Varian: First Impressions and Pro Opinions

Varian First Impressions

Written by: EsportsJohn


The gladiator king of Stormwind City, Varian Wrynn, has lived many lives. His anger shook the orcish hordes; his devotion preserved a nation. By wielding the sword Shalamayne two-handed, split into twin blades, or with a shield, Varian shifts his combat tactics: charging into melee with multiple opponents, enduring punishment or dueling one-on-one. Whether King Wrynn or Lo’Gosh the Ghost Wolf stands on the battlefield, the prowess of the man remains the same.

WoW nerd? Alliance fanboy? Professional lore historian? There’s a Hero for that.

Varian Wrynn comes into the Nexus as a new “multi-class” Hero, the first of his kind. While it’s not quite the “stance dance” Hero we were hoping for, being able to pick talents and choose between either a warrior or an assassin is a really cool mechanic that pushes the boundaries of the metagame. As the first of many, Varian is a revolutionary archetype for Heroes to come, and once again, Blizzard proves that they’re ready to defy the norms of the standard MOBA.

Strengths and Weaknesses

Strengths

  • Very versatile
  • Tons of crowd control
  • Can solo boss with Twin Blades
  • Great situational talents
  • Potentially huge burst

Weaknesses

  • Poor waveclear
  • Fairly weak before Heroics
  • No reliable escape

Abilities

Varian is somewhat of an enigma. The mere fact that he can change his playstyle drastically at level 10 makes it particularly difficult to make any kind of overarching rules concerning his gameplay. It can be said, however, that his base kit is very bland and underwhelming. To accommodate later power spikes and differing roles, his basic abilities are undertuned and uninspired. It takes talents, particularly at levels 4 and 10, before his abilities start to feel like a natural part of the Hero. As a result, he’s an incomplete Hero pre-10 who tends to slow the team down on fast-paced maps like Dragon Shire or Tomb of the Spider Queen with his clunky movements.

His Trait, Heroic Strike, is basically a cooldown-based crit that you can reduce through auto-attacking. Fresh out of the box, this makes his damage pretty front-loaded. The level 1 talents Overpower and High King’s Quest can also provide more upfront damage. Twin Blades of Fury can convert his Trait into more sustained damage if necessary, but the other two Heroics definitely lend themselves to a bruiser-esque playstyle designed to lock down a target and take them quickly.

Varian on Blackheart's Bay

Screenshot Credit: Blizzard

Lion’s Fang and Charge represent the CC in Varian’s base kit. Perhaps the most important part of his kit, Charge comes baseline with a 75% one-second slow with a high cooldown—quite underwhelming. But with the upgrade of Warbringer at level 4, Charge gains a stun and has a greatly reduced cooldown, making it a terrifying click-stun on a six second cooldown. Lion’s Fang offers much weaker CC, but it’s the only AoE or ranged ability in his kit, making it crucial for wave clear and poke. Against a Varian who is chaining his CC properly, it’s very difficult to get away.

His defensive ability, Parry, works essentially the same as Illidan’s Evasion. The small difference is that Varian has two charges of Parry, allowing players to use it a bit more strategically to block damage or proc effects like Overpower. Parry can even be upgraded to prevent all damage at level 4, but you have to give up Warbringer in return since there are only two choices. It’s important to note, however, that unlike Evasion, Parry does not block the slow from forts and keeps.

At level 10, Varian gains access to one of three Heroics that greatly change his playstyle. This is the turning point for players trying to decide how they want to play him: Taunt equals tank; Colossus Smash equals bruiser; and Twin Blades of Fury equals assassin. Taunt adds another powerful form of CC that allows tank Varian to hold someone more or less in place for nearly four seconds while your allied team wails on them. Twin Blades of Fury greatly increases your attack speed, gives a move speed bonus on attack, and greatly increases the CDR on Heroic Strike so it procs more often. Combined with the CC he already has in his base kit, assassin Varian is very sticky and does a ton of sustained damage. Colossus Smash is essentially the one-shot talent which allows bruiser Varian to instantly delete someone with the aid of his allies.

Varian on Infernal Shrines

Screenshot Credit: Blizzard

All of the Heroics come with passive perks and drawbacks which need to be considered. The result of a slower attack speed, less health, or lower damage needs to be compensated for ahead of time with other talent choices, creating a fairly diverse set of choices for Varian builds. For instance, you might take High King’s Quest at level one to make up for the damage you lose from Twin Blades of Fury or maybe you go for Victory Rush instead of Second Wind for sustain on 7 because of the reduced attack speed from Taunt.

Unlike a similar tank or assassin, he lacks any solid form of disengage; once he’s in, he’s in. Even with Parry, Varian can get into some real trouble if he decides to Charge someone at the wrong time.

Talents

Varian’s talents are obviously the most important part of his kit because they dictate how he will be played. The most influential set of talents are obviously his Heroics, but choices at other tiers can adversely affect his entire playstyle, moreso than any other Hero in the game.

For instance, his first big power spike at level 4 only gives you two choices: Shield Wall or Warbringer. Shield Wall is pure survivability while Warbringer is an incredible boost in CC; ignoring Heroics, this already makes Varian either a tankier dive-in, dive out type of Hero or a hard engage Hero. The same goes for his level 7 talents. Second Wind gets way more healing value than Victory Rush when you pick Twin Blades because of the increased attack speed but pales in comparison with Taunt. In many ways, the talent you pick at 7 justifies the talent you pick at 10.

Varian on Blackheart's Bay

Screenshot Credit: Blizzard

Level 13 is Varian’s utility talent selection. Here can select between three banners which have different effects: speed, damage mitigation, or ability power. Each banner has a large chunk of health and quite a large radius. Currently, the Banner of Ironforge outperforms the others by a great margin. A team-wide 25% reduction in damage is just too powerful to turn down in a teamfight.

Levels 16 and 20 have perhaps the most leeway in usage and can be used with any Heroic. Though some options at 16 lend themselves to certain playstyles like Mortal Strike’s synergy with Twin Blades, any talent is plausible depending on the situation. Shattering Throw is a unique ability that specifically targets shields and is a must have against a Hero like Zarya or Tassadar who rely largely on shields to mitigate damage. The level 20 upgrades for the Heroics are slight but nonetheless make Varian much stronger in his chosen role. If the team needs a bit more overall utility, you can instead opt for Glory to the Alliance to help your team sustain through a long fight or Demoralizing Shout to counter the enemy team’s burst. This is where his talents really start to branch out a bit and give players more opportunities to slightly alter their playstyle rather than define it.

Professional Opinions

On Kit, Design, and Implementation

Blumbi, Misfits
Both [his kit and design] look very promising. This hero will have his place in the meta. Tank Varian feels like an improved Johanna. You are pretty tanky and have one engage tool, one defense tool, and one slow. You trade being a bit less tankier than Johanna for having a click-stun on 6 second cooldown and a lot more utility for the team.

Daihuu, Vox Nihili
Yeah, I think he’s very strong, I haven’t had any chance to play him that much, but a point-and-click stun on a six second cooldown is super omega good. I’ve never felt so troll in my life—just waiting for the Malf silence sound to play, and then I just click him and it goes away.

I tried him as tank, but his other two are OP too. Colossus Smash just one-shots whoever he yells at, and Twin Blades doesn’t die with his Second Wind talent. Blizzard might have been done it too right with Varian.

Disconcur, ANZ Caster
Varian’s kit changes over the course of the game. At first, his kit can feel quite bland, as his primary abilities only really offer him a gap closer, peeling, and minor damage mitigation along with a Trait which seems to offer up only a tiny damage bonus. However, it is the character’s design and how “flexible” a player can be with it that truly sets Varian apart from others.

His flexibility is all tied into his talent selections, as they allow a player to customize Varian to meet their desired playstyle (inside the realm of Warrior/Assassin anyway). You can feel these decisions being made as early as level 4 when players are presented with Varian’s first power spike: Shield Wall and Warbringer. Each provides a buff to one of the primary abilities and suddenly change his playstyle and kit. Warbringer changes the slowing effect of the Charge ability to a stun instead, which in turns gives Varian a nice hard form of CC. This increases his capability for 1v1 fights, engaging, and even peeling for a teammate. With Shield Wall, he can take a lot more damage with Parry. This is a massive front line/damage mitigation tool. [After 4], the “bland” kit I talked about now has a huge spark and flare to it: a hard stun or strong damage mitigation.

I feel the flexibility element is a little flawed, however, as a lot of talents seem to synergize with each other, meaning a lot of players are going to get locked into a path. If you take Shield Wall, you’ve pretty much locked yourself into taking Taunt at 10. If you grab Second Wind at level 7, you are most likely grabbing Twin Blades of Fury as your Heroic. Even looking at the level 13 Banner selection, you are kind of not counterpicking vs the other team or choosing what you would like; you’re taking your team’s comp into consideration and what is best for it. While players can always do what they want at the end of the day, I still feel Blizzard kind of made optional paths for each “type” of Varian and did not provide many “counterplay” talents for Varian.

The multi-class nature of Varian makes him a flexible hero, and I feel it is a good design choice. However, I would have liked a stronger “counterplay” talent [selection]. All in all, the choice of playstyle is nice, and I have enjoyed that feeling going into games.

Gela, Pro player and Streamer
Alright, well, the design is pretty cool, and I was happy Blizzard wanted to do something like this. I really like the idea, the idea of making him super versatile so that he could adjust to almost any setup, BUT—there is always a but :D—first, I looked at him and thought: “Wow, that should be super OP”, but when he came out, sadly, it’s not like that at all. And I, personally, think that he needs some buffs. Not to every build, but his tank and Colossus Heroics definitely need that.

JSchritte, Burning Rage
I can talk about my impressions as a bruiser, [it has] so much potential. He can burst any DPS/healer—80% HP in one combo at level 13. His ultimate (Colossus Smash) is broken. It’s like a Tyrande [trait] with burst damage and a low cooldown. One burst combo plus any skill damage from another DPS, the target will die.

The main disadvantage is his waveclear. If you play him like a bruiser, you probably need to put him in a solo lane, and if it’s a map with an important solo lane, you will lose the lane.

I also played him like a tank, but I don’t know what to say because it isn’t my playstyle. I liked the kite with Taunt, then invulnerable two times, but I don’t know…we have broken Muradin and E.T.C. for global, Mosh Pit, etc. The AA build, I have not tested enough to say anything, but if you need an AA DPS, maybe a better pick is Illidan or Samuro?

KendricSwissh, EU Commentator and Streamer
People might know me as the biggest Alliance fanboy to ever be created. But in all seriousness, I really do think that Varian paves the way for a spectacular design idea. The ability to adapt and switch your role according to the team composition and flow of the game creates a new form of in-game depth that we didn’t have before.

Varian’s kit is strong and versatile. However, some aspects could see future changes, such as Taunt and other defensive talents in his tree. I’ve heard people telling me that his Basic Abilities are rather unexciting, but I only agree to a certain extent. In my opinion, Varian feels dynamic and explosive. He immediately brought back the love and good memories I linked to Warriors in vanilla World of WarCraft.

OPrime, KR Caster and Coach
Varian doesn’t really have the best vanilla skillset, but he gets a huge power spike at level 4 and becomes a “complete” hero at level 10. His presence in teamfights is very respectable. His level 4 stun is something enemy heroes have to watch out for, and all of his ultimates bring an oomph to teamfights.

TBKzord, NA Caster
Varian has a unique kit. In some ways, it very much lives up to the “three heroes in one” mantra. Varian is probably one of the most, if not the most, adaptable hero, not only to your comp, but the enemy comp and even the map choice. From a design perspective, Varian is definitely one of the “easier” heroes that Blizzard has released, at least considering the last few. He is much more “point-and-click” oriented, though he does have some great nuances, such as the effective use of Parry, Taunt, stutter stepping, and body blocking, especially with his Twin Blades ultimate.

On Professional Play and Meta Changes

Blumbi, Misfits
Especially as long as Tassadar and Tracer are in the meta, he will be in the meta. Even without those heroes, he will probably be strong enough to be a meta pick because of his chain CC and utility for the team.

Disconcur, ANZ Caster
I think most regions will welcome him into their rosters, as he is a flexible character and thus will find his way into a variety of comps a lot easier. With a hard engage playstyle being one of his options, I feel Korea, ANZ, and SEA will be definitely see him in the their drafts.

He offers an interesting position during drafting because selecting Varian doesn’t provide information on how he will be playing.

Gela, Pro player and Streamer
He is a cool guy, so I hope [he’ll be played] whenever Blizzard gives him a small buff. But right now, I’m really not sure about it. There are a lot of other good heroes.

JSchritte, Burning Rage
I don’t know [about Varian in Asia/EU] because Zeratul now is so strong, and Korea and China prioritize this Hero a lot—and with changes to Illidan too. I really don’t know if this is the type of Asian/EU [Hero]. EU, I think not because EU plays more strategically, and I believe Varian is for being more aggressive with pick offs, etc.

KendricSwissh, EU Commentator and Streamer
If certain issues with his kit get addressed (i.e. his tank talents being a bit underwhelming and his general weak early game pre-10), I think Varian has what it takes to become a very relevant factor. Even in his current state, I expect the Fury build to be utilized in competitive play fairly soon, especially on larger maps that feature multiple mercenary and boss camps. My personal favorite, the burst-heavy Colossus Smash build, certainly does have situational value, too. Similar to Tyrande’s Hunter’s Mark, the Vulnerable effect it applies can greatly boost your team’s performance on Battlefield of Eternity, for instance.

OPrime, KR Caster and Coach
To avoid [drafting] problems, some Korean teams are actually experimenting with using Varian as a replacement for the ranged flex position. All in all, I think Varian is a very solid hero, but I’m not sure whether he will be immediately used in competitive play.

TBKzord, NA Caster
I think the variability of his talent tree/ultimate choice and the potential for some element of surprise in draft will almost guarantee that he will show up in some shape or form in the Heroes meta as a whole. Just judging from some of the tweets I have seen, I would expect Korea to be one of the first to really experiment with him. Though, we might get some surprises in the final HGC qualifier, as he will be allowed at that time.

On Map and Composition Viability

Blumbi, Misfits
Every map. BoE might be especially good for him, as he can easily CC chain by timing the E on a boss-stun when you defend your immortal, so its really dangerous for the enemy team to walk up.

Disconcur, ANZ Caster
I think Varian will always do well alongside another warrior with some form of lockdown or displacement ability (Johanna, Muradin, ETC, Diablo) or burst damage characters (Kerrigan, Li-Ming, Butcher, Greymane).

Waveclear isn’t one of Varian’s strong points, so maps like Dragon Shire and Battlefield of Eternity should play out well for him. However, I don’t think any map will be bad for him. Maps with a lot of mercenaries will work in his favor, as he is quite a capable headhunter.

Gela, Pro player and Streamer
As I said, he can fit into almost anything. It’s really hard to say right now looking at Hotslogs stats what would be the coolest setup for him, as his tank build is almost never used and Twin Blades is being used almost everywhere. So I guess people want him to be like a melee assassin or maybe a bruiser. Anyways, he fits in any setup, but right now maybe not on any map. I think his damage before level 10 is pretty weak. He also has no waveclear and is a pretty bad solo laner, in my opinion. I haven’t had any problems [laning] against Varian. It makes him hard to play on early game maps such as Tomb, Dragon Shire, BoE, Braxis, Blackheart’s (yes, this is not an early game map, but he is doing nothing here early, which is important to note). But at the same time, he is doing well on Warhead, Cursed, and Garden, so you can see how his power grows by being in a game longer and not losing early.

