Timing delle Mappe

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Timing delle Mappe

Messaggioda RCNightmare » 24 set 2015, 18:53


This guide will sum up all timings for each map and a few general tips and tendencies for each map. In this guide I will focus on all the data about the maps rather than of what to conclude from this data. Hopefully you can use the information from this guide to develop your own strategies and hero compositions for each map.
All timings are found by observing the game myself or from other peoples findings. (in which case I link to the source)

This guide will include:
Timings on merc camps
Timings on map objectives
A few general tips for the map

This guide will not include:
Guides for any heroes
Any strategy for the different maps

I encourage all of you to leave a comment if you like / dislike anything or if you have any additions or corrections I might have missed.


For most maps the are 3 types of mercenary camps which can be found in most maps.
Siege camps - This camp is the easiest to take. Siege gigants deal high damage with a small splash, making them strong for taking down enemy structures.
Bruiser camps - This camp is harder to take but also more rewarding. Knights are excellent at tanking minions and towers and if left alone will push the lane quite a bit. They don't give as much damage as the siege gigants but they will take a lot of hits from the minions.
Boss camps - Bosses are the strongest mercenaries. They will ignore the creeps in the lane and go straight for the good stuff (structures). Bosses requires the enemy team to react otherwise they will surely lose a lot of structures.

Camp Initial spawn time respawn time Difficulty
Siege Camp 2:00 +3:00 Easy
Bruiser Camp 2:00 +4:00 Medium
Boss Camp 3:00 +5:00 Hard


Blackheart's Bay

Blackheart's Bay is another intense map. Being able to keep control of the cannon in a key element in this map. Unlike other maps the map mechanics are up at all time and not in specific times. This map also contains the most mercenary camps.

- Mercenaries
All camps gives exactly 2 doubloons each.
In addition to the regular camps this map also include the doubloon camp.

- Camp Initial spawn time respawn time Difficulty

Doubloon camp 2:00 +2:30 Very easy

- Chests

Each time 2 chests will spawn each containing 5 doubloons each.
Initial spawn time: 0:50
Respawn time is somewhere between +2:30 and +3:15 after the last chest has been broken. (random) source

- Blackheart

Spawns at 1:15
Every round of fire consists of 12 shots

Initially it costs 10 doubloons.
It costs +2 doubloons for the subsequent rounds of fire.

Blackheart prioritizes his targets like this:
Outer structures in mid lane (fort last)
Outer structures in top lane (fort last)
Outer structures in bot lane (fort last)
Inner structures in mid lane (fort last)
Inner structures in top lane (fort last)
Inner structures in bot lane (fort last)

- Tips
You can see the amount of doubloons each hero has by pressing tab
The shots from Blackheart deals aoe dmg in a small area around the structures. Don't hug structures under fire. For the same reason don't mule buildings under fire.


Cursed Hollow

On Cursed Hollow games tends to be the longest. This is because the mechanic of the map doesn't directly destroy the enemy structures, instead players have to push themself. This map is also the largest which often result in less action. Since this map is the largest it also have the most camps. Taking camps and keeping map control is often a high priority.

The tributes can spawn at 6 different locations. The locations the tributes spawn in are psedo-random. Since the system is a bit complex I won't go into details and explain it here. Check out this video instead.

A curse lasts for 1:08

The respawn time of a tribute depends on whether the previous tribute triggered the curse:
No curse: between +0:50 and +1:40.
Curse: between +3:00 and +4:00.

The curse doesn't affect mercenaries. You can use them to help defend a lane.


Dragon Shire

Dragon Shire is a map of average size and mercenary camps. It contains a lot of bushes which can help setting up kills, expecially in the middle lane. The dragon is a strong tool for destroying the enemy base and should not be ignored. That said, the dragon isn't particulary tanky and therefore it often requires help from its team.


The shrines opens at 1:15.
The shrines will open again +2:00 after the dragon is killed.
If not killed the dragon lasts for 1:07.

The dragons auto attacks deal twice the dmg against structures
Mercenary camps in combat won't despawn when you take control over the dragon.


Garden of Terror

Garden of Terror is a fairly big map without any watch towers. This can easily lead to a lot of surprise ganks and thus keeping vision of your enemies movement can be a challenge. Often teams are very mobile throughout the game in order to set up ganks, kill the enemy garden terror and push when possible.

The first night starts at 1:30
The next nights will start +3:20 after the last plants have been killed.

Each night a total of 180 seeds will spawn.
To summon the garden terror your team must to collect 100 seeds.

Distribution of seeds during night

Mercenary camps in combat won't despawn when you take control over the garden terror.
Once you have enough seeds for your garden terror any additional seeds collected will count towards your next garden terror.


Haunted Mines
Haunted Mines is usually the shortest and most intense map. The map itself is really small compared to the other maps and it only has 3 camps. Staying together and winning the team fights in the mine is usually prioritized.
Mine timings
The mine opens at 2:00
The minions in the mine respawn +2:00 after the last grave golem has died.

Distribution of skulls in the mine

The camps will always go to the opposite lane of your golem.
If the bruiser camp in the middle was taken shortly after the skulls were collected,
then the mines are usually up around the time the camp respawns.
If timed correctly the siege gigants can be used to kill the golem at the outer fort.


Sky Temple
Sky Temple is a fairly large map with several mercenary camps and even a boss camp. Periodically temples activates which often leads to big team fights over their power. Timing a push to hit the enemy just as a temple activates can be very strong. Likewise killing a hero just before can ensure your team the temples power.

Temples can activate top, mid and bot. The temples activate in the following pattern:
Top and mid
Bot and either top or mid (at random)
At this point it is random. (both number of temples and locations) source

Initial activation: 1:30
Temple cooldown: +2:00 of last temple shot

Each temple has a total of 45 shots.
Activation Dmg per shot Total dmg per temple
1 400 18,000
2 460 20,700
3 520 23,400
4 600 27,000
5 660 29,700
6 720 32,400

The temples prioritize their targets like this:
Outer fort and structures (own lane)
Outer fort and structures (other lanes)
Inner fort and structures (own lane)
Inner fort and structures (other lanes)

The team getting the last shot (yellow ingame) will get 5 bonus shots for free (green ingame). You don't have to stay at the temple once the temple charges the bonus shots.
Mercenaries can do a lot of dmg while the opponents are fighting for the temples. Try to time the camps just before the temples activate.
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Re: Timing delle Mappe

Messaggioda Marimbarzi » 25 set 2015, 10:10

Grazie leopoldo.
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Re: Timing delle Mappe

Messaggioda Dust » 25 set 2015, 12:47

grazie mille giovanfrancesco :metal:
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Re: Timing delle Mappe

Messaggioda Barico » 19 set 2016, 13:28

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Re: Timing delle Mappe

Messaggioda Fenice86 » 20 set 2016, 12:54

Daje, grazie

Ho creato un file raccongliendo, aggiungendo e aggiornando tutte le info riguardanti questo argomento.

Il documento è consultabile a questo link: Cliccami!
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