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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.
  • December 19, 2019 - Added Deathwing.
  • Minor corrections to Deathwing and updated the "Pubstomper" and "Team" lists.
  • May 18, 2020 - Updated Cassia, Tassadar and Tracer following their reworks. Added Yrel's suggested build (which I had forgotten) and tweaked the "Pubstomper" and "Team" lists.

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)
    • Plate of the WhalePlate of the Whale (4) provides extra passive life regeneration, as well increasing her maximum health once completed.
    • Ring of the LeechRing of the Leech (4) provides passive self-healing to Cassia through Basic Attacks, and if the enemy is blinded, this also affects her other Basic Abilities.
      • Any talent that increases Cassia's damage in general will increase the healing gained from this talent.
    • Inner Light (4) provides Cassia with an extra ability that provides healing over-time.
  • 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.
  • Tassadar (suggested build)
    • Oracle (13) gives Tassadar increased health regeneration, as well spell armor, as long he remains stationary.
  • Tracer (suggested build)
    • Basic Attacks naturally heal Tracer for a percentage of the damage dealt, meaning that any additional talents or buffs that increase her Attack Speed and Basic Attack Damage will increase its performance.
    • Tracer Rounds (1) increases her basic attack range, thus allowing her to heal herself from safer distances.
    • Leeching RoundsLeeching Rounds (4) increase the healing Tracer gets from Basic Attacks. 
    • Is That a Health Pack?!Is That a Health Pack?! (4) increases the healing from Regeneration Globes and Healing Fountains.
    • Sleight of Hand (7) reduces Tracer's reload time, meaning she can basic attack more often, translating in more self-healing.
    • Untouchable (13) increases Tracer's Basic Attack damage as she kills enemies, and more damage translates in more self-healing.
    • Total RecallTotal Recall (20) essentially heals Tracer as it "undoes" the damage she took when using RecallRecall.
  • 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.
  • Deathwing (suggested build)
    • DragonflightDragonflight is Deathwing's main source of self-healing as he cannot be affected by healing from allies.
      • SkyfallSkyfall (7) further improves this healing by providing Deathwing with an additional source while he is in flight.
    • Dragon SoulDragon Soul (1) grants self-healing capabilities to Molten FlameMolten Flame and Lava BurstLava Burst.
      • InfernusInfernus (4) and Heat WaveHeat Wave (4) both increase the damage of the aforementioned abilities, thus increasing the healing from Dragon Soul.
      • Wicked InfernoWicked Inferno (13) reduces the energy cost of Molten Flame, thus increasing the effective healing uptime of Dragon Soul.
    • Molten BloodMolten Blood (1) provides passive health-regeneration to Deathwing while he is at 3 or less armor plates.
    • Elementium PlatingElementium Plating (16) grants Deathwing an extra ability that provides him with a shield as well extra health-regeneration.
  • 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 (suggested build)
    • 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.
      • Divine Favor (16) reduces the cooldown of Divine Purpose whenever Yrel uses a basic ability, thus increasing the rate she can heal other allies with Gift of the Naaru.
  • 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.
  • 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

  1. Deathwing: since he cannot be targeted by buffs and heals from his allies nor debuffs from his enemies, Deathwing is a powerful candidate for teams without healers. All his level 1 talents are aimed at self sustain, and he also has some few other defensive talents; while you'll be sacrificing damage for survivability, Deathwing will still pack a punch.
  2. 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).
  3. 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.
  4. 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.
  5. Blaze: powerful lane presence and one of the best self-sustains in the entire game.
  6. Diablo: his recent rework made him absurdly resilient, with a self-sustain that can surpass Blaze's under the right circumstances.
  7. Sonya: still one of the strongest solo laners in the game, with reliable self-sustain, great damage overall, and strong engage potential.
  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. Yrel: the only non-Healer in the game that can directly heal other characters with Gift of the Naaru and Word of Glory, making her a powerful emergency off-healer. ANY team without a Healer greatly benefits from Yrel, assuming she picks those aforementioned talents.
  10. 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.

