Talent choices can change every game. Thus, don't take the build up top as the only build you'll ever use, rather as a common set of talents that can function well in any game. Below, I'll detail each talent and when they may be situationally better or more useful. Again, each game is different, as are the needs of your team. It will be up to you to decide which is better in the current game.
There are really only two good choices in this tier.
Heavy Slam is what you'll be taking most often. It provides a significant damage boost on a low cooldown ability. Unless your team is in desperate need of a pure tank, you should be taking this talent.
If you
are your team's only tank and the enemy team has two or more auto attack based heroes (e.g.
Illidan or
Raynor),
Block is a good option to provide some extra longevity in lane and in team fights. I will take
Block in maybe 1 of 10 games.
Heavy Slam is just a better option 90% of the time.

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Chew Your Food is simply not worth it, even if you're trying to be a little more tanky, as it is outshined by
Block. Only take this if you are considering the
Amplified Healing build (see
Level 4 talents).
Regeneration Master is a poor choice, as you would like to be roaming as much as possible and you won't be constantly in lane to collect the regeneration globes necessary to make this talent worth while.
Putrid Ground is the only solid option in this tier. It applies
Vile Gas to all targets hit by your
Slam. When you compare this to
Vile Cleaver, it's clear to see why the latter isn't even a choice to be considered. Stitches is not an auto-attack hero, thus,
Putrid Ground will allow you to spread your trait much more effectively.

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Amplified Healing could be
considered if you were to take
Chew Your Food and
Savor the Flavor or
Last Bite, but this would greatly hinder your damage and, in my opinion, is not worth it. The only time I could see this being an option is against a team with very sustained damage. This may allow you to use
Devour multiple times in one fight, healing up to 78% of your maximum life if used twice. Also, if taking
Putrid Bile and
Regenerative Bile, each tick of damage from your heroic ability will heal you for 52 health at level 20. If multiple enemies are standing in the slime, this can result in some decent healing. Again, this would be HIGHLY situational. I have found a game where this build would be better than the other options, but it is something to consider.
Superiority is greatly underwhelming and should not be taken under any circumstances. The damage you take from non-heroic sources can be easily recovered with your own self-healing.
I heavily lean (puns intended) toward the
Tenderizer for the extra bit of crowd control. This allows you to keep an enemy hero near constantly slowed, helping to chase fleeing enemies and peel for your allies. It's not an astonishing talent, but I believe it outshines the others in the tier.
Toxic Gas can be taken if your team lacks damage and doesn't need the extra CC. It provides a 40% damage increase to your trait, meaning at level 20 it will deal 250 damage instead of 150. However, the increase in damage isn't major, and I would almost always take
Tenderizer instead.
Last Bite and
Savor the Flavor can be considered if going for the
Amplified Healing build (see
Level 4 talents).
Level 10
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See
Heroic Abilities for a detailed breakdown of this tier.
Relentless is almost always going to be your choice in this tier. Halving the duration of most crowd controls is just too valuable in nearly every circumstance.
Mega Smash is a dead talent in my option, as you should be able to hit any target you need without it.
As of the posting of this guide I have not tested
Indigestion yet. Quick calculations for level 20 give it 105 damage, or about %65 of your basic attack damage (I'm not sure about the rate of attack. This could make it better or worse than the %65 figure), and 1300 health. Most likely, it will live long enough to get off some decent damage since it probably will not be a single target focus. I do not know the behavior of this ability (does it attack the target of
Devour or the nearest target?), so I can't speak for it's usefulness yet. I will test soon, but first impressions are it could be taken for a slight damage boost if your team is in need of that.
Helping Hand is a very odd talent, in that it can be extremely useful or extremely detrimental. First of all, I would say never take this in solo queue. Your allies will probably mess up your grabs more often than not, and likely won't know how to move and behave in order to be saved by this. This could be a choice in an organized team game where you can communicate to your teammates to either get out of the way or stand still so you can save them, but you likely will need to take
Relentless anyways. I would suggest trying
Helping Hand. If you like it, go ahead and use it if you don't need the CC reduction. If not, skip it.
Pulverize is definitely the stand-out talent in this tier, giving you a reliable CC and interrupt on an 8 second cooldown. It also increases the damage of
Slam by a
further 50%, bringing it to 700 damage at level 20 when combined with
Heavy Slam. Although the stun is only .5 seconds, it does effect all targets hit and it will be enough to interrupt dangerous channeled abilities like
Ravenous Spirit and
Jug of 1,000 Cups (see
Ability Overview for a list of dangerous abilities you should try to interrupt).
Fishing Hook is the other great talent choice in this tier, allowing for some insanely long range
Hook pulls and inciting awe in teammates and fear in enemies. I find myself taking this fairly often in solo queue simply to generate kills and make plays for my team. The range becomes long enough to grab targets from out of the fog of war, meaning you can literally pull kills out of thin air. As far as when to take this, I generally recommend taking this over
Pulverize if you are behind. This allows you to hopefully make some easy pick offs at key moments and get your team back in the game. However, in a close game,
Pulverize can be the difference in winning and losing fights.

