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Heroes of the Storm Yrel

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Really nice guide! The suggested build will make her a pretty solid solo tank.

If I may suggest, what about her Avenging Wrath build? I've tested it in the PTR and feels really strong; she becomes pretty much a Leapquake Barbarian from Diablo III, hopping like a frog constantly in a way that will make Muradin jelly.

It's amazing in hard engage compositions with her a secondary tank. It turns her into a very potent Bruiser with high self-sustain, crowd-control and pressure. So stuff like Maiev, Sonya and Butcher become her best friends.

Here is how it works:

Holy Avenger (7) + Repetance (13) makes Yrel very hard to peel off. She will be able to inflict a Hero with 75% slow for 1.5 seconds, every 2.5 seconds, as Holy Avenger puts Avenging Wrath on a 1 second cooldown.

Charge Avenging Wrath and leap in the middle of the enemies, then use Sacred Ground, pop Divine Purpose followed by Righteous Hammer and start charging Avenging Wrath again, using Vindication when needed.

Yrel will be able to reset the CD on Divine Purpose really fast thanks to Divine Favor (16), be able to leap on enemies all the time, and all that while boasting from passive 40 armor granted from Sacred Ground, which will have 100% uptime as she hops around thanks to Hallowed Ground (20). And all that while granting 25 armor to nearby allies through Aegis of Light (4), which has quite a large radius.

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I'd say the leap is pretty strong so far. Repositioning to allow for instant hammer stuns that knock the enemy into teammates is one of the best moves this character can do. Also, just charging a power and not using it is an effective maintained crowd control. Being a shiny lure is a big part of this character. Therefore the leaping becomes a key component. So I usually prefer the leaping build. It is even useful when Holding Ground. Just leaping over people body blocking with an uncharged leap to stun swing them back can let you stand your ground much better.

She often times finishes or secures kills in a similar way to Lucio. Fun stuff. Worth the gold.

P.S. Velen's Chosen is a nice little bonus to Avenging Wrath to let you better heal/bomb or follow up with a D+Hammer. Instant 30% spell power if you time the jump or a Hammer strike initiation properly to follow it up with any D+ability.

Edited by Morcalivan

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Wow, so Yrel's talents got their descriptions on release day while Deckard waited weeks?  Favoritism!  ?

Anyway, I finally got to get a few games in on Yrel and here are some thoughts I had:

Yrel is one heck of a healer.  I'm not even joking when I say by level 16 she heals as well as (if not better than) most of the supports do!  On its own Gift of the Naaru is an excellent emergency heal but once you get Divine Favor?  You're able to toss out those fairly impressive heals every few seconds indefinitely...  Being reasonably tanky with great mobility and self peel leaves me never wanting to play another support ever again.

Since I've mostly been playing her as a support tank (same build as what is currently on the main page) so far I haven't gotten a chance to do more than one game with her leaping build.  It was fun, if a touch unforgiving (you really feel those hit boxes when you're betting on a cooldown reset on your jump).

You can even mix the two builds.  Just drop Aegis (good but the healing is better IMO) for Gift of the Naaru and you've got the important skills for both builds in one.  You're a primary healer with bunny hopping power on demand.  You do give up Steed though which is a tough loss but the jump build always gives that up so nothing new there.

Edited by KSDT

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Synergies and Counters for Guide:

Yrel can use Sacred Ground at 10 and Avenging Wrath upgrade at 20 to push towers without minions. So synergy towards push characters. She can protect poke damage dealers like Fenix, Junkrat and Sgt. Hammer. She can push enemies into Deckard's scrolls and lure them into it before jumping out or let Deckard follow up a leap with a scroll. The Potions + self healing and leaping into potions also helps and affects Yrel even when jumping over Potions from what I could see. You really need ranged damage dealers on your team to take advantage of her though. All that control gets wasted on melee teammates and can even help the enemy.

Any anti-armour really messes up her armour builds that so effectively march into other characters' attacks. 75 armour is pretty good. When armour bypass is in play, she has to consider a healing build. This also prevents boosting team armour and allows control to narrow focus on watching for the healing charge. Polymorph can snipe counter Yrel charged abilities. Other than that just generally, characters that can poke from afar or punish divers are the other biggest threat. Alarak's silence/pull is a big pain too and probably one of the more dangerous characters to fight due to the slowed mobility when charging making it very easy to land Discords. If distance is added to TK then your leap won't be able to save you if you get pulled in even if not silenced. The only real hope you have is punting him back into your teammates and healing yourself.

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Map Weakness is definitely not Spiderqueen. For one thing, you have Sacred Ground as not a first pick so having that as your reason for a weakest map is a pretty odd choice. Not that it isn't effective on that map for pushing, defending vs spiders, defending/countering turn ins and taking on/stealing boss. She can knock gem spiders back to safer gathering areas, and deal some good area damage and more safely collect and horde gems than others due to toughness/control/mobility combo. I'd say it's a strong map for her.

Not sure yet what a weak map would be fore her.

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Cool guide, even if I don't agree on most levels. And I agree with Valhallen on the Avenging Wrath build. It is surely the most fun build, and you can keep your whole team with 25 armor all the time if they stay close to you.

Also, the 1 sec cast time of Bubble Hearth is not cancelled by damage, only by stuns or silences.

 

 

Edited by lChronosl

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Guest Greywall

Yrel gets absolutely destroyed by Muradin... if he picks Skullcracker (which he will if he's up against a Yrel) and Haymaker he's able to reliably stun her out of all of her abilities and ult her away during both of her ults, making her a waste of space... it's not even funny.

