Artanis Abilities and Strategy
Welcome to our Abilities page for Artanis. Here, we give you an overview of every ability in Artanis' kit. For each of them, we explain what it does, how to best use it, and how it works in combination with Artanis' other abilities. We also give you strategy tips to play Artanis efficiently.
1. Artanis' Tips and Tricks
- Use Blade Dash to finish off enemies and to reduce the cooldown of Shield Overload with early talents.
- Always use Twin Blades when it is available.
- Try to hit backline enemies with Phase Prism while Blade Dash is active.
- Phase Prism can be used as a disengage mechanism if it hits an enemy Hero blocking your escape path.
- Use Suppression Pulse just as you enter a large team fight to reduce the damage that you will take.
- Use Purifier Beam on your low mobility targets, since they lack the means to escape it easily.
- Constantly use Basic Attacks, especially Twin Blades, to reduce Shield Overload's cooldown.
2. Blade Dash
- Mana: 50
- Cooldown: 10 seconds
Dash forward and deal 57 (+4% per level) damage to enemies, then return and deal 171 (+4% per level) damage. Every enemy hit reduces the cooldown on Shield Overload by 1 second, and Heroes by 2 seconds.
Blade Dash is quite a unique ability. It feigns mobility and can often be a detriment to use, as you can get stunned or rooted out of it when dashing. Moreover, using it prevents the use of Basic Attacks, which can be counter-productive at times. Look to only use Blade Dash when you are otherwise unable to use Basic Attacks or when you are certain to get a killing blow on a retreating enemy. It is your primary mode of waveclearing. Talents like Psionic Synergy and Templar's Zeal at Levels 4 and 13 can dramatically increase Blade Dash's effectiveness, especially when below 50% maximum health.
It is very important to use Artanis' infamous Blade Dash + Phase Prism combination, which allows him to gain an unexpected amount of mobility. Since it requires experience and practice to fully master this move, we strongly recommend testing it against A.I. or Quick Match opponents first before using it in Hero League or Team League.
3. Twin Blades
- Mana: 20
- Cooldown: 4 seconds
Artanis's next Basic Attack immediately causes him to charge a short distance and strike the enemy 2 times.
Twin Blades is one of your most important Basic Abilities. It provides burst damage on a low cooldown and becomes pivotal with Triple Strike at Level 13 and Zealot Charge at Level 20. Perhaps more importantly, the additional Basic Attacks help to reduce the cooldown of Shield Overload by a large margin so use it as frequently as possible. The short charge animation becomes particularly useful when trying to quickly initiate on a nearby priority target.
4. Phase Prism
- Mana: 50
- Cooldown: 12 seconds
Fire a Phase Prism that deals 66 (+4% per level) damage to the first Hero hit and swaps Artanis's position with theirs. Can be used during Blade Dash.
Phase Prism is one of the most unique abilities in Heroes of the Storm, allowing you to swap positions with any enemy Hero hit by the prism. This will generally be used to pull an enemy backline Hero out of position, but can also be used to peel an enemy Tank off of your allies. However, Phase Prism moves quite slowly and has a very short range, making it difficult to use optimally. Using Phase Prism over Walls can create some very unique situations. Moreover, Phase Prism can be cast while Blade Dash is active, which allows Artanis to attack enemy Heroes he normally would not be able to reach.
5. Suppression Pulse
- Mana: 40
- Cooldown: 50 seconds
Fire a large area pulse from the Spear of Adun, dealing 114 (+4% per level) damage and Blinding enemies for 4 seconds. Unlimited range.
Suppression Pulse can be great when used against Heroes that rely on Basic Attacks to deal damage, like Valla, Sgt. Hammer, Illidan, or Thrall. If the enemy team lacks Basic Attack reliant Heroes, it is best to stick with Purifier Beam. Use Supression Pulse to prevent damage from the enemy team as you initiate. This will ensure that your allies will continue the fight while in good health condition. If you use Suppression Pulse too late, low health allies may actually already be on the retreat. Do not forget that Supression Pulse's range is global, so always look for opportunities to use it.
6. Purifier Beam
- Mana: 80
- Cooldown: 80 seconds
Target an enemy Hero with an orbital beam from the Spear of Adun, dealing 184 (+4% per level) damage per second for 8 seconds. The beam will chase the target as they move. Unlimited range.
Purifier Beam is an underrated ability that deals a tremendous amount of damage, especially during team fights. It forces enemies to always move, sometimes putting themselves in poor positions in an attempt to avoid the beam (and the damage). You can place Purifier Beam on your main target to help you take them down more quickly or on another enemy to zone them out of a fight.
7. Shield Overload (Trait)
- Cooldown: 24 seconds
After taking damage while below 75% Health, Artanis gains a 375 (+4% per level) Shield for 5 seconds. Basic Attacks lower the cooldown of Shield Overload by 4 seconds.
Shield Overload is Artanis' most important ability. It makes Artanis extremely difficult to kill if he is able to use his Basic Attacks, even versus burst damage, since the cooldown of Shield Overload can be reduced to only several seconds. Although it may seem counterintuitive, you should generally be fighting with 50% or less health and only have your Support heal you when you drop to critical Levels. Talents like Templar's Zeal, Psionic Synergy, and Phase Bulwark work to strengthen or reduce the cooldown of Shield Overload. Be wary of abilities and Heroes with crowd control that can inhibit your ability to use Basic Attacks.
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