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Damien

Heroes of the Storm Azmodan

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So I'm now up to 9 build variations for Azmodan. Three Tide of Sin, three All Shall Burn, and three Demonic Invasion builds, one for each Globe of Annihilation talent. Azmodan really is a very adaptive character.

All Shall Burns are more of a fun collection of builds. Been testing Demonic Invasion recently.

It's definitely inferior to Tide of Sin, but it has it's uses.

It's three most important uses are, Quick Camp Captures, Burst Siege Damage, and Burst Hero Damage.

It's cooldown means that it can't do these things often though, which is painful after playing with Tide of Sin.

However, on certain maps, that cooldown is better than not getting camps or forts at all, mostly from not surviving the experience.

It also enables Azmodan to do more things solo due to the reduction in time to do those things.

On two lane maps, maps with many hidden areas, many useful camps, or short important fights, it can be useful.

Would I use it in a competitive match just yet? No, but it might get to that point with a bit of practice.

I'm not the most knowledgeable person when it comes to map timing strategies, so maybe someone can help test that out more?

Kinda feels like I'm playing a slower but tougher Murky.

New Azmodan Rework - 9 Build Variations

Edited by Morcalivan

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To BadIdeas,

Thought Gluttony was best too. Problem is that even with cooldown, certain healing/shielding combos shake it off. Then there is the need to use Tide of Sin on minions instead of heroes. That 20 second cooldown isn't longer but it is twice that cooldown of a Globe.

Greed can therefore keep twice the lanes clear that Gluttony can while keeping Tide of Sin primed for heroes. It can also do extra damage to mercenaries, clearing them quicker. Saving forts more easily over a shorter time.

The primary advantage of Bombardment is to get early stacks without landing on heroes, which while fairly easy in most cases, can sometimes be stretched by the number of team fights. By having minions as an alternative you can keep stacking when not team fighting.

And wiping out lanes allows your teammates to save their mana and abilities for heroes. Increasing overall team damage AND defense. It also allows your team to stick together more instead of splitting for lanes.

So I'd say not Gluttony every game, but when it's best suited to maps/comps where it is most likely to impact bottlenecks the most.

I aggree that Wrath is dangerous though. And All Shall Burn can be, but ASB can also be used to help your teammates greatly and can only be done at closer ranges.

As for only grabbing Azmo on certain maps where Gluttony shines, that doesn't helpm on Quickmatch.

Black Pool is also not useless. Yes, people avoid. Its armour reduction and damage do not really affect heroes often. But thats the benefit. Avoiance. This is for those comps that can shake off Globes. Comps that can hold areas. This discourages that. It is more of a defensive and less an offensive power.

Edited by Morcalivan

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After another 5 levels of testing on rework, now up to 25 lvls after update. Lvl 30 in total.

These are the three builds I now use, though Wrath is still a little iffy at the moment.

 

Greed - Pushing Tide - https://www.icy-veins.com/heroes/talent-calculator/azmodan#35.0!1322323

1 - Greed

4 - Battleborn

7 - Bombardment

10 - Tide of Sin

13 - Chain of Command

16 - Hell Rift

20 - Pride

Still good at mult-lane pushing once it hits 200 stacks. Can single lane push easily when you globe minions and All Shall Burn zone out heroes. Just be cautious of flanking. Don't go deep and use your Globes to push lanes with your Lieutenant from afar if need be. Your All Shall Burn upgrade and Lieutenant cooldown reduction all combines well with your wave wiping abilities to do some quick and easy structure assaults. Just don't stay too long. Once you use your ASB, get out of there and keep your minions' focus on structures by Globe wiping incoming waves.

 

Gluttony - Team Annihilation - https://www.icy-veins.com/heroes/talent-calculator/azmodan#35.0!2212113

1 - Gluttony

4 - Hellforged Armor

7 - Art of Chaos

10 - Tide of Sin

13 - Brutish Vanguard

17 - Total Annihilation

20 - Pride

Gluttony is as reliable as ever. Just bomb and use Demonic Warrior to scout for your team as you punish them for grouping and doing it very often over a longer period of time. As long as your team is cautious it starts to wear on the enemy and gives you really fast stacking.

 

Wrath - One Shall Burn - https://www.icy-veins.com/heroes/talent-calculator/azmodan#35.0!3322234

1 - Wrath

4 - Battleborn

7 - Bombardment

10 - Tide of Sin

13 - Cydaea's Kiss

16 - Sin's Grasp

20 - Trample

Wrath seems to be for though who want to body block and skirmish constantly. It is very difficult to stack even when in the thick of it with Bombardment though since you need to time it properly to not get killed for doing it. To me, this seems like it is only for holding objectives and body blocking to your team advantage with All Shall Burn used as much as possible. If you don't like to All Shall Burn and basic attack, do not take Wrath.

Edited by Morcalivan
Calculator Links Added, Edited Wrath Build

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 I am an Az main and I tried the basic attack build.  it is CRAP.  Maybe in theory it works, but in practice it does not.  With the big health nerf he got, there is no way you can stand in there and attack away, you still have to rely on spells.  He has too big of a hit box to play that way (easy swap target for Artanis, for example).

I still prefer all stacking on hero skills.  He can be a bit underwhelming early game (like Naz), but late game can be imposing.  I have gotten the best results doing that build for sure, not the basic attack one.

