Showing posts with label Heroes of the Storm Guide. Show all posts
Showing posts with label Heroes of the Storm Guide. Show all posts

Saturday, December 19, 2015

Heroes of the Storm - New Replay and Observer Interface

Greetings, Heroes. We’ve been working closely with community member Ahli to create a new interface for watching replays and observing matches in the client. Some of you may recognize a lot of these new features from an earlier version we used at the BlizzCon World Championships. While this probably won’t be our final iteration, we wanted to get this version into your hands now as this new interface will be replacing the default replay and observer UI very soon.
With new art, talent icons included in the top bar, and collapsible detailed stats and talent panels, we think this interface will introduce an exciting new level of easily-digestible information to players looking to analyze games as a spectator or through watching replays. You can also look forward to even more features coming with the interfaces official release and beyond, including current Map Mechanic counters for each team on maps like Blackheart’s Bay and Tomb of the Spider Queen.




Follow these instructions to start using the new interface:
  1. Download the new Heroes of the Storm interface file:
  1. Once downloaded, place the file in your Heroes of the Storm Interfaces folder
  • Mac: \Library\Application Support\Blizzard\Heroes of the Storm\Interfaces
  • Windows: C:\Users\XXXXXX\Documents\Heroes of the Storm\Interfaces
  1. Inside the client, access the options menu, then navigate to the Observer and Replay tab.
  2. Use the dropdowns to change your Observer and Replay files to the downloaded interface.
  3. That’s it. Go watch a replay, observe a custom game, and check out all the new features!

Useful Hotkeys:

  • Detailed Stats Pane: Ctrl + 1
  • Detailed Talent Pane: Ctrl + 2
  • Hide/Show Top Bar: Ctrl + E
  • Hide/Show All UI: Ctrl+Shift+E
  • Hide/Show Chat Log: Ctrl+Shift+C
  • Hide/Show Replay Control Panel: Ctrl+Shift+O

We hope you enjoy this sneak preview of the new observer interface, and we’re excited to see what you all do with it. Have fun and we will see you in the Nexus!

SOURCE

Monday, September 28, 2015

Thursday, September 3, 2015

Heroes of the Storm - A Guide to Maps by CarlTheLlama

Hi there, I’m CarlTheLlama, one of the top support mains who you may have seen on some of the popular streams, in tournaments, etc., captain of Beyond Reason which in its heyday placed 3rd/4th in NA. I made a map by map mini-guide that I used to update as each map came out, but forgot to update for Battlefield, so I haven’t released a new version since Beta. Here’s fixing that :)

These are some guidelines I made for myself while climbing from my starting Elo. Think of them as a tips & tricks type thing, or a general guide for each map. Please note that the best players learn the rules, then learn how to break them; these guidelines can help, but you still need to use your own judgement to know when to choose another option.

