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Heroes of the Storm Ana

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Hey guys, 

I'm glad to present to you the new Ana guide! Since the Hero is all new, I'll do further play testing over the next few days and adjust the guide accordingly. 

Feel free to share your own experiences in this thread! :)

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She seems really weak to me.  Maybe if her ablilites were target based, but the straight line nature means you will miss a ton.  As an Uther main, even his W can miss an ally or two when they are moving.  Her skills are even more precise.  She is going to have serious issues against mobile assassins like Greymane and Genji.

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Guest Method

After tweaking her build a few times i've been able to consistently get heals over 125k a match and late game counters her biggest weakness right now which is divers and not having enough range, follow this following build. Ultimately your aim and position is are the biggest keys as to whether or not you will succeed with this char but this build can help put you in a more advantageous position.

  • Level 1 Piercing Darts - It's extremely key to get these stacks up as quick as possible as the 20 stacks gives you incredible healing range and piercing heals. The range on heals is so far that it puts any melee enemy and most enemy range that try to engage you into being out of position.
  • Level 4 OverDose
  • Level 7 Mind Numbing Agent but this whole tier can be adjusted based on comp accordingly
  • Level 10 Eye of Horus
  • Level 13 Speed Serum again though this tier can be adjust according to comp
  • Level 16 Sharpshooter
  • Level 20 Ballistic Advantage

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8 hours ago, ArtVandelay said:

She seems really weak to me.  Maybe if her ablilites were target based, but the straight line nature means you will miss a ton.  As an Uther main, even his W can miss an ally or two when they are moving.  Her skills are even more precise.  She is going to have serious issues against mobile assassins like Greymane and Genji.

I wouldn't say she is weak, by any means; she just has a very high learning curve and skill ceiling. If you're good with skillshots, you should perform great with her. Also, Healing Dart heals A LOT. I'd say she really shines in Dual Support compositions. Pair her with a AoE healer like Auriel or Stukov, lob that Biotic GrenadeBiotic Grenade, and top your entire team.

Unrelated to this comment, does anyone know if damage-over-time breaks Sleep DartSleep Dart?

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Guest LeChuck

You have her synergizing with Arthas but I think he is quite possibly the worst hero to have on your team if you are Ana. He cancels out your sleeping darts with his frost aura. Pretty tough to lock a hero down when Arthas is just going to wake them right back up.

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19 minutes ago, Guest LeChuck said:

You have her synergizing with Arthas but I think he is quite possibly the worst hero to have on your team if you are Ana. He cancels out your sleeping darts with his frost aura. Pretty tough to lock a hero down when Arthas is just going to wake them right back up.

That is true, but Ana should focus on using Sleep DartSleep Dart on Heroes you want to isolate, not the ones the tank should be focusing. With enough communication, Arthas should be able stay away from sleeping targets.

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2 hours ago, Valhalen said:

I wouldn't say she is weak, by any means; she just has a very high learning curve and skill ceiling. If you're good with skillshots, you should perform great with her. Also, Healing Dart heals A LOT. I'd say she really shines in Dual Support compositions. Pair her with a AoE healer like Auriel or Stukov, lob that Biotic GrenadeBiotic Grenade, and top your entire team.

Unrelated to this comment, does anyone know if damage-over-time breaks Sleep DartSleep Dart?

I played a lil of her in test mode in ptr, and I can say..  no, DoTs like shrike does not break it! :)

Edited by 50m8r4

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Uncommon Patron

Does anyone else get the feeling that Eye of HorusEye of Horus is "Awesome but impractical"? Or, at most, highly situational?

Of course, infinite range is always neat, but since Ana has no self-sustain or escapes, you will mostly use this skill from a protected position, as Abathur would, which means pretty far away from team fights. This means sacrificing supporting your team for the use of this ultimate, and I don't think it pays off. Also, it's VERY unnerving that once you activate it, there's no way to cancel it before depleting the 8 shots, so, even if you do see danger coming before hand (insert dramatic music), you will not be able to escape.

