Bruiser · Diablo
Xul
Cryptic Necromancer
- Role
- Bruiser
- Attack
- Melee
- Difficulty
- Medium
- Released
- 1 Mar 2016
Counters and synergies
Xul is strong against
Score 1–100 for Xul's net edge once both kits are weighed (50 = neutral)
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Why? 4
- CuratedCursed Strikes cuts The Butcher's attack speed by 40%, slashing both his damage and the healing he gets from Butcher's Brand.via Cursed Strikes, Butcher's Brand
- TheoryXul reduces healing received (Mortal Wound), which blunts The Butcher's self-healing in melee range. Only when Xul takes Mortal Wound.
- TheoryXul's root (Bone Prison, Amplify Damage) can stop The Butcher in the middle of a dive.
- TheoryThe Butcher deals damage based on maximum Health (Savage Charge), which hits high-Health heroes like Xul hardest. Only when The Butcher takes Savage Charge.
-
Why? 3
- CuratedCursed Strikes cuts Thrall's attack speed by 40%, blunting Windfury's burst and slowing how fast he builds Frostwolf Resilience healing.via Cursed Strikes, Windfury, Frostwolf Resilience
- TheoryXul reduces healing received (Mortal Wound), which blunts Thrall's self-healing in melee range. Only when Xul takes Mortal Wound.
- TheoryXul's root (Bone Prison, Amplify Damage) can stop Thrall in the middle of a dive.
-
Why? 4
- CuratedCursed Strikes slows the attack speed of Heroes and Summons by 40%, so both Rexxar and Misha, who deal most of their damage with basic attacks, lose a big share of their output.via Cursed Strikes
- TheoryXul deals damage based on maximum Health (Backlash), which hits high-Health heroes like Rexxar hardest. Only when Xul takes Backlash.
- TheoryRexxar can block or armor against Basic Attacks (Grizzled Fortitude), which Xul relies on for damage. Only when Rexxar takes Grizzled Fortitude.
- TheoryRexxar clears waves quickly (Spirit Swoop, Misha, Charge!), so Xul's lane pressure buys less.
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Why? 5
- CuratedMortal Wound on Spectral Scythe cuts Dehaka's healing by 75%, and Bone Prison roots him as he emerges from Burrow. Only when Xul takes Mortal Wound (level 20).via Mortal Wound, Spectral Scythe, Bone Prison, Burrow
- TheoryXul deals damage based on maximum Health (Backlash), which hits high-Health heroes like Dehaka hardest. Only when Xul takes Backlash.
- TheoryXul clears waves quickly (Spectral Scythe, Cursed Strikes), so Dehaka's lane pressure buys less.
- TheoryDehaka's map-wide reach (Brushstalker) helps answer Xul's side-lane pressure.
- TheoryDehaka reduces enemy Armor (Primal Swarm), offsetting Xul's Spell Armor. Only when Dehaka takes Primal Swarm. Xul must also take Wall Of Bones.
-
Why? 5
- CuratedCursed Strikes cuts the attack speed of Heroes it hits by 40%, gutting Raynor's Inspire-fuelled damage once Xul reaches him, and Bone Prison's root helps him get there.via Cursed Strikes, Bone Prison, Inspire
- TheoryXul can block or armor against Basic Attacks (Shade), which Raynor relies on for damage. Only when Xul takes Shade.
- TheoryRaynor deals damage based on maximum Health (Bounty Hunter), which hits high-Health heroes like Xul hardest. Only when Raynor takes Bounty Hunter.
- TheoryRaynor reduces enemy Armor (Dusk Wing), offsetting Xul's Spell Armor. Only when Raynor takes Dusk Wing. Xul must also take Wall Of Bones.
- TheoryRaynor clears waves quickly (Exterminator), so Xul's lane pressure buys less. Only when Raynor takes Exterminator.
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Why? 5
- CuratedCursed Strikes slows Valla's attack speed by 40% once Xul reaches her, and Bone Prison roots her so that he can.via Cursed Strikes, Bone Prison, Hatred
- TheoryXul can block or armor against Basic Attacks (Shade), which Valla relies on for damage. Only when Xul takes Shade.
- TheoryValla deals damage based on maximum Health (Manticore), which hits high-Health heroes like Xul hardest. Only when Valla takes Manticore.
- TheoryValla's area damage (Monster Hunter) clears Xul's summoned units quickly. Only when Valla takes Monster Hunter.
- TheoryValla clears waves quickly (Monster Hunter), so Xul's lane pressure buys less. Only when Valla takes Monster Hunter.
View 5 more
- Anub'arak Score 71 Theory Xul deals damage based on maximum Health (Backlash), which hits high-Health heroes like Anub'arak hardest. Only when Xul takes Backlash.
2 more reasons
- Xul's area damage (Spectral Scythe, Cursed Strikes) clears Anub'arak's summoned units quickly.
- Xul reduces healing received (Mortal Wound), which blunts Anub'arak's self-healing in melee range. Only when Xul takes Mortal Wound. Anub'arak must also take Locust Swarm or Hive Master.
- Imperius Score 65 Theory Xul deals damage based on maximum Health (Backlash), which hits high-Health heroes like Imperius hardest. Only when Xul takes Backlash.
1 more reason
- Xul reduces healing received (Mortal Wound), which blunts Imperius's self-healing in melee range. Only when Xul takes Mortal Wound.
- Kharazim Score 65 Theory Xul reduces healing received (Mortal Wound), which cuts into Kharazim's healing. Only when Xul takes Mortal Wound.
1 more reason
- Xul's root (Bone Prison, Amplify Damage) can stop Kharazim in the middle of a dive.
- Malfurion Score 65 Theory Xul reduces healing received (Mortal Wound), which cuts into Malfurion's healing. Only when Xul takes Mortal Wound.
