Damien

Heroes of the Storm Chromie

16 posts in this topic

This thread is for comments about our Chromie guide.

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IMO at lvl 12 the Bye Bye talent is very useful. About to die or in the middle of an ambush, you can retreat while you are receiving damage and so fast! If the enemi has Nova, Zeratul or Illidan, I recommend this talent for increase your chances of survive. The higher reach of your habilities doesn't work against them.

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Peer into the future is useful as well! i.e. When the enemy has Nova/Zeratul to reveal them, show the enemies at the objective location/boss merc or to ambush foes that hide in the fog of war.

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Hi there.

Found a little mistake in your guide with the level 15 talent:
Fast Forward reduces Sand Blast Icon Sand Blast's cooldown by 1 second if it successfully hits an enemy Hero after travelling at least 75% of its base distance.
Actually it reduces the cooldown of Sand Blast to 0,75 seconds instead of by 1 second. Sure it is a bit tricky to pull of but in my opinion it is quite as useful as Shifting Sands. Especially with the level 19 talent past and future me. Don't you think so?

Besides this, it is a very good idea of how to build the lil' dragon lady.

Thanks for your hard work.

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Hey Fin,

Thank you very much for your feedback. I am going to update Chromie's talents next week, since the recent balance update has changed some of the talents quite significantly. :)

I think Fast Forward isn't really worth it, especially now since Sand Blast's cooldown was reduced in general. But as I said, I will take a look and re-evaluate all talents next week. 

Cheers, 

Kendric

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Towers of Doom should be listed as Strong Map IMHO.

Whenever you get 2 out of 4 shrines there's always a chance for you to stick behind your top walls and rain down skillshots at whoever tries to steal the one closer to your forts.

You also have many positions to exploit for poking relentlessly just like Cursed Hollow.

These are my 2 cents, but I believe there's a pretty big difference between Dragon' Shire and Towers of Doom for Chromie; I'm judging from personal experience and HotsLogs' data.

One could even argue that Cursed Hollow is harder to poke than Towers of Doom... I wouldn't push it that far but still it could be true.

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On June 21, 2016 at 9:09 PM, Guest bob said:

she is very good with xul..... so why doesn't it say so?

 

Good point - Bone PrisonBone Prison makes landing all her skillshots a breeze. Same thing goes for a good DragDrag from Dehaka - One wrong step and the enemy is toast!

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Good morning everyone! 

I just wanted to let you know that I'm currently working on Chromie in order to convert her to our new guide format. The process should be completed by tonight! 

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i have actually found that getting the second upgrade of temporal loop combined with dragon's eye is extremely powerful against a team that stays close together because if you time it right you can wipe half the health of their team by using just one ability. Past and future me also helps to maximise the damage you deal in this instance.

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12 hours ago, Guest Gurumanger said:

i have actually found that getting the second upgrade of temporal loop combined with dragon's eye is extremely powerful against a team that stays close together because if you time it right you can wipe half the health of their team by using just one ability. Past and future me also helps to maximise the damage you deal in this instance.

LoopholeLoophole is a hit-or-miss talent, and unless you can get the 'hit' reliably, the 'miss' will cost you quite a lot, considering you would be losing on Past and Future MePast and Future Me value. If you like gambling, LoopholeLoophole is the talent for you. If you want to make sure you do end up gaining value, Past and Future MePast and Future Me is the safer bet.
How often do you land the LoopholeLoophole?

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Hey everyone, 

With the upcoming Kel'thuzad Patch, Chromie will receive a significant update.

Please give me a few days to playtest the new talents in Hero League. The guide will be updated ASAP! 

Cheers,

Kendric

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I agree with the talents for the most part but.

Deep Breathing doesnt take that long to complete to make it "Not Recommended" i usually complete it at lvl 8 and since Chromies abilities have bigger range then her actual vision radius, i find this talent the best option to choose from the lvl 1 tier. 
Altough Timewalkers pursuit might be usefull if the enemy team has a stealth hero but even then sticking to your time trap usually saves your life most of the time.

While Bronze Talons is indeed the most versatile in that tier. It doesnt make Enveloping Assault or Timely Suprise worse. They are i would say as powerfull as Bronze Talons.

Altough Enveloping Assault is more of a situational pick for comps that feature a lot melee heroes or which stick together. In these situations it will give more value then Bronze Talons. 

Timely Suprise with its full CD reset on all basic abilities when someone activates a time-trap is indeed a very powerful talent. 
Not to mention what a great synergy it has with Andorhal Anomaly.

I would say:
Bronze Talons and Timely Suprise: "Recommended".
Enveloping Assault: "Situational"
In lvl 2 tier. 

