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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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      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. Level 16 Emergency Shielding Will now be properly reset when ability cooldowns are reset in Sandbox or Try Mode. 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. Healing Brew [Q] Fixed an issue that caused Healing Brew to be disjointed if the target Teleports. Level 7 The Good Stuff Fixed an issue that caused The Good Stuff's Fast Feet healing increase to be multiplicative. Level 10 Jug of 1,000 Cups Fixed an issue that caused Jug of 1,000 Cups to instantly heal the target if the target Teleports while the jug is on its way to them. 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 Base Voodoo Ritual [Trait] Fixed an issue that caused Voodoo Ritual and Vile Infection to display the incorrect total damage value in their tooltips. Fixed an issue that caused Voodoo Ritual to not grant stack progress if the target is killed by the last tick of Voodoo Ritual after completing Vile Infection. 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. Tassadar Level 7 Arc Discharge Will now be properly reset when ability cooldowns are reset in Sandbox or Try Mode. Fixed an issue that caused Arc Discharge to become disjointed when Tassadar stops attacking. 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. Thrall Level 13 Spirit Shield Fixed an issue with Spirit Shield's cooldown reduction from Frostwolf Resilience. Tyrande Level 1 Ranger Fixed an issue that caused Ranger to allow Sentinel to hit up to 3 targets. Level 4 Everlasting Light Added an indicator on targets that will receive additional healing from Light of Elune. 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
      Click here to discuss this post with other players in the official Heroes of the Storm forums.

    • By Staff
      Blizzard has updated the PTR patch notes from November 14 with additional Hero changes.  
      (Source)
      NOTE: New changes are highlighted in Orange text.
      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 Triglav Protector will now gain 25% increased energy regeneration and the Pilot and Gunner Abilities will both recharge 25% faster while both slots are occupied. Return to Top
      Hero Updates
      Chen
      Talents
      Level 10 Wandering Keg Wandering Keg updated to be a targeted forced Quick cast instead of a Self cast. Samuro
      General
      Order of buffs in the Buff bar has been updated to match the order in which talents are gained. Samuro can no longer target a Mirror Image that is affected by launch effects (Example: Phase Prism). Samuro will no longer mirror Hearthstone and Mount commands on his Mirror Images if the command is sent while selecting a Mirror Image and not Samuro. Tooltips have been updated to reduce confusion. Base
      Image Transmission [Trait] Advancing Strikes will now copy Samuro's state for the following: creating a new Mirror Image, Image Transmission, Deflection, Press the Attack. Wind Walk [E] Wind Walk will no longer cancel move and attack commands in the command queue when activated. Critical Strike [W] Activating Critical Strike while Samuro's Basic Attack is being swung will now apply to that attack, rather than the next attack, and will carry the attack reset over to the next Basic Attack. Samuro can now see his Critical Strike progress below his Healthplate. Samuro can now see the remaining duration of Critical Strike's activation around the ability button. Critical Strike will now copy Samuro's state for the following: creating a new Mirror Image, Image Transmission, Deflection, Press the Attack. Talents
      Level 1 Way of Illusion Way of Illusion quest progress is now correctly mirrored between different Mirror Images and Samuro. Level 7 Burning Blade Burning Blade is now an additive modifier for both Samuro and his Mirror Images instead of just his Mirror Images. Level 13 Kawarimi Kawarimi Mirror Images will now clear their command queue of Hearthstone commands when created. Level 16 Harsh Winds Harsh Winds is now an additive modifier. Balance Update
      Heroes
      Arthas
      Talents
