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Damien

Heroes of the Storm Jaina

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9 minutes ago, Guest Gwinty said:

I was just wondering: Is there an update planed for your guides? Because the changelogs read that the Ability guid was updated at Jule16, the Strategy guid was updated April16 and the synergy and counter guide was updated Jule16. There where many heroes added to the game and many changes and I would love to hear your opinions on those Heroes and changes.

Yes, this guide will receive an update. Sadly, our authors are currently busy, so you will probably have to wait a bit. Sorry for the incovenience.

18 minutes ago, Guest Gwinty said:

Also I was wondering about the Talent guide: The Build Guide talks about three builds, while the Talent page only refers to one specific build. I don't think its fitting to have the build guide advice Talents that the Talent guid turned down.

Thank you forpointing it out. I will make sure to get this looked at. Again, sorry for the inconvenience.

25 minutes ago, Guest Gwinty said:

Also as another use already mentiont the Q-Build is very popular right now and that made me wonder: Why is it? Is it just popular or is it more effective?

The Q build is popular because it's good. It's quite skillshot reliant, so take this build only if you can hit Q (almost) every time.

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Guest Wrecker#1722

I am not going to tell you how many times I finished a kill when taking Winters reach. Not only that using it allows me to get closer to a chilled target that started from far away to get close enough to use my cone after placing my blizzard. 

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On 3/25/2017 at 10:14 PM, Guest Wrecker#1722 said:

I am not going to tell you how many times I finished a kill when taking Winters reach. Not only that using it allows me to get closer to a chilled target that started from far away to get close enough to use my cone after placing my blizzard. 

The thing is, often you don't need the extra reach. In teamfights, it will get body blocked, even with the additional single pierce. If you're using it to engage and require that extra range, often this is just a mistake of positioning. If you reposition yourself before engaging, you won't need the extra range and can simply keep them slowed and closer to you due to the 30% slow.

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Guest Bang Bang Shooting

Sooo... this guide will receive an update right? it's been 3 months now.

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2 hours ago, Guest Bang Bang Shooting said:

Sooo... this guide will receive an update right? it's been 3 months now.

An update should come this or the following week. Sorry to keep you waiting!

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Guest Bang Bang Shooting
14 hours ago, positiv2 said:

An update should come this or the following week. Sorry to keep you waiting!

Finally, thanks you for your hard work :).

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Guest Bang Bang Shooting

Is an update for Jaina and Illidan (or any others outdated heroes) gonna come out this week right? It's been almost 2 weeks already :(.

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6 hours ago, Guest Bang Bang Shooting said:

Is an update for Jaina and Illidan (or any others outdated heroes) gonna come out this week right? It's been almost 2 weeks already :(.

Sadly, the last two patches came with a somewhat short succession, which overloaded our authors, especially Oxygen who has been assigned extra work, which made Jaina's guide a low priority as there should be no outdated information in it AFAIK and is rather a thing of the old format/new format, which we don't believe to be a pressing matter.

As for Illidan, the only change he has received so far is the change of Unending HatredUnending Hatred, which doesn't change its viability that much - the update is again a cosmetic thing mostly.

With Oxygen being assigned extra work with higher priority, I don't really know the ETA and I do not dare to guess.

I am very sorry for this course of events which made the updates a low priority item on our to-do list, but the guides are still up-to date apart from the format, so they should be usable.

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Many, if not all, the guides on here are so good with their extensive analysis and concise information that the old format guides such as this one are still very much on point for heroes such as Jaina who haven't had any changes. No doubt the authors are hard at work continuing to bring us this high standard, and we thank you all for your efforts! 

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Guest ArtVandelay

*Note - I tried to sign in and I am getting 404 errors.

 

I agree with most of this guide, but not all.  I find ring of frost much better (turns a battle and sometimes entire game around) than elemental.  I also take issue that the description on level 20 ring now says you can't take it with taking elemental.  It used to actually say why it is not that effective, which is because it  stuns in the middle and that is all it adds.

I also prefer the energy talent at level 4 (I used to only play piercing talent at  4).  I find that unless you are in a map where you are constantly laning (Spiders) or there are minions in the way (Infernal Shrine), the piercing isn't that helpful.  Sure, you can camp faster (hits both siege giants) or hit two heroes at times (I find this to be too precise positioning wise to try and get two targets and can get you killed).  But the extra energy helps a ton when you are in sustained battles (Braxis wave clear, Immortal fights, killing punisher, garden terror, etc.).  I feel you get more value on most maps from that, and those talents should both be situational depending on the map.

I also prefer the lowering of armor to the 1 second stun, but I could see the stun being better sometimes.  My point is that Jaina should capitalize on bad positioning and burst targets, rather than trying to create positioning advantages like you suggest with the 1 second stun.  I usually have no trouble landing the 2nd wave of blizzard anyway as I cast blizzard and quickly cone before the blizzard lands (like the Kerrigan pull/stun combo works).  Only heroes with an extreme escape avoid the waves that way. 

 

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Oxy said he will be rewriting this guide. In its current state I agree with you on most issues. By Energy Talent, do you mean Arcane IntellectArcane Intellect? Currently most of Jaina's talent tiers are very balanced (I'd say all except 7, 10 and 20), so the talent you pick is mostly up to personal preference than power.

21 hours ago, Guest ArtVandelay said:

*Note - I tried to sign in and I am getting 404 errors.

