Heroes of the Storm

The Complete Drafting guide for Beginner to Advanced players

Drafting in this game has an absurd amount on impact. People often ask for advice related to drafting or just when to pick which heroes and as far as I´ve seen there aren´t really any extensive guides which are up to date so I´ve decided to make one of my own. I´m a high Diamond player, so ofc my advices aren´t meant to be used anywhere beyond that. My advices are mostly aimed toward players who play in group, but most of the information can be used by solo players just as well.
Based on how experienced are you with the game and drafting, there are multiple ways in which you can think of drafting and team comps in general. What I provide is just one of many, there are a lot more drafting strategies besides this. This guide is aimed to get you up to advanced level.
Beginner team draft composition: healer, tank, bruiser, ranged assassin (mage), ranged assassin (auto attacker)
This is the most basic form of draft, easy to do, easy to execute. Jack of all trades, master of none is a great way to sum up this comp and logic of drafting. You simply draft the heroes based on their assigned in-game roles. Taking hero synergies and counters into consideration helps, but while you´re learning the basics you don´t need to overfocus yourself on it. One advice I would have is to avoid bruisers with low survivability or hp pool like Malthael or Ragnaros since they need good team coordination to work, and having more frontline makes mistakes more forgiving.

Advanced team draft composition: healer, tank, offlaner, carry, flex
Here you basically break down your team into two components. The fourman which is made up of the tank, healer, carry and the flex picks. And the offlaner who soaks 1 or 2 lanes alone most of the game. The four man spend most of the game roaming together, unless the size of the map makes it impossible.
Tanks and healers the same as defined by the in-game roles. ( I don´t suggest playing non traditional tanks or healer less comps unless you´re really confident about what you´re doing)
Offlaner can be any hero that can safely soak which means: having good waveclear and either a high hp pool or and escape ability which makes him hard to gank. Generally bruisers are the best offlaners, since they also provide additional frontline to your team which is in most cases highly needed. In case you don´t need the additional frontline because your flex pick provides it or whatever other reason then there are a lot more options to choose from.
Carry: Your main damage dealer hero. Any hero with high damage potential can fulfill the role. Often it is the best strategy pick heroes who further enable your carry for example Tychus needs Crowd control effects to keep enemy heroes in their range or Valla/Greymane needs burst healing to be able to go in deep. Your carry can be a melee hero as well, Deathwing with Molten Flame build is a great example.
Flex: Can be any hero from any role. The aim of your flex pick it to either greatly counter the enemy or to synergize with the rest of your picks. Beware though, teams with low wave/campclear don´t do well on macro maps. (explained more below)

High level drafting: Ideally it would mean to consider all picks at all points of the draft based on their strengths/weaknesses, not taking role restrictions into any consideration. That´s not fully humanly possible, but some high level coordinated teams come pretty close to it. These are not limited to but include hard to execute comps like: non traditional tanks or none at all, cheese comps, comps without heal, super macro comps. This guide ignores most of those since they are pretty much limited to high level coordinated play.

Let´s take the draft phase into two separate parts: The early first pick/ban period which is up to the second (red) team picking in their first two heroes, and the latter part of draft the which concludes the rest of the draft. The draft strategy I provide works completely different in those 2 stages:

A) First pick/ban period. (up to second team locking in their first two heroes) The easiest approach is knowing the first pick/ban priority heroes, and make your picks and bans accordingly. Ideally you want at least 1 of them picked for your team, then build upon it. Just picking high priority heroes to make up your team won´t mean anything if those individual heroes don´t have any synergy between them. Stats working in your favour always help, so I´d advise anyone to learn at least 1 first pick/ban priority hero from their main role. Heroes that have * after their name are even a little more impactful, and the most contested picks overall. This hero list is based not only on the power level of the characters, but also the difficulty of countering them – which is in early picks often a more important factor.

