• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 09:36
CEST 15:36
KST 22:36
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
[ASL19] Ro4 Preview: Storied Rivals6Code S RO12 Preview: Maru, Trigger, Rogue, NightMare12Code S RO12 Preview: Cure, sOs, Reynor, Solar15[ASL19] Ro8 Preview: Unyielding3Official Ladder Map Pool Update (April 28, 2025)17
Community News
Dark to begin military service on May 13th (2025)0Weekly Cups (May 5-11): New 2v2 Champs1Maru & Rogue GSL RO12 interviews: "I think the pressure really got to [trigger]"5Code S Season 1 - Maru & Rogue advance to RO80Code S Season 1 - Cure & Reynor advance to RO84
StarCraft 2
General
How does the number of casters affect your enjoyment of esports? Map Pool Suggestion: Throwback ERA I hope balance council is prepping final balance 2024/25 Off-Season Roster Moves Dark to begin military service on May 13th (2025)
Tourneys
Monday Nights Weeklies Sparkling Tuna Cup - Weekly Open Tournament [GSL 2025] Code S:Season 1 - RO12 - Group B [GSL 2025] Code S:Season 1 - RO12 - Group A $1,250 WardiTV May [May 6th-May 18th]
Strategy
[G] PvT Cheese: 13 Gate Proxy Robo Simple Questions Simple Answers
Custom Maps
[UMS] Zillion Zerglings
External Content
Mutation # 473 Cold is the Void Mutation # 472 Dead Heat Mutation # 471 Delivery Guaranteed Mutation # 470 Certain Demise
Brood War
General
[ASL19] Ro4 Preview: Storied Rivals BGH auto balance -> http://bghmmr.eu/ Battlenet Game Lobby Simulator Twitch StarCraft Holiday Bash (UMS) Artosis vs Ogre Zerg [The Legend Continues]
Tourneys
[ASL19] Semifinal A [ASL19] Ro8 Day 4 BSL Nation Wars 2 - Grand Finals - Saturday 21:00 [USBL Spring 2025] Groups cast
Strategy
[G] How to get started on ladder as a new Z player Creating a full chart of Zerg builds [G] Mineral Boosting
Other Games
General Games
What do you want from future RTS games? Stormgate/Frost Giant Megathread Nintendo Switch Thread Grand Theft Auto VI Battle Aces/David Kim RTS Megathread
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
LiquidLegends to reintegrate into TL.net
Heroes of the Storm
Simple Questions, Simple Answers
Hearthstone
Heroes of StarCraft mini-set
TL Mafia
Vanilla Mini Mafia TL Mafia Community Thread TL Mafia Plays: Diplomacy TL Mafia: Generative Agents Showdown Survivor II: The Amazon
Community
General
US Politics Mega-thread Russo-Ukrainian War Thread Canadian Politics Mega-thread Things Aren’t Peaceful in Palestine UK Politics Mega-thread
Fan Clubs
Serral Fan Club
Media & Entertainment
Movie Discussion! Anime Discussion Thread [Books] Wool by Hugh Howey Surprisingly good films/Hidden Gems
Sports
2024 - 2025 Football Thread NHL Playoffs 2024 NBA General Discussion Formula 1 Discussion
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread Cleaning My Mechanical Keyboard How to clean a TTe Thermaltake keyboard?
TL Community
The Automated Ban List TL.net Ten Commandments
Blogs
Why 5v5 Games Keep Us Hooked…
TrAiDoS
Info SLEgma_12
SLEgma_12
SECOND COMMING
XenOsky
WombaT’s Old BW Terran Theme …
WombaT
Heero Yuy & the Tax…
KrillinFromwales
BW PvZ Balance hypothetic…
Vasoline73
Test Entry for subject
xumakis
Customize Sidebar...

Website Feedback

Closed Threads



Active: 11560 users

A Guide to Taking Mercenary Camps Successfully

Forum Index > Heroes of the Storm
Post a Reply
Parodoxx
Profile Joined May 2010
United States549 Posts
June 25 2015 23:25 GMT
#1
From the very beginning of when I started to play Heroes it was not a loss that upset me the most, but it was winning inefficiently.