I also think Deep Breathing quest doesnt take that long to finish and gives overall a better reward then Timewalkers Pursuit.
I would recommend this talent. Ofc not to a beginner Chromie players. 

Otherwise i agree with most other talent choices. Nice Guide Overall.
 

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11 hours ago, Guest eve said:

Deep Breathing doesnt take that long to complete to make it "Not Recommended" i usually complete it at lvl 8 and since Chromies abilities have bigger range then her actual vision radius, i find this talent the best option to choose from the lvl 1 tier. 
Altough Timewalkers pursuit might be usefull if the enemy team has a stealth hero but even then sticking to your time trap usually saves your life most of the time.

You normally aren't using TWP just to find stealth heroes. If you just take the inital pre-quest completion buff, you can use it to scout camps, bosses, lanes, anything. Given the insane range of her abilities, you can very easily kill off heroes in early laning phases that leave to do camps, such as Illidan. It's also excellent for helping allies to secure ganks. The increased mana regen isn't that amazing, it's a small buff but nothing that immense.

The 5% spell power is pretty great, since it buffs all your abilities, not just your Dragon's Breath. Also keep in mind that the damage buff is a flat 140 on the other talent, while this scales into late game nicely with a +% buff.

11 hours ago, Guest eve said:

While Bronze Talons is indeed the most versatile in that tier. It doesnt make Enveloping Assault or Timely Suprise worse. They are i would say as powerfull as Bronze Talons.

Assuming you have perfect aim with your Q, then yes, I agree. The very large majority of people don't and having that buffed melee attack can be a huge help in sustained damage against enemies that know how to stutter-step properly.

11 hours ago, Guest eve said:

Altough Enveloping Assault is more of a situational pick for comps that feature a lot melee heroes or which stick together. In these situations it will give more value then Bronze Talons. 

With so many AoE healers present currently though, you're essentially padding damage rather than focused burst with Talons, which is what Chromie really thrives at. I feel like you're venturing too deep into general AoE, which can definitely be good with good follow up, but a lot of the time is just healed up in a poke war.

11 hours ago, Guest eve said:

Timely Suprise with its full CD reset on all basic abilities when someone activates a time-trap is indeed a very powerful talent. 
Not to mention what a great synergy it has with Andorhal Anomaly.

Surely you need to be incredibly lucky to get value out of this? It's unlikely that you'll get enough people to step into them at a time when both abilities are on cooldown to actually out-damage either other ability. There will be many opportunities where you get something like a Q reset from it, but no W, or the other way round.

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9 hours ago, Blainie said:

You normally aren't using TWP just to find stealth heroes. If you just take the inital pre-quest completion buff, you can use it to scout camps, bosses, lanes, anything. Given the insane range of her abilities, you can very easily kill off heroes in early laning phases that leave to do camps, such as Illidan. It's also excellent for helping allies to secure ganks. The increased mana regen isn't that amazing, it's a small buff but nothing that immense.

The 5% spell power is pretty great, since it buffs all your abilities, not just your Dragon's Breath. Also keep in mind that the damage buff is a flat 140 on the other talent, while this scales into late game nicely with a +% buff.

I mostly use this talent because of the vision not because of the dmg which isnt that big as you said since it doesnt scale. 
Overall i feel like i missed so many Qs and Ws and/or finishes without this talent. Your frontline isnt always engaging to grant you vision and Chromie range allows her to kill someone and leave as you mentioned with the "camp-ganks". 
While the as scouting tool it is indeed superior but it provides vision for a limited time and has a cooldown. 
This makes me choose the Dragon Breath talent instead because the vision you get is permanent. 
Well its jus a subjective preference but still, the the talent is far from "Not Recommended" tier.

9 hours ago, Blainie said:

With so many AoE healers present currently though, you're essentially padding damage rather than focused burst with Talons, which is what Chromie really thrives at. I feel like you're venturing too deep into general AoE, which can definitely be good with good follow up, but a lot of the time is just healed up in a poke war.

I see your point in this one. But Dragon Breaths dmg cant be that easily ignored. Even if the dmg is outhealed it forces the healer to get his heals on cooldown and i most cases there will be someone who was lower on hp already, if the healer doesnt react fast enough you can finish him of with your Q or your teammates can make use of that AoE dmg.
But i do agree that Bronze Talons gives Chromie a great finishing potential indeed.
 

9 hours ago, Blainie said:

Surely you need to be incredibly lucky to get value out of this? It's unlikely that you'll get enough people to step into them at a time when both abilities are on cooldown to actually out-damage either other ability. There will be many opportunities where you get something like a Q reset from it, but no W, or the other way round.

