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Stitches Abilities

Last updated on Aug 10, 2016 at 07:46 by Straften 4 comments

Table of Contents

Stitches Image

General Information

Below, we give you a brief overview of the abilities that Stitches 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 Stitches's abilities.

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

About the Author

Straften is a Grand Master ranked player in both Hero League and Team League. He has a passion for theorycrafting, and regularly tests new features early on the PTR. He explains his strategy, reasoning, and implementation in these guides.

1. Hook

Stitches Hook
Hook (Q) World of Warcraft Stitches
  • Mana: 75
  • Cooldown: 16 seconds

Pull the first enemy hit towards you, temporarily stunning them and dealing 200 (95 + 4% per level) damage.

Hook Icon Hook is a linear skillshot in the targeted direction, which deals damage to the first enemy hit and pulls them to you. This Ability can also be used to also pull allied Heroes by pressing the hotkey (default is "1") to cast a modified Hook. Heroes can be pulled over environmental walls but not through destroyed Forts or Keeps. Hook cannot pass through Structures but can pull the Dragon Knight and Garden Terror.

Hook is Stitches' most iconic ability, and for good reason, as it is one of the most impactful non-Heroic abilities in the game. Landing Hook on a vulnerable backline Hero can allow your team to instantly kill them, winning the fight before an engagement occurs. Alternatively, you can use Gorge Icon Gorge on a hooked enemy if your allies are not within range to follow-up on it, allowing you to bring your catch to them. Hook can also be used to interrupt channelled abilities, like Nazeebo's Ravenous Spirit Icon Ravenous Spirit and Valla's Strafe Icon Strafe, as well as pull fleeing enemies back to you. However, Hook takes a great deal of practice to land reliably. The difference between landing Hook and missing it can be very significant, as it is so integral to Stitches' kit.

Try to Hook enemy Heroes to an ally who can follow up strong crowd control. Pull Heroes over impassable terrain when possible, making it difficult for their allies to come to their aid and for the pulled Hero to escape. Sometimes the enemy team will be made up of Heroes that are all difficult to kill, reducing the effectiveness of Hook. In such situations, do not use Hook with the intent of instantly killing the pulled Hero and instead use it to re-engage fights or pull low-health fleeing enemies back to your team.

Also be aware of opportunities to pull allied Heroes whenever it benefits them. You can save teammates by pulling them to safety, or even pull allies to an out of position enemy to pick up a kill. Something as simple as pulling an ally over a wall after they complete an objective can save several seconds of travel.

2. Slam

Stitches Slam
Slam (W) World of Warcraft Stitches
  • Mana: 40
  • Cooldown: 8 seconds

Deal 211 (100 + 4% per level) damage to enemies within the target area.

Slam Icon Slam instantly damages enemies in the targeted area.

When fighting enemy Heroes, use Slam whenever it is available. Slam's relatively short cooldown and AoE damage make it a good waveclearing tool.

3. Devour

Stitches Devour
Devour (E) World of Warcraft Stitches
  • Mana: 55
  • Cooldown: 20 seconds

Deal 699 (332 + 4% per level) damage to non-Heroic units, or 250 (119 + 4% per level) damage to Heroes. Restores 19.92% of your maximum Health.

Devour Icon Devour deals damage to an enemy in a short range and instantly heals you for 20% of your maximum health. If the enemy is not a Hero, the damage dealt is increased by 180%. Devour cannot target Structures.

Devour should first be thought of as a self-heal. Use it liberally when below 80% maximum Health. Devour's bonus damage to non-Heroic enemies gives it increased value against summoned creatures, such as Jaina's Summon Water Elemental Icon Summon Water Elemental, Kerrigan's Summon Ultralisk Icon Summon Ultralisk, and Zagara's Hunter Killer Icon Hunter Killer. However, it should only be used this way if Stitches needs healing and a non-heroic enemy is conveniently nearby.

4. Putrid Bile

Stitches Putrid Bile
Putrid Bile (R) World of Warcraft Stitches
  • Heroic Ability
  • Mana: 75
  • Cooldown: 60 seconds

Emit bile that deals 82 (39 + 4% per level) damage per second to enemies within, slowing them by 35%. You gain 20% Movement Speed while emitting bile. Lasts 8 seconds.

Putrid Bile Icon Putrid Bile causes Stitches to emit bile beneath him and increase his movement speed by 20% for 8 seconds. Enemies that walk over the bile take damage every second and are Slowed by 35%. The bile will remain on the ground for 4 seconds after being expelled from Stitches.