JSchritte, Burning Rage
I’m not going to talk about Varian’s tanky Taunt build since I think there are numerous other Heroes such as Muradin, E.T.C., Johanna, Arthas, or Chen who all fulfill this role much more efficiently.

Thus, let’s talk about his other two playstyles, namely “Arms” (featuring Colossus Smash at Level 10) and “Fury”. Arms can see a lot of play if two requirements are met. Firstly, the map should have an objective that needs to taken down as fast as possible. Battlefield of Eternity, Garden of Terror, Dragon Shire, or Infernal Shrines would be examples of those kinds of maps. Secondly, your team needs to have decent burst damage (e.g. Li-Ming or Jaina) to follow up on Varian’s Colossus Smash—otherwise his engagement would go to waste.

Fury is less situational. It has a larger tolerance in terms of team composition and maps. Generally speaking, a Fury Varian can oftentimes be compared to Illidan in the way the team composition around him should be built, which means drafting a strong Support or even 1.5 Supports featuring Tassadar. Fury Varian becomes particularly powerful on maps that feature mercenary and boss camps that he can easily solo at or after Level 10. I do, however, want to highlight that it is still wiser to clear those camps together. Please don’t rush to clearing boss camps without carefully thinking about it and, most importantly, informing your allies in time.

KendricSwissh, EU Commentator and Streamer
If certain issues with his kit get addressed (i.e. his tank talents being a bit underwhelming and his general weak early game pre-10), I think Varian has what it takes to become a very relevant factor. Even in his current state, I expect the Fury build to be utilized in competitive play fairly soon, especially on larger maps that feature multiple mercenary and boss camps. My personal favorite, the burst-heavy Colossus Smash build, certainly does have situational value, too. Similar to Tyrande’s Hunter’s Mark, the Vulnerable effect it applies can greatly boost your team’s performance on Battlefield of Eternity, for instance.

OPrime, KR Caster and Coach
His chief weakness is the fact that he doesn’t really have anything to offer during the early game laning phase. He can’t really solo the lane well because he’s a melee with no self heal, and his waveclear is bad. So he’s not too useful on two-lane maps.

He becomes a decent ganker when he gets his stun at level 4, but before then he can’t really do anything, which means he’s not suited to being the main tank/source of CC. If he’s drafted as the off-tank, it usually leaves the team composition without a good solo laner.

TBKzord, NA Caster
Due to the nature of Varian’s kit, you can really find a place for him in most compositions or maps. I think in this case, the question is more like “How will you run him?”

His tank build really has all the tools you need for a solo/main tank. With a taunt on a low cooldown, damage reduction or complete negation from Parry, and the potential of a gap-closing point-and-click slow/stun, plus extra health, you should be able to be a good front line for your team and peel where needed.

Colossus Smash is probably the most team-oriented ult. In my experience, you can really maximize the use of this build with a full team as a dive comp or one that can focus the target of Colossus Smash and get the full value of the vulnerability—as well as a dead enemy hero.

Twin Blades of Fury fills out Varian’s kit with a fantastic assassin build. Not only does Varian do a significant amount of sustained damage with this build, but with his Second Wind talent at level 7, it also enables him to solo mercenary camps with ease—as well as Golem bosses as early as level 10! This ultimate also allows him to be incredibly “sticky” to his intended target [since he gains] movement speed every time his basic attacks are used.

Final Thoughts

Blumbi, Misfits
My prediction: Tank-Varian (I tested the tank spec only) will be picked in this meta, which means Arthas and Leoric might show up more again. The permanent slow from Arthas and Entomb from Leoric are really annoying to deal with as a tank who has no escape. You realize it when you play Johanna, and Varian is actually really similar to her. You are really tanky, but you have no escape like Muradin, ETC, or Tyrael, which makes you vulnerable once you engage.

Daihuu, Vox Nihili
Broken. Quote me on that lmao.

darkmok, Misfits
I’m afraid I haven’t played him enough to give useful info, but I can just tell you that I like him! 😀

Disconcur, ANZ Caster
I think Varian’s design is a good direction, and I would like to see Blizzard attempt this with a few more heroes. But I think they do need to look at improving the talent tree a bit more to allow for some more match-based choices and not “build direction and synergy” choices.

I think he is good xD. Like a good strong hero, all his builds are good. However, I feel his tanking is his weakest. His DPS builds are much stronger and more impactfull. I am very much looking forward to seeing Varian in Competitive play.

Gela, Pro player and Streamer
Well…I thought about it, and I like the idea but, at the very least, I think Blizzard shouldn’t have added such a small talent pool. This hero, literally, has three builds, but only like two talents on level 4. Maybe this is the problem with him not being such a good hero too: not enough damage as well as not enough talents to fit in every build.

JSchritte, Burning Rage
[As a bruiser], he is viable on maps without an important solo lane, has burst damage with a low CD, maybe [good in] one tank + two bruisers meta (idk), has good talents [that let] you choose in different games (levels 13 and 16), and has good sustain on maps where you fight in waves (level 7 talent).

KendricSwissh, EU Commentator and Streamer
Personally, I’m quite happy with the way Varian turned out. While there is still room for improvement—especially his weak early game pre-10 and some of his tank talents—his model and his voice files look and sound amazing and really deliver 100% Alliance goodness.

Something I would have loved to see with Varian is the so-called “stance dance” which allows World of Warcraft warriors to quickly hop between stances depending on which situation they find themselves in. Yet, I do understand that this concept would probably be too hard to balance in a MOBA environment. Still, I imagine such a mechanic to be extremely interesting.

TBKzord, NA Caster
I would be remiss if I didn’t mention some of the unique and even completely new mechanics that Varian’s talents have. First, his Banners at level 13 are extremely cool, as they give you yet another way to augment your team. Have a team with low mobility? Grab the Banner of Stormwind to speed your team along. Having trouble with squishies getting bursted down too fast? Grab the Banner of Ironforge for a chunk of damage resistance. Want to make that Li-Ming or Kael’thas even crazier? Grab the Banner of Dalaran for some more ability damage.

Second, his level 16 talents are extremely unique. Mortal Strike adds a second heal reduction [talent] to the game, and at an even earlier level than Xul’s—though, albeit, it’s single-target. And lastly, Shattering Throw brings a completely new mechanic to the game. Up until this point, the only thing that could counter shielding was direct damage. This gives you an ability that will practically delete any shield, plus gives you extra passive damage against them! Niche, yes. Another awesome tool in your toolkit? You bet.


Huge thanks to everyone who contributed their thoughts and opinions! You are the true Heroes of the Storm!

Also, props to RallyJaffa for Korean translations!


EsportsJohn is a freelance esports journalist who loves collaborating with other people and sharing opinions. You can follow him on Twitter or help support him on Patreon.

Out of the Ashes: Interview with Arcaner

Australian Heroes of the Storm player Arcaner

Interview by: EsportsJohn


Table of Contents


On October 26th, Australian team Reborn prepared for their first match in the BlizzCon group stages. Having flown across the globe, the boys were settling down and trying to get in the zone after a week of practice and travel. Four members of the team had already gone through this rigorous feat of endurance and disorientation in previous global championships, but for young flex player Liam “Arcaner” Simpson, this was the first time on the global stage.

Their first game was rough and ended in defeat. Stubbornly, Reborn rallied around an all-in Illidan composition for the second game, but were defeated again, this time in draft before the game even began. Subsequent losses caused them fall out of the tournament with a dismal 0-4 record. In retrospect, there were many valuable—albeit harsh—lessons learned that day for the Australian team, but now the future of ANZ rests on how the players move forward from their loss.

A few weeks after BlizzCon, Arcaner reached out to me and asked to do an interview. “I was looking for a platform to voice my large concerns about the future of minor regions, and ANZ in particular,” he told me. As the interview process continued, we began to talk more broadly about his personal performance and plans for 2017. What emerged was not only his concerns for the HGC format and the future of the ANZ region but also a small glimpse into the mind of an improving player. It’s difficult to define what it takes to “make it out” and meet success in a minor region, but one can easily admire the ambition of a player who is only spurred on by defeat. Arcaner is that sort of player.

On BlizzCon

Let’s be honest, your performance at BlizzCon was subpar compared to what you’ve shown in ANZ. Was there any particular reason for the team’s disarray?

Our performance was definitely a shock to the team. Going into the event, we had confidence in making it out of groups [based on] our scrim results at BlizzCon. I think the first mistake we made was that we had expectations which distracted us from being objective about our games, and we didn’t commit enough resources and energy into the drafts and our preparation in general.

During our games, our drafting was terrible—we weren’t building strong or easily executable comps, and we weren’t target banning specific heroes that we should’ve been banning. On Tomb specifically, it showed that we had no prioritisation on wave clear, and even when Denial first-banned Johanna, it didn’t occur to us that we were going to get squeezed out of it.

In-game, the team atmosphere was entirely off, and it felt like there was no energy, belief, or desire to win the games.

Did the Expulsion Zone ban on Zarya affect the team’s drafting strategy?

We understood that Denial weighed priority on Zarya in their drafting, but with the Expulsion Zone ban, we concluded that it was a hero that could be dealt with and wouldn’t be popular during the tournament. Nevertheless, I revise that mindset as a mistake—we should have respected that specific comfort of theirs by banning it in the second phase or adapting our drafts to deal with it, which we didn’t.

How did you personally deal with the loss at BlizzCon? You came to literally the other side of the world and only got to spend a few minutes on stage. Did that bother you?

After the loss, I was extremely depressed and went straight back to our team’s practice room and started queueing Hero League to practice my role swap to support, which is my main role whenever I’m a free agent. I think I played about 100 games in a week and a half, so my response to the loss was one of deep desire to improve and never let a bad performance happen again.

ANZ team Reborn at the HGC Fall Championship at BlizzCon

Photo Credit: Blizzard

Playing Bo3s was pretty sad, as we only got to play four games for the entire tournament. But there was plenty of other stuff to do to make the most out of the trip, so I was still very happy.

What was it like to scrim with the other teams at the Global Championship? Did you learn any valuable lessons from the top Korean or European teams?

It was challenging, efficient, and fun. We got to scrim eStar, Dignitas, PBA, Imperium Pro Team, and Fnatic. We learnt a lot from the scrims, and especially against Dignitas, we began to understand what it takes to be a tier above the Western teams. They played with a lot of control and seemed to play more Korean than they did Western.

You stated pretty explicitly that “NA looks quite weak” during the team intro video. Even though you lost, did you still feel that was the case when you played Denial at BlizzCon?

What I’ve grasped from the event and our result is the importance of context when assessing teams, players, and metas. Retrospectively, the assessment I developed of North American teams was founded upon the analytical comparison of their strength in relation to Europe and Korea. Specifically speaking, Denial’s performance at both of their American regionals when they had an early or mid game lead was precarious. Astral Authority consistently gave me the impression that they understood how to maintain a lead on their American opponents with their engagement and macro decisions—they were always in control. My reasoning for stating NA is weak was due to the comparison of mechanical play of Astral’s players versus the European, Chinese and Koreans—and for Denial it was the more apparent existence of macro and shotcalling mistakes.

Learning from BlizzCon, I’ve altered my previous mindset, and I now look to start comparing the strength of teams to my own—and with that stated, no, NA wasn’t weak. I have a wealth of respect for the region, and what I admire about Astral and Denial is their drive and passion to learn from each international showing and improve. I’m looking forward to watching them during the first split of HGC 2017.

Aside from participating in the tournament, what else did you do at BlizzCon? Did you get a chance to get out and see the city or eat some American food? Disneyland?

We went to Disneyland as a team, but aside from that, we weren’t doing much tourism. I enjoyed the American burgers.

At BlizzCon, we attended the opening ceremony and mostly stayed around the player lounge to watch the HotS games.

Be honest, how bad is the jet lag coming from Australia?

Actually, I didn’t have any jet lag when I arrived in the US. I don’t think my team did either. For me, it was pretty horrendous when I returned to Australia. I remember the first day back at home, I had a 3pm nap and woke up at 3am, and since then my sleep schedule has been ruined with lots of early mornings—I’ve never been so confused haha.

On the HGC Circuit

Minor region issues aside, what do you think was the biggest problem with HGC in 2016? Do you think the 2017 format will fix that issue?

The most substantial complication with HGC in 2016 was the disparity in skill between the East, the West, and Wildcards that developed as a consequence of dissimilar HGC structures. The East received league systems that nurtured teams and reinforced team stability and competitiveness. The West dealt with one-day qualifiers and regional finals that hindered the existence of long term rosters and limited player’s tournament experience. As a result, their mechanics and overall team strength [was hindered].

HGC 2017 bandages the wounds in the West and enables more teams to thrive with financial support and competitive opportunity but does not immediately bridge the gap in team strength. The idea of equal opportunity is what I am passionate about, and I’m sincerely happy for North America and Europe to be rewarded with a league system.

A relatively less significant problem is the international tournament format. We’ve encountered the identical two-phase group stage into single elimination playoffs repeatedly—and it’s getting stale. It’s not ideal to be having Bo3’s in a Swiss format group stage; if it were a round robin, it’d seem warranted. I’d push to witness Bo5’s become baseline in international tournaments and for more experimentation to be done with engaging formats that mix first and second seeds differently. Group stages could become intricate, and playoffs could start at quarterfinals.

Blizzard changed the residency requirements back to six months. Do you think this strict region lock is good or bad for Heroes as a whole?

I think it reinforces the notion that Blizzard wants each region to be explicit in the players that represent it. It’s clear they want to stray away from some form of international player transfer system—or maybe their reason is they don’t want Korean players dominating within any region besides Korea.

The system is understandable. The six month residency lock is strict and does its job of keeping players isolated. I disagree with the idea, but it isn’t like we would see many international transfers occurring if there were no region lock. Players would probably have to fund it themselves, as not many sponsors would want to invest so much money during an early period of Heroes esports.

It seems the people most affected in a bad way would be the minor regions and the teams who don’t make the cut in major regions that have the most competitive relegations (Korea or EU).

Let’s try a thought experiment. If a team like Burning Rage had enough money to move to North America and participate in the league after six months of practice, how well do you think they’d do?

I believe that Burning Rage would make great use of the opportunity to play in NA, and I know that JSchritte and his teammates would be impassioned by the thought of moving. I feel like they are strong and unified in their goals, and I would expect them to place high enough that they’d make it to the Clashes and Brawls.

There will be a distinctive lack of offline events next year (down from 19 in 2016 to just 6 in 2017). Given that it won’t affect the ANZ region much next year, do you have an opinion on that?

I think the more offline events, the better. But with the introduction of salaries and the league systems, there must be some form of compromise from another avenue. Maybe we will see more offline events later down the track once the league settles in and Blizzard makes some better returns for Heroes Esports.

Blizzard mentioned that minor regions can look forward to “local competitions” that feed into international tournaments. Do you think that means there will be more events during the year? Or does that pretty much mean exactly the same thing for minor regions?

To me, it means exactly the same as what 2016 has been—except for the information we received about our prize pool for the year being converted into AUD from USD, which is a loss of about 30% in the prize money.