That's strange, I am not having any issues signing in. Where (url) did you tried logging in from?

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Jaina isn't my main but I've played as/with/against her since Beta and I've always felt that the range on Frostbolt is absolutely mandatory, otherwise she puts herself in an extremely vulnerable position (even for poking) where almost every competent team would delete her with little to no effort. The Storm Front talent (lvl13 Blizzard range) also feels like a game changer but not as much as Winter's Reach.

With the Kel'thuzad update I feel that the range as become even more important since the Ice Block ability is only acquirable by doing 15k dmg to chilled heroes. It may not seem like much compared to Jaina's average overall hero damage but you'll find that a lot of games (victories) would end without having earned Ice Block even past level 20.

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This guide needs an update with all the new changes.  Especially since some talents are actually gone now.  Jaina used to be one of my mains (still one of my favorites).  I tried the new changes out last night (only a couple games).  The new level 1 talent is really nice,   The quest is pretty easy of course, unless maybe you are on a map like battle of ancients where you will rarely get globes.  I never took the other two talents anyway (always took the extra chill amount).

If you take the level 1 quest and the talent that returns mana from chilled targets, you basically never have to hearth for mana ever again.  I am not sure the 2nd talent is really needed most times, but I also usually don't need the piercing bolt either (if you position well you don't hit minions with it much anyway), though it does help to chill two heroes in objective battles.  Most times I will probably take that, but on a map like battle of the ancients, I would probably skip the level 1 quest and take the other mana one to help sustain burst on the immortal (since it is easy to burn your energy in that prolonged fight in the middle).

I always took Ring of Frost (and usually get 2+ heroes trapped in it most uses).  But they buffed Elemental a lot, so I think I will go with that now (unless a teammate has real good setup CC for the ring, which gives you more reliable damage and helps with her trait quest.  Still not sure if I like the cone width/CD more or the root on cone.   The width isn't spectacular IMO, but the CD is huge.  I have just always tried to maximize her burst rather than CC, because her role should be following up and bursting targets displaced, and not trying to initiate CC for your team.

 

At any rate, the changes were really good IMO.  She has a lot easier time sustaining her damage now and not being a very short time contributor to a team fight.  She always had good lane clear, but can easily stay in lane now with the extra mana.

Edited by ArtVandelay

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13 hours ago, ArtVandelay said:

This guide needs an update with all the new changes.

Not sure what you mean. The guide has been updated already. Are there outdated parts somewhere in the guide?

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Ice Floes and Icefury Wand are both viable from my experience. The cooldown reduction on Ice Floes is very easily filled and has great synergy with 16 Ice Cone talents. Icefury Wand's solid damage boost is comparable to Ice Lance and is far more reliant. It also has great synergy with Ice Barrier, since it basically incorporates Vigorous Assault into her AA. The Blizzard cdr is an added bonus, making the talent even better. Besides, Jaina should always be in range in someone that is chilled, since she shines best at mid-range and her chill self-peels for her.

On the other hand, I'm not a fan of Ice Lance, especially for team fights. It's a strong talent, but relies on a skillshot that can be predicted. The only reason I would pick it is to counter melee and use it for PvE. Otherwise, I could get more aoe damage with Ice Floes or a more consistent AA damage with Icefury Wand.

Edited by Trensicourt

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On 9/9/2017 at 11:57 PM, Trensicourt said:

Ice Floes and Icefury Wand are both viable from my experience. The cooldown reduction on Ice Floes is very easily filled and has great synergy with 16 Ice Cone talents. Icefury Wand's solid damage boost is comparable to Ice Lance and is far more reliant. It also has great synergy with Ice Barrier, since it basically incorporates Vigorous Assault into her AA. The Blizzard cdr is an added bonus, making the talent even better. Besides, Jaina should always be in range in someone that is chilled, since she shines best at mid-range and her chill self-peels for her.

On the other hand, I'm not a fan of Ice Lance, especially for team fights. It's a strong talent, but relies on a skillshot that can be predicted. The only reason I would pick it is to counter melee and use it for PvE. Otherwise, I could get more aoe damage with Ice Floes or a more consistent AA damage with Icefury Wand.

I've played a bit more with them, and while I think that while they're decent talents, I feel very "slow" without Ice Lance since I usually pretty reliably trigger the cooldown reduction. It is particularly fun with Icy Veins. But, in the end, all 3 talents are within 2% win/loss ratio, so no huge loss there, whatever you do end up picking. I tend to be pretty mercenary-oriented however, so Ice Lance may just feel more natural to my playstyle.

The biggest challenge in guide writing is when to recommend everything; I tend to be open to alternate choices, but I need to find a justification. If ice lance performs just as well, on top of opening easier mercenary camping and sieging, there's no reason to really go for other talents.

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Guest Guest Rainy

My opinions -

1) At level 1 Winter's Reach is a genuine consideration, especially against melee assassins that can kill you if you approach too close (Illidan, Kerrigan, etc). This lets you poke them while remaining out of range of their gap closers. It's true that you'll need to get close to use Cone of Cold, but this gives you a way to continue to be useful while waiting for an opportunity. You'll be sinking more talents into this skill later as well. Fingers of Frost is the greedier alternative. If you can safely get close to use Cone of Cold or even add some autoattack damage, then I'd take this before Winter's Reach too.

