Comprehensive Nazeebo Build Guide by Eruption

Comprehensive Nazeebo Build Guide

By: Eruption
Last Updated: Oct 4, 2022
3 Votes
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Build 1 of 3

Nazeebo

Build: Safe Z-wall

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

Nazeebo

Build: Duelist Spoders

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

Nazeebo

Build: Tanky Toads

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

Safe Z-wall Top

The main goal of this build is to ensure that you are able to be what your team expects you to be when you lock in Nazeebo. A hard-scaling, sustain damage mage with the ability to double soak with ease.

Your lvl 1 and lvl 7 are picked mainly to safely and effectively clear waves in a single ability rotation, but they also massively increase your effective range and zoning capabilities in team fights reducing the amount of risks you have to take when fighting for objectives.

Getting blood ritual at lvl 4 makes clearing waves with abilities a lot more sustainable, allowing you to stay on the map so you never have to stop stacking. The ability to get stacks from heroes means that time and resources spent in team fights conflicts less with your stacking goal effectively making your game plan a lot more flexible.

Lvl 10 is pretty much always game, map and player dependant, but i prefer Ravenous Spirit with this build. Gargantuan is better for sieging, zoning and stacking, but using it effectively requires a slightly more aggressive play style than what I would recommend in games where this build is deemed necessary. Ravenous Spirit gives you some much needed kill pressure and and team fight contribution at a safe range. As a general rule of thumb pick Gargantuan when ahead and Ravenous Spirit when behind or when the game state is uncertain. Remember that the lvl 10 spike can shake up the game state dramatically.

Ice Block is usually the best choice at lvl 13 in most games and by far the most viable in this build because of its safety and because of a lack of toad/spider synergy in this build. Sometimes there could be a case to be made for Superstition when you are not at a risk of melee assassins and the enemy team has several long range spell-casters like Chromie, Li-Ming, Pyro Blast Kael'thas and Ice Lance Jaina. But remember that Ice block can cancel Pyro Blast and Temporal Loop so unless you are being poked constantly Ice Block is still the best choice.

Lvl 16 is generally pretty flexible, but I would steer clear of Soul Harvest in this build as it promotes stepping up to get value and therefore has negative synergy with Thing of the Deep and this build's play style as a whole. Spider colony is never bad, but Ring of Poison is more synergistic with the build and gives you both sieging power and blow-up potential. The poison effect will always last the full duration, meaning that you can reactivate Zombie Wall for aggressive Dead Rush pressure while still zoning off the area where it was placed. If unnoticed it can deal a surprising amount of damage to enemies trying to push you, especially after you get Vile Infection.

At lvl 20 you get Vile Infection. This is where the "Safe" part of the build kind of falls apart because if you haven't reached 175 stacks at this point or at the least 160, you shouldn't have picked this build in the first place and your entire game plan kind of falls apart. This is a very rare thing to see however as if you play the build well you will pretty much always reach your stack goal before 20 or lose before you hit 20. If it does happen though, just upgrade your ult. This is another reason to get Ravenous Spirit at lvl 10 as Annihilating Spirit will help mitigate your lack of team fight damage without Vile Infection. The range increase also helps a lot if you are behind as it gives you a lot of safety. Bad Medicine is Nazeebo's worst talent in my opinion. The movement speed isn't enough to get you out of bad situations and the armor doesn't last long enough to save you from dives. It is a talent that only has a chance of being useful when behind, but it doesn't give you any tools to get ahead. If you are behind at 20 and you can't hit Vile Infection, you will need all the damage you can get so that you can take out key targets on the enemy team before they take out key targets on your team, as a single team fight can be game winning at this point. Extra damage also increases your ability to trade kills if a teammate should happen to die.

Duelist Spoders Top

This is the build you pick when the map or enemy comp makes hitting Vile Infection unlikely. It is useful on maps where the objective is likely to pull you away from lanes for an extended amount of time and on maps with no or minimal objective summons. Battlefield of Eternity is probably the best example. A two lane map with too big of a gap to double soak and an objective that rewards high single target damage is perfect for this build.