THE TOP 5 BEST SELF-SUSTAIN TEAM COMBINATIONS

  1. Deathwing, Medivh, Stitches, Kel'Thuzad, Kael'thas.
  2. Deathwing, Medivh, Garrosh, The Butcher, Kel'Thuzad.
  3. Deathwing, Medivh, ETC, Fenix, Kel'Thuzad.
  4. Deathwing, Medivh, Johanna, Cassia, Fenix.
  5. Deathwing, Medivh, Yrel, Raynor, Thrall.
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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      What does this mean?: The race focusing on dealing threat instead of anything else. Generally, threat is not an issue, if you glaringly foresee having threat issfessions. The goal is to gather a large sues, than I unquestionably advocate for troll above all other races. Their "Regeneration" racial is insignificant even with a lot of spirit. Troll will especially deal a lot of threat on "Beast" bosses, ex: Magmadar in MC, Whirlaxis and Gahz'ranka in ZG, etc... Orc
      Axe Specialization             Blood Fury             Hardiness            Command
      What does this mean?: Orc sadly fall short in survival & threat aspects. Akin to the troll, orc's focal point is threat. However, they're seen as a more riskier race option considering the -50% to healing from Blood Fury, which is a negative to non-attentive healers. In all honesty, in our strict testing, they surpass other races for dealing threat on short fights 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. Professions
      While leveling, select Herbalism & Alchemy. Herbalism provides reagents for Alchemy and a source of gold for our eventual endgame professions. The goal is to gather a large supply of gold and a bank full of potions the raid might need, for example the potion, Flask of the titans.   After drop Herbalism and go for the late game profession, Engineering. In order to get a few tools, such as: Gnomish battle chicken, Goblin Sapper Charge among many other beneficial gadgets.   Note: If you'll raid tank, get Enchanting for Smoking Heart of the Mountain and feel free to drop Enchanting after. 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 don't require any mana to use. Lastly, cooking has Dragonbreath Chili a sheer delight as it not only scales with spell damage but also with the trinket: Arcanite Dragonling and its fire increasing debuff: Flame Buffet. The debuff also scales with Goblin Sapper charge. All these items nicely combine into a decent boost in threat. Also, Dragonbreath Chili does stack with another single food buff.
      ____________________________________________________________________________________________________________________
      Shaman Tank Threat
      Because a plethora of questions surrounding aggro/threat are bound to come out of confusion. I'd like to first reference Kenco's words about how gaining aggro on a mob and overall threat functions in World of Warcraft.
      Now, let's examine shaman threat. They're on another tier when it comes to outputting threat, but demand a lot of dedication comparably to the more laxed tanks out there. With proper optimization, their threat is nearly equal to a pure protection warrior and in some situations just shy of a druid tank. Of course, the shorter a fight, the better, since a shaman can freely throw mana around without going out of mana as fast. Resulting in more dependable damage being dished out and correlates into predictable threat. Let's see how to get creatures more mad at you than unusual.
      Earth Shock is first as it deal a high amount of threat because of its 2x damage threat modifier. The downside is nature damage is burdened on three fronts: no warlock curses bolster it, a spell coefficient of 40.71% of the caster's spell damage and some raid content is somewhat resistant to nature. Lastly, downranking our spells is crucial in tanking to be cost-effective. Anything resembling an elemental (noticeable in MC) will have a high resistance to nature damage. All the Dragons of Nightmare are also immune to nature damage or tend to have the same high resistance to nature as to fire. The same applies for some creatures in: AQ, ZG and Naxx. Basically, if an environment has a disease or poison theme, expect nature damage to be hampered. Here's a chart to better explain the notion. Don't fret, items exist to counter this damage dampening downside, ex: Eye of Moam & the debuff from Thunderfury, Blessed Blade of the Windseeker helps with Earth Shock's damage by reducing the target's nature resistance. Frost Shock is used against nature immune targets. Frost Shock or referred as "FS" doesn't consume a debuff slot on a boss impervious to movement impairing effects (most bosses). There are additional ways to circumvent the lack of threat done against nature immune targets, which will be peppered throughout the upcoming topics. Rockbiter Weapon at rank7, is 72 threat per second on hit. With 2.6 speed weapon, each hit is: 2.6 * 72 = ~172 threat. Weapon speed won't matter, but haste does. Haste effects are wanted to counter nature defiant mobs & low percent chance to hit. Once at an auto attack DPS of ~140, Rockbiter isn't optimal, instead use Windfury Weapon. Players use fast daggers because of its higher chance to trigger the effect. Lightning Shield or known as "LS" imposes conditions to be cost effective. Firstly, LS is on the GCD and shouldn't be casted over other spells, such as: Earth Shock so weigh your mana and threat. Secondly, downranking LS is vital to conserve our resources and maintain productivity. Each charge of LS scales with 33% of total spell damage but can't crit. Oil of Immolation might not seem like much but floats around fourth on the list. It will interrupt your swing timer but not trigger a GCD. It's undeniably good before a boss pull or versus many mobs. Can be bought off the Auction House. Lightning Bolt or Chain Lightning (depending on number of mobs) will be the first spells dealing threat on the target. Downranking isn't as harsh or compulsory since these spells are only casted upon engaging a boss. Goblin Sapper Charge and similar bombs are great to deal more threat and a definite must against multiple mobs. The majority of bombs are made through Engineering with the exception of the last two in the list below:
         - Goblin Sapper Charge (It shares a 1 minute GCD w/other bombs)
        d threat from teammates is a  - Dark Iron Bomb will require you to stand still and a 1 second cast.
