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Created March 11, 2019






Hey y'all! I'm Mochrie (pronounced Mock-ree), and I'm a competitor for Scythe Esports and the University of Houston. Often called the #1 Tracer in the world by both myself AND my mother, I love to play Tracer whenever I can. HOWEVER, I can't always get her, because enemy teams are big doo-doo-heads who ban my hero out. Thus, I need a fallback. This is where my trusty Hanzo comes into play. This build has helped me to great success, both in ranked games and in coordinated, and I hope it brings you success too!

REMEMBER TO READ THE NOTES! The highlighted choices are NOT the only options you should be picking every game, they are only the most common ones I choose! Your options will vary greatly depending on map, team compositions, and team playstyles! I explain every single talent Hanzo has :)

DM/tweet me if you have any further questions about this build, or anything at all :)
Quest: Every 2 Basic Attacks against the same Hero within 10 seconds grants 1 Redemption, stacking up to 12. Dying decreases Redemption by 3, and Redemption can be lost even at maximum stacks. Reward: At 12 Redemption, gain 50% Attack Speed.
Target Practice: I only pick this when I think I have to play a ridiculously safe playstyle to avoid dying. DO NOT PICK THIS INTO ABATHUR, YOU WILL NEVER FINISH IT. Also, prioritize the backline as much as you can in the mid-lane level 1 fight with your early Qs to get a head-start on stacking this out.

Simple Geometry: A solid choice in many games. Much easier to stack than Target Practice, and not as dependent on positioning, mechanics, and your team as Redemption. You *will* need to git gud with your Scatter Arrows, tho.

Redemption: My personal favorite, this is a massive boost in dps... IF you have the skill and the confidence necessary to pull it off! Become an expert at weaving Basic Attacks between your Storm Bow casts and taking advantage of courageous enemy tanks to max out the hero damage charts with this talent :)
Explosive Arrows
Upon hitting a Minion or Monster, Storm Bow deals 60% of its damage to enemies around its target.
Explosive Arrows: The best choice on most maps. Waveclear is king in HotS, because you should almost always be killing minions as much as you can, and doing things like ganking or taking camps when minions are dead. Thus, killing minions is an easy way to free up more time to apply map pressure!

Serrated Arrows: While not my personal favorite, this talent is a good choice on Cursed Hollow and Battlefield of Eternity because of how relevant PvE damage is on those maps (boss is a major win condition on Cursed, and BoE reasoning is obvious).

Ignore All Distractions: This talent is fantastic under **very** specific restrictions! You must both have Redemption at level 1 (or else your attack speed is too slow to make good use of this) AND you must be able to kill minions DURING teamfights. If these are both the case, this talent actually provides a LOT of safety in fights by allowing you to safely pick off minions and hit the enemy team at a completely unreachable range :) This mostly only happens on Volskaya Foundry, where it's extremely common to teamfight right next to minions (also happens on Infernal Shrines, but Q explosion is too good to pass up for shrine clear).
Sharpened Arrowheads
Hitting a Hero with Storm Bow or Basic Attacks reduces their Armor by 2 for 3 seconds, up to a maximum reduction of 20 Armor.
The Dragon Hungers: I basically only pick this when I'm going Q build. The other two options have too much synergy with W/AA build to go this in any other situation.

Never Outmatched: Great when opting for a full W build, or with Redemption + W build (faster AAs = more W cooldown reduction!). This gives RIDICULOUS damage output if you've got your AA + ability weaving down, and can hit your scatters consistently and quickly.

