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Genji Heroes of the Storm

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Hey everyone,

Enjoy this Genji Build Guide. As he is not yet released and players will need several weeks to evaluate the worth of all of his talents, this guide will probably see a lot of re-polish and updates.

Still, enjoy the guide, hopefully it will give you a bit of an edge over your opponents at Genji's release.

I hope someone finds the Easter Egg I've hidden in this guide. :)

- Kendric

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On 22/04/2017 at 11:12 PM, KendricSwissh said:

I hope someone finds the Easter Egg I've hidden in this guide. :)

I need healing. 

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Having played a fair bit with Genji, I find the most effective playstyle is to Cyber-Agility into melee range, unload Shuriken while Deflecting, and Swift Strike for the kill or to safety. If there's alot of people, UNLEASH THE DRAGON! Genji is actually the first hero we've gotten in a while to have a big teamfight ultimate (X-Blade).

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Guest DemonRimo

Misspell probably: last comment on X-Strike talent at level 20 reads "cooldown reduction of 48 seconds when hitting the entire enemy team", 5*12=60 right?

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1 hour ago, Guest DemonRimo said:

Misspell probably: last comment on X-Strike talent at level 20 reads "cooldown reduction of 48 seconds when hitting the entire enemy team", 5*12=60 right?

Thanks for pointing this out! I passed this onto Kendric.

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I've been enjoying Genji a great deal using the Deflect build.  The only change I make is to go with Flow Like Water on 13 over Shingan.  If I get close enough to safely point blank Shurikens into a target then I'm likely doing fine already.  The extra damage is nice but 3x Shuriken (especially with Shuiken Mastery) does the job well enough.  Having less cooldown on Swift Strike though can easily be the difference between life and death (yours and your enemies).

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3 hours ago, TSRD said:

I've been enjoying Genji a great deal using the Deflect build.  The only change I make is to go with Flow Like Water on 13 over Shingan.  If I get close enough to safely point blank Shurikens into a target then I'm likely doing fine already.  The extra damage is nice but 3x Shuriken (especially with Shuiken Mastery) does the job well enough.  Having less cooldown on Swift Strike though can easily be the difference between life and death (yours and your enemies).

What about Double JumpDouble Jump? Do you ever pick the talent?

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No, but maybe I should.  Swift Strike always gets you in and out of fights which is why I like lowering its cooldown so much, Cyber Agility is good but it's a bit harder to use mid fight comparatively (at least for me).  That said, with Shuriken Mastery finished, having another charge of Agility gives you two more charges of Shurikens.  Put that way I'd probably take Double Jump over Shingan as another two uses of Shuriken is probably going to do more damage (for me) than the bonus point blank damage Shingan gives.  If you take his Anti-Ability damage talent then Double Jump would be an easy pick.

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One thing to note that this guide has gotten wrong:

Living Weapon, the level 20 talent for X-Strike, can cause a far bigger cooldown reduction than 60 seconds max. It isn't worded well in the talent description, but it actually reduces the cooldown by 12 seconds for every instance of damage dealt by X-Strike to an enemy hero. That means you can get up to 36 seconds cooldown reduction per hero hit in perfect conditions, as there are three instances of damage dealt. I for a fact have been able to use it two or three times in a row with no cooldown  quite easily on maps with tight objectives (especially Infernal Shrines) from the cooldown reduction I've had. I therefore think it should be at least changed to a Situational rather than Not Recommended.

Edited by CobraJD
Correction

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4 hours ago, CobraJD said:

One thing to note that this guide has gotten wrong:

Living Weapon, the level 20 talent for X-Strike, can cause a far bigger cooldown reduction than 60 seconds max. It isn't worded well in the talent description, but it actually reduces the cooldown by 12 seconds for every instance of damage dealt by X-Strike to an enemy hero. That means you can get up to 36 seconds cooldown reduction per hero hit in perfect conditions, as there are three instances of damage dealt. I for a fact have been able to use it two or three times in a row with no cooldown  quite easily on maps with tight objectives (especially Infernal Shrines) from the cooldown reduction I've had. I therefore think it should be at least changed to a Situational rather than Not Recommended.

