This is a very good guide and includes a lot of the subtle things that separate a good from a great Gazlowe.
I may go back to Extra TNT at lvl 1. I used to take it, then switched builds to take the bonus mana, then switched again for the reduced cooldowns. I find it's just too easy for enemies to dodge the stun unless you're doing the wombo combo. I will say that I almost never have mana issues using Break it Down and Reduce/Reuse, and the number of turrets you can put in a field of death can get ridiculous sometimes. I'd definitely go that route on Dragon Shire, where you can farm middle lane for scrap and keep an insane number of turrets up around the DK.
i play gaz at diamond mmr, lv 16 and I think if you dont get sprint as gazlow it will be very bad, this is also only one build not very fluid, if you have illidan just use gunk turrets, but since gazlow is noturiously known for a lack of team help, surely the first talent could be any of the other ones so that he becomes more useful in the team, especially cooldown reduction for his main gravo bomb asset
Thanks man, I really wanted to try this guy, but I've been having trouble with him. This guide helped a lot. Anything new since the latest patch/heroes?
Wow thanks man, I too fell in love with Gaz right off the bat. I used this build and haven't lost yet. The result is dramatic, thank you so much!!!!!!!!!
Updated somewhat for the May patch. Fixed my preferred talents based on what I think the changes mean. Honestly I need to try things out to know how it all works, but I think he actually got a slight buff, at least for team fights. The tooltips are still wrong for extra turrets (3 now) and range (40% now). 40% range on 3 turrets can cover a lot of area. Against a melee-heavy team those long range turrets with slow would help a lot. Against a ranged team the 40% should make it a lot harder to focus your back line.
Lazor goes off a lot faster, but I think it's probably still too slow and not worth the opportunity cost of dropping bombs, turrets, or even melee attacks.
I haven't been playing Gaz much because he lost so much team value. But I hope to play him more and will update as I learn more about the changes.
I go charge heavy for a couple of reasons. With my build, a single bomb will clear a minion wave somewhere around level 13, letting you do drive-by XP in between team fights and mercs. They are also amazing against giants and bruisers. They are difficult to land against players, but sometimes (especially against a dive-comp), just getting the other team to be constantly adjusting position is enough to cut down damage and get an advantage. And when a bomb does go off, it usually sets up a kill, especially if Grav'O is up.
It's also about the alternatives and their lack of help in team fights. At level 1, I don't like Regen like you do because, outside of team fights, I don't find myself getting hurt that much. I can kill minion waves, giants and bruisers with (almost always) no damage at all. Demolitionist isn't very good in my opinion, especially since Gaz has to be in melee range of towers to make it work. Extra mana is decent. Shorter cooldowns from scrap are nice, especially for Grav'O, but for the most part you get that time reduction after the fight while cleaning up turrets.
At level 13 Sprint is pretty good and I sometimes take that. Burning Rage is worse than my build for clearing minions, giants or bruisers. The only place I find Burning Rage to be better than bomb power is fights against single, large, non-player targets like Bosses, golems or plant terrors. Even against those, the difference isn't that huge unless you're soloing the thing, which I don't recommend against organized teams. Mainly it's about the fact that, to get any benefit out of Burning Rage in a team fight, you have to be in melee range.
For the level 4 choice, I can see your point. The scrap isn't that great. But it does add up. It's on average 1 more scrap per minion wave, which adds up to a lot of mana and lower cooldowns. You probably don't notice the difference because Mech'O has no cooldown. But all that scrap reduces my 110 second Grav'O cooldown to about 45 seconds on average.
Superiority is pretty good if you're solo. I just don't find it necessary with my build. And this build is about trying to help your team beyond just being a pusher. I've just found that in always in hero league and most of the time in quick matches the enemy team will not let you solo bosses or solo push. Even when they do and you get ahead, sometimes you just lose the whole match because of a single 15+ minute team wipe. That is more likely when a Gazlowe has taken talents which provide 0 team fight benefit such as Demolitionist, Superiority, pre-20 Robo-Goblin, etc.
Like I said, I can kill minion waves in 1 hit with Extra TNT. With Extra TNT and Kwik Release Charge giants and bruisers do almost no damage to me because they are stunned and take so much damage. They might kill a turret or two, but they don't hit me. Against buildings I'm not usually attacking the buildings without a turret, minion or merc taking hits for me. The main place I find Superiority to be better than bombs is large solo targets like bosses, golems, or plant horrors. They do make it a lot easier to down those solo, though I used to be able to kill them solo at about 10 with enough time even without Robo-Golbin or Superiority. I just found people would punish me for trying to do that once I got beyond entry level gameplay.
So mostly it's about the way I view the game. Your build is more fun than mine when it works. Gazlowe is a better soloist than most and a worse team fighter than most. When the enemy lets you merc aggressively, Gaz is a lot of fun. I just find most teams I come up against are smart enough to counter me if I go merc build, or just kill the rest of my team and out push me after. My build was a lot more interesting when Mercenary Lord didn't require you to push with the mercs. It let you merc between team fights and then get to the team fight. If the enemy team split to deal with it, you usually won the team fight. If they didn't, even if they killed your team, your push probably got a fort or a keep, especially if your team was smart about stalling around turrets.
To be honest, it's probably why I don't play Gaz as much as I used to.
I always play Robo-Goblin but you put so much work into your guide. I just made a fast small one on how I play him. Cant compete with that :/.
But its a great build for teamplay =).
But why so many extra charges? For me they are useless in a teamfight as most skilled plays basicly dodge them and Gaz dies really fast in a teamfight.
