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Vlad

Heroes of the Storm Kel'Thuzad

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Hello readers,

I worked overtime throughout last week and braved hour-long PTR queues to bring you this guide right on time for Kel'thuzad's awaited release. I'll also be updating the tier list within the week, after some data is collected.

See you in the nexus!

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Great job, as always. Phylactery of Kel'ThuzadPhylactery of Kel'Thuzad is too good, man.

However... No Chains of Kel'ThuzadChains of Kel'Thuzad build? I know it is hardest skillshot to land in the game, but should be very rewarding in the right hands, right? I think a build around this ability could be at least situational, with Barbed ChainsBarbed Chains and Strip ShieldsStrip Shields being useful in teams featuring the likes of Tassadar, Chen and/or Zarya.

Also, I wonder if Chains of Kel'ThuzadChains of Kel'Thuzad works against any kind of object with collisions, rather than just structures. Say, for example, can you "stick" the chains into something like the Nazeebo's Zombie WallZombie Wall? Or Leoric's EntombEntomb? Or even the pot spawned by the Garden Terror? I say this since you can stick the chains into Kel'Thuzad's own Glacial SpikeGlacial Spike.

Edited by Valhalen

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Great build, completely agree on it. 

I think you should add garrosh to the list of heroes that counter him and work well with him. Even though he might not get to Kel'Thuzad, he may still put him into a situation that can be fatal. As an ally he can also easily throw enemies that would otherwise kill him, or throw Kel'Thuzad away from danger.

Edited by Maxkitty

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3 hours ago, Maxkitty said:

Great build, completely agree on it. 

I think you should add garrosh to the list of heroes that counter him and work well with him. Even though he might not get to Kel'Thuzad, he may still put him into a situation that can be fatal. As an ally he can also easily throw enemies that would otherwise kill him, or throw Kel'Thuzad away from danger.

I'll definitely consider it. I just don't have enough Garrosh experience for the moment, however. Also consider that without mobility, Garrosh is an easy target for chain combo.

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Guest Chrees

Fun hero, the ability to pull of some cool plays with Chains is great. I really hate how the Utility ult is on such an extreme cooldown compared to the pure damage one. They did that with Cassia too but then buffed Valkyrie's cooldown. I hope Frost Blast gets the same treatment but it can be game changing so maybe not. 100 seconds though ugh..

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The thing that I noticed the most when playing him tonight was that he is so much more fragile than I was expecting.  With a low health pool and no real escape options I find he really needs to play far back and cautiously.  It's actually the reason why I don't think his level 4 talent selection is completely one sided.  Phylactery of Kel'Thuzad is amazing, no question but it only helps so much vs burst damage and getting jumped on.  I'd still probably take it most of the time but after playing him I can actually see the value in the other two options.

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6 hours ago, TSRD said:

The thing that I noticed the most when playing him tonight was that he is so much more fragile than I was expecting.  With a low health pool and no real escape options I find he really needs to play far back and cautiously.  It's actually the reason why I don't think his level 4 talent selection is completely one sided.  Phylactery of Kel'Thuzad is amazing, no question but it only helps so much vs burst damage and getting jumped on.  I'd still probably take it most of the time but after playing him I can actually see the value in the other two options.

Definitely agreed; this is why we have the two other options as "?" (aka situational). Phylactery makes it so that you -need- to burst KT down, however, as otherwise, he'll just heal back right up.

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Looking at his placement in a tier list, personally I would judge him as tier 2, so core tier. While his utility is extremely devastating and his damage can wipe out enemies within seconds, most dive heroes counter him easily. However, what makes me love him, is that for those who have mastered him and can survive and punish dive teams, he quickly jumps to a tier 1 hero (for that player who mastered him). So while he is generally great, but not the absolute best, for experienced players, he might very well be one of the most devastating heroes to ever enter a match. 

Basically what I mean is he is tier 2 in general (imo), but way up in tier 1 to mastered players.

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10 hours ago, Maxkitty said:

Looking at his placement in a tier list, personally I would judge him as tier 2, so core tier. While his utility is extremely devastating and his damage can wipe out enemies within seconds, most dive heroes counter him easily. However, what makes me love him, is that for those who have mastered him and can survive and punish dive teams, he quickly jumps to a tier 1 hero (for that player who mastered him). So while he is generally great, but not the absolute best, for experienced players, he might very well be one of the most devastating heroes to ever enter a match. 

