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Heroes of the Storm Zul'jin

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Zul'Jin is my first day-one purchase; been loving this guy so far! Pretty solid first pass at the guide I'd say, no major complaints with your picks.

a couple talents i'm hoping will be upgraded to at least a "situational" (if not an outright "suggested" status) once you've had some time to play with the guy and finalize this guide:

-headhunter at 4 deserves at least a "situational." though giving up Let the Killing Begin is a big ask, the global enemy vision is completely nuts in certain situations- as a counter to certain heroes and on certain maps, this is a game-winning ability.

-Vicious Assault at 7 is absolutely bonkers, and in many situations allows you to chain Qs infinitely (which deal damage of their own, in addition to the 50% bonus to all your attacks on a target.) recklessness is great, but with many team comps it can be dangerous to rely to heavily on the "fight at low health and live with my ult" plan, and this talent gives you really incredible damage at any health. it also *almost* makes boneslicer worth it at lvl 1 (not quite though, you want axe is a must right now imo). Lastly, it can give the level 13 Eye of Zul'jin speed buff *almost* 100% uptime.

-Forest medicine at 13 is a decent situational defensive talent if you find that the enemy is incapable of diving you. it often allows you to sneak in self healing in the middle of a fight without slowing down your damage and with less loss of positioning. One trick i've done is to pop it while i'm chasing someone down in order to bait them into turning around to break the heal. That said, i'm least convinced on this one, as the other two talents at this level are also very strong.

 

 

 

 

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Hey Voltorocks!

Thanks for the feedback! I'm definitely feeling out how his game play settles over the next few weeks to see what ends up being best in terms of talent selection. And you're absolutely right, I'm already getting the inclination that some talents are definitely going to be headed towards a "situation" if not "recommended pick". Thanks again for the kind words and your thoughts!

-MK

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Although Taz'dingo is definitely superior to Guillotine, I think the later can work really well if the opposing team has a lot of ranged attackers and a meaty anti-dive tank. The damage is absurd with the right setup.

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3 hours ago, Valhalen said:

Although Taz'dingo is definitely superior to Guillotine, I think the later can work really well if the opposing team has a lot of ranged attackers and a meaty anti-dive tank. The damage is absurd with the right setup.

picking it a lot in quick match and team league (where I primarily Q with friends so I know i can coordinate with my healer) and it's a bunch of fun. love throwing it back over a gate after a close chase and watching it chunk someone from almost half health :D

 

in Hero league, prolly best to stick to Taz'dingo but guillotine can serve a cool role for sure

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Guest KiraKusai

I think something should be said for the synergy between Vicious Assault and Eye of Zul'jin. I generally take the two whenever I need more kiting and chasing. 

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On 1/9/2017 at 4:10 AM, Guest KiraKusai said:

I think something should be said for the synergy between Vicious Assault and Eye of Zul'jin. I generally take the two whenever I need more kiting and chasing. 

Do you feel like you miss the damage from not taking Reck on Level 7?

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Guest Dingo

Best in my opinion is 1s pick for Q. If one hero you hit moves out of the way, the fact that you hit lie 5 (instead of 1 or 2) makes for way for targets. Also allows for rapid merc/lane clearing, making him all-around useful.

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On 1/30/2017 at 9:23 AM, Guest Dingo said:

Best in my opinion is 1s pick for Q. If one hero you hit moves out of the way, the fact that you hit lie 5 (instead of 1 or 2) makes for way for targets. Also allows for rapid merc/lane clearing, making him all-around useful.

Don't you feel the effect of missing all that bonus auto damage later into the game though? I would assume the longer the game, the worse this talent choice gets, no?

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Guest ZebThan

About the Taz'Dingo vs Guill. Taz'Dingo has one major flaw, it can't be activated if you are stunned or silenced. And usually you are using it when you are being attacked. If enemy team have a lot of stuns/silences, then, when they start to attack you, you will likely to be stunned/silenced and will die before you will have any chance of activating it, so you are forced to stay back anyway. In such cases, Guill seems like a better idea. It has great range and low cooldown, so you may surprise your enemy while their taking a tower, gathering tribute etc.

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On 2/18/2017 at 9:38 AM, Guest ZebThan said:

(...) Taz'Dingo has one major flaw, it can't be activated if you are stunned or silenced. (...) Guill seems like a better idea. It has great range and low cooldown, so you may surprise your enemy while their taking a tower, gathering tribute etc.

I agree. Guillotine is a great surprise attack that can wipe out the entire enemy team if well timed. Taz'dingo, on the other hand, is absolutely fantastic if you get someone to Cleanse or Shield you as soon the CC chain begins (which is why Uther and Tassadar are some of the best characters to pair with Zul'jin).

Edited by Valhalen

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Guest Ability Build?