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Second day in and I'm really feeling the Bunny Hopping Healer build.  I don't really find myself missing Steed all that much (which probably means I wasn't making the most use of it I could, it is a super busted talent, no argument there) and the better jumping has made for more effective control for team plays and escapes.

The stand out talent from this round of testing for me however has got to be Maraad's Insight.  Normally I'm not a fan of on hit healing outside of ranged AA champs and Zeratul but this talent has really impressed me (especially for a level 1 talent).  The amount feels good and Yrel spams skills to the point where it's on every single one of her basic attacks.  Combined with the healing from Vindication and her sustain both in and out of combat is simply amazing.  She might not be able to kill a map boss on her own (nowhere near enough damage) but with this talent and good stepping the boss barely manages to dent her.  It's become my go to talent pretty much ever match and when I tried to go back to Light of Karabor the loss was shockingly noticeable (which is rare for me to miss having a talent that much).

I'll be playing with her other talents a bit but I think I've settled on my preferred build at this point:

Maraad's Insight > Gift of the Naaru > Holy Avenger > Ardent Defender > Repentance > Divine Favor > Seraphim

Edited by KSDT

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Quite a lot of counter to her.

Dunno why they set her to movespeed slow when charging. If she move 100% spd, will she overpower?

Her E range is quite short, I feel that should be longer abit. With this charge channel time and move spd and this max jump range, no way to able to chase down opponent at all. The only way to work is in teamfight when opponent fighting then you jump in only.

Varian taunt, garrosh taunt,throw, Brightwing polymorph and those target stun skill really can finish her on time before she can leave. Even you jump out on that time to flee, muradin stun can bring down from air.

She need teammate with CC and also movespeed boost to work well.

Most of the time, the best use is "D" then ability, no chance to charge at all due to every match got a lot of cc to counter it plus slow movespd.

Have to find more way to use it.. Currently only got 1 path for her, jumping path should be the best. Hammer path cannot use at all.

The many weakness without much reward when use well.

This is melee hero, low spd attack, average dmg. All skill need channel to be effective and the skill mostly is short/melee range.

seraphim is a good talent for her but come too late in lvl 20

lvl 16 talent can consider only 1 choice, other 2 is useless at all.

Anyone what is the range of Gift of Naaru?

Too bad a few of good ability which can help yrel a lot are not allow to cast on herself.

So far channel skill mostly is range so that it seldom disrupt by opponent but this yrel all channel skill is melee.

She is half tank half support hero.

 

 

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5 hours ago, gerbercage said:

Quite a lot of counter to her.

(...)

The many weakness without much reward when use well.

This is melee hero, low spd attack, average dmg. All skill need channel to be effective and the skill mostly is short/melee range.

(...)

She is half tank half support hero.

I agree. She feels a bit undertuned in my opinion. She REALLY IS fun to play, but I can't really think of any reasons to pick her instead of someone like Muradin. Currently her only niche is probably as a secondary tank in a hard engage team, in my opinion.

She has a really offensive kit but must be played defensively to be effective. Any interrupt put her abilities on full cooldown (which isn't that bad considering they all have 6 second cooldown). And moving while at full charge reduces her movement speed. I think that removing this penalty would already make her more viable. And maybe even reduce the charge time (like from 1.5 to 1.25, at least).

She has one of the slowest Attack Speeds in the game, if the most, which makes the few Basic Attack talents very underwhelming. Either they buff her Attack Speed or Basic Attack Damage.

This may be nitpicking because she is a new Hero and people are still learning how to use her properly, but this is how I feel.

Edited by Valhalen

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6 hours ago, gerbercage said:

Dunno why they set her to movespeed slow when charging. If she move 100% spd, will she overpower?

Probably not.  The slower move speed does make it harder to jump on people then charge up a hammer swing and knock them back.  They usually have time to move around you to the side by then.  That's probably the biggest instance where the movement speed matters from my experience.

6 hours ago, gerbercage said:

Her E range is quite short, I feel that should be longer abit. With this charge channel time and move spd and this max jump range, no way to able to chase down opponent at all. The only way to work is in teamfight when opponent fighting then you jump in only.

This isn't entirely true.  You can chase people with it, I have done it.  You have no room for deviation though.  Your jump range grows at about the rate the enemy moves basically.  Combine with travel time it's easy to miss them.  You need to be in front body blocking them to ensure you get a good landing.  Or jump over a wall/around a corner and cut them off.  Still it's not easy and won't work if you're already too far behind them.  Of course using your trait fixes this problem and you certainly can catch them with that.

6 hours ago, gerbercage said:

Varian taunt, garrosh taunt,throw, Brightwing polymorph and those target stun skill really can finish her on time before she can leave. Even you jump out on that time to flee, muradin stun can bring down from air.

If you're trying to jump out of the middle of the enemy team (close enough that Garrosh can taunt) then your only option is to use your trait.  Then it's simply a matter of if they can read you before you can get away.  This is the main reason why I don't think jumping into the middle of a team for initiation is the option you want to go with (despite most people talking about it when they mention her).

6 hours ago, gerbercage said:

This is melee hero, low spd attack, average dmg. All skill need channel to be effective and the skill mostly is short/melee range.

Her damage isn't bad per swing but yeah it's a bit slow.  That said slow swings don't matter all that much with her I've found.  Very rarely are you going to want to just sit on a target and swing at them.  Most of the time you're really going to be moving around to body block or using a talent in between swings which make her attack speed a relatively moot point.

