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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
      Shield Glare [E] Mana cost increased from 45 to 55. Talents
      Level 1 Divine Fortress Health bonus starting value increased from 20% to 25%. Zealous Glare Damage bonus reduced from 75% to 70%. Level 7 Steed Charge Duration increased from 3 to 4 seconds. Level 13 Blessed Hammer Damage reduced from 74 to 65. Level 16 Holy Renewal Cooldown reduction reduced from 1.5 seconds to 1 second. Shrinking Vacuum Damage reduction increased from 25% to 30%. Duration increased from 2 to 3 seconds. Slow increased from 25% to 30%. Tracer
      Talents
      Level 4 Is That a Health Pack?! Healing from Regen Globes increased from 10% to 15% of maximum Health. Pulse Generator Healing reduced from 18% to 12%. Level 13 Jumper Cooldown refresh reduced from 150% to 100%. Shield reduced from 6.5% to 6%. Zul'jin
      Base
      You Want Axe? [Trait] Basic Attack damage increased from 94 to 96. Now has a limit of 50 stacks. Bonus from quest completion reduced from 1 to .25. Talents
      Level 1 Recklessness Basic Attack damage bonus reduced from 15% to 10%. Level 10 Guillotine Cooldown reduced from 40 seconds to 30 seconds. Mana cost reduced from 70 to 60. Taz'dingo! Cooldown increased from 90 seconds to 100 seconds. Mana cost increased from 75 to 80. Level 16 Let the Killing Begin Kill window reduced from 1.5 seconds to 0.5 seconds. Level 20 Buzzsaw Kill window reduced from 1.5 seconds to 0.5 seconds. Return to Top
      Bug Fixes
      General
      Experience Globes can now path through gates. Fixed issues related to root visual effects. Updated decaying and ramping Slows to scale their speed with CC reduction effects. Heroes
      Alexstrasza Base Flame Buffet [E] Fixed an issue that caused Flame Buffet's Slow to be instantly removed on targets with reduced duration on being Slowed. Azmodan Level 13 Chain of Command Fixed an issue that caused Chain of Command to not apply to Demonic Invasion's on-death explosion. Brightwing Base Phase Shift [Z] Fixed an issue with Phase Shift's Store Icon. Chen Level 10 Storm, Earth, Fire Fixed an issue that caused Storm, Earth, Fire Spirits to not contest Capture Points. Wandering Keg Fixed an issue that caused Wandering Keg to occasionally not be cast. Wandering Keg now acts like other instant Abilities and will cast as soon as possible. Cho'Gall General Fixed an issue that caused Cho'Gall to contest points while Cho is in Stasis. Dehaka Base Brushstalker [Z] Fixed an issue with Brushstalker's Store Icon. Will now clamp the minimum cast range to Dehaka's radius. E.T.C. Level 7 Pinball Wizard Bonus damage updated to be additive. Level 13 Face Smelt Fixed an issue that caused Face Smelt's Slow to be instantly removed on targets with reduced duration on being Slowed. Falstad Base Flight [Z] Fixed an issue with Flight's Store Icon. Level 10 Mighty Gust Fixed an issue that caused Mighty Gust's Slow to be instantly removed on targets with reduced duration on being Slowed. Fenix Level 1 Arsenal Synergy Fixed an issue that caused Arsenal Synergy to not grant cooldown reduction for the primary target hit by Phase Bomb. Level 4 Inhibiting Energy Fixed an issue that caused Inhibiting Energy to be instantly removed on targets with reduced duration on being Slowed. Imperius Level 20 Unrelenting Descent Fixed an issue that caused Unrelenting Descent's Heal to be delayed. Johanna Base Punish [Q] Fixed an issue that caused Punish to be instantly removed on targets with reduced duration on being Slowed. Kel'Thuzad Level 4 Phylactery of Kel'Thuzad Announcements for Phylactery of Kel'Thuzad will now use team colors. Kerrigan Level 7 Boundless Fury Fixed an issue that caused Boundless Fury to refund charges against a target already marked. Kharazim Level 4 Spirit Ally Fixed an issue that caused Spirit Ally's heal FX to be visible in Fog of War. Lúcio Base Wall Ride [Z] Fixed an issue with Wall Ride's Store Icon. Lt. Morales Level 10 Medivac Dropship Announcements for Medivac Dropship will now use team colors. Lunara Base Crippling Spores [W] Fixed an issue that caused Crippling Spores to be instantly removed on targets with reduced duration on being Slowed. Maiev Level 16 Armored Assault Fixed an issue that caused Armored Assault to not grant the full bonus to Umbral Bind's Cleave. Malthael Level 20 No One Can Stop Death Announcements for No One Can Stop Death will now use team colors. Mei Base Icing [E] Fixed an issue that caused Icing's Slow to be instantly removed on targets with reduced duration on being Slowed. Level 10 Ice Wall Fixed an issue that caused Ice Wall to not apply Stopped to D.Va's Self Destruct. Muradin Level 4 Thunder Burn Tooltip has been updated to show Thunder Burn is a multiplicative reduction. Level 13 Thunder