Ranged Assassin · Warcraft
Zul'jin
Warlord of the Amani
- Role
- Ranged Assassin
- Attack
- Ranged
- Difficulty
- Medium
- Released
- 4 Jan 2017
- Last patched
- 1 Dec 2025
Counters and synergies
Zul'jin is strong against
Score 1–100 for Zul'jin's net edge once both kits are weighed (50 = neutral)
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Why? 2
- CuratedNo Mercy adds 2% of Stitches' maximum Health per marked hit and ignores his Armor, and Taz'dingo!, if Zul'jin takes it, keeps him alive through a Hook (and Gorge) pick. Only when Zul'jin takes No Mercy (level 16).via No Mercy, Taz'dingo!, Hook, Gorge
- TheoryZul'jin deals damage based on maximum Health (No Mercy!), which hits high-Health heroes like Stitches hardest. Only when Zul'jin takes No Mercy!.
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Why? 4
- CuratedZul'jin's damage is basic attacks that speed up as he loses health, which Harden Carapace's Spell Armor ignores, and with Taz'dingo!, if he takes it, he outlasts a Burrow Charge dive.via Berserker, Taz'dingo!, Harden Carapace, Burrow Charge
- TheoryZul'jin deals damage based on maximum Health (No Mercy!), which hits high-Health heroes like Anub'arak hardest. Only when Zul'jin takes No Mercy!.
- TheoryZul'jin reduces enemy Armor (No Mercy!), offsetting Anub'arak's Spell Armor. Only when Zul'jin takes No Mercy!.
- TheoryAnub'arak can interrupt channels with stun (Impale, Burrow Charge), and Zul'jin relies on channelled abilities.
-
Why? 4
- CuratedNo Mercy makes basic attacks on Grievous Throw-marked Heroes ignore Armor, cancelling Armor Up, and adds 2% of max Health per hit. Only when Zul'jin takes No Mercy (level 16).via No Mercy, Grievous Throw, Armor Up
- TheoryZul'jin deals damage based on maximum Health (No Mercy!), which hits high-Health heroes like Garrosh hardest. Only when Zul'jin takes No Mercy!.
- TheoryZul'jin can ignore or remove crowd control (Voodoo Shuffle), weakening Garrosh's stun. Only when Zul'jin takes Voodoo Shuffle. Garrosh must also take Warlord's Challenge.
- TheoryGarrosh can interrupt channels with stun (Groundbreaker, Warbreaker), and Zul'jin relies on channelled abilities.
-
Why? 5
- CuratedCho'gall can't escape kiting, and No Mercy's 2% max-Health hits on Grievous Throw-marked targets eat through his huge shared Health pool. Only when Zul'jin takes No Mercy (level 16).via No Mercy, Grievous Throw, Ogre Hide
- TheoryZul'jin deals damage based on maximum Health (No Mercy!), which hits high-Health heroes like Cho'gall hardest. Only when Zul'jin takes No Mercy!.
- TheoryZul'jin can ignore or remove crowd control (Voodoo Shuffle), weakening Cho'gall's stun. Only when Zul'jin takes Voodoo Shuffle. Cho'gall must also take Favor of the Old Gods.
- TheoryCho'gall can interrupt channels with stun (Hammer of Twilight, Leaden Orb), and Zul'jin relies on channelled abilities.
- TheoryCho'gall can poke Zul'jin from range (Shadowflame, Dread Orb), and Zul'jin has few ways to dodge or disengage.
19 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.
- Murky Score 60 Theory Zul'jin can deny a burst window (Taz'dingo!), wasting Murky's cooldowns. Only when Zul'jin takes Taz'dingo!.
- Tassadar Score 60 Theory Zul'jin can deny a burst window (Taz'dingo!), wasting Tassadar's cooldowns. Only when Zul'jin takes Taz'dingo!.
- D.Va Score 59 Theory Zul'jin deals damage based on maximum Health (No Mercy!), which hits high-Health heroes like D.Va hardest. Only when Zul'jin takes No Mercy!.
- Dehaka Score 59 Theory Zul'jin deals damage based on maximum Health (No Mercy!), which hits high-Health heroes like Dehaka hardest. Only when Zul'jin takes No Mercy!.
- Leoric Score 59 Theory Zul'jin deals damage based on maximum Health (No Mercy!), which hits high-Health heroes like Leoric hardest. Only when Zul'jin takes No Mercy!.
- Tyrael Score 59 Theory Zul'jin deals damage based on maximum Health (No Mercy!), which hits high-Health heroes like Tyrael hardest. Only when Zul'jin takes No Mercy!.
- Gul'dan Score 57 Theory Zul'jin reduces enemy Armor (No Mercy!), offsetting Gul'dan's Spell Armor. Only when Zul'jin takes No Mercy!. Gul'dan must also take Fel Armor.
- Blaze Score 56 Theory Zul'jin deals damage based on maximum Health (No Mercy!), which hits high-Health heroes like Blaze hardest. Only when Zul'jin takes No Mercy!.
- Imperius Score 56 Theory Zul'jin deals damage based on maximum Health (No Mercy!), which hits high-Health heroes like Imperius hardest. Only when Zul'jin takes No Mercy!.
- Deathwing Score 55 Theory Zul'jin deals damage based on maximum Health (No Mercy!), which hits high-Health heroes like Deathwing hardest. Only when Zul'jin takes No Mercy!.
- Arthas Score 54 Theory Zul'jin deals damage based on maximum Health (No Mercy!), which hits high-Health heroes like Arthas hardest. Only when Zul'jin takes No Mercy!.
