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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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    • 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
      Blackheart's Bay
      Objective
      Bombardment Damage increased from 2875 to 3000. Balance Updates
      Arthas
      Base
      Frostmourne Hungers [D] Maximum damage bonus increased from 5000 to 10000. Gazlowe
      Base
      Rock-It! Turret [Q] Duration increased from 17 to 20 seconds. Mal'Ganis
      Base
      Necrotic Embrace [W] Damage increased from 110 to 121. Additional functionality: Gain 15 Spell Armor for 3 seconds. Medivh
      Talents
      Level 1 Winds of Celerity Movement Speed bonus increased from 75% to 100% of Raven Form's Movement Speed bonus. Raven's Intellect Mana and Health Regeneration bonus increased from 125% to 200%. Muradin
      Talents
      Level 16 Dwarf Launch Cooldown reduction reduced from 2 to 1 second. Level 20 Mountain King Cooldown increase removed. Sgt. Hammer
      Talents
      Level 1 Maelstrom Rounds Damage bonus increased from 30% to 40%. Level 13 Hyper-Cooling Engines Now triggers against Structures too. No longer grants bonuses from splash damage. Level 20 Advanced Lava Strike Damage bonus increased from 50% to 65%. Ultra Capacitors Now triggers against Structures too. No longer grants bonuses from splash damage. Thrall
      Talents
      Level 1  Echo of the Elements Time window to gain stacks increased from 1.5 to 2 seconds. Extra bounces no longer deal reduced damage. Quest requirements increased from 20/40/100 to 20/50/125. Removed functionality: Chain Lightning no longer bounces an additional time after unlocking the second Reward. Level 7  Rolling Thunder Additional functionality: Chain Lightning bounces an additional time. Tyrande
      Base
      Lunar Flare [E] Damage bonus per stack reduced from 3.5% to 3%. Talents
      Level 13  Quickening Blessing Movement Speed bonus on Light of Elune's target increased from 20% to 25%. Level 20 Commander of Sentinels Cooldown increase removed. Bug Fixes
      Fixed an issue causing respawn timers from Level 10 to 23 to be lower than intended. Fixed an issue causing increased Movement Speed visual effects to be created when joining a Toy Train. Fixed an issue causing Heroes to collect more Skulls than allowed during the Objective phase on Haunted Mines. Fixed an issue causing Arthas's Frost Presence to fire the Quest Completed notification twice. Fixed an issue causing Arthas's Frost Presence to give double Quest progress when hitting an enemy Hero with both the path and the circle. Fixed an issue causing Arthas's Rime to heal Arthas even when not Stunned, Rooted, or Slowed. Fixed an issue causing Ghouls summoned by Arthas's Army of the Dead to have a duration instead of losing Health over time. The tooltip for Arthas's Frost Presence has been updated from "Root enemy Heroes" to "Hit enemy Heroes". Fixed an issue causing Garrosh's Wrecking Ball to show the mark on targets barely not in range. Fixed an issue causing effects related to the duration of Mal'Ganis's Necrotic Embrace to not work correctly. Fixed an issue that caused Medivh's Guardian of Tirisfal to not increase Arcane Rift's search duration. Fixed an issue causing Ragnaros's Living Meteor to not deal the landing damage.
    • 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 Bug Fixes General
      Unranked Mode has been removed. Respawn timers have been reduced in the mid-to-late game. By level 22, respawn timers are back at 65 Seconds. Updated Homescreen and Startup Music. Return to Top
      Map Updates
      Garden of Terror Classic The original Garden of Terror has returned to Custom Games! The name has been changed to Garden of Terror Classic to differentiate from the current Garden of Terror. Haunted Mines Haunted mines has returned to Quick Match! Map objective is now complete when one team collects 55 Skulls, rather than when all 100 Skulls have been collected. Hero vision is reduced while in the mines. Warhead Junction Cast time for Nuke increased from 2.5 seconds to 3 seconds. Cast time for Nuke now breaks upon taking damage. DoT damage from Nuke increased by 100%. Damage to Forts and Keeps from Nuke increased from 100% to 125%. Return to Top
      Balance Update
      Heroes
      Arthas
      Arthas has been fully reworked! All abilities and talents will be listed below.
