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Heroes of the Storm Ragnaros

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Guest Kellis

Hey!

Please add short description after builds name. For example "Empower Sulfuras Build - high single target damage" or "Living Meteor Build - lane cleaner" or something like that for quick reference. Thank you.

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I know he's a relatively new hero, and this may be TBC, but are there any situational comments for each talent pick (beyond e.g. L16 if there are 2 tanks or high health pool like Az) that you would choose "Giant Scorcher" Talent. I'm particularly interested in advice around the L4 talent pick between Fire Ward and Catching Fire.... which may come down to if your team vs opponent team have more early or late surging heroes.

Love the commentaries, especially the ones from you and Straften, keep up the good work.

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Guest DemonSlayer

My favorite build is engulfing flame, slow burn, super heated, lava wave, tempered flame, blast echo, and heroic difficulty allowing me to slow chase and wave clear all with one ability at level 20 i can wipe an entire team if there is a good stun.

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On 12/19/2016 at 4:32 AM, Kiarbitrager said:

I know he's a relatively new hero, and this may be TBC, but are there any situational comments for each talent pick (beyond e.g. L16 if there are 2 tanks or high health pool like Az) that you would choose "Giant Scorcher" Talent. I'm particularly interested in advice around the L4 talent pick between Fire Ward and Catching Fire.... which may come down to if your team vs opponent team have more early or late surging heroes.

Love the commentaries, especially the ones from you and Straften, keep up the good work.

The Talents page should have some more info about those.

I personally like Catching Fire when I know I'll be laning for a while; that regen goes a long way, and the on-demand resistant is nice versus burst. Fire Ward is a good choice against double caster comps, especially if they have stuns to trigger Resilient Flame. I wish I could say more, but I haven't quite figured it out myself; still, I follow these trends and do rather well.

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I think Empower Sulfurus is the right call 80% of the time, since you get some sustain off of the Sulfurus and it combos with Sulfurus Smash to dish out tons of damage.  I'm wondering exactly when it makes sense to go with meteor build. 

For example, I had a game recently where I first picked Rag on Blackheart's Bay.  The enemy countered with Tracer, Lunara, Lucio, and Muradin (can't recall who the fifth member was).  So basically, lots of mobility to kite and range to poke.  I thought about going meteor build but I was worried that I wouldn't be able to land meteors consistently enough to get value.

I decided that since I had ETC and Malf on my team, I'd have sufficient set-up when it was time to engage, so I went with the melee build.  For the most part, my damage production was pitiful since I had to play conservatively against the poke, but it seemed to give me enough burst to finish kills when it came to fights.   But I had to deal with a toxic (feeding) Sylvanas complaining all game about the noob Rag who wasn't doing damage, so I wonder if meteor build might have worked out better.

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7 hours ago, FirstBlood said:

I think Empower Sulfurus is the right call 80% of the time, since you get some sustain off of the Sulfurus and it combos with Sulfurus Smash to dish out tons of damage.  I'm wondering exactly when it makes sense to go with meteor build. 

For example, I had a game recently where I first picked Rag on Blackheart's Bay.  The enemy countered with Tracer, Lunara, Lucio, and Muradin (can't recall who the fifth member was).  So basically, lots of mobility to kite and range to poke.  I thought about going meteor build but I was worried that I wouldn't be able to land meteors consistently enough to get value.

I decided that since I had ETC and Malf on my team, I'd have sufficient set-up when it was time to engage, so I went with the melee build.  For the most part, my damage production was pitiful since I had to play conservatively against the poke, but it seemed to give me enough burst to finish kills when it came to fights.   But I had to deal with a toxic (feeding) Sylvanas complaining all game about the noob Rag who wasn't doing damage, so I wonder if meteor build might have worked out better.

I'd say that in the case you described, using the meteor build would have probably been the best option. Empower SulfurasEmpower Sulfuras build's main weakness are heroes that can kite quite well. Living MeteorLiving Meteor build does not suffer as much from those heroes, but often requires heroes with CC on your team, which you did have. 
So yeah, I believe Living MeteorLiving Meteor build would have been better.

