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Heroes of the Storm Nova

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On 17/12/2017 at 12:41 PM, Oxygen said:

I like that build as well, but Lethal DecoyLethal Decoy is absolutely bonkers when you're facing a zeratul or some other melee hero trying to jump you. It literally allows you to double your DPS for 10 seconds when used with Holo StabilityHolo Stability and Ghost ProtocolGhost Protocol. 2 decoys lasting 10 seconds dealing 50% damage each is nothing to scoff at.

Well you may want to take that back.

Lethal Decoy got nerfed back to 40% damage for decoys, and Ghost Protocol has huge cooldown anyway.

Edited by Leadblast

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4 hours ago, Leadblast said:

Well you may want to take that back.

Lethal Decoy got nerfed back to 40% damage for decoys, and Ghost Protocol has huge cooldown anyway.

Lethal Decoy is still strong. Expect it to still stay in the meta.

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Just now, Trensicourt said:

Lethal Decoy is still strong. Expect it to still stay in the meta.

It's not stronger than it was before the stealth rework. I doubt it will keep being meta for long.

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18 hours ago, Leadblast said:

It's not stronger than it was before the stealth rework. I doubt it will keep being meta for long.

It is stronger because of Ghost Protocol's Holo Decoy.

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2 hours ago, Trensicourt said:

It is stronger because of Ghost Protocol's Holo Decoy.

Which no good Nova player uses, except for when things go wrong and she has to escape death.

Edited by Leadblast

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6 minutes ago, Leadblast said:

Which no good Nova player uses, except for when things go wrong and she has to escape death.

That's subjective. I use Ghost Protocol to add to my damage and ability to confuse my targets. Lethal Decoy certainly adds a decent amount of damage to my clones even after the 10% nerf.

Edited by Trensicourt

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Well, it can work, with the right talents... the problems I see with a build around decoys is that A) Lethal Decoy (which is the "meat" of the decoys' damage) comes waaaay too late at level 16, and B) you really want to use Ghost Protocol when you need to escape.

It's also easy to just kill you along with your decoys with the appropriate AOE spells (Jaina, Kael'thas, Thrall and such). Because (unlike Samuro) you cannot control the behavior of your clones (they just stand there and attack whichever enemy hero they made contact with), you can't effectively confuse enemies as you claim. If you move yourself for whatever reason, you give yourself away. Thus, you have to stand there and die, or try to run away and die anyway.

Edited by Leadblast

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I'm not a very high MMR player (silver 1 - gold 5)...
but i try to improve and i love nova. i know it wasn't a "good/strong/whatever" hero before the rework, but since i feel she has more punch, more impact on the game she's in.

since i do not have very reliable allies, i love to take the LVL 13 Ionic Force Field and the LVL 20 Apollo suit alltogether.
i've played a lot of the snipe or one in the chamber's build, and i'm actually trying the holo build.
i find very fun and thretening to isolatd heroes to have 25 armor every second for 2 second (in theory with the LVL 7 anti armor shells). it makes you sustain a lot against a high burst and allows you to kill your target; the idea is to use the ghost protocol talent offensivly.
of course, nova's main problem remains stuntank heroes, and that build won't help (except if you lure them effectively with your holograms)

why isn't that build played?

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13 hours ago, Bloodlord said:

i love to take the LVL 13 Ionic Force Field

The extra CC from Double TapDouble Tap provides defensive options just like Ionic Force FieldIonic Force Field, but also offers offensive power. This is why it is superior and should be picked instead. Besides, you usually need the armour when you are in combat, so the limitation on Ionic Force FieldIonic Force Field is just too big.

13 hours ago, Bloodlord said:

LVL 20 Apollo suit

Just like Ionic Force FieldIonic Force Field, it pretty much improves only your defensive power (which is also significantly lowered if the opposing team consists of skillshot heroes), but offers nearly no offensive advantage, unlike the other two recommended talents at that tier. Trying to kill your opponents can be more reliable and offers greater advantage.

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I think Fast Reload is a pretty good talent. You just have to know where to position to get the most value out of it. Later in the game, most squishies position themselves in the far back, because they know easily they can be flanked by Nova. What you do then as Nova is stand in the back and wait for any squishy to be softened up, then use Triple Tap on them. No squishy is going to tank that shot mid-fight and you'll get your resets easily.

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2 hours ago, Trensicourt said:

I think Fast Reload is a pretty good talent. You just have to know where to position to get the most value out of it. Later in the game, most squishies position themselves in the far back, because they know easily they can be flanked by Nova. What you do then as Nova is stand in the back and wait for any squishy to be softened up, then use Triple Tap on them. No squishy is going to tank that shot mid-fight and you'll get your resets easily.

It's a good one. I always go Fast Reload after choosing Triple Tap as my heroic. However Triple Tap sometimes isn't good. Generally, it's best used as a finisher move anyways (which is what makes Fast Reload good), however you must keep track of when they use things like the Ice Block with Jaina (after completing her trait's quest), Nazeebo, Malfurion, Ragnaros (his version is thematically different and also regenerates his health, but works very much the same for this) and so on. Tracer's Recall also breaks the lock on from the heroic. You need to know what heroes can't avoid a long range TT (even with teleport abilities) like Sylvanas, or most assassins. 

Also I haven't seen what happens with the Haunted Mine entrances, but I suppose those could be used to avoid a Triple Tap as well.

