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
Damage BuildTalent calculator »
The Damage Build relies on both outstanding mobility and strong damage output due to talents like Blazing Fists at Level 7 or Way of the Hundred Fists at Level 16. 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. Epiphany finalizes Kharazim's offensive Build at Level 20 by allowing him to instantly restore Mana and two of his Radiant Dash charges at once. We want to highlight that going for the Damage 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.
Transcendence BuildTalent calculator »
The Transcendence Build is our go-to choice if your team requires a strong solo Healer. There are a few situational talents available, which depend on what the enemy team's composition consists of. At Level 4, Spirit Ally can be replaced by Earth Ally if the enemy team relies less on AoE damage over time and instead has powerful Basic Attackers in their roster. At Level 13, Quicksilver should usually be picked if Blinding Speed was chosen at Level 7, however, 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. At Level 16, Cleansing Touch can be an absolute lifesaver against crowd control effects. Finally, at Level 20 Storm Shield is a good talent against AoE damage and can generally be picked instead of Peaceful Repose.
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 seconds.
Every 3rd Basic Attack deals 110% bonus damage and gives 25% increased Move Speed for 2 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 seconds.
Reward: Upon getting 100 stacks of Insight, every 3rd attack also reduces Basic Ability cooldowns by 1.75 seconds.
Iron Fists is your talent of choice in most situations, as it adds strong damage potential on Kharazim, which allows him to threaten squishy ranged Assassins, Specialists, and Supports. 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.
Transcendence is a viable choice if you require additional single-target healing. This is normally the case if you are the only Support in your team.
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.
- Charges: 2
- Recharge Time: 20 seconds
Place an Air Ally that grants vision and reveals a large area around it. Has 75 (+4% per level) Health and lasts 40 seconds. Kharazim can Radiant Dash to Air Allies.
Stores up to 2 charges.
Spirit Ally offers decent healing over time while retaining a fair cooldown of 45 seconds. If you want to provide additional sustain 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 offers very little compared to its alternative choices. While extra vision may come in handy at times, its overall value remains questionable.
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 Damage Build. Having more mobility is always useful and there is a strong synergy between Blinding Speed, Way of the Hundred Fists, and Epiphany, 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.
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.
Seven-Sided Strike is a strong offensive Heroic Ability that can damage several enemies at the same time and works best if Kharazim fulfills the role of a melee Assassin. 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' 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 duelling an enemy Hero in an one-on-one situation, as every strike will hit your opponent, rendering him unable to fight back.
Divine Palm is an incredibly useful Heroic Ability that can single-handedly alter the outcome of a team fight and should be your go-to choice when playing Kharazim as a Healer. We cannot stress enough the importance of timing Divine Palm precisely, in order to put the enemy team into precarious situation.
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.
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%.
Quicksilver is a great talent if used in conjunction with Blinding Speed at Level 7. We definitely recommend this talent if you are using the Damage Build and/or if the enemy team has a lot of hard engage that could threaten your allies.
Sixth Sense is a useful talent if the enemy lineup consists of several Heroes with great crowd control, such as Muradin 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.
Spell Shield should only be considered if the enemy team consists mainly of Assassins and Specialists that rely on their abilitiy damage, such as Jaina and Kael'thas. 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.
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.
Way of the Hundred Fists works very well with Blinding Speed and especially Epiphany at Level 20, as it immediately restores two charges of Radiant Dash, which in return allows you to deal more damage during team fights and duels.
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 available.
Echo of Heaven can be a useful talent when playing Kharazim as a Healer. Being able to heal multiple allies twice in a row increases Kharazim's overall healing performance.
Level 20 Talents for Kharazim
Divine Palm's cooldown is set to 5 seconds if the Hero does not die.
Seven-Sided Strike hits 4 additional times.
- 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 ability to cast another instance of Divine Palm relatively soon after the first attempt failed makes it a solid talent on any supporting Kharazim.
Storm Shield is one of the most powerful defensive talents in the game. Out of all support Heroes, 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 also allows you to sustain ongoing pushes and sieges, and is a great tool to stop enemy AoE burst damage, especially from spell-dependant Assassins like Jaina or Kael'thas.
Epiphany works particularly well if Kharazim is played as a melee Assassin. Being able to instantly refill 2 charges of Radiant Dash, Epiphany provides an amazing synergy with Way of the Hundred Fists. 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.
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. Although this will not happen in every game, it could still mean that you miss an important opportunity to use your other abilities when needed because you are still trapped in Seven-Sided Strike's cast animation.
- 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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