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On 17/12/2017 at 12:41 PM, Oxygen said:

I like that build as well, but Lethal DecoyLethal Decoy is absolutely bonkers when you're facing a zeratul or some other melee hero trying to jump you. It literally allows you to double your DPS for 10 seconds when used with Holo StabilityHolo Stability and Ghost ProtocolGhost Protocol. 2 decoys lasting 10 seconds dealing 50% damage each is nothing to scoff at.

Well you may want to take that back.

Lethal Decoy got nerfed back to 40% damage for decoys, and Ghost Protocol has huge cooldown anyway.

Edited by Leadblast

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4 hours ago, Leadblast said:

Well you may want to take that back.

Lethal Decoy got nerfed back to 40% damage for decoys, and Ghost Protocol has huge cooldown anyway.

Lethal Decoy is still strong. Expect it to still stay in the meta.

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Just now, Trensicourt said:

Lethal Decoy is still strong. Expect it to still stay in the meta.

It's not stronger than it was before the stealth rework. I doubt it will keep being meta for long.

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18 hours ago, Leadblast said:

It's not stronger than it was before the stealth rework. I doubt it will keep being meta for long.

It is stronger because of Ghost Protocol's Holo Decoy.

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2 hours ago, Trensicourt said:

It is stronger because of Ghost Protocol's Holo Decoy.

Which no good Nova player uses, except for when things go wrong and she has to escape death.

Edited by Leadblast

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6 minutes ago, Leadblast said:

Which no good Nova player uses, except for when things go wrong and she has to escape death.

That's subjective. I use Ghost Protocol to add to my damage and ability to confuse my targets. Lethal Decoy certainly adds a decent amount of damage to my clones even after the 10% nerf.

Edited by Trensicourt

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Well, it can work, with the right talents... the problems I see with a build around decoys is that A) Lethal Decoy (which is the "meat" of the decoys' damage) comes waaaay too late at level 16, and B) you really want to use Ghost Protocol when you need to escape.

It's also easy to just kill you along with your decoys with the appropriate AOE spells (Jaina, Kael'thas, Thrall and such). Because (unlike Samuro) you cannot control the behavior of your clones (they just stand there and attack whichever enemy hero they made contact with), you can't effectively confuse enemies as you claim. If you move yourself for whatever reason, you give yourself away. Thus, you have to stand there and die, or try to run away and die anyway.

Edited by Leadblast

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I'm not a very high MMR player (silver 1 - gold 5)...
but i try to improve and i love nova. i know it wasn't a "good/strong/whatever" hero before the rework, but since i feel she has more punch, more impact on the game she's in.

since i do not have very reliable allies, i love to take the LVL 13 Ionic Force Field and the LVL 20 Apollo suit alltogether.
i've played a lot of the snipe or one in the chamber's build, and i'm actually trying the holo build.
i find very fun and thretening to isolatd heroes to have 25 armor every second for 2 second (in theory with the LVL 7 anti armor shells). it makes you sustain a lot against a high burst and allows you to kill your target; the idea is to use the ghost protocol talent offensivly.
of course, nova's main problem remains stuntank heroes, and that build won't help (except if you lure them effectively with your holograms)

why isn't that build played?

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13 hours ago, Bloodlord said:

i love to take the LVL 13 Ionic Force Field

The extra CC from Double TapDouble Tap provides defensive options just like Ionic Force FieldIonic Force Field, but also offers offensive power. This is why it is superior and should be picked instead. Besides, you usually need the armour when you are in combat, so the limitation on Ionic Force FieldIonic Force Field is just too big.

13 hours ago, Bloodlord said:

LVL 20 Apollo suit

Just like Ionic Force FieldIonic Force Field, it pretty much improves only your defensive power (which is also significantly lowered if the opposing team consists of skillshot heroes), but offers nearly no offensive advantage, unlike the other two recommended talents at that tier. Trying to kill your opponents can be more reliable and offers greater advantage.

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I think Fast Reload is a pretty good talent. You just have to know where to position to get the most value out of it. Later in the game, most squishies position themselves in the far back, because they know easily they can be flanked by Nova. What you do then as Nova is stand in the back and wait for any squishy to be softened up, then use Triple Tap on them. No squishy is going to tank that shot mid-fight and you'll get your resets easily.