  1. Universal first pick/ban priority heroes: Healer: Stukov, Brightwing(*-for big macro maps only), Uther
    Tank: None
    Bruiser: Dva*, Gazlowe
    Ranged Assassin: Cassia*, Chromie*, Tychus – ( more often only to deny him to the enemy!)
    Melee Assassin: None
    Support: None ( not contested enough at this mmr to warrant it )
  2. Map dependent first pick/ban priority heroes: Cursed Hollow: Diablo, Hogger*
    Tomb of the Spider Queen: Diablo, Johanna, Rexxar*, Tassadar
    Battlefield of Eternity: Diablo, Greymane, Hanzo, Li Ming*
    Garden of Terror: Diablo, Hogger*
    Towers of Doom: Diablo, Hogger
    Infernal Shrines: Diablo, Hogger*, Sonya*, Kael´thas
    Alterac Pass: —
    Braxis Holdout: Rexxar*, Lucio
    Dragon Shire: Hogger, Rexxar*, Zul´jin
    Sky Temple: Abathur (vikings banned preferably)
    Volskaya Foundry: Hogger, Hanzo, Zul´jin
    Hanamura Temple: Sonya
    ( This list should change over time, if there is a demand I will update it)

So how does this affect you? It´s completely different depending on whether you play as a team or you´re solo. If you´re solo: Then you either look at your team´s prepicks, and try ban those heroes from the list which could majorly counter them — asking your teammates is an option since you may not know those counters yourself well enough. If that´s not an option you can try to make a squeeze for a certain role – meaning you ban the best heroes but one from the role, then try to snatch it for your team. For example you ban Gazlow + Hogger, and you pick Dva. You should do this mostly on the Ranged assassin or Bruiser role, maybe tank occasionally — since those end up being the most impactful mostly. I would also advise you to just always ban Abathur on big macro maps unless you have a reason not to – Since in my experience having an Abathur both on your and on the enemy team makes the outcome of the match too volatile usually.

After the ban phase you look at your team´s prepicks: In case they don´t have a first pick priority hero between them, you just pick one from your role — however never force yourself to play a hero you´re not comfortable with for this reason. If they already have a fp prio hero you preferably let them pick it – having more than 1 these heroes from the list doesn´t hurt, but keep in mind that in most cases individual hero synergies, and countering the enemy heroes help more.(more on that below) Additionally you can pick a hero just to deny it, but I wouldn´t recommend it unless you absolutely know what you´re doing. For example Diablo + Tychus pick.

In case you´re drafting for/as a team: The principle is the same, you try to ban heroes from the list, that are also strong counter into the heroes your team wants to pick first.(teamcomp descriptions below might help more with this) In case there aren´t really heroes like that and you don´t have any strategy figured out yet then you should just ban the strongest picks for the map, which you don´t want to pick for your team. Ideally you have the players with smaller hero pools pick first, so that you can stay more flexible for the latter half of the draft. Begin with securing 1-2 first pick priority heroes from the list, having more than that doesn´t hurt, but if you have no clear reason for picking it : denying it, synergizing, countering – then it´s there´s no need to focus on the listed heroes needlessly. You should also take into account not just the hero´s base strength, but also the players individual skill with the hero – weaker picks can be stronger if the player plays the hero in question at a considerably better efficiency.

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B) Latter half of the draft: There isn´t really that much of cutting corners here, no surefire method – one way or another you´ll need to acquire a lot of knowledge and experience to consistently outdraft enemy teams. Going too much into the details isn´t really an option here, since entire books could be written about the topic and still cover only the portion of intricate hero synergies, interactions, team compositions infinite number of small details that should affect your decision-making progress.
The entire process can be simplified by giving team comps different attributes, depending on what they excel at, how they interact with the map mechanics and their win conditions. The upside of this method is that I can provide a lot of information in a relatively short text, the downside that the information needs to be somewhat generalized, meaning that it won´t hold true for all situations, only for most of them.
As two basic aspects every team comp has a Teamfight and Macro potential. Both are quite literal. Teamfight potential measures the teamcomps ability as whole to win teamfights. Macro potential measures the teamcomps ability to win the match by global pressure, objectives, splitpushing. Macro is about creating situations where your enemy can only face you under severe disadvantages. If your team doesn´t have the upper hand in either teamfight or macro potential, you´re basically at your enemies mercy, you can only win by them making misplays. What´s important to remember is that neither of these attributes are exclusive, teamcomps can be strong both at macro and teamfights at the same time.
Whether macro or teamfight potential is more important in a match vastly depends on the map.

Macro maps: Cursed Hollow, Tomb of the Spider Queen, Garden of Terror, Sky Temple
Teamfight oriented maps: Alterac Pass, Volskaya Industry, Hanamura Temple, Battlefield of Eternity (if the enemy has a lot better objective race you need strong engages and crowd control)
Even maps: Braxis Holdout, Dragon Shire, Towers of Doom

This by no means means that you can´t win a map for example on Cursed Hollow by your teamfighting strength, these are only simple pointers to better figure out what strategies work better on which map. In lower ranks most times it´s safer to just focus on playing more teamfight-oriented comps, since they are a lot easier to execute.

