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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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13 hours ago, Guest Kerrigan said:

This guide needs to die both these builds are garbage tier.

Oh, why's that?

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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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      Level 1 Fatal Wounds Damage bonus against low Health targets increased from 30% to 50%. Quest removed. Ragnaros
      Base
      Blast Wave [E] Damage increased from 104 to 120. Molten Core [D] Cooldown increased from 120 to 180 seconds. Health increased from 3996 to 5000. Duration increased from 18 to 23 seconds. Ragnaros is now Stunned for 1 second upon exiting. Molten Core's Abilities range reduced from 35 to 20, but now grows from 20 to 35 over 9 seconds. Molten Swing is not affected by this. Molten Swing [Molten Core Q] Damage increased from 161 to 250. No longer deals increased damage to Minions. Cooldown increased from 6 seconds to 9 seconds. Now also knocks enemies back. Meteor Shower [Molten Core W] Damage increased from 151 to 200. Cooldown increased from 2.5 to 6 seconds. Area of effect increased by 66%. Delay between hits significantly increased. No longer deals increased damage to Minions. Slow increased from 25% to 35%. Now deals 75% reduced damage to Structures. Explosive Rune [Molten Core E] Cooldown decreased from 4 to 2.5 seconds. Damage adjusted from 285 on impact to 440 damage over 5 seconds. No longer deals increased damage to Minions. Now deals 75% reduced damage to Structures. Talents
      Level 1 Engulfing Flame Damage bonus reduced from 75% to 50%. Level 10 Sulfuras Smash NEW MYTHIC QUEST: Hit 8 enemy Heroes with the center of Sulfuras Smash. Mythic Reward: Sulfuras Smash gains an extra charge. Level 20 Lava Surge No longer reduces the cooldown of Lava Wave by 30 seconds. Now also gives +200% Movement Speed to allied Minions and Mercenaries in its path. Heroic Difficulty NEW FUNCTIONALITY: When Molten Core is used on a dead Fort or Keep, the cooldown reduced by 110 seconds. Passive: Increase the starting and maximum range of Molten Core's Abilities by 100%. Molten Swing is not affected by this. Thrall
      Talents
      Level 1 Crash Lightning Talent disabled in ARAM. Whitemane
      Base
      Searing Lash [E] NEW QUEST: Hit Heroes with Searing Lash to increase Whitemane's maximum Health by 3 and Mana by 2. Talents
      Level 1 Pity the Frail Cooldown reduction per hit reduced from 1.5 to 1 second. Inquisitor's Prayer NEW FUNCTIONALITY: For each Hero hit by Searing Lash, restore 25 Mana. Passive: Zeal's duration is increased by 2 seconds. Level 7 Intercession Cooldown increased 45 to 60 seconds. Level 13 Scarlet Wrath Mana restore increased from 0.5% to 1%. Level 20 Guiding Light Now also increases the Spell Power gained from Zeal's activation by 15%. Yrel
      Base
      Vindication [Q] Heal increased from 320 to 370. Damage increased from 140 to 160. Mana cost reduced from 65 to 50. Righteous Hammer [W] Stun duration increased from 0.75 to 1 second. Damage increased from 125 to 140. Mana cost reduced from 65 to 50. Avenging Wrath [E] Slow increased from 50% to 60%. Damage increased from 225 to 260. Mana cost reduced from 65 to 50. Divine Purpose [D] Cooldown increased to from 8 to 16 12 seconds. Cooldown is now reduced by 8 3 seconds whenever Yrel's Basic Abilities are interrupted. Cooldown is no longer reset when Yrel's Heroic Abilities are used. Talents
      Level 4 Hand of Freedom Cooldown increased from 30 to 40 seconds. Movement Speed bonus reduced from 30% to 25%. Level 20 Seraphim Cooldown increased from 10 to 20 seconds. Return to Top
      Bug Fixes
      General
      Attack beams from Forts, Keeps, and the Core will now be more visible when attacking Heroes. Maps
      Haunted Mines Fixed an issue where the player would not auto-mount when using the Hearthstone from inside the mines. Warhead Junction Fixed an issue that caused Heroes to not be revealed while launching a Warhead. Fixed an issue that caused the Warhead's channel beam to persist when interrupted. Heroes
      Ana Level 10 Eye of Horus No longer reveals in a global line when hitting a Structure. Removed a minor delay when dealing damage to enemy Heroes. Anub'arak Base Scarab Host [Trait] Fixed an issue that caused Beetles created by Ultimate Evolution clones of Anub'arak to not gain Spell Power bonuses. Fixed an issue that caused Anub'arak's Beetles to not have their damage reduced by D.Va's Defense Matrix. Level 7 Leeching Scarabs Fixed an issue that caused the healing done by Leeching Scarabs to not be affected by damage modifiers. Arthas Base Howling Blast [W] Fixed an issue where the visuals of Howling Blast didn't match the area hit. Frostmourne Hungers [D] Fixed an issue where the Slow benefit of Froststrike was provided baseline. Level 10 Army of the Dead Fixed an issue that caused Arthas's Ghouls to not have their damage reduced by D.Va's Defense Matrix. Deathwing Base