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Damien

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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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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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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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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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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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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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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      Misha Movement Speed has been increased from 100% to 115% when Misha has been issued an order to attack targets or when she is by Rexxar’s side. Abilities
      Misha, Attack! (D) / Misha, Follow! (D) Removed Misha, Focus! (1) Moved to the Trait button (Default Hotkey: D) Self-casting Misha, Focus! now calls Misha to Rexxar.  Once she reaches Rexxar, she will go to her neutral state. Talents
      Level 1 Survivalist Training (Passive) Removed Grizzled Bear (Passive) Moved to Level 4 Renamed to Grizzled Fortitude Added functionality: Block charge gain rate increased from 5 to 7 seconds Added functionality: Rexxar now gains the Block charges in addition to Misha Hunter-Gatherer (Passive) Moved to Level 4 Regeneration Globes required to complete the quest decreased from 30 to 20 Rexxar's Health Regeneration amount increased from 1 to 1.25 per second New Functionality: Upon Quest completion, Rexxar and Misha now gain 10 Armor Flare (Active) Cooldown increased from 20 to 30 seconds Reveal duration increased from 5 seconds to 20 seconds Bird of Prey (Q) Bonus damage reduced from 200% to 150% Now only does bonus damage to enemy Minions Level 4 Easy Prey (Passive) Moved to Level 1 Crippling Talons (Q) Slow amount increased from 40 to 50% Taking Flight (Q) Added functionality: If Spirit Swoop hits an enemy Hero, the cooldown is also reduced by 2 seconds New Talent: Animal Husbandry (Passive) Rexxar and Misha gain 2 Maximum Health every second Rexxar remains alive. These bonuses are lost on Rexxar's death. Level 7 Blood of the Rhino (E) Removed Bird of Prey (Q) Moved to Level 1 Level 13 Bear Necessities (W) Removed Barkskin (W) Removed Aspect of the Hawk (Q) Added functionality: Misha Basic Attacks now increase the duration of the Attack Speed buff by 0.5 seconds New Talent: Dire Beast (W) Rexxar and Misha's Basic Attacks increase the damage of the next Misha, Charge! by 40%, stacking up to 400% bonus. Level 16 Critical Care (E) Removed LEVEL (TIER)   REXXAR TALENTS     1 (1) Easy Prey (Passive) Bird of Prey (Q) Flare (Active)   4 (2) Hungry Bear (Passive) (!) Hunter-Gatherer (Passive) Grizzled Fortitude (Passive) Animal Husbandry (Passive) 7 (3) Aspect of the Beast (W) Crippling Talons (Q) Taking Flight (Q)   10 (4) Bestial Wrath Unleash the Boars — — 13 (5) Wildfire Bear (Passive) Aspect of the Hawk (Q) Dire Beast (W)   16 (6) Thrill of the Hunt (Passive) Primal Intimidation (Active) Feign Death (Active)   20 (7) Spirit Bond (R) Kill Command (R) Frenzy of Kalimdor (Passive) Hardened Skin (Active) (!) indicates a Questing Talent. Italic text indicates a NEW Talent. Bold text indicates a MOVED Talent.