      Base
      Death Coil [Q] Mana: 40. Cooldown: 9 seconds. Deals 164 damage to target enemy. Can be self-cast to heal for 262 health. Howling Blast [W] Mana: 50. Cooldown: 10 seconds. Root enemies within the target area for 1.25 seconds and deals 68 damage. Frozen Tempest [E] Mana: 13 per second. Cooldown: 1 second. Deals 36 damage per second to nearby enemies and Slow their Movement Speed by 10% per second, stacking up to 40%. Heroes hit also have their Attack Speed Slowed by 10% per second, stacking up to 40%. Frozen Tempest's effects last for 1.5 seconds. Army of the Dead [R] Charge Cooldown: 18 seconds. Consume all charges to summon an equal number of Ghouls that last 15 seconds and attack for 20 damage. Ghouls can be sacrificed to heal Arthas for 240 Health. Stores up to 6 charges. Every time an enemy minion dies nearby, reduce the charge cooldown of this ability by 1 second. Takedowns reduce the charge cooldown of this ability by 6 seconds. Summon Sindragosa [R] Mana: 100. Cooldown: 100 seconds. Deals 230 damage and Slows enemies by 60% for 4 seconds. Also disables Minions, Mercenaries, Monsters, and Structures for 20 seconds. Frostmourne Hungers [D] Cooldown: 12 seconds. Activate to make Arthas' next Basic Attack strike immediately and deal 71 bonus damage. Dealing damage restores 40 Mana. QUEST: Killing a Minion or hitting a Hero with Frostmourne Hungers permanently increases its bonus damage and Arthas' Basic Attack damage by 1. Talents
      Level 1 Frost Presence Increase the area of Howling Blast by 20%. QUEST: Root enemy Heroes with Howling Blast. REWARD: After Rooting 15 Heroes, Howling Blast's range is increased by 20% and it hits enemies in its path. REWARD: After Rooting 30 Heroes, Death Coil Slows Heroes hit by 50% for 0.75 seconds. Borean Winds After Frozen Tempest has been active for 2 seconds, Arthas gains 10% Movement Speed. PASSIVE: Frozen Tempest's Slowing effects last an additional 0.5 seconds and its Mana cost is reduced by 4 per second. Rime Every 5 seconds, gain 75 Physical Armor against the next enemy Hero Basic Attack, reducing the damage taken by 75%. Stores up to 3 charges. PASSIVE: While Arthas is Slowed, Rooted, or Stunned he heals 24 Health a second. Level 4 Shattered Armor Enemy Heroes hit by Howling Blast have their Armor reduced by 15 for 4 seconds. Icy Talons Gain 3% Attack Speed for 2 seconds every time a Hero is damaged by Frozen Tempest, to a maximum of 60%. Frost Strike Frostmourne Hungers deals an additional 115 Ability damage in an area and slows Heroes hit by 20% for 2 seconds. Level 7 Immortal Coil Gain the healing effect of Death Coil even when used on enemies. If Death Coil is used on Arthas, it heals for an additional 75% bonus healing and its cooldown is reduced by 3 seconds. Rune Tap Every 3rd Basic Attack heals Arthas for 5% of his max Health. PASSIVE: Each stack of Frostmourne Hungers increases Arthas' Maximum Health by 10. Icebound Fortitude Cooldown: 35 seconds. Activate to gain 25 Armor and reduce the duration of Stuns, Slows, and Roots against Arthas by 75% for 3 seconds. Each Hero Rooted by Howling Blast reduces the cooldown of this ability by 2 seconds. Level 13 Deathlord If Death Coil is used on an enemy Hero, launch an additional Death Coil at a nearby enemy Hero. PASSIVE: Death Coil deals more damage the lower Arthas' current Health is, to a maximum of 50% bonus damage. Deathchill Howling Blast's damage is increased by 2 for each stack of Frostmourne Hungers. Howling Blast deals 100% additional damage and Roots for an additional 0.25 seconds against