Jump to content
FORUMS
Sign in to follow this  
Damien

Heroes of the Storm Azmodan

Recommended Posts

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

Share this post


Link to post
Share on other sites

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

Share this post


Link to post
Share on other sites

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

Share this post


Link to post
Share on other sites

 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

Share this post


Link to post
Share on other sites

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.

Share this post


Link to post
Share on other sites
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....

Share this post


Link to post
Share on other sites

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

Share this post


Link to post
Share on other sites

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.

Share this post


Link to post
Share on other sites

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.

  • Like 1

Share this post


Link to post
Share on other sites

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

Share this post


Link to post
Share on other sites

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.

Share this post


Link to post
Share on other sites
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?

Share this post


Link to post
Share on other sites
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.

Share this post


Link to post
Share on other sites
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. 

Share this post


Link to post
Share on other sites

Join the conversation

You are posting as a guest. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Loading...
Sign in to follow this  

  • Recently Browsing   0 members

    No registered users viewing this page.

  • Similar Content

    • By Stan
      A new Heroes of the Storm patch is now available for playtesting 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:
      General Balance Update Bug Fixes General
      Knockback effects have been updated to be more consistent. Please check below for the Heroes that were affected. On death reveal duration on nearby units removed. Reduced the impact Roots have on knockback effects. Updated Homescreen and Startup Music. Return to Top
      Balance Update
      General
      The quest collection requirement for The Regeneration Master Talent has been reduced from 30 to 25. Heroes
      Alarak
      Base
      Basic Attack damage increased from 150 to 160. Lightning Surge [E] Healing increased from 70 to 75. Telekinesis [W] Knockback speed now slows down over the duration of the knockback. Push-to-point distance increased from 6.25 from where Telekinesis was targeted to 12.5. Talents
      Level 1 Overwhelming Power REWORK: Healing reduced from 50% to 15% of damage dealt. REWORK: Percent of damage converted to Healing is now increased by 50% of Sadism's bonus when attacking Heroes (For example: At 100% Sadism, this will be 65% of damage dealt). Level 7 Applied Force Now pushes targets 15% further. Level 20 Counter-Strike Talent Removed. Deadly Charge Talent Removed. Might of the Highlord NEW: Alarak gains access to his other Heroic which occupies the Trait slot. This also grants an ability to swap which slot each Heroic occupies. Wrath of the Highlord NEW: If Counter-Strike is Alarak's Heroic, Basic Abilities reduce its cooldown by 3 seconds for each enemy Hero they hit. NEW: If Deadly Charge is Alarak's Heroic, it reduces the Armor of enemy Heroes by 50 for 4 seconds. Auriel
      Talents
      Level 4 Repeated Offense Knockback strength increased from 28% to 30%. Brightwing
      Talents
      Level 10 Emerald Wind Targets will now be knocked back over the entire duration of the expanding nova. Deckard
      Talents
      Level 10 Lorenado Being hit by Lorenado while already knocked back will now refresh the duration of the knockback. Damage can only occur once every 0.1875 seconds per Lorenado per target. Knockback duration reduced by 33%. Distance pushed back from Lorenado is unchanged. Level 20 Morenados! Each Lorenado now has its own cooldown reduction. Dehaka
      Talents
      Level 7 Paralyzing Enzymes Basic Attacks now also sets the remaining duration to 2 seconds. Healing reduction increased from 40% to 50%. Falstad
      Talents
      Level 10 Mighty Gust Knockback duration is now dynamic, with targets closer to Falstad being knocked back for longer. Knockback will now expire when targets are outside of Might Gust's search path. Imperius
      Base
      Molten Armor [E] Now restores 1 Mana for each target hit by Molten Armor on expiration. Talents
      Level 7 Blaze of Glory Damage increased from 205 to 212. Holy Fervor Now resets Imperius' attack cooldown. Level 20 Molten Wrath Now also increases Molten Armor radius by 25%. Li Li
      Base
      Healing Brew [Q] Healing amount increased from 175 to 230. Lucio
      Base
      Soundwave [Q] Knockback point is now centered on a point 2 radius behind where Soundwave was cast. Talents
      Level 16 Up to Eleven Duration increase granted by Push Off increased from .5 to 1 second. Duration increase granted by Soundwave increased from 0.25 to .5 seconds. Muradin
      Talents
      Level 10 Haymaker Secondary knockback duration reduced, but the speed of the knockback has been increased. Murky
      Base
      Spawn Egg [Trait D] Health is reduced by 80% of its current value. Now has a Shield equal to the amount of Health removed. Shield starts regenerating after 5 seconds. Shield takes 8 seconds to re-fill from empty to full. Orphea
