About Stitches Top
Tank with a very high DMG-output and strong CC.
Stitches ist capable of dealing high pressure at lane, harassing the enemy Champion and taking out high priority targets during teamfights.
He can keep fleeing targets at bay of simply open a teamfight gripping a high priority target into his team and opening a chance to focus it down.
Pro:
- High Selfheal (20%)
- Dislocating Champions (Hook & Ultimate)
- Long CC (Ultimate)
- High AE DMG
- AE CC
Con:
- Hook is a skillshot
- Hook doesn’t ignore Minions / Mercenaries
- No Escape Ability
- Selfheal has a high CD
LvL 1 Ability choice: Top
Block
During lane harassment this talent is quite strong allowing Stiches to reduce the DMG Taken. At late Game it is capable of reducing the first Burst dmg incoming and helps Stiches to survive longer during smaller fights.
LvL 4 Ability choice: Top
Putrid Ground
Enables Stitches to clear waves of minions nearly instant, puts on high harass vs lane enemies and buildings.
LvL 7 Ability choice: Top
Toxic Gas
Even higher harass with slam.
LvL 10/20 Ability choice: Top
Gorge / Hungry hungry Stitches
Enables Stiches to take out one important target (at lvl 10) or even more targets (at lvl 20) allowing to control a teamfight. Allows Stitches to relocate a target even behind closed doors leaving it without chance to leave the prison (except teleport or jump)
LvL 13 Ability choice: Top
Mega Smash
Extends the harass and cleave abilities of Stitches.
LvL 16 Ability choice: Top
Pulverise
Allows Stitches to stun for a small duration (disabeles challing spells and slowing enemys)
Playstyle Top
At early game you always can try to hook a Champion in range of your Tower to deal even fatal dmg to him.
This Build allows reaching lvl 4 to harass enemies without taking much dmg. The Vile Gas hurt a lot and Champions without selfheal really have to evade the slams or they can’t keep up laning for long.
Reaching lvl 10 Stiches can help to control teamfights eating the targets which threaten the group or pulling high priority targets into the teamfight allowing a better focus.
During late game and teamfights Stitches should be the 1st one entering the fight, he can stun the enemy team allowing your team a better start even canceling channeling abilities like the healing Ultimate Lili does or the damaging attack Nazzebo is capable of. He can heal himself for 20% his maximum HP which is more than 1000 HP at late game helping him to take the 1st burst dmg (even better with the Block talent). Stitches should always be in the middle of the fight, taking dmg is dealing dmg with his passive talent.
Keep in mind, gorge can be a really good tool but it can also be a dangerous one, during the time you’re eating someone he can’t be damaged by anyone except the dmg from the gorge spell, it’s possible you help the enemy team to avoid possible heavy dmg, use gorge with care.
During lane phase the worst enemy is a high regeneration or life leech of your opponent.
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