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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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      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.

       
    • By Elitesparkle
      Blizzard released a new patch for Heroes of the Storm and here are the official Patch Notes with all the changes.
      16 December 2025: This patch went live again, with some undocumented bug fixes.
      12 December 2025: This patch was reverted due to a game-breaking bug on Sylvanas.
      (Source)
      Balance Updates
      Kerrigan
      Base
      Ravage [Q] Baseline quest now provides 7 stacks per kill, up from 5. Baseline quest requirements increased to 85/150, up from 75/125. Talents
      Level 7 Bladed Momentum Cooldown reduction increased to .75 seconds, up from .6 seconds. Thrall
      Talents
      Level 1 Maelstrom Weapon Completion requirements increased to 25/55/100, up from 20/40/100. Falstad
      Base
      Lightning Rod [W] Now strikes every .8 seconds, down from 1 second. Total number of strikes stay the same. Range increased by 1. Talents
      Level 1 Frequent Flyer Cooldown increased to 60 seconds, up from 45 seconds. Quest requirements increased to 60/150/300, up from 50/125/300. Sylvanas
      Talents
      Level 4 Possession Now has a 1 second cooldown between uses, down from 2 seconds. Level 4 Unstable Poison Damage increased to 150, up from 130. Level 4 Haunting Arrows No longer affects Mercs. Gul'dan
      Talents
      Level 1 Echoed Corruption Pinnacle Reward healing increased to 100%, up from 50%. Pinnacle Reward requirement reduced to 85, down from 100. Level 16 Ruinous Affliction Damage reduced by 10%. Map Updates
      Alterac Pass Objective capture time is now capped at 55 seconds. Blackheart's Bay Cannon damage increased to 2,875, up from 2,815. Volskaya Foundry Late game health scaling of Protector increased. Warhead Junction Attacking a burning building now stops the duration of burn for 3 seconds. Click here to discuss this post with other players
      in the official Heroes of the Storm forums.

       
    • By Elitesparkle
      Blizzard released a new 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 is live! Read on for more information.
      NOTE: Orange text indicates a change between PTR and Live notes.
      Quick Navigation:
      General Map Updates Balance Update Bug Fixes General
      New Skin: Bonny Butcher
      New Skin: Warthog Gear Head Thrall
      Players will now receive an announcement when a quest milestone is reached. This will only announce to the player who achieved the milestone. Ranges of abilities on numerous Heroes have been updated to be more consistent. This may cause certain abilities ranges to reduce or increase. Brawl Starting January 2026, Brawls will only be open the first 5 days of every month. Updated Homescreen and Startup Music. Return to Top
      Map Updates
      General A new Fallback Tower has been added to the longer lanes on each of the following battleground maps. This new tower will die when its corresponding Fort dies: Alterac Pass, Battlefield of Eternity, Blackheart's Bay, Braxis Holdout, Cursed Hollow, Dragon Shire, Garden of Terror, Hanamura Temple, Infernal Shrines, Sky Temple, Tomb of the Spider Queen, Volskaya Foundry, and Warhead Junction. Attacks from the Core, Keeps, Forts, Fallback Towers, and Towers near Keeps will now reduce Hero armor, and the reduction has been increased from -10/-20 Armor to -20/-40 Armor. Fallback Towers have the same HP and Attack Damage as Keep Towers. Forts, Keeps, and the Core will no longer grant Allied Heroes that take damage in their radius 35 Armor for 4 seconds. The comeback system has been slightly magnified, particularly at wide level gaps. Alterac Pass Objective capture timer reduced by 5 seconds in each phase. The first phase only spawns a single defending unit. Cavalry now gain more health in the later stages of the game. Cavalry now take 60% damage from structures (up from 50%). Braxis Holdout Early objectives have lowered in health by 15%, but scaling has been increased significantly after 15 minutes. Garden of Terror Garden Terror health scaling increased. Garden Terror structure disabling plant bulb now damages itself at 10% per second (up from 6%). Infernal Shrines Early objectives have lowered in health by 15%, but scaling has been increased significantly after 15 minutes. Warhead Junction Nuke damage has been changed to flat, scaling damage. Scaling is updated when a Warhead is picked up. Nukes now deal double damage versus Forts, Keeps, and the Core. Return to Top
