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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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      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.

    • 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 Attack Damage reduced from 155 to 130. Attack Damage bonus against Structures increased from 50% to 100%. Attack Damage bonus when both slots are occupied increased from 35% to 50%. Spell Damage bonus when both slots are occupied reduced from 35% to 25%. Cooldown reduction when both slots are occupied reduced from 35% to 25%  Triglav Gunner Spell Damage bonus when both slots are occupied reduced from 35% to 25%. Cooldown reduction when both slots are occupied reduced from 35% to 25%. Energy Regeneration when both slots are occupied reduced from 35% to 25%. Balance Updates
      Arthas
      Base
      Army of the Dead [R1] Ghouls' Health increased from 1060 to 1200. Ghouls no longer have a duration. Ghouls now lose 60 Health every second. Ghouls duration effectively increased from 15 to 20 seconds. Azmodan
      Base
      Globe of Annihilation [Q] Damage bonus upon reaching 450 Annihilation increased from 125 to 150. Summon Demon Warrior [W] Demon Warriors damage reduced from 83 to 53. Additional functionality: Deals 100% bonus damage against Minions and Mercenaries. Demon Lieutenant [D] Demon Lieutenant damage reduced from 103 to 52. Additional functionality: Deals 100% bonus damage against Minions and Mercenaries. Deathwing
      Talents
      Level 1 Molten Blood Removed functionality: No longer grants Form Switch, which could be activated to swap Form. Jaina
      Base
      Frostbite [Trait] Rework: Ice Cold no longer gives Protected, Unstoppable, and immunity to damage over time effects for the duration. Instead, it now gives Invulnerable for the duration. Murky
      Base
      Pufferfish [W] Baseline Quest requirements increased from 100/200 to 200/400. Rework: Kill Slimed enemies or hit them with Pufferfish. Heroes and Structures award 4 bonus stacks. Bug Fixes
      Fixed an issue causing Azmodan's Summon Demon Warrior to not show the amount of charges available. Fixed an issue causing the Health decay of Azmodan's Demon Warriors to scale twice per level. Fixed an issue causing Azmodan's Wrath to still require the target to be under 75% Health in order to grant Annihilation. Fixed an issue causing the damage from Azmodan's Wrath to cap at 400 Annihilation rather than 450 Annihilation. Fixed an issue causing Azmodan's Battleborn to reduce the cooldown between charges instead of the charge cooldown. Fixed an issue causing Basic Attacks empowered by Azmodan's Bombardment to give Annihilation when hitting non-Heroes. Fixed an issue causing Basic Attacks empowered by Azmodan's Bombardment to give Annihilation while Blinded or if the target is Evading. Fixed an issue causing the tooltip for Falstad's Dishonorable Discharge in the Buff Bar to not show the Quest progress correctly. Fixed an issue causing the tooltip for Falstad's Frequent Flyer in the Buff Bar to not show the Quest progress correctly. The tooltip for Gazlowe's Overcharged Capacitors has been updated from duration to Health gain  Fixed an issue causing Jaina's Blizzard to have 0 range. Fixed an issue causing Jaina's Summon Water Elemental to have 0 range. Fixed an issue causing Jaina's Baseline Quest to show its progress on the UI while dead even after completing it. Fixed an issue causing Kerrigan's Baseline Quest to not gain stacks correctly after reaching 150 stacks. Fixed an issue causing Muradin's Thunder Clap to not show the amount of charges available. Fixed an issue causing Muradin's Thunder Clap to not be affected by cooldown reduction effects. Fixed an issue causing Muradin's Dwarf Toss to not show the amount of charges available. Fixed an issue causing Muradin's Dwarf Toss to not be affected by cooldown reduction effects. Fixed an issue causing the cooldown reduction from Muradin's Dwarf Launch to not work correctly. Fixed an issue causing the cooldown reduction from Muradin's Unstoppable Force to not work correctly. Fixed an issue causing Murky's Spawn Egg to not go on cooldown when destroyed or placed. Notification message for Murky having no Egg changed from "Murky's Egg" to "last Murky's Egg". Fixed an issue causing the tooltip for Nazeebo's Dead Rush to not show the Zombies duration correctly. Fixed an issue causing Nazeebo's Gargantuan Stomp to not be usable 20 seconds after Gargantuan was summoned. The tooltip for Zagara's Mutalisk has been updated from duration to Health decay.
    • 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 Known Issues & Bug Fixes General
      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: Demon Lieutenants, Demon Warriors, Gargantuan, Hydralisks, Roaches, Rock-It Turrets, Rush Zombies, Scarabs, Treants, Tumors, 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. 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. Window to kill minions for Annihilation increased to 3s (from 1.5s). Summon Demon Warrior [W] Demon Warriors damage increased from 32 to 83. Now deals half damage to Heroes. 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. Deathwing
      Base
      Attack Damage decreased from 155 to 110. Form Switch [1] Active ability removed. Deathwing now switches forms solely from landing. 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". Onslaught [E] Bonus damage increased from 72 to 120. Damage increased from 38 to 60. Earth Shatter [E] Projectile speed increased by 30% 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 to 100 (from 65). 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%. 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. 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 Frostbitten 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. 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. 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 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 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. Level 16 Dwarf Launch Range bonus reduced from 40% to 30%. 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 Pufferfish. Provides 1 stack per minion, 5 stacks per Hero or Structure hit. At 100 stacks, Basic Abilities now deal full damage to Structures. Mythic Reward: At 200 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 Damage over Time is dealt over 4 seconds (from 5s). 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. 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 Heroes, Tyrande's Basic Attacks occasionally trigger a Lunar Flare. Now restores 25 mana per enemy hit. 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
      Known Issues & Bug Fixes
      Known Issues
      Jaina Ice Cold's tooltip is incorrect. Resetting Jaina's talents after finishing her quest causes issues. Zul'jin Resetting Zul'jin's talents does not reset cap. 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. Return to Top
      Click here to discuss this post with other players in the official Heroes of the Storm forums.

       
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