- Green indicates "Recommended", "Very effective", "Flexible and useful"
- Yellow indicates "Situationally powerful", "Alternate", "Team dependent"
- Red indicates "Not advised", "Average talent for niche scenario", "Uncompetitive on its tier"
[Sentinel Wisp]
Map-hack upgrade to your wisp. I love picking it up for the vision over walls on maps with heavy foliage and bushes near objectives. Should you pick this talent, you REALLY need to remember using
wisps 24/7. There is no excuse not having a big chunk of the map revealed for free. If you don't need the vision, then send it out for your team. Knowing what is safe and where enemies tread allows your team to make more intelligent decisions.
Also,
Sentinel Wisp[1] hard-counters every stealth hero in the game by a long shot. The vision pierces stationary invisibility, and seeing an enemy assassin will thwart their plans of killing someone.
I especially like Sentinel Wisp when split pushing.
Lunara with
Nature's Culling[4] can cull an entire lane of minions and buildings within seconds. Between her faster-than-average movespeed and advanced forewarning, she is never in danger when splitting.
To lower the odds of it being found, consider setting up the wisp in a micro-bush. Some maps, like Sky Temple, have tiny bushes that are rarely used, but still promise strategic vision.
In other circumstances, I may find it better to set the wisp in a bush further behind the enemy team, or much closer to our team's position. It's very tempting to place the wisp in the "perfect" bush, but if your team does not have good zone control capabilities then it's extremely likely the first person will find it and kill it immediately w/o repercussions.
[Natural Perspective]
An excellent source of vision to keep tabs on the enemy team. Eliminating vision juking shenanigans and putting a lid on mid-fight flanking strategies is an inconspicuous advantage to your entire team. Meanwhile, you can stalk enemies without them seeing you coming.
Some heroes with long range executions, like
Nova and
Kael'Thas, can target enemies seen by your poison. Pay one thought to the heroes on your team.
[Hippity Hop]
Big-map mobility fixer. I pick it for Alterac Pass and Warhead Junction - it's unnecessary for other maps, unless you plan on split pushing all game long and want the extra speed.
[Blossom Swell]
An excellent buff to your
Q in making it vastly more reliable. Larger radius for easier aiming, longer range for safer application, and double poison for more spread out damage.
However, I only take Blossom Swell in my anti-artillery build because of
Choking Pollen's[7] gravity. The entire build is centered around hitting that talent on a distant and dangerous enemy, hence the range and radius are needed. In other builds - the buffs aforementioned may be nice, but they don't let you do anything new. It doesn't help you win the game, so to say.
Nature's Culling[4] is too prevalent a talent to miss out on.
[Siphoning Toxin]
In the rare game where you're not on a map that requires Nature Culling to get the objective, and you're fighting an enemy team with high amounts of poke, then Siphoning Toxin is not a bad pickup. Otherwise, I consider this an extremely meager talent. Not having
Nature's Culling[4] makes you much less independent in taking over the map by yourself.
Lunara's healthbar is pretty small, most healers will stitch up any wounds you accumulate with ease. Speaking of small healthbars - if you fight a hard engage comp or those with heavy hitting combos, you'll pop right away. No point to the healing.
[Nature's Culling]
The clear winner of this talent tier!
Nature's Culling[4] is unacceptably powerful.
Lunara's siege damage triples merely by picking up this talent. Not to mention it works on enemy hero summons and every objective monster!
And unlike hero damage, this excess damage isn't "fake." Damage done to structures is permanent. Minions killed is XP and map control for your team. Maps whose objectives are reliant on killing a 'guardian' or something become trivial.
