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Heroes of the Storm Fenix

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After having a few games with him, I have to say (God, I love him so much)) that the range difference between Weapon Mode: Phase BombWeapon Mode: Phase Bomb and Weapon Mode: Repeater CannonWeapon Mode: Repeater Cannon isn't THAT big to warrant a desire to stay in the former for 99,99% of the time, it doesn't feel THAT much safer. Also, I believe we are quick to judge the Warp-Repeater Cannon build with Warp ConduitWarp Conduit and Warp WarfareWarp Warfare ; faster attack speed will generate shields faster via Auxiliary ShieldsAuxiliary Shields and damage via Photonic WeaponryPhotonic Weaponry. Lastly, Adanium ShellAdanium Shell 's description seems kinda off since with this patch onwards, Armor also mitigates damage done to shields.

Edited by SteveFrost

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  On 3/28/2018 at 3:31 PM, SteveFrost said:

After having a few games with him, I have to say (God, I love him so much)) that the range difference between Weapon Mode: Phase BombWeapon Mode: Phase Bomb and Weapon Mode: Repeater CannonWeapon Mode: Repeater Cannon isn't THAT big to warrant a derire to stay in the former for 99,99% of the time, it doesn't feel THAT much safer. Also, I believe we are quick to judge the Warp-Repeater Cannon build with Warp ConduitWarp Conduit and Warp WarfareWarp Warfare ; faster attack speed will generate shields faster via Auxiliary ShieldsAuxiliary Shields and damage via Photonic WeaponryPhotonic Weaponry. Lastly, Adanium ShellAdanium Shell 's description seems kinda off since with this patch onwards, Armor also mitigates damage done to shields.

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No need to explain. The posted build is clearly a meme build. 

Lvl 1: No problem. 
Lvl 4: Wouldnt call the rest of the tier unviable just because warp resets are good. 
Lvl 7: Seriously? Pure basic attacker and you decide that the best path is to take that pathetic 50% dmg buff on his 12s cd Q instead of 2 OP basic attack dmg buffs? 
Lvl 10: No problem. 

Lvl 13: No problem. 
Lvl 16: Did you see how fast tanks die after you WarpWarp-out with Warp WarfareWarp Warfare and Offensive CadenceOffensive Cadence? No? Go and try it out. 
Lvl 20 are pretty much all mediocre so no judging there.

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I'd like to note that Purification SalvoPurification Salvo will not fire if Fenix is silenced or stunned after locking on his opponents. I think this is worth adding to the Guide, because I found myself in a very infuriating match yesterday where a Stukov negated me so many kills with Lurking ArmLurking Arm.

Also, I think Offensive CadenceOffensive Cadence should be put as a situational talent; it synergizes absurdly well with Singularity ChargeSingularity Charge and Warp WarfareWarp Warfare, being specially strong in dual Warrior compositions.

I have a question for @Straften (or whoever can answer): does Divert Power: WeaponsDivert Power: Weapons take in consideration other sources of Shields that Fenix currently have? Say he is affected by Tassadar's Plasma ShieldPlasma Shield or Lúcio' Sound BarrierSound Barrier, and then activate the ability. Will this also drain the extra shield or only his passive shields from Shield CapacitorShield Capacitor? And if so, will it also enhance his Basic Attack damage? Because if so, I think that a Basic Attack Build could be viable, yet very niche because it would require Fenix to depend on specific team compositions to maximize its power. 

Overall, I'm loving Fenix. He has easily become one of my favorite characters in the game. I love characters that don't use mana, and even more I like those with strong waveclear and self-sustain.

Edited by Valhalen
Question on the third paragraph

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  On 3/29/2018 at 12:32 PM, Valhalen said:

I'd like to note that Purification SalvoPurification Salvo will not fire if Fenix is silenced or stunned after locking on his opponents. I think this is worth adding to the Guide, because I found myself in a very infuriating match yesterday where a Stukov negated me so many kills with Lurking ArmLurking Arm.

Also, I think Offensive CadenceOffensive Cadence should be put as a situational talent; it synergizes absurdly well with Singularity ChargeSingularity Charge and Warp WarfareWarp Warfare, being specially strong in dual Warrior compositions.

I have a question for @Straften (or whoever can answer): does Divert Power: WeaponsDivert Power: Weapons take in consideration other sources of Shields that Fenix currently have? Say he is affected by Tassadar's Plasma ShieldPlasma Shield or Lúcio' Sound BarrierSound Barrier, and then activate the ability. Will this also drain the extra shield or only his passive shields from Shield CapacitorShield Capacitor? And if so, will it also enhance his Basic Attack damage? Because if so, I think that a Basic Attack Build could be viable, yet very niche because it would require Fenix to depend on specific team compositions to maximize its power. 

