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Damien

Heroes of the Storm Brightwing

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Glad to see the updates to one of my favorite heroes to play. 

I have always loved the bait and switch you can do with Double Wormhole, so I am not sure I won't still take that, even though you are not recommending it.  The extra positioning it provides with so many dive heroes in the meta right now (Genji, Grey, Anub) and the CC supports...is crucial IMO.  Since healing is not targeted, I have never really taken the Revitalizing Mist, as late game situations are almost always a group fight and you have no control over the stacked healing.

I have always taken the pixie dust upgrades for the most part, unless facing a dive hero that Critterize can punish.  I think I may try doing more of an offensive build with the two Arcane Flare talents and the two Polymorph talents.  I think those would synergize well with Mistified, and replace the healing/shielding lost to not picking pixie dust talents.  In my experience, you can land arcane flare a lot, and with the increased range to BW's trait, you are more able to put effort into landing the arcane flare shot and less about proximity to those you are healing.  The more defensive build I have taken in the past usually requires a lot more passive play and just judgement on who to Pixie boost.

I think an offensive build could work well, especially in the double support situations.  Like this:

https://www.icy-veins.com/heroes/talent-calculator/brightwing#26.0!1111121

Edited by ArtVandelay

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Guest Brighterwings

Sir I tried pixie charm against the healing pulse guy in volskaya foundry but it didn't work even with 4 stacks. Please remove that part where you said pixie charm is useful in volskaya etc... I was misled when I picked that talent in a match.

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Guest MooseBiscuit

" Manic Pixie IconManic Pixie is a somewhat unreliable yet powerful talent, as it increases Soothing Mist IconSoothing Mist's range significantly. "

Apologies if I'm missing something but I can't see anything in the Manic Pixie talent description or the Soothing Mist Ability description that says the range is extended, so how does Manic Pixie increase Soothing Mist's Range? Is it an underlying game / interaction mechanic?

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Guest brightwingmain67

these builds are really bad, it says all the wrong stuff and im a brightwing one trick in heroes of the storm (i have her at level 25 and everything else at level 8 or lower) 

1. Continuous Winds  is a very good perk for team fights, escaping, and attacking forts.

2. Sticky Flare is very good for slowing people who try to escape from you and whatever assassin you are pocketing, and along with dream shot and polymorph you can use this to slow lock enemies so they cant get away from your pocketed assassin/bruiser/team 

3. Hardened Focus  lets you increase the amount of slow locking and poly-morph locking you can do, further increasing your role as an assassin pocket healer 

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9 hours ago, Guest brightwingmain67 said:

1. Continuous Winds  is a very good perk for team fights, escaping, and attacking forts.

2. Sticky Flare is very good for slowing people who try to escape from you and whatever assassin you are pocketing, and along with dream shot and polymorph you can use this to slow lock enemies so they cant get away from your pocketed assassin/bruiser/team 

I feel like that's what the guide says. You should pick those talents if you need what you described as the strengths of those talent, but probably not otherwise.

9 hours ago, Guest brightwingmain67 said:

3. Hardened Focus  lets you increase the amount of slow locking and poly-morph locking you can do, further increasing your role as an assassin pocket healer 

But does that provide higher damage than CritterizeCritterize or better CC than Greater PolymorphGreater Polymorph? Besides, if you feel like you need faster cooldowns, then you are likely in a fight, and cannot guarantee the Hardened FocusHardened Focus requirement most of the time, especially if the opposing team is aware of your talent choice.

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Guest Actual

Currently the guide lists Brightwing's ice block talent as having a cooldown of 0 seconds, when it should be 60 seconds.

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the more i play brightwing the more i like they way she plays. Pairs quite nice with gul'dan. It takes a longer time to get used to playing her. I wish her soothing winds healed more 

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Oh boy, I just wanna say I love Invisible Friends. Sure, it is a late game powerspike and you may rarely see it in action, but being able to turn GARROSH PERMANENTLY INVISIBLE and setup the nastiest ganks is so fun.

I'm kinda pissed that Blizzard changed the mechanic of Pixie CharmPixie Charm to gain stacks from minion kills instead of Soothing MistSoothing Mist heals, though.

Edited by Valhalen

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Guest Truphoss

Well...
The rework of Brightwing doesn't feel like a great rework for me.
I just play her since Alpha and i really love to play her. But this is so.... i don't know.

I'am really sad about to see her @ Low Tier in the META-List (September 18).

What do you think about the rework of Brightwing?

