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Damien

Heroes of the Storm Tyrael

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Interesting, my bruiser build is as it follows:

1-Purge Evil

4-Swift Retribution

7-Reciprocate

10-Judgement

13-Burning Rage

16-Salvation

20-Angel of Justice

I often find myself needing basic attack uptime in team fights, so swift retribution becomes very useful in addition to its great team utility. Similarily, this complements well with Reciprocate. The waveclear makes Tyrael a much stronger hero outside of team fights. However, it's value can be very high in team fights if positioned well. Burning Rage is pretty standard here for solid damage. Salvation is absolutely a must for bruiser Tyrael, since any good team would focus Tyrael to peel him off of backline. This leads to Tyrael constantly rotating back to the team. Why not give Tyrael 1,000+ health shields whenever he does so?  Angel of Justice is a perfect complement to Salvation and Swift Retribution, allowing Tyrael to engage and focus down any targets. In many cases, I only use Eldruin's might once to engage and a second to leave. Using it twice offensively when the fight isn't decided wastes Tyrael's sustain when he could've rotated back to team for salvation shields. From my experience, this build gives Tyrael the most balanced tanking and damage.

 

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I find Tyrael very strong in Volskaya Foundry now. Righteousness and Sanctification are very handy for winning teamfights when holding the terminal access points.

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On 14/6/2017 at 8:52 PM, Guest MachineCult said:

I'm sure there's twenty reasons I'm wrong, but I've had a reliable amount of success so far building Tyrael as a follow-up based bruiser. I know many of these talents were bashed in the guide, but hear me out.

Talent Path: 

1-Purge Evil

4-Vigorous Strike

7-Follow Through

10-Judgement

13-Burning Rage/Angelic Might

16-Holy Ground/Blood for Blood

20-Nexus Blades

 

On what I read in the guide regarding these talents, Vigorous Strike was discounted due to being able to sustain large amounts of damage, Tyrael's mobility combined with Follow Through gives appreciable returns.

Follow Through was criticized due to Tyrael's long cooldowns, however it's important to note for the sake of this talent, El'druin's Might and its teleport both count as individual abilities, if you rotate properly you can sustain Follow Through damage without any down time. I did catch the note that using El'druin's Might aggressively is a gamble, however this combo brings solid dueling, diving and harassment to the table. 

Angelic Might. The jury's still out on this one, because it's not very reliable however in this particular build, situationally it can really pack a punch and give you a nice chunk of self sustain. I do agree outside of this specific build it doesn't hold much merit. 

In conclusion, I suppose this build is perhaps only useful in niche situations during competitive play, or is comp dependent, but I've generally had favorable results with it, usually finishing in the top three in virtually every stat. I've successfully locked horns with Sonya, Malthael and Muradin with this build, so I'll continue to use it but just felt I would share. Maybe it just catches them off guard XD

 

I tried my own Bruiser Tyrael build, it looks very much like yours but it has no Follow Through.

https://www.icy-veins.com/heroes/talent-calculator/tyrael#26.0!1321144

1 - Purge Evil - more damage on heroes, self explanatory

4 - Vigorous Strike - I also think this talent actually helps to make Tyrael tankier by giving him more self-sustain. You can outlast many assassin opponents (especially those who do NOT use a similar talent or plainly don't have it).

7 - Reciprocate - let's face it, as Tyrael, you're going to cast Righteousness as you're engaging enemies, regardless of what role or build you are following. So, if you have to be a Bruiser Tyrael, why don't you take the chance to deal more damage to enemies while casting it? Follow Through requires actually to use several skill casts to be effective. But, despite Tyrael 's short cooldowns (or perhaps, BECAUSE of them) he suffers a lot from running out of Mana. Once you are oom, Follow Through becomes quite useless. I believe Tyrael should make the most out of each time he has to use Righteousness, and this talent just does it better. Follow Through requires him to be constantly spamming skills to be effective, but that is not realistically possible due to his mana problems.

10 - Judgement is the usual choice, although Sanctification can be better on maps like Volskaya or Sky Temple.

13 - Burning Rage - offers more sustained damage without having to constantly cast anything. Since as a Bruiser you're expected to make actual attacks on enemies you'll often be in range for this ability to be effective.

16 - Blood for Blood - this allows him to bring down those fatty bellies like the Prime Evils or Stitches should you be forced to engage them.

20 - Nexus Blades - the perfect complement for Vigorous Strike AND Burning Rage.

 

By contrast, here's my OTHER build, Tank Tyrael:

https://www.icy-veins.com/heroes/talent-calculator/tyrael#26.0!4232233

1 - Regeneration Master

4 - Swift Retribution - helps in making him and his allies more mobile

7 - Zealotry - this goes well with Angelic Absorption at 13 since it will make Righteousness last longer

10 - Sanctification - you can swap it for Judgement if you're not in Sky Temple or Volskaya

13 - Angelic Absorption - regenerates HP as you're being attacked, self explanatory

16 - Salvation - makes your own Righteousness shield thicker

20 - Nullification Shield - feel free to discard this one if the other team doesn't have a lot of mages.

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Guest Naenlor

You should try out the Follow Through talent with him though. Yes you need to use all your talents, but you should be in order to engage, and to chase. BUT the main reason is because of El'druins Might triggers Follow Through twice. Once when you throw the sword, and another when you teleport. So you can get 4 Follow Through attacks in a full rotation. It does a surprising amount of damage as well. AND you combo this with the level 16 talent that makes teleporting with El'druins Might increase your attack speed but a insane amount, and you make yourself able to dive in, and unleash a lot of damage. The main problem is the build up to this, cause before all of this, you can just a subpar Warrior until you get your Ultimate and some talents under your belt.

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there's an "aggressive Tyrael" build that replaces his old Bruiser build, consistent of Ardent Restoration + Smite talents but I guess we still need more playing to shape it up better.

what I've been trying is a mix of offensive and utility talents along with the Ardent Restoration for sustain:

Ardent Restoration

Bound by Law

Purge Evil

Judgement

Law and Order

Burning Halo (notice how this talent does not work as intended by the talent's description, might be fixed in next patches.)

Angel of Justice/Defense of the Angels

 

there's probably a Tank build too, given how he has certain talents that give him physical armor but need to put it together.

Edited by Leadblast

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18 hours ago, Morcalivan said:

New builds?

Holy Ground Build/Generic Good Stuff Build

Justice for All > Stalwart Angel > Swift Retribution > Sanctification > Holy Ground > Horadric Reforging > Seal of El'Druin

I expect this to be his standard build going forward.  Not really focused on his own damage (though lots of attack speed helps make it so he isn't ignored), instead he's an extremely effective controlling/team support warrior with practically 100% up time on Holy Ground and Stalwart Angel.  Characters without strong movement abilities can't escape/catch him/his team and he's very, very hard to kill.

Auto Attack/Smite Focused Build

Salvation > Divine Vigor > Purge Evil > Judgement > Law and Order > Smite the Wicked > Seal of El'Druin

A fun damage dealing Bruiser build focus around Smite.  A strong four man Righteousness with Law & Order + Purge Evil means this Tyr can burst squishies before anything can be done to stop him.  Salvation + Divine Vigor meanwhile help him weather damage coming his way.

