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Heroes of the Storm Abathur

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Trap build works on Towers of Doom with a side of locust or sym. Went from losing to winning. Just have to use mines as bombs a bunch. Clear minions quick and even ready the sapper camps for a teammate. Sappers can be easy and quick to counter with your mines and symbiote if the enemy tries to cap and forget them, making them waste time on them. Following up with locust or sym talents is the next step depending whether you want to target altars or towers.

Some of my weaker maps also work best with locusts. However the guide locust build is too short reaching for me. You need global mined locusts to work better than symbiote. Maintaining vision is needed to deep tunnel. This in turn is needed to give yourself time to shift to a new position in lane or into another lane to continue your locust burst. Otherwise you will be found by your locust trail very quickly, particularly if you chose ranged locusts, giving away your position by shooting from it. You will need to be pretty liberal with spike burst and mines to do some real damage with your locusts though. Adding a monstrosity before minion clear makes wiping towers and forts pretty quick. Too quick usually to stop, and a possible death sentence to some that try. The lack of shield healing your monstrosity is a bit of a pain though.

Not a fan of using clone with locusts. The monstrosity lets you quickly go through fortifications and pressure the core or defend your fortifications. You can only really do that with clone if your team is already doing that. You have your symbiote for that. The advantage of locust and mine is the global on demand pressure they provide.

Medhiv also needs to be added as counter. He can track your locust trail with ease and then strike you down again and again. Same with Murky and his egg.

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This is my usual build used on most maps unless there is really no point pushing since everything is about objective:
1. Survival Insticts 
4. Prolific Dispersal 
7. Networked Carapace or Mule 
10. Ultimate Evolution 
13. Bombard Strain 
16. Locust Brood 
20. Locust Nest 

I like the late game push power that this build provides also the fact that you can solo camps with it while the enemy team is trying to do the objective.

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Posted some builds on Heroesfire.

https://www.heroesfire.com/hots/guide/abathur-from-healing-to-stabbing-locusts-15979

These are the builds I currently use. The third one is one of my 'fun time' builds just to see if I can do it. The first is my main competitive build. The second is more of a relaxing quick match build filler when a lack of push/wave clear is there. I think for wins, Monstrosity gets more done and leads to more victories even if the cloning is cool.

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Evolve Monstrosity is a strong pushing and sieging tool, but you must sacrifice a lot of team fight presence in order to take it.

There is a sentence in the talents description which is just wrong. You don't sacrifice anything. Your Monstrosity can be spawned and ignored most of the time allowing you to continue to use your Symbiote, which can keep hosts alive so they may add damage as well as your symbiote damage combined.

While this is happening your Monstrosity is feeding and after you pull it back to let it feed again it's ready for business. You can let it do its thing and draw away enemy fighters from team fights or you can walk it into the team foght lane fairly easily. It will deal and take more damage on average than a clone. Since it has longevity and mobility, it does more damage over time than a clone over mutiple team fights instead of just one, and whatever other solo fights it encounters. It also more easily finishes kills since it gets more flanking in from traversing lanes.

The clone damage is situational and therefore, by definition, happens less. And without mobility, control or burst damage the enemy can simply avoid it until it dies.

Furthurmore the Symbiote being used while piloting Monstrosity and its ability to use Twin Symbiote talent means that it in fact can vastly increase team fight damage, and not the other way around.

Clone is a situational power based on the right comp.

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11 minutes ago, Morcalivan said:

Evolve Monstrosity is a strong pushing and sieging tool, but you must sacrifice a lot of team fight presence in order to take it.

There is a sentence in the talents description which is just wrong. You don't sacrifice anything. Your Monstrosity can be spawned and ignored most of the time allowing you to continue to use your Symbiote, which can keep hosts alive so they may add damage as well as your symbiote damage combined.

While this is happening your Monstrosity is feeding and after you pull it back to let it feed again it's ready for business. You can let it do its thing and draw away enemy fighters from team fights or you can walk it into the team foght lane fairly easily. It will deal and take more damage on average than a clone. Since it has longevity and mobility, it does more damage over time than a clone over mutiple team fights instead of just one, and whatever other solo fights it encounters. It also more easily finishes kills since it gets more flanking in from traversing lanes.

