TLV for the lost (Detailed Guide). by Talotta1991

TLV for the lost (Detailed Guide).

By: Talotta1991
Last Updated: Oct 24, 2015
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Build 1 of 1

The Lost Vikings

Build: TLV (No abilites)

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

Threats to The Lost Vikings with this build

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Threat Hero Notes
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Kael'thas High AOE damage.
10
Jaina Same as Kael, with the high damage output TLV are easily destroyed.

Introduction: Top

The lost vikings or TLV from now on is a unique hero being that they are 3 heroes in 1. Each vikings having its own particular strength and weakness that can make a good vikings player valuable to the team. The way TLV are controlled is through the numbers 1/2/3 and 4, with each one pertaining to a particular viking excluding 4 which is all 3 at once.

*Trying to stay away from ability's with this build, that isn't to say they aren't useful but it can make things a bit trickier. If you do feel that ability would be better then having a particular talent i suggest only using 1 of the 3 to minimize confusion.

1.) Olaf This husky fellow will be your tank unit with a higher health pool then the other 2 and the ability to take a hit he will be your front line viking while team fighting or taking merc camps.
+ High health pool.
+ Quick health regen while out of combat.

- Low damage output
- Slow moving

2.) Baelog The medium sized unit of the 3 baelog is the most damaging with an average health pool and speed. With this guide he will be our diamond in the rough unit but more on that later on.
+ High attack speed and damage (with the respective talents)
+ Great sustain ( Pain Don't Hurt makes attack heal him)

- Average movement speed
- Horrible sustain when retreating

3.) Erik The smallest of the 3 vikings while also being one of the quickest heroes in the game what he lacks up for in damage he makes up with mobility. Not a hero to underestimated if utilized properly.
+ Very quick unit
+ Long range for attacks

- Low health pool
- Low damage output

Ability Overview: Top

This build does NOT use any ability's, I do not discourage the use of them but with swapping between 1/2/3 and Q/W/E it's to easy to hit the wrong button and cause yourself a mistake you or you team can't afford.

*Keep in mind these MUST be selected during talent choices they are NOT immediately available to the vikings except there trait Viking Hoard.

Trait: Viking Hoard A updated version of the Regeneration Master ability that most tanks sport. Not a terrible talent since TLV will be close to minions during the first half of the game and while collecting mercenary camps later on. Only down side being while microing and splitting up your vikings you actually use them to obtain the globes, can be easily forgotten while swapping back and forth or while you have 2 doing the objective while 1 soaks.

Q Spin To Win! A high damage ability that increases the amount of damage depending on how many vikings are present during the assault. Each viking does a set amount of damage when this ability goes off so the hit must connect with the enemy its not enough to have a viking in close proximity. No one viking hits harder then the other they all do the same amount of damage, they all spin when hit even split up.

Q Norse Force! A excellent ability for those having trouble keeping there vikings alive, with its power increased while more vikings are alive the vikings get a temporary shield.

W Jump! Just as the name imply s all TLV make a jumping motion causing them to temporarily become invulnerable and pass over heroes that are below them (body blocks!? No says I!) Great talent when escaping by utilizing the terrain as a quick barrier or a fellow hero's (Hit box) to provide a bit of cover. See a strong AOE coming? Just jump and make them regret that wasted mana.

W Nordic Attack Squad If you notice the enemy has more then 1 tank this is a solid choice with Baelogs increased attack speed and Eriks long range they'll go down in no time, not only are you doing your normal amount of damage but also a 1% bonus to max health. With baelog who will be on rapid fire mode during the team fight this will tank out any high health units in no time.

E Viking Bribery A slightly different version of Bribe but also one that encourages you to split up your units. Where as Bribe only costs 20 stacks and holds 50 charges the vikings are doubled but with them covering 2/3 lanes it balances out.

