Heroes of the Storm Chromie

19 posts in this topic

This thread is for comments about our Chromie guide.

Share this post

Link to post
Share on other sites

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.

Share this post

Link to post
Share on other sites

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.

Share this post

Link to post
Share on other sites

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.

Share this post

Link to post
Share on other sites

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. 



Share this post

Link to post
Share on other sites

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.

Share this post

Link to post
Share on other sites
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!

Share this post

Link to post
Share on other sites

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! 

Share this post

Link to post
Share on other sites

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.

Share this post

Link to post
Share on other sites
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?

Share this post

Link to post
Share on other sites

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! 



Share this post

Link to post
Share on other sites

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.

Share this post

Link to post
Share on other sites
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.

Share this post

Link to post
Share on other sites
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

Share this post

Link to post
Share on other sites

Chromie guide!

These are my thoughts and advice for Chromie as a madman who's currently level 274 as Chromie

But first of all, a little...

Why believe me?

To begin with, I choose an non-meta talent, "Timely Surprise" instead of "Bronze talons." There are a multitude of people who believe that Bronze Talons is a must-have or Chromie doesn't work. I am of a different opinion.

I rarely see other Chromies using these talents. As such, one might say I could use... 'credability', right? In the same way 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 58.4%, and that is from like 95% Quickmatches, out of 1,534 games.

Naturally like any other I get better at Chromie. Using the statistics page and going under the category of the last season so do my stats jump way up.

Quickmatch stats this season: 455 games, 287 wins, 168 losses, 63.1% winchance.

Unranked  stats this season: 63 games, 48 wins 15 losses, 71.2% winchance.

Here are 5 clips of my great success with time trappin'


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


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


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

https://you tu.be/gAbPuQi8jiw?t=7m52s

Heroes of the Storm WTF Moments 99, 7:53 in. (Remove the space between you and tu. The editing function is messing with me; adding the link directly makes it into a video and this post is long enough as is. Doing what I previously did, removing a letter before copypasting it here and then adding the letter, doesnt work all of a sudden. While it looks like the letter is there, in the actual link it is not. If you know how to post the links normally, please advise.)

https://you tu.be/fwocTuiY76w?t=5m40s 

Heroes of the Storm WTF Moments 101. 5:40 in.

A few screenshots


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



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

Level 1 talent: Mounting SandMounting Sand OR if an invisible opponent, Timewalker's PursuitTimewalker's Pursuit

Or if the enemy team consists of an Abathur + mobile/teleporting heroes such as Li Ming or Tracer can make it excrusiatingly difficulty to accumulate consecutive hits in a game without healers or tanks, in this situation it might preferable  to get Timewalker's Pursuit.

I choose this talent because the damage on Sand BlastSand 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, or rather than standing outside of their vision at max range, then try to stand at the various bushes or other vision-blocking objects there are and place a time trap at yourself for protection and surprise combo. 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.

A way to attempt to get more Sand Blast hits in is to aim in the "general direction" of enemy heroes rather than a specific target, as in focus primary on just hitting something than someone specific. Once a hero has been lowered enough you can start focusing on sniping them. The starting team battle that often occurs at a start of a match is a very good chance to get lots of hits in, by throwing your sand blasts at an angle where most enemy heroes are. In a team battle they have even less time to focus on dodging your hits.

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 SurpriseTimely Surprise

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/UNSTOPPABLE types like Tracer, Genji, Alex, Garrosh 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 (+25% armor if I recall) 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.

Using double combo ultitrap can be a way to secure +6 on the quest. Get atleast two hits in a row on Sand Blast, then use the double combo ultitrap to secure two easy sand blast hits. At times I throw the double combo ultitrap on a fully healthed tank laning just to secure those two hits as well as forcing the tank to hearthstone back (and making him fear you!) so he'll lose the laning exp or force him to retreat just before an objective spawning. Using the double combo on a tank with just a single other assassin or other assisting you can make a big difference, due to how your teammate has a total of 5 seconds to get into position and prepare and the enemy will also be slowed as well. A Diablo for example has ample time to position himself for a collision charge (and can do so even on regular time traps used mid-combat).