Cataclysm [R] Deathwing will no longer be teleported to where Cataclysm is targeted if he is killed during Cataclysm. Deckard Level 10 Lorenado Fixed an issue that caused Lorenado to not deal damage to Unstoppable enemies. Hogger Level 20 No Control Fixed an issue that caused No Control to target enemies that are not visible. Jaina Base Frostbolt [Q] Fixed an issue that caused Frostbolt's range indicator and actual range to not match. Fixed an issue that caused Frostbolt cast by Ultimate Evolution clones of Jaina to not gain Spell Power bonuses. Blizzard [W] Fixed an issue that caused Blizzard used by Ultimate Evolution clones of Jaina to not gain Spell Power bonuses. Cone of Cold [E] Fixed an issue that caused Cone of Cold cast by Ultimate Evolution clones of Jaina to not gain Spell Power bonuses. Level 10 Summon Water Elemental Water Elemental's Basic Attacks damage now inherits all damage modifiers placed on Jaina. Level 20 Wintermute Fixed an issue that caused Water Elemental's Wintermute effects to deal more damage than intended to Chilled targets. Wintermute's Blizzard damage now inherits all damage modifiers placed on Jaina. Wintermute's Cone of Cold damage now inherits all damage modifiers placed on Jaina. Wintermute's Cone of Cold now initiates its Cone of Cold cast at the same time Jaina initiates her cast and will be interrupted if it or Jaina is interrupted. Wintermute's Frostbolt damage now inherits all damage modifiers placed on Jaina. Wintermute's Frostbolt now initiates its Frostbolt cast at the same time Jaina initiates her cast and will be interrupted if it or Jaina is interrupted. Kerrigan Level 10 Summon Ultralisk Fixed an issue that caused Kerrigan's Ultralisk to not have its damage reduced by D.Va's Defense Matrix. Leoric Level 16 Royal Focus Now displays the remaining duration around Skeletal Swing's button. Malfurion Level 1 Vengeful Roots Fixed an issue that caused Malfurion's Treant to not have its damage reduced by D.Va's Defense Matrix. Treant's damage will now display as Vengeful Roots in the Death Recap. Medivh Level 4 Raven Familiar Fixed an issue that caused Medivh's Raven Familiar created by Ultimate Evolution clones of Medivh to not gain Spell Power bonuses. Level 20 Guardian of Tirisfal Fixed an issue that caused targets near the edge of Arcane Rift's range with Guardian of Tirisfal to not be hit. Nazeebo Base Voodoo Ritual [Trait] Quest progress indicators will now show around the killed enemy Minion. Quest progress will now be gained in instances where a second Nazeebo damages the target and the target dies within 6 seconds of the first Nazeebo applying Voodoo Ritual. Fixed an issue that caused stacks of Voodoo Ritual gained prior to selecting Thing of the Deep to not be granted to Thing of the Deep. Fixed an issue that caused Vodoo Ritual's tooltip to display the incorrrect total damage value. Fixed an issue that caused Vile Infection's tooltip to display the incorrrect total damage value. Level 1 Thing of the Deep No longer causes Voodoo Ritual to display two Quest indicators. Level 4 Blood Ritual Fixed an issue that caused Blood Ritual to not grant Health or Mana when the target affected by Voodoo Ritual timed out due to their Health passively being reduced. Nova Level 20 Fast Reload Fixed an issue that caused Fast Reload to trigger when a Triple Tap target dies before it hits them. Probius Base Photon Cannon [E] Fixed an issue that caused Probius's Photon Cannons to not have their damage reduced by D.Va's Defense Matrix. Level 1 Gathering Minerals Now also empowers any Photon Cannon already on the battlefield upon Quest completion. Tychus Base Overkill [Q] Fixed an issue that caused Overkill to reveal unintended areas. Xul Base Raise Skeleton [Trait] Fixed an issue that caused Xul's Skeletal Warriors to not have their damage reduced by D.Va's Defense Matrix. Level 10 Skeletal Mages Fixed an issue that caused Xul's Skeletal Mages to not have their damage reduced by D.Va's Defense Matrix. Fixed an issue that caused Xul's Skeletal Mages to not apply their Slow in an aura while Blinded or against Evading Heroes. Fixed an issue that caused Xul's Skeletal Mages to not apply their Slow with their attacks against Heroes with Heroic Attack only Evasion effects. Level 16 Weaken Fixed an issue that caused Xul's Skeletal Warriors to not apply Weaken's damage reduction while Xul is Blinded or against Heroes with Heroic Attack only Evasion effects. Yrel Base Avenging Wrath [E] Fixed an issue that caused Yrel's Avenging Wrath to be interrupted by Roots while being channeled. Zagara Base Infested Drop [E] Fixed an issue that caused Roaches created by Ultimate Evolution clones of Zagara to not gain Spell Power bonuses. 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 official Patch Notes with all the changes.
      (Source)
      Our next Heroes of the Storm patch has just hit the Public Test Realm and will be available for playtesting. As always, if you encounter any bugs during your PTR play sessions, please stop by the PTR Bug Report forum to let us know about your experiences.
