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Heroes of the Storm Artanis

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Hey Srey!

 

First of all, thanks for another guide.

I have two concerns regarding this one, though.

Seasoned Marksman description says: "its bonuses are fully multiplied by Basic Attack-increasing effects such as Secret Weapon..." Did I miss something about Secret Weapon and it increases not only Falstad's basic attacks? Note that this glitch—if it's a glitch—appears for other heroes with Marksman too (say, Raynor). Initially I was sure it's a mistake, but it is so consistently mentioned that I'm baffled. Still I guess it's a copy-paste oversight.

 

Another one is more specific, it's about Solarite Reaper on level 7.

While I tend to agree with incomparable usefulness of recommended Psionic Synergy, I'm not at all satisfied with the reasoning. Yes, the Reaper talent only increases the less effective part of the dash, but it does so by 150%! So if I do 100 on forward dash and 300 on backward dash, it will now make that 250+300, for a total increase from 400 to 550, i. e. 37.5%. That does seem very nice, especially since backward dash is somewhat escapable by the enemy.

I'm not sure how Nova's conditional +20% (on level 1 though) is recommended, and this is not even considered. Or a most recent example: Gall's diminishing 20% is recommended (on the same level 7). What I'm missing here? Is it because they are assassins? Is 37.5% increase indeed too little for level 7?

 

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Guest Kroshak

Seasoned Marksman description says: "its bonuses are fully multiplied by Basic Attack-increasing effects such as Secret Weapon..."

 

 

 

 

 

 

i think on this one you are right, secret weapon, at least in my xp, doesnt apply to other heroes, so probably is a mistake, but i dont fully know about this

 

on the second part, yes that does a lot of damage, but the problem here is that the q doesnt give you invulnerability frames, and is one of the biggest flaws of that one, so landing the full lenght of your q is way to hard tbh unless you are paired with an ETC and he chooses to go with mosh pit, then you can use it but is very specific and a ETC landing a 4-5 man Mosh pit is hard (im telling you by experience)

 

There are two more reasons i think about this:

Another use of the q is to damage running heroes that are trying to get away, and thats another problem, because more than half of the time the return doesnt land

 

Third part is the next, Artanis is a Bruisier, lets be honest, he is in the same spot that Sonya has, that is of the second warrior to get picked in a 2 warrior strategy, If you see the talents recommended for Sonya by icy veins and from TSZuna, you will see a lot of survavility talents taken and a few of damage (i think the only ones recommended are the damage over time from the spear/this getting replaced for the fury heal, focused attack and the ultimate that gives you damage)  The advantage that Sonya has is that her survavility (self heal) can be activated before reaching 50%, Artanis Doesnt have that luxury, so being able to abuse the cd reduccion on his only survavility is way too good (im telling you this because the trait, though is good and can keep artanis Alive for a long time, has the flaw that if you get cc OR focused hard, the damage talents are useless)

 

 

 

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Guest Ckomopox

on the second part, yes that does a lot of damage, but the problem here is that the q doesnt give you invulnerability frames, and is one of the biggest flaws of that one, so landing the full lenght of your q is way to hard tbh unless you are paired with an ETC and he chooses to go with mosh pit, then you can use it but is very specific and a ETC landing a 4-5 man Mosh pit is hard (im telling you by experience)

 

There are two more reasons i think about this:
Another use of the q is to damage running heroes that are trying to get away, and thats another problem, because more than half of the time the return doesnt land
 
(...)

 

Hey Kroshak, thanks for answering!

 

I have to point though that I explicitly agreed with the recommended talent (in a very flowery way, hard to understand, ok smile.png). I'm not at all sure Solarite Reaper should ever be taken over Psionic Synergy.

 

But I have hard time with accepting the explanation given in the guide. It says 'very little additional damage', and that doesn't seem true: first, it's 3/8 more damage, second, it amplifies the forward dash, so since "half of the time the return doesnt land" in practice it is even larger increase.

 

So maybe damage talens are not at all viable for second tanks/bruiser, and that may be a good explanation for not recommending Solarite Reaper. I would probably be ok with that, if that is going to be a consistent advice smile.png

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Guest Kroshak

 

on the second part, yes that does a lot of damage, but the problem here is that the q doesnt give you invulnerability frames, and is one of the biggest flaws of that one, so landing the full lenght of your q is way to hard tbh unless you are paired with an ETC and he chooses to go with mosh pit, then you can use it but is very specific and a ETC landing a 4-5 man Mosh pit is hard (im telling you by experience)

 

There are two more reasons i think about this:
Another use of the q is to damage running heroes that are trying to get away, and thats another problem, because more than half of the time the return doesnt land
 
(...)

