Kerrigan Abilities and Strategy
Welcome to our Abilities page for Kerrigan. Here, we give you an overview of every ability in Kerrigan's kit. For each of them, we explain what it does, how to best use it, and how it works in combination with Kerrigan's other abilities. We also give you strategy tips to play Kerrigan efficiently.
Kerrigan's Tips and Tricks
- Kerrigan should always use her Basic Abilities wisely in order to conserve Mana.
- In fights, always use
Impaling Blades and
Primal Grasp together. Use Primal Grasp to pull enemies into Impaling Blades' area-of-effect.
Primal Grasp will always pull enemies the same distance. Take this into account when placing
Impaling Blades.
Ravage can be used on enemy Structures or Summons to close the gap between enemy Heroes or to retreat from a compromised position.- Kerrigan excels with allied Heroes that can follow-up on her burst damage and crowd-control, however is weak against enemy teams with a strong frontline and lots of lockdown.
- Attempt to flank enemies whenever possible to take advantage of an enemy Hero's poor positioning.
- Enemies will usually attempt to avoid Kerrigan's
Primal Grasp/
Impaling Blades combo by side-stepping it preemptively. Use this to your advantage when pursuing them by holding onto Kerrigan's combo until her target puts themselves in a bad position, making her combo unavoidable. - Only use
Primal Grasp and
Ravage when clearing waves, since
Impaling Blades is not necessary and costs more mana. - When clearing waves, it is better to focus on getting 7
Ravage stacks, rather than trying to clear the wave as fast as possible. To do this, focus on the Ranged Minions first, while keeping an eye on the Melee Minions' Health.
Assimilation
- Passive
- Cooldown: 4 seconds
Gain 10% of damage dealt from Abilities and 20% from Basic Attacks as Shields for 6 seconds. Shield amount gained doubled against Heroes.
Current maximum: 1004 (+4% per level).
Assimilation allows Kerrigan to
dive deep into team fights and virtually increase
her maximum Health by generating a Shield through her own damage output. Assimilation has
very little impact during the early-game, however becomes an integral component
to Kerrigan's success as the match progresses and team fights become more
frequent. Keep in mind that specific
burst compositions may be too much for Kerrigan
to handle should she rely solely on Assimilation to keep her alive after she has
committed to a fight.
Ravage
- Mana: 20
- Charges: 2
- Recharge Time: 8 seconds
Leap to a target, dealing 115 (+4% per level) damage. If the enemy dies within 0.75 seconds, restore 1 charge and refund 20 Mana.
Quest: Kill enemies within a short distance of Kerrigan. Minions grant 1 stack and Heroes grant 7 stacks.
Reward: After reaching 100 stacks, Ravage deals 125 additional damage and Hero kills now provide 14 stacks.
Mythic Reward: After reaching a 250 stacks, Ravage deals a further 200 additional damage.
Ravage is Kerrigan's main mobility tool and the key
to setting up her combo. It allows her to engage, escape, and reposition to
connect
Primal Grasp and
Impaling Blades on a priority target.
Ravage has a Quest that greatly increases its damage. Completing the first part of the Quest is already an excellent damage boost and should be done as soon as possible. Each Minion wave can provide 7 stacks, and a takedown also grants 7 stacks. For this reason, Kerrigan should prioritize stacking the Quest through wave clears. Pursuing takedowns for stacks is rarer and riskier, and should be done mainly when there is no wave to clear or when you have already committed to a fight.
Before the first Quest milestone is completed, Ravage deals low damage and
should be treated primarily as mobility. Use it to engage, escape, or
reposition, then follow up with
Primal Grasp and
Impaling Blades.
Completing the second part of the Quest may not always be realistic, but it
should be your goal when the game state allows it. The extra damage it
provides, especially when paired with
Boundless Fury
and any Level 16 damage Talent, can make Kerrigan a decisive threat in fights.
While Ravage's cooldown will rarely reset from killing an enemy Hero, it is easy to proc off of Minions. Kerrigan can use this to her advantage by leaping to an enemy Minion, and then leaping again to her primary target. Using this method will allow Kerrigan to cross much greater distances than she would have been otherwise able to.
Impaling Blades
- Mana: 80
- Cooldown: 9 seconds
After 1.25 seconds, deal 150 (+4% per level) damage to enemies within the target area, Stunning them for 0.75 seconds.
Impaling Blades does not only Stun all enemies it strikes,
but also deals a significant amount of area of effect damage to them.