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2 hours ago, Jaqen said:

Need a build update for rework, pretty please!

The guide was rewritten and has just been polished before it is added to the site. It should be up shortly. 

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38 minutes ago, positiv2 said:

The guide was rewritten and has just been polished before it is added to the site. It should be up shortly. 

Thanks!

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Aloha,

I dunno if u r already aware of it, so just fyi: There are some wrong (=old) tooltips in the talent build. Moving the cursor to the very first talent in the tree i. e.  shows the old 'Salvation'-text as tooltip instead of the new one.

The same thing happens for 'Purge evil' & 'Swift retribution' (T7) and 'Horadic reforging' (T16).

And some of the very new talents don't even show any tooltip.

It seems like your trainee who's responsible for polishing the guide needs to be lashed on harder! =;o)

And justice for all!
 

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I think I can improve that, or come with some more variation.

For a Bruiser build, Divine Vigor + Purge Evil have obvious synergy. Divine Vigor gives you 50% lifesteal for the next 4 seconds (this is basically 3-4 attacks, 5 attacks in the best case scenario)  after Smiting an enemy Hero. Purge Evil increases Tyrael's attack damage by 35% for 4 seconds after Smiting. So these 2 obviously go together. I don't really like the idea of Tyrael being that much based on autoattack damage, but this is what we have now. The advantage of Divine Vigor is that it helps you to build up your sustain at first because Ardent Restoration is quite weak for the first damage instances, and you only notice the healing after building a large amount of stacks. You obviously have to be accurate with your Smites now... that kinda goes without saying.

But I'd say this works reasonably well with Tyrael's play style - he dives into an enemy with Judgement (or charge Righteousness shield, then dive with El'Druin), then hit a few times while taking some damage, and then Smite and attack. You should actually let enemies hurt you for some damage before Smiting, this is to let the lifesteal effect (from Divine Vigor) kick in and not make him waste sustain by trying to heal yourself while at nearly full health. The more damage they throw at you, the sooner you should be Smiting someone though.

If you used to go Burning Rage -> Holy Ground for levels 13 to 16 before the remake, you can still go the inverse route for a similar result (Holy Ground -> Burning Halo). This possibilty still exists, but these are generally more "utility" talents than pure aggression steroids. I myself do generally look at these kinds of talents because like I said, I don't believe that much in an AA-based build, as it's generally mitigated by armor and wasted by blinding abilities.

Going back to a Bruiser build. Law and Order could be useful here as it reduces slightly the cooldown on Righteousness (teh shield) after Smiting an enemy. You'll notice here that by reducing the shield's cooldown his mana consumption starts to rise up. Just so you know.

At level 16, even though you have Smite the Wicked, you'll probably want Burning Halo. It offers you some constant damage (which will also trigger Ardent Restoration if you hurt enemy heroes with it), this works basically the same as old Burning Rage pre-rework. It also helps his waveclear and damage against all things, particularly Structures. If you go with Smite the Wicked, you will start feeling the toll on your mana pool from casting Smite multiple times.

At level 20, you have Seal of El'Druin this actually gives you some attack speed as opposed to attack damage, it can work against Structures or other PvE targets.

So there you get a Bruiser build (however crappy it may be).

https://www.icy-veins.com/heroes/talent-calculator/tyrael#29.7!3321324

Now I maybe can make a Tank build, and probably even a "Mobile" build for fun. That juking talent at 13 is interesting.

Edited by Leadblast

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Going for a Mobility-based build. This should prove interesting.

At level 1 I have no real preference, you can go with anything that suits you best.

At level 4, you'll want Bound by Law. This enhances El'Druin's slow and will give Tyrael a huge movement speed advantage (coupled with the next talent) over a possible target.

At level 7, obviously Swift Retribution. The movement speed burst has been buffed to 20%, so it's better than before. It also improves attack speed now (that makes it perhaps the best talent overall as it gives both escape ability and increased DPS).

Level 10, anything that suits you best (most of the time it's just Judgement really).

level 13, Sword of Justice. This is where the fun begins. As you probably know, you can cast your El'Druin once, then move yourself a good distance towards a safe backline, and you can then teleport back and forth. Once to attack, then again to retreat. You could also do some kind of baffling trick like casting the sword on your actual position (or towards your own backline), then immediately casting Judgement on a victim, then teleport back to the sword once Judgement's stun expires (this kind of trick works more often than you'd think lol). Experiment.

level 16, Horadric Reforging, reasons are self-explanatory. The good thing about this talent is that you can attack ANYTHING to reduce El'Druin's cooldown.

Level 20, Angel of Justice if you went for Judgement.

And there it is, your rofl-Mobile Suit Tyrael build.

https://www.icy-veins.com/heroes/talent-calculator/tyrael#29.7!2231111

Note that I went with Justice for All at level 1, but you can use anything really because the Mobile Suit Tyrael is based solely on mobility and nothing else.

Edited by Leadblast

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Now going for an Utilitary build. This will have a collection of basically the best talents, with the most overall value possible (like waveclear and such). The talents may not have particular synergy with each other but they're the overall best talents at their respective tier.

Level 1, I choose Ardent Restoration. You're bound to dive into enemy heroes at some point in the game.

Level 4, you'll probably want Divine Vigor for sustain in PvE situations. You can use Smite on minions for waveclear purposes and get back some of your health. The same for merc camps or some monsters (Shrine Guardians, Haunted Mine Zombies, etc). You don't have to Smite heroes for this talent to work, though it will also work on them obviously.

Level 7, Swift Retribution. This one provides the most value at this point because it gives both attack speed (for offensive purposes) and movement speed (for escape purposes). Like the previous, you don't have to Smite enemy heroes, in fact you don't have to Smite ANYTHING for this to work.

Level 10, Judgement.

Level 13, Holy Ground.

Level 16, Burning Halo.

Level 20, Angel of Justice or possibly Defense of the Angels for armor/protection purposes.

https://www.icy-veins.com/heroes/talent-calculator/tyrael#29.7!3331221

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And this is the Tank build.

Level 1, I'm leaning towards Salvation, but you can also pick Justice for All if you feel your teammates need extra protection (useful against AOE mages for instance).

Level 4, Stalwart Angel.

Level 7, Reciprocate is nice, but you may want Swift Retribution just in case you need to move faster. I'm going with Retribution since more mobility helps better in keeping you alive in fights (keep in mind Tyrael is not the toughest of tanks even with the nice armor additions he got).

Level 10, Sanctification.

Level 13, I go Law and Order for more uptime on shields.

Level 16, Horadric Reforging basically because of the same reason I prefered Swift Retribution at 7.

Level 20, Defense of the Angels. This stacks with the armor from Stalwart Angel for an incredible +65 armor.

https://www.icy-veins.com/heroes/talent-calculator/tyrael#29.7!1132313

 

Now, you probably DO NOT want a full Bruiser build, or a full Tank build, because these builds suffer from Crippling Overspecialization, that is, the ability to do that one task really well at the expense of sucking at all others. In most games you have to settle for some kind of hybrid build. Experience will teach you. These builds are just general guidelines, you will rarely use them as they are. Your actual build comes from a modification of one of these possible depending on the talents you really need (waveclear at Tomb, for instance).

