Heroes of the Storm

Patch 2.57 Updated

Melee Assassin · StarCraft

Zeratul

Dark Prelate

Role
Melee Assassin
Attack
Melee
Difficulty
Very Hard
Released
13 Mar 2014
Damage
8/10
Utility
6/10
Survivability
6/10
Complexity
5/10

Counters and synergies

Zeratul is strong against

Score 1–100 for Zeratul's net edge once both kits are weighed (50 = neutral)

  1. Why? 3
    • CuratedZeratul cloaks up to a sieging Sgt. Hammer and Blink plus Vorpal Blade keep him on her; her only escape is Thrusters, which drops Siege Mode and her damage.via Permanent Cloak, Blink, Vorpal Blade, Siege Mode, Thrusters
    • TheoryZeratul can dive onto Sgt. Hammer, who has little mobility to escape.
    • TheoryZeratul can reveal enemies (Vorpal Blade), taking away Sgt. Hammer's stealth. Only when Sgt. Hammer takes Ambush.
  2. Li-Ming Curated
    Why? 5
    • CuratedFrom Permanent Cloak Zeratul lands Singularity Spike and Cleave before Li-Ming sees him, and Blink matches her Teleport if she tries to run.via Permanent Cloak, Singularity Spike, Cleave, Blink, Teleport
    • TheoryZeratul can approach unseen (Permanent Cloak) and catch Li-Ming, who is easy to kill when found alone.
    • TheoryZeratul can dive onto Li-Ming, whose small Health pool rarely survives a committed dive.
    • TheoryZeratul's burst (Singularity Spike, Cleave) can delete Li-Ming's small Health pool before help arrives.
    • TheoryZeratul brings Spell Armor (Spell Shield), which blunts Li-Ming's ability burst. Only when Zeratul takes Spell Shield.
  3. Azmodan Curated
    Why? 3
    • CuratedAzmodan has no escape until Trample at level 16, so a Zeratul who Blinks onto him from stealth keeps Cleave, Singularity Spike and Basic Attacks on him with nothing Azmodan can do to leave.via Permanent Cloak, Blink, Cleave, Singularity Spike, Trample
    • TheoryZeratul can dive onto Azmodan, who has little mobility to escape.
    • TheoryZeratul can interrupt channels with Time Stop (Void Prison), and Azmodan relies on channelled abilities. Only when Zeratul takes Void Prison.
  4. Kael'thas Curated
    Why? 4
    • CuratedZeratul opens from Permanent Cloak with Singularity Spike and Cleave on a target that has no mobility, before Kael'thas can aim Gravity Lapse at him.via Permanent Cloak, Singularity Spike, Cleave, Gravity Lapse
    • TheoryZeratul can dive onto Kael'thas, who has little mobility to escape.
    • TheoryZeratul brings Spell Armor (Spell Shield), which blunts Kael'thas's ability burst. Only when Zeratul takes Spell Shield.
    • TheoryKael'thas's stun (Gravity Lapse) can stop Zeratul in the middle of a dive.
  5. Kel'Thuzad Curated
    Why? 4
    • CuratedZeratul starts on Kel'Thuzad from Permanent Cloak, and Blink dodges Chains or Frost Nova's delayed root, leaving the Archlich nothing to escape with.via Permanent Cloak, Blink, Chains of Kel'Thuzad, Frost Nova
    • TheoryZeratul can dive onto Kel'Thuzad, who has little mobility to escape.
    • TheoryZeratul brings Spell Armor (Spell Shield), which blunts Kel'Thuzad's ability burst. Only when Zeratul takes Spell Shield.
    • TheoryKel'Thuzad's stun (Chains of Kel'Thuzad, Chains of Ice) can stop Zeratul in the middle of a dive.
  6. Abathur Curated
    Why? 6
    • CuratedPermanent Cloak lets Zeratul walk straight up to Abathur's unguarded body, and Cleave, Singularity Spike and a couple of Basic Attacks take its 685 Health before Deep Tunnel's 30-second cooldown can get him out.via Permanent Cloak, Cleave, Singularity Spike, Deep Tunnel
    • TheoryZeratul can approach unseen (Permanent Cloak) and catch Abathur, who is easy to kill when found alone.
    • TheoryZeratul can dive onto Abathur, whose small Health pool rarely survives a committed dive.
    • TheoryZeratul's burst (Singularity Spike, Cleave) can delete Abathur's small Health pool before help arrives.
    • TheoryAbathur can reveal enemies (Toxic Nest), taking away Zeratul's stealth.
    • TheoryAbathur's stun (Slapathur) can stop Zeratul in the middle of a dive. Only when Abathur takes Slapathur.
View 20 more
  1. Gul'dan Score 80 Curated Gul'dan has no escape before Demonic Circle at level 20, so once Zeratul Blinks onto him from stealth, Cleave, Singularity Spike and Basic Attacks outpace what Drain Life heals back.
    4 more reasons
    • Zeratul can dive onto Gul'dan, who has little mobility to escape.
    • Zeratul can interrupt channels with Time Stop (Void Prison), and Gul'dan relies on channelled abilities. Only when Zeratul takes Void Prison. Gul'dan must also take Health Funnel.
    • Gul'dan reduces enemy Armor (Haunt), offsetting Zeratul's Spell Armor. Only when Gul'dan takes Haunt. Zeratul must also take Spell Shield.
    • Gul'dan's silence (Horrify) can stop Zeratul in the middle of a dive. Only when Gul'dan takes Horrify.
  2. Lt. Morales Score 80 Curated From Permanent Cloak Zeratul opens on a beaming Lt. Morales who cannot dash away, and Blink returns him after a Displacement Grenade knockback.
    3 more reasons
    • Zeratul can dive onto Lt. Morales, who has little mobility to escape.
    • Zeratul can interrupt channels with Time Stop (Void Prison), and Lt. Morales relies on channelled abilities. Only when Zeratul takes Void Prison.
    • Lt. Morales can deny a burst window (Safe Zone), wasting Zeratul's cooldowns. Only when Lt. Morales takes Safe Zone.
  3. Whitemane Score 78 Curated Whitemane's 1400 Health and lack of escape make her Zeratul's easiest target, and his cloaked approach beats her slow, channelled Inquisition response.
    5 more reasons
    • Zeratul can dive onto Whitemane, who has little mobility to escape.
    • Zeratul can interrupt channels with Time Stop (Void Prison), and Whitemane relies on channelled abilities. Only when Zeratul takes Void Prison.
