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Heroes of the Storm Kharazim

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1 hour ago, Leadblast said:

Any Bosses? I find I cannot solo Bosses that use a stun ability like the ones in Sky Temple or the golems in Cursed Hollow. Their stun ability disrupts the infinite Deadly Reach combo and you can't keep pummeling them relentlessly. This also keeps you from spamming Breath of Heaven to keep yourself healed.

I think it's possible to solo Bosses that don't stun, namely:

- Warhead Junction

- Braxis Holdout's Archangel

- Towers of Doom's Headless Horseman

You can if you time well the Deadly Reach re-activation; just requires a bit of practice and timing. In fact, it becomes slightly easier if you pick Blazing FistsBlazing Fists instead, since it gives you slightly more CD reduction per second. 

Funny because, in my opinion, bosses that can stun are actually easier to solo than those that don't.

Also, if you're on level 20, you can also pick Storm ShieldStorm Shield instead to make it even easier.

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8 hours ago, Valhalen said:

You can if you time well the Deadly Reach re-activation; just requires a bit of practice and timing. In fact, it becomes slightly easier if you pick Blazing FistsBlazing Fists instead, since it gives you slightly more CD reduction per second. 

Funny because, in my opinion, bosses that can stun are actually easier to solo than those that don't.

Also, if you're on level 20, you can also pick Storm ShieldStorm Shield instead to make it even easier.

Well I tried it again, and could solo one of the Cursed Hollow golems, but only after I had learned the Echo of Heaven talent.

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6 hours ago, Leadblast said:

Well I tried it again, and could solo one of the Cursed Hollow golems, but only after I had learned the Echo of Heaven talent.

Yes, Echo of Heaven is fantastic! I love it. I hope the Icy Veins team add the Insight build to the list.

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I love this guide and it has helped me play at least sort of good with Kharazim.  But I do have a question; it only shows the damage build and healing build on the page, and on the talents page it says that InsightInsight is not very good. Yet when I was playing in an unranked match, I asked if a damage build was a good build for me to do and someone that a mana build would also be  good. So I'm confused, is InsightInsight a good talent or bad? Also it says that you should take the damage build even if you are the only healer, so when should you take the support build? Sorry if these are stupid questions, I'm very new to the game.

Edited by Hitchadaphilo

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10 minutes ago, Hitchadaphilo said:

I love this guide and it has helped me play at least sort of good with Kharazim.  But I do have a question; it only shows the damage build and healing build on the page, and on the talents page it says that InsightInsight is not very good. Yet when I was playing in an unranked match, I asked if a damage build was a good build for me to do and someone that a mana build would also be  good. So I'm confused, is InsightInsight a good talent or bad? Also it says that you should take the damage build even if you are the only healer, so when should you take the support build? Sorry if these are stupid questions, I'm very new to the game.

Insight is, in my opinion, the best Trait if you're going solo Support as Kharazim. Because of how it works, this trait is best when paired with Deadly ReachDeadly Reach-related talents, as the cooldown reduction granted by Insight once the quest is completed synergizes greatly with Deadly Reach. If you read above, you'll see the discussion about it and how it even allows Kharazim to solo Boss camps at level 13 or 16 (depends on the boss).

The build has its flaws, though, as you need to expend an early portion of the match working on completing the Insight quest to get the full value from it. If you're good enough, you can complete it in roughly 6 to 8 minutes, though; just punch everything and use Deadly Reach on cooldown. Also, if your team features no hard crowd control (stuns), you lose a lot of value as the bread and butter of this build (actually, any Kharazim build) is to punch stuff repeatedly (but this build is more reliant on punching than the others in order to lower cooldowns).

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Would this be an okay build for a solo support? I'm not so sure about my choices on 4 and 16 though. Any thoughts? Also one more thing, you mentioned punching everything, but I'm not quite sure what to punch. I can't Radiant DashRadiant Dash to most heroes because I'll die in seconds, should I solo lanes and just punch minions?

Edited by Hitchadaphilo

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My responses are from the perspective of having Insight as the base talent.

 

Don't go for Blazing Fists. You'll have more than enough cooldown reduction when Insight is completed. Radiant Dash or Heavenly Zeal are two better choices, since they help with you chasing and punching. At the moment, the movement speed bonus is 25% per 3rd attack. Increasing it 30% on demand helps a lot without continuous chasing and punching, and thus cooldown reduction and mana regeneration. Blinding Speed does it in a bursty fashion and has synergy with other Radiant Dash talents, but it's not as good as Heavenly Zeal for Insight on its own.

Seven-Sided Strike is also a powerful choice, especially against divers and to shut down isolated heroes. If you're team is losing badly, Divine Palm may be redundant, since the opposing team may just surround the target during its stasis.

