How's Deathwing Now? Top
At the moment, Deathwing isn't as much of a menace as he was on release. The myriad of nerfs have pushed him into flexing the DPS role for the
4-Man, but he still remains as a viable
Solo Laner based on the matchup.
4-Man Deathwing is a nice DPS to have on some maps, with efficient waveclear and strong fights in certain chokepoints.
Pros
+ Provides ample zoning with Worldbreaker on control points and Fort Walls
+ Damage is threatening, even more so against comps that can't answer a Deathwing pick
+ Doesn't need to act as a frontline as often, thanks to an additional
Solo Laner
+ Gets poked down less through the entire game as a result
+ Healer has one less target to worry about
+ Baits the enemy
Solo Laner pick to come out early, and potentially allow you to counter it
+ Clears waves decently fast and can rotate fast
on some maps with global, e.g. Alterac or Cursed
Cons
- Being in the
4-Man makes Deathwing susceptible to poke depending on the enemy DPS, like
Lunara
- Some healers are more efficient when they have another heal target to work with, e.g.
Lúcio,
Stukov
- Limits choices for 2nd DPS slot since Deathwing does not have good/safe single target damage
- Camp clear isn't that good
- Adding in another bulky hero to the team lets some enemies thrive, like Malthael
Solo Laner Deathwing can be an oppressive opponent to fight in the right matchup, and frees up another DPS slot for your team to grab.
Pros
+ Decent sustain through W build, and later dueling potential with Lv 4
+ Waveclears efficiently, and can rotate with global Z on maps like Hanamura, Volskaya, Infernal
+ Decently free lane against good matchups
+ Bad matchups often end up being skill matchups if the opponent misplays, except on point control maps
+ These points in tandem usually allow you to ignore the matchup and primarily focus on waveclear and rotating to the team
Cons
- Much riskier to pick early compared to
4-Man Deathwing, as the lane can go wrong for you in so many ways
- Impossible to win point control in some matchups
- Some enemy heroes can opt to freeze the wave against you in an oppressive matchup, denying you XP and rendering you useless for a bit
- Requires more favorable factors to pick him as a
Solo Laner compared to being in the
4-Man
- Siege is pretty meh in the case you win a matchup
- You have to have Z up in order to make any rotations that are remotely fast compared to mounting normally
The Builds Explained Top
Level 1
Dragon Soul gives you the most consistent sustain options, as you can either sustain through Destroyer or Worldbreaker W, let alone it hitting multiple enemies.
Molten Blood doesn't sustain as well as
Dragon Soul even in a 1 v 1 fight, and the effect is lost upon going under 50% HP. Not to say it's bad, but you may as well go for the other talents.
Draconic Might has more healing than
Molten Blood, but it still has less than
Dragon Soul. The main use for it is the Protected buff, extending your stay in a teamfight for a couple more seconds in the case you get bursted down. It also has a niche use in preventing some high damage abilities like
Last Rites, but it's nowhere near consistent enough for that. It also does not block damage before the Protected goes up, like the damage from
Cursed Bullet.
Level 4
Infernus can be a good pick if you prefer to fight from range compared to up close.
Heat Wave is a must pick if you plan on dueling the enemy solo laner or if it's an option to dive into the enemy team semi-safely.
Dragon's Ire got nerfed heavily, and only ends up as a 12.5% damage buff in PvP combat. It's more useful in clearing waves, but even then you're better off taking one of the other two.
Level 7
Firestorm is inconsistent, but you theoretically could get a free Z reset.
Death Drop allows you to act almost ASAP upon landing, allowing you to get abilities off two seconds sooner. Must have for W build playstyle.
Skyfall lets you land sooner and technically rotate faster through global. It's also useful for stalling objectives on maps like Cursed Hollow, or Towers of Doom.
Level 10
Burn Beneath My Shadow is immensely strong if you're able to time the destruction of a fort. Useful on maps with objectives that push down forts, like Infernal Shrines or Alterac Pass.
Bellowing Roar is a useful peeling tool against engage heavy comps, and can provide some much needed disruption if you dive onto a a team or if they dive onto you.
Level 13
Wicked Inferno makes Q spammable, and increases your zoning potential twofold.
Ruination is only okay. The other two talents are generally better and yield more impact.
Fire and Fury goes well with a W Dive playstyle, which technically gives you more damage and sustain.
Level 16
Conflagration is a good talent to pair with
Wicked Inferno, and it's a good tool to punish teams that don't respect Deathwing's Q.
Gaze Unto Destruction is an insanely strong talent if you're able to land on the enemy team. With that being said, it can be unreliable, but the benefits are still strong nonetheless.
Elementium Plating provides out of combat healing if you get poked down, or an emergency shield if you're bursted down. Useful for all playstyles.
Level 20
Stood in the Fire is decent, but the value goes up more with
Burn Beneath My Shadow. Personally, I prefer the air and would opt for the other two talents.
Arrival of a God provides a lot of general benefits if you don't happen to take W talents, and can be useful if you regret your Level 7 talent.
Destroyer's Rampage provides insane value for a fight, and makes you nigh unstoppable if the enemy lacks a good answer for Deathwing. Not like you're already unstoppable, that's just semantics.
In Conclusion Top
He's still a high priority hero to think about during drafts. Try to ban out or pick his counter heroes early on in the draft, which mostly ends up being Greymane. Just keep his weaknesses in mind, draft accordingly to the map and team composition, and you'll be good to go.
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