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Heroes of the Storm Xul

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I really like the Poison Nova build. Feels overall like the strongest build. Against some teams, i prefer Bone Spear on Level 20.

 

Besides I think Shade on Level 1 is really strong. I take it in almost all games, it gives you so much survivability =)

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Guest Savorymlkman

Very interesting that the benefit of mortal wound has been described as being mostly viable in scythe heavy builds. I don't think there are many talents in the game that compete with it. It just seems more essential than it is being made out to be

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Guest Nat

Leoric is a good counter to Xul as well. Both duelling and evading bone prison. 

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Guest fgf

Great work with the guides, as always! However, I have a slightly annoying question for you, regarding to Xul's Strategy, Tips and Tricks, Synergies and Counters and Map-specific advice sections. Is it still a work in a progress, or have you completely forgotten to update them? ;) This might be quite irrelevant, but Medivh lacks those secctions too (also Infernal Shrines isn't even listed as a map for him).

I love the guides, keep up the good work! Now that every single hero has a guide up, we might see rest of the map guides soon? ;)

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Yeah Kendric had completely forgotten to update it. He's done that with other heroes! I've whipped him a few times and now he understands the value of having full-fledged guides :p

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On 18.7.2016 at 3:13 PM, Damien said:

Yeah Kendric had completely forgotten to update it. He's done that with other heroes! I've whipped him a few times and now he understands the value of having full-fledged guides :p

1st: Get a cat-o'-nine-tails.

2nd: Whip him harder! Whip him faster! Whip him more often!

I'm sure, Big Daddy K.'s gonna enjoy it...

Thx for all your efforts 2 keep this rly nice site up2d8. I rly appreciate your work and njoy 2 get some first input here.

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1 hour ago, Emergenza said:

njoy 2 get some first input here.

Glad to see some more first timers, but damn that was an interesting first time comment :p

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Shame on me! I'm using your site since I've started to play Hots (around 03/16) but it took me 'til today to sign up. All I've contributed before was just a comment in the Falstad section due to a talent which misses an adjustment after a patch.

I pledge for betterment of myself to become a helpful hand for your nice community instead of just 'soaking knowledge'. :)

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14 hours ago, Emergenza said:

Shame on me! I'm using your site since I've started to play Hots (around 03/16) but it took me 'til today to sign up. All I've contributed before was just a comment in the Falstad section due to a talent which misses an adjustment after a patch.

I pledge for betterment of myself to become a helpful hand for your nice community instead of just 'soaking knowledge'. :)

Glad to see you contributing now! Can't wait to see what else you can show off with :D

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Guest Tamerlein

ShacklerShackler

Death's ReachDeath's Reach

Any Level 7 talent

Skeletal MagesSkeletal Mages

DecrepifyDecrepify

ExecutionerExecutioner

Mortal WoundMortal Wound

I have played a lot of this build recently, to good success. Works really well if your warrior doesn't have AoE CC, as you now become warrior-like, as long as you have a strong healer. Also good poke, and high damage at lvl 16.

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Hey everyone! 

With the upcoming re-work, the Xul guide is going to receive a major update which should be uploaded by Tuesday/Wednesday. 

Hope you guys are looking forward to it! 

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I think there's a potent Spectral Scythe build that isn't listed here. 

Backlash/Shade at level 1

Reaper's Toll at level 4

Trag'oul's Essence at level 7

Poison Nova at level 10

Echoes of Death at level 13

Amplify Damage/Bone Spear at level 16

And Mortal Wound at level 20

I feel like the the synergies between the Spectral Scythe talents are too powerful to miss out. The build would be very situational, yes, but against healing heavy teams I feel like it could work.

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2 hours ago, Ilonpilaaja said:

I think there's a potent Spectral Scythe build that isn't listed here. 

Backlash/Shade at level 1

Reaper's Toll at level 4

Trag'oul's Essence at level 7

Poison Nova at level 10

Echoes of Death at level 13

Amplify Damage/Bone Spear at level 16

And Mortal Wound at level 20

I feel like the the synergies between the Spectral Scythe talents are too powerful to miss out. The build would be very situational, yes, but against healing heavy teams I feel like it could work.

