By Branch and Claw by TheFreind

By Branch and Claw

By: TheFreind
Last Updated: Jul 21, 2024
5 Votes
Build 1 of 3

Lunara

Build: Anti-Artillery

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

Threats to Lunara with this build

Threat
Low
High
Show all
Threat Hero Notes
1
  No Threat
2
Kael'thas By picking up a few range-boosting talents and leaning more into burst damage, Lunara need only skirt her preys' periphery for merely a second to devastate them. The build's flexibility permits an easy Greater Spell Shield pick up at level 13. Once you pick up Forest's Wrath at 20, you'll outrange even a Chromie!
2
Jaina
2
Malfurion
3
Valla
3
Raynor
4
  No Threat
5
  No Threat
6
  No Threat
7
  No Threat
8
  No Threat
9
Diablo Trading damage for range makes it problematic when you need to kill something that doesn't die to your pollen. All forms of spell armor, high health, and strong engage hard counters this build.
9
Chen
10
  No Threat

Lunara

Build: Anti-Tank

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

Threats to Lunara with this build

Threat
Low
High
Show all
Threat Hero Notes
1
  No Threat
2
  No Threat
3
Garrosh With frequent slows and talents that exchange burst damage for sustained single-target firepower, Lunara will terrorize most beefy tanks and bruisers. Leaping Strike will counter enemy engages while fixing your positioning. You may struggle for damage for a while, but hold out until you reach level 16 for Invigorating Spores. The tide will turn!
3
Muradin
3
Artanis
3
Hogger
4
  No Threat
5
  No Threat
6
  No Threat
7
  No Threat
8
  No Threat
9
Gul'dan Your damage may be outstanding, but you must linger in medium/short range for a while. Watch out for longer range enemies and those with extreme burst that can shut you down immediately.
9
Kel'Thuzad
9
Greymane
10
  No Threat

Lunara

Build: Team-Oriented

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

Threats to Lunara with this build

Threat
Low
High
Show all
Threat Hero Notes
1
  No Threat
2
Uther If your team has sufficient damage and you do not have any threats, you can opt for what Lunara was always meant to do - spreading her poison to cripple the entire enemy team. You will provide vision, map control, zoning potential, extensive slowing/CC cleansing, expenditure of enemy resources, and gravely wound enemies to half health. Any competent team will loathe to miss out on this massive package you've brought.
2
Anduin
2
Tyrande
3
  No Threat
4
  No Threat
5
  No Threat
6
  No Threat
7
  No Threat
8
  No Threat
9
Anub'arak The major downside is that you are picking up team-benefitting talents at the expense of your own damage and defensive capabilities. Enemies can easily dive you, burst you down, or just not give a damn about your slow poison DoT whilst they do their thing. It is not uncommon to feel useless in this situation.
9
Genji
9
Sgt. Hammer
10
  No Threat

I hear the call of Kalimdor Top

"You may look like an *******, you may feel like an *******. You may be one Dryad, you can be a whole godforsaken frolic of them. You may thrive on violence, chaos, and outright cruelty. You may have questionably overpowered reality-defying magic immunity, razor sharp serrated thorns, and horrific biological neurotoxins capable of torturing and brainwashing an entire continent of innocents.

But it's not what you've got - its the mind-boggling, astronomically vile, cataclysmic scale of physical and psychological carnage you can afflict, purely for the sake of savoring a fleeting micro-second of sadistic euphoria. That makes you... an *******."

- Sacred Dryad initiation passage from the Demi-god Cenarius, passed down from Arch-Druid Essenger



Lunara is a highly mobile, flexible ranged assassin that specializes in extended battles. She is hyper-specialized to punish strong single target healers, melee-heavy compositions, and mages. Just like nature itself, Lunara has been blessed with a plethora of powerful and interesting talents that allow her to adapt to any environment. Should you find watching your enemies scatter and panic as they all wither from your noxious poisons enjoyable, then you should consider playing Lunara.

The Wilds bear a form wretched and malevolent Top

Nature's Toxin

Passive: Lunara's Basic Attacks and damaging Abilities poison their target, dealing 33 damage a second for 3 seconds. Every additional application increases the duration by 3 seconds ("a stack of poison"), up to a maximum of 9 seconds.

Additional Notes on Nature's Toxin



Noxious Blossom

Active: [8 CD][60 Mana] After 0.5 seconds, cause a small area to explode with pollen, dealing 160 damage.

