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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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      Base
      Lunar Flare [E] Tyrande gains 1 stack if the target dies within 3 seconds of being hit. Mythic Reward now also increases Attack Range by 1. Lunar flare damage from hitting a Hero reduced from 4% to 3.5% 3%. Talents
      Level 16 Quickening Blessing Movement bonus increased from 20% to 25%. Level 20 Commander of Sentinels Cooldown of Sentinel increased by 3 seconds. Return to Top
      Bug Fixes
      General
      Fixed an issue that caused Unstoppable targets to not be immune to Blinds. Maps
      General Fixed an issue that caused Bosses to attack Summoned units. Blackheart's Bay Fixed an issue that caused the AI to have issues turning in coins. Infernal Shrines Fixed an issue that prevented Minions from pathing near the Arcane Punisher's beams. Heroes
      D.Va Base Defense Matrix [W] D.Va's Mech will now retarget Defense Matrix when controlled by an AI. Deathwing Base Dragonflight [Z] Fixed an issue that caused Dragonflight's cooldown to increase upon taking damage to only occur when the cooldown is below 4 seconds. Garrosh Level 4 In For the Kill Fixed an issue that caused In For the Kill to not completely reset the cooldown of Bloodthirst. Gul'dan Base Drain Life [W] Fixed an issue that caused Drain Life to not always be interrupted if the target leaves its range. Jaina Base Improved Ice Block [1] Fixed an issue that caused Improved Ice Block and Ice Cold to not be used correctly by AI-controlled Jaina. Kael'thas Level 20 Rebirth Fixed an issue that caused Rebirth to not be used correctly by AI-controlled Kael'thas. Li Li Base Cloud Serpent [W] Fixed an issue that caused Cloud Serpent to not be made visible when damaging a target while in the Fog of War. Medivh Level 10 Poly Bomb Fixed an issue that caused Poly Bomb to not be used correctly by AI-controlled Medivh. Nazeebo Level 13 Superstition Fixed an issue that caused Superstition to display a blank ability for the damage dealt by its Corpse Spider. Samuro Base Mirror Image [Q] Mirror Images will no longer move towards Samuro's attack move target point on creation. Mirror Images will now properly have their AI enabled when Samuro has their AI enabled. Stukov Base Weighted Pustule [W] Fixed an issue that caused Weighted Pustule to be removed when an effect that removes Slows is applied. Thrall Base Feral Spirit [W] Fixed an issue that caused Feral Spirit to not be extended correctly if it is about to expire. Return to Top
      Click here to discuss this post with other players in the official Heroes of the Storm forums.

    • By Elitesparkle
      Blizzard released a new PTR patch for Heroes of the Storm and here are the unofficial Patch Notes with all the datamined changes.
      Map Updates
      Blackheart's Bay
      Objective
      Bombardment Damage increased from 2875 to 3000. Balance Updates
      Arthas
      Base
      Frostmourne Hungers [D] Maximum damage bonus increased from 5000 to 10000. Gazlowe
      Base
      Rock-It! Turret [Q] Duration increased from 17 to 20 seconds. Mal'Ganis
      Base
      Necrotic Embrace [W] Damage increased from 110 to 121. Additional functionality: Gain 15 Spell Armor for 3 seconds. Medivh
      Talents
      Level 1 Winds of Celerity Movement Speed bonus increased from 75% to 100% of Raven Form's Movement Speed bonus. Raven's Intellect Mana and Health Regeneration bonus increased from 125% to 200%. Muradin
      Talents
      Level 16 Dwarf Launch Cooldown reduction reduced from 2 to 1 second. Level 20 Mountain King Cooldown increase removed. Sgt. Hammer
      Talents
      Level 1 Maelstrom Rounds Damage bonus increased from 30% to 40%. Level 13 Hyper-Cooling Engines Now triggers against Structures too. No longer grants bonuses from splash damage. Level 20 Advanced Lava Strike Damage bonus increased from 50% to 65%. Ultra Capacitors Now triggers against Structures too. No longer grants bonuses from splash damage. Thrall
      Talents
      Level 1  Echo of the Elements Time window to gain stacks increased from 1.5 to 2 seconds. Extra bounces no longer deal reduced damage. Quest requirements increased from 20/40/100 to 20/50/125. Removed functionality: Chain Lightning no longer bounces an additional time after unlocking the second Reward. Level 7  Rolling Thunder Additional functionality: Chain Lightning bounces an additional time. Tyrande
      Base
