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Heroes of the Storm Kharazim

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1 hour ago, Leadblast said:

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

You can if you time well the Deadly Reach re-activation; just requires a bit of practice and timing. In fact, it becomes slightly easier if you pick Blazing FistsBlazing Fists instead, since it gives you slightly more CD reduction per second. 

Funny because, in my opinion, bosses that can stun are actually easier to solo than those that don't.

Also, if you're on level 20, you can also pick Storm ShieldStorm Shield instead to make it even easier.

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8 hours ago, Valhalen said:

You can if you time well the Deadly Reach re-activation; just requires a bit of practice and timing. In fact, it becomes slightly easier if you pick Blazing FistsBlazing Fists instead, since it gives you slightly more CD reduction per second. 

Funny because, in my opinion, bosses that can stun are actually easier to solo than those that don't.

Also, if you're on level 20, you can also pick Storm ShieldStorm Shield instead to make it even easier.

Well I tried it again, and could solo one of the Cursed Hollow golems, but only after I had learned the Echo of Heaven talent.

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6 hours ago, Leadblast said:

Well I tried it again, and could solo one of the Cursed Hollow golems, but only after I had learned the Echo of Heaven talent.

Yes, Echo of Heaven is fantastic! I love it. I hope the Icy Veins team add the Insight build to the list.

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I love this guide and it has helped me play at least sort of good with Kharazim.  But I do have a question; it only shows the damage build and healing build on the page, and on the talents page it says that InsightInsight is not very good. Yet when I was playing in an unranked match, I asked if a damage build was a good build for me to do and someone that a mana build would also be  good. So I'm confused, is InsightInsight a good talent or bad? Also it says that you should take the damage build even if you are the only healer, so when should you take the support build? Sorry if these are stupid questions, I'm very new to the game.

Edited by Hitchadaphilo

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10 minutes ago, Hitchadaphilo said:

I love this guide and it has helped me play at least sort of good with Kharazim.  But I do have a question; it only shows the damage build and healing build on the page, and on the talents page it says that InsightInsight is not very good. Yet when I was playing in an unranked match, I asked if a damage build was a good build for me to do and someone that a mana build would also be  good. So I'm confused, is InsightInsight a good talent or bad? Also it says that you should take the damage build even if you are the only healer, so when should you take the support build? Sorry if these are stupid questions, I'm very new to the game.

Insight is, in my opinion, the best Trait if you're going solo Support as Kharazim. Because of how it works, this trait is best when paired with Deadly ReachDeadly Reach-related talents, as the cooldown reduction granted by Insight once the quest is completed synergizes greatly with Deadly Reach. If you read above, you'll see the discussion about it and how it even allows Kharazim to solo Boss camps at level 13 or 16 (depends on the boss).

The build has its flaws, though, as you need to expend an early portion of the match working on completing the Insight quest to get the full value from it. If you're good enough, you can complete it in roughly 6 to 8 minutes, though; just punch everything and use Deadly Reach on cooldown. Also, if your team features no hard crowd control (stuns), you lose a lot of value as the bread and butter of this build (actually, any Kharazim build) is to punch stuff repeatedly (but this build is more reliant on punching than the others in order to lower cooldowns).

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Would this be an okay build for a solo support? I'm not so sure about my choices on 4 and 16 though. Any thoughts? Also one more thing, you mentioned punching everything, but I'm not quite sure what to punch. I can't Radiant DashRadiant Dash to most heroes because I'll die in seconds, should I solo lanes and just punch minions?

Edited by Hitchadaphilo

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My responses are from the perspective of having Insight as the base talent.

 

Don't go for Blazing Fists. You'll have more than enough cooldown reduction when Insight is completed. Radiant Dash or Heavenly Zeal are two better choices, since they help with you chasing and punching. At the moment, the movement speed bonus is 25% per 3rd attack. Increasing it 30% on demand helps a lot without continuous chasing and punching, and thus cooldown reduction and mana regeneration. Blinding Speed does it in a bursty fashion and has synergy with other Radiant Dash talents, but it's not as good as Heavenly Zeal for Insight on its own.