Moba games of the past have all had similar jungle mechanics: you take a camp to propel yourself forward and to remove it from the map. There was little to no strategy behind the taking of camps. It was purely for experience, gold, or denial with few exceptions. With the influx of players coming over to Heroes of the Storm, the one consistent thing I see all new players (including myself) struggle with when they start is how to manage and take mercenary camps correctly and efficiently

The system set up in Heroes that has objectives on unique maps and mercenary camps that fight for you create a tacticians wet dream when applied correctly. As a general rule of thumb, the basic question you should ask yourself whenever taking a camp is “Why am I doing this?” If your answer is simply XP or denial chances are you are doing it incorrectly (I’m looking at you Gazlowe and Illidan!).


So lets start with the mistakes that are commonly made

Taking Camps Just Because You Can

This is a big mistake. Without vision of where everyone is on the map you risk your own death, losing the camp to the enemy, throwing a potential tactical advantage, and even in some cases throwing the game. There is very little upside to randomly taking a mercenary camp especially when it’s on the enemy’s side of the map.

I know a lot of Illidan and Gazlowe might read this and feel they are an exception especially on maps such as Blackheart’s Bay but heed caution and watch your map carefully. Nothing makes a team angrier than watching their Illidan with 12 coins die cause he tried to take a camp without vision.

Taking Camps for XP

The thing to note on this subject is that the XP you are rewarded for capping a mercenary camp is the same for the person taking the camp as it is for the person defending it. This means that overall you gain zero advantage in terms of XP gain and should probably not take a camp for this reason alone.
Taking Camps In Place of Pushing

This has got to be my largest pet peeve in the game. The goal of the game is to destroy the core. The objective of the map or the character you play doesn’t change the goal. If you have the option of either A) Take a tower or B) take a mercenary camp, the answer is A, always!

Let me explain using Blackhearts Bay as an example as it’s the map where this golden law is broken the most. If you win a teamfight (assuming large enough death timers) you need to push before you turn in coins and before you take camps. Why would you add steps to the process? You could either take a tower or you could get a mercenary camp to try to take a tower for you so you can get the coins you needed to turn in to take the very same tower…. There is no need to add steps to the process so just take the damn tower! Why waste coins and time for a tower you could just take anyways?

For a more real life example if you need to poop, then go poop. You don’t need to brew a cup of coffee first. When death timers are low, less than 10 sec, then go to the next steps. Those that need to turn in coins, go turn in, and those that don’t either go back or take a camp on your opponent’s side of the map. If a fight breaks out during this time then you either (1) messed up and left too late or (2) you didn’t have the right resources for taking a camp or turning-in in the first place. If this is done correctly then you will start having a lot more 10 and 15 min games. On some maps like Mines it’s not to hard to get back-to-back 5 min games.


Taking Camps Right After You Get A Major Objective

Now in some cases — such as on Tomb of the Spider Queen — tagging a camp or a boss can be a great way to complement your push before the Web Weavers fall. On other maps, though, such as Curse Hollowed, the last thing you want to do is break off and take all the camps while the enemy team is cursed (again if you can take a tower just take it). I understand that in some cases you don’t have tempo after you collect a curse and it is sometimes wasted but as a rule of thumb assist your objective when you have it. It’s not the time to take a camp.

Taking Camps After A Crushing Teamfight Victory

You might start seeing a trend here about my biggest pet peeve but I really want to outline it. When you win a teamfight, just push. All you players who scatter to the winds for camps are HURTING your team. You are wasting time, you are extending the length of the game and you are giving your opponent the chance to make a comeback. Just Push! I dont care if you’re Gazlowe. Watch a pro game or two and notice that when fights are won they move together and gun down structures. The biggest kicker is you don’t even need minions or mercs with you. Towers in this game are not like League of Legends. They don’t stack damage or shred armor they tickle, just go kill them.

