[Phantom] Profile Blog Joined August 2013 Mexico 1637 Posts Last Edited: 2015-08-30 15:52:19 #1

Blackheart's Bay by [Phantom]



Get ready for battle you landlubber, and welcome...to Blackheart's Bay!



Blackheart's Bay is one of the battlegrounds available in Heroes of the Storm and also one of the most interesting ones too, thanks to both its unique tileset and coin mechanics.



Right now, Blackheart's Bay is one of the only two maps that doesn't focus on killing or controlling a big, powerful creature. Instead, mercenary camps and Blackheart's undead crew will drop two doubloons when they are defeated. Two treasure chests appear on the map throughout the game too, giving five coins each. After that, you can win the pirate's favor and have him bombard enemy structures...for a price. At first it will be a small one at 10 doubloons. However, every time you pay, the amount of doubloons he wants will increase by two, but only for your team. So if you get the first turn in, the next time you want his help he will ask 12 coins from you, but still only 10 from your enemies.



After you gather the coins, you will need to turn them into Blackheart, who is waiting for you between the middle lane and bottom lane. Once you pay up, his pirate ship will attack your opponent's structures, always starting with the middle fort.



Turning-in will take you a couple of seconds, be sure the enemies aren't close.



The Map Design



Blackheart's Bay is a three-lane map with varying lane length; the top one is the longest and the bottom one is the shortest. Thanks to this, and the fact that the bottom lane holds three mercenary camps along the way, the bottom lane is the easiest to push.



Because of the design of the map, some areas will see more play depending on the time of the game. At first, most of the action happens around the watch tower and top chest in the top and middle lane. Therefore, most of the time you'll want to have four heroes bouncing between the lanes and just one person in bottom lane to gather experience. This is because the bottom lane is the farthest from the other two, and by being in control of top and middle lane you’ll have access to the top treasure chest at 0:50. A watchtower gives vision over the space between those two lanes and your team will gain access to some of Blackheart’s undead crew at 2:00. Most importantly, since the first attack of Blackheart is directed to the middle lane structures first, dealing early damage to the tower is vital for your first turn in.



Going into the mid game after the first few forts are cleared, the focus shifts towards the bottom lane, which not only is the easier to push, but crucial because of its proximity to Blackheart, allowing your team easier turn ins. If the opposing team wants to turn in as well, you'll have to fight the enemy team to stop them from turning in their doubloons. A common tactic is to leave just one person going between top and mid lanes while the other four focus on the bottom of the map.



To balance the disparities between the lanes, you will find three mercenary camps on the top. One of them is a powerful Boss Golem, and there are two Bruiser camps, one for each team. These camps will help you push the lane fast and efficiently while getting some doubloons in the process. Once the camps are captured, the focus will shift again to the other two lanes, causing a bit of a “dance” around the map. Although most of the time you will be on the lower half of the map, you will rapidly move towards the top to capture the mercenaries camps, and then go back to the south area after the push or while the mercenaries or the golem are pushing. Another of Blackheart's Bay's unique aspects is that there isn’t a clear formula to it of “do this, then do that”. On maps like Cursed Hollow, you generally get mercenary camps after taking the tributes, but on Blackheart's, it all depends on the team composition, if you are ahead or behind, and if you have enough coins to turn in. For example, turning in isn't always optimal if you don't have enough coins to start the cannon, and you should definitely not go out of your way to do it. However, if you are close to Blackheart, and know the enemy team isn’t close, it is fine to turn in because it will lessen the risk of losing your doublons later on.



The Golem and the Bruiser Camps are a great way to push the top lane.



One of the distinctive things about this map is that every lane has several different paths, especially top and middle, making them especially vulnerable to ambush tactics. Because of this, map awareness on this map is vital, and heroes who provide vision, like Tassadar, are excellent picks for the map.



At the top center of the map, you will find the "smiley face" watch tower, which is crucial for map control. Vision of the top and mid lane are very important, so you will want to take it whenever you can. However, If you have played the game you surely have encountered a lot of people who rush over the watch tower to try and secure it with their lives at the start of the game. Unfortunately, most of the time it's not necessary. In fact, even if you manage to kill someone, they will probably be back by the first treasure chests with full health. It's vital to understand that, although the watch tower is important, the most important thing is to get the coins from the treasure chests. If you get the watch tower, awesome! If not, don't suicide over it, get the chests, then capture the watchtower later.







