



Table of Contents

1. Introduction

2. Selling Points & Playmakers

3. Kit Discussion

4. Builds & Talent Discussion

5. Tips and Tricks

6. Other Material

Introduction

Selling Points & Playmakers

Kit Discussion

Breath of Heaven:

Deadly Reach:

Divine Palm:

Seven Sided Strike:

Any Ally:

Builds & Talent Discussion

Kharazim : Kharazim Base Iron Fists Every 3rd Basic Attack deals 110% bonus damage and gives 25% increased Move Speed for 2.5 seconds. Earth Ally Place an Earth Ally that reduces Heroic Basic Attack damage nearby allied Heroes receive by 50%. Has 400 Health and lasts 10 seconds. Kharazim can Radiant Dash to Earth Allies. Blinding Speed Decreases Radiant Dash's cooldown by 2 seconds and increases the maximum number of charges by 1. Divine Palm Protect an allied Hero from death, causing them to be healed for 1200 if they take fatal damage in the next 3 seconds. Quicksilver Radiant Dashing to an ally gives you and the target 30% bonus Movement Speed for 3 seconds. Cleansing Touch Radiant Dashing to an ally makes them Unstoppable for 1 second. Storm Shield Activate to give all nearby allied Heroes a Shield for 20% of their max Health for 3 seconds.

Kharazim : Kharazim Sustain Transcendence Every third Basic Attack heals the lowest nearby allied Hero for 104 Health and grants Kharazim 25% Movement Speed for 2.5 seconds. Earth Ally Place an Earth Ally that reduces Heroic Basic Attack damage nearby allied Heroes receive by 50%. Has 400 Health and lasts 10 seconds. Kharazim can Radiant Dash to Earth Allies. Blinding Speed Decreases Radiant Dash's cooldown by 2 seconds and increases the maximum number of charges by 1. Divine Palm Protect an allied Hero from death, causing them to be healed for 1200 if they take fatal damage in the next 3 seconds. Fists of Fury Increases Deadly Reach's duration by 100%. Echo of Heaven Breath of Heaven heals 75% of its normal amount, but heals a second time 3 seconds later. Storm Shield Activate to give all nearby allied Heroes a Shield for 20% of their max Health for 3 seconds.

Great Good Average Poor Tier 1 Iron Fists Transendence Insight Tier 2 Earth Ally Air Ally Spirit Ally Tier 3 Blinding Speed Blazing Fists; Heavenly Zeal Tier 4 Divine Palm; Seven-Sided Strike Tier 5 Quicksilver; Spell Shield Sixth Sense; Fists of Fury Tier 6 Cleansing Touch Way of the Hundred Fists; Echo of Heaven Dash of Light Tier 7 Storm Shield Transgression; Epiphany Peaceful Repose

