Tanking 101 - A Short Guide to the Basics of Playing a Main Tank

While tanking is the least preferred role in HotS, it is one of the more important ones. When asked why people don’t enjoy tanking, you will often hear things like tanks do not have an impact on a match, tanking is not fun, or people just don’t know where to start in terms of learning how to tank. Because of this, I thought I would put together a very basic guide on the role, and things to keep in mind when playing a main tank. This is not going to be a comprehensive look at every tank, when to draft them, and the nuances of starting a fight, but rather things that apply to all tanks (and in some sense, all heroes!) and how to incorporate these into any match. Hopefully it can show you just how interesting, impactful, and fun playing a tank can be!

Tanking in Heroes of the Storm is all about gathering information and controlling fights. Because of this, positioning, managing resources (mana and HP), and being aware of everyone on both your team and the enemy team are the main keys to successful tanking. Although tanks can certainly be built aggressively and in some cases reach assassin level amounts of damage done, your primary job is to make sure that every fight is done on your terms, and set your team up to win. The following sections discuss the main responsibilities you should be focusing on when tanking.

Scouting

As the tank, you want to make sure that if anyone is going to be attacked first, it will be you. Take the lead spot in rotations, and always assume that any bush along your rotation path has 5 enemies waiting to pounce, if you cannot account for them on the mini-map. If enough of them are missing, use your abilities as you approach a potential ambush point to check, not your face. If you are playing Anub’arak or Garrosh, throw a Q in there and see what happens. If you are playing Diablo, a quick Firestomp can let you know if it is safe to continue. It is far better to “waste” an ability on an empty bush, than lose your life right before an objective. If you can see enough of the enemy team, you can hold your abilities for the fight ahead instead of using them to scout.

Anchoring

When your team is capturing a merc camp, or working on an objective, you want to make sure they are safe doing so, and that they won’t be caught out by an enemy invasion. A tank can provide this security by waiting in a location, generally a bush, somewhere along the most likely path the enemy team will be taking so they know what is coming ahead of time. This is known as “anchoring”. If the enemy team will have an advantage in the fight, you can tell your team to leave, as it is better to lose a camp that can be defended, than lose two people in an unnecessary fight. If your team will have an advantage, you can turn the anchor into an ambush, depending on timing and positioning.

In the following clip, my team had just taken down the front wall of their keep, and were backing off as we would not have been able to get any significant keep damage in. On the way out, we had a potential opportunity to take the bottom merc camp to keep pressure on the bottom lane, and to prevent them from taking it instead. I provided anchoring in the vent where I could see if they would try to invade either from the lane (which would have been the smart choice), or through the choke point.

Most of the time I prefer to anchor at a point slightly further away from whatever it is I am protecting so we have that much more time to make a decision on what we should do. You also want to anchor in a location where you can easily leave, or where your team can back you up, if the odds are not in your favor. Knowing what is coming before it hits your team is invaluable.

Engaging

In a team fight, it is generally your call when to engage, and when to stall. Things to keep in mind when making this decision include:

  • Positioning. Seeing an enemy move into a vulnerable location is a good reason to punish them for it immediately.
  • Resources. If their healer or tank is low on mana, or if you know key heroics are not available to the enemy team, take advantage of it.
  • Talent tier or level differences. If you just got your heroics and they are still half a level behind, charge!
  • Number/role advantages. Sometimes it will depend on which heroes are missing, but it is generally safe to engage when you have greater numbers, or when they are down a tank or healer.

Even if your DPS seem a little trigger happy, you don’t have to engage as soon as the enemy is spotted. Don’t be afraid to be a little patient and wait for a good opportunity. However, don’t wait too long as the longer you stall, the easier it is for them to spot an opening, too.

Disengaging

There are times when advancing in the opposite direction is the right call, as I have seen far too many comebacks start when one team overstays their welcome. A strategic retreat can set up a re-engagement if they overchase, and is always a good idea when your resources get low. When you are in an extended fight or chase, always keep an eye on your healer. If they are getting low on mana, or have everything on CD, that is a good time to pull back. If I am the one low on health, mana, or both, I will ping retreat, and then ping my resource bar(s) to let my team know I can’t protect them any more, and why. In addition, I will often call to fall back when something changes, such as an objective expiring, a talent tier being gained on the enemy team, or we accomplish something like bringing down a wall, but aren’t likely to get more than that, no matter how long we stay there.

