WHO IS THIS GUY? Top
Waddup. I'm SHIFT, and I like pickles.
I will be putting together a couple of very quick guides with some build ideas and rationale for discussion. These are mostly a resource for my viewers on Twitch who ask about builds and want to kind of get in my mind while I'm playing heroes. I will reference my pre-set builds in the talents and abilities section, these initial builds are not to be taken literally or followed 100% of the time for every single game. Please read the rest of my rationale as I give it below and make up your mind on what you want to do!
If you have not seen my stream, feel free to check me
out here!
BRIEF OVERVIEW AND PLAYSTYLE Top
Falstad is a ranged assassin that can be built in a number of traditional ways. He can either be built as an AOE damage dealer through his
Hammerang build, a single target damage dealer through his
Lightning Rod build, or as an auto attack based assassin through his Auto Attack build. All of these can be found in the pre-build list above.
Also know that your
Flight makes Falstad so incredibly great when it comes to early game ganking and initiating with
Mighty Gust for huge team opportunities. AND! If you find yourself in a losing battle against heroes with no stuns available you can use
Flight to get out of those situations!
Whatever playstyle you decide to build with, make sure you are utilizing your pros while minding your cons.
Hammerang Build - You are best off at a distance and not getting beyond your first line unless the fight has completely fizzled out and you can get some extra single target damage in at the tail end of the fight. With this build you limit your escape ability and you are rather mana intensive so be mindful of that funny little blue bar as you are fighting. A Falstad witout mana is a useless Falstad. This build also relies on
Gathering Power, so you need to eliminate as many deaths as possible.
Lightning Rod Build - This require a bit more finesse in tight and up-close situations. You will only get out a high level of deeps if you are in range of your
Lightning Rod radius. This can usually put you in some pretty hairy situations. Make sure your support/healer knows that he needs to stick on your like a fat kid on vanilla bean cake.
Auto Attack Build - Similar as above. However, with
Giant Killer at level 13, you actually have some room to mess up some warriors and healers. So don't feel like you HAVE to be hitting the back line all the time. It needs to be noted that there are BETTER choices of hero when it comes to dealing Auto Attack damage, but with some changes to Falstad's abilities he can provide an unsuspecting source of auto attack damage.
TALENTS AND ABILITIES Top
Power Throw - There are SO many good options Level 1 now with the most recent rework of Falstad. However, this is my normal pick up. The extra range plus the increased slow duration is just so strong in lane as well as in early team fights. Falstad is a squishy dude, that extra distance gained in your ability to deal damage is really pretty incredible. However, there are some other viable options, be sure to read the ALTERNATIVES.
ALTERNATIVES
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Bribe - You may have noticed in my Build Overviews I did not include
Bribe in any of them... This isn't because it sucks, it's because it's hard to rationalize it if you are a single minded selfish bastard who is picking abilities based purely on putting out more DPS in the Hero Damage category. Stat hunger punks... This coupled with
Flight on big maps like
Cursed Hollow,
Sky Temple, and even
Garden of Terror and
Dragon Shire make this one of the more dangerous abilities that Falstad has as an enemy team looking for map control. Be mindful though as you need to make sure you are keeping up with your stacks and you are only using your
Flight to get away from the camps, not necessarily to get TO them. This is my usual second choice, but there are other solid options as well. |
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Updraft - With the way
Lightning Rod now works, this is a great ability to have when either pursuing heroes at the max extent of your Rod range, or to get out of situations where you may have overextended to chase down a kill with
Lightning Rod. I would only take this if you are going with the
Lightning Rod or Auto Attack builds provided above. |
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Seasoned Marksman - This synergizes SUPER well with the new opportunity to have a reasonable Auto Attack build. Granted,
Falstad is not my first choice of heroes to select if going for Auto Attack damage, but again, it IS a viable option now with some of his new abilities. Be sure to grab this if you are trying that particular build out. Otherwise, skip it in favor of something else. |
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Conjurer's Pursuit - This would probably be one of my last choices but still, IT'S NOT BAD AT ALL! And is very viable if you find yourself spamming a lot of
Lightning Rod coupled with
Hammerang. This would be THE choice to go with if you find yourself wanting to take
Battle Momentum at Level 7 with your
Lightning Rod build. Falstad is very mana hungry, so this isn't a terrible option and could be argued as a solid choice if utilized right. | |
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Gathering Power - Now there is a lot of debate, even internally with myself, about which ability is best at this level. For the MOST part I will go
Gathering Power simply because the amplification it gives to your consistent damage providers is too strong to give up (Those primary damage providers are
Hammerang and
Lightning Rod). Please read through the ALTERNATIVES as there are GREAT choices there as well.
First Aid - Man, Falstad's recent rework has really put a struggle on me to find the best options at nearly EVERY level... However, First Aid has still been my go-to. Especially when I'm not fighting with a full team or if I don't know/trust my healer. That being said, there is great value in both
Secret Weapon and
BOOMerang...
Both of these Heroic Abilites are viable options, it really just comes down to what you are feeling and what your team needs more of.
Hinterland Blast puts out an INCREDIBLE amount of wide-line damage and can absolutely decimate enemy heroes. Especially if you end up going
Overdrive later on, you will be putting out 1100+ damage in a single blast; not to mention the buff increase with
Call of the Wildhammer at Level 20.
Mighty Gust - With a coordinated team this might be one of the best initiating ults in the game. I had a nice long discussion with some rando who claimed to be 4000+ MMR about how Mighty Gust is so incredibly powerful... He didn't seem to get it, kid was a lying-non-4000+ moron, but I digress... Here's what ya do...
Step 1.
Flight behind the enemy into a bush or behind a ledge where they can't see your landing graphic.
Step 2. Step behind the entire group of enemy.
Step 3.
Mighty Gust them into your team.
Step 4. Laugh.
I'm serious, this ult is incredible. Again, I didn't put it in the build layouts up top because I know a lot of you will sit there and say, "This guy is an idiot" or think that you just want the deeps. This ult is game changing. Try it out in game and then come back and listen to everything I have to say. Or I will find you... and eat all of your Jell-O Snack Packs... Again, you may not top the DPS category in the stat line but trust me your teammates will suck your D with how game changing this ult can be if pulled off correctly.
This is solely dependent on what build you are going with at the beginning of the game. Read the ALTERNATIVES for descriptions and rationale.
This level really is a toss up and depends a lot on what your team does or does not have a lot of.
Hammer Time - More often than not you aren't getting the stun consistency on the target you, yourself, want to kill... This eliminates that. Most people don't notice this ability in the midst of the game (especially on your team), but use it for a couple of games and it will surely be felt, and you will notice it quite a bit. Great for eliminating channeled ults, or tracking down a hero that might otherwise get away. That being said, if you do feel confident in your team's stuns, you need to be going Overdive...
You want to upgrade your Heroic Ability this level, doesn't matter which you took, they are too good to pass up on.
Call of the Wildhammer - Increased damage, range, and width. More potential to melt enemies... Self-explanatory
Wind Tunnel - Have you found your
Mighty Gust initiations to be hilarious? It's even funnier when they can't retreat AT ALL.
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