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Heroes of the Storm Lunara

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

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I ran a few tests on Blossom Swell, and the increase radius is barely noticeable, couldn't possibly the stated 20% increase in the tooltip. I suspect it is a miscalculation in the game that instead of increasing the radius it increase the area of effect by 20%, which translate to about 9.54% radius increase, hence the hideous effect.

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hello guys,

 

i have a question about the tier 1 talent natures perspectiv. it says it reveals enemys for its duration, BUT if you're able to apply the toxic , it triggers every 3 sec. , which means the toxic alone prevents restealth, because he gets dmg .. ? or am i technically wrong about the toxic technice?

 

thanks for your answers!

 

greetings m3hs

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I ran a few tests on Blossom Swell, and the increase radius is barely noticeable, couldn't possibly the stated 20% increase in the tooltip. I suspect it is a miscalculation in the game that instead of increasing the radius it increase the area of effect by 20%, which translate to about 9.54% radius increase, hence the hideous effect.

Interesting! Due to the lack of alternatives, it still remains an ok talent for poison heavy builds imo.

 

 

hello guys,

 

i have a question about the tier 1 talent natures perspectiv. it says it reveals enemys for its duration, BUT if you're able to apply the toxic , it triggers every 3 sec. , which means the toxic alone prevents restealth, because he gets dmg .. ? or am i technically wrong about the toxic technice?

 

thanks for your answers!

 

greetings m3hs

You're right. Poison prevents heroes like Zeratul and Nova from cloaking. But, and this is a big but, the vision is very useful to track their movements. 

 

Vision on multiple enemies is incredibly useful - it prevents them from starting surprise attacks, it allows you and your allies to aim skillshots more easily, etc.

 

Natural Perspective is a strong talent and definitely recommended, even for poison builds. 

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I ran a few tests on Blossom Swell, and the increase radius is barely noticeable, couldn't possibly the stated 20% increase in the tooltip. I suspect it is a miscalculation in the game that instead of increasing the radius it increase the area of effect by 20%, which translate to about 9.54% radius increase, hence the hideous effect.

Interesting! Due to the lack of alternatives, it still remains an ok talent for poison heavy builds imo.

 

 

hello guys,

 

i have a question about the tier 1 talent natures perspectiv. it says it reveals enemys for its duration, BUT if you're able to apply the toxic , it triggers every 3 sec. , which means the toxic alone prevents restealth, because he gets dmg .. ? or am i technically wrong about the toxic technice?

 

thanks for your answers!

 

greetings m3hs

You're right. Poison prevents heroes like Zeratul and Nova from cloaking. But, and this is a big but, the vision is very useful to track their movements. 

 

Vision on multiple enemies is incredibly useful - it prevents them from starting surprise attacks, it allows you and your allies to aim skillshots more easily, etc.

 

Natural Perspective is a strong talent and definitely recommended, even for poison builds. 

 

Thank you, didn't noticed that i can keep it also on not stealth targets ... missunderstood that smile.png

 

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I've been playing around with her basic attack build since day one. The Icy build is almost the same as I built for her. The only real difference is her level 16 Talent, I'm running Invigorating Spores. I could be wrong but I find it more effective than Star Wood Spear. Pros and Cons I guess. 

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She's countered by the butcher? Not even in lane she can run all over him and as soon as she hits ten her jump over skill actually allows you to dodge butcher stuns.

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She's countered by the butcher? Not even in lane she can run all over him and as soon as she hits ten her jump over skill actually allows you to dodge butcher stuns.

Early game he can be a problem. For me I have a hard time with Falstad 1v1. His burst damage is too much for her. 

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She's countered by the butcher? Not even in lane she can run all over him and as soon as she hits ten her jump over skill actually allows you to dodge butcher stuns.

Counters do not only count for 1v1 lane phases. In a mid-late game team fight where Lunara gets initiated, stunned and slowed by Butcher can pretty much cause her to die instantly (especially if the enemy team follows up nicely).

