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Changelog:

  • November 28, 2018 - Created.
  • August 02, 2018 - Azmodan and Raynor updates following their reworks.
  • September 23, 2018 - Murky update following the changes to Fish TankFish Tank.
  • April 29, 2019 - Re-organized the Heroes based on the role rework; added Imperius and updated characters with recent reworks (Stitches and Sylvanas).
  • May 09, 2019 - Put the lists on "spoiler mode" to reduce scrolling; added Chromie following her rework.
  • August 19, 2019 - Added Qhira. Added Tassadar (forgot about him). Updated Chen following his rework.

In the Deckard Cain Meta Tier List made by @Oxygen, @MagikMurlok asked if someone could compile a list of Heroes that have strong self-sustain that can be viable in matches that features no Supports. I decided to help.

I ended making a list of all non-Healer Heroes that have any form of self-healing. Took me around 6 hours to compile every single nook and cranny (with all the revisions and edits), so here it is! I hope this help. Any feedback is welcome.

I've also included a suggested build for each character to use in the event that there is no Healer in the team, aimed at maximizing survivability.

Special thanks to @ExorionAether for the help with talents and Heroes I missed, forgot or did not include originally for other reasons.

Heroes are organized in alphabetical order. Press the "reveal hidden content" button to reveal the lists.

 

MELEE ASSASSINS

Spoiler
  • Alarak (suggested build)
    • Lightning SurgeLightning Surge provides a powerful sustain, which becomes even stronger with the talent Sustaining PowerSustaining Power (1) and Lightning BarrageLightning Barrage (16), with the latter allowing Alarak to cast two Lightning SurgeLightning Surges in succession, thus doubling its effects. 
  • Gazlowe (suggested build)
    • Goblin RepairsGoblin Repairs (1) provides extra passive life regeneration.
  • Illidan (suggested physical build; suggested ability build)
    • Betrayer's ThirstBetrayer's Thirst provides mindless sustain, as you just have hit stuff to get heals.
    • Has access to talents like Thirsting BladeThirsting Blade (7) and Hunter's OnslaughtHunter's Onslaught (7) which further improves his self-healing.
      • Talents that increase the damage of Illidan's Ability Damage will increase the healing from Hunter's OnslaughtHunter's Onslaught, such as Marked for DeathMarked for Death (16)
    • Any talents or buffs that increase his Attack Speed and/or his Basic Attack Damage will improve the performance of Betrayer's ThirstBetrayer's Thirst, such as Unending HatredUnending Hatred (1).
  • Kerrigan (suggested build)
    • Siphoning ImpactSiphoning Impact (1) rewards precise RavageRavage kills with heals.
    • Assimilation MasteryAssimilation Mastery (7) provides extra passive health regeneration.
  • Murky (suggested build)
    • Rejuvenating BubbleRejuvenating Bubble (13) heals Murky whenever he uses Safety BubbleSafety Bubble.
      • This can be further improved by Big Tuna KahunaBig Tuna Kahuna as more health equals to more healing.
    • Fish TankFish Tank (13) heals Murky whenever he deals damage with Basic Attacks and Basic Abilities.
  • Qhira (suggested build)
    • Blood RageBlood Rage provides a very powerful self-sustain based on the number of stacks from the passive "bleed" effect, healing more per stack and Hero.
      • Fatal WoundsFatal Wounds (1) increases the duration of Blood Rage's damage-over-time duration once completed, which translates into more uptime to use the active effect for self-healing.
      • HealmongerHealmonger (7) increases the healing effect against enemies below half health.
  • The Butcher (suggested build)
    • Butcher's BrandButcher's Brand provides a fantastic self-sustain, as long you can hit the Basic Attacks, and its healing becomes stronger the more meat he has.
      • In addition, talents that further increase his Basic Attack and Attack Speed, such as Brutal StrikeBrutal Strike (13), Blood FrenzyBlood Frenzy (16), EnragedEnraged (16) and Nexus BladesNexus Blades (20), will result in a stronger / faster health-per-hit to branded enemies.
    • VictualsVictuals (7) provides a passive heal which is great in maps focused on waveclear, such as Tomb of the Spider Queen. It should be noted that it doesn't work with summoned minions or special minions such as the Zerg Wave from Braxis Holdout.
  • Zeratul (suggested physical build; suggested ability build)
    • Has access to the Mending StrikesMending Strikes (13) talent, meaning that any additional talents or buffs that increase his Attack Speed and Basic Attack Damage will increase this talent's performance.
    • Shadow MendingShadow Mending (20) heals Zeratul when he deals ability damage. Any additional talents or buffs that increase his Ability Damage will improve this talent's performance.

RANGED ASSASSINS

Spoiler
  • Azmodan (suggested build)
    • Cydaea's KissCydaea's Kiss (13) causes All Shall BurnAll Shall Burn to heal if it channels completely.
      • Can be further improved by Sin's GraspSin's Grasp (16), as it increases its range and reduces the cooldown if fully channeled.
  • Cassia (suggested build)
    • Ring of the LeechRing of the Leech (4) provides passive self-healing to Cassia when dealing damage to any opponents inflicted with Blind.
      • Any talent that increases Cassia's damage in general will increase the healing gained from this talent.
    • Plate of the WhalePlate of the Whale (4) provides extra passive life regeneration, as well increasing her maximum health once completed.
  • Chromie (suggested build)
    • Gnome Speed Ahead!Gnome Speed Ahead! (13) provides Chromie with increased health regeneration after casting Sand BlastSand Blast.
  • Falstad (suggested build)
    • Has access to the Hammer GainsHammer Gains (4) talent, meaning that any additional talents or buffs that increase his Attack Speed and Basic Attack Damage will increase this talent's performance.
  • Fenix (suggested build)
    • Fenix is an exception to this list, because while he doesn't feature any talents that replenish his life, his passive Shields from Shield CapacitorShield Capacitor pretty much adds an extra layer of sustain.
      • To avoid confusion, I will not be listing similar talents for non-Support Heroes that have access to shielding (Johanna, Zarya, etc.)
    • Rapid RechargeRapid Recharge (13) and Auxiliary ShieldsAuxiliary Shields (13) can both be counted as a form of improved sustain, as they aid in replenishing his Shields
    • Unconquered SpiritUnconquered Spirit grants him a massive boost of shields.
  • Gul'dan (suggested build)
    • Has excellent self-sustain with Drain LifeDrain Life, which is part of his core gameplay interacting with his ability to sap his life to restore mana through Life TapLife Tap.
    • Has access to talents such as Consume SoulConsume Soul (4) HealthstoneHealthstone (16) which provides extra self-sustain aside from Drain LifeDrain Life.
    • The Drain LifeDrain Life can be picked to increase its performance, but they often have compete with better talents, so I wouldn't recommend them. However they can work really well in a non-Support composition that features a solid frontline.
  • Kael'thas (suggested build)
    • Fel InfusionFel Infusion (1) heals Kael'thas when activating Verdant SpheresVerdant Spheres. Not much healing, but hey, it's something!
  • Kel'Thuzad (suggested build)
    • Phylactery of Kel'ThuzadPhylactery of Kel'Thuzad (4) provides passive heal to all his Ability Damage once it's completed. Not much, but it helps.
  • Li-Ming (suggested build)
    • DominanceDominance (4) heals Li-Ming whenever a nearby enemy Hero is killed, meaning Li-Ming doesn't have to necessarily land the killing blow to enjoy the self-healing.
  • Lunara (suggested build)
    • Siphoning ToxinSiphoning Toxin (4) provides healing as long the enemy has a stack of Nature's ToxinNature's Toxin.
  • Orphea (suggested build)
    • Overflowing ChaosOverflowing Chaos, her trait, heals Orphea through Basic Attacks based on the stacks of Chaos she acquires whenever damaging enemy Heroes with Basic Attacks.
      • Ancestral StrengthAncestral Strength (1) increases Chaos generation against opponents under crowd control effects.
      • Invasive MiasmaInvasive Miasma (13) deals area damage and grants Chaos per enemy Hero hit.
      • Dead MagicDead Magic (16) causes Chaos-infused Basic Attacks to ignore armor, therefore increasing its healing potential.
    • Ravenous HungerRavenous Hunger (7) is a repeatable quest (no cap) that increases ChompChomp's damage in addition to healing Orphea.
      • This synergizes with Lurking TerrorLurking Terror (16), which grants DreadDread a free cast of ChompChomp.
    • DeterminationDetermination (13) causes Shadow WaltzShadow Waltz's dash to grant Orphea Spell Armor, which while active increases her physical damage, therefore also increasing her healing from Overflowing ChaosOverflowing Chaos.
    • Abyssal SymbiosisAbyssal Symbiosis (13) causes ChompChomp to grant maximum stacks of Overflowing ChaosOverflowing Chaos whenever it hits enemy heroes.
    • Bond of AnguishBond of Anguish (16) causes half of the damage from Shadow WaltzShadow Waltz to heal Orphea.
    • Eldritch ConduitEldritch Conduit (20) increases Orphea's Spell Power per Chaos consumed, which in turn increases the healing from both Ravenous HungerRavenous Hunger and Bond of AnguishBond of Anguish.
  • Mephisto (suggested build)
    • Hateful MendingHateful Mending (4) causes a percentage of Skull MissileSkull Missile's damage to heal Mephisto.
      • This synergizes with Unyielding PowerUnyielding Power (1), Malicious IntentMalicious Intent (1), Abhorred SkullAbhorred Skull (13) and Lightning ReactionLightning Reaction (16).
    • SpiteSpite (4) increases the effects of Regeneration Globes.
  • Nazeebo (suggested build)
    • Hexed CrawlersHexed Crawlers (4) causes Corpse SpidersCorpse Spiders to heal Nazeebo.
    • Blood RitualBlood Ritual (4) heal Nazeebo whenever he gains stacks of Voodoo RitualVoodoo Ritual.
    • Both talents above scale progressively as Nazeebo gains more stacks of Voodoo RitualVoodoo Ritual.
  • Raynor (suggested build)
    • Adrenaline RushAdrenaline Rush provides Raynor with a reliable self-sustain, specially since its cooldown is lowered when Raynor hits anything with basic attacks.
      • This effect can be further improved by Give Me More!Give Me More! (16). 
        • Fight or FlightFight or Flight (4) and Fuel The RushFuel The Rush (7) both decrease the cooldown of Adrenaline RushAdrenaline Rush, therefore allowing Raynor to use it more often.
    • Behemoth ArmorBehemoth Armor increases Raynor's maximum health by a flat amount, and is further increased each time he hits enemies with his trait, Give 'Em Some PepperGive 'Em Some Pepper, therefore further improving his sustain.
    • Paint Them RedPaint Them Red (16) causes Penetrating RoundPenetrating Round to heal for the same damage dealt when it hits Heroes.
    • Has access to the Sustaining RoundsSustaining Rounds (4) talent, meaning that any additional talents or buffs that increase his Attack Speed will increase this talent's performance when hitting with his trait, Give 'Em Some PepperGive 'Em Some Pepper.
  • Sgt. Hammer (suggested build)
    • Has access to the Regenerative Bio-SteelRegenerative Bio-Steel (4) talent, meaning that any additional talents or buffs that increase her Attack Speed and Basic Attack Damage will increase this talent's performance while in Siege ModeSiege Mode.
  • Sylvanas (suggested build)
    • Life DrainLife Drain (13) causes Sylvanas to heal whenever she deals damage to enemies with 3 stacks of Banshee's curse.
  • Tracer (suggested build)
    • Is That a Health Pack?!Is That a Health Pack?! (4) increases the healing from Regeneration Globes and Healing Fountains.
    • Has access to the Leeching RoundsLeeching Rounds (13) talent, meaning that any additional talents or buffs that increase her Attack Speed and Basic Attack Damage will increase this talent's performance.
    • Total RecallTotal Recall (20) essentially heals Tracer as it "undoes" the damage she took when using RecallRecall.
      • This effect can be further improved by SlipstreamSlipstream (20).
  • Tychus (suggested build)
    • Has access to the That's the Stuff!That's the Stuff! (13) talent, meaning that any additional talents or buffs that increase his Attack Speed will increase this talent's performance, such as In the RhythmIn the Rhythm (4).
  • Valla (suggested physical build; suggested ability build)
    • Has access to the Tempered by DisciplineTempered by Discipline (13) talent, meaning that any additional talents or buffs that increase her Attack Speed and Basic Attack Damage will increase this talent's performance. The downside is that she needs to be at maximum stacks of HatredHatred to gain this effect.
    • Siphoning ArrowSiphoning Arrow (13) provides a life-leech effect to Hungering ArrowHungering Arrow.
  • Zul'jin (suggested physical build; suggested ability build)
    • RegenerationRegeneration restore health, but any damage will interrupt it, unless you pick Forest MedicineForest Medicine (20).
      • Troll's BloodTroll's Blood (4) further improve its healing.
    • Amani ResilienceAmani Resilience and BuzzsawBuzzsaw, both level 20 talents, provides healing effects to Taz'dingo!Taz'dingo! and GuillotineGuillotine, respectively.
  • Zagara (suggested build)
    • Nydus NetworkNydus Network heals Zagara as long she is inside it.
    • Hydralisk TransfusionHydralisk Transfusion (13) heals Zagara as long Hunter KillerHunter Killer deals damage to enemy Heroes.
      • This talent does NOT benefit from Corrosive SalivaCorrosive Saliva (16) bonus damage or the bouncing attacks from MutaliskMutalisk (16).

