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Heroes of the Storm Cho

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Guest DiamondTear

Rollback is clearly superior choice, because the damage difference is at best negligible, but another chance at blowing it up is invaluable and can change the encounter in your favor, especially against players who actively dodge the first roll.

 

Butcher is very weak against Cho'gall due to Cho'gall's ability to get away from melee range fast, use molten block when branded and Gall's Shadow Bolt Volley which will kill butcher even if he's hitting a marked target.

 

Kharazim should be added to counters. SSS.

 

Power surge is very useful against leoric and useful against any team.

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Guest Fayte

Fuel the Flame needs to be updated, I believe that it now increases the duration of the heal by 75% instead of increasing the amount healed by 50% for consuming Blaze after picking up a regeration globe.  

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Fuel the Flame needs to be updated, I believe that it now increases the duration of the heal by 75% instead of increasing the amount healed by 50% for consuming Blaze after picking up a regeration globe.  

 

Good catch. I still wouldn't recommend the talent.

 

Rollback is clearly superior choice, because the damage difference is at best negligible, but another chance at blowing it up is invaluable and can change the encounter in your favor, especially against players who actively dodge the first roll.

 

Butcher is very weak against Cho'gall due to Cho'gall's ability to get away from melee range fast, use molten block when branded and Gall's Shadow Bolt Volley which will kill butcher even if he's hitting a marked target.

 

Kharazim should be added to counters. SSS.

 

Power surge is very useful against leoric and useful against any team.

 

Regarding Rollback: I think it's one of those "make-up" talents that become worse as the Cho and Gall players become better and more coordinated. I can't remember a time where I thought I could have used Rollback over Runed Gauntlet. I'm always impressed with my main partner's (I tend to play Gall) ability to aim Rune Bomb properly in the first place. The talent would essentially be a waste for us. I know of a lot of people - including "pros" - whom swear by the talent, but I just can't see it.

 

Regarding your Butcher analysis: You're not wrong, but let's not forget that teamwork is an important part of dealing with Cho'gall. Shadowbolt Volley is pretty simple to dodge at close range, and using Molten Block against Brand opens you to be Lambed (and other heroics).

 

Regarding Kharazim: Whereas SSS is very strong versus Cho'gall, Kharazim doesn't do well against him under any other circumstance. The main issue being that he needs to be close to allies and constantly attacking to maximise his healing, something that Cho'gall punishes with glee. Molten Block is also an excellent counter-talent.

 

Regarding Power Surge: I wouldn't pick it over I AM Hurrying!, although you still make a very relevant point. Remember to keep Molten Block for Entomb.

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So a few notes on Cho that I've noticed while playing him recently.

 

1. Most of the listed "counters" are just people capable of 1v1ing Cho'Gall at a high level. You should not be 1v1ing anybody at a high level unless you are certain you can blow them up before they can react, even as Cho'Gall, the risk of getting ganged up on is far too great to engage in any fight that lasts more then a few seconds without the rest of your team backing you up. Specifically, Illidan and Butcher should die well before they can amass the damage to actually kill you and their assassination efforts will almost certainly be focused on easier targets.

 

2. I have no idea why Raynor is listed as a counter. Early game you walk all over him, and by the time he manages to be a threat, you have upheaval, and he has no way to avoid it easily. Even with Adrenaline Rush, Rayner simply cannot survive getting yanked into your team. He does kind of pigeonhole you into picking upheaval, but that's hardly a bad thing, as upheaval is an amazing ultimate.

 

3. Anub'Arak should be listed as a hard counter. Cacoon completely shuts you down for a ridiculous amount of time, it's nigh impossible to avoid, and turns any teamfight into a 3 V 5, which your team will lose hard. I actually consider Anub'Arak as a harder counter then Leoric (at least it takes him several seconds to actually kill me)

 

4. While Blazing Bulwark and Fire Eater are very good talents, Surging Dash and Power Surge do a great deal to increase Cho's mobility. I've found that the best way to avoid dieing as Cho'Gall is not maximizing tankyness/sustain, but simply to avoid putting yourself in a position where the enemy can focus you long enough to bring you down. Surging Dash greatly increases the length of your dash, increasing your threat radius while Power Surge greatly reduces one of his Q's greatest weaknesses, wind up time. The difference between a half a second wind up time and a full second wind up time is huge and can mean the difference between catching someone or letting them get away, or the difference between escaping and getting interrupted. The width isn't that big of a deal, but I will say that the giant aoe slow that you get from combining power surge and crippling blow gives Stun Hammer Cho a very nice initiation tool.