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This here is my build of choice, most of the time. It is a PolymorphPolymorph / Arcane FlareArcane Flare oriented build with high emphasis on poking and annoying the living shit out of opponents, as well giving Brightwing an absurdly powerful utility and mobility.

While it is not a build fit for every situation, it is very effective in aggressive / dive teams, which we've been seeing more viable thanks to the Kerrigan rework.

Below my breakdown of each talent and why I pick it, as well some annotations and exceptions:

  • Level 1 - Greater PolymorphGreater Polymorph: This talent is the bread and butter of the build. With the increased range you can prevent and/or setup a plethora of situations that PolymorphPolymorph can already do, but better. If well timed with the resets, this talent can secure kill after kill in a domino effect that is mesmerizing to watch.
  • Level 4 - Dream ShotDream Shot: With this talent and the one above, Brightwing can outrange the vast majority of characters with her offensive basic abilities, providing an outstanding poke potential. This makes much safer for Brightwing to check bushes or prevent opponents from capturing channeled objectives from afar.
  • Level 7 - Sticky FlareSticky Flare: The slow effect is fantastic to cripple opponents, specially when combined with the increased range and cooldown reduction above, allowing Brightwing to maintain uptime.
    • Alternatively, I sometimes pick Peekaboo!Peekaboo! in small maps where ganks are notorious and I notice one of my allies wandering a bit too far into enemy territory.
  • Level 10 - Blink HealBlink HealSince this build has a more aggressive gameplay, giving Brightwing extra mobility is key. You can blink into the Tank or melee Assassin in order to reach the opponent faster for a quick PolymorphPolymorph + Arcane FlareArcane Flare combo and secure that sweet sweet kill. Or the opposite, if your team is properly positioned, you can quickly zap around to either confuse your opponent when they are trying to pressure you, or simply for a quick retreat.
    • If you're not confident enough or the enemy team features too much crowd control, then go with Emerald WindEmerald Wind for that massive disruption.
  • Level 13 - Pixie PowerPixie Power: Being able to grant 50 spell armor every 7 seconds? YES PLEASE.
    • If the enemy team doesn't feature many mages, stick with Safety Dust for the extra healing.
  • Level 16 - Hush!Hush!this talent makes Brightwing extremely annoying, as you'll be poking from very long distances with Arcane FlareArcane Flare thanks to Dream ShotDream Shot, AND silencing them. With pratice you can incapacitate opponents for whopping 2.5 seconds (Polymorph + Silence from Hush!), and is also a fantastic defensive measure against divers when Polymorph is on cooldown.
    • Alternatively, CritterizeCritterize further increases the impact of your oppressive PolymorphPolymorphs, thus making easier to kill your targets, thus resulting in more resets.
    • If the enemy team features dangerous targeted abilities (i.e. PyroblastPyroblast), then Phase OutPhase Out is the way to go.
  • Level 20 - Invisible FriendsInvisible Friends: This one has to be one of my favorite talents in the entire game. You can essentially perma-stealth your entire team with Blink Heal and setup the nastiest ganks ever, as the stealth functions like any other: characters cannot be targeted and will only break out of stealth when performing actions (attacking, mounting, etc.), and can also become completely invisible by remaining still. Picture an invisible Garrosh. JUST DO IT.
    • If you went with Emerald WindEmerald Wind instead of Blink HealBlink Heal, Faerie ProtectorFaerie Protector is a powerful tool, specially if Pixie PowerPixie Power was picked at Level 13.
    • Speedy DragonSpeedy Dragon is also surprisingly strong as it gives Brightwing a massive boost in mobility that makes her almost as fast as mounted Heroes. This talent is particularly useful in large maps and/or when facing opponents that have a lot of skillshots, allowing you to gracefully dodge them at ease.
Edited by Valhalen

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I miss double blink heal at 20, the mobility you had with that was just awesome.  Sometimes hard to micro but you could get to the front line heal as well as PolymorphPolymorph or throw out Arcane FlareArcane Flare and then jump right back to safety. 😥

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Guest Funwing

Thank you Valhalen for this build! I tried it yesterday and boy is it a blast. Only thing I changed was picking Unstable Anomaly at Lvl. 4 Instead of Dream Shot (I know it's not that good, but the additional slow helps me a lot. As soon as I really get a hang of aiming the Flare better, Dream Shot will doubtless be the better pick)

Brightwing is such a great character for people with a bit map awareness and I'm quite happy with the update, now your build got me to try a 'new' and more aggressive playstyle. I still quite like pixie charm as a starter talent but I think the Polymorph-build is the most fun right now.

