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Heroes of the Storm Gul'dan

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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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      Level 1 Impaling Light REWORK: Impaling Light cooldown is reduced by 2 seconds. REWORK: Impaling Light does 180% more damage to Heroes, reduced by 20% for each additional Hero hit. REWORK: Impaling Light mana cost is reduced from 40 to 30. REWORK: When a Valorous Branded target's Stun ends, Impaling Light's cooldown is reduced by 1 second for each Valorous Brand on the target. Level 7 Blaze of Glory Blaze of Glory delay reduced from 2 seconds to 1.75 seconds. Holy Fervor Molten Armor no longer grants Holy Fervor. Level 20 Heavenly Host ADDED FUNCTIONALITY: All Shields created by Angelic Armaments no longer expire. ADDED FUNCTIONALITY: Swords fired by Heavenly Host Shields can target non-Heroes, but Heroes are prioritized. Molten Wrath NEW TALENT: Molten Armor will now hit two extra targets even if enemy Heroes are in range. Lunara
      Talents
      Level 7 Splintered Spear ADDED FUNCTIONALITY: Now grants 3 stacks of Splintered Spear. A stack is consumed when an extra target is attacked. Can have a maximum of 3 stacks and all stacks can be consumed in a single attack. Level 13 Endless Spores Now also refunds 50 Mana. Level 20 For The Wildlands! NEW TALENT: Thornwood Vine now shoots out 4 additional Vines in an arc. Forest's Wrath Can now be selected with either Heroic. Malthael
      Base
      Wraith Strike [W] Range is increased from 6 to 7. Talents
      Level 4 Black Harvest Quest goal reduced from 180 seconds to 150 seconds. Level 10 Tormented Souls No longer resets the cooldown of Wraith Strike when Tormented Souls ends. Now reduces the cooldown of Wraith Strike to 2 seconds and removes its Mana cost while Tormented Souls is active. Level 20 Reaper of Souls While 2 or more enemy Heroes are in Tormented Souls' radius, its duration does not decay. Zagara
      Talents
      Level 16 Corrosive Saliva Damage reduced from 1.75% to 1.5% of maximum Health. Return to Top
      Bug Fixes
      General
      Fixed an issue with the display priority for the duration bar of Taunt effects. Map
      Battlefield of Eternity Fixed an issue where areas of the map were not covered under Fog of War. Blackheart's Bay Fixed an issue where some Heroes would not be able to path around Healing Fountains. Cursed Hollow Fixed an issue where Hogger could go through unpathable sections of the map. Warhead Junction Fixed an issue where healing fountains were not symmetrical on the map. Heroes
      Alarak Level 16 Lethal Onslaught Fixed an issue that caused Lethal Onslaught to not increase Alarak's Basic Attack damage correctly. Artanis Base Shield Overload [Q] Fixed an issue that caused Shield Overload to not display correctly if empowered by Shield Surge. Arthas Level 10 Summon Sindragosa Can now be cast over the Minimap. Azmodan Level 20 Sin's Grasp Tooltip Updated. Brightwing Base Arcane Flare [Q] Now has a minimum cast range of .05. Level 10 Blink Heal Fixed an issue that caused Blink Heal's trailing images to be visible while Brightwing has no remaining Blink Heal charges. Chen Base Fortifying Brew [Trait D] Fixed an issue that caused Fortifying Brew being instantly destroyed not granting Attack Speed. Fortifying Brew has been added to the Buff Bar. Dehaka Base Burrow [E] Fixed an issue that caused Burrow's visuals to be displaced if Dehaka is launched shortly after Burrow ends. Level 7 Paralyzing Enzymes Fixed an issue that caused Paralyzing Enzymes' duration to not be reduced if Drag ends early. Gazlowe Base Xplodium Charge [E] Now has a minimum cast range of .2. Level 10 Grav-O-Bomb 3000 Now has a minimum cast range of .2. Hanzo Base Sonic Arrow [E] Now has a minimum cast range of .2. Jaina Base Frostbite [Trait] Ice Block's before