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Heroes of the Storm Azmodan

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Guest Stauby

Hi, i main Azmodan and i can give you a few more informations:
Stacking without help works best on solo lanes where noone will interrupt your stacking (roaming enemies or an other team-mate that just destroy your progress of stacking by finishing of the lanes.)

So here i go: best way in stacking solo is to NOT PUSH your lane. Do as less damage as possible to keep the wave alive as long as possible to use "q" 2 times.
First you Lazer the health globe unit, till it has about 10% hp left. then your ally units should have taken down a meele enemie unit to 10% too. finish them off with the first q to get 4 stacks.
Wait and try to bringt down the range enemie units by auto attacks to get 4 more stacks with the 2. q.
Dont use more spells and attacks than necessery to keep your lane unpushed (try to hold them between both keeps) by start spawnen units when the other Hero pushes too much against you. Dont use "d" on cd at the beginning, just for depush).
At level 7 you should have about 50 stacks to let the following work:
q the first time (predicting when the enemie creep wave is still not fighting against yours, but when it is at their keep.
The second q should be ready in 0-3 sec after both waves start fighting. your can use it 1 more time to finish the whole wave off and getting 8-14 stacks.

So u should get about 100-140 stacks to continue stacking at lvl 10 without any more need of auto hits or anything else to get 10 stacks each wave by using   r+q.


So this is a much better way to stack solo, by stacking with leoric you can get twice as much, obviously roaming between two lanes.

On more thing that i should mention is that you dont have to lasthit a wave with your q. If the units die 0,5 sec after you hit your q, you will still get stacks. So you q and leoric will finish them off in early.



Next point: Positioning: Its best not to be in teamfight directly. You should stand behind your range assasins or on an other lane. The trick is to not let the enemie team see when you cast your q (because it has a sooo fucking damn high range). Its much more suprising and they nearly cant avoid it that way. I dont know the english word for sure, but i was something like "fog of war" if i remember correctly. The places where the enemy team cant see you. Thats the position where you have to hide and just q. Later you can directly join the tf, when u poked enough.

i hope this will help.

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On 12/14/2016 at 1:55 AM, Niteshadow said:

Which one are you referring to?

The ult that is the worst - you know, the ult.

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Guest Nort

This is by far the worst build for Azmodan. Have you ever seen anyone play him in tournaments? Or even high level ranked mode? Laser talents are for handicapping yourself so your opponent has a chance to win. They do absolutely nothing. You can't team fight with them, they don't give waveclear, and they don't let Azmodan win 1v1s against any characters he wouldn't win against anyway.

When I see people take these talents I report them.

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8 hours ago, Guest Nort said:

This is by far the worst build for Azmodan. Have you ever seen anyone play him in tournaments? Or even high level ranked mode? Laser talents are for handicapping yourself so your opponent has a chance to win. They do absolutely nothing. You can't team fight with them, they don't give waveclear, and they don't let Azmodan win 1v1s against any characters he wouldn't win against anyway.

When I see people take these talents I report them.

Nice, you are reporting a quarter of Azmodan players in HL Plat+ (which I would consider high-levelled ranked mode. Now, if you were a bit more constructive, that would be nice of you.

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4 hours ago, Fabels said:

Level 13 talent for Taste for blood is wrong

Do you mean in the Taste for BloodTaste for Blood build? Could you reply why you believe it is a wrong choice?

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Guest Guest WorgenFreeMane

How does azmodan perform on the map "Braxis hold out" ?

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10 hours ago, Guest Guest WorgenFreeMane said:

How does azmodan perform on the map "Braxis hold out" ?

From personal experience by fighting along and against Azmodans, I'd say he performs quite well. Not his best map, but he can intercept enemies trying to capture the beacons. I'm not sure if you can build his Azmodunk build from Zerg Rush, but if he can, it is great for him.

I think Azmodan truly shines at maps with 3 lanes, though.

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On 5/27/2017 at 0:06 AM, positiv2 said:

Do you mean in the Taste for BloodTaste for Blood build? Could you reply why you believe it is a wrong choice?

Hellforged armor and Hedonism both make a lot more sense with the build hello?

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3 hours ago, Fabels said:

Hellforged armor and Hedonism both make a lot more sense with the build hello?

Simply because it has synergy with the skill you are focusing on, doesn't mean it's a good choice - if you were going for a Frostmourne HungersFrostmourne Hungers build for Arthas, you wouldn't be picking all talents improving the trait either.