What is your opinion on the East and West Clashes? Do you like this format better than a full-scale global event?

For ANZ, we are a part of the West, so we will be facing three NA teams, three EU teams, and the LatAm team.

I like the idea of East and West clashes, but I would like to see the second clash be West vs East instead of NA vs EU again. It’s a bit depressing that we will only get to see the Eastern teams twice next year, as we have a great relationship with them. I’m excited to see if the East and West develop their own metas; it’d be cool to see which one is stronger going into the Mid Season Brawl.

On ANZ Region

We’ve talked a bit before about how it’s impossible to make a living as a gamer in Australia because of the lack of money currently available. Do you feel this is mostly the fault of the game developers? Or does the country need to develop esports more?

In regards to the county’s development, a problem is Australia’s culture and stance on gaming. Growing up, kids are told to go outside and play sports and do outdoor activities over other hobbies. There’s an emphasis on physical activity, which creates a pessimistic response to staying indoors and gaming. Because of this, we don’t have as big of a proportion of gamers, and those that are [gamers] refrain from being competitive and stay casual. Another problem is our infrastructure and internet. Not being able to stream because of my internet speed is depressing and a limitation to our potential careers in this industry.

What is the biggest issue plaguing the ANZ region in terms of competitive play? What solutions could you offer to solve this problem?

The biggest issues at the moment are population, sponsor investment, and viewership. The ANZ region is in a chaotic place at the moment, and part of me thinks that a lot of the players in the region do not deserve the amount of investment and rewards Blizzard gives out. When I sit down and try to brainstorm the players who care about the game as much as I do—who care about international results and want to become a great teammate for a great team—I can’t think of more than a few.

Reborn lifts the trophy at the ANZ regional final

It’s depressing to be a part of ANZ. We’ve had multiple organizations and people come to help and organize events, to build the scene back up and inspire us, and it’s met with a lot of disrespect, negativity and trolling.

It would be a refreshing concept to have a clean slate of players come into the competitive scene to replace the current population—or for the current players to have a drastic change in attitude and behaviour. However, I want to emphasise the importance of increasing our region’s [gaming] population as a good solution to all of its issues.

You said yourself that there are very few gamers in ANZ. Perhaps a league system starting with only 4-6 teams and maybe ramping up over time if participation increases?

There are only two other competitive teams in the region, and one of them is pretty unstable right now. I don’t think investing in a league system will be worth it, and it’d be a miracle to get six serious teams signing up for it.

Blizzard has been doing a lot of marketing and advertising in a bid to re-sell this game, so I really hope that we get some new players coming into the scene. One we get a higher number of competitive and serious teams then we can think about implementing a league system and discussing the idea of salaries for players.

Are there any third party weekly/monthly tournaments in ANZ similar to Go4Heroes or ZOTAC?

Not at the moment, but there is a rumour that there will be some next year. Disconcur from ANZ Heroes organizes a lot of the events, and we have another organization called Gamestah who did a lot of work for the scene this year.

Despite some of the other minor regions suffering, Taiwan seems to be doing well. Perhaps it has to do with their ability to play on Chinese or Korean servers?

I attribute PBA’s success to three things. Firstly, I think that keeping a stable roster has been key to their improvement in international results; they really understood how to take advantage their situation. As long as they stay together, regardless of whether or not they had a bad international showing, they can still dominate their region and have a guaranteed place at Sweden and BlizzCon. They can keep their mechanics fresh and begin preparing a specific meta for the international stage and doing research and a lot of observation into NA/EU/CN opponents.

Which leads to the second reason for their success: their own powerful meta. An advantage to being in a minor region is that [major region] teams are less inclined to critique or even pay attention to the meta a minor region team like PBA develops. Call it ego, laziness, or overconfidence—Astral Authority disrespected PBA’s meta. [PBA’s] Auriel and Zeratul comps did well, and a lot of teams butchered their drafts against them.

Lastly, I think PBA’s ability to scrim and play on Korean servers is really beneficial and leads to their players being mechanically superior to other minor regions. I’d go as far to say that ZoLa had the best performance out of all the supports during BlizzCon.

This might be an impossible question to answer. If an ANZ team could reach the level of a Korean team like MVP Black or Ballistix, how would they do it? What would need to change?

It’s clear that there would have to be great mechanical improvement and a drastic change in attitude and mindset in order to beat Koreans. We’d have to move to Korea and play in Super League with a long term goal in mind during scrims and after bad results. It’d begin with a few seasons of low placings in Korean tournaments before eventually climbing to the top; and it’s almost impossible. But if there were a way to do it, it lies in Korea.

If Blizzard still can’t get together an organized schedule and stream next year, where can we go to keep up with events in ANZ?

Next year, I’ll be posting on Twitter regularly about dates of our tournaments so people can tune in and watch my team and me play, if I end up having one in time.

@ANZ_Heroes is a good place to follow events too.

On Future Plans

A few days ago, Benjamin announced that Reborn was breaking up and going their separate ways. What happened? Can you give us any details on the future of the players?

This is very complicated, and I cannot provide the correct answers at this moment regarding the future of the team’s players. When you come out of a tournament with a performance completely opposite to what you expect, it makes you more critical and analytical of every aspect of the team. We have to ask ourselves the difficult questions, and we need to ensure that moving forward into 2017, we have a unified team in regard to friendship, competitive mindset and goals, and performance.

It’s all very uncertain at the moment, but there may be a few players taking a season’s break from competitive HotS.

Not to bring back any bad memories, but how do you stay motivated to keep playing after an 0-4 defeat on the global stage? What makes you want to come back next year?

I think the motivation comes from the same goal that I brought coming into BlizzCon. My personal goal was to prove my skill internationally. It was something that I was very nervous about coming into BlizzCon because ranged flex wasn’t my best suit. But I was confident in my Illidan play and therefore really unhappy and disappointed in myself after the Cursed Hollow game vs Denial.

ANZ player Arcaner

Photo Credit: Blizzard

What makes me want to come back next year is to prove my skill on support and develop myself as a great pro player.

Since you don’t have regular scrims in ANZ, what does a normal practice schedule look like for you?

It’s usually about three hours per day [in total] waiting in queue for Hero League, and another two hours of playing it. And then two to three hours of replay analysis or draft practice. Every other day, I might have a two to three hour scrim block.

Do you have any specific practice goals you want to work on before next season? Any particular performance goals for 2017?

At the moment, I’m working on getting my support mechanics back to normal and putting a large amount of time into practicing drafting, which I do for one to two hours a day outside of scrims. For 2017, my goal is to be regarded as one of the best supports internationally—hopefully I can do it.

Any last words? Any shoutouts?

Shoutout to all of my in-game friends from other regions who have given me advice and helped me grow—you know who you are. I want to thank the team at Blizzard for a great trip to BlizzCon—I will never forget it. Also, a sincere thank you to all the casters and international players who cared about my team and me, whether it be casters putting in the effort to study us and get to know us or the pros who approached and talked with us during BlizzCon. It means a lot when people put in this effort, so thank you.

And lastly, thank you to those who support my team and our region, whether you are fans in Australia or around the world. We appreciate everything. I want to apologize to those I let down at BlizzCon. I’m sorry for underwhelming plays, but I will do everything I can to improve and be the best ♥.


EsportsJohn is a freelance journalist on a mission to give minor regions exposure and make esports a worldwide community. You can follow him on Twitter or help support him on Patreon.

GCWC Interview with Team Dignitas

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Reprinted with permission from NetEase
Edited by: EsportsJohn

Welcome to the GCWC! Can you describe your team to Chinese HotS fans? As the strongest team in EU pro scene, is there any pressure for you guys?

Bakery: We’ve never felt too much pressure from being the best team in Europe. It’s only when we aren’t the best that we really feel the need to get our reputation back. Nevertheless, we always want to represent Europe the best that we can and show how strong a region Europe really is.

How does the team cooperate? How do you train daily? How do you prepare for tournaments?

Athero: Me and JayPL normally make the decisions when it comes to drafting and shotcalling. However, we draft as a team mostly to get a well rounded comp, so everyone knows what their job is in-game.

What was the original intention for your team? What’s your biggest advantage?

Bakery: When I started the team over a year ago, our sole goal was to dethrone Team Liquid and claim the title of the best team in Europe. After the Global Championship in Seoul, we moved past that goal and set our sights on becoming a true contender for winning an international tournament. Our biggest advantage is that we work together to achieve these goals.

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What’s the secret to keeping the top rank on the HotS pro stage?

Mene: I play the game a lot because I want to be the best in my role and able to make plays for my team when we need it. As a team, you have to think about drafts/combos and not be scared of losing a lot of games in practice when you try them.

JayPL: My personal advice is to keep your feet on the ground. There will always be someone better than you or people trying to catch you, so you need to keep practicing no matter what. Otherwise, you’ll end up losing your spot. You won’t be able to perform at your best every time. Obviously, you will mess up some actions, games, or even series by yourself. You have to keep your cool and focus on the next matches. As soon as you have a strong mentality, you have the core to be a top-rank player.

What’s your opinion of Asian HotS teams? What’s difference between NA and EU?

Mene: The big difference is the meta. I think Asian teams are really good, but if they adapt their meta more, they can stay the best in the world for a long time.

Bakery: I’m a huge fan of the Asian HotS scene—especially Korea. Surprisingly, NA and EU have huge differences in both their meta and approach to practice, and are not very similar at all!

Are there any rivals you want to defeat or any goals you want to achieve at GCWC?

Mene: My goal is to win it! Playing it just after BlizzCon can help us a lot to achieve this.

JayPL: My goal is obviously to win an international tournament. There’s nothing more than that, except keeping your title. If I reach the title of the best team in the World one day, I’ll have the feeling that there’s no goal anymore… I’m actually scared to win and lose my motivation, but I’ll be the happiest guy on earth.

Dignitas holding the first place trophy at DreamHack Valencia

Photo Credit: DreamHack

Bakery: I would really love to beat MVP Black. I’m quite friendly with Sake, and they are the team that I have the most respect for in the whole scene. To convincingly beat them would be a huge deal for me.

What do you think of the current meta/Hero selection? Which Hero do you want to join the Nexus?

Mene: I don’t like like the meta at the moment, there is no Kael’thas! I hope an elemental Shaman will join the Nexus soon!

Athero: I like the meta because there are a lot of things that are viable. However, it makes for a tricky drafting phase, as you have to account for multiple comps when you are picking and banning.

Which team is your old enemy?

Bakery: We’ve been battling for the top spot in Europe with Misfits all year long, but this year has been so busy that it doesn’t feel like they’re old rivals—rather, very recent rivals.

So many pro teams have lineup changed recently. What’s the best way to keep a stable lineup?

Mene: When you have an issue on the team, you have to talk about it to try to fix it, and then you go over it and focus on practice again.

JayPL: As in every relationship, the key is discussion. If you have an issue, you have to talk and fix it. There’s no magic, it’s all about discussion.

It said that many of your team members are a big fans of JayPL, can you tell us the full story?

Mene: For me it’s very simple: his hairstyle is very unique, and when I look at him I’m impressed by how his hair can end up being so beautiful.

Athero: For me, it’s his flip flops. Whenever he comes to LANs, he will wear them whenever possible. They are stylish and neat.

Have you guys ever been to China before? What are you looking forward to doing most in China?

Mene: It will be my first time in China. I’m looking to try real Chinese food and see how the lifestyle is in China.

Athero: I have never been to China. It will be a great experience no matter the outcome of the tournament, and I’m looking forward to it!

Any further thoughts to share with Chinese HotS fans?

Mene: I enjoyed playing vs X-Team at the previous Global Championship. I’m sure it’s going to be great games again, but we are coming to win, so be ready!

Bakery: Elegant is one of the kindest pro players I have met, and I really hope that I can get to spend some more time with him at GCWC!

GCWC Venue - Beijing's Water Cube

Photo Credit: NetEase


This is an interview conducted and translated by NetEase. It is primarily intended for Chinese viewers to get a better sense of Western teams, but NetEase has given the publisher the right to publish for Western audiences as well. The publisher assumes no responsibility for inaccurate information or misrepresentation.


EsportsJohn is a freelance journalist and copyeditor. You can follow him on Twitter or help support him on Patreon.

Korea Dominates BlizzCon Opening Week

The analyst desk at the Heroes of the 2016 Storm Global Championship in Anaheim

Written by: EsportsJohn


Table of Contents


The opening week of BlizzCon has been full of ups and downs for players and fans alike, but one thing is certain: Korea is king. Some teams are performing better than expected, some are performing far worse, but the Korean teams MVP Black and Ballistix look invincible.

Once again, the world finds itself in an arms race against Korea. In StarCraft, we bred foreigners designed to beat Koreans, many of which failed miserably. In League of Legends, we cheered “TSM” with all of our hearts only to come face to face with yet another all-Korean finals. And now we find ourselves in a similar position with Heroes of the Storm. Who can beat Korea?

Korea, The Undisputed King

Let’s be real here. Korea dominated Opening Week.

MVP Black bullied their way through the first group stage by bludgeoning Burning Rage to death and swatting Denial away like an insect. Then they went on a rampage against Dignitas and Please Buff Arthas (PBA) in the second group stage and advanced to the playoffs with an undefeated 8-0 record. Overall, they have over four times more takedowns than deaths with a record of 122-28 and have ended several games before Level 20.

MVP Black's KyoCha onstage at the 2016 Heroes Global Championship in Anaheim

The road for Ballistix has been shorter but just as bloody. Like MVP Black, they dispatched Denial seemingly without effort before moving on to extinguish Fnatic’s flame 2-0. Their numbers are equally as intimidating with a 37-8 record and a flawless 4-0 record.

We are unbelievably lucky that the Korean teams were seeded into different groups and couldn’t eliminate each other, and now they sit on opposite ends of the playoffs bracket. Truth be told, an all-Korean finals is pretty likely.

North America’s Fall From Grace

With Cloud9’s massive victory over Team DK at BlizzCon 2015 still fresh in our minds, it’s easy for North American fans to feel confident heading into the Global Championship. It has been a roller coaster year, but the core players from C9 are back at BlizzCon under the name of Denial; what could possibly go wrong?

Well, opening week has made it pretty obvious that NA is weaker than we ever imagined. Denial was able to take out Reborn, the weakest team at BlizzCon, with ease but struggled a lot against Brazilian team Burning Rage (BR). Though they managed to come out of the ordeal 2-0, it was a hard-earned victory against a team without their primary shotcaller and playmaker. Had Typhex been able to attend BlizzCon and play with BR, it’s doubtful Denial would have even made it out of the first group stage. For a team that boasts three former BlizzCon champions, they haven’t played anywhere near their full potential.

Denial eSports onstage during the HGC Opening Week

Astral Authority (formerly Murloc Geniuses) hasn’t quite found their stride either. Despite being more or less dominant in North America over the past few months as Gale Force eSports and Naventic declined, Astral wasn’t very impressive in their one series against PBA. PBA’s rather aggressive, skirmishing style unmasked the mechanical failings of Astral and quickly unraveled their usually carefully studied strategies. The series could have gone either way, but if Astral Authority couldn’t beat PBA, they have no chance against Korean teams.

Astral faces elimination against Dignitas at BlizzCon, but based on their previous games, it’s unlikely that they will have the chops to take on the best non-Korean team at BlizzCon. Both teams will need to play out of their minds if they want a shot at the semifinals; a finals appearance is entirely out of the question.

