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Damien

Heroes of the Storm Kerrigan

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Guest Phoby Trice

This build makes little to no sense. Why, exactly, sacrifice all damage building talents in favor of tanking talents, exactly? Kerrigan is a hit-and-run character. Relying on her ability to tank damage with her shields is asinine. Gank with ability power and, if she doesn't get the killing blow, disengage and re-engage upon cooldowns.

 

Lv1: Sharpened Blades (Because Kerrigan isn't a tank.)

Lv4: Envenom (Because Kerrigan isn't a tank.)

Lv7: Battle Momentum (Because Kerrigan isn't a tank.)

Lv10: Summon Ultralisk (Because Kerrigan isn't a tank.)

Lv13: Double Strike (Because Kerrigan isn't a tank.)

Lv16: Essence for Essence (Because Kerrigan isn't a tank.)

Lv20: Bolt of the Storm (Because Kerrigan is NOT a tank.)

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Guest warsaw
On 17.12.2015 at 8:33 PM, Guest Phoby Trice said:

This build makes little to no sense. Why, exactly, sacrifice all damage building talents in favor of tanking talents, exactly? Kerrigan is a hit-and-run character. Relying on her ability to tank damage with her shields is asinine. Gank with ability power and, if she doesn't get the killing blow, disengage and re-engage upon cooldowns.

 

Lv1: Sharpened Blades (Because Kerrigan isn't a tank.)

Lv4: Envenom (Because Kerrigan isn't a tank.)

Lv7: Battle Momentum (Because Kerrigan isn't a tank.)

Lv10: Summon Ultralisk (Because Kerrigan isn't a tank.)

Lv13: Double Strike (Because Kerrigan isn't a tank.)

Lv16: Essence for Essence (Because Kerrigan isn't a tank.)

Lv20: Bolt of the Storm (Because Kerrigan is NOT a tank.)

Sorry but this also makes no sense.. Because Kerrigans aoe is lost with this ulti, i wouldn´t recommend to use ultralisk. i agree with your opinion that kerrigan is not a tank, but she doesn´t need to be a tank to take advantage of additional heals, especially if you are jumping out of healers range and he can´t follow fast enough. So first talent should always be siphoning impact. Second talent envenom is ok for me because you will not always kill instant with clean kill (combination of ravage talents is interesting anyway), and for low-rank games i would surely prefer omegastorm as a last instead of bolt of the storm

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Not sure if this has been addressed but you don't have a recommended talent for level 13 right now.  You still have Lingering Essence there, and then all three of the current talent picks are placed under Not Recommended.

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Guest Castitatis

I've had great runs in mid-tier elo using a more melee centered build paired with either a rehgar and/or a Lt. Morales.

1. siphoning impact

4. fury of the swarm

7. bladed momentum or if they have high burst then adaptation

10. maelstrom

13. double strike

16. aggressive defense

20. nexus blade or bolt of storm if they have good escape mechanics

 

This turns kerrigan into an AA monster that can shred multiple people down at once if they make the unfortunate mistake of bunshing together, which does happen quite often at the level where I play, especially assassins sticking near their supports.

Either rehgar or morales are a must for this to work well though 

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2 hours ago, Guest Castitatis said:

I've had great runs in mid-tier elo using a more melee centered build paired with either a rehgar and/or a Lt. Morales.

1. siphoning impact

4. fury of the swarm

7. bladed momentum or if they have high burst then adaptation

10. maelstrom

13. double strike

16. aggressive defense

20. nexus blade or bolt of storm if they have good escape mechanics

 

This turns kerrigan into an AA monster that can shred multiple people down at once if they make the unfortunate mistake of bunshing together, which does happen quite often at the level where I play, especially assassins sticking near their supports.

Either rehgar or morales are a must for this to work well though 

Yeah, the need to auto-attack with a melee hero is often quite dangerous (especially if the opposing team has good pokers), requiring you to have a pocket healer, which significantly reduces the usability of some talents, such as the Fury of the SwarmFury of the Swarm. How successful are you with this build?