 

Oh yeah, general guide to escaping from danger as Cho'Gall

 

Step 1: Have Gall shove you away from the teamfight, this will get you out of range of most CCs.

Step 2: Have Gall press Z and run until the duration is over

Step 3: If still being chased, press Q and get out.

 

This will get you across all but the largest of maps without having to pick up your horse(best mount ever).

 

This is how I escape danger about 90% of the time, the nice thing about it is that since Q is the last step, it'll probably be up even if you initiated with it. Not having to save Q for escape opens up a lot of possibilities for Cho'Gall to make proactive plays without fear of not having an out.

Edited by WebBowser

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While all of your points are excellent, I typically write guides in a more conservative/focused manner, and then try to "fan out" as I figure out niche and general uses for talents. Over time, my guides tend to take a lot of non-recommend talents to the "situational" category. For instance, after 75-or-so Cho'gall games, I finally figured out a niche use for Eye of Kilrogg, and we've started making use of Fuel the Flame when there are no strong basic attackers facing us. At some point however, we somewhat have to do a cutoff and say "okay, this is an acceptable talent, but we feel that talent Y may just be more useful more often" because, in the end, it is a guide and not a commentary on talent design nor a study on the lining-up of ultraspecific game variables.

 

Thanks for the good comments & contributions, by the way!

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@Oxygen Yeah, the main point of my last post was to comment on different Cho'Gall counters, but I also like talking about talents because talents are fun. You're quite welcome on the comments by the way. Cho'Gall is easily my favorite hero in the game in terms of design, there is literally nothing else in the entire genre quite like it, so It's nice to be able to discuss his ins and outs with an experienced player.

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Regarding Rollback: I think it's one of those "make-up" talents that become worse as the Cho and Gall players become better and more coordinated.

I am now a level 11 Cho player, playing with the same gall player everytime, whos damage is exceptional, tbh. We always go with rune bomb range and Rollback. I am impressed by my gall's ability to determine whether or not to detonate the bomb on the first targets it passes, or to wait for me to place differently for the rollback. i Would argue that the reason my galls damage is higher than the other cho'galls i experience in games, is that our bombs hit around 90-95 % of the time, this comes down to good throws, and surprising rollbacks if they dodge it, which alot of people do, no Cho can hit everytime, but he can move, and people forget the death from  behind surprisingly quickly. We always go for a bowler build and have a quite impressive winrate, i do respect alot of the choices here, but disagree with the level 4 talent alot. I recommend new players to experiment alot with Cho'Gall, since it comes down to the two players synergies. Me and my friend likes to go Boomerang-Bowling

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I find Tychus is an incredibly effective counter to a Cho'Gall. If he picks up your Anti-Tank Build (Focusing on melting tanks with MinigunMinigun) he can kill a Cho'Gall in a team fight in about 5 seconds (or at least in less coordinated play), especially if the enemy Cho is very aggressive in using Hammer of TwilightHammer of Twilight or Surging FistSurging Fist. Picking up Press the AdvantagePress the Advantage will help you finish him if he runs, Drakken Laser DrillDrakken Laser Drill will punish him for overextending, and a well stacked In the RhythmIn the Rhythm combined with That's the Stuff!That's the Stuff! gives him enough sustain that MinigunMinigun's duration basically renders you unkillable if he sneaks up on you in a 1v1 (or 1v2 in this case), meaning you can retreat as needed with a peeling Frag GrenadeFrag Grenade and Run and GunRun and Gun, force them to back off, or get assistance from nearby allies.

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8 hours ago, Niteshadow said:

I find Tychus is an incredibly effective counter to a Cho'Gall

Going to tag @Straften, since he is the writer for the Tychus guide. He'll have more insight on this than me, for sure!

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2 hours ago, Blainie said:

Going to tag @Straften, since he is the writer for the Tychus guide. He'll have more insight on this than me, for sure!

Alright, thanks! Just as a side note to my earlier post, I meant you can kill a Cho'Gall in a team fight with help. If you try to fight him with no support (and let's just put the outrageous number of a 15 second MinigunMinigun stacked from In the RhythmIn the Rhythm) it would still take you a good amount of time before you can burn through his entire health pool, and before level 13, you will always die unless an ally is nearby to help you take him down or you make the wise decision of peeling away and kiting him.

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3 hours ago, Niteshadow said:

Alright, thanks! 

No worries! Thanks for adding the clarification, hopefully it will help him better understand where you're coming from.

