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
|1||✓ ✘︎ ?|
|4||? ? ✓|
|7||? ✓ ✘︎|
|13||✘︎ ✓ ?|
|16||? ✓ ?|
|20||? ✓ ? ?|
Falstad's Talent Build Cheatsheet
Basic Attacks BuildAdvanced
Falstad'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.
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.
Lightning Rod BuildNot recommended
Although this Build helps when you are facing dive Heroes by greatly increasing your dueling power, we do not recommend playing it because it is extremely hard to stack Dishonorable Discharge at Level 1.
Level 1 Talents for Falstad
Quest: Every time Hammerang hits a Hero increase its damage by 0.5% and refund 6 Mana.
Reward: After hitting 30 Heroes with Hammerang, increase its damage by 15%.
While it will be harder to stack on 3-lane Maps, especially if you have to help covering side lanes, we find it to not be a problem because this Talent gives a percentage bonus and not a flat bonus. As a result, the bonus damage from each stack you get keeps scaling together with Hammerang's damage as your team levels up, so you are not forced to constantly farm stacks all game long.
Reduce Lightning Rod's cooldown by 2 seconds.
Quest: After 3 Lightning Rod strikes, subsequent strikes on enemy Heroes increases its damage by 1%, up to 75%.
Reward: After 30 subsequent strikes, further reduce Lightning Rod's cooldown by 2 seconds.
Reward: After 75 subsequent strikes, Takedowns reset Lightning Rod's cooldown.
Dishonorable Discharge is a weak Talent that reduces the cooldown of Lightning Rod by 2 seconds when picked and by additional 2 seconds after reaching 30 stacks. Hitting enemy Heroes with Lightning Rod will permanently increase the damage done by Lightning Rod. After completing the Quest, killing enemy Heroes will reset the cooldown of Lightning Rod.
You can only get Quest progress after 3 strikes. Considering that Lightning Rod hits once immediately and once every second while active, you have to channel it for at least 3 seconds in order to get 1 stack and then you will get 1 stack per second, up to 2 stacks per cast without any Talent and up to 4 stacks per cast with Charged Up at Level 7.
There is notable synergy between this Talent, Static Shield at Level 4, Charged Up at Level 7, and Thunderstrikes at Level 13. Picking all those Talents makes Falstad extremely difficult to duel for most Heroes.
- Cooldown: 45 seconds
Activate Frequent Flyer to gain 40% Attack Speed and Tailwind for 4 seconds.
Quest: Minion kills grant 0.2 Basic Attack Damage. Hero Takedowns grant 0.5 Basic Attack Damage.
Frequent Flyer is a good Talent that can be activated once every 45 seconds to increase your Attack Speed and to enable Tailwind for 4 seconds. In addition to that, killing Minions and Heroes will permanently increase your Attack damage. There is no cap for this Quest.
Contrary to normal Tailwind, the effect coming from this Talent does not get canceled when taking damage, so it always lasts 4 seconds; therefore, other than to boost your Attack damage, you can activate it to refresh your Trait right after taking damage while fighting, especially if you are playing with other Trait-based Talents in addition to this one. 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.
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.
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.
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.
Hammerang's explosion deals 100% additional damage, and hitting enemy Heroes reduces their Spell Armor by 15 for 3 seconds.
Increases the number of Lightning Rod strikes by 2 and its range by 25%.
Charged Up is a decent Talent that empowers Lightning Rod by increasing its range, so that it becomes harder for enemy Heroes to exit its area, and by extending its duration by 2 seconds makes it hit 2 more times.
There is notable synergy between this Talent, Dishonorable Discharge at Level 1, Static Shield at Level 4, and Thunderstrikes at Level 13 that make Falstad extremely difficult to duel. If you are not going for that synergy, then it does not make sense to pick this Talent. Since we do not recommend Dishonorable Discharge, the same is true for this Talent.
Level 10 Talents for Falstad
- 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 their Movement Speed by 40% decaying over 4 seconds.
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.
Level 13 Talents for Falstad
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.
There is notable synergy between this Talent, Dishonorable Discharge at Level 1, Static Shield at Level 4, and Charged Up at Level 7 that make Falstad extremely difficult to duel. If you are not going for that synergy, then it does not make sense to pick this Talent. Since we do not recommend Dishonorable Discharge, the same is true for this Talent.
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% of the Hero's maximum Health, increased to 2% while Tailwind is active.
Level 16 Talents for Falstad
Increase Hammerang's Slow from 25% to 50%, and Hammerang's explosion also Slows.
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.
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%.
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 as a form of escape because the enemy team will have less time to damage you.
- 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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