The Definitive and Comprehensive Guide to Falstad by Foxheart

The Definitive and Comprehensive Guide to Falstad

By: Foxheart
Last Updated: May 16, 2015
2 Votes
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Build 1 of 4

Falstad

Build: Classic Autoattack Build

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

Threats to Falstad with this build

Threat
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Threat Hero Notes
1
Abathur If you see him on the Map you press Z and you blow him the hell up :)
1
Murky Your Q will force him to bubble with a few well placed autoattacks. Use W to finish him off.
1
Malfurion Free kill. His heal is far too slow to overcome your burst and you can pop E right through his only way of stopping his own death.
2
Raynor You do better damage than he does and you can retreat from any unfavorable exchange with your E. In a 1v1 scenario he'll be pushed easily out of lane once heal is popped.
2
Sylvanas Very squishy. Easy kill as long as silencing arrow does not land.
3
E.T.C. The tank who threatens you the least. Stay clear of [[powerslide]] range. Your Q's range is better than his [[powerslide]] so you just have to be careful about your positioning.
3
The Lost Vikings You completely ruin their playstyle of splitting lanes as you can snipe Erik from any lane easily until he gets [[Jump!]].
4
Kael'thas This matchup generally favors whoever gets the better initiation. The range on Karl's stun is not all that fantastic. Use your E to dodge through his sunstrike. Is a lot more threatening after he gets Pyroblast.
5
Arthas Evade his root and you'll be fine!
6
  No Threat
7
  No Threat
8
Brightwing Brightwing's global presence rivals yours. He can convert positive ganks for you into a 2 on 2 or worse, 3 on 2 fight if you were trying to turn it. Be wary of when you want to take flight.
9
Illidan Your E does not function well enough to ward him off. You may be able to destroy him in lane but he will crush you later on. Consider taking [[Static Shield]]
10
Tychus You have no innate stuns and do not want to take the stuns given from talents. He can turn you into swiss cheese with his slow from [[Overkill]] and his greater auto attack damage.
10
Tyrael Will devastate you with quick initiation and burst.

Falstad

Build: Burstier Autoattack Build

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

Falstad

Build: W Falstad

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

Falstad

Build: Team-Is-Missing-A-Support-Falstad

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

Skill Explanations Top


Your Q is middling in terms of nukes in the game. It doesn't do excellent damage and is normally easily avoidable by alert opposition. It does a decent amount of burst damage if you skill BOOMerang and can be a potent CC tool with Crippling Hammer or Hammer Time. Most of the time though, it's used for Secret Weapon and can reliably give your next 4 (5 or 6 with Nexus Frenzy!) autoattacks an 80% increase in damage, which synergizes well with Seasoned Marksman. It has a long range that can be made irritating with Power Throw

It is much easier to land the first hit on an opponent already slowed or caught in a root/stun. Try to chain it near the end of the disable to land both hits and to slow the opponent down after the initial disable. It is easiest to hit melee opponents twice so don't be ashamed if you throw it in their direction rather than into a cluster far away.




W has a misleading tooltip. It has a pretty decent range for needing to be "close" to your opponents for lightning to fire. For an auto attack build, this skill just contributes to adding burst damage and helps to finish off opponents while you are chasing. A mage build gets many options out of this, including shields from Static Shield or extreme damage from Overdrive Charged Up Thunderstrikes. The combo can do an amazing +90% damage on the last strike of Lightning Rod and with an additional 25% bonus damage dealt to boot. The equivalent of doing ~1270% damage dealt on the tooltip of the skill for the subsequent strikes assuming you strike 6 times.




A generic escape tool. Use it to dive away (or into!) enemies. There is not much to say about this skill. It can be talented to have ludicrous range and give you a speed boost at the cost of losing damage for your other abilities.



An extremely potent ultimate. Be sure to pop Overdrive before you cast it at later levels. Ideally use it to snipe a retreating target (IN VISION, DO NOT WASTE IT ON BLIND SNIPES) or after a powerful CC spell like Earth Splitter (Don't fire it down the middle -_- )


But what about...
Don't take Mighty Gust.