Speaking of her skills I think people are too hung up on thinking charging her skills is required when it really isn't.  Her jump only needs to be charged as far as you want to go and her hammer swing honestly doesn't need charging much at all.  Yes it has that oh so tempting stun if you do but honestly in many situations the knock back alone is enough.  Even her self heal (while not as good without charge) is fine to pulse in between hammer swings.

6 hours ago, gerbercage said:

Anyone what is the range of Gift of Naaru?

From my experience it's about a quarter the length of the screen around your character.  Not as long as Chromie's sand blast.  A bit longer than Muradin's storm bolt.  Somewhere in there.  It has good range.

6 hours ago, gerbercage said:

Too bad a few of good ability which can help yrel a lot are not allow to cast on herself.

Yrel really doesn't want Gift to target herself as it would ruin her ability to heal others.  She already has a great amount of self heal via her Q (and Maraad's Insight which I strongly recommend).  Use her Q on cooldown mid fight (don't charge it) and after the fight use it to top yourself off.  You should do good HP wise unless you're really being focused.

6 hours ago, gerbercage said:

She is half tank half support hero.

1 hour ago, Valhalen said:

I agree. She feels a bit undertuned in my opinion. She REALLY IS fun to play, but I can't really think of any reasons to pick her instead of someone like Muradin. Currently her only niche is probably as a secondary tank in a hard engage team, in my opinion.

IMO she isn't even a tank and shouldn't be compared to Muradin (at least with her current build).  Instead I think of her as a full Support at this point.  Think of her as an Uther who traded his stun and line heal for more durability, self heal, a jump, and knock back ability.

Sure that's weird because she's listed as a tank and that's what she is intended to be I'm sure but given what she has atm if you want to find a reason to play her, think of her as a Support and go from there.

Edited by KSDT
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47 minutes ago, KSDT said:

IMO she isn't even a tank and shouldn't be compared to Muradin (at least with her current build).  Instead I think of her as a full Support at this point.  Think of her as an Uther who traded his stun and line heal for more durability, self heal, a jump, and knock back ability.

Sure that's weird because she's listed as a tank and that's what she is intended to be I'm sure but given what she has atm if you want to find a reason to play her, think of her as a Support and go from there.

She is kinda of a Hybrid Bruiser/Support. She has one of the highest base healthpools in the game. But your points are valid. Maybe when people start playing with her less agressively (unless when using the Avenging Wrath build) she will have a better performance.

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Just went to a Chinese (Taiwanese) forum, those people are whining about Yrel being absolutely garbage. Not tanky enough, self-sustain requiring channel, E being really slow ...... 

And she has 35.8% win rate. ==

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1 hour ago, ShadowerDerek said:

Just went to a Chinese (Taiwanese) forum, those people are whining about Yrel being absolutely garbage. Not tanky enough, self-sustain requiring channel, E being really slow ...... 

And she has 35.8% win rate. ==

HotS Reddit is covered in posts like that too.  Not enough damage, not tanky enough, charge up is too easy to interrupt, useless, ect...

I think it's very much a question of looking at her from the proper perspective than it is her being garbage.  If they are looking for another Muradin, able to jump into a full team go Avatar, and then jump out at his leisure then yeah, she doesn't do that.  I think part of the problem is how she was presented (as a Retribution Pally specifically) and part is people having an idea of how they want her to play that doesn't fit with how she does play.

Everyone I've seen is hung up on the idea of her jumping in and using hammer to smack an enemy or two back into her team.  That just doesn't work out well but they evaluate her whole kit around that anyway.  Only very rarely do I see a comment mentioning her healing and disengage ability and those people (usually professed Support mains) seem quite happy with her.

Edited by KSDT

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As a professed support main, I agree. She is surprisingly like Overwatch's Brigitte in that regard, bruiser/support. Her strengths are peeling, guarding and other indirect support, with healing thrown in if you pick Gift of Naruu.

Also, if you go for Maraad's Insight and Holy Wrath and spam her skills, weaving basic attacks between them, you can dish out a significant amount of AoE damage and self healing at the same time.

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1 hour ago, XeaKon said:

To all Yrels out there, learn what ETC mains learned: STOP SPREADING THE MINIONS WHEN I TRY TO HIT THEM.

Honestly her W is her worst and least useful wave clearing ability.  Her E does full damage uncharged and her Q does the most damage to a wide area.  Her wave clear should thus be E into D + Q followed up with auto attacks.  It's actually quite decent and reasonably quick.  If it's a large wave repeat the E into D + Q a second time.  As a bonus it also heals her a lot and doesn't use much mana.

The only times you'd use W is if there are siege Mercs or catapults you want to knock into your tower's range.

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(Copying here almost the same as the other post, because I was proud of it, and for posterity)

Weighting the pros and cons of charging up instead of instant casting is also part of playing Yrel. Of course, her abilities are stronger when fully charged, but they are only worthless if cancelled. If you instant cast them you get around 50% utility, I would say. If you end up in a position when you know the enemy can interrupt you (and they know it, too), then don't charge up. Or even better, play mind tricks with them. All of Yrel's abilities got only a 6 second cooldown, and since you shining all gold and mighty in the middle of the fight will call a lot o attention, use it to your team advantage. Friendly ETC is ready to cast Mosh PitMosh Pit? Bait an enemy's Storm BoltStorm Bolt to interrupt your VindicationVindication, wasting their cooldown. Need to run away, but oponnent Maiv is hot on your trail with Umbral BindUmbral Bind off cooldown? Let it interrupt your Righteous HammerRighteous Hammer instead of your Avenging WrathAvenging Wrath. The hero is too new (and not that popular) for us have seen all of it's possibilities. And playing with this level of coolheadedness is already hard enough with old and tested heroes.

