Heroes of the Storm: Objective and Camp Control in Sky Temple, Tomb of the Spider Queen, and Battlefield of Eternity
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19 Feb 19

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Heroes of the Storm: Objective and Camp Control in Sky Temple, Tomb of the Spider Queen, and Battlefield of Eternity

Sky Temple, Tomb of the Spider Queen, Battlefieldof Eternity. Get the most out of your advantages.&

In Heroes of The Storm, the goal is to destroy the opposing team's Core in any way you can. In the previous guide of this series, we learned about Cursed Hollow, Dragon Shire and Braxis Holdout. Let’s extend this knowledge to three other maps in the ranked rotation: Sky Temple, Tomb of the Spider Queen, and Battlefield of Eternity.

Sky Temple

Early-game (From level 1 to 10):

Siege Camps are taken to get experience and control in the bottom lane. They’re usually taken right before the first objective since the activated temples are far from this lane. Stealing the enemy's Siege Camp will either be a strong distraction or get a lot of value if it’s not dealt with as it attacks the Fort directly from a safe distance until the camp or the Fort eventually falls. Bruiser Camps serve the same purpose in terms of lane control, and they can be used as a distraction for the second objective, where the only active Temple is bottom lane. To be sure that your Bruiser Camp will be available for the second objective phase, complete it as soon as it spawns at 1:00! A Boss is usually not something you consider at all since you’re too weak to do it, and you will hit level 10 when the second objective spawns, meaning you would have to concede the objective and take the risk of the enemy team stealing the boss since the Temple is very close!

Regarding Temples, they take priority over everything else on the map since they directly attack structures. If you can’t contest all the Temples, just standing on them right at the start to get a few free shots will help you win in the long run. Then, you can focus on one to get a 5v4 fight and possibly rotate back to the other Temple. There are only two Temples active at the same time (at most) during the early game.

Mid-Game (From level 10 to 16):

Siege Camps are just as important as before, and you can now push a bit more with them. Bruiser Camps can get a lot more value since your team is strong enough to accompany those, and the spell armor provided makes you less vulnerable while you focus on dealing your damage! The Boss is now an option, risky but more feasible. You usually want to already have an advantage to do the Boss, like three people dead on the enemy team while your squad is still healthy. Be very wary of the respawn timers of the enemy though. It’s better to not do a boss than to get it stolen from you.

Temples always hold the same importance. However, with Heroic Abilities now unlocked, teamfights are much more brutal and can be decided lightning fast. Be sure to take what you can from a Temple and switch gears if you cannot contest anymore.

Late-game (From level 16 to the end):

Siege Camps are scary for structures. They are an amazing distraction tool for the objective if you can get the timing right and clear the wave bottom lane, and you can add the enemy’s camp to this pushing power if it’s safe for you to take. Bruiser Camps are still very strong. The only thing that changes is the top Fort is usually down this late in the game, and, even if there is very few opportunities to get there, risking to steal your foes’ camp can lead to a monstrous push on a Keep. The Boss is now a win condition for both teams. However, the winning team usually doesn’t need to take the boss since trading Temples favors whoever has a structure advantage. So if you’re winning, just sit back and play the objective. If you are losing, however, you are looking to win a big teamfight which you can find on an objective. Starting the Boss is another way to force a fight which is a high risk/high reward play. Add to this the pushing power the boss holds, and it can be a way back into winning the game!

Temples still do the same thing, until they destroy one Core or the other. That’s why you want to apply some structure damage beforehand so the Temples will safely finish the job for you, be it taking Keeps or ending the game. If you have to choose between several Temples, the bottom one is usually your best bet since the Boss will push that lane if it’s ever taken.

Quick Recap:

Camps are distractions and ways to push. You also want to take them as often as possible for the experience they provide. The Boss is a strong tool which comes with risks but can end a game. Temples are of utmost priority since they directly attack structures until the Core falls. If you have to choose which temple you should prioritize, bottom lane is a good answer in the long-term, otherwise, if your solo laner has a bad matchup go on his temple as a team to get a kill, or force a 4v5 on the other temple. If there is a camp you need to clear, focus on the closest temple to that camp so that your teammate can join the fight quickly.

Tomb of the Spider Queen

Early-game (From level 1 to 10):

The Siege Camp in the bottom lane can give more control over the solo lane and open some opportunities to push or force a rotation from the enemy team. Knight Camps are not usually taken early since the objective is everywhere on the map and you need to be present as well. However, if you have good camp clear, this is a very good option to go for. It is also a good way to defend the middle lane against the enemy’s Webweaver. The Boss is clearly not something to consider; it’s obvious if you try to take it and the map is very small, so it’s way too risky.

You need to collect those Gems and stay alive while you hold them. If you can get a turn-in to get your Webweavers, get as much experience and structure damage as you can on all lanes to extend your lead. If the enemies get a turn-in faster than you, defend as best as you can while staying safe. You do not want to lose any gems. Since later Webweaver phases are much stronger, it’s not over as long as you have gems!

