Trait
Frostmourne Hungers (D)
Your trait is
Frostmourne Hungers It allows you to sustain in lane for a very long time due to the mana restore and is a great burst damage tool. Spamming this whenever its off cooldown is never a bad thing.
Basic Abilities
Death Coil (Q)
Death Coil Is your Main form of healing and last source of damage. You'll want to use this ability 90% of the time to heal yourself as the numbers from the healing are much higher than the damage output it gives. (Alt+Q for quick self heal). This is a great finisher though being a home in target point and click.
Howling blast (W)
Howling Blast Is everything to
Arthas. This will allow you to peel, engage, win teamfights and make plays. Landing this ability properly will make or break you as a competent Arthas. The projectile is delayed so it is difficult to land when you first start out (Aim in front of their likely path will help land this ability).
Frozen Tempest (E)
Frozen Tempest Allows Arthas to be so versatile. This ability allows you to position aggressively to body block as well as dealing substantial damage. This ability will also break
Zeratul and
Nova out of stealth. Positioning is very important with this ability and it is also important to activate it as soon as you root and enemy you want to engage. Turn it off when disengaging as it is quite mana intensive.
Heroic Abilities (R)
Summon Sindragosa
Summon Sindragosa Is a very versatile and offers great utility.
-Great at engaging and disengaging
-Great for sieging as it disables forts, towers and minions for a long time
-Decent AoE Damage and high slow allows wombo combo
-Play making snipes due its insanely long range
This ability is great if you required a method to push whenever you wish, allows you to hard engage enemies or disengage effectively. Allows you to snowball an enemy team provided your team is coordinated. Also great if you wanted more damage or had another warrior on the team.
Army of the dead
Army of the Dead Is a great sustain ultimate and will be your go to pick if you are the only warrior on the team. This ability will save you more times than any other ability would. It can also be used offensively to deal sustained damage with your ghouls. In the correct situations you can possibly 3v1 with this ability because of how much it sustains you with the rest of your kit and the damage is comparable to frozen tempest dps.
Level One
(Key:
Green is viable,
Yellow is Situational,
Red is just a bad pick.)
Block
Block This one of your best defensive tools in the early game, since the meta has shifted and there are a lot of auto attacking comps this will help defend against those.
Regeneration Master
Regeneration Master is your go to pick if you wanted more sustainability or if the enemy team comp doesn't have that many auto attackers.
Eternal hunger
Eternal Hunger is relatively decent pick if you're first starting out
Arthas and you are having major mana issues. This will help resolve some of that problem. This is also good for a build with
Destruction+
Frostmourne Feeds allowing you to sustain 120 mana per activation of
Frostmourne Hungers
Frost presence
Frost Presence is a good pick if you're focused primarily on ganking in the early game and have a 2 man gank with
Kerrigan,
Tyrande and
The Butcher.
Level Four
Frozen Wastes
This is a great talent overall as it allows you to manage your mana much better and it allows you to stay in fights longer than usual. The longer you're in a fight the better the outcome.
Destruction
This talent is great if you require that extra burst potential to allow you to finish off enemies. This also helps you poke better and clear mercenaries faster. Great with
Eternal Hunger+
Frostmourne Feeds.
Mercenary Lord
Mercenary lord is a bad pick because Arthas can already sustain pretty well against mercenary camps and this talent is not as good as the other two.
(side note I feel that Blizzard should supply Arthas with one more talent in this level. Other Characters get at least Four talents in each talent range whereas Arthas is the only one who does not. Possible suggestions include the talent that was removed that increased the size of your frozen tempest by 33%)
Level Seven
Rune Tap
Pick this talent 99% of the time. This will sustain you so much and it will allow you to solo bruisers at lvl 7.
Frost strike
This is the only other talent I would pick. This gives your frostmoure hungers a burst slow and coupled with
Frostmourne Feeds talent you can indefinitely slow an enemy for 3 seconds by 40%.
Obliterate
A talent that allows
Frostmourne Hungers to deal area damage. This is bad because you're most likely using this to clear minion waves which your
Frozen Tempest can already do so effectively.
Death touch
This is the same as obliterate, you use it to clear minion waves. But you don't need it since you already have
Frozen Tempest.
Level Ten
Army of the Dead
Your go to pick whenever you're unsure, sustain in teamfights and allows you to be as disruptive as possible.
Summon Sindragosa
Great for initiation and sieging. They're hiding behind their measly fort? Just freeze it all down.
Level Thirteen
Relentless
Since Arthas is extremely susceptible to CCs reducing the duration of all of them will enhance his survivability a lot. It makes your hard counters less threatening and helps you escape in a sticky situation.
Spell Shield
This is a great talent vs someone with ability damage burst like
Nova. Take this as long as the enemy team don't have really threatening CCs that you can deal with.