Spectral ScytheSpectral Scythe is unreliable, and taking a quest to hit 20 Heroes with it might not be a good idea, as it will take long time before it is completed, which means you have basically taken a talent that does nothing. Echoes of DeathEchoes of Death increase your AoE damage, but so does Rapid HarvestRapid Harvest while not being so easy to avoid. This build could possibly work in lower leagues or quick match, where players are not able to respond quickly enough and get hit quite often by the scythe, but is unlikely to work at higher skill levels.

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On 12/07/2017 at 0:48 PM, positiv2 said:

Spectral ScytheSpectral Scythe is unreliable, and taking a quest to hit 20 Heroes with it might not be a good idea, as it will take long time before it is completed, which means you have basically taken a talent that does nothing. Echoes of DeathEchoes of Death increase your AoE damage, but so does Rapid HarvestRapid Harvest while not being so easy to avoid. This build could possibly work in lower leagues or quick match, where players are not able to respond quickly enough and get hit quite often by the scythe, but is unlikely to work at higher skill levels.

Well, I'd say that a Spectral ScytheSpectral Scythe build is situational, at the very least. Remember that quests with "Hit X Heroes" count even if you hit clones (Mirror ImageMirror Image and Holo DecoyHolo Decoy), Misha (as she counts as a Hero), and summons (Dragon Knight and Garden Terror). And if you're fighting The Lost Vikings, it becomes even easier, in theory.

So technically, under these conditions, completing Reaper's TollReaper's Toll is doable (even more if the extra scythes from Echoes of DeathEchoes of Death counts towards this quest, but I'm not sure if it does).

Regarding @Ilonpilaaja's build, I'd just switch Poison NovaPoison Nova for Skeletal MagesSkeletal Mages, as slower heroes equals to higher chances of hitting Spectral Scythe. Maybe also switch BacklashBacklash for ShacklerShackler.

Edited by Valhalen
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1 hour ago, Valhalen said:

Well, I'd say that a Spectral ScytheSpectral Scythe build is situational, at the very least. Remember that quests with "Hit X Heroes" count even if you hit clones (Mirror ImageMirror Image and Holo DecoyHolo Decoy), Misha (as she counts as a Hero), and summons (Dragon Knight and Garden Terror). And if you're fighting The Lost Vikings, it becomes even easier, in theory.

So technically, under these conditions, completing Reaper's TollReaper's Toll is doable (even more if the extra scythes from Echoes of DeathEchoes of Death counts towards this quest, but I'm not sure if it does).

Regarding @Ilonpilaaja's build, I'd just switch Poison NovaPoison Nova for Skeletal MagesSkeletal Mages, as slower heroes equals to higher chances of hitting Spectral Scythe. Maybe also switch BacklashBacklash for ShacklerShackler.

Even if the quest is completed, the ability is still easy to evade. If the talent increased scythe speed, it would be good, but currently the ability is reliable only in lower skill brackets and against TLV (haven't thought of them before). 

While hitting clones does help with completing the quest, the aforementioned issue is still there. The ability can be used as a clone checking tool, but picking the Scythe build just for that is not good enough (maybe I just can't think of an example, though).

Maybe if the team is made of heroes with strong slows or stuns, the ability would be sufficiently easy to hit. In league or a big premade, different hero would be better. So, it seems that the build is very good when playing QM and ending up in a team full of CC heroes. Your changes seem to improve it, too.

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Hey guys! 

After a bit of play testing and further research I found the Spectral Scythe talents to be situational, especially versus Double Support. As such, a third talent build will be uploaded soon! 

Thanks for your input! 

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On 7/16/2017 at 4:49 AM, KendricSwissh said:

Hey guys! 

After a bit of play testing and further research I found the Spectral Scythe talents to be situational, especially versus Double Support. As such, a third talent build will be uploaded soon! 

Thanks for your input! 

I normally do the cursed strikes build.  It has fast wave clear, can clear camps really well, and against double tanks it can do a lot of damage in team fights.  I find the skeleton build to be not that great, especially when team fights often don't occur in lane (like Blackhearts bay, Battle of Eternity).  I have not tied the Q build, but my friend swears by it.  On what maps/situations would you actually pick it over W build?  If they are solo tank maybe it is better?

