Hero Synergies Guide
A guide to Hero combinations that work well together, with insights into why each group is effective and how to play around their synergy.
Introduction
In this guide we showcase various Hero combinations that work well together, with insights into why each group is effective and how to play around their synergy. When specific Talents are required, they will be noted in the corresponding descriptions. Groups that share Heroes can be merged to form a highly synergistic team.
Synergies can amplify strengths and/or offset weaknesses, making Heroes significantly more effective together than they are alone. In some cases, they can also enable strategies that would not be possible otherwise. For more details about individual Heroes, check out the Synergies and Counters section in our Hero Build Guides.
2-Hero Synergies
Abathur & Illidan
Abathur can use Symbiote on
Illidan to support him while he dives,
ganks, or duels.
If you want to maximize their synergy, Abathur should
pick
Adrenal Overload at Level 4. Illidan loves
having more Attack Speed because he gets cooldown reduction for all
of his Abilities from
Betrayer's Thirst.
Alarak & Anduin
After charging it for a couple of seconds,
Alarak can use Deadly Charge
to quickly reach enemy Heroes right after Anduin
casts
Lightbomb on him. This move should
ideally be done when Alarak is not in vision and the
rest of the team is ready to follow-up.
Due to the nature of the combo, we recommend using voice communication
as follows: who is playing Alarak says "Lightbomb!" and
who is playing Anduin immediately gives it to him.
When the situation is dangerous for Alarak,
Anduin can use Leap of Faith
on him to save him from death and preserve
Sadism.
For this reason, if you have to choose between saving Alarak
with some
Sadism and another Hero,
then save Alarak.
Alexstrasza & Mephisto
Mephisto with Spite at Level 4 loves
to have Alexstrasza with
Circle of Life
at Level 1 in his team. Being able to use Basic Abilities more often
and having more Mana for doing so is great for Mephisto.
This is not only going to increase his damage done to enemy Heroes in
team fights, but also his waveclear while laning.
Ana & Li-Ming
Ana can use Sleep Dart to put enemy Heroes
to Sleep, holding them in place for a few seconds.
Li-Ming can easily land her Abilities on enemy Heroes
who are Sleeping. Furthermore, Ana
can cast
Nano Boost on Li-Ming to increase
her burst damage by a considerable amount.
The fact that Ana can reduce healing received by casting
Biotic Grenade on whoever is taking damage
makes it harder for the enemy Healer to save them.
Ana & Malthael
Nano Boost on Malthael to increase
his damage and self-healing, allowing him to wreak havoc in team fights
while Ana supports him with additional healing.
Malthael should go for
Tormented Souls
as Heroic Ability and
Mortality at Level 16.
Anduin & The Butcher
The Butcher can use Ruthless Onslaught
to quickly reach enemy Heroes right after Anduin
casts
Lightbomb on him. This move should
ideally be done when The Butcher is not in vision and the
rest of the team is ready to follow-up.
Due to the nature of the combo, we recommend using voice communication
as follows: who is playing The Butcher says "Lightbomb!" and
who is playing Anduin immediately gives it to him.
When the situation is dangerous for The Butcher,
Anduin can use Leap of Faith
on him to save him from death and preserve
Fresh Meat.
For this reason, if you have to choose between saving The Butcher
without his Baseline Quest completed and another Hero,
then save The Butcher.
Anduin & Genji
Genji can use Swift Strike
to quickly reach enemy Heroes right after Anduin
casts
Lightbomb on him. This move should
ideally be done when Genji is not in vision and the
rest of the team is ready to follow-up.
Due to the nature of the combo, we recommend using voice communication
as follows: who is playing Genji says "Lightbomb!" and
who is playing Anduin immediately gives it to him.
Anduin & Stitches
Anduin can use Chastise
right after Stitches uses
Hook,
even if you are not sure it connected on an enemy Hero. This way,
if an enemy Hero gets caught, they will immediately get locked in place.
Due to the nature of the combo, we recommend using voice communication
as follows: who is playing Stitches says "Hook!" and
who is playing Anduin immediately casts
Chastise towards Stitches.