Besides, you will hardly have situations in which Ana and her teammates "sandwich" the enemy heroes, which means Eye of HorusEye of Horus will mainly be used for healing rather than dealing damage or even finishing off.

Of course it can also be used to kill stray enemy heroes, but after playing a few games, I feel its damage is just too low to accomplish this. And since Eye of HorusEye of Horus stops on any enemy wall, the stray hero almost always will have time to hide behind one, even after taking a few hits.

This could really shine if you have a Medivh scouting and revealing enemies for you, but, again, this means it is a highly situational skill.

Edited by mctanaka
I forgot to mention an importance hindrance for the skill, that is, that it can't be cancelled once you activate it.

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Guest tactless

Been playing Ana nonstop and my takeaways are:

Level-1, Piercing Darts is my go-to talent, most of the time - I can reliably level the talent up (I struggle with grenade and stacks quests) and the benefits of leveling it completely change gameplay.

Eye of Horus is a great idea that isn't well executed in-game - unless you're feeling cheeky, Nano-boost is the best with a remarkably short cooldown and a solid pick for control-tanks or dps-mages. (and, see McTanaka's comment on Horus)

Healing Grenade untalented is for me almost exclusively a self-heal (alt-E style) or an offensive tool to drop onto a tank vs tank melee line.

----

Re: Level-1 - I might go Stacks/Ammo Box if we have really big tanks like Cho'gal, or go grenades if there's another support aoe healer on the team (eg, lucio). That said, the benefits of piercing darts is crazy powerful to me; sleep darts piercing means that you don't need to compromise your angle to get sleep darts off on key (non-tank) targets in team fights (and can double your quest completion rate to get the last 10 points), and healing darts piercing literally doubles your team-healing output. The range boost for both makes you actually function more like a sniper, staying farther back and (so long as they don't have crazy dive characters) far safer.

Re: Grenade - With such a small radius when the ability isn't talent-buffed, I don't want to waste it wiffing air, and with the 3 second time bonus I won't be able to get the multiple shots off I'd want to make it feel worth while (skill shots that I can, again, whiff, anyways). Sometimes if I want to heal others with it, i'll run myself up to a grouping and alt-cast it. Note that I somewhat favor the Grenade Group healing +30% power per ally healed for this reason, since it means if I can stand next to a friend when I heal myself I get more health back - effectively rewarding the support for staying with the team (something I'm doing anyways)

Edited by positiv2
Changed text colour for readability

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6 hours ago, mctanaka said:

Does anyone else get the feeling that Eye of HorusEye of Horus is "Awesome but impractical"? Or, at most, highly situational?

Of course, infinite range is always neat, but since Ana has no self-sustain or escapes, you will mostly use this skill from a protected position, as Abathur would, which means pretty far away from team fights. This means sacrificing supporting your team for the use of this ultimate, and I don't think it pays off. Also, it's VERY unnerving that once you activate it, there's no way to cancel it before depleting the 8 shots, so, even if you do see danger coming before hand (insert dramatic music), you will not be able to escape.

Besides, you will hardly have situations in which Ana and her teammates "sandwich" the enemy heroes, which means Eye of HorusEye of Horus will mainly be used for healing rather than dealing damage or even finishing off.

Of course it can also be used to kill stray enemy heroes, but after playing a few games, I feel its damage is just too low to accomplish this. And since Eye of HorusEye of Horus stops on any enemy wall, the stray hero almost always will have time to hide behind one, even after taking a few hits.

This could really shine if you have a Medivh scouting and revealing enemies for you, but, again, this means it is a highly situational skill.

I don't agree with that, the reload speed with eye of horus is much quicker and accurate then your normal heal, and once you get to level twenty and get splash heals/dmg you time your horus for A when the enemy team hard engages and B when you're out of position and need to heal someone who is solo laning and getting jumped. Also if you press for me it's three as I remapped my keys but I think it would be E  you get out of horus, you don't have to shoot all 8 shots.

