Table of Contents Top

Introduction Top

Grav-O-Bomb 3000 Devouring Maw Void Prison Apocalypse



This build gets him as much team fighting presence as I think he can get. Meanwhile he sacrifices very little jungling power. He can still take out giants and bruisers taking almost no damage. And he can still down bosses very quickly with 1-2 people helping (don't solo bosses beyond really low level of play, please. Your enemies are very bad if they don't notice you missing, check, and kill you for trying).



Sadly I think that's still not quite enough against teams who have good organization and team fighting skills. He's really close to balanced, but just a little lacking in most maps. Blizz was probably right to reduce his Grav-O-Bomb 3000 Mercenary Lord



On a couple of maps where there are static objectives, he is good if he can get set up early enough. Sky Temple Cursed Hollow



Gazlowe also has a lot of siege talents that could allow him to tear down a lane quickly if ignored. However an enemy team would be really bad to let you do that for very long. Pushing or even just pressuring a lane did get a lot more viable since October patch. Minions take longer to kill each other and give more XP, making your damage and presence in lane more important. And ammunition takes longer to regenerate, making each minion or turret that makes it to the wall more important. But taking those talents makes you a lot less effective in team fights if (when) the game moves towards team fights.



Ironically, while Gazlowe is one of the best soloists, his true power isn't realized unless he is playing with a team who knows how to take advantage of his skills. Luckily, Gazlowe has a good set of talents that make a solid contribution to a team fight, while still a monster against mercs and minions.



I put together a similar Gazlowe was the first hero I fell in love with. I used to love him in solo queues. I'd play more of him but most good players have figured out to not let him jungle solo and know how to avoid a devastating wombo-combo with. Against good teams, you almost have to have another hero help get your combo to hit more than one person, something likeor. At higher levels of play Gazlowe will seldom get to push or even merc (his biggest strength) solo. And most of those matches boil down to a few late game team fights, where the team that wins a big team fight either pushes for the win or gets a full minute to grab every map objective risk-free.This build gets him as much team fighting presence as I think he can get. Meanwhile he sacrifices very little jungling power. He can still take out giants and bruisers taking almost no damage. And he can still down bosses very quickly with 1-2 people helping (don't solo bosses beyond really low level of play, please. Your enemies are very bad if they don't notice you missing, check, and kill you for trying).Sadly I think that's still not quite enough against teams who have good organization and team fighting skills. He's really close to balanced, but just a little lacking in most maps. Blizz was probably right to reduce histo make him less of a 1-trick pony, but now thatno longer sets up nice split pushes, he just needs a tad of loving of most maps where the game boils down to 1 or 2 good team fights at 15 minutes +.On a couple of maps where there are static objectives, he is good if he can get set up early enough.is pretty good for him.is also pretty good with its static objectives and tight walkways.Gazlowe also has a lot of siege talents that could allow him to tear down a lane quickly if ignored. However an enemy team would be really bad to let you do that for very long. Pushing or even just pressuring a lane did get a lot more viable since October patch. Minions take longer to kill each other and give more XP, making your damage and presence in lane more important. And ammunition takes longer to regenerate, making each minion or turret that makes it to the wall more important. But taking those talents makes you a lot less effective in team fights if (when) the game moves towards team fights.Ironically, while Gazlowe is one of the best soloists, his true power isn't realized unless he is playing with a team who knows how to take advantage of his skills. Luckily, Gazlowe has a good set of talents that make a solid contribution to a team fight, while still a monster against mercs and minions.I put together a similar guide for Zagara , a build that gives her the most team power she can have that happens to also be good at mercs. In Zagara's case, though, she needs less coordination from her team.

