Lord of Sin


This general of Hell might seem like he’s all about pushing, but with the right build and team makeup he can output a hell of a lot of damage, often without being in the same area as the fight. Bulky and fortitudinous, he can push faraway lanes with his trait and Globe of Death. When it comes to a fight, All Shall Burn will force even the toughest warriors to seek respite. Though neither of his heroics are gamechanging, they allow him to further specialize in either damage or pushing.

A good Azmodan will always be pressuring unoccupied lanes with his trait and razing forts when the opponents are elsewhere. This grants his team a wealth of experience points and keeps pressure on the opponents, restricting their freedom to group and do objectives. With meticulous wave clearing, a masterful Azmodan can gather stacks of his level 1 talent, Taste for Blood, and use Black Pool + Globe of Annihilation to deal massive damage towards the end of a game.

  • Damage
  • Tankiness
  • Healing
  • Self-sustain
  • Utility
  • Mobility


General of Hell (D)

Cooldown: 30 seconds
Summon a Demon Lieutenant at an allied Mercenary, Minion, or Summon. The Lieutenant will march with the target, granting 15% increased damage and 15% increased maximum Health to all nearby friendly Mercenaries, Minions, and Summons. Unlimited range.

General of Hell lets Azmodan affect a lane from anywhere on the map. Because of this, he can assist teammates who are struggling in their lane, or just push out an empty lane, without even showing up. Artful and strategic use of this will allow an Azmodan to put constant pressure on the enemy base, forcing them to take time out of objectives and engagements to push the lane back. This should be used frequently when off cooldown.

Globe of Annihilation (Q)

60 Mana
Cooldown: 10 seconds
Shoot a globe of destruction, dealing 360 (75 + 15 per level) damage on impact. Long range.

Another long-range ability, Globe of Annihilation allows for Azmodan to push lanes and poke heroes from afar. It is the competitive trend to pick up the talent Taste for Blood, which adds permanent damage to Globe of Annihilation any time it scores the killing blow on a minion, stacking up to 500 extra damage. In the late game, this can work with Black Pool to blast enemies away without letting them anywhere near the Lord of Sin himself.

This ability should be used for pushing lanes and structures with impunity, but also has its uses in sniping retreating foes. Though initially weak, this ability scales well into the mid- and late-game, and is both Azmodan’s flex ability and the reason he is often called the Dunk-master.

Summon Demon Warrior (W)

40 Mana
Cooldown: 10 seconds
Charge Spawn a Demon Warrior that marches toward a point. Warriors deal 80 (23 + 3 per level) damage per second and last for 10 seconds.

This ability is great for helping to push lanes out and absorb tower ammunition. The Warriors are fairly weak themselves, but can turn the tide in the chaos of the lane. As far as hero-killing goes, these little guys do next to nothing, forcing Azmodan to rely on his globes and laser to burn down enemies. Early-game these are great for getting initial tower kills, as long as Azmodan’s lane isn’t too fierce.

All Shall Burn (E)

Cooldown: 6 seconds

Mana: 16 per second
Channel a death beam on an enemy dealing 220 (68 + 8 per level) damage a second. The damage amount grows the longer it is channeled, to a maximum of 440 (136 + 16 per level) damage per second. Does 25% more damage to Structures.

This is a very punishing channel that can decimate both structures and heroes, should Azmodan be able to stay near them. In fights it is best used on melee heroes with aggressive positioning; that way, Azmodan doesn’t have to expose himself to the enemy backline to get off some damage. If engaged on, an Azmodan can use All Shall Burn can quickly deter a solo enemy. Unfortunately, this ability renders Azmodan immobile unless talented towards and can easily be interrupted by a Stun or Daze.

Black Pool (R)

60 Mana
Cooldown: 20 seconds
Charge Create a pool that empowers Azmodan, his Demons, and allied Minions, increasing their attack and ability damage by 75%. Pools last 5 seconds.