I usually run a build where my Twin Cleave is my bread and butter. I tend to build by taking Arcanite Axes at lvl 1, for that 25% increase in ability power(when below 50% health), and the cooldown reduction. At the next tier I grab Troll's Blood for a little extra sustain. I then go for Wrong Place Wrong Time, because the damage bonus from landing both axes can be insane, especially with that 25% passive boost from earlier. I then grab Guillotine which not only gets stronger the lower my health is, but it gets a boost from the earlier passive as well. I then grab Forest Medicine for its utility. I like to be able to heal if needed while also positioning for my axes. Swirling death is where this build gets extremely fun. It adds a good amount of utility, and landing both axes at the apex of the curve twice can drop many heroes to half. I use it as utility while fleeing too. When running away, just chuck them in the direction you're running, and anyone closely chasing or a small distance away will get a surprise when their health is suddenly missing, and they're slowed. My final talent is usually Buzzsaw, just for the potential to land a few kills if there are fleeing stragglers. Idk about you guys, but an ability based Zul is really fun, and still outputs good damage. I also have a good amount of range with Twin Cleave being my focus, so chases are usually successful; they both take high damage and are slowed, and it allows me to finish them with some basic attacks if not already dead.

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Guest Phyzm
On 1/8/2017 at 5:35 PM, Voltorocks said:

picking it a lot in quick match and team league (where I primarily Q with friends so I know i can coordinate with my healer) and it's a bunch of fun. love throwing it back over a gate after a close chase and watching it chunk someone from almost half health :D

 

in Hero league, prolly best to stick to Taz'dingo but guillotine can serve a cool role for sure

Ya as convenient and safe as guillotine can be the thing with tazdingo berserking is you do more dmg n attack faster less life you have so when your sitting at 1% life and your unkillable you just wreck people, tie that in with killing people buffs your dmg even more and after a kill your just streaking with basic attacks.  Can kill people in a second so you can legit 1v4 in some situations.  Just cant get that with guillotine.  Tie that in with the escape mechanic since you have no evasion skills n its a solid pick.

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17 hours ago, Guest Phyzm said:

Can kill people in a second so you can legit 1v4 in some situations.  Just cant get that with guillotine.

Yeah, I think  it's pretty widely know that tazdingo is better used offensively than as a simple "stay alive" defensive tool.

 

My thing is that Tazdingo has a lot more counterplay for good opponents, most of those 1v4 situations are games your team was already going to win. I think it's easy to confuse "wow, this ability really makes me feel powerful when it works"  with it being  a really strong ability, when actually it's just stomping players you would have beat anyways.

 

I'm really not even trying to argue for taking guillotine all the time -  I probably go Tazdingo 70% of  the time! Just saying that against a lot of comps, especially if you think your opponents are strong players who have the capacity to counter-play Tazdingo, Guillotine is often the stronger choice towards tipping a tough game in your favor with an improbable snipe or unexpected burst.

Edited by Voltorocks
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I kinda disagree about Boneslicer. It's true that You Want Axe? is generally the best talent to pick, but against heroes like Samuro, TLV, Nova, or simply a ranged-heavy comp Boneslicer will perform better. The main reason is it's harder to complete quest against them. Whenever there are 3 or more ranged heroes I tend to go Boneslicer over YWA, Sam is a definite 'No' to YWA as well, Nova and Raynor having 6.6 range also somewhat nulify the reward. The one exception I know is playing vs Murky, you can complete quest super fast and stack dmg bonus so high whenever he's around, so whenever I see that pesky murloc YWA is an instant pick regardless of comp.

Edited by Haven

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10 hours ago, Haven said:

I kinda disagree about Boneslicer. It's true that You Want Axe? is generally the best talent to pick, but against heroes like Samuro, TLV, Nova, or simply a ranged-heavy comp Boneslicer will perform better. The main reason is it's harder to complete quest against them. Whenever there are 3 or more ranged heroes I tend to go Boneslicer over YWA, Sam is a definite 'No' to YWA as well, Nova and Raynor having 6.6 range also somewhat nulify the reward. The one exception I know is playing vs Murky, you can complete quest super fast and stack dmg bonus so high whenever he's around, so whenever I see that pesky murloc YWA is an instant pick regardless of comp.

The quest gets easier to complete with level 7's talent RecklessnessRecklessness, and should be fairly completeable even when facing a ranged composition. The quest's reward enables you to be a bit safer when attacking those ranged heroes, which is an additional reason to pick it, rather than a reason not to. 

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Isn't it worth is to take Arcanite Axes at lvl 1 if we plan to take Guillotine at lvl 10? A 25% damage increase seems pretty big

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3 hours ago, Farbas said:

Isn't it worth is to take Arcanite Axes at lvl 1 if we plan to take Guillotine at lvl 10? A 25% damage increase seems pretty big

Yes, I would recommend taking Arcanite AxesArcanite Axes if you plan on taking GuillotineGuillotine, because you will be using your highest-damaging ability when at low health anyway. However, since the guide does not recommend taking GuillotineGuillotine, Arcanite AxesArcanite Axes are Not Recommended as well.

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So, unless I'm bad at maths, the level 1 talent BoneslicerBoneslicer comment has an error. It says that it gives a 15% basic attack damage increase when it should give a 10% basic attack damage increase (assuming that the bonus is based off of the current damage bonus and is not a flat increase, in which case it should be a 20% basic attack damage increase).

 

I'm sad that GuillotineGuillotine isn't recommended. I mean, if it were me, I'd think it was situational. If you have an Zarya, Gaz, or Zeratul (or any of the other heroes listed in the abilities section, I guess) use their ability on several enemy heroes, and you're at low health, I imagine that it would almost guarantee victory in a team-fight. 

