Overview

Basic Abilities

Essence Collection (Trait)

Cooldown: 5 seconds

Gain 10 Essence from Takedowns and 2 Essence from nearby Minions dying. Activate to consume all Essence and heal yourself for 29 Health over 5 seconds for each Essence stored. Maximum of 50 Essence. Can be cast during Drag and Burrow. 5 secondsGain 10 Essence from Takedowns and 2 Essence from nearby Minions dying. Activate to consume all Essence and heal yourself for 29 Health over 5 seconds for each Essence stored. Maximum of 50 Essence. Can be cast during Drag and Burrow.

Drag (Q)

75 Mana | Cooldown: 15 seconds

Lash out with your tongue, dealing 160 damage to the first enemy hit, stunning and dragging them with you for 1.75 seconds. If you are Stunned or Silenced while using Drag, the effect ends. 75 Mana |15 secondsLash out with your tongue, dealing 160 damage to the first enemy hit, stunning and dragging them with you for 1.75 seconds. If you are Stunned or Silenced while using Drag, the effect ends.

Dark Swarm (W)

50 Mana | Cooldown: 10 seconds

Deal 47 damage every 0.5 seconds to nearby enemies for 3.5 seconds. While active, you are able to move through units. Can be cast during Drag and Burrow. 50 Mana |10 secondsDeal 47 damage every 0.5 seconds to nearby enemies for 3.5 seconds. While active, you are able to move through units. Can be cast during Drag and Burrow.

Burrow (E)

65 Mana | Cooldown: 20 / 0.5 seconds

Burrow into the ground, entering Stasis and becoming Invulnerable for 2 seconds.

65 Mana |20 / 0.5 secondsBurrow into the ground, entering Stasis and becoming Invulnerable for 2 seconds.

Brushstalker (Z)

Cooldown: 60 seconds

Activate to burrow to a bush on the Battleground.

Passive: Gain 20% movement speed while in a bush and for 2 seconds after leaving 60 secondsActivate to burrow to a bush on the Battleground.Gain 20% movement speed while in a bush and for 2 seconds after leaving

Sample Builds

Dehaka : Sample Dehaka Build 01 Tissue Regeneration Regeneration Globes grant 10 Essence. Repeatable Quest: Every 50 Essence collected permanently increases Health Regeneration by 4, up to 40, and maximum Essence by 1, up to 10. One-Who-Collects Increases Essence collected from Minions by 50%. Feeding Frenzy Basic Attacks reduce Drag's cooldown by 2 seconds. Isolation Launch biomass that hits the first enemy Hero dealing 200 damage, silencing and slowing them 30% for 3 seconds. Only allows them to see a very short distance for 6 seconds. Primal Rage Gain 1% increased Attack Damage per Essence stored. Elongated Tongue Increase Drag range by 20%. Contagion Isolation hits all Heroes near the first target.

Dehaka : Sample Dehaka Build 02 Enhanced Agility Brushstalker's Movement Speed bonus now lasts for 5 seconds after leaving a bush. Repeatable Quest: Every 50 Essence collected permanently increases the Movement Speed bonus of Brushstalker by 2% up to 20%. Hero Stalker Increases Essence gained from Takedowns by 100%. Hitting enemy Heroes with Dark Swarm grants 1 Essence. Feeding Frenzy Basic Attacks reduce Drag's cooldown by 2 seconds. Isolation Launch biomass that hits the first enemy Hero dealing 200 damage, silencing and slowing them 30% for 3 seconds. Only allows them to see a very short distance for 6 seconds. Ferocious Stalker Dark Swarm slows enemy Heroes by 15% for 0.75 seconds and Dark Swarm deal 50% more damage while Brushstalker's Movement Speed bonus is active. Elongated Tongue Increase Drag range by 20%. Apex Predator Reduces Brushstalker's cooldown by 35 seconds and the cast time by 0.5 seconds.

Dehaka : Sample Dehaka Build 03 Enduring Swarm Dark Swarm's duration is increased by 0.5 seconds and Dark Swarm grants 50 Spell Armor while active. Hero Stalker Increases Essence gained from Takedowns by 100%. Hitting enemy Heroes with Dark Swarm grants 1 Essence. Symbiosis Every time Dark Swarm damages an enemy Hero, reduce its cooldown by 0.4 seconds. Adaptation After 4 seconds, heal for 100% of the damage you took over this period. Primal Swarm Dark Swarm causes enemies hit to take 10% extra damage for 0.75 seconds. Tunneling Claws Dehaka can now move while Burrowed. Apex Predator Reduces Brushstalker's cooldown by 35 seconds and the cast time by 0.5 seconds.

