Falstad Talents
Welcome to our Talents page for Falstad. Here, we give you an overview of how strong each of Falstad's talents is. Then, we present several viable builds, before analyzing each talent row separately, so that you can make informed decisions.
Falstad's Talent Build
| Level | Choices |
|---|---|
| 1 |
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| 4 |
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| 7 |
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| 10 |
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| 13 |
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| 16 |
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| 20 |
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Falstad's Talent Build Cheatsheet
Basic Attacks Build
RecommendedFalstad's Basic Attacks Build provides a fair amount of sustain damage
on a single target thanks to multiple Talents that improve your damage via Basic Attacks:
Frequent Flyer at Level 1,
Secret Weapon at Level 7,
and
Sustained Winds at Level 13.
As this Build gives you access to percent-based damage, it is great for pressuring and/or taking down the enemy frontline, even if they have access to Armor effects.
Given it does not need to stack on enemy Heroes, this Build is the go-to when you are playing on a big Map (for example Sky Temple) and your strategy revolves around split-pushing to pressure the enemy team.
Hammerang Build
SituationalFalstad's Hammerang Build provides a high amount of poke damage,
which can be increased by pairing him with a Mage
who will get value from
BOOMerang at Level 7.
Given it needs to stack on enemy Heroes, this Build does better on 2-lane Maps
(such as Braxis Holdout), where it will be easier to stack
Gathering Storm.
Lightning Rod Build
SituationalFalstad's Lightning Rod Build offers a high amount of damage
on a single target by empowering
Lightning Rod,
allowing him to trade extremely well with
Heroes who gank or dive alone.
We find this Build more appropriate when playing against dive Heroes
because it greatly increases your dueling power, assuming you manage
to stack
Dishonorable Discharge at Level 1 enough to unlock
the second Reward.
Level 1 Talents for Falstad
Quest: Hit enemy Heroes with Hammerang. Restore 6 Mana for each Hero hit. Upon dying, Lose 8 stacks.
Reward: After hitting 30 Heroes, Hammerang permanently deals 30% more damage.
Reward: After hitting 80 Heroes, Hammerang permanently deals an additional 50% damage.
Pinnacle Reward: After hitting 150 Heroes, Hammerang permanently deals an additional 70% damage.
Gathering Storm is a good Talent that empowers
Hammerang when hitting enemy Heroes with it.
After 30 stacks, its damage is increased by 30%.
After 80 stacks, its damage is increased by 50%.
After 150 stacks, its damage is increased by 70%.
You also restore 6 Mana for each Hero hit.
Upon dying, you lose 8 stacks but you keep any Quest Reward unlocked so far.
We find this Talent less valuable on 3-lane Maps because enemy Heroes will tend to split and you will likely have to cover side lanes too. Unlocking the Pinnacle Reward is great but it may not always be possible because it requires a lot of stacks.
You should pair this Talent with
Flow Rider at Level 13
for being able to cast
Hammerang more often
and therefore gain more stacks and get more value from all the stacks
you have gained so far.
Quest: Each Lightning Rod strike upon a Hero after the 3rd generates 1 stack. If a Hero dies under its effect, generate 2 stacks.
Reward: After 20 stacks, its damage is increased by 30%.
Reward: After 45 stacks, its cooldown is reduced by 2 seconds and its damage is increased by an additional 75%.
Pinnacle Reward: After 75 stacks, its number of strikes is increased by 2 and the final strike Stuns for 1.25 seconds.
Dishonorable Discharge is a good Talent that empowers
Lightning Rod when hitting enemy Heroes with it.
You gain 1 stack every 3 strikes on enemy Heroes.
After 20 stacks, its damage is permanently increased by 30%.
After 45 stacks, its cooldown is reduced by 2 seconds and its damage is permanently increased by 75%.
After 75 stacks, its strikes go up by 2 and the final strike Stuns for 1.25 seconds.
Even if you do not manage to unlock the Pinnacle Reward, the damage increase provided
by the first and second Rewards combined together will greatly empower your
kill potential against Heroes without mobility tools
usable to disconnect
Lightning Rod when cast on them.
Dishonorable Discharge at Level 1,
Static Shield
at Level 4,
Thunderstrikes at Level 7, and
Charged Up
at Level 13 combined together make Falstad extremely difficult to duel
for Heroes who do not have any way to outrange
Lightning Rod.