      Quick Navigation:
      General Map Updates Balance Update Bug Fixes General
      Players can now party with unplaced players in Storm League. Haunted Mines has been added to Ranked. Return to Top
      Map Updates
      Hanamura Additional brush has been added in several locations. Warhead Junction Warhead's channel penalty on interrupt reduced from 10 to 5 seconds. Return to Top
      Balance Update
      Heroes
      Abathur
      Base
      Spawn Locust [D] Health reduced from 350 to 225. Locusts now heal for 20% of the damage they deal, and heal for 20% of their maximum Health when a nearby Minion dies. Talents
      Level 1 Envenomed Nests Armor reduction increased from 10 to 15. Locust Brood Moved from Level 16 to Level 1. Cooldown increased from 45 to 75 seconds. Level 4 (New) Slapathur Abathur's Basic Attacks now Stun non-Heroes and deal 500% additional damage. Level 10 Evolve Monstrosity Now displays as a Quest. Abathur now has a Monstrosity unit frame, for tracking Health and stacks of the unit. Level 16 Survival Intincts Moved from Level 1 to Level 16. Health bonus increased from 100% to 200%. Alexstrasza
      Base
      Dragonqueen [D] Cooldown now starts after Dragonqueen has expired. Cooldown reduced from 150 to 130 seconds. Talents that affect Gift of Life also apply to Breath of Life. Talents that affect Abundance also apply to Preservation. Breath of Life [Dragonqueen Q] Healing reduced from 20% to 15%. Preservation [Dragonqueen W] Healing reduced from 30% to 25%. Talents
      Level 1 Live and Let Live Now also provides 25% recharge rate for Breath of Life. Flames of Fury NEW MYTHIC REWARD: Hit an additional 40 Heroes without dying to cause Dragonqueen's duration to be refreshed when damaging an enemy Hero. Level 7 Life Blossom Now makes Breath of Life remove Slows and Roots. Transforming into Dragonqueen will no longer remove the collected Lifeblossom. Level 16 Draconic Dicipline No longer affect's Dragonqueen's duration. For each allied Hero healed with Dragonqueen's Basic Attacks, reduce the cooldown of Preservation by 1.25 seconds. Level 20 On Ruby Wings Rework: If at least 3 Heroes are in an area hit by a Fireball, that Fireball charge is not consumed. Ancient Flame Does not provide Quest stacks while active. Blaze
      Talents
      Level 1 Adrenaline Stim Active Attack Speed bonus reduced from 100% to 85%. Level 10 Bunker Drop Cooldown increased from 80 to 85 seconds. Cho
      Talents
      Level 1 Calloused Hide Health threshold required to trigger reduced from 60% to 40%. Level 7 Firestarter Cooldown reduction per Basic Attack increased from 1 to 1.5 seconds. Gall
      Talents
      Level 4 Rising Dread Bonus per bounce reduced from 25% to 20%. Bomb's Away No longer has a cap on stacks. Damage bonus per stack lowered from 5 to 4. Level 7 Double Trouble Shadowflame's cooldown reduction from Quest Reward increased from 0.5 to 1 second. Level 16 Leaden Orb Stun duration reduced from 0.75 seconds to 0.6 seconds. Chromie
      Base
      Dragon's Breath [W] Now shows a radius preview to enemies. Time Trap [E] Health reduced from 400 to 250. Talents
      Level 1 Once Again The First Time Quest requirement reduced from 40 to 20 stacks. Quest must now be completed without dying. Deep Breathing Damage per stack reduced from 1% to 0.5%. No longer has a cap on stacks. Level 4 Chronic Conditions Now also causes Time Trap to activate automatically upon touching an enemy Hero. Slow reduced from 30% to 20%. Movement Speed bonus reduced from 30% to 20%. Level 13 Here and There Range increased from 20 to 40. Snap targetting is now used. The Echo nearest the player's target position will be used. Diablo
      Base
      Shadow Charge Damage increased from 40 plus 130 with a collision, to 45 plus 140 with a collision. Fire Stomp Damage decreased from 12 on expansion and 36 on return to 11 on expansion and 34 on return. Overpower Damage increased from 73 to 80. Talents
      Level 7 Diabolical Momentum Cooldown reduction per Basic Attack increased from 1.5 to 2 seconds. Level 20 Dying Breath Cooldown reduction per Hero hit increased from 25 to 30 seconds. Lord of Terror Health stolen increased from 10% to 12% maximum Health. Genji
      Talents
      Level 1 Swift as the Wind Movement Speed bonus increased from 30% to 40%. Level 4 Strike at the Heart Damage increased from 134 to 142. Level 7 Perfect Defense Cooldown reduction per hit increased from 2 to 2.5 seconds. Level 13 Flow Like Water Cooldown reduction per hit increased from 3 to 4 seconds. Level 16 Final Cut Damage reduced from 125 to 115. Johanna
      Base
      Shield Glare [E] Cooldown increased from 12 to 13 seconds. Talents
      Level 10 Blessed Shield Cooldown increased from 60 to 65 seconds. Mal'Ganis
      Talents