Talent Breakdown

Level 1

Enduring Swarm (W) (Not Recommended)

Dark Swarm grants 50 Spell Armor while active.



Dark Swarm grants 50 Spell Armor while active.

Tissue Regeneration (Trait) (Recommended)

Regneration Globes grant 10 Essence.

❢ Quest: Every 50 Essence collected permanently increases Health Regeneration by 4, up to 40, and maximum Essence by 1, up to 10. Regneration Globes grant 10 Essence.Every 50 Essence collected permanently increases Health Regeneration by 4, up to 40, and maximum Essence by 1, up to 10.

Enhanced Agility (Trait) (Situational)

Brushstalker's movement speed bonus now lasts 5 seconds after leaving a brush

❢ Quest: Each time Dehaka collects 50 Essence, his Brushstalker Movement Speed bonus is permanently increased by 2%, up to 20%. Brushstalker's movement speed bonus now lasts 5 seconds after leaving a brushEach time Dehaka collects 50 Essence, his Brushstalker Movement Speed bonus is permanently increased by 2%, up to 20%.

Level 4

Lurker Strain (E) (Not Recommended)

Emerging from Burrow grants Dehaka Stealth for 3 seconds and also knocks nearby enemies back, Slowing them by 30% for 3 seconds.

Emerging from Burrow grants Dehaka Stealth for 3 seconds and also knocks nearby enemies back, Slowing them by 30% for 3 seconds.

One-Who-Collects (Trait) (Recommended)

Increases Essence collected from Minions by 50%.



Increases Essence collected from Minions by 50%.

Hero Stalker (Trait) (Recommended)

Increases Essence gained from Takedowns by 100% and gain 1 Essence each time an enemy hero is hit by Dark Swarm.

Increases Essence gained from Takedowns by 100% and gain 1 Essence each time an enemy hero is hit by Dark Swarm.

Level 7

Feeding Frenzy (Q) (Recommended)

Basic Attacks reduce Drag's cooldown by 2 seconds.



Basic Attacks reduce Drag's cooldown by 2 seconds.

Constriction (Q) (Not Recommended)

Increases Drag duration by 0.5 seconds.



Increases Drag duration by 0.5 seconds.

Symbiosis (W) (Not Recommended)

Every time Dark Swarm damages an enemy Hero, reduce its cooldown by 0.4 seconds.



Every time Dark Swarm damages an enemy Hero, reduce its cooldown by 0.4 seconds.

Level 10

Isolation (R1) (Recommended)

Cooldown: 60 seconds

Launch biomass that hits the first enemy Hero dealing 200 damage, Silencing and Slowing them 30% for 3 seconds. Only allows them to see a very short distance for 6 seconds. 60 secondsLaunch biomass that hits the first enemy Hero dealing 200 damage, Silencing and Slowing them 30% for 3 seconds. Only allows them to see a very short distance for 6 seconds.

Adaptation (R2 (Situational)

Cooldown: 80 seconds

After 4 seconds, heal for 100% of the damage Dehaka took over this period.

80 secondsAfter 4 seconds, heal for 100% of the damage Dehaka took over this period.

Level 13

Primal Rage (Trait) (Situational)

Gain 1% increased Attack Damage per Essence stored



Gain 1% increased Attack Damage per Essence stored

Ferocious Stalker (W) (Situational)

Dark Swarm deals 50% more damage while Brushstalker's Movement Speed bonus is active.

Dark Swarm deals 50% more damage while Brushstalker's Movement Speed bonus is active.

Primal Swarm (W) (Recommended)

Dark Swarm causes enemies hit to lose 10 Armor for 0.75 seconds, causing them to take 10% extra damage.

Dark Swarm causes enemies hit to lose 10 Armor for 0.75 seconds, causing them to take 10% extra damage.

Level 16

Paralyzing Enzymes (Q) (Not Recommended)

Drag Slows enemies by 50% for 2 seconds after it ends.



Drag Slows enemies by 50% for 2 seconds after it ends.

Elongated Tongue (Q) (Recommended)

Increase Drag range by 20%.



Increase Drag range by 20%.

Tunneling Claws (E) (Situational)

Dehaka can move while Burrowed.