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I've been playing with Eye of Horus a bit.  It's certainly not something you pop out in the middle of a team fight or while running away from a loss, it's very much a clean up tool in my experience.  After a hard fought battle with the enemy team running away you pick off the low health survivors while topping up your own team.  Any extra shots can be thrown at forts/keeps/towers.

The mechanics of the ability are also quite interesting.  It has a kind of "lock on" effect when shots hit even when they clearly shouldn't (it also seems to have a small amount of stickyness or aim assist going on).  It's not just a wider than visible hit box either because I've threaded shots between teammates before.  The handy dandy "scope" effect is pretty cool too, showing you who your shot will hit even if it's well outside your screen's vision.

Nano Boost is of course a much easier to use Ultimate but if you don't have a good target for that ability I don't really mind Eye of Horus as a back up Ultimate (if I could change anything it would be less shots but each shot being stronger).  Speaking of backups, I tend to find the Grenade build is a "backup" build for times when you can't safely auto attack enough for the Doses build.  The cooldown on Grenade is just too long for it to be my go to build even with taking the cooldown reduction talent on level 4.  That said, it's not a bad secondary build if the situation don't allow for you to safely auto attack.

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19 hours ago, MurkyFelix said:

Error in the description for Nano BoostNano Boost ; it says it restores 0 mana.

Thanks! I passed this onto Damien.

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On 27/09/2017 at 5:34 AM, Guest Method said:

After tweaking her build a few times i've been able to consistently get heals over 125k a match and late game counters her biggest weakness right now which is divers and not having enough range, follow this following build. Ultimately your aim and position is are the biggest keys as to whether or not you will succeed with this char but this build can help put you in a more advantageous position.

  • Level 1 Piercing Darts - It's extremely key to get these stacks up as quick as possible as the 20 stacks gives you incredible healing range and piercing heals. The range on heals is so far that it puts any melee enemy and most enemy range that try to engage you into being out of position.
  • Level 4 OverDose
  • Level 7 Mind Numbing Agent but this whole tier can be adjusted based on comp accordingly
  • Level 10 Eye of Horus
  • Level 13 Speed Serum again though this tier can be adjust according to comp
  • Level 16 Sharpshooter
  • Level 20 Ballistic Advantage

Yeah, I think Piercing DartsPiercing Darts is the best Level 1 talent, although Grenade CalibrationGrenade Calibration is really good in dual healer comps. I run with this same build. It is really versatile.

I have a feeling that Blizzard will buff Ana a bit, though. She is underperforming due her lack of self-sustain and escape. Most divers can destroy her. She sits at the bottom of the Win Percent alongside Medivh, with low popularity. Sure, ok, it's been just few days since she was released, but still.

Edited by Valhalen

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The nature of this healer (skillshot based) makes her a very high risk high reward hero, but that high risk is SO DAMN HIGH. You have to focus so much on healing that you forget everything else about the game. Or you just play for fun and end up healing like 20k max in a 20 min game. 

I think a buff is needed.

Edit: I would't even care if they increased the time on the heal as long as they removed the skillshot thing, like, at least for the heals... TRACER LET ME HEAL YOU PLZ!!!!!1111

Edit 2: Ok the heal is good (around 40k) if you reaaaaaly practice your skillshots, but it's super situational, like, kelthuzad is easy to get stacks on but other heroes are hard obviously, you just have to see their patterns and focus the ones that stay still, It's actually good to practice agains AI because they move so weirdly sometimes, it's easier to get skillshots on actual ppl. that said, I think everyone should go for piercing darts, when you get enough stacks and decent with your shots it gives 100% more survivability because you can actually stay behind lines to heal and use your shots

Edited by mundofeliz

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19 hours ago, mctanaka said:

Does anyone else get the feeling that Eye of HorusEye of Horus is "Awesome but impractical"? Or, at most, highly situational?