      Level 13 Frost Strike Rework: If Death Coil hits a target Slowed by Frost Strike, they will be Silenced for 1 second. Rework: No Longer reduces the cooldown of Frostmourne Hungers. Level 16 Frostmourne Feeds Rework: The cooldown for Frostmourne Hungers now starts as soon as the first empowerment is used. Rework: The second Frostmourne Hungers empowerment now only applies after hitting a Hero and lasts for 4 seconds. D.Va
      Base
      Max Health increased from 2100 to 2150. Defense Matrix [W] Damage reduction increased from -50% to -60%. Talents
      Level 1 Liquid Cooling Bonus duration increased from 35% to 50%. Level 7 Get On The Point! Movement Speed increase duration increased from 2 seconds to 3 seconds. Timer reduced from 3 seconds to 2 seconds. Level 10 Bunny Hop Damage increased from 70 to 78. Proc bonus damage reduced from 100% to 80%. Micro Missiles Cooldown between charges reduced from 5 to 3 seconds. Cooldown per charge reduced from 20 to 19 seconds. Level 13 Target Locked Armor reduction and Slow are now refreshed in duration if the enemy Hero already has the debuffs. Reduced the amount of time that enemy Heroes need to be in the Defense Matrix from 1 second to 0.75 seconds. Level 16 Diverting Power Healing reduced from 35 to 31. Emergency Shielding Duration increased from 4 to 8 seconds. Shield increased from 280 to 290. Greymane
      Talents
      Level 16 Lord Of His Pack New: Replaces Executioner. Basic Attacks against Slowed, Rooted or Stunned enemy Heroes deal 25% additional damage for 3 seconds, increased to 50% while in Worgen Form. Imperius
      Talents
      Level 10 Wrath of the Angiris Rework: Damage reduced from 375 to 250. Rework: Now deals 20% additional damage for each Valorous Brand marker on the target when landing. Rework: Valorous Brand markers placed by Imperius will no longer be removed when launching the target into the air. These can still expire while in the air. Li Li
      Talents
      Level 1 Free Drinks Can now reduce the cooldown multiple times per cast (Example: Combined with Two For One). Level 20 Shake It Off Armor now persists for 2 seconds after Stun, Silence, or Root expires. Medivh
      Talents
      Level 20 Glyph of Poly Bomb Rework: Target an area to apply Poly Bomb to all enemy Heroes in the area. Poly Bomb activates a second time 1 second after. Murky
      Talents
      Level 13 Egg Shell The Shield now regains an amount equal to 35% of Murky's current Health when Murky places a new Egg. Varian
      Talents
      Level 20 Demoralizing Shout Cooldown of Demoralizing Shout and Parry are reduced by 2.5% whenever an enemy Hero affected by Demoralizing Shout deals damage to a Hero. Return to Top
      Bug Fixes
      General
      Fixed issues with Block and Basic Attacks that Ignore Armor. Map
      Cursed Hollow Fixed an issue that caused Cursed Hollow's Call for Help's Armor reduction to not be cleared by Stasis or Invulnerable. Heroes
      Anubarak Level 20 Cryptweave Fixed an issue that caused Cryptweave's duration increase to be granted while Anub'arak is dead. Artanis Level 10 Purifier Beam Fixed an issue that caused Purifier Beam to last up to an additional 0.5 seconds. Azmodan Level 10 Demonic Invasion Fixed an issue that caused Demonic Invasion grunts to attack Stealthed enemies. Cassia Level 20 Titan's Revenge Fixed an issue that caused Titan's Revenge empowered Basic Attacks to consume Block charges. Fixed an issue that caused Titan's Revenge to not apply to Charged Strikes bounce attacks. Cho'Gall General Fixed an issue that caused Cho and Gall to become separated if Cho enters a Vehicle the moment the Vehicle expires. Deathwing Level 10 Bellowing Roar Fixed an issue to allow Deathwing to cast Bellowing Roar while Dragonflight is active. Diablo Base Black Soulstone [Trait] Fixed an issue that caused Diablo's health gained from Black Soulstone to not be accurate. D.Va Base Self Destruct [E] Exploding Mech visibility has been updated from the detonation area to the expanding warning indicator area. Boosters [Q] Fixed an issue that caused Boosters to not be affected by cooldown reduction granted by Allied Heroes. Will now behave similarly to Defense Matrix and have a fresh cooldown when a new Mech is called. Fenix Level 20 Unconquered Spirit Ability will no longer be shaded as though it is disabled when off cooldown. Will now be properly reset when ability cooldowns are reset in Sandbox