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Guest Andrerx470

I want to point out that fury of the swarm does a lot more damge than psionic pulse in far less time while landing W-E combo and also is a passive so its ALWAYS active and greatly contributes to Kerrigan shield when she dives in the enemy team with Malestrom.

Anothe talent that sinergizes well with fury of the swarm is assimilation mastery because one of kerrigan weak points is the high mana cost of her abilities (175 for QWE combo).  Bladed momentum is a very good talent but relying on it in long teamfights leaves you with no mana ( only 3 combo at most and even less if you pick siphoning impact at level 1) and kerrigan with no mana is utterly useless.

Kerrigan talents are ALWAYS extremely situational but i think more credit should be given to overdrive since uther and tyrael are almost fixed bans now. This talent beside having a very low CD it powers up Malestrom damage (the shield gets 250% at lv20 if you pick omegastorm) and dramatically improves your burst damage which is kerrigan main trait (especially if you have picked sharpened blades at lv1 and clean kill at lv4). The increased mana cost can be easily covered with assimilation mastery or/and malfurion trait.

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Guest Cennix

I don't agree with these builds.

I find the biggest strength in Kerrigans staying power is when you combine Fury of the Swarm 4 with Double Strike 13 and Agressive Defence 16. The cleave, which also benefits from the extra auto hits on 13, all generate extra shields from the 16 talent.

My most successful build by far as a Kerrigan main with 65% winrate over 400+ games is similar to what Castitatis posted above, :

Cleave Build

1. Sharpened Blades/Block
2. Fury of the Swarm
3. Bladed Momentum
4. Maelstrom
5. Double Strike
6. Aggressive Defense (Occasionally Consider Essence for Essence if I find myself consistently just needing a little extra damage for a kill after a Q/AA+Proc/W-E/AA+Proc/AA combo. Can heavily depend on levels as well).
7. Psionic Shift

If I go for a ravage build I will tend to go as follows:

1. Siphoning Impact.
4. Clean KIll
7. Bladed Momentum
10. Maelstrom
13. Eviscerate/Double Strike (Depends on target choice in fights)
16. Essence for Essence (Without all the cleave value from the above build I don't feel like Aggressive Defence gets enough value, especially If you are going for a ravage build, these fights should be relatively short and snappy, and therefore Essence for Essence should generally get more value)
20. Psionic Shift

The Cleave build is  much better at taking Merc camps than a standard Ravage build. At 13, you have the flexibility of burning some extra mana and clearing it super fast (faster than any other melee (Samuro, Greymane, Wrath Sonya included), or to preserve your mana and cleave it down a little slower. The healing lost from the ravage build in this regard is made up for the fact that you gain so much extra shielding from the cleave damage. It also has other little benefits such as clearing Zag creep with the cleave if positioned correctly too.

For Infernal Shrines and Haunted Mines I usually play a ravage build, as it is fantastic at clearing the shrine/small skull camps but if I see a game I can heavily abuse sappers on Mines with the above cleave build then I will opt for that. with Sharpened Blades/Fury of the Swarm on 1 & 4 you clear these sapper camps very fast and i feel it scales much better late game due to superior synergy.

When choosing which build also take into account things like how much value block would get. If I'm against a butcher I need to heavily consider this and it can often decide the route of my build. Always look for things you can abuse for healing/shielding. For example If you are against a Nazeebo, you can abuse the Zombie Wall to heal up with ravage build. Same with Pufferfish, Beetles, and so on. The list is pretty substantial but I will always go to one of these two builds. Sometimes this makes me even consider Omegastorm at 20. Things like Samuro clones, Arthas Army, Chen Ult. and even Brocoli can give you extra value from this you should take into account.

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11 hours ago, Guest User1 said:

No Ultralisk on Kerrigan Abilities and strategy

Thanks for pointing this out! It must have been removed by mistake.

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On 9/7/2015 at 11:29 AM, Damien said:

This thread is for comments about our Kerrigan build guide for Heroes of the Storm.

