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Heroes of the Storm Sonya

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Guest Nightcore777

This build/guide on sonya is useless and bad just go for slam spam or u will be useless like every other sonya that you see.Take every talent that can improve your seismic slam take block at lvl 1 and wrath of the beserker as heroic at lvl 20 go either for ignore pain or anger management but only if you are totally dominating the enemy team. stoneskin is viable as well but i prefer the dmg of furious blow or no escape over stone skin.and dont take mystical spear its just bad if u miss your spear and u jump in 5 enemys without any fury u deal no dmg and cant spam your slam, which will lead to no dmg and your death.Just follow this lil talent guide i gave you and you will start wrecking your enemys instead of being a uselss shit that everyone hates.

 

Good Luck and have fun

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This build/guide on sonya is useless and bad just go for slam spam or u will be useless like every other sonya that you see.Take every talent that can improve your seismic slam take block at lvl 1 and wrath of the beserker as heroic at lvl 20 go either for ignore pain or anger management but only if you are totally dominating the enemy team. stoneskin is viable as well but i prefer the dmg of furious blow or no escape over stone skin.and dont take mystical spear its just bad if u miss your spear and u jump in 5 enemys without any fury u deal no dmg and cant spam your slam, which will lead to no dmg and your death.Just follow this lil talent guide i gave you and you will start wrecking your enemys instead of being a uselss shit that everyone hates.

 

Good Luck and have fun

 

I don't know if we should take your comment seriously. Mystical Spear is an amazing talent that also decreases your cooldown on Ancient Spear by 4 seconds regardless. Besides, Block is vastly inferior to Warpaint and Shot of Fury (not only according to Icy Veins but also according to the general opinion, represented by hotslogs.com https://www.hotslogs.com/Sitewide/HeroDetails?Hero=Sonya  )

 

Don't get me wrong, you're allowed to share your own opinion about the guide, but by calling it "bad" or "useless" you're just straight up embarassing yourself. 

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Guest Kroshak

Good guide, reminds me of the popular one used by zuna with some tweaks and changes, good work here

 

Really strong hero right now, came from the bottom to being really strong and getting picked in tournaments even

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Guest Keijo Pesonen

After playing sonya for about 30-40 games, i think at lvl 7 ferocious healing is often the best choice. Sooo many deaths avoided with it. (mmr ~~2200 yea nab)

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After playing sonya for about 30-40 games, i think at lvl 7 ferocious healing is often the best choice. Sooo many deaths avoided with it. (mmr ~~2200 yea nab)

 

It's definitely good, and generally preferred by most players. I have it as situational simply because in a perfect scenario, you'd want to maximise your Fury usage and just deal more damage when you can (i.e. through Poison-tipped).

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Guest int

Am I correct: follow through talent will be triggered every time I'll use "W"?
It seems like ridiculously OP damage buff due to very low CD of "W"..

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Guest Entopy

A good Sonya player with a Lt. Morales is almost invincible if not focused down immediately

 

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On 7/14/2016 at 9:48 AM, Guest int said:

Am I correct: follow through talent will be triggered every time I'll use "W"?
It seems like ridiculously OP damage buff due to very low CD of "W"..

That is how it functions, yes. It is strong but not particularly overpowered because Sonya's basic attack uptime is generally pretty low.

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Guest J-dog

Great guide, I don't feel going for an camp build due to the fact I'll usually two man so I'm able to keep the back line build to get rid of any high dmg dealers (keal'thas) 

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On 8/3/2016 at 4:28 PM, Guest J-dog said:

Great guide, I don't feel going for an camp build due to the fact I'll usually two man so I'm able to keep the back line build to get rid of any high dmg dealers (keal'thas) 

Just make sure you don't sacrifice experience soaking or lane pressure to overdedicate to camps.

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Is that true? I can see her being like that before the likes of the Butcher and Alarak, but now...

  • "Highest single-target damage output potential in the game"
Edited by Valhalen

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I mean, in theory the butcher has unlimited damage *potential,* but the reality is somewhat (a lot) more grounded.

