If you are solo lane, wait closer to mid game to start camps. If you are laning with someone else, in other words if all 3 lanes are covered, then you can start taking merc camps at level 4. Leaving a lane to get a merc camp means you are losing out on potential XP. Prior to level 10, if you are solo in a lane, you should prioritize soaking XP over pushing a lane, if possible.
Mercenary Lord - If you select this talent you will want to make sure you escort your mercenaries, whenever possible, instead of leaving them by themselves. This is because the buff only works while you are near them. If you arent going to stay with the mercenaries you may as well not even take this talent. If you are on maps that have objective events, then dont even bother with this talent as you will get pulled away to participate in the event. In fact, the only maps where I consider taking this talent is on Blackheart's Bay and Infernal Shrines.
Siege Camps
- The easiest and fastest to take. These should be the first camps you take. Place your turrets between the two mercenaries but slightly closer to one. This will make your turrets focus on one mercenary but also tank damage from the other. I start off my tossing an xplodum charge so that it's radius touches both mercenaries. It does not have to be centered or even, just as long as they are both touching the blast radius. I will ten place my first turret, as mentioned previously, and begin autoattacking the mercenary by turret is focused on. When the xplodium charge goes off I will place a 2nd turret next to the first. The 2nd turret should also be closer to the mercenary you are attacking first. You want to focus on one mercenary first and keep focused on it until it is down. Once both mercenaries are down you will need to decide on if you can hit a healing fountain and return to lane (if needed) or if you should hearthstone back and recharge instead. Either way, you will want to minimize your time away from lanes as much as possible. If there are more than one siege camp, take both before bruisers camps.
Bruiser Camps
- These camps are a little harder to take at early levels because there are 4 mercenaries instead of 2. Your turrets get taken out quicker and you will be left without a tank. It is recommended, at early levels, to take these camps with a teammate, especially a tank. You will be able to take these camps early level, but you will more than likely have to hearthstone back to recharge. Ganks from Nova or Zeratul are especially burdensome on these maps since you will end up lower in health during the take down making you for being easily picked off.
Boss Camps
- I used to be able to solo boss camps on Cursed Hollow starting at level 10 by taking the Robo-Goblin heroic, but not so much anymore. Instead of your turrets tanking boss, you will immediately take aggro away from the turrets and the boss will focus on your instead. Place your turrets away from the boss merc as its AoE will destroy them. Best is to place them immediately behind you so that when they do explode, you will automatically pick up the scrap. So never solo a boss camp. Boss mercs are also very powerful and one of the strategies is to deny other team from taking the boss. Your grav-o-bomb does not damage nor stun bosses so dont even use it. Your xplodium charge will damage but not stun the boss. Boss camp take downs should be coordinated with the rest of your team. Also, mercenary lord will not buff bosses. If your team can, on Cursed Hollow, take the boss camp near the opposing team first when you are clear to do so. Best times to take is when the there are 3 or more opposing heroes in in the respawn timer.
Inferal Shrines: Mercenary camps on this map differ from the others. The siege camp has three mercenaries (called Impalers) instead of 2, and the bruiser camp is called Fallen Shaman. There are 5 total camps with 3 impaler camps (one on each side lower middle, one center bottom) and two Fallen Shaman camps (one on each side upper middle). The impaler camps tactic is the same as the previous siege tactic, you will just have one additional merc to have to take out. However, the Fallen Shaman tactic is different. Work it like a siege camp but focus on one of the hours first, then the other, then the shaman.
Towers of Doom: These camps are called Sappers, with three total, and all camps on this map are the same. They are slightly tougher than regular siege camps and operate differently. When released they will attack minions as normal, but when they get near a structure they will go buck wild and sprint to that structure, exploding on impact. Once they are past the tower closest to the core, they will move toward the core and do the same and damage the core directly by turning into projectiles.