Basically what I mean is he is tier 2 in general (imo), but way up in tier 1 to mastered players.

That's where I had planned to place him. He's very feast or famine, as most casters tend to be. His Trait is obviously a factor.

Good insight.

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1 hour ago, Oxygen said:

That's where I had planned to place him. He's very feast or famine, as most casters tend to be. His Trait is obviously a factor.

Good insight.

Thank you! I love how he varies from situation to situation and can quickly scale up or down tiers depending on the player. He is a fun hero. I always love those heroes that you can master over time and are so rewarding and Kel'Thuzad is exactly that. The fact that he has counters makes him balanced and not as OP as he may have been. Overall, I'm pretty glad I saved my gold for him. Blizzard made an extremely well designed hero this time.

Edited by Maxkitty

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1 hour ago, Maxkitty said:

Thank you! I love how he varies from situation to situation and can quickly scale up or down tiers depending on the player. He is a fun hero. I always love those heroes that you can master over time and are so rewarding and Kel'Thuzad is exactly that. The fact that he has counters makes him balanced and not as OP as he may have been. Overall, I'm pretty glad I saved my gold for him. Blizzard made an extremely well designed hero this time.

I completely agree.  This is 100% a hero that takes mastery to really see his power.  I was watching a twitch stream of a better player (better than me anyhow) using him and frankly it put my level of play with him to shame.  Chain pulls into frost roots, awareness of chain pulls not just between heroes but also buildings and glacial spikes (not to mention the dexterity to see each option and perform them), building up decay stacks quickly (I saw a game where he had it done in under five minutes and that wasn't vs AI), and all of that while staying alive with such a fragile hero.  I can't think of many heroes I'd consider as demanding or rewarding to get the most out of as I would Kel'Thuzad.

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Guest Silvermane

Consider taking Armour of the Archlich against cloakers.  Its AoE is large enough that you can break it as they come close.  Especially useful against Valeera, and makes follow ups easier.

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7 hours ago, Guest Silvermane said:

Consider taking Armour of the Archlich against cloakers.  Its AoE is large enough that you can break it as they come close.  Especially useful against Valeera, and makes follow ups easier.

That's an excellent point I'll add to the guide. I already talked about it as a counter, but not specifically for its ability to remove stealth. We may have some of the most intelligent comment section I've ever seen. Making me so proud!

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I'd like to point that despite Samuro being listed as a counter to Kel'Thuzad, the opposite is valid. If anything, I'd say Kel'Thuzad is even more dangerous to Samuro (and the whole enemy team).

Kel'Thuzad can use Samuro's Mirror ImageMirror Image to his own advantage to quickly farm Master of the Cold DarkMaster of the Cold Dark by exploiting the clones' AI (I've managed to complete it roughly 6 minutes once). an astonishing rate. Also, you can use Chains of Kel'ThuzadChains of Kel'Thuzad to pin down the clones to Samuro himself or even other Heroes.

Against an unsuspecting Samuro, Kel'Thuzad can make him his bitch.

In a similar fashion, you can do the same thing to Rexxar and Misha, even more consistently as they are always together, therefore easier targets for the Chains. I assume it would be very hard for a Rexxar player be able to prevent Kel'Thuzad from farming his trait on Misha.

This is even more powerful when you combine it with Might of the ScourgeMight of the Scourge to repeatedly hit Misha and/or Samuro's clones.

AND he is a also a nasty bully to Abathur. Shadow FissureShadow Fissure all day, especially at level 20 with Might of the ScourgeMight of the Scourge.

Wouldn't be interesting to list in all guides opponents that said Hero is a counter to?

Edited by Valhalen

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Indeed, any "multi-part" hero is a great boon for KT.  You can easily add The Lost Vikings to that as well.  While they don't need to stay together like Samuro clones or Misha, they still add additional bodies to the field that wouldn't have been there otherwise.  The fact that the vikings aren't terribly threatening to KT just makes them even nicer to farm off.

Chromie is also exceptionally weak to KT thanks to her long casting animations.

