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Heroes of the Storm Murky

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It should be noted that "Slime Advantage" is very useful on Battlefield of Eternity, because on that map Murky will usually try to get as much DPS on the enemy Immortal as possible (you're frequently the "DPS guy" while your team is defending green). Unfortunately it competes with "Clairvoyance", which is also very strong on that map.

It is also generally a strong talent in all scenarios where you're often helping to kill "boss" enemies (Garden of Terror comes to mind).

Since you're giving up on "Compressed Air", it should of course not be taken on maps where you'll regularly be waveclearing a lot (that's of course not true for Battlefield of Eternity). I don't think that the zoning power of Pufferfish alone mandates taking "Compressed Air".

Maybe this can be reflected in the talent selection guide.

Edited by siggboy

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I deleted the above post, which seemed to be a duplicate (with the guest username "sigi", which, I assume was you).

 

It should be noted that "Slime Advantage" is very useful on Battlefield of Eternity, because on that map Murky will usually try to get as much DPS on the enemy Immortal as possible (you're frequently the "DPS guy" while your team is defending green). Unfortunately it competes with "Clairvoyance", which is also very strong on that map.

It is also generally a strong talent in all scenarios where you're often helping to kill "boss" enemies (Garden of Terror comes to mind).

Since you're giving up on "Compressed Air", it should of course not be taken on maps where you'll regularly be waveclearing a lot (that's of course not true for Battlefield of Eternity). I don't think that the zoning power of Pufferfish alone mandates taking "Compressed Air".

Maybe this can be reflected in the talent selection guide.

 

I find Slime Advantage to be a bittersweet talent; I personally like the talent's design, find it fun to use, and generally agree with your assessment. Though I do not recommend the talent, I do make the following and unusually editorial-esque note in the talents section of the guide:
 

"Slime Advantage makes Murky's Basic Attack damage surprisingly strong, nearly able to match that of Assassins. The main issue with Slime Advantage, however, is that Murky seldom has the ability to consistently attack Heroes to reap the benefits of the talent. Still, it should be given serious consideration against team compositions that feature two healers, as they may have trouble pushing off an aggressive Murky player. It is also worth mentioning that the talent makes taking Mercenary Camps very easy."

 

 

Simply put, I find it a bit too situational. Yes, it helps with boss-like mercenaries, and yes it punishes certain team compositions. However, its recommended alternative tends to be much more team-fighting friendly. We tend to focus on the talents that most consistently improve your chances of having an impact. I'll probably see to rate the talent as a situational pick (over non-recommended), however, as a result of your feedback.

-o

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Guest ScottP

I've been finding that taking bribe on Haunted Mines is super effective. It is easy to quickly cap the giants when the mines open and either force the team to peel away to deal with them or you get free xp since they don't sit in the minion lanes and get free shots.

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I've been finding that taking bribe on Haunted Mines is super effective. It is easy to quickly cap the giants when the mines open and either force the team to peel away to deal with them or you get free xp since they don't sit in the minion lanes and get free shots.

Agreed; I do make mention of it in the guide, in the abilities section:

"Though icon-murky-bribe.png Bribe has been falling out favour as of the latest patch, it has a niche yet potent application on the Haunted Mines map, where it can be used to deny your opponents' side's Ogre Mercenary Camp."

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Guest ptom

I feel like Tychus should be included as a hard counter to Murky.. Can easily auto attack down pufferfish. His  Q and grenade combo takes care of murky in short order.

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Guest Pawian

4. Summary of Tips and Tricks

Second point says about Cleanse (Uther) instead Pufferfish (Murky).

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Guest Jeff Jared

I find this guide very unrealistic in a QM. Maybe this build works for AI, but in a real game it doesn't make any sense at all unless you're some Korean player with ultra fast APM. Even so, a lot of it seems extremely situational and depends on what allies you have. A typical Murky game, your objective is harassment, trolling, and throwing your enemy off the game.