Mercenary Lord will buff them for minions and structures but not for attacking the core (Im hypothesizing). The top and bottom camps behave differently. The top lane, if both towers are captured by the team releasing them from their camp, they will work toward the core. The bottom two camps are different in that if say the releasing team controls both bottom lane towers, but not the mid lane towers, they will go to the mid lane tower. The boss camp, the headless horseman, is like a normal boss camp but instead of walking off to attack down the lane, he converts to projectiles and damages the core directly.
One of the best maps for Gazlowe is the Infernal Shrines (team fight build). His turrets will tank as well as attack the guardians that spawn. Plush the enemy team usually ends up grouped more often for getting them your grav-o-bomb.
Battle for Eternity: I recommend a team fight orientated build. Grav-O-Bomb will be of a better benefit in this map especially for the objective event or pushing with your immortal. If you are defending your immortal, place a turret or two under him as it will hamper the enemy's ability to target them. You can combo grav-o-bomb with your immortal's abilities by pulling enemies into the AoE if timed right. The CC from engine gunk can help slow enemies from fleeing the AoE of your immortal. You can also do some nice damage to their immortal with TNT & turrets aiding your melee efforts. Dont place your turrets too close to the opposing team's immortal as it will wipe them out with the large AOE he is centered in. I usually place them on the edge of the dias the immortals are "floating" over. You can, and should, place them a little farther back when you have the long-ranged turrets. Place them so the immortal is just within range.
Dragon Shire: You will be facing more skirmishes while fighting for control points, so Grav-O-Bomb will be of better use. Liberal and strategic turret placement is key. For the shrines, I usually start off by placing a turret in each bush and one adjacent to the shrine. As more turret charges become available, I will place them near the shrine. Xplodium charges will stun the enemy's dragon knight. This is one of Gazlowe's weaker maps. Turrets can also aid you in defending the dragon knight if your enemy has control of both shrines.
Sky Temple: Again, the control points will force more skirmishes thus making Grav-O-Bomb more beneficial. You can use turrets to tank the guardians. Grav-o-bomb also helps in denying the enemy from capturing the boss merc.
Blackheart's Bay: I prefer to roam the merc camps and gold sources so robo-goblin will help immensely with this. However, one tactic is to guard the turn-in to keep your enemy from being able to turn in, or they will be trying to stop you, which often leads to team fights. If this is happening, then grav-o-bomb will be better. Turrets will attack the chests, and TNT also damages them. Robo-goblin also allows you to solo the boss merc around level 12. If I am in the top 2 lanes then I try to get the gold camps while focusing on pushing the lanes. Grav-o-bomb also helps in denying the enemy from capturing the boss merc.
Infernal Shrines: One of my favorite maps to play as Gazlowe as your turrets & tnt charges help a lot in taking out the guardians. Xplodium Charge works well in zoning enemy heroes out of the objective area. Grav-o-bomb also does a lot of good as enemy heroes will often group up at the shrines. At level 4, Mercenary Lord may be a better choice as having buffed mercs AND the punisher will make quick work of enemy forts & keeps. Or you can push lanes that your punisher is not in with the buffed mercs. Grav-o-Bomb also damages the guardians so while you should use it for teamfights, just know that any guardians caught in it will also be damaged severely.
Cursed Hollow: Since you will be battling for tribute, grav-o-bomb is usually the best bet. Use turrents and TNT to disrupt the enemy from gathering the tribute.
Garden of Terror: Robo-goblin helps take down the garden terrors when harvesting seeds as well as increased damage to the enemy's spawned terror. This map has 6 merc camps (2 siege and 1 bruiser on each side) that will benefit from being able to be captured faster. One of my favorite tactics is to push with mercs while the enemy team is off fighting our team's terror.
Tomb of the Spider Queen: Another map to use your judgement on. Robo-goblin deals more damage to the spiders that are summoned by the gems as well as the mercs. Grav-O-Bomb is still the defacto best ability for team fights. There are only two bruiser merc camps (one on each side), one seige camp center bottom, and one boss merc center top. Grav-o-bomb also helps in denying the enemy from capturing the boss merc.
