At level 10 look for Avatar which can stun you. At level 16 check TAB for Heavy Impact. His stuns are a threat in a roaming gank squad when you're outnumbered or on the move alone.
She can't shield glare your turrets, she can't pull your turrets, but she can pull YOU. Keep her from hitting you and your all good.
Keep his Hammer of Justice away from you. And check TAB at level 10 for Divine Storm.
At level 10, tab and check to see if they picked up Leap. Staying out of range isn't hard.
You can usually push harder than Abathur in lane 1v1. His bugs just add to the scrap. Don't underestimate the hat when not laning though. Distance is usually your friend. Make sure to check TAB at 10 so see if [[Abathur]] took [[ultimate-evolution]]. If he did, any enemy hero can magically become a gank squad so watch for it.
Once the enemy team gets level 10, tab to see if Leoric grabbed entomb. He can trap you if you let him. IF he grabs you in a team fight you might be able to Grav-O-Bomb the enemy team before you die.
Your pretty safe when in your booth, just watch out for the outnumbered gank
Because of his unlimited mana and heavy auto attack, he can be annoying. That's about it.
Malf has range. With a team he can root you so other teammates can gank.
Watch out for a brave Diablo with a helper. Never let him get close or he'll slam you and punt you out of your booth.
Azmo can push back with his dunk ability, otherwise you have more range to auto attack with turrets and slow. You'll tend to out-lane him 1v1 and he has a hard time burning your face with E.
Toe to toe you just need to be faster and stay out of his turrets. If they go Robo you always have distance over them.
Her Primal Grasp can pull you out of your booth if you reach too far for scrap. She'll run her combo on you if you let her. Also, check for Ultralisk's at level 10 and position accordingly.
Your better at the bomb game so just avoid the Pufferfish. Check TAB at level 10 for Octo-Grab. If he nabs you, bad things can happen.
Her Haunting Wave can gank you if you let your health gets too low.
His Ruthless Onslaught, Butcher's Brand, and Hamstring will hurt if you let him hit you with them. Check TAB at level 10 for Lamb to the Slaughter.
Alone, no big deal, but, this guy can possibly gank with enemy teams. Watch TAB so you know his build. He's good at healing up roaming double tank & gank squads. That's a threat to any player.
The Lost Vikings
These guys, can overwhelm your booth, especially with help. 4v1 is pretty hard to hold back, which means you might end up not being able to pick up scrap.
He's fast so your only safe in your booth. He will kill you on the run. Keep you eyes open for a gank squad comp and never fight alone if there are roamers.
She has range against you but she's not too bad. Don't stay in her range for long.
Keep your distance and you will be punished for standing in his attack range.
Watch out for El'Druin's Might smacking you and stunning you for a gank. Check TAB at Level 10 for Judgment.
Anub players LIVE to [[impale]] you when your running from a gank squad, and he LIVES [[burrow-charge]] in front of you and body block you. In the 1v1 early game soak he's gonna get punished for getting too close. But beware of him in a roaming gank squad or if you are on the move.
Any ranged assassin is a threat to Gaz. Because of her range, Keep your distance and watch for her ability tells or she'll kill you good, especially in a gank squad.
Stay in your booth and setup to punish her, you don't want to be alone and have good team rotations. Turrets block all her line of site abilities to learn to have dodge awareness.
Ranged auto-attacks are dangerous, his Alt's are both dangerous. You'll need support to hold lane well against him. It's usually good idea if you are on offence in a team fight to stick together if under fire from [[hyperion]].
She has range and movement so be careful with your distance. On the run you will die so keep your booth up.
She's Almost your match at siege. Dodge her Baneling Barrage, auto attack her Infested Drop's if they try to hit you in the back, and stay in your booth when she drops Hunter Killers. Let the Killers follow you thru your turrets. Just don't get caught lazoring up when she drops killers. Maw is your enemy (as with any hero)
A good Zera can punish you good. Your in danger any time you're low on health. Your booth will punish him, especially with good rotations and team play. Watch your map, ping when you see him and keep your booth healthy wherever you are.