      Lunar Flare [E] Damage bonus per stack reduced from 3.5% to 3%. Talents
      Level 13  Quickening Blessing Movement Speed bonus on Light of Elune's target increased from 20% to 25%. Level 20 Commander of Sentinels Cooldown increase removed. Bug Fixes
      Fixed an issue causing respawn timers from Level 10 to 23 to be lower than intended. Fixed an issue causing increased Movement Speed visual effects to be created when joining a Toy Train. Fixed an issue causing Heroes to collect more Skulls than allowed during the Objective phase on Haunted Mines. Fixed an issue causing Arthas's Frost Presence to fire the Quest Completed notification twice. Fixed an issue causing Arthas's Frost Presence to give double Quest progress when hitting an enemy Hero with both the path and the circle. Fixed an issue causing Arthas's Rime to heal Arthas even when not Stunned, Rooted, or Slowed. Fixed an issue causing Ghouls summoned by Arthas's Army of the Dead to have a duration instead of losing Health over time. The tooltip for Arthas's Frost Presence has been updated from "Root enemy Heroes" to "Hit enemy Heroes". Fixed an issue causing Garrosh's Wrecking Ball to show the mark on targets barely not in range. Fixed an issue causing effects related to the duration of Mal'Ganis's Necrotic Embrace to not work correctly. Fixed an issue that caused Medivh's Guardian of Tirisfal to not increase Arcane Rift's search duration. Fixed an issue causing Ragnaros's Living Meteor to not deal the landing damage.
    • By Elitesparkle
      Blizzard released a new PTR patch for Heroes of the Storm and here are the official Patch Notes with all the changes.
      (Source)
      Our next Heroes of the Storm patch has just hit the Public Test Realm and will be available for playtesting. As always, if you encounter any bugs during your PTR play sessions, please stop by the PTR Bug Report forum to let us know about your experiences.
      Quick Navigation:
      General Map Updates Balance Update Bug Fixes General
      Unranked Mode has been removed. Respawn timers have been reduced in the mid-to-late game. By level 22, respawn timers are back at 65 Seconds. Updated Homescreen and Startup Music. Return to Top
      Map Updates
      Garden of Terror Classic The original Garden of Terror has returned to Custom Games! The name has been changed to Garden of Terror Classic to differentiate from the current Garden of Terror. Haunted Mines Haunted mines has returned to Quick Match! Map objective is now complete when one team collects 55 Skulls, rather than when all 100 Skulls have been collected. Hero vision is reduced while in the mines. Warhead Junction Cast time for Nuke increased from 2.5 seconds to 3 seconds. Cast time for Nuke now breaks upon taking damage. DoT damage from Nuke increased by 100%. Damage to Forts and Keeps from Nuke increased from 100% to 125%. Return to Top
      Balance Update
      Heroes
      Arthas
      Arthas has been fully reworked! All abilities and talents will be listed below.
      Base
      Death Coil [Q] Mana: 40. Cooldown: 9 seconds. Deals 164 damage to target enemy. Can be self-cast to heal for 262 health. Howling Blast [W] Mana: 50. Cooldown: 10 seconds. Root enemies within the target area for 1.25 seconds and deals 68 damage. Frozen Tempest [E] Mana: 13 per second. Cooldown: 1 second. Deals 36 damage per second to nearby enemies and Slow their Movement Speed by 10% per second, stacking up to 40%. Heroes hit also have their Attack Speed Slowed by 10% per second, stacking up to 40%. Frozen Tempest's effects last for 1.5 seconds. Army of the Dead [R] Charge Cooldown: 18 seconds. Consume all charges to summon an equal number of Ghouls that last 15 seconds and attack for 20 damage. Ghouls can be sacrificed to heal Arthas for 240 Health. Stores up to 6 charges. Every time an enemy minion dies nearby, reduce the charge cooldown of this ability by 1 second. Takedowns reduce the charge cooldown of this ability by 6 seconds. Summon Sindragosa [R] Mana: 100. Cooldown: 100 seconds. Deals 230 damage and Slows enemies by 60% for 4 seconds. Also disables Minions, Mercenaries, Monsters, and Structures for 20 seconds. Frostmourne Hungers [D] Cooldown: 12 seconds. Activate to make Arthas' next Basic Attack strike immediately and deal 71 bonus damage. Dealing damage restores 40 Mana. QUEST: Killing a Minion or hitting a Hero with Frostmourne Hungers permanently increases its bonus damage and Arthas' Basic Attack damage by 1. Talents
