Stukov Abilities and Strategy
Welcome to our Abilities page for Stukov. Here, we give you an overview of every ability in Stukov's kit. For each of them, we explain what it does, how to best use it, and how it works in combination with Stukov's other abilities. We also give you strategy tips to play Stukov efficiently.
1. Stukov's Tips and Tricks
- Use Bio-Kill Switch primarily to heal allies affected by Healing Pathogen.
- Cast Healing Pathogen onto Heroes who will spread it to as many allies as possible.
- Weighted Pustule is useful for harassment and light disengage. It can also secure kills on fleeing enemies.
- Channel Lurking Arm onto choke points, or use it to cancel channeled enemy Heroics.
- Massive Shove can be used to push enemies far away from team fights, or simply to Stun them against nearby terrain.
- Use Flailing Swipe to peel and disengage if a fight is not looking favourable for your team.
2. Bio-Kill Switch (Trait)
- Cooldown: 16 seconds
Activate to detonate all of Stukov's Viruses. Each Healing Pathogen heals its target for 450 (+4% per level) Health, and each Weighted Pustule does 100 (+4% per level) damage and Slows its target by 70% for 2 seconds.
Can be cast while Channeling Lurking Arm.
Bio-Kill Switch should be thought of as your primary healing tool first; it is usually going to be very inefficient to use the cooldown for dealing damage or applying slows. Bio-Kill Switch detonations instantly heal for more than twice the amount that Healing Pathogen can heal over time. Additionally, it delivers healing five times stronger than the damage of Weighted Pustule detonations.
Using Bio-Kill Switch will remove Healing Pathogen, and healing over time will cease. You want to wait to activate Bio-Kill Switch as long as possible to maximise healing. However, it is important to detonate Healing Pathogen right away if an ally will otherwise die. Due to its long cooldown, it can be best to hold Bio-Kill Switch when only minor healing is needed.
3. Healing Pathogen
- Mana: 40
- Cooldown: 10 seconds
Infest an allied Hero with a Healing Pathogen that heals the target for 222 (+4% per level) Health over 4.5 seconds. Healing Pathogens can spread to a nearby allied Hero every 0.75 seconds.
Each cast of Healing Pathogen can only spread to each allied Hero 1 time.
Healing Pathogen is Stukov's only healing Ability, although it can be greatly amplified with Bio-Kill Switch. Planning each use of Healing Pathogen is essential. Try to spread Healing Pathogen to all nearby allies who need healing, before detonating Healing Pathogen. It is best to cast Healing Pathogen onto the ally who most urgently needs healing. This allows you to activate Bio-Kill Switch on the priority target immediately if you need to, but also allows you to wait for it to spread when possible. Remember to use yourself as a vessel to spread Healing Pathogen, by moving near the priority target. After it spreads to you, you can move toward other allies to manually spread it to them.
4. Weighted Pustule
- Mana: 50
- Cooldown: 10 seconds
Hurl a pustule that impacts all enemy Heroes in its path, dealing 20 (+4% per level) damage and Slowing by 5%, increasing to 50% over 3 seconds. Deals an additional 80 (+4% per level) damage upon expiring or being removed.
Weighted Pustule deals a small amount of damage, but is primarily useful for the Slow debuff that it applies. When applied to multiple enemy Heroes during team fights, Weighted Pustule can help your team to disengage or secure kills. Weighted Pustule detonations should coincide with Healing Pathogen. While there are always exceptions, Weighted Pustule detonations will generally be much less impactful than those used for Healing Pathogen.
A good way to detonate Weighted Pustule is to cast it onto an enemy, immediately after casting Healing Pathogen onto your teammates. This way, you can detonate Healing Pathogen at an ideal time, and still get some bonus damage out of Weighted Pustule.
5. Lurking Arm
- Mana: 60
- Cooldown: 10 seconds
Channel at a target location, creating an area that deals 136 (+4% per level) damage per second to non-Structure enemies and Silences them. Deals 50% reduced damage to non-Heroes.
Does not cost Mana while Channeling, and lasts until canceled or interrupted.
Lurking Arm is an extraordinarily powerful zoning Ability. This versatile Ability can be used to deny access to choke points, cancel enemy Heroes channeled Heroics, and even for waveclear. By channeling Lurking Arm onto choke points, enemy teams can be at a huge disadvantage while trying to contest these areas. Due to its low cooldown, casting this onto an enemy Hero who is channeling a Heroic Ability is another great way to use it. Lurking Arm is also Stukov's best Ability for waveclear, as a well placed cast can completely remove an enemy Minion wave.
Be aware that you are vulnerable while channeling Lurking Arm. Pay close attention to your surroundings, and cancel the channel if you need to reposition. Lurking Arm has a low cooldown, so you will be able to use it again shortly. Cancel Lurking Arm as soon as it is no longer useful in the current position; you can recast it somewhere else that much sooner.
6. Flailing Swipe
- Mana: 100
- Cooldown: 80 seconds
Swipe 3 times in front of Stukov over 1.75 seconds, dealing 48 (+4% per level) damage to enemies hit and knocking them away. Each swipe is larger than the previous.
Flailing Swipe is a great way to break up tightly grouped enemies, making it easier for your team to get a pick during team fights. It is also a powerful disengage tool when a fight is not looking favourable for your team.
7. Massive Shove
- Mana: 50
- Cooldown: 20 seconds
Extend Stukov's arm. If it hits an enemy Hero, they are rapidly shoved until they collide with terrain, dealing 190 (+4% per level) damage and Stunning them for 0.5 seconds. Stukov gains 50 Armor while shoving an enemy.
Massive Shove is an amazing Heroic Ability that can remove an enemy from a team fight completely, in ideal situations. Even in closed in areas, it can displace and stun enemies out of threatening positions. While Massive Shove's channel time varies depending on the distance before collision, it will usually take the same amount of time to complete as Flailing Swipe. The primary difference to consider here, is that Massive Shove grants 50 Armor while being channeled. Combined with the very short cooldown, these features make it the Heroic to take in most games.
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