Threat |
Hero |
Notes |
1 |
|
Malfurion |
Furion is probably the least mobile of all support heroes with the easiest to dodge CC ability. He is very open to being QWE combo'd by you, but bear in mind his healing is quite robust and will heal him up nicely before your next combo. Keep the pressure up to force him to keep healing (it costs quite a bit of mana). If caught in the roots, start to Chug to absorb any follow up damage. If he is still attacking, Chug until QWE is ready and repeat it on him. Some Furion take R2 which can be annoying and dangerous for Chug, but this is a rare occurrence. |
1 |
|
Rehgar |
Rehgar has no way to stop Chug, but he will keep healing his allies and slowing you down. Thanks to Q, we can leap out of his E totem with no problems. Keep pressuring him with QWE combo. Rehgar has a lot of mana but his need to heal costs him a lot to maintain so force him to do so. He's pretty mobile so catching him can be tricky but keep harassing often and eventually he'll be spooked away. If he stands toe-to-toe with you he'll lose, his damage is not enough to break through Chug. |
2 |
|
Illidan |
Illidan is quite easy for you to deal with, most of your damage is ability based and thus Evasion isn't too helpful for him. When he uses Evasion you can always Chug until it fades, outside of his R2 he can't interrupt Chug anyway. He will heal himself through AAs so you need to keep damage up with continual QWE -> Chug combos, just try to time the Chug for when he uses Evasion. Illidan is frail so keep comboing him and he'll back off eventually or better still, leave himself open to being killed by a chasing Q. |
2 |
|
Li Li |
Li Li is no threat to you. Her damage is poor and she can't stop Chug. She is annoying, but you don't have to worry about mana so keep harassing her with QWE combo. Place Chug based upon who she lanes with (if she is laning alone you should be able to remove her pretty easily and force her mana to dry up quite early). Considering Chugging just before Q, ad many Li Li will hit E after being engaged and this way you'll soak it all and she'll do no damage at all, resulting in a free trade. If paired with a hero like Diablo or Kerrigan she can be really annoying, but focus on her and not them, just play cautiously around said hero and call an ally if you need it. |
2 |
|
Nova |
Nova is frail and lacks escapes, so QWE is effective upon her, and the speed at which you can descend on her is very quick, which she won't like. W and E are also effective tools for decloaking her. She has high burst, so don't be afraid to Chug early to soften the blows. Many Nova take Armour-Piercing Rounds which makes her attacks very powerful but slow, this is actually really good for us because of Swift Reflexes, meaning we dodge pretty much all of her basic attacks. If you take R1, use it to interrupt Triple Tap if she uses it as it can hurt a lot. If she has taken R1 instead consider saving Q to leap out of it as she flees from you. If you play smart Nova should not be an issue. |
2 |
|
Sgt. Hammer |
Sgt.Hammer does have a way of stopping the Chug, with her knockback blast, she'll often use it to knock you back after engaging though, so don't worry too much. Always engage her on foot to bait this ability, and then Q to close the gap and combo her. She will play hit and run with her jets, but your cooldowns aren't so long you can keep the pressure on and eventually bully her out of lane or kill her if she's not careful. You can Chug most of her AA damage just make sure you don't let her stay in siege mode without punishing her. |
2 |
|
Sylvanas |
Sylvanas is frail but excellent at pushing minions. She can't stop Chug outside of blowing her R1, so take advantage of this. Keep QWE comboing her followed by Chug. She will not be able to stay in lane with you. Do not be afraid of her damage, it can be high but only over time, and Chug can take most of what she has to offer. Her escape is limited to one ability, and if you see the banshees, start running towards them immediately, even after engaging Q will likely be ready quickly enough for you to jump on her again. Do not let her poke you or get free hits on your buildings. |
2 |
|
Tassadar |
Tassadar cannot stop Chug, he lacks mobility outside of a long cooldown E escape and his damage is quite Chuggable (outside of Archon, do not stand there and tank Archon unless you have an ally beating on him). Keep pressure with QWE, and destroy any healing wards he drops. In team fights focus him early to make him burn his E, so if he returns to the fight he is easily taken out. |
