Deathwing Abilities and Strategy
Welcome to our Abilities page for Deathwing. Here, we give you an overview of every ability in Deathwing's kit. For each of them, we explain what it does, how to best use it, and how it works in combination with Deathwing's other abilities. We also give you strategy tips to play Deathwing efficiently.
Deathwing's Tips and Tricks
- Most of your damaging Abilities have a significant casting delay until they hit. Take this into consideration and aim accordingly.
- Deathwing can switch Form, heal up, and restore lost Armor Plates by using
Dragonflight. - When fighting melee Heroes, Destroyer Form is recommended. Against ranged Heroes, World Breaker's long distance Abilities have an edge.
Molten Flame should ideally be used on enemy Heroes under crowd control effects.
Incinerate can be used on cooldown to hit enemy Heroes who get too close to Deathwing while in Destroyer Form.
Onslaught deals more damage at the edge, so make sure to aim it properly when fighting against enemy Heroes while in World Breaker Form.
Lava Burst can be used to poke and zone enemy Heroes while in Destroyer Form.
Earth Shatter can be used as interrupt for channeled Abilities while in World Breaker Form.
Cataclysm is your best escape tool but also your best engage tool. Use it carefully.
Bellowing Roar is a powerful Heroic Ability which can be used to break the enemy formation and isolate a target to kill.- Deathwing does not get any healing in the Hall of Storms. When you need to heal up, use
Dragonflight instead of Hearthstone.
Skyfall at Level 7 can be used to stall a channeled Objective multiple times during
Dragonflight.
Elementium Plating at Level 16 can be activated to protect Deathwing from incoming burst damage.
Molten Flame
- Cooldown: 3 seconds
After 1.5 seconds, Deathwing breathes a stream of flame, dealing 19 (+4% per level) damage every 0.125 seconds. Drains 30 Energy per second.
Molten Flame is a Basic Ability that deals
a lot of damage to all foes standing in its area.
Deathwing cannot move or cast other Abilities while channeling it, so be sure to not be in a dangerous position before using it.
Keep in mind that
Molten Flame consumes a lot of Energy,
preventing Deathwing from using other Abilities for a few seconds
if you channel it for 3 seconds.
We recommend using
Molten Flame
after enemies have been locked down in place
by friendly crowd control to maximize its value.
Remember that you can use it while sieging as it deals damage to enemy Structures as well, although it is not as effective against them as it is against Heroes.
Incinerate
- Mana: 30
- Cooldown: 7 seconds
After 0.75 seconds, Deathwing flaps his wings, dealing 100 (+4% per level) damage to nearby enemies.
World Breaker: Lava Burst
Create a lava pool that damages and Slows.
Incinerate is a Basic Ability available only
when Deathwing is in Destroyer Form that, after a short delay,
deals damage to everyone in a relatively big area around Deathwing.
While it does not deal
a large amount of damage itself, both the cooldown and the Energy cost are
relatively low and as such
Incinerate can be use
whenever available, especially if Deathwing is surrounded by multiple enemies.
Onslaught
- Mana: 20
- Cooldown: 5 seconds
After 0.5 seconds, Deathwing lunges in a direction dealing 60 (+4% per level) damage to enemies and Slowing them by 35% for 2 seconds. Deathwing bites enemies at the end of the lunge, dealing an additional 120 (+4% per level) damage.
World Breaker: Earth Shatter
Damage and Stun enemies in two lines.
Onslaught is a Basic Ability available only
when Deathwing is in Destroyer Form that, after a short delay,
makes Deathwing lunge in the chosen direction.
While it does not make Deathwing faster at travelling from a point to another,
Onslaught is the only reliable source of
mobility that Deathwing has access to. Use it as a form of engage,
to dodge enemy Abilities, or to quickly disengage.
Lava Burst
- Mana: 25
- Cooldown: 9 seconds
After a 1 second delay, deal 35 (+4% per level) damage to all enemies in an area and create a pool of magma that deals 28 (+4% per level) damage per second and Slows enemies by 45%. Lasts 6 seconds.
Destroyer: Incinerate
Damage enemies near Deathwing.
Lava Burst is a Basic Ability available only
when Deathwing is in the World Breaker Form that, after a short delay,
spawns a small lava pool in a target area
that damages and Slows enemies inside.
Thanks to its cooldown and duration being the same,
you can easily use
Lava Burst
as a powerful zoning tool
that will force enemy Heroes to choose between taking damage and changing path.
Earth Shatter
- Mana: 25
- Cooldown: 12 seconds
Create a fissure of earth that deals 90 (+4% per level) damage to enemies hit and Stuns them for 0.75 seconds.
Destroyer: Onslaught
Lunge in a direction.
Earth Shatter is a Basic Ability available only
when Deathwing is in the World Breaker Form which creates two fissures on the ground
that damage and Stun enemies hit.
You can use it to interrupt enemy Heroes who are trying to channel an Ability.
Cataclysm
- Heroic
- Cooldown: 90 seconds
After 2 seconds, Deathwing flies in the targeted direction, dealing 90 (+4% per level) damage on impact and leaving scorched ground that deals 36 (+4% per level) damage a second. Lasts 6 seconds.
Quest: Hit Heroes with Molten Flame to grant 1 stack.
Quest: Score Takedowns to grant 50 stacks.
Mythic Reward: After reaching 2000 stacks, Deathwing brings on the Hour of Twilight. Cataclysm's periodic damage to Structures is increased by 2500%.
Cataclysm is a Heroic Ability that,
after 2 seconds of delay, makes Deathwing fly over a wide and long area,
dealing damage to enemies who touch that zone during the next 6 seconds.
To avoid that enemy Heroes will simply walk out from the fire,
use
Cataclysm in conjunction with crowd control
provided by the rest of your team and/or when the enemy team is near a choke point.