Ahahahaha i suggest people who come here to avoid this build for kerrigan,6 years of playing LOL and making such a poor guide for such a great killer hero,who made this never should've touch even kerrigan.As a player of kerrigan i recommend: 

lvl1.Sharpened Blades.

lvl 4.Psionic Pulse.

lvl 7.Assimilation Mastery.

lvl10.Maelstrom.

lvl13(Here it depends on situation and enemy,if opposing team has a tank like arthas or such stuff,or a killer like butcher go for double strike,if you find yourself in a more comfortable position with opposing players without high in HP go for Queen's Rush,will help you chasing players trying to avoid maelstrom or your other skills while maelstrom activated.

Lvl16.Also same situation like previous on 13,if your team needs someone with high damage go for Overdrive.But if your team has enough damage output go for aggressive defense.Usually i prefer Overdrive(never bad having a 25% boost:D)

Lvl.20.Omegastorm focuses on your shileds amount you gain from lvl 10Maelstrom,but i recomend Nexus Blades.

 

Cheers.and GLHF.

Edited by Cdavid
typo

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2 hours ago, Cdavid said:

Ahahahaha i suggest people who come here to avoid this build for kerrigan,6 years of playing LOL and making such a poor guide for such a great killer hero,who made this never should've touch even kerrigan.As a player of kerrigan i recommend: 

I mean, not just our guide disagrees with you, but HoTSLogs %s do as well.

3.3% taking Queen's Rush in last 7 days vs. 73.1% taking Double Strike at 13.

Even less for Overdrive, 2.8% take it on 16. 

If they were at least at 10%+, there might be an argument here, but those are incredibly low %s.

You say you are a player of Kerrigan, but what exactly do you mean? What rank are you currently at? Do you play her against AI, in Quick Play, in Ranked? These are all important pieces of information.

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Kerrigan i play in ranked mode and quick matches...the build with Queen's Rush for me it's useful. I've mentioned already some players are like frozen when you activate Maelstrom and will try to get out of it's range,that talent helps me keep me close enough to him.Like i was saying Double Strike i prefer it in fights with other dps such as The Butcher,who's dealing a crazy amount of dmg in team fights especially after gathering 200 meat.Now i should ask you back,what you do with 2 talents on Eviscerate?? for healing and 40% distance?

This build i suggest it for normal players,i've already read your thoughts far away they are at championships even dough neither you don't reach there as neither i.

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12 minutes ago, Cdavid said:

Kerrigan i play in ranked mode and quick matches...the build with Queen's Rush for me it's useful. I've mentioned already some players are like frozen when you activate Maelstrom and will try to get out of it's range,that talent helps me keep me close enough to him.Like i was saying Double Strike i prefer it in fights with other dps such as The Butcher,who's dealing a crazy amount of dmg in team fights especially after gathering 200 meat.Now i should ask you back,what you do with 2 talents on Eviscerate?? for healing and 40% distance?

You are criticising two different builds in the same comparison? I don't understand how that's possible. They are intended to do two different things. The first build is there specifically to output as much damage as possible, sacrificing all survivability for it. This is very clearly noted below it. You take talents to deal as much damage as possible to a single priority target. That's when you take things like Double Strike, specifically to counter things like Butcher. You aim to kill them in one stun by ensuring your team focuses them alongside you. This is exactly what the guide says, what you say and then you say the guide is completely wrong. 

The second build, with the range and healing talent are never meant to be taken against things like the Butcher. That's the whole point of the build. We never recommended it to be taken so, yet you are saying that the Butcher counters that build. I really don't understand.

The second build is to be used to stick to ranged targets that can kite you and slowly kill you, with roots or jumps. Definitely not a hero like the Butcher. 

Calling the guide "such a poor guide" and then attacking a specific build for its ability to counter a hero it was never meant to counter is just downright ridiculous, especially when another talent build is listed next to it already that is for said hero.

18 minutes ago, Cdavid said:

This build i suggest it for normal players,i've already read your thoughts far away they are at championships even dough neither you don't reach there as neither i.

Just because someone is a normal player, doesn't mean they need to use a sub-par talent. If anything, taking Overdrive is even worse for the normal player, because you lose any survivability from the other two choices. So actually, your choice of Overdrive would belong with the pro players that have pro supports to save them.

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Here's a pretty good build I just stole from someone posting it in Blizzard's official HotS forums.

https://www.icy-veins.com/heroes/talent-calculator/kerrigan#29.7!332221.