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17 minutes ago, ArtVandelay said:

I normally do the cursed strikes build.  It has fast wave clear, can clear camps really well, and against double tanks it can do a lot of damage in team fights.  I find the skeleton build to be not that great, especially when team fights often don't occur in lane (like Blackhearts bay, Battle of Eternity).  I have not tied the Q build, but my friend swears by it.  On what maps/situations would you actually pick it over W build?  If they are solo tank maybe it is better?

I think that Cursed Strikes build works on maps where waveclear is not that important (Blackheart's Bay and Warhead Junction, for example) and/or when you have a strong frontline with lots of crowd control, so you can take the most of Rapid HarvestRapid Harvest. But if you're facing a double healer team I'd say that the Spectral Scythe build is better, considering the other situations above. It depends.

This build is amazing if you have a Kel'Thuzad in your team (well, actually Xul himself has fantastic synergy with Kel'Thuzad).

Edited by Valhalen

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On ‎9‎/‎18‎/‎2017 at 9:56 AM, Valhalen said:

I think that Cursed Strikes build works on maps where waveclear is not that important (Blackheart's Bay and Warhead Junction, for example) and/or when you have a strong frontline with lots of crowd control, so you can take the most of Rapid HarvestRapid Harvest. But if you're facing a double healer team I'd say that the Spectral Scythe build is better, considering the other situations above. It depends.

This build is amazing if you have a Kel'Thuzad in your team (well, actually Xul himself has fantastic synergy with Kel'Thuzad).

I don't understand your first comment.  The cursed strike build has very fast waveclear.  Maybe not initially, but mid-late game Xul can basically wipe ANY size wave in seconds.  Like if you are playing Tomb of Spders, you can clear a double wave, and the Spiders/Queen in a matter of a few seconds easily.  It also allows you to easily solo camps as well.  I would say the only weakness is having to be in melee range in a team fight, but if you take the slow at level 1, and drop your heroic, you can easily hammer away at fleeing heroes and burst them down. 

I will give the Scythe build some testing, but I am winning over %80 of the time in Silver/Gold ranked right now going cursed strike build (and taking him probably %30 of all ranked games).  Maybe it would be a harder build in higher divisions where positioning is better though?

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2 hours ago, ArtVandelay said:

I don't understand your first comment

I'm sorry, I think I expressed myself poorly. It is because the Skeleton build is usually more useful in maps with lots of minions. But indeed, you are right, the Cursed Strikes build is a beast to clear waves.

As for the Scythe build, I see more value when you have a team with a lot of crowd control, so you can hit it more reliably. 

Edited by Valhalen

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Guest XeaKon

In the description for Rapid Harvest it is stated that Grim Scythe is a level 1talent which is incorrect.

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Cursed Strikes are my favourite style for him, particularly against Butcher. The scythes work with bone prison or using yourself as bait to draw them in and then firing, but nothing beats someone diving on you only for you to turn it around on them with cursed strikes after 'trying to get away' while casting bone prison. Minions is a death wish I think. Anything that tries to force you to stick to a location in this game tends to get you killed faster than a more mobile playstyle. They look cool and fun, but, it's like Zagara and Abathur but without the global travels, easy to track, easier to kill. The zerg at least can get out of there fast. Gazlowe has that giant bomb stun to block pursuit, but Xul has to be within Bone Prison range to do so and even then it's only one target. He's more of an all in kinda guy. Makes it tough to know when to commit and when to just stay away, particular on Towers of Doom. You see those groups of enemies and think, man, I could cut them all down in seconds, then bam, you get flanked and die right before you get to finish them and you have no hope of escape. Probably should stick to draft games with him. :p

