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DESTRO WARLOCK FUNDAMENTALS COURSE
DESTRO WARLOCK PLAYSTYLE
Hello and welcome to Skillcapped's damage course for Destruction Warlocks in The War Within. In this first video, we're going to be diving into the general playstyle of Destruction, allowing you to be prepared for what's in store when playing your own Warlock in the arena.
Now, when you think of Destruction Warlocks, you're probably thinking of Chaos Bolt, the hard-hitting spender that's been with the class for, well, over a decade. No matter how much the specialization changes, Chaos Bolt is still always there to pack a punch and secure kills.
Well, in The War Within, this is no different, as Chaos Bolt is still the primary way that we're going to be finishing games when coupled with our strong, sustained damage of Immolate rotting people down and our instance of Shadowburn and Conflagrate assisting us along the way.
And with the addition of Soulfire if you choose to play it. We have absolutely no lack of high-impact spells to capture the game, and we're going to be playing it in the next video.
If we're locked out of either of our schools. Sadly, although powerful, these spells are often not enough to kill on their own, though, as they aren't quite one-shotting like in previous iterations of the spec, so we're going to have to crowd-control healers frequently to finish out games.
Be it with a quick spell lock, a fear, a shadow fury, or a coil, landing any form of CC can allow us to quickly snowball pressure. Other than crowd-controlling healers for the kill, we should also look to the other side of the game for a lot of the best-case-for-all.
We're going to be using the Shadowburn spell to draw games out by spamming defensive fears on the enemy team to reduce their damage output while allowing us to cast easier. Now, it's much easier to chaos bolt a target that's in a fear than one that's jumping in and out of the pillar.
Now, apart from dealing high burst damage and managing your crowd controls on the entire team, you're also going to have to be aware that Warlocks are pretty squishy and they rely on their teleport and dark pack to mitigate damage before it happens.
So, knowing when the enemy are going to be able to get to you is going to overwhelm you and preemptively kiting melees is absolutely crucial to playing Warlock. After all, you're not going to deal damage when you're dead.
So, if you're looking for a class that deals strong sustain, creates its own kill windows with incredible burst, as well as having a ton of spammable crowd control, then improve your skills by watching our next video all about the goals of the Destruction Warlock.
DESTRO WARLOCK GOALS
Welcome back! In this video we're going to be outlining some goals for Destruction Warlock which you should look to follow throughout your games.
These goals are what all the high-end players are looking to achieve in every match they play. So to kick things off, our number one goal is to always maintain immolate, also known as wither for Hellcallers, on your target.
Now, you may be asking, why is this the case? Well, it's because spam casting immolate and maintaining it on multiple targets, what this allows you to do is generate shards for our harder hitting abilities.
Now, while also allowing us to benefit from several damage amplifiers like Ashen Remains, Flashpoint, and it procs our Reverse Entropy, giving us a ton of haste.
Most importantly, however, is that it's on the Fire School, so getting kicked on this is 1 very unlikely, and 2 will allow us to just press fear or chaos bolt after. Coming in at goal number 2, we then have Not Overcapping on Soul Shards.
In the War Within, we've basically been given Reign of Fire back baseline, as we need to talent into it to go down our tree. Now because of this, and Shadow Burn, there's really no excuse for overcapping on shards.
You're simply just gonna be losing out on damage for no reason if you do it. Now, if you're wondering why you would sync your shards on abilities that aren't chaos bolt?
Well, this is because of our talent Ritual of Ruin, granting us a fast chaos bolt after spending 15 of them, so it allows us to burst easier.
Spending shards also ties into both of our hero talent trees, regardless of which one we'll pick, to increase our damage by an absolute ton, but we're going to talk a little bit more about that later on. So moving on to our third goal, we have one that's a little bit more abstract here.
Quote, you need to know when to goalkeep for your healer. End quote, says Gelo.
Now, what he means by this is that you are the main line of defense between the enemy landing crowd control or pressuring your support player, as you have access to fear and hard-hitting abilities like chaos bolt to peel off melees or swaps.
So instead of pushing up just completely towards the enemy team, which leaves your healer vulnerable, situate yourself in the center of the map and allow your healer to have that defensive positioning on the pillar to weave in and out of the enemy.
This is particularly potent for warlocks, as we often look to drag games out with fear to allow ourselves to cast. So by prioritizing defense, we can stay in the driver's seat and dictate the flow of the game ourselves.