BRUISERS

Spoiler
  • Chen (suggested build)
    • StaggerStagger greatly increases Chen's survivability by negating damage and slowly dealing part of it over time.
    • Storm, Earth, FireStorm, Earth, Fire essentially provides Chen with three extra healthbars that can save him when nearly dying.
    • Freshest IngredientsFreshest Ingredients (1) provides increased duration to regeneration globes.
    • Stormstout Secret RecipeStormstout Secret Recipe (1) provides heals Chen whenever he deals damage to Heroes with his Basic Abilities.
    • Brewmaster's BalanceBrewmaster's Balance (7) provides Chen with extra life-regeneration when his Brew is above half.
    • Energizing BrewEnergizing Brew (20) increases Chen's maximum health for 30 seconds after he channels Fortifying BrewFortifying Brew for its full duration.
  • Dehaka (suggested build)
    • Absurdly strong self-sustain through Essence CollectionEssence Collection and AdaptationAdaptation.
      • Tissue RegenerationTissue Regeneration (1) provides more essence, which translates in more healing. It also adds passive extra life regeneration.
      • One-Who-CollectsOne-Who-Collects (4) and Hero StalkerHero Stalker (4) both provide additional means of getting essence, therefore allowing Dehaka to self-sustain himself faster.
      • Essence ClawsEssence Claws (20) provides additional essence as long Dehaka Basic Attacks Heroes.
        • Buffs that increases his Attack Speed further improve his essence gathering.
      • Change Is SurvivalChange Is Survival (20) further boosts the healing from AdaptationAdaptation.
  • Imperius (suggested build)
    • Molten ArmorMolten Armor provides Imperius with a solid self sustain.
      • Unshakable FaithUnshakable Faith (4) gives Imperius a soft-cleanse, as well healing him instantly when those negative status are removed.
      • Divine RageDivine Rage (13) reduces its cooldown when it hits an enemy Hero, allowing to increase its uptime.
      • Heat of BattleHeat of Battle (13) increases the healing of Molten Armor when Imperius is below half health.
      • Sovereign ArmorSovereign Armor (16) provides Imperius with armor, thus making his self-sustain more effective.
    • Battle HungerBattle Hunger (4) heals Imperius when he consumes Valorous BrandValorous Brand stacks.
  • Leoric (suggested physical build; suggested ability build)
    • Very strong self-healing through Drain HopeDrain Hope, specially against opponents with low movement options.
      • This healing can be further improved through Willing VesselWilling Vessel (7).
    • March of the Black KingMarch of the Black King heals Leoric per Hero hit.
    • Ossein RenewalOssein Renewal (1) provides an Active Ability similarly to Johanna Laws of HopeLaws of Hope, but on a higher cooldown (however this can recharge faster by picking Regeneration Globes).
    • Consume VitalityConsume Vitality (1) heals Leoric whenever he hits Heroes with Skeletal SwingSkeletal Swing.
    • Fealty Unto DeathFealty Unto Death (1) passively heals Leoric whenever minions die nearby him (either friendly or enemy).
    • Spectral LeechSpectral Leech (13) provides passive healing as long Leoric Basic Attacks an enemy Hero.
      • This can be further improved by Mithril MaceMithril Mace (16), specially once completed.
  • Malthael (suggested build)
    • Fantastic self-sustain through Soul RipSoul Rip as long enemies are affected by Reaper's MarkReaper's Mark (which is not hard to do since his Basic Attacks cleave to inflict opponents with this debuff)
      • Soul CollectorSoul Collector (13) further improve its healing.
    • Angel of DeathAngel of Death (20) provides a powerful healing effect to Last RitesLast Rites.
  • Ragnaros (suggested build)
    • Empower SulfurasEmpower Sulfuras is a powerful area heal as long you hit as many enemies as possible. This becomes even stronger by taking related talents, such as Sulfuras HungersSulfuras Hungers (1) and Cauterize WoundsCauterize Wounds (13).
    • Catching FireCatching Fire (4) provides extra passive life regeneration.
    • SubmergeSubmerge (20) puts Ragnaros in stasis and heals him.
  • Rexxar (suggested build)
    • Hungry BearHungry Bear (4) provides life-leech to Misha.
    • Hunter-GathererHunter-Gatherer (4) provides extra passive life regeneration to Rexxar.
    • Animal HusbandryAnimal Husbandry (4) essentially allows Rexxar and Misha to reach infinite health points as long Rexxar remains alive.
    • Spirit BondSpirit Bond (20) provides Bestial WrathBestial Wrath with a life-leeching effect where Misha's Basic Attacks heals Rexxar.
  • Sonya (suggested physical build; suggested ability build
    • Very strong self-sustain through WhirlwindWhirlwind.
      • This can be further improved by Life FunnelLife Funnel (7) and Wrath of the BerserkerWrath of the Berserker (as more damage equals to more healing).
    • Has access to the War PaintWar Paint (1) talent, meaning that any additional talents or buffs that increase her Attack Speed and Basic Attack Damage will increase this talent's performance.
    • Battle RageBattle Rage (7) provides an Active Ability that heals Sonya.
  • Thrall (suggested build)
    • Frostwolf ResilienceFrostwolf Resilience provides a strong self-sustain as long Thrall hits opponents with abilities. Just don't spam because Thrall is one of those Heroes that goes mana hungry very very fast.
      • Talents that improve his generation of Frostwolf ResilienceFrostwolf Resilience stacks include Feral ResilienceFeral Resilience (4), Grace Of AirGrace Of Air (13), Tempest FuryTempest Fury (16) and Wind RushWind Rush (20).
      • Frostwolf's GraceFrostwolf's Grace (13) provides an extra healing cooldown.
    • Rolling ThunderRolling Thunder (1) provides additional sustain by allowing Thrall to heal through Basic Attacks after using Chain LightningChain Lightning.
    • Ancestral WrathAncestral Wrath (7) is a bit of a complex talent as you have to keep track of your Frostwolf ResilienceFrostwolf Resilience stacks, but provide an instant targeted damage which heals, which is great.
  • Varian (suggested Protection build; suggested Arms build; suggested Fury build)
    • Lion's FangLion's Fang naturally heals Varian whenever he hits any opponent (including minions).
      • Can be further improved by LionheartLionheart (7).
    • Second WindSecond Wind (7) and Victory RushVictory Rush (7) both provide passive healing as long Varian Basic Attacks anything, with the latter healing for a huge amount, but having a cooldown.
      • Second WindSecond Wind is improved by High King's QuestHigh King's Quest (1) and all of Varian's passive effects of his Heroic Abilities.
    • Glory to the AllianceGlory to the Alliance (20) causes banners to increase all healing effects, which includes all the aforementioned talents and abilities above that provide Varian with self-healing.
  • Yrel
    • VindicationVindication deals damage and heals Yrel in return.
      • Light of KaraborLight of Karabor (1) increases VindicationVindication radius, as well bonus healing per enemy Hero hit.
    • Ardent DefenderArdent Defender heals Yrel for half of the damage absorbed.
      • Word of GloryWord of Glory (20) causes Ardent Defender to heal all nearby allies for the damage Yrel absorbed.
    • Maraad's InsightMaraad's Insight (1) causes Yrel's next Basic Attack to heal whenever she uses a Basic Ability.
    • Gift of the NaaruGift of the Naaru (4) causes Divine Purpose to heal an ally nearby Yrel.
  • Xul (suggested physical build; suggested Skeleton build)
    • Harvest VitalityHarvest Vitality (7) causes Cursed StrikesCursed Strikes to heal Xul whener it hits enemy Heroes.
      • This can be further improved through Grim ScytheGrim Scythe (4) and Rapid HarvestRapid Harvest (13) or ExecutionerExecutioner (13).
    • Trag'Oul's EssenceTrag'Oul's Essence (7) causes Skeleton Warriors to heal Xul whenever they deal damage.
    • Andariel's VisageAndariel's Visage (20) causes Poison NovaPoison Nova to heal Xul for half the damage dealt.