 

 

I've been playing around with her basic attack build since day one. The Icy build is almost the same as I built for her. The only real difference is her level 16 Talent, I'm running Invigorating Spores. I could be wrong but I find it more effective than Star Wood Spear. Pros and Cons I guess. 

I've played with Invigorating Spores, too. But Star Wood Spead is just incredible. Allows you to play more safely, to get kills you would not have been able to get without it... It's beautiful. 

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 Lunara is countered pretty hard by Nova in my experiences.

well lets be honest, if tyrande early game can pretty much fill a huge amount of your life with her q, then yes you're damn squishy

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So I've been playing with Star Wood Spear the last few days as you said and I would have to agree with you. Though I do love the damage that she puts out with the increase of attack speed, I like the ability to safely hunt you down even more. Thanks for clearing that up. 

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So I've been playing with Star Wood Spear the last few days as you said and I would have to agree with you. Though I do love the damage that she puts out with the increase of attack speed, I like the ability to safely hunt you down even more. Thanks for clearing that up. 

 

Cool, happy to hear you like it! 

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My honest opinion on my favourite build is such:

LVL1:

-I find myself using natural Perspective if I want to play with a dedicated team, which means snowballing, seeing enemies and where they run away is a good thing, especially after you trigger Crippling Spores, which extends the toxin duration and adds a stack if not full. very useful when you have a stalker hero in team (nova/zeratul).

-I use Blossom Swell on maps with a lot of merc camps (Dragon Shire/garden of Terror/Infernal Shrines/Towers of Doom)

very useful, even though the tooltip is generous with +20% as it's been proven it's at best 10% radius, which even at 20% isn't a very good buff, the size buff is just pointless.

-I noticed Cruel Spores is actually really good if you plan on using this talent to your advantage when it comes to abusing minions and mercs, and taking advantage of the Crippling Spores other talents that make Lunara excel at camp raiding and gathering minion xp, she can be very efficient at clearing out lanes fast.

 

LVL4:

-My personal Favourite is Skybound Wisp, which I can place at close vicinity to camps of high importance, or keep an eye on the only boss on the map. I haven't tested this on Haunted Mines, but I think for that particular map Dividing Wisp would be best to keep an eye on the mines entrances.

-Timelost Wisp should be replaced with Stealth Wisp, with higher vision, longer active timer and permanent cloak.

 

LVL7:

Natural Vision usage build:

-Splintered Spear, this is a very good idea for matches when you have stalkers, and enemy is actually snowballing you. You can hit more enemies, and keep an eye on them for a while, allowing stalkers to take em out effectively, especially when you use Crippling Spores to slow them down and extend the duration of spying smile.png This is great if you're teamed up with competent Nova player.

 

LVL10: Thornwood Vines, self explanatory.

 

LVL13: Unfair Advantage, why ? With Natural Perspective you see enemies, using spores you slow them down, the toxin will deal more damage than your basic attacks anyway, deal some more. And let stalkers take them out easier.

 

LVL16: Here I always find myself in a pinch, depending on the enemies, I use different talent, fore example, Lili often has sprint, taking her out is a pain, and she's not the only escapist. If like me, you often check enemy talent builds during gameplay, you can use:

-Starwood Spear, if you don't have enemies that escape too fast, Crippling Spores will slow them down for you for just long enough to maintain high toxin damage (which with the previous talent will deal 70% more damage than your basic attacks) but now they won't be escaping you that easily because of your extended range, combined with your +20% constant movement speed this is bullying.

-Let Them Wither, if you are taking out a single leftover, like Lili or Malfurion. This is like seriously bullying, your toxin already deals 170% of your attack damage, the enemy is seriously slowed down, even if it's more than one enemy, this seriously lets your team pick them off, they just can't escape in time.

 

LVL20: If you are not playing against debuffers i strongly suggest using Galloping Gait, spending talent on Forest's Wrath is pointless, this doesn't increase the damage, just effective range and speed of vines which make sense due to increased range, otherwise casting would be 1.2 sec instead of 1 sec. Sight radius while casting isn't important because anything you put toxin on is revealing enemy anyway.