Seven-Sided Strike is also a powerful choice, especially against divers and to shut down isolated heroes. If you're team is losing badly, Divine Palm may be redundant, since the opposing team may just surround the target during its stasis.

Fists of Fury is definitely the go-to talent, but all the other options on the tier are viable, especially Sixth Sense and Spell Shield.

If you talented for Blinding Speed, The Way of the Hundred Fists is better option. Just don't expect to do anything damage (~400 damage at level 20 with Insight). It's a good way to get fast heals and minor backline harass. Otherwise, go for Echo of Heaven. This talent increases Kharazim's healing by 50%, allowing you to sustain a team two to three times over in a fight. It's the strongest healing talent in the game. Cleansing Touch is only viable if you are playing as a double support and Dash of Light only works in compositions where you have to Dash to someone to heal, which is just silly for a hero that works bests near his allies.

Storm Shield is definitely the best talent. Never take epiphany if you're going for Insight; the value is just too little and redundant. Peaceful Repose is a mediocre talent. It's effective against higher level teams where the possible Divine Palm is enough of a threat to stop them from focusing a hero, but it's mind games and doesn't bring much to the table. Transgression is also decent choice if you can capitalize on isolated targets and divers. Just know that you can't save allies during SSS's extended duration, but this shouldn't happen too often.

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6 hours ago, Trensicourt said:

Seven-Sided Strike is also a powerful choice, especially against divers and to shut down isolated heroes. If you're team is losing badly, Divine Palm may be redundant, since the opposing team may just surround the target during its stasis.

Seven-Sided StrikeSeven-Sided Strike is only truly powerful if your team has very strong crowd control. Divine Palm is a life-saving and team fight changer if you use it at the right time. And if you're the solo healer, you need that extra healing power.

10 hours ago, Hitchadaphilo said:

Would this be an okay build for a solo support? I'm not so sure about my choices on 4 and 16 though. Any thoughts? Also one more thing, you mentioned punching everything, but I'm not quite sure what to punch. I can't Radiant DashRadiant Dash to most heroes because I'll die in seconds, should I solo lanes and just punch minions?

At level 4 you should take in account the enemy team composition in order to pick your Mystic Ally; Earth AllyEarth Ally is great against Basic Attack oriented teams, while Air AllyAir Ally is very useful against teams featuring Stealth Heroes. On other cases, go with Spirit AllySpirit Ally.

At level 7 Blazing FistsBlazing Fists is fine, especially if you're trying to solo bosses, but Blinding SpeedBlinding Speed or Heavenly ZealHeavenly Zeal works fine as well. Heavenly Zeal has more value in team fights because it allows your team to more effectively engage/disengage.

Much like Trensicourt mentioned, at level 13 Fists of FuryFists of Fury is the most synergic talent with InsightInsight, but take in mind the opposing team composition. If they feature heavy crowd control, take Sixth SenseSixth Sense; if they have multiple burst-heavy "mages" (Li-Ming, Jaina, Kel'Thuzad, etc.), than Spell ShieldSpell Shield is a viable option.

At level 16 I wouldn't recommend Way of the Hundred FistsWay of the Hundred Fists as it is not that useful for that build; it is mainly used for the Iron Fists Build. The best option would be Echo of HeavenEcho of Heaven as it has fantastic synergy with the cooldown reduction granted by Insight, meaning you can keep the bursts of healing more often. Alternatively, Cleansing TouchCleansing Touch is arguably the best CleanseCleanse-related ability in the game, as it can hold multiple charges and has low cooldown; a great pick against crowd control oriented teams.

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Guest Tarantula

Nowhere near enough credit is given to an insight build here imo. I have very good winrates with Khar on the basis that I treat him often like Sylvanas, his pushing ability for any support is unparalleled in a snowball effect when you have 100/100 stacks of insight with deadly reach duration increased at 13 (although this is optional). Tie that in with double W heals talented and he can keep his entire team pushing a fort or a keep even without a minion wave needed. Spirit ally too and you've got some serious sustain.

 

Just my two cents, I don't use other Khar builds.