2) At level 4, Frost Shards is too good to justify Arcane Intellect, even if another talent were taken at level 1 (or even if another talent were taken at level 1, since Frost Shards complements Winter's Reach).

3) At level 7, Ice Floes deserves more than an X. Both boosts to Cone of Cold are valuable, especially in conjunction with your level 16 choice. Increased AoE also improves Jaina's waveclear.

4) At level 13, I've grown somewhat fond of Storm Front. Icy Veins is by no means bad, but it's also no Rewind. Your damage isn't available again immediately, and by the time it's available the opportunity might no longer be there. Storm Front allows you to cast Blizzard behind the enemy team, which is much stronger than casting it on their frontline. It's especially good if you're in a map with chokepoints where Blizzard is stronger, e.g. Towers of Doom (where it also lets you interrupt opponents better). I would not make Storm Front default, but maybe a ?

5) At level 16, if taking Storm Front at level 13, then Snowstorm becomes defensible.

I think you could consider Winter's Reach / Frost Shards Ice Lance -> Storm Front / Snowstorm as a separate build. This gives up a little on Cone of Cold (can still use it to hit frontliners) to turn Jaina into a long-range nuker ala Chromie, except with much more reliable damage.

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Hm, as a new player (and especially with Assassinsv I just suck), I won't comment on the viability of the Siege Build with Winter's Reach and Storm Front. However, I do feel that it hinders your output in prolonged teamfights, which is quite harmful.

However, I do agree that the level 7 Ice Floes talent is underrated, at least if it comes to waveclearing. However, I also feel you give up some power in teamfights for using this talent as it pretty much forces you to pick the Ice Barrier on level 13 for the sustainability (as you will be even closer to your opponents). But on maps like Braxis Holdout, where you can get flooded by minions of which no one is particularly large to require Ice Shard spam, I do feel this is a viable option.

 

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I prefer using Jaina as a multi lane waveclear who can take opportunistic hero and siege damage when moving across map. When waiting for cooldown I'll often move to a new lane. When low on mana I just hearth and head to an opposite lane. She's a pretty easy character to be impactful with. And while fragile and not mobile, the slows sure do help with escapes too.

For Talents, I grab Chill combos and it works just fine. Don't see a need to change things yet. She's a pretty relaxing character to play.

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Hey Folks,

when I started playing Jaina I was like most here who want to take range on frostbolt and maybe blizzard too.

The thing is as I improved I came to the conclusion that the range is not really required and by taking them you loose alot of other cool percs. I think to play jaina at full potential you have to get a little closer anyways. Otherwise you couldnt land any auto-attacks not the mention cone of ice wich has the highest single burst dmg of jainas skills.

I run most of the times this build and i call it "Duelling Jaina" https://www.icy-veins.com/heroes/talent-calculator/jaina#31.0!3332223

It has no range, radius increase or bolt pierce. These three things just make it easier for beginner to land their skills. I rather go with things like shield, mana reg, bonus armor, armor reduction. For level 20 blink can be pretty awesome but it depends on the game. same goes for the level 4 talent where I alter between arcane intellect and frost armor depending on how much in danger of getting hit/jumped by AA heroes I am.

This build makes jaina much more durable and she can survive pretty well. The armor reduction is also pretty strong as it buffs the dmg output of your whole team. As little bonus the shield from ice barrier lets you take down merc camps pretty easy without losing much hp.

The downside is as I mentioned the fact that all your skills are harder to land now and require better positioning.

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Guest whatdoyathink

Fingers of frost is not that good of a talent to take at level 1 imho, I switched and started going with Winter's reach every game and I like it much more.
 

Quote

Winter's Reach IconWinter's Reach has very little practical effect. Very rarely will there be a situation where the increased range on Frostbolt IconFrostbolt makes a difference, especially considering you need to be very close to hit enemies with Cone of Cold IconCone of Cold. Furthermore, Frostbolt's relatively slow projectile speed makes it difficult to fully exploit the range increase.

Not true, increased range has many practical uses, especially poking enemies who have higher range than you. You can cast it out of field of view. You can finish off enemies running away more often. With pierce this talent becomes even more useful/powerful and with ice lance ganking is so much easier.

Meanwhile fingers of frost requires you to collect orbs, which not always can be possible and actually forces you to a different gameplay style because you have to focus on collecting orbs. 10% increased damage looks good on paper but I never manage to get the orbs before like 20 minute mark, and by then Jaina's damage is so ridiculous that you don't even need that additional 10% because any kill is an overkill.

In my opinion it should be marked as situational. Longer range is very helpful during laning phase against some of the heroes. I personally stopped going fingers of frost and at the moment and I always pick the increased range after playing few games with it.

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5 hours ago, Guest whatdoyathink said:

10% increased damage looks good on paper but I never manage to get the orbs before like 20 minute mark

Really? 20 globes are so easy to collect as long as you keep clearing lanes, rotate, and get merc camps, which you should always do as Jaina. 

5 hours ago, Guest whatdoyathink said:

In my opinion it should be marked as situational.

I do agree that it's situational though. The extra range is good against immobile assassins who out-range you, like Chromie and Hammer. 

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Guest me again
6 hours ago, ShadowerDerek said:

Really? 20 globes are so easy to collect as long as you keep clearing lanes, rotate, and get merc camps, which you should always do as Jaina.