But generally it's good at that point of the match where their structures should be pretty much demolished so they can't use them to block the shots.

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@Oxygen Allow me to express my opinion, but I think Nova guide looks like it has been written by someone who doesn't play Nova. 

Talent builds look too similar to eachother, for example your lethal decoy build will be ineffective without the 25% armor from Ionic force field, you picked Holo stability in vain, your decoy won't last 2 seconds after taking damage...So you waisted 8 seconds worth of decoy...

 

Let me write Nova's guide and you will see some sinergy

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Ok....what is going on here? Neither of the builds listed here are the ones I use. Um. Or even close. I understand u people have your computers and number crunch and all that, but I have found tremendous success running my build, and it is a TON of fun also....can be lethal if used correctly. Some of u should try it out and lemme know how it works.

 

https://www.icy-veins.com/heroes/talent-calculator/nova#31.0!1121221

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Guest IDGAF

Please never use the word "eponymous" again. Decreasing readability for what gain?

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Guest BadIdeas

Someone does not understand how to play Nova if they put Volskaya Foundry as one of her "worst maps", when it is in fact one of the best maps to play Nova on. Actually there are a few inherent misconceptions in her build suggestions as well. Foundry is in fact one of the best maps to Nova on because of covert mission. You can quickly and easily take turret camps with a single stack by sniping down the repair droid and bribing the turret. The other camps are similar with kill one, bribe two. This makes Nova a camp clearing power house on this map, and given her stealth and relatively central position of he turret camps she can safely steal turrets all game, and when your team has two turrets and the other team has none, you tend to win objective fights.

When it comes to builds, I would stay away from Rewind, especially for OitC builds. It was a must pick talent before the last major rework for snipe build Nova's as it made her lethal to out of position squishies. With the rework her burst potential dropped, in exchange for more baseline dps. The problem is, even with rewind, you probably don't want to get in a 1v1 face punching match unless you are up levels, with anyone. Instead, hit and run is a better option, and rewind really doesn't help in that case. Also the double precision strikes on a 30 second cd is pretty big, and it also triggers the OitC damage boost. Used properly, your up front burst is exactly the same, your single target sustained dps falls slightly in favor of more aoe, and being setup for the next exchange in 30 seconds instead of a minute.

Lastly, covert mission is almost always more valuable than a decoy skill. If it isn't, then there is probably a better pick than Nova for the map, since, she is mediocre as a dps, and stealing camps is her most redeeming feature.

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Guest BroBrotha

Honestly, I feel like this guide is the most outdated of them all, though likely a concern of the fact that very few people play Nova. And when they do (like FanHots), they basically play at Gold tier with her; missing shots, making general basic Nova mistakes. Only their game sense really pulls them through matches.

Orbital is never good except when your team builds for locking down a hero or two through multiple stuns; and even then, the enemy team will likely draft to counter it. Trying to desperately fix Nova's issue (wave clear) with your Ult is just sad; it'll never really fix Nova's abysmal wave clear, and will only waste it for a tiny bit of lane lead.

The mistake this guide makes is not pushing far more for Anti-Armorshells: this is the only build that is currently functioning for her, given it allows you to do burst and then walk away. Nova is not safe in any form of sustained combat, which the only other two builds (One in the Chamber/Q-Build) will trap you into.

Triple Tap is the better ult. It's hilarious to me that a clone build even is on this page, with the argument than its purpose is for combat against isolated targets... No brotha, that's what Triple Tap does. The guide speaks about psychological warfare that a Nova pick does on the enemy, yet Triple Tap is literally one of the most powerful control skills in the game: it stops nearly every character from being able to solo a lane, and strongly discourages the enemy team from splitting/escaping at different angles. It is one of the most damaging Spells, and will outright win you nearly every 1vs1 duel; it's a punishment skill.

The guide also has, for some crazy, outrageous reason tells you to pick up Double Tap... for a, quote, Pinning Shot Build. ??? The synergy of the first Pinning Shot talent with Anti Armor is what makes it the safety build in the game, yes, and why it's strongly preferred over One in the Chamber. But Double Tap is a completely pointless addition that increases the Cooldown of Pinning Shot, and only sees real use in a One in the Chamber build; it's a tiny, marginal boost for the build especially since Anti-Armor Shells' Physical Armor decrease doesn't stack with the Armor decrease of Pinning Shot... A much better choice, that will absolutely help in Nova's survivability, chase, and overall damage is, in fact, Psionic Efficiency. Stacks will be lost, Youtube videos are filled with Grandmasters missing easy Q shots with Nova; increasing the range, and the amount of stacks translates into a far better overall damage increase than something like Double Tap. It is NOT a Q specific build talent; Q is always important to Nova.

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8 hours ago, Guest BroBrotha said:

Honestly, I feel like this guide is the most outdated of them all, though likely a concern of the fact that very few people play Nova. And when they do (like FanHots), they basically play at Gold tier with her; missing shots, making general basic Nova mistakes. Only their game sense really pulls them through matches.

Orbital is never good except when your team builds for locking down a hero or two through multiple stuns; and even then, the enemy team will likely draft to counter it. Trying to desperately fix Nova's issue (wave clear) with your Ult is just sad; it'll never really fix Nova's abysmal wave clear, and will only waste it for a tiny bit of lane lead.

