FANDOM


Franchise-diablo This is from the Diablo universe.

Ytar guide my path!

IconDamage (4/10) IconUtility (9/10) IconSurvivability (7/10) IconComplexity (4/10)

Kharazim is a Melee Support Hero from the Diablo universe.

Background Edit

To the Monks of Ivgorod, the gods are in all things, and their divine will is proclaimed by the Patriarchs. With unshakable faith, Kharazim followed their decree to discover heavenly fire that had fallen upon on the town of New Tristram.

Gameplay Summary Edit

Kharazim is a hybrid Support that can also fulfill the role of an Assassin. His trait is unique as by default, he has none, but can choose a passive trait at the beginning of a match, which will dictate whether he will be focusing on healing his allies or inflicting damage to his opponents.

Overall, Kharazim's flexible and dynamic gameplay style allows him to fit into most team compositions, as he can adjust his talents accordingly, thanks to a very versatile talent tree.

Strengths Edit

  • Can be played as either a Support or an Assassin.
    • Iron Fists provides remarkable increase in his damage output, turning him into a potent duelist.
    • Transcendence provides a passive sustained healing that further increase his ability to keep important allies alive.
    • Insight provides great utility and outstanding mana management, allowing him to stay for longer in the battlefield while reducing his cooldowns.
  • High single target damage.
  • High mobility and utility.
  • Relatively low mana issues.
  • Has access to passive "totems" at level 4, in the form of Mystic Allies, that provides bonuses to the team: Earth Ally, Spirit Ally and Air Ally.
  • Radiant Dash is a great mobility tool for either engaging in combat or retreat to save Kharazim or to reach an ally.
  • Breath of Heaven is incredible versatility thanks to granting bonus movement speed to Kharazim and his allies.
  • Deadly Reach allows Kharazim to hit his opponents at a relatively safe distance, putting pressure while triggering his picked trait effect more often.
  • Seven-Sided Strike is a strong zoning tool and a great way to prevent incoming damage. The percentage-based damage also makes it very powerful against Warriors and other high health opponents.
  • Divine Palm can single-handedly change the course of teamfights, if timed right.

Weaknesses Edit

  • Considerable high learning curve.
  • Very poor waveclear.
  • Lack of crowd control abilities.
  • Can get out of mana quickly if misusing his abilities.
  • Very vulnerable if he is out of Radiant Dash charges.
  • Seven-Sided Strike is quite unreliable if opponents are not under crowd control effects, as they can simply walk out of its area of effect, causing Kharazim to interrupt the rest of the ability.
  • Divine Palm requires precise timing.
    • If used too early, enemies can just ignore the target, meaning they won't receive enough damage to trigger the healing.

Abilities Edit

IconKharazimRadiantDash
Radiant Dash (Q)
Mana: 30
Cooldown: 12 seconds

Jump to an ally or enemy. Enemies are immediately hit with a Basic Attack.

IconKharazimBreathofHeaven
Breath of Heaven (W)
Mana: 65
Cooldown: 10 seconds

Heal nearby Heroes for 290 (+4% per level) and give them 15% Movement Speed for 3 seconds.

IconKharazimDeadlyReach
Deadly Reach (E)
Mana: 50
Cooldown: 10 seconds

Your next Basic Attack increases your Attack Speed and Attack Range by 100% for 2 seconds.

Traits Edit

At level 1, Kharazim can choose one of traits the below for the rest of the match, and cannot be changed.
IconKharazimTranscendence
Transcendence

Every 3rd Basic Attack heals the lowest nearby allied Hero for 103 (+4% per level) and grants Kharazim 25% Movement Speed.


Tier 1 (Hero Level 1)
IconKharazimIronFists
Iron Fists

Every 3rd Basic Attack deals 110% bonus damage and gives 25% increased Move Speed for 2 seconds.


Tier 1 (Hero Level 1)
IconKharazimInsight
Insight [Quest Talent]

IconQuestTalent Quest: Every 3rd Basic Attack restores 14 (+4% per level) Mana, grants a stack of Insight, and grants Kharazim 25% Movement Speed for 2 seconds.
IconQuestTalent Reward: Once you have 100 stacks of Insight, every 3rd attack also reduces the cooldown of all your Basic Abilities by 1.75 seconds.