      Bug Fixes
      General
      Display: Fixed an issue that prevented some laptops with Nvidia graphics cards from using Fullscreen mode. Display: Fixed an issue that could cause the game client to switch to Windowed Fullscreen on startup. This bug fix has been reverted due to additional complications discovered during PTR testing. We plan to resolve this and roll out a new fix in a future patch. Fixed a number of typos and tooltip errors across several aspects of the game. Art
      Diablo: Fixed a visual issue affecting Diablo's tail during certain animations. Li-Ming: Fixed a minor animation issue affecting Li-Ming’s ball that could occur after exiting Archon form. Muradin: Fixed an issue causing Magni Muradin’s leg plates to appear to clip into his thighs. Try Mode: Grassy terrain will no longer appear inside of the allied Storm Portal. Battlegrounds
      Braxis Holdout: The Archangel will no longer leave its leash range to attack a nearby Murky Egg. Haunted Mines: The Neutral Grave Golem will no longer chase an invulnerable Hero beyond its normal leash range. Structures: Fixed an issue in which the Core could continue to reveal enemy Stealth Heroes in a small radius outside its intended reveal range. Heroes, Abilities, and Talents
      Fixed an issue in which certain debuffs could still be applied to Invulnerable Heroes, including: Greymane: Marked for the Kill Li-Ming: Charged Blast Thrall: Rolling Thunder Zul’jin: Grievous Throw Scouting Drone: Will now properly reveal Creep Tumors and Toxic Nests. Alarak: Telekinesis will now correctly interrupt a Hero who is channeling to launch a Nuke on Warhead Junction. Alarak: The targeting reticle for Deadly Charge will no longer persist on the terrain if Alarak is killed while channeling. Anub'arak: Burrow Charge will now correctly allow Anub'arak to escape Zarya's Graviton Surge. Arthas: Army of the Dead will no longer fail to summon Ghouls if it is cast in the same moment that Arthas is targeted by Auriel’s Crystal Aegis. Auriel: A.I. Auriel can no longer cast Resurrect on Murky after he has already revived at his Egg. Brightwing: Polymorph will now properly interrupt an enemy Hero who is channeling on the Dragon Knight. Brightwing: The Critterize Talent’s negative effects will now be correctly removed if the target is Cleansed. Brightwing: The negative effects of Critterize will no longer persist beyond Polymorph’s duration. Diablo: Shadow Charge will now be properly interrupted if it would cause him to enter E.T.C.’s Mosh Pit. Gazlowe: Gazlowe’s Nuke Ability icon on Warhead Junction will no longer be visually replaced with a lock icon after casting Rock-It! Turret while carrying a warhead. Greymane: The tooltip for the Block buff granted by the Thick Skin Talent now correctly states that it reduces the next incoming Basic Attack by 50%, rather than 75%. Kael'Thas: The Burned Flesh Talent will now correctly deal damage equal to 8% of targets’ maximum Health, rather than 5%. Kael'thas: Fixed an issue in which Sun King's Fury could deal bonus damage to targets who were already affected by Living Bomb. Kharazim: Air Ally will now properly reveal Creep Tumors and Toxic Nests. Kharazim: Fixed an issue that could prevent Kharazim from automatically acquiring a new target after activating Deadly Reach outside of his attack range. Li-Ming: Casting Disintegrate a moment before Li-Ming would be hit by Abilities like Falstad’s Gust of Wind will no longer cause a short delay before she is pushed. Medivh: The second Portal granted by the Portal Mastery Talent can no longer be self-cast. Nova: The Holo Decoy’s Pinning Shot will no longer reset Nova’s Covert Ops Talent stacks. Raynor: Killing Samuro’s Mirror Images after learning A Card To Play will no longer reduce Raynor’s Heroic Ability cooldowns. Rehgar: Fixed several issues affecting Rehgar’s pathing while attempting to attack in Ghost Wolf form. Rehgar: Becoming Rooted while attacking an enemy from maximum lunge range in Ghost Wolf form will no longer cause Rehgar to continue the lunge when the Root effect expires. Rehgar: Fixed an issue causing Rehgar to become stuck in an attack animation when attempting to attack a moving Medivac Dropship while in wolf form. Rehgar: Fixed an issue causing Rehgar to exit wolf form if he deals damage with a Ragnaros Blast Wave. Rexxar: Fixed an issue with using the Hold Position (Hotkey: H) command causing Misha to move in an unintended way. Tracer: Fixed an issue prevent Tracer from attacking a revealed stealth Hero. Tracer: Fixed an issue preventing Tracer from changing directions immediately when using Quick Cast Blink (Q) while holding Right-Click to move. Uther: Benediction can no longer reduce the cooldown of two abilities if used in rapid succession. Valla: Fixed some inconsistencies with abilities that would reveal Valla at the edges of Fog of War or from Brush. Varian: Can no longer be selected through Autoselect – Support. Zagara: Fixed an issue causing the Creep Tumor tooltip to display an incorrect value. Zarya: Fixed an issue preventing the “Drop and give me Twenty” quest indicator from disappearing after the quest was completed. Zeratul: Fixed an issue preventing Zeratul from using Wormhole after casting a Blink gained from the Rewind talent. Sound
      Mounts: When ridden by a Hero in Stealth, mechanical Mounts will no longer play sound effects that are audible to nearby enemy Heroes. Quest Talents: Kharazim’s Insight will now properly play its quest completion sound effect. Tassadar: Distortion Beam will now correctly play sound effects when attacking enemy Walls, Gates, and Towers. User Interface
      Profile: Fixed a visual issue that could cause Hero Kills to double after switching from an individual Hero’s stat page in the Hero Collection to the Profile’s Statistics tab, and back again. (Source)  
    • By Stan
      The first week of HGC 2017 has ended and we have a spoiler-free recap with VODs!
