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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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      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.

    • By Elitesparkle
      Blizzard released a new Live 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 Live 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: Toon'Dan Gul'Dan
      All Quests that can lose stacks will never cause the player to fall below milestone thresholds. Pinnacle Rewards are now named Mythic Rewards to give a more Blizzard feel. So Mythic-y! The following Summoned Units now lose health each second: Creep Tumors, Demon Lieutenants, Demon Warriors, Gargantuan, Ghouls, Hydralisks, Roaches, Rock-It Turrets, Rush Zombies, Scarabs, Treants, Ultralisk, and Water Elementals. Total Health and Duration of these Summoned Units have been adjusted to compensate for this. Structures now prioritize Summoned Units when there are no remaining minions. Summoned Units no longer take half damage from Structures. XP Globe pickup sound is now also played when killing a minion that instantly yields XP. Updated Homescreen and Startup Music. Return to Top
      Map Updates
      General Watch Towers will now reset to neutral after 45 seconds of not being occupied. Volskaya Foundry Triglav Protector bonus Damage and cooldown speed increased from 25% to 40% when 2 players are inside. Triglav Protector Basic Attacks increased from +50% damage to structures to +100%. Triglav Protector Basic Attack damage decreased from 155 to 130. Triglav Protector Basic Attacks scale increased from +25% to +50% with 2 players. Warhead Junction The burn duration is now displayed on structures affected by a Warhead. Return to Top
      Balance Update
      Heroes
      Azmodan
      Base
      Globe of Annihilation [Q] Now deals 50% damage to non-Heroes. Upon reaching 225 Annihilation, Globe of Annihilation no longer deals reduced damage to non-Heroes Minions and Mercenaries. Window to kill minions for Annihilation increased from 1.5 seconds to 3 seconds. Summon Demon Warrior [W] Demon Warriors damage increased from 32 to 85 53 . Now deals half damage to Heroes Now deals double damage to Minions and Mercenaries. Demon Warriors no longer have a duration, but lose 26 Health every second. Demon Warriors no longer have Immolation. Now has 2 charges. Talents
      Level 1 Wrath REWORK: Now provides 1 stack for every 2 Basic Attacks hit against a Structure or Hero. Level 7 Art of Chaos Extra Annihilation amount reduced from 4 to 2. Bombardment Amount of time Bombardment lasts reduced from 4 seconds to 3 seconds. Master of Destruction Amount of Annihilation granted reduced from 2 to 1. Level 13 Brutish Vanguard Now slows the attacked target by 30%. Level 16 Hell Rift Damage bonus reduced from 75% to 35%. Level 20 Inescapable Annihilation NEW: Globe of Annihilation has unlimited range. Pride Moved to baseline. Now requires 450 stacks. Damage bonus increased from 125 to 150. Deathwing
      Base
      Attack Damage decreased from 155 to 110 117 . Form Switch [1] Active ability removed. Deathwing now switches forms solely from landing. Molten Flame [Q] Base Damage per Second reduced from 21 to 19. Incinerate [W] Cooldown increased from 4 seconds to 6 seconds. Energy cost increased from 20 to 30. Damage increased fomr 65 to 100. Lava Burst [W] Cast time reduced from 1 second to .75 seconds. Cooldown increased from 6 seconds to 9 seconds. Energy cost increased from 15 to 25. Explosion Damage increased from 30 to 35. Explosion Damage over Time increased from 6 to 7. Slow increased from 35% to 45%. Onslaught [E] Bonus damage increased from 72 to 120. Damage increased from 38 to 60. Earth Shatter [E] Projectile speed increased by 30% Cataclysm [R] NEW QUEST: Damage Heroes with Molten Flame to gain 1 stack. Gain 50 stacks for killing a Hero. Mythic Reward: Upon reaching 2,000 stacks, Cataclysm now deals 2,500% damage to Structures and Minions. "I AM THE CATACLYSM". Dragonflight [Z] Cooldown delay after dealing or taking damage increased from 4 seconds to 6 seconds. Cooldown reduced from 45 seconds to 15 seconds. Talents
