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Heroes of the Storm Abathur

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Trap build works on Towers of Doom with a side of locust or sym. Went from losing to winning. Just have to use mines as bombs a bunch. Clear minions quick and even ready the sapper camps for a teammate. Sappers can be easy and quick to counter with your mines and symbiote if the enemy tries to cap and forget them, making them waste time on them. Following up with locust or sym talents is the next step depending whether you want to target altars or towers.

Some of my weaker maps also work best with locusts. However the guide locust build is too short reaching for me. You need global mined locusts to work better than symbiote. Maintaining vision is needed to deep tunnel. This in turn is needed to give yourself time to shift to a new position in lane or into another lane to continue your locust burst. Otherwise you will be found by your locust trail very quickly, particularly if you chose ranged locusts, giving away your position by shooting from it. You will need to be pretty liberal with spike burst and mines to do some real damage with your locusts though. Adding a monstrosity before minion clear makes wiping towers and forts pretty quick. Too quick usually to stop, and a possible death sentence to some that try. The lack of shield healing your monstrosity is a bit of a pain though.

Not a fan of using clone with locusts. The monstrosity lets you quickly go through fortifications and pressure the core or defend your fortifications. You can only really do that with clone if your team is already doing that. You have your symbiote for that. The advantage of locust and mine is the global on demand pressure they provide.

Medhiv also needs to be added as counter. He can track your locust trail with ease and then strike you down again and again. Same with Murky and his egg.

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This is my usual build used on most maps unless there is really no point pushing since everything is about objective:
1. Survival Insticts 
4. Prolific Dispersal 
7. Networked Carapace or Mule 
10. Ultimate Evolution 
13. Bombard Strain 
16. Locust Brood 
20. Locust Nest 

I like the late game push power that this build provides also the fact that you can solo camps with it while the enemy team is trying to do the objective.

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Posted some builds on Heroesfire.

https://www.heroesfire.com/hots/guide/abathur-from-healing-to-stabbing-locusts-15979

These are the builds I currently use. The third one is one of my 'fun time' builds just to see if I can do it. The first is my main competitive build. The second is more of a relaxing quick match build filler when a lack of push/wave clear is there. I think for wins, Monstrosity gets more done and leads to more victories even if the cloning is cool.

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Evolve Monstrosity is a strong pushing and sieging tool, but you must sacrifice a lot of team fight presence in order to take it.

There is a sentence in the talents description which is just wrong. You don't sacrifice anything. Your Monstrosity can be spawned and ignored most of the time allowing you to continue to use your Symbiote, which can keep hosts alive so they may add damage as well as your symbiote damage combined.

While this is happening your Monstrosity is feeding and after you pull it back to let it feed again it's ready for business. You can let it do its thing and draw away enemy fighters from team fights or you can walk it into the team foght lane fairly easily. It will deal and take more damage on average than a clone. Since it has longevity and mobility, it does more damage over time than a clone over mutiple team fights instead of just one, and whatever other solo fights it encounters. It also more easily finishes kills since it gets more flanking in from traversing lanes.

The clone damage is situational and therefore, by definition, happens less. And without mobility, control or burst damage the enemy can simply avoid it until it dies.

Furthurmore the Symbiote being used while piloting Monstrosity and its ability to use Twin Symbiote talent means that it in fact can vastly increase team fight damage, and not the other way around.

Clone is a situational power based on the right comp.

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11 minutes ago, Morcalivan said:

Evolve Monstrosity is a strong pushing and sieging tool, but you must sacrifice a lot of team fight presence in order to take it.

There is a sentence in the talents description which is just wrong. You don't sacrifice anything. Your Monstrosity can be spawned and ignored most of the time allowing you to continue to use your Symbiote, which can keep hosts alive so they may add damage as well as your symbiote damage combined.

While this is happening your Monstrosity is feeding and after you pull it back to let it feed again it's ready for business. You can let it do its thing and draw away enemy fighters from team fights or you can walk it into the team foght lane fairly easily. It will deal and take more damage on average than a clone. Since it has longevity and mobility, it does more damage over time than a clone over mutiple team fights instead of just one, and whatever other solo fights it encounters. It also more easily finishes kills since it gets more flanking in from traversing lanes.

