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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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      Level 1 Dwarf Block Block charges reduced from 4 to 3. Give 'em the Axe! Moved Talent from Level 7 to Level 1. Level 4 Sledgehammer No longer increases Storm Bolt's cooldown reduction. Now increases Storm Bolt damage to non-Heroes by 500%. Level 7 Perfect Storm NEW: If an enemy hit with Storm Bolt dies within 3 seconds, reset its cooldown. Level 16 Dwarf Launch Range bonus reduced from 40% to 30%. Murky
      Base
      Murky now gains a 35% Shield for 10 seconds upon reviving. Spawn Egg [D] Egg now regenerates quickly instead of having a Shield. Slime [Q] Now applies its debuff to enemy Structures. Now deals 50% damage to Structures. Pufferfish [W] Damage reduced by 20%. Detonation time reduced from 3 seconds to 2.75 seconds. NEW QUEST: Hit enemies affected by Slime with Pufferfish. Provides 1 stack per minion, 5 stacks per Hero or Structure hit. At 100 stacks, Basic Abilities now deal full damage to Structures. Mythic Reward: At 200 stacks, Murky gains 50% Health and increases in size. Talents
      Level 1 Egg Hunt Talent removed. Shell Game NEW: Murky can now place 2 eggs, but randomly revives from one of them. Increases the cooldown of placing an egg to 30 seconds and goes on cooldown if either egg dies. Level 10 March of the Murlocs Damage increased by 4%. Level 13 Egg Shell REWORK: Murky gains a Shield equal to 35% of his Health upon placing an egg or when one of his eggs dies. Fish Tank Healing reduced from 25% to 20%. Level 16 Wrath of Cod Damage over Time is dealt over 4 seconds (from 5s). Level 20 Big Tuna Kahuna Talent removed. Faster Fish NEW: Pufferfish detonates 80% faster. Making Inky Cooldown reduction reduced from 2 seconds to 1.5 seconds. Never-Ending Murlocs No longer deals reduced damage to Structures. Sylvanas
      Talents
      Level 4 Mercenary Queen Now also causes Sylvanas' Basic Attacks to instantly apply 3 stacks of Black Arrows to Mercs. Thrall
      Base
      Basic Attack damage decreased from 173 to 167. Talents
      Level 1 Crash Lightning Mythic Reward Damage bonus increased from 270 to 325. Echo of the Elements Mythic Reward now also allows Chain Lightning to bounce back to the same target. Tyrande
      Base
      Mana reduced from 500 to 450. Lunar Flare [E] NEW QUEST: Hitting a Hero with Lunar Flare increased its damage by 5%, up to 250%. After hitting 10 Heroes, increase Lunar Flare's range by 30%. After hitting 20 Heroes, Sentinel now pierces the first Hero hit. Mythic Reward: After hitting 50 Heroes, Tyrande's Basic Attacks occasionally trigger a Lunar Flare. Now restores 25 mana per enemy hit. Talents
      Level 1 Ranger No longer provides pierce. Moonlit Arrows Cooldown reduction reduced from .75 seconds to .5 seconds. Moved Talent from Level 7 to Level 1. Trueshot Aura No longer passively increases Tyrande's Attack Damage. Now also applies to Tyrande upon activation. Level 7 Elune's Gift NEW: Grants 20% Spell Power for 10 seconds after hitting an enemy with Lunar Flare. Level 20 Commander of Sentinels NEW: Sentinel now has an additional charge. Return to Top
      Known Issues & Bug Fixes
      Known Issues
      Jaina Ice Cold's tooltip is incorrect. Resetting Jaina's talents after finishing her quest causes issues. Zul'jin Resetting Zul'jin's talents does not reset cap. Bug Fixes
      Heroes
      Alarak Level 10 Deadly Charge Fixed an issue that caused Alarak's Deadly Charge to not be activated by clicking the left mouse button if it occupies the Trait slot. Ana Base Aim Down Sights [D] Can now be toggled while affected by a Silencing effect. Jaina Base Frostbolt [Q] Fixed an issue causing Jaina's Frostbolt to not have its model updated by Dreadlord Jaina or Lunar Jaina. Orphea Level 4 Allegrissimo Fixed an issue that could cause Allegrissimo's cooldown reduction to not be granted when hitting a Hero at Shadow Waltz' end. Sylvanas Base Possession [1] Fixed Possession not showing in the Quick Cast menu settings. Fixed Possession not being correctly affected by cooldown reduction affects granted by allies. Return to Top
      Click here to discuss this post with other players in the official Heroes of the Storm forums.

       
    • By Elitesparkle
      Blizzard released a new patch for Heroes of the Storm and here are the official Patch Notes with all the changes.