- Malthael Score 54 Theory Zul'jin deals damage based on maximum Health (No Mercy!), which hits high-Health heroes like Malthael hardest. Only when Zul'jin takes No Mercy!.
- Xul 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!.
- Li-Ming Score 53 Theory Zul'jin can deny a burst window (Taz'dingo!), wasting Li-Ming's cooldowns. Only when Zul'jin takes Taz'dingo!.
- Probius Score 53 Theory Zul'jin can deny a burst window (Taz'dingo!), wasting Probius's cooldowns. Only when Zul'jin takes Taz'dingo!.
- Diablo Score 52 Theory Zul'jin deals damage based on maximum Health (No Mercy!), which hits high-Health heroes like Diablo hardest. Only when Zul'jin takes No Mercy!.
- Gazlowe Score 52 Theory Zul'jin deals damage based on maximum Health (No Mercy!), which hits high-Health heroes like Gazlowe hardest. Only when Zul'jin takes No Mercy!.
- Hogger Score 52 Theory Zul'jin deals damage based on maximum Health (No Mercy!), which hits high-Health heroes like Hogger hardest. Only when Zul'jin takes No Mercy!.
- Ragnaros Score 52 Theory Zul'jin deals damage based on maximum Health (No Mercy!), which hits high-Health heroes like Ragnaros hardest. Only when Zul'jin takes No Mercy!.
Zul'jin is weak against
Score 1–100 for their net edge over Zul'jin's kit
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Why? 3
- CuratedBlinding Light blinds Zul'jin for 2 seconds, and Avoidance's Armor while Cassia moves blunts the basic attacks he relies on.via Blinding Light, Avoidance, Berserker
- TheoryCassia can Blind (Blinding Light, Imprisoning Light), and Basic Attacks are most of Zul'jin's damage.
- TheoryCassia can interrupt channels with stun (Valkyrie), and Zul'jin relies on channelled abilities. Only when Cassia takes Valkyrie.
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Why? 6
- CuratedZul'jin's Berserker attack speed and Grievous Throw bonus are paid out through Basic Attacks, which Evasion denies, and he has no dash to break away from a Dive chain.via Evasion, Berserker, Grievous Throw, Dive
- TheoryIllidan can dive onto Zul'jin, who has little mobility to escape.
- TheoryIllidan can block or armor against Basic Attacks (Evasion, Reflexive Block), which Zul'jin relies on for damage.
- TheoryIllidan can interrupt channels with stun (The Hunt), and Zul'jin relies on channelled abilities. Only when Illidan takes The Hunt.
- TheoryZul'jin reduces enemy Armor (No Mercy!), offsetting Illidan's Physical Armor. Only when Zul'jin takes No Mercy!. Illidan must also take Reflexive Block.
- TheoryZul'jin's root (Ensnare) can stop Illidan in the middle of a dive. Only when Zul'jin takes Ensnare.
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Why? 3
- CuratedZul'jin's Berserker and Grievous Throw marks are paid out through Basic Attacks, which Blinding Wind turns into misses.via Blinding Wind, Berserker, Grievous Throw
- CuratedBlinding Wind auto-targets nearby enemies, blinding Zul'jin without Li Li needing to aim, and his damage is mostly basic attacks.
- TheoryLi Li can Blind (Blinding Wind, Gale Force), and Basic Attacks are most of Zul'jin's damage.
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Why? 7
- CuratedZul'jin's damage scales through Basic Attacks with Berserker; a Shield Glare Blind wastes his low-Health power spike while Iron Skin outlasts the rest.via Shield Glare, Berserker, Iron Skin, Grievous Throw
- CuratedShield Glare blinds Zul'jin, so his Berserker and Grievous Throw-boosted basic attacks miss for 1.5 seconds.
- TheoryJohanna can Blind (Shield Glare), and Basic Attacks are most of Zul'jin's damage.
- TheoryJohanna can block or armor against Basic Attacks (Divine Fortress), which Zul'jin relies on for damage. Only when Johanna takes Divine Fortress.
- TheoryJohanna can interrupt channels with stun (Condemn, Falling Sword), and Zul'jin relies on channelled abilities.
- TheoryZul'jin deals damage based on maximum Health (No Mercy!), which hits high-Health heroes like Johanna hardest. Only when Zul'jin takes No Mercy!.
- TheoryZul'jin reduces enemy Armor (No Mercy!), offsetting Johanna's Physical Armor. Only when Zul'jin takes No Mercy!. Johanna must also take Divine Fortress.
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Why? 5
- CuratedParry blocks the basic attacks that make up most of Zul'jin's damage, and Taunt, if Varian takes it, silences him so he cannot use his Heroic at the critical moment.via Parry, Taunt, Taz'dingo!, Berserker
- TheoryVarian can block or armor against Basic Attacks (Parry, Overpower), which Zul'jin relies on for damage.
- TheoryVarian can interrupt channels with silence (Taunt), and Zul'jin relies on channelled abilities. Only when Varian takes Taunt.
- TheoryZul'jin deals damage based on maximum Health (No Mercy!), which hits high-Health heroes like Varian hardest. Only when Zul'jin takes No Mercy!.
- TheoryZul'jin can ignore or remove crowd control (Voodoo Shuffle), weakening Varian's taunt. Only when Zul'jin takes Voodoo Shuffle. Varian must also take Taunt.
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Why? 7
- CuratedSuppression Pulse's 4-second blind reaches Zul'jin anywhere on the map, and nearly all of his damage is basic attacks boosted by Berserker. Only when Artanis takes Suppression Pulse (level 10).via Suppression Pulse, Berserker
- TheoryArtanis can dive onto Zul'jin, who has little mobility to escape.