Anduin can use Leap of Faith
right after Stitches uses
Gorge
to move the victim out-of-position, ideally near Structures.
Due to the nature of the combo, we recommend using voice communication
as follows: who is playing Stitches says "Gorge!" and
who is playing Anduin casts
Leap of Faith on Stitches
and then follows-up with
a well-timed
Lightbomb if available
or
Chastise if not.
Anub'arak & Hanzo
Anub'arak can use Cocoon
on an enemy Hero to block them in place, Hanzo
can follow-up with a well-timed
Dragonstrike on the same location,
and then
Cocoon can use
Impale to keep the victim in place.
This combo is not easy to execute because the enemy team
can open
Cocoon by damaging it.
Arthas & Stukov
Arthas can use Howling Blast
to Root enemy Heroes and Stukov can
follow-up with
Lurking Arm.
Any enemy Hero caught by this combo becomes an easy
target as they can neither cast nor move. We find this duo
particularly good against team compositions that lack tools
to save allied Heroes from burst damage.
Auriel & Tassadar
Tassadar can use Force Wall to create
impassable terrain right behind enemy Heroes.
At that point Auriel can follow-up
with
Detainment Strike towards the same
Hero for damaging and Stunning them for 1.25 seconds.
Auriel & Valla
Valla and Auriel are great together because
Valla needs constant healing to deal damage
and Auriel can convert that damage into healing
by having Bestow Hope on her.
Once they get Level 10, Auriel can use
Crystal Aegis to save Valla
from burst damage.
Chromie & Falstad
Right after Chromie uses Temporal Loop,
Falstad can use
Mighty Gust
to knock away enemy Heroes, so that they
cannot help who has been caught by Chromie. Note that
Unstoppable and Stasis
prevent
Temporal Loop's to go off.
In case of emergency, however, do not hesitate to use
Mighty Gust for disengaging.
Diablo & Hanzo
Diablo can use Shadow Charge
to Stun enemy Heroes near impassable terrain
with terrain outlines, which can be used by Hanzo to make
Scatter Arrow bounce, split, and deal more damage
to enemy Heroes.
Once they get Level 10, Hanzo can use Dragon's Arrow
to engage and Diablo can use a well-timed
Apocalypse as follow-up.
Note that the timing changes based on
Dragon's Arrow's
travel distance, so it is better to use voice communication for this.
Diablo & Medivh
Medivh can use Portal for assisting
Diablo to find good angles for
Shadow Charge
and/or for helping him to disengage when in danger.
This duo is particularly good on Maps where team fights happen near
impassable terrain.
Once they get Level 10, Medivh can use Ley Line Seal
to Time Stop enemy Heroes in place, then Diablo
can follow-up with a well-timed
Apocalypse
for damaging and Stunning them for 1.75 seconds.
Note that if Medivh picks
Medivh Cheats!
at Level 20 the timing changes a bit.
Diablo & Tassadar
Tassadar can use Force Wall to create
impassable terrain right behind enemy Heroes.
At that point Diablo can follow-up
with
Shadow Charge on an enemy Hero for damaging
and Stunning them for 1 second.
Diablo & Zeratul
Zeratul can use Void Prison
to engage and Diablo
can follow-up with
Apocalypse.
After 1.75 seconds from when
Apocalypse was cast,
Zeratul needs to reactivate
Void Prison
for freeing up enemy Heroes who are under Time Stop
so that they can be hit by
Apocalypse.
D.Va & Garrosh
D.Va can use Self-Destruct near
Garrosh so that he can use
Into the Fray
to throw the exploding Mech on enemy Heroes and/or he can use
Wrecking Ball to throw enemy Heroes
towards the exploding Mech. Note that for this combo
to work there should be no allied Heroes, Minions, or Mercenaries
between Garrosh and the exploding Mech.
E.T.C. & Uther
Uther can use Divine Shield
on E.T.C. during
Mosh Pit so that enemy Heroes
cannot interrupt it or kill E.T.C..