 

Hey Kroshak, thanks for answering!

 

I have to point though that I explicitly agreed with the recommended talent (in a very flowery way, hard to understand, ok smile.png). I'm not at all sure Solarite Reaper should ever be taken over Psionic Synergy.

 

But I have hard time with accepting the explanation given in the guide. It says 'very little additional damage', and that doesn't seem true: first, it's 3/8 more damage, second, it amplifies the forward dash, so since "half of the time the return doesnt land" in practice it is even larger increase.

 

So maybe damage talens are not at all viable for second tanks/bruiser, and that may be a good explanation for not recommending Solarite Reaper. I would probably be ok with that, if that is going to be a consistent advice smile.png

 

The problem right now, and take in mind this guides are optimized to be strong in the current meta, right now the meta goes with at least 2 warriors in the front line, that is a common thing here and well warriors usually take more resources to bring them down, something you should not do, focusing a warrior is a bad idea unless you can stunlock that one and/or burst him down.

 

Also take in mind the warriors, yes Artanis becames really strong when he drops 50% but thats a double edged sword, because if the enemy pays attention they will focus and take you down, Artanis has the same problem that Thrall, needs to be in constant fight in order to sustain, cc wrecks both of them thats why you see Thrall with the windfury build to sutain more, etc

 

I would only take the damage abilities ones (going straight up damage) if in my team there is another good warrior that can withstand damage on his own and good supports, that the only case scenario ill do it, you could see this scenario but usually Sonya is the one occupying that place

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Hey just a thought.... Under talent build it might be worth specifically noting which heroes are good targets for purifier beam (a) for their slow mobility and (b) to zone them..... Not all will be as familiar with the slower-moving heroes.

-A bit like the list you use to describe abilities that mesh well with Diablo's Apocalypse.

Edited by Kiarbitrager
Got idea down then went to find the specific bit was thinking of that read ages ago.
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Just had an interesting chat after this HL game with the Artanis here as per the picture of talent picks on Braxis map (can post stats if needed).... we were chatting mainly about the L1 pick he made with more of a prism bruiser build (not going Titan Killer later on though).... I think he was right to go that talent, and normally I'd go move as burrowed as Dehaka at L16.

On the Braxis map...
I'm curious about thoughts on any talent build picks for Artanis in two cases, particularly the L1 pick:

Firstly, assuming a double warrior compo of (Artanis/other) vs. a single warrior on this map (guessing probably Johanna or ETC, possibly Mura)...

Secondly, assuming a double warrior compo on both sides.

Finally, more generally... is an Artanis PvE build ever likely to be viable on Braxis? -Guessing only if a double warrior compo or vs. a Gaz/Rexxar.

Braxis.png

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On 3/20/2017 at 1:42 PM, Kiarbitrager said:

I'm curious about thoughts on any talent build picks for Artanis in two cases, particularly the L1 pick:

Seasoned is 100% a fair pick as long as you can make use of it. If your team doesn't need the tanky bruiser front line, you can sacrifice it for more damage with picking Seasoned L1. In the case of your screenshot, he 100% made the right pick. When you start encountering double warrior, then you need to start considering your tankier options again, namely Reactive. You can also take Reactive vs 1 tank if the map sucks for farming stacks of Seasoned.

On 3/20/2017 at 1:42 PM, Kiarbitrager said:

Finally, more generally... is an Artanis PvE build ever likely to be viable on Braxis? -Guessing only if a double warrior compo or vs. a Gaz/Rexxar.

Definitely possible, yeah, but you'd have to weigh the pros/cons of dead talents outside of PvE occasions.

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33 minutes ago, FirstBlood said:

Maybe the counters/synergies need an update.  Right now it feels like Arthas is a very strong Artanis counter.

Artanis is able to outlast Arthas thanks to the shields he's able to gain through Shield OverloadShield Overload, which "outvalues" Arthas' Rune TapRune Tap (if taken), and Artanis' other abilities (especially heroic abilities) offer higher damage potential than the ones of Arthas, which results in Artanis being able to outdamage and outlast Arthas.