Also, her talent tree is flexible enough to allow you to build up according to the enemy team. They have both Johanna and Anub'arak? Well, assume you will never be able to charge up completely and pick talents such as Maraad's InsightMaraad's Insight, DauntlessDauntless, Aegis of LightAegis of Light, and Holy WrathHoly Wrath that don't require you to charge up to get value. The enemy has no hard CC, or maybe only a Jet PropulsionJet Propulsion? You can safely pick Holy AvengerHoly Avenger, Aldor PeacekeeperAldor Peacekeeper or Velen's ChosenVelen's Chosen and fully charge most of times. Even if the enemy has three melee heroes with interrupts you can still make some strategic picks such as Light of KaraborLight of Karabor, Aldor PeacekeeperAldor Peacekeeper, Divine FavorDivine Favor and every time use Divine PurposeDivine Purpose with VindicationVindication during team fights.

And talking about her role, she is that 5th pick to round up your team. Already have a burst assassin, a strong frontliner, an efficient healer and someone to put constant pressure? Yrel can help on all of those roles, even if she can't fulfill them every time. Pair her to your squishes to guard them. Follow your frontliner to further disrupt the enemy team. Give healing, armor and cleanse to your allies from time to time to help them stay alive. Bait enemy's dangerous abilities or ultimates. That is her role.

In a similar way to Tyrande, she falls under the generalist stigma. People don't like her at first because they don't immediately get her purpose and effectiveness. As I posted before (or maybe another thread), she is a "true support" (support healer), capable of assisting every role on most situations.

Edited by lChronosl
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Guest Pollux

Guys I'd like to add one small thing that I feel you're overlooking: Yes all her abilities can be interrupted by stuns and this weakens her. But consider her role. Every stun used on her or kept free for her is a stun not used on her teammates. What she does very well is to distract from her team. At least when I play her I get a lot of attention from the enemy. She's a well done stun magnet.

If you got built-in face aggro, you need no taunt.

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Guest Mac

[Bubble Hearth] description is plain wrong.

" any damage she receives during that channel will cause Bubble Hearth to get interrupted"

False. Only HARD CC during the first second of the channel interrupts it, not damage.

Also there's a few talents which are described as "good", which in truth are huge baits, limiting your playstyle and ultimately causing Yrel to feel bad, but that's highly subjective, so I won't bother talking about those (even if Light of Karabor instantly comes to mind: after playing for dozens of games with Maraad's Insight, I switched back to LoK and it felt unplayable, it's a bad talent - lvl30 Yrel with 58.9% winrate, not QM)

But for [Bubble Hearth], please fix it.

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Guest Guyst

"Dauntless IconDauntless can be a valid choice if the enemy team relies heavily on physical damage, especially against fast attacking Heroes like Tracer. "

Just wondering here, why does it matter if the attacks are fast or not, when it's a percentage damage reduction? Wouldn't it be equally effective against physical damage regardless of speed?

Other than that, thanks for the guide update, gonna give a try for the new recommended talents.

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Guest Rice

Description for Ardent Defender is incorrect.

Quote

It is absolutely worth mentioning that Ardent Defender should usually be used while Yrel is still at 50% of her health or higher, in order to guarantee her participation during a team fight once the ability has expired.

The ability heals as damage is applied, not after the ability is over. There is no reason to fear dying during the duration of the skill.

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On 6/29/2018 at 9:37 AM, Guest Guyst said:

"Dauntless IconDauntless can be a valid choice if the enemy team relies heavily on physical damage, especially against fast attacking Heroes like Tracer. "

Just wondering here, why does it matter if the attacks are fast or not, when it's a percentage damage reduction? Wouldn't it be equally effective against physical damage regardless of speed?

Other than that, thanks for the guide update, gonna give a try for the new recommended talents.

Due to the 2 second duration. I believe he meant the time it takes to deal the damage. Tracer comes in and shoots then jumps out. Tapping an ability when you see her about to jump in should give you armour for most of her shots.

