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Kerrigan Abilities

Last updated on Sep 07, 2015 at 08:25 by Micekrispies 4 comments

Table of Contents

Kerrigan Image

General Information

Below, we give you a brief overview of the abilities that Kerrigan has access to. You should read these ability descriptions before reading further, because the other pages of the guide assume that you have a basic knowledge of Kerrigan's abilities.

The other pages of our Kerrigan guide can be accessed from the table of contents on the right.

About the Author

Micekrispies is a Grand Master Hero League player who has a passion for the MOBA scene and its community. Having over 6 years of experience in the upper divisions of League of Legends, Micekrispies saw Heroes of the Storm as an exciting new endeavor. His priority is to share his knowledge of the MOBA genre with any and all who desire to learn more. Feel free to drop off a comment in the comments section or check out him out on Twitch where he will gladly answer any of your questions.

1. Disclaimer

This is an early-release version of the completely revamped Kerrigan guide. Portions of the content on this page may be outdated. Additional content is being created presently, and will be available soon.

2. Ravage

Kerrigan Ravage
Ravage (Q) Starcraft Kerrigan
  • Mana: 40
  • Cooldown: 8 seconds

Leap to a target, dealing 500 (238 + 4% per level) damage. If the enemy dies within 1.5 seconds, this cooldown is instantly reset.

Ravage Icon Ravage causes you to leap to an enemy, dealing damage. If Ravage kills the target, its cooldown is reset.

Ravage is your sole source of mobility and is primarily used to set up Impaling Blades Icon Impaling Blades and Primal Grasp Icon Primal Grasp, by jumping onto an enemy or a nearby target. Alternatively, you can use Ravage to disengage, by targeting an enemy unit behind you or an ally (if you have Adaptation Icon Adaptation at Level 7). Starting at Level 4, Siphoning Impact Icon Siphoning Impact and Clean Kill Icon Clean Kill allow you to restore significant amounts of health by using Ravage on enemy minion waves.

While Ravage's cooldown will rarely reset from killing an enemy Hero, it is easy to proc off of minions. You can use this to your advantage and leap to an enemy minion, killing it, and then leap again to your primary target. Using this method can allow you to cross great distances that would have otherwise been impossible.

3. Impaling Blades

Kerrigan Impaling Blades
Impaling Blades (W) Starcraft Kerrigan
  • Mana: 75
  • Cooldown: 12 seconds

After 1.25 seconds, deal 550 (262 + 4% per level) damage to enemies within the target area, stunning them for 1 second.

Impaling Blades Icon Impaling Blades damages and Stuns enemies for 1 second at the targeted location after a short delay.

Impaling Blades does a significant amount of AoE damage, while also Stunning affected enemies. However, the delay between the ability being cast and it dealing damage makes it difficult to hit. This is why Impaling Blades should only be used in conjunction with Primal Grasp Icon Primal Grasp, as Primal Grasp will pull enemies into Impaling Blades, making it almost unavoidable. Please see the Ability Usage section for a detailed breakdown of how to correctly use Impaling Blades and Primal Grasp.

4. Primal Grasp

Kerrigan Primal Grasp
Primal Grasp (E) Starcraft Kerrigan
  • Mana: 60
  • Cooldown: 10 seconds

Pulls enemies within the target area towards you, dealing 242 (115 + 4% per level) damage.

Primal Grasp Icon Primal Grasp pulls enemies in the targeted direction towards you, damaging them.

Although Primal Grasp has a shorter cooldown than Impaling Blades Icon Impaling Blades, it should only be used in combination with Impaling Blades, as both abilities are weak on their own. Note that Primal Grasp pulls all affected enemies a set distance towards you, rather than pulling enemies to a specific point. This is a key part to hitting enemies with Impaling Blades. Please see the Ability Usage section for a detailed breakdown of how to correctly use Impaling Blades and Primal Grasp.

5. Maelstrom

Kerrigan Maelstrom
Maelstrom (R) Starcraft Kerrigan
  • Heroic Ability
  • Mana: 100
  • Cooldown: 90 seconds

Deals 163 (77 + 4% per level) damage per second to nearby enemies. Lasts for 7 seconds.

Maelstrom Icon Maelstrom damages nearby enemies every second for 7 seconds.

In contrast to your other abilities, which deal burst damage, Maelstrom deals damage over time, making it extremely important that you are able to survive past the enemy team's initial burst damage. Maelstrom should be used in every major engagement, as well as in duels or small skirmishes if you need the additional damage. Try to have Maelstrom affect as many targets as possible to simultaneously deal damage and generate shields via Assimilation Icon Assimilation.

6. Assimilation (Trait)

Kerrigan Assimilation
Assimilation Starcraft Kerrigan
  • Trait

Gain 10% of damage dealt from Basic Attacks and Abilities as Shields for 6 seconds. Shield amount gained doubled against Heroes. Current maximum: 2200 (1045 + 4% per level)

Assimilation Icon Assimilation causes you to gain a shield equal to 10% of the damage that your abilities and Basic Attacks deal. The shield amount gained is doubled versus Heroes. The shield has a maximum strength that increases per level, roughly equaling 60% of your maximum health. The shield lasts for 6 seconds.

Assimilation allows you to dive deep into team fights and essentially rapidly regenerate health in the form of shields through your own damage output. Assimilation is relatively inconsequential during the early game, but with each successive talent past Level 10, its effectiveness is dramatically increased. Once you aquire all relevant talents (including Omegastorm Icon Omegastorm), you can dive into the centre of team fights with Maelstrom Icon Maelstrom with no fear of death (as long as Maelstrom remains active), with the exception of significant enemy burst damage.

The Level 13 talent Lingering Essence changes how Assimilation is used. Instead of being a byproduct of your own damage when fighting the enemy, you can generate shields before a fight begins by clearing minion waves. The 20-second duration allows you to move across the map without constantly damaging enemies and not have the shield dissipate. Once you have Lingering Essence, you should generate a shield by attacking minions prior to team fights, so you enter the fight with a large shield, making you significantly more difficult to kill.

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