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Heroes of the Storm Wiki
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Volskaya Foundry
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Volskaya Foundry
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==Unique objective== ===Core Ability: Rocket Fists === *Every 6 seconds, the Core shoots 3 Rocket Fists at nearby enemy Heroes, dealing 150 damage and knocking them back. {{clear}} ===Capture Points=== [[File:Loadscreen volskaya icon1.png|150px|right]] The first Capture Point will activate 3:00 minutes into the match, following a 30-second warning. The next Capture Point will be active 3:00 minutes after the Triglav Protector is destroyed. Each capture point is connected to a unique conveyor layout - they can be used to boost mobility around the battleground, to force enemies out of position, and more. Control points activate occasionally. Stand within them to capture them. True to Overwatch style capture points, this battleground will feature the overtime mechanic. Progress will not increase from 99% to 100% as long as one enemy player is contesting the point. However, unlike Overwatch, at least one player needs to stay on the capture point to maintain control over it. The Triglav Protector will spawn once the capture point reaches 100%. * Throughout the match a Control Point will activate at one of three locations, beginning in a neutral capture state. **The first point spawns in the middle of the map. **The second point spawns in the top of the map. **The third point spawns in the bottom of the map. **The locations repeat. The fourth point will again be in the middle of the map, the fifth point in the top of the map, and so on. * Once a player stands on the control point without any enemies, they gain control progress for their team at a steady rate. Capturing a point takes 6 seconds. * As long as a team has control of the point, they gain victory progress at a steady rate. * A point charges while you stand on it. If you leave the point, there is a 6 second grace period as the point capture status falls back to neutral and the point becomes uncaptured again. * Charging a point from 0% to 100% takes 52 seconds. * While the point is contested, the point capture status pauses and doesn't move, similar to contesting a mercenary camp. * While a point is fully captured by a team, the point continues charging for that team even if contested. * When a team's control progress hits 100, they gain control of the point. ** Victory progress does not decay for any reason. * Overtime: When a point is at 99% victory progress about to tick over to 100%, it will stay at 99% and enter the overtime state if there are any enemy Heroes on the point or the point just flipped from the enemy's control. * When a team's victory progress hits 100%, they win the event. The control point deactivates and a two-person Triglav Protector spawns on the point for the winning team after a short delay. {{clear}} ===Triglav Protector=== [[File:Loadscreen volskaya icon2.png|150px|right]] *The [[Triglav Protector]] is a [[Vehicle]] that can only be channeled by the team that has won the objective. **The first person that channels onto the mech is the pilot, the second is the gunner. *The Triglav Protector's duration is: (50 + 3 Γ minute mark of game time upon spawn) seconds (eg. at 13:45 it will last 89 seconds). *One interesting part of this objective is that damage will NOT prevent players from entering the mech, only Stuns, Knockbacks, and Silences. Heroes who enter the mech are also cleansed of effects such as [[damage over time]]. *Much like Cho'gall, the pilot handles positioning and movement for the Protector while the gunner lays waste to the enemy team. *If both the Pilot and Gunner seats are occupied, it will gain 10 [[Armor]] and 25% increased damage. Additionally, the Pilot's Basic Attacks deal 50% bonus damage to Structures. *The next Capture Point will be active 3:00 minutes after the Triglav Protector is destroyed. {{clear}} ====Pilot abilities==== [[File:Loadscreen volskaya icon3.png|150px|right]] * '''Charge (Q)''' ** A charge ability where players must target enemy hero or structure. The mech will charge to that location doing damage to all in his path. Deals 500% increased damage to non-heroic targets. ** <span style="color:#BBB">''After 0.5 seconds, charge to the target unit's current location and deal damage in an area. Deals double damage to structures and minions. 8 second cooldown.''</span> * '''Rocket Fist (W)''' ** Launch a Rocket Fist that impacts the first Hero or Structure hit. Knocks Heroes them back equal to the full distance the Rocket Fist would travelled. Disables Structures for 4 seconds. Destroys all minions in its path. ** <span style="color:#BBB">''Launch a Rocket Fist that impacts the first Hero or Structure hit. Roots Heroes for 1 second. Disables Structures for 2 seconds. Destroys all minions in its path. 14 second cooldown.''</span> * '''Shield Emitter (E)''' ** Grants 25 armor to vehicle and grants a Shield to all nearby allies equal to 25% of their maximum health. 16 second cooldown. ** <span style="color:#BBB">''A Shield emitter that gives the mech 25 armor. This also gives an AoE shield to all allies hero and, according to developers, makes the mech a fantastic team fighter.''</span> {{clear}} ====Gunner abilities==== * '''Particle Cannon (Q)''' ** A particle cannon that, after channeling with a range that constantly grows (think Gazlowe laser), it eventually fires a ball of energy at the location, doing AoE damage. This allows the mech to target fleeing heroes with ease. ** <span style="color:#BBB">''Enables the Particle Cannon ability and increases its range over 3 seconds. Reactivate to launch an orb dealing damage in an area. 5 sec cooldown.''</span> * '''Gatling Cannon (W)''' ** A Gatling cannon that, when activated, fire projectiles at the cursor location. Like Gall's Shadow Bolt Volley, players can drag your cursor to whatever they want to shoot. The shots do double damage to enemy heroes and normal damage to enemy structures ** <span style="color:#BBB">''Fires a barrage of cannon fire at the location of your cursor for 4 seconds. 11 second cooldown.''</span> * '''Scorching Laser (E)''' ** The last ability fires a giant laser down a line, doing little damage. However, a second later, it does a devastating amount of explosion on an identical path. This shot gives players time to avoid, but if they don't, it does tons of damage. ** <span style="color:#BBB">''A laser quickly cuts a line across the terrain dealing light damage. A secondary explosion triggers 0.75 seconds later for heavy damage. 10 second cooldown.''</span> {{clear}}
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