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7 hours ago, Guest Tarantula said:

Nowhere near enough credit is given to an insight build here imo. I have very good winrates with Khar on the basis that I treat him often like Sylvanas, his pushing ability for any support is unparalleled in a snowball effect when you have 100/100 stacks of insight with deadly reach duration increased at 13 (although this is optional). Tie that in with double W heals talented and he can keep his entire team pushing a fort or a keep even without a minion wave needed. Spirit ally too and you've got some serious sustain.

Just my two cents, I don't use other Khar builds.

I agree. The Insight build is my personal favorite, and I think it is much stronger than the Transcendence build if you need to go Healing build. He can even solo Boss Mercenaries with it! Pretty insane.

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On 3/8/2018 at 5:33 PM, Valhalen said:

I agree. The Insight build is my personal favorite, and I think it is much stronger than the Transcendence build if you need to go Healing build. He can even solo Boss Mercenaries with it! Pretty insane.

I agree as well. (I actually logged in to write about exactly this). While Iron fists does make Kharazim a great burst dealer of damage it Limits him to burst and only bursts. The healing trait i could never get to work reliably.
Insight is THE way to go. Sure burst damage will be lowerer but you'll get mana to do do it over and over again as well and heal yourself and allies. I cannot stress this enough. Blue build allows you to do half as much damage as brown, half as much healing as green and at the same time magically still be at full mana all the time. Hell, if you do it well enough you may never have to use a healing fountain or hearthstone at all! You just stay in the fight for the duration of the match. And you can solo bosses as well!

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Another thing, slightly less positive. The author of the guide compared Kharazim's offensive heroic to Tyrande's. The comparison is apt because much like Tyrande, Khara has two heroics which are very dependant on timing and placement, making them hard to use and overall less useful than other heroics. The offensive one enemies can simply walk out of if not used at the exact right moment and the revive only has a 3 second window of opportunity and there's SO much that can go wrong there.
It's a bit odd since most characters have one heroic like that - dependant on the right circumstances and another general use one.

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Guest Tier 1 talents

level 1 talent all garbage, insight is best for both healing & dd

insane sustain, never need to go back for mana

with level 7 E you are able to use breath of heaven every 3 seconds which is insane

once quest completed you can solo every mercs

level 16 you can solo bosses

best 1 vs 1 hero ingame (level 10 with seven sided & insight)

 

insight make kharazim much more versatile and unique hero

rest are just mana hungry and weak.

 

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Just plain wow.  Insight should be the go to talent at first lvl.  Transcendance is ok as far as healing goes but to render mana issues a non-issue (so you can dash or deadly reach whenever you wish!) can't be underestimated.

Iron Fist... it's ok, but the real dmg that puts kharazim anywhere is going to be way of a hundred fists.  After that it's dependant on whether you're wanting more hundred fist proccs from dashes (10sec cooldown and 3 charges) or you want longer deadly reach duration when it's active.  I personally find blazing fists a bit overkill once you have hundred fists and love the extra dash to gtfo.

 

 

edit:

naw.. transcendence is trash in my book.  a minor heal with less control, ok to add onto other things but a poor comparison thing when you look at something that is what... a 25-30% dmg boost (i'm not good at math but a double damage hit every 3rd hit should be somewhere about there right?) or total mana freedom if you can stay swinging on anything form a minion/merc/wall/ward/hero/pet/etc

Main build

What I tend to run now.  Insight and I spend the early game trying to fish for more hits typically in lane or diving on someone in an early fight trying to force a trade... or simply settling for letting someone back out of lane and lose out on wave xp.  Aiming to get insight done by about 4 minutes or lvl 6~.   

Earth spirit if I see more than 2 basic attack heroes or spirit as my main pick due to want for a spare healing option to support team between fights early on. 

Blazing Fist to try and work towards 100% uptime on Deadly reach when laning or on objectives it just plain makes it dumb easy to keep swinging at 4 attacks per second in most cases and in part makes blinding speed seem redundant or almost not needed (almost... 3 dashes is still great). 

