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Vlad

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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      (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 Bug Fixes General
      Updated Homescreen and Startup Music. Updated Shop Bundles and Items. NEW: Brawl Mode added! Brawls will rotate on the 1st and 15th of every month. Return to Top
      Balance Update
      Heroes
      Auriel
      Base
      Bestow Hope [Trait] Increased the amount of energy stored from 60% to 80% of damage to Heroes. Increased the amount of energy stored from 20% to 50% of damage to non-Heroes. Talents
      Level 1 Searing Light Now only deals damage to enemy Heroes. Level 7 Energized Cord Now increases Basic Attack range by 1.1. Level 10 Resurrect Delay before resurrection reduced from 5 seconds to 3 seconds. Level 16 Reservoir of Hope Quest bonus reduced from 75 to 55. Wrath of Heaven Armor reduction increased from 10 to 20. Spell Power increased from 10% to 15%. Chromie
      Talents
      Level 1 Timewalker's Pursuit Spell Power increased from 10% to 15%. Level 5 Mobius Loop Slow reduced from 60% to 40%. Level 18 Unravelling Lingering Slowing Sands no longer consume Energy. Now also increases Slowing Sands cast range by 50%. Johanna
      Base
      Shield Glare [E] Mana cost increased from 45 to 55. Talents
      Level 1 Divine Fortress Health bonus starting value increased from 20% to 25%. Zealous Glare Damage bonus reduced from 75% to 70%. Level 7 Steed Charge Duration increased from 3 to 4 seconds. Level 13 Blessed Hammer Damage reduced from 74 to 65. Level 16 Holy Renewal Cooldown reduction reduced from 1.5 seconds to 1 second. Shrinking Vacuum Damage reduction increased from 25% to 30%. Duration increased from 2 to 3 seconds. Slow increased from 25% to 30%. Tracer
      Talents
      Level 4 Is That a Health Pack?! Healing from Regen Globes increased from 10% to 15% of maximum Health. Pulse Generator Healing reduced from 18% to 12%. Level 13 Jumper Cooldown refresh reduced from 150% to 100%. Shield reduced from 6.5% to 6%. Zul'jin
      Base
      You Want Axe? [Trait] Basic Attack damage increased from 94 to 96. Now has a limit of 50 stacks. Bonus from quest completion reduced from 1 to .25. Talents
      Level 1 Recklessness Basic Attack damage bonus reduced from 15% to 10%. Level 10 Guillotine Cooldown reduced from 40 seconds to 30 seconds. Mana cost reduced from 70 to 60. Taz'dingo! Cooldown increased from 90 seconds to 100 seconds. Mana cost increased from 75 to 80. Level 16 Let the Killing Begin Kill window reduced from 1.5 seconds to 0.5 seconds. Level 20 Buzzsaw Kill window reduced from 1.5 seconds to 0.5 seconds. Return to Top
      Bug Fixes
      General
      Experience Globes can now path through gates. Fixed issues related to root visual effects. Updated decaying and ramping Slows to scale their speed with CC reduction effects. Heroes
      Alexstrasza Base Flame Buffet [E] Fixed an issue that caused Flame Buffet's Slow to be instantly removed on targets with reduced duration on being Slowed. Azmodan Level 13 Chain of Command Fixed an issue that caused Chain of Command to not apply to Demonic Invasion's on-death explosion. Brightwing Base Phase Shift [Z] Fixed an issue with Phase Shift's Store Icon. Chen Level 10 Storm, Earth, Fire Fixed an issue that caused Storm, Earth, Fire Spirits to not contest Capture Points. Wandering Keg Fixed an issue that caused Wandering Keg to occasionally not be cast. Wandering Keg now acts like other instant Abilities and will cast as soon as possible. Cho'Gall General Fixed an issue that caused Cho'Gall to contest points while Cho is in Stasis. Dehaka Base Brushstalker [Z] Fixed an issue with Brushstalker's Store Icon. Will now clamp the minimum cast range to Dehaka's radius. E.T.C. Level 7 Pinball Wizard Bonus damage updated to be