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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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      Base
      Wraith Strike [W] Range is increased from 6 to 7. Talents
      Level 4 Black Harvest Quest goal reduced from 180 seconds to 150 seconds. Level 10 Tormented Souls No longer resets the cooldown of Wraith Strike when Tormented Souls ends. Now reduces the cooldown of Wraith Strike to 2 seconds and removes its Mana cost while Tormented Souls is active. Level 20 Reaper of Souls While 2 or more enemy Heroes are in Tormented Souls' radius, its duration does not decay. Zagara
      Talents
      Level 16 Corrosive Saliva Damage reduced from 1.75% to 1.5% of maximum Health. Return to Top
      Bug Fixes
      General
      Fixed an issue with the display priority for the duration bar of Taunt effects. Map
      Battlefield of Eternity Fixed an issue where areas of the map were not covered under Fog of War. Blackheart's Bay Fixed an issue where some Heroes would not be able to path around Healing Fountains. Cursed Hollow Fixed an issue where Hogger could go through unpathable sections of the map. Warhead Junction Fixed an issue where healing fountains were not symmetrical on the map. Heroes
      Artanis Base Shield Overload [Q] Fixed an issue that caused Shield Overload to not display correctly if empowered by Shield Surge. Brightwing Level 10 Blink Heal Fixed an issue that caused Blink Heal's trailing images to be visible while Brightwing has no remaining Blink Heal charges. Chen Base Fortifying Brew [Trait D] Fixed an issue that caused Fortifying Brew being instantly destroyed not granting Attack Speed. Fortifying Brew has been added to the Buff Bar. Dehaka Base Burrow [E] Fixed an issue that caused Burrow's visuals to be displaced if Dehaka is launched shortly after Burrow ends. Jaina Base Frostbite [Trait] Ice Block's before first use attention indicator is now also removed when Jaina is killed. Johanna Level 4 Eternal Retaliation Updated Eternal Retaliation's visual effect to only be visible to Johanna. Level 10 Blessed Shield Fixed an issue with the display priority for the duration bar of Blessed Shield. Lt. Morales Level 10 Medivac Dropships Fixed an issue that caused Medivac Reinforcement's indicator beam to point to Lt. Morales' active position instead of where Reinforcements was cast. Mephisto Base Shade of Mephisto [E] Fixed an issue with the display priority for the duration bar of Shade of Mephisto. Ragnaros Level 13 Cauterize Wounds Cauterize Wounds healing is now a singular combined effect each time it heals, instead of a heal effect for each Hero hit. Fixed an issue that caused Cauterize Wounds healing amount to be determined by the damage dealt to the target furthest from the primary Empower Sulfuras target. If Cauterize Wounds is reapplied while already active, any remaining healing will apply over the refreshed duration. Samuro Base Critical Strike [W] Fixed an issue that caused Samuro's Critical Strike stacks to be visible to an enemy Samuro. Sonya Level 10 Wrath of the Berserker Fixed an issue with the display priority for the duration bar of Wrath of the Berserker. Stukov Base Healing Pathogen [Q] Fixed an issue that caused Healing Pathogen to persist for a brief period after activating Bio-Kill Switch. Sylvanas Base Black Arrows [Trait D] Fixed an issue with the display priority for the duration bar of Black Arrows. Level 10 Mind Control Fixed an issue with the display duration for the duration bar of Mind Control. Level 20 Deafening Blast Fixed an issue that caused Deafening Blast to activate off of the center of units instead of their edge. The Lost Vikings Fixed an issue that prevented Olaf from charging while Silenced. Valeera Level 16 Assassinate Damage bonus is now additive. Fixed an issue with duration extension. Return to Top
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    • By Staff
      After extensive PTR testing, the latest Heroes of the Storm patch is now live and here are the official patch notes!