Pros and Cons Top

Pros Able to solo any merc camp (golems included) while taking very little damage

"Wombo combos" which, with some coordination, can just win team fights

Empowers knight and giant camps if you push with them

Great at controlling space

Sets up heavy defenses around static objectives or for defense

Even without siege talents, if left alone he can quickly tear down a lane (seldom happens in better games.) Cons Squishy, dies quickly if caught

Very little in the way of escape moves

Much of his power comes from his team knowing how to take advantage of him

Abilities Top

Gazlowe is listed as a melee specialist. And while slow, his melee is one of the strongest hitting in the game. It does a lot of damage to minions, mercs and buildings. But against most heroes, you won't be doing a lot of melee. It's good at finishing off a hero, but you will usually be away from other heroes in a team fight and usually have something better to do with your time than smack people in the face.



Rock-It! Turret Turrets serve multiple purposes. They are your biggest source of damage in most fights. They control space, giving you and your team a safer place to fight. They tank damage for you against mercs. And they drop scrap, making them less expensive than most of your other moves. Also useful for hiding behind when a Stitches



Don't stack these on top of each other. That allows AE / Cleave to kill several at once. Spread them out so that they still have some overlap.





Deth Lazor Your only long range damage. Remember that it's an option, but it shouldn't be used as part of every fight. I see a lot of Gazlowes wasting a lot of time, mana and damage using these on every merc camp and even minion waves. Remember that its damage is only strong when you let it charge for a long time. During that time you cannot place turrets, throw bombs, do melee attacks, or even move. Against buildings, mercs, etc. it's actually less damage than just using your melee attacks.



There are some situations where I will use this move, though: To do damage from a safe distance and the safety of my turrets, especially when my bombs and turrets are all on cooldown (happens less as you get later talents.)

To interrupt someone channeling a turn in or capture

To finish off a runner

If I'm trying to grab a knight camp at very low levels, it can soften up all four of them between dropping two turrets and waiting for a third.

Beware of the minimap. It's natural to follow the beam as it gets longer, but that often puts it over the minimap, which can turn you the wrong way.



Xplodium Charge Damage plus a stun. The stun is important for later team fights. It also reduces the damage you take from mercs. Easy for heroes to avoid, but sometimes even getting the enemy heroes to keep moving is enough to get a fight advantage. More on this move's uses later.



salvager (D) Scrap drops off the ground from buildings, turrets and even some summoned things like creep tumors. Grab them to keep your mana up and make your other abilities available quicker. Before leaving an area, use D on all of your turrets to turn them into scrap, reducing your trips back to a well or home. Almost no Gazlowe players seem to know this, but you can use this move while mounted without getting dismounted. You really have no excuse for not using this after mounting and grabbing them on your way out. Remember that this reduces the cooldown of your Grav-O-Bomb 3000 auto attackGazlowe is listed as a melee specialist. And while slow, his melee is one of the strongest hitting in the game. It does a lot of damage to minions, mercs and buildings. But against most heroes, you won't be doing a lot of melee. It's good at finishing off a hero, but you will usually be away from other heroes in a team fight and usually have something better to do with your time than smack people in the face.(Q)Turrets serve multiple purposes. They are your biggest source of damage in most fights. They control space, giving you and your team a safer place to fight. They tank damage for you against mercs. And they drop scrap, making them less expensive than most of your other moves. Also useful for hiding behind when ais around.Don't stack these on top of each other. That allows AE / Cleave to kill several at once. Spread them out so that they still have some overlap.(W)Your only long range damage. Remember that it's an option, but it shouldn't be used as part of every fight. I see a lot of Gazlowes wasting a lot of time, mana and damage using these on every merc camp and even minion waves. Remember that its damage is only strong when you let it charge for a long time. During that time you cannot place turrets, throw bombs, do melee attacks, or even. Against buildings, mercs, etc. it's actually less damage than just using your melee attacks.There are some situations where I will use this move, though:Beware of the minimap. It's natural to follow the beam as it gets longer, but that often puts it over the minimap, which can turn you the wrong way.(E)Damage plus a stun. The stun is important for later team fights. It also reduces the damage you take from mercs. Easy for heroes to avoid, but sometimes even getting the enemy heroes to keep moving is enough to get a fight advantage. More on this move's uses later.salvager (D)Scrap drops off the ground from buildings, turrets and even some summoned things like creep tumors. Grab them to keep your mana up and make your other abilities available quicker. Before leaving an area, use D on all of your turrets to turn them into scrap, reducing your trips back to a well or home. Almost no Gazlowe players seem to know this, but you can use this move while mounted without getting dismounted. You really have no excuse for not using this after mounting and grabbing them on your way out. Remember that this reduces the cooldown of yourtoo!

