Falstad
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				Build: Static Shields - All Around Great Build

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 Flight to attack weakness and
			Flight to attack weakness and 	
					 Mighty Gust to retreat from strength.
			Mighty Gust to retreat from strength. Hammerang for waveclear and
			Hammerang for waveclear and 	
					 Flight to set up sneaky ganks.
			Flight to set up sneaky ganks. Flight ability gives him massive gank potential and you don't ever have to miss a wave of exp to do it. As you waveclear with Q, look for lanes with enemies that have been damaged. When you find a likely target, ping the map so your lane ally knows you're coming, and then use Flight to fly into the bushes that flank them. The essence of this gank strategy is surprise. Don't start the flight when the enemy has vision on you - clear your wave, back off a few steps, then fly. Plan your flight so that you do not travel through or arrive in enemy vision. The first time your target should know you're stalking them is when the rang flies out of the bush and slows them.
			Flight ability gives him massive gank potential and you don't ever have to miss a wave of exp to do it. As you waveclear with Q, look for lanes with enemies that have been damaged. When you find a likely target, ping the map so your lane ally knows you're coming, and then use Flight to fly into the bushes that flank them. The essence of this gank strategy is surprise. Don't start the flight when the enemy has vision on you - clear your wave, back off a few steps, then fly. Plan your flight so that you do not travel through or arrive in enemy vision. The first time your target should know you're stalking them is when the rang flies out of the bush and slows them. Flight instead of drinking the well. Hearth back and fly back into the action, keeping your well cooldown for more urgent moments.
			Flight instead of drinking the well. Hearth back and fly back into the action, keeping your well cooldown for more urgent moments. Flight to pressure the enemy lanes with ganks, then you shouldn't play Falstad, because without Flight he's just an inferior
			Flight to pressure the enemy lanes with ganks, then you shouldn't play Falstad, because without Flight he's just an inferior 	
					 Valla.
			Valla. 	
					 Falstad is all about being in the right place at the right time.
			Falstad is all about being in the right place at the right time.
						 Hammerang, drop
			Hammerang, drop 	
					 Lightning Rod, and stutter-step autoattack. Stutter towards them as they try to flee, or away from them as they try to close with you. You should stutter step in every fight, even if it's not necessary. This will get you in the habit and improve your skill until it's second nature to you.
			Lightning Rod, and stutter-step autoattack. Stutter towards them as they try to flee, or away from them as they try to close with you. You should stutter step in every fight, even if it's not necessary. This will get you in the habit and improve your skill until it's second nature to you. Barrel Rolls should be escapes and 10% should be to clinch a kill. Don't forget that
			Barrel Rolls should be escapes and 10% should be to clinch a kill. Don't forget that 	
					 Barrel Roll goes over impassable terrain, and this makes it one of the best escapes in the game, up there with Banshees and
			Barrel Roll goes over impassable terrain, and this makes it one of the best escapes in the game, up there with Banshees and 	
					 Dwarf Toss.
			Dwarf Toss. Flight to get out of there. It takes 1 second to begin flight and you can still be attacked in the air, but many escapes are possible this way.
			Flight to get out of there. It takes 1 second to begin flight and you can still be attacked in the air, but many escapes are possible this way.
						 Hammerang and stutterstep aa's until a hard engage. Use Lighting Rod when you will get multiple ticks out of it. It's ok to use it on a tank when no other targets are available. This is especially true when you are playing with
			Hammerang and stutterstep aa's until a hard engage. Use Lighting Rod when you will get multiple ticks out of it. It's ok to use it on a tank when no other targets are available. This is especially true when you are playing with 	
					 Charged Up and
			Charged Up and 	
					 Static Shield. In that case you want all six ticks to get the shields, so tanks are often the best target.
			Static Shield. In that case you want all six ticks to get the shields, so tanks are often the best target. 	
					 Barrel Roll is for escapes.
			Barrel Roll is for escapes. 	
					 Flight can be used to clean up a runner, never
			Flight can be used to clean up a runner, never 	
					 Barrel Roll! (Once you are pro with Falstad the Barrel Roll rule no longer applies).