Q doesnt really need a reset but Dragon Breaths cd is too high not use it when you can.
You can not only secure kills but the cooldown resets let you use Dragon Breath a lot more then you would be otherwise able to. 
And if the enemy hero is a tank you can just aim your freshly reset abilities at someone squishier and get a kill. 
Just because someone stepped into your time trap.
This becomes very powerful when you have 3 time-traps set up in teamfights youll get so many resets.
The W casting time is garanteed every time someone steps into a time-trap because of its short cast time.
It may happen that youre casting your Q and someone steps into your time-trap but this ability doesnt need a cd reset in the first place.

Edited by xevex

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Chromie guide!

These are my thoughts and advice for Chromie as a madman who's currently level 127 as Chromie.
I also posted this on blizzard forums. Might look neater there, as I could set it up better  with the preview function.
Edit: they got deleted from blizz forums because of the editing anti spam filter twice. And oddly so did my first thread have really positive comments and second had negative comments.
fyi, I'm not a big forum-user guy.
https://us.battle.net/forums/en/heroes/topic/20759417572

I go completely full time traps. All the talents for time traps that there are.

 

Level 1 talent: Sand Blast quest OR if an invisible opponent, Timewalker's Pursuit.
 

I choose this talent because the damage on Sand Blast, once you become strong at using it, becomes insane. I've killed a Valla with two shots of Sand Blasts, when I had around 170~~ stacks on it(1 stack = 5+ damage). Sandblast will eventually have more damage than your W, and sometimes way more, based on how good you are at hitting and other factors.

The faster you can complete the main quest the more fearsome you'll become, as you'll be able to rip them apart with just sandblasts, particularly as it allows you to get the 40% clone damage addition right away with your ult at 8.
 

It becomes a lot easier to hit your Q's if you always try to stand at max range or in other words, outside of their vision. If they can't see the wind up then it's way harder for them to dodge. Another tip is to only use both damaging talents at the same time when it's a good situation. Since Chromie's damaging spells are all technically avoidable so can they be used to control the enemy. One can make easy assumptions on which path they will take to dodge in many situations, and using Sand Blast---> Dragon's Breath--> Sand Blasts gives you three strikes they all have to dodge. This works both offensively and defensively. Furthermore using Sand blast and dragon's breath on the same spot makes it much easier to anticipate where the dragon's breath will land, since they will already be attempting to dodge the Sand blast and it gives away the path that the W will probably land on. Using them seperately and they might not even realize that you've thrown a Dragon's Breath as it's instant cast while running around randomly.

Furthermore there is a mistake a lot of chromies do (imho), which is using combo as a surprise gank on people laning. Using Dragon's Breath reveals chromie for 1-2 seconds if there are enemies nearby which allows them to see the combo incoming(They might also hear the sound, can't remember), to which most dodge if they're paying even slight attention. If you use Sand blast first, it's almost a guaranteed hit on some guy chilling on the lanes or generally not moving much. Following up immediately with a W has, in my experience, been much more succesful at hitting both spells in this manner.

This method of controlling their movements with Q and W's not thrown at the same time can be very strong when trying to finish enemies rushing to their own gate. They will often dodge away from the gate, giving more time for your team to attack them, but since you aren't throwing both damaging skills at the same time so will they have to either wait more outside gate while being smashed by your team or rush in and eat the attack.

Level 2 talent, "Timely Surprise", the resetting talent.

This talent allows every single Time trap detonation to be a potential combo bomb. It helps with both the Sand Blast and Dragon's Breath, since being even 0.5 seconds late on a sandblast can result in a miss / dodged.

A tip for landing time trap combos is to pretty much throw the combo the instant you see it detonate. Time trap freezes for 2 seconds, so the most ideal time to throw a combo on it is after 0.5 seconds. Throw sand blast sliiiiiighty later if you're standing in melee range.

But just the general trap-reset isn't the only reason to go for it. With this talent, you can kill nearly any DPS / healer solo using Temporal Loophole. The only ones who can escape are the disjointing types like Tracer, Genji, Alex etc (both Alex's flying ulti and dragonform disjoints Temporal Loophole).

By using the Time Trap on top of Temporal Loop together with the talent resetting CDs, if timed correctly, allows for two combos on one person in a very short time frame. I've killed a Tychus in Odin form from full health to zero while an Ana using Eye of Horos couldnt heal him because he died too quick.

When done correctly, the person who is targeted by this is killed, technically, within 0.2 seconds~~, if you discount the time he is in stasis.