The mistake this guide makes is not pushing far more for Anti-Armorshells: this is the only build that is currently functioning for her, given it allows you to do burst and then walk away. Nova is not safe in any form of sustained combat, which the only other two builds (One in the Chamber/Q-Build) will trap you into.

Triple Tap is the better ult. It's hilarious to me that a clone build even is on this page, with the argument than its purpose is for combat against isolated targets... No brotha, that's what Triple Tap does. The guide speaks about psychological warfare that a Nova pick does on the enemy, yet Triple Tap is literally one of the most powerful control skills in the game: it stops nearly every character from being able to solo a lane, and strongly discourages the enemy team from splitting/escaping at different angles. It is one of the most damaging Spells, and will outright win you nearly every 1vs1 duel; it's a punishment skill.

The guide also has, for some crazy, outrageous reason tells you to pick up Double Tap... for a, quote, Pinning Shot Build. ??? The synergy of the first Pinning Shot talent with Anti Armor is what makes it the safety build in the game, yes, and why it's strongly preferred over One in the Chamber. But Double Tap is a completely pointless addition that increases the Cooldown of Pinning Shot, and only sees real use in a One in the Chamber build; it's a tiny, marginal boost for the build especially since Anti-Armor Shells' Physical Armor decrease doesn't stack with the Armor decrease of Pinning Shot... A much better choice, that will absolutely help in Nova's survivability, chase, and overall damage is, in fact, Psionic Efficiency. Stacks will be lost, Youtube videos are filled with Grandmasters missing easy Q shots with Nova; increasing the range, and the amount of stacks translates into a far better overall damage increase than something like Double Tap. It is NOT a Q specific build talent; Q is always important to Nova.

There is a good amount of Talents and Builds in the game for which there isn't really a general consensus, even among top competitive players, especially when it comes to less popular Heroes. As a consequence, I think it's not appropriate to act like if a take is completely perfect and the other is completely wrong. Our guides are based on the experience of many players, not just one of them, because we discuss our content with other players. If you want to suggest a different playstyle, I think that's fine. With the way your acting, you are basically saying that your own experience as a single player is worth way more than the experience of many of them. If you want to completely dismiss all other playstyles only because you don't like them, I think that's not fine. All that said, I always find interesting to read a different perspective, even if many players would immediately call it crazy and outrageous.

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Guest ManBro

Still see that Psionic Efficiency is locked behind Snipe build solely, despite Snipe being integral to all three  builds. It's a flat damage increasing talent, given you will always miss shots - there's no reason for it not to be a yellow choice for every build here except for One.

I see Lethal Decoy is still on the Anti-Armor shells list, like some bizarre troll choice. Crippling Shot should be a yellow choice here at least, given it, again, gives you insane extra damage. Anti Armor boosts physical damage, not your Q damage. Armor Pen boosts the kill potential far higher than a clone that shoots once with pitiful damage; especially given Armor strip will apply for your entire team.

Anti-Armor Shells build (called clone build?!) is described as sustained damage, while One In the Chamber is still listed as a 'burst damage build'. Does anyone here play Nova? Anti armor literally is the burst build. You W-Q-Auto at max range, and then you walk away. With Crippling Shot, you'll be doing insane burst damage, and there's no reason to to pick Apollo Suit?! instead of rewind here. The advantage is you do ALL of your damage at once, without weaving in auto-attacks like One In the Chamber. This IS the burst build. And yet to label it as sustained damage because you boosted your clone by 20% more damage? Wow.

Final note, is the second talent tree really just ought to be any. I prefer Rapid Projection almost for any of the builds I go, simply because Mana-Sustain on Nova is important, and it's good for blocking skill shots. But Covert Mission will always have its uses (I think its value decreases the higher Rank you go, you just don't get enough stacks of it to be super useful), and Holo Stability has some very good map reveal powers - coupled with the patch also making it reduce Ghost Protocols by 15, making it a solid choice for any build except, probably One in the Chamber.

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Guest BenjaminK

Hello,

I just wanted to report a small mistake regarding (level 4) Covert Mission's description. Hanamura Temple's non-Elite Mercenary Camps haven't been dropping Items for quite some years now ^^... Thanks for your work anyway !

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On 5/12/2025 at 3:14 AM, Guest BenjaminK said:

Hello,

I just wanted to report a small mistake regarding (level 4) Covert Mission's description. Hanamura Temple's non-Elite Mercenary Camps haven't been dropping Items for quite some years now ^^... Thanks for your work anyway !

What do you mean? Fortification Camps are non-Elite and drop a Turret Item.

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Guest BenjaminK
On 5/13/2025 at 12:02 PM, Elitesparkle said:

What do you mean? Fortification Camps are non-Elite and drop a Turret Item.

Oh sorry ! My bad, you're right, obviously ^^'... I must have been tired while writing that comment, because I only thought about the two middle camps, which used to drop the global scouting coin stuff years ago.

By the way, thanks for checking some of the comments I made about a few typos and mistakes related to other heroes ! I'm currently playing all my weaker most unused heroes - hence Nova (lol) -, one by one, checking the builds here as I go, and noticed quite a few minor details worth reporting. Thank you for still managing those guides with care...

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On 6/3/2025 at 5:16 AM, Guest BenjaminK said:

Oh sorry ! My bad, you're right, obviously ^^'... I must have been tired while writing that comment, because I only thought about the two middle camps, which used to drop the global scouting coin stuff years ago.