      Level 1 Dragon Soul Healing increased from 75%, 150% to 100%, 200%. Level 4 Heat Wave Damage over Time increased from 6 to 9. Damage over Time stacks reduced from 4 to 3. Initial damage bonus increased from 125% to 150%. Level 7 Firestorm Damage increased from 70 to 77. Landing delay reduction increased from 2 seconds to 3 seconds. No longer reduces cooldown of Dragonflight. Level 13 Fire and Fury Damage bonus increased from 30% to 40%. Falstad
      Base
      Lightning Rod [W] Range reduced by .5. Time between strikes increased from .8 seconds to .9 seconds. Jaina
      Base
      Frostbite [Trait] NEW QUEST: Deal Ability Damage to Chilled Heroes. Upon reaching 12,000 Damage, unlock Improved Ice Block, which allows Jaina to become temporarily Invulnerable. Mythic Reward: Upon dealing 30,000 Damage, Ice Block upgrades to Ice Cold, granting Jaina Protected instead of Stasis Ice Block allows Jaina to move and cast while active. Talents
      Level 7 Ice Lance Cooldown reduction increased from 1.5 seconds to 2 seconds. Level 16 Numbing Blast Root duration reduced from 1 second to .75 seconds. Level 20 Wintermute Water Elemental cast range and damage bonus decreased from 50% to 40%. Kael'thas
      Talents
      Level 1 Convection Increased reward damage and health from 150/50 to 200/100. Kerrigan
      Base
      Ravage [Q] UPDATED QUEST: Enemies killed in a narrow proximity of Kerrigan provide stacks. Minion kills grant 1 stack. Hero kills grant 7 stacks. At 100 stacks, gain 125 Ravage damage, and Heroes now provide 14 stacks on kill. At 250 stacks, gain 200 Ravage damage. Kill window for receiving a free Ravage charge has been reduced from 1.5 seconds to 0.75 seconds. Muradin
      Base
      Storm Bolt [Q] Perfect Storm Quest removed. NEW QUEST: Basic Attack Heroes affected by Slows or Stuns. Slows provide 1 stack and Stuns provide 2 stacks. At 35 50 stacks, Storm Bolt pierces to hit an additional target, and Muradin's Basic Attack reduces the cooldown of Storm Bolt by 0.5 seconds. Mythic Reward: At 150 200 stacks, Storm Bolt's range is increased by 50% and width is increased by 100%, and now pierces all targets. Talents
      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. This can only occur once per 10 seconds. Level 16 Dwarf Launch Range bonus reduced from 40% to 30%. Level 20 Mountain King NEW: Thunderclap and Dwarf Toss have an extra charge. Rewind Removed. 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 Pufferifsh Kill Slimed enemies, or hit them with Pufferfish. Provides 1 stack per minion, 5 stacks per Hero or Structure hit. At 100 200 stacks, Basic Abilities now deal full damage to Structures. Mythic Reward: At 200 400 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 Reduced the amount of time needed to deal the full Damage over Time from 5 seconds to 4 seconds. 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. Sentinel Shot [W] Mana cost increased to 55 from 50. 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 45 Heroes, Tyrande's Basic Attacks occasionally trigger a Lunar Flare. Now restores 25 mana per enemy hit. Mana cost increased to 65 from 60. Starfall [R] Mana cost increased to 85 from 75. Shadowstalk [R] Mana cost increased to 85 from 75. 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
      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. Tychus Level 10 Commandeer Odin Fixed an issue that caused Tychus' Odin to not display a cooldown for its Thrusters Ability. 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 Live patch for Heroes of the Storm and here are the official Patch Notes with all the changes.
      20 February 2026: After releasing a hotfix, Muradin has been enabled again.
      19 February 2026: Muradin has been temporarily disabled due to a game-breaking bug.
      (Source)
      We’ve just released a patch to the live servers in order to apply some balance and bug fixes.