      Talents
      Level 4 Backbiter Duration reduced, but speed increased. Knockback is now instant. Sgt. Hammer
      Base
      Concussive Blast [W] Base duration reduced by 20%. Distance pushed back from blast is not reduced. Stukov
      Talents
      Level 10 Flailing Swipe Each iteration of Flailing Swipe now has its own knockback point. The first swipe knocks targets away from a point 3 radius behind Stukov, the second swipe will be a point 2 radius behind, and the third swipe will be a point 1 radius behind. Thrall
      Talents
      Level 10 Sundering Secondary knockback duration and speed reduced. Tracer
      Base
      Recall [E] Teleport delay increased from .0625 seconds to .1875 seconds. Tychus
      Base
      Frag Grenade [W] Knockback duration reduced by 33%. Distance pushed back from blast is not reduced. Tyrael
      Base
      Basic Attack damage increased from 78 to 82. Smite [E] Tooltip updated to include duration of the area granting Movement Speed. El'Druin's Might [Q] Slow increased from 25% to 30%. Righteousness [W] Shield increased from 336 to 350. Talents
      Level 1 Salvation Healing increased from 140 to 150. Shield bonus reduced from 40% to 35%. Level 4 Bound By Law Is now a Level 16 Talent. REWORK: El'Druin's Might now Slows targets by 80% for the first second, and then reduces to 30% over the remaining 1.5 seconds. Level 7 Reciprocate Explosion damage now only hits enemy Heroes and Summons. Is now a Level 4 Talent. Tyrael is now healed for 3% of his maximum Health for each Hero hit by Reciprocate or El'Druin's Might. Level 10 Judgement Cast range is no longer increased by Tyrael's radius. Level 16 Burning Halo Damage bonus for teleporting with El'Druin's Might reduced from 150% to 125%. Damage reduced from 18 to 15. Is now a Level 7 Talent. Level 20 Aspect of Justice NEW: After channeling for 1.5 seconds, enter Archangel's Wrath. Cooldown is reduced by 10% for each enemy Hero it hits. 90 second cooldown. Return to Top
      Bug Fixes
      General
      Catapults no longer give 1 experience. Fixed an issue that caused Vehicle Attacks to not consume Evasion charges. Map
      Dragon Shire Fixed an issued that caused the on-death knockback from Dragon Knight to move the target in the direction the target is moving when first applied. Fixed an issued that caused the on-death knockback from Dragon Knight to not knock all targets back an equal distance. Volskaya Foundry Fixed an issued that caused the on-death knockback from Triglav Protector to move the target in the direction the target is moving when first applied. Fixed an issued that caused the on-death knockback from Triglav Protector to not knock all targets back an equal distance. Heroes
      Alarak Base Telekinesis [W] Fixed an issue that caused Telekinesis to not interrupt targets hit. Alexstrasza Base Wing Buffet [W] Targets are now knocked away a point 2 range behind where Wing Buffet was cast, instead of Alexstrasza's position. Targets will now move in the direction where Wing Buffet was cast. Level 20 Blessing of the Red Fixed an issue that caused Blessing of the Red's transfer effect to not maintain Alexstrasza as the caster. Anduin Base Flash Heal [Q] Fixed an issue that caused Flash Heal's channel effects to persist when interrupted. Auriel Base Detainment Strike [E] Targets are now knocked away from a point 5 range behind Auriel's position, instead of from Auriel's position. Targets will now be move in the direction the Detainment Strike was cast. Terrain detection is now based off of the target's radius. Sacred Sweep [Q] Critical hits will now display for Auriel's Sacred Sweep center hits. Level 13 Converging Force Will now more consistently interrupt channeled abilities. Will now more consistently move the target towards the center point relative to the target's distance from Auriel. Cassia Level 10 Valkyrie Targets hit by Valkyrie after it has already impaled a target will now be moved to the side relative to the angle of direction the Valkyrie is traveling. The impaled target is now moved towards the Valkyrie's position. Chen Level 10 Wandering Keg Fixed an issue that caused Wandering Keg to not knock all targets back an equal distance. Hitting an enemy while already affected by its self-applied Slow will no longer cause the Slow to be removed faster than intended. Targets are now knocked away from a point .75 range behind Chen at the point of impact. Wandering Keg's self-applied Slow from hitting enemies will now reduce Chen's movement Speed to 100%, instead of 90%. Wandering Keg's self-applied Slow will now be also increased in strength to match the increased movement speed gained from Untapped Potential. Cho'gall Level 10 Hammer of Twilight Targets are now knocked away from a point 2 range behind where Hammer of Twilight was cast. Targets closer to Cho will move in the direction the Hammer of Twilight was cast. Deathwing Level 1 Molten Blood Fixed an issue that caused Molton Blood to cause duration displays to appear incorrectly. Dehaka Level 4 Lurker Strain Knockback is now centered on where Dehaka unburrowed. Diablo Base Shadow Charge [Q] Diablo will now move alongside the target relative to their position. Fixed an issue that caused Shadow Charge to deal damage to structures twice. Terrain detection for Shadow Charge is now based off of the target's radius. D.Va Base Boosters [Q] Fixed an issue that caused Boosters to not knock all targets back an equal distance. Targets are now knocked away from a point .75 range behind D.Va at the point of impact. Concussive Pulse [W] Targets are now knocked away from a point 2 range behind where