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Damien

Heroes of the Storm Kharazim

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This is the build i use for Kharazim, and i find it to be OPAF, i can solo camps without taking any damage, i can 1v1 practically any other hero, including ranged assassins, and have even ninja-ed core a few times with this build. Reason being that Deadly reach massively buffs your basic attack speed, therefore every 3rd attack in it heals, same with radient dash with the Way of a Hundred Fists perk, I deal absolutely MASSIVE amounts of damage and the more damage i do the more i am healed. In team battles this is also prudent because you dont have to be constantly watching the clock for your healing, because your basic attack heal, heals whomever needs it the most, not just you. All in all this character is my all-time favorite Hero, and would love to see more people use him as efficiently as possible.

https://www.icy-veins.com/heroes/talent-calculator/kharazim#24.0!1132223

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On 3/28/2017 at 5:02 PM, Coolbean said:

All in all this character is my all-time favorite Hero, and would love to see more people use him as efficiently as possible.

The build looks really good as a hybrid build, but I don't understand your level 20 choice. If you're taking the WotHF at 16, why don't you take the 2 charge reset at 20? 

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I generally take Iron Fists or Transcendence @1, Blinding Speed @7, Palm @10 (This is preference, both ults are good), and WotHF @16.  WotHF is so good at putting pressure on enemy backline, even if you take Transcendence (and it has the added effect of giving burst heals).  Kharazim's biggest power spike is @16 with WotHF, no matter what passive you take.  Insight is very good, but it is a really bad talent until you finish the quest and I don't like to make my early game even worse.

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7 hours ago, hammadroppa said:

I generally take Iron Fists or Transcendence @1, Blinding Speed @7, Palm @10 (This is preference, both ults are good), and WotHF @16.  WotHF is so good at putting pressure on enemy backline, even if you take Transcendence (and it has the added effect of giving burst heals).  Kharazim's biggest power spike is @16 with WotHF, no matter what passive you take.  Insight is very good, but it is a really bad talent until you finish the quest and I don't like to make my early game even worse.

Looks like you mostly follow our Damage Build. Have you tried the Support Build? 

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I've lurked on this site for quite some time - with WoW - with HS - now, I'm dabbling with HotS. Never really bothered to post, before. Never had any desire to do so. I have to say that I do love this guide and all the comments. I've read each and every one of them, especially nomad86's very helpful posts.

Everyone, thank you very much for all of your informative contributions that help players like myself. 

 

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@positiv2 I will solo support with Iron Fists as well.  As long as you take palm, you are still a healer for your team.  You are essentially trading more healing over time for shorter fights.  Shorter fights require less healing.  Obviously I'm not trying to say that you should always take IF as solo support but it definitely works 

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5 hours ago, hammadroppa said:

@positiv2 I will solo support with Iron Fists as well.  As long as you take palm, you are still a healer for your team.  You are essentially trading more healing over time for shorter fights.  Shorter fights require less healing.  Obviously I'm not trying to say that you should always take IF as solo support but it definitely works 

When playing Kharazim, I am not sure how much do I have to be a support, and when should/can I pick the damage-dealing talents, such as the Iron FistsIron Fists. What's your approach - do you pick Divine PalmDivine Palm on 10, and choose the rest of talents based on power for you, rather than their support value?

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@positiv2 So this isn't like, every game or anything, but yeah I always pick Palm with Iron Fists if I'm solo support.  Level 4/13 are preference and depend on enemy comp heavily.  7/16 I take Blinding Speed and Way of the Hundred Fists respectively with Epiphany @20.  Post 16 you can 1v1 any squishy very easily and you have Palm to turn a team fight.  Like I said, you trade the sustain healing from Epiphany/Transcendence for more damage and shorter fights.  Although, I highly value this build and still run the same talent build even if I pick Epiphany or Transcendence usually.  WotHF is just a really, really solid talent that has amazing synergy with his passive.

