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Heroes of the Storm Junkrat

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Probably marking Burst Fire not recommended is a little bit rush decision.

While the argument that you lose control of areas you want to pressure stands valid, consider this:

  1. Accurately placed 3 grenades still net you some value
  2. While there are grenades in your magazine, you don't gain anything from your level 7 talent that you recommend. Q them one by one takes fairly long and this time can be crucial. In the meantime, emptying your frag launcher at once keeps you basically at +15% MS at all times when you Q on CD. This makes sense in mine build, because this build encourages you to use mine offensively, to displace your oponents which leaves you basically defenseless. In this situation a constant +15% ms is nothing to scoff at. Well, in theory, ofc you can use the mine to both displace your enemy AND get yourself to safety, but lets be real, most of the time you will choose between the two.
  3. At this point, I believe that loss of Q direction control can be situationally exchanged for extra survivability and kiting ability.
  4. If you still think BF is not worth it, probably there is a better alternative at tier 3 talents?

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  On 10/17/2017 at 8:30 PM, Jonar said:

Probably marking Burst Fire not recommended is a little bit rush decision.

While the argument that you lose control of areas you want to pressure stands valid, consider this:

  1. Accurately placed 3 grenades still net you some value
  2. While there are grenades in your magazine, you don't gain anything from your level 7 talent that you recommend. Q them one by one takes fairly long and this time can be crucial. In the meantime, emptying your frag launcher at once keeps you basically at +15% MS at all times when you Q on CD. This makes sense in mine build, because this build encourages you to use mine offensively, to displace your oponents which leaves you basically defenseless. In this situation a constant +15% ms is nothing to scoff at. Well, in theory, ofc you can use the mine to both displace your enemy AND get yourself to safety, but lets be real, most of the time you will choose between the two.
  3. At this point, I believe that loss of Q direction control can be situationally exchanged for extra survivability and kiting ability.
  4. If you still think BF is not worth it, probably there is a better alternative at tier 3 talents?
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If you are going the Mine Build I actually agree with your reasoning here to a degree.  While I wouldn't say emptying your launcher is all that hard as to negatively impact Shuffle, I do see the value in burst's faster shots.  If Spread Volley doesn't appeal to you I can easily see the value of spraying your grenades quick for the movement speed.  It's also bit more controlled (for precise strikes on squishies) than the general mayhem of Spread Volley (and safer than trying to shotgun with it especially if you're not good at that).

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With burst fire, while it does not have the same sustained firepower of the single shots. It comes with the upside of being very near to lunara levels of area poking power. Has great wave clear, something that he's sorta weak in without using the frag launcher or volley shot, and a team may not have as well. 

This helps more with stopping those folks like zuljin who can step back and heal, or folks like lucio. who can keep up with the sustained damage. Or screening through to keep someone from mounting. At 16 or so, 2 shots can clear a blocking minion trio or group, and that third rolls through to hit. 

It also helps with missing a long ranged shot, as you may miss with 1 single shot, but with the volley. You are far more likely to land the 2, or get to a target using minions to shield themselves from the same. Yes, the single shot with 1.5 helps for far quicker reloads in heavy team fight maps, but it doesn't deliver the same burst damage. Its very strong sustained. It's like taking lunara's vines vs the leaping strike. Both deal very near damage, but how its delivered varies immensely.

As for spread volley, its potent, but its on a 30s cooldown, and while having the cone approach of burst fire, it benefits more from objective fight maps? Its damage, good damage. But this can let you chew through shamblers, golems, help clear merc camps, or destroy the same. 

It's good burst damage, but a bit slower in how its delivered if you miss some side shots. You fire 15 grenades over 30 seconds with burst, this fires 12 over 6-8 seconds, then every 12 seconds, so its a higher amount on the front end, but you have a longer pause in the middle. 15 vs 20. You match the same 

The 16 talents seem to cater more to how you like to play junkrat here, sorta like how garrosh can be for pulls, body checks, or throws?

Edited by TheStratovarian
Minor issue in saying about spread volley, and fixing wave clear.

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I think it is worth mentioning Junkrat's synergy with Garrosh, because it is insane how much chaos they can cause. A well placed Wrecking BallWrecking Ball can lead into a Concussion MineConcussion Mine to blast enemies far behind the safety point.

