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Heroes of the Storm The Lost Vikings

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Guest Talent Choices.

Let me start off by saying that Spin to Win! is one of the worst talents you could possibly pick, you put 3 relatively squishy vikings, 2 of them being RANGED, near a target that can easily kill them if they get close to the intended target. Do yourself a favor and don't pick up Spin to Win! or Norse Force for that matter, both actives are terrible and you'd rather give Baelog the extra attack speed to clear camps on his own.

Pain don't Hurt is a underrated talent, it provides Baelog with some sustain and independance to be able to PvE relatively safely anywhere on the map, not only giving him an edge in battle, but also being able to push and keep himself healthy to not be too exposed to your enemy team. with Pain Don't Hurt and Baelog the Fierce, he can solo Siege Creeps on his own without much needed help, while Olaf and Erik push an exposed lane or Olaf goes for the objective while Erik chills in a bush, soaking up experience in an empty lane.

The Longboat is a niche heroic talent that doesn't deliver as much as you hope it would. You see, Longboat doesn't have the versality that Play Again! has, that being a fantastic ultimate that can revive the vikings to push a lane incredibly hard or ult into the backline of your enemies for a clutch play(IE Having the vikings take all the abuse while your team cleans up), and the Longboat's auto target irritates me too much as to let it off the hook as a "good" Heroic ability.

Jump! is a strong competitor, no question about it, but Hunka Burning Olaf is, in my opinion, just as strong of a talent as it deals with some of the more problematic heroes with invinsibility such as Nova and Zeratul, which is, as the person making the guide describes it, one of the main counters to the Vikings, and it also gives Olaf a good waveclear to deal with the minion waves as he pushes with Erik.It really is just up to the player if they want a defensive active that can be a life saver in some situations or go for the offensive passive that makes pushes more of a problem for the enemy and makes invinsibility heroes cry.

Impatience is a virtue is a pretty weak talent for what it offers compared to Large and In Charge, sure, it reduces the cooldown of Go Go Go!, Spin to Win! and Jump!, but it requires you to get an active that doesn't deliver at all and a invulnerability active. Having a hard CC like a stun on someone who can use it immediately and being able to spam it so much is a god send, and as the person in the guide puts it, it helps alot that the team can catch up and apply their CC on the intended target.

Since i don't recommend Longboat, Fury of the Storm is one of the best end game talents i have seen so far, as it gives the Vikings some more needed burst to take out any remaining forts and the enemy Core, and helps with their ability to push all lanes at the same time.

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Hey all!

Sorry for the delay as I had gone out of town this last week just after the guide was posted. 

Quote

The Baelog build seems to be missing.

Great point Stan! I'll add that in sometime during the next couple days. Was really cool to see how well TeamLiquid utilized that build in the Dreamhack qualifiers just this last week.

In regards to the talent choices here are some of my thoughts on the suggestions:

Quote

Let me start off by saying that Spin to Win! is one of the worst talents you could possibly pick, you put 3 relatively squishy vikings, 2 of them being RANGED, near a target that can easily kill them if they get close to the intended target. Do yourself a favor and don't pick up Spin to Win! or Norse Force for that matter, both actives are terrible and you'd rather give Baelog the extra attack speed to clear camps on his own.

I agree with you on the fact that Norse Force! is a very weak choice when selecting for the level 7 talent, however I find it hard to see Spin To Win! as a terrible talent. Spin to Win! is a phenomenal waveclear ability which further strengthens the Vikings ability to maintain constant lane pressure. It also brings more options to the Vikings play-style, allowing them a stronger teamfighting presence (when positioned appropriately), as well as giving the Vikings a much easier time defeating Mercenary camps, bosses, or objectives such as Temples on Sky Temple or Terrors on Garden of Terror (arguably two of the Vikings strongest maps) . Baelog the Fierce is also a good talent choice but somewhat situational, it can be particularly strong when paired with Explosive Attacks and Pain Don't Hurt. 

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Jump! is a strong competitor, no question about it, but Hunka Burning Olaf is, in my opinion, just as strong of a talent as it deals with some of the more problematic heroes with invinsibility such as Nova and Zeratul, which is, as the person making the guide describes it, one of the main counters to the Vikings, and it also gives Olaf a good waveclear to deal with the minion waves as he pushes with Erik.It really is just up to the player if they want a defensive active that can be a life saver in some situations or go for the offensive passive that makes pushes more of a problem for the enemy and makes invinsibility heroes cry.

These are some great points to justify the strength of Hunka Burning Olaf and I can see why it could be situational pick. I just have a hard time justifying it as a go-to pick when you have to sacrifice the incredible versatility of Jump!. Especially since Jump! provides the Vikings with a much needed defensive mechanic (since they will be pressuring lanes while over-extended for much of the match).