 

Noxious Blossom/Cruel Spores abuse build:

-Nature's Culling, very useful when you raid camps, keeps, and soak xp from minions, you spend less time on clearing those lanes allowing your minions to attack, very useful against mercs as well, and bosses also take more damage. If enemy sends a boss down your lane, this helps take it out easily.

-Wild vigor, while clearing lanes you will eventually encounter enemy heroes, better to deal a few crits to them and either run off and make them retreat due to toxin or let them die, they will hardly chase you with toxin on, and you dealing them 3 crit hits which should leave them with around 30% health by the time they get to the healing well, they will not resume chasing you as well. healers will not chase you because by the time they regain enough hp to chase after you, your Crippling Spores are ready to deal slow on them the moment you hit them back wit ha spear and you can deal 3 more crits at them. At this point they should die. The only drawback with Cruel Spores is that they are affected by buildings, and that sets the cooldown normally instead of -80% timer. I'm expecting this to get nerfed though.

 

LVL10: vines, cuz, jumping around while soaking xp is not a smart idea.

 

LVL13: If you are playing against a team with ability abusers, you might want:

-Greater Spell Shield, it's better than extending your blossom range, if you choose to soak xp for the team, clear merc camps and destroy keeps, it's better than dying from heavy spell damage, if you don't fear ability abusers though,

-Pestering Blossom is the better talent for lanes, merc camps and soaking xp. This also is great to aid your team against tanks, your basic operation range is expanded, if you used Wild Vigor then even more so, due to increased range you can stack the toxin faster than your attack range allows, and deal a few crit hits to aid your team from range, in my case I'm usually paired with melee heroes, so this is just perfect for me.

 

LVL16: If you used Nature's Culling for soaking, then follow up with

-Choking pollen, very effective against buildings, mercs and bosses. very useful if you go against small groups eof enemy heroes and want to help your team deal more damage.

-Star Wood Spear is very good when paired with Wild Vigor.

 

LVL20: as before, if you are not up against debuffing heroes, using up talent for bigger range at this point is not logical, better take

-Galloping Gait

But if you are against debuffers, Abolish Magic is a better choice, you'll be able to effectively escape the debuffers AND safely.

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pretty nice so far, you might add cd time on Galloping Gait (I think it's 30 sec?) and that you can use your wisp to block skillshots (that'll happen once in a blue moon, but if you happen to have wisp on cd you can try it...blocking Stormbolt or Snipe with a wisp feels so damn good laugh.png )

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I'd like to go back and discuss Nature's Culling a bit. You write it off as a useless talent, but I've found it's very nice to have for a number of reasons.

 

1) It lets you deal superb siege damage - Alternating between 3 different structures lets you get them down very quickly, even compared to actual siege characters. Together with the increased range in late game you can even stay outside the turret range. Of course, Lunara isn't a siege character per se, but there's often an opportunity to attack a fort or keep for a bit in many maps. Very valuable at Towers of Doom in particular. 

 

2) It lets you kill objective monsters very quickly. Maps that have you PvEing for objectives (Infernal Shrines, Battlefield, Flower wossname), or defending against the same (again Infernal Shrines and Battlefield) benefit a lot from this talent.

 

3) It lets you solo cap mercenary camps quickly, although you take a bit of damage in the process.

 

4) Minor, but still: While an enemy minion group is walking (not engaged), you can hit every single minion in a wave with a single Thornwood Vine, and the hit plus increased poison damage is enough to kill them all before you get out of xp range. Since one minion wave = one hero kill worth of XP, that's a pretty nice XP burst from someone who'd otherwise have to attack the minions individually.

 

Thoughts?

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Hey there, 

 

I have never seen Nature's Culling being used in the pro scene. And in general I think that the synergy between Wild Vigor and Star Wood Spear is just too good to be ignored. Even if you go Splintered Spear, which some pros do, you'll have much more of a team fight impact than with Nature's Culling. 