TANKS

Spoiler
  • Anub'arak (suggested build; suggested scarab build)
    • Regeneration MasterRegeneration Master (1) provides extra passive life regeneration, as well increased health once completed.
    • Decent life-leech with Locust SwarmLocust Swarm, with Hive MasterHive Master (20) providing a passive life-leech effect.
    • Leeching ScarabsLeeching Scarabs (7) provides self-healing as long his Scarabs deal damage. There is an entire build dedicated to that talent, but it's pretty shitty now (used to be very OP before his rework).
  • Arthas (suggested physical build; suggested ability build)
    • Death CoilDeath Coil can be used on Arthas to heal himself.
      • Immortal CoilImmortal Coil (7) and Embrace DeathEmbrace Death further increase its self-healing performance.
    • Army of the DeadArmy of the Dead provides a reliable self-heal by sacrificing Ghouls, which becomes further stronger with Legion of NorthrendLegion of Northrend (20).
    • Rune TapRune Tap provides a passive life-leech, which can become quite strong when combined with Icy TalonsIcy Talons (4).
    • Anti-Magic ShellAnti-Magic Shell (20) heals Arthas for a small ammount of the damage absorbed.
  • Blaze (suggested build)
    • Oil SpillOil Spill + Flame StreamFlame Stream provides with one of the strongest self-sustains in the game.
    • Grill and KillGrill and Kill (7) further increase its effects by extending the duration once completed.
    • Heat TreatmentHeat Treatment (16) is surprisingly strong, specially since it PyromaniaPyromania provides armor, and the heals are gained when hitting any type of enemy (including minions).
  • Cho (suggested build; suggested Gall build)
    • Consuming BlazeConsuming Blaze provides a fantastic self-sustain, with two related talents at level 1 that provide strong effects, being Consuming FireConsuming Fire and Fuel for the FlameFuel for the Flame.
    • Surging DashSurging Dash (16) heals Cho'gall as long Surging FistSurging Fist is being channelled.
  • Diablo (suggested physical build; suggested ability build)
    • Diablo by default has a powerful self-sustain as his health progressively increases as he gathers souls for Black SoulstoneBlack Soulstone.
    • After his rework, Diablo has gained a very strong self-sustain, with Fire StompFire Stomp now being a skillshot and healing per enemy hit, with more healing when the flames come back at Diablo.
      • Souls to the FlameSouls to the Flame (4) increases the healing effect, while HellfireHellfire (13) increases spellpower per enemy hit (which translates in more healing).
      • Eternal FlamesEternal Flames (7) reset the cooldown of Fire StompFire Stomp whenever Diablo stuns a Hero with Shadow ChargeShadow Charge (meaning hitting the enemy against a wall) or OverpowerOverpower.
    • Life LeechLife Leech (4) provides passive healing as long Diablo Basic Attacks an enemy Hero.
      • This can be further improved through CrueltyCruelty (13), which increases his attack speed, translating in more heal-per-hit.
    • Feast on FearFeast on Fear (1) heals Diablo whenever he stuns opponents with Shadow ChargeShadow Charge or OverpowerOverpower. This effect stacks.
      • DominationDomination (16) resets the cooldown of Shadow ChargeShadow Charge whenever Diablo uses OverpowerOverpower, thus triggering Feast on FearFeast on Fear an additional time if Diablo hits the opponent against a wall.
      • Overpowering NightmareOverpowering Nightmare grants 2 additional charges of OverpowerOverpower, meaning more triggers of Feast on FearFeast on Fear.
    • Devil's DueDevil's Due (1) provides Diablo with one of the strongest self-healings in the game. Since Regeneration Globes become neutral after 3 seconds and can be claimed by either team, this essentially doubles his self-sustain (including mana regeneration).
    • Lord of TerrorLord of Terror siphons the life of nearby Heroes, which can heal Diablo for a lot if he is surrounded by enemies.
  • ETC (suggested physical build; suggested ability build)
    • Guitar SoloGuitar Solo is a reliable self-sustain ability on low cooldown.
      • Can be further improved by Guitar HeroGuitar Hero (1) and Prog RockProg Rock (1).
        • Hammer-onHammer-on (7) has good synergy with Guitar HeroGuitar Hero.
  • Garrosh (suggested build)
    • BloodthirstBloodthirst provides Garrosh with a very strong self-sustain, specially when combined with his natural resilience from Armor UpArmor Up.
      • In For the KillIn For the Kill (4) provides Garrosh with lots of sustain in the laning phase and while killing minions because of the resets and mana refund.
      • This can be further improved by BloodcrazeBloodcraze (13). 
  • Johanna (suggested build)
    • Laws of HopeLaws of Hope provides an Active Ability that can save Johanna from some nasty situations.
    • Holy RenewalHoly Renewal can heal for quite a lot if Johanna manages to hit 3 Heroes or more.
  • Mal'ganis (suggested build)
    • Passive healing from Vampiric TouchVampiric Touch, his trait, which grants Mal'ganis one of the best self-sustains in the entire game.
      • Vampiric AuraVampiric Aura (1) provides further bonus healing, as well granting nearby allies with life-leech as well.
      • Time to FeedTime to Feed (1) provides an extra layer of bonus healing whenever Mal'ganis deals damage to enemy Heroes.
    • Fueled by TormentFueled by Torment (4) causes Mal'ganis to be healed after taking damage while Necrotic EmbraceNecrotic Embrace is active, and also increases the effects of Vampiric TouchVampiric Touch.
    • Black ClawsBlack Claws (7) causes Mal'ganis to get extra healing from his next Basic Attack after hitting an enemy Hero with Fel ClawsFel Claws.
    • Will of TichondriusWill of Tichondrius (7) causes Fel Claws (Third Strike)Fel Claws (Third Strike) to heal percentage damage based on the enemy's maximum health.
    • Carrion SwarmCarrion Swarm (10) renders Mal'ganis invulnerable, while damaging opponents and healing him.
    • Dark ConversionDark Conversion (10) swaps Mal'ganis and the enemy target health percentage.
    • Frenzied AssaultFrenzied Assault (16) increases Mal'ganis attack speed whenever he Basic Attack an enemy with higher health percentage, which increases the effectiveness of Vampiric TouchVampiric Touch.
    • Blind as a BatBlind as a Bat (16) temporarily removes the cooldown from Fel ClawsFel Claws, which increases the effectiveness of Vampiric TouchVampiric Touch.
    • Vanquish the WeakVanquish the Weak (20) causes Fel ClawsFel Claws and Basic Attacks to slow enemy Heroes, while increasing the effects of Vampiric TouchVampiric Touch against slowed Heroes.
  • Muradin (suggested build)
    • Very powerful out of combat healing thanks to Second WindSecond Wind.
      • This can be further improved through Third WindThird Wind (1) and StoneformStoneform (16), with the later allowing Muradin to activate his trait to gain healing effects in-battle.
    • AvatarAvatar, in a sense, can be considered a healing ability as it increases Muradin maximum health for a limited time.
    • Healing StaticHealing Static (13) provides a healing effect to Thunder ClapThunder Clap as long it hits Heroes.
  • Stitches (suggested basic attack build; suggested hybrid build)
    • DevourDevour is a very powerful self-sustain ability.
      • Savor the FlavorSavor the Flavor (1) permanently increases Stitches health regeneration when he uses DevourDevour on enemy Heroes.
      • Hungry for MoreHungry for More (1) increases Stitches' maximum health as he gathers Regeneration Globes, therefore increasing the healing from DevourDevour.
      • Second HelpingSecond Helping (20) gives Stitches a second charge of Devour.
    • Patchwork CreationPatchwork Creation (1) increases all healing done to and by Stitches by 15%. In addition, it also heals Stitches whenever a minion and/or enemy Hero dies.
    • BlightBlight (7) causes Vile GasVile Gas to heal Stitches.
      • This can be further improved by LacerateLacerate, which causes SlamSlam to apply Vile Gas, thus increasing its spread, and subsequently, healing.
    • CannibalizeCannibalize (7) provides passive healing as long Stitches Basic Attacks an enemy Hero.
      • This effect becomes even stronger with Hungry for MoreHungry for More (1), as more health equals to more healing.
      • This effect becomes more efficient with Chop ChopChop Chop (4), as it increases Stitches attack speed whenever he hits an enemy Hero with SlamSlam, thus providing faster healing.
    • Meat HookMeat Hook (16) heals Stitches whenever he hits an enemy Hero with HookHook.
  • Tyrael (suggested build)
    • Ardent RestorationArdent Restoration (1) provides Tyrael with passive healing as long he deals any form of damage to enemy Heroes.
    • Divine VigorDivine Vigor (4) allows Tyrael's Basic Attacks to heal him after he hits enemies with SmiteSmite.
      • It synergises well with Purge EvilPurge Evil (7), Smite the WickedSmite the Wicked (16) and Seal of El'DruinSeal of El'Druin (20), as they all improve Tyrael's Basic Attacks, therefore increasing the healing gained.

