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Johanna Abilities

Last updated on Sep 14, 2016 at 07:00 by Kendric 10 comments

Table of Contents

Johanna Image

General Information

Below, we give you a brief overview of the abilities that Johanna has access to. You should read these ability descriptions before reading further, because the other pages of the guide assume that you have a basic knowledge of Johanna's abilities.

The other pages of our Johanna guide can be accessed from the table of contents on the right.

About the Author

KendricSwissh is a Master League Warrior and Support player in Hero League. He has been playing Heroes of the Storm since the early stages of the Alpha version and has mastered a large number of Heroes. He is also creating Heroes of the Storm related content on YouTube, most notably his series called Epic Plays of the Week, which focuses on video clips submitted by his viewers. He is also a streamer on Twitch where he will gladly answer all of your questions about the game.

1. Punish

Johanna Punish
Punish (Q) Diablo Johanna
  • Mana: 40
  • Cooldown: 8 seconds

Step forward dealing 248 (118 + 4% per level) damage and slowing enemies by 60% decaying over 2 seconds.

Punish Icon Punish damages and Slows enemies in a small area. The area is a semi-circle, which can be targeted in a direction around Johanna, but its range is very short. Slowed enemies have their movement speed reduced by 60%, and this reduction decays over 2 seconds.

Punish is a standard ability, with the exception of its short range, which is only slightly larger than melee Basic Attack range. There is no specific use for Punish, it should be used whenever it is available. It is simply an AoE Slow that also does a minor amount of damage. The short range requires you to be in the midst of the fighting in order to hit multiple targets. Condemn Icon Condemn can be used to line up targets for Punish, pulling all nearby enemies within range.

2. Condemn

Johanna Condemn
Condemn (W) Diablo Johanna
  • Mana: 50
  • Cooldown: 10 seconds

After 1 second, you pull nearby enemies toward you, stunning them for 0.25 seconds and dealing 121 (58 + 4% per level) damage. Deals 200% increased damage to Minions and Mercenaries.

Condemn Icon Condemn pulls nearby enemies towards you, after 1 second, Stunning them for 0.25 seconds and damaging them. Condemn also deals 200% increased damage to Minions and Mercenaries.

Condemn should be used purely for its utility, rather than damage, with the exception of waveclearing Minions and Mercenaries. Use Condemn to pull enemies into Punish Icon Punish or the AoE abilities of your allies, like Kael'thas' Flamestrike Icon Flamestrike or Murky's Pufferfish Icon Pufferfish. It can also be used to interrupt channelled abilities, such as Valla's Strafe Icon Strafe or E.T.C.'s Mosh Pit Icon Mosh Pit. It is important to assess the situation and determine what is the best use of Condemn.

When laning, Condemn allows Johanna to clear entire Minion waves nearly instantly, encouraging you to roam even moreso. However, do not use roam at the cost of leaving your allies versus a superior number of enemies, as your primary role as a Tank is to be the damage sponge for your allies.

3. Shield Glare

Johanna Shield Glare
Shield Glare (E) Diablo Johanna
  • Mana: 45
  • Cooldown: 12 seconds

Deal 130 (62 + 4% per level) damage to enemies and cause them to miss Basic Attacks for 1.5 seconds.

Shield Glare Icon Shield Glare instantly deals damage in a cone to the targeted area, causing enemies to miss their Basic Attacks for 1.5 seconds.

Shield Glare does very little damage. Its primary use is to Blind enemies, so target enemy Heroes that rely heavily on Basic Attacks to deal damage, including (but not limited to) Illidan, Raynor, Sgt. Hammer, Tassadar (with Archon Icon Archon), Thrall, and Valla. With Holy Renewal Icon Holy Renewal at Level 16, Shield Glare becomes much more useful, but the way you use it should not change, as Basic Attack reliant Heroes should still be your priority targets. Do not use Shield Glare just to deal damage, and instead save it to Blind your opponents, reducing the amount of damage that you and your allies receive. This includes using it as a source of waveclear, although you can use it to Blind the Siege Giant or Bruiser Mercenary Camps.