I gave it a try myself, it's a lot better than the old Ravage build (which has been literally "ravaged" after the last nerfs). It's pretty good - though she's still a kind of niche hero. This worked well for me in Tomb.

Justifications (as the guy who posted, argued the reasoning behind these talent choices):

1 - Damage Block. This helps a lot in making you tanky. It may seem that 2 instances of 75% physical armor against enemy Hero attacks is not much, but it helps you in building up your shield from your trait. You can see it as a form of sustain - the typical "lifesteal sustain" restores some of your health as long as you keep attacking something. That kind of negates some of the damage you're taking, which is exactly the same thing this talent does. The advantage is that you don't have to actually attack anything to negate a portion of their attack damage, but in exchange for that, it doesn't work against spells. But given that you're a melee hero with the ability to dive into the enemy you're bound to get attacked anyway and this will serve its purpose.

4- Cleave. This not only helps in waveclearing, for no manacost whatsoever - this also HELPS BUILDING UP YOUR SHIELDS VERY FAST. Do you remember how Assimilation works? yeah, that's right. You have to hurt enemies with your attacks and spells. The more enemies you manage to hurt at once, the more shields you get. Since Cleave causes your attacks to damage several minions at once (or if you're really really lucky you might be able to attack and damage more than 1 enemy Hero with the Cleave if they're really clumped together). If you're in lane, you're just hitting minions with cleave, you're clearing waves but also building up your shields in the process. This is obviously handy in preparation for diving at an enemy where you might get hurt.

7 - Assimilation Mastery. This combined with the fact that you're damaging several minions at once with each Cleave attack improves the duration of your Assimilation Shields and your health and mana regen along with it. You may still go for Bladed Momentum if you like, but keep in mind that Kerrigan is more about getting only 1 spell combo on a squishy enemy right (while surviving the ordeal), most of the time you won't really have much room for a second attempt if you failed the first one.

10 - Ultralisk. Since you've been tanking yourself up to this point, you have to get some means of damage (other than your stun + pull  + dive combo) and this gives it. Most people won't pay attention to the ultralisk running and hitting, they will just try to stop you and so your pet goes unchecked. It works better than Maelstrom in that for that one you have to be really close to a bunch of enemies for that to work, and they can get away with an escape mech or whatever. If your pet does not reach an enemy in time, you could at least order it to clear a lane or attack an enemy tower or other structure meaning it doesn't completely go to waste. In addition keep in mind that Ultralisk helps you much more in things such as body-blocking or dismounting enemies trying to either chase you or flee from you.

13 - Double Strike - This is Kerrigan's version of Follow Through or Nova's One in the Chamber. Buffs some of your attack damage now that you have buffed your survivability to a decent amount.

16 - Aggressive Defense - By this point you're as tanky as an Artanis, or probably more.

20 - You can go with any talent really but the guy recommended Nexus Blades. Any of the talent choices at this tier seems fine.

Edited by Leadblast

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On 06/12/2017 at 12:07 PM, Farbas said:

This is not really a build-related question, but why would you ever pick Kerrigan over Alarak?

Mobility. Armour. For the Swarm.

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This guide really needs an update so badly.

There's pretty much only 1 viable build for Kerrigan right now, with some optional talent choices:

Lv 1: Either Sharpened Blade or Block. Block is good against hard-hittig AA like Butcher, Stukov, Greymane, etc; while being useless against fast AA like Tracer, Tychus, Genji.

Lv 4: Fury of the Swarm is the only choice. It significantly improves your waveclear and merc clear, while helping you building up your shield if a team fight is going to happen nearby. The other choices are either extremely underwhelming, or making zero sense at all.

Lv 7: Bladed Momentum should be the go-to choice. It vastly improves your merc clear to the point that you're one of the best mercenary camp claimer in the game. It also helps you team fight by allowing for more combo AND Ravage usage, whichc results in more damage, more shield and more mobility. Some people opted for Assimilation Mastery for mana sustain, but you don't really need it if you have better MANAgement. (LUL)

Lv 10: Maelstorm is the choice here. The damage is not something spectacular, but it forces the enemy backliners to move away from it, making you easier to predict their movement and hit your combo. Ultralisk is better for split-pushing, but it really doesn't do much until you get the upgrade at lv 20. 