2 |
|
Tyrande |
Tyrande is lacking in escape tools, her damage is pretty low too. You must not let her stun you if you can help it. She will likely focus it on you if you Chug, so bait it with Chug and then Q onto her to avoid it. You don't need huge stacks of shields to deal with her DPS, as it is really poor. keep pressuring her like this and she'll have to leave the lane. Watch out for Starfall, the damage will add up and it will make catching her trickier, just remember Q is your friend. Pressure hard and run her OOM. |
3 |
|
Azmodan |
Azmodan has no hard CC and relies mostly on CDs to deal damage. This is good news for us as chug is well suited to absorbing volleys of abilities. Az will benefit if you let him stay back, so use your mobility to keep harassing him. Don't worry too much about demons, they will be weakened by your aoe as you attack Az. Rather focus on Az directly as you don't want him to keep nuking your towers. As with Arthas you can biat his mana out by chugging when he casts All Shall Burn, just be mindful when it reaches maximum damage it will outdps your shields in all likelihood so don't get too overconfident. This matchup is skewed in your favour though. |
3 |
|
Brightwing |
Brightwing is not a massive threat in herself, but she deserves some caution as she can interrupt chug with Polymorph, which means she can help her allies to break you down. Be mindful of when to chug if she hasn't cast Polymorph yet. Outside of this she is more annoying than anything else, but again the fact she has mana and you don't is in your favour. She lacks escapes outside of heroics and her Z so keep pressuring her. Even if she does Polymorph you, her damage is pretty poor all things considered and trades will generally go in your favour. If Polymorphed she'll probably follow up with her Q, so immediately Chug once it is over to build shields and then initiate with Q. |
3 |
|
Gazlowe |
Gazlowe is pretty immobile, and easily pounced upon. Watch out for his E stun though, it comes with plenty of warning however so you shouldn't be falling for it. Keep pressuring him with swift engages and QWE combo to try and push him back. Don't Chug after combo until he has thrown down E (common response to being attack) and Chug when in safe spot. Turret damage can be scary if he stacks them up so try and wear them down with QWE if Gazlowe has the lane too stacked up. Clever Gazlowe will not run away, but kite you around turrets which is potentially an issue (but not bursty enough to kill you unless you aren't paying attention) but many will run away ultimately making turrets a non issue.
R2 will interrupt Chug and has a big range, generally he'll use it in teamfights quite early so be aware of this. You can always save Q for when it's cast to leap out of the way. |
3 |
|
Murky |
No hard CC outside of R1. Murky is annoying but pretty harmless. His damage is quite easy to avoid or Chug, in the case of Slime. You need to be aggressive because if you let him Slime you repeatedly it will hurt. His health is pants, so keep the QWE pressure on. He will try to bubble away but keep following him, your mobility is very good and you can keep on top of him and finish him off no problems. |
3 |
|
Raynor |
Raynor is more AA dependent that many assassins, his only damage outside of his AA is Q. Q is worth noting as it will stop Chug, so don't Chug if he hasn't used it. Approach on foot, wait for Q and then leap on him to QWE combo. You can comfortably Chug most of his AA damage off so so long as you don't let his Q stop it, he shouldn't be hard to deal with. |
3 |
|
Tyrael |
Tyrael relies on being close for good periods to deal any damage. He's also kind of tough through his W. You should save Chug for when he casts W, to wait it out and avoid damaging him during W in case he takes Angelic Absorption (otherwise he'll heal, bad news). If you play this way you should beat him, his damage is pretty decent but his mana costs are quite high, he won't be able to sustain his damage forever, especially if he keeps using W. Save Q for when he tries to use Q to retreat, but don't worry too much about extended chase, Tyrael has very good mobility and it's enough to remove him from lane and bully him, denying him regeneration orbs and such.
