Sgt. Hammer Talents
Welcome to our Talents page for Sgt. Hammer. Here, we give you an overview of how strong each of Sgt. Hammer's talents is. Then, we present several viable builds, before analyzing each talent row separately, so that you can make informed decisions.
1. Sgt. Hammer's Talent Build
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|4||✔ ? ?|
|7||✘ ✘ ✔|
|13||✘ ✔ ?|
|16||? ? ✔|
|20||✔ ✔ ✘ ✘|
2. Sgt. Hammer's Talent Build Cheatsheet
Siege BuildTalent calculator »
The Siege build seeks to promote what Sgt. Hammer does best: sieging. Key Talents include Maelstrom Rounds, which greatly improve Sgt. Hammer's burst damage potential, and Graduating Range, which allows you to outrange and pressure most Heroes except Chromie. Sgt. Hammer's other Talent tiers are very reactive; although we have made some basic suggestions, refer to the Talents page to know exactly when to pick which Talent.
3. Level 1 Talents for Sgt. Hammer
Gain Stealth when entering Siege Mode or after not taking or dealing damage for 3 seconds while in Siege Mode. Basic Attacks while Stealthed deal 100% more damage.
Remaining stationary for at least 1.5 seconds while Stealthed grants Invisible.
Increase Siege Mode's splash damage to 50% of Basic Attack damage, and increase its splash radius by 25%.
- Charges: 3
- Recharge Time: 90 seconds
Activate to increase Basic Attack damage dealt by 35% for 5 seconds. Hitting Structures with Basic Attacks while in Siege Mode reduces the cooldown of Maelstrom Rounds by 5 seconds.
Stores up to 3 charges.
This Talent tier is dedicated to improving Siege Mode.
Ambush's damage increase is only realistically used once per use of Siege Mode, making it rarely as effective as the alternative Talent choices. The Stealthing effect provided by the Talent also has no real practical application.
Advanced Artillery provides a reliable yet indirect damage output increase. It is preferred over Maelstrom Rounds on Maps where sieging is more difficult, such as Battlefield of Eternity, Blackheart's Bay, and Hanamura. It also helps with waveclear, should your team composition lack any.
Maelstrom Rounds provides the highest direct damage output increase out of the Talent choices available at this tier. Its long Cooldown, however, requires you to hit Structures to go down to reasonable levels. Maelstrom Rounds should only be used when sieging or during improtant team fights.
4. Level 4 Talents for Sgt. Hammer
Concussive Blast creates an impassable wall in front of Sgt. Hammer for 4 seconds.
Using Neosteel Plating while in Siege Mode grants Unstoppable for 2 seconds, as long as she remains in Siege Mode.
Basic Attacks while in Siege Mode heal for 10% of the damage dealt.
This Talent tier is dedicated to defensive options. As such, the appropriate choice depends on your team composition as well as that of your opponents.
Barricade provides a reliable defensive option against melee Heroes that can also be used to deny or hinder initiations. Barricade is particularly powerful in tight spaces, where it can outright block escape or engagement paths. Just make sure not to block of your own allies or yourself.
Siege Tactics provides a much-needed self-defense mechanism against long-range crowd control and displacement Abilities such as Artanis's Phase Prism and Stitches's Hook. It is also particularly useful against dangerous Heroic Abilities such as Chen's Wandering Keg, Cho's Upheaval, Chromie's Temporal Loop, and The Butcher's Lamb to the Slaughter, to name a few. It should be noted that you do not have to remain in Siege Mode to benefit from Siege Tactics once it is active. This allows you to benefit from the Unstoppable effect to then Thrusters away safely.
Regenerative Bio-Steel is Sgt. Hammer's only source of self-sustain. It is particularly useful when your team composition features only one or no healer at all, and when some of the threats mentioned above do not call for Siege Tactics.
5. Level 7 Talents for Sgt. Hammer
Spider Mines detonate 3 times over 3 seconds.
Sgt. Hammer can move at 40% Movement Speed while in Siege Mode.
While in Siege Mode, Basic Attack range is increased by 1 every 3 seconds, up to 3.
This Talent tier is dedicated to improving general sieging.
Pulse Detonation Core allows Spider Mines to deal significantly more PvE-oriented damage, as Minions, Mercenaries, and Structures ignore the Mines over their detonation process. This Talent, however, is less than useful against players, who tend to destroy the Mines or simply walk away from them during the subsequent detonations, which immobilise the Mines.
Graduating Range improves what Sgt. Hammer does best: dealing long-range damage. This Talent is at the core of Sgt. Hammer's playstyle. Its main advantage is forcing opponents to initiate on you or suffer poke or Structural damage. With the right team compositions, this can be effective.