      Level 1 Will of Tichondrius Stun's duration increase reduced from 0.5 to 0.25 seconds. Level 16 Blind as a Bat There is now a 0.2 second reactivation delay upon finishing 3 swipes of Fel Claws. This matches the time between other swipes. Qhira
      Base
      Blood Rage [W] NEW BASELINE QUEST: Deal damage to enemy Heroes with Blood Rage's bleed to permanently increase its damage by 0.5% per stack. Blood Rage's bleed damage reduced from 11 to 8. Revolving Sweep [E] Once attached, Revolving Sweep can no longer be detached by the target becoming Unstoppable. Talents
      Level 1 Fatal Wounds Damage bonus against low Health targets increased from 30% to 50%. Quest removed. Ragnaros
      Base
      Blast Wave [E] Damage increased from 104 to 120. Molten Core [D] Cooldown increased from 120 to 180 seconds. Health increased from 3996 to 5000. Duration increased from 18 to 23 seconds. Ragnaros is now Stunned for 1 second upon exiting. Meteor Swing [Molten Core Q] Damage increased from 161 to 250. No longer deals increased damage to Minions. Cooldown increased from 6 seconds to 9 seconds. Now also knocks enemies back. Meteor Shower [Molten Core W] Damage increased from 151 to 200. Cooldown increased from 2.5 to 6 seconds. Area of effect increased by 66%. Delay between hits significantly increased. No longer deals increased damage to Minions. Slow increased from 25% to 35%. Range reduced from 35 to 20, but now it extends up to 35 over time. Now deals 75% reduced damage to Structures. Explosive Rune [Molten Core E] Cooldown decreased from 4 to 2.5 seconds. Now applies a DOT that deals 88 damage per second for 5 seconds to impacted targets. No longer deals instant damage. Range reduced from 35 to 20, but now it extends up to 35 over time. No longer deals increased damage to Minions. Now deals 75% reduced damage to Structures. Talents
      Level 1 Engulfing Flame Damage bonus reduced from 75% to 50%. Level 10 Sulfuras Smash NEW MYTHIC QUEST: Hit 8 enemy Heroes with the center of Sulfuras Smash. Mythic Reward: Sulfuras Smash gains an extra charge. Level 20 Lava Surge No longer reduces the cooldown of Lava Wave by 30 seconds. Now also gives +200% Movement Speed to allied Minions and Mercenaries in its path. Heroic Difficulty NEW FUNCTIONALITY: Decrease the cooldown of Molten Core by 110 seconds when used on a dead Fort or Keep. In addition, the starting range of abilities in Molten Core are increased by 100% and will continue to grow. Whitemane
      Base
      Searing Lash [E] NEW QUEST: Hit Heroes with Searing Lash to increase Whitemane's maximum Health by 3 and Mana by 2. Talents
      Level 1 Pity the Frail Cooldown reduction per hit reduced from 1.5 to 1 second. Inquisitor's Prayer REWORK: For each Hero hit by Searing Lash, restore 25 Mana. Passive: Zeal's duration is increased by 2 seconds. Level 7 Intercession Cooldown increased 45 to 60 seconds. Level 13 Scarlet Wrath Mana restore increased from 0.5% to 1%. Level 20 Guiding Light Now also increases the Spell Power gained from Zeal's activation by 15%. Yrel
      Base
      Righteous Hammer [Q] Heal increased from 320 to 370. Damage increased from 140 to 160. Righteous Hammer [W] Stun duration increased from 0.75 1 second. Damage increased from 125 to 140. Avenging Wrath [E] Slow increased from 50% to 60%. Damage increased from 225 to 260. Divine Purpose [D] Cooldown increased to from 8 to 16 seconds. Cooldown is now reduced by 8 seconds whenever Yrel's Basic Abilities are interrupted. Talents
      Level 4 Hand of Freedom Cooldown increased from 30 to 40 seconds. Movement Speed bonus reduced from 30% to 25%. Level 20 Seraphim Cooldown increased from 10 to 20 seconds. Return to Top
      Bug Fixes
      General
      Attack beams from Forts, Keeps, and the Core will now be more visible when attacking Heroes. Maps
      Haunted Mines Fixed an issue where the player would not auto-mount when using the Hearthstone from inside the mines. Warhead Junction Fixed an issue that caused Heroes to not be revealed while launching a Warhead. Fixed an issue that caused the Warhead's channel beam to persist when interrupted. Heroes
      Ana Level 10 Eye of Horus No longer reveals in a global line when hitting a Structure. Removed a minor delay when dealing damage to enemy Heroes. Anub'arak Base Scarab Host [Trait] Fixed an issue that caused Beetles created by Ultimate Evolution clones of Anub'arak to not gain Spell Power bonuses. Fixed an issue that caused Anub'arak's Beetles to not have their damage reduced by D.Va's Defense Matrix. Level 7 Leeching Scarabs Fixed an issue that caused the healing done by Leeching Scarabs to not be affected by damage modifiers. Arthas Base Howling Blast [W] Fixed an issue where the visuals of Howling Blast didn't match the area hit. Level 10 Army of the Dead Fixed an issue that caused Arthas's Ghouls to not have their