The clone damage is situational and therefore, by definition, happens less. And without mobility, control or burst damage the enemy can simply avoid it until it dies.

Furthurmore the Symbiote being used while piloting Monstrosity and its ability to use Twin Symbiote talent means that it in fact can vastly increase team fight damage, and not the other way around.

Clone is a situational power based on the right comp.

It depends on the map, to be honest. On heavy objective-oriented maps where you need that extra firepower to defend a point (i.e. Volskaya Foundry, Battlefield of Eternity), picking Evolve MonstrosityEvolve Monstrosity isn't helpful at all. I feel that this Heroic has more value in maps where pushing power is more impactful, such as Blackheart's Bay and Towers of Doom. But I agree that the talent description could be updated to reflect the situational use of this Heroic.

Edited by Valhalen

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I use Monstrosity more for killing than sieging. You just have to know how to feed it without costing you to invest too much time into it. Once it's ready to go, it cuts through heroes. Much better than any clone. I think the randomness of the stats helps with that initially. Only when people start getting hit in melee do they realize it's buffed and they need to take it out ASAP. Assuming they can reach it in the later game due to speed boost heal. The fact that chasing it means you're going to get hit means that often times players will break off to pursue someone else only to have it come back at full health to reengage. Not saying I don't use clone, I do, but it always depends on the team and map to see if it will be useful enough to compare with my symbiote. If it's not, then Monstrosity it is. If xp is getting behind a bit then Monstrosity as well. Ya wonna push during an objective fight? Pop out a Monstrosity then Symbiote your team.

Edited by Morcalivan

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Have been playing a lot of Abathur recently. I want to mention something about him:

1.) Mine build is the most difficult build to play, but it doesn't mean it's bad. It's more of a macro build. The main point of this build is to slow down the enemy's rotation when contesting multiple objective. It's really powerful in Towers of Doom and Dragon Shire. 

2.) Global mine is crucial to the Locust build. With this build, your main method of split pushing is to Z into a bush (or somewhere that the enemy don't have vision on) close to the enemy keep, dump your Locusts and Nest, and then hearthstone back to base. Without the global mine, you can't do that, especially in late game where forts of both sides are downed. Also, being able to scout camps and enemy heroes from a safe area is really helpful for preventing ganks. 

3.) I know I'll get a lot of hates by saying this, but I think I need to state it clearly: Monstrosity SUCKS, for multiple reasons:

a.) It requires your enemy to have bad map awareness to work: good teams will kill it before you're able to stack, no matter where or when you use it.

b.) You sacrifice A LOT of team fight presence by not picking Ultimate Evolution. Even if the monstrosity is fully stacked and have the upgrade at 20, it's just a Dehaka without Drag and Isolation. Ultimate Evolution brings a lot of team fight presence because it doesn't only provides damage: it also brings CC, strong frontline, healing, or anything you need. Without this heroic, you're essentially putting your team in a disadvantage at EVERY SINGLE team fight, which means you give your enemy every objective by just picking Monstrosity. 

c.) It promotes self-centered playstyle. If you pick Monstrosity, you need to babysit it for the entire game. Monstrosity won't get any decent value unless you constantly scout for ganks and move it away from any potential danger. You're essentially playing a glorified minion. 

d.) Ultimate Evolution has great value in almost every single game. There're only a few heroes for cloning:

Varian: no heroic(trait)

Azmodan: really bad without talents

Murky: no egg

Butcher: no meat

Alexstraza: no Dragonqueen

Ragnaros: no Molten Core

Malfurion: no time to use Regrowth on multiple heroes

Nazeebo: no Vile Infection

Kharazim: no trait

Xul: he just sucks

Cho'Gall: you can only copy Cho

Kel'Thuzad: no trait stacks

Dva: no self destruct

Vikings: one viking doesn't do anything

Any other heroes can give you good value, and you have 4 heroes to choose from. Besides, most of the aformentioned heroes are specialists, which rarely pair with Abathur in ranked.

