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Heroes of the Storm Hanzo

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I've been wondering, does hitting Abathur's Ultimate EvolutionUltimate Evolution with those quest talents "Hit X targets with Y ability" counts towards the completion? In Hanzo's case, for Target Practice and Simple Geometry.

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5 hours ago, Valhalen said:

I've been wondering, does hitting Abathur's Ultimate EvolutionUltimate Evolution with those quest talents "Hit X targets with Y ability" counts towards the completion? In Hanzo's case, for Target Practice and Simple Geometry.

I don't believe so, as it doesn't count towards any other quests that I know of.

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I have to disagree with you placement of haunted mines as a bad map for Hanzo. If you build scatter arrow with redemption at level 1 you can easily clear any camp by level 7 and can easily clean up in the mines.

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I bought Hanzo with gold, reasoning "Why not?" And to my very great suprise... He's FUN. Maybe not competative, maybe not even viable, but certainly FUN. Lining up skillshots is incredibly satisfying, and rather than feeling like McGenericArcherMan, I do actually feel like Hanzo. I'm delighted.

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I would recomment people to hold off on choosing the lvl 1 talent if the enemy team has an Abathur. 
Try to find his locust in a lane. If the locust has a lot of its duration left, it means that Abathur is most likely behind the wall and you can shoot him with storm bow. The low hp warning effect doesnt trigger after the first storm bow. Shoot a sonic arrow then follow up with storm bow and try to land as many storm bows on him as you can. (Killing him is not the priority so do not try to land sonic arrow on him. After the first try of storm bow hits, leave to complete the hits on other heroes completly and then try to find him again to complete the quest. 
Altough this might be prevented by Abathur positioning himself behind but even one storm bow hit is already enough to get value from Target Practice. The dmg part doesnt scale with level so at lvl 20 its only a 14% dmg increase.

If the Locust comes late into the lane or you see that its timer is depleted then dont go for Target Practice since Abathur is most likely in his base. 
Remember you can quickly pick Target Practice by holding CTRL and pressing 1.

I dont understand why TotS, Hanamura, IS are his average maps his waveclear is pretty good after lvl 4 and if he goes after Serrated Arrows he can kill the enemy objective "boss" very fast if it happens that your team lost the objective fight. Same on haunted mines.
Even picking Explosive Arrows is beneficial because you can deal dmg to the monster and heroes near it who are pushing with it. 

I also wouldnt recommend picking Ignore All Distractions without Redemption because it will cripple Hanzos otherwise very good waveclear.
Fleet of Foot is actually a trap talent that doesnt work with Storm Bow builds. The increased range from Target Practice comes with a increased channel time which makes it impossible to keep up the speed buff not mentioning stacking it. Ninja Asassin is much easier to use the Fleet of Foot and it allows you to kite people with terrain while you shoot them with your abilities.

Edited by xevex

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11 hours ago, xevex said:

I would recomment people to hold off on choosing the lvl 1 talent if the enemy team has an Abathur. 

To quote the build description: 

"This build should never be used against Abathur; the slug can easily prevent you from ever completing Target Practice."    

11 hours ago, xevex said:

The increased range from Target Practice comes with a increased channel time which makes it impossible to keep up the speed buff not mentioning stacking it.

The channel time is slightly longer, but it is certainly possible to stack the buff. To accomplish this you will need to release the arrow as soon as the indicator reaches maximum range. If you hold the arrow longer, or if you miss, you will lose the buff.

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On 12/13/2017 at 3:14 AM, Valhalen said:

I've been wondering, does hitting Abathur's Ultimate EvolutionUltimate Evolution with those quest talents "Hit X targets with Y ability" counts towards the completion? In Hanzo's case, for Target Practice and Simple Geometry.

After several tests, I can confirm that Ultimate Evolution does not stack Target Practice. 

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11 hours ago, Straften said:

To quote the build description: 

"This build should never be used against Abathur; the slug can easily prevent you from ever completing Target Practice."    

Completing the first part is pretty much easy even with Abathur unless he stays at the base. Most Abathurs are behind walls mid map. 
Not to mention that if they are body soaking youre pretty much garanteed that you gonna get the quest all you neeed is a map awareness. In that case is mostly better to not trying to kill him making him think that burrowing will always save him from Hanzo which will help you to get the rest of the stacks easily. 