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      Basic Attack damage decreased from 173 to 167. Talents
      Level 1 Crash Lightning Mythic Reward Damage bonus increased from 270 to 325. Echo of the Elements Mythic Reward now also allows Chain Lightning to bounce back to the same target. Tyrande
      Base
      Mana reduced from 500 to 450. Sentinel Shot [W] Mana cost increased to 55 from 50. Lunar Flare [E] NEW QUEST: Hitting a Hero with Lunar Flare increased its damage by 5%, up to 250%. After hitting 10 Heroes, increase Lunar Flare's range by 30%. After hitting 20 Heroes, Sentinel now pierces the first Hero hit. Mythic Reward: After hitting 50 45 Heroes, Tyrande's Basic Attacks occasionally trigger a Lunar Flare. Now restores 25 mana per enemy hit. Mana cost increased to 65 from 60. Starfall [R] Mana cost increased to 85 from 75. Shadowstalk [R] Mana cost increased to 85 from 75. Talents
      Level 1 Ranger No longer provides pierce. Moonlit Arrows Cooldown reduction reduced from .75 seconds to .5 seconds. Moved Talent from Level 7 to Level 1. Trueshot Aura No longer passively increases Tyrande's Attack Damage. Now also applies to Tyrande upon activation. Level 7 Elune's Gift NEW: Grants 20% Spell Power for 10 seconds after hitting an enemy with Lunar Flare. Level 20 Commander of Sentinels NEW: Sentinel now has an additional charge. Return to Top
      Bug Fixes
      Heroes
      Alarak Level 10 Deadly Charge Fixed an issue that caused Alarak's Deadly Charge to not be activated by clicking the left mouse button if it occupies the Trait slot. Ana Base Aim Down Sights [D] Can now be toggled while affected by a Silencing effect. Jaina Base Frostbolt [Q] Fixed an issue causing Jaina's Frostbolt to not have its model updated by Dreadlord Jaina or Lunar Jaina. Orphea Level 4 Allegrissimo Fixed an issue that could cause Allegrissimo's cooldown reduction to not be granted when hitting a Hero at Shadow Waltz' end. Sylvanas Base Possession [1] Fixed Possession not showing in the Quick Cast menu settings. Fixed Possession not being correctly affected by cooldown reduction affects granted by allies. Tychus Level 10 Commandeer Odin Fixed an issue that caused Tychus' Odin to not display a cooldown for its Thrusters Ability. 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 Attack Damage reduced from 155 to 130. Attack Damage bonus against Structures increased from 50% to 100%. Attack Damage bonus when both slots are occupied increased from 35% to 50%. Spell Damage bonus when both slots are occupied reduced from 35% to 25%. Cooldown reduction when both slots are occupied reduced from 35% to 25%  Triglav Gunner Spell Damage bonus when both slots are occupied reduced from 35% to 25%. Cooldown reduction when both slots are occupied reduced from 35% to 25%. Energy Regeneration when both slots are occupied reduced from 35% to 25%. Balance Updates
      Arthas
      Base
      Army of the Dead [R1] Ghouls' Health increased from 1060 to 1200. Ghouls no longer have a duration. Ghouls now lose 60 Health every second. Ghouls duration effectively increased from 15 to 20 seconds. Azmodan
      Base
      Globe of Annihilation [Q] Damage bonus upon reaching 450 Annihilation increased from 125 to 150. Summon Demon Warrior [W] Demon Warriors damage reduced from 83 to 53. Additional functionality: Deals 100% bonus damage against Minions and Mercenaries. Demon Lieutenant [D] Demon Lieutenant damage reduced from 103 to 52. Additional functionality: Deals 100% bonus damage against Minions and Mercenaries. Deathwing
      Talents
      Level 1 Molten Blood Removed functionality: No longer grants Form Switch, which could be activated to swap Form. Jaina
      Base
      Frostbite [Trait] Rework: Ice Cold no longer gives Protected, Unstoppable, and immunity to damage over time effects for the duration. Instead, it now gives Invulnerable for the duration. Murky
      Base
