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Zeratul is a very powerful and flashy melee assassin. Most people think Zeratul is a very difficult hero to play, but I have a different opinion. In my opinion, Zeratul is a difficult hero to learn, but once you learn how to play him, he is actually fairly easy to play. This is great news for everyone reading this, because we will teach you exactly what you need to know in order to play zeratul well.

Since Zeratul has 3 viable builds and so much to learn in each build, I will be splitting this up into 3 full comprehensive guides, one covering each build, to make sure we cover absolutely everything as this is a very popular hero for people. This guide will cover the Zeratul W build in detail.

Comments

Jette

This is long, but Zeratul is my boi, and he deserves it. Practice in sandbox mode, NOT try mode. Try mode has no network latency, which will screw you up when you try to execute combos in a real game. Sandbox games DO have network latency, so it feels the way it will when you play in a real game. Don't forget you can EWW to go in, too, since the blink will get reset anyway. At true max range, it's further than vision, though it is tricky to land it at that absolute maximum range. Easy to catch people unaware that way, makes it easier to go in over walls, etc. So that's Fan's guide. This is a good guide, but it neglects one teensy little detail that turns it from a good play worth making into a flashy-ass montage shot that you *know* you want to put on YouTube. (well, when it works) Now try my guide! I've never seen this written down properly anywhere, so I figure this is a good a spot as any. It only has one move, but it's the equivalent of a Poilk combo on Li-Ming; this is the apex of Zeratul play. Get used to playing him not-so-flashy until you're super comfortable, because even if you practice this a lot, it can be very tricky to apply it to an actual game, where shit is hitting the fan from multiple directions at once. Fan, if I screwed up any of this information, please correct me. I call this move "Shadow Fury," after an ability in StarCraft 2 (co-op/pve mode, not melee) Dark Templar have where they flicker around the screen five times, dealing good damage with every bounce. A Korean player called Twilight is probably responsible for people trying to play this way; I doubt if he invented/discovered it, but he definitely executes it well--just google "twilight zeratul hots montage" or something and you should be able to find it. I had to fire up hots to write this part, lol. My muscle memory knows it but my head does not. With "A" for "autoattack" and "1" for Vorpal, that combo is: WWAQE, dance around for a bit, 1AR, dance around a bit, WWAQE. So WWAQE1ARWWAQE. (not counting the skillshot in the middle of the combo, or the brief interruptions between hits) So, that's W, W in, AA, Q, Blink out. Dance around if you want, just don't take too long. Then Vorpal in, AA again, and immediately blink out using your copied Blink, which resets your abilities. I don't recommend any dancing here; you HAVE to land the reset W or half your damage isn't going to happen. So, right after having pressed R-blink to escape, you then go WWAAQE. And that last E is your immediate escape. You may not even need it, since you'll be moving 30% faster anyway, and your target should be the consistency of chunky salsa. The purpose of all this crazy shit is twofold: first, you build up your Psionic Strength stacks to get the full 30% damage bonus on your second round of abilities. Second, and maybe more importantly, it is *impossible* to use any kind of skillshot or area effect on Zeratul as he does this. The exception is true point-and-click stuff like Uther, but the reality is, you'll be moving so fast and teleporting so often he's not likely to be able to hit you anyway. You can also do a longjump version of this maneuver in the form of EWWAQ, walkaway (never forget the walkaway; everybody forgets the walkaway, which is fatal), 1ARWWAQE. In this combo, you use EWW to engage, which is okay, because you're moving 30% faster for long enough anyway. It's slightly riskier, but even *harder* to predict. Have fun!

Matr1x

I know I'm not Fan and my opinion should matter too much, but I figured I should speak my thoughts and have them denied if wrong as a learning experience. Please don't take this in an arrogant form, I just want to learn and contesting ideas and debating them is a very effective way to learn. In my opinion, this Zeratul play-style is a little easier to counter or at least gives a little less pressure that the blink in burst combo style. Because of the fact that this damage is being spread over a wider window of time makes it easier for the healer of your target to save his life giving more value to shields and other protective spells like a Malfurion's root right on the target to save it. Playing a more burst combo style like Fan showed is more efficient since it forces an immediate response from the enemy or else the target will get 100-0'd. This forces the opponent to use a Divine Shield or a Divine Palm to save that target just from one full combo of yours. The play-style you describe, although I think it is extremely useful in against those that are not the best players, is a little easier to counter because the enemy healer might be able to save the target across the time you take to kill it. This play-style goes more into account with the auto-attack build of Zeratul where you can disregard the combo for maximum damage to gain extreme mobility. I belive the most consistent play-style against the best players is via the Q build simply because it's the hardest to counter and more versatile. But I do appreciate the knowledge since at some point or another this information might be super useful! Thank you so much! <3

Jeb Brigman

WWQRQWE (Full Combo For those of us working on it)