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Damien

Heroes of the Storm Tassadar

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I like this guide, but I've got one question: Should I go for Conjurer's Pursuit or Psi-Infusion in Blackheart's Bay, Dragon Shire and Haunted Mines? I was just wondering because the preferred level 1 talent choice wasn't mentioned on those maps :D I guess Conjurer's Pursuit is the right choice in Haunted Mines, due the games rarely lasting over 20 minutes.

Regardless, every writer has made a great first impression for me atleast, so I can safely use the builds and strategies of Icy Veins :D

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Hi Supajee, 

 

First of all, thank you for your kind words! On Dragon Shire and Blackheart's Bay I would recommend you to go for Conjurer's Pursuit. Haunted Mines games will normally be over quite quickly, so Psi-Infusion would be my favourite talent here. 

 

I do not know on what competitive level you play but whether you choose Conjurer's Pursuit or Psi-Infusion will usually not cause you to win or lose a game just because of that decision. :) I hope that response could help you out a bit. 

 

Regards,

 

Kendric

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i have a question, why the second heroic ability, force wall, had not been mentioned? Although it can be way more useful than archon.biggrin.png btw the guide is full and includes many details. Thanks for itbiggrin.png

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Hey Dizzy! 

 

We did not include Force Wall because it is an extremely situational ability. It has its uses, no doubt, however, we do not recommend taking it in competitive play (Hero League, Team League). 

 

Thank you for the positive feedback, I hope you're going to have a lot of great games with Tassadar! 

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Guest Apollyon

Tassadar is such a an underrated hero. I read many times "don't pick Tassadar" or more vulgar sentences. He is not easy to play and doesn't do any thing in a spectacular way. I mean he has decent siege dmg (clearing minion waves), decent hero dmg (when enemies are close to each other Archon just rocks) and his shield is underrated as well cause many people only appreciate healing. Well used Oracle in a smart team can allow stealing bosses, camps, avoiding traps and many other things, most people just don't give enough credit to Oracle. His sustain is just lamazing due to dimensional shift and shield + supporting talents. Very versatile and good (but not great) in almost all aspects of a battle.

 

... and this awesome and epic voice... FROM ORDER COMES JUSTICE!

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Guest Zagbok

I agree with you on almost all points. As I have been playing tassadar for about 9 lvls now. I guess it is more of a perspective of play style really with him. Since he is a support character I find myself picking rewind over twighlight a lot at 20. I find a well timed rewind can be more effective in team fights as that is what will be happening late stage. Tass is already a target on the field if you know anything about him and how he can change the outcome of fights. With archon your damage will be higher and you have a longer shield and range. With a well timed rewind I can shield two teammates or main target twice, place 4 psi storms and if I get in trouble I have 2x phase shift plus archon if needed, add healing ward in the mix I can not only sustain longer than anyone. I can keep my team members guarded longer or with 4 psi storms split a team up or cover retreat. I find this to be a bigger benefit than increasing my stats as Tass is not a dmg dealer or tank he is a support. Btw you can 4x psi storm siege buildings and I usually come out in top 3 in hero dmg and siege dmg. You have a great build though and thanks for the tips.

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I am not a big fan of Rewind, but the way your defend your choice makes sense (especially the double Dimension Shift sounds really interesting!). And as long as it works for you, who am I to tell you how to play? smile.png

 

Thank you for the input, Zagbok and keep rocklng! 

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Guest Kroshak

I agree with you on almost all points. As I have been playing tassadar for about 9 lvls now. I guess it is more of a perspective of play style really with him. Since he is a support character I find myself picking rewind over twighlight a lot at 20. I find a well timed rewind can be more effective in team fights as that is what will be happening late stage. Tass is already a target on the field if you know anything about him and how he can change the outcome of fights. With archon your damage will be higher and you have a longer shield and range. With a well timed rewind I can shield two teammates or main target twice, place 4 psi storms and if I get in trouble I have 2x phase shift plus archon if needed, add healing ward in the mix I can not only sustain longer than anyone. I can keep my team members guarded longer or with 4 psi storms split a team up or cover retreat. I find this to be a bigger benefit than increasing my stats as Tass is not a dmg dealer or tank he is a support. Btw you can 4x psi storm siege buildings and I usually come out in top 3 in hero dmg and siege dmg. You have a great build though and thanks for the tips.