			Barrel Roll! (Once you are pro with Falstad the Barrel Roll rule no longer applies). Flight to clean up a runner that's hearthing between a fort and a keep, then
			Flight to clean up a runner that's hearthing between a fort and a keep, then 	
					 Barrel Roll over a wall to safety. This relies on superb awareness of the enemy team.
			Barrel Roll over a wall to safety. This relies on superb awareness of the enemy team. Mighty Gust liberally to disengage, split the enemy team, or in some cases, to push some squishies into a death ball. It has a low cooldown. If you can use it to save 1 teammate it is worth doing. It is the most decisive disengage in the game. Retreat from losing battles!
			Mighty Gust liberally to disengage, split the enemy team, or in some cases, to push some squishies into a death ball. It has a low cooldown. If you can use it to save 1 teammate it is worth doing. It is the most decisive disengage in the game. Retreat from losing battles!
						 Gathering Storm about 3-4 times higher for it to be on equal footing with Seasoned Marksman (and SM will always be better at killing boss minions). I rarely get 3x as high even if I take
			Gathering Storm about 3-4 times higher for it to be on equal footing with Seasoned Marksman (and SM will always be better at killing boss minions). I rarely get 3x as high even if I take 	
					 Flow Rider, which I never do any more because Falstad has mana issues and I much prefer to use my
			Flow Rider, which I never do any more because Falstad has mana issues and I much prefer to use my 	
					 Flight for ganks than for mana. In my games, SM just does more damage than GS, even in teamfight-heavy, low farm map such as Battlefields and Cursed Hollow.
			Flight for ganks than for mana. In my games, SM just does more damage than GS, even in teamfight-heavy, low farm map such as Battlefields and Cursed Hollow. Updraft used once, by k1pro in C9's semifinals against DK. I don't think the 30% extra roll often makes a difference, although of course sometimes it will. Finally, I never use
			Updraft used once, by k1pro in C9's semifinals against DK. I don't think the 30% extra roll often makes a difference, although of course sometimes it will. Finally, I never use 	
					 Bribe, but it might actually be a good talent in some maps, e.g., Blackheart's Bay on Siege Ogres, Cursed Hollow on Siege Ogres right as a curse pops, and Battlefields on the shaman camp.
			Bribe, but it might actually be a good talent in some maps, e.g., Blackheart's Bay on Siege Ogres, Cursed Hollow on Siege Ogres right as a curse pops, and Battlefields on the shaman camp. Charged Up is a skill I take against sustain comps and bruiser comps with the intention of taking
			Charged Up is a skill I take against sustain comps and bruiser comps with the intention of taking 	
					 Static Shield at 13. I learned this trick by watching k1pro. With
			Static Shield at 13. I learned this trick by watching k1pro. With 	
					 Charged Up and
			Charged Up and 	
					 Static Shield you can win a heads-up duel with any assassin in the game. It will usually be my pick against
			Static Shield you can win a heads-up duel with any assassin in the game. It will usually be my pick against 	
					 Tychus,
			Tychus, 	
					 Kerrigan,
			Kerrigan, 	
					 Sonya,
			Sonya, 	
					 Thrall,
			Thrall, 	
					 The Butcher,
			The Butcher, 	
					 Tyrael,
			Tyrael, 	
					 Valla,
			Valla, 	
					 Falstad,
			Falstad, 	
					 Raynor,
			Raynor, 	
					 Kael'thas,
			Kael'thas, 	
					 Jaina,
			Jaina, 	
					 Sgt. Hammer,
			Sgt. Hammer, 	
					 Nazeebo. I also pick this when divers and bruisers are on my team, so that I can follow them into the fray. 35% life as shields is a huge amount on a 15 second cooldown. (Compare to
			Nazeebo. I also pick this when divers and bruisers are on my team, so that I can follow them into the fray. 35% life as shields is a huge amount on a 15 second cooldown. (Compare to 	
					 First Aid).
			First Aid). Flow Rider is not viable due to Falstad's mana issues.  You just don't have the mana to cast more abilities. If Falstad had double the mana, then
			Flow Rider is not viable due to Falstad's mana issues.  You just don't have the mana to cast more abilities. If Falstad had double the mana, then 	
					 Flow Rider would be reasonable, but it is not right now.
