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Heroes of the Storm Sylvanas

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This thread is for comments about our Sylvanas build guide for Heroes of the Storm.

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Guest Coronus

It seems a bit strange that the guide opens up by saying that Sylvanas is an assassin, since she's a specialist and doesn't play like most assassins.

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It seems a bit strange that the guide opens up by saying that Sylvanas is an assassin, since she's a specialist and doesn't play like most assassins.

 

Played her so much I forgot she was a Specialist haha

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it\s a great guide, after reading this and practicing more with sylvanas I can carry my entire team.

It's good to have this kind of champion that can do it all and have a high skill cap as well

Edited by Fransoa
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On the level 16 talents, Blood for Blood is "situational" on the icons but under the "recommended" section in the explanations. (And its explanation is outdated.)

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On the level 16 talents, Blood for Blood is "situational" on the icons but under the "recommended" section in the explanations. (And its explanation is outdated.)

Thanks, will have this fixed!

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Guest Xebenatros

This guide before it came out, I had this near exact build and it is amazing, hell, blowing up a lane of minions with the ultimate+unstable poison combo, especially if an enemy hero is in the middle of it, is just a great execution and awesome to do. That being said, when is a Abathur guide coming out? I've been experimenting with Abathur after buying him and I just cannot seem to stick with any sort of build, Siege, Symbiote, or some mix, I don't know anymore, I would LOVE to see a proper Abathur build at some point, please & thank you!

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This guide before it came out, I had this near exact build and it is amazing, hell, blowing up a lane of minions with the ultimate+unstable poison combo, especially if an enemy hero is in the middle of it, is just a great execution and awesome to do. That being said, when is a Abathur guide coming out? I've been experimenting with Abathur after buying him and I just cannot seem to stick with any sort of build, Siege, Symbiote, or some mix, I don't know anymore, I would LOVE to see a proper Abathur build at some point, please & thank you!

Hi Xebenatros!

 

I'm actually working on Abathur at this very moment, so expect to see it this week.

 

As for how to build Abathur, the tl;dr will recommend Pressurized Glands, Adrenal Overload, Evolve Monstrosity, Soma Transference, Envenomed Spikes, Hivemind.

 

Hope this helps!

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Guest Blackstab

This build is overall terrible on Sylv, I think you're wasting the  talents, to do just the same as Shadow Dagger. Barbed shot is the worst talent on tier 1 besides corruption, with the wind provides poke, safety and damage, and lost soul provide more damage, and control on minions and tower.
Envenom may be fun on quickmatch, but she's not an assassin, you're not focusing on her strength, paralysis is the best on this tier, as it just freeze enemy forts and minions 2 seconds.

Unstable poison is a strong laning tool, but if you want to make a teamfight carry clearly, the best option is remorseless as it provides overall more damage. If full laning, unstable, otherwise the go to talent is Remorseless. You can use life drain on map like Dragon because of the sustain it provides.
I agree on evasive fire and Bolt of the storm (lot of survival and poke, must have for split push), of course cold embrace, and Bolt of the storm,  even if on map like Battle of eternity,  splinter shot can kite a lot, depends on playstyle.
 

The 3 first talents have a huge impact, and your build is really non competitve to me, I hope you can see why in all respect

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This build is overall terrible on Sylv, I think you're wasting the  talents, to do just the same as Shadow Dagger. Barbed shot is the worst talent on tier 1 besides corruption, with the wind provides poke, safety and damage, and lost soul provide more damage, and control on minions and tower.
Envenom may be fun on quickmatch, but she's not an assassin, you're not focusing on her strength, paralysis is the best on this tier, as it just freeze enemy forts and minions 2 seconds.

Unstable poison is a strong laning tool, but if you want to make a teamfight carry clearly, the best option is remorseless as it provides overall more damage. If full laning, unstable, otherwise the go to talent is Remorseless. You can use life drain on map like Dragon because of the sustain it provides.
I agree on evasive fire and Bolt of the storm (lot of survival and poke, must have for split push), of course cold embrace, and Bolt of the storm,  even if on map like Battle of eternity,  splinter shot can kite a lot, depends on playstyle.
 

