Falstad Talents
Welcome to our Talents page for Falstad. Here, we give you an overview of how strong each of Falstad's talents is. Then, we present several viable builds, before analyzing each talent row separately, so that you can make informed decisions.
Falstad's Talent Build
Level | Choices |
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1 |
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4 |
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7 |
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10 |
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13 |
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16 |
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20 |
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Falstad's Talent Build Cheatsheet
Hammerang Build
RecommendedBasic Attacks Build
AdvancedFalstad's Basic Attacks Build provides a fair amount of sustain damage
on a single target thanks to multiple Talents that improve your damage via Basic Attacks:
Frequent Flyer at Level 1,
Secret Weapon at Level 7,
and
Sustained Winds at Level 13.
As this Build gives you access to percent-based damage, it is great for pressuring and/or taking down the enemy frontline, even if they have access to Armor effects.
Given it does not need to stack on enemy Heroes, this Build is the go-to when you are playing on a big Map (for example Sky Temple) and your strategy revolves around split-pushing to pressure the enemy team.
Lightning Rod Build
Not recommendedFalstad's Lightning Rod Build offers a scary amount of burst damage
on a single target by empowering Lightning Rod
with multiple Talents.
Although this Build helps when you are facing dive Heroes
by greatly increasing your dueling power, we do not recommend playing it
because it is extremely hard to stack Dishonorable Discharge at Level 1.
Level 1 Talents for Falstad
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Quest: Every time Hammerang hits a Hero increase its damage by 0.5% and refund 6 Mana.
Reward: After hitting 30 Heroes with Hammerang, increase its damage by 15%.
Gathering Storm is a strong Talent that increases
the damage done by
Hammerang each time it hits an enemy Hero.
After reaching 30 stacks, you get the equivalent of 30 stacks as a bonus.
While it will be harder to stack on 3-lane Maps,
especially if you have to help covering side lanes,
we find it to not be a problem because this Talent
gives a percentage bonus and not a flat bonus. As a result,
the bonus damage from each stack you get keeps scaling together with
Hammerang's damage as your team levels up,
so you are not forced to constantly farm stacks all game long.
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Reduce Lightning Rod's cooldown by 2 seconds.
Quest: After 3 Lightning Rod strikes, subsequent strikes on enemy Heroes increases its damage by 1%, up to 75%.
Reward: After 30 subsequent strikes, further reduce Lightning Rod's cooldown by 2 seconds.
Reward: After 75 subsequent strikes, Takedowns reset Lightning Rod's cooldown.
Dishonorable Discharge is a weak Talent that
reduces the cooldown of
Lightning Rod by 2 seconds when picked
and by additional 2 seconds after reaching 30 stacks.
Hitting enemy Heroes with
Lightning Rod will permanently increase
the damage done by
Lightning Rod. After completing the Quest,
killing enemy Heroes will reset the cooldown of
Lightning Rod.
You can only get Quest progress after 3 strikes.
Considering that Lightning Rod hits once immediately and once every second while active,
you have to channel it for at least 3 seconds in order to get 1 stack
and then you will get 1 stack per second, up to 2 stacks per cast without any Talent
and up to 4 stacks per cast with
Charged Up at Level 7.
There is notable synergy between this Talent, Static Shield at Level 4,
Charged Up at Level 7, and
Thunderstrikes at Level 13.
Picking all those Talents makes Falstad extremely difficult to duel for most Heroes.
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- Cooldown: 45 seconds
Activate Frequent Flyer to gain 40% Attack Speed and Tailwind for 4 seconds.
Quest: Minion kills grant 0.2 Basic Attack Damage. Hero Takedowns grant 0.5 Basic Attack Damage.
Frequent Flyer is a good Talent that
can be activated once every 45 seconds to increase your Attack Speed and to enable
Tailwind for 4 seconds. In addition to that,
killing Minions and Heroes will permanently increase your Attack damage.
