Warning It appears that you may be blocking the ads, and we are fine with it (read more here). That said, it would really be awesome if you decided to whitelist our website or make a donation :) You can also send us Bitcoins (1DEkropiHPWBmfJxogFaXQscfzhmdpTti4)!

Stitches Strategy, Tips, and Tricks

Last updated on Jul 12, 2016 at 18:31 by Straften 6 comments

Table of Contents

Stitches Image

General Information

On this page, you will learn how to optimally play Stitches in a competitive environment in Heroes of the Storm. Everything you need to know is explained, from general gameplay to specific tips and tricks.

The other pages of our Stitches can be accessed from the table of contents on the right.

About the Author

Straften is a Grand Master ranked player in both Hero League and Team League. He has a passion for theorycrafting, and regularly tests new features early on the PTR. He explains his strategy, reasoning, and implementation in these guides.

1. General Stitches Strategy

Stitches is a fairly strong early game Hero with decent waveclear. Although Hook Icon Hook functions best when you have allies to follow it up, you should be soloing a lane early game. Stitches is quite strong in most matchups, thanks to the sustain from Devour Icon Devour. Slam Icon Slam should be used on both the enemy Hero and Minion wave if possible to simultaneously harass the enemy and push the wave. Always be mindful that you can use Hook to pull enemies within the range of your towers, which deal a lot of damage early game. If you are able to quickly clear out your lane, you can roam to another lane to gank and/or collect a Regeneration Globe. Be sure to arrive back in your lane before you miss any XP.

When playing Stitches, you should always look for good Hook Icon Hook opportunities. By far, Stitches' main strength is the ability to use Hook to relocate Heroes from either team. Hooking an enemy Hero out of position and killing them can put your team in a favourable 4v5 situtaion. Hooking an imperilled allied Hero to safety can keep your team on even footing, where you would otherwise be a player down. Stitches' complete lack of Stuns, Roots, and burst damage means that you have no way of killing Hooked enemies yourself, unless they are already on the verge of death. This is why it is extremely important to have allies nearby that can secure kills from your Hooks. Since hooked targets are pulled to your location, standing behind environmental walls or behind your team can make it much easier to prevent pulled enemy Heroes from escaping.

2. When Not Team Fighting

The most important and difficult aspect of Heroes of the Storm is performance in team fights, since this is often where games are decided. That said, team fights usually take up a relatively short amount of time, with the rest of the game being spent performing other tasks. In this section, we will walk you through what you should be doing outside of team fights as Stitches.

In order of priority, you should:

  • Take map objectives;
  • Hold or clear a lane that no one else on your team is soaking;
  • Gank a vulnerable enemy Hero;
  • Take Mercenary Camps with the help of your team;
  • Push whatever lane your allies are already pushing the hardest.

Map objectives almost always have the largest impact on the game. If you ignore these, then not only do you miss out on objectives that the enemy takes, but the enemy team also benefits from these objectives. On some maps, team fighting is synonymous with taking objectives, like on Sky Temple or Dragon Shire; however, other maps (Garden of Terror for example) do not always promote fights between both teams. The Boss Mercenary Camp on some maps constitutes a map objective. Sometimes it is best to give up a map objective and to simply keep pushing, but the only time you might want to consider doing this is if it is obvious that you will be unable to contest the objective.

If there are no active map objectives and every lane is being soaked, look to gank vulnerable enemy Heroes. Vulnerable enemy Heroes come in many shapes and sizes. They can be overextended, low on health, outnumbered, or in a position that is otherwise unfavourable to them. Thanks to Hook Icon Hook, Stitches excels at ganking in most situations.

If there are no map objectives to take, lanes to soak, or enemies to gank, take the Mercenary Camps. They provide a small amount of XP and a significant amount lane pressure. Taking the Mercenary Camps on the enemy's side of the map is risky, and it should only be done if you certain that the enemy team cannot, or will not contest. Stitches is relatively ineffective at capturing Mercenary Camps alone, so you will generally need the assistance of your allies.

If you have already taken all that the map has to offer, it is likely that most, if not all of the lanes are pushing in the direction of your enemy. This pressure should be capitalised on. Push a lane with your allies to destroy the enemies' Structures.

3. Team Fighting

Team fighting with Stitches is fairly easy and straight forward. Slam Icon Slam and Devour Icon Devour should be used to deal damage and heal respectively whenever they are available. Vile Gas Icon Vile Gas will passively deal damage over time to enemies nearby Stitches. Putrid Bile Icon Putrid Bile should be used preemptively in whichever general direction the enemy team is moving, although you should still be using Basic Attacks whenever possible. Be very careful not to overextend, especially if Putrid Bile, Devour, and Hardened Shield Icon Hardened Shield are on cooldown.

Using Hook Icon Hook correctly is by far the most important part of playing Stitches effectively. As previously mentioned, you ideally want to Hook an enemy Hero and kill them before a team fight starts, giving your team a Hero advantage and forcing the enemy team to back away. Unfortunately, picking an enemy off with Hook is not always possible and you will often enter fights with no advantage. In these situations, you want to use Hook in the following ways: to peel for an ally, to interrupt a channelled ability, to pull back a fleeing enemy, or to pull an ally to safety. Do not use Hook simply as a means to deal damage. If you have Gorge available in a team fight, it should generally be used to peel for your allies or interrupt enemy channelled abilities.

4. Summary of Tips and Tricks

  • Land Hook Icon Hook on key backline Heroes when your team is in position to follow up.
  • Use Hook Icon Hook from behind environmental walls so pulled enemies have difficulty escaping.
  • Use Hook Icon Hook to assist allies by pulling them out of danger, or to a desirable location.
  • Sometimes Hook Icon Hook needs to be saved purely to interrupt channeled abilities like Nazeebo's Ravenous Spirit Icon Ravenous Spirit.
  • Gorge Icon Gorge can be used to bring enemy Heroes behind your gate and walls, making it impossible for the consumed Hero to escape once expelled.
  • Gorge Icon Gorge can be used to waste the duration of activatable abilities, such as Malfurion's Tranquility Icon Tranquility and Tassadar's Archon Icon Archon.
  • When contesting a capture point, using Gorge Icon Gorge on an enemy Hero will temporarily remove them from play, allowing you to capture the point.
  • Enemies will always be expelled from Gorge Icon Gorge directly in front of you. Use this to your advantage by facing a corner or a dead end.
  • Devour Icon Devour can be used to quickly kill summoned creatures, like Jaina's Summon Water Elemental Icon Summon Water Elemental or Zagara's Hunter Killer Icon Hunter Killer.
  • Maximise Putrid Bile Icon Putrid Bile's effectiveness by moving in front of where the enemy Heroes want to go. If they are trying to flee, use bile to slow their escape. If they are trying to get to your carries, use bile to disengage.
  • Vile Gas Icon Vile Gas deals a surprising amount of damage of the course of a match. Use this to your advantage by running in and out of melee range, forcing enemies take damage over time.

5. ChangeLog

+ show all entries - show only 10 entries
  • 12 Jul. 2016: Updates following Gul'dan's patch.
    • Vile Gas now causes Stitches to pulse an area around him which poisons enemies over 3 seconds. It no longer leaves a lingering cloud of gas on the ground, but Vile Gas' cooldown has been reduced from 4 seconds to 3 seconds.
    • Hook can now target allied Heroes by default, and this functionality may be toggled on or off.
    • Text updated for Strategy section to reflect patch changes.
  • 07 Sep. 2015: Updates following Lt. Morales patch.
    • Added Gorge information.
    • Updated text to reflect new talent recommendations.
Force desktop version
Force mobile version