- TheoryArtanis can Blind (Suppression Pulse), and Basic Attacks are most of Zul'jin's damage. Only when Artanis takes Suppression Pulse.
- TheoryArtanis can block or armor against Basic Attacks (Reactive Parry), which Zul'jin relies on for damage. Only when Artanis takes Reactive Parry.
- TheoryZul'jin deals damage based on maximum Health (No Mercy!), which hits high-Health heroes like Artanis hardest. Only when Zul'jin takes No Mercy!.
- TheoryZul'jin reduces enemy Armor (No Mercy!), offsetting Artanis's Physical Armor. Only when Zul'jin takes No Mercy!. Artanis must also take Reactive Parry.
- TheoryZul'jin's root (Ensnare) can stop Artanis in the middle of a dive. Only when Zul'jin takes Ensnare.
View 8 more
- Mephisto Score 76 Theory Mephisto can dive onto Zul'jin, who has little mobility to escape.
2 more reasons
- Mephisto can poke Zul'jin from range (Skull Missile, Shade of Mephisto), and Zul'jin has few ways to dodge or disengage.
- Mephisto can interrupt channels with silence (Unspeakable Horror), and Zul'jin relies on channelled abilities. Only when Mephisto takes Unspeakable Horror.
- Auriel Score 69 Theory Auriel can Blind (Blinding Flash), and Basic Attacks are most of Zul'jin's damage. Only when Auriel takes Blinding Flash.
1 more reason
- Auriel can interrupt channels with stun (Detainment Strike, Heavy Burden), and Zul'jin relies on channelled abilities.
- Qhira Score 69 Theory Qhira can dive onto Zul'jin, who has little mobility to escape.
5 more reasons
- Qhira can block or armor against Basic Attacks (Upstage), which Zul'jin relies on for damage. Only when Qhira takes Upstage.
- Qhira can interrupt channels with stun (Revolving Sweep, Unrelenting Strikes), and Zul'jin relies on channelled abilities.
- Zul'jin reduces enemy Armor (No Mercy!), offsetting Qhira's Spell Armor. Only when Zul'jin takes No Mercy!. Qhira must also take Swing Life Away.
- Zul'jin can ignore or remove crowd control (Voodoo Shuffle), weakening Qhira's stun. Only when Zul'jin takes Voodoo Shuffle. Qhira must also take Silent Killer.
- Zul'jin's root (Ensnare) can stop Qhira in the middle of a dive. Only when Zul'jin takes Ensnare.
- The Butcher Score 69 Theory The Butcher can dive onto Zul'jin, who has little mobility to escape.
5 more reasons
- The Butcher can block or armor against Basic Attacks (Block), which Zul'jin relies on for damage. Only when The Butcher takes Block.
- The Butcher can interrupt channels with stun (Ruthless Onslaught), and Zul'jin relies on channelled abilities.
- Zul'jin reduces enemy Armor (No Mercy!), offsetting The Butcher's Physical Armor. Only when Zul'jin takes No Mercy!. The Butcher must also take Block.
- Zul'jin can ignore or remove crowd control (Voodoo Shuffle), weakening The Butcher's stun. Only when Zul'jin takes Voodoo Shuffle. The Butcher must also take Lamb to the Slaughter.
- Zul'jin's root (Ensnare) can stop The Butcher in the middle of a dive. Only when Zul'jin takes Ensnare.
- Greymane Score 68 Theory Greymane can dive onto Zul'jin, who has little mobility to escape.
3 more reasons
- Greymane can block or armor against Basic Attacks (Thick Skin), which Zul'jin relies on for damage. Only when Greymane takes Thick Skin.
- Zul'jin reduces enemy Armor (No Mercy!), offsetting Greymane's Physical Armor. Only when Zul'jin takes No Mercy!. Greymane must also take Thick Skin.
- Zul'jin's root (Ensnare) can stop Greymane in the middle of a dive. Only when Zul'jin takes Ensnare.
- Kharazim Score 68 Theory Kharazim can dive onto Zul'jin, who has little mobility to escape.
3 more reasons
- Kharazim can block or armor against Basic Attacks (Earth Ally, Sixth Sense), which Zul'jin relies on for damage. Only when Kharazim takes Earth Ally or Sixth Sense.
- Zul'jin reduces enemy Armor (No Mercy!), offsetting Kharazim's Physical Armor. Only when Zul'jin takes No Mercy!. Kharazim must also take Earth Ally or Sixth Sense.
- Zul'jin's root (Ensnare) can stop Kharazim in the middle of a dive. Only when Zul'jin takes Ensnare.
- Deckard Score 66 Theory Deckard can Blind (Respect the Elderly), and Basic Attacks are most of Zul'jin's damage. Only when Deckard takes Respect the Elderly.
1 more reason
- Deckard can interrupt channels with stun (Horadric Staff), and Zul'jin relies on channelled abilities. Only when Deckard takes Horadric Staff.
- Maiev Score 66 Theory Maiev can dive onto Zul'jin, who has little mobility to escape.
3 more reasons
- Maiev can interrupt channels with silence (Containment Disc), and Zul'jin relies on channelled abilities. Only when Maiev takes Containment Disc.
- Zul'jin can ignore or remove crowd control (Voodoo Shuffle), weakening Maiev's Time Stop. Only when Zul'jin takes Voodoo Shuffle. Maiev must also take Containment Disc.
- Zul'jin's root (Ensnare) can stop Maiev in the middle of a dive. Only when Zul'jin takes Ensnare.