    • Whitemane reduces enemy Armor (Shared Punishment, Purge the Wicked), offsetting Zeratul's Spell Armor. Only when Whitemane takes Shared Punishment or Purge the Wicked. Zeratul must also take Spell Shield.
    • Whitemane can ignore or remove crowd control (Intercession, Scarlet Crusade), weakening Zeratul's Time Stop. Only when Whitemane takes Intercession or Scarlet Crusade. Zeratul must also take Void Prison.
    • Whitemane's root (Harsh Discipline) can stop Zeratul in the middle of a dive. Only when Whitemane takes Harsh Discipline.
  4. Jaina Score 77 Curated Permanent Cloak lets Zeratul open on Jaina unseen, and Singularity Spike plus Cleave burst her low Health before Improved Ice Block is unlocked.
    8 more reasons
    • Zeratul can approach unseen (Permanent Cloak) and catch Jaina, who is easy to kill when found alone.
    • Zeratul can dive onto Jaina, whose small Health pool rarely survives a committed dive.
    • Zeratul's burst (Singularity Spike, Cleave) can delete Jaina's small Health pool before help arrives.
    • Zeratul brings Spell Armor (Spell Shield), which blunts Jaina's ability burst. Only when Zeratul takes Spell Shield.
    • Jaina can deny a burst window (Frostbite, Improved Ice Block), wasting Zeratul's cooldowns.
    • Jaina reduces enemy Armor (Northern Exposure), offsetting Zeratul's Spell Armor. Only when Jaina takes Northern Exposure. Zeratul must also take Spell Shield.
    • Jaina can ignore or remove crowd control (Ice Cold), weakening Zeratul's Time Stop. Only when Zeratul takes Void Prison.
    • Jaina's root (Ring of Frost, Numbing Blast) can stop Zeratul in the middle of a dive. Only when Jaina takes Ring of Frost, Numbing Blast or Cold Snap.
  5. Probius Score 77 Curated Zeratul approaches from angles a powered Photon Cannon does not reveal, and Singularity Spike, Cleave and a few Basic Attacks take most of a 1260-Health Probius.
    5 more reasons
    • Zeratul can approach unseen (Permanent Cloak) and catch Probius, who is easy to kill when found alone.
    • Zeratul can dive onto Probius, whose small Health pool rarely survives a committed dive.
    • Zeratul's burst (Singularity Spike, Cleave) can delete Probius's small Health pool before help arrives.
    • Zeratul brings Spell Armor (Spell Shield), which blunts Probius's ability burst. Only when Zeratul takes Spell Shield.
    • Probius can reveal enemies (Photon Cannon), taking away Zeratul's stealth.
  6. Raynor Score 77 Curated Zeratul cloaks in, lands Singularity Spike and keeps up with Vorpal Blade; Raynor's only answer is Penetrating Round's knockback, which Vorpal Blade simply undoes.
    3 more reasons
    • Zeratul can dive onto Raynor, who has little mobility to escape.
    • Raynor reduces enemy Armor (Dusk Wing), offsetting Zeratul's Spell Armor. Only when Raynor takes Dusk Wing. Zeratul must also take Spell Shield.
    • Raynor can ignore or remove crowd control (Raiders Roll), weakening Zeratul's Time Stop. Only when Raynor takes Raiders Roll. Zeratul must also take Void Prison.
  7. Chromie Score 75 Curated Chromie has no escape in her base kit, so after a Blink from stealth, Cleave, Singularity Spike and a few Basic Attacks take most of her 1390 Health before Time Trap can be set up.
    6 more reasons
    • Zeratul can dive onto Chromie, who has little mobility to escape.
    • Zeratul brings Spell Armor (Spell Shield), which blunts Chromie's ability burst. Only when Zeratul takes Spell Shield.
    • Chromie can reveal enemies (Timewalker's Pursuit), taking away Zeratul's stealth. Only when Chromie takes Timewalker's Pursuit.
    • Chromie can deny a burst window (Time Out), wasting Zeratul's cooldowns. Only when Chromie takes Time Out.
    • Chromie's Time Stop (Time Trap, Chronic Conditions) can stop Zeratul in the middle of a dive.
    • Chromie reduces enemy Armor (Unravelling), offsetting Zeratul's Spell Armor. Only when Chromie takes Unravelling. Zeratul must also take Spell Shield.
  8. Nazeebo Score 74 Curated Zeratul reaches a stationary Nazeebo from Permanent Cloak, and Blink lets him leave a Zombie Wall cast around him.
    5 more reasons
    • Zeratul can dive onto Nazeebo, who has little mobility to escape.
    • Zeratul 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.
    • Nazeebo 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.
    • Nazeebo can deny a burst window (Ice Block), wasting Zeratul's cooldowns. Only when Nazeebo takes Ice Block.
    • Nazeebo 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.
  9. Anduin Score 72 Curated With no personal escape, Anduin cannot get away once Zeratul Blinks onto him from stealth, and Flash Heal's 0.75-second cast cannot keep up with Cleave, Singularity Spike and the Basic Attacks that follow.
    5 more reasons
    • Zeratul can dive onto Anduin, who has little mobility to escape.
    • Zeratul can interrupt channels with Time Stop (Void Prison), and Anduin relies on channelled abilities. Only when Zeratul takes Void Prison.
    • Anduin can deny a burst window, wasting Zeratul's cooldowns.
    • Anduin's root (Chastise, Censure) can stop Zeratul in the middle of a dive.
    • Anduin can ignore or remove crowd control (Leap of Faith), weakening Zeratul's Time Stop. Only when Zeratul takes Void Prison.
  10. Valla Score 69 Curated Valla has 1340 Health and only Vault to escape; Zeratul cloaks in, lands Singularity Spike, and Vorpal Blade follows her Vault.
  11. Junkrat Score 68 Curated Zeratul approaches unseen under Permanent Cloak and Blinks past the Steel Trap and Concussion Mine Junkrat places in front of him, then bursts a 1425-Health target.
    3 more reasons
    • Zeratul brings Spell Armor (Spell Shield), which blunts Junkrat's ability burst. Only when Zeratul takes Spell Shield.