Temple of Doom: I have only played this map a dozen or so times. So Im still learning the best strategies for Gazlowe. There are 3 sapper camps and one boss. Merc camps should be a big focus as they will instantly damage the core if they can get to it. This makes the top lane is the most important. That is because there is one sapper camp, but only one path for them to go. If you have both towers in the top lane, they will go straight for the core. With the lower two lanes, if you have, for instance, both bottom towers, they will then go for the middle towers. When sappers get close enough to structures, they will sprint at the structure in kamikaze fashion. Once they touch the structure they explode doing major damage to it. There is one boss merc toward the top that once taken will instantly damage the core. Getting shrines is pivotal for this map. Once taken, the shrines cause your "core" to fire at their core damaging 1 point for every tower you control until the 12 minute mark where they will fire 2 bullets instead of 1. Destroying keeps causes them to rebuild under your control. I have not used mercenary lord on this map to see if they do increased damage to the structures or not, Im going to hypothesize that they do. Im also going to hypothesize that they do not do increased damage to the core. Since this map is pretty gank heavy, I have been reluctant to play Gazlowe on it as much. That and people are still learning this map too.
Custom Game Maps
Haunted Mines: You can use two different strategies here. If you go with robo-goblin you can be capturing merc camps while your team is down in the mine collecting skulls. I have had good results with pushing a merc camp with the laning build while the other team is focused on skulls, at least for the first mine. Robo-goblin also helps kill the golem in the mine as well as your enemy's golem faster. At level 20 you will be able to 1v1 easier if you are caught by an ememy while in the mine However, youe team may need added help in the mines, when enemies are pushing with their golem, or defending against yours, and this is where grav-o-bomb would be better to use. Note: Grav-O-Bomb does not hurt golems. You will have to use your judgement as there are only 3 merc camps on this map and some of your teammates may complain if you arent down helping them get skulls.
Lost Cavern I haven't played this map yet, but when I do, I will update this section. For now what I will say, based the description of what the map is, treat it as any other map but without an objective. The Deth Lazor build may come in very handy on this map. I would reconsider building for Robo-Goblin and stick with Deth Lazor or Grav-O-Bomb.
Timing your ult with your teammates is crucial for getting these combos off. If you are in a voice chat you can communicate these combos so much better. Most of the combos are best if grav-o-bomb goes off first
Becareful not to use abilities that knock enemies away as it can break up the hit box.
DO NOT use any ability that takes the enemy heroes out of play (stasis) until AFTER grav collapses fully. You may negate grav's damage as well as prevent heroes from being moved into the center. Examples
Zagara's devouring maw &
Zeratul's void prison.
Grav-O-Bomb 3000 combos well with any AOE when they are placed at the center of grav's radius, but here are some heroes of note:
Abathur - There is really not anything to say cause you wont be comboing with Abby as
Ultimate Evolution cannot use the heroics of the heroes they clone. Abathur can use
Xplodium Charge to chain stun.
Alarak - Alarak's telekinesis can work for and against grav-o-bomb by either pushing enemies out of the bomb's range, or into it. But grav will make a nice hitbox for both of Alarak's heroic abilities.
Anub'arak - His
Impale and
Burrow Charge can help give you time to get grav off. Better would be right after grav goes off putting them into a nice hit box for the stuns to hit more heroes. After gav is also best for burrow charge as it puts Anub in the hit box for using locust swarm.
Locust Swarm will benefit greatly from the hitbox created by grav but
Cocoon will prevent any damage or affects caused by grav to be applied to the cocooned hero. I recommend waiting until after grav has collapsed before you use cocoon.
Artanis - Both
Suppression Pulse and
Purifier Beam will combo with grav-o-bomb well. Purifier Beam should be cast as soon as grav is laid down and on a target that will for sure be grabbed by grav.
Phase Prism Can be used to pull heroes into grav's radius as well as within range of Gaz's turrets.
Grav-O-Bomb 3000 can also create a nice hitbox of multiple enemy heroes for
Blade Dash.
Arthas -
Summon Sindragosa will combo nicely with grav-o-bomb.
Howling Blast and
Frozen Tempest can benefit as well.
Frozen Tempest and
Army of the Dead will benefit best if you are in the center of grav's radius when it collapses.
