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Heroes of the Storm Cho

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Guest DiamondTear

Rollback is clearly superior choice, because the damage difference is at best negligible, but another chance at blowing it up is invaluable and can change the encounter in your favor, especially against players who actively dodge the first roll.

 

Butcher is very weak against Cho'gall due to Cho'gall's ability to get away from melee range fast, use molten block when branded and Gall's Shadow Bolt Volley which will kill butcher even if he's hitting a marked target.

 

Kharazim should be added to counters. SSS.

 

Power surge is very useful against leoric and useful against any team.

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Guest Fayte

Fuel the Flame needs to be updated, I believe that it now increases the duration of the heal by 75% instead of increasing the amount healed by 50% for consuming Blaze after picking up a regeration globe.  

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Fuel the Flame needs to be updated, I believe that it now increases the duration of the heal by 75% instead of increasing the amount healed by 50% for consuming Blaze after picking up a regeration globe.  

 

Good catch. I still wouldn't recommend the talent.

 

Rollback is clearly superior choice, because the damage difference is at best negligible, but another chance at blowing it up is invaluable and can change the encounter in your favor, especially against players who actively dodge the first roll.

 

Butcher is very weak against Cho'gall due to Cho'gall's ability to get away from melee range fast, use molten block when branded and Gall's Shadow Bolt Volley which will kill butcher even if he's hitting a marked target.

 

Kharazim should be added to counters. SSS.

 

Power surge is very useful against leoric and useful against any team.

 

Regarding Rollback: I think it's one of those "make-up" talents that become worse as the Cho and Gall players become better and more coordinated. I can't remember a time where I thought I could have used Rollback over Runed Gauntlet. I'm always impressed with my main partner's (I tend to play Gall) ability to aim Rune Bomb properly in the first place. The talent would essentially be a waste for us. I know of a lot of people - including "pros" - whom swear by the talent, but I just can't see it.

 

Regarding your Butcher analysis: You're not wrong, but let's not forget that teamwork is an important part of dealing with Cho'gall. Shadowbolt Volley is pretty simple to dodge at close range, and using Molten Block against Brand opens you to be Lambed (and other heroics).

 

Regarding Kharazim: Whereas SSS is very strong versus Cho'gall, Kharazim doesn't do well against him under any other circumstance. The main issue being that he needs to be close to allies and constantly attacking to maximise his healing, something that Cho'gall punishes with glee. Molten Block is also an excellent counter-talent.

 

Regarding Power Surge: I wouldn't pick it over I AM Hurrying!, although you still make a very relevant point. Remember to keep Molten Block for Entomb.

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So a few notes on Cho that I've noticed while playing him recently.

 

1. Most of the listed "counters" are just people capable of 1v1ing Cho'Gall at a high level. You should not be 1v1ing anybody at a high level unless you are certain you can blow them up before they can react, even as Cho'Gall, the risk of getting ganged up on is far too great to engage in any fight that lasts more then a few seconds without the rest of your team backing you up. Specifically, Illidan and Butcher should die well before they can amass the damage to actually kill you and their assassination efforts will almost certainly be focused on easier targets.

 

2. I have no idea why Raynor is listed as a counter. Early game you walk all over him, and by the time he manages to be a threat, you have upheaval, and he has no way to avoid it easily. Even with Adrenaline Rush, Rayner simply cannot survive getting yanked into your team. He does kind of pigeonhole you into picking upheaval, but that's hardly a bad thing, as upheaval is an amazing ultimate.

 

3. Anub'Arak should be listed as a hard counter. Cacoon completely shuts you down for a ridiculous amount of time, it's nigh impossible to avoid, and turns any teamfight into a 3 V 5, which your team will lose hard. I actually consider Anub'Arak as a harder counter then Leoric (at least it takes him several seconds to actually kill me)

 

4. While Blazing Bulwark and Fire Eater are very good talents, Surging Dash and Power Surge do a great deal to increase Cho's mobility. I've found that the best way to avoid dieing as Cho'Gall is not maximizing tankyness/sustain, but simply to avoid putting yourself in a position where the enemy can focus you long enough to bring you down. Surging Dash greatly increases the length of your dash, increasing your threat radius while Power Surge greatly reduces one of his Q's greatest weaknesses, wind up time. The difference between a half a second wind up time and a full second wind up time is huge and can mean the difference between catching someone or letting them get away, or the difference between escaping and getting interrupted. The width isn't that big of a deal, but I will say that the giant aoe slow that you get from combining power surge and crippling blow gives Stun Hammer Cho a very nice initiation tool.

 

Oh yeah, general guide to escaping from danger as Cho'Gall

 

Step 1: Have Gall shove you away from the teamfight, this will get you out of range of most CCs.

Step 2: Have Gall press Z and run until the duration is over

Step 3: If still being chased, press Q and get out.

 

This will get you across all but the largest of maps without having to pick up your horse(best mount ever).

 

This is how I escape danger about 90% of the time, the nice thing about it is that since Q is the last step, it'll probably be up even if you initiated with it. Not having to save Q for escape opens up a lot of possibilities for Cho'Gall to make proactive plays without fear of not having an out.