    • Junkrat's root (Steel Trap) can stop Zeratul in the middle of a dive.
    • Junkrat reduces enemy Armor (Big As), offsetting Zeratul's Spell Armor. Only when Junkrat takes Big As. Zeratul must also take Spell Shield.
  12. Stukov Score 66 Curated Zeratul cloaks onto a Stukov who has no dash and keeps Singularity Spike, Cleave and Basic Attacks on him before Bio-Kill Switch's slows can buy him time.
    4 more reasons
    • Zeratul can dive onto Stukov, who has little mobility to escape.
    • Zeratul can interrupt channels with Time Stop (Void Prison), and Stukov relies on channelled abilities. Only when Zeratul takes Void Prison.
    • Stukov has the crowd control and body-blocking to peel Zeratul off a target.
    • Stukov's silence (Lurking Arm, Bio-Explosion Switch) can stop Zeratul in the middle of a dive.
  13. Ana Score 64 Curated Ana cannot escape once Zeratul Blinks onto her from stealth, and Vorpal Blade lets him follow her even if his first attempt is peeled.
    5 more reasons
    • Zeratul can dive onto Ana, who has little mobility to escape.
    • Ana has the crowd control and body-blocking to peel Zeratul off a target.
    • Ana reduces healing received (Biotic Grenade), which blunts Zeratul's self-healing in melee range. Only when Zeratul takes Mending Strikes or Shadow Mending.
    • Ana's stun (Sleep Dart) can stop Zeratul in the middle of a dive.
    • Ana can ignore or remove crowd control (Purifying Darts, Smelling Salts), weakening Zeratul's Time Stop. Only when Ana takes Purifying Darts or Smelling Salts. Zeratul must also take Void Prison.
  14. Tassadar Score 64 Curated Zeratul's cloaked approach and Vorpal Blade get around Force Wall, so Tassadar cannot wall him off while Cleave, Singularity Spike and Basic Attacks wear down his 1650 Health.
    5 more reasons
    • Zeratul brings Spell Armor (Spell Shield), which blunts Tassadar's ability burst. Only when Zeratul takes Spell Shield.
    • Zeratul can interrupt channels with Time Stop (Void Prison), and Tassadar relies on channelled abilities. Only when Zeratul takes Void Prison.
    • Tassadar has the crowd control and body-blocking to peel Zeratul off a target.
    • Tassadar reduces enemy Armor (Archon, Feedback), offsetting Zeratul's Spell Armor. Only when Tassadar takes Archon, Feedback or Kugelblitz. Zeratul must also take Spell Shield.
    • Tassadar's stun (Black Hole) can stop Zeratul in the middle of a dive. Only when Tassadar takes Black Hole.
  15. Deckard Score 61 Curated From stealth Zeratul Blinks onto an immobile Deckard, and his burst lands long before a scroll can form around him.
    6 more reasons
    • Zeratul can dive onto Deckard, who has little mobility to escape.
    • Zeratul can interrupt channels with Time Stop (Void Prison), and Deckard relies on channelled abilities. Only when Zeratul takes Void Prison.
    • Deckard can reveal enemies (Scroll of Identify), taking away Zeratul's stealth. Only when Deckard takes Scroll of Identify.
    • Deckard has the crowd control and body-blocking to peel Zeratul off a target.
    • Deckard reduces healing received (Emerald), which blunts Zeratul's self-healing in melee range. Only when Deckard takes Emerald. Zeratul must also take Mending Strikes or Shadow Mending.
    • Deckard's root (Scroll Of Sealing) can stop Zeratul in the middle of a dive.
  16. Sylvanas Score 52 Curated Zeratul cloaks onto Sylvanas and Vorpal Blade follows her Haunting Wave teleport, leaving her little room to escape his burst.
    2 more reasons
    • Sylvanas's silence (Wailing Arrow, Mind Control) can stop Zeratul in the middle of a dive.
    • Sylvanas can ignore or remove crowd control (Will of the Forsaken), weakening Zeratul's Time Stop. Only when Sylvanas takes Will of the Forsaken. Zeratul must also take Void Prison.
  17. Hanzo Score 51 Curated Natural Agility only leaps over terrain and has a 25-second cooldown, so a Zeratul who Blinks onto him from stealth lands Cleave, Singularity Spike and several Basic Attacks on a 1375-Health Hanzo before he can get away.
    6 more reasons
    • Zeratul brings Spell Armor (Spell Shield), which blunts Hanzo's ability burst. Only when Zeratul takes Spell Shield.
    • Zeratul can interrupt channels with Time Stop (Void Prison), and Hanzo relies on channelled abilities. Only when Zeratul takes Void Prison.
    • Hanzo can reveal enemies (Sonic Arrow), taking away Zeratul's stealth.
    • Hanzo reduces enemy Armor (Sharpened Arrowheads), offsetting Zeratul's Spell Armor. Only when Hanzo takes Sharpened Arrowheads. Zeratul must also take Spell Shield.
    • Hanzo can ignore or remove crowd control (Play of the Game), weakening Zeratul's Time Stop. Only when Hanzo takes Play of the Game. Zeratul must also take Void Prison.
    • Hanzo's stun (Dragon's Arrow, Bullseye) can stop Zeratul in the middle of a dive. Only when Hanzo takes Dragon's Arrow or Bullseye.
  18. Nova Score 77 Theory Zeratul can reveal enemies (Vorpal Blade), taking away Nova's stealth.
    3 more reasons
    • Zeratul can approach unseen (Permanent Cloak) and catch Nova, who is easy to kill when found alone.
    • Zeratul can dive onto Nova, whose small Health pool rarely survives a committed dive.
    • Zeratul's burst (Singularity Spike, Cleave) can delete Nova's small Health pool before help arrives.
  19. Samuro Score 69 Theory Zeratul can reveal enemies (Vorpal Blade), taking away Samuro's stealth.
  20. Greymane Score 65 Theory Zeratul can reveal enemies (Vorpal Blade), taking away Greymane's stealth. Only when Greymane takes Eyes in the Dark.
    1 more reason
    • Zeratul's Time Stop (Void Prison) can stop Greymane in the middle of a dive. Only when Zeratul takes Void Prison.
5 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.