 

Although I see your point - waveclear is important after all - team fight presence and damage against Heroes is even more important. smile.png

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Siphoning Toxin is very underwhelming I don't feel like it's a legit choice. The fact that it has to compete with the most important talents she has (Wild Vigor and Splintered Spear) make it even worse.

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I agree, it is not better than any of the other talents.

 

However, I specifically added "if you don't have a support in your team" in the guide, which will likely be the case if you play solo Quick Match. In these cases, where you fully have to rely on yourself 100%, it can become a necessary talent. 

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On March 11, 2016 at 9:15 PM, Guest Thanh Nguye said:

Siphoning Toxin is very underwhelming I don't feel like it's a legit choice. The fact that it has to compete with the most important talents she has (Wild Vigor and Splintered Spear) make it even worse.

Quite honestly, I agree with this statement. The healing per second seems more like a passive regeneration bonus more than anything, and given that it doesn't stack, like, say Tempered by DisciplineTempered by Discipline will as you continue to attack more and more targets. In quick match, you're better off trying to kill enemies faster than have a little bit of regen this talent has to offer, in my opinion.

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On 12/14/2016 at 2:27 AM, Niteshadow said:

In quick match, you're better off trying to kill enemies faster than have a little bit of regen this talent has to offer, in my opinion.

Super late, but a fair point. It will also be a decision you have to make based on who you are fighting. The regen is probably pretty useful against very kite-able enemies. 

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Is an update on this guide likely to be sooner or later (as in after quite a few others)..... quite a while since this one was done!

Keep up the good work though.

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3 hours ago, Kiarbitrager said:

Is an update on this guide likely to be sooner or later (as in after quite a few others)..... quite a while since this one was done!

Keep up the good work though.

This guide is our to-do list, but sadly Kendric has been very busy lately. There are a few guides with higher priority as far as I know, so getting this guide updated might take some time. If you feel like this guide needs an update ASAP, let me know and I will see what can be done about it. Sorry for the inconvenience and thank you for your patience.

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I'm curious. There is a talent build recommended in the "preface" but it includes talents which contradict the talent suggestions (and the builds on the talent page). Should the talent builds in the preface be disregarded? I appreciate the hard work and the guide!