Now, knowing when to do this is equally as important as knowing when not to do it, however, as in certain matchups, playing very aggressive is actually far better than playing defensive, such as when you need to land fears to win due to your composition, relying on crack.
Other than enabling your healer, you also need to focus on enabling your DPS partner, especially when playing with a melee on your team. Playing warrior and death knight himself, Mercy knows how important it is to enable your melee partner as a warlock.
As with poor positioning and overall sense of the game, a bad warlock can make it absolutely impossible for their melee to play the game.
Instead of pushing in with their teammate to hang in the back and separate the game, forcing their melee to just awkwardly tunnel the target that's following their warlock or risk dying as they overextend.
Now, in contrast to this, what you should be doing is pushing up into the middle of the map so your melee can connect to whoever they want, allowing you to have far more pressure in play as a unit, rather than three individuals forced into a game together.
This is a very important part of the game, as it allows your melee partner to be able to play the game. For our final goal, we have one that's incredibly obvious, but far too many warlocks are just simply ignoring it.
You need to use your teleport. Demonic Circle is our main defensive, much in the same way that a mage's shimmer is theirs.
It prevents melees from connecting, it allows us to line aside spells, and most importantly, it gives us huge breathing room to cast offensive abilities without having to fake cast. Think of your teleport as your first line of defense.
Now, when it comes to placing your teleport, the main goal is to summon it behind a pillar so that enemies can't reconnect on us instantly. When doing this, we can then line aside our enemy until our healer is able to recover us.
Now, if we don't place it behind a pillar, then your teleport is as good as useless, as almost every class in the game can reconnect to you in a fraction of a second. Without using teleport well, you're going to die very fast as a warlock, and burn through all your enemies.
You're going to die very fast as a warlock, and burn through all your enemies. You're going to die very fast as a warlock, and burn through all your defensives ridiculously fast in the process.
So make sure you're utilizing this ability to its absolute full potential. And if you need more tips on it, well, we're going to be covering that a little bit later in the course.
For now, though, we're going to dive into our sustained damage priority, which will allow you to pressure enemies as hard as the pros do. Don't go anywhere.
DESTRO WARLOCK DAMAGE PRIORITY
Hey everyone, now that you have a deeper understanding of how Destruction Warlocks aim to play the game, the next step in learning the ropes is to cover how to deal damage.
For this, we'll first go over your sustained damage priority list, which will cover how you deal damage outside of your cooldown window and burst phases.
Do take note that this isn't a set in stone rotation though, we're not really killing dragons here, we're attacking players, so we can't strictly give you the right button to press at every moment in the game. However, what we can do is tell you which buttons you should be using above others.
So let's get into it. Now, right at the top of our priority list we have Immolate, or Wither if you're specced into the Hellcaller hero tree.
This ability will not only be your main shard generator and highest damaging spell in every game, but also allow you to benefit from several damage amps like Flashpoint, Ashen Remains, and Reverse Entropy.
Now, when using Immolate, you're going to need to be able to use it to deal damage to your opponent, you're going to want to have it on as many targets as possible to really get those shards flowing, while also making you able to swap on any target without having to precast Immolate on them first.
Next up, we then have Chaos Bolt, and yes, although this is a burst ability, it's still part of our sustain as we really don't want to be overcapping on shards for absolutely no reason. Chaos Bolt will also allow us to apply Eradication to our kill target, making them take more damage from all of our abilities.
If you find yourself able to precast, you have your Immolates applied, and you have the shards to do it, rip a couple of Chaos Bolts out to send those shards back down to zero. Just make sure you're using a Conflagrate first for Backdraft to make those cast faster and increase the damage of the bolt itself.
Following Chaos Bolt, we then have Soul Fire if we have a Decimation proc and are on 4 or less shards. Decimation will allow our Soul Fire to cast disgustingly fast and is a great way to pick up an extra shard when we're on 4 or less shards.
So, if you're using a Chaos Bolt, you can use it to get a decent amount of damage from the soul fire. Just make sure that when you send out this Soul Fire that you're using a Conflagrate before though for the extra casting speed and damage increase from Backdraft, Roaring Blaze, and Indiscriminate Flames.
Next up, we then have Conflagrate, which we're going to want to be using on cooldown as it gives us our Backdraft effect, making our spells cast faster and additionally increasing our Chaos Bolt's damage and Soul Fire's crit chance.