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9 hours ago, Guest Funwing said:

Thank you Valhalen for this build! I tried it yesterday and boy is it a blast. Only thing I changed was picking Unstable Anomaly at Lvl. 4 Instead of Dream Shot (I know it's not that good, but the additional slow helps me a lot. As soon as I really get a hang of aiming the Flare better, Dream Shot will doubtless be the better pick)

Brightwing is such a great character for people with a bit map awareness and I'm quite happy with the update, now your build got me to try a 'new' and more aggressive playstyle. I still quite like pixie charm as a starter talent but I think the Polymorph-build is the most fun right now.

I'm glad you enjoyed! She became one of my favorite Heroes after the rework, and this build has led me to many MVPs and nice saves, hehe.

Dream ShotDream Shot is actually better for training your aim because you can use Arcane FlareArcane Flare from safer distances, you can time it without putting yourself at risk too much. While Unstable AnomalyUnstable Anomaly is not bad per se, I find Dream Shot vastly superior due its utility and versatility.

As for Pixie CharmPixie Charm, it lost all the value to me after they changed its mechanics. Before that you could get max stacks during teamfights without even noticing as it would gain stacks per Hero healed by Soothing MistSoothing Mist. Now it follows the mechanics of every other "Bribe" talent, where you're forced to stay on the lane to get stacks from dead minions. I find that change counter-intuitive since the rework aimed at making Brightwing less of a split-pusher and reward her for sticking with the team more often.

Also, you might want to check the build again as I made some small additions/changes to tiers 16 and 20, based on later experiences.

Thanks again for enjoying my build. I hope you have some fun! And I'd love to hear about your experiences with it.

Edited by Valhalen

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Guest MFG

I find all the slows you can take very useful with a solid frontline that knows what they are doing. Your dmg can easily take advantage of those talents without much risk of getting picked if you have your trait off cd.

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      Bug Fixes
      Fixed an issue where Mercenaries would not be Stunned by Haunting Wave when the Mercenary Queen and Festering Wounds talents were taken. Fixed an issue where Executor's Will did not have a buff bar. Fixed an issue where Trauma Trigger did not have a button. Toy Train Mount - Metamorphosis Illidan, Dragonqueen Alexstrasza, Odin Tychus, and Archon Tassadar can no longer mount as a caboose on the Toy Train. Return to Top
      The latest content patch with D.Va & Gazlowe reworks, ARAM Mode, and a brand new Nexus Anomaly is live.
    • By Stan
      Blizzard Press Center has been recently updated with new skins coming in the latest patch, Enforcer tints, and the Tamed Ravasaur mount which will be rewarded from winning 35 games in Ranked Play in the new Season.
      The CraftWars and Hero Reworks entry in the Press Center requires a login, but Redditor Gnueless found out that you can simply scroll down the page and see everything.
      Anduin

      Rexxar/Misha

      Artanis

      Arthas

      Blaze + Bunker

      D.Va Micro Missiles

      Gazlowe

      Illidan

      Invincilisk Mount

      Kul Tiras Iron Kite Mount

      Mei

      Murky

      Uther

      Most of the new skins will arrive with the latest patch, but there are also three interesting Enforcer tints for the existing skins, these include:
      Bionic Enforcer Johanna

      Russet Watchdog Greymane

      Neon Paramedic Morales

      Tamed Ravasaur Mount
      You can get the following mount as a reward in the upcoming Season.



    • By Stan
      Heroes of the Storm Senior Game Designer David Warner talks about the D.Va rework coming in the next patch.
      (Source)
      What do you get when you mix a professional gamer from the future, energy drinks, a huge mech, and tabletop roleplaying game archetypes? According to David Warner, senior game designer on the Heroes of the Storm team, the outcome of this amalgamation is the brand-new D.Va rework, releasing with Heroes of the Storm’s upcoming patch.
      We caught up with Warner to hear more about everyone’s favorite MEKA pilot and what it’s like to rework heroes.
      For Warner, game design is like a constantly-changing jigsaw puzzle with an unknown number of parts. Trying to suss out the best direction to take a design is a point of frustration, but when all of the pieces seamlessly connect, it brings him an unparalleled feeling of fulfillment.
      “Personally,” Warner says, “the best feeling is when you finally get all the segments of a particular build in place and you start getting feedback about how fun and cool it is from people that don’t normally play that character. Nothing means more than getting an email after a rework talking about how cool X and Y were and how they can’t wait to try Z next game!”
      The team carefully considers each piece of the hero rework puzzle as they flesh out a character to have more diversity and synergy while preserving their core gameplay. After they decide which hero to revamp, the team digs in to identify which areas need the most TLC. While it’s easy enough to look at the pick-win rates of heroes’ talents and their success with various matchups to pinpoint issues, what is and isn’t working about a hero’s fulfillment of player fantasies and their identity as a unique character is harder to recognize and define than the ones and zeros of statistical game data.
      “While I consider both data and hero identity for a rework, I usually start by digging into lore, which almost always yields some gameplay angles to pursue,” says Warner. “For example: with D.Va it was obvious there needed to be a talent that involved shooting your pistol at your Mech with Big Shot because that was an unforgettable moment from her Overwatch cinematic. This cool lore moment became the Nuclear Option talent at level 4, which drastically changed the availability of Self-Destruct, effectively creating a whole new build path by itself.”