Naturally this has a glaring weakness that the range of Time trap is significantly shorter than the damage spells (improved by 33% by the Timely Surprise talent), which means you'll need to get closer than preferable to use it.

When using Loop at max range so is the range nearly perfect; The loop max range cast is exactly in range for you to run in and place time trap at almost a perfect timing. However the tiniest of slows or weird pathing and you make it to place the time trap in time.

Use it at a time when the enemy is either plenty occupied or in a situation where they can't rush into you, or exclusively as a ganking tool on anyone who roams about. It is a very powerful punishing tool against roamers who are overextending thinking that "you cannot kill them from 100% to 0% alone."

Level 5 talent, Chrono SicknessChrono 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 LoopTemporal Loop. For previously mentioned reasons.


Level 11 talent - Here and ThereHere 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.


In case I'm not done with the quest so do I usually always go for Bye Bye!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 12 minutes into the game.

But in the case of stealth enemies (except samuro) so do I go for the Time OutTime Out 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)

Since stealth change so will it be less likely that they'll jump you from behind, so take the stasis talent if your team is slow to assist you or bad at spotting and keeping stealth away from you. Although still very useful against a Nova as her full combo with Precision ultimate can easily kill Chromie or bring you down to miniscule health. Following immediately up Timewalker's Pursuit so you can make sure which is the real Nova and using Loop double combo on her is an effective counter, particularly as the Nova will probably be quite badly positioned since she was sneaking behind your team/flanking and support wont be able to arrive in time to save her.

Against Zeratul and Valeera; standing on top of a time trap whenever you expect to get attacked by them is a great counter. If a Valeera uses Garrote on you, but you have a time trap behind you, it means you'll be silenced but she wont be able to do any damage at all during her silence and she will be extremely exposed to your team. If she has smoke bomb, use Loop on her; smoke bomb doesn't prevent Loop, but will give armor, but assuming you get off your combo so can it be a deathsentence most of the times.

I mainly suggest going Time OutTime Out in more unusual cases, such as games where you have to deal with an insane dive always targeted at you, such as getting Tyrael and Illidan charging ulties with a Tracer or other, where you'd get destroyed before you team has a chance to peel or heal. The common strategy against Chromie is to 'dive her', but time traps helps destroying those who would dive you, but in the case of bothersome direct and unavoidable dives such as Tyrael and Illidan charge, who will soak time traps and continue to charge, combined with other divers who were just waiting for an oppurtunity, such as a Genji and Tracer, then Time Out can be quite useful. The other alternative is to not use any Sand Blasts with the talent Here and ThereHere and There and wait for them to use their charges so you can disappear and rejoin fight. (Leave sand clone moderately close)

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.


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 <----- expected enemy path


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 and a Brightwing). 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.

If you always leave a Sand Clone in a safe space, then Chromie can roam around without much danger unless you get completely locked down (ETC ulti, octograb).

Here and There can also be useful as powerful distraction. Say for instance that Raven Tribute is spawning, then place traps at tribute and a clone and leave. Find enemy team and run in a stupid way that would normally put you into a dead end and make them follow you and teleport back to clone when necessary. This can either make them split up in case only 1 chases you and the rest goes for tribute, causing you to suddenly turn the 4v4 fight into 4v5 instead.


Level 14 talent - Shifting SandsShifting 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 - Andorhal AnomalyAndorhal Anomaly

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 3-4 hits from a keep depending on your current level and with 3 charges on an 8 second cooldown allows you to tank keep indefinately.

With the recent stealth change, so will Forts and Keeps detect traps, however normal towers at the gate does not have detection, so can still use traps on gates.

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.