It's a pretty broad statement to be able to verify 100% (burst? sustain? sustained over how long a period of time? heroic or non heroic target? etc.) but I don't think it's that far off base. If an ulting sonya is given 100% uptime on targets (that's why it's "potential," see? because we're discussing imaginary best-case scenarios that almost never happen) her sustained single target dps is *astronomical.* It definitely can exceed many _burst_ heroes dps, and certainly outpaces any other sustain assassin (barring the aforementioned infinity stacked butcher). Alarak could probably outpace her over a short period as could a few other very high burst assassins, but that's about it.

 

All that said, the word "potential" is really, really important here. she does not have the sustain, durability, or sticking power of varian (for example) so against most comps this potential is wasted as she spends the majority of teamfights being dead or kited. Here's hoping that she gets updated a bit soon, in particular to differentiate her from dual wield varian and other AAing brawlers.

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I'm not a fan of the War Paint talent, or the Merc Lord build, as 1) I've played around with Shot of Fury for ages and it's by far the superior pick on the tier, especially after they rolled the extra fury collection into it, and 2) besides having to give up Focused Attacks, one of the core talents essential to Sonya imo, you can safely take most merc camps solo. With enough experience, you can do a team fight or a map objective with Berserker still up or about to expire, use Shot of Fury to extend the Rage by five seconds or Ancient Spear to initiate the camp and keep Rage active and efficiently do it without any talent fluff that subtracts from Sonya's number one goal and aim; to be a huge backline or frontline threat and presence, chasing relentlessly and dealing huge damage to anyone that stays near her. 

Amongst other Sonya players, there is some debate with the Poisoned Spear talent. I lean towards Follow Through; with Shot of Fury and the damage buff that Berserker provides, I find that it provides a lot more damage overall than damage from Poisoned Spear, which should always be a strategic cd due to the stun it gives, and the relatively long cd it has compared to her other abilities. Furthermore, with Follow Through, Shot of Fury and the increased Fury pool to draw from, it should feel like the superior talent, especially on maps such as Battlefield of Eternity where you need to damage pve targets, as well as being extremely efficient at deleting forts from the map while never being in any true danger of not having any Fury left to switch to an enemy hero.

Additionally, you can use Shot of Fury without dismounting, which provides you with an extra avenue to be a strong initiator without having your Ancient Spear on cooldown for a critical gap closer or interrupt. 

tl;dr: If you ever become confident with this hero, I would recommend looking at Shot of Fury builds for most of your games. 

Edited by Plergoth

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10 hours ago, Plergoth said:

 

I'm not a fan of the War Paint talent, or the Merc Lord build, as 1) I've played around with Shot of Fury for ages and it's by far the superior pick on the tier, especially after they rolled the extra fury collection into it

 

100% agree when you're in team or even usually in hero league. The major exception is if you don't think you can trust your team to cover your sustain, which is 100% of the time in quick match and (at my shitty level) like 50% or more of the time in hero. if you have a solid malf or brightwing who's always popping in to top you off after camps, then yeah, this talent kicks ass. 

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I'm inclined to like Shot more as well, but I've become rather... questioning, say, of my typical teammate's competency. The self-sustain and self-reliance are nice.

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On 2/8/2017 at 6:58 AM, Guest sonya build? said:

The issue with this is that you rely entirely on your spear to hit. You forgo all of your damage reduction talents to focus on more basic attack damage, but if you miss your spear you're just going to be kited all fight until it's back up. This might pay off if your opponents are slightly worse, but you will most likely get punished extremely hard with this build.

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I've posted this before in another thread, but I think it makes morr sense to post here. Here are the changes they could make to improve Sonya, in my opinion:

- Make Shot of Fury's activable effect as baseline (generate 50 Fury); but keep Shot of Fury as a talent that increases her rage cap but now makes D generate 100 Rage (or instead reduce the CD).

- Adding more talents to improve her Trait, such as granting her Armor whenever she is at full Fury; or something similar to Chen's Brewmaster's Balance: a buff when she has over half Fury and another buff when she has less than half.

- Increase the Rage generation from Basic Attacks. It takes forever to build rage by hitting things. Which makes squirmishes and Team Battles very annoying. 

- Make the Mystical Spear effect of pulling Sonya forward even of she doesn't hit anything as baseline; then Mystical Spear could instead have another additional function aside from just cooldown reduction (or just further increase the CD reduction).

- Improve her talents for Seismic Slam and Whirlwind with quest talents, so they slowly build over time and get a big buff when completed.