The 3 first talents have a huge impact, and your build is really non competitve to me, I hope you can see why in all respect

For a lot of your points, you don't explain why you think X is better than Y. I'll address the points you bring up. Please keep in mind I go into great detail why I pick and why I don't pick each talent. You can find why here.

 

>Envenom may be fun on quickmatch, but she's not an assassin, you're not focusing on her strength

 

Being an "Assassin" or "Specialist" is arbitrary. Sylvanas' role is to provide damage with good pushing power. 

 

>paralysis is the best on this tier, as it just freeze enemy forts and minions 2 seconds.

 

Why? How is that beneficial? If you are attacking a structure, it's going to be permanently stunned anyway, the 2 seconds is wasted.

 

>if you want to make a teamfight carry clearly, the best option is remorseless as it provides overall more damage.

 

Yes, it provides more damage, but only very little. It gives you 1 additional Basic Attack every several seconds, a relatively meaningless amount. Unstable Poison provides you with more benefits than Remorseless.

 

>You can use life drain on map like Dragon because of the sustain it provides

 

It's better to clear waves than restore a tiny amount of health (which your healer should be doing anyway).

 

>must have for split push

 

You should almost never be split pushing.

 

>splinter shot can kite a lot

 

How does Splint Shot kite at all?

 

>your build is really non competitve to me

 

Are you a competitive player? Almost none of the talents you are suggesting are used competitively. The build I have provided includes 95% of all variance in the competitive scene (for Sylvanas).

 

>I hope you can see why in all respect

 

While I enjoy having my views challenged (helping me to see things differently), I have to completely disagree with every point you have brought up. Again, please reference the talent guide, I've written out detailed explanations for every single one of Sylvanas' talents.

 

If you have anymore questions, please feel free to ask :)

 

Srey

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Guest Zeph

 

 

This build is overall terrible on Sylv, I think you're wasting the  talents, to do just the same as Shadow Dagger. Barbed shot is the worst talent on tier 1 besides corruption, with the wind provides poke, safety and damage, and lost soul provide more damage, and control on minions and tower.

Envenom may be fun on quickmatch, but she's not an assassin, you're not focusing on her strength, paralysis is the best on this tier, as it just freeze enemy forts and minions 2 seconds.

Unstable poison is a strong laning tool, but if you want to make a teamfight carry clearly, the best option is remorseless as it provides overall more damage. If full laning, unstable, otherwise the go to talent is Remorseless. You can use life drain on map like Dragon because of the sustain it provides.

I agree on evasive fire and Bolt of the storm (lot of survival and poke, must have for split push), of course cold embrace, and Bolt of the storm,  even if on map like Battle of eternity,  splinter shot can kite a lot, depends on playstyle.

 

The 3 first talents have a huge impact, and your build is really non competitve to me, I hope you can see why in all respect

For a lot of your points, you don't explain why you think X is better than Y. I'll address the points you bring up. Please keep in mind I go into great detail why I pick and why I don't pick each talent. You can find why here.

 

>Envenom may be fun on quickmatch, but she's not an assassin, you're not focusing on her strength

 

Being an "Assassin" or "Specialist" is arbitrary. Sylvanas' role is to provide damage with good pushing power. 

 

>paralysis is the best on this tier, as it just freeze enemy forts and minions 2 seconds.

 

Why? How is that beneficial? If you are attacking a structure, it's going to be permanently stunned anyway, the 2 seconds is wasted.

 

>if you want to make a teamfight carry clearly, the best option is remorseless as it provides overall more damage.

 

Yes, it provides more damage, but only very little. It gives you 1 additional Basic Attack every several seconds, a relatively meaningless amount. Unstable Poison provides you with more benefits than Remorseless.

 

>You can use life drain on map like Dragon because of the sustain it provides

 

It's better to clear waves than restore a tiny amount of health (which your healer should be doing anyway).

 

>must have for split push

 

You should almost never be split pushing.

 

>splinter shot can kite a lot

 

How does Splint Shot kite at all?

 

>your build is really non competitve to me

 

Are you a competitive player? Almost none of the talents you are suggesting are used competitively. The build I have provided includes 95% of all variance in the competitive scene (for Sylvanas).

