Stitches
Build: Typical Build
Level 1
Level 4
Level 7
Level 10
Level 13
Level 16
Level 20
Vile Gas is your trait. When you take damage, you drop a small cloud of gas that will deal damage of time to enemies who stand in it. While not a huge damage source, it does provide near constant sustained damage in team fights. It also helps you push lanes in combination with
Slam, something Stitches would struggle with otherwise. Tip: When trying to push lanes, move ahead of your minions to allow enemy minions to attack you first. This will ensure that you drop a cloud of gas near the wave. |
Hook - Q - This is your defining ability, and makes Stitches the play-maker that he is. Knowing how to use this ability is absolutely critical to your gameplay, and is the main thing that separates an average Stitches from an exceptional one. This ability allows you to grab and pull enemies to you from an absurd range (which can be upgraded even further with Fishing Hook), allowing you to easily pick off enemy carries or low health enemies fleeing from a team fight. This ability has an extremely low cooldown considering how strong it is, and can be used multiple times in the same fight. Hook is very easily better than some heroic abilities. I will cover this ability in it's own section later in this guide. |
Slam is your main source of damage (and potentially CC) throughout the game. Stitches smacks the ground in front of him with his cleaver, dealing damage in a cone. This, coupled with Vile Gas, will make up most of your damage in team fights. This is also your main tool for clearing minion waves and jungle camps. When upgraded with Heavy Slam and Pulverize, the damage from this ramps up significantly and is a real threat to enemy squishies. Pulverize also adds a .5 second stun which, when used correctly, can stun an entire enemy team. Use this to interrupt dangerous abilities such as Ravenous Spirit, All Shall Burn, Storm, Earth, Fire, Lightning Breath, Mosh Pit, Maelstrom, Jug of 1,000 Cups, Triple Tap, Sanctification, and Strafe. Knowing when to use this ability can be crucial to the outcome of fights, especially if your team lacks other reliable CC. |
Devour is a single target damaging ability that deals extra damage to minions and heals Stitches for 20% of his maximum health. This can be useful for staying in lane longer when your Healing Well is on cooldown. It is also key to staying alive longer in team fights. Since the cooldown is very long, knowing when to use it in fights is important, and using it properly can bait enemies into thinking they can kill you. Try to save it for when you're at half health or less. The bonus damage to minions is also useful when laning against particular heroes such as Azmodan or Zagara, allowing you to effectively nullify their summons. |
Putrid Bile causes Stitches to gain 20% increased movement speed and lay a trail of toxic bile where he walks. The bile slows and deals damage to enemies who stand in it. While it has uses for point defense and in smaller areas, Gorge is, in my opinion, the superior ability in almost all cases. Putrid Bile may be useful against a team that is nearly all melee, but even still I prefer Gorge. |
Gorge is a fantastic heroic ability that allows you to ingest an enemy hero for 3.5 seconds, dealing damage afterwards. Your movement speed is also reduced for the duration. The target cannot move, use abilities, or take damage during this time. You are effectively removing them from the game for a short period, which, when used at the right time on the right target, can win team fights. Note: The target will always leave Gorge in the direction Stitches is facing. This ability can either be used to target a dangerous assassin or a pesky, disruptive warrior. When targeting an assassin, you should eat them and quickly move them back into or behind your team, leaving them separated and vulnerable. This will most often result in a quick kill, making the fight a 4v5 and leaving the enemy team down a large source of damage. However, sometimes their DPS will be hard to reach or have escapes that will allow them to get away after Gorge ends. In this case, it may be better to target a disruptive tank, such as Arthas or Muradin, or a healer like Uther or Li Li. This will allow your team time to position and catch enemy DPS while their CC and protection are disabled. Also, eating a healer at the correct time (e.g. catching Li Li at the beginning of Jug of 1,000 Cups) will allow you do burn down important targets before they can be healed. The target of this ability will be different every game and maybe every fight. Knowing who to target in each situation is very important to being a great Stitches. Tip: When used with Hook, you can grab enemies from near your towers, Gorge them, and run them back into your protected Fort/Keep. If the wall is still up, they will be trapped (unless they have an escape like Dwarf Toss or Dive), resulting in an easy kill. |
Level 1 |
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Level 4 |
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Level 7 |
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Level 10 |
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Level 13 |
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Level 16 |
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Level 20 |
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