- Adding a Talent which lets her dump all her Rage in a single Slam, with additional damage per point of Rage, would be very interesting to make her more threatening in Team Fights. Maybe add the talent in the number keys so it can activated and deactivated at will.

- Make her overall more mobile than Varian. Increase the movement speed from her Trait to 15% rather than 10%, for example. Also, Whirlwind could have a talent that slows enemies hit by it (like 5% per hit, stacking up to 4 times or so), making Sonya a better chaser.

- Sonya's self sustain is also awful when compared to Fury Varian. They already tweaked the healing from Whirlwind, but in my opinion it should heal even more, to make Whirlwind a threatening attack that shouldn't be ignored (because let's face it: using Whrilwind on team fights is terrible unless you have stuns). Sony used to be one of the best mercenary clearers in the game, but Fury Varian stole the spotlight.

- Drastically reduce the CD and damage of Leap (and maybr reduce its damage to compensate), so it becomes a more interesting Heroic to compete with Wrath of the Berserker. This could essentially turn Sonya into a Leapquake Barbarian (or a Muradin). Maybe it could have a mechanic where Basic Attacks reduce its cooldown.

These are my thoughts so far. I really like the idea of Sonya being somewhat an Assassin disguised as a Warrior, being a more bruiser-type that can deal and mitigate insanes amount of damage if well talented. But currently there are a lot of Heroes that can easily outperform her in many occasions (she currently has one of the lowest win ratios in the game alongside Stitches). She is one of my favorite Warriors to play as, and for that reason I'd love to see her getting a full revamp.

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29 minutes ago, Valhalen said:

She is one of my favorite Warriors to play as, and for that reason I'd love to see her getting a full revamp.

I'd second that. I used to play her a huge amount. If I had to pick from your ideas, I'd go with the survivability ideas. I understand that they want her to be this hidden damage dealer that surprises people with that huge pack of power, but she still needs to be able to take the hits. Buffing WWs healing and the armour trait idea is definitely a nice way to go with it.

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1 hour ago, Blainie said:

I'd second that. I used to play her a huge amount. If I had to pick from your ideas, I'd go with the survivability ideas. I understand that they want her to be this hidden damage dealer that surprises people with that huge pack of power, but she still needs to be able to take the hits. Buffing WWs healing and the armour trait idea is definitely a nice way to go with it.

Thanks, man! My biggest concerns with Sonya's survivability are that Whrilwind healing is way too low to make a difference, unless you find yourself in a very favorable situation (Wrath of the Berserker on and in a pack of stunned enemies). Plus, her best defensive skills (Ignore Pain and Nerves of Steel) only come much later in the game, where the match is usually near ending. That is why I think that adding defensive properties to her Skills would be great.

Heck, the Dev team could even implement some talents based off set bonuses from D3 (like Leapquake). This would spice her up really nicely. Considering that the Barbarian has always been the favorite and the second most iconic Diablo class next to the Necromancer, she should be a notable character in HotS.

I think that Blizzard should either rework Sonya as a fully beefy Assassin like The Butcher (yes, changing her role) or make her a more sturdier Bruiser that can still deal notable damage (like Artanis).

Edited by Valhalen
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13 minutes ago, Valhalen said:

I think that Blizzard should either rework Sonya as a fully beefy Assassin like The Butcher (yes, changing her role) or make her a more sturdier Bruiser that can still deal notable damage (like Artanis).

Definitely the best way to head with it. She's too much in the middle right now. She's not quite an assassin, but not quite a brawler. She can be great, sure, but she needs some love.

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2 minutes ago, Blainie said:

Definitely the best way to head with it. She's too much in the middle right now. She's not quite an assassin, but not quite a brawler. She can be great, sure, but she needs some love.

I was thinking that they could even make her a multiclass like Varian, because why the hell not. That would solve at least 70% of her problems:

- Wrath of the Berserker would also passively increase her other favorable attributes (damage dealt and movement speed).

- Leap could have a much shorter cooldown, like I said, and also reduce damage taken upon landing, and finally passively increase her health.

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9 minutes ago, Valhalen said:

I was thinking that they could even make her a multiclass like Varian, because why the hell not. 

It's possible, yeah. The only issue is that I doubt they'd make two "Warrior" style heroes multiclass without including another. Given how angry people get about different plans with hero introduction and diversity, I doubt they'd be a fan of another Assassin/Warrior hybrid before a Warrior/Support or Assassin/Support got introduced.