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8 hours ago, TSRD said:

Indeed, any "multi-part" hero is a great boon for KT.  You can easily add The Lost Vikings to that as well.  While they don't need to stay together like Samuro clones or Misha, they still add additional bodies to the field that wouldn't have been there otherwise.  The fact that the vikings aren't terribly threatening to KT just makes them even nicer to farm off.

Chromie is also exceptionally weak to KT thanks to her long casting animations.

Yeah, exactly. I thought of them too, but since a good The Lost Vikings player will most of the time be doing split-push, the Vikings won't be clustered in skirmishes and team fights, where Kel'Thuzad truly shines.

As a Stukov main I can say that Kel'Thuzad stomps him his poor mobility and stationary position while channeling Lurking ArmLurking Arm.

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Is it just me or does anyone else not find kt ( Honestly idk what to abbreviate him as ) as hard as he was made out to be? I started to play him and I get my quest done faster then almost every other kt..

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Guest SacriJuts

Hi I found a little error (I believe) in the guide, on the Plaguelands build, The build lists Shadow FissureShadow Fissure while the explanation talks about the synergy with AoE damage of Frost BlastFrost Blast

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21 minutes ago, Guest SacriJuts said:

Hi I found a little error (I believe) in the guide, on the Plaguelands build, The build lists Shadow FissureShadow Fissure while the explanation talks about the synergy with AoE damage of Frost BlastFrost Blast

Thanks for pointing this out! I passed this onto Oxygen and will get this fixed soon.

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On 9/23/2017 at 1:26 AM, 50m8r4 said:

Is it just me or does anyone else not find kt ( Honestly idk what to abbreviate him as ) as hard as he was made out to be? I started to play him and I get my quest done faster then almost every other kt..

Nope. Its not just you. The quest is ridiculously easy.

So i've been using this build on kel"thuzad since he got released and i'm really kicking ass with it.

You would kick ass more if you would pick any other lvl 1 talent from the tier. Plaguelands is the worst one. Same can be said about Accelerated Decay. 
https://www.icy-veins.com/heroes/talent-calculator/kel-thuzad#29.7!3232222
Altough Kelthuzads PvE dmg is high, Hes a still "Teamfight Hero". Pick Talents that gives you advantage in teamfights. Plaguelands is basicaly a siege talent since its almost useless in teamfights. Accelerated Decays doesnt give any value either unless you have someone who can provide you with additional roots. 

Edited by xevex

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Guest Cryozeal

Is Hungering Cold really that effective since Frost Nova only roots for 1 second? That means, extra damage from Death and Decay only proc twice. And if you use Shadow Fissure in the combo Death and decay will come out a bit late after rooting effect and will have no extra damage from Hungering Cold. If more teammates have rooting skills, that's another story.