additive. Level 13 Face Smelt Fixed an issue that caused Face Smelt's Slow to be instantly removed on targets with reduced duration on being Slowed. Falstad Base Flight [Z] Fixed an issue with Flight's Store Icon. Level 10 Mighty Gust Fixed an issue that caused Mighty Gust's Slow to be instantly removed on targets with reduced duration on being Slowed. Fenix Level 1 Arsenal Synergy Fixed an issue that caused Arsenal Synergy to not grant cooldown reduction for the primary target hit by Phase Bomb. Level 4 Inhibiting Energy Fixed an issue that caused Inhibiting Energy to be instantly removed on targets with reduced duration on being Slowed. Imperius Level 20 Unrelenting Descent Fixed an issue that caused Unrelenting Descent's Heal to be delayed. Johanna Base Punish [Q] Fixed an issue that caused Punish to be instantly removed on targets with reduced duration on being Slowed. Kel'Thuzad Level 4 Phylactery of Kel'Thuzad Announcements for Phylactery of Kel'Thuzad will now use team colors. Kerrigan Level 7 Boundless Fury Fixed an issue that caused Boundless Fury to refund charges against a target already marked. Kharazim Level 4 Spirit Ally Fixed an issue that caused Spirit Ally's heal FX to be visible in Fog of War. Lúcio Base Wall Ride [Z] Fixed an issue with Wall Ride's Store Icon. Lt. Morales Level 10 Medivac Dropship Announcements for Medivac Dropship will now use team colors. Lunara Base Crippling Spores [W] Fixed an issue that caused Crippling Spores to be instantly removed on targets with reduced duration on being Slowed. Maiev Level 16 Armored Assault Fixed an issue that caused Armored Assault to not grant the full bonus to Umbral Bind's Cleave. Malthael Level 20 No One Can Stop Death Announcements for No One Can Stop Death will now use team colors. Mei Base Icing [E] Fixed an issue that caused Icing's Slow to be instantly removed on targets with reduced duration on being Slowed. Level 10 Ice Wall Fixed an issue that caused Ice Wall to not apply Stopped to D.Va's Self Destruct. Muradin Level 4 Thunder Burn Tooltip has been updated to show Thunder Burn is a multiplicative reduction. Level 13 Thunder Strike Damage increase is now additive. Probius Base Worker Rush [Z] Fixed an issue with Work Rush's Store Icon. Rehgar Base Purge [Trait] Fixed an issue that caused Purge to be instantly removed on targets with reduced duration on being Slowed. Samuro Base Critical Strike [W] Fixed an issue that caused Critical Strike FX to persist if Samuro is killed while he has maximum Critical Strike stacks. Level 13 Kawarimi Fixed an issue that caused Kawarimi to create a Mirror Image with the incorrect starting Health. Sgt. Hammer Base Thrusters [Z] Fixed an issue with Thrusters' Store Icon. Stukov Base Weighted Pustule [W] Fixed an issue that caused Weighted Pustule's increasing Slow to be instantly removed on targets with reduced duration on being Slowed. Sylvanas Level 1 Unfurling Shadows Fixed an issue that caused Unfurling Shadows to not grant quest progress for the impact damage of Shadow Dagger created by spread. The Butcher Base Hamstring [Q] Fixed an issue that caused Hamstring to be instantly removed on targets with reduced duration on being Slowed. The Lost Vikings Base Go Go Go! [Z] Fixed an issue with Go Go Go's Store Icon. Zagara Level 20 Pack Instinct Fixed an issue that caused Devouring Maw to gain more bonuses than intended from Pack Instinct. Zuljin General Fixed an issue that caused Basic Attack damage in Zul'jin's Target Info Panel to not increase while Berserker is active. Base You Want Axe? [Trait] Fixed an issue that caused You Want Axe to gain progress while at maximum Basic Attack bonus. Level 16 Wrong Place Wrong Time Fixed an issue that caused Wrong Place Wrong Time to not respect the stack cap of You Want Axe?. Return to Top
      Click here to discuss this post with other players in the official Heroes of the Storm forums.