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      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.
    • By Staff
      Blizzard today released a new Heroes of the Storm patch and here are the official patch notes!
      (Source)
      Our next Heroes of the Storm patch is live! Read on for more information.
      NOTE: Orange text indicates a change between PTR and Live notes.
      Quick Navigation:
      General Map Update Hero Updates Balance Update Bug Fixes General
      Updated Homescreen and Startup Music. Updated Shop Bundles and Items. Return to Top
      Map Update
      Snow Brawl has been added to Custom Games. Volskaya
      The Triglav Protector will now gain 25% increased energy regeneration and the Pilot and Gunner Abilities will both recharge 25% faster while both slots are occupied. Return to Top
      Hero Updates
      Chen
      Talents
      Level 10 Wandering Keg Wandering Keg updated to be a targeted forced Quick cast instead of a Self cast. Samuro
      General
      Order of buffs in the Buff bar has been updated to match the order in which talents are gained. Samuro can no longer target a Mirror Image that is affected by launch effects (Example: Phase Prism). Samuro will no longer mirror Hearthstone and Mount commands on his Mirror Images if the command is sent while selecting a Mirror Image and not Samuro. Tooltips have been updated to reduce confusion. Base
      Image Transmission [Trait] Advancing Strikes will now copy Samuro's state for the following: creating a new Mirror Image, Image Transmission, Deflection, Press the Attack. Wind Walk [E] Wind Walk will no longer cancel move and attack commands in the command queue when activated. Critical Strike [W] Activating Critical Strike while Samuro's Basic Attack is being swung will now apply to that attack, rather than the next attack, and will carry the attack reset over to the next Basic Attack. Samuro can now see his Critical Strike progress below his Healthplate. Samuro can now see the remaining duration of Critical Strike's activation around the ability button. Critical Strike will now copy Samuro's state for the following: creating a new Mirror Image, Image Transmission, Deflection, Press the Attack. Talents
      Level 1 Way of Illusion Way of Illusion quest progress is now correctly mirrored between different Mirror Images and Samuro. Level 7 Burning Blade Burning Blade is now an additive modifier for both Samuro and his Mirror Images instead of just his Mirror Images. Level 13 Kawarimi Kawarimi Mirror Images will now clear their command queue of Hearthstone commands when created. Level 16 Harsh Winds Harsh Winds is now an additive modifier. Balance Update
      Heroes
      Arthas
      Talents
      Level 13 Frost Strike Rework: If Death Coil hits a target Slowed by Frost Strike, they will be Silenced for 1 second. Rework: No Longer reduces the cooldown of Frostmourne Hungers. Level 16 Frostmourne Feeds Rework: The cooldown for Frostmourne Hungers now starts as soon as the first empowerment is used. Rework: The second Frostmourne Hungers empowerment now only applies after hitting a Hero and lasts for 4 seconds. D.Va
      Base
      Max Health increased from 2100 to 2150. Defense Matrix [W] Damage reduction increased from -50% to -60%. Talents
      Level 1 Liquid Cooling Bonus duration increased from 35% to 50%. Level 7 Get On The Point! Movement Speed increase duration increased from 2 seconds to 3 seconds. Timer reduced from 3 seconds to 2 seconds. Level 10 Bunny Hop Damage increased from 70 to 78. Proc bonus damage reduced from 100% to 80%. Micro Missiles Cooldown between charges reduced from 5 to 3 seconds. Cooldown per charge reduced from 20 to 19 seconds. Level 13 Target Locked Armor reduction and Slow are now refreshed in duration if the enemy Hero already has the debuffs. Reduced the amount of time that enemy Heroes need to be in the Defense Matrix from 1 second to 0.75 seconds. Level 16 Diverting Power Healing reduced from 35 to 31. Emergency Shielding Duration increased from 4 to 8 seconds. Shield increased from 280 to 290. Greymane
      Talents
      Level 16 Lord Of His Pack New: Replaces Executioner. Basic Attacks against Slowed, Rooted or Stunned enemy Heroes deal 25% additional damage for 3 seconds, increased to 50% while in Worgen Form. Imperius
      Talents
      Level 10 Wrath of the Angiris Rework: Damage reduced from 375 to 250. Rework: Now deals 20% additional damage for each Valorous Brand marker on the target when landing. Rework: Valorous Brand markers placed by Imperius will no longer be removed when launching the target into the air. These can still expire while in the air. Li Li
      Talents
      Level 1 Free Drinks Can now reduce the cooldown multiple times per cast (Example: Combined with Two For One). Level 20 Shake It Off Armor now persists for 2 seconds after Stun, Silence, or Root expires. Medivh
      Talents
      Level 20 Glyph of Poly Bomb Rework: Target an area to apply Poly Bomb to all enemy Heroes in the area. Poly Bomb activates a second time 1 second after. Murky
      Talents
      Level 13 Egg Shell The Shield now regains an amount equal to 35% of Murky's current Health when Murky places a new Egg. Varian
      Talents
      Level 20 Demoralizing Shout Cooldown of Demoralizing Shout and Parry are reduced by 2.5% whenever an enemy Hero affected by Demoralizing Shout deals damage to a Hero. Return to Top
      Bug Fixes
      General
      Fixed issues with Block and Basic Attacks that Ignore Armor. Map
      Cursed Hollow Fixed an issue that caused Cursed Hollow's Call for Help's Armor reduction to not be cleared by Stasis or Invulnerable. Heroes
