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Heroes of the Storm Alarak

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I suggest to indicate that Extended lightning will be difficult to complete against team comps featuring abathur, or mostly ranged hero that won't tend to group up a lot.
I also suggest to label Sustaining Power as situational, in the case where your team has no healer and few tanks, and features mostly ranged assassins, as it can be the case in modes like Quick Match.

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About Alarak, what key bindings or key changes, such as Quick cast, would you all suggest to use? I'm having trouble setting up for Alarak, especially in messy team fights.

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8 hours ago, Trensicourt said:

About Alarak, what key bindings or key changes, such as Quick cast, would you all suggest to use? I'm having trouble setting up for Alarak, especially in messy team fights.

Alarak requires very precision, since his skillshots can be hard to hit. For that reason, I run with the "On Release" option on Discord StrikeDiscord StrikeTelekinesisTelekinesis and Counter-StrikeCounter-Strike in order to see the aiming reticule better and calculate where it will hit. For Telekinesis, which is an ability hard to maneuver, the "On Release" option is specially useful, allowing you to drag the cursor around and see how the effect will apply; I recommend playing around with this option in the Try Mode first, so you get used to it. And you can always cancel any ability on either "Off" and "On Release" it by right-clicking anywhere, in case you decide to not cast said abilities.

Edited by Valhalen
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The lightning quest is also easy to complete when facing a melee solo laner. Since they will generally be in the mix of minions you can target. So if the team fights are too ranged based or too spread out, this might be your way to get the quest advanced a little further. It may only be temporary though as they catch on. You can also use it when laying siege. As enemy heroes try to come out to push you away they open up to some easy center damage.

Edit: Specifically, use the walls and towers. Once your minions are closing to siege, position yourself so that your circle line lets you hit all three, so that when they come out to engage, you can just ping them for your quest. Easy.  If you are fighting in the open and they are staying in the back row of minions because they know about Alarak, then you can always bump them forward, or bump minions backwards.

Capture points are also very nice for grabbing lightning and discord quests. There's always someone getting swarmed. :p

Edited by Morcalivan
clarification

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Hi, I found a typo I believe in the Alarak guide in the Chaos Reign build, the level 7 talent being Applied ForceApplied Force while the description of the build talks about Hindered MotionHindered Motion :)

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30 minutes ago, SacriJuts said:

Hi, I found a typo I believe in the Alarak guide in the Chaos Reign build, the level 7 talent being Applied ForceApplied Force while the description of the build talks about Hindered MotionHindered Motion :)

The sentence before Hindered MotionHindered Motion says that Applied ForceApplied Force can be exchanged. This means that Hindered MotionHindered Motion is an alternative choice to Applied ForceApplied Force at level 7 and due to its nature deserves to be described in the build description. 

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Guest Lurker 2.0

His guide has been updated to reflect the Meta but the descriptions for his builds has not been updated to reflect the adjusted talent choices and include reasons for talents not chosen for the suggested builds.

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I have a different build for Alarak.

https://www.icy-veins.com/heroes/talent-calculator/alarak#51.0!2122332

This is considered by me to be the 'Q and Sadism' build, and by my friends as the 'One Shot God' or 'Amon' build.

The way this build is MEANT to be played turns Alarak into more of a ranged pull-melee assassin rather than a melee one, because you pull them in, discord strike them, slash once or twice, then run away as they run and cower in fear at how much raw damage you just did to them.

Set Q to on to immediately cast in the direction your cursor is facing, leave W and E alone, and put your Counter-Strike on immediate, or 'on', and the deadly charge you can leave be as well.

This build also relies heavily on the E ability as well in order to heal yourself to above 80% health to enable the lvl 1 talent.

Be aware, this build is also HEAVILY skill based, and you should practice in single-player or AI modes to get the hang of it before going into a PvP match.

Once you get around 180% or more sadism, you can reliably 1v2 the enemy team ... it gets pretty insane how much damage, and fear you can cause the enemy team with just your basic abilities.

 

The W at level 1 allows it to have relatively the same cooldown as discord strike, making it MUCH easier to constantly, and consistently, deal discord strikes.