Fists of Fury is definitely the go-to talent, but all the other options on the tier are viable, especially Sixth Sense and Spell Shield.

If you talented for Blinding Speed, The Way of the Hundred Fists is better option. Just don't expect to do anything damage (~400 damage at level 20 with Insight). It's a good way to get fast heals and minor backline harass. Otherwise, go for Echo of Heaven. This talent increases Kharazim's healing by 50%, allowing you to sustain a team two to three times over in a fight. It's the strongest healing talent in the game. Cleansing Touch is only viable if you are playing as a double support and Dash of Light only works in compositions where you have to Dash to someone to heal, which is just silly for a hero that works bests near his allies.

Storm Shield is definitely the best talent. Never take epiphany if you're going for Insight; the value is just too little and redundant. Peaceful Repose is a mediocre talent. It's effective against higher level teams where the possible Divine Palm is enough of a threat to stop them from focusing a hero, but it's mind games and doesn't bring much to the table. Transgression is also decent choice if you can capitalize on isolated targets and divers. Just know that you can't save allies during SSS's extended duration, but this shouldn't happen too often.

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6 hours ago, Trensicourt said:

Seven-Sided Strike is also a powerful choice, especially against divers and to shut down isolated heroes. If you're team is losing badly, Divine Palm may be redundant, since the opposing team may just surround the target during its stasis.

Seven-Sided StrikeSeven-Sided Strike is only truly powerful if your team has very strong crowd control. Divine Palm is a life-saving and team fight changer if you use it at the right time. And if you're the solo healer, you need that extra healing power.

10 hours ago, Hitchadaphilo said:

Would this be an okay build for a solo support? I'm not so sure about my choices on 4 and 16 though. Any thoughts? Also one more thing, you mentioned punching everything, but I'm not quite sure what to punch. I can't Radiant DashRadiant Dash to most heroes because I'll die in seconds, should I solo lanes and just punch minions?

At level 4 you should take in account the enemy team composition in order to pick your Mystic Ally; Earth AllyEarth Ally is great against Basic Attack oriented teams, while Air AllyAir Ally is very useful against teams featuring Stealth Heroes. On other cases, go with Spirit AllySpirit Ally.

At level 7 Blazing FistsBlazing Fists is fine, especially if you're trying to solo bosses, but Blinding SpeedBlinding Speed or Heavenly ZealHeavenly Zeal works fine as well. Heavenly Zeal has more value in team fights because it allows your team to more effectively engage/disengage.

Much like Trensicourt mentioned, at level 13 Fists of FuryFists of Fury is the most synergic talent with InsightInsight, but take in mind the opposing team composition. If they feature heavy crowd control, take Sixth SenseSixth Sense; if they have multiple burst-heavy "mages" (Li-Ming, Jaina, Kel'Thuzad, etc.), than Spell ShieldSpell Shield is a viable option.

At level 16 I wouldn't recommend Way of the Hundred FistsWay of the Hundred Fists as it is not that useful for that build; it is mainly used for the Iron Fists Build. The best option would be Echo of HeavenEcho of Heaven as it has fantastic synergy with the cooldown reduction granted by Insight, meaning you can keep the bursts of healing more often. Alternatively, Cleansing TouchCleansing Touch is arguably the best CleanseCleanse-related ability in the game, as it can hold multiple charges and has low cooldown; a great pick against crowd control oriented teams.

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Guest Tarantula

Nowhere near enough credit is given to an insight build here imo. I have very good winrates with Khar on the basis that I treat him often like Sylvanas, his pushing ability for any support is unparalleled in a snowball effect when you have 100/100 stacks of insight with deadly reach duration increased at 13 (although this is optional). Tie that in with double W heals talented and he can keep his entire team pushing a fort or a keep even without a minion wave needed. Spirit ally too and you've got some serious sustain.

 

Just my two cents, I don't use other Khar builds.

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7 hours ago, Guest Tarantula said:

Nowhere near enough credit is given to an insight build here imo. I have very good winrates with Khar on the basis that I treat him often like Sylvanas, his pushing ability for any support is unparalleled in a snowball effect when you have 100/100 stacks of insight with deadly reach duration increased at 13 (although this is optional). Tie that in with double W heals talented and he can keep his entire team pushing a fort or a keep even without a minion wave needed. Spirit ally too and you've got some serious sustain.

Just my two cents, I don't use other Khar builds.

I agree. The Insight build is my personal favorite, and I think it is much stronger than the Transcendence build if you need to go Healing build. He can even solo Boss Mercenaries with it! Pretty insane.

