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Heroes of the Storm Abathur

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Nice guide, but this is only one side of Abathur. Actually Abathur can be one of the best solo pushers in the game, with the right build.

 

I have had much success with:

 

1. Survival Insticts

2. Sustained Carapace

3. Networked Carapace

4. Evolve Monstrocity

5. Bombard Strain

6. Locust Brood

7. Locust Nest

 

With this build, especially after lvl7, you can push any lane solo. At lvl7, you get the first power spike (shield to all minions and mercs near your symbiote). Each talent after that, makes you increasingly stronger for pushing.

 

After getting Bombard Strain, you can begin pushing more aggresively, staying in bushes near their side, and Z when in trouble or when its time to push another lane.

 

After lvl 16, no lane is safe with this build. If you have nice map awareness, the enemy will have to dedicate heroes to stop you/hunt you, or lose the game. Simple as that.

 

Benefits of this, is that you can still help in tfs when needed, plus you can push any lane, with no downtime, and switch when it becomes crowded.

 

One think i do in general, is puting the monstrocity on a lane and then symbiote another lane. Preferably both of those empty... Many Abathurs feel the need to control personally the Monstrocity, i generally avoid that with this build. Even if a push the lane where the Monstrocity is, i prefer symbioting a minion. Makes it easier to control and gives you more time/attention to more important things, like map awareness...

 

Another think i also do, is putting a nest in a lane i wont push in general. If you put a nest in one lane, monostrocity in another, and then symbiote a third, you effectively pressure all lanes at the same time, plus you make it more difficult for the enemy to spot you...

 

All in all, i dont understand how Abathur cant solo a lane... Seriously... I think that is a mistake in this guide. It's quite the opposite of this.

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Nice guide, but this is only one side of Abathur. Actually Abathur can be one of the best solo pushers in the game, with the right build.

 

I have had much success with:

 

1. Survival Insticts

2. Sustained Carapace

3. Networked Carapace

4. Evolve Monstrocity

5. Bombard Strain

6. Locust Brood

7. Locust Nest

 

With this build, especially after lvl7, you can push any lane solo. At lvl7, you get the first power spike (shield to all minions and mercs near your symbiote). Each talent after that, makes you increasingly stronger for pushing.

 

After getting Bombard Strain, you can begin pushing more aggresively, staying in bushes near their side, and Z when in trouble or when its time to push another lane.

 

After lvl 16, no lane is safe with this build. If you have nice map awareness, the enemy will have to dedicate heroes to stop you/hunt you, or lose the game. Simple as that.

 

Benefits of this, is that you can still help in tfs when needed, plus you can push any lane, with no downtime, and switch when it becomes crowded.

 

One think i do in general, is puting the monstrocity on a lane and then symbiote another lane. Preferably both of those empty... Many Abathurs feel the need to control personally the Monstrocity, i generally avoid that with this build. Even if a push the lane where the Monstrocity is, i prefer symbioting a minion. Makes it easier to control and gives you more time/attention to more important things, like map awareness...

 

Another think i also do, is putting a nest in a lane i wont push in general. If you put a nest in one lane, monostrocity in another, and then symbiote a third, you effectively pressure all lanes at the same time, plus you make it more difficult for the enemy to spot you...

 

All in all, i dont understand how Abathur cant solo a lane... Seriously... I think that is a mistake in this guide. It's quite the opposite of this.

Hey TemplarGR,

 

There are indeed multiple Abathur builds, but I feel that the one I've used is the most prevalent and overall most successful. That being said, I am in the process of adding another build to the TL;DR section that I've found to be very good, especially at high levels of play. It is similar to yours, but slightly differs in playstyle.

 

>All in all, i dont understand how Abathur cant solo a lane

 

Abathur can soak a lane alone, but he can't solo a lane, at least not if you want him to have any presence anywhere else.

Edited by Srey

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Guest SomeNewPlayer

I'm a new player, new to Abatur in particular. Is it ever viable to use the mines to draw tower's ammunition or is there always a better use?

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I'm a new player, new to Abatur in particular. Is it ever viable to use the mines to draw tower's ammunition or is there always a better use?

No, never use mines in this way. They are most effective when placed around the map, providing vision and dismounting rotating Heroes.

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Guest Guest

As of the recent Artanis update, losing vision on the target area for Deep Tunnel no longer cancels the cast. This change needs to be reflected in that ability's description.

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As of the recent Artanis update, losing vision on the target area for Deep Tunnel no longer cancels the cast. This change needs to be reflected in that ability's description.

Thanks for the heads up!

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Guest Roy

Can you update map strategies for the towers of doom map?

Also, it might be handy to provide a small section (not sure where) that summarises when you should go some type of mines/locust build.... you can get a bit of this in various places in this really good guide, but it'd help us to remember it more easily!

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Guest Dinii Antares

I figured out that Tassadar is quite a conter to Abathur, since his D may reveal you on the map (If you are standing close to the lane) or make you vulnerable if you stand too close to a tower.

 

I still have to learn a lot about positioning with Abathur, any regular spots you would recoment?

