Table of Contents
- +Abilities and Strategy
- ×Talent Build
On this page, we present the viable talent choices for playing Thrall in a competitive environment in Heroes of the Storm. For each talent, we explain what they do and why they should or should not be taken.
The other pages of our Thrall guide can be accessed from the table of contents on the right.
About the Author
KendricSwissh is a Master League Warrior and Support player in Hero League. He has been playing Heroes of the Storm since the early stages of the Alpha version and has mastered a large number of Heroes. He is also creating Heroes of the Storm related content on YouTube, most notably his series called Epic Plays of the Week, which focuses on video clips submitted by his viewers. He is also a streamer on Twitch where he will gladly answer all of your questions about the game.
1. Talent Build
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2. Common Talent Paths
Standard Sundering Build (talent calculator link)
The Standard Sundering Build is, as the name suggests, compatible with a variety of team compositions. It is a fairly safe build, that allows you perform well in a majority of games you play. We do, however, strongly recommend reading the Talents section, since Thrall has several situational talents, such as Spirit Shield at Level 13 or Alpha Wolf at Level 16, that can greatly improve his overall combat performance.
Feral Spirit Build (talent calculator link)
We recommend the Feral Spirit Build if the enemy team composition features multiple high health Warriors, such as Muradin or Diablo. These tanky targets are often hard to take down when playing as Thrall, which makes Alpha Wolf at Level 16 an outstanding choice. Defensive talents, such as Spirit Shield at Level 13 can be picked instead of the more generic Grace Of Air, especially if the enemy team composition relies heavily on Ability damage. Remember to play very carefully during the early-mid game until Frostwolf Pack at Level 7 has been successfully completed.
3. Level 1 Talents
Quest: Kill Minions or Heroes within 1.5 seconds of hitting them with Chain Lightning.
Reward: After killing 10 enemies, reduce the Mana cost of Chain Lightning from 40 to 25.
Reward: After killing 20 enemies, gain a second charge of Chain Lightning.
Repeatable Quest: Hitting at least 2 Heroes with a single use of Chain Lightning increases the damage of its bounces by 12, up to 480.
Reward: After hitting multiple Heroes 20 times, Chain Lightning prioritizes bouncing to Heroes.
For 10 seconds after hitting an enemy with Chain Lightning, Thrall's next Basic Attack against them restores 15 Mana.
Passive: Increase the range of Chain Lightning by 30% and the number of bounces by 1.
Echo of the Elements is a relatively easy Quest Talent to complete that offers Thrall significantly more damage output and strong poke. Remember that Echo of the Elements can be stacked very efficiently with the help of nearby allies, as it does not matter who delivers the killing blow to a Minion marked by Chain Lightning.
Crash Lightning requires Thrall's Chain Lightning to bounce to at least 2 Heroes in one single use, which cannot always be guaranteed. As a result, this talent is too chancy for us to be a recommended.
Rolling Thunder's Mana restoration component becomes quite useless after acquiring Mana Tide at Level 4, which is recommended in many games. Overall, increasing Chain Lightning's range and bounces offers less value and damage than having a second instance of Chain Lightning after completing Echo of the Elements, which is why we consider Rolling Thunder the inferior choice at Level 1.
4. Level 4 Talents
Heroes damaged by Feral Spirit grant 3 stacks of Frostwolf Resilience and 2 stacks of Feral Resilience, granting 50 Physical Armor against the next incoming Hero Basic Attack.
Stacks are consumed on the next cast of Feral Spirit.
Quest: Hit 7 Heroes with Feral Spirit. Progress is lost on death and when Thrall fails to hit a Hero.
Reward: Reduce the cooldown and Mana cost of Feral Spirit by 50%.
Frostwolf Resilience restores 15 Mana and reduces Basic Ability cooldowns by 0.5 seconds.
Frostwolf Pack's reward is so good that the side-effects after dying or missing Feral Spirit are worth the risk. Make sure to wait for other crowd-control effects to land first to have an easier time landing Feral Spirit. Also, make sure to play less aggressively until you completed Frostwolf Pack.
Mana Tide is worth considering if you are not willing to take the gamble that Frostwolf Pack poses or if you find yourself in a hard solo lane matchup. Proccing Mana Tide's effect as frequently as possible allows Thrall to consistently harass his laning opponent without suffering from Mana problems.
5. Level 7 Talents
Repeatable Quest: Basic Attacks against Heroes while Windfury's Movement Speed bonus is active increase Attack Damage by 1.
Reward: After gaining 20 Attack Damage, increase the Movement Speed bonus of Windfury to 40%.
Reward: After gaining 40 Attack Damage, Thrall permanently gains 15% increased Movement Speed.
- Cooldown: 1 seconds
Activate to consume 8 stacks of Ancestral Wrath, damaging a target enemy Hero for 15% of their maximum Health over 3 seconds, and healing Thrall for 150% of the damage dealt.
Gain 1 stack of Ancestral Wrath every time Frostwolf Resilience activates.
After using an Ability, your next Basic Attack within 6 seconds deals 40% additional damage.
Follow Through adds a lot of extra damage to Thrall's already strong Basic Attacks. We strongly recommend picking this talent if you choose Echo of the Elements at Level 1, as it synergises extremely well with the 2 stacks of Chain Lightning.
Maelstrom Weapon can be an extremely rewarding talent after completion, however, it needs longer to net its value than Follow Through. We usually recommend Maelstrom Weapon over Follow Through if Thrall is more dependent on mobility, which is usually the case if the enemy team consists mainly of squishy backline Heroes that Thrall needs to reach quickly.