33 more below the bar
Weaker mechanical edges
Generic rule matches with no hand-written matchup behind them: scoring under 65, or past the 8 strongest.
- Mei Score 66 Theory Mei can Blind (Snow Blind), and Basic Attacks are most of Zul'jin's damage.
- Genji Score 63 Theory Genji can dive onto Zul'jin, who has little mobility to escape.
- Sonya Score 63 Theory Sonya can dive onto Zul'jin, who has little mobility to escape.
- The Lost Vikings Score 63 Theory The Lost Vikings can block or armor against Basic Attacks (Olaf the Stout), which Zul'jin relies on for damage. Only when The Lost Vikings takes Olaf the Stout.
- Valeera Score 63 Theory Valeera can Blind (Blade Flurry, Blind), and Basic Attacks are most of Zul'jin's damage.
- Xal'atath Score 63 Theory Xal'atath can Blind (Void Eruption), and Basic Attacks are most of Zul'jin's damage. Only when Xal'atath takes Void Eruption.
- Zarya Score 63 Theory Zarya can block or armor against Basic Attacks (Defensive Shielding), which Zul'jin relies on for damage. Only when Zarya takes Defensive Shielding.
- Falstad Score 62 Theory Falstad can poke Zul'jin from range (Hammerang, Lightning Rod), and Zul'jin has few ways to dodge or disengage.
- Malfurion Score 62 Theory Malfurion can poke Zul'jin from range, and Zul'jin has few ways to dodge or disengage.
- Zagara Score 62 Theory Zagara can poke Zul'jin from range (Baneling Barrage, Infested Drop), and Zul'jin has few ways to dodge or disengage.
- Kerrigan Score 61 Theory Kerrigan can dive onto Zul'jin, who has little mobility to escape.
- Kel'Thuzad Score 60 Theory Kel'Thuzad can block or armor against Basic Attacks (Armor of the Archlich), which Zul'jin relies on for damage. Only when Kel'Thuzad takes Armor of the Archlich.
- Thrall Score 60 Theory Thrall can dive onto Zul'jin, who has little mobility to escape.
- Samuro Score 59 Theory Samuro can block or armor against Basic Attacks (Deflection), which Zul'jin relies on for damage. Only when Samuro takes Deflection.
- Stukov Score 59 Theory Stukov can block or armor against Basic Attacks (Biotic Armor), which Zul'jin relies on for damage. Only when Stukov takes Biotic Armor.
- Tracer Score 59 Theory Tracer can dive onto Zul'jin, who has little mobility to escape.
- Ana Score 57 Theory Ana can interrupt channels with stun (Sleep Dart), and Zul'jin relies on channelled abilities.
- Lunara Score 57 Theory Lunara can poke Zul'jin from range, and Zul'jin has few ways to dodge or disengage.
- Sylvanas Score 57 Theory Sylvanas can interrupt channels with silence (Wailing Arrow, Mind Control), and Zul'jin relies on channelled abilities.
- Tyrande Score 57 Theory Tyrande can interrupt channels with stun (Lunar Flare), and Zul'jin relies on channelled abilities.
- Uther Score 57 Theory Uther can interrupt channels with stun (Hammer of Justice, Divine Storm), and Zul'jin relies on channelled abilities.
- Chromie Score 56 Theory Chromie can interrupt channels with Time Stop (Time Trap, Chronic Conditions), and Zul'jin relies on channelled abilities.
- Hanzo Score 56 Theory Hanzo can poke Zul'jin from range (Storm Bow, Scatter Arrow), and Zul'jin has few ways to dodge or disengage.
- Jaina Score 56 Theory Jaina can block or armor against Basic Attacks (Frost Armor), which Zul'jin relies on for damage. Only when Jaina takes Frost Armor.
- Junkrat Score 56 Theory Junkrat can poke Zul'jin from range (Frag Launcher, Concussion Mine), and Zul'jin has few ways to dodge or disengage.
- Zeratul Score 56 Theory Zeratul can dive onto Zul'jin, who has little mobility to escape.
- E.T.C. Score 53 Theory E.T.C. can block or armor against Basic Attacks (Block Party), which Zul'jin relies on for damage. Only when E.T.C. takes Block Party.
- Muradin Score 53 Theory Muradin can block or armor against Basic Attacks (Dwarf Block), which Zul'jin relies on for damage. Only when Muradin takes Dwarf Block.
- Yrel Score 53 Theory Yrel can block or armor against Basic Attacks (Dauntless), which Zul'jin relies on for damage. Only when Yrel takes Dauntless.
- Orphea Score 52 Theory Orphea can poke Zul'jin from range (Shadow Waltz, Chomp), and Zul'jin has few ways to dodge or disengage.
- Alarak Score 51 Theory Alarak can interrupt channels with silence (Discord Strike, Dissonance), and Zul'jin relies on channelled abilities.
- Kael'thas Score 51 Theory Kael'thas can interrupt channels with stun (Gravity Lapse), and Zul'jin relies on channelled abilities.
- Nova Score 51 Theory Nova can poke Zul'jin from range (Snipe, Pinning Shot), and Zul'jin has few ways to dodge or disengage.
Zul'jin works well with
Score 1–100 for how well the kits combine
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Why? 3
- CuratedBloodlust's Attack Speed stacks with Berserker's low-Health attack speed, and its lifesteal lets Zul'jin sit at low Health more safely. Only when Rehgar takes Bloodlust (level 10).via Bloodlust, Berserker
- TheoryRehgar peels divers off Zul'jin, who cannot escape alone.
