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Targetinfopanel unit cursedhollow building keep.png
Structure Information
ID TownTownHallL3
Health 17,000
Attack Damage 220
Debuff Slows movement and attack speed by 40% for 4 sec
True Sight
Attack Speed 1
Attack Range 8
Kill XP 0 XP

Keeps are large structures near the Core.

Gameplay[edit | edit source]

Keeps have True Sight, meaning they will reveal and attack stealthed Heroes. Keeps have a warmup period of .5 seconds before firing and must face their targets completely. The debuff that Forts leave on enemies slows their movement speed by 40% and attack speed by 40% for 4 seconds. Players should let their minions tank the hits from this building.

Destroying Forts and afterwards Keeps is a massive objective because it makes the Core vulnerable to attack. In most maps (except Towers of Doom), destroying the lanes Fort and Keep will also cause that lane to spawn Catapults with every wavefor the attacking side.

Battleground specific notes[edit | edit source]

Towers of Doom[edit | edit source]

  • In Towers of Doom, destroying a Keep will allow the Altars activated by your team to do 1 more point of damage to the Core. If your team controls all 6 Keeps on the map, the enemy Core will continuously take 1 point of damage every few seconds until the enemy team retakes a Keep.
  • When the waygate opens around 11:45-12:00 minutes, all forts upgrade to keeps, including their Kill XP given.

Trivia[edit | edit source]

  • Keeps had Ammunition until they were removed on December 12, 2017.
  • In Hanamura, prior to the July 11 2017 patch, destroying a Keep will spawn one unique Sapper minion for every other allied Minion wave. If this Sapper reaches the end of the lane, it'll do 1 point of damage to the enemy's Core. This is no longer the case, and destroying the Keeps will not spawn anything.

Gallery[edit | edit source]