Yeah, the merc camps are the most reliable source for the orbs. When in lane I feel like some people just wait for me to go for the orb just to punish me, so collecting them sometimes might be tricky and put you in danger, and I usually play Jaina very cautiously, especially in the beginning as she is so squishy. I think the fastest I completed this quest was around 14th minute mark, but still, the extra damage on frostbite was redundant at that time.

On the other hand thanks to increased range on frostbolt I can deny xp to enemy laners more efficiently and the possibility to hit them outside of field of view guarantees some good poking without putting me in danger, even if they hide behind minions. Fingers of frost forced me to play defensively in few situations and just soak. I also never have mana management related problems, so that 2 mps doesn't cut it for me.

I don't know, to me winter's reach is better than the fingers of frost.

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Targets are now knocked away from a point .75 range behind D.Va at the point of impact. Concussive Pulse [W] Targets are now knocked away from a point 2 range behind where Concussive Pulse was cast, instead of D.Va's position. Targets closer to D.Va will move in the direction the Concussive Pulse was cast. Falstad Level 10 Mighty Gust Fixed an issue that caused Might Gust to send targets in an unintended direction. Targets are now knocked away from a point 50 range behind Falstad's position where Mighty Gust was cast. Level 20 Wind Tunnel Targets are now knocked away from a point 50 range behind Falstad's position where Mighty Gust was cast. Fenix Level 1 Arsenal Synergy Progress is now displayed in the Buff Bar. Garrosh Level 1 Warbreaker Fixed an issue that caused damage over time to not be treated as such. Gazlowe Level 10 Grav-O-Bomb 3000 Now Stuns when the target is pulled into the center. Genji Base Deflect [W] Fixed an issue that caused Genji's Reflect impact visuals to not display after Genji selects Deflect. Fixed an issue that caused Genji's Reflect to not deal damage instantly on impact. Hanzo Level 4 Ignore All Distractions Fixed an issue that caused Hanzo's Basic Attacks to not feature impact visuals when Ignore All Distractions kill the target. Hogger Base Staggering Blow [Q] Fixed an issue that caused Staggering Blow to not Stun from created pathing blockers (Example: Tassadar's Force Wall). Fixed an issue that caused the knockback of Staggering Blow to not knock all targets back an equal distance. Knockback point is now 2 radius behind where Staggering Blow was cast. Loot Hoard [Trait D] Fixed an issue that caused Loot Hoard's knockback to not interrupt stationary channels. Imperius Level 4 Sovereign Armor Tooltip text updated. Johanna Base Condemn [W] Fixed an issue that caused the knockback to move the target in the direction they are moving when first applied. Fixed an issue that caused the knockback to not knock all targets back an equal distance. Level 13 Blessed Hammer Fixed tooltip not listing the correct cooldown reduction amount. Kel'Thuzad Base Chains of Kel'Thuzad [E] Fixed an issue that caused Barbed Chain's Armor reduction to apply to the Chains Link cast that granted the final stack of Blight. Knockback will now happen as soon as the chains make a connection between two targets. Li Li Level 4 Surging Winds Tooltip text updated. Level 7 Mass Vortex Tooltip text updated. Lt. Morales Base Displacement Grenade [E] Fixed an issue that caused Displacement Grenade to not knock back some targets the full distance. Mei Base Icing [E] Fixed an issue that caused Icing to not knock all targets back an equal distance. Muradin Level 10 Haymaker Targets hit by the Haymaker target will now be moved to the side relative to the angle of the direction the initial target is traveling. Murky Level 10 Octo-Grab Fixed an issue that caused Octo Grab's cooldown to reset when not interrupted. Raynor Base Penetrating Rounds [Q] Knockback distances have been updated. Maximum distance increased by 10%, medium distance increased by 5%, short distance reduced by 5%. Targets are now knocked away from a point 5 range behind Raynor's position, instead of from Raynor's position. Targets will now move in the direction of the casted Penetrating Round. Rehgar Level 10 Ancestral Healing Can now be cast on Heroes with full Health. Samuro Base Mirror images [Q] Fixed an issue that caused Mirror Images to have the incorrect health after activating Image Transmission while affected by Blessing of the Red. Level 13 Kawarimi Fixed an issue that caused Mirror Images created by Kawarimi to not have the correct starting health while affected by Blessing of the Red. Level 16 Harsh Winds Fixed an issue that caused Harsh Winds to not apply to Burning Blade damage dealt by Samuro. Sgt. Hammer Base Concussive Blast [W] Targets are now knocked away a point 2 range behind where Concussive Blast was fired, instead of Sgt. Hammer's position. Targets will now move in the direction where Concussive Blast was fired. Stitches Base Hook [Q] Now shows progress to Extended Hook as Stitches levels up. Stukov Level 10 Flailing Swipe Fixed an issue that caused Flailing Swipe to not knock all targets back an equal distance. The Butcher Base Ruthless Onslaught [E] Fixed an issue that caused Ruthless Onslaught to not interrupt in certain situations. Thrall Level 10 Sundering Targets hit by Sundering will now be moved to the side relative to the angle of Sundering. Tracer Level 20 Get Stuffed! Knockback point is now 5 radius behind where Tracer is located at the point of impact. Tyrael Fixed an issue that caused some cast range indicators to not match their affected areas. Base Archangel's Wrath [Trait D] Fixed an issue that caused the Archangel's Wrath damage reduction to be applied twice for a brief period when Archangel's Wrath damages an enemy. Level 16 Burning Halo Fixed an issue that caused Burning Halo's bonus damage to be granted to the El'Druins left behind by Sword of Justic. Fixed an issue that caused the Burning Halo on El'Druins to no longer cancel when Tyrael is Mounted or in Stasis. Varian Level 7 Second Wind Fixed an issue that caused Second Wind to not heal for a portion of the damage dealt if brought about 50% Health by the 1% Heal. Yrel Base Righteous Hammer [W] Fixed an issue that caused fully charged Righteous Hammer casts to apply the incorrect amount of knockback. Fixed an issue that caused Righteous Hammer to not knock all targets back an equal distance. Zagara Level 20 Broodmother Fixed an issue that caused Basic Attacks empowered by Envenomed Spines to not trigger Broodmother. Now displays as Broodmother in the Death Recap. Return to Top
      Click here to discuss this post with other players in the official Heroes of the Storm forums.