 

I am not a big fan of Rewind, but the way your defend your choice makes sense (especially the double Dimension Shift sounds really interesting!). And as long as it works for you, who am I to tell you how to play? smile.png

 

Thank you for the input, Zagbok and keep rocklng! 

I want to kiss BOTH OF YOU, first Zagbok thats right the part of the playstyle, its for example people complaining that players dont pick the improvements on Wraith walk (Leoric) and well its all abuot playstyle, maybe some are not that aggressive, others maybe hyper aggressive and those talents works for them bacause of that

 

And kendric im a fan dude, really nice person

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Guest Kroshak

Hey guys with the new tass changes would you think a shield build be viable????? just wondering, well most curiosity because blizz wants him to be more "Support" in the way of bw for example, they change tyrande ultimate to heal now so maybe tass is getting that way


 

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Hey Kroshak. 

 

In fact, I changed the status to some of Tassadar's Shield talents (Leeching Plasma, Evasive Shielding) from Not Recommended to Situational. They can be pretty good now, if your team composition and the map you're playing on allows it! 

 

Edit: I'll also take a closer look to Tassadar's Force Wall this week. I think it could now have become a solid alternative due to the latest nerf to Archon.

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Guest Kroshak

Hey Kroshak. 

 

In fact, I changed the status to some of Tassadar's Shield talents (Leeching Plasma, Evasive Shielding) from Not Recommended to Situational. They can be pretty good now, if your team composition and the map you're playing on allows it! 

 

Edit: I'll also take a closer look to Tassadar's Force Wall this week. I think it could now have become a solid alternative due to the latest nerf to Archon.

 

One thing, the part of the static charge is changed to the talent that increase dimensional shift duration, but in the reasons why it still shows the static charge one reason,

 

The force wall pretty much reminds me of Gandalf, is the ultimate "you shall not pass", good in some maps where there are a lot of choke points or where there is only 2 paths to an objective, (bottom temple of Sky temple map), also it does needs xp from the player because it can really disupt team fights by denying divers the support from their team, but can also screw up your own team

 

You can use that ultimate to perform the shotgun build of tyrael but thats way to predictable in my opinion

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Guest Ryzno

Hi, great guide!  Couple questions about level 4 specifically.  Static Charge has a big "X" through it, but it's the first thing listed under "Recommended"; conversely, "Deep Shift" has a checkmark but is "not recommended."  Were these switched by accident?  I assume the text is the actual opinion.  Thank you!

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Guest Farinnr

The legends of "Dimensional Wrap" and “Resonation" are in wrong places according to the recommend talents.

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Okay, should be fixed for real now. Sorry for the confusion. 

 

Still shows the old Quick Reference. Do we have to wait for some time to show up properly?

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Khala's Embrace is recommended for the second build in the Quick reference, but it is called "one of the most useless talents in Tassadar's repertoire" on the talent build page.

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Guest Mike21Daisu

To be honest I expected a better guide, gotta criticize some of the choices:

 

LvL 1: Psi-Infusion 95% of the times if not always, you don't have to chase mana regen globes and till lvl 20 or so it is more efficient and it actually lets you use your Psionic Storm on cooldown, it's basically free, the game has to last very long to make the other talent efficient, besides, people who look for guides don't play on the highest level and can't use the talents at their best. In my case 100% Psi-Infusion

 