Trail of frost
Useful if you want to stun many enemies that you are chasing. Also great for beginners to Arthas in landing your roots. But the two survivability talents are your go to when you are able to land your roots effectively.
Biting cold
Can be useful if you went
Frozen Wastes allowing you to deal more damage. Only take this if you absolutely need the extra damage or if there are no threatening CCs or Abilities that burst you down.
Level Sixteen
Stoneskin
Your go to pick, allows to stay alive a lot longer than usual and prevent burst.
Frostmourne Feeds
Great Double burst and Double mana restoration every 12 seconds. Great if you needed more damage and mana coupled with
Destruction+
Eternal Hunger make it a really good pick.
Immortal coil
A very versatile talent pick, allows you to use it more offensively or for a greater self heal. Great for beginners to Arthas. However
Stoneskin or
Frostmourne Feeds are much better in the long run.
Embrace Death
A really poor talent choice, Arthas is all about survivability. This talent prevents you from doing that by using your Death Coil as an extreme last ditch attempt. It does do 1000+ damage if you're lucky to get it off before you die.
Level Twenty
Hardened Shield
Your go to pick at this talent range. This allows you to be a true tank, stopping everything. Using this first to stop all the Heroics. Then Stoneskin to stop basic burst then popping ghouls will allow maximum survivability and allow you to position very aggressively.
Legion of Northrend
This buffs up an already great heroic making it last longer, heal more and do more damage. However compared to hardened shield it is not as good because you can still be killed while trying to spam heal with the ghouls.
Summon Sindragosa
A very risky High reward pick. Better picked as a wombo combo tool if you don't need the tankyness. An idea of the range is from the turn in at
Blackheart's Bay to the bushes at the boss camp.
Rewind
Easily the worst talent at this tier, you would usually not need to rewind your basic abilities and the defence that
Hardened Shield gives is too good.
Battlefield of Eternity
This maps all about immortals, tips here is to start as early as you can on the immortal and be there for team fights. If you can't finish off their immortal before they finish yours you can at least lower the shield to make it easier to defend.
Early Game
- Play safe, Clearing minions when it is safe to do so
- Arrive on time to the immortal
- Conserve your mana at all times for team fights
- Capture Mercs prioritizing the Siege camps on the top and bottom.
Mid Game
- Help lead team into engagements and capture the immortal
- Maintain map control by clearing mercs and capturing mercs
- 5 man push or 5 man defend the immortal
Late Game
- Stay grouped
- Maintain Merc control
- 5 man push or 5 man defend the immortal
Blackheart's Bay
All about the coins, Coins are the most important thing here and so is staying alive with these coins. Take Army of the dead if you are the primarly coin collector, if not then summon sindragosa is better.
Early Game
- Roam and Gank
- Collect coins from chests
- Capture coins from mercs/pirates. Siege at lvl 4 and bruiser at lvl 7.
Mid Game
- Fight for turn ins
- Collect coins as 2 man teams
-
Summon Sindragosa with a Merc camp and 5 man allows you to save cannon shots in the future.
Late Game
- Stay grouped
- Collect coins instead of pushing
- Fight at turn ins
- Collect and push when the cannon is firing directly on core, sometimes the core doesn't die to the full cannon barrage.
Cursed Hollow
The most important thing is to figure out your team's strategy. You can possibly have 3 people lane and 2 people poke the tribute while your team gets experience. This will allow you to have an exp advantage for later tributes when you give up the first one. If not group at tributes.
Early Game
- Roam and Gank
- Group at tributes, defending bushes and zoning.
- Poke tribute cappers with
Howling Blast and
Death Coil
- Cap your Siege Camp after first tribute for a push whilst second tribute is spawning, then cap bruisers after second tribute for push while third tribute is spawning
Mid Game
- Team fight at tributes, if your team wins rotate to nearest boss
- Defend chokepoints and zone for your cappers
- Poke tribute cappers with
Howling Blast and
Death Coil
Late Game
- Stay grouped.
- Prioritize 5 Man pushes when enemy is cursed, 5 man defending when you are.
- Grab Mercs for map control between tributes.
- Try to get a Golem the same time the enemy is cursed for a 5 man push to win.
Dragon Shire
This map requires full map control for the objective to be controlled. You'll want to play as a ganker on this map as much as possible and maintain merc control when you can.
Early Game
- Roam and Gank
- Duel and Skirmish for shrines.
- Help with Knight/Merc control. (Can Solo Knights at level 7, Prioritize bottom mercs)
Mid Game
- Team Fights at Shrines and Dragon Knight(DK)
- Prioritize DK > Bot lane Mercs > Knights
Late Game
- Stay grouped taking control of bottom shrine first if possible
- Keep Map control via BOT LANE merc control
- 5 man win pushes with DK
Garden of Terror
This map is all about seeds, be on time to collect them and try to do mercs as soon as the timer hits to have a push while collecting seeds. Under the right circumstances Arthas can solo the Garden Terror.