      Warner also looks at what he calls the memetic identity of the game’s heroes, looking at how they’re perceived by the community to see what sorts of reactions they elicit and memes they generate. “D.Va is a pro gamer, but she’s also got this over-the-top ‘gremlin’ meme identity that took on a life of its own where she’s hopped up on energy drinks and Doritos,” says Warner. “It might sound stupid, but all of the ridiculous memes I saw led to the Liquid Cooling and Timing Attack talents and levels 1 and 20 respectively because I thought to myself, ‘If this meme were a talent, what would it look like?’”
      While exploring the memes D.Va spawned provided valuable insight and aided the team in reworking her identity and skills to give them unique flavor, the extreme gamer energy and empty drink cans comprise only a part of who she is. To figure out other aspects of her character and gameplay, Warner swapped his perspective to that of a Dungeon Master.
      “Pen-and-paper game archetypes have been explored and iterated upon for decades, and I find them tried and true,” says Warner. “I view D.Va as an amalgam of the Berserker and Knight archetype. She wants to get in your face and expend health for bursts of offensive power like a Berserker while also being a defensively oriented anchor point for your team, like an archetypical Knight would. So how does that translate, gameplay-wise? An example is the Full Metal talent at level 1 being more of a Berserker option, since it expands and rewards your ability to get in close melee, while Pro Moves is more of a Knight option because it encourages you to stick close to the team and soak damage. That line of thought continues throughout the talent tree, allowing D.Va to flex or sharpen either of these roles as she sees fit.”
      The team approached D.Va’s rework with three main goals in mind: to make her talent choices more compelling and meaningful, to help her become a traditional ‘bruiser’ and give her more of an edge against solo laners, and to avoid pigeonholing players into having to choose either a Mech or Pilot Heroic. Some of the goals proved more difficult than others to accomplish, leading to rounds of tinkering and design iteration that made D.Va a bigger project than most other hero reworks.
      “The hardest part was balancing the relationship between her offensive strength and defensive strength,” says Warner. “It’s very easy for D.Va to hit the ‘salt wall’ and make other players angry because of the combination of being highly mobile, having massive damage reduction, and having multiple regenerating health bars. All of these things are easy to exploit by D.Va players and have low potential for counter-play by many other Heroes in the roster. It took a lot of tinkering to balance these vectors.”
      Now, with her rework complete, D.Va emerges from her Dorito-dusted chrysalis and takes flight once more in her refurbished Mech, ready to mow down enemies and flaunt her KDA in style.
      As one of the least played Heroes in the roster, Warner hopes that her rework will change players’ perceptions of her being a “wasted” pick. “She’s got a unique playstyle and has more versatility talentwise, so I hope she’ll find a permanent place in the meta,” says Warner. “I think die-hard D.va fans are going to enjoy finally having multiple builds to choose from as well as new tools that increase her skill ceiling.”
    • By Stan
      In the latest patch, Blizzard has reworked D.Va and Gazlowe. A new Nexus Anomaly allows everyone (except for Deathwing and Gall) to become Unstoppable for 1 second on a 5-minute cooldown, and new "Worlds Collide" skins were added.
      The patch will be available for testing for one week. Check out the full patch notes for more details.
      (Source)
      Our next Heroes of the Storm patch has just hit the Public Test Realm and will be available for playtesting until the week of September 7, PDT. 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:
      Nexus Anomaly General Collection Storm League Heroes Rework: D.Va Heroes Rework: Gazlowe Heroes Bug Fixes Nexus Anomaly