      (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 Storm League Balance Update Bug Fixes General
      Anduin has replaced Malfurion as the Ally hero in Try Me Mode. Numerous game strings have been updated to reflect current gameplay. Updated Homescreen and Startup Music. Return to Top
      Storm League
      Rank Decay will now only apply to players in Master and Grand Master Leagues. Reduced maximum party size for Master and Grand Master players to 2. Master and Grand Masters can only party with players 5,000 Rank Points away from them. Return to Top
      Balance Update
      Heroes
      Ana
      Base
      Biotic Grenade [W] ADDED FUNCTIONALITY: If Biotic Grenade does not hit any enemies, its cooldown is reduced by 3 seconds. ADDED FUNCTIONALITY: If Biotic Grenade only hits Ana, its cooldown is reduced by 2 seconds. Talents
      Level 1 Vampiric Rounds Shrike now gives a 15% passive healing bonus. Level 20 Deadeye ADDED FUNCTIONALITY: Eye of Horus can now be toggled On and Off. ADDED FUNCTIONALITY: Eye of Horus rounds are regained once every 10 seconds. ADDED FUNCTIONALITY: Eye of Horus cooldown is now 6 seconds. Bonuses acquired from Deadeye now lasts 4 seconds. Auriel
      Base
      Bestow Hope [Trait D] Reduced amount of energy stored from 40% to 35% of damage to non-Heroes. Reduced amount of energy stored from 80% to 70% of damage to Heroes. Azmodan
      Talents
      Level 16 Trample ADDED FUNCTIONALITY: Now reduces Heroic cooldown by 25% if Trample hits a Hero. E.T.C.
      Base
      Face Melt [W] Cooldown reduced from 12 to 10 seconds. Rockstar [Trait D] Armor from Basic Abilities increased from 20 to 25. Armor from Heroic Abilities reduced from 60 to 50. Talents
      Level 4 Crowd Surfer Cooldown reduction reduced from 7 to 6 seconds. Level 7 Hammer-on ADDED FUNCTIONALITY: Basic Attacks deal 12% more damage, increased to 36% while Guitar Solo is active. Level 13 Encore Cooldown reduction reduced from 5% to 4%. Level 20 Power of the Horde NEW TALENT: Activate to grant nearby allied Heroes a Shield that absorbs damage equal to 30% of their maximum Health for 5 seconds, increased by 2% for each other allied Hero in the area. This new Talent replaces Storm Shield. Ride the Lightning NEW TALENT: Activate to teleport to a nearby location and deal 48 damage to nearby enemy Heroes. The cooldown is reduced by 10 seconds for every enemy Hero hit, up to 50 seconds. Genji
      Talents
      Level 1 Pathfinder ADDED FUNCTIONALITY: Heroic Ability now heals Genji for 10% of the damage dealt to enemy Heroes, increased by up to 30% based on how low Genji's Health is. Level 10 X-Strike Cooldown increased from 60 seconds to 75 seconds. Detonation damage increased from 275 to 290. Slash damage increased from 135 to 145. Level 13 Shingan Now does 40% less damage to Structures. Level 20 Living Weapon Cooldown reduction increased from 10 seconds to 12.5 seconds. Imperius
      Base
      Molten Armor [E] Now hits two extra targets if no Heroes are in range. Talents
      Level 1 Impaling Light REWORK: Impaling Light cooldown is reduced by 2 seconds. REWORK: Impaling Light does 180% more damage to Heroes, reduced by 20% for each additional Hero hit. REWORK: Impaling Light mana cost is reduced from 40 to 30. REWORK: When a Valorous Branded target's Stun ends, Impaling Light's cooldown is reduced by 1 second for each Valorous Brand on the target. Level 7 Blaze of Glory Blaze of Glory delay reduced from 2 seconds to 1.75 seconds. Holy Fervor Molten Armor no longer grants Holy Fervor. Level 20 Heavenly Host ADDED FUNCTIONALITY: All Shields created by Angelic Armaments no longer expire. ADDED FUNCTIONALITY: Swords fired by Heavenly Host Shields can target non-Heroes, but Heroes are prioritized. Molten Wrath NEW TALENT: Molten Armor will now hit two extra targets even if enemy Heroes are in range. Lunara
      Talents
      Level 7 Splintered Spear ADDED FUNCTIONALITY: Now grants 3 stacks of Splintered Spear. A stack is consumed when an extra target is attacked. Can have a maximum of 3 stacks and all stacks can be consumed in a single attack. Level 13 Endless Spores Now also refunds 50 Mana. Level 20 For The Wildlands! NEW TALENT: Thornwood Vine now shoots out 4 additional Vines in an arc. Forest's Wrath Can now be selected with either Heroic. Malthael
      Base
      Wraith Strike [W] Range is increased from 6 to 7. Talents
      Level 4 Black Harvest Quest goal reduced from 180 seconds to 150 seconds. Level 10 Tormented Souls No longer resets the cooldown of Wraith Strike when Tormented Souls ends. Now reduces the cooldown of Wraith Strike to 2 seconds and removes its Mana cost while Tormented Souls is active. Level 20 Reaper of Souls While 2 or more enemy Heroes are in Tormented Souls' radius, its duration does not decay. Zagara
      Talents
      Level 16 Corrosive Saliva Damage reduced from 1.75% to 1.5% of maximum Health. Return to Top
      Bug Fixes
      General
      Fixed an issue with the display priority for the duration bar of Taunt effects. Map