Edited by Leadblast

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I feel like the lvl1 Salvation talent ends up being a troll talent at high levels. A 1000 point shield is great, but the healing component is meager (I think it scales up to like ~270 at lvl20) and it only triggers if the shield is broken not on just absorbing damage like the older version of the talent did. You end up trying to time your big shield just right to absorb enough damage to get a heal for what amounts to a single auto attack from most heroes and it's completely wasted if you're already topped off when the shield breaks because it's an instant heal not a hot.

The other lvl1 talents require a lot less planning and are far less likely to be unused or wasted due to circumstances of combat.

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some notes regarding synergy between these new talents:

Ardent Restoration doesn't require you to actually attack an enemy hero, you can damage them with your offensive spells (Q, E, Judgement), the shield explosion from Reciprocate, and Burning Halo. Burning Halo in particular helps in getting to 10 stacks of Ardent in about half the time you would take without that talent because of the burning aura dealing an amount of damage per second.

with Divine Vigor + Swift Retribution, you can get the healing from 6 attacks assuming you Smite at point blank range (within attack range) and the target doesn't move at all. This combination can help in taking merc camps (e.g. Blackheart Bay) or other PvE situations. Divine Vigor's healing also works if you Smite nothing but an enemy Structure.

with Divine Vigor + Purge Evil, you can get a certain number of "critical damage" attacks + the additional healing from these attacks. The maximum amount of attacks is 5 at most, and 7 if you have Seal of El'Druin as well. Though in an actual game you should perhaps consider an average of about 3-4 attacks, if not less.

Law and Order: if Righteousness only affects yourself, your next Smite will not deal extra damage (just in case you thought Tyrael himself counts as an "allied hero"). Obviously, it's far easier to shield multiple allies then deal an increased Smite's damage than it is to hit multiple enemy heroes with 1 Smite. Shielding Nova or Samuro clones counts towards the additional Smite damage. There is no timer limit on the damage for the next Smite, you can cast it as late as you want and still deal that extra damage.

Horadric Reforging should require you to attack 8 times in order to refresh El'Druin's cooldown completely, however because of your actual attack speed it's actually more like 5-6 attacks assuming you cast El'Druin on an enemy and teleport immediately to the sword. With Seal of El'Druin, teleporting to the sword counts as an extra ability so you can get 2 attack speed boosts, one for casting El'Druin and another for teleporting to it. If you have Sword of Justice as well, the 2nd teleport also counts as another ability cast.

Edited by Leadblast

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15 hours ago, Emergenza said:

Aloha,

I dunno if u r already aware of it, so just fyi: There are some wrong (=old) tooltips in the talent build. Moving the cursor to the very first talent in the tree i. e.  shows the old 'Salvation'-text as tooltip instead of the new one.

The same thing happens for 'Purge evil' & 'Swift retribution' (T7) and 'Horadic reforging' (T16).

And some of the very new talents don't even show any tooltip.

It seems like your trainee who's responsible for polishing the guide needs to be lashed on harder! =;o)

And justice for all!
 

Some tooltips are not even showing up.

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5 hours ago, Lorebot said:

I feel like the lvl1 Salvation talent ends up being a troll talent at high levels. A 1000 point shield is great, but the healing component is meager (I think it scales up to like ~270 at lvl20) and it only triggers if the shield is broken not on just absorbing damage like the older version of the talent did. You end up trying to time your big shield just right to absorb enough damage to get a heal for what amounts to a single auto attack from most heroes and it's completely wasted if you're already topped off when the shield breaks because it's an instant heal not a hot.

The other lvl1 talents require a lot less planning and are far less likely to be unused or wasted due to circumstances of combat.

It's not a troll talent, it's a specialized talent (all of Tyrs level 1 talents are specialized).  Salvation's value is in burst protection while Ardent Restoration is for elongated fights (and Justice for All is for team support).  Salvation gives you about 500 more total durability (between the extra shields and heal) in a immediate burst (most of which goes away after 4 seconds) while Ardent Restoration will take 10 seconds at full stacks to give the same (both of these numbers are for level 20).  So it's simply a matter of deciding if you're going to be expecting drawn out fights or if you're going to be focused down quickly.  This can depend both on the enemy team (Greymane vs Lunara for example) and on your own build/play style (holy ground/defensive vs Smite dive build).

As for "wasting" the talent, you don't need to worry about that.  If they fail to break your shield that means you didn't die when they dived you or you dived them, either way you're good, the talent did it's job (ie stop you from dying too quickly).  I mean if you want to get nit-picky Justice for All is "wasted" if they focus you or you're out of range of your team and Ardent Restoration is wasted if they stop you from generating stacks (either via CC or Poke), die too quickly for the heal over time to gain much value, or if you're not fighting heroes (say taking a camp).  Still those situations aren't what those talents are for.  Salvation is the same, it's an anti-burst talent, that's what it's for, pick it only if you expect that situation.

Edited by TSRD

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2 hours ago, TSRD said:

It's not a troll talent, it's a specialized talent (all of Tyrs level 1 talents are specialized).  Salvation's value is in burst protection while Ardent Restoration is for elongated fights (and Justice for All is for team support).  Salvation gives you about 500 more total durability (between the extra shields and heal) in a immediate burst (most of which goes away after 4 seconds) while Ardent Restoration will take 10 seconds at full stacks to give the same (both of these numbers are for level 20).  So it's simply a matter of deciding if you're going to be expecting drawn out fights or if you're going to be focused down quickly.  This can depend both on the enemy team (Greymane vs Lunara for example) and on your own build/play style (holy ground/defensive vs Smite dive build).

As for "wasting" the talent, you don't need to worry about that.  If they fail to break your shield that means you didn't die when they dived you or you dived them, either way you're good, the talent did it's job (ie stop you from dying too quickly).  I mean if you want to get nit-picky Justice for All is "wasted" if they focus you or you're out of range of your team and Ardent Restoration is wasted if they stop you from generating stacks (either via CC or Poke), die too quickly for the heal over time to gain much value, or if you're not fighting heroes (say taking a camp).  Still those situations aren't what those talents are for.  Salvation is the same, it's an anti-burst talent, that's what it's for, pick it only if you expect that situation.

Your comparison of Salvation to Ardent Restoration doesn't take into account that one has a 10 sec cooldown (which can be lowered by Law and Order) and the other does not. Still, everyone looks at these things in different ways. From my perspective Salvation seems under powered compared to the value of the other 2 lvl1 talents. It's 'burst protection' value just doesn't seem worth giving up the value of powerful shields for your team or excellent self sustain for dueling or team fighting.

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3 hours ago, Lorebot said:

Your comparison of Salvation to Ardent Restoration doesn't take into account that one has a 10 sec cooldown (which can be lowered by Law and Order) and the other does not. Still, everyone looks at these things in different ways. From my perspective Salvation seems under powered compared to the value of the other 2 lvl1 talents. It's 'burst protection' value just doesn't seem worth giving up the value of powerful shields for your team or excellent self sustain for dueling or team fighting.