    • By Staff
      Blizzard is celebrating ten years of Heroes of the Storm by making all Heroes free-to-play until June 15 and releasing a special Gear Head Thrall skin!
      On top of that, players who log in between now and June 15 will receive two brand-new portraits, as shown below.
      (Source)
      Ten years ago, the Nexus opened a realm between realms…where anything is possible. Over the years, you have braved this tumultuous universe, commanding some of the most legendary Heroes from across Azeroth, Sanctuary, the Koprulu sector, and future Earth. 

      It’s this community that has made Heroes of the Storm so special, and we’re thrilled to celebrate this milestone alongside you. From now until the next patch on June 15, all Heroes will be free! Plus, everyone who logs in during this time will receive two brand-new portraits to showcase their time battling across the Nexus. Check out the patch notes for full details!

      We’re also excited to release a never-before-seen skin into the shop! In honor of Heroes of the Storm’s 10th anniversary, as well as Warcraft’s 30th, what better Hero skin to release from the vault than the one and only Thrall? Gear Head Thrall is now available through the in-game shop for 1500 Gems. And keep your eyes peeled—the Classic Games team is combing through the archives, searching for unreleased skins that would need some finishing touches for release, possibly bringing us more in the future.

      We know Heroes of the Storm means a lot to so many of you, and we cannot thank you enough for the passion you continue to show this game after an entire decade. From the Classic Games team and all of Blizzard, thank you!
      We’ll see you in the Nexus.
    • By Staff
      Blizzard is currently testing a new Heroes of the Storm patch on the PTR. Here's what's new!
      Reddit user Spazzo965 has datamined some additional changes deployed by Blizzard on April 26.
       