Edited by TwixTrix

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13 hours ago, TwixTrix said:

So, unless I'm bad at maths, the level 1 talent BoneslicerBoneslicer comment has an error. It says that it gives a 15% basic attack damage increase when it should give a 10% basic attack damage increase (assuming that the bonus is based off of the current damage bonus and is not a flat increase, in which case it should be a 20% basic attack damage increase).

Thanks for pointing this out! This should be fixed soon.

13 hours ago, TwixTrix said:

I'm sad that GuillotineGuillotine isn't recommended. I mean, if it were me, I'd think it was situational. If you have an Zarya, Gaz, or Zeratul (or any of the other heroes listed in the abilities section, I guess) use their ability on several enemy heroes, and you're at low health, I imagine that it would almost guarantee victory in a team-fight. 

Taz'dingo!Taz'dingo! improves your damage output indirectly, as it allows you to either escape, take the opponent down and survive, or to keep fighting for 4 seconds more. However, it is way safer than and works just as well with shields, and works even better with heals than GuillotineGuillotine. Additionally, GuillotineGuillotine may miss.

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1 hour ago, positiv2 said:

Taz'dingo!Taz'dingo! improves your damage output indirectly, as it allows you to either escape, take the opponent down and survive, or to keep fighting for 4 seconds more. However, it is way safer than and works just as well with shields, and works even better with heals than GuillotineGuillotine. Additionally, GuillotineGuillotine may miss.

Indeed. But I still think that Guillotine should be considered as situational. Under the right conditions, it can wipe out an entire team.

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Please update descriptions for Zul'jin.

 

Also, the recent buff to Boneslicer, now increases the damage bonus to 30%, totalling to 80%. I believe this talent is now on par with You Want Axe? talent, since the damage bonus is very noticeable, especially once Vicious Assault talent is taken. In fact, I suggest taking Boneslicer and Vicious Assault to bust tanks rather than the You Want Axe?

Next, Vicious Assault should definitely be recommended. It provides immense synergy with 25% bonus speed talent for Boneslicer and provides the same amount of damage as Recklessness if you hit all the stacks. In addition, Vicious Assault works at all health levels, making it a great option for pokes or commitments.

Lastly, if Vicious Assault and Boneslicer are taken together, Zul'jin gets one of the strongest waveclear for AA assassins in the game. He can blow through a wave as fast as a Valla and shutdown towers even faster. In addition, I've gotten 50% health refunds with the talents for Armani Resilience; whereas, I get only 30% with You Want Axe?. This shows how strong the bonus damage is of Grevious Throw talents, despite the higher damage potential for You Want Axe?

Edited by Trensicourt

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In the characters that synergize with Zul'Jin, you have some broken link snippets that should probably just say the name of the character instead of having a URL.

The discussion on Level 4 Talents says Let the Killing Begin lasts 15 seconds but its tooltip says 12 seconds.

The discussion on Level 16 Talents says Ferocity increases Berserker's bonus by 40% but Ferocity's tooltip says 35%.