damage reduced by D.Va's Defense Matrix. Deathwing Base Cataclysm [R] Deathwing will no longer be teleported to where Cataclysm is targeted if he is killed during Cataclysm. Deckard Level 10 Lorenado Fixed an issue that caused Lorenado to not deal damage to Unstoppable enemies. Hogger Level 20 No Control Fixed an issue that caused No Control to target enemies that are not visible. Jaina Base Frostbolt [Q] Fixed an issue that caused Frostbolt's range indicator and actual range to not match. Fixed an issue that caused Frostbolt used by Ultimate Evolution clones of Jaina to not gain Spell Power bonuses. Blizzard [W] Fixed an issue that caused Blizzard used by Ultimate Evolution clones of Jaina to not gain Spell Power bonuses. Cone of Cold [E] Fixed an issue that caused Cone of Cold used by Ultimate Evolution clones of Jaina to not gain Spell Power bonuses. Level 10 Summon Water Elemental Water Elemental's Basic Attacks damage now inherits all damage modifiers placed on Jaina. Level 20 Wintermute Fixed an issue that caused Water Elemental's Wintermute effects to deal more damage than intended to Chilled targets. Wintermute's Blizzard damage now inherits all damage modifiers placed on Jaina. Wintermute's Cone of Cold damage now inherits all damage modifiers placed on Jaina. Wintermute's Cone of Cold now initiates its Cone of Cold cast at the same time Jaina initiates her cast and will be interrupted if it or Jaina is interrupted. Wintermute's Frostbolt damage now inherits all damage modifiers placed on Jaina. Wintermute's Frostbolt now initiates its Frostbolt cast at the same time Jaina initiates her cast and will be interrupted if it or Jaina is interrupted. Kerrigan Level 10 Summon Ultralisk Fixed an issue that caused Kerrigan's Ultralisk to not have its damage reduced by D.Va's Defense Matrix. Leoric Level 16 Royal Focus Now displays the remaining duration around the Skeletal Swing's button. Malfurion Level 1 Vengeful Roots Fixed an issue that caused Malfurion's Treant to not have its damage reduced by D.Va's Defense Matrix. Treant's damage will now display as Vengeful Roots in the Death Recap. Medivh Level 4 Raven Familiar Fixed an issue that caused Medivh's Raven Familiar created by Ultimate Evolution clones of Medivh to not gain Spell Power bonuses. Level 20 Guardian of Tirisfal Fixed an issue that caused targets near the edge of Arcane Rift's range with Guardian of Tirisfal to not be hit. Nazeebo Base Voodoo Ritual [Trait] Quest progress indicators will now show around the killed enemy Minion. Quest progress will now be gained in instances where a second Nazeebo damages the target and the target dies within 6 seconds of the first Nazeebo applying Voodoo Ritual. Fixed an issue that caused stacks of Voodoo Ritual gained prior to selecting Thing of the Deep to not be granted to Thing of the Deep. Fixed an issue that caused Vodoo Ritual's tooltip to display the incorrrect total damage value. Fixed an issue that caused Vile Infection's tooltip to display the incorrrect total damage value. Level 1 Thing of the Deep No longer causes Voodoo Ritual to display two Quest indicators. Level 4 Blood Ritual Fixed an issue that caused Blood Ritual to not grant Health or Mana when the target affected by Voodoo Ritual timed out due to their Health passively being reduced. Nova Level 20 Fast Reload Fixed an issue that caused Fast Reload to trigger when a Triple Tap target dies before it hits them. Probius Base Photon Cannon [E] Fixed an issue that caused Probius's Photon Cannons to not have their damage reduced by D.Va's Defense Matrix. Level 1 Gathering Minerals Now also empowers any Photon Cannon already on the battlefield upon Quest completion. Tychus Base Overkill [Q] Fixed an issue that caused Overkill to reveal unintended areas. Xul Base Raise Skeleton [Trait] Fixed an issue that caused Xul's Skeletal Warriors to not have their damage reduced by D.Va's Defense Matrix. Level 10 Skeletal Mages Fixed an issue that caused Xul's Skeletal Mages to not have their damage reduced by D.Va's Defense Matrix. Fixed an issue that caused Xul's Skeletal Mages to not apply their Slow in an aura while Blinded or against Evading Heroes. Fixed an issue that caused Xul's Skeletal Mages to not apply their Slow with their attacks against Heroes with Heroic Attack only Evasion effects. Level 16 Weaken Fixed an issue that caused Xul's Skeletal Warriors to not apply Weaken's damage reduction while Xul is Blinded or against Heroes with Heroic Attack only Evasion effects. Zagara Base Infested Drop [E] Fixed an issue that caused Roaches created by Ultimate Evolution clones of Zagara to not gain Spell Power bonuses. 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.
      (Source)
      We’ve just released a patch to the live servers in order to apply some balance and bug fixes.
