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Opening Moves: The 4-1 Split

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The Opening Moves series is aimed to educate players on the variety of different ways to start a competitive match. The first installment is about the 4-1 split and it's explained by ranged flex adrd of Zealots.

4-1 Split

  • Your team sends a solo laner on his own while the rest of the team rotates between two lanes in order to clear waves (mid & bottom or mid & top).

What Makes a Good Four-Man?

  • Adrd explains that in the past, it was about picking Heroes that out-sustained enemies. Nowadays, it's more oriented toward ganks and kill pressure.
  • Muradin is the perfect example of this. If he disappears from the map, your solo laner is in dire risk of dying. At the same time, the four-man needs to be careful so that he does not land a good stun that turns into a kill.

Global Heroes & Specialist

  • Dehaka (BrushstalkerBrushstalker) and Falstad (FlightFlight) are often picked in competitive games, because of their global presence even on two-lane maps. Rotating globals works well in the HGC.
  • On Braxis Holdout, you put Dehaka in top lane and Falstad in bottom lane. Dehaka can gank and after the gank Falstad flies top so your team does not lose any experience.
  • The idea of a proper 4-1 split in Hero League fails due to the lack of coordination.

The Role of an Offlaner

  • Even if the four-man is performing well, your team's advantage noticeable if you're solo laner is struggling.
  • Most of the time, a decent offlaner is decent at holding 2v1.
  • On Braxis Holdout it's extremely advantageous to have a solo laner who can win their lane, because they're able to hold one of the beacons after the structure in lane is gone.
  • Best solo laners according to adrd in the current meta are Sonya, Leoric, Arthas, Greymane, Malthael, and Dehaka. Except Greymane & Malthael, they are all beefy frontline Heroes that excel at bullying opponents in lane and clearing waves quickly.

Blizzard LogoBlizzard (Source)

It’s 2018! A new year for esports has inspired us here at Blizzard to create content this week that aims to educate our player base on the variety of different ways to start a competitive match, informed by some of the best players in the scene. Check back every day this week for a new addition to the#OpeningMoves mini-series. Today we will focus on what is known as the “4-1 split”.

The 4-1 split is one of the most popular lane designations in competitive Heroes of the Storm. In a nutshell, it simply means that one team dispatches a solo laner on his own while the rest of the team rotates between two lanes in order to clear waves—typically mid and bottom or mid and top. The strategy is seen most often, and yields the most success, on two-lane maps such as Braxis HoldoutBattlefield of EternityHaunted Mines, and Hanamura.

Building A Successful Four-Man

4man.jpg

What makes a good four-man?

“It’s constantly evolving,” said Zealots ranged flex Adrian “adrd” Wojcik. “It used to be that the four-man was only ‘deathballing,’ or picking Heroes that out-sustain enemies and brawling four versus four. Oftentimes, though, you would end up in a situation where your four-man would be weaker than the opposing team’s. So, at this point you must work around that.”

Nowadays a good four-man is more oriented towards ganks and kill pressure. “Heroes like Muradin are a perfect example of this,” adrd explained. “He’s not that great for fighting and trading, but if he disappears from the map your solo laner is in danger of dying, and also the four-man needs to be careful so that he doesn’t flank and get a good stun that turns into a kill.”

Understanding the macro game means understanding the amount of pressure on the map at any given point in time. The most obvious pressure is lane pressure, when a wave is about to crash and must be cleared. The less obvious pressure occurs when an enemy Hero (specifically one that has crowd control or high burst damage) goes missing. When this happens, you must assume them to be anywhere and everywhere while playing reserved. When the four-man goes missing, it’s important to make yourself scarce, as you could be the next victim of a savage gank. Consider yourself warned.

Global Heroes and Specialist

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If losing soak is such a cardinal sin, why not employ the likes of a Hero with global abilities to make up for this? While some of the best offlaners are global Heroes, adrd is hesitant to endorse this strategy.

“We've seen in the HGC some teams playing Dehaka and Falstad even on two-lane maps,” adrd said. “Normally, if you are solo laning with a global hero and you use your global ability to gank other lanes you will lose a lot of experience. So, what people are doing on Braxis Holdout is putting Dehaka in top lane and Falstad in bottom lane. Dehaka can gank, and then after the gank Falstad can fly top so you don't lose any experience. Rotating your globals around this way works really well, in the HGC at least.”

