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Heroes of the Storm Tyrael

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Interesting, my bruiser build is as it follows:

1-Purge Evil

4-Swift Retribution

7-Reciprocate

10-Judgement

13-Burning Rage

16-Salvation

20-Angel of Justice

I often find myself needing basic attack uptime in team fights, so swift retribution becomes very useful in addition to its great team utility. Similarily, this complements well with Reciprocate. The waveclear makes Tyrael a much stronger hero outside of team fights. However, it's value can be very high in team fights if positioned well. Burning Rage is pretty standard here for solid damage. Salvation is absolutely a must for bruiser Tyrael, since any good team would focus Tyrael to peel him off of backline. This leads to Tyrael constantly rotating back to the team. Why not give Tyrael 1,000+ health shields whenever he does so?  Angel of Justice is a perfect complement to Salvation and Swift Retribution, allowing Tyrael to engage and focus down any targets. In many cases, I only use Eldruin's might once to engage and a second to leave. Using it twice offensively when the fight isn't decided wastes Tyrael's sustain when he could've rotated back to team for salvation shields. From my experience, this build gives Tyrael the most balanced tanking and damage.

 

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I find Tyrael very strong in Volskaya Foundry now. Righteousness and Sanctification are very handy for winning teamfights when holding the terminal access points.

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On 14/6/2017 at 8:52 PM, Guest MachineCult said:

I'm sure there's twenty reasons I'm wrong, but I've had a reliable amount of success so far building Tyrael as a follow-up based bruiser. I know many of these talents were bashed in the guide, but hear me out.

Talent Path: 

1-Purge Evil

4-Vigorous Strike

7-Follow Through

10-Judgement

13-Burning Rage/Angelic Might

16-Holy Ground/Blood for Blood

20-Nexus Blades

 

On what I read in the guide regarding these talents, Vigorous Strike was discounted due to being able to sustain large amounts of damage, Tyrael's mobility combined with Follow Through gives appreciable returns.

Follow Through was criticized due to Tyrael's long cooldowns, however it's important to note for the sake of this talent, El'druin's Might and its teleport both count as individual abilities, if you rotate properly you can sustain Follow Through damage without any down time. I did catch the note that using El'druin's Might aggressively is a gamble, however this combo brings solid dueling, diving and harassment to the table. 

Angelic Might. The jury's still out on this one, because it's not very reliable however in this particular build, situationally it can really pack a punch and give you a nice chunk of self sustain. I do agree outside of this specific build it doesn't hold much merit. 

In conclusion, I suppose this build is perhaps only useful in niche situations during competitive play, or is comp dependent, but I've generally had favorable results with it, usually finishing in the top three in virtually every stat. I've successfully locked horns with Sonya, Malthael and Muradin with this build, so I'll continue to use it but just felt I would share. Maybe it just catches them off guard XD

 

I tried my own Bruiser Tyrael build, it looks very much like yours but it has no Follow Through.

https://www.icy-veins.com/heroes/talent-calculator/tyrael#26.0!1321144

1 - Purge Evil - more damage on heroes, self explanatory

4 - Vigorous Strike - I also think this talent actually helps to make Tyrael tankier by giving him more self-sustain. You can outlast many assassin opponents (especially those who do NOT use a similar talent or plainly don't have it).

7 - Reciprocate - let's face it, as Tyrael, you're going to cast Righteousness as you're engaging enemies, regardless of what role or build you are following. So, if you have to be a Bruiser Tyrael, why don't you take the chance to deal more damage to enemies while casting it? Follow Through requires actually to use several skill casts to be effective. But, despite Tyrael 's short cooldowns (or perhaps, BECAUSE of them) he suffers a lot from running out of Mana. Once you are oom, Follow Through becomes quite useless. I believe Tyrael should make the most out of each time he has to use Righteousness, and this talent just does it better. Follow Through requires him to be constantly spamming skills to be effective, but that is not realistically possible due to his mana problems.

10 - Judgement is the usual choice, although Sanctification can be better on maps like Volskaya or Sky Temple.

13 - Burning Rage - offers more sustained damage without having to constantly cast anything. Since as a Bruiser you're expected to make actual attacks on enemies you'll often be in range for this ability to be effective.

16 - Blood for Blood - this allows him to bring down those fatty bellies like the Prime Evils or Stitches should you be forced to engage them.

20 - Nexus Blades - the perfect complement for Vigorous Strike AND Burning Rage.