Edited by WebBowser

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While all of your points are excellent, I typically write guides in a more conservative/focused manner, and then try to "fan out" as I figure out niche and general uses for talents. Over time, my guides tend to take a lot of non-recommend talents to the "situational" category. For instance, after 75-or-so Cho'gall games, I finally figured out a niche use for Eye of Kilrogg, and we've started making use of Fuel the Flame when there are no strong basic attackers facing us. At some point however, we somewhat have to do a cutoff and say "okay, this is an acceptable talent, but we feel that talent Y may just be more useful more often" because, in the end, it is a guide and not a commentary on talent design nor a study on the lining-up of ultraspecific game variables.

 

Thanks for the good comments & contributions, by the way!

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@Oxygen Yeah, the main point of my last post was to comment on different Cho'Gall counters, but I also like talking about talents because talents are fun. You're quite welcome on the comments by the way. Cho'Gall is easily my favorite hero in the game in terms of design, there is literally nothing else in the entire genre quite like it, so It's nice to be able to discuss his ins and outs with an experienced player.

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Regarding Rollback: I think it's one of those "make-up" talents that become worse as the Cho and Gall players become better and more coordinated.

I am now a level 11 Cho player, playing with the same gall player everytime, whos damage is exceptional, tbh. We always go with rune bomb range and Rollback. I am impressed by my gall's ability to determine whether or not to detonate the bomb on the first targets it passes, or to wait for me to place differently for the rollback. i Would argue that the reason my galls damage is higher than the other cho'galls i experience in games, is that our bombs hit around 90-95 % of the time, this comes down to good throws, and surprising rollbacks if they dodge it, which alot of people do, no Cho can hit everytime, but he can move, and people forget the death from  behind surprisingly quickly. We always go for a bowler build and have a quite impressive winrate, i do respect alot of the choices here, but disagree with the level 4 talent alot. I recommend new players to experiment alot with Cho'Gall, since it comes down to the two players synergies. Me and my friend likes to go Boomerang-Bowling

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I find Tychus is an incredibly effective counter to a Cho'Gall. If he picks up your Anti-Tank Build (Focusing on melting tanks with MinigunMinigun) he can kill a Cho'Gall in a team fight in about 5 seconds (or at least in less coordinated play), especially if the enemy Cho is very aggressive in using Hammer of TwilightHammer of Twilight or Surging FistSurging Fist. Picking up Press the AdvantagePress the Advantage will help you finish him if he runs, Drakken Laser DrillDrakken Laser Drill will punish him for overextending, and a well stacked In the RhythmIn the Rhythm combined with That's the Stuff!That's the Stuff! gives him enough sustain that MinigunMinigun's duration basically renders you unkillable if he sneaks up on you in a 1v1 (or 1v2 in this case), meaning you can retreat as needed with a peeling Frag GrenadeFrag Grenade and Run and GunRun and Gun, force them to back off, or get assistance from nearby allies.

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8 hours ago, Niteshadow said:

I find Tychus is an incredibly effective counter to a Cho'Gall

Going to tag @Straften, since he is the writer for the Tychus guide. He'll have more insight on this than me, for sure!

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2 hours ago, Blainie said:

Going to tag @Straften, since he is the writer for the Tychus guide. He'll have more insight on this than me, for sure!

Alright, thanks! Just as a side note to my earlier post, I meant you can kill a Cho'Gall in a team fight with help. If you try to fight him with no support (and let's just put the outrageous number of a 15 second MinigunMinigun stacked from In the RhythmIn the Rhythm) it would still take you a good amount of time before you can burn through his entire health pool, and before level 13, you will always die unless an ally is nearby to help you take him down or you make the wise decision of peeling away and kiting him.

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3 hours ago, Niteshadow said:

Alright, thanks! 

No worries! Thanks for adding the clarification, hopefully it will help him better understand where you're coming from.

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On 11/21/2016 at 8:27 AM, Niteshadow said:

Alright, thanks! Just as a side note to my earlier post, I meant you can kill a Cho'Gall in a team fight with help. If you try to fight him with no support (and let's just put the outrageous number of a 15 second MinigunMinigun stacked from In the RhythmIn the Rhythm) it would still take you a good amount of time before you can burn through his entire health pool, and before level 13, you will always die unless an ally is nearby to help you take him down or you make the wise decision of peeling away and kiting him.

Tychus can deal an insane amount of damage to them, as long as he is standing still within range of all of Gall's Abilities. Although Tychus is dealing percent Health damage, the flat damage of Gall is so large that Tychus will lose this trade. If anything, it will be the Cho who kites the Tychus away. Gall can outrange him by quite a lot, which forces Tychus to take damage just to get into Basic Attack range. I agree that on paper Tychus seems like a good counter to Cho'gall, I came to the same conclusion at first. In practice though, I find that good Cho'gall players zone me out hard, often forcing me to retreat before I am able to deal meaningful damage to them. 

There are exceptions of course. Sometimes Cho and Gall aren't used to playing with each other, or sometimes they are just not very good. In these cases, Tychus can certainly melt them, and quickly. You also bring up a good point about needing help from your team. I do think Tychus can be part of a solution to Cho'gall, even great ones; however, I do not think he counters them on his own. This is likely why he is not listed as a counter by Oxygen.