R1 can interrupt Chug, generally though he'll be using this to initiate so it's not a massive worry. |
3 |
|
The Lost Vikings |
Two of your abilities are aoe, and you also have great mobility, so your ability to catch and kill these dudes is very good. Chug is great for tanking their auto attacks, and they can't interrupt it either. Play aggressively and force them out of lane. Beware the R1 ship, it hurts, you can't tank it with Chug especially with mortar. Focus on escaping if possible or killing it. Outside of the R1 these guys are pretty harmless for the most part so long as you don't let them poke you. |
4 |
|
Falstad |
Falstad is pretty frail, but with good mobility and range. He can't stop Chug outside of R2, but this means he can't burst you with R1, so it evens out. He'll try and poke from the back, remain mobile and dodge Hammerang. Put pressure on him with Q->W->E combo and Chug immediately to absorb the attacks he throws back. You should be able to handle him pretty easily unless he has backup, whilst killing him might be tricky due to his mobility, bullying him away is easily done. Just be mindful that R2 can ruin your Chug and R1 is very powerful, and Chug will need to be stacked for you to shrug it off effectively. |
4 |
|
Jaina |
Jaina has some nice burst and CC, but thanks to Q we can gapclose quite easily, and all we really want to do is follow up with WE and then Chug, so the snare from her skills isn't too much of an issue until we're trying to finish her. Thankfully the cooldown of Q is nice and low so if we chase, we'll be able to catch her eventually. Watch out for R1, it still interrupt Chug and deal craploads of damage, do not stand in it, use Q to move out. Water Elemental is also a nasty piece of work, you can tank it with Chug, but not both it and Jaina at the same time. It's always worth considering killing it unless Jaina herself is within gib range. Jaina has poor mobility so this amtchup is quite nice for us. It's made loads easier if we take Relentless at 13. |
4 |
|
Johanna |
Joanna has access to 1 ability that can stop Chug outside of her heroic (R2 can too). Her damage is sustained, but not bursty, ideal for Chug tanking. If you can make sure you always Chug outside of her W, this fight is in your favour. She is tough to defeat due to shields and generally high HP, but play patiently and you can beat her down. Stick to the basic combo and don't worry too much about AAing her due to annoying blinds. |
4 |
|
Nazeebo |
Naz has good laning play and plenty of aoe damage. A lot of this we can Chug through however. His mobility is poor, and he's open to be combed by QWE regularly. Pressure him often to stop him healing up through his trait. If he zombie walls you can always Q out of it. The only thing to watch out for is if he takes R1. The stomp stun interrupting your Chug will leave you open to his combo, which can wreck quite quickly. |
4 |
|
Stitches |
Stiches can stop Chug with Hook, but in doing so puts you in melee, which is fine most of the time. He's tough, but his damage is pretty low, so you can Chug through it, you need to save Chug for when Hook is down. He may use R2 to interrupt Chug, but that's fine as there's not much you can do about that. Harass with QWE combo and Chug immediately, be mindful he'll use Consume to top himself up. He'll take a while to bully out of lane but he uses mana, so so long as you force him to use Consume, you'll run him dry. Focus on the lane though, as Stiches is good at pushing the lane, so keep it in balance. |
4 |
|
Valla |
R2 is the reason to fear Valla, it will stop Chug which means you are open to being killed. Her damage is pretty good, she will be able to kill you through Chug if you just stand there. So you need to be aggressive and threaten her low hit points with repeated QWE combos. She has good mobility with E, but the cooldown is larger than your Q so keep up the chase. If you turn around she may well start poking you again which you mustn't let her do.