1 more reason
- Xul's area damage (Spectral Scythe, Cursed Strikes) clears Malfurion's summoned units quickly. Only when Malfurion takes Vengeful Roots.
- Nova Score 65 Theory Xul's area damage (Spectral Scythe, Cursed Strikes) clears Nova's summoned units quickly.
1 more reason
- Xul brings Spell Armor (Wall Of Bones), which blunts Nova's ability burst. Only when Xul takes Wall Of Bones.
18 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.
- Samuro Score 61 Theory Xul reduces healing received (Mortal Wound), which blunts Samuro's self-healing in melee range. Only when Xul takes Mortal Wound.
- Zeratul Score 61 Theory Xul reduces healing received (Mortal Wound), which blunts Zeratul's self-healing in melee range. Only when Xul takes Mortal Wound. Zeratul must also take Mending Strikes or Shadow Mending.
- Anduin Score 60 Theory Xul reduces healing received (Mortal Wound), which cuts into Anduin's healing. Only when Xul takes Mortal Wound.
- Uther Score 60 Theory Xul reduces healing received (Mortal Wound), which cuts into Uther's healing. Only when Xul takes Mortal Wound.
- Arthas Score 57 Theory Xul deals damage based on maximum Health (Backlash), which hits high-Health heroes like Arthas hardest. Only when Xul takes Backlash.
- Chromie Score 57 Theory Xul brings Spell Armor (Wall Of Bones), which blunts Chromie's ability burst. Only when Xul takes Wall Of Bones.
- Alarak Score 56 Theory Xul reduces healing received (Mortal Wound), which blunts Alarak's self-healing in melee range. Only when Xul takes Mortal Wound.
- Muradin Score 56 Theory Xul deals damage based on maximum Health (Backlash), which hits high-Health heroes like Muradin hardest. Only when Xul takes Backlash.
- Greymane Score 55 Theory Xul's root (Bone Prison, Amplify Damage) can stop Greymane in the middle of a dive.
- Blaze Score 53 Theory Xul deals damage based on maximum Health (Backlash), which hits high-Health heroes like Blaze hardest. Only when Xul takes Backlash.
- Kerrigan Score 53 Theory Xul reduces healing received (Mortal Wound), which blunts Kerrigan's self-healing in melee range. Only when Xul takes Mortal Wound. Kerrigan must also take Chrysalis.
- Tyrael Score 53 Theory Xul deals damage based on maximum Health (Backlash), which hits high-Health heroes like Tyrael hardest. Only when Xul takes Backlash.
- Chen Score 52 Theory Xul deals damage based on maximum Health (Backlash), which hits high-Health heroes like Chen hardest. Only when Xul takes Backlash.
- Diablo Score 52 Theory Xul deals damage based on maximum Health (Backlash), which hits high-Health heroes like Diablo hardest. Only when Xul takes Backlash.
- Murky Score 52 Theory Xul reduces healing received (Mortal Wound), which blunts Murky's self-healing in melee range. Only when Xul takes Mortal Wound. Murky must also take Rejuvenating Bubble or Fish Tank.
- Sonya Score 52 Theory Xul reduces healing received (Mortal Wound), which blunts Sonya's self-healing in melee range. Only when Xul takes Mortal Wound.
- Lt. Morales Score 51 Theory Xul reduces healing received (Mortal Wound), which cuts into Lt. Morales's healing. Only when Xul takes Mortal Wound.
- Stukov Score 51 Theory Xul reduces healing received (Mortal Wound), which cuts into Stukov's healing. Only when Xul takes Mortal Wound.
Xul is weak against
Score 1–100 for their net edge over Xul's kit
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Why? 5
- CuratedXul has no gap closer, so a sieging Hammer with doubled range and Concussive Blast's knockback keeps his melee Cursed Strikes away, while Siege Mode's splash (wider with Advanced Artillery at level 1) clears his Skeletal Warriors.via Siege Mode, Concussive Blast, Advanced Artillery, Cursed Strikes, Raise Skeleton
- TheorySgt. Hammer's map-wide reach (Blunt Force Gun) helps answer Xul's side-lane pressure. Only when Sgt. Hammer takes Blunt Force Gun.
- TheorySgt. Hammer's area damage (Spider Mines, Concussive Blast) clears Xul's summoned units quickly.
- TheorySgt. Hammer clears waves quickly (Spider Mines, Concussive Blast), so Xul's lane pressure buys less.
- TheoryXul can block or armor against Basic Attacks (Shade), which Sgt. Hammer relies on for damage. Only when Xul takes Shade.
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Why? 4
- CuratedGenji fights at range with Shuriken and hops away with Cyber Agility, so Xul's melee Cursed Strikes rarely connect and he has no gap closer to follow.via Shuriken, Cyber Agility, Cursed Strikes
- TheoryGenji can block or armor against Basic Attacks (Cyber Shield), which Xul relies on for damage. Only when Genji takes Cyber Shield.
- TheoryXul brings Spell Armor (Wall Of Bones), which blunts Genji's ability burst. Only when Xul takes Wall Of Bones.
- TheoryXul's root (Bone Prison, Amplify Damage) can stop Genji in the middle of a dive.
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Why? 2
- CuratedArcane Orb and Magic Missiles let Li-Ming poke Xul from long range, and Teleport keeps her out of Cursed Strikes' melee cleave since he has no gap closer.via Arcane Orb, Magic Missiles, Teleport, Cursed Strikes
- TheoryXul brings Spell Armor (Wall Of Bones), which blunts Li-Ming's ability burst. Only when Xul takes Wall Of Bones.