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      Abilities Shadow Charge (Q) Range increased from 7 to 8.5. Mana cost increased from 60 to 70. Damage reduced from 75 to 40. Terrain collision damage reduced from 150 to 120. No longer grants Armor. Now also increases Movement Speed by 15% for 2 seconds. Fire Stomp (W) Now unleashes fire waves in a large cone in the chosen direction, rather than a 360° area around Diablo. Number of fire waves reduced from 8 to 5. Multiple fire waves can now hit the same target. Cooldown increased from 6 to 8 seconds. Mana cost reduced from 40 to 30. Outgoing fire wave damage reduced from 54 to 12. Returning fire wave damage reduced from 81 to 36. Damage dealt by returning fire waves now counts as critical damage. Now Heals Diablo for 125% of the damage dealt to Heroes. Overpower (E) Mana cost reduced from 60 to 40. Lightning Breath (R) Range increased from 10.5 to 12. Each tick of Lightning Breath damage now also Slows enemies hit by 5% for 2 seconds, up to a maximum of 50%. Talents Level 1 New Talent: Feast on Fear (Passive) Stunning an enemy Hero with Shadow Charge or Overpower Heals Diablo for 15% of his maximum Health over 4 seconds. Soul Shield (Active) Moved from Level 7. New functionality: Activate to gain Spell Armor equal to 25 plus 50% of Diablo's current Souls for 4 seconds. 60 second cooldown. Every time Diablo damages an enemy Hero, reduce this cooldown by 1 second. Bulwark (Q) Removed. Level 4 New Talent: Sacrificial Soul (Q) Stunning an enemy Hero with Shadow Charge grants 5 Souls and 15 Armor for 4 seconds. While at 100 Souls, increase this Armor to 30. New Talent: Souls to the Flame (W) Fire Stomp grants 1 Soul every 3 times it damages an enemy Hero and Heals for an additional 1.25% of its damage dealt per Soul. Life Leech (Passive) Moved from Level 1. New functionality: Diablo gains 1 Soul and Heals for 1.5% of his maximum Health for every Basic Attack against an enemy Hero. While at 100 Souls, increase this Healing to 3% of his maximum Health. From the Shadows (Q) Removed. Speed Demon (Passive) Removed. Demonic Strength (E) Removed. Level 7 New Talent: Eternal Flames (W) When Diablo Stuns an enemy Hero with Overpower or Shadow Charge, Fire Stomp’s cooldown is reset. Malevolence (Passive) Using Basic Abilities causes Diablo’s next Basic Attack within 6 seconds to deal an additional 100 Spell Damage. Stores up to 2 charges. Soul Feast (Trait) Removed. Diabolical Momentum (Passive) Basic Attacks now also reduce Fire Stomp’s cooldown. Cooldown reduction granted per Basic Attack decreased from 1.5 to 0.75 seconds. Level 13 Devastating Charge (Q) Adjusted functionality: Now increases Shadow Charge’s terrain collision damage by 100%, rather than a percentage of the target’s maximum Health. Quest: Each time an enemy Hero takes terrain collision damage, increase this bonus by 15%, to a maximum of 75%. New Talent: Cruelty (Passive) Stunning an enemy Hero with Shadow Charge or Overpower increases Diablo's Attack Speed by 50% for 5 seconds, up to 100%. Hellfire (W) New functionality: Each enemy Hero hit by Fire Stomp grants 2% Spell Power for 10 seconds, up to 30%. Fire Devil (W) Removed. Level 16 Debilitating Flames (W) New functionality: Enemy Heroes hit by Fire Stomp are Slowed by 5% for 4 seconds, up to 50%. Heroes Slowed 25% or more by Debilitating Flames deal 50% less damage. New Talent: Overpowering Nightmare (E) Gain 2 additional charges of Overpower, with a 2 second cooldown between uses. Fearful Presence (Active) Removed. Level 20 Dying Breath (R) Now reduces Apocalypse’s cooldown by 20 seconds per enemy Hero hit (to a minimum total cooldown of 5 seconds), rather than reducing its cooldown by a static amount. Hellstorm (R) No longer increases Lightning Breath’s range. Bonus duration increased from 50% to 200%. Lord of Terror (Active) Now also grants 5 Souls per enemy Hero hit. LEVEL (TIER) DIABLO TALENTS 1 (1) Feast on Fear (Passive) Devil’s Due (Trait) Soul Shield (Trait) — 4 (2) Sacrificial Soul (Q) Souls to the Flame (W) Life Leech (Passive) — 7 (3) Eternal Flames (W) Malevolence (Passive) Diabolical Momentum (Passive) — 10 (4) Apocalypse (R) Lightning Breath (R) — — 13 (5) Devastating Charge (Q) Cruelty (Passive) Hellfire (W) — 16 (6) Domination (E) Debilitating Flames (W) Overpowering Nightmare (E) — 20 (7) Dying Breath (R) Hellstorm (R) Lord of Terror (Active) Hellgate (Active) (!) indicates a Questing Talent. Italic text indicates a NEW Talent. Underlined text indicates a MOVED Talent. Collection