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10 hours ago, Straften said:

There are exceptions of course. Sometimes Cho and Gall aren't used to playing with each other, or sometimes they are just not very good. In these cases, Tychus can certainly melt them, and quickly. You also bring up a good point about needing help from your team. I do think Tychus can be part of a solution to Cho'gall, even great ones; however, I do not think he counters them on his own. This is likely why he is not listed as a counter by Oxygen.

I must have been playing against some Cho'gall players who were not too coordinated, as I was able to really get through their health pool once In the RhythmIn the Rhythm really started to buff my MinigunMinigun duration and I could stay alive with That's the Stuff!That's the Stuff!. I remember one part of a game as Tychus very well where I popped MinigunMinigun after level 13 and outsustained both of them at once, forcing a hasty retreat. Just throwing this out there; against better Cho'galls, he could be rather ineffective. Thanks for taking my proposition into consideration though!

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On 11/25/2016 at 5:35 PM, Niteshadow said:

Thanks for taking my proposition into consideration though!

It's what we strive to do! Good analysis and suggestions keep our writers on their toes ;D

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3 hours ago, MarioToast said:

What about Auriel? Her passive benefits from the damage of both Cho and Gall, so she's an excellent support for him.

Funnily enough, she lists Cho/Gall as synergies, but not the other way round. I'm sure we'll see this with the guide format update to Cho/Gall.

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I actually have very little to add, I think this guide is excellent. I find it odd that you note Upheaval's synergy with shadowbolt volley without noting its ludicrous synergy with twisting neather. As long as you coordinate with Gall to start the neather shortly prior to the upheavel, you should be able to hit all of upheavel's victims with neather at a minimum. If you have aoe CC to follow up with (level 20 talent, lead nova, ring of frost, etc), then you and your allies can pull off a full skill rotation, often resulting in an outright victory. Prior to level 20, shadowbolt volley will only hit the guy closest to you, which leaves all your other victims relatively healthy. It's not a bad combo to be sure, but neather just combos so much better.

 

I still maintain that taking neather with hammer will always lead to sadness though...

Edited by WebBowser

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I would like more elaboration as to why Calloused HideCalloused Hide is the only viable level 1 talent. I often get just as much or more mileage out of Consuming FireConsuming Fire due to the fact that we tend to use Ogre Rage a lot more than Ogre Hide in most circumstances (especially since, in QM, ending up with no support at all is not unlikely).

I would call it at least situational. Even if you feel the healing bonus (150% really does not feel insignificant) is weak, it still is flat out better in no-support QMs.   

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Twilight VeilTwilight Veil's comment talks about a "extremely long cooldown", but it's only 30 seconds. Is that really long? I mean, Hardened shield is 4 second duration with 60 second cooldown, so it's technically the same-ish?

 

Molten BlockMolten Block displays a cooldown of 0 seconds, but URF mode hasn't been introduced as a Heroes Brawl yet.

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On ‎19‎.‎7‎.‎2017 at 3:52 PM, TwixTrix said:

Twilight VeilTwilight Veil's comment talks about a "extremely long cooldown", but it's only 30 seconds. Is that really long? I mean, Hardened shield is 4 second duration with 60 second cooldown, so it's technically the same-ish?

 

Molten BlockMolten Block displays a cooldown of 0 seconds, but URF mode hasn't been introduced as a Heroes Brawl yet.

For Cho'Gall, 30 seconds is a long cooldown. I will however pass it onto Oxy to see if he could make it a bit less overexaggerated. As for the tooltip, thank you! Not sure if I said this already, but Blizzard has been changing their tooltip code for about 2 months, reducing the amount of integers and as a result making the game run slightly better, but because we datamine the tooltips, it's been breaking them, often by making them multiply by 0 (this case) or dividing by zero. So, we are very grateful for all the help with finding faulty tooltips!

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As an avid Cho'gall player myself, I find that I almost never pick Hour of Twilight. Firstly, because games never seem to make it to level 20 while we're Cho'galling. Secondly, because I tend to play on the slightly more defensive side, I don't find myself dying too much.

While it's easy to say "Oh, a good Cho'gall shouldn't die" and act smug about it, I really do feel justified in saying that it often turns out better if I pick the C'Thun's Gift or Favor of the Old Gods. Since, once again, I have the capacity to escape from situations with my Q. The only time I feel like one should pick Hour of Twilight is when they've died a bunch of times. But if you've died a bunch of times as Cho'gall, there's a good chance you're never going to make it to level 20 since you're getting your arse handed to you. Know what I'm saying?

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On 20/11/2017 at 6:10 AM, LobsterEmperor said:

As an avid Cho'gall player myself, I find that I almost never pick Hour of Twilight. Firstly, because games never seem to make it to level 20 while we're Cho'galling. Secondly, because I tend to play on the slightly more defensive side, I don't find myself dying too much.