Heroes under 50% health. Biting Cold Each second an enemy is damaged by Frozen Tempest, it deals 15% bonus damage, up to 75% bonus damage. Level 16 Remorseless Winter Enemy Heroes that remain within Frozen Tempest for 2.5 seconds are Rooted for 1.25 seconds and heal Arthas for 3% of his maximum Health. This effect has an 8 second cooldown per target. Frostmourne Feeds Reduce the cooldown of Frostmourne Hungers by 6 seconds. Arthas heals for 75% of the Basic Attack damage dealt by Frostmourne Hungers. Anti-Magic Shell Cooldown 60 seconds. Activate to make Arthas immune to Spell Damage for 4 seconds and heal Arthas for 25% of the damage prevented. Level 20 Legion of Northrend Reduce Army of the Dead's charge cooldown by 5 seconds. Each charge consumed spawns an additional Ghoul to attack nearby enemies. These Ghouls cannot be sacrificed. Absolute Zero Sindragosa flies twice as far. Enemy Heroes are Rooted for 2.5 seconds, and then Slowed by 60% for 4 seconds. Death Pact Instantly double your stacks of Frostmourne Hungers, but it no longer gains stacks from hitting Heroes or killing Minions. PASSIVE: Takedowns grant 2 stacks of Frostmourne Hungers. Path of Frost Activate to instantly mount with 10% additional Movement Speed. Taking damage does not dismount Arthas from this mount. Lasts up to 5 seconds. When Arthas dismounts, Slow all nearby enemies by 30% for 2 seconds and deal 66 damage. Chen
      Base
      Keg Smash [W] Breath of Fire initial damage lowered from 85 to 40. Breath of Fire duration increased from 3 seconds to 6 seconds. Breath of Fire no longer costs Energy. Keg Smash energy cost increased to 35 from 30. Fortifying Brew [D] Drinking now stops additional commands for a fraction of a second. Talents
      Level 1 Accumulating Flames Moved from Level 4 to Level 1. REWORK: Quest: Gain stacks from hitting Heroes with DoT damage from Breath of Fire. Each stack provides 0.25 damage. At 20 damage, Keg Smash becomes ranged. Mythic Reward: At 75 damage, Breath of Fire lowers enemy armor by 20 and is refreshed from Chen's Basic Attacks. Level 4 Eye of the Tiger Moved from Level 1 to Level 4. Level 7 Elusive Brawler Movement Speed reduced from 30% to 20%. Level 10 Wandering Keg Cooldown increased from 50 seconds to 60 seconds. Level 13 Pressure Point Slow duration increased from 1 second to 1.5 seconds. Deathwing
      Base
      Onslaught [E] Cooldown increased from 5 seconds to 6 seconds. Dragonflight [Z] Cooldown increased from 15 seconds to 20 seconds. Talents
      Level 16 Gaze onto Destruction Duration reduced from 5 seconds to 3.5 seconds. Falstad
      Talents
      Level 1 Frequent Flyer Range to receive kill credit reduced from 14 to 8.5. Garrosh
      Base
      Wrecking Ball [E] Range reduced from 6.5 to 6. Search range reduced from 2.5 to 2.25. Talents
      Level 1 Unrivaled Strength Ranged bonus reduced from 20% to 15%. Gazlowe
      Base
      Rock-It! Turret [Q] Turret Health increased from 510 to 600. Mal'Ganis
      Base
      Necrotic Embrace [W] Now benefits double the amount from Vampiric Touch. No longer provides Armor for 3 seconds. Talents
      Level 1 Will of Tichondrius Moved from Level 7 to Level 1. REWORK: Hit Heroes with Fel Claws to gain 0.5 damage. Hit 4 Heroes in the first two swipes to cause the last wipe to provide 2 additional damage. Upon reaching 40 stacks, Fel Claws now steals 4% health from opponents and stuns for an additional 0.5 Seconds. Level 4 Vampiric Aura Moved from Level 1 to Level 4. Self healing increased from 30% to 40% and healing of nearby Allies increased from 15% to 20%. Might of Sargeras Now provides 25 Armor for 3 seconds when using Necrotic Embrace. Level 7 Fueled by Torment Moved from Level 4 to Level 7. Now causes Necrotic Embrace to Slow by 25% for 3 seconds. Medivh