Edited by EDL666
Avoiding double posting
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      Bug Fixes
      Heroes
      Abathur Level 20 Hivemind Fixed an issue that caused Hivemind to grant more Shielding than intended when combined with Networked Carapace. Alarak Base Sadism [Trait] Fixed an issue that caused Sadism's bonus to not apply to Lightning Surge's healing when the primary target is not a Hero. Butcher Level 1 Invigoration Fixed an issue that caused Invigoration to not activate if Hamstring killed its only Hero target. Cassia Level 13 War Matron Added floating text for the amount of damage prevented by War Matron. Cho'Gall Level 1 Keep Moving! Now also modifies Cho's run animation while Shove's movement speed bonus is active. Level 20 The Will of Gall Fixed an issue that caused The Will of Gall to not increase Gall's damage. Chromie Level 10 Temporal Loop No longer ignores vision limitations when queued. Diablo Base Fixed an issue that prevented Diablo's attacks from consuming charges of Dodge and Upstage. Shadow Charge [Q] Fixed an issue that caused Shadow Charge to attach the target to Diablo if another Diablo is affecting them with Overpower. Overpower [E] Fixed an issue that caused Overpower to activate Stukov's Superstrain twice. E.T.C. Level 1 Prog Rock Fixed an issue that could prevent allies from being affected by Prog Rock's area heal. Garrosh Base Into the Fray [1] No longer displays the duration of its Unstoppable. Bloodthirst [W] No longer ignores vision limitations when queued. Level 1 Body Check No longer ignores vision limitations when queued. Guldan Base Drain Life [W] No longer ignores vision limitations when queued. Imperius Base Celestial Charge [Q] Fixed an issue that caused Celestial Charge to activate Stukov's Superstrain twice. Junkrat Level 10 RIP-Tire Fixed an issue that caused RIP-Tire to not display correctly when cast. Kel'Thuzad Base Death and Decay [Q] Fixed an issue that caused Death and Decay's cast effect to be visible in Fog of War and animate while Kel'Thuzad is Stopped. Level 10 Frost Blast No longer ignores vision limitations when queued. Kharazim Level 4 Earth Ally Updated Earth Ally to have the remaining Physical Armor duration match the remaining duration of Earth Ally. Level 20 Peaceful Repose Fixed an issue that caused Peaceful Repose to activate even when Divine Palm heals the target. Li Li Level 1 Free Drinks Floating text updated to show as a crit. Medivh Base Portal [E] Fixed an issue that allowed Medivh to instantly mount after using a Portal to leave the Hall of Storms. Fixed an issue that caused Medivh's Portal to not feature a channel bar or apply visual effects while being channeled. Portal teleportation now happens instantly after completing the channel instead of briefly after completing the channel. Using Medivh's Portal no longer clears the command queue. Level 4 Raven Familiar Damage is now dealt by the Portal user instead of Medivh. Nazeebo Level 10 Ravenous Spirit Fixed an issue that caused Ravenous Spirit to be cancelled if another Nazeebo cancelled their Ravenous Spirit. Probius Level 16 Quantum Entanglement Fixed an issue that caused Quantum Entanglement to not apply if the Warp Rift is detonated as soon as it activates. Raynor Base Inspire [W] Added a duration indicator to the Abilities button. Level 10 Raynor's Raider Fixed an issue that caused Raynor's Raider Banshee to receive healing when activating the Tunnel on Towers of Doom and the Sewer Waygate on Warhead Junction. Fixed an issue that caused Raynor's Banshee to not be launched by Stitches Hook. Level 20 Execute Orders Fixed an issue that caused Execute Orders Yamato Cannon to fire at targets outside its radius. Rehgar Base Lightning Shield [W] Fixed an issue that caused Rehgar to not be healed by the damage dealt by Lightning Shield when he gains spell leech. Ghost Wolf [Z] Fixed an issue that caused Rehgar's Ghost Wolf Lunge visuals to be visible in Fog of War. Level 4 Electric Charge Fixed an issue that caused Electric Charge to increase the bearer's Self Healing score. Updated to heal the bearer for its amount as a singular combined effect. Rexxar Fixed an issue that caused Misha to receive healing when activating the Tunnel on Towers of Doom and the Sewer Waygate on Warhead Junction. Fixed an issue that prevented Rexxar's melee attacks from consuming charges of Dodge and Upstage. Stukov Level 16 Superstrain Fixed an issue that caused Superstrain to not display FX when activating. Tassadar Level 7 Arc Discharge Fixed an issue that caused Arc Discharge cooldown to not progress while resonance beam is fully charged. Fixed an issue that caused Arc Discharge to trigger during cooldown. Fixed an issue that caused Arc Discharge to not activate correctly. Tracer Level 4 Is That a Health Pack?! Fixed an issue that caused Is That a Health Pack?! to increase Tracer's Healing Score when activating. Tyrael Level 13 Law and Order Fixed an issue that caused Law and Order's damage bonus to not be applied. Return to Top
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    • By Staff
      A new Heroes of the Storm patch is now available for testing on the PTR and here are the development notes for the update!
      (Source)
      Our next Heroes of the Storm patch has just hit the Public Test Realm and will be available for playtesting. As always, if you encounter any bugs during your PTR play sessions, please stop by the PTR Bug Report forum to let us know about your experiences.
      Quick Navigation:
      General Hero Updates Balance Update Bug Fixes General
      Updated Homescreen and Startup Music. Return to Top
      Hero Updates
      Chromie
      Talents
      Level 10 Temporal Loop No longer ignores vision limitations when queued. Garrosh
      Base