10 minutes ago, Valhalen said:

- Leap could have a much shorter cooldown, like I said, and also reduce damage taken upon landing, and finally passively increase her health.

This could be a quest-style ability. Each time you leap, gain X HP and X damage on leap, or X damage and X cooldown reduction. After damaging a certain number of enemies with leap, it completes the quest and gives a big boost to it.

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On 2/12/2017 at 5:16 PM, Blainie said:

This could be a quest-style ability. Each time you leap, gain X HP and X damage on leap, or X damage and X cooldown reduction. After damaging a certain number of enemies with leap, it completes the quest and gives a big boost to it.

A heroic quest would be very interesting. As in, they make it a quest with 2 rewards (like Murky's slime quest) and the first reward is health based and the second damage based (talking about Leap). But forgo the level 20 upgrade. It would make it really high risk high reward but a cooldown reduction is very much needed in order for this to be viable. But a quest heroic would be cool

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      Our next Heroes of the Storm patch has just hit the Public Test Realm and will be available for playtesting until May 17, PDT. 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.
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      Base
      Basic Attack Damage decreased from 75 to 70. Multishot [W] Damage decreased from 172 to 165. Talents
      Level 1 Caltrops [E] Removed. Puncturing Arrow [Q] Moved from Level 4. New Functionality: Increase the bounces of Hungering Arrow by 1. Quest: Hitting enemy Heroes the initial shot of Hungering Arrow permanently increases the initial shot damage by 6 and refunds 40 Mana. (New) Fire At Will [W] Every enemy Hero hit by Multishot grants 2 Hatred. Quest: Enemy Heroes hit by Multishot permanently increase its damage by 4. Creed of the Hunter [Trait] Moved from Level 4. New Functionality: Loan: Gain 20% increased Attack Speed. Every death reduces this bonus by 5%. Quest: Every 50 Basic Attacks against enemy Heroes, increase your damage per Hatred stack by 1%, up to 5%. Level 4 Repeating Arrow [Q/E] Moved from Level 7. New Functionality: Vault no longer has a Mana cost. Vaulting instantly refreshes the cooldown of Hungering Arrow. Arsenal [W] New Functionality: Increase the range of Multishot by 20%. It launches 3 grenades that deal bonus damage and restore 25 Mana when hitting enemy Heroes. Death Dealer [E] Added Functionality: Lower the cooldown of Vault by 5 seconds. Increase the damage bonus of Vault from 50 to 150%. If the target dies within 1.5 seconds, refund 50 Mana and refresh the cooldown on Vault. Level 7 Monster Hunter [Q] Moved from Level 1. No longer reduces the Mana cost of Hungering Arrow. Frost Shot [Q/W] Moved from Level 16. New Functionality: Enemies hit by Multishot are Slowed by 20% for 2.5 seconds. Hungering Arrow deals 25% more damage to Slowed enemies. Hot Pursuit [Trait] Moved from Level 1. New Functionality: Increase the Movement Speed bonus per Hatred stack to 2.5%. Level 13 Siphoning Arrow [Q] Renamed to ‘Siphoning Arrows’. New Functionality: Every Hero hit by Hungering Arrow heals Valla for 4% of her maximum Health. Every Hero hit by Multishot heals Valla for 2% of her maximum Health. Tempered By Discipline [Trait] New Functionality: Basic Attacks heal for 10% of damage dealt. Increase this by an additional 2% for each stack of Hatred. Gloom [Active] Additional Functionality: Heal for 2.5 Health per second for each stack of Hatred. Level 16 Punishment [W] Moved from Level 7. New Functionality: While at max Hatred Multishot’s cooldown refreshes 50% faster. Seething Hatred New Functionality: While at max Hatred, all damage you deal is increased by 10%. Level 20 Death Siphon [R1] New Functionality: Hitting an enemy Hero with Strafe increases its duration by .125 seconds. Passive: While Strafing, throw out piercing bolts that deal 34 damage and heal for 25% of their damage dealt. Storm of Vengeance [R2] New Functionality: Basic Attacks against enemy Heroes reduce the cooldown of Rain of Vengeance by 5 seconds. Passive: Every stack of Hatred grants 2% Attack Speed. When at max Hatred, gain an additional 30% Attack Speed. Farflight Quiver [Trait] New Functionality: Gain 20% Basic Attack range. At max Hatred, increase this by an additional 30%. (New) Acrobat [E] Gain 2 additional charges of Vault. Vaulting drops 3 Caltrops. Return to Top
      Heroes
      Mei
      Base
      Health reduced from 2675 to 2625. Health regeneration reduced from 5.5742 to 5.5703. Talents
      Level 1 Ice Storm [W] Periodic damage reduced from 45 to 42. Heat Transfer [Passive] Heal amount reduced from 18 to 16.5. Level 4 Cold Front [E] Passive cooldown reduction reduced from 4 to 3 seconds. Level 10 Ice Wall [R2] Cooldown increased from 50 to 60 seconds. D.Va
      Base
      Mech Health reduced from 2150 to 2100. Mech Health Regeneration reduced from 4.48 to 4.38. Fusion Cannons [Trait] Bonus damage to close enemies reduced from 50% to 40%. Talents
      Level 1 Full Metal [Trait] Fusion Cannons healing reduced from 20% to 16%. Liquid Cooling [Active] Healing Fountain duration bonus increased from 25% to 35%. Level 4 Rush-down [Q] Damage bonus to non-Heroic enemies reduced from 70% to 50%. Aggression Matrix [W] Reduced Healing received increased from 30% to 35%. Level 7 Fusion Generator [W] Fusion Cannons bonus increased from 75% to 100%. Level 10 Micro Missiles [R2] Slow reduced from 35% to 30%. Level 13 Target Locked [W] Duration required reduced from 1.25 seconds to 1 second. Level 20 Stop and Pop [R1] Additional Functionality: Bunny Hop duration increased by 4 seconds. Hogger
      Base
      Hogg Wild [E] Radius reduced from 2.75 to 2.625. Damage increased from 32 to 44. Damage bonus per point of Rage reduced from 1% to .5%. Changed Functionality: Damage bonus from Rage now only applies to Heroic targets. Talents
