• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 23:10
CEST 05:10
KST 12:10
  • 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
Team Liquid Map Contest #21 - Presented by Monster Energy8uThermal's 2v2 Tour: $15,000 Main Event17Serral wins EWC 202549Tournament Spotlight: FEL Cracow 202510Power Rank - Esports World Cup 202580
Community News
Weekly Cups (Aug 4-10): MaxPax wins a triple6SC2's Safe House 2 - October 18 & 195Weekly Cups (Jul 28-Aug 3): herO doubles up6LiuLi Cup - August 2025 Tournaments7[BSL 2025] H2 - Team Wars, Weeklies & SB Ladder10
StarCraft 2
General
#1: Maru - Greatest Players of All Time Is there a way to see if 2 accounts=1 person? uThermal's 2v2 Tour: $15,000 Main Event RSL Revival patreon money discussion thread Team Liquid Map Contest #21 - Presented by Monster Energy
Tourneys
LiuLi Cup - August 2025 Tournaments SEL Masters #5 - Korea vs Russia (SC Evo) RSL: Revival, a new crowdfunded tournament series Enki Epic Series #5 - TaeJa vs Classic (SC Evo) Sparkling Tuna Cup - Weekly Open Tournament
Strategy
Custom Maps
External Content
Mutation # 486 Watch the Skies Mutation # 485 Death from Below Mutation # 484 Magnetic Pull Mutation #239 Bad Weather
Brood War
General
ASL20 Pre-season Tier List ranking! ASL 20 HYPE VIDEO! BW AKA finder tool BW General Discussion BGH Auto Balance -> http://bghmmr.eu/
Tourneys
Cosmonarchy Pro Showmatches KCM 2025 Season 3 [Megathread] Daily Proleagues Small VOD Thread 2.0
Strategy
Simple Questions, Simple Answers Fighting Spirit mining rates [G] Mineral Boosting Muta micro map competition
Other Games
General Games
Stormgate/Frost Giant Megathread Nintendo Switch Thread Total Annihilation Server - TAForever Beyond All Reason [MMORPG] Tree of Savior (Successor of Ragnarok)
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Heroes of StarCraft mini-set
TL Mafia
TL Mafia Community Thread Vanilla Mini Mafia
Community
General
US Politics Mega-thread Russo-Ukrainian War Thread European Politico-economics QA Mega-thread The Games Industry And ATVI The year 2050
Fan Clubs
INnoVation Fan Club SKT1 Classic Fan Club!
Media & Entertainment
[Manga] One Piece Anime Discussion Thread [\m/] Heavy Metal Thread Movie Discussion! Korean Music Discussion
Sports
2024 - 2025 Football Thread TeamLiquid Health and Fitness Initiative For 2023 Formula 1 Discussion
World Cup 2022
Tech Support
Gtx660 graphics card replacement Installation of Windows 10 suck at "just a moment" Computer Build, Upgrade & Buying Resource Thread
TL Community
TeamLiquid Team Shirt On Sale The Automated Ban List
Blogs
The Biochemical Cost of Gami…
TrAiDoS
[Girl blog} My fema…
artosisisthebest
Sharpening the Filtration…
frozenclaw
ASL S20 English Commentary…
namkraft
from making sc maps to makin…
Husyelt
Customize Sidebar...

Website Feedback

Closed Threads



Active: 676 users

[HotS] Breaking Down Volskaya Foundry

Forum Index > Heroes of the Storm
Post a Reply
EsportsJohn
Profile Blog Joined June 2012
United States4883 Posts
October 18 2017 15:09 GMT
#1



Breaking Down
Volskaya Foundry

Written by: ChaosOS




ChaosOS is back to talk about the new map Volskaya and the newest map balance changes! Check out the official overview for a basic view of the map.

Today’s spreadsheet can be found here. You can also check out the updated NPC scaling sheet with all of the newest balance changes (now with even more details in the notes) here.


Khazra/Trooper Change


TL;DR Khazra camp much stronger late game but still weak early. Patch notes misleading about damage changes, much less than +50%.

