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Heroes of the Storm Malfurion

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I don't agree with the assessment of the talents related to "Innervate", especially since the guide recommends enhancing "Regrowth" at level 1 instead.

"Moonfire" does cost 20 mana to cast, so in order for a net mana return to occur from the level 1 talent, one does need to hit at least 3 targets per cast. It also does only stack to 6, capping the mana return even under the most ideal of circumstances.

"Innervate" does scale up madly with level, while "Moonfire" becomes less and less important (especially concerning the mana return from the level 1 talent).

If you have a lane partner who relies on mana (and most heroes do, even tanks), then "Innervate" is a godsend, and improving it at level 1 can be significant already; it only gets better from there.

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Guest TheNudeBrewer

The articles here are all great, the only thing I would add is a clarification that your tips seem to be SPECIFICALLY for team play.

 

The reason I'm saying is I'm currently just learning the game, so I'm just playing AI opponents.  And it's impossible to play Malfurion as a healer:  your AI teammates don't understand what it means to have support.

 

But if you take all the Entangling Roots upgrades, even the ones you very specifically do not recommend, Malfurion can in fact be played like a DPS character.  A single cast of Entangling Roots later in the game (post 7?) will melt an entire wave of attackers.  What isn't caught in the "root ball" will be killed by the Treant.

 

And since people are so unpredictable, I'm sure there's a game somewhere that having a DPS-Malfurion would throw the opposing team off enough to make it viable.  I would agree that would be like 1% of matches, but the fact remains it CAN be done.

 

Keep up the great work!

 

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Guest Hurricane
I like this article because it tells people how to build Mal as a healer, but at the same time, that severely understates his flexibility and usefulness for potential DPS and crowd control.

 

The guide states Twilight Dream as "not recommended" when the description itself proves that it is, at least, a situationally strong tool. Sure, it's hard to position, but blasting 3-4 heroes at the start of a team fight turns the tide very quickly. It is also useful during an attempted gank, and taking out high-damage DPS like Valla, Illidan, Tychus or Falstad by yourself is always a valuable use for Twilight Dream that opposing teams will not expect.

 

In a DPS-build, Mal can easily solo a number of assassins including Falstad, Valla, Jaina, Tychus, and Illidan if played correctly. Combining Full Moonfire with Lunar Shower allows for near endless DPS in the latter half of a match. Complimented by Mal's ability to root and heal, his survivability can be extremely high with a skilled player. Moonfire has the added benefit of having a large cast rage (potentially amplified by Full Moonfire) that allows you to chase a low health hero easily and effectively. However, it is important to let a team know you play Mal this way because, otherwise, they'll be expecting your mediocre heals and Tranquility. Also, do not underestimate the potential for Moonfire to reveal cloaked assassins like Zeratul and Nova.

 

As a healer, Mal should be compared to Lili at all times. Mal's Tranquility heals for less than Lili's Jug of 1,000 Cups and has shorter range; additionally, while Regrowth has the potential to heal for more over an extended period of time, Lili's Healing Brew heals for more health immediately and has 4 seconds less cooldown without any talent upgrades.

 

For these reasons, I strongly believe that if you want a great healer, there is no reason to choose Mal over Lili. If you want flexibility and have good judgment, pick Mal.

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I like this article because it tells people how to build Mal as a healer, but at the same time, that severely understates his flexibility and usefulness for potential DPS and crowd control.

[...]

As a healer, Mal should be compared to Lili at all times.

Malfurion should not be compared to Lili at all (except for the fact that they are both support healers). The mechanics of both heroes are very different; I'd like to add that Malfurion is much stronger, because he does have CC that Lili completely lacks.

I also find it slightly distressing how the guide flip-flops its talent recommendations (Rampant Growth just went from "pick this!" to "avoid! it sucks completely!"). Maybe do the math on the various talents before making recommendations...

Edited by siggboy

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I don't agree with the assessment of the talents related to "Innervate", especially since the guide recommends enhancing "Regrowth" at level 1 instead.

"Moonfire" does cost 20 mana to cast, so in order for a net mana return to occur from the level 1 talent, one does need to hit at least 3 targets per cast. It also does only stack to 6, capping the mana return even under the most ideal of circumstances.

"Innervate" does scale up madly with level, while "Moonfire" becomes less and less important (especially concerning the mana return from the level 1 talent).

If you have a lane partner who relies on mana (and most heroes do, even tanks), then "Innervate" is a godsend, and improving it at level 1 can be significant already; it only gets better from there.

 

Unfortunately, Innervate cannot be self-cast; if it could, that would be an entirely different story.

I'd argue that, in general, players should first and foremost focus on their own Mana management, especially since healers are the archetype that are most dependent on their abilities to impact anything. Innervate is already pretty good as is. I think you overestimate how much Innervate scales; the difference of Mana it grants to a level 1 and a level 20 hero is approximately 30 - that's not exactly stellar in terms of scaling

 

I'd like to point out that Harmony can only stack once per Moonfire, irregardless of how many targets it hits. Moonfire is an important aspect of Malfurion's playstyle; the benefits of the talent is at least tangible, if not a bit underwhelming.

 

 

The articles here are all great, the only thing I would add is a clarification that your tips seem to be SPECIFICALLY for team play.

 

The reason I'm saying is I'm currently just learning the game, so I'm just playing AI opponents.  And it's impossible to play Malfurion as a healer:  your AI teammates don't understand what it means to have support.

