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Damien

Heroes of the Storm Azmodan

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So I'm now up to 9 build variations for Azmodan. Three Tide of Sin, three All Shall Burn, and three Demonic Invasion builds, one for each Globe of Annihilation talent. Azmodan really is a very adaptive character.

All Shall Burns are more of a fun collection of builds. Been testing Demonic Invasion recently.

It's definitely inferior to Tide of Sin, but it has it's uses.

It's three most important uses are, Quick Camp Captures, Burst Siege Damage, and Burst Hero Damage.

It's cooldown means that it can't do these things often though, which is painful after playing with Tide of Sin.

However, on certain maps, that cooldown is better than not getting camps or forts at all, mostly from not surviving the experience.

It also enables Azmodan to do more things solo due to the reduction in time to do those things.

On two lane maps, maps with many hidden areas, many useful camps, or short important fights, it can be useful.

Would I use it in a competitive match just yet? No, but it might get to that point with a bit of practice.

I'm not the most knowledgeable person when it comes to map timing strategies, so maybe someone can help test that out more?

Kinda feels like I'm playing a slower but tougher Murky.

New Azmodan Rework - 9 Build Variations

Edited by Morcalivan

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To BadIdeas,

Thought Gluttony was best too. Problem is that even with cooldown, certain healing/shielding combos shake it off. Then there is the need to use Tide of Sin on minions instead of heroes. That 20 second cooldown isn't longer but it is twice that cooldown of a Globe.

Greed can therefore keep twice the lanes clear that Gluttony can while keeping Tide of Sin primed for heroes. It can also do extra damage to mercenaries, clearing them quicker. Saving forts more easily over a shorter time.

The primary advantage of Bombardment is to get early stacks without landing on heroes, which while fairly easy in most cases, can sometimes be stretched by the number of team fights. By having minions as an alternative you can keep stacking when not team fighting.

And wiping out lanes allows your teammates to save their mana and abilities for heroes. Increasing overall team damage AND defense. It also allows your team to stick together more instead of splitting for lanes.

So I'd say not Gluttony every game, but when it's best suited to maps/comps where it is most likely to impact bottlenecks the most.

I aggree that Wrath is dangerous though. And All Shall Burn can be, but ASB can also be used to help your teammates greatly and can only be done at closer ranges.

As for only grabbing Azmo on certain maps where Gluttony shines, that doesn't helpm on Quickmatch.

Black Pool is also not useless. Yes, people avoid. Its armour reduction and damage do not really affect heroes often. But thats the benefit. Avoiance. This is for those comps that can shake off Globes. Comps that can hold areas. This discourages that. It is more of a defensive and less an offensive power.

Edited by Morcalivan

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After another 5 levels of testing on rework, now up to 25 lvls after update. Lvl 30 in total.

These are the three builds I now use, though Wrath is still a little iffy at the moment.

 

Greed - Pushing Tide - https://www.icy-veins.com/heroes/talent-calculator/azmodan#35.0!1322323

1 - Greed

4 - Battleborn

7 - Bombardment

10 - Tide of Sin

13 - Chain of Command

16 - Hell Rift

20 - Pride

Still good at mult-lane pushing once it hits 200 stacks. Can single lane push easily when you globe minions and All Shall Burn zone out heroes. Just be cautious of flanking. Don't go deep and use your Globes to push lanes with your Lieutenant from afar if need be. Your All Shall Burn upgrade and Lieutenant cooldown reduction all combines well with your wave wiping abilities to do some quick and easy structure assaults. Just don't stay too long. Once you use your ASB, get out of there and keep your minions' focus on structures by Globe wiping incoming waves.

 

Gluttony - Team Annihilation - https://www.icy-veins.com/heroes/talent-calculator/azmodan#35.0!2212113

1 - Gluttony

4 - Hellforged Armor

7 - Art of Chaos

10 - Tide of Sin

13 - Brutish Vanguard

17 - Total Annihilation

20 - Pride

Gluttony is as reliable as ever. Just bomb and use Demonic Warrior to scout for your team as you punish them for grouping and doing it very often over a longer period of time. As long as your team is cautious it starts to wear on the enemy and gives you really fast stacking.

 

Wrath - One Shall Burn - https://www.icy-veins.com/heroes/talent-calculator/azmodan#35.0!3322234

1 - Wrath

4 - Battleborn

7 - Bombardment

10 - Tide of Sin

13 - Cydaea's Kiss

16 - Sin's Grasp

20 - Trample

Wrath seems to be for though who want to body block and skirmish constantly. It is very difficult to stack even when in the thick of it with Bombardment though since you need to time it properly to not get killed for doing it. To me, this seems like it is only for holding objectives and body blocking to your team advantage with All Shall Burn used as much as possible. If you don't like to All Shall Burn and basic attack, do not take Wrath.

Edited by Morcalivan
Calculator Links Added, Edited Wrath Build

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 I am an Az main and I tried the basic attack build.  it is CRAP.  Maybe in theory it works, but in practice it does not.  With the big health nerf he got, there is no way you can stand in there and attack away, you still have to rely on spells.  He has too big of a hit box to play that way (easy swap target for Artanis, for example).