Lv 13: Double Strike is too powerful to give up. It significantly increases your burst damage, to the point that you can almost one-shot a squishy. It also allows you to clear camp much faster.

Lv 16: You can choise between Aggressive Defense and Essence for Essence. Aggressive Defense makes you much tankier, while Essence for Essence provides a respectable amiunt of on-demand burst damage. Take what you need based on your situation.

Lv 20: I've seen a lot of different opinions for this tier, but I usually prefer Psionic Shift. It makes you much more unpredictable, so they'll have a harder time to dodge your combo. I sometimes go for Maelstorm upgrade if I need to be a tanky frontliner, or the enemy team has a melee heavy comp.

This guide's builds are really horrible, especially the Ravage build. 2 of its talents are based around a kill-reset mechanic on you main engaging tool. This makes zero sense on Kerrigan, whose kit is based around landing a high-damage combo after engaging. You ain't gonna kill anyone after you use Ravage on them in 1.5s. This kind of talents would be insane on someone like Genji, but not Kerrigan.

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Guest my build

i have around 200k siege dam and 85k heroes dam :

1- Block:  good early game 

4- fury of the swarm: a lot of xp

7- assimilation mastery: mana and health

10- does'nt matter choose what's best.. uselly ultralisk because of lvl 20 torrasque

13- eviscerate: more dam

16- aggressive defense: more def

20- well i often use ultralisk so i pick torrasque but it is up to u

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Guest pls

It's been almost a day since the frontpage said that all of Kerrigan's pages have been updated for the rework but it's still the same list from a year ago.