      Quick Navigation:
      Balance Update Bug Fixes Balance Updates
      Deathwing
      Base
      Incinerate [W] Cooldown increased from 6 seconds to 7 seconds. Talents
      Level 7 Death Drop Duration of Spell Armor decreased from 6 seconds to 4 seconds. Muradin
      Base
      Storm Bolt [Q] Quest requirements reduced from 50/200 to 40/160. Talents
      Level 1 Give 'Em The Axe Bonus Damage reduced from 50% to 40%. Level 4 Sledgehammer Now also reduces the cooldown of Storm Bolt by 1.5 seconds. Level 7 Perfect Storm Internal cooldown reduced from 10 seconds to 8.5 seconds. Now also restores 25 Mana on reset. Level 13 Healing Static Heal per Hero hit increased from 5% to 6%. Murky
      Base
      Spawn Egg [D] Revive Shield duration increased from 10 seconds to 15 seconds. Talents
      Level 10 March of the Murlocs Cooldown reduced from 110 seconds to 100 seconds. Level 13 Egg Shell Shield increased from 35% to 50% of Murky's Health. Shield now lasts until destroyed. Level 20 Never-Ending March Will now last a minimum of 7 seconds, even if stopped. Sylvanas
      Talents
      Level 7 Lost Soul Extra 10% damage bonus provided by Lost Soul has been removed. Tyrande
      Base
      Lunar Flare [E] Mythic reward requirements reduced from 45 hits to 40 hits. Return to Top
      Bug Fixes
      Battlegrounds
      Hanamura Temple The Samurai Sentinel camp is now properly displayed with a Bruiser icon. Braxis Holdout Fixed an issue that caused terrain to be rendered incorrectly. Heroes
      Azmodan Level 4 Battleborn Now properly reduces the cooldown of Demon Lieutenant. Level 10 Black Pool Now properly deals reduced damage to non-Heroes. Deathwing Base Form Swap AI can no longer use the removed Form Swap ability. Gul'dan Level 16 Ruinous Affliction Fixed an issue that caused Ruinous Affliction to deal bonus damage on the 3rd and 5th hit, instead of the 3rd and 6th hit. Jaina Base Frostbite [Trait] Fixed an issue that caused Ice Block to not show the correct cooldown value in the tooltip. Fixed an issue that caused Ice Cold to allow Jaina to move through pathing blockers and stationary targets. Muradin Base Dwarf Toss [E] Fixed an issue that caused Dwarf Toss to go on cooldown when used on invalid terrain. Level 1 Dwarf Block Can no longer stack beyond 3 charges. Murky Murky will no longer revive faster than intended. Murky's level 20 talents have been rearranged to match skill order. Base Pufferfish [W] Puffed Up will now display first in the Buff Bar. Fixed an issue that caused Murky to lose his increased size after death. Spawn Egg [D] Fixed an issue that caused Murky to respawn faster than intended. Level 1 Shell Game Shell Game now shows the Trait button for the talent, instead of an Active button. Level 20 Faster Fish Faster Fish now also causes the animation of the Pufferfish to play faster. Faster Fish now shows the W button for the talent, instead of the Trait button. Rehgar Level 20 Elemental Conduit Fixed an issue that caused Elemental Conduit's Shields to not refresh to 5 seconds. Fixed an issue that caused Elemental Conduit's refresh to search for allies to give the Shield around the targets hit, instead of Rehgar's location. Thrall Level 1 Echo of the Elements Fixed an issue that caused Echo of the Elements bounces to bounce to cloaked targets. Level 7 Rolling Thunder Rolling Thunder damage now displays as a crit. Level 16 Alpha Wolf Alpha Wolf damage now displays as a crit. Zagara Base Infested Drop [E] Fixed an issue that caused Roaches melee attacks to launch missiles instead of directly hitting. Fixed an issue that caused Roaches to not display correctly in the death recap. Click here to discuss this post with other players in the official Heroes of the Storm forums.