Laning Top

If possible, you do not want to be left alone in a lane. Your strongest power is the ability to assist other lanes with ganks using Fly. For every gank you Fly to while soloing a lane your team loses a wave or two of exp. If you went bot to top then you might lose 3 if the fight is prolonged by a chase or retreat.

Ideally you want to Fly to a lane that is 1v1 so you can turn the fight immediately. Be wary of doing so in case are around as they are effectively Schrodinger's Heroes and may show up to blow you up. Also be wary of who can reach another hero to countergank or to waste your kill.

If you are forced to solo (because 2-2-1 matchmaking hurr hurr) use Fly to get back to lane asap after a hearthstone so you are not pushed out of lane. Do not move to gank. The XP lost is not worth one kill.

You should always aim to Fly to bushes so your landing place is not spotted and you do not land in the open for potentially 3 heroes. Be wary of flying too close into or when is around as you are likely to eat mines.

DO NOT FLY INTO EARLY OBJECTIVES WITH NO VISION! You are likely to encounter multiple heroes who can take you down.

Teamfighting Top

Avoid taking damage if possible. Bring your damned A-game and dodge everything that isn't targetted. Moving 20% faster than your enemies is ludicrously strong in a teamfight and combined with Barrel Roll will most likely keep you alive in any teamfights.

Do not save Hinterland Blast for too long. If you have the opportunity to hit multiple heroes while your team is still alive just throw it. The extra damage might turn the fight. Do not use your R if your team is dead before you land from your flying. Even if you hit 5 heroes it's a tree falling in the forest with nobody around to hear it. No, it does not make a sound, and you won't have it for the real fight for when your team respawns.

Throw your Q straight into the biggest cluster of enemies or the melee hero chasing you and W the safest target that you can eliminate. It might be worth saving fly for flanking opponents so you can get to the squishies behind with your combo.

Map specific Tips Top



You are very good at taking coins with your fast attack speed and your W. You can also contest turn ins very safely with an inbuilt escape and the long range on Q (and Hinterland Blast, if things get desperate i.e their next turn in will ruin your core)

Be careful of flying. Enemies will move around a lot in this map and there are lots of hiding areas. You can almost always be certain that enemies will go after chests, so you might consider pushing with your potent AA damage instead and fly into fights later.



This map suits you very well. People like to continue farming XP while tributes are being contested in hopes of winning the next few with a level advantage. Team up with someone with a reliable CC and wreck that person's dreams by blowing them the hell up with a fly gank.

You can also delay your adventure to tributes and fly to a teamfight later once your teammates establish where the enemies are so you can land in a safe place.

If your team is pushed extremely far when a tribute spawns, volunteer to take the tribute with your superior movement capabilities.





Insist on mid lane. You want to assist either shrine that needs help. You are not the best Dragon Knight user but you have an escape to get out of trouble at least.





Not the best map for you. You can take out creeps very decently using Q and deal decent damage to a boss with your autoattacks and W. It is a lot harder to gank on this map and you lose a lot of early game potential.





As long as the two shrines that spawn are not the top and bottom ones, you can use Fly to effectively have a presence in both teamfights assuming you do not die. Join the more evenly matched one and fly to pick off/assist your teammates in contesting the other shrine. Turn the fight into a 6v5.





Your worst map. 2 lanes means heroes are more clustered and not having to leave lane for objectives means that ganking potentials are limited. Communicate with your teammates and fly to the lane that is more likely to get kills.





Your merc slaying ability is mediocre. Try to push someone out of lane before the mines open so that they are forced to go back to heal, or worse, wait to respawn. Consider soaking mid lane XP a little more before the mines open as you can fly straight to the entrance very quickly. Do not enter blindly without your team as you can be taken down.

Comments! Top

Anything I should add? My first guide :D

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