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On 11/21/2016 at 8:27 AM, Niteshadow said:

Alright, thanks! Just as a side note to my earlier post, I meant you can kill a Cho'Gall in a team fight with help. If you try to fight him with no support (and let's just put the outrageous number of a 15 second MinigunMinigun stacked from In the RhythmIn the Rhythm) it would still take you a good amount of time before you can burn through his entire health pool, and before level 13, you will always die unless an ally is nearby to help you take him down or you make the wise decision of peeling away and kiting him.

Tychus can deal an insane amount of damage to them, as long as he is standing still within range of all of Gall's Abilities. Although Tychus is dealing percent Health damage, the flat damage of Gall is so large that Tychus will lose this trade. If anything, it will be the Cho who kites the Tychus away. Gall can outrange him by quite a lot, which forces Tychus to take damage just to get into Basic Attack range. I agree that on paper Tychus seems like a good counter to Cho'gall, I came to the same conclusion at first. In practice though, I find that good Cho'gall players zone me out hard, often forcing me to retreat before I am able to deal meaningful damage to them. 

There are exceptions of course. Sometimes Cho and Gall aren't used to playing with each other, or sometimes they are just not very good. In these cases, Tychus can certainly melt them, and quickly. You also bring up a good point about needing help from your team. I do think Tychus can be part of a solution to Cho'gall, even great ones; however, I do not think he counters them on his own. This is likely why he is not listed as a counter by Oxygen.

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10 hours ago, Straften said:

There are exceptions of course. Sometimes Cho and Gall aren't used to playing with each other, or sometimes they are just not very good. In these cases, Tychus can certainly melt them, and quickly. You also bring up a good point about needing help from your team. I do think Tychus can be part of a solution to Cho'gall, even great ones; however, I do not think he counters them on his own. This is likely why he is not listed as a counter by Oxygen.

I must have been playing against some Cho'gall players who were not too coordinated, as I was able to really get through their health pool once In the RhythmIn the Rhythm really started to buff my MinigunMinigun duration and I could stay alive with That's the Stuff!That's the Stuff!. I remember one part of a game as Tychus very well where I popped MinigunMinigun after level 13 and outsustained both of them at once, forcing a hasty retreat. Just throwing this out there; against better Cho'galls, he could be rather ineffective. Thanks for taking my proposition into consideration though!

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On 11/25/2016 at 5:35 PM, Niteshadow said:

Thanks for taking my proposition into consideration though!

It's what we strive to do! Good analysis and suggestions keep our writers on their toes ;D

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3 hours ago, MarioToast said:

What about Auriel? Her passive benefits from the damage of both Cho and Gall, so she's an excellent support for him.

Funnily enough, she lists Cho/Gall as synergies, but not the other way round. I'm sure we'll see this with the guide format update to Cho/Gall.

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I actually have very little to add, I think this guide is excellent. I find it odd that you note Upheaval's synergy with shadowbolt volley without noting its ludicrous synergy with twisting neather. As long as you coordinate with Gall to start the neather shortly prior to the upheavel, you should be able to hit all of upheavel's victims with neather at a minimum. If you have aoe CC to follow up with (level 20 talent, lead nova, ring of frost, etc), then you and your allies can pull off a full skill rotation, often resulting in an outright victory. Prior to level 20, shadowbolt volley will only hit the guy closest to you, which leaves all your other victims relatively healthy. It's not a bad combo to be sure, but neather just combos so much better.

 

I still maintain that taking neather with hammer will always lead to sadness though...

Edited by WebBowser

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I would like more elaboration as to why Calloused HideCalloused Hide is the only viable level 1 talent. I often get just as much or more mileage out of Consuming FireConsuming Fire due to the fact that we tend to use Ogre Rage a lot more than Ogre Hide in most circumstances (especially since, in QM, ending up with no support at all is not unlikely).

I would call it at least situational. Even if you feel the healing bonus (150% really does not feel insignificant) is weak, it still is flat out better in no-support QMs.   

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Twilight VeilTwilight Veil's comment talks about a "extremely long cooldown", but it's only 30 seconds. Is that really long? I mean, Hardened shield is 4 second duration with 60 second cooldown, so it's technically the same-ish?

 

Molten BlockMolten Block displays a cooldown of 0 seconds, but URF mode hasn't been introduced as a Heroes Brawl yet.

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On ‎19‎.‎7‎.‎2017 at 3:52 PM, TwixTrix said:

Twilight VeilTwilight Veil's comment talks about a "extremely long cooldown", but it's only 30 seconds. Is that really long? I mean, Hardened shield is 4 second duration with 60 second cooldown, so it's technically the same-ish?