There is a noticeable delay between when the Ability is cast and when it will actually
trigger, making Impaling Blades relatively difficult to land. This is why Impaling
Blades should always (for the most part) be used in conjunction with
Primal Grasp, as Primal Grasp will
pull enemies into Impaling Blades,
making it almost impossible to avoid. When fleeing from a pursuing enemy, it is recommended to
simply cast Impaling Blades alone, as Primal Grasp will do nothing to help Kerrigan gain distance
and will cause her to pause for its cast duration.
Primal Grasp
- Mana: 65
- Cooldown: 8 seconds
Pulls enemies within the target area towards Kerrigan, dealing 40 (+4% per level) damage. After 2.5 seconds, an explosion occurs around Kerrigan, dealing 160 (+4% per level) damage to nearby enemies.
When clearing Minion waves, do not combine
Primal Grasp with
Impaling Blades,
as Primal Grasp plus
Ravage will usually clear the
wave quickly while saving Mana. In fights, Primal Grasp should almost always be
paired with Impaling Blades, as the two Abilities are far less impactful when
used separately.
Primal Grasp's delayed area of effect pulse
requires Kerrigan to stay close to her target(s) after the combo to get full
value. When needed, Kerrigan can use
Ravage shortly
before the pulse to reposition and ensure it hits the priority target.
Note that Primal Grasp only pulls affected enemies a predetermined distance towards Kerrigan, rather than pulling them to a specific point. Understanding and mastering this aspect of Primal Grasp is key to Kerrigan's strength and success. Newer Kerrigan players are strongly encouraged to spend time practicing her Primal Grasp/Impaling Blades combo in Training; as without it, Kerrigan loses almost everything that makes her such a valuable asset to her team.
Maelstrom
In this section we discuss how this Heroic Ability works and give some tips on how to use it. If you are looking for a detailed explanation on when and why you should pick it, check out the dedicated section in the Talent Build page.
- Heroic
- Mana: 80
- Cooldown: 90 seconds
Deals 74 (+4% per level) damage per second to nearby enemies. Lasts for 7 seconds.
In contrast to Kerrigan's other Abilities, which deal burst damage,
Maelstrom deals damage over time, making it extremely
important that she is able to survive past the enemy team's initial burst damage.
Maelstrom should be used in every major engagement, as well as in duels or small skirmishes
if Kerrigan needs either the additional damage or damage mitigation provided by the Shields
Maelstrom will generate through
Assimilation. Try to have Maelstrom
affect as many targets when possible, however it is more advantageous for Kerrigan to
stick to her allies' target of focus instead of positioning where Maelstrom might hit one or
two additional targets.
Summon Ultralisk
In this section we discuss how this Heroic Ability works and give some tips on how to use it. If you are looking for a detailed explanation on when and why you should pick it, check out the dedicated section in the Talent Build page.
- Heroic
- Mana: 75
- Cooldown: 80 seconds
After 0.5 seconds, summon an Ultralisk that rushes forward upon spawning, dealing 225 (+4% per level) damage to the first enemy Hero hit and Stunning them for 0.5 seconds.
The Ultralisk's Basic Attacks deal 50% of their damage in an area around their target. Reactivate to retarget the Ultralisk.
Summon Ultralisk summons an Ultralisk companion that
follows Kerrigan for 20 seconds. On cast, Kerrigan launches the Ultralisk in a
target direction, Stunning and damaging the first enemy hit.
The Ultralisk then attacks, dealing Attack Damage and splashing nearby enemies
for 50% of that damage. Kerrigan can retarget the Ultralisk by reactivating
the Heroic Ability during its lifespan.
Summon Ultralisk's stun can be used to initiate, as its long range can close the gap on targets that would otherwise be out of reach for Kerrigan's combo. It can also be used as follow-up after a combo to add a reliable Stun and secure the takedown.
The Ultralisk's splash damage can hit multiple Minions in a wave, or damage
multiple enemy Structures at the same time when they are close enough. This
damage contributes to
Assimilation Shields. After
summoning it, if no enemy Heroes are nearby, Kerrigan can retarget the
Ultralisk onto a Minion wave or Structures to quickly build a large Shield
while she mounts and rotates.
Changelog
- 29 Jan. 2026: Guide updated after Kerrigan's rework.
- 31 May 2025: Guide reviewed.
- 01 Oct. 2018: Updated ability page to reflect changes published with the recent balance patch.
More Melee Assassin Guides
Derenash has been playing Heroes of the Storm since 2015 and has achieved Grandmaster in multiple seasons, peaking at Top 1 in Season 3 and 4 of 2018. He participated in the HGC Copa America in 2018 where his team had a strong victory. He is passionate about teaching others about the game, and streams often on Twitch in Portuguese, and you can find him in Wind Striders' Discord as well where he is happy to answer any questions in English or Portuguese.
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