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Sgt. Hammer Abilities

Last updated on Aug 24, 2016 at 16:32 by Oxygen 36 comments

Table of Contents

Sgt. Hammer Image

General Information

Below, we give you a brief overview of the abilities that Sgt. Hammer has access to. You should read these ability descriptions before reading further, because the other pages of the guide assume that you have a basic knowledge of Sgt. Hammer's abilities.

The other pages of our Sgt. Hammer 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. Thrusters

Sgt. Hammer Thrusters
Thrusters (Z) Starcraft Sgt. Hammer
  • Cooldown: 30 seconds

Increase Sgt. Hammer's Movement Speed by 60% for 4 seconds. Thrusters are always active while at the Altar.

Thrusters Icon Thrusters replaces Sgt. Hammer's ability to use a Mount. It increases her movement speed by 60% for 4 seconds, and instantly brings her out of Siege Mode Icon Siege Mode. It has a cooldown of 30 seconds. This effect is automatically activated (without a cooldown) while at the Altar of Storms.

This ability is one of the many elements that make Sgt. Hammer so unique. As a Hero, she essentially forfeits most of her out-of-combat mobility for a readily available and very powerful combat movement speed boost. Despite Sgt. Hammer's very defense-oriented skillset, Thrusters Icon Thrusters should almost exclusively be used defensively. This is particularly true when the opposing team composition feature melee Assassins or hard-engaging Heroes. Even if that is not the case, it is almost always a mistake to use them offensively (unless it can safely secure kills) or worse, simply for traveling a bit faster.

Since the Thrusters last for only a few seconds, being hit by any crowd control (such as stuns and roots) will cause you to lose out on a large portion of the ability's duration. It is imperative that you remain careful when activating it.

2. Spider Mines

Sgt. Hammer Spider Mines
Spider Mines (Q) Starcraft Sgt. Hammer
  • Mana: 50
  • Cooldown: 14 seconds

Create 3 mines that deal 96 (+4% per level) damage and slow enemies by 25% for 1.5 seconds.

Spider Mines Icon Spider Mines summons 3 Mines in the targeted area. The Mines have a very small vision radius and take one second to set themselves up, after which they will home onto nearby enemy entities to quickly chase them. If they make contact with their target, they will explode, dealing damage in a small area and slowing hit foes by 25% for 1.5 seconds. If they do not find their target, they will simply lay dormant until they can find another suitable target or expire, after 30 seconds. Mines have 25 Health, essentially making them one-hit kills. Mercenaries, minions, and structures do not attack Mines.

Spider Mines Icon Spider Mines are a precautionary defensive tool, meaning that you must predict your opponent's behaviour in order to make good use of them. Early, they are to be cast into the bushes and smoke vents that surround your current lane whenever they are off-cooldown. Not only does this prevents the Mines from being wasted against lane Minions, but it also scouts for incoming attackers, potentially slowing them as well.

In combat, Spider Mines Icon Spider Mines are also to be used whenever they are off-cooldown, simply as added damage and for their slowing effect. Repeatedly using Spider Mines in the same area can create dangerous zones for your opponents to walk into and deter them from engaging you. Preemptively using Mines can also open up escape paths for you by slowing down pursuers.

3. Concussive Blast

Sgt. Hammer Concussive Blast
Concussive Blast (W) Starcraft Sgt. Hammer
  • Mana: 75
  • Cooldown: 12 seconds

Deals 141 (+4% per level) damage and pushes enemies away.

Concussive Blast Icon Concussive Blast instantly deals damage in a cone-shaped area while pushing enemy units away from Sgt. Hammer.

Just as with Thrusters Icon Thrusters, Concussive Blast Icon Concussive Blast is a primarily defensive tool. Pushing melee foes away from you not only prevents them from attacking you, but also allows you to get one or two Basic Attacks in as they must close distance again to damage you. Offensively, Concussive Blast does too little damage from too little range to realistically be useful outside of its knockback effect. That effect can, however, be used to peel or interrupt important channeled abilities.

4. Siege Mode

Sgt. Hammer Siege Mode
Siege Mode (E) Starcraft Sgt. Hammer
  • Mana: 20
  • Cooldown: 2 seconds

Sgt. Hammer becomes immobile to increase Basic Attack range by 5, deal 25% splash damage, and deal 30% bonus damage to Minions and Structures.