      New Bundles Sun’s Out, Guns Out event items have returned for the duration of the Nexomania event! Add them to your collection by opening Nexomania Loot Chests or purchasing the Sun’s Out 2017 Bundle. The following new bundles are available for a limited time! Hell’s Screamers Bundle Match of the Century Bundle Sun’s Out 2017 Bundle New Announcer El Guapo New Skins
      Diablo El Chamuco Diablo Underworld Chamuco Diablo Hell’s Screamer Diablo E.T.C. El Mariachi E.T.C. Underworld Mariachi E.T.C. Festival Mariachi E.T.C. Garrosh El Jefe Garrosh El Fuego Garrosh Underworld Jefe Garrosh Kharazim Dropkick Kharazim Champion Dropkick Kharazim Dropdead Kharazim Lunara La Parca Lunara La Catrina Lunara Los Muertos Lunara Sonya La Pantera Sonya La Pantera Dorada Sonya Underworld Pantera Sonya New Mounts
      Luchihuahua Hell's Screamer Luchihuahua Underworld Luchihuahua Pigñata Hell's Screamer Pigñata Lucha Pigñata Bug Fixes
      General Fixed a number of typo and tooltip errors across several aspects of the game. A.I. General: After casting Hearthstone, A.I. Heroes will now wait in the Hall of Storms to restore most of their Health and Mana before leaving. D.Va: Fixed an issue that prevented A.I. D.Va from casting Boosters. Deckard: Learning Bottomless Flask no longer causes Allied A.I. Heroes to remain near a Healing Potion’s location indefinitely. Sgt. Hammer: A.I. Sgt. Hammer will no longer become stuck in a Vent behind the opposing bottom-lane Fort on Battlefield of Eternity. The Butcher: Fixed an issue in which A.I. Butcher would repeatedly cast and then cancel Ruthless Onslaught. The Butcher: Fixed an issue that prevented A.I. Butcher from casting Butcher’s Brand. Heroes, Abilities, and Talents
      Artanis: The Target Purified Talent no longer causes Purifier Beam to acquire Invulnerable targets after its initial target dies. Chromie: Time Traps revealed by Abilities like Tassadar’s Oracle can now be correctly auto-acquired as Basic Attack targets. Fenix: The Talent tooltips for Singularity Charge and Mobile Offense now correctly append to the Ability tooltip for Weapon Mode: Phase Bomb. Garrosh: Casting Into the Fray on Abathur now correctly interrupts Symbiote Channeling. Genji: A damage over time preview now correctly appears in Genji’s Health bar when affected by Lunara’s Nature’s Toxin. Johanna: Can no longer escape Zagara’s Devouring Maw early if Iron Skin expires while inside the Maw. Junkrat: Can now move himself while he is Unstoppable by detonating a nearby Concussion Mine. Malfurion: Reduced Healing applied by Strangling Vines now correctly lasts for its full 3 second duration, even if Entangling Roots expires or its Root effect is removed. Medivh: Dying while attempting to redirect Ley Line Seal after learning Medivh Cheats! no longer causes its targeting indicator to visually persist on the terrain. Nova: Fixed an issue that could cause Holo Decoys to stop attacking nearby targets. Nova: Fixed an issue in which Holo Decoys would not Basic Attack enemy Heroes if Nova did not have enough Mana to cast any of her Abilities. Nova: Armor reductions granted by Anti-Armor Shells and Crippling Shot now stack correctly when applied to the same target. Sonya: Battle Rage no longer grants bonus damage versus Monsters. Tassadar: Plasma Shield Healing done after completing the Khaydarin Resonance quest is now correctly tracked on the in-game stats screen (TAB). Tassadar: The Talent tooltip for Khala’s Light now correctly states that only Heroes will gain Armor when Plasma Shield expires or breaks. This was only a tooltip correction; functionality has not been changed. Thrall: Invulnerable Heroes who are within bounce range after casting Chain Lightning on a nearby target will no longer grant Crash Lightning quest progress. The Lost Vikings: Casting Spin to Win! no longer causes offscreen Vikings to play false “under attack” voice lines. Zul’jin: Using Guillotine with the Buzzsaw Talent to kill Nova’s Holo Decoys or Samuro’s Mirror Images no longer grants Healing. Sound
      Lt. Morales: Replaced incorrect voice processing for voice lines used by the base Lt. Morales and First Lt. Morales skins. Volskaya Foundry: Achieving victory will now correctly cause Overwatch-themed music to play. User Interface
      Loadouts: The Hero’s name at the top of the Loadout pane will now update correctly when switching among Heroes during Hero Select. Collection: Fenix now correctly appears when using the terms “Protoss” and “Dragoon” to filter the Hero roster.  
      Head to the official Heroes of the Storm forums to discuss this post with other players.
    • By Damien
      This thread is for comments about our Even Rogue deck list guide.
    • By Stan