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Guest Lord Zeoinx

Tower of Doom, because of the constant movment of the map, and the small size, i found it effective just to stay in the middle lane base, and provide support that way your mines have almost, if not global range of the genetal playable area. and you can still assist as necessary

 

I ended up winning the game because my team had the entire enemy team distracted at one objective when i wormed over to grab the uncontested one since it was also close to the middle lane. (middle right objective),  Also, dont be afraid to go for objectives with your team if they are good at damage soak and sustain against the enemy team, like curses or something, You can always grab them and deep tunnel to back to your soak lane before the enemy has a chance to counter.

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I find it somewhat odd that the locust build is one of the two recommended builds on page one, yet the locusts talents are almost universally waved away in the talents section. This makes the guide feel rather disjointed. I've seen locust split push builds be used to some success, so there is probably some merit to it, but I do not claim to know whether or not it is viable.

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On February 25, 2016 at 0:48 AM, WebBowser said:

I find it somewhat odd that the locust build is one of the two recommended builds on page one, yet the locusts talents are almost universally waved away in the talents section. This makes the guide feel rather disjointed. I've seen locust split push builds be used to some success, so there is probably some merit to it, but I do not claim to know whether or not it is viable.

While I don't think I am quite ready to take aby into competitive, the locust split-push build has yielded wonderful results for me. Once you hit level 10, you can add locusts to a lane then clone an ally at the objective while your locusts are (hopefully) getting last hits to gain experience and wearing down enemy structures. This essentially causes the enemy to lose either the gate and two towers, or at least half of the Fort/Keep's health if they let you go uncontested. You can also mine common paths from the team fight to your current location to keep tabs on potential gankers or lane clearers while you SymbioteSymbiote a minion or ally to further put pressure on the enemy team. Levels 13, 16, and 20 all provide huge buffs to his kit as well; level 13 gives your locusts a huge damage increase (Bombard StrainBombard Strain or Assault StrainAssault Strain both are huge, either one works), Locust BroodLocust Brood almost quadruples what your normal pushes do (keep in mind this powerful push only lasts 25 seconds if not talented with Survival InstinctsSurvival Instincts, and 35 seconds with it), and Locust NestLocust Nest can be dropped off in a lane to permanently double your pushing power. It also is a good tool for a trap; put it in a bush and put mines all around it from another lane to hurt an enemy trying to hunt you based off locust location while losing no health yourself. While I will admit I am by no means a master at Abathur (or any other heroes, really) I have played a good 30+ quick matches using this build alone to great success (when it works out; he needs a very specific type of team to work well.)

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17 hours ago, Niteshadow said:

(when it works out; he needs a very specific type of team to work well.)

I think both this and map type are incredibly important to the success of Abathur. Some maps are extremely taxing to perform well on as Aba, while some can be rather chilled out to play through.

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48 minutes ago, Blainie said:

I think both this and map type are incredibly important to the success of Abathur. Some maps are extremely taxing to perform well on as Aba, while some can be rather chilled out to play through.

I agree. I generally will stay away from taking this build if the enemy has a global (Brightwing, Dehaka, Falstad, Illidan with the hunt, E.T.C. with stage dive, etc.) just because they can delay your push and force you out of aggressive positioning. I also do not take it on small maps like towers of doom or maps with multiple control points (namely Dragon Shire and Braxis Holdout) as you cannot effectively position yourself to do what you do best without getting ganked.

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26 minutes ago, Niteshadow said:

I agree. I generally will stay away from taking this build if the enemy has a global (Brightwing, Dehaka, Falstad, Illidan with the hunt, E.T.C. with stage dive, etc.) just because they can delay your push and force you out of aggressive positioning. I also do not take it on small maps like towers of doom or maps with multiple control points (namely Dragon Shire and Braxis Holdout) as you cannot effectively position yourself to do what you do best without getting ganked.

You seem to have a decent understanding of when to or when to not use Abathur's builds, so maybe you ARE ready to play him in competitive! ;D

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Just now, Blainie said:

You seem to have a decent understanding of when to or when to not use Abathur's builds, so maybe you ARE ready to play him in competitive! ;D

I'm actually fairly new to the game, I just understand some of the basics! (I believe I just started sometime earlier this year)

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Just a question for the split push build; When your team is being completely shut out and can't go out far from their structures, how do you respond? Do you still position aggressively in a lane or push the lane back? Thanks!

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On 11/27/2016 at 6:21 AM, Niteshadow said:

Just a question for the split push build; When your team is being completely shut out and can't go out far from their structures, how do you respond? Do you still position aggressively in a lane or push the lane back? Thanks!

I think it's still fair to position aggressively, but depending on your own abilities. If you can't keep an eye on your own team constantly, you won't be useful. You need to be ready to assist, regardless of what is happening around you.

If you don't trust yourself, take a more relaxed stance and just push the lane back.

Also, don't get caught.

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On 11/26/2016 at 10:21 PM, Niteshadow said:

Just a question for the split push build; When your team is being completely shut out and can't go out far from their structures, how do you respond? Do you still position aggressively in a lane or push the lane back? Thanks!