Use R1 to interrupt her Strafe heroic, it will turn you into a panda handbag if you let it. More to the point, it will help the team! |
4 |
|
Zagara |
Lacks active mobility but moves fast on creep. Despite this you can QWE combo her often. Two of your abilities are AOE, which makes killing her Creep Tumours really easy. Chug allows you to tank her blows quite well, obviously avoid Banelings and Drop Pods where possible, but don't run away from Hydralisks all the time, you can tank them pretty well with Chug, and then QWE Zagara if she's still around. She has no way to interrupt Chug save for R1. Keep pressure on her at all times, do not let her get free attacks on your buildings if she's on your lane, otherwise she'll take them out. Lots of pressure to force her mana down. |
5 |
|
Abathur |
Heroes supported by Abathur will have their danger level varied by exactly who he is supporting. In terms of Abathur himself though, he offers low-threat abilities. No access to CC means we can chug through damage when we need to. The shield means battle may be drawn out, but ultimately the fact he can't stop the chug skews fights in your favour. Abathur becomes a real threat if he is supporting an ally with CC (Like Diablo) as he will give them quite a bit of additional damage, so be cautious if he is supporting any of the higher threat level heroes in this guide. |
5 |
|
Arthas |
Arthas doesn't have access to any "hard" CC capable of interrupting chug. That said he does fair damage for a warrior and has decent sustain if he takes Rune Tap. The fight between you will take a while to unfold, and you'll need to play smart, but if you do you should have the upper hand as his mana should eventually get lower and lower. If laning against him, keep pressuring him when he goes in to attack to stop him gaining health via Rune Tap. Don't be afraid to chug in his face when Hungering Cold is up, you may still take some damage but it's worth baiting his mana out as he's pretty easy to defeat if he can't cycle his abilities. |
5 |
|
Kael'thas |
Kale is a bit more deadly than other assassins due to his stun. If he stuns you and then combos it will hurt. Fortunately he is then open to attack for a bit until his CDs are back. His mobility is poor and he is frail so you can quite easily make his life a living hell. Unlike Jaina he can't snare you either, so whilst he is better placed to hurt you, he's easier to hurt back. If he is saving E stun for comboing you, consider baiting it by chugging. He will stop Chug but the shields will soak Falmestrike if he follows up immediately (most Kaels will do combo very fast so they can then retreat just as stun ends) you can then try and Q him to combo him back, having taken less damage overall. Play smart and this fight is pretty easy to navigate. Beware: his heroics pack a punch, do not think you can Chug through Phoenix with impunity and Pyroblast is more than capable of breaking through Chug shields and still dealing some respectable damage. |
5 |
|
Kerrigan |
Kerrigan has two abilities which can stop Chug, she also has an annoying trait which is well suited to softening a lot of your non-bursty damage. That said, your Q is your godsend. Kerrigan will often try to WE combo you by pulling you in. As soon as you see the E claws appear, you should leap onto her with Q and combo her. This way you will likely dodge the damage of both abilities if you were at a fair distance. If her W was cast upon her front, you will land in it, so maintain a moderate distance to force her to place W a bit further away. If you can avoid this combo, Kerrigan is easy and the rest of her damage is not enough to break you. If she lands it, she can wreck you quite easily. You can Chug post stun however quite readily as her damage post WE is pretty low, so shield up and combo her back and be more careful next time! |
5 |
|
Zeratul |
Zeratul is all about burst damage, he can be tricky to deal with thanks to his ability to attack from nowhere. Using W and E can help reveal him which makes the first much more favourable. Generally you want to Chug ASAP upon being attacked as most of his damage is upfront, and outside of these cooldowns it isn't too scary. This is hard when he attacks from stealth, but you do have a small period before Singularity Spike detonates to begin Chugging. Be aggressive after the Chug, Zeratul likes to bully opponents who run, so don't be a pushover and keep him on his toes. Always keep an eye out for shimmers and W/E when you see one. Zera often blinks after unloading his burst, save Q to catch him when he does. |
6 |
|
Chen |
Battle of skill and even matchup. Neither of you has access to a way to stop chug outside of R1, so this battle will likely go on for days and days. Play on the cautious side, don't be afraid to Chug as soon as the enemy Chen Qs you, that way you'll soak most of his W and E combo and then you can follow up in the same manner. The key to victory here is making sure you don't just Chug between even trades, Chug mid-fight to soak combo. If you take R1 and he doesn't you have an advantage in being able to stop his shielding, although he will be very hard to kill during R2. |
6 |
|
Tychus |