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Fury of the Storm is one of the best end game talents i have seen so far, as it gives the Vikings some more needed burst to take out any remaining forts and the enemy Core, and helps with their ability to push all lanes at the same time.

Couldn't agree more! Once level 20 rolls around the Vikings go from being a troublesome annoyance to a massive threat that when left alone just for a moment will wreak havoc on enemy defenses. 

Thanks for the constructive feedback and healthy discussion. Looking forward to hearing more thoughts on these little trouble-makers!

-MK

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Guest I'm on a Longboat!
On 6/27/2016 at 7:07 PM, Guest Talent Choices. said:

Let me start off by saying that Spin to Win! is one of the worst talents you could possibly pick, you put 3 relatively squishy vikings, 2 of them being RANGED, near a target that can easily kill them if they get close to the intended target. Do yourself a favor and don't pick up Spin to Win! or Norse Force for that matter, both actives are terrible and you'd rather give Baelog the extra attack speed to clear camps on his own.

Spin to Win! is amazing.  I think maybe the problem(s) you have with it is the fact that you're not taking JUMP! which is 100% necessary for Spin to Win! and also Impatience to lower those cooldowns.  After level 10 or 12+, you should be grouping your Vikings up and doing team fights, because this is where Vikings begin to shine....  Those first 3 talents you chose for Baelog slowly become less and less of a factor as the match continues, and if he gets killed(he is the Viking that dies most for me), all those talents are void and your other vikings are kinda dead weight.

Bribe I can see being somewhat okay, but really, Vikings can take any merc camp totally fine when grouped, and I'd rather stay laned pre-level 10 for the soak, so it's a non-factor.

When selecting the 1st talent, I ask myself: Is there a Nova, Zera, or other auto attack(especially multiple) heroes, and which lane are they staying near?  If YES, take Olaf the Stout, otherwise take Spy Games.  It's great against Nova's 250mm auto attack, which almost completely makes her useless.  Olaf becomes a straight beast vs groups with multiple auto-attack heroes, topped with Jump and his passive health regen out of combat, he just never dies. Also, the talent recommendations does not mention that Spy Games gives Erik 75% more VISION range which can be handy for Longboat! mortar shots...  Vision is so underrated.

As a side note, my build is all about synergy with ALL the talents.  Giving Olaf insane block vs auto attacks combined with Jump!, his passive regen, Eriks movement healing, combined with lower cooldowns, combined with Spin! means you can swarm targets, Spin!, then Jump! and safely get away, all while doing good aoe burst.  And there's sprint if you need to really get away.  If you've been collecting globes, your Vikings should be nigh unkillable, and extremely annoying as the game progresses.  Which makes Play Again less and less useful as the game progresses(except for it's power to call your dead Vikings to one location, but why are your Vikings dead!?  Should have used Jump and sprinted to safety!)

At level 4, Erik the Swift is just bonkers.  As Vikings, you know by now you should always be moving, cycling through each Vikings, moving, attacking, grabbing globe, watching life of other vikings and switching to them immediately if need be, rinse repeat.  The bonus to move makes Erik the prince of kiting and chasing down low health heroes, 2nd only to Tracer.  Plus, the health you get from moving means you can poke that much better.  I love this talent combined with Spy Games even though it sounds counter intuitive, its not.  It means you can poke with Erik, jump in a bush, focus more heavily on other 2 vikings if need be, come back to Erik and not only is he safe, his vision is crazy(Vision is so underrated, do not underestimate vision range!) but for 3 seconds after moving, he's still stealthed and he's running like a madman to whatever task.  I've used this to dive into lanes just to grab a globe and jump back in a bush without opponents even noticing.  He's a small and quick little stealther, and I love him for it.  Now top that with Jump, Spin, cooldowns, and you get the picture.

The guide says Mercenary Lord is the standard, but is there really a standard for Vikings since they're so seldomly played?  And sorry, but Pain don't Hurt does not greatly increase Baeloggs already meager survival chances.  If you want solo dps/survival Vikings, just ain't happening.  Plus, taking the Baelog talents means 3 talents are gone whenever he dies.  Also, the guide states Pain Don't Hurt is strong for when soloing merc camps, but it seems like soloing merc camps isn't ideal and you lose exp, plus the danger of being sniped off since Baleog is the squishiest.  Soak til 10+, then do camps with all 3 vikings.  Spin makes short work of any camp, and if you micro, none of your vikings will take any meaningful damage, especially Baelog in the back chucking daggers.