Strike Damage increase is now additive. Probius Base Worker Rush [Z] Fixed an issue with Work Rush's Store Icon. Rehgar Base Purge [Trait] Fixed an issue that caused Purge to be instantly removed on targets with reduced duration on being Slowed. Samuro Base Critical Strike [W] Fixed an issue that caused Critical Strike FX to persist if Samuro is killed while he has maximum Critical Strike stacks. Level 13 Kawarimi Fixed an issue that caused Kawarimi to create a Mirror Image with the incorrect starting Health. Sgt. Hammer Base Thrusters [Z] Fixed an issue with Thrusters' Store Icon. Stukov Base Weighted Pustule [W] Fixed an issue that caused Weighted Pustule's increasing Slow to be instantly removed on targets with reduced duration on being Slowed. Sylvanas Level 1 Unfurling Shadows Fixed an issue that caused Unfurling Shadows to not grant quest progress for the impact damage of Shadow Dagger created by spread. The Butcher Base Hamstring [Q] Fixed an issue that caused Hamstring to be instantly removed on targets with reduced duration on being Slowed. The Lost Vikings Base Go Go Go! [Z] Fixed an issue with Go Go Go's Store Icon. Zagara Level 20 Pack Instinct Fixed an issue that caused Devouring Maw to gain more bonuses than intended from Pack Instinct. Zuljin General Fixed an issue that caused Basic Attack damage in Zul'jin's Target Info Panel to not increase while Berserker is active. Base You Want Axe? [Trait] Fixed an issue that caused You Want Axe to gain progress while at maximum Basic Attack bonus. Level 16 Wrong Place Wrong Time Fixed an issue that caused Wrong Place Wrong Time to not respect the stack cap of You Want Axe?. Return to Top
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    • By Staff
      A new Heroes of the Storm patch is now available for playtesting on the PTR with many Hero changes and bug fixes. Check out the official PTR notes for more details!
      We expect the patch to be available for testing for one week before it goes live.
      (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 Balance Update Bug Fixes General
      Updated Homescreen and Startup Music. NEW: Brawl Mode added! Brawls will rotate on the 1st and 15th of every month. Return to Top
      Balance Update
      Heroes
      Auriel
      Talents
      Level 1 Searing Light Now only deals damage to enemy Heroes. Level 7 Energized Cord Now increases Basic Attack range by 1.1. Level 16 Reservoir of Hope Quest bonus reduced from 75 to 55. Wrath of Heaven Armor reduction increased from 10 to 20. Spell Power increased from 10% to 15%. Chromie
      Talents
      Level 1 Timewalker's Pursuit Spell Power increased from 10% to 15%. Level 7 Mobius Loop Slow reduced from 60% to 40%. Level 20 Unravelling Lingering Slowing Sands no longer consume Energy. Now also increases Slowing Sands cast range by 50%. Johanna
      Base
      Shield Glare [E] Mana cost increased from 45 to 55. Talents
      Level 1 Divine Fortress Health bonus starting value increased from 20% to 25%. Zealous Glare Damage bonus reduced from 75% to 70%. Level 7 Steed Charge Duration increased from 3 to 4 seconds. Level 13 Blessed Hammer Damage reduced from 74 to 65. Level 16 Holy Renewal Cooldown reduction reduced from 1.5 seconds to 1 second. Shrinking Vacuum Damage reduction increased from 25% to 30%. Duration increased from 2 to 3 seconds. Slow increased from 25% to 30%. Tracer
      Talents
      Level 4 Is That a Health Pack?! Healing from Regen Globes increased from 10% to 15% of maximum Health. Pulse Generator Healing reduced from 18% to 12%. Level 13 Jumper Cooldown refresh reduced from 150% to 100%. Shield reduced from 6.5% to 6%. Zul'jin
      Base
      You Want Axe? [Trait] Basic Attack damage increased from 94 to 118. Bonus from quest completion reduced from 1 to .25. Talents
      Level 1 Recklessness Basic Attack damage bonus reduced from 15% to 10%. Level 10 Guillotine Cooldown reduced from 40 seconds to 30 seconds. Mana cost reduced from 70 to 60. Taz'dingo! Cooldown increased from 90 seconds to 100 seconds. Mana cost increased from 75 to 80. Level 16 Let the Killing Begin Kill window reduced from 1.5 seconds to 0.5 seconds. Level 20 Buzzsaw Kill window reduced from 1.5 seconds to 0.5 seconds. Return to Top
      Bug Fixes
      General
      Experience Globes can now path through gates. Fixed issues related to root visual effects. Updated decaying and ramping Slows to scale their speed with CC reduction effects. Heroes