I'd imagine that Practice mode / try mode with no CDs enabled would be a great way to get the timings down.

Furthermore there are unintended strong benefits of using the double combo ultitrap. For example, let's say you use Loop on Cassia. A nearby Alezstrasa would naturally use Abundance on top of Loop ulti. But rather than healing him, the Abundance will go through during the stasis, thus awarding no heal. The same can happen for heroes such as Lucio

 

A proper explanation of how to do this double combo ultitrap I speak of:

Temporal Loop takes 3 seconds to teleport a person back there. Most novice Chromies know to use their combo the second the clock passes the half point, in other words, 1.5 seconds in. (And a tiny bit later on sandblast in case very close range). The ideal time to place the time trap is 1.25 seconds in(or 5:30 on the clock visual), slightly before you blast off your combo. This makes it so that Time Trap is armed .25 seconds after Loop teleports the poor victim.
 

Level 5 talent, "Chrono Sickness".

This talent is very important. The cooldown reduction, the mana reduction and the slow are all powerful assets that you need. Even the mana part is important since Time Trap eats up mana a lot since you can throw out more Dragon's Breaths (70 mana) than normal.

Even the slow is incredibly powerful. 50% slow for 4 seconds. When an enemy pops a trap, it gives your team 2 seconds to close in and prepare to murder the unlucky bastard AND is slowed by 50% as well.

The slow makes it much easier to hit a second Sand blast on him as well.
 

Level 8 talent - "Temporal loop". For previously mentioned reasons.

 

Level 11 talent - "Here and There".

Naturally this talent isn't something to take if you aren't close to completing the main quest.

But once you get a hang of Chromie then you'll be completing the quest at level 7-8, atleast in normal healer/tank games. QM games without tanks and healers will make it much more difficult to get sand blasts hits in since all the fights are going to be rather short and the mid-laning fight will quickly become a cautious poke battle where they have to retreat if you get a few hits in. Add in Abathurs and stealthers and you'll have a hard time getting hits on Q at all.


 

Double healer, double fun!

The double healer meta is actually beneficial for chromie to be against since with all their healing they will eat up your sand blasts like crazy, "since we can just outheal it anyway" and what not, and they'll often group up. I've had wonderful games where Anub'araks or other tanks with two healers were just eating my sand blasts cuz it doesnt do much damage on him, resulting in quest being done at level 3-4, allowing me to rip them apart completely, particularly their healers and the assassin.


 

Alternatives

In case I'm not done with the quest so do I usually always go for Bye-bye, as a late game roaming Chromie with 3 time traps that can escape in 1.25 seconds is quite dreadful. Although this usually only happens in QM healer/tank-less games.

Although on Towers of Doom so do I at times go Bye-bye in case the enemy doesn't have much stun/interrupt as you can return to the battle rather quick with the tunnel later in the game.

But in the case of stealth enemies (except samuro) so do I go for the 7-sec Stasis as a nova, zeratul or valeera can sneak up on you even if you're staying way behind, surrounded by traps, and drop you quickly. At the same time so is it a risk for them because if they trigger a trap while trying to flank you, then they will be extremely exposed for an easy turn for your team. If you notice patterns in how the enemy stealth moves, for instance a Nova who primary engages by running around so he can get really behind you, then place traps in the outlying paths. In some places where it's tight so can you place a trap so they must activate trap in order to close in, and if they do activate trap, it's their death. I've had a great number of stealthers die because they ran into a time trap while roaming, and the 2 second stasis and the slow gives ample time for teammates to catch and maim the person. (Naturally I die a bunch to them as well)

 

Mana mana mana

Here and There also has the useful function as a way to get full mana, as you can throw a sand blast to leave a clone, hearthstone, teleport to clone and be right back where you were. This is considerably important as Time trap specced chromies eat up mana very quick, particularly when you're throwing combos left and right when you have 3 time traps.

Naturally you don't need it for this reason if you've got a malfurion feeding you mana 24/7, or an Ana who uses Nano on you on every CD.
 

Surprise!

Here and There can also be used to create powerful ambushes. Place 3 time traps somewhere, leave sand clone and go away. Someone activates a time trap and you can instantly teleport in and drop a bomb on em, and if you have 3 time traps, then if they step into a second one they can be considered quite dead. One can place the time traps in a manner so they are more likely to activate a trap further in, like so:

 

T = time trap

---------T

T <----- expected enemy path

---------T
 

Illidan and Zeratuls out there... be careful!

With Here and There so can you seriously mess with Zeratul and Illidan assuming they go for the correct talents. Leave sand clone in base, go out, find zeratul, bait out that singularity spike and teleport instantly and the zeratul may teleport back with you.