Beyond those 2 main aspects there are smaller attributes that each teamcomp has. Depending on how strong the enemy teamcomp is in each attribute you should use different approaches in countering them. The most telling picks about the enemy´s teamcomp are usually it´s main damage dealers. If you´re not sure what teamcomp they´re going for it´s better to build on your own strengths and only dedicate your last 1-2 picks to countering or “answering” the enemy picks. Ideally of course you want to build up your own teamcomp´s strength while providing the enemy with a hard matchup at the same time.
Again, these attributes are not exclusive: a single teamcomp can be strong in more than one of them and a single hero can be strong in more than 1 attribute. The degree against which you should respond to these enemy team attributes by drafting counters depends how many and how strong heroes they draft for the attribute in question. I included a scoring system for it but it´s entirely optional, and the information provided in the description should be more than enough.
Attribute scoring:
0-1 : Doesn´t hurt to have a response, but overall can be ignored.
1-2: At least a slight to moderate response is needed, even more if you expect the enemy to draft more heavily into the attribute in question.
3+: You need to have a strong response or the enemy might acquire the upper hand in most teamfights.
( Heroes with their attribute scores are listed at after the end of each category below)

hard CC – stuns, silence and stasis, soft CC – slows, roots, blinds

Teamfighting attributes (dive, poke, burst, sustain, tankiness):

