Ranged Assassin · StarCraft
Sgt. Hammer
Siege Tank Operator
- Role
- Ranged Assassin
- Attack
- Ranged
- Difficulty
- Hard
- Released
- 13 Mar 2014
- Last patched
- 20 Apr 2026
Counters and synergies
Sgt. Hammer is strong against
Score 1–100 for Sgt. Hammer's net edge once both kits are weighed (50 = neutral)
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Why? 5
- CuratedXul has no gap closer, so a sieging Hammer with doubled range and Concussive Blast's knockback keeps his melee Cursed Strikes away, while Siege Mode's splash (wider with Advanced Artillery at level 1) clears his Skeletal Warriors.via Siege Mode, Concussive Blast, Advanced Artillery, Cursed Strikes, Raise Skeleton
- TheorySgt. Hammer's map-wide reach (Blunt Force Gun) helps answer Xul's side-lane pressure. Only when Sgt. Hammer takes Blunt Force Gun.
- TheorySgt. Hammer's area damage (Spider Mines, Concussive Blast) clears Xul's summoned units quickly.
- TheorySgt. Hammer clears waves quickly (Spider Mines, Concussive Blast), so Xul's lane pressure buys less.
- TheoryXul can block or armor against Basic Attacks (Shade), which Sgt. Hammer relies on for damage. Only when Xul takes Shade.
-
Why? 3
- CuratedCho'gall is a huge, slow target; Giant Killer adds 1.5% of max Health per Siege Mode shot, and Concussive Blast shoves Cho back out after a Surging Fist. Only when Sgt. Hammer takes Giant Killer (level 16).via Siege Mode, Giant Killer, Concussive Blast, Surging Fist
- TheorySgt. Hammer can ignore or remove crowd control (Siege Tactics), weakening Cho'gall's stun. Only when Sgt. Hammer takes Siege Tactics. Cho'gall must also take Favor of the Old Gods.
- TheoryCho'gall can poke Sgt. Hammer from range (Shadowflame, Dread Orb), and Sgt. Hammer has few ways to dodge or disengage.
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Why? 5
- CuratedSiege Mode's doubled range and splash let Sgt. Hammer shell Probius' Pylons and Photon Cannons from beyond their reach, splashing Probius when he stands near them (more with Advanced Artillery at level 1).via Siege Mode, Advanced Artillery, Warp In Pylon, Photon Cannon
- TheorySgt. Hammer can approach unseen (Ambush) and catch Probius, who is easy to kill when found alone. Only when Sgt. Hammer takes Ambush.
- TheorySgt. Hammer's area damage (Spider Mines, Concussive Blast) clears Probius's summoned units quickly.
- TheoryProbius can reveal enemies (Photon Cannon), taking away Sgt. Hammer's stealth. Only when Sgt. Hammer takes Ambush.
- TheoryProbius can poke Sgt. Hammer from range (Disruption Pulse, Warp Rift), and Sgt. Hammer has few ways to dodge or disengage.
-
Why? 5
- TheorySgt. Hammer's map-wide reach (Blunt Force Gun) helps answer Abathur's side-lane pressure. Only when Sgt. Hammer takes Blunt Force Gun.
- TheorySgt. Hammer can approach unseen (Ambush) and catch Abathur, who is easy to kill when found alone. Only when Sgt. Hammer takes Ambush.
- TheorySgt. Hammer's area damage (Spider Mines, Concussive Blast) clears Abathur's summoned units quickly.
- TheorySgt. Hammer clears waves quickly (Spider Mines, Concussive Blast), so Abathur's lane pressure buys less.
- TheoryAbathur can reveal enemies (Toxic Nest), taking away Sgt. Hammer's stealth. Only when Sgt. Hammer takes Ambush.
6 more below the bar
Weaker mechanical edges
Generic rule matches with no hand-written matchup behind them: scoring under 65, or past the 8 strongest.
- Sylvanas Score 64 Theory Sgt. Hammer's map-wide reach (Blunt Force Gun) helps answer Sylvanas's side-lane pressure. Only when Sgt. Hammer takes Blunt Force Gun.
- The Lost Vikings Score 64 Theory Sgt. Hammer's map-wide reach (Blunt Force Gun) helps answer The Lost Vikings's side-lane pressure. Only when Sgt. Hammer takes Blunt Force Gun.
- Murky Score 61 Theory Sgt. Hammer's map-wide reach (Blunt Force Gun) helps answer Murky's side-lane pressure. Only when Sgt. Hammer takes Blunt Force Gun.
- Anub'arak Score 57 Theory Sgt. Hammer's area damage (Spider Mines, Concussive Blast) clears Anub'arak's summoned units quickly.
- Nazeebo Score 57 Theory Sgt. Hammer's area damage (Spider Mines, Concussive Blast) clears Nazeebo's summoned units quickly.
- Li-Ming Score 52 Theory Sgt. Hammer can approach unseen (Ambush) and catch Li-Ming, who is easy to kill when found alone. Only when Sgt. Hammer takes Ambush.
Sgt. Hammer is weak against
Score 1–100 for their net edge over Sgt. Hammer's kit
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Why? 3
- CuratedZeratul cloaks up to a sieging Sgt. Hammer and Blink plus Vorpal Blade keep him on her; her only escape is Thrusters, which drops Siege Mode and her damage.via Permanent Cloak, Blink, Vorpal Blade, Siege Mode, Thrusters
- TheoryZeratul can dive onto Sgt. Hammer, who has little mobility to escape.
- TheoryZeratul can reveal enemies (Vorpal Blade), taking away Sgt. Hammer's stealth. Only when Sgt. Hammer takes Ambush.
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Why? 4
- CuratedA Phase Prism hit swaps Artanis with a sieged Hammer, leaving her immobile in front of his team while he gains 1.5 seconds of Unstoppable.via Phase Prism, Siege Mode
- TheoryArtanis can dive onto Sgt. Hammer, who has little mobility to escape.