      Battlefield of Eternity Fixed an issue where areas of the map were not covered under Fog of War. Blackheart's Bay Fixed an issue where some Heroes would not be able to path around Healing Fountains. Cursed Hollow Fixed an issue where Hogger could go through unpathable sections of the map. Warhead Junction Fixed an issue where healing fountains were not symmetrical on the map. Heroes
      Alarak Level 16 Lethal Onslaught Fixed an issue that caused Lethal Onslaught to not increase Alarak's Basic Attack damage correctly. Artanis Base Shield Overload [Q] Fixed an issue that caused Shield Overload to not display correctly if empowered by Shield Surge. Arthas Level 10 Summon Sindragosa Can now be cast over the Minimap. Azmodan Level 20 Sin's Grasp Tooltip Updated. Brightwing Base Arcane Flare [Q] Now has a minimum cast range of .05. Level 10 Blink Heal Fixed an issue that caused Blink Heal's trailing images to be visible while Brightwing has no remaining Blink Heal charges. Chen Base Fortifying Brew [Trait D] Fixed an issue that caused Fortifying Brew being instantly destroyed not granting Attack Speed. Fortifying Brew has been added to the Buff Bar. Dehaka Base Burrow [E] Fixed an issue that caused Burrow's visuals to be displaced if Dehaka is launched shortly after Burrow ends. Level 7 Paralyzing Enzymes Fixed an issue that caused Paralyzing Enzymes' duration to not be reduced if Drag ends early. Gazlowe Base Xplodium Charge [E] Now has a minimum cast range of .2. Level 10 Grav-O-Bomb 3000 Now has a minimum cast range of .2. Hanzo Base Sonic Arrow [E] Now has a minimum cast range of .2. Jaina Base Frostbite [Trait] Ice Block's before first use attention indicator is now also removed when Jaina is killed. Johanna Level 4 Eternal Retaliation Updated Eternal Retaliation's visual effect to only be visible to Johanna. Level 10 Blessed Shield Fixed an issue with the display priority for the duration bar of Blessed Shield. Kel'Thuzad Level 13 Chains of Ice Chains of Ice no longer Slows if the Stun is removed. Li-Ming Level 10 Disintegrate Fixed an issue that allowed Disintegrate to be cast while moving. Lt. Morales Base Healing Beam [Q] Fixed an issue that allowed Healing Beam to be cast on multiple targets at once. Level 10 Medivac Dropships Fixed an issue that caused Medivac Reinforcement's indicator beam to point to Lt. Morales' active position instead of where Reinforcements was cast. Malfurion Level 1 Emerald Dreams Emerald Dreams no longer puts Heroes to Sleep if the Root gets removed. Medivh Level 20 Glyph Of Poly Bomb Fixed an issue that allowed Medivh to cast abilities during Raven Form. Mephisto Base Shade of Mephisto [E] Fixed an issue with the display priority for the duration bar of Shade of Mephisto. Level 20 Unspeakable Horror Fixed an issue that caused Unspeakable Horror to Silence twice. Muradin Base Thunder Clap [W] Fixed an issue that caused Thunder Clap's splat to not match the area Thunder Clap hits. Level 4 Thunder Burn Fixed an issue that caused Thunder Burn's damaging area to be smaller than Thunder Clap's area. Fixed an issue that caused Thunder Burn's warning indicator to be inconsistently sized for the area affected. Murky Base Pufferfish [W] Now has a minimum cast range of .05. Orphea Base Shadow Waltz [Q] Fixed an issue that caused Orphea to not dash when moving after hitting an enemy Hero with Shadow Waltz. Ragnaros Level 13 Cauterize Wounds Cauterize Wounds healing is now a singular combined effect each time it heals, instead of a heal effect for each Hero hit. Fixed an issue that caused Cauterize Wounds healing amount to be determined by the damage dealt to the target furthest from the primary Empower Sulfuras target. If Cauterize Wounds is reapplied while already active, any remaining healing will apply over the refreshed duration. Rexxar Base Misha, Charge! [W] Can now be self-cast. Samuro Base Critical Strike [W] Fixed an issue that caused Samuro's Critical Strike stacks to be visible to an enemy Samuro. Sonya Level 10 Wrath of the Berserker Fixed an issue with the display priority for the duration bar of Wrath of the Berserker. Remaining duration indicator is now standalone from Whirlwind's duration indicator. Stukov Base Healing Pathogen [Q] Fixed an issue that caused Healing Pathogen to persist for a brief period after activating Bio-Kill Switch. Sylvanas Base Black Arrows [Trait D] Fixed an issue with the display priority for the duration bar of Black Arrows. Remaining duration indicator is now standalone from Haunting Wave's duration indicator. Level 10 Mind Control Fixed an issue with the display duration for the duration bar of Mind Control. Level 20 Deafening Blast Fixed an issue that caused Deafening Blast to activate off of the center of units instead of their edge. The Lost Vikings Fixed an issue that prevented Olaf from charging while Silenced. Tracer Level 16 Ricochet Now appears as its own entry in the Death Recap. Tychus Base Frag Grenade [W] Fixed an issue that caused Frag Grenade to not apply physics to physics objects when no targets are hit. Valeera Level 16 Assassinate Damage bonus is now additive. Fixed an issue with duration extension. Whitemane Base Searing Lash [E] Can now be self-cast. Return to Top
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    • By Staff
      Game Pass members can now unlock 30 Heroes in Heroes of the Storm for free. Here’s how to claim your in-game perks.