      New Nexus Anomaly - Gladiator's Medallion Heroes now start the game with a new item on their action bar, the Gladiator's Medallion. The Gladiator's Medallion can be activated to become Unstoppable for 1 second. The cooldown is 300 seconds (5 minutes). Deathwing and Gall do not start with a Gladiator's Medallion. All 3 of The Lost Vikings gain the effect of the Medallion when activated. Return to Top
      General
      Introducing ARAM Mode With the Patch H.52, we're replacing Heroes Brawl mode with the new ARAM - All Random All Mid mode. ARAM mode key features: The map pool for ARAM mode consists of four one-lane maps. There are no additional objectives on the ARAM maps: destroy the enemy's Core to win. As match starts, every player must pick one out of three randomly selected heroes. Think fast: you have only 30 seconds! Hearthstones are disabled, and starting area does not regenerate health. Unlike Heroes Brawl, there's no dedicated Weekly Quest exclusive to this mode. Instead, ARAM games contribute to Daily Quests and Special Event Quests progress. Return to Top
      Collection
      Many seasonal items will be returning to the collection, and will be available for crafting and in Loot Chests for a limited time!
      New Bundles (Limited Time Only!) Worlds Collide Bundle Interdimensional Fusion Bundle Terran Alliance Bundle Draenei Executor Artanis Skin Pack King of Blades Arthas Skin Pack Mineral Harvester Gazlowe Skin Pack Necrotoplogist Mei Skin Pack Invincilisk Bundle Returning Bundles (Limited Time Only!) Baby-Face Orphea Bundle Big Shot Sgt. Hammer Bundle Getaway Sidecar Bundle Raccoon Bundle Showstopper Whitemane Bundle Wiseguy Junkrat Bundle New Skins King of Blades Arthas Venomous King of Blades Arthas Lavawrought King of Blades Arthas Draenei Executor Artanis Royal Draenei Executor Artanis Darksteel Draenei Executor Artanis Emperor of the Dominion Anduin Glorious Emperor of the Dominion Anduin Studious Emperor of the Dominion Anduin Necrotopologist Mei Frostbitten Necrotopologist Mei Devilish Necrotopologist Mei Mineral Harvester Gazlowe Firebat Mineral Harvester Gazlowe Rich Mineral Harvester Gazlowe Galvanic Fel Reaver Blaze Angelic Medic Uther Angelic Raider Rexxar Acid Apothecary Morales Earthy Grunty Murky Scorch Spectre Illidan Shining D.Va New Mounts Invincilisk Slimeheart Invincilisk Sulphurous Invincilisk Iron Kite Stormgarde Iron Kite Kul Tiras Iron Kite New Content Several new Portraits, Sprays and other items have been added to the Collection! Return to Top
      Storm League
      Seasonal Quest Line win requirements have been reduced in Season 4.
      Steps and Rewards in Season 4 of 2020 5 Wins: Craft Wars Chest 10 Wins: Rare Craft Wars Chest 20 Wins: Epic Craft Wars Chest 35 Wins: Tamed Ravasaur Mount 35 Wins: Eligibility for End of Season 4 Rewards and Grand Master Leaderboards Storm League Reward Mounts The final reward of the 2020 Season 4 Questline will be the Tamed Ravasaur Mount, which will be awarded after winning 35 games in Ranked Play. Return to Top
      Heroes Rework: D.Va
      Base
      Mech Mode Health increased from 2150 to 2250. Health Regeneration increased from 4.48 to 4.69. Base damage reduced from 26 to 23. Added functionality: Enemies close to D.Va’s Mech take 50% bonus damage. Pilot Mode - Big Shot Ability now available baseline. Cooldown increased from 4 to 6 seconds. Call Mech cooldown reduction reduced from 8 to 5 seconds. Damage reduced from 200 to 150. Added Functionality: Enemy Heroes hit are slowed by 25% for 1.5 seconds. Mechanized Walker [Z] New Functionality: D.Va’s Mech can move while attacking. While attacking or channeling an ability, the Mech’s speed is quickly reduced by 25%. Boosters [Q] Cooldown increased from 9 to 10 seconds. Duration decreased from 2 to 1.75 seconds. Speed bonus decreased from 125% to 115%. Area reduced from 1.5 to 1.375. Defense Matrix [W] Damage reduction reduced from 75% to 50%. Added Functionality: Can now be retargeted while active. Self-Destruct/Call Mech [E] Charge earned per 100% maximum life damage taken reduced from 33% to 25%. Maximum damage reduced from 1,200 to 1,100. Talents