Overall, I'm loving Fenix. He has easily become one of my favorite characters in the game. I love characters that don't use mana, and even more I like those with strong waveclear and self-sustain.

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Nah. It says it depletes the shield from his trait, so it doesn't count any other shield type.

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Arsenal Synergy, Energency Protocol, and Divert Power does some messy one shot wave clears consistently. Auxilliary Shields, Photonic Weaponry and Unconquered Spirit are my favourites for later levels with this combo.

But Mobile Offense, + all three Warp Talents is a pretty simple and effective combo too. The cutter's slow untalented is really useful to secure attacks. Throw in Offensive Cadence and Singularity Charge to finish. You can also chage out some Warp Talents for Target Acquired, Divert Power, and Auxilliery Shields. But you are less capable of escape if you do and must finish kills in this combo.

The Plasma Cutter talents aren't too bad when you have proper support. But your Warps cancel it and you have to wait for cooldown after. So you either takes lots of damage using it or you are disabling your own ability. Same goes for the Salvo Ult. Just too easily disrupted by you or others.

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Emergency Protocol is actually the best pick at level 4 because combined with Divert Power: Weapons you're able to have an activatable sprint with a 20-second cooldown. This will save your life all the time when split pushing or just needing movement speed. It's also great for hunting someone down because you'll get movement speed and attack speed upon activation.

Definitely, recommend you all try that out. You can watch me using this build here: https://www.twitch.tv/toyhouze

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  On 3/28/2018 at 9:07 PM, xevex said:

No need to explain. The posted build is clearly a meme build. 

Lvl 1: No problem. 
Lvl 4: Wouldnt call the rest of the tier unviable just because warp resets are good. 
Lvl 7: Seriously? Pure basic attacker and you decide that the best path is to take that pathetic 50% dmg buff on his 12s cd Q instead of 2 OP basic attack dmg buffs? 
Lvl 10: No problem. 

Lvl 13: No problem. 
Lvl 16: Did you see how fast tanks die after you WarpWarp-out with Warp WarfareWarp Warfare and Offensive CadenceOffensive Cadence? No? Go and try it out. 
Lvl 20 are pretty much all mediocre so no judging there.

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Yeah, seems to me this guide is trying to make you think he's (and build him like) an ability user while he's obviously an auto-attacker. His abilities CAN dish out tons of damage but they're cd gated.

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Warp Conduit Icon Warp Conduit allows you to use Warp aggressively when you are certain it will result in a kill, because you will be able to Warp back to safety when Warp's cooldown is reset. You can also Warp away after you scan with Purification Salvo Icon Purification Salvo; if a takedown occurs, you can quickly rejoin the fight with Warp's reset.

Warp Warfare Icon Warp Warfare encourages aggressive use of Warp. Even when looking at a low Health enemy who can be quickly killed, it is not always a good idea to Warp in. Fenix can die very quickly if he is caught, and aggressive Warps can leave you overextended with no way to get out. 

WHAT?! On one hand you say a talent is good because it allows for aggressive plays, on the other hand you say another talent is bad because it encourages aggressive plays. Like WTF?

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I'd like to thank everyone for the enthusiastic comments, you guys are amazing. I will respond to a few of them here!

  On 3/31/2018 at 5:55 PM, SteveFrost said:

Yeah, seems to me this guide is trying to make you think he's (and build him like) an ability user while he's obviously an auto-attacker. His abilities CAN dish out tons of damage but they're cd gated.

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I agree that his kit seems to be designed around delivering Basic Attacks. I hope that as the meta changes, his Basic Attack Talents will become stronger options. However at this time of this post, Plasma CutterPlasma Cutter is one of the most impactful abilities in the game.

After the first part of Advanced Targeting is complete, a single cast of Plasma Cutter circles Fenix 3 times. It can do so with a huge radius, and getting hit by the beam deals damage and slows for 4 seconds. Think about this: Plasma Cutter's slow has the same strength and duration as Jaina's FrostbiteFrostbite, but it  is much easier to hit enemies with than her abilities are. It isn't at all uncommon to hit the entire enemy team with a single cast during team fights. His Basic Attacks are strong, but the optimal time to deliver them is while enemies are being oppressed by Plasma Cutter. 

As with any build, the one listed here is a starting point. You can play Heroes however you like, and if you prefer something other than the listed builds, that is fine. The listed builds are simply commonly seen, and will serve you well in most games. For now Fenix is  grossly over-tuned, and you can probably find success with any build you like. We can expect nerfs to hit him on Tuesday; I'm surprised that Blizzard has not done so already.

