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The strangest way to play Heroes of the Storm

78K views · Sep 25, 2026 · Gaming

Comments · 87

  • @IUDEX88 · 6 days ago

    abathur, lost vikings, chogall. game had some really fucking good designs

    56

  • @WizPizPresident1 · 6 days ago

    I started playing a couple weeks ago and was so confused the first time I versed this hero and never saw him all game 🤣

    59

  • @Frozen_Death_Knight · 6 days ago

    GG! This game was pretty fun to play as Arthas. Really liking the talent rework since I came back to the game last week. Abathur is as crazy as he always has been. In the right hands of course! :)

    60

  • @CarpeGuitarrem · 5 days ago

    42 health at the end, you love to see it

    1

  • @CanDellJack · 6 days ago (edited)

    This is a very good look at what a high-level Abathur should be doing <i>(aside from accidentally picking an unintended ult).</i><br>Everything&apos;s always on cooldown. Mines aren&apos;t being banked. Grubby hops on top of a target, burns every cooldown, hops off, drops mines, and hops back on a different lane.<br>Exceptions are sometimes during team fights, but even then he jumps between his allies, making sure he is on the one that needs him at that moment.<br><br>The only thing I would point out is that Monstrosity can do some heavy lifting in teamfights. Just like it slapped Murky down <i>(when Grubby was at the wheel)</i> and nearly killed Maiev.<br>Once stacked, it hits like Thrall after a few too many beers, and is thousands of disposable hit points.<br>Monstrosity can push lanes, but can also be the focal point in a fight if it burrows into the enemy backline, functioning like a surprise bruiser.

    17

  • @VastOceanBlue05 · 6 days ago

    i do love some GrubSlug gameplay

    8

  • @chriscmu2002 · 6 days ago

    I love Aba on that map 1) because it is huge and 2) because the &apos;catapults&apos; are melee range, so they are worth hatting

    1

  • @alienonmars470 · 5 days ago

    This was rad as hell to watch. Really interesting hero design, I hope there&apos;s more content in the backlog of Grubby playing this guy<br><br>I&apos;m kind of entranced enough to want to try the game for the first time

    1

  • @hühnergod · 5 days ago

    This is so hard to watch as a beginner, but I&apos;m here for it.