Iron Fists

Transendence

Insight

Earth Ally

Air Ally

Spirit Ally

Blinding Speed

Heavenly Zeal

Blazing Fists

Divine Palm

cockblock

Seven-Sided Strike

Quicksilver

Spell Shield

Sixth Sense

Fists of Fury

Cleansing Touch

Way of the Hundred Fists

Echo of Heaven

Dash of Light

Peaceful Repose

Transgression

Storm Shield

Epiphany

Tips & Tricks

Other Material

Art from HARU10 , Link to Source My name is Toastie and I have played Heroes of the Storm since Sylvanas' release. I played at Rank 1 in beta, and hover between mid to high Masters in Hero League. I've dabbled into amateur play but never made the commitment required. This is an entry in my WIP "Healer Guide" series.This series focusses on explaining the basics and intricacies of the healers in the game. These guides are applicable to all players regardless of ranks, but I will focus on how to best play the respective healers if you desire to climb in Hero League as a dedicated Support player. If you are looking for a pick-me-up guide, this content may not be right for you. Everything in this guide is based on my experience and understanding as well as what I have learned from others. Feel free to share your thoughts and criticism! I hope you enjoy the guides!Kharazim is probably the most aggressive Support that is currently available in Heroes of the Storm. His Auto Attack Burst gives several assassins a run for their money and he has the tools to very rapidly follow up on engages even deep into enemy territory. Kharazim has never really been at the top of the professional meta, but ever since his release has always been a strong and viable pick, popping up here and there with fair consistency. Kharazim is also a very potent burst or finisher hero, synergizing well with aggressive compositions looking for a quick pick!Kharazim's abilities and talents are all rather straight forward, but they leave a lot of space for creativity to shine! Between the easily procced movespeed and the plentiful dashes you can reposition very quickly. Kharazim provides enough damage pressure to effectively force enemy backliners away. Besides all this, it's very rewarding to study your own Kharazim play because reaction speed, decision making and greedy play are where you can push the hero to his limits. This also makes Kharazim fun to play for me, because you are constantly pushing the edges! Lastly, Kharazim has one of the best talent trees in the game, where almost every single talent has a time and a place to shine!This graph gives a simple assessment of where I consider Kharazim to shine and where his main weaknesses lie. A few very important things for healers (outside of raw healing) nowadays are access to Cleanse, their CC, and how flexibly they can be drafted and played.Kharazim is the undisputed king of Cleanses after level 16 with the strongest Cleanse talent in the game. At level 10, he gains Divine Palm, another strong saving tool, which is what allows Kharazim to be a good hero to draft for his Cleanse despite the talent sitting at a late level 16 (note: this is the latest talent tier one can reasonably expect to acquire).The biggest and most painful drawback of Kharazim is his lack of Crowd Control. Though one would argue "Death is the best CC", Kharazim's damage isn't quite that lethal. Unlike most supports in the game Kharazim will not contribute to the CC game and this is his key defining weakness.Flexibility, however, is Kharazim's Forte. Whilst one would typically draft him for his damage and ability to deny kills, Kharazim can take two talent adjustments and become a very potent sustain healer. Furthermore, he can really synergize well with your teammates through the selection of several talents at levels 10, 13 and 16, tuning him into far more damage than the standard builds. This is so important in nowadays' meta because the Support meta is ever in flux and punishing the enemy support pick is a real thing. Kharazim, however, is probably the 'hardest to punish' support in the game.Kharazim has a base DPS of ±720 at level 20 with Deadly Reach activated (for comparison, Cassia has base 380 DPS, Valla ±500 with 10 Hatred stacks). Naturally, Kharazim has no other abilities that amplify his damage. Nonetheless, for a healer this is a ridiculously high number, and definitely one of Kharazim's main selling points. If you follow up on your tank's engagement, you can pump ±1500 AA damage into the target over the duration of the lead CC. Furthermore, Kharazim's ability to Q onto a target, trade out his E, Q for the disengage and W for the heal makes him one of the strongest characters in 1v1 trades outside of the melee assassin roster!One of the best damage mitigation tools available in the game. The totem is bulky and gives 50 physical armor to all units in the area of effect. What this means in practice, is that Kharazim's team has a large advantage in any engagement that gets past the phase of initial ability burst (which Kharazim has the tools to guarantee). Afterwards, Earth Ally single-handedly stops effectively 30-50% of the damage coming out of the enemy team, allowing your team to trade very effectively over its duration. Earth Ally is an extremely potent saving and