R Play Again! My personal favorite ultimate out of the 2 talents. Such a versatile talent when it comes to objectives or team fights its hard to pass this one up. After a 2 second delay any vikings that are dead are immediately back in the fight full health and at the location of the viking who cast it. I suggest choosing your viking while doing this it may seem tedious during a team fight but it choosing who cast it can make the all the difference, the reason i say this is because with its long cast time (2 seconds) it has plenty of time to be interrupted. This is where Erik comes into play being quick and long range he should be far in the back in most team fights. He's the best choice to run a little ways out of the immediate area re summon all your vikings and get right back in the action. Also a great ability when its comes to 1 v 1 fights, if you find yourself close to losing all 3 rush back a little ways with Erik then cast play again and wipe the floor with your newly full health vikings. Also great for getting to objectives quickly i recommend against it since the cool down itself is rather lengthy (80 seconds) but a idea to consider, also useful for catching up to a fleeing team, cast there "mount" ability causing one of your vikings to rush a head then cast play again and wipe up any survivors after level 16 Olaf will even be able to stun making this strategy even more effective.

R Longboat Raid! A great ultimate over all with the increased health bar and massive damage the long boat can be a great ability for keeping your enemy's at bay. Your Auto attack is uncontrollable with the vikings attacking the closest hero but you can control the mortar dealing huge AOE damage any one foolish enough to stand close to it, with the level 20 talent not only do you start hitting 2 targets at once but your mortar gets a 100% increase in range allowing you to rain down on any healers/assassins that are damaging your team from afar but to hard to get in close to. A few negatives about this ability if it gets destroyed (losing all of the boats health) your vikings are stunned for 1.5 seconds causing them to be sitting ducks, Another being ALL vikings must be present so if you have 1 of to the side soaking you won't be able to activate, the health is also depends on how many vikings are in the boat (1 or 2 being dead will cause its health to be less then optimal.)

Talents what i choose and why: Top

Level 1
Yes:
Spy Games An underestimated ability but a good one for soaking, After a 3 second delay Erik goes into stealth and gets a large sight boost. Keep Erik away from bushes as this is the most obvious place to look for any unit. Keep him in between bushes or just off to the side to avoid any AOE attacks but still able to soak XP from minions and collect on any globes your team might get while laneing. Since he does NOT break stealth right away you can move him short distances and keep him cloaked.

No:
Olaf the Stout 75% is a huge reduction in damage but with Olaf's high health regen and his ability to take a hit it's not quite necessary for him to get even more damage reduction, if he takes to much damage move him out of combat temporarily and bring him back after his quick regen kicks in.

No:
Explosive Attacks With 2 vikings they can quickly take apart any NPC unit. The extra damage is nice but unnecessary with minions falling to Baelogs splash damage and the turrets running out of ammo before causing any real damage to your vikings this skill point is better spent elsewhere.

No:
Viking Bribery By level 7 TLV can solo a camp just fine causing this skill to become useless. If you do find yourself having trouble soloing any camps (Boss excluded) rotate out your vikings you have 3 of them each with there own health pool. Olaf can regenerate quickly and Baelog by with his level 4 talent can regen his health by attacking.

Level 4
Yes:
Pain Don't Hurt One of the best talents for TLV giving Baelog the high sustain he needs against heros/NPC and Mercenary camps alike this talent mixed in with his level 7 make him a force to be reckoned with. Giving him a slight vampireic ability against all enemy's (20%) with it being doubled against heroes (40%) this skill is to valuable to pass up.

No:
Erik the Swift Giving Erik a slight speed boost (10%) and health regen while moving this ability doesn't combo well with this build, with his already high speed and his long range assault he doesn't benefit much from a small speed boost and he won't be taking much damage to make this skill worth while.

No:
It's a Sabotage! Erik's basic attacks do damage over time to ammo and the buildings themselves over a large period (10 seconds). Having a viking in lane already gives your minions a slight advantage over the enemy's by giving them the ability to push in further. With this there ammo should be constantly depleted from the waves attacking the structures. With that advantage in no time the enemy's turret and towers will go down.

