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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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      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.

       
    • By Elitesparkle
      Blizzard released a new patch for Heroes of the Storm and here are the official Patch Notes with all the changes.
      16 December 2025: This patch went live again, with some undocumented bug fixes.
      12 December 2025: This patch was reverted due to a game-breaking bug on Sylvanas.
      (Source)
      Balance Updates
      Kerrigan
      Base
      Ravage [Q] Baseline quest now provides 7 stacks per kill, up from 5. Baseline quest requirements increased to 85/150, up from 75/125. Talents
      Level 7 Bladed Momentum Cooldown reduction increased to .75 seconds, up from .6 seconds. Thrall
      Talents
      Level 1 Maelstrom Weapon Completion requirements increased to 25/55/100, up from 20/40/100. Falstad
      Base
      Lightning Rod [W] Now strikes every .8 seconds, down from 1 second. Total number of strikes stay the same. Range increased by 1. Talents
      Level 1 Frequent Flyer Cooldown increased to 60 seconds, up from 45 seconds. Quest requirements increased to 60/150/300, up from 50/125/300. Sylvanas
      Talents
      Level 4 Possession Now has a 1 second cooldown between uses, down from 2 seconds. Level 4 Unstable Poison Damage increased to 150, up from 130. Level 4 Haunting Arrows No longer affects Mercs. Gul'dan
      Talents
      Level 1 Echoed Corruption Pinnacle Reward healing increased to 100%, up from 50%. Pinnacle Reward requirement reduced to 85, down from 100. Level 16 Ruinous Affliction Damage reduced by 10%. Map Updates
      Alterac Pass Objective capture time is now capped at 55 seconds. Blackheart's Bay Cannon damage increased to 2,875, up from 2,815. Volskaya Foundry Late game health scaling of Protector increased. Warhead Junction Attacking a burning building now stops the duration of burn for 3 seconds. Click here to discuss this post with other players
      in the official Heroes of the Storm forums.

       
    • By Elitesparkle
      Blizzard released a new patch for Heroes of the Storm and here are the official Patch Notes with all the changes.
      (Source)
      Our next Heroes of the Storm patch is live! Read on for more information.
      NOTE: Orange text indicates a change between PTR and Live notes.
      Quick Navigation:
      General Map Updates Balance Update Bug Fixes General
      New Skin: Bonny Butcher
      New Skin: Warthog Gear Head Thrall
      Players will now receive an announcement when a quest milestone is reached. This will only announce to the player who achieved the milestone. Ranges of abilities on numerous Heroes have been updated to be more consistent. This may cause certain abilities ranges to reduce or increase. Brawl Starting January 2026, Brawls will only be open the first 5 days of every month. Updated Homescreen and Startup Music. Return to Top
      Map Updates
      General A new Fallback Tower has been added to the longer lanes on each of the following battleground maps. This new tower will die when its corresponding Fort dies: Alterac Pass, Battlefield of Eternity, Blackheart's Bay, Braxis Holdout, Cursed Hollow, Dragon Shire, Garden of Terror, Hanamura Temple, Infernal Shrines, Sky Temple, Tomb of the Spider Queen, Volskaya Foundry, and Warhead Junction. Attacks from the Core, Keeps, Forts, Fallback Towers, and Towers near Keeps will now reduce Hero armor, and the reduction has been increased from -10/-20 Armor to -20/-40 Armor. Fallback Towers have the same HP and Attack Damage as Keep Towers. Forts, Keeps, and the Core will no longer grant Allied Heroes that take damage in their radius 35 Armor for 4 seconds. The comeback system has been slightly magnified, particularly at wide level gaps. Alterac Pass Objective capture timer reduced by 5 seconds in each phase. The first phase only spawns a single defending unit. Cavalry now gain more health in the later stages of the game. Cavalry now take 60% damage from structures (up from 50%). Braxis Holdout Early objectives have lowered in health by 15%, but scaling has been increased significantly after 15 minutes. Garden of Terror Garden Terror health scaling increased. Garden Terror structure disabling plant bulb now damages itself at 10% per second (up from 6%). Infernal Shrines Early objectives have lowered in health by 15%, but scaling has been increased significantly after 15 minutes. Warhead Junction Nuke damage has been changed to flat, scaling damage. Scaling is updated when a Warhead is picked up. Nukes now deal double damage versus Forts, Keeps, and the Core. Return to Top