[Splintered Spear]
Level 7 is the most important level for
Lunara as she decides how she'll like to apply her damage and in what manner. Splintered Spear is cool. But it is NOT an automatic pick up! I pick it up when I'm not fighting a sustain healer (
Malfurion,
Stukov,
Auriel) as their healing will simply outpace your poison damage and you will not have any burst damage. Furthermore, I don't like taking it against highly mobile melee and ranged assassins. You can't splinter a spear around them due to their lone-wolf nature, nor do you have any up-front damage to defend yourself when you get jumped on. Lastly, be careful about
Splintered Spear[7] against enemy tanks. If your team lacks damage sources, the tank will run amok among your team with no worry in the world.
Wild Vigor[7] +
Invigorating Spores[16] is necessary to take them down.
Alright, enough doubts! Why is
Splintered Spear[7] good? Let me talk about how it works, first. After casting
Q, your next attack projects an invisible 55-degree cone stemming from
Lunara's position up to 11 range away. The cone is centered on your main target - 4 Random targets, prioritizing heroes, will receive an auto attack. Yes, you read that 11 range right, attacking target
A will cause a spear to be thrown at target
B standing 2x as far as
A.
Splintered Spear[7] is all about applying poison. You've go no bonus damage, but loads and loads of easily spread poison stacks to the enemy team. These kind of tactics work best in slow-paced game environments where the poison can last the full duration for maximum hurt. It works wonders in supporting your team and stressing the enemy healer of mana, cooldowns, and outright pressure when engaged upon.
I find
Splintered Spear[7] to be an
EXCELLENT vehicle to apply your other poison talents.
Endless Spores[13] gives more poison and frequent slows,
Let Them Wither[13] is an on-command team-wide 40% slow for initiation purposes,
Unfair Advantage[16] is always present, and lastly
Intensifying Toxins[20] will actually have a chance to crit on multiple heroes for more than 3 seconds.
PRO TIP: Your
Splintered Spear[7] buff will not expire. When recalling, always cast it in fountain before heading back out. Your next attack will proc the splinter, and then you can immediately follow up with another volley for 3 poisons on all enemies!
PRO TIP: If you have automatic-attacking on like I do, (good lord how do I turn it off! Please help!)
Lunara may randomly target an enemy that is no where near the people you want to hit, wasting your
Splintered Spear[7]. You can get around this situation by queueing a command! Press
Q, then hold down shift to queue a move or attack command. This 'stagger' you introduce will hold off the attack until you can hit an enemy you desire.
[Choking Pollen]
Noxious Blossom isn't much of an ability aside from a second arm to apply poison. Suddenly, with
Choking Pollen[7], it is capable of doing an outrageous amount of damage. Doubling and near tripling its damage is relevant all game long on any enemy. I pick
Choking Pollen[7] if I need to apply more damage in an extremely fast and "elastic" manner, preferably against squishy and dangerous targets. Whereas
Wild Vigor[7] may be more overall damage, you must spend time and put yourself in AA range until you get the full value. A single hit, some help from your ultimate, and then the brief but strong 40% slow from
W guarantees the
Choking Pollen[7] to connect. I've got these combos in mind for fastest execution:
>>> Auto Attack >>>
>>>
>>>
>>>
>>> Auto Attack >>>
+
Forest Wrath[20] >>>
>>>
[Wild Vigor]
I've slept on
Wild Vigor[7] for so long. I really underestimated this talent, for I was so fervent in my loyalty to the other two talents that I simply never bothered trying it.
It's AWESOME.
Lunara's attack damage is fairly respectable, and amplifying it by a whopping 70% for 4 attacks gives you +280% damage. You're condensing 7 attacks into just 4, as well as maximizing your poison on an enemy. That's a lot of reliable damage, and is my preferred pick for dealing with high health opponents. Not to mention it's still excellent against squishier heroes. Unlike
Choking Pollen[7], the damage is physical and tied to your attacks, making them less susceptible to spell armor and unavoidable with mobility spells! However, watch out for blinds and big armor boosters.
TIP:
Wild Vigor's[7] bonus damage buff
DOES NOT EXPIRE. You may have casted your
W 5 seconds or 2 minutes ago, you'll still have the 4 stronger attacks. I highly recommend making preparations for a fight by poisoning a minion with
Q and then
W before it breaks out.
