Sylvanas
Build: Balanced Build
Level 1
Level 4
Level 7
Level 10
Level 13
Level 16
Level 20
Press to use, throw a low damage arrow to closest enemy, prioritizing heroes. Does not stop your movement. |
Target to use, throw a dagger that deals low damages and some damage on time on your target. The damages spread to nearby targets. |
Press to cast a slow moving ghostly wave in a line. Press again to teleport to the position of the wave. |
Press to throw an arrow at mid distance that silence and damage an area. Explodes when reaching max range or when pressing R again. |
Automatically stuns minions, buildings and mercenaries on Auto Attack and ability hit. |
Balanced Build |
Pros
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- Balance between Hero and Siege damage - Bursty Phase - Overall efficiency through the game |
Cons
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- Lack sustained Hero damages - Lower efficiency in mid-duration teamfights |
Details
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The most common path that we're going to follow because it offers a huge balance between both push and teamfight capabilities. This allow our Sylvanas to be really versatile and fit into most regular team setups. This gives a fair amount of pushing power coupled with a bursty phase in teamfight that needs to be fully optimized. |
Full Push Build |
Pros
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- Push Master - Momentum Generator - Bursty Phase |
Cons
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- Lowest Hero Damage potential |
Details
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This build focuses on getting the fastest minion clean possible. It's good if your role in the current game is to maintain a high pressure on the map. This becomes worst if you start fighting around with the enemy team. You can surely apply hero damages but you have only one burst window ( Wailing Arrow, Envenom into Blood for Blood) and after that you're almost as good as dead. It's up to you to time your teamfight well and to optimize your pushing potential. |
Sustained Hero Damage Build |
Pros
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- Best Hero Damage Build - Efficient in any teamfight configuration - Wombo Combo Enabler |
Cons
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- Lowest Push potential - Lower Burst potential - Lower 1v1 potential |
Details
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The more hero damage oriented build. This makes Sylvanas a threat for the entire duration of a teamfight. As long as she lands Cold Embrace and optimize her Withering Fire // Remorseless she will be poking the enemy team hard. This is also the more risky setup as you gave up push power to improve your teamfight efficiency. If you die at the beginning of the fight you won't have much more impact than a regular push build without the momentum gained from it. |
Competitive TalentBenefitsDescription |
Situational TalentBenefitsDescription |
Under Efficient TalentBenefitsDescription |
With the Wind+ Poke+ Remorseless Synergy + Evasive Fire Synergy The most common choice among Sylvanas players because it allows you to poke enemy heroes while in lane or maneuvring around a teamfight. Since Lost Soul and Corruption are rather weak talents (view below) the only competition here is between this and Barbed Shot. The choice rely on how much push damages you need in your team for the map you're playing on. You usually prefer the poke capability of this talent over the push capability from Barbed Shot because without the range you usually land less Withering Fire and consequently deal less damages in teamfight. |
Lost Soul+ Harass+ Life Drain Synergy + Cold Embrace Synergy A usually bad choice for several reasons. If you want to pick this to harass your opponent, you'd better go With the Wind because it's mana-free. If you want to pick this to push it's terribad compared to Barbed Shot (700 damages with this talent versus 1200 with the other, see the maths below). Even if you're going for Cold Embrace you give up too much safety from With the Wind's range. The only situation I'd find it worth is if you're going to run both Life Drain and Cold Embrace but that basically never happens (view level 7). But the main problem of this talent is that it lacks instant impact on your power curve. |
Barbed Shot+ Push Damage+ Unstable Poison Synergy + Splinter Shot Synergy A huge push damage amplifier. This potentially gives you 1200 extra siege damage per minute (view maths below). This also helps you clear mercenaries quicker. In other words this is the ultimate pushing tool. Unfortunately it makes Withering Fire a really specialized ability and you will have a harder time pulling hero damages in teamfights. The choice between this and With the Wind is a core choice in your build and will affect your gameplay a lot. You will need to optimize your pushing potential while minimizing the chances of a teamfight to occur, or and if it occurs you will have to make it quick and clean. |
