Tassadar Abilities and Strategy
Welcome to our Abilities page for Tassadar. Here, we give you an overview of every ability in Tassadar's kit. For each of them, we explain what it does, how to best use it, and how it works in combination with Tassadar's other abilities. We also give you strategy tips to play Tassadar efficiently.
Tassadar's Tips and Tricks
- Shock Ray can be used from bushes or vents so enemies do not see the channeling, and consequently do not dodge it.
- Shock Ray is a slow Ability, so we recommend using it to follow slows or aim it towards a target leaving Psionic Storm.
- If your team is retreating, remember that Psionic Storm can be used to dismount pursuing enemies.
- Resonance Beam is you main way to regen your mana. When it starts to run out, you can start only using Psionic Storm to clear the wave, while keeping Resonance Beam up.
- Archon can be used to peel yourself; 25% of your health as shields may save you in many situations.
- Mana: 55
- Cooldown: 7 seconds
Channel a beam of Psionic energy, dealing 280 (+4% per level) damage and Slowing enemies in a line by 30% for 2 seconds.
Shock Ray deals high damage but can be easily dodged. You can use Psionic Storm and then deliver Shock Ray in the direction the opponent is running. Since Psionic Storm is instantaneous and this Ability requires a channel time, we recommend always using Psionic Storm before it in fights.
Shock Ray has a high range but it is very narrow. To use it properly for waveclear, it should be used when wave is walking towards the lane, right before they clash into each other, proceeding with Psionic Storm to finish the job. Mostly we do not recommend using Shock Ray to poke heroes away from enemy team, like where Tracer or Genji would be. It is better to use it towards 2 or 3 enemies instead, so you will make sure it hits someone. It can also be better to keep the Ability available for when someone controls those high mobile Heroes.
- Mana: 60
- Cooldown: 8 seconds
Create a Psionic Storm at the targeted location for 3 seconds. While in a storm, enemies take 38 (+4% per level) damage every 0.5 seconds, increasing by 20% for each consecutive instance of damage, up to 100%.
Psionic Storm is a very important tool during the laning phase, as its radius is big enough to hit an entire minion wave if placed diligently. When aiming your Psionic Storms on enemy Minions, make sure to place the center over the Wizard Minion (the ones that also drop Regneration Globes) in order to hit the whole minion wave. Using Psionic Storm efficiently will save you a lot of Mana, so feel free to take your time in order to practise your Psionic Storm placement, especially if you are not being pressured in your lane.
Different Talents will apply another Psionic Storm into a location, but when 2 of those are over each other, only one will deal damage, therefore it is recommended to only apply the second Psionic Storm when the target will not take any more damage from the first one. However, the additional damage provided by each consecutive hit will be applied to the second storm as well, do not wait too long to use the second Psionic after the first one is wasted, or you will lose all the extra damage.
- Mana: 65
- Cooldown: 18 seconds
After a 0.5 second delay, create a wall that blocks all units from moving through it for 2 seconds.
Force Wall adds the ability to lock enemies in place, especially in narrow choke points. It can be used both offensively and defensively. If used offensively, Force Wall can cut off flight paths from retreating opponents. If used defensively, it can save threatened allies from enemy initiators.
Force Wall can also be used to block your own minions. Tassadar is a very squishy hero in the early game. If the enemy tank is playing very aggressively, you will have a hard time clearing the first wave, so we recommend to use it in front of the first wave at the game, at around 00:03 of game time, so the wall is created between the Keep and the fountain, locking your minions in place for 2 seconds. Although this may seems useless, the 2 waves will meet closer to your tower, allowing you and your team to easily clear it. This can be done at any state of the game, giving your team a good advantage.
- Mana: 100
- Cooldown: 90 seconds
Tassadar transforms into an Archon, gaining a Shield equal to 25% of his maximum Health and empowering Resonance Beam. Lasts for 12 seconds.
Resonance Beam: Deals 140 (+4% per level) damage to the target and splashes 70 (+4% per level) damage to nearby enemies. Heroes hit have their Spell Armor reduced by 20 for 2 seconds. Resonance Beam is fully charged while Archon is active.
Using Archon will turn you into a powerful damage dealer that is able to fight most Heroes straight on in a one versus one fight. Archon brings a lot of extra power to team fights as well. With the help of your improved Basic Attacks and Basic Abilities, you will be able to deal heavy AoE damage, while the Archon's initial shield makes you quite resilient. Remember to only use Archon when committing to a fight, or enemies can just walk away from it, greatly reducing the efficiency of your Heroic ability. Keep an eye out for squishy and damaged targets—you will be surprised how hard your basic attacks are going to hit them. Since Archon only lasts 12 seconds, you should try to avoid getting stunned or rooted so you will not lose precious seconds while you are still transformed.
Archon will also instantly charge your Resonance Beam, being an even more powerful tool when paired with Talents that are only activated when it is charged.
- Mana: 60
- Cooldown: 60 seconds
After a 0.5 second cast, create a Black Hole that travels in a long line. Enemy Heroes within the Black Hole's area are quickly pulled towards its center. Touching the center deals 310 (+4% per level) damage and Stuns the target for 1.25 seconds.
Even though Black Hole is less reliable than Archon, it can be very effective to follow up a good crippling Ability, like Earthquake, Entomb, or Powerslide. However, it still has many flaws. Firstly, it is a slow moving heroic, that can be easily be dodged. Secondly, when it hits, it will push enemies away from your team and from Psionic Storm. Since it is easy to dodge, we would recommend it to be used as a follow up tool, but unfortunately it might push enemies away, and consequently saving them. Another downside is the 0.5-second cast time. Without good setup, it will be hard to hit from distance, and it can be easily interrupted at close range.
Heroes hit by the outer area are Displaced but not Dazed. Heroes hit by the inner area are Stunned. Still, if you got Black Hole, the Stun provided by it can be great against squishy mobile Heroes, like Zeratul or Tracer. With the correct follow up, they will mostly be killed before being pushed away.
- Cooldown: 20 seconds
Tassadar's Basic Attack is a Channeled beam that Slows by 15%. While Channeling, your Basic Attack damage and Mana regeneration increases by 25% a second, to a maximum of 100%. While at full charge, gain an extra 3 Mana every second.
This bonus is lost after 6 seconds of not Channeling.
Resonance Beam greatly increases his Mana regeneration when stacked, while also increasing his Basic Attack damage. Even though the trait adds 100% of your Basic Attack as extra damage, we do not recommend standing still and constantly attacking unless it is completely safe to do so. It is not worth it to take 400 damage in order to deal 100 or 200 with your Basic Attack. However, it is good to use a single hit on a minion or on a tank every few seconds, reapplying the maximum charge duration.
- 29 Oct. 2020: Updated Tassadar's Black Hole description.
- 15 Apr. 2020: Updated Tassadar's Guide accordingly to his Rework.
- 29 Aug. 2019: Updated Tassadar's ability descriptions.
- 06 Jul. 2017: Updated Tassadar's Plasma Shield description.
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