 

But if you take all the Entangling Roots upgrades, even the ones you very specifically do not recommend, Malfurion can in fact be played like a DPS character.  A single cast of Entangling Roots later in the game (post 7?) will melt an entire wave of attackers.  What isn't caught in the "root ball" will be killed by the Treant.

 

And since people are so unpredictable, I'm sure there's a game somewhere that having a DPS-Malfurion would throw the opposing team off enough to make it viable.  I would agree that would be like 1% of matches, but the fact remains it CAN be done.

 

Keep up the great work!

 

I've had successful games as a damage-dealing Malfurion myself. Those games are extremely rare, however, to the point where I couldn't explain the circumstances that allowed them to be in the first place.

 

The reason we don't typically gear guides around A.I. games is because we deem them to not be the core of Heroes of the Storm's game play. I'd like to go on record here and say that I mean this with the utmost respect to players who do enjoy the stress-free environment of bot games. However, they tend require players to play much less optimally for to be successful; they're there to let you try stuff out without fear of resentment from your fellow players! In general, I feel that most, if not all talents can work in such an environment.

Thank you for the feedback and kind words.

 

 

I like this article because it tells people how to build Mal as a healer, but at the same time, that severely understates his flexibility and usefulness for potential DPS and crowd control.
 
The guide states Twilight Dream as "not recommended" when the description itself proves that it is, at least, a situationally strong tool. Sure, it's hard to position, but blasting 3-4 heroes at the start of a team fight turns the tide very quickly. It is also useful during an attempted gank, and taking out high-damage DPS like Valla, Illidan, Tychus or Falstad by yourself is always a valuable use for Twilight Dream that opposing teams will not expect.
 
In a DPS-build, Mal can easily solo a number of assassins including Falstad, Valla, Jaina, Tychus, and Illidan if played correctly. Combining Full Moonfire with Lunar Shower allows for near endless DPS in the latter half of a match. Complimented by Mal's ability to root and heal, his survivability can be extremely high with a skilled player. Moonfire has the added benefit of having a large cast rage (potentially amplified by Full Moonfire) that allows you to chase a low health hero easily and effectively. However, it is important to let a team know you play Mal this way because, otherwise, they'll be expecting your mediocre heals and Tranquility. Also, do not underestimate the potential for Moonfire to reveal cloaked assassins like Zeratul and Nova.
 
As a healer, Mal should be compared to Lili at all times. Mal's Tranquility heals for less than Lili's Jug of 1,000 Cups and has shorter range; additionally, while Regrowth has the potential to heal for more over an extended period of time, Lili's Healing Brew heals for more health immediately and has 4 seconds less cooldown without any talent upgrades.
 
For these reasons, I strongly believe that if you want a great healer, there is no reason to choose Mal over Lili. If you want flexibility and have good judgment, pick Mal.

 

 

Although I'm a fan myself of always experimenting with as many builds as possible, I tend to write guides from a meta-gaming-reflective perspective; in other words, what people expect from you. In the overwhelming majority of the time, when a player sees a Malfurion pick in a ranked game (or otherwise), they expect to be healed. If you're running with 4 of your friends, and wish to try different things (which I do all the time, at the dismay of said friends), that is not our domain. I often misquote that consistency usually trumps potential.

 

 

 

I also find it slightly distressing how the guide flip-flops its talent recommendations (Rampant Growth just went from "pick this!" to "avoid! it sucks completely!"). Maybe do the math on the various talents before making recommendations...

 

 

We regularly update our talent choices to reflect meta-gaming trends and personal experiences. I'd look like quite the fool if I tried to convince you or anyone else that I'm right 100% of the time when, in reality, it's more like 98-99%.

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Guest Psojed

Hey, nice guide.

You mentioned that Rampant Growth is the weakest talent atm., but you also mentioned that Malfurion is the hero who really lacks in the department of instant healing and that his abilities already have a decent range. Picking the range talent is beneficial against default teams.

 

But I think that makes the Rampant Growth a situational talent against enemy team compositions with more healers.

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Hey, nice guide.

You mentioned that Rampant Growth is the weakest talent atm., but you also mentioned that Malfurion is the hero who really lacks in the department of instant healing and that his abilities already have a decent range. Picking the range talent is beneficial against default teams.

 

But I think that makes the Rampant Growth a situational talent against enemy team compositions with more healers.

Hi Psojed,

Rampant Growth is really, really weak, only adding between 45 and 150 healing to Regrowth (at level 4 and 20, respectively). That's less than one basic attack for most heroes, to put things into perspective. Even if Malf' does lack instant healing, landing a good Entangling Root, thanks to Elune's Grace, will outperform any extra healing done by Regrowth tenfold.

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Guest Wizlo

Just thought it would be worth mentioning. I paired up with Cho'Gall quite a bit tonight, and he seems to do really well with Malfurion. Has a huge health pool that can really take advantage of Malf's hots.

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Just thought it would be worth mentioning. I paired up with Cho'Gall quite a bit tonight, and he seems to do really well with Malfurion. Has a huge health pool that can really take advantage of Malf's hots.

 

Yep, I came to the same conclusion as well. I think our Cho'gall pre-guide has such a mention.

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Guest iugul0

Just thought that I would mention that you are missing (because this was written before it) a Towers of Doom specific advice page. Hope this helped. smile.png

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Just thought that I would mention that you are missing (because this was written before it) a Towers of Doom specific advice page. Hope this helped. smile.png

 

It's... it's coming... :(

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Guest ProPlayerKim

I'm not speaking from experience, but wouldn't Hindering Moonfire combo really well with heroes with Executioner, which benefits from slowed enemies? And even without Executioner, applying a reliable 2 sec slow every 3 seconds seems like a good alternative to a missable 2 sec root, no?