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      (Source)
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      At least a dozen accounts in EU Grandmaster were boosted by stacking with lower MMR smurfs to their rank and who knows how many more boosted accounts are below that. At one point during this season even the top 3 GMs in EU were all boosted accounts with insanely high winrates (85%+).
      This has "inspired" more and more players to do the same and if nothing happens the ladder will soon be overrun by boosted players and smurfs if it isn't already. This is a problem that occurs probably at all ranks but it's the most glaring in Master and GM.
      The new season hasn't started yet and there is still time to try to fix things. Make Masters duo only again (solo would be ideal but I guess compromises have to be made) and put a point restriction between the two duo partners (3-5k points difference at max).
      Don't let the Ranked system be a complete joke and restore at least a bit of integrity.
      Good afternoon Reddit friends,
      I hope you all had a wonderful Thanksgiving (if you celebrate it)! Your concerns about this are not falling on def ears, and we have something planned for the next patch: When queued as a party, Storm League will now look for matches based solely on the highest player's MMR.
      While we know that this isn't a 'silver bullet' fix for all types of account smurfing, it should help make trying to climb the leaderboard feel more fair for both parties and individuals.
      Have a wonderful day ?
    • By positiv2
      This thread is for comments about our Heroes of the Storm Hogger Guide.
    • By Staff
      The latest Heroes of the Storm Hero is, in fact, Hogger from World of Warcraft. The patch also removes the Gladiator's Medallion Nexus anomaly.
      Hogger Hero Spotlight
      The infamous Chieftain of the Riverpaw pack and the scourge of Elwynn Forest is now playable! Strap on your [Studded Leather Belt of the Wolf], sharpen your shiniest common dagger, and abandon all hope, ye Elwynn adventurers who dare enter here. Hogger has abandoned his hill and is headed straight for the Nexus!
      Here are the preliminary PTR notes for the latest update.
      (Source)
      Our next Heroes of the Storm patch has just hit the Public Test Realm and will be available for playtesting until November 30, PST. As always, if you encounter any bugs during your PTR play sessions, please stop by the PTR Bug Report forum to let us know about your experiences.
      New Hero: Hogger, Scourge of Elwynn
      Hogger, a chaotic, mobile, bruiser who creates terrain and deals heavy area damage, now joins the battle in the Nexus!
      Trait [D]
      Loot Hoard Throw a pile of junk that deals 102 damage in a small area and acts as terrain for 5 seconds. Upon expiration, a scrap of Meat is dislodged from the Hoard that Hogger can collect to restore 3% of his maximum Health every second for 5 seconds. Cooldown: 20 seconds. Trait [Passive]
      Rage Rage is gained by taking damage or dealing Basic Attack damage. Hogger’s Basic Ability cooldowns refresh 1% faster for every 2 points of Rage. After 3 seconds of not gaining Rage, it begins to quickly decay. Basic Abilities
      Staggering Blow [Q] Swing your chain in a wide arc, dealing 140 damage to enemies hit and knocking them away. If an enemy collides with terrain, they are dealt an additional 150 damage, Stunned for .75 seconds, and grant Hogger 10 Rage. Cooldown: 12 seconds. Ez-Thro Dynamite [W] Toss a boot full of Dynamite with a 1.5 second fuse. Upon detonation, enemies take 180 damage and are Slowed by 30% for 2 seconds. The Dynamite instantly detonates when landing directly on an enemy Hero and grants Hogger 10 Rage. Cooldown: 8 seconds. Hogg Wild [E] After .25 seconds, become Unstoppable and uncontrollably spin towards the targeted direction, ricocheting off any terrain encountered. Every .25 seconds, deal 36 damage to nearby enemies, increased by 1% for each current point of Rage. Ricocheting off terrain refreshes the duration of the spin. Cooldown: 14 seconds. Heroic Abilities
      Hoardapult [R1] Launch an empowered Loot Hoard with Hogger attached, dealing 140 damage and Slowing enemies by 50% for 2 seconds. Hoardapult’s Loot Hoard lasts for up to 20 seconds, but decays rapidly while Hogger isn’t nearby. Every 10 seconds Hogger can take a chunk of Meat from the Loot Hoard. Cooldown: 50 seconds. Shockwave [R2] After .5 seconds, slam the ground, sending out a shockwave that travels in a long line. Enemies hit by the initial slam take 306 damage and are Stunned for 1.25 seconds. Enemies only hit by the shockwave take 210 damage and are Stunned for .75 seconds. Cooldown: 70 seconds. Talent