      Level 1 Frost Presence Increase the area of Howling Blast by 20%. QUEST: Root enemy Heroes with Howling Blast. REWARD: After Rooting 15 Heroes, Howling Blast's range is increased by 20% and it hits enemies in its path. REWARD: After Rooting 30 Heroes, Death Coil Slows Heroes hit by 50% for 0.75 seconds. Borean Winds After Frozen Tempest has been active for 2 seconds, Arthas gains 10% Movement Speed. PASSIVE: Frozen Tempest's Slowing effects last an additional 0.5 seconds and its Mana cost is reduced by 4 per second. Rime Every 5 seconds, gain 75 Physical Armor against the next enemy Hero Basic Attack, reducing the damage taken by 75%. Stores up to 3 charges. PASSIVE: While Arthas is Slowed, Rooted, or Stunned he heals 24 Health a second. Level 4 Shattered Armor Enemy Heroes hit by Howling Blast have their Armor reduced by 15 for 4 seconds. Icy Talons Gain 3% Attack Speed for 2 seconds every time a Hero is damaged by Frozen Tempest, to a maximum of 60%. Frost Strike Frostmourne Hungers deals an additional 115 Ability damage in an area and slows Heroes hit by 20% for 2 seconds. Level 7 Immortal Coil Gain the healing effect of Death Coil even when used on enemies. If Death Coil is used on Arthas, it heals for an additional 75% bonus healing and its cooldown is reduced by 3 seconds. Rune Tap Every 3rd Basic Attack heals Arthas for 5% of his max Health. PASSIVE: Each stack of Frostmourne Hungers increases Arthas' Maximum Health by 10. Icebound Fortitude Cooldown: 35 seconds. Activate to gain 25 Armor and reduce the duration of Stuns, Slows, and Roots against Arthas by 75% for 3 seconds. Each Hero Rooted by Howling Blast reduces the cooldown of this ability by 2 seconds. Level 13 Deathlord If Death Coil is used on an enemy Hero, launch an additional Death Coil at a nearby enemy Hero. PASSIVE: Death Coil deals more damage the lower Arthas' current Health is, to a maximum of 50% bonus damage. Deathchill Howling Blast's damage is increased by 2 for each stack of Frostmourne Hungers. Howling Blast deals 100% additional damage and Roots for an additional 0.25 seconds against Heroes under 50% health. Biting Cold Each second an enemy is damaged by Frozen Tempest, it deals 15% bonus damage, up to 75% bonus damage. Level 16 Remorseless Winter Enemy Heroes that remain within Frozen Tempest for 2.5 seconds are Rooted for 1.25 seconds and heal Arthas for 3% of his maximum Health. This effect has an 8 second cooldown per target. Frostmourne Feeds Reduce the cooldown of Frostmourne Hungers by 6 seconds. Arthas heals for 75% of the Basic Attack damage dealt by Frostmourne Hungers. Anti-Magic Shell Cooldown 60 seconds. Activate to make Arthas immune to Spell Damage for 4 seconds and heal Arthas for 25% of the damage prevented. Level 20 Legion of Northrend Reduce Army of the Dead's charge cooldown by 5 seconds. Each charge consumed spawns an additional Ghoul to attack nearby enemies. These Ghouls cannot be sacrificed. Absolute Zero Sindragosa flies twice as far. Enemy Heroes are Rooted for 2.5 seconds, and then Slowed by 60% for 4 seconds. Death Pact Instantly double your stacks of Frostmourne Hungers, but it no longer gains stacks from hitting Heroes or killing Minions. PASSIVE: Takedowns grant 2 stacks of Frostmourne Hungers. Path of Frost Activate to instantly mount with 10% additional Movement Speed. Taking damage does not dismount Arthas from this mount. Lasts up to 5 seconds. When Arthas dismounts, Slow all nearby enemies by 30% for 2 seconds and deal 66 damage. Chen
      Base
      Keg Smash [W] Breath of Fire initial damage lowered from 85 to 40. Breath of Fire duration increased from 3 seconds to 6 seconds. Breath of Fire no longer costs Energy. Keg Smash energy cost increased to 35 from 30. Fortifying Brew [D] Drinking now stops additional commands for a fraction of a second. Talents
      Level 1 Accumulating Flames Moved from Level 4 to Level 1. REWORK: Quest: Gain stacks from hitting Heroes with DoT damage from Breath of Fire. Each stack provides 0.25 damage. At 20 damage, Keg Smash becomes ranged. Mythic Reward: At 75 damage, Breath of Fire lowers enemy armor by 20 and is refreshed from Chen's Basic Attacks. Level 4 Eye of the Tiger Moved from Level 1 to Level 4. Level 7 Elusive Brawler Movement Speed reduced from 30% to 20%. Level 10 Wandering Keg Cooldown increased from 50 seconds to 60 seconds. Level 13 Pressure Point Slow duration increased from 1 second to 1.5 seconds. Deathwing
      Base
      Onslaught [E] Cooldown increased from 5 seconds to 6 seconds. Dragonflight [Z] Cooldown increased from 15 seconds to 20 seconds. Talents