11 hours ago, Straften said:

The channel time is slightly longer, but it is certainly possible to stack the buff. To accomplish this you will need to release the arrow as soon as the indicator reaches maximum range. If you hold the arrow longer, or if you miss, you will lose the buff.

Yes, its possible, not as easy as using Ninja Assassin.

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21 hours ago, Straften said:

The channel time is slightly longer, but it is certainly possible to stack the buff. To accomplish this you will need to release the arrow as soon as the indicator reaches maximum range. If you hold the arrow longer, or if you miss, you will lose the buff.

I did additional testing on this and discovered that the channel time is not increased. 

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On 12/18/2017 at 5:19 AM, Straften said:

I did additional testing on this and discovered that the channel time is not increased.

Which means its speeds up the channel time according to the added lenght. Well thats nice. 
Ninja Assassin is still the easier one to use. I was testing Fleet of Foot in try mode on an unmoving dummy and it was hard to stack the buff if you shot the arrow at the end of its lenght or even slightly before then. I dont see it being easier on live players.

Only map i can think of where Ninja Assassin is a really bad pick is Haunted Mines. That Map doesnt have enough terrain to use. 

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Ninja Assassin is Hanzo's "In Combat" Movement option and as such I have to think it's at least a reasonable option (a ? rather than an X).  When he gets jumped on, vaulting over a wall is almost his only method of escape.  Ninja Assassin makes it possible to get that escape option back multiple times during a team fight.  Don't get me wrong, both of the other options are also reasonable and have very good uses but I've certainly seen/used Ninja Assassin to great effect.

Also I would think Serrated Arrows would get the check mark over Explosive Arrow.  Both help his wave clear but Serrated also makes him one of the best junglers in the game.  The value there is almost impossible to ignore.

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I don't think this guide does Hanzo justice. I have around 50 games with Hanzo and a 60+% winrate with him.

The ratings for some talents are not right from my experience.

Ignore All Distractions should not be recommended. It's a terrible talent that doesn't help against mercs, teamfights, and monsters. The additional range should've been +1 aa range on baseline with the talent. The conditional part of this talent automatically makes it terrible for half the maps.

Serrated Arrows though deal less damage than Explosive Arrows can do mercs. With Never Outmatched and Piercing Arrows, Serrated Arrows clear faster than Explosive Arrows even without Redemption or Simple Geometry. I'd say Serrated Arrows is definitely recommended.

Ninja Assassin is definitely better than Fleet of Foot. With Piercing Arrows and Target Practice, Ninja Assassin makes Natural Agility always available. On the other hand, Fleet of Foot meager bonuses that you have to build up takes too long and is not as reliable as a free Natural Agility every few seconds.

 

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6 hours ago, Trensicourt said:

Ignore All Distractions should not be recommended. It's a terrible talent that doesn't help against mercs, teamfights, and monsters. The additional range should've been +1 aa range on baseline with the talent. The conditional part of this talent automatically makes it terrible for half the maps.

Indeed i dont know how it get to Storm Bow build saying it has a good synergy with Flawless Technique which is bullshit.
The talent is only good with Redemption nothing else. Its nice that late game you can kill catapults with one basic attack though.

6 hours ago, Trensicourt said:

Ninja Assassin is definitely better than Fleet of Foot. With Piercing Arrows and Target Practice, Ninja Assassin makes Natural Agility always available. On the other hand, Fleet of Foot meager bonuses that you have to build up takes too long and is not as reliable as a free Natural Agility every few seconds.

Indeed, the 6 seconds of movement speed you get is just meh. Renewing/stacking it is a pain in the ***. And there are multiple talents on other heroes that are not recommended because they promote overextending, this talent does that, it never helped me. 

Edited by xevex

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Edit: Never mind.  I see the topic I mentioned was already in the talent description.  Moving On.