Hellforged ArmorHellforged Armor doesn't provide enough damage from the aura, and the extra survivability isn't really impactful.
HedonismHedonism isn't required as you already have mana management talent on level 4, and Azmodan isn't even that mana hungry.

So, why not pick a talent that allows you to deal a lot more damage, even if it does not affect Globe Of AnnihilationGlobe Of Annihilation (same for tier 16 talents)?

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Guest Just tried the build

Win or lose, I kept getting the highest hero and seige dps. The 30 stacks are so easy to get that you have pretty insane dmg of around 900 in a large AOE which is great for battles and pick offs.

I always ran out of mana so I chose hedonism, maybe due to playstyle of hanging around the back and seiging. Just dont die and eventually run out of mana.

Thanks for build, have played azmo before but this is by far the easiest build with maximum effect.

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because he tells us to take sieging wrath in the talent lineup but talks about how awesome taste for blood is. its inaccurate and really confusing for new azmo players.

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On 1. 1. 2018 at 7:36 PM, Katylea said:

because he tells us to take sieging wrath in the talent lineup but talks about how awesome taste for blood is. its inaccurate and really confusing for new azmo players.

I don't see where Taste for BloodTaste for Blood is being praised without Sieging WrathSieging Wrath being mentioned as a superior talent. Could you please let me know where it so, so we can amend it? Thanks!

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Howdy,

I guess, I've found 2 little 'mistakes' in the talent guide.

1. Tier 7, Infernal globe -> "One noteworthy aspect of Infernal Globe is that the increased cast time... " --> The cast time is decreased.

2. Tier 13, Hellforged armor -> "..damage reduction provided by the Talent is useful for wasting Structure Ammo..." --> A long time ago in a galaxy far, far away. =;o)

Stay safe!

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Guest wahrwolf

Hi there,

so I am playing azmodan for quite some time as a main now and noticed a few things, worth mentioning in the build.

 

From my experience there are mainly 3  builds, that work decently.

1. the dunk build

   - as described in the iciy veins guide 

2. the red spagethi (lazor) build

   - pick anything with lazors and the Sin's GraspSin's Grasp (bc you can cast during lazor)

3. the wtf winions (wd) build

  - improve your general and your demons 

 

So while I totally recommend both the Sieging WrathSieging Wrath and the Infernal GlobeInfernal Globe for beginners, an experienced player can get way more out with Taste for BloodTaste for Blood and Bound MinionBound Minion ( which is one of the best late game ability in the game imho)

It may be harder to actually land the final kills with your q, but with a little practice you quickly outrun the enemy.

In the first minutes the ranged minions can take up o 6 basic attaks. So one strategy is to hit those 4-5 times and dunk them right away.

This gurantees you a constant growth on the damage and leaves your head free to watch the whole map.

 

I recommend to always plays your General of HellGeneral of Hell on other lanes. After choosing Bound MinionBound Minionat lvl 7, you can heal up any minion on the map. In most cases you want to plant it on the ranged minions in a remote wave (since they do the most dmg) but you should prefer single minions in deep pushed lanes. You will often see a enemy hero cleaning a wave and leaving before all minions are killed (like one is barely alive with ~10%HP). Use the lazysiness as your advantage and heal the minon up and send him some reinforcements ;)

But the true reason why you want to pick Bound MinionBound Minionis the synergy with catapults. Not only can you heal up catapults making them anoying as hell (pun intended) you boost them up. I call those buffed catapults #winions for obvs reasons. I need to underline that: you have global range and can boost 2 cataptults at lvl 20 doing massive dmg. This is similar to zagaras InfestInfest but on a global range!

 

A little note on the ults:

the Black PoolBlack Pool boosts not onlyy our spells and auto attacks but also your Summon Demon WarriorSummon Demon Warrior so if you are fighting in close quarters make sure to place it in a good spot. Use alt+r to quickly spawn it underneath for optimal performance

the Demonic InvasionDemonic Invasion does impact damage as well. So try to place it over a structure to get the most damage out of it.

From experience a tear 2 structure (the big ones) needs 2 invasions each buffed with a general (if no one clears it of)

On towers of doom you should nearly always pick Perishing FlamePerishing Flame on level 20. You will find yourself putting your ulti always on the building. since any surviving grunts will be destroyed after your retreat, why not blow them up for exrta damage?