The Chaos Reigns talent at level 4 is what's going to make this build what it is, and turn you into a damage machine-beast nastier than Amon himself. You must be relatively skilled to hit the 3-in-one strike, but once you do, your team has an IMMEDIATE advantage in virtually EVERY fight. Not only does this talent increase your Q damage ... IT STACKS WITH SADISM!!! ... so you think you're getting 220 extra damage out of this? ... NO ... YOU are getting AT LEAST 440 extra damage, this is an absolutely HUGE bonus. This talent is much easier to get, and GREAT, when on epi-center, objective-based maps like; Cursed Hollow, Volskaya Factory, Garden Terror, Alterac Pass, etc, where the enemy team is bunched up. Use this so you can silence them all and deal god-levels of damage. I kid you not, it is better to get this quest done and die because of it, causing your team to lose a fight and/or objective with only 1 or 2 kills, than to WIN a team-fight on that objective. That, however, is ONLY for team-fights below level 10-12, die later in the game, and it will be more of a detriment.

The Hindered Motion talent at level 7 makes it literally impossible for someone to escape your W pull-to-Q strike if you know what you're doing, because the push/pull stuns for a second and while it's pushing you start up your Discord Strike and it hits before they can slide out or teleport away.

Counter-Strike at level 10 is literally the best thing ... and it ALSO ... stacks with sadism. It's also great if there's a li-li, or a li-ming behind the main-line and you run up, counter-strike, and kill them. It's also great against charging or un-avoidable stuns like butcher's charge, and ESPECIALLY Xul's root ability. I can't tell you how many times I've made a Xul run back to his nexus because he attempted to root me, I Counter-Strike just before it ends, deal nearly 1,000 damage just from the counter-strike, pull him and discord strike him for nearly another 1,000 damage, and as my Hindered Motion talent does it's work and me or my team finish him off.

The Rite of Rak'Shir talent at level 13 is actually a VERY simple to use talent, you simply mark a target, and EVERY TIME you discord strike them, that adds 3% to your sadism ... every time you kill the target ... add another 5% sadism. Every time a target dies, the cooldown is reduced to 10 seconds. This is the talent where you start to gain virtually UN-LIMITED POWER, because guess what? ... THERE IS NO SADISM CEILING OR LIMIT TO RITE OF RAK'SHIR GAIN, ONLY DEFAULT SADISM KILLS. Your highest point where sadism actually STOPS working, and STOPS giving you bonuses, is around 500-600% ... and most of the time you will be dominating so hard that you'll end the game SUPER quick, and only have around 212%, the most I've ever gotten is 313%, and I was 1v4'ing the entire enemy team CONSTANTLY at level 20+.

The Mocking Strikes talent at level 16 virtually doubles your DPS or damage you can do in a fight in general. Simply slash only once or twice after W pull-to-Q'ing them, as your slow still makes it count. Congrats, you just reduced all of your basic cooldowns by 6 seconds, virtually restoring your Discord Strike ability because during the time you took to slash, 2 seconds went by, and now you just do it again to the same person, or a different one, literally sentencing anyone who DARES stay to fight you instead of running away to certain DEATH.

Deadly Charge at level 20 makes it so that you can kill virtually anyone in a 1v1 situation without so much as a blink of an eye. Simply W pull-to-Q, electrocute to heal what one or 2 attacks they just did to you, slash them once or not at all, then charge Deadly Charge as they run away, and execute them. For higher health heroes, just W-pull-to-Q them again and they'll die. Oh, and I forgot, THIS ALSO STACKS WITH SADISM!

 

As you can see, this build relies somewhat heavily that you have a good front-line, a decent healer to maintain that front-line, and just 1 or 2 other assassins for more damage. You, a healer, a tank, a bruiser, and a ranged assassin or even melee assassin will work GREATLY with you.

I would suggest for comps:
ETC, Arthas, or Blaze as your tank, because CC will DEFINITELY help you W-pull-to-Q people
A decent healer of almost anyone. Morales could work, but beware that they may switch to them instead of you if you pull someone in.
A bruiser, preferably Artanis , as he can get your camps without going below 70% health, and because he's tanky as hell if he builds himself right, and can lane if he wishes.
Ranged Assassins are preferable, especially Raynor (Even though that's ironic since Alarak despises Terrans/Humans), but anyone with good ranged DPS will work. They can also help you fight off a ganker or someone who dived to get to you

Be mindful that you lose ALL of your sadism, back to 100%, when you die, but upon getting mocking strikes and Deadly Charge, people have to either fight you and suffer IMMENSE damage, or, as Alarak says:

"Run away or DIE, I care LITTLE which you choose." - Highlord Alarak

Edited by Mizolo

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      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 damage lowered 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 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 lowers 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. Mal'Ganis
      Base
      Necrotic Embrace [W] Now benefits double the amount from Vampiric Touch. No longer provides Armor for 3 seconds. 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 25 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%. Raven's Intellect Bonus increased from 75% to 125%. 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 20 Mountain King Dwarf Toss cooldown increased by 2 seconds. Thunder Clap cooldown increased by 2 seconds. 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. 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%. Talents
      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. 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. 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
      Click here to discuss this post with other players in the official Heroes of the Storm forums.