In short, Monstrosity should NEVER be picked, because it has less value than Ultimate Evolution in any situation.

Edited by ShadowerDerek

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So after 60 levels I'd still have to say that Shield, Shield, Stab, Monstrosity, Stab, Shield, Twin Sym is best.

Nearly every situation. It can match Locust for siege/xp. It can match some supports in healing while outpacing in damage. Everything else just fails to measure up. Not that they aren't fun sometimes. Having 5 long lasting mines instead of 3 short timered ones creates some fun placement. But it, and Locust, and all shield builds listed in guide just can't do the things the above build can. Abathur is about adapting. Not just for the map and team comp, but for the situation. The other builds are way too specialized and sacrifice that capability. The lack of range and damage on an all carapace build, the lack of healing on locust or mine builds, and the lack of xp and diverting threat when you choose clone over monstrosity. It just leaves gaps in what you can do for your team. Big gaps. On a two lane map, or very small map then it sometimes is more useful to have a clone when you have the right team. But other than that, Monstrosity just offers too much, in xp, pushing, damage, sustained existence, mobility. Clone is chained to your teammates. Trading a team symbiote for a singular untalented character.

Still, if you want to play Abathur in League, expect insults, disconnects and reports about being a troll. Have fun! ?

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Guest DoomOfGods

Networked Carapace working with Sustained Carapace is outdated information. Haven't played for years and came back to this not working anymore made me quite sad since i loved the pushing value one could get out of this. Networked Carapace sounds like it lost a good amount of its value due to this?

 

"(Patch May 16, 2017Note: Fixed an issue in which Networked Carapace provided a lower than intended Shield amount. Secondary Shields granted by Networked Carapace will no longer benefit from Sustained Carapace." -wiki

Networked Carapace working with Sustained Carapace is outdated information. Haven't played for years and came back to this not working anymore made me quite sad since i loved the pushing value one could get out of this. Networked Carapace sounds like it lost a good amount of its value due to this?

 

"(Patch May 16, 2017Note: Fixed an issue in which Networked Carapace provided a lower than intended Shield amount. Secondary Shields granted by Networked Carapace will no longer benefit from Sustained Carapace." -wiki

 

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I would implore this build to not recommend Evolve Monstrosity as the recommended in a tldr build (I know it's listed as situational in the talent build page but still). Games above Platinum usually have enough map awareness and decision making to limit its push. Personally I've never seen this ult get good value in ranked, not in my own plays, my teammates, or my opponents.

To suggest that Evolve Monstrosity has the same sort of team fight contribution as Ultimate Evolution is just wrong. First, Ultimate Evolution can immediately impact a fight when it's off cd no matter where the fight occurs. Whereas you have to evolve the Monstrosity, get it stacked, and hope that the fight happens near the lane you're pushing lest you walk it through the entire map, with you also not able to assist team with Symbiote during the long walk.

2nd, Monstrosity has some strong stats once it's stacked, but even then, I wouldn't rate it above a full fledged hero. Yeah its stats is strong, but heroes have abilities that the Monstrosity does not have. And again, with UE you gain access to the power spike immediately, whereas Monstrosity takes time to ramp up.

3rd, Monstrosity can create split pressure while a fight is going on. But in that case your team fights roughly half a hero down. It's similar idea to a split pushing Gazlowe or TLV. It may work, but it forces your entire team into a different play style of not heavily committing in team fights. That's the definition of situational for me.

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Guest Yawgmoth

monstro is like a bruiser once it s stacked, soaking dmg for ur team with its big hitbox. at the same time it deals crazy dmg unless kited. ue is good too no question. but i d make picking monstro or not more dependant on the enemy setup. if they have high aa dps or heroes with bonus dmg against nhc then monstro loses a lot value

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Guest Abathur in ptr

With the new updates to Abathur in the ptr making his locust do more damage but has less time on the he field and the all the other updates and balance changes on his other abilities, I think you need to make or update this guide since this might change the play style of Abathur.  