Concussive Pulse was cast, instead of D.Va's position. Targets closer to D.Va will move in the direction the Concussive Pulse was cast. Falstad Level 10 Mighty Gust Fixed an issue that caused Might Gust to send targets in an unintended direction. Targets are now knocked away from a point 50 range behind Falstad's position where Mighty Gust was cast. Level 20 Wind Tunnel Targets are now knocked away from a point 50 range behind Falstad's position where Mighty Gust was cast. Fenix Level 1 Arsenal Synergy Progress is now displayed in the Buff Bar. Garrosh Level 1 Warbreaker Fixed an issue that caused damage over time to not be treated as such. Gazlowe Level 10 Grav-O-Bomb 3000 Now Stuns when the target is pulled into the center. Genji Base Deflect [W] Fixed an issue that caused Genji's Reflect impact visuals to not display after Genji selects Deflect. Fixed an issue that caused Genji's Reflect to not deal damage instantly on impact. Hanzo Level 4 Ignore All Distractions Fixed an issue that caused Hanzo's Basic Attacks to not feature impact visuals when Ignore All Distractions kill the target. Hogger Base Staggering Blow [Q] Fixed an issue that caused Staggering Blow to not Stun from created pathing blockers (Example: Tassadar's Force Wall). Fixed an issue that caused the knockback of Staggering Blow to not knock all targets back an equal distance. Knockback point is now 2 radius behind where Staggering Blow was cast. Loot Hoard [Trait D] Fixed an issue that caused Loot Hoard's knockback to not interrupt stationary channels. Imperius Level 4 Sovereign Armor Tooltip text updated. Johanna Base Condemn [W] Fixed an issue that caused the knockback to move the target in the direction they are moving when first applied. Fixed an issue that caused the knockback to not knock all targets back an equal distance. Level 13 Blessed Hammer Fixed tooltip not listing the correct cooldown reduction amount. Kel'Thuzad Base Chains of Kel'Thuzad [E] Fixed an issue that caused Barbed Chain's Armor reduction to apply to the Chains Link cast that granted the final stack of Blight. Knockback will now happen as soon as the chains make a connection between two targets. Li Li Level 4 Surging Winds Tooltip text updated. Level 7 Mass Vortex Tooltip text updated. Lt. Morales Base Displacement Grenade [E] Fixed an issue that caused Displacement Grenade to not knock back some targets the full distance. Mei Base Icing [E] Fixed an issue that caused Icing to not knock all targets back an equal distance. Muradin Level 10 Haymaker Targets hit by the Haymaker target will now be moved to the side relative to the angle of the direction the initial target is traveling. Murky Level 10 Octo-Grab Fixed an issue that caused Octo Grab's cooldown to reset when not interrupted. Raynor Base Penetrating Rounds [Q] Knockback distances have been updated. Maximum distance increased by 10%, medium distance increased by 5%, short distance reduced by 5%. Targets are now knocked away from a point 5 range behind Raynor's position, instead of from Raynor's position. Targets will now move in the direction of the casted Penetrating Round. Rehgar Level 10 Ancestral Healing Can now be cast on Heroes with full Health. Samuro Base Mirror images [Q] Fixed an issue that caused Mirror Images to have the incorrect health after activating Image Transmission while affected by Blessing of the Red. Level 13 Kawarimi Fixed an issue that caused Mirror Images created by Kawarimi to not have the correct starting health while affected by Blessing of the Red. Level 16 Harsh Winds Fixed an issue that caused Harsh Winds to not apply to Burning Blade damage dealt by Samuro. Sgt. Hammer Base Concussive Blast [W] Targets are now knocked away a point 2 range behind where Concussive Blast was fired, instead of Sgt. Hammer's position. Targets will now move in the direction where Concussive Blast was fired. Stitches Base Hook [Q] Now shows progress to Extended Hook as Stitches levels up. Stukov Level 10 Flailing Swipe Fixed an issue that caused Flailing Swipe to not knock all targets back an equal distance. The Butcher Base Ruthless Onslaught [E] Fixed an issue that caused Ruthless Onslaught to not interrupt in certain situations. Thrall Level 10 Sundering Targets hit by Sundering will now be moved to the side relative to the angle of Sundering. Tracer Level 20 Get Stuffed! Knockback point is now 5 radius behind where Tracer is located at the point of impact. Tyrael Fixed an issue that caused some cast range indicators to not match their affected areas. Base Archangel's Wrath [Trait D] Fixed an issue that caused the Archangel's Wrath damage reduction to be applied twice for a brief period when Archangel's Wrath damages an enemy. Level 16 Burning Halo Fixed an issue that caused Burning Halo's bonus damage to be granted to the El'Druins left behind by Sword of Justic. Fixed an issue that caused the Burning Halo on El'Druins to no longer cancel when Tyrael is Mounted or in Stasis. Varian Level 7 Second Wind Fixed an issue that caused Second Wind to not heal for a portion of the damage dealt if brought about 50% Health by the 1% Heal. Yrel Base Righteous Hammer [W] Fixed an issue that caused fully charged Righteous Hammer casts to apply the incorrect amount of knockback. Fixed an issue that caused Righteous Hammer to not knock all targets back an equal distance. Zagara Level 20 Broodmother Fixed an issue that caused Basic Attacks empowered by Envenomed Spines to not trigger Broodmother. Now displays as Broodmother in the Death Recap. Return to Top
      Click here to discuss this post with other players in the official Heroes of the Storm forums.

