Blaze Abilities and Strategy
Welcome to our Abilities page for Blaze. Here, we give you an overview of every ability in Blaze's kit. For each of them, we explain what it does, how to best use it, and how it works in combination with Blaze's other abilities. We also give you strategy tips to play Blaze efficiently.
1. Blaze's Tips and Tricks
- Flame Stream actually fires two parallel projectiles; hit with both to double the Ability's damage.
- An Ignited Oil Spill will ignite any other Oil Spill that overlaps with it.
- Jet Propulsion does not collide with Minions, allowing you to charge through to hit enemy Heroes.
- You do not have to stay inside Bunker Drop; press the R key to leave it.
- Combustion prevents you from casting other Abilities while it is being channeled.
- The Cooldown of Pyromania is reduced for each Hero hit by Flame Stream; double hits count as well.
2. A Note on Blaze's Basic Attack
Blaze's Basic Attack is quite special: instead of hitting a single target like most other Basic Attack, it hits all enemies in a small cone-shaped area directly in front of Blaze, technically making him a ranged Hero. This attribute is particularly useful for dealing damage to melee Heroes without allowing them to retaliate as well as for waveclearing purposes. From a pure damage-dealing standpoint, Blaze's Basic Attack is comparatively very weak when hitting less than 3 targets. It is therefore important to try and make the most out of Blaze's Basic Attacks by positioning yourself in a way that as many targets as possible can be hit. This generally means walking in melee range of the nearest target so that the cone-shaped area hits enemies further back. However, you should never put yourself at risk when you might simply take more damage than you will inflict.
3. Flame Stream
- Mana: 30
- Cooldown: 4 seconds
Fire two streams that deal 83 (+4% per level) damage to enemies hit. Flame Stream Ignites Oil Spills it comes in contact with.
Flame Stream is an unusual skillshot that fires two relatively fast parallel projectiles which pierce any target hit. Since these projectiles are fired close to each other, it is possible to aim in a way that they both hit an individual target, doubling the Ability's otherwise very weak damage. Still, this can be useful to poke or finish off fleeing enemies.
Flame Stream's true purpose, however, is Igniting Oil Spill by casting the Ability directly on top of Oil Spill's area of effect. This interaction is key to playing Blaze and will be discussed below.
Each Hero hit by Flame Stream reduces the Cooldown of Pyromania by 5 seconds; double hits provide twice as much Cooldown reduction, as does hitting several Heroes at once.
4. Oil Spill
- Mana: 50
- Charges: 2
- Recharge Time: 12 seconds
Dispense a slick of oil that lasts for 5 seconds and Slows enemies that come in contact with it by 50%.
Oil Spills are Ignited for 2.5 seconds when hit by Flame Stream. Ignited Oil Spills no longer Slow enemies, but instead deal 16 (+4% per level) damage to them every 0.3 seconds. Additionally, Blaze is healed for 49 (+4% per level) Health every 0.3 seconds while standing in Ignited Oil Spills.
Stores up to 2 charges.
Oil Spill is arguably Blaze's most important Ability. On its own, it provides a powerful Slowing effect with a long duration. However, the Ability also has a second "form": when Flame Stream hits Oil Spill's tar-like area of effect, it becomes "Ignited" for an additional 2.5 seconds. When Ignited, Oil Spill no longer Slows, but instead deals a large amount of damage-over-time to enemies within its area of effect and heals Blaze for a significant amount as long as he remains within the Ability's area of effect. Ignited Oil Spill will also Ignite overlapping Oil Spills, which is relevant given that it has two charges, and that certain Talents can generate additional Oil Spills.
It is worth noting that Oil Spill uses an uncommon targeting system known as vector targeting. This means that Oil Spill's rectangular area of effect does not originate from the caster himself, unlike most Abilities, but instead from the targeted point to "expand" towards your cursor. This flexible targeting system allows you to accurately control Oil Spill's coverage, which is particularly useful for cutting off escape routes or hindering initiations by aiming in the direction opponents are moving to.
Ignited Oil Spill is so powerful that its defines Blaze as a Hero. To Ignite, or not to Ignite, however, is first aspect of Oil Spill to master. Under certain circumstance, the Ability's Slowing effect may be more valuable than its damage and healing. Generally, this is when you are trying to peel or Slow fleeing opponents while your allies attempt to finish them off. Otherwise, Igniting Oil Spill is generally a good idea; its high damage will deter most opponents from standing within its area of effect, reducing their uptime, and healing Blaze. Under ideal circumstances, Oil Spill will be used to both inflict damage and heal Blaze; this is generally accomplished by using the Ability on Heroes that have to fight you or your allies over a Map Objective or that are under the effects of crowd-control, such as your own Jet Propulsion.
While laning, Oil Spill is systematically Ignited right on top of Minion waves to quickly clear them when combined with Blaze's Basic Attacks. Standing on top of Ignited Oil Spill also makes it very difficult for most Heroes to trade Health with Blaze; it can in fact be used to heal while out of combat, though this should not be done if there is impending combat.