      The free Hero rotation has been updated for the week of May 22.
      Free-to-Play Hero Rotation: May 22, 2018
      Malfurion Valla Gazlowe Johanna Thrall Dehaka Blaze Lt. Morales Li-Ming Gul'dan Tyrande (Slot unlocked at Player Level 5) Sylvanas (Slot unlocked at Player Level 10) Junkrat (Slot unlocked at Player Level 15) Chen (Slot unlocked at Player Level 20) (Source)
    • By Oxygen
        
      Our nineteenth Heroes of the Storm Meta Tier list for the month of May is here!
      We present our nineteenth Heroes of the Storm Meta Tier List for the month of May 2018.
      Welcome to Icy Veins's Meta Tier List for the May 9 patch. The goal of this list is to try and detail game's current metagame state. The prime goal of such lists is to inform players regarding popular and trending team composition drafting strategies (i.e. the drafting metagame). Although tier listings are generally the product of balance, many factors come into play when discussing the relative perceived strengths of heroes, including player regions, maps, play style, skill level, and, of course, personal perception. As such, any tier list—including this very one—should never be interpreted as gospel, but rather, as a guide to better grasp what to expect with regards to typical drafting experiences. One useful application of such lists is to allow you know which heroes to look out for in terms of practice and counterplay, ultimately improving your knowledge of the game.
      Using the list
      As stated above, tier lists are easy to mistake for gospel. As new strategies are discovered and experimented with, so changes the perception of the relative strengths of each hero. Tier lists still prove to be useful as a snapshot of player expectations in terms of drafting. Although it is generally considered preferable to focus on high tier heroes (Prime and Core tiers), it is important to note that Heroes of the Storm's wild character and map designs make it so that any given hero's tier position is prone to fluctuate depending on the situation at hand.
      One classic example of such is that of Kerrigan on the Infernal Shrines map. Although we currently judge her to be a mid-tier hero, her drafting priority shoots up to first-pick or first-ban material on this specific map due to the nature of its objective. Certain heroes also synergise so well with each other that the sole fact of having the opportunity of drafting them together is generally enough to increase their potential. Tassadar and Tracer, for instance, are generally nightmarish to deal with for many. There are too many examples of these interactions to reasonably produce here, but we invite you to consult our guides to know exactly where and when each hero shines. The guides have been linked in the lists below for your convenience - just click any of the hero names to access them.
      A ↑ next to a hero's name means its tier list position has increased since the previous month whereas a ↓ means just the opposite. Additionally, a + or - sign indicates short-to-medium term predictions (which is to say, about a month) for tier increase(s) or decrease(s), respectively. These are often updated after significant balance patches and/or when clear trends are emerging.
      If you're newer to the game, also consider visiting our glossary for a comprehensive list of discrete Heroes of the Storm terms.
      Current ranked mode map rotation
       
      Prime Tier
      Warrior Assassin Support Specialist Diablo Genji Malfurion - E.T.C. Fenix  Stukov   Garrosh↑ Maiev-     Sonya Thrall     Prime tier heroes are considered to be extremely strong in all situations, and show no obvious weakness. They are very often banned or picked right away, as they generally dictate the pace of most matches.
       
      Core Tier
      Warrior Assassin Support Specialist Arthas Falstad Alexstrasza Abathur Blaze   Greymane Deckard (new) Azmodan Dehaka Hanzo↓ Li Li Nazeebo Johanna Jaina Lt. Morales Sylvanas- Muradin Junkrat Lúcio  Zagara Stitches Li-Ming Uther   Varian (Taunt) Malthael       Tracer     Core tier heroes are strong in a wide variety of situations and have few counter-picking possibility. They should form the core of your team, and be picked after Prime Tier heroes have been distributed.
       