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Why? 6
- CuratedTracer fights from range while Blinking, so Xul's melee Cursed Strikes rarely touch her, and Recall cleanses Bone Prison's Root once it lands.via Blink, Recall, Cursed Strikes, Bone Prison
- TheoryTracer deals damage based on maximum Health (Quantum Spike), which hits high-Health heroes like Xul hardest. Only when Tracer takes Quantum Spike.
- TheoryTracer reduces enemy Armor (Heavy Handed), offsetting Xul's Spell Armor. Only when Tracer takes Heavy Handed. Xul must also take Wall Of Bones.
- TheoryXul can block or armor against Basic Attacks (Shade), which Tracer relies on for damage. Only when Xul takes Shade.
- TheoryXul brings Spell Armor (Wall Of Bones), which blunts Tracer's ability burst. Only when Xul takes Wall Of Bones.
- TheoryXul's root (Bone Prison, Amplify Damage) can stop Tracer in the middle of a dive.
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Why? 3
- TheoryAzmodan's map-wide reach (Demon Lieutenant) helps answer Xul's side-lane pressure.
- TheoryAzmodan clears waves quickly (Summon Demon Warrior, Greed), so Xul's lane pressure buys less.
- TheoryAzmodan reduces enemy Armor (Black Pool), offsetting Xul's Spell Armor. Only when Azmodan takes Black Pool. Xul must also take Wall Of Bones.
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Why? 5
- TheoryValeera can Blind (Blade Flurry, Blind), and Basic Attacks are most of Xul's damage.
- TheoryValeera can block or armor against Basic Attacks (Combat Readiness), which Xul relies on for damage. Only when Valeera takes Combat Readiness.
- TheoryValeera's area damage (Sinister Strike, Blade Flurry) clears Xul's summoned units quickly.
- TheoryValeera reduces healing received (Wound Poison), which blunts Xul's self-healing in melee range. Only when Valeera takes Wound Poison. Xul must also take Harvest Vitality, Trag'Oul's Essence or Andariel's Visage.
- TheoryXul's root (Bone Prison, Amplify Damage) can stop Valeera in the middle of a dive.
View 6 more
- Kel'Thuzad Score 72 Theory Kel'Thuzad can block or armor against Basic Attacks (Armor of the Archlich), which Xul relies on for damage. Only when Kel'Thuzad takes Armor of the Archlich.
4 more reasons
- Kel'Thuzad's map-wide reach (Shadow Fissure) helps answer Xul's side-lane pressure. Only when Kel'Thuzad takes Shadow Fissure.
- Kel'Thuzad's area damage (Death and Decay, Frost Nova) clears Xul's summoned units quickly.
- Kel'Thuzad clears waves quickly (Death and Decay, Frost Nova), so Xul's lane pressure buys less.
- Xul brings Spell Armor (Wall Of Bones), which blunts Kel'Thuzad's ability burst. Only when Xul takes Wall Of Bones.
- Cassia Score 70 Theory Cassia can Blind (Blinding Light, Imprisoning Light), and Basic Attacks are most of Xul's damage.
4 more reasons
- Cassia deals damage based on maximum Health (Martial Law), which hits high-Health heroes like Xul hardest. Only when Cassia takes Martial Law.
- Cassia's area damage (Lightning Fury, Blinding Light) clears Xul's summoned units quickly.
- Cassia clears waves quickly (Lightning Fury, Blinding Light), so Xul's lane pressure buys less.
- Xul can block or armor against Basic Attacks (Shade), which Cassia relies on for damage. Only when Xul takes Shade.
- Falstad Score 70 Theory Falstad's map-wide reach (Flight) helps answer Xul's side-lane pressure.
4 more reasons
- Falstad's area damage (Lightning Rod) clears Xul's summoned units quickly.
- Falstad clears waves quickly (Lightning Rod), so Xul's lane pressure buys less.
- Falstad reduces enemy Armor (BOOMerang), offsetting Xul's Spell Armor. Only when Falstad takes BOOMerang. Xul must also take Wall Of Bones.
- Xul can block or armor against Basic Attacks (Shade), which Falstad relies on for damage. Only when Xul takes Shade.
- Fenix Score 70 Theory Fenix's map-wide reach (Planet Cracker) helps answer Xul's side-lane pressure. Only when Fenix takes Planet Cracker.
4 more reasons
- Fenix deals damage based on maximum Health (Offensive Cadence), which hits high-Health heroes like Xul hardest. Only when Fenix takes Offensive Cadence.
- Fenix's area damage (Plasma Cutter, Weapon Mode: Repeater Cannon) clears Xul's summoned units quickly.
- Fenix clears waves quickly (Plasma Cutter, Weapon Mode: Repeater Cannon), so Xul's lane pressure buys less.
- Xul can block or armor against Basic Attacks (Shade), which Fenix relies on for damage. Only when Xul takes Shade.
- Maiev Score 70 Theory Maiev deals damage based on maximum Health (Vengeful Knives), which hits high-Health heroes like Xul hardest. Only when Maiev takes Vengeful Knives.
4 more reasons
- Maiev's area damage (Fan of Knives, Spirit of Vengeance) clears Xul's summoned units quickly.
- Maiev clears waves quickly (Fan of Knives, Spirit of Vengeance), so Xul's lane pressure buys less.
- Maiev reduces enemy Armor (Bonds of Corruption, Shadow Orb: Shadow Strike), offsetting Xul's Spell Armor. Only when Maiev takes Bonds of Corruption or Shadow Orb: Shadow Strike. Xul must also take Wall Of Bones.
- Xul's root (Bone Prison, Amplify Damage) can stop Maiev in the middle of a dive.
- Deckard Score 69 Theory Deckard can Blind (Respect the Elderly), and Basic Attacks are most of Xul's damage. Only when Deckard takes Respect the Elderly.