- Cooldown: 45 seconds
Activate Frequent Flyer to gain 25% Attack Speed and Tailwind for 4 seconds.
Quest: Minion kills grant 1 stack. Hero Takedowns grant 5.0 stacks.
Reward: After 50 stacks, gain 20 Attack Damage.
Reward: After 125 stacks, gain 50 additional Attack Damage.
Pinnacle Reward: After 300 stacks, gain 125 additional Attack Damage.
Frequent Flyer is a strong Talent that empowers
your Basic Attacks. You gain 1 stack every time a nearby Minion dies
and 5 stacks every time you contribute to a Hero Takedown.
After 60 stacks, Basic Attacks deal 20 more damage.
After 150 stacks, Basic Attacks deal 50 more damage, for a total of 70 additional damage.
After 300 stacks, Basic Attacks deal 125 more damage, for a total of 195 additional damage.
Furthermore, once every 1 minute, it can be activated to increase your Attack Speed
by 25% and to enable
Tailwind for 4 seconds.
Contrary to normal
Tailwind, the effect coming from
the Active component of this Talent does not get canceled when taking damage,
so it always lasts 4 seconds. Because of this, other than to boost your Attack damage,
you can activate it to refresh your Trait right after taking damage while fighting.
You can also activate it to increase your damage against enemy Structures when needed,
assuming you do not expect to fight for the next 45 seconds (its cooldown).
As it does not require to hit enemy Heroes, this kind of Quest is particularly good for a Hero like Falstad
who can easily take care of Minions in lanes that are far from the rest of the team
and quickly join them with
Flight when a team fight starts.
The fact it requires Minions, however, means you will get less stacks on 2-lane Maps
because you will not be able to quickly rotate from a lane
to another one without using
Flight.
Level 4 Talents for Falstad
Lightning Rod strikes grant a Shield equal to 4% of Falstad's maximum Health, up to 28%, for 4 seconds.
Static Shield is a decent Talent that creates a powerful Shield
when Falstad is hitting enemy Heroes with
Lightning Rod.
Each strike gives you a Shield equal to 4% of your maximum Health, stacking 7 times,
up to 28%. Note that this Shield only lasts 4 seconds.
We find this Talent to be more effective against melee Heroes who tend to go all-in (such as Illidan) because it increases your survivability while they dive you, so that it will be harder for them to kill you before you kill them.
Dishonorable Discharge at Level 1,
Static Shield
at Level 4,
Thunderstrikes at Level 7, and
Charged Up
at Level 13 combined together make Falstad extremely difficult to duel
for Heroes who do not have any way to outrange
Lightning Rod.
Increases Barrel Roll's range by 40% and Shield amount by 70%, and its Shield now lasts indefinitely.
Updraft is a good Talent that
turns
Barrel Roll into one of the longest
mobility Basic Abilities in the game. The Talent is mostly useful when you
are against dive Heroes who can put a lot of pressure on you
with their high damage and mobility. With it,
not only you will have a Shield, but you will also be able to create more distance
between you and enemy Heroes trying to take you down.
Basic Attacks heal for 20% of the damage dealt to the primary target.
Hammer Gains is a strong Talent that
increases your self-sustain,
something that is especially useful while taking care of side lanes on your own
and slightly increases your survivability during team fights.
Being based on the amount of damage done with your Basic Attacks, this Talent
has synergy with
Frequent Flyer at Level 1
and
Secret Weapon at Level 7,
but has no synergy with
Sustained Winds at Level 13.
Level 7 Talents for Falstad
Increases Hammerang's range by 30% and Basic Attacks deal 75% bonus damage while Hammerang is in flight.
Secret Weapon is a good Talent that
increases the range of
Hammerang
and temporarily allows Falstad's Basic Attacks to deal more damage.
With this Talent, you have to focus on using as many Basic Attacks as possible
while
Hammerang is flying in the air.
The range increase makes
Secret Weapon generally safer and
easier to use.
The damage increase provided has synergy with other Talents based on Basic Attacks:
Frequent Flyer at Level 1,
Hammer Gains at Level 4,
and
Nexus Frenzy at Level 20.
Hammerang's explosion deals 100% additional damage, and hitting enemy Heroes reduces their Spell Armor by 15 for 3 seconds.