      Viable Tier
      Warrior Assassin Support Specialist Anub'arak Alarak Auriel Gazlowe↑ Artanis Cassia Brightwing- Medivh+ D.Va Chromie Kharazim Murky Leoric Gul'dan Rehgar Xul Tyrael  Kael'thas Tyrande-   Zarya Kel'Thuzad+       Kerrigan       Lunara       Nova       Ragnaros       Samuro       The Butcher       Tychus+       Varian (Colossus Smash)↑       Valla       Zeratul       Zul'jin     Viable tier heroes are generally well-rounded that have either fallen out of favour, or, inversely, are on the rise in popularity, due to the current Prime tier contenders.
       
      Niche Tier
      Warrior Assassin Support Specialist Chen Cho'gall Ana Probius Cho'gall Illidan↓ Tassadar Sgt. Hammer Rexxar Raynor       Valeera       Varian (Twin Blades of Fury)     Niche tier heroes have niche application on certain maps or for certain team compositions. They may also picked to "round out" your team composition when your team composition is missing out on key components, such as a "jungler" (mercenary camps), a solo laner, or solid waveclear.
       
      Lost Vikings Tier
      The Lost Vikings The Lost Viking are deemed to be either considerably weaker than the majority of other Heroes, or much more challenging to play properly. Although they may situationally shine, this notoriously poorly designed trio is generally avoided by most players.
       
      Metagame assessment
      Tanky meta featuring a tonne of crowd control. Most fights come down to who gets caught out of position first. The natural counters to a tanky meta is typically a double support meta, but Blizzard's recent crusade against support heroes and general design trend embracing overspecialization (i.e. healers can't deal damage or have waveclear, with Deckard being the pinnacle of such) makes this unlikely to happen unless there are more radical changes inbound. In other words, I feel like we may be stuck with what we see.
      Deckard: Fits right in the current metagame with outstanding follow up to any initiation in the form of Scroll Of Sealing, high healing (though weak against displacement effects), great adaptive talents (notably, Emerald against any burst target and Kanai's Cube as a counter to burst) and armor to make him surprisingly difficult to kill. His biggest weakness might be lacking a Cleanse equivalent, though this is becoming more and more common.
      Garrosh: Doesn't do well against Diablo, but wreaks havoc against many other tanks. Particularly strong right now due to being more or less unburstable on top of bringing his super reliable cleansing effect in Indomitable. High high armor works well with sustain healers who basically populate the two highest tiers of healers, bar Uther.
      Hanzo: Excessive basic attack range allowed him to overshadow every other attack-based assassin bar Fenix. Reducing his range by about 15% puts him in right in range of a number of several movement abilities on top of giving him less breathing room against casters. This results in either reduced survivability or damage dealing potential, and in the inability to attack turrets without retaliation. His waveclear and evasiveness were also hit for good measure (through Explosive Arrows damage and Natural Agility range nerfs, respectively). He remains a fine hero, though nowhere near as oppressive, and nowhere near as safe for newer players. I don't expect him to do well in lower leagues.
      Illidan: A feast-or-famine design that feels outdated in terms of depth, overshadowed in the face of rampant mobility creep, and out of meta versus so much crowd control. This will remain the case as long as he is balanced so tightly around using Betrayer's Thirst.
    • By Stan

      Heroes of the Storm Highlights are back with episode 109 of WTF Moments.
      The latest episode starts off with a Hook & Wrecking Ball combo, executed six times in the same match. Poor Alexstrasza and Blaze! Next, we have an unlucky Fenix that gets tossed by the Dragon Knight straight into Gazlowe's Deth Lazor. Definitely check out the insane Genji gameplay at the end of the video (08:50)!
      Let us know your favorite moments in the comments below and don't forget to submit your replays here for a chance to be featured in an upcoming episode of the series.
      Previous Episodes
      WTF Moments Episode 108 WTF Moments Episode 106 & 107 WTF Moments Episode 105