 

By contrast, here's my OTHER build, Tank Tyrael:

https://www.icy-veins.com/heroes/talent-calculator/tyrael#26.0!4232233

1 - Regeneration Master

4 - Swift Retribution - helps in making him and his allies more mobile

7 - Zealotry - this goes well with Angelic Absorption at 13 since it will make Righteousness last longer

10 - Sanctification - you can swap it for Judgement if you're not in Sky Temple or Volskaya

13 - Angelic Absorption - regenerates HP as you're being attacked, self explanatory

16 - Salvation - makes your own Righteousness shield thicker

20 - Nullification Shield - feel free to discard this one if the other team doesn't have a lot of mages.

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Guest Naenlor

You should try out the Follow Through talent with him though. Yes you need to use all your talents, but you should be in order to engage, and to chase. BUT the main reason is because of El'druins Might triggers Follow Through twice. Once when you throw the sword, and another when you teleport. So you can get 4 Follow Through attacks in a full rotation. It does a surprising amount of damage as well. AND you combo this with the level 16 talent that makes teleporting with El'druins Might increase your attack speed but a insane amount, and you make yourself able to dive in, and unleash a lot of damage. The main problem is the build up to this, cause before all of this, you can just a subpar Warrior until you get your Ultimate and some talents under your belt.

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there's an "aggressive Tyrael" build that replaces his old Bruiser build, consistent of Ardent Restoration + Smite talents but I guess we still need more playing to shape it up better.

what I've been trying is a mix of offensive and utility talents along with the Ardent Restoration for sustain:

Ardent Restoration

Bound by Law

Purge Evil

Judgement

Law and Order

Burning Halo (notice how this talent does not work as intended by the talent's description, might be fixed in next patches.)

Angel of Justice/Defense of the Angels

 

there's probably a Tank build too, given how he has certain talents that give him physical armor but need to put it together.

Edited by Leadblast

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18 hours ago, Morcalivan said:

New builds?

Holy Ground Build/Generic Good Stuff Build

Justice for All > Stalwart Angel > Swift Retribution > Sanctification > Holy Ground > Horadric Reforging > Seal of El'Druin

I expect this to be his standard build going forward.  Not really focused on his own damage (though lots of attack speed helps make it so he isn't ignored), instead he's an extremely effective controlling/team support warrior with practically 100% up time on Holy Ground and Stalwart Angel.  Characters without strong movement abilities can't escape/catch him/his team and he's very, very hard to kill.

Auto Attack/Smite Focused Build

Salvation > Divine Vigor > Purge Evil > Judgement > Law and Order > Smite the Wicked > Seal of El'Druin

A fun damage dealing Bruiser build focus around Smite.  A strong four man Righteousness with Law & Order + Purge Evil means this Tyr can burst squishies before anything can be done to stop him.  Salvation + Divine Vigor meanwhile help him weather damage coming his way.

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2 hours ago, Jaqen said:

Need a build update for rework, pretty please!

The guide was rewritten and has just been polished before it is added to the site. It should be up shortly. 

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38 minutes ago, positiv2 said:

The guide was rewritten and has just been polished before it is added to the site. It should be up shortly. 

Thanks!

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Aloha,

I dunno if u r already aware of it, so just fyi: There are some wrong (=old) tooltips in the talent build. Moving the cursor to the very first talent in the tree i. e.  shows the old 'Salvation'-text as tooltip instead of the new one.

The same thing happens for 'Purge evil' & 'Swift retribution' (T7) and 'Horadic reforging' (T16).

And some of the very new talents don't even show any tooltip.

It seems like your trainee who's responsible for polishing the guide needs to be lashed on harder! =;o)

And justice for all!
 

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I think I can improve that, or come with some more variation.

For a Bruiser build, Divine Vigor + Purge Evil have obvious synergy. Divine Vigor gives you 50% lifesteal for the next 4 seconds (this is basically 3-4 attacks, 5 attacks in the best case scenario)  after Smiting an enemy Hero. Purge Evil increases Tyrael's attack damage by 35% for 4 seconds after Smiting. So these 2 obviously go together. I don't really like the idea of Tyrael being that much based on autoattack damage, but this is what we have now. The advantage of Divine Vigor is that it helps you to build up your sustain at first because Ardent Restoration is quite weak for the first damage instances, and you only notice the healing after building a large amount of stacks. You obviously have to be accurate with your Smites now... that kinda goes without saying.