Of course, infinite range is always neat, but since Ana has no self-sustain or escapes, you will mostly use this skill from a protected position, as Abathur would, which means pretty far away from team fights. This means sacrificing supporting your team for the use of this ultimate, and I don't think it pays off. Also, it's VERY unnerving that once you activate it, there's no way to cancel it before depleting the 8 shots, so, even if you do see danger coming before hand (insert dramatic music), you will not be able to escape.

Besides, you will hardly have situations in which Ana and her teammates "sandwich" the enemy heroes, which means Eye of HorusEye of Horus will mainly be used for healing rather than dealing damage or even finishing off.

Of course it can also be used to kill stray enemy heroes, but after playing a few games, I feel its damage is just too low to accomplish this. And since Eye of HorusEye of Horus stops on any enemy wall, the stray hero almost always will have time to hide behind one, even after taking a few hits.

This could really shine if you have a Medivh scouting and revealing enemies for you, but, again, this means it is a highly situational skill.

You can cancel it, there's like, 20 buttons to cancel, I cancel all the time. Maybe add a self heal for every shot? it would help her survivability and other ppl too. Especially when someone blocks all your shots xD

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I've been playing around with a modified version of the Biotic Grenade Build posted here, and it is arguably her best build, in my opinion, allowing her to safely solo healing without many headaches. Grenade CalibrationGrenade Calibration and Contact HealingContact Healing are simply too good of talents, with an absurd synergy.

Also, after running tests with a friend, we've come to the conclusion that one of best Heroes in the game to be under the effects of Nano BoostNano Boost is Malthael. Really, with this build, while using the aforementioned Biotic Grenade Build I've linked above, we have been literally carrying the team in every single team fight. The amount of sustain and damage is bonkers, especially at the late game Nano InfusionNano Infusion when comes becomes available. Just start the Team Fight, pop Nano BoostNano Boost on him while he proceeds with Tormented SoulsTormented Souls, wait for him to dive at the team, throw a Biotic GrenadeBiotic Grenade and watch as everything melts and Malthael comes out unscathed. It's MADNESS. He simply CAN'T die.

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One thing I've really enjoyed doing is using her heal to do the whole Chromie using Q on minions meme; along with many other abilities, it reveals the immediate area as it travels, even if it doesn't land on an ally and obviously can't hurt anything else. This is perfect for scouting frequently, checking camps and providing valuable long distance vision for your team for very low mana cost and synergies well with the sleeping dart quest at 1 as well. 

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14 hours ago, Plergoth said:

One thing I've really enjoyed doing is using her heal to do the whole Chromie using Q on minions meme; along with many other abilities, it reveals the immediate area as it travels, even if it doesn't land on an ally and obviously can't hurt anything else. This is perfect for scouting frequently, checking camps and providing valuable long distance vision for your team for very low mana cost and synergies well with the sleeping dart quest at 1 as well. 

Wait, Healing Dart can reveal area? Because I am quite certain I tried to check bushes using it and it didn't work.

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On 02/10/2017 at 12:05 PM, Valhalen said:

Wait, Healing Dart can reveal area? Because I am quite certain I tried to check bushes using it and it didn't work.

The window of time is very small but it definitely does grant vision if shot into bush and fog. 

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47 minutes ago, Plergoth said:

The window of time is very small but it definitely does grant vision if shot into bush and fog. 

I tried this yesterday and it reveals the area indeed. Quite handy!

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On 27. 10. 2017 at 9:29 AM, onqun said:

https://www.icy-veins.com/heroes/talent-calculator/ana#26.0!2322224

 

Guys what are you thinking about this build, Level 7,10,13 can be picked according to enemy composition. I wanted to increase the heal a lot. 

If you were going for healing, why didn't you go for Air StrikeAir Strike at level 4? The reduced cooldown of Biotic GrenadeBiotic Grenade provides a considerable amount of healing.