- TheoryArtanis can Blind (Suppression Pulse), and Basic Attacks are most of Sgt. Hammer's damage. Only when Artanis takes Suppression Pulse.
- TheoryArtanis can block or armor against Basic Attacks (Reactive Parry), which Sgt. Hammer relies on for damage. Only when Artanis takes Reactive Parry.
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Why? 5
- CuratedSiege Mode keeps Sgt. Hammer in place, and Dive plus Sweeping Strike reach her past the frontline; her only knockback is Concussive Blast, which Illidan can Dive straight back through.via Siege Mode, Concussive Blast, Dive, Sweeping Strike, Evasion, Betrayer's Thirst
- CuratedEvasion makes Illidan immune to her basic attacks for 2.5 seconds, and Dive keeps him glued to a stationary Siege Mode Hammer while Betrayer's Thirst heals him.
- TheoryIllidan can dive onto Sgt. Hammer, who has little mobility to escape.
- TheoryIllidan can block or armor against Basic Attacks (Evasion, Reflexive Block), which Sgt. Hammer relies on for damage.
- TheoryIllidan can reveal enemies (Nowhere to Hide), taking away Sgt. Hammer's stealth. Only when Illidan takes Nowhere to Hide. Sgt. Hammer must also take Ambush.
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Why? 4
- CuratedRevolving Sweep's Immunity ignores Concussive Blast's knockback, and Grappling Hook reaches a sieged Sgt. Hammer behind her team.via Revolving Sweep, Concussive Blast, Grappling Hook, Siege Mode
- TheoryQhira can dive onto Sgt. Hammer, who has little mobility to escape.
- TheoryQhira can reveal enemies (No Sanctuary), taking away Sgt. Hammer's stealth. Only when Qhira takes No Sanctuary. Sgt. Hammer must also take Ambush.
- TheoryQhira can block or armor against Basic Attacks (Upstage), which Sgt. Hammer relies on for damage. Only when Qhira takes Upstage.
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Why? 3
- CuratedThree Blink charges let Tracer flank a stationary Siege Mode Hammer and step around Concussive Blast, and Recall resets her if Spider Mines catch her.via Blink, Recall, Siege Mode, Concussive Blast, Spider Mines
- TheoryTracer can dive onto Sgt. Hammer, who has little mobility to escape.
- TheoryTracer can reveal enemies (Tracer Rounds), taking away Sgt. Hammer's stealth. Only when Tracer takes Tracer Rounds. Sgt. Hammer must also take Ambush.
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Why? 4
- CuratedVanish lets Valeera walk up unseen and open with Cheap Shot (Blade Flurry from Stealth), stunning and blinding a sieging Hammer who can't move away.via Vanish, Blade Flurry, Siege Mode
- TheoryValeera can Blind (Blade Flurry, Blind), and Basic Attacks are most of Sgt. Hammer's damage.
- TheoryValeera can dive onto Sgt. Hammer, who has little mobility to escape.
- TheoryValeera can block or armor against Basic Attacks (Combat Readiness), which Sgt. Hammer relies on for damage. Only when Valeera takes Combat Readiness.
View 28 more
- Genji Score 87 Curated Cyber Agility and Swift Strike close the gap to an immobile Siege Mode Hammer, and Deflect blocks her shots while she has no quick way to reposition.
2 more reasons
- Genji can dive onto Sgt. Hammer, who has little mobility to escape.
- Genji can block or armor against Basic Attacks (Cyber Shield), which Sgt. Hammer relies on for damage. Only when Genji takes Cyber Shield.
- Greymane Score 87 Curated Darkflight leaps onto a sieged Hammer who can't move away, and Worgen basic attacks shred her up close.
2 more reasons
- Greymane can dive onto Sgt. Hammer, who has little mobility to escape.
- Greymane can block or armor against Basic Attacks (Thick Skin), which Sgt. Hammer relies on for damage. Only when Greymane takes Thick Skin.
- The Butcher Score 87 Curated Ruthless Onslaught's Unstoppable charge ignores Concussive Blast's knockback and Spider Mines' slow, and a sieging Hammer can't escape without dropping Siege Mode.
2 more reasons
- The Butcher can dive onto Sgt. Hammer, who has little mobility to escape.
- The Butcher can block or armor against Basic Attacks (Block), which Sgt. Hammer relies on for damage. Only when The Butcher takes Block.
- Chromie Score 83 Curated A sieged Hammer stands still, so Sand Blast's 0.5-second delay and Dragon's Breath's staggered blasts land every time.
2 more reasons
- Chromie can reveal enemies (Timewalker's Pursuit), taking away Sgt. Hammer's stealth. Only when Chromie takes Timewalker's Pursuit. Sgt. Hammer must also take Ambush.
- Chromie can poke Sgt. Hammer from range (Sand Blast, Dragon’s Breath), and Sgt. Hammer has few ways to dodge or disengage.
- Xal'atath Score 83 Curated A sieging Sgt. Hammer stands still, so Shadow Mark's center hit and the Dark Heart's chase-and-detonate land reliably; she can't step away without dropping Siege Mode.
3 more reasons
- Xal'atath can Blind (Void Eruption), and Basic Attacks are most of Sgt. Hammer's damage. Only when Xal'atath takes Void Eruption.
- Xal'atath can reveal enemies (Shadow Mark), taking away Sgt. Hammer's stealth. Only when Sgt. Hammer takes Ambush.
- Xal'atath can poke Sgt. Hammer from range, and Sgt. Hammer has few ways to dodge or disengage.
- Kel'Thuzad Score 81 Curated A sieging Sgt. Hammer cannot dodge Frost Nova's center root or Death and Decay's lingering pool, and Chains can drag her toward Kel'Thuzad's team once she unsieges.
2 more reasons
- Kel'Thuzad can block or armor against Basic Attacks (Armor of the Archlich), which Sgt. Hammer relies on for damage. Only when Kel'Thuzad takes Armor of the Archlich.
- Kel'Thuzad can poke Sgt. Hammer from range (Death and Decay, Frost Nova), and Sgt. Hammer has few ways to dodge or disengage.