Same as Jaina. Crazy range. Keep your distance because if he manages to Gravity Lapse you with anyone else, you will die.
This guy is annoying. You can out siege him but you have to constantly watch out for his Zombie Wall. Keep your distance and grab scrap carefully. Never 2v1 this guy. Also, check tab and I bet you he'll take [[ravenous-spirit]]. This will kill you dead so stay on the other side of the map. During team fights your main goal is to watch Naz's position and to not die. Kill or be killed. Wombo that goofy face of his ASAP.
Theoretically, you could be dodging a hook every 16 seconds. If he lands it you will be out of your booth. Setup your booth and rotate out. If he's around stay away from that hook.
Build: The Rigged Bomb Carnival
Build: OhSht Siege Carry (Solo Split-Push...
Build: Xplodium-Zone (Zoning Bluild)
Amendments to Heroes of the Storm 2.0, or, the Dehaka Patch Top
The Gazlowe rework is here. Gazlowe was deadly before the rework, IF you knew how do put him to work with a team. Now, Gazlowe's turrets are stronger and he has more options to accommodate what your team needs throughout a match. I have laid out three different builds. Gazlowe now has a degree of flexibility where you may want to deviate from a build to deal with a match situation. Learn what tools solve what in-game challenges so when the need arises, you can make those critical calls. Let's cover changes and what's new.
• Rock-It! Turret now has half of Gazlowe's old lvl16 talent Long range turrets baked in, making Gazlowe way more dangerous and way more hard to reach.
• ARK Reaktor @4 is a seriously situational talent. You will be giving up unlimited mana for the chance to make some crazy plays. Plays that might just throw the other team into a confused mess. With ARK Reaktor you will be more limited in your Grav-O-Bomb 3000 and your mana usage in general. What you gain is Essentially an Xplodium Charge (E) build that let's you zone like crazy. Toss out huge stun circles all over the place and coordinate with your team to steer the enemy team to their death.
• Robo-Goblin @10 now lets you focus your Rock-It! Turrets on a single target. From my testing this is a greed talent and encourages poor play in general. You can setup bush gank nests but here's the problem. You need spend your focus on your other skills and staying in good position. When you're trying to watch your Rock-It! Turrets your tending NOT to focus on where you are and ready for a gank. Keep minions clear and Rock-It! Turrets will focus fire just fine without you micro-managing them. I can think of very few scenarios where I want to trade micro-managing Rock-It! Turrets for the Wombo-comboing the whole enemy team. (along with the fear that impending wombo-combos instill). If you need to go Robo-Goblin for the siege/split push because team fighting is impossible, the Rock-It! Turret targeting is just a perk.
• X-Tra Large Bombs @13 These make your Xplodium Charge almost as big as your Grav-O-Bomb 3000, which means easier wombo-combos. Now, at 13, you really have to evaluate what your team needs and decide. If your are extra prone to getting ganked because of the map/enemy team type; take Sprint. EZ-PZ Dimensional Ripper will let you support a poke or high DPS comp by freezing a structure and quickly taking it down or by slowing enemy heroes for a kill. (W) Deth Lazor a tower or fort, Toss out turrets to soak damage and support, siege, repeat.
• Superior Schematics @16 makes for another decision point. I love to go Superior Schematics which makes it more deadly for enemy heroes to be in your towers. The extra damage can mean the difference between a kill and being killed. You want to punish the enemy for coming near you, and if you are doing things right, you'll usually be near your turrets.
• Firin' Mah Lazorz @20 is a great and fun ability. It's just the way to play in style. If you use your Deth Lazor as a zoning and pick off tool as I lay out in this guide, you'll want that extra oomph of showstopping style. This is the kinda shiz that gets highlighted and cheered for at big events, I mean, you're here to have fun right? Please say I'm right on this one.
• It's Raining Scrap @20 This talent is ok but if you took the scrap talents at levels 1 and 4 you shouldn't need this. If you are going for a Xplodium Charge or Deth Lazor build and you find yourself tapped out of mana, this ability will keep you in mana to a degree. Not my play style since you and your team need to back in line with rotations. Why complicate things by hanging out in the front lines too long?