Additional Notes on Noxious Blossom


Crippling Spores

Active: [10 CD][50 Mana] Enemies currently afflicted by Nature's Toxin have its duration increased by 3 seconds and are Slowed by 40% decaying over 3 seconds.

Additional Notes on Crippling Spores


Wisp

Active: [30 CD][Free] Spawn a Wisp to scout an area. Can be redirected once active. When the Wisp is in a bush for more than 2 seconds, its vision radius is increased by 75%. Lasts 45 seconds.


Additional Notes on Wisp


Thornwood Vine

Active: [15 CD][35 Mana] Send forth vines that deal 184 damage to all enemies in a line.
Stores up to 3 charges.


Additional Notes on Thornwood Vine


Leaping Strike

Active: [20 CD][50 Mana] Leap over an enemy, Slowing them by 80% for 0.35 seconds and dealing 271 damage.
Stores up to 2 charges.

Additional Notes on Leaping Strike

Nature bestows many gifts Top

Your impact on the game as a Lunara is wholly dependent on your talent choices. You have tools to deal with every threat in the game - picking the wrong talents is how you "fall off" into obscurity. You don't want to spec into magic damage talents against heroes with spell armor talents. Nor should you go physical-attack against armor, blinds, or evasions. Lastly, be careful when over-investing in defense and utility talents at the expense of damage when you're one of the few sources of damage on the team.

If there is ONE mandatory talent I'd pick on almost every game (except Hanamura Temple), it's Nature's Culling[4]. It's probably Lunara's best talent, while the competitors in its talent tier aren't necessary. Therefore, auto include.

So, read more into detail down below on why you should pick certain talents in certain scenarios, and how effective they are in general!
-- Show full analysis on all talents --

Those silly druids Top

Specializing Lunara's talents for the right situation in every single match is a complex matter. Sometimes you must pick appropriate counters, sometimes you need to pick the right damage type against the enemies' defenses. But all too often the Healer is the one that will ruin your day, believe it or not! Should you underestimate the potential they pose to nullify your poison damage, you're gonna have a bad day.

Here's a quick, easy to read table on what build is recommended to counter the enemy healer. I've posted my thoughts and general strategy against each one in a separate table underneath. As a general rule of thumb, you want to pick talents that counter both the enemy team AND the enemy healer.
  • "Low" threats mean Lunara's natural abilities of slower, DoT poison over multiple heroes will perform just fine against this healer. You should think about countering the rest of the enemy team more. If you deem a build necessary that so happens to be weak against this healer, it is no big deal.
  • "Moderate" threats demand a bit of attention. These healers are much better suited to their preferred way of protection. You'll notice a substantial amount of disruption to your gameplan from their healing/utility. Countering them is much more productive, though you are still able to find a balance in hybrid builds that carry a mix of talents well-suited against the rest of the team, and some for the healer.
  • "High" threats cannot be beaten at their own game. Picking a build that they're specialized against can cost you the match on the spot. You must develop advanced tactics - fight enemies with their healer absent, coordinate team CC to obliterate the healer, or dedicate almost the entirety of Lunara's talents in countering the healer.

Healer
Threat
Extreme Burst
Sustain Damage
Heavy Poison
Moderate
X
Low
Low
Moderate
X
X
Low
X
Moderate
X
Moderate
X
High
X
High
X
X
Moderate
X
X
High
X
Low
High
X
X
Low
X
Low
X
High
X