Corruption+ Lane ControlThe worst choice here because it is a talent that can only be optimized if you sit on a lane alone for several minutes, what you're not supposed to be doing. You're supposed to sit as a two or three-man lane and start destroying the turrets, meaning they won't have the time to run out of ammunitions. And even if you find yourself in a solo-lane, amplifying your minion push with Barbed Shot is better because it gives you the opportunity to go off your lane. And if you do not need push power you're not looking for Corruption. |
Paralysis+ Overwhelming Affliction SynergySadly this has really zero impact in-game without a synergy with other talents. And we want heavy impact talents. And this doesnt even synergize with Corruption or Unstable Poison. The first one because it is an on-hit instant effect and the second one because minions usually die quicker than Black Arrows fades. This leads us to the only advantage you can get by picking this is to synergize with Overwhelming Affliction. But you're not going for this talent either (see full explication at level 13). So there are definitely no reasons to consider this talent. |
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Overflowing QuiverNo. This is a completly useless talent. Withering Fire is mana-free so you are constantly firing it. You should never be at max stacks. If you find yourself at max stack it'd mean you've under exploited your damage potential. |
Ranger's Ambush+ Burst Potential+ Windrunner Synergy I'm not talking about the push potential of this talent because in a push build it is such an overkill (you already clean minion waves in few seconds). So we're going to consider this as a hero damage dealing ability. The plan with this would be to use all Withering Fire stacks before going in with Haunting Wave for another full Withering Fire release on your target. This seems pretty bursty and might be interesting. But in my experience when you use Haunting Wave offensively you usually end up dying pretty quickly. Moreover if you really want to improve your burst Envenom does that better at that level. And finally, if you want that to synergize with Windrunner at level 16 it means you will give up Cold Embrace or Blood for Blood and you dont want that (more details at that level). |
Envenom+ Burst PotentialThe strongest choice here in my opinion. It gives huge power spike to Sylvanas and allow her to represent a huge threat at that stage of the game. Most of the melee heroes cannot all-in her without a risk of dying because they are not that tanky early on or they don't have their full ability kit yet (yes I'm looking at you Wormhole). And sadly most of the talents here are not really worth even if we don't compare them to Envenom. |
Unstable Poison+ Push Damage+ Barbed Shot Synergy + Splinter Shot Synergy + Fury of the Storm Synergy At that level you have the choice to go for a hero damage build with Remorseless or a siege damage build with Unstable Poison. The choice behind that is explained in the "Build Breakdown" section. If you want push power here, the only other choice is Mercenary Lord but it's pretty weak in the current meta and especially on Sylvanas (view talent for details). So this is the only push talent here. When you get that you basically gain map control right off the bath. If you're in a balanced build, it will provide a fair amount of pushing power. But if you're going for a full push build this synergizes with many talents and will be amplified at level 13 with Splinter Shot. |
Life Drain+ Sustain+ Lost Soul Synergy A talent that I almost never pick but that shouldn't be looked down on. Sometimes it can be really efficient in stale games. Games where both team are pretty even in push power and the first team who will be forced to recall at fountain will likely be dropping a map objective or a mercenary camp. That sort of games don't happen often as Sylvanas is the best push force of the game. So if you badly need sustain or if for some reason you have no healer you might consider this talent. It'd be nice to know in advance if you're going for Life Drain because it allows you to choose Lost Soul on first talent to increase your health regeneration a lot. |
Remorseless+ Damage Over Time+ With the Wind Synergy + Evasive Fire Synergy + Fury of the Storm Synergy If you want to build Hero damages, that's the only talent that gives that here. Other talents are also pretty weak in general in a hero damage build (view full details on other talents description). One of the funniest talent to play with. One of the talent that affects your gameplay the most. |
Mercenary Lord+ Map ControlWhy is this weak? Because if you find yourself pushing with them, you will be with your allies protecting the mercenaries. You will be needing an efficient 7th talent to compete with the defending enemy team. If you're not pushing with the mercenaries, this talent itself is useless. If you're left alone pushing with the mercenaries, what's not likely to happen often, it might be efficient. But the action of killing the neutral camp needs time (momentum). Other talent in this tier help you generate momentum better than this one. This is basically a "put the cart before the horse" situation. You generate momentum with this talent but you need momentum first to generate that extra momentum. |
