These zealots were placed into stasis on board the Spear of Adun. They were awakened in 2506 and took part in the End War. Their nerve cords were severed to negate the effects of Amon's corruption of the Khala.[1] They are equipped with psi-enhancements, protective armor, and solarite reapers, ancient polearms that were stored with them.[2]
Game Unit[]
Legacy of the Void[]
The zealot is one of three melee warrior variants that the player can choose from in Legacy of the Void, along with the centurion and the sentinel. They are simply called "zealots" in the campaign, per the campaign's army customization system. The zealot has a Whirlwind ability where they rapidly spin in place when attacking, dealing splash damage to enemies around them. This gives them the highest damage output of the three zealot variants. The damage dealt by Whirlwind is low, making the zealot a "burst" attacker, best for fighting clusters of small enemies, in exchange for the centurion's support skills and the sentinel's longevity.
The zealot also has a different attack from the centurion and sentinel, doing one attack of 16 damage rather than 2 attacks of 8 damage. This makes them more effective against armored targets, as they have less of a damage penalty.
Abilities[]
Charge
The zealot charges towards a target enemy unit or structure, boosting its speed to 8.47 for the duration. The zealot must have clear ground pathing to their target to reach it. Also increases the zealot's normal movement speed to 4.725
Zeratul gains these zealots as part of the Legendary Legion calldown of Telbrus, summoning them to the field to be directed. These zealots gain charge at Level 8.
Artanis Upgrades and Abilities[]
Charge
Intercepts enemy ground units and increases movement speed by 3. Can be set to autocast. Passive: Also increases the movement speed of Zealots from 2.75 to 3.
Valorous Inspirator: Increases the Charge's bonus movement speed from 3 to 6
Usage
Hotkey
C
Range
4
Duration
3.5
Cooldown
10 Mastery: -0.15 per Energy Regeneration and Ability Cooldown reduction mastery point. Down to a minimum 5.5
Prior to Patch 3.1, zealots both in Co-op Missions and the single-player campaign only dealt 8 damage with their normal attacks. They were buffed afterwards to 16 damage with normal attacks.
Trivia[]
The spin ability bears resemblance to similar techniques used by blademasters and barbarians in Warcraft and Diablo respectively.
It has been joked by James Waugh that the zealots do indeed get dizzy from all the spinning. He commented a few seconds later that "I'm retconning that."[4]
Images[]
Zealot from Telbrus's Legendary Legion in service of Zeratul