Map strategy



At the start of the game, one of the common mistakes people make is wanting to turn in the coins immediately, and although this helps to lessen the risk of dying and losing them, it makes ultimately Blackheart's first attack less powerful.



The cannon shots of Blackheart attack the middle lane first, and they have enough strength to bring down the all of the towers, the gate, the healing fountain, and bring the fort to about half health. To ensure that the fort goes down in the first cannon volley, you need to take down at least one of the towers. Before the most recent patch, turning in before taking down a tower was a massive mistake because all the experience was concentrated on the fort. What you’d want to do is wait until you destroyed one of the front towers, or the gate, and then turn in so that the cannons would destroy the fort and you would gain 2000 experience. Since the last patch however, all the towers that guard the fort now give 400 experience, while the fort itself now gives 800 experience points. It's obviously still good to bring one tower down before you turn in, and you should encourage your teammates to do it, but not bringing one down isn’t as terrible as it was before.



Not as bad, but not as good either.



If the teams are of similar level, and your team has doubloons while the opposing team doesn't, you shouldn't fight with them unless it is strictly necessary. They have nothing to lose, but you do; by choosing to fight you are at risk of losing your advantage. This, along with the fact that it pretty easy to get ambushed if you are past the middle of the map, is one of the most important reasons why this map is almost never played on the competitive scene.



When you manage to get ahead, a team can enter what most people would grudgingly call a “PvE” mode, in which the winning team can take control of all the mercenary camps, giving them coins and applying pressure that the enemy team will be forced to take care of. During this time, the winning team is given enough time to capture more mercenaries, gain experience, and turn in doubloons to the pirates, making it easy to maintain the advantage if they do not commit to fights or lose coins. Once you gain the control of the map, you will most likely get the chests when they appear as well because the enemy team will be busy fighting back minion waves, increasing your advantage even more.



While this certainly is a problem for the map in the competitive scene, in the casual scene it’s much easier to get a back-and-forth game on this map because the teams aren't as organized. Frequently people will be out of position, and you can capitalize on it and get some coins. Another important factor is that in versus mode, you don’t get to know your team composition -- unless you are playing with friends -- or the enemy composition until the game has already started. This may cause the enemy team could be much stronger in direct engagements. If they have a good initiator or they catch your team out of position, even if you are a couple of levels ahead, you might still lose the engagement. Losing an engagement not only gives them enough experience to catch up, but they get doubloons too. Since the losing team typically is behind in turn ins, they need less doubloons than the other team to gain Blackheart's favor. This is a bigger loss for the winning team than it would appear at first, and it makes for a fairly balanced map in versus matches.



Thanks to its design, heroes that can use teleporting abilities can jump from one lane to another. Use this to your advantage when making an ambush or an escape. Stitches can pull enemies from this distance too, so watch out!











Competitive Analysis: EG vs Glorious!



This match was played between Team Evil Geniuses and Glorious! Gaming in the 3rd place match from Kings Of the Storm Weekly #5.











From Evil Geniuses side, the picks were Uther, Jaina, Valla, Arthas and Zagara -- a strong composition with high sustain and great lane pressure heroes. On the Glorious! side was Tassadar, Tychus, Anub’Arak, Kerrigan and Brightwing -- a composition with lots of stuns, and survivability. Falstad and Stitches were banned this match.



As the game started and the chests appeared, all ten doubloons were captured by Glorious! Gaming, and they didn't rush to turn in. However, when Mookiepants, playing Arthas for EG, got out of position, Glorious nabbed an early kill thanks to the heavy CC combo of Anub’Arak’s Impale, Kerrigan’s Primal Grasp, and grenade from Tychus. With some extra experience from the kill, Glorious! then proceeded to turn in, and thanks to the fact that towers now give experience when destroyed, what would have been a massive mistake on their part in the previous patch, transformed in a level advantage, which was used to capture the bottom mercenary camps which in turn would pressure and destroy the bottom towers and give them more of an experience lead. Even at level 4, both teams almost completely abandoned the top area of the map, leaving just one person from each team to gather experience from two lanes. This is because the lane phase is almost non-existent on this map, and turning in coins is far more important. Alright that's enough, lets get to the fun part! We will now analyze a pro-game on this map to get you into the in the mood for some treasures!This match was played between Team Evil Geniuses and Glorious! Gaming in the 3rd place match from Kings Of the Storm Weekly #5.From Evil Geniuses side, the picks were Uther, Jaina, Valla, Arthas and Zagara -- a strong composition with high sustain and great lane pressure heroes. On the Glorious! side was Tassadar, Tychus, Anub’Arak, Kerrigan and Brightwing -- a composition with lots of stuns, and survivability. Falstad and Stitches were banned this match.As the game started and the chests appeared, all ten doubloons were captured by Glorious! Gaming, and they didn't rush to turn in. However, when Mookiepants, playing Arthas for EG, got out of position, Glorious nabbed an early kill thanks to the heavy CC combo of Anub’Arak’s Impale, Kerrigan’s Primal Grasp, and grenade from Tychus. With some extra experience from the kill, Glorious! then proceeded to turn in, and thanks to the fact that towers now give experience when destroyed, what would have been a massive mistake on their part in the previous patch, transformed in a level advantage, which was used to capture the bottom mercenary camps which in turn would pressure and destroy the bottom towers and give them more of an experience lead. Even at level 4, both teams almost completely abandoned the top area of the map, leaving just one person from each team to gather experience from two lanes. This is because the lane phase is almost non-existent on this map, and turning in coins is far more important.