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On 3/31/2017 at 10:22 PM, positiv2 said:

Artanis is able to outlast Arthas thanks to the shields he's able to gain through Shield OverloadShield Overload, which "outvalues" Arthas' Rune TapRune Tap (if taken), and Artanis' other abilities (especially heroic abilities) offer higher damage potential than the ones of Arthas, which results in Artanis being able to outdamage and outlast Arthas.

In a 1vs1 to the death, sure artanis can win against almost every hero but Arthas does counter Artanis with his E that slows movement and attack speed and with Q it makes it impossible for artanis to escape so you have to watch the map and determine if you wanna trade/fight with an Arthas as to not get picked by his team

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I like Artanis a lot so I'd like to discuss some of his talent picks:

I'm liking Amateur Opponent more and more, it gives so much more versatility, you clear mercenary camps in no time. I started picking it on maps like Garden of Terror, Haunted Mines, Tomb of the Spider Queen. There are many PvE objectives in them. That also means I will pick Triple Strike at level 13.

His 4 and 7 talents Shield Surge and Warp Sickness seem mandatory to me. Its a Lot of defense and utility.

Regarding his Suppresion Pulse, its a good idea to take a look at enemies talents and determine if they are auto attackers or not. I got in a match against Zul'Jin and Falstad and in the loading screen I decided S.P. was the best ultimate but then I saw that Falstad was going Q ability damage build and Zul'jin took Guillotine and some W talents so I went Purifier Beam.

Furthermore, S.P. is kinda weak, the damage is very little. I take it only to counter a specific hero when he uses his auto attack boosts. Like Raynor with his W, Zul'Jin with Taz'Dingo,

His Purifier beam might seem like an easy click-and-forget ability but in order for it to do damage and be effective you have to time it right, when an ally is About to CC an enemy, when You have your E up to slow them, when you put it on a tank that is staying in place, fighting with ur team,etc. I try and always go for the damage with his P.B instead of using it just as a zone away tool.

Graviton Vortex, level 13 seems kinda bad. I picked it only once or twice because the only use I see in it is to do a 5vs5 team fight play by pulling their hyper-carry into your team, cause the enemies will be protecting him with their bodies.

Lastly, at level 20 I never pick Orbital Bombardment or Target Purified, they seem wasteful or too hard to utilise. I pick Force of Will 80% of the time and after that point I look on his Shield Timer, see how much it takes untill in comes back up, it would be inefficient  to use Triple Strike when you have 10 seconds on his shield as Triple Strike takes 18 seconds off, in an instant, coupled with 1 more basic attack you get your shield back up.

 

 

Edited by Fransoa

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1 hour ago, Fransoa said:

I'm liking Amateur Opponent more and more, it gives so much more versatility, you clear mercenary camps in no time. I started picking it on maps like Garden of Terror, Haunted Mines, Tomb of the Spider Queen. There are many PvE objectives in them.

Yeah, Amateur OpponentAmateur Opponent is stronger in PvE-oriented maps. I'd say it's pretty much an autopick on Battlefield of Eternity and Infernal Shrines, and a strong consideration on the maps you listed. On the remaining maps, it's quite weak. 

2 hours ago, Fransoa said:

Graviton Vortex, level 13 seems kinda bad. I picked it only once or twice because the only use I see in it is to do a 5vs5 team fight play by pulling their hyper-carry into your team, cause the enemies will be protecting him with their bodies.

If it only caused Phase PrismPhase Prism to damage and pull two targets, it might not be that good. However, it also reduces the cooldown significantly, by 5 seconds, which makes it a good talent. Also, I apologize for an issue with Graviton VortexGraviton Vortex's description - it no longer makes the cooldown of Phase PrismPhase Prism fit the cooldown of Blade DashBlade Dash perfectly. I will make sure to get it fixed. Nonetheless, the 5-second difference is still huge.

2 hours ago, Fransoa said:

Lastly, at level 20 I never pick Orbital Bombardment or Target Purified, they seem wasteful or too hard to utilise.

Target PurifiedTarget Purified is great against team with more squishy targets, but yeah, it's not that great compared to other talents, which is why I would personally move it to Situational tier.

Thanks for the insight!

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I have to say that I think Amateur Opponent is the best talent on that tier and I don't think it's even close.  You will PVE something on every map and if you get Triple Strike @13 it adds even more to it.  I cannot recommend it enough.  Reactive Parry only gives 50% block instead of the upgraded 75%, and it activates on Twin Blades activation.  So if you want to black a Focused Attack (the reason you would be taking block) you have to have a charge ready.  Not a big deal, but if a pick happens and you don't have it up, you either precast Twin Blades (bad idea not using it with auto reset) or you don't get the block on the Focused Attack.  Seasoned Marksman is SM.  Not much to say about it.  You feel like a god when you stack it late game, but Artanis already feels insanely strong late game.  Force of Will @20 insures that.  Also, don't ever try to 1v1 Arthas as Artanis, you're gonna have a bad time.