      16 December 2025: This patch went live again, with some undocumented bug fixes.
      12 December 2025: This patch was reverted due to a game-breaking bug on Sylvanas.
      (Source)
      Balance Updates
      Kerrigan
      Base
      Ravage [Q] Baseline quest now provides 7 stacks per kill, up from 5. Baseline quest requirements increased to 85/150, up from 75/125. Talents
      Level 7 Bladed Momentum Cooldown reduction increased to .75 seconds, up from .6 seconds. Thrall
      Talents
      Level 1 Maelstrom Weapon Completion requirements increased to 25/55/100, up from 20/40/100. Falstad
      Base
      Lightning Rod [W] Now strikes every .8 seconds, down from 1 second. Total number of strikes stay the same. Range increased by 1. Talents
      Level 1 Frequent Flyer Cooldown increased to 60 seconds, up from 45 seconds. Quest requirements increased to 60/150/300, up from 50/125/300. Sylvanas
      Talents
      Level 4 Possession Now has a 1 second cooldown between uses, down from 2 seconds. Level 4 Unstable Poison Damage increased to 150, up from 130. Level 4 Haunting Arrows No longer affects Mercs. Gul'dan
      Talents
      Level 1 Echoed Corruption Pinnacle Reward healing increased to 100%, up from 50%. Pinnacle Reward requirement reduced to 85, down from 100. Level 16 Ruinous Affliction Damage reduced by 10%. Map Updates
      Alterac Pass Objective capture time is now capped at 55 seconds. Blackheart's Bay Cannon damage increased to 2,875, up from 2,815. Volskaya Foundry Late game health scaling of Protector increased. Warhead Junction Attacking a burning building now stops the duration of burn for 3 seconds. Click here to discuss this post with other players
      in the official Heroes of the Storm forums.

       
    • By Elitesparkle
      Blizzard released a new patch for Heroes of the Storm and here are the official Patch Notes with all the changes.
      (Source)
      Our next Heroes of the Storm patch is live! Read on for more information.
      NOTE: Orange text indicates a change between PTR and Live notes.
      Quick Navigation:
      General Map Updates Balance Update Bug Fixes General
      New Skin: Bonny Butcher
      New Skin: Warthog Gear Head Thrall
      Players will now receive an announcement when a quest milestone is reached. This will only announce to the player who achieved the milestone. Ranges of abilities on numerous Heroes have been updated to be more consistent. This may cause certain abilities ranges to reduce or increase. Brawl Starting January 2026, Brawls will only be open the first 5 days of every month. Updated Homescreen and Startup Music. Return to Top
      Map Updates
      General A new Fallback Tower has been added to the longer lanes on each of the following battleground maps. This new tower will die when its corresponding Fort dies: Alterac Pass, Battlefield of Eternity, Blackheart's Bay, Braxis Holdout, Cursed Hollow, Dragon Shire, Garden of Terror, Hanamura Temple, Infernal Shrines, Sky Temple, Tomb of the Spider Queen, Volskaya Foundry, and Warhead Junction. Attacks from the Core, Keeps, Forts, Fallback Towers, and Towers near Keeps will now reduce Hero armor, and the reduction has been increased from -10/-20 Armor to -20/-40 Armor. Fallback Towers have the same HP and Attack Damage as Keep Towers. Forts, Keeps, and the Core will no longer grant Allied Heroes that take damage in their radius 35 Armor for 4 seconds. The comeback system has been slightly magnified, particularly at wide level gaps. Alterac Pass Objective capture timer reduced by 5 seconds in each phase. The first phase only spawns a single defending unit. Cavalry now gain more health in the later stages of the game. Cavalry now take 60% damage from structures (up from 50%). Braxis Holdout Early objectives have lowered in health by 15%, but scaling has been increased significantly after 15 minutes. Garden of Terror Garden Terror health scaling increased. Garden Terror structure disabling plant bulb now damages itself at 10% per second (up from 6%). Infernal Shrines Early objectives have lowered in health by 15%, but scaling has been increased significantly after 15 minutes. Warhead Junction Nuke damage has been changed to flat, scaling damage. Scaling is updated when a Warhead is picked up. Nukes now deal double damage versus Forts, Keeps, and the Core. Return to Top
      Balance Update
      General
      Pinnacle Rewards have been added to mutiple Heroes. These will be hard to obtain but provide powerful rewards. Heroes
      Falstad
      Base