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8 hours ago, Guest ProPlayerKim said:

I'm not speaking from experience, but wouldn't Hindering Moonfire combo really well with heroes with Executioner, which benefits from slowed enemies? And even without Executioner, applying a reliable 2 sec slow every 3 seconds seems like a good alternative to a missable 2 sec root, no?

Certainly an interesting thought. The idea behind Tenacious Roots, however, is that it makes Entangling Roots that much easier to land; remember that rooting effects also trigger Executioner, and that, as such, Tenacious Roots also fulfils the triggering purpose, albeit less frequently. I'm still of the opinion that Entangling Roots is what truly defines a good Malf player, so I'm a big fan of that talent. I'll think it through and find specific examples of when to use Hindering Moonfire.

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Guest Shiboo

it should be noted that the drone for T1 is OPAF against stealthies! 

 

This is actually a weak build for him even for a 5m team! 

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9 hours ago, Guest Shiboo said:

it should be noted that the drone for T1 is OPAF against stealthies! 

You can spam MoonfireMoonfire to reveal stealthed heroes. Besides, Scouting Drone Icon Scouting Drone can be seen and destroyed by enemy heroes, which significantly reduces its usefulness.

9 hours ago, Guest Shiboo said:

This is actually a weak build for him even for a 5m team! 

Could you please specify why?

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Guest Malfurion
On 05/03/2017 at 9:45 AM, positiv2 said:

You can spam MoonfireMoonfire to reveal stealthed heroes. Besides, Scouting Drone Icon Scouting Drone can be seen and destroyed by enemy heroes, which significantly reduces its usefulness.

Could you please specify why?

In the heat of the battle, you wouldn't be able to constantly moonfire stealth units. Scouting Drone is amazing when put in the backline to protect Jaina/Kael/Valla etc.. It is an amazing zone denial tool at all levels if you place it smartly. The fact that stealth units cannot destroy the drones themselves (if they did, you know they are there) means that it will save your team countless deaths. Spamming moonfire is detrimental to Malfurion's already bad mana problems. Scouting drone cost 0 mana. My recommendations for tier 1 talent is:

1. Shando Clarity - if they have no stealth and you have a mana intensive damage dealer (li ming)

2. Scouting Drone - if they have at least one stealth. This takes priority.

3. Moonburn - if 1 and 2 doesn't apply (or if your team severely lacks wave/merc clears)

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2 hours ago, Guest Malfurion said:

In the heat of the battle, you wouldn't be able to constantly moonfire stealth units. Scouting Drone is amazing when put in the backline to protect Jaina/Kael/Valla etc.. It is an amazing zone denial tool at all levels if you place it smartly. The fact that stealth units cannot destroy the drones themselves (if they did, you know they are there) means that it will save your team countless deaths. Spamming moonfire is detrimental to Malfurion's already bad mana problems. Scouting drone cost 0 mana. My recommendations for tier 1 talent is:

1. Shando Clarity - if they have no stealth and you have a mana intensive damage dealer (li ming)

2. Scouting Drone - if they have at least one stealth. This takes priority.

3. Moonburn - if 1 and 2 doesn't apply (or if your team severely lacks wave/merc clears)

It still can be destroyed by ranged heroes, such as Gul'dan, to allow the cloaked teammate to kill your teammates. 

Since teamfight don't usually take too long, having to spend a little bit of mana a few times doesn't hurt that much. If you expect teamfights take much longer, Scouting DroneScouting Drone gets relatively better indeed.

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Ah, the guide has been updated with the new talents I see. 

It's a shame to see that most of my initial concerns about the changes haven't been alleviated , mostly regarding the early Entangling Roots talents. 

I like that Moonfire Spam, one of my favourite existing builds, is still a thing with the rework, however, I see myself picking up Malfurion less in Season 2 as a solo Support for sure, which was perhaps the intent of the changes overall? I particularly like the choices the player has to make for the different situational talents for the ability, on top of having to make a choice of taking Full Moonfire over Elune's Grace (could see a lot of use for the former on Braxis Holdout), but I will miss the way that Full Moonfire gave Malfurion one of the best ranged poke in the whole game as well as a significant vision tool in it's own right.

It's also strange to see generic talents such as Scouting Drone, Ice Block and Rewind in his kit, without any flavour rework, and Rewind in particular not having many uses with the way Malfurion's kit is. I suppose you could have the level 4 Root talent, with Revitalise at 16 and Rewind at 20 for a whole broccoli farm, but waiting a whole game for such a weird one trick pony is an unreliable way to play any hero, and of course, you can't root someone who is already rooted, which makes level 7's talent, Strangling Vines, a brand new contender for the most useless talent in the entire game. Yay! 

Anti-healing talents can be powerful - one of my most tense games this season was against a Wound Poison Valeera with Dehaka - but skipping the far more situational useful Moonfire talents on the tier for a talent that doesn't even have the added bonus damage anymore simply isn't worth it.