  1. The Lost Vikings Score 64 Theory Zeratul can approach unseen (Permanent Cloak) and catch The Lost Vikings, who is easy to kill when found alone.
  2. Genji Score 62 Theory Zeratul can reveal enemies (Vorpal Blade), taking away Genji's stealth. Only when Genji takes Pathfinder.
  3. Gazlowe Score 60 Theory Zeratul can dive onto Gazlowe, who has little mobility to escape.
  4. Zul'jin Score 56 Theory Zeratul can dive onto Zul'jin, who has little mobility to escape.
  5. Valeera Score 55 Theory Zeratul can reveal enemies (Vorpal Blade), taking away Valeera's stealth.

Zeratul is weak against

Score 1–100 for their net edge over Zeratul's kit

  1. Uther Curated
    Why? 5
    • CuratedHammer of Justice's targeted stun stops Zeratul once he decloaks, and Divine Shield, if Uther takes it, blanks his burst on an ally.via Divine Shield, Hammer of Justice, Permanent Cloak
    • TheoryUther has the crowd control and body-blocking to peel Zeratul off a target.
    • TheoryUther can deny a burst window (Devotion, Divine Shield), wasting Zeratul's cooldowns.
    • TheoryUther's stun (Hammer of Justice, Divine Storm) can stop Zeratul in the middle of a dive.
    • TheoryUther can ignore or remove crowd control (Hand of Protection), weakening Zeratul's Time Stop. Only when Uther takes Hand of Protection. Zeratul must also take Void Prison.
  2. Malfurion Curated
    Why? 5
    • CuratedMoonfire reveals Heroes it hits for 2 seconds (5 with Celestial Alignment at level 4), exposing Zeratul's approach, and Twilight Dream, if Malfurion takes it, silences his Blink exit.via Moonfire, Celestial Alignment, Twilight Dream, Permanent Cloak, Blink
    • TheoryMalfurion can reveal enemies (Moonfire, Celestial Alignment), taking away Zeratul's stealth.
    • TheoryMalfurion has the crowd control and body-blocking to peel Zeratul off a target.
    • TheoryMalfurion's root (Entangling Roots, Emerald Dreams) can stop Zeratul in the middle of a dive.
    • TheoryMalfurion can ignore or remove crowd control (Nature's Cure), weakening Zeratul's Time Stop. Only when Malfurion takes Nature's Cure. Zeratul must also take Void Prison.
  3. Malthael Curated
    Why? 4
    • CuratedReaper's Mark reveals marked enemies, so Zeratul can't re-cloak while Malthael's cleaving attacks keep reapplying it, and the 2% max-Health burn adds up on his 1622 Health.via Reaper's Mark, Permanent Cloak
    • TheoryMalthael can reveal enemies (Reaper's Mark), taking away Zeratul's stealth.
    • TheoryMalthael reduces healing received (Touch of Death), which blunts Zeratul's self-healing in melee range. Only when Malthael takes Touch of Death. Zeratul must also take Mending Strikes or Shadow Mending.
    • TheoryMalthael can ignore or remove crowd control (Inevitable End), weakening Zeratul's Time Stop. Only when Malthael takes Inevitable End. Zeratul must also take Void Prison.
  4. Rexxar Curated
    Why? 5
    • CuratedUnleash the Boars hunts every enemy Hero in a direction and reveals them for 5 seconds, dragging Zeratul out of Permanent Cloak and slowing his escape, and Flare (level 1) can scout his approach. Only when Rexxar takes Unleash the Boars (level 10) or Flare (level 1).via Unleash the Boars, Flare, Permanent Cloak
    • TheoryRexxar can reveal enemies (Unleash the Boars, Flare), taking away Zeratul's stealth. Only when Rexxar takes Unleash the Boars or Flare.
    • TheoryRexxar has the crowd control and body-blocking to peel Zeratul off a target.
    • TheoryRexxar can deny a burst window (Feign Death), wasting Zeratul's cooldowns. Only when Rexxar takes Feign Death.
    • TheoryRexxar's stun (Misha, Charge!) can stop Zeratul in the middle of a dive.
  5. Tyrande Curated
    Why? 5
    • CuratedHunter's Mark reveals Zeratul and strips 15 Armor, and Lunar Flare's stun punishes him once he decloaks.via Hunter's Mark, Lunar Flare, Permanent Cloak
    • TheoryTyrande can reveal enemies (Sentinel, Hunter's Mark), taking away Zeratul's stealth.
    • TheoryTyrande's stun (Lunar Flare) can stop Zeratul in the middle of a dive.
    • TheoryTyrande reduces enemy Armor (Hunter's Mark), offsetting Zeratul's Spell Armor. Only when Zeratul takes Spell Shield.
    • TheoryTyrande can ignore or remove crowd control (Celestial Attunement), weakening Zeratul's Time Stop. Only when Tyrande takes Celestial Attunement. Zeratul must also take Void Prison.
  6. Lunara Curated
    Why? 3
    • CuratedWith Natural Perspective, Nature's Toxin reveals poisoned enemies for its whole duration, so one Noxious Blossom on Zeratul's approach strips the value of Permanent Cloak. Only when Lunara takes Natural Perspective (level 1).via Natural Perspective, Nature's Toxin, Noxious Blossom, Permanent Cloak
    • TheoryLunara can reveal enemies (Sentinel Wisp, Natural Perspective), taking away Zeratul's stealth. Only when Lunara takes Sentinel Wisp or Natural Perspective.
    • TheoryLunara can ignore or remove crowd control (Abolish Magic), weakening Zeratul's Time Stop. Only when Lunara takes Abolish Magic. Zeratul must also take Void Prison.
View 8 more
  1. Rehgar Score 76 Theory Rehgar has the crowd control and body-blocking to peel Zeratul off a target.
    3 more reasons
    • Rehgar can deny a burst window, wasting Zeratul's cooldowns.
    • Rehgar reduces healing received (Purification), which blunts Zeratul's self-healing in melee range. Only when Rehgar takes Purification. Zeratul must also take Mending Strikes or Shadow Mending.
    • Rehgar can ignore or remove crowd control (Purge), weakening Zeratul's Time Stop. Only when Zeratul takes Void Prison.
  2. Varian Score 76 Theory Varian has the crowd control and body-blocking to peel Zeratul off a target.
    3 more reasons
    • Varian reduces healing received (Mortal Strike), which blunts Zeratul's self-healing in melee range. Only when Varian takes Mortal Strike. Zeratul must also take Mending Strikes or Shadow Mending.
    • Varian can deny a burst window (Shield Wall), wasting Zeratul's cooldowns. Only when Varian takes Shield Wall.
    • Varian reduces enemy Armor (Colossus Smash), offsetting Zeratul's Spell Armor. Only when Varian takes Colossus Smash. Zeratul must also take Spell Shield.
  3. Lúcio Score 75 Theory Lúcio has the crowd control and body-blocking to peel Zeratul off a target.
    3 more reasons
    • Lúcio reduces healing received (Mixing Fire), which blunts Zeratul's self-healing in melee range. Only when Lúcio takes Mixing Fire. Zeratul must also take Mending Strikes or Shadow Mending.
    • Lúcio can deny a burst window (Summer Anthem), wasting Zeratul's cooldowns. Only when Lúcio takes Summer Anthem.
    • Lúcio can ignore or remove crowd control (High Five), weakening Zeratul's Time Stop. Only when Lúcio takes High Five. Zeratul must also take Void Prison.
  4. D.Va Score 74 Theory D.Va has the crowd control and body-blocking to peel Zeratul off a target.
    3 more reasons
    • D.Va reduces healing received (Aggression Matrix), which blunts Zeratul's self-healing in melee range. Only when D.Va takes Aggression Matrix. Zeratul must also take Mending Strikes or Shadow Mending.
    • D.Va reduces enemy Armor (Target Locked), offsetting Zeratul's Spell Armor. Only when D.Va takes Target Locked. Zeratul must also take Spell Shield.
    • D.Va can ignore or remove crowd control (Bunny Hop), weakening Zeratul's Time Stop. Only when D.Va takes Bunny Hop. Zeratul must also take Void Prison.
  5. Stitches Score 74 Theory Stitches can deny a burst window, wasting Zeratul's cooldowns.
    3 more reasons
    • Stitches reduces healing received (Master Hooker), which blunts Zeratul's self-healing in melee range. Only when Stitches takes Master Hooker. Zeratul must also take Mending Strikes or Shadow Mending.
    • Stitches reduces enemy Armor (Pulverize), offsetting Zeratul's Spell Armor. Only when Stitches takes Pulverize. Zeratul must also take Spell Shield.
    • Stitches can ignore or remove crowd control (Gas Bag), weakening Zeratul's Time Stop. Only when Stitches takes Gas Bag. Zeratul must also take Void Prison.
  6. Zarya Score 74 Theory Zarya has the crowd control and body-blocking to peel Zeratul off a target.
    3 more reasons
    • Zarya can deny a burst window, wasting Zeratul's cooldowns.
    • Zarya can ignore or remove crowd control (Cleansing Shield), weakening Zeratul's Time Stop. Only when Zarya takes Cleansing Shield. Zeratul must also take Void Prison.
    • Zarya's silence (Gravity Kills) can stop Zeratul in the middle of a dive. Only when Zarya takes Gravity Kills.
  7. Dehaka Score 73 Theory Dehaka can deny a burst window (Burrow), wasting Zeratul's cooldowns.
    3 more reasons
    • Dehaka reduces healing received (Paralyzing Enzymes), which blunts Zeratul's self-healing in melee range. Only when Dehaka takes Paralyzing Enzymes. Zeratul must also take Mending Strikes or Shadow Mending.
    • Dehaka's stun (Drag) can stop Zeratul in the middle of a dive.
    • Dehaka reduces enemy Armor (Primal Swarm), offsetting Zeratul's Spell Armor. Only when Dehaka takes Primal Swarm. Zeratul must also take Spell Shield.
  8. Kharazim Score 73 Theory Kharazim can reveal enemies (Air Ally), taking away Zeratul's stealth. Only when Kharazim takes Air Ally.
    2 more reasons
    • Kharazim can deny a burst window, wasting Zeratul's cooldowns.
    • Kharazim can ignore or remove crowd control (Cleansing Touch), weakening Zeratul's Time Stop. Only when Kharazim takes Cleansing Touch. Zeratul must also take Void Prison.
36 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.

