57 Theory Lunara can poke Nazeebo from range, and Nazeebo has few ways to dodge or disengage.
- Sgt. Hammer Score 57 Theory Sgt. Hammer's area damage (Spider Mines, Concussive Blast) clears Nazeebo's summoned units quickly.
- Xal'atath Score 57 Theory Xal'atath can poke Nazeebo from range, and Nazeebo has few ways to dodge or disengage.
- Blaze Score 56 Theory Blaze's area damage (Flame Stream, Pyromania) clears Nazeebo's summoned units quickly.
- E.T.C. Score 56 Theory E.T.C.'s area damage (Powerslide, Face Melt) clears Nazeebo's summoned units quickly.
- Gazlowe Score 56 Theory Gazlowe's area damage (Deth Lazor, Xplodium Charge) clears Nazeebo's summoned units quickly.
- Johanna Score 56 Theory Johanna's area damage (Condemn) clears Nazeebo's summoned units quickly.
- Leoric Score 56 Theory Leoric's area damage (Skeletal Swing) clears Nazeebo's summoned units quickly.
- Ragnaros Score 56 Theory Ragnaros's area damage (Empower Sulfuras, Blast Wave) clears Nazeebo's summoned units quickly.
- Tyrael Score 56 Theory Tyrael's area damage (El'druin's Might, Smite) clears Nazeebo's summoned units quickly.
- Yrel Score 56 Theory Yrel's area damage (Vindication, Righteous Hammer) clears Nazeebo's summoned units quickly.
- The Butcher Score 54 Theory The Butcher can dive onto Nazeebo, who has little mobility to escape.
- Garrosh Score 53 Theory Garrosh's area damage (Groundbreaker, Wrecking Ball) clears Nazeebo's summoned units quickly.
- Kel'Thuzad Score 53 Theory Kel'Thuzad's area damage (Death and Decay, Frost Nova) clears Nazeebo's summoned units quickly.
- Mal'Ganis Score 53 Theory Mal'Ganis's area damage (Fel Claws, Necrotic Embrace) clears Nazeebo's summoned units quickly.
- Mei Score 53 Theory Mei reduces enemy Armor (Shatter), offsetting Nazeebo's Spell Armor. Only when Mei takes Shatter. Nazeebo must also take Superstition.
- Lúcio Score 52 Theory Lúcio's area damage (Soundwave, Push Off) clears Nazeebo's summoned units quickly.
- Cho'gall Score 51 Theory Cho'gall's area damage (Shadowflame, Dread Orb) clears Nazeebo's summoned units quickly.
- Stitches Score 51 Theory Stitches's area damage (Shambling Horror) clears Nazeebo's summoned units quickly.
Nazeebo works well with
Score 1–100 for how well the kits combine
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Why? 3
- CuratedGraviton Surge holds enemies at one point, so a Zombie Wall cast on it traps the whole group for Ring of Poison (level 16) or Ravenous Spirit. Only when Zarya takes Graviton Surge (level 10).via Graviton Surge, Zombie Wall, Ring of Poison, Ravenous Spirit
- TheoryZarya peels divers off Nazeebo, who cannot escape alone.
- TheoryZarya groups or freezes enemies (Graviton Surge) for Nazeebo's area damage. Only when Zarya takes Graviton Surge.
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Why? 3
- CuratedIce Wall and Zombie Wall together box enemies in, giving Plague of Toads, and Ravenous Spirit if Nazeebo takes it, full uptime on the trapped Heroes. Only when Mei takes Ice Wall (level 10).via Ice Wall, Zombie Wall, Plague of Toads, Ravenous Spirit
- TheoryMei peels divers off Nazeebo, who cannot escape alone.
- TheoryMei holds the front line, giving Nazeebo room to deal damage from behind it.
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Why? 2
- CuratedSanctification makes allies Invulnerable for 3 seconds, protecting a stationary Nazeebo during part of Ravenous Spirit's 8-second channel. Only when Tyrael takes Sanctification (level 10), and Nazeebo takes Ravenous Spirit (level 10).via Sanctification, Ravenous Spirit
- TheoryTyrael holds the front line, giving Nazeebo room to deal damage from behind it.