      Alexstrasza Base Flame Buffet [E] Fixed an issue that caused Flame Buffet's Slow to be instantly removed on targets with reduced duration on being Slowed. Azmodan Level 13 Chain of Command Fixed an issue that caused Chain of Command to not apply to Demonic Invasion's on-death explosion. Brightwing Base Phase Shift [Z] Fixed an issue with Phase Shift's Store Icon. Chen Level 10 Storm, Earth, Fire Fixed an issue that caused Storm, Earth, Fire Spirits to not contest Capture Points. Cho'Gall General Fixed an issue that caused Cho'Gall to contest points while Cho is in Stasis. Dehaka Base Brushstalker [Z] Fixed an issue with Brushstalker's Store Icon. Will now clamp the minimum cast range to Dehaka's radius. E.T.C. Base Face Smelt [W] Fixed an issue that caused Face Smelt's Slow to be instantly removed on targets with reduced duration on being Slowed. Level 7 Pinball Wizard Bonus damage updated to be additive. Falstad Base Flight [Z] Fixed an issue with Flight's Store Icon. Level 10 Mighty Gust Fixed an issue that caused Mighty Gust's Slow to be instantly removed on targets with reduced duration on being Slowed. Fenix Level 1 Arsenal Synergy Fixed an issue that caused Arsenal Synergy to not grant cooldown reduction for the primary target hit by Phase Bomb. Level 4 Inhibiting Energy Fixed an issue that caused Inhibiting Energy to be instantly removed on targets with reduced duration on being Slowed. Johanna Base Punish [Q] Fixed an issue that caused Punish to be instantly removed on targets with reduced duration on being Slowed. Kharazim Level 4 Air Ally Fixed an issue that caused Air Ally's heal FX to be visible in Fog of War. Lúcio Base Wall Ride [Z] Fixed an issue with Wall Ride's Store Icon. Lunara Base Crippling Spores [W] Fixed an issue that caused Crippling Spores to be instantly removed on targets with reduced duration on being Slowed. Maiev Level 16 Armored Assault Fixed an issue that caused Armored Assault to not grant the full bonus to Umbral Bind's Cleave. Mei Base Icing [E] Fixed an issue that caused Icing's Slow to be instantly removed on targets with reduced duration on being Slowed. Level 10 Ice Wall Fixed an issue that caused Ice Wall to not apply Stopped to D.Va's Self Destruct. Muradin Level 4 Thunder Burn Tooltip has been updated to show Thunder Burn is a multiplicative reduction. Level 13 Thunder Strike Damage increase is now additive. Probius Base Worker Rush [Z] Fixed an issue with Work Rush's Store Icon. Rehgar Base Purge [Trait] Fixed an issue that caused Purge to be instantly removed on targets with reduced duration on being Slowed. Samuro Base Critical Strike [W] Fixed an issue that caused Critical Strike FX to persist if Samuro is killed while he has maximum Critical Strike stacks. Level 13 Kawarimi Fixed an issue that caused Kawarimi to create a Mirror Image with the incorrect starting Health. Sgt. Hammer Base Thrusters [Z] Fixed an issue with Thrusters' Store Icon. Stukov Base Weighted Pustule [W] Fixed an issue that caused Weighted Pustule's increasing Slow to be instantly removed on targets with reduced duration on being Slowed. Sylvanas Level 1 Unfurling Shadows Fixed an issue that caused Unfurling Shadows to not grant quest progress for the impact damage of Shadow Dagger created by spread. The Butcher Base Hamstring [Q] Fixed an issue that caused Hamstring to be instantly removed on targets with reduced duration on being Slowed. The Lost Vikings Base Go Go Go! [Z] Fixed an issue with Go Go Go's Store Icon. Zagara Level 20 Pack Instinct Fixed an issue that caused Devouring Maw to gain more bonuses than intended from Pack Instinct. Return to Top
      Click here to discuss this post with other players in the official Heroes of the Storm forums.

    • By Staff
      Master every Heroes of the Storm battleground with our detailed map guides, featuring strategies for objectives and drafting!

      Heroes of the Storm features a wide range of maps, each offering unique objectives and strategies. To help players excel in every battleground, we’ve created comprehensive guides that cover drafting, objectives, and gameplay for all maps.


      Alterac Pass: Free Cavalries from Prison Camps to fight alongside your team. Battlefield of Eternity: Secure Immortals to destroy enemy structures. Blackheart’s Bay: Collect Doubloons to fire Captain Blackheart’s cannons. Braxis Holdout: Control Beacons to summon powerful Zerg waves. Cursed Hollow: Gather Tributes to curse the enemy team and gain an advantage. Dragon Shire: Control Shrines to summon the mighty Dragon Knight. Garden of Terror: Collect Seeds to unleash Garden Terrors on your enemies. Hanamura Temple: Escort Payloads to deal damage to enemy structures. Infernal Shrines: Summon Punishers by defeating Guardians at Shrines. Sky Temple: Capture Temples to rain laser blasts on enemy structures. Tomb of the Spider Queen: Turn in Gems to summon Webweavers to assist your team. Towers of Doom: Capture Altars to damage the enemy Core indirectly. Volskaya Foundry: Control Capture Points to pilot the Triglav Protector. Warhead Junction: Collect Warheads to bombard enemy structures.
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