      Anubarak Level 20 Cryptweave Fixed an issue that caused Cryptweave's duration increase to be granted while Anub'arak is dead. Artanis Level 10 Purifier Beam Fixed an issue that caused Purifier Beam to last up to an additional 0.5 seconds. Azmodan Level 10 Demonic Invasion Fixed an issue that caused Demonic Invasion grunts to attack Stealthed enemies. Cassia Level 20 Titan's Revenge Fixed an issue that caused Titan's Revenge empowered Basic Attacks to consume Block charges. Fixed an issue that caused Titan's Revenge to not apply to Charged Strikes bounce attacks. Cho'Gall General Fixed an issue that caused Cho and Gall to become separated if Cho enters a Vehicle the moment the Vehicle expires. Deathwing Level 10 Bellowing Roar Fixed an issue to allow Deathwing to cast Bellowing Roar while Dragonflight is active. Diablo Base Black Soulstone [Trait] Fixed an issue that caused Diablo's health gained from Black Soulstone to not be accurate. D.Va Base Self Destruct [E] Exploding Mech visibility has been updated from the detonation area to the expanding warning indicator area. Boosters [Q] Fixed an issue that caused Boosters to not be affected by cooldown reduction granted by Allied Heroes. Will now behave similarly to Defense Matrix and have a fresh cooldown when a new Mech is called. Level 16 Emergency Shielding Will now be properly reset when ability cooldowns are reset in Sandbox or Try Mode. Fenix Level 20 Unconquered Spirit Ability will no longer be shaded as though it is disabled when off cooldown. Will now be properly reset when ability cooldowns are reset in Sandbox or Try Mode. Gul'dan Base Drain Life [W] Added a range indicator for Drain Life. Hanzo Level 16 Piercing Arrows Fixed an issue that caused Storm Bow to not hit targets in close proximity to the first target hit with Piercing Arrows. Johanna Level 20 Indestructible Ability will no longer be shaded as though it is disabled when off cooldown. Will now be properly reset when ability cooldowns are reset in Sandbox or Try Mode. Junkrat Level 7 Dirty Trickster Will now be properly reset when ability cooldowns are reset in Sandbox or Try Mode. Leoric Level 1 Fealty Unto Death Healing increased from 31.85 to 32. Updated the tooltip to display number instead of percentage. Li Li Base Cloud Serpent [W] Fixed an issue that caused crit floating modifiers to not apply to Cloud Serpent damage. Fixed an issue that caused Defense Matrix to not apply to any Cloud Serpent damage. Fixed an issue that caused Spell Power to not apply to Cloud Serpent healing. Healing Brew [Q] Fixed an issue that caused Healing Brew to be disjointed if the target Teleports. Level 7 The Good Stuff Fixed an issue that caused The Good Stuff's Fast Feet healing increase to be multiplicative. Level 10 Jug of 1,000 Cups Fixed an issue that caused Jug of 1,000 Cups to instantly heal the target if the target Teleports while the jug is on its way to them. Level 13 Lightning Serpent Fixed an issue that caused Spell Power and other damage mods to not apply to Lightning Serpent damage. Level 16 Pick Me Up Fixed an issue that caused Pick Me Up's healing increase to be multiplicative. Lt. Morales Level 4 Trauma Trigger Will now be properly reset when ability cooldowns are reset in Sandbox or Try Mode. Fixed an issue that caused the cooldown displayed on the ability to show incorrectly. Maiev Level 4 Sudden Vengeance Fixed an issue that caused Sudden Vengeance to not activate Ruthless Spirit. Mal'Ganis Level 1 Winged Guard Fixed an issue that caused Winged Guard to lose Block charges to all effects that ignore Armor. Mephisto Level 16 Lightning Reaction Fixed an issue that caused Lightning Reaction to activate around Shades of Mephisto when Mephisto has not selected Mimic. Nazeebo Base Voodoo Ritual [Trait] Fixed an issue that caused Voodoo Ritual and Vile Infection to display the incorrect total damage value in their tooltips. Fixed an issue that caused Voodoo Ritual to not grant stack progress if the target is killed by the last tick of Voodoo Ritual after completing Vile Infection. Level 10 Gargantuan Fixed an issue that caused Gargantuan Stomp damage to not display the correct values in the tooltip. Orphea Level 16 Dead Magic Fixed an issue that caused Chaos-empowered Basic Attacks from Dead Magic to consume Block charges. Rehgar Level 7 Purification When selecting Purification, Purge will now be able to target Unstoppable enemy Heroes. Rexxar Level 10 Unleash the Boars Unleash the Boars damage updated to have Rexxar deal the damage instead of each Boar dealing its own damage. Samuro Base Image Transmission [Trait] Fixed an issue that allowed Samuro to cast Image Transmission on a destroyed Mirror Image if it was queued to happen directly after Mirror Image was cast. If Samuro activates Image Transmission or if a new Mirror Image is created, any Mirror Images that are updated will copy Blessing of the Red if it is present on Samuro instead of increasing their maximum Health as if Blessing of the Red were cast on them. Level 7 Crushing Blows Fixed an issue that caused Crushing Blows to apply to the triggering Critical Strike. Level 20 Three Blade Style Fixed an issue that caused Three Blade Style to increase Mirror Image maximum health if Samuro gained Blessing of the Red between the Images being created and the talent being selected. Fixed an issue that caused Three Blade Style to reset the duration on an active Mirror Image when selected. Sgt. Hammer General Sgt. Hammer's level 1 talent icon changes have been reverted. Stitches Level 13 Meat Hook Fixed an issue that caused the refresh duration to not match the full duration of Meat Hook. Tassadar Level 7 Arc Discharge Will now be properly reset when ability cooldowns are reset in Sandbox or Try Mode. Fixed an issue that caused Arc Discharge to become disjointed when Tassadar stops attacking. The Butcher General Talent sorting for The Butcher has been updated to be the same as other Heroes. Base Fresh Meat [Trait] Fresh Meat is now referred to as stacks instead of charges. Thrall Level 13 Spirit Shield Fixed an issue with Spirit Shield's cooldown reduction from Frostwolf Resilience. Tyrande Level 1 Ranger Fixed an issue that caused Ranger to allow Sentinel to hit up to 3 targets. Level 4 Everlasting Light Added an indicator on targets that will receive additional healing from Light of Elune. Whitemane Base Inquisition [W] Added a range indicator for Inquisition. Fixed an issue that caused Inquisition to not be cancelled if the target leaves the radius while Stealthed. Zul'jin Level 16 No Mercy! Fixed an issue that caused empowered Grievous Throw Basic Attacks from No Mercy! To not activate Medivh's Raven Familiar. Return to Top
      Click here to discuss this post with other players in the official Heroes of the Storm forums.

