
Hello, friends. My name is Kith and I like videogames.
When I was a kid, my dad, my brother, and I were enormous Wacraft II fans - I remember spending hours on end watching my dad play through the campaign and reading the manuals. Before Warcraft II came along, my only real exposure to Fantasy had been the Rankin/Bass animated adaptation of The Hobbit, and it was pretty jarring to go from this:

To this:

Of course, being a young boy, I was all about it. It was not only something I had never seen before, but the artwork captured my imagination. However, nothing interested me more than the Troll Axethrowers and their leader, Zul’jin. I was so used to the idea of “ranged weapons” meaning bows or guns that the idea of a unit that threw axes blew my mind, and the rogue Troll who managed to unite the warbands under his daring leadership and skill became my favorite character before the game had even finished installing.
When Zul’jin was announced for HOTS, I was beyond hyped - and that he came out on my birthday was even cooler. Today, Zul’jin is one of my favorite Heroes and my absolute go-to pick for when I have the opportunity to play a Ranged Assassin. Unfortunately, despite being one of my favorites, I have more than few problems with Zul’jin’s design - not least of which being that playing Zul’jin feels unfair.
The Review will cover Visual Design, Unit Stats, Abilities, Talents, Overall Gameplay Issues, and culminate in a Final Grade. After that, I will present the Rework aimed at solving whatever issues the Review reveals as the second post in the thread.
From a strictly HOTS-centric perspective, Zul’jin’s visual design communicates his role and functionality just fine: he’s obviously not focused on durability because he’s nearly naked, he’s bulging with muscles so he’s implied to be a damage-dealer, and he’s a Troll, so it’s implied that he’s capable of bouncing back from the brink of death (assuming you’re familiar with Warcraft Trolls). All of his attacks are axe-oriented and his buffs are Troll-sourced, so he functions exactly how you would expect with only minor prior explanation.
However, from the perspective of the greater Warcraft lore, HOTS’s Zul’jin is in name only.
Abandon All Hope, Ye Who Enter Here
Let me show you what I mean by that:
This is the original Zul’jin artwork from the Warcraft II Manual. Zul’jin is depicted as being somewhat skinny and gangly (compared to the tree-trunk limbs of the other characters in the same book, anyways), wearing a wrapped scarf and what appears to be leather belly-armor. He’s also notably depicted without tusks, which is a unique detail considering that almost every other Troll has them. Additionally, thanks to his appearance as a Hero Unit in the campaign, we know that his scarf is teal/cyan and his hair similarly colored:

As you may have noticed from the banner, HOTS Zul’jin looks nothing like him.

In HOTS Zul’jin is absolutely jacked, his scarf has been replaced by a long cloth mask, he’s covered in tattoos, and he’s got enormous tusks. I can give a pass on the white hair because if Xul and Cassia caught The Old™, there’s not much stopping Zul’jin from catching it too, but everything else is just… wrong.
“But Kith,” you might say, “that’s the Warcraft II Zul’jin! He appeared in World of Warcraft, so maybe that’s what his appearance is based on!”
Alright, theoretical person with your theoretical question - we’ll play that game:

WoW Zul’jin is missing an eye, an arm, the typical Troll tusks, and his patience. He’s old, angry, and has given up being a long distance axe murderer and has instead turned to using a bladed tonfa and the spirits of some animal gods that he ate. I won’t argue that there are a lot of elements that are taken from his WoW incarnation - the purple cloth mask is clearly inspired by the cloak that WoW Zul’jin wears and his tattoos and white hair are obvious imports - but they’re pretty clearly different in fundamental ways.
So if HOTS’s Zul’jin doesn’t look like his Warcraft II version or his World of Warcraft version, then what does he look like? The closest answer is the unit artwork for the Troll Berserker:

This irritates me, because Zul’jin’s flavor text in the manual stated that he was a “rogue” that united his people with inspiring leadership and daring raids, not because he was a mighty berserker (which, additionally, Berserkers were the result of Goblin Alchemists experimenting on Troll Axethrowers, not a natural evolution). Sure, Zul’jin was renowned for his deadliness with an axe, but the emphasis of his character was that he was clever and skilled, not someone on par with Garrosh in terms of Bicep Radius.
“But Kith,” you might say, “there was that other Elf vs Troll artwork! What if that was Zul’jin, and that’s what the HOTS design was based on?”