SUPPORTS

Spoiler
  • Abathur (suggested build)
    • Abathur is an exception to this list as he cannot self heal with his related talents below, since he cannot use SymbioteSymbiote on himself.
    • Regenerative MicrobesRegenerative Microbes (1) causes the SymbioteSymbiote's CarapaceCarapace to heal the host.
    • Soma TransferenceSoma Transference (13) causes the SymbioteSymbiote's Spike BurstSpike Burst to heal the host when hitting enemy Heroes.
  • Medivh (suggested build)
    • Force of WillForce of Will heals damage absorbed.
      • This can be further improved by Circle of ProtectionCircle of Protection (13) or ReabsorptionReabsorption (13).
    • Raven's IntellectRaven's Intellect (1) provides extra passive life regeneration.
  • Tassadar (suggested build)
    • Plasma ShieldPlasma Shield heals the affected targeted when they deal Basic Attack damage.
      • Khaydarin ResonanceKhaydarin Resonance (1) increases the shield ammount once completed, meaning more uptime for the life-steal heals.
      • Khala's EmbraceKhala's Embrace (4) increases the ammount of life-steal per Basic Attack while shielded.
      • Shield BatteryShield Battery (20) gives Plasma ShieldPlasma Shield to nearby allies.
  • The Lost Vikings (suggested build)
    • Has access to the Pain Don't HurtPain Don't Hurt (4) talent, meaning that any additional talents or buffs that increase Baleog Attack Speed and Basic Attack Damage will increase this talent's performance.
    • Erik the SwiftErik the Swift heals Erik as long he is moving.
    • Play Again!Play Again! fully heals the Vikings.

TOP 10 BEST PUBSTOMPERS WITHOUT HEALER AID

  1. Fenix: as long his Shield doesn't drop completely, he has one of the most powerful lane presences in the game, essentially having two healthbars. And if losing his Shields he can simply retreat and let them replenish again. Just be careful with hard engages, stuns and damage-over-time (as each tick will put Shield CapacitorShield Capacitor on cooldown).
  2. Malthael: ridiculous sustain that allows him to 1v2 or even 1v3 under the right circumstances. Make sure to hit as many opponents as possible with Basic Attacks to maximize his sustain.
  3. Dehaka: incredibly sticky and slippery, with a global presence that allows him to engage and disengage at ease. His trait combined with AdaptationAdaptation makes him really hard to kill.
  4. Blaze: powerful lane presence and one of the best self-sustains in the entire game.
  5. Diablo: his recent rework made him absurdly resilient, with a self-sustain that can surpass Blaze's under the right circumstances.
  6. Sonya: still one of the strongest solo laners in the game, with reliable self-sustain, great damage overall, and strong engage potential.
  7. The Butcher: with a high risk, high reward gameplay style, he can become unkillable, but requires a really strong frontline to keep him well protected, as well at least one backline Hero that can harass enemies at long range.
  8. Medivh: with a very versatile kit, he can provide damage, mobility, vision, crowd-control and most importantly, damage immunity and healing. ANY team without a Healer greatly benefits from Medivh.
  9. Thrall: very strong on really long matches, as his most powerful quest talents require a lot of farming. At the endgame he deal eye-watering damage while healing for huge chunks of health.
  10. Illidan: with his passive healing, he is a no-brainer. He can easily harass the backline and disengage, forcing the enemy team to waste cooldowns and allow the allied team to retaliate.

THE TOP 5 BEST SELF-SUSTAIN TEAM COMBINATIONS

  1. Stitches, Sonya, Kel'Thuzad, Kael'thas, Medivh.
  2. Garrosh, Stitches, The Butcher, Kel'Thuzad, Medivh.
  3. ETC, Blaze, Fenix, Kel'Thuzad, Medivh.
  4. Johanna, Cassia, Raynor, Fenix, Medivh.
  5. Johanna, Blaze, Sgt. Hammer, Li-Ming, Medivh.
Edited by Valhalen
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4 hours ago, MagikMurlok said:

Varian with twin swords and second wind has absolutely stupid healing.

Yeah, in QM where there is often no healer, I pretty much always go twin blades (if we don't already have another tank). It's so powerful, but counterable by hard CC like stuns.

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9 hours ago, XeaKon said:

Murky has fish tank as sustain now instead of armor.

Oh and Stitches has Savour the flavour.

Thanks! Fixed it!

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8 hours ago, XeaKon said:

Will this list be updated with Mal'ganis,Orphea and Mephisto ?

Thanks for reminding me! Updated the list.

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Update: re-organized Heroes based on the role rework. Added Imperius and updated characters with recent reworks (Stitches, Sylvanas).

Edited by Valhalen
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      _________________________________________________________________
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    • By CaperfinWoW
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                          - Major Rejuvenation Potion is the highest threat generator when it comes to regenerative items but it can be expensive.
                          - Major Healthstone is given to us by a warlock.
                          - Demonic Rune converts health into mana.
                          - Dark Rune nearly identical to the previous, however, this item can be traded between characters and bought on the Auction House.
                          - Night Dragon's Breath takes care of mana & health. Very easy to acquire so get a large amount and place them in the bank.
                          - Whipper Root Tuber it only grants health.
                          - Major Mana Potion grants a good chunk of mana and drops throughout the world quite often.
                          - Lily Root is created from a neck item and saves on time, money, etc… (the single root will disappear after 1hr.)
                          - Major Healing Potion is last because the amount ratio of granted health is on a large spectrum and random.
                          - Crystal Restore doesn't generate much threat, but it can be casted onto you by an ally. (this triggers the pot CD for ced ally) 
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      Thorns and similar reflective effects to put it simply are passive buffs that deal damage to attacker when hit. Contrary to popular belief as well as many tooltips, reflective buffs will only damage the attacker if they strike you with in melee range. Although, it provides the lowest amount of threat in our toolkit it is still note worthy. Typically, these buffs are great against multiple mobs however they still maintain some relevancy in single target scenarios, especially versus bosses with high attack speeds. There is no reason to not have the majority of them. All the buffs below stack with each other. Mana and healing over time potions do not generate threat.  In order of threat:                   - Thorns is the highest and originates from druids & its damage is amplified with a druid tier set bonus & a talent in the balance tree.
                        - Fire Shield is second and is casted by a warlock's imp and improved by a warlock talent in the demonology tree.
                        - Crystal Spire is an item any class can cast on you and should be accumulated and stored in the bank for later use.
                        - Razorhide originates from completing a repeatable quest in the Barrens from the NPC, Mangletooth a caged quillboar.
                        - Static Barrier is gained from using the head item: Electromagnetic Gigaflux Reactivator. The effect will stay even while unequipped.
       
      Threat Diminishers
      Aggro and threat from teammates is another daunting obstacle to tackle with. Conveniently, there are ways for heavy hitting classes to reduce their threat. To begin with, ranged classes are highly adored because if they were to mistakenly get aggro, they are likely at that sweet 30-40yrd range, so it's easier to supervise. Also characters standing out of the 30-40yrd range will not draw aggro until they exceed the threat level of the mob's current target by 30% as opposed to 10% for melee classes. Here are a few examples of diminishers or dumps in no particular order:
      Rogue reduce their threat w/Feint & flat our wipe threat w/Vanish. It might disrupt their rotation but it's appreciated. Mage who have taken the talent: Frost Channeling or the talent Burning Soul is their overall way to reduce threat. Druid who are mainly spending time in cat form have Cower & healing druids can obtain Subtlety through talents. Priest have two of the easiest threat reducers to acquire, within the discipline talent Silent Resolve and the spell Fade Shaman within the restoration talent tree can obtain: Healing Grace & casting the basic spell: Tranquil Air Totem. Additionally, there are some threat reducing items that drop in the latter portion of raiding content that are used in raids to combat the threat produced. This is good news because serious petal to the metal fury warriors generate a tremendous amount of threat. So we are grateful for the melee trinket Fetish of the Sand Reaver and the caster trinket Eye of Diminution used by fire mages and destruction warlocks. Advise your high dpser's to keep an eye out for these items. Also, an honorable mention should be made for the potion Limited Invulnerability Potion and its aggro reassignment effect as well as its halt on additional threat. All that was mentioned is also useful for bosses that reset threat globally due to a unique boss mechanic, a timely potion pop from teammates can help you quickly establish threat. There are some servers, where Flask of Petrification not only removes aggro but the debuff/buff it places can be clickable-off but these instances are rare and its unclear if that was the item's original intention. This guide will continue without considering this item as a key component to tanking.