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2 hours ago, Trensicourt said:

I think Fast Reload is a pretty good talent. You just have to know where to position to get the most value out of it. Later in the game, most squishies position themselves in the far back, because they know easily they can be flanked by Nova. What you do then as Nova is stand in the back and wait for any squishy to be softened up, then use Triple Tap on them. No squishy is going to tank that shot mid-fight and you'll get your resets easily.

It's a good one. I always go Fast Reload after choosing Triple Tap as my heroic. However Triple Tap sometimes isn't good. Generally, it's best used as a finisher move anyways (which is what makes Fast Reload good), however you must keep track of when they use things like the Ice Block with Jaina (after completing her trait's quest), Nazeebo, Malfurion, Ragnaros (his version is thematically different and also regenerates his health, but works very much the same for this) and so on. Tracer's Recall also breaks the lock on from the heroic. You need to know what heroes can't avoid a long range TT (even with teleport abilities) like Sylvanas, or most assassins. 

Also I haven't seen what happens with the Haunted Mine entrances, but I suppose those could be used to avoid a Triple Tap as well.

But generally it's good at that point of the match where their structures should be pretty much demolished so they can't use them to block the shots.

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@Oxygen Allow me to express my opinion, but I think Nova guide looks like it has been written by someone who doesn't play Nova. 

Talent builds look too similar to eachother, for example your lethal decoy build will be ineffective without the 25% armor from Ionic force field, you picked Holo stability in vain, your decoy won't last 2 seconds after taking damage...So you waisted 8 seconds worth of decoy...

 

Let me write Nova's guide and you will see some sinergy

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Ok....what is going on here? Neither of the builds listed here are the ones I use. Um. Or even close. I understand u people have your computers and number crunch and all that, but I have found tremendous success running my build, and it is a TON of fun also....can be lethal if used correctly. Some of u should try it out and lemme know how it works.

 

https://www.icy-veins.com/heroes/talent-calculator/nova#31.0!1121221

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Guest IDGAF

Please never use the word "eponymous" again. Decreasing readability for what gain?

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Guest BadIdeas

Someone does not understand how to play Nova if they put Volskaya Foundry as one of her "worst maps", when it is in fact one of the best maps to play Nova on. Actually there are a few inherent misconceptions in her build suggestions as well. Foundry is in fact one of the best maps to Nova on because of covert mission. You can quickly and easily take turret camps with a single stack by sniping down the repair droid and bribing the turret. The other camps are similar with kill one, bribe two. This makes Nova a camp clearing power house on this map, and given her stealth and relatively central position of he turret camps she can safely steal turrets all game, and when your team has two turrets and the other team has none, you tend to win objective fights.

When it comes to builds, I would stay away from Rewind, especially for OitC builds. It was a must pick talent before the last major rework for snipe build Nova's as it made her lethal to out of position squishies. With the rework her burst potential dropped, in exchange for more baseline dps. The problem is, even with rewind, you probably don't want to get in a 1v1 face punching match unless you are up levels, with anyone. Instead, hit and run is a better option, and rewind really doesn't help in that case. Also the double precision strikes on a 30 second cd is pretty big, and it also triggers the OitC damage boost. Used properly, your up front burst is exactly the same, your single target sustained dps falls slightly in favor of more aoe, and being setup for the next exchange in 30 seconds instead of a minute.

Lastly, covert mission is almost always more valuable than a decoy skill. If it isn't, then there is probably a better pick than Nova for the map, since, she is mediocre as a dps, and stealing camps is her most redeeming feature.

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Guest BroBrotha

Honestly, I feel like this guide is the most outdated of them all, though likely a concern of the fact that very few people play Nova. And when they do (like FanHots), they basically play at Gold tier with her; missing shots, making general basic Nova mistakes. Only their game sense really pulls them through matches.

Orbital is never good except when your team builds for locking down a hero or two through multiple stuns; and even then, the enemy team will likely draft to counter it. Trying to desperately fix Nova's issue (wave clear) with your Ult is just sad; it'll never really fix Nova's abysmal wave clear, and will only waste it for a tiny bit of lane lead.

