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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

Volskaya Foundry

Volskaya Foundry is a three-lane map where middle and top sit close together and the bottom lane is isolated, so four heroes rotate between the upper two lanes while an offlaner holds bottom. The objective is a slow one: the point needs 45 seconds of uncontested control, so early phases are less about a decisive fight and more about who can hold the circle with a durable hero while the rest trade damage and avoid dying. Two of the camps drop consumable items (a Turret and a Biotic Emitter) that you carry into fights, and all camps disappear while a Protector is alive, so timing captures right before a point activates matters. Sustained damage and healing, siege damage and a strong late game win here; bush and terrain-based tricks are weaker because the point areas are open. At high levels teams sometimes ignore the point entirely and take structures elsewhere, because a Protector can be defended with percent damage and crowd control.

Rotas
3 rotas
Duração típica
~20 min
Primeiro objetivo
First at 3:00
Volskaya Foundry

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

Objetivos

Capture the point
Capture the point
Pilot the Triglav Protector
Pilot the Triglav Protector
Gunner seat
Gunner seat
  1. Capture point

    First at 3:00. Then 3:00 after the Triglav Protector dies. The point activates 3 seconds after a hero steps on and grants 2% progress per second, so an uncontested hold takes 45 seconds.

    Progress keeps ticking while your team holds the point and pauses if it's abandoned for more than 12 seconds. A contested point never hands out the reward, so a single enemy body on the circle stalls you. If nobody is contesting and you step off, you still get 26% extra progress, which means you can leave at 74% and the Protector is yours; if you want to wait for allies before spawning it, step off before 74%.

  2. Triglav Protector

    First possible around 3:45, once the 3:00 point is won. Lasts 50 seconds plus 3 seconds for every minute of game time elapsed, or until destroyed.

    The first hero in becomes the pilot (Charge, Rocket Fist, Shield Emitter) and the second becomes the gunner (Particle Cannon, Gatling Cannon, Scorching Laser); either can hop out and someone else can take the seat. The mech is Unstoppable, the pilot's basic attacks deal 100% more to structures, and with both seats filled the pilot hits 50% harder and both players' abilities recharge 25% faster with 25% more energy regeneration. Taking damage doesn't interrupt the channel to enter, so a squishy hero in trouble can climb in to survive.

Plano de partida

Lane assignments

Run 4-1: four heroes rotate between middle and top, and one offlaner holds the bottom lane. The upper two lanes are close enough that the four-stack can soak both, take the Fortification camps between middle and bottom and the Support camp near top, and still arrive first at the point. The offlaner's job is to keep soaking through the early objectives instead of walking over to a 45-second capture that four heroes can manage. If you have a global hero, give them the lane farthest from the next point so they soak until the last moment and then jump in.

  • 4-1: four rotate middle and top; one offlaner holds bottom.
  • The offlaner keeps soaking through early point phases; four heroes hold the circle fine.
  • Global heroes take the lane farthest from the next point and arrive with their teleport.
Formation 4-1
Formation 4-1

Early game

Use the fountain before 1:00 so it's back for the 3:00 point. At 0:30 clear your Fortification camp: kill the Mechanic first because he repairs the Turret while it's below 80% health, then pick up the Turret item. If you are fast, the camp respawns in time to grab a second Turret as the first phase begins. Whenever you have a spare moment (or you know the enemy is still on their own Fortification camp), take the neutral Support camp near top and pocket the Biotic Emitter. Around 2:15, start the Siege camp in the top lane and capture it at about 2:40 (10 seconds after a wave) so the Assault Troopers trail your minions into the top structures while the point fight starts.

  • 0:30: Fortification camp, Mechanic first, then pick up the Turret.
  • Sneak the neutral Support camp when the enemy is busy; the Biotic Emitter heals 40% health and mana.
  • 2:15: Siege camp in top; capture 10 seconds after a wave so it arrives with the 3:00 point.
  • Let a non-healer carry the Emitter so it can save the healer under crowd control.

Playing the objective

Put a durable hero on the circle at 3:00 and keep control for as long as you can without dying; retreat when needed, because the enemy has to stand on the point to stop your bar and every second they do is a second they aren't ticking their own. Once your team has the edge, push them off and let the bar run; if nobody is contesting you can walk away at 74% and still get the mech. If you win, use the first Protector on top-lane structures to set up the next phase, the second on a fort, and later ones on a keep or the core; the offlaner keeps soaking meanwhile. If you lose, either burn the mech with percent-damage heroes or dive past it and kill the squishy heroes left outside. Put a squishy hero in the pilot seat and leave your durable peelers outside, and consider leaving the gunner seat open as an emergency escape.