This has applications in both pushing and player-killing. Placing it beneath a critical mass of minions and demons will allow them to melt through structures for its duration. Black Pool is also seen in conjunction with the Taste for Blood talent for some late game nukes. If Azmodan can farm stacks of Taste for Blood to empower his Globe of Annihilation, dropping a Black Pool before globing a group of enemies can take out huge chunks of their health, making Azmodan a roaming mortar of sorts. Azmodans looking to deal the most damage they can will likely look to this heroic for help doing so.

Demonic Invasion (R)

100 Mana
Cooldown: 100 seconds
Rain a small army of Demonic Grunts down on enemies, dealing 120 (25 + 5 per level) damage per impact. Demon Grunts deal 60 (22 + 2 per level) damage and have 800 (230 + 30 per level) health. Damage is doubled versus non-Heroic targets.

Though it may seem more geared for teamfights than Black Pool, Demonic Invasion actually shines more in push scenarios. With low impact damage and grunt support, heroes will usually shake off this heroic fairly easily, making it a wasted 100 second cooldown.

While it does have some value in teamfights, in that it creates bodies that do incremental damage and absorb skillshots, it will be more impactful when Azmodan is left alone in a lane and can use it on a fort. The bodies absorb ammo and flail at the structure, bolstering Azmodan’s already-impressive pushing powers.


Level 1 Talents

Recommended: Taste for Blood or Sieging Wrath or Bribe

Taste for Blood is the talent that unlocks Azmodan’s true damage potential, but be warned: it takes forbearance to fully harness it. With each minion killed by Globe of Annihilation its power ticks up by 2 damage, for a maximum of 500. Killing 250 minions with Globe of Annihilations is no easy task, however, even when given assistance by his team. This talent requires aptitude at both farming and at landing Globe of Annihilations, and might not be the correct choice for more proactive players.

Sieging Wrath grants reducing returns to Globe of Annihilation‘s damage, proving stronger than Taste for Blood in the early game, but becoming outclassed very quickly as the game progresses. This talent requires Azmodan to be far from his target to exact its full benefits. This is usually not a problem, however, as Azmodan wants to stay out of the thick of teamfights.

Azmodan is not the best hero at taking down mercenary camps by himself, even with his minion summons. Bribe helps with this immensely. With it, Azmodan can push through a few waves of minions before dipping to a camp and bribing its inhabitants. If an Azmodan wishes to recruit more minions to his army, this is the talent of choice.

Healing Ward is a strange pickup for a hero who will spend much of his time far from the fight. It can be a worthy pickup if your team desperately needs additional heals, but can force an Azmodan into some awkward positions to use successfully.

Spare Nothing is generally not worth the pickup, as Azmodan’s minions excel at soaking tower hits. Giving up on more powerful talents to drain ammunition is generally a bad call.

Level 4 Talents

Recommended: Bound Minion or Burn the Weak

Bound Minion makes Azmodan’s talent a powerhouse in faraway lanes. As long as there are no heroes around to counterpush, he can send his team’s minions marching to the enemy’s gates without even being there. This has little impact on heroes or mercenaries, and instead supplements Azmodan’s proficiency at applying pressure global pressure.

If Azmodan wants to be more of a in-your-face pusher, Burn the Weak allows him to raze mercenary camps and towers with surprising efficiency. This often puts his team far ahead of the enemy’s in terms of structures (and therefore experience).

Gluttony can be a solid pickup for All Shall Burn builds, as it allows them to sustain even in the brunt of a fight. This is a good pickup if there is an obnoxious melee assassin who refuses to back off you, like Illidan, and can make Azmodan a beast in 1v1 fights. That said, his pushing utility will suffer if neglected in this tier.

Superiority and Army of Hell don’t add enough to his kit for competitive consideration, but can be picked up situationally if an Azmodan sees fit, or just wants to try one of them out.