      Level 1 Rush-Down [Q] Moved to level 4. New Functionality: Boosters steals 4% of maximum health from enemy Heroes and deals 100% increased damage to non-heroic enemies. Hit the Nitrous [Q] Moved to level 7. New Functionality: The initial speed bonus of Boosters is increased to 300%, decaying to normal speed over .5 seconds. During this time, Boosters stuns for .5 seconds. Crash Course [Q] Removed. Pro Moves [Trait] New Functionality: Each time D.Va’s Mech takes damage, its movement speed is increased by 2% and gains 2 Armor, stacking up to 10 times. A stack of this effect decays every .5 seconds. Basic Attacks in Pilot Mode against enemy Heroes reduce the cooldown of Call Mech by 1 additional second. (New) Liquid Cooling [Active] When used in Mech Mode, the cooldown of Healing Fountain is decreased to 50 seconds and it lasts 25% longer. Activate to gain Healing Fountains effects and incur the reduced cooldown. 50 second cooldown. Level 4 Diverting Power [W] Moved to level 16. New Functionality: Drastically increases Defense Matrix’s area and each time it reduces damage D.Va’s mech is healed for 35. Fusion Generator [W] Moved to level 7. Maximum Self-Destruct charge gained per cast increased from 15 to 20. Added Functionality: While at full Self-Destruct charge, Fusion Cannons’ bonus damage is increased to 75%. Bring It On [E] Removed. Level 7 Coming Through [Q] Removed. (New) Get On The Point! [Q] Casting Boosters grants nearby allies 20% movement speed for 2 seconds. After being out of combat for 3 seconds, Boosters’ cooldown refreshes 100% faster. Aggression Matrix [W] Moved to level 4. New Functionality: Basic Attacks against Heroes reduces the cooldown of Defense Matrix by .125 seconds. Enemy Heroes in your Defense Matrix receive 30% less healing. Dazer Zone [W] Removed. Nuclear Option [E] Moved to level 4. New Functionality: [Passive] Each time Fusion Cannons deals bonus damage to a Hero, gain .25 Self-Destruct Charge. Hitting your self-destructing Mech with Big Shot causes it to self-destruct 40% faster. Level 10 Bunny Hop [R1] Cooldown reduced from 100 to 80 seconds. Damage reduced from 60 to 52. Radius reduced from 5 to 4.5. New Functionality: Every 4th consecutive hit deals 100% increased damage and stuns for .5 seconds. (New) Micro Missiles [R2] After .375 seconds fire a stream of 12 missiles in a target direction. Upon impact, each missile deals a small amount of damage and slows in an area. Missiles deal 35 Damage and apply a 35% slow for 2 seconds. 12 range. Holds 2 Charges. 20 second charge cooldown with a 5 second cooldown between charge uses. Level 13 Ablative Armor [Passive] Moved to level 20. New Functionality: 45% of Ability damage taken by D.Va’s Mech is returned as Health over 4 seconds. Emergency Shielding [Trait] Moved to level 16. Cooldown increased from 15 to 30 seconds. Shield increased from 210 to 280. Duration reduced from 6 to 4 seconds. Expensive Plating [Passive] Moved to level 1. Renamed to “Full Metal”. No longer increases the cooldown for Call Mech. Bonus Mech Health reduced from 20% to 10%. Added Functionality: Fusion Cannon bonus damage heals for 20% of the damage dealt. (New) Target Locked [W] Enemy heroes that remain in Defense Matrix for 1.5 seconds have their armor reduced by 15 and are slowed by 25% for 3 seconds. (New) Good To Go [Pilot Active] Unlock the Torpedo Dash and Concussive Pulse abilities while in Pilot Mode. Torpedo Dash [Pilot Mode Q] Travel distance decreased from 6.75 to 4.5. Travel speed reduced from 17.5 to 14. Now has a .75 second coolup when exiting Mech Mode. Cooldown reduced from 12 to 10 seconds. Concussive Pulse [Active] Cooldown increased from 7 to 10 seconds. Damage reduced from 141 to 120. Knockback distance reduced by 40%. Level 16 GG, WP [Trait] Removed. Nanoweave Suit [Trait] Removed. Suppressing Fire [Trait] Removed. (New) In For The Kill [Q] Casting Boosters grants a shield equal to 10% maximum health for 2.5 seconds. Each enemy Hero hit by Boosters increases your Basic Attack damage by 10% for 5 seconds, stacking up to 5 times. Level 20 Stop And Pop [R1] New functionality: While D.Va is stationary, Bunny Hop’s duration is paused. Pew! Pew! Pew! [R2] Moved to Level 13. Damage per shot increased from 50% to 75%. MEKA Fall [Trait] Removed. (New) Timing Attack [R2] Micro Missiles gains an additional charge. Each time Micro Missiles deals damage to a Hero, reduce its cooldown by .5 seconds and its charge cooldown by .25 seconds. (New) Headshot! [R2] Big Shot’s damage is increased by 75% and its cooldown is reduced by 2 seconds. Return to Top