In Hero League though, it’s difficult to expect your teammates to be as coordinated. More often than not, the idea of a proper 4-1 split will fall apart in the draft, as the hero in the solo lane will either spell success or failure for your team.

The Role of an Offlaner

Heroes17_Dehaka_Combat_KL_Take_11.jpg

“You can probably hold one versus two.”

Remember this phrase the next time you step into a lane while outnumbered.

Assume your four-man is going well. They are getting kills and winning their rotation handedly. The advantage this brings doesn’t amount to much if the solo laner is struggling. The “1” in the 4-1 split is the most important part of the equation.

“I think most of the normal 1v1 laners are pretty decent at holding 2v1,” adrd said. “On some maps, it is very important that your solo laner doesn't lose too hard. On Braxis, for example, it's important to have a solo laner who can win their lane because it gives an insane advantage. You can hold one of the beacons for free basically after the structure in lane is gone. On most Battlegrounds, you have to consider how well the offlaner does in team fights as well.”

The best solo laners in the current meta would be SonyaLeoricArthasGreymaneMalthael, and Dehaka. Outside of maybe Greymane and Malthael, these are beefy frontline Heroes that excel at bullying opponents in lane and clearing waves quickly.

“You can run a lot of different setups, and the solo laner you use depends entirely on who they're facing off against usually,” adrd added. “Some Heroes will not be able to hold a lane on their own.”

Depending on the map, you can decide for yourself if it’s more beneficial to take on the role of an offlaner or join in the four-man deathball. If you follow in the footsteps of the Mad Scientist, you’ll likely be winning rotations before you know it. 

Check back with us tomorrow right here at playheroes.com/esports because we’ll be learning how to identify whether or not your team’s composition will emerge victorious from a fight at level 1.   

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8 hours ago, Stan said:

Best solo laners according to adrd in the current meta are Sonya, Leoric, Arthas, Greymane, Malthael, and Dehaka. Except Greymane & Malthael, they are all beefy frontline Heroes that excel at bullying opponents in lane and clearing waves quickly.

I'd add Blaze to the list. He is excellent at solo laning due his outstanding self-sustain.

6 hours ago, Donir said:

It amuse me that they keep talking about Hanamura like if someone miss it.

I actually miss Hanamura a bit. On paper it is a great map. I know the Dev Team is currently reworking it, and I can't wait to see what they got planned.

Edited by Valhalen
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44 minutes ago, Valhalen said:

I'd add Blaze to the list. He is excellent at solo laning due his outstanding self-sustain.

I actually miss Hanamura a bit. On paper it is a great map. I know the Dev Team is currently reworking it, and I can't wait to see what they got planned.

Hanamura had great potential, sloppy execution

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13 minutes ago, SMOrcMan said:

This post is false since everyone knows Rexxar and Misha are best laners

Eh, not really... Rexxar and Misha are pretty slow to clear waves fast compared to the Heroes mentioned. 

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46 minutes ago, Valhalen said:

Eh, not really... Rexxar and Misha are pretty slow to clear waves fast compared to the Heroes mentioned. 

I think this was just a joke lul

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4 hours ago, Valhalen said:

I'd add Blaze to the list. He is excellent at solo laning due his outstanding self-sustain.

He can struggle against the other notable solo laners, and has less wave clear and self healing along pre-7 than Stitches - another example of beefy hero who can sit in a lane undisturbed indefinitely - does for example. I like Blaze a lot, but he thrives playing with the team more than he does as the solo laner in a 4-1. 

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4 hours ago, Valhalen said:

I'd add Blaze to the list. He is excellent at solo laning due his outstanding self-sustain.

As someone else mentioned. Blaze kind of sucks in the solo lane. You match him into the 1v1 against any other true solo lane (especially malthael, sonya, or leoric) and he is going to lose it hard. He will be stuck behind his towers not getting any value, and that's without the 2v1 gank if your 4 man struggles.

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3 hours ago, Valhalen said:

Eh, not really... Rexxar and Misha are pretty slow to clear waves fast compared to the Heroes mentioned. 

