Warhead Junction Mercenary Camps

Last updated on Jan 07, 2022 at 20:00 by Elitesparkle 1 comment

Welcome to our strategy guide for Warhead Junction, a Battleground in Heroes of the Storm. In these pages, you will find everything required to understand how it is designed, from Map Objectives to Mercenary Camps, and how to play it, from drafting to team strategy.

1.

Warhead Junction's Mercenary Camps

As you can see in the picture below, Warhead Junction has a total of 5 Mercenary Camps:

  • 1 Boss Camp and 2 Bruiser Camps in the top lane;
  • 2 Siege Camps in the bottom lane.
2.

Warhead Junction's Siege Camps

This type of Mercenary Camp features 2 Hellbats. Once captured, it spawns the same units fighting for your team in the corresponding lane.

Spawn 1:00 minute
Respawn 3:00 minutes
Experience 120 + 4 per minute

Hellbats reduce the Armor of enemy Structures and Heroes hit by their cleaving Basic Attacks for 3 seconds by 4 Armor per Basic Attack, stacking 5 times, for a maximum of 20 Armor reduction.

2.1.

Capture

While trying to capture Mercenary Camps having only 2 Mercenaries, it is recommended to move sideways immediately after taking aggro so that the farthest Mercenary will move towards the closest Mercenary while trying to keep you within his Attack Range. This trick is important to use when your team has Heroes who can deal area of effect damage, else they will not be able to get maximum value from their Hero, thus leading to a time loss.

To play around their cleaving Basic Attacks applying an Armor reduction debuff, if you are not clearing Hellbats alone, your team must position a single Hero in front of them and all other Heroes behind them. Once the Hero tanking them gets 20 Armor reduction, after approximately 9 seconds, they should ideally swap position with another Hero who is not affected by that debuff to reduce the amount of damage taken by your team while fighting them.

2.2.

Reward

After clearing it and securing its Capture Point, both Hellbats will walk in the lane nearby to fight for your team. Considering that they can reduce the Armor of enemy Structures, they can be used to empower the siege damage of your team.

Warheads benefit from the Armor reduction effect as well, so you should ideally wait for Hellbats to get near enemy Structures and Basic Attack them for about 4 seconds before launching them. Due to cast time and delay together, the Nuke will take a total of 5.5 seconds to hit them, during which time Hellbats will continue reducing the Armor of enemy Structures up to the cap.

3.

Warhead Junction's Bruiser Camps

This type of Mercenary Camp features 3 Goliaths and 1 Raven. Once captured, it spawns the same units fighting for your team in the corresponding lane.

Spawn 1:00 minute
Respawn 4:00 minutes
Experience 270 + 8 per minute

Ravens do not use Basic Attacks. Instead, once every 5 seconds, they fire a Seeker Missile which Reveals the targeted Hero and damages them upon impact. In other words, Ravens only do 20 (not scaling) damage per second while Goliaths deal 40 (+1 per minute) damage per second.

Seeker Missile

Cooldown: 5 seconds

After a delay, launch a missile that chases an enemy and deals 100 damage in a small area around them upon impact. During this time, they are Revealed.

3.1.

Capture

While clearing them, try to kill the Goliaths first because they deal twice more damage than the Raven and do not be scared of the Revealed effect applied by the Raven because while still neutral it cannot give vision to the enemy team, but only to other neutral Mercenaries.

3.2.

Reward

After clearing it and securing its Capture Point, those Mercenaries will walk in the lane nearby to fight for your team. They can deal a considerable amount of damage to enemy Structures, so you can try to siege together with them when possible.

4.

Warhead Junction's Boss Camp

This type of Mercenary Camp features 1 Slime Boss. Once captured, it spawns the same unit fighting for your team in the corresponding lane.

Spawn 5:00 minute
Respawn 5:00 minutes
Experience 750 + 10 per minute

While in combat, the Slime Boss will use Slime Spit to create a damaging pool on the ground, so be ready to avoid it.

Slime Spit

Cooldown: 14 seconds

Spits on the ground, dealing damage to enemies hit and leaving a pool on the ground which lasts 10 seconds and deals damage over time to enemies standing in. Slime Spit and Spawn Pods cannot be used within 6 seconds of each other.

About 6 seconds after that, the boss will cast Spawn Pods to launch multiple slime pods around him.

Spawn Pods

Cooldown: 14 seconds

Fires 7-10 slime pods in the surrounding area, each near a random Hero, which deal damage over time to enemies hit. Spawn Pods and Slime Spit cannot be used within 6 seconds of each other.

4.1.

Capture

While clearing it, make sure to dodge all his Abilities because they deal a lot of damage, something that may cause your Healer to consume a huge amount of Mana or, even worse, to abort the capturing mission due to a lack of Health.

Considering that there are 4 bushes surrounding the Slime Boss, it is not that easy to guard the 2 bushes on the enemy side, unless you have vision tools at your disposal. As a consequence, it is extremely important to kill a few enemy Heroes before trying to capture it.

4.2.

Reward

After clearing it and securing its Capture Point, the Slime Boss will walk in the lane nearby to fight for your team. The best strategy is to go together with him and deal as much damage as possible to enemy Structures before he gets defended by the enemy team. If you have Warheads, use them to create space while sieging alongside him.

5.

Changelog

  • 07 Jan. 2022: Guide improved and reorganized.
  • 07 Dec. 2021: Guide reviewed for the latest Major Patch.
  • 14 Jun. 2021: Guide created.
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