- TheoryRehgar can cleanse crowd control off Zul'jin (Purge) to keep the attacks coming.
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Why? 3
- CuratedZul'jin attacks faster the lower his Health; Divine Shield, if Uther takes it, or his own Taz'dingo! lets him sit near death at full Berserker speed without dying. Only when Uther takes Divine Shield or Zul'jin takes Taz'dingo! (level 10).via Divine Shield, Taz'dingo!, Berserker
- TheoryUther peels divers off Zul'jin, who cannot escape alone.
- TheoryUther can cleanse crowd control off Zul'jin (Hand of Protection) to keep the attacks coming. Only when Uther takes Hand of Protection.
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Why? 2
- CuratedHunter's Mark lowers a target's Armor by 15 while Grievous Throw marks it, so Zul'jin's empowered basic attacks burst it down.via Hunter's Mark, Grievous Throw
- TheoryTyrande can cleanse crowd control off Zul'jin (Celestial Attunement) to keep the attacks coming. Only when Tyrande takes Celestial Attunement.
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Why? 3
- TheoryCassia peels divers off Zul'jin, who cannot escape alone.
- TheoryCassia groups or freezes enemies (Valkyrie) for Zul'jin's area damage. Only when Cassia takes Valkyrie.
- TheoryZul'jin can cleanse crowd control off Cassia (Voodoo Shuffle) to keep the attacks coming. Only when Zul'jin takes Voodoo Shuffle.
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Why? 3
- TheoryGarrosh peels divers off Zul'jin, who cannot escape alone.
- TheoryGarrosh can cleanse crowd control off Zul'jin (Into the Fray) to keep the attacks coming.
- TheoryGarrosh holds the front line, giving Zul'jin room to deal damage from behind it.
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Why? 3
- TheoryJohanna groups or freezes enemies (Condemn) for Zul'jin's area damage.
- TheoryJohanna peels divers off Zul'jin, who cannot escape alone.
- TheoryJohanna holds the front line, giving Zul'jin room to deal damage from behind it.
View 5 more
- Tassadar Score 77 Theory Tassadar peels divers off Zul'jin, who cannot escape alone.
2 more reasons
- Tassadar groups or freezes enemies (Black Hole) for Zul'jin's area damage. Only when Tassadar takes Black Hole.
- Zul'jin's root (Ensnare) holds targets still for Tassadar's burst. Only when Zul'jin takes Ensnare.
- Zarya Score 77 Theory Zarya peels divers off Zul'jin, who cannot escape alone.
2 more reasons
- Zarya groups or freezes enemies (Graviton Surge) for Zul'jin's area damage. Only when Zarya takes Graviton Surge.
- Zarya can cleanse crowd control off Zul'jin (Cleansing Shield) to keep the attacks coming. Only when Zarya takes Cleansing Shield.
- Alarak Score 76 Theory Alarak peels divers off Zul'jin, who cannot escape alone.
2 more reasons
- Zul'jin's root (Ensnare) holds targets still for Alarak's burst. Only when Zul'jin takes Ensnare.
- Alarak can cleanse crowd control off Zul'jin (Last Laugh) to keep the attacks coming. Only when Alarak takes Last Laugh.
- Arthas Score 76 Theory Arthas peels divers off Zul'jin, who cannot escape alone.
2 more reasons
- Arthas holds the front line, giving Zul'jin room to deal damage from behind it.
- Arthas can cleanse crowd control off Zul'jin (Icebound Fortitude) to keep the attacks coming. Only when Arthas takes Icebound Fortitude.
- Mei Score 76 Theory Mei peels divers off Zul'jin, who cannot escape alone.
2 more reasons
- Mei holds the front line, giving Zul'jin room to deal damage from behind it.
- Mei can cleanse crowd control off Zul'jin (Backup Battery) to keep the attacks coming. Only when Mei takes Backup Battery.
69 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.
- Kerrigan Score 75 Theory Kerrigan groups or freezes enemies (Primal Grasp) for Zul'jin's area damage.
- Brightwing Score 73 Theory Brightwing peels divers off Zul'jin, who cannot escape alone.
- Blaze Score 71 Theory Blaze peels divers off Zul'jin, who cannot escape alone.
- Chen Score 71 Theory Chen peels divers off Zul'jin, who cannot escape alone.
- Cho'gall Score 71 Theory Cho'gall groups or freezes enemies (Upheaval) for Zul'jin's area damage.
- Chromie Score 71 Theory Chromie groups or freezes enemies (Time Trap, Chronic Conditions) for Zul'jin's area damage.
- D.Va Score 71 Theory D.Va peels divers off Zul'jin, who cannot escape alone.
- Diablo Score 71 Theory Diablo peels divers off Zul'jin, who cannot escape alone.
- Hogger Score 71 Theory Hogger peels divers off Zul'jin, who cannot escape alone.
- Kel'Thuzad Score 71 Theory Kel'Thuzad groups or freezes enemies (Chains of Kel'Thuzad) for Zul'jin's area damage.
- Leoric Score 71 Theory Leoric peels divers off Zul'jin, who cannot escape alone.
- Mal'Ganis Score 71 Theory Mal'Ganis peels divers off Zul'jin, who cannot escape alone.
- Orphea Score 71 Theory Orphea groups or freezes enemies (Crushing Jaws) for Zul'jin's area damage. Only when Orphea takes Crushing Jaws.
- Stitches Score 71 Theory Stitches groups or freezes enemies (Hook) for Zul'jin's area damage.
- Tracer Score 71 Theory Tracer can cleanse crowd control off Zul'jin (Recall) to keep the attacks coming.