      Lightning Rod [W] Cooldown reduced from 13 seconds to 12 seconds. Talents
      Level 1 Dishonorable Discharge REWORK: No longer reduces CD. Bonuses are now provided at 20/45/75 hits. At 20 hits, gain 30% damage. At 45 hits, gain an additional 75% damage and reduce the cooldown by 2 seconds. Pinnacle Reward: At 75 hits, Lightning Rod provides 2 additional strikes and Stuns for 1.25s on its last strike. Frequent Flyer REWORK: Reduced attack speed bonus from 40% to 25%. Now provides 1 stack per minion and 5 stacks per Hero. At 50 stacks, gain 20 Attack Damage. At 125 stacks, gain an additional 50 Attack Damage. Pinnacle Reward: At 300 stacks, gain an additional 125 Attack Damage. Gathering Storm REWORK: Bonuses are now provided at 30/80/150 stacks, rather than incremental gains. At 30 stacks, gain 30% damage. At 80 stacks, gain an additional 50% damage. Pinnacle Reward: At 150 stacks, gain an additional 70% damage. REWORK: Lose 8 stacks on death, but can not lose milestones that have already been completed. Level 7 Charged Up Moved to be a Level 13 Talent. No longer provides additional hits, but instead provides cooldown refresh on Hero takedowns. Level 13 Thunderstrikes Moved to be a Level 7 Talent. Guldan
      Base
      Corruption [E] Mana cost increased from 80 to 90. Talents
      Level 1 Echoed Corruption Increased stack requirement to 60. Pinnacle Reward: At 100 stacks, Corruption now heals for 50% of the damage dealt. Pursuit of Flame Increased radius from 10% to 15%. Reworded to say "Fel Flame's area is increased by 33%". Progress is now reset upon death and can not lose progress upon completion. Johanna
      Base
      Punish [Q] Slow on enemies reduced from 60% to 50%. Talents
      Level 4 Subdue Slow on enemies reduced from 80% to 70%. Kael'thas
      Talents
      Level 1 Convection REWORK: Every 20th Hero hit permanently increases Flamestrike damage by 150 and Kael'thas's maximum Health by 50. Kerrigan
      Base
      Primal Grasp [E] Cooldown reduced from 10 to 8. Delayed damage reduced from 195 to 165. Initial damage increased from 25 to 40. Ravage [Q] Damage reduced from 130 to 115. Now includes a baseline quest: Kill enemies within 1.5 seconds of hitting them with Ravage. Minions grant 1 progress and Heroes grant 5. At 75 stacks, Ravage gains 125 damage. Pinnacle Reward: At 125 stacks, Ravage gains 200 additional damage. Impaling Blades [W] Cooldown reduced from 12 seconds to 9 seconds. Damage reduced from 165 to 140. Radius increased from 1.5 to 1.65. Stun duration reduced from 1 second to .75 seconds. Assimilation [D] Increased the amount of shield gained from Basic Attacks from 10% to 20% of damage dealt. Talents
      Level 1 Fury of the Swarm No longer increases shields gained from Basic Attacks. Level 4 Sharpened Blades Talent has been removed. Ravaging Ferocity NEW: Gain 25% attack speed for 3 seconds after using Ravage. Level 7 Boundless Fury Cooldown increased from 10 seconds to 12 seconds. Queen of Blades Cooldown reduction increased from 3 seconds to 4 seconds. Level 10 Summon Ultralisk Damage reduced from 250 to 225. Level 13 Chrysalis HP lowered from 750 to 650. Reduced the amount of health regenerated from 5% max health per second to 4%. Level 16 Painful Spikes Damage reduced from 70 to 60. Level 20 Omegastorm Increased extended duration from .25 seconds per hit to .4 seconds per hit. Sylvanas
      Base
      Black Arrows [D] Black Arrows now refers to what was previously called "Banshee's Curse". New Baseline Quest: Deal damage to Heroes or Structures with 3 stacks of black arrows. At 250 stacks, increased the damage bonus of Black Arrows to 50%. Pinnacle Reward: At 400 stacks, heal for 25% of damage dealt against enemies with 3 stacks of Black Arrows, doubled against Heroes. Reduced base damage bonus of Black Arrows to 15%. Activatable portion of Black Arrows has been removed. Talents
      Level 1 Unfurling Shadows Talent has been removed. Unrelenting Torment NEW: Increases the damage of Shadow Dagger by 20% and increase its duration by 1 second. Level 4 Haunting Arrows NEW: You can now activate Black Arrows to cause all damage dealt to stun non-heroes. 90 second cooldown, reduced by 3 seconds when attacking a structure. Possession Now a Baseline ability. 25 seconds to restore each charge, 2 seconds cooldown. Max 4 charges. Level 7 Barbed Shot Bonus damage increased from 350% to 400%. Lost Soul REWORK: Reduces the cooldown of Shadow Dagger when attacking non-minions with 3 stacks of Black Arrows by .75 seconds, doubled against Heroes. Level 13 Windrunner Recast window reduced from 5 seconds to 4 seconds. Thrall