Furthermore, Uther's ability to save Heroes from
burst damage is quite helpful for a
moderately durable Tank like E.T.C..
Falstad & Stitches
Right after Stitches uses Gorge,
Falstad can use
Mighty Gust
to knock away enemy Heroes, so that they
cannot help who has been caught by Stitches.
In case of emergency, however, do not hesitate to use
Mighty Gust for disengaging.
Fenix & Murky
Murky can go around alone and use Octo-Grab
on isolated enemy Heroes to keep them in place for Fenix that will
use
Planet Cracker as follow-up.
When alone, enemy Heroes cannot break
Pufferfish
to take less damage during
Octo-Grab.
Since Murky respawns faster than other Heroes
when having
Spawn Egg somewhere,
he is not worried to be alone on the battlefield.
Garrosh & Tychus
Garrosh can use Wrecking Ball
to displace enemy Heroes and then
Kharazim can follow-up with
Seven-Sided Strike while the victim is isolated
and thus cannot share its damage with other Heroes. Garrosh
or another allied Hero should use crowd control
to keep them in place until they get killed. When playing these Heroes
together, Garrosh should heavily prefer picking
Warlord's Challenge as Heroic Ability
and
Death Wish rather than
Titanic Might at Level 20.
Sometimes
Breath of Heaven's Movement Speed
boost by Kharazim can be useful for Garrosh to
engage or disengage.
Garrosh & Tychus
Tychus can deal a lot of burst damage
with his Basic Attacks but they have a relatively short range.
Garrosh can use Wrecking Ball
to displace enemy Heroes. Garrosh
or another allied Hero should use crowd control
to keep them in place until they get killed. When playing these Heroes
together, Garrosh should heavily prefer picking
Warlord's Challenge as Heroic Ability. This strategy can be used to
counter Diablo if Garrosh
uses
Indomitable to prevent Diablo
to escape by casting
Shadow Charge on him.
Garrosh & Zarya
After picking Speed Barrier at Level 4,
Zarya can cast
Shield Ally
on Garrosh to instantly give him Movement Speed.
This is a great way for helping him to reach enemy Heroes
and use
Wrecking Ball on them.
Since he does not have any mobility,
any extra Movement Speed comes in handy when
Garrosh happens to be in danger too.
Greymane & Malthael
Greymane can use Cursed Bullet
on high-Health enemy Heroes and Malthael can finish them
off with
Last Rites. Since both these Abilities
deal percent damage, this combo can be used
to kill even Heroes with high maximum Health. Just keep in mind that
Last Rites can be countered by Shields, Protected,
and burst healing.
Hanzo & Tassadar
Tassadar can use Black Hole
to Stun and slowly displace
enemy Heroes in a straight line. Hanzo can use
Dragonstrike in the same direction
to him them while they are crowd controlled.
The fact they will slowly move means they will take
even more damage than if being fully locked in place.
Illidan & Tyrael
When there is a squishy Hero in the enemy team,
Tyrael can use Judgment on them
and then Illidan can join with
The Hunt.
Tyrael should go in first for two reasons; he is more durable
and
Judgment has less range than
The Hunt, so you cannot mess up that part.
Jaina & Raynor
Every time Jaina hits enemy Heroes with her Basic Abilities,
they get Slowed by Frostbite.
Raynor can pick
Ace In The Hole at Level 1
for dealing more damage to enemy Heroes who are Stunned
or Slowed. The fact that enemy Heroes
are Slowed also makes it easier for Raynor
to hit them with Basic Attacks as they are slower at running out of range.
Johanna & Kael'thas
Johanna can use Condemn to group
enemy Heroes and help Kael'thas deal more damage to them.
Flamestrike can hit multiple Heroes
and
Living Bomb can spread from an enemy Hero
to another, if they happen to be close enough. This synergy is not reliable
against enemy Heroes who have mobility tools.
Kel'Thuzad & Mal'Ganis
Mal'Ganis can use Night Rush
to put enemy Heroes to Sleep , holding them in place for a few seconds.