Sure, I could see it - he’s got a similar build to HOTS Zul’jin and a similar aversion to clothes, and he’s got no tusks just like the actual Zul’jin artwork. However, he’s missing the trademark scarf and, even if it was Zul’jin, the HOTS version would still be off-model for depicting him with huge tusks.
But ultimately, it doesn’t matter - Zul’jin’s HOTS design communicates what it should even if it only has a superficial resemblance to previous incarnations of the character, so it gets a good grade despite the inaccuracy.
Zul’jin is pretty tanky for a Ranged Assassin and his DPS is reasonable. Part of his Trait is that his Attack Speed increases as he takes damage, allowing him to overtake the damage output of many characters as he loses health.
Zul’jin gets an absolutely insane amount of stuff for free: a toggle, a passive, an active, an endless Basic Attack Quest, and two very powerful Quest Rewards. ONE of those effects would typically be enough for a Trait or for most characters, but Zul’jin gets SIX.
Zul’jin is touted as having a Risk vs Reward kind of playstyle, and that’s sort of true - the problem is that the risks aren’t really that great if you know what you’re doing and the rewards compound themselves very quickly, easing reliance on the “risk” portion and providing “reward” in increasing amounts. There’s also the potential to snowball out of control under the right circumstances, something that has the potential to happen at most stages of the game.
Grievous Throw is an extremely strong DPS booster and one of the primary methods by which Zul’jin can magnify his damage output: because it increases the damage taken, it factors in the damage bonuses of You Want Axe? and Berserker (which also factors in You Want Axe?, double-tapping the double-tap), effectively increasing the value of their bonuses by half as well his base damage.
Twin Cleave is a great ability - it’s effective, it has a unique mechanism, and it has a variety of applications. It’s also a solid work-around to Zul’jin’s greatest counter: Blinds.
Regeneration is a very strong ability, but it’s reasonably balanced by how easy it is to interrupt it. While it almost necessitates being out of combat to use, it’s possible to get value out of it mid-combat if used cleverly.
Taz’dingo is a very powerful and very versatile Heroic that smoothly enables and emphasizes all of Zul’jin’s strengths.
As a contrast to Taz’dingo playing to Zul’jin’s strengths, Guillotine covers Zul’jin’s weaknesses, providing him the potential to round out his damage-dealing options with a long-range, heavy burst damage attack. Although “Mage’jin” talents can improve Guillotine’s performance, all you really need for it to deal devastating damage is Amani Rage - which Zul’jin gets for free.
Boneslicer completely solves every drawback that Grievous Throw has with the added benefit of making it into an even more powerful tool for smashing apart important targets. It’s the go-to pick for maps that feature powerful Objective monsters, such as the Immortals of Battlefield of Eternity, or any of the various Bosses.
Recklessness is a very versatile Talent that benefits both of Zul’jin’s primary builds and is a solid choice regardless of the situation. While Headhunter is the stronger talent when completed, Recklessness has a much more consistent performance and is the perfect fall-back plan for when you’re facing a composition that’s unlikely to allow you to get complete value from Headhunter.
The only reason that Headhunter isn’t S is because, sometimes, it’s hard to score a kill against characters like Abathur or Medivh. Outside of those edge cases where someone stubbornly refuses to die, Headhunter is practically the default choice at 1 because of just how much it does. The damage bonus it provides works for both Physical and Ability damage and the increased Basic Attack Range is so strong, I find it difficult to put into words. It’s basically another stage of You Want Axe?, with all of the ups and downs that implies.
It’s important to mention that Troll’s Blood increases the healing of Regeneration by 25%, not increases the percentage of health restored by 25%. In clearer terms, it increases Regeneration’s healing from 30% of Maximum Health to 37.5% of Maximum Health. While it’s not the 55% of Zul’jin’s Maximum Health that some people expect, it’s still a pretty nice bump in the overall value of the talent.
However, the real meat of Troll’s Blood is in its secondary effect: Zul’jin’s Maximum Mana at Level 1 is 500, so at base stats Troll’s Blood will refund 50 Mana - a full two thirds of the cost. This makes full-channel Regenerations incredibly cheap and is, overall, a massive boost to Zul’jin’s staying power if you can take advantage of it consistently.