Read my username mate :P

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7 minutes ago, SMOrcMan said:

Read my username mate :P

I'm not really good at reading sarcasm in the internet. Haha.

was-that-sarcasm.jpg

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Seen in Hanamura? What a joke! You don't see anything in Hanamura because you don't see it at all! It was actually my favourite map because a lot of people seemed really confused at how to play on it and got free wins most of the games. Really curious at what the rework will look like, if it's at least as decent as the Haunted Mines rework, it should be interesting.

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There is some kind of teaser in the Battle.net client... Some pulsing green crytal like thingy....

image.thumb.png.b8e8c74b84c9cede8a6390cc39c7da32.png

Back to topic though:

I really like such strategy explanations and advice. I am by no means a good player (too old and slow ;-)) but I love the game and like to improve.

Hanamura was not a favourite of mine... But I am hopeful for the rework.

 

Edited by Caeren

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Blaze does just fine. His stun+slow combo is a great way to keep multiple opponents at bay.

But like all characters it depends on their opponent. That comment about stitches doing well falls apart vs malthael. His chain pull is countered by teleport+move speed boost. Doesn't hurt that he can't be body blocked. But, malth has issues vs ranged burst. If they play smart they can evade him to then burst damage time and again. Malth eventually then has to retreat to heal up properly.

Thrall isn't too bad with his chain lightning either.

I do wonder why Murky wasn't mentioned. While he struggles vs certain characters, wave clearing on his own is his purpose in life. The added advantage of solo capping merc camps just adds to that. He can even solo clear two lanes at a time if he needs to.

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26 minutes ago, EDL666 said:

Seen in Hanamura? What a joke! You don't see anything in Hanamura because you don't see it at all! It was actually my favourite map because a lot of people seemed really confused at how to play on it and got free wins most of the games. Really curious at what the rework will look like, if it's at least as decent as the Haunted Mines rework, it should be interesting.

I liked it too, but it was one of those maps that was really, REALLY easy to snowball, more than any other. And the games were fast, which is pretty neat, as opposed to Volskaya Foundry which can take forever (I've been in +45 minutes matches there).

16 minutes ago, Caeren said:

There is some kind of teaser in the Battle.net client... Some pulsing green crytal like thingy....

image.thumb.png.b8e8c74b84c9cede8a6390cc39c7da32.png

"The Dark Lord said you would come! This is where your journey ends... Boy. Trapped and freezing at the roof of the world, with only death to sing the tale of your doom!"

Edited by Valhalen
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9 minutes ago, Valhalen said:

"The Dark Lord said you would come! This is where your journey ends... Boy. Trapped and freezing at the roof of the world, with only death to sing the tale of your doom!"

That is a Mal'Ganis quote... Is this a prediction, a wish or did you actually find it connected to the animation somewhere?

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15 minutes ago, Caeren said:

That is a Mal'Ganis quote... Is this a prediction, a wish or did you actually find it connected to the animation somewhere?

A prediction, based on those leaks that have been 100% accurate. It was leaked that we would get a "Firebat Hero", Mal'ganis and Belial, specifically in that order. Mal'ganis was green in WC3, and this crystal could be a reference.

HOWEVER, this could also be a reference to Maiev; in the Demon Hunter cinematic we see Maiev poking the crystal where the player is encased. She was originally planned for Heroes of the Storm, as there is data of her in the game, and supposed voice interactions with Illidan, Malfurion and Tyrande.

Edited by Valhalen
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5 minutes ago, Valhalen said:

A prediction, based on those leaks that have been 100% accurate. It was leaked that we would get a "Firebat Hero", Mal'ganis and Belial, specifically in that order. Mal'ganis was green in WC3, and this crystal could be a reference.

HOWEVER, this could also be a reference to Maiev; in the Demon Hunter cinematic we see Maiev poking the crystal where the player is encased. She was originally planned for Heroes of the Storm, as there is data of her in the game, and supposed voice interactions with Illidan, Malfurion and Tyrande.

Yeah those leaks really are quite accurate. Hmmm both statements make sense though. No I am more curious than ever :-)

And what about this year's lunar festival skins? There hasn't anything about those been announced yet.

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19 minutes ago, Caeren said:

And what about this year's lunar festival skins? There hasn't anything about those been announced yet.

Wel... Since 2016, "The Lunar Festival" have been following a pattern regarding its contents that matches the animal of the year: in 2016, Year of the Monkey, we got the Monkey King Samuro skin; in 2017, Year of the Rooster, we got the Lunar Rooster and Golden Rooster mounts.