- Thrall Score 81 Curated Windfury's 30% speed burst and Feral Spirit's root let Thrall reach and pin a sieging Hammer, who can't relocate without dropping Siege Mode.
2 more reasons
- Thrall can dive onto Sgt. Hammer, who has little mobility to escape.
- Thrall can block or armor against Basic Attacks (Feral Resilience), which Sgt. Hammer relies on for damage. Only when Thrall takes Feral Resilience.
- Tassadar Score 78 Curated A sieging Sgt. Hammer can't step out of Psionic Storm, whose damage ramps up with each consecutive tick, without Thrusters cancelling Siege Mode.
1 more reason
- Tassadar can reveal enemies (Oracle), taking away Sgt. Hammer's stealth. Only when Tassadar takes Oracle. Sgt. Hammer must also take Ambush.
- D.Va Score 69 Curated Boosters carry the mech onto a sieged Hammer and knock her out of position, and Defense Matrix aimed at her cuts her damage by 60% while she sits in it.
- Garrosh Score 69 Curated Wrecking Ball throws a sieged Hammer out of her firing position and into Garrosh's team.
- Imperius Score 69 Curated Sgt. Hammer is stationary in Siege Mode; Celestial Charge closes the gap and stuns her, and Wrath of the Angiris, if Imperius takes it, can carry her into his team.
- Kael'thas Score 69 Curated A sieging Sgt. Hammer stands still, so Flamestrike's 1-second delay always lands, and Pyroblast, if Kael'thas takes it, reaches her before she can leave Siege Mode and move.
- Stitches Score 69 Curated Hook pulls a sieging Sgt. Hammer out of position; she can't sidestep without Thrusters cancelling Siege Mode, and Slam's slow keeps her in place for the team.
- Nova Score 61 Curated Siege Mode keeps Sgt. Hammer still, making Snipe from stealth trivial to land, and Triple Tap, if Nova takes it, takes most of her 1720 Health before she can unsiege and move.
3 more reasons
- Nova can poke Sgt. Hammer from range (Snipe, Pinning Shot), and Sgt. Hammer has few ways to dodge or disengage.
- Sgt. Hammer can approach unseen (Ambush) and catch Nova, who is easy to kill when found alone. Only when Sgt. Hammer takes Ambush.
- Sgt. Hammer's area damage (Spider Mines, Concussive Blast) clears Nova's summoned units quickly.
- Gazlowe Score 60 Curated A sieged Hammer stands still for Xplodium Charge's 1.25-second fuse, and the stun lets Deth Lazor and turrets finish her.
- Ragnaros Score 60 Curated A sieging Sgt. Hammer cannot step aside without Thrusters cancelling Siege Mode (unless she has Hover Siege Mode at level 7), so Living Meteor's roll hits her for its full duration, and Molten Core turns the Fort she is shelling into a 5000-Health Ragnaros.
- Tyrael Score 60 Curated El'druin's Might follows a Thrusters escape, and Judgment, if Tyrael takes it, charges a sieging Sgt. Hammer, who can't dodge without dropping Siege Mode, and stuns her for 1.5 seconds.
- Dehaka Score 56 Curated Brushstalker lets Dehaka appear behind a sieged Hammer, and Drag hauls her out of position into his team.
4 more reasons
- Dehaka can reveal enemies (Isolation), taking away Sgt. Hammer's stealth. Only when Dehaka takes Isolation. Sgt. Hammer must also take Ambush.
- Sgt. Hammer's map-wide reach (Blunt Force Gun) helps answer Dehaka's side-lane pressure. Only when Sgt. Hammer takes Blunt Force Gun.
- Sgt. Hammer clears waves quickly (Spider Mines, Concussive Blast), so Dehaka's lane pressure buys less.
- Sgt. Hammer can ignore or remove crowd control (Siege Tactics), weakening Dehaka's stun. Only when Sgt. Hammer takes Siege Tactics. Dehaka must also take Isolation.
- Samuro Score 54 Curated Wind Walk lets Samuro reach a sieging Sgt. Hammer unseen, and she can't walk away without Thrusters cancelling Siege Mode; Mirror Images split her return fire.
3 more reasons
- Samuro can block or armor against Basic Attacks (Deflection), which Sgt. Hammer relies on for damage. Only when Samuro takes Deflection.
- Sgt. Hammer's map-wide reach (Blunt Force Gun) helps answer Samuro's side-lane pressure. Only when Sgt. Hammer takes Blunt Force Gun.
- Sgt. Hammer clears waves quickly (Spider Mines, Concussive Blast), so Samuro's lane pressure buys less.
- Azmodan Score 53 Curated A sieged Hammer stands still, giving Azmodan free Globe of Annihilation hits and full All Shall Burn channels.
1 more reason
- Sgt. Hammer's area damage (Spider Mines, Concussive Blast) clears Azmodan's summoned units quickly.
- Kharazim Score 77 Theory Kharazim can dive onto Sgt. Hammer, who has little mobility to escape.
2 more reasons
- Kharazim can reveal enemies (Air Ally), taking away Sgt. Hammer's stealth. Only when Kharazim takes Air Ally. Sgt. Hammer must also take Ambush.
- Kharazim can block or armor against Basic Attacks (Earth Ally, Sixth Sense), which Sgt. Hammer relies on for damage. Only when Kharazim takes Earth Ally or Sixth Sense.
- Mephisto Score 77 Theory Mephisto can dive onto Sgt. Hammer, who has little mobility to escape.
2 more reasons
- Mephisto can reveal enemies (Consume Souls), taking away Sgt. Hammer's stealth. Only when Mephisto takes Consume Souls. Sgt. Hammer must also take Ambush.
- Mephisto can poke Sgt. Hammer from range (Skull Missile, Shade of Mephisto), and Sgt. Hammer has few ways to dodge or disengage.
- Johanna Score 76 Theory Johanna can Blind (Shield Glare), and Basic Attacks are most of Sgt. Hammer's damage.