    • By Elitesparkle
      Blizzard released a new Live 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 Mount: Scrapper Mad Axe Mono Wheel
      Unranked Mode has been removed. Respawn timers have been reduced in the mid-to-late game. By level 22, respawn timers are back at 65 seconds. Updated Homescreen and Startup Music. Return to Top
      Map Updates
      Garden of Terror Classic The original Garden of Terror has returned to Custom Games! The name has been changed to Garden of Terror Classic to differentiate from the current Garden of Terror. Haunted Mines Haunted mines has returned to Quick Match! The Mine Golem now drops an additional 10 Skulls over the course of its lifetime. Map objective is now complete when one team collects 55 Skulls, rather than when all 100 Skulls have been collected. Hero vision is reduced while in the mines. Warhead Junction Cast time for Nuke increased from 2.5 seconds to 3 seconds. Cast time for Nuke now breaks upon taking damage. DoT damage from Nuke increased by 100%. Damage to Forts and Keeps from Nuke increased from 100% to 125%. Return to Top
      Balance Update
      Heroes
      Arthas
      Arthas has been fully reworked! All abilities and talents will be listed below. Base
      Death Coil [Q] Mana: 40. Cooldown: 9 seconds. Deals 164 damage to target enemy. Can be self-cast to heal for 262 Health. Howling Blast [W] Mana: 50. Cooldown: 10 seconds. Root enemies within the target area for 1.25 seconds and deals 68 damage. Frozen Tempest [E] Mana: 13 per second. Cooldown: 1 second. Deals 36 damage per second to nearby enemies and Slow their Movement Speed by 10% per second, stacking up to 40%. Heroes hit also have their Attack Speed Slowed by 10% per second, stacking up to 40%. Frozen Tempest's effects last for 1.5 seconds. Army of the Dead [R] Charge Cooldown: 18 seconds. Consume all charges to summon an equal number of Ghouls that last 15 seconds and attack for 20 damage. Ghouls can be sacrificed to heal Arthas for 240 Health. Stores up to 6 charges. Every time an enemy minion dies nearby, reduce the charge cooldown of this ability by 1 second. Takedowns reduce the charge cooldown of this ability by 6 seconds. Summon Sindragosa [R] Mana: 100. Cooldown: 100 seconds. Deals 230 damage and Slows enemies by 60% for 4 seconds. Also disables Minions, Mercenaries, Monsters, and Structures for 20 seconds. Frostmourne Hungers [D] Cooldown: 12 seconds. Activate to make Arthas' next Basic Attack strike immediately and deal 71 bonus damage. Dealing damage restores 40 Mana. QUEST: Killing a Minion or hitting a Hero with Frostmourne Hungers permanently increases its bonus damage and Arthas' Basic Attack damage by 1. Talents
      Level 1 Frost Presence Increase the area of Howling Blast by 20%. QUEST: Root enemy Heroes with Howling Blast. REWARD: After Rooting 15 Heroes, Howling Blast's range is increased by 20% and it hits enemies in its path. REWARD: After Rooting 30 Heroes, Death Coil Slows Heroes hit by 50% for 0.75 seconds. Borean Winds After Frozen Tempest has been active for 2 seconds, Arthas gains 10% Movement Speed. PASSIVE: Frozen Tempest's Slowing effects last an additional 0.5 seconds and its Mana cost is reduced by 4 per second. Rime Every 5 seconds, gain 75 Physical Armor against the next enemy Hero Basic Attack, reducing the damage taken by 75%. Stores up to 3 charges. PASSIVE: While Arthas is Slowed, Rooted, or Stunned he heals 24 Health a second. Level 4 Shattered Armor Enemy Heroes hit by Howling Blast have their Armor reduced by 15 for 4 seconds. Icy Talons Gain 3% Attack Speed for 2 seconds every time a Hero is damaged by Frozen Tempest, to a maximum of 60%. Frost Strike Frostmourne Hungers deals an additional 115 Ability damage in an area and Slows Heroes hit by 20% for 2 seconds. Level 7 Immortal Coil Gain the healing effect of Death Coil even when used on enemies. If Death Coil is used on Arthas, it heals for an additional 75% bonus healing and its cooldown is reduced by 3 seconds. Rune Tap Every 3rd Basic Attack heals Arthas for 5% of his max Health. PASSIVE: Each stack of Frostmourne Hungers increases Arthas' Maximum Health by 10. Icebound Fortitude Cooldown: 35 seconds. Activate to gain 25 Armor and reduce the duration of Stuns, Slows, and Roots against Arthas by 75% for 3 seconds. Each Hero Rooted