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Heroes of the Storm Sgt. Hammer

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Guest F Scheltens

This needs to be updated, in the recent patch cooldonw for sgt hammer was reduced to two seconds.

(sorry if double post) 

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i think the cloak talent at level 1 is better than the +10% damage to distant enemies because the cloak talent gives u a double damage auto instantly whereas u have to attack 10 times with the +10% to equal in damage.

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i think the cloak talent at level 1 is better than the +10% damage to distant enemies because the cloak talent gives u a double damage auto instantly whereas u have to attack 10 times with the +10% to equal in damage.

 

Hi,

 

personally, I almost never use siege mode, and when I do, it is because I know I can stay in it for a while. Before level 16 (Hoversiege), Ambush is pretty difficult to pull off safely as well, whereas after 16, you may want to remain in siege mode for extended periods. The talent isn't bad at all, but I find it clunky in general. I still like to surprise my lane opponents with it and Focused Attack.

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Guest Guest

I have noticed no comments about Towers of Doom at all, which I have found to be a map designed for Hammer.  Running a split offence of Hammer in one lane using Vampiric Embrace and Graduated in one lane while the whole team counters in the other 2 lanes, we can keep them effectively unbalanced while Hammer is soloing towers.

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Guest Sebo964

the worse map is defo Cursed Hallow, it is not listed. I play hammer all the time and this is my worse map. its too large for Hammer limited mobility. I take the stealth to start with then thrusters lower cooldown to improve mobility and make more escapes. Vampiric assault helps me stay in the game longer. i barely need to hearth. low in health just get in a lane and hit something. this also improves the time hammer can stay in a team fight. if not focused this greatly add to effectiveness. i would usually be the last to disengage since i would have almost full life. i siege all the time to take benefit of stealth attack bonus and the cool down is now only 2sec. the napalm not only helps with clearing lanes but great in team fights. not only are you doing splash damage in siege but also AOE damage with napalm, great way to force ennemis to scram or scatter. best map is certainly no dragon shire, so many other players can zone her out. best map is eternal shrine, splash damage does not apply anymore for the objactive but napalm helps a lot. my advice on this map arrive always late to the party, the other players wont expect you and you can inflict a great deal of damage. Spider web is not bad as well depending on which enemy is in the lane. Hover siege is useless, better take graduating range. Ennemy players will constantly have to watch your reach, if they forget you punish hard. Great for pushing a last fort or the core, you can siege way behind and wait for the core to become in your range or siege near the core and trap the other players in their spawn point. Hover siege kinds of cancels my stealth, but also, the other players move way faster than hammer does in hover mode so they will always escape, no point. also in enternal shrine and battlefield of eternity hammer can solo camp once level 10 and napalm. other maps hammer can solo the 2 giants but not the 4 mercenaries. 

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Guest sebo964

I have noticed no comments about Towers of Doom at all, which I have found to be a map designed for Hammer.  Running a split offence of Hammer in one lane using Vampiric Embrace and Graduated in one lane while the whole team counters in the other 2 lanes, we can keep them effectively unbalanced while Hammer is soloing towers.

 

didnot get the map often but indeed great for hammer, the towers are so squishy and once you destroy the main tower everything else is destroyed. Hammer can just camp near the captured tower. Unless 2 or 3 full life ennemies come at you at once you can defend easy. with backup nothing will move you. 

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Guest FSSZilla

I feel like there's a potential build in there meant to beef up single shots, giving Hammer a very annoying, bursty poke.  Ambush, Focused Attack, First Aid, Napalm, First Strike, Executioner (if your team can lay on slows, either Graduating Range or Hover if not), and Nexus Frenzy, all to lead to one massive basic attack from cloak, then either repositioning, chasing, or escaping, as the situation merits.

+100% Ambush
+75% Focused Attack
+25% First Strike
+40% Executioner (if slowed)
+20% Nexus Frenzy

That's +220% on one shot if the target does not proc Executioner, %260 if it does.

I think the designers were intending some kind of synergy here.  Is it viable?  I know raw DPS takes a hit, but maybe against a very mobile team that denies uptime, it could be useful?