    • By Elitesparkle
      Blizzard released a new PTR patch for Heroes of the Storm and here are the unofficial Patch Notes with all the datamined changes.
      Map Updates
      Volskaya Foundry
      Objective
      Triglav Protector Damage bonus when both slots are occupied reduced from 45% to 35%. Cooldown reduction when both slots are occupied reduced from 40% to 35%. Triglav Gunner Damage bonus when both slots are occupied reduced from 45% to 35%. Cooldown reduction when both slots are occupied reduced from 40% to 35%. Energy Regeneration when both slots are occupied reduced from 40% to 35%. Balance Updates
      Azmodan
      Base
      Globe of Annihilation [Q] Upon reaching 225 Annihilation, also removes the damage reduction against Monsters. Deathwing
      Stats
      Attack Damage increased from 110 to 117. Talents
      Level 1 Molten Blood Additional functionality: Now grants Form Switch, which can be activated to swap Form. Level 7 Firestorm Cooldown reduction for Deathwing's landing Abilities increased from 2 to 3 seconds. Jaina
      Base
      Frostbite [Trait] Additional functionality: Ice Cold now also gives Unstoppable and immunity to damage over time effects for the duration. Kerrigan
      Base
      Ravage [Q] Minions no longer have to die within 1.5 seconds of being hit by Ravage to grant stacks. Kerrigan now gains stacks when Minions die within 3 range. Time window for cooldown refund reduced from 1.5 to 0.75 seconds. Baseline Quest requirements increased from 85/150 to 100/250. After reaching 100 stacks, enemy Heroes killed grant 14 stacks. Muradin
      Base
      Storm Bolt [Q] Baseline Quest requirements increased from 35/150 to 50/200. Talents
      Level 7 Perfect Storm Additional functionality: The cooldown cannot be reset more than once every 10 seconds. Level 20 Mountain King New: Thunder Clap and Dwarf Toss have an extra charge. Rewind Removed. Tyrande
      Stats
      Mana increased from 450 to 500. Mana Regeneration increased from 2.7 to 3 per second. Base
      Sentinel [W] Mana cost increased from 50 to 55. Lunar Flare [E] Mana cost increased from 60 to 65. Shadowstalk [R1] Mana cost increased from 75 to 85. Starfall [R2] Mana cost increased from 75 to 85. Yrel
      Base
      Divine Purpose [D] Cooldown reduced from 16 to 8 seconds. Zagara
      Talents
      Level 16 Mutalisk Mutalisk's Health decay reduced from 42 to 10 per second. Mutalisk duration effectively increased from 10 to 42 seconds. Bug Fixes
      Fixed an issue causing Doubloon Camps on Blackheart's Bay to be impossible to capture under certain conditions. Fixed an issue causing Anub'arak's Beetles to still have a duration, in addition to losing their Health over time. Fixed an issue causing the Health decay for Azmodan's Demon Warriors to not scale with levels.  Fixed an issue causing Deathwing's Baseline Quest to reset when using Dragonflight. Fixed an issue causing Deathwing's Lava Burst to deal damage after an additional 0.25 seconds. Fixed an issue causing Gazlowe's Rock-It! Turrets to not lose their Health over time. Fixed an issue causing the tooltip for Jaina's Ice Cold to not show correctly. Fixed an issue causing Muradin's Storm Bolt to deal 1 more damage for each stack. Fixed an issue causing the range splat for Muradin's Dwarf Toss to not be visible. Fixed an issue causing Muradin's Skullcraker to Stun before Muradin's post-damage effects happened. Fixed an issue causing the Health Regeneration of Murky's Egg to not scale with levels. Fixed an issue causing Tyrande's Sentinel to not be correctly affected by cooldown reduction effects.
    • By Elitesparkle
      Blizzard released a new 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.

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