I still prefer all stacking on hero skills.  He can be a bit underwhelming early game (like Naz), but late game can be imposing.  I have gotten the best results doing that build for sure, not the basic attack one.

 

Edited by ArtVandelay

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I don't understand it either. Blizzard forums are full of people using the Wrath build. Is it because of the previous Azmodan before rework? Makes no sense to me why so many people would grab Wrath. What is the purpose of taking Azmodan over other characters then? Just silly.

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Guest eastdragon42
On 7/17/2018 at 12:39 AM, Guest BadIdeas said:

I agree with the guide that Hellforged Armor is best at level 4. As I already stated, you don't want to be at basic attack range, and getting two demon warriors at twice the cd provides no real benefit.

At 13 I personally get Brutish Vanguard, the same as the guide mostly for the slow aura. It can really help with escapes and objective control. The laser boost just doesn't do enough to be worth the risk of getting in that close, and while I see potential for the demon lieutenants, the slow effect is just far more useful in far more situations. 

Army of Hell actually works well with Brutish Vanguard, as the 20% slow stacks.  Also, if you're having mana issues from constant globing & use of All Shall Burn, then having a doubled CD actually helps to keep you from spamming your W.  And having doubled warriors to more quickly take down a mercenary camp or tower also shouldn't be underestimated.  Just something to consider....

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Guide updated. Gluttony with Siegebreaker added... *sigh*

Still no Greed build or explanations on existing choices.

At least Wrath is no longer first to be recommended.

Should save some lives at least.

On a side note, got guide of the week for my Azmo builds on heroesfire.com, so that was a nice surprise.

Edited by Morcalivan

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I don't agree that Battleborn and Chain of Command are bad talents. First, the Demon Warriors' health bar gets pretty quickly depleted. That's why it's better to frequently spam Demon Warriors that having one on a long CD. For example, the Battleborn talent is pretty good at soloing camps: Azmo does this well, especially having enough stacks, and provided his All Shall Burn's high damage, he can even solo Support Camps taking no damage with Battleborn talent. Also, this talent synergizes well with Bombardment, as it  allows to deliever basic attacks in the  teamfights more frequently and triple basic attacks provide triple cooldown reduction. Having both of these talents make the Chain of Command worth picking as they enable the Demon Lieutenant more uptime and greater split-pushing especially if you took (soloed) a merc camp before.

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Siege isn't good. You say it can destroy a fort or keep but then you go on to say how many Globes you use during that time. That's not quick. And ignoring Hell Rift? No wonder you're using Siege, your demons do 50% damage, 75% less without Chain of Command, 150% without Army of Hell. If you use Greed instead of Gluttony or Wrath then you can wipe minion wave after minion wave so that your demons can focus on dealing structure damage. Globes are a horrible way of dealing structure damage. ASB, Demons and Basic Attacks are your main tool. Using Globes on buildings leaves yourself open to less hero/minion damage when you need it. And you will need it. The lack of Chain of Command is just odd for that strategy either way. It boosts your Demonic Invasion, and your Mercs, which is kinda important.

Saying Battleborn is bad? It allows for more skillshot blocks, more global split pushing, more slows. Demon Warriors die fast no matter what. Battleborn makes sure they have more up time just like Hellforged Armour. When you use Wrath, Battleborn lets you solo a lane with your Bombarment enhancements while also sending out Lieutenants to push other lanes and assist teammates.

Master of Destruction, Cydaeae's Kiss and Sin's Grasp are all pretty bad unless you're fooling around with ASB for kicks.

Hell Rift is amazing versus merc camps and structures. So it does less hero damage. That's why you grab it with Greed. Magnify those demon warrior charges to structures and mercs even further. Makes for very quick capping and sieging, leaving you more time to travel which is the biggest reduction in pushing for Greed. The range boost helps but the only real thing to slow it down is traaveling so you can reach that third lane after you wipe minions are two others.

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I think you do 6500 at level 10 instead of 5500 with Chain of Command. So you might do 7500 with Siegebreaker. Assuming your little guys all last long enough to do so. The numbers would differ at level 20 obviously.

Army of Hell can match Az's auto attack dps on its own and more guaranteed to land a slow. Hellforged does 65%, Battleborn can do 75% with constant respawn and short distances, less over greater distances. It does nearly halve the cd for Lts though even without Bombardment, which can take a further 9 seconds away every Globe (10 seconds) in roughly 3 seconds. Which is basically a 20 second cd for push a top lane. Add that to a Tide of Sin wave wipe on bottom lane and you in middle and you can push all three lanes in a few short moments.

And while you can ignore objectice for this you can also just push two lanes instead of 3 while launching Globes into the objective area.