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On 13. 4. 2017 at 5:15 AM, hammadroppa said:

I have to say that I think Amateur Opponent is the best talent on that tier and I don't think it's even close.  You will PVE something on every map and if you get Triple Strike @13 it adds even more to it.

I think you said exactly why it isn't the best talent - "You will PVE something on every map". While you can PvE a bit on every map, your focus should be on killing the opponent heroes, not their minions. That's why Reactive ParryReactive Parry is stronger on maps where PvE-ing doesn't help you kill the heroes more easily (that is, every map except for Garden of Terror, Battlefield of Eternity, Haunted Mines and Infernal Shrines).

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@positiv2 but AO is a MUST take talent on BoE, GoT, HM and IF..  or did you mean on maps other than those?  The thing is, Reactive Parry should really only be taken to counter specific heroes/talents (Nova, Crit talents like Follow Through) and even then it is weaker in every way than standard block.  Amateur Opponent is the best talent on that tier by a very, very wide margin.  Idk the win rates but I encourage every Artanis player to take it except in niche scenarios.

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5 hours ago, hammadroppa said:

but AO is a MUST take talent on BoE, GoT, HM and IF..  or did you mean on maps other than those?

Yeah, I thought that listing the only maps that make Amateur OpponentAmateur Opponent a great talent would be quite obvious. I'll change the text, then.

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6 hours ago, hammadroppa said:

Okay, understood.  I still think you over value Reactive Parry.  AO is the clear cut better level 1 9/10 times.

Yeah, it's possible that I overvalue Reactive ParryReactive Parry. I just feel it allows me to kill anyone in a 1v1 somewhat safely, and that is the reason why I pick Artanis - to have a strong 1v1 tool. There are some maps that make Amateur OpponentAmateur Opponent the superior talent, but overall I strongly prefer the 1v1 power over jungling power, though I guess there are times when Amateur OpponentAmateur Opponent is better outside of the aforementioned maps. 
HotS Logs show that all three T1 talents have pretty much the same pick rate (31.2% for Seasoned MarksmanSeasoned Marksman, 34.2% for Amateur OpponentAmateur Opponent, and 34.6% for Reactive ParryReactive Parry) for Plat-Master stats. So, I wouldn't say that Amateur OpponentAmateur Opponent is the better pick 9/10 times. Maybe 4/10, depending on the map luck, but not 9/10.

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On 3. 4. 2017 at 4:49 AM, Fransoa said:

His Purifier beam might seem like an easy click-and-forget ability but in order for it to do damage and be effective you have to time it right, when an ally is About to CC an enemy, when You have your E up to slow them, when you put it on a tank that is staying in place, fighting with ur team,etc. I try and always go for the damage with his P.B instead of using it just as a zone away tool.

Graviton Vortex, level 13 seems kinda bad. I picked it only once or twice because the only use I see in it is to do a 5vs5 team fight play by pulling their hyper-carry into your team, cause the enemies will be protecting him with their bodies.

Lastly, at level 20 I never pick Orbital Bombardment or Target Purified, they seem wasteful or too hard to utilise. I pick Force of Will 80% of the time and after that point I look on his Shield Timer, see how much it takes untill in comes back up, it would be inefficient  to use Triple Strike when you have 10 seconds on his shield as Triple Strike takes 18 seconds off, in an instant, coupled with 1 more basic attack you get your shield back up.

That's some really good commentary on usage of his PB.... a lot of people see the obvious rationale for SP ult pick (as counter to key AA heroes), but aside from targeting the lower mobility heroes (e.g. Malf, Jaina) I hadn't thought as much about usage for getting kills rather than zoning. It might be worth incorporating some of this stuff on ult choices and usage next time the guide is updated.

Edited by positiv2
Fixed quote

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Guest elyk12121212

It lists Varians shattering throw as a level 16 ability and it's received at level 13.

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I think more should be added to Phase Prism description about using it to move others off objectives, off allies, behind obstacles (all three at once on Shrine and Curse especially), disrupt attack chains, move targets into cannons or away from cannons to engage. As a new player (still new), I would have loved to have known all these goodies at the start.