Don't stop quite yet with this talent - we're going to make it better in future talents.
[Thornwood Vine]
Thornwood Vine is the less flashy, more reliable option of the two ultimates. It's more versatile in its application and can be used for every situation imaginable. Your
Vines will actually deal more total damage than
Leaping Strike because of the poison and chance to hit multiple heroes. With an extra charge in hand,
Vines will certainly outpace
Leaping Strike over the course of a battle. Mind you its a slow burn rather than instantly dropping two Leaps on an enemy, so pick your poison appropriately for the enemy healer!
You want to pick
Thornwood Vine if you're going the
Anti-Artillery build so you can safely apply a stack of poison to these long range mages. Alternatively, I like to pick it up in games where I don't have any predators and can freely attack my enemies.
Lunara is excellent at outmaneuvering opponents, so I rely on my positioning and choice of engagement rather than the reckless gameplay of
Leaping Strike.
Lastly, do not sleep on
Thornwood Vine's wave clear. One charge +
W with
Nature's Culling[4] can kill an entire minion wave without any further input. If your team is struggling for macro, you are more than able to cover that gap.
[Leaping Strike]
Should you need a high concentration of damage on a single target with mobility attached, look no further.
Leaping Stike is an incredible chasing tool that can doom a helpless target. I tend to pick
Leaping Stike against AoE healers, dangerous bruisers, and most melee assassins. For the former, you need to output a high amount of single-target damage (and 80% slow!) as fast as possible. In this manner, you'll be able to burst down enemies with your team before your damage gets invalidated by those heals.
Almost all melee assassins are extremely dangerous, have high mobility, and are melee. The mobility given by
Leaping Stike can allow you to run circles around them whilst you kill them off. The unstoppable frames and overall mobility is also vital in saving yourself from being jumped on.
One huge downside is that the huge damage of the ability is tied to the mobility. Remember to not be greedy and leap straight into danger or enemy abilities. You can immediately compromise your safety with the predictable landing vector of a leap.
[Endless Spores]
Here's one talent I didn't think I'd like as much until I gave it a spin! Reducing the cooldown of your
W allows for a nice mixture of more slow utility, damage, and re-application of talents that give benefits from
W. Let me elaborate:
Should your team already have strong slows, then more frequent soft slows will cripple the enemy team. Remember, the slow is 3 seconds long, and the CD is 6 seconds. That's a 50% uptime.
Usually, the maximum # of poison stacks you can afflict is 3 per person. That's poison damage for 9 seconds. If you can find other ways to apply 2 stacks of poison on 2+ enemies, pressing
W will bring them to 3 stacks (9 seconds) and then
Endless Spores[13] will be off cooldown again before the poison expires! Essentially, you'll have dragged many enemies through 12 seconds of poison with minimum input. Find time to give them 1 more stack and then throw a third cycle in for 18 seconds. This kind of endless burden is nightmarish for a healer to handle on their own.
Lastly, reducing the cooldown by 40% gives you 100% uptime on any kind of
W buffs -
Wild Vigor[7],
Invigorating Spores[16], and
Star Wood Spear[16]. This CDR greatly accelerates your overall damage. Or, you could opt for
Unfair Advantage[16]. Remember the 12 seconds I talked about? Your
W activates twice, meaning your enemies are slowed and being poison-crit for a minimum of 6 seconds.
I also find
Endless Spores[13] to be extremely good in your
anti-artillery build. Your level 13 talents don't help the build that much, but you'll find re-applying your high slow and keeping enemies hovering around 2 stacks of poison to be immensely helpful. Furthermore, you can keep an enemy suffering from poison and bring him up to 3 stacks for a nasty crit without ever auto attacking them. Nasty, is it not?