In a realistic game, you want the bubble movement, it gets you out of danger faster. I've considered the block ability, but still the movement is far superior and got me out of tight spots many times. You also want the increase radius of the slim b/c Murky actually doesn't have any movement increase in comparison to other heroes. If you want to harass with slime, a larger AOE helps a lot. Building your hero around pufferfish is ineffective. In a real game pufferfish is utterly useless. Unless their team is stunned and allowing you to use it in combo, otherwise all they have to do is WALK out of the AOE. I've never seen a player bother wasting time attacking the pufferfish. They just walk away. Only time pufferfish becomes useful is when you get the slime upgrade for it. This allows you to toss a slim literally, then follow up by your slim ability immediately for bonus damage. I follow that with octograb and finish with another slime as the fish explodes. Instantly killing almost any non-warrior hero. Rewind works if you are facing 1 hero in a 1v1. In a crowded game, you'll die before you get a chance to rewind anything. 

I've seen murkies out there using similar build as this guide and I just laugh at them as I own them.

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I feel like Tychus should be included as a hard counter to Murky.. Can easily auto attack down pufferfish. His  Q and grenade combo takes care of murky in short order.

 

Safety Bubble does, however, completely stop Tychus' Q. He's not bad against Murky, but probably not a clear-cut counter like Li-Ming, whom I still need to add.

 

4. Summary of Tips and Tricks

Second point says about Cleanse (Uther) instead Pufferfish (Murky).

 

Intended.

 

I find this guide very unrealistic in a QM. Maybe this build works for AI, but in a real game it doesn't make any sense at all unless you're some Korean player with ultra fast APM. Even so, a lot of it seems extremely situational and depends on what allies you have. A typical Murky game, your objective is harassment, trolling, and throwing your enemy off the game.

In a realistic game, you want the bubble movement, it gets you out of danger faster. I've considered the block ability, but still the movement is far superior and got me out of tight spots many times. You also want the increase radius of the slim b/c Murky actually doesn't have any movement increase in comparison to other heroes. If you want to harass with slime, a larger AOE helps a lot. Building your hero around pufferfish is ineffective. In a real game pufferfish is utterly useless. Unless their team is stunned and allowing you to use it in combo, otherwise all they have to do is WALK out of the AOE. I've never seen a player bother wasting time attacking the pufferfish. They just walk away. Only time pufferfish becomes useful is when you get the slime upgrade for it. This allows you to toss a slim literally, then follow up by your slim ability immediately for bonus damage. I follow that with octograb and finish with another slime as the fish explodes. Instantly killing almost any non-warrior hero. Rewind works if you are facing 1 hero in a 1v1. In a crowded game, you'll die before you get a chance to rewind anything. 

I've seen murkies out there using similar build as this guide and I just laugh at them as I own them.

 

Seems we've enjoyed experiences that are quite different. I do make the following remark under the talent section for Murky: "Still, talents comes down to personal preference, and every talent should be experimented with."

Murky is, funnily enough, pretty polarizing when it comes to his talents, so I'm not surprised by your comment.

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Guest ptom

Bubble doesn't stop tychus' Q it only stops damage. Tychus can still follow while in Q and often times get a kill by staying close and autoattacking him back down to finish him off with a grenade. I think you are underestimating the ability Tychus has to easily take out the pufferfish. Your other three choices of murky counters (Nova, Uther, Sonya) don't have much of a chance of stopping the pufferfish from going off at all. I think it's a mistake to not consider how hard/impossible it might be to stop murky's laning ability when deciding who the hard counters are for his character.

 

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Guest Senator Binks

You say March of the Murlocs lacks versatility, when it's Octo-Grab that's one-note. It only has one use: hold a target in place. Granted, it fills that one use extremely well, and I respect the Hell out of it for that, but I find it too situational and it makes Murky too vulnerable for the duration for my personal taste.

 

March on the other hand can be used in a multitude of ways. It's an effective siege tool, it's an effective zoning tool, and it's an effective AoE damage tool. And while Murky can be interrupted while casting, once cast he doesn't need to be alive for it to do its job. As far as I'm concerned, the only drawback to March is it's absurd cooldown.

 

While it's true that certain talents, builds, and even heroes are generally easier to use effectively than others for most players, there really is no such thing as "unviable", and thinking there is I feel promotes toxicity where QM and HL teams will self-destruct on someone who dares to think outside the box.