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Point of note, Junkrat has incredible synergy with Auriel as a hope target, especially with Burst Fire and spread shot. a BF/SS volley can easily generate 50-100% of a gauge with 1 heroes being in range.  And becomes insanely potent with the AOE upgrade at 20. With the upgrade at 7 for auriel you have a very good chance of giving back a full gauge with just a hero. 

The damage value for being a builder for her shouldn't be underestimated.

Edited by TheStratovarian
Forgot to add a point of this with and without auriel 7 talent.
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Guest mistake

The frag launcher build shows spread at 16 but has nades in the build explanation.

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  On 11/12/2017 at 2:20 PM, Guest mistake said:

The frag launcher build shows spread at 16 but has nades in the build explanation.

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Thanks! I passed this onto Micekrispies, so a fix should be up soon.

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Guest gue

Minor maths issue in Gotta catch 'em all: since it also reduces cd by 3sec down to 9, it takes minimum of 18 secs, not 24, to place 3 traps.

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  On 1/24/2018 at 6:00 PM, Guest gue said:

Minor maths issue in Gotta catch 'em all: since it also reduces cd by 3sec down to 9, it takes minimum of 18 secs, not 24, to place 3 traps.

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Thanks for pointing this out! I submitted a fix for this and one other issue in the guide, which should go live soon.

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This guide desperately needs an update. It's currently very misleading and just flat out wrong on several points.

Trap build is just really bad. It relies on your opponents to step into your trap to be effective at all, which is rarely the case when your enemies are at least decent players. Frag Launcher build is 99% the go-to build because your damage is really low without it.

At lv 1 Put some English on it is pretty much the only choice. That Bouncy something talent (lol) is too inconsistant to be worth picking over the extra range of Put some English on it.

RIP Tire is CLEARLY the superior heroic. It does a tremendous amount of AOE burst damage during team fight, and the damage is much less predictable than Rocket Ride. And it allows you to stay in the fight.

While Ripper Air is generally the safer choice, I sometimes take Bogged Down if I don't need faster rotation and escape. This talent is very powerful to seperate the enemy team, which makes Concussion Mine very disruptive.

Endless Nades has been proven to be the best choice in most situations because it significantly improve his sustain poke damage. While Spread Volley can be good to burst down an enemy locked down by your allies, Burst Fire remains to be the worst choice out of the 3 talents. It promotes a very strange playstyle that turns you into an AA assassin with Q as a burst tool, but Junkrat's short AA range and low health pool makes it very dangerous.

Junkrat is easily one of my favourite heroes in the game as I was a Junkrat one-trick before I quit Overwatch. Junkrat remains a really fun hero to play in Hots, even though his playstyle is vastly different.

Edited by ShadowerDerek

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Guest kazyovka

I lost 50MMR just by reading this guide. Really bad builds for junkie.

Junkrat only really has options at 1, 16, and 20.

1. English (optional: Bouncy)
4: Taste For Explosions

7: Tricky Shuffles

10: RIP TIRE! Rocket Ride is terrible!

13: Ripper Air: GOOD AT EVERYTHING

16: Endless Nades or (optional: Spread Volley for 3+ melee or your team has lockdown like Blaze/ETC)

20: Cannonball (optional: Extra Oomph if they have 3+ melee)

Also your guide should mention weaving auto+q for double DPS.

And it should mention soaking two lanes with Ripper Air for mobility.

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  On 3/28/2018 at 3:12 AM, Guest kazyovka said:

I lost 50MMR just by reading this guide. Really bad builds for junkie.

Junkrat only really has options at 1, 16, and 20.

1. English (optional: Bouncy)
4: Taste For Explosions

7: Tricky Shuffles

10: RIP TIRE! Rocket Ride is terrible!

13: Ripper Air: GOOD AT EVERYTHING

16: Endless Nades or (optional: Spread Volley for 3+ melee or your team has lockdown like Blaze/ETC)

20: Cannonball (optional: Extra Oomph if they have 3+ melee)

Also your guide should mention weaving auto+q for double DPS.

And it should mention soaking two lanes with Ripper Air for mobility.