6. Level 10 Talents for Sgt. Hammer
- Mana: 100
- Cooldown: 70 seconds
Fire a missile across the battlefield, dealing 500 (+3% per level) damage to non-Structure enemies in its path.
- 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.
At this level, Heroic Abilities become available. Both Heroic Abilities fulfill the purpose of dealing damage, but do so in different ways. Refer to the Abilities section for more information.
Blunt Force Gun's main point of appeal are its global range and relatively high burst area of effect damage. Although it can theoretically be used to "snipe" opponents from across the Battlefield, Blunt Force Gun's relatively slow speed makes this difficult to pull off. Instead, it is generally used during team fights, where you can often hit 3 or more targets for a very respecatable amount of burst damage.
Napalm Strike's main point of appeal is its high area of effect sustained damage output. Although its damage is not nearly as high as that of Blunt Force Gun, Napalm Strike's very short 6 seconds Cooldown makes it much more versatile than its counterpart. Indeed, this Ability can and should be used indiscriminately against any enemy in sight, though it is particularly effective against Minions and Structures, as most of Napalm Strike's damage comes from its damage over time effect.
7. Level 13 Talents for Sgt. Hammer
Moving while Thrusters is active leaves a trail of up to 5 Spider Mines. Additionally, increase the Slow of Spider Mines by 15%.
While in Siege Mode, Concussive Blasts's damage and knockback distance are increased by 75%.
While in Siege Mode, hitting Heroes with Basic Attacks reduces the cooldown of Thrusters by 5 seconds.
This Talent tier is dedicated to utility-based defensive options.
Tactical Mine Deployment is a rather strange Talent that empowers Thrusters, your main escape Ability, by mixing it with Spider Mines. In theory, this makes it much easier for you to escape by threatening pursuers. In practice, this is rarely necessary nor very useful.
Entrenched allows Concussive Blast to be of use while in Siege Mode, as its base range is otherwise too short. The increased knockback distance is also useful for repelling melee Heroes who might approach you.
8. Level 16 Talents for Sgt. Hammer
Neosteel Plating grants 5% maximum Health as a Shield for 2 seconds. If this Shield is destroyed, Basic Attack damage is increased by 50% for 5 seconds.
Attacking a Hero that is slowed, rooted, or stunned increases your Basic Attack damage by 30% for 3 seconds.
Basic Attacks against enemy Heroes deal bonus damage equal to 1.5% of the Hero's maximum Health.
This Talent tier is dedicated to situationally improving Basic Attacks.
Mechanical Know-how is used both defensively and offensively against long-ranged poke damage Heroes, such as Chromie and Kael'thas. Make sure not to fall into the trap of using Neosteel Plating exclusively for the damage increase provided by this Talent, however, as it is still your main defensive tool.
Executioner provides the highest situational damage output increase out of the Talent choices available at this tier. It does, however, require you to have a way of triggering its effects. Although Spider Mines can do that, teaming up with Heroes that feature multiple sources of crowd control such as Arthas is an excellent way of benefitting from Executioner.
Giant Killer provides the most reliable damage increase at this Talent tier. It is particularly effective against team compositions that feature two or more tanks, though it should not be underestimated against all targets.
9. Level 20 Talents for Sgt. Hammer
Blunt Force Gun's missile orbits the planet every 5 seconds. Only the last missile fired orbits.
Napalm Strike's range is increased by 75% and its impact does 50% more damage.
Upon detonating, Spider Mines reduce the armor of enemy Heroes hit by 10 for 4 seconds.
Hitting enemy Heroes with Basic Attacks while in Siege Mode grants 5% Attack Speed for 5 seconds, up to 40%.
This Talent tier is dedicated to improving damage output.
Orbital BFG is a notorious late-game way for Sgt. Hammer to completely shut down a given Lane. On its own, Orbital BFG can make it difficult to destroy Keeps through traditional pushing, as it completely destroys Minions. Furthermore, Orbital BFG is highly disruptive for team fights centered around a given point, such as a Boss, or Map Objective.
Advanced Lava Strike turns Napalm Strike into one of the best poking Ability in the game. The range increase allows you to threaten Map Objectives from great safety, although Napalm Strike remains a great tool to use againt anything in sight.
Ultra Capacitors provides a reasonable sustained damage increase against Heroes, granted you are able to remain in Siege Mode for a long period of time and manage to repeatedly attack Heroes. In the late game, this is seldom going to be the case. Furthermore, the alternative Talents offered at this tier have excellent utility that is difficult to pass on.
- 28 Jul. 2018: Talents updated to reflect July 25 balance patch changes.
- 14 Jan. 2018: Updated Siege build.
- 01 Dec. 2017: Added talent discussions.
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