While it's easy to say "Oh, a good Cho'gall shouldn't die" and act smug about it, I really do feel justified in saying that it often turns out better if I pick the C'Thun's Gift or Favor of the Old Gods. Since, once again, I have the capacity to escape from situations with my Q. The only time I feel like one should pick Hour of Twilight is when they've died a bunch of times. But if you've died a bunch of times as Cho'gall, there's a good chance you're never going to make it to level 20 since you're getting your arse handed to you. Know what I'm saying?

Oh, definitely. I understand that. Dying as Cho'gall is terrible since you'll award the enemy team 2x the XP, and lose a lot of power, which allows the enemy team to push.

However, playing Cho'gall offensively is really really fun, specially if you run on Double Support + Nuker alongside Cho'gall. Me and my Cho partner (I play Gall), love to run with an offensive combination that deals surprisingly high damage.

Here's the Cho build he runs with, and here's the Gall build I use.

We're always moving, scouting and killing minions to gain more stacks of Fuel for the FlameFuel for the Flame, while placing  Eye of KilroggEye of Kilrogg at strategical points. It's really fun.

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On 19 iulie 2017 at 4:52 PM, TwixTrix said:

Twilight VeilTwilight Veil's comment talks about a "extremely long cooldown", but it's only 30 seconds. Is that really long? I mean, Hardened shield is 4 second duration with 60 second cooldown, so it's technically...

 

Unfortunatly, Twilight Veil is only 2 seconds long.

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      Warcraft Remastered Battle Chest
      When you buy the recently-announced battle chest, you will receive Jaina, Thrall, Anub'arak, and Tyrande in Heroes of the Storm!
       