    Mercanaries
    • Impaler and Trooper Camps (Siege Mercenaries found on Volskaya Foundry, Battlefield of Eternity, and Infernal Shrines)
      • Early game health has been slightly decreased.
      • Base damage and scaling values have been increased by roughly 50%.
      • Defender Mercenaries can no longer be affected by displacements effects.


For context, the Impaler/Trooper (triple siege) camp has long been held as significantly worse than the Siege Giant (double siege) camp. This was both due to the low base damage of the Khazra but also the lack of splash on their basic attacks relative to the Siege Giants.

The early game health nerf is a fairly small one, rising up to a 7.25% nerf 5:00 in and equalizing with pre-patch numbers at 15:00. Each individual Khazra has about 80% of a siege giant’s health (~75% at 2:00 in, ~85% at 20:00 in), which means that the Khazra camp is significantly harder to clear with purely single target damage but remains easier to kill with AoE damage.

[image loading]


The patch notes are misleading about the damage buff, though. The initial 2:00 Khazra camp only saw an 8% increase to their damage output, from 150 DPS for the full camp to 162 DPS. By comparison, Siege Giants at 2:00 do 183 DPS for the full camp, not including splash.

At 10:00, Khazra did gain a significant buff from 198 DPS to 225 DPS, a 13.64% increase in their output. This is also the crossover point with the Siege Giant camp, which also has 225 DPS at 10:00. After 10:00, the Khazra camp now outscales the Siege Giant camp in terms of DPS.

The Siege Giant camp still retains a distinct advantage in pushing a lane due to their splash which the Khazra lack. Thus, the Khazra are stronger to push with but worse at pushing on their own.


The Triglav Protector


TL;DR Protector doesn’t have the vs. structure bonus damage other vehicles have, making it much weaker at sieging and forcing the game to end. Gunner output is underwhelming. Shield on driver is insanely powerful though.

Volskaya Foundry, the newest map in Heroes of the Storm, has had a mixed reception. The primary criticism has been a perceived weakness in the power of the Triglav Protector vehicle. What makes the Protector unique is that it has room for two occupants, a gunner and a driver, who can exit the vehicle or swap seats at any time. This mechanic leads to fun things like heroes solo marching the Protector into the enemy base and then swapping to the gunner seat to start dealing damage.

[image loading]


These features, in addition to coordination between driver and gunner, mean that the Protector should be much more effective in coordinated play than in Hero League. The extent to which this is true won’t be determined until at least next spring when HGC 2018 starts, and even then only if HGC teams vote Volskaya into the HGC pool.

To determine the actual strength of the Protector, let’s compare it to other vehicles in HotS to get a baseline starting point of comparison. In terms of durability, the Protector is the strongest with 900 more base HP than the Dragon Knight while maintaining the same scaling and overtaking the Garden Terror at 5:00 in. The Protector also has a defensive ability to gain 25 armor for 3 seconds, a far more useful ability than the questionable DK punt.

When it comes to basic attack damage however, the Protector is terribly weak compared to both the DK and Garden Terror. The Protector only has ~90% of the DK’s base DPS throughout the game and lacks the 2x damage multiplier against structures. The gap between the Protector and the Terror starts out larger with the Protector only doing ~80% of the Terror’s DPS. By 22 minutes, the Protector overtakes the Terror due to scaling. This does not account for the Terror’s splash or quadruple damage versus entangled structures, though.

To illustrate the issues with the Protector relative to other vehicles, evaluate how long it takes a single pilot in each vehicle to kill the Core at 20 minutes. The Protector does 416 DPS with its basic attacks. Rocket fist adds ~28.6 DPS, and the Charge does 1875 damage every 8 seconds. The charge results in a missed AA for 520 damage, so it adds 169.375 DPS. In total, the Protector’s DPS is approximately ~614. This will take down a 20:00 core in ~53 seconds by itself.

[image loading]


In comparison, the DK does 990 DPS with its basic attacks alone, with the Fire Breath adding 565 damage every 6 seconds for a bonus 94 DPS. A late game DK has 1084 DPS, which can tear through the Core at 20:00 in 30 seconds. The Terror does 1696 DPS with Overgrowth and can take down the Core in only 19 seconds.