I can't really test it (as it seems to be quite rare, to hit someone multiple times with the X-StrikeX-Strike in mid/higher leagues), so i would really appreciate some kind of proof. Additionally, this does not really change the ranking, because of the aforementioned problem. Also, all talents have been tested thoroughly by Kendric, a pro player, and he deemed the talent not good enough based on his experience with the talent. So, even if it lowers the cooldown multiple times from one hit, it is not consistent enough.

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Guest nervnqsr

it's more than possible to get a full reset by landing 3 hits on a cc'ed target in the center and 2 hits on the sides, you can test it in try mode

the information is straight up wrong, the guide hasn't been updated to reflect actual gameplay yet

 

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I am going to change the talent's description if it helps avoiding confusion. 

Yet, it does not change my perception of the talent being worse than others at Level 20. 
To go for a talent that will net you ideal value every once out of 30 or so times you cast it is not good enough to make it worth recommending. 

Of course you can claim it's good in an ideal world. If it works for you, feel free to pick it. But I've had too many games that have been decided by Zanshin. 

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I have a question: while I understand that Perfect Defense normally will provide superior protection/damage, can Augmented Guard be taken against comps with very high burst damage? I feel like it would gain lots of value if the enemy team had a Jaina and Alarak or some other form of large ability damage. Would probably still be a niche pick at best, but still might be worth considering. What are your thoughts? Thanks!

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28 minutes ago, Niteshadow said:

I have a question: while I understand that Perfect Defense normally will provide superior protection/damage, can Augmented Guard be taken against comps with very high burst damage? I feel like it would gain lots of value if the enemy team had a Jaina and Alarak or some other form of large ability damage. Would probably still be a niche pick at best, but still might be worth considering. What are your thoughts? Thanks!

If the enemy team is burst-focused, the shield after the end of DeflectDeflect will usually disappear by decaying over the 4 seconds, rather than be used to soak up damage, as the burst will have ended by then. 
Since most of burst-focused heroes rely on spells and ability damage rather than on AA damage, Cyber ShieldCyber Shield can be used to mitigate the damage in case you use DeflectDeflect too soon, putting it on cooldown.

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35 minutes ago, positiv2 said:

If the enemy team is burst-focused, the shield after the end of DeflectDeflect will usually disappear by decaying over the 4 seconds, rather than be used to soak up damage, as the burst will have ended by then. 
Since most of burst-focused heroes rely on spells and ability damage rather than on AA damage, Cyber ShieldCyber Shield can be used to mitigate the damage in case you use DeflectDeflect too soon, putting it on cooldown.

Alright. Thanks for the prompt reply!

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I've seen genji picked a lot in the hgc crucible so I decided to try him out. After many games these are my talent choices https://www.icy-veins.com/heroes/talent-calculator/genji#25.0!1121111

It's pretty much what the pros went for as well, picking the consistent damage from shuriken talents and the Dragonblade for teamfights.

Genji is a poke hero, I usually stay on the side or behind the enemy and put pressure and when I see an opportunity for Dragonblade I jump in. Dragonblade is superior to X-strike because its easier to land and after 2 slashes it surpasses x-strike in damage, the level 20 Dragonblade is also really strong, it means Dragonblade will never end. X-strike does give genji more mobility and its an easy point and click ability but Genji doesnt need more mobility, he needs more consistent damage to finish off low health enemies.

The level 20 talent, Zanshin seems underwhelming, I rarely stay in range of more than 2 heroes when using deflect, sometimes I even miss-time it and I absorb no damage.

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On 2017-5-29 at 10:18 AM, Fransoa said:

I've seen genji picked a lot in the hgc crucible so I decided to try him out. After many games these are my talent choices https://www.icy-veins.com/heroes/talent-calculator/genji#25.0!1121111

It's pretty much what the pros went for as well, picking the consistent damage from shuriken talents and the Dragonblade for teamfights.

Genji is a poke hero, I usually stay on the side or behind the enemy and put pressure and when I see an opportunity for Dragonblade I jump in. Dragonblade is superior to X-strike because its easier to land and after 2 slashes it surpasses x-strike in damage, the level 20 Dragonblade is also really strong, it means Dragonblade will never end. X-strike does give genji more mobility and its an easy point and click ability but Genji doesnt need more mobility, he needs more consistent damage to finish off low health enemies.

