Damien

Heroes of the Storm Ragnaros

12 posts in this topic

This thread is for comments about our Ragnaros build guide for Heroes of the Storm.

Share this post


Link to post
Share on other sites

Hey!

Please add short description after builds name. For example "Empower Sulfuras Build - high single target damage" or "Living Meteor Build - lane cleaner" or something like that for quick reference. Thank you.

Share this post


Link to post
Share on other sites

I know he's a relatively new hero, and this may be TBC, but are there any situational comments for each talent pick (beyond e.g. L16 if there are 2 tanks or high health pool like Az) that you would choose "Giant Scorcher" Talent. I'm particularly interested in advice around the L4 talent pick between Fire Ward and Catching Fire.... which may come down to if your team vs opponent team have more early or late surging heroes.

Love the commentaries, especially the ones from you and Straften, keep up the good work.

Share this post


Link to post
Share on other sites

My favorite build is engulfing flame, slow burn, super heated, lava wave, tempered flame, blast echo, and heroic difficulty allowing me to slow chase and wave clear all with one ability at level 20 i can wipe an entire team if there is a good stun.

Share this post


Link to post
Share on other sites
On 12/19/2016 at 4:32 AM, Kiarbitrager said:

I know he's a relatively new hero, and this may be TBC, but are there any situational comments for each talent pick (beyond e.g. L16 if there are 2 tanks or high health pool like Az) that you would choose "Giant Scorcher" Talent. I'm particularly interested in advice around the L4 talent pick between Fire Ward and Catching Fire.... which may come down to if your team vs opponent team have more early or late surging heroes.

Love the commentaries, especially the ones from you and Straften, keep up the good work.

The Talents page should have some more info about those.

I personally like Catching Fire when I know I'll be laning for a while; that regen goes a long way, and the on-demand resistant is nice versus burst. Fire Ward is a good choice against double caster comps, especially if they have stuns to trigger Resilient Flame. I wish I could say more, but I haven't quite figured it out myself; still, I follow these trends and do rather well.

Share this post


Link to post
Share on other sites

I think Empower Sulfurus is the right call 80% of the time, since you get some sustain off of the Sulfurus and it combos with Sulfurus Smash to dish out tons of damage.  I'm wondering exactly when it makes sense to go with meteor build. 

For example, I had a game recently where I first picked Rag on Blackheart's Bay.  The enemy countered with Tracer, Lunara, Lucio, and Muradin (can't recall who the fifth member was).  So basically, lots of mobility to kite and range to poke.  I thought about going meteor build but I was worried that I wouldn't be able to land meteors consistently enough to get value.

I decided that since I had ETC and Malf on my team, I'd have sufficient set-up when it was time to engage, so I went with the melee build.  For the most part, my damage production was pitiful since I had to play conservatively against the poke, but it seemed to give me enough burst to finish kills when it came to fights.   But I had to deal with a toxic (feeding) Sylvanas complaining all game about the noob Rag who wasn't doing damage, so I wonder if meteor build might have worked out better.

Share this post


Link to post
Share on other sites
7 hours ago, FirstBlood said:

I think Empower Sulfurus is the right call 80% of the time, since you get some sustain off of the Sulfurus and it combos with Sulfurus Smash to dish out tons of damage.  I'm wondering exactly when it makes sense to go with meteor build. 

For example, I had a game recently where I first picked Rag on Blackheart's Bay.  The enemy countered with Tracer, Lunara, Lucio, and Muradin (can't recall who the fifth member was).  So basically, lots of mobility to kite and range to poke.  I thought about going meteor build but I was worried that I wouldn't be able to land meteors consistently enough to get value.

I decided that since I had ETC and Malf on my team, I'd have sufficient set-up when it was time to engage, so I went with the melee build.  For the most part, my damage production was pitiful since I had to play conservatively against the poke, but it seemed to give me enough burst to finish kills when it came to fights.   But I had to deal with a toxic (feeding) Sylvanas complaining all game about the noob Rag who wasn't doing damage, so I wonder if meteor build might have worked out better.