The Fall of China

North America might be very weak compared to their 2015 counterparts, but no region has fallen further than China in the past few months. Once considered the second best region in the world, China is no longer the powerhouse it used to be. The Fall season of Gold League was depressingly mediocre due to a massive wave of retirements and team dissolutions. In particular, the second best team in China (EDG) disbanded, and eStar’s key member xia0t retired from gaming (though he still runs the team).

ZeroPanda looked fairly decent through Gold League and was likely to do well at the Global Championship, but so far they haven’t really delivered. Their series against Fnatic was disappointing; they just looked completely disarrayed and unprepared for the European team.

eStar Gaming at the 2016 Heroes Global Championship in Anaheim

Due to visa issues, three members from eStar joined up with two members from Super Perfect Team to create a makeshift team to represent China.

On the other hand, eStar shouldn’t have even been at this tournament. Instead, perhaps one of the worst Chinese teams pre-Fall season, Super Perfect Team (SPT), qualified through Gold League following an incredibly sloppy performance against eStar in the loser’s finals. Visa problems again plagued the Chinese teams, and three members of eStar were mashed together with two players from SPT (similar to the BraveHeart team we saw last year). As expected, the impromptu team did not do well and dropped out in the first group stage after losing to PBA.

PBA, The Dark Horse

Please Buff Arthas has been all over the standings this week. They surprised everyone at the Summer finals by becoming the first minor region team to ever make it out of the first group stage. Many people attributed it to Gale Force eSports being jetlagged and exhausted, but the team has continued to prove that they are no joke.

PBA at the 2016 Heroes of the Storm Global Championship in Anaheim

ZoLa brought his stuffed penguin to the event, which some claim contains the power to beat NA.

They had a fantastic, close series against Fnatic and absolutely wrecked their Eastern counterparts, IPT and eStar. In the second group stage, they also went toe to toe with Astral Authority and brought the American team down with a 2-1 score. It hasn’t been a perfect road for them, but they’re giving it all they’ve got and it shows. They have a decider match left against either Astral Authority or Dignitas; either way, their chances of making it to playoffs are looking better than originally expected.

PBA is quickly becoming a crowd favorite. They may not be the Hero we want right now, but they’re the Hero we deserve.

The Losers

Unlike PBA, the other minor regions have not been very successful. Burning Rage put up a good fight, but without Typhex, they simply couldn’t make a dent in MVP Black or Denial. Meanwhile, Reborn and IPT were eliminated first with dismal 0-4 records.

When it comes to the Australian team Reborn, it’s clear that they were not prepared for this tournament. Mistakes in rotations, map control, and even basic mechanics showed up in their series against Reborn and Burning Rage. Their coordination was also substantially lacking in several major teamfights. One of the biggest problems with ANZ is that they have very little quality practice, but at least Reborn has a big chance this week to tune up their skills with other regional teams before next season.

Reborn at the 2016 Heroes Global Championship in Anaheim

As for Imperium Pro Team (IPT), there’s not much to say. On paper, they are a SEA region super-team. Zeys and Mirr, best known for their performance on Relics and often holding some of the top spots on the North American ladder, joined up with the best of SEA’s Summer representative Renovatio I. However, their performance was far from dominating. PBA was far superior, and even the crippled eStar still managed to walk over IPT without too much effort.

Burning Rage at the 2016 Heroes Global Championship in Anaheim

We analysts never expect minor regions to do well at global competitions, but there were some obvious disconnects at BlizzCon that made even the most dominant teams in their respective regions look pathetic on the global stage. One can only hope Blizzard has plans to revitalize the minor regions that struggle so much and bring them back into the forefront of the global scene next season (without utilizing a region lock).

Europe, The Only Chance

Who can beat Korea? The only hope lies with Europe. To date, only Team Liquid (Duran brothers era) and mYinsanity (Misfits) have been able to take a game off of MVP Black, but there’s still a small hope that Europe can light the torch for an upset. Both Fnatic and Dignitas haven’t had the best year, but they have proven some level of dominance in their region and looked fairly decent during Opening Week.

Fnatic’s performance so far at BlizzCon has been nothing short of spectacular. They struggled a bit with the upstart Taiwanese team PBA but managed to finish off both Chinese teams 2-0 without breaking a sweat. Ballistix destroyed them in Game 1, but Fnatic was on the brink of tying up the series in Game 2 on Towers of Doom before a disastrous teamfight.

Fnatic beats eStar Gaming at the 2016 Heroes Global Championship in Anaheim

Dignitas also put up a decent fight against MVP Black but fell a bit short. There’s no doubt that the last-minute retirement of AlexTheProG threw a wrench in their practice regimen, but at least the team is familiar with Atheroangel’s playstyle and can adapt to his role quickly. The roster change may prove disastrous for Dignitas in the end, but they are likely to stride out over the NA team Astral Authority on the opening day of BlizzCon.

An over-the-shoulder view of Snitch during the 2016 Heroes Global Championship in Anaheim

Black showed no respect at all for Dignitas—an attribute which may be their eventual downfall—and made several risky plays that paid off only through pure mechanical skill; Ballistix was only slightly less cocky. With another week to scrim and learn the Korean teams’ secrets, Europe may have an actual shot at a 3-2 victory in the semifinals, especially if Korea is underestimating them. There’s even a chance, albeit a very small one, that they could win the whole thing. But probably not.

Games to Watch

MVP Black vs Denial eSports G2 on Braxis Holdout

7/10 In true Cloud9 fashion, Denial brought out the unorthodox picks to try and throw MVP Black off. Denial picked up Solo support Tyrande to aid in the team’s cheesy stun train combo and Dehaka for the global presence. Denial held onto the beacons during the first phase splendidly and looked like they were going to put up a good showing against the Korean powerhouse.

Denial eSports vs Burning Rage G2 on Tomb of the Spider Queen

7/10 Burning Rage took complete control of the early and mid game with fantastic rotations and CC layering. Teamfights in general were top notch with each team baiting out Heroics/combos and each team adapting from the previous fight.

Dignitas vs MVP Black G1 on Tomb of the Spider Queen

6/10 Dignitas drafted a questionable composition into MVP Black’s double tank/Gul’Dan/Auriel composition. Nonetheless, control of the early webweavers went over to Dignitas, and they were able to knock down a few buildings before MVP Black’s insane teamfighting went into effect.

Astral Authority vs Please Buff Arthas G3 on Sky Temple

9/10 Two incredibly well matched opponents going at it. This series wasn’t without some mistakes on either side, but the finale was tense.

MVP Black vs Please Buff Arthas G2 on Towers of Doom

4/10 NOVA

Fnatic vs Ballistix G2 on Towers of Doom

9/10 Two fantastic teams went toe to toe on Towers of Doom. This was the first time we’ve seen Korea bleed at the Global Championship. If not for a disastrous final fight, Fnatic might have taken this game.

MVP Black vs Burning Rage G1 on Infernal Shrines

6.5/10 If you enjoy pure and utter destruction, this game is for you. MVP Black dominated from start to finish, winning the game at a near-record time of 7:16.


EsportsJohn is awaiting the day when minor regions won’t get shafted in every major esport. You can follow him on Twitter or support him on Patreon.

Road to BlizzCon: Fnatic

Fnatic celebrating after a win at Gamescom

Photo Credit: ESL

Written by: EsportsJohn


Table of Contents


Fnatic ride into BlizzCon with the momentum of a team on their first big break. 2016 has been a year full of hard work and dedication, but it’s not quite over yet. Fnatic will need to play better than ever if they hope to defeat their regional rival Dignitas or the Korean or Chinese powerhouses for a Top 4 finish. When it comes down to it, Fnatic’s inexperience on the world stage will be a huge factor in whether they can put up a good showing or go home early. In any case, Europe’s younger brother has finally grown up and now has a shot at the throne. Will they pull through?

Origins

Fnatic’s roots in the scene go all the way back to the Alpha in late 2014 with a roster headlined by former SC2 players NaNiwa and SaSe. The roster unfortunately disbanded almost immediately following their 2014 BlizzCon showmatches, but the organization decided to stay involved in the scene and a new roster was formed in January of 2015 with AceofSpades, Lowell, Fred, Shinobu, and Kesil.

Nothing of real note happened during this timespan for Fnatic, and they had a long series of transformations to undergo before they would become the championship-quality team we know today. Lukewarm results over the next few months led to changes; Fred, Shinobu, and AceofSpades left and new players Breez and Ménè were brought in. Wubby also originally joined the roster at this time, but his career would take several twists and turns before he ended up back on the team.

Fnatic’s results weren’t impressive during the 2015 Heroes World Championship (HWC) events. They placed rather poorly at the European Championship in Prague due to their relatively poor understanding of the double Warrior metagame that was in vogue and the time and missed their opportunity to go to BlizzCon 2015. Cracks began to form and an end-of-the-year roster change became necessary again.

The Fnatic we’re more familiar with was beginning to form. Kesil, Lowell, and Wubby left and the team was reformed around Breez and Ménè. Two outstanding players who managed to grab the 8th qualifying spot at Prague under the wildcard team Pirates in Pyjamas, Quackniix and Smexystyle, knew Breez from a small Swedish team they had formed together in early in their Heroes of the Storm careers. Based on the players’ surprisingly good performance in Prague, Fnatic knew these two would be good additions to the roster. To fill in the gaps, they also picked up Shad for their next major tournament, DreamHack Winter. To the surprise of everyone, the new Fnatic roster dominated DreamHack and took first place against Team Liquid, then-undisputed the king of Europe.

Fnatic wins their first trophy at DreamHack Winter 2015

Photo Credit: DreamHack

At the end of 2015, Fnatic finished strong and looked like a contender for 2016, but two other giants were also forming: Team Dignitas (formerly Bob?) and mYinsanity. Throughout 2016, these two teams would prove to be a thorn in Fnatic’s side by preventing them from reaching the Global Championship multiple times.

Fnatic’s 2016 Run

On paper, the scene in Europe this year has been characterized by a power struggle between the two regional giants mYinsanity (now Misfits) and Team Dignitas, with a score of underperforming teams in the lower echelons of play competing for a spot in the regional semifinals. There’s no doubt that Fnatic held the definitive third place spot in the region, but most of this year has been spent ping-ponging between the two giants, unable to clench a spot at the Global Championships until now.

It seems crazy to call Fnatic a “dark horse” team since they made it to the playoffs for every regional tournament. They’ve had an exceptional roster all year long and were feared by many but could never quite seize the spot for a Global Championship. In fact, ask almost any team in Europe and they will say it’s a three-way tie for the top spot.

“We consistently improve and have, for a while now. been considered Top 3 EU and at all offline events. We have had fairly good results; even though we haven’t won a regionals yet, we have always finished within Top 4.”

Quackniix

The beginning of 2015 wasn’t great for Fnatic, but Europe as a whole was in ruins. All of the top teams had just undergone Europe’s first rosterpocalypse and were testing the waters for the first time with unsteady legs. Players had been shuffled from every major team to another, and many teams were hardly recognizable after nearly restructuring the entire roster (Team Liquid, for example). It was a period of great experimentation, but it quickly became obvious at IEM Katowice that the rosterpocalypse had negatively affected the region as whole.

Fnatic’s lineup had also undergone a few changes. Ménè left and Shad was let go; flex player scHwimpi and unique tank player Atheroangel took their places. Ménè and Shad were undoubtedly some very talented players, but Fnatic’s new roster looked stronger than ever. They absolutely wrecked the regional qualifiers, in large part due to Quackniix’s new Greymane pick, and secured their spot in the European Championship.

Needless to say, the first regional at IEM Katowice was shaky for all the teams, but Fnatic appeared to have come out ahead with the roster changes. They won their group in convincing fashion but fell to the eventual champions, Dignitas, in their semifinal match. This was the first of many times that Dignitas would present themselves as a brick wall to Fnatic’s tournament progress.

Quackniix is interviewed after their group stage win at Gamescom

Photo Credit: ESL

While Dignitas and mYinsanity went off to the Spring Global Championship, Fnatic stayed behind and trained. The Summer season would prove to be a pivotal point in the shift of power, but it didn’t happen all at once. Their performance at the first European Championship in Leicester was adequate, but once again mYinsanity and Dignitas swatted them down with superior double support compositions that Fnatic was less familiar with.

Shockingly, Dignitas announced the departure of Wubby from their roster following their win at Leicester, and Fnatic was quick to scoop him up and form an all Swedish roster. The result was a huge improvement in communication since the team could shotcall in their native tongue and bond better as a team. All at once, Fnatic seemed to come into their own and pose a real threat to the top teams.

“We have had some roster swaps over the year, and every swap has lead to a better Fnatic, meaning our overall performance has just been going up as we have shown more consistency and proven to ourselves that we are a top tier team in EU.”

Quackniix

The second European Championship at DreamHack Tours resulted in Fnatic with their first finals placement in over six months. Though they fell 3-0 against mYinsanity’s flawless run through the tournament, they KO’d their group and annihilated their semifinals opponent teh89 without any real effort. It’s worth noting that Dignitas had a surprisingly poor showing at Tours by failing to even make it out of the group stage (quite possibly because AlexTheProG was still adjusting to the team), but Fnatic would prove again and again during the Fall Championship that they deserved their spot in the top two.

Valencia. Fnatic beat Dignitas to make it out of their group in first place. They 3-0’d mYinsanity in the semifinals. They then took on Dignitas again and pulled the series all the way to a game 5 in the finals. Unfortunately, they missed the championship trophy by the slimmest of margins, but the slightest of differences could have pushed the tides in their favor. At Gamescom, Fnatic brought Misfits (formerly mYinsanity) to the very brink of elimination and went on to play them again in a qualification tiebreaker (due to ESL rules). In the end, they barely eked out the win and guaranteed their spot on the world stage at BlizzCon—at long last.

Player Profiles

Breez

Breez at the European Fall Championship at Gamescom

Photo Credit: ESL

On the tank role, Pontus “Breez” Sjogren is a energetic fireball of a player. Known for his shouting onstage during games, he brings a ton of energy and enthusiasm during matches and keeps up the team momentum. If you can hear “KAEL’THAS!!” from the opposite end of the venue, you’re probably hearing Breez.

Breez is definitely one of the most aggressive tank players in Europe and never wavers when it comes to engaging in a teamfight. He has a fairly wide Hero pool, but most of the time we tend to see him on the “big three” tanks: E.T.C., Muradin, and Johanna. He’s proven that he can also play some of the nonstandard tanks like Arthas and Diablo like a champion, so nothing is out of the question. Whatever tank he’s on, expect to see him engage without hesitation when he sees an opening in the enemy’s defense and pull the trigger in teamfights.

scHwimpi

scHwimpi onstage at the European Summer Championship in Tours

Photo Credit: DreamHack

Previously on Natus Vincere during the height of their power in late 2015, Simon “scHwimpi” Svensson is Fnatic’s flex player. Generally quiet in demeanor, scHwimpi is still energetic onstage and often lets out a tremendous roar when his team wins a major teamfight. His general enthusiasm and strong morale help to raise up other players and keep them focused.