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      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
      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. 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: Frostmourne Hungers now Silences the enemy for .25 seconds. Level 16 Frostmourne Feeds Now also reduces the cooldown of Frostmourne Hungers by 2 seconds. 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 210. 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 is now 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. 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 hit targets in close proximity to the first target hit with Piercing Arrows. Leoric Level 1 Fealty Unto Death Fixed an issue that Fealty Unto Death's heal. 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. 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. 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 not 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
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    • By Staff
      Blizzard released a new patch for Heroes of the Storm with additional balance changes and updated shop bundles and items! 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 Balance Update Bug Fixes General
      Updated Homescreen and Startup Music. Updated Shop Bundles and Items. Return to Top
      Balance Updates
      ARAM
      Same Hero Mode Same Hero mode now enables Health & Mana regeneration at base, reduced from 8% per second to 3.2% per second. Same Hero mode now enables the Hearthstone ability without the burst heal after completion. Reduced the chance of encountering Same Hero Mode from 2% to .5%. Sgt. Hammer has been added to Same Hero mode. The following Heroes have been removed from Same Hero Mode: Alarak, Artanis, Butcher, Cassia, Falstad, Genji, Greymane, Gul'dan, Hogger, Illidan, Imperius, Junkrat, Kael'thas, Kel'Thuzad, Kerrigan, Li-Ming, Lunara, Maiev, Mephisto, Orphea, Raynor, Thrall, Tracer, Tychus, Whitemane, Zarya, Zeratul, Zul'jin. Heroes
      Blaze
      Base
      Basic Attack damage increased from 55 to 60. Flame Stream [Q] No longer able to deal additional damage to Structures. Talents
      Level 1 Adrenaline Stimpack Passive attack speed bonus reduced from 25% to 20%. Level 4 Incinerator Gauntlets Bonus damage reduced from 50% to 40%. Level 7 Nanomachine Coating Attack Speed reduction reduced from 50% to 35%. Duration increased from 3 seconds to 4 seconds. Suppressive Fire Reduced Spell Power reduction from 25% to 20% and from 50% to 40%. Level 10 Bunker Drop Cooldown increased from 70 to 80. Flamethrower damage reduced from 170 to 150. Mana cost increased from 70 to 80. Level 13 Collision Course Damage reduced from 275 to 260. Cassia
      Base
      Basic Attack damage increased from 122 to 125. Talents
      Level 1 Impale Bonus Damage increased from 50% to 70%. Thunderstroke Bonus Damage increased from 15 to 20. Level 20 Infinite Lightning Cooldown reduction reduced from 5 seconds to 4 seconds. Chen
      Talents
      Level 1 Eye of the Tiger Bonus Damage increased from 40% to 50%. Leech amount increased from 40% to 60%. Level 4 Accumulating Flame Bonus Damage increased from 20% to 30%. Level 7 Gift of the Ox Bonus duration increased from 1.5 seconds to 2 seconds. Level 13 A Touch of Honey Slow bonus increased from 20% to 30%. Ring of Fire Damage increased from 55 to 60. Duration increased from 5 seconds to 6 seconds. Level 20 Untapped Potential Bonus Armor duration increased from 3 seconds to 5 seconds. Hanzo
      Talents
      Level 16 Giant Slayer Damage reduced from 2% of maximum Health to 1.6% of maximum Health. Mephisto
      Talents
      Level 4 Spite Bonus duration reduced from 150% to 100%. Level 16 Lightning Reaction Damage reduced from 138 to 120. Thrall
      Base
      Health increased from 1896 to 1946. Health Regeneration increased from 3.9492 to 4.0546. Frostwolf Resilience [Trait] Healing increased from 223 to 240. Chain Lightning [Q] Bounce damage increased from 81 to 85. Damage increased from 162 to 170. Feral Spirit [W] Cooldown reduced from 12 seconds to 10 seconds. Talents