  1. Dive: Dive is usually easy to counter, but hard to identify in time – since most dive heroes are picked at the latter part of the draft. It thrives against squishy teams and teams without much of hard CC. To counter dive against your team you can reduce the number of their potential targets by drafting more bruisers/tanks into your team, draft heroes with heavy CC ( point and click stuns are the most effective since they reliably work even against the most mobile characters Varian Taunt or Uther stun, Brightwing polymorph, etc.) , healers which have high survivability and/or burst healing are also preferred against teams with strong dive.
    The level of your response against teams with dive should not only depend on how many dive heroes they have, but also whether they have a tank/healer or support pick which can further strengthen them.
    Dive Heroes: All Melee Assassins + Chen, Hogger, Yrel, Tracer, Genji, Thrall (1)
    Healers that strengthen dive: Brightwing, Uther, Kharazim, Whitemane, Rehgar, Anduin (0.5)
    Tanks that strengthen dive: Anubarak, Diablo, Tyrael, Muradin, Mei, Johanna (0.5)
    Other heroes that can support dive: Abathur, Medivh, Zarya, Dehaka, Sonya (1)
  2. Poke: Poke is never really the most important factor to consider. For one sustain healers can deal with it way too easily, secondly it is usually really hard to utilize in a meaningful manner. It is still not a factor you can just ignore, and in the unlikely case you´re matched up against a team that´s heavily invested in it, having some answers against it can make the game easier.
    A sustain healer is the easiest answer against poke, if that´s not an option you can draft characters with self-sustain. If the enemy team has multiple poke heroes you can shut it down either by tanks with hard engages + CC, or by dive since most poke heroes are weak to it.
    Poke Heroes: Azmodan, Chromie, Hanzo, Junkrat, Li Ming, Lunara, Mephisto, Sgt. Hammer, Tassadar, Zagara (1)
    There are of course more heroes which have some poke in their kit, but it´s not significant enough.
  3. Burst(damage): Most burst heroes are mainly mages, but there are also some basic attackers, and melee heroes that can deal considerable amounts of burst damage. Teamcomps that heavily rely on burst usually need some hard CC so that they can decisively secure kills. If the enemy team doesn´t lean heavily into burst there isn´t really any need for a response. If they do burst healers (preferably with cleanse), a tank with big hp pool and some defensive abilities (Muradin, Varian, Mei …) are great ways to deal with it. You can also draft a tankier frontline since heavy burst teams are usually overrun easily and provide more survivability for your team. In case the enemy has 2 or more ranged burst characters they are likely to be vulnerable to dive as well.
    Burst heroes: Jaina, Alarak, Butcher, Cassia, Chromie, Deathwing, Greymane, Hanzo, Kerrigan, Li Ming, Nova, Orphea, Qhira, Tychus, Zeratul, Kel´thuzad, Probius, Rexxar, Ragnaros, Imperius, Maiev Kael´thas, Tassadar(1)
    Tanks that strengthen burst: Anub´arak, Etc, Varian, Garrosh (1), Blaze, Mal´ganis, Johanna, Stitches (0.5)
    Healers that strengthen burst: Kharazim, Stukov, Tyrande, Uther, Ana (1), Brightwing, Deckard (0.5)
    There are other characters that support burst heavily like Gazlowe, Leoric, Xul etc who help with their CC ultimates to further lock down targets, heal reduction or even help the team disengage after a successful burst. I choosed not to include them, because they are usually not constrained to that role thus aren´t reliable indicators of what the enemy composition is aiming to be. If you however see them drafted alongside an already burst heavy comp your response should be stronger.
  4. Sustain(damage): Heroes with sustain damage are far more numerous. Ranged sustain heroes usually have great survivability, yet they perform the best with a big frontline or additional support. Melee sustain heroes usually don´t have that much of a damage potential, but they provide additional utility to the team with their tankiness or CC. Nearly all teams have some amount of sustain dmg Heroes, but just like with poke only a few base their teamcomp on sustain damage heavily. In most cases heavy sustain comps deviate from the standard hero role distribution, they include a double healer or double tank or healer + support or double-triple bruiser in them coupled with a ranged hero with uncapped damage potential—hypercarry–.( this can be a burst hero even, react accordingly, Guldan, Valla, Zul´jin, Cassia – sustain, Li Ming, Tychus, Orphea, Tassadar – burst ) These comps are usually rare, so you don´t need to concern yourself with them too much.
    If the enemy comp has a low to medium amount of sustain damage having a sustain healer helps, but it is in no ways necessary to have. If the enemy has a heavy sustain comp there are two major ways to deal with it. You can draft a burst team that shuts down 1 target decisively then disengages, or you beat them at their own game: You draft a team comp that can outsustain them. Heavy sustain comps usually have weak macro presence as well, on macro maps you can easily exploit that. Healing reduction is also great to have against them.
    Ranged Sustain damage Heores: Cassia, Falstad, Fenix, Gul´dan, Junkrat, Lunara, Mephisto, Nazeboo, Raynor, Sgt. Hammer, Sylvanas, Tracer, Valla, Zagara, Zuljin (1)
    Melee Sustain damage Heroes: Artanis, Chen, Dehaka, Dva, Gazlowe, Illidan, Leoric, Malthael, Misha, Samuro, Sonya, Thrall, Xul, Yrel (0.5)
    Supports that go well with sustain: Zarya, Medivh (1)
    Any healer or tank (0.5)
  5. Tankiness: Tankiness is the teamcomps ability to both provide cover for their backline coupled with the frontline´s own survival capability. How much tankiness you want depends on how vulnerable to dive your backline is, and how much burst the enemy has to threaten your frontline. It is both an offensive and defensive tool at the same time. As long as the enemy doesn´t have any counters into it it never hurts to have a more tanky frontline than them If the enemy drafts a really tanky teamcomp then your options are to counter it or match it. Note that even if you counter it you will still need tankiness to cover your backline, just not as much as them. The strongest counters into tanky teams are CC and % damage. Most tanky heroes have lower mobility than the rest of the herobase, they make up the only category against which soft CC is nearly as effective as hard CC. Drafting heroes with soft CC is nearly as effective against them as hard CC. Slowing effects don´t stack though so don´t invest too hard into it.
    Poke and heavy sustain teams are also strong into tankiness, but they are more matchup dependent therefore harder to utilize and less reliable.
    Extra tanky heroes: Cho, Diablo, Mei, Muradin, Varian (1.5)
    Tanky heroes: Arthas, Blaze, Deathwing, Dehaka, Garrosh, Imperius, Johanna, Stitches, Yrel, Etc, Anub´arak (1)
    Less Tanky heroes: Artanis, Chen, Dva, Gazlowe, Leoric, Mal´ganis, Rexxar, Sonya, Tyrael, Xul (0.75)
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Macro Attributes (global presence, wave and campclear, objective securing, pushing power, rotational advantage) :