2018 is the Year of the Dog, so people have been speculating we'll get either a Rehgar and/or Greymane skins, which I'd say it is unlikely since they both just got Legendary Skins ("Mecha" and "Dr. Wolf and Stein", respectively), but I could be wrong. Maybe we'll get simple skins for those two such as Halloween Chromie and Winter Veil Kharazim (base skin with some minor modifications)? Or a dog-esque mount (which could happen since they exist in WoW)? Who knows.

Edited by Valhalen

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13 minutes ago, Valhalen said:

Wel... Since 2016, "The Lunar Festival" have been following a pattern regarding its contents that matches the animal of the year: in 2016, Year of the Monkey, we got the Monkey King Samuro skin; in 2017, Year of the Rooster, we got the Lunar Rooster and Golden Rooster mounts.

2018 is the Year of the Dog, so people have been speculating we'll get either a Rehgar and/or Greymane skins, which I'd say it is unlikely since they both just got Legendary Skins ("Mecha" and "Dr. Wolf and Stein", respectively), but I could be wrong. Maybe we'll get simple skins for those two such as Halloween Chromie and Winter Veil Kharazim (base skin with some minor modifications)? Or a dog-esque mount (which could happen since they exist in WoW)? Who knows.

They can basically just add a dog theme to any character and it would be fine. Doesn't originally have to be a dog. Kerrigan would be a good doggo.

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52 minutes ago, Fliits said:

They can basically just add a dog theme to any character and it would be fine. Doesn't originally have to be a dog. Kerrigan would be a good doggo.

Kerrigan's ultralisk turns into a doggo? And goes "woof"? Though a dog hatching from an egg is weird (from the lv 20 talent)

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4 minutes ago, MurkyFelix said:

Kerrigan's ultralisk turns into a doggo? And goes "woof"? Though a dog hatching from an egg is weird (from the lv 20 talent)

That would be weird indeed...

What about Dogara? A many-legged dog monster spawning little pups to send them into doom... Or yet another Chromie skin... Swap the skull mask for a doggy mask... All done :-)

Dogexstraza... Alex turning into a huge pug (as Blizz loves those ugly things) and slobbering some healing over everyone...

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Mal'ganis or Maiev. Leaning towards Maiev atm though, the stealth rework fits the Warden passive from Warcraft 3 very neatly. Last stealth hero we got was quite some ago, correct?

