Stan

Midgame Moves: Camp Timings & Map Pressure

5 posts in this topic

HHU3l19.jpg

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?

Midgame Moves is a continuation of the series and the second installment about boss control will be available tomorrow!

Blizzard LogoBlizzard (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?

camptimings1.jpg

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?

camptimings2.jpg

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?

camptimings3.jpg

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.

  • Like 1
  • Thanks 1

Share this post


Link to post
Share on other sites

I always put a high priority on camps, but at the same time understand they aren't worth overextending to fight over.  It still amazes me then even in high Gold/Platinum people either ignore camps or overextend (usually down heroes) to force a fight at one.

Share this post


Link to post
Share on other sites

The exceptions to the camp rule are stealth heroes and coins. Characters like Murky are easily expendable and have little risk going for opposing camps even without coins, while someone like Nova can stealth capture with coins.

Other heroes like Abathur can mine around an enemy camp to weaken enemies before they go to capture, or they can be planted inside a camp in largte quantities to make a much quicker capture from a teammate.

You can also use Monstrosity to interrupt camps captures from a position of safety. And most people don't expect a Monstrosity clearing camps so Abathur can tunnel in to capture either before hearthing out. Also can work with objectives.

Typically mines are used to scout camps and let teammates know when they're being taken. But if you lose some mines then you know and can create a Monstrosity nearby to then go hunt for the weakened hero, possibly finish off the camp and take it with Abathur. The Monstrosity tunneling can also work well since it can be at full 40 stacks and shred both the hero and the camp in record time.

Edited by Morcalivan
  • Like 1

Share this post


Link to post
Share on other sites
20 hours ago, Morcalivan said:

You can also use Monstrosity to interrupt camps captures from a position of safety. And most people don't expect a Monstrosity clearing camps so Abathur can tunnel in to capture either before hearthing out. Also can work with objectives.

Typically mines are used to scout camps and let teammates know when they're being taken. But if you lose some mines then you know and can create a Monstrosity nearby to then go hunt for the weakened hero, possibly finish off the camp and take it with Abathur. The Monstrosity tunneling can also work well since it can be at full 40 stacks and shred both the hero and the camp in record time.

Excellent suggestion, I will try it next time I pick Monstrosity.

Share this post


Link to post
Share on other sites

Also works well with Dragon Shrine, Braxis Holdout, and other objectives. The last game I played on the Dragon Shrine map with Abathur got me 8 shrine captures. My team was able to just constantly contest mid and bottom because they didn't have to worry about 'not having a 5th body' up top, whatever the hell that's suppose to mean. Never understood it when people complain about that. Although in that case, mines alone are enough to cap those then hearth back after getting near middle capture so that when you hearth you just finish capping the shrine. Monstrosity is more of a distraction to keep them at bay while your primary body caps the shrine, then once engaged you can un-symbiote to hearth back while Monstrosity is in auto-combat. And unlike Dehaka and Falstad, you'll know if it's safe or not to global in.

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

  • Recently Browsing   0 members

    No registered users viewing this page.

