Most Kerrigan builds rely on the combination of
Primal Grasp and
Impaling Blades to deal damage, which has a number of drawbacks:
- If you whiff the combo, you're pretty much dead weight during a fight
- You need to save your abilities for damage during fights, which prevents you from using them to lane, pressure, or take map objectives
- Several talents, such as
Sweeping Grasp become mandatory in order to allow you to execute the combo
- This build eats mana
I found this build frustrating, so I began to experiment with others. Eventually, I settled on this one, which has several advantages over the typical Kerrigan build:
- Your damage output is decoupled from
Primal Grasp and
Impaling Blades, allowing you to use these abilities for control (rather than your primary source of damage output)
- Your autoattacks deal splash damage, allowing you to lane and take objectives much more effectively than Kerrigan usually can; this, in turn, gives you more stacks of Seasoned Marksman, which improves your damage. In addition, dealing splash damage allows you to acquire shields through
Assimilation much faster than usual, making you less fragile.
- Your damage output scales passively over time with Seasoned Marksman, which benefits
Fury of the Swarm and can be further amplified by
Searing Attacks and
Nexus Blades
- As a melee assassin, you often need to hang on the fringes of a fight, waiting for the opportune moment. With this build, each hero your team kills while you're waiting gives you 1/3 of a stack of Seasoned Marksman, allowing you to grow in power while you wait.
Some disadvantages:
- This build is less surgical, precise, and inescapable than the typical combo build
- The player must still balance mana expenditures to have enough mana for
Searing Attacks. Though
Searing Attacks does not consume mana if you do not attack while it is active, it also has a longer cooldown than your other offensive abilities
- This build starts slowly: until your team hits level four, you will have difficulty laning, and until your team hits level seven, you will have difficulty taking down enemy heroes.
- This build has fewer "fire-and-forget" qualities than the typical combo build: in order to do damage with
Searing Attacks, you need to remain in melee range for five seconds.
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