 

Illidan's hunt can be used in the same way, although there are some criteria:

if you teleport outside of his range (before level 20), then Illidan's hunt will simply cancel. And if you teleport after Illidan's Hunt has started making him fly, then he will wind up where you were and not where you teleport to. Or simply cancel it. Can't recall.

 

Mana power of Here and There

In one game so did the mana function of the talent become quite fun. We got punisher at top lane, pushed with it, got keep, punisher dead, but we stayed in their base. We never left. I hearthstoned back and teleported back around 3-4 times. Not to go on and on, but we stayed there so long that a new punisher starting spawning which johannah went to complete while the rest of us stayed in their base - this wouldnt have been possible if I couldn't get mana. (Our healer was an auriel). They could barely get out of their base and Kaelthas got instakilled every time he stepped into a time trap, as the level difference and sand blast quest had gotten higher and higher.

 

Not this time, Garrosh!

Here and There is also useful to instantly get back in case you get Hooked / Garroshed'd, dragon knight punted and so on.
 

Here and There can be used to escape in both short distances and long distances. Suddenly disappearing even small distances can save you from enemies and confuse them greatly. This can also buy time for your time traps to arm, or place new ones, or for healers and tanks to assist you and peel a bit.

If for instance you find yourself in a bad situation where a gank or chase suddenly emerges behind you, then you can run away from them into enemy territory, making them follow you. If you can buy enough distance, particular if you place a few traps on a path they have to walk, then you can teleport to clone and escape.

There aren't many people who play Chromie and even fewer who takes Here and There talent so the likelihood of one of the gankers staying around your sand clone "in case he teleports" is very small

 

Level 14 talent - "Shifting Sands"

I can see that Quantum Overdrive is attractive when using double combo ultitrap, considering you can get 20% damage on the double combo. But shifting sands can go up to 40% and with Time trap talents so will you be throwing out a lot more combos. If you get even just a decent amount of Q hits in for the quest, then get up to 40% damage bonus on the talent, and one of their squishies runs into a trap, then it's doom for that person.

The buff lasts 10 seconds and is reapplied upon hitting, which means that as long as you hit 1/3 of your sand blasts then you can keep the power flowing, and in late game team battles so is it easier to keep it rolling.

I don't think I need to tell you what kind of hurt is going to come if you've got a high amount of hits on the Q quest giving it more damage than Dragon's Breath (+40% extra from sand clone shot too), +40% from shifting sands, using the double combo ultitrap.


 

Level 18 talent - "Triple time trap".

Congratulations. At this point, all your melee opponents and even Tracers and Genjis will fear you. Position yourself right, remember to always place time traps. With 3 charges and 8 second cooldown so can you keep rolling them out for all the charges.

Additional advice, tricks and tips:

Trap placements

Placing a time trap on top of gates is surprisingly effectively. Once minions are at the gates, place a time trap. You need the minions there so towers don't focus the trap. People are incredibly bad at noticing a time trap at the gate even if they are right behind it or they trigger it intentionally, thinking it's not that dangerous. Furthermore it can also be used as a way to block the only escape path for enemies who are outside.

Furthermore Time traps can be used to eat tower fire if necessary, similar to normal minions. Once level 18 with 3 time traps so can one potentially tank a keep with nothing but time traps. A single time trap can take 4 hits from a keep if I recall, you have 3 charges, and it's 8 second cooldown. Although remember that the traps turn invisible to the tower, so placing all three traps at once will make it so only one of the time traps is used to eat cannon fire, however this allows you to place time traps within their "keep safe zone". They are much less likely to expect getting time trapped within their keep range.

Placing time traps in the open in front of enemies isn't necessarily a bad idea, particularly in bigger fights or even just normal laning. Some people are forgetful, stupid, arrogant or didn't pay attention to it, and depending on team comp so can a time trap be a kill if you've got a good stitches or garrosh ready for it, or other heroes ready to land a combo such as Li Ming or Zuljin Guilotine. I've even had plenty of kills on melee heroes who go to auto attack the time trap but end up activating it instead.

Furthermore having a Garrosh on your team is incredibly powerful as Garrosh can throw enemies directly into your time traps, making your life easier and the enemies life a horrible nightmare. You think getting tossed was bad? Try getting tossed into a time trap allowing Garrosh' team 2 seconds to get onto him +guaranteed combo from chromie + 50% slow for 4 seconds.