Pick your ult based on how you feel your team is handling things, palm for when the enemy team favors bursting someone down quick or one hero has chosen an easy kill talent (i.e. triple tap, pyroblast, last rites, etc) Or be greedy and just go seven sided strike to have the self stasis and zoning tool cause no one in their right mind allows many seven sides strikes to land.  

lvl 13 is a toss up.  I favor speed boost on dash but might ignore if the enemy team is stacked for stuns

lvl 16 I favor echo of heaven because of my pick at 7 and HOPEFULLY having insight unlocked well before this point.  A breath of heaven should be going off on cooldown (if i'm swinging with E active that's prolly every 3~ seconds) and an echo soon after and these are all giving a nice solid aoe heal AND speed boost so me and the homies can GTFO in style OR push to hells gates because we're racing to the end. (the potential of this is dependent on if something like a keep or core still stands nearby to soak punches though).  Bonus benefit is being able to heal through any boss objective while punching like a madman but 16 is a bit late to call it a good thing.  Maybe sneak it when the enemy team is trying to hound your rexxar down because it's his job to solo boss while everyone is distracted.

lvl 20... Storm Shield.  I don't care about the other options cause Stormshield is exactly what Zim needs to get people into a safe position.  Dash in, pop breath and shield and watch the echo come in as well and get some licks in to get the next breath lined up.

 

Edited by yani9841

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      Level 1 Dwarf Block Block charges reduced from 4 to 3. Give 'em the Axe! Moved Talent from Level 7 to Level 1. Level 4 Sledgehammer No longer increases Storm Bolt's cooldown reduction. Now increases Storm Bolt damage to non-Heroes by 500%. Level 7 Perfect Storm NEW: If an enemy hit with Storm Bolt dies within 3 seconds, reset its cooldown. This can only occur once per 10 seconds. Level 16 Dwarf Launch Range bonus reduced from 40% to 30%. Level 20 Mountain King NEW: Thunderclap and Dwarf Toss have an extra charge. Rewind Removed. Murky
      Base
      Murky now gains a 35% Shield for 10 seconds upon reviving. Spawn Egg [D] Egg now regenerates quickly instead of having a Shield. Slime [Q] Now applies its debuff to enemy Structures. Now deals 50% damage to Structures. Pufferfish [W] Damage reduced by 20%. Detonation time reduced from 3 seconds to 2.75 seconds. NEW QUEST: Hit enemies affected by Slime with Pufferifsh Kill Slimed enemies, or hit them with Pufferfish. Provides 1 stack per minion, 5 stacks per Hero or Structure hit. At 100 200 stacks, Basic Abilities now deal full damage to Structures. Mythic Reward: At 200 400 stacks, Murky gains 50% Health and increases in size. Talents
      Level 1 Egg Hunt Talent removed. Shell Game NEW: Murky can now place 2 eggs, but randomly revives from one of them. Increases the cooldown of placing an egg to 30 seconds and goes on cooldown if either egg dies. Level 10 March of the Murlocs Damage increased by 4%. Level 13 Egg Shell REWORK: Murky gains a Shield equal to 35% of his Health upon placing an egg or when one of his eggs dies. Fish Tank Healing reduced from 25% to 20%. Level 16 Wrath of Cod Reduced the amount of time needed to deal the full Damage over Time from 5 seconds to 4 seconds. Level 20 Big Tuna Kahuna Talent removed. Faster Fish NEW: Pufferfish detonates 80% faster. Making Inky Cooldown reduction reduced from 2 seconds to 1.5 seconds. Never-Ending Murlocs No longer deals reduced damage to Structures. Sylvanas
      Talents
      Level 4 Mercenary Queen Now also causes Sylvanas' Basic Attacks to instantly apply 3 stacks of Black Arrows to Mercs. Thrall
      Base
      Basic Attack damage decreased from 173 to 167. Talents
      Level 1 Crash Lightning Mythic Reward Damage bonus increased from 270 to 325. Echo of the Elements Mythic Reward now also allows Chain Lightning to bounce back to the same target. Tyrande
      Base
      Mana reduced from 500 to 450. Sentinel Shot [W] Mana cost increased to 55 from 50. Lunar Flare [E] NEW QUEST: Hitting a Hero with Lunar Flare increased its damage by 5%, up to 250%. After hitting 10 Heroes, increase Lunar Flare's range by 30%. After hitting 20 Heroes, Sentinel now pierces the first Hero hit. Mythic Reward: After hitting 50 45 Heroes, Tyrande's Basic Attacks occasionally trigger a Lunar Flare. Now restores 25 mana per enemy hit. Mana cost increased to 65 from 60. Starfall [R] Mana cost increased to 85 from 75. Shadowstalk [R] Mana cost increased to 85 from 75. Talents
      Level 1 Ranger No longer provides pierce. Moonlit Arrows Cooldown reduction reduced from .75 seconds to .5 seconds. Moved Talent from Level 7 to Level 1. Trueshot Aura No longer passively increases Tyrande's Attack Damage. Now also applies to Tyrande upon activation. Level 7 Elune's Gift NEW: Grants 20% Spell Power for 10 seconds after hitting an enemy with Lunar Flare. Level 20 Commander of Sentinels NEW: Sentinel now has an additional charge. Return to Top
      Bug Fixes
      Heroes
      Alarak Level 10 Deadly Charge Fixed an issue that caused Alarak's Deadly Charge to not be activated by clicking the left mouse button if it occupies the Trait slot. Ana Base Aim Down Sights [D] Can now be toggled while affected by a Silencing effect. Jaina Base Frostbolt [Q] Fixed an issue causing Jaina's Frostbolt to not have its model updated by Dreadlord Jaina or Lunar Jaina. Orphea Level 4 Allegrissimo Fixed an issue that could cause Allegrissimo's cooldown reduction to not be granted when hitting a Hero at Shadow Waltz' end. Sylvanas Base Possession [1] Fixed Possession not showing in the Quick Cast menu settings. Fixed Possession not being correctly affected by cooldown reduction affects granted by allies. Tychus Level 10 Commandeer Odin Fixed an issue that caused Tychus' Odin to not display a cooldown for its Thrusters Ability. Return to Top
      Click here to discuss this post with other players in the official Heroes of the Storm forums.