         - Crystal Charge this can be stacked up to 20 & used when moving.
         - Note: Not a bomb but Clutch of Foresight (shares CD with bombs) is an arcane spell, great versus fire resistant mobs. Major Rejuvenation Potion & similar potions are global and .5x of the amount replenished. Health and mana effects will not cause threat if at maximum capacity. Players on coherent battles will use a heal pot after Goblin Sapper Charge to deal a lot of threat. In order of threat, there is:
         - Major Rejuvenation Potion is the highest threat but can be costly.
         - Major Healthstone is next on the list and given to us by a warlock.
         - Major Mana Potion is buyable on AH. (Shares CD with the above)
         - Demonic Rune / Dark Rune (Shares a CD with the below item)
         - Night Dragon's Breath easy to acquire, so place them in the bank. Thorns is the highest damaging reflective effect. Typically, these type of buffs are great against many mobs but still have relevancy in single target scenarios. You can only have one reflective buff on you at a time with the exception: Gift of Arthas (debuff causes threat). The second highest damaging reflective effect is: Fire Shield. ____________________________________________________________________________________________________________________
      Threat Diminishers
      We’ll be and threat from teammates is a daunting obstacle to tackle. Luckily, there are ways for classes to reduce their threat. Firstly, ranged classes are favored because any aggro they mistakenly get is likely from a 30-40yrd range, so it's easier to supervise. Also classes 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 threat reducers or resets, in no particular order:
      Classear, except the weapon & drink mana. Placs:
      Rogue deal with threat thanks to Feint and wipe threat with Vanish. Mage have the talent Frost Channeling and the talent Burning Soul. Druid in cat form can use: Cower & healing druids can get Subtlety. Priest reduce threat with the talent Silent Resolve & the spell: Fade. Shaman who heal can get Healing Grace & use: Tranquil Air Totem. Items:
      Formula: Enchant Cloak - Subtlety: Used by high threat dealers in raids. Limited Invulnerability Potion: Will prevent aggro gain during its effect. Fetish of the Sand Reaver & Eye of Diminution: Available in AQ/Naxx. ____________________________________________________________________________________________________________________
      Totems
      We’ll be asking our shamanistic brothers from the restoration side to land a hand with totem utility, so be kind and compliment each others advantages in the group. keep in mind, there can only be one type of totem per shaman so having another shaman is welcomed. Also, fire totems can crit & scale with spell damage. Each totem below is in order of importance per category.
      Earth
      Strength of Earth Totem: Put by a 2nd shaman w/Enhancing Totems. Stoneskin Totem: Dropped by us or 2nd shaman w/Guardian Totems. Stoneclaw Totem: For AoE tanking a mob in a pack you don't have aggro. Earthbind Totem: A tool for kiting possible unbound trash in an instance. Tremor Totem: This totem will see some relevancy on a few boss battles. Fire
      Frost Resistance Totem: Ideal for fights with high doses of frost damage. Fire Nova Totem: Usually for bursting down low HP adds on encounters. Searing Totem: Damage totems are costly since they don't grant threat. Magma Totem: Superb for AoE damage on high HP adds in encounters. Flametongue Totem: A weak enchant incomparable to other enchants. Air
      Grace of Air Totem: Optimally, put by a shaman w/Enhancing Totems. Nature Resistance Totem: To counteract nature damage, mainly ZG/AQ. Tranquil Air Totem: All raid party groups should have this, except yours. Grounding Totem: Sadly, this totem will rarely if ever used when tanking. Windwall Totem: Never used. I don't recommend purchasing this totem. Windfury Totem: Our Rockbiter enchant is better. But it may help others. Water
      Mana Spring Totem: Usually, put by a shaman w/Restorative Totems. Healing Stream Totem: Place if the before totem is put by a 2nd shaman. Poison Cleansing Totem: Good against a high poison output, ex: AQ/ZG. Fire Resistance Totem: Ideal versus high amounts of fire damage, ex MC. Disease Cleansing Totem: Unfortunately, it will rarely see the light of day. ____________________________________________________________________________________________________________________
      Talents
      Naturally, if you're only doing dungeons the road ahead is much easier and there's more freedom to move talent points. However, raid tanking follows strict guidelines to be effective. The last two talent setups assume you're in a serious guild who confidently clear raids.