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Shish Kabob may look good on paper, but when you think about it, is a little counter-intuitive. With
Hook, your goal is to isolate one enemy. Pulling two in enemies when you're alone will result in your death, or at the very least, you won't get the kill you were hoping for. Even in team fights, two enemies are much harder to lock down than one. If you pull two, you're forcing your team to decide which one to lock down, a difficult task for 4 random players to decide in solo queue. Pulling one with
Pulverize means you will instantly be able to stun that one isolated target, hopefully with follow up from your team.
Imposing Presence may be useful against teams with 3 or more auto attack heroes, effectively reducing their damage by almost half (still need to account for ability damage). This can make you very tanky when combined with
Block. However, for this to be effective, the enemies have to be attacking you. Without
Pulverize stuns and the damage increase, you're not a very big threat to the enemy team aside from
Gorge. They will have no reason to focus you over anyone else on your team if you can't do damage or provide crowd control. Remember, as a tank, your goal is to be disruptive enough that the enemy needs to focus you or deal with the consequences. This talent sort of provides the opposite of that mantra, making it detrimental to them to focus you, but leaving you with anything but an imposing presence on the battlefield.
Regenerative Bile will most likely be your pick if you opted for it's heroic ability counterpart. The extension talent bumps its duration up to 10 seconds, and also causes it to heal you for half the damage dealt. Without
Amplified Healing, you will be healed for 40 health per second for each enemy standing in the bile, and 52 with the bonus healing talent. When three or four enemies are standing in the slime, this can result in pretty substantial healing when paired with
Devour. If you are using the healing build (see
Level 4 talents), I would pick this up, as it will synchronize very well with the other talents. If you are going for a more traditional
Slam build, I would skip this in favor of
Bolt of the Storm.
Hungry Hungry Stitches is an interesting talent. It increases the duration of
Gorge to 4.5, allowing you to remove a target from the fight for longer. It also allows you to repeatedly cast it until the first target is expelled, meaning you can continuously eat targets for up to 4.5 seconds. Each target will be disabled for the full duration. You could eat an enemy tank, freeing up a path to get to their carry, then bring them both back with you to your team. It's important to remember that you can recast this until the 4.5 seconds is up, meaning you could eat one enemy, advance to another, wait until the duration is nearly expired, and eat your prime target, giving you nearly 9 seconds of disable split between two targets. It is actually possible to eat all five members of the enemy team with this, assuming they're all on top of each other and you cast this immediately upon global cooldown reset. Thus, it's very good disruption and can interrupt multiple dangerous abilities and remove multiple threats in the same fight. It is a very solid talent choice and should be heavily considered if the enemy team has multiple threats that need to be addressed.
Bolt of the Storm is the final talent for Stitches and it works very well with his kit. A short range blink, this will let you quickly adjust your position or hop right into the midst of a fight. Using this in combination with
Gorge will guarantee that you get the target you want, usually allowing for a quick kill. You can also
Hook your target,
Gorge and blink immediately back to your team, completely isolating the target. If you are in trouble, don't hesitate to use this to immediately get to safety. All-in-all this is a safe pick that has no real downsides. Take it if you're unsure.
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