Hanamura Temple Layout
Welcome to our strategy guide for Hanamura Temple, a Map in Heroes of the Storm. In these pages, you will find everything required to understand how it is designed and how to play it.
Hanamura Temple's Core Ability
When enemy Heroes will get closer to them, Cores will shoot a volley of Missiles towards them. Avoid the red circles on the ground to not take damage, especially if your team is trying to end the game before enemy Heroes will respawn and you are not sure to be able to destroy their Core in time.
Missiles
Cooldown: 8 seconds
Fires 2 consecutive volleys of 9 and 10 Missiles around it, dealing 5% maximum Health to enemy Heroes and Slowing them by 70% for 1.25 seconds.
Hanamura Temple's Map Objectives
Overview
The main Objective of Hanamura Temple is a Payload. Securing the area around the Payload will let your team move it to its final destination. Once there, it fires 12 shots that do 1900 damage each (not scaling) to enemy Structures in the least damaged lane, gives a Regeneration Globe to all the winning Heroes nearby, but does not give any Experience. The countdown for its respawn will start after the last shot has been fired.
Spawn | 3:00 minutes |
Respawn | 3:00 minutes |
Heroes have to be within its range to make the Payload move towards its destination. Leaving the area will cause the Payload to stop moving, but it will not go back unless enemy Heroes start escorting it uncontested.
If a team owns both Recon Camps and the Objective is not active, the enemy team will not be able to secretly and quickly invade the opposite side of the battlefield by walking through the middle area because the only area not covered by the Watch Tower effect provided by Recon Camps will be the small circle of impassable terrain where each new Payload spawns.
![]() Single Payload
At regular intervals, a payload spawns at the center of the Map that can be contested by both teams. |
![]() Escort Payload
Stand next to the payload and move it to its destination. Prevent the enemy team from trying to do the same. |
![]() Bombard your Enemy
Once a team escorts the payload to its destination, it will fire upon the enemy's forts. |
Movement Speed
While not that important, it is good to know that the Payload changes its Movement Speed based on the number of Heroes of the same team within range. Adding a second Hero will increase that value by about 30%. The presence of a third Hero will only add 15% to that. This bonus is capped at 3 Heroes, so any additional Hero after that will not contribute to speeding up its delivery. Dedicating a single Hero is the most efficient way to escort the Payload whereas dedicating 3 Heroes is the fastest way to escort it.
Heroes | Movement Speed |
---|---|
1 | 100% |
2 | 130% |
3 | 145% |
Speaking about escorting the Payload, there are some unique interactions worth mentioning.
- Gall cannot escort it.
- Each one of The Lost Vikings can escort it.
- Rexxar and Misha can both escort it.
- Clones cannot escort it.
Paths
There are three predetermined paths with increasing difficulty: easy, medium, and hard. Each time a team delivers a Payload, their part of the path gets upgraded to the next tier. After all the upgrades, it goes back to the first difficulty.
Heroes | Easy | Medium | Hard |
---|---|---|---|
1 | 42 seconds | 29 seconds | 46 seconds |
2 | 33 seconds | 23 seconds | 36 seconds |
3 | 29 seconds | 20 seconds | 32 seconds |
Easy Path
The first path is vertical and requires each team to escort the Payload through one of the side lanes after walking around one of the Recon Camps. The final destination for the easy path will always be top for the left-side team or bottom for the right-side team—in other words, the same lane where the enemy Sentinel goes.
Medium Path
The second path (see the blue line in the corresponding image) is bent in the enemy territory of the losing team, passing nearby the enemy Turret Camp. This change makes it slightly harder for the winning team to successfully escort the Payload again as the zone is surrounded by enemy Structures, especially if the nearby Fort has not been taken down yet. In particular, the losing team will have access to 1-2 Healing Fountains whereas the winning team will not have any of them nearby.
Hard Path
The third path (see the blue line in the corresponding image) is also bent in the enemy territory, but this time goes near one of the Recon Camps and then proceeds through the wide area near the enemy Sentinel Camp. This change makes it harder for the winning team to secure the Objective another time as the final destination is exactly in the middle of the enemy Keeps. The losing team will have access to 2 Healing Fountains whereas the winning team will be too deep in the enemy territory for using them.
Changelog
- 07 Jan. 2022: Guide improved and reorganized.
- 07 Dec. 2021: Guide reviewed for the latest Major Patch.
- 06 Jun. 2021: Guide improved.
- 02 Jun. 2021: Guide created.
Elitesparkle is a multiple times Master player in Europe who plays Heroes of the Storm since its release. He is an active member of the community who likes to teach new and veteran players all he knows about his favorite game. He also produces more teaching content on his Tips of the Storm page on Ko-fi.
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