    • By Staff
      A new Heroes of the Storm patch is now available for playtesting on the PTR with many Hero changes and bug fixes. Check out the official PTR notes for more details!
      We expect the patch to be available for testing for one week before it goes live.
      (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 Balance Update Bug Fixes General
      Updated Homescreen and Startup Music. NEW: Brawl Mode added! Brawls will rotate on the 1st and 15th of every month. Return to Top
      Balance Update
      Heroes
      Auriel
      Talents
      Level 1 Searing Light Now only deals damage to enemy Heroes. Level 7 Energized Cord Now increases Basic Attack range by 1.1. Level 16 Reservoir of Hope Quest bonus reduced from 75 to 55. Wrath of Heaven Armor reduction increased from 10 to 20. Spell Power increased from 10% to 15%. Chromie
      Talents
      Level 1 Timewalker's Pursuit Spell Power increased from 10% to 15%. Level 7 Mobius Loop Slow reduced from 60% to 40%. Level 20 Unravelling Lingering Slowing Sands no longer consume Energy. Now also increases Slowing Sands cast range by 50%. Johanna
      Base
      Shield Glare [E] Mana cost increased from 45 to 55. Talents
      Level 1 Divine Fortress Health bonus starting value increased from 20% to 25%. Zealous Glare Damage bonus reduced from 75% to 70%. Level 7 Steed Charge Duration increased from 3 to 4 seconds. Level 13 Blessed Hammer Damage reduced from 74 to 65. Level 16 Holy Renewal Cooldown reduction reduced from 1.5 seconds to 1 second. Shrinking Vacuum Damage reduction increased from 25% to 30%. Duration increased from 2 to 3 seconds. Slow increased from 25% to 30%. Tracer
      Talents
      Level 4 Is That a Health Pack?! Healing from Regen Globes increased from 10% to 15% of maximum Health. Pulse Generator Healing reduced from 18% to 12%. Level 13 Jumper Cooldown refresh reduced from 150% to 100%. Shield reduced from 6.5% to 6%. Zul'jin
      Base
      You Want Axe? [Trait] Basic Attack damage increased from 94 to 118. Bonus from quest completion reduced from 1 to .25. Talents
      Level 1 Recklessness Basic Attack damage bonus reduced from 15% to 10%. Level 10 Guillotine Cooldown reduced from 40 seconds to 30 seconds. Mana cost reduced from 70 to 60. Taz'dingo! Cooldown increased from 90 seconds to 100 seconds. Mana cost increased from 75 to 80. Level 16 Let the Killing Begin Kill window reduced from 1.5 seconds to 0.5 seconds. Level 20 Buzzsaw Kill window reduced from 1.5 seconds to 0.5 seconds. Return to Top
      Bug Fixes
      General
      Experience Globes can now path through gates. Fixed issues related to root visual effects. Updated decaying and ramping Slows to scale their speed with CC reduction effects. Heroes
      Alexstrasza Base Flame Buffet [E] Fixed an issue that caused Flame Buffet's Slow to be instantly removed on targets with reduced duration on being Slowed. Azmodan Level 13 Chain of Command Fixed an issue that caused Chain of Command to not apply to Demonic Invasion's on-death explosion. Brightwing Base Phase Shift [Z] Fixed an issue with Phase Shift's Store Icon. Chen Level 10 Storm, Earth, Fire Fixed an issue that caused Storm, Earth, Fire Spirits to not contest Capture Points. Cho'Gall General Fixed an issue that caused Cho'Gall to contest points while Cho is in Stasis. Dehaka Base Brushstalker [Z] Fixed an issue with Brushstalker's Store Icon. Will now clamp the minimum cast range to Dehaka's radius. E.T.C. Base Face Smelt [W] Fixed an issue that caused Face Smelt's Slow to be instantly removed on targets with reduced duration on being Slowed. Level 7 Pinball Wizard Bonus damage updated to be additive. Falstad Base Flight [Z] Fixed an issue with Flight's Store Icon. Level 10 Mighty Gust Fixed an issue that caused Mighty Gust's Slow to be instantly removed on targets with reduced duration on being Slowed. Fenix Level 1 Arsenal Synergy Fixed an issue that caused Arsenal Synergy to not grant