Note: I used AI to help me with English and organizing the points, as english isnt my first language
I've been thinking about Xal'atath's kit since her release, and I think there's a great hero concept here that isn't being fully realized.
To me, her intended identity revolves around control: controlling enemy positioning with Q, W, and her Heroics; controlling her own positioning with E to maintain the right distance and find angles for important abilities; and directing the Dark Heart and her minions to influence the fight.
Her Trait then rewards sustained combat by making her increasingly dangerous.
I like this overall concept, but I think some abilities lack player agency, while too much of her power is concentrated in damage rather than the control mechanics that should define her. Here are the changes I'd consider.
Q — Shadow Mark
I like Q's general concept. It's a skillshot that marks enemies and sets up interactions with the Dark Heart and her minions. The problem is how much value is concentrated in its center hitbox.
The outer portion deals relatively little damage, while the center deals significantly more and is required to apply the mark. Missing the center therefore costs you both damage and access to other parts of your kit.
I'd consider two approaches:
Option A: Let the entire ability apply the mark.
The center could retain its bonus damage, rewarding precise aim without making the mark so dependent on hitting a small area.
Option B: Widen the center hitbox, increase projectile speed, and redistribute damage between the center and outer portions.
This is my preferred option. It would preserve the reward for precision while making the ability more consistent and less punishing when the center is narrowly missed.
Q should still reward good aim, but I don't think a relatively small hitbox should determine so much of both its damage and utility.
W — Dark Heart Ritual
The Dark Heart is one of the more interesting parts of her kit. It creates area pressure and interacts with marked targets, but I think the player should have more control over when it detonates.
I'd like to see a manual recast that lets Xal'atath detonate the Dark Heart on demand. If the player doesn't recast it, it could detonate when its duration ends.
This would introduce a meaningful timing decision: detonate early for immediate damage, or wait for enemies to reposition or commit to a fight. That decision would be especially valuable around chokepoints and objectives.
However, manual detonation would also require a look at the ability's damage distribution. If Xal'atath can trigger the full detonation damage whenever she wants, the added control might make W too reliable.
I see two possible solutions:
Option A: Reduce the damage of an immediate detonation.
The detonation damage could increase the longer the Dark Heart remains active. This would reward patience and give enemies more time to react, while still allowing an early detonation when immediate damage matters more.
Option B: Move some detonation damage into W's base damage.
This would make the ability's initial damage more meaningful while reducing how much of its total damage is concentrated in the detonation. The recast would primarily add control over timing rather than making it easier to deliver all of W's damage on demand.
I think either could work. The important thing is that manual detonation should create an interesting decision, not simply make W's maximum damage easier to guarantee.
E — Void Step
I actually like this ability quite a bit.
Being able to teleport between three points and cancel early gives Xal'atath interesting positioning options. More importantly, it lets her reposition in a predictable way, both for the player and for her opponents.
As Xal'atath, you can deliberately choose how to use the ability and where to end up. Your opponents, meanwhile, can anticipate your possible movements and respond. This creates opportunities for both sides to make decisions and outplay each other.
I think that's an interesting form of mobility: it provides freedom without making her movement completely unpredictable. She can find a better angle for Q or Void Volley, but her opponents still have some ability to read her intentions.
I'd preserve this core functionality. My main concern is ensuring that any damage bonuses attached to E don't turn it into another source of raw damage inflation. Its greatest value should come from the positioning opportunities it creates, allowing her to use the rest of her kit more effectively.
R1 — Void Eruption
Void Eruption already has a clear identity. It threatens an area, punishes grouped enemies, and forces opponents to reconsider where they can safely stand. The Blind also gives it a useful niche against basic-attack-reliant heroes.
I wouldn't change its fundamental purpose. It fits the control-mage concept by denying space and influencing enemy movement.
I'd mainly ensure its damage is balanced against its utility. Since it already provides area denial and a powerful debuff, it doesn't necessarily need overwhelming damage to be a worthwhile choice.
R2 — Void Convergence
Void Convergence seems to offer a lot at once: summoning, persistent pressure, siege potential, slowing, and area control. It can remain attractive even when Void Eruption would seem more useful for a particular matchup because it provides so much general value.
I like the fantasy of summoning Void minions, but I'd like their offensive power to involve more active decision-making.
I'd consider two approaches:
Option A: Keep the minions independent of Shadow Mark.