4. Blessed Shield

Johanna Blessed Shield
Blessed Shield (R) Diablo Johanna
  • Mana: 90
  • Cooldown: 60 seconds

Deal 250 (119 + 4% per level) damage and stun the first enemy hit for 1.5 seconds. Blessed Shield then bounces to 2 nearby enemies, dealing 125 (60 + 4% per level) damage and stunning them for 0.75 seconds.

Blessed Shield Icon Blessed Shield throws out your shield in the targeted direction, damaging and Stunning the first enemy it hits for 1.5 seconds. Blessed Shield then bounces to 2 nearby enemies (prioritising enemy Heroes), dealing half damage and Stunning them for 0.75 seconds. Enemies can only be hit once by Blessed Shield.

Blessed Shield Icon Blessed Shield provides you with the hard crowd control that Johanna's basic abilities are sorely lacking. As a standalone ability, it is not very impressive, being very similar to Muradin's Storm Bolt Icon Storm Bolt, except with a 60-second cooldown, rather than a 10-second cooldown. However, to its credit, it is easier to hit. The range is reasonably long, it travels quickly, and it automatically bounces to additional targets. It can be used in a variety of ways, including as an engage tool, to stop pursuing enemies, to interrupt channelled abilities, or to lock down high-priority targets. Never use Blessed Shield for its damage or against an enemy Tank, lest you waste it. Try to only hit important, vulnerable targets, like Illidan, Kael'thas, or Kerrigan. At 60 seconds, Blessed Shield is on a relatively low cooldown, encouraging liberal use.

5. Iron Skin

Johanna Iron Skin
Iron Skin (D) Diablo Johanna
  • Trait
  • Mana: 25
  • Cooldown: 20 seconds

Gain a Shield that absorbs 1477 (701 + 4% per level) damage for 4 seconds. While this Shield is active, you are Unstoppable.

Iron Skin Icon Iron Skin grants you a shield and makes you Unstoppable for 4 seconds. It cannot be used while Polymorphed, Silenced, or Stunned, but will remove any other existing crowd control effects.

Correct usage of Iron Skin is one of the most important mechanics for a good Johanna player to possess. Iron Skin can help you to survive situations that would have otherwise meant certain death. It allows you to completely negate a vast amount of abilities that are based around the crowd control that they apply, such as Primal Grasp Icon Primal Grasp, Entangling Roots Icon Entangling Roots, and Hook Icon Hook. Use Iron Skin to prevent crowd control only if the enemy team can follow-up with significant damage or further crowd control. Using Iron Skin to negate crowd control that would not have harmed you is a waste of this ability, which could be a major problem if you really need to use the ability and it is on cooldown. However, if you make the mistake of assuming some crowd control is harmless and allow yourself to get stunlocked, it could lead to your death or cause you to take significant damage since Iron Skin does not remove current effects, and instead only prevents the application of future effects.

The shield that Iron Skin provides is massive, equal to approximately 25% of your maximum health. Nevertheless, Iron Skin's primary use is the 4 seconds of Unstoppable, and as a general rule, it should not just be used because you need a shield. Exceptions include the enemy team lacking crowd control, enemy crowd control already having been used, or having low health and needing the shield to avoid death.

When laning, be very careful of using Iron Skin, especially on gank-heavy maps, since this gives enemies the opportunity they need to kill you. Also note that Unstoppable has no effect upon body-blocking, which can be used to prevent your escape while you are immune to crowd control.

6. ChangeLog

  • 13 Sep. 2016: Updated Condemn's description following the changes of the Machines of War patch.
  • 07 Sep. 2015: Updates following Lt. Morales patch.
    • Blessed Shield now Stuns the first target hit for 1.5 seconds, down from 2 seconds, and additional targets hit are now Stunned for 0.75 seconds, down from 1 second.
  • 02 Jul. 2015: Updated the description of Shield Glade and Iron Skin.
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