Dehaka can move while Burrowed.

Level 20

Contagion (R1) (Situational)

Isolation hits all Heroes near the first target.



Isolation hits all Heroes near the first target.

Change Is Survival (R2) (Not Recommended)

Increases Adaptation healing to 200% of the damage received and reduces the cooldown by 30 seconds.

Increases Adaptation healing to 200% of the damage received and reduces the cooldown by 30 seconds.

Apex Predator (Z) (Situational)

Reduces Brushstalker's cooldown by 25 seconds and the cast time by 0.5 seconds.



Reduces Brushstalker's cooldown by 25 seconds and the cast time by 0.5 seconds.

Essence Claws (Trait) (Situational)

Dehaka's Basic Attacks Slow the target by 20% for 1 second. If the target is a Hero, Dehaka gains 5 Essence.

Dehaka's Basic Attacks Slow the target by 20% for 1 second. If the target is a Hero, Dehaka gains 5 Essence.

How He Plays

1. Well... you're now an EXP slave. Get used to it.

2. A note on Essence usage.

3. Bodyblocking vs. Dark Swarming.

Essence is Change. Change is Survival.

Hello and welcome to yet another installment of "A Detailed Breakdown". Thanks to me spamming the offlane role for the next five weeks (Feels good to finally be on a team!), the guides to come are quite likely going to be on a number of offlaners. This week is no exception, with the focus falling on Dehaka. Dehaka has long been a strong part of the meta (basically since release), and these days he is no worse for wear. Perhaps a little less powerful than he once was, but very valuable on many maps, nonetheless. With a global burrow and strong CC/self-sustain, any larger map welcomes Dehaka as arguably the strongest offlaner in the game. This guide intends to explore why that is, and what talents put him in such a potent position. It will also include tips on getting the full benefit out of the hero, and maximize your usefulness as an offlaner.To start, let's explore his basic kit.At maximum stacks, a single activation of Essence Collection will give you roughly 60% of your health back over 5 seconds. This is a considerable return for any character, but ideal for a warrior who's main task in fights consists of approaching and disabling the backline in fights. This sustain is much needed, as many times enemies will turn to attempt to burn him down before he can land one of his incredibly dangerous Drags. From very early in the game, this trait can be activated fairly liberally, as re-stacking it does not take too long with proper soak and talent choices. It is often better to use sooner rather than later, because it does heal over time instead of bursting all of that health back. Dehaka can be killed before it has a chance to heal him if used too late.Dehaka's key lockdown ability, and a major part of what makes him so dangerous to key targets. While the power of this stun/pull is excellent, the difficulty of landing it successfully is also high. It does not say this in the description, but there is a 0.1875 second cast time upon activation, and the tongue itself has a thin width and a slight travel time. This all adds up to a need to properly predict where the enemy will go, and a need to be close enough that this delay will not allow the enemy to get out of range. Still, one solid Drag is enough to secure a kill on your target in many situations.Providing Dehaka with solid waveclear and some extra damage in teamfights, this is a relatively simple spell that should typically be used on cooldown. It follows you where you go, and stays in effect during Burrow. There is no real tactic to using this ability. Press it, and do extra damage around you. It is worth noting however, that this allows you to bypass body-blocking, so be aware of that as a potential tool for utility.This is a tool that is all about timing. The cooldown is long (I should explain here that the "0.5" second cooldown is for cancelling early after using it), and as such you need to be careful about using this. Time it to dodge a period of high damage, and typically combo your burrow with Essence Collection so that you get up to 2 seconds of your healing without the enemy being able to burst you down. At level 16, you can talent into movement while burrowed, which allows you to reposition while doing this.This is what truly makes Dehaka so powerful. You can literally sit in lane until a fight breaks out/is about to break out, soaking exp to the very last second. There are very few heroes in the game who can do this, and those who can usually come with significant drawbacks (Abathur not being a direct combat hero, TLV being 1/3 of a hero in each lane, etc), yet Dehaka is still very much a full-fledged warrior. The only drawback is that he does not have a mount, yet even this is compensated by gaining 20% movement speed in brush, which can be used as an actual advantage in skirmishes/fights. Do not be afraid to use this ability if your team needs help, or if a wave needs to be cleared and there is nothing left to do where you currently are. Make sure to communicate this cooldown with your team, however, as it is a simple yet vital piece of coordination to have.Here are a couple of different paths Dehaka can take. There is some overlap, as there are some tiers that are simply dominated by a single talent. Just to make sure there is no confusion, these talents are the recommended "default" talents, not "always pick these" talents. There are situational picks that can be better or worse depending on how a specific game plays out. For details on