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Guias de campos de batalha
Heroes of the StormHeroes of the StormEscrito pela equipeAtualizado para o patch 2.55.17.98025

Infernal Shrines

Infernal Shrines is a three-lane map with three Shrine locations: above the top lane, above the middle lane and between the middle and bottom lanes. Only one activates per phase, almost always a different one from the last, and the phase is a pure race: Guardians appear in bursts of 10 every 5 seconds and the team that last-hits 40 first wins a Punisher. Mercenaries stay active all game, so the map rewards heavy area damage and waveclear, a double-healer front line that can stand in the Guardian pile, and a strong late game because Punishers scale into siege engines. Hero kills matter only if they do not slow your count; positioning at the Shrine and spawn timing decide most phases.

Rotas
3 rotas
Duração típica
~20 min
Primeiro objetivo
First at 3:00
Infernal Shrines

Imagem do campo de batalha: Icy Veins. Objetivos marcados sobre o mapa do jogo.

Objetivos

Activate the shrines
Activate the shrines
Defeat 40 guardians
Defeat 40 guardians
Beware the Punisher
Beware the Punisher
  1. Shrines

    First at 3:00. Then 3:00 after the Punisher dies. Almost always in a different location from the previous Shrine.

    A hero activates the Shrine and Guardians start spawning every 0.15 seconds until 10 are alive; a 5-second timer then triggers the next burst. Guardians have 20 Spell Armor and chase enemies, so you can drag them into a pile and clear it with area abilities, but only the team that lands the killing blow gets the count. First to 40 summons the Punisher, and the finished Shrine drops 2 Regeneration Globes.

  2. Punisher

    First when a team reaches 40 Guardian kills, so shortly after 3:00 at the earliest. Its type changes every time between Arcane, Frost and Mortar.

    The Punisher pushes the lane of its Shrine but attacks heroes before anything else. Arcane (purple) drops rotating beams; Frost (blue) fires delayed bombs that Root heroes and disable structures; Mortar (orange) rains firebombs. It can jump onto enemy Gates and heroes, stunning heroes it lands on, and it prefers Gates, so defenders standing near their Gate get hit by the jump.

Plano de partida

Lane assignments

Play 1-4: the offlaner takes the top lane and the four-man rotates between the middle and bottom lanes, where two of the three Shrines and all three Impaler camps are. The offlaner should clear waves and survive a gank, and during the first Shrine they double-soak instead of joining: middle plus top when the Shrine is bottom, middle plus bottom when the Shrine is middle or top. Global heroes fit the lane farthest from the next Shrine so they can soak and still arrive on time. Someone on the four-man should be able to hold the bush next to your middle siege camp to spot invades.

  • Top: offlaner with waveclear and an escape; double-soaks through the first Shrine and while the Punisher is up.
  • Middle and bottom: the four-man, built around area damage and two sustain sources.
  • Globals take the lane opposite the next Shrine and arrive with their global tool.
Formation 1-4
Formation 1-4

Early game

At 0:30 clear your Siege camp in the middle lane and capture it right away, with one hero parked in the side bush to call an invade early. If you are ahead after that, cross to the neutral Siege camp in the bottom lane and take it too. Use the Healing Fountain once before 1:00 so it returns for 3:00. At 2:15, thirty to forty seconds before the Shrine, start your Bruiser camp in the top lane and capture it at 2:40, ten seconds after a wave, so the Shaman and Hounds hit the enemy Fort together with your minions while the Shrine fight is on. Then walk, do not run late: your whole four-man must be at the Shrine before 3:00, because the first burst of 10 Guardians spawns instantly.

  • 0:30 - middle Siege camp; one hero watches the bush.
  • After that - neutral bottom Siege camp if you have the advantage.
  • 2:15 - top Bruiser camp; capture at 2:40 to arrive with the wave.
  • Before 3:00 - four heroes in position at the Shrine, not walking toward it.

Playing the objective

The race is won by last hits, so move as a unit: let the Guardians chase you into a tight pile, kill the pile with area abilities and keep your front line between the pile and the enemy so they cannot steal the finishing blows. Ignore hero kills unless they come free; a dead enemy is worth exactly the Guardians they would have killed. When you are clearly ahead and the enemy has few kills, consider stopping at 39 to delay the Punisher until a dead teammate respawns or your next talent tier unlocks. If you win, push with the Punisher and knock down a Side Wall first, on the outer side of the Towers by the Gate, so your team has room to dive and a way out. If you lose, do not bleed for low-health structures: fall back, group and kill the Punisher as fast as you can without dying, staying away from the Gate it will jump on.