      Bloodthirst [W] No longer ignores vision limitations when queued. Talents
      Level 1 Body Check No longer ignores vision limitations when queued. Guldan
      Base
      Drain Life [W] No longer ignores vision limitations when queued. Kel'Thuzad
      Talents
      Level 10 Frost Blast No longer ignores vision limitations when queued. Return to Top
      Balance Updates
      ARAM
      Same Hero mode now enables Health & Mana regeneration at base, reduced from 8% per second to 3.2% per second. Same Hero mode now enables the Hearthstone ability without the burst heal after completion. Heroes
      Blaze
      Base
      Basic Attack damage increased from 55 to 60. Flame Stream [Q] No longer able to deal additional damage to Structures. Talents
      Level 1 Adrenaline Stimpack Passive attack speed bonus reduced from 25% to 20%. Level 4 Incinerator Gauntlets Bonus damage reduced from 50% to 40%. Level 7 Nanomachine Coating Attack Speed reduction reduced from 50% to 35%. Duration increased from 3 seconds to 4 seconds. Suppressive Fire Reduced Spell Power reduction from 25% to 20% and from 50% to 40%. Level 10 Bunker Drop Cooldown increased from 70 to 80. Flamethrower damage reduced from 170 to 150. Mana cost increased from 70 to 80. Level 13 Collision Course Damage reduced from 275 to 260. Cassia
      Base
      Basic Attack damage increased from 122 to 125. Talents
      Level 1 Impale Bonus Damage increased from 50% to 70%. Thunderstroke Bonus Damage increased from 15 to 20. Level 20 Infinite Lightning Cooldown reduction reduced from 5 seconds to 4 seconds. Chen
      Talents
      Level 1 Eye of the Tiger Bonus Damage increased from 40% to 50%. Leech amount increased from 40% to 60%. Level 4 Accumulating Flame Bonus Damage increased from 20% to 30%. Level 7 Gift of the Ox Bonus duration increased from 1.5 seconds to 2 seconds. Level 13 A Touch of Honey Slow bonus increased from 20% to 30%. Ring of Fire Damage increased from 55 to 60. Duration increased from 5 seconds to 6 seconds. Level 20 Untapped Potential Bonus Armor duration increased from 3 seconds to 5 seconds. Hanzo
      Talents
      Level 16 Giant Slayer Damage reduced from 2% of maximum Health to 1.6% of maximum Health. Mephisto
      Talents
      Level 4 Spite Bonus duration reduced from 150% to 100%. Level 16 Lightning Reaction Damage reduced from 138 to 120. Thrall
      Base
      Health increased from 1896 to 1946. Health Regeneration increased from 3.9492 to 4.0546. Frostwolf Resilience [Trait] Healing increased from 223 to 240. Chain Lightning [Q] Bounce damage increased from 81 to 85. Damage increased from 162 to 170. Feral Spirit [W] Cooldown reduced from 12 seconds to 10 seconds. Talents
      Level 13 Spirit Shield Increased Spell Armor from 50 to 70. Valla
      Base
      Hatred [Trait] Duration reduced from 6 seconds to 5 seconds. Talents
      Level 10 Strafe Damage per bolt increased from 60 to 70. Mana cost reduced from 80 to 60. Level 16 Manticore Reduced bonus damage from 5% of maximum Health to 4% of maximum Health. Punishment Reduced the Mana cost of Multishot by 20. Return to Top
      Bug Fixes
      Heroes
      Alarak Base Sadism [Trait] Fixed an issue that caused Sadism's bonus to not apply to Lightning Surge's healing when the primary target is not a Hero. Cassia Level 13 War Matron Added floating text for the amount of damage prevented by War Matron. Cho'Gall Level 1 Keep Moving! Now also modifies Cho's run animation while Shove's movement speed bonus is active. Diablo Base Overpower [E] Fixed an issue that caused Overpower to activate Stukov's Superstrain twice. E.T.C. Level 1 Prog Rock Fixed an issue that could prevent allies from being affected by Prog Rock's area heal. Garrosh Base Into the Fray [1] No longer displays the duration of its Unstoppable. Imperius Base Celestial Charge [Q] Fixed an issue that caused Celestial Charge to activate Stukov's Superstrain twice. Junkrat Level 10 RIP-Tire Fixed an issue that caused RIP-Tire to not display correctly when cast. Kharazim Level 4 Earth Ally Updated Earth Ally to have the remaining Physical Armor duration match the remaining duration of Earth Ally. Li Li Level 1 Free Drinks Floating text updated to show as a crit. Medivh Base Portal [E] Fixed an issue that allowed Medivh to instantly mount after using a Portal to leave the Hall of Storms. Fixed an issue that caused Medivh's Portal to not feature a channel bar or apply visual effects while being channeled. Portal teleportation now happens instantly after completing the channel instead of briefly after completing the channel. Using Medivh's Portal no longer clears the command queue. Level 4 Raven Familiar Damage is now dealt by the Portal user instead of Medivh. Nazeebo Level 10 Ravenous Spirit Fixed an issue that caused Ravenous Spirit to be cancelled if another Nazeebo cancelled their Ravenous Spirit. Probius Level 16 Quantum Entanglement Fixed an issue that caused Quantum Entanglement to not apply if the Warp Rift is detonated as soon as it activates. Raynor Level 10 Raynor's Raider Fixed an issue that caused Raynor's Raider Banshee to receive healing when activating the Tunnel on Towers of Doom and the Sewer Waygate on Warhead Junction. Level 20 Execute Orders Fixed an issue that caused Execute Orders Yamato Cannon to fire at targets outside its radius. Rehgar Base Lightning Shield [W] Fixed an issue that caused Rehgar to not be healed by the damage dealt by Lightning Shield when he gains spell leech. Level 4 Electric Charge Fixed an issue that caused Electric Charge to increase the bearer's Self Healing score. Updated to heal the bearer for its amount as a singular combined effect. Rexxar Fixed an issue that caused Misha to receive healing when activating the Tunnel on Towers of Doom and the Sewer Waygate on Warhead Junction. Stukov Level 16 Superstrain Fixed an issue that caused Superstrain to not display FX when activating. Tracer Level 4 Is That a Health Pack?! Fixed an issue that caused Is That a Health Pack?! to increase Tracer's Healing Score when activating. Return to Top