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Why? 3
- TheoryJohanna groups or freezes enemies (Condemn) for Nazeebo's area damage.
- TheoryJohanna peels divers off Nazeebo, who cannot escape alone.
- TheoryJohanna holds the front line, giving Nazeebo room to deal damage from behind it.
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Why? 2
- TheoryCassia peels divers off Nazeebo, who cannot escape alone.
- TheoryCassia groups or freezes enemies (Valkyrie) for Nazeebo's area damage. Only when Cassia takes Valkyrie.
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Why? 2
- TheoryTassadar peels divers off Nazeebo, who cannot escape alone.
- TheoryTassadar groups or freezes enemies (Black Hole) for Nazeebo's area damage. Only when Tassadar takes Black Hole.
View 5 more
- Arthas Score 71 Theory Arthas peels divers off Nazeebo, who cannot escape alone.
1 more reason
- Arthas holds the front line, giving Nazeebo room to deal damage from behind it.
- Blaze Score 71 Theory Blaze peels divers off Nazeebo, who cannot escape alone.
1 more reason
- Blaze holds the front line, giving Nazeebo room to deal damage from behind it.
- Chen Score 71 Theory Chen peels divers off Nazeebo, who cannot escape alone.
1 more reason
- Chen holds the front line, giving Nazeebo room to deal damage from behind it.
- Cho'gall Score 71 Theory Cho'gall groups or freezes enemies (Upheaval) for Nazeebo's area damage.
1 more reason
- Cho'gall holds the front line, giving Nazeebo room to deal damage from behind it.
- D.Va Score 71 Theory D.Va peels divers off Nazeebo, who cannot escape alone.
1 more reason
- D.Va holds the front line, giving Nazeebo room to deal damage from behind it.
38 more below the bar
Weaker mechanical edges
Generic rule matches with no hand-written matchup behind them: scoring under 65, or past the 8 strongest.
- Diablo Score 71 Theory Diablo peels divers off Nazeebo, who cannot escape alone.
- Garrosh Score 71 Theory Garrosh peels divers off Nazeebo, who cannot escape alone.
- Hogger Score 71 Theory Hogger peels divers off Nazeebo, who cannot escape alone.
- Leoric Score 71 Theory Leoric peels divers off Nazeebo, who cannot escape alone.
- Mal'Ganis Score 71 Theory Mal'Ganis peels divers off Nazeebo, who cannot escape alone.
- Stitches Score 71 Theory Stitches groups or freezes enemies (Hook) for Nazeebo's area damage.
- Varian Score 71 Theory Varian peels divers off Nazeebo, who cannot escape alone.
- Alarak Score 65 Theory Alarak peels divers off Nazeebo, who cannot escape alone.
- Alexstrasza Score 65 Theory Alexstrasza peels divers off Nazeebo, who cannot escape alone.
- Ana Score 65 Theory Ana peels divers off Nazeebo, who cannot escape alone.
- Anub'arak Score 65 Theory Anub'arak peels divers off Nazeebo, who cannot escape alone.
- Auriel Score 65 Theory Auriel peels divers off Nazeebo, who cannot escape alone.
- Brightwing Score 65 Theory Brightwing peels divers off Nazeebo, who cannot escape alone.
- Chromie Score 65 Theory Chromie groups or freezes enemies (Time Trap, Chronic Conditions) for Nazeebo's area damage.
- Deckard Score 65 Theory Deckard peels divers off Nazeebo, who cannot escape alone.
- Dehaka Score 65 Theory Dehaka groups or freezes enemies (Drag) for Nazeebo's area damage.
- E.T.C. Score 65 Theory E.T.C. peels divers off Nazeebo, who cannot escape alone.
- Kel'Thuzad Score 65 Theory Kel'Thuzad groups or freezes enemies (Chains of Kel'Thuzad) for Nazeebo's area damage.
- Kerrigan Score 65 Theory Kerrigan groups or freezes enemies (Primal Grasp) for Nazeebo's area damage.
- Li Li Score 65 Theory Li Li peels divers off Nazeebo, who cannot escape alone.
- Lúcio Score 65 Theory Lúcio peels divers off Nazeebo, who cannot escape alone.