    • By Staff
      Blizzard is celebrating ten years of Heroes of the Storm by making all Heroes free-to-play until June 15 and releasing a special Gear Head Thrall skin!
      On top of that, players who log in between now and June 15 will receive two brand-new portraits, as shown below.
      (Source)
      Ten years ago, the Nexus opened a realm between realms…where anything is possible. Over the years, you have braved this tumultuous universe, commanding some of the most legendary Heroes from across Azeroth, Sanctuary, the Koprulu sector, and future Earth. 

      It’s this community that has made Heroes of the Storm so special, and we’re thrilled to celebrate this milestone alongside you. From now until the next patch on June 15, all Heroes will be free! Plus, everyone who logs in during this time will receive two brand-new portraits to showcase their time battling across the Nexus. Check out the patch notes for full details!

      We’re also excited to release a never-before-seen skin into the shop! In honor of Heroes of the Storm’s 10th anniversary, as well as Warcraft’s 30th, what better Hero skin to release from the vault than the one and only Thrall? Gear Head Thrall is now available through the in-game shop for 1500 Gems. And keep your eyes peeled—the Classic Games team is combing through the archives, searching for unreleased skins that would need some finishing touches for release, possibly bringing us more in the future.

      We know Heroes of the Storm means a lot to so many of you, and we cannot thank you enough for the passion you continue to show this game after an entire decade. From the Classic Games team and all of Blizzard, thank you!
      We’ll see you in the Nexus.
    • By Staff
      Blizzard is currently testing a new Heroes of the Storm patch on the PTR. Here's what's new!
      Reddit user Spazzo965 has datamined some additional changes deployed by Blizzard on April 26.
       