      Level 16 Gaze onto Destruction Duration reduced from 5 seconds to 3.5 seconds. Falstad
      Talents
      Level 1 Frequent Flyer Range to receive kill credit reduced from 14 to 8.5. Garrosh
      Base
      Wrecking Ball [E] Range reduced from 6.5 to 6. Search range reduced from 2.5 to 2.25. Talents
      Level 1 Unrivaled Strength Ranged bonus reduced from 20% to 15%. Gazlowe
      Base
      Rock-It! Turret [Q] Turret Health increased from 510 to 600. Mal'Ganis
      Base
      Necrotic Embrace [W] Now benefits double the amount from Vampiric Touch. No longer provides Armor for 3 seconds. Talents
      Level 1 Will of Tichondrius Moved from Level 7 to Level 1. REWORK: Hit Heroes with Fel Claws to gain 0.5 damage. Hit 4 Heroes in the first two swipes to cause the last wipe to provide 2 additional damage. Upon reaching 40 stacks, Fel Claws now steals 4% health from opponents and stuns for an additional 0.5 Seconds. Level 4 Vampiric Aura Moved from Level 1 to Level 4. Self healing increased from 30% to 40% and healing of nearby Allies increased from 15% to 20%. Might of Sargeras Now provides 25 Armor for 3 seconds when using Necrotic Embrace. Level 7 Fueled by Torment Moved from Level 4 to Level 7. Now causes Necrotic Embrace to Slow by 25% for 3 seconds. Medivh
      Talents
      Level 1 Winds of Celerity Movement speed bonus increased from 50% to 75%. Raven's Intellect Bonus increased from 75% to 125%. Level 4 Raven Familiar Slow reduced from 30% to 20%. Level 7 Force of Magic Spell Power increased from 30% to 35%. Level 13 Circle of Protection No longer increases the cooldown of Force of Will. Level 20 Guardian of Tirisfal Now also increases the range of Arcane Rift by 50%. Muradin
      Base
      It's Hammer Time! [Q] Muradin gains 5 stacks if a target dies within 3 seconds of being hit by Storm Bolt. Stack requirement for pierce increased from 40 to 45. Talents
      Level 20 Mountain King Dwarf Toss cooldown increased by 2 seconds. Thunder Clap cooldown increased by 2 seconds. Thrall
      Talents
      Level 1 Crash Lightning Amount stacks lost on death reduced from 6 to 4. Echo of the Elements Damage done by the chain lightning bounces rewarded from obtaining the Mythic Reward reduced from 85 to 70. Tyrande
      Base
      Lunar Flare [E] Tyrande gains 1 stack if the target dies within 3 seconds of being hit. Mythic Reward now also increases attack range by 1. Lunar flare damage from hitting a hero reduced from 4% to 3.5%. Talents
      Level 20 Commander of Sentinels Cooldown of Sentinel increased by 3 seconds. Return to Top
      Bug Fixes
      General
      Fixed an issue that caused Unstoppable targets to not be immune to Blinds. Maps
      General Fixed an issue that caused Bosses to attack Summoned units. Blackheart's Bay Fixed an issue that caused the AI to have issues turning in coins. Heroes
      D.Va Base Defense Matrix [W] D.Va's Mech will now retarget Defense Matrix when controlled by an AI. Deathwing Base Dragonflight [Z] Fixed an issue that caused Dragonflight's cooldown to increase upon taking damage to only occur when the cooldown is below 4 seconds. Garrosh Level 4 In For the Kill Fixed an issue that caused In For the Kill to not completely reset the cooldown of Bloodthirst. Gul'dan Base Drain Life [W] Fixed an issue that caused Drain Life to not always be interrupted if the target leaves its range. Jaina Base Improved Ice Block [1] Fixed an issue that caused Improved Ice Block and Ice Cold to not be used correctly by AI-controlled Jaina. Kael'thas Level 20 Rebirth Fixed an issue that caused Rebirth to not be used correctly by AI-controlled Kael'thas. Li Li Base Cloud Serpent [W] Fixed an issue that caused Cloud Serpent to not be made visible when damaging a target while in the Fog of War. Medivh Level 10 Poly Bomb Fixed an issue that caused Poly Bomb to not be used correctly by AI-controlled Medivh. Nazeebo Level 13 Superstition Fixed an issue that caused Superstition to display a blank ability for the damage dealt by its Corpse Spider. Samuro Base Mirror Image [Q] Mirror Images will no longer move towards Samuro's attack move target point on creation. Mirror Images will now properly have their AI enabled when Samuro has their AI enabled. Thrall Base Feral Spirit [W] Fixed an issue that caused Feral Spirit to not be extended correctly if it is about to expire. Return to Top
      Click here to discuss this post with other players in the official Heroes of the Storm forums.