      Balance Update
      General
      Pinnacle Rewards have been added to mutiple Heroes. These will be hard to obtain but provide powerful rewards. Heroes
      Falstad
      Base
      Lightning Rod [W] Cooldown reduced from 13 seconds to 12 seconds. Talents
      Level 1 Dishonorable Discharge REWORK: No longer reduces CD. Bonuses are now provided at 20/45/75 hits. At 20 hits, gain 30% damage. At 45 hits, gain an additional 75% damage and reduce the cooldown by 2 seconds. Pinnacle Reward: At 75 hits, Lightning Rod provides 2 additional strikes and Stuns for 1.25s on its last strike. Frequent Flyer REWORK: Reduced attack speed bonus from 40% to 25%. Now provides 1 stack per minion and 5 stacks per Hero. At 50 stacks, gain 20 Attack Damage. At 125 stacks, gain an additional 50 Attack Damage. Pinnacle Reward: At 300 stacks, gain an additional 125 Attack Damage. Gathering Storm REWORK: Bonuses are now provided at 30/80/150 stacks, rather than incremental gains. At 30 stacks, gain 30% damage. At 80 stacks, gain an additional 50% damage. Pinnacle Reward: At 150 stacks, gain an additional 70% damage. REWORK: Lose 8 stacks on death, but can not lose milestones that have already been completed. Level 7 Charged Up Moved to be a Level 13 Talent. No longer provides additional hits, but instead provides cooldown refresh on Hero takedowns. Level 13 Thunderstrikes Moved to be a Level 7 Talent. Guldan
      Base
      Corruption [E] Mana cost increased from 80 to 90. Talents
      Level 1 Echoed Corruption Increased stack requirement to 60. Pinnacle Reward: At 100 stacks, Corruption now heals for 50% of the damage dealt. Pursuit of Flame Increased radius from 10% to 15%. Reworded to say "Fel Flame's area is increased by 33%". Progress is now reset upon death and can not lose progress upon completion. Johanna
      Base
      Punish [Q] Slow on enemies reduced from 60% to 50%. Talents
      Level 4 Subdue Slow on enemies reduced from 80% to 70%. Kael'thas
      Talents
      Level 1 Convection REWORK: Every 20th Hero hit permanently increases Flamestrike damage by 150 and Kael'thas's maximum Health by 50. Kerrigan
      Base
      Primal Grasp [E] Cooldown reduced from 10 to 8. Delayed damage reduced from 195 to 165. Initial damage increased from 25 to 40. Ravage [Q] Damage reduced from 130 to 115. Now includes a baseline quest: Kill enemies within 1.5 seconds of hitting them with Ravage. Minions grant 1 progress and Heroes grant 5. At 75 stacks, Ravage gains 125 damage. Pinnacle Reward: At 125 stacks, Ravage gains 200 additional damage. Impaling Blades [W] Cooldown reduced from 12 seconds to 9 seconds. Damage reduced from 165 to 140. Radius increased from 1.5 to 1.65. Stun duration reduced from 1 second to .75 seconds. Assimilation [D] Increased the amount of shield gained from Basic Attacks from 10% to 20% of damage dealt. Talents
      Level 1 Fury of the Swarm No longer increases shields gained from Basic Attacks. Level 4 Sharpened Blades Talent has been removed. Ravaging Ferocity NEW: Gain 25% attack speed for 3 seconds after using Ravage. Level 7 Boundless Fury Cooldown increased from 10 seconds to 12 seconds. Queen of Blades Cooldown reduction increased from 3 seconds to 4 seconds. Level 10 Summon Ultralisk Damage reduced from 250 to 225. Level 13 Chrysalis HP lowered from 750 to 650. Reduced the amount of health regenerated from 5% max health per second to 4%. Level 16 Painful Spikes Damage reduced from 70 to 60. Level 20 Omegastorm Increased extended duration from .25 seconds per hit to .4 seconds per hit. Sylvanas
      Base
      Black Arrows [D] Black Arrows now refers to what was previously called "Banshee's Curse". New Baseline Quest: Deal damage to Heroes or Structures with 3 stacks of black arrows. At 250 stacks, increased the damage bonus of Black Arrows to 50%. Pinnacle Reward: At 400 stacks, heal for 25% of damage dealt against enemies with 3 stacks of Black Arrows, doubled against Heroes. Reduced base damage bonus of Black Arrows to 15%. Activatable portion of Black Arrows has been removed. Talents
      Level 1 Unfurling Shadows Talent has been removed. Unrelenting Torment NEW: Increases the damage of Shadow Dagger by 20% and increase its duration by 1 second. Level 4 Haunting Arrows NEW: You can now activate Black Arrows to cause all damage dealt to stun non-heroes. 90 second cooldown, reduced by 3 seconds when attacking a structure. Possession Now a Baseline ability. 25 seconds to restore each charge, 2 seconds cooldown. Max 4 charges. Level 7 Barbed Shot Bonus damage increased from 350% to 400%. Lost Soul REWORK: Reduces the cooldown of Shadow Dagger when attacking non-minions with 3 stacks of Black Arrows by .75 seconds, doubled against Heroes. Level 13 Windrunner Recast window reduced from 5 seconds to 4 seconds. Thrall