1 more reason
- Johanna can block or armor against Basic Attacks (Divine Fortress), which Sgt. Hammer relies on for damage. Only when Johanna takes Divine Fortress.
- Mei Score 76 Theory Mei can Blind (Snow Blind), and Basic Attacks are most of Sgt. Hammer's damage.
1 more reason
- Mei can block or armor against Basic Attacks (Skating Away), which Sgt. Hammer relies on for damage. Only when Mei takes Skating Away.
- Sonya Score 74 Theory Sonya can dive onto Sgt. Hammer, who has little mobility to escape.
1 more reason
- Sonya can block or armor against Basic Attacks (Tough As Nails), which Sgt. Hammer relies on for damage. Only when Sonya takes Tough As Nails.
- Deckard Score 72 Theory Deckard can Blind (Respect the Elderly), and Basic Attacks are most of Sgt. Hammer's damage. Only when Deckard takes Respect the Elderly.
1 more reason
- Deckard can reveal enemies (Scroll of Identify), taking away Sgt. Hammer's stealth. Only when Deckard takes Scroll of Identify. Sgt. Hammer must also take Ambush.
- Malthael Score 70 Theory Malthael can reveal enemies (Reaper's Mark), taking away Sgt. Hammer's stealth. Only when Sgt. Hammer takes Ambush.
1 more reason
- Malthael can block or armor against Basic Attacks (Ethereal Existence), which Sgt. Hammer relies on for damage. Only when Malthael takes Ethereal Existence.
- Cassia Score 69 Theory Cassia can Blind (Blinding Light, Imprisoning Light), and Basic Attacks are most of Sgt. Hammer's damage.
25 more below the bar
Weaker mechanical edges
Generic rule matches with no hand-written matchup behind them: scoring under 65, or past the 8 strongest.
- Hanzo Score 69 Theory Hanzo can reveal enemies (Sonic Arrow), taking away Sgt. Hammer's stealth. Only when Sgt. Hammer takes Ambush.
- Lunara Score 69 Theory Lunara can reveal enemies (Sentinel Wisp, Natural Perspective), taking away Sgt. Hammer's stealth. Only when Lunara takes Sentinel Wisp or Natural Perspective. Sgt. Hammer must also take Ambush.
- Kerrigan Score 67 Theory Kerrigan can dive onto Sgt. Hammer, who has little mobility to escape.
- Maiev Score 67 Theory Maiev can dive onto Sgt. Hammer, who has little mobility to escape.
- Varian Score 65 Theory Varian can block or armor against Basic Attacks (Parry, Overpower), which Sgt. Hammer relies on for damage.
- Li Li Score 63 Theory Li Li can Blind (Blinding Wind, Gale Force), and Basic Attacks are most of Sgt. Hammer's damage.
- Malfurion Score 63 Theory Malfurion can reveal enemies (Moonfire, Celestial Alignment), taking away Sgt. Hammer's stealth. Only when Sgt. Hammer takes Ambush.
- Zagara Score 63 Theory Zagara can reveal enemies (Creep Tumor), taking away Sgt. Hammer's stealth. Only when Sgt. Hammer takes Ambush.
- Auriel Score 62 Theory Auriel can Blind (Blinding Flash), and Basic Attacks are most of Sgt. Hammer's damage. Only when Auriel takes Blinding Flash.
- Brightwing Score 62 Theory Brightwing can reveal enemies (Peekaboo!), taking away Sgt. Hammer's stealth. Only when Brightwing takes Peekaboo!. Sgt. Hammer must also take Ambush.
- Medivh Score 62 Theory Medivh can reveal enemies (Dust of Appearance), taking away Sgt. Hammer's stealth. Only when Medivh takes Dust of Appearance. Sgt. Hammer must also take Ambush.
- Tyrande Score 62 Theory Tyrande can reveal enemies (Sentinel, Hunter's Mark), taking away Sgt. Hammer's stealth. Only when Sgt. Hammer takes Ambush.
- Rexxar Score 61 Theory Rexxar can reveal enemies (Unleash the Boars, Flare), taking away Sgt. Hammer's stealth. Only when Rexxar takes Unleash the Boars or Flare. Sgt. Hammer must also take Ambush.
- Arthas Score 59 Theory Arthas can block or armor against Basic Attacks (Rime), which Sgt. Hammer relies on for damage. Only when Arthas takes Rime.
- Chen Score 59 Theory Chen can block or armor against Basic Attacks (Elusive Brawler), which Sgt. Hammer relies on for damage. Only when Chen takes Elusive Brawler.
- E.T.C. Score 59 Theory E.T.C. can block or armor against Basic Attacks (Block Party), which Sgt. Hammer relies on for damage. Only when E.T.C. takes Block Party.
- Mal'Ganis Score 59 Theory Mal'Ganis can block or armor against Basic Attacks (Winged Guard), which Sgt. Hammer relies on for damage. Only when Mal'Ganis takes Winged Guard.
- Muradin Score 59 Theory Muradin can block or armor against Basic Attacks (Dwarf Block), which Sgt. Hammer relies on for damage. Only when Muradin takes Dwarf Block.
- Stukov Score 59 Theory Stukov can block or armor against Basic Attacks (Biotic Armor), which Sgt. Hammer relies on for damage. Only when Stukov takes Biotic Armor.
- Yrel Score 59 Theory Yrel can block or armor against Basic Attacks (Dauntless), which Sgt. Hammer relies on for damage. Only when Yrel takes Dauntless.
- Zarya Score 59 Theory Zarya can block or armor against Basic Attacks (Defensive Shielding), which Sgt. Hammer relies on for damage. Only when Zarya takes Defensive Shielding.
- Falstad Score 57 Theory Falstad can poke Sgt. Hammer from range (Hammerang, Lightning Rod), and Sgt. Hammer has few ways to dodge or disengage.
- Junkrat Score 57 Theory Junkrat can poke Sgt. Hammer from range (Frag Launcher, Concussion Mine), and Sgt. Hammer has few ways to dodge or disengage.