But I'd say this works reasonably well with Tyrael's play style - he dives into an enemy with Judgement (or charge Righteousness shield, then dive with El'Druin), then hit a few times while taking some damage, and then Smite and attack. You should actually let enemies hurt you for some damage before Smiting, this is to let the lifesteal effect (from Divine Vigor) kick in and not make him waste sustain by trying to heal yourself while at nearly full health. The more damage they throw at you, the sooner you should be Smiting someone though.

If you used to go Burning Rage -> Holy Ground for levels 13 to 16 before the remake, you can still go the inverse route for a similar result (Holy Ground -> Burning Halo). This possibilty still exists, but these are generally more "utility" talents than pure aggression steroids. I myself do generally look at these kinds of talents because like I said, I don't believe that much in an AA-based build, as it's generally mitigated by armor and wasted by blinding abilities.

Going back to a Bruiser build. Law and Order could be useful here as it reduces slightly the cooldown on Righteousness (teh shield) after Smiting an enemy. You'll notice here that by reducing the shield's cooldown his mana consumption starts to rise up. Just so you know.

At level 16, even though you have Smite the Wicked, you'll probably want Burning Halo. It offers you some constant damage (which will also trigger Ardent Restoration if you hurt enemy heroes with it), this works basically the same as old Burning Rage pre-rework. It also helps his waveclear and damage against all things, particularly Structures. If you go with Smite the Wicked, you will start feeling the toll on your mana pool from casting Smite multiple times.

At level 20, you have Seal of El'Druin this actually gives you some attack speed as opposed to attack damage, it can work against Structures or other PvE targets.

So there you get a Bruiser build (however crappy it may be).

https://www.icy-veins.com/heroes/talent-calculator/tyrael#29.7!3321324

Now I maybe can make a Tank build, and probably even a "Mobile" build for fun. That juking talent at 13 is interesting.

Edited by Leadblast

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Going for a Mobility-based build. This should prove interesting.

At level 1 I have no real preference, you can go with anything that suits you best.

At level 4, you'll want Bound by Law. This enhances El'Druin's slow and will give Tyrael a huge movement speed advantage (coupled with the next talent) over a possible target.

At level 7, obviously Swift Retribution. The movement speed burst has been buffed to 20%, so it's better than before. It also improves attack speed now (that makes it perhaps the best talent overall as it gives both escape ability and increased DPS).

Level 10, anything that suits you best (most of the time it's just Judgement really).

level 13, Sword of Justice. This is where the fun begins. As you probably know, you can cast your El'Druin once, then move yourself a good distance towards a safe backline, and you can then teleport back and forth. Once to attack, then again to retreat. You could also do some kind of baffling trick like casting the sword on your actual position (or towards your own backline), then immediately casting Judgement on a victim, then teleport back to the sword once Judgement's stun expires (this kind of trick works more often than you'd think lol). Experiment.

level 16, Horadric Reforging, reasons are self-explanatory. The good thing about this talent is that you can attack ANYTHING to reduce El'Druin's cooldown.

Level 20, Angel of Justice if you went for Judgement.

And there it is, your rofl-Mobile Suit Tyrael build.

https://www.icy-veins.com/heroes/talent-calculator/tyrael#29.7!2231111

Note that I went with Justice for All at level 1, but you can use anything really because the Mobile Suit Tyrael is based solely on mobility and nothing else.

Edited by Leadblast

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Now going for an Utilitary build. This will have a collection of basically the best talents, with the most overall value possible (like waveclear and such). The talents may not have particular synergy with each other but they're the overall best talents at their respective tier.

Level 1, I choose Ardent Restoration. You're bound to dive into enemy heroes at some point in the game.

Level 4, you'll probably want Divine Vigor for sustain in PvE situations. You can use Smite on minions for waveclear purposes and get back some of your health. The same for merc camps or some monsters (Shrine Guardians, Haunted Mine Zombies, etc). You don't have to Smite heroes for this talent to work, though it will also work on them obviously.

Level 7, Swift Retribution. This one provides the most value at this point because it gives both attack speed (for offensive purposes) and movement speed (for escape purposes). Like the previous, you don't have to Smite enemy heroes, in fact you don't have to Smite ANYTHING for this to work.

Level 10, Judgement.

Level 13, Holy Ground.

Level 16, Burning Halo.

Level 20, Angel of Justice or possibly Defense of the Angels for armor/protection purposes.

https://www.icy-veins.com/heroes/talent-calculator/tyrael#29.7!3331221

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And this is the Tank build.