The mistake this guide makes is not pushing far more for Anti-Armorshells: this is the only build that is currently functioning for her, given it allows you to do burst and then walk away. Nova is not safe in any form of sustained combat, which the only other two builds (One in the Chamber/Q-Build) will trap you into.

Triple Tap is the better ult. It's hilarious to me that a clone build even is on this page, with the argument than its purpose is for combat against isolated targets... No brotha, that's what Triple Tap does. The guide speaks about psychological warfare that a Nova pick does on the enemy, yet Triple Tap is literally one of the most powerful control skills in the game: it stops nearly every character from being able to solo a lane, and strongly discourages the enemy team from splitting/escaping at different angles. It is one of the most damaging Spells, and will outright win you nearly every 1vs1 duel; it's a punishment skill.

The guide also has, for some crazy, outrageous reason tells you to pick up Double Tap... for a, quote, Pinning Shot Build. ??? The synergy of the first Pinning Shot talent with Anti Armor is what makes it the safety build in the game, yes, and why it's strongly preferred over One in the Chamber. But Double Tap is a completely pointless addition that increases the Cooldown of Pinning Shot, and only sees real use in a One in the Chamber build; it's a tiny, marginal boost for the build especially since Anti-Armor Shells' Physical Armor decrease doesn't stack with the Armor decrease of Pinning Shot... A much better choice, that will absolutely help in Nova's survivability, chase, and overall damage is, in fact, Psionic Efficiency. Stacks will be lost, Youtube videos are filled with Grandmasters missing easy Q shots with Nova; increasing the range, and the amount of stacks translates into a far better overall damage increase than something like Double Tap. It is NOT a Q specific build talent; Q is always important to Nova.

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8 hours ago, Guest BroBrotha said:

Honestly, I feel like this guide is the most outdated of them all, though likely a concern of the fact that very few people play Nova. And when they do (like FanHots), they basically play at Gold tier with her; missing shots, making general basic Nova mistakes. Only their game sense really pulls them through matches.

Orbital is never good except when your team builds for locking down a hero or two through multiple stuns; and even then, the enemy team will likely draft to counter it. Trying to desperately fix Nova's issue (wave clear) with your Ult is just sad; it'll never really fix Nova's abysmal wave clear, and will only waste it for a tiny bit of lane lead.

The mistake this guide makes is not pushing far more for Anti-Armorshells: this is the only build that is currently functioning for her, given it allows you to do burst and then walk away. Nova is not safe in any form of sustained combat, which the only other two builds (One in the Chamber/Q-Build) will trap you into.

Triple Tap is the better ult. It's hilarious to me that a clone build even is on this page, with the argument than its purpose is for combat against isolated targets... No brotha, that's what Triple Tap does. The guide speaks about psychological warfare that a Nova pick does on the enemy, yet Triple Tap is literally one of the most powerful control skills in the game: it stops nearly every character from being able to solo a lane, and strongly discourages the enemy team from splitting/escaping at different angles. It is one of the most damaging Spells, and will outright win you nearly every 1vs1 duel; it's a punishment skill.

The guide also has, for some crazy, outrageous reason tells you to pick up Double Tap... for a, quote, Pinning Shot Build. ??? The synergy of the first Pinning Shot talent with Anti Armor is what makes it the safety build in the game, yes, and why it's strongly preferred over One in the Chamber. But Double Tap is a completely pointless addition that increases the Cooldown of Pinning Shot, and only sees real use in a One in the Chamber build; it's a tiny, marginal boost for the build especially since Anti-Armor Shells' Physical Armor decrease doesn't stack with the Armor decrease of Pinning Shot... A much better choice, that will absolutely help in Nova's survivability, chase, and overall damage is, in fact, Psionic Efficiency. Stacks will be lost, Youtube videos are filled with Grandmasters missing easy Q shots with Nova; increasing the range, and the amount of stacks translates into a far better overall damage increase than something like Double Tap. It is NOT a Q specific build talent; Q is always important to Nova.