 

Molten BlockMolten Block displays a cooldown of 0 seconds, but URF mode hasn't been introduced as a Heroes Brawl yet.

For Cho'Gall, 30 seconds is a long cooldown. I will however pass it onto Oxy to see if he could make it a bit less overexaggerated. As for the tooltip, thank you! Not sure if I said this already, but Blizzard has been changing their tooltip code for about 2 months, reducing the amount of integers and as a result making the game run slightly better, but because we datamine the tooltips, it's been breaking them, often by making them multiply by 0 (this case) or dividing by zero. So, we are very grateful for all the help with finding faulty tooltips!

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As an avid Cho'gall player myself, I find that I almost never pick Hour of Twilight. Firstly, because games never seem to make it to level 20 while we're Cho'galling. Secondly, because I tend to play on the slightly more defensive side, I don't find myself dying too much.

While it's easy to say "Oh, a good Cho'gall shouldn't die" and act smug about it, I really do feel justified in saying that it often turns out better if I pick the C'Thun's Gift or Favor of the Old Gods. Since, once again, I have the capacity to escape from situations with my Q. The only time I feel like one should pick Hour of Twilight is when they've died a bunch of times. But if you've died a bunch of times as Cho'gall, there's a good chance you're never going to make it to level 20 since you're getting your arse handed to you. Know what I'm saying?

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On 20/11/2017 at 6:10 AM, LobsterEmperor said:

As an avid Cho'gall player myself, I find that I almost never pick Hour of Twilight. Firstly, because games never seem to make it to level 20 while we're Cho'galling. Secondly, because I tend to play on the slightly more defensive side, I don't find myself dying too much.

While it's easy to say "Oh, a good Cho'gall shouldn't die" and act smug about it, I really do feel justified in saying that it often turns out better if I pick the C'Thun's Gift or Favor of the Old Gods. Since, once again, I have the capacity to escape from situations with my Q. The only time I feel like one should pick Hour of Twilight is when they've died a bunch of times. But if you've died a bunch of times as Cho'gall, there's a good chance you're never going to make it to level 20 since you're getting your arse handed to you. Know what I'm saying?

Oh, definitely. I understand that. Dying as Cho'gall is terrible since you'll award the enemy team 2x the XP, and lose a lot of power, which allows the enemy team to push.

However, playing Cho'gall offensively is really really fun, specially if you run on Double Support + Nuker alongside Cho'gall. Me and my Cho partner (I play Gall), love to run with an offensive combination that deals surprisingly high damage.

Here's the Cho build he runs with, and here's the Gall build I use.

We're always moving, scouting and killing minions to gain more stacks of Fuel for the FlameFuel for the Flame, while placing  Eye of KilroggEye of Kilrogg at strategical points. It's really fun.

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On 19 iulie 2017 at 4:52 PM, TwixTrix said:

Twilight VeilTwilight Veil's comment talks about a "extremely long cooldown", but it's only 30 seconds. Is that really long? I mean, Hardened shield is 4 second duration with 60 second cooldown, so it's technically...

 

Unfortunatly, Twilight Veil is only 2 seconds long.