      "The Basic"- 14/37/0

      The new player starter pack in 5mans. Pick if unsure of an upcoming boss fight or are still learning about dungeon shaman tanking. "The AoE" - 23/28/0

      For tanking many targets at a time in raids. It mainly uses Chain Lightning alongside Eye of the Storm for threat. Against +3 mobs, see: AoE Tanking. "The Advanced"- 21/30/0

      For Raid Tanking. The highest threat setup & for mobs resilient or immune to nature damage. Good gear and a solid knowledge of tanking is needed. ____________________________________________________________________________________________________________________
      Rotation
      First, on the list is a simple dungeon tank rotation and we’ll be presuming the boss fight is simple.
      Pre-pull: Cast Lightning Shield and assure all possible buffs are present and max duration. Next, place the appropriate totems. Lastly, if it hasn't been done get the addon: KTM Threat, it displays the threat of members. A scenario can turn ugly quick, so watch KTM often. At any moment, you need to be sure of the fitting Earth Shock rank to use. Pulling: Cast Lightning Bolt/Chain Lightning and Earth Shock. If all goes smoothly, Earth Shock again and turn the boss away from the group. If the boss suddenly targets someone or drops aggro, use rank7 Earth shock to aggro them. For future threat problems, see: Threat. Second is a complex rotation mainly for raid tanking, it has great results but requires good gear, buff, etc... Naturally, if you aren't able to perform every single action below don't get discouraged, its mostly to showcase the maximum potential possible.
      Pre-pull: Cast Rank7 Lightning Shield. Place Stoneclaw Totem in front of you & back up 25-30yrds. (It will later halt the boss for 0.5 seconds or the boss hits it) Place Mana Spring Totem. Activate Oil of immolation. Pulling: Equip a spell damage weapon, ex: Staff of Dominance and cast Lightning Bolt, while the bolt travels, equip a healing weapon (ex: Will of Arlokk). As the bolt hits, Cast R6 Lesser Healing Wave on a warlock who recently Life Tap. Equip all normal tanking gear. Immediately after cast R7 Earth Shock. Activate Juju Flurry and Juju Escape, if the situation is ideal. Repeat the appropriate rank Earth Shock until boss is dead. Situational: If mana allows it, cast a suitable rank of Lightning Shield. If mana is foreseeably a problem, use Oil of immolation often. If mana is foreseeably an issue but threat isn't also cast R1 Frost Shock. Note: Versus nature immune bosses, to pull: use Magic Candle (equip spell damage weapon). After, follow the healing-threat tactic above & cast Lesser Healing Wave as much as possible until the boss is at melee range than Frost Shock. If more threat is needed: Flame Shock instead. MUST need Flame Buffet (don't bother otherwise) & similar debuffs. ____________________________________________________________________________________________________________________
      Buffs
      Prioritize obtaining Defensive buffs before acquiring Threat related buffs. Agility for example has the added byproduct of helping with defensive and threat measures. Generally, off-tanks or known as "OT", take less damage, therefore, it's not fully needed to aim for Defensive buffs. Also, some buffs are unobtainable due to certain patch restrictions or unable to stack with others. There is a max of 32 buffs: Talents, Set bonuses & Equip effects don't count. But Gear enchants count with exceptions: (Crusader enchant and enchants from the profession enchanting don't count.) Resistance enchants however need to be reconfirmed as they make it seem now like those should count. Let's move on and explore relevant buffs to our tanking duties. The following buffs are classified into sub-groups to better highlight their usefulness and showcase different options.