Think of them like a 5 year old: Sure, at one time they might have been tough to handle but when you’re 20 just punch them and they die.

When I was playing Starcraft a lot and trying to break into high Masters, I looked at my average game time and noticed that my average game time was much, much higher in the matchups I was less confident in. As I began to really study those matchups I noticed that there was a direct correlation between my average game time and my knowledge as I only played macro games. As I studied and looked for the windows I missed in games I slowly got my average game time down from 20 min to 15 and with that came a high Masters rating and the privilege to start playing with pros. The point of that was to say that I didn’t understand my offensive windows in the game and always played defense. But as I learned that I could just go kill the enemy my game began to greatly improve. Heroes is no different.

For all you players that take camps after big team fights, go look at your stats and I bet you have a lot of average game times in the 20-24 minute range where when I look at pro players they have an average game time of 16-20 min. This alone shows a gap in skill and understanding and should bring around some time for a little introspection.

For those who aren’t aware, you can use hotslogs.com to get this information accurately as the stats in Heroes also factor in bot games.


So Let’s Dive In What Is the Appropriate Way to Take A Mercenary Camp



If taking a camp when you have the opportunity to push is bad then taking a camp when you don’t have the opportunity to push can sometimes be the best option.


Taking Camps Before An Objective

Possibly the greatest use for mercenary camps is the ability to cap them just before an objective spawns. This can be further complemented if you can cap them on the opposite side of the map that the objective will be on. The reason that this is good is not simply because you took a camp but because you are asserting pressure in a location at a time when the enemy doesn’t have the resources to allocate to deal with it. The result of this comes in two forms: either an enemy team member will go to deal with it in which case taking the objective becomes easier for your team to capture or they will ignore it for the objective in which case you are guaranteed a certain amount of damage done to them regardless of who gets the objective.

These timings take awhile to learn but if you learn them you can really start to carry games for your team. Curse Hollowed is possibly the easiest to track as each curse spawns about 45 seconds to a minute after the previous curse. So try to poise yourself to take a camp in that window.

It’s also worth mentioning that on Blackheart’s Bay taking the top bruiser camp is a great way to attempt to turn in coins especially if you’re trying to solo turn in. Just wait until you have vision of the enemy going to deal with them and then go turn in safely.

Taking Camps to Force Fights Successfully



As a general rule you want to apply pressure in the opposite lane that you have mercenary camps pushing in. This is a bit of a complicated premise but I’ll do my best to explain.

Assuming you are looking to take an aggressive option with a mercenary camp you are really left with two options. You can either push with your camp or opposite that camp.

Pushing with mercenary camps is sometimes the correct thing to do. You might need minions to absorb shots from towers or need a little extra power behind your push but a lot of the times it’s not your most effective option. The bruiser camp is possibly the worst camp to push behind. When a team is defending from the sheer fact that your team is present at their gates they will be throwing down AOE spells constantly and killing off your camps just as extra casualties. They really will not have to target them or do anything they were not going to do anyways to get rid of them. This makes that option a rather bad ROI (return on investment). On the other hand siege camps can be a very effective tool to slow push behind when your enemy team really can’t afford to engage you directly. This is even more the case on maps that stack siege camps in the same lane like Blackheart’s Bay or Dragon Shire.

The second option is taking a mercenary camp and pushing opposite that camp. This in my opinion is your best option. Now bare with me cause I’m going to going to talk about Starcraft again.

When I first achieved Master league in Starcraft, the match-making system was still placing me against Diamond players every now and again and I wanted it to stop. I came across the realization that diamond players could not defend two places at once. I noticed that if I sent 5 zerglings into a Protoss base on 1 side of the map they would move their entire army to respond. Once I noticed this and started making two-pronged attacks standard for myself playing diamond players felt like manipulating a computer in a fighting game. It didn’t really matter how far ahead or behind I was if I just attacked two locations then they would crumble and just like before. Heroes if no different.