In a 1v1 situation against a melee character who is going to attack you, a very strong strategy is 'face off' against him, make him rush you, and use time trap right in front of yourself and then immediately throw combo. Assuming this person isn't very low healthed then he will trade, eating up the combo so he can get at you during your 'vulnerable moment of throwing a sand blast', not expecting the time trap. This can turn around situations something fierce against typical melee fighters like Greymane and Thrall. 

You can use the trap to control the movement of an enemy at times. Say for example a Thrall goes at you just to be trapped and combo'd --- suddenly he is fleeing. At this point you should place a trap in the path that he will take to run back and time it as such that it'll be armed by the time he reaches that spot -- this will force the enemy to steer around it, making a much more predictable movement from the thrall to hit another Q, as well as making  the thrall take a longer route to escape (not much, but it can make a difference if you've got an ally who's also going on the thrall).

Save your Shots

When an enemy Hero with an instant-type teleport skill or similar activates a time trap, then it is wise to not throw full combo on it as they'll dodge it in 99% of the cases. These heroes include Li Ming, Tracer, Genji(deflect) etc. Heroes who are in Stasis can queue up their next skill, I believe. I've seen Li Mings and Tracers who get time trapped and a Stukov or Malfurion either Lurky armed / rooted on the Time Trap, but the Li Ming/Tracer could teleport/blink out before they were affected by the root/silence. I suggest using Sand Blast for the time trap and a Dragon's Breath following right after. This'll make it much more likely that you'll hit the Dragon's Breath, as it becomes considerably easier to hit on someone who's just used his teleport and is 50% slowed.

Traps and Towers

A time trap will get destroyed by two normal towers before being armed, but can survive a single tower, atlhough the trap will be revealed if the tower hits the trap after it's armed. Place time traps closer to the tower and it wont happen in the majority of the cases. 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. Once you have 3 time trap charges, you can use one time trap to soak the two front towers and then place 1-2 time traps that'll have time to arm themselves.

Your nemesis'

The worst enemies for Chromie / Time trap Chromie is probably Nova, Tassadar and Murky and Hanzo. I strongly recommend banning Hanzo if you've got control over it. Hanzo is quite annoying as he has his Sonic Arrow that will reveal time traps while at the same time he's a long ranged assassin like Chromie but with baseline escape ability and isn't immobile while shooting. 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), but if anything you can level your Q quest on her decoys.

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, which minion death heal and/or shield healing can outheal, particularly if it's a fed monstrosity.
Abathur is generally also a pain due to him not being around in most parts of fights(aside from copies that usually just charge in suicidally), making it harder to get Sand Blast hits in.

Cho'gall can also be problematic due to his constant spray of AoE abilities that can unintentionally destroy traps as well as the fact that a Cho'gall means 1 less body to hit with Q's, and cho'gall has his own reveal drone to detect traps with.

Brightwing that has specced her talents to counter you is quite a bother; her Pixie Dust grants 25% spell armor that can significantly help someone mitigrate damage from you and herself, she can cleanse off Temporal Loop if timed correctly and can iceblock herself from it. Emerald Wind will destroy Time Traps in a large area. She can also use the teleport ulti to avoid time trap combos or the ulti combo.

Hanzo is a troublesome opponent. His sonic arrow will reveal time traps and his attack range is pretty similar to yours with the exception that he's not immobile while shooting his Q and he has a natural escape. A good hanzo will be really annoying to deal with. Luckily he has no self defense against loop so use it on him whenever you have the chance.

Medivh's shielding can be pretty troublesome but I can't find it in my heart to call him a counter to Chromie. At best you'll just have to make sure that you don't use ultimate until after Medivh has used his shield on someone else.
Chromie can royally screw up Medivh's team. Medivh places a portal. Place time trap on portal. Whoever takes it is doomed. While it would seem that ideally Medivh can protect his allies from your time trap bombs with his shield so doesn't it happen much as his timing has to be superior to yours, which happens less and less the better your timing gets. He can easily protect himself though as he can just queue up his shield on himself while time trapped.