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Why is Haunted Mines listed as a worse map for Kharazim? Just curious. I thought he was really solid pick here with excellent single-target damage for getting the grave golems, miners and even mercs. Not much to waveclear here.  Am I wrong?

Edited by VitaminC

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Do you recommend using Deadly Reach off cooldown as long as we're not in a fight, so it is ready for our next engage?

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42 minutes ago, Farbas said:

Do you recommend using Deadly Reach off cooldown as long as we're not in a fight, so it is ready for our next engage?

Generally, yes, if you are sure Deadly ReachDeadly Reach will be off cooldown when the next teamfight (or skirmish) happens. I would recommend using the ability if you want to heal an ally (or yourself) with TranscendenceTranscendence or if you have InsightInsight, but if you have Iron FistsIron Fists, you should be quite careful not to spend too much mana.

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May I ask why Cleansing Touch is marked as a no with the only explanation being "it comes too late"?  How does the fact that it's a level 16 talent change the utility of having 2 (or 3 or even more) low cooldown cleanses (heck cleanses often with a strong movement speed booster attached)?  Against a comp with heavy CC, or when teamed with a strong melee damage dealer, I've had nothing but good experiences with Cleansing Touch.  Sure it's late in the game when you get it but that just means it's there for the late game fights that often lead to winning or losing the game.

If the argument is that Echo of Heaven is simply so much better that Cleansing Touch doesn't deserve a mention then fine.  I disagree (it's at the very least situationally worthy of consideration in my mind) but fine.  But it would be nice if the author would at least explain that as the stance they are taking.

Edited by TSRD

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@TSRDThe guide has been reviewed and updated, which includes the description and viability tier of Cleansing TouchCleansing Touch. The talent is now Situational and its discussion has been changed to be more elaborative. Sorry for the inconvenience.

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Does anyone else feel because of how his kit works that he should get a ( VERY ) small rework and get classed as " multiclass ( Support Assassin ) " As it seems like that was what blizzard was going with but it was before "multiclass " just a thought :)

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6 minutes ago, 50m8r4 said:

Does anyone else feel because of how his kit works that he should get a ( VERY ) small rework and get classed as " multiclass ( Support Assassin ) " As it seems like that was what blizzard was going with but it was before "multiclass " just a thought :)

Yeah, maybe, but I think there are heroes that fit into multiclass better, so if Blizzard is going to change a class of a Hero (which I sadly don't see happening), Kharazim probably won't be the first one to get changed.

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10 hours ago, positiv2 said:

Yeah, maybe, but I think there are heroes that fit into multiclass better, so if Blizzard is going to change a class of a Hero (which I sadly don't see happening), Kharazim probably won't be the first one to get changed.

But who's class Would get changed, Sonya? Also I think there should be a notice for insight at max stacks + The lvl 7 tallents ( lowers E CD on every 3rd attack ) + lvl 13's double the time of E as, I know it's super nichey, would allow His E to stay on forever as long as you got good uptime that is ( hence the nicheyness )

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15 hours ago, 50m8r4 said:

Does anyone else feel because of how his kit works that he should get a ( VERY ) small rework and get classed as " multiclass ( Support Assassin ) " As it seems like that was what blizzard was going with but it was before "multiclass " just a thought :)

Multiclass currently applies to Varian only because it revolves on his Heroics directly affecting his stats and gameplay, something that currently is not applicable for Kharazim. Unless, as you suggested, he got a rework that changed his stats upon getting his Heroics.

Edited by Valhalen

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On 24. 5. 2017 at 5:49 PM, 50m8r4 said:

But who's class Would get changed, Sonya?

I would go with Xul or Nazeebo, since their damage is quite high for Specialists. Maybe also Tyrande, but I haven't played her since rework, so I'm not sure about her damage output anymore.

On 24. 5. 2017 at 10:20 PM, Valhalen said:

Multiclass currently applies to Varian only because it revolves on his Heroics directly affecting his stats and gameplay, something that currently is not applicable for Kharazim.