BOOMerang is a strong Talent that increases the damage you deal
when reactivating
Hammerang
and also reduces the Spell Armor of enemy Heroes damaged by the explosion.
Pick this Talent when you want to empower the burst damage of your team and/or when you want to increase your waveclear even more.
Lightning Rod deals 25% more damage each subsequent strike.
Thunderstrikes is a good Talent that increases the damage done
by each consecutive hit of
Lightning Rod on the same Hero,
turning Falstad into a real threat for enemy Heroes who cannot outrange
or break
Lightning Rod with ease.
Dishonorable Discharge at Level 1,
Static Shield
at Level 4,
Thunderstrikes at Level 7, and
Charged Up
at Level 13 combined together make Falstad extremely difficult to duel
for Heroes who do not have any way to outrange
Lightning Rod.
Level 10 Talents for Falstad
In this section we discuss when and why to pick a given Heroic Ability. If you want to read how they work in detail and/or you are looking for some tips on how to use them, check them out on the Abilities and Strategy page.
- Mana: 80
- Cooldown: 120 seconds
After 1 second, deal 475 (+4.75% per level) damage to enemies within a long line. The cooldown is reduced by 30 seconds for every enemy Hero hit.
Hinterland Blast deals a substantial amount of area of effect damage
from great range that most players have come to take for granted from Falstad.
It is usually chosen as the damaging piece of any kind of teamwide combo that
involves a certain amount of crowd control.
Hinterland Blast, however, must compete with Gust, widely recognized as one of
the best Heroic Abilities available in the game.
- Mana: 70
- Cooldown: 60 seconds
Push enemies away, and Slow them by 40%, decaying over 4 seconds.
Mighty Gust is a unique Ability that uniquely provides
Falstad with a reliable area of effect crowd control, something
that is seldom seen in other Heroes, especially Ranged Assassins.
Its relatively short cooldown makes it difficult to pick out Falstad or any of his allies, making the Ability an excellent counterpick to dive-oriented team compositions. It also shines against Healers such as Kharazim and Uther, who strongly rely on specific positioning to be effective.
The knockback effect is also useful
for attempting to steal Boss Camps from your opponents by
using
Flight or
Barrel Roll
to position yourself on the Capture Point
just as the Boss is about to die.
Level 13 Talents for Falstad
Increases Lightning Rod range by 25%. Hero Takedowns reset Lightning Rod's cooldown.
Charged Up is a good Talent that empowers
Lightning Rod
by increasing its range, so that it becomes harder for enemy Heroes to exit its area,
and by providing a cooldown reset mechanic when contributing to Hero Takedowns.
Dishonorable Discharge at Level 1,
Static Shield
at Level 4,
Thunderstrikes at Level 7, and
Charged Up
at Level 13 combined together make Falstad extremely difficult to duel
for Heroes who do not have any way to outrange
Lightning Rod.
While Tailwind is active, Falstad's Basic Abilities recharge 100% faster.
Flow Rider has the potential of vastly increasing
Falstad's damage potential. It does, however, require you to play extremely
safely, to the point of not letting
Tailwind fall off by taking
damage. The task is often impossible against Heroes with plenty of area of effect
damage or who are capable to dive aggressively. Other than that,
we find this Talent quite powerful, particularly when combined with
Aerie Gusts at Level 16 to keep
Tailwind going.
Basic Attacks against enemy Heroes deal bonus damage equal to 1.5% of the Hero's maximum Health, increased to 2% while Tailwind is active.
Sustained Winds is a good Talent that increases your damage output
in the form of percent-based damage on your Basic Attacks,
slightly increased when under the effect of
Tailwind.
The damage increase provided has synergy with
Frequent Flyer at Level 1
and
Nexus Frenzy at Level 20, but not with
Hammer Gains at Level 4.
Pick this Talent when you want to pressure and/or take down the enemy frontline and/or when you need damage that goes through Armor effects.
Level 16 Talents for Falstad
Increase Hammerang's Slow from 25% to 50%, and Hammerang's explosion also Slows.
Crippling Hammer is a good Talent that empowers the Slow
applied by
Hammerang and allows you to apply it via its explosion as well.
You may need this Talent to kite enemy Heroes who lack mobility and/or range in order to help your team damage them or escape, based on the situation. Generally speaking, the crowd control provided by allied Heroes should be enough.