 

>I hope you can see why in all respect

 

While I enjoy having my views challenged (helping me to see things differently), I have to completely disagree with every point you have brought up. Again, please reference the talent guide, I've written out detailed explanations for every single one of Sylvanas' talents.

 

If you have anymore questions, please feel free to ask smile.png

 

Srey

 

Srey, you ripped this poor guys statements to pieces..

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Guest Infinit3PI

My big questions are on the level 1 and level 7 talent choices. I feel like unstable poison and barbed shot provide much the same benefit-better waveclear, and so they are largely redundant. Generally, as the overall talent choices are weaker on level 7, I prefer to take unstable there but take with the wind at level 1. The bonus range puts sylvanas in a much safer position, especially considering how squishy she is. At level 7 you should be able to clear waves extremely quickly anyways, even without barbed shot. Other than that, I do really enjoy this build.

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Guest Kroshak

My big questions are on the level 1 and level 7 talent choices. I feel like unstable poison and barbed shot provide much the same benefit-better waveclear, and so they are largely redundant. Generally, as the overall talent choices are weaker on level 7, I prefer to take unstable there but take with the wind at level 1. The bonus range puts sylvanas in a much safer position, especially considering how squishy she is. At level 7 you should be able to clear waves extremely quickly anyways, even without barbed shot. Other than that, I do really enjoy this build.

You, in my point of view, are seeing this in a simple way, meaning you only see the "damage", see the bg picture, if you can proc the explosion faster you can clear the wave a lot more easier, meaning your wave of minions will push with a lot more health, more ammo is used to take them down, take in mind that im considering presure from the enemy team and you dont have that much of a window to be able to stunlock the towers because of them.

 

Now for the interesting part, if you are able to take down the minion wave WITH a hero inside, its better to do it quick so that they take the damage.

 

This are some points of view, maybe there are a lot more out there

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Guest Anastasia

Thank you for the coolest guide ever, are you going to update it considering new heroes and map came to life?

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Guest Infinit3PI

My big questions are on the level 1 and level 7 talent choices. I feel like unstable poison and barbed shot provide much the same benefit-better waveclear, and so they are largely redundant. Generally, as the overall talent choices are weaker on level 7, I prefer to take unstable there but take with the wind at level 1. The bonus range puts sylvanas in a much safer position, especially considering how squishy she is. At level 7 you should be able to clear waves extremely quickly anyways, even without barbed shot. Other than that, I do really enjoy this build.

You, in my point of view, are seeing this in a simple way, meaning you only see the "damage", see the bg picture, if you can proc the explosion faster you can clear the wave a lot more easier, meaning your wave of minions will push with a lot more health, more ammo is used to take them down, take in mind that im considering presure from the enemy team and you dont have that much of a window to be able to stunlock the towers because of them.

Now for the interesting part, if you are able to take down the minion wave WITH a hero inside, its better to do it quick so that they take the damage.

This are some points of view, maybe there are a lot more out there

Thanks for the help. I see your reasoning here, I guess I'll have to try it out a bit more.

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Thank you for the coolest guide ever, are you going to update it considering new heroes and map came to life?

Thanks! Yes, the guide will be continuously updated as things are added.

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Guest Joe

You are on CRACK. Envenom is an AWEFUL talent! Paralysis with overwhelming affliction adds a 25% slow to enemies  for 2 seconds. Unlike withering fire, it's aoe and can be used with ANY of her abilities. Trash sylv noobs depress me. Paralysis also allows for farther travelling of the black arrows to enemies, so if theyre on the other side of a large creep wave chances are your dagger will have time to spread to them

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Guest Nosreme

I like this build but had three comments that I'd like to make.  First, the 2 sec stun is not that great on towers, sure.  But do you know what it is great on?  Minions waves and camps.  I can easily solo merc camps with that talent because it keeps them all paralyzed longer when i shadow dagger or banshee wave them,  Therefore, I don't get hit as often.  There's where the talent shines, not on towers.

