Long Range Assassin-ish Stg.Hammer(In progress) by FalseMax

Long Range Assassin-ish Stg.Hammer(In progress)

By: FalseMax
Last Updated: Sep 5, 2014
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Build 1 of 1

Sgt. Hammer

Build: Value DPS more.

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

Introduction Top

Hi I'm FalseMax, this is my very first time making a guide so yeah go easy on me :/. So recently, I have been playing Stg.Hammer for a decent amount of times and have been doing quite well with it so far. I did a few experiments with different types of combination of talents and so far I find this build suits me well and I hope it does the same to you :D. With this build if you are doing it correctly you should be doing the highest hero damage or around top 3 in the chart.

Abilities Top

Thrusters (Z)- The Stg. Hammer does not own a mount which makes Stg.Hammer quite immobile. But with Thrusters (Z) you are able to overcome that. The 60% movement speed for 4 seconds is enough for you to escape sticky situations, chasing fleeing enemies and roaming.

NOTE: In mid-game when you have Hover Siege Mode and you want to escape, always unsiege first before pressing z or else you will be using thrusters while in siege mode which decreases your thrusters movement speed by a large amount. Otherwise during early game you can just press z and it will unsiege by itself.

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Trait: Artillery- with this you deal more damage when you are further away from the target.(More explanation later on)

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Spider Mines (Q)- Lay 3 targetable spider mines which deal damage to enemies and slowing their movement speed by 25% for 1.5 seconds.(The spider mines takes a few seconds for them to activate when laid.

Spider Mines can be use offensively by laying them in front of creeps for faster creep clearing.

OR

Using them defensively by laying them behind you during team fights. This gives you an escape route when the enemy hero is chasing you down. With the spider mines slow + the 60% movement speed you gain from Thrusters allows you to easily escape most situations. In some situations you can even use Thrusters to chase an enemy and lay spider mines in front of them.

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Concussive Blast (W)- Blast enemies in a cone dealing damage and knocks them back. Concussive Blast is mostly use defensively (like the spider mines, using it for faster clearing and pushing enemies away from their escape paths). With Concussive Blast, the defensive placement of spider mines and Thrusters really makes enemies without a gap closer find you very annoying. Examples:(Teleport, dash and pull).
(You can even run straight up to the enemy who is trying to chase your ally down and simply concussive blast,spider mine combo and thrusters out!)

NOTE: When you facekeep concussive blast for Zombie Wall (W). When he cast it on you and you are not able to escape due to siege mode. Do not panic! Just unsiege and by the time the zombies turns targetable just use concussive blast to knock back the wall of zombies and thrusters awaaaaaaaaaaaay.

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Siege Mode (E)- Siege up(unable to move in siege mode) increases your attack range by 5, vision by 3, damage to minion and towers by 30% and lastly does 25% splash damage!

In early game, stg hammer is hard to use because of the lack of mobility and have to decide when to siege up which makes you very vulnerable during siege mode to enemies.

Most of the time you would want to siege up behind the front lines and constantly dealing massive damage to the opponent and rely on your front line to keep most of the enemies from reaching you.

NOTE: In early game you are able to siege up in the bush/brush and deal damage to towers without taking tower hits and even sometimes without creep aggro(depends on map)

Heroic Abilities Top

Napalm Strike (R)- Fires a mini missile that has a range about the range of siege mode. Deals damage on impact then deals dps on a small area.

The reason why I go for napalm strike is because it has a fairly short cooldown and as a Stg Hammer you will hardly face mana problems even with spamming napalm. I generally value DPS over strong and slow attacks. Napalm can be used to clear a massive creep wave with mercenaries camps easily and dealing tons of damage in team fights as well as taking down towers.

NOTE: You can walk in and out of range to use napalm to delay enemies from paying coins/ getting tribute to buy enough time for reinforcements.

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Blunt Force Gun (R)- Fires A GIGANTIC GLOBAL MISSILE THAT DAMAGES ALL ENEMIES UNITS.

Talents & Reasons Top

Advanced Artillery some players prefer ambush over advanced artillery for the 100% damage on first hit and the ability to cloak.

IMO: Reason why I go for the extra 10% damage bonus is because in the lategame we will be adding graduating range which allows us to do more damage since we have the extra 10%. Where eles with ambush, in the late game Stg.Hammer wont have to constantly siege up and down due to graduating range and the ability to move while in siege mode which makes it harder a bit for it gain benefit from ambush but then again this is just my personal opinion (feel free to correct me).

(STOPING HERE WILL CONTINUE SOON) Top

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