      Rotations
      First, on the list is a simple rotation and we’ll be presuming the enemy is a simple tank-spank and has very minimal or no nature resistance allowing our totemic friend to freely cause havoc unhindered. For the time being we are sticking with a basic rotation. A more complex rotation will be addressed later on as well as a solution to completely nature immune targets. The following rotation is split into several sections to better highlight the course of action.
      Pre-pull: Begin by casting Lightning Shield Rank7. Next, make sure before pulling the mob all possible buffs are present on you and on their maximum duration. Refer to the section Buffs for suggestions. Next, position the appropriate totems on the ground. Lastly, if it hasn't been done yet, install the addon: KTM Threat, which displays the list of members and the amount of threat they each deal. I can't stress how much a scenario can go from peaceful to chaotic in the blink of an eye, so watch KTM at all times. At any moment, you need to be confident of the fitting Earth Shock rank to use, healers will be especially grateful. Pulling: Face the boss and cast a Rank10 Lightning Shield or Rank4 Chain Lightning and follow it up with a Rank7 Earth Shock. Bearing everything goes smoothly, proceed with a Rank5 Earth Shock and turn the boss away from the group. If the enemy suddenly targets a raid member or drops aggro due to a unique mechanic, lob a Rank7 Earth Shock to effectively redirect the boss to you, if engineering was chosen the next action is to throw a Goblin Sapper Charge. For foreseeable threat problems refer to the previous topic Threat Management. Secondly, is a rotation that deals with some bosses who are completely immune to nature. However, we can rectify this problem by replacing instances of nature damage with Frost Shock or Flame Shock. Because we lost the ability to use a massive threat inducing ability, we must cater to increasing the damage of Frost Shock/Flame Shock as much as possible. This means making sure debuffs, such as: Winter's chill are present. Funnily, enough Flame Shock can come very close to the threat produced by our lost brother, Earth Shock. This is possible with a near constant uptime of the debuff: Flame Buffet by fellow teammates among many other fire related debuffs.
      Thirdly is a rotation and as promised a more complex rotation against non-resistant nature targets, this rotation yields unbelievable results but requires good gear, buffs, etc... Only experienced shaman tanks should consider the following:
      Pre-pull: Equip spell damage gear and cast Rank7 Lightning Shield and drink mana. Equip 3 pieces of Stormcaller's Garb Equip the Augur's Regalia set. Place a Mana Spring Totem (it gives threat to you) Activate Oil of immolation. Place a Stoneclaw Totem in front of you and back up 25-30yrds. (This totem will later on make the boss stop for 0.5 seconds or boss will attack totem) Use Unconscious Dig Rat and cast Rank1 Lightning Bolt on the rat to proc the nature effect or try and get Flurry and Elemental Devastation instead, your choice. (a mage can polymorph the rat, until it triggers.) Pulling: Cast Rank10 Lightning Bolt While the bolt travels, equip tanking gear. Cast R6 Lesser Healing Wave twice on a warlock that has recently life-tapped. Cast R4 Chain Lightning, immediately after cast R7 Earth Shock. Activate Juju Flurry and Juju Escape, if the situation is ideal. Repeat max rank Earth Shock until boss is dead. Buffs
      As you probably know a character can have a theoretical cap of 32 beneficial buffs. The limit may differ from server to server or what is acknowledged as a buff. Prioritize collecting survival buffs before acquiring damage buffs, Agility for example has the added byproduct of helping with survival and threat. Disclaimer: because of the nature and duties of an OT, less damage is taken, therefore, it is not 100% necessary to aim for survival buffs. Also, some buffs are unobtainable due to certain patch restrictions or unable to stack with others. On a side note, I suggest installing NirkBuffRemover/NBR to help with overall buff management and ease of mind. Down below is a table of relevant buffs, separated into sub groups to better highlight their usefulness. Resistance buffs/totems are disregarded.
            Threat Increasing Buffs
      Rallying Cry of the Dragonslayer: +140 Attack power, +10% spell crit & +5% melee. Fengus' Ferocity: +200 Attack power Trueshot Aura: +50 Attack Power. Battle Shout: +185 Attack power for 2 min. (increased by warrior talent & T2 warrior set equipped before casting) Juju Might: +40 Attack power.   
      Sayge's Dark Fortune of Agility: +10% Agility or +10% damage. (A damage version of this buff also exists) Ground Scorpok Assay: +25 Agility. Elixir of the Mongoose: +25 Agility, +2% Melee Crit. (the agi won't stack w/Agamaggan's Agilitiy but the crit will) Agamaggan's Agility: +10 Agility for 30min. Grace of Air Totem: +77 Agility (effect is increased through a shaman talent) Call of the Raptor: +12 Agility for 30min. (non-repeatable quest reward item) Grilled Squid: +10 Agility for 10min. (does not stack with other food buffs)  
      Strength of Earth Totem: +77 Strength. (effect is increased through a shaman talent) Agamaggan's Strength: +10 Strength for 30 min.  
      Atiesh, Greatstaff of the Guardian: +2% spell crit to all party members within 30 yards. (Can't stack with Moonkin Form) Slip'kik's Savvy: +3% Spell Crit. Moonkin Form: +3% Spell Crit.   Wisdom of Agamaggan: +10 Intellect for 30 min. Headmaster's Charge: +20 Intellect. Arcane Intellect: +31 Intellect.  
      Gnomish Battle Chicken: +5% Attack Speed for 4 min. Warchief's Blessing: +15% Melee Haste, +300 Hp, 10 mana regen every 5 seconds. Fist of Shahram: Grants 25% haste to the party for 8 sec. Juju Flurry: +3% Attack Speed for 20 sec. Swift Wind: +40% run speed & +30% attack speed for 1 hr. (Only receivable upon completing the Call of Air shaman quest)  
      Mana Spring Totem: +10 mana every 2 sec. Mageblood Potion: +12 mana per 5 sec. Innervate: Increases Mana regen by 400% for 20 sec.  
      Oil of Immolation: Deals 50 Fire dmg to target within 5yds every 3 sec for 15 sec. Lightning Shield: Deals 226 Nature dmg to melee attackers until 3 charges are struck off by the enemy. Static Barrier: Deals 5 Nature dmg to melee attackers. Crystal Spire: Deals 12 Nature dmg to melee attackers. (the quest is repeatable and any class can cast this) Fire Shield: Deals 13 Fire dmg to melee attackers. Thorns: Deals 18 Nature dmg to melee attackers.(32 dmg talented + tier set)  
      Flask of Supreme Power: +150 damage done by magical spells & effects for 2 hr. Only 1 flask can be active at a time. Greater Arcane Elixir: +20 dmg dealt from spells & abilities. Traces of Silithyst: +5% dmg to melee, range and spell damage dealt. Power Infusion: The target receives +20% spell damage & healing for 15 sec.  
      Songflower Serenade: Increases a melee, ranged, or spell to crit by 5%, +15 all stats. Mark of the Chosen: 2% chance when struck in combat of increasing all stats by 25 for 1 min. Spirit of Zandalar: +10 move speed, +15 all stats. Mark of the Wild: +384 armor, +162 all attributes,+270 all resistance.  
      Elixir of Greater Firepower: Increases spell fire damage by up to 40 for 30 min.  Blessing of Blackfathom: Increases intellect and spirit by 5 and frost damage done by 15. Elixir of Frost Power: Increases spell frost damage by up to 15 for 30 min.  
      Dragonbreath Chili: Often deals ~68 dmg at targets in melee. (scales w/spell damage) (can't stack with other food buffs). Here is a screenshot of common threat dealing buffs. With the Threat Increasing buffs out of the way, lets proceed to look at buffs that increase our chances of surviving a fight. Although, there is no strict order, you should still prioritize getting world buffs before obtaining other buffs. In the scenario some of the following buffs are not obtainable for whatever reason, they will be separated into categories to provide alternative solutions.
            Survival Increasing Buffs
      Sayge's Dark Fortune of Stamina: +10% Stamina or +10% Armor. (A armor version of this buff also exists) Dirge's Kickin' Chimaerok Chops: +25 Stamina. (does not stack with other food buffs) Rumsey Rum Black Label: +15 Stamina. Power Word: Fortitude (Priest): +54 Stamina. Mol'dar's Moxie: +15% Stamina overall. Spirit of Zanza: +50 Stamina, +50 spirit. Admiral's Hat: +10 Stamina (must be applied by group member & then they logout) Blood Pact: +42 Stamina (the amount of stamina can be increased through a warlock talent)  
      Flask of the Titans: +1200 Hp. Elixir of Fortitude: +120 Hp. Regrowth Dreamwalker Raiment tier set bonus 6/6 (Druid): Increase max hp of target by 50, stacks 7 times.  
      The Lion Horn of Stormwind: When hit has a 1% chance of increasing the party's armor by +250. (2 can be equipped) Greater Stoneshield Potion: +2000 Armor for 2min. Elixir of Superior Defense: +450 Armor. Crystal Ward (allies can also cast): +200 Armor. Inspiration (Priest): Increases armor by 25% for 15 sec. (might not stack with Razorhide buff).  
      Power Word: Shield: Absorb 1105 dmg for 30 sec. When active, casting isn't interrupted by dmg... Scarab Brooch: Heals give a shield absorbing dmg equal to 15% of the amount healed for 30 sec. (can be item swapped) Greater Heal Vestments of Faith tier set bonus 4/4 (Priest): On critical hits, cast shield absorbing 500 damage.  
      Bloodkelp Elixir of Dodging: +3% dodge for 30 min. Juju Escape: +5% Dodge for 10 sec.  