that, refer to the Talent Breakdown.This is a very classic case of "it's good, but not as good as the others". There are a few reasons for this. First, the majority of Dehaka's gameplay revolves around sitting in the solo lane, soaking exp and trading out with the enemy. When he is not soaking, he is coming in for a swift gank from across the map thanks to Brushstalker. He has very little reason to stick around beyond this. This playstyle amounts to a significantly lesser need for frequent spell armor, while simultaneously encouraging the use of greater health regen for repeated trades/sustain, or increased movement speed for speedier ganking. Very rarely will you want to have this talent over the others. It should still be noted, regardless of all that has been said, that this still pairs well with other W talents, if you decide to go into a full W build (I do not recommend doing so in general, but trying new builds is never a bad thing).This is such a loaded talent that it is difficult not to pick it. With Dehaka almost constantly laning, and only ever leaving to gank/get kills, it is a very simple quest to complete. In essence (hah, I'm funny), this talent gives him significantly higher essence collection rate (a single wave gives 14 essence normally, 21 with One-Who-Collects at level 4, making this a 71/48% increase to his collection rate. This increases even further to 142/95% increase if you can secure both globes), a 20% increase to his trait's maximum heal, and a baseline 40hp/s increase. To top all that off, it also provides up to a 20% increase to the potency of Primal Rage, if you choose to take it at level 13. With all of that available... the other options just don't look as good.Despite everything that was said above, this talent is still rather strong among certain players. If you have a very aggressive playstyle and like basically using Brushstalker on cooldown to secure kills wherever possible, this may be the talent for you. In brush-heavy maps, this effectively increases your movement speed by 40% (20 baseline + 20 here) in most situations. For a quick gank into a lane this is very powerful as it allows you to get into the perfect position for a Drag, and lets you pull them closer to your team with the increased movement speed. Beyond this, however, it also significantly increases your rotation speed. This is bneficial both for returning to lane after a gank as well as soaking multiple lanes, which you may find yourself doing in certain comps. Your sustain takes a noticeable hit, however, as does your essence collection rate. This is what makes this talent quite situational, as those are some heavy sacrifices.This is a bit of a wonky talent that... honestly misses the mark in a lot of ways. The only feasible use for the stealth is making Dehaka untargetable, as it is extremely easy to see him (plus you should know where he burrowed), yet even that "benefit" is not very useful, given you are a tank and you WANT people hitting you over other targets. In addition, the knockback is coming from a stationary position, and is delayed by the fact that you have to both cast Burrow and emerge from it for it to matter. And all of this is simply to slow the enemy by 30%. Very underwhelming all around, and in my opinion, should never be taken.Your choice on this tier essentially falls to either this talent, or Hero Stalker. This talent is the winner in situations where you will be split from the team in most cases, where teamfights are rare, or where you need to be constantly responding to split pushes/trades from your enemy offlaner. If teamfights are frequent/if you find situations where you can hit many heroes with Dark Swarm, this talent tends to fall behind. Keep in mind that this is also the safer talent, as without frequent fighting, Hero Stalker will get you next to nothing.This translates into 20 essence per kill, and up to 6 essence per enemy hero within your Dark Swarm. In a fight, this is a very obvious winner over One-Who-Collects. However, as mentioned above, you need to be in a situation where you actually can take enough fights to make this worthwhile. Otherwise, you may be essentially wasting a talent at this tier. This will provide virtually no benefit to you in lane, as your opponent should not be giving you the free essence very often, and you will very likely not get many kills out of it. Still, if you are ganking often/your team is frequently fighting, this is the way to go.Simply put, there is no better option than this. This talent alone can consistently cut your Drag cooldown by around 35-40%, more if the enemy is not actively running. Having that much CDR on your most vital ability is insanely potent, and no other talent comes even close to being this valuable on the tier.A 0.5 second increase in stun time has very limited use to begin with, but with any semblance of coordination on your team, a good Drag should already secure a kill, and even if it doesn't, the cooldown reduction will amount to far more overall stun time than this would through the course of a fight anyway. You are getting very little out of an extra 0.5 seconds of lockdown.For the W build, this is a mandatory pick. It is actually because of the fact that it has to compete with Feeding Frenzy, arguably one of Dehaka's most valuable talents, that I still do not recommend this choice (and by extension, the W build). If you do choose to take it, however, cooldown reduction synergizes with literally every other W talent, making this by far the