- Varian Score 71 Theory Varian peels divers off Zul'jin, who cannot escape alone.
- Alexstrasza Score 70 Theory Alexstrasza peels divers off Zul'jin, who cannot escape alone.
- Ana Score 70 Theory Ana peels divers off Zul'jin, who cannot escape alone.
- Li Li Score 70 Theory Li Li peels divers off Zul'jin, who cannot escape alone.
- Lúcio Score 70 Theory Lúcio peels divers off Zul'jin, who cannot escape alone.
- Malfurion Score 70 Theory Malfurion peels divers off Zul'jin, who cannot escape alone.
- Zeratul Score 70 Theory Zeratul groups or freezes enemies (Void Prison) for Zul'jin's area damage. Only when Zeratul takes Void Prison.
- Maiev Score 69 Theory Maiev groups or freezes enemies (Umbral Bind) for Zul'jin's area damage.
- Sonya Score 67 Theory Sonya holds the front line, giving Zul'jin room to deal damage from behind it.
- Anub'arak Score 65 Theory Anub'arak peels divers off Zul'jin, who cannot escape alone.
- Auriel Score 65 Theory Auriel peels divers off Zul'jin, who cannot escape alone.
- Deckard Score 65 Theory Deckard peels divers off Zul'jin, who cannot escape alone.
- Dehaka Score 65 Theory Dehaka groups or freezes enemies (Drag) for Zul'jin's area damage.
- E.T.C. Score 65 Theory E.T.C. peels divers off Zul'jin, who cannot escape alone.
- Rexxar Score 65 Theory Rexxar peels divers off Zul'jin, who cannot escape alone.
- Stukov Score 65 Theory Stukov peels divers off Zul'jin, who cannot escape alone.
- Whitemane Score 65 Theory Whitemane groups or freezes enemies (Judgment Day) for Zul'jin's area damage. Only when Whitemane takes Judgment Day.
- Hanzo Score 63 Theory Zul'jin's root (Ensnare) holds targets still for Hanzo's burst. Only when Zul'jin takes Ensnare.
- Xal'atath Score 63 Theory Zul'jin's root (Ensnare) holds targets still for Xal'atath's burst. Only when Zul'jin takes Ensnare.
- Yrel Score 63 Theory Yrel holds the front line, giving Zul'jin room to deal damage from behind it.
- Genji Score 62 Theory Zul'jin's root (Ensnare) holds targets still for Genji's burst. Only when Zul'jin takes Ensnare.
- Valeera Score 62 Theory Zul'jin's root (Ensnare) holds targets still for Valeera's burst. Only when Zul'jin takes Ensnare.
- Anduin Score 60 Theory Anduin can cleanse crowd control off Zul'jin (Leap of Faith) to keep the attacks coming.
- Artanis Score 60 Theory Zul'jin can cleanse crowd control off Artanis (Voodoo Shuffle) to keep the attacks coming. Only when Zul'jin takes Voodoo Shuffle.
- Greymane Score 60 Theory Zul'jin can cleanse crowd control off Greymane (Voodoo Shuffle) to keep the attacks coming. Only when Zul'jin takes Voodoo Shuffle.
- Illidan Score 60 Theory Zul'jin can cleanse crowd control off Illidan (Voodoo Shuffle) to keep the attacks coming. Only when Zul'jin takes Voodoo Shuffle.
- Kharazim Score 60 Theory Kharazim can cleanse crowd control off Zul'jin (Cleansing Touch) to keep the attacks coming. Only when Kharazim takes Cleansing Touch.
- The Butcher Score 60 Theory Zul'jin can cleanse crowd control off The Butcher (Voodoo Shuffle) to keep the attacks coming. Only when Zul'jin takes Voodoo Shuffle.
- Thrall Score 60 Theory Zul'jin can cleanse crowd control off Thrall (Voodoo Shuffle) to keep the attacks coming. Only when Zul'jin takes Voodoo Shuffle.
- Gazlowe Score 59 Theory Gazlowe groups or freezes enemies (Grav-O-Bomb 3000) for Zul'jin'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 Zul'jin'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 Zul'jin's area damage. Only when Sylvanas takes Mind Control.
- Deathwing Score 57 Theory Deathwing holds the front line, giving Zul'jin room to deal damage from behind it.
- Imperius Score 57 Theory Imperius holds the front line, giving Zul'jin room to deal damage from behind it.
- Jaina Score 57 Theory Zul'jin's root (Ensnare) holds targets still for Jaina's burst. Only when Zul'jin takes Ensnare.
- Junkrat Score 57 Theory Zul'jin's root (Ensnare) holds targets still for Junkrat's burst. Only when Zul'jin takes Ensnare.
- Kael'thas Score 57 Theory Zul'jin's root (Ensnare) holds targets still for Kael'thas's burst. Only when Zul'jin takes Ensnare.
- Li-Ming Score 57 Theory Zul'jin's root (Ensnare) holds targets still for Li-Ming's burst. Only when Zul'jin takes Ensnare.
- Muradin Score 57 Theory Muradin holds the front line, giving Zul'jin room to deal damage from behind it.
- Murky Score 57 Theory Zul'jin's root (Ensnare) holds targets still for Murky's burst. Only when Zul'jin takes Ensnare.
- Nova Score 57 Theory Zul'jin's root (Ensnare) holds targets still for Nova's burst. Only when Zul'jin takes Ensnare.
- Probius Score 57 Theory Zul'jin's root (Ensnare) holds targets still for Probius's burst. Only when Zul'jin takes Ensnare.
- Tyrael Score 57 Theory Tyrael holds the front line, giving Zul'jin room to deal damage from behind it.