  On 4/1/2018 at 10:57 AM, ShadowerDerek said:

Warp Conduit Icon Warp Conduit allows you to use Warp aggressively when you are certain it will result in a kill, because you will be able to Warp back to safety when Warp's cooldown is reset. You can also Warp away after you scan with Purification Salvo Icon Purification Salvo; if a takedown occurs, you can quickly rejoin the fight with Warp's reset.

Warp Warfare Icon Warp Warfare encourages aggressive use of Warp. Even when looking at a low Health enemy who can be quickly killed, it is not always a good idea to Warp in. Fenix can die very quickly if he is caught, and aggressive Warps can leave you overextended with no way to get out. 

WHAT?! On one hand you say a talent is good because it allows for aggressive plays, on the other hand you say another talent is bad because it encourages aggressive plays. Like WTF?

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The key words here are "when you are certain it will result in a kill". If you are able to reset Warp's cooldown, then you can Warp back out. If you do not have Warp Conduit and you choose to Warp aggressively, you will have no escape. 

I will reword the sentences to make this more clear.

  On 3/31/2018 at 2:15 AM, Toyhouze said:

Emergency Protocol is actually the best pick at level 4 because combined with Divert Power: Weapons you're able to have an activatable sprint with a 20-second cooldown. This will save your life all the time when split pushing or just needing movement speed. It's also great for hunting someone down because you'll get movement speed and attack speed upon activation.

Definitely, recommend you all try that out. You can watch me using this build here: https://www.twitch.tv/toyhouze

Expand  

I agree. Now that I've been able to test Fenix more accurately on the live servers, it is clear that Emergency ProtocolEmergency Protocol is currently the best option.

 

See you all in the Nexus :)

 

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  On 4/2/2018 at 12:27 AM, Straften said:

I agree that his kit seems to be designed around delivering Basic Attacks. I hope that as the meta changes, his Basic Attack Talents will become stronger options. However at this time of this post, Plasma CutterPlasma Cutter is one of the most impactful abilities in the game.

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I completely agree. If anything, I'd say Fenix is a mix of both, akin to Zul'jin specced in Twin Cleave. Fenix has an absurdly strong zoning and poke , and Plasma Cutter fulfill this role alongside his Basic Attacks.

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  On 4/2/2018 at 12:27 AM, Straften said:

I'd like to thank everyone for the enthusiastic comments, you guys are amazing. I will respond to a few of them here!

I agree that his kit seems to be designed around delivering Basic Attacks. I hope that as the meta changes, his Basic Attack Talents will become stronger options. However at this time of this post, Plasma CutterPlasma Cutter is one of the most impactful abilities in the game.

After the first part of Advanced Targeting is complete, a single cast of Plasma Cutter circles Fenix 3 times. It can do so with a huge radius, and getting hit by the beam deals damage and slows for 4 seconds. Think about this: Plasma Cutter's slow has the same strength and duration as Jaina's FrostbiteFrostbite, but it  is much easier to hit enemies with than her abilities are. It isn't at all uncommon to hit the entire enemy team with a single cast during team fights. His Basic Attacks are strong, but the optimal time to deliver them is while enemies are being oppressed by Plasma Cutter. 

As with any build, the one listed here is a starting point. You can play Heroes however you like, and if you prefer something other than the listed builds, that is fine. The listed builds are simply commonly seen, and will serve you well in most games. For now Fenix is  grossly over-tuned, and you can probably find success with any build you like. We can expect nerfs to hit him on Tuesday; I'm surprised that Blizzard has not done so already.

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Sorry if I gave the impression I'm bashing, that was clearly not my goal (plus you seem like a really nice guy).

If there are many melee/short ranged Heroes on enemy team, then sure Plasma CutterPlasma Cutter and its associated talents can pay dividends, If they can safely avoid it and/or outrange it tho, not really. Of course you should try to make the most of it whenever it is off cd but that cd is big to begin with so relying on it can be problematic imho. Tell you the truth, some games I almost forget that ability exists (use it much fewer times than I should/it's possible) and still I get most damage/MVP in the end lul.

I like  Advanced TargetingAdvanced Targeting level 1 cause it gives you bonus flat AD, which is the best early and later on, you get the % increase with Photonic WeaponryPhotonic Weaponry which is best for late game. I believe his auto-attack build is already in a pretty good spot already, at least it works for me. For sure however, having many builds that can work adds a lot to the fun of playing the Hero and his overall experience. He may get nerfed (especially if he becomes meta in HGC), I hope they don't hurt him too much :v

Edited by SteveFrost

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  On 4/2/2018 at 5:46 AM, SteveFrost said:

Sorry if I gave the impression I'm bashing, that was clearly not my goal (plus you seem like a really nice guy).