 

Edited by ArtVandelay

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I don't understand it either. Blizzard forums are full of people using the Wrath build. Is it because of the previous Azmodan before rework? Makes no sense to me why so many people would grab Wrath. What is the purpose of taking Azmodan over other characters then? Just silly.

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Guest eastdragon42
On 7/17/2018 at 12:39 AM, Guest BadIdeas said:

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 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. 

Army of Hell actually works well with Brutish Vanguard, as the 20% slow stacks.  Also, if you're having mana issues from constant globing & use of All Shall Burn, then having a doubled CD actually helps to keep you from spamming your W.  And having doubled warriors to more quickly take down a mercenary camp or tower also shouldn't be underestimated.  Just something to consider....

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Guide updated. Gluttony with Siegebreaker added... *sigh*

Still no Greed build or explanations on existing choices.

At least Wrath is no longer first to be recommended.

Should save some lives at least.

On a side note, got guide of the week for my Azmo builds on heroesfire.com, so that was a nice surprise.

Edited by Morcalivan

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I don't agree that Battleborn and Chain of Command are bad talents. First, the Demon Warriors' health bar gets pretty quickly depleted. That's why it's better to frequently spam Demon Warriors that having one on a long CD. For example, the Battleborn talent is pretty good at soloing camps: Azmo does this well, especially having enough stacks, and provided his All Shall Burn's high damage, he can even solo Support Camps taking no damage with Battleborn talent. Also, this talent synergizes well with Bombardment, as it  allows to deliever basic attacks in the  teamfights more frequently and triple basic attacks provide triple cooldown reduction. Having both of these talents make the Chain of Command worth picking as they enable the Demon Lieutenant more uptime and greater split-pushing especially if you took (soloed) a merc camp before.

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Siege isn't good. You say it can destroy a fort or keep but then you go on to say how many Globes you use during that time. That's not quick. And ignoring Hell Rift? No wonder you're using Siege, your demons do 50% damage, 75% less without Chain of Command, 150% without Army of Hell. If you use Greed instead of Gluttony or Wrath then you can wipe minion wave after minion wave so that your demons can focus on dealing structure damage. Globes are a horrible way of dealing structure damage. ASB, Demons and Basic Attacks are your main tool. Using Globes on buildings leaves yourself open to less hero/minion damage when you need it. And you will need it. The lack of Chain of Command is just odd for that strategy either way. It boosts your Demonic Invasion, and your Mercs, which is kinda important.

Saying Battleborn is bad? It allows for more skillshot blocks, more global split pushing, more slows. Demon Warriors die fast no matter what. Battleborn makes sure they have more up time just like Hellforged Armour. When you use Wrath, Battleborn lets you solo a lane with your Bombarment enhancements while also sending out Lieutenants to push other lanes and assist teammates.

Master of Destruction, Cydaeae's Kiss and Sin's Grasp are all pretty bad unless you're fooling around with ASB for kicks.

Hell Rift is amazing versus merc camps and structures. So it does less hero damage. That's why you grab it with Greed. Magnify those demon warrior charges to structures and mercs even further. Makes for very quick capping and sieging, leaving you more time to travel which is the biggest reduction in pushing for Greed. The range boost helps but the only real thing to slow it down is traaveling so you can reach that third lane after you wipe minions are two others.

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I think you do 6500 at level 10 instead of 5500 with Chain of Command. So you might do 7500 with Siegebreaker. Assuming your little guys all last long enough to do so. The numbers would differ at level 20 obviously.

Army of Hell can match Az's auto attack dps on its own and more guaranteed to land a slow. Hellforged does 65%, Battleborn can do 75% with constant respawn and short distances, less over greater distances. It does nearly halve the cd for Lts though even without Bombardment, which can take a further 9 seconds away every Globe (10 seconds) in roughly 3 seconds. Which is basically a 20 second cd for push a top lane. Add that to a Tide of Sin wave wipe on bottom lane and you in middle and you can push all three lanes in a few short moments.

And while you can ignore objectice for this you can also just push two lanes instead of 3 while launching Globes into the objective area.

If you want to further focus on obj then grab Gluttony at the cost of Lt and Bombardment damage to lanes. Wrath if you want to jump right in. However, in most cases you can take some towers or a fort as objective is first showing up thanka to ASB/Warrior/Auto damage. So if your team is confortable and not suicidal you can take advantage of it similarly to Artanis but without the non-hero talent. Chain of Command also works on minions waves. So if you wipe a wave with Tide of Sin Globe and your wave hits with full numbers that's a lot of damage before those towers or keep finaly take them down. Not to mention cannon shields to your demons. If you went Army of Hell route the reduced armour doesn't matter if they are shielded by minions.

Yes, Hellforged and brutish Vanguard are great talents and so are Gluttony and Wrath.

But ignoring Greed, Army of Hell, Bombardment, Chain of Command, Hell Rift, Sin's Grasp is reducing Azmodan's great strenfth at the moment which is his versatility. He should at least have 3 builds. One for each Globe. Even if you only recommend Greed for a single map like Spider Queen it should still be there.

And yes Sin's Grasp has issues. But if you ASB successfully vs Towers and Heroes all the time then not so much. Like Hell Rift it adds siege damage. It also adds range and safety if you like that kinda thing. I still usually grab Total Annihilation. It is a great talent. But the other two can help you id you are trying to do siege damage. If you're going to recommend Siegebreaker then all lvl 16 talents should be as well as Chain of Command and Battleborn/Army of Hell.