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      Deathwing's Cataclysm no longer starts on Cooldown in Arena Mode. Map
      Braxis Holdout Fixed an issue that caused Archangel's visual effects to register as a pingable object. Volskaya Fixed an issue that caused the Triglav Protector's Shield Emitter Shields granted to allies to increase the Pilot's Self Healing score when absorbing damage. Heroes
      Abathur Level 10 Ultimate Evolution Clones of Kharazim that have selected Insight now treat the quest as completed. Alarak Level 10 Counter-Strike Now increases Alarak's Self Healing score for damage it absorbs. Ana Base Aim Down Sights [Trait] Fixed an issue that caused Aim Down Sight's Healing Dart bonus to last after Aim Down Sights has ended. Activating Aim Down Sights will now also Dismount Ana from the Toy Train. Azmodan Base Summon Demon Warrior [W] Fixed an issue that caused Azmodan's Demon Warrior's aura damage to not behave similar to other aura damage effects. Brightwing Base Soothing Mist [Trait] Fixed an issue that caused Smoothing Mist to activate around Brightwing when in Stasis. Dehaka Fixed an issue where Basic Attack's would potentially not consume evade stacks if attacking within .25 seconds of Drag ending. Jaina Level 16 Snowstorm Fixed an issue that caused Snowstorm's bonus to not apply correctly. Kael'thas Level 7 Sunfire Enchantment Fixed an issue that caused an active Sunfire Enchantment Spell Power buff to be removed when Kael'thas is killed. Kharazim Level 10 Divine Palm Fixed an issue that caused Divine Palm's Stasis to remove Damage Over Time effects from Kharazim. Fixed an issue that caused Divine Palm to not remove negative effects that were applied alongside the triggering effect. Leoric Base Drain Hope [W] Fixed an issue that caused Stasis on Leoric or Drain Hope's target to not break Drain Hope. Li Li Fixed an issue that caused Water Serpent to move at a reduced speed. Level 4 Surging Winds Fixed an issue that caused an active Surging Winds buff to be removed when Li Li is killed. Li-Ming Level 1 Power Hungry Fixed an issue that caused an active Power Hungry buff to be removed when Li-Ming is killed. Lunara Level 10 Leaping Strike Fixed an issue that caused Leaping Strike to stall game logic. Malthael Level 1 Fear The Reaper Fixed an issue that caused Fear the Reaper's duration indicator to not be tied to the ability button. The Butcher Fixed an issue that allowed The Butcher to disjoint while collecting Fresh Meat. The Lost Vikings Fixed an issue that caused Longboat to move at a reduced speed. Tychus Level 20 Focusing Diodes Now grants an additive damage bonus. Whitemane Level 10 Divine Reckoning Updated Divine Reckoning's mana restoration based off of damage dealt to display only one instance of floating text. Zul'jin Level 20 Forest Medicine Selecting Forest Medicine will no longer interrupt an ongoing Regeneration channel. Return to Top
      Click here to discuss this post with other players in the official Heroes of the Storm forums.