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So I did some testing and put together some thoughts below on HeroesFire.com

Start of an Abathur Guide

Basically, Abathur thrives with much of the same talent choices I've always favoured, using Monstrosity over Clone.

But now he does nearly everything better, except for the healing outside of combat. That can sometimes slow things down and keep you on hosts you don't want to stay on since they require 2-3 activations of your shield instead of one, but while in combat, it'll heal more overall since it also prevents more damage and is activated more often. It also lets you deal more damage more often and scare away and eliminate targets that would otherwise be doing damage to your host.

Thew new monstrosity changes last patch to shift its damage to early game combined with the new shield cooldown and benefits make it pretty scary since you don't need to stop controlling or doing damage to heal it. This makes it much more deadly and mobile in short range. In long range you lose the rapid tunneling but also get it 10 levels earlier, so on it's own it's a nerf but with the better Monstrosity situation, it's more effective overall.

Network Carapace is also a huge change now that we don't have to compete with damage. Combined with our base heal and sustained shield, it's just a scary team fight and pushing tool. Throw in speed boost shield at 16 and twin symbiote at 20 for extra range and mobility. Use your Monstrosity to better direct the buffs and you have a very effective hit-run squad that just survives and kills everything.

Level 1 Spine Burst now combines well with Network to quickly push. Locusts as late game talents can add to that, but it's pretty pointless since late game is for team fighting and needs a buffed monstrosity or twin symbiote anyways. The buffs for Locusts are just too oddly spread out among the different talents which makes taking just a couple of them a poor decision while taking all of them makes you a one trick Abathur without any other benfits then pushing lanes, which all Abathur builds can now do very well.

So, I like the new changes, even if I'll miss the healing numbers I could previously do. It makes Abathur more fun and no longer just a one build choice as he was before.

And just reached level 100 with Abby, yay me! :p

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It should be mentioned that post abba rework, due to shield healing and staying after symb is removed now being baseline, the aoe shield heals all targets the same as the first. Abbathur can actually outheal old abba, provided your allies clump up when shield CD is off, but that could get them hit by AoE attacks so its situational. Still worth mentioning because of the teamfight healing potential.  

 

Edit: Comment suggestion reflected in guide, comment no longer needed.

Edited by SuperKaioken
Realized comment was incorrect

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14 hours ago, SuperKaioken said:

It should be mentioned that post abba rework, due to shield healing and staying after symb is removed now being baseline, the aoe shield heals all targets the same as the first. Abbathur can actually outheal old abba, provided your allies clump up when shield CD is off, but that could get them hit by AoE attacks so its situational. Still worth mentioning because of the teamfight healing potential.  

 

Edit: Comment suggestion reflected in guide, comment no longer needed.

Twin Symbiote can extend the range of your Network so that there's less clumping required. Unless your Monstrosity feeding is super reliable, this is the talent to pick. Monstrosity can be difficult to keep alive in later levels. If this happens, your double melee damage isn't really helpful to the team. The value of it is more as a Symbiote Networking tool than a melee damage tool. You also can double your symbiote ranged damage in return so its not too much of a damage reduction and it relies less on a heroic cooldown.

So while Monstrosity and even the clone shield are impressive when they're up, the Twin Symbiote is a more baseline buff to your team long term.

Loving the reports at the start of the match and upvotes at the end of it in Team League. :p

I wonder what they write when they try and report? Intentionally dying? AFK? Any ideas?

Of course, if your team loses it's clearly your fault and the reports increase, lol.

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I still feel like E build is the best way to go with Abathur post re-work.  I am not sure it is better/worse numbers wise, but you aren't punished for leaving it on 1 host for longer, unlike before where you really needed to move it a ton to maximize healing/CD.