Li Ming can easily set up a combo on you if she plays smart while you wind up a Q and she can always avoid time trap combos with teleport. Her Wave Of ForceWave Of Force can interrupt your Bye-Bye's or Sand Blasts.
She also has her own spell armor talent that will make her take overally less damage, Force ArmorForce Armor

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.


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. Once you become a master at hitting combos off Time Traps so is it an odd counter to both Genji and Tracer. If they activate a trap, they will be forced to use their defensive cooldowns. It can force out Deflect and Recall from those two heroes respectively allowing you to use Loop on them.

Even before the patch that reworked Chromie so was my primary talents all about time trap+bronze talons, 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 Raven's Curse, 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. Getting to the objective early is also a good strategy (particularly when triple time traps) as the enemy are forced to push through your time trapped area if they wish to prevent objective capture.

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. When the enemy Dragon  Knight/Robot/Terror is pushing but  hasn't gotten past your  gates (allowing you to get close), so get close enough to use time trap, then use time trap and immediately throw a Sand Blast (do not throw the W as it'll reveal you). The sand blast will hit and shortly after time trap will activate allowing for a combo. This is a good way to guarantee atleast two Q hits.
Furthermore the Dragon Knights and the Vol Robot charge ability will be cancelled if it gets time trapped, so you can bait out those skills from them (and secure a time trap combo)

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 specifically 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. A great example of this is the fourth video linked at the top, "wtf moments 99".

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 necessarry. 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 temple map is also not very ideal for Chromie as she's bad at solo capturing temples, but she is very strong at defending the bottom temple as the only path to it is through bushes, forcing enemies to run through a trap while staying hidden in the area.

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. Losing the event is also more punishing since a Chromie's immortal damage is quite bad.

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.
A 3~ second cooldown will also be applied whenever one of your time traps is activated (to prevent putting a time trap on top of a guy already time trap I assume), which can potentially screw with your ultimate combo. It has happened a number of times that I use Loop on someone intending for double combo, but someone activated an old trap somewhere else so placing a trap on the Loop becomes impossible.


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.

Stitches can be fun as he can GorgeGorge an enemy hero and drop them directly on top of a time trap.

Valeera could be another choice. If both valeera and chromie are capable and have good teamwork, then valeera stun timed with chromie combo will devastate even without time trapping.
Furthermore Valeera is a counter to many of the heroes that are counters to Chromie such as Tracer, Li  Ming, Genji and Hanzo, which can make her an ideal choice if they counter you.

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

For Chromie so are bushes a very powerful asset. An enemy cannot see you throwing sand blasts from a bush despite being in normal visual range and neither can they see you arming a trap in there for the same reasons. If you find yourself running away from an enemy on your tail and there is a bush ahead, place a time trap in the bush and run through it, so your chaser will walk through it as well -- he wont see the trap being armed unlike if you placed it in the open.

Temporal Loop counters

The natural counter to Temporal Loop is of course Cleanse. But Uther and Brightwing has both Cleanse and an Iceblock/Divine shield, 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.

You can also force out Divine Shields from Uther which might be more preferable than them using it on a Dragonblading Genji. Furthermore Divine Shield is 100 second cooldown while Temporal loop is a 70 second cooldown, so if you force out a Divine Shield, then you can potentially get a succesful Temporal Loop in if you use it shortly after it becomes ready again.
An Uther who intends for the Divine Shield to be used on a Genji or similar will sometimes not use Divine Shield to remove Temporal Loop if it is used during battle, so he can use it for offensive purposes (and because he believes he can survive it if he starts off full hp).


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:

Genji - DeflectDeflect, X-StrikeX-Strike, Swift Strike (not guaranteed escape, but if your timing isnt perfect then he can avoid it just by the quick speed and good reactions)

Tracer - RecallRecall

Malfurion - Iceblock, level 13

Alarak - Counter-StrikeCounter-Strike, level 10

Nazeebo - Iceblock - level 13

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

Sylvanas Haunting WaveHaunting 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 and is quick witted). She also has an alternative easy unstoppable level 13 talent - Will of the ForsakenWill of the Forsaken

Samuro - Creating illusions can disjoint it.  Pretty sure teleporting to an illusion will break it as well.