The above analysis does not include the contribution of the gunner because the decision to use a gunner requires committing an additional player. To include the gunner, it is first necessary to establish how the Gunner’s spells work.

Particle Cannon: The Gunner’s first ability does 225+(10*minute) damage (525 @20:00) in a 2.5m area. The charge function expands the range from 4m to 19m over 3 seconds. This charge is most useful when approaching enemy fortifications, as the cannon does not gain any damage during this charge up period. The projectile is fairly slow at 21m/s, taking only 0.19s to travel 4m but taking 0.9s to travel the max distance of 19m. Once fired, the Particle Cannon goes on a 4 second cooldown.

Gatling Cannon: The Gunner’s second ability does 360+(28*minute) DPS (920 @20:00) in a small 0.5m area that tracks the Gunner’s cursor. The shots move at 30 m/s and can reach out to 10m. The max travel time is 0.33s. This ability uses the Protector’s energy reserve at a rate of 8 energy per second (1 energy/shot, max energy is 32). This allows up to 4 seconds of continuous fire or a total of (1440+112) * minute damage (3680 @20:00). While not firing, the Protector regenerates 3.5 energy per second, taking a total of ~9 seconds to go from empty to full energy. This ability has no cooldown besides the energy regeneration, but does have a 0.5s delay before the shots start firing. Damage from this ability is reduced by 50% against buildings.

Scorching Laser: The Gunner’s third ability does 75+(3*minute) initial damage (135 @20:00) that sweeps across a 12x1m vector in 0.4375s. This sweep leaves a delayed explosion which does 500+(25*minute) damage (1000 @20:00) after 1 second. The laser’s initial point must be within 10m of the Protector. This ability has a 10 second cooldown and no initial cast time; it does have a 0.25s cast outro time though. The delayed damage can be functionally ignored for hitting heroes, but is a huge amount of damage against structures.

[image loading]


From this, the optimal use pattern of the gunner abilities emerge. If Particle Cannon is off cooldown and the Protector is within range, use Scorching Laser. If the Protector is out of range, start charging the Particle Cannon until a relevant target is in range. Otherwise, prioritize using the Gatling Cannon so no energy recharge time is wasted. Use the Particle Cannon when the charge time won’t be wasting any energy regen, and only charge enough so that the shot is within range. Do not be afraid to cancel the Gatling Cannon early to fire off a Particle Cannon shot, as the time spent firing the shot will simply allow the Gatling Cannon to recharge.

Now to answer the question “How much DPS does a 20:00 gunner add?” For the Protector in melee range, the average charge time on the Particle Cannon should be 0.5s, making the effective cooldown 4.5s. The Gatling Cannon averages out to a full unload every ~13s, and Scorching Laser has a flat cooldown of 10s. The Particle Cannon contributes ~117 DPS, Gatling Cannon ~142 DPS (with the 50% damage reduction against buildings factored in), and Scorching Laser 113.5 DPS for a total of ~373 DPS. Therefore, a fully loaded Protector with optimal ability usage would take down the Core in 33 seconds instead, still slower than a single person in the Dragon Knight!

Despite this clear mathematical weakness, the Protector does have one redeeming feature: its incredibly powerful shield. This shield gives all nearby allies a 450+(50*minute) (1450 @20:00) shield for 3 seconds. A level 20 Valla has ~2900 HP, and this shield would provide over twice as much shielding as a Storm Shield. Even for a level 20 Stitches at 6573 HP, this shield is still 22% of his max HP.


Conveyor Belts


TL;DR +-60% speed/slow, and if it can’t go in a wall then it’s moved by the belt

Conveyor belts push in their chosen direction at 2.56m/s. Because base movespeed is ~4.4m/s (4.3984 to be exact), moving directly with or against the conveyor belt is a ~60% slow or haste (58.2%). What’s notable about the conveyor belts is the interactions they have with various effects.

[image loading]


One of the more exciting parts of the conveyor belts are the promises of what interacts with them. I’ve attempted to compile a list of what interacts.