Ancestral Wrath's healing is usually not needed, especially if you play with a dedicated Support in your team, while the damage it inflicts is not significant enough. Thus, we do not recommend this talent.
6. Level 10 Talents
- Mana: 75
- Cooldown: 70 seconds
After 0.5 seconds, sunder the earth in a long line, dealing 290 (+4% per level) damage and shoving enemies to the side, Stunning them for 1 second.
- Mana: 90
- Cooldown: 100 seconds
After 0.5 seconds, summon a massive Earthquake that pulses every 4 seconds. Each pulse lasts 2 seconds, Slowing all enemies in the area by 50%, and deals 50 (+4% per level) damage to enemy Heroes. Does 3 pulses.
When choosing Sundering, it is of utmost importance to know when to use it in order to maximise its efficiency. It is generally recommended to aim Sundering in a way that it splits up the enemy team before engaging a team fight. Doing so will cause confusion and make it very hard for the enemy team to reposition themselves properly in time. Keep in mind that Sundering can be used to secure kills on a single exposed target as well, by stunning it and preventing it from escaping. By the same token, Sundering proves to be a formidable tool in order disengage from an enemy assault that would otherwise take your team by surprise.
Earthquake fulfills a similar role as Sundering, however, it slows nearby enemy Heroes instead of stunning them. While Sundering requires your team to act quickly after it has been cast, Earthquake gains much more value during longer team fights, as it sends out 3 pulses over time.
Furthermore, Earthquake provides Thrall with more self-sustain if the enemy team stays within its radius too long. After hitting Level 20, Earthen Shields is going to boost that bonus even further by adding shields to Thrall's health.
7. Level 13 Talents
Windfury attacks grant twice as many stacks of Frostwolf Resilience.
Frostwolf Resilience can be activated to instantly heal for 150% of its normal amount.
- Cooldown: 0 seconds
Every 45 seconds, gain 50 Spell Armor against the next enemy Ability and subsequent Abilities for 1.5 seconds. Frostwolf Resilience reduces this cooldown by 8 seconds.
Can be toggled to allow or prevent this talent from triggering automatically.
Grace Of Air increases Thrall's self-sustain by a large amount. Picking Grace of Air causes Thrall to become a lot more resilient during team fights and duels, as Windfury causes him to generate stacks of Frostwolf Resilience significantly faster.
Frostwolf's Grace offers very reliable burst healing while Thrall finds himself in dangerous situations. We like this talent if the enemy team focuses a lot on burst damage, as it allows Thrall to hold his ground, especially after engaging with either of his Heroic Abilities.
Spirit Shield should be considered if the enemy team consists mainly of Assassins and Specialists that rely on their ability damage, such as Jaina and Kael'thas. In that case, Spirit Shield has the potential to absorb more damage than Grace Of Air could heal.
8. Level 16 Talents
The final strike of Windfury hits 3 times for 75% normal damage.
Casting Chain Lightning on a Hero other than the last Hero it was cast on causes it to Slow targets by 8% for 2 seconds.
Repeatable Quest: Each consecutive cast against a new Hero increases this bonus by 8%, up to 40%. Bonuses are reset if Thrall dies or casts Chain Lightning on the same Hero twice.
Reward: While at a 40% bonus, Chain Lightning's damage is increased by 25%.
For 3 seconds after a Hero is hit by Feral Spirit, Thrall's Basic Attacks against them deal an additional 3% of the target's maximum Health as damage.
Passive: Increase the duration of Feral Spirit's Root to 1.5 seconds.
Tempest Fury is a powerful talent that provides Thrall with additional burst damage after activating Windfury. This talent becomes particularly powerful if the enemy team does not have any Blinds in their composition.
Alpha Wolf has a very powerful passive component, while also significantly boosting Thrall's damage against rooted targets. Ideally, you want to combo Feral Spirit with Windfury to maximize Thrall's damage output.
Thunderstorm requires Thrall to meet too many conditions at the same time in order to unfold its value, whereas Tempest Fury and Alpha Wolf are very straight-forward. Furthermore, the slow Thunderstorm offers is usually not significant enough to have any big impact.
9. Level 20 Talents
Lower the cooldown of Sundering by 20 seconds. After Sundering impacts, it leaves behind an impassable rift, blocking unit movement for 3 seconds.
Allies within the Earthquake area gain a Shield equal to 15% of their maximum Health each pulse. This shield lasts 4 seconds.
Basic Attacks deal 20% more damage and Slow enemy Movement Speed by 20% for 1 second.
- Cooldown: 80 seconds
Activate to immediately teleport to a target location and gain Windfury.
Wind Rush can catch your opponents off guard and also possesses some outstanding synergy with Windfury related talents, such as Tempest Fury. Wind Rush also allows Thrall to engage fleeing targets or to escape dangerous situations.
Earthen Shields provides a significant late game power spike to Thrall and his allies. Being able to potentially shield your entire team for 15% of their maximum health can deny a lot of the enemy team's late game burst damage, which makes it an ideal counter against Heroes like Jaina or Li-Ming.
Worldbreaker is an interesting talent, since it offers the rare ability to create impassable terrain. Unfortunately, this is often counter productive to Thrall's main goal when casting Sundering. The impassable rift sometimes denies this endeavour by blocking access to the target. Ultimately, the 20-second cooldown reduction on Sundering is a nice to-have but it does not make this talent remotely as good as Wind Rush.
10. ChangeLog+ show all entries - show only 10 entries
- 18 Jun. 2017: Changed and updated Worldbreaker's description.
- 13 Jun. 2017: Complete revamp of the page, following Thrall's rework in Malthael's patch.
- 12 May 2017: Updated Stonewolves' and Tempest Fury's talent descriptions.
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