If you want to further focus on obj then grab Gluttony at the cost of Lt and Bombardment damage to lanes. Wrath if you want to jump right in. However, in most cases you can take some towers or a fort as objective is first showing up thanka to ASB/Warrior/Auto damage. So if your team is confortable and not suicidal you can take advantage of it similarly to Artanis but without the non-hero talent. Chain of Command also works on minions waves. So if you wipe a wave with Tide of Sin Globe and your wave hits with full numbers that's a lot of damage before those towers or keep finaly take them down. Not to mention cannon shields to your demons. If you went Army of Hell route the reduced armour doesn't matter if they are shielded by minions.

Yes, Hellforged and brutish Vanguard are great talents and so are Gluttony and Wrath.

But ignoring Greed, Army of Hell, Bombardment, Chain of Command, Hell Rift, Sin's Grasp is reducing Azmodan's great strenfth at the moment which is his versatility. He should at least have 3 builds. One for each Globe. Even if you only recommend Greed for a single map like Spider Queen it should still be there.

And yes Sin's Grasp has issues. But if you ASB successfully vs Towers and Heroes all the time then not so much. Like Hell Rift it adds siege damage. It also adds range and safety if you like that kinda thing. I still usually grab Total Annihilation. It is a great talent. But the other two can help you id you are trying to do siege damage. If you're going to recommend Siegebreaker then all lvl 16 talents should be as well as Chain of Command and Battleborn/Army of Hell.

And if warriors are used to block skill shots and add slow then Army of Hell also needs to be considered for double the wall size and slow radius with a double slow % center. It's also 25% health per Warrior. 50% more health overall. Not as good as armour but distributed over two bodies to target.

The only talents I wouldn't want to grab would be Master of Destruction ( not for your reason of not finishing channels) due to no one ever being inside the blast radius for stacks, Cydaea's Kiss (only really heals against towers or mercs, away from heroes), and Siegebreaker (long cd, fragile delivery and can be done with Chain of Command and Pride wave wiping/minion boosting). Not sure why you said that about Master of Destruction. ASB channels are finished all the time. It's a primary part of Az's kill rate.

Everything else has its place.

Edited by Morcalivan

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Been playing with Army and Hell and Demonic Invasion a lot more recently since they were the least I played with when rework first came out.

There are good and bad points, but when playing Gluttony, Tide of Sin is best overall. Army of Hell does well with all Globes just like the other two talents. It is a very good siege tool on its own, does well for blocking shots/enemies with double-wider slow from Brutish Vanguard, and further siege/hero damage with Chain of Command. Things already known but was playing around with DI at the same time so I could see it's effectiveness more on minions as well.

DI does some good burst, and has defensive uses, but here's where it has issues. Wave clear. If you want to get to an enemy fort to use DI, you need to wave clear quickly so that they don't respond and gank you. Now, DI can be good as you described vs structures obviously. The problem is that trying to sneak in a DI fort wipe is not faster than wiping with Tide then doing that fort wipe with demons/auto attack/asb.

The difference is you are less at risk of discovery and are doing a good amount of damage on a fort even if discovered if you don't go DI. If you want to wave wipe at rapid speeds without DI then you need demons and a lieutenant, and preferably bombardment. Not that that will wipe as fast as a Tide of Sin globe, but it'll close the gap. This however, reveals your position and your intentions.

If you globe wipe, once, twice, three times over 60 seconds. No one has to know where you are or what you're up to. Your teammates can draw attention and you can go to a far lane and quickly wave and cast your demons and start ASBing the tower not being attacked. Pretty soon there is no tower or wall left and you can recast demons and ASB to help take down fort. Back away to then fire wave wipes on incoming minion waves and defenders and move to a new lane.

If you had chosen DI, you would most likely have had to use it to defend yourself since you revealed your position. Hero damage is the reason you grab DI. Siege damage comes as a 'win more' tool with teammates or absent enemies. Which is hardly something to choose it for. DI does do well versus heroes. Whether they are alone or grouped. Even if the damage is not very much when grouped, the distraction is there and it adds collision clutter to slow them down. Since Azmodan is often a gank target, this is a useful tool, more so when using yourself as bait then using it to counter-attack alongside ASB and warriors/lt. That's why Army of Hell and Chain of Command does well. However the double slow like I said, also works with the warriors to further keep enemies in range of your DI/ASB. Since people attacking you usually ignore your warriors off the start, your Army of Hell can get the slow effect in before you counter with DI and ASB, making them more likely to deal the most damage.

As I said though, there is a way to wave clear without Tide of Sin.

That uses Army of Hell, which can match your auto attack damage, Bombarment, to add 4 auto attacks over 2 seconds every 10 seconds, Globe to add double auto attacks to all targets every 10 seconds +stack damage, and your Lieutenant, who can buff that warrior + minion ally damage. This is capable of letting you get your DI in if there are only a single wave between you and the fort before being ambushed in most cases. But it's those other cases that make you dead or using your DI to save yourself, which means no fort damage.