I do wonder which heroic is really better.  I think they are map dependent, unlike the build dependency listed here.  I don't see how Monstrosity is inherently better in Carapace build, for example.  Sure, the shared shield does a lot in a split push scenario, but it also does a fair amount in a team fight.  I have experimented with the new monstrosity and the burrow is pretty cool, but it requires more babysitting than before without the resistance to minions.  I find it keeps me from getting shielding on my teammates as much as I would prefer.  For that reason, I would say clone is much better in a carapace build, because you can still body soak while focusing on shielding everyone in the fight.  Monstrosity feels better to me in a locust build, where you can basically split push two lanes hard and ignore the objective (say on Cursed Hollow or Garden where you can afford to skip them at times).  I also still love the 'disappear' effect of clone, especially with the locust changes intended to force you closer to the waves to soak...it is nice to be able to hide when they come (I have been saved by that a lot).

 

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1 hour ago, ArtVandelay said:

I still feel like E build is the best way to go with Abathur post re-work.  I am not sure it is better/worse numbers wise, but you aren't punished for leaving it on 1 host for longer, unlike before where you really needed to move it a ton to maximize healing/CD.

I do wonder which heroic is really better.  I think they are map dependent, unlike the build dependency listed here.  I don't see how Monstrosity is inherently better in Carapace build, for example.  Sure, the shared shield does a lot in a split push scenario, but it also does a fair amount in a team fight.  I have experimented with the new monstrosity and the burrow is pretty cool, but it requires more babysitting than before without the resistance to minions.  I find it keeps me from getting shielding on my teammates as much as I would prefer.  For that reason, I would say clone is much better in a carapace build, because you can still body soak while focusing on shielding everyone in the fight.  Monstrosity feels better to me in a locust build, where you can basically split push two lanes hard and ignore the objective (say on Cursed Hollow or Garden where you can afford to skip them at times).  I also still love the 'disappear' effect of clone, especially with the locust changes intended to force you closer to the waves to soak...it is nice to be able to hide when they come (I have been saved by that a lot).

 

Move your monstrosity begind minions and turn your shield on. Place a mine inside the enemy wave or fire off a spine burst before using the shield. It'll heal up and empower your minions enough that monstrosity will be dine for a while.

But as I said. The real value is the networking. Move your Monstrosity with your team, spamming shield and healing multiple allies at once more accurately than you can with just Symbiote.

At level 16 your speed boosts become game changing. Particularly when directed by your Monstrosity. You combine elements of Lucio and Tyreal on a Dehaka-like base. 

Clone has a pretty good single player shield at level 20. I would mostly use it to double up on a good base tank character. Combine that with volatile mutation to buff your own tank and you have two very survivable tanks. At the cost of Monstrosity and Twin Symbiote and Speed Boosts.

I just don't like the idea of not buffing the whole team with shields, heals and speed since it impacts the defense and offense of the team greatly. It also allows monstrosity to feed since a buffed team is a team that can push repeatedly. Throw in a merc camp and you're taking a tower even 5 on 5 most times.

As for Locust, those talents create a lot of downtime looking after your body. With the new cooldown for shields, its just too much of a risk for too little a reward. That said, it pairs best with double clone talents and a good tank. If you absolutely need to Locust. Then at least shield your tank. And prolific dispersal for extra mines obviously.

A better way to push is just to boost the range on your Spine Burst at level 1 with Network Carapace at level 7. Throw in some extra mines at level 4 and you have a very strong pushing tool that can still work with your team. After that you can go Monstrosity for rapid feeding and spine burst healing from heroes, or still go clone route without sacrificing team fighting too much outside of clone.

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Guest Kethcup

I think it's important to note that Evolve Monstrosity soaks XP passively from the lane that it's in without requiring Symbiote, which gives it niche uses on large battlegrounds in builds that revolve around Symbiote or Support. 

When using Evolve Monstrosity, note that deep tunnel is on a separate cooldown to Aba's deep tunnel. This is important because it means a good aba player can soak two lanes at once with relative safety. 

If using this heroic, make sure to ALWAYS target Mage Minions so that the enemy team is denied a health globe if they defend against that lane. 

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Under the guide for Talents and Abilities. Under Symbiote it says ' Stab, Spike Burst, and Carapace have their cooldowns immediately refreshed when Symbiote is discontinued. ' Which is no longer true since it keeps track of each individual cooldowns even when you drop the hat. I'll assume that you guys didn't catch that you left it the same. 