    • By Elitesparkle
      Blizzard released a new PTR patch for Heroes of the Storm and here are the unofficial Patch Notes with all the datamined changes.
      Map Updates
      Volskaya Foundry
      Objective
      Triglav Protector Damage bonus when both slots are occupied reduced from 45% to 35%. Cooldown reduction when both slots are occupied reduced from 40% to 35%. Triglav Gunner Damage bonus when both slots are occupied reduced from 45% to 35%. Cooldown reduction when both slots are occupied reduced from 40% to 35%. Energy Regeneration when both slots are occupied reduced from 40% to 35%. Balance Updates
      Azmodan
      Base
      Globe of Annihilation [Q] Upon reaching 225 Annihilation, also removes the damage reduction against Monsters. Deathwing
      Stats
      Attack Damage increased from 110 to 117. Talents
      Level 1 Molten Blood Additional functionality: Now grants Form Switch, which can be activated to swap Form. Level 7 Firestorm Cooldown reduction for Deathwing's landing Abilities increased from 2 to 3 seconds. Jaina
      Base
      Frostbite [Trait] Additional functionality: Ice Cold now also gives Unstoppable and immunity to damage over time effects for the duration. Kerrigan
      Base
      Ravage [Q] Minions no longer have to die within 1.5 seconds of being hit by Ravage to grant stacks. Kerrigan now gains stacks when Minions die within 3 range. Time window for cooldown refund reduced from 1.5 to 0.75 seconds. Baseline Quest requirements increased from 85/150 to 100/250. After reaching 100 stacks, enemy Heroes killed grant 14 stacks. Muradin
      Base
      Storm Bolt [Q] Baseline Quest requirements increased from 35/150 to 50/200. Talents
      Level 7 Perfect Storm Additional functionality: The cooldown cannot be reset more than once every 10 seconds. Level 20 Mountain King New: Thunder Clap and Dwarf Toss have an extra charge. Rewind Removed. Tyrande
      Stats
      Mana increased from 450 to 500. Mana Regeneration increased from 2.7 to 3 per second. Base
      Sentinel [W] Mana cost increased from 50 to 55. Lunar Flare [E] Mana cost increased from 60 to 65. Shadowstalk [R1] Mana cost increased from 75 to 85. Starfall [R2] Mana cost increased from 75 to 85. Yrel
      Base
      Divine Purpose [D] Cooldown reduced from 16 to 8 seconds. Zagara
      Talents
      Level 16 Mutalisk Mutalisk's Health decay reduced from 42 to 10 per second. Mutalisk duration effectively increased from 10 to 42 seconds. Bug Fixes
      Fixed an issue causing Doubloon Camps on Blackheart's Bay to be impossible to capture under certain conditions. Fixed an issue causing Anub'arak's Beetles to still have a duration, in addition to losing their Health over time. Fixed an issue causing the Health decay for Azmodan's Demon Warriors to not scale with levels.  Fixed an issue causing Deathwing's Baseline Quest to reset when using Dragonflight. Fixed an issue causing Deathwing's Lava Burst to deal damage after an additional 0.25 seconds. Fixed an issue causing Gazlowe's Rock-It! Turrets to not lose their Health over time. Fixed an issue causing the tooltip for Jaina's Ice Cold to not show correctly. Fixed an issue causing Muradin's Storm Bolt to deal 1 more damage for each stack. Fixed an issue causing the range splat for Muradin's Dwarf Toss to not be visible. Fixed an issue causing Muradin's Skullcraker to Stun before Muradin's post-damage effects happened. Fixed an issue causing the Health Regeneration of Murky's Egg to not scale with levels. Fixed an issue causing Tyrande's Sentinel to not be correctly affected by cooldown reduction effects.