  • Similar Content

    • By Stan
      Hanamura will return to the battleground pool soon and Creative Content Lead Kevin Johnson guides us through all the changes in the latest update.
      Hanamura was pulled from the battleground roster in order to address some gameplay issues back in August. Blizzard tweaked the battleground and shared some details about the rework today.
      Hanamura Rework Highlights
      Payload
      The objective has shifted from two competing payloads to a single contested one. The original version had payloads on the top and bottom of the map that both teams controlled separately, dividing player attention and action across the field of battle. If a payload is left unattended by your team, it will no longer drift backwards, removing forward progress, but will instead remain in its current position, until either escorted again by your team, or picked up by your enemy. Winning the objective no longer deals straight damage to the core without attacking forts and keeps first. The team that was successful in the initial payload push will find that the path for their second attempt will shift, becoming a greater challenge than the first. The path will update a final time upon a second successful push making the third attempt even more difficult. The pattern resets to the first path for the fourth objective. Core
      The core has been opened up for direct attacks from your team. Mercenary Camps
      Turret camps remain unchanged. Healing & Mega Enforcer camps have been replaced with new Sentinel siege camps. Sentinels push down lanes and have a strong cleave attack. The standard vision watchtowers have been replaced with a new set of mercs that provide the same vision functinality, but instead of merely standing uncontested in the area to counter-capture them, you must take out the mercenaries positioned there instead.
    • By Stan
      The Lord of Hatred will be joining the Nexus soon and we have an overview with the spotlight and a full list of talents!
      Mephisto is a highly aggressive Mage who deals incredible sustained damage by reducing the cooldowns of his abilities when damaging enemies.
      Mephisto (The Lord of Hatred)
      Dul’Mephistos, the Lord of Hatred, is said to the be most cunning among his brethren. Even while imprisoned in a soulstone, his vile influence corrupted the Zakarum and manipulated them into breaking the seal, giving him free reign to reunite the Prime Evils and enslave humanity. Now he enters the Nexus where all shall kneel before the Lord of Hatred!
      Strengths
      AoE damage Strong against crowd control Sustain damage Weaknesses
      Low crowd control Burst damage Melee Hero Spotlight
      Available Skins
      Star Wraith Mephisto
      The Eternal Empire is built upon conquest and servitude, but not all planets submit easily. Upon the Star Lord's command, the legion of Star Wraiths descend upon rebellious worlds leaving only scarred husks in their wake.

