Falstad Abilities and Strategy
Welcome to our Abilities page for Falstad. Here, we give you an overview of every ability in Falstad's kit. For each of them, we explain what it does, how to best use it, and how it works in combination with Falstad's other abilities. We also give you strategy tips to play Falstad efficiently.
1. Falstad's Tips and Tricks
- Capitalise on Flight's global range to split push or soak Experience. It can also be used to gank.
- Using Hammerang and Hinterland Blast against targets under crowd control will greatly improves your accuracy. Nothing beats practice, however.
- Limit your offensive use of Barrel Roll, as it leaves you vulnerable.
- Use Mighty Gust to disengage a losing battle, to split an opponent's forces in half, push your enemies into your team, or to steal capturable Objectives.
- Mana: 60
- Cooldown: 10 seconds
Throw out a Hammer that returns to Falstad, dealing 121 (+4% per level) damage and slowing enemies by 25% for 2 seconds.
Hammerang is arguably Falstad's most important Ability, and mastering it is a priority for any player. It deals a sizeable amount of damage from a respectable range, and its slowing effect synergises well with Falstad's other Abilities. Hammerang's slow travel and skillshot nature makes it somehwat difficult to use, as you have to predict your intended target's movement to successfully land hits or double hits. Whenever you do succesfully hit a target, you should see to capitalise on the slowing effect by weaving in Lightning Rod as well as as many Basic Attacks as possible, or even, following up with Hinterland Blast.
While in lane, Hammerang can damage an entire Minion Wave as they are walking in a file, before engaging your own Minions. Although an unlikely situation, the same strategy can be used against opposing Heroes to get more area of effect damage out of the Ability.
3. Lightning Rod
- Mana: 60
- Cooldown: 13 seconds
Deal 107 (+4% per level) damage to an enemy, and an additional 75 (+4% per level) damage per second for 4 seconds while close to the target.
Lightning Rod is one of the most damaging single-target Basic Abilities. Although it can not miss, its effect will be ended early if your target moves out of its range. It is therefore imperative that you do try and either select targets that are unable to get away from you (such as one slowed by Hammerang or otherwise under the effects of crowd control), or that are currently fighting you or another player. Barrel Roll can also be used to keep up with a target that is trying to escape, though this is seldom recommended, as it is dangerous to use your main escape move offensively. Due to its restrictive Cooldown and relatively high Mana cost, Lightning Rod should be used sparingly if you are uncertain that it will last for its full duration. Due to its high damage output, Lightning Rod is also an effective way of claming Mercenary Camps and dealing siege damage.
4. Barrel Roll
- Mana: 70
- Cooldown: 13 seconds
Dashes forward and grants a 171 (+4% per level) point Shield for 3 seconds.
Barrel Roll is Falstad's main defensive Ability. It is extremely versatile, in that it perfectly complements his kit, allowing him to quickly reposition to improve his Basic Attack uptime and the accuracy of other Abilities. It can also be used defensively to create breathing room between himself and dangerous attackers, such as Illidan, Thrall, Sonya, or Zeratul, or to quickly avoid dangerous Abilities, such as Apocalypse, Primal Grasp, or Hook. Using the Ability to go over small walls and terrain is a sure way of escaping most attackers as well. Do try and avoid using Barrel Roll offensively, as keen opponents will be quick to capitalise on its lenghty 14-seconds Cooldown. The Shields it provides can be used as a last resort tool against damage-over-time effects.
5. Hinterland Blast
- Mana: 100
- Cooldown: 120 seconds
After 1 second, deal 475 (+4.75% per level) damage to enemies within a long line. The cooldown is reduced by 25 seconds for every enemy Hero hit.
Hinterland Blast is tied with Globe of Annihilation, Precision Strike, and Furnace Blast for some of the highest area of effect damage potential. The Ability's power is tied to the fact that it is relatively easy for players to avoid due to its windup time. It is therefore recommended that you use the Ability along some form of more reliable crowd control, in an area of effect, if possible. The Abilities listed below are often used in conjunction with Hinterland Blast.