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I feel like there's a potential build in there meant to beef up single shots, giving Hammer a very annoying, bursty poke.  Ambush, Focused Attack, First Aid, Napalm, First Strike, Executioner (if your team can lay on slows, either Graduating Range or Hover if not), and Nexus Frenzy, all to lead to one massive basic attack from cloak, then either repositioning, chasing, or escaping, as the situation merits.

+100% Ambush

+75% Focused Attack

+25% First Strike

+40% Executioner (if slowed)

+20% Nexus Frenzy

That's +220% on one shot if the target does not proc Executioner, %260 if it does.

I think the designers were intending some kind of synergy here.  Is it viable?  I know raw DPS takes a hit, but maybe against a very mobile team that denies uptime, it could be useful?

 

Hi,

 

The only time I'd run such a build is when your opponents would have absolutely no way of diving/engaging/pressuring you, which, in this current meta, is essentially never seen. The current top tier hero picks are very good against Sgt. Hammer.

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Guest Wrexsoul

I'd like to bring up the tier 1 talent "Resistant". You write it off as useless since "you're not supposed to be caught with CC while in siege mode", but I have found that it's often very useful to have for the extended uptime you get in the late game (16+), rather than to escape stuff during early- and midgame. There's generally a whole lot of CC happening in end-game team fights, and Hammer's output is so high I often get targeted by it. Additionally, I'm usually in siege mode thanks to being able to move and to use the extra range/splash damage. Having 75% reduction on all CC is a godsend in those situations, letting me continue pushing out kills through the many ultimates and ranged stuns you will otherwise get severely hindered by. It's also nice against stunlocks, as you can get a Z escape in after the first stun before the rest hit (e.g. Diablo). 

 

Finally, as a bonus it's nice to have in Eternal Battlefield since you can dps the Immortal from a very safe distance in siege mode and just shrug off the targeted stuns. 

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Guest Delryn

The BFG shouldn't be written off so easily. At level 20 it becomes a guaranteed permanent split push. On some maps, it is a must have.

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On 7/19/2016 at 6:20 AM, Guest Delryn said:

The BFG shouldn't be written off so easily. At level 20 it becomes a guaranteed permanent split push. On some maps, it is a must have.

Hammer's unpopularity makes it pretty difficult to fairly judge, though I very well may go through the guide again. But, as I see it, Napalm Strike offers a better early to mid-game. The majority of games end before level 20, and as such, I must prefer to focus on securing a solid lead than to build on an admittedly good but not always doable late-game strategy.

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Guest LEEROY JANKINS

I just want to say that the Chromie Counter is not mentioned when Cromie can burst down 2k damage on hammer with a 2 hit kill. Just sayig you should add her as a counter. Hammer takes a second to go to tank from siege mode and thats enough time for chromie to dragon and sand blast you.

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On 11/12/2016 at 5:46 PM, Guest LEEROY JANKINS said:

I just want to say that the Chromie Counter is not mentioned when Cromie can burst down 2k damage on hammer with a 2 hit kill. Just sayig you should add her as a counter. Hammer takes a second to go to tank from siege mode and thats enough time for chromie to dragon and sand blast you.

There's a set of updates due to release to a number of guides of HoTS. This will likely be included in her synergies/counters update, but thanks for letting us know anyway!

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Just a little niche talent thing but I thought I'd throw it out there - Graduating RangeGraduating Range can be huge on Battlefield of Eternity. You can siege up right in the middle, have your team block you off, and use Napalm StrikeNapalm Strike to gain vision and attack enemy heroes. If no one is contesting, or if your team has zoned them out (by giving you vision) you can quite literally control the whole battlefield, and with First AidFirst Aid and a good team protecting you from ganks, you can wear down the enemy immortal and zone enemies from your immortal without ever moving. If you want to try this, I would recommend making sure that you have some decent crowd control to really punish enemies trying to get to you or trying to contest your immortal. Anyone with reveals also really benefits you, as you need to see someone to AA them. Just throwing this out there; I tried it once and it worked beautifully. I'm sure there are some great ways to counter this as well (stealth, any blinds whatsoever, etc.), but it's just is a fun little thing to do!