The level 20 talent, Zanshin seems underwhelming, I rarely stay in range of more than 2 heroes when using deflect, sometimes I even miss-time it and I absorb no damage.

That's pretty much the build I use. However I usually go with X-Strike instead of Dragon Blade, but maybe it's because I don't have much pratice with Dragon Blade and tend to get myself in tight situations. And I love ZanshinZanshin. I've scored some neat kills with it by baiting opponents.

I completely agree with you: Genji is a poke hero. He is meant to just throw Shurikens and wait for the right opportunity to finish the low health opponents (usually when their CDs are exausthed). The Shuriken build is usually more rewarding because you can catch those fleeing and deal massive damage thanks to Shuriken MasteryShuriken Mastery and ShinganShingan. I always end up performing poorly if I go with the Swift Strike build.

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On May 29, 2017 at 8:18 AM, Fransoa said:

I've seen genji picked a lot in the hgc crucible so I decided to try him out. After many games these are my talent choices https://www.icy-veins.com/heroes/talent-calculator/genji#25.0!1121111

It's pretty much what the pros went for as well, picking the consistent damage from shuriken talents and the Dragonblade for teamfights.

Genji is a poke hero, I usually stay on the side or behind the enemy and put pressure and when I see an opportunity for Dragonblade I jump in. Dragonblade is superior to X-strike because its easier to land and after 2 slashes it surpasses x-strike in damage, the level 20 Dragonblade is also really strong, it means Dragonblade will never end. X-strike does give genji more mobility and its an easy point and click ability but Genji doesnt need more mobility, he needs more consistent damage to finish off low health enemies.

The level 20 talent, Zanshin seems underwhelming, I rarely stay in range of more than 2 heroes when using deflect, sometimes I even miss-time it and I absorb no damage.

While Dragonblade may be the better ult for more experienced Genji players, I find X-Strike to be much better for people who are newer to the character or, alternatively, if the enemy team is REALLY bursty. Having that 1.25 seconds up in the air after you dive into the back line without the damage would still be worth it, just because of the amount of time you can deal damage but take none in return. You can dive in with Swift StrikeSwift Strike, throw some Shurikens, DeflectDeflect, then pop X-Strike to make sure you aren't instantly focused down. The damage can be fantastic, but the fact you can't take any damage in the air is what makes it the ult I really enjoy most of the time.

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2 hours ago, Niteshadow said:

While Dragonblade may be the better ult for more experienced Genji players, I find X-Strike to be much better for people who are newer to the character or, alternatively, if the enemy team is REALLY bursty. Having that 1.25 seconds up in the air after you dive into the back line without the damage would still be worth it, just because of the amount of time you can deal damage but take none in return. You can dive in with Swift StrikeSwift Strike, throw some Shurikens, DeflectDeflect, then pop X-Strike to make sure you aren't instantly focused down. The damage can be fantastic, but the fact you can't take any damage in the air is what makes it the ult I really enjoy most of the time.

I like to purposely dive into the enemy team with X-Strike and then pop Deflect, to bait opponents.

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Living Weapon is, by experience, a very good talent on maps with choke point or against teams that like to group up. I already managed to ult 3 times in a row with this talent, and even without a full reset, the cooldown reduction is good to take. Sharpened Stars seems less powerful, since at this stage of the game, the ennemy will likely have anough forms of damage mitigation or healing that poking will be almost ineffective. Zanshin seems underwhelming if you didn't take Reflect at lvl 16, but I didn't test it yet.

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There's some good comments from Niteshadow and Farbas on Ult and L20 talent picks..... Maybe these could also be used in expanding the discussion on contingencies under which you'd pick each respective talent? I'm guessing Dragonblade also more useful/viable with more melee opponents and thus X-Strike more so with the more important backline targets?

I'd love a bit more comment on this as I'm still newish to Genji, and I've mainly been using X-Strike and typically living weapon for the cd in better organised team fights (and just more my style with that style of assassin), but have begun to wonder if maybe I should be using dragonblade ult a bit more for sustained damage in some situations.