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      Ana
      Base
      Biotic Grenade [W] ADDED FUNCTIONALITY: If Biotic Grenade does not hit any enemies, its cooldown is reduced by 3 seconds. ADDED FUNCTIONALITY: If Biotic Grenade only hits Ana, its cooldown is reduced by 2 seconds. Talents
      Level 1 Vampiric Rounds Shrike now gives a 15% passive healing bonus. Level 20 Deadeye ADDED FUNCTIONALITY: Eye of Horus can now be toggled On and Off. ADDED FUNCTIONALITY: Eye of Horus cooldown is now 0.5 seconds. ADDED FUNCTIONALITY: Eye of Horus rounds are regained once every 10 seconds. Bonuses acquired from Deadeye now lasts 7 seconds. Azmodan
      Talents
      Level 16 Trample ADDED FUNCTIONALITY: Now reduces Heroic cooldown by 25% if Trample hits a Hero. Genji
      Talents
      Level 1 Pathfinder ADDED FUNCTIONALITY: Heroic Ability now heals Genji for up to 30% of the damage dealt to enemy Heroes. Healing amount is increased based on how low Genji's Health is. Level 10 X-Strike Cooldown increased from 60 seconds to 75 seconds. Detonation damage increased from 275 to 290. Slash damage increased from 135 to 145. Level 13 Shingan Now does 40% less damage to Structures. Level 20 Living Weapon Cooldown reduction increased from 10 seconds to 12.5 seconds. Imperius
      Base
      Molten Armor [E] Now hits an extra target if no Heroes are in range. Talents
      Level 1 Impaling Light REWORK: Impaling Light cooldown is reduced by 2 seconds. REWORK: Impaling Light does 180% more damage to Heroes, reduced by 20% for each additional Hero hit. REWORK: Impaling Light mana cost is reduced from 40 to 30. REWORK: When a Valorous Branded target's Stun ends, Impaling Light's cooldown is reduced by 1 second for each Valorous Brand on the target. Level 7 Blaze of Glory Blaze of Glory delay reduced from 2 seconds to 1.75 seconds. Holy Fervor Molten Armor no longer grants Holy Fervor. Level 20 Heavenly Host ADDED FUNCTIONALITY: All Shields created by Angelic Armaments no longer expire. ADDED FUNCTIONALITY: Swords fired by Heavenly Host Shields can target non-Heroes, but Heroes are prioritized. Molten Wrath NEW TALENT: Molten Armor will now hit an extra target even if enemy Heroes are in range. Lunara
      Talents
      Level 7 Splintered Spear ADDED FUNCTIONALITY: Now grants 3 stacks of Splintered Spear. A stack is consumed when an extra target is attacked. Can have a maximum of 3 stacks and all stacks can be consumed in a single attack. Level 13 Endless Spores Now also refunds 50 Mana. Level 20 For The Wildlands! NEW TALENT: Thornwood Vine now shoots out 4 additional Vines in an arc. Forest's Wrath Can now be selected with either Heroic. Malthael
      Base
      Wraith Strike [W] Range is increased from 6 to 7. Talents
      Level 4 Black Harvest Quest goal reduced from 180 seconds to 150 seconds. Level 10 Tormented Souls No longer resets the cooldown of Wraith Strike when Tormented Souls ends. Now reduces the cooldown of Wraith Strike to 2 seconds and removes its Mana cost while Tormented Souls is active. Level 20 Reaper of Souls While 2 or more enemy Heroes are in Tormented Souls' radius, its duration does not decay. Zagara
      Talents
      Level 16 Corrosive Saliva Damage reduced from 1.75% to 1.5% of maximum Health. Return to Top
      Bug Fixes
      General
      Fixed an issue with the display priority for the duration bar of Taunt effects. Map
      Battlefield of Eternity Fixed an issue where areas of the map were not covered under Fog of War. Blackheart's Bay Fixed an issue where some Heroes would not be able to path around Healing Fountains. Cursed Hollow Fixed an issue where Hogger could go through unpathable sections of the map. Warhead Junction Fixed an issue where healing fountains were not symmetrical on the map. Heroes
      Artanis Base Shield Overload [Q] Fixed an issue that caused Shield Overload to not display correctly if empowered by Shield Surge. Brightwing Level 10 Blink Heal Fixed an issue that caused Blink Heal's trailing images to be visible while Brightwing has no remaining Blink Heal charges. Chen Base Fortifying Brew [Trait D] Fixed an issue that caused Fortifying Brew being instantly destroyed not granting Attack Speed. Fortifying Brew has been added to the Buff Bar. Dehaka Base Burrow [E] Fixed an issue that caused Burrow's visuals to be displaced if Dehaka is launched shortly after Burrow ends. Jaina Base Frostbite [Trait] Ice Block's before first use attention indicator is now also removed when Jaina is killed. Johanna Level 4 Eternal Retaliation Updated Eternal Retaliation's visual effect to only be visible to Johanna. Level 10 Blessed Shield Fixed an issue with the display priority for the duration bar of Blessed Shield. Lt. Morales Level 10 Medivac Dropships Fixed an issue that caused Medivac Reinforcement's indicator beam to point to Lt. Morales' active position instead of where Reinforcements was cast. Mephisto Base Shade of Mephisto [E] Fixed an issue with the display priority for the duration bar of Shade of Mephisto. Ragnaros Level 13 Cauterize Wounds Cauterize Wounds healing is now a singular combined effect each time it heals, instead of a heal effect for each Hero hit. Fixed an issue that caused Cauterize Wounds healing amount to be determined by the damage dealt to the target furthest from the primary Empower Sulfuras target. If Cauterize Wounds is reapplied while already active, any remaining healing will apply over the refreshed duration. Samuro Base Critical Strike [W] Fixed an issue that caused Samuro's Critical Strike stacks to be visible to an enemy Samuro. Sonya Level 10 Wrath of the Berserker Fixed an issue with the display priority for the duration bar of Wrath of the Berserker. Stukov Base Healing Pathogen [Q] Fixed an issue that caused Healing Pathogen to persist for a brief period after activating Bio-Kill Switch. Sylvanas Base Black Arrows [Trait D] Fixed an issue with the display priority for the duration bar of Black Arrows. Level 10 Mind Control Fixed an issue with the display duration for the duration bar of Mind Control. Level 20 Deafening Blast Fixed an issue that caused Deafening Blast to activate off of the center of units instead of their edge. The Lost Vikings Fixed an issue that prevented Olaf from charging while Silenced. Valeera Level 16 Assassinate Damage bonus is now additive. Fixed an issue with duration extension. Return to Top
      Click here to discuss this post with other players in the official Heroes of the Storm forums.