      Healing Stream Totem (Shaman): Place a totem for 1 min healing group members within 20 yards for 14 every 2 sec. Greater Heal Renew Vestments of Transcendence tier set bonus. GH is now a Hot & equivalent to a rank5 Renew. Rejuvenation (Druid): Heal for 888 over 12 sec. Regrowth (Druid): Heal for 1064 over 21 sec. Renew (Priest): Heal for 970 damage over 15 sec.  
      Stoneskin Totem: Reduce melee damage taken by 30. (effect is increased through a shaman talent). Dampen Magic (Mage): Decreases damage from spells by 135 & healing spells by 270.  Amplify Magic: Increase dmg taken from spells by 112 & healing spells by up to 225.  
      Mind Control Buffs
      I wouldn't be thorough if I didn't mention the wonderful world of Mind Control buffing. It is possible for an alliance priest to use their basic shadow spell: Mind Control or someone with the engineering to create and use the head slot item Gnomish Mind Control Cap against players of the opposing faction. For that duration the mind controlled Horde character is now considered an Alliance player. This allows the character to receive buffs from paladins. In the many guild raids I’ve taken part, we'd have 2-3 players log onto to their lvl 60 pallies and level 60 priests and stationed themselves near the raid entrance or zone for mind control buffing. Before undertaking this endeavor, be sure that the server allows for the Mind Control possibility and find out its exact limits. Tip: Try and get Fear Ward from a dwarf priest and if survivability is not and issue get Curse of Recklessness from a horde warlock as well.
      Greater Blessing of Sanctuary: Reduce dmg from all sources by 24. If you block a melee attack the attacker takes 35 Holy dmg.  Greater Blessing of Salvation: Reducing the amount of all threat generated by 30% for 15 min. (higher threat reduction than Tranquil Air Totem) Tip: Although, this is not beneficial for a shaman tank, raid members with high threat should get this. Note: Sadly, this does not stack with Tranquil Air Totem.  Greater Blessing of Wisdom: +45 mana per 5 seconds. Note: Icon vanishes if Mana Totem casted but effect remains. Greater Blessing of Might: +222 melee attack power for 15min. (Grants more attack power than Strength of Earth Totem.) Note: Try and convince the others in the group to forgo WF totem (pref. tank group) because WF totem does not stack with Strength of Earth Totem or Might. However, Imp. Greater Blessing of Might has its place in a group without a shaman. Greater Blessing of Kings: +10% to all stats for 15 min.  Improved Lay on Hands: +30% bonus to armor value from items for 2 min. Tip: When the buff expires, leave raid & get rebuffed by nearby paladin/priest & resummon back into the instance.
      The fun doesn't stop there. It is also possible for a priest of any faction to Mind Control certain mobs which can be controlled to dish out beneficial buffs to all raid members. In order, to fully utilize the duration of these buffs, its advised to have warlock be ready for immediate summoning.
      Fury of Ragnaros: From Twilight Emissary in BRD, he increases the magical damage dealt by an ally by 25 for 30 min. Resist Arcane: From Scarlet Medic in Plaguelands, increases Arcane resistance by 78 for 1 hr.  Resist Fire: Scarshield Spellbinder in BWL, he increases an ally's Fire resistance by 81 for 1 hr.  Bloodlust: Gordok Mage-Lord in DM, increases an ally's attack speed by 60% for ONLY 30 sec.  Bloodlust: Hamhock in Stockades, increases an ally's attack speed by 30% for ONLY 30 sec.
        Special Event Buffs
      On an ending note for buffs, we can also get buffs from special events/holidays. An example, is The Midsummer Fire Festival a seasonal event that celebrates the hottest season of the year. It starts on the (earthly) northern summer solstice, and lasts about two weeks (mid-late June to early July, usually). The next ones are Love is in the Air, Lunar Festival, Wickerman Festival and Scourge Invasion that all feature some useful buffs for tanking. It is possible for the Love is in the Air Capital Gift Collection buffs to be stacked with each other, ask around to find out its exact limits. The following buffs are separated by their event.
      Stormwind Gift Collection: Increases Intellect by 30 for 1 hour. Undercity Gift Collection: Increases Intellect by 30 for 1 hour.  Orgrimmar Gift Collection: Increases Agility by 30 for 1 hour.  Darnassus Gift Collection: Increases Agility by 30 for 1 hour. Ironforge Gift Collection: Increases Stamina by 30 for 1 hour.  Thunder Bluff Gift Collection: Increases Stamina by 30 for 1 hour.   
      Fire Festival Fortitude: Increases Stamina by 30 for 1 hour. (stack with the stamina buff above) Midsummer Sausage: Increases damage done from spells by up to 23 for 1 hr.  Bonfire's Blessing: 30% chance to deal 60 Fire dmg on any melee, ranged, or spell attack. (works outside only) Fire-toasted Bun: Improves your chance to hit by 2% for 1 hr. Fire Festival Fury: Increases critical strike percent and spell critical strike percent by 3% for 1 hr.  
      Elderberry Pie: Increases Defense by 13 for 1 hr. Buttermilk Delight: Increases Defense by 13 for 1 hr. Very Berry Cream: Increases damage done from spells by up to 23 for 1 hr. Dark Desire: Improves your chance to hit by 2% for 1 hr.  
      Celebrate Good Times!: +10% to all stats for 30min.  
      Elune's Blessing: All stats increased by 10% for 1hr.  
      Invocation of the Wickerman: Increase health & mana regeneration by 25% and Stamina by 25%.  
      Soul Revival: Increases all damage caused by 10% for 30 minutes.
        Debuffs
      Having as many debuffs on the boss as possible is of paramount importance to tanking. Therefore, our interests are heavily tied to the release of patch 1.7, due to its extra 8 debuff slots introduction totaling to 16 debuffs. Tanking before patch 1.7 can be quite a troublesome route. All debuffs on the list below benefit us in either threat or survival and assumed to be at their maximum rank/talent improvement.
      Curse of Recklessness: - 290 armor but bolsters melee attack power by 45. Only 1 curse can be active on any 1 target. Expose Armor: Reduce armor per combo point. (can't stack w/Sunder Armor but reduces more than it)  Sunder Armor: Reduce armor by 450. Can be applied up to 5 times. Lasts 30 sec. Annihilator: Reduces an enemy's armor by 200. Stacks up to 3 times. Faerie Fire: Reduces armor by 505 for 40 sec. While active, the target cannot stealth or go invisible.  
      Imp. Shadow Bolt (Warlock): Shadow Bolt critical strikes bolster Shadow damage dealt to target by 20% until 4 non... Curse of Shadow: Reduce Shadow & Arcane resistance by 75 & increasing Shadow & Arcane damage taken by 10%.  Shadow Weaving (Priest): Shadow damage spells have a 100% chance to cause your target to be vulnerable to Shadow damage. This vulnerability increases the Shadow damage dealt to your target by 3% and lasts 15 sec. Stacks up to 5 times.   
      Wail of the Banshee: After a 1.5sec cast, reduce target's chance to hit by 10% for 12 sec. (usually casted by healers)  Insect Swarm (Druid): Reduce target's chance to hit by 2% & causes 324 Nature damage over 12 sec.   
      Thunderfury, Blessed Blade of the Windseeker: Periodically deal 300 Nature dmg & jumping to 5 nearby enemies. Each jump reduces the victim's Nature resistance by 25. The primary target is consumed by a cyclone, slowing attack speed by 20% for 12 sec.  Thunder Clap: Increases the time between attacks by 10% for 30 sec. Will affect up to 4 targets.   
      Improved Scorch: Scorch has a 100% chance to cause your target to be vulnerable to Fire damage. This vulnerability increases the Fire damage dealt to the target by 3% and lasts 30 sec. Stacks up to 3 times. Flame Buffet (Arcanite Dragonling): Inflicts Fire damage to an enemy and increases the Fire damage it takes by 40 for 45 sec. Stacks 5 times. (The numbers in the toolitp are possibly not exact) Curse of the Elements: -75 resistance to Fire & Frost and increase Fire & Frost damage taken by 10%. Only 1 Curse per... Winter's Chill: Gives your Frost damage spells a 100% chance to apply the Winter's Chill effect, which increases the chance a Frost spell will critically hit the target by 2% for 15 sec. Stacks up to 5 times.  
      Gift of Arthas: If an enemy strikes the imbiber, the attacker has a 30% chance of being inflicted with disease that increases dmg taken by 8 for 3 min. Lasts 30 min.   
      Nightfall: Spell damage taken by target increased by 15% for 5 sec.   
      Demoralizing Shout (Warrior): Reduce melee attack power of enemies within 10 yards by 140 for 30 sec.  
      Curse of Weakness: Damage caused by target is reduced by 31 for 2 min. (effect is increased through a warlock talent)
        Gear
      Finding the perfect balance of gear will be the hardest aspect of this subject. To this day there is still a debate between the usefulness of stamina over dodge in the tanking community. If unsure of your guild’s performance, I recommend carrying several focused gear sets: a Stamina, Dodge and armor set in your bags to accommodate any encounters that might arise. For some players, a mix and match of particular gear stats may be needed, to compensate in other lacking aspects. Down below is a document with a plethora of options for proper gearing.
                  Gear Spreadsheet Link
      A few things need to be remembered while gearing. Down the road, the universally top-grade gear gives hit chance as an unintended byproduct. Install the addon: “Outfitter” to assist with handling specific sets of gear against the numerous bosses out there. To give an example of a gear set, down below on image #1 is an armor centric set designed for bosses that deal high physical damage but don't require much threat. Image #2 to the right is a gear set focused on generating threat while retaining some survivability.