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On 7/3/2016 at 6:53 AM, Guest Senator Binks said:

Talents, builds, and even heroes are generally easier to use effectively than others for most players, there really is no such thing as "unviable", and thinking there is I feel promotes toxicity where QM and HL teams will self-destruct on someone who dares to think outside the box.

I know what you mean, and if it were up to me, I'd label everything as situational (bar a few specific ones). But, in the end, we are a guide site, and guides are always as up-to-date as they respond to the current metagame. I'm the first to dislike self fulfilling prophecies and talent expectations but whether we want it or not, 90% of players do not think that way (and some of them do not think at all!). We're trying to be reasonably flexible.

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Guest Dan

Wow there seem to be a lot of strongly opinionated murky players around here. I'm a pretty open minded guy and I NEVER use absolutes when discussing hots strats. Now lets talk about counters... Tracer is the worst murky counter in the game. This is not an opinion. It is true in every match, on every map, in every region, in every galaxy, in every dimension. Tracer has removed murky from the meta and is currently mopping up the residual slime. Murky can't hit her. Murky can't run from her. What fishtank? ...and his pufferfish exploded before it was an idea... and you're dead... and it will all happen again 2% faster 5 seconds from now... But revenge is sweet. That one time... when tracer is contemplating which way she wants to prepare her murlock supper a moment too long and doesn't instantly blink away, recall, or simply attack at the sight of a pufferfish... murky seizes his opportunity and pounces with the octo! Tragically he realizes a moment later that he has something sticky attached to his chest. *Thud*

In short, Tracer can go mrrgl herself.

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On 10/26/2016 at 9:03 PM, Guest Dan said:

In short, Tracer can go mrrgl herself.

Sounds like you're quite the fan! :D

I believe that there are updates to the entire section that are coming in the future, so I'm sure the counters section will be updated to included any newer heroes.

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Guest LtBel
On 10/26/2016 at 4:03 PM, Guest Dan said:

Wow there seem to be a lot of strongly opinionated murky players around here. I'm a pretty open minded guy and I NEVER use absolutes when discussing hots strats. Now lets talk about counters... Tracer is the worst murky counter in the game. This is not an opinion. It is true in every match, on every map, in every region, in every galaxy, in every dimension. Tracer has removed murky from the meta and is currently mopping up the residual slime. Murky can't hit her. Murky can't run from her. What fishtank? ...and his pufferfish exploded before it was an idea... and you're dead... and it will all happen again 2% faster 5 seconds from now... But revenge is sweet. That one time... when tracer is contemplating which way she wants to prepare her murlock supper a moment too long and doesn't instantly blink away, recall, or simply attack at the sight of a pufferfish... murky seizes his opportunity and pounces with the octo! Tragically he realizes a moment later that he has something sticky attached to his chest. *Thud*

In short, Tracer can go mrrgl herself.

Tracer is easily countered with Bigger Slime, Slime Advantage and Continious Slime, as is does agains most squichy assassins.

 

I would also mention Brightwing in the Countered By page. His Phaseshift will let him join any hero you are fighting and his Polymorph will silence your bubble. He can easily chase Murky and counter it.

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On January 25, 2017 at 11:06 PM, Guest LtBel said:

Tracer is easily countered with Bigger Slime, Slime Advantage and Continious Slime, as is does agains most squichy assassins.

 

I would also mention Brightwing in the Countered By page. His Phaseshift will let him join any hero you are fighting and his Polymorph will silence your bubble. He can easily chase Murky and counter it.

Even with all three of those talents, a good Tracer won't let you get near her and kite you to death. The slow is alright, but because BlinkBlink has such a short cooldown, she can out DPS you any day. It's also worth mentioning you're just feeding her if she took Untouchable, as she can now kill you even faster with the 2% basic attack DPS increase. Octo-GrabOcto-Grab won't do anything for the basic attack/slime build you mention here, and she can negate March of the MurlocsMarch of the Murlocs damage over time with RecallRecall, meaning Murky can only deal damage if she wastes her blinks unnecessarily, something which doesn't happen if she's a half decent player.

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On 1/26/2017 at 5:06 AM, Guest LtBel said:

Tracer is easily countered with Bigger Slime, Slime Advantage and Continious Slime, as is does agains most squichy assassins.