Traps and Towers

A time trap will get destroyed by two normal towers before being armed, but can survive a single tower, atlhough sometimes the trap will be revealed if the tower hits the trap after it's armed. One can probably test the various ranges one should use to avoid it being revealed, but either way it wastes 2 additional bullets from the tower so it isn't all bad. Since the trap can survive long enough to arm itself in tower range so is it possible to use the double combo ultitrap near a single tower. It works the same for a keep; the time trap will have time to arm itself before it is destroyed by the fort / keep, but the keep will always reveal the trap (unless you place it right up against the keep, maybe, or regular minions already tanking it of course)

Your nemesis'

The worst enemies for Chromie / Time trap chromie is probably Nova, Tassadar and Murky. With Tassadar's vision ability so can he reveal all time traps in a massive radius, allowing them to dodge the traps outside of combat and get rid of them. Murky can reveal in similar way with Fish Eye egg talent as well as the fact that he can somewhat leisurely walk into traps. Other heroes such as Li ming and tracer with instant-move abilities make it difficult to land time trap combos, as even 0.1 second late can allow them to teleport out.

Nova will be an annoying lady as always and use decoy on your time traps which will probably trick your teammates and waste your trap CDs. She will also use her Decoys to block your Q shots from others in dangers (particularly when you ult).

In a weird way so is Abathurs Monstrosity also a threat to Chromie, as it does not count as a hero and therefore cannot activate time traps or even be hit by Sand blasts. Although them taking that talent is already a happy occasion, as far as I'm concerned. Fear the copy. But stay away from the monster if you are alone, not much a Chromie can do about an aba monster except land a dragon's breath every 12 sec.

Early Play

When in the earlier parts of the game, the laning phase, so should you always stick to the middle lane (or where ever there are more enemy heroes) as you desperately need to hit your Q's for the quest and more enemy heroes makes that so much easier, not to mention the fact that Chromie is incredibly bad at laning, especially without Bronze Talons.

In these earlier parts, particularly if you are against strong healers or your team is far from getting kills, then avoid using Dragon's breath. It costs more than thrice the mana cost of a single sand blast (20 mana vs Dragon's breath, 70 mana) and leveling the quest takes priority over harrasing with Dragon's Breath.

You will notice it'll become much easier to land time-trap combos once you get the level 5 talent, adding the slow effect.

Low healthed vs low healthed, what do?

If you are in a situation where you are facing a low health enemy that you can't finish off because he's dodging your skills and if you attempt to ulti him, then he would kill you during the windup of a sandblast, then one can simply throw ulti and time trap immediately on it and run to make distance and throw a combo on the time trap. This way he will not be able to retaliate while you wind up or land a stun to interrupt in case he is low enough that a single combo can take him out. Additionally so can you run around dodging stuns and what not. Depending on the situation of "I will not survive in his range a few seconds" --> use ult and trap it immediately. In the situation of "I can survive in his range, but I have to dodge his stun (or whatever)" --> Throw ult, run around him, place time trap at correct time, use Dragon Breath for Loop and both for time trap.

Beginners

if you are a newbie to Chromie then Bronze Talons at level 2 isn't a bad idea. It's a great way to guarantee damage in case you're having a bad time with hitting your spells, particularly if you are a newb + the opposing team is full of annoying mobile divers like tracer and genji. But go for time traps all the way if you want to force yourself to learn how to hit Qs.

Even before the patch that reworked Chromie so was my primary talents all about time trap+bronze talents, so it is still a strong path. (Although used Quantom Overdrive level 14 talent instead of Shifting Sands.)


 

Maps that Chromie excel at

Chromie is oddly strong at nearly all maps.

For Towers of Doom and ... Curse map, forgot name randomly, so is she really powerful. Time traps in the tight small enclosed places with plenty of places to hide and shoot Q's from, while being able to poke enemies attempting to capture the objective. On both maps so is Chromie capable of defending some of the objectives from the safety of forts.

Dragon's Knight, Volskaya Foundry and Garden of Terror maps are also good for Chromie, as the Objective counts as a hero and can be shot at with Q and trapped with time traps allowing for resets. Particularly as you get 3 traps and Shifting sands. Furthermore Chromie is strong at defending the Shrines on Dragon Knight map as there are bushes leading into them, making it easy to force enemies to walk into traps.

On Volskaya so can one have a bit of fun with time traps as the moving platforms or w/e they're called can move around time traps... So can one place time traps on the rotating one on the bottom, or place them on the other ones, which can result in 3 time traps stacked on top of eachother, which normally is impossible.

Placing the time traps on the rotating ones isn't advised, though, as you need to use them to defend yourself, and if you need to go around chasing your own traps, well... you wont have a good time.

