Gazlowe Abilities and Strategy
Welcome to our Abilities page for Gazlowe. Here, we give you an overview of every ability in Gazlowe's kit. For each of them, we explain what it does, how to best use it, and how it works in combination with Gazlowe's other abilities. We also give you strategy tips to play Gazlowe efficiently.
1. Gazlowe's Tips and Tricks
- Always collect your Scraps with Break it Down! when your Rock-It! Turrets have outlived their usefulness.
- Use Rock-It! Turret to soak damage from Structures and Mercenaries, as needed.
- Avoid casting Deth Lazor when enemies are nearby, as it leaves you vulnerable.
- Combo Grav-O-Bomb 3000 and Xplodium Charge together for a powerful AoE crowd control effect.
2. Rock-It! Turret
- Mana: 70
- Charges: 2
- Recharge Time: 15 seconds
Creates a turret that deals 62 (+4% per level) damage. Lasts for 30 seconds.
Stores up to 2 charges.
Rock It! Turret, generally refered to as "Turret(s)" by Players and throughout this guide, is Gazlowe's main source of damage. As a relatively frail melee Specialist with no gap closer and little escapability, Gazlowe can seldom safely use Basic Attacks to deal damage — Turrets essentially replace his Basic Attacks. Over time, they can deal a respectable amount of damage; two to three Turrets focusing down a target can actually out-damage most typical damage dealers. Their main drawbacks lie in that they are immobile, have limited range, and can be destroyed rather easily by most ranged attackers. As such, you always need to be very mindful of their positioning: if they are too far from your intended target, they will be unable to attack, whereas if they are too close, they are liable to be picked off. Salvager, Gazlowe's Trait, can be used to "move" Turrets, as the Scraps they drop refund a good portion of the Mana that was used to cast them in the first place, as well as partially refreshing their Cooldown. Salvager is further discussed below.
Turrets have many uses beyond their raw damage output. As they are so expendable, they are commonly used to absorb the attacks of NPCs, such as Mercenaries or Structures, so that Gazlowe himself is not damaged. They can also intercept important line skillshots, such as Storm Bolt, Hook, Hungering Arrow, or Singularity Spike. Although their vision radius is limited, they can be placed in highly contested Bushes to act as scouts.
3. Deth Lazor
- Mana: 60
- Cooldown: 12 seconds
Charged attack that deals 137 (+4% per level) damage to enemies in a line. Damage and range increase the longer the Ability is charged, up to 100% after 3 seconds.
Deth Lazor can be channeled indefinitely.
Deth Lazor is Gazlowe's only means of reliably dealing ranged damage. Its long channeling time and restrictive Mana cost, however, make it very situational. It should be noted that the Hero Level 7 Talent Hyperfocus Coils significantly reduces the aforementioned downsides of Deth Lazor to turn it into a much more powerful Ability.
In lane, it can be used to help waveclear, at the same time dealing a fair amount of poking damage to enemy Heroes. During team fights, the long channeling time usually prevents you from safely using the ability at all. Still, its long range can be used to interrupt the capture of Map Objectives (such as Cursed Hollow's Tribute) and sometimes finish off fleeing opponents. Deth Lazor can also be used to deal a burst of damage before engaging Bosses as you wait for your Turrets to come off Cooldown.
It is worth noting that a recent change to Deth Lazor allows its channel to be held infinitely, and stopped at any time by the Player, making it cost no Mana and giving it no Cooldown. The technique is particularly useful for zoning or simply preparing for incoming opponents.
4. Xplodium Charge
- Mana: 60
- Cooldown: 14 seconds
Places a bomb that deals 233 (+4% per level) damage to enemies within target area after 2.5 seconds, stunning them for 1.75 seconds.
Xplodium Charge is one of the longest non-Heroic stuns in the game. Its relatively short Sooldown is offset by the fact that it is extremely unreliable: the 2.5-second delay gives your opponents plenty of time to move out of the Ability's area of effect, which most Players will reflexively do. This does, however, make Xplodium Charge an excellent zoning tool, as even if it does not actually hit anything, it creates a hazardous area that can effectively cut off engage and escape routes. As with most delayed Abilities, Xplodium Charge becomes much deadlier when it is used in conjunction with another crowd control Ability so as to help guarantee a hit. Xplodium Charge is also effective at damaging Minions and Mercenary Camps, as they tend to move very little.
