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Heroes of the Storm Muradin

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Guest Kroshak

Really good warrior to begin with, meaning you dont want to invest money or you dont have a lot of gold, but lately the thunderclap build has been way popular than the hamer time one

 

maybe with a Johanna at his side could be even more hilarious with the thunderclap build, damn thats a punishig front line against an auto attack team

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Couldn't agree more. With Muradin you get a lot of power for your money. 

 

The Thunderclap build is very rewarding and easier to execute, however, I wouldn't count the Storm Bolt Build out just yet. I hope you enjoyed the guide, let us know how well the talent builds went for you! 

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Guest Guest

Couldn't agree more. With Muradin you get a lot of power for your money.

The Thunderclap build is very rewarding and easier to execute, however, I wouldn't count the Storm Bolt Build out just yet. I hope you enjoyed the guide, let us know how well the talent builds went for you!

Its fun, i mean cmon its MURADIN. Beign a dwarf with the master armor from icc its like an extra, tbh him costing 2k its like wayy too good

And yeah the hammer time build its not out but the players go with the hive mind and pick up the most succesful

Really rewarding hero i dont question that and you can go really i dont care of damage because of your trait

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Guest Common Talent Paths

The common talent paths don't make sense to me...

Storm Bolt Build - Specifically mentions structural damage but punts sledgehammer for reverb.

Thunderclap Build - Specifically mentions attack speed but punts reverb for thunder burn.

Healing Static Build - Specifically mentions single target damage but punts thunder strike. Obviously the build is called healing static build so it must punt thunder strike and does take give em the axe so this one makes the most sense.

Overall I would say these builds seem to be poorly described. The first two literally punt THE skills that the descriptions imply.

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15 hours ago, Guest Common Talent Paths said:

Overall I would say these builds seem to be poorly described. The first two literally punt THE skills that the descriptions imply.

I'll see if I can get those descriptions changed to fit the builds better.

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Guest Phenom

Hi! With new update on Muradin this month. The Skullcracker talent at lvl 7 not only give Muradin third attack a stun now. It also give 25% attack speed too, and I have try take that talent in thunderclap build. And it work well so far. But that is a nice buff in CC with passive stun and attack speed. I have face one on one against Zeratul and Samuro I think it worth mentions. 

I shall try it out more. 

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Guest Phenom

Hi again! Tring same thing with third build. Work well w. talent give them the axe for AA bonus damage. 

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7 hours ago, Guest Phenom said:

Hi! With new update on Muradin this month. The Skullcracker talent at lvl 7 not only give Muradin third attack a stun now. It also give 25% attack speed too, and I have try take that talent in thunderclap build. And it work well so far. But that is a nice buff in CC with passive stun and attack speed. I have face one on one against Zeratul and Samuro I think it worth mentions. 

I shall try it out more. 

I've made a note to be looked at, thanks :)

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Hey everyone! 

I'm happy to tell you that we just converted the Muradin Guide into the new format. 

While doing so, I also applied several updates to it. Let me know what you think of it! 

Thanks for reading and clicking!

- Kendric

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Good Afternoon! 

I gotta say, this guide was great! I haven't played Muradin since the beta ended (always went for Johanna, ETC, Sonya, and now Taunt Varian), and the neutral guide was pretty killer. My hero league squad really wanted Muradin, and I had to give the people what they wanted! 

The Lvl 20 skill: Rewind was absolutely too much fun/very necessary. I missed bolts like crazy (noob), so Rewind really helped out with my non-skill skill shots as well as redeeming myself for every miss. And we ended up winning also. Woot!

Thanks again!

-Aramda

Edited by Armada

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yeah he's pretty solid right now. my recommendation for landing those Qs is to just only ever fire them at melee range unless i have absolutely no other choice...

 

though honestly if you can trick them into focusing you at the right moment you don't even need to do anything else to contribute to a teamfight sometimes...

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Nice to see that there was such a positive response to the guide update and the new format :) If you have any questions, don't hesitate to ask guys!