There is no cap for this Quest.
Contrary to normal Tailwind, the effect coming from this Talent
does not get canceled when taking damage, so it always lasts 4 seconds;
therefore, other than to boost your Attack damage,
you can activate it to refresh your Trait right after taking damage while fighting,
especially if you are playing with other Trait-based Talents in addition to this one.
You can also activate it to increase your damage against enemy Structures when needed,
assuming you do not expect to fight for the next 45 seconds (its cooldown).
As it does not require to hit enemy Heroes, this kind of Quest is particularly good for a Hero like Falstad
who can easily take care of Minions in lanes that are far from the rest of the team
and quickly join them with Flight when a team fight starts.
Level 4 Talents for Falstad
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Lightning Rod strikes grant a Shield equal to 4% of Falstad's maximum Health, up to 28%, for 4 seconds.
Static Shield is a decent Talent that creates a powerful Shield
when Falstad is hitting enemy Heroes with
Lightning Rod,
based on the damage it deals.
You may want to pick this Talent when facing dive Heroes (such as Tracer), to increase your survivability against their quick and scary attacks.
There is notable synergy between this Talent, Dishonorable Discharge at Level 1,
Charged Up at Level 7, and
Thunderstrikes at Level 13
that make Falstad extremely difficult to duel.
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Increases Barrel Roll's range by 40% and Shield amount by 70%, and its Shield now lasts indefinitely.
Updraft is a good Talent that
turns
Barrel Roll into one of the longest
mobility Basic Abilities in the game. The Talent is mostly useful when you
are against dive Heroes who can put a lot of pressure on you
with their high damage and mobility. With it,
not only you will have a Shield, but you will also be able to create more distance
between you and enemy Heroes trying to take you down.
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Basic Attacks heal for 20% of the damage dealt to the primary target.
Hammer Gains is a strong Talent that
increases your self-sustain,
something that is especially useful while taking care of side lanes on your own
and slightly increases your survivability during team fights.
Being based on the amount of damage done with your Basic Attacks, this Talent
has synergy with Frequent Flyer at Level 1
and
Secret Weapon at Level 7,
but has no synergy with
Sustained Winds at Level 13.
Level 7 Talents for Falstad
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Increases Hammerang's range by 30% and Basic Attacks deal 75% bonus damage while Hammerang is in flight.
Secret Weapon is a good Talent that
increases the range of
Hammerang
and temporarily allows Falstad's Basic Attacks to deal more damage.
With this Talent, you have to focus on using as many Basic Attacks as possible
while Hammerang is flying in the air.
The range increase makes Secret Weapon generally safer and
easier to use.
The damage increase provided has synergy with other Talents based on Basic Attacks:
Frequent Flyer at Level 1,
Hammer Gains at Level 4,
and
Nexus Frenzy at Level 20.
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Hammerang's explosion deals 100% additional damage, and hitting enemy Heroes reduces their Spell Armor by 15 for 3 seconds.
BOOMerang is a strong Talent that increases the damage you deal
when reactivating
Hammerang
and also reduces the Spell Armor of enemy Heroes damaged by the explosion.
Pick this Talent when you want to empower the burst damage of your team and/or when you want to increase your waveclear even more.
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Increases the number of Lightning Rod strikes by 2 and its range by 25%.
Charged Up is a decent Talent that empowers
Lightning Rod
by increasing its range, so that it becomes harder for enemy Heroes to exit its area,
and by extending its duration by 2 seconds makes it hit 2 more times.
There is notable synergy between this Talent, Dishonorable Discharge at Level 1,
Static Shield at Level 4, and
Thunderstrikes at Level 13
that make Falstad extremely difficult to duel. If you are not going for that synergy,
then it does not make sense to pick this Talent. Since we do not recommend
Dishonorable Discharge, the same is true for this Talent.