Thanks for the tips!

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      Base
      Globe of Annihilation [Q] Now deals 50% damage to non-Heroes. Upon reaching 225 Annihilation, Globe of Annihilation no longer deals reduced damage to non-Heroes. Window to kill minions for Annihilation increased to 3s (from 1.5s). Summon Demon Warrior [W] Demon Warriors damage increased from 32 to 83. Now deals half damage to Heroes. Demon Warriors no longer have a duration, but lose 26 Health every second. Demon Warriors no longer have Immolation. Now has 2 charges. Talents
      Level 1 Wrath REWORK: Now provides 1 stack for every 2 Basic Attacks hit against a Structure or Hero. Level 7 Art of Chaos Extra Annihilation amount reduced from 4 to 2. Bombardment Amount of time Bombardment lasts reduced from 4 seconds to 3 seconds. Master of Destruction Amount of Annihilation granted reduced from 2 to 1. Level 13 Brutish Vanguard Now slows the attacked target by 30%. Level 16 Hell Rift Damage bonus reduced from 75% to 35%. Level 20 Inescapable Annihilation NEW: Globe of Annihilation has unlimited range. Pride Moved to baseline. Now requires 450 stacks. Deathwing
      Base
      Attack Damage decreased from 155 to 110. Form Switch [1] Active ability removed. Deathwing now switches forms solely from landing. Cataclysm [R] NEW QUEST: Damage Heroes with Molten Flame to gain 1 stack. Gain 50 stacks for killing a Hero. Mythic Reward: Upon reaching 2,000 stacks, Cataclysm now deals 2,500% damage to Structures and Minions. "I AM THE CATACLYSM". Onslaught [E] Bonus damage increased from 72 to 120. Damage increased from 38 to 60. Earth Shatter [E] Projectile speed increased by 30% Molten Flame [Q] Base Damage per Second reduced from 21 to 19. Incinerate [W] Cooldown increased from 4 seconds to 6 seconds. Energy cost increased from 20 to 30. Damage increased to 100 (from 65). Lava Burst [W] Cast time reduced from 1 second to .75 seconds. Cooldown increased from 6 seconds to 9 seconds. Energy cost increased from 15 to 25. Explosion Damage increased from 30 to 35. Explosion Damage over Time increased from 6 to 7. Slow increased from 35% to 45%. Dragonflight [Z] Cooldown delay after dealing or taking damage increased from 4 seconds to 6 seconds. Cooldown reduced from 45 seconds to 15 seconds. Talents
      Level 1 Dragon Soul Healing increased from 75%, 150% to 100%, 200%. Level 4 Heat Wave Damage over Time increased from 6 to 9. Damage over Time stacks reduced from 4 to 3. Initial damage bonus increased from 125% to 150%. Level 7 Firestorm Damage increased from 70 to 77. No longer reduces cooldown of Dragonflight. Level 13 Fire and Fury Damage bonus increased from 30% to 40%. Falstad
      Base
      Lightning Rod [W] Range reduced by .5. Time between strikes increased from .8 seconds to .9 seconds. Jaina
      Base
      Frostbite [Trait] NEW QUEST: Deal Ability Damage to Frostbitten Heroes. Upon reaching 12,000 Damage, unlock Improved Ice Block, which allows Jaina to become temporarily Invulnerable. Mythic Reward: Upon dealing 30,000 Damage, Ice Block upgrades to Ice Cold, granting Jaina Protected instead of Stasis. Talents
      Level 7 Ice Lance Cooldown reduction increased from 1.5 seconds to 2 seconds. Level 16 Numbing Blast Root duration reduced from 1 second to .75 seconds. Level 20 Wintermute Water Elemental cast range and damage bonus decreased from 50% to 40%. Kael'thas
      Talents
      Level 1 Convection Increased reward damage and health from 150/50 to 200/100. Muradin
      Base
      Storm Bolt [Q] Perfect Storm Quest removed. NEW QUEST: Basic Attack Heroes affected by Slows or Stuns. Slows provide 1 stack and Stuns provide 2 stacks. At 35 stacks, Storm Bolt pierces to hit an additional target, and Muradin's Basic Attack reduces the cooldown of Storm Bolt by 0.5 seconds. Mythic Reward: At 150 stacks, Storm Bolt's range is increased by 50% and width is increased by 100%, and now pierces all targets. Talents
