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The quick reference guide shows Combat Stance instead of Brewmaster's Balance, despite the former not being recommended at all.

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I have to disagree with your view on Wandering Keg. It's true that in terms of damage Storm, Earth, Fire is superior, but what Wandering Keg offer is so potential it shouldn't be taken out of the picture.

 

One of the main advantage of this heroic is that it makes you Unstoppable, meaning once you go rampage, nothing can stop you. It's instant cast and instant transform, so it has great synergy with Flying Kick. There are actually a variety of ways to execute it. For example, Flying Kick on the closest foe and immediately activate Wandering Keg. Because FK puts you behind the target, you are standing between the target and the rest of their pack, WK will knock him toward your team and knock his team away.

 

In dire situations, this heroic can be used as escape mechanism. Note that the tooltip doesn't mention you roll VERY FAST while in the keg, for 5 freakin seconds, on a relatively short cooldown. Unless they have noobrale or illidumb, you can give them the finger while rolling away. So ROLL ON, BABE!

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Guest Kroshak

I have to disagree with your view on Wandering Keg. It's true that in terms of damage Storm, Earth, Fire is superior, but what Wandering Keg offer is so potential it shouldn't be taken out of the picture.

 

One of the main advantage of this heroic is that it makes you Unstoppable, meaning once you go rampage, nothing can stop you. It's instant cast and instant transform, so it has great synergy with Flying Kick. There are actually a variety of ways to execute it. For example, Flying Kick on the closest foe and immediately activate Wandering Keg. Because FK puts you behind the target, you are standing between the target and the rest of their pack, WK will knock him toward your team and knock his team away.

 

In dire situations, this heroic can be used as escape mechanism. Note that the tooltip doesn't mention you roll VERY FAST while in the keg, for 5 freakin seconds, on a relatively short cooldown. Unless they have noobrale or illidumb, you can give them the finger while rolling away. So ROLL ON, BABE!

i kinda disagree tbh, wandering keg, yes it does offer some potential and yes it combos with some heroes, (the washing machine combo for example) but tbh its not that strong. Yes it makes you unstoppable but the fact that you can get another life (well 3 ) bar is way too strong, its not just for damage, dont you remember why tychus was really strong back in the day? the fact that Odin was his second health bar was awesome and made him absurd (before his nerf and also valla when blizz removed battle momentum from her)

 

The idea of the FK with the WK is WAY too old and predictable, and i mean it (its from the time stitches was the top tank, well only tank, and a must pick and other teams were experimenting with something kinda equal), its not bad but the fact that you take damage makes it a little bit less appealing, yes you are unstoppable but right now with the popular heroes (take in mind this guide works a LOT better and is intended to be somewhat strong in the current meta) burst damage that can put you to half life is a common thing, a.k.a KT, Jaina, etc

 

Now with the argument that its and escape mechanic yes it is but lets be honest, if you use it just as an escape mechanic then your pretty much doing something wrong ( meaning over extending, pushing a lane alone without map awareness, face checking etc) The keg main use is the MASS disrupt it can produce, yes, but means that either your team can follow up OR you're healers are dedicated to you so you can live, something that you can see with ETC but his ult is way to more dangerous than this one from chen

 

So, well for consistency and more tanky/damage, the storm, earth and fire is way better, for funky, gimmicky and fun the wandering keg

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I have to disagree with your view on Wandering Keg. It's true that in terms of damage Storm, Earth, Fire is superior, but what Wandering Keg offer is so potential it shouldn't be taken out of the picture.

 

One of the main advantage of this heroic is that it makes you Unstoppable, meaning once you go rampage, nothing can stop you. It's instant cast and instant transform, so it has great synergy with Flying Kick. There are actually a variety of ways to execute it. For example, Flying Kick on the closest foe and immediately activate Wandering Keg. Because FK puts you behind the target, you are standing between the target and the rest of their pack, WK will knock him toward your team and knock his team away.

 

In dire situations, this heroic can be used as escape mechanism. Note that the tooltip doesn't mention you roll VERY FAST while in the keg, for 5 freakin seconds, on a relatively short cooldown. Unless they have noobrale or illidumb, you can give them the finger while rolling away. So ROLL ON, BABE!

i kinda disagree tbh, wandering keg, yes it does offer some potential and yes it combos with some heroes, (the washing machine combo for example) but tbh its not that strong. Yes it makes you unstoppable but the fact that you can get another life (well 3 ) bar is way too strong, its not just for damage, dont you remember why tychus was really strong back in the day? the fact that Odin was his second health bar was awesome and made him absurd (before his nerf and also valla when blizz removed battle momentum from her)

 