    • By Staff
      Blizzard has released a new Heroes of the Storm patch today with additional changes based on PTR feedback. Here are the official patch notes with more details.
      (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 Balance Update Bug Fixes General
      Updated Homescreen and Startup Music. Updated Shop Bundles and Items. NEW: Brawl Mode added! Brawls will rotate on the 1st and 15th of every month. Return to Top
      Balance Update
      Heroes
      Auriel
      Base
      Bestow Hope [Trait] Increased the amount of energy stored from 60% to 80% of damage to Heroes. Increased the amount of energy stored from 20% to 50% of damage to non-Heroes. Talents
      Level 1 Searing Light Now only deals damage to enemy Heroes. Level 7 Energized Cord Now increases Basic Attack range by 1.1. Level 10 Resurrect Delay before resurrection reduced from 5 seconds to 3 seconds. Level 16 Reservoir of Hope Quest bonus reduced from 75 to 55. Wrath of Heaven Armor reduction increased from 10 to 20. Spell Power increased from 10% to 15%. Chromie
      Talents
      Level 1 Timewalker's Pursuit Spell Power increased from 10% to 15%. Level 5 Mobius Loop Slow reduced from 60% to 40%. Level 18 Unravelling Lingering Slowing Sands no longer consume Energy. Now also increases Slowing Sands cast range by 50%. Johanna
      Base
      Shield Glare [E] Mana cost increased from 45 to 55. Talents
      Level 1 Divine Fortress Health bonus starting value increased from 20% to 25%. Zealous Glare Damage bonus reduced from 75% to 70%. Level 7 Steed Charge Duration increased from 3 to 4 seconds. Level 13 Blessed Hammer Damage reduced from 74 to 65. Level 16 Holy Renewal Cooldown reduction reduced from 1.5 seconds to 1 second. Shrinking Vacuum Damage reduction increased from 25% to 30%. Duration increased from 2 to 3 seconds. Slow increased from 25% to 30%. Tracer
      Talents
      Level 4 Is That a Health Pack?! Healing from Regen Globes increased from 10% to 15% of maximum Health. Pulse Generator Healing reduced from 18% to 12%. Level 13 Jumper Cooldown refresh reduced from 150% to 100%. Shield reduced from 6.5% to 6%. Zul'jin
      Base
      You Want Axe? [Trait] Basic Attack damage increased from 94 to 96. Now has a limit of 50 stacks. Bonus from quest completion reduced from 1 to .25. Talents
      Level 1 Recklessness Basic Attack damage bonus reduced from 15% to 10%. Level 10 Guillotine Cooldown reduced from 40 seconds to 30 seconds. Mana cost reduced from 70 to 60. Taz'dingo! Cooldown increased from 90 seconds to 100 seconds. Mana cost increased from 75 to 80. Level 16 Let the Killing Begin Kill window reduced from 1.5 seconds to 0.5 seconds. Level 20 Buzzsaw Kill window reduced from 1.5 seconds to 0.5 seconds. Return to Top
      Bug Fixes
      General
      Experience Globes can now path through gates. Fixed issues related to root visual effects. Updated decaying and ramping Slows to scale their speed with CC reduction effects. Heroes
      Alexstrasza Base Flame Buffet [E] Fixed an issue that caused Flame Buffet's Slow to be instantly removed on targets with reduced duration on being Slowed. Azmodan Level 13 Chain of Command Fixed an issue that caused Chain of Command to not apply to Demonic Invasion's on-death explosion. Brightwing Base Phase Shift [Z] Fixed an issue with Phase Shift's Store Icon. Chen Level 10 Storm, Earth, Fire Fixed an issue that caused Storm, Earth, Fire Spirits to not contest Capture Points. Wandering Keg Fixed an issue that caused Wandering Keg to occasionally not be cast. Wandering Keg now acts like other instant Abilities and will cast as soon as possible. Cho'Gall General Fixed an issue that caused Cho'Gall to contest points while Cho is in Stasis. Dehaka Base Brushstalker [Z] Fixed an issue with Brushstalker's Store Icon. Will now clamp the minimum cast range to Dehaka's radius. E.T.C. Level 7 Pinball Wizard Bonus damage updated to be additive. Level 13 Face Smelt Fixed an issue that caused Face Smelt's Slow to be instantly removed on targets with reduced duration on being Slowed. Falstad Base Flight [Z] Fixed an issue with Flight's Store Icon. Level 10 Mighty Gust Fixed an issue that caused Mighty Gust's Slow to be instantly removed on targets with reduced duration on being Slowed. Fenix Level 1 Arsenal Synergy Fixed an issue that caused Arsenal Synergy to not grant cooldown reduction for the primary target hit by Phase Bomb. Level 4 Inhibiting Energy Fixed an issue that caused Inhibiting Energy to be instantly removed on targets with reduced duration on being Slowed. Imperius Level 20 Unrelenting Descent Fixed an issue that caused Unrelenting Descent's Heal to be delayed. Johanna Base Punish [Q] Fixed an issue that caused Punish to be instantly removed on targets with reduced duration on being Slowed. Kel'Thuzad Level 4 Phylactery of Kel'Thuzad Announcements for Phylactery of Kel'Thuzad will now use team colors. Kerrigan Level 7 Boundless Fury Fixed an issue that caused Boundless Fury to refund charges against a target already marked. Kharazim Level 4 Spirit Ally Fixed an issue that caused Spirit Ally's heal FX to be visible in Fog of War. Lúcio Base Wall Ride [Z] Fixed an issue with Wall Ride's Store Icon. Lt. Morales Level 10 Medivac Dropship Announcements for Medivac Dropship will now use team colors. Lunara Base Crippling Spores [W] Fixed an issue that caused Crippling Spores to be instantly removed on targets with reduced duration on being Slowed. Maiev Level 16 Armored Assault Fixed an issue that caused Armored Assault to not grant the full bonus to Umbral Bind's Cleave. Malthael Level 20 No One Can Stop Death Announcements for No One Can Stop Death will now use team colors. Mei Base Icing [E] Fixed an issue that caused Icing's Slow to be instantly removed on targets with reduced duration on being Slowed. Level 10 Ice Wall Fixed an issue that caused Ice Wall to not apply Stopped to D.Va's Self Destruct. Muradin Level 4 Thunder Burn Tooltip has been updated to show Thunder Burn is a multiplicative reduction. Level 13 Thunder Strike Damage increase is now additive. Probius Base Worker Rush [Z] Fixed an issue with Work Rush's Store Icon. Rehgar Base Purge [Trait] Fixed an issue that caused Purge to be instantly removed on targets with reduced duration on being Slowed. Samuro Base Critical Strike [W] Fixed an issue that caused Critical Strike FX to persist if Samuro is killed while he has maximum Critical Strike stacks. Level 13 Kawarimi Fixed an issue that caused Kawarimi to create a Mirror Image with the incorrect starting Health. Sgt. Hammer Base Thrusters [Z] Fixed an issue with Thrusters' Store Icon. Stukov Base Weighted Pustule [W] Fixed an issue that caused Weighted Pustule's increasing Slow to be instantly removed on targets with reduced duration on being Slowed. Sylvanas Level 1 Unfurling Shadows Fixed an issue that caused Unfurling Shadows to not grant quest progress for the impact damage of Shadow Dagger created by spread. The Butcher Base Hamstring [Q] Fixed an issue that caused Hamstring to be instantly removed on targets with reduced duration on being Slowed. The Lost Vikings Base Go Go Go! [Z] Fixed an issue with Go Go Go's Store Icon. Zagara Level 20 Pack Instinct Fixed an issue that caused Devouring Maw to gain more bonuses than intended from Pack Instinct. Zuljin General Fixed an issue that caused Basic Attack damage in Zul'jin's Target Info Panel to not increase while Berserker is active. Base You Want Axe? [Trait] Fixed an issue that caused You Want Axe to gain progress while at maximum Basic Attack bonus. Level 16 Wrong Place Wrong Time Fixed an issue that caused Wrong Place Wrong Time to not respect the stack cap of You Want Axe?. Return to Top
      Click here to discuss this post with other players in the official Heroes of the Storm forums.