  1. Anything with a health bar, even if it is in stasis or stopped. This can move targets in or out of AOE effects such as Zeratul’s Void Prison that would otherwise prevent movement. The one exception is “massive” units such as the Triglav Protector.
  2. Murky’s Murloc Marchers and Nazeebo’s Toads and Spiders,all count as “summons” despite lacking health bars, and thus are moved.
  3. Butcher’s hitching post, Kel’thuzad’s Glacial Spike, Medivh’s Portal, Probius’ Warp Rifts, Tyrael’s Sword, and Valla’s Caltrops are moved by Conveyor Belts.


Special Note: Zagara’s creep will continuously generate creep in the radius around the tumor. This means on the bottom set of conveyor belts the creep circle will constantly generate and rotate around with any tumors placed on the belt.


Closing Thoughts



It will be interesting to see how Volskaya evolves and adapts. There is a clear and present concern that the games will last too long, the culprit of which seems to be the weak scaling of the Protector (and the Gunner in particular). Ordinarily, a full team wipe for both teams on top of an objective will still allow that one person to end the game, but the reward for winning an objective teamfight appears to be a boost primarily to teamfighting power. While this is strong at forcing the enemy team to contest the objective rather than wait for a 5v5 underneath their structures, the objective does not allow a bloody late game fight to truly be decisive compared to maps such as Dragon Shire or Gardens of Terror.





Joseph "ChaosOS" Meehan is an avid Heroes of the Storm enthusiast who just enjoys mathing things out. You can check out his blog on HeroesHearth for more in-depth patch analysis and follow him on Twitter.





Writer(s): ChaosOS
Editor(s): EsportsJohn
Design: shiroiusagi
Art Credit: Blizzard

StrategyAllyssa Grey <3<3
MotherFox
Profile Blog Joined March 2013
United States1529 Posts
October 18 2017 16:58 GMT
#2
not anything with a health bar--- conveyor belts do not move scouting drones. this is a particularly interesting interaction since smart placement makes the conveyor belt protect the drone from melee characters.
Don't Panic
Adramelch
Profile Joined April 2017
14 Posts
October 18 2017 17:30 GMT
#3
I mean, the drones are flying. Obviously they don't move with the conveyor belt.
RaiKageRyu
Profile Joined August 2009
Canada4773 Posts
October 18 2017 23:11 GMT
#4
I haven't had much opportunity to play on this map, so thanks for the breakdown Chaos. I am aghast to see the Protector do so poorly in comparison to the other to two vehicles even with the gunner loaded. Makes my dream of loading it up with Cho'Gall have a lot less epic potential.
Someone call down the Thunder?
EsportsJohn
Profile Blog Joined June 2012
United States4883 Posts
October 19 2017 04:41 GMT
#5
On October 19 2017 02:30 Adramelch wrote:
I mean, the drones are flying. Obviously they don't move with the conveyor belt.


^ Scouting drones hover.
StrategyAllyssa Grey <3<3
Ej_
Profile Blog Joined January 2013
47656 Posts
Last Edited: 2017-10-19 08:13:13
October 19 2017 07:49 GMT
#6
Why does the belt work against Falstad then? Rigged game.

I don't like the map itself. I think it's very bland, offers very little to do besides the objective and has the infernal shrines syndrome of either winning the objective or having your progress be futile. Meh.
"Technically the dictionary has zero authority on the meaning or words" - Rodya
NihilisticGod
Profile Joined March 2011
Northern Ireland174 Posts
October 19 2017 16:40 GMT
#7
I noticed last night that ChoGall can get into the Protector along with another player... so thats 3 players in it. What seemed kinda broken was that Gall could still cast all his abilities while any attacks in return would only do dmg to the protector hps. Basically this has the effect of making 1 player invulnerable while they can still attack as much as they care to.

I feel that lanes are too wide on this map and terrain between lanes isnt interesting to fight over. Also, and unfortunately like other overwatch maps we have turrent and healing merc camps... I always felt these were pretty bad. Much better to have a lane getting pushed by mercs when objective spawns than setting up a very under whelming gun turret.