One more thing:
Natural Perspective[1] at level 1 makes it a lot easier to see if you've poisoned at least 2 heroes so that you're never guessing if you'll score the cooldown reduction.
[Let Them Wither]
With how easy it is for
Lunara to spread her poison over an entire team, having an on-command 4 second 40% slow is game-winning. If your opponents are prone to being kited around, then your team will love the speed advantage over your withering enemies.
[Greater Spell Shield]
Arguably the best spell shield talent in the game. Not only is it an exceptional 75 spell armor, but the cooldown is merely 30 seconds. Pick it up when you're having serious trouble approaching enemy teams because of the fear of huge, magic burst retaliation.
Also, get in the habit of leaving the shield OFF. Turn it ON with the hotkey when you're in trouble as if it's an activatable ability. Takes a bit of muscle memory but I promise it'll help a lot! This lets you avoid wasting the shield to a 100 damage ability that accidentally hit you. If there's a real possibility you'll get jumped and CC-locked, then leaving it on for auto-safety is OK.
The only reason this talent sits at a YELLOW is because it is Spell Armor and because it is a defensive-oriented ability. No point in having it if everyone does physical damage, right?
[Abolish Magic]
WOAH HOLD ON - A CLEANSE ON A RANGED ASSASSIN? My, my, what a lovely and fun talent. Unfortunately, it's a soft-cleanse and not an unstoppable effect, which means you must be reactive with it. Still, on-command stun/slow/silence/root/DoT removal for yourself and an ally for a 20 second CD is nothing to scoff at.
I recommend considering the win-condition of your team. Are you the main damage dealer and your team is built around you? Then you must take more damage talents to keep up the tempo. Are you just a bonus damage dealer, and you must protect someone else from a hard engage-team? Then Abolish Magic is interesting! In all circumstances, Abolish Magic demands pre-meditation and practice to get good. So utilize it frequently until it becomes second memory!
DoT: Gul'Dan's Corruption, Mal'Ganis's Dark Conversion, Xul's Poison Nova, Kael'Thas's living bomb, friendly Chen's Stagger, Blaze's Combustion.
CC: Diablo, Anub'Arak, Brightwing's Polymorph, Valeera's Garrote (not her blind!), Sylvanas's Mindcontrol and Wailing Arrow, Muradin's Stormbolt, Gul'Dan Horrify, Butcher's Lamb to the Slaughter, etc...
As much as I praise Abolish Magic, you need a lot of things to happen for it to be a useful talent. And you need to be good at it. Also, it's a defensive talent, giving no offensive power. When you're new to
Lunara , this added complexity can actually make you perform worse than tacking on a different, consistently useful talent.
[Accelerated Contamination]
Your other options in this tier are vastly more important in being a pay-off for your talent build's focus. I'd pick this talent only in my anti-artillery build since that relies upon
Choking Pollen[7] as its primary damage source. Your
Q's cooldown is now effectively 5 seconds.
In all other cases, your
Q is not a good-scaling ability that bears much of any impact. Focus on other areas to stay relevant.
[Star Wood Spear]
A safety tool should you find it dangerous to approach and apply your auto attacks. You'll get the longest AA range in the game, bar a fortified Sgt. Hammer, allowing you to absolutely dominate no-man lands that pre-empt a teamfight. I only ever pick
Star Wood Spear[16] against teams with a highly saturated backline, or against several right-clicking ranged assassins. Or ARAM. Since you can't dodge right clicks like you can to abilities from mages, you must outrange them.
I do not like picking
Star Wood Spear[16] with other utility talents. Level 13 and 16 are important points to boost your damage. Should you miss out your other talents, what good is applying poison safely 30% of the time when you cannot kill them?
TIP: You can outrange forts and towers with this talent! However, you must dance back and forth to avoid having your fat body's radius inside of range, but it's perfectly safe to apply damage if you can put in the effort.
[Invigorating Spores]
Faster attack speed is INCREDIBLE for many reasons.
