Mobility and burst are the names of Falstad’s game. Instead of a mount, Falstad can soar to distant points on the battlefield on a sixty second cooldown. This allows him to push or soak until the last moment, flying into a teamfight seconds before it begins. It also grants him great objective control on big maps like Dragon Shire or Sky Temple.
Beyond his mobility, Falstad is a damage dealer. He can opt to build towards either his auto-attacks for consistent damage, or towards his spells for high burst potential. His Barrel Roll gives him some survivability and chase, but be aware of overextending – Falstad is as squishy as any healer. His abilities reward crowd control, but he lacks any of his own; try to pair up with someone who can stun and/or slow enemies.
Gain 20% increased Movement Speed after not taking damage for 6 seconds.
Tailwind is fairly self-explanatory. It’s basically used as a means to travel across the map when your Flight ability is on cooldown. Tailwind can also kick in while you’re chasing enemy Heroes, so long as you don’t take damage while chasing.
Cooldown: 45 seconds
Instead of mounting, you can fly a great distance over terrain.
Falstad can fly half-way across the map, on a fairly low cooldown. Flight is a great split-pushing tool, because you can push a minion wave, then fly in to a teamfight when it’s necessary. Flight has a bit of a channel time, and can be canceled if you need to.
Cooldown: 10 seconds
Throw out a Hammer that returns to you, dealing 290 (62 + 12 per level) damage and slowing enemies by 25% for 2 seconds.
Hammerang is the ability that most of your kit revolves around. It’s a skill-shot that travels through Minion waves, and over terrain. It’s very important that you land this ability, as the slow and talents you pick up later compound the effectiveness of Hammerang quite significantly.
Lightning Rod (W)
Cooldown: 15 seconds
Deal 235 (45 + 10 per level) to an enemy, and an additional 165 (32 + 7 per level) damage per second for 4.25 seconds if you remain close to the target.
A very powerful point-and-click ability, Lightning Rod deals consistent damage, but breaks off if the target gets out of range. If you land your Hammerang on a target, and are able to Auto-Attack them, make sure you hit them with Lightning Rod and follow them to deal tons of damage.
Barrel Roll (E)
Cooldown: 14 seconds
Dashes forward and grants a (90 + 15 per level) point Shield for 2 seconds.
Barrel Roll is Falstad’s only means of escape during a fight. It’s a very quick animation, so you can use Barrel Roll to dodge your way out of most dangerous situations. If you know you can secure a kill, and all other enemy Heroes are accounted for on the map, you can use Barrel Roll to initiate a fight, using the shield as an extra buffer in your trade. Barrel Roll in, tag your enemy with Hammerang and Lightning Rod, and Auto-Attack them to death. Just make sure you tap Z or R twice!
Mighty Gust (R)
Cooldown: 50 seconds
Push enemies away and slow their Movement Speed by 60%, decaying over 3 seconds.
Mighty Gust is a fun ability, but has very little practical purposes. Falstad is all about his damage output, and Mighty Gust doesn’t really help him out with that. It can be really cool to Flight into a Boss, Mighty Gust everyone away, and capture it — escaping with a stylish Barrel Roll.
Hinterland Blast (R)
Cooldown: 90 seconds
After a short delay, deal 900 (311 + 31 per level) damage to enemies within a long line.
Hinterland Blast is Falstad’s teamfighting nuke ability. It’s an extremely long ranged skillshot that deals damage to every enemy caught in the line. Falstad’s teamfighting is all about dealing damage to the frontline that dives in, while waiting for the perfect opportunity to snipe people with Hinterland Blast. It’s also fantastic to use when your team catches an opponent out of position with Crowd-Control, because you can land your Hinterland Blast for free, completely decimating your target.
Level 1 Talents
Recommended: Seasoned Marksman
I like to build Falstad with an emphasis on Basic-Attacks, because I feel like it’s his most consistent way to deal damage throughout the game. You don’t have to rely on Mana as much, and become an unstoppable 1v1 Hero, while being able to annihilate enemy Tanks and backline with Hinterland Blast. I choose Seasoned Marksman every single game, and try to get as many stacks as possible by staying in lane for the first 10 minutes of the game.
Level 4 Talents
Recommended: Vampiric Assault
With recent changes to how much Lifesteal is provided by Vampiric Assault, I usually choose this talent for level 4. It really helps out with your lane dominance, and further justifies you using your Auto-Attacks. Always be attacking with your Autos, as the Lifesteal really starts to ramp up once your Seasoned Marksman gets higher.
Level 7 Talents
Recommended: Secret Weapon
Secret Weapon is when you become incredibly scary to fight. If you can hit your lane opponent with Hammerang, while following it up with Lightining Rod and your Auto-Attacks — the increased damage from Secret Weapon will make your target have to retreat immediately. There’s just no way they can deal with that kind of damage.
Level 10 Heroics
Recommended: Hinterland Blast
I always choose Hinterland Blast with Falstad, as it increases your damage potential by a significant portion. As I said earlier, it’s a great teamfighting tool, and can be used to snipe enemy Heroes that are trying to make their escape. Try to line up your Hinterland Blast on multiple enemy Heroes in a teamfight, and watch it obliterate them from a ridiculous range.
Level 13 Talents
Recommended: Giant Killer
Because you’re usually the further target back in teamfights, and are attacking the enemy Front Line often, I pick up Giant Killer almost every game. The amount of damage that Falstad can put out onto a tank Hero is absolutely absurd. Use your full combo onto the tank, and Auto-Attack them into submission. The extra 1.5% damage also really helps against squishy targets too, considering how fast Falstad’s attack animation is.
Level 16 Talents
Recommended: Hammer Time or Afterburner
For level 16, it’s either Hammer Time, or Afterburner. If you find you don’t need the extra survivability, choose Hammer Time, because it can completely annihilate an enemy Hero. Hit them with Hammerang, use your ability combo and attack them, and watch them get deleted from the map. Afterburner is also great because it increases your survivability, and your chasing potential with Barrel Roll.
Level 20 Talents
Recommended: Nexus Frenzy
As you know, I’m a huge advocate for Falstad’s Basic-Attack. I usually always choose Nexus Frenzy for level 20, because it makes your damage potential go through the roof. At this point, your Seasoned Marksman stacks are getting high, and the increased range and damage you get from Nexus Frenzy makes you the highest damage dealing Auto-Attack Hero in the game. I’ve also seen success from choosing Call of the Wildhammer, but I definitely think Nexus Frenzy is stronger overall.