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I've been playing Rag fervently ever since I got him. One thing I noticed in the guide that I had different experience is that he isn't really mana hungry. He should only be using empower sulfuras to clear waves, especially if Rag went for sulfuras quest. If Rag went for blast wave build, he should use his blast wave once to clear waves after he gets his double blast wave talent. For pokes and depending on situation, Rag should either use empower sulfuras or meteor to poke. And then, he should only use blast wave to follow up, chase, or escape. All this culminates to a mana recharge every 5 minutes, so I don't think it is appropriate to label him as mana hungry.

Edited by Trensicourt
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15 hours ago, Trensicourt said:

I've been playing Rag fervently ever since I got him. One thing I noticed in the guide that I had different experience is that he isn't really mana hungry. He should only be using empower sulfuras to clear waves, especially if Rag went for sulfuras quest. If Rag went for blast wave build, he should use his blast wave once to clear waves after he gets his double blast wave talent. For pokes and depending on situation, Rag should either use empower sulfuras or meteor to poke. And then, he should only use blast wave to follow up, chase, or escape. All this culminates to a mana recharge every 5 minutes, so I don't think it is appropriate to label him as mana hungry.

Empower SulfurasEmpower Sulfuras should be used almost every time it is off cooldown in order to regain health and clear the wave, which is quite often, and in result makes Ragnaros mana-hungry. If you don't use Empower SulfurasEmpower Sulfuras that often, you are missing out on damage and wave clear, which obviously makes the former playstyle stronger, and offers strong synergy with Malfurion. On the other hand, if you don't really have a way of regaining mana, such as when sieging far away from your nearest healing fountain, the latter playstyle is required, sadly.

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10 hours ago, positiv2 said:

Empower SulfurasEmpower Sulfuras should be used almost every time it is off cooldown in order to regain health and clear the wave, which is quite often, and in result makes Ragnaros mana-hungry. If you don't use Empower SulfurasEmpower Sulfuras that often, you are missing out on damage and wave clear, which obviously makes the former playstyle stronger, and offers strong synergy with Malfurion. On the other hand, if you don't really have a way of regaining mana, such as when sieging far away from your nearest healing fountain, the latter playstyle is required, sadly.

In a lane, Rag does not need to spam meteor or blast wave to bully enemies out of lane. All Rag needs is his empower sulfuras to hit a minion and to transfer that damage to the hero and to heal the poke damage. This is especially potent if Rag is playing against medium-close range hero. Rag should occasionally use meteor if he can land perfectly. In the case that an enemy is weakened, Rag can combo his abilities to force his opponent to hearthstone. That is usually after poking with Empower Sulfuras/Meteor. In total, this is not a lot of mana unless Rag puts himself in a provocative position, in which he is forced to react with additional force.

In general, Rag should use two charges of empower sulfuras to clear a wave for 50 mana and regain all mana lost through a regen globe. He should not waste his health to pokes, so he should hit the edges of a minion wave. However, Rag should show force every so often to pressure the enemy off using Meteor. Usually Rag's presence as a super strong laner tends to make his enemies cede 60%-70% of lane control to Rag, so Rag doesn't have to expend mana to pressure enemies off his lane. This also allows Rag to get good hits on minion waves. If Rag went for blast wave, then he should be able to instant wipe a wave after blast echo for 50 mana. Same applies to empower sulfuras for one charge of 25 mana, but that's very late game. 

Alternatively, we probably have different play styles. As I've mentioned, I prefer to poke with Empower Sulfuras to transfer damage to my enemies as 90% of my ability usage. With regen globes, I don't ever run out of mana unless I'm forced to use other abilities. This leaves me with plenty of mana left for team fights and etc. Also, I noticed with my playstyle that my mana efficiency allows me to lane for the entire laning period up to announcement of objective without hearthstoning. In fact, I often find myself dealing plenty of damage to the towers and gates of the enemies by the end of the laning phase, showing the strength of Ragnaros pressure. Then I hearthstone with 40% mana to make sure I can sustain for the upcoming team fight or I fight with 40% if is safe to do so or I am forced to.