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      Staggering Blow [Q] Swing your chain in a wide arc, dealing 140 damage to enemies hit and knocking them away. If an enemy collides with terrain, they are dealt an additional 150 damage, Stunned for .75 seconds, and grant Hogger 10 Rage. Cooldown: 12 seconds. Ez-Thro Dynamite [W] Toss a boot full of Dynamite with a 1.5 second fuse. Upon detonation, enemies take 180 damage and are Slowed by 30% for 2 seconds. The Dynamite instantly detonates when landing directly on an enemy Hero and grants Hogger 10 Rage. Cooldown: 8 seconds. Hogg Wild [E] After .25 seconds, become Unstoppable and uncontrollably spin towards the targeted direction, ricocheting off any terrain encountered. Every .25 seconds, deal 36 damage to nearby enemies, increased by 1% for each current point of Rage. Ricocheting off terrain refreshes the duration of the spin. Cooldown: 14 seconds. No longer deals damage to Structures. Heroic Abilities
      Hoardapult [R1] Launch an empowered Loot Hoard with Hogger attached, dealing 140 damage and Slowing enemies by 50% for 2 seconds. Hoardapult’s Loot Hoard lasts for up to 20 seconds, but decays rapidly while Hogger isn’t nearby. Every 10 seconds Hogger can take a chunk of Meat from the Loot Hoard. Cooldown: 50 seconds. Shockwave [R2] After .5 seconds, slam the ground, sending out a shockwave that travels in a long line. Enemies hit by the initial slam take 306 damage and are Stunned for 1.25 seconds. Enemies only hit by the shockwave take 210 damage and are Stunned for .75 seconds. Cooldown: 70 seconds. Talent
      Level 1 Journeyman Cooking [W] Quest: Hitting an enemy Hero with Ez-Thro Dynamite restores 6% of Hogger’s maximum Health and permanently increases Hogger’s Health by 10, to a maximum of 750 bonus Health. Bones to Gnaw [Trait] Loot Hoard creates Meat on ground impact. While Meat is active, gain 10 armor. On The Prowl [Active] Activate to gain 30 Rage over 8 seconds. Passive: Hogger heals for 6 Health every second, increased by 2% for each point of Rage he has. Cooldown: 45 seconds. Level 4 Brute Strength [Q] Increase the range of Loot Hoard by 15%. Each Hero hit by Staggering Blow will permanently increase Hogger’s Basic Attack damage by 1, up to 100 bonus damage. Terrain collision impacts grant 2 stacks of this effect. Aggro Range [E] Increase Hogg Wild’s area by 25% and generate 1 Rage per enemy hit, increased to 3 against Heroes. Hogger’s Joggers [Passive] While at or above 30 Rage, Hogger gains 10% increased Movement Speed and healing received. When above 50 Rage, increase these bonuses to 15%. Level 7 Seeing Red [Q/E] While above 50 Rage, Staggering Blow and Hogg Wild’s cooldowns refresh 30% faster and Hogger gains 25% increased Attack Speed. Dense Blasting Powder [W] Direct hits launch an additional stack of dynamite beyond the target. Hitting an Ez-Thro Dynamite with Staggering Blow launches 3 sticks of Dynamite. Garbage Fire [W/Trait] Reduce the cooldown of Loot Hoard by 4 seconds. Loot Hoard deals 22 damage every .5 seconds and Slows nearby enemies by 20% in a large area. Level 13 Dust Devil [E] Hogg Wild grants 40 30 Armor while active and for 3 seconds after it ends. Increase this Armor value to 60 50 if Hogger has 50 or more Rage. Pummel [E] Enemies hit by Hogg Wild are Slowed by 10% for 1.5 seconds, stacking up to 5 times. Heroes hit also have their Spell Power reduced by 50% for 3 seconds. Bloodthirst [Passive] Hogger is healed for 33% of the damage dealt to Heroes by Basic Attacks, Hogg Wild, and Staggering Blow. Level 16 Headbanger [Q] Heroes that collide with terrain from Staggering Blow take an additional 8% of maximum health as damage and are stunned