Indeed, it does depend on how you look at things.  Like I see the "...excellent self sustain for dueling or team fighting." part here and think "Yeah but only if you don't get killed/cc'd before the talent can even do anything...  And the fight lasts long enough for the talent to bring value."  If your build is meant to have long drawn out fights or if the enemy team lacks burst than by all means, Ardent Restoration can indeed be a great value.  Frankly I think all three of his level 1 talents have a use, I'll even agree that Salvation is the least generally applicable talent.  I simply don't agree that it's a troll/trap talent, it's only a poor pick if you're not taking it for the job it's meant for.

Regarding not mentioning the cooldown for Salvation, I had assumed people understood that the 10 second cooldown existed without having to say it? Justice for All has the same cooldown period, Ardent Restoration don't actually do anything until you trigger it (and doesn't do anything significant unless you trigger it a lot), ect...  These are standard parts of the skill's mechanics, much like I didn't mention that Salvation is on an ability that costs mana, these things are simply understood to be the case.

Edited by TSRD

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This is the Bruiser build I like to use. A bit different than Kendric's, as I actually like to take Divine Vigor at level 4, as it adds an extra layer of self-sustain that stacks with Ardent Restoration, specially when combined with Swift Retribution and Seal of El'Druin. I have been getting some pretty neat results with Divine Vigor.

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3 hours ago, BigGaz said:

What happens if The Butcher's Ruthless Onslaught and Tyrael's Judgment hit each other? Do they both stun and damage each other?

I don't know how it works every time but I know for example with Blaze it seems to depend on who used theirs first, how the hit lands, and other factors like that.  Of course Blaze's ability is a "skill shot" type while both Butcher and Tyr have point and click abilities...  Also I know Butcher's charge grants him unstoppable, I don't think Tyr's Judgement does the same though (I think I've had it stopped with a stun before) so in this case I expect Butcher's charge to win.

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2 minutes ago, TSRD said:

I don't know how it works every time but I know for example with Blaze it seems to depend on who used theirs first, how the hit lands, and other factors like that.  Of course Blaze's ability is a "skill shot" type while both Butcher and Tyr have point and click abilities...  Also I know Butcher's charge grants him unstoppable, I don't think Tyr's Judgement does the same though (I think I've had it stopped with a stun before) so in this case I expect Butcher's charge to win.

 

Tyrael's Judgement is unstoppable once he finishes channeling. It has a small channeling time (0.75 seconds, though it's a small window it's still possible to interrupt him there).

 