4 more reasons
- Deckard's area damage (Horadric Cube, Scroll Of Sealing) clears Xul's summoned units quickly.
- Deckard reduces healing received (Emerald), which blunts Xul's self-healing in melee range. Only when Deckard takes Emerald. Xul must also take Harvest Vitality, Trag'Oul's Essence or Andariel's Visage.
- Deckard clears waves quickly (Horadric Cube, Scroll Of Sealing), so Xul's lane pressure buys less.
- Xul reduces healing received (Mortal Wound), which cuts into Deckard's healing. Only when Xul takes Mortal Wound.
46 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.
- The Lost Vikings Score 68 Theory The Lost Vikings deals damage based on maximum Health (Nordic Attack Squad), which hits high-Health heroes like Xul hardest.
- D.Va Score 66 Theory D.Va's area damage (Self-Destruct, Mech Mode) clears Xul's summoned units quickly.
- Mephisto Score 66 Theory Mephisto deals damage based on maximum Health (Static Field), which hits high-Health heroes like Xul hardest. Only when Mephisto takes Static Field.
- Stitches Score 66 Theory Stitches's area damage (Shambling Horror) clears Xul's summoned units quickly.
- Sylvanas Score 66 Theory Sylvanas deals damage based on maximum Health (Overwhelming Affliction), which hits high-Health heroes like Xul hardest. Only when Sylvanas takes Overwhelming Affliction.
- Abathur Score 65 Theory Abathur's map-wide reach helps answer Xul's side-lane pressure.
- Artanis Score 65 Theory Artanis can Blind (Suppression Pulse), and Basic Attacks are most of Xul's damage. Only when Artanis takes Suppression Pulse.
- Qhira Score 65 Theory Qhira can block or armor against Basic Attacks (Upstage), which Xul relies on for damage. Only when Qhira takes Upstage.
- Yrel Score 65 Theory Yrel can block or armor against Basic Attacks (Dauntless), which Xul relies on for damage. Only when Yrel takes Dauntless.
- Johanna Score 64 Theory Johanna can Blind (Shield Glare), and Basic Attacks are most of Xul's damage.
- Kael'thas Score 64 Theory Kael'thas deals damage based on maximum Health (Burned Flesh), which hits high-Health heroes like Xul hardest. Only when Kael'thas takes Burned Flesh.
- Mei Score 64 Theory Mei can Blind (Snow Blind), and Basic Attacks are most of Xul's damage.
- Hanzo Score 63 Theory Hanzo's map-wide reach (Dragon's Arrow) helps answer Xul's side-lane pressure. Only when Hanzo takes Dragon's Arrow.
- Leoric Score 63 Theory Leoric's area damage (Skeletal Swing) clears Xul's summoned units quickly.
- Xal'atath Score 63 Theory Xal'atath can Blind (Void Eruption), and Basic Attacks are most of Xul's damage. Only when Xal'atath takes Void Eruption.
- Cho'gall Score 62 Theory Cho'gall's area damage (Shadowflame, Dread Orb) clears Xul's summoned units quickly.
- Ragnaros Score 62 Theory Ragnaros's map-wide reach (Molten Core, Heroic Difficulty) helps answer Xul's side-lane pressure.
- Nazeebo 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.
- Brightwing Score 60 Theory Brightwing's map-wide reach helps answer Xul's side-lane pressure.
- Hogger Score 60 Theory Hogger's area damage (Staggering Blow, Loot Hoard) clears Xul's summoned units quickly.
- Varian Score 60 Theory Varian can block or armor against Basic Attacks (Parry, Overpower), which Xul relies on for damage.
- Junkrat Score 59 Theory Junkrat's area damage (Frag Launcher, Concussion Mine) clears Xul's summoned units quickly.
- Lunara Score 59 Theory Lunara deals damage based on maximum Health (Invigorating Spores), which hits high-Health heroes like Xul hardest. Only when Lunara takes Invigorating Spores.
- Lúcio Score 59 Theory Lúcio's area damage (Soundwave, Push Off) clears Xul's summoned units quickly.
- Orphea Score 59 Theory Orphea deals damage based on maximum Health (Bond of Anguish), which hits high-Health heroes like Xul hardest. Only when Orphea takes Bond of Anguish.
- Tyrande Score 59 Theory Tyrande's map-wide reach helps answer Xul's side-lane pressure.
- Zarya Score 59 Theory Zarya can block or armor against Basic Attacks (Defensive Shielding), which Xul relies on for damage. Only when Zarya takes Defensive Shielding.
- Probius Score 57 Theory Probius deals damage based on maximum Health (Shoot 'Em Up), which hits high-Health heroes like Xul hardest. Only when Probius takes Shoot 'Em Up.
- Auriel Score 56 Theory Auriel can Blind (Blinding Flash), and Basic Attacks are most of Xul's damage. Only when Auriel takes Blinding Flash.
- E.T.C. Score 56 Theory E.T.C. can block or armor against Basic Attacks (Block Party), which Xul relies on for damage. Only when E.T.C. takes Block Party.
- Gazlowe Score 56 Theory Gazlowe's area damage (Deth Lazor, Xplodium Charge) clears Xul's summoned units quickly.
- Mal'Ganis Score 56 Theory Mal'Ganis can block or armor against Basic Attacks (Winged Guard), which Xul relies on for damage. Only when Mal'Ganis takes Winged Guard.
- Malthael Score 56 Theory Malthael deals damage based on maximum Health (Reaper's Mark, Throwing Shade), which hits high-Health heroes like Xul hardest.
- Tassadar Score 56 Theory Tassadar deals damage based on maximum Health (Thermal Lance), which hits high-Health heroes like Xul hardest. Only when Tassadar takes Thermal Lance.