Level 1, I'm leaning towards Salvation, but you can also pick Justice for All if you feel your teammates need extra protection (useful against AOE mages for instance).

Level 4, Stalwart Angel.

Level 7, Reciprocate is nice, but you may want Swift Retribution just in case you need to move faster. I'm going with Retribution since more mobility helps better in keeping you alive in fights (keep in mind Tyrael is not the toughest of tanks even with the nice armor additions he got).

Level 10, Sanctification.

Level 13, I go Law and Order for more uptime on shields.

Level 16, Horadric Reforging basically because of the same reason I prefered Swift Retribution at 7.

Level 20, Defense of the Angels. This stacks with the armor from Stalwart Angel for an incredible +65 armor.

https://www.icy-veins.com/heroes/talent-calculator/tyrael#29.7!1132313

 

Now, you probably DO NOT want a full Bruiser build, or a full Tank build, because these builds suffer from Crippling Overspecialization, that is, the ability to do that one task really well at the expense of sucking at all others. In most games you have to settle for some kind of hybrid build. Experience will teach you. These builds are just general guidelines, you will rarely use them as they are. Your actual build comes from a modification of one of these possible depending on the talents you really need (waveclear at Tomb, for instance).

Edited by Leadblast

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I feel like the lvl1 Salvation talent ends up being a troll talent at high levels. A 1000 point shield is great, but the healing component is meager (I think it scales up to like ~270 at lvl20) and it only triggers if the shield is broken not on just absorbing damage like the older version of the talent did. You end up trying to time your big shield just right to absorb enough damage to get a heal for what amounts to a single auto attack from most heroes and it's completely wasted if you're already topped off when the shield breaks because it's an instant heal not a hot.

The other lvl1 talents require a lot less planning and are far less likely to be unused or wasted due to circumstances of combat.

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some notes regarding synergy between these new talents:

Ardent Restoration doesn't require you to actually attack an enemy hero, you can damage them with your offensive spells (Q, E, Judgement), the shield explosion from Reciprocate, and Burning Halo. Burning Halo in particular helps in getting to 10 stacks of Ardent in about half the time you would take without that talent because of the burning aura dealing an amount of damage per second.

with Divine Vigor + Swift Retribution, you can get the healing from 6 attacks assuming you Smite at point blank range (within attack range) and the target doesn't move at all. This combination can help in taking merc camps (e.g. Blackheart Bay) or other PvE situations. Divine Vigor's healing also works if you Smite nothing but an enemy Structure.

with Divine Vigor + Purge Evil, you can get a certain number of "critical damage" attacks + the additional healing from these attacks. The maximum amount of attacks is 5 at most, and 7 if you have Seal of El'Druin as well. Though in an actual game you should perhaps consider an average of about 3-4 attacks, if not less.

Law and Order: if Righteousness only affects yourself, your next Smite will not deal extra damage (just in case you thought Tyrael himself counts as an "allied hero"). Obviously, it's far easier to shield multiple allies then deal an increased Smite's damage than it is to hit multiple enemy heroes with 1 Smite. Shielding Nova or Samuro clones counts towards the additional Smite damage. There is no timer limit on the damage for the next Smite, you can cast it as late as you want and still deal that extra damage.

Horadric Reforging should require you to attack 8 times in order to refresh El'Druin's cooldown completely, however because of your actual attack speed it's actually more like 5-6 attacks assuming you cast El'Druin on an enemy and teleport immediately to the sword. With Seal of El'Druin, teleporting to the sword counts as an extra ability so you can get 2 attack speed boosts, one for casting El'Druin and another for teleporting to it. If you have Sword of Justice as well, the 2nd teleport also counts as another ability cast.

Edited by Leadblast

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15 hours ago, Emergenza said:

Aloha,

I dunno if u r already aware of it, so just fyi: There are some wrong (=old) tooltips in the talent build. Moving the cursor to the very first talent in the tree i. e.  shows the old 'Salvation'-text as tooltip instead of the new one.

The same thing happens for 'Purge evil' & 'Swift retribution' (T7) and 'Horadic reforging' (T16).

And some of the very new talents don't even show any tooltip.

It seems like your trainee who's responsible for polishing the guide needs to be lashed on harder! =;o)

And justice for all!
 

Some tooltips are not even showing up.

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5 hours ago, Lorebot said:

I feel like the lvl1 Salvation talent ends up being a troll talent at high levels. A 1000 point shield is great, but the healing component is meager (I think it scales up to like ~270 at lvl20) and it only triggers if the shield is broken not on just absorbing damage like the older version of the talent did. You end up trying to time your big shield just right to absorb enough damage to get a heal for what amounts to a single auto attack from most heroes and it's completely wasted if you're already topped off when the shield breaks because it's an instant heal not a hot.