Level 7 Talents

Recommended: Infernal Globe

Infernal Globe is a great quality of life improvement for Azmo-dunkers, improving both the cast time and flight speed by 40%. It also adds an additional DoT to Globe of Annihilations that connect, further increasing its damage potential. Even if not building towards globe, this improves the ability  so vastly as to still be advisable, if only to spice up Azmodan’s kit.

Mercenary Lord is an easy pickup if one is trending towards mercenaries in their build. Empowering any nearby mercenaries by 50% is no laughing matter, and will have Azmodan tearing down forts with abandon if left to his devices. However, it forces Azmodan to be in lane and have mercenary backup to do anything at all.

First Aid is a good choice if Azmodan is finding himself under focused fire in fights, or is getting bursted down before he can escape or have an impact. This talent is sheer survivability, so it shouldn’t be selected without good reason.



Level 10 Heroics

Recommended: Black Pool for teamfighting, Demonic Invasion for pushing

Demonic Invasion is great for pushing and can throw some additional chaos into a fight. That said, it doesn’t pull much weight in skirmish scenarios, making it a better choice for Azmodans looking to push in lanes quickly.

Black Pool, on the other hand, has a far lower cooldown and can make Azmodan a bursty machine. As long as he can get off a globe and maybe shoot some lasers from inside the pool, he can get a lot a value out of it. For Azmodans looking to deal high damage and influence teamfights, Black Pool is the heroic of choice, though it requires some practice to master.

Level 13 Talents

Recommended: March of Sin or Relentless

March of Sin lets Azmodan move at three-quarter speed while channeling All Shall Burn, vastly improving its viability. No longer can someone simply run out of range before dashing back in. This allows Azmodan to use his massive hero model while channeling, body-blocking and zoning where before he would be motionless and useless.

If his team has the DPS covered and an Azmodan is having a tough time with enemy CC, Relentless is another good choice. With his massive health pool, shedding stuns and debuffs will help with escapes and make him more mobile in teamfights.

Blazing Demons is a decent improvement to Azmodan’s Demon Warriors, but March of Sin outshines it for the most part. Hellforged Armor does too little for Azmodan’s kit to be worthy of much consideration.

Level 16 Talents

Recommended: Blood for Blood or Imposing Presence

Blood for Blood is a great addition to Azmodan’s damage and tankiness. It is especially valuable because it adds a whole new cooldown, allowing Azmodan to stretch his kit a bit more.

Imposing Presence works wonders if Azmodan is being harassed by attack damage assassins like Illidan or Valla. This is not worth the pickup if the assassins are ignoring him, so he must do his best to draw attention to get full value out if it.

Battleborn is awesome; spawning a Demon Warrior on Globe of Annihilation impact is a sweet feeling. However, it doesn’t do too much when it becomes available, and attempting to split push with it is mana intensive and leaves Azmodan drained for when the fighting starts.

Demonic Smite is generally not worth the investment this late, and the 500 damage is overkill on most maps.

Level 20 Talents

Recommended: Bolt of the Storm

Bolt of the Storm is a strong talent on heroes who are already mobile. On a sluggish siege fortress like Azmodan, this is a one-way ticket to ganks, escapes, and core dives. Improving this lord of Hell’s mobility is a huge boon and will help keep him alive in the crucial later stages of the game.

Storm Shield is more beneficial to an Azmodan who finds himself in the front of the fight, throwing out lasers and minions left and right. This can help with the entire team’s survivability and, if timed well, can negate the enemy team’s initial burst in a fight.

Fifth Circle is not incredible impactful, as it only adds some CC to attacks and abilities empowered by Black Pool. This can be strong for helping his team pick off fleeing heroes, but is generally outclassed by Bolt of the Storm or Storm Shield.

Perishing Flame adds a good amount of damage to his Demonic Invasion heroic, causing the grunts to explode on death and deal massive damage. Unfortunately, this talent does little to compensate for the hefty cooldown on said heroic, and can often be wasted. While fun, the other talents in this tier are generally better geared towards Azmodan’s gameplan.