
Out of the Talent choices available at this tier. Pick this Talent if you are getting focused inĮxecutioner provides the highest situational damage output increase Hammer to stay for a longer time in a fight, it might It does not add as much DPS as its counterparts, butĬonsidering it will let Sgt. Mechanical Know-how is the only Talent at this tier that Indeed, this Ability can and shouldīe used indiscriminately against any enemy in sight, though it is particularlyĮffective against Minions and Structures, as most of Napalm Strike's damageīasic Attacks against enemy Heroes deal bonus damage equal to 1.5% of the Hero's maximum Health. It much more versatile than its counterpart. Although its damage is not nearly as high as that ofīlunt Force Gun, Napalm Strike's very short 6-second cooldown makes Instead, it is generally used during teamįights, where you can often hit 3 or more targets for a very respectableĭamage output. Opponents from across the battlefield, Blunt Force Gun's relatively slow speed Although it can theoretically be used to "snipe" If you want to read more about them,Ĭheck the dedicated section in the Abilities and Strategy page.īurst area of effect damage. Lasts for 4 seconds.Īt this Level, you gain access to Heroic Abilities. Hover Siege Mode, your only mobility tool during Siege Mode.įor this reason, we only recommend this Talent if the enemy teamĭoes not have dangerous skillshots for you to dodge withĭeals 164 (+ 4% per level) damage on impact, and leaves a napalm area that deals 50 (+ 4% per level) damage per second. However, it is important to remember that it competes with Still for several seconds, the extra range provided by it will be very oppressive. Hammer's range that must be built up over 4.5 seconds. Graduating Range represents a 27% increase to Hammer open to several dangerous Abilities. Note that Hover Siege Mode's low Movement Speed still leaves Hammer toĬontinue threatening opponens where it would otherwise be impossible without Siege Mode significantly more versatile theĪbility to reposition without completely unsieging allows Sgt. Have to give up your only mobility tool during Siege Mode. However, since this Talent is in the same tierĪs Hover Siege Mode, it should be picked cautiously, as you Too, can be damaged heavily in this manner. Hammer's only effective way of claiming Mercenary Camps. This triple detonation also functions in PvE, making the Spider Mines thenīecome an excellent defensive tool, particularly against melee Heroes. That forces a response, which is generally to move away. Pulse Detonation Core potentially triples Spider Mines'sĭamage output and Slow amount, making them a significant threat

While in Siege Mode, Basic Attack range is increased by 1 every 1 seconds, up to 3. Good choice if you cannot reliably enter in that mode. Hammer to be in Siege Mode to work, being a Still, it is the only Talent that does not require In practice however, Maelstrom Rounds inevitably ends up having a very longĬooldown and being difficult to use as it will be hard to reset it in the

Than Ambush after four Basic Attacks once activated.

Maelstrom Rounds can in theory provide more sustain damage However, the extra splash damage will eventually be higher than Ambush's added damage.Īdvanced Artillery shines in long fights and when you are defending Mercenary Camps Meaningful damage where it comes to single-target damage. On increasing single-target burst damage.Īdvanced Artillery, unlikes its alternatives, provides no Sustained area of effect damage, Ambush is completely focused Hitting enemy Heroes or Structures with Basic Attacks while in Siege Mode reduces the cooldown of Maelstrom Rounds by 5 seconds.Īmbush is a good Talent that can be used in several ways.ĭifferently from Advanced Artillery that is focused on Activate to increase Basic Attack damage dealt by 30% for 5 seconds.