The idea of the FK with the WK is WAY too old and predictable, and i mean it (its from the time stitches was the top tank, well only tank, and a must pick and other teams were experimenting with something kinda equal), its not bad but the fact that you take damage makes it a little bit less appealing, yes you are unstoppable but right now with the popular heroes (take in mind this guide works a LOT better and is intended to be somewhat strong in the current meta) burst damage that can put you to half life is a common thing, a.k.a KT, Jaina, etc

 

Now with the argument that its and escape mechanic yes it is but lets be honest, if you use it just as an escape mechanic then your pretty much doing something wrong ( meaning over extending, pushing a lane alone without map awareness, face checking etc) The keg main use is the MASS disrupt it can produce, yes, but means that either your team can follow up OR you're healers are dedicated to you so you can live, something that you can see with ETC but his ult is way to more dangerous than this one from chen

 

So, well for consistency and more tanky/damage, the storm, earth and fire is way better, for funky, gimmicky and fun the wandering keg

 

I totally forgot the 'two health bar' aspect of SEF, thanks for clearing that up :). The washing machine combo is fun though.

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Guest Wrexsoul

In regards to Wandering Keg, something I've been experimenting with in Hero League lately is picking it to counter Morales (since she's everywhere nowadays it seems). Not only can you fish her out from the backline for a quick kill, it might also shut down her healing (unsure, haven't tested it - does she heal through knockback?). 

 

This might not work well at the very high end (I'm no tournament player, I wouldn't know), but it sure is nice in HL. 

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Guest xXAgentGreenXx

I'm just gonna say this, I play Chen and to this point almost exclusively. If your a Chen player or are interested in playing him I highly recommend going with Wandering Keg. Conventionally people will say the EW&F are better because of body blocks or in essence is another life. Well check this out, with WK you can completely and utterly disrupt everything the other team is doing in every regard, complete displacement and another added bonus is the 70 sec cooldown rather than EW&Fs' 100 sec cooldown.

 

@ Guest_Kroshak; Going into WK the team rarely will focus you, they're too busy being attacked by your team and to just stop as get you, thats seems unlikely. Secondly after WK is over you start chugging and Jaina can't affect you and for KT not really either. You're probably a bad Chen to lose to a KT. He can stun you and use his combo, but in my experience its always been use to escape from me not burst me down. Lastly, just because you use WK as an escape doesn't necessarily mean you were doing something wrong, consequently the same thing could be said for EW&F. 

 

In response to the question above, yes it will absolutely stop her healing.

 

Just to top this off, WK is not a gimmick. Will you need a little practice, sure, but should Icy Veins be so quick to write it off, no. Its a situational talent at the minimum. The red X should be removed and instead have a "?". I used WK for practically every game as Chen and never has it not worked in favor of my team. GL HF out there and good luck!

 

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Guest HappyPuppy

I agree with a lot of comments. I presume people who need guides would not understand the nuances of the game being discussed here. I like to read the guides to see other people's thoughts on some talent choices.

 

With current fixes on flying kick, I was experimenting with the kick build. Extra damage on kick as well as 100% more damage on an attack makes Chen very dangerous backline dive hero. At level 20 the kick hits for 600 & the basic attack  following that hits for 400. If one specks into it, the kick can be used extremely often. I was surprised with the amount of damage it did. A single combo takes a squishy to 1/2 health To add, this build still retains regen master and brewmasters balance, allowing for a very respectable health regeneration.

 

Speaking of wondering keg - I love it's use in denying capture points. It is also very useful in peeling melee assasins off of your squishes.

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Guest HappyPuppy

I was wrong about my damage number. Upgraded kick at level 20 does around 380 damage. Nonetheless, on a 4 sec cooldown, it is a good source of damage to consider.

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Guest Fayte

"A Touch of Honey increases Keg Smash Icon Keg Smash's slow amount by 40%" This should say to increase slow amount TO 40% not by 40%.  

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Guest Grumsh

Thx for the great guide, one quick note. I think you might have to update the part about avoiding Muradin's basic attack in Avatar state (they don't stun any more).

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I think bolder flavor deserves a recommend. While brewmasters balance is certainly very strong, the utility offered by the instant shield is extremely high. Especially coupled with grounding brew, you can completely negate the damage from a number of skill shots by simply tapping d as they're cast.

 

add to that the significant improvement to your shield's functionality in terms of how long you need to stand still, and in my experience this is often Chen's biggest power spike, up there with his heroic.

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Sky Temple should be, imo, one of Chen's better maps. He can solo temples, so while your team contests the enemy at one shrine, you're guaranteed the other with Chen soaking damage by chugging his brew.  If the enemy splits and contests both temples, Chen can bully one or two enemies until the rest of your team arrives.