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4 hours ago, Kiarbitrager said:

There's some good comments from Niteshadow and Farbas on Ult and L20 talent picks..... Maybe these could also be used in expanding the discussion on contingencies under which you'd pick each respective talent?

If you mean in the guide, it's already covered - "X-Strike can act as an escape mechanism that allows Genji to dodge incoming burst damage and crowd control"

4 hours ago, Kiarbitrager said:

I'd love a bit more comment on this as I'm still newish to Genji, and I've mainly been using X-Strike and typically living weapon for the cd in better organised team fights (and just more my style with that style of assassin), but have begun to wonder if maybe I should be using dragonblade ult a bit more for sustained damage in some situations.

Knowing which talent to pick (or at least know which situation you are in) based on the team you are with and against is art, and can be learned only through experience, especially with the heroes you are playing with or against. Living WeaponLiving Weapon is unreliable and should not be picked outside of low MMR QM or bronze. ZanshinZanshin is way more reliable and acts as a AoE as well.

If you believe sustained damage might be better, go ahead and pick DragonbladeDragonblade instead. However, keep in mind that the ability is more skill reliant, so if you fail at first, do not give up.

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I did more tests on Living Weapon, the level 20 upgrade for X-strike. In my games, a 2nd X-strike changed all my games from questionable or losing to winning. I find the talent to be a must pick if the enemy has "7 heroes" and situational if the enemy has "6" or have a tendency to clump up. For example, Living Weapon against Samuro or LTV and sometimes Rexxar is practically a free X-strike in any team fight. This works in duels against them too. I would put the talent to be situational, since a 2nd X-strike every 0-24 seconds allows Genji to dictate the pace of his team fights. This is especially true if Genji manages to pull an immediate 2nd X-strike that can be overwhelming to deal with.

Edit*

I also want to point about that Strike at the Heart is a trap talent for Swift Strike build, since the damage and reliability of the talent does not match Shuriken Mastery in any way.  The fact that Genji has to hit a target at the end of his incredibly long range swift strike for mediocre damage makes it hard to use in team fights. The only times where I found the talent useful is taking down a low health target, which Shuriken Mastery does just as good and can provide a 2nd set of shurikens if Genji fails to take the target down immediately. This is much more forgiving than the low burst provided by Strike at the Heart, which also promotes dangerous play style.