      Talents
      Level 1 Winds of Celerity Movement speed bonus increased from 50% to 75%. Raven's Intellect Bonus increased from 75% to 125%. Level 4 Raven Familiar Slow reduced from 30% to 20%. Level 7 Force of Magic Spell Power increased from 30% to 35%. Level 13 Circle of Protection No longer increases the cooldown of Force of Will. Level 20 Guardian of Tirisfal Now also increases the range of Arcane Rift by 50%. Muradin
      Base
      It's Hammer Time! [Q] Muradin gains 5 stacks if a target dies within 3 seconds of being hit by Storm Bolt. Stack requirement for pierce increased from 40 to 45. Talents
      Level 20 Mountain King Dwarf Toss cooldown increased by 2 seconds. Thunder Clap cooldown increased by 2 seconds. Thrall
      Talents
      Level 1 Crash Lightning Amount stacks lost on death reduced from 6 to 4. Echo of the Elements Damage done by the chain lightning bounces rewarded from obtaining the Mythic Reward reduced from 85 to 70. Tyrande
      Base
      Lunar Flare [E] Tyrande gains 1 stack if the target dies within 3 seconds of being hit. Mythic Reward now also increases attack range by 1. Lunar flare damage from hitting a hero reduced from 4% to 3.5%. Talents
      Level 20 Commander of Sentinels Cooldown of Sentinel increased by 3 seconds. Return to Top
      Bug Fixes
      General
      Fixed an issue that caused Unstoppable targets to not be immune to Blinds. Maps
      General Fixed an issue that caused Bosses to attack Summoned units. Blackheart's Bay Fixed an issue that caused the AI to have issues turning in coins. Heroes
      D.Va Base Defense Matrix [W] D.Va's Mech will now retarget Defense Matrix when controlled by an AI. Deathwing Base Dragonflight [Z] Fixed an issue that caused Dragonflight's cooldown to increase upon taking damage to only occur when the cooldown is below 4 seconds. Garrosh Level 4 In For the Kill Fixed an issue that caused In For the Kill to not completely reset the cooldown of Bloodthirst. Gul'dan Base Drain Life [W] Fixed an issue that caused Drain Life to not always be interrupted if the target leaves its range. Jaina Base Improved Ice Block [1] Fixed an issue that caused Improved Ice Block and Ice Cold to not be used correctly by AI-controlled Jaina. Kael'thas Level 20 Rebirth Fixed an issue that caused Rebirth to not be used correctly by AI-controlled Kael'thas. Li Li Base Cloud Serpent [W] Fixed an issue that caused Cloud Serpent to not be made visible when damaging a target while in the Fog of War. Medivh Level 10 Poly Bomb Fixed an issue that caused Poly Bomb to not be used correctly by AI-controlled Medivh. Nazeebo Level 13 Superstition Fixed an issue that caused Superstition to display a blank ability for the damage dealt by its Corpse Spider. Samuro Base Mirror Image [Q] Mirror Images will no longer move towards Samuro's attack move target point on creation. Mirror Images will now properly have their AI enabled when Samuro has their AI enabled. Thrall Base Feral Spirit [W] Fixed an issue that caused Feral Spirit to not be extended correctly if it is about to expire. 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 Damage bonus when both slots are occupied reduced from 45% to 35%. Cooldown reduction when both slots are occupied reduced from 40% to 35%. Triglav Gunner Damage bonus when both slots are occupied reduced from 45% to 35%. Cooldown reduction when both slots are occupied reduced from 40% to 35%. Energy Regeneration when both slots are occupied reduced from 40% to 35%. Balance Updates