• As of this current patch, scraping Salvager Rock-It! Turrets while mounted is still a no go. I'm hopful they will return Scraping to the old way but don't hold your breath.
Hey guys & gals, my name's renofox and this is my Carnival Booth Build for Gazlowe, my main hero. Gazlowe is this little squishy goblin, starting out as a thief and progressing on to being the Boss of Ratchet. The first time you try Gazlowe without preparing your going to get laughed at or worse. Gazlowe is considered Garbage-Tier by the community, and mostly because no one seems to know how to play him. Secretly, there's a small group of people that know the truth, and that truth is Gazlowe is a BEAST if you know how to use him. I like to imagine him as a carnival booth operator.
No one seems to like Gazlowe, especially the enemy team. BUT, there he is taunting them to step right up to his carnival booth and win the prize! The prize in this situation is to kill Gazlowe, he's dancing around and shaking his butt at them. Gazlowe's carnival booth is all the Rock-It! Turrets, Xplodium Charges, and Deth Lazors he has in his arsenal. Your job as Gazlowe is to setup your booth and keep the enemy team playing YOUR game while denying the prize.
What the enemy team doesn't realize most of the time, is that this carnival booth is rigged... "It looks like a harmless little Rock-It! Turret and he's right there, I'll just smash him real quick." But they didn't realize that Engine Gunk slows them, oh and Gazlowe just set down another Rock-It! Turret, and here comes The Butcher to smash their slowed butt into bits. "Oh look, a cute little stun bomb." They think they can just walk around it. But wait, the Xplodium Charge was placed perfectly on their minion wave, experience gone, cover-gone, now the Rock-It! Turrets are concentrating them down, they're moving like molasses, now another Rock-It! Turret's coming out, and a Deth Lazor starts charging and they will not be able to outrun it.
The Key to good Gazlowe play is building a great booth and keep suckering the enemy team into playing YOUR carnival game, all while using your body as a taunt and NOT letting them get you. Learn to Juke, and learn to position yourself. This all sounds slow but you can become deadly fast at tearing down your setup and moving your carnival. The faster you are the more deadly you become.
Here's a short video that sums up playing my Carnival Booth Build for Gazlowe (If you can't see the video below, and your in the chrome browser, click the shield icon in the top right of the address bar to force them to load. The heroesfire guys are working on the problem)
Can You Say UNLIMITED MANA? Gazlowe's trait is Salvager. Rock-It! Turrets fight for you and Salvager gives you mana back IF you pick up your scrap. As a good carnival booth operator, your job is NOT to fight the enemy by auto attacking (bye bye health) or catching them with an Xplodium Charge (bye bye mana); this does not play to your strengths. Don't get me wrong, smack them around to finish them off from inside your carnival booth all you want.
There's a huge difference between auto attacking, and auto attacking while two or three or four Rock-It! Turrets are shooting and Engine Gunk slowing. You hit like a warrior alone, but you hit like an assassin in your carnival booth setup. And so does your team.
If you clear waves like a boss using Xplodium Charge, the enemy will always be at a disadvantage on experience AND defenses. Gazlowe can do this better than any other specialist. Nothing works for the enemy team normally if you're crushing their minions off the map. The longer you get away with denying experience and wrecking their base, the quicker they'll rage and come after you. Knowing this gives you a strategic advantage. You know what to expect, they want to kill YOU.
Being a good Gazlowe player is all about setting up your booth Rock-It! Turret, tearing down your booth Salvager, and using your positioning Xplodium Charge Deth Lazor to control the environment. Every second the enemy team is going after you at your booth is a second they are NOT going after an objective or earning experience, all while taking damage, getting out of position, and possibly dying/raging/tilting to your relentless march.
The great thing about your carnival booth is it's portable (with a little practice), allowing you to stun, slow, and kill, all while dodging, taking objectives, and picking off unsuspecting enemies. I'll have exact steps for you to master using Gazlowe, but first lets go over strengths and talents.
