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Heroes of the Storm Kerrigan

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Guest Phoby Trice

This build makes little to no sense. Why, exactly, sacrifice all damage building talents in favor of tanking talents, exactly? Kerrigan is a hit-and-run character. Relying on her ability to tank damage with her shields is asinine. Gank with ability power and, if she doesn't get the killing blow, disengage and re-engage upon cooldowns.

 

Lv1: Sharpened Blades (Because Kerrigan isn't a tank.)

Lv4: Envenom (Because Kerrigan isn't a tank.)

Lv7: Battle Momentum (Because Kerrigan isn't a tank.)

Lv10: Summon Ultralisk (Because Kerrigan isn't a tank.)

Lv13: Double Strike (Because Kerrigan isn't a tank.)

Lv16: Essence for Essence (Because Kerrigan isn't a tank.)

Lv20: Bolt of the Storm (Because Kerrigan is NOT a tank.)

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Guest warsaw
On 17.12.2015 at 8:33 PM, Guest Phoby Trice said:

This build makes little to no sense. Why, exactly, sacrifice all damage building talents in favor of tanking talents, exactly? Kerrigan is a hit-and-run character. Relying on her ability to tank damage with her shields is asinine. Gank with ability power and, if she doesn't get the killing blow, disengage and re-engage upon cooldowns.

 

Lv1: Sharpened Blades (Because Kerrigan isn't a tank.)

Lv4: Envenom (Because Kerrigan isn't a tank.)

Lv7: Battle Momentum (Because Kerrigan isn't a tank.)

Lv10: Summon Ultralisk (Because Kerrigan isn't a tank.)

Lv13: Double Strike (Because Kerrigan isn't a tank.)

Lv16: Essence for Essence (Because Kerrigan isn't a tank.)

Lv20: Bolt of the Storm (Because Kerrigan is NOT a tank.)

Sorry but this also makes no sense.. Because Kerrigans aoe is lost with this ulti, i wouldn´t recommend to use ultralisk. i agree with your opinion that kerrigan is not a tank, but she doesn´t need to be a tank to take advantage of additional heals, especially if you are jumping out of healers range and he can´t follow fast enough. So first talent should always be siphoning impact. Second talent envenom is ok for me because you will not always kill instant with clean kill (combination of ravage talents is interesting anyway), and for low-rank games i would surely prefer omegastorm as a last instead of bolt of the storm

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Not sure if this has been addressed but you don't have a recommended talent for level 13 right now.  You still have Lingering Essence there, and then all three of the current talent picks are placed under Not Recommended.

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Guest Castitatis

I've had great runs in mid-tier elo using a more melee centered build paired with either a rehgar and/or a Lt. Morales.

1. siphoning impact

4. fury of the swarm

7. bladed momentum or if they have high burst then adaptation

10. maelstrom

13. double strike

16. aggressive defense

20. nexus blade or bolt of storm if they have good escape mechanics

 

This turns kerrigan into an AA monster that can shred multiple people down at once if they make the unfortunate mistake of bunshing together, which does happen quite often at the level where I play, especially assassins sticking near their supports.

Either rehgar or morales are a must for this to work well though 

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2 hours ago, Guest Castitatis said:

I've had great runs in mid-tier elo using a more melee centered build paired with either a rehgar and/or a Lt. Morales.

1. siphoning impact

4. fury of the swarm

7. bladed momentum or if they have high burst then adaptation

10. maelstrom

13. double strike

16. aggressive defense

20. nexus blade or bolt of storm if they have good escape mechanics

 

This turns kerrigan into an AA monster that can shred multiple people down at once if they make the unfortunate mistake of bunshing together, which does happen quite often at the level where I play, especially assassins sticking near their supports.

Either rehgar or morales are a must for this to work well though 

Yeah, the need to auto-attack with a melee hero is often quite dangerous (especially if the opposing team has good pokers), requiring you to have a pocket healer, which significantly reduces the usability of some talents, such as the Fury of the SwarmFury of the Swarm. How successful are you with this build?

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Guest Andrerx470

I want to point out that fury of the swarm does a lot more damge than psionic pulse in far less time while landing W-E combo and also is a passive so its ALWAYS active and greatly contributes to Kerrigan shield when she dives in the enemy team with Malestrom.

