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This is PRECISELY why Lightning Breath can be good. It forces them to disengage, giving you positional advantage, or focus you down, which is a tank's primary purpose.
One little question: do you have any hints on how to play diablo in each map?
Like haunted mines him als defensive against oppogolem ... Or?
I have been playing him with a heavy firestomp build last week, and it won lots of game, soloqueue and it was even better in party.
I really agree with your playstyle and skillbuild except lvl1 and 4 talents mainly. Range on Firestomp is invaluable most of the games because it increases your area of influence. The non heroic damages(50%) on Firestomp can be of use, especially in solo queue and I used with great success preventing a push 1v3 on my lane early game and gathering mercs quicker on the tribute map.(I felt it made a great difference this game in particular) Lvl4 talent on diablo isn't something to take lightly at all. Area of influence for a zoning hero or sneaking time efficiency have potentially more value.
Fire stomp is the core of this character. It gives diablo a higher area of influence than most heroes, it wins the number battle by itself when pushing and force reactions where you'll have an edge thanks to your great single target disruptive options and beefy stats. Diablo is imho about zoning an positionning. If Diablo was a street fighter character he would be Zangief with some hadoken :).
Also about other talents, I think that getting the rez cost to 60 souls is better than gaining 500 max hp and ****ty regen providing you never die XD. Imho the stacking talent isn't properly balanced number wise while the other just does what it does. Imho you haven't understood it, late game there are huge creep waves and you have good clear, puting the soul count to 60 scales far better than eventuals 500hps and is imho equaly good midgame. And spell shield is no brainer to me, if they have hard ccs, don't miss the chance of taking those.
note about ults: I take breath because it's efficient at clearing objectives, mercs, walls and pushing in general. I rarelly see myself in a situation where it is good in TF. The other ultimate is quite strong but atm HotS doesn't have imho the proper roster to make it shine at its finest. (tho it already works with Gaz/Uther...)
I'd like to reopen a discussion about [Apoc] and [Lightning Breath]
Honestly I find both to be pretty lack luster in practicality, but both have HUGE potential.
It must be said that Diablo fits into/around teams as a displacement-tank role, much like Stitches. That is his role, the issue is Diablo's displacement is that [charge] and [dunk] dont have the niche that Stitches does via [Hook] into 5v4s. Anyone will ***** about Diablo that "he just has no damage".
The only times ive seen even the best teams (SMG, Wildfire, etc) nail [Apoc] is when they deliberately coordinate it with Zagara [Maw] or Sonya [Leap], otherwise ON AVERAGE, against good players... it will tend to hit 1/5 people. This is not enough use for me, especially in solo queue.
I see some korean Diablos using [Lightning Breath] as a fort/gate/tower siege tool, to discourage teams from pushing into your team to defend a merc lane push. [Lightning Breath] is good damage if you make use of at least 2 or 3 seconds of the cast, this can be done by standing infront of your team and soaking as you discourage an active defense while your ranged team pummels a wall at siege. The short 60s cooldown allows this type of lane push, objective-focused play to be more effective than a 2s stun, on a long cooldown, which is only likely to hit one person in the first place. Thoughts?