    • By Staff
      Blizzard has updated the PTR patch notes from November 14 with additional Hero changes.  
      (Source)
      NOTE: New changes are highlighted in Orange text.
      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:
      Map Update Hero Updates Balance Update Bug Fixes Map Update
      Volskaya
      The Triglav Protector will now gain 25% increased energy regeneration and the Pilot and Gunner Abilities will both recharge 25% faster while both slots are occupied. Return to Top
      Hero Updates
      Chen
      Talents
      Level 10 Wandering Keg Wandering Keg updated to be a targeted forced Quick cast instead of a Self cast. Samuro
      General
      Order of buffs in the Buff bar has been updated to match the order in which talents are gained. Samuro can no longer target a Mirror Image that is affected by launch effects (Example: Phase Prism). Samuro will no longer mirror Hearthstone and Mount commands on his Mirror Images if the command is sent while selecting a Mirror Image and not Samuro. Tooltips have been updated to reduce confusion. Base
      Image Transmission [Trait] Advancing Strikes will now copy Samuro's state for the following: creating a new Mirror Image, Image Transmission, Deflection, Press the Attack. Wind Walk [E] Wind Walk will no longer cancel move and attack commands in the command queue when activated. Critical Strike [W] Activating Critical Strike while Samuro's Basic Attack is being swung will now apply to that attack, rather than the next attack, and will carry the attack reset over to the next Basic Attack. Samuro can now see his Critical Strike progress below his Healthplate. Samuro can now see the remaining duration of Critical Strike's activation around the ability button. Critical Strike will now copy Samuro's state for the following: creating a new Mirror Image, Image Transmission, Deflection, Press the Attack. Talents
      Level 1 Way of Illusion Way of Illusion quest progress is now correctly mirrored between different Mirror Images and Samuro. Level 7 Burning Blade Burning Blade is now an additive modifier for both Samuro and his Mirror Images instead of just his Mirror Images. Level 13 Kawarimi Kawarimi Mirror Images will now clear their command queue of Hearthstone commands when created. Level 16 Harsh Winds Harsh Winds is now an additive modifier. Balance Update
      Heroes
      Arthas
      Talents
      Level 13 Frost Strike Rework: If Death Coil hits a target Slowed by Frost Strike, they will be Silenced for 1 second. Rework: No Longer reduces the cooldown of Frostmourne Hungers. Level 16 Frostmourne Feeds Rework: The cooldown for Frostmourne Hungers now starts as soon as the first empowerment is used. Rework: The second Frostmourne Hungers empowerment now only applies after hitting a Hero and lasts for 4 seconds. D.Va
      Base
      Max Health increased from 2100 to 2150. Defense Matrix [W] Damage reduction increased from -50% to -60%. Talents
      Level 1 Liquid Cooling Bonus duration increased from 35% to 50%. Level 7 Get On The Point! Movement Speed increase duration increased from 2 seconds to 3 seconds. Timer reduced from 3 seconds to 2 seconds. Level 10 Bunny Hop Damage increased from 70 to 78. Proc bonus damage reduced from 100% to 80%. Micro Missiles Cooldown between charges reduced from 5 to 3 seconds. Cooldown per charge reduced from 20 to 19 seconds. Level 13 Target Locked Armor reduction and Slow are now refreshed in duration if the enemy Hero already has the debuffs. Reduced the amount of time that enemy Heroes need to be in the Defense Matrix from 1 second to 0.75 seconds. Level 16 Diverting Power Healing reduced from 35 to 31. Emergency Shielding Duration increased from 4 to 8 seconds. Shield increased from 280 to 290. Greymane
      Talents
      Level 16 Lord Of His Pack New: Replaces Executioner. Basic Attacks against Slowed, Rooted or Stunned enemy Heroes deal 25% additional damage for 3 seconds, increased to 50% while in Worgen Form. Imperius
      Talents
      Level 10 Wrath of the Angiris Rework: Damage reduced from 375 to 250. Rework: Now deals 20% additional damage for each Valorous Brand marker on the target when landing. Rework: Valorous Brand markers placed by Imperius will no longer be removed when launching the target into the air. These can still expire while in the air. Li Li
      Talents
      Level 1 Free Drinks Can now reduce the cooldown multiple times per cast (Example: Combined with Two For One). Level 20 Shake It Off Armor now persists for 2 seconds after Stun, Silence, or Root expires. Medivh
      Talents
      Level 20 Glyph of Poly Bomb Rework: Target an area to apply Poly Bomb to all enemy Heroes in the area. Poly Bomb activates a second time 1 second after. Murky
      Talents
      Level 13 Egg Shell The Shield now regains an amount equal to 35% of Murky's current Health when Murky places a new Egg. Varian
      Talents
      Level 20 Demoralizing Shout Cooldown of Demoralizing Shout and Parry are reduced by 2.5% whenever an enemy Hero affected by Demoralizing Shout deals damage to a Hero. Return to Top
      Bug Fixes
      General
      Fixed issues with Block and Basic Attacks that Ignore Armor. Map
      Cursed Hollow Fixed an issue that caused Cursed Hollow's Call for Help's Armor reduction to not be cleared by Stasis or Invulnerable. Heroes
