Abathur : Abathur sustain/macro build Regenerative Microbes Symbiote's Carapace heals the target for 62 Health per second over 4 seconds. Sustained Carapace Increases the Shield amount of Symbiote's Carapace by 40% and allows it to persist after Symbiote ends. Calldown: MULE Activate to calldown a Mule that repairs Structures, one at a time, near target point for 40 seconds, healing for 90 Health every 1 second. Ultimate Evolution Clone target allied Hero and control it for 20 seconds. Abathur has perfected the clone, granting it 20% Ability Power, 20% bonus Attack Damage, and 10% bonus Movement Speed. Cannot use their Heroic Ability. Soma Transference Symbiote's Spike Burst heals the host for 64 Health per enemy Hero hit. Adrenaline Boost Symbiote's Carapace increases the Movement Speed of the target by 40% for 3.5 seconds. Hivemind Symbiote creates an additional Symbiote on a nearby allied Hero. This Symbiote mimics the commands of the first, but does half damage and shielding.

This build and guide is designed mainly for the macro play aspect of Abathur and the build is usually best when you feel like increased sustain is needed in the comp, or when you want the splitpush to go in your teams favour. The most common supports where this build applies is Uther, Kharazim and Auriel or if you got none at all.

I find that throughout the game, with this build you should mainly check the map for mines spots and soak, while you use to top bar to check if players need help or healing.

In the early game your main focus should placing mines that scout objectives, and at the same time mine to prevent ganks/scout the enemy position. When the mines are placed your main job is to sustain quickly with aba hat where needed, while soaking any experience not being gathered with either your body or the hat. Keep in mind that Abathur is a late game hero in terms of power level so try not to lose soak, and look for macro gains over team fight gains in the early game.

For objectives all you need to do is put 1 mine per camp that the enemy might take and depending on the map some rotation mines for the spawned objective might be necessary. The most important thing once these basic mines are placed, is to mine the main chokes required to get ganks off depending on the hero you are trying to enable, as this allows the player to play way more aggressive, especially when they know you can sustain them with aba hat when needed, this is usually going to be the solo lane, but in some cases the other lanes are applicable.

example of mines to scout for Falstad on toplane:

Towards the mid game, you want to still keep the basic mines from early game in mind, but you should start to be way more focused about finding their location(as the enemy is more likely to be in a larger group) it is more common in a hero league setting to have you spam hat for soak now, while your allies do not stretch and stay gathered instead, do not be afraid to tell a teammate too back off and let you soak instead. There are too many factors to set rules down for copy timing, but the main points to keep in mind is to never pop copy if the enemy is able to back off from it, while still trying to get it off before the engage itself starts (you want the cast time to be done before team fight starts), if you are late at reacting, it might be better to hat once or twice first, then look for a evolution play.

Once you reach level 20 the way you use your ultimate evolution changes drastically. The main idea is that double hat is usually better than the copy in team fights. Therefore you can usually pop your ultimate really early and aggressively to force a engage hard, or use it to get objectives (zoning caps, killing important buildings, capping bosses etc).



some quick tips:



A good trick to keep in mind is that the shield cooldown of aba hat is way longer than getting off a new hat, the combo I usually do is insta Q, pop W and E in a short timespan afterwards, insta Q when it is up again, and then cancel the hat instantly.

For Mule you usually always prioritise keeps>forts>towers>gate>fountain and should simply be used almost off cooldown as long as you have decently damaged structures, and you do not think a keep/fort is going to get heavily pressured by the enemy in the near future. On some occasions you can replace the mule talent with any of the other choices, but I find that mule usually pays off in terms of letting you both reach the late game, and out gain enemies when making certain trades.



You can change the 16 talent for the W slow, however this usually is worse than what move speed gives unless the enemy is hugging allot, or you got a aggro melee hero to hat (best examples are Muradin and Illidan).

Casting evolution takes 1 second while dig takes 3, so if you find yourself in danger you can use evolution instead and hope your team scares away the baddies.