- Falstad Score 56 Theory Zul'jin can cleanse crowd control off Falstad (Voodoo Shuffle) to keep the attacks coming. Only when Zul'jin takes Voodoo Shuffle.
- Fenix Score 56 Theory Zul'jin can cleanse crowd control off Fenix (Voodoo Shuffle) to keep the attacks coming. Only when Zul'jin takes Voodoo Shuffle.
- Lunara Score 56 Theory Lunara can cleanse crowd control off Zul'jin (Abolish Magic) to keep the attacks coming. Only when Lunara takes Abolish Magic.
- Malthael Score 56 Theory Zul'jin can cleanse crowd control off Malthael (Voodoo Shuffle) to keep the attacks coming. Only when Zul'jin takes Voodoo Shuffle.
- Raynor Score 56 Theory Zul'jin can cleanse crowd control off Raynor (Voodoo Shuffle) to keep the attacks coming. Only when Zul'jin takes Voodoo Shuffle.
- Samuro Score 56 Theory Zul'jin can cleanse crowd control off Samuro (Voodoo Shuffle) to keep the attacks coming. Only when Zul'jin takes Voodoo Shuffle.
- Sgt. Hammer Score 56 Theory Zul'jin can cleanse crowd control off Sgt. Hammer (Voodoo Shuffle) to keep the attacks coming. Only when Zul'jin takes Voodoo Shuffle.
- The Lost Vikings Score 56 Theory The Lost Vikings can cleanse crowd control off Zul'jin (64 KB Marathon) to keep the attacks coming. Only when The Lost Vikings takes 64 KB Marathon.
- Tychus Score 56 Theory Zul'jin can cleanse crowd control off Tychus (Voodoo Shuffle) to keep the attacks coming. Only when Zul'jin takes Voodoo Shuffle.
- Valla Score 56 Theory Zul'jin can cleanse crowd control off Valla (Voodoo Shuffle) to keep the attacks coming. Only when Zul'jin takes Voodoo Shuffle.
- Xul 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 Zul'jin
Score 1–100 from how the kit fits each map's layout and objective (50 = neutral)
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Why? 1
- TheoryZul'jin's sustained damage (Grievous Throw, Berserker) speeds up Alterac Pass's race against neutral units.
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Why? 1
- TheoryZul'jin's sustained damage (Grievous Throw, Berserker) speeds up Battlefield of Eternity's race against neutral units.
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Why? 1
- TheoryZul'jin's sustained damage (Grievous Throw, Berserker) speeds up Haunted Mines's race against neutral units.
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Why? 1
- TheoryZul'jin's sustained damage (Grievous Throw, Berserker) speeds up Infernal Shrines's race against neutral units.
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Why? 2
- TheoryZul'jin's sustained damage (Grievous Throw, Berserker) speeds up Garden of Terror's race against neutral units.
- TheoryZul'jin has little mobility to rotate across Garden of Terror's large layout.
Harder maps for Zul'jin
Score under 50: the map's layout or objective works against the kit, hardest first
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Why? 1
- TheoryZul'jin has little mobility to rotate across Blackheart's Bay's large layout.
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Why? 1
- TheoryZul'jin has little mobility to rotate across Cursed Hollow's large layout.
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Why? 1
- TheoryZul'jin has little mobility to rotate across Sky Temple's large layout.
View 1 more
- Warhead Junction Score 43 Theory Zul'jin has little mobility to rotate across Warhead Junction's large layout.
Talents
Talents by level
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Level 1
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Boneslicer Q
Grievous Throw now pierces through all enemies hit and restores 15 Mana per Hero hit. Additionally, Grievous Throw's mark is no longer removed by Basic Attacks.
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Recklessness Trait
While Zul'jin is below 75% Health, he gains 10% Spell Power. While he is below 50% Health, his Basic Attack damage is increased by 10% and Basic Attacks against Heroes grant an additional stack of You Want Axe?.
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Headhunter Passive Quest
Quest: Zul'jin's first Takedown against each enemy Hero permanently increases his damage dealt by 2.5%. Reward: After getting Takedowns on every enemy Hero, Basic Attack range is increased by 1.1.
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Level 4
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Troll's Blood E
Increase Regeneration's healing by 25%. If Regeneration fully finishes, restore 10% of Zul'jin's maximum Mana.
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Voodoo Shuffle Active
Activate to remove Roots and Slows. Passive: Lower the cooldown and Mana cost of Regeneration by 40%.
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Amani Hide Active
Lower the cooldown of Amani Rage by 10 seconds and gain 15 Armor while regenerating Health from it.
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Level 7
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Vicious Assault Q
Increase the duration of Grievous Throw's mark by 3 seconds and its damage bonus by 45%.
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Arcanite Axes W Quest
Quest: Twin Cleave's damage is permanently increased by 0.75 every time it hits a Hero.
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Ferocity Trait
Increases the Attack Speed bonus of Berserker by 40%.
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Level 10
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Taz'dingo! Heroic
For the next 4 seconds, Zul'jin is Unkillable, and cannot be reduced to less than 1 Health. Taz'dingo!
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Guillotine Heroic
Zul'jin launches a massive axe into the air that drops on the targeted area, dealing 330 (+4% per level) damage plus bonus damage the lower his Health is.
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Level 13
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Lacerate W
Increase the Slow amount of each Twin Cleave axe by 10% and its duration by 0.5 seconds.
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Eye of Zul'jin Passive
Basic Attacks against enemy Heroes grant Zul'jin 6% Movement Speed for 2 seconds, up to 30%.
