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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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      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
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    • 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.
       
    • By Staff
      After extensive PTR testing, Blizzard released a new balance patch and here are the official patch notes.
        
      Our next Heroes of the Storm patch is live! Read on for more information.
      NOTE: Orange text indicates a change between PTR and Live notes.
      Quick Navigation:
      General Balance Update Bug Fixes General
      Updated Homescreen and Startup Music. Updated Shop Bundles and Items. Draft First Round pick timer has been reduced from 40 seconds to 25 seconds. Hero Ban timer has been reduced from 24 seconds to 15 seconds. Hero Pick timer has been reduced from 24 seconds to 15 seconds. Return to Top
      Balance Update
      Heroes
      Auriel
      Base
      Bestow Hope [Trait] Decreased the amount of energy stored from 50% to 40% of damage to non-Heroes. Dehaka
      Base
      Dark Swarm [W] Damage reduced from 52 to 48. Talents
      Level 4 Hero Stalker Essence gain is not increased when hitting more than 2 Heroes. Essence gain now requires Dark Swarm to hit 2 Heroes. Hitting more than 3 Heroes at once no longer grants additional Essence. Lurker Strain Cooldown reduction bonus reduced from 3 seconds to 2 seconds. Level 7 Feeding Frenzy REWORK: Cooldown reduction is now a Gambit bonus, starting from 1.5 second cooldown reduction. Each death lowers this by 0.25, up to 3 times. Paralyzing Enzymes REWORK: Gambit removed. Now reduces Drag's target's healing received by 40% while Drag is active and for 2 seconds after. Level 13 Ferocious Stalker Damage bonus reduced from 60% to 50%. Level 16 Tunnelling Claws Movement speed reduced from 125% to 120%. Level 20 Contagion Now also reduces the damage of Isolation by 60%. Greymane
      Talents
      Level 1 Wolfheart Rework: Now also increases Armor granted by Worgen Form from 10 to 15. Kharazim
      Base
      Health increased from 2027 to 2080. Breath of Heaven [W] Healing increased from 285 to 295. Talents
      Level 4 Air Ally Health increased from 200 to 300. Spell Power increased from 15% to 20%. Level 10 Divine Palm Duration increased from 3 to 4 seconds. Level 13 Sixth Sense Sixth Sense now starts expiring after the Stun expires, instead of as soon as the Stun is applied. Level 20 Epiphany Cooldown increased from 60 to 70. Mana restored increased from 33% to 70%. Lúcio
      Base
      Soundwave [Q] Cooldown increased from 7 seconds to 8 seconds. Mana cost increased from 30 to 45. Talents
      Level 1 Accelerando Time to maximum increased from 4 seconds to 6 seconds. Level 4 Off the Wall REWORK: Now also refunds 15 Mana when hitting an enemy with Soundwave while Wall Ride is active. Level 7 Good Vibrations Duration of Shield increased from 7 seconds to 8.5 seconds. Level 10 High Five Cooldown increased from 20 to 25 seconds. Level 13 Heavy Casters Now also prevents Push Off from hitting multiple targets. Push Off no longer Slows the first Hero hit and instead Stuns them for 0.5 seconds. Level 16 Up the Frequency Cooldown reduction reduced from 0.4 seconds to 0.3 seconds. Up To Eleven Duration bonus from Push Off increased from 0.3 seconds to 0.5 seconds. Duration bonus from Soundwave reduced from 0.3 seconds to 0.25 seconds. REWORK: Hitting Heroes while Amp It Up is not active increases the duration of the next Amp It Up by up to 1.5 seconds. This does not limit the amount able to be gained while Amp It Up is active. Whitemane
      Talents
      Level 1 Inquisitor's Prayer After Basic Attacking an enemy Hero 3 times, Whitemane also gains a stack of Inquisitor's Prayer. Level 13 Scarlet Wrath REWORK: Now also restores .5% Mana to all Zeal targets. Return to Top
      Bug Fixes
      General