so much for your Tyrael knowledge huh

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      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
      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. 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: Frostmourne Hungers now Silences the enemy for .25 seconds. Level 16 Frostmourne Feeds Now also reduces the cooldown of Frostmourne Hungers by 2 seconds. 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 210. 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 is now 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. 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 hit targets in close proximity to the first target hit with Piercing Arrows. Leoric Level 1 Fealty Unto Death Fixed an issue that Fealty Unto Death's heal. 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. 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. 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 not 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
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    • By Staff
      Blizzard released a new patch for Heroes of the Storm with additional balance changes and updated shop bundles and items! Here are the official patch notes!
      (Source)
      Our next Heroes of the Storm patch is live! Read on for more information.
      NOTE: Orange text indicates a change between PTR and Live notes.
      Quick Navigation:
      General Balance Update Bug Fixes General
      Updated Homescreen and Startup Music. Updated Shop Bundles and Items. Return to Top
      Balance Updates
      ARAM
      Same Hero Mode Same Hero mode now enables Health & Mana regeneration at base, reduced from 8% per second to 3.2% per second. Same Hero mode now enables the Hearthstone ability without the burst heal after completion. Reduced the chance of encountering Same Hero Mode from 2% to .5%. Sgt. Hammer has been added to Same Hero mode. The following Heroes have been removed from Same Hero Mode: Alarak, Artanis, Butcher, Cassia, Falstad, Genji, Greymane, Gul'dan, Hogger, Illidan, Imperius, Junkrat, Kael'thas, Kel'Thuzad, Kerrigan, Li-Ming, Lunara, Maiev, Mephisto, Orphea, Raynor, Thrall, Tracer, Tychus, Whitemane, Zarya, Zeratul, Zul'jin. Heroes
      Blaze
      Base
      Basic Attack damage increased from 55 to 60. Flame Stream [Q] No longer able to deal additional damage to Structures. Talents
      Level 1 Adrenaline Stimpack Passive attack speed bonus reduced from 25% to 20%. Level 4 Incinerator Gauntlets Bonus damage reduced from 50% to 40%. Level 7 Nanomachine Coating Attack Speed reduction reduced from 50% to 35%. Duration increased from 3 seconds to 4 seconds. Suppressive Fire Reduced Spell Power reduction from 25% to 20% and from 50% to 40%. Level 10 Bunker Drop Cooldown increased from 70 to 80. Flamethrower damage reduced from 170 to 150. Mana cost increased from 70 to 80. Level 13 Collision Course Damage reduced from 275 to 260. Cassia
      Base
      Basic Attack damage increased from 122 to 125. Talents
      Level 1 Impale Bonus Damage increased from 50% to 70%. Thunderstroke Bonus Damage increased from 15 to 20. Level 20 Infinite Lightning Cooldown reduction reduced from 5 seconds to 4 seconds. Chen
      Talents
      Level 1 Eye of the Tiger Bonus Damage increased from 40% to 50%. Leech amount increased from 40% to 60%. Level 4 Accumulating Flame Bonus Damage increased from 20% to 30%. Level 7 Gift of the Ox Bonus duration increased from 1.5 seconds to 2 seconds. Level 13 A Touch of Honey Slow bonus increased from 20% to 30%. Ring of Fire Damage increased from 55 to 60. Duration increased from 5 seconds to 6 seconds. Level 20 Untapped Potential Bonus Armor duration increased from 3 seconds to 5 seconds. Hanzo
      Talents
      Level 16 Giant Slayer Damage reduced from 2% of maximum Health to 1.6% of maximum Health. Mephisto
      Talents
      Level 4 Spite Bonus duration reduced from 150% to 100%. Level 16 Lightning Reaction Damage reduced from 138 to 120. Thrall
      Base
      Health increased from 1896 to 1946. Health Regeneration increased from 3.9492 to 4.0546. Frostwolf Resilience [Trait] Healing increased from 223 to 240. Chain Lightning [Q] Bounce damage increased from 81 to 85. Damage increased from 162 to 170. Feral Spirit [W] Cooldown reduced from 12 seconds to 10 seconds. Talents
      Level 13 Spirit Shield Increased Spell Armor from 50 to 70. Valla
      Base
      Hatred [Trait] Duration reduced from 6 seconds to 5 seconds. Talents
      Level 10 Strafe Damage per bolt increased from 60 to 70. Mana cost reduced from 80 to 60. Level 16 Manticore Reduced bonus damage from 5% of maximum Health to 4% of maximum Health. Punishment Reduced the Mana cost of Multishot by 20. Return to Top
      Bug Fixes
      Heroes
      Abathur Level 20 Hivemind Fixed an issue that caused Hivemind to grant more Shielding than intended when combined with Networked Carapace. Alarak Base Sadism [Trait] Fixed an issue that caused Sadism's bonus to not apply to Lightning Surge's healing when the primary target is not a Hero. Butcher Level 1 Invigoration Fixed an issue that caused Invigoration to not activate if Hamstring killed its only Hero target. Cassia Level 13 War Matron Added floating text for the amount of damage prevented by War Matron. Cho'Gall Level 1 Keep Moving! Now also modifies Cho's run animation while Shove's movement speed bonus is active. Level 20 The Will of Gall Fixed an issue that caused The Will of Gall to not increase Gall's damage. Chromie Level 10 Temporal Loop No longer ignores vision limitations when queued. Diablo Base Fixed an issue that prevented Diablo's attacks from consuming charges of Dodge and Upstage. Shadow Charge [Q] Fixed an issue that caused Shadow Charge to attach the target to Diablo if another Diablo is affecting them with Overpower. Overpower [E] Fixed an issue that caused Overpower to activate Stukov's Superstrain twice. E.T.C. Level 1 Prog Rock Fixed an issue that could prevent allies from being affected by Prog Rock's area heal. Garrosh Base Into the Fray [1] No longer displays the duration of its Unstoppable. Bloodthirst [W] No longer ignores vision limitations when queued. Level 1 Body Check No longer ignores vision limitations when queued. Guldan Base Drain Life [W] No longer ignores vision limitations when queued. Imperius Base Celestial Charge [Q] Fixed an issue that caused Celestial Charge to activate Stukov's Superstrain twice. Junkrat Level 10 RIP-Tire Fixed an issue that caused RIP-Tire to not display correctly when cast. Kel'Thuzad Base Death and Decay [Q] Fixed an issue that caused Death and Decay's cast effect to be visible in Fog of War and animate while Kel'Thuzad is Stopped. Level 10 Frost Blast No longer ignores vision limitations when queued. Kharazim Level 4 Earth Ally Updated Earth Ally to have the remaining Physical Armor duration match the remaining duration of Earth Ally. Level 20 Peaceful Repose Fixed an issue that caused Peaceful Repose to activate even when Divine Palm heals the target. Li Li Level 1 Free Drinks Floating text updated to show as a crit. Medivh Base Portal [E] Fixed an issue that allowed Medivh to instantly mount after using a Portal to leave the Hall of Storms. Fixed an issue that caused Medivh's Portal to not feature a channel bar or apply visual effects while being channeled. Portal teleportation now happens instantly after completing the channel instead of briefly after completing the channel. Using Medivh's Portal no longer clears the command queue. Level 4 Raven Familiar Damage is now dealt by the Portal user instead of Medivh. Nazeebo Level 10 Ravenous Spirit Fixed an issue that caused Ravenous Spirit to be cancelled if another Nazeebo cancelled their Ravenous Spirit. Probius Level 16 Quantum Entanglement Fixed an issue that caused Quantum Entanglement to not apply if the Warp Rift is detonated as soon as it activates. Raynor Base Inspire [W] Added a duration indicator to the Abilities button. Level 10 Raynor's Raider Fixed an issue that caused Raynor's Raider Banshee to receive healing when activating the Tunnel on Towers of Doom and the Sewer Waygate on Warhead Junction. Fixed an issue that