Anothe talent that sinergizes well with fury of the swarm is assimilation mastery because one of kerrigan weak points is the high mana cost of her abilities (175 for QWE combo).  Bladed momentum is a very good talent but relying on it in long teamfights leaves you with no mana ( only 3 combo at most and even less if you pick siphoning impact at level 1) and kerrigan with no mana is utterly useless.

Kerrigan talents are ALWAYS extremely situational but i think more credit should be given to overdrive since uther and tyrael are almost fixed bans now. This talent beside having a very low CD it powers up Malestrom damage (the shield gets 250% at lv20 if you pick omegastorm) and dramatically improves your burst damage which is kerrigan main trait (especially if you have picked sharpened blades at lv1 and clean kill at lv4). The increased mana cost can be easily covered with assimilation mastery or/and malfurion trait.

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Guest Cennix

I don't agree with these builds.

I find the biggest strength in Kerrigans staying power is when you combine Fury of the Swarm 4 with Double Strike 13 and Agressive Defence 16. The cleave, which also benefits from the extra auto hits on 13, all generate extra shields from the 16 talent.

My most successful build by far as a Kerrigan main with 65% winrate over 400+ games is similar to what Castitatis posted above, :

Cleave Build

1. Sharpened Blades/Block
2. Fury of the Swarm
3. Bladed Momentum
4. Maelstrom
5. Double Strike
6. Aggressive Defense (Occasionally Consider Essence for Essence if I find myself consistently just needing a little extra damage for a kill after a Q/AA+Proc/W-E/AA+Proc/AA combo. Can heavily depend on levels as well).
7. Psionic Shift

If I go for a ravage build I will tend to go as follows:

1. Siphoning Impact.
4. Clean KIll
7. Bladed Momentum
10. Maelstrom
13. Eviscerate/Double Strike (Depends on target choice in fights)
16. Essence for Essence (Without all the cleave value from the above build I don't feel like Aggressive Defence gets enough value, especially If you are going for a ravage build, these fights should be relatively short and snappy, and therefore Essence for Essence should generally get more value)
20. Psionic Shift

The Cleave build is  much better at taking Merc camps than a standard Ravage build. At 13, you have the flexibility of burning some extra mana and clearing it super fast (faster than any other melee (Samuro, Greymane, Wrath Sonya included), or to preserve your mana and cleave it down a little slower. The healing lost from the ravage build in this regard is made up for the fact that you gain so much extra shielding from the cleave damage. It also has other little benefits such as clearing Zag creep with the cleave if positioned correctly too.

For Infernal Shrines and Haunted Mines I usually play a ravage build, as it is fantastic at clearing the shrine/small skull camps but if I see a game I can heavily abuse sappers on Mines with the above cleave build then I will opt for that. with Sharpened Blades/Fury of the Swarm on 1 & 4 you clear these sapper camps very fast and i feel it scales much better late game due to superior synergy.

When choosing which build also take into account things like how much value block would get. If I'm against a butcher I need to heavily consider this and it can often decide the route of my build. Always look for things you can abuse for healing/shielding. For example If you are against a Nazeebo, you can abuse the Zombie Wall to heal up with ravage build. Same with Pufferfish, Beetles, and so on. The list is pretty substantial but I will always go to one of these two builds. Sometimes this makes me even consider Omegastorm at 20. Things like Samuro clones, Arthas Army, Chen Ult. and even Brocoli can give you extra value from this you should take into account.

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11 hours ago, Guest User1 said:

No Ultralisk on Kerrigan Abilities and strategy

Thanks for pointing this out! It must have been removed by mistake.

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On 9/7/2015 at 11:29 AM, Damien said:

This thread is for comments about our Kerrigan build guide for Heroes of the Storm.

Ahahahaha i suggest people who come here to avoid this build for kerrigan,6 years of playing LOL and making such a poor guide for such a great killer hero,who made this never should've touch even kerrigan.As a player of kerrigan i recommend: 

lvl1.Sharpened Blades.

lvl 4.Psionic Pulse.

lvl 7.Assimilation Mastery.

lvl10.Maelstrom.

lvl13(Here it depends on situation and enemy,if opposing team has a tank like arthas or such stuff,or a killer like butcher go for double strike,if you find yourself in a more comfortable position with opposing players without high in HP go for Queen's Rush,will help you chasing players trying to avoid maelstrom or your other skills while maelstrom activated.