      Level 13 Spirit Shield Increased Spell Armor from 50 to 70. Valla
      Base
      Hatred [Trait] Duration reduced from 6 seconds to 5 seconds. Talents
      Level 10 Strafe Damage per bolt increased from 60 to 70. Mana cost reduced from 80 to 60. Level 16 Manticore Reduced bonus damage from 5% of maximum Health to 4% of maximum Health. Punishment Reduced the Mana cost of Multishot by 20. Return to Top
      Bug Fixes
      Heroes
      Abathur Level 20 Hivemind Fixed an issue that caused Hivemind to grant more Shielding than intended when combined with Networked Carapace. Alarak Base Sadism [Trait] Fixed an issue that caused Sadism's bonus to not apply to Lightning Surge's healing when the primary target is not a Hero. Butcher Level 1 Invigoration Fixed an issue that caused Invigoration to not activate if Hamstring killed its only Hero target. Cassia Level 13 War Matron Added floating text for the amount of damage prevented by War Matron. Cho'Gall Level 1 Keep Moving! Now also modifies Cho's run animation while Shove's movement speed bonus is active. Level 20 The Will of Gall Fixed an issue that caused The Will of Gall to not increase Gall's damage. Chromie Level 10 Temporal Loop No longer ignores vision limitations when queued. Diablo Base Fixed an issue that prevented Diablo's attacks from consuming charges of Dodge and Upstage. Shadow Charge [Q] Fixed an issue that caused Shadow Charge to attach the target to Diablo if another Diablo is affecting them with Overpower. Overpower [E] Fixed an issue that caused Overpower to activate Stukov's Superstrain twice. E.T.C. Level 1 Prog Rock Fixed an issue that could prevent allies from being affected by Prog Rock's area heal. Garrosh Base Into the Fray [1] No longer displays the duration of its Unstoppable. Bloodthirst [W] No longer ignores vision limitations when queued. Level 1 Body Check No longer ignores vision limitations when queued. Guldan Base Drain Life [W] No longer ignores vision limitations when queued. Imperius Base Celestial Charge [Q] Fixed an issue that caused Celestial Charge to activate Stukov's Superstrain twice. Junkrat Level 10 RIP-Tire Fixed an issue that caused RIP-Tire to not display correctly when cast. Kel'Thuzad Base Death and Decay [Q] Fixed an issue that caused Death and Decay's cast effect to be visible in Fog of War and animate while Kel'Thuzad is Stopped. Level 10 Frost Blast No longer ignores vision limitations when queued. Kharazim Level 4 Earth Ally Updated Earth Ally to have the remaining Physical Armor duration match the remaining duration of Earth Ally. Level 20 Peaceful Repose Fixed an issue that caused Peaceful Repose to activate even when Divine Palm heals the target. Li Li Level 1 Free Drinks Floating text updated to show as a crit. Medivh Base Portal [E] Fixed an issue that allowed Medivh to instantly mount after using a Portal to leave the Hall of Storms. Fixed an issue that caused Medivh's Portal to not feature a channel bar or apply visual effects while being channeled. Portal teleportation now happens instantly after completing the channel instead of briefly after completing the channel. Using Medivh's Portal no longer clears the command queue. Level 4 Raven Familiar Damage is now dealt by the Portal user instead of Medivh. Nazeebo Level 10 Ravenous Spirit Fixed an issue that caused Ravenous Spirit to be cancelled if another Nazeebo cancelled their Ravenous Spirit. Probius Level 16 Quantum Entanglement Fixed an issue that caused Quantum Entanglement to not apply if the Warp Rift is detonated as soon as it activates. Raynor Base Inspire [W] Added a duration indicator to the Abilities button. Level 10 Raynor's Raider Fixed an issue that caused Raynor's Raider Banshee to receive healing when activating the Tunnel on Towers of Doom and the Sewer Waygate on Warhead Junction. Fixed an issue that caused Raynor's Banshee to not be launched by Stitches Hook. Level 20 Execute Orders Fixed an issue that caused Execute Orders Yamato Cannon to fire at targets outside its radius. Rehgar Base Lightning