Edited by Trensicourt

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      Fixed issues with Block and Basic Attacks that Ignore Armor. Map
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      Anubarak Level 20 Cryptweave Fixed an issue that caused Cryptweave's duration increase to be granted while Anub'arak is dead. Artanis Level 10 Purifier Beam Fixed an issue that caused Purifier Beam to last up to an additional 0.5 seconds. Azmodan Level 10 Demonic Invasion Fixed an issue that caused Demonic Invasion grunts to attack Stealthed enemies. Cassia Level 20 Titan's Revenge Fixed an issue that caused Titan's Revenge empowered Basic Attacks to consume Block charges. Fixed an issue that caused Titan's Revenge to not apply to Charged Strikes bounce attacks. Cho'Gall General Fixed an issue that caused Cho and Gall to become separated if Cho enters a Vehicle the moment the Vehicle expires. Deathwing Level 10 Bellowing Roar Fixed an issue to allow Deathwing to cast Bellowing Roar while Dragonflight is active. Diablo Base Black Soulstone [Trait] Fixed an issue that caused Diablo's health gained from Black Soulstone to not be accurate. D.Va Base Self Destruct [E] Exploding Mech visibility has been updated from the detonation area to the expanding warning indicator area. Boosters [Q] Fixed an issue that caused Boosters to not be affected by cooldown reduction granted by Allied Heroes. Will now behave similarly to Defense Matrix and have a fresh cooldown when a new Mech is called. Level 16 Emergency Shielding Will now be properly reset when ability cooldowns are reset in Sandbox or Try Mode. Fenix Level 20 Unconquered Spirit Ability will no longer be shaded as though it is disabled when off cooldown. Will now be properly reset when ability cooldowns are reset in Sandbox or Try Mode. Gul'dan Base Drain Life [W] Added a range indicator for Drain Life. Hanzo Level 16 Piercing Arrows Fixed an issue that caused Storm Bow to not hit targets in close proximity to the first target hit with Piercing Arrows. Johanna Level 20 Indestructible Ability will no longer be shaded as though it is disabled when off cooldown. Will now be properly reset when ability cooldowns are reset in Sandbox or Try Mode. Junkrat Level 7 Dirty Trickster Will now be properly reset when ability cooldowns are reset in Sandbox or Try Mode. Leoric Level 1 Fealty Unto Death Healing increased from 31.85 to 32. Updated the tooltip to display number instead of percentage. Li Li Base Cloud Serpent [W] Fixed an issue that caused crit floating modifiers to not apply to Cloud Serpent damage. Fixed an issue that caused Defense Matrix to not apply to any Cloud Serpent damage. Fixed an issue that caused Spell Power to not apply to Cloud Serpent healing. Healing Brew [Q] Fixed an issue that caused Healing Brew to be disjointed if the target Teleports. Level 7 The Good Stuff Fixed an issue that caused The Good Stuff's Fast Feet healing increase to be multiplicative. Level 10 Jug of 1,000 Cups Fixed an issue that caused Jug of 1,000 Cups to instantly heal the target if the target Teleports while the jug is on its way to them. Level 13 Lightning Serpent Fixed an issue that caused Spell Power and other damage mods to not apply to Lightning Serpent damage. Level 16 Pick Me Up Fixed an issue that caused Pick Me Up's healing increase to be multiplicative. Lt. Morales Level 4 Trauma Trigger Will now be properly reset when ability cooldowns are reset in Sandbox or Try Mode. Fixed an issue that caused the cooldown displayed on the ability to show incorrectly. Maiev Level 4 Sudden Vengeance Fixed an issue that caused Sudden Vengeance to not activate Ruthless Spirit. Mal'Ganis Level 1 Winged Guard Fixed an issue that caused Winged Guard to lose Block charges to all effects that ignore Armor. Mephisto Level 16 Lightning Reaction Fixed an issue that caused Lightning Reaction to activate around Shades of Mephisto when Mephisto has not selected Mimic. Nazeebo Base Voodoo Ritual [Trait] Fixed an issue that caused Voodoo Ritual and Vile Infection to display the incorrect total damage value in their tooltips. Fixed an issue that caused Voodoo Ritual to not grant stack progress if the target is killed by the last tick of Voodoo Ritual after completing Vile Infection. Level 10 Gargantuan Fixed an issue that caused Gargantuan Stomp damage to not display the correct values in the tooltip. Orphea Level 16 Dead Magic Fixed an issue that caused Chaos-empowered Basic Attacks from Dead Magic to consume Block charges. Rehgar Level 7 Purification When selecting Purification, Purge will now be able to target Unstoppable enemy Heroes. Rexxar Level 10 Unleash the Boars Unleash the Boars damage updated to have Rexxar deal the damage instead of each Boar dealing its own damage. Samuro Base Image Transmission [Trait] Fixed an issue that allowed Samuro to cast Image Transmission on a destroyed Mirror Image if it was queued to happen directly after Mirror Image was cast. If Samuro activates Image Transmission or if a new Mirror Image is created, any Mirror Images that are updated will copy Blessing of the Red if it is present on Samuro instead of increasing their maximum Health as if Blessing of the Red were cast on them. Level 7 Crushing Blows Fixed an issue that caused Crushing Blows to apply to the triggering Critical Strike. Level 20 Three Blade Style Fixed an issue that caused Three Blade Style to increase Mirror Image maximum health if Samuro gained Blessing of the Red between the Images being created and the talent being selected. Fixed an issue that caused Three Blade Style to reset the duration on an active Mirror Image when selected. Sgt. Hammer General Sgt. Hammer's level 1 talent icon changes have been reverted. Stitches Level 13 Meat Hook Fixed an issue that caused the refresh duration to not match the full duration of Meat Hook. Tassadar Level 7 Arc Discharge Will now be properly reset when ability cooldowns are reset in Sandbox or Try Mode. Fixed an issue that caused Arc Discharge to become disjointed when Tassadar stops attacking. The Butcher General Talent sorting for The Butcher has been updated to be the same as other Heroes. Base Fresh Meat [Trait] Fresh Meat is now referred to as stacks instead of charges. Thrall Level 13 Spirit Shield Fixed an issue with Spirit Shield's cooldown reduction from Frostwolf Resilience. Tyrande Level 1 Ranger Fixed an issue that caused Ranger to allow Sentinel to hit up to 3 targets. Level 4 Everlasting Light Added an indicator on targets that will receive additional healing from Light of Elune. Whitemane Base Inquisition [W] Added a range indicator for Inquisition. Fixed an issue that caused Inquisition to not be cancelled if the target leaves the radius while Stealthed. Zul'jin Level 16 No Mercy! Fixed an issue that caused empowered Grievous Throw Basic Attacks from No Mercy! To not activate Medivh's Raven Familiar. Return to Top
      Click here to discuss this post with other players in the official Heroes of the Storm forums.