Sharpened Arrowheads: My personal favorite level 7 Hanzo talent! Although 2 armor doesn't sound like a lot, this talent really shines with completed Redemption and a healthy dose of good mechanics :) I often find enemy targets down 12+ armor in fights, allowing even the mightiest of tanks to be shredded down by team. This talent basically puts every fight on a timer, where you'll win any extended engage by virtue of making anyone on the enemy team into a helpless squishy, given a few seconds of AA'ing and Q'ing :)
Dragon's Arrow
Fire a missile that travels across the battleground. Explodes upon hitting an enemy Hero, dealing 100 damage to all nearby enemies and Stunning them for 0.5 seconds. After traveling a medium distance, the damage is increased to 200 and the Stun duration to 1.25 seconds. After traveling a long distance, the damage is increased to 350 and the Stun duration to 2 seconds.
Dragonstrike: Two main uses! Zoning (no memes, casting this behind enemy team so they have nowhere to run is OP af if your whole team is on-board with it!) and AoE wombos. Both of these are rather hard to pull off and require significant team coordination, so you'll probably find yourself wanting Dragon Arrow in most games!

Dragon Arrow: The best option in basically every other situation from those listed ^above. This talent is HUGE for freeing up a draft, because you now have engage/initiation from the DPS position, meaning you're more free to pick low-engage main tanks like Garrosh and Johanna.
Ninja Assassin
Hitting Heroes with Storm Bow lowers Natural Agility's cooldown by 10 seconds. Additionally, Hero Takedowns reset Natural Agility's cooldown.
Fleet of Foot: Simply good mobility in fights if you can chain your Qs. You won't be able to D around all the time, but your chase and kite will be phenomenal.

Ninja Assassin: Having Natural Agility up more often is useful in myriad ways. Jumping in to finish a target off, then jumping back out after the kill, evading enemies, chasing, anything you can think of!

Mounted Archery: I personally almost never pick this. It doesn't feel particularly relevant in fighting, except for niche applications where y you need to hop a wall and quickly escape/chase. The mounted move speed is nice, but overall I think the other talents will be of more use in the vast majority of games.
Piercing Arrows
Storm Bow and Scatter Arrow pierce, hitting an additional enemy. Additionally, Scatter Arrow can pierce through 1 enemy each time it ricochets.
Flawless Technique: This talent gives a LOT of extra single-target burst damage, when justified. I typically will only pick this with Redemption, however, because the other two options have so much synergy with earlier talents.

Piercing Arrows: Piercing Arrows has more uses than might be immediately obvious. You can pierce your Q's to get more value out of the Q-based 13 talents (Ninja Assassin/Fleet of Foot) for far greater mobility. You can pierce your Explosive Arrows for better waveclear. Also, your scatters will become much more consistent + deal a lot more damage, ESPECIALLY in hallways where they can ricochet back and forth a gajillion times. Crazy +damage in teamfights with Never Outmatched at 7.

Giant Slayer: Probably only worth to beat Cho'Gall/Deathwing, and the other options are good in that scenario too. 2.5% just aint enough to compete with massive +damage and/or huge waveclear/camp potential. With full W or Q build, you're probably getting the most synergy out of Piercing Arrows (it's nasty in either build). With that said, I COULD see this being the pick when going W build into frontline-heavy teams. It's entirely possible I'm underrating this, but as it stands, I do not think this talent has many optimal circumstances.
Play of the Game
While in flight or for up to 2 seconds after impacting a target, Dragon's Arrow can be reactivated to teleport its location and jump backwards. If used after impact, Hanzo shoots arrows that deal 120 damage to each target hit by the impact. Hanzo is Unstoppable during Play of the Game.
The Dragon Awakens: This talent is lowkey hella ridiculous if you go Dragonstrike, you'll ult twice per fight minimum. If you make it this far with Dragonstrike just rip it lmao

Play of the Game: My typical choice in most games. This allows you to go for really greedy positioning with your arrows where you try to maximize stun-time + a rare escape + the dmg bonus is nice

Bullseye: Use this to counter channels/cast! E.T.C.'s Mosh Pit, Nazeebo's Ravenous Spirit, that kinda thing. Also great for helping team chain stun or following-up on things like Entomb. Don't forget that you can multi-stun with this if you hit 2+ with the same E!

Perfect Agility: I've seen some really good Hanzos take this, but I personally don't really feel it. It feels unnecessary with Ninja Assassin at 13, and IMO doesn't really compare to what the other 20 options provide. On the other hand, it does let you be the best jumpy boi u can be so ????
Balance Patch - 01/03/19
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