Lvl16.Also same situation like previous on 13,if your team needs someone with high damage go for Overdrive.But if your team has enough damage output go for aggressive defense.Usually i prefer Overdrive(never bad having a 25% boost:D)

Lvl.20.Omegastorm focuses on your shileds amount you gain from lvl 10Maelstrom,but i recomend Nexus Blades.

 

Cheers.and GLHF.

Edited by Cdavid
typo

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2 hours ago, Cdavid said:

Ahahahaha i suggest people who come here to avoid this build for kerrigan,6 years of playing LOL and making such a poor guide for such a great killer hero,who made this never should've touch even kerrigan.As a player of kerrigan i recommend: 

I mean, not just our guide disagrees with you, but HoTSLogs %s do as well.

3.3% taking Queen's Rush in last 7 days vs. 73.1% taking Double Strike at 13.

Even less for Overdrive, 2.8% take it on 16. 

If they were at least at 10%+, there might be an argument here, but those are incredibly low %s.

You say you are a player of Kerrigan, but what exactly do you mean? What rank are you currently at? Do you play her against AI, in Quick Play, in Ranked? These are all important pieces of information.

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Kerrigan i play in ranked mode and quick matches...the build with Queen's Rush for me it's useful. I've mentioned already some players are like frozen when you activate Maelstrom and will try to get out of it's range,that talent helps me keep me close enough to him.Like i was saying Double Strike i prefer it in fights with other dps such as The Butcher,who's dealing a crazy amount of dmg in team fights especially after gathering 200 meat.Now i should ask you back,what you do with 2 talents on Eviscerate?? for healing and 40% distance?

This build i suggest it for normal players,i've already read your thoughts far away they are at championships even dough neither you don't reach there as neither i.

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12 minutes ago, Cdavid said:

Kerrigan i play in ranked mode and quick matches...the build with Queen's Rush for me it's useful. I've mentioned already some players are like frozen when you activate Maelstrom and will try to get out of it's range,that talent helps me keep me close enough to him.Like i was saying Double Strike i prefer it in fights with other dps such as The Butcher,who's dealing a crazy amount of dmg in team fights especially after gathering 200 meat.Now i should ask you back,what you do with 2 talents on Eviscerate?? for healing and 40% distance?

You are criticising two different builds in the same comparison? I don't understand how that's possible. They are intended to do two different things. The first build is there specifically to output as much damage as possible, sacrificing all survivability for it. This is very clearly noted below it. You take talents to deal as much damage as possible to a single priority target. That's when you take things like Double Strike, specifically to counter things like Butcher. You aim to kill them in one stun by ensuring your team focuses them alongside you. This is exactly what the guide says, what you say and then you say the guide is completely wrong. 

The second build, with the range and healing talent are never meant to be taken against things like the Butcher. That's the whole point of the build. We never recommended it to be taken so, yet you are saying that the Butcher counters that build. I really don't understand.

The second build is to be used to stick to ranged targets that can kite you and slowly kill you, with roots or jumps. Definitely not a hero like the Butcher. 

Calling the guide "such a poor guide" and then attacking a specific build for its ability to counter a hero it was never meant to counter is just downright ridiculous, especially when another talent build is listed next to it already that is for said hero.

18 minutes ago, Cdavid said:

This build i suggest it for normal players,i've already read your thoughts far away they are at championships even dough neither you don't reach there as neither i.

Just because someone is a normal player, doesn't mean they need to use a sub-par talent. If anything, taking Overdrive is even worse for the normal player, because you lose any survivability from the other two choices. So actually, your choice of Overdrive would belong with the pro players that have pro supports to save them.

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13 hours ago, Guest Kerrigan said:

This guide needs to die both these builds are garbage tier.

Oh, why's that?

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Here's a pretty good build I just stole from someone posting it in Blizzard's official HotS forums.

https://www.icy-veins.com/heroes/talent-calculator/kerrigan#29.7!332221.

I gave it a try myself, it's a lot better than the old Ravage build (which has been literally "ravaged" after the last nerfs). It's pretty good - though she's still a kind of niche hero. This worked well for me in Tomb.

Justifications (as the guy who posted, argued the reasoning behind these talent choices):

1 - Damage Block. This helps a lot in making you tanky. It may seem that 2 instances of 75% physical armor against enemy Hero attacks is not much, but it helps you in building up your shield from your trait. You can see it as a form of sustain - the typical "lifesteal sustain" restores some of your health as long as you keep attacking something. That kind of negates some of the damage you're taking, which is exactly the same thing this talent does. The advantage is that you don't have to actually attack anything to negate a portion of their attack damage, but in exchange for that, it doesn't work against spells. But given that you're a melee hero with the ability to dive into the enemy you're bound to get attacked anyway and this will serve its purpose.