And if warriors are used to block skill shots and add slow then Army of Hell also needs to be considered for double the wall size and slow radius with a double slow % center. It's also 25% health per Warrior. 50% more health overall. Not as good as armour but distributed over two bodies to target.

The only talents I wouldn't want to grab would be Master of Destruction ( not for your reason of not finishing channels) due to no one ever being inside the blast radius for stacks, Cydaea's Kiss (only really heals against towers or mercs, away from heroes), and Siegebreaker (long cd, fragile delivery and can be done with Chain of Command and Pride wave wiping/minion boosting). Not sure why you said that about Master of Destruction. ASB channels are finished all the time. It's a primary part of Az's kill rate.

Everything else has its place.

Edited by Morcalivan

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Been playing with Army and Hell and Demonic Invasion a lot more recently since they were the least I played with when rework first came out.

There are good and bad points, but when playing Gluttony, Tide of Sin is best overall. Army of Hell does well with all Globes just like the other two talents. It is a very good siege tool on its own, does well for blocking shots/enemies with double-wider slow from Brutish Vanguard, and further siege/hero damage with Chain of Command. Things already known but was playing around with DI at the same time so I could see it's effectiveness more on minions as well.

DI does some good burst, and has defensive uses, but here's where it has issues. Wave clear. If you want to get to an enemy fort to use DI, you need to wave clear quickly so that they don't respond and gank you. Now, DI can be good as you described vs structures obviously. The problem is that trying to sneak in a DI fort wipe is not faster than wiping with Tide then doing that fort wipe with demons/auto attack/asb.

The difference is you are less at risk of discovery and are doing a good amount of damage on a fort even if discovered if you don't go DI. If you want to wave wipe at rapid speeds without DI then you need demons and a lieutenant, and preferably bombardment. Not that that will wipe as fast as a Tide of Sin globe, but it'll close the gap. This however, reveals your position and your intentions.

If you globe wipe, once, twice, three times over 60 seconds. No one has to know where you are or what you're up to. Your teammates can draw attention and you can go to a far lane and quickly wave and cast your demons and start ASBing the tower not being attacked. Pretty soon there is no tower or wall left and you can recast demons and ASB to help take down fort. Back away to then fire wave wipes on incoming minion waves and defenders and move to a new lane.

If you had chosen DI, you would most likely have had to use it to defend yourself since you revealed your position. Hero damage is the reason you grab DI. Siege damage comes as a 'win more' tool with teammates or absent enemies. Which is hardly something to choose it for. DI does do well versus heroes. Whether they are alone or grouped. Even if the damage is not very much when grouped, the distraction is there and it adds collision clutter to slow them down. Since Azmodan is often a gank target, this is a useful tool, more so when using yourself as bait then using it to counter-attack alongside ASB and warriors/lt. That's why Army of Hell and Chain of Command does well. However the double slow like I said, also works with the warriors to further keep enemies in range of your DI/ASB. Since people attacking you usually ignore your warriors off the start, your Army of Hell can get the slow effect in before you counter with DI and ASB, making them more likely to deal the most damage.

As I said though, there is a way to wave clear without Tide of Sin.

That uses Army of Hell, which can match your auto attack damage, Bombarment, to add 4 auto attacks over 2 seconds every 10 seconds, Globe to add double auto attacks to all targets every 10 seconds +stack damage, and your Lieutenant, who can buff that warrior + minion ally damage. This is capable of letting you get your DI in if there are only a single wave between you and the fort before being ambushed in most cases. But it's those other cases that make you dead or using your DI to save yourself, which means no fort damage.

Also since you don't wave wipe from afar every 20 seconds, your push is pretty narrow and leaves the other forts unchallenged, at least by you, and allows their waves to possibly push onto your forts. Unless your stacking is very good and you can use base Globes on waves to help teammates/minions push and then use DI to add Hero damage.

Coordinating for boss capping has proven a bit difficult overall. DI is great for it, but not on it's own. So either the whole team ends up helping and negating the use of it, or not enough help to secure the boss quickly after the initial DI damage (without enemy doing so). So the timing is going to take some more practice. Having it used on an already weakened Boss has proven the most game winning so far.

Now both Army of Hell and Demonic Invasion demons share the same traits. Higher burst damage, more easily killed, longer cooldowns. You need other shields/distractions if you want them to do their full damage. Minions, mercs, teammates, structures, even yourself. As long as your demons' target has another target then that's the time to use them. If you can do that they should perform to their best.

Still like Battleborn for split pushing. Hellforged Armour is still good for scouting and grouping up minion waves for perfect globes. So all three lvl 4s are very useful. Battleborn has some trouble with Gluttony, but all other lvl 4s work well with the other 3 Globes based on playstyle.

Same with heroic.

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Guest Update?

The guide says it was updated yesterday but I don't see any difference in talents recommendations or anything at all really. Was there a mistake?

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5 hours ago, Guest Update? said:

The guide says it was updated yesterday but I don't see any difference in talents recommendations or anything at all really. Was there a mistake?

I believe there was a mistake in the changelog, we'll get it fixed - AFAIK, no changes were required for Azmodan, despite the patch. They had little impact on his playstyle/strategies.