1.Global presence: Globals either allow heroes to be effectively at more than one place on the map at the same time,(vikings) or cut down travel time between two distant points of the map (Dehaka, Falstad …). Globals are one of the most painful things to deal with in Hots if played right. Heroes with good global presence usually have weaker teamfighting capabilities as a tradeoff, but fighting them head on often results in structure and soak disadvantages. Because of that drafting a team comp that beats them in teamfights isn´t hard to draft, but it can only provide a solution on teamfight oriented maps. Teamcomps with global heroes are stronger the more split are players on the map, on macro maps they require coordinated teamwork to outplay and are really hard to counter effectively. Against teams with heavy global presence you can either match it with your own global hero picks, or try to draft a teamcomp that beats them in both teamfighting and splitpushing potential. On maps with strong objectives you can also try drafting a team that excels in securing/pushing with the objective.
Strong Global heroes: Vikings, Abathur (1.5)
Medium Global heroes: Falstad, Dehaka, Zagara (1)
Weak Global heroes: Etc, Brightwing, Deathwing, Illidan, Murky, Azmodan, Samuro, Morales (0.5)

2.Wave and campclear: Wave and campclear is the lifeblood of any teamcomp. It defines the speed of your rotations, your presence on the map, allows you to play more aggressively. The benefits of having good wave and campclear are great, but after a point they provide diminishing returns only. Usually 2 heroes with good wave/camp clear is plenty ( 1 in the four man 1 as an offlaner), but sometimes even having 1 is enough since there are a lot of heroes that have early talents which make up the difference easily. It is an attribute that you can´t completely forget about, yet you don´t need to overconcern yourself with it. Tomb of the Spider Queen is the map where it matters the most. On big macro maps with many camps having a hero with Bribe can also make a difference
I think which heroes have good camp/waveclear is pretty straightforward, I can include it if someone wants me though.

3.Objective securing/stalling: This attribute defines the teams ability to secure the objective on the specific maps. This means of course that each map has a different set of heroes which help secure the objective the most. Even though this category is included under the Macro play there should be extra attention paid to it since Teamfights, Macro play and Objectives are the three major actions that lead to an enemy core falling.
If your team is heavily invested into winning the objectives- having heroes that greatly enchance the whole team´s pushing power (listed in next category) helps a lot. Of course this counts only for maps on which it is possible to push with the objective. Overall macro and teamfight potential play a big part in securing the majority of objectives, less in others. If you feel like you´ll lose out on objective securing power hardly compared to the enemy team, then one of things you can do is draft heroes that defend against the objective well Ragnaros is one of the great examples for this. However I don´t really advise focusing on this too much,(unless you have a clear reason for it in mind, like stalling the game till 20 because you have heroes that scale better) since just by securing more teamfighting or overall macro power against a team comp that is focused on objective securing, you´ll find many openings against them.
On several maps stalling the objective, while other members of the team soak/push/secure another part of the objective is a great strategy. It usually works the best if you include global heroes. The weakness of this strategy is that if the team against which it´s used has stronger global presence than the team using it, then usually the team down on global presence expends more resources, making the strategy not worth it.
Maps on which this strategy can work: Cursed Hollow, Sky Temple, Tomb of the Spider Queen, Garden of Terror, Alterac Pass, Towers of Doom.
Stalling heroes: Ana, Deathwing, Tyrande, Vikings, Ragnaros, Samuro + poke heroes are capable of it too, but generally not without putting themselves into danger.
Maps listed with the best objective securing heroes/attributes for each:
Alterac Pass: The outcome is mainly decided by teamfighting potential. Global presence and stalling play some part as well, but rarely are they the deciding factor. Some poke heroes work especially well here, because the defending team is usually in a great position to poke.
Hanamura Temple: Teamfights usually play the biggest part here as well. Teams with sustained damage and healing have an easier time locking the objective most often. (One common mistake I see though is overfocusing on the objective on this map. Usually sieging with the samurai camp, or simply pushing while the enemy has heroes down accomplishes more than the objective itself.)
Volskaya Foundry: Teamfighting potential matters the most here too. The objective in the early game is quite weak too, so having push heroes ( listed below) which allow you to push outside of having the objective can help a lot too. Long range mages and heroes with big aoe ults ( Earthquake, Stay awhile and listen, Dragon Strike…) that either zone the enemy away or force them to fight under disadvantages can play a big role as well in securing the objectives and winning on this map.
Towers of Doom: The value of the objective is vastly connected to the state of the map. In securing a singular altar teamfighting teams do have the slight upper hand, but it can all be negated when multiple altars spawn or the more macro heavy team just acquires more keeps than them. You are only guaranteed to have the upper hand with this particular map objective if your draft is both stronger in macro and teamfights. Which rarely happens. The most important thing is just to play to your teamcomp´s strengths.
Infernal Shrines: Aoe spells that either zone away the enemy team or one-shot the objective “pumpkins” help in acquiring the objective the most. The best heroes for that: Dva, Tychus, Ragnaros, Deathwing, Valla, Sonya, Kael´thas, Xul
Battlefield of Eternity: Having heroes that can race the objective matters the most in securing it. When you have better race it´s good to have a hero who can poke the immortal from long range as well, since the enemy will want to hard engage on your team when they´re losing the race. If the race is pretty much even the team with the better teamfighting potential locks it in in the majority of cases.
Best obj race heroes: Greymane, Raynor, Valla, Zul´jin
Best obj poke: Hanzo, Li Ming, Chromie
Tomb of the Spider Queen: Waveclear, stalling and teamfighting potential are usually the three most important factors in winning the objective for your team. Split fights happen often as well, and the team that rotates faster either because of waveclear advantage or other tools wins those fights the most — consequently has the more gems.
Sky Temple: Macro attributes greatly outvalue teamfighting both for winning this map and securing the obj. Because of the size of the map global presence is the most important attribute in winning the objectives.
Dragon Shire + Braxis Holdout: The strength of your four man, the strength of your offlaner and global presence are of most value in locking in the objective. Since ensuring that your offlaner is stronger than theirs is relatively easier than with the four man the most contested pick on this map is Rexxar since he wins all matchups here. In case Rexxar is banned you want to delay your offlaner pick as much as you can and lock in one that beats the enemy´s choice. Heroes that have or provide fast rotations provide a lot of value on these maps as well. ( Genji, Lucio, Medivh)
Garden of Terror + Cursed Hollow: For just locking in the objective teamfighting potential matters the most, but focusing on it too much is not advised since both of these maps are macro focused. Global presence and stalling can also play a part in deciding the outcome of these objectives.