Level 7
Yes:
Baleog the Fierce Baelogs basic attacks cause his attack speed to increase by 8% for each attack for 5 stacks giving you a 40% increase in attack speed at full power. Be advised these stacks do degenerate while he is not attacking and they will decay rapidly after 3 seconds. Not only is he on rapid fire mode at this time but with his level 4 talent he's also getting a health regen bonus allowing him to deal high damage and keep himself alive with no issues.

Situational:
Norse Force! Giving all vikings a shield for a 4 second period and increasing with strength for each vikings still living this isn't a terrible option for players who are still new and learning the vikings strengths and weakness.

No:
Mercenary Lord Not a terrible skill itself but with TLV being a bit of a squishier unit Baelog the Fierce is a more plausible option when it comes to taking camps and team fights.

No:
Spin To Win! A great ability with its high damage and low cool down (ten seconds) it can deal give a great edge in battle. But with 2 vikings being more back row units this would cause you to force them to not only group up (susceptible to AOE attacks) but also losing your positioning making it difficult for 1 viking to retreat and use your ultimate.

Level 10
Yes:
Play Again! Using 1 viking to channel the ability after a 2 second delay all vikings (dead or alive) will be transported to the channel-er full health. Be a bit careful with who you choose since this is a LONG cast time it is easily interrupted, using it with only 1 viking left can be risky especially close to a team fight.

Situational:
Longboat Raid! Biggest advantage to this ultimate is hearing the voice of those little angels singing that beautiful viking jam. All joking aside this ability is quite the power house, if you find yourself lacking damage on your side or you don't foresee your self having an issue keeping your vikings alive this is a great choice.

Level 13
Yes:
Hunka' Burning Olaf A improved version of Burning Rage dealing slightly more damage (18 as opposed to 12) i nab this talent every time in conjunction with Large and In Charge Olaf will always be close to the enemy causing that constant damage on them. Causing mercenary camps to go down in no time as well, place Olaf in the middle of the bruisers or siege giants.

No:
Jump! Causing TLV to jump up avoiding any attacks or passing over terrain for a few seconds with a longer cool down (30 seconds) i can't forsee this being a viable option enough.

No:
Nordic Attack Squad Causing extra damage 1% of maximum health on top of the current attack damage make this skill something to think about when facing tankier teams or dual tank teams.

Level 16
Yes:
Large and In Charge Olaf shoots himself forward a distance stunning the enemy for 1 second with an 8 second cool down. A valuable skill when catching fleeing enemy's or even when engaging a team fight, throwing himself in the thick of it in conjunction with Hunka' Burning Olaf make this talent more valuable but does require proper positing and careful thought since Olaf does shoot forward separating himself very quickly from the rest of his team.

No:
Impatience Is a Virtue Basic attacks cause cool downs to have shortened times. With this build we aren't focusing on ability's so this talent is for the most part useless.

No:
64 KB Marathon Gaining a huge speed boost and breaking out of roots and slows make this a good choice for beginners who are still getting TLV caught out of position or haven't quite mastered Play Again!

No:
Executioner The only ability the vikings have that cause any crowd control is in this talent tree so this would be completely dependent on your team's compilation.

Level 20
Yes:
The Sequel! With a 50% reduced death cool down this is a valuable talent for any situation. With objectives being more important then ever late game this is a great ability to have in case a viking gets burst down or even both teams wiping each other, as both teams take that 60 second wait time to revive you'll be up in no time capping shrines or collecting tributes.

Situational:
Ragnarok 'n' Roll! If you did take Longboat Raid! as a level ten talent this one is highly recommended with the mortars getting a HUGE range increase and hitting more then 1 target its definitely worth the investment.

Situational:
Checkpoint Reached This one requires a bit of planning ahead of time, set one of your vikings off to the side after using Play Again! to avoid your team getting wiped before it can be set off again. Giving your team a good chance to finish up any stragglers during your second assault on the enemy team.