 

I would also mention Brightwing in the Countered By page. His Phaseshift will let him join any hero you are fighting and his Polymorph will silence your bubble. He can easily chase Murky and counter it.

The Tracer point has already been answered above, so I won't repeat what Nite already said.

As for Brightwing, this is the same way that Brightwing counters pretty much any hero. It's not really a Murky-specific counter. Murky can just bubble and run away before Brightwing even joins the fight. 

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On 1/29/2017 at 8:37 PM, Niteshadow said:

Even with all three of those talents, a good Tracer won't let you get near her and kite you to death. 

Thanks for helping to answer :)

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1 hour ago, Guest MurkGod said:

When will we be getting an updated build guide for the new GOD tier Murky?

I second this motion. Hopefully it'll be updated soon, some of his new stuff is very interesting 

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On 19. 2. 2017 at 8:59 PM, MurkyFelix said:

I second this motion. Hopefully it'll be updated soon, some of his new stuff is very interesting 

The guide has been updated to the new format :)

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This is quoted from your guide:

Although classified as a Specialist, Murky very much plays like an Assassin; his primary team fighting goal is to single-out key opponents for quick, one-sided kills......

However the build that you provide us with have nothing to do with this description, why?. Check this build that I will left here, it would fit current Murky Meta players way better than the one on the site.

https://www.icy-veins.com/heroes/talent-calculator/murky#23.0!1112114 This build will apply way more burst and quick kills that the current one on the web. There are a few variation for example in the Talents 1 and in the Talents 13 but out of that this Slime build its the best out there for Murky. Looking ahead for responses.

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The fact that there's only one build shown is a shame, as Murky has a lot more variation than just one build.

Slime build: https://www.icy-veins.com/heroes/talent-calculator/murky#26.0!2112114

Slime build makes him a reliable burst damage assassin. I think the balanced build also works, but only to a certain extent and the other build provides much more reliable damage, dealing around 700 dps, while the balanced build deals around 600 dps at level 20. The balanced build brings a lot more utility and survivability, but on maps like Battlefield of Eternity or Infernal Shrines, more damage is required. Living the DreamLiving the Dream is heavily outweighed by Slime TimeSlime Time when combined with Toxic BuildupToxic Buildup and Making InkyMaking Inky, and while Fish OilFish Oil has more range and usage in laning, Toxic Buildup deals more raw damage in the end. Big Tuna KahunaBig Tuna Kahuna is a great talent sure, but without Making Inky, this build won't work. In essence it's a build for a game where you have little risk of dying, for example against a double tank double healer comp or when you're playing with heroes like Tassadar, who can can protect you in the absence of Big Tuna Kahuna. 

Edited by Ilonpilaaja

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I like the speed and CD reduction on the bubble.  It works really well with the heal on the bubble and makes you VERY hard to catch.  I also get Fish Oil as you can easily clear a wave mid game with Pufferfish and Slime (which feeds bribe without having to sit and attack minions), and even if they destroy the fish it isn't a total waste.  It just allows you to be much more annoying than some of these talents. 

I focus more on drawing attention from objectives and stealing camps than trying to help win team fights.  You can often draw 1-2 people away from the objectives and also if you get Fish Oil you can quickly clear a lane and join team fights anyway.  The bubble upgrades also allow you to really harass the back line better, which is nice because you can take the mage out of the team fight and often kill them (and sometimes draw the support off the tanks).  So far I am 13-1 in QM with that build/play style.  Not sure it is going to work in a drafted situation, but against random comps it can own.