- Ana Score 55 Theory Ana deals damage based on maximum Health (Night Terrors), which hits high-Health heroes like Xul hardest. Only when Ana takes Night Terrors.
- Rehgar Score 55 Theory Rehgar deals damage based on maximum Health (Hunger of the Wolf), which hits high-Health heroes like Xul hardest. Only when Rehgar takes Hunger of the Wolf.
- Illidan Score 54 Theory Illidan deals damage based on maximum Health (Fiery Brand), which hits high-Health heroes like Xul hardest. Only when Illidan takes Fiery Brand.
- Zagara Score 54 Theory Zagara deals damage based on maximum Health (Corrosive Saliva), which hits high-Health heroes like Xul hardest. Only when Zagara takes Corrosive Saliva.
- Zul'jin Score 54 Theory Zul'jin deals damage based on maximum Health (No Mercy!), which hits high-Health heroes like Xul hardest. Only when Zul'jin takes No Mercy!.
- Garrosh Score 53 Theory Garrosh's area damage (Groundbreaker, Wrecking Ball) clears Xul's summoned units quickly.
- Whitemane Score 53 Theory Whitemane's map-wide reach (Guiding Light) helps answer Xul's side-lane pressure. Only when Whitemane takes Guiding Light.
- Alexstrasza Score 52 Theory Alexstrasza's area damage (Flame Buffet, Wing Buffet) clears Xul's summoned units quickly.
- Li Li Score 52 Theory Li Li can Blind (Blinding Wind, Gale Force), and Basic Attacks are most of Xul's damage.
- Tychus Score 52 Theory Tychus deals damage based on maximum Health (Minigun, Titan Grenade), which hits high-Health heroes like Xul hardest.
- Deathwing Score 51 Theory Deathwing's area damage (Incinerate, Onslaught) clears Xul's summoned units quickly.
- Jaina Score 51 Theory Jaina can block or armor against Basic Attacks (Frost Armor), which Xul relies on for damage. Only when Jaina takes Frost Armor.
Xul works well with
Score 1–100 for how well the kits combine
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Why? 2
- CuratedBone Prison's 2-second delay is easy to land on a target that has just been Hooked and Slammed, and its Root then holds them for Xul's skeletons.via Hook, Slam, Bone Prison
- TheoryStitches groups or freezes enemies (Hook) for Xul's area damage.
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Why? 3
- CuratedShield Ally keeps Xul alive while he fights in melee, and when both take them, Graviton Surge groups enemies so Poison Nova's missiles hit all of them.via Graviton Surge, Shield Ally, Poison Nova
- TheoryZarya groups or freezes enemies (Graviton Surge) for Xul's area damage. Only when Zarya takes Graviton Surge.
- TheoryZarya can cleanse crowd control off Xul (Cleansing Shield) to keep the attacks coming. Only when Zarya takes Cleansing Shield.
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Why? 2
- CuratedIce Wall traps enemies for 2.5 seconds, long enough for Bone Prison's delayed Root, and Poison Nova if Xul takes it, to land. Only when Mei takes Ice Wall (level 10).via Ice Wall, Bone Prison, Poison Nova
- TheoryMei can cleanse crowd control off Xul (Backup Battery) to keep the attacks coming. Only when Mei takes Backup Battery.
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Why? 3
- TheoryKel'Thuzad groups or freezes enemies (Chains of Kel'Thuzad) for Xul's area damage.
- TheoryXul's root (Bone Prison, Amplify Damage) holds targets still for Kel'Thuzad's burst.
- TheoryKel'Thuzad has map-wide reach (Shadow Fissure) while Xul pressures a side lane. Only when Kel'Thuzad takes Shadow Fissure.
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Why? 3
- TheoryKerrigan groups or freezes enemies (Primal Grasp) for Xul's area damage.
- TheoryXul's root (Bone Prison, Amplify Damage) holds targets still for Kerrigan's burst.
- TheoryXul's root (Bone Prison, Amplify Damage) lets Kerrigan dive onto a target that cannot walk away.
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Why? 3
- TheoryXul's root (Bone Prison, Amplify Damage) holds targets still for Tracer's burst.
- TheoryTracer can cleanse crowd control off Xul (Recall) to keep the attacks coming.
- TheoryXul's root (Bone Prison, Amplify Damage) lets Tracer dive onto a target that cannot walk away.
View 5 more
- Zeratul Score 76 Theory Xul's root (Bone Prison, Amplify Damage) holds targets still for Zeratul's burst.
2 more reasons
- Zeratul groups or freezes enemies (Void Prison) for Xul's area damage. Only when Zeratul takes Void Prison.
- Xul's root (Bone Prison, Amplify Damage) lets Zeratul dive onto a target that cannot walk away.
- Chromie Score 75 Theory Chromie groups or freezes enemies (Time Trap, Chronic Conditions) for Xul's area damage.
1 more reason
- Xul's root (Bone Prison, Amplify Damage) holds targets still for Chromie's burst.
- Dehaka Score 73 Theory Dehaka groups or freezes enemies (Drag) for Xul's area damage.
1 more reason
- Dehaka has map-wide reach (Brushstalker) while Xul pressures a side lane.
- Maiev Score 71 Theory Maiev groups or freezes enemies (Umbral Bind) for Xul's area damage.
1 more reason
- Xul's root (Bone Prison, Amplify Damage) lets Maiev dive onto a target that cannot walk away.
- Orphea Score 70 Theory Xul's root (Bone Prison, Amplify Damage) holds targets still for Orphea's burst.
1 more reason
- Orphea groups or freezes enemies (Crushing Jaws) for Xul's area damage. Only when Orphea takes Crushing Jaws.
52 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.
- Tassadar Score 70 Theory Xul's root (Bone Prison, Amplify Damage) holds targets still for Tassadar's burst.