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Guest BadIdeas

Why do you guys recommend that bad ult choice? If you are going full gluttony, then go full gluttony, don't ef it up with a bad ult. Every other talent is correct, but that ult is garbage for a gluttony build. You get 4.5 tides of sin for every demonic invasion. Then you get pride on 20 for 100 more damage and I am almost certain Blizzard screwed up the area calculation and it is actually a 15% increase to diameter, which equates to a much bigger area increase. By taking demonic invasion from level 10-20 azmo get slightly better burst and better siege, at the cost of a lot of sustained dps. Since the current Azmo is all about sustained teamfight dps, that is a bad trade. Not only that, at 20, you get even better siege with demonic invasion, but weaker burst, and far far worse sustained dps.

Azmo is now a AOE teamfight dps, not a solo pusher. Trying to make him fill his old role by assigning him a bad build is stupid. Not only that, but if you win teamfights, you can free push, so his ability to push better with demonic invasion is completely negated by his ability to win fights with tide of sin + pride.

Honestly, every time I see an Azmo go demonic invasion, I know he is without doubt a trash noob. 

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      Fixed an issue that caused Unstoppable targets to not be immune to Blinds. Maps
      General Fixed an issue that caused Bosses to attack Summoned units. Blackheart's Bay Fixed an issue that caused the AI to have issues turning in coins. Heroes
      D.Va Base Defense Matrix [W] D.Va's Mech will now retarget Defense Matrix when controlled by an AI. Deathwing Base Dragonflight [Z] Fixed an issue that caused Dragonflight's cooldown to increase upon taking damage to only occur when the cooldown is below 4 seconds. Garrosh Level 4 In For the Kill Fixed an issue that caused In For the Kill to not completely reset the cooldown of Bloodthirst. Gul'dan Base Drain Life [W] Fixed an issue that caused Drain Life to not always be interrupted if the target leaves its range. Jaina Base Improved Ice Block [1] Fixed an issue that caused Improved Ice Block and Ice Cold to not be used correctly by AI-controlled Jaina. Kael'thas Level 20 Rebirth Fixed an issue that caused Rebirth to not be used correctly by AI-controlled Kael'thas. Li Li Base Cloud Serpent [W] Fixed an issue that caused Cloud Serpent to not be made visible when damaging a target while in the Fog of War. Medivh Level 10 Poly Bomb Fixed an issue that caused Poly Bomb to not be used correctly by AI-controlled Medivh. Nazeebo Level 13 Superstition Fixed an issue that caused Superstition to display a blank ability for the damage dealt by its Corpse Spider. Samuro Base Mirror Image [Q] Mirror Images will no longer move towards Samuro's attack move target point on creation. Mirror Images will now properly have their AI enabled when Samuro has their AI enabled. Thrall Base Feral Spirit [W] Fixed an issue that caused Feral Spirit to not be extended correctly if it is about to expire. 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 Damage bonus when both slots are occupied reduced from 45% to 35%. Cooldown reduction when both slots are occupied reduced from 40% to 35%. Triglav Gunner Damage bonus when both slots are occupied reduced from 45% to 35%. Cooldown reduction when both slots are occupied reduced from 40% to 35%. Energy Regeneration when both slots are occupied reduced from 40% to 35%. Balance Updates
      Azmodan
      Base
      Globe of Annihilation [Q] Upon reaching 225 Annihilation, also removes the damage reduction against Monsters. Deathwing
      Stats
      Attack Damage increased from 110 to 117. Talents
      Level 1 Molten Blood Additional functionality: Now grants Form Switch, which can be activated to swap Form. Level 7 Firestorm Cooldown reduction for Deathwing's landing Abilities increased from 2 to 3 seconds. Jaina
      Base
      Frostbite [Trait] Additional functionality: Ice Cold now also gives Unstoppable and immunity to damage over time effects for the duration. Kerrigan
      Base
      Ravage [Q] Minions no longer have to die within 1.5 seconds of being hit by Ravage to grant stacks. Kerrigan now gains stacks when Minions die within 3 range. Time window for cooldown refund reduced from 1.5 to 0.75 seconds. Baseline Quest requirements increased from 85/150 to 100/250. After reaching 100 stacks, enemy Heroes killed grant 14 stacks. Muradin
      Base
      Storm Bolt [Q] Baseline Quest requirements increased from 35/150 to 50/200. Talents
      Level 7 Perfect Storm Additional functionality: The cooldown cannot be reset more than once every 10 seconds. Level 20 Mountain King New: Thunder Clap and Dwarf Toss have an extra charge. Rewind Removed. Tyrande
      Stats
      Mana increased from 450 to 500. Mana Regeneration increased from 2.7 to 3 per second. Base
      Sentinel [W] Mana cost increased from 50 to 55. Lunar Flare [E] Mana cost increased from 60 to 65. Shadowstalk [R1] Mana cost increased from 75 to 85. Starfall [R2] Mana cost increased from 75 to 85. Yrel
      Base
      Divine Purpose [D] Cooldown reduced from 16 to 8 seconds. Zagara
      Talents
      Level 16 Mutalisk Mutalisk's Health decay reduced from 42 to 10 per second. Mutalisk duration effectively increased from 10 to 42 seconds. Bug Fixes