      Level 1 On The Prowl [Active] Healing per second reduced from 9 to 8. Level 4 Brute Force [Q/D] Loot Hoard range bonus increased from 15 to 20%. Maximum damage bonus increased from 125 to 150. Additional Functionality: Increase Loot Hoard’s damage by 50%. Aggro Range [E] Radius bonus decreased from 25% to 20%. Level 13 Pummel [E] Spell Power reduction duration reduced from 3 to 2 seconds. Level 20 No Control [Active] Duration decay rate increased by 50%. Sonya
      Talents
      Level 1 Furious Blow [W] Damage bonus reduced from 50% to 40%. Level 4 Shattered Ground [W] Changed Functionality: Increase Seismic Slam's splash damage by 250%. Targeting a Hero with Seismic Slam further increases its splash damage by 250%, while targeting other enemies instead increases the length of Seismic Slam's splash by 66%. Level 16 Giant Slammer [W] Healing from damage dealt reduced from 100% to 60%. The Lost Vikings
      Base
      Baleog Health reduced from 1180 to 1130. Health Regeneration reduced from 2.46 to 2.35. Basic Attack damage reduced from 78 to 75. Erik Health reduced from 840 to 804. Health Regeneration reduced from 1.75 to 1.67. Basic Attack damage reduced from 65 to 62. Olaf Health reduced from 1540 to 1482. Health Regeneration reduced from 3.21 to 3.08. Basic Attack damage reduced from 57 to 54. Talents
      Level 4 It's a Sabotage! [Passive] Damage over time duration reduced from 5 to 3 seconds. Damage per second increased from 50 to 75. Level 7 Norse Force! [Q] Base Shield increased from 130 to 140. Additional Shield for each Viking alive increased from 65 to 84. Level 10 Longboat Raid! [R2] Damage per second increased from 112 to 128. Level 16 Impatience Is a Virtue [Passive] Cooldown reduction increased from .25 seconds to .31 seconds. 64 KB Marathon [Z] Changed Functionality: Bonus Movement Speed no longer decays over its duration. Level 20 Ragnarok 'n' Roll! [R1] Additional Functionality: Reduce the cooldown of Longboat Raid by 30 seconds. Lucio
      Talents
      Level 1 Party Mix [W] New Functionality: Quest: Play Crossfade tracks to nearby allies. Reward: Every minute played increases Lucio’s Maximum Mana by 2%. After 8 Minutes of total play time, increase the range of Crossfade by 20%. Level 7 Boombox [Active] Cast range increased by 100% (5 to 10 grid). Health increased from 350 to 600. Additional Functionality: Allies affected by Boombox gain 5 Armor. Level 10 High Five [R2] Self-heal reduced from 125 to 80. Level 13 Slip [Z] Armor reduced from 20 to 15. Level 16 Up To Eleven [E] New Functionality: Increase the duration of Amp It Up by 1 second. While Amp It Up is active, enemy Heroes hit with Soundwave or Push-Off increase it’s duration by an additional .3 seconds. Level 20 Mixing Fire [R2] Damage dealt reduced from 225 to 160. Cost and cooldown reduction reduced from 50% to 30%. Uther
      Base
      Devotion [Trait] Adjusted Functionality: Uther’s Basic Abilities grant 25 Armor to allied Heroes, and 15 to Uther, for 2 seconds. Talents
      Level 16 Beacon of Light [Q] Self-healing bonus increased from 100% to 125%. Self-healing bonus at low Health increased from 200% to 250%. Tyr's Deliverance [W] Maximum stacks increased from 4 to 7. Level 20 Divine Protection [Trait] Additional Functionality: Sets Devotion Armor for both allied Heroes and Uther to 50. Azmodan
      Base
      Globe of Annihilation [Q] Level scaling increased from 2.5 to 4%. Talents
      Level 1 Greed [Q] Non-Heroic damage bonus reduced from 20 to 15%. Gluttony [Q] Annihilation earned from Hero hits increased from 3 to 4. Level 7 Master of Destruction [E] Annihilation earned from Hero hits reduced from 4 to 2. Level 10 Demonic Invasion [R1] Range decreased from 20 to 13.5. Demonic Grunt attack damage reduced from 42 to 39. Level 16 Hell Rift [E] Demon Warrior damage bonus reduced from 100 to 75%. Level 20 Siegebreaker [R1] Damage bonus reduced from 50 to 40%. Pride [Q] Damage bonus increased from 100 to 125. Falstad
      Base
      Lightning Rod [W] Lightning Rod verifies its targets is in range more frequently, from every second to every .25 seconds. Lightning Rod now uses a custom range indicator. Talents
      Level 1 Gathering Storm [Q] Hammerang damage bonus per stack increased from 0.2% to 0.4%. Dishonorable Discharge [W] Lightning Rod cooldown reduction reduced from 3 to 2 seconds. Lightning Rod damage bonus per stack decreased from 1% to .75%, maximum bonus remains 75%. Changed Functionality: Takedowns resetting Lightning Rod's cooldown now gained on quest completion. Level 13 Thunderstrikes [W] Damage bonus per stack increased from 20% to 25%. Changed Functionality: Thunderstrikes' damage bonus no longer affects other Lightning Rod bonuses. Junkrat
      Base
      Frag Launcher [Q] Damage increased from 118 to 124. Talents
      Level 1 Extra-Wound Timers [Q] Damage bonus increased from 80% to 120%. Level 7 Big As [E] Additional Functionality: Steel Trap only hits Heroes. Level 10 Rocket Ride [R2] Damage increased from 890 to 935. Tassadar
      Base
      Shock Ray [Q] Channel duration reduced from .75 to .6875 seconds. Talents
      Level 4 Induction [Q] Changed Functionality: Tassadar gains 10% increased Movement Speed. Casting Shock Ray increases this bonus to 30% for 3 seconds. Level 7 Beam Alignment [Q] Mana cost reduction increased from 10 to 15. Additional Functionality: While Resonance Beam is fully charged, Shock Ray’s Slow duration is increased to 4 seconds. Level 13 Shadow Walk [Active] Armor increased from 25 to 35. Return to Top
      Bug Fixes
      Battlegrounds
      Added Warhead Junction to Ranked Play. Removed Volskaya from Ranked Play. Heroes
      E.T.C. Crowd Surfer no longer causes spells queued after Powerslide to be cast without an animation. Rexxar Casting Misha, Charge! and Misha Focus! at the same time will no longer occasionally cancel the ability. Uther Tyr's Deliverance no longer increases Uther's Holy Light self Healing. Return to Top
      Click here to discuss this post with other players in the official Heroes of the Storm forums.