Edited by Trensicourt

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2 hours ago, Trensicourt said:

All Rag needs is his empower sulfuras to hit a minion and to transfer that damage to the hero and to heal the poke damage.

Which is why you spam it. Clearing the waves quickly in the early game allows you to start pushing and get a fort down early (and you can push the towers together with the wall as well), resulting in XP advantage and snowballing the game.

Also, you will be often spamming the ability if you chose Sulfuras HungersSulfuras Hungers, in order to get the damage bonus early.

And on smaller maps, you can sometimes rotate, which increases your mana usage even further.

2 hours ago, Trensicourt said:

In general, Rag should use two charges of empower sulfuras to clear a wave for 50 mana and regain all mana lost through a regen globe.

You are actually losing mana even when only using Empower SulfurasEmpower Sulfuras twice until level 13. You will also be using other abilities to poke and zone the opponents, which is additional mana gone. So, regen glomes can mitigate the mana loss, but are not enough to fully refill your mana, even when not spamming your abilities that much.

3 hours ago, Trensicourt said:

Alternatively, we probably have different play styles.

Yeah, looks like this is the case. I play Ragnaros as a wave-clearing powerhouse, so I tend to spam Sulfuras HungersSulfuras Hungers a lot, clear the waves and push as quickly as possible, and it works out most of the time. Then again, I am usually playing duo, and the coordination allows me to do things I would not be able to do when playing solo, so I can see why you play like that. However, at higher MMR/in higher leagues, the coordination is important (but I have to admit, QM players don't like tryharding), so you will again be able to play more aggressively.

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On 5/21/2017 at 10:21 PM, positiv2 said:

I play Ragnaros as a wave-clearing powerhouse, so I tend to spam Sulfuras HungersSulfuras Hungers a lot, clear the waves and push as quickly as possible, and it works out most of the time. Then again, I am usually playing duo, and the coordination allows me to do things I would not be able to do when playing solo, so I can see why you play like that. However, at higher MMR/in higher leagues, the coordination is important (but I have to admit, QM players don't like tryharding), so you will again be able to play more aggressively.

Whenever I play Ragnaros, the first thing I do is to try and complete the Sulfuras HungersSulfuras Hungers quest as fast as possible. I also like to play him very aggressively, while still staying cautious of positioning, as I am usually one of the primary targets of the enemy. Basically I have to make sure I only dive in when it's right, and pull out when the self-sustain won't be enough, then the frontline takes care of the enemies so they won't kite me, at least in a teamfight. 

He's a fun hero. He's nowhere near as big as he was when he launched (due to numerous nerfs) though he's still really powerful in the right hands and can be a pain to be up against.