cooldown reduction for the primary target hit by Phase Bomb. Level 4 Inhibiting Energy Fixed an issue that caused Inhibiting Energy to be instantly removed on targets with reduced duration on being Slowed. Johanna Base Punish [Q] Fixed an issue that caused Punish to be instantly removed on targets with reduced duration on being Slowed. Kharazim Level 4 Air Ally Fixed an issue that caused Air Ally's heal FX to be visible in Fog of War. Lúcio Base Wall Ride [Z] Fixed an issue with Wall Ride's Store Icon. Lunara Base Crippling Spores [W] Fixed an issue that caused Crippling Spores to be instantly removed on targets with reduced duration on being Slowed. Maiev Level 16 Armored Assault Fixed an issue that caused Armored Assault to not grant the full bonus to Umbral Bind's Cleave. Mei Base Icing [E] Fixed an issue that caused Icing's Slow to be instantly removed on targets with reduced duration on being Slowed. Level 10 Ice Wall Fixed an issue that caused Ice Wall to not apply Stopped to D.Va's Self Destruct. Muradin Level 4 Thunder Burn Tooltip has been updated to show Thunder Burn is a multiplicative reduction. Level 13 Thunder Strike Damage increase is now additive. Probius Base Worker Rush [Z] Fixed an issue with Work Rush's Store Icon. Rehgar Base Purge [Trait] Fixed an issue that caused Purge to be instantly removed on targets with reduced duration on being Slowed. Samuro Base Critical Strike [W] Fixed an issue that caused Critical Strike FX to persist if Samuro is killed while he has maximum Critical Strike stacks. Level 13 Kawarimi Fixed an issue that caused Kawarimi to create a Mirror Image with the incorrect starting Health. Sgt. Hammer Base Thrusters [Z] Fixed an issue with Thrusters' Store Icon. Stukov Base Weighted Pustule [W] Fixed an issue that caused Weighted Pustule's increasing Slow to be instantly removed on targets with reduced duration on being Slowed. Sylvanas Level 1 Unfurling Shadows Fixed an issue that caused Unfurling Shadows to not grant quest progress for the impact damage of Shadow Dagger created by spread. The Butcher Base Hamstring [Q] Fixed an issue that caused Hamstring to be instantly removed on targets with reduced duration on being Slowed. The Lost Vikings Base Go Go Go! [Z] Fixed an issue with Go Go Go's Store Icon. Zagara Level 20 Pack Instinct Fixed an issue that caused Devouring Maw to gain more bonuses than intended from Pack Instinct. Return to Top
      Click here to discuss this post with other players in the official Heroes of the Storm forums.

    • By Staff
      Master every Heroes of the Storm battleground with our detailed map guides, featuring strategies for objectives and drafting!

      Heroes of the Storm features a wide range of maps, each offering unique objectives and strategies. To help players excel in every battleground, we’ve created comprehensive guides that cover drafting, objectives, and gameplay for all maps.


      Alterac Pass: Free Cavalries from Prison Camps to fight alongside your team. Battlefield of Eternity: Secure Immortals to destroy enemy structures. Blackheart’s Bay: Collect Doubloons to fire Captain Blackheart’s cannons. Braxis Holdout: Control Beacons to summon powerful Zerg waves. Cursed Hollow: Gather Tributes to curse the enemy team and gain an advantage. Dragon Shire: Control Shrines to summon the mighty Dragon Knight. Garden of Terror: Collect Seeds to unleash Garden Terrors on your enemies. Hanamura Temple: Escort Payloads to deal damage to enemy structures. Infernal Shrines: Summon Punishers by defeating Guardians at Shrines. Sky Temple: Capture Temples to rain laser blasts on enemy structures. Tomb of the Spider Queen: Turn in Gems to summon Webweavers to assist your team. Towers of Doom: Capture Altars to damage the enemy Core indirectly. Volskaya Foundry: Control Capture Points to pilot the Triglav Protector. Warhead Junction: Collect Warheads to bombard enemy structures.
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