The clone damage is situational and therefore, by definition, happens less. And without mobility, control or burst damage the enemy can simply avoid it until it dies.

Furthurmore the Symbiote being used while piloting Monstrosity and its ability to use Twin Symbiote talent means that it in fact can vastly increase team fight damage, and not the other way around.

Clone is a situational power based on the right comp.

It depends on the map, to be honest. On heavy objective-oriented maps where you need that extra firepower to defend a point (i.e. Volskaya Foundry, Battlefield of Eternity), picking Evolve MonstrosityEvolve Monstrosity isn't helpful at all. I feel that this Heroic has more value in maps where pushing power is more impactful, such as Blackheart's Bay and Towers of Doom. But I agree that the talent description could be updated to reflect the situational use of this Heroic.

Edited by Valhalen

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I use Monstrosity more for killing than sieging. You just have to know how to feed it without costing you to invest too much time into it. Once it's ready to go, it cuts through heroes. Much better than any clone. I think the randomness of the stats helps with that initially. Only when people start getting hit in melee do they realize it's buffed and they need to take it out ASAP. Assuming they can reach it in the later game due to speed boost heal. The fact that chasing it means you're going to get hit means that often times players will break off to pursue someone else only to have it come back at full health to reengage. Not saying I don't use clone, I do, but it always depends on the team and map to see if it will be useful enough to compare with my symbiote. If it's not, then Monstrosity it is. If xp is getting behind a bit then Monstrosity as well. Ya wonna push during an objective fight? Pop out a Monstrosity then Symbiote your team.

Edited by Morcalivan

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Have been playing a lot of Abathur recently. I want to mention something about him:

1.) Mine build is the most difficult build to play, but it doesn't mean it's bad. It's more of a macro build. The main point of this build is to slow down the enemy's rotation when contesting multiple objective. It's really powerful in Towers of Doom and Dragon Shire. 

2.) Global mine is crucial to the Locust build. With this build, your main method of split pushing is to Z into a bush (or somewhere that the enemy don't have vision on) close to the enemy keep, dump your Locusts and Nest, and then hearthstone back to base. Without the global mine, you can't do that, especially in late game where forts of both sides are downed. Also, being able to scout camps and enemy heroes from a safe area is really helpful for preventing ganks. 

3.) I know I'll get a lot of hates by saying this, but I think I need to state it clearly: Monstrosity SUCKS, for multiple reasons:

a.) It requires your enemy to have bad map awareness to work: good teams will kill it before you're able to stack, no matter where or when you use it.

b.) You sacrifice A LOT of team fight presence by not picking Ultimate Evolution. Even if the monstrosity is fully stacked and have the upgrade at 20, it's just a Dehaka without Drag and Isolation. Ultimate Evolution brings a lot of team fight presence because it doesn't only provides damage: it also brings CC, strong frontline, healing, or anything you need. Without this heroic, you're essentially putting your team in a disadvantage at EVERY SINGLE team fight, which means you give your enemy every objective by just picking Monstrosity. 

c.) It promotes self-centered playstyle. If you pick Monstrosity, you need to babysit it for the entire game. Monstrosity won't get any decent value unless you constantly scout for ganks and move it away from any potential danger. You're essentially playing a glorified minion. 

d.) Ultimate Evolution has great value in almost every single game. There're only a few heroes for cloning:

Varian: no heroic(trait)

Azmodan: really bad without talents

Murky: no egg

Butcher: no meat

Alexstraza: no Dragonqueen

Ragnaros: no Molten Core

Malfurion: no time to use Regrowth on multiple heroes

Nazeebo: no Vile Infection

Kharazim: no trait

Xul: he just sucks

Cho'Gall: you can only copy Cho

Kel'Thuzad: no trait stacks

Dva: no self destruct

Vikings: one viking doesn't do anything

Any other heroes can give you good value, and you have 4 heroes to choose from. Besides, most of the aformentioned heroes are specialists, which rarely pair with Abathur in ranked.

In short, Monstrosity should NEVER be picked, because it has less value than Ultimate Evolution in any situation.

Edited by ShadowerDerek

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So after 60 levels I'd still have to say that Shield, Shield, Stab, Monstrosity, Stab, Shield, Twin Sym is best.