Edited by TSRD

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11 hours ago, Guest sChUhBiDu said:

I can approve what this guy from Tempo Storm s saying in the video.  Maybe some new thoughts for you guys

Tempo Storm cattlepillar – Hanzo talent overview and rundown

He can be played as a sustain aa hero though so the thing with Redemption is not entirely true (lets ignore the fact that there are multiple other better sustain dmg dealers) aa, aa, scatter arrow rinse and repeat. 

I see his point about Target Practice (i always just finish the first part and then let the rest finish it self,im really not gonna chase for 100 unscaled dmg when i hit a basic attack after every stom bow which is 179 dmg), but in my opinion Simple Geometry is not really needed to play him as a jungler and the 2 additional scatters are "added" to the edges, making the cone even wider>which means entirely useless in most teamfight situations while the extra range on Storm Bow can secure a kill which would otherwise wouldnt be possible. 

I dont really get him, hes talking about Hanzo as if his some kind of AoE dmg dealer which is probably his worst teamfight build. 
The AoE dmg gets healed up pretty quickly unlike the single target burst from Flawless Technique which is a godsent for securing kills. Yes i know Pierce Arrows basically doubles the dmg but hitting but you miss more kills without it and its not like Hanzo needs Pierce Arrows to del good dmg.
You can still give up Dragon Hungers for Never Outmatched and Serrated Arrow so that you can do mercs quick and objectives. 

I dont know. I have very different opinion about Hanzo i dont think hes some backline poke hero, i think hes a lot like Genji but "less super hero more ninja". : D Genji goes melee for the finish with Swift Strike while Hanzo gets a Storm Bow up or a Basic attack. Ofc you cant have both a Jungler Hanzo and a Finisher Hanzo but giving up Dragon Hungers is still okay for more PvE dmg. 
 
 

Edited by xevex

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On 12/26/2017 at 5:27 AM, TSRD said:

Ninja Assassin is Hanzo's "In Combat" Movement option and as such I have to think it's at least a reasonable option (a ? rather than an X).  When he gets jumped on, vaulting over a wall is almost his only method of escape.  Ninja Assassin makes it possible to get that escape option back multiple times during a team fight.  Don't get me wrong, both of the other options are also reasonable and have very good uses but I've certainly seen/used Ninja Assassin to great effect.

You make some good points about Ninja Assassin; I agree that it deserves to be moved to Situational.

On 12/26/2017 at 5:27 AM, TSRD said:

Also I would think Serrated Arrows would get the check mark over Explosive Arrow.  Both help his wave clear but Serrated also makes him one of the best junglers in the game.  The value there is almost impossible to ignore.

I will update the Level 4 Talents to all be situational, because the best choice really depends on your build. For example, Serrated Arrows is not very good without the other Scatter Arrow Talents.

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7 hours ago, Straften said:

I will update the Level 4 Talents to all be situational, because the best choice really depends on your build. For example, Serrated Arrows is not very good without the other Scatter Arrow Talents.

The only other talent Serrated Arrows "needs" is Never Outmatched which is frankly a great talent regardless of build.  Simple Geometry and Piercing Arrows aren't really at all required for Hanzo to do his Jungling masterfully.

Still, fair enough.  It is situational, I guess the Overwatch maps (ironically enough) would count as ones where the Jungleing aspect wouldn't be all that helpful.  On really any other map though I have yet to find a situation where getting giants, knights, sappers, firebats, goliaths, goats, and shaman easily isn't amazing.

Edited by TSRD
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5 hours ago, TSRD said:

The only other talent Serrated Arrows "needs" is Never Outmatched which is frankly a great talent regardless of build.

I agree with you here. The synergy between these two Talents is strong enough that you can take them outside of a specific build. However, one may as well go all in with the Scatter Arrow build if two Talents are already invested. There simply aren't any other Level 1 or Level 16 Talents that synergise quite as well here currently.  

Serrated ArrowsSerrated Arrows and Never OutmatchedNever Outmatched are great to experiment with, as these are probably the most versatile Talents in his kit. This is why they can be seen in the less competitive Basic Attack Build as options. Upon playing the Basic Attack Build with all of its variants, one should come to the conclusion that a full Scatter Arrow Build is superior in most respects. Several enemy shields would be the main situation where the Basic Attack Build could eclipse the Scatter Arrow build via Shieldbreaker ArrowsShieldbreaker Arrows. However, the meta is not shield heavy at the moment. The meta will inevitably shift with balance changes, but I digress.