5. Jet Propulsion
- Mana: 45
- Cooldown: 9 seconds
After 0.5 seconds, charge forward. Colliding with an enemy Hero deals 52 (+4% per level) damage to all nearby enemy Heroes and Stuns them for 1.25 seconds.
Jet Propulsion is a versatile Ability that brings together Blaze's only form of mobility and hard crowd-control, making it effective at initiating, peeling, and interrupting channeled-abilities. Jet Propulsion allows Blaze to pass right through non-Heroic entities such as Minions, though not terrain nor Structures. Its short 0.5 seconds cast time and traveling time also means that you need to aim slightly ahead of your intended target, though Oil Spill can be used to Slow them and make the Ability easier to hit with.
As a combo piece, successful Jet Propulsion hits should be naturally followed with Oil Spill and Flame Stream, as its relatively lengthy 1.25 seconds Stun will force struck Heroes to remain within Oil Spill's area for at least this long. The Ability can also be used as a setup for Combustion or powerful allied Abilities; be sure, however, not to overextend and to communicate your intentions with Pings or a quick "engaging soon!" chat message.
6. Bunker Drop
- Mana: 80
- Cooldown: 80 seconds
After 0.5 seconds, deploy and enter a Bunker with 1435 (+4% per level) Health. Blaze and his allies can enter and exit the Bunker at will. While in the Bunker, occupants gain access to Flamethrower, dealing 170 damage to enemies in a line.
Exiting the Bunker grants 25 Armor for 2 seconds. Bunkers last 10 seconds, or until destroyed.
Bunker Drop is Blaze's defensive Heroic Ability choice. Its main purpose is to allow allied Heroes to temporarily disable themselves in exchange for a large shared Shielding effect and the ability to deal some damage through a new Flame Stream-like Ability. Bunker Drop also automatically garrisons Blaze after its 0.5 seconds cast time, making it useful as a last resort to try to stay alive or to buy some time for allies to help out. Ideally, Bunker Drop should be used next to fragile allies who are being targeted by threatening melee Assassins such as Genji, Greymane, Illidan, The Butcher, Valeera, and Zeratul, who tend to rely on quick kills to generate an advantage. It is worth noting that while the Bunker is far from unkillable, it does have more Health than most Assassins and Supports, and is generally difficult for a single Hero to burst down timely.
It should be mentioned that Ability Cooldowns keep progressing while inside the Bunker, which could allow an important Ability to become available again while protected. Entering the Bunker dispels the majority of debuffs and damage-over-time effects, such as Temporal Loop, Corruption, Nature's Toxin, Reaper's Mark, Plague of Toads, and Shadow Dagger, among others. Entering the Bunker while pursued by targeted or delayed Abilities such as Purifier Beam, Ball Lightning, The Hunt, Pyroblast, Frost Blast, Triple Tap, or Pulse Bomb will cause them to target the Bunker until their target exits, making Bunker Drop a useful tool to "waste" such Abilities due to its relatively low Cooldown.
To enter the Bunker, right-click it. To leave the Bunker, press the R key, and then left-click near the Bunker. Heroes cannot enter the Bunker while Rooted or Stunned, although Blaze can cast the Ability while Rooted.
- Mana: 70
- Cooldown: 80 seconds
Channel for up to 2.6 seconds. Upon ending, Slow nearby enemies by 60% and deal 55 (+4% per level) damage to them every 0.5 seconds. Combustion's Slow and damage over time duration is extended the longer Blaze Channels, from 1 second up to 5 seconds.
Blaze's Movement Speed is reduced by 40% while Channeling.
Combustion is Blaze's damage-oriented Heroic Ability choice. If you are running a double tank or double healer team composition, feel like your team may lack damage, or have a proper way of setting up for the Ability, such as Void Prison, Combustion is an appropriate choice. The Ability's impressive area of effect damage and potent Slow make it an effective deterrent to anyone trying to attack you or your allies, or trying to contest a specific area such as a Map Objective or Boss Camp. Hitting three or more Heroes with Combustion should be one of your goals; Jet Propulsion's Stunning effect can help you setup your own Combustion hits despite the self slowing effect of the Ability.
As a semi-channeled Ability, Combustion allows Blaze to move during its channeling time, but prevents him from using Basic Attacks or Abilities other than Combustion itself, which will end the channeling effect early and deal proportionally less damage. Since Combustion can also be interrupted, keeping track of reliable crowd-control effects is important.
8. Pyromania (Trait)
- Cooldown: 90 seconds
Gain 35 Armor and deal 40 (+4% per level) damage to nearby enemies every 0.5 seconds for 4 seconds.
Each Hero hit by Flame Stream reduces Pyromania's cooldown by 5 seconds.
Pyromania is Blaze's main defensive Ability. Its use is generally reserved to when you are being targeted by two or more Heroes. The Armor, combined with Blaze's large Health pool and self-sustain makes him extremely difficult to take down, and may even bait opponents into overcommitting to killing you. Pyromania also deals a reasonable amount of damage-over-time, although it should almost never be used solely for this damage beyond the early stages of the game.
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