Jump to content
FORUMS
Damien

Heroes of the Storm Abathur

Recommended Posts

Nice guide, but this is only one side of Abathur. Actually Abathur can be one of the best solo pushers in the game, with the right build.

 

I have had much success with:

 

1. Survival Insticts

2. Sustained Carapace

3. Networked Carapace

4. Evolve Monstrocity

5. Bombard Strain

6. Locust Brood

7. Locust Nest

 

With this build, especially after lvl7, you can push any lane solo. At lvl7, you get the first power spike (shield to all minions and mercs near your symbiote). Each talent after that, makes you increasingly stronger for pushing.

 

After getting Bombard Strain, you can begin pushing more aggresively, staying in bushes near their side, and Z when in trouble or when its time to push another lane.

 

After lvl 16, no lane is safe with this build. If you have nice map awareness, the enemy will have to dedicate heroes to stop you/hunt you, or lose the game. Simple as that.

 

Benefits of this, is that you can still help in tfs when needed, plus you can push any lane, with no downtime, and switch when it becomes crowded.

 

One think i do in general, is puting the monstrocity on a lane and then symbiote another lane. Preferably both of those empty... Many Abathurs feel the need to control personally the Monstrocity, i generally avoid that with this build. Even if a push the lane where the Monstrocity is, i prefer symbioting a minion. Makes it easier to control and gives you more time/attention to more important things, like map awareness...

 

Another think i also do, is putting a nest in a lane i wont push in general. If you put a nest in one lane, monostrocity in another, and then symbiote a third, you effectively pressure all lanes at the same time, plus you make it more difficult for the enemy to spot you...

 

All in all, i dont understand how Abathur cant solo a lane... Seriously... I think that is a mistake in this guide. It's quite the opposite of this.

Share this post


Link to post
Share on other sites

Nice guide, but this is only one side of Abathur. Actually Abathur can be one of the best solo pushers in the game, with the right build.

 

I have had much success with:

 

1. Survival Insticts

2. Sustained Carapace

3. Networked Carapace

4. Evolve Monstrocity

5. Bombard Strain

6. Locust Brood

7. Locust Nest

 

With this build, especially after lvl7, you can push any lane solo. At lvl7, you get the first power spike (shield to all minions and mercs near your symbiote). Each talent after that, makes you increasingly stronger for pushing.

 

After getting Bombard Strain, you can begin pushing more aggresively, staying in bushes near their side, and Z when in trouble or when its time to push another lane.

 

After lvl 16, no lane is safe with this build. If you have nice map awareness, the enemy will have to dedicate heroes to stop you/hunt you, or lose the game. Simple as that.

 

Benefits of this, is that you can still help in tfs when needed, plus you can push any lane, with no downtime, and switch when it becomes crowded.

 

One think i do in general, is puting the monstrocity on a lane and then symbiote another lane. Preferably both of those empty... Many Abathurs feel the need to control personally the Monstrocity, i generally avoid that with this build. Even if a push the lane where the Monstrocity is, i prefer symbioting a minion. Makes it easier to control and gives you more time/attention to more important things, like map awareness...

 

Another think i also do, is putting a nest in a lane i wont push in general. If you put a nest in one lane, monostrocity in another, and then symbiote a third, you effectively pressure all lanes at the same time, plus you make it more difficult for the enemy to spot you...

 

All in all, i dont understand how Abathur cant solo a lane... Seriously... I think that is a mistake in this guide. It's quite the opposite of this.

Hey TemplarGR,

 

There are indeed multiple Abathur builds, but I feel that the one I've used is the most prevalent and overall most successful. That being said, I am in the process of adding another build to the TL;DR section that I've found to be very good, especially at high levels of play. It is similar to yours, but slightly differs in playstyle.

 

>All in all, i dont understand how Abathur cant solo a lane

 

Abathur can soak a lane alone, but he can't solo a lane, at least not if you want him to have any presence anywhere else.

Edited by Srey

Share this post


Link to post
Share on other sites
Guest SomeNewPlayer

I'm a new player, new to Abatur in particular. Is it ever viable to use the mines to draw tower's ammunition or is there always a better use?

Share this post


Link to post
Share on other sites

I'm a new player, new to Abatur in particular. Is it ever viable to use the mines to draw tower's ammunition or is there always a better use?

No, never use mines in this way. They are most effective when placed around the map, providing vision and dismounting rotating Heroes.

Share this post


Link to post
Share on other sites
Guest Guest

As of the recent Artanis update, losing vision on the target area for Deep Tunnel no longer cancels the cast. This change needs to be reflected in that ability's description.