Level 10 Talents for Falstad
In this section we discuss when and why to pick a given Heroic Ability. If you want to read how they work in detail and/or you are looking for some tips on how to use them, check them out on the Abilities and Strategy page.
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- Mana: 80
- Cooldown: 120 seconds
After 1 second, deal 475 (+4.75% per level) damage to enemies within a long line. The cooldown is reduced by 30 seconds for every enemy Hero hit.
Hinterland Blast deals a substantial amount of area of effect damage
from great range that most players have come to take for granted from Falstad.
It is usually chosen as the damaging piece of any kind of teamwide combo that
involves a certain amount of crowd control.
Hinterland Blast, however, must compete with Gust, widely recognized as one of
the best Heroic Abilities available in the game.
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- Mana: 70
- Cooldown: 60 seconds
Push enemies away, and slow their Movement Speed by 40% decaying over 4 seconds.
Mighty Gust is a unique Ability that uniquely provides
Falstad with a reliable area of effect crowd control, something
that is seldom seen in other Heroes, especially Ranged Assassins.
Its relatively short cooldown makes it difficult to pick out Falstad or any of his allies, making the Ability an excellent counterpick to dive-oriented team compositions. It also shines against Healers such as Kharazim and Uther, who strongly rely on specific positioning to be effective.
The knockback effect is also useful
for attempting to steal Boss Camps from your opponents by
using Flight or
Barrel Roll
to position yourself on the Capture Point
just as the Boss is about to die.
Level 13 Talents for Falstad
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Lightning Rod deals 25% more damage each subsequent strike.
Thunderstrikes is a good Talent that increases the damage done
by each consecutive hit of
Lightning Rod on the same Hero,
turning Falstad into a real threat for enemy Heroes who cannot outrange
or break
Lightning Rod with ease.
There is notable synergy between this Talent, Dishonorable Discharge at Level 1,
Static Shield at Level 4, and
Charged Up at Level 7
that make Falstad extremely difficult to duel. If you are not going for that synergy,
then it does not make sense to pick this Talent. Since we do not recommend
Dishonorable Discharge, the same is true for this Talent.
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While Tailwind is active, Falstad's Basic Abilities recharge 100% faster.
Flow Rider has the potential of vastly increasing
Falstad's damage potential. It does, however, require you to play extremely
safely, to the point of not letting
Tailwind fall off by taking
damage. The task is often impossible against Heroes with plenty of area of effect
damage or who are capable to dive aggressively. Other than that,
we find this Talent quite powerful, particularly when combined with
Aerie Gusts at Level 16 to keep
Tailwind going.
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Basic Attacks against enemy Heroes deal bonus damage equal to 1.5% of the Hero's maximum Health, increased to 2% while Tailwind is active.
Sustained Winds is a good Talent that increases your damage output
in the form of percent-based damage on your Basic Attacks,
slightly increased when under the effect of
Tailwind.
The damage increase provided has synergy with Frequent Flyer at Level 1
and
Nexus Frenzy at Level 20, but not with
Hammer Gains at Level 4.
Pick this Talent when you want to pressure and/or take down the enemy frontline and/or when you need damage that goes through Armor effects.
Level 16 Talents for Falstad
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Increase Hammerang's Slow from 25% to 50%, and Hammerang's explosion also Slows.
Crippling Hammer is a good Talent that empowers the Slow
applied by
Hammerang and allows you to apply it via its explosion as well.
You may need this Talent to kite enemy Heroes who lack mobility and/or range in order to help your team damage them or escape, based on the situation. Generally speaking, the crowd control provided by allied Heroes should be enough.
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Reduces the activation time for Tailwind from 5 to 3 seconds, and increases the Movement Speed bonus from 15% to 25%.
Aerie Gusts is a strong Talent that simultaneously provides offense, defense, and
utility in the form of more Movement Speed. This is on top of greatly increasing
the uptime of
Flow Rider, another potent Talent,
by making
Tailwind reactivate faster when not taking damage.