Edited by CyberDVonaven
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8 hours ago, CyberDVonaven said:

Under the guide for Talents and Abilities. Under Symbiote it says ' Stab, Spike Burst, and Carapace have their cooldowns immediately refreshed when Symbiote is discontinued. ' Which is no longer true since it keeps track of each individual cooldowns even when you drop the hat. I'll assume that you guys didn't catch that you left it the same. 

Thank you for letting us notice! We'll fix it soon.

After investigating the issue, we found out that the error you described is not present because those Abilities always have 0.5 seconds of cooldown immediately after using Symbiote, regardless of when you used them the last time.

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Ok, I see what you're talking about now. Glad I looked over everything here and in Try Mode. And also went back and found the Abby changes in the Feb 12 2019 patch notes to get a better understanding. The CDs being so close when I was watching someone play them when you drop the hat and would put it back on had me confused. Sorry about that. It's good to know that the Spike Burst and Carapace cooldowns are now effectively 4.5sec if you drop the hat immediately after using them.

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      Deathwing's Cataclysm no longer starts on Cooldown in Arena Mode. Deadman's Stand Fixed an issue that caused AI to not act. Fixed an issue that caused the Map Mechanic button to not be visible. Garden Arena Fixed an issued that caused the AI to not move. Punisher Arena Fixed an issued that caused the AI to not move. Trial Grounds Fixed an issued that caused the AI to not move. Map
      Braxis Holdout Fixed an issue that caused Archangel's visual effects to register as a pingable object. Volskaya Fixed an issue that caused the Triglav Protector's Shield Emitter Shields granted to allies to increase the Pilot's Self Healing score when absorbing damage. Heroes
      Abathur Level 10 Ultimate Evolution Clones of Kharazim that have selected Insight now treat the quest as completed. Alarak Level 10 Counter-Strike Now increases Alarak's Self Healing score for damage it absorbs. Ana Base Aim Down Sights [Trait] Fixed an issue that caused Aim Down Sight's Healing Dart bonus to last after Aim Down Sights has ended. Activating Aim Down Sights will now also Dismount Ana from the Toy Train. Azmodan Base Summon Demon Warrior [W] Fixed an issue that caused Azmodan's Demon Warrior's aura damage to not behave similar to other aura damage effects. Brightwing Base Soothing Mist [Trait] Fixed an issue that caused Smoothing Mist to activate around Brightwing when in Stasis. Dehaka Fixed an issue where Basic Attack's would potentially not consume evade stacks if attacking within .25 seconds of Drag ending. Jaina Level 16 Snowstorm Fixed an issue that caused Snowstorm's bonus to not apply correctly. Kael'thas Level 7 Sunfire Enchantment Fixed an issue that caused an active Sunfire Enchantment Spell Power buff to be removed when Kael'thas is killed. Kharazim Level 10 Divine Palm Fixed an issue that caused Divine Palm's Stasis to remove Damage Over Time effects from Kharazim. Fixed an issue that caused Divine Palm to not remove negative effects that were applied alongside the triggering effect. Greymane Level 4 Insatiable Fixed an issue that caused Human Form Basic Attacks to trigger Insatiable twice. Leoric Base Drain Hope [W] Fixed an issue that caused Stasis on Leoric or Drain Hope's target to not break Drain Hope. Li Li Fixed an issue that caused Water Serpent to move at a reduced speed. Level 4 Surging Winds Fixed an issue that caused an active Surging Winds buff to be removed when Li Li is killed. Li-Ming Level 1 Power Hungry Fixed an issue that caused an active Power Hungry buff to be removed when Li-Ming is killed. Lúcio Level 7 Good Vibrations Fixed an issue that caused Good Vibrations to not gain Shields from Soundwave hitting Neutral Mercenaries. Lunara Level 10 Leaping Strike Fixed an issue that caused Leaping Strike to stall game logic. Malthael Level 1 Fear The Reaper Fixed an issue that caused Fear the Reaper's duration indicator to not be tied to the ability button. Stitches Base Hook [Q] Fixed an issue that caused Hook to not reveal their caster if the Hook is visible. Tassadar Base Shock Ray [Q] Fixed an issue that caused Shock Ray to not reveal their caster if Shock Ray is visible. The Butcher Fixed an issue that allowed The Butcher to disjoint while collecting Fresh Meat. The Lost Vikings Fixed an issue that caused Longboat to move at a reduced speed. Tychus Level 20 Focusing Diodes Now grants an additive damage bonus. Tyrael Level 13 Law and Order Fixed an issue where maximum bonus was capped at 4 allied Heroes. The cap has been increased to 15. Whitemane Level 10 Divine Reckoning Updated Divine Reckoning's mana restoration based off of damage dealt to display only one instance of floating text. Zul'jin Level 20 Forest Medicine Selecting Forest Medicine will no longer interrupt an ongoing Regeneration channel. Return to Top
      Click here to discuss this post with other players in the official Heroes of the Storm forums.