			Flow Rider would be reasonable, but it is not right now. Vampiric Assault is awesome for keeping you topped up. I take it when I don't have a healer or when I am facing high burst, e.g. from enemy Nova. Yes it doesn't save you in the moment, but you can enter fights at 100% and getting poked doesn't send you back. I pick this against
			Vampiric Assault is awesome for keeping you topped up. I take it when I don't have a healer or when I am facing high burst, e.g. from enemy Nova. Yes it doesn't save you in the moment, but you can enter fights at 100% and getting poked doesn't send you back. I pick this against 	
					 Nova,
			Nova, 	
					 Lunara,
			Lunara, 	
					 Zeratul, Cho'Gall, and other pokey characters, or when we don't have a lot of healing. If you team is dive heavy and they have a pokey comp, take
			Zeratul, Cho'Gall, and other pokey characters, or when we don't have a lot of healing. If you team is dive heavy and they have a pokey comp, take 	
					 Charged Up now and
			Charged Up now and 	
					 First Aid in the next tier.
			First Aid in the next tier. Power Throw I will take in teamfight heavy maps such as Cursed Hollow if (1) our team has less dive than their team AND (2) their team does not have Nova. The extra range is good for poking bushes and knocking people off cap points.
			Power Throw I will take in teamfight heavy maps such as Cursed Hollow if (1) our team has less dive than their team AND (2) their team does not have Nova. The extra range is good for poking bushes and knocking people off cap points. Secret Weapon unless you need
			Secret Weapon unless you need 	
					 First Aid against enemy
			First Aid against enemy 	
					 Nova,
			Nova, 	
					 Tyrael,
			Tyrael, 	
					 Illidan. I don't think any other talents are viable in this tier.
			Illidan. I don't think any other talents are viable in this tier. 	
					 Battle Momentum is also an option if you are building Charged Up / Static Shield.
			Battle Momentum is also an option if you are building Charged Up / Static Shield. Mighty Gust is usually better for me, but both are pretty good ults. If you take
			Mighty Gust is usually better for me, but both are pretty good ults. If you take 	
					 Hinterland Blast, use it during the team fight in preference to during cleanup.
			Hinterland Blast, use it during the team fight in preference to during cleanup. Giant Killer or
			Giant Killer or 	
					 Static Shield. GK is not buffed by Secret Weapon. You will know which one to take based on enemy team comp. Tank heavy comps get GK, assassin heavy comps gets Static Shields.
			Static Shield. GK is not buffed by Secret Weapon. You will know which one to take based on enemy team comp. Tank heavy comps get GK, assassin heavy comps gets Static Shields. Crippling Hammer is pocket pick for certain comps that don't have any good slows. Very rare pick, but don't forget it's there.
			Crippling Hammer is pocket pick for certain comps that don't have any good slows. Very rare pick, but don't forget it's there. Hammer Time. Without a doubt one of his best talents. Nothing else comes close in this tier. Really, anyone who says otherwise is just wrong. Stuns win the game.
			Hammer Time. Without a doubt one of his best talents. Nothing else comes close in this tier. Really, anyone who says otherwise is just wrong. Stuns win the game. Nexus Frenzy,
			Nexus Frenzy, 	
					 Epic Mount, and
			Epic Mount, and 	
					 Wind Tunnel are all viable. I think
			Wind Tunnel are all viable. I think 	
					 Wind Tunnel is underrated. Basically it casts your mighty gust 5 times in a row, once when you press R, and four more times in the next 4 seconds. Wind Tunnel is best used to smoosh the enemy team into a wall, where they will be stuck and heavily slowed for 5 seconds. A very very underrated ability.
			Wind Tunnel is underrated. Basically it casts your mighty gust 5 times in a row, once when you press R, and four more times in the next 4 seconds. Wind Tunnel is best used to smoosh the enemy team into a wall, where they will be stuck and heavily slowed for 5 seconds. A very very underrated ability. Epic Mount is the answer if the enemy team has
			Epic Mount is the answer if the enemy team has 	
					 Abathur or other evasive split-pushing specialists. Great for murky hunting as well.
			Abathur or other evasive split-pushing specialists. Great for murky hunting as well. Nexus Frenzy is all around good and gets better with SM and Secret Weapon.
			Nexus Frenzy is all around good and gets better with SM and Secret Weapon.
						

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