Edited by ArtVandelay

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      Base
      Face Melt [W] Cooldown reduced from 12 to 10 seconds. Rockstar [Trait D] Armor from Basic Abilities increased from 20 to 25. Armor from Heroic Abilities reduced from 60 to 50. Talents
      Level 4 Crowd Surfer Cooldown reduction reduced from 7 to 6 seconds. Level 7 Hammer-on ADDED FUNCTIONALITY: Basic Attacks deal 12% more damage, increased to 36% while Guitar Solo is active. Level 13 Encore Cooldown reduction reduced from 5% to 4%. Level 20 Power of the Horde NEW TALENT: Activate to grant nearby allied Heroes a Shield that absorbs damage equal to 30% of their maximum Health for 5 seconds, increased by 2% for each other allied Hero in the area. This new Talent replaces Storm Shield. Ride the Lightning NEW TALENT: Activate to teleport to a nearby location and deal 48 damage to nearby enemy Heroes. The cooldown is reduced by 10 seconds for every enemy Hero hit, up to 50 seconds. Genji
      Talents
      Level 1 Pathfinder ADDED FUNCTIONALITY: Heroic Ability now heals Genji for 10% of the damage dealt to enemy Heroes, increased by up to 30% based on how low Genji's Health is. Level 10 X-Strike Cooldown increased from 60 seconds to 75 seconds. Detonation damage increased from 275 to 290. Slash damage increased from 135 to 145. Level 13 Shingan Now does 40% less damage to Structures. Level 20 Living Weapon Cooldown reduction increased from 10 seconds to 12.5 seconds. Imperius
      Base
      Molten Armor [E] Now hits two extra targets if no Heroes are in range. Talents
      Level 1 Impaling Light REWORK: Impaling Light cooldown is reduced by 2 seconds. REWORK: Impaling Light does 180% more damage to Heroes, reduced by 20% for each additional Hero hit. REWORK: Impaling Light mana cost is reduced from 40 to 30. REWORK: When a Valorous Branded target's Stun ends, Impaling Light's cooldown is reduced by 1 second for each Valorous Brand on the target. Level 7 Blaze of Glory Blaze of Glory delay reduced from 2 seconds to 1.75 seconds. Holy Fervor Molten Armor no longer grants Holy Fervor. Level 20 Heavenly Host ADDED FUNCTIONALITY: All Shields created by Angelic Armaments no longer expire. ADDED FUNCTIONALITY: Swords fired by Heavenly Host Shields can target non-Heroes, but Heroes are prioritized. Molten Wrath NEW TALENT: Molten Armor will now hit two extra targets even if enemy Heroes are in range. Lunara
      Talents
      Level 7 Splintered Spear ADDED FUNCTIONALITY: Now grants 3 stacks of Splintered Spear. A stack is consumed when an extra target is attacked. Can have a maximum of 3 stacks and all stacks can be consumed in a single attack. Level 13 Endless Spores Now also refunds 50 Mana. Level 20 For The Wildlands! NEW TALENT: Thornwood Vine now shoots out 4 additional Vines in an arc. Forest's Wrath Can now be selected with either Heroic. Malthael
      Base
      Wraith Strike [W] Range is increased from 6 to 7. Talents
      Level 4 Black Harvest Quest goal reduced from 180 seconds to 150 seconds. Level 10 Tormented Souls No longer resets the cooldown of Wraith Strike when Tormented Souls ends. Now reduces the cooldown of Wraith Strike to 2 seconds and removes its Mana cost while Tormented Souls is active. Level 20 Reaper of Souls While 2 or more enemy Heroes are in Tormented Souls' radius, its duration does not decay. Zagara
      Talents
      Level 16 Corrosive Saliva Damage reduced from 1.75% to 1.5% of maximum Health. Return to Top
      Bug Fixes
      General
      Fixed an issue with the display priority for the duration bar of Taunt effects. Map
      Battlefield of Eternity Fixed an issue where areas of the map were not covered under Fog of War. Blackheart's Bay Fixed an issue where some Heroes would not be able to path around Healing Fountains. Cursed Hollow Fixed an issue where Hogger could go through unpathable sections of the map. Warhead Junction Fixed an issue where healing fountains were not symmetrical on the map. Heroes