Like all flex players, scHwimpi’s Hero pool is quite wide, ranging from off-tanks to ranged Assassins to super niche picks. However, he rarely plays bruisers or melee Assassins, leaving the role to Wubby. He’s often on “toxic” Heroes like Medivh or Zagara which can be extremely obnoxious to deal with. He secretly laments playing only the most annoying Heroes and envies the melee role (says inside sources), but he’s content with his role on the team. He brings a huge amount of preparation and skill to whichever Hero he plays. At the present, he is arguably the best Abathur player in the world, rivaled only by Fan or KyoCha.

Wubby

Wubby onstage at the Summer European Championship in Tours

Photo Credit: DreamHack

As quite possibly the best mechanical player in Europe, Jonathan “Wubby” Gunnarsson is the perfect flex. He tends to specialize in melee Assassins and off-tanks, but history has shown that he can play any role including tank or support. Known as a relatively quiet person, Wubby tends to be more withdrawn than the rest of the team. Nonetheless, his entrance to the team strongly impacted the communication and camaraderie of the team positively.

Wubby is a beast on high impact melee Assassins like Zeratul or Thrall. He can quite easily carry teamfights with outstanding mechanical plays and often comes out of games as the MVP. On tanky bruisers like Leoric or Anub’arak, he matches Breez’s aggression and often puts a lot of pressure on the back line with his perfectly timed dives. Keep an eye out for this playmaker, as his gameplay will often be the most decisive factor in Fnatic’s teamfights.

Quackniix

Quackniix onstage at the European Summer Championship in Tours

Photo Credit: DreamHack

The unlikely hero of Fnatic is Dob “Quackniix” Engström. This oddball player joined Fnatic after leaving the Swedish underdog team Pirates in Pyjamas and quickly took charge as the team captain and shotcaller. On the role of ranged Assassin, he’s generally on the forefront of the metagame and has often popularized power picks.

Long thought of as a “one-trick pony” type of player (first on Falstad, then on Greymane), Quackniix has been under close scrutiny by the public eye. However, he has proven his aptitude to play any Hero he sees fit. A natural talent for gaming combined with his strong work ethic and practice regimen allow him to perfect his play on any Hero. Along with his brilliant shotcalling and focus on teamwork, Quackniix is undoubtedly one of the best overall players in Europe, maybe even the world.

Smexystyle

Smexystyle at the European Fall Championship at Gamescom

Photo Credit: ESL

The heart of the team is Filip “Smexystyle” Liljeström, often just called “Smexy” (or even just “SmX”). He is one of the most uplifting and supportive players (forgive the pun) in the Heroes scene and keeps Fnatic on track when they’re feeling down—he’s also pretty good at staring contests.

Team coach Careion cites him as very motivated and always hungry to improve. When Smexy first joined Fnatic, he was often looked upon as the weak link on the team but has since shown great improvement and become one of the best support players in Europe. Like most support players, he generally plays the most popular Heroes in the meta, but if you had to choose a signature Hero for him it would be Kharazim. During the past few months, Smexy has cultivated an impressive amount of skill on the Hero and—dare I say?—even rivals Bakery as the best Kharazim player in Europe now.

Playstyle

If there were one word to describe Fnatic’s playstyle, it would be aggressive. They are, by and large, the most aggressive team in the midst of Europe’s relatively safe, macro-heavy meta. Contrary to Misfits’ careful, calculated, long-term plays, Fnatic is never afraid to enter fights and force errors out of their opponents to gain short-term advantages. But they’ve evolved too.

During the Spring Season, this unbridled aggression was more of a weakness than a strength. They often faltered in the late game with overly aggressive plays or Core dives and found themselves in bad positions due to botched fights and poor map control.

“In the beginning, they had a very aggressive playstyle with intense rotations trying to snipe one out, always trying to force the 5v4, and sometimes being a little over-aggressive,” recalls Fnatic’s coach Careion, “like doing too much, especially when [they’re] up…and then throwing the game because [they] weren’t patient and controlled enough to wait out the game.”

Fnatic win a spot to BlizzCon at Gamescom

Photo Credit: ESL

Careion worked hard during the Summer Season to temper the team’s hasty decisions and convert their aggression into a valuable asset instead of a liability. Fnatic began to pull back their aggression and become more disciplined and more adept at controlling the pace of the game. They pulled all the pieces together and managed to develop their macro play alongside their insane mechanics in time, and now they rarely, if ever, make impulsive decisions during the late game.

When it comes to drafting, it’s more about the map than the playstyle for Quackniix. “I try to make sure that playing the map is always the center of attention,” he explained, “meaning I adapt the drafts for the map more than for a specific playstyle to make less room for failure or playstyles backfiring.” By using this top down method of drafting, Fnatic tends to play “predictably”, but they always draft the strongest overall composition.

“We have had some different playstyles over the year since you follow meta. As [the] meta changes, you just have to adapt and find your place—sometimes its aggressive dive, sometimes it’s pickoff, and sometimes it’s the slow comps that work the best.”

Quackniix

A large part of their success in the Fall Season has been the “unbeatable” composition on small maps: double Warrior, a global presence Hero (usually Falstad), solo support Tassadar, and a ranged DPS to round out the composition. With this particular setup, Fnatic took advantage of the minion changes to create an ultra-tanky composition which could brawl forever while large minion waves built up in the side lanes.

The power of this composition not only showed Fnatic’s unique ability to grab hold off the metagame and execute a strategy perfectly but also showcased their incredible improvement in terms of patience and macro play. They used the strategy much less during Gamescom, but it’s a wonderful example of how the team has evolved over the year. With double tank still very much in vogue, we can expect to see Fnatic’s trademark composition at least once during BlizzCon.

Heading Into BlizzCon

Fnatic’s road to BlizzCon began a year ago after their untimely departure in Prague. Since then, steady improvement within the roster, management, and strategy has transformed them into a force to be reckoned with. Heading into BlizzCon this year, they are expected to perform well. However, with a lack of experience on the global stage and basically no exposure to Asian teams, it will be an uphill battle.

“You can never underestimate them [the minor regions], even if it’s a region like Australia/New Zealand or South America. Even if they go out every time in the first group stage, you cannot expect it to happen the same at BlizzCon—that you will just beat them with ease. It’s not like that, you always have to prepare.”

Careion

Team coach Careion comments that the team is wary stepping onto the global stage for the first time, “You can never underestimate them [the minor regions]…that you will just beat them with ease. It’s not like that, you have to prepare.”

Quackniix celebrates after a big win at Gamescom

Photo Credit: ESL

Though Fnatic is looking at all the teams, a large part of their study is centered on their most dangerous foes: the Korean giants MVP Black and Ballistix (formerly L5). If they want to take it all the way, they’ll need to keep pace with the titans and be ready for any curve balls that get thrown at them—a tall task, no doubt.

“I hope and believe that we are working in the right direction, meaning everything we do is helping us improve and will only boost our performance continuing forward.”

Quackniix

“We have finished 2nd more than one time, showing we have what it takes. We have grown and become a lot stronger as a unit and as individuals,” Quackniix stated proudly, aware of the incredible growth that Fnatic has undergone this year. “I believe we have a chance [at BlizzCon] for sure. We just gotta make sure we spend the time well in terms of practice and preparation,” he added. Whatever the case may be, Fnatic has already proven in 2016 that their hard work and dedication pays off. Tackling BlizzCon may be a monumental task, but if any team is up to it, it’s Fnatic.


A huge thanks to Quackniix and Careion for carrying me through some of the team details! Thank you for bearing with me during the delay on this article! It was great meeting and talking to both of you, and I hope Fnatic does great at BlizzCon!


EsportsJohn has no idea what will be unveiled at BlizzCon after the 2017 HGC League was announced. Any ideas? You can follow him on Twitter or support him on Patreon.

GCWC Interview with Astral Authority

NetEase and Blizzard host global Heroes of the Storm tournament GCWC

Photo Credit: NetEase

Table of Contents


Foreward

Written by: EsportsJohn

Passion is enough. Back-to-back regional champions Murloc Geniuses proved this with their zero-to-hero story during the Fall season in North America. Reforming with the “rejects” of other teams, Murloc Geniuses was just a group of guys who were passionate about playing Heroes of the Storm no matter what. Headlined by former Murlocs CauthonLuck and Fury, the team assembled a group of underdogs with a lot of potential and worked as hard as possible for their first championship together. When they beat GFE during the first regional in Burbank to win the championship crown, everyone thought it was a fluke. But then it happened again at PAX. And then again during the North American Nexus Games.

After such huge success, the unsponsored team found themselves booming at a high market value for potential orgs. After some deliberation, Astral Authority ended up snagging the Murlocs after dropping their underperforming roster. Now under the moniker of AA, the boys find themselves not only heading to BlizzCon this week but also invited to the Chinese Gold Club World Championship tournament. The GCWC is a global tournament aimed at pitting the best teams from other major regions against China’s best in a Beijing showdown. Though the tournament is more than a month away, NetEase decided to sit down and get the team’s initial thoughts about being invited to GCWC and some their goals moving forward.

Interview

Via NetEase

Welcome to GCWC! Can you describe your team for Chinese HotS fans? As the strongest team in NA pro scene, are there any particular pressures for you guys?

Jun: Thank you! It is pleasure to be invited to GCWC and compete with the Chinese and other international teams. Also awesome to have a chance to visit Beijing.
We are Astral Authority, a professional Heroes of the Storm team representing North America. Our teammates are:

  • cattlepillar – Melee/Ranged Flex & Shotcaller
  • Fury – Tank
  • psalm – Melee Flex
  • CauthonLuck – Ranged Flex
  • Jun – Support
The Astral Authority lineup for GCWC

Photo Credit: NetEase

It is true that we are currently considered the best NA team, but there are still a lot of people who question our ability to compete at a very high level which puts the pressure on our shoulders a bit. During the past two regional qualifiers, we have learned that the best thing to do is not to think about it too much and just play our game.

How does the team work together? How do you train daily? How do you prepare for tournaments?

Jun: Our team works as a ‘team’. Everyone participates in giving their ideas and opinions in order to achieve the best result in whatever we do—although sometimes people get distracted. Everyone is willing to listen to each other, and we trust that all of our individual players are doing the best they can to bring the team to the next level.

We scrim about six hours per day every week and have one off day. Outside of team practices, we’re free to do whatever we want, but usually we just play more games to improve our own individual mechanics.

The day before tournaments, we make a game plan by going through every map and every possible draft situation that might happen. Also, we go through the general mindset and gameplay we should have for each according opponent.

What was the original intention behind forming the team? What’s your biggest advantage?

Jun: I think you could say that most of our team was formed by players that were either ‘kicked’ or ‘not wanted’ from other present teams. One story that lot of people know is about Fury, our tank player: we qualified for the BlizzCon by beating Gale Force Esports—the team who kicked Fury. As for me, I wasn’t a known player before I joined Murloc Geniuses (now Astral Authority). After going through a week of tryouts as a support, they trusted my abilities enough to compete professionally with me even though I was inexperienced. I actually attempted to try out for other teams, but I was not able to, probably because I was not a known player.

I think the biggest strengths/advantages are the team’s environment and work ethic rather than the gameplay itself. The reason I say that is that I’ve learned that having a positive environment and being around players who are willing to improve is just as important as individual gaming skills. If a team has those characteristics, regardless if they are doing good or especially bad, they will always work as team to improve. Everyone makes a mistake—there’s no such thing as a perfect player. A great team wins as a team and loses as a team.

What’s the secret to keeping the top rank on the HotS pro stage?

Fury: Continue to practice as much as possible and during your practice time try hard to make sure whatever composition you’re trying will actually work in a tournament. Make sure to also explore different Heroes on specific maps while keeping up on what you think is meta.

How do you feel about taking part in GCWC in China?

Fury: This feels amazing to represent North America in a different region and, personally for me, I love traveling around the world playing video games professionally. I always enjoy the different cultures and how other regions live day to day compared to how my life is.

Any special or interesting things to share with us about your team or players?

Fury: Within two to three months, our team became the first North American team to win two regionals in a row. Jun, our support player, had never played at a LAN event before until our first championship in Burbank.

Murloc Geniuses after their win at the Heroes of the Storm NA Regional at PAX

Photo Credit: ESL

What’s your opinion toward Asian HotS teams? What’s the difference between NA and EU?

Fury: Asian teams for sure play a much more aggressive, coordinated playstyle where they hide somewhere for a long period of time just to get one kill. The difference between NA and EU is that NA is better haha.

Are there any particular teams you want to defeat or any goals you want to achieve at GCWC?

Fury: I want to stomp the EU teams just because of the long rivalry between the two regions. I want to show that NA is the stronger of those two regions. Playing versus any Asian team will be fun and a challenge, so I cannot wait until our team finally has a chance to face one in GCWC.

What do you think of the current metagame?

CauthonLuck: Tanks and bruisers are getting stronger and stronger in the meta with every patch. While triple ranged used to be standard [in compositions], soon it will be only one.

Which team would you consider your rival?

CauthonLuck: Not a real enemy, but GFE is the most different from our team. GFE was able to buy the most well-known and skilled players to try and create a “super team” for BlizzCon. Our team had to recruit players who were not well known but that we judged to have undervalued talent. Before every tournament, nobody gave us any chance compared to GFE; we always felt like David to GFE’s Goliath.

Cauthon, you’re a 32 year-old pro player. Can you share some interesting stories about yourself?

CauthonLuck: My age has made a career in Heroes of the Storm very difficult to establish. Though I had played three other esports games at a pro level and played in every pro Heroes tournament while working at a full-time job, no major team or org in North America was willing to give me a tryout due to my age when I was a free agent four months ago.

I had to start a new team in order to stay in the pro scene. With the help of people who had played with me before, we were able to recruit new talent and create the first team in North America to win back-to-back Regional Championships.

Any further thoughts to share with Chinese HOTS fans?
All: Thanks for inviting the team to represent NA in another opportunity to play on the global stage!

GCWC Venue - Beijing's Water Cube

Photo Credit: NetEase


This is an interview conducted and translated by NetEase. It is primarily intended for Chinese viewers to get a better sense of Western teams, but NetEase has given the publisher the right to publish for Western audiences as well. The publisher assumes no responsibility for inaccurate information or misrepresentation.


EsportsJohn is hyped for BlizzCon, how about you? You can follow him on Twitter or support him on Patreon.

Camino a BlizzCon: un equipo renace [ES]

Reborn lifts the trophy at the ANZ regional final

Artículo original en Inglés: Road to BlizzCon: A Team Reborn

Traducido por: Saghmare

Tabla de contenido


Provenientes desde muy abajo. Los chicos australianos están de vuelta en acción. Después de separarse y someterse a varios cambios en su alineación, la mayoría de los antiguos miembros de Negative Synergy se han vuelto a unir bajo el nuevo nombre de Reborn para su tercera aparición en un Global Championship – y esta vez, se ven más fuertes que nunca.

Orígenes

Su historia inicia a mediados del 2015 con robadobah, justo después de que Heroes of the Storm fuese lanzado. Team Inmunity era el nombre más grande en los e-sports de la región Australia-Nueva Zelanda (ANZ) y eventualmente adoptaron dos alineaciones: White y Black. En ese tiempo robadobah jugaba en White mientras que daspurtz jugaba en la alineación de Black. White arraso a a través de los clasificatorios Road to Blizzcon del 2015 pero se detuvieron en seco en el Americas Championship 2015. Sin embargo, robadobah no se daría por vencido, había probado la escena internacional y estaba sediento de más.