      Quick Navigation:
      Map Updates Balance Update Bug Fixes Map Updates
      Haunted Mines Skull scaling increased from 5% to 7%. Golem scaling before 5 minutes decreased. Golem scaling later in the game significantly increased. Balance Update
      Heroes
       
      Arthas
       
      Base
      Base Stats Health increased from 2625 to 2750. Death Coil [Q] Healing increased from 262 to 275. Frostmourne Hungers [D] Attack damage per quest stack reduced from 1 to 0.75. Damage bonus on charged attacks increased from 1 to 3. Talents
      Level 1 Frost Presence Upon unlocking the line Damage, targets can now be hit by both the line AND the final area. Death Coil Slow benefit duration increased from .75 seconds to 1.25 seconds. Level 7 Icebound Fortitude Now removes Slows and Roots upon activation. Level 20 Path of Frost Now increases minimum Movement Speed to 140%, rather than providing +40% Movement Speed.  
      Chen
       
      Base
      Flying Kick [Q] Damage increased from 120 to 130. Fortifying Brew [D] Delay before being able to interrupt decreased slightly. Shields provided per tick increased from 90 to 95. Talents
      Level 1 Accumulating Flame Initial hit now provides a quest stack. Stack requirements increased from 20/75 to 25/80.  
      Deathwing
       
      Base
      Molten Flame Damage per tick increased from 19 to 20. Talents
      Level 20 Destroyers Rampage Duration reduced from 6 seconds to 4 seconds.  
      Gazlowe
       
      Base
      Rock-it Turret Damage increased from 37 to 43. Talents
      Level 1 One Man Wrecking Crew Damage bonus increased from 60% to 75%. Mal'Ganis
      Talents
      Level 1 Will of Tichondrius Damage bonus per stack reduced from 0.5 to 0.25. Required damage to unlock quest reward decreased from 40 to 20. Winged Guard Stack generation reduced from once every 6 seconds to once every 5 seconds. Level 13 Deep Sleep Movespeed bonus increased from 10% to 15%. Level 20 Wrath of Nathreza Transferred damage increased from 75% to 85%.  
      Murky
       
      Talents
      Level 20 March of Murlocs Cooldown reduced from 100 seconds to 90 seconds. Bug Fixes
      Map
      Volskaya Foundry Fixed an issue that caused the Triglav Protector's Particle Cannon charge to cause other players' cursors to highlight in an area. Heroes
      Arthas Level 1 Rime Fixed an issue that caused Rime's Healing to not be displayed correctly in the Death Recap. Level 16 Remorseless Winter Fixed an issue that caused Remorseless Winter's Healing to not be displayed correctly in the Death Recap. Chen Base Breath of Fire [W] Fixed an issue that caused Breath of Fire to not deal impact damage. Muradin Base Storm Bolt [Q] Fixed an issue that caused Storm Bolt's quest progression indicator to show around the target that killed the Hero. Level 7 Perfect Storm Fixed an issue that caused Perfect Storm's Mana refund to not be granted. Fixed an issue that caused Perfect Storm's Mana refund to increase Muradin's Self Healing score. Fixed an issue that caused Perfect Storm to be able to go on cooldown when already on cooldown. Rexxar General Fixed an issue that caused Misha to not respawn when her Respawn Timer expires. Tyrande Base Lunar Flare [E] Fixed an issue that caused Lunar Blaze to not grant quest progress when the targeted Hero dies and they have a non-standard death state. Fixed an issue that caused Lunar Blaze to not grant quest progress when the targeted Hero is killed by a non-Hero. Fixed an issue that caused Lunar Blaze's quest progression indicator to show around the target that killed the Hero. Zagara Level 1 Infest Infest now displays as a Quest Bonus. 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 Mount: Scrapper Mad Axe Mono Wheel
      Unranked Mode has been removed. Respawn timers have been reduced in the mid-to-late game. By level 22, respawn timers are back at 65 seconds. Updated Homescreen and Startup Music. Return to Top
      Map Updates
      Garden of Terror Classic The original Garden of Terror has returned to Custom Games! The name has been changed to Garden of Terror Classic to differentiate from the current Garden of Terror. Haunted Mines Haunted mines has returned to Quick Match! The Mine Golem now drops an additional 10 Skulls over the course of its lifetime. Map objective is now complete when one team collects 55 Skulls, rather than when all 100 Skulls have been collected. Hero vision is reduced while in the mines. Warhead Junction Cast time for Nuke increased from 2.5 seconds to 3 seconds. Cast time for Nuke now breaks upon taking damage. DoT damage from Nuke increased by 100%. Damage to Forts and Keeps from Nuke increased from 100% to 125%. Return to Top
      Balance Update
      Heroes
      Arthas
      Arthas has been fully reworked! All abilities and talents will be listed below. Base
