Welcome to our Talents page for Kharazim. Here, we give you an overview of how strong each of Kharazim's talents is. Then, we present several viable builds, before analyzing each talent row separately, so that you can make informed decisions.
Kharazim's Talent Build
|1||✘︎ ✓ ✘︎|
|4||? ✓ ?|
|7||✓ ? ✘︎|
|13||✓ ? ?|
|16||? ✓ ?|
|20||? ? ✘︎ ? ✓|
Kharazim's Talent Build Cheatsheet
Radiant Dash BuildRecommended
Kharazim's Radiant Dash Build relies on both outstanding mobility and good gameplay. While Talents like Cleansing Touch or Way of the Hundred Fists are hard to use correctly, they will be good in every match when used properly. At Level 13, Quicksilver is the default Talent, but it is important to carefully analyze the enemy team composition's main sources of damage. If they have strong Basic Attackers and crowd control effects, Sixth Sense gains a lot of value. However, if most of their damage comes from Abilities, Spell Shield can be a worthy replacement.
Way of the Hundred Fists will be a good Talent in every game. However, if you are used to Kharazim, we recommend going for Cleansing Touch instead. It is one of the best cleanse effects in the whole game, since it can be used multiple times on multiple allies. Even if the enemy team does not have Stuns or Roots, it can be very useful together with Quicksilver, because you will be able to use it on your Tank to enhance their engage. An Unstoppable Garrosh with 30% extra Movement Speed is very dangerous, for example.
Epiphany can be a good option at Level 20, it allows him to instantly restore Mana and two of his Radiant Dash charges at once. Still, other Talents at this tier are very relevant as well. We want to highlight that going for the Radiant Dash Build even when being the solo Healer in your team is doable due to the fact that you still put out enough healing while also providing a surprising amount of kill potential.
Breath of Heaven BuildBeginner
Kharazim's Breath of Heaven Build is an easier build to use than the Radiant Dash one, we recommend it for new players using Kharazim as main Healer. Even though this is a healing build, we do not recommend Transcendence, because it only provides a heal that cannot be aimed, has small range, and is mostly unnecessary. Iron Fists will greatly increase all your damage, and in many situations it will be the difference between killing your target or not. It will also be a much better Talent when it comes to releasing Mercenaries or clearing them.
There are a few situational Talents available, which depend on what the enemy team's composition consists of. At Level 4, Earth Ally can be replaced by Air Ally if the enemy team does not have any Basic Attackers. At Level 13 Sixth Sense gains a lot of value against Basic Attackers and crowd control and is usually a safe bet in most games. If most of the damage comes from Abilities, Spell Shield can be a worthy replacement. Finally, at Level 20, Storm Shield is a good Talent against area of effect damage and can generally be picked instead of Peaceful Repose or Transgression.
Level 1 Talents for Kharazim
Every 3rd Basic Attack heals the lowest nearby allied Hero for 104 (+4% per level) and gives 25% increased Move Speed for 2.5 seconds.
Every 3rd Basic Attack deals 110% bonus damage and gives 25% increased Move Speed for 2.5 seconds.
Quest: Every 3rd Basic Attack restores 14 (+4% per level) Mana, grants a stack of Insight, and gives 25% increased Movement Speed for 2.5 seconds.
Reward: Upon getting 100 stacks of Insight, every 3rd attack also reduces Basic Ability cooldowns by 1.75 seconds.
Transcendence is an underwhelming Talent for Kharazim. Kharazim heals a considerable small amount in early to mid game when compared to other Healers. Going for Transcendence will slightly reduce that difference, while Iron Fists will enhance what Kharazim is meant to do: deal high follow up damage. If you are looking into going for a build with more sustain, it is recommended to get Heavenly Zeal and Echo of Heaven instead.
Iron Fists is your Talent of choice in all situations, as it adds strong damage potential on Kharazim, which allows him to threaten squishy enemy Heroes. The bonus damage after every third Basic Attack works exceptionally well with Deadly Reach and thus benefits hugely from follow-up damage Talents such as Blinding Speed at Level 7 or Way of the Hundred Fists at Level 16.
Insight offers decent Mana Regeneration and mid-late game cooldown reduction but that is about it. In most games, the Talent will take too long to get value from. And even after completion, its overall usefulness during team fights remains questionable, because Kharazim usually does not have enough to get consistent Basic Attacks through.
Level 4 Talents for Kharazim
- Cooldown: 45 seconds
Place a Spirit Ally that heals allied Heroes in a large area around it for 2% of their maximum Health every second. Has 150 (+4% per level) Health and lasts 10 seconds. Kharazim can Radiant Dash to Spirit Allies.
- Cooldown: 45 seconds
Place an Earth Ally that grants nearby allied Heroes 50 Physical Armor against Heroic Basic Attacks, reducing damage taken by 50%. Has 400 (+4% per level) Health and lasts 10 seconds. Kharazim can Radiant Dash to Earth Allies.