Additionally, since it’s based on Zul’jin’s Maximum Mana (which goes up as he gains levels), the Mana Restoration portion actually gains value as the match progresses, culminating at 69 Mana restored at Level 20 - nearly eliminating the cost of Regeneration altogether.
Voodoo Shuffle would have been okay if it was just the mini-Cleanse - it makes Zul’jin surprisingly slippery and the mere 10 Second Cooldown ensures that he’ll always have it available unless you deliberately chain CC on him.
However, for some reason, it was decided to add on the brutally powerful Cost/Cooldown reduction to Regeneration, bringing its Mana Cost to 45 and its Cooldown to 9 seconds. Troll’s Blood is nice enough, but you’re required to fully channel it to get real value out of it, making it less versatile than Voodoo Shuffle by a wide margin.
Amani Hide used to be Amani Rage, and it used to have a better grade when it was. Y’see, Amani Rage was the absolute go-to choice at this tier because it was an Offensive option (despite what the Armor may suggest) among Defensive talents, and we all know that if you’re an Assassin, you want to take as many Offensive talents as possible.
However, now that Amani Rage is part of Zul’jin’s Trait polyhedron and Amani Hide has been split off into a talent that restores Amani Rage to its former glory, there’s significantly less of a reason to dedicate a Talent to it. The primary use case of Amani Rage (the Talent) was to cut yourself before throwing Guillotine to increase its damage. However, since Amani Rage (the Ability) has a cooldown that’s shorter than Guillotine, the Cooldown Reduction that Amani Hide offers is unnecessary for that task.
The cooldown does enable more consistent use of Amani Rage if you’re into that sort of thing and the Armor decreases the Effective HP Cost of Amani Rage when used in a combat situation, so it’s not like it’s a bad talent, it’s just that it’s become massively devalued with the addition of Amani Rage to Zul’jin’s baseline.
Vicious Assault is… well, vicious. Increasing the damage bonus of Grievous Throw to 85% is utterly terrifying on its own, but pairing it with Boneslicer makes Grievous Throw into an utter monster. An 85% damage bonus (that also multiplies the bonus damage from You Want Axe? and Berserker) with a 9 second duration is almost beyond words.
Granted, you have to mark something first, but the majority of high-priority targets in HOTS aren’t known for their mobility.
I think Arcanite Axes is the best example of what’s wrong with Zul’jin on the whole: it’s a reasonable effect in a vacuum, but the issue lies with how well it directly synergizes with other effects.
For example, Headhunter and Recklessness are basically permanent damage bonuses that magnify the strength of each Arcanite Axes stack you have. Additionally, the second reward of You Want Axe? makes Twin Cleave rotate twice, doubling the value of Arcanite Axe’s damage bonus and doubling the opportunities you have to generate stacks for it.
Arcanite Axes is an excellent choice for when you’re not leaning into a full Grievous Throw build. It grants Zul’jin a reliable method of increasing his damage outside of Basic Attacks while also directly synergizing with his other damage-boosting effects, making him more versatile and resistant to being hard-countered.
Ferocity isn’t necessarily a bad talent, it’s just:
- Going up against Vicious Assault, which is either a tactical masterpiece or merely an incredibly strong DPS booster
- Going up against Arcanite Axes, which is a very safe method of increasing damage output and a good counter against Blind-heavy comps
- Increasing the power of something that’s already relatively sufficient as-is
I can see the theoretical value of Ferocity, especially paired with Taz’dingo, but it just doesn’t measure up to the other options.
Taz’dingo plays to every strength that Zul’jin has and has unique defensive potential.
The capstone to the “Mage’jin” build is extremely usable outside of it thanks to Amani Rage being baseline. Pair with Recklessness or Headhunter and laugh.
Makes Twin Cleave’s slow go from good to great. A 30% slow is nice, but a 50% slow is nasty, and it practically guarantees keeping targets still for easy Arcanite Axes stacks.
If you’ve got the extended range from You Want Axe?, Headhunter, or both, Eye of Zul’jin basically hands you a permanent 30% Movement Speed bonus during skirmishes or teamfights, which is important to consider when Zul’jin has no native Movement ability. It also basically ensures that nobody will be able to flee you without some form of Crowd Control (which, incidentally, Voodoo Shuffle can undo two major forms of).