      Game Pass Ultimate and PC Game Pass members are getting a fresh batch of in-game perks this week, and Heroes of the Storm is officially part of the lineup!
      Starting now, subscribers can unlock 30 playable Heroes in Blizzard's free-to-play MOBA just by linking their Battle.net account.
       
    • By Staff
      After extensive PTR testing, Blizzard released a new balance patch and here are the official patch notes.
        
      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 Balance Update Bug Fixes General
      Updated Homescreen and Startup Music. Updated Shop Bundles and Items. Draft First Round pick timer has been reduced from 40 seconds to 25 seconds. Hero Ban timer has been reduced from 24 seconds to 15 seconds. Hero Pick timer has been reduced from 24 seconds to 15 seconds. Return to Top
      Balance Update
      Heroes
      Auriel
      Base
      Bestow Hope [Trait] Decreased the amount of energy stored from 50% to 40% of damage to non-Heroes. Dehaka
      Base
      Dark Swarm [W] Damage reduced from 52 to 48. Talents
      Level 4 Hero Stalker Essence gain is not increased when hitting more than 2 Heroes. Essence gain now requires Dark Swarm to hit 2 Heroes. Hitting more than 3 Heroes at once no longer grants additional Essence. Lurker Strain Cooldown reduction bonus reduced from 3 seconds to 2 seconds. Level 7 Feeding Frenzy REWORK: Cooldown reduction is now a Gambit bonus, starting from 1.5 second cooldown reduction. Each death lowers this by 0.25, up to 3 times. Paralyzing Enzymes REWORK: Gambit removed. Now reduces Drag's target's healing received by 40% while Drag is active and for 2 seconds after. Level 13 Ferocious Stalker Damage bonus reduced from 60% to 50%. Level 16 Tunnelling Claws Movement speed reduced from 125% to 120%. Level 20 Contagion Now also reduces the damage of Isolation by 60%. Greymane
      Talents
      Level 1 Wolfheart Rework: Now also increases Armor granted by Worgen Form from 10 to 15. Kharazim
      Base
      Health increased from 2027 to 2080. Breath of Heaven [W] Healing increased from 285 to 295. Talents
      Level 4 Air Ally Health increased from 200 to 300. Spell Power increased from 15% to 20%. Level 10 Divine Palm Duration increased from 3 to 4 seconds. Level 13 Sixth Sense Sixth Sense now starts expiring after the Stun expires, instead of as soon as the Stun is applied. Level 20 Epiphany Cooldown increased from 60 to 70. Mana restored increased from 33% to 70%. Lúcio
      Base
      Soundwave [Q] Cooldown increased from 7 seconds to 8 seconds. Mana cost increased from 30 to 45. Talents
      Level 1 Accelerando Time to maximum increased from 4 seconds to 6 seconds. Level 4 Off the Wall REWORK: Now also refunds 15 Mana when hitting an enemy with Soundwave while Wall Ride is active. Level 7 Good Vibrations Duration of Shield increased from 7 seconds to 8.5 seconds. Level 10 High Five Cooldown increased from 20 to 25 seconds. Level 13 Heavy Casters Now also prevents Push Off from hitting multiple targets. Push Off no longer Slows the first Hero hit and instead Stuns them for 0.5 seconds. Level 16 Up the Frequency Cooldown reduction reduced from 0.4 seconds to 0.3 seconds. Up To Eleven Duration bonus from Push Off increased from 0.3 seconds to 0.5 seconds. Duration bonus from Soundwave reduced from 0.3 seconds to 0.25 seconds. REWORK: Hitting Heroes while Amp It Up is not active increases the duration of the next Amp It Up by up to 1.5 seconds. This does not limit the amount able to be gained while Amp It Up is active. Whitemane
      Talents
      Level 1 Inquisitor's Prayer After Basic Attacking an enemy Hero 3 times, Whitemane also gains a stack of Inquisitor's Prayer. Level 13 Scarlet Wrath REWORK: Now also restores .5% Mana to all Zeal targets. Return to Top
      Bug Fixes
      General
      Fixed an issue that caused some effects to not display correctly on the Target Dummy in the Sandbox and Try Mode. Fixed an issue that caused some Movement Speed bonuses to display the incorrect value in the target info panel. Brawl