 

2nd, you dismiss the healing of Life Drain, saying that one can just run to the well to heal.  But I can tell you that chucking a dagger at a minions wave, especially on a big one like on Spiders provides tremendous healing, even during a team fight or if I'm just running by.  You assumed I'm only using that in team fights, but the reality is that minion waves are common, and it's free healing, even during a team fight. I have gone from low health to 3/4 by doing this, which saves time not having to run back to a well, which might be on CD anyway.

 

Finally, I do agree that Bolt of the Storm is a great talent, and should be considered every time.  However, I have switched to Fury for a couple reasons.  First off, you already have 30% increased speed from Evasive Fire, and if you took With the Wind, people have a very hard time killing you already, especially with Banshee Wave.  But what Fury gives you is an insane ability to clear even 4 man merc camps in seconds.  It's truly scary how fast she can cap those with this talent.  It also really helps against the spiders, bosses, and anything else that isn't a hero, like forts and cores.  Yes, sylvanas already does this well, but this turns her into super girl and this talent is well worth it.  This one is definitely only a preference, Bolt is a fine choice too.

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Guest FrederickPlatinum

Hey Srey, 

I enjoyed the guide and I managed to try the build in QM. I was playing Sylvanas in a complete different way and I found pretty hard to move to your spec, but I gave it a try and it worked well.

I'd like to ask you a couple of clarifications regarding the choice of a couple of talents. In order to do so I have to explain my usual build and the way I played her first. (I know that a few talents might sounds really bad but they change accoriding to the map.

Build:

1. With the Wind (exceptionally Lost Soul, in TF maps like Eternal Conflict)
4. Ranger's Ambush
7. Life Drain
10. Wailing Arrow
13. Evasive Fire
16. Cold Embrace
20. Bolt of the Storm (exceptionally Fury of the Storm if the fight needs quick bruise camp farming or lane cleaning, more important in late game than early)

Overall, my plays with Sylvanas were focused on half hero damage and damage support for assassins/tanks and half lane presence. Her damage is already high and because she cannot stand stuns I normally increase the range of the arrows to be safer.
Ranger ambush is great for escape (and synergizes with Evasive Fire) as well as for chase and gives you enough damage to finish enemies instantly.
Life drains gives you great sustainability and grants you a lot of time that you can spend in lane without recalling. It's a bit tricky because some maps don't have enough minions, but 5/6 enemies are enough and is a great counter to dots (like Lunara, Xul, Stitches or Nazeebo).


The Unstable Poison combo is pretty amazing when enemy heroes are surrounded by a bunch of minions (maps like Tomb of the Spider Queen are perfect for it), I only had to change my positioning to make that talent work at best. You play around them and I normally pick talents that works around my play style.
Anyway, everything was good but I do not understand the Envenom talent. You said that is 80% more damage than all other talents can grant you, and that's fine. Unfortunately, the CD is 60 seconds. Which is a lot for that amount of damage, while Ranger's Ambush only has an 8/10 seconds CD, the overall damage seems to be pretty increased on that way and you won't have the chance to waste a key because Poison grants enemy enough time to escape, wait for CD, get healed by a friendly champion and so on).

The range of poison is also very short and I found really hard to poison enemies and survive, getting too close with Sylvanas is dangerous.

That's my only point, any suggestion on how to make envenom work at best? 

I know that the way I use it might sounds crazy and I'm definitely moving from Life Drain to Unstable Poison as it grants more damage overall. Just won't be able to learn how to use that 1 key!

Great job anyway, the guide is really accurate.

Cheers!

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I want to make some comments on the new update. 

 

I'm ok with the Wailing arrow build.  I think its a good general build.

 

Mind control, i think is a bit weird.  Those talents don't necessarily play to mind controls strengths, so you could really pick either heroic using the 'wailing arrow build'.  

 

First (lvl 1) Paralysis, is only useful for pushing buildings and camps.  So its more of a 'pushing talent' while Overflowing quiver is a quick wave clear talent.

 

Next, the synergies with lvl 4 and 16 talents, If you're going with the slow at 16, you really should pick up the extra range on Q at 7 (With the Wind).  It just makes sure you're sticking to your target or getting them away from you. This is only overridden if you pick up the level 7 talent Barbed shot, where Withering Barrage will make more sense (again good wave clear)

 

I don't see a reason to pick unstable poison any more since this nerfed version competes with barbed shot. Unstable poison is only good in lanes, while barbed shot is good on even more things that poison would not be.  With the lvl 1, 4, and 7 talents in the 'wailing arrow build' That is always going to be better overall utility and wave clear than unstable poison. 