Share this post


Link to post
Share on other sites

As of the recent Artanis update, losing vision on the target area for Deep Tunnel no longer cancels the cast. This change needs to be reflected in that ability's description.

Thanks for the heads up!

Share this post


Link to post
Share on other sites
Guest Roy

Can you update map strategies for the towers of doom map?

Also, it might be handy to provide a small section (not sure where) that summarises when you should go some type of mines/locust build.... you can get a bit of this in various places in this really good guide, but it'd help us to remember it more easily!

Share this post


Link to post
Share on other sites
Guest Dinii Antares

I figured out that Tassadar is quite a conter to Abathur, since his D may reveal you on the map (If you are standing close to the lane) or make you vulnerable if you stand too close to a tower.

 

I still have to learn a lot about positioning with Abathur, any regular spots you would recoment?

Share this post


Link to post
Share on other sites
Guest Lord Zeoinx

Tower of Doom, because of the constant movment of the map, and the small size, i found it effective just to stay in the middle lane base, and provide support that way your mines have almost, if not global range of the genetal playable area. and you can still assist as necessary

 

I ended up winning the game because my team had the entire enemy team distracted at one objective when i wormed over to grab the uncontested one since it was also close to the middle lane. (middle right objective),  Also, dont be afraid to go for objectives with your team if they are good at damage soak and sustain against the enemy team, like curses or something, You can always grab them and deep tunnel to back to your soak lane before the enemy has a chance to counter.

Share this post


Link to post
Share on other sites

I find it somewhat odd that the locust build is one of the two recommended builds on page one, yet the locusts talents are almost universally waved away in the talents section. This makes the guide feel rather disjointed. I've seen locust split push builds be used to some success, so there is probably some merit to it, but I do not claim to know whether or not it is viable.

Share this post


Link to post
Share on other sites
On February 25, 2016 at 0:48 AM, WebBowser said:

I find it somewhat odd that the locust build is one of the two recommended builds on page one, yet the locusts talents are almost universally waved away in the talents section. This makes the guide feel rather disjointed. I've seen locust split push builds be used to some success, so there is probably some merit to it, but I do not claim to know whether or not it is viable.

While I don't think I am quite ready to take aby into competitive, the locust split-push build has yielded wonderful results for me. Once you hit level 10, you can add locusts to a lane then clone an ally at the objective while your locusts are (hopefully) getting last hits to gain experience and wearing down enemy structures. This essentially causes the enemy to lose either the gate and two towers, or at least half of the Fort/Keep's health if they let you go uncontested. You can also mine common paths from the team fight to your current location to keep tabs on potential gankers or lane clearers while you SymbioteSymbiote a minion or ally to further put pressure on the enemy team. Levels 13, 16, and 20 all provide huge buffs to his kit as well; level 13 gives your locusts a huge damage increase (Bombard StrainBombard Strain or Assault StrainAssault Strain both are huge, either one works), Locust BroodLocust Brood almost quadruples what your normal pushes do (keep in mind this powerful push only lasts 25 seconds if not talented with Survival InstinctsSurvival Instincts, and 35 seconds with it), and Locust NestLocust Nest can be dropped off in a lane to permanently double your pushing power. It also is a good tool for a trap; put it in a bush and put mines all around it from another lane to hurt an enemy trying to hunt you based off locust location while losing no health yourself. While I will admit I am by no means a master at Abathur (or any other heroes, really) I have played a good 30+ quick matches using this build alone to great success (when it works out; he needs a very specific type of team to work well.)

  • Like 1

Share this post


Link to post
Share on other sites
17 hours ago, Niteshadow said:

(when it works out; he needs a very specific type of team to work well.)

I think both this and map type are incredibly important to the success of Abathur. Some maps are extremely taxing to perform well on as Aba, while some can be rather chilled out to play through.

Share this post


Link to post
Share on other sites
48 minutes ago, Blainie said:

I think both this and map type are incredibly important to the success of Abathur. Some maps are extremely taxing to perform well on as Aba, while some can be rather chilled out to play through.

I agree. I generally will stay away from taking this build if the enemy has a global (Brightwing, Dehaka, Falstad, Illidan with the hunt, E.T.C. with stage dive, etc.) just because they can delay your push and force you out of aggressive positioning. I also do not take it on small maps like towers of doom or maps with multiple control points (namely Dragon Shire and Braxis Holdout) as you cannot effectively position yourself to do what you do best without getting ganked.