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Ensnare Active
Throw a net forward, Rooting the first enemy Hero hit for 1.5 seconds. If no Heroes are hit, Ensnare's cooldown is reduced to 10 seconds.
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Level 16
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No Mercy! Q
Zul'jin's Basic Attacks against enemy Heroes marked with Grievous Throw ignore Armor and deal an additional 2% of maximum Health as damage.
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Wrong Place Wrong Time W
If an enemy is hit by both Twin Cleave axes at the same time, they take an additional 100 (+4% per level) damage and count as 5 Hero hits for You Want Axe?.
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Let the Killing Begin Passive
When Zul'jin kills an enemy, his Attack Speed is increased by 5%, up to 40%, for 12 seconds. Basic Attacks refresh the duration. Hero Takedowns instantly grant 40% Attack Speed.
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Level 20
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Amani Resilience Heroic
Increase Taz'dingo's duration by 1 second. Upon expiring, Zul'jin heals for 50% of the damage he dealt during Taz'dingo.
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Buzzsaw Heroic
After impact, Guillotine continues forward, dealing 75% damage to enemies hit. If a Hero is killed by Guillotine, Zul'jin is instantly healed to full.
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Forest Medicine E
Regeneration is no longer Channeled, and cannot be interrupted.
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A Surprise For Ya Passive
Basic Attacks bounce to a nearby enemy for 50% damage, prioritizing enemy Heroes.
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Abilities and mechanics
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Berserker D Trait
Activate to increase Basic Attack damage by 25% but consume 2% maximum Health per attack. Passive: Zul'jin attacks 1% faster for every 1% of maximum Health missing. You Want Axe? Quest: Every 5 Basic Attacks against Heroes permanently increases Basic Attack damage by 1. Reward: After attacking Heroes 75 times, Basic Attack range is increased by 1.1. Reward: After attacking Heroes 150 times, Twin Cleave now revolves twice. Lose 3 stacks on death.
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Grievous Throw Q Ability
Zul'jin throws an axe forward, dealing 125 (+4% per level) damage to the first 2 enemies hit and marking them for 6 seconds. Marked enemies take 50% bonus damage from Zul'jin's next 3 Basic Attacks against them.
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Twin Cleave W Ability
Throw 2 axes in a large, circular arc, dealing 112 (+4% per level) damage and Slowing affected enemies by 15% per axe for 2 seconds.
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Regeneration E Ability
Zul'jin channels to regenerate 30% of his maximum Health over 4 seconds. Moving while channeling or taking damage will interrupt this effect.
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Guillotine R Heroic
Zul'jin launches a massive axe into the air that drops on the targeted area, dealing 330 (+4% per level) damage plus bonus damage the lower his Health is.
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Taz'dingo! R Heroic
For the next 4 seconds, Zul'jin is Unkillable, and cannot be reduced to less than 1 Health. Taz'dingo!
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Amani Rage Active
Activate to cause Zul'jin to instantly lose 50% of his current Health and heal for that amount over 10 seconds.
Mechanics tags
What the theory layer reads from Zul'jin's kit. Each tag shows the ability or talent text that produced it; curated notes cover play-style traits the text cannot show.
Crowd control
Defense and mobility
Damage and macro
Play-style traits
Patch history
- Heroes of the Storm Live Patch Notes, 1 Dec 2025 Patch Mixed
1 buff, 1 nerf, 2 other changes
- NerfBasic Attack Damage 96 → 94Base
- ChangeYou Want Axe?: Effect removed (see Blizzard's notes)Base
- ChangeYou Want Axe?: Effect changed (see Blizzard's notes)Base
- BuffHeadhunter: Damage bonus 2% → 2.5%Level 1
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1 buff, 1 nerf, 2 other changes
- NerfBasic Attack damage 96 → 94Base
- ChangeYou Want Axe?: Effect removed (see Blizzard's notes)Base
- ChangeYou Want Axe?: Effect changed (see Blizzard's notes)Base
- BuffHeadhunter: Damage bonus 2% → 2.5%Level 1
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3 buffs, 4 nerfs, 1 other change
- BuffYou Want Axe?: Basic Attack damage 94 → 96Base
- ChangeYou Want Axe?: Effect changed (see Blizzard's notes)Base
- NerfRecklessness: Basic Attack damage bonus 15% → 10%Level 1
- BuffGuillotine: Cooldown 40 s → 30 sLevel 10
- BuffGuillotine: Mana cost 70 → 60Level 10
- NerfTaz'dingo!: Cooldown 90 s → 100 sLevel 10
- NerfTaz'dingo!: Mana cost 75 → 80Level 10
- NerfLet the Killing Begin: Kill window 1.5 s → 0.5 sLevel 16
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3 buffs, 6 nerfs
- BuffYou Want Axe?: Basic Attack damage 94 → 118Base
- NerfYou Want Axe?: Bonus from quest completion 1 → 0.25Base
- NerfRecklessness: Basic Attack damage bonus 15% → 10%Level 1
- BuffGuillotine: Cooldown 40 s → 30 sLevel 10
- BuffGuillotine: Mana cost 70 → 60Level 10
- NerfTaz'dingo!: Cooldown 90 s → 100 sLevel 10
- NerfTaz'dingo!: Mana cost 75 → 80Level 10
- NerfLet the Killing Begin: Kill window 1.5 s → 0.5 sLevel 16
- NerfBuzzsaw: Kill window 1.5 s → 0.5 sLevel 20
Guides and links
Guides and builds
Reference and esports
Whetstone links to these sites and never copies their write-ups; credit and copyright stay with their authors.