    • By Staff
      There's a new type of talent coming to Heroes of the Storm, as Blizz_Daybringer revealed on r/heroesofthestorm today. Loan talents are ment to be "the opposite of quests", as they give a lot of power up-front and then become weaker and weaker, with the Johanna example we got losing one quarter of it's power with each death, so they will lose some effect when something negative happens. 
      Loan Talents (source)
      Good morning Heroes!
      There is some new content coming right around the corner and I wanted to take a quick minute to share something that will be entering the Nexus shortly - Loan Talents. Here is a sneak-peek at one of them:
      Divine Fortress
      Basic Attacks against enemy Heroes grant 15 Physical Armor for 3 seconds, stacking up to 60.
      Loan: Johanna gains 20% maximum Health. Lose 5% of this bonus every time she dies.
      The idea behind these was to give fairly substantial up-front power spikes that can either help carry you to victory or potentially lose potency over time - think of them as sort of 'reverse-quests'. Play smart and they can be extremely powerful over the course of the game, but know that by choosing it, you also put a pretty substantial target over your head... cough, Convection, cough.
      Anyways, the team is excited to see what you think about these and get them into your hands as soon as possible! Have a wonderful day and we will see you in the Nexus! ❤️
    • By Staff
      The Icy Veins Masters Clash Championship continues today at 6 PM Paris time. Check out the schedule of all upcoming matches for this weekend!
      About the Event
      Masters Clash Championship is a Heroes of the Storm tournament sponsored by Icy Veins, where teams compete for a prize pool of 10,000 EUR.
      Event Schedule
      May 1 (Saturday)
      Match 1: Inting for Ruby vs. The Hardos at 6:00 PM Paris time Match 2: ArthasStroitHram vs. SoundLess at 8:00 PM Paris time. May 2 (Sunday)
      Match 1: Go Next vs. 30K at 6:00 PM Paris time. Match 2: The donuts vs. Chilly Mountain at 8:00 PM Paris time. Here is the exact schedule of all the matches for this weekend.