      Here are the official PTR patch notes posted by Blizzard on April 21.
      (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 Storm League Balance Update Bug Fixes General
      Anduin has replaced Malfurion as the Ally hero in Try Me Mode. Numerous game strings have been updated to reflect current gameplay. Updated Homescreen and Startup Music. Return to Top
      Storm League
      Rank Decay will now only apply to players in Master and Grand Master Leagues. Reduced maximum party size for Master and Grand Master players to 2. Return to Top
      Balance Update
      Heroes
      Ana
      Base
      Biotic Grenade [W] ADDED FUNCTIONALITY: If Biotic Grenade does not hit any enemies, its cooldown is reduced by 3 seconds. ADDED FUNCTIONALITY: If Biotic Grenade only hits Ana, its cooldown is reduced by 2 seconds. Talents
      Level 1 Vampiric Rounds Shrike now gives a 15% passive healing bonus. Level 20 Deadeye ADDED FUNCTIONALITY: Eye of Horus can now be toggled On and Off. ADDED FUNCTIONALITY: Eye of Horus cooldown is now 0.5 seconds. ADDED FUNCTIONALITY: Eye of Horus rounds are regained once every 10 seconds. Bonuses acquired from Deadeye now lasts 7 seconds. Azmodan
      Talents
      Level 16 Trample ADDED FUNCTIONALITY: Now reduces Heroic cooldown by 25% if Trample hits a Hero. Genji
      Talents
      Level 1 Pathfinder ADDED FUNCTIONALITY: Heroic Ability now heals Genji for up to 30% of the damage dealt to enemy Heroes. Healing amount is increased based on how low Genji's Health is. Level 10 X-Strike Cooldown increased from 60 seconds to 75 seconds. Detonation damage increased from 275 to 290. Slash damage increased from 135 to 145. Level 13 Shingan Now does 40% less damage to Structures. Level 20 Living Weapon Cooldown reduction increased from 10 seconds to 12.5 seconds. Imperius
      Base
      Molten Armor [E] Now hits an extra target if no Heroes are in range. Talents
      Level 1 Impaling Light REWORK: Impaling Light cooldown is reduced by 2 seconds. REWORK: Impaling Light does 180% more damage to Heroes, reduced by 20% for each additional Hero hit. REWORK: Impaling Light mana cost is reduced from 40 to 30. REWORK: When a Valorous Branded target's Stun ends, Impaling Light's cooldown is reduced by 1 second for each Valorous Brand on the target. Level 7 Blaze of Glory Blaze of Glory delay reduced from 2 seconds to 1.75 seconds. Holy Fervor Molten Armor no longer grants Holy Fervor. Level 20 Heavenly Host ADDED FUNCTIONALITY: All Shields created by Angelic Armaments no longer expire. ADDED FUNCTIONALITY: Swords fired by Heavenly Host Shields can target non-Heroes, but Heroes are prioritized. Molten Wrath NEW TALENT: Molten Armor will now hit an extra target even if enemy Heroes are in range. Lunara
      Talents
      Level 7 Splintered Spear ADDED FUNCTIONALITY: Now grants 3 stacks of Splintered Spear. A stack is consumed when an extra target is attacked. Can have a maximum of 3 stacks and all stacks can be consumed in a single attack. Level 13 Endless Spores Now also refunds 50 Mana. Level 20 For The Wildlands! NEW TALENT: Thornwood Vine now shoots out 4 additional Vines in an arc. Forest's Wrath Can now be selected with either Heroic. Malthael
      Base
      Wraith Strike [W] Range is increased from 6 to 7. Talents
      Level 4 Black Harvest Quest goal reduced from 180 seconds to 150 seconds. Level 10 Tormented Souls No longer resets the cooldown of Wraith Strike when Tormented Souls ends. Now reduces the cooldown of Wraith Strike to 2 seconds and removes its Mana cost while Tormented Souls is active. Level 20 Reaper of Souls While 2 or more enemy Heroes are in Tormented Souls' radius, its duration does not decay. Zagara