No:
Fury of the Storm Every 5 seconds your attacks do more damage to minions and mercenary (each viking has a separate cool down.) I don't see where this would come in handy by level 20 minions are not an issue at all and mercenary's fall rather quickly as well.

Game times Top

Early game: This is the most important part for any TLV player during this time your whole purpose is to give your team that extra level or 2 advantage over your opponent. But one of the big things is to communicate with your team let them know that you won't be there at objectives so they don't go in blind. I generally keep Olaf and Baelog together with Olaf tanking for Baelog as he does damage from a distance. Keeping Erik in a lane that stealth to soak the XP or provide vision for any areas the enemy may try to sneak up on your team in lane. Try to avoid putting him in bushes since these are the most obvious places for any unit to hide people will AOE before proceeding into one. Instead keep him between them or even just out of the lane to avoid an AOE that may be used for minion clearing. Globes are important at this stage ensure to pick them up when you can. Around level 7 you can start mercenary camps, being a bit more cautious with bruisers. Use only Olaf and Baelog and use Erik to soak the XP for the lane you just left. Do NOT use Erik unless necessary his biggest advantage is most people don't think of him as stealth, they only think Nova and Zeratul use this to your advantage. A great moment is the enemy leaving the haunted mines, make sure your team falls back so when they do leave the mines you have Erik finish em off as they try to hearth. If possible lane as much as you can during objectives but use good judgment as well IE if there one tribute away from cursing you go with your team. Same for any team fight that just needs that little extra damage freeing your team up to lick there wounds and get back in the action before the enemy has a chance to revive. During the objectives pay close attention your vikings, use Erik to grab globes and attack minions but keep him close your gate. Stragglers will try to pick him off when he's alone. With your other 2 focus down towers with there large chunk of XP they give you wanna make sure to burst 1 down before focusing on the other. Use Olaf to tank and position Baelog so his attacks hit the tower and cause splash damage to minions.

Mid game: During mid game your main objective is going to be getting mercenary camps to put some pressure on your enemy and denying them from obtaining them. At level 13 you can effectively burst down the camps. Erik still isn't very powerful so pay attention to him since he will be your main viking for your ultimate. If you see the enemy coming to ambush you quickly mount up and have Erik get out of there and have your other 2 vikings cover his escape, You don't want your team to lose an objective because you can't partake in fight. Keep in mind you might not be the only one roaming taking camps, most units can't fight this comp 1 v 1 at level 16 onward, if you do find your fight going south move Erik a little ways behind your time then cast your ultimate and annihilate the rest of the enemy's health with your now full team of vikings.

Late game: TLV are great in a fight but now requires more focus then before with everyone having powerful ability's this part of the game is all about position. Set up Olaf close enough to tank but in a spot where he can get out quickly, he isn't a traditional tank so he can only take so much punishment. With Baelog keep him where his splash damage can be the most effective against the enemy team hitting as many as you can. Causing maximum damage. With Erik keep him far back like before hes gonna be needed if you have to ult, if objectives pop up separate him from your group and take them. He's more of a utility viking becoming useful in certain situations as opposed to bringing anything major to a team fight. Nothing seems like a slap in the face more then when you're getting that shrine/tribute/golem etc when everyone is busy fighting each other and can't stop you.

Conclusion Top

I created this guide after getting my TLV to level ten. They were my last hero to get to ten and for good reason i played them to 5 then swore them off for what felt like for good but after a few AI matches i felt a bit more confident and hopped into QM, seeing how most builds focused primarily on there ability's i tried something i felt was different but it worked. At one point i had a 14 game win streak with TLV. With over 2000 games played i don't think ive ever pulled off such a win steak, they definitely have a steep learning curve but a very valuable asset to any team.

Check out my other guides here ---> http://www.heroesfire.com/hots/guide/stitches-the-walking-tank-3429
and ---->http://www.heroesfire.com/hots/guide/johanna-the-juggernaut-4777

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