first use attention indicator is now also removed when Jaina is killed. Johanna Level 4 Eternal Retaliation Updated Eternal Retaliation's visual effect to only be visible to Johanna. Level 10 Blessed Shield Fixed an issue with the display priority for the duration bar of Blessed Shield. Kel'Thuzad Level 13 Chains of Ice Chains of Ice no longer Slows if the Stun is removed. Li-Ming Level 10 Disintegrate Fixed an issue that allowed Disintegrate to be cast while moving. Lt. Morales Base Healing Beam [Q] Fixed an issue that allowed Healing Beam to be cast on multiple targets at once. Level 10 Medivac Dropships Fixed an issue that caused Medivac Reinforcement's indicator beam to point to Lt. Morales' active position instead of where Reinforcements was cast. Malfurion Level 1 Emerald Dreams Emerald Dreams no longer puts Heroes to Sleep if the Root gets removed. Medivh Level 20 Glyph Of Poly Bomb Fixed an issue that allowed Medivh to cast abilities during Raven Form. Mephisto Base Shade of Mephisto [E] Fixed an issue with the display priority for the duration bar of Shade of Mephisto. Level 20 Unspeakable Horror Fixed an issue that caused Unspeakable Horror to Silence twice. Muradin Base Thunder Clap [W] Fixed an issue that caused Thunder Clap's splat to not match the area Thunder Clap hits. Level 4 Thunder Burn Fixed an issue that caused Thunder Burn's damaging area to be smaller than Thunder Clap's area. Fixed an issue that caused Thunder Burn's warning indicator to be inconsistently sized for the area affected. Murky Base Pufferfish [W] Now has a minimum cast range of .05. Orphea Base Shadow Waltz [Q] Fixed an issue that caused Orphea to not dash when moving after hitting an enemy Hero with Shadow Waltz. Ragnaros Level 13 Cauterize Wounds Cauterize Wounds healing is now a singular combined effect each time it heals, instead of a heal effect for each Hero hit. Fixed an issue that caused Cauterize Wounds healing amount to be determined by the damage dealt to the target furthest from the primary Empower Sulfuras target. If Cauterize Wounds is reapplied while already active, any remaining healing will apply over the refreshed duration. Rexxar Base Misha, Charge! [W] Can now be self-cast. Samuro Base Critical Strike [W] Fixed an issue that caused Samuro's Critical Strike stacks to be visible to an enemy Samuro. Sonya Level 10 Wrath of the Berserker Fixed an issue with the display priority for the duration bar of Wrath of the Berserker. Remaining duration indicator is now standalone from Whirlwind's duration indicator. Stukov Base Healing Pathogen [Q] Fixed an issue that caused Healing Pathogen to persist for a brief period after activating Bio-Kill Switch. Sylvanas Base Black Arrows [Trait D] Fixed an issue with the display priority for the duration bar of Black Arrows. Remaining duration indicator is now standalone from Haunting Wave's duration indicator. Level 10 Mind Control Fixed an issue with the display duration for the duration bar of Mind Control. Level 20 Deafening Blast Fixed an issue that caused Deafening Blast to activate off of the center of units instead of their edge. The Lost Vikings Fixed an issue that prevented Olaf from charging while Silenced. Tracer Level 16 Ricochet Now appears as its own entry in the Death Recap. Tychus Base Frag Grenade [W] Fixed an issue that caused Frag Grenade to not apply physics to physics objects when no targets are hit. Valeera Level 16 Assassinate Damage bonus is now additive. Fixed an issue with duration extension. Whitemane Base Searing Lash [E] Can now be self-cast. Return to Top
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    • By Staff
      Game Pass members can now unlock 30 Heroes in Heroes of the Storm for free. Here’s how to claim your in-game perks.
      Game Pass Ultimate and PC Game Pass members are getting a fresh batch of in-game perks this week, and Heroes of the Storm is officially part of the lineup!