      Talents
      Level 16 Corrosive Saliva Damage reduced from 1.75% to 1.5% of maximum Health. Return to Top
      Bug Fixes
      General
      Fixed an issue with the display priority for the duration bar of Taunt effects. Map
      Battlefield of Eternity Fixed an issue where areas of the map were not covered under Fog of War. Blackheart's Bay Fixed an issue where some Heroes would not be able to path around Healing Fountains. Cursed Hollow Fixed an issue where Hogger could go through unpathable sections of the map. Warhead Junction Fixed an issue where healing fountains were not symmetrical on the map. Heroes
      Artanis Base Shield Overload [Q] Fixed an issue that caused Shield Overload to not display correctly if empowered by Shield Surge. Brightwing Level 10 Blink Heal Fixed an issue that caused Blink Heal's trailing images to be visible while Brightwing has no remaining Blink Heal charges. Chen Base Fortifying Brew [Trait D] Fixed an issue that caused Fortifying Brew being instantly destroyed not granting Attack Speed. Fortifying Brew has been added to the Buff Bar. Dehaka Base Burrow [E] Fixed an issue that caused Burrow's visuals to be displaced if Dehaka is launched shortly after Burrow ends. Jaina Base Frostbite [Trait] Ice Block's before first use attention indicator is now also removed when Jaina is killed. Johanna Level 4 Eternal Retaliation Updated Eternal Retaliation's visual effect to only be visible to Johanna. Level 10 Blessed Shield Fixed an issue with the display priority for the duration bar of Blessed Shield. Lt. Morales Level 10 Medivac Dropships Fixed an issue that caused Medivac Reinforcement's indicator beam to point to Lt. Morales' active position instead of where Reinforcements was cast. Mephisto Base Shade of Mephisto [E] Fixed an issue with the display priority for the duration bar of Shade of Mephisto. Ragnaros Level 13 Cauterize Wounds Cauterize Wounds healing is now a singular combined effect each time it heals, instead of a heal effect for each Hero hit. Fixed an issue that caused Cauterize Wounds healing amount to be determined by the damage dealt to the target furthest from the primary Empower Sulfuras target. If Cauterize Wounds is reapplied while already active, any remaining healing will apply over the refreshed duration. Samuro Base Critical Strike [W] Fixed an issue that caused Samuro's Critical Strike stacks to be visible to an enemy Samuro. Sonya Level 10 Wrath of the Berserker Fixed an issue with the display priority for the duration bar of Wrath of the Berserker. Stukov Base Healing Pathogen [Q] Fixed an issue that caused Healing Pathogen to persist for a brief period after activating Bio-Kill Switch. Sylvanas Base Black Arrows [Trait D] Fixed an issue with the display priority for the duration bar of Black Arrows. Level 10 Mind Control Fixed an issue with the display duration for the duration bar of Mind Control. Level 20 Deafening Blast Fixed an issue that caused Deafening Blast to activate off of the center of units instead of their edge. The Lost Vikings Fixed an issue that prevented Olaf from charging while Silenced. Valeera Level 16 Assassinate Damage bonus is now additive. Fixed an issue with duration extension. Return to Top
      Click here to discuss this post with other players in the official Heroes of the Storm forums.