Even though Kharazim's Heroic abilities do not affect his stats, they offer two greatly different playstyles - support and assassin. His traits work like that as well, with some useful when playing like an assassin, and some useful for support build. Imo that's enough to make him Multiclass.

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On 24.05.2017 at 11:46 PM, positiv2 said:

Even though Kharazim's Heroic abilities do not affect his stats, they offer two greatly different playstyles - support and assassin. His traits work like that as well, with some useful when playing like an assassin, and sme useful for support build. Imo that's enough to make him Multiclass.

Even if you go full damage build with an offensive heroic, Kharazim still remains a support. I wouldn't classify him 'multiclass', more like a hybrid - high damage melee fighter with ability to heal.

The problem with classifying him comes from choosing his trait. You can go Iron Fists for damage and Divine Palm for support, for example. Or you can pick Trancendence for support and Seven-Sided for damage. He still remains a hybrid support character in those scenarios, not multiclass.

Making him a 'multiclass' would be removing ability to choose trait at level 1 and instead give it when picking heroics (and, like, replacing his W AOE heal from assassin build to AOE damage ability), which wouldn't make sence at all.

Is Li Li a multiclass too? Sure, you can go full ham with damage talents and heroic - it won't make Li Li an assassin. She will still remain a support who can heal allies.

 

Edited by VitaminC
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I still find more useful the Deadly Reach duration increase, for geting hits in faster = cooldown reduction for all basic abilities (including so deadly reach itself  = more uptime hits)+ mana back, from first talent pick. geting cd for W heal = also increase 30% speed so...

Edited by InDang3r
including extra info in brackets

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5 hours ago, InDang3r said:

I still find more useful the Deadly Reach duration increase, for geting hits in faster = cooldown reduction for all basic abilities (including so deadly reach itself  = more uptime hits)+ mana back, from first talent pick. geting cd for W heal = also increase 30% speed so...

That is only if you manage to use the extra 2 seconds, and even then, you will often find yourself in need of quick escape, where 15% (or 30% with Heavenly ZealHeavenly Zeal) doesn't cut it, and you get two different movement speed bonuses, giving you a total of 45% (or 60%) increase in movement speed. 

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Guest Lukene55 Mon5ter

howdy folks,

waiting for Garrosh to go live (they just re-extended it again) and started to browse the forum.  I've recently been playing Kharazim frequently and i find that i always take insight at lvl 1, whether i am to be a healer or attempted assassin.   I have just always found that I'm far too mana dependent without it.  But I never go full assassin outside of that either, so I was curious to see a not healer styled support Khara, similar to Tyrande.  I can't say that I've been around long enough to know what was done to Tryande in the rework, but she feels like more of an assassin to me than Kharazim.  She is a utility character; touch of healing, cc, and vision.  certainly a master of none, though.  

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I didn't like either of these builds.

I've found Insight at 1 much more useful, as it keeps replenishing your mana as you keep attacking with Deadly Reach. It's also key to a more balanced "hybrid" build since it keeps you from running out of mana, so you can use your other abilities, specially the Breath of Heaven heal.

https://www.icy-veins.com/heroes/talent-calculator/kharazim#26.0!3122232

With the Insight quest complete (and it's not that hard to do, unlike those "grab 30 regen globes" quests), and the Fists of Fury talent at level 13, you can continuously keep using Deadly Reach on a target without suffering any mana shortages (but you will actually start spending mana on your other spells). Unfortunately, it's not enough to beat most bosses by yourself (so far I've taken out only the Warhead Junction bosses entirely by myself with this build), but can definitely be useful in maps like Battlefields of Eternity for instance (keep hitting the enemy Immortal with an endless flurry of Deadly Reach attacks)

1 - Insight

4 - Spirit Ally (heal your whole team along with Breath of Heaven)

7 - Heavenly Zeal (helps your whole team as well as yourself, unlike the Radiant Dash talents)

10 - Seven-Sided Strike (you can also use the other Heroic if you feel like it)

13 - Fists of Fury (combined with the completed Insight quest gives you access to "endless Deadly Reach")

16 - Echo of Heaven (slightly better heal)

20 - Transgression (can also use other talent, at your discretion)

Edited by Leadblast
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13 hours ago, Leadblast said:

I didn't like either of these builds.