  1. Alarak Score 72 Theory Alarak has the crowd control and body-blocking to peel Zeratul off a target.
  2. Alexstrasza Score 72 Theory Alexstrasza has the crowd control and body-blocking to peel Zeratul off a target.
  3. Cassia Score 72 Theory Cassia has the crowd control and body-blocking to peel Zeratul off a target.
  4. Garrosh Score 72 Theory Garrosh has the crowd control and body-blocking to peel Zeratul off a target.
  5. Arthas Score 71 Theory Arthas has the crowd control and body-blocking to peel Zeratul off a target.
  6. Diablo Score 71 Theory Diablo has the crowd control and body-blocking to peel Zeratul off a target.
  7. Hogger Score 71 Theory Hogger has the crowd control and body-blocking to peel Zeratul off a target.
  8. Leoric Score 71 Theory Leoric has the crowd control and body-blocking to peel Zeratul off a target.
  9. Mei Score 71 Theory Mei has the crowd control and body-blocking to peel Zeratul off a target.
  10. Mal'Ganis Score 70 Theory Mal'Ganis has the crowd control and body-blocking to peel Zeratul off a target.
  11. Deathwing Score 68 Theory Deathwing can deny a burst window (Draconic Might), wasting Zeratul's cooldowns. Only when Deathwing takes Draconic Might.
  12. Qhira Score 68 Theory Qhira can reveal enemies (No Sanctuary), taking away Zeratul's stealth. Only when Qhira takes No Sanctuary.
  13. Blaze Score 67 Theory Blaze has the crowd control and body-blocking to peel Zeratul off a target.
  14. Chen Score 67 Theory Chen has the crowd control and body-blocking to peel Zeratul off a target.
  15. Johanna Score 67 Theory Johanna has the crowd control and body-blocking to peel Zeratul off a target.
  16. Cho'gall Score 66 Theory Cho'gall reduces healing received (Enraged Regeneration), which blunts Zeratul's self-healing in melee range. Only when Cho'gall takes Enraged Regeneration. Zeratul must also take Mending Strikes or Shadow Mending.
  17. Anub'arak Score 65 Theory Anub'arak has the crowd control and body-blocking to peel Zeratul off a target.
  18. E.T.C. Score 65 Theory E.T.C. has the crowd control and body-blocking to peel Zeratul off a target.
  19. Xal'atath Score 65 Theory Xal'atath can reveal enemies (Shadow Mark), taking away Zeratul's stealth.
  20. Medivh Score 64 Theory Medivh can reveal enemies (Dust of Appearance), taking away Zeratul's stealth. Only when Medivh takes Dust of Appearance.
  21. Tracer Score 64 Theory Tracer can reveal enemies (Tracer Rounds), taking away Zeratul's stealth. Only when Tracer takes Tracer Rounds.
  22. Li Li Score 63 Theory Li Li has the crowd control and body-blocking to peel Zeratul off a target.
  23. Tyrael Score 63 Theory Tyrael can deny a burst window (Archangel's Wrath, Sanctification), wasting Zeratul's cooldowns.
  24. Zagara Score 63 Theory Zagara can reveal enemies (Creep Tumor), taking away Zeratul's stealth.
  25. Illidan Score 62 Theory Illidan can reveal enemies (Nowhere to Hide), taking away Zeratul's stealth. Only when Illidan takes Nowhere to Hide.
  26. Imperius Score 62 Theory Imperius's stun (Celestial Charge, Wrath of the Angiris) can stop Zeratul in the middle of a dive.
  27. Mephisto Score 62 Theory Mephisto can reveal enemies (Consume Souls), taking away Zeratul's stealth. Only when Mephisto takes Consume Souls.
  28. Ragnaros Score 61 Theory Ragnaros can deny a burst window (Submerge), wasting Zeratul's cooldowns. Only when Ragnaros takes Submerge.
  29. Xul 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.
  30. Brightwing Score 60 Theory Brightwing has the crowd control and body-blocking to peel Zeratul off a target.
  31. Yrel Score 58 Theory Yrel's stun (Righteous Hammer) can stop Zeratul in the middle of a dive.
  32. Falstad Score 57 Theory Falstad reduces enemy Armor (BOOMerang), offsetting Zeratul's Spell Armor. Only when Falstad takes BOOMerang. Zeratul must also take Spell Shield.
  33. Muradin Score 55 Theory Muradin's stun (Storm Bolt, Haymaker) can stop Zeratul in the middle of a dive.
  34. Sonya Score 55 Theory Sonya can ignore or remove crowd control (Hurricane), weakening Zeratul's Time Stop. Only when Sonya takes Hurricane. Zeratul must also take Void Prison.
  35. The Butcher Score 55 Theory The Butcher can ignore or remove crowd control (Ruthless Onslaught), weakening Zeratul's Time Stop. Only when Zeratul takes Void Prison.
  36. Auriel Score 54 Theory Auriel has the crowd control and body-blocking to peel Zeratul off a target.

Zeratul works well with

Score 1–100 for how well the kits combine

  1. Anub'arak Curated
    Why? 4
    • CuratedImpale and Burrow Charge stun targets so Zeratul can land Singularity Spike and Cleave, and Cocoon, if Anub'arak takes it, removes a peeler from the fight.via Impale, Burrow Charge, Cocoon, Singularity Spike, Cleave
    • TheoryAnub'arak's stun (Impale, Burrow Charge) holds targets still for Zeratul's burst.
    • TheoryAnub'arak starts fights on its own terms, giving Zeratul grouped targets for area burst.
    • TheoryAnub'arak's stun (Impale, Burrow Charge) lets Zeratul dive onto a target that cannot walk away.
  2. Malfurion Curated
    Why? 4
    • CuratedEntangling Roots holds a target in place for Singularity Spike, and Sentenced to Death (level 16) adds damage while the Spike's slow and mark are on them.via Entangling Roots, Singularity Spike, Sentenced to Death
    • TheoryMalfurion's root (Entangling Roots, Emerald Dreams) holds targets still for Zeratul's burst.
    • TheoryMalfurion can keep Zeratul alive through a dive.
    • TheoryMalfurion's root (Entangling Roots, Emerald Dreams) lets Zeratul dive onto a target that cannot walk away.
  3. Abathur Curated
    Why? 3
    • CuratedSymbiote on Zeratul adds Spike Burst damage and Carapace shields as he dives, helping him survive the backline long enough to finish a kill.via Symbiote, Spike Burst, Carapace
    • TheoryAbathur's stun (Slapathur) holds targets still for Zeratul's burst. Only when Abathur takes Slapathur.
    • TheoryAbathur's stun (Slapathur) lets Zeratul dive onto a target that cannot walk away. Only when Abathur takes Slapathur.
  4. Ana Theory
    Why? 3
    • TheoryAna's stun (Sleep Dart) holds targets still for Zeratul's burst.
    • TheoryAna can keep Zeratul alive through a dive.
    • TheoryAna's stun (Sleep Dart) lets Zeratul dive onto a target that cannot walk away.
  5. Anduin Theory
    Why? 4
    • TheoryAnduin can save Zeratul once the dive is committed.
    • TheoryAnduin's root (Chastise, Censure) holds targets still for Zeratul's burst.
    • TheoryAnduin can keep Zeratul alive through a dive.
    • TheoryAnduin's root (Chastise, Censure) lets Zeratul dive onto a target that cannot walk away.
  6. Auriel Theory
    Why? 4
    • TheoryAuriel can save Zeratul once the dive is committed.
    • TheoryAuriel's stun (Detainment Strike, Heavy Burden) holds targets still for Zeratul's burst.
    • TheoryAuriel can keep Zeratul alive through a dive.
    • TheoryAuriel's stun (Detainment Strike, Heavy Burden) lets Zeratul dive onto a target that cannot walk away.
View 5 more
  1. Blaze Score 77 Theory Blaze's stun (Jet Propulsion) holds targets still for Zeratul's burst.
    2 more reasons
    • Blaze starts fights on its own terms, giving Zeratul grouped targets for area burst.
    • Blaze's stun (Jet Propulsion) lets Zeratul dive onto a target that cannot walk away.
  2. Brightwing Score 77 Theory Brightwing can save Zeratul once the dive is committed.
    3 more reasons
    • Brightwing's polymorph (Polymorph) holds targets still for Zeratul's burst.
    • Brightwing can keep Zeratul alive through a dive.
    • Brightwing's polymorph (Polymorph) lets Zeratul dive onto a target that cannot walk away.
  3. Cho'gall Score 77 Theory Cho'gall groups or freezes enemies (Upheaval) for Zeratul's area damage.
    3 more reasons
    • Cho'gall's stun (Hammer of Twilight, Leaden Orb) holds targets still for Zeratul's burst.
    • Cho'gall starts fights on its own terms, giving Zeratul grouped targets for area burst.
    • Cho'gall's stun (Hammer of Twilight, Leaden Orb) lets Zeratul dive onto a target that cannot walk away.
  4. Chromie Score 77 Theory Chromie groups or freezes enemies (Time Trap, Chronic Conditions) for Zeratul's area damage.
    2 more reasons
    • Chromie's Time Stop (Time Trap, Chronic Conditions) holds targets still for Zeratul's burst.
    • Chromie's Time Stop (Time Trap, Chronic Conditions) lets Zeratul dive onto a target that cannot walk away.
  5. Deckard Score 77 Theory Deckard's root (Scroll Of Sealing) holds targets still for Zeratul's burst.
    2 more reasons
    • Deckard can keep Zeratul alive through a dive.
    • Deckard's root (Scroll Of Sealing) lets Zeratul dive onto a target that cannot walk away.
74 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.