- Orphea Score 57 Theory Orphea can poke Sgt. Hammer from range (Shadow Waltz, Chomp), and Sgt. Hammer has few ways to dodge or disengage.
- Jaina Score 53 Theory Jaina can block or armor against Basic Attacks (Frost Armor), which Sgt. Hammer relies on for damage. Only when Jaina takes Frost Armor.
Sgt. Hammer works well with
Score 1–100 for how well the kits combine
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Why? 4
- CuratedShield Glare and Condemn peel divers off a sieging Sgt. Hammer, who can't reposition herself without dropping Siege Mode.via Shield Glare, Condemn, Siege Mode
- TheoryJohanna groups or freezes enemies (Condemn) for Sgt. Hammer's area damage.
- TheoryJohanna peels divers off Sgt. Hammer, who cannot escape alone.
- TheoryJohanna holds the front line, giving Sgt. Hammer room to deal damage from behind it.
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Why? 4
- CuratedShield Ally gives an immobile Siege Mode Hammer a 420-damage buffer against divers, and Expulsion Zone, if Zarya takes it, knocks them back off her.via Shield Ally, Expulsion Zone, Siege Mode
- TheoryZarya peels divers off Sgt. Hammer, who cannot escape alone.
- TheoryZarya groups or freezes enemies (Graviton Surge) for Sgt. Hammer's area damage. Only when Zarya takes Graviton Surge.
- TheoryZarya can cleanse crowd control off Sgt. Hammer (Cleansing Shield) to keep the attacks coming. Only when Zarya takes Cleansing Shield.
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Why? 2
- CuratedStim Drone turns a sieged Sgt. Hammer into a huge damage source, and Healing Beam plus Safeguard cover her immobility in Siege Mode. Only when Lt. Morales takes Stim Drone (level 10).via Stim Drone, Siege Mode, Safeguard, Healing Beam
- CuratedStim Drone's 75% Attack Speed on a Siege Mode Hammer multiplies her long-range splash, and Healing Beam reaches her from a safe distance. Only when Lt. Morales takes Stim Drone (level 10).
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Why? 3
- TheoryGarrosh peels divers off Sgt. Hammer, who cannot escape alone.
- TheoryGarrosh can cleanse crowd control off Sgt. Hammer (Into the Fray) to keep the attacks coming.
- TheoryGarrosh holds the front line, giving Sgt. Hammer room to deal damage from behind it.
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Why? 3
- TheoryArthas peels divers off Sgt. Hammer, who cannot escape alone.
- TheoryArthas holds the front line, giving Sgt. Hammer room to deal damage from behind it.
- TheoryArthas can cleanse crowd control off Sgt. Hammer (Icebound Fortitude) to keep the attacks coming. Only when Arthas takes Icebound Fortitude.
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Why? 3
- TheoryMei peels divers off Sgt. Hammer, who cannot escape alone.
- TheoryMei holds the front line, giving Sgt. Hammer room to deal damage from behind it.
- TheoryMei can cleanse crowd control off Sgt. Hammer (Backup Battery) to keep the attacks coming. Only when Mei takes Backup Battery.
View 5 more
- Brightwing Score 73 Theory Brightwing peels divers off Sgt. Hammer, who cannot escape alone.
1 more reason
- Brightwing can cleanse crowd control off Sgt. Hammer (Soothing Mist) to keep the attacks coming.
- Rehgar Score 73 Theory Rehgar peels divers off Sgt. Hammer, who cannot escape alone.
1 more reason
- Rehgar can cleanse crowd control off Sgt. Hammer (Purge) to keep the attacks coming.
- Cassia Score 72 Theory Cassia peels divers off Sgt. Hammer, who cannot escape alone.
1 more reason
- Cassia groups or freezes enemies (Valkyrie) for Sgt. Hammer's area damage. Only when Cassia takes Valkyrie.
- Tassadar Score 72 Theory Tassadar peels divers off Sgt. Hammer, who cannot escape alone.
1 more reason
- Tassadar groups or freezes enemies (Black Hole) for Sgt. Hammer's area damage. Only when Tassadar takes Black Hole.
- Blaze Score 71 Theory Blaze peels divers off Sgt. Hammer, who cannot escape alone.
1 more reason
- Blaze holds the front line, giving Sgt. Hammer room to deal damage from behind it.
50 more below the bar
Weaker mechanical edges
Generic rule matches with no hand-written matchup behind them: scoring under 65, or past the 8 strongest.
- Chen Score 71 Theory Chen peels divers off Sgt. Hammer, who cannot escape alone.
- Cho'gall Score 71 Theory Cho'gall groups or freezes enemies (Upheaval) for Sgt. Hammer's area damage.
- D.Va Score 71 Theory D.Va peels divers off Sgt. Hammer, who cannot escape alone.
- Diablo Score 71 Theory Diablo peels divers off Sgt. Hammer, who cannot escape alone.
- Hogger Score 71 Theory Hogger peels divers off Sgt. Hammer, who cannot escape alone.
- Leoric Score 71 Theory Leoric peels divers off Sgt. Hammer, who cannot escape alone.
- Mal'Ganis Score 71 Theory Mal'Ganis peels divers off Sgt. Hammer, who cannot escape alone.
- Stitches Score 71 Theory Stitches groups or freezes enemies (Hook) for Sgt. Hammer's area damage.
- Varian Score 71 Theory Varian peels divers off Sgt. Hammer, who cannot escape alone.
- Alarak Score 70 Theory Alarak peels divers off Sgt. Hammer, who cannot escape alone.
- Alexstrasza Score 70 Theory Alexstrasza peels divers off Sgt. Hammer, who cannot escape alone.
- Ana Score 70 Theory Ana peels divers off Sgt. Hammer, who cannot escape alone.
- Dehaka Score 70 Theory Dehaka groups or freezes enemies (Drag) for Sgt. Hammer's area damage.
- Li Li Score 70 Theory Li Li peels divers off Sgt. Hammer, who cannot escape alone.