Talents Top

Heroic Abilities Top

Grav-O-Bomb 3000 Mecha-Lord Grav-O-Bomb 3000



Grav-O-Bomb 3000 Without this move, I don't think teams would ever bring Gazlowe. When it works, it's amazing. It combos with Xplodium Charge



To use this to the best of its ability, wait until there are 3 or more heroes nearby. Try to have already placed turrets nearby, though don't wait if you get a good time and turrets aren't up yet. Drop an Xplodium Charge Grav-O-Bomb 3000 Kwik Release Charge



Some moves can make this a lot easier to land, so team composition matters. Moves like Condemn Void Prison Devouring Maw Primal Grasp Apocalypse Mosh Pit



Hopefully your team is saving other abilities that work well with a clumped group of heroes, just after this lands, either for damage or for extended crowd control.



Beware the anti-combo. Especially be aware if you're playing with Zagara Zeratul



Robo-Goblin The beta patch made a pretty big change here. Having permanent non-hero bonus damage is pretty huge. The changes to tower XP make pushing more rewarding for your team, too. It will be interesting to see how this pans out. Still, it's not my choice for a few reasons:

Losing even one big team fight can lose the game, especially now that Resurgeance is gone.

This talent gets better at 20, but that's pretty late in the game.

It's pretty dangerous for Gazlowe to be in melee range while pushing, especially if he doesn't have Engine Gunk

Gazlowe is so good at jungling that it's usually better for him to be killing mercs than pushing towers. While this lets him do that faster, he can clear any jungle camp taking very little damage even without this. If you want to be the most value in a team fight,is the clear winner. It makes the enemy team worried about all rushing together or clumping. When they do, if you get the combo off, it straight up kills them.is fun. It lets you do nasty things to merc camps, golems, and buildings. But the way the game is played now, that often doesn't mean much because losing a team fight will cost more than all of that. The September patch madea lot less likely to just kill your opponents, but I still think it's the clear winner given the importance of hero deaths in deciding games.Without this move, I don't think teams would ever bring Gazlowe. When it works, it's amazing. It combos withto lock down the enemy team long enough to kill them. It clumps up the enemy team making your teammates' heroics even better.To use this to the best of its ability, wait until there are 3 or more heroes nearby. Try to have already placed turrets nearby, though don't wait if you get a good time and turrets aren't up yet. Drop anfirst, following immediately by. The enemies will get sucked in, hurt, and then stunned. If you havedrop another bomb immediately, disabling the enemy team for more than 4 seconds!Some moves can make this a lot easier to land, so team composition matters. Moves like, etc. all make this much more likely to land on multiple heroes.Hopefully your team is saving other abilities that work well with a clumped group of heroes, just after this lands, either for damage or for extended crowd control.Beware the anti-combo. Especially be aware if you're playing withor. With either of them, you should have a good idea who will use their ultimate first. Otherwise you may end up using your combo while the enemy team is shielded from your damage. Luckily, both of those heroes can actually make your heroic easier to land if you work together and your timing after their ability lands is solid.The beta patch made a pretty big change here. Having permanent non-hero bonus damage is pretty huge. The changes to tower XP make pushing more rewarding for your team, too. It will be interesting to see how this pans out. Still, it's not my choice for a few reasons:

Strategy Top

Laning

You will probably be swapping to mercs relatively early. So avoid using all of your mana early. Remember that you get experience whether you hit the minions or not. Use Rock-It! Turret Xplodium Charge Extra TNT Nova Zeratul Kerrigan Arthas



Later in the game your explodium charge will clear a whole minion wave in a single cast. It's still worth knocking them out as you drive by. The hardest part is slowing down the 2 seconds to soak up the exp.