Furthermore the objective event to capture for Volskaya is incredibly beneficial for Chromie as the event forces teamfighting for 1-2 minutes if not longer, in a specificly enclosed space with somewhat tight entrances to the capture points allowing you to more or less guarantee time trap hits by placing them in the path they must take to get in or out.

 

Chromie isn't half bad on Mines and Zerg map either, as those maps are 2-lane maps which usually means 4v4 during the earlier laning parts, allowing Chromie a much easier time to get Q hits.

Furthermore on mines map so can Dragon Breath nearly oneshot skullcamps and it will oneshot later with a few levels, allowing chromie to neatly clear skull camps and move along. In most situations so are the skull-mobs placed in a way that you can hit them all with a single dragon's breath without improving the radius, but sometimes they're spread out worse. She's also good at fighting around entrances as well as she can place trap, go in and out until trap is armed and then either go combo or flee depending on what is going on.

Infernal Shrines map is the only one where she is "average", in a manner of speaking. Chromie can oneshot the minions a bit later in the game with Dragon's Breath, and is particularly useful if you go full Dragon's Breath talents (more damage lvl 1, bigger radius lvl 2, shorter CD lvl 5). This way you can clear objective mobs on both infernal shrines and mines map every 6 seconds from a long distance if necesarry. Although I don't find this to be true value as I find it more important that I can create nasty chokepoints in the fog areas and keep them away by blasting away 'at em.
 

The Immortal map is the one map where Chromie is bad since her boss dps is in the pits, which will force your team to be on the offensive as you can't possibly race them. Furthermore I always feel that the Immortal map always ends quicker than on normal maps, so less likely to get to level 18 and enjoy those sweet, sweet triple traps.
 

Time trap cooldown

Whenever a time trap is activated, a short 2-3 second cooldown is put on your Time trap even if it was ready and you have more charges. Furthermore a small cooldown is also added if your time trap is destroyed shortly after being deployed - a problem only when you've got 3 charges, but important nonetheless.

 

The strongest allies

As far as what heroes that goes best with Chromie, so is Malfurion or Ana really strong together with her. Malfurion can constantly provide mana to Chromie, allowing her to shoot way more Q's, getting more hits, as well as Innervate giving a cooldown boost during it's duration and Malfurion having an easy time rooting enemies that got time trapped. Ana is strong as she can set you up for a combo if she hits her sleep assuming it doesnt get broken by someone else, as well as nano boost. Furthermore Chromie is strong with Ana since Chromie and Ana will be at the same range in the backline and Chromie can in turn help Ana, safeguarding her with traps and a sudden ult if some angry pup gets too close. Also since in 95% of cases so will Chromie be the one to be focused,
 

A tyrande going stun ought to be powerful as well. Add in the 25% vulnerability to Chromie's nuke and easy stun hits for Tyrande from time traps and ult.
 

Like previously mentioned, Garrosh. His throws into time traps is priceless, as well as the fact that he's a strong tank with excellent peel.
 

Valeeracould be another choice. If both valeera and chromie are capable and have good teamwork, then valeerastun timed with chromie combo will devastate even without time trapping.

Li ming can make good use of time traps to land her own skillshots with.

Likewise, Zuljin's Guilotine ultimate.

 

Temporal Loop counters

 

The natural counter to Temporal Loop is of course Cleanse. But Malfurion and Brightwing has both Cleanse and an Iceblock, and can as such both safeguard his allies and himself from your ulti. I personally take the Loop ulti either way because you can either use it exclusively as a ganking tool or wait for them to use iceblocks and cleanses. In another sense, as long as you aren't using loop, so will cleanse not get used, as he has to save it for loop. You can always just throw it on a person in a hectic fight and hope he either forgets due to being pressured and occupied or he mistimes it, although doing that can leave your team to waste their cooldowns trying to hit them on the loop in case they cleanse properly.


 

Specific heroes that have their own counters to getting looped, in one way or another where you either have to abandon the idea of using it on them or wait for them to use their respective cooldowns:

[ul]

Genji - Deflect, Crossblade, Swift blade (not guaranteed escape, but if your timing isnt perfect then he can avoid it just by the quick speed)

Tracer - Recall

Malfurion - Stasis, level 13

Alarak - Counterstrike, level 10

Nazeebo - Ice block - level 13

Jaina - Ice block - Whenever she finishes quest (hunt her down good and she wont, harhar)

Sylvanas - Haunting wave - Unstoppable during the movement. If you use ulti the moment she uses her wave then she wont escape (unless she has double-wave level 13 talent)

Samuro - Creating illusions can disjoint it. Unaware if simply changing illusions can disjoint it, either way, he can still escape afterwards by teleporting to an illusion.