    • By Elitesparkle
      Blizzard released a new PTR patch for Heroes of the Storm and here are the unofficial Patch Notes with all the datamined changes.
      Map Updates
      Volskaya Foundry
      Objective
      Triglav Protector Attack Damage reduced from 155 to 130. Attack Damage bonus against Structures increased from 50% to 100%. Attack Damage bonus when both slots are occupied increased from 35% to 50%. Spell Damage bonus when both slots are occupied reduced from 35% to 25%. Cooldown reduction when both slots are occupied reduced from 35% to 25%  Triglav Gunner Spell Damage bonus when both slots are occupied reduced from 35% to 25%. Cooldown reduction when both slots are occupied reduced from 35% to 25%. Energy Regeneration when both slots are occupied reduced from 35% to 25%. Balance Updates
      Arthas
      Base
      Army of the Dead [R1] Ghouls' Health increased from 1060 to 1200. Ghouls no longer have a duration. Ghouls now lose 60 Health every second. Ghouls duration effectively increased from 15 to 20 seconds. Azmodan
      Base
      Globe of Annihilation [Q] Damage bonus upon reaching 450 Annihilation increased from 125 to 150. Summon Demon Warrior [W] Demon Warriors damage reduced from 83 to 53. Additional functionality: Deals 100% bonus damage against Minions and Mercenaries. Demon Lieutenant [D] Demon Lieutenant damage reduced from 103 to 52. Additional functionality: Deals 100% bonus damage against Minions and Mercenaries. Deathwing
      Talents
      Level 1 Molten Blood Removed functionality: No longer grants Form Switch, which could be activated to swap Form. Jaina
      Base
      Frostbite [Trait] Rework: Ice Cold no longer gives Protected, Unstoppable, and immunity to damage over time effects for the duration. Instead, it now gives Invulnerable for the duration. Murky
      Base
      Pufferfish [W] Baseline Quest requirements increased from 100/200 to 200/400. Rework: Kill Slimed enemies or hit them with Pufferfish. Heroes and Structures award 4 bonus stacks. Bug Fixes
      Fixed an issue causing Azmodan's Summon Demon Warrior to not show the amount of charges available. Fixed an issue causing the Health decay of Azmodan's Demon Warriors to scale twice per level. Fixed an issue causing Azmodan's Wrath to still require the target to be under 75% Health in order to grant Annihilation. Fixed an issue causing the damage from Azmodan's Wrath to cap at 400 Annihilation rather than 450 Annihilation. Fixed an issue causing Azmodan's Battleborn to reduce the cooldown between charges instead of the charge cooldown. Fixed an issue causing Basic Attacks empowered by Azmodan's Bombardment to give Annihilation when hitting non-Heroes. Fixed an issue causing Basic Attacks empowered by Azmodan's Bombardment to give Annihilation while Blinded or if the target is Evading. Fixed an issue causing the tooltip for Falstad's Dishonorable Discharge in the Buff Bar to not show the Quest progress correctly. Fixed an issue causing the tooltip for Falstad's Frequent Flyer in the Buff Bar to not show the Quest progress correctly. The tooltip for Gazlowe's Overcharged Capacitors has been updated from duration to Health gain  Fixed an issue causing Jaina's Blizzard to have 0 range. Fixed an issue causing Jaina's Summon Water Elemental to have 0 range. Fixed an issue causing Jaina's Baseline Quest to show its progress on the UI while dead even after completing it. Fixed an issue causing Kerrigan's Baseline Quest to not gain stacks correctly after reaching 150 stacks. Fixed