In addition to the various objectives each Battleground offers, you'll also be able to earn the allegiance of the Mercenaries who populate the world. To do so, you must first defeat the neutral mercenaries at their camp site, and then stand on the beacon nearby to capture them for your team. When defeated, they grant mercenaries that aid your team's minion waves, pushing against enemy forts. Determining the optimal time to capture a mercenary camp is crucial, and can be of great value when you need to distract the enemy team from capturing an objective.
Mercenary camps spawn at various points during a match. Once a camp has been captured, a respawn timer will begin, at the completion of which the mercenaries will reappear, ready for capture once more. Mercenaries do grant a little experience when they're captured by your team (Hanamura being the exception), but not when killing the enemy team's mercenaries.
Concepts[edit | edit source]
Most Battlegrounds feature powerful, neutral creatures, known as Mercenaries. These Mercenaries can aid your team by advancing down the lanes and attacking minions and fortresses, and there are yet other kinds of helpful Mercenary Camps which offer different bonuses.
Mercenaries, such as Siege mercs, Bruisers, and Bosses can help sow confusion for the opponent when objectives become available. Timing a Mercenary assault in this way will give pause to enemies who will then need to choose between clearing the incoming Mercenaries, or contesting the objective. Additionally, splitting the opponents’ defenses can help in a big push against opposing fortifications, as well as give your team more vision, and more control over the map.
Tips[edit | edit source]
- Mercenaries are not won by simply defeating the camp. You must stand uncontested for a few seconds on the beacon that spawns after clearing the neutral mercs. If you don’t, a keen opponent can steal the camp away from your team.
- When capturing a Bruiser Camp, kill the Wizard first. He deals the most damage and has the lowest health.
- Defeating a Mercenary camp in the Hanamura battleground can yield dragon spirits which seek out enemy heroes, turrets for gunning down the enemy, or healing pulses which can restore the health and mana of your team.
Capturing[edit | edit source]
Each camp must be captured in order to recruit the mercenaries found there. This is achieved by defeating the mercenaries themselves. Once a camp has spawned, any player can attack the mercenaries found there, and if they successfully defeat them all, a capture point will appear. By standing on the capture point, the player will gain control of the mercenaries for their team, at which point the mercenaries will run to the nearest lane and spring into action for the team.
Note that either team may capture the capture point, even if the other team defeated the mercenaries. Sometimes a player may wait just out of sight of an enemy player who is attempting to capture a mercenary camp, and swoop in at the last second to kill the enemy player (who may be weakened from fighting the mercenaries) and then capture the camp for their own team.
Disappearance after objective activated[edit | edit source]
On some maps, after the objective has been activated, mercenary camps would disappear, only reappearing after the objective has been neutralised. Teams can consider engaging camps just before the objective is activated.
- Battlefield of Eternity: Once an Immortal has been activated.
- Braxis Holdout: Once the Zerg waves spawn. Camps reappear only after all Zerg in both waves have been killed.
- Dragon Shire: Once the Dragon Knight has been activated.
- Garden of Terror: Once a Garden Terror has been activated. If there are 2 Terrors active, the camps will only reappear after both have been neutralised.
- Tomb of the Spider Queen: Once the webweavers begin spawning. Camps reappear only after all webweavers have been killed.
Types[edit | edit source]
There are several types of mercenary camps, some only found on certain themed battlegrounds. Each is displayed with its own difficult rating, indicating the challenge of defeating the mercenaries found there. Some camps share similarities which give them an over-arching type, such as Siege camp, Bruiser camp, and Boss camp.