(If you can't see the video below, and your in the chrome browser, click the shield icon in the top right of the address bar to force them to load. The heroesfire guys are working on the problem)
Strength#1 You manage a movable recyclable fort.
You can spot an unskilled Gaz because they won't be picking up their scrap ( Salvager) efficiently or at all. If you take Scrap-o-Matic Smelter and Reduce, Reuse, Recycle as talents, you can have infinite mana when left to your own devices. Without mana, you're nothing but a taunt for the enemy team (sometimes good). You gotta pick up scrap ( Salvager). You should look like a trash collector most of the game, picking up scrap ( Salvager) constantly. It keeps you a moving target and you end up almost auto-juking and taunting because of it. If you pick Reduce, Reuse, Recycle at level 4 you will have near infinite mana as long as you have your booth setup
Strength#2 You steer or punish people by making circles "Your Booth"
Reynor has an alt, Hyperion at lvl 10. It's a circle that everyone runs from. Kealthas has an alt, Pheonix, it's a circle that everyone runs from. Gazlowe makes DEATH circles for his BASIC ABILITIES. You might be the clown but the enemy team will have to juggle to avoid all these circles.
You setup and maintain a portable carnival booth that zones out the enemy team, pisses them off, and makes them TILT and want to KILL YOU. Which leads me to your third strength.
Strength#3 You're a Squishy, Theiving, Rage-Enducing, Taunt.
The better you play, the closer the enemy team will go into tilted behavior. The better you play the more they will make KILLING YOU their priority because you're simply wrecking their stuff. "Step right up folks! Try to kill the clown, only a dollar to play!" By level 7 you have a crowd showing up to play YOUR GAME, right around the time you have slow Engine Gunk.
Enemy teams can't slow or stun your Rock-It! Turret. It's a carnival game they cannot win. The only thing they can do is rage and gang-up on you, and if your team is on it, they can capitalize on this bloodlust.
Little old Gazlowe can induce a team fight just by being left 1v1, or he show can show up to a team fight or objective and setup his booth. "Step right up folks!". Next thing you know the whole enemy team is mired in slows and stuns, primed for getting picked off by your team.
We'll go over talents the way you would as if playing in a match. I've found it helpful to learn the quick select buttons for each of these talents. for example: to select Scrap-o-Matic Smelter at the beginning of a match you hold Ctrl + 2. Practicing this move can save you time in a pinch, just make sure to practice as it's easy to flub up and choose the wrong talent.
Extra TNT is nice but it's a win-more pick that doesn't return mana. With it you tend to lean on Xplodium Charges and dry up your mana. Demolitionist trades seige strength for unlimited mana, maiming your team fight potential, and Regeneration Master again, trades health for unlimited mana which really goes against Gazlowe's strengths, at least for this style. A zero mana Gazlowe is a dead Gazlowe soon enough.
Reduce, Reuse, Recycle is the key to having unlimited mana. This is where the mana starts to flow like money from heaven. Let's say you put down two Rock-It! Turrets at a lane and when a minion wave shows up in their cute little circle, you drop a Xplodium Charge on them. at level 1 it'll take Xplodium Charges to kill the wave and you'll have about 3/4 of your mana. Uncontested or with little resistance you can continue pushing with Xplodium Charges and Rock-It! Turrets every time they go off cool-down and be at half mana buy the time you take down the fort. This is at level 1. At level 4 with Reduce, Reuse, Recycle you will get 1-2 pieces of scrap for every wave of minions you kill. Walls drop scrap, fort's drop scrap. Your full time job will just be picking up free mana in the wave of your devastation. What's going to slow YOU down if I gave you unlimited mana laying all over the place? Practice practice time again.
Clockwerk Steam Fists is funny when you consider what I've laid out above. The only application this would have is where your Rock-It! Turret is not going to take damage, possibly on Battlefield of Eternity, but that's not worth as much as unlimited mana. Mercenary Lord is situational at best. You can take mercenaries fine as a normal hero. To focus on getting mercenaries alone is to not team play, not use Gazlowe's best strengths, and leave you open for a gank.
