Kerrigan: Combo Master by PCMau5

Kerrigan: Combo Master

By: PCMau5
Last Updated: Mar 30, 2016
3 Votes
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Build 1 of 1

Kerrigan

Build: Hit and Run

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

Threats to Kerrigan with this build

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Threat Hero Notes
1
Sgt. Hammer
1
Lt. Morales
2
Thrall
2
Jaina
2
Kael'thas
2
Raynor
3
Li-Ming
3
Nazeebo
3
Stitches
4
Nova
4
Rehgar
4
Tyrael
5
Greymane
5
Sonya
5
Brightwing
5
Xul
6
The Butcher
7
Gazlowe
8
Zeratul
8
Illidan
9
Uther
9
Muradin
10
  No Threat

Talents Top

Sharpened Blades:

This is half of your early game damage, using this talent gives us a little bit more early game combo potential, this talent is just far superior to Energizing Grasp and Block.

Fury of the Swarm:

Very handy for wave clearing and possible team fights, this triggers from Double Strike extra damage too so this is just great. Clean Kill is generally useless within this build but has it's place in others, Psionic Pulse is of no use and Envenom is an obsolete talent at this point.

Battle Momentum:

At level 7 there's a choice between Battle Momentum and Impaling Swarm, Battle Momentum is useful when there's an attrition based match-up where fights last long however Impaling Swarm does a surprising amount of work due to their attack speed and players frequently ignore them until they've chipped a good amount of HP away. Adaption could be used but with the play-style of this build it shouldn't be needed.

Maelstrom:

The obvious pick, very handy when used in a swarm of minions or enemy players during a teamfight and the level 16 and 20 upgrades can make you into a tank if needed.

Double Strike:

The extra damage from Double Strike is usually under-appreciated as players don't realize this triggers cleave damage from Fury of the Swarm. Not only this but just the extra damage without the cleave is a large amount and generally kills a player if you combo them out.

Aggressive Defense:

Another choice can be made at level 16 if the enemy team is together Blade Torrant (Sorry, this has to be spelled wrong because the correct spelling is on the MOBAFire word blacklist) could be used however if they're smart and spread a little then Aggressive Defense is just better for surviving and diving with your ultimate.

Omegastorm:

If Aggressive Defense is picked at level 16 then you will become a tank when you use this, use this during/just after using the combo as players should be close to you after and this will generate a ridiculous amount of shields.

Introduction to Playstyle Top

Kerrigan is classed as a Melee Assassin however the combo works from range to then transition to Melee combat.

If you have picked the above talents then what you generally want to do is use your W ( Impaling Blades) and then immediately after use your E ( Primal Grasp), what this results in is you taking an enemy hero from range close to you and immediately stunning them and doing a hefty portion of damage.

Along with the above combo you are also open to tie your Q ( Ravage) into the combo by either closing a gap to get range to combo off or to finish an enemy hero off with this, note that if you finish an enemy hero off you can use Ravage again instantly and this can let you take out low HP heroes however this isn't a sight seen often.

The combo is really good at clearing enemy minion waves too and I recommend trying to catch a wave of minions and a player at the same time, especially in the early game as it results in a slight push and a possible kill.

Only ever use Impaling Blades and Primal Grasp together in the aforementioned combo as they are underwhelming abilities otherwise, these abilities should only be used separately if extremely necessary as they are quite mana intensive.

After you obtain your ultimate you can then further advance the combo during a teamfight and use Impaling Blades + Primal Grasp then cast Maelstrom when they are in your face then followed by a Ravage on a player to finish them off and leave you with a large shield and a good chunk of health left. The strength of the double combo increases greatly at 16 onward then at 20 you are generally free to jump in first if needed and damage and survive easily.

Weaknesses Top

Many sticky heroes with stun abilities are the bane of Kerrigan's existence, if you notice a large amount of crowd control on the other team I'd possibly recommend switching Battle Momentum/ Impaling Swarm to Adaption to avoid being stunned then body blocked.

Along with this Zeratul is quite dangerous as his burst doesn't give us time to build our shields so when playing against a Zeratul I'd advise trying to generate shields often when you think you've seen the glare from his stealth.

An extra note is that Anub'arak isn't as threatening due to his lower health pool so it's easy to combo him out before he does much in terms of whittling you down or stunning you.

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