      Mephisto Kit
      Trait
      Lord of Hatred
      Hitting enemy Heroes with Basic Abilities reduces Mephisto's Basic Ability cooldowns. Skull Missile and Shade of Mephisto grant 1.5 seconds of cooldown reduction per Hero hit, and Lightning Nova grants 0.3 seconds per Hero hit Basic Abilities
      [Q] Skull Missile
      Conjure a skull that travels in the target direction after 0.75 seconds, dealing 127 damage to enemies hit and Slowing Heroes hit by 25% for 2 seconds. Cost: 20 Cooldown: 8 seconds
      [W] Lightning Nova
      o A ring of lightning appears around Mephisto for 2.5 seconds. Enemies within the ring take 48 damage every 0.25 seconds.Each time a cast of Lightning Nova hits a Hero, its damage is increased by 4%, up to 40%. Cost: 55 Cooldown: 14 seconds
      [E] Shade of Mephisto
      Teleport to a location, dealing 78 damage to nearby enemies and leaving behind a Shade of Mephisto at Mephisto's original location. After 2.5 seconds, Mephisto is teleported back to the Shade's location. Cost: 40 Cooldown: 18 seconds
      Heroic Abilities
      Consume Souls (R)
      Channel for 2.5 seconds, revealing all enemy Heroes. After the Channel completes, all enemy Heroes take 357 damage and are Slowed by 40% for 2.5 seconds. Cost: 80 Cooldown: 120 seconds
      Durance of Hate (R)
      After 1 second, unleash a wave of evil spirits that Root the first enemy Hero hit for 2 seconds and deal 160 damage to them over the same duration. Durance of Hate spreads outwards from its initial target, Rooting and damaging additional nearby enemy Heroes. Cost: 60 Cooldown: 80 seconds
      Mephisto Talents
      Level 1
      [Q] Unyielding Power
      Quest: Hit Heroes with Skull Missile. Reward: After hitting 20 Heroes, increase Skull Missile's damage by 60. Reward: After hitting 40 Heroes, Skull Missile's cooldown is permanently reduced by 3 seconds [W] Furious Spark
      Every 5th hit from Lightning Nova against the same target deals 90 bonus damage. [E] Malicious Intent
      Shade of Mephisto grants 20% Spell Power while active and for 2.5 seconds after ending. Anger
      Basic Attacks also activate Lord of Hatred, reducing Basic Ability cooldowns by 0.75 seconds. Level 4
      [Q] Hateful Mending
      Skull Missile heals Mephisto for 50% of the damage it deals to Heroes. [W] Static Barrier
      At the end of its duration, Lightning Nova grants Mephisto a Shield equal to 50% of the damage it dealt to Heroes. Lasts 7 seconds. Spite
      Increase Regeneration Globe healing duration by 60%. Every tick of Regeneration Globe healing activates Lord of Hatred, reducing Basic Ability cooldowns by 0.5 seconds Level 7
      [E] Frost Storm
      Enemies near Shade of Mephisto are Slowed by 40% for 2 seconds. [E] Ghastly Armor
      Shade of Mephisto grants 20 Armor while active and for 2.5 seconds after it ends. [E] Trickery
      After Shade of Mephisto expires, all Slows and Roots are removed from Mephisto and he gains 20% Movement Speed for 3 seconds.Cooldown: 60 seconds Level 10
      [R1] Consume Souls
      Channel for 2.5 seconds, revealing all enemy Heroes. After the Channel completes, all enemy Heroes take 357 damage and are Slowed by 40% for 2.5 seconds. [R2] Durance of Hate
      After 1 second, unleash a wave of evil spirits that Root the first enemy Hero hit for 2 seconds and deal 160 damage to them over the same duration. Durance of Hate spreads outwards from its initial target, Rooting and damaging additional nearby enemy Heroes. Level 13
      [Q] Abhorred Skull
      Hitting a Hero with Skull Missile grants 20% Spell Power for 6 seconds. Hysteria
      Lord of Hatred also reduces the cooldown of Mephisto's Heroic Ability. Shard of Hate
      Basic Attacks hit enemies near the primary target. Level 16
      [Q] Lightning Reaction
      Skull Missile explodes on contact with Lightning Nova, dealing 144 damage to nearby enemies. [W] Static Field
      When Lightning Nova's damage bonus reaches 40%, enemy Heroes within its radius take damage equal to 12% of their maximum Health. Animosity
      Activate to extend the duration of Lightning Nova by 2.5 seconds. Passive: Basic Attacks while Lightning Nova is active cause an immediate pulse of Lightning Nova damage. Level 20
      [R1] Consumed by Hatred
      Consume Souls deals bonus damage equal to 10% of the target's missing Health. If Consume Souls kills a Hero it will cast again 1 additional time. [R2] Unspeakable Horror
      Durance of Hate Silences enemies for 2 seconds after its Root expires. Shade Lord
      Activate to swap locations with Shade of Mephisto and refresh its duration. Passive: Shade of Mephisto benefits from all of Mephisto's level 7 Talents [W] Mimic
      While both Shade of Mephisto and Lightning Nova are active, Lightning Nova also casts from the Shade's location. Blizzard revealed Mephisto ahead of Gamescom. Check out our overview for more information about the Hero!
    • By Stan
      Blizzard started posting Hero teasers on Twitter yesterday and it's more than certain that we'll see a new Hero introduction at Gamescom. Rockyd900 viewed the source code of the first teaser and the alt image said "teaser for Mephisto" before Blizzard removed it.
      After Deckard Cain, it appears that Mephisto will be the next Hero to join the fray. Excited to see a new Diablo Hero? Let us know your thoughts in the comments!
      Teaser 1
      Here we have the first teaser posted by Blizzard and Rockyd900's screenshot of the Mephisto description.
      Placeholder for tweet 1030869105572687872 Teaser 2
      The second teaser was posted a few minutes ago.
      Placeholder for tweet 1031224280833576960
    • By Stan
      A new week has started in the Nexus and it's time for a new Hero rotation!
      Free-to-Play Hero Rotation: August 21, 2018
      Li Li ETC Zagara Butcher Kael'thas Artanis Leoric Tassadar Lúcio Sylvanas Zarya (Slot unlocked at Player Level 5) Junkrat (Slot unlocked at Player Level 10) Chromie (Slot unlocked at Player Level 15) Zeratul (Slot unlocked at Player Level 20) (Source)
    • By Stan
      Industrial District is back! It's a single-lane Overwatch-themed battleground with shuffle pick and standard play. The objective is to take down the enemy core and you'll receive a Loot Chest when you complete two matches.
      Blizzard
      This week’s Heroes Brawl is Industrial District! Slide around and slug it out in the heart of Volskaya in this Overwatch-themed, single-lane Battleground featuring lots of conveyor belts and tons of action.
      Rules:
      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 two matches of the Industrial District 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.