    • By Staff
      After extensive PTR testing, the latest Heroes of the Storm patch is now live and here are the official patch notes!
      (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 Storm League Balance Update Bug Fixes General
      Anduin has replaced Malfurion as the Ally hero in Try Me Mode. Numerous game strings have been updated to reflect current gameplay. Updated Homescreen and Startup Music. Return to Top
      Storm League
      Rank Decay will now only apply to players in Master and Grand Master Leagues. Reduced maximum party size for Master and Grand Master players to 2. Master and Grand Masters can only party with players 5,000 Rank Points away from them. Return to Top
      Balance Update
      Heroes
      Ana
      Base
      Biotic Grenade [W] ADDED FUNCTIONALITY: If Biotic Grenade does not hit any enemies, its cooldown is reduced by 3 seconds. ADDED FUNCTIONALITY: If Biotic Grenade only hits Ana, its cooldown is reduced by 2 seconds. Talents
      Level 1 Vampiric Rounds Shrike now gives a 15% passive healing bonus. Level 20 Deadeye ADDED FUNCTIONALITY: Eye of Horus can now be toggled On and Off. ADDED FUNCTIONALITY: Eye of Horus rounds are regained once every 10 seconds. ADDED FUNCTIONALITY: Eye of Horus cooldown is now 6 seconds. Bonuses acquired from Deadeye now lasts 4 seconds. Auriel
      Base
      Bestow Hope [Trait D] Reduced amount of energy stored from 40% to 35% of damage to non-Heroes. Reduced amount of energy stored from 80% to 70% of damage to Heroes. Azmodan
      Talents
      Level 16 Trample ADDED FUNCTIONALITY: Now reduces Heroic cooldown by 25% if Trample hits a Hero. E.T.C.
      Base
      Face Melt [W] Cooldown reduced from 12 to 10 seconds. Rockstar [Trait D] Armor from Basic Abilities increased from 20 to 25. Armor from Heroic Abilities reduced from 60 to 50. Talents
      Level 4 Crowd Surfer Cooldown reduction reduced from 7 to 6 seconds. Level 7 Hammer-on ADDED FUNCTIONALITY: Basic Attacks deal 12% more damage, increased to 36% while Guitar Solo is active. Level 13 Encore Cooldown reduction reduced from 5% to 4%. Level 20 Power of the Horde NEW TALENT: Activate to grant nearby allied Heroes a Shield that absorbs damage equal to 30% of their maximum Health for 5 seconds, increased by 2% for each other allied Hero in the area. This new Talent replaces Storm Shield. Ride the Lightning NEW TALENT: Activate to teleport to a nearby location and deal 48 damage to nearby enemy Heroes. The cooldown is reduced by 10 seconds for every enemy Hero hit, up to 50 seconds. Genji
      Talents
      Level 1 Pathfinder ADDED FUNCTIONALITY: Heroic Ability now heals Genji for 10% of the damage dealt to enemy Heroes, increased by up to 30% based on how low Genji's Health is. Level 10 X-Strike Cooldown increased from 60 seconds to 75 seconds. Detonation damage increased from 275 to 290. Slash damage increased from 135 to 145. Level 13 Shingan Now does 40% less damage to Structures. Level 20 Living Weapon Cooldown reduction increased from 10 seconds to 12.5 seconds. Imperius
      Base
      Molten Armor [E] Now hits two extra targets if no Heroes are in range. Talents
      Level 1 Impaling Light REWORK: Impaling Light cooldown is reduced by 2 seconds. REWORK: Impaling Light does 180% more damage to Heroes, reduced by 20% for each additional Hero hit. REWORK: Impaling Light mana cost is reduced from 40 to 30. REWORK: When a Valorous Branded target's Stun ends, Impaling Light's cooldown is reduced by 1 second for each Valorous Brand on the target. Level 7 Blaze of Glory Blaze of Glory delay reduced from 2 seconds to 1.75 seconds. Holy Fervor Molten Armor no longer grants Holy Fervor. Level 20 Heavenly Host ADDED FUNCTIONALITY: All Shields created by Angelic Armaments no longer expire. ADDED FUNCTIONALITY: Swords fired by Heavenly Host Shields can target non-Heroes, but Heroes are prioritized. Molten Wrath NEW TALENT: Molten Armor will now hit two extra targets even if enemy Heroes are in range. Lunara
      Talents
      Level 7 Splintered Spear ADDED FUNCTIONALITY: Now grants 3 stacks of Splintered Spear. A stack is consumed when an extra target is attacked. Can have a maximum of 3 stacks and all stacks can be consumed in a single attack. Level 13 Endless Spores Now also refunds 50 Mana. Level 20 For The Wildlands! NEW TALENT: Thornwood Vine now shoots out 4 additional Vines in an arc. Forest's Wrath Can now be selected with either Heroic. Malthael
      Base
      Wraith Strike [W] Range is increased from 6 to 7. Talents
      Level 4 Black Harvest Quest goal reduced from 180 seconds to 150 seconds. Level 10 Tormented Souls No longer resets the cooldown of Wraith Strike when Tormented Souls ends. Now reduces the cooldown of Wraith Strike to 2 seconds and removes its Mana cost while Tormented Souls is active. Level 20 Reaper of Souls While 2 or more enemy Heroes are in Tormented Souls' radius, its duration does not decay. Zagara
      Talents
      Level 16 Corrosive Saliva Damage reduced from 1.75% to 1.5% of maximum Health. Return to Top
      Bug Fixes
      General
      Fixed an issue with the display priority for the duration bar of Taunt effects. Map
      Battlefield of Eternity Fixed an issue where areas of the map were not covered under Fog of War. Blackheart's Bay Fixed an issue where some Heroes would not be able to path around Healing Fountains. Cursed Hollow Fixed an issue where Hogger could go through unpathable sections of the map. Warhead Junction Fixed an issue where healing fountains were not symmetrical on the map. Heroes