Haunted Mines:
  • In general, mercs are weak on this map. They don’t go to the same lane as golems, and they don’t push as fast as your golem will (generally), so they end up largely being a waste of time- especially knights. The best way to use for mercs (generally) is to cap the easy camp as the golem is about to start attacking your base, so that they help DPS it down.
  • One of the best ways to start snowballing on this map is to have level 4 (a talent level) when going into the first mines. The best way to achieve this is to put 4 men in your golem lane, with 1 person in the enemy’s golem lane, and try to push down their wall before the first mines, or group gank the other lane. The 1 person you put to soak in your weak lane should be someone who can soak without much danger, and clear relatively well. Tassadar is best since he can do this and also shield buildings.
  • When Golems spawn, it’s often the case that you can split your team up into 2 groups- 1 per golem. When this is the case, it’s best to leave DPS(s) to work through the enemy golem, with supports and tanks helping your own golem. The number of players at each golem? Roughly 1 person per 20 skulls, although this is going to vary a LOT on comps, who is ahead, and whether or not you got fatties, or whether its good to split up at all.
Garden of Terror:
  • The neutral terrors really don’t do much damage at all, especially with the regen globes they drop counteracting their damage. Under the right circumstances (the other 8 players are out of the picture), you really only need 2 people to work on a terror. Or, if you have a 5v4, 4v3, etc. it’s not that dangerous to work on it, just be mindful of its abilities, and which cooldowns you use on it while dancing with the enemy team.
  • When both teams have terrors, fighting at the border of the enemy’s buildings is advantageous, as opposed to fighting at your own buildings, due to the plant building CC + damage.
  • When deciding whether to place a plant over the wall (to hit both the gate towers and the fort/keep), only do so if the plant will be safe there for 3 seconds. Otherwise place it as far back as you can while still having it hit the wall, so you can protect it for the full duration. If the enemy team is willing to teamfight against your terror, lure them into a choke (such as the gate the plant is working down) where the Q will wreck them.
  • Plants make backdooring really rewarding, and since you can get more exp + catapults from taking a keep, this should be one of the first options you consider with your terror. If they try to base trade with terrors, this is one way to come out ahead (killing a keep rather than a fort). Also, if you’re ahead on base, but behind on experience, doing this can help catch you up in that area before you start losing teamfights.
  • Due to the fact that plants wreck mercs, you should really not do mercs right before the enemy spawns a terror. The best time to do them is right as night is falling so you can get ahead in the seed count, or get free push while going even on seeds.
Dragon Shire:
  • DK is great at pushing waves with flame breath, and the damage he does to buildings makes saving his hp very worthwhile. Clear the wave, and enter with your own wave to tank damage, especially if you’re going directly onto a fort/keep which will slows your autos.
  • For most levels of SoloQ, I think its best to have the tank drive DK if possible. Then your comp and positioning are largely unchanged and you minimize unforced errors. The person you want driving DK the least is your support.
  • Most people mess up on Shire by focusing too much on getting Dragon Knight fast. The reality is, you mostly have to control all areas of the map to get DK. If you’re ahead early, focus on controlling one area at a time, and then gradually branching out. Conversely, if you’re behind and your enemy reaches for too much, focusing on one lane will keep them from getting DK, and likely get you some kills to come back as they spread themselves too thin.
Blackheart’s Bay
  • Concentrating coins on 1-2 people is best, so that you can turn in easily, control your risks better in teamfights, and when need be sacrifice one life to save another with coins, and keep 6 instead of losing 3. You’ll want these coins to be on people that are easy to keep alive: Rehgar, Tass, etc.
  • If you clear a wave and have even just a few seconds, getting coin camps is very rewarding, especially if you can get the coins on the people who already have them. Choosing this over getting a little damage on their towers or some harass for lane will mean winning more often.
  • As the game wears on a bit, and your damage values go up, it can be rewarding to push a little bit more, and lower the number of shots a structure needs to take to die. For example, getting an ability or two off on a tower can save you a cannon ball, which is worth about 1.25 coins. If you spread your damage right, you can easily get 2.5 coins worth of efficiency instead of 2 coins which you may or may not be able cash in.
Cursed Hollow
  • Soak and Poke is the name of the game (early on). Tributes, at least in their current form, are the weakest objective by far, and it’s more worthwhile to soak experience from all lanes, and poke the enemy off the tribute a little bit, wasting as much of their time as possible. Basically, you need to get 3 tributes before you get anything from that investment at all, and once you do, curse is pretty weak. If the enemy team curses you, and you have a higher level from soaking experience, they aren’t going to win a teamfight, and therefore can’t push on you as 5. If they don’t push as 5, you can match their numbers across lanes, and they will lose experience from your minions dying instantly.
  • Play the chokes! When fighting over tributes, sit in open areas, and attack your enemies as they come through narrow ones. Either you or someone else on your team will have abilities that benefit from this, and it allows you to face your enemies one at a time instead of all at once.
  • When you do get curses, you might want to push a little bit, but you should definitely plan things so that you can take a boss before it ends, and if you still have hp/mana bars, go get the second boss as well- your enemies will have to either let you get both, or let the first one tear up their base unopposed.
Sky Temple
  • Temples do a LOT of damage. Usually there’s a little bit of tradeoff between soaking experience and going for objectives, but temples just do too much to sacrifice any of their damage for soak. The exception to this rule would be if there is only 1 temple, and all 5 of the enemy team is at it, in which case soaking all 3 lanes and pushing one hard yourself works just fine, but that’s pretty unreliable
  • Take note of when the last shots are fired from the last temple in the set. 2 minutes after that point is when the next set of temples will spawn.Try to take mercs shortly before the next temple spawns on the opposite side of the map from that temple. For example, usually you should cap your knights at about 4:20 (no joke), so that they push top while you go bot for the temple.
  • It’s best to have a 3 man lane (and 2 1-man lanes) that you rotate with the temples: first top, then bot, then mid, changing after each temple is used up. To clear a temple you need to have one more person at it then the enemy team does (so if they have 0, you only need 1). Less and you won’t be able to control it, more and you’ll be wasting resources and likely getting out-soaked, out-pushed, or out-merced.
  • If a temple is being contested, let you enemies have the initial shots from it, while they tank the damage from the guardians, and split their damage between you and the guardians. If you're harassing them during this time it should eventually be easy to wipe them and take more than 50% of the temple's damage.
Tomb of the Spider Queen:
  • Much like Blackhearts, hoarding gems can lead to more efficiency with them late game, with some key differences. (1) Webweavers divide their push across all lanes, which can get you all of the enemy team’s wells on (potentially) a single turn in, and that’s a big deal for giving you mid and late game power. (2) Gems are far more loseable than coins. If you die with them more than half the time you don’t get any back, since kills don’t return gems like they do coins. (3) There are two turn in points, making it generally easier to turn in so that you don’t have to lose gems. (4) Unlike cannonballs, webweavers scale with game time, so while saving gems for a late game turn in does technically give you more efficiency, percentage wise it’s not as rewarding as hoarding on Blackhearts (assuming you push down forts yourself so that cannons push the keeps).
So to put it all together- hoarding on Spider Queen is even weaker than Blackhearts, and it’s only situationally effective there.
  • A good way to boost webweavers is to get close to a turn in (maybe be 5 gems short) then wait until you get a kill to get the last turn in, and then get a merc camp before weavers spawn to overwhelm a lane.
  • The goal with weavers is to grab up as much free xp as possible. For example, getting both towers on a gate gives as much XP as a fort, but is much quicker to do. Depending on how much damage you already have on gates when turn-in happens, you’ll want to spread out into 2 or maybe 3 lanes and get 2-3 walls. The next turn in you want to get 2-3 forts, then the next 2-3 keep walls, etc.
  • Webweavers slowly time out, like a Garden Terror’s W, so if you see one at low health on the opposite side of the map, it’s not worth your time to go finish it off.
Battlefield of Eternity
  • Sustain is a really big deal on this map. Picking characters with it will help you some, but most importantly you need to constantly re-evaluate whether you have enough hp/mana to stick around. This is becauses the immortals and the fights around them take so long that you will run out of mana eventually, and it doesn’t matter how many levels you have on your opponent, if you don’t have mana (or hp) you will be at a disadvantage. To avoid this, look for chances to recall/tap well whenever you get a break from fighting, BEFORE you get low. A good rule of thumb might be “if you get a kill, dump a round of spells on the enemy immortal, and then recall and come back,” depending on how long it takes to get said kill.
  • Because immortals will go to the least pushed lane, early on sending 4-5 people to the opposite lane as your immortal is generally effective, because either you or your immortal will get some uncontested push, and going for guaranteed gains is how you start a snowball, not going for crazy gains right away. As the game goes on, it’s more worthwhile to push with the immortal to focus the push. Along these lines, getting both forward taps is a very big deal on this map because of sustained fights issues.
  • Merc camps being different on this map makes it a little easier to take the hard camp, and makes it more worthwhile once you have it. Conversely, the easy camp is still good but not as strong as on the older maps. On those maps easies are absurdly good, while hard is not very worth it, however that order is upset on Battlefield, and the power is distributed to each camp as it should be (this of course applies to Infernal Shrines as well). Capping mercs when neutral immortals spawn is the best time, once a team secures their immortal and it is charging up is the second best time, and as soon as a camp respawns is the third best time.
  • While in general its more dangerous to fight around an enemy immortal, you can very often sucker people into chokes, particularly with fog, and get the enemy team separated by doing tactical bait-retreats. Since you’re already at their immortal, they’re more likely to let themselves get suckered into this kind of bait with their false sense of security from their immortal.
Infernal Shrines
  • Early game champions with non-ultimate AOE spells rock this map. Early game because punishers are powerful and spawn often, AOE because you can clean up lots of the minions while putting damage on enemy champions at the fights. It’s simple to play around, but has a huge impact, so will likely get changed soon due to the imbalance.
  • Punishers need to be pushed with to optimize them. If you’re with your punisher you get to kill champions he jumps on, or push down base while they’re fighting for their lives. If you try to push elsewhere, he’s not going to do anything.
  • Fighting at shrines you should heavily prioritize fighting champions over clearing minions, since you can’t clear minions quickly enough to “rush” the objective due to the rate new minions spawn. Therefore, putting spells into clearing minions is just going to be a waste of resources which will cause you to lose the fight, and then your opponents just clean up the rest of the objective.
AND THE MOST IMPORTANT SOLOQ TIP OF ALL!
If you know the right thing to do, and everyone else on your team is doing something different, go with them and do their thing. Sometimes you can bring them around, but if it doesn’t come easily it’s not worth forcing. For the most part you should go with the flow, even when you hate it. Having a single bad plan is better than having three good ones.