      Anubarak Level 20 Cryptweave Fixed an issue that caused Cryptweave's duration increase to be granted while Anub'arak is dead. Artanis Level 10 Purifier Beam Fixed an issue that caused Purifier Beam to last up to an additional 0.5 seconds. Azmodan Level 10 Demonic Invasion Fixed an issue that caused Demonic Invasion grunts to attack Stealthed enemies. Cassia Level 20 Titan's Revenge Fixed an issue that caused Titan's Revenge empowered Basic Attacks to consume Block charges. Fixed an issue that caused Titan's Revenge to not apply to Charged Strikes bounce attacks. Cho'Gall General Fixed an issue that caused Cho and Gall to become separated if Cho enters a Vehicle the moment the Vehicle expires. Deathwing Level 10 Bellowing Roar Fixed an issue to allow Deathwing to cast Bellowing Roar while Dragonflight is active. Diablo Base Black Soulstone [Trait] Fixed an issue that caused Diablo's health gained from Black Soulstone to not be accurate. D.Va Base Self Destruct [E] Exploding Mech visibility has been updated from the detonation area to the expanding warning indicator area. Boosters [Q] Fixed an issue that caused Boosters to not be affected by cooldown reduction granted by Allied Heroes. Will now behave similarly to Defense Matrix and have a fresh cooldown when a new Mech is called. Fenix Level 20 Unconquered Spirit Ability will no longer be shaded as though it is disabled when off cooldown. Will now be properly reset when ability cooldowns are reset in Sandbox or Try Mode. Gul'dan Base Drain Life [W] Added a range indicator for Drain Life. Hanzo Level 16 Piercing Arrows Fixed an issue that caused Storm Bow to not hit targets in close proximity to the first target hit with Piercing Arrows. Johanna Level 20 Indestructible Ability will no longer be shaded as though it is disabled when off cooldown. Will now be properly reset when ability cooldowns are reset in Sandbox or Try Mode. Junkrat Level 7 Dirty Trickster Will now be properly reset when ability cooldowns are reset in Sandbox or Try Mode. Leoric Level 1 Fealty Unto Death Healing increased from 31.85 to 32. Updated the tooltip to display number instead of percentage. Li Li Base Cloud Serpent [W] Fixed an issue that caused crit floating modifiers to not apply to Cloud Serpent damage. Fixed an issue that caused Defense Matrix to not apply to any Cloud Serpent damage. Fixed an issue that caused Spell Power to not apply to Cloud Serpent healing. Level 7 The Good Stuff Fixed an issue that caused The Good Stuff's Fast Feet healing increase to be multiplicative. Level 13 Lightning Serpent Fixed an issue that caused Spell Power and other damage mods to not apply to Lightning Serpent damage. Level 16 Pick Me Up Fixed an issue that caused Pick Me Up's healing increase to be multiplicative. Lt. Morales Level 4 Trauma Trigger Will now be properly reset when ability cooldowns are reset in Sandbox or Try Mode. Fixed an issue that caused the cooldown displayed on the ability to show incorrectly. Maiev Level 4 Sudden Vengeance Fixed an issue that caused Sudden Vengeance to not activate Ruthless Spirit. Mal'Ganis Level 1 Winged Guard Fixed an issue that caused Winged Guard to lose Block charges to all effects that ignore Armor. Mephisto Level 16 Lightning Reaction Fixed an issue that caused Lightning Reaction to activate around Shades of Mephisto when Mephisto has not selected Mimic. Nazeebo Level 10 Gargantuan Fixed an issue that caused Gargantuan Stomp damage to not display the correct values in the tooltip. Orphea Level 16 Dead Magic Fixed an issue that caused Chaos-empowered Basic Attacks from Dead Magic to consume Block charges. Rehgar Level 7 Purification When selecting Purification, Purge will now be able to target Unstoppable enemy Heroes. Rexxar Level 10 Unleash the Boars Unleash the Boars damage updated to have Rexxar deal the damage instead of each Boar dealing its own damage. Samuro Base Image Transmission [Trait] Fixed an issue that allowed Samuro to cast Image Transmission on a destroyed Mirror Image if it was queued to happen directly after Mirror Image was cast. If Samuro activates Image Transmission or if a new Mirror Image is created, any Mirror Images that are updated will copy Blessing of the Red if it is present on Samuro instead of increasing their maximum Health as if Blessing of the Red were cast on them. Level 7 Crushing Blows Fixed an issue that caused Crushing Blows to apply to the triggering Critical Strike. Level 20 Three Blade Style Fixed an issue that caused Three Blade Style to increase Mirror Image maximum health if Samuro gained Blessing of the Red between the Images being created and the talent being selected. Fixed an issue that caused Three Blade Style to reset the duration on an active Mirror Image when selected. Sgt. Hammer General Sgt. Hammer's level 1 talent icon changes have been reverted. Stitches Level 13 Meat Hook Fixed an issue that caused the refresh duration to not match the full duration of Meat Hook. The Butcher General Talent sorting for The Butcher has been updated to be the same as other Heroes. Base Fresh Meat [Trait] Fresh Meat is now referred to as stacks instead of charges. Tyrande Level 1 Ranger Fixed an issue that caused Ranger to allow Sentinel to hit up to 3 targets. Whitemane Base Inquisition [W] Added a range indicator for Inquisition. Fixed an issue that caused Inquisition to not be cancelled if the target leaves the radius while Stealthed. Zul'jin Level 16 No Mercy! Fixed an issue that caused empowered Grievous Throw Basic Attacks from No Mercy! To not activate Medivh's Raven Familiar. Return to Top
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