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Vlad

Heroes of the Storm Kel'Thuzad

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Hello readers,

I worked overtime throughout last week and braved hour-long PTR queues to bring you this guide right on time for Kel'thuzad's awaited release. I'll also be updating the tier list within the week, after some data is collected.

See you in the nexus!

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Great job, as always. Phylactery of Kel'ThuzadPhylactery of Kel'Thuzad is too good, man.

However... No Chains of Kel'ThuzadChains of Kel'Thuzad build? I know it is hardest skillshot to land in the game, but should be very rewarding in the right hands, right? I think a build around this ability could be at least situational, with Barbed ChainsBarbed Chains and Strip ShieldsStrip Shields being useful in teams featuring the likes of Tassadar, Chen and/or Zarya.

Also, I wonder if Chains of Kel'ThuzadChains of Kel'Thuzad works against any kind of object with collisions, rather than just structures. Say, for example, can you "stick" the chains into something like the Nazeebo's Zombie WallZombie Wall? Or Leoric's EntombEntomb? Or even the pot spawned by the Garden Terror? I say this since you can stick the chains into Kel'Thuzad's own Glacial SpikeGlacial Spike.

Edited by Valhalen

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Great build, completely agree on it. 

I think you should add garrosh to the list of heroes that counter him and work well with him. Even though he might not get to Kel'Thuzad, he may still put him into a situation that can be fatal. As an ally he can also easily throw enemies that would otherwise kill him, or throw Kel'Thuzad away from danger.

Edited by Maxkitty

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3 hours ago, Maxkitty said:

Great build, completely agree on it. 

I think you should add garrosh to the list of heroes that counter him and work well with him. Even though he might not get to Kel'Thuzad, he may still put him into a situation that can be fatal. As an ally he can also easily throw enemies that would otherwise kill him, or throw Kel'Thuzad away from danger.

I'll definitely consider it. I just don't have enough Garrosh experience for the moment, however. Also consider that without mobility, Garrosh is an easy target for chain combo.

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Guest Chrees

Fun hero, the ability to pull of some cool plays with Chains is great. I really hate how the Utility ult is on such an extreme cooldown compared to the pure damage one. They did that with Cassia too but then buffed Valkyrie's cooldown. I hope Frost Blast gets the same treatment but it can be game changing so maybe not. 100 seconds though ugh..

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The thing that I noticed the most when playing him tonight was that he is so much more fragile than I was expecting.  With a low health pool and no real escape options I find he really needs to play far back and cautiously.  It's actually the reason why I don't think his level 4 talent selection is completely one sided.  Phylactery of Kel'Thuzad is amazing, no question but it only helps so much vs burst damage and getting jumped on.  I'd still probably take it most of the time but after playing him I can actually see the value in the other two options.

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6 hours ago, TSRD said:

The thing that I noticed the most when playing him tonight was that he is so much more fragile than I was expecting.  With a low health pool and no real escape options I find he really needs to play far back and cautiously.  It's actually the reason why I don't think his level 4 talent selection is completely one sided.  Phylactery of Kel'Thuzad is amazing, no question but it only helps so much vs burst damage and getting jumped on.  I'd still probably take it most of the time but after playing him I can actually see the value in the other two options.

Definitely agreed; this is why we have the two other options as "?" (aka situational). Phylactery makes it so that you -need- to burst KT down, however, as otherwise, he'll just heal back right up.

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Looking at his placement in a tier list, personally I would judge him as tier 2, so core tier. While his utility is extremely devastating and his damage can wipe out enemies within seconds, most dive heroes counter him easily. However, what makes me love him, is that for those who have mastered him and can survive and punish dive teams, he quickly jumps to a tier 1 hero (for that player who mastered him). So while he is generally great, but not the absolute best, for experienced players, he might very well be one of the most devastating heroes to ever enter a match. 

Basically what I mean is he is tier 2 in general (imo), but way up in tier 1 to mastered players.

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10 hours ago, Maxkitty said:

Looking at his placement in a tier list, personally I would judge him as tier 2, so core tier. While his utility is extremely devastating and his damage can wipe out enemies within seconds, most dive heroes counter him easily. However, what makes me love him, is that for those who have mastered him and can survive and punish dive teams, he quickly jumps to a tier 1 hero (for that player who mastered him). So while he is generally great, but not the absolute best, for experienced players, he might very well be one of the most devastating heroes to ever enter a match. 

Basically what I mean is he is tier 2 in general (imo), but way up in tier 1 to mastered players.

That's where I had planned to place him. He's very feast or famine, as most casters tend to be. His Trait is obviously a factor.

Good insight.

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1 hour ago, Oxygen said:

That's where I had planned to place him. He's very feast or famine, as most casters tend to be. His Trait is obviously a factor.

Good insight.

Thank you! I love how he varies from situation to situation and can quickly scale up or down tiers depending on the player. He is a fun hero. I always love those heroes that you can master over time and are so rewarding and Kel'Thuzad is exactly that. The fact that he has counters makes him balanced and not as OP as he may have been. Overall, I'm pretty glad I saved my gold for him. Blizzard made an extremely well designed hero this time.

Edited by Maxkitty

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1 hour ago, Maxkitty said:

Thank you! I love how he varies from situation to situation and can quickly scale up or down tiers depending on the player. He is a fun hero. I always love those heroes that you can master over time and are so rewarding and Kel'Thuzad is exactly that. The fact that he has counters makes him balanced and not as OP as he may have been. Overall, I'm pretty glad I saved my gold for him. Blizzard made an extremely well designed hero this time.