At 6:00, all of Glorious! went top to take on the boss. However, thanks to the watchtower, Evil Geniuses knew they were headed to the golem, and moved to intercept them. Both teams sat at level ten, but neither wanted to commit to a fight because losing the engagement would mean losing the golem and falling behind. Coincidentally, this is exactly what happened when Mookiepants got stunned and an impromptu fight began, resulting in EG losing the engagement and Glorious! taking the golem.



After the golem is defended, both teams go back to the south of the map, where another team fight is forced to gain control of Blackheart. After the fight ended, Glorious! Gaming manages to turn in while still having some of coins in their possession.From here, they start to dominate.



Both teams go back and take their merc camps, and EG still has enough coins for turn in so they go back to the center of the map. However, when the chests spawned again, EG had more coins than the other team and made a terrible mistake by getting caught up in a fight near the south chest where enemy team ambushed them. The result of this was one dead hero for team Evil Geniuses. This wouldn't be too much of a problem on any other map, but on this one, losing coins is a huge danger. Rusty, playing as Uther, got killed trying to save Arthas while he had 15 coins in his possession. Added to the doubloons Glorious! Gaming already got from the north chest, this gave them enough coins to complete two turn-ins and destroy one of the Evil Geniuses keeps. From that point forward, the only thing Glorious! Gaming needed to do was to maintain their map control and stay close to Blackheart to win. Thanks to all of their crowd control abilities and high damage, it wasn't a hard thing to do. After one last team fight in front of the pirate, they were able to kill four of the Evil Geniuses heroes, and then proceeded to attack the core.



Never tasted sweeter!



Conclusion

Blackheart’s Bay is one of the most unique battlegrounds on the game right now. Unfortunately, it is one of the least played maps at the professional level currently. There are a lot of cool features in the map, such as the coin mechanic itself, and its design and multitude of playmaking areas make it interesting. However, this map is a testament of one of the most important aspects that could make or break Heroes of the Storm as a competitive ESPORT: the game is as good as its maps. While it’s all right that some maps are viable at the highest level of play and others are fun but only good on a casual level, it does raise questions of whether all maps should be viable in the competitive scene. Will Blizzard will be able to find a balance? It could end up being a crucial factor in the development and growth for the game.



There are a lot places you can hide near all of the lanes. Use this on your favor when playing Abathur or Murky. Writer TeamLiquid Staff writer since 2014 @Mortal_Phantom Attacking the treasure chests is one of the most effective ways to get doublons.

xDaunt Profile Joined March 2010 United States 17732 Posts #2 A couple things:



First, I think you do, as a general rule, want to turn in coins early and often now given that towers yield xp. The snowballing effect is important. This is a huge change from what things were like earlier in the Alpha.



Second, and correct me if I'm wrong, but pro teams don't play much on Blackhearts not because there's some imbalance at the professional level, but more as a matter of personal taste, right? It's just so different from the others, and the highly chaotic nature of the map makes it more difficult to gameplan for.

KadaverBB Profile Blog Joined June 2009 Germany 25149 Posts #3 Love this map Administrator Laws change depending on who's making them, but justice is justice

Topin Profile Blog Joined December 2010 Peru 9418 Posts #4 yay! Phantom! gratz! now spend those filthy e-dollars i would define my style between a mix of ByuN, Maru and MKP

kingjames01 Profile Blog Joined April 2009 Canada 1603 Posts Last Edited: 2015-02-16 20:37:38 #5 Nice! I'm always happy to see more Heroes content!