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    • By Staff
      Blizzard just released a new patch for Heroes of the Storm and made some additional changes based on PTR feedback. Here are the official patch notes with everything you need to know!
      (Source)
      Our next Heroes of the Storm patch is live! Read on for more information.
      NOTE: Orange text indicates a change between PTR and Live notes.
      Quick Navigation:
      General Balance Update Hero Updates Bug Fixes General
      Updated Homescreen and Startup Music. Updated Shop Bundles and Items. Return to Top
      Balance Updates
      Heroes
      Brightwing
      Talents
      Level 1 Hyper Shift Cooldown reduction reduced from 1 to .5 seconds. Healing reduced from 6% to 4% of maximum Health. Genji
      Talents
      Level 1 Agile Dismount Slow reduced from 30% to 25%. Pathfinder Movement Speed bonus increased from 25% to 30%. Level 7 Cyber Shield Armor bonus reduced from 50 to 40. Level 10 X-Strike Final damage reduced from 290 to 275. Initial damage reduced from 145 to 135. Level 13 Shingan Damage reduced from 115 to 100. Mephisto
      Talents
      Level 4 Spite Spite has been disabled in ARAM. Qhira
      Base
      Grappling Hook [Trait] Cooldown reduced from 25 to 20 seconds. Carnage [Q] Can now hit targets immune to skill shots (Example: Zagara's Creep Tumors). Blood Rage [W] Cooldown reduced from 8 to 7 seconds. Healing increased from 85 to 90. Revolving Sweep [E] Revolving Sweep's Chain Link can now hit targets immune to skill shots (Example: Zagara's Creep Tumors). Talents
      Level 7 Healmonger Healing increased from 190 to 210. Level 10 Final Strike Damage increased from 395 to 410. Level 16 Lingering Ailment Armor reduction increased from 25 to 40 35. Duration increased from 3 to 4 seconds. Raynor
      Talents
      Level 20 Execute Orders Updated to only target Heroes, prioritizing ones with the lowest Health. Damage of Yamato Cannon reduced from 794 to 395 as it now targets only Heroes. Will no longer target enemy Heroes not visible or greater than 20 range away. Will now target enemy Heroes who are Invulnerable. Samuro
      Base
      Wind Walk [E] Periodic heal reduced from 3% per second to 2% per second. Talents
      Level 1 Way of the Wind Reduced Healing for casting Wind Walk from 4% to 3% of maximum Health. Level 4 One with the Wind Armor reduction decreased from 30% to 25%. Level 10 Bladestorm Cooldown increased from 25 seconds to 30 seconds. Zarya
      Base
      Particle Grenade [Q] Damage increased from 75 to 80. Shield Ally [E] Search radius increased from 8 to 10. Talents
      Level 7 Deep Burn Duration increased from 3 to 4 seconds. Level 13 Pain is Temporary Shielding increased from 0.48% of Max Health per Energy to 0.8% of Max Health per Energy. Return to Top
      Hero Updates
      Cassia
      Talents
      Level 7 Pain is Temporary Improved the visibility of Surge of Light being available. Gazlowe
      General
      Added indicator arrows to Gazlowe's Xplodium Bomb warning indicator. Samuro
      General
      Added an arrow indicator below Samuro facing the direction of any active Mirror Images. Uther
      Talents
      Level 20 Bulwark of Light Added a radius indicator while targeting with Divine Shield. Return to Top
      Bug Fixes
      General
      Catapults will now display properly in the Death Recap. Effects that reduce your vision radius now prevents soft reveals (Things that make your character visible). Fixed an issue that caused dance animations to persist after moving, using an ability, or attacking. Fixed an issue that caused Forts and Keeps to not activate their Call for Help mechanics when multiple enemy Heroes attack an enemy Hero at the same time. Fixed an issue that caused Heroes to not spawn at the start of the game. Fixed an issue that caused Heroes with non-standard Deaths to display their final hit incorrectly in the Death Recap. Fixed an issue that caused overhead shrub indicator to persist after leaving the shrub. Fixed an issue that caused shield-like effects to not be treated as Shields. Fixed an issue that caused some abilities to allow the caster to gather experience globes while inside a shrub. Fixed an issue that caused some passive move speed benefits to not behave consistently. Fixed an issue that caused Summons to not have their attack speed reduced when attacking Heroes with Imposing Presence or similar talents. Fixed an issue that caused targets inside shrubs to be revealed by proximity when the other unit has vision reduction. Fixed an issue that caused vignette borders on some cutscenes to render incorrectly at higher than 1080x1920 resolutions. Fixed an issue that caused text to overlap in the Death Recap. Maps
      Garden of Terror Fixed an issue that caused the Toy Train to not be dismounted by Garden of Terror's Polymorph ability. Try Me Mode Added a regen globe generator. Heroes