Goblin Fusion is fun but can leave you vulnerable and mana-negative. Promote makes no sense to me at all. You're Rock-It! Turrets are buffer, portable, and mana returning minions so why bother?
Engine Gunk is the key to escapes and assassinations. I love level 7. You know why? Level 7 is that point in the battle that everyone starts pining for their level 10 talents. Meanwhile, level 7 is when you become deadly deadly dangerous to the enemy team. What usually happens is that in the heat of battle, no one tabs over to see what Gazlowe took for his level 7 talent. Even if they KNEW they'd underestimate it. At level 7 the enemy team is really starting to hate Gazlowe and all of a sudden his Rock-It! Turrets start Engine Gunk slowing everyone down. Well, not everyone. Right when the enemy team is not suspecting it they can't chase you, and your team mates can just pick off anyone with their back turned to you. If you need to bail, drop a turret on your way. It's like Sprint only in reverse. Run in and drop a turret in front of a keep and run out, then sit back as your allies mutilate the enemy team as they come in to stop you. Sit back with your Deth Lazor as they try to flee for safety under a hail of Rock-It! Turret fire. Ah the Carnival life.
Grav-O-Bomb 3000 is the key to having a deadly team presence. Ah the magic that is level 10. At 10 you get access to Grav-O-Bomb 3000. The greatness of Grav-O-Bomb 3000 is in it's utility. It pulls enemies into one spot, much like Johanna's Condemn only much stronger, much bigger, and you don't have to be at it's center. The ability to cluster the enemy team all together has synergy with almost every other offensive (R) ability in the game.
The real magic of Grav-O-Bomb 3000 is in pairing it with your other talents to create the godly Wombo-Combo. The foundation of a Wombo-Combo lies in using Grav-O-Bomb 3000 to pull the enemy team on top of an Xplodium Charge that's about to go off. The timing is something that every Gazlowe player owes it to their team and themselves to practice and master from the trial screen.
The way this works is you drop an Xplodium Charge in an area where the enemy will be or is fighting. You have one second to decide if Grav-O-Bomb 3000 will grab the entire enemy team. If it will, you drop your Grav-O-Bomb 3000 right on top of the Xplodium Charge. If you timed it right, the entire enemy team will be pulled on top of the charge, doing stupid damage AND stunning them for 2.5 seconds. Did I forget to mention that Xplodium Charge has the longest stun other than a couple (R) abilities? It Doesn't get much better than this.
Many times this will nuke the enemy team right off the map, depending on their health. In a team fight, landing a Wombo-Combo will usually leave a low health enemy team stunned in a pile while so you're team mates and turrets can do unspeakable things to them. Your team mates will love you.
Here are some examples: (If you can't see the video below, and your in the chrome browser, click the shield icon in the top right of the address bar to force them to load. The heroesfire guys are working on the problem)
Here are the 'vanilla'(turrets) Wombo-Combo and the Bruiser anchored Wombo-Combo
Here's a demonstration of the
bridge-lock Wombo-Combo and the Boss Steal Wombo-Combo
And lastly, here's my favorite,
the "Jungle Special" Wombo-Combo
Turret Storage gives you FLEXIBILITY with more mana, more damage, more cover, and more siege. . Turret Storage is my go to ability here. More Rock-It! Turrets mean more scrap Salvager which means more mana. Assuming you're not being chased down, you will be dropping Xplodium Charges and Deth Lazor just trying to get rid of all your mana. The ground will be littered with more Turret Storage which also means more damage, more slowing on the enemy team, over more ground. It also means you'll be moving around more to pick up scrap and staying away from danger. Essentially your carnival booth gets bigger and more dangerous.
EZ-PZ Dimensional Ripper is also a good choice if you need to freeze structures, and slow enemies to a crawl. I find this being overkill usually. Burning Rage assumes you're trying to do damage up close and personal which is counter to the carnival style.
Sprint is a great talent paired with Robo-Goblin or with soloing because these put Gazlowe too close to the danger. With this build you learn to use your booth to protect you. If you're no good at positioning or wielding your booth, Sprint isn't going to make up for it. Learn to be better at positioning and map awareness instead of using something like Sprint.