Also, before I get too deep into it, "landlubber" is the usual term that is used for the shorebound.

Who would sup with the mighty, must walk the path of daggers.

Bibbit Profile Blog Joined December 2009 Canada 5098 Posts #6



I take force fields with Tassadar here then team flames me Nice ! This map is my jam !I take force fields with Tassadar here then team flames me

Amestir Profile Blog Joined May 2010 Netherlands 2124 Posts #7 Probably should stop calling it "technical Alpha" when the game is in Beta. Makes the article feel really outdated. We know nothing.

Godwrath Profile Joined August 2012 Spain 10020 Posts #8 Hmm, don't you get the 3 turrets from a single turn in ?

KadaverBB Profile Blog Joined June 2009 Germany 25149 Posts #9 On February 17 2015 05:53 Amestir wrote:

Probably should stop calling it "technical Alpha" when the game is in Beta. Makes the article feel really outdated.



Fixed, sorry. We kind of got into the habit of calling it "Technical Alpha" and haven't adjusted quite yet :D Fixed, sorry. We kind of got into the habit of calling it "Technical Alpha" and haven't adjusted quite yet :D Administrator Laws change depending on who's making them, but justice is justice

[Phantom] Profile Blog Joined August 2013 Mexico 1637 Posts #10



There's no one left to stop you! Glad you liked it. On February 17 2015 05:17 xDaunt wrote:

A couple things:



First, I think you do, as a general rule, want to turn in coins early and often now given that towers yield xp. The snowballing effect is important. This is a huge change from what things were like earlier in the Alpha.



Second, and correct me if I'm wrong, but pro teams don't play much on Blackhearts not because there's some imbalance at the professional level, but more as a matter of personal taste, right? It's just so different from the others, and the highly chaotic nature of the map makes it more difficult to gameplan for.



About your first point, you may be right, or you may be wrong Sure, towers dealing exp is a big incentive, but how much exp does a creep wave gives? According to



So yeah, I still think is better to bring down a tower before completing your first turn in, but as i said on the article, if you don't, its not as a big deal as it was before.



About your other point, I actually asked that question, and what they answered was what I wrote there., but maybe differen't pros have different opinions about the map.



About your first point, you may be right, or you may be wrongSure, towers dealing exp is a big incentive, but how much exp does a creep wave gives? According to this datamined data from Ahli , killing a creep wave will give you 452 exp on the first minute, and it scales upwards from that. That is, killing a creep wave gives you more exp than killing a tower. Also, sure, by turning in you get 3 towers worth of experience, but you have to kill the fort later, and i'd say that killing a fort is is harder than a tower, because the for is located "deeper into enemy territory", and it also has a slow, so it isn't exactly the place you want to be caught off guard. Based on this, i'd say that you shouldn't go out of your way to turn in early, and instead turn progresively while you destroy one of the towers, because even though at first you will get a little less exp, by destroying the fort you will get more exp a little later (not much later), and you'll gain more control of that area.So yeah, I still think is better to bring down a tower before completing your first turn in, but as i said on the article, if you don't, its not as a big deal as it was before.About your other point, I actually asked that question, and what they answered was what I wrote there., but maybe differen't pros have different opinions about the map. On February 17 2015 05:36 kingjames01 wrote:

Nice! I'm always happy to see more Heroes content!



Also, before I get too deep into it, "landlubber" is the usual term that is used for the shorebound.





You're right, english isn't my first language, and i read somewhere that it said "landlover", which made sense to me, but i'll make sure to research it better next time.



You're right, english isn't my first language, and i read somewhere that it said "landlover", which made sense to me, but i'll make sure to research it better next time. On February 17 2015 06:19 Godwrath wrote:

Hmm, don't you get the 3 turrets from a single turn in ?





Yes, if you turn in while the enemy structures are gull health, you will destroy the two front towers, the gate, the back tower, the healing fountain, and just deal some damage to the fort. Yes, if you turn in while the enemy structures are gull health, you will destroy the two front towers, the gate, the back tower, the healing fountain, and just deal some damage to the fort. Writer TeamLiquid Staff writer since 2014 @Mortal_Phantom

Lobotomist Profile Joined May 2010 United States 1516 Posts #11 Interesting points about when to turn in (tower vs fort) and the lanes Teching to hive too quickly isn't just a risk: it's an ultrarisk

sushiko Profile Joined June 2010 183 Posts #12 "Even at level 4, both teams almost completely abandoned the top area of the map, leaving just one person from each team to gather experience from two lanes. This is because the lane phase is almost non-existent on this map, and turning in coins is far more important."