      Here are the official PTR patch notes posted by Blizzard on April 21.
      (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 Storm League Balance Update Bug Fixes General
      Anduin has replaced Malfurion as the Ally hero in Try Me Mode. Numerous game strings have been updated to reflect current gameplay. Updated Homescreen and Startup Music. Return to Top
      Storm League
      Rank Decay will now only apply to players in Master and Grand Master Leagues. Reduced maximum party size for Master and Grand Master players to 2. Return to Top
      Balance Update
      Heroes
      Ana
      Base
      Biotic Grenade [W] ADDED FUNCTIONALITY: If Biotic Grenade does not hit any enemies, its cooldown is reduced by 3 seconds. ADDED FUNCTIONALITY: If Biotic Grenade only hits Ana, its cooldown is reduced by 2 seconds. Talents
      Level 1 Vampiric Rounds Shrike now gives a 15% passive healing bonus. Level 20 Deadeye ADDED FUNCTIONALITY: Eye of Horus can now be toggled On and Off. ADDED FUNCTIONALITY: Eye of Horus cooldown is now 0.5 seconds. ADDED FUNCTIONALITY: Eye of Horus rounds are regained once every 10 seconds. Bonuses acquired from Deadeye now lasts 7 seconds. Azmodan
      Talents
      Level 16 Trample ADDED FUNCTIONALITY: Now reduces Heroic cooldown by 25% if Trample hits a Hero. Genji
      Talents
      Level 1 Pathfinder ADDED FUNCTIONALITY: Heroic Ability now heals Genji for up to 30% of the damage dealt to enemy Heroes. Healing amount is increased based on how low Genji's Health is. Level 10 X-Strike Cooldown increased from 60 seconds to 75 seconds. Detonation damage increased from 275 to 290. Slash damage increased from 135 to 145. Level 13 Shingan Now does 40% less damage to Structures. Level 20 Living Weapon Cooldown reduction increased from 10 seconds to 12.5 seconds. Imperius
      Base
      Molten Armor [E] Now hits an extra target if no Heroes are in range. Talents
      Level 1 Impaling Light REWORK: Impaling Light cooldown is reduced by 2 seconds. REWORK: Impaling Light does 180% more damage to Heroes, reduced by 20% for each additional Hero hit. REWORK: Impaling Light mana cost is reduced from 40 to 30. REWORK: When a Valorous Branded target's Stun ends, Impaling Light's cooldown is reduced by 1 second for each Valorous Brand on the target. Level 7 Blaze of Glory Blaze of Glory delay reduced from 2 seconds to 1.75 seconds. Holy Fervor Molten Armor no longer grants Holy Fervor. Level 20 Heavenly Host ADDED FUNCTIONALITY: All Shields created by Angelic Armaments no longer expire. ADDED FUNCTIONALITY: Swords fired by Heavenly Host Shields can target non-Heroes, but Heroes are prioritized. Molten Wrath NEW TALENT: Molten Armor will now hit an extra target even if enemy Heroes are in range. Lunara
      Talents
      Level 7 Splintered Spear ADDED FUNCTIONALITY: Now grants 3 stacks of Splintered Spear. A stack is consumed when an extra target is attacked. Can have a maximum of 3 stacks and all stacks can be consumed in a single attack. Level 13 Endless Spores Now also refunds 50 Mana. Level 20 For The Wildlands! NEW TALENT: Thornwood Vine now shoots out 4 additional Vines in an arc. Forest's Wrath Can now be selected with either Heroic. Malthael
      Base
      Wraith Strike [W] Range is increased from 6 to 7. Talents
      Level 4 Black Harvest Quest goal reduced from 180 seconds to 150 seconds. Level 10 Tormented Souls No longer resets the cooldown of Wraith Strike when Tormented Souls ends. Now reduces the cooldown of Wraith Strike to 2 seconds and removes its Mana cost while Tormented Souls is active. Level 20 Reaper of Souls While 2 or more enemy Heroes are in Tormented Souls' radius, its duration does not decay. Zagara
      Talents
      Level 16 Corrosive Saliva Damage reduced from 1.75% to 1.5% of maximum Health. Return to Top
      Bug Fixes
      General
      Fixed an issue with the display priority for the duration bar of Taunt effects. Map
      Battlefield of Eternity Fixed an issue where areas of the map were not covered under Fog of War. Blackheart's Bay Fixed an issue where some Heroes would not be able to path around Healing Fountains. Cursed Hollow Fixed an issue where Hogger could go through unpathable sections of the map. Warhead Junction Fixed an issue where healing fountains were not symmetrical on the map. Heroes
      Artanis Base Shield Overload [Q] Fixed an issue that caused Shield Overload to not display correctly if empowered by Shield Surge. Brightwing Level 10 Blink Heal Fixed an issue that caused Blink Heal's trailing images to be visible while Brightwing has no remaining Blink Heal charges. Chen Base Fortifying Brew [Trait D] Fixed an issue that caused Fortifying Brew being instantly destroyed not granting Attack Speed. Fortifying Brew has been added to the Buff Bar. Dehaka Base Burrow [E] Fixed an issue that caused Burrow's visuals to be displaced if Dehaka is launched shortly after Burrow ends. Jaina Base Frostbite [Trait] Ice Block's before first use attention indicator is now also removed when Jaina is killed. Johanna Level 4 Eternal Retaliation Updated Eternal Retaliation's visual effect to only be visible to Johanna. Level 10 Blessed Shield Fixed an issue with the display priority for the duration bar of Blessed Shield. Lt. Morales Level 10 Medivac Dropships Fixed an issue that caused Medivac Reinforcement's indicator beam to point to Lt. Morales' active position instead of where Reinforcements was cast. Mephisto Base Shade of Mephisto [E] Fixed an issue with the display priority for the duration bar of Shade of Mephisto. Ragnaros Level 13 Cauterize Wounds Cauterize Wounds healing is now a singular combined effect each time it heals, instead of a heal effect for each Hero hit. Fixed an issue that caused Cauterize Wounds healing amount to be determined by the damage dealt to the target furthest from the primary Empower Sulfuras target. If Cauterize Wounds is reapplied while already active, any remaining healing will apply over the refreshed duration. Samuro Base Critical Strike [W] Fixed an issue that caused Samuro's Critical Strike stacks to be visible to an enemy Samuro. Sonya Level 10 Wrath of the Berserker Fixed an issue with the display priority for the duration bar of Wrath of the Berserker. Stukov Base Healing Pathogen [Q] Fixed an issue that caused Healing Pathogen to persist for a brief period after activating Bio-Kill Switch. Sylvanas Base Black Arrows [Trait D] Fixed an issue with the display priority for the duration bar of Black Arrows. Level 10 Mind Control Fixed an issue with the display duration for the duration bar of Mind Control. Level 20 Deafening Blast Fixed an issue that caused Deafening Blast to activate off of the center of units instead of their edge. The Lost Vikings Fixed an issue that prevented Olaf from charging while Silenced. Valeera Level 16 Assassinate Damage bonus is now additive. Fixed an issue with duration extension. Return to Top
      Click here to discuss this post with other players in the official Heroes of the Storm forums.