      An item of notable value in the image#1 is: Zandalarian Hero Badge in the first trinket slot. This trinket can be activated before a boss fight and swap out for another item, these types of items are referred to as "Pre-Activated Items". Note: Pre activating items are very situational and not included in the google doc spreadsheet above. However, some will be listed below.
      Zandalarian Hero Badge: Can be switched out for another trinket before pulling the boss.  Defender of the Timbermaw: Can be switched out... lasts 40 sec, will heal if caster is below 50%. Petrified Scarab: Can be switched... great against bosses that cast spells.  Similar to gear, enchants must be tailored against the specific boss you will be facing. Allies can also help us, by enchanting their own cloak with Formula: Enchant Cloak - Subtlety Note: To avoid constantly having to re-enchant a piece of gear to tailor to a specific boss fights, have different versions of that gear in the bank or backpack to save on time and money. Also, the talent: Toughness does not scale with armor enchants. Down below is a spreadsheet of enchants suited for our tanking duties:
                  Enchant Spreadsheet Link
      I also suggest to keep on you Faintly Glowing Skull if you are aiming to assure the takedown of a specific boss and stay on top of aggro. The skull scales with spell damage and shadow buffs alongside related debuffs.
       
      Totems
      We’ll be asking our shamanistic brothers from the restoration side to land a hand in optimizing totem utility, so be considerate and compliment each others strengths within the group. Each individual totem listed below is in order of importance per category. Keep in mind, there can only be one type of totem per shaman so having another totem slave in the group is largely welcomed. Also the handful totems in our stockpile have different durations and don’t scale with spell damage or similar effects.
            Earth
      Stoneskin Totem: Provides a decent bulk of melee damage mitigation and generally is placed by the tanking shaman or a fellow totem brother with 2/2 Guardian Totems in the enhancement talent tree within the group. Strength of Earth Totem: Boost to attack power. Alongside benefiting the dmg of other melee users in the group. Stoneclaw Totem: Diverts loose mobs off your tail and quickly allows readjusting of a target's positioning. Tremor Totem: Mainly a situational totem to use when a boss encounter has fear, charm and sleep mechanics. Earthbind Totem: A tool for kiting/running possible unbound trash in an instance.       Fire
      Searing Totem: Damaging fire totems are a luxury during a fight. All fire totems can crit but do not cause threat to the caster. Fire Nova Totem: Ideal for bursting down low hp adds on encounters. Magma Totem: Great for tanking multiple mobs. Frost Resistance Totem: Beneficial for fights involving high doses of frost damage.       Air
      Grace of Air Totem: Roughly comes out to about 4% dodge and agi is always a pleasant stat to have and also is appreciated by the majority of other classes. A priority totem within the air types that should be taken seriously. Windfury Totem: Sadly, we are unable to benefit from this totem's effect since it is a temporary effect enchant to weapons and we already have an active temporary effect enchant, Rockbiter. However, it is appreciated by melee dps in the group and enforced by a restoration shaman with 2/2 Enhancing Totem with nothing else to do. Nature Resistance Totem: Advantageous for fights involving high doses of nature damage, such as: Ahn’Qiraj. Tranquil Air Totem: Avoid dropping in the tank group within a raid. Grounding Totem: Useful for redirecting ranged spells from susceptible mobs and bosses. Windwall Totem: Unfortunately, doesn't see much utility in most fights.       Water
      Mana Spring Totem: A very valuable totem in our arsenal. Optimally, it should be arranged by a resto shaman in the group who has the talent: Restorative Totem within the restoration talent tree. Healing Stream Totem: Typically, is planted by a resto shaman if you both come to a mutual understanding and comfortable with not having an improved Mana Spring Totem with 5/5 in the Restorative Totems. In this scenario, return the favor by placing a regular MST. HST does not generate any threat. Poison Cleansing Totem: Indispensable on fights with high poison output, ex: AQ bosses. Fire Resistance Totem: Pragmatic for fights involving high amounts of fire damage, ex MC. Disease Cleansing Totem: Unfortunately, rarely sees the light of day.
        Professions
      During the harsh and lengthy process of leveling, select Herbalism and Alchemy. A valid case can be made for also having a lvl 5 alt stationed permanently in a major city to disenchant unwanted items through mail and store items at a bank for later use. Back to the subject at hand, herbalism contributes convenient reagents for alchemy and a strong source of revenue for our eventual endgame professions. It also prevents players from spending an exorbitant portion of time pestering strangers in Orgrimmar to craft potions. The objective is straightforward, gather a substantial supply of gold and a bank chock-full of fruitful potions the raid might need. Next, I advise dropping Herbalism once the quantity of gold in one’s bags is overflowing and adopt the late game profession: engineering to scoop up a few useful tools, such as: Goblin Sapper Charge and Gnomish Battle Chicken. Finally, for secondary professions, I urge grabbing all of them as they all provide valuable assets. In terms of fishing, you can farm those elusive Stonescale Eels that are highly contested after for Flask of the Titans. First aid grants bandages for healing that dont require any mana to use. Lastly, cooking has Dragonbreath Chili a sheer delight as it not only scales with spell damage but also alongside the trinket: Arcanite Dragonling fire increasing debuff. The fire debuff scales with Goblin Sapper charge as well. All these items nicely combine into a decent boost in threat. But be mindful as only one food buff can be active at a time, cautiously evaluate the best possible food buff for the specific fight.
       
      Races
      Races play a big part as we are grasping for any amount of extra efficiency possible. Unfortunately, shamans do not exist on the Alliance side, therefore, we are being relegated to spend our fighting days with the Horde. As for race, choose wisely as once the decision is made there is no going back. Some players might want to choose a certain race to assure the clearing of a specific boss or raid.
      Tauren
      War Stomp: After 0.5 sec, stun up to 5 enemies within 8 yds for 2 sec. 2min cooldown. Endurance: Total Health increased by 5%. Cultivation: Herbalism skill increased by 15. Nature Resistance: Nature Resistance increased by 10. What does this mean?: Considered the most suited race for surviving long fights and ideally clearing ZG/AQ, which will be the first raids where difficulties will arise. The 5% hp is great and is inherently based on absolute hp, so it will scale with the amount of hp obtained from gear and world buffs. In regards to War Stomp, be cautious you cannot dodge, block, or parry while casting the spell. However, its overall usefulness outweigh this slight inconvenience. The 15 skill increase to Herbalism is also helpful and nothing to scoff at while leveling.
       
      Troll
      Throwing/Bow Specialization: Skill with Throwing/Bow Weapons increased by 5. Regeneration: Health regeneration rate increased by 10%. 10% of total Health regeneration may continue during combat. Beast Slaying: Damage dealt versus Beasts increased by 5%. Berserking: Increases your casting and attack speed by 10% to 25%. At full health the speed increase is 10% with... What does this mean?: The second leading race that converges more on setting up threat instead of having extra health as an option. Generally, threat is not problematic, if you glaringly foresee having threat issues, than I unquestionably advocate for troll above all other races. Berserking intertwined with Rockbiter Weapon is seen as an “emergency button” that alleviates healers of anxiety as a random group member quickly escalates the hate list, this is a great solution to further extend the gap in threat. Additionally, Berserking proves handy against nature immune targets. To be as thorough as possible, our long legged friends do gain an added benefit from spirit because it synergizes with their passive racial Regeneration. However, the end amount of spirit when fully buffed is insignificant to make a big impact in tanking. Trolls will also produce more threat than any other race on bosses that are beast, such as: Magmadar in MC, Whirlaxis and Gahz'ranka in ZG, etc...
       
      Orc
      Blood Fury: Increases base melee attack power by 25% for 15 sec and reduces healing effects on you by 50% for 25... Hardiness: Chance to resist Stun effects increased by an additional 25%. Command: Damage done by Hunter and Warlock pets increased by 5%. Axe Specialization: Skill with Axes and Two-Handed Axes increased by 5. What does this mean?: Last on the lineup, as Orcs sadly fall short in both survival and threat categories. Akin to the troll our green comrades focal point is threat at the compromise of potential health points and is seen as a more riskier race option considering the -50% to healing, especially detrimental for non-attentive healers. In all honesty, through our rigorous testing, they do in fact come out on top of all other races for instituting threat but it made the majority of healers very nervous. On the bright side, they proved more effective in the off-tank position. In conclusion, they plunge too deep into the situational category to be justified.
       
      Talents
      For the sake of generality and simplicity these talents setups assume a server between patch 1.9 - 1.12 and taking part in a serious guild who are confidently clearing raids. As stated earlier, the later a patch is, the easier the content is to tank. 

      14/37/0
      https://classicdb.ch/?talent#hEczZxV0bExut The default talent Image build centered around this guide, calculated as the safest to pursue and viewed as a preliminary starter pack into the world of tanking 5mans/10mans/pre-raids. Highly, suggested if you are unsure of an upcoming boss fight or are still in the learning phase of tanking. If you are desperately in need of faster threat generation, withdraw 3 points from Convection and deposit them in Reverberation or Improved Lightning Shield.
      ________________________________________________________________________________________________________________________________________________

      21/30/0
      https://classicdb.ch/?talent#hE0kVc0oZEV00vxz This talent setup is mostly centered around tanking multiple targets and revolves around Chain Lightning proccing with Eye of the Storm as the main conduit for dealing damage and preserving threat on multiple targets. Because it is not possible to dodge, block, parry while casting it is ideal to employ this build versus mobs that deal little to moderate damage. Against heavy hitting targets it is advisable to grab the weapon Hand of Edward the Odd and use EOTS procs occasionally during phases with less damage or avoid points in EOTS altogether and cater to proccing Edward as much as possible by prioritizing crit and haste. Feel free to use R1 Earth Shock to not only save mana but to increase the proc chance of ED and Elemental Focus, if you don't foresee at that instant a random mob leaving you to attack a teammate. Fiery Blaze Enchantment is also recommended for this type of tanking and “possibly” scales with EF and Elemental Focus. (ask around) Refer to: Gear, for additional help on this particular subject.
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      21/30/0
      https://classicdb.ch/?talent#hAczx0hoZxV00Exuo This is the solution to individuals heavily resilient or completely immune to nature damage. Good gear alongside a solid understanding of shaman tanking is required since we loose the ability to cast Earth Shock. Therefore, we will be casting max rank Frost Shock often and require the necessary mana related item to back it up. This path is frequently taken as a player reaches 3% hit chance from gear. Among the many other topics that briefly explain potential threat solvers, also refer to the Threat Management section for help.
      ________________________________________________________________________________________________________________________________________________
      Tank Compare
      On patch 1.12 a full BIS and buffed shaman will be the closest in stats to approach a feral bear tank, let take an in-depth look at the stats to see the differences. As a guideline, the Example Druid Tank below is BIS/buffed and able to clear most bosses without a problem. A shaman like other tanks tailors his gear in accordance with the boss he will be facing. Obviously, the Example Druid Tank can reach higher numbers and has a plethora of defensive spells, but the goal is to showcase the class with the closest similarity to a shaman in stats across the board that gets the job done in raids.

      Druids have the luxury of having multiple categories covered and a broader safety net on top of having access to join Alliance for the added advantage of paladins spells, while shaman tanks are required to significantly maximize a specific category for a certain boss.
      Now, let's explores the threat generated by other classes to showcase where shaman tanks stand. Remember, threat will depend on gear, boss mechanics, etc... But in general, the current standing of tanks that can do the most threat are:
            1. Feral Druid/Warrior.
            2. Paladin/Enh Shaman.
            3. Dem warlock.
            4. Priest tanks.
      The threat we can produce comes extremely close to Paladin Tanks using Holy Mightstone, if they don't use it we surpass them. We can reach an even higher threat ranking against bosses who have little to no nature resistance or the raiding group is capable of maintaining a consistent uptime of the Flame Buffet debuff.
       
