Everything You Need to Know About The Lost Vikings by KennyL33T

Everything You Need to Know About The Lost Vikings

By: KennyL33T
Last Updated: Feb 18, 2015
15 Votes
Build 1 of 1

The Lost Vikings

Build: Main Build

Level 1
Level 4
Level 7
Level 10
Level 13
Level 16
Level 20

Threats to The Lost Vikings with this build

Threat
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High
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Threat Hero Notes
1
Murky 3v1, no match at all.
2
Zagara Avoid the barrage, or just have Olaf tank it, then get in close, and surround her.
3
Illidan Not very threatening. Has a hard time choosing one Viking to lock down at a time.
4
  No Threat
5
Muradin His AOE slows and stuns can really disrupt your positioning.
6
Sonya Need to avoid her whirlwind, will regen health off of all your vikings if not positioned appropriately.
6
Anub'arak The stuns and knock-ups he produces can really disrupt you.
7
Raynor Watch our for Hyperion and his Banshees. Can hurt quite a bit.
8
Sgt. Hammer Can easily zone you. Hard to close the distance, and while avoiding the natural AOE damage of siege mode.
8
Valla Watch our for her AOE abilities and her heroic placements as well.
8
Falstad Just don't stand in a straight line. His long-range nukes can hurt a lot.
9
Nova Can focus down your squishy vikings, and ult all of them for major damage.
9
Tychus Even after nerfs, his giant mech can deal crazy amounts of AOE. Along with his passive AOE from his abilities.
10
Jaina The Blizzard! It hurts!

Intro Top

Hello there, my name is KennyL33T#1200, and I've been HotS since the technical alpha. I've been away from the game for a bit, but I've recently picked it up again and started to delve back into it. I wanted to write this short guide mainly because there hasn't been much information about The Lost Vikings and there seems to be a bit of some confusion about the heroes themselves. I'm not a super competitive player, nor do I have amazing over the top Starcraft micro, but I have over 50 games with the Vikings now, and I have a pretty decent win record with them

Overall I keep telling myself that the Vikings are going to get themselves nerfed in the following patches. Right now, they're able to do so much for the team. They're essential in the jungle against mercenaries, they handle themselves pretty well in lane, and with proper specs they're absolutely killer in team-fights. Even though the common joke is "GG Vikings," you'll be laughing too when you top the exp and the damage charts too.

Pro's + Con's Top

Pro's:
    - Can (theoretically) soak exp from all three lanes. (Allows rest of team to deathball-roam)
    - Can capture multiple objectives at once. (Can capture both Dragon Knight Shrines and activate the knight in a matter of seconds)
    - Can transform into the Garden Terror/Dragon Knight and keep other two vikings playable.
    - Amazing Jungling Ability
    - High DPS ult that wrecks in teamfights
    - Reduced death timers

Con's
    - Really hard to control and play well
    - Can be nuked in teamfights by AOE by not positioning.
    - Has no basic skills (weak early game.)
    - Weak presence in fights without team-mate and/or Longboat Raid
    - No natural CC (without talent)

Meet The Vikings Top


Olaf The Stout(1): He is your tank. Overall he is painfully slow in every single way possible, and his damage and attack speed are horrible. However, he does has a charge on his first auto-attack which slows enemies (and can even stun with a talent,) as well a lot of health, and a crazy amount of health regen. When Olaf is not in combat for a short time, he begins to regen chunks of lost health. At first I thought this was a bug, because the regen was so crazy, but I suppose they added this is to counter-act the fact that he's always going to be near the front lines.

Baleog The Fierce(2): Your crazy DPS "swords"man. He has "average health and average speed." Contrary to popular belief, he is more of a mid-range fighter. His two attack animations include him throwing his sword at his opponent, or simply swinging/stabbing at the enemy. The main thing to remember is that both of these animations will also have a "shattering sword" effect behind the primary target, often dealing about 50% splash damage in a large arc (almost 180 degrees) behind the primary target. Baleog makes clearing lane waves and clearing mercenary camps so easy.

Erik The Swift(3): Your paper-thin scout and long-range DPS. He has the fastest base speed of any unit in game, and can kite most heroes easily if he's being chased. I often find myself focusing more on Erik, because chances are, if you have him split off into a different lane, by the time you see a ping that he's under attack, he'll most likely be dead. However, his high speed and long range make him very versatile in many tasks. Are you going into the mines and need someone to stick back and auto-attack the wave? Erik is your man. Are Baleog and Olaf taking a siege camp, why not run Erik over to cap the watch tower over there? Is your team trying to capture a tribute? Why not send Erik over in the far bush to provide vision. Even though you can do this with either Baleog or Olaf, Erik's superior speed allows him to escape from bad positions a lot easier than the other two.