teamfighting tool and one of the major selling points of Kharazim.Probably bested only by Divine Shield in it's potential to save a friendly hero. The stasis followed by a good burst heal and Kharazim's other tools makes it so an adept Kharazim should be able to prevent the first death in most teamfights. It's a difficult ability to master, but definitely worth it.Perhaps somewhat strange to name as a strength, but Kharazim's talents allow provide him with many option amplifying his healing, damage output or utility. This means that a Kharazim can be adjusted on the fly and in a draft it's a pick that the opposing team cannot really draft against or prepare for.Kharazim as a hero plays quite similar to most melee assassins. You'll be weaving in and out of combat frequently with your mobility tools and relying on your cooldowns to output damage. As Kharazim, you will spend most time just slightly behind the frontline, waiting for your tank to engage.This is Kharazim's repositioning tool. As a general rule of thumb, one wants to always keep one charge of Radiant Dash available to follow up on an engage or get near a teammate for assistance. Learn its range by heart, because it is an ability that you constantly use and constantly rely on during your games. Radiant Dash combos with all your other abilities, and the sky is the limit as to what you can do with it. Furthermore, Radiant Dash allows Kharazim to function as a great finisher for any team composition, because he can chase down kills very easily!Reposition to hit more targets or key targets with your W and provide them with a burst heal and a speed boost.Reposition or get in range to activate your E and unload your damage.Palm has a tiny range so Radiant Dash is pretty neccessary to get it of reliably.This ability deals stupid damage but it is entirely dependent on positioning of Kharazim, your team's lockdown options and the opposing teams positioning. Radiant Dash allows you to get into the perfect position to maximize damage on one target.Ally range is equal to Radiant Dash. You can use Radiant Dash to get your Ally in the right place, or use your Ally as a make-shift escape tool.A healthy, bursty heal and a good speed boost. The heal is cast in an AOE around Kharazim and targets in range receive an indicator beneath their hero model. The spell has a fairly long cooldown and is your main healing tool, so use it well and make it count! Please click these two images to see the healing indicator represented: Outside Range When this ability is active, it is what gives Kharazim his damage output and what makes him so great at putting damage on the enemy hero. The increased attack range is very important because it is difficult for Kharazim to stay in range for repeated auto attacks without losing a lot of damage. Work around this cooldown by making it line up with your tanks lead CC so you can follow up with all your might! There are not a lot of intricasies to this ability, it just enables your AA's to become AD carry-level for 2 seconds!One of the best burst tools in the game, an experienced team can use this to deal massive damage to an isolated target. Whilst this is definitely the safe heroic to choose because it allows you to make more mistakes and makes you more threatening in a 1 versus 1, getting real value out of the heroic requires your teammates to work with you. They need to keep one enemy inside the AOE and the rest out. A Seven-Sided that hits two targets feels significantly less potent. When you hit three targets, the heroic is effectively wasted.An underrated side-effect of Seven-Sided Strike is that it effectively removes Kharazim from the map for 2 seconds, effectively breaking all negative effects and making him invulnerable for the duration of the cast. This allows Kharazim to self-cleanse or to get out of a sketchy situation.The correct way to utilize SSS is perfectly shown in this clip from the GenG vs Dignitas series. Muradin steps up too far and GenG uses their control tools to keep him in the full duration of SSS.Very difficult heroic to master because more than any other ability in the game does your timing need to be perfect. You need to constantly anticipate which damage is going where which can be difficult in the chaos of a teamfight where you yourself are also near the frontline doing your damage. As you become more experienced, you will understand which health bars to closely watch and to keep your palm on. When you start getting to the higher leagues, people will try to circumvent or 'bait' out your palm. Casting it too early becomes a hinderance! The perfect palm is cast roughly .5-.3 seconds before the target dies. Note that Palm has a rather short range so usage of one or two Radiant Dashes may be required to get in range of the target!Because Kharazim has a very flexible talent tree I will focus less on the specific builds, and more on the talent discussion. You can tailor your talents to the game very effectively so discussing a set-in-stone standard build is not as valuable as a more extensive discussion of your options.This is the standard Kharazim build which is a perfect balance between damage and defenses. If maximizes on your tools to make