      Alarak Level 16 Lethal Onslaught Fixed an issue that caused Lethal Onslaught to not increase Alarak's Basic Attack damage correctly. Artanis Base Shield Overload [Q] Fixed an issue that caused Shield Overload to not display correctly if empowered by Shield Surge. Arthas Level 10 Summon Sindragosa Can now be cast over the Minimap. Azmodan Level 20 Sin's Grasp Tooltip Updated. Brightwing Base Arcane Flare [Q] Now has a minimum cast range of .05. Level 10 Blink Heal Fixed an issue that caused Blink Heal's trailing images to be visible while Brightwing has no remaining Blink Heal charges. Chen Base Fortifying Brew [Trait D] Fixed an issue that caused Fortifying Brew being instantly destroyed not granting Attack Speed. Fortifying Brew has been added to the Buff Bar. Dehaka Base Burrow [E] Fixed an issue that caused Burrow's visuals to be displaced if Dehaka is launched shortly after Burrow ends. Level 7 Paralyzing Enzymes Fixed an issue that caused Paralyzing Enzymes' duration to not be reduced if Drag ends early. Gazlowe Base Xplodium Charge [E] Now has a minimum cast range of .2. Level 10 Grav-O-Bomb 3000 Now has a minimum cast range of .2. Hanzo Base Sonic Arrow [E] Now has a minimum cast range of .2. Jaina Base Frostbite [Trait] Ice Block's before first use attention indicator is now also removed when Jaina is killed. Johanna Level 4 Eternal Retaliation Updated Eternal Retaliation's visual effect to only be visible to Johanna. Level 10 Blessed Shield Fixed an issue with the display priority for the duration bar of Blessed Shield. Kel'Thuzad Level 13 Chains of Ice Chains of Ice no longer Slows if the Stun is removed. Li-Ming Level 10 Disintegrate Fixed an issue that allowed Disintegrate to be cast while moving. Lt. Morales Base Healing Beam [Q] Fixed an issue that allowed Healing Beam to be cast on multiple targets at once. Level 10 Medivac Dropships Fixed an issue that caused Medivac Reinforcement's indicator beam to point to Lt. Morales' active position instead of where Reinforcements was cast. Malfurion Level 1 Emerald Dreams Emerald Dreams no longer puts Heroes to Sleep if the Root gets removed. Medivh Level 20 Glyph Of Poly Bomb Fixed an issue that allowed Medivh to cast abilities during Raven Form. Mephisto Base Shade of Mephisto [E] Fixed an issue with the display priority for the duration bar of Shade of Mephisto. Level 20 Unspeakable Horror Fixed an issue that caused Unspeakable Horror to Silence twice. Muradin Base Thunder Clap [W] Fixed an issue that caused Thunder Clap's splat to not match the area Thunder Clap hits. Level 4 Thunder Burn Fixed an issue that caused Thunder Burn's damaging area to be smaller than Thunder Clap's area. Fixed an issue that caused Thunder Burn's warning indicator to be inconsistently sized for the area affected. Murky Base Pufferfish [W] Now has a minimum cast range of .05. Orphea Base Shadow Waltz [Q] Fixed an issue that caused Orphea to not dash when moving after hitting an enemy Hero with Shadow Waltz. Ragnaros Level 13 Cauterize Wounds Cauterize Wounds healing is now a singular combined effect each time it heals, instead of a heal effect for each Hero hit. Fixed an issue that caused Cauterize Wounds healing amount to be determined by the damage dealt to the target furthest from the primary Empower Sulfuras target. If Cauterize Wounds is reapplied while already active, any remaining healing will apply over the refreshed duration. Rexxar Base Misha, Charge! [W] Can now be self-cast. Samuro Base Critical Strike [W] Fixed an issue that caused Samuro's Critical Strike stacks to be visible to an enemy Samuro. Sonya Level 10 Wrath of the Berserker Fixed an issue with the display priority for the duration bar of Wrath of the Berserker. Remaining duration indicator is now standalone from Whirlwind's duration indicator. Stukov Base Healing Pathogen [Q] Fixed an issue that caused Healing Pathogen to persist for a brief period after activating Bio-Kill Switch. Sylvanas Base Black Arrows [Trait D] Fixed an issue with the display priority for the duration bar of Black Arrows. Remaining duration indicator is now standalone from Haunting Wave's duration indicator. Level 10 Mind Control Fixed an issue with the display duration for the duration bar of Mind Control. Level 20 Deafening Blast Fixed an issue that caused Deafening Blast to activate off of the center of units instead of their edge. The Lost Vikings Fixed an issue that prevented Olaf from charging while Silenced. Tracer Level 16 Ricochet Now appears as its own entry in the Death Recap. Tychus Base Frag Grenade [W] Fixed an issue that caused Frag Grenade to not apply physics to physics objects when no targets are hit. Valeera Level 16 Assassinate Damage bonus is now additive. Fixed an issue with duration extension. Whitemane Base Searing Lash [E] Can now be self-cast. Return to Top
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    • By Staff
      Game Pass members can now unlock 30 Heroes in Heroes of the Storm for free. Here’s how to claim your in-game perks.
      Game Pass Ultimate and PC Game Pass members are getting a fresh batch of in-game perks this week, and Heroes of the Storm is officially part of the lineup!
      Starting now, subscribers can unlock 30 playable Heroes in Blizzard's free-to-play MOBA just by linking their Battle.net account.
       