Mercs

The hardest part of playing Gazlowe is learning when to merc and when it's safe to merc alone. Never merc when there's an impending team fight (tributes, doubloon turn ins, etc.) Early in the game (before level 10, maybe not even until 13ish), never leave a lane empty to merc. If your team has lanes covered, go for it. If your team is more of a roaming style and you're the one covering your lane, you will lose way too much XP leaving your lane for a merc camp.



Don't try to solo forward merc camps alone. You'll just be feeding the team your XP and a softened up merc camp. Even on your own merc camps, try not to go alone when there's a good chance the enemy heroes are near or you've seen them aggressively counter-mercing.



When you do get to merc, this is where you shine. The goal is to kill the mercs quickly, using as little mana as possible, and taking as little damage as possible. It's OK to take a small amount of damage, as you will get a regeneration globe. When you are done capping (not before!), start recycling your Rock-It! Turret



Other tips: Turrets soak a good amount of damage. Let them.

If the mercs are already attacking, it's never worth using Deth Lazor

Mercs will target your turrets if they are closer than you. If you spawn one later, you may have to adjust to get them to retarget the turret.

If one of your turrets is almost dead, placing another turret closer to the mercs can save the low one so it does more damage.

Kill the caster on the knight camp first.

Make sure your explodium charge hits all of the targets to get maximum damage from Extra TNT

If you get ganked, you're probably not getting away anyway. If it's just 1v1, ping for help, drop more turrets and bombs. Try to stay alive. If it's melee, kite them around, but stay in the circle when the mercs die!

Against golems, put 1 turret close and the rest (1 early, 3 later) away. That way the stomp won't take out all of your turrets. Go ahead and take a hit or 2 so he doesn't go for the far turrets and then spawn another turret right under him to keep him off of you and the far turrets.

Low level clears

If you're low level for the camp you're trying to kill, start it out a little different. For example, if you're level 5ish for knights or level 10ish (without Robo-Goblin Deth Lazor Deth Lazor



Against golems, try not to stack all of your turrets right at the same radius from the golem. You want one farther than the closest so that they don't both get hit by the stomp. That will give them more time to tank for you.



High level clears

Don't go overboard killing mercs at later levels. If you took Extra TNT Kwik Release Charge



If you feel like you might get ganked, drop your extra turrets out of range of the mercs. Remember that turrets will not prioritize heroes over mercs they are already attacking. So dropping turrets nearby but too far to be in the fight can give you a safe place to run.



Team Fights

Give your team a defensive position with turrets. Use bombs to force the opponents to scatter: moving away from your team, move into turret fire, or get stunned. Melee to kill low health people, but don't chase. Stay close to your turrets. If you have no bombs or turrets to place (happens a lot less once you have quad turrets and double bombs), charge a lazor. Try to get max power, but use it if people are going to run out of range or to finish off people.



Practice the timing of your Grav-o-bomb. Try to use it when you know you'll get at least a couple of people. It's particularly good after a stun, root or AE slow. Make sure you cast it immediately after a regular bomb to set up a longer stun. If you used all of your bombs already, you probably want to wait for a refresh.



Try to coordinate with other ultimates like Divine Storm Devouring Maw Void Prison



Escaping

Gazlowe doesn't have a lot in the way of escapes, but it's not impossible. First ask yourself if you need to run. If you have 3-4 turrets set up, and it's a melee, often you can kite them and stun them with bombs long enough for your turrets to kill them.