      Spoiler Free Overview (Week #1)
      Our spoiler free overview doesn't show match results or current standings and only contains VODs. For match results and current standings, click the spoiler button below.
      HGC North America 2017 (Week #1)
      January 20 (Friday)
      11:00 PM Tempo Storm ?:? Team Naventic VOD January 21 (Saturday)
      1:30 AM Team 8 ?:? No Tomorrow VOD 11:00 PM Superstars ?:? Team Freedom VOD January 22 (Sunday)
      1:30 AM Gale Force eSports ?:? B-Step VOD 11:00 PM B-Step ?:? Team 8 VOD HGC Europe 2017 (Week #1)
      January 20 (Friday)
      6:00 PM Team Dignitas ?:? Misfits VOD 8:30 PM Team expert ?:? Diamond Skin VOD January 21 (Friday)
      6:00 PM beGenious ?:? Synergy VOD 8:30 PM Fnatic ?:? Tricked esport VOD January 22 (Sunday)
      1:30 AM Tricked esport ?:? Team expert VOD 11:00 PM Misfits ?:? Fnatic VOD Spoiler Overview (Week #1)
      Click the spoiler tag to reveal match results, current standings and VODs from HGC Week #1.
      (Source)
    • By Stan
      HGC 2017 started and we bring you the latest news including standings, match results and VODs.
      Heroes of the Storm Global Championship 2017
      Qualified Teams
      Below is a list of teams qualified for HGC 2017.
      North America
      Tempo Storm Team Freedom B Step No Tomorrow Gale Force eSports Superstars Team Naventic Team 8 Europe
      Team Dignitas beGenius Fnatic Tricked esport Misfits Diamond Skin Team expert Synergy Latest Results
      North America
      January 20 (Friday)
      11:00 PM Tempo Storm 3:2 Team Naventic VOD January 21 (Saturday)
      1:30 AM Team 8 3:0 No Tomorrow VOD 11:00 PM Superstars 3:1 Team Freedom VOD Europe
      January 20 (Friday)
      6:00 PM Team Dignitas 0:3 Misfits VOD 8:30 PM Team expert 3:0 Diamond Skin VOD January 21 (Friday)
      6:00 PM beGenious 1:3 Synergy VOD 8:30 PM Fnatic 3:1 Tricked esport VOD Current Standings
      North America
            W-L Streak Game W-L 1. Team 8 1-0 +1 3-0 2. Superstars 1-0 +1 3-1 3. Tempo Storm 1-0 +1 3-2 3. Gale Force eSports 1-0 +1 3-2 5. Team Freedom 0-1 -1 1-3 6. B-Step 0-1 -1 2-3 6. Team Naventic 0-1 -1 2-3 6. No Tomorrow
      0-1 -1 0-3 Europe
            W-L Streak Game W-L 1. Team expert 1-0 +1 3-0 1. Misfits 1-0 +1 3-0 3. Synergy 1-0 +1 3-1 3. Fnatic 1-0 +1 3-1 5. beGenius 0-1 -1 1-3 5. Tricked esports 0-1 -1 1-3 7. Team Dignitas 0-1 -1 0-3 7. Diamond Skin
      0-1 -1 0-3 (Source)
    • By Stan
      The Free-to-Play Hero rotation has been updated with a set of new Heroes available for gameplay starting January 24.
      Free-to-Play Hero Rotation: January 24 - 31, 2017:
      The following Heroes are on rotation this week
      Malfurion Valla Stitches Kerrigan Butcher Zagara Azmodan (Slot unlocked at Player Level 5) Lt. Morales (Slot unlocked at Player Level 7) Arthas (Slot unlocked at Player Level 12) Chen (Slot unlocked at Player Level 15) (Source)
    • By Damien
      This thread is for comments about our Aggro Pirate Rogue Gadgetzan Standard deck.