Edited by Maxkitty
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      General
      Experience Globes can now path through gates. Fixed issues related to root visual effects. Updated decaying and ramping Slows to scale their speed with CC reduction effects. Heroes
      Alexstrasza Base Flame Buffet [E] Fixed an issue that caused Flame Buffet's Slow to be instantly removed on targets with reduced duration on being Slowed. Azmodan Level 13 Chain of Command Fixed an issue that caused Chain of Command to not apply to Demonic Invasion's on-death explosion. Brightwing Base Phase Shift [Z] Fixed an issue with Phase Shift's Store Icon. Chen Level 10 Storm, Earth, Fire Fixed an issue that caused Storm, Earth, Fire Spirits to not contest Capture Points. Wandering Keg Fixed an issue that caused Wandering Keg to occasionally not be cast. Wandering Keg now acts like other instant Abilities and will cast as soon as possible. Cho'Gall General Fixed an issue that caused Cho'Gall to contest points while Cho is in Stasis. Dehaka Base Brushstalker [Z] Fixed an issue with Brushstalker's Store Icon. Will now clamp the minimum cast range to Dehaka's radius. E.T.C. Level 7 Pinball Wizard Bonus damage updated to be additive. Level 13 Face Smelt Fixed an issue that caused Face Smelt's Slow to be instantly removed on targets with reduced duration on being Slowed. Falstad Base Flight [Z] Fixed an issue with Flight's Store Icon. Level 10 Mighty Gust Fixed an issue that caused Mighty Gust's Slow to be instantly removed on targets with reduced duration on being Slowed. Fenix Level 1 Arsenal Synergy Fixed an issue that caused Arsenal Synergy to not grant cooldown reduction for the primary target hit by Phase Bomb. Level 4 Inhibiting Energy Fixed an issue that caused Inhibiting Energy to be instantly removed on targets with reduced duration on being Slowed. Imperius Level 20 Unrelenting Descent Fixed an issue that caused Unrelenting Descent's Heal to be delayed. Johanna Base Punish [Q] Fixed an issue that caused Punish to be instantly removed on targets with reduced duration on being Slowed. Kel'Thuzad Level 4 Phylactery of Kel'Thuzad Announcements for Phylactery of Kel'Thuzad will now use team colors. Kerrigan Level 7 Boundless Fury Fixed an issue that caused Boundless Fury to refund charges against a target already marked. Kharazim Level 4 Spirit Ally Fixed an issue that caused Spirit Ally's heal FX to be visible in Fog of War. Lúcio Base Wall Ride [Z] Fixed an issue with Wall Ride's Store Icon. Lt. Morales Level 10 Medivac Dropship Announcements for Medivac Dropship will now use team colors. Lunara Base Crippling Spores [W] Fixed an issue that caused Crippling Spores to be instantly removed on targets with reduced duration on being Slowed. Maiev Level 16 Armored Assault Fixed an issue that caused Armored Assault to not grant the full bonus to Umbral Bind's Cleave. Malthael Level 20 No One Can Stop Death Announcements for No One Can Stop Death will now use team colors. Mei Base Icing [E] Fixed an issue that caused Icing's Slow to be instantly removed on targets with reduced duration on being Slowed. Level 10 Ice Wall Fixed an issue that caused Ice Wall to not apply Stopped to D.Va's Self Destruct. Muradin Level 4 Thunder Burn Tooltip has been updated to show Thunder Burn is a multiplicative reduction. Level 13 Thunder Strike Damage increase is now additive. Probius Base Worker Rush [Z] Fixed an issue with Work Rush's Store Icon. Rehgar Base Purge [Trait] Fixed an issue that caused Purge to be instantly removed on targets with reduced duration on being Slowed. Samuro Base Critical Strike [W] Fixed an issue that caused Critical Strike FX to persist if Samuro is killed while he has maximum Critical Strike stacks. Level 13 Kawarimi Fixed an issue that caused Kawarimi to create a Mirror Image with the incorrect starting Health. Sgt. Hammer Base Thrusters [Z] Fixed an issue with Thrusters' Store Icon. Stukov Base Weighted Pustule [W] Fixed an issue that caused Weighted Pustule's increasing Slow to be instantly removed on targets with reduced duration on being Slowed. Sylvanas Level 1 Unfurling Shadows Fixed an issue that caused Unfurling Shadows to not grant quest progress for the impact damage of Shadow Dagger created by spread. The Butcher Base Hamstring [Q] Fixed an issue that caused Hamstring to be instantly removed on targets with reduced duration on being Slowed. The Lost Vikings Base Go Go Go! [Z] Fixed an issue with Go Go Go's Store Icon. Zagara Level 20 Pack Instinct Fixed an issue that caused Devouring Maw to gain more bonuses than intended from Pack Instinct. Zuljin General Fixed an issue that caused Basic Attack damage in Zul'jin's Target Info Panel to not increase while Berserker is active. Base You Want Axe? [Trait] Fixed an issue that caused You Want Axe to gain progress while at maximum Basic Attack bonus. Level 16 Wrong Place Wrong Time Fixed an issue that caused Wrong Place Wrong Time to not respect the stack cap of You Want Axe?. Return to Top
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    • By Staff
      A new Heroes of the Storm patch is now available for playtesting on the PTR with many Hero changes and bug fixes. Check out the official PTR notes for more details!
      We expect the patch to be available for testing for one week before it goes live.
      (Source)
      Our next Heroes of the Storm patch has just hit the Public Test Realm and will be available for playtesting. As always, if you encounter any bugs during your PTR play sessions, please stop by the PTR Bug Report forum to let us know about your experiences.
      Quick Navigation:
      General Balance Update Bug Fixes General
      Updated Homescreen and Startup Music. NEW: Brawl Mode added! Brawls will rotate on the 1st and 15th of every month. Return to Top
      Balance Update
      Heroes
      Auriel
      Talents