      Pufferfish [W] Baseline Quest requirements increased from 100/200 to 200/400. Rework: Kill Slimed enemies or hit them with Pufferfish. Heroes and Structures award 4 bonus stacks. Bug Fixes
      Fixed an issue causing Azmodan's Summon Demon Warrior to not show the amount of charges available. Fixed an issue causing the Health decay of Azmodan's Demon Warriors to scale twice per level. Fixed an issue causing Azmodan's Wrath to still require the target to be under 75% Health in order to grant Annihilation. Fixed an issue causing the damage from Azmodan's Wrath to cap at 400 Annihilation rather than 450 Annihilation. Fixed an issue causing Azmodan's Battleborn to reduce the cooldown between charges instead of the charge cooldown. Fixed an issue causing Basic Attacks empowered by Azmodan's Bombardment to give Annihilation when hitting non-Heroes. Fixed an issue causing Basic Attacks empowered by Azmodan's Bombardment to give Annihilation while Blinded or if the target is Evading. Fixed an issue causing the tooltip for Falstad's Dishonorable Discharge in the Buff Bar to not show the Quest progress correctly. Fixed an issue causing the tooltip for Falstad's Frequent Flyer in the Buff Bar to not show the Quest progress correctly. The tooltip for Gazlowe's Overcharged Capacitors has been updated from duration to Health gain  Fixed an issue causing Jaina's Blizzard to have 0 range. Fixed an issue causing Jaina's Summon Water Elemental to have 0 range. Fixed an issue causing Jaina's Baseline Quest to show its progress on the UI while dead even after completing it. Fixed an issue causing Kerrigan's Baseline Quest to not gain stacks correctly after reaching 150 stacks. Fixed an issue causing Muradin's Thunder Clap to not show the amount of charges available. Fixed an issue causing Muradin's Thunder Clap to not be affected by cooldown reduction effects. Fixed an issue causing Muradin's Dwarf Toss to not show the amount of charges available. Fixed an issue causing Muradin's Dwarf Toss to not be affected by cooldown reduction effects. Fixed an issue causing the cooldown reduction from Muradin's Dwarf Launch to not work correctly. Fixed an issue causing the cooldown reduction from Muradin's Unstoppable Force to not work correctly. Fixed an issue causing Murky's Spawn Egg to not go on cooldown when destroyed or placed. Notification message for Murky having no Egg changed from "Murky's Egg" to "last Murky's Egg". Fixed an issue causing the tooltip for Nazeebo's Dead Rush to not show the Zombies duration correctly. Fixed an issue causing Nazeebo's Gargantuan Stomp to not be usable 20 seconds after Gargantuan was summoned. The tooltip for Zagara's Mutalisk has been updated from duration to Health decay.
    • 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 Known Issues & Bug Fixes General
      All Quests that can lose stacks will never cause the player to fall below milestone thresholds. Pinnacle Rewards are now named Mythic Rewards to give a more Blizzard feel. So Mythic-y! The following Summoned Units now lose health each second: Demon Lieutenants, Demon Warriors, Gargantuan, Hydralisks, Roaches, Rock-It Turrets, Rush Zombies, Scarabs, Treants, Tumors, and Water Elementals. Total Health and Duration of these Summoned Units have been adjusted to compensate for this. Structures now prioritize Summoned Units when there are no remaining minions. Summoned Units no longer take half damage from Structures. XP Globe pickup sound is now also played when killing a minion that instantly yields XP. Updated Homescreen and Startup Music. Return to Top
      Map Updates
      General Watch Towers will now reset to neutral after 45 seconds of not being occupied. Volskaya Foundry Triglav Protector bonus Damage and cooldown speed increased from 25% to 40% when 2 players are inside. Warhead Junction The burn duration is now displayed on structures affected by a Warhead. Return to Top
      Balance Update
      Heroes
      Azmodan
      Base