Lvl 1, 4 and 7 talents are pretty self explanatory and are extremely synergistic with one another. Be warned that this is a fest or famine build that requires good aim and positioning.

At lvl 10 I highly recommend Ravenous Spirit. It allows you to almost instantly blow up any target as long as you hit them with a Copse Spiders jar first, preferably isolated.

Ice Block is still usually the best pick at lvl 13 and synergises really well with the build. If someone dives you and does a lot of damage you can hit them with the jar and activate Ice Block to safely regenerate health with your lvl 4 talent while giving your Corpse Spiders time to do their damage. In cases where Ice Block seems unnecessary or where the enemy team has a lot of spell damage, running Superstition can be an awesome choice. I personally don't think it is weak against auto attackers as it has a very low cd and spawns a Corpse Spider when cancelled. This can give you some clutch consistency in fights where you are struggling to hit your spiders and synergises really well with your lvl 1, 4, and sometimes your lvl 16 talent.

Lvl 16 is very flexible with this build. Spider Colony is definitely the most synergistic and is an especially strong choice in games where you decide to run Superstition at lvl 13. Ring of poison is a strong choice versus teams with low mobility and makes your spider-spirit combo a lot more deadly if you land a good Zombie Wall first. Soul harvest isn't all that synergistic with this build but it isn't bad either and can be strong when sieging late game or if the enemy Azmodan or Arthas are running Demonic Invasion or Army of the Dead respectively. It can also be decent into Gazlowe, Samuro and Chen with Storm, Earth, Fire.

At lvl twenty you pretty much always get Vile Infection if you are above 160 stacks, but do not hesitate to get Annihilating Spirit if you're farther off than that or if the enemy team is very mobile.

Tanky Toads Top

This is a win more build for maps that play slow and reward sieging, split-pushing and zoning. While there are safer versions of the toad build, this one is specifically for when the enemy team composition has low burst damage and backline access. This is definitely the cockiest build out of the three and it asks much more of you as a player in terms of stacking as it has no ez-stack solution like the first one and a much harder lvl 1 talent to stack vs good players.

Lvl 1 and 7 are the core of any toad build and offer great AoE damage and zoning that only needs the first part of the lvl 1 quest in order to properly spike. In this build however, we really want to fully stack the talent as the damage reduction greatly buffs our tankyness.

At lvl 4 we get Big Voodoo because it makes us even more tanky in the late game. This gives us a much weaker early game than the other two options and demands a lot more from us in terms of mana management. Get comfortable using your auto attacks for the bulk of your stacking.

Finally we get to go Gargantuan at lvl 10. The zoning and sieging capabilities it offers are perfect for what we want to do with this build. Additionally the channeling of ravenous spirit is not synergistic with maintaining the effects of Pandemic, Guardian Toads and Soul Harvest to stay tanky. The fact that our tankyness allows us to stay in the fight for longer also allows the Gargantuan to contribute more to the fight, and the slow helps us kite and makes it easier to land other abilities.

At lvl 13 you can always get Ice Block and it is inherently synergistic with poison damage, especially against enemies with self sustain that requires them to deal damage like Artanis or Leoric. However in this build in particular, we are shooting for Guardian Toads for fairly obvious reasons.

Lvl 16 is almost always flexible and you can't really go wrong here. Whether you want to stack even more poison damage with Ring of Poison or achieve a higher toad uptime through Spider Colony, the most synergistic option by far is definitely Soul Harvest. Having already doubled our stacking flat health increase with Big Voodoo at lvl 4, getting a % health increase on top of that is just bonkers. The higher focus on sieging as well as the enhanced ability to fight close quarters means a high harvest count is a lot easier to maintain with this build than with any other Nazeebo build.

Lvl 20 is the same story as always. Vile Infection when stacked or close to stacked, if not you upgrade your heroic. In this case the Humongoid.

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