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Guest Boscogn

Great Guide! I made a build in one of my games it was great. Basically Tank build but swapped lv1 for bolt talent and lv 4 for mana back and cd red on clap and lv 16 give them the ax. If I jumped into the fray with minions around i could chain spam clap for only 5 mana each time. That mixed with reduced mana from bolt it really solved the mana issues i was having with the build. I've tried heavy impact and stone form for the lv16 spot all work great. 

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7 hours ago, Guest Boscogn said:

Great Guide! I made a build in one of my games it was great. Basically Tank build but swapped lv1 for bolt talent and lv 4 for mana back and cd red on clap and lv 16 give them the ax. If I jumped into the fray with minions around i could chain spam clap for only 5 mana each time. That mixed with reduced mana from bolt it really solved the mana issues i was having with the build. I've tried heavy impact and stone form for the lv16 spot all work great. 

Yeah, hybrid builds work well for some heroes, and luckily Muradin is one of them. In some matches, however, you will need to focus on one build without going too hybrid. Which of the builds do you play the most?

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I usually go this https://www.icy-veins.com/heroes/talent-calculator/muradin#25.0!3341233

Crowd Control improves both his waveclearing and mana issues, it also synergises with Healing static.

I like to get more damage but the rewind talent has negative synergy with Crowd Control so I pick the other one.

Regarding Dwarf Toss, there are some niche interactions that might appear because it doesnt make you unstoppable like Anub'arak's E so you can get stunned, rooted, displaced mid-flight or before you even jump as it has a slight wind-up. I know because I play very aggressively.

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Guest Vittorio

Compliment , very nice site , all do you need know about heroes of the storm but , i thinks that the muradin page is incomplete , he is one of the most important basic hero and i have see play many times .

I think that in this page miss a full thank build , he is a warrior he need a thank build.

it is my opinion.

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23 hours ago, Guest Vittorio said:

Compliment , very nice site , all do you need know about heroes of the storm but , i thinks that the muradin page is incomplete , he is one of the most important basic hero and i have see play many times .

I think that in this page miss a full thank build , he is a warrior he need a thank build.

it is my opinion.

[If you don't want to read the wall of text, simply skip to the last paragraph]
Majority of Muradin's talents are ones that increase offensive power. Although it is possible I missed a few, the only tank talents offering defensibility directly that come to my mind are BlockBlock on level 1, AvatarAvatar as the heroic ability, Healing StaticHealing Static on level 13, StoneformStoneform on 16 and Unstoppable ForceUnstoppable Force/Hardened ShieldHardened Shield as the level 20 talent. Dwarf LaunchDwarf Launch (and RewindRewind) provides indirect survivability boost through lowered cooldown of Dwarf TossDwarf Toss, which in turn gives you extra armour applied by the ability. To some extent, Heavy ImpactHeavy Impact and SkullcrackerSkullcracker are an improvement to your tankiness since stunned enemies cannot attack, essentially tanking the damage that would have been dealt during the stun time. Imposing PresenceImposing Presence has a similar effect, inhibiting potential damage output, but just like BlockBlock, it requires specific heroes, especially those relying on high attack speed, such as Valla. 

Let's go tier by tier.

Third WindThird Wind improves your out-of-combat health restoration, which is not as important as your damage resistance during fights. For this reason, BlockBlock is considered superior for tank talent in this tier. BlockBlock's value depends too much on the composition of the opposing team to be set as Recommended or be a primary talent. You can still pick it if the opposing team has enough heroes with slow, heavy-hitting basic attacks or attacks that can be boosted, such as Sgt. Hammer or Arthas. This goes for both builds that are present in the guide. As said above, Imposing PresenceImposing Presence suffers from the same issue, but is additionally in the "power tier" of talents, competing with Dwarf LaunchDwarf Launch, which provides superior offensive value while also being useful defensively as outlined above, and with StoneformStoneform, which is the go-to talent for survivability. So, let's not take Imposing PresenceImposing Presence into account when talking about pure tank build. Back to the topic of the first tier - BlockBlock can be used in both builds if need be, which means that both builds are full tank so far.