Also since you don't wave wipe from afar every 20 seconds, your push is pretty narrow and leaves the other forts unchallenged, at least by you, and allows their waves to possibly push onto your forts. Unless your stacking is very good and you can use base Globes on waves to help teammates/minions push and then use DI to add Hero damage.

Coordinating for boss capping has proven a bit difficult overall. DI is great for it, but not on it's own. So either the whole team ends up helping and negating the use of it, or not enough help to secure the boss quickly after the initial DI damage (without enemy doing so). So the timing is going to take some more practice. Having it used on an already weakened Boss has proven the most game winning so far.

Now both Army of Hell and Demonic Invasion demons share the same traits. Higher burst damage, more easily killed, longer cooldowns. You need other shields/distractions if you want them to do their full damage. Minions, mercs, teammates, structures, even yourself. As long as your demons' target has another target then that's the time to use them. If you can do that they should perform to their best.

Still like Battleborn for split pushing. Hellforged Armour is still good for scouting and grouping up minion waves for perfect globes. So all three lvl 4s are very useful. Battleborn has some trouble with Gluttony, but all other lvl 4s work well with the other 3 Globes based on playstyle.

Same with heroic.

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Guest Update?

The guide says it was updated yesterday but I don't see any difference in talents recommendations or anything at all really. Was there a mistake?

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5 hours ago, Guest Update? said:

The guide says it was updated yesterday but I don't see any difference in talents recommendations or anything at all really. Was there a mistake?

I believe there was a mistake in the changelog, we'll get it fixed - AFAIK, no changes were required for Azmodan, despite the patch. They had little impact on his playstyle/strategies.

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Guest BadIdeas

Why do you guys recommend that bad ult choice? If you are going full gluttony, then go full gluttony, don't ef it up with a bad ult. Every other talent is correct, but that ult is garbage for a gluttony build. You get 4.5 tides of sin for every demonic invasion. Then you get pride on 20 for 100 more damage and I am almost certain Blizzard screwed up the area calculation and it is actually a 15% increase to diameter, which equates to a much bigger area increase. By taking demonic invasion from level 10-20 azmo get slightly better burst and better siege, at the cost of a lot of sustained dps. Since the current Azmo is all about sustained teamfight dps, that is a bad trade. Not only that, at 20, you get even better siege with demonic invasion, but weaker burst, and far far worse sustained dps.

Azmo is now a AOE teamfight dps, not a solo pusher. Trying to make him fill his old role by assigning him a bad build is stupid. Not only that, but if you win teamfights, you can free push, so his ability to push better with demonic invasion is completely negated by his ability to win fights with tide of sin + pride.

Honestly, every time I see an Azmo go demonic invasion, I know he is without doubt a trash noob. 