If you are looking to force a fight or are trying to push damage in some form during the downtime of objectives then taking a mercenary camp and pushing opposite it can be very effective. The goal here is exactly the same as when you take a camp before an objective: you are trying to get them to allocate resources to defend the camp so your attack is stronger or you simply buy time while your camp does the work for you if they decide not to defend it. This option is always granted to the team that is ahead as a way to create windows to close the game and is a tactic that can be used when you are behind to try spread your opponent too thin and create a comeback situation.

It’s also worth mentioning that on Blackheart’s Bay taking the top bruiser camp is a great way to attempt to turn in coins.


Taking Camps As A Consolation Prize



In so many games the reason that they snowball out of control is that people have placed the objective so high up on a pedestal that they will willingly compete for it 4 levels down and with 2 teammates dead.

When you are behind a talent or if you just had some teammates die just before an objective spawn then you need to forfeit the objective. There is no need to “strategically die”. This isn’t 300. When you are faced with such an issue remember that taking camps, specifically the boss, is a great way to gain some amount of momentum back and in some cases you will be fortunate enough to make the enemy team waste their objective time dealing with the pressure. This isn’t always possible but on maps like Tomb of the Spider Queen taking the bruiser camp right before enemy web weavers fall is a great way to hold off that lanes progression while you deal with the other two first. The same applies when taking the boss when you know you can’t stop coin turn ins on Blackheart’s, or taking the boss opposite curse, etc.

Taking Camps On the Retreat

The concept of denial that people use to justify taking a camp at random is almost always wrong but after an objective has concluded or the enemy is about to respawn it’s a great time to do so.

So let me explain. The best time to take camps for the sake of denial is when you’re done pushing on the enemy. For example let’s say you just had a crushing team fight victory. You want to push for about 40 sec while the enemy is dead and then 5 or 10 sec before they respawn go take their camps. These camps are probably not going to do much damage unless it’s a boss but it gives your team the opportunity to go back to base to heal safely and it denies the use of mercenaries being used tactically by your enemy. In some cases the timings will coincide and the added mercenary pressure will grant you a free objective.

Taking Camps to Close the Game

Often time you will find yourself in a situation where you have killed 2 or 3 of your enemy’s Keeps and you’re just trying to close the game. This might be the only time I am a proponent for spamming all the camps. Asserting a lot of lane pressure when the enemy team already has to sit back to deal with catapults essentially grants the map objective for free and thus the ability to close the game safely.

Heroes of the Storm is a game that has done away with gold and gold farming. Instead, the commodity of this game is the mercenary camps and they should be treated as such. This beautiful game plays so much more like chess than it does a Moba so please really think about what’s going on and move and work with your team. Ping and vocalize your intentions before you rage and remember that you can’t be mad at anyone for making a choice that you didn’t offer an alternative to before hand.

I really hope that this mercenary guide was eye opening for some people and that it is a step in the right direction for better games all around. If I missed something or you disagree please let me know and if anyone would like me to write about something in the future or if you have any feedback I would love to hear it.

For more guides and pieces please check out skilllift.net and let me know what you think!
enLighteN
Profile Joined March 2011
Australia27 Posts
June 26 2015 01:13 GMT
#2
A good article, thanks for sharing, i have to admit i can be one of those people sometimes. Whats your opinion on how to respond to your opponent taking a camp. I feel i have a good idea of when i should be taking camps and the reason for taking them, but im always unsure how to respond when they start taking camps, especially early game. I see alot of people go straight to there equivalent camp and take it straight after the enemy has taken theres, its like people assume well if they took their camp we have to take ours.
Parodoxx
Profile Joined May 2010
United States549 Posts
June 26 2015 02:14 GMT
#3
the response you outlined isn't horrible, you at least break even in lane pressure. honestly the ideal response is that of a team response. you can hit tab and see how many ppl are taking a camp by how many ppls siege damage are going up and respond with a response of +1 so if 2 ppl are taking a camp 3 ppl rotate to shut it down. these things are not always possible, require teamspeak and a lot of other factors and its why this specific topic is not in the post. Its hard to respond with a definitive answer with so many variables