4- Cleave. This not only helps in waveclearing, for no manacost whatsoever - this also HELPS BUILDING UP YOUR SHIELDS VERY FAST. Do you remember how Assimilation works? yeah, that's right. You have to hurt enemies with your attacks and spells. The more enemies you manage to hurt at once, the more shields you get. Since Cleave causes your attacks to damage several minions at once (or if you're really really lucky you might be able to attack and damage more than 1 enemy Hero with the Cleave if they're really clumped together). If you're in lane, you're just hitting minions with cleave, you're clearing waves but also building up your shields in the process. This is obviously handy in preparation for diving at an enemy where you might get hurt.

7 - Assimilation Mastery. This combined with the fact that you're damaging several minions at once with each Cleave attack improves the duration of your Assimilation Shields and your health and mana regen along with it. You may still go for Bladed Momentum if you like, but keep in mind that Kerrigan is more about getting only 1 spell combo on a squishy enemy right (while surviving the ordeal), most of the time you won't really have much room for a second attempt if you failed the first one.

10 - Ultralisk. Since you've been tanking yourself up to this point, you have to get some means of damage (other than your stun + pull  + dive combo) and this gives it. Most people won't pay attention to the ultralisk running and hitting, they will just try to stop you and so your pet goes unchecked. It works better than Maelstrom in that for that one you have to be really close to a bunch of enemies for that to work, and they can get away with an escape mech or whatever. If your pet does not reach an enemy in time, you could at least order it to clear a lane or attack an enemy tower or other structure meaning it doesn't completely go to waste. In addition keep in mind that Ultralisk helps you much more in things such as body-blocking or dismounting enemies trying to either chase you or flee from you.

13 - Double Strike - This is Kerrigan's version of Follow Through or Nova's One in the Chamber. Buffs some of your attack damage now that you have buffed your survivability to a decent amount.

16 - Aggressive Defense - By this point you're as tanky as an Artanis, or probably more.

20 - You can go with any talent really but the guy recommended Nexus Blades. Any of the talent choices at this tier seems fine.

Edited by Leadblast

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On 06/12/2017 at 12:07 PM, Farbas said:

This is not really a build-related question, but why would you ever pick Kerrigan over Alarak?

Mobility. Armour. For the Swarm.

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This guide really needs an update so badly.

There's pretty much only 1 viable build for Kerrigan right now, with some optional talent choices:

Lv 1: Either Sharpened Blade or Block. Block is good against hard-hittig AA like Butcher, Stukov, Greymane, etc; while being useless against fast AA like Tracer, Tychus, Genji.

Lv 4: Fury of the Swarm is the only choice. It significantly improves your waveclear and merc clear, while helping you building up your shield if a team fight is going to happen nearby. The other choices are either extremely underwhelming, or making zero sense at all.

Lv 7: Bladed Momentum should be the go-to choice. It vastly improves your merc clear to the point that you're one of the best mercenary camp claimer in the game. It also helps you team fight by allowing for more combo AND Ravage usage, whichc results in more damage, more shield and more mobility. Some people opted for Assimilation Mastery for mana sustain, but you don't really need it if you have better MANAgement. (LUL)

Lv 10: Maelstorm is the choice here. The damage is not something spectacular, but it forces the enemy backliners to move away from it, making you easier to predict their movement and hit your combo. Ultralisk is better for split-pushing, but it really doesn't do much until you get the upgrade at lv 20. 

Lv 13: Double Strike is too powerful to give up. It significantly increases your burst damage, to the point that you can almost one-shot a squishy. It also allows you to clear camp much faster.

Lv 16: You can choise between Aggressive Defense and Essence for Essence. Aggressive Defense makes you much tankier, while Essence for Essence provides a respectable amiunt of on-demand burst damage. Take what you need based on your situation.

Lv 20: I've seen a lot of different opinions for this tier, but I usually prefer Psionic Shift. It makes you much more unpredictable, so they'll have a harder time to dodge your combo. I sometimes go for Maelstorm upgrade if I need to be a tanky frontliner, or the enemy team has a melee heavy comp.