Mid-Game (From level 10 to 16):

The neutral Siege Camp holds the same role with more lane control. Since some structure damage has already been inflicted, the camp will go further, and it is also very destructive if you can take it as you turn-in! Knight Camps are now a great tool for your team to push with. However, since it goes in the middle lane and the map is very small, you should be wary of the bushes around you and retreat early if you are not overwhelming the enemy. The Boss is something to consider if you got enough kills and the respawn timers are long enough. Do not take risks with a Boss - it is your game to lose.

The Webweavers will push harder now, but experience is still the main goal. If you can push very hard and get a Keep, that’s awesome. Otherwise, have at least one hero in each lane to get the experience and structure damage done.

Late-game (From level 16 to the end):

There are no changes towards the Siege Camp. You can consider taking the enemy’s Knight Camp if you have the opportunity, since the middle Fort is probably down at this point in the game. If you are behind and you don’t have enough gems to turn-in, or the enemy is denying you the turn-in, you can take the risk of doing the Boss as it is a great way to force a fight and create a comeback opportunity if you are unable to find any other.

If the enemy team has enough gems to turn-in and you don’t, you have less to lose than the enemy in a fight. It’s important to try to get some information on where your foes are. This will help you deny the objective by poking and find the right moment to engage. However, if your team has the gems and the enemy doesn’t, you need to be careful when you try to turn-in. I like to simply delay by clearing minion waves and getting a camp to distract the enemy team to maybe help force a rotation and punish an error. In case you win a teamfight and have enough gems to turn-in, check if you can take the boss. Simply having one teammate engaging the boss while you turn-in will prevent it from disappearing and give you a tremendous advantage for pushing. Webweavers are still destructive on their own in the late-game, so accompany whichever goes to a Keep if you don’t have the opportunity to end the game straight up.

Quick Recap:

There is a different type of Camp on each lane, Boss included, which can help you get control of the map or counter the enemy’s Webweavers. Hold onto your Gems even if you are losing, a good late-game turn-in can lead to another one and eventually to victory! For more strategic details on this map, refer to our Tomb of the Spider Queen - Guide to Victory!

Battlefield of Eternity

Early-game (From level 1 to 10):

Siege Camps are neutral camps used to get lane advantage or as a distraction while they push a bit. Bruiser Camps, also known as Shaman Camps, will push really hard if they are not dealt with: kill the shaman first or it will respawn the dogs and keep pushing. They are usually taken right before the Immortal race starts to distract the enemy away from it.

The Immortals are the main way to get to the enemy’s Core. After the racing part, the remaining Immortal will go to the lane with the least structure damage inflicted to push. The Immortal starts by attacking from afar while he has shields, matching how much health remained on it during the racing phase. After the shield is gone, the Immortal enters melee range and is easier to deal with, however, it does push really hard and you should have 4 people pushing with it in most cases, the remaining player being the solo laner who should keep soaking.

Mid-Game (From level 10 to 16):

The game doesn’t evolve much, however, you can now inflict more structure damage by yourself meaning you can push better with Siege Camps and Bruiser Camps. It is also common to get a Shaman Camp as you finish racing to get another pushing source, usually if you are far ahead in the race, or have wiped the enemy team.

As far as the Immortal goes, whether you push with or defend against it you have to make a choice between leaving your solo laner soak or having him come with the team; ask yourself if you can get the keep with him, or if you simply need to get as much experience as possible. You can also mix it up by pushing the opposite lane from the Immortal as five, or four having your solo laner rotate: this is a very effective strategy if the Shaman Camp you got goes in the opposite lane from the Immortal, or if the enemy team has a very safe and strong waveclear to defend against you. Also, if one or more of your teammates has died, sometimes pushing with the Immortal is too risky: the opponents can just dive on you. In such a case, it might be better to push the other lane. By going to the opposite lane, you force the enemy to make a choice, but if you have a lot of structure damage and enough disengaging tools, going with the Immortal will guarantee a Fort or Keep in most cases.

Late-game (From level 16 to the end):

Siege Camps do not hold a lot of value at this point, but you can still use them to force a rotation or get safely under enemy structures. Shaman Camps are still a concern if left alone since they can push a keep on their own: timing them right is still very important. Otherwise, the game is purely decided by fighting and winning the objective.

End the game as soon as you have the opportunity; if you cannot, do not get greedy - simply retreat after having taken a keep. Do not fight after this. Wait for the objective to spawn and delay until the enemy has to move away because of the catapult pressure from the keep, and either race the objective or engage the fight at this exact moment. If the catapult pressure is on you, however, make sure you clear as many catapults as possible before the objective starts and try to have a camp on the pressured lane to hold the catapults back long enough.

Quick Recap:

Battlefield of Eternity is all about the objective, but you can still get value out of your camps with good timing or if you push with them. The Immortals are really strong; they will not attack heroes, but you need to be careful about the stuns they can deliver. If you have more racing potential than the enemy, use it while the tanks are zoning and defending. If the enemy team has the better race, you will need to engage and get kills before a DPS goes back to racing.

Conclusion:

You should now understand these maps quite well, but there are still some maps left to explore. Stay tuned, for there will be a final guide for the remaining maps. If you have not read the previous guide, check it out to better understand Cursed Hollow, Dragon Shire and Braxis Holdout! Until then go and start applying the knowledge you got here as best as you can in the Nexus.

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