Expand  

This guide was made when Junkrat was introduced. Sadly, our guide writer has disappeared for a long, long time.

Edited by ShadowerDerek

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  On 4/13/2019 at 7:32 PM, Valhalen said:

Better update the guide and add Alterac Pass as Junkrat's best map.

 

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Yeah, can we get this ANCIENT guide updated already? It's clearly outdated and wrong in certain points. 

Icy Vains has a very obnoxious reputation for having outdated guides and builds. This guide is a clear example. I mean, if you can't get the writer to update it, might as well just fire him and let someone else do it.

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  On 4/14/2019 at 10:51 AM, ShadowerDerek said:

Yeah, can we get this ANCIENT guide updated already? It's clearly outdated and wrong in certain points. 

Icy Vains has a very obnoxious reputation for having outdated guides and builds. This guide is a clear example. I mean, if you can't get the writer to update it, might as well just fire him and let someone else do it.

Expand  

Well, to be honest, Junkrat didn't get any significant patch changes since his release. His talent builds today are pretty much the same as written in this 2017 guide. But this guide surely could get some updates.

Edited by Valhalen

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  On 4/14/2019 at 6:37 PM, Valhalen said:

Well, to be honest, Junkrat didn't get any significant patch changes since his release. His talent builds today are pretty much the same as written in this 2017 guide. But this guide surely could get some updates.

Expand  

This guide is just flat out wrong on the talents, because the writer clearly didn't update it according to play-testings and statistics from the community.

It's commonly known that Junkrat only has one 'serious' build: Put Some English on it - Taste for Explosion - Tricky Shuffle - RIP Tire - Ripper Air - Endless Nade - Cannonball. All other talents are either situational, or just bad (meme talents). ESPECIALLY THE HEROIC. RIP Tire outclasses Rocket Ride in almost every situation, but the guide says the exact opposite. 

The guide was written when Junkrat was released, and wasn't updated even ONCE after that. And all the guides from this writer are horribly outdated. Talents and builds should be updated according to the meta, not just the patch changes, if you do not want your guides to be called 'outdated' or 'bad' or anything like that.

Edited by ShadowerDerek

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  On 5/31/2019 at 10:56 AM, ShadowerDerek said:

Clear example of 'obnoxious reputation for having outdated guides and builds'. 

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Yeah, I know a lot of people that hate Icy Veins for that. I know there are a shitload of Heroes in the game, but I know there are also a lot of Guide Writers; if you check the Discord you'll see a lot, but sure, maybe they are not writers for HotS.

Edited by Valhalen

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"Incredibly susceptible to dive and enemy crowd-control" should be probably moved to pros instead of weaknesses since with lvl 7 any Junkrat dive will result in 2x bombs and a dead enemy diver.

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  On 9/27/2019 at 12:42 PM, Kuarinofu said:

"Incredibly susceptible to dive and enemy crowd-control" should be probably moved to pros instead of weaknesses since with lvl 7 any Junkrat dive will result in 2x bombs and a dead enemy diver.

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Hahaha, well you aren't wrong!

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Guest BenjaminK

Hello there,

I just wanted to report a small typo on the first page - "Junkrat's Frag Lanucher Build" instead of "Junkrat's Frag Launcher Build" -, plus minor mistakes on the second one, regarding (level 10) Rocket Ride : "has a channeled cast time of 1.5 seconds" and "Junkrat will have 3.5 seconds to" should take in account two different durations now - 1.25 seconds and 3.75 seconds. Not that it changes much of anything, but still...

Thanks in advance !