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Guest Phaexos
On 11/14/2016 at 7:30 AM, Blainie said:

There's a set of updates due to release to a number of guides of HoTS. This will likely be included in her synergies/counters update, but thanks for letting us know anyway!

Still waiting on this update.  Not only should Chromie be added but, in my opinion, Li-Ming is another obvious counter that can easily burn down any sieging Hammer in a matter of seconds.  Tracer also offers an incredible amount of frustrating pressure for Hammer but isn't listed as a counter, either.  Those three should probably replace Tyrael (who requires a lot of team coordination to successfully counter Hammer), Nova (who is only a real threat if the player uses Anti-Armor shells and almost nobody does) and Illidan (who can be a pain but can be dealt with unless the player chooses his The Hunt ult...also there is no mention of using Thrusters and Concussive Blast as methods of keeping him at bay).  And no mention of either Morales or Malfurion (Entangling Roots + Napalm, anyone?) as synergies?  Both of them are far, far better support options for Hammer than Uther. 

Also, I think it should be mentioned that Ambush is a much better option for Hammer against heroes and during team fights - Advanced Artillery is really only relevant against minions/mercs/buildings and only while Hammer is properly set up in siege mode.  Heroes have absolutely no problem getting close enough to Hammer for the talent's bonus to be negated.  And while I'd say Hammer should almost always build for damage as opposed to self-sustain, Regeneration Master's 500 bonus health reward can be the difference between life and death when the other team has poke/burst damage from heroes like Chromie, Li-Ming, or even Nova.  Not that such a talent should be in the recommended options, I just think saying burst damage is what is most dangerous to Hammer (which is true) and then saying that talent does nothing to help against that (which is obviously false) deserves to be corrected and replaced with a better explanation.

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On December 2, 2016 at 1:28 AM, Guest Phaexos said:

Not only should Chromie be added but, in my opinion, Li-Ming is another obvious counter that can easily burn down any sieging Hammer in a matter of seconds. Tracer also offers an incredible amount of frustrating pressure for Hammer but isn't listed as a counter, either.

The thing about Li-Ming is that she has massively damaging single target skillshots (you can argue Arcane OrbArcane Orb does AoE damage, but only on impact), so killing Sgt. Hammer requires her to overextend or take time away from melting other targets to find a safe "Sniping" area to burst her down from in a teamfight situation. As for Tracer, and this is from experience as the Tracer player, if she can auto attack you, you don't have a very good chance, especially in team fights. If you dive in, deal some damage, and recall, she'll be at 66% health and you'll be at around 35%, forcing you to either hearth back or make your healer focus on you and not a teammate who's being focus fired. Even a well executed combo is dangerous; her Spider MinesSpider MinesConcussive BlastConcussive Blast, and huge auto attack range will keep you from being in MeleeMelee range and also cause your Pulse BombPulse Bomb to miss if timed incorrectly. Not only that, but the extra time spent trying to get to her will keep you from recalling out of her auto attack range, making you take even more sustained damage. Add this on to any enemy crowd control, and it's very hard to dive her, get the kill, and escape yourself. I do agree, these heroes trade very efficiently with Hammer, but in teamfights start to lose their value against her very quickly.

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On 12/2/2016 at 7:28 AM, Guest Phaexos said:

Still waiting on this update.  

Just wanted to say that the updates are coming, they are just taking time for some heroes since they are being completely rewritten to fit the "new" guide format. It's a more simple, to the point way of discussing the possibilities for different heroes, basically.

I can only apologise and say that our team is working hard to get it done! Sorry! 

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The level 1 talent Ambush though can drop dps a little for me it has enabled me to stay alive 5 times more. You can hit the thrusters and run away from attackers and hit siege mode again to be invisible.

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4 hours ago, ranafuineluva said:

The level 1 talent Ambush though can drop dps a little for me it has enabled me to stay alive 5 times more. You can hit the thrusters and run away from attackers and hit siege mode again to be invisible.

AmbushAmbush's effect starts to lose power once you are able to split attention between the game and minimap, and are able to predict opponents' movement, simply because you will know when to run, which means you won't need to use the stealth as often.