      Starting now, subscribers can unlock 30 playable Heroes in Blizzard's free-to-play MOBA just by linking their Battle.net account.
       
    • By Staff
      After extensive PTR testing, Blizzard released a new balance patch and here are the official patch notes.
        
      Our next Heroes of the Storm patch is live! Read on for more information.
      NOTE: Orange text indicates a change between PTR and Live notes.
      Quick Navigation:
      General Balance Update Bug Fixes General
      Updated Homescreen and Startup Music. Updated Shop Bundles and Items. Draft First Round pick timer has been reduced from 40 seconds to 25 seconds. Hero Ban timer has been reduced from 24 seconds to 15 seconds. Hero Pick timer has been reduced from 24 seconds to 15 seconds. Return to Top
      Balance Update
      Heroes
      Auriel
      Base
      Bestow Hope [Trait] Decreased the amount of energy stored from 50% to 40% of damage to non-Heroes. Dehaka
      Base
      Dark Swarm [W] Damage reduced from 52 to 48. Talents
      Level 4 Hero Stalker Essence gain is not increased when hitting more than 2 Heroes. Essence gain now requires Dark Swarm to hit 2 Heroes. Hitting more than 3 Heroes at once no longer grants additional Essence. Lurker Strain Cooldown reduction bonus reduced from 3 seconds to 2 seconds. Level 7 Feeding Frenzy REWORK: Cooldown reduction is now a Gambit bonus, starting from 1.5 second cooldown reduction. Each death lowers this by 0.25, up to 3 times. Paralyzing Enzymes REWORK: Gambit removed. Now reduces Drag's target's healing received by 40% while Drag is active and for 2 seconds after. Level 13 Ferocious Stalker Damage bonus reduced from 60% to 50%. Level 16 Tunnelling Claws Movement speed reduced from 125% to 120%. Level 20 Contagion Now also reduces the damage of Isolation by 60%. Greymane
      Talents
      Level 1 Wolfheart Rework: Now also increases Armor granted by Worgen Form from 10 to 15. Kharazim
      Base
      Health increased from 2027 to 2080. Breath of Heaven [W] Healing increased from 285 to 295. Talents
      Level 4 Air Ally Health increased from 200 to 300. Spell Power increased from 15% to 20%. Level 10 Divine Palm Duration increased from 3 to 4 seconds. Level 13 Sixth Sense Sixth Sense now starts expiring after the Stun expires, instead of as soon as the Stun is applied. Level 20 Epiphany Cooldown increased from 60 to 70. Mana restored increased from 33% to 70%. Lúcio
      Base
      Soundwave [Q] Cooldown increased from 7 seconds to 8 seconds. Mana cost increased from 30 to 45. Talents
      Level 1 Accelerando Time to maximum increased from 4 seconds to 6 seconds. Level 4 Off the Wall REWORK: Now also refunds 15 Mana when hitting an enemy with Soundwave while Wall Ride is active. Level 7 Good Vibrations Duration of Shield increased from 7 seconds to 8.5 seconds. Level 10 High Five Cooldown increased from 20 to 25 seconds. Level 13 Heavy Casters Now also prevents Push Off from hitting multiple targets. Push Off no longer Slows the first Hero hit and instead Stuns them for 0.5 seconds. Level 16 Up the Frequency Cooldown reduction reduced from 0.4 seconds to 0.3 seconds. Up To Eleven Duration bonus from Push Off increased from 0.3 seconds to 0.5 seconds. Duration bonus from Soundwave reduced from 0.3 seconds to 0.25 seconds. REWORK: Hitting Heroes while Amp It Up is not active increases the duration of the next Amp It Up by up to 1.5 seconds. This does not limit the amount able to be gained while Amp It Up is active. Whitemane
      Talents
      Level 1 Inquisitor's Prayer After Basic Attacking an enemy Hero 3 times, Whitemane also gains a stack of Inquisitor's Prayer. Level 13 Scarlet Wrath REWORK: Now also restores .5% Mana to all Zeal targets. Return to Top
      Bug Fixes
      General