plays with and is very versatile. Whether you are an experienced or new Kharazim player, this is the baseline build you should practice. It has the damage output, it has the best ally, it has the Cleanse and it has the most impactful heroic.I wanted to provide an example of a build you can go with Kharazim when burst is less of a problem, and instead you'll be forced into fights that take significantly longer. As you notice, three talents have changed. Firstly, Transendence gives Kharazim a pretty high healing output in and out of combat. Communicate with your team so they let you proc your trait off minions, structures or mercenaries without killing those needlessly! The second adjustment is at level 13, increasing the duration of your attack speed buff. This option becomes available because damage is no longer your priority. Instead of damage, you want to get as many AA's in as possible, regardless of the target. Lastly, Echo of Heaven greatly increases the healing output of your W, causing your team to enjoy a more steady flow of healing.should be the standard. It greatly enables Kharazim's utility and allows for his high burst potential to be unlocked. Your trading potential, your follow-up damage and your PVE utility are all improved by this talent, whereas the rest is much more defensively inclined. Furthermore, an Iron Fists Kharazim can quite effectively clear Siege Giants solo!has a pretty high healing output per second you spend auto-attacking. Because damage is no longer your priority, you can stand further back from the teamfight and contribute from there. This talent makes up for Kharazim's rather lacklustre sustain healing by making him a sustaining monster. You'll feel less potent on your own, but Trancendence's healing can snowball out of control very rapidly. For comparison, (until 16) Transendence's single-targer HPS rivals Lucio's Healing Boost.is a talent that the community is very fond of, but I personally see a lot of problems with the talent. It's not bad per say and it's definitely fun to play with, but when assessing the real impact it has on a game, the talent is disappointing. Firstly, getting the quest completed is a hassle that will force you to play suboptimally to get value. Secondly, once your quest is done, you want to get value, but as your damage and trading is no longer threatening, this value comes from getting resets on your Echo of Heaven. In that case, you would have far more utility from having Transendence. Maximizing value from Insight forces you to play around the rather awkward cooldown resetting talent on a hero that doesn't want to spam abilities on cooldown, but rather when they will have an impact. Lastly, there is some irony in the fact that a completed Insight quest actually makes you run out of mana faster than Insight or Transendence. You need more ability casts to compensate for the lack of an impactful trait, and the mana refund doesn't make up for that when casting on cooldown.gives an incredible amount of damage mitigation in an AOE around the teamfight. Because the damage mitigated numbers don't show, the value from this talent is not evident at a first glance. However, once you start doing the math in your head you will see how potent it really is. First and foremost, it is upfront damage mitigation. Secondly, the Ally is bulky and guaranteed to survive a few seconds whereas the other two are flimsy and will die to random AOE abilities. For a little snippet of Earth Ally's invisible power at work, check this clip is often underestimated and used exclusively to reveal Stealth heroes (funfact: it is Kharazim's only method of breaking Stealth) but in practice, Air Ally is a low cooldown Ward with a pretty good range. Over the course of a teamfight you can give your team quite a strong vision advantage by carefully placing these in routes the opposing team may take, or by using them to scout bushes for you. This one is even harder to value than Earth Ally, but when the opposing team plays with aggressive flanking heroes, consider Air Ally to give your backline a heads-up, making your life a lot easier.is the most overrated of the three. It is the only one whose effect shows up on the score board, but in practice, it rarely does a whole lot of good. It's a statpadding ability, but in a teamfight it doesn't matter. The sustain healing benefits from Spirit Ally are outweighted by the fact that it is a 45 second cooldown - not something you want to use for basic sustain healing. A healing globe does literally 60% of what a Spirit Ally does.To illustrate, consider 3 seconds of Spirit Ally on your Muradin. A level 20 Muradin has 6K health, so Spirit Ally over the course of 3 seconds generates approx. 