Competitive Stitches by itsLogic

Competitive Stitches

By: itsLogic
Last Updated: Oct 28, 2015
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Stitches

Build: Team fights

Level 1
Level 4
Level 7
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Level 20

Ability's Top

Trait: Vile Gas - When struck, Emit a cloud that damages enemies. (Personally I think Vile gas is a good passive that is potent in an extremely subtle manner; Vile gas can be used to assist you in pushing out a wave, Vile gas can give you that bit of damage needed to finish off an opponent, and Vile gas can in certain situations can be used zone enemies from an area.)




Q: Hook - Pull the first target hit towards you. (This ability is by far my favorite ability in the entire game; the fact alone that this ability changes the playstyle of all 5 opponents makes it unique in the sense that your enemies have to be more intelligent with their movements. This ability takes a lot of practice to use effectively because not only do you have to hit the proper targets with your hook, you have to hook them at the correct times. I know from personal experience that it's not hitting hooks that make Stitches amazing It's hitting the right ones. I have killed myself or single-handedly lost teamfights because I hooked an Uther, Etc, or Malfurion with silence. Being able to use this ability effectively can make Stitches one of the strongest heroes in the game.)


W: Slam - Damage enemies in an area. (This ability is highly underrated as it can be used to provide vision for potential hooks, deal that extra bit of damage, and simply intimidate the enemy with it's amazing animation! Slam is also quite good in early game skirmishes.)


E: Devour - Damage an enemy and restore health. (This ability is amazing in the sense that it improves your survivability in general, but it can also be used tactically as a bait to get enemies to overcommit into your allies to secure kills. The increased damage to minions allows you to do some cute things as well. For example, if Nazeebo cast's zombie wall and hits you, you can devour a zombie to get out of the wall sooner. Another thing you can do is if Tychus casts his ultimate ability Drakken Laser Drill you can simply use devour on it to take out close to 60% it's hp. This ability in general is amazing and fits the lore behind Stitches perfectly.)




R1: Putrid Bile - Emit bile that slows and damages enemies in your path. (Bile is a great ability if you're looking to zone enemies from your backline, disengage from an unwanted fight, or to simply deal that extra bit of AOE damage. Personally though, Bile does not mesh well with my playstyle at all and I would not recommend using it if you prefer the high risk high reward style of play Stitches has. By no means am I saying this ability is terrible and that no one should use it, but from my personal experience I highly prefer Gorge. Another con in my opinion is if the enemy team all focuses you it's hard to effectively spread the bile properly without suicideing into the enemy.)


R2: Gorge - (Gorge is easily one of my favorite abilities in the game, and I think if Gorge is used properly it is one of the most amazing heroic abilities in the game. There are many ways to use Gorge and using it properly is difficult at times and takes experience to learn when you should use it. In general though it's uses are to secure picks after you hit a hook allowing either you to reposition or your team to reposition to secure the kill. In an actual teamfight though it can have another purpose, taking a high priority target completely out of the fight even for just a few seconds can provide enough of an advantage to win the fight. Using Gorge to interrupt certain heroes abilities makes this an amazing ultimate, for example if Nazeebo casts Ravenous Spirit you can just walk up to him and eat him mitigating the damage from Ravenous Spirit. Gorge synergizes extremely well with Sprint and Bolt of the Storm also.)

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