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      Level 1 Wrath REWORK: Now provides 1 stack for every 2 Basic Attacks hit against a Structure or Hero. Level 7 Art of Chaos Extra Annihilation amount reduced from 4 to 2. Bombardment Amount of time Bombardment lasts reduced from 4 seconds to 3 seconds. Master of Destruction Amount of Annihilation granted reduced from 2 to 1. Level 13 Brutish Vanguard Now slows the attacked target by 30%. Level 16 Hell Rift Damage bonus reduced from 75% to 35%. Level 20 Inescapable Annihilation NEW: Globe of Annihilation has unlimited range. Pride Moved to baseline. Now requires 450 stacks. Deathwing
      Base
      Attack Damage decreased from 155 to 110. Form Switch [1] Active ability removed. Deathwing now switches forms solely from landing. Cataclysm [R] NEW QUEST: Damage Heroes with Molten Flame to gain 1 stack. Gain 50 stacks for killing a Hero. Mythic Reward: Upon reaching 2,000 stacks, Cataclysm now deals 2,500% damage to Structures and Minions. "I AM THE CATACLYSM". Onslaught [E] Bonus damage increased from 72 to 120. Damage increased from 38 to 60. Earth Shatter [E] Projectile speed increased by 30% Molten Flame [Q] Base Damage per Second reduced from 21 to 19. Incinerate [W] Cooldown increased from 4 seconds to 6 seconds. Energy cost increased from 20 to 30. Damage increased to 100 (from 65). Lava Burst [W] Cast time reduced from 1 second to .75 seconds. Cooldown increased from 6 seconds to 9 seconds. Energy cost increased from 15 to 25. Explosion Damage increased from 30 to 35. Explosion Damage over Time increased from 6 to 7. Slow increased from 35% to 45%. Dragonflight [Z] Cooldown delay after dealing or taking damage increased from 4 seconds to 6 seconds. Cooldown reduced from 45 seconds to 15 seconds. Talents
      Level 1 Dragon Soul Healing increased from 75%, 150% to 100%, 200%. Level 4 Heat Wave Damage over Time increased from 6 to 9. Damage over Time stacks reduced from 4 to 3. Initial damage bonus increased from 125% to 150%. Level 7 Firestorm Damage increased from 70 to 77. No longer reduces cooldown of Dragonflight. Level 13 Fire and Fury Damage bonus increased from 30% to 40%. Falstad
      Base
      Lightning Rod [W] Range reduced by .5. Time between strikes increased from .8 seconds to .9 seconds. Jaina
      Base
      Frostbite [Trait] NEW QUEST: Deal Ability Damage to Frostbitten Heroes. Upon reaching 12,000 Damage, unlock Improved Ice Block, which allows Jaina to become temporarily Invulnerable. Mythic Reward: Upon dealing 30,000 Damage, Ice Block upgrades to Ice Cold, granting Jaina Protected instead of Stasis. Talents
      Level 7 Ice Lance Cooldown reduction increased from 1.5 seconds to 2 seconds. Level 16 Numbing Blast Root duration reduced from 1 second to .75 seconds. Level 20 Wintermute Water Elemental cast range and damage bonus decreased from 50% to 40%. Kael'thas
      Talents
      Level 1 Convection Increased reward damage and health from 150/50 to 200/100. Muradin
      Base
      Storm Bolt [Q] Perfect Storm Quest removed. NEW QUEST: Basic Attack Heroes affected by Slows or Stuns. Slows provide 1 stack and Stuns provide 2 stacks. At 35 stacks, Storm Bolt pierces to hit an additional target, and Muradin's Basic Attack reduces the cooldown of Storm Bolt by 0.5 seconds. Mythic Reward: At 150 stacks, Storm Bolt's range is increased by 50% and width is increased by 100%, and now pierces all targets. Talents
      Level 1 Dwarf Block Block charges reduced from 4 to 3. Give 'em the Axe! Moved Talent from Level 7 to Level 1. Level 4 Sledgehammer No longer increases Storm Bolt's cooldown reduction. Now increases Storm Bolt damage to non-Heroes by 500%. Level 7 Perfect Storm NEW: If an enemy hit with Storm Bolt dies within 3 seconds, reset its cooldown. Level 16 Dwarf Launch Range bonus reduced from 40% to 30%. Murky
      Base
      Murky now gains a 35% Shield for 10 seconds upon reviving. Spawn Egg [D] Egg now regenerates quickly instead of having a Shield. Slime [Q] Now applies its debuff to enemy Structures. Now deals 50% damage to Structures. Pufferfish [W] Damage reduced by 20%. Detonation time reduced from 3 seconds to 2.75 seconds. NEW QUEST: Hit enemies affected by Slime with Pufferfish. Provides 1 stack per minion, 5 stacks per Hero or Structure hit. At 100 stacks, Basic Abilities now deal full damage to Structures. Mythic Reward: At 200 stacks, Murky gains 50% Health and increases in size. Talents
      Level 1 Egg Hunt Talent removed. Shell Game NEW: Murky can now place 2 eggs, but randomly revives from one of them. Increases the cooldown of placing an egg to 30 seconds and goes on cooldown if either egg dies. Level 10 March of the Murlocs Damage increased by 4%. Level 13 Egg Shell REWORK: Murky gains a Shield equal to 35% of his Health upon placing an egg or when one of his eggs dies. Fish Tank Healing reduced from 25% to 20%. Level 16 Wrath of Cod Damage over Time is dealt over 4 seconds (from 5s). Level 20 Big Tuna Kahuna Talent removed. Faster Fish NEW: Pufferfish detonates 80% faster. Making Inky Cooldown reduction reduced from 2 seconds to 1.5 seconds. Never-Ending Murlocs No longer deals reduced damage to Structures. Sylvanas
      Talents
      Level 4 Mercenary Queen Now also causes Sylvanas' Basic Attacks to instantly apply 3 stacks of Black Arrows to Mercs. Thrall
      Base
      Basic Attack damage decreased from 173 to 167. Talents
      Level 1 Crash Lightning Mythic Reward Damage bonus increased from 270 to 325. Echo of the Elements Mythic Reward now also allows Chain Lightning to bounce back to the same target. Tyrande
      Base
      Mana reduced from 500 to 450. Lunar Flare [E] NEW QUEST: Hitting a Hero with Lunar Flare increased its damage by 5%, up to 250%. After hitting 10 Heroes, increase Lunar Flare's range by 30%. After hitting 20 Heroes, Sentinel now pierces the first Hero hit. Mythic Reward: After hitting 50 Heroes, Tyrande's Basic Attacks occasionally trigger a Lunar Flare. Now restores 25 mana per enemy hit. Talents
      Level 1 Ranger No longer provides pierce. Moonlit Arrows Cooldown reduction reduced from .75 seconds to .5 seconds. Moved Talent from Level 7 to Level 1. Trueshot Aura No longer passively increases Tyrande's Attack Damage. Now also applies to Tyrande upon activation. Level 7 Elune's Gift NEW: Grants 20% Spell Power for 10 seconds after hitting an enemy with Lunar Flare. Level 20 Commander of Sentinels NEW: Sentinel now has an additional charge. Return to Top
      Known Issues & Bug Fixes
      Known Issues
      Jaina Ice Cold's tooltip is incorrect. Resetting Jaina's talents after finishing her quest causes issues. Zul'jin Resetting Zul'jin's talents does not reset cap. Bug Fixes
      Heroes
      Alarak Level 10 Deadly Charge Fixed an issue that caused Alarak's Deadly Charge to not be activated by clicking the left mouse button if it occupies the Trait slot. Ana Base Aim Down Sights [D] Can now be toggled while affected by a Silencing effect. Jaina Base Frostbolt [Q] Fixed an issue causing Jaina's Frostbolt to not have its model updated by Dreadlord Jaina or Lunar Jaina. Orphea Level 4 Allegrissimo Fixed an issue that could cause Allegrissimo's cooldown reduction to not be granted when hitting a Hero at Shadow Waltz' end. Sylvanas Base Possession [1] Fixed Possession not showing in the Quick Cast menu settings. Fixed Possession not being correctly affected by cooldown reduction affects granted by allies. Return to Top
      Click here to discuss this post with other players in the official Heroes of the Storm forums.