- Whitemane Score 70 Theory Whitemane groups or freezes enemies (Judgment Day) for Xul's area damage. Only when Whitemane takes Judgment Day.
- Brightwing Score 69 Theory Brightwing can cleanse crowd control off Xul (Soothing Mist) to keep the attacks coming.
- Genji Score 69 Theory Xul's root (Bone Prison, Amplify Damage) holds targets still for Genji's burst.
- Valeera Score 69 Theory Xul's root (Bone Prison, Amplify Damage) holds targets still for Valeera's burst.
- Alarak Score 68 Theory Xul's root (Bone Prison, Amplify Damage) holds targets still for Alarak's burst.
- Hanzo Score 68 Theory Xul's root (Bone Prison, Amplify Damage) holds targets still for Hanzo's burst.
- Cho'gall Score 65 Theory Cho'gall groups or freezes enemies (Upheaval) for Xul's area damage.
- Johanna Score 65 Theory Johanna groups or freezes enemies (Condemn) for Xul's area damage.
- Tyrande Score 65 Theory Tyrande has map-wide reach while Xul pressures a side lane.
- Kharazim Score 63 Theory Xul's root (Bone Prison, Amplify Damage) lets Kharazim dive onto a target that cannot walk away.
- Sonya Score 63 Theory Xul's root (Bone Prison, Amplify Damage) lets Sonya dive onto a target that cannot walk away.
- Jaina Score 62 Theory Xul's root (Bone Prison, Amplify Damage) holds targets still for Jaina's burst.
- Junkrat Score 62 Theory Xul's root (Bone Prison, Amplify Damage) holds targets still for Junkrat's burst.
- Kael'thas Score 62 Theory Xul's root (Bone Prison, Amplify Damage) holds targets still for Kael'thas's burst.
- Li-Ming Score 62 Theory Xul's root (Bone Prison, Amplify Damage) holds targets still for Li-Ming's burst.
- Murky Score 62 Theory Xul's root (Bone Prison, Amplify Damage) holds targets still for Murky's burst.
- Nova Score 62 Theory Xul's root (Bone Prison, Amplify Damage) holds targets still for Nova's burst.
- Probius Score 62 Theory Xul's root (Bone Prison, Amplify Damage) holds targets still for Probius's burst.
- Xal'atath Score 62 Theory Xul's root (Bone Prison, Amplify Damage) holds targets still for Xal'atath's burst.
- Abathur Score 60 Theory Abathur has map-wide reach while Xul pressures a side lane.
- Anduin Score 60 Theory Anduin can cleanse crowd control off Xul (Leap of Faith) to keep the attacks coming.
- Azmodan Score 60 Theory Azmodan has map-wide reach (Demon Lieutenant) while Xul pressures a side lane.
- Falstad Score 60 Theory Falstad has map-wide reach (Flight) while Xul pressures a side lane.
- Garrosh Score 60 Theory Garrosh can cleanse crowd control off Xul (Into the Fray) to keep the attacks coming.
- Ragnaros Score 60 Theory Ragnaros has map-wide reach (Molten Core, Heroic Difficulty) while Xul pressures a side lane.
- Rehgar Score 60 Theory Rehgar can cleanse crowd control off Xul (Purge) to keep the attacks coming.
- Cassia Score 59 Theory Cassia groups or freezes enemies (Valkyrie) for Xul's area damage. Only when Cassia takes Valkyrie.
- Gazlowe Score 59 Theory Gazlowe groups or freezes enemies (Grav-O-Bomb 3000) for Xul'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 Xul's area damage. Only when Medivh takes Ley Line Seal or Medivh Cheats!.
- Sylvanas Score 59 Theory Sylvanas groups or freezes enemies (Mind Control) for Xul's area damage. Only when Sylvanas takes Mind Control.
- Artanis Score 57 Theory Xul's root (Bone Prison, Amplify Damage) lets Artanis dive onto a target that cannot walk away.
- Greymane Score 57 Theory Xul's root (Bone Prison, Amplify Damage) lets Greymane dive onto a target that cannot walk away.
- Illidan Score 57 Theory Xul's root (Bone Prison, Amplify Damage) lets Illidan dive onto a target that cannot walk away.
- Mephisto Score 57 Theory Xul's root (Bone Prison, Amplify Damage) lets Mephisto dive onto a target that cannot walk away.
- Qhira Score 57 Theory Xul's root (Bone Prison, Amplify Damage) lets Qhira dive onto a target that cannot walk away.
- The Butcher Score 57 Theory Xul's root (Bone Prison, Amplify Damage) lets The Butcher dive onto a target that cannot walk away.
- Thrall Score 57 Theory Xul's root (Bone Prison, Amplify Damage) lets Thrall dive onto a target that cannot walk away.
- Alexstrasza Score 56 Theory Alexstrasza can cleanse crowd control off Xul (Lifeblossom) to keep the attacks coming. Only when Alexstrasza takes Lifeblossom.
- Ana Score 56 Theory Ana can cleanse crowd control off Xul (Purifying Darts, Smelling Salts) to keep the attacks coming. Only when Ana takes Purifying Darts or Smelling Salts.
- Arthas Score 56 Theory Arthas can cleanse crowd control off Xul (Icebound Fortitude) to keep the attacks coming. Only when Arthas takes Icebound Fortitude.
- Diablo Score 56 Theory Diablo has map-wide reach (Apocalypse) while Xul pressures a side lane. Only when Diablo takes Apocalypse.
- Fenix Score 56 Theory Fenix has map-wide reach (Planet Cracker) while Xul pressures a side lane. Only when Fenix takes Planet Cracker.
- Li Li Score 56 Theory Li Li can cleanse crowd control off Xul (Let's Go!) to keep the attacks coming. Only when Li Li takes Let's Go!.