  1. Dehaka Score 77 Theory Dehaka groups or freezes enemies (Drag) for Zeratul's area damage.
  2. Diablo Score 77 Theory Diablo's stun (Shadow Charge, Overpower) holds targets still for Zeratul's burst.
  3. E.T.C. Score 77 Theory E.T.C.'s stun (Powerslide, Mosh Pit) holds targets still for Zeratul's burst.
  4. Garrosh Score 77 Theory Garrosh's stun (Groundbreaker, Warbreaker) holds targets still for Zeratul's burst.
  5. Hogger Score 77 Theory Hogger's stun (Staggering Blow, Shockwave) holds targets still for Zeratul's burst.
  6. Imperius Score 77 Theory Imperius's stun (Celestial Charge, Wrath of the Angiris) holds targets still for Zeratul's burst.
  7. Johanna Score 77 Theory Johanna groups or freezes enemies (Condemn) for Zeratul's area damage.
  8. Kel'Thuzad Score 77 Theory Kel'Thuzad groups or freezes enemies (Chains of Kel'Thuzad) for Zeratul's area damage.
  9. Kerrigan Score 77 Theory Kerrigan groups or freezes enemies (Primal Grasp) for Zeratul's area damage.
  10. Kharazim Score 77 Theory Kharazim can save Zeratul once the dive is committed.
  11. Lúcio Score 77 Theory Lúcio can keep Zeratul alive through a dive.
  12. Maiev Score 77 Theory Maiev groups or freezes enemies (Umbral Bind) for Zeratul's area damage.
  13. Medivh Score 77 Theory Medivh can save Zeratul once the dive is committed.
  14. Mei Score 77 Theory Mei's stun (Blizzard, Avalanche) holds targets still for Zeratul's burst.
  15. Muradin Score 77 Theory Muradin's stun (Storm Bolt, Haymaker) holds targets still for Zeratul's burst.
  16. Qhira Score 77 Theory Qhira's stun (Revolving Sweep, Unrelenting Strikes) holds targets still for Zeratul's burst.
  17. Stitches Score 77 Theory Stitches groups or freezes enemies (Hook) for Zeratul's area damage.
  18. Thrall Score 77 Theory Thrall's root (Feral Spirit, Alpha Wolf) holds targets still for Zeratul's burst.
  19. Tyrael Score 77 Theory Tyrael can save Zeratul once the dive is committed.
  20. Tyrande Score 77 Theory Tyrande's stun (Lunar Flare) holds targets still for Zeratul's burst.
  21. Uther Score 77 Theory Uther can save Zeratul once the dive is committed.
  22. Whitemane Score 77 Theory Whitemane can keep Zeratul alive through a dive.
  23. Yrel Score 77 Theory Yrel's stun (Righteous Hammer) holds targets still for Zeratul's burst.
  24. Gazlowe Score 76 Theory Gazlowe's stun (Xplodium Charge, Grav-O-Bomb 3000) holds targets still for Zeratul's burst.
  25. Junkrat Score 76 Theory Junkrat's root (Steel Trap) holds targets still for Zeratul's burst.
  26. Kael'thas Score 76 Theory Kael'thas's stun (Gravity Lapse) holds targets still for Zeratul's burst.
  27. Ragnaros Score 76 Theory Ragnaros's stun (Empower Sulfuras, Molten Swing) holds targets still for Zeratul's burst.
  28. The Butcher Score 76 Theory The Butcher's stun (Ruthless Onslaught) holds targets still for Zeratul's burst.
  29. Valeera Score 76 Theory Valeera's stun (Blade Flurry) holds targets still for Zeratul's burst.
  30. Xul Score 76 Theory Xul's root (Bone Prison, Amplify Damage) holds targets still for Zeratul's burst.
  31. Alexstrasza Score 75 Theory Alexstrasza can save Zeratul once the dive is committed.
  32. Rehgar Score 75 Theory Rehgar can save Zeratul once the dive is committed.
  33. Stukov Score 73 Theory Stukov can keep Zeratul alive through a dive.
  34. Zarya Score 72 Theory Zarya can save Zeratul once the dive is committed.
  35. Cassia Score 70 Theory Cassia groups or freezes enemies (Valkyrie) for Zeratul's area damage. Only when Cassia takes Valkyrie.
  36. Genji Score 70 Theory Zeratul groups or freezes enemies (Void Prison) for Genji's area damage. Only when Zeratul takes Void Prison.
  37. Hanzo Score 70 Theory Zeratul groups or freezes enemies (Void Prison) for Hanzo's area damage. Only when Zeratul takes Void Prison. Hanzo must also take Dragon's Arrow or Explosive Arrows.
  38. Illidan Score 70 Theory Zeratul groups or freezes enemies (Void Prison) for Illidan's area damage. Only when Zeratul takes Void Prison.
  39. Jaina Score 70 Theory Zeratul groups or freezes enemies (Void Prison) for Jaina's area damage. Only when Zeratul takes Void Prison.
  40. Mephisto Score 70 Theory Zeratul groups or freezes enemies (Void Prison) for Mephisto's area damage. Only when Zeratul takes Void Prison.
  41. Murky Score 70 Theory Zeratul groups or freezes enemies (Void Prison) for Murky's area damage. Only when Zeratul takes Void Prison.
  42. Orphea Score 70 Theory Orphea groups or freezes enemies (Crushing Jaws) for Zeratul's area damage. Only when Orphea takes Crushing Jaws.
  43. Tassadar Score 70 Theory Tassadar groups or freezes enemies (Black Hole) for Zeratul's area damage. Only when Tassadar takes Black Hole.
  44. Tracer Score 70 Theory Zeratul groups or freezes enemies (Void Prison) for Tracer's area damage. Only when Zeratul takes Void Prison.
  45. Valla Score 70 Theory Zeratul groups or freezes enemies (Void Prison) for Valla's area damage. Only when Zeratul takes Void Prison.
  46. Zagara Score 70 Theory Zeratul groups or freezes enemies (Void Prison) for Zagara's area damage. Only when Zeratul takes Void Prison.
  47. Zul'jin Score 70 Theory Zeratul groups or freezes enemies (Void Prison) for Zul'jin's area damage. Only when Zeratul takes Void Prison.
  48. Arthas Score 69 Theory Arthas's root (Howling Blast, Deathchill) holds targets still for Zeratul's burst.
  49. Deathwing Score 69 Theory Deathwing's stun (Onslaught) holds targets still for Zeratul's burst.
  50. Mal'Ganis Score 69 Theory Mal'Ganis's stun (Fel Claws, Will of Tichondrius) holds targets still for Zeratul's burst.
  51. Rexxar Score 69 Theory Rexxar's stun (Misha, Charge!) holds targets still for Zeratul's burst.
  52. Sonya Score 69 Theory Sonya's stun (Ancient Spear, Leap) holds targets still for Zeratul's burst.
  53. Alarak Score 66 Theory Zeratul groups or freezes enemies (Void Prison) for Alarak's area damage. Only when Zeratul takes Void Prison.
  54. Li-Ming Score 66 Theory Zeratul groups or freezes enemies (Void Prison) for Li-Ming's area damage. Only when Zeratul takes Void Prison. Li-Ming must also take Wave of Force.
  55. Nova Score 66 Theory Zeratul groups or freezes enemies (Void Prison) for Nova's area damage. Only when Zeratul takes Void Prison. Nova must also take Precision Strike or Explosive Round.
  56. Probius Score 66 Theory Zeratul groups or freezes enemies (Void Prison) for Probius's area damage. Only when Zeratul takes Void Prison.
  57. Xal'atath Score 66 Theory Zeratul groups or freezes enemies (Void Prison) for Xal'atath's area damage. Only when Zeratul takes Void Prison.
  58. Artanis Score 63 Theory Zeratul groups or freezes enemies (Void Prison) for Artanis's area damage. Only when Zeratul takes Void Prison.
  59. Greymane Score 63 Theory Zeratul groups or freezes enemies (Void Prison) for Greymane's area damage. Only when Zeratul takes Void Prison.
  60. D.Va Score 62 Theory D.Va's stun (Bunny Hop, Hit the Nitrous) holds targets still for Zeratul's burst. Only when D.Va takes Bunny Hop or Hit the Nitrous.
  61. Falstad Score 62 Theory Falstad's stun (Dishonorable Discharge) holds targets still for Zeratul's burst. Only when Falstad takes Dishonorable Discharge.
  62. Li Li Score 62 Theory Li Li can keep Zeratul alive through a dive.
  63. Lt. Morales Score 62 Theory Lt. Morales can keep Zeratul alive through a dive.
  64. The Lost Vikings Score 62 Theory The Lost Vikings's stun (Large and In Charge) holds targets still for Zeratul's burst. Only when The Lost Vikings takes Large and In Charge.
  65. Fenix Score 59 Theory Zeratul groups or freezes enemies (Void Prison) for Fenix's area damage. Only when Zeratul takes Void Prison.
  66. Gul'dan Score 59 Theory Zeratul groups or freezes enemies (Void Prison) for Gul'dan's area damage. Only when Zeratul takes Void Prison.
  67. Lunara Score 59 Theory Zeratul groups or freezes enemies (Void Prison) for Lunara's area damage. Only when Zeratul takes Void Prison.
  68. Nazeebo Score 59 Theory Zeratul groups or freezes enemies (Void Prison) for Nazeebo's area damage. Only when Zeratul takes Void Prison.
  69. Raynor Score 59 Theory Zeratul groups or freezes enemies (Void Prison) for Raynor's area damage. Only when Zeratul takes Void Prison.
  70. Samuro Score 59 Theory Zeratul groups or freezes enemies (Void Prison) for Samuro's area damage. Only when Zeratul takes Void Prison. Samuro must also take Bladestorm or Burning Blade.
  71. Sgt. Hammer Score 59 Theory Zeratul groups or freezes enemies (Void Prison) for Sgt. Hammer's area damage. Only when Zeratul takes Void Prison.
  72. Sylvanas Score 59 Theory Sylvanas groups or freezes enemies (Mind Control) for Zeratul's area damage. Only when Sylvanas takes Mind Control.
  73. Tychus Score 59 Theory Zeratul groups or freezes enemies (Void Prison) for Tychus's area damage. Only when Zeratul takes Void Prison. Tychus must also take Melting Point.
  74. Varian Score 57 Theory Varian's taunt (Taunt) holds targets still for Zeratul's burst. Only when Varian takes Taunt.