I'd say that in the case you described, using the meteor build would have probably been the best option. Empower SulfurasEmpower Sulfuras build's main weakness are heroes that can kite quite well. Living MeteorLiving Meteor build does not suffer as much from those heroes, but often requires heroes with CC on your team, which you did have. 
So yeah, I believe Living MeteorLiving Meteor build would have been better.

Share this post


Link to post
Share on other sites

I've been playing Rag fervently ever since I got him. One thing I noticed in the guide that I had different experience is that he isn't really mana hungry. He should only be using empower sulfuras to clear waves, especially if Rag went for sulfuras quest. If Rag went for blast wave build, he should use his blast wave once to clear waves after he gets his double blast wave talent. For pokes and depending on situation, Rag should either use empower sulfuras or meteor to poke. And then, he should only use blast wave to follow up, chase, or escape. All this culminates to a mana recharge every 5 minutes, so I don't think it is appropriate to label him as mana hungry.

Edited by Trensicourt
Add a bit more stuff

Share this post


Link to post
Share on other sites
15 hours ago, Trensicourt said:

I've been playing Rag fervently ever since I got him. One thing I noticed in the guide that I had different experience is that he isn't really mana hungry. He should only be using empower sulfuras to clear waves, especially if Rag went for sulfuras quest. If Rag went for blast wave build, he should use his blast wave once to clear waves after he gets his double blast wave talent. For pokes and depending on situation, Rag should either use empower sulfuras or meteor to poke. And then, he should only use blast wave to follow up, chase, or escape. All this culminates to a mana recharge every 5 minutes, so I don't think it is appropriate to label him as mana hungry.

Empower SulfurasEmpower Sulfuras should be used almost every time it is off cooldown in order to regain health and clear the wave, which is quite often, and in result makes Ragnaros mana-hungry. If you don't use Empower SulfurasEmpower Sulfuras that often, you are missing out on damage and wave clear, which obviously makes the former playstyle stronger, and offers strong synergy with Malfurion. On the other hand, if you don't really have a way of regaining mana, such as when sieging far away from your nearest healing fountain, the latter playstyle is required, sadly.

Share this post


Link to post
Share on other sites
10 hours ago, positiv2 said:

Empower SulfurasEmpower Sulfuras should be used almost every time it is off cooldown in order to regain health and clear the wave, which is quite often, and in result makes Ragnaros mana-hungry. If you don't use Empower SulfurasEmpower Sulfuras that often, you are missing out on damage and wave clear, which obviously makes the former playstyle stronger, and offers strong synergy with Malfurion. On the other hand, if you don't really have a way of regaining mana, such as when sieging far away from your nearest healing fountain, the latter playstyle is required, sadly.

In a lane, Rag does not need to spam meteor or blast wave to bully enemies out of lane. All Rag needs is his empower sulfuras to hit a minion and to transfer that damage to the hero and to heal the poke damage. This is especially potent if Rag is playing against medium-close range hero. Rag should occasionally use meteor if he can land perfectly. In the case that an enemy is weakened, Rag can combo his abilities to force his opponent to hearthstone. That is usually after poking with Empower Sulfuras/Meteor. In total, this is not a lot of mana unless Rag puts himself in a provocative position, in which he is forced to react with additional force.

In general, Rag should use two charges of empower sulfuras to clear a wave for 50 mana and regain all mana lost through a regen globe. He should not waste his health to pokes, so he should hit the edges of a minion wave. However, Rag should show force every so often to pressure the enemy off using Meteor. Usually Rag's presence as a super strong laner tends to make his enemies cede 60%-70% of lane control to Rag, so Rag doesn't have to expend mana to pressure enemies off his lane. This also allows Rag to get good hits on minion waves. If Rag went for blast wave, then he should be able to instant wipe a wave after blast echo for 50 mana. Same applies to empower sulfuras for one charge of 25 mana, but that's very late game. 

