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
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Falstad's Talent Build Cheatsheet
Standard BuildTalent calculator »
Level 1 Talents for Falstad
Quest: Each time a Hero is hit by Hammerang, its damage is permanently increased by 1.5 and it refunds 10 Mana.
Quest: Every Minion killed near you grants 0.2 Attack Damage, and Takedowns grant 0.5 Attack Damage.
Reward: Upon gaining 40 bonus Attack Damage, you can also activate Seasoned Marksman to increase your Attack Speed by 40% for 3 seconds. 60 second cooldown.
Enemy Minions killed near Falstad grant a stack of Bribe. Falstad can use 20 stacks to bribe a Mercenary, instantly defeating them and permanently increasing the damage of Lightning Rod by 5%.
Does not work on Elite Mercenaries. Maximum of 80 stacks.
Passive: Reduce Lightning Rod's cooldown by 3 seconds.
This Talent tier improves Falstad's damage.
Gathering Storm is a core Talent in Hammerang builds, allowing Hammerang to outscale the grand majority of Basic Abilities in terms of raw damage output. It is burdensome, however, in that players willing to fully exploit this Talent must have pinpoint accuracy and good reflexes to ensure that it actually bears fruits. Gathering Storm may be effective on two-lane Battlegrounds where you can fight four Heroes at once for additonal hits.
Seasoned Marksman allows Falstad's Basic Attack damage to scale extremely well into the mid-to-late game. His Flight Ability also allows him to gather many stacks without giving up on his ability to quickly rotate. Seasoned Marksman's active component is particularly powerful when combined with the Secret Weapon Talent. Works well against immobile team compositions, against which you can use many Basic Attakcs.
Wingman has a niche yet potent application on the Maps where Siege Giant Mercenary Camps are available. It can be used to readily deny your opponents' Mercenaries for effective split pushing and general distraction while steadily improving Lightning Rod's damage. As a reminder, Lightning Rod-centric builds are generally effective against melee Assassins.
Level 4 Talents for Falstad
Gain a Shield equal to 4% of Falstad's maximum Health after every Lightning Rod strike. Lasts 4 seconds and stacks.
Increases Barrel Roll's range by 40% and Shield amount by 60%, and its Shield now lasts indefinitely.
Basic Attacks heal for 20% of the damage dealt to the primary target.
This Talent tier improves Falstad's survivability.
Static Shield can provide Falstad with a modest yet very reliable defensive tool. The Talent is typically used against team compositions that feature Illidan or Tracer, against which Updraft offers little guaranteed added protection. Otherwise, it is outclassed. There is still notable synergy between this Talent and Charged Up, as the additional Lightning Rod strikes also generate additional Shields.
Hammer Gains is the default choice when there are little to no direct threats on the opposing team. The self sustain provided by the Talent is good at all stages of the game and will certainly help your Healer(s) with Mana conservation. Just make sure to constantly find opportunities to use your Basic Attacks. This Talent synergises well with Seasoned Marksman and Secret Weapon.
Updraft turns Barrel Roll into one of the longest Basic movement Abilities in the game. The Talent is mostly useful against two or more Stealthed melee Assassins, against which you typically need to create plenty of space to survive, and for which the added Shields is also useful.
Level 7 Talents for Falstad
Increases Hammerang's range by 30% and Basic Attacks deal 80% bonus damage while Hammerang is in flight.
Reactivate Hammerang mid-flight to deal 165 (+4% per level) damage around the hammer.
Increases the number of Lightning Rod strikes by 2 and its range by 25%.
This Talent tier improves Falstad's damage.
Secret Weapon temporarily allows Falstad's Basic Attacks to deal a very significant amount of damage. However, it requires him to be freely able to deliver attacks during the specific window of Hammerang's flight, something that is seldom possible against team compositions that can either dive him or otherwise poke him from a long range. The range increase does makes the Ability generally safer and easier to use. This Talent is generally preferred against two or more Tanks, though not against melee Assassins.