Alexstrasza
  • Alexstrasza is defenseless in human form. Clip her health bar severely so you reduce her Q and R healing.
  • Killing her quickly before her healing circle pops is important. Since she has access to armor[13] and high health, Invigorating Spores build is recommended.
  • Don't mess with mama dragon. She has a high chance of winning objectives with Dragonform - see if you can win the macro game before confronting her.
Ana
  • She cannot heal herself efficiently. Poking her with poison can leave her vulnerable.
  • Ana's healing output is weaker than most healers, but many of her later talents give strong single-target healing[16]. Any build works good, but poison is better than most.
  • The other utility she has is very dangerous. Always be ready to dodge the Sleep Dart and disengage safely with your team when Nano boost comes out.
Anduin
  • Anduin is well-rounded in healing, but his AoE healing is expensive in mana cost. Overwhelm him before, during, and after fights with lots of poison.
  • Choking Pollen[4] and Leaping Strike is not recommended due to his affinity in saving a doomed ally. Sustain damage via Invigorating Spores or poison can still kill people he pulls out.
  • Beware other heroes on his team that can set up his root and Lightbomb combo. It'll kill you. Abolish Magic[13] is a good pick up against CC combo chains.
Auriel
  • Auriel is unbeatable with her healing when the fight gets going. But she's incapable of stopping pre-fight poke and poison damage.
  • If you can force Auriel to expend her energy on healing one hero, then she isn't healing her whole team. Sustain damage can keep pressure high even past a Crystal Aegis.
  • Stay in the middle of open areas to avoid being lashed into a wall.
Brightwing
  • BW thrives on turning the tide by countering over-zealous divers with the big healing of Phase Shift and Pixie Dust. Do NOT go Choking Pollen + Leap.
  • BW's healing is mixed. It's strong against hyper-burst, and slow poke/poison, so the sustain damage of Invigorating Spores is perfect to avoid her spell armor.
  • Her team is very good at chaining CC + damage on whatever she Polymorphs. Abolish Magic[13] is great at purging Polymorph and the Criterize[16] armor debuff.
Deckard
  • With all the potions he can toss down on the battlefield, you must lock down and swiftly kill your targets before they chug them down. Leaping Strike + Let Them Wither[13].
  • Deckard is completely harmless, though tough to kill. Freely pounce about and spread your poison for the slow. Do NOT go poison build, your opponents have plenty of time to pick up potions (especially big ones[13]).
  • He sports a lot of strong CC - avoid clumping with your team so you don't incentivize his triangles. Abolish magic's[13] long range is incredible in purifying your tank, who can then interrupt Stay Awhile. Abolish can also purge you and a teammate's root!
Kharazim
  • Most Kharazims focus on damage and speed over healing. Crippling his team is easy, but you'll likely die in the process.
  • It's hard landing Choking Pollen due to his speed boosts. The reliability of Wild Vigor or Poison builds are recommended.
  • Pick up Nature's Culling[4] and always take out his spirit[4], whatever type it is.
Li Li
  • Poisoning her activates her trait - causing a bigger headache. Pick up extreme burst talents like Choking Pollen and Leap to combo CC with your tank to eliminate targets.
  • Li Li is highly infuriating. Wild Vigor[7] is not a great pick up due to her blinds. Try hard burst or poison builds to overwhelm her healing.
Lt. Morales
  • Lt. Morales will shut down any focused attempt at killing her patient. Lean as hard as you can into poison build and spread it across her entire team.
  • If you can, save your slow until you see the Morales step up a bit too far up. Killing her by herself is not easy - do it with your team and PING HER!
  • Kite, bait, and exhaust her abilities. She's on a small energy pool and her Stim Drone can be totally wasted if your team simply disengages with your slows.
Lúcio
  • Lúcio is fast on his feet and high on his AoE heals. Your unmissable auto attacks are key. Wild Vigor + Invigorating Spores.
  • Leaping Strike and Let Them Wither[13] are great pick ups to slow him down proportionally.
  • If the enemy team is missing, you can bet money they're all speeding away with Lúcio to gank someone. Sentinel Wisp[1] can stop these shenanigans.
Malfurion
  • Malfurion is a challenge! End fights quickly with Choking Pollen, Leaping Strike, and Wild Vigor before he can start healing.
  • The Archdruid has a very weak early game, but powerful late game. Secure an XP and map advantage at every corner.
  • Even the shortest mini-stun can lead to his entangling roots, which will facilitate your demise. Abolishing Magic[13] can cure this.
Rehgar
  • Much like Kharazim, Rehgar is fast and aggressive - but very killable. His heals are weak so any build you choose will work well.
  • Bloodlust is unironically terrifying. You are slower than their whole team and will be killed before your poison can run its course. Fortunately, it's much rarer than Ancestral Healing.
  • Rehgar is the best healer in taking out merc camps. Send out your wisps frequently to check up on them.
Stukov
  • Don't pick Lunara into Stukov. You will suffer, like he has.
  • Otherwise, never go poison build. Pay attention to his level 4 talent - if he picks up armor[4], Wild Vigor is a no-go. High burst and Leaping Strike is good.
  • Stukov will think about throwing a little leech to infect and slow you down by 70%. Avoid it. And avoid entering his melee range - he has the hardest hitting attack in the game!
Uther
  • Uther's specialized in protecting a single target from strong burst. Avoid Choking Pollen and opt for poison build, Vines, plus a splash of Let Them Wither.
  • Try not to kill Uther. Spread poison over everyone and let the paladin suffer slowly while his friends perish.
  • Leaping Strike is an excellent counter to the telegraphed stun he has. Abolish Magic[13] is very effective in denying a Benedict-Stun-Divine Storm combo.
Tyrande
  • Tyrande's healing is dependent on how often she can auto attack or damage heroes. Scare her and zone her from the fight to drastically reduce her healing.
  • Sustain damage, and especially poison build, is very good against Tyrande's strong single heals.
  • Back off if your armor is reduced from Hunter's Mark. Leaping deep into the enemy team can cause you to explode.
Whitemane
  • Similar to Auriel and Tyrande, Whitemane is a vampire tuned up to 11. Zone her away from the teamfight and avoid clumping together as a team.
  • Sustain damage is not recommended. You need to either eradicate a target immediately, or expend her mana with poison build outside of fights.
  • Whitemane's an easy kill UNTIL she picks up Subjugation[13]. Do whatever it takes to not be shrunk down - she heals and reduces all your poison damage!