Controlling Enemies

As the main tank, you will have a kit that allows you to CC, displace, or otherwise control an enemy’s position and actions. Because of this, you want to use your kit to put the enemy team at a disadvantage and set up your DPS for getting a pick. Although it is tempting to use something like Muradin’s Storm Bolt just for the quest stack, it is often better to hold it for a few more seconds to lock down the Qhira who just spiraled foolishly into your team. That way you get the quest stack and the kill! Always try to use your abilities and heroics strategically, not just because they are available.

In addition, an often overlooked part of a tank’s kit is the fine art of body blocking. Most tanks have a large hitbox, relative to the other roles, and you can use that to your advantage. Once you have an enemy out of position, keep them there. In the following clip, the enemy Diablo blows his entire kit trying to get at my healer, which leaves him out of position.

I had previously used Impale to peel him off my healer, so I still had Burrow Charge to reposition, and my chunky beetle self to keep him where my team could kill him. You can also use body blocking defensively to keep enemies away from vulnerable members of your team.

Protecting Allies

Although it is tempting to use the fact that you are hard to kill to go in hard and try to get a kill yourself, your team is relying on you to keep the enemy team from returning the favor. You should always be aware of where your squishier allies are, and what could threaten them. Sometimes you have to save them from a diver, and sometimes you have to save them from themselves. As a tank, don’t distinguish between the two, if you can help someone, do so. It is always a good idea to keep an ability available to peel for your team. In the following clip, the enemy team ambushed our Jaina and our Tyrande and I had the tools available to save her.

A few things to note is that any hero with CC can help peel, not just the tank. The Tyrande stun definitely made it such that when I did arrive, there was something to save. The other thing to note as a tank is to use your body as much as your abilities to help protect. I made sure to get myself between Jaina and the enemies trying to kill her, and since the Tracer was the biggest threat, and the most likely to finish her off, I used Overpower to peel her rather than the Taunt Varian who was less of a danger.

Communication

Although you don’t have to be the shot-caller as the tank, you should always communicate with your team, through pings if nothing else. Let them know which enemy you would like them to focus fire on, if your abilities or heroic are available or how much time is left on their CD, where you plan to go next, when to retreat, and similar things. Although having your team in voice chat is ideal as a tank, there is a lot of information you can share without it.

Conclusion

Hopefully this gives some people who are interested in tanking, but have never tried it themselves, some incentive to give it a go. If you are new to tanking, I strongly recommend starting with Johanna, as she is extremely forgiving, durable, and has a relatively straight-forward kit for a main tank. All of the tanks are currently viable, except Cho, but some are more comp dependent, or require a bit of practice or follow up to do well. Johanna is probably the best generalist tank on the roster at the moment, and will work well no matter what rank you are.

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Goku’s Tuide of Hanking :heart_eyes:

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Very nice and simple guide for the essentials of tanking. Good for anyone who intends to step up their tanking game or walk into an unknown area if they are unfamiliar with tanking.

As far as beginner tanks goes, I would recommend Muradin. He’s a solid beginner tank since his trait can heal you up outside of fights, which allows for a more aggressive playstyle (I strongly recommend you take Third Wind over the quest; the added selfheal from Third Wind is very strong) as well how Muradin has his Dwarf Toss jump ability that works very well as an escape, allowng you to get into the face of the enemy and escape when necessary.
(Aside from that, take double thunderclap at 4 and thunderclap heals at 13 combined with Avatar for some very strong in-fight healing)

Although Hoku, I am curious. I play the occasional tank myself but I do not main it.
Why do you main tank? What is it about tanks you love? Do you feel that you are as capable of climbing ranks playing only tanks as some assassin main-guy? What part of tanking is it that makes you go “YEAAAAAAH, I NAILED IT!” or “During that bloody long fight, I did everything right and it was I, who won us that fight!”

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I will read this properly later, but I look forward to it.

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:heart: Because you played Warsong Johanna on a horde wolf. :pray:

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Thanks, this was really well presented…

Although i play tank verrrry rare, when i hav no other option.
I do keep in mind abt peeling and engaging… also the anchoring (though didnt know theres a proper word for it, i used to tell my frends, do it fast i stay on watch :smiley:)

But, keeping an eye on mana of enemy healer, thts something i never thought about, realllly BIG point there… :slight_smile:

thanks overall :slight_smile:
Your posts have always been helpful,
and oh ya, my artanis game has improved a lott, im 50%+ winrate on it now, was something 35% before :stuck_out_tongue:

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Yes yes :heart_eyes:
We need this as mandatory to read thing in game.

