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Arthas and Illidan attempt to assault an enemy Fort.

Structures are stationary buildings belonging to one each team. All structures do not scale as the game goes on: They do have a flat amount of health and do a flat amount of damage that is going to feel less and less hurtful during lategame. This is important to keep in mind when diving buildings in general, but particularly when having the opportunity to end a game. The Core's damage, HP, shields, and shield regeneration increase linearly every minute until 20 minutes into the game, when the scaling stops.

Certain Heroes, Abilities and Talents offer additional effects when used against Structures. Minions do additional damage against structures and structures do increased damage against Heroic-Targets.

Types[edit | edit source]

Core[edit | edit source]

Main article: Core

At the center of their main base, each team has a Core. The destruction of the enemy Core is the ultimate objective of each game, immediately winning the match. Players should usually do everything possible to protect their Core, unless they are about to destroy the enemy's.

Fort[edit | edit source]

Main article: Fort

Forts are bigger than Towers, but smaller than Keeps. Their shots inflict a movement and attack speed reduction. Early game advantage can be determined by who has destroyed more forts. Losing forts reduces the zone of safety and makes laning and soaking dangerous.

Gates[edit | edit source]

Main article: Gate

Gates are simple Structures that obstruct progression through the enemy Forts. Gates cannot be seen or passed though by enemies, but can be freely passed through by allies. Characters can attack enemy Gates to destroy them. Gates do not have any Abilities or attacks, but are usually placed directly between two Towers. Gates also serve to largely prevent line of sight on enemy targets behind them.

Hall of Storms[edit | edit source]

Main article: Hall of Storms

The Hall of Storms (also called Altar) is the (re-)spawning area of all heroes on a battleground near their Core. It is not treated as a structure in terms of game mechanics, but is rather the area itself. Health and mana are restored to a hero while they dwell within the hall.

Healing Fountains[edit | edit source]

Main article: Healing Fountain

Every Fort has a Healing Fountain that can be used to regain a substantial amount of Health and Mana over a short period.

Keeps[edit | edit source]

Red team's Keep is under attack.
Main article: Keep

Keeps are large structures near the Core. Destroying Keeps and Forts is a massive objective because it makes the Core vulnerable to attack. Destroying the Keep and Fort in a lane will cause that lane to spawn Catapults for the attacking side.

Towers[edit | edit source]

Main article: Tower

Every Fort is fortified with multiple Towers - two at each Gate and one defending the Castle. Towers attack enemy units and Heroes that approach them, dealing substantial damage with each attack. For this reason, towers are usually the priority targets when attacking Forts, and should usually be destroyed first.

Walls[edit | edit source]

Main article: Wall

Walls are part of gate structures. They are destructible, and heroes may destroy them to bypass gates.