      What If
      This section explores past private server bugs and theoretical bugs that push Shaman Tanks to new heights on the raiding content spectrum. An example, is: Inspiration or/and Healing Way can be applied multiple times through different ranks. Before continuing, be sure to read the section: Comparison, to know where we initially stand with other tanks. Down below, is a compiled list in no particular order:
      Razorhide's armor buff can stack with Inspiration. Rockbiter Weapon or Windfury Weapon triggers even if your auto attacks are dodged, parry, missed, etc.. Searing Totem can trigger ED and/or generate threat for the shaman. The talent: Toughness scales with the armor granted from agility. The buff cap is increased to 35 or some buffs are not considered buffs and do not consume a slot. The Windfury Weapon enchant can trigger weapon procs among other procs.  
      Raid Composition
      Raid composition differs with each boss but its considered an acquired technique that develops over time and reflects the playstyle of a guild or raid. The following image is an example raid comp with a few minor exceptions that differ from the norm. This image is by no means the perfect raid comp since raid comps drastically fluctuate along side: content patch, gear, experience, etc... With the raid leader's permission offer your advice on an ideal comp that caters to your needs without overstepping. A decent raid will always make sure that every group has a Tranquil Air Totem enforced by restoration shamans.

      In (Group 1): On the topic of suvivability, a fellow tank in your party can equip The Lion Horn of Stormwind, granted they don't need the trinket slot for anything else. A bear can replace a prot warrior in the tank party, if the raid is comfortable enough with the idea and could probarbly use an emergency Innervate or Rebirth Also, only bring the bare minimum of tanks. This will open a spot for either: a lock with Blood Pact, or a hunter with Trueshot Aura. Rogues are favored over fury warrior, they Feint, Sprint, Evasion and Vanish to manage their threat/aggro. Feral cat druids can offer similar utilities as a bear and can Cower and Dash to manage their threat/aggro. Discipline priest with experience and ease of mind may occasionally throw a Power Infusion on a shaman tank during the pull phase to help the tank gain a larger amount of threat. In (Group 6): The shaman is elemental since healing is not an issue and we are relying mostly on Tranquil Air Totem. In the situation, you are taking too much damage this spot can be replaced by a restoration shaman. In (Group 7): A mage could be replaced by a shadow weaving healing priest. In (Group 8): Traditionally, mages tend to switch to Fire Specialization after AQ, however, keeping a single as Frost with the talent Winter's Chill is advisable. A rogue can be replaced by a melee hunter on Nightfall duty. Thanks for reading!

      I hope you enjoyed exploring one of my favorite classes in World of Warcraft. If you are left with some lingering questions after having read the guide, feel free to swing over to the Discord: https://discordapp.com/invite/GYF3uNf and I would be more than happy to answer them. I will be continuously updating this guide as we learn more about Classic WoW.
    • By Valhalen
      As a Ana enthusiast (she pratically became my main over Auriel, specially after the rework), I absolutely love trying out combos with Nano Boost. In a similar fashion to my Auriel's Best Hope Bearers topic, this list aims to rank my personal experiences with Nano Boost (as well Nano Infusion) and the best Heroes to use it with.
      Heroes that already have some sort of cooldown-reduction talent will often work wonders with Nano Boost, as their effects stack.
      This guide will be updated constantly as new Heroes are launched and/or existing Heroes are reworked in a way that affects their DPS.
      Cho'gall: unsurprisingly, Cho'gall is arguably the best candidate for Nano Boost as it affects both Cho AND Gall, meaning they can use their already low cooldown abilities much faster, and with greater impact. Under the effects of Nano Infusion, Cho'gall is pratically unkillable, specially if Gall has picked Shadow Bolt Volley with the Shadowfury upgrade, resulting in a massive self-sustain. Malthael: given Soul Rip's very low cooldown, Malthael can madly spam it while under the effects of Nano Boost, melting everything. He can become pratically unkillable by using Tormented Souls (with Reaper of Souls) combined with Nano Infusion, with an uptime almost matching Nano Boost itself (even more if he manages to kill Heroes while under it, thus resetting the duration). Alarak: low cooldowns and obscene damage output with high stacks of Sadism makes Alarak a fantastic candidate for Nano Boost, allowing him to deal eye-watering damage. Jaina: can annihilate the entire enemy team with Nano Boost in mere seconds, specially when combined with Icy Veins and Ring of Frost. Chromie: with Nano Boost, Chromie can destroy even high health tanks with her combo combining Temporal Loop and Blessing of the Bronze, allowing her the to achieve the highest cooldown-reduction rate in the entire game. Kael'thas: in a similar fashion to Jaina, he can deal nasty damage with Nano Boost, particularly with Living Bomb. Pyroblast can one-shot low health Heroes while Nano Boosted. Kel'Thuzad: can one-shot most enemies with his combo when Nano Boosted. If the conditions are right, he can use his combo up to two times before Nano Boost ends. Sonya: has a lot of potential under Wrath of the Berserker, which, combined with Nano Boost AND Nano Infusion, can make her more destructive than Malthael. However, Sonya requires to be really close to deal damage consistently, and unfortunately she can be kited easily, which is why she ranked lower than Malthael. Sylvanas: after her rework, Sylvanas became a deadly mid-range Assassin that can deal surprisingly high burst damage with the proper build, making her a fantastic candidate for Nano Boost. Genji: even after the nerfs to this combo a long time ago, it still is a very powerful one, assuming Genji has enough crowd-control by his side to make the fullest of Dragonblade. Greymane: can deal massive damage regardless of his build. Nano Infusion also provides Greymane with very needed self-sustain, which is his greatest weakness. Gul'dan: can spam Fel Flame like crazy under the effects of Nano Boost. If the circumstances are right, he can use Corruption up to three times or more before Nano Boost ends; assuming Bound by Shadow is taken and he hits as many enemies as possible with Fel Flame. Valla: being a hybrid of basic attacker and spell damage dealer, she can deal surprisingly high damage under the effects of Nano Boost regardless of her build, although her Hungering Arrow can be relatively easy to avoid. Cassia: can make a mess with Nano Boost regardless of her build, although she is particularly more effective with the Lightning Fury build with Ball Lightning. Zeratul: absurdly high burst that becomes even more insane under the effects of Nano Boost. Not ranked as high as other Assassins because he requires a LOT of skill to make the fully use of Nano Boost. Li-Ming: innate cooldown resets upon takedowns combined with already low cooldowns makes Li-Ming a beast under the effects of Nano Boost. If the circumstances are right, she can spam her abilities like crazy. However, her skillshots are relatively easy to avoid. Mephisto: innate cooldown reduction on his abilities due to his trait, Lord Of Hatred, makes him a fantastic candidate to Nano Boost. However, much like Li-Ming, he is ranked lower than the other "mages" because he can not guarantee to get many resets in succession. On the other hand, Consume Souls (with Consumed by Hatred) can potentially wipe the entire enemy team. Orphea: quick resets on Shadow Waltz combined with strong sustained damage makes her a good candidate for Nano Boost, however she falls in a similar category as Li-Ming, since her skillshots are relatively easy to avoid; plus she is a mid-range "mage", which makes approaches harder. Qhira: can deal a huge burst damage with Blood Rage and either Heroic Ability, making her a viable candidate for Nano Boost. Azmodan: when fully stacked, Azmodan can decimate the entire enemy team with a Black Pool-infused Globe of Annihilation while under the effects of Nano Boost. He is not ranked so high, however, because his cooldowns are very long, resulting on him not making full potential of the 8 second duration of Nano Boost, even with 150% recharge rate. Kerrigan: in a similar fashion to Greymane, can deal massive damage in seconds, and Nano Infusion makes her even more durable. However, she is ranked lower than him because her combo requires proper setup to work. Thrall: he falls in a similar category as Sonya, as he can deal a lot of damage but can be relatively easy to kite, making his usefulness under Nano Boost not the best one, but still very powerful, specially with the Chain Lightning build. Junkrat: with the Frag Launcher build, Junkrat can deal A LOT of damage when Nano Boosted. He is ranked low, however, because his grenades are easy to avoid. On the other hand, RIP-Tire can really make a mess. Ragnaros: much like Kerrigan and Sonya, he must be really close to deal proper damage, but can deal a lot if given the chance, making him a potential candidate for Nano Boost. He cannot be Nano Boosted while on Molten Core, and will not retain its effects if he gets Nano Boost and then activates Molten Core. Zul'jin: with the Twin Cleave + Guillotine build, he can deal a LOT of damage in quickly succession. However, given the high cooldowns of both abilities, as well the condition of requiring lower health to deal maximum damage with Guillotine, he doesn't work as good under Nano Boost compared to other characters. Maiev: while she has a lot of potential under the effects of Nano Boost because of her Fan of Knives resets, she needs to hit at least two Heroes with it, making the combo more situational. Fenix: while being mostly a basic attacker, he can deal surprisingly high damage with Plasma Cutter, and both his Heroic abilities become even more dangerous with Nano Boost. Murky: can become ridiculously hard to kill with the Slime build + Living the Dream + Fish Tank. Combine that with Nano Infusion, and the murloc can go on a rampage! Not ranked so high because of his low health.
    • By Javalvik
      <Exo> is an old guild from Dragonblight which transferred to Stormrage in search of mythic raiders. We are a guild full of experienced raiders always looking to expand our roster. 
      We are not a world first guild nor do we aim to be. Our primary goal is to get loot and have a good time, however this still means on progression nights we do expect you to show up, put on your serious face, and kill some *filtered*.
      Our raids are on 3 nights a week; Monday, Tuesday, and Wednesday from 9pm-12 Server Time (EST). The Monday raids are optional farm/alt nights (Normal/Heroic) with Tuesday/Wednesday being mandatory progression nights.
      Currently we are accepting applications for any role, off specs are always a welcome addition but not required. Performance and skill will be looked at above gear, experience, or class.
      We do not have a minimum item level required to join our raid team, however we will require you to catch up in our Monday farm-runs up until you are at a mythic level.
      If you have any questions or are interested in joining or trialing with us please add Pasha#1800, Java#1849 or Bushido#1988 on bnet to talk with an officer.
    • By Rheshi
      Currently in need of a non-druid TANK and RANGED DPS, ilvl 340+ for heroic/mythic progression. 
      Latest recruitment updates always posted here WoW Progress (however, exceptional players outside of our specific needs will always be considered). Casual players welcome as well!
      Progression Raid Schedule: Tuesday, Thursday, Sunday. 7:30PM-10:30PM Eastern (server time). Casual members welcome!
      Contact: GM - Rheshi#1686 (discord & realid), Officers - ArcaneSyntax#11616, Theeos#1868, or Dennang#1899
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