- Lunara Score 56 Theory Lunara can cleanse crowd control off Xul (Abolish Magic) to keep the attacks coming. Only when Lunara takes Abolish Magic.
- Lúcio Score 56 Theory Lúcio can cleanse crowd control off Xul (High Five) to keep the attacks coming. Only when Lúcio takes High Five.
- Malfurion Score 56 Theory Malfurion can cleanse crowd control off Xul (Nature's Cure) to keep the attacks coming. Only when Malfurion takes Nature's Cure.
- Sgt. Hammer Score 56 Theory Sgt. Hammer has map-wide reach (Blunt Force Gun) while Xul pressures a side lane. Only when Sgt. Hammer takes Blunt Force Gun.
- The Lost Vikings Score 56 Theory The Lost Vikings can cleanse crowd control off Xul (64 KB Marathon) to keep the attacks coming. Only when The Lost Vikings takes 64 KB Marathon.
- Uther Score 56 Theory Uther can cleanse crowd control off Xul (Hand of Protection) to keep the attacks coming. Only when Uther takes Hand of Protection.
- Yrel Score 56 Theory Yrel can cleanse crowd control off Xul (Hand of Freedom) to keep the attacks coming. Only when Yrel takes Hand of Freedom.
- Zul'jin Score 56 Theory Zul'jin can cleanse crowd control off Xul (Voodoo Shuffle) to keep the attacks coming. Only when Zul'jin takes Voodoo Shuffle.
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 Xul
Score 1–100 from how the kit fits each map's layout and objective (50 = neutral)
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Why? 4
- TheoryXul's sustained damage (Cursed Strikes, Shade) speeds up Alterac Pass's race against neutral units.
- TheoryAlterac Pass has three lanes for Xul to pressure while the team holds the objective.
- TheoryXul's summons (Spectral Scythe, Skeletal Mages) add damage to Alterac Pass's neutral objective.
- TheoryXul's waveclear (Spectral Scythe, Cursed Strikes) helps hold lanes against Alterac Pass's pushing objective.
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Why? 4
- TheoryXul's sustained damage (Cursed Strikes, Shade) speeds up Garden of Terror's race against neutral units.
- TheoryGarden of Terror has three lanes for Xul to pressure while the team holds the objective.
- TheoryXul's summons (Spectral Scythe, Skeletal Mages) add damage to Garden of Terror's neutral objective.
- TheoryXul's waveclear (Spectral Scythe, Cursed Strikes) helps hold lanes against Garden of Terror's pushing objective.
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Why? 4
- TheoryXul's sustained damage (Cursed Strikes, Shade) speeds up Infernal Shrines's race against neutral units.
- TheoryInfernal Shrines has three lanes for Xul to pressure while the team holds the objective.
- TheoryXul's summons (Spectral Scythe, Skeletal Mages) add damage to Infernal Shrines's neutral objective.
- TheoryXul's waveclear (Spectral Scythe, Cursed Strikes) helps hold lanes against Infernal Shrines's pushing objective.
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Why? 4
- TheoryXul's sustained damage (Cursed Strikes, Shade) speeds up Battlefield of Eternity's race against neutral units.
- TheoryBattlefield of Eternity has only two lanes, so Xul's side-lane pressure is easier to answer.
- TheoryXul's summons (Spectral Scythe, Skeletal Mages) add damage to Battlefield of Eternity's neutral objective.
- TheoryXul's waveclear (Spectral Scythe, Cursed Strikes) helps hold lanes against Battlefield of Eternity's pushing objective.
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Why? 2
- TheoryBlackheart's Bay has three lanes for Xul to pressure while the team holds the objective.
- TheoryXul's waveclear (Spectral Scythe, Cursed Strikes) helps hold lanes against Blackheart's Bay's pushing objective.
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Why? 2
- TheoryDragon Shire has three lanes for Xul to pressure while the team holds the objective.
- TheoryXul's waveclear (Spectral Scythe, Cursed Strikes) helps hold lanes against Dragon Shire's pushing objective.
View 11 more
- Haunted Mines Score 65 Theory Xul's sustained damage (Cursed Strikes, Shade) speeds up Haunted Mines's race against neutral units.
3 more reasons
- Haunted Mines has only two lanes, so Xul's side-lane pressure is easier to answer.
- Xul's summons (Spectral Scythe, Skeletal Mages) add damage to Haunted Mines's neutral objective.
- Xul's waveclear (Spectral Scythe, Cursed Strikes) helps hold lanes against Haunted Mines's pushing objective.
- Sky Temple Score 65 Theory Sky Temple has three lanes for Xul to pressure while the team holds the objective.
1 more reason
- Xul's waveclear (Spectral Scythe, Cursed Strikes) helps hold lanes against Sky Temple's pushing objective.
- Tomb of the Spider Queen Score 65 Theory Tomb of the Spider Queen has three lanes for Xul to pressure while the team holds the objective.
1 more reason
- Xul's waveclear (Spectral Scythe, Cursed Strikes) helps hold lanes against Tomb of the Spider Queen's pushing objective.
- Towers of Doom Score 65 Theory Towers of Doom has three lanes for Xul to pressure while the team holds the objective.
1 more reason
- Xul's waveclear (Spectral Scythe, Cursed Strikes) helps hold lanes against Towers of Doom's pushing objective.
- Volskaya Foundry Score 65 Theory Volskaya Foundry has three lanes for Xul to pressure while the team holds the objective.
1 more reason
- Xul's waveclear (Spectral Scythe, Cursed Strikes) helps hold lanes against Volskaya Foundry's pushing objective.
- Cursed Hollow Score 60 Theory Cursed Hollow has three lanes for Xul to pressure while the team holds the objective.