- Lúcio Score 70 Theory Lúcio peels divers off Sgt. Hammer, who cannot escape alone.
- Malfurion Score 70 Theory Malfurion peels divers off Sgt. Hammer, who cannot escape alone.
- Uther Score 70 Theory Uther peels divers off Sgt. Hammer, who cannot escape alone.
- Anub'arak Score 65 Theory Anub'arak peels divers off Sgt. Hammer, who cannot escape alone.
- Auriel Score 65 Theory Auriel peels divers off Sgt. Hammer, who cannot escape alone.
- Chromie Score 65 Theory Chromie groups or freezes enemies (Time Trap, Chronic Conditions) for Sgt. Hammer's area damage.
- Deckard Score 65 Theory Deckard peels divers off Sgt. Hammer, who cannot escape alone.
- E.T.C. Score 65 Theory E.T.C. peels divers off Sgt. Hammer, who cannot escape alone.
- Kel'Thuzad Score 65 Theory Kel'Thuzad groups or freezes enemies (Chains of Kel'Thuzad) for Sgt. Hammer's area damage.
- Kerrigan Score 65 Theory Kerrigan groups or freezes enemies (Primal Grasp) for Sgt. Hammer's area damage.
- Maiev Score 65 Theory Maiev groups or freezes enemies (Umbral Bind) for Sgt. Hammer's area damage.
- Rexxar Score 65 Theory Rexxar peels divers off Sgt. Hammer, who cannot escape alone.
- Stukov Score 65 Theory Stukov peels divers off Sgt. Hammer, who cannot escape alone.
- Sylvanas Score 65 Theory Sylvanas groups or freezes enemies (Mind Control) for Sgt. Hammer's area damage. Only when Sylvanas takes Mind Control.
- Whitemane Score 65 Theory Whitemane groups or freezes enemies (Judgment Day) for Sgt. Hammer's area damage. Only when Whitemane takes Judgment Day.
- Sonya Score 63 Theory Sonya holds the front line, giving Sgt. Hammer room to deal damage from behind it.
- Yrel Score 63 Theory Yrel holds the front line, giving Sgt. Hammer room to deal damage from behind it.
- The Lost Vikings Score 62 Theory The Lost Vikings can cleanse crowd control off Sgt. Hammer (64 KB Marathon) to keep the attacks coming. Only when The Lost Vikings takes 64 KB Marathon.
- Anduin Score 60 Theory Anduin can cleanse crowd control off Sgt. Hammer (Leap of Faith) to keep the attacks coming.
- Tracer Score 60 Theory Tracer can cleanse crowd control off Sgt. Hammer (Recall) to keep the attacks coming.
- Gazlowe Score 59 Theory Gazlowe groups or freezes enemies (Grav-O-Bomb 3000) for Sgt. Hammer's area damage. Only when Gazlowe takes Grav-O-Bomb 3000.
- Medivh Score 59 Theory Medivh groups or freezes enemies (Ley Line Seal, Medivh Cheats!) for Sgt. Hammer's area damage. Only when Medivh takes Ley Line Seal or Medivh Cheats!.
- Orphea Score 59 Theory Orphea groups or freezes enemies (Crushing Jaws) for Sgt. Hammer's area damage. Only when Orphea takes Crushing Jaws.
- Zeratul Score 59 Theory Zeratul groups or freezes enemies (Void Prison) for Sgt. Hammer's area damage. Only when Zeratul takes Void Prison.
- Deathwing Score 57 Theory Deathwing holds the front line, giving Sgt. Hammer room to deal damage from behind it.
- Imperius Score 57 Theory Imperius holds the front line, giving Sgt. Hammer room to deal damage from behind it.
- Muradin Score 57 Theory Muradin holds the front line, giving Sgt. Hammer room to deal damage from behind it.
- Tyrael Score 57 Theory Tyrael holds the front line, giving Sgt. Hammer room to deal damage from behind it.
- Abathur Score 56 Theory Sgt. Hammer has map-wide reach (Blunt Force Gun) while Abathur pressures a side lane. Only when Sgt. Hammer takes Blunt Force Gun.
- Kharazim Score 56 Theory Kharazim can cleanse crowd control off Sgt. Hammer (Cleansing Touch) to keep the attacks coming. Only when Kharazim takes Cleansing Touch.
- Lunara Score 56 Theory Lunara can cleanse crowd control off Sgt. Hammer (Abolish Magic) to keep the attacks coming. Only when Lunara takes Abolish Magic.
- Murky Score 56 Theory Sgt. Hammer has map-wide reach (Blunt Force Gun) while Murky pressures a side lane. Only when Sgt. Hammer takes Blunt Force Gun.
- Samuro Score 56 Theory Sgt. Hammer has map-wide reach (Blunt Force Gun) while Samuro pressures a side lane. Only when Sgt. Hammer takes Blunt Force Gun.
- Tyrande Score 56 Theory Tyrande can cleanse crowd control off Sgt. Hammer (Celestial Attunement) to keep the attacks coming. Only when Tyrande takes Celestial Attunement.
- Xul Score 56 Theory Sgt. Hammer has map-wide reach (Blunt Force Gun) while Xul pressures a side lane. Only when Sgt. Hammer takes Blunt Force Gun.
- Zul'jin Score 56 Theory Zul'jin can cleanse crowd control off Sgt. Hammer (Voodoo Shuffle) to keep the attacks coming. Only when Zul'jin takes Voodoo Shuffle.
Spot a wrong or missing matchup? Suggest a correction with the mechanical reason; accepted notes land in the theory layer for everyone.
Maps
Best maps for Sgt. Hammer
Score 1–100 from how the kit fits each map's layout and objective (50 = neutral)
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Why? 4
- TheorySgt. Hammer can siege structures, which adds to Blackheart's Bay's objective pressure.
- TheorySgt. Hammer's map-wide reach (Blunt Force Gun) offsets Blackheart's Bay's long rotations. Only when Sgt. Hammer takes Blunt Force Gun.
