Sylvanas Abilities and Strategy
Welcome to our Abilities page for Sylvanas. Here, we give you an overview of every ability in Sylvanas's kit. For each of them, we explain what it does, how to best use it, and how it works in combination with Sylvanas's other abilities. We also give you strategy tips to play Sylvanas efficiently.
Sylvanas's Tips and Tricks
- Before completing
Black Arrows's quest,
Withering Fire and
Shadow Dagger should be mostly used after infecting enemies with
Black Arrows 3 times to quickly stack it. - Without
Festering Wounds,
Haunting Wave should almost exclusively be used only for its mobility, as it deals minimal damage. - Hold on to
Wailing Arrow until you can hit many opponents or for when you need to prevent a Hero from saving another. - If the opposing team has no good peeling tools, you can use
Mind Control even on the enemy frontline to kill them. - When
Mind Control is combined with
Remorseless, use it to quickly apply maximum
Black Arrows stacks to your target, as the following attacks will spread the effect to nearby Heroes, making the fight much easier.
Haunting Arrows allows you to push down Structures without Minions; exploit this especially with allies and vehicles.
Possession can be used to quickly kill the Mage Minion to get its Regeneration Globe, just make sure it is safe to collect it.
Possession can be used on Catapult Minions at the cost of 3 stacks. However, it should only be done after the wave is cleared, or the rest of the wave will otherwise kill it quickly.
Black Arrows (Trait)
Although we typically list Hero Abilities in order, Sylvanas's Trait is quite unique in that it heavily impacts the way that she is played. As such, we list it first and not last, as we usually do with other Heroes.
- Cooldown: 90 seconds
Basic Attacks infect enemies with Black Arrows for 3 seconds, stacking up to 3 times. Sylvanas deals 15% more damage to enemies with 3 stacks.
Quest: Damage Heroes and Structures with 3 stacks of Black Arrows.
Reward: Upon damaging enemies 250 times, increase the damage bonus provided by Black Arrows to 50%.
Pinnacle Reward: Upon damaging enemies 400 times, Black Arrows now heals Sylvanas for 25% of damage dealt at 3 stacks, doubled against Heroes.
Black Arrows causes Basic Attacks to infect enemies
for 3 seconds, stacking up to 3 times. At 3 stacks, Sylvanas deals 15% more
damage to that target. Whenever she damages an enemy Hero or Structure that
already has 3 stacks, she gains 1 quest stack. After 250 quest stacks, the
damage bonus against fully stacked targets increases to 50%, effectively
adding 30% more damage on marked enemies. After 400 quest stacks, 25% of the
damage she deals to targets with 3 stacks is converted to healing, doubled
against Heroes. This healing works on all enemy types, including Minions,
Mercenaries, Structures, Monsters, and Summons, allowing her to sustain herself while
pushing or waveclearing as long as
enemies are fully marked.
Quickly progressing this quest is the key to success with Sylvanas. To stack efficiently, you should adapt your ability usage and positioning as follows:
- Use
Withering Fire only after a target reaches
3 Black Arrows stacks. This sequence easily provides multiple quest
stacks. The Ability targets the closest enemy Hero first, then other
units, then Structures (prioritizing Towers). In the early game, focus
your Basic Attacks on the closest enemy Hero so that
Withering Fire locks onto that target. - Whenever possible, apply your third Basic Attack and
Shadow Dagger at the same time to a target that
already has 2 stacks. This immediately brings the main target to 3
stacks, poisons it, spreads Black Arrows to nearby enemies, granting
at least 5 stacks for your quest. - Look for chances to perform 3 Basic Attacks and use
Shadow Dagger
and
Withering Fire against the furthest enemy Tower
or Fort in the current rotation. This can grant
a large amount of quest progress very quickly. However, preserve
Haunting Wave as it is your primary escape tool for when
opponents move in to punish your aggression. - During extended fights, most of your stacks will come from repeatedly hitting the enemy Bruisers and Tanks. Continue attacking them even when they are unlikely to die. Every fully stacked hit still advances your quest and each extra stack gained this way is valuable.
Level 7 Talents greatly affect how fast you stack.