    • By Staff
      Blizzard released a new Heroes of the Storm patch for testing on the PTR and here are the official patch notes.
      (Source)
      Our next Heroes of the Storm patch has just hit the Public Test Realm and will be available for playtesting. As always, if you encounter any bugs during your PTR play sessions, please stop by the PTR Bug Report forum to let us know about your experiences.
      Quick Navigation:
      Balance Update Bug Fixes Balance Update
      Heroes
      Auriel
      Base
      Bestow Hope [Trait] Decreased the amount of energy stored from 50% to 40% of damage to non-Heroes. Dehaka
      Base
      Dark Swarm [W] Damage reduced from 52 to 48. Talents
      Level 4 Hero Stalker Essence gain is not increased when hitting more than 2 Heroes. Essence gain now requires Dark Swarm to hit 2 Heroes. Lurker Strain Cooldown reduction bonus reduced from 3 seconds to 2 seconds. Level 7 Feeding Frenzy Rework: Cooldown reduction is now a Gambit bonus, starting from 1.5 second cooldown reduction. Each death lowers this by 0.25, up to 3 times. Paralyzing Enzymes Rework: Gambit removed. Now reduces Drag's target's healing received by 40% while Drag is active and for 2 seconds after. Level 13 Ferocious Stalker Damage bonus reduced from 60% to 50%. Level 16 Tunnelling Claws Movement speed reduced from 125% to 120%. Level 20 Contagion Now also reduces the damage of Isolation by 60%. Kharazim
      Base
      Health increased from 2027 to 2080. Breath of Heaven [W] Healing increased from 285 to 295. Talents
      Level 4 Air Ally Health increased from 200 to 300. Spell Power increased from 15% to 20%. Level 10 Divine Palm Duration increased from 3 to 4 seconds. Level 13 Sixth Sense Sixth Sense now starts expiring after the Stun expires, instead of as soon as the Stun is applied. Level 20 Epiphany Cooldown increased from 60 to 70. Mana restored increased from 33% to 70%. Lúcio
      Base
      Soundwave [Q] Cooldown increased from 7 seconds to 8 seconds. Mana cost increased from 30 to 45. Talents
      Level 1 Accelerando Time to maximum increased from 4 seconds to 6 seconds. Level 10 High Five Cooldown increased from 20 to 25 seconds. Level 13 Heavy Casters Now also prevents Push Off from hitting multiple targets. Level 16 Up the Frequency Cooldown reduction reduced from 0.4 seconds to 0.3 seconds. Tyrael
      Talents
      Level 13 Law and Order Fixed an issue where maximum bonus was capped at 4 allied Heroes. The cap has been increased to 15. Whitemane
      Talents
      Level 1 Inquisitor's Prayer After Basic Attacking an enemy Hero 3 times, Whitemane also gains a stack of Inquisitor's Prayer. Level 13 Scarlet Wrath Rework: Now also restores .5% Mana to all Zeal targets. Return to Top
      Bug Fixes
      General
      Fixed an issue that caused some effects to not display correctly on the Target Dummy in the Sandbox and Try Mode. Fixed an issue that caused some Movement Speed bonuses to display the incorrect value in the target info panel. Brawl
      Deathwing's Cataclysm no longer starts on Cooldown in Arena Mode. Map
      Braxis Holdout Fixed an issue that caused Archangel's visual effects to register as a pingable object. Volskaya Fixed an issue that caused the Triglav Protector's Shield Emitter Shields granted to allies to increase the Pilot's Self Healing score when absorbing damage. Heroes