By the way, thanks for checking some of the comments I made about a few typos and mistakes related to other heroes ! I'm currently playing all my weaker most unused heroes - hence Nova (lol) -, one by one, checking the builds here as I go, and noticed quite a few minor details worth reporting. Thank you for still managing those guides with care...

No worries. Thank you for helping us finding mistakes!

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      General
      Fixed an issue that caused Unstoppable targets to not be immune to Blinds. Maps
      General Fixed an issue that caused Bosses to attack Summoned units. Blackheart's Bay Fixed an issue that caused the AI to have issues turning in coins. Infernal Shrines Fixed an issue that prevented Minions from pathing near the Arcane Punisher's beams. Heroes
      D.Va Base Defense Matrix [W] D.Va's Mech will now retarget Defense Matrix when controlled by an AI. Deathwing Base Dragonflight [Z] Fixed an issue that caused Dragonflight's cooldown to increase upon taking damage to only occur when the cooldown is below 4 seconds. Garrosh Level 4 In For the Kill Fixed an issue that caused In For the Kill to not completely reset the cooldown of Bloodthirst. Gul'dan Base Drain Life [W] Fixed an issue that caused Drain Life to not always be interrupted if the target leaves its range. Jaina Base Improved Ice Block [1] Fixed an issue that caused Improved Ice Block and Ice Cold to not be used correctly by AI-controlled Jaina. Kael'thas Level 20 Rebirth Fixed an issue that caused Rebirth to not be used correctly by AI-controlled Kael'thas. Li Li Base Cloud Serpent [W] Fixed an issue that caused Cloud Serpent to not be made visible when damaging a target while in the Fog of War. Medivh Level 10 Poly Bomb Fixed an issue that caused Poly Bomb to not be used correctly by AI-controlled Medivh. Nazeebo Level 13 Superstition Fixed an issue that caused Superstition to display a blank ability for the damage dealt by its Corpse Spider. Samuro Base Mirror Image [Q] Mirror Images will no longer move towards Samuro's attack move target point on creation. Mirror Images will now properly have their AI enabled when Samuro has their AI enabled. Stukov Base Weighted Pustule [W] Fixed an issue that caused Weighted Pustule to be removed when an effect that removes Slows is applied. Thrall Base Feral Spirit [W] Fixed an issue that caused Feral Spirit to not be extended correctly if it is about to expire. Return to Top
      Click here to discuss this post with other players in the official Heroes of the Storm forums.