    • By Staff
      Blizzard has updated the PTR patch notes from November 14 with additional Hero changes.  
      (Source)
      NOTE: New changes are highlighted in Orange text.
      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:
      Map Update Hero Updates Balance Update Bug Fixes Map Update
      Volskaya
      The Triglav Protector will now gain 25% increased energy regeneration and the Pilot and Gunner Abilities will both recharge 25% faster while both slots are occupied. Return to Top
      Hero Updates
      Chen
      Talents
      Level 10 Wandering Keg Wandering Keg updated to be a targeted forced Quick cast instead of a Self cast. Samuro
      General
      Order of buffs in the Buff bar has been updated to match the order in which talents are gained. Samuro can no longer target a Mirror Image that is affected by launch effects (Example: Phase Prism). Samuro will no longer mirror Hearthstone and Mount commands on his Mirror Images if the command is sent while selecting a Mirror Image and not Samuro. Tooltips have been updated to reduce confusion. Base
      Image Transmission [Trait] Advancing Strikes will now copy Samuro's state for the following: creating a new Mirror Image, Image Transmission, Deflection, Press the Attack. Wind Walk [E] Wind Walk will no longer cancel move and attack commands in the command queue when activated. Critical Strike [W] Activating Critical Strike while Samuro's Basic Attack is being swung will now apply to that attack, rather than the next attack, and will carry the attack reset over to the next Basic Attack. Samuro can now see his Critical Strike progress below his Healthplate. Samuro can now see the remaining duration of Critical Strike's activation around the ability button. Critical Strike will now copy Samuro's state for the following: creating a new Mirror Image, Image Transmission, Deflection, Press the Attack. Talents
      Level 1 Way of Illusion Way of Illusion quest progress is now correctly mirrored between different Mirror Images and Samuro. Level 7 Burning Blade Burning Blade is now an additive modifier for both Samuro and his Mirror Images instead of just his Mirror Images. Level 13 Kawarimi Kawarimi Mirror Images will now clear their command queue of Hearthstone commands when created. Level 16 Harsh Winds Harsh Winds is now an additive modifier. Balance Update
      Heroes
      Arthas
      Talents
      Level 13 Frost Strike Rework: If Death Coil hits a target Slowed by Frost Strike, they will be Silenced for 1 second. Rework: No Longer reduces the cooldown of Frostmourne Hungers. Level 16 Frostmourne Feeds Rework: The cooldown for Frostmourne Hungers now starts as soon as the first empowerment is used. Rework: The second Frostmourne Hungers empowerment now only applies after hitting a Hero and lasts for 4 seconds. D.Va
      Base
      Max Health increased from 2100 to 2150. Defense Matrix [W] Damage reduction increased from -50% to -60%. Talents
      Level 1 Liquid Cooling Bonus duration increased from 35% to 50%. Level 7 Get On The Point! Movement Speed increase duration increased from 2 seconds to 3 seconds. Timer reduced from 3 seconds to 2 seconds. Level 10 Bunny Hop Damage increased from 70 to 78. Proc bonus damage reduced from 100% to 80%. Micro Missiles Cooldown between charges reduced from 5 to 3 seconds. Cooldown per charge reduced from 20 to 19 seconds. Level 13 Target Locked Armor reduction and Slow are now refreshed in duration if the enemy Hero already has the debuffs. Reduced the amount of time that enemy Heroes need to be in the Defense Matrix from 1 second to 0.75 seconds. Level 16 Diverting Power Healing reduced from 35 to 31. Emergency Shielding Duration increased from 4 to 8 seconds. Shield increased from 280 to 290. Greymane
      Talents
      Level 16 Lord Of His Pack New: Replaces Executioner. Basic Attacks against Slowed, Rooted or Stunned enemy Heroes deal 25% additional damage for 3 seconds, increased to 50% while in Worgen Form. Imperius