LvL 4: Leeching Plasma 80% of the times, it is really useful for melees or any other chars who just jump in and do damage and need the extra heal. Actually, you can make this talent useful in all situations, not only it (the talent) is mobile, unlike Healing Ward, but it is also binded to your ability on a short cooldown, and if nothing else, it doesn't give you one extra button to click (for those people who are lazy to click many buttons, that's okay). In my case 100% Leeching Plasma

 

LvL 7: This is a bit hard and not so important I think, never won or lost a game cause of this tier of talents, but I've had cases where Deep Shift saved my life couple of times. Khala's Embrace isn't bad, but the shield that it gives is not that big, also, most of the times 60-100% of your shield already gets taken off, so what's the real use of this talent..?! So it all comes down to either Deep Shift or Static Charge, go for the one that you feel more comfortable with.

 

LvL 10: Force Wall, this doesn't need discussing, this is the talent you should go for in every cases. The fact that it splits, traps, saves lives is just... it carries the game alone, it is one of the best abilities in the game. If you don't make a good use of this talent then just... don't bother to get it, or play Tassadar at all, this is what wins games.

 

LvL 13: Prescience in most cases. The exception is to go for Shrink Ray if enemy has a bursty char, such as butcher, or a char with Stim active on him/her. If you can't time the Shrink Ray and don't know when or how to use it then go for Prescience, it will save your life in quite a few situations, it's like a 2nd chance if you get too greedy to go back. Distortion Beam can secure many kills, but Tassadar is a ranged support who doesn't go close to targets and casts spells from range, you don't wanna chase anyone, even with this talent.

 

LvL 16: I like this talent tier. In here you either have to go Dimensional Warp or Second Strike. but for me it's Second Strike most of the times, I like beeing offensive, besides, when your Dimensional Shift gets activated you are pretty much out of combat and won't go back, it's like emergency escape for you. You think the heal is good 'cause you feel safe with the healing and more hp, but the damage that you can put out with Second Strike will win games and secure many kills. I got so used of Second Strike that I always go for it, I can play better with it.

 

LvL 20: The only choice here, the Storm Shield, a good use of this ability helps your team so much that it can win the whole team fight for your team, this talent is so good compared to the other ones in this tier is that you don't even have to consider picking another talent.

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That is your personal opinion. You do not give any reason why we should take your word for granted. Who are you? Are you a pro player? Are you a developer? What makes you an expert to rightfully claim the "one true" way of playing Tassadar?

 

By limiting Tassadar, one of the most flexible Heroes in the game, to a single talent each tier, you ignore what Heroes of the Storm is all about: adjusting your talents to the current flow of the game. Blizzard has rigorously tried to make several talent builds viable, depending on what role your team needs. As such, it is irresponsible and foolish to say things like (I quote) "You should go for Force Wall in every case" or "Leeching Plasma 80% of the time". You even recommend questionable talents like Deep Shift, which is a rare sight in the highest tiers of competitive play. 

 

Also, some of the advice you give is just straight-up nonsense. To say that Psi-Infusion at Level 1 is clearly better than Conjurer's Pursuit will make every pro player out there giggle. I have cast professional tournaments like DreamHack Winter, in which Tassadar was one of the most contested picks, and in almost every case Conjurer's Pursuit was picked. 

 

That's another thing you entirely neglect in your post. Not every player has the same skill level. A beginner will have a hard time using Force Wall efficiently, for instance, and as such should go for Archon. Also, Hero League and Quick Matches sometimes require different (i.e."safer") builds compared to Team League simply due to the lack of communication. 

 

I'm absolutely open for constructive criticism, but I'm afraid to say that I cannot take your post seriously. 

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Guest Strongbark
  • 08 Dec. 2016: Changed Force Wall from Not Recommended to Recommended.

 

Don't you mean '08 Dec. 2015'?

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      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
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    • 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.
       
    • By Staff
      After extensive PTR testing, Blizzard released a new balance patch and here are the official patch notes.
        