      Fixed an issue causing Doubloon Camps on Blackheart's Bay to be impossible to capture under certain conditions. Fixed an issue causing Anub'arak's Beetles to still have a duration, in addition to losing their Health over time. Fixed an issue causing the Health decay for Azmodan's Demon Warriors to not scale with levels.  Fixed an issue causing Deathwing's Baseline Quest to reset when using Dragonflight. Fixed an issue causing Deathwing's Lava Burst to deal damage after an additional 0.25 seconds. Fixed an issue causing Gazlowe's Rock-It! Turrets to not lose their Health over time. Fixed an issue causing the tooltip for Jaina's Ice Cold to not show correctly. Fixed an issue causing Muradin's Storm Bolt to deal 1 more damage for each stack. Fixed an issue causing the range splat for Muradin's Dwarf Toss to not be visible. Fixed an issue causing Muradin's Skullcraker to Stun before Muradin's post-damage effects happened. Fixed an issue causing the Health Regeneration of Murky's Egg to not scale with levels. Fixed an issue causing Tyrande's Sentinel to not be correctly affected by cooldown reduction effects.
    • By Elitesparkle
      Blizzard released a new patch for Heroes of the Storm and here are the official Patch Notes with all the changes.
      20 February 2026: After releasing a hotfix, Muradin has been enabled again.
      19 February 2026: Muradin has been temporarily disabled due to a game-breaking bug.
      (Source)
      We’ve just released a patch to the live servers in order to apply some balance and bug fixes.
      Quick Navigation:
      Balance Update Bug Fixes Balance Updates
      Deathwing
      Base
      Incinerate [W] Cooldown increased from 6 seconds to 7 seconds. Talents
      Level 7 Death Drop Duration of Spell Armor decreased from 6 seconds to 4 seconds. Muradin
      Base
      Storm Bolt [Q] Quest requirements reduced from 50/200 to 40/160. Talents
      Level 1 Give 'Em The Axe Bonus Damage reduced from 50% to 40%. Level 4 Sledgehammer Now also reduces the cooldown of Storm Bolt by 1.5 seconds. Level 7 Perfect Storm Internal cooldown reduced from 10 seconds to 8.5 seconds. Now also restores 25 Mana on reset. Level 13 Healing Static Heal per Hero hit increased from 5% to 6%. Murky
      Base
      Spawn Egg [D] Revive Shield duration increased from 10 seconds to 15 seconds. Talents
      Level 10 March of the Murlocs Cooldown reduced from 110 seconds to 100 seconds. Level 13 Egg Shell Shield increased from 35% to 50% of Murky's Health. Shield now lasts until destroyed. Level 20 Never-Ending March Will now last a minimum of 7 seconds, even if stopped. Sylvanas
      Talents
      Level 7 Lost Soul Extra 10% damage bonus provided by Lost Soul has been removed. Tyrande
      Base
      Lunar Flare [E] Mythic reward requirements reduced from 45 hits to 40 hits. Return to Top
      Bug Fixes
      Battlegrounds
      Hanamura Temple The Samurai Sentinel camp is now properly displayed with a Bruiser icon. Braxis Holdout Fixed an issue that caused terrain to be rendered incorrectly. Heroes
      Azmodan Level 4 Battleborn Now properly reduces the cooldown of Demon Lieutenant. Level 10 Black Pool Now properly deals reduced damage to non-Heroes. Deathwing Base Form Swap AI can no longer use the removed Form Swap ability. Gul'dan Level 16 Ruinous Affliction Fixed an issue that caused Ruinous Affliction to deal bonus damage on the 3rd and 5th hit, instead of the 3rd and 6th hit. Jaina Base Frostbite [Trait] Fixed an issue that caused Ice Block to not show the correct cooldown value in the tooltip. Fixed an issue that caused Ice Cold to allow Jaina to move through pathing blockers and stationary targets. Muradin Base Dwarf Toss [E] Fixed an issue that caused Dwarf Toss to go on cooldown when used on invalid terrain. Level 1 Dwarf Block Can no longer stack beyond 3 charges. Murky Murky will no longer revive faster than intended. Murky's level 20 talents have been rearranged to match skill order. Base Pufferfish [W] Puffed Up will now display first in the Buff Bar. Fixed an issue that caused Murky to lose his increased size after death. Spawn Egg [D] Fixed an issue that caused Murky to respawn faster than intended. Level 1 Shell Game Shell Game now shows the Trait button for the talent, instead of an Active button. Level 20 Faster Fish Faster Fish now also causes the animation of the Pufferfish to play faster. Faster Fish now shows the W button for the talent, instead of the Trait button. Rehgar Level 20 Elemental Conduit Fixed an issue that caused Elemental Conduit's Shields to not refresh to 5 seconds. Fixed an issue that caused Elemental Conduit's refresh to search for allies to give the Shield around the targets hit, instead of Rehgar's location. Thrall Level 1 Echo of the Elements Fixed an issue that caused Echo of the Elements bounces to bounce to cloaked targets. Level 7 Rolling Thunder Rolling Thunder damage now displays as a crit. Level 16 Alpha Wolf Alpha Wolf damage now displays as a crit. Zagara Base Infested Drop [E] Fixed an issue that caused Roaches melee attacks to launch missiles instead of directly hitting. Fixed an issue that caused Roaches to not display correctly in the death recap. Click here to discuss this post with other players in the official Heroes of the Storm forums.