If you have to run: Drop turrets constantly in front of you (you definitely don't want to turn around.) This does not slow you down. And if you had Engine Gunk

Learn to throw your Explodium Charge ahead of you, so that they stun the enemy by the time they get there. This does not slow you down. Kwik Release Charge

If you absolutely have to, consider a Grav-O-Bomb 3000

While you're running, ask yourself why you had to run. Was it truly an unexpected gank from the bushes? Were you too far forward in a team fight? Were you trying to solo merc even though you knew the enemy heroes are also going for all the mercs or even setting up a Gazlowe hunting party (it happens a lot!) You will probably be swapping to mercs relatively early. So avoid using all of your mana early. Remember that you get experience whether you hit the minions or not. Useto make sure you can safely stay in exp range. Remember to get the scrap when they die or expire.is good if you can center it on the caster minion, especially with. Remember that you have almost no escape moves, so don't overextend. You will die to a, etc.Later in the game your explodium charge will clear a whole minion wave in a single cast. It's still worth knocking them out as you drive by. The hardest part is slowing down the 2 seconds to soak up the exp.The hardest part of playing Gazlowe is learning when to merc and when it's safe to merc alone. Never merc when there's an impending team fight (tributes, doubloon turn ins, etc.) Early in the game (before level 10, maybe not even until 13ish), never leave a lane empty to merc. If your team has lanes covered, go for it. If your team is more of a roaming style and you're the one covering your lane, you will lose way too much XP leaving your lane for a merc camp.Don't try to solo forward merc camps alone. You'll just be feeding the team your XP and a softened up merc camp. Even on your own merc camps, try not to go alone when there's a good chance the enemy heroes are near or you've seen them aggressively counter-mercing.When you do get to merc, this is where you shine. The goal is to kill the mercs quickly, using as little mana as possible, and taking as little damage as possible. It's OK to take a small amount of damage, as you will get a regeneration globe. When you are done capping (not before!), start recycling yours to regain some of that mana.Other tips:If you're low level for the camp you're trying to kill, start it out a little different. For example, if you're level 5ish for knights or level 10ish (withoutfor a golem, drop 2 turrets and start charging. This will add a little damage and give your 3rd turret time to be ready. Let the lazor go to full duration, then drop a turret and a charge. Other than this situation, I would never useon mercs, though.Against golems, try not to stack all of your turrets right at the same radius from the golem. You want one farther than the closest so that they don't both get hit by the stomp. That will give them more time to tank for you.Don't go overboard killing mercs at later levels. If you tookand, you should be able to clear knights and giants with no damage with a single turret tanking.If you feel like you might get ganked, drop your extra turrets out of range of the mercs. Remember that turrets will not prioritize heroes over mercs they are already attacking. So dropping turrets nearby but too far to be in the fight can give you a safe place to run.Give your team a defensive position with turrets. Use bombs to force the opponents to scatter: moving away from your team, move into turret fire, or get stunned. Melee to kill low health people, but don't chase. Stay close to your turrets. If you have no bombs or turrets to place (happens a lot less once you have quad turrets and double bombs), charge a lazor. Try to get max power, but use it if people are going to run out of range or to finish off people.Practice the timing of your Grav-o-bomb. Try to use it when you know you'll get at least a couple of people. It's particularly good after a stun, root or AE slow. Make sure you cast it immediatelya regular bomb to set up a longer stun. If you used all of your bombs already, you probably want to wait for a refresh.Try to coordinate with other ultimates like. Make sure that you don't end up wasting your combo if your team is usingorGazlowe doesn't have a lot in the way of escapes, but it's not impossible. First ask yourself if you need to run. If you have 3-4 turrets set up, and it's a melee, often you can kite them and stun them with bombs long enough for your turrets to kill them.If you have to run:While you're running, ask yourself why you had to run. Was it truly an unexpected gank from the bushes? Were you too far forward in a team fight? Were you trying to solo merc even though you knew the enemy heroes are also going for all the mercs or even setting up a Gazlowe hunting party (it happens a lot!)