I completely agree.  This is 100% a hero that takes mastery to really see his power.  I was watching a twitch stream of a better player (better than me anyhow) using him and frankly it put my level of play with him to shame.  Chain pulls into frost roots, awareness of chain pulls not just between heroes but also buildings and glacial spikes (not to mention the dexterity to see each option and perform them), building up decay stacks quickly (I saw a game where he had it done in under five minutes and that wasn't vs AI), and all of that while staying alive with such a fragile hero.  I can't think of many heroes I'd consider as demanding or rewarding to get the most out of as I would Kel'Thuzad.

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Guest Silvermane

Consider taking Armour of the Archlich against cloakers.  Its AoE is large enough that you can break it as they come close.  Especially useful against Valeera, and makes follow ups easier.

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7 hours ago, Guest Silvermane said:

Consider taking Armour of the Archlich against cloakers.  Its AoE is large enough that you can break it as they come close.  Especially useful against Valeera, and makes follow ups easier.

That's an excellent point I'll add to the guide. I already talked about it as a counter, but not specifically for its ability to remove stealth. We may have some of the most intelligent comment section I've ever seen. Making me so proud!

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I'd like to point that despite Samuro being listed as a counter to Kel'Thuzad, the opposite is valid. If anything, I'd say Kel'Thuzad is even more dangerous to Samuro (and the whole enemy team).

Kel'Thuzad can use Samuro's Mirror ImageMirror Image to his own advantage to quickly farm Master of the Cold DarkMaster of the Cold Dark by exploiting the clones' AI (I've managed to complete it roughly 6 minutes once). an astonishing rate. Also, you can use Chains of Kel'ThuzadChains of Kel'Thuzad to pin down the clones to Samuro himself or even other Heroes.

Against an unsuspecting Samuro, Kel'Thuzad can make him his bitch.

In a similar fashion, you can do the same thing to Rexxar and Misha, even more consistently as they are always together, therefore easier targets for the Chains. I assume it would be very hard for a Rexxar player be able to prevent Kel'Thuzad from farming his trait on Misha.

This is even more powerful when you combine it with Might of the ScourgeMight of the Scourge to repeatedly hit Misha and/or Samuro's clones.

AND he is a also a nasty bully to Abathur. Shadow FissureShadow Fissure all day, especially at level 20 with Might of the ScourgeMight of the Scourge.

Wouldn't be interesting to list in all guides opponents that said Hero is a counter to?

Edited by Valhalen

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Indeed, any "multi-part" hero is a great boon for KT.  You can easily add The Lost Vikings to that as well.  While they don't need to stay together like Samuro clones or Misha, they still add additional bodies to the field that wouldn't have been there otherwise.  The fact that the vikings aren't terribly threatening to KT just makes them even nicer to farm off.

Chromie is also exceptionally weak to KT thanks to her long casting animations.

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8 hours ago, TSRD said:

Indeed, any "multi-part" hero is a great boon for KT.  You can easily add The Lost Vikings to that as well.  While they don't need to stay together like Samuro clones or Misha, they still add additional bodies to the field that wouldn't have been there otherwise.  The fact that the vikings aren't terribly threatening to KT just makes them even nicer to farm off.

Chromie is also exceptionally weak to KT thanks to her long casting animations.

Yeah, exactly. I thought of them too, but since a good The Lost Vikings player will most of the time be doing split-push, the Vikings won't be clustered in skirmishes and team fights, where Kel'Thuzad truly shines.

As a Stukov main I can say that Kel'Thuzad stomps him his poor mobility and stationary position while channeling Lurking ArmLurking Arm.

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Is it just me or does anyone else not find kt ( Honestly idk what to abbreviate him as ) as hard as he was made out to be? I started to play him and I get my quest done faster then almost every other kt..

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Guest SacriJuts

Hi I found a little error (I believe) in the guide, on the Plaguelands build, The build lists Shadow FissureShadow Fissure while the explanation talks about the synergy with AoE damage of Frost BlastFrost Blast

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21 minutes ago, Guest SacriJuts said:

Hi I found a little error (I believe) in the guide, on the Plaguelands build, The build lists Shadow FissureShadow Fissure while the explanation talks about the synergy with AoE damage of Frost BlastFrost Blast

Thanks for pointing this out! I passed this onto Oxygen and will get this fixed soon.

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On 9/23/2017 at 1:26 AM, 50m8r4 said:

Is it just me or does anyone else not find kt ( Honestly idk what to abbreviate him as ) as hard as he was made out to be? I started to play him and I get my quest done faster then almost every other kt..

Nope. Its not just you. The quest is ridiculously easy.

So i've been using this build on kel"thuzad since he got released and i'm really kicking ass with it.

You would kick ass more if you would pick any other lvl 1 talent from the tier. Plaguelands is the worst one. Same can be said about Accelerated Decay. 
https://www.icy-veins.com/heroes/talent-calculator/kel-thuzad#29.7!3232222
Altough Kelthuzads PvE dmg is high, Hes a still "Teamfight Hero". Pick Talents that gives you advantage in teamfights. Plaguelands is basicaly a siege talent since its almost useless in teamfights. Accelerated Decays doesnt give any value either unless you have someone who can provide you with additional roots. 

Edited by xevex

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Guest Cryozeal

Is Hungering Cold really that effective since Frost Nova only roots for 1 second? That means, extra damage from Death and Decay only proc twice. And if you use Shadow Fissure in the combo Death and decay will come out a bit late after rooting effect and will have no extra damage from Hungering Cold. If more teammates have rooting skills, that's another story.

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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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