- Cooldown: 60 seconds
Activate to gain 40 Armor and 30% Movement Speed for 4 seconds.
Passive: Basic Attacks deal 100% bonus damage.
Robo-Goblin is a unique Heroic Ability due to its most important effect being completely passive: once it is acquired, you instantly and permanently benefit from the damage bonuses it provides without ever having to "activate" it. Its activatable component has some very interesting offensive and defensive implications for Gazlowe. Although only modestly useful for general team fight purposes beyond slightly increasing your survivability, it is particularly useful or making hit-and-run attacks against key Structures, as the movement speed makes you difficult to hunt down. It can also be used for dueling purposes, or catching up fleeing Heroes.
Despite being mostly passive, Robo-Goblin is remarkable for completely changing Gazlowe's playstyle by trading off his Ability to instantly impact team fights to that of becoming extremely efficient at dueling, sieging, waveclearing, and claiming Mercenary Camps through extremely high sustained melee damage potential. Using Robo-Goblin does not mean that you should avoid being present for team fights entirely; your other Abilities and Basic Attacks remain very useful despite lacking Grav-O-Bomb 3000, especially considering that winning team fights with Robo-Goblin is very valuable; full or even partial wipes can easily lead to Fort or Keep kills due to the Ability's outstanding sieging potential.
6. Grav-O-Bomb 3000
- Mana: 80
- Cooldown: 90 seconds
After a 2 second delay, pull enemies toward the center of an area and deal 251 (+4% per level) damage.
Grav-O-Bomb 3000 is Gazlowe's main team fighting Ability. It works similarly to Xplodium Charge, in that there is a long delay before its effect comes into play. However, its area of effect is much larger, making Grav-O-Bomb 3000 harder to avoid. The two abilities synergise well, as Grav-O-Bomb 3000's pulling effect can bring enemies towards your Xplodium Charge; they are, in fact, almost always used together. The key to successfully using Grav-O-Bomb 3000 is to wait for an allied Hero to lock down several opponents with a long-lasting Heroic Ability — typically Apocalypse, Mosh Pit, Leap, Divine Storm, or Void Prison — or to remain on hold until your opponents are committed to a fight so as to capitalise on the fact that they are occupied. Although Grav-O-Bomb 3000's Cooldown is lengthy, it can be significantly lowered by using Salvager on Rock-It! Turret in order to forcefully spawn Scraps.
Destroyed enemy Structures and Rock-it! Turrets drop Scrap. Collecting Scrap restores 30 Mana and causes Abilities to recharge three times as fast over 3 seconds.
Activate Salvager to dismantle a target Rock-it! Turret and turn it into Scrap.
Salvager, Gazlowe's trait, serves two purposes. First, it allows Gazlowe to deliberately destroy his own Rock-It! Turret by targeting them with the Ability. Second, it causes Rock-It! Turrets, Structures, and Minions that trigger Reduce, Reuse, Recycle to drop one Scrap on death. Scraps can be collected by Gazlowe by walking over them, and provide a 3-second effect that restores 10 Mana per second and causes your Basic and Heroic Ability Cooldowns to regenerate 200% faster than they usually would for the duration. This effect stacks in duration when multiple Scraps are collected in a short timespan. Scraps appear as small bolts that are highlighted blue on the ground, and will disappear after 15 seconds if they are not collected. They cannot be picked up while at the Altar.
Scrap management is an essential part of Gazlowe's playstyle. On average, his Mana costs and Cooldowns are more considerable than those of other Heroes. Salvager, however, allows you to reduce your Mana expenditures and Cooldowns well below average — granted that you reliably Salvage your Rock-It! Turret as they have outlived their usefulness. Remember that Structures also drop Scraps on death, allowing you to place an unnaturally high number of Turrets while sieging the outer Wall part of Forts and Keeps.
8. Focus Turrets!
Focus Turrets!, a new addition to Gazlowe's Ability set allows you to manually select a target for Turrets, so long as this target is within their attack range. Focus Turrets! is particularly useful for targeting down specific Heroes during hectic team fights or while lanning, where Turrets might be attacking suboptimal enemies. It is also useful for focusing down individual Mercenaries as you try and claim Camps.
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