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Silver City is a single-lane map with shuffle pick, standard play and the first team to destroy the enemy Core wins. Complete three matches to receive a Loot Chest.
This week’s Heroes Brawl is Silver City! Battle against the enemy team on this single-lane Battleground featuring a familiar design straight out of the High Heavens, Mercenary Camps ready to be swayed to your team’s favor, and tons of action. Queue up, choose your hero, and try your best to send the enemy team to the Burning Hells!
Shuffle pick - Choose from one of three Heroes before entering the battle. Standard play - no talent or level restrictions. The first team to destroy the enemy Core wins! Rewards:
Complete three matches of the Silver City 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.
Team Octalysis' flex player Francisco "Goku" Avalos talks about how to make the best use of your time while the enemy team's dead in the fourth installment of Midgame Moves.
Part One: Map Pressure & Camp Timings Part Two: Boss Control Part Three: How to Recover from a Lost Fight Blizzard (Source)
How to Push Your Advantage to the Max
It’s Midgame Moves week for Heroes of the Storm! It’s time to continue the educational content series that kicked off 2018 featuring some of the smartest personalities in the scene. Midgame Moves is focused on the meaty middle portion of a competitive game! We’ve touched on map pressure, boss control, and recovering from a lost team fight. Today, we will learn about how best to press your advantage.
You’ve successfully navigated a team fight and there are multiple Heroes dead on the enemy team now. What is the best use of your time while those enemy death timers tick down? Team Octalysis’ flex player Francisco "Goku" Avalos is on hand to help you understand how best to further your lead.
Take Everything in Close Proximity
Pushing your advantage is entirely dependent on the situation you find yourself in. Usually, the best call is to push a nearby structure, but if the fight ended on top of a camp it will only take a few moments of your time to capture that as well. Perhaps splitting the team up and clearing waves to get ahead in soak is the best call. There are multiple considerations, and time is of the essence.
“The amount of travel time is very important,” Goku said. “If you're top and you win a fight, it's not worth it to travel all the way down to take camps on bottom. [The other team will] be back up soon, and they might be able to defend against you. You usually want to take whatever you're close to after you've won the fight—it’s best to press your advantage wherever you're at.”
Experience leads come and go, lanes get pushed back and forth, and dead players respawn—remember that structure damage is permanent (unless you’re playing against an Abathur with M.U.L.E). Taking a structure after winning a fight typically yields far more value than doing a Mercenary camp.
“I think a lot of people make the mistake of doing camps just for the sake of doing camps,” said Goku. “Ask yourself what you can do with a camp when you take it. Try and play in the mindset of a 6v5, your Mercenary camp is another player slowly pushing in.”
Avoid Wasting Time
There are a few common traps that players fall into once they feel like it’s time to capitalize on their winning position in the game. The first would be assuming that an early game objective is going to set you up for success.
“If you complete the objective very early, most of the time it's not going to get much done,” said Goku. “The first set of Web Weavers on Tomb of the Spider Queen are very easy to clear, and an early Curse on Cursed Hollow isn’t that impactful. A good rule of thumb is to just try to obtain as much soak as possible after you've taken an early objective. Then you're setting yourself up for the next team fight, and it becomes more difficult for the enemy team to bounce back.”
The second mistake Goku points to is the immediate call to do a Boss after a fight has been won. This commonly happens on Sky Temple after the level 10 fight on bottom Temple. “I think it's like a 7- to 8-minute Boss at that point, which doesn't do much,” said Goku. “It's just way better to push bottom or middle lane. You can also take their Siege camp instead.”
Set Yourself Up for The Next Fight
When you’ve won a fight, do whatever you can to bolster your odds of winning the next fight. If that means taking an enemy Well near a future objective spawn or stealing a camp to deny your opponents a way back into the game, remember that the last fight is inevitably the only one that truly matters.
