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Guest Rampant Hellfire

Rampant Hellfire stacks with the amount of heroes you hit. If you hit 3 at once you get instantly 3 stacks.

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On 8/13/2016 at 11:08 AM, Guest Rampant Hellfire said:

Rampant Hellfire stacks with the amount of heroes you hit. If you hit 3 at once you get instantly 3 stacks.

Great point! I completely overlooked that when I made my initial write up. I went ahead and fixed the error as well as made some changes to the talents page for the balance update on August 24th. Thanks for the heads up!

-MK

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In my experience, a more Fel Flame oriented build has worked better. That is to say, Pursuit of Flame level 1, Hunger for Power (or conceivably Bound by Shadow) level 7, Fel Armor if necessary at level 13 (otherwise Healthstone), and Rampant Hellfire level 16. 

I think the build you posted here is probably more powerful for very good Gul'Dan players, but you should maybe include the above build as an "intro to Gul'Dan" build for those newer to the hero. Not only it is waaaaaaay easier (getting the Pursuit of Flame quest to activate is much easier than Corruption since it's on such a short cd), but it also focuses on what should be Gul'Dan's most important spell (Fel Flame) and can still output good damage. It also helps with one of Gul'Dan's biggest weaknesses: range. A 10% bonus isn't anything to write home about, but it does allow Gul'Dan to play just a little safer, which seems paramount for a hero that essentially casts spells with his health, especially for those new to playing him. I wouldn't use it at higher level play, but I also wouldn't use Gul'Dan at higher level play. 

Just some food for thought.

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Guest JIM

This site has really fallen behind as of late. Does this reflect a waning interest in the game?

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3 hours ago, Guest JIM said:

This site has really fallen behind as of late. Does this reflect a waning interest in the game?

What do you mean? Could you perhaps elaborate on why you believe we have fallen behind?

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4 hours ago, Guest JIM said:

This site has really fallen behind as of late. Does this reflect a waning interest in the game?

HotS section is currently being worked on and you should see a revamp soon™ [src]. Make sure to check back every once in a while to see when the revamp is done!

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Hey Jim,

Would truly love to hear more specific feedback on your thoughts. In regards to the currently available content for Gul'dan, all of it should be up to date. Like Positiv has already mentioned, all of the guides are being updated to the most recent patches alongside being transferred over to an entirely new format. Although I will be out of town away from my computer for a few days (11/10-11/13), Gul'dan is next on my list to transfer and should be good to go shortly! 

-MK

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Guest Vilecat

Is there a reason why there's no Life Drain build at all?
I see each talent upgrade has notes on Life Drain talents, but I see nothing concrete on how well or bad focusing on Life Drain is. I'm very curious on the matter.

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On 12/24/2016 at 6:50 AM, Guest Vilecat said:

Is there a reason why there's no Life Drain build at all?
I see each talent upgrade has notes on Life Drain talents, but I see nothing concrete on how well or bad focusing on Life Drain is. I'm very curious on the matter.

Hey VileCat!

In short, the reason there is currently no Drain Life build is that (at the time of this writing) it would be much weaker and easily outclassed by both other build paths, given Gul'dan's role in the meta. With the exception of Devour the Frail, all other Talent options surrounding Drain Life only provide Gul'dan additional utility, not raw damage output. Although there are some very specific situations where the utility provided by one or two of these Talents may benefit Gul'dan, it is often times not worth sacrificing his damage for these talents, especially since his greatest strength lies in his ability to quickly tear apart enemy teams from a distance. Also, Drain Life can be very easily mitigated by the targeted enemy via movement/positioning, stuns, or reliable heals. Putting too much weight into this ability can heavily cripple Gul'dan's overall performance. I'm always open to discussion, so feel free to let me know your thoughts!

Happy Holidays!

-MK

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Guest Vilecat

Thank you for the answer!

I never went full Life Drain since it's indeed easy to interrupt, but the few talents I'd grab for it would allow me more sustainability, or that's what I feel. I've never been able to constantly harrass with a Fel Flame build with Varian or Butcher ready to jump at me. I have yet to give the Corruption build enough plays to really say how I feel about it. In terms of talents, the build I went for looks like 2, 2, 4, 1, 2, 3, 1.  I guess it's more of an all-around build than Life-drain focused. 

 

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Guest TomahawkNT
On 12/26/2016 at 10:33 PM, Micekrispies said:

Hey VileCat!

In short, the reason there is currently no Drain Life build is that (at the time of this writing) it would be much weaker and easily outclassed by both other build paths, given Gul'dan's role in the meta. With the exception of Devour the Frail, all other Talent options surrounding Drain Life only provide Gul'dan additional utility, not raw damage output. Although there are some very specific situations where the utility provided by one or two of these Talents may benefit Gul'dan, it is often times not worth sacrificing his damage for these talents, especially since his greatest strength lies in his ability to quickly tear apart enemy teams from a distance. Also, Drain Life can be very easily mitigated by the targeted enemy via movement/positioning, stuns, or reliable heals. Putting too much weight into this ability can heavily cripple Gul'dan's overall performance. I'm always open to discussion, so feel free to let me know your thoughts!