I've found Insight at 1 much more useful, as it keeps replenishing your mana as you keep attacking with Deadly Reach. It's also key to a more balanced "hybrid" build since it keeps you from running out of mana, so you can use your other abilities, specially the Breath of Heaven heal.

https://www.icy-veins.com/heroes/talent-calculator/kharazim#26.0!3122232

With the Insight quest complete (and it's not that hard to do, unlike those "grab 30 regen globes" quests), and the Fists of Fury talent at level 13, you can continuously keep using Deadly Reach on a target without suffering any mana shortages (but you will actually start spending mana on your other spells). Unfortunately, it's not enough to beat most bosses by yourself (so far I've taken out only the Warhead Junction bosses entirely by myself with this build), but can definitely be useful in maps like Battlefields of Eternity for instance (keep hitting the enemy Immortal with an endless flurry of Deadly Reach attacks)

1 - Insight

4 - Spirit Ally (heal your whole team along with Breath of Heaven)

7 - Heavenly Zeal (helps your whole team as well as yourself, unlike the Radiant Dash talents)

10 - Seven-Sided Strike (you can also use the other Heroic if you feel like it)

13 - Fists of Fury (combined with the completed Insight quest gives you access to "endless Deadly Reach")

16 - Echo of Heaven (slightly better heal)

20 - Transgression (can also use other talent, at your discretion)

Yeah, that is pretty much the same build I use. It is absurdly powerful and even allow Kharazim to solo Boss Mercenaries at level 16.

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3 hours ago, Valhalen said:

Yeah, that is pretty much the same build I use. It is absurdly powerful and even allow Kharazim to solo Boss Mercenaries at level 16.

Any Bosses? I find I cannot solo Bosses that use a stun ability like the ones in Sky Temple or the golems in Cursed Hollow. Their stun ability disrupts the infinite Deadly Reach combo and you can't keep pummeling them relentlessly. This also keeps you from spamming Breath of Heaven to keep yourself healed.

I think it's possible to solo Bosses that don't stun, namely:

- Warhead Junction

- Braxis Holdout's Archangel

- Towers of Doom's Headless Horseman

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      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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    • By Staff
      Blizzard released a new Heroes of the Storm patch for testing on the PTR and here are the official patch notes.
      (Source)
      Our next Heroes of the Storm patch has just hit the Public Test Realm and will be available for playtesting. As always, if you encounter any bugs during your PTR play sessions, please stop by the PTR Bug Report forum to let us know about your experiences.
      Quick Navigation:
      Balance Update Bug Fixes 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. 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%. 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 10 High Five Cooldown increased from 20 to 25 seconds. Level 13 Heavy Casters Now also prevents Push Off from hitting multiple targets. Level 16 Up the Frequency Cooldown reduction reduced from 0.4 seconds to 0.3 seconds. Tyrael
      Talents
      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
      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. 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. 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. 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. 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. 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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    • By Staff
      Blizzard has released a new Heroes of the Storm patch today with additional changes based on PTR feedback. Here are the official patch notes with more details.
      (Source)
      Our next Heroes of the Storm patch is live! Read on for more information.
      NOTE: Orange text indicates a change between PTR and Live notes.
      Quick Navigation:
      General Balance Update Bug Fixes General
      Updated Homescreen and Startup Music. Updated Shop Bundles and Items. NEW: Brawl Mode added! Brawls will rotate on the 1st and 15th of every month. Return to Top
      Balance Update
      Heroes
      Auriel
      Base
      Bestow Hope [Trait] Increased the amount of energy stored from 60% to 80% of damage to Heroes. Increased the amount of energy stored from 20% to 50% of damage to non-Heroes. Talents
      Level 1 Searing Light Now only deals damage to enemy Heroes. Level 7 Energized Cord Now increases Basic Attack range by 1.1. Level 10 Resurrect Delay before resurrection reduced from 5 seconds to 3 seconds. Level 16 Reservoir of Hope Quest bonus reduced from 75 to 55. Wrath of Heaven Armor reduction increased from 10 to 20. Spell Power increased from 10% to 15%. Chromie
      Talents
      Level 1 Timewalker's Pursuit Spell Power increased from 10% to 15%. Level 5 Mobius Loop Slow reduced from 60% to 40%. Level 18 Unravelling Lingering Slowing Sands no longer consume Energy. Now also increases Slowing Sands cast range by 50%. Johanna
      Base
      Shield Glare [E] Mana cost increased from 45 to 55. Talents
      Level 1 Divine Fortress Health bonus starting value increased from 20% to 25%. Zealous Glare Damage bonus reduced from 75% to 70%. Level 7 Steed Charge Duration increased from 3 to 4 seconds. Level 13 Blessed Hammer Damage reduced from 74 to 65. Level 16 Holy Renewal Cooldown reduction reduced from 1.5 seconds to 1 second. Shrinking Vacuum Damage reduction increased from 25% to 30%. Duration increased from 2 to 3 seconds. Slow increased from 25% to 30%. Tracer
      Talents
      Level 4 Is That a Health Pack?! Healing from Regen Globes increased from 10% to 15% of maximum Health. Pulse Generator Healing reduced from 18% to 12%. Level 13 Jumper Cooldown refresh reduced from 150% to 100%. Shield reduced from 6.5% to 6%. Zul'jin
      Base
      You Want Axe? [Trait] Basic Attack damage increased from 94 to 96. Now has a limit of 50 stacks. Bonus from quest completion reduced from 1 to .25. Talents
      Level 1 Recklessness Basic Attack damage bonus reduced from 15% to 10%. Level 10 Guillotine Cooldown reduced from 40 seconds to 30 seconds. Mana cost reduced from 70 to 60. Taz'dingo! Cooldown increased from 90 seconds to 100 seconds. Mana cost increased from 75 to 80. Level 16 Let the Killing Begin Kill window reduced from 1.5 seconds to 0.5 seconds. Level 20 Buzzsaw Kill window reduced from 1.5 seconds to 0.5 seconds. Return to Top
      Bug Fixes
      General
      Experience Globes can now path through gates. Fixed issues related to root visual effects. Updated decaying and ramping Slows to scale their speed with CC reduction effects. Heroes