- Cooldown: 30 seconds
Place an Air Ally that gives allied Heroes 15% Spell Power, grants vision, and reveals a large area around it. Has 200 (+4% per level) Health and lasts 10 seconds. Kharazim can Radiant Dash to Air Allies.
Spirit Ally offers decent healing over time while retaining a fair cooldown of 45 seconds. If you want to provide additional sustain healing to your allies throughout longer skirmishes (for instance, while fighting over Objective control), this Talent is the one to choose.
Earth Ally works very well against enemy team compositions who rely heavily on Basic Attacks. We also recommend this Talent when going for the Damage Build featuring Iron Fists at Level 1, since Earth Ally provides Kharazim with reliable damage mitigation while engaging on his primary target.
Air Ally will not only increase the damage dealt by Abilities from your whole team, but will also increase all healing applied by Kharazim. Consider picking this Talent when your team features multiple Heroes who mostly deal Spell Damage.
Level 7 Talents for Kharazim
Decreases Radiant Dash's cooldown by 2 seconds and increases the maximum number of charges by 1.
Increases Breath of Heaven's Movement Speed bonus to 30%. Radiant Dashing to an ally increases the healing they receive from Breath of Heaven by 50% for 3.5 seconds.
Increase the duration of Deadly Reach by 100%. Every 3rd Basic Attack reduces the cooldown of Deadly Reach by 0.75 seconds.
Blinding Speed is a great Talent if you go for a Radiant Dash Build. Having more mobility is always useful and there is a strong synergy between Blinding Speed, Way of the Hundred Fists, Cleansing Touch, and Quicksilver, which makes Blinding Speed a lot more efficient than Blazing Fists.
Heavenly Zeal boosts Kharazim's utility and healing output by a large margin. The additional Movement Speed allows your teammates to either engage the opponents or to retreat away from an enemy onslaught more efficiently. We recommend this Talent if your team requires more burst healing and mobility.
Blazing Fists reduces Deadly Reach's Cooldown significantly while also boosting its duration. However, as Kharazim will not be able to be standing still attacking a target for long. This Talent could be good in Battlefield of Eternity, but unfortunately the other 2 options at this Level are way too important for their respective Builds to be passed on.
Level 10 Talents for Kharazim
- Mana: 50
- Cooldown: 50 seconds
Protect an allied Hero from death, causing them to be healed for 1200 (+4% per level) if they take fatal damage in the next 3 seconds.
- Mana: 77
- Cooldown: 50 seconds
Become Invulnerable and strike 7 times over 2 seconds. Each strike hits the highest Health nearby Hero for 7% of their maximum Health.
At this Level, you gain access to Heroic Abilities. If you want to read more about them, check the dedicated section in the Abilities and Strategy page.
Divine Palm is an incredibly useful Heroic Ability that can single-handedly alter the outcome of a team fight. We cannot stress enough the importance of timing Divine Palm precisely, in order to put the enemy team into precarious situation. It should be picked if the enemy team got high burst damage, so it can reset the fight, and consequently give your team major advantage.
There are three things to be particularly aware of when using Divine Palm. Firstly, you have to observe and predict which of your teammates is going to get focused by the enemy team. Secondly, you have to carefully estimate how much damage said teammate can withstand before dying. Thirdly, you have make sure to be within cast range of said teammate to cast Divine Palm in time. If you manage to anticipate the enemy team's focus fire correctly, it is almost impossible for them to stop their damage in due time and Divine Palm will prevent your targeted ally from dying.
As a rule of thumb, Divine Palm should be used
- if the enemies clearly focus an allied priority target (mostly Assassins);
- if one of your frontliners requires immediate help;
- on yourself if you find yourself exposed or caught off guard.
Seven-Sided Strike is a strong offensive Heroic Ability that can deal a moderate amount of damage into several enemies at the same time or an an insane amount into only 1 Hero. It also makes Kharazim invulnerable for a short period of time, which forces the enemy team to choose other priority targets while Seven-Sided Strike is active. However, this Heroic Ability has one major disadvantage, which is its fixed area of effect. Similar to Tyrande's Starfall or Kael'thas's Phoenix, enemies can simply walk out of Seven-Sided Strike's radius, which requires Kharazim to wait for the right moment to use it.
Keeping an eye on the enemy team's movement and especially their escape abilities is crucial when casting Seven-Sided Strike. If you notice that several enemy Heroes are distracted fighting one of your allies, Seven-Sided Strike can be particularly efficient. Seven-Sided Strike also shines while dueling an enemy Hero in an one-on-one situation, as every strike will hit your opponent, rendering him unable to fight back.
We recommend going for this Heroic if your team can easily isolate an enemy Hero by using displacement or control effects. Kharazim can easily use a Radiant Dash to reposition so that Seven Sided Strike's edge will be over the controlled enemy, so nobody can enter the area to split the damage.
Level 13 Talents for Kharazim
Radiant Dashing to an ally gives Kharazim and the target 30% bonus Movement Speed for 3 seconds.
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.