    • By Staff
      After extensive PTR testing, the latest Heroes of the Storm patch is now live and here are the official patch notes!
      (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 Storm League Balance Update Bug Fixes General
      Anduin has replaced Malfurion as the Ally hero in Try Me Mode. Numerous game strings have been updated to reflect current gameplay. Updated Homescreen and Startup Music. Return to Top
      Storm League
      Rank Decay will now only apply to players in Master and Grand Master Leagues. Reduced maximum party size for Master and Grand Master players to 2. Master and Grand Masters can only party with players 5,000 Rank Points away from them. Return to Top
      Balance Update
      Heroes
      Ana
      Base
      Biotic Grenade [W] ADDED FUNCTIONALITY: If Biotic Grenade does not hit any enemies, its cooldown is reduced by 3 seconds. ADDED FUNCTIONALITY: If Biotic Grenade only hits Ana, its cooldown is reduced by 2 seconds. Talents
      Level 1 Vampiric Rounds Shrike now gives a 15% passive healing bonus. Level 20 Deadeye ADDED FUNCTIONALITY: Eye of Horus can now be toggled On and Off. ADDED FUNCTIONALITY: Eye of Horus rounds are regained once every 10 seconds. ADDED FUNCTIONALITY: Eye of Horus cooldown is now 6 seconds. Bonuses acquired from Deadeye now lasts 4 seconds. Auriel
      Base
      Bestow Hope [Trait D] Reduced amount of energy stored from 40% to 35% of damage to non-Heroes. Reduced amount of energy stored from 80% to 70% of damage to Heroes. Azmodan
      Talents
      Level 16 Trample ADDED FUNCTIONALITY: Now reduces Heroic cooldown by 25% if Trample hits a Hero. E.T.C.
      Base
      Face Melt [W] Cooldown reduced from 12 to 10 seconds. Rockstar [Trait D] Armor from Basic Abilities increased from 20 to 25. Armor from Heroic Abilities reduced from 60 to 50. Talents
      Level 4 Crowd Surfer Cooldown reduction reduced from 7 to 6 seconds. Level 7 Hammer-on ADDED FUNCTIONALITY: Basic Attacks deal 12% more damage, increased to 36% while Guitar Solo is active. Level 13 Encore Cooldown reduction reduced from 5% to 4%. Level 20 Power of the Horde NEW TALENT: Activate to grant nearby allied Heroes a Shield that absorbs damage equal to 30% of their maximum Health for 5 seconds, increased by 2% for each other allied Hero in the area. This new Talent replaces Storm Shield. Ride the Lightning NEW TALENT: Activate to teleport to a nearby location and deal 48 damage to nearby enemy Heroes. The cooldown is reduced by 10 seconds for every enemy Hero hit, up to 50 seconds. Genji
      Talents
      Level 1 Pathfinder ADDED FUNCTIONALITY: Heroic Ability now heals Genji for 10% of the damage dealt to enemy Heroes, increased by up to 30% based on how low Genji's Health is. Level 10 X-Strike Cooldown increased from 60 seconds to 75 seconds. Detonation damage increased from 275 to 290. Slash damage increased from 135 to 145. Level 13 Shingan Now does 40% less damage to Structures. Level 20 Living Weapon Cooldown reduction increased from 10 seconds to 12.5 seconds. Imperius
      Base
      Molten Armor [E] Now hits two extra targets if no Heroes are in range. Talents
      Level 1 Impaling Light REWORK: Impaling Light cooldown is reduced by 2 seconds. REWORK: Impaling Light does 180% more damage to Heroes, reduced by 20% for each additional Hero hit. REWORK: Impaling Light mana cost is reduced from 40 to 30. REWORK: When a Valorous Branded target's Stun ends, Impaling Light's cooldown is reduced by 1 second for each Valorous Brand on the target. Level 7 Blaze of Glory Blaze of Glory delay reduced from 2 seconds to 1.75 seconds. Holy Fervor Molten Armor no longer grants Holy Fervor. Level 20 Heavenly Host ADDED FUNCTIONALITY: All Shields created by Angelic Armaments no longer expire. ADDED FUNCTIONALITY: Swords fired by Heavenly Host Shields can target non-Heroes, but Heroes are prioritized. Molten Wrath NEW TALENT: Molten Armor will now hit two extra targets even if enemy Heroes are in range. Lunara