Thanks for your time, I know you could have been pwning noobs with it instead ;) I don't stream that often, but I like to answer questions on it when I do, and you can find it here. Whenever I stream or make content I post it on my facebook and twitter.

SOURCE

Thursday, August 13, 2015

Heroes of the Storm Guide - An In-Depth Guide on Supports, playstyles and you! [by GetEquipped]

NOTE: The following with take into consideration the changes upcoming in the PTR, and may be subject to change. This is also incredibly long with no TL:DR at the end.

With the success of my Warrior post "Shield, Spear, and Mace. An in-depth guide on The 3 types of Warriors." as well as by request, this will be a write-up on supports. I was putting it off until I played Monk for a bit, but seeing as I will be out of town for his "Official" release, I decided to put this out a little early.

So you want to Support
Before getting started, you need to ask yourself a few questions
  • Do I want to put in a considerable amount of work, but get none of the glory?
  • Do I want to get blamed for any and every little thing that goes wrong?
  • Do I want to end up hating this game, and all the people who play it?
  • Do I like being a hostage to my teammates?
  • Am I last pick?
If you answered "Yes" to any of these questions, then supporting may be right for you.

Alright enough of that, let's get down to business. To defeat! The Huns!

Support: Just a fancy word for Healer
In this game, supports are a bit different than other MOBAs. While in LoL/DotA, they are often jammed with utility, such as vision, CC, buffs and debuffs; in this game, it's far more "healing" focused. Now, while raw healers don't work so well in those games, it's far easier to balance in Heroes due to the lack of "Armor/Magic Resistance." Outside of specialized talents (Block, Imposing Prescence, Hardened Shield), the only thing that separates a Warrior and an Assassin is usually just their health numbers.

That being said, I do think there are different kinds of "supports." I break them down in "Main Healer" "Flex" and "Utility." I will not be covering utility, as it is a really vague concept. It's just someone who helps shore up the weak points in the team. It can be a Tyrael who's spec'd into shielding allies, or an Abathur who's gone full Symbiote and MULE.

In my Warrior post, I was an ardent supporter that most warriors can fit in most roles and team comps; I gave examples on how to make a traditional Mace/Brusier hero into more of a Spear/Engage or /Shield/Tank. So, can the same be said for supports?

Short answer: No
Long Answer: Supports/Healers are designed to save their teammates of their own stupidity, and as much as I love 

Brightwing and Tyrande, they can only counter so much stupid.
Not only that, but your warrior and melees need to have faith and confidence in your ability to perform. This means sticking to the meta. Even though I know I can put out great numbers as Tyrande, if my warrior is hesitant to stay in a fight for fears of not keeping them up; they are going to buckle, and disengage, possibly costing us an objective, or even worse, having the enemy team pick up some kills as your team is routed.

However, worth mentioning, two "flex picks/Off healers" can do the job of an off healer, but it would require considerably more work and coordination.

MAIN HEALERS: Main Healers do what is says on the tin. They offer great healing output and have a heroic ability dedicated to saving teammates. There are four I consider main healers: Uther, Rehgar, Malfurion, and LiLi.
  • Uther: Best support, hands down. He has a single target burst heal, and an "AOE" moderate heal, along with a stun, access to cleanse, his own form of rewind, and Divine shield, which is probably the best Heroic to save 1 person. I really don't see much of a downside to him. He's the best ATM.
  • Rehgar: Another great option. With access to "Healing Surge" and "Tidal Waves" he can keep up an entire team against heavy poke (Kael'thas) with no issues. His Heroic ability, Ancestral heal makes it him able to counter burst or focus, but you need to take in account of the short delay to use it properly. However, he lacks peel, but makes up for it in offense capability.
  • Malfurion: Amazing Single target heals, good CC, able to restore mana. Drawback? Healing over time. He lacks burst heals. The HoT nature of his healing, make him better for longer drawn out fights. His Heroic, Tranquility is an AOE HoT, so contrary to what people believe, you want to pop this right after the start of a fight, right when teams have committed. If you try to use it to keep up someone under 20%, it may be too late.
  • Li Li: Ugh... Alright, she's not "that bad." She has great heals for the mana cost, lot of talents increase it, and her Heroic is really strong. Thing is, and it's a big thing, she can't aim her heals. Her Q targets the nearest ally with the lowest health, and while this may seem like a good thing, the lowest person may not be the best target. Do I want to heal the Assassin who is already disengaged with 10% health, or the Warrior with 20% standing in between the enemy team and us? Even worse, heroes like "The Lost Vikings" and Murky will almost always be prioritized due to their low health pool. Her Heroic, "Jugs 1000 cups" can be stunned out of, be the range is enough that you can skirt the edge of the back line and not worry about getting hard CC'd.
FLEX PICKS: Consider these "off healers." Now while they can put out great numbers, it's often not the numbers you need, it's the urgency that you need them. Like I said, it's about saving your allies from their own stupidity. If you can't get that clutch heal off to save a teammate, it's just number padding. However, they do have a role. They usually have better damage capabilities, maybe a few more actives, or just bring some utility to the team. This is where I put the other 4: Tyrande, Kharazim, Brightwing, and Tassadar
  • Tyrande: Probably the best "Flex" in the game. With great healing output, vision, a stun, and a trait that melts tanks, she can do a lot of work. Her downside is 1 utility heavy heroic (Shadow stalk) and the other is Damage+slow (Star Fall). I've made her work as a solo healer, but I don't recommend it. As I said earlier, it's also about your team having confidence in you.
  • Kharazim: The Monk is the new support we're going to get. I played him and you have 2 in every game on the PTR. Puts out good numbers and has a nice heroic that brings an ally back to life, so why is he "Flex?" Positioning. I'll go more in depth later but the area of his heal is really small, meaning to heal the tank, you have to be right next to the tank, that's the one place you don't want the teams lifeline. Also to make use of his passive you need to be in melee range, attacking something, which again, may compromise your position.
  • Brightwing: How the mighty have fallen. Used to be the best support in the game, but with some talents removed, she lacks the ability to counter "stupid." Now, she's not terrible by any means, I personally think she can still have great impact on a team. Phase Shift, Pixie Dust, Polymorph all have talents to bring a lot of power to a team. I would highly recommend BW over a 2nd warrior or 3rd DPS in your comp. Shield Dust+Bouncy Dust can negate Jaina/Kael's/Nova's Damage output, while Critterize can help your team focus down a target.
  • Tassadar This hero is just disappointing to me. I like shield mechanics, but Tass is just lacking in just output. I would not recommend picking him as a support, but as a "Utility" pick or a "Flex DPS" His Oracle is great for scouting and having your team aware. MULE is good for certain maps, Shrink Ray can negate a dive, and he can be pretty slippery. He's just not a support in my eyes though. Still fun at times.
Activate Talents: More buttons to worry about
Now that the supports are covered, let me go on to Active Talents, the thing that separates a good from a great Support. Worth mentioning and making note of, not all supports will have access to these talents. At times, there will be situational or map dependent, but it's up to you to decide when to pick them up. No one else will even bother.
  • Scouting Drone: If you come from other MOBAs, this will be a "ward" to you. Gives vision in an area for a limited time. really good if you need to be aware of your surroundings or enemy position.
  • Healing Ward: Heals for 2% of all allies Max Health every second for 10 seconds. Think of it as a 20% heal if you can get it off or people actually stand it. Here's a hint, they won't. Also can be destroyed very easily by AOE. But can be good when defending a point and getting a small reprieve.
  • Protective Shield: Grants a shield equal to 15% of the target's max health. Use this if you need the buffer/extra health. It's more valuable on a tank, but can be used to prevent the last few ticks of envenom, chain bomb, or voodoo ritual on a high value target, without using a CD on a heal
  • Cleanse: Used to be mandatory, but the nerf to it makes it far more situational and more "clutch." If you have good reflexes and mechanics, it can save a teammate from death, but if you're just a bit shaky, might be better to pick something else.
  • MULE: Repairs structures. Incredibly underrated. This is a near must on Sky Temple, Blackhearts Bay, and Haunted Mines. It stops pushes, undoes their progression on an objective capture, and buys you more time to get back into the game.
  • Shrink Ray: Reduces movement speed and damage by 50% on a target. It's good... but not great. The range to cast it is pretty short, so you can't hit the back line with it, and the only T1 melee assassin is Zeratul, and you don't have enough time to react. However, if you're dealing with a Butcher, Tyrael or Kerrigan, might be worth picking up to stop their dive.
  • Storm Shield: Gives everyone near you a shield equal to 20% of their max health. Another great talent. Use it as your engaging, and it's pretty much a massive health boost to your team. You can also use it defensively to avoid getting cleaned up. It's just really good.
Like I said, there's no golden rule when to pick up the talents. Often times, you'll be more "reactive." If they like to pick off one target, Protective Shield and Shrink Ray may be better talents. If there is a lot of fighting on points, or just a large map where you can't move easily, then Healing Ward may give you some healing to stay in the fight. And if you're on Sky Temple, you fucking take MULE... no excuses.