 

Back to Withering Barrage vs With the Wind, usually I'll always take Withering Barrage, but on smaller maps that don't need much lane presence, or with team mates soaking lanes better than I can, I will take With the Wind becasue it makes 16 better.

 

Lastly, I can see your reasons for lvl 13 talent choices.. Though I personally still would much rather Will of the Forsaken with mind control to try to stop a potential stun or even outplay an Illidan hunt.

 

 

In conclusion: 
Your Wailing Arrow build work well for both heroics, but I feel the MC build is misleading and doesn't synergies well with other talents.

 

(7)With the Wind works best with (13)Overwhelming Affliction, though it can do well with (13)Evasive Fire

(7)Withering Barrage works best with (13)Evasive Fire and (7)Barbed Shot

 

(1)Paralysis doesn't work well with any other talent, but (1)Overflowing Quiver doesn't do that much either (maybe only with (7)Barbed Shot).  Paralysis should really just be a niche talent for team fighting under structures.

 

(13)Will of the forsaken should possibly be a (?) with Mind Control to stop you from getting stunned out of it.

 

Hope this helps, ask any questions I may not have explained correctly.

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I want to make some comments on the new update. 

 

 

Mind control, i think is a bit weird.  Those talents don't necessarily play to mind controls strengths, so you could really pick either heroic using the 'wailing arrow build'.  

 

First (lvl 1) Paralysis, is only useful for pushing buildings and camps.  So its more of a 'pushing talent' while Overflowing quiver is a quick wave clear talent.

 

 

 

That is not true. Paralysis works with Overwhelming Affliction, which is the major reason I recommend picking these two talents together. 

 

 

 

 

Next, the synergies with lvl 4 and 16 talents, If you're going with the slow at 16, you really should pick up the extra range on Q at 7 (With the Wind).  It just makes sure you're sticking to your target or getting them away from you. This is only overridden if you pick up the level 7 talent Barbed shot, where Withering Barrage will make more sense (again good wave clear)

 

 

 

Was meant to go for With the Wind indeed. Will correct. 

 

 

 

 

I don't see a reason to pick unstable poison any more since this nerfed version competes with barbed shot. Unstable poison is only good in lanes, while barbed shot is good on even more things that poison would not be.  With the lvl 1, 4, and 7 talents in the 'wailing arrow build' That is always going to be better overall utility and wave clear than unstable poison. 

 

Unstable Poison still clears Minion waves faster than Barbed Shot, which allows you to rotate more quickly. Also, it is more efficient against enormous Minion waves, which becomes particularly important on maps like Tomb of the Spider Queen. 

 

 

 

 

Lastly, I can see your reasons for lvl 13 talent choices.. Though I personally still would much rather Will of the Forsaken with mind control to try to stop a potential stun or even outplay an Illidan hunt.

 

 

 

Will of the Forsaken is terrible in my opinion. A 60-second cooldown on a talent that has virtually no use while out of team fight. Will of the Forsaken is an escape-overkill, as one Haunting Wave should be enough to get you to safety. Furthermore, careful positioning before casting Mind Control makes Will of the Forsaken redundant. 

 

Last but not least, Overwhelming Affliction is fantastic if used with Mind Control. If the mind-controlled survives the duration of Mind Control, you can immediately slow it tremendously while it is still surround by your allies. 

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You have points on all of them. Especially the one about Paralysis, I didn't take that duration into account for the slow.