This guide's builds are really horrible, especially the Ravage build. 2 of its talents are based around a kill-reset mechanic on you main engaging tool. This makes zero sense on Kerrigan, whose kit is based around landing a high-damage combo after engaging. You ain't gonna kill anyone after you use Ravage on them in 1.5s. This kind of talents would be insane on someone like Genji, but not Kerrigan.

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Guest my build

i have around 200k siege dam and 85k heroes dam :

1- Block:  good early game 

4- fury of the swarm: a lot of xp

7- assimilation mastery: mana and health

10- does'nt matter choose what's best.. uselly ultralisk because of lvl 20 torrasque

13- eviscerate: more dam

16- aggressive defense: more def

20- well i often use ultralisk so i pick torrasque but it is up to u

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Guest pls

It's been almost a day since the frontpage said that all of Kerrigan's pages have been updated for the rework but it's still the same list from a year ago.

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      General
      Order of buffs in the Buff bar has been updated to match the order in which talents are gained. Samuro can no longer target a Mirror Image that is affected by launch effects (Example: Phase Prism). Samuro will no longer mirror Hearthstone and Mount commands on his Mirror Images if the command is sent while selecting a Mirror Image and not Samuro. Tooltips have been updated to reduce confusion. Base
      Image Transmission [Trait] Advancing Strikes will now copy Samuro's state for the following: creating a new Mirror Image, Image Transmission, Deflection, Press the Attack. Wind Walk [E] Wind Walk will no longer cancel move and attack commands in the command queue when activated. Critical Strike [W] Activating Critical Strike while Samuro's Basic Attack is being swung will now apply to that attack, rather than the next attack, and will carry the attack reset over to the next Basic Attack. Samuro can now see his Critical Strike progress below his Healthplate. Samuro can now see the remaining duration of Critical Strike's activation around the ability button. Critical Strike will now copy Samuro's state for the following: creating a new Mirror Image, Image Transmission, Deflection, Press the Attack. Talents
      Level 1 Way of Illusion Way of Illusion quest progress is now correctly mirrored between different Mirror Images and Samuro. Level 7 Burning Blade Burning Blade is now an additive modifier for both Samuro and his Mirror Images instead of just his Mirror Images. Level 13 Kawarimi Kawarimi Mirror Images will now clear their command queue of Hearthstone commands when created. Level 16 Harsh Winds Harsh Winds is now an additive modifier. Balance Update
      Heroes
      Arthas
      Talents
      Level 13 Frost Strike Rework: If Death Coil hits a target Slowed by Frost Strike, they will be Silenced for 1 second. Rework: No Longer reduces the cooldown of Frostmourne Hungers. Level 16 Frostmourne Feeds Rework: The cooldown for Frostmourne Hungers now starts as soon as the first empowerment is used. Rework: The second Frostmourne Hungers empowerment now only applies after hitting a Hero and lasts for 4 seconds. D.Va
      Base
      Max Health increased from 2100 to 2150. Defense Matrix [W] Damage reduction increased from -50% to -60%. Talents
      Level 1 Liquid Cooling Bonus duration increased from 35% to 50%. Level 7 Get On The Point! Movement Speed increase duration increased from 2 seconds to 3 seconds. Timer reduced from 3 seconds to 2 seconds. Level 10 Bunny Hop Damage increased from 70 to 78. Proc bonus damage reduced from 100% to 80%. Micro Missiles Cooldown between charges reduced from 5 to 3 seconds. Cooldown per charge reduced from 20 to 19 seconds. Level 13 Target Locked Armor reduction and Slow are now refreshed in duration if the enemy Hero already has the debuffs. Reduced the amount of time that enemy Heroes need to be in the Defense Matrix from 1 second to 0.75 seconds. Level 16 Diverting Power Healing reduced from 35 to 31. Emergency Shielding Duration increased from 4 to 8 seconds. Shield increased from 280 to 290. Greymane
      Talents
      Level 16 Lord Of His Pack New: Replaces Executioner. Basic Attacks against Slowed, Rooted or Stunned enemy Heroes deal 25% additional damage for 3 seconds, increased to 50% while in Worgen Form. Imperius
      Talents