Early Game
- COLLECT SEEDS
- Roam & Gank
- Solo Merc camps when the timer spawns
Mid Game
- Collect seeds as a TEAM. Focusing small ones first.
- If you get a terror push one lane as 4, and the opposite lane with Garden Terror. (Provided you've taken
Summon Sindragosa and you're not in the Garden Terror)
- Stay grouped.
Late Game
- Stay grouped
- Maintain Merc control as 5
- Time mercs with a Garden terror for winning pushes
Haunted Mines
This is the map you'll definitely want to take
Summon Sindragosa 100% of the time. Even just casting this for your golem allows a weaker golem to push effectively.
Early Game
- Pre-Push the lane your golem spawns as much as possible
- Maintain a 4:1 formation, with the solo laner switching to the pre pushed lane for the mines. (it takes roughly 15-20 seconds to travel from one lane to the other)
- Make sure to arrive in the mines early for gank potential and make sure you don't expend too much mana before the mines spawn (mines timer starts at 1:30)
- After mines Cap the siege giants and time the giants when it passes your enemies first fort to have the giants defending against the enemies golem.
- Don't risk it for the Bruiser camp right after golems start spawning, it doesn't even push the lane your golem does.
- You generally require 1 person for every 20 skulls a golem has. (example: enemy golem is 40, require 2 people to defend. Your golem is anything 80+ 5 man push with it)
- If the golem pushed the enemy fort, switch to the opposite lane for exp, if your golem didn't, push out that fort.
Mid Game
- 5 Push with/against the stronger golem.
- Coordinate with your team to push out a fort with
Summon Sindragosa
Late Game
- Stay grouped
- Prioritize Collecting skulls over chasing kills
- Don't Die
Infernal Shrines
This map is great for Arthas, great gank potential and his
Frozen Tempest allows him to clear the shrines pretty quickly. Many merc camps allowing for Arthas to solo.
Summon Sindragosa Is great on this map allowing you to make plays.
Early Game
- Roam and Gank
- Maintain mana reserves for shrines
- Group at shrines early
- Prioritize winning the team fight in order to win the shrine
- You and 2 others defend and 2 lane as long as its not an arcane punisher.
- MUST 5 man defend an arcane punisher, it can destroy your keep if left unchecked.
- Do Mercs in between shrines prioritizing the bottom mercs
Mid Game
- Stay grouped when possible and split off as 2 or 3 man teams to get mercs
- Dive the enemy with
Summon Sindragosa and the punisher
Late Game
- Stay grouped
- Maintain Merc control
- Time the punisher with several Merc camps to have winning pushes
Sky Temple
This map is all about capping the temples, there will be alot of sustained team fights. Ideally taking Army of the Dead will help you with these sustained team fights. Most victories/losses are won at the boss camp.
Early Game
- Help team cap shrines, (top is ideal since you'll later push it with bruisers)
- Stay between mid/top for first phase.
- Cap Bruisers at roughly 4 mins (or 2 mins after the last temple ends) to push the top lane fort while contesting bottom.
Mid Game
- Fight for shrines (Third phase bottom always spawns)
- Capture Mercenaries
- Get Boss if you win a team fight/get a pick
Late Game
- Stay grouped
- Cap shrines/mercs until you win
Tomb of the Spider Queen
Probably the best map for Arthas, being so small you can gank efficiently.
Summon Sindragosa Ideally for the pushes but
Army of the Dead if you need that extra sustain for the fights.
Early Game
- Roam and Gank
- Collect gems (turn in when you reach at least 5 gems per lane rotate)
- Turn in as early as possible instead of hoarding
Mid Game
- Protect turn ins
- Zone dropped gems from enemy players
- Cap boss when winning a team fight
- Try time boss/knights and turn in for a massive push in all lanes and use
Summon Sindragosa for unstoppable pushes
Late Game
- Stay grouped
- Maintain Gem control turning in as often as possible
- Time boss with turn in for winning pushes in top lane
Towers of Doom
This map is new, so I don't have too much information about it yet but one things for sure, pushing is your best bet.
Summon Sindragosa is ideal.
Early Game
- Roam and gank
- Maintain mana for team fights at altars
- Group at altars
- Cap mercs for strong lane pushes
Mid Game
- Maintain merc control and push with
Summon Sindragosa
- If you win a team fight after an altar best bet is it either push out a lane or cap boss.
- Use the tunnel at 12 mins to traverse the map quicker
Late Game
- Stay grouped
- Push as 5 man to ensure you take out a fort
- 5 Man defend your forts
- When three altars spawn, split your team up appropriately in order to defend.
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