    • By Elitesparkle
      Blizzard released a new patch for Heroes of the Storm and here are the official Patch Notes with all the changes.
      20 February 2026: After releasing a hotfix, Muradin has been enabled again.
      19 February 2026: Muradin has been temporarily disabled due to a game-breaking bug.
      (Source)
      We’ve just released a patch to the live servers in order to apply some balance and bug fixes.
      Quick Navigation:
      Balance Update Bug Fixes Balance Updates
      Deathwing
      Base
      Incinerate [W] Cooldown increased from 6 seconds to 7 seconds. Talents
      Level 7 Death Drop Duration of Spell Armor decreased from 6 seconds to 4 seconds. Muradin
      Base
      Storm Bolt [Q] Quest requirements reduced from 50/200 to 40/160. Talents
      Level 1 Give 'Em The Axe Bonus Damage reduced from 50% to 40%. Level 4 Sledgehammer Now also reduces the cooldown of Storm Bolt by 1.5 seconds. Level 7 Perfect Storm Internal cooldown reduced from 10 seconds to 8.5 seconds. Now also restores 25 Mana on reset. Level 13 Healing Static Heal per Hero hit increased from 5% to 6%. Murky
      Base
      Spawn Egg [D] Revive Shield duration increased from 10 seconds to 15 seconds. Talents
      Level 10 March of the Murlocs Cooldown reduced from 110 seconds to 100 seconds. Level 13 Egg Shell Shield increased from 35% to 50% of Murky's Health. Shield now lasts until destroyed. Level 20 Never-Ending March Will now last a minimum of 7 seconds, even if stopped. Sylvanas
      Talents
      Level 7 Lost Soul Extra 10% damage bonus provided by Lost Soul has been removed. Tyrande
      Base
      Lunar Flare [E] Mythic reward requirements reduced from 45 hits to 40 hits. Return to Top
      Bug Fixes
      Battlegrounds
      Hanamura Temple The Samurai Sentinel camp is now properly displayed with a Bruiser icon. Braxis Holdout Fixed an issue that caused terrain to be rendered incorrectly. Heroes
      Azmodan Level 4 Battleborn Now properly reduces the cooldown of Demon Lieutenant. Level 10 Black Pool Now properly deals reduced damage to non-Heroes. Deathwing Base Form Swap AI can no longer use the removed Form Swap ability. Gul'dan Level 16 Ruinous Affliction Fixed an issue that caused Ruinous Affliction to deal bonus damage on the 3rd and 5th hit, instead of the 3rd and 6th hit. Jaina Base Frostbite [Trait] Fixed an issue that caused Ice Block to not show the correct cooldown value in the tooltip. Fixed an issue that caused Ice Cold to allow Jaina to move through pathing blockers and stationary targets. Muradin Base Dwarf Toss [E] Fixed an issue that caused Dwarf Toss to go on cooldown when used on invalid terrain. Level 1 Dwarf Block Can no longer stack beyond 3 charges. Murky Murky will no longer revive faster than intended. Murky's level 20 talents have been rearranged to match skill order. Base Pufferfish [W] Puffed Up will now display first in the Buff Bar. Fixed an issue that caused Murky to lose his increased size after death. Spawn Egg [D] Fixed an issue that caused Murky to respawn faster than intended. Level 1 Shell Game Shell Game now shows the Trait button for the talent, instead of an Active button. Level 20 Faster Fish Faster Fish now also causes the animation of the Pufferfish to play faster. Faster Fish now shows the W button for the talent, instead of the Trait button. Rehgar Level 20 Elemental Conduit Fixed an issue that caused Elemental Conduit's Shields to not refresh to 5 seconds. Fixed an issue that caused Elemental Conduit's refresh to search for allies to give the Shield around the targets hit, instead of Rehgar's location. Thrall Level 1 Echo of the Elements Fixed an issue that caused Echo of the Elements bounces to bounce to cloaked targets. Level 7 Rolling Thunder Rolling Thunder damage now displays as a crit. Level 16 Alpha Wolf Alpha Wolf damage now displays as a crit. Zagara Base Infested Drop [E] Fixed an issue that caused Roaches melee attacks to launch missiles instead of directly hitting. Fixed an issue that caused Roaches to not display correctly in the death recap. Click here to discuss this post with other players in the official Heroes of the Storm forums.

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