Let's have some breakdown to show why these Entangling Roots talents at 4 and 7 are meh at best; Roots is on a 14 second cooldown. It is Malfurion's most mana intensive basic ability on top of this long cd, so why would you want to pick talents that encourage an unhealthy playstyle with his increased mana thirst that give so little value for their limited uptime? Like I suspected from reading the PTR notes, the healing debuff lasts as long as 1.25 seconds instead of the duration of the spell (3 seconds)... a whole 2 seconds at level 16 with Tenacious. This is can only happen once per hero per root cast if they get caught by the effect of the root itself, and if I did go for an Entangling Roots build (if you could call it that, I'd only take the Treant talent), I would focus on having the spell off cooldown as much as possible while making up for the increased mana cost of the ability, so Revitalise would be the way to go for me over Tenacious, because that would be the only way to get serious value out of the ability if you went for both 4 and 7 talents, and I would probably take Hindering Moonfire over Strangling so the roots would be easier to land and the treant would get more value. You're honestly better off just using it as you've always done, and focusing on the other available talents.

Hopefully they revise Malfurion's talents again in the future, as he is often fun to play, even if he is over represented, but being fun shouldn't be mutually exclusive to being useful to your team regardless of which talents you take! 

I guess it should be worth noting that with Life Seed and Revitalise, Malfurion can have a heal over time ticking on 5 targets, if my thinking is correct? 

 

Edited by Plergoth
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15 minutes ago, Farbas said:

Do you recommend taking Lunar Shower if we don't take Moonburn? Is this DPS worth it against heroes?

Lunar ShowerLunar Shower is strong even without MoonburnMoonburn synergy. However, if you need to pick Scouting DroneScouting Drone/Shan'do's ClarityShan'do's Clarity, you will often be better off with the General build which uses Hindering MoonfireHindering Moonfire.

So, I recommend picking Hindering MoonfireHindering Moonfire, but picking Lunar ShowerLunar Shower is fine as well.

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I noticed that Serenity hasn't been changed at all and still only gives 50 mana over 10 seconds, even if the 25% increased healing is nice. 

On top of that, I am starting to feel that the cooldowns on Tranquillity and Ancestral Healing are a touch too long for the current meta; at 100 seconds each, they are amongst the longest cds any Support has for a healing ult, tied only with Tassadar's non-healing Archon, and only Auriel's Resurrect ahead of them at 120 seconds, an ult which is picked a fraction of the time Crystal Aegis is at all levels of the game.

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Hey fellows. I have been experimenting with a Hybrid build that gives surprising waveclear and even sieging that combines Moonfire and Entangling Roots talents, as well improving his Rejuvenation. With this build my Malfurion is very versatile in battle. But it requires a solid frontilne to peel him, since I don't pick Ice Block.

However, I'm surprised of how much damage he can deal with Vengeful RootsVengeful Roots, a talent that I absolutely despised before the rework. I was in this one game where we had a Butcher in our team, and I'd coordinate his Ruthless OnslaughtRuthless Onslaught with Entangling RootsEntangling Roots, and slowly gained stacks of Vengeful Roots, to the point the Treant was dealing over 400 damage per second. That is huge, and since most players tend to ignore the Treant, my lil tree scored some few hilarious kills in my instead. Also, I managed to get it to save my ass from a Stitches that tried to Hook me, and ended up pulling the Treant instead. In addition, spawning a Treant this strong at forts allows Malfurion to even push the lanes more efficiently.

What do you guys think?

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6 hours ago, Valhalen said:

Hey fellows. I have been experimenting with a Hybrid build that gives surprising waveclear and even sieging that combines Moonfire and Entangling Roots talents, as well improving his Rejuvenation. With this build my Malfurion is very versatile in battle. But it requires a solid frontilne to peel him, since I don't pick Ice Block.

However, I'm surprised of how much damage he can deal with Vengeful RootsVengeful Roots, a talent that I absolutely despised before the rework. I was in this one game where we had a Butcher in our team, and I'd coordinate his Ruthless OnslaughtRuthless Onslaught with Entangling RootsEntangling Roots, and slowly gained stacks of Vengeful Roots, to the point the Treant was dealing over 400 damage per second. That is huge, and since most players tend to ignore the Treant, my lil tree scored some few hilarious kills in my instead. Also, I managed to get it to save my ass from a Stitches that tried to Hook me, and ended up pulling the Treant instead. In addition, spawning a Treant this strong at forts allows Malfurion to even push the lanes more efficiently.

What do you guys think?

Broccoli's health pool is too low to be effective most of the time, and its damage relies upon other heroes' stuns and roots, because broccoli is too slow. If you can get the right composition, then sure, but you would get steamrolled over by a team that has a more reliable core.

It's probably good enough for pre-made QM, but I would advise against running it in higher ranked leagues, even though it is a nice combo.