- All
Lunaras must use their auto attacks to spread poison to as many people as possible. Higher attack speed makes this an easier process.
- Higher attack-speed helps in killing an enemy of your choice. Remember, your spears still deal decent physical damage as is!
- If you picked up
Wild Vigor[7], then you can unload all 4 damage-boosted attacks onto a single target in frightening speed. That's a death sentence against most heroes.
- Of all the options on level 16, this is the only talent that boosts PvE damage output. More attacks to take down forts, core, and bosses easier.
- Faster auto-attacking means your attack animation starts and finishes quicker. This means you get to start moving between every attack even swifter than before! With crisp micro, you'll feel like you're gliding on water.
- Finally, the talent eliminates "over stacking" when attacking a target with 3 poison stacks. The 1.5% HP scaling is a welcome addition to your damage. That represents anywhere from 30-70 bonus damage per attack, which is not shabby.
[Unfair Advantage]
An extremely strong buff to your poison when you have the right talents and team composition.
Unfair Advantage[16] is near mandatory when your team has a plethora of various CC and easy slows. At the bare minimum,
Endless Spores[13] can keep the enemies slowed for 50% of the poison's duration for a lot of bonus damage.
Let them Wither[13] makes this talent marginally better in addition to its lethal slow boost.
I prefer
Unfair Advantage[16] when the enemy healer has trouble keeping up with your DoTs, and the fact that fights last long enough for it to matter.
[Forest's Wrath]
An assortment of seemingly miscellaneous buffs to
Lunara . I view this talent as a "
Choking Pollen[7] enabler." The double stack +
W will immediately bring everyone you lashed up to 3 stacks of poison. From there, you can exploit
Choking Pollen[7],
Endless Spores[13], and
Invigorating Spores[16] to great effect. Speaking of
Endless Spores[13], if you tag two people in a line with a
vine, you'll
W them and it will be back off CD for a 2nd round before the poison expires. Imagine applying 12 seconds of poison without ever pressing
Q or attacking them!
All in all, it's a versatile talent. It boosts your waveclear, your zone of control, spread-out damage over the entire enemy team, and enables some builds to really shine. It's a mixture of safety, damage, and utility all in one. It helps a lot that an already long range ability will now reach 35% further, AND it will travel 35% faster too! The high speed projectile helps a lot with accuracy. The extra vision is your inheritance of being from the Night Elf race. It's a nifty boost but nothing groundbreaking.
[Boundless Stride]
Are you absolutely demolishing the enemy team with free reign with some Leaping Strikes? Is the unstoppable frame vital to your survivability? Do you need an immediate escape plan from some assassins? Here's some extra mobility and options, plus what is essentially a ~62% reduction in CD, should you use both charges.
Cool tip - you can jump over ANY friendly entity. Yes, that includes jumping over your
wisp. Other examples:
Zagara summons and creep tumors;
Gazlowe's turrets;
Abathur toxic nests; etc.
[Intensifying Toxin]
Has your build ended up taking all the poison applicators -- I.E.
Splintered Spear[7],
Vines,
Endless Spores[13]? Such a build can feel fun but very unsatisfying in the damage department. This is the penultimate pay-off talent for overstacking poison. The damage bonus you get is pretty monstrous with so many applicators against heroes, but the real shining moment is versus structures and big monster objectives. Since you need to focus fire them and they have a huge health pool, you'll love seeing the numbers go right up.
[Galloping Gait]
Speed. I am speed. An absolutely gorgeous amount of speed for a long duration on a short cooldown. I love picking
Galloping Gait on wide open maps where I have a lot of room to out-maneuver my opponents. When I feel like it's simply not safe enough for me to get in and do anything, then I need this. It's great against mages since they don't have much mobility and are highly dependent on hitting a stationary target, as well as melee heroes for obvious reasons. It's also a good "get me the hell out of here" card if you tend to get focused on. Just remember where you're running off to and not run into a dead-end like a deer.
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