If there are many melee/short ranged Heroes on enemy team, then sure Plasma CutterPlasma Cutter and its associated talents can pay dividends, If they can safely avoid it and/or outrange it tho, not really. Of course you should try to make the most of it whenever it is off cd but that cd is big to begin with so relying on it can be problematic imho. Tell you the truth, some games I almost forget that ability exists (use it much fewer times that I should/it's possible) and still I get most damage/MVP in the end lul.

I like  Advanced TargetingAdvanced Targeting level 1 cause it gives you bonus flat AD, which is the best early and later on, you get the % increase with Photonic WeaponryPhotonic Weaponry which is best for late game. I believe his auto-attack build is already in a pretty good spot already, at least it works for me. For sure however, having many builds that can work adds a lot to the fun of playing the Hero and his overall experience. He may get nerfed (especially if he becomes meta in HGC), I hope they don't hurt him too much :v

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Photonic WeaponryPhotonic Weaponry is awesome, but I'm a huge sucker for CDR talents; I find Arsenal OverchargeArsenal Overcharge hard to top, specially since it affects his Heroic Abilities. Combine this with Singularity ChargeSingularity Charge and you'll go ballistic!

I honestly don't think he needs to be nerfed that much, but it is inevitable. Most new Heroes are considered OP because people don't know how to handle them. I can say that Fenix is a bit overtuned, but he is not broken. Maybe increasing the CD on his warp is enough, but I feel they will also nerf his damage across the board, and probably also increase the CD of his Shield CapacitorShield Capacitor.

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  On 4/2/2018 at 11:31 AM, Valhalen said:

Photonic WeaponryPhotonic Weaponry is awesome, but I'm a huge sucker for CDR talents; I find Arsenal OverchargeArsenal Overcharge hard to top, specially since it affects his Heroic Abilities. Combine this with Singularity ChargeSingularity Charge and you'll go ballistic!

I honestly don't think he needs to be nerfed that much, but it is inevitable. Most new Heroes are considered OP because people don't know how to handle them. I can say that Fenix is a bit overtuned, but he is not broken. Maybe increasing the CD on his warp is enough, but I feel they will also nerf his damage across the board, and probably also increase the CD of his Shield CapacitorShield Capacitor.

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The good thing with Photonic WeaponryPhotonic Weaponry is that it works for ALL damage, not just auto attacks, including Heroics.  The bad thing about Arsenal OverchargeArsenal Overcharge imho is that it comes far too late in the tree if you really wanna go for that build; similar talents like say Blessed MomentumBlessed Momentum come at level 7 at most (at least for the Heroes I play and know that have one). It's great that it also reduces the cd for Heroics like you said but still, it doesn't outweigh the above imo. 

We've seen the full spectrum of nerfs thus far; from being nerfed to oblivion (Tyrael pre-rework) to the other end of joke "nerfs" (Genji/Hanzo). Making him more cd-gated would seem reasonable imho. Or take away either his early or late game power (part of). Just hope they don't just go plain removing good talents leaving him with fewer and fewer options.

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  On 4/2/2018 at 4:45 PM, SteveFrost said:

The good thing with Photonic WeaponryPhotonic Weaponry is that it works for ALL damage, not just auto attacks, including Heroics.  The bad thing about Arsenal OverchargeArsenal Overcharge imho is that it comes far too late in the tree if you really wanna go for that build; similar talents like say Blessed MomentumBlessed Momentum come at level 7 at most (at least for the Heroes I play and know that have one). It's great that it also reduces the cd for Heroics like you said but still, it doesn't outweigh the above imo.

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Indeed it comes late in the game, but the CDR plays a major role in teamfights, though. You can fire your Heroic, go solo some Mercs, and then get ready for more.

  On 4/2/2018 at 4:45 PM, SteveFrost said:

We've seen the full spectrum of nerfs thus far; from being nerfed to oblivion (Tyrael pre-rework) to the other end of joke "nerfs" (Genji/Hanzo). Making him more cd-gated would seem reasonable imho. Or take away either his early or late game power (part of). Just hope they don't just go plain removing good talents leaving him with fewer and fewer options.

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Yeah, I'll be really disappointed if they just nerfhammer him in every aspect. He is supposed to function like that. And honestly, I don't think is a hyper-carry character (unlike the Super Shimada Bros. or say). He can duel most Heroes in the game due his trait, without a doubt, however, he is made for teamfights.