Durante la calma post-BlizzCon, robadobah y su actual compañero de equipo Sashin iniciarían su búsqueda de crear el “Dream Team” de la región ANZ reclutando a los mejores jugadores bajo un solo nombre. Su primer objetivo fue Daspurtz, quien se había retirado brevemente después de la derrota de Inmunity Black durante los clasificatorios de BlizzCon. Enseguida otro gran nombre de la región Exile5 repentinamente se disolvería dejando a dos de los mejores jugadores flex sin equipo y en espera de ser reclutados, Benjamin94 y Ninja. Una vez que las aguas se calmaron, robadobah pudo cumplir su meta de reunir a lo mejor de lo mejor.

“La primera noche que practicamos con la alineación completa, estuvimos a la altura del nombre “Sinergia Negativa” (Negative Synergy) ya que peleamos y estuvimos en desacuerdo en todo. Pero lo resistimos y logramos llegar a los campeonatos de Primavera y Verano.”

-Benjamin94

Las cosas no marcharon bien al principio – Benjamin94 comenta que las primeras veces que jugaron juntos “peleaban y estaban en desacuerdo en todo”- pero el equipo rápidamente empezó a tomar impulso. Medio año después, Negative Synergy había diezmado sin esfuerzo toda la competencia en ANZ y aterrizarían dos veces en la escena global.

Ejecución y reformación de Negative Synergy en 2016

Durante la temporada de primavera, Negative Synergy paso fácilmente los clasificatorios regionales con un récord total de 15-1. Sin embargo su dominio no se traducía tan bien en la escena global. Fallaron en pasar la primera fase de grupos con una puntuación 2-4 en el campeonato global de primavera en Seúl, Corea del Sur. Tuvieron una fuerte actuación en contra del equipo filipino Renovatio 1 pero fueron aplastados por EDward Gaming y Team Naventic en sus mejores momentos. Esto no fue algo inusual- ningún equipo de región menor ha podido vencer a las regiones mayores, más sin embargo fue decepcionante.

Negative Synergy at the Heroes of the Storm Spring Global Championship

La temporada de verano fue aun peor. Dejando de lado el hecho de que quedaran invictos durante los clasificatorios regionales, se comenzaron a formar grietas en la alineación de Negative Synergy. “Era bastante obvio… en su actuación en Suecia- se percibieron peores resultados que en Corea”, comentó Arcaner, miembro de Reborn. En el campeonato global, tuvieron unos juegos muy osados en contra de X-Team y Renovatio 1 y fueron sacados en la fase de grupos 1-4. Después de una actuación tan pobre, estaba claro que se necesitaban algunos cambios.

“Básicamente, como cualquier equipo de e-sports , Negative Synergy tuvo problemas internos durante toda la temporada de verano de HotS… así que después de que regresaron de Suecia, todos se separaron y esencialmente se volvieron agentes libres. Negative Synergy ya no existía de este punto en delante.”

-Arcaner

El equipo se separó completamente después de volver del Summer Global Championship, creando un pequeño apocalipsis de alineaciones en ANZ. Se empezaron a construir muchos nuevos equipos alrededor de los antiguos miembros de Negative Synergy, incluyendo uno centrado en robadobah, Sashin y el jugador flex Arcaner. Sin embargo nada parecía mantenerse firme. La mayoría de los equipos tuvieron actuaciones decepcionantes en los torneos regionales King of the Hill y los antiguos compañeros de Negative Synergy empezaron a gravitar hasta estar juntos de nuevo.

Al final, todos excepto por Sashin terminaron reunidos. El equipo probaría a Arcaner para el rol de jugador flex y este demostró ser más que capaz de cubrir el lugar de Sashin. Pese a jugar asesinos en sus equipos anteriores, Arcaner admitió tener interés en otros roles también: “mi rol principal y favorito cuando juego solo es soporte… puedo cubrir un montón de Héroes jaja.” El equipo adopto un nuevo nombre -The Boys- para conmemorar su amistad grupal.

“Un nombre muy elaborado lleva a callejones sin salida jaja. Es algo para lo que no somos muy talentosos por lo que solo nos apegamos a lo que creíamos que representaba la atmósfera del equipo. Terminamos con la oportunidad de cambiarlo a Reborn, que seria suficiente para un equipo profesional de HotS. The Boys era demasiado informal.”

–Arcaner

Durante las siguientes semanas, The Boys tomaron los torneos regionales por sorpresa y se veían tan fuertes, si no es que más, que el original Negative Synergy. Después de que se anunciaron los clasificatorios Road to Finals, The Boyz decidió cambiar su nombre a Reborn para tener un titulo más profesional y al mismo tiempo más acorde a ellos. Sashin empezó a reconstruir Negative Synergy con una nueva alineación y pronto los dos equipos se volverían rivales.

Los clasificatorios Road to Finals fueron relativamente sencillos para Reborn. Solo perdieron un juego en contra de Negative Synergy antes de reencontrarse cara a cara en la final. Fue una pelea decente, pero la resistente fuerza mecánica de Reborn subyugo al renovado Negative Synergy y catapulto a los dos veces contendientes mundiales a la escena global una vez más.

Perfiles de los jugadores

robadobah

robadobah at DreamHack Summer

En el rol de tanque, Robert Purling “robadobah” es una roca para anclar al equipo. Es el alma, y a menudo es la voz de la razón para mantener la agresión de sus compañeros de equipo a raya. Si el equipo comienza a fallar, las palabras de robadobah son las que los mantienen tranquilos y unidos.

Se inclina a un enfoque más cauteloso y oportunista de las peleas en equipo, pero no tiene miedo de sumergirse en lo profundo si es necesario. Tiene un muy flexible repertorio de héroes. Su elección, desde la presencia constante de Johanna hasta el potencial de enganches de Anub’arak, marca el ritmo para que el equipo lo siga.

Benjamin94

Benjamin94 at DreamHack Summer

Si robadobah es una roca, entonces Benjamin Vinante-Davies “Benjamin94” es el pegamento que mantiene todo unido. El es el líder del equipo tanto dentro como fuera del juego, guiándolos a la victoria. Pese a que Reborn no tiene un shotcaller designado, los jugadores apuntan a que el sea quien tome las decisiones para el equipo.

Benjamin94 no tuvo mucho éxito durante el 2015 como algunos otros jugadores, pero su desorbitante flexibilidad finalmente rindió frutos y fue apreciada en Negative Synergy. Usualmente juega el rol de tanque secundario o asesino melé para Reborn pero su gran repertorio lo lleva a adaptarse a literalmente cualquier composición. Juega una atemorizante Kerrigan, pero no tiene miedo de llegar a los personajes más elásticos como Tassadar o Sylvanas para llenar espacios vacíos.

Daspurtz

Daspurtz at DreamHack Summer

Photo Credit: DreamHack

La linea trasera se mantiene unida por Zac Peters “Daspurtz” en el rol de soporte. En la región ANZ, el ha sido aplaudido como el mejor jugador soporte por mucho. Pese a que el equipo es muy defensivo, es el experto posicionamiento y la meticulosa distribución de habilidades de Daspurtz lo que gana las peleas de equipo.

Como muchos jugadores de soporte, es difícil concretar un héroe principal para Daspurtz. Es bueno con Uther, es bueno con Rehgar, es bueno con Alafeliz, incluso con Auriel. No hay nada en particular en lo que sea malo– el solo los juega todos, y lo hace con un gran nivel de precisión y paciencia.

Arcaner

Arcaner at the ANZ Fall season regional qualifiers

En el lugar de Sachin, Liam Simpson “Arcaner” ha sido un reemplazo -incluso una mejora- en términos de sinergia del equipo. El no tiene la misma agresividad desenfrenada, pero su estilo de juego peculiar y ataques fuera de lo común lo diferencian de la actitud más relajada de sus compañeros de equipo.

Los dedos de Arcaner son rápidos y su mente es aguda; por esto, el puede cubrir una gran variedad de roles en el lapso de una sola serie. En sus equipos anteriores (Fresh y Gust in 5), el típicamente jugaba como asesino del equipo, pero el admite que su preferencia son los soportes. El esta cómodo en muchos héroes de impacto incluyendo a Zagara, Illidan y Tracer, pero no le importa irse atrás y permitir que Ninja o Benjamin94 tomen la iniciativa.

Ninja

Ninja at DreamHack Summer

El engrane más peculiar en la máquina de Reborn es el jugador de rango Shane Ellem “Ninja”. Su enfoque en el macro juego y manejo de oleadas hace maravillas para pescar la ventaja incremental del equipo y hace su estilo de juego único. La manera en que juega es la misma que cualquier otro DPS de rango pero con una mentalidad diferente.

Es mejor conocido por su sobresaliente juego con Falstad. La presencia global de Falstad es una de sus fortalezas y le permite controlar el ritmo del juego; además de eso, casi nunca desperdicia el uso de las ráfagas imponentes. Recientemente, se dio a conocer como un muy creativo Medivh lo que le ha dado atención y que sera algo para tener en cuenta.

Estilo de juego

Para la reformada alineación, unidad es lo mas importante. “Pienso que lo que hace especial a Reborn es que sentamos bases en la amistad,” dijo Arcaner respecto al equipo “somos un equipo de, mecánicamente buenos jugadores que disfrutamos de la compañía de todos especialmente fuera de la practica del equipo,” añadió ademas.

En una conversación con el conocido caster de ANZ Disconcur, estuvo en acuerdo e hizo notar que los lazos de mucho tiempo son lo que ha mantenido al equipo unido durante casi dos años. Lo que sea que pase en BlizzCon, la alineación de Reborn es una de las mas cohesivas en el mundo y se mantendrán tranquilos bajo la presión.

En general, el estilo de juego del equipo puede considerarse defensivo o pasivo con un enfoque en las pequeñas ventajas marginales. Ellos rara vez se precipitan en las peleas por el bien de la lucha y están mas que dispuestos a permitir que un objetivo o una estructura se vaya con el fin de intercambiar una ventaja mas grande, pero eso no quiere decir que no tengan lo necesario para respaldar sus peleas en equipo.

El equipo en su conjunto tiene bastante conocimiento mecánico. Arcaner alardeo que “tienen una ventaja mecánica sobre varios equipos internacionales”, incluyendo equipos de NA, muchas de las regiones pequeñas e incluso, la potencia de EU Fnatic. Sin embargo las mecánicas no lo son todo.

“Pero las mecánicas te llevan lejos. Nuestra debilidad es que apenas practicamos en comparación con las otras regiones. Tenemos extensos compromisos de la vida real y nos limitan en términos de opciones y bloques de practicas en ANZ. Los demás equipos que irán a BlizzCon harán muchos juegos de practica por lo que tendrán una ventaja sobre nosotros en ese aspecto.”

-Arcaner

Como en otras regiones menores, el sueño de ser un jugador profesional de tiempo completo es distante para los jugadores de ANZ. El dinero y la exposición son difíciles de conseguir a través de videojugar, y las buenas opciones de practicas están limitadas para su remota ubicación en el mundo. “Creo que tenemos algunos problemas con nuestras opciones de practica, shotcalling, macro, etc. Los otros equipos podrán bisar juegos de practica, así que ellos tienen una ventaja sobre nosotros en ese aspecto”, lamento Arcaner. Pese a tener la ventaja mecánica, Reborn tendrá una dura batalla contra los equipos bien preparados en BlizzCon.

Dirigiéndose a BlizzCon

Sin embargo, el equipo permanece optimista. Dentro de los equipos de regiones menores que irán a la BlizzCon, Reborn sienten que son sin duda el mejor. Se sienten seguros y que tienen una fuerte posibilidad contra algunas de las principales regiones del mundo.

No hay duda en que Corea es mas fuerte de lo que nunca ha sido, pero muchas de las otras grandes regiones han decaído un poco. Dos de los equipos mas fuertes y mas consistentes de NA durante todo el año, no irán a BlizzCon -aunque eso no quiere decir que Murloc Geniuses y Denial eSports no sean suficientes para representar NA- y los grandes equipos de China, eStar y EDG, se fragmentaron en prácticamente nada.

Robadobah at DreamHack Summer

Photo Credit: DreamHack

”Pienso que tenemos mejores jugadores que Denial, Murloc Geniuses, Super Perfect Team, los demás en las regiones menores y tal vez Fnatic,” afirmo orgullosamente Arcaner. Benjamin94 también esta confiado asegurando ”definitivamente podemos llegar a una posición en los mejores 8 si jugamos tan bien como sabemos hacerlo, pero también los cuadros tendrán un gran rol en ello”. Incluso Disconcur dio su voto de confianza a que la región ANZ llegara a los mejores 8, o incluso los mejores 4. “Somos considerados la peor región después del Summer Championship… los equipos no nos verán ni aprenderán de lo que hacemos,” añadió Benjamin94, haciendo alusión a la posibilidad de sorprender a los equipos mas fuertes. En conjunto, tanto el equipo como la región confían en su juego, pero solo los resultados van a darles la razón.

“Nadie espera nada de nosotros, por lo que se sentirá muy bien vencer a algunos equipos muy buenos de las regiones mas avanzadas y mostrarles, ya sabes, que somos buenos jugadores”

robadobah

Esa es la voluntad que llevo desde Road to BlizzCon 2015 para vencer a las regiones mayores y probar que ANZ es un legitimo competidor en la escena mundial. Esa fue la luz que guio a robadobah, lo convenció de formar un “súper equipo”, y que mantiene a los chicos juntos pese a una ruptura. Ahora es el momento para que Australia brille.


Gracias enormemente a Arcaner, Benjamin94 y Disconcur por permitirme hablar con ellos y ayudarme a aprender mas acerca de la región ANZ. Sin ellos, este articulo no habría sido posible.

Road to BlizzCon: A Team Reborn

Reborn lifts the trophy at the ANZ regional final

Written by: EsportsJohn

Table of Contents


Hailing from down under, the Australian boys are back in action. After disbanding and undergoing various roster changes, the majority of former Negative Synergy members have reformed under the new moniker Reborn for their third Global Championship appearance—and this time, they’re looking stronger than ever.

Origins

The story starts in mid 2015 with robadobah, just after Heroes of the Storm was released. Team Immunity was the biggest name in Australia-New Zealand (ANZ) esports and eventually fostered two rosters: White and Black. At the time, robadobah played on White while Daspurtz played opposite of him on Black. White blazed through the 2015 Road to BlizzCon qualifiers but were stopped short at the Americas Championship. Nonetheless, robadobah was not deterred; he had tasted the international stage and was thirsty for more.

During the post-BlizzCon lull, robadobah and current teammate Sashin set out to create the ANZ “Dream Team” by collecting all of the best players under one banner. They first scooped up Daspurtz, who had briefly retired after Immunity Black’s loss in the BlizzCon qualifiers. Then the other big name in the region Exile5 suddenly disbanded and left two of the best flex players, Benjamin94 and Ninja, teamless and ripe for the picking. When the dust settled, robadobah had fulfilled his goal of gathering together the best of the best.

“The very first night that we scrimmed with our team line up, we lived up to our name Negative Synergy and we fought and disagreed with everything ;p. But we stuck it out and managed to make it to both Spring and Summer Championships.”