Shield [W] Fixed an issue that caused Rehgar to not be healed by the damage dealt by Lightning Shield when he gains spell leech. Ghost Wolf [Z] Fixed an issue that caused Rehgar's Ghost Wolf Lunge visuals to be visible in Fog of War. Level 4 Electric Charge Fixed an issue that caused Electric Charge to increase the bearer's Self Healing score. Updated to heal the bearer for its amount as a singular combined effect. Rexxar Fixed an issue that caused Misha to receive healing when activating the Tunnel on Towers of Doom and the Sewer Waygate on Warhead Junction. Fixed an issue that prevented Rexxar's melee attacks from consuming charges of Dodge and Upstage. Stukov Level 16 Superstrain Fixed an issue that caused Superstrain to not display FX when activating. Tassadar Level 7 Arc Discharge Fixed an issue that caused Arc Discharge cooldown to not progress while resonance beam is fully charged. Fixed an issue that caused Arc Discharge to trigger during cooldown. Fixed an issue that caused Arc Discharge to not activate correctly. Tracer Level 4 Is That a Health Pack?! Fixed an issue that caused Is That a Health Pack?! to increase Tracer's Healing Score when activating. Tyrael Level 13 Law and Order Fixed an issue that caused Law and Order's damage bonus to not be applied. Return to Top
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    • By Staff
      A new Heroes of the Storm patch is now available for testing on the PTR and here are the development notes for the update!
      (Source)
      Our next Heroes of the Storm patch has just hit the Public Test Realm and will be available for playtesting. As always, if you encounter any bugs during your PTR play sessions, please stop by the PTR Bug Report forum to let us know about your experiences.
      Quick Navigation:
      General Hero Updates Balance Update Bug Fixes General
      Updated Homescreen and Startup Music. Return to Top
      Hero Updates
      Chromie
      Talents
      Level 10 Temporal Loop No longer ignores vision limitations when queued. Garrosh
      Base
      Bloodthirst [W] No longer ignores vision limitations when queued. Talents
      Level 1 Body Check No longer ignores vision limitations when queued. Guldan
      Base
      Drain Life [W] No longer ignores vision limitations when queued. Kel'Thuzad
      Talents
      Level 10 Frost Blast No longer ignores vision limitations when queued. Return to Top
      Balance Updates
      ARAM
      Same Hero mode now enables Health & Mana regeneration at base, reduced from 8% per second to 3.2% per second. Same Hero mode now enables the Hearthstone ability without the burst heal after completion. Heroes
      Blaze
      Base
      Basic Attack damage increased from 55 to 60. Flame Stream [Q] No longer able to deal additional damage to Structures. Talents
      Level 1 Adrenaline Stimpack Passive attack speed bonus reduced from 25% to 20%. Level 4 Incinerator Gauntlets Bonus damage reduced from 50% to 40%. Level 7 Nanomachine Coating Attack Speed reduction reduced from 50% to 35%. Duration increased from 3 seconds to 4 seconds. Suppressive Fire Reduced Spell Power reduction from 25% to 20% and from 50% to 40%. Level 10 Bunker Drop Cooldown increased from 70 to 80. Flamethrower damage reduced from 170 to 150. Mana cost increased from 70 to 80. Level 13 Collision Course Damage reduced from 275 to 260. Cassia
      Base
      Basic Attack damage increased from 122 to 125. Talents
      Level 1 Impale Bonus Damage increased from 50% to 70%. Thunderstroke Bonus Damage increased from 15 to 20. Level 20 Infinite Lightning Cooldown reduction reduced from 5 seconds to 4 seconds. Chen
      Talents
      Level 1 Eye of the Tiger Bonus Damage increased from 40% to 50%. Leech amount increased from 40% to 60%. Level 4 Accumulating Flame Bonus Damage increased from 20% to 30%. Level 7 Gift of the Ox Bonus duration increased from 1.5 seconds to 2 seconds. Level 13 A Touch of Honey Slow bonus increased from 20% to 30%. Ring of Fire Damage increased from 55 to 60. Duration increased from 5 seconds to 6 seconds. Level 20 Untapped Potential Bonus Armor duration increased from 3 seconds to 5 seconds. Hanzo