Nearly every situation. It can match Locust for siege/xp. It can match some supports in healing while outpacing in damage. Everything else just fails to measure up. Not that they aren't fun sometimes. Having 5 long lasting mines instead of 3 short timered ones creates some fun placement. But it, and Locust, and all shield builds listed in guide just can't do the things the above build can. Abathur is about adapting. Not just for the map and team comp, but for the situation. The other builds are way too specialized and sacrifice that capability. The lack of range and damage on an all carapace build, the lack of healing on locust or mine builds, and the lack of xp and diverting threat when you choose clone over monstrosity. It just leaves gaps in what you can do for your team. Big gaps. On a two lane map, or very small map then it sometimes is more useful to have a clone when you have the right team. But other than that, Monstrosity just offers too much, in xp, pushing, damage, sustained existence, mobility. Clone is chained to your teammates. Trading a team symbiote for a singular untalented character.

Still, if you want to play Abathur in League, expect insults, disconnects and reports about being a troll. Have fun! ?

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Guest DoomOfGods

Networked Carapace working with Sustained Carapace is outdated information. Haven't played for years and came back to this not working anymore made me quite sad since i loved the pushing value one could get out of this. Networked Carapace sounds like it lost a good amount of its value due to this?

 

"(Patch May 16, 2017Note: Fixed an issue in which Networked Carapace provided a lower than intended Shield amount. Secondary Shields granted by Networked Carapace will no longer benefit from Sustained Carapace." -wiki

Networked Carapace working with Sustained Carapace is outdated information. Haven't played for years and came back to this not working anymore made me quite sad since i loved the pushing value one could get out of this. Networked Carapace sounds like it lost a good amount of its value due to this?

 

"(Patch May 16, 2017Note: Fixed an issue in which Networked Carapace provided a lower than intended Shield amount. Secondary Shields granted by Networked Carapace will no longer benefit from Sustained Carapace." -wiki

 

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I would implore this build to not recommend Evolve Monstrosity as the recommended in a tldr build (I know it's listed as situational in the talent build page but still). Games above Platinum usually have enough map awareness and decision making to limit its push. Personally I've never seen this ult get good value in ranked, not in my own plays, my teammates, or my opponents.

To suggest that Evolve Monstrosity has the same sort of team fight contribution as Ultimate Evolution is just wrong. First, Ultimate Evolution can immediately impact a fight when it's off cd no matter where the fight occurs. Whereas you have to evolve the Monstrosity, get it stacked, and hope that the fight happens near the lane you're pushing lest you walk it through the entire map, with you also not able to assist team with Symbiote during the long walk.

2nd, Monstrosity has some strong stats once it's stacked, but even then, I wouldn't rate it above a full fledged hero. Yeah its stats is strong, but heroes have abilities that the Monstrosity does not have. And again, with UE you gain access to the power spike immediately, whereas Monstrosity takes time to ramp up.

3rd, Monstrosity can create split pressure while a fight is going on. But in that case your team fights roughly half a hero down. It's similar idea to a split pushing Gazlowe or TLV. It may work, but it forces your entire team into a different play style of not heavily committing in team fights. That's the definition of situational for me.

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Guest Yawgmoth

monstro is like a bruiser once it s stacked, soaking dmg for ur team with its big hitbox. at the same time it deals crazy dmg unless kited. ue is good too no question. but i d make picking monstro or not more dependant on the enemy setup. if they have high aa dps or heroes with bonus dmg against nhc then monstro loses a lot value

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Guest Abathur in ptr

With the new updates to Abathur in the ptr making his locust do more damage but has less time on the he field and the all the other updates and balance changes on his other abilities, I think you need to make or update this guide since this might change the play style of Abathur.  

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So I did some testing and put together some thoughts below on HeroesFire.com

Start of an Abathur Guide

Basically, Abathur thrives with much of the same talent choices I've always favoured, using Monstrosity over Clone.

But now he does nearly everything better, except for the healing outside of combat. That can sometimes slow things down and keep you on hosts you don't want to stay on since they require 2-3 activations of your shield instead of one, but while in combat, it'll heal more overall since it also prevents more damage and is activated more often. It also lets you deal more damage more often and scare away and eliminate targets that would otherwise be doing damage to your host.