      Level 10 Wrath of the Angiris Rework: Damage reduced from 375 to 250. Rework: Now deals 20% additional damage for each Valorous Brand marker on the target when landing. Rework: Valorous Brand markers placed by Imperius will no longer be removed when launching the target into the air. These can still expire while in the air. Li Li
      Talents
      Level 1 Free Drinks Can now reduce the cooldown multiple times per cast (Example: Combined with Two For One). Level 20 Shake It Off Armor now persists for 2 seconds after Stun, Silence, or Root expires. Medivh
      Talents
      Level 20 Glyph of Poly Bomb Rework: Target an area to apply Poly Bomb to all enemy Heroes in the area. Poly Bomb activates a second time 1 second after. Murky
      Talents
      Level 13 Egg Shell The Shield now regains an amount equal to 35% of Murky's current Health when Murky places a new Egg. Varian
      Talents
      Level 20 Demoralizing Shout Cooldown of Demoralizing Shout and Parry are reduced by 2.5% whenever an enemy Hero affected by Demoralizing Shout deals damage to a Hero. Return to Top
      Bug Fixes
      General
      Fixed issues with Block and Basic Attacks that Ignore Armor. Map
      Cursed Hollow Fixed an issue that caused Cursed Hollow's Call for Help's Armor reduction to not be cleared by Stasis or Invulnerable. Heroes
      Anubarak Level 20 Cryptweave Fixed an issue that caused Cryptweave's duration increase to be granted while Anub'arak is dead. Artanis Level 10 Purifier Beam Fixed an issue that caused Purifier Beam to last up to an additional 0.5 seconds. Azmodan Level 10 Demonic Invasion Fixed an issue that caused Demonic Invasion grunts to attack Stealthed enemies. Cassia Level 20 Titan's Revenge Fixed an issue that caused Titan's Revenge empowered Basic Attacks to consume Block charges. Fixed an issue that caused Titan's Revenge to not apply to Charged Strikes bounce attacks. Cho'Gall General Fixed an issue that caused Cho and Gall to become separated if Cho enters a Vehicle the moment the Vehicle expires. Deathwing Level 10 Bellowing Roar Fixed an issue to allow Deathwing to cast Bellowing Roar while Dragonflight is active. Diablo Base Black Soulstone [Trait] Fixed an issue that caused Diablo's health gained from Black Soulstone to not be accurate. D.Va Base Self Destruct [E] Exploding Mech visibility has been updated from the detonation area to the expanding warning indicator area. Boosters [Q] Fixed an issue that caused Boosters to not be affected by cooldown reduction granted by Allied Heroes. Will now behave similarly to Defense Matrix and have a fresh cooldown when a new Mech is called. Level 16 Emergency Shielding Will now be properly reset when ability cooldowns are reset in Sandbox or Try Mode. Fenix Level 20 Unconquered Spirit Ability will no longer be shaded as though it is disabled when off cooldown. Will now be properly reset when ability cooldowns are reset in Sandbox or Try Mode. Gul'dan Base Drain Life [W] Added a range indicator for Drain Life. Hanzo Level 16 Piercing Arrows Fixed an issue that caused Storm Bow to not hit targets in close proximity to the first target hit with Piercing Arrows. Johanna Level 20 Indestructible Ability will no longer be shaded as though it is disabled when off cooldown. Will now be properly reset when ability cooldowns are reset in Sandbox or Try Mode. Junkrat Level 7 Dirty Trickster Will now be properly reset when ability cooldowns are reset in Sandbox or Try Mode. Leoric Level 1 Fealty Unto Death Healing increased from 31.85 to 32. Updated the tooltip to display number instead of percentage. Li Li Base Cloud Serpent [W] Fixed an issue that caused crit floating modifiers to not apply to Cloud Serpent damage. Fixed an issue that caused Defense Matrix to not apply to any Cloud Serpent damage. Fixed an issue that caused Spell Power to not apply to Cloud Serpent healing. Healing Brew [Q] Fixed an issue that caused Healing Brew to be disjointed if the target Teleports. Level 7 The Good Stuff Fixed an issue that caused The Good Stuff's Fast Feet healing increase to be multiplicative. Level 10 Jug of 1,000 Cups Fixed an issue that caused Jug of 1,000 Cups to instantly heal the target if the target Teleports while the jug is on its way to them. Level 13 Lightning Serpent Fixed an issue that caused Spell Power and other damage mods to not apply to Lightning Serpent damage. Level 16 Pick Me Up Fixed an issue that caused Pick Me Up's healing increase to be multiplicative. Lt. Morales Level 4 Trauma Trigger Will now be properly reset when ability cooldowns are reset