BOOMerang adds a respectable amount of area of effect burst damage to Hammerang. However, Secret Weapon has the potential to yield more overall damage; as such, BOOMerang is only recommended in a team composition that relies on bursting down an individual, high-priority target, or against Heroes that give you little to no breathing room to use many Basic Attacks.
Charged Up is difficult to fully use, as it is not typically common to be able to remain close to one target for the 7 seconds required to actually benefit from the Talent's full effects. There is notable synergy between Charged Up, Thunderstrikes, and Static Shield, however, which, when used together, make Falstad very difficult to duel.
Level 10 Talents for Falstad
- 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.
- Mana: 70
- Cooldown: 60 seconds
Push enemies away, and slow their Movement Speed by 40% decaying over 4 seconds.
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.
Mighty Gust is a unique Ability that uniquely provides a ranged Assassin with a reliable area of effect crowd control, something that is seldom seen in other Heroes. 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 displacement effect is also useful for attempting to steal Boss Mercenary 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
Lightning Rod deals 20% more damage each subsequent strike.
While Tailwind is active, Falstad's Basic Abilities recharge 100% faster.
Basic Attacks against enemy Heroes deal bonus damage equal to 1.5% of the Hero's maximum Health.
This Talent tier improves Falstad's damage.
The damage increase provided by Thunderstrikes is underwhelming on its own. However, Lightning Rod becomes very potent with proper Talent support; Thunderstrikes is what pushes the entire damage synergy behind the Ability to make it very threatening.
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. Otherwise, however, this Talent has great potential, and should be considered for any Falstad build, granted you are not facing Stealthed Heroes.
Falstad's very fast Basic Attack speed makes him one of the few Heroes where Giant Killer is deemed to be a strong Talent choice. When combined with Nexus Frenzy, Falstad becomes a premiere Tank killer. Use this Talent against two or more Healthy Heroes.
Level 16 Talents for Falstad
Increases Hammerang's Slow from 25% to 60%.
Reduces the activation time for Tailwind from 6 to 3 seconds, and increases the Movement Speed bonus from 15% to 25%.
Barrel Roll increases Movement Speed by 60%, decaying over 3 seconds.
This Talent tier provides various utility.
Crippling Hammer is not necessarily a bad Talent. It simply suffers from being less versatile than the other choices available at this tier.
Afterburner is a strong defensive choice that can also be used to easily chase down opponents. 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.
Mighty Gust creates a wind tunnel for 4 seconds. Enemies caught in the tunnel will periodically be pushed back.
Increases Attack Speed by 20% and Attack Range by 1.1.
Reduce the cooldown of Flight by 40 seconds, reduce the cast time before flying to 0.5 seconds, and increase the speed by 50%.
This Talent tier provides powerful offensive utility.
Call of the Wildhammer is not a bad talent by any means, however, the range aspect provided by the talent is superficial, and the damage increase is not that significant. Nexus Frenzy can usually yield more over a few attacks, whereas Epic Mount is just generally very strong.
Wind Tunnel allows you to lock your opponents against a wall for its duration as a form of pseudo-crowd control effect, becoming a particularly feared win condition on tangled Maps such as Cursed Hollow. Further, it is unmatched as a tool to contest capture points such as Bosses and Map Objectives such as Towers of Doom's.
Nexus Frenzy provides you with a significant and unconditional damage boost, especially when combined with Secret Weapon and Giant Killer. The increased range is also helpful when trying to remain safer for delivering attacks. Nexus Frenzy is a solid choice when ahead, or against defensive team compositions that have little to threaten you.
Epic Mount is a better Bolt of the Storm on a much shorter Cooldown. Epic Mount's usefulness can not be overstated; before acquiring the Talent, Flight is essentially an out-of-combat Ability due to its extremely prohibitive channeling time. The improved casting time feels nearly instant, allowing you to use the Ability to chase, escape, or reposition in-combat. The reduced Cooldown also turns Flight into one of the strongest Map control tools available, allowing you to split push, rotate, and contest Map Objectives while nearly always being available for team fights without actually being physically present.
- 12 Oct. 2019: Talents section reviewed and updated.
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