      Talents
      Level 10 Wrath of the Angiris Rework: Damage reduced from 375 to 250. Rework: Now deals 20% additional damage for each Valorous Brand marker on the target when landing. Rework: Valorous Brand markers placed by Imperius will no longer be removed when launching the target into the air. These can still expire while in the air. Li Li
      Talents
      Level 1 Free Drinks Can now reduce the cooldown multiple times per cast (Example: Combined with Two For One). Level 20 Shake It Off Armor now persists for 2 seconds after Stun, Silence, or Root expires. Medivh
      Talents
      Level 20 Glyph of Poly Bomb Rework: Target an area to apply Poly Bomb to all enemy Heroes in the area. Poly Bomb activates a second time 1 second after. Murky
      Talents
      Level 13 Egg Shell The Shield now regains an amount equal to 35% of Murky's current Health when Murky places a new Egg. Varian
      Talents
      Level 20 Demoralizing Shout Cooldown of Demoralizing Shout and Parry are reduced by 2.5% whenever an enemy Hero affected by Demoralizing Shout deals damage to a Hero. Return to Top
      Bug Fixes
      General
      Fixed issues with Block and Basic Attacks that Ignore Armor. Map
      Cursed Hollow Fixed an issue that caused Cursed Hollow's Call for Help's Armor reduction to not be cleared by Stasis or Invulnerable. Heroes
      Anubarak Level 20 Cryptweave Fixed an issue that caused Cryptweave's duration increase to be granted while Anub'arak is dead. Artanis Level 10 Purifier Beam Fixed an issue that caused Purifier Beam to last up to an additional 0.5 seconds. Azmodan Level 10 Demonic Invasion Fixed an issue that caused Demonic Invasion grunts to attack Stealthed enemies. Cassia Level 20 Titan's Revenge Fixed an issue that caused Titan's Revenge empowered Basic Attacks to consume Block charges. Fixed an issue that caused Titan's Revenge to not apply to Charged Strikes bounce attacks. Cho'Gall General Fixed an issue that caused Cho and Gall to become separated if Cho enters a Vehicle the moment the Vehicle expires. Deathwing Level 10 Bellowing Roar Fixed an issue to allow Deathwing to cast Bellowing Roar while Dragonflight is active. Diablo Base Black Soulstone [Trait] Fixed an issue that caused Diablo's health gained from Black Soulstone to not be accurate. D.Va Base Self Destruct [E] Exploding Mech visibility has been updated from the detonation area to the expanding warning indicator area. Boosters [Q] Fixed an issue that caused Boosters to not be affected by cooldown reduction granted by Allied Heroes. Will now behave similarly to Defense Matrix and have a fresh cooldown when a new Mech is called. Fenix Level 20 Unconquered Spirit Ability will no longer be shaded as though it is disabled when off cooldown. Will now be properly reset when ability cooldowns are reset in Sandbox or Try Mode. Gul'dan Base Drain Life [W] Added a range indicator for Drain Life. Hanzo Level 16 Piercing Arrows Fixed an issue that caused Storm Bow to not hit targets in close proximity to the first target hit with Piercing Arrows. Johanna Level 20 Indestructible Ability will no longer be shaded as though it is disabled when off cooldown. Will now be properly reset when ability cooldowns are reset in Sandbox or Try Mode. Junkrat Level 7 Dirty Trickster Will now be properly reset when ability cooldowns are reset in Sandbox or Try Mode. Leoric Level 1 Fealty Unto Death Healing increased from 31.85 to 32. Updated the tooltip to display number instead of percentage. Li Li Base Cloud Serpent [W] Fixed an issue that caused crit floating modifiers to not apply to Cloud Serpent damage. Fixed an issue that caused Defense Matrix to not apply to any Cloud Serpent damage. Fixed an issue that caused Spell Power to not apply to Cloud Serpent healing. Level 7 The Good Stuff Fixed an issue that caused The Good Stuff's Fast Feet healing increase to be multiplicative. Level 13 Lightning Serpent Fixed an issue that caused Spell Power