Auriel - Auriel will need to make sure not to knock back enemies out of your grav or explodium radiuses. With that said, she could help snap enemies into the radius too. Your hitbox made by grav gives her a nice target for
Sacred Sweep.
Azmodan -
Globe of Annihilation and
Demonic Invasion both combo well with grav-o-bomb.
Brightwing -
Emerald Wind has the chance on pushing heroes outside of grav's radius, as well as breaking up the hitbox formed after grav collapses. Caution is advised on Brightwing players on taking this talent with a Gazlowe on your team who takes Grav-O-Bomb. That being said,
Arcane Flare works nicely with grav and xplodium charge.
Cassia - Grav-o-Bomb could pull heroes away from Cassia's
Ball Lightning disrupting the ult. However, grav would make a nice bunch for Cassia if she casts it after Grav has started collapsing. Grav also makes a nice hitbox for her
Fend and
Blinding Light abilities.
Chen - As with Brightwing's Emerald Wind,
Wandering Keg has a chance of knocking enemy heroes out of grav's radius, as well as disrupt the created hitbox, however it can also be used to knock them in. So use caution when playing with a Gaz on your team. You can also use Wandering Keg to knock enemies into range of gaz's turrets.
Cho - Most of Cho's abilities will pair nicely with Gaz's, especially
Upheaval. See Gall.
Chromie -
Dragon's Breath is about the only ability that will combo with Chromie really well. However enginee-gunk will allow her to potentially target enemy heroes easier. And
Slowing Sands can help you land
Grav-O-Bomb 3000 and
Xplodium Charge. Timing will be key. Players in stasis caused by
Time Trap will not be affected by grav.
Dehaka - Dropping a turret into a bush can provide Dehaka vision of that bush. When able, Dehaka should try to drag heroes into range of Gaz's turrets.
Diablo -
Overpower and
Shadow Charge can be used to put enemy heroes into range of Gaz's abilities and turrets, as well as knock them out, so use caution.
Apocalypse and
Lightning Breath can both pair nicely with grav.
E.T.C. - His
Powerslide and
Mosh Pit can combo well with Grav. Either to stun the enemies so you can launch it grav better, for ETC to stun them after gav pulls them into a nice little hit box. I have seen mosh pit work very well right after a grav. The ultimate would be to grav all the enemies you can, then ETC power slide in and follow up with mosh pit, and then
Face Melt if needed. Pray he doesnt use face melt first to ruin the hit box.
Falstad - PLEASE use great caution if you are playing Falstad and if you take
Mighty Gust when you have a Gazlowe on your team who has taken
Grav-O-Bomb 3000. I cannot tell you how many times someone playing Falstad has used gust and blew the entire team out of grav's radius and thus wasting its use. It would be much more beneficial to take
Hinterland Blast as when Grav collapses it will create a nice hitbox for you.
Hammerang also pairs nicely with grav and
Xplodium Charge.
Gall - The hitbox created by Grav will work nicely with
Twisting Nether or
Shadow Bolt Volley as well as
Runic Blast.
Engine Gunk will also help in slowing enemies making them easier to hit with
Shadowflame and
Dread Orb.
Genji - Gaz'z abilities synergize well with Genji as the CC form engine gunk can allow him to keep on the enemy hero better. Grav's hitbox after collapsing works well with both of Genji's ults as well as the
Swift Strike ability.
Greymane - Enginge Gunk may benefit Greymane by allow him to chase down fleeing enemy heroes to get within range for his leaping abilities.
Jaina - Gaz's abilities pair nicely with
Blizzard,
Cone of Cold. Grav is especially nice when combo'd with
Ring of Frost. I recommend casting ring halfway through grav's delay (1 second) so you dont root enemies prior to grav's collapse but also not giving the enemy heroes time to walk out of ring of frost's radius.
Johanna - Grav can create a nice hitbox for
Falling Sword or
Blessed Shield.