      Death Coil [Q] Mana: 40. Cooldown: 9 seconds. Deals 164 damage to target enemy. Can be self-cast to heal for 262 Health. Howling Blast [W] Mana: 50. Cooldown: 10 seconds. Root enemies within the target area for 1.25 seconds and deals 68 damage. Frozen Tempest [E] Mana: 13 per second. Cooldown: 1 second. Deals 36 damage per second to nearby enemies and Slow their Movement Speed by 10% per second, stacking up to 40%. Heroes hit also have their Attack Speed Slowed by 10% per second, stacking up to 40%. Frozen Tempest's effects last for 1.5 seconds. Army of the Dead [R] Charge Cooldown: 18 seconds. Consume all charges to summon an equal number of Ghouls that last 15 seconds and attack for 20 damage. Ghouls can be sacrificed to heal Arthas for 240 Health. Stores up to 6 charges. Every time an enemy minion dies nearby, reduce the charge cooldown of this ability by 1 second. Takedowns reduce the charge cooldown of this ability by 6 seconds. Summon Sindragosa [R] Mana: 100. Cooldown: 100 seconds. Deals 230 damage and Slows enemies by 60% for 4 seconds. Also disables Minions, Mercenaries, Monsters, and Structures for 20 seconds. Frostmourne Hungers [D] Cooldown: 12 seconds. Activate to make Arthas' next Basic Attack strike immediately and deal 71 bonus damage. Dealing damage restores 40 Mana. QUEST: Killing a Minion or hitting a Hero with Frostmourne Hungers permanently increases its bonus damage and Arthas' Basic Attack damage by 1. Talents
      Level 1 Frost Presence Increase the area of Howling Blast by 20%. QUEST: Root enemy Heroes with Howling Blast. REWARD: After Rooting 15 Heroes, Howling Blast's range is increased by 20% and it hits enemies in its path. REWARD: After Rooting 30 Heroes, Death Coil Slows Heroes hit by 50% for 0.75 seconds. Borean Winds After Frozen Tempest has been active for 2 seconds, Arthas gains 10% Movement Speed. PASSIVE: Frozen Tempest's Slowing effects last an additional 0.5 seconds and its Mana cost is reduced by 4 per second. Rime Every 5 seconds, gain 75 Physical Armor against the next enemy Hero Basic Attack, reducing the damage taken by 75%. Stores up to 3 charges. PASSIVE: While Arthas is Slowed, Rooted, or Stunned he heals 24 Health a second. Level 4 Shattered Armor Enemy Heroes hit by Howling Blast have their Armor reduced by 15 for 4 seconds. Icy Talons Gain 3% Attack Speed for 2 seconds every time a Hero is damaged by Frozen Tempest, to a maximum of 60%. Frost Strike Frostmourne Hungers deals an additional 115 Ability damage in an area and Slows Heroes hit by 20% for 2 seconds. Level 7 Immortal Coil Gain the healing effect of Death Coil even when used on enemies. If Death Coil is used on Arthas, it heals for an additional 75% bonus healing and its cooldown is reduced by 3 seconds. Rune Tap Every 3rd Basic Attack heals Arthas for 5% of his max Health. PASSIVE: Each stack of Frostmourne Hungers increases Arthas' Maximum Health by 10. Icebound Fortitude Cooldown: 35 seconds. Activate to gain 25 Armor and reduce the duration of Stuns, Slows, and Roots against Arthas by 75% for 3 seconds. Each Hero Rooted by Howling Blast reduces the cooldown of this ability by 2 seconds. Level 13 Deathlord If Death Coil is used on an enemy Hero, launch an additional Death Coil at a nearby enemy Hero. PASSIVE: Death Coil deals more damage the lower Arthas' current Health is, to a maximum of 50% bonus damage. Deathchill Howling Blast's damage is increased by 2 for each stack of Frostmourne Hungers. Howling Blast deals 100% additional damage and Roots for an additional 0.25 seconds against Heroes under 50% Health. Biting Cold Each second an enemy is damaged by Frozen Tempest, it deals 15% bonus damage, up to 75% bonus damage. Level 16 Remorseless Winter Enemy Heroes that remain within Frozen Tempest for 2.5 seconds are Rooted for 1.25 seconds and heal Arthas for 3% of his maximum Health. This effect has an 8 second cooldown per target. Frostmourne Feeds Reduce the cooldown of Frostmourne Hungers by 6 seconds. Arthas heals for 75% of the Basic Attack damage dealt by Frostmourne Hungers. Anti-Magic Shell Cooldown 60 seconds. Activate to make Arthas immune to Spell Damage for 4 seconds and heal Arthas for 25% of the damage prevented. Level 20 Legion of Northrend Reduce Army of the Dead's charge cooldown by 5 seconds. Each charge consumed spawns an additional Ghoul to attack nearby enemies. These Ghouls cannot be sacrificed. Absolute Zero Sindragosa flies twice as far. Enemy Heroes are Rooted for 2.5 seconds, and then Slowed by 60% for 4 seconds. Death Pact Instantly double your stacks of Frostmourne Hungers, but it no longer gains stacks from hitting Heroes or killing Minions. PASSIVE: Takedowns grant 2 stacks of Frostmourne Hungers. Path of Frost Activate to instantly Mount with 10% additional Movement Speed. Taking damage does not dismount Arthas from this mount. Lasts up to 5 seconds. When Arthas dismounts, Slow all nearby enemies by 30% for 2 seconds and deal 66 damage. Chen
      Base
      Keg Smash [W] Breath of Fire initial decreased from 85 to 40. Breath of Fire duration increased from 3 seconds to 6 seconds. Breath of Fire no longer costs Energy. Keg Smash energy cost increased to 35 40 from 30. Fortifying Brew [D] Drinking now stops additional commands for a fraction of a second. Talents