      Abathur Level 7 Calldown: MULE Updated to use level-based scaling. Level 10 Ultimate Evolution Fixed an issue that caused Pylons created by Ultimate Evolution clones of Probius to not be destroyed when the Ultimate Evolution expires. Fixed an issue that caused traps created by Ultimate Evolution clones of Junkrat to only be removed when Abathur dies. Level 13 Soma Transference Updated to heal the target for its amount as a singular combined effect. Alarak Base Lightning Surge [E] Updated to heal Alarak for its amount as a singular combined effect. Now soft reveals all primary target types instead of just Heroes. Level 7 Applied Force Now applies the increased push distance to Alarak. Level 20 Counter-Strike Now soft reveals targets hit. Last Laugh Fixed an issue that caused Last Laugh to show up twice on the Death Recap. Alexstrasza Level 10 Cleansing Flame Fixed an issue that caused Cleansing Flame to display incorrectly when used by an AI controlled Alexstrasza. Ana Fixed an issue where Ana's abilities caused players to highlight enemies. Anduin Base Pursued by Grace [Trait] Fixed an issue that caused Pursued by Grace to activate while Blinded or against an Evading Hero. Level 4 Surge of Light Fixed an issue that caused Surge of Light to lower the cooldown of Chastise while Blinded or against Evading enemies. Level 16 Inner Focus Fixed an issue that caused Blinds to not prevent Anduin's Physical damage to lower the cooldown of Inner Focus. Arthas Base Frostmourne Hungers [Trait] Fixed an issue that caused Frostmourne Hungers to not display correctly against Blinded or Evading enemies. Auriel Level 20 Light Speed Fixed an issue that caused Light Speed's benefits to not be granted to Leoric. Azmodan Fixed an issue that caused All Shall Burn talents to not apply their on-kill effects unless Azmodan has taken Master of Destruction. Level 10 Demonic Invasion Fixed an issue that caused Demonic Invasion Grunts on-death damage to not be modified by damage modification. Blaze Base Jet Propulsion [E] Now soft reveals targets hit. Brightwing Base Polymorph [W] Fixed an issue that caused Polymorph's Slow to not classify the target as being Slowed. Level 4 Magic Spit Fixed an issue that caused Magic Spit to activate its cooldown reduction against Evading Heroes. Cassia Fixed an issue with Blinds not preventing all Physical damage. Level 7 Surge of Light Fixed an issue that caused cooldown resets to not make Surge of Light available. Updated Surge of Light to include damage taken by Cassia's Shields. Chen Level 1 Stormstout Secret Recipe Now displays in the Death Recap. Cho'Gall Fixed an issue where Cho'Gall's abilities caused players to highlight enemies. Level 4 Rollback Now displays in the Death Recap. Chromie Fixed an issue that caused Abathur's Ultimate Evolution Spell Power to not be granted to Ultimate Evolution Sand Echo Sand Blasts. Fixed an issue that caused Defense Matrix to not reduce the damage of Sand Echo Sand Blasts. Fixed an issue that caused Sand Blast Echoes to reveal Chromie. Fixed an issue that caused Sand Echo Sand Blast damage to not gain the benefits of Spell Leech. Fixed an issue that caused Sand Echo Sand Blasts to still be fired if Chromie's Sand Blast is interrupted. Base Dragon's Breath [W] No longer soft reveals Chromie when casting Dragon's Breath on enemies that have their vision reduced. Level 20 Piercing Sands Fixed an issue that caused Piercing Sands to not cause Sand Blast to hit all targets. Dehaka Base Drag [Q] Target's movement speed now matches Dehaka's movement speed. Dark Swam [W] Fixed an issue that caused Dark Swam to not deal damage for the last .5 seconds. Level 10 Adaptation Fixed an issue that caused Adaptation to show up twice on the Death Recap. Diablo Level 10 Apocalypse Will now activate even if Diablo is interrupted during the cast time. D.Va Level 10 Bunny Hop Now soft reveals targets hit. Micro Missiles Now soft reveals all targets hit, instead of only the triggering target. E.T.C. Base Powerslide [Q] Fixed issues with Powerslide when targeted into unpathable terrain with Crowdsurfer. Level 1 Prog Rock Now displays in the Death Recap. Level 10 The Hunt Fixed issues that caused Illidan to Hunt towards the enemy Hall of Storms. Fenix Base Weapon Mode: Phase Bomb [W] Fixed an issue that caused Phase Bomb's splash to not behave correctly while Blinded or against Evading enemies. Genji Fixed an issue that caused Dodge to not prevent all on-hit effects. Base Swift Strike [E] No longer soft reveals Genji to targets hit by Swift Strike that are affected by vision reduction. Level 4 Dragon Claw Now soft reveals targets hit. Level 10 X-Strike Now soft reveals targets hit. Graymane Worgen form's Basic Attack damage increase is now additive. Base Inner Beast [W] Fixed an issue that caused Inner Beasts' on-hit bonuses to apply on-fire instead of on-hit. Gul'dan Level 20 Demonic Circle Fixed an issue that caused Demonic Circle's outgoing FX to only be visible if you see Gul'dan's teleported to location. Hanzo Level 4 Explosive Arrows Now soft reveals targets hit. Level 7 The Dragon Hungers Fixed an issue that caused The Dragon Hungers to apply the Spell Power bonus to the triggering damage effect. Level 10 Dragon's Arrow Now soft reveals targets hit. Hogger Level 7 Garbage Fire Now displays in the Death Recap. Level 13 Bloodthirst Now causes Headbanger to heal Hogger for the damage dealt. Illidan Level 4 Hunter's Onslaught Now causes Immolation to heal Illidan for the damage dealt. Level 10 The Hunt Fixed issues that caused Illidan to Hunt towards the enemy Hall of Storms. Kel'Thuzad Fixed an issue that caused Defense Matrix to not reduce the damage of the Shade's Death and Decay. Fixed an issue that caused the Shade's damage to not gain the benefits of Spell Leech. Fixed an issue that caused the Shade's Death and Decay to still be fired if Kel'Thuzad's Death and Decay cast is interrupted. Level 20 Deathchill Now displays in the Death Recap. Kerrigan Level 1 Fury of the Swarm Fixed an issue that caused Fury of the Swarm's splash to not behave correctly while Blinded or against Evading enemies. Kharazim Level 16 Echo of Heaven Now displays in the Death Recap. Leoric Level 20 Buried Alive Now displays in the Death Recap. Shroud of the Dead King Shroud of the Dead King now shows floating text