    • By Elitesparkle
      Blizzard released a new PTR patch for Heroes of the Storm and here are the unofficial Patch Notes with all the datamined changes.
      Map Updates
      Blackheart's Bay
      Objective
      Bombardment Damage increased from 2875 to 3000. Balance Updates
      Arthas
      Base
      Frostmourne Hungers [D] Maximum damage bonus increased from 5000 to 10000. Gazlowe
      Base
      Rock-It! Turret [Q] Duration increased from 17 to 20 seconds. Mal'Ganis
      Base
      Necrotic Embrace [W] Damage increased from 110 to 121. Additional functionality: Gain 15 Spell Armor for 3 seconds. Medivh
      Talents
      Level 1 Winds of Celerity Movement Speed bonus increased from 75% to 100% of Raven Form's Movement Speed bonus. Raven's Intellect Mana and Health Regeneration bonus increased from 125% to 200%. Muradin
      Talents
      Level 16 Dwarf Launch Cooldown reduction reduced from 2 to 1 second. Level 20 Mountain King Cooldown increase removed. Sgt. Hammer
      Talents
      Level 1 Maelstrom Rounds Damage bonus increased from 30% to 40%. Level 13 Hyper-Cooling Engines Now triggers against Structures too. No longer grants bonuses from splash damage. Level 20 Advanced Lava Strike Damage bonus increased from 50% to 65%. Ultra Capacitors Now triggers against Structures too. No longer grants bonuses from splash damage. Thrall
      Talents
      Level 1  Echo of the Elements Time window to gain stacks increased from 1.5 to 2 seconds. Extra bounces no longer deal reduced damage. Quest requirements increased from 20/40/100 to 20/50/125. Removed functionality: Chain Lightning no longer bounces an additional time after unlocking the second Reward. Level 7  Rolling Thunder Additional functionality: Chain Lightning bounces an additional time. Tyrande
      Base
      Lunar Flare [E] Damage bonus per stack reduced from 3.5% to 3%. Talents
      Level 13  Quickening Blessing Movement Speed bonus on Light of Elune's target increased from 20% to 25%. Level 20 Commander of Sentinels Cooldown increase removed. Bug Fixes
      Fixed an issue causing respawn timers from Level 10 to 23 to be lower than intended. Fixed an issue causing increased Movement Speed visual effects to be created when joining a Toy Train. Fixed an issue causing Heroes to collect more Skulls than allowed during the Objective phase on Haunted Mines. Fixed an issue causing Arthas's Frost Presence to fire the Quest Completed notification twice. Fixed an issue causing Arthas's Frost Presence to give double Quest progress when hitting an enemy Hero with both the path and the circle. Fixed an issue causing Arthas's Rime to heal Arthas even when not Stunned, Rooted, or Slowed. Fixed an issue causing Ghouls summoned by Arthas's Army of the Dead to have a duration instead of losing Health over time. The tooltip for Arthas's Frost Presence has been updated from "Root enemy Heroes" to "Hit enemy Heroes". Fixed an issue causing Garrosh's Wrecking Ball to show the mark on targets barely not in range. Fixed an issue causing effects related to the duration of Mal'Ganis's Necrotic Embrace to not work correctly. Fixed an issue that caused Medivh's Guardian of Tirisfal to not increase Arcane Rift's search duration. Fixed an issue causing Ragnaros's Living Meteor to not deal the landing damage.
    • By Elitesparkle
      Blizzard released a new PTR patch for Heroes of the Storm and here are the official Patch Notes with all the changes.
      (Source)
      Our next Heroes of the Storm patch has just hit the Public Test Realm and will be available for playtesting. As always, if you encounter any bugs during your PTR play sessions, please stop by the PTR Bug Report forum to let us know about your experiences.
      Quick Navigation:
      General Map Updates Balance Update Bug Fixes General
      Unranked Mode has been removed. Respawn timers have been reduced in the mid-to-late game. By level 22, respawn timers are back at 65 Seconds. Updated Homescreen and Startup Music. Return to Top
      Map Updates
      Garden of Terror Classic The original Garden of Terror has returned to Custom Games! The name has been changed to Garden of Terror Classic to differentiate from the current Garden of Terror. Haunted Mines Haunted mines has returned to Quick Match! Map objective is now complete when one team collects 55 Skulls, rather than when all 100 Skulls have been collected. Hero vision is reduced while in the mines. Warhead Junction Cast time for Nuke increased from 2.5 seconds to 3 seconds. Cast time for Nuke now breaks upon taking damage. DoT damage from Nuke increased by 100%. Damage to Forts and Keeps from Nuke increased from 100% to 125%. Return to Top
      Balance Update
      Heroes
      Arthas
      Arthas has been fully reworked! All abilities and talents will be listed below.
      Base