Siege Camps[edit | edit source]
Siege mercenaries are destructive mercenaries with a ranged attack that lets them easily take down enemy forts and towns. They're not as threatening up close, however, which makes them the easiest camp to take.
|Siege giants||Heavy Damage & Long Range||Siege giants are large, ranged mercenaries that can easily take down enemy forts from outside the structures' attack ranges. However, they are not as threatening up close, which makes them the easiest camp to take. This also makes them fairly easy for enemy heroes to defeat once in action. They are found in groups of 2.||Dragon Shire, Cursed Hollow, Garden of Terror, Haunted Mines, Blackheart's Bay, Sky Temple, Tomb of the Spider Queen||They first spawn 2:00 minutes into the game and respawn after 3:00 minutes.|
|Sappers||Medium damage & Long Range and suicide bomb structures||Spawning in groups of 3, these pumpkins have a ranged attack like a catapult minion, that does splash damage. Once a pumpkin locks in on a target, it will not move until the target is killed. When it is close enough to a structure it will charge in and suicide to blow up enemy fortifications doing decent structural damage.||Towers of Doom, Haunted Mines||They first spawn after 0:45 minutes on Haunted Mines and after 2:00 minutes on Towers of Doom. They respawn on both after 1:45 minutes.|
|Impalers||Medium damage & Long Range||Aka Khazra camps, these goatmen spawn in trios. Much like their non-Diablo themed counterparts the Siege Giants, the Impalers are mercenaries that are able to attack structures outside of their attack ranges||Battlefield of Eternity, Infernal Shrines||They first spawn after 2:00 minutes into the game and respawn after 3:00 minutes.|
|Hellbats||Splash Damage, Tanky & Close Range||The Hellbats spawn in duos. They are a Starcraft themed Merc camp that can soak up damage from towers and enemy minions, as well as provide decent dps on the enemy structures. They are very easy to capture.||Braxis Holdout, Warhead Junction.||They first spawn after 2:00 minutes into the game and respawn after 1:30 minutes.|
Bruiser Camps[edit | edit source]
Bruiser are tanky units that are excellent at fortifying creep waves. They're difficult to fight alone and often require multiple heroes to capture. Though they're individually not as powerful, their numbers and bonuses make them a strong addition to any push.
|Knights||Melee Range & Tanky||Knights are tanky units that are excellent at fortifying creep waves. They're difficult to fight alone and often require multiple heroes to capture. Although individually they do not provide much damage, their health/tankiness make them a strong addition to any push. They are found in groups of 4 with 3 frontliners and a single "mage" that deals the most dps out of the camp.||Dragon Shire, Cursed Hollow, Garden of Terror, Blackheart's Bay, Sky Temple, Tomb of the Spider Queen||They first spawn 150 seconds or 2:30 minutes into the game and respawn after 4 minutes.|
|Fallen Shaman||Summons dogs periodically||The Fallen Shaman camp is made up of the Shaman himself, and 2 dogs. The camp is fairly hard to take and generally requires at least 2-3 people. The Shaman will summon new dogs periodically if his current 2 are killed. This helps with pushing and makes this Merc camp one you do not want to leave alone pushing lanes||Battlefield of Eternity, Infernal Shrines||They first spawn after 2:30 minutes into the game and respawn after 4:00 minutes.|
|Goliaths & Raven||Tanky & Seeker Missiles||This camp consists of 3 Goliaths & 1 Raven. The Goliaths have a fast ranged attack, but do not out range the structures' attacks. The raven however, does out range structures as well as periodically sends Seeker Missiles to its current target. These missiles are locked on and will follow the target until they are hit, or out of range. The camp does decent damage to structures and heroes||Braxis Holdout, Warhead Junction.||They first spawn after 2:30 minutes into the game and respawn after 4:00 minutes.|
Boss Camps[edit | edit source]
These are the biggest, baddest mercenaries you can capture. Not all maps contain Boss Camps and there is only one Boss per camp, but that one Boss does a lot of damage with each swing while also possessing a huge amount of health. The high health and high damage of the Boss, however, means that you'll need multiple heroes to take it down. This makes you particularly vulnerable to ambushes while fighting a Boss, so be very careful in choosing when to make the attempt. Once captured, a Boss ignores minions and heroes and cannot have buff abilities be cast on it. Also, they cannot be slowed or stunned, being sort of unstoppable. If left unchecked, a Boss can literally break down a complete fortress - even a keep - almost all by itself.