for the amount of damage prevented. Li-Ming Level 1 Aether Walker Fixed an issue that caused Aether Walker to apply the damage bonus to Magic Missiles incorrectly. Lt. Morales Base Healing Beam [Q] Now displays in the Death Recap. Level 16 Extended Care Now displays in the Death Recap. Level 20 Hospice Care Now displays in the Death Recap. Lucio Level 7 Reverse Amp Now displays in the Death Recap. Maiev Base Umbral Bind [W] Fixed an issue that caused Umbral Bind's cleave to grant Vengeful Knives progress while Blinded or against Evading Heroes. Level 1 Naisha's Memento Fixed an issue that caused Naisha's Memento to grant Vengeful Knives progress while Blinded or against Evading Heroes. Malfurion Base Moonfire [W] Updated to heal Regrowth targets for its amount as a singular combined effect per target. Mal'Ganis Level 7 Black Claws Fixed an issue that caused Black Claw's Armor reduction to not be removed by Invulnerable. Level 16 Blind as a Bat Blind as a Bat now instantly removes any area reveals. Fixed an issue that caused Blind as a Bat to not lose vision of enemies that are revealed by damaging Mal'Ganis. Fixed an issue that caused Blind as a Bat to see enemies when first cast. Malthael Base Soul Rip [Q] Updated to heal Malthael for its amount spread over up to 3 effects. Medivh Level 7 Arcane Explosion Fixed an issue that caused Arcane Explosion to destroy Raynor's Banshee's Basic Attack missiles. Level 20 Dust of Disappearance Updated for apply visuals to appear as soon as granted. Mei Fixed an issue where Mei's abilities caused players to highlight enemies. Level 10 Ice Wall Fixed an issue that caused abilities to be usable when Ice Wall transitions from timed to untimed. Level 20 Flash Freeze Fixed an issue that caused Flash Freeze to not properly cancel effects that launch Mei. Shatter Fixed an issue that caused Shatter's Armor reduction to not be removed by Invulnerable. Muradin Level 13 Bronzebeard Rage Now displays in the Death Recap. Healing Static Updated to heal Muradin for its amount as a singular combined effect. Murky Level 10 Octo-Grab Fixed an issue that caused Octo-Grab to be placed on full cooldown if the target moves out of reach. Level 13 Rejuvenating Bubble Now displays in the Death Recap. Nazeebo Level 7 Dead Rush Fixed an issue that caused Zombie Wall's Zombies to lose health after uprooting with Dead Rush. Nova Level 16 Explosive Round Explosive Snipe's damage modifier is now additive. Orphea Level 13 Invasive Miasma Updated to heal Orphea for its amount as a singular combined effect. Qhira Base Blood Rage [W] Blood Rage's heal no longer fills the Death Recap with empty entries. Level 4 Upstage Fixed an issue that caused Upstage to also prevent damage from Summoned attacks. Fixed an issue that caused Upstage to not prevent all on-hit effects. Level 7 Healmonger Updated to heal Qhira for its amount as a singular combined effect. Ragnaros Level 1 Shifting Meteor Fixed an issue that caused Shifting Meteor to not travel the full remaining distance of the Living Meteor. Rehgar Base Chain Heal [Q] Fixed an issue that caused Chain Heal to be visible to others while inside a shrub. Level 13 Wellspring Now displays in the Death Recap. Level 20 Farseer's Blessing Now displays in the Death Recap. Rexxar Level 13 Dire Beast Damage increase is now additive. Level 20 Spirit Bond Now displays in the Death Recap. Stitches Level 7 Putrefaction Fixed an issue with Putrefaction's healing reduction. Stukov Level 10 Massive Shove Fixed an issue that caused Massive Shove to launch from Stukov's origin point. Sylvanas Level 13 Remorseless Now displays in the Death Recap. Tassadar Level 4 Electric Fence Now displays in the Death Recap. Level 10 Black Hole Fixed an issue that caused Black Hole to hit targets a second time at its apex. The Butcher Base Ruthless Onslaught [E] Now soft reveals the target on impact. The Lost Vikings Olaf Fixed an issue that caused Olaf's Attack not showing up as a Basic Attack. Level 20 Checkpoint Reached Now displays in the Death Recap. Tracer Fixed an issue that caused the last bullet from Tracer's previous magazine to be fired when Tracer's Reload completes. Level 4 Pulse Generator Now displays in the Death Recap. Level 13 Telefrag Now displays in the Death Recap. Tyrael Level 1 Salvation Now displays in the Death Recap. Level 4 Bound by Law Updated to heal Tyrael for its amount as a singular combined effect. Level 13 Law and Order Fixed an issue that caused Law and Order to apply to Smites that are currently being cast. Level 16 Burning Halo Now displays in the Death Recap. Tyrande Level 7 Huntress' Fury Fixed an issue that caused Huntress' Fury to activate against Evading enemies. Uther Level 1 Wave of Light Fixed an issue that caused Wave of Light quest reward to revert Divine Protection's duration increase if completed after selecting Divine Protection. Fixed an issue that caused Wave of Light to not grant its full quest reward benefit to Armor granted to Uther if Divine Protection is selected. Level 16 Tyr's Deliverance Fixed an issue that caused Tyr's Deliverance to apply its bonus to the active Holy Radiance, instead of the next Holy Radiance. Level 20 Divine Protection Fixed an issue that caused Divine Protection to be inconsistent in how it is applied to an already active Devotion Armor. Valeera Level 16 Seal Fate Fixed an issue that caused Sinister Strike to deal additional damage to non-Heroes. Xul Level 7 Trag'Oul's Essence Now displays in the Death Recap. Yrel Fixed an issue where Yrel's abilities caused players to highlight enemies. Zagara Level 10 Nydus Network Now displays the correct icon in the Death Recap. Zarya Level 7 Explosive Barrier Now displays in the Death Recap. Return to Top
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