    • By Staff
      After extensive PTR testing, Blizzard released a new balance patch and here are the official patch notes.
        
      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 Balance Update Bug Fixes General
      Updated Homescreen and Startup Music. Updated Shop Bundles and Items. Draft First Round pick timer has been reduced from 40 seconds to 25 seconds. Hero Ban timer has been reduced from 24 seconds to 15 seconds. Hero Pick timer has been reduced from 24 seconds to 15 seconds. Return to Top
      Balance Update
      Heroes
      Auriel
      Base
      Bestow Hope [Trait] Decreased the amount of energy stored from 50% to 40% of damage to non-Heroes. Dehaka
      Base
      Dark Swarm [W] Damage reduced from 52 to 48. Talents
      Level 4 Hero Stalker Essence gain is not increased when hitting more than 2 Heroes. Essence gain now requires Dark Swarm to hit 2 Heroes. Hitting more than 3 Heroes at once no longer grants additional Essence. Lurker Strain Cooldown reduction bonus reduced from 3 seconds to 2 seconds. Level 7 Feeding Frenzy REWORK: Cooldown reduction is now a Gambit bonus, starting from 1.5 second cooldown reduction. Each death lowers this by 0.25, up to 3 times. Paralyzing Enzymes REWORK: Gambit removed. Now reduces Drag's target's healing received by 40% while Drag is active and for 2 seconds after. Level 13 Ferocious Stalker Damage bonus reduced from 60% to 50%. Level 16 Tunnelling Claws Movement speed reduced from 125% to 120%. Level 20 Contagion Now also reduces the damage of Isolation by 60%. Greymane
      Talents
      Level 1 Wolfheart Rework: Now also increases Armor granted by Worgen Form from 10 to 15. Kharazim
      Base
      Health increased from 2027 to 2080. Breath of Heaven [W] Healing increased from 285 to 295. Talents
      Level 4 Air Ally Health increased from 200 to 300. Spell Power increased from 15% to 20%. Level 10 Divine Palm Duration increased from 3 to 4 seconds. Level 13 Sixth Sense Sixth Sense now starts expiring after the Stun expires, instead of as soon as the Stun is applied. Level 20 Epiphany Cooldown increased from 60 to 70. Mana restored increased from 33% to 70%. Lúcio
      Base
      Soundwave [Q] Cooldown increased from 7 seconds to 8 seconds. Mana cost increased from 30 to 45. Talents
      Level 1 Accelerando Time to maximum increased from 4 seconds to 6 seconds. Level 4 Off the Wall REWORK: Now also refunds 15 Mana when hitting an enemy with Soundwave while Wall Ride is active. Level 7 Good Vibrations Duration of Shield increased from 7 seconds to 8.5 seconds. Level 10 High Five Cooldown increased from 20 to 25 seconds. Level 13 Heavy Casters Now also prevents Push Off from hitting multiple targets. Push Off no longer Slows the first Hero hit and instead Stuns them for 0.5 seconds. Level 16 Up the Frequency Cooldown reduction reduced from 0.4 seconds to 0.3 seconds. Up To Eleven Duration bonus from Push Off increased from 0.3 seconds to 0.5 seconds. Duration bonus from Soundwave reduced from 0.3 seconds to 0.25 seconds. REWORK: Hitting Heroes while Amp It Up is not active increases the duration of the next Amp It Up by up to 1.5 seconds. This does not limit the amount able to be gained while Amp It Up is active. Whitemane
      Talents
      Level 1 Inquisitor's Prayer After Basic Attacking an enemy Hero 3 times, Whitemane also gains a stack of Inquisitor's Prayer. Level 13 Scarlet Wrath REWORK: Now also restores .5% Mana to all Zeal targets. Return to Top
      Bug Fixes
      General
      Fixed an issue that caused some effects to not display correctly on the Target Dummy in the Sandbox and Try Mode. Fixed an issue that caused some Movement Speed bonuses to display the incorrect value in the target info panel. Brawl