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      Muradin

      Abilities
      Level 1 Changed the order of Muradin’s Level 1 talents to be the same as other Heroes (Q, W, E, etc.) Third Wind [Trait] Health Restoration rate increased from 83 to 90, and the improved rate from 166 to 180 Level 4 Symbiote Additional functionality: Enemy Heroes hit grant an additional stack of his baseline quest Symbiote [W] Additional functionality: Every enemy Hero hit reduces Muradin’s Heroic Ability cooldown by 5%Enemy Level 7 Heavy Impact [E] Slow duration increased from .75 to 1.25 seconds Skullcracker [Passvie] Bonus damage increased from 70% to 90% Level 13 Thunder Strike [W] Additional functionality: Now also increases Muradin's Dwarf Toss Armor duration from 2 to 4 seconds Bronzebeard Rage [Passive] Damage increased from 19 to 20 Additional functionality: Now also heals Muradin for 75% of the damage dealt Developer Comment: We’re buffing some of Muradin’s underutilized talents, and giving all of his Level 13 options some kind of survivability so that they better compete with Healing Static.

      Stitches

      Abilities
      Level 4 Chop Chop [W] Duration increased from 5 to 6 seconds Level 13 Digestive Juices [E] No longer increases the damage of Devour to enemy Heroes Additional functionality: Hitting enemy Heroes with Devour reduces its cooldown by 5 seconds Gas Flare [Passive] Bonus damage duration after hitting enemy Heroes with Hook increased from 4 to 8 seconds Level 16 Meat Hook [Q] Bonus Healing increased from 16% to 20% Developer Comment: Stitches like buffs.  We like Stitches.  We give Stitches buffs.  When Stitches happy, you happy too!
      Bruiser

      Imperius
      Abilities
      Level 1 Consuming Flame [W] Damage bonus changed from 125% to 100% This slightly reduces the bonus damage at Level 1 from 281 to 260, but at Level 20 will change from 454 to 54 Level 7 Flash of Anger [Q] Adjusted functionality: Consuming a mark from Celestial Charge deals damage around the target and gives Imperius a Shield for 300 over 4 seconds Damage reduced from 198 to 180
      Malthael
      Abilities
      Level 4 Throwing Shade [E] Quest requirement reduced from 15 to 12 Level 10 Tormented Souls [R1] Mana cost reduced from 100 to 20 Level 16 Mortality [W] Damage increased from 6% to 8% maximum Health Ragnaros

      Base
      Health increased from 2000 to 2075 Health Regeneration increased from 4.168 to 4.323 Basic Attack damage increased from 171 to 180 Abilities
      Level 20 Flames of Sulfuron [R1] Bonus Stun duration increased from .5 seconds to 1 second Slow duration increased from 2 to 2.5 seconds Submerge [Active] Cooldown reduced from 90 to 60 seconds Developer Comment: It’s been awhile since we’ve reevaluated the Firelord’s place in the Nexus.  Overall he’s doing fairly well, but we felt he could use a small buff to compete with the current meta heroes in the game.  We also saw this as an opportunity to help his Level 20 pick rates out, so we’re buffing Flames of Sulfuron to be a fairly meaningful Stun increase and increasing the uptime of Submerge.

      Rexxar

      Base
      Misha’s Health reduced from 1762 to 1620 Misha’s Health Regeneration reduced from 3.671 to 3.375 Misha’s Health scaling increased from 4% to 4.75% Misha’s Health Regeneration scaling increased from 4% to 4.75% Developer Comment: These changes are to make Rexxar’s laning phase a little less overwhelming for the majority of opponents, particularly on maps with control points.  We're slightly lowering Misha's power in the early game, but increasing her scaling so that she is less powerful in early-game trades, but is still a threat in the mid to late portions of the game.
      Healer

      Ana
      Base
      Biotic Grenade [W] Allied Healing amount reduced from 166 to 152
      Anduin