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      Base
      Basic Attack Damage decreased from 101 to 92. Penetrating Round [Q] Cooldown reduced from 10 to 9 seconds. Mana cost reduced from 65 to 60. Damage reduced from 220 to 190. Talents
      Level 1 Ace In The Hole [Q] New Functionality: Give ‘Em Some Pepper Slows enemies hit by 10% for 2.5 seconds. Penetrating Round deals 25% more damage to enemy Heroes that are Stunned or Slowed. Exterminator [W] New Functionality: Increase Basic Attack damage against Minions, Monsters, and Mercenaries by 50%. This is increased to 125% while Inspire is active. Passive: Inspire does not expire on friendly Minions and Mercenaries. Veteran Marksman [Trait] New Functionality: Loan: Increase the damage of Give ‘Em Some Pepper by an additional 60%. Every death reduces this bonus by 15%. Quest damage bonus for hitting enemy Heroes reduced from 1% to .75% Level 4 Behemoth Armor [Passive] Bonus Health per Hero hit by Give ‘Em Some Pepper increased from 5 to 8. Level 7 Heavy Slugs [Q] New Functionality: Penetrating Round's Slow amount and duration are increased by 75%. Fuel The Rush [E] Cooldown reduction bonus while Inspire is active from 200 to 300%. Adrenaline Rush Mana cost reduction increased from 25 to 30. Unstable Compound [Trait] Penetrating Round cooldown reduction reduced from 1.5 to 1 second. Level 13 Debilitating Round [Q] Removed. (New) Line ‘Em Up [Q] Reduce the cooldown of Penetrating Round by 3 seconds. If two or more enemy Heroes are hit, reduce its cooldown by an additional 3 seconds. Giddy Up [W] Base Movement Speed bonus increased from 8% to 10%. Give Me More [E/W] Moved from level 13. Level 16 Rallying Cry [W] Moved from level 13. New Functionality: Increases Inspire’s attack speed bonus by 20%. Passive: Cast Inspire for free after every 12 Basic Attacks. Level 20 Weak Spot Acquired [Passive] Removed. Execute [Passive] Removed. Indomitable Resolve [R1] Removed. (New) Cavalry’s Arrived [R1] Give ‘Em Some Pepper lowers the cooldown of Hyperion by 5 seconds if the primary target is a Hero. These Heroes are targeted by Hyperion for 100% increased damage. Dusk Wing [R2] Additional Functionality: Banshee Basic Attacks lower enemy Hero’s by 2 for 1 second, stacking up to 25. (New) Raiders Roll [E] Adrenaline Rush grants Unstoppable and continues healing for 2 additional seconds. This additional duration ends immediately upon reaching 70% Health. (New) Sergeant Pepper [D] Give Em Some Pepper activates every 3rd Basic Attack. (New) Execute Orders [Passive] Reduce your Death Timer to 30 seconds. Upon death, cast Hyperion towards the nearest enemy Hero. Return to Top
      Heroes Rework: Stitches
      Base
      Hook [Q] Additional Functionality: Upon reaching level 13, Hook’s range is increased by 40%. Slam [W] Cooldown increased from 7 to 8 seconds. Inner area Slow duration increased from 1.5 to 2 seconds. No longer deals additional damage to Minions, Mercenaries, and Monsters. Vile Gas [Trait Passive] New Functionality: Enemies hit by Basic Attacks or the inner area of Slam are afflicted with Vile Gas, dealing 27 damage over 3 seconds. Deals 150% increased damage to Minions, Mercenaries, and Monsters. New Active Functionality - Shambling Horror: Activate to spread Vile Gas to nearby enemies every second and prevent Stitches’ Movement Speed from being reduced below by 110% for 5 seconds. Talents
      Level 1 Patchwork Creation [W] New Functionality: Gain 3 Armor for each enemy afflicted by Vile Gas, doubled while Shambling Horror is active. This effect stacks up to 8 times. Passive: Gain 15% increased healing received. Savor the Flavor [E] New Functionality: Quest: Hitting a Hero with Devour increases Stitches’ health regeneration by 1.5 and the damage of Vile Gas by 2%, stacking up to 100 times. Hungry for More [Passive] New Functionality: Passive: Gain 5% Movement Speed. Quest: Gathering a Regeneration Globe increases Stitches’ maximum health by 30. Reward: Every 20 Regeneration Globes gathered increases Stiches’ Movement Speed by an additional 5%. Level 4 Playtime! [W] New Functionality: Basic attacks reduce the cooldown of Slam by .75 seconds and restore 5 Mana. Hitting Heroes with the inner area of Slam reduces its cooldown by 1 second. Tenderizer [Passive] Moved from Level 4. New Functionality: Basic Attacks against Heroes Slow by 25% for 2.5 seconds and restore 2% of Stitches’ Maximum Health. (New) Vile Cleaver [Trait] Basic Attacks against targets afflicted with Vile Gas deal 35% more damage and spread Vile Gas to nearby enemies. Level 7 Cannibalize [Passive] Removed. Serrated Edge [Q] Moved from Level 4. Cooldown reduction bonus increased from 3 to 5. Additional Functionality: Hitting an Enemy Hero with Hook also restores 35 Mana. Second Helping [E] Moved from Level 20. New Functionality: Devour gains an additional charge with a 6 second cooldown between uses. Loan: If Stitches is at max Heath after using Devour he gains a shield equal to 15% of his maximum health for 10 seconds. Every death, reduce this shield amount by 3%. (New) Putrefaction [Trait] While Shambling Horror is active Vile Gas reduces healing received by 30%. Passive: Vile Gas heals for 60% of the damage it deals. Level 13 Fishing Hook [Q] Removed. (New) Under Pressure [W/Trait] Increase Slam’s damage by 25. Quest: Every 6 times Vile Gas deals damage to a Hero, permanently increase the damage of Slam by 1, to a maximum of 75 additional damage. Chop Chop [Trait] Moved from Level 4. New Functionality: Hitting a Hero with Hook or activating Shambling Horror grants 50% increased Attack Speed for 5 seconds. Level 16 Lacerate [W] Removed. Pulverize [W] Moved from level 13. Additional Functionality: Heroes hit by Slam have their Armor reduced by 10 for 4 seconds. Digestive Juices [E] Additional Functionality: Deals an additional 140 damage over 5 seconds. Gas Flare [Passive] Renamed to ‘Flare Up’. Additional Functionality: Activating Shambling Horror also grants the 150% damage bonus. Bonus damage duration reduced from 8 to 4 seconds. Level 20 Potent Bile [R1] Removed. Shambling Horror [Active] Removed. (New) Gift From The Embalmer [R1] Putrid Bile deals 100% more damage to Heroes. Quest: Each time Putrid Bile deals damage to an enemy Hero, Stitches’ next death timer is reduced by 2%, to maximum of 80% total reduction. Half of this bonus is lost on death. (New) Master Hooker [Q] Reduce the cooldown of Hook by 5 seconds. Enemy Heroes hit by Hook receive 100% less healing for 2 seconds. Allied Heroes hit by Hook are Unkillable for 2 seconds. (New) Gas Bag [Trait] Activating Shambling Horror grants you Unstoppable for 3 seconds. Passive: Reduce Shambling Horror’s cooldown by 20 seconds. Return to Top
      Heroes Rework: Valla
      Base
      Basic Attack Damage decreased from 75 to 70. Multishot [W] Damage decreased from 172 to 165. Talents
      Level 1 Caltrops [E] Removed. Puncturing Arrow [Q] Moved from Level 4. New Functionality: Increase the bounces of Hungering Arrow by 1. Quest: Hitting enemy Heroes the initial shot of Hungering Arrow permanently increases the initial shot damage by 6 and refunds 40 Mana. (New) Fire At Will [W] Every enemy Hero hit by Multishot grants 2 Hatred. Quest: Enemy Heroes hit by Multishot permanently increase its damage by 4. Creed of the Hunter [Trait] Moved from Level 4. New Functionality: Loan: Gain 20% increased Attack Speed. Every death reduces this bonus by 5%. Quest: Every 50 Basic Attacks against enemy Heroes, increase your damage per Hatred stack by 1%, up to 5%. Level 4 Repeating Arrow [Q/E] Moved from Level 7. New Functionality: Vault no longer has a Mana cost. Vaulting instantly refreshes the cooldown of Hungering Arrow. Arsenal [W] New Functionality: Increase the range of Multishot by 20%. It launches 3 grenades that deal bonus damage and restore 25 Mana when hitting enemy Heroes. Death Dealer [E] Added Functionality: Lower the cooldown of Vault by 5 seconds. Increase the damage bonus of Vault from 50 to 150%. If the target dies within 1.5 seconds, refund 50 Mana and refresh the cooldown on Vault. Level 7 Monster Hunter [Q] Moved from Level 1. No longer reduces the Mana cost of Hungering Arrow. Frost Shot [Q/W] Moved from Level 16. New Functionality: Enemies hit by Multishot are Slowed by 20% for 2.5 seconds. Hungering Arrow deals 25% more damage to Slowed enemies. Hot Pursuit [Trait] Moved from Level 1. New Functionality: Increase the Movement Speed bonus per Hatred stack to 2.5%. Level 13 Siphoning Arrow [Q] Renamed to ‘Siphoning Arrows’. New Functionality: Every Hero hit by Hungering Arrow heals Valla for 4% of her maximum Health. Every Hero hit by Multishot heals Valla for 2% of her maximum Health. Tempered By Discipline [Trait] New Functionality: Basic Attacks heal for 10% of damage dealt. Increase this by an additional 2% for each stack of Hatred. Gloom [Active] Additional Functionality: Heal for 2.5 Health per second for each stack of Hatred. Level 16 Punishment [W] Moved from Level 7. New Functionality: While at max Hatred Multishot’s cooldown refreshes 50% faster. Seething Hatred New Functionality: While at max Hatred, all damage you deal is increased by 10%. Level 20 Death Siphon [R1] New Functionality: Hitting an enemy Hero with Strafe increases its duration by .125 seconds. Passive: While Strafing, throw out piercing bolts that deal 34 damage and heal for 25% of their damage dealt. Storm of Vengeance [R2] New Functionality: Basic Attacks against enemy Heroes reduce the cooldown of Rain of Vengeance by 5 seconds. Passive: Every stack of Hatred grants 2% Attack Speed. When at max Hatred, gain an additional 30% Attack Speed. Farflight Quiver [Trait] New Functionality: Gain 20% Basic Attack range. At max Hatred, increase this by an additional 30%. (New) Acrobat [E] Gain 2 additional charges of Vault. Vaulting drops 3 Caltrops. Return to Top