Share this post


Link to post
Share on other sites
26 minutes ago, Niteshadow said:

I agree. I generally will stay away from taking this build if the enemy has a global (Brightwing, Dehaka, Falstad, Illidan with the hunt, E.T.C. with stage dive, etc.) just because they can delay your push and force you out of aggressive positioning. I also do not take it on small maps like towers of doom or maps with multiple control points (namely Dragon Shire and Braxis Holdout) as you cannot effectively position yourself to do what you do best without getting ganked.

You seem to have a decent understanding of when to or when to not use Abathur's builds, so maybe you ARE ready to play him in competitive! ;D

Share this post


Link to post
Share on other sites
Just now, Blainie said:

You seem to have a decent understanding of when to or when to not use Abathur's builds, so maybe you ARE ready to play him in competitive! ;D

I'm actually fairly new to the game, I just understand some of the basics! (I believe I just started sometime earlier this year)

  • Like 1

Share this post


Link to post
Share on other sites

Just a question for the split push build; When your team is being completely shut out and can't go out far from their structures, how do you respond? Do you still position aggressively in a lane or push the lane back? Thanks!

Share this post


Link to post
Share on other sites
On 11/27/2016 at 6:21 AM, Niteshadow said:

Just a question for the split push build; When your team is being completely shut out and can't go out far from their structures, how do you respond? Do you still position aggressively in a lane or push the lane back? Thanks!

I think it's still fair to position aggressively, but depending on your own abilities. If you can't keep an eye on your own team constantly, you won't be useful. You need to be ready to assist, regardless of what is happening around you.

If you don't trust yourself, take a more relaxed stance and just push the lane back.

Also, don't get caught.

  • Like 1

Share this post


Link to post
Share on other sites
On 11/26/2016 at 10:21 PM, Niteshadow said:

Just a question for the split push build; When your team is being completely shut out and can't go out far from their structures, how do you respond? Do you still position aggressively in a lane or push the lane back? Thanks!

Try to sneak outside in a lane that is being ignored. Push out and body soak as long as possible. Place your Toxic NestToxic Nest in such a way that you will be able to see enemies who are coming for you. Once you are in position and set up, use SymbioteSymbiote on your team and rely on the minimap to see danger coming toward your body. If someone is getting close, use Deep TunnelDeep Tunnel to get away to a safe position. You may also use Ultimate EvolutionUltimate Evolution to remove your body from the battlefield, but you will be placed back in the position you cast it from when the clone is killed or expires.

Your goal is to force someone to come deal with your push. As soon as they do, your team has an opportunity to do something. For this reason, it is important to use Ultimate Evolution, or Symbiote immediately after using Deep Tunnel to safety. This way you will help your team to outnumber the remaining enemies. It takes practice to get the timing down, but you want to stay pushing as long as possible before fleeing. This forces the enemy Hero(es) who come for you to commit to the lane change. If you leave too soon, they can more quickly rejoin their team. If you leave too late, you die. 

Share this post


Link to post
Share on other sites
Guest Hashmer

What is the best choice between monstrosity and evolution. Logically, if you go symbiote build you will stay using that for team fights or you lose value from choosing those talents compared to the locust ones. I guess this leads to the symbiote build being obsolete as in team fights, evolution is better therefore one should go for a split push build.

Also, the guide seems to be contradicting itself as some talents are not reccomended yet have positive descriptions and vice versa.

Love to hear any one's thoughts. 

Share this post


Link to post
Share on other sites

Been playing a lot of the slug recently, actually, so i'll weigh in from somewhere around a silver/gold level casual-ish player (I take the game very seriously as a hobby but I'm a dad and just don't have time to grind ranks or improve my twitch to move up...) Point by point:

On 2/22/2017 at 5:43 PM, Guest Hashmer said:

What is the best choice between monstrosity and evolution.

It honestly depends entirely on the map and how the game is going. for big maps where split pushing can win games, monstrosity can be a super strong choice (but watch out for opponents with global mobility). That said, evolution is *very* often the better choice.  For new abathurs especially I always recommend going evolution when in doubt - though this does require decent knowledge of other heroes' kits, so take this with a grain of salt if you're super new to the game overall.

On 2/22/2017 at 5:43 PM, Guest Hashmer said:

Logically, if you go symbiote build you will stay using that for team fights or you lose value from choosing those talents compared to the locust ones. I guess this leads to the symbiote build being obsolete as in team fights, evolution is better therefore one should go for a split push build.