an issue causing Muradin's Thunder Clap to not show the amount of charges available. Fixed an issue causing Muradin's Thunder Clap to not be affected by cooldown reduction effects. Fixed an issue causing Muradin's Dwarf Toss to not show the amount of charges available. Fixed an issue causing Muradin's Dwarf Toss to not be affected by cooldown reduction effects. Fixed an issue causing the cooldown reduction from Muradin's Dwarf Launch to not work correctly. Fixed an issue causing the cooldown reduction from Muradin's Unstoppable Force to not work correctly. Fixed an issue causing Murky's Spawn Egg to not go on cooldown when destroyed or placed. Notification message for Murky having no Egg changed from "Murky's Egg" to "last Murky's Egg". Fixed an issue causing the tooltip for Nazeebo's Dead Rush to not show the Zombies duration correctly. Fixed an issue causing Nazeebo's Gargantuan Stomp to not be usable 20 seconds after Gargantuan was summoned. The tooltip for Zagara's Mutalisk has been updated from duration to Health decay.
    • By Elitesparkle
      Blizzard released a new PTR patch for Heroes of the Storm and here are the official Patch Notes with all the changes.
      (Source)
      Our next Heroes of the Storm patch 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:
      General Map Updates Balance Update Known Issues & Bug Fixes General
      All Quests that can lose stacks will never cause the player to fall below milestone thresholds. Pinnacle Rewards are now named Mythic Rewards to give a more Blizzard feel. So Mythic-y! The following Summoned Units now lose health each second: Demon Lieutenants, Demon Warriors, Gargantuan, Hydralisks, Roaches, Rock-It Turrets, Rush Zombies, Scarabs, Treants, Tumors, and Water Elementals. Total Health and Duration of these Summoned Units have been adjusted to compensate for this. Structures now prioritize Summoned Units when there are no remaining minions. Summoned Units no longer take half damage from Structures. XP Globe pickup sound is now also played when killing a minion that instantly yields XP. Updated Homescreen and Startup Music. Return to Top
      Map Updates
      General Watch Towers will now reset to neutral after 45 seconds of not being occupied. Volskaya Foundry Triglav Protector bonus Damage and cooldown speed increased from 25% to 40% when 2 players are inside. Warhead Junction The burn duration is now displayed on structures affected by a Warhead. Return to Top
      Balance Update
      Heroes
      Azmodan
      Base
      Globe of Annihilation [Q] Now deals 50% damage to non-Heroes. Upon reaching 225 Annihilation, Globe of Annihilation no longer deals reduced damage to non-Heroes. Window to kill minions for Annihilation increased to 3s (from 1.5s). Summon Demon Warrior [W] Demon Warriors damage increased from 32 to 83. Now deals half damage to Heroes. Demon Warriors no longer have a duration, but lose 26 Health every second. Demon Warriors no longer have Immolation. Now has 2 charges. Talents
      Level 1 Wrath REWORK: Now provides 1 stack for every 2 Basic Attacks hit against a Structure or Hero. Level 7 Art of Chaos Extra Annihilation amount reduced from 4 to 2. Bombardment Amount of time Bombardment lasts reduced from 4 seconds to 3 seconds. Master of Destruction Amount of Annihilation granted reduced from 2 to 1. Level 13 Brutish Vanguard Now slows the attacked target by 30%. Level 16 Hell Rift Damage bonus reduced from 75% to 35%. Level 20 Inescapable Annihilation NEW: Globe of Annihilation has unlimited range. Pride Moved to baseline. Now requires 450 stacks. Deathwing