      Talents
      Level 1 Crash Lightning REWORK: Bonuses are now provided at 15 and 30 stacks. At each milestone, Chain Lightning gains 270 damage. Lose 6 stacks on death, but can not lose milestones that have already been completed. Echo of the Elements REWORK: Bonuses are now provided at 20/40/100 stacks. At 20 stacks, reduce mana cost of Chain Lightning by 20. At 40 stacks, Chain Lightning gains an extra charge and will bounce one additional time. Pinnacle Reward: At 100 stacks, Chain Lightning will fork to an additional target each time it bounces. Rolling Thunder Moved to be a Level 7 Talent. No longer increases Chain Lightning bounces by 1. Level 7 Maelstrom Weapon Moved to be a Level 1 Talent. REWORK: Bonuses are now provided at 20/40/100 stacks, rather than incremental gains. At 20 stacks, gain 20 damage and increase the movespeed bonus to 40%. At 40 stacks, gain an additional 40 damage and Thrall permanently gains 15% increased movement speed. Pinnacle Reward: At 100 stacks, Frostwolf Resilience now provides +200% Healing. Level 16 Tempest Fury No longer provides additional quest stacks. Thunderstorm Increased damage bonus provided at max stacks from 25% to 30%. Level 20 Wind Rush Cooldown increased from 80 seconds to 90 seconds. Tyrael
      Talents
      Level 1 Ardent Restoration Maximum healing stacks reduced from 10 to 8. Level 4 Reciprocate Damage reduced from 190 to 170. Level 7 Burning Halo Damge per second reduced from 15 to 12. Level 10 Sanctification Cooldown reduced from 90 seconds to 85 seconds. Mana cost reduced from 75 to 70. Level 20 Aspect of Justice Cast time reduced from 1.5 seconds to 1.25 seconds. Cooldown reduction per enemy Hero hit increased from 10% to 15%. Zul'jin
      Base
      Basic Attack Damage decreased from 96 to 94. You Want Axe? [D] No longer has a cap on stacks. Now causes Zul'jin to lose 3 stacks (15 hits) on death. Talents
      Level 1 Headhunter Increased damage bonus per hero kill from 2% to 2.5%. Return to Top
      Bug Fixes
      Map
      Blackheart's Bay Fixed an issue that caused the Battleground Objective to not start if a particular chest is the last destroyed chest. Fixed an issue that caused the help text for attacking the Treasure Chest to not disappear if a particular chest is attacked. Warhead Junction Fixed Warhead Junction Nuke Damage Dealt tracking. Heroes
      Cho'gall Base Eye of Kilrogg [Skill 1] Fixed an issue that caused the Eye of Kilrogg's cast range indicator to be slightly larger than the ability range. Level 1 We See You! Fixed an issue that caused We See You's range increase tooltip value to display incorrectly after being selected. D.Va Fixed an issue that caused D.Va's Mech to not respawn with the correct amount of Blackheart's Bay Doubloons. Base Defense Matrix [W] Fixed missing icon in D.Va's Quick Cast setting for Retarget Defense Matrix. Gazlowe Level 16 Firin' Mah Lazors Fixed an issue that caused Firin' Mah Lazorz's warning to not display correctly. Fixed an issue that caused Big Top Gazlowe's Firin' Mah Lazorz to create permanent visuals. Kael'thas Base Living Bomb [W] Living Bomb will not activate its effects on a target that becomes immune to Living Bomb. Living Bomb will now apply its effects if the target dies with Living Bomb. Raynor Base Adrenaline Rush [E] Fixed an issue that caused Adrenaline Rush to not display the base duration in its tooltip after selecting Give Me More. Stukov Level 1 Reactive Ballistospores Fixed Reactive Ballistospores tooltip. Tychus Base Overkill [Q] Overkill retarget can now also be targeted in a direction. When clicking near or on a target, it will attach to that target, but if no targets are nearby, Overkill will start firing in that direction. If Overkill hits a target while firing in a direction, that target will become Overkill's primary target. If Overkill is active when there are no possible targets, Overkill will no longer be cancelled, and instead will start firing in the direction of the last primary target. Fixed an issue that caused mounting to not interrupt Overkill. Valla Base Hatred [D] Fixed Hatred Tooltip. Level 20 Storm of Vengeance Fixed an issue that caused Storm of Vengeance to not grant 2% Attack Speed per Hatred stack. Zagara Level 1 Infest Fixed Infest active current bonus tooltip. Level 16 Mutalisk Fixed Mutalisk tooltip. Return to Top
      Click here to discuss this post with other players in the official Heroes of the Storm forums.

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