Positioning and You: Wait, there's more?! How long is this shit?!
Being the Support/healer, you're going to have to babysit the front and back line. This means you need to position according and where you can have the most effect without endangering yourself. Here, I may state "Flex" in a different sort. It's just a flexible role. It can be a Zagara, Tyrande, Nazeebo for ranged, and Melee is either a "Bruiser Warror" like Sonya, Anub, or a Melee Support like Monk and Uther.

So below are some incredibly detailed high res images that serve as examples on how to position.

Position 1: Double Warrior
Standard set up. Here you are in between the Tank and the Carry. Notice where the the "Off tank" is and you. Try to stand opposite of him to have him serve as a buffer, or for you to be a human shield if someone tries to get on your DPS (Ranged Assassin and Melee Assassin)

Position 2: Double Support
If you have a Secondary support, have the "Off Healer" hang on the back in between the enemy and carry. If you're the Main Healer, stay a bit closer to the Melee as they will be soaking most of the punishment and will need more attention. If the "Off healer" doesn't have CC, This is when you take protective shield in lieu of peel.

Position 3: 4 Man Chokepoint
If you have a 5th either split pushing, man down, or a Zera waiting for a fight, this is how you want to position. You let the tank lead in the choke point, making sure they need to work to break through. However, you'll be hanging on the back a bit more to make sure no one jumps your ranged assassin. Also, if you need to retreat out of the point, you're not in the way of the tank or other melee. (Body blocks kill)

Position 4: 4 man Engage
This is far more aggressive positioning. You're going to be very near the front on the exposed side, again, focusing healing on the tank. Ideally you want your other side to be covered by a wall. Now, why go on the open? Well, 2 reasons. First, to serve as a buffer between you and the assassin. Remember, they can shove and kill things a lot better than you can. 2nd reason is to fan out if you need to disengage. If you're next to a wall, it limits the places you can run to, here, most everyone can go in a separate direction and minimize the number of deaths on your team.

Counters and Synergy: Why am I doing this again?
I'll try and keep this a bit short. Ideally You want to pick a  
"MAIN HEALER" for your team.
  • If they have a lot of poke: Rehgar
  • If they have Burst/Pick potential: Uther
  • If they have drawn out/AA heavy fights: Malf
  • Do you not know what the hell to do?: Li Li
Current meta isn't friendly to double support, but I'll list some examples in case other people wish to bear the burden.
  • Anti-Dive - BW+Uther: This is for maximum lockdown if they try to blitz your backline. Uther's Divine Shield will negate the damage, and both supports can CC the engage to pick them off. BW's Emerald wind can also create space if need be.
  • The "Fuck your happiness, Illidan" pair - Tyrande+Malf: This is probably the most balanced pairing. Tyrande has good burst healing on a short CD, good CC but lacks AOE. Malf lacks burst and a stun, but has high output. Together they make a very good team. Worth mentioning the combos with Stun+Root.
  • Cover up the weak points - Rehgar+Tass: Rehgar doesn't have access to the utility talents such as Shrink Ray and MULE, while Tass lacks everything else you want in a support. The positive side to this is that Tass can shield the Ancestral target to make sure they don't die during the delay.
  • Panda Express Li Li+Monk: Normally two position based healers would be a nightmare, but this works surprisingly well. Monk can keep up the front lines without any issue, while Li Li can hug the carry and be safe from any CC. The combo of Jugs and Divine Palm can make it incredibly frustrating for the enemy team to kill a target.
Conclusion: This was way too long

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Tuesday, August 4, 2015

Heroes of the Storm Guide - Hero Buyer's Guide: Leoric [by MrTransparent]

It's that time again, Leoric is due to go down to 10k gold Between 22:30 and Midnight tonight (GMT+1) -Approximately from Johanna and Butchers times-

So there are probably some people thinking, is Leoric worth the gold? Is he the sort of hero I would like?

