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Heroes of the Storm Gazlowe

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Guest Ckomopox

Hey there!

 

Because of either talent order change or some other glitch level 16 talent displayed for Grav-O-Bomb build is now Hyperfocus Coils, the only talent of four not recommended at all in the detailed talent build section.

 

Also neither this nor other build in Quick Reference matches main choices taken in the detailed section. Not sure whether this is intended.

 

And a little question. Infernal shrines were not added to map specific advice, do you think taking turrets XL for more targets may have sense there instead of slowing? Or too much utility dropped anyway?

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Hey there!

 

Because of either talent order change or some other glitch level 16 talent displayed for Grav-O-Bomb build is now Hyperfocus Coils, the only talent of four not recommended at all in the detailed talent build section.

 

Also neither this nor other build in Quick Reference matches main choices taken in the detailed section. Not sure whether this is intended.

 

And a little question. Infernal shrines were not added to map specific advice, do you think taking turrets XL for more targets may have sense there instead of slowing? Or too much utility dropped anyway?

 

Hi,

Thank you for notifying me of this small mistake. The database has issues sometimes; I'll be right quick to get it fixed.

Regarding Infernal Shrines, the map went through so many changes and iterations that we have set to give it a bit of time before cementing our guides. I'll be getting mine done within the week.

Turret XL is definitely a good pick on Infernal Shrines, as would be Extra TNT. I'll be editing the guide to reflect these.

Thank you again, and with regards,

Oxy

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Guest The Nilbog

Personally, I find picking EZ-PZ at 13 and Hyperfocus at 16 turns the Laser into a mini-heroic that is incredibly useful in team-fights and pushes, especially for Robo-Goblin users.

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Guest MadDictator

Usually I really like your talent guides but on Gazlowe I think you are overlooking something in the talent build. 

On Infernal Shrines, both teams should have reached level 4 right before the first shrine gets active. When picking up the talent Clockwerk Steam Fists (not recommended by your guide), you should be able to complete the quest during this first shrine very easily which gives you a permanent cooldown reduction of 3 seconds (from 15 to 12) for the rest of the game. 

On level 7, you give Rock-it! Turret XL not recommended as well, because it seldom hits several targets in team fight situations. On the shrines however, it makes you cut through the minions like a maniac. And since you'll be basic attacking the minions as well, you don't have to replace any turrets, ending the shrine with over 12 turrets and a group of angry opponents because as soon as they enter, Robo-Goblin will put them to half health before even reaching you. 

Same build also applies for Battlefield of Eternity although the quest takes slightly longer as the immortal will kill some turrets.

The 3 second cooldown reduction combined with Break It Down! at level 1 guarantees you to be able to set up a huge field of turrets during the siege, zoning any melee hero out of range of their forts and keeps. All a Gazlowe player has to do is pick up the Scrap, kill the outer walls for additional scrap and you'll have 4 second cooldown on your Turret charges that do significant AoE damage, melting tanks even faster than Giant Killer. 

This build almost guarantees you to be both top hero and siege damage and often giving you the most kills.

 

 

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On 7.9.2016 at 6:50 AM, Guest MadDictator said:

Usually I really like your talent guides but on Gazlowe I think you are overlooking something in the talent build. 

On Infernal Shrines, both teams should have reached level 4 right before the first shrine gets active. When picking up the talent Clockwerk Steam Fists (not recommended by your guide), you should be able to complete the quest during this first shrine very easily which gives you a permanent cooldown reduction of 3 seconds (from 15 to 12) for the rest of the game. 

On level 7, you give Rock-it! Turret XL not recommended as well, because it seldom hits several targets in team fight situations. On the shrines however, it makes you cut through the minions like a maniac. And since you'll be basic attacking the minions as well, you don't have to replace any turrets, ending the shrine with over 12 turrets and a group of angry opponents because as soon as they enter, Robo-Goblin will put them to half health before even reaching you. 

Same build also applies for Battlefield of Eternity although the quest takes slightly longer as the immortal will kill some turrets.

The 3 second cooldown reduction combined with Break It Down! at level 1 guarantees you to be able to set up a huge field of turrets during the siege, zoning any melee hero out of range of their forts and keeps. All a Gazlowe player has to do is pick up the Scrap, kill the outer walls for additional scrap and you'll have 4 second cooldown on your Turret charges that do significant AoE damage, melting tanks even faster than Giant Killer. 

This build almost guarantees you to be both top hero and siege damage and often giving you the most kills.

I'm not a big Gazlowe player, but does this build require your team to be ahead? Surely, in order for you to setup the shrines as you say, your team needs to have already won the inital fight at the shrine? Perhaps this is why it's not recommended, if this is the case.

Regardless, I'd like to hear the opinion of @Oxygen on this.

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On 9/7/2016 at 0:50 AM, Guest MadDictator said:

Usually I really like your talent guides but on Gazlowe I think you are overlooking something in the talent build. 