360 health. This is assuming the ally with only 329 health stays alive that long. Now consider Earth Ally, which is bulkier and thus more reliable. The average basic attack DPS in this game is 230 at level 20 ( Source ). This means that if Muradin takes damage from 2 heroes' AA's for the same 3 seconds, the effective healing of Earth Ally is almost 700 health. Note that this is percentage damage on one of the thiccest tanks in the game and this situation is skewed vastly in favor of Spirit Ally. Earth Ally provides more effective health in a teamfight, provides it to the focus target, will stick around for longer due to its health and has a nicer talent icon.is hands-down the best talent, and quite honestly the only 'must pick' talent in Kharazim's kit, as far as I am concerned. The sheer utility of Radiant Dash is so high, that a talent that provides an extra charge and a 17% cooldown reduction is incredibly potent. Earlier, I discussed some of the combinations and repositioning moves Radiant Dash allows. The Q ability enables and strengthens the use of every other ability you have. The competition on this tier stands no chance to this talent, sadly.provides additional move speed on W. However, as 115% movespeed is already significantly faster than 100%, this talent is usually overkill. It looks fancy, but in practice it won't do a whole lot. Especially as Quicksilver on level 13 does the same thing, but on demand and with more uptime. Lastly, Heavenly Zeal has a rather unfortunate interaction with how you want to cast your Breath of Heaven. The ideal time to cast Heavenly Zeal is when engaging into a teamfight to get a favorable position, but that means missing out on most of your healing. The second use is to disengage, in which case my argument would be to never ever pick talents that work best in a losing situation - you might as well pick a better talent that may have prevented the bad situation alltogether. The synergy with Echo of Heaven however is strong. Losing the Q's hurts, but when picking Echo of Heaven with a melee-heavy team, a good case can be made for Heavenly Zeal.is a pretty good talent for any of Kharazim's builds, it improves his damage output and his trait but in practice, you rarely need the CDR. For the Iron Fists builds, you are all about the burst. For the other builds, the superior mobility of both other options typically has far more utility.is my pick for the favorable talent. Simply put, this guide focusses on the things you (!) can do to improve your chances at winning games and climbing the ladder. Divine Palm puts control in your hands and is an incredibly strongkill deny tool. Furthermore, it teaches you habits that you will need throughout your support career. Whilst Divine Palm is not exactly the same as Cleanse, reading my Cleanse Master Guide will give you the tools and mental checklist to identify when Palm will be a valuable cast.is an incredibly powerful heroic in its own right. The potential burst damage is incredibly and it makes Kharazim a fearsome duelist. The on-demand Ice Block effect is useful and sometimes you'll need to pick this heroic because the opposing team has too much kill pressure on you. SSS is a great heroic and definitely experiment with it, but when your goal is to grow and climb as a healer, I personally think mastering Divine Palm will get you there sooner. Maximizing SSS value requires too much coordination or requires the opposing team to mess up.I want to re-emphasize that recognizing when to use which heroic is important to learn. Both heroics are very powerful and impactful. Whilst I personally favor Palm and think it's the superior heroic when learning Kharazim/the Healer role, definitely feel free to pick Seven-Sided!Note: This talent tier is highly competitive. Anything goes.is the most flexible and versatile talent on the tier. It gives escapes to your teammates, it gives a much more powerful engage for your tank, it allows you to reposition much faster and synergizes really well with Cleansing Touch at 16. Overall, this talent will get the most consistent value and compliments your set of abilities the most.is cool in how it synergizes with Earth Ally to give Kharazim effectively twice the health pool whenever he really needs it. It makes it even harder to focus down Kharazim and he will probably survive without even being forced to use his heroic (his typical "save my ass" button). It's not a talent for every game, but every now and then you find yourself in a game where Spell Shield is simply too good to pass by, and in those situations it's a nice tool to have access to! (Note that Spell Shield becomes significantly less powerful when you don't use the switch off/on mechanic).is another pretty cool talent that simply makes it impossible for some team compositions to consider Kharazim a valid target for any longer. Kharazim is too slippery to lock down without stuns or roots, and if he gains 75% damage reduction to AA damage from those, you'll need significant ability damage to get the kill. This talent is very situational, but whenever the enemy team miss-drafts, it'll be devastatingly powerful!is another pretty potent talent. I like it more with the non-Iron Fists builds though. Where Iron Fists relies on the burst of damage (meaning the extended duration is rarely relevant), the Insight and Transendence paths just want to get as many AA's in as possible, regardless of the target. In those situations, Fists of Fury is pretty potent and definitely a strong talent to pick up if you, as Kharazim, don't need to provide the mobility to your teammates or the sustain to yourself. However, for the Iron Fists builds, I wouldn't recommend the talent. Your