Hey all, I'd like to write a guide for all beginners who are trying to play Dehaka. It can be less than a guide, but more like bunch of tips on how to talent him with some information on his overall strategy and play style.
I'd like to go through all tiers and explain why each talent can be good and in what situation. There can be multiple builds depending on your play style and what you want to do as well as what your team needs. Do you have lack of CC? Do you want to protect allies from heavy dive? Or trying to empower your ganks through Brushstalker and surprize stealth attacks? Or you maybe want to go full tank and become almost immortal.
Dehaka is really unique 50th hero of the Nexus, and he is one of those heroes that can be built depending on enemy and your team, meaning that
there is no only one go-to build. All talents are viable in some way, depending on how you and your team utilizes it.
Z - Brushstalker
- With that ability you can jump across the map. You can simply recall to base, heal to the full and come back to fight almost instantly. It's like Diablo, but instead of dying you're just retreating at the right time, recalling, healing to the full and burrowing into the fight again.
- Use it to scout enemy camps, sometimes enemy hero can be alone or have half health left from taking camp, you can snipe him and take camp. Just burrow to brush, wait a bit and do your stalker job. Greatly synergies with global scouting tools your team may have such Abathur Toxic Traps, Tyrande Owl or Azmodan scouting with his globe (it provides vision for short time too!)
- Thanks to Brushstalker you can use fountains during laning phase and don't save them for teamfights around objectives, because it is faster and a lot better to recall to base, heal to the full and burrow back to fight rather than walk (mountless!) to nearest fountain and be healed for only 2/3 of your health.
- Build called "Ganking split pusher" emphasises your pushing and it synergies well with Brushstalker. For example Tributes ping you on the map that they are gonna spawn in 15 seconds. Usually all heroes pressing mount and immediately running to the place where Tribute will appear. But not Dehaka, You can push during these 15 seconds, clear one more minion wave and only then Brushstalker to objective event. You can keep enemy specialist to stay on lane and then "teleport" to your team, creating 5v4 scenario, since enemy specialist still must mount and walk through half of the map.
Q - Drag
- Not much to say here, just want to remember you that you can cast Dark Swarm and auto attack during Drag, meaning that you're dragging enemy hero AND auto-attacking him during that time. It is basically 1.75 seconds stun, so you have two choices: drag enemy closer to your team or stay at place and attack that enemy for at least two auto-attacks.
W - Dark Swarm
- great ability for Dehaka, allowing to ignore unit collision and it have a lot of use actually
- and here is your first combo: Drag enemy hero, cast Dark Swarm and while enemy hero is Dragged, walk through him and bodyblock from other side! Chen is a master of bodyblocking (with Q and his Barrel ultimate), and Dehaka now also do some great bodyblock plays!
- if you are bodyblocked, use it to escape also
E - Burrow
- Use it to dodge skillshots and CC stuff
- Use it to disengage heavy melee teams (if talented). In rare cases you can interupt ETC Mosh Pit, if cast it at proper time.
- Use it for tricky plays like cloaked ganks or great escapes from brush (if talented. here is a trick: try to stealth-burrow inside a brush, so enemy won't see where exactly you are burrowed. Still it is possible to reveal you with AOE-abilities, but there is slightly more room and place to fool them by going in opposite direction or just staying at place while enemy will try to chase you and go away from brush)
- Use it to dodge dangerous ultimates like ETC moshpit, Nova's tripletap, KT's pyroclasm, Illidan's hunt and other ultimates that priobably where targeted at you
R - Isolation / Adaptation (explained in Talents Tips section)
D - Essence Collection. Here are some tips on when to use this trait and on early laning overall:
- Speed / regen for every 50 essence (level 1) stacking is separate from your trait essence stacking. With these two talent you starting to have two essence "bars", so if you already have 50 trait-essence, you still can continue to collect essence for your speed / regen quest.
- During laning phase against heavy poke try to not eat damage and collect essence, better swap lane or wait for a good moment when you can grab enemy hero and do your damage and CC, but don't try to play 1v1 vs heavy poke (Lunara who can kite you, Valla or Raynor). Early game you won't have much essence and it will be very easy to poke you and leave with low health.
- As I said, early game Dehaka is very weak to ranged poke because he don't have essence to outheal it. So it's better collect essence for incoming first teamfight. In this case it can be better to let enemy push lane so your towers will kill all the minions so you get the needed essence without taking too much damage.
- On other side, thanks to Brushstalker (Z) you can eat all the poke, if that poke is mana- based. So by eating all the poke you're forcing enemy heroes to use fountain before next objective event. Yes, you can use fountain too, but the strategic trick here is that you can recall to base, heal to the full and back to fight and/or objective instantly, while enemy heroes need to use Mount to walk to that objective.