Long-Ranged Turrets is the key to having ultimate CC coverage. If you thought you where dangerous before, at level 16, Long-Ranged Turrets make you twice as dangerous. We're talking like the old OP Kael'thas at 16 dangerous. More often than not you end up blanketing the enemy team's inner keep area with a handful of Long-Ranged Turrets while nuking down minion waves with Xplodium Charges to the point where the enemy team can't even move. Your team will just keep picking off heroes left and right. No matter where you are, your booth is encompassing the whole screen. It's a warm happy place.
Kwik Release Charge is nice but again, they don't return mana and they don't guarantee lock-down of heroes. If you're winning by a rediculous margin and you want something to blow mana on, it's lots of fun to shock and awe by tossing Kwik Release Charges all over the place. I'd rather have the Long-Ranged Turrets to keep the excitement with team fun.
Stoneskin is usually picked up to have more survivability. This assumes your not in your booth, or out of good positioning. A good addition if you're leaning on Robo-Goblin but not playing to Gazlowe's strengths. There may be a good use for this talent but never pick Stoneskin because you find yourself dying too much in fights. Study your replays and see if being a better player with better positioning would have saved you first before you opt to pick up a crutch talent like Stoneskin. With Carnival Booth Gazlowe, the lower your health is, the more tilted plays your enemy will make to kill you, all which play into your strengths.
For anyone that doubts Gazlowe can play top-tier, watch the amazing match between compLexity Gaming vs COGnitive Gaming during the North America Open in 2015. Gazlowe, as a last pick, throws off COGnitive and the announcers, leading to a compLexity Gaming victory. Great match. You might also notice that matches are WAY MORE FUN to watch when Gazlowe's there to chaos it up.
(If you can't see the video below, and your in the chrome browser, click the shield icon in the top right of the address bar to force them to load. The heroesfire guys are working on the problem)
Here is a video of k1pro and Cloud9 using the Gazlowe to Troll Team Higher Consciousness White at the Enter The Storm NA 2. Not the build I use but still a great learning video for positioning and such. Here is a link to the replay file if you want to study
I'd recommend after you look over this build, hop over into Heroes of the Storm. Enter the hero shop, select Gazlowe, and test him out. I go here EVERY DAY I play Gazlowe. Use this valuable area to Practice, practice, practice Gazlowe's rhythm. Even if you already own Gazlowe, take a couple of minutes or more to become so fluid at his moves that you become unconscious to using them. Remember, you're not like other heroes, you're a carnival operator not a brawler.
Try to master each of these move progressions. You can save yourself a lot of in-match frustration by practicing in trial mode for an hour. It's a lot like learning to walk before you can run. Matches are running. Practice will have you advancing much quicker than just playing matches because you are zoning in on one element at a time. I brush up on my moves before playing for the day, the same way other sports do warm-ups.
Warm-up #1: Effectively Leaving.
As an effective Gazlowe player, you have to be able to move as fast as other players, but with the burden of turret clean-up. The first step is to master the process of mounting up and leaving an area. It sounds simple. press Z to mount, then click where you want to go. This seems right but I'm going to challenge you to add Shift + Right-click into the mix.
Press Z --> Shift & Right-click on Exit Area. Either the edge of the screen in the direction you want to go, or, a location on the mini map. The point is to queue up any next move so you're moving as soon as you're mounted automatically without input from you. I find myself automatically hitting shift/click anywhere in the visible area after I mount up because that way I know I'll get a small retreat and while that's going on I'll have time to click a mini-map location, (like a fountain) then Shift-click that, and I'll be moving with zero downtime.
Imagine it like a horse who immediately shoots off the moment the gun slinger lands on his back. If you press Z and wait, you're attention is stuck waiting there, If you don't shift click your next area, you may cancel your mounting accidentally. Trust me, it's worth automating this mount trick for the benefit of all your characters.
Warm-up #2: Fast scraping your booth. (Time trials) Gazlowe is only as good as his speed. He's not good on the run but if you're fast with moving you're turrets, you're fast at moving your safety.