caused Raynor's Banshee to not be launched by Stitches Hook. Level 20 Execute Orders Fixed an issue that caused Execute Orders Yamato Cannon to fire at targets outside its radius. Rehgar Base Lightning Shield [W] Fixed an issue that caused Rehgar to not be healed by the damage dealt by Lightning Shield when he gains spell leech. Ghost Wolf [Z] Fixed an issue that caused Rehgar's Ghost Wolf Lunge visuals to be visible in Fog of War. Level 4 Electric Charge Fixed an issue that caused Electric Charge to increase the bearer's Self Healing score. Updated to heal the bearer for its amount as a singular combined effect. Rexxar Fixed an issue that caused Misha to receive healing when activating the Tunnel on Towers of Doom and the Sewer Waygate on Warhead Junction. Fixed an issue that prevented Rexxar's melee attacks from consuming charges of Dodge and Upstage. Stukov Level 16 Superstrain Fixed an issue that caused Superstrain to not display FX when activating. Tassadar Level 7 Arc Discharge Fixed an issue that caused Arc Discharge cooldown to not progress while resonance beam is fully charged. Fixed an issue that caused Arc Discharge to trigger during cooldown. Fixed an issue that caused Arc Discharge to not activate correctly. Tracer Level 4 Is That a Health Pack?! Fixed an issue that caused Is That a Health Pack?! to increase Tracer's Healing Score when activating. Tyrael Level 13 Law and Order Fixed an issue that caused Law and Order's damage bonus to not be applied. Return to Top
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    • By Staff
      A new Heroes of the Storm patch is now available for testing on the PTR and here are the development notes for the update!
      (Source)
      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:
      General Hero Updates Balance Update Bug Fixes General
      Updated Homescreen and Startup Music. Return to Top
      Hero Updates
      Chromie
      Talents
      Level 10 Temporal Loop No longer ignores vision limitations when queued. Garrosh
      Base
      Bloodthirst [W] No longer ignores vision limitations when queued. Talents
      Level 1 Body Check No longer ignores vision limitations when queued. Guldan
      Base
      Drain Life [W] No longer ignores vision limitations when queued. Kel'Thuzad
      Talents
      Level 10 Frost Blast No longer ignores vision limitations when queued. Return to Top
      Balance Updates
      ARAM
      Same Hero mode now enables Health & Mana regeneration at base, reduced from 8% per second to 3.2% per second. Same Hero mode now enables the Hearthstone ability without the burst heal after completion. Heroes
      Blaze
      Base
      Basic Attack damage increased from 55 to 60. Flame Stream [Q] No longer able to deal additional damage to Structures. Talents
      Level 1 Adrenaline Stimpack Passive attack speed bonus reduced from 25% to 20%. Level 4 Incinerator Gauntlets Bonus damage reduced from 50% to 40%. Level 7 Nanomachine Coating Attack Speed reduction reduced from 50% to 35%. Duration increased from 3 seconds to 4 seconds. Suppressive Fire Reduced Spell Power reduction from 25% to 20% and from 50% to 40%. Level 10 Bunker Drop Cooldown increased from 70 to 80. Flamethrower damage reduced from 170 to 150. Mana cost increased from 70 to 80. Level 13 Collision Course Damage reduced from 275 to 260. Cassia
      Base
      Basic Attack damage increased from 122 to 125. Talents
      Level 1 Impale Bonus Damage increased from 50% to 70%. Thunderstroke Bonus Damage increased from 15 to 20. Level 20 Infinite Lightning Cooldown reduction reduced from 5 seconds to 4 seconds. Chen
      Talents
      Level 1 Eye of the Tiger Bonus Damage increased from 40% to 50%. Leech amount increased from 40% to 60%. Level 4 Accumulating Flame Bonus Damage increased from 20% to 30%. Level 7 Gift of the Ox Bonus duration increased from 1.5 seconds to 2 seconds. Level 13 A Touch of Honey Slow bonus increased from 20% to 30%. Ring of Fire Damage increased from 55 to 60. Duration increased from 5 seconds to 6 seconds. Level 20 Untapped Potential Bonus Armor duration increased from 3 seconds to 5 seconds. Hanzo
      Talents
      Level 16 Giant Slayer Damage reduced from 2% of maximum Health to 1.6% of maximum Health. Mephisto
      Talents
      Level 4 Spite Bonus duration reduced from 150% to 100%. Level 16 Lightning Reaction Damage reduced from 138 to 120. Thrall
      Base
      Health increased from 1896 to 1946. Health Regeneration increased from 3.9492 to 4.0546. Frostwolf Resilience [Trait] Healing increased from 223 to 240. Chain Lightning [Q] Bounce damage increased from 81 to 85. Damage increased from 162 to 170. Feral Spirit [W] Cooldown reduced from 12 seconds to 10 seconds. Talents
      Level 13 Spirit Shield Increased Spell Armor from 50 to 70. Valla
      Base
      Hatred [Trait] Duration reduced from 6 seconds to 5 seconds. Talents
      Level 10 Strafe Damage per bolt increased from 60 to 70. Mana cost reduced from 80 to 60. Level 16 Manticore Reduced bonus damage from 5% of maximum Health to 4% of maximum Health. Punishment Reduced the Mana cost of Multishot by 20. Return to Top
      Bug Fixes
      Heroes
      Alarak Base Sadism [Trait] Fixed an issue that caused Sadism's bonus to not apply to Lightning Surge's healing when the primary target is not a Hero. Cassia Level 13 War Matron Added floating text for the amount of damage prevented by War Matron. Cho'Gall Level 1 Keep Moving! Now also modifies Cho's run animation while Shove's movement speed bonus is active. Diablo Base Overpower [E] Fixed an issue that caused Overpower to activate Stukov's Superstrain twice. E.T.C. Level 1 Prog Rock Fixed an issue that could prevent allies from being affected by Prog Rock's area heal. Garrosh Base Into the Fray [1] No longer displays the duration of its Unstoppable. Imperius Base Celestial Charge [Q] Fixed an issue that caused Celestial Charge to activate Stukov's Superstrain twice. Junkrat Level 10 RIP-Tire Fixed an issue that caused RIP-Tire to not display correctly when cast. Kharazim Level 4 Earth Ally Updated Earth Ally to have the remaining Physical Armor duration match the remaining duration of Earth Ally. Li Li Level 1 Free Drinks Floating text updated to show as a crit. Medivh Base Portal [E] Fixed an issue that allowed Medivh to instantly mount after using a Portal to leave the Hall of Storms. Fixed an issue that caused Medivh's Portal to not feature a channel bar or apply visual effects while being channeled. Portal teleportation now happens instantly after completing the channel instead of briefly after completing the channel. Using Medivh's Portal no longer clears the command queue. Level 4 Raven Familiar Damage is now dealt by the Portal user instead of Medivh. Nazeebo Level 10 Ravenous Spirit Fixed an issue that caused Ravenous Spirit to be cancelled if another Nazeebo cancelled their Ravenous Spirit. Probius Level 16 Quantum Entanglement Fixed an issue that caused Quantum Entanglement to not apply if the Warp Rift is detonated as soon as it activates. Raynor Level 10 Raynor's Raider Fixed an issue that caused Raynor's Raider Banshee to receive healing when activating the Tunnel on Towers of Doom and the Sewer Waygate on Warhead Junction. Level 20 Execute Orders Fixed an issue that caused Execute Orders Yamato Cannon to fire at targets outside its radius. Rehgar Base Lightning Shield [W] Fixed an issue that caused Rehgar to not be healed by the damage dealt by Lightning Shield when he gains spell leech. Level 4 Electric Charge Fixed an issue that caused Electric Charge to increase the bearer's Self Healing score. Updated to heal the bearer for its amount as a singular combined effect. Rexxar Fixed an issue that caused Misha to receive healing when activating the Tunnel on Towers of Doom and the Sewer Waygate on Warhead Junction. Stukov Level 16 Superstrain Fixed an issue that caused Superstrain to not display FX when activating. Tracer Level 4 Is That a Health Pack?! Fixed an issue that caused Is That a Health Pack?! to increase Tracer's Healing Score when activating. Return to Top
      Click here to discuss this post with other players in the official Heroes of the Storm forums.

