Sgt. Hammer is a ranged assassin with potent artillery capabilities. She is able to entrench herself, extending her range and damage at the cost of mobility. Most comfortable out of range of other heroes, Sgt. Hammer excels at poking enemies from a distance, ideally from somewhere where counterattack is difficult. As the game progresses, a Sgt. Hammer will have the increasing ability to mow down structures and enemies from afar.

Sgt. Hammer can manipulate her abilities to protect her landlocked self. With smart use of Spider Mines and Concussive Blast, she can keep encroaching enemies at bay while she blasts them down. While she may have a tough time keeping up with fast-moving teamfights, she can put out tremendous damage without ever being approached by an enemy.

  • Damage
  • Tankiness
  • Healing
  • Self-sustain
  • Utility
  • Mobility


Siege Thrusters

Cooldown: 30 seconds

Increase your Movement Speed by 60% for 4 seconds.

Use this to blast away from ganks. Usable while in Siege Mode for quick escapes. Sgt. Hammer should try be saving this to escape dire circumstances.

Spider Mines

50 Mana
Cooldown: 14 seconds
Create 3 mines that deal 210 (58 + 8 per level) damage and slow enemies by 25% for 1.5 seconds.

Use Spider Mines to place in strategic locations, to slow enemies that could potentially engage on you. This ability can also be used to place behind the enemy to slow their disengage. Mines that are placed in bushes cannot be seen by the enemy team.

Concussive Blast

75 Mana
Cooldown: 12 seconds
Deals 310 (63 + 13 per level) damage and pushes enemies away.

Concussive Blast is Sgt. Hammer’s most useful ability! Use this to knock back enemies that try to engage on you. It can also be used to burst down targets, but it’s usually best kept to keep yourself alive. Only use to burst if you’re guaranteed to land a kill!

Siege Mode

40 Mana
Cooldown: 5 seconds
Become immobile to increase Basic Attack range by 90%, deal 25% splash damage, and deal 30% bonus damage to Minions and Structures.

Siege Mode is the most interesting part of her kit. It’s great in lane, where you can Siege at an appropriate distance, and kill the minion wave quickly. Be careful about your positioning with this ability, because it makes you completely immobile. It can be really effective in team-fighting situations, if you’re able to stay in the same place and deal damage safely. You can shoot over top of terrain, so position yourself behind walls in situations that allow it.

Napalm Strike

35 Mana
Cooldown: 6 secondsHeroic Ability
Deals 360 (56 + 16 per level) damage on impact, and leaves a napalm area that deals 110 (34 + 4 per level) damage per second. Lasts for 4 seconds.

Definitely the better of the two Heroic abilities. Napalm Strikes deals a ton of damage, and has low mana cost. The napalm area does a ton of AOE damage in teamfights. You can also use this ability as a zoning tool, to keep people from going into certain spots.

Blunt Force Gun

100 Mana
Cooldown: 70 secondsHeroic Ability
Fire a missile across the battlefield, dealing 800 (249 + 29 per level) damage to enemies in its path.

A great ultimate, but definitely not worth taking over Napalm Strike. It adds some spike damage into your kit, and can be used to take out structures over a period of time.


Level 1 Talents

Recommended: Advanced Artillery

Advanced Artillery is definitely the go-to talent for level 1. It increases your laning, objective control, and teamfighting. Having that extra damage is great, and it reinforces the idea to keep a safe distance at all times.

Level 4 Talents

Recommended: Focused Attack

Focused Attack gives you a lot more reliable damage with your auto attacks. It makes your main damage source have spike damage, and is often times exactly what you need to land kills on targets. Vampiric Assault  is a notable second choice, but should only be taken if you don’t have a healer on your team.

Level 7 Talents

Recommended: First Aid

I prefer taking First Aid as my level 7 talent. It’s exactly what Sgt. Hammer’s kit needs, because she really has no way of sustaining. This is also a great choice for teams with Zeratul, or Nova, because they’re always targeting you in fights. Hyper-Cooling Engines can also be taken, if you don’t think you’ll be bursted down.

Level 10 Heroics

Recommended: Napalm Strike

Napalm Strike all the way! Start spamming this ability, and burning your foes in teamfights!

Level 13 Talents

Recommended: First Strike

First Strike is the best talent to go at 13. If you’re able to land a first hit, your trading potential is a lot greater. It’s also really effective when taking down structures. Giant Killer can also be taken if the enemy team has multiple tanks.

Level 16 Talents

Level 16 talent explanation

Level 20 Talents

Level 20 talent explanation