- Maiev Score 65 Theory Maiev groups or freezes enemies (Umbral Bind) for Nazeebo's area damage.
- Malfurion Score 65 Theory Malfurion peels divers off Nazeebo, who cannot escape alone.
- Rehgar Score 65 Theory Rehgar peels divers off Nazeebo, who cannot escape alone.
- Rexxar Score 65 Theory Rexxar peels divers off Nazeebo, who cannot escape alone.
- Stukov Score 65 Theory Stukov peels divers off Nazeebo, who cannot escape alone.
- Uther Score 65 Theory Uther peels divers off Nazeebo, who cannot escape alone.
- Gazlowe Score 59 Theory Gazlowe groups or freezes enemies (Grav-O-Bomb 3000) for Nazeebo's area damage. Only when Gazlowe takes Grav-O-Bomb 3000.
- Medivh Score 59 Theory Medivh groups or freezes enemies (Ley Line Seal, Medivh Cheats!) for Nazeebo's area damage. Only when Medivh takes Ley Line Seal or Medivh Cheats!.
- Orphea Score 59 Theory Orphea groups or freezes enemies (Crushing Jaws) for Nazeebo's area damage. Only when Orphea takes Crushing Jaws.
- Sylvanas Score 59 Theory Sylvanas groups or freezes enemies (Mind Control) for Nazeebo's area damage. Only when Sylvanas takes Mind Control.
- Whitemane Score 59 Theory Whitemane groups or freezes enemies (Judgment Day) for Nazeebo's area damage. Only when Whitemane takes Judgment Day.
- Zeratul Score 59 Theory Zeratul groups or freezes enemies (Void Prison) for Nazeebo's area damage. Only when Zeratul takes Void Prison.
- Deathwing Score 57 Theory Deathwing holds the front line, giving Nazeebo room to deal damage from behind it.
- Imperius Score 57 Theory Imperius holds the front line, giving Nazeebo room to deal damage from behind it.
- Muradin Score 57 Theory Muradin holds the front line, giving Nazeebo room to deal damage from behind it.
- Sonya Score 57 Theory Sonya holds the front line, giving Nazeebo room to deal damage from behind it.
- Yrel Score 57 Theory Yrel holds the front line, giving Nazeebo room to deal damage from behind it.
Spot a wrong or missing matchup? Suggest a correction with the mechanical reason; accepted notes land in the theory layer for everyone.
Maps
Best maps for Nazeebo
Score 1–100 from how the kit fits each map's layout and objective (50 = neutral)
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Why? 3
- TheoryNazeebo's sustained damage speeds up Alterac Pass's race against neutral units.
- TheoryNazeebo's summons (Corpse Spiders, Gargantuan) add damage to Alterac Pass's neutral objective.
- TheoryNazeebo's waveclear helps hold lanes against Alterac Pass's pushing objective.
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Why? 3
- TheoryNazeebo's sustained damage speeds up Battlefield of Eternity's race against neutral units.
- TheoryNazeebo's summons (Corpse Spiders, Gargantuan) add damage to Battlefield of Eternity's neutral objective.
- TheoryNazeebo's waveclear helps hold lanes against Battlefield of Eternity's pushing objective.
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Why? 3
- TheoryNazeebo's sustained damage speeds up Haunted Mines's race against neutral units.
- TheoryNazeebo's summons (Corpse Spiders, Gargantuan) add damage to Haunted Mines's neutral objective.
- TheoryNazeebo's waveclear helps hold lanes against Haunted Mines's pushing objective.
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Why? 3
- TheoryNazeebo's sustained damage speeds up Infernal Shrines's race against neutral units.
- TheoryNazeebo's summons (Corpse Spiders, Gargantuan) add damage to Infernal Shrines's neutral objective.
- TheoryNazeebo's waveclear helps hold lanes against Infernal Shrines's pushing objective.
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Why? 4
- TheoryNazeebo's sustained damage speeds up Garden of Terror's race against neutral units.
- TheoryNazeebo has little mobility to rotate across Garden of Terror's large layout.