 

A little trick for your demon warriors: they wil spawn a little of from you. You can utilize that to place them behind walls and environmetal blocks. use this to sabotage wells or gain vision.

 

 

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Each globe is so clearly defined that it makes building a path pretty simple to do.

Greed is for waveclear. Pairs well with basic attack and globe talents.

Gluttony is for sustained hero damage. Pairs well with hero stack and globe talents.

Wrath is for burst hero damage. Pairs well with basic attack and pool talents.

https://www.heroesfire.com/hots/guide/azmodan-rework-top-build-16566

I think Gluttony is the clear winner overall. But it also lacks a bit of solo burst.

Wrath is riskier but more rewarding. If you have the skill you can do enormous damage in team or solo.

While Greed is specialized at first to laning using basic attack talent Bombardment to finish off minions.

Greed turns into a heavy push at a speed of your stacks, while Wrath can be scary.

But Gluttony is the most reliable.

Edited by Morcalivan
After More Testing

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After further playing 17 or so levels since rework, Greed with Bombardment is now the clear winner, at least on 3 lane maps. Gluttony with Art of Chaos is slightly behind due to its reliability in hero heavy fighting on two lane maps and ability to manage mana drain, the bane of Azmodan. Wrath is in last place with Bombardment since it suffers in Annihilation stacking the most on all maps.

Wrath has the most potential but is very slow in stacking even with aggressive pursuit of it. There are just fewer opportunities provided to it as the others. This is a problem for Wrath since it needs a large staxk for the risk to be worth it. Otherwise the body blocking of teammates will reduce team damage and survival rates.

Greed is incredibly quick to stack off minion waves and make it easier to target heroes with Bombardment.

Gluttony can get extra Globes off with less mana and cooldown. But it ia also fairly easy to hit three targets for an extra 5 Annihilation.

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Guest BadIdeas

I disagree with the above, and definitely disagree with the recommended build that was officially posted, as it only took me a few games of experimentation to know that it is crap. 

Gluttony is always the best talent to take. You should be picking azmo on maps where he is good, not maps he is bad, and the new azmo excels at teamfights. Gluttony is the best because you can stack up crazy fast. You don't solo lane, you stick to lanes with 2 or 3 opponents and dunk spam on heroes, not minions. You can almost always max stacks faster with gluttony than with greed or wrath. Wrath in particular is a terrible choice, because it puts you in a situation where you have to be close enough to hit with a basic attack in order to capitalize on it, and with a reduced health pool, and regen, as well as still being a slow fat target, you don't want to be that close to the enemy. Greed is ok, but it puts you more in a lane clear role than a teamfight role, and once you have stacks lane clear is easy regardless of talent choices. Not only that but the range bonus does not add to your dps, the cooldown reduction from Gluttony does. It is easy to get 10% dps increase using gluttony and not uncommon to get as much as 20%.

I agree with the guide that Hellforged Armor is best at level 4. As I already stated, you don't want to be at basic attack range, and getting two demon warriors at twice the cd provides no real benefit.

At level 7 Bombardment is the wrong choice, because again, you don't want to be at basic attack range. Instead get Art of Chaos. This talent means you can stay in fights much longer, especially since you can use it to restore mana. The stack bonus is nice, but not critical as gluttony will have you maxed stacks fast anyways.

At level 10 Tide of Sin is the way to go. Combined with Art of Chaos from level 7 as long as you hit two heroes you actually gain mana from dunking. You should be able to stay in fights post level 10 pretty much permanently with those two talents.

At 13 I personally get Brutish Vanguard, the same as the guide mostly for the slow aura. It can really help with escapes and objective control. The laser boost just doesn't do enough to be worth the risk of getting in that close, and while I see potential for the demon lieutenants, the slow effect is just far more useful in far more situations. 

At level 16, the guide is again wrong. You don't want to be close enough to have to use laser or basic attacks. So Total Annihilation is the way to go. It ups the dunk damage a bit more, and with Gluttony you have faster CD's so you can spam your dunks faster, which means the bonus is that much more.