Happy Holidays!

-MK

Hello,

New to the game, but mostly because of Gul'dan during the "play every hero" weekend. The first build I made, and have been sticking with, is the Drain Life build. Admittedly, I'm a newb, but with focus on Drain Life and Darkness Within. 

My reasoning, and strategy, is to utilize minions to keep health/mana as full as possible at all times. Using LIfe Tap to do extra damage, and against Heroes specifically, it heals more due to Harvest Life, allowing you the advantage in a heads up fight, especially if you get them below half for Devour the Frail to kick in. Yes, Heroes can and do walk away from you, but ambushing half-health or lower heroes (even if Gul'dan's health is getting low) works pretty well. Even if they're not quite to half, most don't realize how quickly that ramped up damge from Devour the Frail hits. 

This is just my experience and I've only been playing this weekend. I came here to learn how to use him better, not pretend I know how. That said, I've had better luck with my strategy than the Corruption build, but I think it's a combination of 1) My playstyle and 2) Not enough practice with Corruption. 

I did just want to point out my experience for anyone considering a Drain LIfe build, but unsure how to make it work. My number one advice is to not ignore enemy Minions. They're great fodder to keep Drain Life off CD (resets every time it kills someone), and keeping your health and mana fairly topped off as you go for the heroes/structures to win the game.

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Guest Ferrcrux

I find that the drain life build is most effective versus enemy compositions that mostly contain divers such as Illidan who can easily dodge your other abilities.  Talenting for drain life allows you undodgeable survivability and damage that can allow you to stall for your team and it is also very effective at baiting enemies who think they have enough dps to kill you.  That said, drain life undoubtedly does less damage than Gul'Dan's other builds, and you don't really want to pick him into a dive comp in the first place.  

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On 1/17/2017 at 7:07 PM, Guest TomahawkNT said:

This is just my experience and I've only been playing this weekend. I came here to learn how to use him better, not pretend I know how. That said, I've had better luck with my strategy than the Corruption build, but I think it's a combination of 1) My playstyle and 2) Not enough practice with Corruption. 

I do think Drain Life is much more forgiving, especially with the ability to reset on minions as you said. You are basically a walking fountain of mana and HP, so there is much more room for error/sustainability, which I'm sure appeals to many.

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On 1/18/2017 at 2:21 AM, Guest Ferrcrux said:

I find that the drain life build is most effective versus enemy compositions that mostly contain divers such as Illidan who can easily dodge your other abilities.  Talenting for drain life allows you undodgeable survivability and damage that can allow you to stall for your team and it is also very effective at baiting enemies who think they have enough dps to kill you.  That said, drain life undoubtedly does less damage than Gul'Dan's other builds, and you don't really want to pick him into a dive comp in the first place.  

As you've said, it's basically just there to serve as a sustain build. You sit there as a big green pool of mana and health, acting as an irritating wall for the enemy team to overcome. 

If you're looking for pure damage though, it's definitely better to go for one of the other builds.

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I made an account, but used the same name as my Guest TomahawkNT. 

Thanks for the responses. I can definitely see what you're saying. Even without talenting, I've noticed Corruption doing decent damage compared to Drain Life. There definitely seems to be a split between his talent choices. As a beginner I'm definitely more inclined to Drain LIfe because it's easier, but after playing more I see how you guys mean that Corruption does TONS more damage. So while I might be living longer with DL, I'm definitely not helping my team as much.

 

Thanks all.

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1 hour ago, tomahawknt said:

I made an account, but used the same name as my Guest TomahawkNT. 

Welcome to the forums! :D

1 hour ago, tomahawknt said:

As a beginner I'm definitely more inclined to Drain LIfe because it's easier, but after playing more I see how you guys mean that Corruption does TONS more damage. 

This is pretty much the key difference. Drain Life is far more forgiving, so people default towards that build. Anyway, glad to see that you've come around and joined the Corruption builders! 

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I've been playing Gul'dan recently and he seems really strong, isnt he a bit op?

Anyway he is like an overkill mix of an assassin and specialist, providing tons of damage, waveclear and some CC. I always got to be the top or 2nd Siege and Hero Damage dealer.

I've been going solely with the Fel Flame Build, the corruption build seems like such a waste, I mean, its basically the same playstyle and roughly the same damage numbers untill you pick the level 16 talent but getting those corruption stacks seem so hard.

The level 4 talent Improved Life Tap is amazing, I wouldnt drop that for nothing as beside the health that you use to get mana, Life Tap also has a short cooldown so you cant double tap it.