There is a good amount of Talents and Builds in the game for which there isn't really a general consensus, even among top competitive players, especially when it comes to less popular Heroes. As a consequence, I think it's not appropriate to act like if a take is completely perfect and the other is completely wrong. Our guides are based on the experience of many players, not just one of them, because we discuss our content with other players. If you want to suggest a different playstyle, I think that's fine. With the way your acting, you are basically saying that your own experience as a single player is worth way more than the experience of many of them. If you want to completely dismiss all other playstyles only because you don't like them, I think that's not fine. All that said, I always find interesting to read a different perspective, even if many players would immediately call it crazy and outrageous.

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Guest ManBro

Still see that Psionic Efficiency is locked behind Snipe build solely, despite Snipe being integral to all three  builds. It's a flat damage increasing talent, given you will always miss shots - there's no reason for it not to be a yellow choice for every build here except for One.

I see Lethal Decoy is still on the Anti-Armor shells list, like some bizarre troll choice. Crippling Shot should be a yellow choice here at least, given it, again, gives you insane extra damage. Anti Armor boosts physical damage, not your Q damage. Armor Pen boosts the kill potential far higher than a clone that shoots once with pitiful damage; especially given Armor strip will apply for your entire team.

Anti-Armor Shells build (called clone build?!) is described as sustained damage, while One In the Chamber is still listed as a 'burst damage build'. Does anyone here play Nova? Anti armor literally is the burst build. You W-Q-Auto at max range, and then you walk away. With Crippling Shot, you'll be doing insane burst damage, and there's no reason to to pick Apollo Suit?! instead of rewind here. The advantage is you do ALL of your damage at once, without weaving in auto-attacks like One In the Chamber. This IS the burst build. And yet to label it as sustained damage because you boosted your clone by 20% more damage? Wow.

Final note, is the second talent tree really just ought to be any. I prefer Rapid Projection almost for any of the builds I go, simply because Mana-Sustain on Nova is important, and it's good for blocking skill shots. But Covert Mission will always have its uses (I think its value decreases the higher Rank you go, you just don't get enough stacks of it to be super useful), and Holo Stability has some very good map reveal powers - coupled with the patch also making it reduce Ghost Protocols by 15, making it a solid choice for any build except, probably One in the Chamber.