Lastly, about Heroics.  LONGBOAT OR BUST!!!  I mean come on, the viking song alone would make me pick this ability even if it did nothing, but it's also amazing!  It gives your other abilities time to cooldown if you use it defensively, and it can contest objectives and camp WAY more effectively than play again can, not just because mortar and the pew pew, but because your Vikings will be grouped anyway.  Also, it makes you Unstoppable, so I don't know what magic crowd control the guide is talking about.  Sure, it can be focused, so why are you popping it in the middle of the enemy team!?  Jump, sprint away, then sing your way to victory on the Longboat of epic awesome sauce while waving at the enemy who is chasing you only to taste mortars and smell your collective Viking farts.  Now SING all the way to VALHALLAAAAaaaaaAaa!!!

LAaAAa LAAAaaAaA LAaaaAaAaaa LAAAAaaaa LAAA LaaaaLAaaa LAaaaa Laaaaaaa!!!!!

vikingLongboat.jpg

vikingLongboat.jpg

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Just wondering, but is there a good way to "Start off" on the vikings? I might do what I did with Abathur and just buy him and see what happens, but I've played them in try mode and was having trouble even there so that might not be the best of ideas. I know anything to improve macro really helps (i.e. some Starcraft) but I really am not to good at that either (In case you can't tell by now, I wanna learn the hard heroes, Aba, Medivh, and TLV.) Thanks for any feedback!

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17 hours ago, Niteshadow said:

Just wondering, but is there a good way to "Start off" on the vikings? I might do what I did with Abathur and just buy him and see what happens, but I've played them in try mode and was having trouble even there so that might not be the best of ideas. I know anything to improve macro really helps (i.e. some Starcraft) but I really am not to good at that either (In case you can't tell by now, I wanna learn the hard heroes, Aba, Medivh, and TLV.) Thanks for any feedback!

From what I understand, you need to get very good at selecting a Viking, then pressing spacebar to center the camera. Quickly give him orders, then switch to the next viking and hit spacebar. "1" then "spacebar" then orders, then "2" then "spacebar" then orders, "3" and repeat. I know it takes a lot of practice to become comfortable with, which I am not :P

Micekrispies probably has better advice, he plays them much more than I do!

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2 minutes ago, Straften said:

From what I understand, you need to get very good at selecting a Viking, then pressing spacebar to center the camera. Quickly give him orders, then switch to the next viking and hit spacebar. "1" then "spacebar" then orders, then "2" then "spacebar" then orders, "3" and repeat. I know it takes a lot of practice to become comfortable with, which I am not :P

Micekrispies probably has better advice, he plays them much more than I do!

Alright, thanks for the tip! Just as a side note, I haven't even bought them yet but am planning on it.

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Holy crap, I just realized that we finally have a guide for The Lost Vikings. Great work, I'll be using this later. Thanks :) 

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Guest vanKloeten

It's also very nice for Hanamura because you can push as 3 people ;)

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These guys are meta now right? Getting a bit into these guys now after testing catapult stacking.

TIP: Tap the number twice to center. Use Shift and task multiple commands before switching to another Viking, repeating the task for each to control multiple at once, but still in separate lanes. Use Baelog build for the most part but at least replace Jump talent with the Red/Black Sword for % damage. Then grab resurrection at lvl 10 to rally your Vikings for a kill before sending them back to re-lane. Baelog very quickly wave clears while simultaneously dealing hero damage. Constantly reposition to keep him out of harm's way and maximize number of targets in fights. Eric is great for finishing kills. Use Z to get him into position real quick from his lane when enemy disengaging. Olaf is a good reliable soaker and can take the first few shots when you group your Vikings together for combat.

Edited by Morcalivan

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On 3/16/2019 at 9:54 PM, Guest bobhihih said:

2 years since an update... wow

Blizzard did say they plan a rework for them... But when...? That is the question.

  • Like 1

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Guest Hearth

In Talent Build, the explanation of the talent "Mercenary Lord" seems wrong. Vikings receive 50% less damage from Mercenaries and Minions, I have tested this.

But I very much doubt Mercenaries captured by the Vikings would receive 50% less damage from minions and mercenaries. I haven't been able to test this, but nevertheless that's not what the Talent says.

 

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On 3/30/2020 at 5:39 PM, Guest Hearth said:

In Talent Build, the explanation of the talent "Mercenary Lord" seems wrong. Vikings receive 50% less damage from Mercenaries and Minions, I have tested this.

But I very much doubt Mercenaries captured by the Vikings would receive 50% less damage from minions and mercenaries. I haven't been able to test this, but nevertheless that's not what the Talent says.

 

Merclord does not give your heroes -50% dmg to your vikings, but IF your vikings are near mercs you captured, THE MERCS get +50% dmg and +50% resistance towards enemy minions and mercs, not your heroes.

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Guest BenjaminK

Hello,

Just wanted to mention that Nordic Attack Squad's description, on the second page of the guide, still mentions the old 30s cooldown - which has been removed for years now.

Thanks for your work !

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

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

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

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