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Guest Kalasnokov

Been playing Hammer since forever now, and most talents here are correct, but there are some very good (and more often than not essential) ones written off.

T.1: Ambush is IMO a really good choice here, it provides important first-hit damage (works as both deterrent and as an engager) and gives you stealth, which is often fun to mess around with and sometimes useful for escaping people, if you are lucky. Even without stealth this would be a good pick.

T.10: Napalm for DMP, blunt for push (must take orbital at T.20). Very situational, but overall napalm is usually the best choice.

T.13: first strike adds on to your ambush's damage increase, making your first shot much more deadly, as well as making base push and defense easier. Giant killer seems pathetically weak for hammer, since you fire too slowly to take advantage of the % damage.

T.16: Graduating range is a good contender to hover, if you know how to use it (also choosing hover without ambush feels rather pointless). Graduating is perfect for long engagements, area denial, capturing and holding objectives, base push and base defense, and standing still in not a problem unless you have thrusters on cooldown. Keep an eye on your location, position carefully and make sure you know what your teams is doing and you will annihilate anything that dare stray within your now obscene range. Hover can be good depending on team composition, but you want range, lots of it, and hover means you have to be closer to the enemy, and would still have to use thrusters to avoid taking damage since you are too slow to avoid anything. Meanwhile a grad. hammer can stay clear of enemy fire safe behind their teammates and avoid most skillshots since the aggressor would need to stray dangerously far into your range. Also, it's hilarious being a grad. hammer when facing a hover hammer, they can't touch you.

T.20 Orbital if you choose blunt at T.10, otherwise go for frenzy, synergies well with graduating range. No opinion on advanced lava strike, never seen a reason to take it instead of a flat out 20% DPM and range-increase.

These are my thoughts, keep in mind they are aimed towards a player teamed up with some party-members and preferably voice-comms with his or her teammates.

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4 hours ago, Guest Kalasnokov said:

T.1: Ambush is IMO a really good choice here, it provides important first-hit damage (works as both deterrent and as an engager) and gives you stealth, which is often fun to mess around with and sometimes useful for escaping people, if you are lucky. Even without stealth this would be a good pick.

Even though it does provide a "shock" bonus for psychological warfare, more experienced players are, from experience, rarely cowed and ranged heroes will often start attacking you right after your attack, and since you are immobile, you will be at a disadvantage. Additionally, you get more damage overall if you go for Advanced Artillery instead.

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Guest Kalasnokov
On 2017-03-20 at 11:01 PM, positiv2 said:

Even though it does provide a "shock" bonus for psychological warfare, more experienced players are, from experience, rarely cowed and ranged heroes will often start attacking you right after your attack, and since you are immobile, you will be at a disadvantage. Additionally, you get more damage overall if you go for Advanced Artillery instead.

Advanced rely on that you can stay in siegemode for prolonged times, about ten shots at minimum as average shots-per-siege before you reach the same effectiveness as ambush, whilst also having to relying on the idea that the enemy will stay at range from you. If the enemy is keen enough to attack you it's better to get that first double off at the start, instead of hoping that the enemy will allow you to fire your ten or more shots. Ambush also gives an advantage when re-engaging the enemy, pairing it with graduating works almost just as well as with hover, since if you are forced from siegemode you will get ambush active again and can deal out the double all over again. 

First hit damage-capability is key, having ambush, first strike and empower can give you the edge you need over anyone wanting to out-dpm you or burst you down, not to mention the tactics you can utilize by knowing all your first shots deal tremendous amounts of damage.

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      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
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    • 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!
       
    • By Staff
      The next Heroes of the Storm patch is now available for playtesting for one week and here are the official patch notes!
      (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:
      Map Update Hero Updates Balance Update Bug Fixes Map Update
      Volskaya
      The Pilot and Gunner Abilities will both recharge 25% faster while both slots are occupied. The Protector will now gain 25% increased energy regeneration. Return to Top
      Hero Updates
      Chen
      Talents
      Level 10 Wandering Keg Wandering Keg updated to feature quick-cast targeting. 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
      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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