One nerf I think it'll happen is Plasma CutterPlasma Cutter dealing 50% damage on Structures, because he has more sieging power than most Specialists.

Edited by Valhalen

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So I decided to try out Arsenal SynergyArsenal Synergy myself cause I see it being the go-to pick right now in MSB, must say it didn't really fill my eye but boy is it strong

Edited by SteveFrost

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  On 6/16/2018 at 10:12 AM, SteveFrost said:

So I decided to try out Arsenal SynergyArsenal Synergy myself cause I see it being the go-to pick right now in MSB, must say it didn't really fill my eye but boy is it strong

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It is easy to unleash once you get the hang of Fenix's Basic Attacks. The damage is really eye-watering.

But I still think that Advanced TargetingAdvanced Targeting is the undisputed king. It has so much potential as it increases Fenix attack power progressively plus the additional circling of Plasma CutterPlasma Cutter, making him a monster in the endgame.

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  On 6/16/2018 at 3:09 PM, Valhalen said:

It is easy to unleash once you get the hang of Fenix's Basic Attacks. The damage is really eye-watering.

But I still think that Advanced TargetingAdvanced Targeting is the undisputed king. It has so much potential as it increases Fenix attack power progressively plus the additional circling of Plasma CutterPlasma Cutter, making him a monster in the endgame.

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The damage it does even at level 1, even to tanks is absurd. It leaves an entire minion wave from full HP to 1. I like Advanced TargetingAdvanced Targeting too, for reasons I explain above, but in smaller maps where games tend to be shorter, Arsenal SynergyArsenal Synergy probably is the better choice

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The level 7 talent no longer drains fenix shields upon activation, rather than after a potentially postponeable delay. This should be reflected in the discussion for this talent.

 

Guide is very helpful nonetheless.

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I think that Rapid RechargeRapid Recharge should be put as a situational talent. While the talent looks kinda paradoxical, it is really effective when Fenix is paired with AoE Healers, allowing him to stay in battle for longer, reducing his necessity to retreat when out of shields. This is specially useful against Heroes that deal DoTs, as it prevents his shields from regenerating even longer. I've been running some tests and getting surprising results when pairing Fenix with the likes of Auriel, Rehgar, Ana and Anduin, all Heroes capable of high burst AoE Heals.

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      Deathwing's Cataclysm no longer starts on Cooldown in Arena Mode. Deadman's Stand Fixed an issue that caused AI to not act. Fixed an issue that caused the Map Mechanic button to not be visible. Garden Arena Fixed an issued that caused the AI to not move. Punisher Arena Fixed an issued that caused the AI to not move. Trial Grounds Fixed an issued that caused the AI to not move. 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. Greymane Level 4 Insatiable Fixed an issue that caused Human Form Basic Attacks to trigger Insatiable twice. 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. Lúcio Level 7 Good Vibrations Fixed an issue that caused Good Vibrations to not gain Shields from Soundwave hitting Neutral Mercenaries. 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. Stitches Base Hook [Q] Fixed an issue that caused Hook to not reveal their caster if the Hook is visible. Tassadar Base Shock Ray [Q] Fixed an issue that caused Shock Ray to not reveal their caster if Shock Ray is visible. 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. Tyrael 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 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 released a new Heroes of the Storm patch for testing on the PTR and here are the official patch notes.
      (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:
      Balance Update Bug Fixes Balance Update
      Heroes
      Auriel
      Base
      Bestow Hope [Trait] Decreased the amount of energy stored from 50% to 40% of damage to non-Heroes. Dehaka
      Base
      Dark Swarm [W] Damage reduced from 52 to 48. Talents
      Level 4 Hero Stalker Essence gain is not increased when hitting more than 2 Heroes. Essence gain now requires Dark Swarm to hit 2 Heroes. Lurker Strain Cooldown reduction bonus reduced from 3 seconds to 2 seconds. Level 7 Feeding Frenzy Rework: Cooldown reduction is now a Gambit bonus, starting from 1.5 second cooldown reduction. Each death lowers this by 0.25, up to 3 times. Paralyzing Enzymes Rework: Gambit removed. Now reduces Drag's target's healing received by 40% while Drag is active and for 2 seconds after. Level 13 Ferocious Stalker Damage bonus reduced from 60% to 50%. Level 16 Tunnelling Claws Movement speed reduced from 125% to 120%. Level 20 Contagion Now also reduces the damage of Isolation by 60%. Kharazim
      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
      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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