      Deathwing's Cataclysm no longer starts on Cooldown in Arena Mode. Deadman's Stand Fixed an issue that caused AI to not act. Fixed an issue that caused the Map Mechanic button to not be visible. Garden Arena Fixed an issued that caused the AI to not move. Punisher Arena Fixed an issued that caused the AI to not move. Trial Grounds Fixed an issued that caused the AI to not move. Map
      Braxis Holdout Fixed an issue that caused Archangel's visual effects to register as a pingable object. Volskaya Fixed an issue that caused the Triglav Protector's Shield Emitter Shields granted to allies to increase the Pilot's Self Healing score when absorbing damage. Heroes
      Abathur Level 10 Ultimate Evolution Clones of Kharazim that have selected Insight now treat the quest as completed. Alarak Level 10 Counter-Strike Now increases Alarak's Self Healing score for damage it absorbs. Ana Base Aim Down Sights [Trait] Fixed an issue that caused Aim Down Sight's Healing Dart bonus to last after Aim Down Sights has ended. Activating Aim Down Sights will now also Dismount Ana from the Toy Train. Azmodan Base Summon Demon Warrior [W] Fixed an issue that caused Azmodan's Demon Warrior's aura damage to not behave similar to other aura damage effects. Brightwing Base Soothing Mist [Trait] Fixed an issue that caused Smoothing Mist to activate around Brightwing when in Stasis. Dehaka Fixed an issue where Basic Attack's would potentially not consume evade stacks if attacking within .25 seconds of Drag ending. Jaina Level 16 Snowstorm Fixed an issue that caused Snowstorm's bonus to not apply correctly. Kael'thas Level 7 Sunfire Enchantment Fixed an issue that caused an active Sunfire Enchantment Spell Power buff to be removed when Kael'thas is killed. Kharazim Level 10 Divine Palm Fixed an issue that caused Divine Palm's Stasis to remove Damage Over Time effects from Kharazim. Fixed an issue that caused Divine Palm to not remove negative effects that were applied alongside the triggering effect. Greymane Level 4 Insatiable Fixed an issue that caused Human Form Basic Attacks to trigger Insatiable twice. Leoric Base Drain Hope [W] Fixed an issue that caused Stasis on Leoric or Drain Hope's target to not break Drain Hope. Li Li Fixed an issue that caused Water Serpent to move at a reduced speed. Level 4 Surging Winds Fixed an issue that caused an active Surging Winds buff to be removed when Li Li is killed. Li-Ming Level 1 Power Hungry Fixed an issue that caused an active Power Hungry buff to be removed when Li-Ming is killed. Lúcio Level 7 Good Vibrations Fixed an issue that caused Good Vibrations to not gain Shields from Soundwave hitting Neutral Mercenaries. Lunara Level 10 Leaping Strike Fixed an issue that caused Leaping Strike to stall game logic. Malthael Level 1 Fear The Reaper Fixed an issue that caused Fear the Reaper's duration indicator to not be tied to the ability button. Stitches Base Hook [Q] Fixed an issue that caused Hook to not reveal their caster if the Hook is visible. Tassadar Base Shock Ray [Q] Fixed an issue that caused Shock Ray to not reveal their caster if Shock Ray is visible. The Butcher Fixed an issue that allowed The Butcher to disjoint while collecting Fresh Meat. The Lost Vikings Fixed an issue that caused Longboat to move at a reduced speed. Tychus Level 20 Focusing Diodes Now grants an additive damage bonus. Tyrael Level 13 Law and Order Fixed an issue where maximum bonus was capped at 4 allied Heroes. The cap has been increased to 15. Whitemane Level 10 Divine Reckoning Updated Divine Reckoning's mana restoration based off of damage dealt to display only one instance of floating text. Zul'jin Level 20 Forest Medicine Selecting Forest Medicine will no longer interrupt an ongoing Regeneration channel. Return to Top
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