      Deathwing's Cataclysm no longer starts on Cooldown in Arena Mode. Deadman's Stand Fixed an issue that caused AI to not act. Fixed an issue that caused the Map Mechanic button to not be visible. Garden Arena Fixed an issued that caused the AI to not move. Punisher Arena Fixed an issued that caused the AI to not move. Trial Grounds Fixed an issued that caused the AI to not move. Map
      Braxis Holdout Fixed an issue that caused Archangel's visual effects to register as a pingable object. Volskaya Fixed an issue that caused the Triglav Protector's Shield Emitter Shields granted to allies to increase the Pilot's Self Healing score when absorbing damage. Heroes
      Abathur Level 10 Ultimate Evolution Clones of Kharazim that have selected Insight now treat the quest as completed. Alarak Level 10 Counter-Strike Now increases Alarak's Self Healing score for damage it absorbs. Ana Base Aim Down Sights [Trait] Fixed an issue that caused Aim Down Sight's Healing Dart bonus to last after Aim Down Sights has ended. Activating Aim Down Sights will now also Dismount Ana from the Toy Train. Azmodan Base Summon Demon Warrior [W] Fixed an issue that caused Azmodan's Demon Warrior's aura damage to not behave similar to other aura damage effects. Brightwing Base Soothing Mist [Trait] Fixed an issue that caused Smoothing Mist to activate around Brightwing when in Stasis. Dehaka Fixed an issue where Basic Attack's would potentially not consume evade stacks if attacking within .25 seconds of Drag ending. Jaina Level 16 Snowstorm Fixed an issue that caused Snowstorm's bonus to not apply correctly. Kael'thas Level 7 Sunfire Enchantment Fixed an issue that caused an active Sunfire Enchantment Spell Power buff to be removed when Kael'thas is killed. Kharazim Level 10 Divine Palm Fixed an issue that caused Divine Palm's Stasis to remove Damage Over Time effects from Kharazim. Fixed an issue that caused Divine Palm to not remove negative effects that were applied alongside the triggering effect. Greymane Level 4 Insatiable Fixed an issue that caused Human Form Basic Attacks to trigger Insatiable twice. Leoric Base Drain Hope [W] Fixed an issue that caused Stasis on Leoric or Drain Hope's target to not break Drain Hope. Li Li Fixed an issue that caused Water Serpent to move at a reduced speed. Level 4 Surging Winds Fixed an issue that caused an active Surging Winds buff to be removed when Li Li is killed. Li-Ming Level 1 Power Hungry Fixed an issue that caused an active Power Hungry buff to be removed when Li-Ming is killed. Lúcio Level 7 Good Vibrations Fixed an issue that caused Good Vibrations to not gain Shields from Soundwave hitting Neutral Mercenaries. Lunara Level 10 Leaping Strike Fixed an issue that caused Leaping Strike to stall game logic. Malthael Level 1 Fear The Reaper Fixed an issue that caused Fear the Reaper's duration indicator to not be tied to the ability button. Stitches Base Hook [Q] Fixed an issue that caused Hook to not reveal their caster if the Hook is visible. Tassadar Base Shock Ray [Q] Fixed an issue that caused Shock Ray to not reveal their caster if Shock Ray is visible. The Butcher Fixed an issue that allowed The Butcher to disjoint while collecting Fresh Meat. The Lost Vikings Fixed an issue that caused Longboat to move at a reduced speed. Tychus Level 20 Focusing Diodes Now grants an additive damage bonus. Tyrael Level 13 Law and Order Fixed an issue where maximum bonus was capped at 4 allied Heroes. The cap has been increased to 15. Whitemane Level 10 Divine Reckoning Updated Divine Reckoning's mana restoration based off of damage dealt to display only one instance of floating text. Zul'jin Level 20 Forest Medicine Selecting Forest Medicine will no longer interrupt an ongoing Regeneration channel. Return to Top
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