It’s best to not get overly ambitious with shot calling in these situations. “If their death timers are around 40 seconds and you still must go through a Fort and a Keep, then it's better to play around the map and try to get a level advantage for the next fight instead. If you're close to their Keep and you have most of your team alive then it's probably best to push,” said Goku.
How do you know if it’s safe to push or not? “Ask yourself: Who on the enemy team is still alive? For example, if a mage is still up and they still have a Support—that is still a solid defense," said Goku. "But if it's a Warrior or an off-laner, then that's easily your best chance to try and push or end the game.”
“The best Hero for 'snowballing' would be Jaina in my opinion,” said Goku. “The burst she provides demands a constant response from the enemy team. if she gets a level lead it's even more devastating what she’s capable of. Being a talent tier down on Jaina doesn't feel quite as good but you can comeback—one good Ring of Frost or one decent flank can turn the game around.”
Now that you understand the basics and some of the common mistakes players make when attempting to retain their lead, hopefully you’ll find yourself prepped and ready for the next team fight after winning the last one. Midgame Moves Week continues tomorrow with a guide to scaling featuring Fnatic’s Warrior player Pontus "Breez" Sjögren.
In the third installment of Midgame Moves, Team Dignitas' Vilhelm “POILK” Flennmark details how to recover from a lost battle and get back into the game.
Part One: Map Pressure & Camp Timings Part Two: Boss Control Blizzard (Source)
How to Recover from a Lost Team Fight
It’s Midgame Moves week for Heroes of the Storm! It’s time to continue theeducational content series that kicked off 2018 featuring some of the smartest personalities in the scene, now focusing on the meaty middle portion of a competitive game. On day one we explored map pressure and mercenary camp timings, while yesterday we emphasized boss control. Today, we learn about safe rotations and trade pushing!
You’ve just lost a team fight and things are looking bleak; something needs to change to turn the tides. Team Dignitas’ Vilhelm “POILK” Flennmark is on hand to help you navigate to victory from the backfoot.
Attitude is Everything
“You should focus on what you can do, instead of what has happened,” said POILK. “You can’t change what has happened and what set you back, but you can look for things to do that will help you get back into the game.”
Do your best to be a part of the solution when it comes to mounting a comeback. “Instead of having that little argument in chat, talk about what you can do instead,” he added.
Playing Safe is the Only Option
Soaking experience is of paramount importance—it’s the only way you’ll return to even footing. To ensure that you aren’t staggering more deaths in the process, watch your pathing between lanes. “If you know where the enemy is then there is no problem taking the aggressive path between lanes,” POILK said. “It's when you don't know where they are that you should fear doing aggressive rotations because they could very likely be hiding in that bush between the lanes.”
It’s common for teams to set up with the intention of pouncing on any enemy Hero that walks by. “If you're leading on Cursed Hollow, you can take the aggressive rotation from middle to bottom where you pass the bush. I would recommend checking bushes with spells. If you’re behind, you can dodge the bush completely by taking a less direct route.”
Stop the Bleeding, Start the Trade Push
Before course-correcting a game gone sideways, you must stop the bleeding. “If something goes wrong and the fight starts badly, you just want to back off and avoid losing more people,” POILK said. “You always want to gain something in exchange for losing the objective, even if it's just catching some soak from waves.”
Enter ‘trade pushing’. A trade push is essentially giving up the objective on purpose in exchange for making progress elsewhere on the map. “Trade pushing during an objective you can't contest is a key part of returning to even footing,” POILK said.
To understand trade push, you must first comprehend the cardinal rule. “Soaking experience is the most important part of Heroes of the Storm, especially in the early and midgame,” POILK said. “If your opponent commits five people to do the middle Shrine but you get soak and structures on both top and bottom, that is a lot of experience gained. After level 20, soak is not that important.”
Structures are not Everything
Only one team is destined to destroy the Core, but there will be several small windows in which your team can safely soak and siege without fear. “The objectives don't really get super-strong until the late game,” POILK said. “The second Punisher on Infernal Shrines usually just gets a fort. With a coordinated team you could easily get a fort on your own with the amount of time the enemy team spends doing the objective.”