Markwerf
Profile Joined March 2010
Netherlands3728 Posts
June 26 2015 08:15 GMT
#4
Some good points I agree with, my biggest petpeeves are these too:
- Taking camps instead of pushing when are critical lategame fight is won, this is so trule annoying. Especially the stupid stupid argument that taking camps is the 'safe' way to play. Perhaps this goes even back to Day 9's stupid saying for starcraft that if you're ahead you get just more ahead. Especially for HotS this is rarely true, if you get a teamkill and you can go for core for example and have a very good chance to get it (say 95%) it's better to do it then continue the game where you might as well lose the next teamfight and lose the game even if you're favored in it. A key exception here are maps where you basically can not lose if you continue passively because the map objective does damage to buildings and you are massively ahead in those. For example sky temple if it's 3 keeps vs no keeps and the 3 temple event is coming up.

- An even bigger annoyance of me: Grabbing the boss and not going with it. Sure you don't always need to go with the boss, letting it push when the objective is coming up or letting it push alone as they are not defending, or pushing another side while the boss keeps them busy are all fine. But what I see way too often is capping the boss and then people go get a hard camp or turn in coins or whatever while the enemy freely get's to defend the boss. That is terrible! A boss will barely scratch a gate if you let it run in uncontested.

By the way I don't think the 'random' illidan capping camps is too bad. Sure you shouldn't be doing it if itś risky or other important stuff is up like an objective but I don't believe the timings for getting a camp are that harshly different to the point that itś really bad to get a camp instead of waiting it for later. Of course the examples above are clear exceptions but if 'nothing' is going on and you can safely get a camp while lanes are being soaked it's rarely a bad idea I think.

An important thing to note by the way is the difference between bruisers/bosses and siege giants. Siege giants are relatively easy to clean up but do far more damage if unopposed against towers with ammo although it depends a bit if they run into the creep wave or not. For example I feel playing risky and capping enemy bruisers early is rarely worth it. If you take them on cursed hollow for example they will push the gate behind mid fort and die to the towers doing minimal damage effectively just depleting ammunition, but that's quite pointless if that gate won't be pushed for a long time. Giants however can destroy a tower quite easily if they push unopposed on the opponents side as they will hit the tower from the side.
In general i feel people underestimate that you need to send someone to deal with siege giants, especially as it can easily be done by 1 hero and it prevents a lot of damage. Bruisers and early bosses however can often be left to your towers if it's needed as they just tend to deal mediocre damage and mostly soak ammunition. Assuming of course you have ammunition. And losing ammunition is often much less important than it seems, on some maps like haunted mines on the boss lane it's quite important but on maps like sky temple, cursed hollow and blackheart's bay ammunition is oftne irrelevant as the map objective ignores it anyway! A classic move on sky temple for example is getting the bruiser camp just before the 2nd temple, I would generally advice you to ignore it and let the towers (or fort) clean it up and focus the temple instead. The ammunition is not that big a deal, even more so as your team has MULE.
Wuster
Profile Joined May 2011
1974 Posts
Last Edited: 2015-06-27 06:12:03
June 27 2015 06:11 GMT
#5
Your right that people really play passive when they could go for the throat. Drives me crazy but you often don't have time to argue with them as the time wasted can close your window then you just get flamed for being too yolo...

