Stitches is a strong and frustrating Warrior to play against. His kit, though appearing simple, actually has a lot of flexibility and utility. So much so that as main tank or off-tank, he's capable of making plays through his Hook that can single-handedly win games. Although he lacks direct immunity to skills, or a means of mitigating damage entirely until later levels, he makes up for in continued pressure from his trait as well as high damage from his Slam ability. I will stress that practice with his Hook takes time and being able to use it well, without regularly missing, is key to effective stitches play. If you miss more times than you land your Hook, you really shouldn't be entering Hero League with him. 

Updated: 26 July 2016



A strong kit capable of damage and utility

Has no reliable means of escape

Capable of dealing good damage

No reliable means of mitigating damage until levels 16 and 20

His Hook is invaluable at targetting single enemy players  

Almost entirely reliant on effective Hook play  

Both of his Ultimate abilities are strong

No hard crowd control outside of a very brief Hook stun

Works well as a solo tank or paired with another

Can die quickly if focused


Vile Gas (Trait) - Although Stitches trait isn't amazing, its primary function is to simply add pressure to enemies that strike him. Causing poison damage to enemies that have attacked him for 3 seconds, it increases the pressure the enemy teams healer needs, in order to keep his team topped up. Ideally, you want to be infecting the enemy team with Vile Gas as often as humanly possible. 

Hook (Q) - His signature skill and key to his play style, Hook has a huge range and allows Stitches to pull one player towards him. Be aware however that if there is a minion or mercenary in front of your target, you'll Hook them instead. Fortunately the projectile speed at which Stitches throws out his chain is fast, so the margin for error only grows if your specific target has invulnerability or a teleport. Always try to target Heroes that have the fewest means of escape and preferrably the squishiest. Finally, Hook will briefly stun anyone you strike so even if you're at very close range and want to interrupt, say, E.T.C.'s Mosh Pit, you can. 

Slam (W) - A high damage, low cooldown, wide area attack that purely deals damage. Ideal for wave clear or pressuring a group of enemy players, you should use Slam as often as humanly possible as it's also incredibly cheap on mana. 

Devour (E) - Key to his survival is Devour. Dealing relatively high damage to non-Heoric units (and over half to Hero) it restores roughly 20% of Stitches' health. It's a huge amount and will keep you alive 1 on 1, but also reduce the need for a healer on your team to constantly heal you. Try to always use Devour on a nearest target, if it gaurentees your trigger the heal. 

Putrid Bile (R) - The most popular Ultimate ability of the two, Putrid Bile tends to be a safe bet. Allowing Stitches to sprint quickly by gaining a 20% movement speed buff, he also emits a bile that slows enemies by 35%. If you can manage to squeeze around the enemy team to cover them in the Bile, your team can capitalize on this and focus them down. Best of all, Putrid Bile can also be used as an escape skill due to the trail of Bile following behind you (the speed boost also helps!)

Gorge (R) - An Ultimate that's often overlooked, Gorge allows Stitches to consume one player for 4 seconds. When Gorge ends, the player takes damage and during the period the consumed enemy can't do anything. Against an enemy tank, or healer, you can turn any fight from 5 v 5 to 4 v 5 instantly. Four seconds is a very lengthy period of time in Heroes of the Storm and if you use Gorge on the right target, there are few team fights you can't win. 


Level 1: Dampen Magic

Until level 16 and 20, Stitches has no means of mitgating incoming damage. Even Devour can only do so much to keep you alive, so reducing incoming ability damage by 50% and further ability damage for 1.5 seconds afterwards is significant. Dampen Magic is a must.

Variable: Chew Your Food is great if you're against a ranged heavy team that's likely to eat away at your health. Providing a heal over time for 10% of your maximum health, on top of the 20% healing from Devour, gives Stitches a fair amount of survivability. 

Level 4: Amplified Healing

Amplified Healing can be a great choice if you're with a limited healer such as Brightwing or Kharazim who rely on passive, or a single heal to sustain their team. 

Variable: Due to the size of Slam, it's hard to miss one or more enemy Heroes. By having the skill infect enemies struck with Vile Gas through Putrid Ground you're sure to not only deal more damage, but pressure them continually with poison. 

Level 7: Savor The Flavor

Stitches needs all the help he can get to stay alive and Savor The Flavor provides much needed sustain. Every time you Devour an enemy Hero, you gain 2 additional regeneration. Over the course of a match, it's fairly significant and reaching 30+ health per second more than achievable. 