A predator is often blind to its own peril Top

How should you approach a fight as a Lunara ?

Between your slows, speed, and range, Lunara has the luxury of choosing who to fight at all times. Due to the nature of her kit, she need only touch an enemy briefly to apply her poison. One attack can open the floodgates to your W's slow, which facilitates follow up abilities, and then you've maxed out your poison. This "elasticity" allows you to apply 70% of her damage with as little contact with the enemy as possible.

For this reason you should never enter melee range. Always keep yourself at maximum range from your nearest threat. You also want to bounce from place to place -- attack, hop, attack again in short succession. Should you keep a sharp eye on your opponents activity, you can hop on a swivel and change trajectory immediately. This ebb & flow to her movement is essential to your mastery over Lunara , for it brings a considerable amount of evasion and safety. When executed efficiently, you are an untouchable scourge to humanity. Now, bask in an evil laugh!

Anyways, when entering teamfights, look to apply your poison on to as many heroes as possible to maximize your W value. After that, you have options to change your priority focus. If you have a clear opening to skirt around the enemy frontline and attack their backline, then I highly recommend doing so. Lunara doesn't have good anti-tank damage until level 16, so leave some poison and slowing for your team to mop them up whilst you distract the rest of the enemy team. Of course, if your team needs to really focus fire the enemy frontline/you're unable to reach the back safely, then stick by your team and support them.

----[][][]

Your #1 target is the Healer, without question. Every team benefits immensely from taking down the healer, but Lunara is particularly inclined to hunt them down. She has good range, good speed, and plenty of damage to bear. Very few healers can escape you. When you kill their healer, every stack of poison you inflict now becomes permanent damage. The rest of the enemy team is on a timebomb before they eventually implode from your damage.

However, that's a pretty optimistic outlook. You will rarely be given such a free opportunity to eliminate their healer. Most of them will hide deep in the midst of their team, and you will most likely come across an enemy you must fight first. That's ok. Splash a poison stack on the healer and let it do some trickle damage whilst you do other things.

---[][][]

Let me bring your attention to something I call the "Intimidation Factor." By now with your experience, you'll have learned that there are certain heroes that are really scary to be in range of, and as such you keep a respectful distance from them at all times until you want to fight. Can you think of any examples? I usually think of tanks, like Diablo, Anub'Arak, or Garrosh. Other heroes like Alarak or Dehaka, are also equally dangerous. If I disrespect their invisible "zone", I get jumped, CC'd, and get obliterated immediately.

I believe that Lunara carries intimidation factor. Maybe it's not as lethal, but you can definitely punish enemies that stick their head out a little too much. Should you wedge yourself somewhere off to the side, but inbetween the enemy frontline and backline, you can act as a barrier of sorts. The enemy squishies are scared to approach since you're constantly in motion dodging their abilities while retaliating with poison.

Let me set an example. I like to pick Wild Vigor[7] and Vines a lot. Sometimes I go Unfair advantage[16]. Let's say I walk up to an enemy team and strike a Valla with a Wild Vigor[7] boosted attack, and hit their Brightwing with a Vine. I activate my W. Suddenly, both of them just suffered ~15% of their health right away, and they're being poisoned to lose another 20%. Unfair advantage[16] boosts poison damage by +60% when slowed, so right after you W'd, the "health bar poison expectation" will overestimate and say that the entire poison is threatening 40% of their health! Just like that, they're expected to lose half of their health, even if the prediction is inaccurate!
INSERT IMAGE OF THIS

Psychologically speaking, that is terrifying. If I were that Valla, I would want to immediately get out of dodge and to the safety of your healer. Do you see why I say that Lunara has a threatening zone? If you were to get anywhere near that deer, you're gonna hurt. Real bad. And you can abuse this fear.
Hence, wedge yourself inbetween the enemy team. Do not overextend yourself, but keep darting back and forth with the threat of attacking someone. The enemies cannot read your mind if you really intend to pounce on someone. You always have the option to back off! But also, so long as you have an advantageous posture, you have the capability of committing to an attack if you see an opportunity. As you gain experience with Lunara , you'll learn your limits and know the sight of an easy kill.