    • By Staff
      The next Heroes of the Storm patch is now available for playtesting for one week and here are the official patch notes!
      (Source)
      Our next Heroes of the Storm patch has just hit the Public Test Realm and will be available for playtesting. As always, if you encounter any bugs during your PTR play sessions, please stop by the PTR Bug Report forum to let us know about your experiences.
      Quick Navigation:
      Map Update Hero Updates Balance Update Bug Fixes Map Update
      Volskaya
      The Pilot and Gunner Abilities will both recharge 25% faster while both slots are occupied. The Protector will now gain 25% increased energy regeneration. Return to Top
      Hero Updates
      Chen
      Talents
      Level 10 Wandering Keg Wandering Keg updated to feature quick-cast targeting. Samuro
      General
      Order of buffs in the Buff bar has been updated to match the order in which talents are gained. Samuro can no longer target a Mirror Image that is affected by launch effects (Example: Phase Prism). Samuro will no longer mirror Hearthstone and Mount commands on his Mirror Images if the command is sent while selecting a Mirror Image and not Samuro. Tooltips have been updated to reduce confusion. Base
      Wind Walk [E] Wind Walk will no longer cancel move and attack commands in the command queue when activated. Critical Strike [W] Activating Critical Strike while Samuro's Basic Attack is being swung will now apply to that attack, rather than the next attack, and will carry the attack reset over to the next Basic Attack. Samuro can now see his Critical Strike progress below his Healthplate. Samuro can now see the remaining duration of Critical Strike's activation around the ability button. Talents
      Level 1 Way of Illusion Way of Illusion quest progress is now correctly mirrored between different Mirror Images and Samuro. Level 7 Burning Blade Burning Blade is now an additive modifier for both Samuro and his Mirror Images instead of just his Mirror Images. Level 13 Kawarimi Kawarimi Mirror Images will now clear their command queue of Hearthstone commands when created. Level 16 Harsh Winds Harsh Winds is now an additive modifier. Balance Update
      Heroes
      Arthas
      Talents
      Level 13 Frost Strike Rework: Frostmourne Hungers now Silences the enemy for .25 seconds. Level 16 Frostmourne Feeds Now also reduces the cooldown of Frostmourne Hungers by 2 seconds. Greymane
      Talents
      Level 16 Lord Of His Pack New: Replaces Executioner. Basic Attacks against Slowed, Rooted or Stunned enemy Heroes deal 25% additional damage for 3 seconds, increased to 50% while in Worgen Form. Imperius
      Talents
      Level 10 Wrath of the Angiris Rework: Damage reduced from 375 to 210. Rework: Now deals 20% additional damage for each Valorous Brand marker on the target when landing. Rework: Valorous Brand markers placed by Imperius will no longer be removed when launching the target into the air. These can still expire while in the air. Li Li
      Talents
      Level 1 Free Drinks Can now reduce the cooldown multiple times per cast (Example: Combined with Two For One). Level 20 Shake It Off Armor now persists for 2 seconds after Stun, Silence, or Root expires. Medivh
      Talents
      Level 20 Glyph of Poly Bomb Rework: Target an area to apply Poly Bomb to all enemy Heroes in the area. Poly Bomb activates a second time 1 second after. Murky
      Talents
      Level 13 Egg Shell The Shield now regains an amount equal to 35% of Murky's current Health when Murky places a new Egg. Varian
      Talents
      Level 20 Demoralizing Shout Cooldown is now reduced by 2.5% whenever an enemy Hero affected by Demoralizing Shout deals damage to a Hero. Return to Top
      Bug Fixes
      General
      Fixed issues with Block and Basic Attacks that Ignore Armor. Map
      Cursed Hollow Fixed an issue that caused Cursed Hollow's Call for Help's Armor reduction to not be cleared by Stasis or Invulnerable. Heroes
      Anubarak Level 20 Cryptweave Fixed an issue that caused Cryptweave's duration increase to be granted while Anub'arak is dead. Artanis Level 10 Purifier Beam Fixed an issue that caused Purifier Beam to last up to an additional 0.5 seconds. Azmodan Level 10 Demonic Invasion Fixed an issue that caused Demonic Invasion grunts to attack Stealthed enemies. Cassia Level 20 Titan's Revenge Fixed an issue that caused Titan's Revenge empowered Basic Attacks to consume Block charges. Fixed an issue that caused Titan's Revenge to not apply to Charged Strikes bounce attacks. Cho'Gall General Fixed an issue that caused Cho and Gall to become separated if Cho enters a Vehicle the moment the Vehicle expires. Deathwing Level 10 Bellowing Roar Fixed an issue to allow Deathwing to cast Bellowing Roar while Dragonflight is active. Diablo Base Black Soulstone [Trait] Fixed an issue that caused Diablo's health gained from Black Soulstone to not be accurate. Gul'dan Base Drain Life [W] Added a range indicator for Drain Life. Hanzo Level 16 Piercing Arrows Fixed an issue that caused Storm Bow to hit targets in close proximity to the first target hit with Piercing Arrows. Leoric Level 1 Fealty Unto Death Fixed an issue that Fealty Unto Death's heal. Li Li Base Cloud Serpent [W] Fixed an issue that caused crit floating modifiers to not apply to Cloud Serpent damage. Fixed an issue that caused Defense Matrix to not apply to any Cloud Serpent damage. Fixed an issue that caused Spell Power to not apply to Cloud Serpent healing. Level 7 The Good Stuff Fixed an issue that caused The Good Stuff's Fast Feet healing increase to be multiplicative. Level 13 Lightning Serpent Fixed an issue that caused Spell Power and other damage mods to not apply to Lightning Serpent damage. Level 16 Pick Me Up Fixed an issue that caused Pick Me Up's healing increase to be multiplicative. Maiev Level 4 Sudden Vengeance Fixed an issue that caused Sudden Vengeance to not activate Ruthless Spirit. Mal'Ganis Level 1 Winged Guard Fixed an issue that caused Winged Guard to lose Block charges to all effects that ignore Armor. Nazeebo Level 10 Gargantuan Fixed an issue that caused Gargantuan Stomp damage to not display the correct values in the tooltip. Orphea Level 16 Dead Magic Fixed an issue that caused Chaos-empowered Basic Attacks from Dead Magic to consume Block charges. Rehgar Level 7 Purification When selecting Purification, Purge will now be able to target Unstoppable enemy Heroes. Rexxar Level 10 Unleash the Boars Unleash the Boars damage updated to have Rexxar deal the damage instead of each Boar dealing its own damage. Samuro Base Image Transmission [Trait] Fixed an issue that allowed Samuro to cast Image Transmission on a destroyed Mirror Image if it was queued to happen directly after Mirror Image was cast. If Samuro activates Image Transmission or if a new Mirror Image is created, any Mirror Images that are updated will copy Blessing of the Red if it is present on Samuro instead of increasing their maximum Health as if Blessing of the Red were cast on them. Level 7 Crushing Blows Fixed an issue that caused Crushing Blows to apply to the triggering Critical Strike. Level 20 Three Blade Style Fixed an issue that caused Three Blade Style to increase Mirror Image maximum health if Samuro gained Blessing of the Red between the Images being created and the talent being selected. Fixed an issue that caused Three Blade Style to reset the duration on an active Mirror Image when selected. Sgt. Hammer General Sgt. Hammer's level 1 talent icon changes have been reverted. Stitches Level 13 Meat Hook Fixed an issue that caused the refresh duration to not match the full duration of Meat Hook. The Butcher General Talent sorting for the Butcher has been updated to be the same as other Heroes. Base Fresh Meat [Trait] Fresh Meat is not referred to as stacks instead of charges. Tyrande Level 1 Ranger Fixed an issue that caused Ranger to allow Sentinel to hit up to 3 targets. Whitemane Base Inquisition [W] Added a range indicator for Inquisition. Fixed an issue that caused Inquisition to not be cancelled if the target leaves the radius while Stealthed. Zul'jin Level 16 No Mercy! Fixed an issue that caused empowered Grievous Throw Basic Attacks from No Mercy! To not activate Medivh's Raven Familiar. Return to Top
      Click here to discuss this post with other players in the official Heroes of the Storm forums.