So here is some Pointers.
  • The most Similar Play styles are probably Arthas and Tyrael.
  • Sustain is his game, he will last long when he is alive, and be back soon when he is dead.
  • Does well against The beefier Tanks such as Muradin and Johanna due to Drain hope doing % damage.
  • Can be a Pseudo-Specialist, Does good in lane (due to sustain) and has good wave clear.
  • Not Really a solo tank, but it can be done.
  • Lacks Stuns to save team
  • Both Heroics are Viable.
  • One of the most annoying heroes to play against, Constant slows and being ever present in the fight.
  • Slow Attack speed, Get used to AA, Q, AA.
  • Has a decent escape skill in Wraith walk.
  • Has a hard time soloing Merc Camps.
  • Fairly Vulnerable to Stuns and Mobile Heroes
  • Non-stop play time not good if you like to text people when you are dead
All in all, Leoric is a top tier hero, Worth 10k for sure if you enjoy being a front line, and like clearing waves and collecting globes. 

SOURCE

Friday, July 31, 2015

Heroes of the Storm Guide - An in-depth guide on The 3 types of Warriors [by GetEquipped]

NOTE: This is not a tier list. This is an explanation of the strengths of warriors and how they best work in comps or to counter your opponents picks. While I think tier lists are useful, it's better to learn what works well and how to tell them apart. I may also be mentioning currently underpowered Heroes as examples. Keep in mind, a Hero can fall from oppressive and King to the bottom of the list in one patch (Sorry Stitches.)

That being said, you are now entering the World of the Warrior!

Now, I keep hearing a lot of talk about warriors being tanks, and some warriors not being good enough because they can't tank. And while I have also been guilty of trying to put them all under one label, I've come to accept that each has a role they fit on your team.

And this is where I came up with this analogy; Shield, spear, and mace.

A shield is focused on heavy defense, a mighty aegis for your team, the immovable stone wall. What they lack in offense or mobility, they make up with it in tenacity, resolve, and the ability to protect their team.

A Spear is all about engage potential. They thrust themselves into combat, at times accurately plunging themselves into a vital area of the team, disabling it. However, due to their aggressiveness, they may lack defensive or protective options.

Finally, the Mace. A mace was a weapon designed to combat plate armor. If you could not piece or cut through, you smash and apply such force that it would warp and cave in. This is a very middle ground, but specializes in taking out other fortified heroes.

Each warrior as all three aspects to some extent, or can be talented into it, A primarily "Shield" hero can go full offensive, and the same goes for a "Mace" focusing on defense, so in my example section, I may list a Hero as both a Shield and a Spear (ETC for example) But I will tell you where the talents are different so they can fit that role.

There also isn't a clear cut Rock>Paper>Scissors design where victory is guaranteed, but seeing their strong points will make it easier to see how they fit your team, how to play with them, and how to play around them

Shield Heroes: Sadly Captain America isn't one of them.

When you read "We need a tank" in the draft screen this is what people default to without thinking.

These are primarily the walls of meat and CC. They specialize in protecting the back line, they stay huddled to a high value unit, pinning down and punishing anyone who dares go near them. But as I mentioned before, they lack mobility, they can't re position fast enough if their protectee wanders off because they saw a flower. (in other words they can't save you if you get caught out.)

When to Pick a Shield:

Even though it seems as if you can never go wrong, there are instances when you do and don't want to pick them:

Do:
  • Small maps or maps with a lot of choke points. Their abilities work best in tight areas where there is limited room for the opposing team to maneuver. (Spider Queen, Haunted Mines, Cursed Hallow due to the Curse spawns)
  • If you have Long Range, High Damaging, low mobility units that will die if someone sneezes on them. (Kael, Hammer, Zagara. )
  • You have no idea what you're doing. If you're forced to tank for your team and you have little if any experience, you really can't go wrong by just picking someone with a ton of health that needs to hug the squishies.
Don't:
  • Enemy team has a lot of mobility. You're not going to catch the Zera or sylv, just stop embarrassing yourself
  • The enemy team has Long range sustained damage. Again with the lack of mobility, you're going to eat a lot of damage before you close the gap. And even if you do, you leave your entire back line exposed for a Zeratul or a half decent Nova.
  • Big wide open maps. Do you see a pattern here. The more options they have to run to, the less effective your skills are.
Examples of Shields:
  • Johanna - Definitely the best at this role, with Condemn and Punish, she can easily lock down nearly anyone who dares run past you.
  • Muradin: With Avatar, Reverb, and Stone Form. Again, just a massive wall of health and CC. doesn't have the same lockdown potential, but with Dwarf leap he can reposition a lot easier than most.
  • ETC: Loud Speakers, Face Smelt, Encore. ETC is a very versatile hero. He can reposition quickly if need be (At the cost of using his stun as mobility or Heroic) and can provide peel for days. The massive knockback and 60% Slow from Face Smelt will make sure whoever touches your backstage honey will leave in a body bag.
  • Stitches: Tenderizer, Gorge, Pulverize. The terror of darkshire lived up to his reputation when he entered the Nexus, but Stitches play too rough and no one wants to play with Stitches. He's someone I think is undertuned, but is still pretty good. Even if you can't land a hook to save your life (Bronze mechanics over here), you can easily be a bodyguard. Tenderizer is a perma-on hit slow, Pulverize is still a great AOE "root" and Gorge isolates one person dumb enough to over extend.

-

Spear Heroes: For when "Just the tip" isn't enough

This is when you go all in, thrusting yourself into the heat of battle, Representing the Spirit of Longinus as you impale the teams only hope, forcing yourself upon some unfortunate soul with your throbbing hot justice... penis.

These Warriors specialize in diving in, the ones that start the fight. Usually by singling out one person, or just CCing the entire team. They often have the highest mobility. Many have ways not only to get in a fight, but also survive and bail out if need be.