Kel'Thuzad can easily land his Abilities on enemy Heroes
who are Sleeping. Furthermore, Kel'Thuzad
can use
Frost Blast to engage
when Mal'Ganis struggles to do so. Mal'Ganis
can pick
Black Claws at Level 7 to increase
Kel'Thuzad's burst damage, however,
it should not be picked when Kel'Thuzad has
Barbed Chains at Level 1 because
Armor modifiers do not stack.
Kerrigan & Mei
When Kerrigan uses her own combo to engage,
Mei can immediately follow-up with
Blizzard to Stun whoever has
been caught by
Primal Grasp. This combo is
particularly good because Mei's main weakness is her unreliable
engage but Kerrigan can make up for that,
especially if she chooses
Summon Ultralisk
as her Heroic Ability.
Leoric & Orphea
Leoric can use Entomb to block
enemy Heroes in place for multiple seconds and Orphea
can follow-up with
Eternal Feast
to damage them while they cannot move out of its area. Note that some Heroes
can get out of
Entomb by using teleports or
some dashes that can go over impassable terrain,
and Anduin can counter this combo
with
Leap of Faith.
Maiev & Stukov
Maiev's ability to pull enemy Heroes towards her
with the use of Umbral Bind can be used to
keep enemy Heroes inside
Lurking Arm
by Stukov, causing them to be Silenced
and to take a lot of damage, especially if
Low Blow was picked.
This pairing is so effective that can make up for a Tank's
weak engage.
Medivh & Stitches
Medivh can use Portal
to let Stitches close the gap and manage to
Gorge an enemy Hero without
having to rely on
Hook.
After that, Medivh can even use
Ley Line Seal on the rest
of the enemy team so that they will not be able to help
whoever has been caught with
Gorge.
In case of emergency,
Portal
is also good for making up for Stitches's
lack of mobility.
Rehgar & Thrall
Thrall can use Earthquake
to Slow enemy Heroes while Rehgar
can use
Bloodlust to give allied Heroes a lot
of Movement Speed, in addition to the ability to heal via Basic Attacks.
This combination of Heroic Abilities makes it harder for the team to
disengage.
Sgt. Hammer & Tyrael
Tyrael can use Smite
on Sgt. Hammer to make up for her reduced Movement Speed
while in
Siege Mode. After reaching Level 7,
Tyrael should pick
Swift Retribution
to further increase the Movement Speed provided and also give more
Attack Speed to allied Heroes.
Justice for All
at Level 1 and
Sanctification are great
for protecting Sgt. Hammer from dive.
Sylvanas & The Lost Vikings
Sylvanas can use Black Arrows
for enabling allied Heroes to deal more damage to enemy Structures
while pushing as they will not hit back
for a few seconds. The Lost Vikings can take care
of multiple lanes even on Maps where it is not possible for any other
Offlaner to double soak
(Cursed Hollow, Garden of Terror,
Sky Temple, and Warhead Junction).
Stitches & Tyrande
Tyrande can use Lunar Flare
right after Stitches uses
Hook,
even if you are not sure it connected on an enemy Hero. This way,
if an enemy Hero gets caught, they will immediately get locked in place.
Due to the nature of the combo, we recommend using voice communication
as follows: who is playing Stitches says "Hook!" and
who is playing Tyrande immediately casts
Lunar Flare in front of Stitches.
Tyrande can use Sentinel
to give vision so that Stitches can catch
enemy Heroes with
Hook when
it would otherwise be not possible. This synergy is particularly
good near impassable terrain
or when contesting Objectives that take a while to be secured,
giving more time to find someone to
Hook.
3-Hero Synergies
Auriel & Cho'Gall
Cho'Gall and Auriel do not use Mana to cast their Abilities, therefore they do great together. With enough Health, they can stay on the battlefield forever. This is particularly good for contesting Objectives where it is possible to poke.
When casting Bestow Hope on
Cho'Gall, Auriel
gets Energy from both Cho and Gall.
Auriel can also pick
Resurrect
as Heroic Ability to get double value from it when they die.
Changelog
- 01 Jun. 2025: Guide created.
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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