When using Conflagrate, try to use it in such a way that your Roaring Blaze debuff has the maximum uptime as this will increase our sustained damage significantly. Moving on, we'll then be placing Shadowburn, which costs 1 shard.
Now, while not quite hitting as much as Chaos Bolt, not having a Cast Time attached makes Shadowburn one of our strongest abilities.
We should be looking to always have the cooldown on this rolling at all times if we're under pressure and can't get Chaos Bolt out due to the damage it provides as well as applying Eradication. We're also looking to use Shadowburn to get our Shadowburn to the maximum damage we can.
We're also looking to use Shadowburn to get our Shadowburn to the maximum damage we can. We're also looking to use Shadowburn to get our Shadowburn to the maximum damage we can.
We're also looking to use Shadowburn to get our Shadowburn to the maximum damage we can. We're also going to using Shadowburn to get our Shadowburn to the maximum damage we can.
We're also going to use Shadowburn to get our Shadowburn to the maximum damage we can. We're also going to make sure we weave in a Conflagrate before it for the Conflagration of Chaos talent to proc and make it deal more damage.
On a final note here, we can also use Shadowburn as a soft execute on targets below 30% due to its crit modifier, but this still doesn't move it up the priority list since its damage is still less than Chaos Bolt. Coming in at number 6, we then have Backlash Incinerate.
These procs, while not doing the most damage in the world, will allow us to consume our Burn the Ashes talent and give us a few Shard Fragments, allowing us to get Soul Shards easily when Tunneled.
It's really important to consume these procs, as they can be generated every 6 seconds we are getting hit by a melee, and they only stack once, so we don't want to waste potential damage by holding onto them.
Following those Backlash Incinerates, we then have Rain of Fire, which we'll be using to dump our Shards if we're unable to cast Chaos Bolts and our Shadow Burn on cooldown.
This is very, very important, as it's going to allow our Hero Talents to work faster and stack our Ritual of Ruin fast-cast Chaos Bolt without us having to wait forever. Finally, we have a plain ol' Incinerate.
We'll be using this if we literally have no Shards on hand, our Immolates are on all the possible targets, and we aren't going to benefit from pressing Fear. In these instances, Incinerate can help us deal a little bit more pressure and help generate our Shards.
So you're wondering what these Hero Talents are that we keep talking about? Well, stay tuned, as we guide you through the first of them in our next video.
DESTRO HERO TALENTS: HELLCALLER
Alright, in this video we're going to be covering the new Hero Talent Tree. Hellcaller really does not feel like playing a Destruction Warlock at all, as it's all about dots.
Now, what Hellcaller does is replace our Immolate with Wither, transforming our best spell into one that's instant that does even more damage than usual, while also giving us all the perks that Immolate usually does.
Needless to say that this is absolutely bonkers for shard generation, as you barely have to cast anything to keep those shards filling right back up as you apply Wither to three targets with ease.
That's not all Hellcaller does though either, as this Wither ability also stacks to deal more damage, gaining a stack every time we spend a shard on an offensive ability to deal even more damage through the Blackened Soul Talent, which also makes the collapse in on its own.
Now, while all this sounds more like an Affliction Warlock than a Destruction Warlock, it does make dealing damage a lot easier, as you have a huge focus on Instants, allowing you to spam Rain of Fire and Shadowburn to make your dots tick very hard and get to Ritual of Ruin faster for that big, quick Chaosbolt window.
Moving on, other than Wither and Blackened Soul, Hellcaller comes with a bunch of passive damage increases like Zalens Ferocity and Zalens Cruelty, increasing Fire and Shadow damage, but by far the most important ones we gain are Mark of Xavius and Bleakheart Tactics, which further increase our Wither damage, a spell that's always the number one overall damage for our spec anyway.
Remember, this is basically the end of the video, and I'll see you in the next one. Bye!
For a final note here in the damage department, we're also going to be gaining a new spell in Malevolence, which makes our Wither deal more damage, while also giving us more haste and making our Withers stack up even faster when we spend Shards.
And the best thing about this ability, you don't even need to be in line of sight for it to work, allowing you to increase stacks on targets behind walls, and while also hitting them for around 500,000 at the same time.
When using this ability, we're often just going to send it on cooldown once we have it on three targets though. It's really not as difficult as it may read at first glance.