Shade Form+ Aggro Drop+ Windrunner Synergy + Position plays I really don't understand what's the fuzz about this talent. It is average. It allows you to make some position play (assassination, juking). Fair enough. But against good players you don't have the room to play around stealth or such jukes. When you find yourself fighting against a team who actually knows how to focus, engage or gank, your Haunting Wave will be used as a regular escape tool. The stealth will do nothing more in these situations. And if you're somehow trying to make the play happen, such good players won't be fooled by your stealth (except maybe the first time you use it). Stealth is not that strong when you almost always spot a stealthed hero. Just a defensive tool against Auto Attacks. Between a risky talent to optimize (this one) and a regular efficient talent ( Remorseless or Unstable Poison) there are no doubts in my mind. |
Wailing Arrow+ Teamfight Utility+ Burst + Multi Target Control Our one and only ultimate (view Possession description). If you want details about the ability itself, check the Ability Breakdown section. |
PossessionI don't know how they could come up with something that obviously weak. You can control an enemy minion every 4 seconds. Considering that you're clearing minion wave in 3-10 seconds depending on your build, I don't understand how this could be momentum efficient. I think that's the only ability in the entire game that is momentum negative. |
Overwhelming Affliction+ Single/Multi Target Control+ Kiting Potential + Paralysis Synergy This talent is not weak in itself. Unfortunately, it has the same kind of utility than Evasive Fire: it increases the distance gab between you and the enemy team. But your build has usually more synergy with Withering Fire. However Overwhelming Affliction also offers a chance to use one of your area of effect spells to slow several or every enemy heroes and transform the utility of this talent into an area crowd control (and possibly help your teamates). But this is only a 5% slow and it will be hard to apply more multi target stacks of Overwhelming Affliction afterwards. Especially since you're not picking Paralysis. In other words, this talent is not bad but cannot fit in your build synergy. |
Evasive Fire+ Kiting Potential+ Position Plays + With the Wind Synergy WOW. Sylvanas's gameplay becomes so fluent when you pick this. Awesome game feel. This is the most common talent here because it basically make Sylvanas uncatchable if you don't overextend. If you can't be caught and don't all-in, you stay alive for the entire duration of a teamfight. Optimizing your damages, no matter your build, becomes easier. This is a huge teamfight tool. Remember what I said about "cautious playstyle", well Evasive Fire grants you both safety and agressive movement capabilities. If you don't need push power or simply didnt go for the full push build and if you don't need Spell Shield at all, remains only Evasive Fire and Overwhelming Affliction, and you already know why the last one is not a valid choice. |
Splinter Shot+ Push Damage+ Barbed Shot Synergy + Unstable Poison Synergy The only use of this talent is to find its synergy with Unstable Poison. It has no use appart from this. This will not give you any bonus advantage in teamfights considering your positionning should be between front and backline. You'll probably be poking enemy tank with Withering Fire and an enemy support or melee assassin for 250 damages with 5 Evasive Fire mini-shot. So much for hero damages. So the only use you'll find for this talent in your builds is to turn Sylvanas into a momentum generator. This coupled with Barbed Shot and Unstable Poison makes you obliterate every minion wave in matter of seconds. This is the only push talent here, so if you want push power here it is. View Full Push Showcase if you want to see it in action. |
Spell Shield+ Safety+ Counterplay Not so strong of a talent. Against most Skillshots, Evasive Fire is better because it allows you to dodge them easily, avoiding 100% of the damages rather than 50%. The only case you could argue it will help is against a Nova: if she can't one shot you, you're going to one shot her. But appart from that particular case (that doesnt happen often in Hero or Team League), Evasive Fire is generally better in every domains (safety and versatility). |
Windrunner+ Mobility+ Ranger's Ambush Synergy + Shade Form Synergy This is a really fun talent to play around. Unfortunately, it is at the wrong tier. Let me explain: Windrunner's utility is solely to make Sylvanas able to assassinate people at close or mid-close range. But in order to do that effiently you need Blood for Blood for the extra bit of burst on impact. And I would have definitely tempted to play builds that would run every three Haunting Wave improve, if I could pick Blood for Blood with it. Basically, ranged damage dealers like Sylvanas (assassin in general) are not supposed to go all-in on the enemy team to try to kill one target. They are supposed to sit in the back and apply as much damages as possible during a teamfight. Melee assassin on the contrary have tools and enough burst to go-in and instantly kill a target (appart from Illidan who has sustained damages). If Sylvanas could pick both Windrunner and Blood for Blood I think she would be able to match some of these melee assassins impact. Melee assassin Sylvanas looks like a pretty risky build to go for and you're looking for cautious playstyle here. I'm not talking about the possible push benefits from this talent considering you want to have a huge powerspike at level 16. Push power doesnt give you much considering most of the heroes in your team are able to push a lane, no matter what role they're playing. But the most important point is that all heroes have an impactul choice to go for at that stage ( Blood for Blood, Stoneskin, Imposing Presence, Stoneform, Benediction and such). You can't afford to pick something less impactful that will put you behind for 4 long levels in a row. |