- Warhead Junction Score 60 Theory Warhead Junction has three lanes for Xul to pressure while the team holds the objective.
- Braxis Outpost Score 55 Theory Xul's waveclear (Spectral Scythe, Cursed Strikes) holds Braxis Outpost's single lane.
- Industrial District Score 55 Theory Xul's waveclear (Spectral Scythe, Cursed Strikes) holds Industrial District's single lane.
- Lost Cavern Score 55 Theory Xul's waveclear (Spectral Scythe, Cursed Strikes) holds Lost Cavern's single lane.
- Silver City Score 55 Theory Xul's waveclear (Spectral Scythe, Cursed Strikes) holds Silver City's single lane.
Talents
Talents by level
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Level 1
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Backlash Passive
When Bone Armor expires, nearby enemy Heroes take damage equal to 12% of their maximum Health.
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Shackler Passive
While Bone Armor is active, nearby enemies are Slowed by 35% for 1 second. Basic Attacks against Heroes that are Stunned, Rooted, or Slowed reduce the cooldown of Bone Armor by 2 seconds.
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Shade Passive
While Bone Armor is active, Xul evades all Basic Attacks, but increases the cooldown of Bone Armor by 10 seconds.
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Level 4
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Reaper's Toll Q
Reduce the cooldown of Spectral Scythe by 2 seconds and its Mana cost by 15.
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Grim Scythe W
Increase Xul's Basic Attack damage by 15%. Each enemy hit by Cursed Strikes reduces its cooldown by 1 second, up to 12 seconds.
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Jailors Trait Quest
Bone Prison spawns 2 Skeletal Warriors. These do not count towards Xul's Raise Skeleton maximum. Quest: Spawn 80 Skeletal Warriors. Reward: While fixating on an enemy, Skeletal Warriors gain 25% Movement and Attack Speed.
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Level 7
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Harvest Vitality W
Cursed Strikes heals for 70% of the damage dealt to Heroes.
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Trag'Oul's Essence Trait
Every time a Skeletal Warrior attacks an enemy, restore 0.5% of Xul's maximum Health and 0.2% of his maximum Mana.
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Wall Of Bones Passive
Increase the Shield amount of Bone Armor to 35% of Xul's maximum Health, and Xul gains 20 Spell Armor for its duration.
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Level 10
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Poison Nova Heroic
After 0.5 seconds, release poisonous missiles that deal 630 (+4% per level) damage to all enemies hit over 10 seconds.
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Skeletal Mages Heroic
Vector Targeting Summon 4 Frost Mages in a line that attack nearby enemies for 47 (+4% per level) damage a second and Slow them by 30% for 2 seconds. Last up to 15 seconds.
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Level 13
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Echoes of Death Q
Spectral Scythe spawns 2 additional scythes next to the first after 1.5 seconds, dealing 40% damage.
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Rapid Harvest W
Gain 5% Attack Speed for 3 seconds each time Cursed Strikes hits an enemy, up to 75%.
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Amplify Damage E
Increase the Root duration of Bone Prison by 0.25 seconds. Enemies Rooted by Bone Prison lose 25 Armor for 2 seconds.
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Level 16
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Decrepify Q
Enemy Heroes that are damaged by Spectral Scythe or Skeletal Warriors are Slowed by 30% for 2.5 seconds.
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Weaken W
Enemy Heroes who are damaged by Cursed Strikes or Skeletal Warriors deal 35% less damage for 3 seconds.
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Bone Spear Active
Deal 230 (+4% per level) damage to enemies in a line.
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Level 20
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Andariel's Visage Heroic
Poison Nova heals for 50% of the damage dealt and its duration is increased by 50%.
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Cold Hand of Death Heroic
Increase the Slow of Frost Mages by 20%. Every 5th Spectral Scythe that hits enemy Heroes spawns a Frost Mage instead of a Skeletal Warrior at their location.
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Mortal Wound Q
Enemy Heroes hit by Spectral Scythe receive 75% less healing for 4 seconds.
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Kalan's Edict Trait
Each time Skeletal Warriors deal damage, reduce the cooldown of Bone Armor and Xul's Heroic Ability by 1.5%.
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Abilities and mechanics
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Raise Skeleton D Trait
When a nearby enemy Minion dies, it becomes a Skeletal Warrior with 240 (+4% per level) Health that attacks for 21 (+4% per level) damage and lasts up to 12 seconds. Upon death, Skeletal Warriors deal 40 (+4% per level) damage to nearby enemies. Up to 3 Skeletal Warriors can be active at once when spawned in this way.
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Spectral Scythe Q Ability
Summon a scythe that travels to Xul after 1 second, dealing 190 (+4% per level) damage to enemies and spawning a Skeletal Warrior when hitting enemy Heroes. These do not count towards Xul's Raise Skeleton maximum.
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Cursed Strikes W Ability
Xul's Basic Attacks deal damage in a wide area and reduce the Attack Speed of Heroes and Summons by 40% for 2 seconds. Lasts 4 seconds once triggered.
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Bone Prison E Ability
After a 2 second delay, deal 80 (+4% per level) damage and Root the target enemy Hero for 1.75 seconds. All nearby Skeletal Warriors will fixate on the target for their duration.
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Poison Nova R Heroic
After 0.5 seconds, release poisonous missiles that deal 630 (+4% per level) damage to all enemies hit over 10 seconds.
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Skeletal Mages R Heroic
Vector Targeting Summon 4 Frost Mages in a line that attack nearby enemies for 47 (+4% per level) damage a second and Slow them by 30% for 2 seconds. Last up to 15 seconds.
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Bone Armor Active
Activate to gain a Shield equal to 25% of Xul's maximum Health for 3 seconds.
Mechanics tags
What the theory layer reads from Xul'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
Guides and links
Guides and builds
Reference and esports
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