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Created June 19, 2018

Lunara Main

My main is Lunara, this is my current build for her which I've found to be fairly effective as leaping strike combined with unfair advantage is pretty deadly and very fun for late game. Perhaps this isn't the safest of builds to go, but I'd definitely recommend it as it's definitely fun and can be very powerful! 

Let me know what you think!
1
Hippity Hop
After not Basic Attacking or taking damage for 4 seconds, increase the Move Speed bonus of Dryad's Swiftness by 10%.
4
Nature's Culling
Increases Nature's Toxin's damage by 125% to non-Heroes.
7
Splintered Spear
Using Noxious Blossom causes Lunara's next Basic Attack to hit up to 4 enemies. These extra attacks can apply Nature's Toxin.
10
Leaping Strike
Leap over an enemy, Slowing them by 80% for 0.35 seconds and dealing 271 damage. Store up to 2 charges.
13
Let Them Wither
Increases Crippling Spores' Slow duration by 1 second and causes it to no longer decay.
16
Unfair Advantage
Nature's Toxin deals 60% more damage to Heroes that are Slowed, Rooted, or Stunned.
20
Galloping Gait
Activate to increase the Movement Speed bonus of Dryad's Swiftness to 80% for 6 seconds.
Balance Patch - 5/22/18
Comments
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Nice build. Can you explain the reasoning behind the talent choices, and talk about matchups, general Lunara strategy, and so on?
FarqTheOrc Hi, thank you so much for checking out my build!

Level one I like to go Hippity Hop because it provides extra mobility which can help with securing early skills, escaping and efficiently rotating lanes when needed. In some cases I would also pick sentinel wisp for the added vision - usually on a smaller map where rotating isn't as difficult without Hippity Hop.
Level four/seven I pick nature's culling/splintered spear to help with utility and wave clear
For my ultimate I have pretty much always picked leaping strike as it's my personal favourite ability, it can be great for going all in or escaping while dealing plenty of damage.
The level ten, thirteen and sixteen abilities have great synergy, let them wither/unfair advantage give you better damage versus players and leaping strike can be used to finish enemies or escape if needed.
For level twenty - the ability I pick is situational. If I need better movement I will often pick galloping gait. However, if my team needs further damage I will often take intensifying toxin.

In terms of strategy, when I play Lunara I often roam early game (depending on the map). It is really easy to pick up kills on unsuspecting heroes who have little ability to escape.
For team fights, Lunara is probably most effective when she is kiting enemies as she has an advantage due to her increased movement speed and damage over time. It is important to be careful when playing Lunara as the temptation to all in with your leaping strike ultimate could get you killed as Lunara is very squishy and vulnerable to being targeted if she is out of position.
Making best use of your trait (Nature's toxin) is very important. This is a trait which allows Lunara to place a stacking poison on an enemy after every attack (up to three on a single target).
Oh and remember, your wisp can come in very useful - so remember to use it! That vision will come in very handy if used well.

Lunara tends to be weak against teams that have AoE healers such as Malfurion, Lili and Stukov this is due to the fact that Lunara is not a burst damage hero - her damage is most effective over time which these healers counter very well. That being said, Lunara is extremely effective against single-target healers. Furthermore, as Lunara is a hero who is not very strong in close combat - melee heroes are very strong against her (such as The Butcher and Illidan). Lunara is squishy and can be killed very quickly by these sorts of assassins, or anyone who can get a root or stun off on her. However, as I said before Lunara is very good at picking off lone targets where she can poke them down!

Sorry about that wall of text, hope it helps!
Thanks, awesome write up ! Really appreciate it.

I am also interested in the second ult (Vines?). Under what conditions would you pick this over the leap. Sometimes I feel like Leap puts me in dangerous situations, and poking with vine might be more useful to the team. What do you think?
FarqTheOrc

I agree, vines can be very useful to the team as it is an ability that can work with any composition and it's far safer than leap. I would pick this if the enemy team has a lot of cc - as leap is not immune to cc meaning you could be stunned/rooted and entirely caught out. Vines is strong as anyone affected by the ability is poisoned, this followed by crippling spores means all enemies are poisoned for 6 seconds and slowed. Overall this is very good for a poking build where you are unable to go in so hard on the enemy team!