      Death Coil [Q] Mana: 40. Cooldown: 9 seconds. Deals 164 damage to target enemy. Can be self-cast to heal for 262 health. Howling Blast [W] Mana: 50. Cooldown: 10 seconds. Root enemies within the target area for 1.25 seconds and deals 68 damage. Frozen Tempest [E] Mana: 13 per second. Cooldown: 1 second. Deals 36 damage per second to nearby enemies and Slow their Movement Speed by 10% per second, stacking up to 40%. Heroes hit also have their Attack Speed Slowed by 10% per second, stacking up to 40%. Frozen Tempest's effects last for 1.5 seconds. Army of the Dead [R] Charge Cooldown: 18 seconds. Consume all charges to summon an equal number of Ghouls that last 15 seconds and attack for 20 damage. Ghouls can be sacrificed to heal Arthas for 240 Health. Stores up to 6 charges. Every time an enemy minion dies nearby, reduce the charge cooldown of this ability by 1 second. Takedowns reduce the charge cooldown of this ability by 6 seconds. Summon Sindragosa [R] Mana: 100. Cooldown: 100 seconds. Deals 230 damage and Slows enemies by 60% for 4 seconds. Also disables Minions, Mercenaries, Monsters, and Structures for 20 seconds. Frostmourne Hungers [D] Cooldown: 12 seconds. Activate to make Arthas' next Basic Attack strike immediately and deal 71 bonus damage. Dealing damage restores 40 Mana. QUEST: Killing a Minion or hitting a Hero with Frostmourne Hungers permanently increases its bonus damage and Arthas' Basic Attack damage by 1. Talents
      Level 1 Frost Presence Increase the area of Howling Blast by 20%. QUEST: Root enemy Heroes with Howling Blast. REWARD: After Rooting 15 Heroes, Howling Blast's range is increased by 20% and it hits enemies in its path. REWARD: After Rooting 30 Heroes, Death Coil Slows Heroes hit by 50% for 0.75 seconds. Borean Winds After Frozen Tempest has been active for 2 seconds, Arthas gains 10% Movement Speed. PASSIVE: Frozen Tempest's Slowing effects last an additional 0.5 seconds and its Mana cost is reduced by 4 per second. Rime Every 5 seconds, gain 75 Physical Armor against the next enemy Hero Basic Attack, reducing the damage taken by 75%. Stores up to 3 charges. PASSIVE: While Arthas is Slowed, Rooted, or Stunned he heals 24 Health a second. Level 4 Shattered Armor Enemy Heroes hit by Howling Blast have their Armor reduced by 15 for 4 seconds. Icy Talons Gain 3% Attack Speed for 2 seconds every time a Hero is damaged by Frozen Tempest, to a maximum of 60%. Frost Strike Frostmourne Hungers deals an additional 115 Ability damage in an area and slows Heroes hit by 20% for 2 seconds. Level 7 Immortal Coil Gain the healing effect of Death Coil even when used on enemies. If Death Coil is used on Arthas, it heals for an additional 75% bonus healing and its cooldown is reduced by 3 seconds. Rune Tap Every 3rd Basic Attack heals Arthas for 5% of his max Health. PASSIVE: Each stack of Frostmourne Hungers increases Arthas' Maximum Health by 10. Icebound Fortitude Cooldown: 35 seconds. Activate to gain 25 Armor and reduce the duration of Stuns, Slows, and Roots against Arthas by 75% for 3 seconds. Each Hero Rooted by Howling Blast reduces the cooldown of this ability by 2 seconds. Level 13 Deathlord If Death Coil is used on an enemy Hero, launch an additional Death Coil at a nearby enemy Hero. PASSIVE: Death Coil deals more damage the lower Arthas' current Health is, to a maximum of 50% bonus damage. Deathchill Howling Blast's damage is increased by 2 for each stack of Frostmourne Hungers. Howling Blast deals 100% additional damage and Roots for an additional 0.25 seconds against Heroes under 50% health. Biting Cold Each second an enemy is damaged by Frozen Tempest, it deals 15% bonus damage, up to 75% bonus damage. Level 16 Remorseless Winter Enemy Heroes that remain within Frozen Tempest for 2.5 seconds are Rooted for 1.25 seconds and heal Arthas for 3% of his maximum Health. This effect has an 8 second cooldown per target. Frostmourne Feeds Reduce the cooldown of Frostmourne Hungers by 6 seconds. Arthas heals for 75% of the Basic Attack damage dealt by Frostmourne Hungers. Anti-Magic Shell Cooldown 60 seconds. Activate to make Arthas immune to Spell Damage for 4 seconds and heal Arthas for 25% of the damage prevented. Level 20 Legion of Northrend Reduce Army of the Dead's charge cooldown by 5 seconds. Each charge consumed spawns an additional Ghoul to attack nearby enemies. These Ghouls cannot be sacrificed. Absolute Zero Sindragosa flies twice as far. Enemy Heroes are Rooted for 2.5 seconds, and then Slowed by 60% for 4 seconds. Death Pact Instantly double your stacks of Frostmourne Hungers, but it no longer gains stacks from hitting Heroes or killing Minions. PASSIVE: Takedowns grant 2 stacks of Frostmourne Hungers. Path of Frost Activate to instantly mount with 10% additional Movement Speed. Taking damage does not dismount Arthas from this mount. Lasts up to 5 seconds. When Arthas dismounts, Slow all nearby enemies by 30% for 2 seconds and deal 66 damage. Chen
      Base
      Keg Smash [W] Breath of Fire initial damage lowered from 85 to 40. Breath of Fire duration increased from 3 seconds to 6 seconds. Breath of Fire no longer costs Energy. Keg Smash energy cost increased to 35 from 30. Fortifying Brew [D] Drinking now stops additional commands for a fraction of a second. Talents