      Alexstrasza Base Flame Buffet [E] Fixed an issue that caused Flame Buffet's Slow to be instantly removed on targets with reduced duration on being Slowed. Azmodan Level 13 Chain of Command Fixed an issue that caused Chain of Command to not apply to Demonic Invasion's on-death explosion. Brightwing Base Phase Shift [Z] Fixed an issue with Phase Shift's Store Icon. Chen Level 10 Storm, Earth, Fire Fixed an issue that caused Storm, Earth, Fire Spirits to not contest Capture Points. Wandering Keg Fixed an issue that caused Wandering Keg to occasionally not be cast. Wandering Keg now acts like other instant Abilities and will cast as soon as possible. Cho'Gall General Fixed an issue that caused Cho'Gall to contest points while Cho is in Stasis. Dehaka Base Brushstalker [Z] Fixed an issue with Brushstalker's Store Icon. Will now clamp the minimum cast range to Dehaka's radius. E.T.C. Level 7 Pinball Wizard Bonus damage updated to be additive. Level 13 Face Smelt Fixed an issue that caused Face Smelt's Slow to be instantly removed on targets with reduced duration on being Slowed. Falstad Base Flight [Z] Fixed an issue with Flight's Store Icon. Level 10 Mighty Gust Fixed an issue that caused Mighty Gust's Slow to be instantly removed on targets with reduced duration on being Slowed. Fenix Level 1 Arsenal Synergy Fixed an issue that caused Arsenal Synergy to not grant cooldown reduction for the primary target hit by Phase Bomb. Level 4 Inhibiting Energy Fixed an issue that caused Inhibiting Energy to be instantly removed on targets with reduced duration on being Slowed. Imperius Level 20 Unrelenting Descent Fixed an issue that caused Unrelenting Descent's Heal to be delayed. Johanna Base Punish [Q] Fixed an issue that caused Punish to be instantly removed on targets with reduced duration on being Slowed. Kel'Thuzad Level 4 Phylactery of Kel'Thuzad Announcements for Phylactery of Kel'Thuzad will now use team colors. Kerrigan Level 7 Boundless Fury Fixed an issue that caused Boundless Fury to refund charges against a target already marked. Kharazim Level 4 Spirit Ally Fixed an issue that caused Spirit Ally's heal FX to be visible in Fog of War. Lúcio Base Wall Ride [Z] Fixed an issue with Wall Ride's Store Icon. Lt. Morales Level 10 Medivac Dropship Announcements for Medivac Dropship will now use team colors. Lunara Base Crippling Spores [W] Fixed an issue that caused Crippling Spores to be instantly removed on targets with reduced duration on being Slowed. Maiev Level 16 Armored Assault Fixed an issue that caused Armored Assault to not grant the full bonus to Umbral Bind's Cleave. Malthael Level 20 No One Can Stop Death Announcements for No One Can Stop Death will now use team colors. Mei Base Icing [E] Fixed an issue that caused Icing's Slow to be instantly removed on targets with reduced duration on being Slowed. Level 10 Ice Wall Fixed an issue that caused Ice Wall to not apply Stopped to D.Va's Self Destruct. Muradin Level 4 Thunder Burn Tooltip has been updated to show Thunder Burn is a multiplicative reduction. Level 13 Thunder Strike Damage increase is now additive. Probius Base Worker Rush [Z] Fixed an issue with Work Rush's Store Icon. Rehgar Base Purge [Trait] Fixed an issue that caused Purge to be instantly removed on targets with reduced duration on being Slowed. Samuro Base Critical Strike [W] Fixed an issue that caused Critical Strike FX to persist if Samuro is killed while he has maximum Critical Strike stacks. Level 13 Kawarimi Fixed an issue that caused Kawarimi to create a Mirror Image with the incorrect starting Health. Sgt. Hammer Base Thrusters [Z] Fixed an issue with Thrusters' Store Icon. Stukov Base Weighted Pustule [W] Fixed an issue that caused Weighted Pustule's increasing Slow to be instantly removed on targets with reduced duration on being Slowed. Sylvanas Level 1 Unfurling Shadows Fixed an issue that caused Unfurling Shadows to not grant quest progress for the impact damage of Shadow Dagger created by spread. The Butcher Base Hamstring [Q] Fixed an issue that caused Hamstring to be instantly removed on targets with reduced duration on being Slowed. The Lost Vikings Base Go Go Go! [Z] Fixed an issue with Go Go Go's Store Icon. Zagara Level 20 Pack Instinct Fixed an issue that caused Devouring Maw to gain more bonuses than intended from Pack Instinct. Zuljin General Fixed an issue that caused Basic Attack damage in Zul'jin's Target Info Panel to not increase while Berserker is active. Base You Want Axe? [Trait] Fixed an issue that caused You Want Axe to gain progress while at maximum Basic Attack bonus. Level 16 Wrong Place Wrong Time Fixed an issue that caused Wrong Place Wrong Time to not respect the stack cap of You Want Axe?. Return to Top
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