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Thanks to all for the comments!

For me, tanking is all about strategy and outplaying the entire enemy team, not just one element of it. While dueling in the solo lane is also fun for me, there is just something about seeing an entire team explode, and thinking, “I set that up.” Sure, the assassins will get the credit for the kills, but this is a team game, so that doesn’t make me feel jealous or anything. Equally satisfying is seeing them go for a kill and denying it, like that Jaina clip in the OP. When I tank, I feel like what I am doing matters, as I know from experience how hard it is to DPS or heal when your tank is off chasing butterflies, and how easy it is when your tank is front and center, giving you all the space and time in the world.

I can’t say whether or not it is easier to climb ranks as a tank, as I don’t have much to compare it to. I will say, my win rate is higher as a tank than as most other roles. I don’t know if that is because I am bad at DPSing, or the average tank is, well, average.

As far as the adrenaline rush tanking moments, it is either when I have a perfect setup for my DPS, such as a 4 man Mosh, 5 man Jet Propulsion, or the solid Apoc, or when I somehow manage to live despite 5 people doing their best to take me down. A lot of those “last tank standing” episodes require a great healer behind me, but even if it isn’t 100% my credit, it still feels amazing when I do pull it off.

You are weird.

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Tanks a lot; maybe this is getting me to play a some more tanks.

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I am

I like tanking, because it feels like being the teamleader.
And tho I’m not the one who does the Numbers (dmg), I feel like that strong, dictating force in the front. Ima the Protector :3

And it is only my personal history, but I climbed with Tanks and Healers (mostly Tanks, even when I was the Healer (>.> yes, Uther, you are a precious saint)).
But my experience is that everyone wants to play Assassins and most of them are good enough for where they are. So if you provide an awesome Tank for them, they can tank you for the win :Đ

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I like this, thank you Mrs. Hoku, very cool.

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dat’s just because people haven’t found the tank(s) they like.
imo!

But, I’ve got a pretty much even amount of games per role per hero.

Anyhow, getting back to topic… very nice!

:smiley:

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Great guide. I love the explanations and videos. I would like to learn to tank better (I guess I’d like to learn to play any role better). I can’t think fast enough to do what you did to Diablo there.

It’s clear from the guide that you play in coordinated teams, which makes me jealous. I tank for randoms, and there is usually no such thing in that setting as being the scout, the anchor, or especially the decision maker on when to engage. It’s a circus.

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Well, not all of the people in the clips are friends I queued with. In the first clip, the Tyrande was a random person, and in the second, both the Jaina and Falstad were random. A lot of the circus can be mitigated with communication, even if it is just pings. For example, you don’t need to be all that coordinated to anchor. Ping the camp you want them to take, park yourself in a bush, and either zone out the enemy team when they approach, or ping for a retreat if you think the capture is too risky.

Another thing that will make people sort of fall in line is to be decisive when tanking. If you are going in, go in. If you want to stall, make it clear that you are holding back. There are few things more frustrating for a team to deal with than a wishy-washy tank.

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Doing good work Hoku

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Wow. Nice job Hoku! This is extremely helpful, at least for me. Hopefully some others will benefit from this too!

(P.S. I’ve been bodyblocked, but I’ve never done it before. However, it’s very annoying to fight against lol.)

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  1. Do not split with yer team.
  2. Do not dive.
  3. Do not play as assasin.
  4. Do not chasing for enemy.

Personally i love simplicity. As people saying:"-Brevity is the sister of talent."

However nice work.

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Bodyblocking is something any hero can do, not just tanks, so it isn’t a bad idea to practice it when you see an opportunity. If you are playing an AA hero, such as Artanis or Zul’jin, learn how to stutter-step properly so you can not only keep them pinned in somewhere they don’t want to be, you can tear into them while doing so. Although it is easier to bodyblock with a hero that has a large hitbox, even the smaller heroes can save an ally or secure a kill this way!

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What to do, if I prefer to YOLO as Artanis, screaming:

EN TARO TASSADAR

?

Pick Reactive Parry on BoE. That is always a winner on YOLO Artanis.

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