Mercenary camps exist between the lanes on the battlegrounds in the jungle, similar to jungle camps in other hero brawler games. When defeated, they grant mercenaries that aid your team's minion waves, pushing against enemy forts Mercenaries are stronger than normal minions. Mercenary do neither grant experience when they're captured by your team, nor when killing enemy mercenaries.
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.
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.
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/tankyness 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 Missles||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 Missles to it's current target. These missles 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, cannot be slowed or stunned but can be vulnerable. If left unchecked, a Boss can literally break down a complete fortress - even a keep - almost all by itself.
|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.|
|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.|
|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.|
|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.|
|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.|