      Level 1 Dwarf Block Block charges reduced from 4 to 3. Give 'em the Axe! Moved Talent from Level 7 to Level 1. Level 4 Sledgehammer No longer increases Storm Bolt's cooldown reduction. Now increases Storm Bolt damage to non-Heroes by 500%. Level 7 Perfect Storm NEW: If an enemy hit with Storm Bolt dies within 3 seconds, reset its cooldown. Level 16 Dwarf Launch Range bonus reduced from 40% to 30%. Murky
      Base
      Murky now gains a 35% Shield for 10 seconds upon reviving. Spawn Egg [D] Egg now regenerates quickly instead of having a Shield. Slime [Q] Now applies its debuff to enemy Structures. Now deals 50% damage to Structures. Pufferfish [W] Damage reduced by 20%. Detonation time reduced from 3 seconds to 2.75 seconds. NEW QUEST: Hit enemies affected by Slime with Pufferfish. Provides 1 stack per minion, 5 stacks per Hero or Structure hit. At 100 stacks, Basic Abilities now deal full damage to Structures. Mythic Reward: At 200 stacks, Murky gains 50% Health and increases in size. Talents
      Level 1 Egg Hunt Talent removed. Shell Game NEW: Murky can now place 2 eggs, but randomly revives from one of them. Increases the cooldown of placing an egg to 30 seconds and goes on cooldown if either egg dies. Level 10 March of the Murlocs Damage increased by 4%. Level 13 Egg Shell REWORK: Murky gains a Shield equal to 35% of his Health upon placing an egg or when one of his eggs dies. Fish Tank Healing reduced from 25% to 20%. Level 16 Wrath of Cod Damage over Time is dealt over 4 seconds (from 5s). Level 20 Big Tuna Kahuna Talent removed. Faster Fish NEW: Pufferfish detonates 80% faster. Making Inky Cooldown reduction reduced from 2 seconds to 1.5 seconds. Never-Ending Murlocs No longer deals reduced damage to Structures. Sylvanas
      Talents
      Level 4 Mercenary Queen Now also causes Sylvanas' Basic Attacks to instantly apply 3 stacks of Black Arrows to Mercs. Thrall
      Base
      Basic Attack damage decreased from 173 to 167. Talents
      Level 1 Crash Lightning Mythic Reward Damage bonus increased from 270 to 325. Echo of the Elements Mythic Reward now also allows Chain Lightning to bounce back to the same target. Tyrande
      Base
      Mana reduced from 500 to 450. Lunar Flare [E] NEW QUEST: Hitting a Hero with Lunar Flare increased its damage by 5%, up to 250%. After hitting 10 Heroes, increase Lunar Flare's range by 30%. After hitting 20 Heroes, Sentinel now pierces the first Hero hit. Mythic Reward: After hitting 50 Heroes, Tyrande's Basic Attacks occasionally trigger a Lunar Flare. Now restores 25 mana per enemy hit. Talents
      Level 1 Ranger No longer provides pierce. Moonlit Arrows Cooldown reduction reduced from .75 seconds to .5 seconds. Moved Talent from Level 7 to Level 1. Trueshot Aura No longer passively increases Tyrande's Attack Damage. Now also applies to Tyrande upon activation. Level 7 Elune's Gift NEW: Grants 20% Spell Power for 10 seconds after hitting an enemy with Lunar Flare. Level 20 Commander of Sentinels NEW: Sentinel now has an additional charge. Return to Top
      Known Issues & Bug Fixes
      Known Issues
      Jaina Ice Cold's tooltip is incorrect. Resetting Jaina's talents after finishing her quest causes issues. Zul'jin Resetting Zul'jin's talents does not reset cap. Bug Fixes
      Heroes
      Alarak Level 10 Deadly Charge Fixed an issue that caused Alarak's Deadly Charge to not be activated by clicking the left mouse button if it occupies the Trait slot. Ana Base Aim Down Sights [D] Can now be toggled while affected by a Silencing effect. Jaina Base Frostbolt [Q] Fixed an issue causing Jaina's Frostbolt to not have its model updated by Dreadlord Jaina or Lunar Jaina. Orphea Level 4 Allegrissimo Fixed an issue that could cause Allegrissimo's cooldown reduction to not be granted when hitting a Hero at Shadow Waltz' end. Sylvanas Base Possession [1] Fixed Possession not showing in the Quick Cast menu settings. Fixed Possession not being correctly affected by cooldown reduction affects granted by allies. Return to Top
      Click here to discuss this post with other players in the official Heroes of the Storm forums.

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

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

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