Nova Abilities and Strategy
Table of Contents
- ×Abilities and Strategy
- +Talent Build
Below, we give you an overview of the abilities that Nova has access to. We also explain how to best your these abilities.
The other pages of our Nova guide can be accessed from the table of contents on the right.
About the Author
Oxygen is a veteran of the MOBA genre, which he has been playing for nearly 15 years. He has coached some of Heroes of the Storm's most prominent North American players and teams alike, including Team Liquid. As a Master player, he enjoys playing all Heroes and roles.
1. Tips on Ability Usage
- Practice often to acquire and maintain your Snipe accuracy. If you cannot reliably land Snipe, you cannot play Nova.
- Use Pinning Shot to make your Snipe and Precision Strike much easier to land.
- Holo Decoy is useful to to intercept dangerous skillshots.
- An opposing Keep is nearly destroyed, but your team can't quite get to it? Try Precision Strike.
- Mana: 50
- Cooldown: 6 seconds
Deals 310 (+4% per level) damage to the first enemy hit.
As Nova's main source of burst damage, Snipe is an essential Ability to master. Clever opponents will stand behind undesirable targets such as Minions, summons, Structures, or resilient allied Heroes in order to prevent you from directly hitting them. They can also move in eccentric patterns or use displacement Abilities in an attempt to dodge the projectile. crowd control effects such as stuns, roots, and movement speed debuffs will help landing Snipe, but they are not available to Nova beside through Pinning Shot. Opponents that are distracted by certain tasks, such as killing Mercenaries or dealing with Map Objectives, are also significantly easier to hit. In the end, however, nothing makes up for being able to predict enemy movement and behaviour, for which you will unquestionably need to practice. Learning to lead your target is a good first step to using Snipe well.
3. Pinning Shot
- Mana: 65
- Cooldown: 12 seconds
Deal 110 (+4% per level) damage to an enemy and slow it by 40% for 2.25 seconds.
Pinning Shot's unmissable nature and movement speed reduction effect make it an excellent Ability to use in conjunction with Snipe and Precision Strike in order to improve your accuracy. The Ability's damage is so unremarkable that it should almost exclusively be used when the slowing effect will be useful to you or a teammate, or to trigger One in the Chamber. Due to its long range and reliability, Pinning Shot is typically used as an opening ability when ganking, allowing your allies to follow up with their own damaging or crowd controlling Abilities. As with most movement speed reduction effects, it can also be used for peeling or hindering the escape of an opponent. It should be noted that Pinning Shot prompts Nova to automatically attempt to use a Basic Attack on the Ability's target if she is in range, unless ordered otherwise.
4. Holo Decoy
- Mana: 50
- Cooldown: 15 seconds
Create a Decoy for 5 seconds that appears to attack enemies.
Using this Ability does not break Cloak.
Holo Decoy's usage varies widely based on your opponent's team composition. In general, placing the Decoy in a location where you could reasonably be, such as behind your team or in a Bush or Smoke Vent, will make it difficult for your opponents to recognise which is the true Nova in order to attack you. In a best-case scenario, Ability Cooldowns may be wasted against your Decoy instead of you or your teammates. The Decoy's attacks can also be used to force your opponents to Dismount. Holo Decoy is also useful for scouting Bushes and Smoke Vents, as its death is largely irrelevant beyond the used Cooldown.
Against Heroes with line skillshot abilities such as Storm Bolt, Hook, Feral Spirit, Hungering Arrow, Singularity Spike, Decoy should almost exclusively be used to proactively prevent these abilities from reaching you or your teammates... although with enough experience and finesse, you can even use Decoy to reactively block these abilities after you see them being cast. This has the advantage of making it impossible for your opponents to hold onto their cooldowns for after your hologram has vanished.
5. Triple Tap
- Mana: 100
- Cooldown: 100 seconds
Locks in on the target Hero, then fires 3 shots that hit the first Hero or Structure they come in contact with for 338 (+4% per level) damage each.
Triple Tap's unmissable nature, extremely high damage, and long range make it a threat to any fragile or low-Health Hero. The slow movement of the projectiles fired by Triple Tap, on top of their very obvious travel pattern, means that clever opponents will move behind undesirable targets such as Structures or resilient allied Heroes in order to prevent you from hitting them. Coordinated teams make using Triple Tap even harder, as the projectiles are likely to be intercepted by the well-intentioned allies of your target. Most of these issues can be avoided by carefully selecting isolated targets that have no Structure or allies to use as cover. It should be noted that as a channeled Ability with a long casting time, Triple Tap can — and will — easily be interrupted by stuns, knockbacks, and silences. Its long range should be used to prevent this at all cost.
6. Precision Strike
- Mana: 100
- Cooldown: 60 seconds
After a 1.5 second delay, deals 456 (+4% per level) damage to enemies within an area. Unlimited range.
Precision Strike is notable for its ability to deal a high amount of damage to any desired location of the battlefield. The 2-seconds impact delay means that it is prone to be avoided by attentive players. As such, Precision Strike is typically used with strong area of effect crowd control Abilities such as Apocalypse, Mosh Pit, Grav-O-Bomb 3000, Leap, Divine Storm, and Void Prison. Casting Precision Strike on the escape path of a fleeing opponent may also force them to take the Ability's damage or momentarily stop their withdrawal. Precision Strike's global range also makes it useful for safely finishing off badly damaged Structures.
7. Permanent Cloak, Sniper (Trait)
- Cooldown: 3 seconds
Nova gains Stealth when out of combat for 3 seconds. Taking damage, attacking, using Abilities, or channeling reveals her.
Passive: Nova's Basic Attack range is 1 further than most other ranged Heroes.
Permanent Cloak, Sniper passively causes Nova to become cloaked when out of combat for 3 seconds. The cloaking effect makes Nova untargetable by single-target abilities and basic attacks, prevents minions from engaging her, adds a large amount of transparency to her model, and prevents opponents from seeing her minimap portrait.
Cloak is lost when any of the following conditions is met:
- using a Basic Attack;
- taking damage;
- being hit by revealing abilities such as Oracle or Farsight;
- casting abilities, including Talent-based abilities such as Rewind, with the sole exception of Holo Decoy;
- channeling Map Objectives;
- mounting up or using the Hearthstone;
- being near the opposing team's Core structure.
Permanent Cloak, Sniper is a fundamental element of Nova's gameplay, allowing her to position herself to deliver her burst damage to the intended target. It is therefore essential that you learn the area of effect and Cooldown of the Abilities that can reliably be used to break your Cloak. Common examples include Globe Of Annihilation, Arcane Flare, Moonfire, Seismic Slam, Psionic Storm, El'druin's Might, Holy Radiance, and Multishot.
It should be noted that the Cloaked state does not make Nova fully invisible, though she can not be directly targeted or clicked. She instead appears to be transparent and heavily distorted, a visual effect often described as a shimmer. Attentive players can spot this shimmer and thwart your surprise attack attempts. It is generally best to assume that you are not Cloaked at all when dealing with opponents that are not distracted by some task.
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