      Heroes Rework: Gazlowe
      Base
      Vitals Uses Scrap instead of Mana, max of 10 Scrap. Base Health increased from 1826 to 2275. Health regen increased from 3.8046 to 4.74. Basic Attack Damage from 95 to 100. Trait Renamed to Reduce, Reuse, Recycle. New Functionality: Regenerate 1 Scrap every 4 seconds. Destroyed Rock-It! Turrets drop 1 Scrap, pick up dropped Scrap to regain it. Activate to destroy a target Rock-It! Turret. Scrap Scrap pick up range increased from 1.25 to 1.5. Spawn pick up delay reduced from 0.45 to 0.0 seconds. Rock-It! Turrets [Q] Costs 4 Scrap. Base damage decreased from 62 to 36. Base Health reduced from 593 to 510. Health scaling increased from 4% to 5%. Duration decreased from 30 to 15 seconds. GCD decreased from 2 to 0.5 seconds. Placement range increased from 2 to 3. Adjusted weapon range icons to be less noisy. Prioritizes nearest enemy Hero when first created. Deth Lazor [W] No longer has a cost. Cooldown decreased from 12 to 8 seconds. Damage increased from 137 to 174. Range increase from 6 to 10. Width increased from 2 to 2.5. Adjusted Functionality: After 0.65 seconds, deal 208 damage to enemies in a line. Heal 25% of damage dealt, this effect is increased to 75% against Heroes. Xplodium Charge [E] No longer has a cost. Cooldown decreased from 20 to 12 seconds. Damage reduced from 233 to 155. Missile travel speed increased substantially. Search area reduced from 3 to 2.85. Range decreased from 9.5 to 7. Explosion delay decreased from 2.5 to 1.25 seconds. Stun duration decreased from 1.75 to 1 second. Talents
      Level 1 Extra TNT [E] Removed. Scrap-o-matic Smelter [Trait] Removed. Break it down [Trait] Removed. Goblin Repairs [Passive] Removed. (New) Rocket Boots [E] Increase the cast range of Xplodium Charge by 30% and its damage by 20%. Hitting a Hero increases movement speed by 20% for 3 seconds. (New) One Man Wrecking Crew [Passive] Casting Basic Abilities cause Gazlowe’s next Basic Attack within 6 seconds to deal 45% more damage. Stores up to 2 charges. (New) Big Game Hunter [Passive] Dealing damage with Basic Attacks to Heroes, Mercs or Monsters reduces the cooldown of Reduce, Reuse, Recycle by 2 seconds. Increase maximum Scrap by 2. Level 4 Clockwerk Steam Fists [Q] Removed. Reduce, Reuse, Recycle [Trait] Removed. Hired Goons [Passive] Removed. (New) Rock It Sock It [Q] Placing a Rock-It! Turret grants Gazlowe a 215 point Shield for 2.5 seconds. Hyperfocus Coils [W/E] Moved from level 7. Adjusted Functionality: Heroes hit by Deth Lazor and Xplodium Charge take an additional 2% of their maximum Health in damage. Gazlowe is healed for 150% the amount. Crit kicker added. EZ-PZ Dimensional Ripper [Active] Moved from level 13. New Functionality: Cooldown: 40 seconds. Activate to gain 35 Armor for 3 seconds, reducing damage taken by 35%, and reduce damage dealt of all nearby Heroes and Summons by 50% for 3 seconds. Level 7 Rock-It! Turret XL [Q] Removed. Engine Gunk [Q] Removed. Goblin Fusion Moved from level 13. Adjusted Functionality: Generate 3 Scrap for each Hero hit by Deth Lazor. (New) Overload [W] Deth Lazor can now store up to 2 charges. Each enemy Hero hit by Deth Lazor reduces the cooldown of Deth Lazor by 0.5 seconds. (New) Master Blaster [E] Deth Lazor and Xplodium Charge Slow by 35% for 2.5 seconds. Rock-It! Turret Basic Attacks extend the duration by 0.25 seconds. Level 10 Robo-Goblin [R1] New Functionality: Activate to become Unstoppable for 1.5 seconds. Passive: Basic Attacks deal 80 bonus damage over 5 seconds, stacks up to 3 times. Grav-O-Bomb 3000 [R2] Cooldown decreased from 90 to 60 seconds. Damage reduced from 251 to 220. Added Functionality: Basic Abilities deal 30% more damage for 5 seconds after casting Grav-O-Bomb 3000. Level 13 X-Tra Large Bombs [E] Removed. (New) Positive Reinforcement [Q] Primary Turret attacks against Heroes increase Gazlowe’s Attack Speed by 40% for 3 seconds. (New) Superior Schematics [Q] Moved from level 16. Adjusted Functionality: Rock-It! Turrets attack up to 2 additional target for 75% damage and have 50% increased range. (New) Overcharged Capacitors [Q] Gazlowe gains 5% Spell Power for each active turret, up to a maximum of 15%. Dealing Basic Attack damage extends the duration of Rock-It! Turrets by 1.5 seconds. Level 16 Turret Storage [Q] Removed. Kwik Release Charge [E] Removed. Firin’ Mah Lazorz [W] Moved from level 20. Damage increased from 102 to 125. Ark Reaktor [E] Moved from level 4. Adjusted Functionality: Reduce the cooldown of Xplodium Charge by 3 seconds. Using Xplodium Charge creates 3 Rock-It! Turrets that last for 3 seconds. These Turrets do not drop Scrap or benefit from other Talents. (New) Overklock [Passive] Hitting enemy Heroes grants 15% bonus Movement Speed for 2 seconds. Hitting enemy Heroes with Basic Attacks causes them to take an additional 2.5% of their maximum Health in damage. Level 20 Mecha-Lord [R1] Adjusted Functionality: Basic Attacks increase Gazlowe’s Armor by 10 for 10 seconds, up to a maximum of 30. Basic Attacks deal 50% more damage to Stunned or Slowed targets. Miniature Black Hole [R2] Added Functionality: Each enemy Hero hit reduces the cooldown of Grav-O-Bomb by 12 seconds. It’s Raining Scrap [Q] Adjusted Functionality: Reduce the Scrap cost of Rock-It! Turrets by 1. Regain 2 Scrap for each Scrap pickup. (New) Bomb Toss [E] Xplodium Charge launches 2 more bombs when it detonates. Return to Top
      Heroes
      Alarak
      Base
      Health increased from 1900 to 1950. Health Regeneration increased from 3.96 to 4.06. Talents
      Level 4 Negatively Charged [E] Initial damage bonus increased from 150% to 175%. Cassia
      Talents
      Level 7 Surge of Light [Active] Damage reduced from 250 to 240. Damage taken amount required to activate increased from 500 to 650. Chromie
      Talents
      Level 1 Deep Breathing [W] Damage bonus reduced from 1.5% to 1% per stack. Cooldown reduction upon quest completion reduced from 5 seconds to 4 seconds. Mana cost upon quest completion changed from 30 to 40. Level 5 Mobius Loop [W] Damage bonus reduced from 50% to 30%. Slow duration reduced from 1 second to .75 seconds. Deckard
      Talents
      Level 4 Ruby [Active] Cooldown increased from 10 to 20 seconds. E.T.C.
      Talents
      Level 13 Encore [W] Heroic cooldown reduction reduced from 8% to 6%. Imperius
      Talents
      Level 7 Flash of Anger [Q] Damage reduced from 180 to 165. Shield amount reduced from 300 to 275. Orphea
      Talents
      Level 1 Ancestral Strength [Trait] Bonus damage reduced from 20% to 15%. Level 7 Mind Devourer [E] Damage per enemy Hero hit increased from 4 to 5. Maximum bonus damage reduced from 160 to 150. Heroes hit required for quest completion reduced from 40 to 30. Level 13 Abyssal Symbiosis [W] Shield amount reduced from 180 to 170. Level 16 Dead Magic [Trait] Damage reduced from 95 to 90. Stitches
      Base
      Slam [W] Bonus damage to Minions and Mercenaries increased from 50% to 60%. Tassadar
      Talents
      Level 1 Static Charge [Q] Maximum damage bonus reduced from 250 to 200. Level 10 Archon [R1] Shield amount reduced from 30% to 25% maximum Health. Basic Attack damage reduced from 150 to 140. Basic Attack splash damage reduced from 75 to 70. Yrel
      Talents
      Level 1 Dauntless [Passive] Physical Armor amount reduced from 40 to 35. Return to Top
      Bug Fixes
      Fixed an issue where Mercenaries would not be Stunned by Haunting Wave when the Mercenary Queen and Festering Wounds talents were taken. Fixed an issue where Executor's Will did not have a buff bar. Fixed an issue where Trauma Trigger did not have a button. Toy Train Mount - Metamorphosis Illidan, Dragonqueen Alexstrasza, Odin Tychus, and Archon Tassadar can no longer mount as a caboose on the Toy Train. Return to Top
      D.Va and Gazlowe have been reworked in the latest Heroes of the Storm content update.
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