      Base
      Attack Damage decreased from 155 to 110. Form Switch [1] Active ability removed. Deathwing now switches forms solely from landing. Cataclysm [R] NEW QUEST: Damage Heroes with Molten Flame to gain 1 stack. Gain 50 stacks for killing a Hero. Mythic Reward: Upon reaching 2,000 stacks, Cataclysm now deals 2,500% damage to Structures and Minions. "I AM THE CATACLYSM". Onslaught [E] Bonus damage increased from 72 to 120. Damage increased from 38 to 60. Earth Shatter [E] Projectile speed increased by 30% Molten Flame [Q] Base Damage per Second reduced from 21 to 19. Incinerate [W] Cooldown increased from 4 seconds to 6 seconds. Energy cost increased from 20 to 30. Damage increased to 100 (from 65). Lava Burst [W] Cast time reduced from 1 second to .75 seconds. Cooldown increased from 6 seconds to 9 seconds. Energy cost increased from 15 to 25. Explosion Damage increased from 30 to 35. Explosion Damage over Time increased from 6 to 7. Slow increased from 35% to 45%. Dragonflight [Z] Cooldown delay after dealing or taking damage increased from 4 seconds to 6 seconds. Cooldown reduced from 45 seconds to 15 seconds. Talents
      Level 1 Dragon Soul Healing increased from 75%, 150% to 100%, 200%. Level 4 Heat Wave Damage over Time increased from 6 to 9. Damage over Time stacks reduced from 4 to 3. Initial damage bonus increased from 125% to 150%. Level 7 Firestorm Damage increased from 70 to 77. No longer reduces cooldown of Dragonflight. Level 13 Fire and Fury Damage bonus increased from 30% to 40%. Falstad
      Base
      Lightning Rod [W] Range reduced by .5. Time between strikes increased from .8 seconds to .9 seconds. Jaina
      Base
      Frostbite [Trait] NEW QUEST: Deal Ability Damage to Frostbitten Heroes. Upon reaching 12,000 Damage, unlock Improved Ice Block, which allows Jaina to become temporarily Invulnerable. Mythic Reward: Upon dealing 30,000 Damage, Ice Block upgrades to Ice Cold, granting Jaina Protected instead of Stasis. Talents
      Level 7 Ice Lance Cooldown reduction increased from 1.5 seconds to 2 seconds. Level 16 Numbing Blast Root duration reduced from 1 second to .75 seconds. Level 20 Wintermute Water Elemental cast range and damage bonus decreased from 50% to 40%. Kael'thas
      Talents
      Level 1 Convection Increased reward damage and health from 150/50 to 200/100. Muradin
      Base
      Storm Bolt [Q] Perfect Storm Quest removed. NEW QUEST: Basic Attack Heroes affected by Slows or Stuns. Slows provide 1 stack and Stuns provide 2 stacks. At 35 stacks, Storm Bolt pierces to hit an additional target, and Muradin's Basic Attack reduces the cooldown of Storm Bolt by 0.5 seconds. Mythic Reward: At 150 stacks, Storm Bolt's range is increased by 50% and width is increased by 100%, and now pierces all targets. Talents
      Level 1 Dwarf Block Block charges reduced from 4 to 3. Give 'em the Axe! Moved Talent from Level 7 to Level 1. Level 4 Sledgehammer No longer increases Storm Bolt's cooldown reduction. Now increases Storm Bolt damage to non-Heroes by 500%. Level 7 Perfect Storm NEW: If an enemy hit with Storm Bolt dies within 3 seconds, reset its cooldown. Level 16 Dwarf Launch Range bonus reduced from 40% to 30%. Murky
      Base