I think Blizzard knew how much damage he can do so they didnt even want to give him Bolt of the Storm at level 20, they instead gave him a shitter version of it :)))

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14 hours ago, Fransoa said:

I've been playing Gul'dan recently and he seems really strong, isnt he a bit op?

Anyway he is like an overkill mix of an assassin and specialist, providing tons of damage, waveclear and some CC. I always got to be the top or 2nd Siege and Hero Damage dealer.

I've been going solely with the Fel Flame Build, the corruption build seems like such a waste, I mean, its basically the same playstyle and roughly the same damage numbers untill you pick the level 16 talent but getting those corruption stacks seem so hard.

The level 4 talent Improved Life Tap is amazing, I wouldnt drop that for nothing as beside the health that you use to get mana, Life Tap also has a short cooldown so you cant double tap it.

I think Blizzard knew how much damage he can do so they didnt even want to give him Bolt of the Storm at level 20, they instead gave him a shitter version of it :)))

I love Gul'dan as well, though I feel like I'm a bit too trigger happy when it comes to Life TapLife Tap. Have you got any tips about when (not) to tap? I'm never quite able to strike the balance.

CorruptionCorruption build is more reliant on positioning, but is very powerful as well. Try to pay more attention to your position and you will find yourself dealing huge amounts of damage in teamfights.

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21 hours ago, positiv2 said:

I love Gul'dan as well, though I feel like I'm a bit too trigger happy when it comes to Life TapLife Tap. Have you got any tips about when (not) to tap? I'm never quite able to strike the balance.

CorruptionCorruption build is more reliant on positioning, but is very powerful as well. Try to pay more attention to your position and you will find yourself dealing huge amounts of damage in teamfights.

Well it's basically not when to tap but when to use spells, I tend to spam Fel Flame a lot but if it won't hit anyone it's better not to use it, same goes for E, I try and hit it on at least 2 targets in extended team fights. If you aren't getting value out of your spells it means you'll consume life for nothing.

Also I'd take Health stone unless they have extremely scary bursters like li-ming, nova. Against Zagara, enemy tanks and supports it's a battle of attrition, who can last longer. 

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11 hours ago, Fransoa said:

Well it's basically not when to tap but when to use spells, I tend to spam Fel Flame a lot but if it won't hit anyone it's better not to use it, same goes for E, I try and hit it on at least 2 targets in extended team fights. If you aren't getting value out of your spells it means you'll consume life for nothing.

Also I'd take Health stone unless they have extremely scary bursters like li-ming, nova. Against Zagara, enemy tanks and supports it's a battle of attrition, who can last longer. 

To complement, I'd like to note that Gul'dan really shines when he has a pocket healer, particularly Malfurion; their synergy is amazing, as Malfurion sustained healing keeps Gul'dan on his toes, and Innervate means less Life Taps. Also, Entangling Roots makes very easy to hit all of Gul'dan's abilities.

Edited by Valhalen
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Malfurion is always a nice healer to have as Gul'dan.  Auriel is absolutely my favorite though.  You compliment each other so well.  Also, corruption build is focused more on burst damage while Fel Flame is more sustained damage.  Drain Life builds might work at lower ranks if enemies can't interrupt you or lack focus but I'd generally advise against it.

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18 hours ago, hammadroppa said:

Malfurion is always a nice healer to have as Gul'dan.  Auriel is absolutely my favorite though.  You compliment each other so well.  Also, corruption build is focused more on burst damage while Fel Flame is more sustained damage.  Drain Life builds might work at lower ranks if enemies can't interrupt you or lack focus but I'd generally advise against it.

I main Auriel, and they indeed work well. Gul'dan provides quick energy under the effects of Bestow Hope. But I still think Malfurion and Gul'dan are a BFF pair. Auriel works better with bursty heroes with high spike damage, like Jaina, Li-Ming and Kael'thas.

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I'm using this build and I'd like to have some feedback, I'm trying to balance it and have a bit of everything, but the idea is more about sustained damage.
Is the increased area of Pursuit of Flame really worth it? It seems really small and maybe a damage bonus on Corruption is better?

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5 hours ago, Farbas said:

I'm using this build and I'd like to have some feedback, I'm trying to balance it and have a bit of everything, but the idea is more about sustained damage.
Is the increased area of Pursuit of Flame really worth it? It seems really small and maybe a damage bonus on Corruption is better?

Even though 10% radius increase is somewhat small, it means a 21% area increase, which is not that small anymore.

Fel FlameFel Flame can eat through your mana quite easily, and sometimes getting a CorruptionCorruption in there can be difficult without having to tap. This makes the quest rather hard to complete, so it is better to take a 21% area increase over a quest talent that you might not be able to complete. However, if your playstyle allows getting a few CorruptionCorruption casts, feel free to take Echoed CorruptionEchoed Corruption.

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      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 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.

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

       
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