Beware of Tychus' grenade, it will stop the Chug. His damage potential is pretty crazy so if he can land his full Q on you outside of Chug you will know about it! His mobility is pretty poor, and he's not too tough, so you need to pressure him with lots of combos. Engage on foot to bait W and then Q to engage him. If he Qs you it is not always a good idea to Chug to try and tank it, as he will escape. Consider tanking the Q without Chug, outside of it he cannot damage you shy of AAs, which you can easily Chug. Difference is he must stop to AA you, so leaves himself open to QWE combo when CDs are ready. Play smart and you should win, but don't underestimate his ability to damage you. |
6 |
|
Thrall |
Thrall hits hard, but lacks interrupts outside of R1. He attacks slowly but with big hits, Swift Reflexes is good against this kind of damage. Thrall can heal himself through his trait, so it's important to try and dodge Feral Spirit as often he'll be using a talent that makes landing this grant him 3 charges of Frostwolf Resilience. Don't be afraid to go toe-to-toe with him occasionally. You can't do much to avoid Chain Lightning but you can try and avoid Feral Spirit and Windfury by using Q and W to avoid/slow. These are his biggest Frostwolf Resilience generators. If Thrall isn't allowed to heal he's not nearly as scary. Encourage him to burn mana with QWE combo pressure. Early game Thrall is much weaker. Late game you should avoid attacking him alone though. |
7 |
|
Muradin |
Muradin has a solid stun and is capable of talenting for further stuns which makes him a pain in the ass with regards to Chugging. He also has good health and a nice trait for healing between exchanges. You need to keep the pressure up on him to stop him coming at you again and again. Many Muradin begin with Storm Bolt to gapclose, which is fine, cause it means we can Chug afterwards. If they save Storm Bolt for after they engage, just be mindful. Beware of Avatar, the stun on hit portion will render you unable to Chug at all, so if Avatar is active do not Chug when Muradin is focused on you. Leap to a squishier target if possible and wait it out. Early game you want to bait his mana out by Chugging frequently to bait out his abilities. |
7 |
|
Sonya |
Sonya has a limitless resource just like you. She can also self-heal and can deal a lot of damage. She's a tricky foe, you need to play smart and occasionally kite her. Do not let her heal on you with Whirlwind if you can help it, W her and move away, or use R1 to interrupt. If you can stop her Whirlwind or avoid it, you will be at the advantage. Otherwise this fight may draw out over quite a long time. Any pressure you apply must be followed up fairly quickly as she will heal herself back up, particularly if you let her Whirlwind a minion group. She lacks good escapes, so aggression can be the best weapon against her, just be careful, don't be afraid to call for help. |
8 |
|
Anub'arak |
Anub has access to 2 forms of stun (Impale, Burrow) and a third if he picks Web Blast. This means the clever Anub player will be able to stop chug which isn't good news for us. Anub is also good at sustaining himself and does quite a bit of damage for a warrior. His early game is weaker than yours however due to his sustain taking time to grow over the game, so your best shot is to bully him repeatedly in lane and try to bait his Impale/Burrow so an ally can help you finish him off when he can't escape. |
8 |
|
Uther |
Uther has a good stun, which is quite readily available (especially through talents) and he can keep himself and allies healed pretty well. He is a pain to lane against due to his good sustain and ability to stop Chug so you can trade off you favourably. Although his damage is pretty awful outside of talents, it's enough that he can try and bully you away if you can't Chug properly. If he's allied with a partner he can be very dangerous due to his ability to set them up to kill you and keep them alive. He's also very tough which means he's not going to fall to a few QWE combos either. Play cautiously against him. |
9 |
|
Diablo |
Diablo is a pain in our panda ass. His damage is pretty pants outside of R2, but he has 2 readily usable CCs (and the E can have 2 charges if talented). He has access to decent healing through talents, and has truckloads of health. A clever diablo can make sure you never Chug, which spells problems as although your dps is better than his, his superior and health and access to direct talented healing means he has the advantage. These problems are amplified if he is laning with a teammate, as he will shut down Chug, making you open to attack. You should call for assist when trying to take him down always. Watch his behaviour and hope he is the kind of diablo who uses his Q and E recklessly so you can Chug after his Q E combo to soak the following AA damage. Watch out for R1 as well for the stun, and R2 will melt you if Chug isn't ready (I wouldn't try and Chug it either if you can help it, it hurts a lot). |
10 |
|
E.T.C. |
Like Diablo, ETC has access to two forms of hard CC which will stop Chug. Worse still, his self-healing is more reliable than Diablo, so the fight is stacked against you. His damage output isn't great, but if you can't Chug mid fight you're going to have problems, big time. His E will keep him pretty healthy and seeing as you lack high burst damage this fight will keep going for a while, and ultimately rests on who messes up first. As with Diablo, ETC himself is not the massive threat, rather he makes it hard for you to tank properly and is hard for you to bully out of lane. |
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