and other damage mods to not apply to Lightning Serpent damage. Level 16 Pick Me Up Fixed an issue that caused Pick Me Up's healing increase to be multiplicative. Lt. Morales Level 4 Trauma Trigger Will now be properly reset when ability cooldowns are reset in Sandbox or Try Mode. Fixed an issue that caused the cooldown displayed on the ability to show incorrectly. Maiev Level 4 Sudden Vengeance Fixed an issue that caused Sudden Vengeance to not activate Ruthless Spirit. Mal'Ganis Level 1 Winged Guard Fixed an issue that caused Winged Guard to lose Block charges to all effects that ignore Armor. Mephisto Level 16 Lightning Reaction Fixed an issue that caused Lightning Reaction to activate around Shades of Mephisto when Mephisto has not selected Mimic. Nazeebo Level 10 Gargantuan Fixed an issue that caused Gargantuan Stomp damage to not display the correct values in the tooltip. Orphea Level 16 Dead Magic Fixed an issue that caused Chaos-empowered Basic Attacks from Dead Magic to consume Block charges. Rehgar Level 7 Purification When selecting Purification, Purge will now be able to target Unstoppable enemy Heroes. Rexxar Level 10 Unleash the Boars Unleash the Boars damage updated to have Rexxar deal the damage instead of each Boar dealing its own damage. Samuro Base Image Transmission [Trait] Fixed an issue that allowed Samuro to cast Image Transmission on a destroyed Mirror Image if it was queued to happen directly after Mirror Image was cast. If Samuro activates Image Transmission or if a new Mirror Image is created, any Mirror Images that are updated will copy Blessing of the Red if it is present on Samuro instead of increasing their maximum Health as if Blessing of the Red were cast on them. Level 7 Crushing Blows Fixed an issue that caused Crushing Blows to apply to the triggering Critical Strike. Level 20 Three Blade Style Fixed an issue that caused Three Blade Style to increase Mirror Image maximum health if Samuro gained Blessing of the Red between the Images being created and the talent being selected. Fixed an issue that caused Three Blade Style to reset the duration on an active Mirror Image when selected. Sgt. Hammer General Sgt. Hammer's level 1 talent icon changes have been reverted. Stitches Level 13 Meat Hook Fixed an issue that caused the refresh duration to not match the full duration of Meat Hook. The Butcher General Talent sorting for The Butcher has been updated to be the same as other Heroes. Base Fresh Meat [Trait] Fresh Meat is now referred to as stacks instead of charges. Tyrande Level 1 Ranger Fixed an issue that caused Ranger to allow Sentinel to hit up to 3 targets. Whitemane Base Inquisition [W] Added a range indicator for Inquisition. Fixed an issue that caused Inquisition to not be cancelled if the target leaves the radius while Stealthed. Zul'jin Level 16 No Mercy! Fixed an issue that caused empowered Grievous Throw Basic Attacks from No Mercy! To not activate Medivh's Raven Familiar. Return to Top
      Click here to discuss this post with other players in the official Heroes of the Storm forums.

    • By Staff
      Find out what's new in Heroes of the Storm during Warcraft's 30th anniversary!
      Anniversary Background
      A new background is available in the game when you log in.

      All 43 Warcraft Heroes Available for Play
      All Warcraft Heroes are available for play completely free this week. If you'd like to earn some gold, this is a really good opportunity to bring them all to Level 5!

      Faction-Themed Bundles
      You can purchase faction-themed bundles in Heroes of the Storm.
      For the Alliance bundle includes Muradin and Varian, 6 skins and 3 mounts.

      For the Horde bundle contains Rehgar, Garrosh, 6 skins, and 3 mounts.

      Warcraft Remastered Battle Chest
      When you buy the recently-announced battle chest, you will receive Jaina, Thrall, Anub'arak, and Tyrande in Heroes of the Storm!
       
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