At 20 the guide is completely wrong. Black Pool is a waste of time. Heroes move out of it, you don't really need the damage on structures, and minions die instantly to a tide boosted dunk at max stacks, which you should have had for some time by the time you hit 20. Trample may have some uses, but honestly, I would only get it if I built basic attack damage, and as stated, that is not what you should do as new azmo. The talent to take here is Pride. You will already have your 400 stacks, and it synergizes with both Gluttony and Art of Chaos. Giving you a larger impact area and making it that much easier to get cd reduction and mana return. Plus another 100 damage doesn't hurt.

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      Base
      Murky now gains a 35% Shield for 10 seconds upon reviving. Spawn Egg [D] Egg now regenerates quickly instead of having a Shield. Slime [Q] Now applies its debuff to enemy Structures. Now deals 50% damage to Structures. Pufferfish [W] Damage reduced by 20%. Detonation time reduced from 3 seconds to 2.75 seconds. NEW QUEST: Hit enemies affected by Slime with Pufferfish. Provides 1 stack per minion, 5 stacks per Hero or Structure hit. At 100 stacks, Basic Abilities now deal full damage to Structures. Mythic Reward: At 200 stacks, Murky gains 50% Health and increases in size. Talents
      Level 1 Egg Hunt Talent removed. Shell Game NEW: Murky can now place 2 eggs, but randomly revives from one of them. Increases the cooldown of placing an egg to 30 seconds and goes on cooldown if either egg dies. Level 10 March of the Murlocs Damage increased by 4%. Level 13 Egg Shell REWORK: Murky gains a Shield equal to 35% of his Health upon placing an egg or when one of his eggs dies. Fish Tank Healing reduced from 25% to 20%. Level 16 Wrath of Cod Damage over Time is dealt over 4 seconds (from 5s). Level 20 Big Tuna Kahuna Talent removed. Faster Fish NEW: Pufferfish detonates 80% faster. Making Inky Cooldown reduction reduced from 2 seconds to 1.5 seconds. Never-Ending Murlocs No longer deals reduced damage to Structures. Sylvanas
      Talents
      Level 4 Mercenary Queen Now also causes Sylvanas' Basic Attacks to instantly apply 3 stacks of Black Arrows to Mercs. Thrall
      Base
      Basic Attack damage decreased from 173 to 167. Talents
      Level 1 Crash Lightning Mythic Reward Damage bonus increased from 270 to 325. Echo of the Elements Mythic Reward now also allows Chain Lightning to bounce back to the same target. Tyrande
      Base
      Mana reduced from 500 to 450. Lunar Flare [E] NEW QUEST: Hitting a Hero with Lunar Flare increased its damage by 5%, up to 250%. After hitting 10 Heroes, increase Lunar Flare's range by 30%. After hitting 20 Heroes, Sentinel now pierces the first Hero hit. Mythic Reward: After hitting 50 Heroes, Tyrande's Basic Attacks occasionally trigger a Lunar Flare. Now restores 25 mana per enemy hit. Talents
      Level 1 Ranger No longer provides pierce. Moonlit Arrows Cooldown reduction reduced from .75 seconds to .5 seconds. Moved Talent from Level 7 to Level 1. Trueshot Aura No longer passively increases Tyrande's Attack Damage. Now also applies to Tyrande upon activation. Level 7 Elune's Gift NEW: Grants 20% Spell Power for 10 seconds after hitting an enemy with Lunar Flare. Level 20 Commander of Sentinels NEW: Sentinel now has an additional charge. Return to Top
      Known Issues & Bug Fixes
      Known Issues
      Jaina Ice Cold's tooltip is incorrect. Resetting Jaina's talents after finishing her quest causes issues. Zul'jin Resetting Zul'jin's talents does not reset cap. Bug Fixes
      Heroes
      Alarak Level 10 Deadly Charge Fixed an issue that caused Alarak's Deadly Charge to not be activated by clicking the left mouse button if it occupies the Trait slot. Ana Base Aim Down Sights [D] Can now be toggled while affected by a Silencing effect. Jaina Base Frostbolt [Q] Fixed an issue causing Jaina's Frostbolt to not have its model updated by Dreadlord Jaina or Lunar Jaina. Orphea Level 4 Allegrissimo Fixed an issue that could cause Allegrissimo's cooldown reduction to not be granted when hitting a Hero at Shadow Waltz' end. Sylvanas Base Possession [1] Fixed Possession not showing in the Quick Cast menu settings. Fixed Possession not being correctly affected by cooldown reduction affects granted by allies. Return to Top
      Click here to discuss this post with other players in the official Heroes of the Storm forums.

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

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

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