    • By Staff
      After extensive PTR testing, the latest Heroes of the Storm patch is now live 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 Storm League Balance Update Bug Fixes General
      Anduin has replaced Malfurion as the Ally hero in Try Me Mode. Numerous game strings have been updated to reflect current gameplay. Updated Homescreen and Startup Music. Return to Top
      Storm League
      Rank Decay will now only apply to players in Master and Grand Master Leagues. Reduced maximum party size for Master and Grand Master players to 2. Master and Grand Masters can only party with players 5,000 Rank Points away from them. Return to Top
      Balance Update
      Heroes
      Ana
      Base
      Biotic Grenade [W] ADDED FUNCTIONALITY: If Biotic Grenade does not hit any enemies, its cooldown is reduced by 3 seconds. ADDED FUNCTIONALITY: If Biotic Grenade only hits Ana, its cooldown is reduced by 2 seconds. Talents
      Level 1 Vampiric Rounds Shrike now gives a 15% passive healing bonus. Level 20 Deadeye ADDED FUNCTIONALITY: Eye of Horus can now be toggled On and Off. ADDED FUNCTIONALITY: Eye of Horus rounds are regained once every 10 seconds. ADDED FUNCTIONALITY: Eye of Horus cooldown is now 6 seconds. Bonuses acquired from Deadeye now lasts 4 seconds. Auriel
      Base
      Bestow Hope [Trait D] Reduced amount of energy stored from 40% to 35% of damage to non-Heroes. Reduced amount of energy stored from 80% to 70% of damage to Heroes. Azmodan
      Talents
      Level 16 Trample ADDED FUNCTIONALITY: Now reduces Heroic cooldown by 25% if Trample hits a Hero. E.T.C.
      Base
      Face Melt [W] Cooldown reduced from 12 to 10 seconds. Rockstar [Trait D] Armor from Basic Abilities increased from 20 to 25. Armor from Heroic Abilities reduced from 60 to 50. Talents
      Level 4 Crowd Surfer Cooldown reduction reduced from 7 to 6 seconds. Level 7 Hammer-on ADDED FUNCTIONALITY: Basic Attacks deal 12% more damage, increased to 36% while Guitar Solo is active. Level 13 Encore Cooldown reduction reduced from 5% to 4%. Level 20 Power of the Horde NEW TALENT: Activate to grant nearby allied Heroes a Shield that absorbs damage equal to 30% of their maximum Health for 5 seconds, increased by 2% for each other allied Hero in the area. This new Talent replaces Storm Shield. Ride the Lightning NEW TALENT: Activate to teleport to a nearby location and deal 48 damage to nearby enemy Heroes. The cooldown is reduced by 10 seconds for every enemy Hero hit, up to 50 seconds. Genji
      Talents
      Level 1 Pathfinder ADDED FUNCTIONALITY: Heroic Ability now heals Genji for 10% of the damage dealt to enemy Heroes, increased by up to 30% based on how low Genji's Health is. Level 10 X-Strike Cooldown increased from 60 seconds to 75 seconds. Detonation damage increased from 275 to 290. Slash damage increased from 135 to 145. Level 13 Shingan Now does 40% less damage to Structures. Level 20 Living Weapon Cooldown reduction increased from 10 seconds to 12.5 seconds. Imperius
      Base
      Molten Armor [E] Now hits two extra targets if no Heroes are in range. Talents
      Level 1 Impaling Light REWORK: Impaling Light cooldown is reduced by 2 seconds. REWORK: Impaling Light does 180% more damage to Heroes, reduced by 20% for each additional Hero hit. REWORK: Impaling Light mana cost is reduced from 40 to 30. REWORK: When a Valorous Branded target's Stun ends, Impaling Light's cooldown is reduced by 1 second for each Valorous Brand on the target. Level 7 Blaze of Glory Blaze of Glory delay reduced from 2 seconds to 1.75 seconds. Holy Fervor Molten Armor no longer grants Holy Fervor. Level 20 Heavenly Host ADDED FUNCTIONALITY: All Shields created by Angelic Armaments no longer expire. ADDED FUNCTIONALITY: Swords fired by Heavenly Host Shields can target non-Heroes, but Heroes are prioritized. Molten Wrath NEW TALENT: Molten Armor will now hit two extra targets even if enemy Heroes are in range. Lunara
      Talents
      Level 7 Splintered Spear ADDED FUNCTIONALITY: Now grants 3 stacks of Splintered Spear. A stack is consumed when an extra target is attacked. Can have a maximum of 3 stacks and all stacks can be consumed in a single attack. Level 13 Endless Spores Now also refunds 50 Mana. Level 20 For The Wildlands! NEW TALENT: Thornwood Vine now shoots out 4 additional Vines in an arc. Forest's Wrath Can now be selected with either Heroic. Malthael
      Base
      Wraith Strike [W] Range is increased from 6 to 7. Talents
      Level 4 Black Harvest Quest goal reduced from 180 seconds to 150 seconds. Level 10 Tormented Souls No longer resets the cooldown of Wraith Strike when Tormented Souls ends. Now reduces the cooldown of Wraith Strike to 2 seconds and removes its Mana cost while Tormented Souls is active. Level 20 Reaper of Souls While 2 or more enemy Heroes are in Tormented Souls' radius, its duration does not decay. Zagara
      Talents
      Level 16 Corrosive Saliva Damage reduced from 1.75% to 1.5% of maximum Health. Return to Top
      Bug Fixes
      General
      Fixed an issue with the display priority for the duration bar of Taunt effects. Map
      Battlefield of Eternity Fixed an issue where areas of the map were not covered under Fog of War. Blackheart's Bay Fixed an issue where some Heroes would not be able to path around Healing Fountains. Cursed Hollow Fixed an issue where Hogger could go through unpathable sections of the map. Warhead Junction Fixed an issue where healing fountains were not symmetrical on the map. Heroes