While Stunned or Rooted, gain 75 Physical Armor against Hero Basic Attacks for 4 seconds, reducing their damage by 75%.
Spell Shield should only be considered if the enemy team consists mainly of Assassins that rely on their ability damage, such as Jaina or Li-Ming. In that case, Spell Shield has the potential to absorb a significant amount of damage, which allows Kharazim to have greater presence during team fights.
Sixth Sense is a useful Talent if the enemy lineup consists of several Heroes with great crowd control, such as E.T.C. or Thrall. By reducing the damage of enemy Basic Attacks, Kharazim becomes much more resilient in the frontline, which allows him to move and heal more freely. We recommend taking Sixth Sense if the enemy team features strong Basic Attackers and if crowd control is consistently being used against you.
Level 16 Talents for Kharazim
Radiant Dashing to an ally makes them Unstoppable for 1 second.
Radiant Dashing to an enemy launches a rapid volley of 6 Basic Attacks dealing 45% damage each.
Breath of Heaven heals 75% of its normal amount, but heals a second time 3 seconds later.
Cleansing Touch is a high-skill high-reward Talent, which thrives against high crowd control compositions that feature multiple Stuns and Roots. If paired with Blinding Speed at Level 7, Kharazim should always have a life-saving cleanse effect available.
Way of the Hundred Fists works very well with Blinding Speed and especially Epiphany at Level 20, as it immediately restores 2 charges of Radiant Dash, which in return allows you to deal more damage during team fights and duels.
Level 20 Talents for Kharazim
Divine Palm's healing amount is increased by 75% and its cooldown is set to 5 seconds if the Hero does not die.
Seven-Sided Strike hits 4 additional times.
Gain 50% of the benefit from both level 1 talents that were not chosen.
- Cooldown: 45 seconds
Activate to give all nearby allied Heroes a Shield for 20% of their max Health for 3 seconds.
- Cooldown: 60 seconds
Activate to restore 33% of Kharazim's maximum Mana and refill 2 charges of Radiant Dash.
Peaceful Repose will make a failed Divine Palm very forgiving by reducing its cooldown to 5 seconds if your marked target did not die. This makes it an excellent Talent for less experiences players, in particular. The increased healing will be very impactful when using it on Tanks, a Garrosh will be saved and come back with full Health, in example.
Transgression provides Kharazim with more potential damage on his Seven-Sided Strike Heroic Ability. However, there are two major downsides to this Talent. Firstly, Seven-Sided Strike can be dodged and avoided fairly easily by a variety of Heroes with some form of escape mechanism, which renders this Talent completely useless. Secondly, adding 4 more strikes to Seven-Sided Strike means that you cannot control Kharazim for a longer period of time. However, it will also make you invulnerable for a longer time. We recommend only going for this Talent if your team has many different crowd control Abilities.
Fists of Legend is an interesting but underwhelming Talent. This Talent would be interesting if it increased the rate in which his Level 1 Talent is activated, or if it added some form of resistance to allow Kharazim to safely deliver several Basic Attacks in a Level 20 fight, which is extremely hard due to how bursty these fights are.
Storm Shield is one of the most powerful defensive Talents in the game. Out of all Healers, Kharazim sticks out as being one of the most mobile ones thanks to his Radiant Dash and the Movement Speed granted by Breath of Heaven. This enables him to quickly find a good spot to cast Storm Shield on as many allies as possible. Storm Shield is a great tool to stop enemy area of effect burst damage, especially from Mages like Jaina or Kael'thas.
Epiphany works particularly well if Kharazim is going for a Radiant Dash Build. Epiphany provides an amazing synergy with Way of the Hundred Fists or Cleansing Touch. Furthermore, we cannot stress enough how important mobility is on Kharazim. As any other Melee Assassin, he is likely going to get focused by the enemy team which requires him to change positions very frequently. All in all, Epiphany is an incredibly versatile Talent that allows Kharazim to escape dangerous situations, to chase fleeing enemies more efficiently, and to compensate Mana issues, which is why we thoroughly recommend picking this Talent on any offensive Kharazim Talent Build.
- 11 Dec. 2022: Updated Talent recommendations to match Kharazim's main Build.
- 24 Jul. 2021: Added Fists of Legend's description.
- 26 Mar. 2021: Updated Talent recommendations.
- 06 Jun. 2020: Removed a misleading information in Echo of Heaven's description.
- 16 Apr. 2020: Updated Kharazim's Builds and Talents to better reflect current meta.
- 23 Jan. 2020: Updated Kharazim's Builds in accordance with the latest Balance Update. Air Ally is now a Situational choice in both Builds.
- 12 Jun. 2019: Updated the entire Kharazim guide to better reflect the current state of the game.
- 23 May 2019: Updated Kharazim's talents and builds in accordance with the latest Balance Update.
- 02 Nov. 2017: Updated Kharazim's Level 1 talents following the latest balance update.
- 21 May 2017: Changed and updated Kharazim's Level 13 and 16 talents.
- 06 Jan. 2017: Revisited Tier 1 talent assessments.
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