for an additional .5 seconds. Kablooie! [W] Direct Hits with Ez-Thro Dynamite deal 40% more damage, reduce its cooldown by 1.5 seconds and increase its Slow amount to 50%. [Passive] Ez-Thro Dynamite’s range is increased by 25%. Furzerker [Passive] Hitting Heroes with Staggering Blow or Ez-Thro Dynamite increases the damage of Hogger’s next Basic Attack by 50%. Stacking up to 2 Basic Attacks. When Hogg Wild ends, Hogger gains 30% Movement Speed for 2 seconds. Level 20 Secret Stash [R1] Every 2 seconds, Hoardapult’s Loot Hoard launches Ez-Thro Dynamite towards a random nearby enemy Hero. Every 5 seconds, a chunk or Meat is also launched towards Hogger. Power Spike [R2] Each Hero hit by Shockwave has their Armor reduced by 15 for 4 seconds and grants Hogger 20 Rage. [Passive] Shockwave’s cooldown is affected by Rage. No Control [E] [Active] Activate to cast an untalented Hogg Wild and chase an enemy Hero. After reaching the Hero, Hogger will switch to chasing another nearby enemy Hero. If no other enemy Heroes are within range of a chase target, this abilities’ duration will begin to rapidly decay. Lasts for up to 6 5 seconds. Cannot be canceled. 60 second cooldown. Anger Management [Passive] Increase Hogger’s maximum Rage by 50. Basic Attacks generate 5 additional Rage. Return to Top
      Nexus Anomaly
      Return to Top
      Collection
      Many seasonal items will be returning to the collection, and will be available for crafting and in Loot Chests for a limited time!
      New Bundles (Limited Time Only!) Hogger Heroic Bundle Winter Veil Classic Bundle Returning Bundles (Limited Time Only!) Toys 2018 Bundle Toys 2019 Bundle New Skins Stormwind Hogger Redridge Hogger Duskwood Hogger Shipwrecker Hogger Admiral Shipwrecker Hogger Drowned Shipwrecker Hogger Stately Shipwrecker Hogger New Mounts Bottleship Grog Bottleship Seaweed Bottleship New Announcer Hogger Announcer New Content Several new Portraits, Emoji Packs and other items have been added to the Collection! Return to Top
      Storm League
      When queued as a party, Storm League now looks for matches based solely on the highest player's MMR. Storm League Reward Mounts The final reward of the 2020 Season 5 Questline will be the Quillbear Mount, which will be awarded after winning 35 games in Ranked Play. Return to Top
      Heroes
      Brightwing
      Talents
      Level 1 Hyper Shift [Z] Bonus healing reduced from 10% to 8% maximum Health. Imperius
      Base
      Health reduced from 2450 to 2375. Health Regeneration reduced from 5.11 to 4.95. Talents
      Level 7 Blaze of Glory [W] Damage increased from 135 to 150. Jaina
      Talents
      Level 7 Icefury Wand [Passive] Adjusted functionality: Basic Attacks against Chilled targets deal 50% bonus damage and reduce the cooldown of Blizzard by 1.25 seconds, doubled against enemy Heroes. Sonya
      Talents
      Level 4 Shattered Ground [W] Damage increased from 100% to 125% of Seismic Slam’s base damage. Level 13 Ruthless [E] Now shows Crit kickers when bonus damage is dealt. Health threshold for bonus damage increased from 33% to 50%. Level 16 Giant Slammer [W] Damage increased from 1.25% to 1.5% maximum Health. Thrall
      Talents
      Level 4 Feral Resilience [W] Physical Armor increased from 50 to 75. Level 13 Spirit Shield [Active] Spell Armor duration increased from 1.5 to 2.5 seconds. Level 20 Worldbreaker [R1] Cooldown reduction increased from 20 to 40 seconds. Return to Top
      Bug Fixes
      Fixed an issue where Alarak could become Protected and move without proccing Counter-Strike’s cooldown. Return to Top
      Click here to discuss this post with other players in the official Heroes of the Storm forums.

