Deckard Cain Abilities and Strategy
Welcome to our Abilities page for Deckard Cain. Here, we give you an overview of every ability in Deckard Cain's kit. For each of them, we explain what it does, how to best use it, and how it works in combination with Deckard Cain's other abilities. We also give you strategy tips to play Deckard Cain efficiently.
Deckard Cain's Tips and Tricks
- Potions created by Healing Potion last until consumed. Casting Healing Potion beyond the limit of 5 will destroy the oldest Potion.
- Horadric Cube has a short flight time, but can still hit enemies running directly away from Deckard if the targeting reticle is centered
- Scroll Of Sealing should naturally follow successful Horadric Cube hits.
- Stay Awhile and Listen should not be used in the middle of combat, as it is likely to be interrupted. Try isolating important targets such as healers instead.
- Lorenado's vector targeting allows it to push enemies towards your teammates, and more importantly, towards Scroll of Sealing's area of effect.
Fortitude of the Faithful
Although we typically list Hero abilities in order, Deckard's Trait is quite unique in that it heavily impacts the way that he is played. As such, we list it first and not last, as we usually do with other Heroes.
When at least 1 other allied Hero is nearby, Deckard gains 10 Armor and his Basic Abilities recharge 50% faster.
Deckard's Trait makes him particularly teammate-reliant, even for a healer. Fortitude of the Faithful's allied requirement means that Deckard loses out on what amounts to a 33% more Ability casts and a very decent 10 Armor increase. Although Deckard's Abilities do not lend themselves well to spending much time alone, Fortitude of the Faithful may as well read "stay with an ally at all times," as Deckard is tuned around this Ability's effects.
- Mana: 25
- Cooldown: 4 seconds
Throw a Healing Potion on the ground that heals the first allied Hero that comes in contact with it for 270 (+4% per level).
Limit 5 active Potions.
While under the effects of Fortitude of the Faithful, Healing Potion's Cooldown is 2 seconds.
Healing Potion is Deckard's main — and nearly only — way of delivering healing. Although its healing amount is not particularly high when compared to other main healing Abilities, Healing Potion has one of the shortest Cooldowns and lowest Mana costs of any Ability; its sustained single-target output and efficiency are unmatched by other healers. This has the implication of making Deckard or allies difficult to take down without the help of burst damage while they are actively being healed.
Healing Potion's most notable property lies in its "on the ground" aspect, which warrants a short explanation. Throwing a Healing Potion towards an area not currently occupied by an allied Hero leaves the thrown Potion behind to be "picked up", instantly healing and applying any Talent-related effects to any allied Hero, including Deckard, who moves over the Potion. This means that several Potions can be left on the ground (up to five) for future use. This helps Deckard deal with burst damage somewhat, as a few Potions can heal all but the most severe of wounds, as long as several Potions have been set up ahead of time and in a way that they that they cannot be picked up by accident. This feature also gives Deckard the unique ability to heal distant allies (such as Heroes in different lanes) by setting up a few Potions to be picked up at the teammate's leisure. This is also why Healing Potion often ends up being — and should almost always be — used on-Cooldown before impending Hero combat.
Due to its "lobbed" skillshot nature, Healing Potion can be difficult to use in combat; with its short flight time, Healing Potion can heal an unintended target or miss outright, and particularly when dealing with moving Heroes or while under pressure. Internalising Healing Potion's flight time through sheer practice is therefore important for aspiring Deckard players. Note that holding the ALT key while casting Healing Potion will throw the Potion directly onto Deckard for instant healing.
- Mana: 35
- Cooldown: 12 seconds
Release the Horadric Cube. After 0.5 seconds it explodes, dealing 80 (+4% per level) damage to all enemies in the area and Slowing them by 35% for 1.75 seconds.