- TheorySgt. Hammer has little mobility to rotate across Blackheart's Bay's large layout.
- TheorySgt. Hammer's waveclear (Spider Mines, Concussive Blast) helps hold lanes against Blackheart's Bay's pushing objective.
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Why? 3
- TheorySgt. Hammer can siege structures, which adds to Towers of Doom's objective pressure.
- TheorySgt. Hammer's waveclear (Spider Mines, Concussive Blast) helps hold lanes against Towers of Doom's pushing objective.
- TheorySgt. Hammer can reach channelling enemies quickly (Ambush) to contest Towers of Doom's objective. Only when Sgt. Hammer takes Ambush.
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Why? 3
- TheorySgt. Hammer's map-wide reach (Blunt Force Gun) offsets Dragon Shire's long rotations. Only when Sgt. Hammer takes Blunt Force Gun.
- TheorySgt. Hammer's waveclear (Spider Mines, Concussive Blast) helps hold lanes against Dragon Shire's pushing objective.
- TheorySgt. Hammer can reach channelling enemies quickly (Ambush) to contest Dragon Shire's objective. Only when Sgt. Hammer takes Ambush.
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Why? 4
- TheorySgt. Hammer's sustained damage (Siege Mode, Ambush) speeds up Garden of Terror's race against neutral units.
- TheorySgt. Hammer's map-wide reach (Blunt Force Gun) offsets Garden of Terror's long rotations. Only when Sgt. Hammer takes Blunt Force Gun.
- TheorySgt. Hammer has little mobility to rotate across Garden of Terror's large layout.
- TheorySgt. Hammer's waveclear (Spider Mines, Concussive Blast) helps hold lanes against Garden of Terror's pushing objective.
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Why? 4
- TheorySgt. Hammer can siege structures, which adds to Sky Temple's objective pressure.
- TheorySgt. Hammer's map-wide reach (Blunt Force Gun) offsets Sky Temple's long rotations. Only when Sgt. Hammer takes Blunt Force Gun.
- TheorySgt. Hammer has little mobility to rotate across Sky Temple's large layout.
- TheorySgt. Hammer's waveclear (Spider Mines, Concussive Blast) helps hold lanes against Sky Temple's pushing objective.
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Why? 2
- TheorySgt. Hammer's sustained damage (Siege Mode, Ambush) speeds up Alterac Pass's race against neutral units.
- TheorySgt. Hammer's waveclear (Spider Mines, Concussive Blast) helps hold lanes against Alterac Pass's pushing objective.
View 13 more
- Battlefield of Eternity Score 65 Theory Sgt. Hammer's sustained damage (Siege Mode, Ambush) speeds up Battlefield of Eternity's race against neutral units.
1 more reason
- Sgt. Hammer's waveclear (Spider Mines, Concussive Blast) helps hold lanes against Battlefield of Eternity's pushing objective.
- Hanamura Temple Score 65 Theory Sgt. Hammer can siege structures, which adds to Hanamura Temple's objective pressure.
1 more reason
- Sgt. Hammer's waveclear (Spider Mines, Concussive Blast) helps hold lanes against Hanamura Temple's pushing objective.
- Haunted Mines Score 65 Theory Sgt. Hammer's sustained damage (Siege Mode, Ambush) speeds up Haunted Mines's race against neutral units.
1 more reason
- Sgt. Hammer's waveclear (Spider Mines, Concussive Blast) helps hold lanes against Haunted Mines's pushing objective.
- Infernal Shrines Score 65 Theory Sgt. Hammer's sustained damage (Siege Mode, Ambush) speeds up Infernal Shrines's race against neutral units.
1 more reason
- Sgt. Hammer's waveclear (Spider Mines, Concussive Blast) helps hold lanes against Infernal Shrines's pushing objective.
- Cursed Hollow Score 56 Theory Sgt. Hammer's map-wide reach (Blunt Force Gun) offsets Cursed Hollow's long rotations. Only when Sgt. Hammer takes Blunt Force Gun.
2 more reasons
- Sgt. Hammer has little mobility to rotate across Cursed Hollow's large layout.
- Sgt. Hammer can reach channelling enemies quickly (Ambush) to contest Cursed Hollow's objective. Only when Sgt. Hammer takes Ambush.
- Warhead Junction Score 56 Theory Sgt. Hammer's map-wide reach (Blunt Force Gun) offsets Warhead Junction's long rotations. Only when Sgt. Hammer takes Blunt Force Gun.
2 more reasons
- Sgt. Hammer has little mobility to rotate across Warhead Junction's large layout.
- Sgt. Hammer can reach channelling enemies quickly (Ambush) to contest Warhead Junction's objective. Only when Sgt. Hammer takes Ambush.
- Braxis Holdout Score 55 Theory Sgt. Hammer's waveclear (Spider Mines, Concussive Blast) helps hold lanes against Braxis Holdout's pushing objective.
- Braxis Outpost Score 55 Theory Sgt. Hammer's waveclear (Spider Mines, Concussive Blast) holds Braxis Outpost's single lane.
- Industrial District Score 55 Theory Sgt. Hammer's waveclear (Spider Mines, Concussive Blast) holds Industrial District's single lane.
- Lost Cavern Score 55 Theory Sgt. Hammer's waveclear (Spider Mines, Concussive Blast) holds Lost Cavern's single lane.
- Silver City Score 55 Theory Sgt. Hammer's waveclear (Spider Mines, Concussive Blast) holds Silver City's single lane.
- Tomb of the Spider Queen Score 55 Theory Sgt. Hammer's waveclear (Spider Mines, Concussive Blast) helps hold lanes against Tomb of the Spider Queen's pushing objective.
- Volskaya Foundry Score 55 Theory Sgt. Hammer's waveclear (Spider Mines, Concussive Blast) helps hold lanes against Volskaya Foundry's pushing objective.