- Howling Blast (Arthas)
- Apocalypse (Diablo)
- Mosh Pit (E.T.C.)
- Grav-O-Bomb 3000 (Gazlowe)
- Blessed Shield (Johanna)
- Primal Grasp + Impaling Blades (Kerrigan)
- Entomb (Leoric)
- Entangling Roots (Malfurion)
- Zombie Wall (Nazeebo)
- Leap (Sonya)
- Sundering (Thrall)
- Divine Storm (Uther)
- Devouring Maw (Zagara)
- Void Prison (Zeratul)
One notable feature of Hinterland Blast lies in the fact that its Cooldown is greatly reduced for each Hero it hits. Although focusing down a specific target is generally desirable so as to secure kills, Hinterland Blast should exceptionally be used against as many Heroes as possible. Hitting 5 will completely reset the Ability's Cooldown, allowing for sustained uses, and dealing extreme levels of damage.
6. Mighty Gust
- Mana: 70
- Cooldown: 60 seconds
Push enemies away, and slow their Movement Speed by 40% decaying over 4 seconds.
Although it deals no damage, Mighty Gust has some unique applications. The Ability's unordinarily long Knockback effect can be used to completely disengage unfavourable fights, push foes away from Map Objectives, or otherwise split backline Heroes from their frontline. Using Mighty Gust against a foe that is near any kind of pathing blocker will cause the target to become stuck against this blocker for the Ability's duration, essentially stunning it for the duration. Be careful to not push your opponents away from your teammates when you may actually be close to getting a kill.
One of the most useful and aggressive application of Mighty Gust involves using Flight to position yourself behind one or multiple opponents to then push them towards your teammages. Although this tactic often leaves you open to counterattacks, Barrel Roll can be used to reposition yourself rather safely. This tactic is particularly useful against escaping opponents as they may be unable to retaliate against you. Be sure to inform your teammates of your intent to use such a strategy by shift+clicking Mighty Gust and then pinging your intended Flight destination. This will make coordinating around the Ability much easier.
- Cooldown: 6 seconds
Gain 15% increased Movement Speed after not taking damage for 6 seconds.
Tailwind partly makes up for the fact that Falstad does not have a regular Mount. Although he is still slower than other Mounted Heroes while its effect is active, he gets to benefit from the movement speed increase while in combat for as long as he does not take damage. This helps with positioning for his Abilities, as well as kiting Heroes that do not have a ranged Ability or attack to kill Tailwind's effect. It should be noted that damage from non-Heroes will also cancel Tailwind, making it imperative to avoid being within the attack range of Minions and Structures while traveling around.
- Cooldown: 75 seconds
Instead of mounting, Falstad can fly a great distance over terrain.
Flight is Falstad's defining Ability, and the main reason why he does not have access to a regular Mount. Having the ability to very quickly move to nearly any point of interest on the Battlefield allows Falstad players to very effectively gank, rotate, defend, or attack positions, and escape Heroes who do not have Stuns or Knockbacks to interrupt the channel. Using Flight properly is a hallmark of strong Falstad players.
A special note should be made with regards to using Flight for soaking and split-pushing purposes. In practice, Flight's extensive range allows you to play in a way that is uncommon by willingly avoiding participating in team fights that revolve around Map Objectives to instead keep on gathering Experience for your team to become more powerful than that of your opponents. Doing so effectively puts your opponents in a delicate situation: they find themselves having to dedicate someone to stopping you, at which point you can simply Flight away to leave them stranded. If they decide to leave you to do your own thing, you can secure an important Experience or Structural lead, granted your team plays defensively enough to avoid casualties. In essence, Flight forces your opponents to react to your strategy, which is a sure-fire way of capitalising on their communication (or lack thereof).
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