  • Pilot: Charge for structures and grouped minions (500% more to non-heroes), Rocket Fist to disable a structure for 4 seconds, Shield Emitter for 25 Armor and a 500 shield on allies.
  • Gunner: Particle Cannon on minion clumps, Gatling on heroes only (50% less to structures), Scorching Laser on 2-3 structures or a stunned hero.
  • Don't overlap Rocket Fist and Shield Emitter; alternate them so you're always mitigating tower fire.
  • Leave at 74% when uncontested; step off before 74% if you'd rather wait for allies.
  • Defending: percent-damage heroes are the counter, and Cursed Bullet and Sleep Dart can't target the mech.
Where the objective appears
Where the objective appears

Mercenary camps

Volskaya has five camps: two Siege camps in the top lane, one neutral Support camp between top and middle, and two Fortification camps between middle and bottom. All of them disappear while a Protector is alive (unless already in combat) and return when it dies, so plan captures for just before a point activates. Assault Troopers are ranged pushers that hit structures from outside tower range but have no area damage. Fortification and Support camps don't push at all: they drop items that anyone from either team can pick up, so grab them immediately. A Turret lasts 45 seconds and prioritizes heroes for 45 (+2 per minute) damage every half second; a Biotic Emitter restores 40% health and mana to allies nearby for 10 seconds, so drop it behind your team rather than in front.

  • Siege camp (3 Assault Troopers, top lane): 0:30, respawns 3:00 after capture. Ranged, outrange towers, weak against minion waves.
  • Fortification camp (1 Mechanic + 1 Turret): 0:30, respawns 2:30 after capture. Kill the Mechanic first; the Turret item lasts 45 seconds and deals 45 (+2 per minute) every 0.5 seconds, double to minions.
  • Support camp (1 Support Mech, neutral): 0:30, respawns 3:00 after capture. Drops a Biotic Emitter: 40% health and mana to nearby allies over 10 seconds. Immune to Bribe.
  • Camps vanish while a Protector lives: capture right before the point activates, and place items before you die so they aren't stolen.
Mercenary camps: siege (green), bruiser (blue), boss (red)
Mercenary camps: siege (green), bruiser (blue), boss (red)

Late game and win conditions

The Protector lasts longer every minute (50 seconds plus 3 per game minute), so a late mech can reach a keep and even the core if both seats are filled and the pilot uses Rocket Fist on towers. Save Turrets and Biotic Emitters when you're comfortable early: a stored Turret at a keep fight or an Emitter mid-push is worth far more than one dropped on an empty point at 4:00. Split-push is the other win condition; while the enemy defends a mech in one lane, the rest of the team can take a fort elsewhere. When you go for the core, remember it fires three Rocket Fists every 6 seconds at nearby heroes for 150 damage and a knockback, so let the Protector and minions absorb that while heroes stay at range. If you're behind, defend with percent damage, crowd control on anyone trying to climb in, and dives onto the heroes left outside the mech.

  • Win conditions: Protector pushes into keeps and core, and split-pushing while the enemy defends the mech.
  • Hoard Turrets and Emitters for the late game; only drop them early if you're about to die and they'd be stolen.
  • Core: 3 Rocket Fists every 6 seconds for 150 damage plus knockback. Tank it with the mech, not with heroes.
  • Balance health and duration on the mech: both bars should hit zero around the same time.

O que buscar no draft

O que buscar no draft

  • Prefer sustained damage and healing: point holds are long and fights around the circle rarely end in one rotation.
  • Prefer siege damage for structures so the mech isn't your only way to take a fort.
  • Prefer a strong late game; Protectors get longer and camps stay valuable into the keep phase.
  • Prefer percent-damage and crowd-control heroes as insurance against an enemy Protector.
  • Prefer a durable hero who can sit on the point and a squishy one who is comfortable piloting.
  • Avoid heroes who fall off late or rely on bushes and impassable terrain; the point areas are open ground.

Erros típicos

  • Sending the offlaner to the first point and giving up a full lane of soak for a 45-second capture that four heroes can hold.
  • Standing on the point at 90% with the enemy dead instead of leaving at 74% and moving on.
  • Putting your tank in the pilot seat and leaving the backline outside with nobody to peel.
  • Using Gatling Cannon on structures or Charge on heroes, wasting the mech's best damage.
  • Trying to take a camp after the Protector spawned and finding an empty pit.

Dicas

  1. 1The point activates 3 seconds after you step on and ticks 2% per second: 45 seconds uncontested.
  2. 2Progress pauses only after 12 seconds abandoned, and a contested point never pays out.
  3. 3Uncontested? Leave at 74%; you get 26% bonus progress and the mech spawns anyway.
  4. 4The Protector lasts 50 seconds plus 3 per game minute and is Unstoppable.
  5. 5Both seats filled: pilot basic attacks +50%, abilities recharge 25% faster, energy regen +25%.
  6. 6Rocket Fist disables a structure for 4 seconds and kills minions in its path; use it on the tower that's shooting your mech.
  7. 7Kill the Fortification Mechanic first; he repairs the Turret below 80% health.
  8. 8Damage doesn't stop the channel to enter the mech; only crowd control does, so keep a seat free as a panic button.