Converyor belts are an interesting new map feature but I think still they could have done more with them by setting the map up for them to be more of a hinderance/benefit.
Too weird to live... too rare to die.
Ej_
Profile Blog Joined January 2013
47656 Posts
October 19 2017 17:29 GMT
#8
On October 20 2017 01:40 NihilisticGod wrote:
I noticed last night that ChoGall can get into the Protector along with another player... so thats 3 players in it. What seemed kinda broken was that Gall could still cast all his abilities while any attacks in return would only do dmg to the protector hps. Basically this has the effect of making 1 player invulnerable while they can still attack as much as they care to.

You can do the same with every vehicle as Cho'gall.
"Technically the dictionary has zero authority on the meaning or words" - Rodya
MotherFox
Profile Blog Joined March 2013
United States1529 Posts
Last Edited: 2017-10-19 18:00:05
October 19 2017 17:58 GMT
#9
On October 19 2017 13:41 EsportsJohn wrote:
Show nested quote +
On October 19 2017 02:30 Adramelch wrote:
I mean, the drones are flying. Obviously they don't move with the conveyor belt.


^ Scouting drones hover.


In that case my correction is, "Plenty of things that hover are affected by the conveyor belt: falstad, coin mounts, probius pylons, basically anything but scouting drone"
Don't Panic
MotherFox
Profile Blog Joined March 2013
United States1529 Posts
Last Edited: 2017-10-19 18:02:22
October 19 2017 18:01 GMT
#10
On October 19 2017 16:49 Ej_ wrote:
Why does the belt work against Falstad then? Rigged game.

I don't like the map itself. I think it's very bland, offers very little to do besides the objective and has the infernal shrines syndrome of either winning the objective or having your progress be futile. Meh.


This has been my thinking about the map as well. Where Hanamura had too much going on in terms of split objectives, this map feels like very little is worth doing. Even the objective is kind of weak in terms of pushing power.

Though I do love teamfighting on conveyor belts. And that 4-man mosh I landed on a conveyor belt was pretty funny, since my team could barely catch up with the dancing group as they circled the objective.
Don't Panic
FeyFey
Profile Joined September 2010
Germany10114 Posts
October 20 2017 23:02 GMT
#11
Oh noes the protector doesnt do alot of damage. It shuts down buildings and controls a huge area. In short they designed it to support a team push rather then do its own thing.
That way you can't split push with it. But for some reason thats what people do after the objective is won. Split into every direction.

Another thing is you always have either a Gunner or Driver not knowing what they are doing. Usually the gunner loves to charge Q or use the gatling gun to much. While Drivers like to attack weird things with their skills . Or usually only the dps bother to go into the vehicle that is tank, specialist and support in one.

Vikings piloting that thing is godlike though. And the way the designed it makes controlling it with vikings easy.

I really like the Protector. But it makes me hate having teammates I can't control even more.
EsportsJohn
Profile Blog Joined June 2012
United States4883 Posts
October 21 2017 15:27 GMT
#12
On October 21 2017 08:02 FeyFey wrote:
Oh noes the protector doesnt do alot of damage. It shuts down buildings and controls a huge area. In short they designed it to support a team push rather then do its own thing.
That way you can't split push with it. But for some reason thats what people do after the objective is won. Split into every direction.

Another thing is you always have either a Gunner or Driver not knowing what they are doing. Usually the gunner loves to charge Q or use the gatling gun to much. While Drivers like to attack weird things with their skills . Or usually only the dps bother to go into the vehicle that is tank, specialist and support in one.

Vikings piloting that thing is godlike though. And the way the designed it makes controlling it with vikings easy.

I really like the Protector. But it makes me hate having teammates I can't control even more.


Right, but the last time Blizzard designed a vehicle that shut down buildings and controlled a huge area and was designed for teamfights (Garden Terror), it was not very good. Certainly this is a very different scenario, but the bottom line remains the same: vehicle-oriented objectives have usually resulted in lackluster battlegrounds.

The only exception here is Dragon Shire, which is only exciting due to the richness of rotational play needed to control 3 different areas of the map at once. When the Dragon Knight comes into play, I think we can all agree that the richness of play is not that spectacular, especially in the late game when it can walk down the center of the map and just end the game.