Illidan - Metamorphosis - level 10. If you don't like Illidans with The Hunt, then make sure you target Illidan at level 8 right away with loop. If you smash him apart with it, so will he most likely go for Meta, unless it worked in reverse and he's super angry at you and you're gonna get all the hunts, which isn't really a problem for Chromie as Chromie can easily smash illidan. The level 5 Chrono Sickness talent that adds slow allows one to very easily escape or avoid illidan.

Rexxar - Feign Death - Level 16

Diablo - Lightning Breath - Level 10

Murky - Take a guess - All the bloody time (FYI Murky can detonate time traps while invulnerable which will also make it so he wont be slowed either, and he'll still be invulnerable afterwards)

Zuljin - TAAAAAAAAAAAAAAAAZDINNNGGOO! albeit doesn't avoid the Loop, but can survive it. Results may vary.

Lunara - Leaping Strike - Level 10. In a similar sense as Sylvanas, unstoppable during the movement of the ulti. Decent Lunaras can disjoint loop.

Valeera - Cloak of Shadows - Level 10. Smoke bomb doesn't avoid it, but will provide her with 25% armor. Another tip: You wont see them even if they activate a time trap during Unrevealable, but they will still be there... so blast away if you remember where you placed it.

Chen - Both of his ulties can disjoint it - Level 10

Alexstrasza - Both the flying ulti as well as entering Dragonqueen form can disjoint ulti. (not sure why the latter as well, possibly because she disappears for half a sec). Either way, many Alezstrasza's i've looped are often late on using dragonform or the other and are too late to disjoint. (So if you are an alexstrasza facing a Chromie and you get looped, then smash that D hard and quick! Or ult.)

Li Ming - Teleport - Doesn't disjoint, but without near-perfect timing can be used to dodge. Even if you wait for her to use teleport first so can the level 13 talent of hers reset her teleport so she can avoid the second bomb.

Tassadar - Dimensional Shift

Guldan - Fear / Teleport - Level 10 and 20 respectively. A welltimed teleport can save his green behind from it and if he simply fears you, then you will be unable to land your first combo (but you might land second one if you managed to put down the time trap). Still, making Guldan use his Fear in a defensive move against one person isn't exactly bad for a future teamfight.

Leoric - Unstoppable ghosts are scary

Tyrael - I'm assuming that his Sancti ult can negate it. Furthermore spellarmor & his teleport escape.

Medivh - Shield every 5 seconds. Can disjoint ult if he is allowed to go birdy.

Zarya - unstoppable shield talent / 75% spellarmor talent after shield breaks - Level 13

Johannah - Iron Skin unstoppable or Falling Sword ultimate.

Auriel - Aegis - Level 10.

Kharazim - Both ulties are capable of negating it in their own way as well as "dash to ally --> ally unstoppable for 1 second" level 16.

Chogall - Molten Block - Level 16.

Varian being just a generally bad choice due to Shield wall. Great target for getting Q hits as he just soaks the hits though.

Butcher - During charge.

Dehaka - Burrow

Garrosh - unstoppable talent - Level 4

Junkrat - Rocket Ride - Level 10

[/ul]
 

Why believe me?

I rarely see other Chromies using these talents. As such, one might say I could use... 'credability', right? In the same how most people who are trying to make some point about something, saying "I'm in master league", as a way to point out "I'm well experienced in these matters compared to a bronze."

As such I will do the same. Although I am aware that it is also shameless selfbragging.

My current winrate with Chromie is 53.5%, and that is from like 99% Quickmatches, out of 767 games.

Here are 3 clips of my great success with time trappin'

https://www.youtube.com/watch?v=--RBcEwWxqg&t=39s

"Heroes of the Storm WTF moments episode 92. First clip.

https://www.youtube.com/watch?v=kc9owlZIRF0&t=215s

Heroes of the Storm: WP and funny moments episode 135. 3:20 minutes in.

https://www.youtube.com/watch?v=IKesBh3Vzyk&t=133s

Heroes of the Storm: WP And funny moments episode 138. 2:14 in.

A few screenshots

https://pasteboard.co/GVZGGGs.jpg

https://pasteboard.co/GVZKqCR.jpg --- This one is from the game where we stayed in their base for a long time.

 

This is the first time I've written something like a guide. If you have comments on how I could improve this to make comprehension of it easier, then please advise.

Also if you just spot spelling errors. I'm always glad to improve my language capabilities, in case it's not just a typo.
 

Edited by Narha
The copy paste from my document added a lot of unnecessary spaces

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