Tier 1 (Hero Level 1)

Heroic Abilities Edit

IconKharazimSevenSidedStrike
Seven-Sided Strike [Heroic Ability]
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.


Tier 4 (Hero Level 10)
IconKharazimDivinePalm
Divine Palm [Heroic Ability]
Mana: 50
Cooldown: 60 seconds

Protect an allied Hero from death, causing them to be healed for 1186.64 (+4% per level) if they take fatal damage in the next 3 seconds.


Tier 4 (Hero Level 10)

Talents Edit

Level1 Tier 1, Hero Level 1
IconKharazimTranscendence
Transcendence

Every 3rd Basic Attack heals the lowest nearby allied Hero for 103 (+4% per level) and grants Kharazim 25% Movement Speed.


Tier 1 (Hero Level 1)
IconKharazimIronFists
Iron Fists

Every 3rd Basic Attack deals 110% bonus damage and gives 25% increased Move Speed for 2 seconds.


Tier 1 (Hero Level 1)
IconKharazimInsight
Insight [Quest Talent]

IconQuestTalent Quest: Every 3rd Basic Attack restores 14 (+4% per level) Mana, grants a stack of Insight, and grants Kharazim 25% Movement Speed for 2 seconds.
IconQuestTalent Reward: Once you have 100 stacks of Insight, every 3rd attack also reduces the cooldown of all your Basic Abilities by 1.75 seconds.


Tier 1 (Hero Level 1)

Level4 Tier 2, Hero Level 4
IconSpiritAlly
Spirit Ally

Place a Spirit Ally that heals allies in a large area around it for 1.95% of their maximum Health every second. Has 156 (+4% per level) Health and lasts 10 seconds. Kharazim can Radiant Dash to Spirit Allies.


Tier 2 (Hero Level 4)
IconEarthAlly
Earth Ally
Cooldown: 45 seconds

Place an Earth Ally that reduces Heroic Basic Attack damage nearby allied Heroes receive by 50%. Has 416 (+4% per level) Health and lasts 10 seconds. Kharazim can Radiant Dash to Earth Allies.


Tier 2 (Hero Level 4)
IconAirAlly
Air Ally

Place an Air Ally that grants vision and reveals a large area around it. Has 78 (+4% per level) Health, lasts 40 seconds, and stores up to 2 charges. Kharazim can Radiant Dash to Air Allies.


Tier 2 (Hero Level 4)

Level7 Tier 3, Hero Level 7
IconKharazimRadiantDash
Blinding Speed

Decreases Radiant Dash's cooldown by 2 seconds and increases the maximum number of charges by 1.


Tier 3 (Hero Level 7)
IconHeavenlyZeal
Heavenly Zeal

Increases Breath of Heaven's Movement Speed bonus from 10% to 30%.


Tier 3 (Hero Level 7)
IconKharazimDeadlyReach
Blazing Fists

Every 3rd Basic Attack reduces the cooldown of Deadly Reach by 0.75 seconds.


Tier 3 (Hero Level 7)

Level10 Tier 4, Hero Level 10
IconKharazimSevenSidedStrike
Seven-Sided Strike [Heroic Ability]
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.


Tier 4 (Hero Level 10)
IconKharazimDivinePalm
Divine Palm [Heroic Ability]
Mana: 50
Cooldown: 60 seconds

Protect an allied Hero from death, causing them to be healed for 1186.64 (+4% per level) if they take fatal damage in the next 3 seconds.


Tier 4 (Hero Level 10)

Level13 Tier 5, Hero Level 13
IconKharazimRadiantDash
Quicksilver

Radiant Dashing to an ally gives you and the target 30% bonus Movement Speed for 3 seconds.


Tier 5 (Hero Level 13)
IconKharazimDeadlyReach
Fists of Fury

Increases Deadly Reach's duration by 100%.


Tier 5 (Hero Level 13)
IconSpellShield
Spell Shield
Cooldown: 0.5 seconds

Every 30 seconds, gain 50 Spell Armor against the next enemy Ability and subsequent Abilities for 1.5 seconds, reducing the damage taken by 50%.

Can be toggled to allow or prevent this talent from triggering automatically.