When to pick a Spear:

If someone says "We need HARD engage." OK, It's out of my system, I swear. But

Do:
  • When you need to get on the back line as soon as possible to minimize the damage that can be done to your team
  • You need to cover ground quickly. Either due to objectives or to chase high mobility assassins
  • You just want to YOLO in, because real Warriors overextend... and then blame their support ("WTF TEAM!")
Don't
  • Opposing team has a lot of burst healing or immunity. Seriously, if your target can be full healed from 1%, it may not be the best idea. Or if they have Zeratul with Void Prison, as they can ensure no one on your team will follow up. (Not like they were going to anyway!)
  • They have an extreme amount of burst in a very short time. If your target can kill you in one rotation, they will do it. Like Jaina, Water Ele, into CoC, into, Blizz, into frostbolt, and you'll be dead before you can blame the BW for not TPing with you.
  • Your target has more mobility than you. This is more of a guideline But I say this because if you do engage, and they juke your follow up, or even the actual ability. you'll be in a very bad spot.
Examples of Spears:
  • Tyrael - Best one, hands down. Judgement not only is a massive gap closer and stun, but it also knocks everyone around the target away, absolutely decimating their positioning and formation.
  • ETC: Rolling like a stone, Double Neck Guitar, Most Pit, Show Stopper This is all about getting a good Powerslide in and Ulting the enemy team. You can also go Stage Dive if the target outranges your slide (Hammer for instance, if she ever comes back into the meta)
  • Sonya Shot of Fury, Composite Spear, Leap, Nerves of Steal I love Sonya, just going out there and saying it, she is very undervalued. With Leap she has an AOE stun, and can follow up with a secondary stun on her spear. She also has a suprising amount of burst even if she isn't talented for it. With Mystical spear, she can also get a lot of mobility, even going through terrain to chase. The issue is her low health pool, so if you go in, you better be sure you kill their main source of damage before the CC wears off.
  • Anubarak: Underking, Urticating Spikes, Locust Swarm, Burning Rage I always tell new Anub players, "your E is not an engage" but I should say "It's not an engage, unless you have your heroic is up." Much like Sonya, he has a long range AOE stun, with a follow up stun, and a tiny health pool. The difference is He can't get stunned out of his regen. He also does a fair bit of AOE damage and his beetles can protect you by blocking some of those skill shot abilities they use as a counter attack.

-

Mace Heroes: Mace: Not just for protesting hippies

The tank busters, often refered to as brusiers. When they see a heavily armored opponent, clad in the strongest steel, they aren't deterred, they just see a casket you put yourself in.

These Heroes will outduel, outtrade, outsustain and even use their opponents strengths against them. They may not provide the control of battle that may be desired, but you know what they say. Death is the best CC.

I will say, these are my favorite type of Warriors. They get a lot of flack and brushed off by saying "They can't solo tank!" Yeah they can, they can very easily take the hits just as well as the rest. What they can't do is bail people out of their own stupidity, like the Valla who uses vault as an engage, or the Illidan who Hunts into the enemy team. How is that my fault to begin with? I didn't know I had to babysit you and peel when you decide to get caught out. I bet you're just fucking dying to make some snarky remark on how I made the bad pick, if you had no fucking faith in me, then you shouldn't have instalo- Oh wait, right, back to the guide.

When to pick a Mace:

While these are often seen more fringe, they are just as effective in achieving your goals, may not be the cleanest victory though.

Do:
  • If they have a low damage frontline. You can make quick work of those that invest heavily in defense.
  • Your damage dealers can take care of themselves. If you have a really competent assassin, or just one that isn't going to die in a global cooldown, It may not be a bad idea to go for the extra damage
  • PvE Maps: Due to their nature, the Maces don't mitage damage as much as they just sustain or heal themselves back up. This means they can easily solo objectives if need be, such as Garden Terror, Sky Temple, and Haunted Mines.
  • You wanted to play an assassin, but you don't want to learn, positioning, and mechanics, and safety.
Don't
  • You have a weak healer. Due to your lack of mitigation options, you going to take a lot of hits to the face. You do have ways to heal yourself up, but they are CD dependent.
  • They have a lot of Hard CC. A lot of Maces need to be attacking or using abilities to keep themselves topped off. A poly, into a stun, into a second stun, into a LiLi blind, will make sure you won't get an edge in
  • Your team lacks peel. I fucking hate assassin mains. They could be a naked orange and still bitch about not getting peeled. Seriously, learn to position and how to dodge a skill shot, not hard, red circle=bad!
Examples of Maces
  • Leoric - Drain Hope into Crushing Hope is the best tank killing ability in the game. Spectral leech just further cements him as this. He can also punish "Shields" with his two Heroics. Lack of Mobility means they ain't going nowhere!
  • Sonya Warpaint, Ferocious Healing/Follow Through, Wrath of the Berserker/Leap(Only with Crater at 20), Imposing Presence/Nerves of steel. Sonya is again, a very undervalued Hero. She puts out a lot of damage, which means a lot of healing. Her fury resource (not mana) and regen talents means she will never stop attacking unless you manage to kill her. With her Crater talent, you can also isolate and pin down a low mobility tank (Don't aim for the assassin if you have this talent, they're just going to blink out of it, and you're going to look like an idiot.) She also never has to B back, meaning after a teamfight, she can just start pushing lanes, backdooring, soloing boss, soloing core. Seriously, she's amazing, try her out.
  • Arthas Eternal Hunger, Rune Tap, Immortal Coil Arthas used to be the King, woke up, still King. OK, not so much anymore, but he's still very good. He has some lockdown in a root, the AOE slow, and very nice damage. While he still has to worry about mana, and has low mobility. His kit makes sure any opposition can't move either. He does work best with a heavy engage, but he can also work in those tight corners and choke points "Shields" love to fight in. And as the winter sets in, as they grow numb from the cold, their blood chills, and with their last visible icy breath, they will whisper "Arthas"... Until Uther divine shields them. Fuck you Uther!
  • Diablo Essence of the Slain/Demonic Strength, Life Leech, Continuous Overpower, Lord of terror Yeah, this guy is still in the game, and despite many people considering him a joke , he's still really strong. He has the ability to charge in and isolate a target. Pulling them from safety and knocking them back into his team. (Again, I point to the "Shields" I mentioned earlier as good targets) He has a very good amount of CC as well to follow up on the back line if he chooses to, or he can scrap with the tank, the Life Leech talent means he'll probably never lose a 1v1, and Lord of terror can be used as clutch heal.
In Conclusion: Yes! I'm finally done!
I hope this guide helped you guys out to better recognize strengths and weaknesses to having certain warrior types. This will hopefully aid you in making better decisions in draft mode, either to compliment your allies or counter your opponents.

I do want to reiterate, that the warriors are incredibly flexible in their talent selection and can be tailored to fit a role that the team might need.
 
Now go out there, and be the Ultimate Warrior!

SOURCE

Thursday, July 30, 2015

Heroes of the Storm Guide - My $0.02 to climbing ranks in Hero League and other things [by Srey]

Quick intro: My name is Srey. I've played Heroes of the Storm since December 2014 and before that I played League of Legends for 4 years. I'm currently the #1 player in Quick Match and #8 player in Hero League. I currently write Hero guides for Icy-Veins.com's Hero section. If you haven't heard of them, they provide top quality guides for Blizzard games, including World of Warcraft, Hearthstone, Diablo 3, and Heroes of the Storm, so I suggest you check them out if you're interested in any of those games.