      Talents
      Level 16 Giant Slayer Damage reduced from 2% of maximum Health to 1.6% of maximum Health. Mephisto
      Talents
      Level 4 Spite Bonus duration reduced from 150% to 100%. Level 16 Lightning Reaction Damage reduced from 138 to 120. Thrall
      Base
      Health increased from 1896 to 1946. Health Regeneration increased from 3.9492 to 4.0546. Frostwolf Resilience [Trait] Healing increased from 223 to 240. Chain Lightning [Q] Bounce damage increased from 81 to 85. Damage increased from 162 to 170. Feral Spirit [W] Cooldown reduced from 12 seconds to 10 seconds. Talents
      Level 13 Spirit Shield Increased Spell Armor from 50 to 70. Valla
      Base
      Hatred [Trait] Duration reduced from 6 seconds to 5 seconds. Talents
      Level 10 Strafe Damage per bolt increased from 60 to 70. Mana cost reduced from 80 to 60. Level 16 Manticore Reduced bonus damage from 5% of maximum Health to 4% of maximum Health. Punishment Reduced the Mana cost of Multishot by 20. Return to Top
      Bug Fixes
      Heroes
      Alarak Base Sadism [Trait] Fixed an issue that caused Sadism's bonus to not apply to Lightning Surge's healing when the primary target is not a Hero. Cassia Level 13 War Matron Added floating text for the amount of damage prevented by War Matron. Cho'Gall Level 1 Keep Moving! Now also modifies Cho's run animation while Shove's movement speed bonus is active. Diablo Base Overpower [E] Fixed an issue that caused Overpower to activate Stukov's Superstrain twice. E.T.C. Level 1 Prog Rock Fixed an issue that could prevent allies from being affected by Prog Rock's area heal. Garrosh Base Into the Fray [1] No longer displays the duration of its Unstoppable. Imperius Base Celestial Charge [Q] Fixed an issue that caused Celestial Charge to activate Stukov's Superstrain twice. Junkrat Level 10 RIP-Tire Fixed an issue that caused RIP-Tire to not display correctly when cast. Kharazim Level 4 Earth Ally Updated Earth Ally to have the remaining Physical Armor duration match the remaining duration of Earth Ally. Li Li Level 1 Free Drinks Floating text updated to show as a crit. Medivh Base Portal [E] Fixed an issue that allowed Medivh to instantly mount after using a Portal to leave the Hall of Storms. Fixed an issue that caused Medivh's Portal to not feature a channel bar or apply visual effects while being channeled. Portal teleportation now happens instantly after completing the channel instead of briefly after completing the channel. Using Medivh's Portal no longer clears the command queue. Level 4 Raven Familiar Damage is now dealt by the Portal user instead of Medivh. Nazeebo Level 10 Ravenous Spirit Fixed an issue that caused Ravenous Spirit to be cancelled if another Nazeebo cancelled their Ravenous Spirit. Probius Level 16 Quantum Entanglement Fixed an issue that caused Quantum Entanglement to not apply if the Warp Rift is detonated as soon as it activates. Raynor Level 10 Raynor's Raider Fixed an issue that caused Raynor's Raider Banshee to receive healing when activating the Tunnel on Towers of Doom and the Sewer Waygate on Warhead Junction. Level 20 Execute Orders Fixed an issue that caused Execute Orders Yamato Cannon to fire at targets outside its radius. Rehgar Base Lightning Shield [W] Fixed an issue that caused Rehgar to not be healed by the damage dealt by Lightning Shield when he gains spell leech. Level 4 Electric Charge Fixed an issue that caused Electric Charge to increase the bearer's Self Healing score. Updated to heal the bearer for its amount as a singular combined effect. Rexxar Fixed an issue that caused Misha to receive healing when activating the Tunnel on Towers of Doom and the Sewer Waygate on Warhead Junction. Stukov Level 16 Superstrain Fixed an issue that caused Superstrain to not display FX when activating. Tracer Level 4 Is That a Health Pack?! Fixed an issue that caused Is That a Health Pack?! to increase Tracer's Healing Score when activating. Return to Top
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