    • By Staff
      Blizzard released a new patch for Heroes of the Storm with additional balance changes and updated shop bundles and items! Here are the official patch notes!
      (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 Balance Update Bug Fixes General
      Updated Homescreen and Startup Music. Updated Shop Bundles and Items. Return to Top
      Balance Updates
      ARAM
      Same Hero Mode Same Hero mode now enables Health & Mana regeneration at base, reduced from 8% per second to 3.2% per second. Same Hero mode now enables the Hearthstone ability without the burst heal after completion. Reduced the chance of encountering Same Hero Mode from 2% to .5%. Sgt. Hammer has been added to Same Hero mode. The following Heroes have been removed from Same Hero Mode: Alarak, Artanis, Butcher, Cassia, Falstad, Genji, Greymane, Gul'dan, Hogger, Illidan, Imperius, Junkrat, Kael'thas, Kel'Thuzad, Kerrigan, Li-Ming, Lunara, Maiev, Mephisto, Orphea, Raynor, Thrall, Tracer, Tychus, Whitemane, Zarya, Zeratul, Zul'jin. Heroes
      Blaze
      Base
      Basic Attack damage increased from 55 to 60. Flame Stream [Q] No longer able to deal additional damage to Structures. Talents
      Level 1 Adrenaline Stimpack Passive attack speed bonus reduced from 25% to 20%. Level 4 Incinerator Gauntlets Bonus damage reduced from 50% to 40%. Level 7 Nanomachine Coating Attack Speed reduction reduced from 50% to 35%. Duration increased from 3 seconds to 4 seconds. Suppressive Fire Reduced Spell Power reduction from 25% to 20% and from 50% to 40%. Level 10 Bunker Drop Cooldown increased from 70 to 80. Flamethrower damage reduced from 170 to 150. Mana cost increased from 70 to 80. Level 13 Collision Course Damage reduced from 275 to 260. Cassia
      Base
      Basic Attack damage increased from 122 to 125. Talents
      Level 1 Impale Bonus Damage increased from 50% to 70%. Thunderstroke Bonus Damage increased from 15 to 20. Level 20 Infinite Lightning Cooldown reduction reduced from 5 seconds to 4 seconds. Chen
      Talents
      Level 1 Eye of the Tiger Bonus Damage increased from 40% to 50%. Leech amount increased from 40% to 60%. Level 4 Accumulating Flame Bonus Damage increased from 20% to 30%. Level 7 Gift of the Ox Bonus duration increased from 1.5 seconds to 2 seconds. Level 13 A Touch of Honey Slow bonus increased from 20% to 30%. Ring of Fire Damage increased from 55 to 60. Duration increased from 5 seconds to 6 seconds. Level 20 Untapped Potential Bonus Armor duration increased from 3 seconds to 5 seconds. Hanzo
      Talents
      Level 16 Giant Slayer Damage reduced from 2% of maximum Health to 1.6% of maximum Health. Mephisto
      Talents
      Level 4 Spite Bonus duration reduced from 150% to 100%. Level 16 Lightning Reaction Damage reduced from 138 to 120. Thrall
      Base
      Health increased from 1896 to 1946. Health Regeneration increased from 3.9492 to 4.0546. Frostwolf Resilience [Trait] Healing increased from 223 to 240. Chain Lightning [Q] Bounce damage increased from 81 to 85. Damage increased from 162 to 170. Feral Spirit [W] Cooldown reduced from 12 seconds to 10 seconds. Talents
      Level 13 Spirit Shield Increased Spell Armor from 50 to 70. Valla
      Base
      Hatred [Trait] Duration reduced from 6 seconds to 5 seconds. Talents
      Level 10 Strafe Damage per bolt increased from 60 to 70. Mana cost reduced from 80 to 60. Level 16 Manticore Reduced bonus damage from 5% of maximum Health to 4% of maximum Health. Punishment Reduced the Mana cost of Multishot by 20. Return to Top
      Bug Fixes
      Heroes
      Abathur Level 20 Hivemind Fixed an issue that caused Hivemind to grant more Shielding than intended when combined with Networked Carapace. Alarak Base Sadism [Trait] Fixed an issue that caused Sadism's bonus to not apply to Lightning Surge's healing when the primary target is not a Hero. Butcher Level 1 Invigoration Fixed an issue that caused Invigoration to not activate if Hamstring killed its only Hero target. Cassia Level 13 War Matron Added floating text for the amount of damage prevented by War Matron. Cho'Gall Level 1 Keep Moving! Now also modifies Cho's run animation while Shove's movement speed bonus is active. Level 20 The Will of Gall Fixed an issue that caused The Will of Gall to not