It's not all about damage, however, and sadly, this is where Hellcaller really falls short, giving us access to either Curse of the Satyr, which honestly isn't that great unless you use it with Amplify Curse for its crit immunity aspect, or Aura of Enfeeblement, which is not particularly amazing either, as well as Zevarim's Resilience, giving us a pretty minor amount of healing when we use our Dark Pack.
But apart from this defensive downside to it, Hellcaller is absolutely excellent when you either want to deal spread pressure, or you're facing a composition where you know you just can't cast. So, squeezing out damage with Dots and Instants can make you have a lot more impact.
INFERNAL BURST SEQUENCE
Now that we've got our sustained damage out of the way, let's get into how we're going to burst down and secure those kills. Our first burst sequence is going to be with our major cooldown, Infernals.
Now to begin this burst sequence, we're going to want to make sure that we have at least four shards so that we can get the maximum amount of Chaos Bolts out, while also making sure that we pre-use Conflagrate to stack up a Backdraft in our pocket for later.
Next up, we also want to have Immolate on the target for the Ashen Remains damage amplifier, as well as all the haste modifiers it gives us.
Following this, we're going to want to use another Conflagrate, allowing our Immolate to deal more damage by maintaining our Roaring Blaze and refreshing our Backdraft from earlier.
At this point, we're going to want to drop our Infernals down on our kill target, stunning them and allowing us to generate a ton of shards while they're up.
Once our Infernals are out, we're going to use Shadow Burn for the eradication effect, further buffing KM, and then, now that we have all our damage modifiers up, we're going to want to send out our first Chaos Bolt.
In this clip, we have Ritual of Ruin, so it's particularly fast, and Merce is able to squeeze out an extra Bolt, but this isn't necessary for your first Infernal burst.
After this first Chaos Bolt, we're then going to send out yet another with our remaining Backdraft, and then weave in another Conflagrate for Backdraft's haste amplifier, before sending out yet another Chaos Bolt. At this point, you should be ready to go.
At this point, you should be ready to go. At this point, you should be ready to go.
Now that all our Soul Shards are spent, we can dive back into our sustained damage priority and start Regening our shards with Incinerates.
NO INFERNAL BURST SEQUENCE
Now, when you don't have Infernals, you can still burst pretty dang hard. However, you are going to lack Shards to make it as devastating as the Infernal burst.
For this reason, we're going to want to make sure that we have at least 13 stacks of Ritual before we engage this burst, as it's going to allow us to pump out two Chaos Bolts in quick succession.
Now, to do this burst, we are once again going to make sure that we have Immolate on our kill target, the Haste and Damage Amplifier from using Conflagrate, as well as the Eradication buff from Shadowburn.
We're then going to send out our first Chaos Bolt, followed by our second, which is empowered by Ritual of Ruin, making it very fast. Do take note that this Bolt does not consume Backdraft.
To finish, you can then send out a Conflagrate, and then a Shadowburn to hopefully execute the target. We do these last two Globals as Instants, as it's generally pretty unlikely the enemy team will allow you to cast another Chaos Bolt here.
Want to see how you can use these burst sequences? In a real game?
Then keep watching, as we have our Opener and Wind Condition videos coming right up.
DESTRO WARLOCK HALLCALLER OPENER
In this video, we're going to be going through the opener for Hellcaller Destruction Warlocks, so you know exactly what to look out for. To start, Gelu first looks to get his portal and teleport down as soon as possible, while allowing his partner to move in for a sap.
Once this safety net has been placed, Gelu then mounts up again to allow himself to push on top of the enemy team and runs towards the next pillar. Doing this allows himself to line damage, while also being far in enough that his rogue isn't isolated.
Having aggressive positioning when playing with a melee is vital, as otherwise they're going to become a very easy target when your team is split. After moving in, it's time to ramp up the damage, so we apply Wither to everything in line of sight to keep our shards flowing as we go through our rotation.
Now, depending on if the enemy team has stops, you can either drop Infernals and Chaos Bolt here, or just go with Instance. In this scenario, the mage is holding onto their kick, so Gelu throws all his Instance out first to generate. pressure, rather than relying on faking a kick to force cooldowns.
Following this, Gelu then replaces his port on the new pillar, which will allow himself to push in further towards the enemy healer without the risk of dying later on.
At this point, Gelu's next goal is to try and get kicks out of the way, so he can either do more damage with his Chaos Bolt, as his Instance have run out, or alternatively, fear the healer for a setup.