      Azmodan
      Base
      Globe of Annihilation [Q] Upon reaching 225 Annihilation, also removes the damage reduction against Monsters. Deathwing
      Stats
      Attack Damage increased from 110 to 117. Talents
      Level 1 Molten Blood Additional functionality: Now grants Form Switch, which can be activated to swap Form. Level 7 Firestorm Cooldown reduction for Deathwing's landing Abilities increased from 2 to 3 seconds. Jaina
      Base
      Frostbite [Trait] Additional functionality: Ice Cold now also gives Unstoppable and immunity to damage over time effects for the duration. Kerrigan
      Base
      Ravage [Q] Minions no longer have to die within 1.5 seconds of being hit by Ravage to grant stacks. Kerrigan now gains stacks when Minions die within 3 range. Time window for cooldown refund reduced from 1.5 to 0.75 seconds. Baseline Quest requirements increased from 85/150 to 100/250. After reaching 100 stacks, enemy Heroes killed grant 14 stacks. Muradin
      Base
      Storm Bolt [Q] Baseline Quest requirements increased from 35/150 to 50/200. Talents
      Level 7 Perfect Storm Additional functionality: The cooldown cannot be reset more than once every 10 seconds. Level 20 Mountain King New: Thunder Clap and Dwarf Toss have an extra charge. Rewind Removed. Tyrande
      Stats
      Mana increased from 450 to 500. Mana Regeneration increased from 2.7 to 3 per second. Base
      Sentinel [W] Mana cost increased from 50 to 55. Lunar Flare [E] Mana cost increased from 60 to 65. Shadowstalk [R1] Mana cost increased from 75 to 85. Starfall [R2] Mana cost increased from 75 to 85. Yrel
      Base
      Divine Purpose [D] Cooldown reduced from 16 to 8 seconds. Zagara
      Talents
      Level 16 Mutalisk Mutalisk's Health decay reduced from 42 to 10 per second. Mutalisk duration effectively increased from 10 to 42 seconds. Bug Fixes
      Fixed an issue causing Doubloon Camps on Blackheart's Bay to be impossible to capture under certain conditions. Fixed an issue causing Anub'arak's Beetles to still have a duration, in addition to losing their Health over time. Fixed an issue causing the Health decay for Azmodan's Demon Warriors to not scale with levels.  Fixed an issue causing Deathwing's Baseline Quest to reset when using Dragonflight. Fixed an issue causing Deathwing's Lava Burst to deal damage after an additional 0.25 seconds. Fixed an issue causing Gazlowe's Rock-It! Turrets to not lose their Health over time. Fixed an issue causing the tooltip for Jaina's Ice Cold to not show correctly. Fixed an issue causing Muradin's Storm Bolt to deal 1 more damage for each stack. Fixed an issue causing the range splat for Muradin's Dwarf Toss to not be visible. Fixed an issue causing Muradin's Skullcraker to Stun before Muradin's post-damage effects happened. Fixed an issue causing the Health Regeneration of Murky's Egg to not scale with levels. Fixed an issue causing Tyrande's Sentinel to not be correctly affected by cooldown reduction effects.
    • By Elitesparkle
      Blizzard released a new patch for Heroes of the Storm and here are the official Patch Notes with all the changes.
      20 February 2026: After releasing a hotfix, Muradin has been enabled again.
      19 February 2026: Muradin has been temporarily disabled due to a game-breaking bug.
      (Source)
      We’ve just released a patch to the live servers in order to apply some balance and bug fixes.