Map Tips Top

Haunted Mines

Get your giants after the first mines. Don't cap them until the enemy golem is to the enemy fort so they can pressure safely from behind your wall.



This is now the map with the least merc camps on it. This map was too merc-focused when there were 5 camps really close. But I think Blizzard could have just spread out the mercs and kept 3 of the camps from spawning until after the first mines. Regardless, only having 3 merc camps, and the fact that they always push in the opposite lane as your golem (which is the lane you'll probably use to win the game given the golem's strength), means team talents are even more important on this map than merc talents. Merc talents like Superiority Burning Rage Robo-Goblin



And while it's true that you can solo the golem in the mines, especially with some of these talents, don't do that. The small camps drop the majority of the skulls. If you team gets killed while you're soloing the golem, you'll be behind even if you beat the golem. And if even 1 or 2 people know what you're doing, they can kill you or at least scare you off, since your turrets will happily continue to target the golem.



Cursed Hollow

Try to time merc camps so that they're pushing just before tributes. But be careful to never show up late. With your turrets, it's especially important that you get to the tribute and set up early. Never merc when a tribute is up. Instead get near there and set up a turret nest to give your team a defensible spot. Deth Lazor



After each tribute, grab one (and just one) merc camp. Even with Gazlowe's killing speed, the tribute will be up before you clear a second. The time between a curse and the first tribute, though, is much longer.



Dragon Shire

I prefer working on the lower shrine for 2 reasons. The bushes work well with turrets. And there are 3 merc camps nearby to quickly cap.



For the bushes, drop 1 turret in the bush, both to give you vision and to start damage early. But don't stack all of your turrets there, or they'll get AEd down.



For giants, only go if you're sure your team is going to hold at least one of the shrines. Holding just 1 shrine and getting mercs is a strong move. Getting mercs and giving your opponent a dragon knight is horrible. And don't leave a lane empty to merc before level 10 or 13ish even if you know you'll hold the shrine.



Blackheart's Bay

This map is amazing for Gazlowe. I've had runs where I got 60 coins without grabbing many from dead heroes. You can quickly kill knights, giants, and pirate skeletons for 2 coins each.



Don't go for the golem solo while the enemy team is alive. But if your team is up even 2-3 people, urge your team to go for it. With your talents and turrets, it should be easy to quickly and safely kill a golem and get a nice push going. Maybe sure you don't run through minions, the vision circle, creep tumors or Abathur



Make sure you are available for your team any time someone wants to turn in! The steam vents are great for turrets. People regularly over-commit a turn in counter and find themselves getting shot by 4 turrets they didn't know were already there, especially if you weren't visible either.



Garden of Terror

Make sure you pick up seeds quickly as they are trivial to get and add up quickly. A turret left at that position can be an early warning system when your team goes for the big plant's seeds.