Reduces the activation time for Tailwind from 5 to 3 seconds, and increases the Movement Speed bonus from 15% to 25%.
Aerie Gusts is a strong Talent that simultaneously provides offense, defense, and
utility in the form of more Movement Speed. This is on top of greatly increasing
the uptime of
Flow Rider, another potent Talent,
by making
Tailwind reactivate faster when not taking damage.
You can combine this Talent with either
Flow Rider at Level 13
to quickly reactivate its cooldown reduction effect after taking some damage
or with
Sustained Winds at Level 13
to have more Movement Speed for kiting enemy Heroes
and also to restore its bonus damage component in less time.
Barrel Roll increases Movement Speed by 60%, decaying over 3 seconds.
Afterburner is a good Talent that provides
extra Movement Speed after using
Barrel Roll,
so it can be used to either chase enemy Heroes or to escape from danger.
As with
Updraft and
Static Shield, Afterburner is primarily picked against aggressive team
compositions that make it hard for you to stay alive.
Level 20 Talents for Falstad
Hinterland Blast has double the range and deals 25% more damage.
Call of the Wildhammer is a good Talent that increases
the damage done by
Hinterland Blast by 25% and its range by 100%.
The bonus damage is high enough to make this Talent interesting to pick
without even taking into account the bonus range, especially if we consider
that it will be rarely useful as the baseline range will already cover your whole screen.
Mighty Gust creates a wind tunnel for 4 seconds. Enemies caught in the tunnel will periodically be pushed back.
Wind Tunnel is a strong Talent that transforms
Mighty Gust
in one of the most powerful crowd control effects in the game
by allowing you to lock one or more enemy Heroes on top of impassable terrain,
rendering them unable to act for the duration.
Increases Attack Speed by 20% and Attack Range by 1.1.
Nexus Frenzy is a good Talent that provides
you with additional Attack damage and Attack range, something that gives more value
when you are playing a Basic Attacks Build but it is not required nor advised
because it competes with the powerful
Wind Tunnel.
Reduce the cooldown of Flight by 50 seconds, reduce the cast time before flying to 0.5 seconds, and increase the speed by 50%.
Epic Mount is a situational Talent that drastically lowers
the cooldown of
Flight, reduces its channel time
from 2 to only 0.5 seconds, and makes the flight animation 50% faster.
The cooldown reduction allows him to completely negate any Catapult pressure on the Core and/or to quickly travel across the battlefield for claiming Capture Points when needed (for example on Dragon Shire).
The shorter cast time and increased travel speed combined together
can be useful for when you need to use
Flight
for an offensive
Mighty Gust, to quickly deny
a powerful crowd control effect
(excluding Time Stop) after a delay
(notably
Temporal Loop by Chromie) with the useful
Unstoppable frames that Flight has, to dodge a delayed
effect on the ground (such as
Grav-O-Bomb 3000 by Gazlowe),
to outrange Abilities that require the target to be within a certain range to go off
(for example
Pyroblast by Kael'thas)
or as a form of escape because the enemy team will have less time to
interrupt the cast or kill you.
Changelog
- 16 Dec. 2025: Guide updated for the latest Balance Update.
- 07 Dec. 2025: Guide updated for the latest Balance Update.
- 31 Jul. 2025: Guide reviewed for the latest Balance Update.
- 18 Apr. 2025: Guide reviewed.
- 06 Jul. 2024: Epic Mount's Description improved.
- 20 Sep. 2023: ARAM Build added.
- 04 Feb. 2022: Builds rearranged.
- 07 Dec. 2021: Guide reviewed for the latest Major Patch.
- 24 Nov. 2021: Builds updated.
- 22 Jul. 2021: Guide reviewed for the latest Balance Update.
- 17 May 2021: Guide reviewed for the latest Patch.
- 04 Mar. 2021: Guide reviewed for the latest Balance Update.
- 25 Feb. 2021: New layout.
- 30 Nov. 2020: Talent Descriptions fixed.
- 05 Nov. 2020: Guide reviewed for the latest Balance Update.
- 20 Sep. 2020: Builds and Talent discussions updated.
- 19 Jul. 2020: Talents reviewed and updated; AA build added.
- 05 Apr. 2020: Mage build recommendation added.
- 12 Oct. 2019: Talents section reviewed and updated.
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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.
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