The 'Rage Push' Play
We covered the Hail Mary Boss play yesterday, but there is a dire play to be made in every situation. “A desperation play you'll see on Dragon Shire is where the team that is hopelessly behind will take the Siege Giants and bottom Knights to mount one last rage push. That’s what Team Dignitas calls it. You're hoping for a lucky pick and some structure damage to get back into the game that way. Sometimes just brute forcing is the best chance you'll have to get back in the game. Those circumstances are rare though.”
Fighting for the objective is often the most straightforward path to victory, but when you’re trying to come from behind you want to minimize your exposure to the enemy team. "On Infernal Shrines, it is very common for the experience levels to be 13-12 when the second Shrine spawns,” POILK said. “For whatever reason the losing team always makes the mistake of forcing a fight during this. If the second Shrine spawns top, you want to hide from the map before pushing bottom lane with your minion wave. This forces the enemy team to choose between pushing with the Punisher and defending, which usually gives you enough time to catch up in levels.”
Never Give Up; Never Surrender!
Team Dignitas mounted a comeback of their own against Gen.G Esports in the grand finals of the Mid-Season Brawl. POILK recently played a pretty major role in a great example of running back a game that looked all but over. “Our shot calling is very good—we are always looking for a way back into any game we might be losing,” he said.
In their match against Gen.G Esports on Towers of Doom, Team Dignitas did just that—patiently waiting for their Storm Tier Talents to even the playing field before wiping their Korean rivals. “I don't really remember what the coms were, but I know we weren't totally sure we could end. I said I could take bottom Fort, Wubby said he could do the Sappers, Zaelia said he could take mid Fort and Snitch was already on his way to top lane. It was like, everyone saw a thing they could do on their own. Everyone just knew exactly what they needed to do.”
While you shouldn’t expect to have the same coordination as one of the best teams in the world, that’s inspiring nonetheless—and acts as a great segue into tomorrow’s Midgame Moves article on pushing your advantage to the max, featuring Francisco "Goku" Avalos from North America’s Team Octalysis!
It's Midgame Moves week in Heroes and in the second installment, HeroesHearth coach CauthonLuck talks about boss control. Is it worth soloing the boss?
In the first installment, Dreadnaught covered map pressure and camp timings.
It’s Midgame Moves week for Heroes of the Storm! It’s time to continue theeducational 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 match! Yesterday we touched on Map Pressure and Mercenary camp timings. Today we will learn about Boss control.
We’ve all unintentionally thrown a game on a Boss before. Bosses in Heroes of the Storm are some of the most unforgiving points of contention, and often leave disaster in the wake of their attempted capture. However, capturing the Boss doesn’t have to be unnerving, so long as your team is on the same page and you know what information you’re looking for.
Have a Reason and Follow Through
“Bosses aren't typically used for building leads, they're used for finishing games or getting meaningful structure advantages that help you finish the game later,” said HeroesHearth Esports’s Coach Rori "CauthonLuck" Bryant-Raible, who spent the entirety of 2017 competing professionally with the Tempo Storm roster. “Have a reason for taking the Boss and try to get your team on the same page with that reason.”
Taking a Boss in the early game is generally considered an extremely risky move with very little payoff. The Boss will demand a soft defense but won’t get much done unless your teammates are pushing with it. If you’ve already committed multiple members to taking the Boss and there is no going back now—what do you do next? “A big mistake teams make on Sky Temple is taking the Boss in the midgame and letting it push alone on its own. The best utilization of the Boss is when there is a specific plan you can get your team behind: ‘Take this Boss and push with it’, or ‘take this Boss and go kill top Keep while they defend the Boss on bot Keep’, or ‘take this Boss and then go to the other side of Cursed Hollow and take that Boss and push with it while they defend the first one’. If you take a Boss and let it wander on its own, it's a mistake.”