The other lvl1 talents require a lot less planning and are far less likely to be unused or wasted due to circumstances of combat.

It's not a troll talent, it's a specialized talent (all of Tyrs level 1 talents are specialized).  Salvation's value is in burst protection while Ardent Restoration is for elongated fights (and Justice for All is for team support).  Salvation gives you about 500 more total durability (between the extra shields and heal) in a immediate burst (most of which goes away after 4 seconds) while Ardent Restoration will take 10 seconds at full stacks to give the same (both of these numbers are for level 20).  So it's simply a matter of deciding if you're going to be expecting drawn out fights or if you're going to be focused down quickly.  This can depend both on the enemy team (Greymane vs Lunara for example) and on your own build/play style (holy ground/defensive vs Smite dive build).

As for "wasting" the talent, you don't need to worry about that.  If they fail to break your shield that means you didn't die when they dived you or you dived them, either way you're good, the talent did it's job (ie stop you from dying too quickly).  I mean if you want to get nit-picky Justice for All is "wasted" if they focus you or you're out of range of your team and Ardent Restoration is wasted if they stop you from generating stacks (either via CC or Poke), die too quickly for the heal over time to gain much value, or if you're not fighting heroes (say taking a camp).  Still those situations aren't what those talents are for.  Salvation is the same, it's an anti-burst talent, that's what it's for, pick it only if you expect that situation.

Edited by TSRD

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2 hours ago, TSRD said:

It's not a troll talent, it's a specialized talent (all of Tyrs level 1 talents are specialized).  Salvation's value is in burst protection while Ardent Restoration is for elongated fights (and Justice for All is for team support).  Salvation gives you about 500 more total durability (between the extra shields and heal) in a immediate burst (most of which goes away after 4 seconds) while Ardent Restoration will take 10 seconds at full stacks to give the same (both of these numbers are for level 20).  So it's simply a matter of deciding if you're going to be expecting drawn out fights or if you're going to be focused down quickly.  This can depend both on the enemy team (Greymane vs Lunara for example) and on your own build/play style (holy ground/defensive vs Smite dive build).

As for "wasting" the talent, you don't need to worry about that.  If they fail to break your shield that means you didn't die when they dived you or you dived them, either way you're good, the talent did it's job (ie stop you from dying too quickly).  I mean if you want to get nit-picky Justice for All is "wasted" if they focus you or you're out of range of your team and Ardent Restoration is wasted if they stop you from generating stacks (either via CC or Poke), die too quickly for the heal over time to gain much value, or if you're not fighting heroes (say taking a camp).  Still those situations aren't what those talents are for.  Salvation is the same, it's an anti-burst talent, that's what it's for, pick it only if you expect that situation.

Your comparison of Salvation to Ardent Restoration doesn't take into account that one has a 10 sec cooldown (which can be lowered by Law and Order) and the other does not. Still, everyone looks at these things in different ways. From my perspective Salvation seems under powered compared to the value of the other 2 lvl1 talents. It's 'burst protection' value just doesn't seem worth giving up the value of powerful shields for your team or excellent self sustain for dueling or team fighting.

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3 hours ago, Lorebot said:

Your comparison of Salvation to Ardent Restoration doesn't take into account that one has a 10 sec cooldown (which can be lowered by Law and Order) and the other does not. Still, everyone looks at these things in different ways. From my perspective Salvation seems under powered compared to the value of the other 2 lvl1 talents. It's 'burst protection' value just doesn't seem worth giving up the value of powerful shields for your team or excellent self sustain for dueling or team fighting.

Indeed, it does depend on how you look at things.  Like I see the "...excellent self sustain for dueling or team fighting." part here and think "Yeah but only if you don't get killed/cc'd before the talent can even do anything...  And the fight lasts long enough for the talent to bring value."  If your build is meant to have long drawn out fights or if the enemy team lacks burst than by all means, Ardent Restoration can indeed be a great value.  Frankly I think all three of his level 1 talents have a use, I'll even agree that Salvation is the least generally applicable talent.  I simply don't agree that it's a troll/trap talent, it's only a poor pick if you're not taking it for the job it's meant for.