Variable: Last Bite is great for providing Stitches with sustain because it's fairly easy to know when someone is about to die (including minions or mercenaries). When they do, you gain a 12 second cooldown reduction on the skill. That's huge and leaves you with 

Level 10: Putrid Bile

If the enemy team has Lt. Morales, E.T.C or Xul, Gorge can be amazing for eating them up and removing them from a fight. It makes any encounter 4 v 5 and if you can snag a healer, makes the opposing teams life a misery.

Variable: Control is incredibly important in team fights so having a slow, and skill that damages enemies is incredibly useful. Stitches can comfortably block paths, weave around the enemy team and ensure they're all slowed. This gives your team maximum opportunity for dealing damage to them. Putrid Bile does take some practice, but it's well worth it.

Level 13: Relentless

With no ability to break free from Crowd Control, Stitches relies heavily on Relentless. Reducing Crowd Control against you by 50%, it's a must-have talent. 

Having a 25% increased arc and range on Slam by 25% is huge and allows you to hit targets much more often and infect them much easier. It also helps with your ranged poke - Mega Smash is awesome.

Level 16: Stoneskin

At 16 most Heroes peak in power which is where Stitches tends to take a beating. Picking up Stoneskin can provide a much needed shield and gives him some healthy survivability. 

Variable: If you find you're managing fine in team fights, take Pulverize. Reducing Slam's cooldown by 2 seconds and causing a 75% slow for 1 second, Slam seriously gets awesome with this skill.

Level 20: Hardened Shield

Further boosting your survivability - or providing it if you took Pulverize - Hardened Shield reduces all incoming damage by 75% for 4 seconds. It's incredible for surviving a burst. 


These Hero Threat Levels (1 being lowest threat and 10 being highest threat) are to help you determine which enemy Heroes can give you a headache. For the Heroes listed here, take extra care as they're particularly dangerous for Stitches. 



The Butcher: Lamb to the Slaughter combined with Butcher's Brand will absolutely destroy you. Without a means of escaping, you're going to die.


Xul: His Bone Prison, attack speed reduction and Poison Nova can blow you up in seconds. 


Jaina: She's a threat because of her ability to slow you and as a result, you'll struggle to escape. Although you can pull her, she'll Blink away and then fire back. 


Kerrigan: Her shielding, stun, leap and pull makes life very difficult for Stitches. You can survive her for some time, but she'll end up winning 1 on 1.



Lunara: Her damage over time, mobility and range make her a headache - especially now they've fixed her stutter stepping. Lunara also easily avoids your Hook - she's very annoying. 


Thrall: Self healing, a powerful stun ultimate and a root make life for Stitches very difficult. If he does root you, you need to hit him with everything you've got, as quickly as possible. Even then, you'll have still took serious damage. 


Raynor: His auto attack damage is enormous and his stun on his knockback can absolutely destroy you. He has better range, can attack quickly and heal himself. Try to avoid or have your team focus him early.



This list of tips and tricks are just a handful of things we think will help your Stitches play. We'll continue to add to the list as required and if you have any tips you'd like to share, let us know in the comments below and we'll place them here. 

1. Remember that Devour is your heal. Don't waste it when you don't need it.

2. Hook should always be used on squishy targets or those that can't escape easily.

3. Hook can be blocked by minions and mercenaries. Approach enemies from an angle to avoid the wave. 

4. Slam is incredible at clearing minion waves, but can drain your mana if it's all you use. Don't be afraid to auto attack. 

5. Gorge is a must versus play-maker Heroes such as Xul or Lt. Morales. Gobble them up. 

6. Always try to use your size to body block for your team. You can always top yourself up with a heal should you need to.

7. If you take Gorge, you can walk people behind your Keep walls, trapping them. Do it as often as possible. 

8. When using Putrid Bile try to always weave around the enemy team without extending too much. Alternatively, use it to zone out an objective area. 

9. Try to use Devour as much as possible to stack your regeneration. It will save your life. 

10. If possible, do you best to only engage when Dampen Magic is available. 

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Last Updated: Jul 26, 2016

About The Author

Burnell 1
Lover of all things MOBA, Lewis splits his time between Heroes of the Storm, Paragon and SMITE.