    • By Staff
      A new Heroes of the Storm patch is now available for playtesting on the PTR with many Hero changes and bug fixes. Check out the official PTR notes for more details!
      We expect the patch to be available for testing for one week before it goes live.
      (Source)
      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:
      General Balance Update Bug Fixes General
      Updated Homescreen and Startup Music. NEW: Brawl Mode added! Brawls will rotate on the 1st and 15th of every month. Return to Top
      Balance Update
      Heroes
      Auriel
      Talents
      Level 1 Searing Light Now only deals damage to enemy Heroes. Level 7 Energized Cord Now increases Basic Attack range by 1.1. Level 16 Reservoir of Hope Quest bonus reduced from 75 to 55. Wrath of Heaven Armor reduction increased from 10 to 20. Spell Power increased from 10% to 15%. Chromie
      Talents
      Level 1 Timewalker's Pursuit Spell Power increased from 10% to 15%. Level 7 Mobius Loop Slow reduced from 60% to 40%. Level 20 Unravelling Lingering Slowing Sands no longer consume Energy. Now also increases Slowing Sands cast range by 50%. Johanna
      Base
      Shield Glare [E] Mana cost increased from 45 to 55. Talents
      Level 1 Divine Fortress Health bonus starting value increased from 20% to 25%. Zealous Glare Damage bonus reduced from 75% to 70%. Level 7 Steed Charge Duration increased from 3 to 4 seconds. Level 13 Blessed Hammer Damage reduced from 74 to 65. Level 16 Holy Renewal Cooldown reduction reduced from 1.5 seconds to 1 second. Shrinking Vacuum Damage reduction increased from 25% to 30%. Duration increased from 2 to 3 seconds. Slow increased from 25% to 30%. Tracer
      Talents
      Level 4 Is That a Health Pack?! Healing from Regen Globes increased from 10% to 15% of maximum Health. Pulse Generator Healing reduced from 18% to 12%. Level 13 Jumper Cooldown refresh reduced from 150% to 100%. Shield reduced from 6.5% to 6%. Zul'jin
      Base
      You Want Axe? [Trait] Basic Attack damage increased from 94 to 118. Bonus from quest completion reduced from 1 to .25. Talents
      Level 1 Recklessness Basic Attack damage bonus reduced from 15% to 10%. Level 10 Guillotine Cooldown reduced from 40 seconds to 30 seconds. Mana cost reduced from 70 to 60. Taz'dingo! Cooldown increased from 90 seconds to 100 seconds. Mana cost increased from 75 to 80. Level 16 Let the Killing Begin Kill window reduced from 1.5 seconds to 0.5 seconds. Level 20 Buzzsaw Kill window reduced from 1.5 seconds to 0.5 seconds. Return to Top
      Bug Fixes
      General
      Experience Globes can now path through gates. Fixed issues related to root visual effects. Updated decaying and ramping Slows to scale their speed with CC reduction effects. Heroes
      Alexstrasza Base Flame Buffet [E] Fixed an issue that caused Flame Buffet's Slow to be instantly removed on targets with reduced duration on being Slowed. Azmodan Level 13 Chain of Command Fixed an issue that caused Chain of Command to not apply to Demonic Invasion's on-death explosion. Brightwing Base Phase Shift [Z] Fixed an issue with Phase Shift's Store Icon. Chen Level 10 Storm, Earth, Fire Fixed an issue that caused Storm, Earth, Fire Spirits to not contest Capture Points. Cho'Gall General Fixed an issue that caused Cho'Gall to contest points while Cho is in Stasis. Dehaka Base Brushstalker [Z] Fixed an issue with Brushstalker's Store Icon. Will now clamp the minimum cast range to Dehaka's radius. E.T.C. Base Face Smelt [W] Fixed an issue that caused Face Smelt's Slow to be instantly removed on targets with reduced duration on being Slowed. Level 7 Pinball Wizard Bonus damage updated to be additive. Falstad Base Flight [Z] Fixed an issue with Flight's Store Icon. Level 10 Mighty Gust Fixed an issue that caused Mighty Gust's Slow to be instantly removed on targets with reduced duration on being Slowed. Fenix Level 1 Arsenal Synergy Fixed an issue that caused Arsenal Synergy to not grant cooldown reduction for the primary target hit by Phase Bomb. Level 4 Inhibiting Energy Fixed an issue that caused Inhibiting Energy to be instantly removed on targets with reduced duration on being Slowed. Johanna Base Punish [Q] Fixed an issue that caused Punish to be instantly removed on targets with reduced duration on being Slowed. Kharazim Level 4 Air Ally Fixed an issue that caused Air Ally's heal FX to be visible in Fog of War. Lúcio Base Wall Ride [Z] Fixed an issue with Wall Ride's Store Icon. Lunara Base Crippling Spores [W] Fixed an issue that caused Crippling Spores to be instantly removed on targets with reduced duration on being Slowed. Maiev Level 16 Armored Assault Fixed an issue that caused Armored Assault to not grant the full bonus to Umbral Bind's Cleave. Mei Base Icing [E] Fixed an issue that caused Icing's Slow to be instantly removed on targets with reduced duration on being Slowed. Level 10 Ice Wall Fixed an issue that caused Ice Wall to not apply Stopped to D.Va's Self Destruct. Muradin Level 4 Thunder Burn Tooltip has been updated to show Thunder Burn is a multiplicative reduction. Level 13 Thunder Strike Damage increase is now additive. Probius Base Worker Rush [Z] Fixed an issue with Work Rush's Store Icon. Rehgar Base Purge [Trait] Fixed an issue that caused Purge to be instantly removed on targets with reduced duration on being Slowed. Samuro Base Critical Strike [W] Fixed an issue that caused Critical Strike FX to persist if Samuro is killed while he has maximum Critical Strike stacks. Level 13 Kawarimi Fixed an issue that caused Kawarimi to create a Mirror Image with the incorrect starting Health. Sgt. Hammer Base Thrusters [Z] Fixed an issue with Thrusters' Store Icon. Stukov Base Weighted Pustule [W] Fixed an issue that caused Weighted Pustule's increasing Slow to be instantly removed on targets with reduced duration on being Slowed. Sylvanas Level 1 Unfurling Shadows Fixed an issue that caused Unfurling Shadows to not grant quest progress for the impact damage of Shadow Dagger created by spread. The Butcher Base Hamstring [Q] Fixed an issue that caused Hamstring to be instantly removed on targets with reduced duration on being Slowed. The Lost Vikings Base Go Go Go! [Z] Fixed an issue with Go Go Go's Store Icon. Zagara Level 20 Pack Instinct Fixed an issue that caused Devouring Maw to gain more bonuses than intended from Pack Instinct. Return to Top
      Click here to discuss this post with other players in the official Heroes of the Storm forums.