I don't think Gazlowe is a good choice for being the plant horror when it spawns. Other heroes are better for it, especially people with good escape for when the horror dies, tanks (who will still be tanking for you). Meanwhile you can set up a turret defense around your horror. You are key to a lot of your team's combos with your utimates and stuns. Get your giants after the first mines. Don't cap them until the enemy golem is to the enemy fort so they can pressure safely from behind your wall.This is now the map with the least merc camps on it. This map was too merc-focused when there were 5 camps really close. But I think Blizzard could have just spread out the mercs and kept 3 of the camps from spawning until after the first mines. Regardless, only having 3 merc camps, and the fact that they always push in the opposite lane as your golem (which is the lane you'll probably use to win the game given the golem's strength), means team talents are even more important on this map than merc talents. Merc talents likeorare all worse on this map.And while it's true that you can solo the golem in the mines, especially with some of these talents, don't do that. The small camps drop the majority of the skulls. If you team gets killed while you're soloing the golem, you'll be behind even if you beat the golem. And if even 1 or 2 people know what you're doing, they can kill you or at least scare you off, since your turrets will happily continue to target the golem.Try to time merc camps so that they're pushing just before tributes. But be careful to never show up late. With your turrets, it's especially important that you get to the tribute and set up early. Never merc when a tribute is up. Instead get near there and set up a turret nest to give your team a defensible spot.can be used to delay the cap from afar.After each tribute, grab one (and just one) merc camp. Even with Gazlowe's killing speed, the tribute will be up before you clear a second. The time between a curse and the first tribute, though, is much longer.I prefer working on the lower shrine for 2 reasons. The bushes work well with turrets. And there are 3 merc camps nearby to quickly cap.For the bushes, drop 1 turret in the bush, both to give you vision and to start damage early. But don't stack all of your turrets there, or they'll get AEd down.For giants, only go if you're sure your team is going to hold at least one of the shrines. Holding just 1 shrine and getting mercs is a strong move. Getting mercs and giving your opponent a dragon knight is horrible. And don't leave a lane empty to merc before level 10 or 13ish even if you know you'll hold the shrine.This map is amazing for Gazlowe. I've had runs where I got 60 coins without grabbing many from dead heroes. You can quickly kill knights, giants, and pirate skeletons for 2 coins each.Don't go for the golem solo while the enemy team is alive. But if your team is up even 2-3 people, urge your team to go for it. With your talents and turrets, it should be easy to quickly and safely kill a golem and get a nice push going. Maybe sure you don't run through minions, the vision circle, creep tumors ormines on the way.Make sure you are available for your team any time someone wants to turn in! The steam vents are great for turrets. People regularly over-commit a turn in counter and find themselves getting shot by 4 turrets they didn't know were already there, especially if you weren't visible either.Make sure you pick up seeds quickly as they are trivial to get and add up quickly. A turret left at that position can be an early warning system when your team goes for the big plant's seeds.I don't think Gazlowe is a good choice for being the plant horror when it spawns. Other heroes are better for it, especially people with good escape for when the horror dies, tanks (who will still be tanking for you). Meanwhile you can set up a turret defense around your horror. You are key to a lot of your team's combos with your utimates and stuns.

Playing with Gazlowe Top



Fight near the turrets. He can't move them. Chase less than you normally would. If you're constantly pushing away from turrets, you're wasting a lot of the damage he can do. On top of that, if he happened to be charging a Deth Lazor

Gazlowe is squishy. Help peel for him.

Abilities that pull / knock back enemies can be a lot more dangerous with turrets around. Overpower Shadow Charge Hook Face Melt

Save stuns and roots for the first person dumb enough to charge into turrets: Entangling Roots Frozen Tempest Hammer of Justice Pressure Point

Save your AE ultimates for the big stun combo. If you have Void Prison Devouring Maw

It's a good idea for your team (often without Gazlowe) to push with the mercs Gazlowe can easily clear. You get a lot more advantage from them by pushing with them. It also keeps the pressure off Gaz so that he can farm you up some more mercs.

If the enemy team seems to be countering Gazlowe, consider helping him. While he can solo any camp, sometimes it's better just to have a backup. Don't leave lanes empty early game to do so, but if you have time between waves or your other lanes have soakers, it's good to make sure he doesn't die.

On Garden of Terror

And finally, if you see a Gazlowe who is solo sieging after map objectives and mercs are available, or ignoring his team on team fights and team objectives, please send them to this guide so that they understand Gazlowe can be a strong team player. As I said in the intro, even though Gazlowe is a bit of a soloist, a lot of his power depends on his team knowing how to play with him. Things to remember when a Gazlowe is on your team:And finally, if you see a Gazlowe who is solo sieging after map objectives and mercs are available, or ignoring his team on team fights and team objectives, please send them to this guide so that they understand Gazlowe can be a strong team player.

Playing Against Gazlowe Top