To do this, he attempts to fake cast a fear, but gets swiftly kicked, so begins casting a Chaos Bolt for more pressure, while walking towards the enemy priest for a fear.
Although, sadly, this doesn't work out in this instance, as he's forced to go teleport back to avoid the Shadow Priest Psychic Scream, negating his offensive push.
Because of this, Gelu then switches his goals to just pumping out as much damage as possible, while peeling by using his Havoc and Coil on both the DPS, which allows his team to stabilize with the pressure, he generates from hammering out Chaos Bolts, and moves him closer to that Ritual of Ruin window for the next setup.
Although not a ton of crowd control was cast in this opener, Gelu's team were able to force tons of defensives from the enemy priest and mage, without having to commit any defensives themselves.
This opener just goes to show how important it is to get back on your feet when your game plan gets absolutely disrupted, rather than tunnel visioning and trying to land a fear.
DESTRO WARLOCK DIABOLIST OPENER
Welcome back to our Destruction Warlock course. In this video, we're going to be guiding you through the opener, allowing you to understand the goals the pros have when entering a match.
Now, in this first game, we're going to follow Merce as he plays with a caster against a melee on Ruins. Merce's main goals in this arena game are to kite the warrior and enable his partner to do damage at the same time.
Let's see how he achieves this. So to begin with, Merce drops a Soul Well and summons his Fel Hunter, as well as mounting up, which is pretty important as a warlock for getting a good Demonic Circle down.
Following this, he then places his Demonic Circle, but take notice that he doesn't place it in the room. Instead, he places it in the middle of the courtyard.
Now, although this does make it to where the warrior can charge him throughout the match, it also means that Merce's caster partners can always connect to the warrior, forcing them away. This is a very important step in the process.
While doing this, Merce also places his Gateway to the Tomb, giving him a get-out-of-jail-free card from the enemy's line of sight if he needs it.
Now that his base has been made, Merce gets to work on his sustained damage first by dropping a Rain of Fire down to begin his ritual and allow his Diabolist hero talent to start cycling. This is particularly strong, as shards regen faster out of combat, so doing this really has no downside.
Once this is done, Merce then looks to immolate the warrior, and get off his Conflagrate on cooldown to give himself a backdraft proc for later on, while buffing his immolate damage.
He then gets hit with a stun and instantly trinkets out and pops a Dark Pact and Nether Ward, allowing him to kite away from his port while reducing any incoming pressure.
Now that Merce has adequate distance from his portal, he teleports away and makes use of the Soulburn effect's Sprint to put even more room between himself and the enemy warrior. Meanwhile, he gets a double coil on the warrior, and the enemy shaman, which is quickly answered by a trinket.
At this point, Merce has lived through the enemy's opening cooldowns through his kiting and crowd control, and looks for some pressure of his own, faking a kick, which allows him to force parry from the enemy warrior, and then swiftly changes his attention to crowd controlling the enemy shaman, as he knows he can't get any more pressure through the parry.
So reducing incoming damage on himself becomes the main goal again. From here, Merce then reapplies his Emblem, drops his Infernals for the stun effect, and fears the healer for extra pressure, before teleporting back to safety, dragging the warrior back with him.
Now, as you see in the opener, Merce was able to kite the enemy melee while his partners were fully enabled by his positioning, and through his crowd controls, he was able to dismantle the other team's cooldowns while also creating some pressure of his own.
So moving on, when we play with a melee of our own, the idea of supporting them to play their own, really stays true. However, the execution is far different.
Let's see how Merce tackles this one. So, much like into the caster team, Merce places his portal in the same place, and drops his Reign of Fire.
However, instead of hanging back and letting the enemy push on him, he pushes towards the tomb, allowing his warrior to have immediate uptime on the other team, without fear of lining.
Following this, Merce gets to work on his sustain damage, while peeling the enemy team with a Curse of Tongues, in line of sighting the enemy casters. Notice that Merce is only ever in line of sight of one caster at a time on their cooldowns.
Now that the cooldowns have subsided, Merce switches to offense mode, placing down a new teleport, which acts as a safety net. He then deals as much damage as he can, trying to drop the enemy team low.
Once he manages to force pain suppression, he then pushes in for some crowd control, further enabling his warrior to stay in the fight. From here, Merce then takes control of the Ruins' courtyard, pressuring the enemy healer with his positioning, forcing him to back off, or be at risk of tanking more crowd control.