Btw Artosis, the ultimate passive player, coined "when you're ahead, get more ahead". While I remember Day9 saying "just go fucking kill them" (albeit in the context of the opponent doing something too clever / tricky). But the point seems to be not to overthink when the enemy appears weak.
Parodoxx
Profile Joined May 2010
United States549 Posts
June 28 2015 03:40 GMT
#6
lol I had both those quotes in mind when I wrote the piece but for some reason never included them. I didn't want to confuse getting more ahead with taking more camps.
Foxtrott528
Profile Joined May 2015
2 Posts
July 06 2015 04:25 GMT
#7
This is a great guide, I learned a lot that I had never know before (even being a veteran in Heroes). I specifically enjoyed the flow of the piece and how well everything came together at the end. I really enjoyed the quotes pointed out by Wuster, and think that they would have fit very well into this piece. I look forward to seeing what content you guys put out in the future.
Please log in or register to reply.
Live Events Refresh
Wardi Open
11:00
#35
WardiTV992
OGKoka 400
Rex208
IndyStarCraft 183
CranKy Ducklings111
IntoTheiNu 46
LiquipediaDiscussion
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
OGKoka 400
Lowko336
Harstem 300
Rex 208
IndyStarCraft 183
Vindicta 29
StarCraft: Brood War
Britney 41273
Rain 8787
Calm 7866
Sea 6697
Flash 1850
Jaedong 1716
Stork 723
Mini 709
Larva 623
Hyuk 475
[ Show more ]
Shuttle 460
actioN 346
Pusan 281
ZerO 268
Zeus 267
PianO 214
Mong 94
ToSsGirL 90
hero 59
Hyun 53
Rush 49
sSak 48
JYJ34
Killer 34
HiyA 31
sorry 29
Aegong 29
Sharp 25
Movie 19
Terrorterran 14
Sexy 13
Noble 10
ajuk12(nOOB) 9
zelot 7
Dota 2
Dendi1746
XcaliburYe1029
XaKoH 522
syndereN470
Counter-Strike
olofmeister2521
Heroes of the Storm
Khaldor206
Other Games
singsing3119
B2W.Neo1965
XBOCT473
crisheroes353
Fuzer 222
SortOf125
Liquid`VortiX86
ArmadaUGS80
ZerO(Twitch)19
NightEnD4
Organizations
Counter-Strike
PGL60924
StarCraft 2
ESL.tv101
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 15 non-featured ]
StarCraft 2
• StrangeGG 71
• intothetv
• AfreecaTV YouTube
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• Nemesis8033
• Jankos898
• Stunt515
Other Games
• WagamamaTV196
Upcoming Events
Replay Cast
10h 24m
Replay Cast
20h 24m
Afreeca Starleague
20h 24m
Snow vs Soulkey
WardiTV Invitational
21h 24m
PiGosaur Monday
1d 10h
GSL Code S
1d 19h
ByuN vs Rogue
herO vs Cure
Replay Cast
2 days
GSL Code S
2 days
Classic vs Reynor
GuMiho vs Maru
The PondCast
2 days
RSL Revival
3 days
[ Show More ]
GSL Code S
3 days
Korean StarCraft League
4 days
RSL Revival
4 days
SOOP
5 days
Online Event
5 days
Clem vs ShoWTimE
herO vs MaxPax
Sparkling Tuna Cup
5 days
WardiTV Invitational
5 days
RSL Revival
6 days
Wardi Open
6 days
Liquipedia Results

Completed

BSL Nation Wars Season 2
PiG Sty Festival 6.0
Calamity Stars S2

Ongoing

JPL Season 2
ASL Season 19
YSL S1
BSL 2v2 Season 3
BSL Season 20
China & Korea Top Challenge
KCM Race Survival 2025 Season 2
2025 GSL S1
Heroes 10 EU
PGL Astana 2025
Asian Champions League '25
ECL Season 49: Europe
BLAST Rivals Spring 2025
MESA Nomadic Masters
CCT Season 2 Global Finals
IEM Melbourne 2025
YaLLa Compass Qatar 2025
PGL Bucharest 2025
BLAST Open Spring 2025
ESL Pro League S21

Upcoming

NPSL S3
CSLPRO Last Chance 2025
CSLAN 2025
K-Championship
Esports World Cup 2025
HSC XXVII
Championship of Russia 2025
Bellum Gens Elite Stara Zagora 2025
2025 GSL S2
DreamHack Dallas 2025
IEM Cologne 2025
FISSURE Playground #1
BLAST.tv Austin Major 2025
ESL Impact League Season 7
IEM Dallas 2025
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2025 TLnet. All Rights Reserved.