Talents
Talents by level
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Level 1
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Ambush Trait
Gain Stealth when entering Siege Mode or after not taking or dealing damage for 3 seconds while in Siege Mode. Basic Attacks while Stealthed deal 125% more damage. Remaining stationary for at least 1.5 seconds while Stealthed grants Invisible.
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Advanced Artillery Trait
Increase Siege Mode's splash damage to 60% of Basic Attack damage, and increase its splash radius by 25%.
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Maelstrom Rounds Active
Activate to increase Basic Attack damage dealt by 40% for 5 seconds. Hitting enemy Heroes or Structures with Basic Attacks while in Siege Mode reduces the cooldown of Maelstrom Rounds by 5 seconds. Stores up to 3 charges.
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Level 4
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Barricade W
Reduce Concussive Blast's cooldown by 4 seconds, its Mana cost by 40, and when cast create an impassable wall in front of Sgt. Hammer for 4 seconds.
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Siege Tactics E
Using Neosteel Plating while in Siege Mode grants Unstoppable for 2 seconds, as long as she remains in Siege Mode.
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Regenerative Bio-Steel Trait
Basic Attacks while in Siege Mode heal for 10% of the damage dealt.
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Level 7
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Pulse Detonation Core Q
Spider Mines detonate 3 times over 3 seconds. All damage from Basic Attacks against enemy Heroes grant 5 Mana and reduce the cooldown of Spider Mines by 1.5 seconds. Increase this bonus to 2.5 seconds while in Siege Mode.
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Hover Siege Mode Trait
Sgt. Hammer can move at 50% Movement Speed while in Siege Mode.
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Graduating Range Trait
While in Siege Mode, Basic Attack range is increased by 1 every 1.5 seconds, up to 3.
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Level 10
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Blunt Force Gun Heroic
Fire a missile across the battlefield, dealing 500 (+3% per level) damage to enemies in its path. Deals 50% damage to Structures.
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Napalm Strike Heroic
Deals 164 (+4% per level) damage on impact, and leaves a napalm area that deals 50 (+4% per level) damage per second. Lasts for 4 seconds.
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Level 13
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Tactical Mine Deployment Q
Moving while Thrusters is active leaves a trail of up to 5 Spider Mines. Additionally, increase the Slow of Spider Mines by 15%.
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Entrenched W
While in Siege Mode, Concussive Blasts's damage and knockback distance are increased by 75%.
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Hyper-Cooling Engines Z
While in Siege Mode, hitting Heroes or Structures with Basic Attacks reduces the cooldown of Thrusters by 5 seconds.
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Level 16
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Mechanical Know-how E
Neosteel Plating grants 20% maximum Health as a Shield for 2 seconds and increases Basic Attack damage by 30% for 5 seconds.
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Executioner Passive
Attacking a Hero that is Slowed, Rooted, or Stunned increases your Basic Attack damage by 30% for 3 seconds.
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Giant Killer Passive
Basic Attacks against enemy Heroes deal bonus damage equal to 1.5% of the Hero's maximum Health.
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Level 20
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Orbital BFG Heroic
Blunt Force Gun's missile orbits the planet every 5 seconds. Only the last missile fired orbits.
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Advanced Lava Strike Heroic
Increase the cast range of Napalm Strike by 75%, and its impact deals 65% more damage.
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Shrapnel Mines Q
Upon detonating, Spider Mines reduce the Armor of enemy Heroes hit by 10, up to 50, for 4 seconds.
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Ultra Capacitors Trait
Hitting enemy Heroes or Structures with Basic Attacks while in Siege Mode grants 10% Attack Speed for 5 seconds, up to 60%.
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Abilities and mechanics
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Siege Mode D Trait
Activate to enter Siege Mode. While in Siege Mode, Basic Attacks deal 20% more damage, have 100% increased range, and deal 25% of their damage as splash damage around the target.
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Spider Mines Q Ability
Create 3 mines that arm after 1.25 seconds. Mines detonate when an enemy comes in range, dealing 96 (+4% per level) damage to nearby enemies and Slowing them by 25% for 1.5 seconds. Siege Mode: Cast range increased by 100%.
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Concussive Blast W Ability
Deal 141 (+4% per level) damage to enemies in front of Sgt. Hammer and knock them back. Siege Mode: Radius increased by 50%.
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Neosteel Plating E Ability
Gain 25 Armor for 2 seconds. Siege Mode: Grants 100% more Armor.
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Blunt Force Gun R Heroic
Fire a missile across the battlefield, dealing 500 (+3% per level) damage to enemies in its path. Deals 50% damage to Structures.
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Napalm Strike R Heroic
Deals 164 (+4% per level) damage on impact, and leaves a napalm area that deals 50 (+4% per level) damage per second. Lasts for 4 seconds.
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Thrusters Z Mount
Increase Movement Speed by 60% for 4 seconds. Thrusters are always active while at the Hall of Storms. Activating Thrusters cancels Siege Mode.
Mechanics tags
What the theory layer reads from Sgt. Hammer's kit. Each tag shows the ability or talent text that produced it; curated notes cover play-style traits the text cannot show.
Crowd control
Defense and mobility
Damage and macro
Play-style traits
Patch history
- Heroes of the Storm Live Patch Notes, 20 Apr 2026 Patch Buffed
2 buffs, 2 other changes
- BuffMaelstrom Rounds: Damage bonus 30% → 40%Level 1
- ChangeHyper-Cooling Engines: Effect removed (see Blizzard's notes)Level 13
- BuffAdvanced Lava Strike: Damage bonus 50% → 65%Level 20
- ChangeUltra-Capacitors: Effect removed (see Blizzard's notes)Level 20
- Heroes of the Storm Live Patch Notes, 29 Jul 2025 Patch Nerfed
2 nerfs
- NerfConcussive Blast: Base duration −20%Base
- NerfConcussive Blast: Effect changed (see Blizzard's notes)Base
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2 nerfs
- NerfConcussive Blast: Base duration −20%Base
- NerfConcussive Blast: Effect changed (see Blizzard's notes)Base
Guides and links
Guides and builds
Reference and esports
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