      Head over to the official site for more details about the event
      Where to Watch
       English stream (Khaldor)  French stream (Malganyr)  German stream (TazzDingo)  Russian stream (Noizen)  Spanish stream (Orhy)
    • By Staff
      The Icy Veins Masters Clash Championship continues tomorrow at 6 PM Paris time. Check out the schedule of upcoming matches for this weekend!
      About the Event
      Masters Clash Championship is a Heroes of the Storm tournament sponsored by Icy Veins, where teams compete for a prize pool of 10,000 EUR.
      Event Schedule
      April 24 (Saturday)
      Match 1: The donuts vs. Inting for Ruby at 6:00 PM Paris time Match 2: SoundLess vs. SoundLess at 8:00 PM Paris time. April 25 (Sunday)
      Match 1: Go Next vs. ArthasStroitHram at 6:00 PM Paris time. Match 2: The Hardos vs. 30K at 8:00 PM Paris time. Here is the exact schedule of the upcoming matches for this weekend.

       
      Head over to the official site for more details.
      Where to Watch
       English stream (Khaldor)  French stream (Malganyr)  German stream (TazzDingo)  Russian stream (Noizen)  Spanish stream (Orhy)
    • By Staff
      Here are the results of the latest Masters Clash Championship matches from Saturday and Sunday
      About the Event
      Masters Clash Championship is a Heroes of the Storm tournament sponsored by Icy Veins, where teams compete for a prize pool of 10,000 EUR. 48% of all matches have been played.
      Match Results
      On  Saturday, The Hardos defeated SoundLess in the first match and ArthasStroitHram won against Inting for Ruby.
      On Sunday, Chilly Mountain defeated Go Next 3:2 and in the second match, 30K claimed victory against The donuts.

      When Will We See More Matches?
      The event continues on April 24 at 6:00 PM Paris time. You can find a full schedule of all upcoming matches here.
      Where to Watch
      You can watch the event in multiple languages. Links to localized streams can be found below.
       English stream (Khaldor)  French stream (Malganyr)  German stream (TazzDingo)  Russian stream (Noizen)  Spanish stream (Orhy)
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