    • By Staff
      Blizzard just released a new patch for Heroes of the Storm and made some additional changes based on PTR feedback. Here are the official patch notes with everything you need to know!
      (Source)
      Our next Heroes of the Storm patch is live! Read on for more information.
      NOTE: Orange text indicates a change between PTR and Live notes.
      Quick Navigation:
      General Balance Update Hero Updates Bug Fixes General
      Updated Homescreen and Startup Music. Updated Shop Bundles and Items. Return to Top
      Balance Updates
      Heroes
      Brightwing
      Talents
      Level 1 Hyper Shift Cooldown reduction reduced from 1 to .5 seconds. Healing reduced from 6% to 4% of maximum Health. Genji
      Talents
      Level 1 Agile Dismount Slow reduced from 30% to 25%. Pathfinder Movement Speed bonus increased from 25% to 30%. Level 7 Cyber Shield Armor bonus reduced from 50 to 40. Level 10 X-Strike Final damage reduced from 290 to 275. Initial damage reduced from 145 to 135. Level 13 Shingan Damage reduced from 115 to 100. Mephisto
      Talents
      Level 4 Spite Spite has been disabled in ARAM. Qhira
      Base
      Grappling Hook [Trait] Cooldown reduced from 25 to 20 seconds. Carnage [Q] Can now hit targets immune to skill shots (Example: Zagara's Creep Tumors). Blood Rage [W] Cooldown reduced from 8 to 7 seconds. Healing increased from 85 to 90. Revolving Sweep [E] Revolving Sweep's Chain Link can now hit targets immune to skill shots (Example: Zagara's Creep Tumors). Talents
      Level 7 Healmonger Healing increased from 190 to 210. Level 10 Final Strike Damage increased from 395 to 410. Level 16 Lingering Ailment Armor reduction increased from 25 to 40 35. Duration increased from 3 to 4 seconds. Raynor
      Talents
      Level 20 Execute Orders Updated to only target Heroes, prioritizing ones with the lowest Health. Damage of Yamato Cannon reduced from 794 to 395 as it now targets only Heroes. Will no longer target enemy Heroes not visible or greater than 20 range away. Will now target enemy Heroes who are Invulnerable. Samuro
      Base
      Wind Walk [E] Periodic heal reduced from 3% per second to 2% per second. Talents
      Level 1 Way of the Wind Reduced Healing for casting Wind Walk from 4% to 3% of maximum Health. Level 4 One with the Wind Armor reduction decreased from 30% to 25%. Level 10 Bladestorm Cooldown increased from 25 seconds to 30 seconds. Zarya
      Base
      Particle Grenade [Q] Damage increased from 75 to 80. Shield Ally [E] Search radius increased from 8 to 10. Talents
      Level 7 Deep Burn Duration increased from 3 to 4 seconds. Level 13 Pain is Temporary Shielding increased from 0.48% of Max Health per Energy to 0.8% of Max Health per Energy. Return to Top
      Hero Updates
      Cassia
      Talents
      Level 7 Pain is Temporary Improved the visibility of Surge of Light being available. Gazlowe
      General
      Added indicator arrows to Gazlowe's Xplodium Bomb warning indicator. Samuro
      General
      Added an arrow indicator below Samuro facing the direction of any active Mirror Images. Uther
      Talents
      Level 20 Bulwark of Light Added a radius indicator while targeting with Divine Shield. Return to Top
      Bug Fixes
      General
      Catapults will now display properly in the Death Recap. Effects that reduce your vision radius now prevents soft reveals (Things that make your character visible). Fixed an issue that caused dance animations to persist after moving, using an ability, or attacking. Fixed an issue that caused Forts and Keeps to not activate their Call for Help mechanics when multiple enemy Heroes attack an enemy Hero at the same time. Fixed an issue that caused Heroes to not spawn at the start of the game. Fixed an issue that caused Heroes with non-standard Deaths to display their final hit incorrectly in the Death Recap. Fixed an issue that caused overhead shrub indicator to persist after leaving the shrub. Fixed an issue that caused shield-like effects to not be treated as Shields. Fixed an issue that caused some abilities to allow the caster to gather experience globes while inside a shrub. Fixed an issue that caused some passive move speed benefits to not behave consistently. Fixed an issue that caused Summons to not have their attack speed reduced when attacking Heroes with Imposing Presence or similar talents. Fixed an issue that caused targets inside shrubs to be revealed by proximity when the other unit has vision reduction. Fixed an issue that caused vignette borders on some cutscenes to render incorrectly at higher than 1080x1920 resolutions. Fixed an issue that caused text to overlap in the Death Recap. Maps
      Garden of Terror Fixed an issue that caused the Toy Train to not be dismounted by Garden of Terror's Polymorph ability. Try Me Mode Added a regen globe generator. Heroes
      Abathur Level 7 Calldown: MULE Updated to use level-based scaling. Level 10 Ultimate Evolution Fixed an issue that caused Pylons created by Ultimate Evolution clones of Probius to not be destroyed when the Ultimate Evolution expires. Fixed an issue that caused traps created by Ultimate Evolution clones of Junkrat to only be removed when Abathur dies. Level 13 Soma Transference Updated to heal the target for its amount as a singular combined effect. Alarak Base Lightning Surge [E] Updated to heal Alarak for its amount as a singular combined effect. Now soft reveals all primary target types instead of just Heroes. Level 7 Applied Force Now applies the increased push distance to Alarak. Level 20 Counter-Strike Now soft reveals targets hit. Last Laugh Fixed an issue that caused Last Laugh to show up twice on the Death Recap. Alexstrasza Level 10 Cleansing Flame Fixed an issue that caused Cleansing Flame to display incorrectly when used by an AI controlled Alexstrasza. Ana Fixed an issue where Ana's abilities caused players to highlight enemies. Anduin Base Pursued by Grace [Trait] Fixed an issue that caused Pursued by Grace to activate while Blinded or against an Evading Hero. Level 4 Surge of Light Fixed an issue that caused Surge of Light to lower the cooldown of Chastise while Blinded or against Evading enemies. Level 16 Inner Focus Fixed an issue that caused Blinds to not prevent Anduin's Physical damage to lower the cooldown of Inner Focus. Arthas Base Frostmourne Hungers [Trait] Fixed an issue that caused Frostmourne Hungers to not display correctly against Blinded or Evading enemies. Auriel Level 20 Light Speed Fixed an issue that caused Light Speed's benefits to not be granted to Leoric. Azmodan Fixed an issue that caused All Shall Burn talents to not apply their on-kill effects unless Azmodan has taken Master of Destruction. Level 10 Demonic Invasion Fixed an issue that caused Demonic Invasion Grunts on-death damage to not be modified by damage modification. Blaze Base Jet Propulsion [E] Now soft reveals targets hit. Brightwing Base Polymorph [W] Fixed an issue that caused Polymorph's Slow to not classify the target as being Slowed. Level 4 Magic Spit Fixed an issue that caused Magic Spit to activate its cooldown reduction against Evading Heroes. Cassia Fixed an issue with Blinds not preventing all Physical damage. Level 7 Surge of Light Fixed an issue that caused cooldown resets to not make Surge of Light available. Updated Surge of Light to include damage taken by Cassia's Shields. Chen Level 1 Stormstout Secret Recipe Now displays in the Death Recap. Cho'Gall Fixed an issue where Cho'Gall's abilities caused players to highlight enemies. Level 4 Rollback Now displays in the Death Recap. Chromie Fixed an issue that caused Abathur's Ultimate Evolution Spell Power to not be granted to Ultimate Evolution Sand Echo Sand Blasts. Fixed an issue that caused Defense Matrix to not reduce the damage of Sand Echo Sand Blasts. Fixed an issue that caused Sand Blast Echoes to reveal Chromie. Fixed an issue that caused Sand Echo Sand Blast damage to not gain the benefits of Spell Leech. Fixed an issue that caused Sand Echo Sand Blasts to still be fired if Chromie's Sand Blast is interrupted. Base Dragon's Breath [W] No longer soft reveals Chromie when casting Dragon's Breath on enemies that have their vision reduced. Level 20 Piercing Sands Fixed an issue that caused Piercing Sands to not cause Sand Blast to hit all targets. Dehaka Base Drag [Q] Target's movement speed now matches Dehaka's movement speed. Dark Swam [W] Fixed an issue that caused Dark Swam to not