      Talents
      Level 7 Splintered Spear ADDED FUNCTIONALITY: Now grants 3 stacks of Splintered Spear. A stack is consumed when an extra target is attacked. Can have a maximum of 3 stacks and all stacks can be consumed in a single attack. Level 13 Endless Spores Now also refunds 50 Mana. Level 20 For The Wildlands! NEW TALENT: Thornwood Vine now shoots out 4 additional Vines in an arc. Forest's Wrath Can now be selected with either Heroic. Malthael
      Base
      Wraith Strike [W] Range is increased from 6 to 7. Talents
      Level 4 Black Harvest Quest goal reduced from 180 seconds to 150 seconds. Level 10 Tormented Souls No longer resets the cooldown of Wraith Strike when Tormented Souls ends. Now reduces the cooldown of Wraith Strike to 2 seconds and removes its Mana cost while Tormented Souls is active. Level 20 Reaper of Souls While 2 or more enemy Heroes are in Tormented Souls' radius, its duration does not decay. Zagara
      Talents
      Level 16 Corrosive Saliva Damage reduced from 1.75% to 1.5% of maximum Health. Return to Top
      Bug Fixes
      General
      Fixed an issue with the display priority for the duration bar of Taunt effects. Map
      Battlefield of Eternity Fixed an issue where areas of the map were not covered under Fog of War. Blackheart's Bay Fixed an issue where some Heroes would not be able to path around Healing Fountains. Cursed Hollow Fixed an issue where Hogger could go through unpathable sections of the map. Warhead Junction Fixed an issue where healing fountains were not symmetrical on the map. Heroes
      Alarak Level 16 Lethal Onslaught Fixed an issue that caused Lethal Onslaught to not increase Alarak's Basic Attack damage correctly. Artanis Base Shield Overload [Q] Fixed an issue that caused Shield Overload to not display correctly if empowered by Shield Surge. Arthas Level 10 Summon Sindragosa Can now be cast over the Minimap. Azmodan Level 20 Sin's Grasp Tooltip Updated. Brightwing Base Arcane Flare [Q] Now has a minimum cast range of .05. Level 10 Blink Heal Fixed an issue that caused Blink Heal's trailing images to be visible while Brightwing has no remaining Blink Heal charges. Chen Base Fortifying Brew [Trait D] Fixed an issue that caused Fortifying Brew being instantly destroyed not granting Attack Speed. Fortifying Brew has been added to the Buff Bar. Dehaka Base Burrow [E] Fixed an issue that caused Burrow's visuals to be displaced if Dehaka is launched shortly after Burrow ends. Level 7 Paralyzing Enzymes Fixed an issue that caused Paralyzing Enzymes' duration to not be reduced if Drag ends early. Gazlowe Base Xplodium Charge [E] Now has a minimum cast range of .2. Level 10 Grav-O-Bomb 3000 Now has a minimum cast range of .2. Hanzo Base Sonic Arrow [E] Now has a minimum cast range of .2. Jaina Base Frostbite [Trait] Ice Block's before first use attention indicator is now also removed when Jaina is killed. Johanna Level 4 Eternal Retaliation Updated Eternal Retaliation's visual effect to only be visible to Johanna. Level 10 Blessed Shield Fixed an issue with the display priority for the duration bar of Blessed Shield. Kel'Thuzad Level 13 Chains of Ice Chains of Ice no longer Slows if the Stun is removed. Li-Ming Level 10 Disintegrate Fixed an issue that allowed Disintegrate to be cast while moving. Lt. Morales Base Healing Beam [Q] Fixed an issue that allowed Healing Beam to be cast on multiple targets at once. Level 10 Medivac Dropships Fixed an issue that caused Medivac Reinforcement's indicator beam to point to Lt. Morales' active position instead of where Reinforcements was cast. Malfurion Level 1 Emerald Dreams Emerald Dreams no longer puts Heroes to Sleep if the Root gets removed. Medivh Level 20 Glyph Of Poly Bomb Fixed an issue that allowed Medivh to cast abilities during Raven Form. Mephisto Base Shade of Mephisto [E] Fixed an issue with the display priority for the duration bar of Shade of Mephisto. Level 20 Unspeakable Horror Fixed an issue that caused Unspeakable Horror to Silence twice. Muradin Base Thunder Clap [W] Fixed an issue that caused Thunder Clap's splat to not match the area Thunder Clap hits. Level 4 Thunder Burn Fixed an issue that caused Thunder Burn's damaging area to be smaller than Thunder Clap's area. Fixed an issue that caused Thunder Burn's warning indicator to be inconsistently sized for the area affected. Murky Base Pufferfish [W] Now has a minimum cast range of .05. Orphea Base Shadow Waltz [Q] Fixed an issue that caused Orphea to not dash when moving after hitting an enemy Hero with Shadow Waltz. Ragnaros Level 13 Cauterize Wounds Cauterize Wounds healing is now a singular combined effect each time it heals, instead of a heal effect for each Hero hit. Fixed an issue that caused Cauterize Wounds healing amount to be determined by the damage dealt to the target furthest from the primary Empower Sulfuras target. If Cauterize Wounds is reapplied while already active, any remaining healing will apply over the refreshed duration. Rexxar Base Misha, Charge! [W] Can now be self-cast. Samuro Base Critical Strike [W] Fixed an issue that caused Samuro's Critical Strike stacks to be visible to an enemy Samuro. Sonya Level 10 Wrath of the Berserker Fixed an issue with the display priority for the duration bar of Wrath of the Berserker. Remaining duration indicator is now standalone from Whirlwind's duration indicator. Stukov Base Healing Pathogen [Q] Fixed an issue that caused Healing Pathogen to persist for a brief period after activating Bio-Kill Switch. Sylvanas Base Black Arrows [Trait D] Fixed an issue with the display priority for the duration bar of Black Arrows. Remaining duration indicator is now standalone from Haunting Wave's duration indicator. Level 10 Mind Control Fixed an issue with the display duration for the duration bar of Mind Control. Level 20 Deafening Blast Fixed an issue that caused Deafening Blast to activate off of the center of units instead of their edge. The Lost Vikings Fixed an issue that prevented Olaf from charging while Silenced. Tracer Level 16 Ricochet Now appears as its own entry in the Death Recap. Tychus Base Frag Grenade [W] Fixed an issue that caused Frag Grenade to not apply physics to physics objects when no targets are hit. Valeera Level 16 Assassinate Damage bonus is now additive. Fixed an issue with duration extension. Whitemane Base Searing Lash [E] Can now be self-cast. Return to Top
      Click here to discuss this post with other players in the official Heroes of the Storm forums.

    • By Staff
      Game Pass members can now unlock 30 Heroes in Heroes of the Storm for free. Here’s how to claim your in-game perks.
      Game Pass Ultimate and PC Game Pass members are getting a fresh batch of in-game perks this week, and Heroes of the Storm is officially part of the lineup!
      Starting now, subscribers can unlock 30 playable Heroes in Blizzard's free-to-play MOBA just by linking their Battle.net account.
       
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