- Early game try to collect as much essence as you can, don't spend it on healing early poke (except you got ganked by 2-3 enemy heroes), try to save it for first map event teamfights
Here are explanations on each build. Of course any of talents that are presented here are subject to change by yourself depending on enemy and your team. If you think, that taking other ultimate is better, then take it! There is no one go-to build for Dehaka, and all talents are viable, but some of them synergizing better than others. You're Zerg after all! Evolve and adapt!
Speed & CC focus - this build can be good when enemy team have strong backline and only one frontline (i.e. just one tank). Main goal of this build is to empower your Drag by making it last longer and increasing range so you can grab little bit easier those who is trying to keep distance from you (Valla, Lunara, Kael'Thas, Raynor and other). Also, with this build you can drag not just longer, but futher and more deep into your team.
When to pick this build:
- Your team lacks of CC
- Enemy team have important heroes that must be focused first (Morales, kael'Thas, etc)
- Enemy team have mobile heroes like Falstad, Valla, who can just dash/run away
When to not pick this build:
- Enemy team have a lot of melee, bonus movement speed will be just a waste
- Your team lacks of burst damage to quickly focus Dragged target
- Enemy team have very strong peel for their backline, i.e. many CC to keep you away from their assasins
Disengage & Dark Swarm focus - imagine a team that have two warriors and melee assasin? or two warriors and melee support (Rehgar for example or kharazim). In such cases you don't need elongated tongue and faster speed, because nothing to chase, enemy heroes are already fighting nearby you. All you need is to utilize that. In this build you are empowering your Dark Swarm by allowing to cast it more often and when needed, you can burrow for knocking diving melees away from your squishies. If timed well, that knock can save your team from ETC's Moshpit.
When to pick this build:
- Your team lacks of AOE damage (you have mostly snipers, non-aoe mages, auto-attackers)
- Enemy team got heavy dive composition (Thrall, Sonya, Illidan, any tank)
- Dark Swarm is a spell ability, so it is better to use this build vs teams with blind or evade (Lili, Illidan, Johanna)
- Your team will know that burrow is not for saving yourself but for saving them by disrupting heavy melee dives, and reacting accordingly
When to not pick this build:
- Enemy team have AOE-healers (Kharazim, Uther for example) who can outheal damage from Dark Swarm with a single cast of any healing ability
- Your team have good AOE damage already. medium damage from Dark Swarm won't make a big difference, but lack of improved Drags will be noticeable for example.
- Enemy team tends to stay spreaded (team comp example: Zeratul, Morales, Falstad, Johanna, Azmodan - they will never be nearby, meaning that you will hit maximum 2 of them at time, if not one)
Protecting allies with Drag - similar to build above, this is about protecting allies from those who is trying to dive your team intensively. The idea of this build is that you are constantly auto-attacking those who is trying to dive your allies and dragging them away or just keeping in place (it's 1.75 sec stun after all). Of course you can replace it with 0.5 additional seconds on Drag duration, but in my opinion, having Drag more often is the key to protect your allies from those Zeratuls, Thrall and other melees.
When to pick this build:
- You must protect squishy allies from strong frontline in enemy team (2-3 melee heroes or more)
- You have what to auto-attack to reduce Drag cooldown
- Enemy team got heavy dive composition (Thrall, Sonya, Illidan, any tank)
When to not pick this build:
- There isn't much what to auto-attack, and Feeding Frenzy talent will be just wasted in that case. There is an exception when you fighting at maps like Infernal Shrines or Tomb of the Spider Queen, since there you can also auto-attack nearby minions or objective creeps to reduce Drag cooldown as well.
- Regarding only one tank - there can be different cases as well, but I will try to explain, why one-tank at enemy team is the reason why this build may not be that effective. First of all, if you are attacking enemy tank, you will be already away from more important heroes (like mages or ranged assasins). And second - you will just waste time auto-attacking enemy tank, which it is his job actually - take damage (which is already isn't big from your autos) and peel for damage carries.
Zeratul with small hook - main idea of this build is to use your Brushstalker offensively and gank across the map. You pressing Z, burrowing to location where enemy hero is pushing, burrowing for cloak and then doing your perfect gank by dragging and Dark Swarming enemy hero while your ally (allies) attacking it. Longer Drag duration just makes "stun" last longer and cloak allows to gank while cloaked. Basically you're becoming Zeratul with small hook.
When to pick this build:
- Your team already have tank and you are playing more like roaming assasin
- You want to focus on ganking and CC'ing
- Enemy team have heroes with lack of escape and great pushing potential (i.e. Zagara, Azmodan, Guldan), in such cases ganks become more important.