Alternatively, we probably have different play styles. As I've mentioned, I prefer to poke with Empower Sulfuras to transfer damage to my enemies as 90% of my ability usage. With regen globes, I don't ever run out of mana unless I'm forced to use other abilities. This leaves me with plenty of mana left for team fights and etc. Also, I noticed with my playstyle that my mana efficiency allows me to lane for the entire laning period up to announcement of objective without hearthstoning. In fact, I often find myself dealing plenty of damage to the towers and gates of the enemies by the end of the laning phase, showing the strength of Ragnaros pressure. Then I hearthstone with 40% mana to make sure I can sustain for the upcoming team fight or I fight with 40% if is safe to do so or I am forced to.

Edited by Trensicourt

Share this post


Link to post
Share on other sites
2 hours ago, Trensicourt said:

All Rag needs is his empower sulfuras to hit a minion and to transfer that damage to the hero and to heal the poke damage.

Which is why you spam it. Clearing the waves quickly in the early game allows you to start pushing and get a fort down early (and you can push the towers together with the wall as well), resulting in XP advantage and snowballing the game.

Also, you will be often spamming the ability if you chose Sulfuras HungersSulfuras Hungers, in order to get the damage bonus early.

And on smaller maps, you can sometimes rotate, which increases your mana usage even further.

2 hours ago, Trensicourt said:

In general, Rag should use two charges of empower sulfuras to clear a wave for 50 mana and regain all mana lost through a regen globe.

You are actually losing mana even when only using Empower SulfurasEmpower Sulfuras twice until level 13. You will also be using other abilities to poke and zone the opponents, which is additional mana gone. So, regen glomes can mitigate the mana loss, but are not enough to fully refill your mana, even when not spamming your abilities that much.

3 hours ago, Trensicourt said:

Alternatively, we probably have different play styles.

Yeah, looks like this is the case. I play Ragnaros as a wave-clearing powerhouse, so I tend to spam Sulfuras HungersSulfuras Hungers a lot, clear the waves and push as quickly as possible, and it works out most of the time. Then again, I am usually playing duo, and the coordination allows me to do things I would not be able to do when playing solo, so I can see why you play like that. However, at higher MMR/in higher leagues, the coordination is important (but I have to admit, QM players don't like tryharding), so you will again be able to play more aggressively.

Share this post


Link to post
Share on other sites
On 5/21/2017 at 10:21 PM, positiv2 said:

I play Ragnaros as a wave-clearing powerhouse, so I tend to spam Sulfuras HungersSulfuras Hungers a lot, clear the waves and push as quickly as possible, and it works out most of the time. Then again, I am usually playing duo, and the coordination allows me to do things I would not be able to do when playing solo, so I can see why you play like that. However, at higher MMR/in higher leagues, the coordination is important (but I have to admit, QM players don't like tryharding), so you will again be able to play more aggressively.

Whenever I play Ragnaros, the first thing I do is to try and complete the Sulfuras HungersSulfuras Hungers quest as fast as possible. I also like to play him very aggressively, while still staying cautious of positioning, as I am usually one of the primary targets of the enemy. Basically I have to make sure I only dive in when it's right, and pull out when the self-sustain won't be enough, then the frontline takes care of the enemies so they won't kite me, at least in a teamfight. 

He's a fun hero. He's nowhere near as big as he was when he launched (due to numerous nerfs) though he's still really powerful in the right hands and can be a pain to be up against.

Edited by Maxkitty
  • Like 2

Share this post


Link to post
Share on other sites

Your content will need to be approved by a moderator

Guest
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.

Loading...

  • Recently Browsing   0 members

    No registered users viewing this page.

  • Similar Content

    • By positiv2
      This thread is for comments about our Zoo Warlock guide.
    • By Stan
      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.
      Blizzard (Source)
      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.  
    • 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!