Regarding not mentioning the cooldown for Salvation, I had assumed people understood that the 10 second cooldown existed without having to say it? Justice for All has the same cooldown period, Ardent Restoration don't actually do anything until you trigger it (and doesn't do anything significant unless you trigger it a lot), ect...  These are standard parts of the skill's mechanics, much like I didn't mention that Salvation is on an ability that costs mana, these things are simply understood to be the case.

Edited by TSRD

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This is the Bruiser build I like to use. A bit different than Kendric's, as I actually like to take Divine Vigor at level 4, as it adds an extra layer of self-sustain that stacks with Ardent Restoration, specially when combined with Swift Retribution and Seal of El'Druin. I have been getting some pretty neat results with Divine Vigor.

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3 hours ago, BigGaz said:

What happens if The Butcher's Ruthless Onslaught and Tyrael's Judgment hit each other? Do they both stun and damage each other?

I don't know how it works every time but I know for example with Blaze it seems to depend on who used theirs first, how the hit lands, and other factors like that.  Of course Blaze's ability is a "skill shot" type while both Butcher and Tyr have point and click abilities...  Also I know Butcher's charge grants him unstoppable, I don't think Tyr's Judgement does the same though (I think I've had it stopped with a stun before) so in this case I expect Butcher's charge to win.

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2 minutes ago, TSRD said:

I don't know how it works every time but I know for example with Blaze it seems to depend on who used theirs first, how the hit lands, and other factors like that.  Of course Blaze's ability is a "skill shot" type while both Butcher and Tyr have point and click abilities...  Also I know Butcher's charge grants him unstoppable, I don't think Tyr's Judgement does the same though (I think I've had it stopped with a stun before) so in this case I expect Butcher's charge to win.

 

Tyrael's Judgement is unstoppable once he finishes channeling. It has a small channeling time (0.75 seconds, though it's a small window it's still possible to interrupt him there).

 

so much for your Tyrael knowledge huh

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      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.