by Howling Blast reduces the cooldown of this ability by 2 seconds. Level 13 Deathlord If Death Coil is used on an enemy Hero, launch an additional Death Coil at a nearby enemy Hero. PASSIVE: Death Coil deals more damage the lower Arthas' current Health is, to a maximum of 50% bonus damage. Deathchill Howling Blast's damage is increased by 2 for each stack of Frostmourne Hungers. Howling Blast deals 100% additional damage and Roots for an additional 0.25 seconds against Heroes under 50% Health. Biting Cold Each second an enemy is damaged by Frozen Tempest, it deals 15% bonus damage, up to 75% bonus damage. Level 16 Remorseless Winter Enemy Heroes that remain within Frozen Tempest for 2.5 seconds are Rooted for 1.25 seconds and heal Arthas for 3% of his maximum Health. This effect has an 8 second cooldown per target. Frostmourne Feeds Reduce the cooldown of Frostmourne Hungers by 6 seconds. Arthas heals for 75% of the Basic Attack damage dealt by Frostmourne Hungers. Anti-Magic Shell Cooldown 60 seconds. Activate to make Arthas immune to Spell Damage for 4 seconds and heal Arthas for 25% of the damage prevented. Level 20 Legion of Northrend Reduce Army of the Dead's charge cooldown by 5 seconds. Each charge consumed spawns an additional Ghoul to attack nearby enemies. These Ghouls cannot be sacrificed. Absolute Zero Sindragosa flies twice as far. Enemy Heroes are Rooted for 2.5 seconds, and then Slowed by 60% for 4 seconds. Death Pact Instantly double your stacks of Frostmourne Hungers, but it no longer gains stacks from hitting Heroes or killing Minions. PASSIVE: Takedowns grant 2 stacks of Frostmourne Hungers. Path of Frost Activate to instantly Mount with 10% additional Movement Speed. Taking damage does not dismount Arthas from this mount. Lasts up to 5 seconds. When Arthas dismounts, Slow all nearby enemies by 30% for 2 seconds and deal 66 damage. Chen
      Base
      Keg Smash [W] Breath of Fire initial decreased from 85 to 40. Breath of Fire duration increased from 3 seconds to 6 seconds. Breath of Fire no longer costs Energy. Keg Smash energy cost increased to 35 40 from 30. Fortifying Brew [D] Drinking now stops additional commands for a fraction of a second. Talents
      Level 1 Accumulating Flames Moved from Level 4 to Level 1. REWORK: Quest: Gain stacks from hitting Heroes with DoT damage from Breath of Fire. Each stack provides 0.25 damage. At 20 damage, Keg Smash becomes ranged. Mythic Reward: At 75 damage, Breath of Fire redcues enemy Armor by 20 and is refreshed from Chen's Basic Attacks. Level 4 Eye of the Tiger Moved from Level 1 to Level 4. Level 7 Elusive Brawler Movement Speed reduced from 30% to 20%. Level 10 Wandering Keg Cooldown increased from 50 seconds to 60 seconds. Level 13 Pressure Point Slow duration increased from 1 second to 1.5 seconds. Deathwing
      Base
      Onslaught [E] Cooldown increased from 5 seconds to 6 seconds. Dragonflight [Z] Cooldown increased from 15 seconds to 20 seconds. Talents
      Level 16 Gaze onto Destruction Duration reduced from 5 seconds to 3.5 seconds. Falstad
      Talents
      Level 1 Frequent Flyer Range to receive kill credit reduced from 14 to 8.5. Garrosh
      Base
      Wrecking Ball [E] Range reduced from 6.5 to 6. Search range reduced from 2.5 to 2.25. Talents
      Level 1 Unrivaled Strength Ranged bonus reduced from 20% to 15%. Gazlowe
      Base
      Rock-It! Turret [Q] Turret Health increased from 510 to 600. Health decays over 20 seconds (from 17). Talents
      Level 10 Robo-goblin Damage per second increased from 90 to 100. Mal'Ganis
      Base
      Necrotic Embrace [W] Now benefits double the amount from Vampiric Touch. No longer provides 25 Armor for 3 seconds. Now provides 15 Spell Armor for 3 seconds. Damage increased from 110 to 121. Talents
      Level 1 Will of Tichondrius Moved from Level 7 to Level 1. REWORK: Hit Heroes with Fel Claws to gain 0.5 damage. Hit 4 Heroes in the first two swipes to cause the last wipe to provide 2 additional damage. Upon reaching 40 stacks, Fel Claws now steals 4% health from opponents and Stuns for an additional 0.5 seconds. Level 4 Vampiric Aura Moved from Level 1 to Level 4. Self healing increased from 30% to 40% and healing of nearby Allies increased from 15% to 20%. Might of Sargeras Now provides 35 Armor for 3 seconds when using Necrotic Embrace. Level 7 Fueled by Torment Moved from Level 4 to Level 7. Now causes Necrotic Embrace to Slow by 25% for 3 seconds. Medivh