Thew new monstrosity changes last patch to shift its damage to early game combined with the new shield cooldown and benefits make it pretty scary since you don't need to stop controlling or doing damage to heal it. This makes it much more deadly and mobile in short range. In long range you lose the rapid tunneling but also get it 10 levels earlier, so on it's own it's a nerf but with the better Monstrosity situation, it's more effective overall.

Network Carapace is also a huge change now that we don't have to compete with damage. Combined with our base heal and sustained shield, it's just a scary team fight and pushing tool. Throw in speed boost shield at 16 and twin symbiote at 20 for extra range and mobility. Use your Monstrosity to better direct the buffs and you have a very effective hit-run squad that just survives and kills everything.

Level 1 Spine Burst now combines well with Network to quickly push. Locusts as late game talents can add to that, but it's pretty pointless since late game is for team fighting and needs a buffed monstrosity or twin symbiote anyways. The buffs for Locusts are just too oddly spread out among the different talents which makes taking just a couple of them a poor decision while taking all of them makes you a one trick Abathur without any other benfits then pushing lanes, which all Abathur builds can now do very well.

So, I like the new changes, even if I'll miss the healing numbers I could previously do. It makes Abathur more fun and no longer just a one build choice as he was before.

And just reached level 100 with Abby, yay me! :p

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It should be mentioned that post abba rework, due to shield healing and staying after symb is removed now being baseline, the aoe shield heals all targets the same as the first. Abbathur can actually outheal old abba, provided your allies clump up when shield CD is off, but that could get them hit by AoE attacks so its situational. Still worth mentioning because of the teamfight healing potential.  

 

Edit: Comment suggestion reflected in guide, comment no longer needed.

Edited by SuperKaioken
Realized comment was incorrect

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14 hours ago, SuperKaioken said:

It should be mentioned that post abba rework, due to shield healing and staying after symb is removed now being baseline, the aoe shield heals all targets the same as the first. Abbathur can actually outheal old abba, provided your allies clump up when shield CD is off, but that could get them hit by AoE attacks so its situational. Still worth mentioning because of the teamfight healing potential.  

 

Edit: Comment suggestion reflected in guide, comment no longer needed.

Twin Symbiote can extend the range of your Network so that there's less clumping required. Unless your Monstrosity feeding is super reliable, this is the talent to pick. Monstrosity can be difficult to keep alive in later levels. If this happens, your double melee damage isn't really helpful to the team. The value of it is more as a Symbiote Networking tool than a melee damage tool. You also can double your symbiote ranged damage in return so its not too much of a damage reduction and it relies less on a heroic cooldown.

So while Monstrosity and even the clone shield are impressive when they're up, the Twin Symbiote is a more baseline buff to your team long term.

Loving the reports at the start of the match and upvotes at the end of it in Team League. :p

I wonder what they write when they try and report? Intentionally dying? AFK? Any ideas?

Of course, if your team loses it's clearly your fault and the reports increase, lol.

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I still feel like E build is the best way to go with Abathur post re-work.  I am not sure it is better/worse numbers wise, but you aren't punished for leaving it on 1 host for longer, unlike before where you really needed to move it a ton to maximize healing/CD.

I do wonder which heroic is really better.  I think they are map dependent, unlike the build dependency listed here.  I don't see how Monstrosity is inherently better in Carapace build, for example.  Sure, the shared shield does a lot in a split push scenario, but it also does a fair amount in a team fight.  I have experimented with the new monstrosity and the burrow is pretty cool, but it requires more babysitting than before without the resistance to minions.  I find it keeps me from getting shielding on my teammates as much as I would prefer.  For that reason, I would say clone is much better in a carapace build, because you can still body soak while focusing on shielding everyone in the fight.  Monstrosity feels better to me in a locust build, where you can basically split push two lanes hard and ignore the objective (say on Cursed Hollow or Garden where you can afford to skip them at times).  I also still love the 'disappear' effect of clone, especially with the locust changes intended to force you closer to the waves to soak...it is nice to be able to hide when they come (I have been saved by that a lot).

 

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1 hour ago, ArtVandelay said:

I still feel like E build is the best way to go with Abathur post re-work.  I am not sure it is better/worse numbers wise, but you aren't punished for leaving it on 1 host for longer, unlike before where you really needed to move it a ton to maximize healing/CD.