- TheoryNazeebo's summons (Corpse Spiders, Gargantuan) add damage to Garden of Terror's neutral objective.
- TheoryNazeebo's waveclear helps hold lanes against Garden of Terror's pushing objective.
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Why? 1
- TheoryNazeebo's waveclear helps hold lanes against Braxis Holdout's pushing objective.
View 9 more
- Braxis Outpost Score 55 Theory Nazeebo's waveclear holds Braxis Outpost's single lane.
- Dragon Shire Score 55 Theory Nazeebo's waveclear helps hold lanes against Dragon Shire's pushing objective.
- Hanamura Temple Score 55 Theory Nazeebo's waveclear helps hold lanes against Hanamura Temple's pushing objective.
- Industrial District Score 55 Theory Nazeebo's waveclear holds Industrial District's single lane.
- Lost Cavern Score 55 Theory Nazeebo's waveclear holds Lost Cavern's single lane.
- Silver City Score 55 Theory Nazeebo's waveclear holds Silver City's single lane.
- Tomb of the Spider Queen Score 55 Theory Nazeebo's waveclear helps hold lanes against Tomb of the Spider Queen's pushing objective.
- Towers of Doom Score 55 Theory Nazeebo's waveclear helps hold lanes against Towers of Doom's pushing objective.
- Volskaya Foundry Score 55 Theory Nazeebo's waveclear helps hold lanes against Volskaya Foundry's pushing objective.
Harder maps for Nazeebo
Score under 50: the map's layout or objective works against the kit, hardest first
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Why? 1
- TheoryNazeebo has little mobility to rotate across Cursed Hollow's large layout.
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Why? 1
- TheoryNazeebo has little mobility to rotate across Warhead Junction's large layout.
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Why? 2
- TheoryNazeebo has little mobility to rotate across Blackheart's Bay's large layout.
- TheoryNazeebo's waveclear helps hold lanes against Blackheart's Bay's pushing objective.
View 1 more
- Sky Temple Score 48 Theory Nazeebo has little mobility to rotate across Sky Temple's large layout.
1 more reason
- Nazeebo's waveclear helps hold lanes against Sky Temple's pushing objective.
Talents
Talents by level
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Level 1
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Widowmakers Q Quest
Enemies hit by Corpse Spiders' jar are Slowed by 25% for 1 second. Reward: After Corpse Spiders attack Heroes 100 times, their attack damage is increased by 25% and their duration is increased by 1 second.
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Pandemic E Quest
Quest: Hit Heroes with Plague of Toads. Reward: After hitting 35 Heroes with Plague of Toads, it spawns 2 additional toads. Reward: After hitting 70 Heroes with Plague of Toads, it reduces the damage Heroes deal by 5%, stacking up to 25%.
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Thing of the Deep Passive Quest
Increase the range of Nazeebo's Basic Abilities by 20%. Reward: After gaining 50 stacks of Voodoo Ritual, gain 5% Spell Power. Reward: After gaining 100 stacks of Voodoo Ritual, gain an additional 5% Spell Power.
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Level 4
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Hexed Crawlers Q
Corpse Spiders restore 1% of Nazeebo's maximum Health and Mana when they attack an enemy Hero.
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Big Voodoo Trait
Increases the Health and Mana bonuses from Voodoo Ritual by 100%.
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Blood Ritual Trait
If an enemy dies while poisoned by Voodoo Ritual, restore 2% of Nazeebo's maximum Health and Mana. Passive: Takedowns grant 3 stacks of Voodoo Ritual.
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Level 7
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Spirit of Arachyr Q
The number of Corpse Spiders spawned is increased from 3 to 4. If Corpse Spiders' jar hits only one enemy, it creates an additional spider.
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Dead Rush W
Zombie Wall deals 100% more damage. When it expires up to 5 remaining Zombies uproot and attack nearby enemies, losing Health over 3 seconds.
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Toads of Hugeness E
Increase the damage and explosion radius of Plague of Toads by 25% after each hop, up to a maximum of 100%.
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Level 10
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Gargantuan Heroic
Summon a Gargantuan to guard an area, losing Health over 29 seconds. Deals 100 (+4% per level) damage when summoned, attacks for 140 (+4% per level) damage, and can be ordered to stomp nearby enemies. The Gargantuan's Stomp deals 240 (+4% per level) damage and Slows by 30% for 2 seconds.