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 Zeratul

Score 1–100 from how the kit fits each map's layout and objective (50 = neutral)

  1. Why? 3
    • TheorySky Temple's objective forces teamfights where Zeratul's area burst (Cleave, Singularity Spike) hits several targets.
    • TheoryZeratul can cover ground quickly (Blink, Vorpal Blade) on Sky Temple's large layout.
    • TheoryZeratul can group or freeze enemies (Void Prison) in Sky Temple's objective fights. Only when Zeratul takes Void Prison.
  2. Why? 3
    • TheoryZeratul can reach channelling enemies quickly (Permanent Cloak) to contest Blackheart's Bay's objective.
    • TheoryZeratul can cover ground quickly (Blink, Vorpal Blade) on Blackheart's Bay's large layout.
    • TheoryZeratul's Time Stop (Void Prison) stops enemies channelling Blackheart's Bay's objective. Only when Zeratul takes Void Prison.
  3. Why? 3
    • TheoryZeratul can reach channelling enemies quickly (Permanent Cloak) to contest Cursed Hollow's objective.
    • TheoryZeratul can cover ground quickly (Blink, Vorpal Blade) on Cursed Hollow's large layout.
    • TheoryZeratul's Time Stop (Void Prison) stops enemies channelling Cursed Hollow's objective. Only when Zeratul takes Void Prison.
  4. Why? 3
    • TheoryZeratul can reach channelling enemies quickly (Permanent Cloak) to contest Warhead Junction's objective.
    • TheoryZeratul can cover ground quickly (Blink, Vorpal Blade) on Warhead Junction's large layout.
    • TheoryZeratul's Time Stop (Void Prison) stops enemies channelling Warhead Junction's objective. Only when Zeratul takes Void Prison.
  5. Why? 2
    • TheoryAlterac Pass's objective forces teamfights where Zeratul's area burst (Cleave, Singularity Spike) hits several targets.
    • TheoryZeratul can group or freeze enemies (Void Prison) in Alterac Pass's objective fights. Only when Zeratul takes Void Prison.
  6. Why? 2
    • TheoryBattlefield of Eternity's objective forces teamfights where Zeratul's area burst (Cleave, Singularity Spike) hits several targets.
    • TheoryZeratul can group or freeze enemies (Void Prison) in Battlefield of Eternity's objective fights. Only when Zeratul takes Void Prison.
View 11 more
  1. Braxis Holdout Score 64 Theory Braxis Holdout's objective forces teamfights where Zeratul's area burst (Cleave, Singularity Spike) hits several targets.
    1 more reason
    • Zeratul can group or freeze enemies (Void Prison) in Braxis Holdout's objective fights. Only when Zeratul takes Void Prison.
  2. Hanamura Temple Score 64 Theory Hanamura Temple's objective forces teamfights where Zeratul's area burst (Cleave, Singularity Spike) hits several targets.
    1 more reason
    • Zeratul can group or freeze enemies (Void Prison) in Hanamura Temple's objective fights. Only when Zeratul takes Void Prison.
  3. Infernal Shrines Score 64 Theory Infernal Shrines's objective forces teamfights where Zeratul's area burst (Cleave, Singularity Spike) hits several targets.
    1 more reason
    • Zeratul can group or freeze enemies (Void Prison) in Infernal Shrines's objective fights. Only when Zeratul takes Void Prison.
  4. Volskaya Foundry Score 64 Theory Volskaya Foundry's objective forces teamfights where Zeratul's area burst (Cleave, Singularity Spike) hits several targets.
    1 more reason
    • Zeratul can group or freeze enemies (Void Prison) in Volskaya Foundry's objective fights. Only when Zeratul takes Void Prison.
  5. Dragon Shire Score 60 Theory Zeratul can reach channelling enemies quickly (Permanent Cloak) to contest Dragon Shire's objective.
    1 more reason
    • Zeratul's Time Stop (Void Prison) stops enemies channelling Dragon Shire's objective. Only when Zeratul takes Void Prison.
  6. Towers of Doom Score 60 Theory Zeratul can reach channelling enemies quickly (Permanent Cloak) to contest Towers of Doom's objective.
    1 more reason
    • Zeratul's Time Stop (Void Prison) stops enemies channelling Towers of Doom's objective. Only when Zeratul takes Void Prison.
  7. Braxis Outpost Score 59 Theory Braxis Outpost's objective forces teamfights where Zeratul's area burst (Cleave, Singularity Spike) hits several targets.
    2 more reasons
    • Braxis Outpost's single lane leaves Zeratul little room to flank around the front line.
    • Zeratul can group or freeze enemies (Void Prison) in Braxis Outpost's objective fights. Only when Zeratul takes Void Prison.
  8. Industrial District Score 59 Theory Industrial District's objective forces teamfights where Zeratul's area burst (Cleave, Singularity Spike) hits several targets.
    2 more reasons
    • Industrial District's single lane leaves Zeratul little room to flank around the front line.
    • Zeratul can group or freeze enemies (Void Prison) in Industrial District's objective fights. Only when Zeratul takes Void Prison.
  9. Lost Cavern Score 59 Theory Lost Cavern's objective forces teamfights where Zeratul's area burst (Cleave, Singularity Spike) hits several targets.
    2 more reasons
    • Lost Cavern's single lane leaves Zeratul little room to flank around the front line.
    • Zeratul can group or freeze enemies (Void Prison) in Lost Cavern's objective fights. Only when Zeratul takes Void Prison.
  10. Silver City Score 59 Theory Silver City's objective forces teamfights where Zeratul's area burst (Cleave, Singularity Spike) hits several targets.
    2 more reasons
    • Silver City's single lane leaves Zeratul little room to flank around the front line.
    • Zeratul can group or freeze enemies (Void Prison) in Silver City's objective fights. Only when Zeratul takes Void Prison.
  11. Garden of Terror Score 55 Theory Zeratul can cover ground quickly (Blink, Vorpal Blade) on Garden of Terror's large layout.