On Infernal Shrines, both teams should have reached level 4 right before the first shrine gets active. When picking up the talent Clockwerk Steam Fists (not recommended by your guide), you should be able to complete the quest during this first shrine very easily which gives you a permanent cooldown reduction of 3 seconds (from 15 to 12) for the rest of the game. 

On level 7, you give Rock-it! Turret XL not recommended as well, because it seldom hits several targets in team fight situations. On the shrines however, it makes you cut through the minions like a maniac. And since you'll be basic attacking the minions as well, you don't have to replace any turrets, ending the shrine with over 12 turrets and a group of angry opponents because as soon as they enter, Robo-Goblin will put them to half health before even reaching you. 

Same build also applies for Battlefield of Eternity although the quest takes slightly longer as the immortal will kill some turrets.

The 3 second cooldown reduction combined with Break It Down! at level 1 guarantees you to be able to set up a huge field of turrets during the siege, zoning any melee hero out of range of their forts and keeps. All a Gazlowe player has to do is pick up the Scrap, kill the outer walls for additional scrap and you'll have 4 second cooldown on your Turret charges that do significant AoE damage, melting tanks even faster than Giant Killer. 

This build almost guarantees you to be both top hero and siege damage and often giving you the most kills.

See, I generally really appreciate this kind of thinking, genuinely. I think that Blainie pretty much said it right, however. Steamfists work well when you're under little to no pressure, which generally won't be the case on IS. Even worse, aggressive turrets (the best kind!) for clearing out Skeletons are prone to be AoE'd down. It might work against really defensive team comps, i.e. double healer.

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Guest MadDictator

Thanks for taking my suggestion into consideration! I only play Gold level hero league so I'm sure in higher regions they'll counter it harder, but I continued to pick Gazlowe on infernal shrines, telling team in draft to pick heroes that can zone them away from the turrets. I just make sure I'm first at the shrine to put initial turrets down, then AA some minions in lane to increase the duration of the turrets and then come back in to place 2-3 more.

I do kinda agree with you on the level 7 choice tho. The Rockit Turret XL does clear the minions at the shrine a lot faster, but overall the slow of Engine Gunk is of more benefit throughout the game. I have played a ton of games with Gazlowe to see the effect of the different talent combinations and right now I feel that taking the additional mana restoration from scrap at 1, the clockwork at 4 and slow at 7 is the most balanced combination.

The clockwork is not recommended because Gaz shouldn't be auto attacking often, which is absolutely true. However, when clearing some mercs, not salvaging the turrets, hitting a couple minions in lane, the quest should be completed at max 5 minutes. The 3 sec cooldown reduction is worth it imho.

An additional way of using it is on f.e. the beacon on braxit holdout, just surround the beacon with turrets, hit the minions in lane and keep fortifying the beacon further. Same goes for bosses on Cursed Hollow. Place turrets, get to lane to hit some minions, place more turrets, do this 3 times and as soon as you move for boss you got it in like 20 seconds. On Dragon Shire, I often manage to flood top lane with turrets, then move to soak mid (turrets kill minions top for xp) allowing 4 teammates to move to bot shrine. As soon as the fight breaks out to take the DK, there are at least 6 turrets going.

I start to love gazlowe more and more :)

 

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Guest LloydsGamble

Just a quick heads up - you mention good spots for Hammer's Siege mode on your Infernal Shrines write up.

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On 10/4/2016 at 5:44 PM, Guest LloydsGamble said:

Just a quick heads up - you mention good spots for Hammer's Siege mode on your Infernal Shrines write up.

Passed that on to the writers, thanks :)

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On 9/30/2016 at 11:53 AM, Guest MadDictator said:

Thanks for taking my suggestion into consideration!

We always do our best to do so! We make sure to read every comment we get :)

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On 04/10/2016 at 0:44 PM, Guest LloydsGamble said:

Just a quick heads up - you mention good spots for Hammer's Siege mode on your Infernal Shrines write up.

Caught me copying another guide's layout like a noob. Good one.

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Guest WanYao

I hate to say this, but this guide is very outdated at best, just plain incorrect at worst. 

The top build for Gazlowe is the turret build which uses several talents that you've designated bad but which are fine and, in fact, have great synergy together. At level 1, Regeneration Master is an acceptable though not ideal choice -- probably because the turret build seeks survivability. But main talent you've got quite wrong is is Clockwerk Steam Fists. Clockwerk Steam Fists is perfectly viable and is critical to the turret build and certainly should not be "Not Recommended." (If you're wondering, all you need to do is whack some minions or even a hero a few times -- or a structure -- to get value from the talent.) 

At level 4 ARK Reaktor, on the other hand, is hard to get value from and probably shouldn't be the top choice unless you're VERY good at landing a 2.5 second delay skill shot. And at level 7, Rock It! Turret XL seems like an acceptable niche talent if you're looking for AoE damage / waveclear. And finally we hit the heroics at level. BOTH heroics are viable. The changes to Robo-Goblin have made it a solid pick even for team fights, not just split-pushing.