      Threat Increasing Buffs
      Rallying Cry of the Dragonslayer: Gnomish Shrink Ray: (can backfire increasing group's attack power) Fengus' Ferocity: From Dire Maul. Trueshot Aura: +50 Attack power. Battle Shout: (Improved by Battlegear of Wrath (3/3) tier set bonus) Juju Might: +40 Attack power. (from repeatable Winterspring quest) Sayge's Dark Fortune of Agility: +10% Agility. From Darkmoon Faire. Ground Scorpok Assay: +25 Agility. Elixir of the Mongoose: +25 Agility, +2% Melee Crit. 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: (effect is increased through a shaman talent) Atiesh, Greatstaff of the Guardian: (can't stack w/Moonkin Form) Slip'kik's Savvy: From Dire Maul. Moonkin Form: +3% Spell Crit. Headmaster's Charge: +20 Intellect. Arcane Intellect: +31 Intellect. Gnomish Battle Chicken: Upon attacking it might give party +5% Attack Speed for 4 min. Warchief's Blessing: Fist of Shahram (Blackblade of Shahram) : +25% haste to party for 8sec. Juju Flurry: +3% Attack Speed for 20 sec. (Others can cast it on you) Swift Wind: (Only receivable upon finishing the Call of Air totem quest) Mana Spring Totem: +10 mana every 2 sec. (Only causes threat if you cast) Mageblood Potion: +12 mana per 5 sec. (regen effect doesn't cause threat) Innervate: Increases Mana regen by 400% for 20 sec. Oil of Immolation: 50 Fire dmg to target within 5yds every 3 sec for 15 sec. Lightning Shield: (Scales with spell damage) Static Barrier: From Electromagnetic Gigaflux Reactivator. Crystal Spire: (From a repeatable quest & anyone can cast it on you) Fire Shield: Deals 13 Fire dmg to melee attackers. Thorns: (Improved by Cenarion Raiment (3/3) tier set bonus ) Brilliant Wizard Oil: On a swappable weapon for the pulling of a mob. Blessed Wizard Oil: Ideal for Scholomance, Stratholme & Naxx. Flask of Supreme Power: (Can't stack w/Titans, so choose wisely.) Greater Arcane Elixir: +20 dmg dealt from spells & abilities. Traces of Silithyst: +5% damage to melee, range and spell damage dealt. Power Infusion: The target receives +20% spell damage & healing for 15 sec. Songflower Serenade: Boost melee, ranged, or spell to crit 5%, +15 all stats. Mark of the Chosen: 2% chance when hit of increasing all stats by 25. Spirit of Zandalar: +10% move speed, +15% all stats. Mark of the Wild: +384 armor, +12 all attributes,+27 all resistance. Elixir of Greater Firepower: Bolster fire damage by up to 40 for 30 min. Blessing of Blackfathom: +5 intellect & spirit. +15 frost damage. Elixir of Frost Power: Increases spell frost damage by up to 15 for 30 min. Dragonbreath Chili: (scales with spell damage and fire increasing buffs) Defensive-Buffs
       Sayge's Dark Fortune of Stamina: +10% Stamina (+10% Armor also exists)  Dirge's Kickin' Chimaerok Chops: (can't stack w/other food buffs)  Rumsey Rum Black Label: From Booty Bay.  Power Word: Fortitude: +54 Stamina.  Mol'dar's Moxie: +15% Stamina overall.  Spirit of Zanza: +50 Stamina, +50 spirit.  Blood Pact: +42 Stamina.  Flask of the Titans: +1200 Hp.  Elixir of Fortitude: +120 Hp.  Regrowth: From the (6/6) Dreamwalker Raiment tier set bonus.  The Lion Horn of Stormwind: (a friendly tank can activate it for you.)  Greater Stoneshield Potion: +2000 Armor for 2min.  Elixir of Superior Defense: +450 Armor.  Polished Armor: (AWAITING CONFIRMATION OF ITS EXISTENCE)  Crystal Ward: From repeatable quest in Un'Goro Crater. (allies can also cast on you)  Inspiration: Increases armor by 25% for 15 sec.  Power Word: Shield: Absorb 1105 dmg for 30 sec. While active...  Scarab Brooch: (Healers can trigger its effect on you before a fight)  Greater Heal Renew: From the (4/4) Vestments of Faith tier set bonus.  Bloodkelp Elixir of Dodging: +3% dodge for 30 min. (one time usable item)  Juju Escape: +5% Dodge for 10 sec.  Healing Stream Totem: Doesn't cause threat for you.  Greater Heal Renew: From (8/8) Vestments of Transcendence tier set.  Rejuvenation: Heal for 888 over 12 sec.  Regrowth: Heal for 1064 over 21 sec.  Renew: Heal for 970 damage over 15 sec.  Stoneskin Totem: Reduce melee damage taken by 30.  Dampen Magic: Useful for magical heavy fights.  Amplify Magic: Useful for physically heavy fights. Resistance Buffs
       Greater Fire Protection Potion: Absorbs fire damage.  Fire Resistance Totem: +60 fire resistance.  Frozen Rune: Absorbs 1500 to 2500 fire damage.  Juju Ember: +15 fire resistance for 10 min.  Greater Frost Protection Potion: Absorbs frost damage.  Frost Resistance Totem: +60 frost resistance.  Juju Chill: +15 frost resistance for 10 min.  Greater Nature Protection Potion: Absorbs nature damage.  Nature Resistance Totem: +60 nature resistance.  Greater Shadow Protection Potion: Absorbs shadow damage.  Crystal Basilisk Spine: +10 Shadow resistance & Frost for 1 min.  Gift of Arthas: +10 Shadow resistance for 30 min. Mind Control Buffs
      It is possible for an Alliance priest to use  Mind Control or someone with engineering to use the head slot item  Gnomish Mind Control Cap versus players on the Horde. 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 on their paladins and priests stationed near the raid entrance for mind control buffing. It's also possible for a priest of any faction to Mind Control certain mobs, which can dish out buffs to all raid members.