Strengths Top

Fast Restart (Passive Trait): Gives all Vikings 25% reduced death timers. Less time spent dead=more exp you can earn for your team.

Clearing Camps: This is where I think the Vikings really do shine. They're one of the few heroes that can properly manage taking on both siege and bruiser camps solo, without much of a headache. (As long as there are no enemy ambushes.) In the early game, it's better off to have all three Vikings tackle a siege camp, since they won't have the damage to take it down without incurring massive health damage. (Although Olaf's out of combat healing is amazing, sometimes you will have to have Baleog off tank for the engagement.) However, when you get into mid game, you can easily have the Vikings cap two siege camps at once. With the proper talents, Baleog can take on a siege camp alone, and Erik and Olaf can take on another together. Not only providing exp for your team, but also freeing up their time so they can stay in lane and win fights. Eventually you'll also be able to solo bruiser camps with ease too, so long as you remember to position your heroes appropriately. (Always keeping Olaf in the front, Baleog in a position where splash damage is optimal, and also keeping Erik far away, but also maybe in a bush to check for enemies coming too.) Always focusing these mercs will always make it so I will always have the most siege damage in a game, and also contribute massive amounts of exp as well.

Teamfights: The Vikings are so, so, so susceptible to AOE. If you don't position well enough, a Jaina can easily blizzard you to death. (Don't even get me started about Nova's death ray.) However, this is where their Longboat Raid heroic really comes into play. (I always, always pick this one up no matter what the team comp is.) Whenever I'm beyond level 10, I always keep a close eye out on my heroic cool-down. I know for a fact that if I don't have it, then my team-fight capability isn't much. Having them in a teamfight without the ship makes things so much harder on you. However, when an Illidan jumps on you, or when you start to get swarmed, jumping in the ship can really save your life. The heroic has a ridiculous amount of damage with it's pre-targeted auto attack, as well as the mortar that you control, you can often melt carries, or just provide that extra damage your team needs to topple over that tank. On top of that, the ship also provides a "second" health bar, meaning that once it is destroyed, or the timer runs out, all three of your Vikings jump out with the same health they had going in. Allowing you to continue the assault and finish off your foes.

Split Pushing: The Vikings aren't very good against other heroes alone. So when you split them up, it has to mainly be for exp farming, and you have to make sure they aren't jumped. One of the easiest ways to do this is to leave behind one Viking when you're entering the mines, allowing him to push and soak xp. Or split your Vikings up when you're trying to collect seeds in the Garden of Terror. Usually, if I'm leaving behind someone in lane while the other two try to do objectives I'll most of the time leave Erik. Mainly because he is the quickest (allowing him to catch up to the other two if they need to use the heroic or need backup) and also, because if I were to run into other enemy heroes, it's good to have two Vikings that can soak up a bit of damage as well. Usually Baleog and Olaf are good enough together to assist your team in a small fight, or to run around collecting skulls or seeds.

Controlling Dragon Knight/Garden Terror: I discovered that you only need to send one of the three Vikings to control the massive bosses. Often times I'll Hearthstone Erik (because I like to have Olaf and Baleog around versus heroes) and have him control the monster. This is amazing since it allows your team to push with 4 and 2/3 heroes along with the monster, as opposed to just four. This also puts me in a great position once they destroy the terror or the knight, to immediately jump into the longboat and deal more DPS as well.

Escape: People have been saying that "the Vikings have no escape, they get killed a lot. However, they have a similar mechanic to the boost you get while playing Sgt. Hammer. When you press Z, for a few seconds you can run at 40% enhanced speed that often times allows you to escape unharmed. (Some other talents can really buff this too.) The cool-down is only 30 seconds, meaning you can usually use your heroic ability, then immediately run away after it gets destroyed, or it the timer runs out.

Trading Takedowns: People are often confused when they play with me, asking how can the enemy have ".25, .5, or .75" takedowns. This is because the Vikings are worth .25 exp of a hero each. This makes trading kills very good for you while playing them. Often times, my team manages to kill off a hero, maybe even two. Often times, I only ever lose the two front liners in an engagement. (Erik is too quick to get caught in retreat.) This makes it so they only receive 50 worth of the kill, meaning that if your team kills one or two of them, you end up "trading" 50% takedown exp for 100% or 200%. Even if you get wiped (which hardly ever happens.) Because of this mechanic, I normally end games with less than 3 "total" deaths, whilst the rest of my team can have twice that much.

"Global" Healing Wells: If one Viking activates a healing well, then the other two get the effect as well. Meaning, if two Vikings are fighting mercenaries or in a teamfight, and Erik retreats and activates a well, the other two will get the added benefit, no matter where they are on the map.

