Skip to content

Instantly share code, notes, and snippets.

What would you like to do?

HOTS Map Breakdowns

As transcribed by watching Dreadnaughts twitch breakdown here:

Towers of Doom

  • Medium/Large map (tri-lane)
  • Laning Phase: 1-1-3 (alternatively, 1-4 roaming mid/bot for 4)
    • Bottom lane prioritized: merc camps push bot lane and can get core shots
    • Top lane is safe lane
  • Win Condition:
    • cannot win through sieging
    • teamfighting is an absolute must to win, xp is more valuable on this map as a result
  • Strategy Notes:
    • 16 vs non-16 opponent? win 2/3 towers on a 3 tower spawn
    • don't worry about losing the early game objectives, worry about staying ahead on xp and scaling hard into the late game advantage
    • pick solid team fight heroes not great laners

Infernal Shrines

  • Large Map (tri-lane)
  • Laning Phase: 1-1-3, 1-4 (top solo/safe, rotate bot/mid)
    • top/bot are equally threatening,
  • Strategy Notes:
    • winning the first 2 to 3 objectives are very weak, don't put 5 people pushing with punisher
    • upon winning early objectives split to 1-1-3, where 3 can either push with punisher or split push hard in another lane
    • do not bait the punisher until he is at the front of the gate near the wall, only send 3 people to defend
    • if your comp is good at long/sustained fights, don't force a hard engage and be patient
    • if you get a kill during objective, don't chase for more kills, just get the skulls
    • only merc camps that matter are the top 2 shaman camps, timing is key
    • delaying objective completion on a successful team wipe and maximizing soak is a great tactic

Battlefield of Eternity

  • Laning Phase: 1-4 (solo lane usually top, 4v4 in bot)
  • Strategy Notes:
    • solo laners: tass, thrall, zag, sonya
    • rotate to map objective ASAP and burn it as fast as possible, being slow to rotate is very weak
    • don't know whether to defend or burn? always burn and be offensive
    • win objective? split 1-4 to keep up soak
    • mercs: always time your shaman camp to spawn the same time as the objective so it split pushes, if they commit anyone to deal with the camp then force a fight
    • patience is crucial

Tomb of the Spider Queen

  • Medium Map: (tri-lane)
  • Laning Phase: 1-4 (solo lane bot, 4v4 rotating mid/top)
  • Strategy Notes:
    • bot lane is safest, harder to gank, top is scariest for ganks
    • drain ammo by rotating top/mid as 4, kill walls when opponent attempts to gank bot
    • on turnin, run 1-1-3 to maintain soak early, then maybe 1-4 or 5 in late game
    • boss is a major threat late game if you can time it with a push of weavers
    • roles: goaltender, someone dedicated to stopping turnins
    • top lane is most valuable on this map due to boss as opposed to bot on other maps

Sky Temple

  • Large Map: (tri-lane)
  • Laning Phase: 1-1-3 or 1-4 (solo lane bot)
  • Stragey Notes:
    • mid shrine is most valuable
    • the shrine boss gives a lot of xp
    • controlling sight is very valuable
    • whoever gets on the shrine first usually keeps the shrine
    • be satisfied with half shots on mid, retreat, and cap the top
    • timing: after top/mid temples are done in first phase wait for 2 minion waves then cap mercs
    • bot lane is most valuable lane: potential sight for boss, bot shrine is most frequently spawning shrine

Blackhearts Bay

  • Large Map: (tri-lane)
  • Laning Phase: 1-4 (solo lane bot)
  • Strategy Notes:
    • clear the top wave first, force enemy team to lose the xp or commit to chest
    • wait for advantage before turning in
    • collect as many coins as you possibly can
    • if opponent reacts to merc pushes, then you turnin
    • if opponent doesn't react to merc pushes, you get valu
    • don't force fights over turnins if you don't need to
    • roles: goaltender at turnin can work (tass)
    • taking towers before turnins can snowball you an xp lead

Cursed Hollow

  • Large Map: (tri-lane)
  • Laning Phase: 1-1-3, 1-1-1 (2 man roam)
  • Strategy Notes:
    • 1:50 - timing to get giants so they split push
    • time camps before curses is good
    • rotate early to objectives, almost more important than xp in non-competitive
    • don't take camps during curses, always push as hard as you can
    • minion stacking:
      • push bot, take out front wall but half the fort, minion waves will stack up and kill the fort
      • push mid, take out mid fort
      • if time: push top, take top fort, if no time: take boss

Garden of Terror

  • Large Map: (tri-lane)
  • Laning Phase: 1-1-3, 1-1-1 (2 man roam)
    • top easier to gank
  • Strategy Notes:
    • if you have stronger earlier game, position aggressively for small camps
    • small camps win the game
    • mercs in downtime once terror is building
    • 1-1-3 to maintain soak while terror pushes a side lane with no mercs, 3 man push opposite lane
    • put squishiest/most useless teamfight hero in terror
Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
You can’t perform that action at this time.