This is definitely true if one team has all 10 coins. I don't think it's worth leaving lane just to turn in 2 or 3, maybe you can sneak in a turn-in of 4-5 if you're not leaving a lane open. Hopefully people don't mistaken a specific game analysis for a general map strat and bum rush to blackheart at level 4 with 2 coins :D



Nice write-up, Phantom.

Holdenintherye Profile Joined December 2012 Canada 1437 Posts #13 I just got into the beta and this is great! Thanks!

[Phantom] Profile Blog Joined August 2013 Mexico 1637 Posts Last Edited: 2015-02-17 01:18:52 #14 On February 17 2015 08:01 sushiko wrote:

"Even at level 4, both teams almost completely abandoned the top area of the map, leaving just one person from each team to gather experience from two lanes. This is because the lane phase is almost non-existent on this map, and turning in coins is far more important."



This is definitely true if one team has all 10 coins. I don't think it's worth leaving lane just to turn in 2 or 3, maybe you can sneak in a turn-in of 4-5 if you're not leaving a lane open. Hopefully people don't mistaken a specific game analysis for a general map strat and bum rush to blackheart at level 4 with 2 coins :D



Nice write-up, Phantom.



Yeah thats a good point you make and I get how can it be confusing for new players, so just so it is clear:

1.-Not everything from the pro match análisis applies to the lower skill ranks.



2.-Even on the pro match, they arent leaving the lanes completely alone to turn in, they leave just one person with a good wave clear, who can kill enemy minions fast enough to be able to move between both top and middle lane to gather the exp. If you are a new player, or you aren't playing a hero with a good wave clear, this is not recommended.



3.-About the other point you make to new players about not going to turn in and leaving lanes it is totally right. I mentioned in my article, but again, just to be super clear: "turning in isn't always optimal if you don't have enough coins to start the cannon, and you should in general not go out of your way to do it. However, if you are close to Blackheart, and know the enemy team isn’t close, it is fine to turn in because it will lessen the risk of losing your doublons later on".



Thanks for pointing that out! :D, I'll make sure to make it clearer the differences between pro matches and casual play and when some things apply on my next article so i don't confuse new players. Yeah thats a good point you make and I get how can it be confusing for new players, so just so it is clear:1.-Not everything from the pro match análisis applies to the lower skill ranks.2.-Even on the pro match, they arent leaving the lanes completely alone to turn in, they leave just one person with a good wave clear, who can kill enemy minions fast enough to be able to move between both top and middle lane to gather the exp. If you are a new player, or you aren't playing a hero with a good wave clear, this is not recommended.3.-About the other point you make to new players about not going to turn in and leaving lanes it is totally right. I mentioned in my article, but again, just to be super clear: "turning in isn't always optimal if you don't have enough coins to start the cannon,However,, and know the enemy team isn’t close, it is fine to turn in because it will lessen the risk of losing your doublons later on".Thanks for pointing that out! :D, I'll make sure to make it clearer the differences between pro matches and casual play and when some things apply on my next article so i don't confuse new players. Writer TeamLiquid Staff writer since 2014 @Mortal_Phantom

Axilla Profile Joined February 2015 1 Post #15 I want to point out 1 small mistake... The first bleeding sentence says Blackheart's Bay is one of the five maps available in the Heroes of the Storm Beta...



There are, and always has been 6 maps in the beta. The alpha had 5 and before that 4 maps. The beta got released with the 6th map. There are, and always has been 6 maps in the beta. The alpha had 5 and before that 4 maps. The beta got released with the 6th map.

BisuDagger Profile Blog Joined October 2009 Bisutopia 17617 Posts #16 Unfortunately, it is one of the least played maps at the professional level currently.



This is an incredibly fun map to watch and I think the top level players are hurting the scene a little by competing on it less. I don't blizzard needs to make any changes to the map. The pros should grow a pair and play the map. This is an incredibly fun map to watch and I think the top level players are hurting the scene a little by competing on it less. I don't blizzard needs to make any changes to the map. The pros should grow a pair and play the map. Moderator Ofiicial Afreeca Starleague Caster: http://afreeca.tv/ASL2ENG2

Markwerf Profile Joined March 2010 Netherlands 3723 Posts #17 The map has some very nice features but also some awful ones making it not so great in the end.