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      Cursed Hollow Fixed an issue that caused Cursed Hollow's Call for Help's Armor reduction to not be cleared by Stasis or Invulnerable. Heroes
      Anubarak Level 20 Cryptweave Fixed an issue that caused Cryptweave's duration increase to be granted while Anub'arak is dead. Artanis Level 10 Purifier Beam Fixed an issue that caused Purifier Beam to last up to an additional 0.5 seconds. Azmodan Level 10 Demonic Invasion Fixed an issue that caused Demonic Invasion grunts to attack Stealthed enemies. Cassia Level 20 Titan's Revenge Fixed an issue that caused Titan's Revenge empowered Basic Attacks to consume Block charges. Fixed an issue that caused Titan's Revenge to not apply to Charged Strikes bounce attacks. Cho'Gall General Fixed an issue that caused Cho and Gall to become separated if Cho enters a Vehicle the moment the Vehicle expires. Deathwing Level 10 Bellowing Roar Fixed an issue to allow Deathwing to cast Bellowing Roar while Dragonflight is active. Diablo Base Black Soulstone [Trait] Fixed an issue that caused Diablo's health gained from Black Soulstone to not be accurate. D.Va Base Self Destruct [E] Exploding Mech visibility has been updated from the detonation area to the expanding warning indicator area. Boosters [Q] Fixed an issue that caused Boosters to not be affected by cooldown reduction granted by Allied Heroes. Will now behave similarly to Defense Matrix and have a fresh cooldown when a new Mech is called. Level 16 Emergency Shielding Will now be properly reset when ability cooldowns are reset in Sandbox or Try Mode. Fenix Level 20 Unconquered Spirit Ability will no longer be shaded as though it is disabled when off cooldown. Will now be properly reset when ability cooldowns are reset in Sandbox or Try Mode. Gul'dan Base Drain Life [W] Added a range indicator for Drain Life. Hanzo Level 16 Piercing Arrows Fixed an issue that caused Storm Bow to not hit targets in close proximity to the first target hit with Piercing Arrows. Johanna Level 20 Indestructible Ability will no longer be shaded as though it is disabled when off cooldown. Will now be properly reset when ability cooldowns are reset in Sandbox or Try Mode. Junkrat Level 7 Dirty Trickster Will now be properly reset when ability cooldowns are reset in Sandbox or Try Mode. Leoric Level 1 Fealty Unto Death Healing increased from 31.85 to 32. Updated the tooltip to display number instead of percentage. Li Li Base Cloud Serpent [W] Fixed an issue that caused crit floating modifiers to not apply to Cloud Serpent damage. Fixed an issue that caused Defense Matrix to not apply to any Cloud Serpent damage. Fixed an issue that caused Spell Power to not apply to Cloud Serpent healing. Healing Brew [Q] Fixed an issue that caused Healing Brew to be disjointed if the target Teleports. Level 7 The Good Stuff Fixed an issue that caused The Good Stuff's Fast Feet healing increase to be multiplicative. Level 10 Jug of 1,000 Cups Fixed an issue that caused Jug of 1,000 Cups to instantly heal the target if the target Teleports while the jug is on its way to them. Level 13 Lightning Serpent Fixed an issue that caused Spell Power and other damage mods to not apply to Lightning Serpent damage. Level 16 Pick Me Up Fixed an issue that caused Pick Me Up's healing increase to be multiplicative. Lt. Morales Level 4 Trauma Trigger Will now be properly reset when ability cooldowns are reset in Sandbox or Try Mode. Fixed an issue that caused the cooldown displayed on the ability to show incorrectly. Maiev Level 4 Sudden Vengeance Fixed an issue that caused Sudden Vengeance to not activate Ruthless Spirit. Mal'Ganis Level 1 Winged Guard Fixed an issue that caused Winged Guard to lose Block charges to all effects that ignore Armor. Mephisto Level 16 Lightning Reaction Fixed an issue that caused Lightning Reaction to activate around Shades of Mephisto when Mephisto has not selected Mimic. Nazeebo Base Voodoo Ritual [Trait] Fixed an issue that caused Voodoo Ritual and Vile Infection to display the incorrect total damage value in their tooltips. Fixed an issue that caused Voodoo Ritual to not grant stack progress if the target is killed by the last tick of Voodoo Ritual after completing Vile Infection. Level 10 Gargantuan Fixed an issue that caused Gargantuan Stomp damage to not display the correct values in the tooltip. Orphea Level 16 Dead Magic Fixed an issue that caused Chaos-empowered Basic Attacks from Dead Magic to consume Block charges. Rehgar Level 7 Purification When selecting Purification, Purge will now be able to target Unstoppable enemy Heroes. Rexxar Level 10 Unleash the Boars Unleash the Boars damage updated to have Rexxar deal the damage instead of each Boar dealing its own damage. Samuro Base Image