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Guest Dan

I disagree with the enough to share opinion. First of all... you don't go to a party with a keg and then not share. It's rude... and you'll either waste alot of perfectly good beer or die from alcohol poisoning. Secondly the shield regenerates... imo it pwns. Also, I wonder if freshest ingredients stacks with it... I don't know cause I never take that crappy skill but it would be interesting. Finally I would like to point out that barrel roll is just so good for picks on characters that need to stay back... I mean it ruins morales's day so hard... pwns mosh pit too... AND if you don't take it the amount of pandamonium that you are able to bring is dangerously diminished.

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Guest Dan

PS... I know that I basically just said what the guide said about barrel roll but I needed a transition into my pandamonium joke.

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On 1/6/2017 at 0:47 PM, Guest Dan said:

PS... I know that I basically just said what the guide said about barrel roll but I needed a transition into my pandamonium joke.

I'll allow it. :P

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Guest SirNeshorn

May I suggest putting Alarak as a counter to Chen? He is easily one of the worst enemies Chen can encounter in lane since both his Q and W can interrupt Chen's drinking, he can sustain himself and poke with E, and his Charge ulti can also disrupt drinking.

It's really difficult beating a skilled Alarak in the laning phase when you're playing as Chen, at least until you hit level 7 and you can sustain yourself after taking heavy damage.

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1 hour ago, Guest SirNeshorn said:

May I suggest putting Alarak as a counter to Chen? He is easily one of the worst enemies Chen can encounter in lane since both his Q and W can interrupt Chen's drinking, he can sustain himself and poke with E, and his Charge ulti can also disrupt drinking.

It's really difficult beating a skilled Alarak in the laning phase when you're playing as Chen, at least until you hit level 7 and you can sustain yourself after taking heavy damage.

If the Alarak player is unskilled or inexperienced with Alarak, you should be able to win a 1v1 if you dodge his Qs. You will wear him out and out damage him. If the Alarak player is skilled and experience, you do get beaten up badly as Chen, from experience. Because of the high skill ceiling (but also skill floor) it's hard to say whether he is a counter or not. 
I will let Kendric know and let him decide. Thanks for pointing it out!

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Guest n4zarh

This is seriously outdated. Please read it once again and make changes.

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6 hours ago, Guest n4zarh said:

This is seriously outdated. Please read it once again and make changes.

Yes, it is. Kendric is currently behind on updates (has longer to-do list than the rest of writers, sadly), but we are slowly getting there, and this guide will certainly be updated as well. We are sorry to keep you waiting. In the meantime, I would recommend using Srey's build.

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On 26.06.2017 at 9:18 PM, positiv2 said:

Yes, it is. Kendric is currently behind on updates (has longer to-do list than the rest of writers, sadly), but we are slowly getting there, and this guide will certainly be updated as well. We are sorry to keep you waiting. In the meantime, I would recommend using Srey's build.

Yep, I really like the points Srey made in his Chen video with this build a while ago. Grounding BrewGrounding Brew can be a pretty good option versus heavy spell damage-based teams, but Elusive BrawlerElusive Brawler generally has more uses, especially when doing PvE or when soaking the shots from buildings. However, I don't seem to be getting much value out of Another RoundAnother Round, since you can't really wait 2 crucial seconds to get the ability with the reduced cooldown, kinda need to drink right after the basic combo. So I swapped it for Enough to ShareEnough to Share for more team sustain and a soft form of peel.

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Hey guys! 

I'm currently working on converting Chen into the new format, updating the guide at the same time. It should go live by Tuesday or Wednesday! 

Thanks for your patience! 

-Kendric

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Guest Eastwall

l just would like to provide some input. So, the level 1 regen globe talent seems to have bug that makes this talent worth picking. When l pick up one regen globe, it gives 2 or 3 stacks  of quest. So, you only really need to get like 12 - 14 globes to complete the quest. Also, this talent seems to increase the healing received. l know the description did not say it, but when l had 1/4 health, and l drink from healing fountain, almost all of my health bar turn light green. And l pick grounding brew in next match, and healing fountain can only fill half of my health bar. 

Also , the purifying brew also seems buggy. l am not sure if it was because l was really tired( was playing him at like 1am). lt actually only have 10 second cooldown instead of 45. That's what was displayed when l was stunned  last night, but (this is the part l am unsure about) it some times procs stun duration reduction but not resetting CD of brew. 

l just would like to say that even if this function properly, l  would not recommend this talent if the cooldown really is 45 seconds considering how many interrupts are out there this day. l feel chen is only suit to be an off tank you use to take out chromie or something like that if you are not good  with thing like genji or tracer. (l got reported  for feeding when l pick genji after l saw the other team's chromie pick)

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      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
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    • 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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