Turn off cool-downs for this practice in trial mode. Lay down four Rock-It! Turrets in a square pattern. Your goal is to scrap and pick up these turrets as fast as it is possible to do so. What you want to do is break down your Rock-It! Turrets with D, and immediately move to pick that scrap up. What you want programmed together is D + right-click. Anytime you click D it should be like a finger drumroll with right-click following it. This order always saves time and is easy to use in any situation. Skill clicking D 4 times and then skill clicking or running over the scrap just can't be as fast.
See how fast you can get at this. Start SLOW and precise. Practice makes PERMANENT. You want to get stupid good at recycling your Rock-It! Turrets. It can be kinda clunky so only practice will make you unconscious about the process. You don't always want to mount up to collect scrap but you definitely want to practice this order of mounting THEN getting scrap if you're leaving an area. This order will be key in helping you get to most objectives in the game. You're fast, you just have to practice.
Warm-up #3:Setting up and walking your booth forward. (Time trials)
Starting off in-lane, walk up and place a turret at middle of the map, right at the edge of the main path which goons will be coming down soon. Then set down another turret on the other side of the road within shooting range of your first turret. Goons will go for the turret that is further forward. Stand back a bit in the middle of the road. You can use your goons as a timer for when the enemy's goons are coming. You want to drop a charge so that the goons are all in the circle and right in range of the turrets they are going after. Once that charge is down you can back up and start charging your Deth Lazor. Shoot the Deth Lazor off once it's charged up and do hit the most available targets available.
Usually this hits the enemy hero and kills most of the enemy wave; that's one cycle. Usually it's time to pick up scrap and put down new turrets, or, scrap your turrets and move them forward starting a new cycle. It doesn't always have to be this exact pattern, sometimes you leave out the Deth Lazor and pickup scrap to lay another turret, but this is the start of your juggling. There is a pattern that will set in and once you're good, you can push forward HARD and FAST. Let your turrets work while you get on that scrap. Get fast on scraping and picking up scrap, place new turrets and get back. In and out, dance around, turrets, stun the wave, Deth Lazor, collect scrap, more turrets, Deth Lazor�?� Try to always have one turret in the range of one or more other turrets, this way you always punish anything that attacks your booth. Your booth protects you and itself with turrets, you protect your booth with charges and Deth Lazors
Once you get good at this, try doing time trials. How fast can you destroy the enemy fort at level 1 in the trial lane? Post your best time in the comments, I'd love to hear them.
Warm-up #4:Landing your wombo-combo.
This it tricky but extremely satisfying practice. Level up to 10 and spec out for your turrets and grav-o-bomb. Leave minions off and practice dropping charge at the end of your range and then after a second, dropping your Grav-O-bomb. Do this a few times until you feel you have a grasp of the rhythm. The idea here is to have a bomb pull the enemy team to one point (damaging them) while having your charge go off (also damaging them) and stunning them. While the enemy team is stunned you are charging up your Deth Lazor�?� When executed correctly, the enemy team will either die outright, be at low health or waiting for your lazor to zap them dead. It usually ends in a team wipe if done correctly, the only questions are; can you land it, and how many victims can you get? Make no mistake; Wombo-combo wins games. You want to get stupid fast at this to the point you don't even think about this combo, it just falls out of you.
When you see a balling up enemy team the combo just comes out. You'll drop a charge and in the next half a second you'll decide if a bomb will hit the enemy team. If it seems right then drop the bomb and immediately start charging your Deth Lazor. I have a hard time NOT hitting R and then immediately hitting W. It just happens.
Once your good at this without enemies, turn on minions and practice on enemies. Once you have that down practice laying turrets, stagger-stepping auto attacks, and then dropping the Wombo-combo. You can also add the next warm-up once you have this one down.
Warm-up #5:Landing charges by leading your target.
This is an easier affair overall. Keep resetting minions and forts and try to time your charge-dropping so that they get stopped asap. In real games, enemies will avoid your charges, but minions won't. If the enemy team doesn't have minion waves do soak damage for them, they are vulnerable AND they are denied XP. Charges are zoning tools, not direct stuns, UNLESS, the team is in a fight.