The rest of the tiers I have no qualms with your assessments. 

(If you do not believe me, check hotslogs.) 

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6 hours ago, Guest WanYao said:

I hate to say this, but this guide is very outdated at best, just plain incorrect at worst. 

Will tag @Oxygen in this. I'm sure he can help out with discussing this, since I just don't play enough Gazlowe to know right from wrong in this case!

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Guest Fallout

It's a shame oxygen didn't respond. As a Gazlowe player (1500+ games, ranked in Diamond) I am curious to hear his logic behind the talent choices. As it stands, I agree with WanYao. On some maps such as Braxis Holdout or Infernal Shrines, Clockwork Steamfists is an incredible talent. Plus knocking 20% off the cooldown on your most important ability helps regardless of the map.

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On 1/15/2017 at 3:58 AM, Guest Fallout said:

As a Gazlowe player (1500+ games, ranked in Diamond) I am curious to hear his logic behind the talent choices. 

As far as I am aware, the guide is still in the "old" format, so it hasn't received the overhaul that the other guides have yet - just to say, we are actively working on this, but it takes a lot of time since the guides are basically being completely rewritten! - I can only apologise that it is outdated/incorrect and it should be getting updated in the near future! 

Sorry once again!

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I'd like to point out that firein' mah lazor is "not recommended" tho it's the lvl 20 tallents shown in the lazor build

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14 hours ago, 50m8r4 said:

I'd like to point out that firein' mah lazor is "not recommended" tho it's the lvl 20 tallents shown in the lazor build

Thanks for pointing this out. We'll make some changes to the Gazlowe guide soon.

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FYI: ATM " EZ-PZ Dimensional Ripper" (L13) doesn't freeze structures anymore. :(((

I didn't find any info ref. this change in patch notes back 'til April so I dunno if it is a bug or intended. I've asked in b-net forum for an official info and keep you informed as soon as I get an answer.

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1 hour ago, Emergenza said:

FYI: ATM " EZ-PZ Dimensional Ripper" (L13) doesn't freeze structures anymore. :(((

I didn't find any info ref. this change in patch notes back 'til April so I dunno if it is a bug or intended. I've asked in b-net forum for an official info and keep you informed as soon as I get an answer.

I was unable to find it in any patch notes mentioning this change to Gazlowe's EZ-PZ Dimensional RipperEZ-PZ Dimensional Ripper (quite the opposite actually, in 2015-01-13 patch notes), which makes me believe that it is a bug. 

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Hey guys, Gazlowe is my favorite hero to play and just wanted to start a conversation around a couple of talents. 

Firstly, hyperfocus coils turns an ability I find practically worthless except in very specific  circumstances to a basic ability that can be used in most situations. The change seems so drastic to me that I find it hard to not pick it, considering if I don't I feel like I'm essentially throwing away one of my only 3 basic abilities. I'm curious what people think about the effectiveness of the lazor without the talent, because I feel like he shouldn't need the talent at all: meaning it, or a lesser version should just be incorporated into the basic ability.

 

My second thought is on Reduce, Reuse, Recycle. I have played around with his other talents quite a bit and find this one particularly effective lately. I still use others of course, but Using it I can lay down five or six turrets easily while pushing, making ganking me much harder while split pushing. I bullied Asmodan out of lane. Even many map objectives tend to be next to a lane. An example of this is infernal shrines. The top and bottom shrines are accessible only from the lane itself, and even though the turrets aren't as focused on the objective, they can have a severe impact on team fights as we all know. I guess I'm just looking to get feedback on whether it's ever viable. As in do you see it being used sometimes in high level play and if not a more detailed response as to why. I've been forcing myself to choose different talents that you guys suggest, I just find with this I feel more effective in certain maps.

Sorry about the long text.

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5 hours ago, Warper said:

a lesser version should just be incorporated into the basic ability.

Do you mean that they should buff the ability itself?

As for the second talent you mention, Reduce, Reuse, RecycleReduce, Reuse, Recycle, it fulfils a similar purpose as ARK ReaktorARK Reaktor, though without having reduced cooldown for Xplodium ChargeXplodium Charge, and being less reliable due to its RNG element. Additionally, heroes with powerful zoning may be able to prevent collecting scrap from minions without taking damage. However, as Gazlowe is not a hero one usually plays to win, but rather to have fun, it is important to find the talents that you like and prefer yourself. 

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Buffing the base ability yes. Because without hyperfocus coils it seems impractical to use it unless you are really early and waiting.

 

ARK Reactor doesn't reduce the cooldown of Explodium Charge. But yea, I see your point. Thanks!

edit: wow, I definitely read that part wrong. That makes ARK Reactor seem much better XD

Edited by Warper
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      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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