or Try Mode. Gul'dan Base Drain Life [W] Added a range indicator for Drain Life. Hanzo Level 16 Piercing Arrows Fixed an issue that caused Storm Bow to not hit targets in close proximity to the first target hit with Piercing Arrows. Johanna Level 20 Indestructible Ability will no longer be shaded as though it is disabled when off cooldown. Will now be properly reset when ability cooldowns are reset in Sandbox or Try Mode. Junkrat Level 7 Dirty Trickster Will now be properly reset when ability cooldowns are reset in Sandbox or Try Mode. Leoric Level 1 Fealty Unto Death Healing increased from 31.85 to 32. Updated the tooltip to display number instead of percentage. Li Li Base Cloud Serpent [W] Fixed an issue that caused crit floating modifiers to not apply to Cloud Serpent damage. Fixed an issue that caused Defense Matrix to not apply to any Cloud Serpent damage. Fixed an issue that caused Spell Power to not apply to Cloud Serpent healing. Level 7 The Good Stuff Fixed an issue that caused The Good Stuff's Fast Feet healing increase to be multiplicative. Level 13 Lightning Serpent Fixed an issue that caused Spell Power and other damage mods to not apply to Lightning Serpent damage. Level 16 Pick Me Up Fixed an issue that caused Pick Me Up's healing increase to be multiplicative. Lt. Morales Level 4 Trauma Trigger Will now be properly reset when ability cooldowns are reset in Sandbox or Try Mode. Fixed an issue that caused the cooldown displayed on the ability to show incorrectly. Maiev Level 4 Sudden Vengeance Fixed an issue that caused Sudden Vengeance to not activate Ruthless Spirit. Mal'Ganis Level 1 Winged Guard Fixed an issue that caused Winged Guard to lose Block charges to all effects that ignore Armor. Mephisto Level 16 Lightning Reaction Fixed an issue that caused Lightning Reaction to activate around Shades of Mephisto when Mephisto has not selected Mimic. Nazeebo Level 10 Gargantuan Fixed an issue that caused Gargantuan Stomp damage to not display the correct values in the tooltip. Orphea Level 16 Dead Magic Fixed an issue that caused Chaos-empowered Basic Attacks from Dead Magic to consume Block charges. Rehgar Level 7 Purification When selecting Purification, Purge will now be able to target Unstoppable enemy Heroes. Rexxar Level 10 Unleash the Boars Unleash the Boars damage updated to have Rexxar deal the damage instead of each Boar dealing its own damage. Samuro Base Image Transmission [Trait] Fixed an issue that allowed Samuro to cast Image Transmission on a destroyed Mirror Image if it was queued to happen directly after Mirror Image was cast. If Samuro activates Image Transmission or if a new Mirror Image is created, any Mirror Images that are updated will copy Blessing of the Red if it is present on Samuro instead of increasing their maximum Health as if Blessing of the Red were cast on them. Level 7 Crushing Blows Fixed an issue that caused Crushing Blows to apply to the triggering Critical Strike. Level 20 Three Blade Style Fixed an issue that caused Three Blade Style to increase Mirror Image maximum health if Samuro gained Blessing of the Red between the Images being created and the talent being selected. Fixed an issue that caused Three Blade Style to reset the duration on an active Mirror Image when selected. Sgt. Hammer General Sgt. Hammer's level 1 talent icon changes have been reverted. Stitches Level 13 Meat Hook Fixed an issue that caused the refresh duration to not match the full duration of Meat Hook. The Butcher General Talent sorting for The Butcher has been updated to be the same as other Heroes. Base Fresh Meat [Trait] Fresh Meat is now referred to as stacks instead of charges. Tyrande Level 1 Ranger Fixed an issue that caused Ranger to allow Sentinel to hit up to 3 targets. Whitemane Base Inquisition [W] Added a range indicator for Inquisition. Fixed an issue that caused Inquisition to not be cancelled if the target leaves the radius while Stealthed. Zul'jin Level 16 No Mercy! Fixed an issue that caused empowered Grievous Throw Basic Attacks from No Mercy! To not activate Medivh's Raven Familiar. Return to Top
      Click here to discuss this post with other players in the official Heroes of the Storm forums.

    • 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!
       
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