    • By Elitesparkle
      Blizzard released a new patch for Heroes of the Storm and here are the official Patch Notes with all the changes.
      (Source)
      Our next Heroes of the Storm patch is live! Read on for more information.
      NOTE: Orange text indicates a change between PTR and Live notes.
      Quick Navigation:
      General Map Updates Balance Update Bug Fixes General
      New Skin: Toon'Dan Gul'Dan
      All Quests that can lose stacks will never cause the player to fall below milestone thresholds. Pinnacle Rewards are now named Mythic Rewards to give a more Blizzard feel. So Mythic-y! The following Summoned Units now lose health each second: Creep Tumors, Demon Lieutenants, Demon Warriors, Gargantuan, Ghouls, Hydralisks, Roaches, Rock-It Turrets, Rush Zombies, Scarabs, Treants, Ultralisk, and Water Elementals. Total Health and Duration of these Summoned Units have been adjusted to compensate for this. Structures now prioritize Summoned Units when there are no remaining minions. Summoned Units no longer take half damage from Structures. XP Globe pickup sound is now also played when killing a minion that instantly yields XP. Updated Homescreen and Startup Music. Return to Top
      Map Updates
      General Watch Towers will now reset to neutral after 45 seconds of not being occupied. Volskaya Foundry Triglav Protector bonus Damage and cooldown speed increased from 25% to 40% when 2 players are inside. Triglav Protector Basic Attacks increased from +50% damage to structures to +100%. Triglav Protector Basic Attack damage decreased from 155 to 130. Triglav Protector Basic Attacks scale increased from +25% to +50% with 2 players. Warhead Junction The burn duration is now displayed on structures affected by a Warhead. Return to Top
      Balance Update
      Heroes
      Azmodan
      Base
      Globe of Annihilation [Q] Now deals 50% damage to non-Heroes. Upon reaching 225 Annihilation, Globe of Annihilation no longer deals reduced damage to non-Heroes Minions and Mercenaries. Window to kill minions for Annihilation increased from 1.5 seconds to 3 seconds. Summon Demon Warrior [W] Demon Warriors damage increased from 32 to 85 53 . Now deals half damage to Heroes Now deals double damage to Minions and Mercenaries. Demon Warriors no longer have a duration, but lose 26 Health every second. Demon Warriors no longer have Immolation. Now has 2 charges. Talents
      Level 1 Wrath REWORK: Now provides 1 stack for every 2 Basic Attacks hit against a Structure or Hero. Level 7 Art of Chaos Extra Annihilation amount reduced from 4 to 2. Bombardment Amount of time Bombardment lasts reduced from 4 seconds to 3 seconds. Master of Destruction Amount of Annihilation granted reduced from 2 to 1. Level 13 Brutish Vanguard Now slows the attacked target by 30%. Level 16 Hell Rift Damage bonus reduced from 75% to 35%. Level 20 Inescapable Annihilation NEW: Globe of Annihilation has unlimited range. Pride Moved to baseline. Now requires 450 stacks. Damage bonus increased from 125 to 150. Deathwing
      Base
      Attack Damage decreased from 155 to 110 117 . Form Switch [1] Active ability removed. Deathwing now switches forms solely from landing. Molten Flame [Q] Base Damage per Second reduced from 21 to 19. Incinerate [W] Cooldown increased from 4 seconds to 6 seconds. Energy cost increased from 20 to 30. Damage increased fomr 65 to 100. Lava Burst [W] Cast time reduced from 1 second to .75 seconds. Cooldown increased from 6 seconds to 9 seconds. Energy cost increased from 15 to 25. Explosion Damage increased from 30 to 35. Explosion Damage over Time increased from 6 to 7. Slow increased from 35% to 45%. Onslaught [E] Bonus damage increased from 72 to 120. Damage increased from 38 to 60. Earth Shatter [E] Projectile speed increased by 30% Cataclysm [R] NEW QUEST: Damage Heroes with Molten Flame to gain 1 stack. Gain 50 stacks for killing a Hero. Mythic Reward: Upon reaching 2,000 stacks, Cataclysm now deals 2,500% damage to Structures and Minions. "I AM THE CATACLYSM". Dragonflight [Z] Cooldown delay after dealing or taking damage increased from 4 seconds to 6 seconds. Cooldown reduced from 45 seconds to 15 seconds. Talents
      Level 1 Dragon Soul Healing increased from 75%, 150% to 100%, 200%. Level 4 Heat Wave Damage over Time increased from 6 to 9. Damage over Time stacks reduced from 4 to 3. Initial damage bonus increased from 125% to 150%. Level 7 Firestorm Damage increased from 70 to 77. Landing delay reduction increased from 2 seconds to 3 seconds. No longer reduces cooldown of Dragonflight. Level 13 Fire and Fury Damage bonus increased from 30% to 40%. Falstad
      Base
      Lightning Rod [W] Range reduced by .5. Time between strikes increased from .8 seconds to .9 seconds. Jaina
      Base
      Frostbite [Trait] NEW QUEST: Deal Ability Damage to Chilled Heroes. Upon reaching 12,000 Damage, unlock Improved Ice Block, which allows Jaina to become temporarily Invulnerable. Mythic Reward: Upon dealing 30,000 Damage, Ice Block upgrades to Ice Cold, granting Jaina Protected instead of Stasis Ice Block allows Jaina to move and cast while active. Talents
      Level 7 Ice Lance Cooldown reduction increased from 1.5 seconds to 2 seconds. Level 16 Numbing Blast Root duration reduced from 1 second to .75 seconds. Level 20 Wintermute Water Elemental cast range and damage bonus decreased from 50% to 40%. Kael'thas
      Talents
