Stitches Abilities and Strategy
Welcome to our Abilities page for Stitches. Here, we give you an overview of every ability in Stitches' kit. For each of them, we explain what it does, how to best use it, and how it works in combination with Stitches' other abilities. We also give you strategy tips to play Stitches efficiently.
1. Stitches' Tips and Tricks
- Vile Cleaver damages enemies after receiving Basic Attacks; consistently attacking the same target re-applies its damage.
- Hook can be used to pull enemy Heroes away from safety, or to pull your allies out of danger.
- Slam is a great tool for dismounting enemy Heroes at range, and is also suitable for use on Minion waves.
- Devour should be used to recover health as needed, or to deal bonus damage to non-Heroic units.
- Putrid Bile can be used to slow escaping enemies, or to disengage.
- Gorge can be used to bring enemy Heroes behind your gate and walls, resulting in easy kills.
2. Vile Cleaver (Trait)
- Cooldown: 40 seconds
Basic Attacks splash Vile Gas, poisoning nearby enemies for 45 (+4% per level) damage over 3 seconds. Re-applying Vile Gas increases its current duration to a maximum of 10 seconds.
Although it may go unnoticed, Vile Cleaver accounts for a lot of Stitches' damage. Since Vile Cleaver deals damage over time, it is important that you are able to stay in a team fight for an extended period of time to deal any significant damage. Vile Cleaver can be a great tool for waveclearing if you can trigger it by attacking the same target over and over again.
- Mana: 75
- Cooldown: 16 seconds
Pull the first enemy hit towards Stitches and deal 91 (+4% per level) damage.
Hook is Stitches' most iconic Ability, and for good reason, as it is one of the most impactful non-Heroic Abilities in the game. Landing Hook on a vulnerable backline Hero can allow your team to instantly kill them, winning the fight before a counter engagement occurs. Alternatively, you can use Gorge on a hooked enemy if your allies are not within range to follow-up on it, allowing you to bring your catch to them.
Heroes can be pulled over environmental walls but not through destroyed Forts or Keeps. Hook cannot pass through Structures but can pull the Dragon Knight and Garden Terror. Hook can also be used to interrupt channelled Abilities. This can be especially useful against Heroic Abilities, like Ravenous Spirit, Strafe, and Mosh Pit. Hook takes a great deal of practice to land reliably. The difference between landing Hook and missing it can be very significant, as it is so integral to Stitches' kit.
Try to Hook enemy Heroes to an ally who can follow up strong crowd control. Pull Heroes over impassable terrain when possible, making it difficult for their allies to come to their aid and for the pulled Hero to escape. Sometimes the enemy team will be made up of Heroes that are all difficult to kill, reducing the effectiveness of Hook. In such situations, do not use Hook with the intent of instantly killing the pulled Hero; instead use it to re-engage fights or pull low-health fleeing enemies back to your team.
Also be aware of opportunities to pull allied Heroes whenever it benefits them. You can save teammates by pulling them to safety, or even pull allies to an out of position enemy to pick up a kill. Something as simple as pulling an ally over a wall after they complete an objective can save several seconds of travel.
- Mana: 35
- Cooldown: 7 seconds
Deal 104 (+4% per level) damage to enemies within the target area. Enemies in the inner impact area take 40% more damage and are Slowed by 40% for 1.5 seconds.
Slam has a relatively high mana cost for the utility it offers without Talents invested into it. Still, slam's relatively short cooldown and AoE damage make it a decent tool for waveclearing, especially when hit by its inner area, as it deals extra damage and also applies a useful Movement Speed Slow. Furthermore, it can be a great way to dismount enemy Heroes. Slam becomes incredibly mana efficient when other Talents are invested into it, resulting in excellent waveclear and team fight damage.
- Mana: 55
- Cooldown: 20 seconds
Deal 319 (+4% per level) damage to non-Heroic units, or 114 (+4% per level) damage to Heroes. Restores 20% of Stitches's maximum Health.
Devour should first be thought of as a self-heal. Use it liberally when below 50% maximum Health. Devour's bonus damage to non-Heroic enemies gives it increased value against summoned creatures, such as Jaina's Summon Water Elemental, Kerrigan's Summon Ultralisk, and Zagara's Hunter Killer. However, it should only be used this way if Stitches needs healing and a non-heroic enemy is conveniently nearby.
5. Putrid Bile
- Mana: 75
- Cooldown: 75 seconds
Emit bile that deals 37 (+4% per level) damage per second to enemies within, Slowing them by 35% for 1.5 seconds. Gain 20% Movement Speed while emitting bile. Lasts 8 seconds.
Putrid Bile is a great Heroic that can be used to Slow the enemy team's advance or retreat. Once Putrid Bile is activated, you want to place yourself along the path that enemy Heroes are most likely to take, forcing them to move through the bile if they wish to progress. This gives you and your allies time to position accordingly, while also dealing damage. The increase in your own movement speed, coupled with the decrease in your enemies' movement speed makes Putrid Bile a fantastic disengage and escape tool.
- Mana: 70
- Cooldown: 70 seconds
Consume an enemy Hero, trapping them for 4 seconds. When Gorge ends, the enemy Hero takes 274 (+4% per level) damage. The trapped Hero cannot move or act and doesn't take damage from other sources.
Gorge's main purpose is to work in tangent with Hook, by Gorging a pulled Hero and then walking towards your allies so that they can kill the enemy Hero as soon as they are expelled. Gorge can also be used to interrupt a channelled Ability or temporarily remove a high-threat enemy from a team fight, nullifying their presence for the duration of Gorge. Additionally, you can Gorge an enemy Hero and bring them behind your gate and walls to almost guarantee the kill once they are expelled. That being said, Gorge still fills a very niche role. If you are able to Hook an enemy Hero, your team should be there to immediately follow up and kill the pulled enemy Hero. Gorging will sometimes delay the kill by several seconds, giving the enemy team time to respond. Since Gorge will always expel the consumed Hero directly in front of you, face a corner or dead end so that the enemy Hero has nowhere to flee.
When in a team fight, there are rarely good opportunities to use Gorge, as it is difficult to get within range to Gorge the enemy backline and Gorging a Tank for a few seconds is generally not worth it. However, Gorge can sometimes be used to interrupt channelled abilities, such as Nazeebo's Ravenous Spirit or Valla's Strafe, and then allow you to bring the consumed Hero back to your team, making for an easy kill. Gorge can also be used when contesting a capture point, as Gorging an enemy Hero will allow you to capture the point.
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