I have a feeling we'll see a lot of push and pull with the Protector as Blizz tries to balance it or make the map more exciting, but right now it feels a little questionable.
StrategyAllyssa Grey <3<3
MotherFox
Profile Blog Joined March 2013
United States1529 Posts
Last Edited: 2017-10-21 23:26:02
October 21 2017 23:24 GMT
#13
On October 21 2017 08:02 FeyFey wrote:
Oh noes the protector doesnt do alot of damage. It shuts down buildings and controls a huge area. In short they designed it to support a team push rather then do its own thing.
That way you can't split push with it. But for some reason thats what people do after the objective is won. Split into every direction.

Another thing is you always have either a Gunner or Driver not knowing what they are doing. Usually the gunner loves to charge Q or use the gatling gun to much. While Drivers like to attack weird things with their skills . Or usually only the dps bother to go into the vehicle that is tank, specialist and support in one.

Vikings piloting that thing is godlike though. And the way the designed it makes controlling it with vikings easy.

I really like the Protector. But it makes me hate having teammates I can't control even more.


it shuts down buildings? As far as I can tell the true value of the protector(over pushing as 5 with your normal team) is that it is an extra health bar+ the shield. That is an incredibly boring objective imo.

what they should have done is made the lanes large conveyor belts. when you win the objective, the belt starts going in the direction of your enemy's base.
Don't Panic
ShoCkeyy
Profile Blog Joined July 2008
7815 Posts
October 22 2017 00:17 GMT
#14
Gazlowe on this map is complete aids. Really, the belts moving the turrets consistently is really annoying to try and target to killl while your health is getting eaten alive by the enemy players.
Life?
EsportsJohn
Profile Blog Joined June 2012
United States4883 Posts
October 22 2017 12:46 GMT
#15
On October 22 2017 08:24 MotherFox wrote:
Show nested quote +
On October 21 2017 08:02 FeyFey wrote:
Oh noes the protector doesnt do alot of damage. It shuts down buildings and controls a huge area. In short they designed it to support a team push rather then do its own thing.
That way you can't split push with it. But for some reason thats what people do after the objective is won. Split into every direction.

Another thing is you always have either a Gunner or Driver not knowing what they are doing. Usually the gunner loves to charge Q or use the gatling gun to much. While Drivers like to attack weird things with their skills . Or usually only the dps bother to go into the vehicle that is tank, specialist and support in one.

Vikings piloting that thing is godlike though. And the way the designed it makes controlling it with vikings easy.

I really like the Protector. But it makes me hate having teammates I can't control even more.


it shuts down buildings? As far as I can tell the true value of the protector(over pushing as 5 with your normal team) is that it is an extra health bar+ the shield. That is an incredibly boring objective imo.

what they should have done is made the lanes large conveyor belts. when you win the objective, the belt starts going in the direction of your enemy's base.


    Rocket Fist (W)
    Launch a Rocket Fist that impacts the first Hero or Structure hit. Roots Heroes for 1 second. Disables Structures for 2 seconds. Destroys all minions in its path.
StrategyAllyssa Grey <3<3
MotherFox
Profile Blog Joined March 2013
United States1529 Posts
Last Edited: 2017-10-26 16:27:20
October 26 2017 16:26 GMT
#16
On October 22 2017 21:46 EsportsJohn wrote:
Show nested quote +
On October 22 2017 08:24 MotherFox wrote:
On October 21 2017 08:02 FeyFey wrote:
Oh noes the protector doesnt do alot of damage. It shuts down buildings and controls a huge area. In short they designed it to support a team push rather then do its own thing.
That way you can't split push with it. But for some reason thats what people do after the objective is won. Split into every direction.

Another thing is you always have either a Gunner or Driver not knowing what they are doing. Usually the gunner loves to charge Q or use the gatling gun to much. While Drivers like to attack weird things with their skills . Or usually only the dps bother to go into the vehicle that is tank, specialist and support in one.

Vikings piloting that thing is godlike though. And the way the designed it makes controlling it with vikings easy.

