Kael'thas
Build: Living Bomb
Level 1
Level 4
Level 7
Level 10
Level 13
Level 16
Level 20
Threat | Hero | Notes | |
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1 |
Chen | He's not really a threat to you, but he's extremely annoying with his shields. In any case, when he starts drinking, you can CC him, which makes the fights easy, even if it's hard to beat him, he doesn't have the tools to get you. |
A magical sphere belonging to the lord of the blood elves. You can use your trait to empower your next skill. It has only 6 seconds cooldown, so it's advised to abuse it as much as you can! |
Felomin ashal! You target an area, and after a short delay (0.5 seconds I believe), you deal some nice damage. Note that the delay is longer than it seems. And, as all areas in HotS, its effective area is a bit larger than what it's drawn on the floor. With Verdant Spheres, it increases the area and damage by 50%. The area increase is huge, and the damage increase is nice, but not that huge honestly. In any case, this gives you extra reach to kill escaping targets, or prevent enemies from channeling (doubloons, jewels, tributes, etc). This should be the only time you use flamestrike this way, once you have Chain Bomb. Before that, the damage increase is nice. |
This was child's play. You target an enemy, and put them ablaze. A DoT ticks for three seconds, doing a bit less damage than Flamestrike, but in the end, it explodes, doing half the damage of the DoT, in area. So in the end, it does more damage than flamestrike as single target, and less as AoE. But this is fixed with Chain Bomb :). With Verdant Spheres, its mana cost and cooldown are nullified, enabling you to either keep spamming it each 6 seconds without using up mana, or using it twice in a row. While on lane, the first is strongly advised, as you are really mana-hungry. |
Let us see how you fare when your world is turned upside down. You launch a slow forward-moving skillshot that lifts into the air (aka stuns) the first target hit for 1.5 seconds. Beware its short range, it's shorter than it seems, and the low speed makes you need some extra aim to hit moving targets. Everything gets really better with Nether Wind, but unfortunately you won't be using that too often. Also, if you happen to 1v1 someone, you can use this and inmediately after Pyroblast for a 'free' cast! With Verdant Spheres, it hits three targets instead of one. That's really something on teamfights. You'll miss some damage, but if you mange to stun three enemies, it's a huge advantage. Choosing between empowering Gravity Lapse or Living Bomb is an important choice. If your team has nice initatiors you'll want to start with the bomb and save the stun to use it with the trait. Oh, and this traited works wonders with Phoenix. |
Energy. Power. My people are addicted to it. But dependence made manifest after the Sunwell was destroyed. This is the to-go talent. Kael'thas has serious mana problems, and this helps a lot with it, neting an easy increase of over 600 mana late game. Also, it synergizes really well with Arcane Barrier. |
Do not get... too comfortable. This talent really good, as it lets your CC cooldown get reduced, up to 9 seconds if used with the passive, which is huge. |
Master, grant me strength. A little heal with low cooldown and no mana cost may seem nice, but it's a bit meaningless actually. Furthermore, the other talent choices offer greater benefits. |
For Quel'thalas! An utterly bad talent if you ask me. You have to worry about last-hitting minions with Flamestrike. Also, I think there's other ways to preserve your mana, specially with Mana Addict |
As you see, I have many weapons in my arsenal. The best bet for me. The damage in this is HUGE, and it's a DoT, so it actually is really useful to deceive enemies. Eearly game works wonders paired with Living Bomb for fast surprise kills. |
In a Living Bomb heavy-orientated build, this is godsend. In any case, all talents in this tier are really good, so you can tune it the way you like. |
Each time you use your trait, your next attack deals double damage, approximately. I think it's the less worth talent, but it's better than Fission Bomb for single-target damage. |
Basically, you can cast your passive twice if you use it first with Gravity Lapse. Combined with Energy Roil, adds up to a hell lot of CC. |
This is a highly situational talent. Not having wards and the like really makes this useful when fighting for objectives, but you should only pick this when playing premade. |
I have not come this far to be stopped! The future I have planned will not be jeopardized! Now you will taste true power! Ohhhhh baby, I love this. Even if Phoenix is better for teamplay, this is so much fun. Easily take 60% of any assassin's HP feels so good! Anyway this skill is also super nice to gank from bushes, where you can cast in the shadows for a surprise headshot. Note that if enemies exit the range limit, the cast will cancel and enter a 10-seconds cooldown, so avoid using it when chasing fast opponents. In any case this is what I you'll want to take if playing solo, or you just want to have tons of fun! |
Not really good on this build, as you won't be using Flamestrike that much, but becomes really good with the alternative build. |
I love this! This is the essence of Living Bomb! What's better than one explosion? MOAR explosions! With this, the bomb will spread, potentially making each use of it hit five times in a teamfight. Not to mention you'll only need one bomb to kill an entire creep wave if you put it into the wizard minion. |
This is also good, specially if you aim for a more CC-orientated build instead of damage. |
You're an assassin, so this is kind of meh in my opinion. I think it's best suited for tanks. Maybe if the other talents weren't so nice it would be worth. |
You gambled. And lost. This is a really really useful talent, does extremely well in teamfights. If you're just caring for damage, this is a no-brainer. |
You will not prevail! More CC! The only problem about this, I don't like to wait for CC's, as using your trait is better placed on Gravity Lapse in terms of CC. But it's nice if you're going for a more defensive, CC-orientated build. |
Bow to my will. Well, I don't really like this, I feel it's not really worth seeing the other options we have. |
Alas, sometimes one must take matters into one's own hands. Balamore shanal! This is a bliss! So much survivability in one talent! You have 700 mana at level 20, which translates to a 1400 health shield, which is huge. Paired with Mana Addict, it pretty much doubles the shield value. This really saves the day on teamfights, and lets you 1v1 other assassins like a boss. |
Vengeance burns! This talent is good, but I'm sure you won't need it if your Phoenix is well placed. |
Welcome to the future. A pity you're too late to stop it, no one can stop me now. Salama A'shalanorei! I don't like this at all. Pyroblast is already hard to cast, so having it's cooldown decreased is kind of a waste. Faster cast or even more damage would be better. For the moment, this is worthless. |
Obey me. Oh la la! This is extremely powerful. It lets you initiate or escape extremely easily, you can cross walls, exit from danger zones, etc. And paired with Arcane Barrier it let's you pull really good plays. |
You will drown in your own blood! The world shall burn! Aaaghh! The damage increase and mana refund is good, but I find it less useful than Bolt of the Storm. In any case, it works wonders for a glass cannon build. |
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