      Level 1 Journeyman Cooking [W] Quest: Hitting an enemy Hero with Ez-Thro Dynamite restores 6% of Hogger’s maximum Health and permanently increases Hogger’s Health by 10, to a maximum of 750 bonus Health. Bones to Gnaw [Trait] Loot Hoard creates Meat on ground impact. While Meat is active, gain 10 armor. On The Prowl [Active] Activate to gain 30 Rage over 8 seconds. Passive: Hogger heals for 6 Health every second, increased by 2% for each point of Rage he has. Cooldown: 45 seconds. Level 4 Brute Strength [Q] Increase the range of Loot Hoard by 15%. Each Hero hit by Staggering Blow will permanently increase Hogger’s Basic Attack damage by 1, up to 100 bonus damage. Terrain collision impacts grant 2 stacks of this effect. Aggro Range [E] Increase Hogg Wild’s area by 25% and generate 1 Rage per enemy hit, increased to 3 against Heroes. Hogger’s Joggers [Passive] While at or above 30 Rage, Hogger gains 10% increased Movement Speed and healing received. When above 50 Rage, increase these bonuses to 15%. Level 7 Seeing Red [Q/E] While above 50 Rage, Staggering Blow and Hogg Wild’s cooldowns refresh 30% faster and Hogger gains 25% increased Attack Speed. Dense Blasting Powder [W] Direct hits launch an additional stack of dynamite beyond the target. Hitting an Ez-Thro Dynamite with Staggering Blow launches 3 sticks of Dynamite. Garbage Fire [W/Trait] Reduce the cooldown of Loot Hoard by 4 seconds. Loot Hoard deals 22 damage every .5 seconds and Slows nearby enemies by 20% in a large area. Level 13 Dust Devil [E] Hogg Wild grants 40 Armor while active and for 3 seconds after it ends. Increase this Armor value to 60 if Hogger has 50 or more Rage. Pummel [E] Enemies hit by Hogg Wild are Slowed by 10% for 1.5 seconds, stacking up to 5 times. Heroes hit also have their Spell Power reduced by 50% for 3 seconds. Bloodthirst [Passive] Hogger is healed for 33% of the damage dealt to Heroes by Basic Attacks, Hogg Wild, and Staggering Blow. Level 16 Headbanger [Q] Heroes that collide with terrain from Staggering Blow take an additional 8% of maximum health as damage and are stunned for an additional .5 seconds. Kablooie! [W] Direct Hits with Ez-Thro Dynamite deal 40% more damage, reduce its cooldown by 1.5 seconds and increase its Slow amount to 50%. [Passive] Ez-Thro Dynamite’s range is increased by 25%. Furzerker [Passive] Hitting Heroes with Staggering Blow or Ez-Thro Dynamite increases the damage of Hogger’s next Basic Attack by 50%. Stacking up to 2 Basic Attacks. When Hogg Wild ends, Hogger gains 30% Movement Speed for 2 seconds. Level 20 Secret Stash [R1] Every 2 seconds, Hoardapult’s Loot Hoard launches Ez-Thro Dynamite towards a random nearby enemy Hero. Every 5 seconds, a chunk or Meat is also launched towards Hogger. Power Spike [R2] Each Hero hit by Shockwave has their Armor reduced by 15 for 4 seconds and grants Hogger 20 Rage. [Passive] Shockwave’s cooldown is affected by Rage. No Control [E] Activate to cast an untalented Hogg Wild and chase an enemy Hero. After reaching the Hero, Hogger will switch to chasing another nearby enemy Hero. If no other enemy Heroes are within range of a chase target, this abilities’ duration will begin to rapidly decay. Lasts for up to 6 seconds. Cannot be canceled. 60 second cooldown. Anger Management [Passive] Increase Hogger’s maximum Rage by 50. Basic Attacks generate 5 additional Rage. Nexus Anomaly
      Collection
      Many seasonal items will be returning to the collection, and will be available for crafting and in Loot Chests for a limited time!
      New Bundles (Limited Time Only!) Hogger Heroic Bundle Winter Veil Classic Bundle Returning Bundles (Limited Time Only!) Toys 2018 Bundle Toys 2019 Bundle New Skins Stormwind Hogger Redridge Hogger Duskwood Hogger Shipwrecker Hogger Admiral Shipwrecker Hogger Drowned Shipwrecker Hogger Stately Shipwrecker Hogger New Mounts Bottleship Grog Bottleship Seaweed Bottleship New Announcer Hogger Announcer New Content Several new Portraits, Emoji Packs and other items have been added to the Collection! Storm League
      Storm League Reward Mounts The final reward of the 2020 Season 5 Questline will be the Quillbear Mount, which will be awarded after winning 35 games in Ranked Play. Heroes
      Brightwing
      Talents
      Level 1 Hyper Shift [Z] Bonus healing reduced from 10% to 8% maximum Health. Imperius
      Base
      Health reduced from 2450 to 2375. Health Regeneration reduced from 5.11 to 4.95. Talents
      Level 7 Blaze of Glory [W] Damage increased from 135 to 150. Jaina
      Talents
      Level 7 Icefury Wand [Passive] Adjusted functionality: Basic Attacks against Chilled targets deal 50% bonus damage and reduce the cooldown of Blizzard by 1.25 seconds, doubled against enemy Heroes. Sonya
      Talents
      Level 4 Shattered Ground [W] Damage increased from 100% to 125% of Seismic Slam’s base damage. Level 13 Ruthless [E] Now shows Crit kickers when bonus damage is dealt. Health threshold for bonus damage increased from 33% to 50%. Level 16 Giant Slammer [W] Damage increased from 1.25% to 1.5% maximum Health. Thrall
      Talents
      Level 4 Feral Resilience [W] Physical Armor increased from 50 to 75. Level 13 Spirit Shield [Active] Spell Armor duration increased from 1.5 to 2.5 seconds. Level 20 Worldbreaker [R1] Cooldown reduction increased from 20 to 40 seconds. Bug Fixes
      Fixed an issue where Alarak could become Protected and move without proccing Counter-Strike’s cooldown.
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