      Our next Heroes of the Storm patch is live! Read on for more information.
      NOTE: Orange text indicates a change between PTR and Live notes.
      Quick Navigation:
      General Balance Update Bug Fixes General
      Updated Homescreen and Startup Music. Updated Shop Bundles and Items. Draft First Round pick timer has been reduced from 40 seconds to 25 seconds. Hero Ban timer has been reduced from 24 seconds to 15 seconds. Hero Pick timer has been reduced from 24 seconds to 15 seconds. Return to Top
      Balance Update
      Heroes
      Auriel
      Base
      Bestow Hope [Trait] Decreased the amount of energy stored from 50% to 40% of damage to non-Heroes. Dehaka
      Base
      Dark Swarm [W] Damage reduced from 52 to 48. Talents
      Level 4 Hero Stalker Essence gain is not increased when hitting more than 2 Heroes. Essence gain now requires Dark Swarm to hit 2 Heroes. Hitting more than 3 Heroes at once no longer grants additional Essence. Lurker Strain Cooldown reduction bonus reduced from 3 seconds to 2 seconds. Level 7 Feeding Frenzy REWORK: Cooldown reduction is now a Gambit bonus, starting from 1.5 second cooldown reduction. Each death lowers this by 0.25, up to 3 times. Paralyzing Enzymes REWORK: Gambit removed. Now reduces Drag's target's healing received by 40% while Drag is active and for 2 seconds after. Level 13 Ferocious Stalker Damage bonus reduced from 60% to 50%. Level 16 Tunnelling Claws Movement speed reduced from 125% to 120%. Level 20 Contagion Now also reduces the damage of Isolation by 60%. Greymane
      Talents
      Level 1 Wolfheart Rework: Now also increases Armor granted by Worgen Form from 10 to 15. Kharazim
      Base
      Health increased from 2027 to 2080. Breath of Heaven [W] Healing increased from 285 to 295. Talents
      Level 4 Air Ally Health increased from 200 to 300. Spell Power increased from 15% to 20%. Level 10 Divine Palm Duration increased from 3 to 4 seconds. Level 13 Sixth Sense Sixth Sense now starts expiring after the Stun expires, instead of as soon as the Stun is applied. Level 20 Epiphany Cooldown increased from 60 to 70. Mana restored increased from 33% to 70%. Lúcio
      Base
      Soundwave [Q] Cooldown increased from 7 seconds to 8 seconds. Mana cost increased from 30 to 45. Talents
      Level 1 Accelerando Time to maximum increased from 4 seconds to 6 seconds. Level 4 Off the Wall REWORK: Now also refunds 15 Mana when hitting an enemy with Soundwave while Wall Ride is active. Level 7 Good Vibrations Duration of Shield increased from 7 seconds to 8.5 seconds. Level 10 High Five Cooldown increased from 20 to 25 seconds. Level 13 Heavy Casters Now also prevents Push Off from hitting multiple targets. Push Off no longer Slows the first Hero hit and instead Stuns them for 0.5 seconds. Level 16 Up the Frequency Cooldown reduction reduced from 0.4 seconds to 0.3 seconds. Up To Eleven Duration bonus from Push Off increased from 0.3 seconds to 0.5 seconds. Duration bonus from Soundwave reduced from 0.3 seconds to 0.25 seconds. REWORK: Hitting Heroes while Amp It Up is not active increases the duration of the next Amp It Up by up to 1.5 seconds. This does not limit the amount able to be gained while Amp It Up is active. Whitemane
      Talents
      Level 1 Inquisitor's Prayer After Basic Attacking an enemy Hero 3 times, Whitemane also gains a stack of Inquisitor's Prayer. Level 13 Scarlet Wrath REWORK: Now also restores .5% Mana to all Zeal targets. Return to Top
      Bug Fixes
      General
      Fixed an issue that caused some effects to not display correctly on the Target Dummy in the Sandbox and Try Mode. Fixed an issue that caused some Movement Speed bonuses to display the incorrect value in the target info panel. Brawl