Illidan MetamorphosisMetamorphosis - 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 DeathFeign Death - Level 16

Diablo Lightning BreathLightning Breath - Level 10. Not something you'll see often...

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

Valeera Cloak of ShadowsCloak 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 Wandering KegWandering KegStorm, Earth, FireStorm, Earth, Fire - Level 10

Alexstrasza - Both Cleansing FlameCleansing Flame as well as entering DragonqueenDragonqueen 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. Her level 16 Diamond Skin also allows her to negate a decent portion of the damage.

Tassadar Dimensional ShiftDimensional Shift - Base skill.

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 - ´SanctificationSanctification. His sword teleportation makes it easy for him to escape.

Medivh - Force of WillForce of Will, 8 second cooldown. Can disjoint ult if he is allowed to go birdy.

Zarya Unstoppable CompetitorUnstoppable CompetitorSpell BarrierSpell Barrier - Level 13

Johannah Iron SkinIron Skin trait or Falling SwordFalling Sword ultimate.

Auriel Crystal AegisCrystal 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 BlockMolten 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 Ruthless OnslaughtRuthless Onslaught - Base skill. Not immune to time traps though. A charging Butcher can be real fun when you have 3 time traps.

Dehaka BurrowBurrow - Base skill

Garrosh IndomitableIndomitable - Level 4

Junkrat - Rocket RideRocket Ride - Level 10

Blaze -  Bunker DropBunker Drop - level 10. Bunker will disjoint for others as well. New HabitsNew Habits, level 1 quest.

Fenix - WarpWarp

Maiev - Vault of the WardensVault of the Wardens

Malthael Inevitable EndInevitable EndShroud of WisdomShroud of Wisdom, both level 13 - Can  use Wraith StrikeWraith Strike as a teleport dodge. 

Tychus Neosteel PlatingNeosteel Plating -

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
Added a bunch of stuff.

Share this post

Link to post
Share on other sites

There should be another build that focuses around the synergy between Deep Breathing and Enveloping Assault. The single target and AOE damage that you can create with that is immense.

Deep Breathing usually takes too long to get completed. As such, Timewalker's Pursuit Icon Timewalker's Pursuit is the safer and more powerful choice. While this might be somewhat true in some cases, it's not the case when you pick Enveloping assault at level 2.

With this build you should also be going after Temporal Loop. Most heroes will die of the combination of your Dragon's Breath and Sand Blast after both of the quests have been completed, especially with Quantum Overdrive on. That is, unless the other team has cleanse etc.

Share this post

Link to post
Share on other sites

And just a small poke: On the chromie guide section it says that the Time Trap freezes the enemy for 3 seconds while it's actually 2 seconds. Please update it, whoever that does that kinda thing.

Share this post

Link to post
Share on other sites
On 21. 2. 2018 at 1:38 PM, Narha said:

And just a small poke: On the chromie guide section it says that the Time Trap freezes the enemy for 3 seconds while it's actually 2 seconds. Please update it, whoever that does that kinda thing.

Done, it should be up soon. Thank you for pointing this out!

Share this post

Link to post
Share on other sites

Your content will need to be approved by a moderator

You are commenting as a guest. If you have an account, please sign in.
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.


  • Recently Browsing   0 members

    No registered users viewing this page.