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On 3/8/2018 at 5:33 PM, Valhalen said:

I agree. The Insight build is my personal favorite, and I think it is much stronger than the Transcendence build if you need to go Healing build. He can even solo Boss Mercenaries with it! Pretty insane.

I agree as well. (I actually logged in to write about exactly this). While Iron fists does make Kharazim a great burst dealer of damage it Limits him to burst and only bursts. The healing trait i could never get to work reliably.
Insight is THE way to go. Sure burst damage will be lowerer but you'll get mana to do do it over and over again as well and heal yourself and allies. I cannot stress this enough. Blue build allows you to do half as much damage as brown, half as much healing as green and at the same time magically still be at full mana all the time. Hell, if you do it well enough you may never have to use a healing fountain or hearthstone at all! You just stay in the fight for the duration of the match. And you can solo bosses as well!

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Another thing, slightly less positive. The author of the guide compared Kharazim's offensive heroic to Tyrande's. The comparison is apt because much like Tyrande, Khara has two heroics which are very dependant on timing and placement, making them hard to use and overall less useful than other heroics. The offensive one enemies can simply walk out of if not used at the exact right moment and the revive only has a 3 second window of opportunity and there's SO much that can go wrong there.
It's a bit odd since most characters have one heroic like that - dependant on the right circumstances and another general use one.

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Guest Tier 1 talents

level 1 talent all garbage, insight is best for both healing & dd

insane sustain, never need to go back for mana

with level 7 E you are able to use breath of heaven every 3 seconds which is insane

once quest completed you can solo every mercs

level 16 you can solo bosses

best 1 vs 1 hero ingame (level 10 with seven sided & insight)

 

insight make kharazim much more versatile and unique hero

rest are just mana hungry and weak.

 

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Just plain wow.  Insight should be the go to talent at first lvl.  Transcendance is ok as far as healing goes but to render mana issues a non-issue (so you can dash or deadly reach whenever you wish!) can't be underestimated.

Iron Fist... it's ok, but the real dmg that puts kharazim anywhere is going to be way of a hundred fists.  After that it's dependant on whether you're wanting more hundred fist proccs from dashes (10sec cooldown and 3 charges) or you want longer deadly reach duration when it's active.  I personally find blazing fists a bit overkill once you have hundred fists and love the extra dash to gtfo.

 

 

edit:

naw.. transcendence is trash in my book.  a minor heal with less control, ok to add onto other things but a poor comparison thing when you look at something that is what... a 25-30% dmg boost (i'm not good at math but a double damage hit every 3rd hit should be somewhere about there right?) or total mana freedom if you can stay swinging on anything form a minion/merc/wall/ward/hero/pet/etc

Main build

What I tend to run now.  Insight and I spend the early game trying to fish for more hits typically in lane or diving on someone in an early fight trying to force a trade... or simply settling for letting someone back out of lane and lose out on wave xp.  Aiming to get insight done by about 4 minutes or lvl 6~.   

Earth spirit if I see more than 2 basic attack heroes or spirit as my main pick due to want for a spare healing option to support team between fights early on. 

Blazing Fist to try and work towards 100% uptime on Deadly reach when laning or on objectives it just plain makes it dumb easy to keep swinging at 4 attacks per second in most cases and in part makes blinding speed seem redundant or almost not needed (almost... 3 dashes is still great). 

Pick your ult based on how you feel your team is handling things, palm for when the enemy team favors bursting someone down quick or one hero has chosen an easy kill talent (i.e. triple tap, pyroblast, last rites, etc) Or be greedy and just go seven sided strike to have the self stasis and zoning tool cause no one in their right mind allows many seven sides strikes to land.  

lvl 13 is a toss up.  I favor speed boost on dash but might ignore if the enemy team is stacked for stuns

lvl 16 I favor echo of heaven because of my pick at 7 and HOPEFULLY having insight unlocked well before this point.  A breath of heaven should be going off on cooldown (if i'm swinging with E active that's prolly every 3~ seconds) and an echo soon after and these are all giving a nice solid aoe heal AND speed boost so me and the homies can GTFO in style OR push to hells gates because we're racing to the end. (the potential of this is dependent on if something like a keep or core still stands nearby to soak punches though).  Bonus benefit is being able to heal through any boss objective while punching like a madman but 16 is a bit late to call it a good thing.  Maybe sneak it when the enemy team is trying to hound your rexxar down because it's his job to solo boss while everyone is distracted.

lvl 20... Storm Shield.  I don't care about the other options cause Stormshield is exactly what Zim needs to get people into a safe position.  Dash in, pop breath and shield and watch the echo come in as well and get some licks in to get the next breath lined up.

 

Edited by yani9841

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      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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