      Balance Update
      General
      Pinnacle Rewards have been added to mutiple Heroes. These will be hard to obtain but provide powerful rewards. Heroes
      Falstad
      Base
      Lightning Rod [W] Cooldown reduced from 13 seconds to 12 seconds. Talents
      Level 1 Dishonorable Discharge REWORK: No longer reduces CD. Bonuses are now provided at 20/45/75 hits. At 20 hits, gain 30% damage. At 45 hits, gain an additional 75% damage and reduce the cooldown by 2 seconds. Pinnacle Reward: At 75 hits, Lightning Rod provides 2 additional strikes and Stuns for 1.25s on its last strike. Frequent Flyer REWORK: Reduced attack speed bonus from 40% to 25%. Now provides 1 stack per minion and 5 stacks per Hero. At 50 stacks, gain 20 Attack Damage. At 125 stacks, gain an additional 50 Attack Damage. Pinnacle Reward: At 300 stacks, gain an additional 125 Attack Damage. Gathering Storm REWORK: Bonuses are now provided at 30/80/150 stacks, rather than incremental gains. At 30 stacks, gain 30% damage. At 80 stacks, gain an additional 50% damage. Pinnacle Reward: At 150 stacks, gain an additional 70% damage. REWORK: Lose 8 stacks on death, but can not lose milestones that have already been completed. Level 7 Charged Up Moved to be a Level 13 Talent. No longer provides additional hits, but instead provides cooldown refresh on Hero takedowns. Level 13 Thunderstrikes Moved to be a Level 7 Talent. Guldan
      Base
      Corruption [E] Mana cost increased from 80 to 90. Talents
      Level 1 Echoed Corruption Increased stack requirement to 60. Pinnacle Reward: At 100 stacks, Corruption now heals for 50% of the damage dealt. Pursuit of Flame Increased radius from 10% to 15%. Reworded to say "Fel Flame's area is increased by 33%". Progress is now reset upon death and can not lose progress upon completion. Johanna
      Base
      Punish [Q] Slow on enemies reduced from 60% to 50%. Talents
      Level 4 Subdue Slow on enemies reduced from 80% to 70%. Kael'thas
      Talents
      Level 1 Convection REWORK: Every 20th Hero hit permanently increases Flamestrike damage by 150 and Kael'thas's maximum Health by 50. Kerrigan
      Base
      Primal Grasp [E] Cooldown reduced from 10 to 8. Delayed damage reduced from 195 to 165. Initial damage increased from 25 to 40. Ravage [Q] Damage reduced from 130 to 115. Now includes a baseline quest: Kill enemies within 1.5 seconds of hitting them with Ravage. Minions grant 1 progress and Heroes grant 5. At 75 stacks, Ravage gains 125 damage. Pinnacle Reward: At 125 stacks, Ravage gains 200 additional damage. Impaling Blades [W] Cooldown reduced from 12 seconds to 9 seconds. Damage reduced from 165 to 140. Radius increased from 1.5 to 1.65. Stun duration reduced from 1 second to .75 seconds. Assimilation [D] Increased the amount of shield gained from Basic Attacks from 10% to 20% of damage dealt. Talents
      Level 1 Fury of the Swarm No longer increases shields gained from Basic Attacks. Level 4 Sharpened Blades Talent has been removed. Ravaging Ferocity NEW: Gain 25% attack speed for 3 seconds after using Ravage. Level 7 Boundless Fury Cooldown increased from 10 seconds to 12 seconds. Queen of Blades Cooldown reduction increased from 3 seconds to 4 seconds. Level 10 Summon Ultralisk Damage reduced from 250 to 225. Level 13 Chrysalis HP lowered from 750 to 650. Reduced the amount of health regenerated from 5% max health per second to 4%. Level 16 Painful Spikes Damage reduced from 70 to 60. Level 20 Omegastorm Increased extended duration from .25 seconds per hit to .4 seconds per hit. Sylvanas
      Base
      Black Arrows [D] Black Arrows now refers to what was previously called "Banshee's Curse". New Baseline Quest: Deal damage to Heroes or Structures with 3 stacks of black arrows. At 250 stacks, increased the damage bonus of Black Arrows to 50%. Pinnacle Reward: At 400 stacks, heal for 25% of damage dealt against enemies with 3 stacks of Black Arrows, doubled against Heroes. Reduced base damage bonus of Black Arrows to 15%. Activatable portion of Black Arrows has been removed. Talents
      Level 1 Unfurling Shadows Talent has been removed. Unrelenting Torment NEW: Increases the damage of Shadow Dagger by 20% and increase its duration by 1 second. Level 4 Haunting Arrows NEW: You can now activate Black Arrows to cause all damage dealt to stun non-heroes. 90 second cooldown, reduced by 3 seconds when attacking a structure. Possession Now a Baseline ability. 25 seconds to restore each charge, 2 seconds cooldown. Max 4 charges. Level 7 Barbed Shot Bonus damage increased from 350% to 400%. Lost Soul REWORK: Reduces the cooldown of Shadow Dagger when attacking non-minions with 3 stacks of Black Arrows by .75 seconds, doubled against Heroes. Level 13 Windrunner Recast window reduced from 5 seconds to 4 seconds. Thrall