Warm-up #6:Charging and ganking with your lazor
The Deth Lazor can be a little tricky at first. Once you're adept at practice #1, focus on using the Deth Lazor to pick off running heroes. Once you're good at this in trials you can always try these warm-ups against the AI for low impact/more applicable training.
Warm-up#7:Auto-attacking Stagger-step while picking up scrap and laying turrets.
Staying moving is important to all character. You want to practice staying mobile. It's a good habit to stagger with your auto-attack just so you don't get lazy. Getting lazy means getting dead most of the time. Rock-It! Turret duty should have you moving constantly but try to get auto attacks in there as well.
Warm-up #8:Juke escaping
This one is hard to pull off but I use it and it's saved my bacon-A$$. If you're being chased, if the carnival attendees caught you in the parking lot, you gotta try to get away. Dropping a Rock-It! Turretbehind you as you run works great past level 7 with gunk Rock-It! Turrets. But you may be out of mana or whatever.
The way you do this is using old Starcraft movement queuing. You simply hold down your shift and every movement click you make will queue up. What you want to do is click in a tiny accordion pattern while holding shift. Your character will follow the path you click out. It takes practice to make a click queue in a pattern that will actually get you away from enemy fire. I've gotten to the point where I know I'm gonna get chased down and killed, I queued out an accordion path toward my gate, and watched as Gazlowe juked like a madman and lived. It's a fun move and worth playing with.
Here is a video showing me running these patterns for practice. Every day I log on to play I'll hop into trial mode and run through my patterns to warm up. If you wanna bring a crowd-pleasing show to your carnival booth, I recommend you do the same. (If you can't see the video below, and your in the chrome browser, click the shield icon in the top right of the address bar to force them to load. The heroesfire guys are working on the problem)
Infernal Shrines is a map that Gazlowe excels on. I'll usually try to take mid with help. It's ideal to do one of two things early-game; either deathball up and take down middle forts with the team to try to push xp advantage, or, be cautious with mana in preparation for that first shrine. Being mid lets you get to any shrine the fastest, but it's also a bit more dangerous. It's ideal to get to level 4 ASAP so you can have that unlimited mana from Reduce, Reuse, Recycle. Simply lay down Rock-It! Turrets to punish the enemy team and work on the objective. At level 16 you can place Long-Ranged Turrets in hiding cracks outside the shrine. Try to play it safe and stay out of the fighting, supporting with Rock-It! Turrets and Deth Lazors. As long as you can stay alive there will always be an opportunity to pick off a fleeing enemy hero with a well placed Deth Lazor. Some of this strategy is bound to change once they fix the shrine minions to scale up appropriately. (more to come)
Haunted Mines can be really challenging because it will expose good or poor teamwork on objectives. I love playing Gazlowe on this map because he can zone out team fights in the mines, he can push hard with the grave golem, he can put easy damage down defending against the enemy grave golem, and his laning will be with team help which always synergizes well. Always try to get to the mines early. It's fun to solo the boss before anyone gets there but enemy teams can catch on to that one quick. Past level 7 you'll provide crazy slowing to team fights with your Engine Gunk Rock-It! Turrets and you'll be able to assassinate fleeing enemy heroes with Deth Lazor. On top of that, when you ball up with your team before a grave golem is summoned Gazlowe is great at grabbing the siege camps with the team. (more to come)
I hope you all liked reading my guide. I also hope it helped you understand the power of Gazlowe. I use Gazelowe not because he's the best, but because he's challenging and fun; and we're here to have fun. If you'd like hero league lessons I highly recommend watching some replays found here. I'll leave you with two video's: The first one is some inspiration for any aspiring Gazlowe players out there and the second is a little fun piece on the creation of Gazlowe's personality. I look forward to seeing you all In the Nexus!
(If you can't see the video below, and your in the chrome browser, click the shield icon in the top right of the address bar to force them to load. The heroesfire guys are working on the problem) Props to Sushidad for this SICK demonstration of what Gazlowe is capable of.