    • By Staff
      Master every Heroes of the Storm battleground with our detailed map guides, featuring strategies for objectives and drafting!

      Heroes of the Storm features a wide range of maps, each offering unique objectives and strategies. To help players excel in every battleground, we’ve created comprehensive guides that cover drafting, objectives, and gameplay for all maps.


      Alterac Pass: Free Cavalries from Prison Camps to fight alongside your team. Battlefield of Eternity: Secure Immortals to destroy enemy structures. Blackheart’s Bay: Collect Doubloons to fire Captain Blackheart’s cannons. Braxis Holdout: Control Beacons to summon powerful Zerg waves. Cursed Hollow: Gather Tributes to curse the enemy team and gain an advantage. Dragon Shire: Control Shrines to summon the mighty Dragon Knight. Garden of Terror: Collect Seeds to unleash Garden Terrors on your enemies. Hanamura Temple: Escort Payloads to deal damage to enemy structures. Infernal Shrines: Summon Punishers by defeating Guardians at Shrines. Sky Temple: Capture Temples to rain laser blasts on enemy structures. Tomb of the Spider Queen: Turn in Gems to summon Webweavers to assist your team. Towers of Doom: Capture Altars to damage the enemy Core indirectly. Volskaya Foundry: Control Capture Points to pilot the Triglav Protector. Warhead Junction: Collect Warheads to bombard enemy structures.
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