      Alarak Level 16 Lethal Onslaught Fixed an issue that caused Lethal Onslaught to not increase Alarak's Basic Attack damage correctly. Artanis Base Shield Overload [Q] Fixed an issue that caused Shield Overload to not display correctly if empowered by Shield Surge. Arthas Level 10 Summon Sindragosa Can now be cast over the Minimap. Azmodan Level 20 Sin's Grasp Tooltip Updated. Brightwing Base Arcane Flare [Q] Now has a minimum cast range of .05. Level 10 Blink Heal Fixed an issue that caused Blink Heal's trailing images to be visible while Brightwing has no remaining Blink Heal charges. Chen Base Fortifying Brew [Trait D] Fixed an issue that caused Fortifying Brew being instantly destroyed not granting Attack Speed. Fortifying Brew has been added to the Buff Bar. Dehaka Base Burrow [E] Fixed an issue that caused Burrow's visuals to be displaced if Dehaka is launched shortly after Burrow ends. Level 7 Paralyzing Enzymes Fixed an issue that caused Paralyzing Enzymes' duration to not be reduced if Drag ends early. Gazlowe Base Xplodium Charge [E] Now has a minimum cast range of .2. Level 10 Grav-O-Bomb 3000 Now has a minimum cast range of .2. Hanzo Base Sonic Arrow [E] Now has a minimum cast range of .2. Jaina Base Frostbite [Trait] Ice Block's before first use attention indicator is now also removed when Jaina is killed. Johanna Level 4 Eternal Retaliation Updated Eternal Retaliation's visual effect to only be visible to Johanna. Level 10 Blessed Shield Fixed an issue with the display priority for the duration bar of Blessed Shield. Kel'Thuzad Level 13 Chains of Ice Chains of Ice no longer Slows if the Stun is removed. Li-Ming Level 10 Disintegrate Fixed an issue that allowed Disintegrate to be cast while moving. Lt. Morales Base Healing Beam [Q] Fixed an issue that allowed Healing Beam to be cast on multiple targets at once. Level 10 Medivac Dropships Fixed an issue that caused Medivac Reinforcement's indicator beam to point to Lt. Morales' active position instead of where Reinforcements was cast. Malfurion Level 1 Emerald Dreams Emerald Dreams no longer puts Heroes to Sleep if the Root gets removed. Medivh Level 20 Glyph Of Poly Bomb Fixed an issue that allowed Medivh to cast abilities during Raven Form. Mephisto Base Shade of Mephisto [E] Fixed an issue with the display priority for the duration bar of Shade of Mephisto. Level 20 Unspeakable Horror Fixed an issue that caused Unspeakable Horror to Silence twice. Muradin Base Thunder Clap [W] Fixed an issue that caused Thunder Clap's splat to not match the area Thunder Clap hits. Level 4 Thunder Burn Fixed an issue that caused Thunder Burn's damaging area to be smaller than Thunder Clap's area. Fixed an issue that caused Thunder Burn's warning indicator to be inconsistently sized for the area affected. Murky Base Pufferfish [W] Now has a minimum cast range of .05. Orphea Base Shadow Waltz [Q] Fixed an issue that caused Orphea to not dash when moving after hitting an enemy Hero with Shadow Waltz. Ragnaros Level 13 Cauterize Wounds Cauterize Wounds healing is now a singular combined effect each time it heals, instead of a heal effect for each Hero hit. Fixed an issue that caused Cauterize Wounds healing amount to be determined by the damage dealt to the target furthest from the primary Empower Sulfuras target. If Cauterize Wounds is reapplied while already active, any remaining healing will apply over the refreshed duration. Rexxar Base Misha, Charge! [W] Can now be self-cast. Samuro Base Critical Strike [W] Fixed an issue that caused Samuro's Critical Strike stacks to be visible to an enemy Samuro. Sonya Level 10 Wrath of the Berserker Fixed an issue with the display priority for the duration bar of Wrath of the Berserker. Remaining duration indicator is now standalone from Whirlwind's duration indicator. Stukov Base Healing Pathogen [Q] Fixed an issue that caused Healing Pathogen to persist for a brief period after activating Bio-Kill Switch. Sylvanas Base Black Arrows [Trait D] Fixed an issue with the display priority for the duration bar of Black Arrows. Remaining duration indicator is now standalone from Haunting Wave's duration indicator. Level 10 Mind Control Fixed an issue with the display duration for the duration bar of Mind Control. Level 20 Deafening Blast Fixed an issue that caused Deafening Blast to activate off of the center of units instead of their edge. The Lost Vikings Fixed an issue that prevented Olaf from charging while Silenced. Tracer Level 16 Ricochet Now appears as its own entry in the Death Recap. Tychus Base Frag Grenade [W] Fixed an issue that caused Frag Grenade to not apply physics to physics objects when no targets are hit. Valeera Level 16 Assassinate Damage bonus is now additive. Fixed an issue with duration extension. Whitemane Base Searing Lash [E] Can now be self-cast. Return to Top
      Click here to discuss this post with other players in the official Heroes of the Storm forums.

    • By Staff
      Game Pass members can now unlock 30 Heroes in Heroes of the Storm for free. Here’s how to claim your in-game perks.
      Game Pass Ultimate and PC Game Pass members are getting a fresh batch of in-game perks this week, and Heroes of the Storm is officially part of the lineup!
      Starting now, subscribers can unlock 30 playable Heroes in Blizzard's free-to-play MOBA just by linking their Battle.net account.
       
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