It looks great that you put Lazor at garbage tier, skill is only useful for one quick snipe if it is ready fast enough.... .
Well, I don't understand your Level 4 choice, its a random drop with a 15% Chance. I rather pick Superiority and help out the tank due to freeing a slot for him on top of that it lets you solo merc camps easily.
On top of that, my Turrets never really tank anything as they die quite fast, especially against the Boss camps. I rather tank myself with Regen then letting my Turrets, which are also my escape tool tank for me :/.
Otherwise, I think Black hole is useful even if you can walk out of it. It just requires crucial placement and teamplay to capitalize.
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I may go back to Extra TNT at lvl 1. I used to take it, then switched builds to take the bonus mana, then switched again for the reduced cooldowns. I find it's just too easy for enemies to dodge the stun unless you're doing the wombo combo. I will say that I almost never have mana issues using Break it Down and Reduce/Reuse, and the number of turrets you can put in a field of death can get ridiculous sometimes. I'd definitely go that route on Dragon Shire, where you can farm middle lane for scrap and keep an insane number of turrets up around the DK.
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Lazor goes off a lot faster, but I think it's probably still too slow and not worth the opportunity cost of dropping bombs, turrets, or even melee attacks.
I haven't been playing Gaz much because he lost so much team value. But I hope to play him more and will update as I learn more about the changes.
I go charge heavy for a couple of reasons. With my build, a single bomb will clear a minion wave somewhere around level 13, letting you do drive-by XP in between team fights and mercs. They are also amazing against giants and bruisers. They are difficult to land against players, but sometimes (especially against a dive-comp), just getting the other team to be constantly adjusting position is enough to cut down damage and get an advantage. And when a bomb does go off, it usually sets up a kill, especially if Grav'O is up.
It's also about the alternatives and their lack of help in team fights. At level 1, I don't like Regen like you do because, outside of team fights, I don't find myself getting hurt that much. I can kill minion waves, giants and bruisers with (almost always) no damage at all. Demolitionist isn't very good in my opinion, especially since Gaz has to be in melee range of towers to make it work. Extra mana is decent. Shorter cooldowns from scrap are nice, especially for Grav'O, but for the most part you get that time reduction after the fight while cleaning up turrets.
At level 13 Sprint is pretty good and I sometimes take that. Burning Rage is worse than my build for clearing minions, giants or bruisers. The only place I find Burning Rage to be better than bomb power is fights against single, large, non-player targets like Bosses, golems or plant terrors. Even against those, the difference isn't that huge unless you're soloing the thing, which I don't recommend against organized teams. Mainly it's about the fact that, to get any benefit out of Burning Rage in a team fight, you have to be in melee range.
For the level 4 choice, I can see your point. The scrap isn't that great. But it does add up. It's on average 1 more scrap per minion wave, which adds up to a lot of mana and lower cooldowns. You probably don't notice the difference because Mech'O has no cooldown. But all that scrap reduces my 110 second Grav'O cooldown to about 45 seconds on average.
Superiority is pretty good if you're solo. I just don't find it necessary with my build. And this build is about trying to help your team beyond just being a pusher. I've just found that in always in hero league and most of the time in quick matches the enemy team will not let you solo bosses or solo push. Even when they do and you get ahead, sometimes you just lose the whole match because of a single 15+ minute team wipe. That is more likely when a Gazlowe has taken talents which provide 0 team fight benefit such as Demolitionist, Superiority, pre-20 Robo-Goblin, etc.
Like I said, I can kill minion waves in 1 hit with Extra TNT. With Extra TNT and Kwik Release Charge giants and bruisers do almost no damage to me because they are stunned and take so much damage. They might kill a turret or two, but they don't hit me. Against buildings I'm not usually attacking the buildings without a turret, minion or merc taking hits for me. The main place I find Superiority to be better than bombs is large solo targets like bosses, golems, or plant horrors. They do make it a lot easier to down those solo, though I used to be able to kill them solo at about 10 with enough time even without Robo-Golbin or Superiority. I just found people would punish me for trying to do that once I got beyond entry level gameplay.
So mostly it's about the way I view the game. Your build is more fun than mine when it works. Gazlowe is a better soloist than most and a worse team fighter than most. When the enemy lets you merc aggressively, Gaz is a lot of fun. I just find most teams I come up against are smart enough to counter me if I go merc build, or just kill the rest of my team and out push me after. My build was a lot more interesting when Mercenary Lord didn't require you to push with the mercs. It let you merc between team fights and then get to the team fight. If the enemy team split to deal with it, you usually won the team fight. If they didn't, even if they killed your team, your push probably got a fort or a keep, especially if your team was smart about stalling around turrets.
To be honest, it's probably why I don't play Gaz as much as I used to.
But its a great build for teamplay =).
But why so many extra charges? For me they are useless in a teamfight as most skilled plays basicly dodge them and Gaz dies really fast in a teamfight.
It looks great that you put Lazor at garbage tier, skill is only useful for one quick snipe if it is ready fast enough.... .
Well, I don't understand your Level 4 choice, its a random drop with a 15% Chance. I rather pick Superiority and help out the tank due to freeing a slot for him on top of that it lets you solo merc camps easily.
On top of that, my Turrets never really tank anything as they die quite fast, especially against the Boss camps. I rather tank myself with Regen then letting my Turrets, which are also my escape tool tank for me :/.
Otherwise, I think Black hole is useful even if you can walk out of it. It just requires crucial placement and teamplay to capitalize.