Weaknesses Top

AOE: I've said this before. If all of your Vikings get hit by one AOE spell, they basically take 3x the damage. This makes it super important that you always position your Vikings appropriately depending on the enemy team comp. (On the flip side, having certain heroes that focus on Auto-Attacking, they can only deal damage to one Viking at a time.)

No Reliable CC: Unless you grab a talent for Olaf, you don't have any sort of stun. Without the talent, the slow is hardly noticeable, and it's hard to disable any sort of diving assassins like Illidan, or lock down other ranged carries like Valla.

Super Squishy: There are times when dealing with heroes like Nova, that if I turn my attention away from Erik for one minute, (and don't manage to block the snipe with Olaf) she can just melt him. This is why it's essential to use Longboat Raid when you're being targeted.

Can't Use One Ability At a Time: When your Vikings are split, if you're only controlling one of them, you can't use the abilities on one of them, without the other two activating as well. Meaning, that if you activate Spin to Win on Olaf, who is in lane melee attacking minions, the other two will use it as well, no matter what they're doing. I understand that this makes the micro a little bit easier, however when you only need a shield on one of them, and you instead have to force the cool-down on all three Vikings, it makes it very crucial that you activate them at proper times.

Talents Top

The Vikings have no active abilities to start off, and the only way you get them is unlocking them through talents. Because the micro is hard enough as is, I almost never choose any of the activate abilities. (QWE) Having the Vikings just be auto-attackers lets me focus on their positioning, and when to activate my heroic ability. I know everyone has their own individual playstyles, however these are what I usually pick, and why I think they're preferable.


Level 1:
Viking Hoard: Each Viking Gains an additional 1HP a second, and each regeneration globe picked up increases this effect by .5HP/sec. This is actually really good, mainly because the .5HP/sec stacking happens with each individual Viking. Meaning that if one orb is picked up when they are all present, regen increases by 1.5HP/sec. Since it's always good to pick these up while in lane, and you get a free one for every mercenary camp you clear, you can really stack up those bonuses and spend less time trying to regen health. Even though Olaf has crazy out of combat regen, this really helps Erik and Baleog, and also helps during combat as well.
Spy Games: Stealth and Increased Sight Range after standing still for Erik. Really does make him a scout though. However, this is just more micro-management, and harder to implement. Usually if you have him scouting in a bush around an objective, his additional speed will allow him to escape if an enemy if coming for you. (Especially if you use his ranged attack to de-mount them.)
Olaf the Stout: Every 8 seconds, block a basic attack and prevent 75% damage to Olaf. Stores two charges. Since hero basic attacks can be so fast, and since this talent only effects one Viking, instead of all three of them, I usually choose Viking Hoard instead.

Level 4:
Pain Don't Hurt: 20% Heal for Baleog is HUGE. This is what allows him to solo siege camps, and also, along with the passive regen, makes it so he hardly ever has to hearth. This effect stacks with the damage dealt as splash too, so he often has no problem sustaining himself without the use of healing fountains.
It's Sabotage!: Erik's attacks destroy 5 ammo over the course of 10 seconds. I know that keeping towers and forts empty is an important part of the game. However, I just think there are better heroes suited to be pushers. Leave it to an Azmodan, or a Zagara to worry about tower ammo.

Hardheaded Redhead: Gives Erik a charging melee attack that knocks heroes back. I just don't think Erik should ever be positioned in melee range against Heroes. It's way too risky. And often times to use this, you'll have to put him in the front line with Olaf, maybe good for escaping, but I think the slow of Olaf, or just simply feeding Olaf to a chasing mob is a better choice than trying to put Erik in the way.
Spin to Win(Q): Your first activated ability. The main problem I have with this, is that also, it forces your Vikings out of positon. To get the most out of this, you need Baleog and Erik to be hugging your target. Forcing them to be more vulnerable than at ranged. Also, more micro.

Level 7:
Baleog the Fierce: Baleog increases his attack speed by 8% every attack, will stack 5 times, up to 40%. This is what makes him a DPS machine. More attacks per second=more healing=more sustain=more attacks=deal enemies. This is also what helps him sustain solo mercenary camps as well.
Erik the Swift: As long as he is moving, Erik is healing himself. Often times, Erik is either a full health, or dead Viking. There's never really much wiggle room for him because of his low hp. If he needs healing, he can run back to a healing fountain, or even if he goes back to base, his fast run speed will allow him to join rank again soon.
Mercenary Lord: A close second. Having the Vikings in separate lanes, means more mercenary damage wherever they go. This works really well if you have the ability to micro-push two or three lanes at once, since you'll always have the time to send mercenaries to your enemy.
Jump!: A momentary few seconds of invulnerability. Hard to use, and also what if you only need one Viking to jump, and the other two to finish off your enemy? Nope. Once again, hard to use in situations where you need all three of your Vikings to go invulnerable. (Although they do slowly "drift" midair in the direction they were running.) Sometimes you take this to avoid AOE in teamfights, but once again, much harder to use, since you can be sacrificing tons of DPS when they're all midair, and without the speed-boost, Baleog's camp clearing capabilities are hindered greatly.

