Damien

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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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 (And its explanation is outdated.)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 (And its explanation is outdated.)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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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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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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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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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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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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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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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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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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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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      Blaze. My initial PTR assessment of the hero, which was quite positive, was followed by a sudden realization: he does a lot of things well, but nothing exceptionally well. Blaze is the quintessential jack of all trades, master of none type hero. Generally, that's not a particularly desirable trait, because heroes are generally picked for their niches to either counter opponents or synergise with allies. For a warrior, he can't really solo tank, meaning he often ends up in that strange spot where you need a pretty well fleshed out team composition to make him work. But when he works, he does work well. He can hold his own in a solo lane, but his waveclear isn't quite good enough to deal with mercenary camps pushing before Grill and Kill, which can be frustrating. Certain heroes, such as Leoric and Malthael, completely shut him down as well. This leads me to believe that he won't see much tournament play if at all, unless teams are messing around. Viable as a late pick when you don't really know what else to pick because your team composition is already fine.
      Sonya. She's currently the most popular pick in the game. You can't go wrong with a bulky solo laner that can duel nearly anyone, output as much damage as an assassin, and clear mercenary camps with ease. Leap lets her setup really well if your team composition lends itself to that. Still, I don't think she deserves bans.
      Hanzo. This important Overwatch figurehead could just not be allowed to remain seen as underpowered for over a month. After unsuccessfully giving him a blanket 10% damage buff across the board following poor PTR feedback, Blizzard adopted the bolder strategy of making his basic attacks deal ability levels of damage thanks to the Sharpened Arrowheads changes. What was initially supposed to be a difficult to master skillshot-based hero now  has access to what is arguably the most powerful basic attack in the game, though the Serrated Arrows + Never Outmatched combo I discussed last patch remains useful for trivializing map objectives on Battlefield of Eternity and Infernal Shrines while allowing Hanzo to solo any mercenary camp from level 7 and on. With the help of another hero, bosses also become possible at this level. Losing map control or suffering one or two early deaths against Hanzo is devastating. Explosive Arrows lets him waveclear relatively well too, though particularly with Piercing Arrows for double hits on minions. The Natural Agility range increase made it much more usable, to where Hanzo can now reliably escape most if not all heroes with proper positioning. It is interesting to note that these buffs coincided with Hanzo's first free week.
      Junkrat. The proverbial death of the double healer meta means it's time for sustained poke to shine. Junkrat's popularity exploded recently as players discovered that a mix of reliable ranged waveclear, playmaking (through Concussion Mine) and potentially fight winning RIP-Tire hits made the hero a force to be reckoned with. Just be sure to pick up Endless Nades; that's your late-game damage.
      Malthael. Hanzo does really well against him, so I'm not surprised by the dip in popularity. Malthael is still very powerful, though unlikely to draw bans before second round, if at all. Always a solid pick against double tank as well as a solo laner.
      Nova. She (along with Valeera) were allowed to remain oppressive for quite a while, benefiting from the turmoil generated by the stealth rework and Blizzard employees taking a couple weeks off for the holidays. Nova is now in a good spot, with clear counters and niches, though I'm still disliking how easy Lethal Decoy makes her to play. I feel like she'll keep a potential caster meta in check for quite some time now that she's back on the radar.
      Alexstrasza. She's doing rather well. Dragonqueen is now being appropriately treated (though not quite respected by opponents) as a heroic ability by players to fight over objectives and while sieging.
      Stukov. His high healing output makes him rather strong in a poke-heavy meta. I think players are going to experiment with the Growing Infestation + Virulent Reaction (+ Bio-Explosion Switch) combo to make Stukov a lot more aggressive than we're used to seeing him be. Flailing Swipe continues to be great as a pseudo-Mighty Gust in terms of disengaging. Stukov is probably one of the best solo "all purpose" hero leaguing healer at the moment.
      Sylvanas. Any change to minion or structure damage end up being indirect buffs or nerfs to Sylvanas. Since structures were recently buffed again and Sylvanas's direct counters were nerfed quite heavily, I think she's back to being relatively high priority. Possession is really strong now, as is Mercenary Queen, though only if there's nothing for Barbed Shot to work on.
      Tyrael. Though he's not notably more powerful than he was before, I think his rework opened up a viable bruiser build for him, increasing his versatility. He's sitting at a healthy 50% win rate at the time of writing. HGC already saw him picked rather often - though, that's pre-Tyrael patch, where he is arguably weaker - , and I'm certainly looking forward to see what kind of builds players are going to gravitate towards. Holy Ground is still great, and comes online 3 levels earlier than it did before.
      Valeera. She suffered the same fate as Nova, though her overly simplistic ability set makes small nerfs very impactful. At the end of the day, she's probably going to require a broad rework, because as of right now, she either bursts her target down and feels "unfair", or doesn't and feel "worthless". Right now, she's erring on the side of the latter.
      Malfurion. Possibly one of the best rework ever done, though his vastly increased skill cap may make him less popular. His sustained healing output is excellent, but his lack of burst management still makes him difficult to play. 
    • By Stan

      This week's brawl is the Temple Arena. Harness the power of the temples to destroy the enemy Core. Choose one from three randomly selected Heroes and pick your Heroic ability. No other talents are available. Complete three matches to earn a Loot Chest.
      Blizzard (Source)
      This week’s brawl is the Temple Arena! Harness the power of the Alligator, Cobra, and Jackal Temples to destroy the enemy Core!