      Greater Blessing of Sanctuary: (Will stack w/Stoneskin Totem) Greater Blessing of Wisdom: (Will stack w/Mana Spring Totem). Greater Blessing of Salvation: (can't stack w/Tranquil Air Totem). Greater Blessing of Might: (can't stack w/Strength of Earth Totem) Greater Blessing of Kings: +10% to all stats for 15 min. Improved Lay on Hands: Possible once it expires to go outside to get re-buffed then re-enter the instance & summoned back to allies. BONUS: You can get Fear Ward from dwarf priests and if survivability is secured Curse of Recklessness from horde warlocks. Mind Control Buffs from mobs
       Fury of Ragnaros: From Twilight Emissary in BRD.  Resist Arcane: From Scarlet Medic in Plaguelands.  Resist Fire: From Scarshield Spellbinder in BWL.  Bloodlust: From Gordok Mage-Lord in DM.  Bloodlust: From Hamhock in Stockades. Special Event Buffs:
      On an ending note for buffs, we can also get buffs from special events. An example, is The Midsummer Fire Festival an event celebrating the hottest season of the year. It lasts about two weeks (mid-late June to early July). The next ones are Love is in the Air, Lunar Festival, Wickerman Festival and Scourge Invasion. The following buffs are separated by their event.
      Thunder Bluff Gift Collection: +30 Intellect for 1 hour. Ironforge Gift Collection: +30 Intellect for 1 hour. Stormwind Gift Collection: +30 Intellect for 1 hour. Undercity Gift Collection: +30 Intellect for 1 hour. Orgrimmar Gift Collection: +30 Agility for 1 hour. Darnassus Gift Collection: +30 Agility for 1 hour. Fire Festival Fortitude: (stacks w/stamina buffs above) Midsummer Sausage: Bolsters damage from spells by up to 23. Fire-toasted Bun: +2% hit chance for 1 hr. Fire Festival Fury: +3% spell and melee crit for 1 hr. Elderberry Pie: +13 defense for 1 hr. Buttermilk Delight: +13 defense for 1 hr. Very Berry Cream: Bolsters damage from spells by up to 23. Dark Desire: +2% hit chance for 1 hr. Celebrate Good Times!: +10% to all stats for 30min. Elune's Blessing: All stats increased by 10% for 1hr. Wickerman Festival (October 18th - November 1st) Invocation of the Wickerman: +25% health & mana regen. +25% stamina. Scourge Invasion Soul Revival: +10% to all damage caused for 30 minutes. Debuffs
      There can be a total of 16 debuffs on a boss. Having as many debuffs on a raid boss is crucial. All debuffs on the list below benefit us in either Threat or Defensive aspects and assumed to be at their maximum rank and talent improvement. The following debuffs are placed into sub-groups to better highlight their utility and showcase different options.
      Curse of Recklessness: - 290 armor but bolsters melee attack power by 45. Expose Armor: (can't stack w/Sunder Armor but it reduce more armor). Sunder Armor: Reduces armor by 450. Can be applied up to 5 times. Annihilator: Reduces an enemy's armor by 200. Stacks up to 3 times. Faerie Fire: Reduces armor by 505 for 40 sec. Improved Shadow Bolt: Curse of Shadow: Reduces Shadow & Arcane resistances by 75... Shadow Weaving: Wail of the Banshee: (affected by spell hit, usually casted by healers.) Insect Swarm: Reduces target's chance to hit by 2%... Thunderfury, Blessed Blade: (can't stack w/Thunder Clap) Thunder Clap: (can't stack w/Thunderfury's slow effect) Improved Scorch: To increase Flame Shock's damage (niche scenario). Flame Buffet: To increase Flame Shock's damage (niche scenario). Curse of the Elements: -75 resistance to Fire & Frost and increase Fire... Winter's Chill: To increase Frost Shock's damage (niche scenario). Stormstrike: Next 2 sources of Nature damage dealt are increased by 20%. Gift of Arthas: If a target strikes you, they have a 30% chance... Nightfall: Spell damage taken by target increased by 15% for 5 sec. Demoralizing Shout: Reduce attack power of mobs by 140 for 30 sec. Curse of Weakness: (effect is increased through a warlock talent) Gear
      If unsure of guild or group performance, carry several focused gear sets: Stamina set, Dodge set & Armor set to cater to any possible encounter. Certain pieces of gear from PvP through Honor Ranking remains the best forever but demands a large amount of Honor grinding.
      Below is a Gear Spreadsheet to help with gear progression.
      - Gear Spreadsheet Link Below are BiS sets by Phase for defensive aspects, see above for threat gear.