increase Gall's damage. Chromie Level 10 Temporal Loop No longer ignores vision limitations when queued. Diablo Base Fixed an issue that prevented Diablo's attacks from consuming charges of Dodge and Upstage. Shadow Charge [Q] Fixed an issue that caused Shadow Charge to attach the target to Diablo if another Diablo is affecting them with Overpower. Overpower [E] Fixed an issue that caused Overpower to activate Stukov's Superstrain twice. E.T.C. Level 1 Prog Rock Fixed an issue that could prevent allies from being affected by Prog Rock's area heal. Garrosh Base Into the Fray [1] No longer displays the duration of its Unstoppable. Bloodthirst [W] No longer ignores vision limitations when queued. Level 1 Body Check No longer ignores vision limitations when queued. Guldan Base Drain Life [W] No longer ignores vision limitations when queued. Imperius Base Celestial Charge [Q] Fixed an issue that caused Celestial Charge to activate Stukov's Superstrain twice. Junkrat Level 10 RIP-Tire Fixed an issue that caused RIP-Tire to not display correctly when cast. Kel'Thuzad Base Death and Decay [Q] Fixed an issue that caused Death and Decay's cast effect to be visible in Fog of War and animate while Kel'Thuzad is Stopped. Level 10 Frost Blast No longer ignores vision limitations when queued. Kharazim Level 4 Earth Ally Updated Earth Ally to have the remaining Physical Armor duration match the remaining duration of Earth Ally. Level 20 Peaceful Repose Fixed an issue that caused Peaceful Repose to activate even when Divine Palm heals the target. Li Li Level 1 Free Drinks Floating text updated to show as a crit. Medivh Base Portal [E] Fixed an issue that allowed Medivh to instantly mount after using a Portal to leave the Hall of Storms. Fixed an issue that caused Medivh's Portal to not feature a channel bar or apply visual effects while being channeled. Portal teleportation now happens instantly after completing the channel instead of briefly after completing the channel. Using Medivh's Portal no longer clears the command queue. Level 4 Raven Familiar Damage is now dealt by the Portal user instead of Medivh. Nazeebo Level 10 Ravenous Spirit Fixed an issue that caused Ravenous Spirit to be cancelled if another Nazeebo cancelled their Ravenous Spirit. Probius Level 16 Quantum Entanglement Fixed an issue that caused Quantum Entanglement to not apply if the Warp Rift is detonated as soon as it activates. Raynor Base Inspire [W] Added a duration indicator to the Abilities button. Level 10 Raynor's Raider Fixed an issue that caused Raynor's Raider Banshee to receive healing when activating the Tunnel on Towers of Doom and the Sewer Waygate on Warhead Junction. Fixed an issue that caused Raynor's Banshee to not be launched by Stitches Hook. Level 20 Execute Orders Fixed an issue that caused Execute Orders Yamato Cannon to fire at targets outside its radius. Rehgar Base Lightning Shield [W] Fixed an issue that caused Rehgar to not be healed by the damage dealt by Lightning Shield when he gains spell leech. Ghost Wolf [Z] Fixed an issue that caused Rehgar's Ghost Wolf Lunge visuals to be visible in Fog of War. Level 4 Electric Charge Fixed an issue that caused Electric Charge to increase the bearer's Self Healing score. Updated to heal the bearer for its amount as a singular combined effect. Rexxar Fixed an issue that caused Misha to receive healing when activating the Tunnel on Towers of Doom and the Sewer Waygate on Warhead Junction. Fixed an issue that prevented Rexxar's melee attacks from consuming charges of Dodge and Upstage. Stukov Level 16 Superstrain Fixed an issue that caused Superstrain to not display FX when activating. Tassadar Level 7 Arc Discharge Fixed an issue that caused Arc Discharge cooldown to not progress while resonance beam is fully charged. Fixed an issue that caused Arc Discharge to trigger during cooldown. Fixed an issue that caused Arc Discharge to not activate correctly. Tracer Level 4 Is That a Health Pack?! Fixed an issue that caused Is That a Health Pack?! to increase Tracer's Healing Score when activating. Tyrael Level 13 Law and Order Fixed an issue that caused Law and Order's damage bonus to not be applied. Return to Top
      Click here to discuss this post with other players in the official Heroes of the Storm forums.