-Benjamin94

Things didn’t go so smoothly at first—Benjamin comments that the first time they played together they “fought and disagreed with everything”—but the team quickly began to pick up momentum. Half a year later, Negative Synergy had almost effortlessly decimated all other competition in ANZ and landed themselves on the global stage twice.

Negative Synergy’s 2016 Run and Reformation

During the Spring Season, Negative Synergy breezed through the regional qualifiers with an overall record of 15-1. However, their dominance did not translate as well to the global stage. They failed to make it out of the First Group Stage with a record of 2-4 at the Spring Global Championship in Seoul, South Korea. They had a strong showing against Filipino team Renovatio I but got smashed by EDward Gaming and Team Naventic at their primes. This wasn’t an unusual trend—none of the minor regions could take games off of major regions, but it was disappointing nonetheless.

Negative Synergy at the Heroes of the Storm Spring Global Championship

Summer Season went even worse. Despite going completely undefeated in the regional qualifiers, cracks began to form in the Negative Synergy roster. “It was quite obvious…in their Sweden performance—noticeably worse than their results in Korea,” commented Reborn flex player Arcaner. At the Global Championship, they played reckless, sloppy games against X-Team and Renovatio I and got knocked out of the group stage 1-4. After such a poor showing, it was clear that some changes needed to be made.

“Basically, like any esports team, Negative Synergy had been having some internal issues throughout the entire summer season of HotS…so after the team returned from Sweden, everyone sort of parted ways and essentially became free agents. Negative Synergy didn’t exist at that point and forward into the next few weeks.”

-Arcaner

The team split completely after coming back from the Summer Global Championship, creating a little Rosterpocalypse in ANZ. Several new teams developed around the former members of Negative Synergy, including one centered around robadobah, Sashin, and top flex player Arcaner. Nonetheless, nothing seemed to hold firm. Most of the teams had disappointing performances in King of the Hill regional tournaments, and the former Negative Synergy teammates began to gravitate back together.

In the end, everyone except Sashin (robadobah, ninja, Benjamin94, and Daspurtz) ended up back together. The team tried out Arcaner for the flex role, and he proved to be more than capable of filling Sashin’s shoes. Despite playing Assassins on previous teams, Arcaner admitted that he had interest in other roles too: “My main and favourite role whenever I’m a free agent is support…I can cover a lot of Heroes haha.” The team also assumed a new name—The Boys—to commemorate their group camaraderie.

“Brainstorming a team name always presents itself with dead ends haha. It’s not something we are talented at so we just latched on to what we thought represented the team’s atmosphere. We ended up having to change [The Boys] to Reborn so we would suffice as a professional HotS team. ‘The Boys’ was a bit too casual.”

-Arcaner

Over the next few weeks, The Boys took regional tournaments by storm and looked just as strong, if not stronger, than the original Negative Synergy. After the Road the Finals qualifiers were announced, The Boys decided to change their name to Reborn for a more “professional”—and at the same time, very fitting—title. Sashin began rebuilding Negative Synergy with a new roster as well, and soon the two teams would become rivals in the scene.

The Road to Finals qualifier was a fairly straightforward affair for Reborn. They dropped only a single game (to Negative Synergy) before coming face to face with their rivals again in the finals. It was a decent fight, but the sheer mechanical strength of Reborn’s roster overpowered the revamped Negative Synergy and catapulted the two-time world contenders back onto the global stage yet again.

Player Profiles

robadobah

robadobah at DreamHack Summer

On the tank role, Robert “robadobah” Purling is a rock for the team to anchor onto. He’s the soul of the team and often lends the voice of reason to keep his teammate’s aggression in check. If the team begins to falter, it’s robadobah’s words that keep them calm and collected.

He tends toward a more cautious and opportunistic approach to teamfights but isn’t afraid to dive in deep if necessary. Like many of the other players on Reborn, he has a very flexible Hero pool. His choice, from the steadfast presence of Johanna to the engagement potential of Anub’arak, sets the pace for the team to follow.

Benjamin94

Benjamin94 at DreamHack Summer

If robadobah is a rock, then Benjamin “Benjamin94” Vinante-Davies is the glue that holds everything together. He’s the team leader both in and out of the game, guiding them to victory. Though Reborn doesn’t have a designated shotcaller, many of the players point to him as the decision maker for the team.

Benjamin didn’t have as much success in 2015 as some of the other players, but his insane flexibility finally came to fruition and was appreciated on Negative Synergy. He typically plays the role of a secondary tank or melee Assassin on Reborn, but his huge Hero pool gives him room to adapt to literally any composition. He plays a terrifying Kerrigan but he’s not afraid to break out more elastic characters like Tassadar or Sylvanas to fill in any gaps.

Daspurtz

Daspurtz at DreamHack Summer

Photo Credit: DreamHack

The back line is held together by Zac “Daspurtz” Peters on the support role. In the ANZ region, he is often lauded as the best support player by far. Though the team plays rather defensively, it’s Daspurtz’s expert positioning and meticulous timing on his abilities that wins teamfights.

Like many support players, it’s hard to nail down a signature Hero for Daspurtz. He’s good on Uther, he’s good on Rehgar, he’s good on Brightwing, even Auriel. There’s nothing he’s particularly bad at—he just plays them all, and he does so with a high level of precision and patience.

Arcaner

Arcaner at the ANZ Fall season regional qualifiers

In lieu of Sashin, Liam “Arcaner” Simpson has been an apt replacement—even an improvement—in terms of team synergy. He doesn’t have the same unbridled aggression, but his quirky playstyle and offbeat attacks set him apart from the more relaxed, laid back attitude of his teammates.

Arcaner’s fingers are quick and his mind is sharp; as such, he can flex a huge variety of roles within the span of a single series. On his previous teams (Fresh and Gust in 5), he typically played the team’s Assassin, but he admits that his preference goes toward supports. He’s comfortable on many impact Heroes including Zagara, Illidan, and Tracer, but he doesn’t mind taking the backseat and allowing Ninja or Benjamin to take the lead either.

Ninja

Ninja at DreamHack Summer

The most peculiar cog in Reborn’s machine is ranged player Shane “Ninja” Ellem. His focus on the macro game and wave management does wonders for nabbing the incremental advantage for his team and makes his playstyle unique. It’s like he plays the same way as every other ranged carry, but with a completely different mindset.

He’s best known for his outstanding Falstad play. Falstad’s global presence plays into his strengths and allows him to control the pace of the game; on top of that, he almost never uses Gust foolishly. Recently, he also unveiled a creative Medivh pick which has turned some heads, so that will be something to look out for.

Playstyle

For the reformed roster, unity is the most important thing. “I think what is special about Reborn is we are based upon friendship,” said Arcaner about the team. “[We’re] [j]ust a team of great mechanical players who all get along and enjoy each other’s company especially outside of scrims and team practice,” he added.

In a conversation with well-known ANZ caster Disconcur, he agreed and noted the long-running bonds that have held the team together for almost two full years. Whatever may happen at BlizzCon, Reborn’s roster is one of the most cohesive in the world and will stay cool under pressure.

Overall, the team’s playstyle can be considered defensive or passive with a focus on small, marginal advantages. They’re unlikely to rush into fights for the sake of fighting, and they’re more than willing to let an objective or a structure go in order to trade for a greater advantage. But that doesn’t mean they don’t have the chops to back up their teamfights.

The team as a whole is quite mechanically proficient. Arcaner boasted that they “have a mechanical advantage over quite a few international teams” including NA teams, many of the small regions, and even EU powerhouse Fnatic. However, mechanics aren’t everything.

“But mechanics only get you so far. Our weaknesses is that we barely practice compared to the other regions. We have extensive real life commitments and are weighed down and limited in terms of scrim options and scrim block times in ANZ. The other teams going to BlizzCon will be spamming practice games so they’ll all have an advantage over us in that aspect.”

-Arcaner

Like in other minor regions, the dream of becoming a full-time progamer is a distant one for ANZ players. Money and exposure are hard to come by via gaming, and good practice options are limited by their remote location in the world. “I think we have a few issues with our scrim options, shot calling, macro, etc. The other teams will be spamming practice games, so they’ll all have an advantage over us in that aspect,” laments Arcaner. Despite having the mechanical advantage, Reborn will be fighting an uphill battle against the well-practiced and well-prepared teams at BlizzCon.

Heading Into BlizzCon

Nevertheless, the team remains optimistic. Out of the minor region teams going to BlizzCon, Reborn feels that they are hands down the best. They feel confident against them and believe they even have a strong chance against some of the major regions as well.

There’s no doubt that Korea is the strongest it’s ever been, but many of the other major regions have fallen from grace. Two of North America’s strongest and most consistent teams throughout the year will not be at BlizzCon—though that’s not to say that Murloc Geniuses and Denial eSports won’t represent NA well—and China’s greatest teams, eStar and EDG, have all but splintered into nothing.

Robadobah at DreamHack Summer

Photo Credit: DreamHack

“I think that we are better players than Denial, Murloc Geniuses, Super Perfect Team, the other small regions, and maybe Fnatic,” Arcaner stated proudly. Benjamin is also confident, stating, “[W]e definitely can get a top 8 position if we play as well as I know we can, but also, the bracket will play a major role in that.” Even Disconcur gave his vote of confidence for the ANZ region making it to the top 8, even the top 4. “We were considered the worst region based on the Summer Championship…teams won’t look into our team and learn what we do,” Benjamin added, hinting at a chance to blindside some of the stronger teams. As a whole, the team and the region are confident in their play, but only results will prove them right.

“No one expects us to do anything, so it would just feel great to beat some really good teams from the more advanced regions and really show that, you know, we’re good players.”

robadobah

There is the drive going all the way back to the Road to BlizzCon 2015 to beat the major regions and prove the ANZ region is a legitimate competitor on the world stage. It was the light that guided robadobah, convinced him to make a “super team”, and held the boys together through a breakup. Now it’s time for Australia to shine.


Huge thanks to Arcaner, Benjamin94, and Disconcur for chatting with me and helping me learn more about the ANZ region. Without them, this article would not be possible!


EsportsJohn is obsessed with The Lizzie Borden Chronicles right now. You can follow him on Twitter or support him on Patreon.

HotS Esports in 2017: Compromises

Tempest win the Heroes of the Storm Global Championship at DreamHack Summer

Photo Credit: DreamHack

Written by Thigan

Blizzard is showing where the esports future of Heroes of the Storm is headed. To analyze those changes, we have to understand first the current state of Heroes of the Storm esports.

An Overview of Last Year’s Progress

It is no secret that viewership in HotS hasn’t grown; it has been dropping since early this year. Regardless the schedule, tournament structure, production value, teams in competition, metas—there are multiple reasons—the viewership is lower.

Skill-wise, Europe has found stability around the level that Dignitas set during the Spring Season early this year, with mYinsanity (now Misfits) peaking during Summer and then regressing during Fall as the biggest variable there. China seems to be at a weaker point; the talent was scarce during HGC Spring, but China still placed two teams in the top 4 of the Global Championship. Afterwards, during the Spring Gold Series, they fought against MVP Black and influenced the style of the Korean powerhouse. However, the departure of talented players during the Summer Gold Series playoffs manifested in shot calling errors, underwhelming drafts, and individual mistakes. North America is the region that has regressed the most: weaker and unstable teams that lack discipline and innovation, talent scattered, and lack of synergy—low level of execution overall. This region gave us the BlizzCon 2015 Champion but lost to a minor region during HGC Summer and became the only major region to miss playoffs. Afterward that, the best teams had roster changes that prevented them from securing a place at BlizzCon 2016.

Korea is a puzzle. Despite low population on the server, a negative reputation for the game, and lots of talent moving to Overwatch, MVP Miracle and L5 still emerged alongside Tempest (now Tempo Storm) and MVP Black—clearly the best region in the world. This region deserves its own place in terms of talent; Without the support they have in SC2 and LoL or the obscene competition of a populated ladder, they still are the best at the game. It is a testament to the culture of the hardcore fans, professional players, and coaches.

In terms of production value, there has been a general improvement in the West. China is stable but perhaps has had more hiccups in production compared to last season. Korea is still the best at production by a large margin—a margin even bigger than in-game skill. However, you can see how they are saving money here and there.

In short: Viewership is dropping, skill is not improving globally, but production is better.

Currently Blizzard pays for everything:

  1. Prize pools
  2. Production
  3. Travel expenses

With the current results, it sounds reasonable to reduce the spending. However, it is important to change these tendencies from negatives to positives. So this is the old question: How do you improve the results with less money?

An Online League and its Compromises

“Most significantly, in North America, Europe, China, and Korea we’ll be shifting to a uniform online league format. As a result, the players on the top eight teams in each region will be contracted and guaranteed both compensation and regular competition.”

Production standards may be lowered

First compromise: players win a salary, but in exchange China and Korea have to give up some of their current advantages.

  • They live in the same city already, so they can LAN with ease
  • Tournament organizers have a place set up for LAN tournaments
  • LAN has more prestige
  • Production elements like interviews, booths, audience will be gone

The biggest losers are the two tournament organizers in China (NetEase) and Korea (OGN). They get paid by Blizzard, but they money has to be cut somewhere if they want to pay to the players and keep tournaments going. Even if many elements of the productions disappear, many expenses still exist that Blizzard has to cover.

The stage for NetEase's Gold Series Heroes League

“You can look forward to more consistency not only in your favorite rosters, but also in the scheduling, casting, and quality of broadcasts all-year round.”

Second compromise: the superior OGN production will be diluted to the level that online production provides and the standard that Blizzard enforces. In exchange, regular schedules and the familiar faces of casters and team names will help to stabilize viewership. Heroes of the Storm viewers will become accustomed to the production. I hope that this brings global statistics for the leagues; in case they don’t provide them themselves (I hope they do), they should at least procure the replays and YouTube VoDs for the four leagues.

The East and West may become disconnected

The next part to be worried about is the possible absence of a Western face in the Eastern scene and vice versa. There may not be English casting for the Korean League, and hope for English casting in the Chinese scene will be gone. This is pure speculation, but if this happens, I ask for a protocol to get clean feeds for translated casting.

“On their journey to the HGC finals, teams playing at the highest level will have opportunities to compete at three international events including a global tournament.”

@BlizzMilkFat on Beyond the Nexus: “There is going to be a clash that involves North America, Europe, Latin America and ANZ, and there are also going to be clashes that involve Korea, China, Taiwan and Southeast Asia. This will give us an opportunity to figure out who is the Best in the West and the Beast in the East. So when going into more of the global kinds of tournaments, we are going to actually have more stories to tell and more of juicy drama.”

Third compromise: the East is gone from the West. There are two possible ways to interpret this. First, that there are going to be more international tournaments in 2017 than in 2016; this could be local leagues that feed into international tournaments that then feed into the global tournament in a cycle that repeats more than once per year (just like right now, there are three seasons). The other possible (and more likely) interpretation is grimmer—that the three international events will be:

  1. East Clash
  2. West Clash
  3. BlizzCon (Global)

This makes sense when Blizzard mentions two waves of relegation per year, which seem to point toward two seasons from the three that we had in 2016.

Assuming the latter pessimistic view, the compromise is big: less people will be traveling to each tournament—less casters, less players, etc. It reduces expenses, but retains three international tournaments. The advantage is that the rivalry of Europe versus North America would have a cherry on top—at the end of the Western tournament, one of them will be Champion. This is good for marketing but bad for competition.