      Level 1 Accumulating Flames Moved from Level 4 to Level 1. REWORK: Quest: Gain stacks from hitting Heroes with DoT damage from Breath of Fire. Each stack provides 0.25 damage. At 20 damage, Keg Smash becomes ranged. Mythic Reward: At 75 damage, Breath of Fire redcues enemy Armor by 20 and is refreshed from Chen's Basic Attacks. Level 4 Eye of the Tiger Moved from Level 1 to Level 4. Level 7 Elusive Brawler Movement Speed reduced from 30% to 20%. Level 10 Wandering Keg Cooldown increased from 50 seconds to 60 seconds. Level 13 Pressure Point Slow duration increased from 1 second to 1.5 seconds. Deathwing
      Base
      Onslaught [E] Cooldown increased from 5 seconds to 6 seconds. Dragonflight [Z] Cooldown increased from 15 seconds to 20 seconds. Talents
      Level 16 Gaze onto Destruction Duration reduced from 5 seconds to 3.5 seconds. Falstad
      Talents
      Level 1 Frequent Flyer Range to receive kill credit reduced from 14 to 8.5. Garrosh
      Base
      Wrecking Ball [E] Range reduced from 6.5 to 6. Search range reduced from 2.5 to 2.25. Talents
      Level 1 Unrivaled Strength Ranged bonus reduced from 20% to 15%. Gazlowe
      Base
      Rock-It! Turret [Q] Turret Health increased from 510 to 600. Health decays over 20 seconds (from 17). Talents
      Level 10 Robo-goblin Damage per second increased from 90 to 100. Mal'Ganis
      Base
      Necrotic Embrace [W] Now benefits double the amount from Vampiric Touch. No longer provides 25 Armor for 3 seconds. Now provides 15 Spell Armor for 3 seconds. Damage increased from 110 to 121. Talents
      Level 1 Will of Tichondrius Moved from Level 7 to Level 1. REWORK: Hit Heroes with Fel Claws to gain 0.5 damage. Hit 4 Heroes in the first two swipes to cause the last wipe to provide 2 additional damage. Upon reaching 40 stacks, Fel Claws now steals 4% health from opponents and Stuns for an additional 0.5 seconds. Level 4 Vampiric Aura Moved from Level 1 to Level 4. Self healing increased from 30% to 40% and healing of nearby Allies increased from 15% to 20%. Might of Sargeras Now provides 35 Armor for 3 seconds when using Necrotic Embrace. Level 7 Fueled by Torment Moved from Level 4 to Level 7. Now causes Necrotic Embrace to Slow by 25% for 3 seconds. Medivh
      Talents
      Level 1 Winds of Celerity Movement Speed bonus increased from 50% to 75% 100%. Raven's Intellect Bonus increased from 75% to 125% 200%. Level 4 Raven Familiar Slow reduced from 30% to 20%. Level 7 Force of Magic Spell Power increased from 30% to 35%. Level 13 Circle of Protection No longer increases the cooldown of Force of Will. Level 20 Guardian of Tirisfal Now also increases the range of Arcane Rift by 50%. Muradin
      Base
      It's Hammer Time! [Q] Muradin gains 5 stacks if a target dies within 3 seconds of being hit by Storm Bolt. Stack requirement for pierce increased from 40 to 45. Talents
      Level 16 Dwarf Launch Cooldown reduction decreased from 2 seconds to 1 second. Level 20 Mountain King Dwarf Toss cooldown increased by 2 seconds. Thunder Clap cooldown increased by 2 seconds. Sgt. Hammer
      Talents
      Level 1 Maelstrom Rounds Damage bonus increased from 30% to 40%. Level 13 Hyper-Cooling Engines Cooldown reduction no longer triggers off of Splash damage, but now triggers off of Structures. Level 20 Advanced Lava Strike Damage bonus increased from 50% to 65%. Ultra-Capacitors Cooldown reduction no longer triggers off of Splash damage, but now triggers off of Structures. Thrall
      Talents
      Level 1 Crash Lightning Amount stacks lost on death reduced from 6 to 4. Echo of the Elements Damage done by the chain lightning bounces rewarded from obtaining the Mythic Reward reduced from 85 to 70. Kill window increased from 1.5 seconds to 2 seconds. Stack requirements increased from 20/40/100 to 20/50/125. Second reward no longer provides an extra bounce. Level 7 Rolling Thunder Now also provides an extra bounce of Chain Lightning. Tyrande
      Base
      Lunar Flare [E] Tyrande gains 1 stack if the target dies within 3 seconds of being hit. Mythic Reward now also increases Attack Range by 1. Lunar flare damage from hitting a Hero reduced from 4% to 3.5% 3%. Talents
      Level 16 Quickening Blessing Movement bonus increased from 20% to 25%. Level 20 Commander of Sentinels Cooldown of Sentinel increased by 3 seconds. Return to Top
      Bug Fixes
      General
      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. Infernal Shrines Fixed an issue that prevented Minions from pathing near the Arcane Punisher's beams. 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. Stukov Base Weighted Pustule [W] Fixed an issue that caused Weighted Pustule to be removed when an effect that removes Slows is applied. 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
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