5 hours ago, TSRD said:

Simple Geometry and Piercing Arrows aren't really at all required for Hanzo to do his Jungling masterfully.

For large camps like Knights or Goliaths, Piercing ArrowsPiercing Arrows really helps to speed things up. Clearing these camps faster not only saves you time, it means that you will leave with more Health.

RedemptionRedemption can be swapped with Simple GeometrySimple Geometry for equally fast Mercenary clear times. However, you will lose the Redemption bonus upon death. Simple Geometry retains its quest bonus when you die, allowing you to resume Mercenary captures immediately upon respawn. I agree that Simple Geometry and Piercing Arrows are not required to capture Mercenaries, but they are more reliable and yield faster clear times than any alternatives.

5 hours ago, TSRD said:

On really any other map though I have yet to find a situation where getting giants, knights, sappers, firebats, goliaths, goats, and shaman easily isn't amazing.

The Scatter Arrow build has awe inspiring clear speeds. Its almost like having bribe stacks without having to farm them!

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33 minutes ago, Straften said:

RedemptionRedemption can be swapped with Simple GeometrySimple Geometry for equally fast Mercenary clear times. However, you will lose the Redemption bonus upon death. Simple Geometry retains its quest bonus when you die, allowing you to resume Mercenary captures immediately upon respawn. I agree that Simple Geometry and Piercing Arrows are not required to capture Mercenaries, but they are more reliable and yield faster clear times than any alternatives.

Redemption is my preferred choice just because I find it much easier to complete than Simple Geometry.  Sure you lose it on death but I don't tend to play Hanzo very aggressively when I focus on camp clearing.  Also while I do agree that the other two Scatter Shot talents (well Piercing is both a Scatter Shot and a Storm Bow talent) make his clearing faster, I was simply saying they were not required.  I do end up prefering Piercing the vast majority of the time.

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1 hour ago, TSRD said:

Redemption is my preferred choice just because I find it much easier to complete than Simple Geometry.  Sure you lose it on death but I don't tend to play Hanzo very aggressively when I focus on camp clearing.  Also while I do agree that the other two Scatter Shot talents (well Piercing is both a Scatter Shot and a Storm Bow talent) make his clearing faster, I was simply saying they were not required.  I do end up prefering Piercing the vast majority of the time.

What do you mean? You should finish the quest around 4:00 to 8:00. I usually finish the quest around 3:30 to 5:00.

Edited by Trensicourt

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55 minutes ago, Trensicourt said:

What do you mean? You should finish the quest around 4:00 to 8:00. I usually finish the quest around 3:30 to 5:00.

3:30-5:00 seems pretty fast to me (at least for a "usually", I could see it happen occasionally).  I've not played with it much myself but I have been watching a number of streams using him and don't see that as a time that it "usually" completes.  Still, I don't doubt it's regularly completeable by 8:00 or so.

Anyhow, that last post was more about my personal preferences.  I just like Redemption far too much to pick Simple Geometry often (I can't stand Hanzo's basic attack speed).  I've seen plenty of people make Simple Geometry work though, it's just not good for me.

Edited by TSRD

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On 1/3/2018 at 9:10 PM, TSRD said:

3:30-5:00 seems pretty fast to me (at least for a "usually", I could see it happen occasionally).  I've not played with it much myself but I have been watching a number of streams using him and don't see that as a time that it "usually" completes.  Still, I don't doubt it's regularly completeable by 8:00 or so.

Anyhow, that last post was more about my personal preferences.  I just like Redemption far too much to pick Simple Geometry often (I can't stand Hanzo's basic attack speed).  I've seen plenty of people make Simple Geometry work though, it's just not good for me.

Imo, most streamers don't know how to finish Simple Geometry easily because they swear by Q build.

Edited by Trensicourt

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      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
      Click here to discuss this post with other players in the official Heroes of the Storm forums.

    • 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
      Click here to discuss this post with other players in the official Heroes of the Storm forums.

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

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

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


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