I do wonder which heroic is really better.  I think they are map dependent, unlike the build dependency listed here.  I don't see how Monstrosity is inherently better in Carapace build, for example.  Sure, the shared shield does a lot in a split push scenario, but it also does a fair amount in a team fight.  I have experimented with the new monstrosity and the burrow is pretty cool, but it requires more babysitting than before without the resistance to minions.  I find it keeps me from getting shielding on my teammates as much as I would prefer.  For that reason, I would say clone is much better in a carapace build, because you can still body soak while focusing on shielding everyone in the fight.  Monstrosity feels better to me in a locust build, where you can basically split push two lanes hard and ignore the objective (say on Cursed Hollow or Garden where you can afford to skip them at times).  I also still love the 'disappear' effect of clone, especially with the locust changes intended to force you closer to the waves to soak...it is nice to be able to hide when they come (I have been saved by that a lot).

 

Move your monstrosity begind minions and turn your shield on. Place a mine inside the enemy wave or fire off a spine burst before using the shield. It'll heal up and empower your minions enough that monstrosity will be dine for a while.

But as I said. The real value is the networking. Move your Monstrosity with your team, spamming shield and healing multiple allies at once more accurately than you can with just Symbiote.

At level 16 your speed boosts become game changing. Particularly when directed by your Monstrosity. You combine elements of Lucio and Tyreal on a Dehaka-like base. 

Clone has a pretty good single player shield at level 20. I would mostly use it to double up on a good base tank character. Combine that with volatile mutation to buff your own tank and you have two very survivable tanks. At the cost of Monstrosity and Twin Symbiote and Speed Boosts.

I just don't like the idea of not buffing the whole team with shields, heals and speed since it impacts the defense and offense of the team greatly. It also allows monstrosity to feed since a buffed team is a team that can push repeatedly. Throw in a merc camp and you're taking a tower even 5 on 5 most times.

As for Locust, those talents create a lot of downtime looking after your body. With the new cooldown for shields, its just too much of a risk for too little a reward. That said, it pairs best with double clone talents and a good tank. If you absolutely need to Locust. Then at least shield your tank. And prolific dispersal for extra mines obviously.

A better way to push is just to boost the range on your Spine Burst at level 1 with Network Carapace at level 7. Throw in some extra mines at level 4 and you have a very strong pushing tool that can still work with your team. After that you can go Monstrosity for rapid feeding and spine burst healing from heroes, or still go clone route without sacrificing team fighting too much outside of clone.

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Guest Kethcup

I think it's important to note that Evolve Monstrosity soaks XP passively from the lane that it's in without requiring Symbiote, which gives it niche uses on large battlegrounds in builds that revolve around Symbiote or Support. 

When using Evolve Monstrosity, note that deep tunnel is on a separate cooldown to Aba's deep tunnel. This is important because it means a good aba player can soak two lanes at once with relative safety. 

If using this heroic, make sure to ALWAYS target Mage Minions so that the enemy team is denied a health globe if they defend against that lane. 

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Under the guide for Talents and Abilities. Under Symbiote it says ' Stab, Spike Burst, and Carapace have their cooldowns immediately refreshed when Symbiote is discontinued. ' Which is no longer true since it keeps track of each individual cooldowns even when you drop the hat. I'll assume that you guys didn't catch that you left it the same. 

Edited by CyberDVonaven
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8 hours ago, CyberDVonaven said:

Under the guide for Talents and Abilities. Under Symbiote it says ' Stab, Spike Burst, and Carapace have their cooldowns immediately refreshed when Symbiote is discontinued. ' Which is no longer true since it keeps track of each individual cooldowns even when you drop the hat. I'll assume that you guys didn't catch that you left it the same. 

Thank you for letting us notice! We'll fix it soon.

After investigating the issue, we found out that the error you described is not present because those Abilities always have 0.5 seconds of cooldown immediately after using Symbiote, regardless of when you used them the last time.

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Ok, I see what you're talking about now. Glad I looked over everything here and in Try Mode. And also went back and found the Abby changes in the Feb 12 2019 patch notes to get a better understanding. The CDs being so close when I was watching someone play them when you drop the hat and would put it back on had me confused. Sorry about that. It's good to know that the Spike Burst and Carapace cooldowns are now effectively 4.5sec if you drop the hat immediately after using them.

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      Battlegrounds
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      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.

       
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