All maps

Talents

Talents by level

  1. Level 1

    • Greater Cleave Q

      Increases the radius of Cleave by 33%.

    • Shadow Hunter E Quest

      Quest: Gather Regeneration Globes to lower the Mana cost of Blink by 3, up to 45. Reward: Upon gathering 15 Regeneration Globes, Basic Attacks reduce the cooldown of Blink by 1.5 seconds.

    • Move Unseen Trait

      Reduce the cooldown of Permanent Cloak by 1 second. Gain 30% Movement Speed while Stealthed.

  2. Level 4

    • Rending Cleave Q

      Cleave deals an additional 40% damage over 3 seconds.

    • Psionic Strength Passive

      Dealing damage to enemy Heroes increases all damage dealt by 6% for 3 seconds, stacking up to 30%.

    • Darkness Descends Active

      Activate to gain 40% Attack Speed for 5 seconds. Passive: Gain 20% Attack Speed.

  3. Level 7

    • Wormhole E

      After 1.25 seconds, reactivate Blink to return to the point where it was cast from within 4 seconds.

    • Seeker in the Dark W

      Singularity Spike takes 50% longer to explode. It can be reactivated to teleport to the target, granting 30% increased Move Speed for 3 seconds.

    • Warp Skirmisher Passive

      Vorpal Blade gains a 2nd charge. Teleporting to an enemy with Vorpal Blade or entering Permanent Cloak causes Zeratul's next Basic Attack to deal 50% more damage.

  4. Level 10

    • Might Of The Nerazim Heroic

      Activate to cast an untalented version of Zeratul's most recently used Basic Ability, dealing 50% less damage. Passive: After using an Ability, Zeratul's next Basic Attack within 6 seconds deals 30% more damage.

    • Void Prison Heroic

      Slows time in an area to a near standstill, placing allies and enemies in Time Stop for 5 seconds. Zeratul is not affected.

  5. Level 13

    • Shroud of Adun Trait

      Zeratul gains a Shield equal to 20% of his Maximum Health over 3 seconds while under Permanent Cloak.

    • Mending Strikes Passive

      Basic Attacks heal for 35% of the damage dealt.

    • Spell Shield Active

      Every 30 seconds, gain 50 Spell Armor against the next enemy Ability and subsequent Abilities for 3 seconds, reducing the damage taken by 50%. Can be toggled to allow or prevent this talent from triggering automatically.

  6. Level 16

    • Master Warp-Blade Passive

      Every third consecutive Basic Attack against the same target deals 125% more damage.

    • Void Slash Q

      If Cleave hits more than one enemy Hero, it deals 40% increased damage and its cooldown is reduced by 3 seconds.

    • Sentenced to Death W

      Deal 25% increased damage to enemies while they are marked or Slowed by Singularity Spike.

  7. Level 20

    • Twilight Falls Heroic

      Might of the Nerazim resets the cooldown of all Basic Abilities.

    • Unwavering Pressure W

      Singularity Spike no longer costs Mana. Basic Attacks against enemies reduce its cooldown by 1.25 seconds, double versus Heroes.

    • Shadow Stride Passive

      Reduce the cooldown of Vorpal Blade by 10 seconds. Casting Vorpal Blade grants Zeratul a Shield that absorbs up to 260 (+4% per level) damage for 3 seconds.

    • Shadow Mending Passive

      Heal for 60% of Spell Damage dealt to Heroes.

Abilities and mechanics

  • Permanent Cloak D Trait

    Gain Stealth when out of combat for 3 seconds. Taking damage, attacking, using Abilities, or Channeling ends Stealth. Remaining stationary for at least 1.5 seconds while Stealthed grants Invisible.

  • Cleave Q Ability

    6 s cooldown 40 Mana

    Deal 200 (+4% per level) damage to nearby enemies.

  • Singularity Spike W Ability

    12 s cooldown 70 Mana

    Flings a Singularity Spike that sticks to the first enemy hit. Deals 240 (+4% per level) damage after 1 second and Slows the enemy by 40% for 3 seconds.

  • Blink E Ability

    10 s cooldown 50 Mana

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

  • Might Of The Nerazim R Heroic

    20 s cooldown 30 Mana

    Activate to cast an untalented version of Zeratul's most recently used Basic Ability, dealing 50% less damage. Passive: After using an Ability, Zeratul's next Basic Attack within 6 seconds deals 30% more damage.

  • Void Prison R Heroic

    100 s cooldown 80 Mana

    Slows time in an area to a near standstill, placing allies and enemies in Time Stop for 5 seconds. Zeratul is not affected.

  • Vorpal Blade Active

    15 s cooldown

    Activate to teleport to Zeratul's last non-structure Basic Attack target within 3 seconds. The target is revealed during these 3 seconds.

Mechanics tags

What the theory layer reads from Zeratul'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

Slow
Ability Singularity Spike “Deals 240 damage after 1 second and Slows the enemy by 40% for 3 seconds.”
Ability Void Prison “Slows time in an area to a near standstill, placing allies and enemies in Time Stop for 5 seconds.”
Time Stop
Ability Void Prison “Slows time in an area to a near standstill, placing allies and enemies in Time Stop for 5 seconds.”

Defense and mobility

Reveal
Ability Vorpal Blade “The target is revealed during these 3 seconds.”
Self-healing
Talent Mending Strikes “Basic Attacks heal for 35% of the damage dealt.”
Talent Shadow Mending “Heal for 60% of Spell Damage dealt to Heroes.”
Shields
Talent Shroud of Adun “Zeratul gains a Shield equal to 20% of his Maximum Health over 3 seconds while under Permanent Cloak.”
Talent Shadow Stride “Casting Vorpal Blade grants Zeratul a Shield that absorbs up to 260 damage for 3 seconds.”
Spell Armor
Talent Spell Shield “Every 30 seconds, gain 50 Spell Armor against the next enemy Ability and subsequent Abilities for 3 seconds, reducing…”
Stealth
Ability Permanent Cloak “Gain Stealth when out of combat for 3 seconds.”
Teleport
Ability Blink “Teleport to the target location.”
Ability Vorpal Blade “Activate to teleport to Zeratul's last non-structure Basic Attack target within 3 seconds.”
Talent Seeker in the Dark “It can be reactivated to teleport to the target, granting 30% increased Move Speed for 3 seconds.”
Talent Warp Skirmisher “Teleporting to an enemy with Vorpal Blade or entering Permanent Cloak causes Zeratul's next Basic Attack to deal 50%…”

Damage and macro

Area damage
Ability Cleave “Deal 200 damage to nearby enemies.”
Burst
Ability Singularity Spike “Deals 240 damage after 1 second and Slows the enemy by 40% for 3 seconds.”
Ability Cleave “Deal 200 damage to nearby enemies.”
Curated note Cleave, Singularity Spike and Might of the Nerazim's empowered attacks combine into a fast kill combo on squishy heroes.
Damage over time
Talent Rending Cleave “Cleave deals an additional 40% damage over 3 seconds.”

Play-style traits

Dive
Curated note Permanent Cloak, Blink and Vorpal Blade let Zeratul approach unseen and stay glued to a backline target.

Patch history

No patch notes for Zeratul in this data yet.

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