      Level 1 Searing Light Now only deals damage to enemy Heroes. Level 7 Energized Cord Now increases Basic Attack range by 1.1. Level 16 Reservoir of Hope Quest bonus reduced from 75 to 55. Wrath of Heaven Armor reduction increased from 10 to 20. Spell Power increased from 10% to 15%. Chromie
      Talents
      Level 1 Timewalker's Pursuit Spell Power increased from 10% to 15%. Level 7 Mobius Loop Slow reduced from 60% to 40%. Level 20 Unravelling Lingering Slowing Sands no longer consume Energy. Now also increases Slowing Sands cast range by 50%. Johanna
      Base
      Shield Glare [E] Mana cost increased from 45 to 55. Talents
      Level 1 Divine Fortress Health bonus starting value increased from 20% to 25%. Zealous Glare Damage bonus reduced from 75% to 70%. Level 7 Steed Charge Duration increased from 3 to 4 seconds. Level 13 Blessed Hammer Damage reduced from 74 to 65. Level 16 Holy Renewal Cooldown reduction reduced from 1.5 seconds to 1 second. Shrinking Vacuum Damage reduction increased from 25% to 30%. Duration increased from 2 to 3 seconds. Slow increased from 25% to 30%. Tracer
      Talents
      Level 4 Is That a Health Pack?! Healing from Regen Globes increased from 10% to 15% of maximum Health. Pulse Generator Healing reduced from 18% to 12%. Level 13 Jumper Cooldown refresh reduced from 150% to 100%. Shield reduced from 6.5% to 6%. Zul'jin
      Base
      You Want Axe? [Trait] Basic Attack damage increased from 94 to 118. Bonus from quest completion reduced from 1 to .25. Talents
      Level 1 Recklessness Basic Attack damage bonus reduced from 15% to 10%. Level 10 Guillotine Cooldown reduced from 40 seconds to 30 seconds. Mana cost reduced from 70 to 60. Taz'dingo! Cooldown increased from 90 seconds to 100 seconds. Mana cost increased from 75 to 80. Level 16 Let the Killing Begin Kill window reduced from 1.5 seconds to 0.5 seconds. Level 20 Buzzsaw Kill window reduced from 1.5 seconds to 0.5 seconds. Return to Top
      Bug Fixes
      General
      Experience Globes can now path through gates. Fixed issues related to root visual effects. Updated decaying and ramping Slows to scale their speed with CC reduction effects. Heroes
      Alexstrasza Base Flame Buffet [E] Fixed an issue that caused Flame Buffet's Slow to be instantly removed on targets with reduced duration on being Slowed. Azmodan Level 13 Chain of Command Fixed an issue that caused Chain of Command to not apply to Demonic Invasion's on-death explosion. Brightwing Base Phase Shift [Z] Fixed an issue with Phase Shift's Store Icon. Chen Level 10 Storm, Earth, Fire Fixed an issue that caused Storm, Earth, Fire Spirits to not contest Capture Points. Cho'Gall General Fixed an issue that caused Cho'Gall to contest points while Cho is in Stasis. Dehaka Base Brushstalker [Z] Fixed an issue with Brushstalker's Store Icon. Will now clamp the minimum cast range to Dehaka's radius. E.T.C. Base Face Smelt [W] Fixed an issue that caused Face Smelt's Slow to be instantly removed on targets with reduced duration on being Slowed. Level 7 Pinball Wizard Bonus damage updated to be additive. Falstad Base Flight [Z] Fixed an issue with Flight's Store Icon. Level 10 Mighty Gust Fixed an issue that caused Mighty Gust's Slow to be instantly removed on targets with reduced duration on being Slowed. Fenix Level 1 Arsenal Synergy Fixed an issue that caused Arsenal Synergy to not grant cooldown reduction for the primary target hit by Phase Bomb. Level 4 Inhibiting Energy Fixed an issue that caused Inhibiting Energy to be instantly removed on targets with reduced duration on being Slowed. Johanna Base Punish [Q] Fixed an issue that caused Punish to be instantly removed on targets with reduced duration on being Slowed. Kharazim Level 4 Air Ally Fixed an issue that caused Air Ally's heal FX to be visible in Fog of War. Lúcio Base Wall Ride [Z] Fixed an issue with Wall Ride's Store Icon. Lunara Base Crippling Spores [W] Fixed an issue that caused Crippling Spores to be instantly removed on targets with reduced duration on being Slowed. Maiev Level 16 Armored Assault Fixed an issue that caused Armored Assault to not grant the full bonus to Umbral Bind's Cleave. Mei Base Icing [E] Fixed an issue that caused Icing's Slow to be instantly removed on targets with reduced duration on being Slowed. Level 10 Ice Wall Fixed an issue that caused Ice Wall to not apply Stopped to D.Va's Self Destruct. Muradin Level 4 Thunder Burn Tooltip has been updated to show Thunder Burn is a multiplicative reduction. Level 13 Thunder Strike Damage increase is now additive. Probius Base Worker Rush [Z] Fixed an issue with Work Rush's Store Icon. Rehgar Base Purge [Trait] Fixed an issue that caused Purge to be instantly removed on targets with reduced duration on being Slowed. Samuro Base Critical Strike [W] Fixed an issue that caused Critical Strike FX to persist if Samuro is killed while he has maximum Critical Strike stacks. Level 13 Kawarimi Fixed an issue that caused Kawarimi to create a Mirror Image with the incorrect starting Health. Sgt. Hammer Base Thrusters [Z] Fixed an issue with Thrusters' Store Icon. Stukov Base Weighted Pustule [W] Fixed an issue that caused Weighted Pustule's increasing Slow to be instantly removed on targets with reduced duration on being Slowed. Sylvanas Level 1 Unfurling Shadows Fixed an issue that caused Unfurling Shadows to not grant quest progress for the impact damage of Shadow Dagger created by spread. The Butcher Base Hamstring [Q] Fixed an issue that caused Hamstring to be instantly removed on targets with reduced duration on being Slowed. The Lost Vikings Base Go Go Go! [Z] Fixed an issue with Go Go Go's Store Icon. Zagara Level 20 Pack Instinct Fixed an issue that caused Devouring Maw to gain more bonuses than intended from Pack Instinct. Return to Top
      Click here to discuss this post with other players in the official Heroes of the Storm forums.