  • Similar Content

    • By Stan
      It's time for Midgame Moves week in Heroes of the Storm! In the first installment, Wade "Dreadnaught" Penfold covers map pressure and mercenary camp timings.
      Dou you remember Opening Moves that covered a wide range of subjects, aimed to educate players on the variety of different ways to start a competitive match?
      #1: The 4-1 Split #2: How to Know If You'll Win the Level 1 Fight #3: Pushing Towers Early #4: The 5v5 Mid Strategy #5: The Chinese Bush Meta Midgame Moves is a continuation of the series and the second installment about boss control will be available tomorrow!
      Blizzard (Source)
      It’s Midgame Moves Week for Heroes of the Storm—and we’re continuing the educational content series that kicked off 2018 featuring some of the smartest personalities in the scene. Midgame Moves will be focusing on the meaty middle portion of a competitive game! Today we will focus on Map Pressure and Mercenary camp timings.
      What is Map Pressure?
      Every game of Heroes of the Storm is a race between two teams. The team winning the race is the team with more map pressure at any given time, demanding a response from their opponents. That team is in the driver’s seat. That is the team with the freedom to make decisions.
      The team that doesn’t have map pressure is that team responding to it, trying to defuse it. That team is on the back foot—defending their structures against minion waves, Impalers, Punishers, Hellbats, Armored Gnolls, Grave Golems, Immortals, Calvary… you get the picture.
      “Map pressure is probably one of the most important aspects of Heroes of the Storm,” said Wade “Dreadnaught” Penfold, former professional player for Tempo Storm and current HGC caster. “When you apply pressure at multiple points of the map at once you are buying yourself more time to rotate and more time to make decisions before your opponent. Map pressure is the tool used to increase the chance of obtaining and maintaining an experience advantage.”
      When Should I Be Doing Camps?
      You should never take any camp without having a reason for doing so. Obviously, it’s less risky to take camps on your side of the map (safe camps) than it is on your opponent’s side (not-safe camps). Sneaking enemy camps almost always ends in tragedy, so it’s in your best interest to refrain unless your team is on the same page.
      Ask yourself this series of questions every time you consider taking a camp:
      Does my team need me elsewhere? Are we going to be able to push with this camp? If I start this camp, am I in danger ob eing invaded by the enemy? Do I need help to do this camp quickly? Which enemy Hero am I anticipating will come to clear this camp? “Before level 10 you should not be doing camps if you do not have a member of the team soaking in every lane,” Dreadnaught adds. “I am not saying that you must have a person in each lane for every waking moment of the laning phase, but it is very important to capture as much experience as possible on the battleground as fast as possible.”
      Know Your Mercenary Camp
      Siege Giants – “Siege Giants have a long-range, high-damage auto attack. Try to focus on keeping them alive by zoning out your opponents. Late game pressure is where the Siege giants are a step above the rest of the mercenaries—but no matter the point of the game, if they are left unchecked, you are going to regret not clearing them.” Found on: Dragon Shire, Cursed Hollow, Garden of Terror, Haunted Mines, Blackheart’s Bay, Sky Temple, and Tomb of the Spider Queen. Sappers – “The Sappers do a large amount of damage and they are one of the more reliable camps to get structural damage from, but they need to reach a certain range from the Towers before they cast their charge. You will need to escort them into Tower range.” Found on Towers of Doom and Haunted Mines. Impalers – “Impalers act much like Siege Giants, in that they auto attack from outside of Tower range, but their overall effectiveness is a notch down. They can be stacked on certain maps like Infernal Shrines, and that can make them more threatening.” Found on Battlefield of Eternity and Infernal Shrines. Hellbats – “Hellbats are tougher in terms of health than the other siege camps, but their limited range makes them less impactful in sieging. Their splash damage helps to clear, and their large health pools allow them to tank Tower shots. Their auto attacks reduce Armor on Heroes, which makes them a pain to clear on your own.” Found on Braxis Holdout and Warhead Junction. Assault Troopers – “Assault troopers can out-range enemy towers and will help push a wave, but this camp struggles to pack the same punch compared to Siege Giants or Sappers.” Found on Volskaya Foundry. Armored Gnolls – “Alterac Pass is brand new and we are still learning how to play the map in the most effective way possible, but [Armored Gnolls] function much like the Hellbats. I think it’s safe to say that the Armored Gnolls should be treated as Hellbats both in effectiveness and how to approach them.” Found on Alterac Pass. Knights – “Knights are the best camp in the game to push with because the Wizard minion provides a Spell Armor aura. This aura helps increase everyone’s ability to push and makes your minion wave difficult to clear. When the Wizard