  • @dwarfyuki · 6 days ago

    As someone that&apos;s been playing Aba for years I&apos;d like to argue for a few things:<br>You have 3 builds. 1. Pure locusts 2. Mines into locusts 3. Pure Hat with hivemind.<br>And I&apos;ll make my point about ults at the end.<br><br>1. Yes here you take all locusts talents. Then Slapathur at lvl 4 is what you want to take AND use. If you are not slapping structures or camps just go mines and use them for wave clear when possible.<br>For level 7 you actually always want to take the slow for mines. This is because they made locusts able to stack infinitely so you really DON&apos;T want to leave. You want to play as greedy as possible and use the mines to give yourself both vision and extra time to walk away when the enemy comes to gank. If you were to try and use the AoE shield (which is amazing for pushing btw) you then need to spend time to un-hat before you can even attempt to flee.<br><br>2. Here if you want to go mines, it&apos;s best to just pivot into locusts at 13 and 16, even 20. <br>Mines are for wave clear, if you can&apos;t use them for wave clear then you will always get low value from them. You also need an empty lane to use them for wave clear, cuz arming time is hell.<br>As for being a nuisance with them at objectives, or for preventing rotations or even just getting vision. You can still do that, you have enough mines to try it. <br>But for every moment you can remember Aba mines making your life hell there are 100 others where the enemy walks past them.<br>The point of this build is for when you can&apos;t get value out of Locust Brood early. And you cannot use Slapathur anyway. But you still want to play siege.<br>You use mines early for what you can get away with. Then later on when your locusts come online and can stack you can support them with mines. You still go for slow at lvl 7 because you still use the same locusts playstyle. And you get the benefit of forcing some squishy heroes to retreat when they come to try kick you out of lane thanks to the bonus damage from lvl 1.<br><br>3. Yes, but. <br>So it&apos;s great to see that Grubby knows you can use your CDs really quick then un-hat -&gt; re-hat to get them back quicker. But you still get more if you go for the CDr talents. <br>It really is just more damage if you go Q at 13. I&apos;m not going into the practice tool to see exactly after how many casts you do the un-hat -&gt; re-hat trick. Yall can test it on ur own if you want, the point is that you can stay longer without losing value. The other thing I&apos;m going to say about Q at 13 is that the 0.5s CDr between charges activation is a big deal. For example you can get 2 Qs in a 1s stun vs the enemy dashing away after the first.<br>Soma Transference can be nice, but it can also be cope that it does something. You&apos;re not hitting multiple heroes on CD vs most comps.<br>Also don&apos;t sleep on slow at 16. A simple slow can enable a bunch of conditional damage talents. It will always help with AoEs and a team with low CC. And when you get Hivemind at 20, it&apos;s usually better to slow 5 enemies than speed up two allies, where one of them is kinda random.<br><br>Now for all of you out there that are stuck in imaginary perfect scenarios hear me out on the Ults.<br>Just don&apos;t fucking bother with Ultimate Evolution. Like honestly, how many times is your team going to coordinate and help you get value out of it? You need them to actually commit to a fight and you can&apos;t really use it that well during a fight due to it&apos;s slow hatching time. Plus it&apos;s just not scaling. It&apos;s fine at lvl 10 but at lvl 20 it&apos;s already so many talents (and usually quests) behind a real hero.<br>If you&apos;re going siege then just go full siege. Contribute by being an oppressive force. You can use Monstro more times than Evolution in an average game. And this way you don&apos;t have to give up ur lvl 20 to upgrade Ultimate Evolution. Just so HOPEFULLY an ally will use the shield to carry.<br>If you&apos;re going hat then Monstro is the perfect hat target. It&apos;s immune to a bunch of hero only CC and damage abilities. And it actually walks where it&apos;s supposed to.<br><br>Lastly on specific talents:<br>Mule = Trash lose less talent. Pick something that will help you win not make you lose slower.<br>Adrenal = Cancerous toxic talent. Don&apos;t let some rando put pressure on you to grief your hero so you are only effective on that specific player because they think they can carry. And alternatively don&apos;t put pressure on some rando yourself. It&apos;s just a little atk speed buff. If that was so important then draft Morales.<br>Volatile Mutation = this is a Monstro talent. It&apos;s mainly for wave clear but you can use it to kill overzealous squishes. Or to keep Monstro alive more in team fights. <br>Locust Brood = Btw did yall know you can do Impalers on Diablo maps at <a href="https://www.youtube.com/watch?v=AddBbsa9SSI&amp;t=30">0:30</a> with this talents? And yes if you don&apos;t get discovered and finish the camp, then 3 Impalers are a million times better than 3 locusts.

    1

  • @Valdhiras · 6 days ago

    Enlarging Arthas&apos;s sword is not something I expected to hear today

    1

  • @Makujah_ · 3 days ago (edited)

    <a href="https://www.youtube.com/watch?v=AddBbsa9SSI&amp;t=1555">25:55</a> I find that nest build is not about massive traps (they are ofc fun when it works, but not very effective overall). It&apos;s about making the enemy&apos;s side of the map a nightmare to traverse. My aim is to space nests out along common jungle routes in such way so they can tick their poison and stagger enemy tactics. Constant small trickle of damage + slow + wards everywhere they go can do a lot sometimes. But in my experience it&apos;s basically ONLY for small maps with big high traffic jungle and tight corridors, where you can&apos;t split push/soak much. Pretty good on braxis, on battlefield of eternity, on towers of doom, sometimes on blackheart. Probably should be good on haunted mines too? I haven&apos;t played mines much since they returned the map in the roster, and I&apos;ve never palyed nests back in the day :D<br>...but then again the Hat build is usually good on all of those too, just less so than on big maps (especially if you have a good buddy playing with ya on illidan or tracer or whatever and you go adrenal overload) :D

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