Tank Killer [[Greymane]] "Appear weak, when you are strong." by WarElf

Tank Killer [[Greymane]] "Appear weak, when you are strong."

By: WarElf
Last Updated: Dec 14, 2019
1 Votes
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Build 1 of 1

Greymane

Build: Tsun Tzu Tank Killer Build

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

Threats to Greymane with this build

Threat
Low
High
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Threat Hero Notes
1
  No Threat
2
  No Threat
3
  No Threat
4
  No Threat
5
  No Threat
6
Uther [[hammer of justice]] stops inner beast and before hitting razor swipe
7
Abathur [[carapace]] will negate [[cursed bullet]] damage and will slow your exit/escape route.
8
Kael'thas [[living bomb]] can potentially be disastrous for your team, since you could spread the bomb quite far if you use [[disengage]] incorrectly. [[gravity lapse]] stops inner beast cooldown and can interrupt you from hitting razor swipe.
9
  No Threat
10
  No Threat

Experience Globes impact on Greymane Top

Greymane is one of the Heroes that will be more effective farming the exp globes since you engage a group of minions at range in human form with (Q) Gilnean Cocktail, land a couple of basic attacks in human form then jump on the wizard minion using (E) Darkflight and finish of the back-row minions with (Q) Razor Swipe since you shape-shifted. NOW since you "melee'd" out the back-row you are on the spot to collect all the orbs. Then (E) Disengage to human form to repeat the process with another minion wave in the same lane, or ideally in another lane, to try to dual soak. Clearing minions this way also let's you practise the 3 of the 4 moves in the "Tank Killer" combo. (Explained in more detail in the final chapter.)

Viciousness - Tier 1 - Level 1 Top

Viciousness Increase Inner Beast ability by 1s and by landing basic attacks when Inner Beast is active you KEEP the Inner Beast active. This means that, as long as you hit targets, you will keep Inner Beast active This is important for the rest of the talents used in this build.

Insiatiable - Tier 2 - Level 4 Top

Insatiable While your Inner Beast (W) is active you restore mana on your basic attacks, which is much easier to do at range, since every hit restores mana. Combine this with the fact that Inner Beast stays active as long as you are hitting targets (heroes/minions/buildings)at regular intervals AND the refresh from basic attacks from Viciousness will create more opportunity to spread the damage and clear lanes faster.

Wizened Duelist - Tier 3 - Level 7 Top

Wizened Duelist Staaaaaaacks Bay-beeeeee!!! Since Wolfheart reduces cooldown of basic attacks from 1.0 to 0.5 seconds you can stack (safely) at double the rate technically speaking, since you would get 2 basic attacks for the price of 1, which is a good deal any day. Especially since you would be attacking while looking to jump to worgen form for the kill strike, hit 2 - 4 basic attacks and jump bank out to stack some more and set up your next target.

Cursed Bullet - Tier 4 - Level 10 Top

Cursed Bullet is the talent that this build revolves around. Again a 40% of hero health damage on a "squishy" Hero like Vallah or Li-Ming is not a lot but 40% of Hero Damage on a Tank like Anub'arak or Diablo is a big chuck, big enough to make any tank or bruiser think twice about engaging in a teamfight. Cursed Bullet has a 30 second cooldown, which is useful to delay a teamfight for just a little, enough for the opposing healer to blow some mana on restoring the initial chunk of damage you took from their tank while your team is still on the way to get into position for the next teamfight, where you will be using Cursed Bullet as your offensive engagement. (When your target is at about 50-70% health you could completely delete your opponent depending on the "squishieness" of your target. (Explained in more detail in the final chapter.)

On The Prowl - Tier 5 - Level 13 Top

On the Prowl increases your Inner Beast ability with another 30% after it's been active for 3 seconds. (So if you are at 1.50 hits p/s, you'll be at 1.95 hits p/s - That's almost 2 basic attacks per second - in either form, ranged (human) and melee (worgen) forms.

Eager Wolf - Tier 6 - Level 16 Top

Eager Wolf increases your Inner Beast ability with yet an AADDITIONAL 40% after it's been active for 4 seconds. (So if you are at 1.50 hits p/s, you'll be at 1.95 hits p/s after 3 seconds of Inner Beast. Attack 40% faster than that (another 0.87 hits p/s bonus) and you would be at about 2.73 hits p/s (That's almost 3 basic attacks per second - in either form, ranged (human) and melee (worgen) forms. WHAAAAAAT!? - Stutter step challenge.... (Just FYI I'm to slow at that rate. xD) (Test yourself on the training dummies in try mode in the nexus)

Hunter's Blunderbuss - Tier 7 - Level 20 Top

Hunter's Blunderbuss makes your basic attacks (now hyper driven 2.74 hits per second - assuming you are still firing away during 4 seconds of Inner Beast) SPLASH and the splash damage is the same amount of damage the initial target of your basic attack takes. (Example: Your target takes 220 damage, targets in the splash area take 220 damage a piece as well) This creates a lot of confusion for the enemy team in team fights, espesially if their tank is leading the charge, and you hit the tank at range from the front or front flank and everyone he is protecting is now taking damage except they don't have that much hit points as their tank does and still have to figure out where that (2.74 hits per second) splash damage is coming from. (Great for hitting fast moving heroes like Lúcio, Lunara or a Reghar running around in feral spirit form)

The "Tank Killer" Combo - The Final Chapter Top

The Combo itself -> While in human form;
1 -> (W) Activate Inner Beast ability (Technically not a move, but use as a build up to 2.73 hit p/s bonus)
2 -> (Q) Use Gilnean Cocktail
3 -> (R) Use Cursed Bullet
4 -> (E) Use Darkflight to leap onto taget and shapshift to worgen form
5 -> (Q) Use Razor Swipe to delete your target, if not deleted by step 4.
EXIT
6 -> (E) Use Disengage to get out if needed (if target not deleted after step 5.., hey it happens)

The Implementation of the Combo;
Use step 1 to build up your boosts from your talents, so 4 seconds (or 3 prior to level 16) and soften your target to where it is at about 50 - 70% of it's initial health points (lower is better), then let them have it.

KEEP IN MIND - You can always pull out at any point before diving in, so calculate your own risk.
TIP - Use Cursed Bullet to disrupt/scare a high health target protecting a vulnerable target and then leap onto the vulnerable target using (E) Darkflight, and a good exit strategy should you fail or succeed - you never want to get cut of from your team.

GL HF
Warelf

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