      Heroes
      Mei
      Base
      Health reduced from 2675 to 2625. Health regeneration reduced from 5.5742 to 5.5703. Talents
      Level 1 Ice Storm [W] Periodic damage reduced from 45 to 42. Heat Transfer [Passive] Heal amount reduced from 18 to 16.5. Level 4 Cold Front [E] Passive cooldown reduction reduced from 4 to 3 seconds. Level 10 Ice Wall [R2] Cooldown increased from 50 to 60 seconds. D.Va
      Base
      Mech Health reduced from 2150 to 2100. Mech Health Regeneration reduced from 4.48 to 4.38. Fusion Cannons [Trait] Bonus damage to close enemies reduced from 50% to 40%. Talents
      Level 1 Full Metal [Trait] Fusion Cannons healing reduced from 20% to 16%. Liquid Cooling [Active] Healing Fountain duration bonus increased from 25% to 35%. Level 4 Rush-down [Q] Damage bonus to non-Heroic enemies reduced from 70% to 50%. Aggression Matrix [W] Reduced Healing received increased from 30% to 35%. Level 7 Fusion Generator [W] Fusion Cannons bonus increased from 75% to 100%. Level 10 Micro Missiles [R2] Slow reduced from 35% to 30%. Level 13 Target Locked [W] Duration required reduced from 1.25 seconds to 1 second. Level 20 Stop and Pop [R1] Additional Functionality: Bunny Hop duration increased by 4 seconds. Hogger
      Base
      Hogg Wild [E] Radius reduced from 2.75 to 2.625. Damage increased from 32 to 44. Damage bonus per point of Rage reduced from 1% to .5%. Changed Functionality: Damage bonus from Rage now only applies to Heroic targets. Talents
      Level 1 On The Prowl [Active] Healing per second reduced from 9 to 8. Level 4 Brute Force [Q/D] Loot Hoard range bonus increased from 15 to 20%. Maximum damage bonus increased from 125 to 150. Additional Functionality: Increase Loot Hoard’s damage by 50%. Aggro Range [E] Radius bonus decreased from 25% to 20%. Level 13 Pummel [E] Spell Power reduction duration reduced from 3 to 2 seconds. Level 20 No Control [Active] Duration decay rate increased by 50%. Sonya
      Talents
      Level 1 Furious Blow [W] Damage bonus reduced from 50% to 40%. Level 4 Shattered Ground [W] Changed Functionality: Increase Seismic Slam's splash damage by 250%. Targeting a Hero with Seismic Slam further increases its splash damage by 250%, while targeting other enemies instead increases the length of Seismic Slam's splash by 66%. Level 16 Giant Slammer [W] Healing from damage dealt reduced from 100% to 60%. The Lost Vikings
      Base
      Baleog Health reduced from 1180 to 1130. Health Regeneration reduced from 2.46 to 2.35. Basic Attack damage reduced from 78 to 75. Erik Health reduced from 840 to 804. Health Regeneration reduced from 1.75 to 1.67. Basic Attack damage reduced from 65 to 62. Olaf Health reduced from 1540 to 1482. Health Regeneration reduced from 3.21 to 3.08. Basic Attack damage reduced from 57 to 54. Talents
      Level 4 It's a Sabotage! [Passive] Damage over time duration reduced from 5 to 3 seconds. Damage per second increased from 50 to 75. Level 7 Norse Force! [Q] Base Shield increased from 130 to 140. Additional Shield for each Viking alive increased from 65 to 84. Level 10 Longboat Raid! [R2] Damage per second increased from 112 to 128. Level 16 Impatience Is a Virtue [Passive] Cooldown reduction increased from .25 seconds to .31 seconds. 64 KB Marathon [Z] Changed Functionality: Bonus Movement Speed no longer decays over its duration. Level 20 Ragnarok 'n' Roll! [R1] Additional Functionality: Reduce the cooldown of Longboat Raid by 30 seconds. Lucio
      Talents
      Level 1 Party Mix [W] New Functionality: Quest: Play Crossfade tracks to nearby allies. Reward: Every minute played increases Lucio’s Maximum Mana by 2%. After 8 Minutes of total play time, increase the range of Crossfade by 20%. Level 7 Boombox [Active] Cast range increased by 100% (5 to 10 grid). Health increased from 350 to 600. Additional Functionality: Allies affected by Boombox gain 5 Armor. Level 10 High Five [R2] Self-heal reduced from 125 to 80. Level 13 Slip [Z] Armor reduced from 20 to 15. Level 16 Up To Eleven [E] New Functionality: Increase the duration of Amp It Up by 1 second. While Amp It Up is active, enemy Heroes hit with Soundwave or Push-Off increase it’s duration by an additional .3 seconds. Level 20 Mixing Fire [R2] Damage dealt reduced from 225 to 160. Cost and cooldown reduction reduced from 50% to 30%. Uther
      Base
      Devotion [Trait] Adjusted Functionality: Uther’s Basic Abilities grant 25 Armor to allied Heroes, and 15 to Uther, for 2 seconds. Talents
      Level 16 Beacon of Light [Q] Self-healing bonus increased from 100% to 125%. Self-healing bonus at low Health increased from 200% to 250%. Tyr's Deliverance [W] Maximum stacks increased from 4 to 7. Level 20 Divine Protection [Trait] Additional Functionality: Sets Devotion Armor for both allied Heroes and Uther to 50. Azmodan
      Base
      Globe of Annihilation [Q] Level scaling increased from 2.5 to 4%. Talents
      Level 1 Greed [Q] Non-Heroic damage bonus reduced from 20 to 15%. Gluttony [Q] Annihilation earned from Hero hits increased from 3 to 4. Level 7 Master of Destruction [E] Annihilation earned from Hero hits reduced from 4 to 2. Level 10 Demonic Invasion [R1] Range decreased from 20 to 13.5. Demonic Grunt attack damage reduced from 42 to 39. Level 16 Hell Rift [E] Demon Warrior damage bonus reduced from 100 to 75%. Level 20 Siegebreaker [R1] Damage bonus reduced from 50 to 40%. Pride [Q] Damage bonus increased from 100 to 125. Falstad
      Base
      Lightning Rod [W] Lightning Rod verifies its targets is in range more frequently, from every second to every .25 seconds. Lightning Rod now uses a custom range indicator. Talents
      Level 1 Gathering Storm [Q] Hammerang damage bonus per stack increased from 0.2% to 0.4%. Dishonorable Discharge [W] Lightning Rod cooldown reduction reduced from 3 to 2 seconds. Lightning Rod damage bonus per stack decreased from 1% to .75%, maximum bonus remains 75%. Changed Functionality: Takedowns resetting Lightning Rod's cooldown now gained on quest completion. Level 13 Thunderstrikes [W] Damage bonus per stack increased from 20% to 25%. Changed Functionality: Thunderstrikes' damage bonus no longer affects other Lightning Rod bonuses. Junkrat
      Base
      Frag Launcher [Q] Damage increased from 118 to 124. Talents
      Level 1 Extra-Wound Timers [Q] Damage bonus increased from 80% to 120%. Level 7 Big As [E] Additional Functionality: Steel Trap only hits Heroes. Level 10 Rocket Ride [R2] Damage increased from 890 to 935. Tassadar
      Base
      Shock Ray [Q] Channel duration reduced from .75 to .6875 seconds. Talents
      Level 4 Induction [Q] Changed Functionality: Tassadar gains 10% increased Movement Speed. Casting Shock Ray increases this bonus to 30% for 3 seconds. Level 7 Beam Alignment [Q] Mana cost reduction increased from 10 to 15. Additional Functionality: While Resonance Beam is fully charged, Shock Ray’s Slow duration is increased to 4 seconds. Level 13 Shadow Walk [Active] Armor increased from 25 to 35. Return to Top
      Bug Fixes
      Battlegrounds
      Added Warhead Junction to Ranked Play. Removed Volskaya from Ranked Play. Heroes
      E.T.C. Crowd Surfer no longer causes spells queued after Powerslide to be cast without an animation. Rexxar Casting Misha, Charge! and Misha Focus! at the same time will no longer occasionally cancel the ability. Uther Tyr's Deliverance no longer increases Uther's Holy Light self Healing. Return to Top
      Click here to discuss this post with other players in the official Heroes of the Storm forums.