      Base
      Flash Heal [Q] Mana cost reduced from 30 to 25 Divine Star [Q]  Mana cost increased from 45 to 50 Abilities
      Level 1 Renew [Q] Healing increased from 23 to 26 per second Pursued by Grace [Passive] Healing increased from 28 to 33 Bold Strategy [Passive] Cooldown increase increased from 1 to 2 seconds Level 4 Holy Reach [E] Bonus Basic Attack damage increased from 50% to 75% Healing increased from 90 to 100 Level 7 Binding Heal [Q] Healing increased from 80 to 95 Power Word: Shield [W] Shielding increased from 165 to 172 Level 10 Lightbomb [R2] Shielding increased from 140 to 165 Level 13 Enchant Boots - Lion's Speed [Trait] Movement Speed increased from triple to quadruple while Leap of Faith’s cooldown is available Push Forward! [Passive] Maximum Movement Speed increased from 15% to 20% Movement Speed per enemy hit increased from 2% to 2.5% Level 16 Evenhanded Blessings [Q] Cooldown reduction increased from 40% to 50% Holy Nova [W] Damage increased from 100 to 105 Healing increased from 100 to 105 Inner Focus [Active] Cooldown reduction per Hero hit with Divine Star reduced from 10 to 8 seconds Lightwell [Active] Cooldown increased from 70 to 80 seconds
      Deckard Cain
      Abilities
      Level 20 Perfect Gems [W] Horadric Cube cooldown reduction increased from 5 to 6 seconds Respect the Elderly [R1] Silence and Blind duration increased from 2 to 3 seconds Morenados! [R2] Cooldown reduction increased from 6 to 10 seconds Developer Comment: Deckard has been performing well since his last round of buffs.  These changes are to increase the competitiveness of his Level 20 talents, which are all currently being outshone by Bottomless Flask.

      Kharazim

      Base
      Radiant Dash [Q] Mana cost reduced from 30 to 25 Deadly Reach [E] Mana cost reduced from 50 to 45 Abilities
      Level 7 Heavenly Zeal [W] Additional functionality: Radiant Dashing to an ally increases the healing they receive from Breath of Heaven by 50% for 3 seconds Now shows Crit kickers for when allies gain increased healing Blazing Fists [E] Additional functionality: Now also increases the duration of Deadly Reach by 100% Level 10 Divine Palm [R1] Cooldown reduced from 60 to 50 seconds Level 13 Fists of Fury [E] Removed Level 16 Dash of Light [W] Removed Developer Comment: To better round out Kharazim’s Level 7 talents, we are baking in some of the functionality of talents that normally come online for him later on.  This should make this tier more competitive while also opening up other options for players to take as a replacement for the talents that have been removed.  For example, players who want to get in and punch a lot with Blazing Fists will now have a defensive option to take at Level 13 since they no longer have to take Fists of Fury to complete the build.

      Stukov
      Abilities
      Level 1 Fetid Touch [W] Additional functionality: After hitting 15 enemy Heroes with Weghted Pustule, remove half of its Mana cost Level 7 Targeted Excision [Trait] Additional functionality: Also reduces the cooldowns of Stukov’s Basic Abilities by 1.5 seconds Level 13 It Hungers [E] Enemy Heroes hit required reduced from 12 to 10 Poppin' Pustules [Trait] Additional functionality: Enemies hit by the explosion also have a Weighted Pustule applied to them Level 16 Universal Carrier [Q] Healing reduction on Healing Pathogen reduced from 50% to 40% Support

      Zarya
      Abilities
      Level 1 Together We Are Strong [E] Damage done by allies per energy gained reduced from 6 to 5 Maximum energy gain per Shield increased from 30 to 40 Level 20 Gravity Kills [R1] No longer deals damage to enemy Heroes Additional functionality: Now Silences enemy Heroes for its duration Clear Out [R2] No longer increases Zarya’s maximum Energy Additional functionality: Now increases the duration of Expulsion Zone by 1.5 seconds Melee Assassin

      Alarak
      Abilities
      Level 4 Chaos Reigns [Q] Damage bonus after hitting 15 Heroes increased from 50 to 60 Damage bonus after hitting 2 Heroes with a single Discord Strike increased from 50 to 60 Damage bonus for hitting 3 enemy Heroes in a single Discord Strike increased from 80 to 100 Negatively Charged [E] Damage bonus per stack reduced from 5% to 4% Show of Force [Trait] Damage reduced from 80 to 68 Additional Functionality: Hitting an enemy Hero with 3 of Alarak’s abilities within 2 seconds also grants Alarak 2% Sadism, up to 20% maximum.  This bonus Sadism is lost on death Maiev

      Base
      Spirit of Vengeance [E] Damage reduced from 180 to 150 Abilities
      Level 4 Sudden Vengeance [E] No longer requires Maiev to Blink within .35 seconds of the Spirit of Vengeance hitting an enemy Hero for its effect to proc Level 7 Ruthless Spirit [E] New functionality: Hitting an enemy Hero with Spirit of Vengeance causes Maiev to deal 15% increased damage for 4 seconds.  This can stack up to 2 times. Zeratul