       
    • By Elitesparkle
      Blizzard released a new patch for Heroes of the Storm and here are the official Patch Notes with all the changes.
      16 December 2025: This patch went live again, with some undocumented bug fixes.
      12 December 2025: This patch was reverted due to a game-breaking bug on Sylvanas.
      (Source)
      Balance Updates
      Kerrigan
      Base
      Ravage [Q] Baseline quest now provides 7 stacks per kill, up from 5. Baseline quest requirements increased to 85/150, up from 75/125. Talents
      Level 7 Bladed Momentum Cooldown reduction increased to .75 seconds, up from .6 seconds. Thrall
      Talents
      Level 1 Maelstrom Weapon Completion requirements increased to 25/55/100, up from 20/40/100. Falstad
      Base
      Lightning Rod [W] Now strikes every .8 seconds, down from 1 second. Total number of strikes stay the same. Range increased by 1. Talents
      Level 1 Frequent Flyer Cooldown increased to 60 seconds, up from 45 seconds. Quest requirements increased to 60/150/300, up from 50/125/300. Sylvanas
      Talents
      Level 4 Possession Now has a 1 second cooldown between uses, down from 2 seconds. Level 4 Unstable Poison Damage increased to 150, up from 130. Level 4 Haunting Arrows No longer affects Mercs. Gul'dan
      Talents
      Level 1 Echoed Corruption Pinnacle Reward healing increased to 100%, up from 50%. Pinnacle Reward requirement reduced to 85, down from 100. Level 16 Ruinous Affliction Damage reduced by 10%. Map Updates
      Alterac Pass Objective capture time is now capped at 55 seconds. Blackheart's Bay Cannon damage increased to 2,875, up from 2,815. Volskaya Foundry Late game health scaling of Protector increased. Warhead Junction Attacking a burning building now stops the duration of burn for 3 seconds. Click here to discuss this post with other players
      in the official Heroes of the Storm forums.