      - PreRaid          AoE
      - Phase 1          AoE              Fire resist
      - Phase 2       (no PvP)              AoE
      - Phase 3       (no PvP)
      - Phase 4       (no PvP)           Nature Resist
      - Phase 5       (no PvP)           Nature Resist for Huhuran
      - Phase 6       (no PvP)           Nature Resist Enchants
      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.
      Here is the Enchant Spreadsheet Link. Tank Comparison
      To showcase our max potential a full BiS geared and buffed shaman will be the closest in stats to approach a Druid tank. Let's 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 with no issue. A shaman like other tanks tailors his gear versus the boss they're 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 high-end 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.done in high-end raids.
      Now, let's explores the threat generated by other classes to showcase where shaman tanks stand. Remember, threat depends on gear, boss, etc... But in general, the current standing of tanks that can do the most threat are:
      Feral Druid/Warrior. Paladin/Enh Shaman. Dem warlock. Priest tanks AoE Tanking
      Although I slightly talked about it in "Talents". Let me go into more detail here.
      Against 3 targets and/or dungeons, AoE tanking is about Chain Lightning proccing with Eye of the Storm as the main conduit to deal damage and preserve threat on 3 targets. Because it isn't possible to dodge, block, parry while casting, this method is suggested versus mobs dealing little to moderate damage. Against heavy hitting targets it's advisable to grab the weapon Hand of Edward the Odd and wait for its procs to cast. If you don't foresee a random mob being aggroed by someone, cast R1 Frost Shock to save mana and increase the proc chance of Elemental Devastation and Elemental Focus. This is all done while auto attacking a different target after every 4-5 melee hit. Items such as Skull Flame Shield, Force Reactive Disk, Oil of Immolation are beneficial. With a coordinated raid group, it's possible to heal designated players as they "stand in fire" in between boss melee swings. Another way for players to intentionally receive damage is for designated warlocks to use Life Tap alongside items, such as Demonic Rune or Goblin Sapper Charge. Equipping a weapon with bolstering healing attributes such as: Hammer of the Twisting Nether before healing a member wield yield more threat. Raid Composition
      Raid composition differs with each boss but is seen as a skill that evolves over time and reflects the playstyle of a guild or raid. The following composition is an example with minor exceptions differing from the norm. By no means is it perfect since compositions change along side: patches, gear, experience, etc... With the raid leader's permission offer your advice on an ideal comp catering to your needs without overstepping.

      In (Group 1): A fellow tank in your party can equip The Lion Horn of Stormwind, granted the trinket slot isn't needed 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. 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): Mages gravitate to Fire Specialization after AQ but keeping a single mage 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! If you have any questions regarding shaman tanking, feel free to drop by the Twitch stream to chat.
    • By Lizard
      Hello there!
      It is my vision on build Yrel for quick matches and non-high (diamond/ml/gml) league.
      Wanna show it, because I disagree with guide, what is presented here. Guide https://www.icy-veins.com/heroes/yrel-build-guide maybe good, but it designed not for casual players.
      Following this guide, you'll pretty good brusher-tank (Yrel have 2679 HP right now on level 1, only 8 characters in game have more HP), with super-mobility and good damage after 16 lvl. Our specialisation - defend objectives on map. Noone in this game now can't do it better, then Yrel.
      My prefer talent build is: 2, 2, 3, 2, 1, 3, 4.
      Another form: Dauntless, Gift of the Naaru, Divine Steed, Sacred Ground, Aldor Peacekeeper, Holy Wrath, Seraphim.
      Also, if you have a good tank, and all what you team need is damage, or if we on bad map to us (see below) : 1, 3, 2, 1, 2, 3, 1/4.
      Another form: Light of Karabor, Hand of Freedom, Holy Avenger, Ardent Defender, Repentance, Holy Wrath, Word of Glory/Seraphim.
      Our playstyle: do a simple brusher work, before get level 4, or start ivent on map. After level 4, try be near our teammates, for get maximum profit from Gift of the Naaru, but without fanatism 😄. After level 7, you can soak exp from 2 lines with Divine Steed, try get more exp to team (again, without fanatism, on largest maps like warhead juction it will be dumb). When your team get ultimates, start playing more aggresively.
      Mid game: defend targets, defend teams, kill everything what moving (and what doesn't moving - move it and kill! 😄) with help some assassin in your team. Help to push and get camps. After level 16, when you pick Holy Wrath, you may get camp solo, and it will be fast (before 16 lvl, you also can do it, but it will too long - waste of time and mana).
      Late game: PUSH PUSH PUSH PUSH PUSH PUSH! You have all things to win. Just win teamfight (be prepared), get camps and go to core. Not in our plans play in deep late (but we can!), then just finish game.