Putrid Bile is a great Heroic that should generally be used in one of two ways: to Slow the enemy team's advance or retreat. Once Putrid Bile is activated, you want to place yourself along the path that enemy Heroes are most likely to take, forcing them to move through the bile if they wish to progress. This gives you and your allies time to position themselves accordingly, while also dealing damage. The increase in your own movement speed, coupled with the decrease in your enemies' movement speed makes Putrid Bile a fantastic disengage and escape tool.

5. Gorge

Stitches Gorge
Gorge (R) World of Warcraft Stitches
  • Heroic Ability
  • Mana: 70
  • Cooldown: 60 seconds

Consume an enemy Hero, trapping them for 4 seconds. When Gorge ends, the enemy Hero takes 601 (285 + 4% per level) damage. The trapped Hero cannot move or act and doesn't take damage from other sources. Cannot be used on massive Heroes.

Gorge Icon Gorge consumes the targeted enemy Hero, trapping them for 4 seconds inside of Stitches. When Gorge ends, the enemy Hero takes damage and is expelled in front of Stitches. While trapped, the Hero cannot move or attack and does not take damage from any other sources.

Gorge's main purpose is to work in tangent with Hook Icon Hook, by Gorging a pulled Hero and then walking towards your allies so that they can kill the enemy Hero as soon as they are expelled. Gorge can also be used to interrupt a channelled ability or temporarily remove a high-threat enemy from a team fight, nullifying their presence for the duration of Gorge. Additionally, you can Gorge an enemy Hero and bring them behind your gate and walls to almost guarantee the kill once they are expelled. That being said, Gorge still fills a very niche role. If you are able to Hook an enemy Hero, your team should be there to immediately follow up and kill the pulled enemy Hero. Gorging will sometimes delay the kill by several seconds, giving the enemy team time to respond. Since Gorge will always expel the consumed Hero directly in front of you, face a corner or dead end so that the enemy Hero has nowhere to flee.

When in a team fight, there are rarely good opportunities to use Gorge, as it is difficult to get within range to Gorge the enemy backline and Gorging a Tank for a few seconds is generally not worth it. However, Gorge can sometimes be used to interrupt channelled abilities, such as Nazeebo's Ravenous Spirit Icon Ravenous Spirit or Valla's Strafe Icon Strafe, and then allow you to bring the consumed Hero back to your team, making for an easy kill. Gorge can also be used when contesting a capture point, as Gorging an enemy Hero will tempoarily remove them from play, allowing you to capture the point. The Level 20 talent, Hungry Hungry Stitches Icon Hungry Hungry Stitches, is extremely powerful, especially versus multiple melee Heroes, and provides a massive late game power spike.

6. Vile Gas (Trait)

Stitches Vile Gas
Vile Gas (D) World of Warcraft Stitches
  • Trait
  • Cooldown: 3 seconds

When damaged, Stitches emits a gas cloud that poisons nearby enemies for 158 (75 + 4% per level) damage over 3 seconds.

Vile Gas Icon Vile Gas causes Stitches to emit a cloud of Vile Gas when damaged, poisoning any enemies who are close enough to Stitches at that moment. The cloud can only pulse out once every 3 seconds. Enemies hit by Vile Gas take damage every second for 3 seconds.

Although it may go unnoticed, Vile Gas accounts for a lot of Stitches' damage. Since Vile Gas deals damage over time, it is important that you are able to stay in a team fight for an extended period of time to deal any significant damage. Vile Gas can be a great tool for waveclearing if you can proc it by having enemy minions attack you.

7. ChangeLog

  • 12 Sep. 2016: Updates following Alarak's Patch.
    • Removed mention of "Relentless" Talent, which has been removed from Stitches.
  • 10 Aug. 2016: Changes following Auriel Patch
    • Pressing the Helping Hand hotkey will now cast a Helping Hand modified Hook instead of toggling the modification on or off.
  • 12 Jul. 2016: Updates following Gul'dan patch.
    • Vile Gas now causes Stitches to pulse an area around him which poisons enemies over 3 seconds. It no longer leaves a lingering cloud of gas on the ground, but Vile Gas' cooldown has been reduced from 4 seconds to 3 seconds.
    • Hook can now target allied Heroes by default, and this functionality may be toggled on or off.
    • Text updated for affected Abilities.
  • 25 Apr. 2016: Updates following author transfer.
    • Updated text for Hook, Slam, Devour, Gorge, and Vile Gas.
  • 07 Sep. 2015: Updates following Lt. Morales patch.
    • Added Gorge information.
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