The analyst desk at ESL GamesCom 2016

Photo Credit: ESL

There are two dangerous elements. First, when you narrow the view to West and East only, you reduce the value of the West for Easterners and the other way around. For hardcore fans, this could mean the dismissal of English casts for Eastern leagues and possibly even Eastern regionals. For reference, if Spring or Summer used this format, the Eastern Clash would be the tournament with the highest level of Heroes of the Storm; not having English casters for this event would be a travesty for anybody who cares about high level Heroes of the Storm and happen to be in the West. We would have to wait one year to watch Korean and Chinese teams in English.

The second problem is that it perpetuates the idea that Asia is in their ethereal world of superior video gamers that is unreachable for Westerners. A better approach would be a rotation, with two regionals per round. You then change which teams go to each regional, something similar to what the NFL does with their divisions.

  • Round 1
    1. NA vs EU
    2. CN vs KR
  • Round 2
    1. NA vs CN
    2. EU vs KR
  • Round 3
    1. NA vs KR
    2. EU vs CN
  • Repeat

These three rounds may not happen in a single year—perhaps is a three-year cycle (it depends on economics)—but it is an improvement over a system that always splits the world into “East” and “West”.

The gap between top and bottom ends of competition may widen

@BlizzMilkFat: “So we are trying to level up every aspect of our program for next year, and the reason why we are trying to guarantee this regular compensation is because we are going to ask a lot more from our players. We are going to be tripling the amount of content that we are going to be producing for our fans for Heroes esports.”

“Twice a year, after proving themselves in a series of weekly open tournaments with prize pools, the two best teams from the Open Division will get to pit their skills against those of struggling pro teams, whose spots in the top tier of the HGC are on the line.”

Next compromise, mobility. Top players will have more stability; in exchange, the bottom of the professional end will fight twice a year for survival. It’s like having a six month performance review at your job, but instead of looking for areas of opportunity to grow, those that fail lose their job. This is better than current system—I wouldn’t call it a compromise. What changes are the rules to move between to these teams.

Murloc Geniuses after their win at the Heroes of the Storm NA Regional at PAX

Photo Credit: ESL

The North American scene is known for their constant roster changes, but this cannot continue with a league format; the freedom to move from a team to another team searching for a better opportunities will be reduced. What happens when two teams want to trade players or if any team wants a player from the Open Division? What would the regulations be for players kicked from a professional team that want to play on an amateur team? Players will have to accept those—at the moment unknown—regulations in order to participate in the HGC.

Tying up loose ends

As a last comment, these two quotes have elements that puzzle me:

@BlizzMilkFat: “So we are trying to level up every aspect of our program for next year…”

This probably means that there is going to be the same Global Championship as 2016 plus some International Tournaments. Maybe it’s a political phrase without substance. In any case, this article rejects this idea that Blizzard will just add more—compromises are giving up something to gain more.

@BlizzMilkFat: “We are going to be tripling the amount of content…”

This is another sign that the most optimistic view of international tournaments could be true.

To move forward, Blizzard has to make compromises. When the time passes, we’ll compare the state of the esports scene again, and Blizzard and the fans will make their final conclusions then.


This is a guest article written by Thigan. He is a well-known redditor who often brings up discussion-worthy topics and provides valuable insight into Heroes of the Storm.

Alarak: First Impressions and Pro Opinions

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Written by: EsportsJohn


Not all heroes are born of altruism…some, like Alarak, simply desire vengeance. As the new Highlord of the Tal’darim, Alarak leads his people to a destiny free of the corrupt influence of the fallen Xel’naga, Amon.

It’s hard not to acknowledge the “cool” factor of Alarak. He’s a no-nonsense guy with telekinetic powers similar to Star Wars baddie Kylo Ren. His lore alone as Highlord of the Tal’Darim, a fanatical religious faction of Protoss, is enough to make any StarCraft fan gush with excitement. Even though his lore was not 100% accurate to his iteration in Heroes of the Storm, he still came out pretty cool (and sith-like). It’s hard not to feel like a badass when playing him.

Overall, he seems fairly well balanced, if a little on the weak side. His damage can be downright insane, but he tends to falter without some dedicated support due to no reliable form of sustain or escape. This has led to a pretty low win rate on Hots Logs, but his power level isn’t far from the sweet spot. In fact, similar to Greymane, a few mistargeted buffs could easily push him over the edge and make him OP.

Strengths and Weaknesses

Strengths

  • Huge burst damage
  • Tons of utility (silence, battlefield manipulation)
  • Strong laning presence
  • Powerful teamfighting capabilities
  • The most kickass voice acting in the game

Weaknesses

  • Poor sustain
  • Cooldown dependent
  • Vulnerable to CC
  • Terrible PvE

Abilities

Alarak is all about the big moments. He lives and dies for those opportunities to jump in and blow all his cooldowns to delete someone instantly. When he dives, he dives hard. The rest of the time, however, he’s mostly just controlling the flow of fights and poking until he has the chance to dive in and finish someone off. In a lot of ways, Alarak is similar to Greymane in concept. Blizzard went through a lot of iterations with Alarak, but the overall product came out pretty nicely.

The unique ability that defines Alarak is Telekinesis, a vector targeting (click + drag) ability that pushes enemies, as well as himself, around. What makes this ability so powerful is its versatility. For instance, it can pull people out of position for a big stun train combo or drag someone out of range of their healer. It also excels as a disengagement tool to push chasing opponents away or boost Alarak out of harm’s way. It can even be used as an interrupt for channeled spells. Talents like Applied Force and Quick Mind allow Alarak to control the flow of battle even more smoothly—but at the cost of some of his damage.

Machines of War promotional art for Heroes of the Storm

Photo Credit: Blizzard

Telekinesis isn’t Alarak’s only utility, though. Discord Strike also brings a brutal AoE silence on top of a hell of a lot of damage. Discord Strike isn’t always easy to hit because of the short delay, but the effects can be devastating when it does, especially in clumped up teamfights.

The final piece of Alarak’s base kit is Lightning Surge, a fairly straightforward point-and-click ability used mostly for sustain. There are some cute tricks that you can do by lining up shots to hit multiple Heroes (especially if you take Thunderstruck), but most of the time, it’s just a good old-fashioned poke ability.

Blizzard took a fascinating approach to Alarak’s Heroics. Instead of choosing one at 10 and then upgrading it, you can just pick up your second Heroic at 20. Right now, Alarak’s level 10 choice is a no-brainer: Deadly Charge. It offers a long-distance engage, guaranteed damage, and even an escape when used properly. Counter-Strike can be picked up at 20 in rare circumstances where Alarak needs to survive a huge burst of damage, but it is simply subpar to Deadly Charge in its current iteration.

Due to his trait, Sadism, he can dish out some serious hurt to anyone that’s unfortunate enough to get close to him, but the drawback is that his PvE is substantially weaker than other melee Assassins. For this reason, he’s not very useful for capturing merc camps, sieging, or clearing waves.

Talents

Blizzard finally made talents with trade-offs that weren’t terrible. I have always been an outspoken critic of talents like Greymane’s original Unfettered Assault and Artanis’s Triple Strike because they trade functionality for random utility, and often made the ability worse with the talent. But this time Blizzard got it right.

Alarak’s trait Sadism is not fixed at 100%. Various talents like Dissonance and Quick Mind will decrease that number by 10% in exchange for extra utility. Overall, this is a genius system for trading functionality for damage, and it really forces players to think through talent choices on a deeper level. Do I need the extra cooldown reduction on Telekinesis? Is it worth sacrificing damage? These questions will pop up in your mind frequently when playing Alarak and influence the way that you play him.

That said, whenever that choice isn’t present, there is actually very little room for flexibility in Alarak’s talent tree at the moment. Most of the Lightning Surge talents aren’t impactful and are usually heavily outweighed by Q and W talents. On top of that, some talents like Chaos Reigns and Pure Malice are so good that they’re nearly impossible to give up except in rare circumstances.

At levels 4 and 7, Double Cross and Chaos Reigns combo together to greatly increase Alarak’s damage and reliability, making them almost mandatory. Talents at 1 and 16 are flexible, however. Picking both Applied Force and Projected Force gives Alarak the ability to influence teamfights at long range and set up big stun combos but greatly decrease his Sadism damage. Talents like Power Conduit, Without Effort, and Sustaining Power are also options for a poke-oriented style that don’t sacrifice damage.

Alarak’s level 20 talents offer extraordinarily interesting choices. Along with the ability to pick his other Heroic, he also has access to two generic abilities with new, fascinating drawbacks. Last Laugh is a version of Bolt of the Storm that allows you to cleanse all effects at the price of dropping all the way down to 1 HP. In theory, this is a cool talent that Alarak can use to escape in the nick of time, but—at least in my experience—the drawback is simply too punishing. After using Last Laugh, you’re out of the fight for some time anyway, so saving yourself has very little impact on the overall outcome.

Hasty Bargain goes in a different direction and offers more damage via a form of Rewind that permanently reduces the percentage of Sadism; every time you use it, you become weaker overall. The huge risk/reward tradeoff forces you to think critically about how you use Hasty Bargain. However, it’s almost always worth taking despite the drawback because of the potential to double your burst damage, and the Sadism that you lose is also somewhat negligible since the game is unlikely to last much longer after level 20 anyway.

Professional Opinions

On Kit, Design, and Implementation

HongCoNo, Tempo Storm
Design is freaking awesome!

darkmok, Misfits
I would probably be more qualified to say something good after having played with him competitively, but what I can say is that he is a Hero with high skill cap. Basically everything you do depends on your placement of abilities. He has no good wave clear, so he has to shine in brawling and assassinating Heroes since he mostly doesn’t add power to objectives. I do think he’s good and has his place. I think he can surprise enemies with his placement of Telekinesis, and his lvl 20 is insane—the amount of plays you can do with his version of Rewind or taking two ults….

Goku, Dumpster Tier Superstars
His kit and design is very similar to Kerrigan; they both are burst type Heroes that rely on their combo. What separates Alarak from Kerrigan and the rest of the melee Assassins is that his kit provides a 1.5 second silence which can decide teamfights. On top of that, with his ultimate Deadly Charge, he can easily dive the back-line or provide burst damage.

Lockdown, Tempo Storm
Really like the Hero design and abilities. Very mechanically complicated Hero.

Minsc, Caster
When I first heard about his announcement, I said to myself, “Hell yeah! Him!” Then, I realised it will be one more melee Assassin amongst others, and the hype declined. Finally, he got released, and I got him into my very hands—and, oh man, did he deliver.

He’s a mix between a combo-based fragile brawler and a spell damage oriented caster. [He] doesn’t really have his place in a heavy front line like Sonya or Thrall, but definitely has his role to set up fights, create ganks, or force enemies into a fight they might not like. Although this point of view has been debated with some friends, I like to compare him to Kerrigan. He “creates” action with his spells, and [you] need to ponder the choice of whether to use his kit offensively or defensively, which makes him as much of a threat as [a liability because] he can be punished for a lack of patience.

Mudsliide, former GFE manager
I think his kit is really interesting and, at the same time, frustrating. Having to be immobile during Discord Strike is something I dislike personally (it’s a 0.5 second cast time). Standing still on a melee Assassin just feels off to me. His Telekinesis is a strange sort of skillshot to land (I compare it to the League of Legends champion Viktor’s Ray Beam thing) but works well enough as you get used to it. Lightning Surge is your standard point and click ability but feels a bit underwhelming to me. Deadly Charge is my current go-to just for diving the backline and things of that nature. I love that Blizzard continues to give us new toys to play with in the way that abilities work—they just don’t always work well the first try.

On Professional Play and Meta Changes

HongCoNo, Tempo Storm
He’s pretty OP, so most likely going to see competitive play.

Goku, Dumpster Tier Superstars
He’ll pop out in each region, but he won’t have a definite spot. He’s very similar to Kerrigan where you need to build around him for his lack of wave clear.

Lockdown, Tempo Storm
I think Alarak requires a lot of skill, so probably going to take some time before it sees competitive play.

Minsc, Caster
In the future meta, he definitely has his place, but more as a thought choice [special pick] instead of a must-have Hero. I believe his base kit makes him a really strong counter to many Heroes, but he cannot be left on his own. So on an extremely aggressive lineup, his damage and engage potential, combined with the silence, will make him quite interesting to look at.

Mudsliide, former GFE manager
I’m not entirely sure [about the meta]. Korea may run him since they seem open to trying a lot of different styles of play. Between EU and NA though, I don’t think anyone will touch him just yet. He feels slightly underwhelming in raw damage output, and I don’t know why you would grab him over another choice as of the current moment. We have time until Blizzcon though. I see Blizzard giving him a buff or two, so maybe we see him then?

On Map and Composition Viability

HongCoNo, Tempo Storm
Not sure about team comps, but probably gonna be good on Tomb of the Spider Queen and Dragon Shire.

Goku, Dumpster Tier Superstars
I feel like his best maps would have to be rotational maps like Dragon Shire and Tomb of the Spider Queen. But he has the option to play on every map. What he needs most would be a stun tank like E.T.C. or Muradin—that way it becomes very easy for Alarak to use his combo.

Lockdown, Tempo Storm
Can be played on any map, and will most likely be used as a melee DPS.

Minsc, Caster
I think he will work great on teamfight-oriented maps. although his lack of bonus damage towards neutrals/buildings might come as a problem. [But] like I always say: “dead people don’t prevent you from pushing”, meaning that if you kill your opponent, you can easily snowball out of it.

Mudsliide, former GFE manager
I think he works well on smaller maps or maps with good chokes—so for me, Tomb of the Spider Queen, Towers of Doom and Cursed Hollow. I don’t know where he fits into compositions at the moment. I’m not entirely sure if I should be dive heavy and just be in the fight all the time or play a little further back and silence incoming opponents to defend my carry. I think we’ll have to see the players that are clearly miles ahead of me play him in competitive (if and when we see him) to answer that.

Final Thoughts

darkmok, Misfits
His E is like 0 damage to minions. It does provide some laning power and self-sustain though. But apart from that, it’s super underwhelming. They need to buff the numbers of that for sure—or add a slow, I don’t know.

Goku, Dumpster Tier Superstars
I feel like Alarak is underrated in general. He’s a very strong Hero if you play him correctly. His Telekinesis is very strong to disengage a fight or to pull the enemy healer towards your team.

Minsc, Caster
He might be overlooked as a Hero that will not break the game. But in my opinion, a very skilled player within the right team can, as Medivh does, completely turn the tide and overthrow an overconfident opponent.

A point on his talent tree as well: the choice between utility talents that reduce Hero damage or not is insanely well thought out. It offers Alarak the possibility to adapt to many situations within each game, and each talent tier can be a gamebreaker if the opponent doesn’t pay attention.

Mudsliide, former GFE manager
Remember when Artanis came out? Everyone said he was underwhelming. He was not tanky enough to be a full-on Warrior nor did he do enough damage to replace a Hero like Sonya. He was clunky and slow. Alarak reminds me of that. Slow and clunky, unsure where he belongs within the current game. While he has interesting design choices and an aesthetic that I enjoy, I think he needs a little more time in the oven personally.

Huge thanks to Dongmin Jeong for Korean interviews and translations!


EsportsJohn is also a toxic Protoss who only criticizes his team. You can follow him on Twitter or support him on Patreon.