  • Group the Guardians, then burst them: heroes like Alexstrasza, D.Va, Hogger or Tychus can clear a burst alone with the right ability.
  • Zone the enemy off the spawn with area abilities; they cannot last-hit what they cannot reach.
  • Attacking with the Punisher: Side Wall first, then Towers, then the Fort, with your team fighting beside it.
  • Defending against it: kill the Punisher, not the heroes, and never stand next to your own Gate.
Where the objective appears
Where the objective appears

Mercenary camps

Five camps: two Bruiser camps in the top lane, two Siege camps in the middle lane and one neutral Siege camp in the bottom lane. They stay active while a Shrine is up and while a Punisher lives, so a well-timed camp during the phase forces the enemy to choose between racing and defending. Impalers are ranged and outrange structures but have no area damage, so they push structures well and clear waves poorly. The Bruiser camp's Shaman resummons two Hounds whenever they die; kill the Shaman first when defending.

  • Siege camp (3 Impalers): 0:30, respawns 3:00 after capture, 270 base experience. Ranged, hits structures from outside their range, weak against minion waves.
  • Bruiser camp (1 Fallen Shaman + 2 Fallen Hounds): 0:30, respawns 4:00 after capture, 450 base experience. The Shaman resummons the Hounds; all of them deal 100% bonus damage to minions, structures and summons.
  • The bottom Siege camp is neutral: take it when you are ahead after your middle camp, or deny it right before a bottom Shrine.
  • Camps never disable here: send one into the lane farthest from the Shrine to split the enemy during the race.
Mercenary camps: siege (green), bruiser (blue), boss (red)
Mercenary camps: siege (green), bruiser (blue), boss (red)

Late game and win conditions

Win conditions are the Punisher and split-pushing; there is no boss. A late Punisher with your team beside it takes a Keep, and a Frost Punisher is the best one to plan your push around because its bombs switch off the structures you are diving. Between Shrines, keep the offlaner or a global pushing the lane opposite the next Shrine so the enemy arrives late or arrives short. The Core spawns two volleys of Frozen Orbs every 12 seconds that explode for 5% of maximum health and Root heroes for 1.5 seconds, so end with the Punisher or mercenaries in front and your heroes spread. If you fall behind, race harder, not less: a 3:00 respawn after each Punisher means the next Shrine is always close, and one won race resets the map.

O que buscar no draft

O que buscar no draft

  • Prefer high waveclear and area damage; the whole objective is killing 40 minions faster than the other team.
  • Prefer a double-healer composition so your front line can sit in the Guardian pile and never leave the Shrine.
  • Prefer heroes whose abilities exploit impassable terrain; the Shrine pits are ringed with walls.
  • Prefer quests that stack on enemy heroes; the long, static Shrine fights feed them.
  • Prefer a strong late game: Punishers get scarier and the game rarely ends off the first one.
  • Avoid drafts that fall off late or that need to chase kills to be useful.

Erros típicos

  • Arriving at the Shrine after it activates and spotting the enemy 10 or 20 Guardians.
  • Chasing a low hero across the Shrine while the enemy last-hits your Guardian pile.
  • Standing next to your Gate when the Punisher arrives and eating its jump stun.
  • Defending low-health structures against a Punisher instead of killing it and retreating.
  • Skipping the 2:15 Bruiser camp and arriving at the first Shrine with no side pressure.

Dicas

  1. 1Guardians spawn every 0.15 seconds until 10 exist, then a 5-second timer starts the next burst: the count moves in chunks of 10.
  2. 2Guardians have 20 Spell Armor; basic-attack heroes and physical area damage clear them faster than you would expect.
  3. 3Look at the Shrine's color or hover its minimap icon to know the next Punisher: purple Arcane, blue Frost, orange Mortar.
  4. 439-ing: stop at 39 kills when far ahead to delay the Punisher until a respawn or a talent tier.
  5. 5The Punisher prefers jumping on Gates, so you cannot bait it in; stay off your Gate when it arrives.
  6. 6Mercenary camps stay active during Shrines and Punishers; use them to split the enemy's attention.
  7. 7A finished Shrine drops 2 Regeneration Globes; grab them before you leave to push.
  8. 8Use the Healing Fountain before 1:00 so its 2-minute cooldown has it ready at 3:00.