You can combine this Talent with either Flow Rider at Level 13
to quickly reactivate its cooldown reduction effect after taking some damage
or with
Sustained Winds at Level 13
to have more Movement Speed for kiting enemy Heroes
and also to restore its bonus damage component in less time.
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Barrel Roll increases Movement Speed by 60%, decaying over 3 seconds.
Afterburner is a good Talent that provides
extra Movement Speed after using
Barrel Roll,
so it can be used to either chase enemy Heroes or to escape from danger.
As with Updraft and
Static Shield, Afterburner is primarily picked against aggressive team
compositions that make it hard for you to stay alive.
Level 20 Talents for Falstad
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Hinterland Blast has double the range and deals 25% more damage.
Call of the Wildhammer is a good Talent that increases
the damage done by
Hinterland Blast by 25% and its range by 100%.
The bonus damage is high enough to make this Talent interesting to pick
without even taking into account the bonus range, especially if we consider
that it will be rarely useful as the baseline range will already cover your whole screen.
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Mighty Gust creates a wind tunnel for 4 seconds. Enemies caught in the tunnel will periodically be pushed back.
Wind Tunnel is a strong Talent that transforms
Mighty Gust
in one of the most powerful crowd control effects in the game
by allowing you to lock one or more enemy Heroes on top of impassable terrain,
rendering them unable to act for the duration.
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Increases Attack Speed by 20% and Attack Range by 1.1.
Nexus Frenzy is a good Talent that provides
you with additional Attack damage and Attack range, something that gives more value
when you are playing a Basic Attacks Build but it is not required nor advised
because it competes with the powerful
Wind Tunnel.
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Reduce the cooldown of Flight by 50 seconds, reduce the cast time before flying to 0.5 seconds, and increase the speed by 50%.
Epic Mount is a situational Talent that drastically lowers
the cooldown of
Flight, reduces its channel time
from 2 to only 0.5 seconds, and makes the flight animation 50% faster.
The cooldown reduction allows him to completely negate any Catapult pressure on the Core and/or to quickly travel across the battlefield for claiming Capture Points when needed (for example on Dragon Shire).
The shorter cast time and increased travel speed combined together
can be useful for when you need to use Flight
for an offensive
Mighty Gust, to quickly deny
a powerful crowd control effect
(excluding Time Stop) after a delay
(notably
Temporal Loop by Chromie) with the useful
Unstoppable frames that Flight has, to dodge a delayed
effect on the ground (such as
Grav-O-Bomb 3000 by Gazlowe),
to outrange Abilities that require the target to be within a certain range to go off
(for example
Pyroblast by Kael'thas)
or as a form of escape because the enemy team will have less time to
interrupt the cast or kill you.
Changelog
- 06 Jul. 2024: Epic Mount's Description improved.
- 20 Sep. 2023: ARAM Build added.
- 04 Feb. 2022: Builds rearranged.
- 07 Dec. 2021: Guide reviewed for the latest Major Patch.
- 24 Nov. 2021: Builds updated.
- 22 Jul. 2021: Guide reviewed for the latest Balance Update.
- 17 May 2021: Guide reviewed for the latest Patch.
- 04 Mar. 2021: Guide reviewed for the latest Balance Update.
- 25 Feb. 2021: New layout.
- 30 Nov. 2020: Talent Descriptions fixed.
- 05 Nov. 2020: Guide reviewed for the latest Balance Update.
- 20 Sep. 2020: Builds and Talent discussions updated.
- 19 Jul. 2020: Talents reviewed and updated; AA build added.
- 05 Apr. 2020: Mage build recommendation added.
- 12 Oct. 2019: Talents section reviewed and updated.
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Elitesparkle is a multiple times Master player in Europe who plays Heroes of the Storm since its release. He is an active member of the community who likes to teach new and veteran players all he knows about his favorite game.
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