       
    • By Elitesparkle
      Blizzard released a new patch for Heroes of the Storm and here are the official Patch Notes with all the changes.
      (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 Map Updates Balance Update Bug Fixes General
      New Skin: Bonny Butcher
      New Skin: Warthog Gear Head Thrall
      Players will now receive an announcement when a quest milestone is reached. This will only announce to the player who achieved the milestone. Ranges of abilities on numerous Heroes have been updated to be more consistent. This may cause certain abilities ranges to reduce or increase. Brawl Starting January 2026, Brawls will only be open the first 5 days of every month. Updated Homescreen and Startup Music. Return to Top
      Map Updates
      General A new Fallback Tower has been added to the longer lanes on each of the following battleground maps. This new tower will die when its corresponding Fort dies: Alterac Pass, Battlefield of Eternity, Blackheart's Bay, Braxis Holdout, Cursed Hollow, Dragon Shire, Garden of Terror, Hanamura Temple, Infernal Shrines, Sky Temple, Tomb of the Spider Queen, Volskaya Foundry, and Warhead Junction. Attacks from the Core, Keeps, Forts, Fallback Towers, and Towers near Keeps will now reduce Hero armor, and the reduction has been increased from -10/-20 Armor to -20/-40 Armor. Fallback Towers have the same HP and Attack Damage as Keep Towers. Forts, Keeps, and the Core will no longer grant Allied Heroes that take damage in their radius 35 Armor for 4 seconds. The comeback system has been slightly magnified, particularly at wide level gaps. Alterac Pass Objective capture timer reduced by 5 seconds in each phase. The first phase only spawns a single defending unit. Cavalry now gain more health in the later stages of the game. Cavalry now take 60% damage from structures (up from 50%). Braxis Holdout Early objectives have lowered in health by 15%, but scaling has been increased significantly after 15 minutes. Garden of Terror Garden Terror health scaling increased. Garden Terror structure disabling plant bulb now damages itself at 10% per second (up from 6%). Infernal Shrines Early objectives have lowered in health by 15%, but scaling has been increased significantly after 15 minutes. Warhead Junction Nuke damage has been changed to flat, scaling damage. Scaling is updated when a Warhead is picked up. Nukes now deal double damage versus Forts, Keeps, and the Core. Return to Top
      Balance Update
      General
      Pinnacle Rewards have been added to mutiple Heroes. These will be hard to obtain but provide powerful rewards. Heroes
      Falstad
      Base
      Lightning Rod [W] Cooldown reduced from 13 seconds to 12 seconds. Talents
      Level 1 Dishonorable Discharge REWORK: No longer reduces CD. Bonuses are now provided at 20/45/75 hits. At 20 hits, gain 30% damage. At 45 hits, gain an additional 75% damage and reduce the cooldown by 2 seconds. Pinnacle Reward: At 75 hits, Lightning Rod provides 2 additional strikes and Stuns for 1.25s on its last strike. Frequent Flyer REWORK: Reduced attack speed bonus from 40% to 25%. Now provides 1 stack per minion and 5 stacks per Hero. At 50 stacks, gain 20 Attack Damage. At 125 stacks, gain an additional 50 Attack Damage. Pinnacle Reward: At 300 stacks, gain an additional 125 Attack Damage. Gathering Storm REWORK: Bonuses are now provided at 30/80/150 stacks, rather than incremental gains. At 30 stacks, gain 30% damage. At 80 stacks, gain an additional 50% damage. Pinnacle Reward: At 150 stacks, gain an additional 70% damage. REWORK: Lose 8 stacks on death, but can not lose milestones that have already been completed. Level 7 Charged Up Moved to be a Level 13 Talent. No longer provides additional hits, but instead provides cooldown refresh on Hero takedowns. Level 13 Thunderstrikes Moved to be a Level 7 Talent. Guldan
      Base
      Corruption [E] Mana cost increased from 80 to 90. Talents
      Level 1 Echoed Corruption Increased stack requirement to 60. Pinnacle Reward: At 100 stacks, Corruption now heals for 50% of the damage dealt. Pursuit of Flame Increased radius from 10% to 15%. Reworded to say "Fel Flame's area is increased by 33%". Progress is now reset upon death and can not lose progress upon completion. Johanna
      Base
      Punish [Q] Slow on enemies reduced from 60% to 50%. Talents
      Level 4 Subdue Slow on enemies reduced from 80% to 70%. Kael'thas
      Talents
      Level 1 Convection REWORK: Every 20th Hero hit permanently increases Flamestrike damage by 150 and Kael'thas's maximum Health by 50. Kerrigan
      Base
      Primal Grasp [E] Cooldown reduced from 10 to 8. Delayed damage reduced from 195 to 165. Initial damage increased from 25 to 40. Ravage [Q] Damage reduced from 130 to 115. Now includes a baseline quest: Kill enemies within 1.5 seconds of hitting them with Ravage. Minions grant 1 progress and Heroes grant 5. At 75 stacks, Ravage gains 125 damage. Pinnacle Reward: At 125 stacks, Ravage gains 200 additional damage. Impaling Blades [W] Cooldown reduced from 12 seconds to 9 seconds. Damage reduced from 165 to 140. Radius increased from 1.5 to 1.65. Stun duration reduced from 1 second to .75 seconds. Assimilation [D] Increased the amount of shield gained from Basic Attacks from 10% to 20% of damage dealt. Talents
      Level 1 Fury of the Swarm No longer increases shields gained from Basic Attacks. Level 4 Sharpened Blades Talent has been removed. Ravaging Ferocity NEW: Gain 25% attack speed for 3 seconds after using Ravage. Level 7 Boundless Fury Cooldown increased from 10 seconds to 12 seconds. Queen of Blades Cooldown reduction increased from 3 seconds to 4 seconds. Level 10 Summon Ultralisk Damage reduced from 250 to 225. Level 13 Chrysalis HP lowered from 750 to 650. Reduced the amount of health regenerated from 5% max health per second to 4%. Level 16 Painful Spikes Damage reduced from 70 to 60. Level 20 Omegastorm Increased extended duration from .25 seconds per hit to .4 seconds per hit. Sylvanas