    • By Staff
      A new Heroes of the Storm patch is now available for testing on the PTR and here are the development notes for the update!
      (Source)
      Our next Heroes of the Storm patch has just hit the Public Test Realm and will be available for playtesting. As always, if you encounter any bugs during your PTR play sessions, please stop by the PTR Bug Report forum to let us know about your experiences.
      Quick Navigation:
      General Hero Updates Balance Update Bug Fixes General
      Updated Homescreen and Startup Music. Return to Top
      Hero Updates
      Chromie
      Talents
      Level 10 Temporal Loop No longer ignores vision limitations when queued. Garrosh
      Base
      Bloodthirst [W] No longer ignores vision limitations when queued. Talents
      Level 1 Body Check No longer ignores vision limitations when queued. Guldan
      Base
      Drain Life [W] No longer ignores vision limitations when queued. Kel'Thuzad
      Talents
      Level 10 Frost Blast No longer ignores vision limitations when queued. Return to Top
      Balance Updates
      ARAM
      Same Hero mode now enables Health & Mana regeneration at base, reduced from 8% per second to 3.2% per second. Same Hero mode now enables the Hearthstone ability without the burst heal after completion. Heroes
      Blaze
      Base
      Basic Attack damage increased from 55 to 60. Flame Stream [Q] No longer able to deal additional damage to Structures. Talents
      Level 1 Adrenaline Stimpack Passive attack speed bonus reduced from 25% to 20%. Level 4 Incinerator Gauntlets Bonus damage reduced from 50% to 40%. Level 7 Nanomachine Coating Attack Speed reduction reduced from 50% to 35%. Duration increased from 3 seconds to 4 seconds. Suppressive Fire Reduced Spell Power reduction from 25% to 20% and from 50% to 40%. Level 10 Bunker Drop Cooldown increased from 70 to 80. Flamethrower damage reduced from 170 to 150. Mana cost increased from 70 to 80. Level 13 Collision Course Damage reduced from 275 to 260. Cassia
      Base
      Basic Attack damage increased from 122 to 125. Talents
      Level 1 Impale Bonus Damage increased from 50% to 70%. Thunderstroke Bonus Damage increased from 15 to 20. Level 20 Infinite Lightning Cooldown reduction reduced from 5 seconds to 4 seconds. Chen
      Talents
      Level 1 Eye of the Tiger Bonus Damage increased from 40% to 50%. Leech amount increased from 40% to 60%. Level 4 Accumulating Flame Bonus Damage increased from 20% to 30%. Level 7 Gift of the Ox Bonus duration increased from 1.5 seconds to 2 seconds. Level 13 A Touch of Honey Slow bonus increased from 20% to 30%. Ring of Fire Damage increased from 55 to 60. Duration increased from 5 seconds to 6 seconds. Level 20 Untapped Potential Bonus Armor duration increased from 3 seconds to 5 seconds. Hanzo
      Talents
      Level 16 Giant Slayer Damage reduced from 2% of maximum Health to 1.6% of maximum Health. Mephisto
      Talents
      Level 4 Spite Bonus duration reduced from 150% to 100%. Level 16 Lightning Reaction Damage reduced from 138 to 120. Thrall
      Base
      Health increased from 1896 to 1946. Health Regeneration increased from 3.9492 to 4.0546. Frostwolf Resilience [Trait] Healing increased from 223 to 240. Chain Lightning [Q] Bounce damage increased from 81 to 85. Damage increased from 162 to 170. Feral Spirit [W] Cooldown reduced from 12 seconds to 10 seconds. Talents
      Level 13 Spirit Shield Increased Spell Armor from 50 to 70. Valla
      Base
      Hatred [Trait] Duration reduced from 6 seconds to 5 seconds. Talents
      Level 10 Strafe Damage per bolt increased from 60 to 70. Mana cost reduced from 80 to 60. Level 16 Manticore Reduced bonus damage from 5% of maximum Health to 4% of maximum Health. Punishment Reduced the Mana cost of Multishot by 20. Return to Top
      Bug Fixes
      Heroes
      Alarak Base Sadism [Trait] Fixed an issue that caused Sadism's bonus to not apply to Lightning Surge's healing when the primary target is not a Hero. Cassia Level 13 War Matron Added floating text for the amount of damage prevented by War Matron. Cho'Gall Level 1 Keep Moving! Now also modifies Cho's run animation while Shove's movement speed bonus is active. Diablo Base Overpower [E] Fixed an issue that caused Overpower to activate Stukov's Superstrain twice. E.T.C. Level 1 Prog Rock Fixed an issue that could prevent allies from being affected by Prog Rock's area heal. Garrosh Base Into the Fray [1] No longer displays the duration of its Unstoppable. Imperius Base Celestial Charge [Q] Fixed an issue that caused Celestial Charge to activate Stukov's Superstrain twice. Junkrat Level 10 RIP-Tire Fixed an issue that caused RIP-Tire to not display correctly when cast. Kharazim Level 4 Earth Ally Updated Earth Ally to have the remaining Physical Armor duration match the remaining duration of Earth Ally. Li Li Level 1 Free Drinks Floating text updated to show as a crit. Medivh Base Portal [E] Fixed an issue that allowed Medivh to instantly mount after using a Portal to leave the Hall of Storms. Fixed an issue that caused Medivh's Portal to not feature a channel bar or apply visual effects while being channeled. Portal teleportation now happens instantly after completing the channel instead of briefly after completing the channel. Using Medivh's Portal no longer clears the command queue. Level 4 Raven Familiar Damage is now dealt by the Portal user instead of Medivh. Nazeebo Level 10 Ravenous Spirit Fixed an issue that caused Ravenous Spirit to be cancelled if another Nazeebo cancelled their Ravenous Spirit. Probius Level 16 Quantum Entanglement Fixed an issue that caused Quantum Entanglement to not apply if the Warp Rift is detonated as soon as it activates. Raynor Level 10 Raynor's Raider Fixed an issue that caused Raynor's Raider Banshee to receive healing when activating the Tunnel on Towers of Doom and the Sewer Waygate on Warhead Junction. Level 20 Execute Orders Fixed an issue that caused Execute Orders Yamato Cannon to fire at targets outside its radius. Rehgar Base Lightning Shield [W] Fixed an issue that caused Rehgar to not be healed by the damage dealt by Lightning Shield when he gains spell leech. Level 4 Electric Charge Fixed an issue that caused Electric Charge to increase the bearer's Self Healing score. Updated to heal the bearer for its amount as a singular combined effect. Rexxar Fixed an issue that caused Misha to receive healing when activating the Tunnel on Towers of Doom and the Sewer Waygate on Warhead Junction. Stukov Level 16 Superstrain Fixed an issue that caused Superstrain to not display FX when activating. Tracer Level 4 Is That a Health Pack?! Fixed an issue that caused Is That a Health Pack?! to increase Tracer's Healing Score when activating. Return to Top
      Click here to discuss this post with other players in the official Heroes of the Storm forums.

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