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Zul'jin Abilities and Strategy

Last updated on Jan 05, 2017 at 10:43 by Micekrispies 21 comments

Table of Contents

Zul'jin Image

General Information

Below, we give you an overview of the abilities that Zul'jin has access to. We also explain how to best your these abilities.

The other pages of our Zul'jin guide can be accessed from the table of contents on the right.

About the Author

Micekrispies is a Grand Master Hero League player who has a passion for the MOBA scene and its community. Having over 6 years of experience in the upper divisions of League of Legends, Micekrispies saw Heroes of the Storm as an exciting new endeavor. His priority is to share his knowledge of the MOBA genre with any and all who desire to learn more. Feel free to drop off a comment in the comments section or check out him out on Twitch where he will gladly answer any of your questions.

1. Tips on Ability Usage

  • The damage caused to Zul'jin by activating Berserker Icon Berserker can be used to help him attain his bonus attack speed much faster, however try to never abuse Berserker to the point of leaving Zul'jin with low health in a potentially compromising position.
  • Grievous Throw Icon Grievous Throw will only strike and mark the first two enemies it comes into contact with. When intending to hit an enemy Hero, Zul'jin should avoid casting Grievious Throw at Heroes burried behind enemy minions, mercenaries, or structures.
  • Because Twin Cleave Icon Twin Cleave always travels the same distance in a circular motion, Zul'jin can cast it at an angle to strike enemies close to him who would otherwise avoid its' pathing.
  • Make sure to find a safe stop to take cover before channeling Regeneration Icon Regeneration as damage will interrupt it's effect (this includes aggro on those pesky lane minions!)
  • Although Zul'jin will get the most value from casting Taz'dingo! Icon Taz'dingo! at low Health, it may sometimes be a wiser play to cast Taz'dingo preemptively to avoid enemy ability combos that would otherwise result in certain death.
  • There is a slight delay when casting Guillotine Icon Guillotine, therefore Zul'jin should keep an eye the target's movement path and aim the ability accordingly.

2. Berserker (Trait)

Zul'jin Berserker
Berserker (D) World of Warcraft Zul'jin
  • Cooldown: 0 seconds

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.

Berserker Icon Berserker is Zul'jin's core mechanic that allows him to be an incredibly strong auto-attack based ranged assassin. Activating Berserker will vastly increase Zul'jin's damage output at the cost of his own Health. This can be used advantageously to quickly produce an increase in attack speed as his Health dwindles down in accordance with Berserker's passive component. It is important to note that although the bonus damage from activating Berserker is powerful, Zul'jin should never activate Berserker without good reason. The Health loss from Berserker creeps up very quickly, as the faster Zul'jin's attack speed is, the faster he will lose more and more of his Health. Although Berserker being active indefinitely cannot actually kill Zul'jin, it can easily leave him too low to contest objectives or effectively trade with his opponents.

3. Grievous Throw

Zul'jin Grievous Throw
Grievous Throw (Q) World of Warcraft Zul'jin
  • Mana: 50
  • Cooldown: 8 seconds

Zul'jin throws an axe forward, dealing 125 (+4% per level) damage to the first 2 enemies hit and marking them for 8 seconds. Marked enemies take 50% bonus damage from Zul'jin's next 3 Basic Attacks against them.

Grievous Throw Icon Grievous Throw is a relatively easy to land skillshot that greatly increases Zul'jin's damage output to the first two targets it comes into contact with. Once a target is struck with Grievous Throw, they will be marked with a debuff that causes them to take 50% bonus damage from Zul'jin's next 3 Basic Attacks. Keep in mind that unless having already talented into Boneslicer Icon Boneslicer at Level 1, Grievous throw will stop after striking two enemies (this includes minions, mercenaries, and structures). This could mean that Grievous Throw may need to be held if its intended target is currently obstructed by more that one other target.