      Alarak Level 16 Lethal Onslaught Fixed an issue that caused Lethal Onslaught to not increase Alarak's Basic Attack damage correctly. Artanis Base Shield Overload [Q] Fixed an issue that caused Shield Overload to not display correctly if empowered by Shield Surge. Arthas Level 10 Summon Sindragosa Can now be cast over the Minimap. Azmodan Level 20 Sin's Grasp Tooltip Updated. Brightwing Base Arcane Flare [Q] Now has a minimum cast range of .05. Level 10 Blink Heal Fixed an issue that caused Blink Heal's trailing images to be visible while Brightwing has no remaining Blink Heal charges. Chen Base Fortifying Brew [Trait D] Fixed an issue that caused Fortifying Brew being instantly destroyed not granting Attack Speed. Fortifying Brew has been added to the Buff Bar. Dehaka Base Burrow [E] Fixed an issue that caused Burrow's visuals to be displaced if Dehaka is launched shortly after Burrow ends. Level 7 Paralyzing Enzymes Fixed an issue that caused Paralyzing Enzymes' duration to not be reduced if Drag ends early. Gazlowe Base Xplodium Charge [E] Now has a minimum cast range of .2. Level 10 Grav-O-Bomb 3000 Now has a minimum cast range of .2. Hanzo Base Sonic Arrow [E] Now has a minimum cast range of .2. Jaina Base Frostbite [Trait] Ice Block's before first use attention indicator is now also removed when Jaina is killed. Johanna Level 4 Eternal Retaliation Updated Eternal Retaliation's visual effect to only be visible to Johanna. Level 10 Blessed Shield Fixed an issue with the display priority for the duration bar of Blessed Shield. Kel'Thuzad Level 13 Chains of Ice Chains of Ice no longer Slows if the Stun is removed. Li-Ming Level 10 Disintegrate Fixed an issue that allowed Disintegrate to be cast while moving. Lt. Morales Base Healing Beam [Q] Fixed an issue that allowed Healing Beam to be cast on multiple targets at once. Level 10 Medivac Dropships Fixed an issue that caused Medivac Reinforcement's indicator beam to point to Lt. Morales' active position instead of where Reinforcements was cast. Malfurion Level 1 Emerald Dreams Emerald Dreams no longer puts Heroes to Sleep if the Root gets removed. Medivh Level 20 Glyph Of Poly Bomb Fixed an issue that allowed Medivh to cast abilities during Raven Form. Mephisto Base Shade of Mephisto [E] Fixed an issue with the display priority for the duration bar of Shade of Mephisto. Level 20 Unspeakable Horror Fixed an issue that caused Unspeakable Horror to Silence twice. Muradin Base Thunder Clap [W] Fixed an issue that caused Thunder Clap's splat to not match the area Thunder Clap hits. Level 4 Thunder Burn Fixed an issue that caused Thunder Burn's damaging area to be smaller than Thunder Clap's area. Fixed an issue that caused Thunder Burn's warning indicator to be inconsistently sized for the area affected. Murky Base Pufferfish [W] Now has a minimum cast range of .05. Orphea Base Shadow Waltz [Q] Fixed an issue that caused Orphea to not dash when moving after hitting an enemy Hero with Shadow Waltz. Ragnaros Level 13 Cauterize Wounds Cauterize Wounds healing is now a singular combined effect each time it heals, instead of a heal effect for each Hero hit. Fixed an issue that caused Cauterize Wounds healing amount to be determined by the damage dealt to the target furthest from the primary Empower Sulfuras target. If Cauterize Wounds is reapplied while already active, any remaining healing will apply over the refreshed duration. Rexxar Base Misha, Charge! [W] Can now be self-cast. Samuro Base Critical Strike [W] Fixed an issue that caused Samuro's Critical Strike stacks to be visible to an enemy Samuro. Sonya Level 10 Wrath of the Berserker Fixed an issue with the display priority for the duration bar of Wrath of the Berserker. Remaining duration indicator is now standalone from Whirlwind's duration indicator. Stukov Base Healing Pathogen [Q] Fixed an issue that caused Healing Pathogen to persist for a brief period after activating Bio-Kill Switch. Sylvanas Base Black Arrows [Trait D] Fixed an issue with the display priority for the duration bar of Black Arrows. Remaining duration indicator is now standalone from Haunting Wave's duration indicator. Level 10 Mind Control Fixed an issue with the display duration for the duration bar of Mind Control. Level 20 Deafening Blast Fixed an issue that caused Deafening Blast to activate off of the center of units instead of their edge. The Lost Vikings Fixed an issue that prevented Olaf from charging while Silenced. Tracer Level 16 Ricochet Now appears as its own entry in the Death Recap. Tychus Base Frag Grenade [W] Fixed an issue that caused Frag Grenade to not apply physics to physics objects when no targets are hit. Valeera Level 16 Assassinate Damage bonus is now additive. Fixed an issue with duration extension. Whitemane Base Searing Lash [E] Can now be self-cast. Return to Top
      Click here to discuss this post with other players in the official Heroes of the Storm forums.

    • By Staff
      Game Pass members can now unlock 30 Heroes in Heroes of the Storm for free. Here’s how to claim your in-game perks.
      Game Pass Ultimate and PC Game Pass members are getting a fresh batch of in-game perks this week, and Heroes of the Storm is officially part of the lineup!
      Starting now, subscribers can unlock 30 playable Heroes in Blizzard's free-to-play MOBA just by linking their Battle.net account.
       
×
×
  • Create New...