falls, the camp is far less impactful, so try to protect that little guy at all costs.” Found on Dragon Shire, Cursed Hollow, Garden of Terror, Blackheart’s Bay, Sky Temple, and Tomb of the Spider Queen. Fallen Shaman – “The Fallen Shaman spawns dogs that will fight on his behalf and when they die he will bring in a new set of puppers. The Shaman will stay out of range of Towers and Forts the entire time, so unless you respond to him and kill him, you are relying on the minions to clear him and his dogs. This takes a very long time to make happen and because of this, the camp is the best at split pushing.” Found on Battlefield of Eternity and Infernal Shrines. Goliaths and Raven – “Goliaths can’t out-range the Towers which makes the camp not ideal for sieging. It does provide a solid amount of threat to heroes because the Raven has a long-range seeker missile that can do a decent amount of damage. You can out-range the ability and avoid the damage, but it will force you away from the camp a significant distance. The Raven also has AoE damage to try to help the Goliaths push and the Goliaths are pretty tanky.” Found on Braxis Holdout and Warhead Junction. Why Wait to Capture the Camp?
      So, you’ve done the camp and it’s time to stand on the circle to capture it and get those Mercs pushing. WAIT! You could get so much more out of this if you put a little thought into what you’re doing!
      “You should be stalling the cap whenever you know that there is going to be an objective spawning on the map and that there is no way that anyone on the opponent’s team can contest you," Dreadnaught said. "There are hundreds of different situations where stalling will help your team out, but in all of these cases you are stalling to ensure that you are capping your camp with a purpose and timing it in order to give your team the greatest advantage possible.”
      Stalling the cap of a camp is small change you can make to your game that can have a potentially major impact. “A good example of this would be on the first Shrine Phase of Sky temple," Dreadnaught said. "Your opponents are likely going to start their Knight camp at some point during this time frame and if they do, you may consider stalling the cap of yours to ensure that the Knights meet up under the cover of your top Fort Towers. This gives you the easiest defense position to clear and will allow your Knights to push without interruption while your team fights on the Temple.”
      Common Camp Capture Timings
      Battlefield of Eternity:
      “Capture Impalers before first Immortal.” “Capture Shaman camp as the Immortal spawns.” Braxis Holdout:
      “Either Camp during the Beacon Phase to create pressure and help enable the control.” Cursed Hollow:
      “Capture Giants as the first tribute spawns.” “Capture Knights in between the first and second tribute spawns.” Dragonshire:
      “Roughly 45 seconds after a Dragonknight dies, capture any camp available. This better sets up the map for the next shrine phase.” Garden of Terror:
      “Whenever you have one of the two Garden Terrors cleared, pick up a close camp to demand a response and then get free seeds from the opposite terror. “ “Capture Giants as you are channeling to pilot your own Garden Terror and then pressure mid and bottom with the terror.” Haunted Mines:
      “Capture Sappers and Giants during mine phase to get free damage while everyone is getting skulls.” “Capture Giants when the Grave Golem is sieging to help defend and get counter pressure.” Infernal Shrines:
      “Capture Impalers during the laning phase between rotations of middle and bot lane.” “Capture bottom Impalers once you have control over mid with first Impaler set.” “Capture the Shaman Camp anytime the Shrine spawns middle or bottom, especially bottom.” Sky Temple:
      “Capture Giants and Knights before first Temple phase.” Tomb of the Spider Queen:
      “Capture Knights before or during first turn-in phase.” Towers of Doom:
      “Capture Sappers as soon as they spawn and as often as you can on bottom half of the map.” Volskaya Foundry:
      “Capture bottom Turret Camp as soon as it spawns and as often as possible” “Capture the Support Camp as soon as the Turret camp is picked up, try to take this camp as frequently as possible.” With a little practice and patience, split-pushing and pressuring your opponents can become second nature. Be sure to check back in with us tomorrow for more of Midgame Moves week when we cover everything you need to know about Boss control with HeroesHearth Esports’s Coach Rori "CauthonLuck" Bryant-Raible.
    • By Stan
      Free Hero rotation has been updated for the week of July 17 and features Yrel!
      Free-to-Play Hero Rotation: July 17, 2018
      Raynor Muradin Sonya Nazeebo Uther Jaina Falstad Cassia Ana Lt. Morales Hanzo (Slot unlocked at Player Level 5) Alarak (Slot unlocked at Player Level 10) Chen (Slot unlocked at Player Level 15) Yrel (Slot unlocked at Player Level 20) (Source)
    • By Stan
      Blizzard today fixed a bug from July 10 that affected team compositions in Quick Match games.
      Placeholder for tweet 1017845167808659456 The latest Heroes of the Storm content patch went live earlier this week and with it a bug that lead to erroneous matchmaking in Quick Matches.
      Blizzard (Source)
      Hi everyone,