Cold Embrace+ Teamfight Utility+ Counterplay + Lost Soul Synergy + Wombo Combo Synergy Even if you're running the Balanced Build, you should consider picking this up depending on the game's situation. It is basically strong against 3 melee, double tank or double support setup. Three setups that you see more than often. Cold Embrace is strong in these situations because Blood for Blood won't be enough to kill two tanks or one guy healed by two supports. So your only remaining option becomes to go for the long teamfight and to use multiple Cold Embrace in a row to ensure a kill or more. But maybe your team doesnt have a long-teamfight setup and you will find yourself often hard-engaged and only able to cast one Shadow Dagger during that framerate. And this basically leads us back to the "What build to go for" section. Cold Embrace for huge sustained damage or wombo-combo possibility. |
Will of the Forsaken+ Counterplay+ Bolt of the Storm Synergy It's kind of a weak talent. From the moment you get focused, to the end of your Haunting Wave, if you get stunned once, you're dead. Will of the Forsaken basically makes you unstoppable during that sequence. This seems good. But it's not for the simple reason that if you play well, you won't get stunned. It's not a matter of outplaying the opponent, it's the simple mechanic of the spell. If you always anticipate the incoming control, you can simply press E to dodge it. So you can't be controlled if you time Haunting Wave well. There's definitely no need for Will of the Forsaken. |
Blood for Blood+ Burst Damage+ Single Target Control + Emergency Heal This gives you instant burst and extra chance to kill tough targets like Muradin or annoying presences like Illidan. This gives you the possibility to heal yourself at the last second to outplay one or several opponent's positioning. The only cons of getting Blood for Blood is that Sylvanas lacks sustained damages and Blood for Blood is full burst oriented. Picking this over Cold Embrace should always be a real choice depending on how the teamfights are going in your game. Long teamfights = Cold Embrace, short teamfights = Blood for Blood. |
Deafening Blast+ Burst Damage+ Multi Target Control If you're a good sniper and that you're not getting focused down, you can think about picking this up. But try not to fool yourself, people will dodge your arrow. They will dodge the very little center that does amplified damage and silence. And suddenly, the level 20 talent you picked has 0 impact. That's basically the problem with this talent, they wanted to make it so strong that the area is too small and usually dodged by most skilled opponents. |
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Dark Lady's Call+ Map ControlWe can't pick this considering Possession doesnt exists. |
Fury of the Storm+ Map Control+ Burst Damage + Unstable Poison Synergy + Remorseless Synergy Push power becomes map control at that stage, because minions gives you the vision over the map rather than forts and keeps (usually). The only build you can consider picking this up is the Sustained Hero Damage build. It basically makes you as strong of a pusher as a full push Sylvanas but you also benefit from both Remorseless and Fury of the Storm procc for more hero damages in teamfights. But you don't have Bolt of the Storm for mobility and end-game play-making capabilities. In most games, you shouldn't consider picking this up, but if you find yourself in a team setup that holds his ground very well in teamfights and that you don't need to drop the enemy aggro, it might become a possible choice. If you went for a really pushy build, Fury of the Storm might be an overkill, especially without Remorseless to enhance its on-hit procc. |
Bolt of the Storm+ Safety+ Mobility + Position Play Well, the strongest ability in the game at level 20 considering how long death timers are. It allows you to escape from every situations. Spam it everytime there's a chance you die, it will be up next time you need it anyway. This coupled with Haunting Wave can lead to insane jukes ( / / ). It's the end-game playmaker. Remember when I talked about impactful talents? Well, there's nothing more powerful than a hero who can suddenly be anywhere he wants in a teamfight or never die even when caught off guard The main reason Bolt of the Storm offers so much safety is because it has a greater range than most of the dash / blink (appart from exceptions like Judgment). That means you can usually Bolt of the Storm into Mount if you need to get away and almost nobody will be able to catch you. |
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