most important piece of that build. You can get a roughly similar amount of CDR from this talent as Feeding Frenzy, albeit on Dark Swarm rather than Drag. The cap for how much CDR you can get is much higher here, however. If you hit every enemy hero 4 times per cast (very unlikely, but still), you would have it up every time it expires.Doing exactly what the name suggests, this is an incredible isolation tool. The enemy can be in the middle of their entire team, and they can still feel completely alone due to the fact that they cannot see. In addition, the slow and silence makes for an extremely easy Drag target, which you can then use to take the crippled enemy back into your own team, which you still have total vision of. You can also occasionally get some cheeky solo kills if the enemy offlaner trades for too long.The reason this is situational is because... really, you should not be a priority target for the enemy. They should be mindful of you, of course, but you have so much sustain as it is that if they choose to target you, they are already losing the fight in most cases. If they really are hellbent on making you their blowup target, however, you can get away with taking Adaptation. Either they waste their burst on you and don't have it for their next target, or they continue trying to burn you down and fail miserably. Still, in most cases the enemy should not be doing this to begin with.This talent is more versatile than it may seem at first glance. It has obvious benefits for teamfighting, allowing you to dish out much higher damage with max essence, especially to a target you have locked down with Drag. What it also does, however, is greatly increases your pushing power, most notably against structures. Since the vast majority of your single target damage is coming from your AA's, increasing that by 50% (60% if you took Tissue Regeneration at level 1) makes you a real threat that needs to immediately be answered. Coupled with Brushstalker, this allows you to hard push the lane opposite your team, and force the enemy to divert their attention to two places at once. The inherent drawback of this talent, however, is that you lose all of that damage if you need to activate Essence Collection. A helpful way to offset this is by taking Hero Stalker to quickly regain Essence during a fight.This talent is almost never worth taking unless you took Enhanced Agility. Even with it, a well-coordinated team would be better served by Primal Swarm. However, when playing alone, it can be beneficial to control the damage increase. As such, you can occasionally get away with picking this up. With Brushstalker's movement speed active, this is a considerable damage increase. Not as much as a team would likely be able to get from a -10 armor modifier, but it is not always feasible to expect random players to capitalize well enough. Be sure you are making full use of Brushstalker, however, or this effect does nothing.This is the safest choice of the tier, as there are no prerequisites aside from what you are already doing. Whenever you cast W, you gain this effect. As such, new Dehaka players are generally going to get the greatest benefit out of this. Even skilled Dehaka players can use it well, however, thanks to the enabling capacity it has for your DPS players to dish out their combos. In most cases, the choice is between Primal Rage and Primal Swarm on this tier, based on what your team needs most.This talent is not a bad choice... it is simply not as good as the others (A recurring theme for many talents, it would seem). This can help secure kills by making it even harder to recover after a good drag. The reality is, however, that Drag should typically be used to secure kills as it is, and the enemy should, generally speaking, be dead before the stun expires anyway. This makes a slow rather redundant. Beyond this, the other options on this tier are already extremely powerful in their own right.Elongated Tongue helps immensely when dealing with ranged targets, and can also assist in offsetting the slight casting delay when using Drag. All around, it makes the skillshot easier to land, reducing the enemy's chance of escape by extension. As mentioned above, the 1.5 second duration it already has should be enough to secure most kills, so making it easier to get a Drag off is always going to be valuable. This is the choice for most situations.Against certain heroes/comps (Arthas and KT come to mind), this can be very beneficial. Sometimes, Burrow can actually set the enemy up to kill you, and as such negates some of its usefulness. A KT can drop a Flamestrike on top of you so that you get bursted as soon as you pop out, for example. An Arthas can get into position to slow/root you as soon as Burrow ends. With Tunneling Claws, your E now becomes an escape tool in addition to it already allowing you to dodge key abilities. You can use it both to flee and to reposition in a fight, which can be quite valuable for some clutch plays. In most cases, however, you should be able to survive without this, thanks to Essence Collection alone.Isolation is great on one target. Now let's take that, and hit everybody else who's near the target that gets hit. Simply put, this is an extreme counter to clumping enemies, while also serving as an excellent combo spell into something like Stay Awhile and Listen from Deckard, Void Prison from Zeratul, or Mosh Pit from ETC. With proper timing and positioning, this talent is great on its own. It is even better, however, when