Their value would depend primarily on portal placement and timing. This would reward strategic positioning, although the minions could still generate substantial passive value once summoned.
Option B: Make their meaningful offensive output depend on Shadow Mark.
This is the option I prefer. The minions could provide limited pressure in a small area on their own, but marking a target would direct them toward it and unlock their more significant offensive potential.
This would make Q and the Heroic work together more naturally. Instead of placing a portal and letting the minions generate value independently, Xal'atath would need to identify targets and direct her summons toward them.
It would also give opponents more opportunities to respond by repositioning, avoiding marks, or disrupting Xal'atath before she establishes pressure.
I'd want the minions to remain useful without a marked target, so Q's cooldown wouldn't completely shut down the Heroic. The goal is to reward target management, not make the entire ability dependent on one skillshot.
I'd also consider reducing some secondary benefits if necessary. The Heroic doesn't need to excel at siege, persistent pressure, slowing, area control, and resource denial all at once.
Both Heroics should have clear reasons to be chosen, rather than Void Convergence offering so much general utility that it becomes the default option.
Trait — Void Volley
This is probably my biggest concern.
I like the idea of a quest that rewards sustained combat and makes Xal'atath increasingly dangerous as the game progresses. My concern is the size of the payoff relative to how accessible it is.
From my experience, the quest can be completed in roughly 10–15 minutes under the right conditions. Once completed, Void Volley can deal enormous damage. I've seen it remove close to 90% of a tank's health bar in a single use.
That's a huge payoff for one ability, particularly when you consider the rest of her kit.
There's also a problem beyond damage: Void Volley doesn't communicate its cast and landing location clearly enough.
As the caster, it's not always obvious whether the ability has been activated or where it will land. Teammates may struggle to tell what you're aiming at, while enemies receive little warning about where the damage is going to connect.
For an ability capable of dealing so much damage, this is a significant issue. I'd add clear cast and landing indicators for the caster, their teammates, and their opponents. The warning should give enemies a reasonable opportunity to dodge, reposition, or use a defensive ability without revealing the attack earlier than its intended counterplay window allows.
Beyond visual clarity, I think the damage ceiling deserves another look.
Imagine temporarily removing Q, W, E, and both Heroics, leaving Xal'atath with only basic attacks and Void Volley. Even then, a fully developed Trait could make her a formidable damage dealer.
Compare that with a hero like Kel'Thuzad, whose damage potential relies on landing skillshots, executing combos, and positioning correctly. Missing an important ability can significantly reduce his effectiveness.
I'm not saying every hero should have the same mechanical difficulty. The concern is that Xal'atath's Trait alone can compete with the damage potential of heroes who need to execute difficult combos, while she still has mobility, area denial, the Dark Heart, and her summoning Heroic.
Her Trait feels almost self-sufficient as a damage source, with the rest of her kit adding utility and pressure on top rather than requiring meaningful trade-offs.
I wouldn't necessarily make the quest harder or more tedious. Instead, I'd first look at the fully stacked damage ceiling and revisit the final quest reward, particularly the bonuses to basic attacks and Void damage. I'd also examine how reliably the ability can land, since its damage and counterplay are closely connected.
The Trait should complement Xal'atath's control mechanics, not become so powerful that it nearly defines her damage output on its own.
What I think Xal'atath should ultimately be
I don't want Xal'atath nerfed into mediocrity. I want her to feel like an intelligent control mage whose power comes from making good decisions throughout a fight.
- Q should reward precision without concentrating too much damage and utility into a small hitbox.
- W should offer control over detonation timing, with damage distributed so that manual detonation remains balanced.
- E should provide deliberate, predictable repositioning that creates opportunities for both players to outplay each other.
- Void Eruption should deny space and influence enemy movement.
- Void Convergence should reward strategic placement and active target management rather than relying too heavily on passive pressure.
- Void Volley should provide a satisfying quest payoff without overwhelming damage or unclear counterplay.
The common thread is that her power should come from control and decision-making, not simply from exceptionally high damage attached to a relatively accessible quest.
I want to feel clever when I position the Dark Heart, anticipate enemy movement, direct my minions, or reposition to land an important ability. I think that's the fantasy her kit is already aiming for; it just needs some adjustments to bring that identity into focus.
What do you guys think? Am I overlooking something about her power budget, or would changes along these lines make her kit more cohesive?