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Ravenous Spirit Heroic
Channel a Ravenous Spirit that deals 230 (+4% per level) damage per second. Cannot move while channeling. Lasts for 8 seconds.
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Level 13
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Guardian Toads E
Hitting an enemy Hero with Plague of Toads grants 30 Armor for 3 seconds, stacking up to 6 seconds.
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Superstition Passive
Gain 40 Spell Armor. Heroic Basic Attacks against Nazeebo remove this bonus for 3 seconds and spawn a Corpse Spider to attack the Hero.
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Ice Block Active
Activate to place yourself in Stasis and gain Invulnerability for 3 seconds.
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Level 16
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Spider Colony Q
Corpse Spider Attacks against Heroes reduce the cooldown of Nazeebo's Basic Abilities by 0.125 seconds.
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Ring of Poison W
Zombie Wall lasts 1 second longer, and the center is filled with poison that deals a total of 319 (+4% per level) damage over 4 seconds. This damage starts small and increases over the duration.
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Soul Harvest Active
Activate to increase Nazeebo's Health and Spell Power by 7% for each nearby enemy, up to a maximum of 35%. Lasts 15 seconds.
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Level 20
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Humongoid Heroic
Gargantuan Stomp's area is increased by 25% and its Slow amount is increased to 50%. Passive: Reduce Gargantuan's cooldown by 40 seconds and its Mana cost by 50%.
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Annihilating Spirit Heroic
When Ravenous Spirit damages an enemy Hero, reduce their healing received by 50% for 1 second and increase Ravenous Spirit's damage by 5% for the rest of its duration. Passive: Increases the range of Ravenous Spirit by 50%.
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Vile Infection Trait Quest
Quest: Reach 175 stacks of Voodoo Ritual. Reward: After reaching 175 stacks of Voodoo Ritual, it can also be applied to Heroes and its damage is increased from 66 (+4% per level) to 165 (+4% per level) over 6 seconds.
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Bad Medicine Active
Consume 5 stacks of Voodoo Ritual to become Unstoppable, gain 20% increased Movement Speed, and 50 Armor for 2 seconds.
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Abilities and mechanics
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Voodoo Ritual D Trait
Nazeebo's Basic Attacks and Abilities poison Non-Heroic enemies, causing them to take 66 (+4% per level) additional damage over 6 seconds. Quest: If a Minion dies while poisoned by Voodoo Ritual, Nazeebo permanently gains 6 Health and 1 Mana.
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Corpse Spiders Q Ability
Hurl a jar of spiders that deals 50 (+4% per level) damage. If it hits at least one enemy, create 3 Corpse Spiders that attack for 38 (+4% per level) damage. Spiders last for 4 seconds.
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Zombie Wall W Ability
After 1 second, create a ring of Zombies surrounding the target area that deal 28 (+4% per level) damage and last for 3 seconds.
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Plague of Toads E Ability
Create a wave of 3 Toads that explode on contact, dealing 126 (+4% per level) damage over 6 seconds. This effect stacks. Stores up to 2 charges.
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Gargantuan R Heroic
Summon a Gargantuan to guard an area, losing Health over 29 seconds. Deals 100 (+4% per level) damage when summoned, attacks for 140 (+4% per level) damage, and can be ordered to stomp nearby enemies. The Gargantuan's Stomp deals 240 (+4% per level) damage and Slows by 30% for 2 seconds.
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Ravenous Spirit R Heroic
Channel a Ravenous Spirit that deals 230 (+4% per level) damage per second. Cannot move while channeling. Lasts for 8 seconds.
Mechanics tags
What the theory layer reads from Nazeebo's kit. Each tag shows the ability or talent text that produced it; curated notes cover play-style traits the text cannot show.
Crowd control
Defense and mobility
Damage and macro
Play-style traits
Patch history
No patch notes for Nazeebo in this data yet.
Guides and links
Guides and builds
Reference and esports
Whetstone links to these sites and never copies their write-ups; credit and copyright stay with their authors.