      Talents
      Level 1 Crash Lightning REWORK: Bonuses are now provided at 15 and 30 stacks. At each milestone, Chain Lightning gains 270 damage. Lose 6 stacks on death, but can not lose milestones that have already been completed. Echo of the Elements REWORK: Bonuses are now provided at 20/40/100 stacks. At 20 stacks, reduce mana cost of Chain Lightning by 20. At 40 stacks, Chain Lightning gains an extra charge and will bounce one additional time. Pinnacle Reward: At 100 stacks, Chain Lightning will fork to an additional target each time it bounces. Rolling Thunder Moved to be a Level 7 Talent. No longer increases Chain Lightning bounces by 1. Level 7 Maelstrom Weapon Moved to be a Level 1 Talent. REWORK: Bonuses are now provided at 20/40/100 stacks, rather than incremental gains. At 20 stacks, gain 20 damage and increase the movespeed bonus to 40%. At 40 stacks, gain an additional 40 damage and Thrall permanently gains 15% increased movement speed. Pinnacle Reward: At 100 stacks, Frostwolf Resilience now provides +200% Healing. Level 16 Tempest Fury No longer provides additional quest stacks. Thunderstorm Increased damage bonus provided at max stacks from 25% to 30%. Level 20 Wind Rush Cooldown increased from 80 seconds to 90 seconds. Tyrael
      Talents
      Level 1 Ardent Restoration Maximum healing stacks reduced from 10 to 8. Level 4 Reciprocate Damage reduced from 190 to 170. Level 7 Burning Halo Damge per second reduced from 15 to 12. Level 10 Sanctification Cooldown reduced from 90 seconds to 85 seconds. Mana cost reduced from 75 to 70. Level 20 Aspect of Justice Cast time reduced from 1.5 seconds to 1.25 seconds. Cooldown reduction per enemy Hero hit increased from 10% to 15%. Zul'jin
      Base
      Basic Attack Damage decreased from 96 to 94. You Want Axe? [D] No longer has a cap on stacks. Now causes Zul'jin to lose 3 stacks (15 hits) on death. Talents
      Level 1 Headhunter Increased damage bonus per hero kill from 2% to 2.5%. Return to Top
      Bug Fixes
      Map
      Blackheart's Bay Fixed an issue that caused the Battleground Objective to not start if a particular chest is the last destroyed chest. Fixed an issue that caused the help text for attacking the Treasure Chest to not disappear if a particular chest is attacked. Warhead Junction Fixed Warhead Junction Nuke Damage Dealt tracking. Heroes
      Cho'gall Base Eye of Kilrogg [Skill 1] Fixed an issue that caused the Eye of Kilrogg's cast range indicator to be slightly larger than the ability range. Level 1 We See You! Fixed an issue that caused We See You's range increase tooltip value to display incorrectly after being selected. D.Va Fixed an issue that caused D.Va's Mech to not respawn with the correct amount of Blackheart's Bay Doubloons. Base Defense Matrix [W] Fixed missing icon in D.Va's Quick Cast setting for Retarget Defense Matrix. Gazlowe Level 16 Firin' Mah Lazors Fixed an issue that caused Firin' Mah Lazorz's warning to not display correctly. Fixed an issue that caused Big Top Gazlowe's Firin' Mah Lazorz to create permanent visuals. Kael'thas Base Living Bomb [W] Living Bomb will not activate its effects on a target that becomes immune to Living Bomb. Living Bomb will now apply its effects if the target dies with Living Bomb. Raynor Base Adrenaline Rush [E] Fixed an issue that caused Adrenaline Rush to not display the base duration in its tooltip after selecting Give Me More. Stukov Level 1 Reactive Ballistospores Fixed Reactive Ballistospores tooltip. Tychus Base Overkill [Q] Overkill retarget can now also be targeted in a direction. When clicking near or on a target, it will attach to that target, but if no targets are nearby, Overkill will start firing in that direction. If Overkill hits a target while firing in a direction, that target will become Overkill's primary target. If Overkill is active when there are no possible targets, Overkill will no longer be cancelled, and instead will start firing in the direction of the last primary target. Fixed an issue that caused mounting to not interrupt Overkill. Valla Base Hatred [D] Fixed Hatred Tooltip. Level 20 Storm of Vengeance Fixed an issue that caused Storm of Vengeance to not grant 2% Attack Speed per Hatred stack. Zagara Level 1 Infest Fixed Infest active current bonus tooltip. Level 16 Mutalisk Fixed Mutalisk tooltip. Return to Top
      Click here to discuss this post with other players in the official Heroes of the Storm forums.

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