      Talents
      Level 1 Winds of Celerity Movement Speed bonus increased from 50% to 75% 100%. Raven's Intellect Bonus increased from 75% to 125% 200%. Level 4 Raven Familiar Slow reduced from 30% to 20%. Level 7 Force of Magic Spell Power increased from 30% to 35%. Level 13 Circle of Protection No longer increases the cooldown of Force of Will. Level 20 Guardian of Tirisfal Now also increases the range of Arcane Rift by 50%. Muradin
      Base
      It's Hammer Time! [Q] Muradin gains 5 stacks if a target dies within 3 seconds of being hit by Storm Bolt. Stack requirement for pierce increased from 40 to 45. Talents
      Level 16 Dwarf Launch Cooldown reduction decreased from 2 seconds to 1 second. Level 20 Mountain King Dwarf Toss cooldown increased by 2 seconds. Thunder Clap cooldown increased by 2 seconds. Sgt. Hammer
      Talents
      Level 1 Maelstrom Rounds Damage bonus increased from 30% to 40%. Level 13 Hyper-Cooling Engines Cooldown reduction no longer triggers off of Splash damage, but now triggers off of Structures. Level 20 Advanced Lava Strike Damage bonus increased from 50% to 65%. Ultra-Capacitors Cooldown reduction no longer triggers off of Splash damage, but now triggers off of Structures. Thrall
      Talents
      Level 1 Crash Lightning Amount stacks lost on death reduced from 6 to 4. Echo of the Elements Damage done by the chain lightning bounces rewarded from obtaining the Mythic Reward reduced from 85 to 70. Kill window increased from 1.5 seconds to 2 seconds. Stack requirements increased from 20/40/100 to 20/50/125. Second reward no longer provides an extra bounce. Level 7 Rolling Thunder Now also provides an extra bounce of Chain Lightning. Tyrande
      Base
      Lunar Flare [E] Tyrande gains 1 stack if the target dies within 3 seconds of being hit. Mythic Reward now also increases Attack Range by 1. Lunar flare damage from hitting a Hero reduced from 4% to 3.5% 3%. Talents
      Level 16 Quickening Blessing Movement bonus increased from 20% to 25%. Level 20 Commander of Sentinels Cooldown of Sentinel increased by 3 seconds. Return to Top
      Bug Fixes
      General
      Fixed an issue that caused Unstoppable targets to not be immune to Blinds. Maps
      General Fixed an issue that caused Bosses to attack Summoned units. Blackheart's Bay Fixed an issue that caused the AI to have issues turning in coins. Infernal Shrines Fixed an issue that prevented Minions from pathing near the Arcane Punisher's beams. Heroes
      D.Va Base Defense Matrix [W] D.Va's Mech will now retarget Defense Matrix when controlled by an AI. Deathwing Base Dragonflight [Z] Fixed an issue that caused Dragonflight's cooldown to increase upon taking damage to only occur when the cooldown is below 4 seconds. Garrosh Level 4 In For the Kill Fixed an issue that caused In For the Kill to not completely reset the cooldown of Bloodthirst. Gul'dan Base Drain Life [W] Fixed an issue that caused Drain Life to not always be interrupted if the target leaves its range. Jaina Base Improved Ice Block [1] Fixed an issue that caused Improved Ice Block and Ice Cold to not be used correctly by AI-controlled Jaina. Kael'thas Level 20 Rebirth Fixed an issue that caused Rebirth to not be used correctly by AI-controlled Kael'thas. Li Li Base Cloud Serpent [W] Fixed an issue that caused Cloud Serpent to not be made visible when damaging a target while in the Fog of War. Medivh Level 10 Poly Bomb Fixed an issue that caused Poly Bomb to not be used correctly by AI-controlled Medivh. Nazeebo Level 13 Superstition Fixed an issue that caused Superstition to display a blank ability for the damage dealt by its Corpse Spider. Samuro Base Mirror Image [Q] Mirror Images will no longer move towards Samuro's attack move target point on creation. Mirror Images will now properly have their AI enabled when Samuro has their AI enabled. Stukov Base Weighted Pustule [W] Fixed an issue that caused Weighted Pustule to be removed when an effect that removes Slows is applied. Thrall Base Feral Spirit [W] Fixed an issue that caused Feral Spirit to not be extended correctly if it is about to expire. Return to Top
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