    • By Elitesparkle
      Blizzard released a new 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 is live! Read on for more information.
      NOTE: Orange text indicates a change between PTR and Live notes.
      Quick Navigation:
      General Map Updates Balance Update Bug Fixes General
      New Skin: Toon'Dan Gul'Dan
      All Quests that can lose stacks will never cause the player to fall below milestone thresholds. Pinnacle Rewards are now named Mythic Rewards to give a more Blizzard feel. So Mythic-y! The following Summoned Units now lose health each second: Creep Tumors, Demon Lieutenants, Demon Warriors, Gargantuan, Ghouls, Hydralisks, Roaches, Rock-It Turrets, Rush Zombies, Scarabs, Treants, Ultralisk, and Water Elementals. Total Health and Duration of these Summoned Units have been adjusted to compensate for this. Structures now prioritize Summoned Units when there are no remaining minions. Summoned Units no longer take half damage from Structures. XP Globe pickup sound is now also played when killing a minion that instantly yields XP. Updated Homescreen and Startup Music. Return to Top
      Map Updates
      General Watch Towers will now reset to neutral after 45 seconds of not being occupied. Volskaya Foundry Triglav Protector bonus Damage and cooldown speed increased from 25% to 40% when 2 players are inside. Triglav Protector Basic Attacks increased from +50% damage to structures to +100%. Triglav Protector Basic Attack damage decreased from 155 to 130. Triglav Protector Basic Attacks scale increased from +25% to +50% with 2 players. Warhead Junction The burn duration is now displayed on structures affected by a Warhead. Return to Top
      Balance Update
      Heroes
      Azmodan
      Base
      Globe of Annihilation [Q] Now deals 50% damage to non-Heroes. Upon reaching 225 Annihilation, Globe of Annihilation no longer deals reduced damage to non-Heroes Minions and Mercenaries. Window to kill minions for Annihilation increased from 1.5 seconds to 3 seconds. Summon Demon Warrior [W] Demon Warriors damage increased from 32 to 85 53 . Now deals half damage to Heroes Now deals double damage to Minions and Mercenaries. Demon Warriors no longer have a duration, but lose 26 Health every second. Demon Warriors no longer have Immolation. Now has 2 charges. Talents
      Level 1 Wrath REWORK: Now provides 1 stack for every 2 Basic Attacks hit against a Structure or Hero. Level 7 Art of Chaos Extra Annihilation amount reduced from 4 to 2. Bombardment Amount of time Bombardment lasts reduced from 4 seconds to 3 seconds. Master of Destruction Amount of Annihilation granted reduced from 2 to 1. Level 13 Brutish Vanguard Now slows the attacked target by 30%. Level 16 Hell Rift Damage bonus reduced from 75% to 35%. Level 20 Inescapable Annihilation NEW: Globe of Annihilation has unlimited range. Pride Moved to baseline. Now requires 450 stacks. Damage bonus increased from 125 to 150. Deathwing
      Base
      Attack Damage decreased from 155 to 110 117 . Form Switch [1] Active ability removed. Deathwing now switches forms solely from landing. Molten Flame [Q] Base Damage per Second reduced from 21 to 19. Incinerate [W] Cooldown increased from 4 seconds to 6 seconds. Energy cost increased from 20 to 30. Damage increased fomr 65 to 100. Lava Burst [W] Cast time reduced from 1 second to .75 seconds. Cooldown increased from 6 seconds to 9 seconds. Energy cost increased from 15 to 25. Explosion Damage increased from 30 to 35. Explosion Damage over Time increased from 6 to 7. Slow increased from 35% to 45%. Onslaught [E] Bonus damage increased from 72 to 120. Damage increased from 38 to 60. Earth Shatter [E] Projectile speed increased by 30% Cataclysm [R] NEW QUEST: Damage Heroes with Molten Flame to gain 1 stack. Gain 50 stacks for killing a Hero. Mythic Reward: Upon reaching 2,000 stacks, Cataclysm now deals 2,500% damage to Structures and Minions. "I AM THE CATACLYSM". Dragonflight [Z] Cooldown delay after dealing or taking damage increased from 4 seconds to 6 seconds. Cooldown reduced from 45 seconds to 15 seconds. Talents
      Level 1 Dragon Soul Healing increased from 75%, 150% to 100%, 200%. Level 4 Heat Wave Damage over Time increased from 6 to 9. Damage over Time stacks reduced from 4 to 3. Initial damage bonus increased from 125% to 150%. Level 7 Firestorm Damage increased from 70 to 77. Landing delay reduction increased from 2 seconds to 3 seconds. No longer reduces cooldown of Dragonflight. Level 13 Fire and Fury Damage bonus increased from 30% to 40%. Falstad
      Base
      Lightning Rod [W] Range reduced by .5. Time between strikes increased from .8 seconds to .9 seconds. Jaina
      Base
      Frostbite [Trait] NEW QUEST: Deal Ability Damage to Chilled Heroes. Upon reaching 12,000 Damage, unlock Improved Ice Block, which allows Jaina to become temporarily Invulnerable. Mythic Reward: Upon dealing 30,000 Damage, Ice Block upgrades to Ice Cold, granting Jaina Protected instead of Stasis Ice Block allows Jaina to move and cast while active. Talents
      Level 7 Ice Lance Cooldown reduction increased from 1.5 seconds to 2 seconds. Level 16 Numbing Blast Root duration reduced from 1 second to .75 seconds. Level 20 Wintermute Water Elemental cast range and damage bonus decreased from 50% to 40%. Kael'thas
      Talents
      Level 1 Convection Increased reward damage and health from 150/50 to 200/100. Kerrigan