Kael'thas - He is one of the top heroes to combo with Grav as the hit box created is great with his flame strike and
Living Bomb,
Phoenix and
Pyroblast. If you can, get living bomb on right before grav, then target the AOE abilities for the center of grav's radius. I have seen enemy team wipes by gaz + KT combos.
Kerrigan - She can chain stuns using
Impaling Blades and grav will make a nice hitbox for
Ravage and
Maelstrom.
Kharazim -
Seven-Sided Strike will combo nicely with
Grav-O-Bomb 3000, but that is the only ability of his that will, and at the cost of not taking
Divine Palm.
Leoric - Try not to cast
Entomb until after grav has collapsed. Grav cannot pull them into the cage created by entomb. However, grav can pull enemy heroes out if the center of grav is right in front of the cage.
March of the Black King Should be cast immediately before, upon, or immediately after grav's collapse as you will want to use the tighter hit box created when it does.
Li Li - The only ability that will really combo with Gaz will be
Water Dragon but that would be at the cost of not taking [Jug-of-1000-cups]]. Water Dragon also takes timing for it to benefit most when comboing with grav. Water Dragon should be cast right after grav is laid down so that the dragon will land right after grav has collapsed. The
Lightning Serpent talent will will benefit from grav's hitbox and
Cloud Serpent will benefit in general from slows applied by engine gunk and stuns from xplodium charge.
Li-Ming - You wont be much help in combos with Li-Ming though
Grav-O-Bomb 3000 may present her with a nice oppurtunity for
Arcane Orb. Engine Gunk's slow may help her land her abilities.
Lt Morales - Observe caution with
Displacement Grenade as it can knock enemy heroes out of grav's and xplodium charge's blast radius. Although well timed/placed grenades can also knock them into the radius.
Stim Drone can really help
Robo-Goblin especially after
Mecha-Lord has been taken. However, research other heroes to make sure you are stimming the right one, a stimming
Raynor would usually, or
Valla could, be better than mecha-lord gazlowe depending on the talents taken. So make sure you are checking to see which talents your teammates are taking.
lucio - Not much going on here.
Lunara - Like with Li-Ming, Engine Gunk and turrets may help present her with better targets.
Malfurion - his
Entangling Roots can help to prolong the hit box allowing for more combos to be made and should be cast at the center of grav's radius as soon as grav is laid down.
Twilight Dream will combo very nicely with grav but at the cost of not taking
Tranquility and also will require timing since Twilight Dream has a cast delay however entangling roots should help with that.
Medivh - This guy can be tricky to work with. His
Poly Bomb will be difficult to time as he will want to cast it just before or right when grav-o-bomb collapses for maximum effect.
Ley Line Seal can make for good grav oppurtunities, or could break them, with poorly timed uses. If used after grav is dropped it could negate grav's entire ability.
Muradin - Take caution with
Haymaker in that you dont end up knocking enemies outside of grav's radius.
Thunder Clap and
Dwarf Toss will benefit from grav's hitbox.
Murky - This hero combo can be hilarious. Grav's hit box works well with
Slime,
Pufferfish, and
March of the Murlocs. Pufferfish has to be timed just right though. Best to center grav immediately onto pufferfish than the other way around as grav's timer is 2 seconds and pufferfish is 3 seconds.
Nazeebo - Very effective if naz can get a
Zombie Wall on the hit box created by grav and then follow up immediately with
Ravenous Spirit or
Gargantuan.
Nova - Grav +
Precision Strike aimed at grav's center...game over, man, game over! Especially nasty since precision strike can be targetted globally. If you are in voice chat, you can tell nova your ult is ready so they can put their camera over your area.
Probius - Probius and Gaz both build turrets causing double trouble however Probius's deal better damage. Grav-o-Bomb and
Null Gate would work very well together
Ragnaros - It is unfortunate that
Blast Wave cant be cast on Gaz's turrets. But Grav-o-Bomb would make a nice hitbox for
Sulfuras Smash
Raynor - Gaz's biggest benefit to Raynor is the slows from
Engine Gunk and stuns from
Xplodium Charge and hit box made by
Grav-O-Bomb 3000.