E is your finisher and your burst tool, so the duration doesn't matter. In fact, it just encourages you wasting your E for the damage stats instead.is literally the best Cleanse talent in the game. At this point, it should no longer be a secret that I am a very big proponent of Cleanse as an ability. Consider reading my Cleanse Master Guide to understand the value and applications of the ability. When this talent is picked up, your team should be effectively immune to large CC abilities of the opposition. Especially given the frequency and flexibility with which you can cast Cleanse, you can use the ability liberally. Furthermore, between Quicksilver and Cleansing Touch, you can really enable your frontliners giving them very strong engages on the opposing team.Please note that with Cleansing Touch you need to remember that Kharazim will be in melee range and does not receive Unstoppable himself: this means you need to adjust your timing and angle when the enemy is using AOE or skillshot CC.adds an incredible amount of damage to Kharazim. Whilst it does slightly less damage than Deadly Reach, the frequency with which you can burst and the effectiveness of your trades goes up significantly. This is a very potent talent to use when you run Iron Fists and allows Kharazim to play extremely aggressively with his cooldowns. The full mobility you have whilst attacking (you move at 125% movement speed) makes you difficult to punish with skillshots, so feel free to dive into enemy healers - you'll outtrade them all (bar the evil queen Li Li, I suppose...).Note: With Way of the Hundred Fists, your E only activates once Q's AA's have ended. This means your damage when following an engage is slightly lower, and you lose out on the increased attack range.slightly reduces your burst healing, but in trade gives you 50% more healing and more uptime on movespeed boosts overall. It is not a bad talent, but picking it doesn't really empower Kharazim's main selling points. It is only when you need to adjust your Kharazim play that Echo of Heaven shines. This is what makes it a cool talent in my book, and what allows Kharazim to be so flexible. Echo of Heaven very effectively rounds out the more sustain-oriented builds by giving a good powerspike to those build.is a talent I personally really enjoy playing with because it's fun to weave abilities together (I use this Insight build when I am introducing/helping a new/bad player out) and the healing output is really potent (1K heals on a ±4 second CD). It is not a fancy talent, but it's cool! The drawback is that you have to blow Q's to heal people but have to miss out on the Quicksilver/Cleansing Touch combo that would probably save them more health. Fun talent, definitely try it out once or twice, but the competition on this tier is insane.sounds strong in theory, but in practice it only works when you mess up and waste your heroic. It's a training wheel talent, so use it for that. There's no shame in picking this talent when you are learning the ropes of Kharazim, but in reality it means you picked no level 20 talent. This guide is about maximizing your value and impact as a healer player, and picking dead talents does not contribute to that goal.is one of those talents that is straightforward and gets the job done. I would consider this the default level 20 talent whenever you pick SSS! Basically, do whatever you did before, but you have over 50% more reach.is Kharazim's third teamfight healer talent, which is why it is so highly regarded. Kharazim has a lot of utility in his kit, but when it comes to sheer health bar manipulation, his options are limited to his W, his Ally and Storm Shield (and Palm, I suppose). Storm Shield is always a potent talent that is easy to get value with by just casting it in the initial stage of a team fight. Remember to use your Q to reposition and hit all your allies!might not be the most-picked talent, but I think it's quite underestimated. First of all, Kharazim is a healer that doesn't neccessarily have mana problems, but if the teams have been poking and skirmishing for a bit, Kharazim is definitely liable to running OOM at some point. Having to concede a location or objective because your healer OOMs is definitely a big problem in the lategame. Epiphany completely fixes this problem by giving Kharazim and on-demand ±300 mana boost, enough to easily last a teamfight. Furthermore, I've spend the entire guide talking about how flexible and powerful Radiant Dash is. Having 2 more of those available to you is a huge boost to your effectiveness as a healer!- Quicksilver only checks whether you are dashing to an allied unit. Radiant Dashing to an Ally or a minion still gives the speed boost!- The level 4 Allies can block skillshots.- You can use your ally or other targets to Radiant Dash 'past' an enemy, in order to have a full bodyblock on them. This slows down their retreat and greatly increases the amount of attacks you can do!Very fun highlight reel from NaldaxTV featuring Merryday, a legendary Kharazim player who was part of MVP Black. The first clip is a perfect example what Kharazim can do!An excellent video analysis of NotParadox featuring a high-level Kharazim game.