    • By Staff
      Master every Heroes of the Storm battleground with our detailed map guides, featuring strategies for objectives and drafting!

      Heroes of the Storm features a wide range of maps, each offering unique objectives and strategies. To help players excel in every battleground, we’ve created comprehensive guides that cover drafting, objectives, and gameplay for all maps.


      Alterac Pass: Free Cavalries from Prison Camps to fight alongside your team. Battlefield of Eternity: Secure Immortals to destroy enemy structures. Blackheart’s Bay: Collect Doubloons to fire Captain Blackheart’s cannons. Braxis Holdout: Control Beacons to summon powerful Zerg waves. Cursed Hollow: Gather Tributes to curse the enemy team and gain an advantage. Dragon Shire: Control Shrines to summon the mighty Dragon Knight. Garden of Terror: Collect Seeds to unleash Garden Terrors on your enemies. Hanamura Temple: Escort Payloads to deal damage to enemy structures. Infernal Shrines: Summon Punishers by defeating Guardians at Shrines. Sky Temple: Capture Temples to rain laser blasts on enemy structures. Tomb of the Spider Queen: Turn in Gems to summon Webweavers to assist your team. Towers of Doom: Capture Altars to damage the enemy Core indirectly. Volskaya Foundry: Control Capture Points to pilot the Triglav Protector. Warhead Junction: Collect Warheads to bombard enemy structures.
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