Hyperion can benefit a lot from these abilities though you want to make sure to either cast right as grav is laid, or before. Poor timing can make this combo not very effective as both have a tendency to cause zoning on the other team. Use care with [[Penetrating-Round] as it might knock enemy heroes out of xplodum's radius.
Rehgar - Rehgar doesnt get much benefit from Gazlowe other than the slows applied from engine gunk when
Earthbind Totem is on cool-down. Gazlowe will benefit from
Lightning Shield and blood-lust is especially helpful to
Robo-Goblin especially if
Mecha-Lord is taken.
Rexxar - Rexxar will benefit from grav's hitbox since most of his multi-hit abilities execute in a line. Engine gunk's slow will also be a benefit to him. I recommend activating
Bestial Wrath or
Unleash the Boars just after grav has been laid down.
Samuro - About the only benefit to this matchup would be the hitbox from Grav and Samuro's
Bladestorm.
Sonya -
Leap on grav's hit box to prolong the hit box increasing time for further combos. Engine gunk can help with
Whirlwind.
sgt-hammer - The hitbox created by
Grav-O-Bomb 3000 works nicely for both Blunt-ForceGun or
Napalm Strike.
stitches - Use caution with
Hook as you could pull them out of grav or xplodium charge's radius and
Gorge can make grav in effective. However, hook is really good for pulling enemies into the radius. Stitches will work best at the center of grav's radius to for
Vile Gas,
Slam,
Devour, and
Putrid Bile.
Sylvanas - Sylv has some nice synergy with Gaz.
Mind Control can walk enemies within range of gaz's turrets as well as into blast radius of grav and xplodium. Grav can also set up a nice hitbox for WailingArrow and
Haunting Wave. Though I do not recommend purposefully having both Sylv and Gaz on the same team, together they can take out camps and structures VERY efficiently.
Sgt Hammer - The hitbox created by
Grav-O-Bomb 3000 works nicely for both Blunt-ForceGun or
Napalm Strike.
Tassadar - Mostly T*** and Gaz have good abilities at zoning the enemy heroes. Use care with
Force Wall so that you arent zoning enemies in the wrong directions. That goes for both gaz and t***. T*** should try to combo
Psionic Storm onto enemy heroes stunned by
Xplodium Charge and
Archon will benefit from the hitbox created by grav. Just make sure to activate it before grav collapses.
The Lost Vikings - This pairing really should only happen in Quick Match as Vikings and Gaz should never be purposefully taken on the same team in Hero League. Longboat-Raid! is really the only ability of note as it benefits from the hitbox created after grav collapses. Just make sure to activate prior to the collapse.
Thrall - Use care with
Sundering as it can knock enemies out of grav's radius. But grav will maake an excellent hitbox after it collapses, so make sure to wait for grav to finish before launching it.
Earthquake can also pair nicely with grav if you use it just prior or immediately after the collapse. It can also help gaz land a nice grav+xplodium combo if earthquake is used before grav.
Chain Lightning will also benefit greatly from the hitbox created by grav.
Tracer - Engine Gunk's slow will benefit tracer by allowing her to keep on the hero for longer as well as make it easier for her to place her sticky bomb on them.
Tychus - works well with all his abilities except
Frag Grenade which will break up the hit box.
Tyrael -
El'druin's Might and
Smite work well, but be careful with
Judgment as it will break up the hit box.
Tyrande -
Starfall benefits the most from
Grav-O-Bomb 3000] and should be cast immediately after grav is dropped and right on drop of it, or off center toward where the enemy team may more likely try to flee.
Lunar Flare should follow up the combo after after grav's collapse, and it also works well with
Xplodium Charge. Placing
Hunter's Mark on an enemy hero right before a grav/starfall combo will be deadly for that hero.
Sentinel will benefit from Gaz's abilities especially enemies slowed by
Engine Gunk.
Uther - his
Divine Storm, when cast immediately after grav collapses can prolong the hit box created for additional combos to be made
Valeera - The best way to synergize with Valeera is her stunning opponents within range of your turrets or the stuns locking opponents in place for your laser.