In this opener, you can see how Merce is at some points even further ahead than his warrior, allowing his healer to easily heal both targets, rather than splitting his attention between two people 30 yards away from each other.
It also allows the warrior to chase wherever he wants, as he'll always have the backup of Merce's peels at his side.
HELLCALLER WIN CONDITION
In this video, we're going to be going over our win condition for Hellcaller, allowing you to know exactly how the pros close out games. Gelo begins this win condition by dealing passive damage to the Warlock to attempt to get him low before landing crowd control on the healer.
However, seeing his Paladin is put into a kidney shot, he uses his teleport to get to safety, as to avoid as much damage as possible. Following this, he fears the Rogue to peel himself, all the while making sure his Wither is up at all times on the kill target.
Then he's put into a stun lock, but because of his pre-kiting on the CC, Gelo doesn't take that much damage, and his healer is able to pick him back up. After this, Gelo then goes on the offensive, as he's fully diminishing return on stun.
He does this by dropping Infernals, build Shards, and passive damage, using Shadowburn to get to his last stack of Ritual of Rebellion. Then closing the distance between himself and the enemy healer, while counterspelling them to increase his team's pressure.
Following this, he then applies Havoc to the Rogue and coils the Priest, creating a three-on-one scenario for his team. Do take note here, though, that Gelo Havocs the Rogue and not the Priest, as he doesn't want to break the follow-up CC.
After the coil, Gelo then fears the Priest on their Trinket, reapplies Wither, and then jumps to the next turn. Just as he's about to send that game-winning Chaos Bolt, his partner finishes the game due to the crowd control chain that he created.
DIABOLIST WIN CONDITION
Now let's go over the win condition for the Diabolist Hero tree. So to start this win con, you can see that Gelu has built up a Ruination proc from his Diabolist Hero talent, and is sitting on it until he can land some crowd control to fully benefit from its increased damage.
But first, he needs to try Apply Immolate to the Monk to allow himself that extra damage from Ashen Remains.
Seeing that his partner then gets put into a Cyclone, and the Priest's Fear Diminishing return has fallen off, Gelu then gets to work on faking their death, and he does this by fearing the Monk to deny their kick, and then immediately fearing the Priest after.
At this point, Gelu sends out his Ruination onto the Boomkin, following up with a Shadow Burn and Conflagrate for extra damage.
Then he utilizes his Teleport offensively to continue the Fear Chain on the Healer, running after them as they get feared to allow himself to Havoc Coil the Priest and the Monk together when the Fear ends, forcing the Healer's Trinket.
Take note that Gelu Havocs the Monk here instead of the Priest, as the Monk is already low, so the extra Cleave pressure can overwhelm the Priest as he tries to heal both his partners. Next up, Gelu then sends out his Instant Incinerate proc and Shadow Burns the Boomkin while they're in Execute range.
And then, now the Boomkin is recovering, then reapplies an Immolate on them before fearing the Boomkin afterwards. Even though this fear may look like a waste, denying any incoming enemy damage is vital as a Warlock, and by landing this Fear Chain on the Healer, Gelu can now use his Boomkin to counter the Boomkin.
And then, Gelu can use his Boomkin to counter the Boomkin, and then, Gelu can use his Boomkin to counter the Boomkin to counter the Boomkin. And then, Gelu can use his Boomkin to counter the Boomkin.
And then, Gelu can use his Boomkin to counter the Boomkin. And then, Gelu can use his Boomkin to counter the Boomkin.
And then, Gelu can use his Boomkin to counter the Boomkin. And by landing this fear, Gelu not only forces Dispel, but is able to Chaos Bolt his kill target without them escaping, allowing him to almost get his Ritual and Ruination back from spending so many Shards.
Now that the Fear Diminishing Return has rolled back around, and Gelu's damage is fully prepared from having adequate Shards, Ritual of Ruin, and a Ruination soon, he tanks a kick and pushes towards the Healer, lands a half-fear, and easily takes out the Boomkin with all the damage he's been stacking.
And then, Gelu can use his Boomkin to counter the Boomkin. And then, Gelu can use his Boomkin to counter the Boomkin.
And then, Gelu can use his Boomkin to counter the Boomkin. And then, Gelu can use his Boomkin from the past 15 seconds.