I think some of the unique features are really cool, a more chaotic objective that is all over the place and not just "teamfight here please". Also the setup of 2 lanes closer to eachother and 1 far off is interesting.

However the fact the objective just kills buildings from afar is stupid I think. If you get ahead in this map it's too easy to consolidate and just secure your win with the objective. Getting a keep ahead is nearly always a win here for example because the extra pressure on them makes it so easy for you to control the map and just win from afar. You rarely need to push towards their main on this map and the objective most times just kills from afar which is very boring. Like mentioned well in this article, there is no need to risk it if you are ahead.



The whole issue with killing a tower first is pretty much moot now I think if you can turn in safely. It's just as easy to kill the hurt fort afterwards instead of killing a tower first basically. The exception is a MULE obviously, that's really the reason why letting the fort at 10% hp is risky. If you let the other team MULE up effectively you waste your cannons and since each one costs progressively more that's a huge deal. Also why I think just pushing normally on the forts here is underrated a lot. If you get to kill one fort by just attacking it you basically make sure your next cannoning will be closer to killing a keep and getting the first keep on this map practically garantees a win.



Overall though I find it silly how the 4-1 setup at start is so popular. I'm not saying it's bad but i frequently change the setup to 3-2 if I see my team is doing a bit poorly and don't think we'll win the upper chest. The upper chest is way overrated at the start, getting the bottom is just as good.

There are much better openings possible I think if you get creative. For example you can 'prelane' here by going through the middle and killing the middle creep wave way earlier. Which can be used then to push bottom hard for example as 1 guy can just secure top by himself.

Another option I really like is to open 1 top and 4 bottom and push the bottom hard from the start. With a hero like zagara, sgt hammer or even chen you can push the towers at the bottom gate right away. Since almost all teams rush top they will be late to respond and you can get a tower down before they even have the chance to respond. Because both top lanes are close together they have difficulties counterpushing too because your lone hero will always be close to respond, hopefully you have a good solo hero for that then like tassadar or valla. Afterwards you can just secure bottom chest while one rotates back top and you can open the game with the bottom lane pushed hard already. In general I think the bottom lane is underated early on here and opening heavier there is great with the right composition. I'd even say getting some structures destroyed there, especially the fountain is even bigger there because it's so isolated. The middle fountain your team generally destroys early anyway by the cannon and is much closer to backup ones like top. Bottom control however is pivotal early for the hard camp that is the only camp that is easily contested by both sides between lvl 4 and 10 since the boss is typically suicide to do that early.



Overall I hope they keep maps with small things that work towards the objective all over the map. I hope they get rid though of the coin carrying mechanic, it rewards passive safe play where you avoid fighting if you have coins. Also I hope they get rid of objectives where the objective just kills buildings from far away.

It makes it way too easy to just play safely and win the game that way once you get ahead. Sky temple has the same feature. Once you get a keep up you'll have a much easier time controlling the map and map control turns into easier objective next time which just wins the game for you. Garden of terror and dragon shire have much more interesting lategame because even if you win the objective you still have to use it to actually fight and the trailing team still has a decent chance to turn that fight around. (just hoping now the lost vikings don't break maps like garden of terror where getting the terror with just 1 viking feels broken).

[Phantom] Profile Blog Joined August 2013 Mexico 1637 Posts #18 Yeah Blackhearts bay is such a cool map and its a shame it doesn't get played more, alsoni think blakheart is pretty funny. Also since a lot of people don't create strategies and just copy what the pros do, and this map doesn't gets played a lot, it is possible that there are lots of unexplored strategies that could work better as you mentioned. Writer TeamLiquid Staff writer since 2014 @Mortal_Phantom

Yorkie Profile Blog Joined December 2012 United States 12126 Posts #19 Nice writeup Phantom! It's also cool to see that the reception of heroes articles is way better than before Hwang Kang Hooooooooooo. Follow mah boy Shellshock @Shellshock1122

lestye Profile Joined August 2010 United States 3182 Posts #20 it makes ultimately Blackheart's first attack less powerful.



I don't follow, does the strength of Blackheart's attack goes up depending on the # of turn-in it is, or does it scale with party level? I don't follow, does the strength of Blackheart's attack goes up depending on the # of turn-in it is, or does it scale with party level? "You guys are just edgelords. Embrace your inner weeb desu" -Zergneedsfood

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