|Archangel||Massive Damage, fairly Tanky & Rapid Fire||The Archangel is a Starcraft themed boss. It is fairly hard to take alone as it does high dps and has a "rapid fire" mode where it rapidly shoots in a straight aoe.||Braxis Holdout||He first spawns after 3:00 minutes into the game and respawn after 4:10 minutes.|
|Grave Golem||Massive Damage & fairly Tanky||Grave Golems are large, tanky, high damage bosses that can easily push through enemy creeps and forts. They are very dangerous to take, and their spawn location is known as "the throw pit", so only attack them when you have a level advantage or some opposing heroes are dead in order to make sure it will not be stolen from you.||Cursed Hollow, Blackheart's Bay||They first spawn after 3:00 minutes into the game and respawn after 5:00 minutes.|
|Headless Horseman||Massive Damage & fairly Tanky||When defeated, instead of pushing the nearest lane, he unleashes a volley of flaming pumpkins that deals 4 damage to the enemy team's core.||Towers of Doom||He first spawns after 5:00 minutes into the game and respawn after 5:00 minutes.|
|Junk Swarm Host||AOE, Periodically spawns Locusts, Ooze Trail||The Junky Swarm Host is a Starcraft themed boss. It has an AOE ability, and periodically spawns locusts. When the locusts are close enough to a hero, the burrow down and will soon explode, slowing the hero and applies DOT/poison damage to the hero. They are easy to dodge, just proc their burrow and move out of the small AOE. After being captured and as the Swarm Host moves down the lane, it leaves behind a trail of Ooze, similar to Stitches' Heroic.||Warhead Junction||They first spawn after 3:00 minutes into the game and respawn after 5:00 minutes.|
|Mega Enforcer||Massive Damage, fairly Tanky & Gorge||This Boss gorges a hero for 5 seconds with a 12-second cooldown. After gorging, the Boss creates a ring of fire that does periodic damage. When defeated, instead of pushing the nearest lane, the Mega Enforcer deals 1 damage to the enemy team's Core.||Hanamura||He first spawns after 5:00 minutes into the game and respawns after 5:00 minutes.|
|Sand Golem||Massive Damage, fairly Tanky & Whirlwinds||The Sand Golem is almost exactly like the Grave Golem, however it also periodically spawns a whirlwind(s) that pushes heroes out of the way/prevents them from walking through that area. These whirlwinds move around.||Sky Temple, Tomb of the Spider Queen||They first spawn after 3:00 minutes into the game and respawn after 5:00 minutes.|
Reward Camps[edit | edit source]
Hanamura features its own unique set of mercenaries. When a camp (except the Boss camp) is captured, an item is dropped, which can be picked up and used by a hero. In addition, a large amount of experience is awarded to the team.
|Fortification Camps||Consists of a mechanic and a turret. The mechanic can heal the turret.||Creates a Turret on the ground or on the payload, which fires at enemies.||Hanamura||They first spawn after 1:30 minutes into the game and respawn after 2:30 minutes.|
|Recon Camps||Consists of 3 Henchmen. The Henchmen deal little damage and are easy to kill.||Release 3 Dragon Spirits that seek out enemy Heroes, who are then revealed for 5 seconds. Dragon Spirits are destroyed after finding enemy Heroes or after 10 seconds.||Hanamura||They first spawn after 1:00 minutes into the game and respawn after 2:00 minutes.|
|Support Camps||Consists of 1 Sentinel. The Sentinel occasionally heals itself.||Support Camps give you a healing token that restores 35% Health and 23% Mana to you and your allies over 15 seconds.||Hanamura||They first spawn after 2:30 minutes into the game and respawn after 3:00 minutes.|
References[edit | edit source]
- Core Concepts: Battleground Basics - Mercenaries. Battle.net. Retrieved on 2017-05-23.