Horadric Cube's main purpose is to set up for Scroll Of Sealing, thanks to it relatively powerful Slowing effect. Although Horadric Cube has a short flight time, its fair area of effect should allow you to hit your intended targets if you center the Ability's targeting reticle properly. Otherwise, the Slowing effect is also useful as a general mean of peeling or following up. The Level 7 Kanai's Cube Talent is notable for turning Horadric Cube into a powerful damage mitigation tool and changing the way it should be used somewhat to reduce incoming burst damage.
Scroll Of Sealing
- Mana: 40
- Cooldown: 16 seconds
Unfurl an enchanted scroll over 2.25 seconds, forming a triangle that deals 150 (+4% per level) damage to enemies inside and Roots them for 1.5 seconds.
Scroll Of Sealing's long triggering period makes it difficult to outright land on targets that are actively looking out for it. There are still several ways of making good use of the Ability. By targeting Scroll Of Sealing in such a way that the area of effect is directly on top of an intended target who has been Slowed by Horadric Cube, you can greatly improve your chances of hitting. Attacking or channeling foes may also be reluctant or find themselves unable to leave the Ability's area of effect in time. A good tactic is also to cast Scroll Of Sealing in the path of a moving foe so that they are either forced to walk into the area of effect or wait for it to expire, blocking them off and fulfilling your purpose either way. Scroll Of Sealing's main use, however, is simply as a follow-up tool: by using the Ability against foes that have already been crowd controlled, you can ensure successful hits and greatly improve your teammates' uptime. As needed, it can also be used for waveclear, although it is not particularly effective for this task, as is Deckard in general.
Stay Awhile and Listen
- Mana: 60
- Cooldown: 70 seconds
After 1 second, Channel for 3 seconds, putting enemy Heroes in front of Deckard to Sleep while Channeling, and for 2 seconds after.
Enemies can only be put to Sleep once per cast, and Sleep's effects end instantly if they take damage.
Stay Awhile and Listen provides Deckard with a powerful but situational area of effect crowd control effect. Due to the Sleep effect being canceled by damage, a best-case scenario for this Ability is to hit every Hero able to interrupt you while your teammates focus down whatever is left awake. This means that Stay Awhile and Listen should not be used mid-teamfight unless the backline can also be hit; healers with long healing Cooldowns such as Auriel, Rehgar, and Uther are also important targets to consider as it prevents them from exploiting important protection timings. In an uncoordinated environment, Stay Awhile and Listen is more likely to be used as a defensive tool to peel melee Heroes away from you or other fragile teammates.
Strong Stay Awhile and Listen's wide area of effect allows it to be a decent way to set up a number of more difficult-to-hit Abilities, which include:
- Apocalypse (Diablo)
- Mosh Pit (E.T.C.)
- Grav-O-Bomb 3000 (Gazlowe)
- Ring of Frost (Jaina)
- Zombie Wall (Nazeebo)
- Devouring Maw (Zagara)
- Void Prison (Zeratul)
It should be noted that Sleeping targets will always Sleep for at least 2 seconds after Stay Awhile and Listen is interrupted, by yourself or an interrupting effect, or until they are damaged. Informing your teammates of your intended targets and warning them not to damage said targets is a good way of improving your success rate.
- Mana: 40
- Cooldown: 40 seconds
After 1 second, create a twirling tome tornado that travels towards the targeted direction, continually knocking away enemies that come into contact with it.
Lorenado is a versatile but peculiar Ability which seeks to disrupt your opponents' plan. Its main use is preventing players from moving where they may want to go. Examples include Mercenary Camp capture points, tight corridors leading to you or other teammates, escape paths (notably, Gates), and Map Objectives. Lorenado can also be used to push enemies into Scroll Of Sealing's area of effect. By remaining near Lorenado, you can make yourself very difficult to approach for melee Heroes for its duration.
It is worth noting that Lorenado uses an uncommon targeting system known as vector targeting. This means that Lorenado'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 Lorenado's direction, which is particularly useful for cutting off escape routes or hindering initiations by aiming in the direction opponents are moving to.
- 16 Oct. 2019: Abilities section reviewed following the 2.48.2 update.
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