Lost Soul accelerates stacking against
Tanks and Structures by frequently refreshing
Shadow Dagger in prolonged engagements, while
Festering Wounds shines in team fights, where a single
Haunting Wave followed by a
Shadow Dagger can quickly apply 3 stacks and poison
to several enemies at once, granting 6 quest stacks for each enemy hit.
Reaching 400 quest stacks will not always be realistic, but you should prioritize reaching 250 stacks as early as possible. The 50% damage bonus against fully stacked targets is what turns Black Arrows into a true late game threat.
Withering Fire
- Mana: 25
- Cooldown: 8 seconds
Shoot the closest enemy up to 5 times over 1.5 seconds for 39 (+4% per level) damage, prioritizing Heroes. Cooldown is reset on getting a Takedown.
Withering Fire prioritizes targets in a unique way. It will
first target the closest nearby enemy Hero, and, if none exists, it will target
the closest non-Heroic enemy (Minion, Mercenary, or Structure). The Ability's
current target is shown by a purple marker. While this "automatic"
targeting makes Withering Fire easy to use, the target chosen by the
Ability can be poor if you are not positioned properly. Focusing a priority
target can be particularly difficult if they are hiding behind another Hero.
This also applies to Minions, as you will generally want to be targeting those
with the lowest Health because of
Unstable Poison.
As with all other Abilities, Withering Fire fully benefits from
Black Arrows when used against targets with 3 stacks
and also advances its quest whenever it damages an enemy Hero or Structure
already so marked. Unless you have chosen
Withering Barrage,
it is better to conserve its Cooldown until
stacks have been generated. Further, remember that Hero takedowns instantly
refresh Withering Fire's Cooldown.
Shadow Dagger
- Mana: 50
- Cooldown: 11 seconds
Throw a dagger at a target enemy that deals 30 (+4% per level) damage and an additional 150 (+4% per level) damage over 2.5 seconds. Damage dealt by Sylvanas to the initial target spreads Shadow Dagger to all nearby enemies.
Shadow Dagger can simply be thought of as a damage-over-time Ability
that "spreads" once from the initial target to nearby enemies when this target
is damaged by Sylvanas. As such, you need to make it a priority to hit any target
you have hit with Shadow Dagger. This does not have to be done instantly
however, as your target may be far from additional target.
Unlike
Withering Fire, Shadow Dagger can be used whenever it is available
if you are able to trigger its spread. However, it is better when used right before enemies
get the 3 stacks of
Black Arrows so most of its
ticks benefit from the damage bonus and provide quest progress.
Shadow Dagger is also an excellent waveclear
tool. By casting it on the Mage Minion and quickly attacking that target,
the entire wave becomes poisoned. This makes Shadow Dagger (in combination with
Unstable Poison) one of the best
waveclearing Abilities around.
Haunting Wave
- Mana: 75
- Cooldown: 11 seconds
Send forth a wave of banshees dealing 114 (+4% per level) damage to all targets. Reactivate to teleport to the banshees' location.
Haunting Wave is an extremely important Ability. Although
it does damage, it should be used almost exclusively as a gap-closer.
This is due to its high Mana cost, long Cooldown, and being Sylvanas' only
escape mechanism.
Since Haunting Wave travels at a set speed, it can take some time before it reaches the appropriate destination for you to reactivate Haunting Wave and teleport to its location. Therefore, you will want to use Haunting Wave proactively (because of the delay) so that you have time to reactivate it to teleport to your intended location, whether trying to escape or occasionally catch up to a fleeing opponent.
It is worth repeating that you should try and use Haunting Wave as a means of mobility, and only if it is absolutely needed, as you are vulnerable without it. Although Haunting Wave can be used to chase a Hero, its relatively low speed makes it difficult, although not impossible, to catch up to them. Haunting Wave's slow travel speed can sometimes be beneficial, however. If you are being chased and cannot cast Haunting Wave over a wall, you can cast Haunting Wave in one direction and then run in another direction. This forces your enemy to decide between chasing you or chase Haunting Wave and where you could possibly teleport to. If they chase you, teleport away; if they chase your Haunting Wave, keep running.