Tier 5 (Hero Level 13)
IconRicochet
Sixth Sense (Kharazim)

While Stunned or Rooted, gain 75 Physical Armor against Hero Basic Attacks for 4 seconds, reducing their damage by 75%.


Tier 5 (Hero Level 13)

Level16 Tier 6, Hero Level 16
IconKharazimRadiantDash
Cleansing Touch

Radiant Dashing to an ally makes them Unstoppable for 1 second.


Tier 6 (Hero Level 16)
IconKharazimRadiantDash
Way of the Hundred Fists

Radiant Dashing to an enemy launches a rapid volley of 6 Basic Attacks dealing 50% damage each.


Tier 6 (Hero Level 16)
IconKharazimBreathofHeaven
Echo of Heaven

Breath of Heaven heals 75% of its normal amount, but heals a second time 3 seconds later.


Tier 6 (Hero Level 16)
IconDashofLight
Dash of Light

Radiant Dashing to an ally increases the healing they receive from Breath of Heaven by 75% (+4% per level) for 3 seconds.


Tier 6 (Hero Level 16)

Level20 Tier 7, Hero Level 20
IconKharazimDivinePalm
Peaceful Repose

Divine Palm's cooldown is set to 5 seconds if the Hero does not die.


Tier 7 (Hero Level 20)
IconKharazimSevenSidedStrike
Transgression

Seven-Sided Strike hits 4 additional times.


Tier 7 (Hero Level 20)
IconStormShield
Storm Shield
Cooldown: 45 seconds

Activate to give all nearby allied Heroes a Shield for 20% of their max Health for 3 seconds.


Tier 7 (Hero Level 20)
IconKharazimEpiphany
Epiphany
Cooldown: 60 seconds

Activate to restore 32.81% of your maximum Mana and refill 2 charges of Radiant Dash.


Tier 7 (Hero Level 20)

Talent Builds Edit

  • Transcendence Build: focused on the trait Transcendence for high sustained healing, as well by improving Kharazim's utility through Radiant Dash talents, increase his team's survivability. Some of the key talents are Blinding Speed and Cleansing Touch, which makes Kharazim the only Hero in the game with access to 3 charges of a Cleanse-equivalent ability. This build is recommended if Kharazim is the only Support.
    • If the enemy team doesn't feature many crowd control abilities, Echo of Heaven can be picked at level 16 instead to further increase Kharazim's sustained healing.
  • Iron Fists Build: focused on the trait Iron Fists for high damage output, which is further improved by focusing on Radiant Talents, allowing him to 1v1 most Heroes in the game. Key talents include the aforementioned Blinding Speed, with Quicksilver and Way of the Hundred Fists that makes Kharazim remarkable powerful at chasing down opponents. This, combined with Epiphany, allows him to deal damage that can rival or surpass even some burst-oriented Assassins. This build is recommended if the allied team already has a dedicated Support for healing, but the team lacks other sources of damage.
    • Since this build is more aggressive than the others, meaning Kharazim will be on the frontline alongside other damage dealers, it is important to pay attention to the enemy team and adjust talents accordingly, specially at level 13, where Spell Shield or Sixth Sense should be picked if there are opponents with high spell damage or physical damage, respectively.
  • Insight Build: focused on the trait Insight for very high mana management and outstanding cooldown reduction, allowing Kharazim to use his Basic Abilities more often. This build is further cemented by improving picking talents that improve Deadly Reach, which further increase Kharazim's cooldown reduction thanks to the increased attack speed provided. Under the right circumstances, this build can rival or even surpass the healing output provided by the Trascendence Build, even allowing Kharazim to solo Boss Camps. This build works well if Kharazim is either the only Support or if the allied team already features another Support.