Transmission [Trait] Fixed an issue that allowed Samuro to cast Image Transmission on a destroyed Mirror Image if it was queued to happen directly after Mirror Image was cast. If Samuro activates Image Transmission or if a new Mirror Image is created, any Mirror Images that are updated will copy Blessing of the Red if it is present on Samuro instead of increasing their maximum Health as if Blessing of the Red were cast on them. Level 7 Crushing Blows Fixed an issue that caused Crushing Blows to apply to the triggering Critical Strike. Level 20 Three Blade Style Fixed an issue that caused Three Blade Style to increase Mirror Image maximum health if Samuro gained Blessing of the Red between the Images being created and the talent being selected. Fixed an issue that caused Three Blade Style to reset the duration on an active Mirror Image when selected. Sgt. Hammer General Sgt. Hammer's level 1 talent icon changes have been reverted. Stitches Level 13 Meat Hook Fixed an issue that caused the refresh duration to not match the full duration of Meat Hook. Tassadar Level 7 Arc Discharge Will now be properly reset when ability cooldowns are reset in Sandbox or Try Mode. Fixed an issue that caused Arc Discharge to become disjointed when Tassadar stops attacking. The Butcher General Talent sorting for The Butcher has been updated to be the same as other Heroes. Base Fresh Meat [Trait] Fresh Meat is now referred to as stacks instead of charges. Thrall Level 13 Spirit Shield Fixed an issue with Spirit Shield's cooldown reduction from Frostwolf Resilience. Tyrande Level 1 Ranger Fixed an issue that caused Ranger to allow Sentinel to hit up to 3 targets. Level 4 Everlasting Light Added an indicator on targets that will receive additional healing from Light of Elune. Whitemane Base Inquisition [W] Added a range indicator for Inquisition. Fixed an issue that caused Inquisition to not be cancelled if the target leaves the radius while Stealthed. Zul'jin Level 16 No Mercy! Fixed an issue that caused empowered Grievous Throw Basic Attacks from No Mercy! To not activate Medivh's Raven Familiar. Return to Top
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    • By Staff
      Blizzard has updated the PTR patch notes from November 14 with additional Hero changes.  
      (Source)
      NOTE: New changes are highlighted in Orange text.
      Our next Heroes of the Storm patch has just hit the Public Test Realm and will be available for playtesting. As always, if you encounter any bugs during your PTR play sessions, please stop by the PTR Bug Report forum to let us know about your experiences.
      Quick Navigation:
      Map Update Hero Updates Balance Update Bug Fixes Map Update
      Volskaya
      The Triglav Protector will now gain 25% increased energy regeneration and the Pilot and Gunner Abilities will both recharge 25% faster while both slots are occupied. Return to Top
      Hero Updates
      Chen
      Talents
      Level 10 Wandering Keg Wandering Keg updated to be a targeted forced Quick cast instead of a Self cast. Samuro
      General
      Order of buffs in the Buff bar has been updated to match the order in which talents are gained. Samuro can no longer target a Mirror Image that is affected by launch effects (Example: Phase Prism). Samuro will no longer mirror Hearthstone and Mount commands on his Mirror Images if the command is sent while selecting a Mirror Image and not Samuro. Tooltips have been updated to reduce confusion. Base
      Image Transmission [Trait] Advancing Strikes will now copy Samuro's state for the following: creating a new Mirror Image, Image Transmission, Deflection, Press the Attack. Wind Walk [E] Wind Walk will no longer cancel move and attack commands in the command queue when activated. Critical Strike [W] Activating Critical Strike while Samuro's Basic Attack is being swung will now apply to that attack, rather than the next attack, and will carry the attack reset over to the next Basic Attack. Samuro can now see his Critical Strike progress below his Healthplate. Samuro can now see the remaining duration of Critical Strike's activation around the ability button. Critical Strike will now copy Samuro's state for the following: creating a new Mirror Image, Image Transmission, Deflection, Press the Attack. Talents
      Level 1 Way of Illusion Way of Illusion quest progress is now correctly mirrored between different Mirror Images and Samuro. Level 7 Burning Blade Burning Blade is now an additive modifier for both Samuro and his Mirror Images instead of just his Mirror Images. Level 13 Kawarimi Kawarimi Mirror Images will now clear their command queue of Hearthstone commands when created. Level 16 Harsh Winds Harsh Winds is now an additive modifier. Balance Update
      Heroes
      Arthas