      Level 1 Convection Increased reward damage and health from 150/50 to 200/100. Kerrigan
      Base
      Ravage [Q] UPDATED QUEST: Enemies killed in a narrow proximity of Kerrigan provide stacks. Minion kills grant 1 stack. Hero kills grant 7 stacks. At 100 stacks, gain 125 Ravage damage, and Heroes now provide 14 stacks on kill. At 250 stacks, gain 200 Ravage damage. Kill window for receiving a free Ravage charge has been reduced from 1.5 seconds to 0.75 seconds. Muradin
      Base
      Storm Bolt [Q] Perfect Storm Quest removed. NEW QUEST: Basic Attack Heroes affected by Slows or Stuns. Slows provide 1 stack and Stuns provide 2 stacks. At 35 50 stacks, Storm Bolt pierces to hit an additional target, and Muradin's Basic Attack reduces the cooldown of Storm Bolt by 0.5 seconds. Mythic Reward: At 150 200 stacks, Storm Bolt's range is increased by 50% and width is increased by 100%, and now pierces all targets. Talents
      Level 1 Dwarf Block Block charges reduced from 4 to 3. Give 'em the Axe! Moved Talent from Level 7 to Level 1. Level 4 Sledgehammer No longer increases Storm Bolt's cooldown reduction. Now increases Storm Bolt damage to non-Heroes by 500%. Level 7 Perfect Storm NEW: If an enemy hit with Storm Bolt dies within 3 seconds, reset its cooldown. This can only occur once per 10 seconds. Level 16 Dwarf Launch Range bonus reduced from 40% to 30%. Level 20 Mountain King NEW: Thunderclap and Dwarf Toss have an extra charge. Rewind Removed. Murky
      Base
      Murky now gains a 35% Shield for 10 seconds upon reviving. Spawn Egg [D] Egg now regenerates quickly instead of having a Shield. Slime [Q] Now applies its debuff to enemy Structures. Now deals 50% damage to Structures. Pufferfish [W] Damage reduced by 20%. Detonation time reduced from 3 seconds to 2.75 seconds. NEW QUEST: Hit enemies affected by Slime with Pufferifsh Kill Slimed enemies, or hit them with Pufferfish. Provides 1 stack per minion, 5 stacks per Hero or Structure hit. At 100 200 stacks, Basic Abilities now deal full damage to Structures. Mythic Reward: At 200 400 stacks, Murky gains 50% Health and increases in size. Talents
      Level 1 Egg Hunt Talent removed. Shell Game NEW: Murky can now place 2 eggs, but randomly revives from one of them. Increases the cooldown of placing an egg to 30 seconds and goes on cooldown if either egg dies. Level 10 March of the Murlocs Damage increased by 4%. Level 13 Egg Shell REWORK: Murky gains a Shield equal to 35% of his Health upon placing an egg or when one of his eggs dies. Fish Tank Healing reduced from 25% to 20%. Level 16 Wrath of Cod Reduced the amount of time needed to deal the full Damage over Time from 5 seconds to 4 seconds. Level 20 Big Tuna Kahuna Talent removed. Faster Fish NEW: Pufferfish detonates 80% faster. Making Inky Cooldown reduction reduced from 2 seconds to 1.5 seconds. Never-Ending Murlocs No longer deals reduced damage to Structures. Sylvanas
      Talents
      Level 4 Mercenary Queen Now also causes Sylvanas' Basic Attacks to instantly apply 3 stacks of Black Arrows to Mercs. Thrall
      Base
      Basic Attack damage decreased from 173 to 167. Talents
      Level 1 Crash Lightning Mythic Reward Damage bonus increased from 270 to 325. Echo of the Elements Mythic Reward now also allows Chain Lightning to bounce back to the same target. Tyrande
      Base
      Mana reduced from 500 to 450. Sentinel Shot [W] Mana cost increased to 55 from 50. Lunar Flare [E] NEW QUEST: Hitting a Hero with Lunar Flare increased its damage by 5%, up to 250%. After hitting 10 Heroes, increase Lunar Flare's range by 30%. After hitting 20 Heroes, Sentinel now pierces the first Hero hit. Mythic Reward: After hitting 50 45 Heroes, Tyrande's Basic Attacks occasionally trigger a Lunar Flare. Now restores 25 mana per enemy hit. Mana cost increased to 65 from 60. Starfall [R] Mana cost increased to 85 from 75. Shadowstalk [R] Mana cost increased to 85 from 75. Talents
      Level 1 Ranger No longer provides pierce. Moonlit Arrows Cooldown reduction reduced from .75 seconds to .5 seconds. Moved Talent from Level 7 to Level 1. Trueshot Aura No longer passively increases Tyrande's Attack Damage. Now also applies to Tyrande upon activation. Level 7 Elune's Gift NEW: Grants 20% Spell Power for 10 seconds after hitting an enemy with Lunar Flare. Level 20 Commander of Sentinels NEW: Sentinel now has an additional charge. Return to Top
      Bug Fixes
      Heroes
      Alarak Level 10 Deadly Charge Fixed an issue that caused Alarak's Deadly Charge to not be activated by clicking the left mouse button if it occupies the Trait slot. Ana Base Aim Down Sights [D] Can now be toggled while affected by a Silencing effect. Jaina Base Frostbolt [Q] Fixed an issue causing Jaina's Frostbolt to not have its model updated by Dreadlord Jaina or Lunar Jaina. Orphea Level 4 Allegrissimo Fixed an issue that could cause Allegrissimo's cooldown reduction to not be granted when hitting a Hero at Shadow Waltz' end. Sylvanas Base Possession [1] Fixed Possession not showing in the Quick Cast menu settings. Fixed Possession not being correctly affected by cooldown reduction affects granted by allies. Tychus Level 10 Commandeer Odin Fixed an issue that caused Tychus' Odin to not display a cooldown for its Thrusters Ability. Return to Top
      Click here to discuss this post with other players in the official Heroes of the Storm forums.