      Fixed an issue that caused some effects to not display correctly on the Target Dummy in the Sandbox and Try Mode. Fixed an issue that caused some Movement Speed bonuses to display the incorrect value in the target info panel. Brawl
      Deathwing's Cataclysm no longer starts on Cooldown in Arena Mode. Deadman's Stand Fixed an issue that caused AI to not act. Fixed an issue that caused the Map Mechanic button to not be visible. Garden Arena Fixed an issued that caused the AI to not move. Punisher Arena Fixed an issued that caused the AI to not move. Trial Grounds Fixed an issued that caused the AI to not move. Map
      Braxis Holdout Fixed an issue that caused Archangel's visual effects to register as a pingable object. Volskaya Fixed an issue that caused the Triglav Protector's Shield Emitter Shields granted to allies to increase the Pilot's Self Healing score when absorbing damage. Heroes
      Abathur Level 10 Ultimate Evolution Clones of Kharazim that have selected Insight now treat the quest as completed. Alarak Level 10 Counter-Strike Now increases Alarak's Self Healing score for damage it absorbs. Ana Base Aim Down Sights [Trait] Fixed an issue that caused Aim Down Sight's Healing Dart bonus to last after Aim Down Sights has ended. Activating Aim Down Sights will now also Dismount Ana from the Toy Train. Azmodan Base Summon Demon Warrior [W] Fixed an issue that caused Azmodan's Demon Warrior's aura damage to not behave similar to other aura damage effects. Brightwing Base Soothing Mist [Trait] Fixed an issue that caused Smoothing Mist to activate around Brightwing when in Stasis. Dehaka Fixed an issue where Basic Attack's would potentially not consume evade stacks if attacking within .25 seconds of Drag ending. Jaina Level 16 Snowstorm Fixed an issue that caused Snowstorm's bonus to not apply correctly. Kael'thas Level 7 Sunfire Enchantment Fixed an issue that caused an active Sunfire Enchantment Spell Power buff to be removed when Kael'thas is killed. Kharazim Level 10 Divine Palm Fixed an issue that caused Divine Palm's Stasis to remove Damage Over Time effects from Kharazim. Fixed an issue that caused Divine Palm to not remove negative effects that were applied alongside the triggering effect. Greymane Level 4 Insatiable Fixed an issue that caused Human Form Basic Attacks to trigger Insatiable twice. Leoric Base Drain Hope [W] Fixed an issue that caused Stasis on Leoric or Drain Hope's target to not break Drain Hope. Li Li Fixed an issue that caused Water Serpent to move at a reduced speed. Level 4 Surging Winds Fixed an issue that caused an active Surging Winds buff to be removed when Li Li is killed. Li-Ming Level 1 Power Hungry Fixed an issue that caused an active Power Hungry buff to be removed when Li-Ming is killed. Lúcio Level 7 Good Vibrations Fixed an issue that caused Good Vibrations to not gain Shields from Soundwave hitting Neutral Mercenaries. Lunara Level 10 Leaping Strike Fixed an issue that caused Leaping Strike to stall game logic. Malthael Level 1 Fear The Reaper Fixed an issue that caused Fear the Reaper's duration indicator to not be tied to the ability button. Stitches Base Hook [Q] Fixed an issue that caused Hook to not reveal their caster if the Hook is visible. Tassadar Base Shock Ray [Q] Fixed an issue that caused Shock Ray to not reveal their caster if Shock Ray is visible. The Butcher Fixed an issue that allowed The Butcher to disjoint while collecting Fresh Meat. The Lost Vikings Fixed an issue that caused Longboat to move at a reduced speed. Tychus Level 20 Focusing Diodes Now grants an additive damage bonus. Tyrael Level 13 Law and Order Fixed an issue where maximum bonus was capped at 4 allied Heroes. The cap has been increased to 15. Whitemane Level 10 Divine Reckoning Updated Divine Reckoning's mana restoration based off of damage dealt to display only one instance of floating text. Zul'jin Level 20 Forest Medicine Selecting Forest Medicine will no longer interrupt an ongoing Regeneration channel. Return to Top
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