      Deathwing's Cataclysm no longer starts on Cooldown in Arena Mode. Deadman's Stand Fixed an issue that caused AI to not act. Fixed an issue that caused the Map Mechanic button to not be visible. Garden Arena Fixed an issued that caused the AI to not move. Punisher Arena Fixed an issued that caused the AI to not move. Trial Grounds Fixed an issued that caused the AI to not move. Map
      Braxis Holdout Fixed an issue that caused Archangel's visual effects to register as a pingable object. Volskaya Fixed an issue that caused the Triglav Protector's Shield Emitter Shields granted to allies to increase the Pilot's Self Healing score when absorbing damage. Heroes
      Abathur Level 10 Ultimate Evolution Clones of Kharazim that have selected Insight now treat the quest as completed. Alarak Level 10 Counter-Strike Now increases Alarak's Self Healing score for damage it absorbs. Ana Base Aim Down Sights [Trait] Fixed an issue that caused Aim Down Sight's Healing Dart bonus to last after Aim Down Sights has ended. Activating Aim Down Sights will now also Dismount Ana from the Toy Train. Azmodan Base Summon Demon Warrior [W] Fixed an issue that caused Azmodan's Demon Warrior's aura damage to not behave similar to other aura damage effects. Brightwing Base Soothing Mist [Trait] Fixed an issue that caused Smoothing Mist to activate around Brightwing when in Stasis. Dehaka Fixed an issue where Basic Attack's would potentially not consume evade stacks if attacking within .25 seconds of Drag ending. Jaina Level 16 Snowstorm Fixed an issue that caused Snowstorm's bonus to not apply correctly. Kael'thas Level 7 Sunfire Enchantment Fixed an issue that caused an active Sunfire Enchantment Spell Power buff to be removed when Kael'thas is killed. Kharazim Level 10 Divine Palm Fixed an issue that caused Divine Palm's Stasis to remove Damage Over Time effects from Kharazim. Fixed an issue that caused Divine Palm to not remove negative effects that were applied alongside the triggering effect. Greymane Level 4 Insatiable Fixed an issue that caused Human Form Basic Attacks to trigger Insatiable twice. Leoric Base Drain Hope [W] Fixed an issue that caused Stasis on Leoric or Drain Hope's target to not break Drain Hope. Li Li Fixed an issue that caused Water Serpent to move at a reduced speed. Level 4 Surging Winds Fixed an issue that caused an active Surging Winds buff to be removed when Li Li is killed. Li-Ming Level 1 Power Hungry Fixed an issue that caused an active Power Hungry buff to be removed when Li-Ming is killed. Lúcio Level 7 Good Vibrations Fixed an issue that caused Good Vibrations to not gain Shields from Soundwave hitting Neutral Mercenaries. Lunara Level 10 Leaping Strike Fixed an issue that caused Leaping Strike to stall game logic. Malthael Level 1 Fear The Reaper Fixed an issue that caused Fear the Reaper's duration indicator to not be tied to the ability button. Stitches Base Hook [Q] Fixed an issue that caused Hook to not reveal their caster if the Hook is visible. Tassadar Base Shock Ray [Q] Fixed an issue that caused Shock Ray to not reveal their caster if Shock Ray is visible. The Butcher Fixed an issue that allowed The Butcher to disjoint while collecting Fresh Meat. The Lost Vikings Fixed an issue that caused Longboat to move at a reduced speed. Tychus Level 20 Focusing Diodes Now grants an additive damage bonus. Tyrael Level 13 Law and Order Fixed an issue where maximum bonus was capped at 4 allied Heroes. The cap has been increased to 15. Whitemane Level 10 Divine Reckoning Updated Divine Reckoning's mana restoration based off of damage dealt to display only one instance of floating text. Zul'jin Level 20 Forest Medicine Selecting Forest Medicine will no longer interrupt an ongoing Regeneration channel. Return to Top
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