      Globe of Annihilation [Q] Now deals 50% damage to non-Heroes. Upon reaching 225 Annihilation, Globe of Annihilation no longer deals reduced damage to non-Heroes. Window to kill minions for Annihilation increased to 3s (from 1.5s). Summon Demon Warrior [W] Demon Warriors damage increased from 32 to 83. Now deals half damage to Heroes. Demon Warriors no longer have a duration, but lose 26 Health every second. Demon Warriors no longer have Immolation. Now has 2 charges. Talents
      Level 1 Wrath REWORK: Now provides 1 stack for every 2 Basic Attacks hit against a Structure or Hero. Level 7 Art of Chaos Extra Annihilation amount reduced from 4 to 2. Bombardment Amount of time Bombardment lasts reduced from 4 seconds to 3 seconds. Master of Destruction Amount of Annihilation granted reduced from 2 to 1. Level 13 Brutish Vanguard Now slows the attacked target by 30%. Level 16 Hell Rift Damage bonus reduced from 75% to 35%. Level 20 Inescapable Annihilation NEW: Globe of Annihilation has unlimited range. Pride Moved to baseline. Now requires 450 stacks. Deathwing
      Base
      Attack Damage decreased from 155 to 110. Form Switch [1] Active ability removed. Deathwing now switches forms solely from landing. Cataclysm [R] NEW QUEST: Damage Heroes with Molten Flame to gain 1 stack. Gain 50 stacks for killing a Hero. Mythic Reward: Upon reaching 2,000 stacks, Cataclysm now deals 2,500% damage to Structures and Minions. "I AM THE CATACLYSM". Onslaught [E] Bonus damage increased from 72 to 120. Damage increased from 38 to 60. Earth Shatter [E] Projectile speed increased by 30% Molten Flame [Q] Base Damage per Second reduced from 21 to 19. Incinerate [W] Cooldown increased from 4 seconds to 6 seconds. Energy cost increased from 20 to 30. Damage increased to 100 (from 65). Lava Burst [W] Cast time reduced from 1 second to .75 seconds. Cooldown increased from 6 seconds to 9 seconds. Energy cost increased from 15 to 25. Explosion Damage increased from 30 to 35. Explosion Damage over Time increased from 6 to 7. Slow increased from 35% to 45%. Dragonflight [Z] Cooldown delay after dealing or taking damage increased from 4 seconds to 6 seconds. Cooldown reduced from 45 seconds to 15 seconds. Talents
      Level 1 Dragon Soul Healing increased from 75%, 150% to 100%, 200%. Level 4 Heat Wave Damage over Time increased from 6 to 9. Damage over Time stacks reduced from 4 to 3. Initial damage bonus increased from 125% to 150%. Level 7 Firestorm Damage increased from 70 to 77. No longer reduces cooldown of Dragonflight. Level 13 Fire and Fury Damage bonus increased from 30% to 40%. Falstad
      Base
      Lightning Rod [W] Range reduced by .5. Time between strikes increased from .8 seconds to .9 seconds. Jaina
      Base
      Frostbite [Trait] NEW QUEST: Deal Ability Damage to Frostbitten Heroes. Upon reaching 12,000 Damage, unlock Improved Ice Block, which allows Jaina to become temporarily Invulnerable. Mythic Reward: Upon dealing 30,000 Damage, Ice Block upgrades to Ice Cold, granting Jaina Protected instead of Stasis. Talents
      Level 7 Ice Lance Cooldown reduction increased from 1.5 seconds to 2 seconds. Level 16 Numbing Blast Root duration reduced from 1 second to .75 seconds. Level 20 Wintermute Water Elemental cast range and damage bonus decreased from 50% to 40%. Kael'thas
      Talents
      Level 1 Convection Increased reward damage and health from 150/50 to 200/100. Muradin
      Base
      Storm Bolt [Q] Perfect Storm Quest removed. NEW QUEST: Basic Attack Heroes affected by Slows or Stuns. Slows provide 1 stack and Stuns provide 2 stacks. At 35 stacks, Storm Bolt pierces to hit an additional target, and Muradin's Basic Attack reduces the cooldown of Storm Bolt by 0.5 seconds. Mythic Reward: At 150 stacks, Storm Bolt's range is increased by 50% and width is increased by 100%, and now pierces all targets. Talents
      Level 1 Dwarf Block Block charges reduced from 4 to 3. Give 'em the Axe! Moved Talent from Level 7 to Level 1. Level 4 Sledgehammer No longer increases Storm Bolt's cooldown reduction. Now increases Storm Bolt damage to non-Heroes by 500%. Level 7 Perfect Storm NEW: If an enemy hit with Storm Bolt dies within 3 seconds, reset its cooldown. Level 16 Dwarf Launch Range bonus reduced from 40% to 30%. Murky