      Abathur Level 10 Ultimate Evolution Clones of Kharazim that have selected Insight now treat the quest as completed. Alarak Level 10 Counter-Strike Now increases Alarak's Self Healing score for damage it absorbs. Ana Base Aim Down Sights [Trait] Fixed an issue that caused Aim Down Sight's Healing Dart bonus to last after Aim Down Sights has ended. Activating Aim Down Sights will now also Dismount Ana from the Toy Train. Azmodan Base Summon Demon Warrior [W] Fixed an issue that caused Azmodan's Demon Warrior's aura damage to not behave similar to other aura damage effects. Brightwing Base Soothing Mist [Trait] Fixed an issue that caused Smoothing Mist to activate around Brightwing when in Stasis. Dehaka Fixed an issue where Basic Attack's would potentially not consume evade stacks if attacking within .25 seconds of Drag ending. Jaina Level 16 Snowstorm Fixed an issue that caused Snowstorm's bonus to not apply correctly. Kael'thas Level 7 Sunfire Enchantment Fixed an issue that caused an active Sunfire Enchantment Spell Power buff to be removed when Kael'thas is killed. Kharazim Level 10 Divine Palm Fixed an issue that caused Divine Palm's Stasis to remove Damage Over Time effects from Kharazim. Fixed an issue that caused Divine Palm to not remove negative effects that were applied alongside the triggering effect. Leoric Base Drain Hope [W] Fixed an issue that caused Stasis on Leoric or Drain Hope's target to not break Drain Hope. Li Li Fixed an issue that caused Water Serpent to move at a reduced speed. Level 4 Surging Winds Fixed an issue that caused an active Surging Winds buff to be removed when Li Li is killed. Li-Ming Level 1 Power Hungry Fixed an issue that caused an active Power Hungry buff to be removed when Li-Ming is killed. Lunara Level 10 Leaping Strike Fixed an issue that caused Leaping Strike to stall game logic. Malthael Level 1 Fear The Reaper Fixed an issue that caused Fear the Reaper's duration indicator to not be tied to the ability button. The Butcher Fixed an issue that allowed The Butcher to disjoint while collecting Fresh Meat. The Lost Vikings Fixed an issue that caused Longboat to move at a reduced speed. Tychus Level 20 Focusing Diodes Now grants an additive damage bonus. Whitemane Level 10 Divine Reckoning Updated Divine Reckoning's mana restoration based off of damage dealt to display only one instance of floating text. Zul'jin Level 20 Forest Medicine Selecting Forest Medicine will no longer interrupt an ongoing Regeneration channel. Return to Top
      Click here to discuss this post with other players in the official Heroes of the Storm forums.

    • By Staff
      Blizzard has released a new Heroes of the Storm patch today with additional changes based on PTR feedback. Here are the official patch notes with more details.
      (Source)
      Our next Heroes of the Storm patch is live! Read on for more information.
      NOTE: Orange text indicates a change between PTR and Live notes.
      Quick Navigation:
      General Balance Update Bug Fixes General
      Updated Homescreen and Startup Music. Updated Shop Bundles and Items. NEW: Brawl Mode added! Brawls will rotate on the 1st and 15th of every month. Return to Top
      Balance Update
      Heroes
      Auriel
      Base
      Bestow Hope [Trait] Increased the amount of energy stored from 60% to 80% of damage to Heroes. Increased the amount of energy stored from 20% to 50% of damage to non-Heroes. 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 10 Resurrect Delay before resurrection reduced from 5 seconds to 3 seconds. 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 5 Mobius Loop Slow reduced from 60% to 40%. Level 18 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 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
      Click here to discuss this post with other players in the official Heroes of the Storm forums.

    • 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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