used as part of a combo like mentioned above.This talent is... overkill. There really isn't anything else to it. One health bar reset from Essence Collection, another from baseline Adaptation. It doesn't need this double up on healing, which means the only real benefit is the CDR. At level 20, however, you generally are not going to be fighting more than once every 80 seconds, which is the baseline cooldown, and 50 seconds will not benefit you even in an extended fight.This isn't the sort of spell you use for no reason, so the CDR is not really worthwhile. There are many better talents on this tier.This talent is incredible for split pushing and situations where you need to be clearing waves frequently (IE if you lost a keep or two and are on the back foot), or on maps where rotations are frequent and vital (Dragon Shire comes to mind). In situations where this is beneficial, it is REALLY beneficial. For raw team fighting, I would not take it over Contagion, but it dramatically increases your global presence. It pairs well with Primal Fury indirectly, for that reason. Push harder and faster, and be able to escape/rotate quicker.If the enemy is not clumping, you have nothing to combo with, and split pushing/global presence is not vital, this is the talent of choice. It greatly increases your sustain, while giving you a bit of extra soft CC. You are regularly AAing targets, so the benefit should almost always be noticeable. It also does not change your playstyle in any meaningful way, so it is quite easy to utilize effectively.Generally speaking, Dehaka should be played as something of a bruiser. He plays a bit closer to a real tank than, say, Sonya would, however. Overall, Dehaka tends to have two main phases of play: Laning/soaking, and Ganking. Ganking, in his case, can also refer to a teamfight. Mostly, I am referencing the fact that he has global engagement thanks to his Brushstalker ability. Generally you should be staying in the offlane for as long as you can, and only really leaving it to fight with your team or capture an important objective. Occasionally, you will stay with your team for a push, but these are usually brief moments that are taken as a result of you stalking in for a fight just before this.Here are a few more specific tips to help you get the most out of this Primal Zerg:Dehaka's most important role is, quite simply, to gain as much exp for his team as he possibly can. If playing solo for a large part of the game isn't your thing, Dehaka may not be, either. Still, this relatively mundane frequent laning phase is offset by the fact that he can make flashy plays from across the map with Brushstalker, with incredible fights often following. Despite this, however, it is important never to forget your primary duty playing as Dehaka. Make your enemy feel your global presence, and force them to split up to respond to it. In keeping them split up via your split pushing/laning, you can rotate far quicker than anyone they send up to deal with you.There are a number of things to consider when thinking about your Essence. What talents did you take? Are you going to need that full Essence more before you can stack it again? Is there an easy way to get it back nearby? For example, if you took Primal Rage at level 13, you need to consider the fact that using your Essence means you also lose 60% bonus attack damage. If you are in the offlane and take a few turret shots or are a little low from a trade, do you want to stay a little low for now and use that damage to push harder? Or do you think you need that health right away? The answer to questions like these often come from both map awareness, and the ease at which you can get that essence back. For instance, if you took Tissue Regeneration at level 1 and One-Who-Collects at level 4, you may not care about using it, as even a single wave is going to get you a little over half of your essence pool back. If you took Enhanced Agility and Hero Stalker, however, it may be a bigger detriment to use it so liberally, as you now need to clear many waves (or get into a teamfight) to get that back. The best way to learn this is to play and practice, but keeping these things in mind now will help you along that path.This is a slightly more nitpicky point, but in my time playing Dehaka I have found it makes the difference between a kill and an escape for the enemy every now and then. When you activate Dark Swarm, you can pass through units. This can be beneficial, but it can also deny you the ability to effectively body block. In certain cases (Especially against tanks with large enough health pools to otherwise walk away), your team as a whole can put out more damage than your Dark Swarm will. As such, in leaving it off cooldown, you can have it ready for if the enemy happens to get by you, without sacrificing your ability to block their path until then. This is a very occasional point, but one that can be very helpful if you remember it.This brings the latest guide to a close. Dehaka is a unique off laner that brings to the table pieces that very few other heroes can even attempt to replicate. I hope you enjoyed my take on the hero and his kit, and even more, I hope you enjoy Dehaka as much as I do. As usual, if you have any comments, questions, or feedback, please feel free to leave it for me. I attempt to respond to everybody I can, as I love provoking discussion and hearing differing opinions.Thanks for reading, and feel free to stop by next week for another Detailed Breakdown.