    • By Staff
      When queued as a party, the Storm League matchmaker will look for matches based solely on the highest player's MMR in the upcoming patch to prevent Master/GM boosting.
      (Source)
      Since there was no mention of changes to Storm League in the PTR Patch Notes, I felt forced to create this thread. Storm League has been in an absolutely unacceptable state for months now and there is no sign of acknowledgement or reaction by the Devs until now.
      At least a dozen accounts in EU Grandmaster were boosted by stacking with lower MMR smurfs to their rank and who knows how many more boosted accounts are below that. At one point during this season even the top 3 GMs in EU were all boosted accounts with insanely high winrates (85%+).
      This has "inspired" more and more players to do the same and if nothing happens the ladder will soon be overrun by boosted players and smurfs if it isn't already. This is a problem that occurs probably at all ranks but it's the most glaring in Master and GM.
      The new season hasn't started yet and there is still time to try to fix things. Make Masters duo only again (solo would be ideal but I guess compromises have to be made) and put a point restriction between the two duo partners (3-5k points difference at max).
      Don't let the Ranked system be a complete joke and restore at least a bit of integrity.
      Good afternoon Reddit friends,
      I hope you all had a wonderful Thanksgiving (if you celebrate it)! Your concerns about this are not falling on def ears, and we have something planned for the next patch: When queued as a party, Storm League will now look for matches based solely on the highest player's MMR.
      While we know that this isn't a 'silver bullet' fix for all types of account smurfing, it should help make trying to climb the leaderboard feel more fair for both parties and individuals.
      Have a wonderful day ?
    • By Staff
      The latest Heroes of the Storm Hero is, in fact, Hogger from World of Warcraft. The patch also removes the Gladiator's Medallion Nexus anomaly.
      Hogger Hero Spotlight
      The infamous Chieftain of the Riverpaw pack and the scourge of Elwynn Forest is now playable! Strap on your [Studded Leather Belt of the Wolf], sharpen your shiniest common dagger, and abandon all hope, ye Elwynn adventurers who dare enter here. Hogger has abandoned his hill and is headed straight for the Nexus!
      Here are the preliminary PTR notes for the latest update.
      (Source)
      Our next Heroes of the Storm patch has just hit the Public Test Realm and will be available for playtesting until November 30, PST. As always, if you encounter any bugs during your PTR play sessions, please stop by the PTR Bug Report forum to let us know about your experiences.
      New Hero: Hogger, Scourge of Elwynn
      Hogger, a chaotic, mobile, bruiser who creates terrain and deals heavy area damage, now joins the battle in the Nexus!
      Trait [D]
      Loot Hoard Throw a pile of junk that deals 102 damage in a small area and acts as terrain for 5 seconds. Upon expiration, a scrap of Meat is dislodged from the Hoard that Hogger can collect to restore 3% of his maximum Health every second for 5 seconds. Cooldown: 20 seconds. Trait [Passive]
      Rage Rage is gained by taking damage or dealing Basic Attack damage. Hogger’s Basic Ability cooldowns refresh 1% faster for every 2 points of Rage. After 3 seconds of not gaining Rage, it begins to quickly decay. Basic Abilities
      Staggering Blow [Q] Swing your chain in a wide arc, dealing 140 damage to enemies hit and knocking them away. If an enemy collides with terrain, they are dealt an additional 150 damage, Stunned for .75 seconds, and grant Hogger 10 Rage. Cooldown: 12 seconds. Ez-Thro Dynamite [W] Toss a boot full of Dynamite with a 1.5 second fuse. Upon detonation, enemies take 180 damage and are Slowed by 30% for 2 seconds. The Dynamite instantly detonates when landing directly on an enemy Hero and grants Hogger 10 Rage. Cooldown: 8 seconds. Hogg Wild [E] After .25 seconds, become Unstoppable and uncontrollably spin towards the targeted direction, ricocheting off any terrain encountered. Every .25 seconds, deal 36 damage to nearby enemies, increased by 1% for each current point of Rage. Ricocheting off terrain refreshes the duration of the spin. Cooldown: 14 seconds. Heroic Abilities
      Hoardapult [R1] Launch an empowered Loot Hoard with Hogger attached, dealing 140 damage and Slowing enemies by 50% for 2 seconds. Hoardapult’s Loot Hoard lasts for up to 20 seconds, but decays rapidly while Hogger isn’t nearby. Every 10 seconds Hogger can take a chunk of Meat from the Loot Hoard. Cooldown: 50 seconds. Shockwave [R2] After .5 seconds, slam the ground, sending out a shockwave that travels in a long line. Enemies hit by the initial slam take 306 damage and are Stunned for 1.25 seconds. Enemies only hit by the shockwave take 210 damage and are Stunned for .75 seconds. Cooldown: 70 seconds. Talent