      Base
      Ravage [Q] UPDATED QUEST: Enemies killed in a narrow proximity of Kerrigan provide stacks. Minion kills grant 1 stack. Hero kills grant 7 stacks. At 100 stacks, gain 125 Ravage damage, and Heroes now provide 14 stacks on kill. At 250 stacks, gain 200 Ravage damage. Kill window for receiving a free Ravage charge has been reduced from 1.5 seconds to 0.75 seconds. Muradin
      Base
      Storm Bolt [Q] Perfect Storm Quest removed. NEW QUEST: Basic Attack Heroes affected by Slows or Stuns. Slows provide 1 stack and Stuns provide 2 stacks. At 35 50 stacks, Storm Bolt pierces to hit an additional target, and Muradin's Basic Attack reduces the cooldown of Storm Bolt by 0.5 seconds. Mythic Reward: At 150 200 stacks, Storm Bolt's range is increased by 50% and width is increased by 100%, and now pierces all targets. Talents
      Level 1 Dwarf Block Block charges reduced from 4 to 3. Give 'em the Axe! Moved Talent from Level 7 to Level 1. Level 4 Sledgehammer No longer increases Storm Bolt's cooldown reduction. Now increases Storm Bolt damage to non-Heroes by 500%. Level 7 Perfect Storm NEW: If an enemy hit with Storm Bolt dies within 3 seconds, reset its cooldown. This can only occur once per 10 seconds. Level 16 Dwarf Launch Range bonus reduced from 40% to 30%. Level 20 Mountain King NEW: Thunderclap and Dwarf Toss have an extra charge. Rewind Removed. Murky
      Base
      Murky now gains a 35% Shield for 10 seconds upon reviving. Spawn Egg [D] Egg now regenerates quickly instead of having a Shield. Slime [Q] Now applies its debuff to enemy Structures. Now deals 50% damage to Structures. Pufferfish [W] Damage reduced by 20%. Detonation time reduced from 3 seconds to 2.75 seconds. NEW QUEST: Hit enemies affected by Slime with Pufferifsh Kill Slimed enemies, or hit them with Pufferfish. Provides 1 stack per minion, 5 stacks per Hero or Structure hit. At 100 200 stacks, Basic Abilities now deal full damage to Structures. Mythic Reward: At 200 400 stacks, Murky gains 50% Health and increases in size. Talents
      Level 1 Egg Hunt Talent removed. Shell Game NEW: Murky can now place 2 eggs, but randomly revives from one of them. Increases the cooldown of placing an egg to 30 seconds and goes on cooldown if either egg dies. Level 10 March of the Murlocs Damage increased by 4%. Level 13 Egg Shell REWORK: Murky gains a Shield equal to 35% of his Health upon placing an egg or when one of his eggs dies. Fish Tank Healing reduced from 25% to 20%. Level 16 Wrath of Cod Reduced the amount of time needed to deal the full Damage over Time from 5 seconds to 4 seconds. Level 20 Big Tuna Kahuna Talent removed. Faster Fish NEW: Pufferfish detonates 80% faster. Making Inky Cooldown reduction reduced from 2 seconds to 1.5 seconds. Never-Ending Murlocs No longer deals reduced damage to Structures. Sylvanas
      Talents
      Level 4 Mercenary Queen Now also causes Sylvanas' Basic Attacks to instantly apply 3 stacks of Black Arrows to Mercs. Thrall
      Base
      Basic Attack damage decreased from 173 to 167. Talents
      Level 1 Crash Lightning Mythic Reward Damage bonus increased from 270 to 325. Echo of the Elements Mythic Reward now also allows Chain Lightning to bounce back to the same target. Tyrande
      Base
      Mana reduced from 500 to 450. Sentinel Shot [W] Mana cost increased to 55 from 50. Lunar Flare [E] NEW QUEST: Hitting a Hero with Lunar Flare increased its damage by 5%, up to 250%. After hitting 10 Heroes, increase Lunar Flare's range by 30%. After hitting 20 Heroes, Sentinel now pierces the first Hero hit. Mythic Reward: After hitting 50 45 Heroes, Tyrande's Basic Attacks occasionally trigger a Lunar Flare. Now restores 25 mana per enemy hit. Mana cost increased to 65 from 60. Starfall [R] Mana cost increased to 85 from 75. Shadowstalk [R] Mana cost increased to 85 from 75. Talents
      Level 1 Ranger No longer provides pierce. Moonlit Arrows Cooldown reduction reduced from .75 seconds to .5 seconds. Moved Talent from Level 7 to Level 1. Trueshot Aura No longer passively increases Tyrande's Attack Damage. Now also applies to Tyrande upon activation. Level 7 Elune's Gift NEW: Grants 20% Spell Power for 10 seconds after hitting an enemy with Lunar Flare. Level 20 Commander of Sentinels NEW: Sentinel now has an additional charge. Return to Top
      Bug Fixes
      Heroes
      Alarak Level 10 Deadly Charge Fixed an issue that caused Alarak's Deadly Charge to not be activated by clicking the left mouse button if it occupies the Trait slot. Ana Base Aim Down Sights [D] Can now be toggled while affected by a Silencing effect. Jaina Base Frostbolt [Q] Fixed an issue causing Jaina's Frostbolt to not have its model updated by Dreadlord Jaina or Lunar Jaina. Orphea Level 4 Allegrissimo Fixed an issue that could cause Allegrissimo's cooldown reduction to not be granted when hitting a Hero at Shadow Waltz' end. Sylvanas Base Possession [1] Fixed Possession not showing in the Quick Cast menu settings. Fixed Possession not being correctly affected by cooldown reduction affects granted by allies. Tychus Level 10 Commandeer Odin Fixed an issue that caused Tychus' Odin to not display a cooldown for its Thrusters Ability. Return to Top
      Click here to discuss this post with other players in the official Heroes of the Storm forums.

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