in Sandbox or Try Mode. Fixed an issue that caused the cooldown displayed on the ability to show incorrectly. Maiev Level 4 Sudden Vengeance Fixed an issue that caused Sudden Vengeance to not activate Ruthless Spirit. Mal'Ganis Level 1 Winged Guard Fixed an issue that caused Winged Guard to lose Block charges to all effects that ignore Armor. Mephisto Level 16 Lightning Reaction Fixed an issue that caused Lightning Reaction to activate around Shades of Mephisto when Mephisto has not selected Mimic. Nazeebo Base Voodoo Ritual [Trait] Fixed an issue that caused Voodoo Ritual and Vile Infection to display the incorrect total damage value in their tooltips. Fixed an issue that caused Voodoo Ritual to not grant stack progress if the target is killed by the last tick of Voodoo Ritual after completing Vile Infection. Level 10 Gargantuan Fixed an issue that caused Gargantuan Stomp damage to not display the correct values in the tooltip. Orphea Level 16 Dead Magic Fixed an issue that caused Chaos-empowered Basic Attacks from Dead Magic to consume Block charges. Rehgar Level 7 Purification When selecting Purification, Purge will now be able to target Unstoppable enemy Heroes. Rexxar Level 10 Unleash the Boars Unleash the Boars damage updated to have Rexxar deal the damage instead of each Boar dealing its own damage. Samuro Base Image Transmission [Trait] Fixed an issue that allowed Samuro to cast Image Transmission on a destroyed Mirror Image if it was queued to happen directly after Mirror Image was cast. If Samuro activates Image Transmission or if a new Mirror Image is created, any Mirror Images that are updated will copy Blessing of the Red if it is present on Samuro instead of increasing their maximum Health as if Blessing of the Red were cast on them. Level 7 Crushing Blows Fixed an issue that caused Crushing Blows to apply to the triggering Critical Strike. Level 20 Three Blade Style Fixed an issue that caused Three Blade Style to increase Mirror Image maximum health if Samuro gained Blessing of the Red between the Images being created and the talent being selected. Fixed an issue that caused Three Blade Style to reset the duration on an active Mirror Image when selected. Sgt. Hammer General Sgt. Hammer's level 1 talent icon changes have been reverted. Stitches Level 13 Meat Hook Fixed an issue that caused the refresh duration to not match the full duration of Meat Hook. Tassadar Level 7 Arc Discharge Will now be properly reset when ability cooldowns are reset in Sandbox or Try Mode. Fixed an issue that caused Arc Discharge to become disjointed when Tassadar stops attacking. The Butcher General Talent sorting for The Butcher has been updated to be the same as other Heroes. Base Fresh Meat [Trait] Fresh Meat is now referred to as stacks instead of charges. Thrall Level 13 Spirit Shield Fixed an issue with Spirit Shield's cooldown reduction from Frostwolf Resilience. Tyrande Level 1 Ranger Fixed an issue that caused Ranger to allow Sentinel to hit up to 3 targets. Level 4 Everlasting Light Added an indicator on targets that will receive additional healing from Light of Elune. Whitemane Base Inquisition [W] Added a range indicator for Inquisition. Fixed an issue that caused Inquisition to not be cancelled if the target leaves the radius while Stealthed. Zul'jin Level 16 No Mercy! Fixed an issue that caused empowered Grievous Throw Basic Attacks from No Mercy! To not activate Medivh's Raven Familiar. Return to Top
      Click here to discuss this post with other players in the official Heroes of the Storm forums.

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

    • By Staff
      Find out what's new in Heroes of the Storm during Warcraft's 30th anniversary!
      Anniversary Background
      A new background is available in the game when you log in.

      All 43 Warcraft Heroes Available for Play
      All Warcraft Heroes are available for play completely free this week. If you'd like to earn some gold, this is a really good opportunity to bring them all to Level 5!

      Faction-Themed Bundles
      You can purchase faction-themed bundles in Heroes of the Storm.
      For the Alliance bundle includes Muradin and Varian, 6 skins and 3 mounts.

      For the Horde bundle contains Rehgar, Garrosh, 6 skins, and 3 mounts.

      Warcraft Remastered Battle Chest
      When you buy the recently-announced battle chest, you will receive Jaina, Thrall, Anub'arak, and Tyrande in Heroes of the Storm!
       
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