    • By Staff
      There's a new type of talent coming to Heroes of the Storm, as Blizz_Daybringer revealed on r/heroesofthestorm today. Loan talents are ment to be "the opposite of quests", as they give a lot of power up-front and then become weaker and weaker, with the Johanna example we got losing one quarter of it's power with each death, so they will lose some effect when something negative happens. 
      Loan Talents (source)
      Good morning Heroes!
      There is some new content coming right around the corner and I wanted to take a quick minute to share something that will be entering the Nexus shortly - Loan Talents. Here is a sneak-peek at one of them:
      Divine Fortress
      Basic Attacks against enemy Heroes grant 15 Physical Armor for 3 seconds, stacking up to 60.
      Loan: Johanna gains 20% maximum Health. Lose 5% of this bonus every time she dies.
      The idea behind these was to give fairly substantial up-front power spikes that can either help carry you to victory or potentially lose potency over time - think of them as sort of 'reverse-quests'. Play smart and they can be extremely powerful over the course of the game, but know that by choosing it, you also put a pretty substantial target over your head... cough, Convection, cough.
      Anyways, the team is excited to see what you think about these and get them into your hands as soon as possible! Have a wonderful day and we will see you in the Nexus! ❤️
    • By Staff
      The Icy Veins Masters Clash Championship continues today at 6 PM Paris time. Check out the schedule of all upcoming matches for this weekend!
      About the Event
      Masters Clash Championship is a Heroes of the Storm tournament sponsored by Icy Veins, where teams compete for a prize pool of 10,000 EUR.
      Event Schedule
      May 1 (Saturday)
      Match 1: Inting for Ruby vs. The Hardos at 6:00 PM Paris time Match 2: ArthasStroitHram vs. SoundLess at 8:00 PM Paris time. May 2 (Sunday)
      Match 1: Go Next vs. 30K at 6:00 PM Paris time. Match 2: The donuts vs. Chilly Mountain at 8:00 PM Paris time. Here is the exact schedule of all the matches for this weekend.