Possession
Activate to force an enemy Minion to fight for Sylvanas's team. Catapults require 3 charges. Stores up to 4 charges.
Possession is a versatile active Ability that
forces an enemy Minion to fight for Sylvanas's team. It has 4 charges, with
a 25-second Charge Cooldown and a short 2-second internal cooldown between
casts. Catapults require 3 charges to be Possessed. This makes Possession a
flexible tool with several important uses:
- Speed up your waveclear by immediately converting front-line Minions so that the wave pushes faster in your favor.
- Order a newly Possessed Minion to move ahead of you to tank Tower shots while you tower dive or retreat through Structure range.
- Quickly damage a Tower or Fort even without allied Minions present by Possessing enemy Minions under the Structure so they draw its fire while helping your push.
- Instantly capture a Mage Minion for your team to secure its Regeneration Globe.
- Bait opponents who rely on skillshots. For
example, when facing Stitches, you can stand among enemy Minions
and Possess one as soon as
Hook is cast,
causing the Minion to intercept the hook instead of Sylvanas.
Note that Possessing a Minion immediately removes any existing
Shadow Dagger damage-over-time
effect from that target. Whenever possible, allow Shadow Dagger to spread to nearby enemies
before using
Possession on that Minion so that you
do not waste it.
Wailing Arrow
In this section we discuss how this Heroic Ability works and give some tips on how to use it. If you are looking for a detailed explanation on when and why you should pick it, check out the dedicated section in the Talent Build page.
- Heroic
- Mana: 100
- Cooldown: 90 seconds
Shoot an arrow that can be reactivated to deal 228 (+4% per level) damage and Silence enemies in an area for 2.5 seconds. The arrow detonates automatically if it reaches maximum range.
Wailing Arrow is recognized as one of the strongest Heroic Abilities in the game. It deals a large amount of damage instantly in a relatively large area and from a long range, but more importantly, silences all affected targets for a significant duration. This means that you should not be using Wailing Arrow solely for its damage, unless it is to secure one or more kills in a late-game situation. Ideally, it should be used as a follow-up if you are the aggressor to prevent opponents from healing or escaping. In a defensive situation, Wailing Arrow can make it more difficult for opponents to follow up on their own initiation. It also has more niche uses, such as interrupting a number of key channeled Heroic Abilities.
Mind Control
In this section we discuss how this Heroic Ability works and give some tips on how to use it. If you are looking for a detailed explanation on when and why you should pick it, check out the dedicated section in the Talent Build page.
- Heroic
- Mana: 50
- Cooldown: 40 seconds
After 0.25 seconds, fire a missile that Mind Controls the first enemy Hero hit. Heroes hit are Silenced, Slowed by 30%, have 3 stacks of Black Arrows applied to them, and are forced to walk towards Sylvanas for 1.75 seconds.
Mind Control is a very potent crowd control Ability
that revolves around picking off an enemy target, most notably squishy ranged
Assassins and Healers, and isolating them
from the rest of their teammates. On hit, it also immediately applies 3 stacks
of
Black Arrows, granting Sylvanas her full Trait damage
bonus and several quest stacks on the affected target. Similarly to
Wailing Arrow, Mind Control
can be used at key moments to prevent escapes or support by targeting a Healer.
As a skillshot with a relatively slow projectile speed, Mind Control
is liable to miss without practice, particularly against nimble targets.
Changelog
- 15 Dec. 2025: Guide updated after Sylvanas's rework.
- 02 May 2025: Guide reviewed for patch 2.55.10.
- 29 Jan. 2025: Guide update to ensure meta relevance.
- 19 Dec. 2018: Updated for the latest rework.
More Ranged Assassin Guides
Derenash has been playing Heroes of the Storm since 2015 and has achieved Grandmaster in multiple seasons, peaking at Top 1 in Season 3 and 4 of 2018. He participated in the HGC Copa America in 2018 where his team had a strong victory. He is passionate about teaching others about the game, and streams often on Twitch in Portuguese, and you can find him in Wind Striders' Discord as well where he is happy to answer any questions in English or Portuguese.
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