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Created December 15, 2019

The Chad KT Build for People Who Don't Miss





this guide started serious and then i couldnt help but meme halfway through

the descriptions/picks are still the same tho lol

this is a build for farming SL if you believe you have a significant skill advantage over your opponents (e.g. Grandmasters getting Platinum games, people in Silver who swear they belong in Diamond, etcetera)
Mana Addict
Quest: Gathering a Regeneration Globe increases Kael'thas's maximum Mana by 15. Reward: After gathering 20 Globes, Kael'thas can activate Arcane Barrier to gain a Shield equal to 100% of his maximum Mana for 4 seconds.
Mana Addict is the go-to. More survivability and mana is nice, and you already want to roam + clear waves in the early game, similar to Jaina.

Fel Infusion can be nice on maps without much reason to clear waves, although you likely shouldn't have picked Kael'thas in those scenarios anyway.

Unlike Mana Addict, Convection *conflicts* with your ideal playstyle, incentivizing you to use Flamestrike on heroes, rather than minions. Like Fel Infusion, this can be nice on maps without waveclear, but you're taking a significant bet of confidence on your own ability to land hits and stay alive vs the enemy team. Wouldn't recommend in most games, but can pay off in the dream scenario.
Energy Roil
Reduce the Mana cost of Gravity Lapse by 70. If Gravity Lapse hits a hero, reduce its cooldown by 9 seconds.
I like Energy Roil for just yeeting out a lotta stuns. Mana-efficient, and you'll provide a ton of CC for your team so long as you're hitting them. One of Kael'thas's huge strengths is his ability to provide hard CC from the ranged DPS position, and this amplifies that.

Nether Wind allows you to throw riskier Gravity Lapses, as you won't necessarily feel the need to only throw guaranteed shots for the CDR like you would with Energy Roil. There is a common myth that Gravity Lapse speeds up to compensate for the range increase, but this is not true. Great boost to your follow-up range and *slightly* more mana-efficient than Energy Roil if you hit your Lapses consistently.

Mana Tap isn't really worth it. When you can't get globes and need mana, it doesn't give a lot. When you *can* get globes, you don't need mana. If you're running into mana issues, you're likely just being too care-free with your abilities, and should adjust that rather than turning to Mana Tap.
Sunfire Enchantment
Activating Verdant Spheres causes Kael'thas's next 2 Basic Attacks to instead deal 115 Spell Damage. If both of these Attacks hit enemy Heroes, gain 15% Spell Power for 10 seconds.
I consider a few variables here:

How fast are the fights? If fights are decided in the blink of an eye, i.e. one team or both teams is playing heavy burst, Burned Flesh.

Is the enemy team completely unable to stop hugging en-masse for more than 2 seconds at a time like some kind of ecstasy-fueled rave of Quakers? Burned Flesh.

If not, go to town with Sunfire Enchantment! This gets huge value in most SL games, where you can often start fights with 2 boosted AAs ready to go (you can prep them before fights by casting D->E on the ground, or D->Q if you went Nether Wind and don't have the mana discount on Gravity Lapse). Simply auto attack enemy heroes twice at the start of the fight with your prepped AAs, spam your spells, get 2 more AAs from another cast of Verdant Spheres (D), and enjoy an entire teamfight of +15% spellpower, alongside some extra AA dmg :)
Launch a Phoenix to an area, dealing 171 damage to enemies along the way. The Phoenix persists for 7 seconds, attacking enemies for 171 damage and splashing for 50%.
The Meatball, or as normal people call it, Pyroblast, can be effective in certain situations, but overall has a TON of issues! 1) short cast range means enemies can often simply walk or dash out 2) self-stun while channeling makes you an easy target 3) anti-burst (armor, invulnerability, burst heal, shields, etcera) all shut this ability down 4) it's not fast enough to finish targets off, so you don't want to end fights with it, and it gets little value on full-health targets, so you don't want to start fights with it either! Total Catch-22 of an ability.

The Glorious Phoenix, on the other hand, will always be there for you. Just fire and forget on top of the enemy team once teams are committed, and your faithful companion, the phoenix god A'lar, will take care of the rest for you.

Srsly tho it's just raw +dmg and your other option is super inconsistent. Don't pick the $%^&ing Meatball.
Each time Living Bomb deals periodic damage, Kael'thas's Basic Ability cooldowns are reduced by 0.5 seconds.
Backdraft: Not really comparable to the other talents of the tier. A relatively weak slow that doesn't last long, and triggers just a little too late.

Fission Bomb makes your bomb's reach juuust far enough to spread. Juuust far enough to punish anyone not paying stellar attention to their positioning. Fantastic option that, even when your bombs do not spread, will force awkward positioning from your enemies.

HOWEVER: Fission Bomb is not Pyromaniac. Pyromaniac is what you take if you want to put the fear of God in your opponents through your superior piano skills. You'll definitely want to D->E in fights the majority of times, but even just your baseline W will give you much-needed CDR, and there's a lot of synergy to be had in the next two talent tiers. Just pick this, slap some bombs out, and watch the sparks fly as you ascend to the 300 APM StarCraft god you were born to be.
Flamestrikes apply Living Bomb to the enemy Hero closest to its center who is not currently affected by Living Bomb.
Ignite has dummy thicc synergy with Pyromaniac (land Q -> apply W -> CDR -> more Q's and W's) and is overall just a phenomenal talent. This makes your Flamestrikes HURT, and keeps your abilities flowing freely the entire fight. Mana Addict especially starts to shine here, where a high mana pool will be greatly appreciated.

Fury of the Sunwell can be alright for locking down positions or taking advantage of heavy chain CC from your team, but I think it doesn't stack up to Ignite overall.

Twin Spheres: Can be nice in a lot of situations (more living bombs for Pyromaniac, long stun -> big Q), but ultimately outshined by Ignite, which makes every Q *terrifying*.
Increases the cast range of Flamestrike by 40%. If you hit 2 or more Heroes, Flamestrike's cooldown is reduced by 4 seconds.
Flamethrower: Especially nice with Burned Flesh at 8, but also helps you apply Ignite at a distance. Combine Flamethrower with Pyromaniac CDR for EVEN MORE APM. Your Flamestrikes apply Living Bombs which lower Flamestrike CD (which can also lower its own CD through Flamethrower) which will lead to more Living Bombs which leads to more abilities, including Gravity Lapse which lowers its own CD as well, etcetera. Basically, hit your abilities and rejoice!

Master of Flames: Your enemies have more heroes on the field than collective brain cells.


Rebirth: Consistent extra sustained dmg in fights, but come on: we're not here to snooze our way to victory; we're here to make these kids tremble at the mere sound of us crushing our keyboard at the speed of light while we send their asses back to bronze. Pick Flamethrower and yeet your opponents DOWN to where they belong.
Balance Patch - 11/12/19
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