      Level 1 Journeyman Cooking [W] Quest: Hitting an enemy Hero with Ez-Thro Dynamite restores 6% of Hogger’s maximum Health and permanently increases Hogger’s Health by 10, to a maximum of 750 bonus Health. Bones to Gnaw [Trait] Loot Hoard creates Meat on ground impact. While Meat is active, gain 10 armor. On The Prowl [Active] Activate to gain 30 Rage over 8 seconds. Passive: Hogger heals for 6 Health every second, increased by 2% for each point of Rage he has. Cooldown: 45 seconds. Level 4 Brute Strength [Q] Increase the range of Loot Hoard by 15%. Each Hero hit by Staggering Blow will permanently increase Hogger’s Basic Attack damage by 1, up to 100 bonus damage. Terrain collision impacts grant 2 stacks of this effect. Aggro Range [E] Increase Hogg Wild’s area by 25% and generate 1 Rage per enemy hit, increased to 3 against Heroes. Hogger’s Joggers [Passive] While at or above 30 Rage, Hogger gains 10% increased Movement Speed and healing received. When above 50 Rage, increase these bonuses to 15%. Level 7 Seeing Red [Q/E] While above 50 Rage, Staggering Blow and Hogg Wild’s cooldowns refresh 30% faster and Hogger gains 25% increased Attack Speed. Dense Blasting Powder [W] Direct hits launch an additional stack of dynamite beyond the target. Hitting an Ez-Thro Dynamite with Staggering Blow launches 3 sticks of Dynamite. Garbage Fire [W/Trait] Reduce the cooldown of Loot Hoard by 4 seconds. Loot Hoard deals 22 damage every .5 seconds and Slows nearby enemies by 20% in a large area. Level 13 Dust Devil [E] Hogg Wild grants 40 Armor while active and for 3 seconds after it ends. Increase this Armor value to 60 if Hogger has 50 or more Rage. Pummel [E] Enemies hit by Hogg Wild are Slowed by 10% for 1.5 seconds, stacking up to 5 times. Heroes hit also have their Spell Power reduced by 50% for 3 seconds. Bloodthirst [Passive] Hogger is healed for 33% of the damage dealt to Heroes by Basic Attacks, Hogg Wild, and Staggering Blow. Level 16 Headbanger [Q] Heroes that collide with terrain from Staggering Blow take an additional 8% of maximum health as damage and are stunned for an additional .5 seconds. Kablooie! [W] Direct Hits with Ez-Thro Dynamite deal 40% more damage, reduce its cooldown by 1.5 seconds and increase its Slow amount to 50%. [Passive] Ez-Thro Dynamite’s range is increased by 25%. Furzerker [Passive] Hitting Heroes with Staggering Blow or Ez-Thro Dynamite increases the damage of Hogger’s next Basic Attack by 50%. Stacking up to 2 Basic Attacks. When Hogg Wild ends, Hogger gains 30% Movement Speed for 2 seconds. Level 20 Secret Stash [R1] Every 2 seconds, Hoardapult’s Loot Hoard launches Ez-Thro Dynamite towards a random nearby enemy Hero. Every 5 seconds, a chunk or Meat is also launched towards Hogger. Power Spike [R2] Each Hero hit by Shockwave has their Armor reduced by 15 for 4 seconds and grants Hogger 20 Rage. [Passive] Shockwave’s cooldown is affected by Rage. No Control [E] Activate to cast an untalented Hogg Wild and chase an enemy Hero. After reaching the Hero, Hogger will switch to chasing another nearby enemy Hero. If no other enemy Heroes are within range of a chase target, this abilities’ duration will begin to rapidly decay. Lasts for up to 6 seconds. Cannot be canceled. 60 second cooldown. Anger Management [Passive] Increase Hogger’s maximum Rage by 50. Basic Attacks generate 5 additional Rage. Nexus Anomaly
      Collection
      Many seasonal items will be returning to the collection, and will be available for crafting and in Loot Chests for a limited time!
      New Bundles (Limited Time Only!) Hogger Heroic Bundle Winter Veil Classic Bundle Returning Bundles (Limited Time Only!) Toys 2018 Bundle Toys 2019 Bundle New Skins Stormwind Hogger Redridge Hogger Duskwood Hogger Shipwrecker Hogger Admiral Shipwrecker Hogger Drowned Shipwrecker Hogger Stately Shipwrecker Hogger New Mounts Bottleship Grog Bottleship Seaweed Bottleship New Announcer Hogger Announcer New Content Several new Portraits, Emoji Packs and other items have been added to the Collection! Storm League
      Storm League Reward Mounts The final reward of the 2020 Season 5 Questline will be the Quillbear Mount, which will be awarded after winning 35 games in Ranked Play. Heroes
      Brightwing
      Talents
      Level 1 Hyper Shift [Z] Bonus healing reduced from 10% to 8% maximum Health. Imperius
      Base
      Health reduced from 2450 to 2375. Health Regeneration reduced from 5.11 to 4.95. Talents
      Level 7 Blaze of Glory [W] Damage increased from 135 to 150. Jaina
      Talents
      Level 7 Icefury Wand [Passive] Adjusted functionality: Basic Attacks against Chilled targets deal 50% bonus damage and reduce the cooldown of Blizzard by 1.25 seconds, doubled against enemy Heroes. Sonya
      Talents
      Level 4 Shattered Ground [W] Damage increased from 100% to 125% of Seismic Slam’s base damage. Level 13 Ruthless [E] Now shows Crit kickers when bonus damage is dealt. Health threshold for bonus damage increased from 33% to 50%. Level 16 Giant Slammer [W] Damage increased from 1.25% to 1.5% maximum Health. Thrall
      Talents
      Level 4 Feral Resilience [W] Physical Armor increased from 50 to 75. Level 13 Spirit Shield [Active] Spell Armor duration increased from 1.5 to 2.5 seconds. Level 20 Worldbreaker [R1] Cooldown reduction increased from 20 to 40 seconds. Bug Fixes
      Fixed an issue where Alarak could become Protected and move without proccing Counter-Strike’s cooldown.
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