This was never YOUR land! Top

Macro is King in Heroes of the Storm. Killing minions swiftly earns you XP to get stronger. Destroying forts will diminish the enemy team's map control. Finally, you win the game by destroying a structure (The Core). Should it be overwhelmed by waves of catapults, it will not stand for long.

So why don't we join in on this fun? Lunara is generally a mediocre macro hero, but her level 4 talent, Nature's Culling[4], transforms her into one of the best! Since her competing level 4 talents aren't very good, I recommend defaulting to Nature's Culling[4] so you can tap into the potential of her power. And because of that, I often like picking up Thornwood Vines to embrace this power.

You're going to make great mulch


There are three formal methods in cleaving apart a minion wave.
1) Incoming wave, line formation -- Send out a Vine and it'll connect with all 6 minions + catapult. Activate your W.
2) Single wave, ( o ) formation -- Q the 3 ranged creeps and wizard in the middle. Auto attack the three melee minions and then activate W.
3) Monstrous wave, they are Legion -- Move to the side and send a Vine through the line of ranged minions. Move over to do the same with the melees if they are high in number, or just Q them. Activate W after.

Be sure to not let your initial poison expire before pressing W. Once you have all the minions poisoned, feel free to walk away and do something else. Your poison will kill the minions and award you XP on the spot.

Lunara is the SAFEST minion wave clearer in the game. Ragnaros may eviscerate an entire wave with a snap of a finger (or just Lava Wave lmao), but he must make short range contact with them. Azmodan can apply pressure and dunk the whole wave, but he needs stacks beforehand and wants the wave to be stationary.
Lunara , however? All she needs to do is throw out a vine from a medium distance and press W. She can immediately start hopping away. This is absolutely infuriating for the enemy team because they literally cannot get an opportunity to catch her, even if they're prowling in the shadows nearby!

For this reason, you should always find time in the match to clear out minion waves. For how effortlessly quick it is, you can earn a lot of XP for your team and cause a lot of headache to the enemy team.
PRO TIP: Look at your mini map and check where your minions are right this second. Since the map is mirrored, if you know that your minions are currently halfway to your outer fort at toplane, then so are the enemy minions on the opposite side! If I see a minion wave that will soon approach me, I'll wait around a bit to clear it before rotating to another lane.
[PUT IN A PICTURE HERE FOR DEMONSTRATION SAKE]


I'll attract the enemy with my mating call: I'm so wasted! I'm so wasted!


If the enemy team is pre-occupied and you see an opportunity to besiege a fort... do it! You can chop down buildings to half health with minimal investment, or outright destroy them if you've got half a minute. I even push my limits and stick my head out to siege slightly longer than most heroes for one good reason: Sentinel Wisp[1]. This talent gives me advanced warning on my enemy's approach. If I see them, I start hopping back. Between the warning, the increased speed from hopping, your slows, and possibly a defensive Leaping Strike, Lunara is basically impossible to catch off guard. Trying to catch a deer is a futile effort. But they can't ignore you, either! Should you be left alone, you'll claw your way up the map with Nature's Culling[4].

Videos Top

Here are some additional videos, gameplay, and commentary over how Lunara works.

#1 -- Sustain Damage (Right clicking power)
#2 -- Poison Build (Trait poison)

Visit Us Again Top

Between university, work, and field testing every build possible in game, this guide has taken a bit more time to publish than I wanted to. Still, something underbaked is better than not being baked at all. Here's the guide in an unfinished state! Come back again in a month and you'll see some nice changes =]
Also, if it pleases you, leave a like so the guide can attain better visibility. I appreciate it a lot!

To-do list:
  • Get some images imported into the guide. BEING LAZY
  • Add level banners in the talent explanation. DONE
  • Put a section for talent-combination builds and matchups you want to pick them in. DONE
  • Complete the "Healer" table section. DONE
  • Add some videos and gameplay footage. SATISFIED, DONE

Come, check out my other guides - even if they also need some work. Haha, guess I gotta stop slacking.

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