I really like the Protector. But it makes me hate having teammates I can't control even more.


it shuts down buildings? As far as I can tell the true value of the protector(over pushing as 5 with your normal team) is that it is an extra health bar+ the shield. That is an incredibly boring objective imo.

what they should have done is made the lanes large conveyor belts. when you win the objective, the belt starts going in the direction of your enemy's base.


    Rocket Fist (W)
    Launch a Rocket Fist that impacts the first Hero or Structure hit. Roots Heroes for 1 second. Disables Structures for 2 seconds. Destroys all minions in its path.


Oh. so 2 seconds of shutdown on a 14 cd ability. -_- I had been primarily using that ability for the root...it seems like a waste to use it to shut down buildings.

Honestly, it should be longer than 2 seconds for the shutdown or a much shorter cd for the ability. As is, I think the cc is much more valuable.
Don't Panic
Please log in or register to reply.
Live Events Refresh
Next event in 7h 51m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
Nina 293
PiLiPiLi 30
StarCraft: Brood War
Shuttle 636
NaDa 161
ggaemo 129
Noble 47
Icarus 14
Stormgate
UpATreeSC140
Dota 2
NeuroSwarm125
LuMiX1
Counter-Strike
C9.Mang0479
Heroes of the Storm
Khaldor108
Other Games
tarik_tv12820
summit1g6417
JimRising 678
WinterStarcraft460
ViBE146
Livibee43
kaitlyn42
Trikslyr41
Organizations
Other Games
gamesdonequick1257
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 16 non-featured ]
StarCraft 2
• Berry_CruncH45
• practicex 44
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• HerbMon 18
• Azhi_Dahaki6
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• Doublelift4556
Other Games
• Scarra1450
Upcoming Events
Online Event
7h 51m
SC Evo League
8h 51m
Online Event
9h 51m
OSC
9h 51m
uThermal 2v2 Circuit
11h 51m
CSO Contender
13h 51m
[BSL 2025] Weekly
14h 51m
Sparkling Tuna Cup
1d 6h
WardiTV Summer Champion…
1d 7h
SC Evo League
1d 8h
[ Show More ]
uThermal 2v2 Circuit
1d 11h
BSL Team Wars
1d 15h
Team Dewalt vs Team Bonyth
Afreeca Starleague
2 days
Sharp vs Ample
Larva vs Stork
Wardi Open
2 days
RotterdaM Event
2 days
Replay Cast
2 days
Replay Cast
3 days
Afreeca Starleague
3 days
JyJ vs TY
Bisu vs Speed
WardiTV Summer Champion…
3 days
PiGosaur Monday
3 days
Afreeca Starleague
4 days
Mini vs TBD
Soma vs sSak
WardiTV Summer Champion…
4 days
Replay Cast
4 days
The PondCast
5 days
WardiTV Summer Champion…
5 days
Replay Cast
5 days
LiuLi Cup
6 days
BSL Team Wars
6 days
Team Hawk vs Team Dewalt
Korean StarCraft League
6 days
Liquipedia Results

Completed

Proleague 2025-08-13
FEL Cracow 2025
CC Div. A S7

Ongoing

Copa Latinoamericana 4
Jiahua Invitational
BSL 20 Team Wars
KCM Race Survival 2025 Season 3
BSL 21 Qualifiers
CSL Season 18: Qualifier 1
SEL Season 2 Championship
WardiTV Summer 2025
uThermal 2v2 Main Event
HCC Europe
BLAST Bounty Fall 2025
BLAST Bounty Fall Qual
IEM Cologne 2025
FISSURE Playground #1
BLAST.tv Austin Major 2025

Upcoming

ASL Season 20
CSLAN 3
CSL 2025 AUTUMN (S18)
LASL Season 20
BSL Season 21
BSL 21 Team A
RSL Revival: Season 2
Maestros of the Game
PGL Masters Bucharest 2025
MESA Nomadic Masters Fall
Thunderpick World Champ.
CS Asia Championships 2025
Roobet Cup 2025
ESL Pro League S22
StarSeries Fall 2025
FISSURE Playground #2
BLAST Open Fall 2025
BLAST Open Fall Qual
Esports World Cup 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.