With over 1,000 games played, I've played Hero League quite a bit. In fact, it's basically all that I play these days. I almost never play Quick Match or Team League anymore. I find that in Quick Match, the team comps are horribly composed and both teams lack a support 80% of the time. Team League doesn't suffer from poor team comps, but the queues are regularly 10 minutes, the games are a stomp (one way or the other), and it requires you to always queue with 4 other people. Hero League takes the best elements of both queues. The queue times are never longer than 6 minutes, you almost always have a decent team comp (3 DPS, 1 Tank, 1 Sup), and the games are the least stompy out of the 3 queues. However, Hero League isn't without it's own problems. By far, my biggest complaint (like many of you) is that Hero League allows for premade parties of all sizes, including 5 people. There is absolutely no legitimacy to Ranked play if you can match up against a full, 5 man team (in VoIP) when you are playing alone or with a friend. Blizzard has tweaked its matchmaking, but this still happens all of the time, especially at higher levels of play. Hero League should limit party sizes to a maximum of 2 players. When Blizzard releases the Grandmaster rank in the coming months, its reception will largely rest on how the Ranked queue is handled.

Now, on to Hero League. As I mentioned, I have over 1,000 games played in this mode, but I also have nearly a 70% win rate (706/311, W/L). More importantly, I almost never play with a premade of 4 or 5 people. Below are the steps I take to maximize my chance to win. In order, they are:
_
  • Play with 1 or 2 good players/friends
The ideal party size is 3. This will give you the largest impact over the game, while limiting your chance of encountering premades of 4 or 5 people on the enemy team. Between the 3 of you, you are able to cover all 3 roles, DPS, Tank, and Support, guaranteeing that your team will, at the very least, have a solid team comp. Additionally, the players not in your party are much more inclined to listen to your groups calls since they are the minority, significantly increasing your coordination without even having to do anything. Playing in a duo is fine as well, you will most likely run into an enemy team composed of 2-2-1 or 1-1-1-2 groups, rather than 3-2 that will be the norm when you are in a party of 3. Being able to rely on just a single ally not only makes the game easier, but it also increases your morale, something that is extremely undervalued in regards to winning.

Once you begin playing in a group of 4, you have a MUCH higher chance of running into a premade group of 5. What's the problem with that? 5 stacks (and 4 stacks to a lesser extent) are likely to be much more coordinated than any other sized party, due to them likely being in voice chat and listening to each other's calls in game. If you are playing in a group of 5, you are putting yourself at a significant disadvantage to the enemy team if you aren't in comms and communicating.
Playing solo is by far the worst way to play in my opinion. Heroes of the Storm is not League of Legends, and it is built on teamwork, far more than any other MoBA. You cannot carry the game by yourself (most of the time...), nor can you even guarantee that all the roles on your team will be filled.
_
  • Draft OP "meta" Heroes and/or synergies
There is likely to be push-back to this point, but picking Heroes that are considered strong will increase your win rate. Not only does it give your team an advantage, it prevents the OTHER team from picking them and gaining the advantage. If you (somehow) manage to draft Kael'thas, Jaina, and Zeratul, your chance to win is already over 55%, and you haven't even entered the game! Yes, I know that you really love Sonya, but she just doesn't fit in with the 3 melee Heroes that we already have. YES. I know that you want to play Illidan really badly, but is that really the best idea when we don't even have a Healer?! I get it, Tank isn't your best role, but we kind of need one for Haunted Mi--WHY WOULD YOU LOCK IN NOVA.

But you get my point, right? Team comps are extremely important, filling in the 3 roles with the best Heroes that are available to you goes a long way to winning the game. Jaina & Zeratul are the best DPS, Leoric & Johanna are the best Tanks, and Malfurion and Uther (sometimes Rehgar) are the best Supports. You should also try running synergistic Heroes, like Leoric & Abathur, Johanna & Azmodan, Butcher & Tyrande, and Rehgar & Illidan.

Playing Heroes that aren't considered meta isn't "wrong" but you are decreasing your chance to win. Of course, this is relative. If you have Thrall level 10 and Zeratul level 4, you should definitely play Thrall. Meta Heroes being "better" only applies if you assume an equal level of skill between 2 Heroes. This is why tier lists are generally much more applicable at high levels of play than lower levels, high level players (usually) play all Heroes at the same level, so weak Heroes become apparent.
_
  • Communicate with your team and use pings
This one is obvious, yet few players seem to actually understand what it means to communicate. Communicating with your team doesn't mean getting along with them, it doesn't mean use smileys, and it sure as hell doesn't mean having a positive attitude. Yes, all of those are helpful, but none of those things are actually about COMMUNICATING. It's about things like deciding what lane everyone should be in, when to take mercenaries, needing to heal at base, ganking other lanes, and more. It's about being on the same page as your allies with the same objectives.

How do you do that? Take charge; be a leader. Tell people where to lane, tell people if you should back off of objectives, tell your team when you should do boss. Don't be afraid of being wrong and DO NOT being a dick. You are not in charge of these people, you are simply guiding them along the right path. However, the BEST thing you can do is use pings. Why pings aren't more prevalent, I have no idea. Ganking a lane? Ping it. You're being flanked by Nova/Zeratul? Ping. It. Is now the perfect time to do Boss? PING THAT SHIT! Don't just wander to Boss and start attacking it, that is how games are thrown.

Additionally, if you are low on mana/health or your abilities (specifically your Heroic) are on cooldown, let your team know. If you're playing Zeratul, just give a quick "vp 25s" or "wait for ult." It takes only a fraction of a second to communicate a massive amount of information to your team. Understand that the entire point of communicating is to increase your teams coordination. You don't have to like your allies, but you do need to cooperate with them, at least if you want to win.

But whatever you do, do not rage at your allies. Even I'm guilty of this sometimes, but it does not help. All it does is makes that person AND YOU tilt. They will play worse, you will play worse. It is a fact that shit-talking your team will decrease your chances of winning of the game. If you need a break after a game, take a break. Know when you are tilting so that you can fix it.
_
  • Avoid dying and learn when to give up objectives
"Avoid dying? That sounds like something that a noob would say." Maybe, but the noob wouldn't be wrong. Understand that when you die, the experience that you give the enemy is not the only thing that you are giving them. You are giving up lane/map pressure, mercenary camps, map objectives, and your structures. Dying gives up far more than it would seem at first.

Similarly, don't try to force a map objective when you are at a severe disadvantage, such as being down players, levels, or talents. Sometimes you can't salvage a team fight and it's just a sunk cost. Committing to it any more will only put you and your team further in the hole. I'm sure there are times when you are dead that you think, "Damn, why didn't I just leave the Temple and instead push the bottom lane?" Learn when an objective is a lost cause and when to let go (i cri evertim ;__;).

