
Boom Boom Zeratul only wants to do one thing: hide in the shadows and throw stuff at people. This build is good for clearing lanes early and late, doing splash damage, finishing heroes, and and never ever being seen as you hurl damage at any chump who happens to walk into your line-of- sight.
Level 1: Greater Cleave (Q)
It is called Greater Cleave because it is that much greater than regular Cleave. This ability is used to deal a huge area of damage to minion waves, or to slash an opposing Hero who may be just out of reach. Be invisible, run into a pack of minions or Heroes and transform yourself into a category five tornado of psionic doom.
Level 3: Sustained Anomoly (W)
The first step in getting good at throwing stuff at people is making sure you hit them even when you miss. Sustained Anomoly detonates even without directly pelting a target and also slows while dealing area damage. Toss this ability into the middle of a minion pack and follow it up with a cleave. Hitting this spike on a Hero has the added benefit of causing the cowardly enemy to retreat to their team, bringing the delayed damage detonation to their structures and teammates. Fools.
Level 7: Shadow Spike (W)
One of the worst parts about throwing things at people is when they see you do it they get mad and chase you through the streets like some kind of miscreant. Bushes are great for temporary cover, but what if you could be completely invisible while you heaved spikes at unsuspecting foes? Well, now you can. Shadow Spike allows you to remain cloaked while you cast your Singularity Spike. A great initiator, or just a nice way to toss out extra damage while you’re moving place to place without breaking stealth. Do your damage wthout ever being seen, like a really really harmful mosquito.
Level 10: Void Prison (R)
The ultimate feast or famine Heroic ability. While a good Void Prison will win you a fight, a bad Void Prison can lose you the game. If you think you're going to screw it up in a team fight, and let's be honest, you probably will, use it to pick off individuals who strayed too far from the safety of the herd or to steal finished merc camps. If for some reason the enemy has seen you, because for some reason you're not invisible and at a distance chucking rocks at them, then use as Prison to block their path while you prance away and leave your team to die. I mean, they were probably going to die anyway, what with all those Red Heroes shooting at them and all.
Level 13: Assassin’s Blade (Trait)
Step one, be cloaked. Step two, don’t not be cloaked. Assassin's Blade is when being invisible and throwing stuff really starts to pay off, just like your parents said it wouldn't. Your basic attacks do more damage coming out of cloak, and your movement speed while cloaked is now buffed by 10%. A great way to use this ability is remain cloaked, spike a Hero, chase them now that you’re fast and they’re slowed, hit them with a cleave and eliminate them, blink to chase and execute or takes the coward's path and blink to retreat.
Level 16: Double Bombs (W)
There is a reason this build is called Boom Boom. This is everything we’ve been building towards, area of effect and slow, staying stealth, and now launching stuff with both hands. Hit a single target twice or spread the two spikes around to do massive damage to creep waves and grouped enemies. And remember, even after that, you’re still invisible, still moving faster, and about to hit harder than ever; and it seems like the fight hasn't even started yet. Bask in the twilight.
Level 20: Rewind
Nexus Blades can be tempting here, but this is a basic build, not a basic attack build. Rewind is the way to go as we can now double Greater Cleave, and we finally have another blink for mobility, but the real point here, the only point here, is now we have Quad Bombs. Boom Boom Boom Boom.
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