How to play as New Johanna by Bruce

How to play as New Johanna

By: Bruce
Last Updated: May 10, 2018
4 Votes
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Build 1 of 1

Johanna

Build: Build #1

Level 1
Level 4
Level 7
Level 10
Level 13
Level 16
Level 20

Playstyle Top

UPADTE: 5/10/18
This is still my favorite build, but since the healer nerfs grabbing Laws of Hope at lvl 1 more of a go too on most maps. I still prefer Hold Your Ground on rotation heavy maps or if I have a Malfurion on my team, but I think it is more preference and which healer you have on your team. I also grab Blessed Shield more than ever, but when I can I still take Falling Sword because it is more fun.


Johanna has changed. You're not the sustain tank anymore, so don't play her like you are. Fights/skirmishes have to happen fast, and you have to play around your trait cooldown. Don't engage without it being up or nearly up. You go in, use a rotation on skills, and if you do not get the upper hand in those few seconds GET OUT. However, with this build and playstyle she will be almost unkillable quite powerful. She has good disruption and a good amount of dmg.

Johanna is GREAT at wave clear. She is better at it than other tanks. She can't solo clear waves quickly in the early game, but can in the mid/late game. If you do a full E>W>Q ( Shield Glare > Condemn > Punish)post lvl 4, you will nearly the archers in the backline, but they require 1 auto attack each to finish off. This is why it is better to have someone in lane with her in the early game to clear waves quickly. In the mid and late game she can solo clear waves with a E>W>Q rotation.

In the early game rotate as 4 or use her in a 2-2-1 split. She does ok solo, after lvl 4, against some heroes, but won't win a lane. Use your trait to prevent damage while killing a minion wave and get some free dmg on the enemy, but don't stay long. Out clearing and rotating your opponent is the goal. You can get kills if they put themselves out of position to try and push out a wave too far.

In mid game clear waves and out rotate. Help grab camps where applicable and when the opportunity occurs use falling sword to engage and disrupt the back line. It also gives you an escape and a way to dodge dmg. you can fight in corridors if your team has good aoe dmg. If your team dies, rotate to another lane a SAFELY clear it.

Late game. If you haven't been winning team fights the lvl 20 can help with that. You can use to to help save your allies when the enemy engages or help your divers survive. Your should have map control at this point with Johanna with all the rotations and wave clearing.

Strengths and Abilities Top

Condemn has a .25 sec stun and pulls enemies towards you. You can use this to stop channeled abilities, like Junkrat RIP Tire, Lili 10,000 Jugs, E.T.C. Moshpit, and so on. Condemn also works great for gathering enemies for AOE abilities. Because of this she can pair very well with mages, like Kel'Thuzad, Jaina, Kael'thas, etc.

Her Shield Glare can be devastating to auto attackers, especially melee like Artanis, Thrall, Illidan, and The Butcher. She is also strong against the less mobile ranged like Zul'jin and Raynor if you can get on them. This can be done by diving them with Falling Sword or by flanking or simply walking up to them. This ability can also scout in bushes, dismount the enemy, disrupt objective channels, and lowers the cooldown of some of your later abilities like Blinded By The Light

Punish provided a 60% slow that decays over 2 seconds, meaning that they will be slowed for 60% immediately after they are hit, but only 30% one second later, and 1% at 1.99 seconds. Typically you will use Condemn and immediately after the enemies are pulled you will use Punish to keep them near you for as long as possible. It is decent as a base skill, but very powerful for utility or dmg if you talent into it, namely at lvls 7 and 13. Both talents require you to hit 2+ people with the skill, and this is best accomplished by using Condemn first.

Iron Skin is your D button and EXTREMELY important. It makes you unstoppable] and it gives you a large shield, which can be increased with the lvl 1 talent [[Hold Your Ground. This is your only escape (unless you take Falling Sword). You can use this to absorb alot of damage in the early game as well as all team fights. If this trait isn't off cooldown, then you gretly increase your likelyhood of being killed. This is one of the most important things to watch as Johanna. Do not initiate fights without knowing the cooldown of your trait. If your trait has 10 secs left on it, do not initiate. After your trait expires and is on cooldown, you need to play safe, i.e do not face check a bush if it is on cooldown.

Lvl 1 Top

Hold Your Ground
Increases Iron Skin's Shield by 30%, and its cooldown is reduced by 4 seconds.


You have to play around the cooldown of your trait, but it is a great pickup. I find it especially good in maps where you're rotating between lanes, like spider queen. Laws of hope can be good if you only have one healer or need the healers to focus other targets. The cooldown reduction from hold your ground is just so good, that it is my go to pick 70% of the time.

Lvl 4 Top

Sins Exposed
Shield Glare marks enemies for 4 seconds. The next time any ally damages them, they take 90 extra damage and the mark is removed.


This gives you some extra burst, but I find it most useful for wave clearing. Blind the entire wave, use your condemn to active the extra dmg, and punish them. If there is anyone else rotating with you the wave will be destroyed by the time you finish your ability rotation.

Lvl 7 Top

Subdue
Hitting 2 or more Heroes at the same time with Punish increases the Slow to 80% and the Slow amount does not decay. Quest: Hit 4 or more Heroes at the same time with Punish. Reward: Punish always Slows by 80% and the Slow amount no longer decays.


I prefer subdue for most team fight situations. However zealous glare is situational if you have to shut down an auto attacker like illidan or thrall.

Lvl 10 Top

Falling Sword
Johanna leaps towards an area. While in the air, she can steer the landing location by moving, After 2 seconds, Johanna lands dealing 183 damage to nearby enemies, Stunning them for 0.2 seconds, and slowing them by 50% for 3 seconds.



Both are good, I prefer falling sword if I need to engage. Shield is good for additional lock down and probably less situational. I just love falling sword.

Lvl 13 Top

Roar
Increase Punish's damage by 25%. This bonus is increased by 150% whenever Punish hits 2 or more Heroes.


This pairs well with subdue at 7 and the extra dmg also can help clear waves. I like it better than holy fury because I don't get much value from it with the quicker in and out play style of Johanna. Hammer can also be good if they are are always spread or you are sieging a keep.

Lvl 16 Top

Fanaticism
Increase the duration of Iron Skin by 2 seconds. While Iron Skin is active, Johanna gains 8% Movement Speed each time she takes damage, up to 40%.


All the talents on this tier are good. Fanaticism gives some better engage/disengage. It also gives full value from the extra shields from lvl1 by extending the duration. Renewal can be good if you are approaching the team from the front, but with falling sword I find myself diving more and getting less value from renewal.

Lvl 20 Top

Blinded By The Light
Activate to grant nearby allied Heroes a Shield equal to 25% of their maximum Health for 3 seconds. Hitting Heroes with Shield Glare reduces the cooldown of this Ability by 5 seconds.


I hate indestructible now. Its duration is shorter and you don't have any health regen, so you die as soon as the shield expires. This one gives you and your team mates extra sustain and it is on a very short cooldown if you blind people.

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