Baiting a Fight on Boss
Yes, the Boss does an excellent job of pushing the lane, creating map pressure, and demanding a response. However, it can be an amazing tool for starting a fight as well. “If you're up—say level 16 to 14—that is usually a good time to start a Boss. If the other team tries to contest you, you're fine taking that fight, so long as everyone on your team gets off the Boss and fights. If they don't contest you, take the Boss and push their Keep with a talent tier advantage. You turn your level lead into getting a Keep down, or if you get a pick while they're defending you might just win the game.”
Communication is key! When you’re not trying to bait a fight, you should make that as clear as possible to your teammates. “If there are times when you know you're just sneaking the Boss and you can't win a fight if they enemy team finds you, you should try and let your team know that like, 'Hey, we're trying to sneak this, if someone scouts us just back up and give it up unless it's almost dead'.”
Sneaky, Sneaky, Dead.
Sneaking Bosses can be good when you have Heroes that have high damage output such as Greymane, Sonya, or Jaina. “A common Boss sneak happens on Tomb of the Spider Queen,” said Cauthonluck. “If you can force the enemy team to clear the bottom Web Weaver last, your team can start Boss on top as soon as the Web Weavers die. It's very easy to kill and capture that Boss before the enemy team can rotate top from the bottom Web Weaver.”
The Hail Mary Play
When a game looks all but over, sometimes the only option is to pull a Boss and pray for the best. This fight usually determines the outcome of the game, so make sure your lanes are pushed out enough that catapults or a devious backdoor won’t spell your unfortunate demise before you engage. “The point of this desperation play isn't necessarily to get the Boss. If they don't fight you, you get it for free and it's a little bit of an advantage, but the entire point of that move is to get the enemy team to fight you while they're not quite 20. It's a valid strategy.”
Should I Try and Solo the Boss? ave a Reason and Follow Through
Short Answer? No.
Long Answer: “I would almost never recommend soloing a Boss. Maybe with an Illidan and Abathur combo, it could be worth it—but in general, it takes so long that even if you're capable of doing it, it's far too risky and the map control you give up just isn't worth it. Anytime you have someone capable of soloing a Boss it's generally way more effective to just bring one extra DPS with them and kill the Boss much quicker and make yourself less vulnerable to being invaded. You can still have the same benefit, you're doing the Boss without the enemy team knowing and you can still do that while having three of your Heroes visible on the map instead of four. It's something that really shouldn't be attempted.”
Thieves in the Night
It is possible, albeit difficult, for Medivh to steal the Boss with Ley Line Seal. So, you’re casually strolling between mid and bot lane with some of your teammates minding your own business when you catch a glimpse of the enemy Varian wailing away on the Boss. Prepare to invade!
“Tyrael's Holy Ground is your best friend when it comes to stealing a Boss," said Cauthonluck. "Although, Zarya's Expulsion Zone is also very good. Chen's Wandering Keg can achieve kind of the same thing, although it can be difficult to get all their members off the point long enough to capture it. Falstad's Mighty Gust is another tool, but it can be tricky to setup because it requires hitting the Gust into Barrel Roll from a very specific angle where it sweeps the entire enemy team off and leaves you on the point. Any time you do that you're basically resigning yourself to death. I would be very careful with that one.”
To Defend or Not to Defend
What is the best way to go about deciding who needs to defend against a pushing Boss? "Most of the time you're going to want to defend with everybody," said Cauthonluck. "However, if the enemy team isn't pushing with their Boss, it's usually best not to defend with all five but to have your highest DPS Heroes defending while your Warriors and Supports are doing useful things on the map such as soaking, defending other lanes, or doing Mercenary camps."
As always, do your best to be constantly aware of the variables in play. "If you're one or two creep waves away from getting to 16 or 20, then it can be good to have four people defend and one person on your team go to soak that talent tier before you defend hard."
Armed with this information, hopefully your next attempt at Boss will be a little more thought out. Check back with us tomorrow for more of Midgame Moves Week when Team Dignitas' Vilhelm "POILK" Flennmark explains how to recover from a lost team fight.