- Your team have good damage and CC to burst down Drag'ed target. Examples: Kerrigan, Thrall, Zeratul.
When to not pick this build:
- Of course, when you're solo tank. In team fights having this build will just make you lose every teamfight.
- Map is heavily oriented on teamfights. Battlefield of Eternity is the best example of that - most of the time you are teamfighting around Immortals. It may work in rare cases, if you brushstalker enemy backline, but keep in mind that you will be solo, and enemy team can just focus you. More rare cases are when you do that in premade, like flanking with your friend who is playing Kerrigan / Zeratul, and doing such flanks together. As I said, this build is better for ganking and roaming, especially when you do that with heavy burst / cc champs, and when it happens on big maps where specialists are good at pushing but lack of escape.
Ganking split pusher - not so standard build that focuses on lane presence and very fast essence collecting. Allows to collect essence extremely fast while staying at lane. Good for maps where fights happen on lanes or nearby (Tomb of the Spider queen or Dragon Shire). This build allows to gain 31 essence from single minion wave (3x7 from minions + 10 from globe), 36 essence if Essence Devourer quest is complete (hich also increases your essence from 50 to 60). Basically you're becoming tanky specialist-pusher, that can push lane even when there is 2 seconds left before Tribute appears. When it does appear, you just burrow to objective event, while enemy specialist needed to mount and walk some time through map. Swift Pursuit allows you to roam between lanes at better speed, if you walk through brushes.
When to pick this build:
- Map is more about fighting around lanes (i.e. Tomb of the Spider Queen or Dragon Shire) or you want to push heavily before objectives occur, and then Brushstalker-buttow to objective event
- Your team lacks of AOE or wave clearing
- Your team don't have specialist (eg 3 assasins)
- You like splitpushing
When to not pick this build:
- Your team lacks of good CC (which is a job of tank usually), since you trade improved Drags for better pushing
- You are continuing pushing even when objective appeared. You must brushstalker or just come to objective event, or it will be 4v5 for your team. Except rare cases, when enemy specialist is pushing too. But it is very dependant: let enemy hero push lane or help your team to win 5v4 teamfight, since enemy team will lack one member
Dark Swarm & speed focus - another teamfight-oriented build that focuses on increasing your speed and allowing to chase enemies with Dark Swarm. To stay longer in fight, you're better take Adaptation ultimate, so you can spam Dark Swarm almsot infinitely untill you run out of mana. Dark Swarm deals pretty good damage, sometimes granting you top hero damage.
When to pick this build:
- Your team have 2nd tank / bruiser / melee to dive effectively (Stitches with gas talents and Putrid Bile, Sonya, Anubarak). Basically who can walk with you and deal some good AOE damage and disrupt enemy team by diving them.
- Your allies are well-protected by support and enemy team don't have assasins that can flank your squishy assasins (Zeratul, Nova). By the way, because of you're going away from your support which stays closer to your mages and assasins, taking Adaptation ultimate will be better in this case.
When to not pick this build:
- Enemy team have very strong CC with mobile heroes, to keep you in place and run away. Examples are ETC, which can just stun and knock you away, and Falstad, who can just kite you in that case.
Dark Swarm focus (vs mages) - similar to build above, this one is slightly different. Instead of speed you're taking 50% reduced magic damage from 2 next abilities against you. Many of you may think that not taking speed / regen essence quests at level 1 is bad idea, but believe me, 50 hp/sec regeneration or 15% more speed won't save you from burst and properly aimed poke of magic damage from Li'Ming, Kael'Thas, Jaina, Greymane (all his damage usually comes from some poke and then finishing ability damage). This talent greatly synergies with
Symbiosis, allowing you to have 50% reduced ability damage almost forever. This build is better for teamfight focused maps such as Battlefield of Eternity or Towers of Doom. Of course modify this build to take more essence from minions instead, depending on what map you have.
When to pick this build:
- Enemy team have 2+ mages or heroes with strong ability damage (Kerrigan also), like Chromie and Kael'Thas, who can just burst half of your health with single combo.
- Your team have 2nd tank / bruiser / melee to dive effectively (Stitches with gas talents and Putrid Bile, Sonya, Anubarak). Basically who can walk with you and deal some good AOE damage and disrupt enemy team by diving them.
- Your allies are well-protected by support and enemy team don't have assasins that can flank your squishy assasins (Zeratul, Nova). By the way, because of you're going away from your support which stays closer to your mages and assasins, taking Adaptation ultimate will be better in this case.
When to not pick this build:
- Enemy team have very strong CC with mobile heroes, to keep you in place and run away. Examples are ETC, which can just stun and knock you away, and Falstad, who can just kite you in that case.
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