      Talents
      Level 13 Frost Strike Rework: If Death Coil hits a target Slowed by Frost Strike, they will be Silenced for 1 second. Rework: No Longer reduces the cooldown of Frostmourne Hungers. Level 16 Frostmourne Feeds Rework: The cooldown for Frostmourne Hungers now starts as soon as the first empowerment is used. Rework: The second Frostmourne Hungers empowerment now only applies after hitting a Hero and lasts for 4 seconds. D.Va
      Base
      Max Health increased from 2100 to 2150. Defense Matrix [W] Damage reduction increased from -50% to -60%. Talents
      Level 1 Liquid Cooling Bonus duration increased from 35% to 50%. Level 7 Get On The Point! Movement Speed increase duration increased from 2 seconds to 3 seconds. Timer reduced from 3 seconds to 2 seconds. Level 10 Bunny Hop Damage increased from 70 to 78. Proc bonus damage reduced from 100% to 80%. Micro Missiles Cooldown between charges reduced from 5 to 3 seconds. Cooldown per charge reduced from 20 to 19 seconds. Level 13 Target Locked Armor reduction and Slow are now refreshed in duration if the enemy Hero already has the debuffs. Reduced the amount of time that enemy Heroes need to be in the Defense Matrix from 1 second to 0.75 seconds. Level 16 Diverting Power Healing reduced from 35 to 31. Emergency Shielding Duration increased from 4 to 8 seconds. Shield increased from 280 to 290. Greymane
      Talents
      Level 16 Lord Of His Pack New: Replaces Executioner. Basic Attacks against Slowed, Rooted or Stunned enemy Heroes deal 25% additional damage for 3 seconds, increased to 50% while in Worgen Form. Imperius
      Talents
      Level 10 Wrath of the Angiris Rework: Damage reduced from 375 to 250. Rework: Now deals 20% additional damage for each Valorous Brand marker on the target when landing. Rework: Valorous Brand markers placed by Imperius will no longer be removed when launching the target into the air. These can still expire while in the air. Li Li
      Talents
      Level 1 Free Drinks Can now reduce the cooldown multiple times per cast (Example: Combined with Two For One). Level 20 Shake It Off Armor now persists for 2 seconds after Stun, Silence, or Root expires. Medivh
      Talents
      Level 20 Glyph of Poly Bomb Rework: Target an area to apply Poly Bomb to all enemy Heroes in the area. Poly Bomb activates a second time 1 second after. Murky
      Talents
      Level 13 Egg Shell The Shield now regains an amount equal to 35% of Murky's current Health when Murky places a new Egg. Varian
      Talents
      Level 20 Demoralizing Shout Cooldown of Demoralizing Shout and Parry are reduced by 2.5% whenever an enemy Hero affected by Demoralizing Shout deals damage to a Hero. Return to Top
      Bug Fixes
      General
      Fixed issues with Block and Basic Attacks that Ignore Armor. Map
      Cursed Hollow Fixed an issue that caused Cursed Hollow's Call for Help's Armor reduction to not be cleared by Stasis or Invulnerable. Heroes
      Anubarak Level 20 Cryptweave Fixed an issue that caused Cryptweave's duration increase to be granted while Anub'arak is dead. Artanis Level 10 Purifier Beam Fixed an issue that caused Purifier Beam to last up to an additional 0.5 seconds. Azmodan Level 10 Demonic Invasion Fixed an issue that caused Demonic Invasion grunts to attack Stealthed enemies. Cassia Level 20 Titan's Revenge Fixed an issue that caused Titan's Revenge empowered Basic Attacks to consume Block charges. Fixed an issue that caused Titan's Revenge to not apply to Charged Strikes bounce attacks. Cho'Gall General Fixed an issue that caused Cho and Gall to become separated if Cho enters a Vehicle the moment the Vehicle expires. Deathwing Level 10 Bellowing Roar Fixed an issue to allow Deathwing to cast Bellowing Roar while Dragonflight is active. Diablo Base Black Soulstone [Trait] Fixed an issue that caused Diablo's health gained from Black Soulstone to not be accurate. D.Va Base Self Destruct [E] Exploding Mech visibility has been updated from the detonation area to the expanding warning indicator area. Boosters [Q] Fixed an issue that caused Boosters to not be affected by cooldown reduction granted by Allied Heroes. Will now behave similarly to Defense Matrix and have a fresh cooldown when a new Mech is called. Fenix Level 20 Unconquered Spirit Ability will no longer be shaded as though it is disabled when off cooldown. Will now be properly reset when ability cooldowns are reset in Sandbox or Try Mode. Gul'dan Base Drain Life [W] Added a range indicator for Drain Life. Hanzo Level 16 Piercing Arrows Fixed an issue that caused Storm Bow to not hit targets in close proximity to the first target hit with Piercing Arrows. Johanna Level 20 Indestructible Ability will no longer be shaded as though it is disabled when off