      Base
      Black Arrows [D] Black Arrows now refers to what was previously called "Banshee's Curse". New Baseline Quest: Deal damage to Heroes or Structures with 3 stacks of black arrows. At 250 stacks, increased the damage bonus of Black Arrows to 50%. Pinnacle Reward: At 400 stacks, heal for 25% of damage dealt against enemies with 3 stacks of Black Arrows, doubled against Heroes. Reduced base damage bonus of Black Arrows to 15%. Activatable portion of Black Arrows has been removed. Talents
      Level 1 Unfurling Shadows Talent has been removed. Unrelenting Torment NEW: Increases the damage of Shadow Dagger by 20% and increase its duration by 1 second. Level 4 Haunting Arrows NEW: You can now activate Black Arrows to cause all damage dealt to stun non-heroes. 90 second cooldown, reduced by 3 seconds when attacking a structure. Possession Now a Baseline ability. 25 seconds to restore each charge, 2 seconds cooldown. Max 4 charges. Level 7 Barbed Shot Bonus damage increased from 350% to 400%. Lost Soul REWORK: Reduces the cooldown of Shadow Dagger when attacking non-minions with 3 stacks of Black Arrows by .75 seconds, doubled against Heroes. Level 13 Windrunner Recast window reduced from 5 seconds to 4 seconds. Thrall
      Talents
      Level 1 Crash Lightning REWORK: Bonuses are now provided at 15 and 30 stacks. At each milestone, Chain Lightning gains 270 damage. Lose 6 stacks on death, but can not lose milestones that have already been completed. Echo of the Elements REWORK: Bonuses are now provided at 20/40/100 stacks. At 20 stacks, reduce mana cost of Chain Lightning by 20. At 40 stacks, Chain Lightning gains an extra charge and will bounce one additional time. Pinnacle Reward: At 100 stacks, Chain Lightning will fork to an additional target each time it bounces. Rolling Thunder Moved to be a Level 7 Talent. No longer increases Chain Lightning bounces by 1. Level 7 Maelstrom Weapon Moved to be a Level 1 Talent. REWORK: Bonuses are now provided at 20/40/100 stacks, rather than incremental gains. At 20 stacks, gain 20 damage and increase the movespeed bonus to 40%. At 40 stacks, gain an additional 40 damage and Thrall permanently gains 15% increased movement speed. Pinnacle Reward: At 100 stacks, Frostwolf Resilience now provides +200% Healing. Level 16 Tempest Fury No longer provides additional quest stacks. Thunderstorm Increased damage bonus provided at max stacks from 25% to 30%. Level 20 Wind Rush Cooldown increased from 80 seconds to 90 seconds. Tyrael
      Talents
      Level 1 Ardent Restoration Maximum healing stacks reduced from 10 to 8. Level 4 Reciprocate Damage reduced from 190 to 170. Level 7 Burning Halo Damge per second reduced from 15 to 12. Level 10 Sanctification Cooldown reduced from 90 seconds to 85 seconds. Mana cost reduced from 75 to 70. Level 20 Aspect of Justice Cast time reduced from 1.5 seconds to 1.25 seconds. Cooldown reduction per enemy Hero hit increased from 10% to 15%. Zul'jin
      Base
      Basic Attack Damage decreased from 96 to 94. You Want Axe? [D] No longer has a cap on stacks. Now causes Zul'jin to lose 3 stacks (15 hits) on death. Talents
      Level 1 Headhunter Increased damage bonus per hero kill from 2% to 2.5%. Return to Top
      Bug Fixes
      Map
      Blackheart's Bay Fixed an issue that caused the Battleground Objective to not start if a particular chest is the last destroyed chest. Fixed an issue that caused the help text for attacking the Treasure Chest to not disappear if a particular chest is attacked. Warhead Junction Fixed Warhead Junction Nuke Damage Dealt tracking. Heroes
      Cho'gall Base Eye of Kilrogg [Skill 1] Fixed an issue that caused the Eye of Kilrogg's cast range indicator to be slightly larger than the ability range. Level 1 We See You! Fixed an issue that caused We See You's range increase tooltip value to display incorrectly after being selected. D.Va Fixed an issue that caused D.Va's Mech to not respawn with the correct amount of Blackheart's Bay Doubloons. Base Defense Matrix [W] Fixed missing icon in D.Va's Quick Cast setting for Retarget Defense Matrix. Gazlowe Level 16 Firin' Mah Lazors Fixed an issue that caused Firin' Mah Lazorz's warning to not display correctly. Fixed an issue that caused Big Top Gazlowe's Firin' Mah Lazorz to create permanent visuals. Kael'thas Base Living Bomb [W] Living Bomb will not activate its effects on a target that becomes immune to Living Bomb. Living Bomb will now apply its effects if the target dies with Living Bomb. Raynor Base Adrenaline Rush [E] Fixed an issue that caused Adrenaline Rush to not display the base duration in its tooltip after selecting Give Me More. Stukov Level 1 Reactive Ballistospores Fixed Reactive Ballistospores tooltip. Tychus Base Overkill [Q] Overkill retarget can now also be targeted in a direction. When clicking near or on a target, it will attach to that target, but if no targets are nearby, Overkill will start firing in that direction. If Overkill hits a target while firing in a direction, that target will become Overkill's primary target. If Overkill is active when there are no possible targets, Overkill will no longer be cancelled, and instead will start firing in the direction of the last primary target. Fixed an issue that caused mounting to not interrupt Overkill. Valla Base Hatred [D] Fixed Hatred Tooltip. Level 20 Storm of Vengeance Fixed an issue that caused Storm of Vengeance to not grant 2% Attack Speed per Hatred stack. Zagara Level 1 Infest Fixed Infest active current bonus tooltip. Level 16 Mutalisk Fixed Mutalisk tooltip. Return to Top
      Click here to discuss this post with other players in the official Heroes of the Storm forums.

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