Ensnare is nice for when you want to make sure someone can’t run away from your Basic Attacks or dodge your Skillshots. It’s insanely strong for what it is, but the cooldown keeps it in check. Kind of.
While an amazing effect on paper, No Mercy! is actually fairly niche. The massive damage bonus of Q Build can typically smash through whatever Armor the enemy has unless it’s over 50, and even then Armor effects in that range that last for any kind of duration aren’t very common. No Mercy! is the best option against extremely armor-reliant Heroes (Garrosh) or someone who uses any derivative of Hardened Shield, but otherwise can be skipped for the other options at this tier.
Like Arcanite Axes, Wrong Place, Wrong Time is one of those talents that seems okay in a vacuum, but actually massively magnifies Zul’jin’s power when factoring in other Quests and/or Quest Rewards, with the bonus rotation for Twin Cleave from You Want Axe? in particular.
The extra You Want Axe? progress for triggering it is, honestly, excessive. However, it’s important to note that the extra stacks are only generated if the bonus damage is triggered by a Hero - unfortunately you cannot get You Want Axe? stacks from using Wrong Place, Wrong Time on a building.
If you’re feeling lazy and don’t really want to aim Wrong Place Wrong Time, then Let The Killing Begin is the talent for you. It’s great for suddenly turning an enemy’s mistake into a disaster and the 12 second duration is pretty generous for popping a few minions and then wandering around.
If you took Taz’dingo, you probably took it to counter dive attacks and/or to guarantee that whoever you’re focusing will die at any cost. Amani Resilience makes Taz’dingo an even better counter for dives and no longer leaves Zul’jin vulnerable at the end of the duration, possibly healing him to full depending on how much work he accomplished during Taz’dingo.
Buzzsaw makes Guillotine much more versatile and vastly more dangerous while also providing Zul’jin significant anti-burst potential (because we all know you used Amani Rage before casting Guillotine).
I like Forest Medicine. It’s a cozy feeling to walk around at full health no matter what the situation is or to heal 30% of your health with no questions asked. It synergizes nicely with Troll’s Blood (making Regeneration basically free to cast) and Voodoo Shuffle (vastly increasing the healing throughput thanks to the Cooldown Reduction) and can’t really compete with the raw offensive playmaking power of the Heroic upgrades, but it’s a great general sustain option.
- Core kit is so versatile it hurts, only genuine weakness is lack of a mobility skill
- INSANELY prone to Snowballing and can Snowball much more safely than other Snowball characters (Alarak, Butcher)
- Comes with an extremely powerful Quest and can get two more Quests that directly synergize with the base one
- Has an extremely powerful Extra Ability for free and can get two more that are also extremely powerful
- It’s possible to pick up a Quest Talent or a new Ability at every tier except for Level 16 and Level 20 and isn’t some form of gimmick build to do so
- Fairly to extremely resistant to traditional Ranged Assassin hard counters (Blinds, Root Lockdown, 1v1 duels, Dive attacks)
- Visual design so inconsistent with both sources that HOTS Zul’jin is basically a different character
Zul’jin has so much going on that he’s basically fully Talented right out of the box, but then you get Talents anyways and he goes crazy. Or maybe it’s that he’s fine when his Quest isn’t complete, but then you finish it and everything gets multiplied so much that his power levels get out of control.
You can just do so much with Zul’jin: pick up additional Quests and Extras to turn him into a writhing mass of stack dings and spare buttons, turn him into an objective-shattering siege machine, pick up Guillotine to put a Chromie in your pocket, or even feed the beast and go Taz’dingo to turn dives inside out.
And what’s worse is that none of that costs anything - Zul’jin can have his cake and eat it too on levels other Heroes could only dream of. The optimal “Mage’jin” build is hardly limited to his Ability Damage because You Want Axe? makes his Basic Attacks hit like a train and once he’s got his strength, there’s no losing it like there is with Butcher or Alarak.
Zul’jin is, in a word, overdesigned. He doesn’t always overperform, but it’s easy to put him in a situation where he can because he has so many tools available to him.