4. Twin Cleave

Zul'jin Twin Cleave
Twin Cleave (W) World of Warcraft Zul'jin
  • Mana: 50
  • Cooldown: 8 seconds

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.

Twin Cleave Icon Twin Cleave is Zul'jin's basic source of crowd-control which includes a pretty nice AoE element to it. If Zul'jin manages to strike an enemy with both axes he sends out, they will be slowed by a combined amount of 30%. This is most easily done at the furthest point of the abilities cast range, where both axes cross paths with one another. If Twin Cleave is cast directly at an enemy in front of Zul'jin, both axes will miss their target as they travel in a circle around them. This can be avoided by casting Twin Cleave to the side of the target causing the arc to cross paths with the area in front of Zul'jin. Being able to master Twin Cleave's mechanic is integral to attaining success with Zul'jin. Twin Cleave is a very tricky skillshot to pull off and it is recommended to practice this technique in training matches before taking Zul'jin into more serious play.

5. Regeneration

Zul'jin Regeneration
Regeneration (E) World of Warcraft Zul'jin

Zul'jin channels to regenerate 25% of his maximum Health over 4 seconds. Moving while channeling or taking damage will interrupt this effect.

Regeneration Icon Regeneration provides Zul'gin with a nice bit of self-sustain that allows him to stay relevant for much longer before needing to back away from a fight. Because damage will break the channel effect of Regeneration, Zul'jin should always seek cover before attempting to cast it. Many times enemy Heroes will anticipate the need for Zul'jin to cast Regeneration and will keep an eye out for opportunities to negate its' effects. Particularly in the early game, try to keep Zul'jin's location when channeling in lane sporadic to prevent enemies from picking up on any sort of pattern in its' use.

6. Taz'dingo!

Zul'jin Taz'dingo!
Taz'dingo! (R) World of Warcraft Zul'jin
  • Heroic
  • Mana: 75
  • Cooldown: 90 seconds

For the next 4 seconds, Zul'jin is Unkillable, and cannot be reduced to less than 1 Health. Taz'dingo!.

Taz'dingo! Icon Taz'dingo! is an incredibly powerful ability that causes Zul'jin to go full "Raid Boss" on his enemies for an entire 4-second duration. While Taz'dingo is active, Zul'jin is completely Unkillable and his Health is unable to be reduced below 1. This ability synergizes phenomenally well with Zul'jins Trait Berserker, as he can benefit from almost 100% increased attack speed for Taz'dingo's entire duration without fear of being killed. Although Zul'jin will get the most value from casting Taz'dingo! Icon Taz'dingo! at low Health, it may sometimes be a wiser play to cast Taz'dingo preemptively to avoid enemy ability combos that would otherwise result in certain death. More so, in worst case scenarios, Taz'dingo may be used defensively to allow Zul'jin enough time to escape when caught out unprepared by the enemy team, particularly in the late game when a single death can easily result in a loss for his team.

7. Guillotine

Zul'jin Guillotine
Guillotine (R) World of Warcraft Zul'jin
  • Heroic
  • Mana: 70
  • Cooldown: 30 seconds

Zul'jin launches a massive axe into the air that drops on the targeted area, dealing 350 (+4% per level) damage plus bonus damage the lower his Health is.

Guillotine Icon Guillotine provides Zul'jin some of the strongest single ability damage in the game as its damage will be increased dramatically should Zul'jin be low on Health when it is cast. Although the target area of its cast is relatively small, Guillotine can be upgraded at Level 20 with Buzzsaw Icon Buzzsaw to have a pretty sizable area-of-effect allowing it to easily strike multiple enemy Heroes. There is a slight delay in the time from when Guillotine is cast to when it will strike so enemy movement will need to be traced and the ability will need to be cast accordingly. Guillotine is best used in unison with some form of hard crowd-control, as to ensure it will strike its intended target(s). Here is a quick list of some great abilities to pair up with Guillotine (there are many more crowd-control abilities out there as well that will get the job done just as well):

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