      Rules:
      Choose from one of three randomly selected Heroes before entering the Arena. Be quick about it though, you only have 30 seconds to choose! Everyone will begin the round at level 10 and will be asked to choose a Heroic Ability. No other talents will be available. During each round, slay the enemy team’s Heroes and capture the Temple Shrines to take shots at their Core! The Core for each team will have set amounts of health based on the number of active Shrines. Each round can have 1-3 active Shrines. The first team whose Core reaches 0 health will lose the round. Be the first team to win 2 rounds and claim victory! Rewards:
      Complete three matches of the Temple Arena to earn a Loot Chest! Find out more about the Heroes Brawl game mode on our Heroes Brawl site; and as always, you can find more information on this week’s Brawl by clicking the Brawl Info button at the bottom of the play screen when preparing to queue for the Brawl game mode.
    • By Stan

      Kel'Thuzad & Tassadar are on sale next week along with a fresh set of cosmetics that can be purchased with Gems until January 30.
      Blizzard (Source)
      Weekly Collection Update: Jan 23 – 30, 2018
      Our next Collection Update will begin on Tuesday, January 23! Check out the list of featured items and Hero discounts below.  Upcoming Hero Sales
      Kel’Thuzad — Sale Price: 375 Gems Tassadar — Sale Price: 250 Gems The following Skins and Mounts will enter the Featured Item Rotation, and will be unlockable using Gems until next week's Collection Update:
      Upcoming Featured Skins
      Frost Star Lich Kel’Thuzad Emerald Tassadar Beastmaster Rexxar Hunter First Lt. Morales Betrayer Illidan Luminescent Lurkablo Pearl Shadowpaw Li Li Prototype Mecha Dehaka Upcoming Featured Mounts
      Ringmaster’s Pride Orange Rainbow Unicorn
    • By Damien
      This thread is for comments about our HCT World Championships coverage.
    • By Stan

      Learn more about new Mecha skins and bundles that went live with today's patch in the official preview!
      Now onto things that were not mentioned in the latest patch notes:
      In addition to Mecha skins, a new legendary Mecha Tyrael announcer has been added to the game, together with sprays and emojis! Blizzard also released a new video titled MechaStorm. Check it out below!
      Blizzard (Source)
      Arm your Heroes with the latest and greatest technological advancements the Nexus has to offer by picking up new Mecha Skins for Tyrael, Rehgar, and Abathur! These Mechas are built tough, with durability ratings so high they’re guaranteed to be combat-ready whenever you enter the queue, and come back swinging every time you put them through the ringer on the battlefield.
      If it’s style you’re after, our Mechas are crafted using only the finest, artisanal techniques and the rarest materials. With upgraded visual effects on their abilities and altered voiceover kits, you’ll be so sleek, sophisticated, and intimidating during hostile engagements that even D.Va will be jealous—Hell, we’ve even installed custom Hearthstone animations for Tyrael and Rehgar so you can show off even more flair when you need to make an exit.
      Now, why don’t we step over to the show floor so you can check out what we’ve got in stock.
      New Skins
      We just received a shipment containing 10 top-of-the-line models that will be sure to keep up with your every move on the battlefield! The new legendary skins listed below can be forged using shards, or opened in Loot Chests.
      Abathur
      Xenotech Abathur Saboteur Xenotech Abathur Sinister Xenotech Abathur Dehaka
      V.haka Rehgar
      Mecha Rehgar Custom Mecha Rehgar Death's Head Mecha Rehgar Tyrael
      Mecha Tyrael Deathreaper Mecha Tyrael Strike Mecha Tyrael New Bundles
      We’ve put together several Heroic Mecha Bundles so discerning pilots can acquire a range of models for their Hero of choice. If you’d rather amass a stockpile of firepower in one fell swoop, then you might prefer the MechaStorm Bundle, instead. Each of our Mecha Bundles below can be purchased using gems, but they’ll only be available until January 29, so be sure to build your arsenal before they blast off!
      MechaStorm Bundle
      Heroes
      Abathur Rehgar Tyrael Legendary Skins
      Xenotech Abathur Saboteur Xenotech Abathur Sinister Xenotech Abathur Mecha Rehgar Custom Mecha Rehgar Death's Head Mecha Rehgar Mecha Tyrael Deathreaper Mecha Tyrael Strike Mecha Tyrael Heroic Mecha Bundles
      Abathur Bundle
      Hero
      Abathur Skins
      Xenotech Abathur Saboteur Xenotech Abathur Sinister Xenotech Abathur Rehgar Bundle
      Hero
      Rehgar Skins
      Mecha Rehgar Custom Mecha Rehgar Death's Head Mecha Rehgar Tyrael Bundle
      Hero
      Tyrael Skins
      Mecha Tyrael Deathreaper Mecha Tyrael Strike Mecha Tyrael Don't forget to customize! We've added a legendary Mecha Tyrael announcer, as well as a barrage of Mecha-themed sprays and emojis to the collection that you can use to make your loadouts really sing.
      Now that you’ve had a look around, how about a test drive? Head to the featured tab in the collection to give these skins a spin in Try Mode, and we’ll see you in the Nexus.