Valla - Like Raynor, Valla will benefit most by engine gunk's slow and the stuns caused by grav and explodium charge. She will also be able to take advantage of the hitbox created by grav especially with
Rain of Vengeance and
Multishot.
Varian - The only real combo here would be Varian to use
Lion's Fang on the hitbox created by Grav-o-Bomb.
Xul - You can use Xplodium Charge to try to zone enemy heroes into predictable movements for Xul's
Spectral Scythe. When you see Xul's
Bone Prison applied, immediately start charging your Deth Lazor, if safe to do so, even if you are not using a Deth Lazor build. This way you can fire at the rooted enemy hero right when they become rooted. Follow it up with either turrets within range of the rooted hero or an
Xplodium Charge if there is enough time. Try to place the charge slightly off center of the direction you think the hero may try to flee. You can also use turrets and Xplodium to zone other enemy heroes away from the rooted hero, or to punish them for coming to the rooted heroes aid.
Zagara - Grav's hit box is a great place to use
Devouring Maw but also good with
Baneling Barrage and
Infested Drop. Devoruing Maw will prevent enemies from moving into the center as well as negate any damage dealt by grav.
Be very careful in castin grav onto a maw. You can time it so grav goes off once they are released
Zarya - Zarya combines with Gaz pretty well as she can shield Gaz with
Shield Ally. Gravitron Surge can be used before or after Grav-o-Bomb to great effect. If used before, Grav can pull more opponents into its field. When used after, if can keep any heroes caught by grav in the hitbox.
Zeratul - As I said above,
Void Prison will negate the damage to, and movement of, enemy heroes. So it is imperative to use the void prison AFTER grav finishes. I have had more than one person use void prison right I cast grav-o-bomb. Although.....you can use grav-o-bomb to pull people into void prison. So all is not lost if there are some outside of the prison when grav goes off.
Be very careful in castin grav onto void prison. You can time it so grav goes off once they are released.
Zul'jin - Grav-o-Bomb makes a nice hitbox for
Guillotine.
10/08/2018 - No changes to his kit but I do need to add info about playing with other heroes. I took a pretty long break from HotS and will be getting back into it real soon.
07/04/2018 - no changes since my last update...yeah, its sad they havent made any changes at all, not even a new skin!
05/10/2017 - Large update with Patch 24 information that was long overdue. Added all heroes available to this date.
11/19/2016 - changed clockwork steam fist talent rating from bad to better.
09/13/2016 - Added Alarak to teammate combo section. Minor note addition regarding Patch 20 at top of the guide.
08/17/2016 - was late updating the guide with the talent change. Added Auriel to teammate combos section
07/13/2016 - updated descriptions with new changes (Robo-Goblin, Rock-it turrest XL, xtra large bombs, and mecha-lord)
07/06/2016 - Added
Medivh to
Teammate Combo section.
07/05/2016 - Minor updates, mostly to what I play most often (build displayed at the top) and some minor additions to those talents in the discussion.
05/17/2016 - Added
Chromie to the
Teammate Combo and threat sections. Also adding all other heroes to the teammate combos section. Corrected base attack damage.
05/17/2016 - Added notes for today's patch at the very top of the guide.
05/02/2016 - added 2nd combo video
04/27/2016 - Corrected Level 20 talent of Deth Lazer build. Added Tracer to Teammate Combo section and threats.
04/03/2016 - changed older grav + xplodium video for newer one.
04/02/2016 - Forgot to remove the Demolitionist talent during last night's update. Replaced video in Introduction section with match using Patch 17 updated talents. Changed all Deth Lazor talent value indications from Situational to Build Specific. Added the newer heroes to the teammate combo section. Added new heroes to threat meter.
04/01/2016 - Reworked for Patch 17 update
03/21/2016 - changed Rock-It! Turret XL from bad to good and Engine Gunk from good to best.
12/6/2015 - Complete revamp of the guide.
11/9/2015 - Overhauled, too many changes to list, complete rework of this guide.
10/21/2015 - updated recommend maps for the builds.
Quick Comment (2) View Comments
You need to log in before commenting.