Tips Edit

  • Pick Kharazim's Mystic Allies accordingly to the enemy team composition:
    • Earth Ally is highly efficient against physical oriented compositions, greatly hindering their damage output.
    • Spirit Ally is useful at defending static objectives (such as Braxis Holdout), specially when the enemy team features constant poking to the point teamfights become prolonged.
    • Air Ally is mainly useful against teams featuring stealth Heroes that can break the backline, or when defending specific map objectives where it is easy to be flanked (such as Towers of Doom and Warhead Junction).
  • Radiant Dash can be used to pass through walls and other obstacles, giving Kharazim mobility that most Supports lack.
    • Radiant Dash can also be used on the Mystic Allies.
    • Make sure to always have on charge ready, in case a retreat maneuver is required, so Kharazim can reposition himself with his allies.
  • With the Iron Fists build, a powerful rotation at level 20 to maximize Kharazim's burst damage is: Radiant Dash (x3) > Epiphany > Radiant Dash (x3) > Deadly Reach.
    • Make sure that his target is properly hindered by some form of crowd control, to maximize the damage.
  • With the Insight build, Kharazim can easily solo Boss Camps at level 16, provided he completed the quest portion of the trait; some bosses can even be solo'ed at level 13. The idea is to repeatedly use Deadly Reach and Breath of Heaven as the consecutive strikes of Insight decrease Kharazim's cooldowns and allows him to spam said abilities.
  • Cleansing Touch is arguably the best, Cleanse-equivalent talent in the game, as it holds 2 charges (3 if Blinding Speed is taken), and allowing Kharazim to save allies from crowd controls more often than the 60 second cooldown Cleanse.
    • However, it is a high-risk high-reward that requires Kharazim to be in direct touch with his ally, which is not always optimal when considering area of effect crowd controls, which can sometimes put both Heroes at risk.
  • Make sure to use Seven-Sided Strike when the enemy is under crowd control effects, to prevent them from escaping the area.
    • This can also be used to avoid some forms of inescapable damage (such as Kael'thas' Pyroblast), as it makes Kharazim untargetable as long he is hitting an enemy.
  • Make sure to not heal the target affected by Divine Palm to prevent the effect from triggering.

Matchups Edit

Pairings Edit

Kharazim is best when paired with a solid frontline, as healing the backline is not always optimal. While he is perfectly capable of solo healing, he functions better as a secondary Support, as it enables him to keep up with the frontline while the other Support focuses on healing the backline. Also, given his complete lack of crowd control skills, having Heroes with abilities that inflict stuns or slows greatly improve Kharazim's performance.

ETCplate
ETC provides the right tools for effective peeling and stuns, something needed when Kharazim must reach an ally for healing, or to strike down an enemy. Additionally, ETC's Mosh Pit is a great setup for Seven-Sided Strike to ensure all hits land.

Illidanplate
Illidan and Kharazim fighting together can flow so naturally it's almost like dancing. Illidan has the right tools to stick to his opponents, where Kharazim can follow up and give him the necessary assist and provide additional damage.

Malfurionplate
Malfurion's effective single target healing, consistent poking and powerful area of effect crowd control works amazingly well with Kharazim's more agressive kit. Also, while Kharazim generally doesn't have mana issues, Malfurion's Innervate enables Kharazim to stay on battle more often.

Muradinplate
Muradin flexibility in combat and plenty of crowd control provides a solid frontline for Kharazim to keep up without putting himself at too much risk.

Raynorplate
Raynor's Inspire adds great value to Kharazim's Traits, allowing him to trigger their effects more often.

Tassadarplate
Tassadar's high utility greatly synergizes with Kharazim's. Plasma Shield has great synergy with Kharazim regardless of his build (although it particularly works better with Transcendence to increase its healing value), while his Basic Attacks naturally slows opponents, meaning they will be more susceptible to Kharazim's attacks.

Zaryaplate
Zarya's supportive kit works well with Kharazim, with her Shield Ally being a useful to protect Kharazim, as he has a low healthpool and is often in the frontline. Additionally, Zarya's Graviton Surge is a great setup for Seven-Sided Strike to ensure all hits land.

Effective against Edit

Kharazim is naturally a strong duelist regardless of his build (although pursuing Iron Fists makes him even more effective), which means he can easily trade against Warriors and even some Assassins (specially those with poor mobility and no self-sustain).

Aurielplate
Auriel requires her allies to deal damage in order to gather enough energy to unleash powerful heals. On a 1v1 situation when Auriel finds herself isolated from her team, Kharazim completely has the upper hand, having superior damage output and healing.

Kael'thasplate
Kael'thas's has no escape tools or defensive cooldowns, with his only self-peel tool being Gravity Lapse, which can miss. With that in mind, Kharazim can harass him once he exausthed his cooldowns. Additionally, Kharazim can prevent Pyroblast with either one of his Heroics.