      Base
      Murky now gains a 35% Shield for 10 seconds upon reviving. Spawn Egg [D] Egg now regenerates quickly instead of having a Shield. Slime [Q] Now applies its debuff to enemy Structures. Now deals 50% damage to Structures. Pufferfish [W] Damage reduced by 20%. Detonation time reduced from 3 seconds to 2.75 seconds. NEW QUEST: Hit enemies affected by Slime with Pufferfish. Provides 1 stack per minion, 5 stacks per Hero or Structure hit. At 100 stacks, Basic Abilities now deal full damage to Structures. Mythic Reward: At 200 stacks, Murky gains 50% Health and increases in size. Talents
      Level 1 Egg Hunt Talent removed. Shell Game NEW: Murky can now place 2 eggs, but randomly revives from one of them. Increases the cooldown of placing an egg to 30 seconds and goes on cooldown if either egg dies. Level 10 March of the Murlocs Damage increased by 4%. Level 13 Egg Shell REWORK: Murky gains a Shield equal to 35% of his Health upon placing an egg or when one of his eggs dies. Fish Tank Healing reduced from 25% to 20%. Level 16 Wrath of Cod Damage over Time is dealt over 4 seconds (from 5s). Level 20 Big Tuna Kahuna Talent removed. Faster Fish NEW: Pufferfish detonates 80% faster. Making Inky Cooldown reduction reduced from 2 seconds to 1.5 seconds. Never-Ending Murlocs No longer deals reduced damage to Structures. Sylvanas
      Talents
      Level 4 Mercenary Queen Now also causes Sylvanas' Basic Attacks to instantly apply 3 stacks of Black Arrows to Mercs. Thrall
      Base
      Basic Attack damage decreased from 173 to 167. Talents
      Level 1 Crash Lightning Mythic Reward Damage bonus increased from 270 to 325. Echo of the Elements Mythic Reward now also allows Chain Lightning to bounce back to the same target. Tyrande
      Base
      Mana reduced from 500 to 450. Lunar Flare [E] NEW QUEST: Hitting a Hero with Lunar Flare increased its damage by 5%, up to 250%. After hitting 10 Heroes, increase Lunar Flare's range by 30%. After hitting 20 Heroes, Sentinel now pierces the first Hero hit. Mythic Reward: After hitting 50 Heroes, Tyrande's Basic Attacks occasionally trigger a Lunar Flare. Now restores 25 mana per enemy hit. Talents
      Level 1 Ranger No longer provides pierce. Moonlit Arrows Cooldown reduction reduced from .75 seconds to .5 seconds. Moved Talent from Level 7 to Level 1. Trueshot Aura No longer passively increases Tyrande's Attack Damage. Now also applies to Tyrande upon activation. Level 7 Elune's Gift NEW: Grants 20% Spell Power for 10 seconds after hitting an enemy with Lunar Flare. Level 20 Commander of Sentinels NEW: Sentinel now has an additional charge. Return to Top
      Known Issues & Bug Fixes
      Known Issues
      Jaina Ice Cold's tooltip is incorrect. Resetting Jaina's talents after finishing her quest causes issues. Zul'jin Resetting Zul'jin's talents does not reset cap. Bug Fixes
      Heroes
      Alarak Level 10 Deadly Charge Fixed an issue that caused Alarak's Deadly Charge to not be activated by clicking the left mouse button if it occupies the Trait slot. Ana Base Aim Down Sights [D] Can now be toggled while affected by a Silencing effect. Jaina Base Frostbolt [Q] Fixed an issue causing Jaina's Frostbolt to not have its model updated by Dreadlord Jaina or Lunar Jaina. Orphea Level 4 Allegrissimo Fixed an issue that could cause Allegrissimo's cooldown reduction to not be granted when hitting a Hero at Shadow Waltz' end. Sylvanas Base Possession [1] Fixed Possession not showing in the Quick Cast menu settings. Fixed Possession not being correctly affected by cooldown reduction affects granted by allies. Return to Top
      Click here to discuss this post with other players in the official Heroes of the Storm forums.

       
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