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      Base
      Health increased from 2027 to 2080. Breath of Heaven [W] Healing increased from 285 to 295. Talents
      Level 4 Air Ally Health increased from 200 to 300. Spell Power increased from 15% to 20%. Level 10 Divine Palm Duration increased from 3 to 4 seconds. Level 13 Sixth Sense Sixth Sense now starts expiring after the Stun expires, instead of as soon as the Stun is applied. Level 20 Epiphany Cooldown increased from 60 to 70. Mana restored increased from 33% to 70%. Lúcio
      Base
      Soundwave [Q] Cooldown increased from 7 seconds to 8 seconds. Mana cost increased from 30 to 45. Talents
      Level 1 Accelerando Time to maximum increased from 4 seconds to 6 seconds. Level 10 High Five Cooldown increased from 20 to 25 seconds. Level 13 Heavy Casters Now also prevents Push Off from hitting multiple targets. Level 16 Up the Frequency Cooldown reduction reduced from 0.4 seconds to 0.3 seconds. Tyrael
      Talents
      Level 13 Law and Order Fixed an issue where maximum bonus was capped at 4 allied Heroes. The cap has been increased to 15. Whitemane
      Talents
      Level 1 Inquisitor's Prayer After Basic Attacking an enemy Hero 3 times, Whitemane also gains a stack of Inquisitor's Prayer. Level 13 Scarlet Wrath Rework: Now also restores .5% Mana to all Zeal targets. Return to Top
      Bug Fixes
      General
      Fixed an issue that caused some effects to not display correctly on the Target Dummy in the Sandbox and Try Mode. Fixed an issue that caused some Movement Speed bonuses to display the incorrect value in the target info panel. Brawl
      Deathwing's Cataclysm no longer starts on Cooldown in Arena Mode. Map
      Braxis Holdout Fixed an issue that caused Archangel's visual effects to register as a pingable object. Volskaya Fixed an issue that caused the Triglav Protector's Shield Emitter Shields granted to allies to increase the Pilot's Self Healing score when absorbing damage. Heroes
      Abathur Level 10 Ultimate Evolution Clones of Kharazim that have selected Insight now treat the quest as completed. Alarak Level 10 Counter-Strike Now increases Alarak's Self Healing score for damage it absorbs. Ana Base Aim Down Sights [Trait] Fixed an issue that caused Aim Down Sight's Healing Dart bonus to last after Aim Down Sights has ended. Activating Aim Down Sights will now also Dismount Ana from the Toy Train. Azmodan Base Summon Demon Warrior [W] Fixed an issue that caused Azmodan's Demon Warrior's aura damage to not behave similar to other aura damage effects. Brightwing Base Soothing Mist [Trait] Fixed an issue that caused Smoothing Mist to activate around Brightwing when in Stasis. Dehaka Fixed an issue where Basic Attack's would potentially not consume evade stacks if attacking within .25 seconds of Drag ending. Jaina Level 16 Snowstorm Fixed an issue that caused Snowstorm's bonus to not apply correctly. Kael'thas Level 7 Sunfire Enchantment Fixed an issue that caused an active Sunfire Enchantment Spell Power buff to be removed when Kael'thas is killed. Kharazim Level 10 Divine Palm Fixed an issue that caused Divine Palm's Stasis to remove Damage Over Time effects from Kharazim. Fixed an issue that caused Divine Palm to not remove negative effects that were applied alongside the triggering effect. Leoric Base Drain Hope [W] Fixed an issue that caused Stasis on Leoric or Drain Hope's target to not break Drain Hope. Li Li Fixed an issue that caused Water Serpent to move at a reduced speed. Level 4 Surging Winds Fixed an issue that caused an active Surging Winds buff to be removed when Li Li is killed. Li-Ming Level 1 Power Hungry Fixed an issue that caused an active Power Hungry buff to be removed when Li-Ming is killed. Lunara Level 10 Leaping Strike Fixed an issue that caused Leaping Strike to stall game logic. Malthael Level 1 Fear The Reaper Fixed an issue that caused Fear the Reaper's duration indicator to not be tied to the ability button. The Butcher Fixed an issue that allowed The Butcher to disjoint while collecting Fresh Meat. The Lost Vikings Fixed an issue that caused Longboat to move at a reduced speed. Tychus Level 20 Focusing Diodes Now grants an additive damage bonus. Whitemane Level 10 Divine Reckoning Updated Divine Reckoning's mana restoration based off of damage dealt to display only one instance of floating text. Zul'jin Level 20 Forest Medicine Selecting Forest Medicine will no longer interrupt an ongoing Regeneration channel. Return to Top
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    • By Staff
      Blizzard has released a new Heroes of the Storm patch today with additional changes based on PTR feedback. Here are the official patch notes with more details.
      (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
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