Try to sneak outside in a lane that is being ignored. Push out and body soak as long as possible. Place your Toxic NestToxic Nest in such a way that you will be able to see enemies who are coming for you. Once you are in position and set up, use SymbioteSymbiote on your team and rely on the minimap to see danger coming toward your body. If someone is getting close, use Deep TunnelDeep Tunnel to get away to a safe position. You may also use Ultimate EvolutionUltimate Evolution to remove your body from the battlefield, but you will be placed back in the position you cast it from when the clone is killed or expires.

Your goal is to force someone to come deal with your push. As soon as they do, your team has an opportunity to do something. For this reason, it is important to use Ultimate Evolution, or Symbiote immediately after using Deep Tunnel to safety. This way you will help your team to outnumber the remaining enemies. It takes practice to get the timing down, but you want to stay pushing as long as possible before fleeing. This forces the enemy Hero(es) who come for you to commit to the lane change. If you leave too soon, they can more quickly rejoin their team. If you leave too late, you die. 

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Guest Hashmer

What is the best choice between monstrosity and evolution. Logically, if you go symbiote build you will stay using that for team fights or you lose value from choosing those talents compared to the locust ones. I guess this leads to the symbiote build being obsolete as in team fights, evolution is better therefore one should go for a split push build.

Also, the guide seems to be contradicting itself as some talents are not reccomended yet have positive descriptions and vice versa.

Love to hear any one's thoughts. 

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Been playing a lot of the slug recently, actually, so i'll weigh in from somewhere around a silver/gold level casual-ish player (I take the game very seriously as a hobby but I'm a dad and just don't have time to grind ranks or improve my twitch to move up...) Point by point:

On 2/22/2017 at 5:43 PM, Guest Hashmer said:

What is the best choice between monstrosity and evolution.

It honestly depends entirely on the map and how the game is going. for big maps where split pushing can win games, monstrosity can be a super strong choice (but watch out for opponents with global mobility). That said, evolution is *very* often the better choice.  For new abathurs especially I always recommend going evolution when in doubt - though this does require decent knowledge of other heroes' kits, so take this with a grain of salt if you're super new to the game overall.

On 2/22/2017 at 5:43 PM, Guest Hashmer said:

Logically, if you go symbiote build you will stay using that for team fights or you lose value from choosing those talents compared to the locust ones. I guess this leads to the symbiote build being obsolete as in team fights, evolution is better therefore one should go for a split push build.

There's *some* truth to this, but I would caution against this line of reasoning: 1st off, your body disappears for the duration, so locust based builds are also "useless" during the evolution. Secondly, one of the main benefits of the clone is that it can act completely suicidally to secure a kill or save a teammate - therefore it is very common for it to die first during a fight, at which point your talents all come back online. Lastly, many of the maps abathur excels at call for many smaller skirmishes rather than big 5v5 confrontations: in these cases, you evolution is unlikely to be available for every fight, so the symbiote build will come in to play to pick up the slack.

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I used Abathur as part poke, part burst, part medic. And I bounce around between teammates constantly.

3 Regenerative Microbes

4 Adrenal Overload

1 Needlespine

1 or 2 Evolution or Monstrosity

3 Spatial Efficiency

2 Adrenaline Boost

1 or 3 Link or Hivemind

 

Boosting attack speed is always fun and using Blade Dash from Artanis to get behind a wall or just into a group to Spike Burst is a neat trick. But, the cloning of an expendable Zul'jin or Sgt. Hammer can be pretty cool too. Butcher has to be one of the best candidates though, helping him survive and collect meat, then riding the wave as he connects with new targets. You can blink and miss your shot to do any damage with Butcher though.

I tried the shield build and the locust build but hated them both. Locust bombing the core as a late game tactic might grow on me, but meh, not too excited for it. Too much early game and team support sacrificed.

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Still using this build, aside from always getting Hivemind now, but starting to think about a mix of trapping, net shields and locust nest for Towers of Doom. That map is just horrible for Abathur. The extra trap damage and charges could really mess with the other team. Placing them in bushes off start is always the first thing to do in any Abathur build, but Towers of Doom is so small and you're so protected by gate that you can place five trap bundles anywhere on map to surprise finish or severely wound opponents, without global talent.

The thing is. This needs coordination with team to reduce trap explosion downtime. They need to be made aware of the traps and the need to lure opponents into them. Otherwise the use of the traps is random.

The shorter maps and ability to safely place and replace a locust nest means that it may have an affect on more than just xp. The fact that you can move to a lane, locust nest it, add a monstrosity, then trap the opening nearest to their tower can be pretty effective against the player sentbto stop you.

The downside is that you don't turn your teammates into killing machines. But for this map, I think it's just too small for Symbiote to have the huge impact it normally does. Switching between heroes and helping them kill or survive just doesn't get done quick enough on this small map. The lack of ability to cap altars or sappers indepedantly is too much for my Symbiote build.

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

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