      We've just rolled out a fix in order to address this issue. Please let us know if you continue to encounter very unusual team compositions during your Quick Match games.

      Thank you!
    • By Stan
      Heroic deals for the week of July 17 include the Butcher and Lost Vikings!
      Blizzard (Source)
      Every Tuesday, we place a number of Heroes on sale, and swap a fresh set of cosmetics into the featured item rotation. Check out this week’s items and then head in-game to pick up anything that catches your eye. Heroic Deals: July 17 – 23, 2018
      Our next set of Heroic Deals will begin on Tuesday, July 17! Check out the list of upcoming featured items and Hero discounts below. Upcoming Hero Sales
      The Butcher — Sale Price: 312 gems The Lost Vikings — Sale Price: 375 Gems The following skins and mounts will be added to the featured item rotation and will become purchasable with gems until this round of Heroic Deals comes to an end:
      Upcoming Featured Skins
      The Butcherlisk Pajama Party Lost Vikings Mecha Rehgar Cheerleader Kerrigan Toxic Demonic Auriel Deep Herald of N'Zoth Alarak Upcoming Featured Mounts
      Crimson Ringmaster's Pride Ghost Speeder
    • By Stan
      This week's brawl is Dodge-BRAWL, where everyone plays as Chromie. Attackers have access to a long-range Sand Blast, while defenders need to dodge incoming attacks. When killed, defenders have access to Time Traps that grant vision and slow enemies. Complete three matches of Dodge-BRAWL to earn a Loot Chest.
      Blizzard (Source)
      It’s time for a new brawl. Or has this one already happened? It’s so hard to keep track! Join us for a sand slinging battle for the ages, where you play as one of 10 identical masters of the temporal arts – Chromie!
      Everyone plays as Genie Chromie, on either the attacking or defending team. Attackers are equipped with extremely long-range Sand Blasts, but no other abilities or talents. Defenders have access to no abilities and must dodge incoming attacks. If a defender is hit with 3 5 Sand Blasts they will be killed, resulting in them spawning as a “Ghost” on the opposite side, where they will have access to Time Traps and will grant vision and slow attackers. Rounds will last 10 seconds at first, with each switch reducing total round time. If round lengths reach 3.5 seconds, Sudden Death will commence. Tornadoes will spawn at the outer rim of the map and slowly travel towards inward, pushing all players to the center. The first team to win three rounds will be crowned victorious! Rewards:
      Complete three matches of Dodge-BRAWL to earn a Loot Chest! Find out more about the Heroes Brawl game mode on our Heroes Brawl site; and as always, you can find more information on this week’s Brawl by clicking the Brawl Info button at the bottom of the play screen when preparing to queue for the Brawl game mode.