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4.Pushing power: Pushing power is your team´s ability to siege enemy structures with or without the help of an objective. Heroes that disable structures, spawn creatures to soak up turret shots or just have extremely long siege range enchance the entire team´s ability to siege by a lot.
These heroes are Push heroes: Sylvanas, Azmodan, Arthas, Anub´arak, Sgt. Hammer, Probius, Gazlowe, Samuro, Zarya – Heroes that have high dps like Greymane or Raynor help considerably in sieging as well, but without the aforementioned heroes matter more since they create conditions for the entire team to push more safely and/or longer.

A solo hero splitpushing right now in the game is not really much of a focus, in late game deaths become too punishing and traditional splitpushers like Nazeboo or Azmodan need to all-in too hard in order to destroy structures. ( It is a strategy that only works against poor opponents) Creating pressure on a lane then using your global to rotate away accomplishes a lot more. So ironically global heroes who can do it a lot safer are better suited for it than those with superior sieging.

Splitpush Heroes: Sylvanas, Azmodan, Xul, Nazeboo, Probius, Gazlowe + all global heroes

5.Rotational advantage: Rotational speed is mostly determined by the teams waveclear, but there are a few other heroes that can influence it too in different ways.
Heroes that enchance rotational speed: Medivh, Lucio

What´s more popular is doublesoaking, by which the offlaner allows the four man to effectively spend less time rotating. Doublesoaking isn´t viable on all maps.
Best Doublesoak heroes: Xul, Yrel, Dehaka (map dependent), Malthael, Leoric, Dva, Hogger (Sonya can do it as well, little slower though)
Maps where doublesoaking is possible: Towers of Doom, Tomb of the Spider Queen, Infernal Shrines, Sky Temple, Dragon Shire, Volskaya Foundry – only on the first two maps is doublesoaking a popular strategy, on the rest 4 man rotations are usually better.

This is it, ended up being way longer than I expected even though I still left some topics out. (which I may add later) My main aim was to provide more knowledge about drafting for those who want to learn, therefore I didn´t go into too much details about gameplay and execution. Feel free to point out any mistakes or ask about anything I left out. When I list out heroes based on their attributes I try to categorize them based on their most popular meta builds, and on how are they utilized in the majority of cases. This is why for example even though Valla has a build where she does mage levels of burst I still categorize her into sustained damage.

Source: reddit.com

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