As good as
Cataclysm is when used offensively,
sometimes using it defensively to escape
an enemy assault can be the wisest approach. Not only will Deathwing fly a considerable distance away,
but he can even fly over impassable terrain to completely deny the enemy team any chance to take him down.
When using it this way, it is crucial to anticipate its cast time
to compensate the huge delay it has before actually going off.
Deathwing can use this Heroic Ability from Level 1, but it will have almost 4 minutes of cooldown when the game starts.
Bellowing Roar
After 1 second, Deathwing unleashes a mighty roar, dealing 25 (+4% per level) damage to nearby Heroes and causing them to run in Fear for 1.5 seconds.
Bellowing Roar is a Heroic Ability that can be used to
Fear enemy Heroes who are surrounding Deathwing. Since it has
a short delay, it should be cast when enemy Heroes are quite close to Deathwing
and have no mobility tools to suddenly run away, or as a
follow-up to allied crowd control
effects.
Deathwing can have both Heroic Abilities at the same time. This means that he can use
both
Cataclysm and
Bellowing Roar
in quick succession to surprise enemy Heroes with a powerful engage.
This aggressive play should only be attempted when you are confident in your team's ability to
follow-up with damage and/or crowd control.
Aspect of Death
- Passive
Deathwing is fitted with 4 Armor Plates which grant 10 Armor each. Every 25% Health lost causes Deathwing to lose a plate. Plates are only restored when Dragonflight is used, based on the amount of Health Deathwing has when landing.
Deathwing is also a mighty Dragon Aspect who is permanently Unstoppable and deals 100% additional Spell Damage to Heroes, but views his allies with contempt and ignores any of their friendly effects.
Aspect of Death is a Trait that is a unique mechanic that provides
Deathwing with a surprising amount of survivability on the battlefield. Every 25% health lost
causes him to lose one Armor Plate, lowering Deathwing's innate Armor by 10. The lost
Armor can only be rebuilt when
Dragonflight is used,
depending on the amount of Health that Deathwing has upon landing.
Due to his massive dragon body, Aspect of Death also causes Deathwing to be immune
to any form of enemy crowd control at the cost of also
ignoring any form of allied buffs and healing, including the instant heal provided by
Hearthstone and the healing over time effect in the Hall of Storms. This means that,
when Deathwing needs to heal, he must rely on
Dragonflight.
All that said, Deathwing can still use the Healing Fountain as any other Hero.
Dragonflight
- Cooldown: 15 seconds
After 3 seconds, fly into the sky, becoming Immune to all effects and gaining 2.5% Health per second. Once cast, this ability cannot be interrupted. Cannot be cast for 6 seconds after taking damage, Basic Attacking or casting an Ability.
Dragonflight is a Mount replacement Ability
that, after 3 seconds of delay, allows Deathwing to fly in the air,
regenerate 2.5% maximum Health per second, and restore Armor Plates as he heals up.
After flying for at least 8 seconds, Deathwing will be able to land wherever he has vision by using either
Destroyer or
World Breaker.
Deathwing's Form after landing will be based on which Ability has been used to land.
After landing, you will not be able to use any Ability for 4 seconds, therefore
you should generally prefer to land away from enemy Heroes.
This unique Ability is your main form of self-sustain in lane and makes up for the fact that Healers and other allied Heroes cannot heal Deathwing. Use it every time your Health is dangerously low, in preparation for upcoming fights, or right before an Objective spawns on the battlefield. Avoid landing too early or you will not restore the last Armor Plate, which will result in you having 30 instead of 40 Armor.
Baseline Quest
Deathwing has a Baseline Quest which requires to damage enemy Heroes with
Molten Flame
to gain 1 stack every 3 hits or to kill enemy Heroes you recently hit to gain 50 stacks. Upon reaching 2000 stacks,
you unlock the Mythic Reward:
Cataclysm deals 2500% damage to Structures
and Minions. This means that Deathwing can single-handedly destroy enemy Structures in the area
affected by
Cataclysm in a few seconds.
The best way to get stacks is to kill enemy Heroes. The second best way to get stacks is to stay together
with allied Heroes capable to lock enemy Heroes in place with crowd control
effects and be ready to use
Molten Flame as follow-up.
This way enemy Heroes will not be able to simply walk out from the affected area.
Changelog
- 19 Feb. 2026: Guide reviewed for the latest Balance Update.
- 12 Feb. 2026: Guide updated for the latest Balance Update.
- 18 Apr. 2025: Guide reviewed.
- 08 Oct. 2020: Guide reviewed for the latest Balance Update.
- 26 Nov. 2019: Added Deathwing to the Heroes section.
More Bruiser Guides
Elitesparkle has been hooked on Heroes of the Storm since day one in 2015. Over the years, he has consistently competed at Master level across multiple Seasons and has even climbed into Grand Master a couple of times. Known for his logical mindset and love for theorycrafting, he thrives on breaking down the game's mechanics and engaging in high-level strategy discussions with the community.
- Heroes of the Storm Balance Patch Notes: February 19
- Heroes of the Storm Live Patch Notes: February 10
- Heroes of the Storm PTR Update: January 21
- Heroes of the Storm PTR Update: January 16
- Heroes of the Storm PTR Patch Notes: January 14
- Heroes of the Storm Balance Patch Notes: December 12
- Heroes of the Storm Live Patch Notes: December 1
- Heroes of the Storm Live Patch Notes: September 30th
Free Hero Rotation
























































