      Murky now gains a 35% Shield for 10 seconds upon reviving. Spawn Egg [D] Egg now regenerates quickly instead of having a Shield. Slime [Q] Now applies its debuff to enemy Structures. Now deals 50% damage to Structures. Pufferfish [W] Damage reduced by 20%. Detonation time reduced from 3 seconds to 2.75 seconds. NEW QUEST: Hit enemies affected by Slime with Pufferfish. Provides 1 stack per minion, 5 stacks per Hero or Structure hit. At 100 stacks, Basic Abilities now deal full damage to Structures. Mythic Reward: At 200 stacks, Murky gains 50% Health and increases in size. Talents
      Level 1 Egg Hunt Talent removed. Shell Game NEW: Murky can now place 2 eggs, but randomly revives from one of them. Increases the cooldown of placing an egg to 30 seconds and goes on cooldown if either egg dies. Level 10 March of the Murlocs Damage increased by 4%. Level 13 Egg Shell REWORK: Murky gains a Shield equal to 35% of his Health upon placing an egg or when one of his eggs dies. Fish Tank Healing reduced from 25% to 20%. Level 16 Wrath of Cod Damage over Time is dealt over 4 seconds (from 5s). Level 20 Big Tuna Kahuna Talent removed. Faster Fish NEW: Pufferfish detonates 80% faster. Making Inky Cooldown reduction reduced from 2 seconds to 1.5 seconds. Never-Ending Murlocs No longer deals reduced damage to Structures. Sylvanas
      Talents
      Level 4 Mercenary Queen Now also causes Sylvanas' Basic Attacks to instantly apply 3 stacks of Black Arrows to Mercs. Thrall
      Base
      Basic Attack damage decreased from 173 to 167. Talents
      Level 1 Crash Lightning Mythic Reward Damage bonus increased from 270 to 325. Echo of the Elements Mythic Reward now also allows Chain Lightning to bounce back to the same target. Tyrande
      Base
      Mana reduced from 500 to 450. Lunar Flare [E] NEW QUEST: Hitting a Hero with Lunar Flare increased its damage by 5%, up to 250%. After hitting 10 Heroes, increase Lunar Flare's range by 30%. After hitting 20 Heroes, Sentinel now pierces the first Hero hit. Mythic Reward: After hitting 50 Heroes, Tyrande's Basic Attacks occasionally trigger a Lunar Flare. Now restores 25 mana per enemy hit. Talents
      Level 1 Ranger No longer provides pierce. Moonlit Arrows Cooldown reduction reduced from .75 seconds to .5 seconds. Moved Talent from Level 7 to Level 1. Trueshot Aura No longer passively increases Tyrande's Attack Damage. Now also applies to Tyrande upon activation. Level 7 Elune's Gift NEW: Grants 20% Spell Power for 10 seconds after hitting an enemy with Lunar Flare. Level 20 Commander of Sentinels NEW: Sentinel now has an additional charge. Return to Top
      Known Issues & Bug Fixes
      Known Issues
      Jaina Ice Cold's tooltip is incorrect. Resetting Jaina's talents after finishing her quest causes issues. Zul'jin Resetting Zul'jin's talents does not reset cap. Bug Fixes
      Heroes
      Alarak Level 10 Deadly Charge Fixed an issue that caused Alarak's Deadly Charge to not be activated by clicking the left mouse button if it occupies the Trait slot. Ana Base Aim Down Sights [D] Can now be toggled while affected by a Silencing effect. Jaina Base Frostbolt [Q] Fixed an issue causing Jaina's Frostbolt to not have its model updated by Dreadlord Jaina or Lunar Jaina. Orphea Level 4 Allegrissimo Fixed an issue that could cause Allegrissimo's cooldown reduction to not be granted when hitting a Hero at Shadow Waltz' end. Sylvanas Base Possession [1] Fixed Possession not showing in the Quick Cast menu settings. Fixed Possession not being correctly affected by cooldown reduction affects granted by allies. Return to Top
      Click here to discuss this post with other players in the official Heroes of the Storm forums.

       
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