Stukovplate
Stukov lacks any form of mobility and self-peel (outside of his Heroic Abilities), making him a easy target for Kharazim. While Stukov has the highest basic attack damage in the game, he also has the slowest attack speed, meaning he can't efficiently trade against Kharazim's flurry of attacks in a 1v1 situation.

Effective foes Edit

Kharazim is completely reliant on his basic attacks in order to trigger his trait effects. Because of that, blinds and attack speed slows greatly hinder his potential. Silences can also be lethal, meaning he won't be able to use Radiant Dash in order to flee.

Alarakplate
Alarak burst oriented combo, with the added effect of silence from Discord Strike, can outmatch Kharazim, specially given he must be on the frontline to unleash his potential.

Arthasplate
Arthas's Frozen Tempest and Howling Blast can hinder both Kharazim's damage and mobility, respectively, making him a dangerous foe to face directly.

Cassiaplate
Cassia can outrange Kharazim naturally, having a strong poke, while also being able to hinder him Blinding Light. Additionally, her trait, Avoidance, greatly reduces Kharazim's damage to hit through, specially given he has no crowd control abilities to prevent her from moving.

Johannaplate
Johanna's Shield Glare completely shutdowns Kharazim's traits. In addition, Condemn and Blessed Shield can pin down Kharazim at ease.

Muradinplate
Muradin's Thunderclap greatly reduces Kharazim's potential, and if followed by Storm Bolt and/or Haymaker can completely isolate Kharazim, sealing his fate if he has no charges of Radiant Dash.

Skins Edit

Veradani Monk (base)
KharazimVMOrange KharazimVMGreen KharazimVMWhite
Veradani Monk Verdant Nomad
Jade Dragon IconShard100
Wielding Shi'ron's Sacred Flames is an honor given only to the Grandmaster of the Jade Dragon order. In martial combat, Kharazim has no equal--even among the Onyx Empire's Terrorguard.
KharazimJDGreen KharazimJDRed KharazimJDGold
Jade Flame Eternal
Patriarch IconShard100
To the Veradani, the distinction between armor and weaponry is open to interpretation. What can provide defense, can provide offense, if the application is right.
KharazimMasterBrown KharazimMasterBlack KharazimMasterYellow
Patriarch Shadow Golden
Berserker IconShard100
Though his memories elude him, Kharazim knows that his past is marked by feral rage. Thankfully, the Hellfire Cabal provides the perfect target for his aggression.
Kharazim - Berserker Kharazim - Berserker - Old
Berserker Old
Bronze Tiger IconShard400
For centuries, the Order of the Bronze Tiger has trained its disciples for the return of the Scorpid Swarm. Now, at long last, the time has come to put their skills to the test.
Kharazim - Tiger - Bronze Kharazim - Tiger - Violet Kharazim - Tiger - Primal
Bronze Violet Primal

Trivia Edit

  • Kharazim's "Nomad" variant of his default skin is a reference to Air Nomads from Avatar: the Last Airbender.
  • Kharazim's "Flame" variant of his "Jade Dragon" skin is a reference to Avatar Roku from Avatar: the Last Airbender.
  • Kharazim's "Eternal" variant of his "Jade Dragon" skin is a reference to Son Goku from Dragon Ball Z, in his Super Saiyan form.
    • The name of the skin variant itself is a reference to the Eternal Dragons, a species of wish-granting dragons that are part of the Dragon Ball universe (such as Shenron).
  • Kharazim's "Golden" variant of his "Patriarch" skin bears resemblance to Deckard Cain's color scheme in Diablo III.
  • Kharazim's "Berserker" skins are reference to X-Men's Wolverine and Old Man Logan.
    • Humorously, the "Hellfire Cabal" mentioned in the skin's flavor text is a reference to the "Hellfire Club", a group in the Marvel Universe composed of mutants, whose purpose it to obtain and exert power through politics and economic influence instead of outward conquest and domination.

Patch changesEdit

External links Edit

Ad blocker interference detected!


Wikia is a free-to-use site that makes money from advertising. We have a modified experience for viewers using ad blockers

Wikia is not accessible if you’ve made further modifications. Remove the custom ad blocker rule(s) and the page will load as expected.