For level 3 talents, the only talent providing potential survivability is SledgehammerSledgehammer by removing structure's ammo, which has a damage-blocking effect (as long as the ammo is removed). However, since tanks should not really care about buildings as much as about heroes, this talent should not be considered full tank, but rather an option to improve siege capability of Muradin.

When it comes to level 7 talents, you have two options for inhibiting damage - Heavy ImpactHeavy Impact and SkullcrackerSkullcracker. Both talents stun the target, nullifying any damage that would be dealt otherwise. Nonetheless, the damage reduction is not as significant, so the effect of Give 'em the Axe!Give 'em the Axe! is similar in reducing the damage that would be dealt by disabling the option to retaliate, in this case by killing your opponent faster. So, all talents on this tier give you the defensive power you are seeking in a pure tank build.

Simply put, your heroic ability should almost always be AvatarAvatar. This is reflected in the builds present, as both recommend it as the best heroic ability for that build. So far, both builds can be considered "full tank" builds.

As for level 13 talents, both builds goes for the defensive option - Healing StaticHealing Static.

As said previously, Imposing PresenceImposing Presence offers the weakest defensive option out of the three talents for level 16 unless faced with a team full of attack-speed reliant heroes, which doesn't really happen often enough to be even marked as "Situational". Dwarf LaunchDwarf Launch improves your survivability through lower cooldown on an armour-granting talent. In connection with Heavy ImpactHeavy Impact, it provides significant amount of interrupt. So, your talents for level 7 and 16 in a pure tank build should be either whatever+StoneformStoneform or Heavy ImpactHeavy Impact+Dwarf LaunchDwarf Launch. So, both builds are pure tank ones, as far as I can tell.

Now, for level 20, there are two defensive option. Unstoppable ForceUnstoppable Force provides an upgrade to your heroic ability AvatarAvatar, specifically improving your survivability through additional armour from Dwarf TossDwarf Toss and if taken, the talent combo from the previous paragraph. Hardened ShieldHardened Shield provides you with significant amount of armour, though for a short duration, delegating this talent as the anti-burst tech, as opposed to Unstoppable ForceUnstoppable Force's anti-sustain power. Both talents are great for tanking. RewindRewind does provide you with some armour in the form of resetting Dwarf TossDwarf Toss, but even when talented with the aforementioned combo, it does not provide as much survivability as the former two talents. 

So, when you compare these notes to the builds available in our guide, you can see that the Neutral build is the full tank build, with Dwarf Toss build following rather closely, especially until level 20. 

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Has anyone tried the Damage / Bruiser build for Muradin? I feel like it has some potential, but I haven't had the chance to try it myself. Basically, it aims to maximise the uptime of Give'em The Axe and Bronzebeard Rage. 

Level 1: Perfect Storm - The only talent that boost your damage

Level 4: Thunder Burn - The second clap can slow enemies longer

Level 7: Give'em The Axe - key talent of this build

Level 10: Both are viable, but Avatar should be the default choice unless the enemy has very low kill potential

Level 13: Bronzebeard Rage: key talent of this build, also provide much needed waveclear

Level 16: Imposing Presence: it basically serves as a Rewind for Thunder Clap; but Stoneform can also be taken if you need more survivability

Level 20: Both Unstoppable Force and Rewind are good

This is only a theory-crafting build because I haven't tried it out myself. I think this build have some potential if your team had another tank.

 

Update: I tried the build yesterday with an aggressive comp (Xul, Iron Fist Kharazim, Jaina and Samuro). We won pretty decisively, and I ended up having top hero damage. This build can delete squishy backlines with only a few basic attacks.

Edited by ShadowerDerek

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Also, there are 2 things I should mention.

First, Skullcracker should be the go-to pick for the Neutral build. It improves your PvE damage and peeling. It's more useful than pure damage as a main tank.

Second, Third Wind is a solid choice on maps that require fast rotation (like Tomb of the Spider Queen and Dragon Shire), or extended laning phase (like Braxis Holdout). It vastly improves your sustain and relieves your support's pressure.

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Guest Tonamy76

Both of these builds are not that great.  They do nothing to increase Muradin's longevity and instead focus on damage.  This might be perfect for Grand Master, but are horrible for Bronze/Silver

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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.

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