There's *some* truth to this, but I would caution against this line of reasoning: 1st off, your body disappears for the duration, so locust based builds are also "useless" during the evolution. Secondly, one of the main benefits of the clone is that it can act completely suicidally to secure a kill or save a teammate - therefore it is very common for it to die first during a fight, at which point your talents all come back online. Lastly, many of the maps abathur excels at call for many smaller skirmishes rather than big 5v5 confrontations: in these cases, you evolution is unlikely to be available for every fight, so the symbiote build will come in to play to pick up the slack.

Share this post


Link to post
Share on other sites

I used Abathur as part poke, part burst, part medic. And I bounce around between teammates constantly.

3 Regenerative Microbes

4 Adrenal Overload

1 Needlespine

1 or 2 Evolution or Monstrosity

3 Spatial Efficiency

2 Adrenaline Boost

1 or 3 Link or Hivemind

 

Boosting attack speed is always fun and using Blade Dash from Artanis to get behind a wall or just into a group to Spike Burst is a neat trick. But, the cloning of an expendable Zul'jin or Sgt. Hammer can be pretty cool too. Butcher has to be one of the best candidates though, helping him survive and collect meat, then riding the wave as he connects with new targets. You can blink and miss your shot to do any damage with Butcher though.

I tried the shield build and the locust build but hated them both. Locust bombing the core as a late game tactic might grow on me, but meh, not too excited for it. Too much early game and team support sacrificed.

Share this post


Link to post
Share on other sites

Still using this build, aside from always getting Hivemind now, but starting to think about a mix of trapping, net shields and locust nest for Towers of Doom. That map is just horrible for Abathur. The extra trap damage and charges could really mess with the other team. Placing them in bushes off start is always the first thing to do in any Abathur build, but Towers of Doom is so small and you're so protected by gate that you can place five trap bundles anywhere on map to surprise finish or severely wound opponents, without global talent.

The thing is. This needs coordination with team to reduce trap explosion downtime. They need to be made aware of the traps and the need to lure opponents into them. Otherwise the use of the traps is random.

The shorter maps and ability to safely place and replace a locust nest means that it may have an affect on more than just xp. The fact that you can move to a lane, locust nest it, add a monstrosity, then trap the opening nearest to their tower can be pretty effective against the player sentbto stop you.

The downside is that you don't turn your teammates into killing machines. But for this map, I think it's just too small for Symbiote to have the huge impact it normally does. Switching between heroes and helping them kill or survive just doesn't get done quick enough on this small map. The lack of ability to cap altars or sappers indepedantly is too much for my Symbiote build.

Share this post


Link to post
Share on other sites

Join the conversation

You are posting as a guest. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Loading...

  • Recently Browsing   0 members

    No registered users viewing this page.

  • Similar Content

    • 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.

    • 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: Toon'Dan Gul'Dan
      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: Creep Tumors, Demon Lieutenants, Demon Warriors, Gargantuan, Ghouls, Hydralisks, Roaches, Rock-It Turrets, Rush Zombies, Scarabs, Treants, Ultralisk, 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. Triglav Protector Basic Attacks increased from +50% damage to structures to +100%. Triglav Protector Basic Attack damage decreased from 155 to 130. Triglav Protector Basic Attacks scale increased from +25% to +50% with 2 players. 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 Minions and Mercenaries. Window to kill minions for Annihilation increased from 1.5 seconds to 3 seconds. Summon Demon Warrior [W] Demon Warriors damage increased from 32 to 85 53 . Now deals half damage to Heroes Now deals double damage to Minions and Mercenaries. 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. Damage bonus increased from 125 to 150. Deathwing
      Base
      Attack Damage decreased from 155 to 110 117 . Form Switch [1] Active ability removed. Deathwing now switches forms solely from landing. 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 fomr 65 to 100. 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%. Onslaught [E] Bonus damage increased from 72 to 120. Damage increased from 38 to 60. Earth Shatter [E] Projectile speed increased by 30% 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". 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. Landing delay reduction increased from 2 seconds to 3 seconds. 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 Chilled 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 Ice Block allows Jaina to move and cast while active. 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. Kerrigan
      Base
      Ravage [Q] UPDATED QUEST: Enemies killed in a narrow proximity of Kerrigan provide stacks. Minion kills grant 1 stack. Hero kills grant 7 stacks. At 100 stacks, gain 125 Ravage damage, and Heroes now provide 14 stacks on kill. At 250 stacks, gain 200 Ravage damage. Kill window for receiving a free Ravage charge has been reduced from 1.5 seconds to 0.75 seconds. 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 50 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 150 200 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. 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.

       
×
×
  • Create New...