      Level 1 Accumulating Flames Moved from Level 4 to Level 1. REWORK: Quest: Gain stacks from hitting Heroes with DoT damage from Breath of Fire. Each stack provides 0.25 damage. At 20 damage, Keg Smash becomes ranged. Mythic Reward: At 75 damage, Breath of Fire lowers enemy armor by 20 and is refreshed from Chen's Basic Attacks. Level 4 Eye of the Tiger Moved from Level 1 to Level 4. Level 7 Elusive Brawler Movement Speed reduced from 30% to 20%. Level 10 Wandering Keg Cooldown increased from 50 seconds to 60 seconds. Level 13 Pressure Point Slow duration increased from 1 second to 1.5 seconds. Deathwing
      Base
      Onslaught [E] Cooldown increased from 5 seconds to 6 seconds. Dragonflight [Z] Cooldown increased from 15 seconds to 20 seconds. Talents
      Level 16 Gaze onto Destruction Duration reduced from 5 seconds to 3.5 seconds. Falstad
      Talents
      Level 1 Frequent Flyer Range to receive kill credit reduced from 14 to 8.5. Garrosh
      Base
      Wrecking Ball [E] Range reduced from 6.5 to 6. Search range reduced from 2.5 to 2.25. Talents
      Level 1 Unrivaled Strength Ranged bonus reduced from 20% to 15%. Gazlowe
      Base
      Rock-It! Turret [Q] Turret Health increased from 510 to 600. Mal'Ganis
      Base
      Necrotic Embrace [W] Now benefits double the amount from Vampiric Touch. No longer provides Armor for 3 seconds. Talents
      Level 1 Will of Tichondrius Moved from Level 7 to Level 1. REWORK: Hit Heroes with Fel Claws to gain 0.5 damage. Hit 4 Heroes in the first two swipes to cause the last wipe to provide 2 additional damage. Upon reaching 40 stacks, Fel Claws now steals 4% health from opponents and stuns for an additional 0.5 Seconds. Level 4 Vampiric Aura Moved from Level 1 to Level 4. Self healing increased from 30% to 40% and healing of nearby Allies increased from 15% to 20%. Might of Sargeras Now provides 25 Armor for 3 seconds when using Necrotic Embrace. Level 7 Fueled by Torment Moved from Level 4 to Level 7. Now causes Necrotic Embrace to Slow by 25% for 3 seconds. Medivh
      Talents
      Level 1 Winds of Celerity Movement speed bonus increased from 50% to 75%. Raven's Intellect Bonus increased from 75% to 125%. Level 4 Raven Familiar Slow reduced from 30% to 20%. Level 7 Force of Magic Spell Power increased from 30% to 35%. Level 13 Circle of Protection No longer increases the cooldown of Force of Will. Level 20 Guardian of Tirisfal Now also increases the range of Arcane Rift by 50%. Muradin
      Base
      It's Hammer Time! [Q] Muradin gains 5 stacks if a target dies within 3 seconds of being hit by Storm Bolt. Stack requirement for pierce increased from 40 to 45. Talents
      Level 20 Mountain King Dwarf Toss cooldown increased by 2 seconds. Thunder Clap cooldown increased by 2 seconds. Thrall
      Talents
      Level 1 Crash Lightning Amount stacks lost on death reduced from 6 to 4. Echo of the Elements Damage done by the chain lightning bounces rewarded from obtaining the Mythic Reward reduced from 85 to 70. Tyrande
      Base
      Lunar Flare [E] Tyrande gains 1 stack if the target dies within 3 seconds of being hit. Mythic Reward now also increases attack range by 1. Lunar flare damage from hitting a hero reduced from 4% to 3.5%. Talents
      Level 20 Commander of Sentinels Cooldown of Sentinel increased by 3 seconds. Return to Top
      Bug Fixes
      General
      Fixed an issue that caused Unstoppable targets to not be immune to Blinds. Maps
      General Fixed an issue that caused Bosses to attack Summoned units. Blackheart's Bay Fixed an issue that caused the AI to have issues turning in coins. Heroes
      D.Va Base Defense Matrix [W] D.Va's Mech will now retarget Defense Matrix when controlled by an AI. Deathwing Base Dragonflight [Z] Fixed an issue that caused Dragonflight's cooldown to increase upon taking damage to only occur when the cooldown is below 4 seconds. Garrosh Level 4 In For the Kill Fixed an issue that caused In For the Kill to not completely reset the cooldown of Bloodthirst. Gul'dan Base Drain Life [W] Fixed an issue that caused Drain Life to not always be interrupted if the target leaves its range. Jaina Base Improved Ice Block [1] Fixed an issue that caused Improved Ice Block and Ice Cold to not be used correctly by AI-controlled Jaina. Kael'thas Level 20 Rebirth Fixed an issue that caused Rebirth to not be used correctly by AI-controlled Kael'thas. Li Li Base Cloud Serpent [W] Fixed an issue that caused Cloud Serpent to not be made visible when damaging a target while in the Fog of War. Medivh Level 10 Poly Bomb Fixed an issue that caused Poly Bomb to not be used correctly by AI-controlled Medivh. Nazeebo Level 13 Superstition Fixed an issue that caused Superstition to display a blank ability for the damage dealt by its Corpse Spider. Samuro Base Mirror Image [Q] Mirror Images will no longer move towards Samuro's attack move target point on creation. Mirror Images will now properly have their AI enabled when Samuro has their AI enabled. Thrall Base Feral Spirit [W] Fixed an issue that caused Feral Spirit to not be extended correctly if it is about to expire. Return to Top
      Click here to discuss this post with other players in the official Heroes of the Storm forums.