      Quick Navigation:
      Balance Update Bug Fixes Balance Updates
      Deathwing
      Base
      Incinerate [W] Cooldown increased from 6 seconds to 7 seconds. Talents
      Level 7 Death Drop Duration of Spell Armor decreased from 6 seconds to 4 seconds. Muradin
      Base
      Storm Bolt [Q] Quest requirements reduced from 50/200 to 40/160. Talents
      Level 1 Give 'Em The Axe Bonus Damage reduced from 50% to 40%. Level 4 Sledgehammer Now also reduces the cooldown of Storm Bolt by 1.5 seconds. Level 7 Perfect Storm Internal cooldown reduced from 10 seconds to 8.5 seconds. Now also restores 25 Mana on reset. Level 13 Healing Static Heal per Hero hit increased from 5% to 6%. Murky
      Base
      Spawn Egg [D] Revive Shield duration increased from 10 seconds to 15 seconds. Talents
      Level 10 March of the Murlocs Cooldown reduced from 110 seconds to 100 seconds. Level 13 Egg Shell Shield increased from 35% to 50% of Murky's Health. Shield now lasts until destroyed. Level 20 Never-Ending March Will now last a minimum of 7 seconds, even if stopped. Sylvanas
      Talents
      Level 7 Lost Soul Extra 10% damage bonus provided by Lost Soul has been removed. Tyrande
      Base
      Lunar Flare [E] Mythic reward requirements reduced from 45 hits to 40 hits. Return to Top
      Bug Fixes
      Battlegrounds
      Hanamura Temple The Samurai Sentinel camp is now properly displayed with a Bruiser icon. Braxis Holdout Fixed an issue that caused terrain to be rendered incorrectly. Heroes
      Azmodan Level 4 Battleborn Now properly reduces the cooldown of Demon Lieutenant. Level 10 Black Pool Now properly deals reduced damage to non-Heroes. Deathwing Base Form Swap AI can no longer use the removed Form Swap ability. Gul'dan Level 16 Ruinous Affliction Fixed an issue that caused Ruinous Affliction to deal bonus damage on the 3rd and 5th hit, instead of the 3rd and 6th hit. Jaina Base Frostbite [Trait] Fixed an issue that caused Ice Block to not show the correct cooldown value in the tooltip. Fixed an issue that caused Ice Cold to allow Jaina to move through pathing blockers and stationary targets. Muradin Base Dwarf Toss [E] Fixed an issue that caused Dwarf Toss to go on cooldown when used on invalid terrain. Level 1 Dwarf Block Can no longer stack beyond 3 charges. Murky Murky will no longer revive faster than intended. Murky's level 20 talents have been rearranged to match skill order. Base Pufferfish [W] Puffed Up will now display first in the Buff Bar. Fixed an issue that caused Murky to lose his increased size after death. Spawn Egg [D] Fixed an issue that caused Murky to respawn faster than intended. Level 1 Shell Game Shell Game now shows the Trait button for the talent, instead of an Active button. Level 20 Faster Fish Faster Fish now also causes the animation of the Pufferfish to play faster. Faster Fish now shows the W button for the talent, instead of the Trait button. Rehgar Level 20 Elemental Conduit Fixed an issue that caused Elemental Conduit's Shields to not refresh to 5 seconds. Fixed an issue that caused Elemental Conduit's refresh to search for allies to give the Shield around the targets hit, instead of Rehgar's location. Thrall Level 1 Echo of the Elements Fixed an issue that caused Echo of the Elements bounces to bounce to cloaked targets. Level 7 Rolling Thunder Rolling Thunder damage now displays as a crit. Level 16 Alpha Wolf Alpha Wolf damage now displays as a crit. Zagara Base Infested Drop [E] Fixed an issue that caused Roaches melee attacks to launch missiles instead of directly hitting. Fixed an issue that caused Roaches to not display correctly in the death recap. Click here to discuss this post with other players in the official Heroes of the Storm forums.

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