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Kharazim

Trait: Pick Your Trait

Choose between Transcendence, Iron Fists, and Insight from the Talents panel.

Radiant Dash

Radiant Dash
Mana: 30
Cooldown: 12 seconds
Jump to an ally or enemy. Enemies are immediately hit with a Basic Attack.
Breath of Heaven
Mana: 65
Cooldown: 10 seconds
Heal nearby Heroes for 276 (+4% per level) and give them 15% Movement Speed for 3 seconds.
Deadly Reach
Mana: 50
Cooldown: 10 seconds
Your next Basic Attack increases your Attack Speed and Attack Range by 100% for 2 seconds.

Seven-Sided Strike

Seven-Sided Strike
Mana: 77
Cooldown: 50 seconds
Become Invulnerable and strike 7 times over 1.81 seconds. Each strike hits the highest Health nearby Hero for 7% of their maximum Health.
Divine Palm
Mana: 50
Cooldown: 60 seconds
Protect an allied Hero from death, causing them to be healed for 1084 (+4% per level) if they take fatal damage in the next 3 seconds.

Kharazim build guide

On my first playthrough of Diablo III, Monk was the character I chose. By introducing this hero to Heroes of the Storm, Blizzard got me hooked even more. Thus, it is my pleasure to welcome you to Kharazim build guide (in a Russian accent).

 

Played as a melee Support, Kharazim brings strong defensive and offensive skills, which makes him one of the rare Support heroes who can be played similarly to Assassin class. In other words, he can do whatever you need.

“I serve the Patriarchs of Ivgorod, chosen by the one-thousand and one gods.”

Kharazim, the Veradani Monk

Strengths

  • Amazing utility
  • Outstanding mobility
  • Can be built as Support or Assassin
  • High single-target damage
  • Wide choice of talents

Weaknesses

  • Doesn’t feature crowd control
  • Poor in clearing waves
  • Pretty steep learning curve
  • Precision and good judgment is needed for the Divine Palm to be useful

Learning is everything. Although Kharazim can be a bit of a challenge, you shouldn’t pass on this hero. Therefore, here are some guidelines to master him faster.

  • As I said in my Zul’jin build guide recently, there’s one ability per hero which proper usage determines whether you will win the game or not. In Kharazim’s case, it is the Divine Palm. For example, imagine that you are paired with Illidan (it is a good pairing, just to be said) and as he dives the opposing team focuses him. Now, you cast Divine Palm, and they think he is done. WHAM! Instead, Illidan is healed and can proceed to obliterate backline heroes, as he should. This ability can literally turn defeat into victory on its own.
  • A quick cast of Elemental Allies over walls and followed by Radiant Dash gives you a lot of maneuverability, so use this combo when in a tight Quick-casting Elemental Allies can help a lot.
  • As the game progresses, you will almost certainly find yourself using Radiant Dash more to reposition and heal allies rather than for initiating the fight. This is natural, and don’t worry; you are still doing your part.
  • Seven-Sided Strike has great damage output, and since it is percentage-based, hitting the opposing Warriors or Tanks is recommended. Therefore, the ideal situation is that you have only one target with a lot of health which is already stunned or rooted.
  • When playing Kharazim, it is vital to understand that you rely on attack speed. Therefore, Johanna and Muradin with their blinding and stunning abilities can break your combo chain, leaving you vulnerable.
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TALENT BREAKDOWN

1
Transcendence
Every 3rd Basic Attack heals the lowest nearby allied Hero for 104 (+4% per level) and gives 25% increased Move Speed for 2 seconds.
Iron Fists
Every 3rd Basic Attack deals 110% bonus damage and gives 25% increased Move Speed for 2 seconds.
Insight
❢ Quest: Every 3rd Basic Attack restores 14 (+4% per level) Mana and grants a stack of Insight. Also gives 25% increased Move Speed for 2 seconds. ❢ Reward: Once you have 100 stacks of Insight, every 3rd attack also reduces the cooldown of all your Basic Abilities by 1.75 seconds.
Transcendence
Every 3rd Basic Attack heals the lowest nearby allied Hero for 104 (+4% per level) and gives 25% increased Move Speed for 2 seconds.
4
Spirit Ally
Cooldown: 45 seconds Active: Place a Spirit Ally that heals allies in a large area around it for 2% of their maximum Health every second. Has 150 (+4% per level) Health and lasts 10 seconds. You can Radiant Dash to Spirit Allies.
Earth Ally
Cooldown: 45 seconds Active: Place an Earth Ally that reduces Heroic Basic Attack damage nearby allied Heroes receive by 50%. Has 400 (+4% per level) Health and lasts 10 seconds. Kharazim can Radiant Dash to Earth Allies.
Air Ally
Cooldown: 20 seconds Active: Place an Air Ally that grants vision of a large area around it. Has 75 (+4% per level) Health, lasts 40 seconds, and stores up to 2 charges. Kharazim can Radiant Dash to Air Allies.
Spirit Ally
Cooldown: 45 seconds Active: Place a Spirit Ally that heals allies in a large area around it for 2% of their maximum Health every second. Has 150 (+4% per level) Health and lasts 10 seconds. You can Radiant Dash to Spirit Allies.
7
Blinding Speed
Decreases Radiant Dash's cooldown by 2 seconds and increases the maximum number of charges by 1.
Heavenly Zeal
Increases Breath of Heaven's Movement Speed bonus from 15% to 30%.
Blazing Fists
Every 3rd Basic Attack reduces the cooldown of Deadly Reach by 0.75 seconds.
Blinding Speed
Decreases Radiant Dash's cooldown by 2 seconds and increases the maximum number of charges by 1.
10
Divine Palm
Protect an allied Hero from death, causing them to be healed for 1084 (+4% per level) if they take fatal damage in the next 3 seconds.
Seven-Sided Strike
Become Invulnerable and strike 7 times over 1.81 seconds. Each strike hits the highest Health nearby Hero for 7% of their maximum Health.
Divine Palm
Protect an allied Hero from death, causing them to be healed for 1084 (+4% per level) if they take fatal damage in the next 3 seconds.
13
Quicksilver
Radiant Dashing to an ally gives you and the target 30% bonus Movement Speed for 3 seconds.
Fists of Fury
Increases Deadly Reach's duration by 100%.
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.
Sixth Sense
While stunned or rooted, Block all Basic Attacks, reducing their damage by 75% for 4 seconds.
Fists of Fury
Increases Deadly Reach's duration by 100%.
16
Cleansing Touch
Radiant Dashing to an ally makes them Unstoppable for 1 second.
Way of the Hundred Fists
Radiant Dashing to an enemy launches a rapid volley of 6 Basic Attacks dealing 45% damage each.
Echo of Heaven
Breath of Heaven heals 75% of its normal amount, but heals a second time 3 seconds later.
Dash of Light
Radiant Dashing to an ally increases the healing they receive from Breath of Heaven by 75% for 3 seconds.
Echo of Heaven
Breath of Heaven heals 75% of its normal amount, but heals a second time 3 seconds later.
20
Peaceful Repose
Divine Palm's cooldown is set to 5 seconds if the Hero does not die.
Transgression
Seven-Sided Strike hits 4 additional times.
Storm Shield
Cooldown: 45 seconds Active: Activate to give all nearby allied Heroes a Shield for 20% of their max Health for 3 seconds.
Epiphany
Cooldown: 60 seconds Active: Activate to restore 32.81% of your maximum Mana and refill 2 charges of Radiant Dash.
Transgression
Seven-Sided Strike hits 4 additional times.
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