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

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

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

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

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

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

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