      More about talents:
      In first tier (1 lvl), Dauntless give 50% kinetic armor for 2.5 sec - is too many to be skiped, any autoattack assassin will be hate you, but if opponents haven't autoattack assassin, pick Light of Karabor for synergy with 13'th level talent (Aldor Peacekeeper) and still have good sustain.  Maraad's Insight deal smallest profit in late game, and most games will be long, because we're in game 😎. 
      Second tier (4 lvl), Gift of the Naaru give to you free (!) healing to teammate on 7 sec cooldown (!!!), what can help to survive low-hp teammate, and he can escape, but if you trust in your healer, you can pick Hand of Freedom. Aegis of Light just doesn't work - we initiate fights, or follow opponent, or run away. No useful case to team.
      Third tier (7 lvl) - all talents can be used, but I prefer Divine Steed, because it is + mobility (fast soak exp on 2 lines, complete it and go to objective on map, for example), +1 option to escape, +1 option to following low-hp opponent to kill him (especially after 16lvl). If you not like it, or wanna deal more damage, you can pick Holy Avenger for combo like a D+E+Full-E. Righteous Momentum, truthly, can be picked only in full-party, when your team need more ground control. I don't see any other cases for it, but talent still can be picked.
      Ultimate (10 lvl) - always Sacred Ground, exeptly maps, where you absolutely doesn't need defend objective, or if you already have good tank with zoning option. 45 sec cd is so small, what sometimes it can be ready when your Sacred Ground still active. 😄
      Ardent Defender we can pick, when we have a good tank, who know what he need to do. Usually, you get it before level 10. It's best save ability in game, also 120 sec cd is not so long, but we do less profit to team then what we can do with Sacred Ground.
      Fifth tier (13 lvl) - all talents are teoritly playable, but I prefer Aldor Peacekeeper, because it's good combo: instant Divine Purpose + Vindication, you got heal and kinetic shield, heal teammate, and you can tank 'cuz -25% damage for all sources near you, and under Sacred Ground you will be unbreakable, especially if you chosen Light of Karabor in tier 1. Repentance you can pick when Holy Avenger already picked in third tier - more control is more control. 😄 Also wanna clarify, what Velen's Chosen minorly upgrade damage, and have less profit then Aldor Peacekeeper and Repentance.
      Sixth tier (16 lvl) - always Holy Wrath, because it greatly increase our damage. From this moment, you will be a great threat to opponents, and they'll try to kill you, switching damage in you first, but they can't kill you 😄 (R+D+Q). Templar's Verdict, theoretically, can be use in well-played team to increase team damage and target kills, but for ultimate benefit of this talent, I repeat, we need at least 2 teammate with good fast switch in priority target for fast kill.
      Seventh tier (20 lvl) - depends of talent in fourth tier (Ultimate). If Ardent Defender picked - upgrade it (Word of Glory), exept if you have good aoe healer (like a morales/alextraza/brightwing/etc.). If Sacred Ground - pick Seraphim. Active ability,  every 10 seconds (!) deal 2 sec unstoppable - it's always full charged basic ability, what cannot be interrupted for blinding/stun/sleep/etc., also it's another option to escape.
      Upgrading Sacred Ground with Hallowed Ground - useless, because if you used it - stay here to death, but give time to escape to your teammates, in other cases you win teamfight ever, becuase on level 20 and higher, most teamfights end with death 3-5 ppl in team.
      Bubble Hearth - garbadge, if you wanna win. Ultimate escape, but if you find yourself in a situation, where you want to press this ability, your team will lose teamfight, and then - that game. 
      Leaving your team in the minority is not the way of true light protectors!
      Our stronger maps: Braxis Holdout, Cursed Hollow, Infernal Shrines, Sky Temple, Warhead Junction, Volskaya Foundry.
      Our weaker maps: Tomb of the Spider Queen, Battlefield of Eternity, Blackheart's Bay (?).
      Our nightmare: Johanna, Garrosh, Malthael, Rexxar.
      Tips: 
      Avoid downtime Divine Purpose! If you're not in fight, heal yourself instantly with Divine Purpose + Vindication, it cost no mana, and also you help to your healer (especially with Gift of the Naaru). If you pick Holy Avenger, start full-prepared Avenging Wrath without Divine Purpose, for combining it after first use. You start fight, and keep your damage strong full time in duel. It is good idea to use full-prepared Avenging Wrath in backline opponent team to help your assassins kill prefer target with Divine Purpose + Righteous Hammer, or separate and destract them healer. When you use Avenging Wrath just deal damage, don't wait full charge - it spell have a fixed damage, and charging in this situation is waste of time and damage from autoattack. Will be glad to any responce!
      Thanks for reading!
      See you in Nexus!
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