      Abilities
      Cleave [Q] Damage reduced from 212 to 200 Ranged Assassin

      Gul'dan

      Abilities
      Level 1 Pursuit of Flame [Q] Quest requirement reduced from 40 to 30 Chaotic Energy [W] Regen Globes required for quest reduced from 20 to 15 Level 7 Bound by Shadow [Q] Cooldown reduction increased from 1 to 1.5 seconds Curse of Exhaustion [W] Slow amount increased from 35% to 50% Level 10 Rain of Destruction [R2] Adjusted functionality: Now has a 1.5 second cast time.  No longer requires Gul’dan to channel for its duration Cast range reduced from 15 to 10 Level 16 Darkness Within [Trait] Bonus damage increased from 25% to 30% Jaina

      Abilities
      Level 7 Ice Lance [Q] Cooldown reduction reduced from 2 to 1.5 seconds Icefury Wand [Passive] Cooldown reduction increased from 1.5 to 2 seconds Level 13 Storm Front [W] Cast range increase reduced from 100% to 75% Additional functionality: Now also increases the radius of Blizzard by 30% Level 16 Snowstorm [W] New functionality: The second wave of Blizzard deals 20% bonus damage.  The third wave of Blizzard deals 60% bonus damage.
      Lunara
      Abilities
      Level 1 Hippity Hop [Z] Out of combat requirement for the Movement Speed bonus reduced from 5 to 4 seconds Level 4 Blossom Swell [Q] Movement Speed bonus increased from 12% to 15% Level 7 Choking Pollen [Q] Damage bonus to targets with Nature’s Toxin increased from 85% to 100% Damage bonus to targets with 3 stacks of Nature’s Toxin increased from 135% to 150% Level 10 Thornwood Vine [R1] Damage increased from 164 to 176 Level 13 Abolish Magic [Active] Cooldown reduced from 35 to 30 seconds Endless Spores [W] Cooldown reduction increased from 3 to 4 seconds Level 16 Accelerated Contamination [Q] Additional functionality: Now also reduces the Mana cost of Noxious Blossom from 60 to 40
      Raynor
      Abilities
      Level 7 Fuel The Rush [Passive] Additional functionality: Reduce the Mana cost of Adrenaline Rush from 75 to 50 Level 13 Debilitating Rounds [Passive] Additional functionality: Also reduces the Mana cost of Pentetrating Round from 65 to 45
      Sylvanas
      Abilities
      Shadow Dagger [W] Damage reduced from 32 > 30 Bug Fixes
      General
      Fixed some display issues with Season Time Remaining Garden Terror Spawning Vines will no longer get stuck at Gates while trying to path through them The latest balance patch is now live and here are the official patch notes.
    • By Stan
      Heroic Deals for this week include new Reaver mounts, legendary skins for Falstad, Zagara, and more.
      Click here to check out this week's Free-to-Play Hero rotation!
      Hero Sales
      Heroes Old Price New Price Jaina 500 Gems 250 Gems Kael'thas 625 Gems 312 Gems Lt. Morales 625 Gems 312 Gems Skins
      Smoldering Desert Queen Zagara -- 900 Gems Spectral Buccaneer Falstad -- 900 Gems Mounts
      Swarm's Doubloon is still purchasable for 7,000 Gold. There's also a new Reaver Dynamic Bundle which costs 1,530 Gems.
    • By Stan
      This week's Hero rotation includes Mephisto, Falstad, Zarya, Murky, and more.
      Free-to-Play Hero Rotation: May 21, 2019
      Li Li E.T.C. Zagara Butcher Kael’thas Artanis Illidan Lúcio Mephisto Falstad Zarya (Slot unlocked at Player Level 5) Sgt. Hammer (Slot unlocked at Player Level 10) Alarak (Slot unlocked at Player Level 15) Murky (Slot unlocked at Player Level 20) (Source)
    • By positiv2
      This thread is for comments about our Dalaran Heist Tavern Encounter guide.
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