cooldown. Will now be properly reset when ability cooldowns are reset in Sandbox or Try Mode. Junkrat Level 7 Dirty Trickster Will now be properly reset when ability cooldowns are reset in Sandbox or Try Mode. Leoric Level 1 Fealty Unto Death Healing increased from 31.85 to 32. Updated the tooltip to display number instead of percentage. Li Li Base Cloud Serpent [W] Fixed an issue that caused crit floating modifiers to not apply to Cloud Serpent damage. Fixed an issue that caused Defense Matrix to not apply to any Cloud Serpent damage. Fixed an issue that caused Spell Power to not apply to Cloud Serpent healing. Level 7 The Good Stuff Fixed an issue that caused The Good Stuff's Fast Feet healing increase to be multiplicative. Level 13 Lightning Serpent Fixed an issue that caused Spell Power and other damage mods to not apply to Lightning Serpent damage. Level 16 Pick Me Up Fixed an issue that caused Pick Me Up's healing increase to be multiplicative. Lt. Morales Level 4 Trauma Trigger Will now be properly reset when ability cooldowns are reset in Sandbox or Try Mode. Fixed an issue that caused the cooldown displayed on the ability to show incorrectly. Maiev Level 4 Sudden Vengeance Fixed an issue that caused Sudden Vengeance to not activate Ruthless Spirit. Mal'Ganis Level 1 Winged Guard Fixed an issue that caused Winged Guard to lose Block charges to all effects that ignore Armor. Mephisto Level 16 Lightning Reaction Fixed an issue that caused Lightning Reaction to activate around Shades of Mephisto when Mephisto has not selected Mimic. Nazeebo Level 10 Gargantuan Fixed an issue that caused Gargantuan Stomp damage to not display the correct values in the tooltip. Orphea Level 16 Dead Magic Fixed an issue that caused Chaos-empowered Basic Attacks from Dead Magic to consume Block charges. Rehgar Level 7 Purification When selecting Purification, Purge will now be able to target Unstoppable enemy Heroes. Rexxar Level 10 Unleash the Boars Unleash the Boars damage updated to have Rexxar deal the damage instead of each Boar dealing its own damage. Samuro Base Image Transmission [Trait] Fixed an issue that allowed Samuro to cast Image Transmission on a destroyed Mirror Image if it was queued to happen directly after Mirror Image was cast. If Samuro activates Image Transmission or if a new Mirror Image is created, any Mirror Images that are updated will copy Blessing of the Red if it is present on Samuro instead of increasing their maximum Health as if Blessing of the Red were cast on them. Level 7 Crushing Blows Fixed an issue that caused Crushing Blows to apply to the triggering Critical Strike. Level 20 Three Blade Style Fixed an issue that caused Three Blade Style to increase Mirror Image maximum health if Samuro gained Blessing of the Red between the Images being created and the talent being selected. Fixed an issue that caused Three Blade Style to reset the duration on an active Mirror Image when selected. Sgt. Hammer General Sgt. Hammer's level 1 talent icon changes have been reverted. Stitches Level 13 Meat Hook Fixed an issue that caused the refresh duration to not match the full duration of Meat Hook. The Butcher General Talent sorting for The Butcher has been updated to be the same as other Heroes. Base Fresh Meat [Trait] Fresh Meat is now referred to as stacks instead of charges. Tyrande Level 1 Ranger Fixed an issue that caused Ranger to allow Sentinel to hit up to 3 targets. Whitemane Base Inquisition [W] Added a range indicator for Inquisition. Fixed an issue that caused Inquisition to not be cancelled if the target leaves the radius while Stealthed. Zul'jin Level 16 No Mercy! Fixed an issue that caused empowered Grievous Throw Basic Attacks from No Mercy! To not activate Medivh's Raven Familiar. Return to Top
      Click here to discuss this post with other players in the official Heroes of the Storm forums.

    • By Staff
      Find out what's new in Heroes of the Storm during Warcraft's 30th anniversary!
      Anniversary Background
      A new background is available in the game when you log in.

      All 43 Warcraft Heroes Available for Play
      All Warcraft Heroes are available for play completely free this week. If you'd like to earn some gold, this is a really good opportunity to bring them all to Level 5!

      Faction-Themed Bundles
      You can purchase faction-themed bundles in Heroes of the Storm.
      For the Alliance bundle includes Muradin and Varian, 6 skins and 3 mounts.

      For the Horde bundle contains Rehgar, Garrosh, 6 skins, and 3 mounts.

      Warcraft Remastered Battle Chest
      When you buy the recently-announced battle chest, you will receive Jaina, Thrall, Anub'arak, and Tyrande in Heroes of the Storm!
       
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