    • By Elitesparkle
      Blizzard released a new PTR patch for Heroes of the Storm and here are the unofficial Patch Notes with all the datamined changes.
      Map Updates
      Volskaya Foundry
      Objective
      Triglav Protector Attack Damage reduced from 155 to 130. Attack Damage bonus against Structures increased from 50% to 100%. Attack Damage bonus when both slots are occupied increased from 35% to 50%. Spell Damage bonus when both slots are occupied reduced from 35% to 25%. Cooldown reduction when both slots are occupied reduced from 35% to 25%  Triglav Gunner Spell Damage bonus when both slots are occupied reduced from 35% to 25%. Cooldown reduction when both slots are occupied reduced from 35% to 25%. Energy Regeneration when both slots are occupied reduced from 35% to 25%. Balance Updates
      Arthas
      Base
      Army of the Dead [R1] Ghouls' Health increased from 1060 to 1200. Ghouls no longer have a duration. Ghouls now lose 60 Health every second. Ghouls duration effectively increased from 15 to 20 seconds. Azmodan
      Base
      Globe of Annihilation [Q] Damage bonus upon reaching 450 Annihilation increased from 125 to 150. Summon Demon Warrior [W] Demon Warriors damage reduced from 83 to 53. Additional functionality: Deals 100% bonus damage against Minions and Mercenaries. Demon Lieutenant [D] Demon Lieutenant damage reduced from 103 to 52. Additional functionality: Deals 100% bonus damage against Minions and Mercenaries. Deathwing
      Talents
      Level 1 Molten Blood Removed functionality: No longer grants Form Switch, which could be activated to swap Form. Jaina
      Base
      Frostbite [Trait] Rework: Ice Cold no longer gives Protected, Unstoppable, and immunity to damage over time effects for the duration. Instead, it now gives Invulnerable for the duration. Murky
      Base
      Pufferfish [W] Baseline Quest requirements increased from 100/200 to 200/400. Rework: Kill Slimed enemies or hit them with Pufferfish. Heroes and Structures award 4 bonus stacks. Bug Fixes
      Fixed an issue causing Azmodan's Summon Demon Warrior to not show the amount of charges available. Fixed an issue causing the Health decay of Azmodan's Demon Warriors to scale twice per level. Fixed an issue causing Azmodan's Wrath to still require the target to be under 75% Health in order to grant Annihilation. Fixed an issue causing the damage from Azmodan's Wrath to cap at 400 Annihilation rather than 450 Annihilation. Fixed an issue causing Azmodan's Battleborn to reduce the cooldown between charges instead of the charge cooldown. Fixed an issue causing Basic Attacks empowered by Azmodan's Bombardment to give Annihilation when hitting non-Heroes. Fixed an issue causing Basic Attacks empowered by Azmodan's Bombardment to give Annihilation while Blinded or if the target is Evading. Fixed an issue causing the tooltip for Falstad's Dishonorable Discharge in the Buff Bar to not show the Quest progress correctly. Fixed an issue causing the tooltip for Falstad's Frequent Flyer in the Buff Bar to not show the Quest progress correctly. The tooltip for Gazlowe's Overcharged Capacitors has been updated from duration to Health gain  Fixed an issue causing Jaina's Blizzard to have 0 range. Fixed an issue causing Jaina's Summon Water Elemental to have 0 range. Fixed an issue causing Jaina's Baseline Quest to show its progress on the UI while dead even after completing it. Fixed an issue causing Kerrigan's Baseline Quest to not gain stacks correctly after reaching 150 stacks. Fixed an issue causing Muradin's Thunder Clap to not show the amount of charges available. Fixed an issue causing Muradin's Thunder Clap to not be affected by cooldown reduction effects. Fixed an issue causing Muradin's Dwarf Toss to not show the amount of charges available. Fixed an issue causing Muradin's Dwarf Toss to not be affected by cooldown reduction effects. Fixed an issue causing the cooldown reduction from Muradin's Dwarf Launch to not work correctly. Fixed an issue causing the cooldown reduction from Muradin's Unstoppable Force to not work correctly. Fixed an issue causing Murky's Spawn Egg to not go on cooldown when destroyed or placed. Notification message for Murky having no Egg changed from "Murky's Egg" to "last Murky's Egg". Fixed an issue causing the tooltip for Nazeebo's Dead Rush to not show the Zombies duration correctly. Fixed an issue causing Nazeebo's Gargantuan Stomp to not be usable 20 seconds after Gargantuan was summoned. The tooltip for Zagara's Mutalisk has been updated from duration to Health decay.
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