Siege Mode Icon Siege Mode causes Sgt. Hammer to enter Siege Mode after one second. While in this alternate mode, she is unable to move, but her Basic Attacks have 90% more range, deal 30% more damage to minions and structures, and also deal 25% of their damage in an area around their target. A large blue dotted circle around Sgt. Hammer permanently indicates the range of Siege Mode. Using Siege Mode while it is already active returns Sgt. Hammer to her normal mobile state.

Siege Mode Icon Siege Mode is Sgt. Hammer's most iconic ability and single-handedly separates poor Sgt. Hammer players from good ones. This may come off as a surprise, but for any given match, one should seek to, as much as possible, avoid being in Siege Mode. This is simply due to the fact that the complete loss of mobility, before the Hover Siege Mode Icon Hover Siege Mode talent is acquired, is far more detrimental than the upsides (increased range, splash damage) of the ability, and will get you killed against most competent players. The only relevant times to ever be in Siege Mode are when you are waveclearing in an empty lane, when you are sieging a base with the protection of several teammates, or when you have picked up the Hover Siege Mode talent. This fact can not be stressed enough; Siege Mode is only to be used when its downside of being completely unable to move can not backfire. Sieging up should never be taken lightly.

5. Blunt Force Gun

Sgt. Hammer Blunt Force Gun
Blunt Force Gun (R) Starcraft Sgt. Hammer
  • Heroic
  • Mana: 100
  • Cooldown: 70 seconds

Fire a missile across the battlefield, dealing 500 (+3% per level) damage to enemies in its path.

Blunt Force Gun Icon Blunt Force Gun launches a large projectile that slowly travels in a line, dealing damage to enemy entities it passes through. Blunt Force Gun is a global ability, meaning that it can be cast from and to anywhere on the battlefield.

There is little to say about Blunt Force Gun Icon Blunt Force Gun. It deals a moderate amount of uncounterable line-based damage in a relatively large area, and is generally not considered anywhere near as useful as its counterpart Heroic ability, Napalm Strike Icon Napalm Strike. The projectie's slow speed means that you must predict the movement of your opponents ahead of time, making it beneficial to wait for crowd control to hit your opponents, especially in an area of effect, before trying to use Blunt Force Gun.

6. Napalm Strike

Sgt. Hammer Napalm Strike
Napalm Strike (R) Starcraft Sgt. Hammer
  • Heroic
  • Mana: 35
  • Cooldown: 6 seconds

Deals 164 (+4% per level) damage on impact, and leaves a napalm area that deals 50 (+4% per level) damage per second. Lasts for 4 seconds.

Napalm Strike Icon Napalm Strike launches an arcing projectile to the targeted area. Upon ground impact, it damages enemies and leaves behind a lingering effect which deals additional damage every second for 4 seconds to enemies within the area.

Napalm Strike Icon Napalm Strike is the glue to Sgt. Hammer's skillset, though it only becomes available at Hero Level 10. Its short cooldown, negligible Mana cost, long range, and solid damage make it the quintessential poking ability that is to be used against Heroes, minions, structures, or mercenaries whenever it comes off-cooldown. It is also useful for scouting bushes, knocking Heroes off their mounts, and bringing cloaked Heroes out of Stealth. It should be noted that Napalm Strike has a short traveling time, making it necessary to aim ahead of an intended target.

7. Artillery

Sgt. Hammer Artillery
Artillery (D) Starcraft Sgt. Hammer
  • Cooldown: 5 seconds

Sgt. Hammer's Basic Attack range is 1 further than other ranged heroes. Her Basic Attacks deal 30% more damage to enemies that are at least 4 range away.

Artillery Icon Artillery causes Sgt. Hammer's Basic Attacks to deal 30% more damage to enemies that are beyond 75% of her base attack range. This Trait also increases her Basic Attack range by 20%.

Sgt. Hammer's trait, Artillery Icon Artillery, promotes a safe playstyle and offers a proper payout for doing so. Thrusters Icon Thrusters, Spider Mines Icon Spider Mines, and Concussive Blast Icon Concussive Blast can all be used to create distance between you and your target.

8. ChangeLog

+ show all entries - show only 10 entries
  • 24 Aug. 2016: Updated Artillery and Thrusters' description to account for the August 24th balance patch.
  • 18 Aug. 2015: Updated Artillery's description to account for the Kharazim patch changes (damage bonus increased to 30%, from 20%).
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