    • By Elitesparkle
      Blizzard released a new PTR patch for Heroes of the Storm and here are the unofficial Patch Notes with all the datamined changes.
      Map Updates
      Volskaya Foundry
      Objective
      Triglav Protector Damage bonus when both slots are occupied reduced from 45% to 35%. Cooldown reduction when both slots are occupied reduced from 40% to 35%. Triglav Gunner Damage bonus when both slots are occupied reduced from 45% to 35%. Cooldown reduction when both slots are occupied reduced from 40% to 35%. Energy Regeneration when both slots are occupied reduced from 40% to 35%. Balance Updates
      Azmodan
      Base
      Globe of Annihilation [Q] Upon reaching 225 Annihilation, also removes the damage reduction against Monsters. Deathwing
      Stats
      Attack Damage increased from 110 to 117. Talents
      Level 1 Molten Blood Additional functionality: Now grants Form Switch, which can be activated to swap Form. Level 7 Firestorm Cooldown reduction for Deathwing's landing Abilities increased from 2 to 3 seconds. Jaina
      Base
      Frostbite [Trait] Additional functionality: Ice Cold now also gives Unstoppable and immunity to damage over time effects for the duration. Kerrigan
      Base
      Ravage [Q] Minions no longer have to die within 1.5 seconds of being hit by Ravage to grant stacks. Kerrigan now gains stacks when Minions die within 3 range. Time window for cooldown refund reduced from 1.5 to 0.75 seconds. Baseline Quest requirements increased from 85/150 to 100/250. After reaching 100 stacks, enemy Heroes killed grant 14 stacks. Muradin
      Base
      Storm Bolt [Q] Baseline Quest requirements increased from 35/150 to 50/200. Talents
      Level 7 Perfect Storm Additional functionality: The cooldown cannot be reset more than once every 10 seconds. Level 20 Mountain King New: Thunder Clap and Dwarf Toss have an extra charge. Rewind Removed. Tyrande
      Stats
      Mana increased from 450 to 500. Mana Regeneration increased from 2.7 to 3 per second. Base
      Sentinel [W] Mana cost increased from 50 to 55. Lunar Flare [E] Mana cost increased from 60 to 65. Shadowstalk [R1] Mana cost increased from 75 to 85. Starfall [R2] Mana cost increased from 75 to 85. Yrel
      Base
      Divine Purpose [D] Cooldown reduced from 16 to 8 seconds. Zagara
      Talents
      Level 16 Mutalisk Mutalisk's Health decay reduced from 42 to 10 per second. Mutalisk duration effectively increased from 10 to 42 seconds. Bug Fixes
      Fixed an issue causing Doubloon Camps on Blackheart's Bay to be impossible to capture under certain conditions. Fixed an issue causing Anub'arak's Beetles to still have a duration, in addition to losing their Health over time. Fixed an issue causing the Health decay for Azmodan's Demon Warriors to not scale with levels.  Fixed an issue causing Deathwing's Baseline Quest to reset when using Dragonflight. Fixed an issue causing Deathwing's Lava Burst to deal damage after an additional 0.25 seconds. Fixed an issue causing Gazlowe's Rock-It! Turrets to not lose their Health over time. Fixed an issue causing the tooltip for Jaina's Ice Cold to not show correctly. Fixed an issue causing Muradin's Storm Bolt to deal 1 more damage for each stack. Fixed an issue causing the range splat for Muradin's Dwarf Toss to not be visible. Fixed an issue causing Muradin's Skullcraker to Stun before Muradin's post-damage effects happened. Fixed an issue causing the Health Regeneration of Murky's Egg to not scale with levels. Fixed an issue causing Tyrande's Sentinel to not be correctly affected by cooldown reduction effects.
    • By Elitesparkle
      Blizzard released a new patch for Heroes of the Storm and here are the official Patch Notes with all the changes.
      20 February 2026: After releasing a hotfix, Muradin has been enabled again.
      19 February 2026: Muradin has been temporarily disabled due to a game-breaking bug.
      (Source)
      We’ve just released a patch to the live servers in order to apply some balance and bug fixes.
      Quick Navigation:
      Balance Update Bug Fixes Balance Updates
      Deathwing
      Base
      Incinerate [W] Cooldown increased from 6 seconds to 7 seconds. Talents
      Level 7 Death Drop Duration of Spell Armor decreased from 6 seconds to 4 seconds. Muradin
      Base
      Storm Bolt [Q] Quest requirements reduced from 50/200 to 40/160. Talents
      Level 1 Give 'Em The Axe Bonus Damage reduced from 50% to 40%. Level 4 Sledgehammer Now also reduces the cooldown of Storm Bolt by 1.5 seconds. Level 7 Perfect Storm Internal cooldown reduced from 10 seconds to 8.5 seconds. Now also restores 25 Mana on reset. Level 13 Healing Static Heal per Hero hit increased from 5% to 6%. Murky
      Base
      Spawn Egg [D] Revive Shield duration increased from 10 seconds to 15 seconds. Talents
      Level 10 March of the Murlocs Cooldown reduced from 110 seconds to 100 seconds. Level 13 Egg Shell Shield increased from 35% to 50% of Murky's Health. Shield now lasts until destroyed. Level 20 Never-Ending March Will now last a minimum of 7 seconds, even if stopped. Sylvanas
      Talents
      Level 7 Lost Soul Extra 10% damage bonus provided by Lost Soul has been removed. Tyrande
      Base
      Lunar Flare [E] Mythic reward requirements reduced from 45 hits to 40 hits. Return to Top
      Bug Fixes
      Battlegrounds
      Hanamura Temple The Samurai Sentinel camp is now properly displayed with a Bruiser icon. Braxis Holdout Fixed an issue that caused terrain to be rendered incorrectly. Heroes
      Azmodan Level 4 Battleborn Now properly reduces the cooldown of Demon Lieutenant. Level 10 Black Pool Now properly deals reduced damage to non-Heroes. Deathwing Base Form Swap AI can no longer use the removed Form Swap ability. Gul'dan Level 16 Ruinous Affliction Fixed an issue that caused Ruinous Affliction to deal bonus damage on the 3rd and 5th hit, instead of the 3rd and 6th hit. Jaina Base Frostbite [Trait] Fixed an issue that caused Ice Block to not show the correct cooldown value in the tooltip. Fixed an issue that caused Ice Cold to allow Jaina to move through pathing blockers and stationary targets. Muradin Base Dwarf Toss [E] Fixed an issue that caused Dwarf Toss to go on cooldown when used on invalid terrain. Level 1 Dwarf Block Can no longer stack beyond 3 charges. Murky Murky will no longer revive faster than intended. Murky's level 20 talents have been rearranged to match skill order. Base Pufferfish [W] Puffed Up will now display first in the Buff Bar. Fixed an issue that caused Murky to lose his increased size after death. Spawn Egg [D] Fixed an issue that caused Murky to respawn faster than intended. Level 1 Shell Game Shell Game now shows the Trait button for the talent, instead of an Active button. Level 20 Faster Fish Faster Fish now also causes the animation of the Pufferfish to play faster. Faster Fish now shows the W button for the talent, instead of the Trait button. Rehgar Level 20 Elemental Conduit Fixed an issue that caused Elemental Conduit's Shields to not refresh to 5 seconds. Fixed an issue that caused Elemental Conduit's refresh to search for allies to give the Shield around the targets hit, instead of Rehgar's location. Thrall Level 1 Echo of the Elements Fixed an issue that caused Echo of the Elements bounces to bounce to cloaked targets. Level 7 Rolling Thunder Rolling Thunder damage now displays as a crit. Level 16 Alpha Wolf Alpha Wolf damage now displays as a crit. Zagara Base Infested Drop [E] Fixed an issue that caused Roaches melee attacks to launch missiles instead of directly hitting. Fixed an issue that caused Roaches to not display correctly in the death recap. Click here to discuss this post with other players in the official Heroes of the Storm forums.

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