      Talents
      Level 1 Crash Lightning REWORK: Bonuses are now provided at 15 and 30 stacks. At each milestone, Chain Lightning gains 270 damage. Lose 6 stacks on death, but can not lose milestones that have already been completed. Echo of the Elements REWORK: Bonuses are now provided at 20/40/100 stacks. At 20 stacks, reduce mana cost of Chain Lightning by 20. At 40 stacks, Chain Lightning gains an extra charge and will bounce one additional time. Pinnacle Reward: At 100 stacks, Chain Lightning will fork to an additional target each time it bounces. Rolling Thunder Moved to be a Level 7 Talent. No longer increases Chain Lightning bounces by 1. Level 7 Maelstrom Weapon Moved to be a Level 1 Talent. REWORK: Bonuses are now provided at 20/40/100 stacks, rather than incremental gains. At 20 stacks, gain 20 damage and increase the movespeed bonus to 40%. At 40 stacks, gain an additional 40 damage and Thrall permanently gains 15% increased movement speed. Pinnacle Reward: At 100 stacks, Frostwolf Resilience now provides +200% Healing. Level 16 Tempest Fury No longer provides additional quest stacks. Thunderstorm Increased damage bonus provided at max stacks from 25% to 30%. Level 20 Wind Rush Cooldown increased from 80 seconds to 90 seconds. Tyrael
      Talents
      Level 1 Ardent Restoration Maximum healing stacks reduced from 10 to 8. Level 4 Reciprocate Damage reduced from 190 to 170. Level 7 Burning Halo Damge per second reduced from 15 to 12. Level 10 Sanctification Cooldown reduced from 90 seconds to 85 seconds. Mana cost reduced from 75 to 70. Level 20 Aspect of Justice Cast time reduced from 1.5 seconds to 1.25 seconds. Cooldown reduction per enemy Hero hit increased from 10% to 15%. Zul'jin
      Base
      Basic Attack Damage decreased from 96 to 94. You Want Axe? [D] No longer has a cap on stacks. Now causes Zul'jin to lose 3 stacks (15 hits) on death. Talents
      Level 1 Headhunter Increased damage bonus per hero kill from 2% to 2.5%. Return to Top
      Bug Fixes
      Map
      Blackheart's Bay Fixed an issue that caused the Battleground Objective to not start if a particular chest is the last destroyed chest. Fixed an issue that caused the help text for attacking the Treasure Chest to not disappear if a particular chest is attacked. Warhead Junction Fixed Warhead Junction Nuke Damage Dealt tracking. Heroes
      Cho'gall Base Eye of Kilrogg [Skill 1] Fixed an issue that caused the Eye of Kilrogg's cast range indicator to be slightly larger than the ability range. Level 1 We See You! Fixed an issue that caused We See You's range increase tooltip value to display incorrectly after being selected. D.Va Fixed an issue that caused D.Va's Mech to not respawn with the correct amount of Blackheart's Bay Doubloons. Base Defense Matrix [W] Fixed missing icon in D.Va's Quick Cast setting for Retarget Defense Matrix. Gazlowe Level 16 Firin' Mah Lazors Fixed an issue that caused Firin' Mah Lazorz's warning to not display correctly. Fixed an issue that caused Big Top Gazlowe's Firin' Mah Lazorz to create permanent visuals. Kael'thas Base Living Bomb [W] Living Bomb will not activate its effects on a target that becomes immune to Living Bomb. Living Bomb will now apply its effects if the target dies with Living Bomb. Raynor Base Adrenaline Rush [E] Fixed an issue that caused Adrenaline Rush to not display the base duration in its tooltip after selecting Give Me More. Stukov Level 1 Reactive Ballistospores Fixed Reactive Ballistospores tooltip. Tychus Base Overkill [Q] Overkill retarget can now also be targeted in a direction. When clicking near or on a target, it will attach to that target, but if no targets are nearby, Overkill will start firing in that direction. If Overkill hits a target while firing in a direction, that target will become Overkill's primary target. If Overkill is active when there are no possible targets, Overkill will no longer be cancelled, and instead will start firing in the direction of the last primary target. Fixed an issue that caused mounting to not interrupt Overkill. Valla Base Hatred [D] Fixed Hatred Tooltip. Level 20 Storm of Vengeance Fixed an issue that caused Storm of Vengeance to not grant 2% Attack Speed per Hatred stack. Zagara Level 1 Infest Fixed Infest active current bonus tooltip. Level 16 Mutalisk Fixed Mutalisk tooltip. Return to Top
      Click here to discuss this post with other players in the official Heroes of the Storm forums.

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