Also, make sure that you understand that the only point of map objectives is to siege the enemies' base, so if you can trade a Fort for a Temple on Sky Temple, it's usually worth it, especially if your team isn't positioned to contest it in time.

This is getting a little too long, so I'm going to list some additional tips below that are on my mind.
  • Don't over-chase
  • Don't overextend, especially when you are playing a low mobility Hero, like Kael'thas or Malfurion. Pretend that every bush has an angry Kerrigan and Jaina in it
  • Map awareness. Always be aware of who is alive and who is dead, and who is in what lane
  • If you are laning against a Hero that you suck versus, ask for a lane swap
  • Be critical of your own play - don't lie to yourself if something was your fault. Conversely, don't beat yourself up over every mistake
  • Not ending the game can sometimes be more risky than letting it progress, especially if the other team has better late game Heroes
  • When playing a Tank, know when it is your job to peel for your squishies and when you need to dive the enemy team's backline. Same goes for melee Assassins
  • When playing an Assassin, understand when you need to kill the Tank and when you need to go for the backline
  • If the enemy team uses abilities that last for a duration, like Tranquility and Bloodlust, it's often best to disengage (if possible) and let the effect go to waste, and then re-engage
  • A game CANNOT be lost only a few minutes into the game. Always try to win right up until the game is over. You CAN win games if you are 4 levels down and without any keeps, even if that chance is small
  • Do NOT play cocky when ahead. Do not die needlessly, as you give bonus XP if you are up in levels. You can lose a 3 level advantage if your team is wiped before a major objective
  • When ahead, do not play too safely. Take advantage of your strength without overcommitting, keep up the pressure
  • Mercenaries are mostly used to keep pressure on lanes, especially when a map objective is active and the enemy team has to fight for it
  • Try to avoid fighting when at a talent disadvantage, especially if the other team is level 10 and you aren't
This didn't really fit in anywhere, but I think Leoric is extremely good. In my opinion, he is currently the best Solo Q Hero in the game. I think that Tanks with good waveclear are the single best way of carrying games.

If you made it this far, I really hope it was worth your time and you learned something.
~Srey

I stream! Check me out here Twitch.tv/sreylol Be sure to check out my guides at Icy-Veins! For business inquiries, please contact me via this reddit account.

Here is a list of all of the Hero guides that I've written thus far:
Illidan
Jaina
Johanna
Kael'thas
Li Li
Sylvanas
The Butcher
Tychus
Zagara
Zeratul

Disclaimer: I understand that Hotslogs isn't the most precise source, nor is it the most reliable, and that the leaderboards are not necessarily a direct representation of skill.

SOURCE

Friday, July 24, 2015

Heroes of the Storm Guide - Picks & Bans Statistics of HCOT Tournament Korea [by r_gg]

I compiled the pick & ban data of the Heroes Community Open Tournament (HCOT) in Korea, which is one of the qualifiers for the OGN tournament to decide Korea's Blizzcon representative.
The data is taken for Round of 8 and up, as the Butcher patch hit right after the group stage. The matches were mostly Best of 5s, with the finals being Best of 7, giving us total of 26 matches to look at. Only six heroes were not played at all in this tournament. (Chen, Diablo, Nova, TLV, Murky, Gazlowe)

Most Involved (Pick & Ban)

  1. Zeratul - 18 Ban, 8 Picked. (63% Win Rate)
  2. Uther - 13 Ban, 13 Picked. (54% Win Rate)
  3. Jaina - 9 Ban, 17 Picked. (53% Win Rate)
  4. Johanna - 4 Ban, 22 Picked. (64% Win Rate)
  5. Tyrael - 4 Ban, 21 Picked. (38% Win Rate)
  6. Muradin - 2 Ban, 23 Picked. (43% Win Rate)

Most Banned

  1. Zeratul - 18 Bans (63% Win Rate)
  2. Uther - 13 Bans (54% Win Rate)
  3. The Butcher - 12 Bans (50% Win Rate)
  4. Kael'thas - 9 Bans (67% Win Rate)
  5. Malfurion - 9 Bans (56% Win Rate)
  6. Jaina - 9 Bans (53% Win Rate)

Top Assassins (Ban/Win/Loss)

  1. Kael'thas - 9B 6W 3L (67%)
  2. Zeratul - 18B 5W 3L (63%)
  3. Jaina - 9B 9W 8L (53%)
  4. The Butcher - 12B 3W 3L (50%)
  5. Illidan - 0B 1W 1L (50%)
  6. Valla - 4B 8W 9L (47%)
  7. Tychus - 0B 0W 4L (0%)
  8. Falstad - 0B 0W 1L (0%)
  9. Kerrigan - 0B 0W 1L (0%)
  10. Raynor - 0B 0W 1L (0%)
  11. Thrall - 0B 0W 1L (0%)
Not played - Nova

Top Warriors (Ban/Win/Loss)

  1. Johanna - 4B 14W 8L (64%)
  2. Arthas - 2B 8W 6L (57%)
  3. ETC - 1B 3W 3L (50%)
  4. Sonya - 0B 3W 3L (50%)
  5. Muradin - 2B 10W 13L (43%)
  6. Tyrael - 4B 8W 13L (38%)
  7. Anub'arak - 1B 4W 9L (31%)
  8. Stitches - 0B 0W 1L (0%)
Not played - Chen, Diablo

Top Supports (Ban/Win/Loss)

  1. Tyrande - 0B 4W 1L (80%)
  2. Rehgar - 7B 10W 7L (59%)
  3. Malfurion - 9B 5W 4L (56%)
  4. Uther - 13B 7W 6L (54%)
  5. Lili - 0B 4W 5L (44%)
  6. Tassadar - 0B 1W 2L (33%)
  7. Brightwing - 0B 0W 1L (0%)
Not Played - none.

Top Specialists (Ban/Win/Loss)

  1. Sgt. Hammer - 0B 1W 0L (100%)
  2. Zagara - 9B 7W 1L (88%)
  3. Azmodan - 3B 2W 1L (67%)
  4. Abathur - 3B 4W 3L (57%)
  5. Sylvanas - 3B 3W 7L (30%)
  6. Nazeebo - 0B 0W 1L (0%)
Not Played - Gazlowe, Murky, TLV

Fun facts:
  • Sgt. Hammer appearance involved the BFG at the finals
  • Most Tyraels pick Sanctification over Judgement. Sanctification (7W9L) vs Judgement (1W4L)
  • And no, none of the Zeratul plays involved the bug AFAIK.
  • Team SioN that made it to Round of 8 was a team of high schoolers with one middle schooler. (Got eliminated by the champion, MVP Black though) They yolo'd a no-support comp for their last match in Haunted Mines.
SOURCE