deal damage for the last .5 seconds. Level 10 Adaptation Fixed an issue that caused Adaptation to show up twice on the Death Recap. Diablo Level 10 Apocalypse Will now activate even if Diablo is interrupted during the cast time. D.Va Level 10 Bunny Hop Now soft reveals targets hit. Micro Missiles Now soft reveals all targets hit, instead of only the triggering target. E.T.C. Base Powerslide [Q] Fixed issues with Powerslide when targeted into unpathable terrain with Crowdsurfer. Level 1 Prog Rock Now displays in the Death Recap. Level 10 The Hunt Fixed issues that caused Illidan to Hunt towards the enemy Hall of Storms. Fenix Base Weapon Mode: Phase Bomb [W] Fixed an issue that caused Phase Bomb's splash to not behave correctly while Blinded or against Evading enemies. Genji Fixed an issue that caused Dodge to not prevent all on-hit effects. Base Swift Strike [E] No longer soft reveals Genji to targets hit by Swift Strike that are affected by vision reduction. Level 4 Dragon Claw Now soft reveals targets hit. Level 10 X-Strike Now soft reveals targets hit. Graymane Worgen form's Basic Attack damage increase is now additive. Base Inner Beast [W] Fixed an issue that caused Inner Beasts' on-hit bonuses to apply on-fire instead of on-hit. Gul'dan Level 20 Demonic Circle Fixed an issue that caused Demonic Circle's outgoing FX to only be visible if you see Gul'dan's teleported to location. Hanzo Level 4 Explosive Arrows Now soft reveals targets hit. Level 7 The Dragon Hungers Fixed an issue that caused The Dragon Hungers to apply the Spell Power bonus to the triggering damage effect. Level 10 Dragon's Arrow Now soft reveals targets hit. Hogger Level 7 Garbage Fire Now displays in the Death Recap. Level 13 Bloodthirst Now causes Headbanger to heal Hogger for the damage dealt. Illidan Level 4 Hunter's Onslaught Now causes Immolation to heal Illidan for the damage dealt. Level 10 The Hunt Fixed issues that caused Illidan to Hunt towards the enemy Hall of Storms. Kel'Thuzad Fixed an issue that caused Defense Matrix to not reduce the damage of the Shade's Death and Decay. Fixed an issue that caused the Shade's damage to not gain the benefits of Spell Leech. Fixed an issue that caused the Shade's Death and Decay to still be fired if Kel'Thuzad's Death and Decay cast is interrupted. Level 20 Deathchill Now displays in the Death Recap. Kerrigan Level 1 Fury of the Swarm Fixed an issue that caused Fury of the Swarm's splash to not behave correctly while Blinded or against Evading enemies. Kharazim Level 16 Echo of Heaven Now displays in the Death Recap. Leoric Level 20 Buried Alive Now displays in the Death Recap. Shroud of the Dead King Shroud of the Dead King now shows floating text for the amount of damage prevented. Li-Ming Level 1 Aether Walker Fixed an issue that caused Aether Walker to apply the damage bonus to Magic Missiles incorrectly. Lt. Morales Base Healing Beam [Q] Now displays in the Death Recap. Level 16 Extended Care Now displays in the Death Recap. Level 20 Hospice Care Now displays in the Death Recap. Lucio Level 7 Reverse Amp Now displays in the Death Recap. Maiev Base Umbral Bind [W] Fixed an issue that caused Umbral Bind's cleave to grant Vengeful Knives progress while Blinded or against Evading Heroes. Level 1 Naisha's Memento Fixed an issue that caused Naisha's Memento to grant Vengeful Knives progress while Blinded or against Evading Heroes. Malfurion Base Moonfire [W] Updated to heal Regrowth targets for its amount as a singular combined effect per target. Mal'Ganis Level 7 Black Claws Fixed an issue that caused Black Claw's Armor reduction to not be removed by Invulnerable. Level 16 Blind as a Bat Blind as a Bat now instantly removes any area reveals. Fixed an issue that caused Blind as a Bat to not lose vision of enemies that are revealed by damaging Mal'Ganis. Fixed an issue that caused Blind as a Bat to see enemies when first cast. Malthael Base Soul Rip [Q] Updated to heal Malthael for its amount spread over up to 3 effects. Medivh Level 7 Arcane Explosion Fixed an issue that caused Arcane Explosion to destroy Raynor's Banshee's Basic Attack missiles. Level 20 Dust of Disappearance Updated for apply visuals to appear as soon as granted. Mei Fixed an issue where Mei's abilities caused players to highlight enemies. Level 10 Ice Wall Fixed an issue that caused abilities to be usable when Ice Wall transitions from timed to untimed. Level 20 Flash Freeze Fixed an issue that caused Flash Freeze to not properly cancel effects that launch Mei. Shatter Fixed an issue that caused Shatter's Armor reduction to not be removed by Invulnerable. Muradin Level 13 Bronzebeard Rage Now displays in the Death Recap. Healing Static Updated to heal Muradin for its amount as a singular combined effect. Murky Level 10 Octo-Grab Fixed an issue that caused Octo-Grab to be placed on full cooldown if the target moves out of reach. Level 13 Rejuvenating Bubble Now displays in the Death Recap. Nazeebo Level 7 Dead Rush Fixed an issue that caused Zombie Wall's Zombies to lose health after uprooting with Dead Rush. Nova Level 16 Explosive Round Explosive Snipe's damage modifier is now additive. Orphea Level 13 Invasive Miasma Updated to heal Orphea for its amount as a singular combined effect. Qhira Base Blood Rage [W] Blood Rage's heal no longer fills the Death Recap with empty entries. Level 4 Upstage Fixed an issue that caused Upstage to also prevent damage from Summoned attacks. Fixed an issue that caused Upstage to not prevent all on-hit effects. Level 7 Healmonger Updated to heal Qhira for its amount as a singular combined effect. Ragnaros Level 1 Shifting Meteor Fixed an issue that caused Shifting Meteor to not travel the full remaining distance of the Living Meteor. Rehgar Base Chain Heal [Q] Fixed an issue that caused Chain Heal to be visible to others while inside a shrub. Level 13 Wellspring Now displays in the Death Recap. Level 20 Farseer's Blessing Now displays in the Death Recap. Rexxar Level 13 Dire Beast Damage increase is now additive. Level 20 Spirit Bond Now displays in the Death Recap. Stitches Level 7 Putrefaction Fixed an issue with Putrefaction's healing reduction. Stukov Level 10 Massive Shove Fixed an issue that caused Massive Shove to launch from Stukov's origin point. Sylvanas Level 13 Remorseless Now displays in the Death Recap. Tassadar Level 4 Electric Fence Now displays in the Death Recap. Level 10 Black Hole Fixed an issue that caused Black Hole to hit targets a second time at its apex. The Butcher Base Ruthless Onslaught [E] Now soft reveals the target on impact. The Lost Vikings Olaf Fixed an issue that caused Olaf's Attack not showing up as a Basic Attack. Level 20 Checkpoint Reached Now displays in the Death Recap. Tracer Fixed an issue that caused the last bullet from Tracer's previous magazine to be fired when Tracer's Reload completes. Level 4 Pulse Generator Now displays in the Death Recap. Level 13 Telefrag Now displays in the Death Recap. Tyrael Level 1 Salvation Now displays in the Death Recap. Level 4 Bound by Law Updated to heal Tyrael for its amount as a singular combined effect. Level 13 Law and Order Fixed an issue that caused Law and Order to apply to Smites that are currently being cast. Level 16 Burning Halo Now displays in the Death Recap. Tyrande Level 7 Huntress' Fury Fixed an issue that caused Huntress' Fury to activate against Evading enemies. Uther Level 1 Wave of Light Fixed an issue that caused Wave of Light quest reward to revert Divine Protection's duration increase if completed after selecting Divine Protection. Fixed an issue that caused Wave of Light to not grant its full quest reward benefit to Armor granted to Uther if Divine Protection is selected. Level 16 Tyr's Deliverance Fixed an issue that caused Tyr's Deliverance to apply its bonus to the active Holy Radiance, instead of the next Holy Radiance. Level 20 Divine Protection Fixed an issue that caused Divine Protection to be inconsistent in how it is applied to an already active Devotion Armor. Valeera Level 16 Seal Fate Fixed an issue that caused Sinister Strike to deal additional damage to non-Heroes. Xul Level 7 Trag'Oul's Essence Now displays in the Death Recap. Yrel Fixed an issue where Yrel's abilities caused players to highlight enemies. Zagara Level 10 Nydus Network Now displays the correct icon in the Death Recap. Zarya Level 7 Explosive Barrier Now displays in the Death Recap. Return to Top
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