      Head over to the official site for more details about the event
      Where to Watch
       English stream (Khaldor)  French stream (Malganyr)  German stream (TazzDingo)  Russian stream (Noizen)  Spanish stream (Orhy)
    • By Staff
      The Icy Veins Masters Clash Championship continues tomorrow at 6 PM Paris time. Check out the schedule of upcoming matches for this weekend!
      About the Event
      Masters Clash Championship is a Heroes of the Storm tournament sponsored by Icy Veins, where teams compete for a prize pool of 10,000 EUR.
      Event Schedule
      April 24 (Saturday)
      Match 1: The donuts vs. Inting for Ruby at 6:00 PM Paris time Match 2: SoundLess vs. SoundLess at 8:00 PM Paris time. April 25 (Sunday)
      Match 1: Go Next vs. ArthasStroitHram at 6:00 PM Paris time. Match 2: The Hardos vs. 30K at 8:00 PM Paris time. Here is the exact schedule of the upcoming matches for this weekend.

       
      Head over to the official site for more details.
      Where to Watch
       English stream (Khaldor)  French stream (Malganyr)  German stream (TazzDingo)  Russian stream (Noizen)  Spanish stream (Orhy)
    • By Staff
      Here are the results of the latest Masters Clash Championship matches from Saturday and Sunday
      About the Event
      Masters Clash Championship is a Heroes of the Storm tournament sponsored by Icy Veins, where teams compete for a prize pool of 10,000 EUR. 48% of all matches have been played.
      Match Results
      On  Saturday, The Hardos defeated SoundLess in the first match and ArthasStroitHram won against Inting for Ruby.
      On Sunday, Chilly Mountain defeated Go Next 3:2 and in the second match, 30K claimed victory against The donuts.

      When Will We See More Matches?
      The event continues on April 24 at 6:00 PM Paris time. You can find a full schedule of all upcoming matches here.
      Where to Watch
      You can watch the event in multiple languages. Links to localized streams can be found below.
       English stream (Khaldor)  French stream (Malganyr)  German stream (TazzDingo)  Russian stream (Noizen)  Spanish stream (Orhy)
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