Level 10:
Longboat Raid: Get into a boat, fire balls of fire, sing a heartwarming song of heroism that will have your teammates humming along. This ability is OP. As I've said, it gives the Vikings a secondary health bar. Forces your opponents to either chose to fight against you, and take more auto-attacks (and mortars) to the face, or run away, (and still get auto-attacked.) The base AA has such a long range and great rate of fire it makes this ability just chew through your opponents. And, you also get a long ranged mortar (Q, that reloads pretty quickly) to launch at structures and enemies. (Note, all *living* Vikings need to be together to use this ability. If less than three Vikings are alive, but together, you can activate this ability, but a large chunk of the ship's health will be missing, and you won't be able to use the mortar ability.)
Play Again: All dead Vikings instantly respawn at caster's location. I never want to focus my build into the concept that I'll be dying over and over again. Because I play games and only die a few times, I don't see a reason to pick this. Sure, maybe late game if the death timers are super long, but I don't see a reason why you should have to die, over and over again, unless you play badly. Although you can use this as a "summon" tool, to simply bring all three of your vikings together. The ship itself just has so much more it can offer to the team itself.

Level 13:
Speedrun: Under 50% Health, gain 20% movement speed. Such a great ability. Good for running away, catching up, can stack with your Go! Go! Go! ability, to make it so nobody and catch up with you, or nobody can run away from your Vikings. If Erik is hurt, good luck trying to get up to him and kill him.
Hunka' Burning Olaf: The Sunfire Cape of Olaf. Deals bonus AOE damage per second around Olaf. Good talent as well, but I just prefer to have the mobility with Speedrun more over the AOE damage. More of a matter of preference.
Impatience is a Virtue: Every auto-attack reduces the Vikings cool-downs by .25 seconds. Since I don't use a very ability-focused build, I don't pick this up. The cool-down on Longboat Raid is low enough to use once every teamfight.

Level 16:
Large and In Charge: Olaf's charge also stuns the enemy for 1 second. Finally! A stun! This makes your group of Vikings really, really sticky. Disrupts assassins, locks down heroes, and gives you time to correct your positioning or, if they're running away, to attempt to surround them and body block them.
64-Bit Marathon: Grants unstoppable, and a 40% decaying speed-boost when activating Go! Go! Go!. Also a great skill to have, but I think with the base Go! Go! Go!, along with Speedrun, I would much rather take something that helps me in fighting, rather than more skills that assist in running away.
Norse Force: All Vikings gain a shield. Nice in some circumstances. But rarely will all your Vikings need a shield together. Better if you could activate one shield per Viking with their own cool-downs. But, I believe the stun is more viable as a talent.

Level 20:
Combat Prowess: Remember that OP boat we were talking about? Now it fires at TWO enemies at once, and the mortar has a 100% increased range. Not only do your fireballs melt away at whoever is near, you can catch running enemies with your long ranged mortar. There have been times were I have dunked running enemies that were caught in my mortar.
Checkpoint Reached: Your buff to the Play Again ability. Your Vikings respawn a second time after they are summoned after 10 seconds. So, once again, this really plays into the mentality of "cannon fodder," throwing more and more Vikings at your opponent. However, I really don't think that the focus for your talents should give the enemy more opportunities to rack up exp.
The Sequel!: Buffs your passive trait, so the respawn timer reduction is increased from 25% to 50%. A good trait in theory, but once again, I think the additional damage you can get from Longboat Raid will help you and your team stay alive, so you can worry more about killing the enemy team, as opposed to when you need to respawn again.

Conclusion Top

All in all, I wouldn't be surprised if the Vikings will be getting a nerf to their Longboat Raid, amongst other things in the following months. I see a lot of people misusing them, and more so, many people when they first play with me, will often say at the beginning "GG, Vikings" or tell me how to play them, like "dude, what are you doing. Split up." But my advice is to simply make a playstyle that suits you personally. And ignore other people telling you how to play *your* hero, and show them just how OP they can be. Don't be afraid to run from a bad fight, and don't be afraid to split your Vikings up while running away, or throw one of them "to the wolves." Please let me know of any of your other thoughts or recommendations for this guide. And I hope you'll all be able to eventually pick up, and find out how much fun The Lost Vikings are.

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