      Fixed an issue that caused some effects to not display correctly on the Target Dummy in the Sandbox and Try Mode. Fixed an issue that caused some Movement Speed bonuses to display the incorrect value in the target info panel. Brawl
      Deathwing's Cataclysm no longer starts on Cooldown in Arena Mode. Deadman's Stand Fixed an issue that caused AI to not act. Fixed an issue that caused the Map Mechanic button to not be visible. Garden Arena Fixed an issued that caused the AI to not move. Punisher Arena Fixed an issued that caused the AI to not move. Trial Grounds Fixed an issued that caused the AI to not move. Map
      Braxis Holdout Fixed an issue that caused Archangel's visual effects to register as a pingable object. Volskaya Fixed an issue that caused the Triglav Protector's Shield Emitter Shields granted to allies to increase the Pilot's Self Healing score when absorbing damage. Heroes
      Abathur Level 10 Ultimate Evolution Clones of Kharazim that have selected Insight now treat the quest as completed. Alarak Level 10 Counter-Strike Now increases Alarak's Self Healing score for damage it absorbs. Ana Base Aim Down Sights [Trait] Fixed an issue that caused Aim Down Sight's Healing Dart bonus to last after Aim Down Sights has ended. Activating Aim Down Sights will now also Dismount Ana from the Toy Train. Azmodan Base Summon Demon Warrior [W] Fixed an issue that caused Azmodan's Demon Warrior's aura damage to not behave similar to other aura damage effects. Brightwing Base Soothing Mist [Trait] Fixed an issue that caused Smoothing Mist to activate around Brightwing when in Stasis. Dehaka Fixed an issue where Basic Attack's would potentially not consume evade stacks if attacking within .25 seconds of Drag ending. Jaina Level 16 Snowstorm Fixed an issue that caused Snowstorm's bonus to not apply correctly. Kael'thas Level 7 Sunfire Enchantment Fixed an issue that caused an active Sunfire Enchantment Spell Power buff to be removed when Kael'thas is killed. Kharazim Level 10 Divine Palm Fixed an issue that caused Divine Palm's Stasis to remove Damage Over Time effects from Kharazim. Fixed an issue that caused Divine Palm to not remove negative effects that were applied alongside the triggering effect. Greymane Level 4 Insatiable Fixed an issue that caused Human Form Basic Attacks to trigger Insatiable twice. Leoric Base Drain Hope [W] Fixed an issue that caused Stasis on Leoric or Drain Hope's target to not break Drain Hope. Li Li Fixed an issue that caused Water Serpent to move at a reduced speed. Level 4 Surging Winds Fixed an issue that caused an active Surging Winds buff to be removed when Li Li is killed. Li-Ming Level 1 Power Hungry Fixed an issue that caused an active Power Hungry buff to be removed when Li-Ming is killed. Lúcio Level 7 Good Vibrations Fixed an issue that caused Good Vibrations to not gain Shields from Soundwave hitting Neutral Mercenaries. Lunara Level 10 Leaping Strike Fixed an issue that caused Leaping Strike to stall game logic. Malthael Level 1 Fear The Reaper Fixed an issue that caused Fear the Reaper's duration indicator to not be tied to the ability button. Stitches Base Hook [Q] Fixed an issue that caused Hook to not reveal their caster if the Hook is visible. Tassadar Base Shock Ray [Q] Fixed an issue that caused Shock Ray to not reveal their caster if Shock Ray is visible. The Butcher Fixed an issue that allowed The Butcher to disjoint while collecting Fresh Meat. The Lost Vikings Fixed an issue that caused Longboat to move at a reduced speed. Tychus Level 20 Focusing Diodes Now grants an additive damage bonus. Tyrael Level 13 Law and Order Fixed an issue where maximum bonus was capped at 4 allied Heroes. The cap has been increased to 15. Whitemane Level 10 Divine Reckoning Updated Divine Reckoning's mana restoration based off of damage dealt to display only one instance of floating text. Zul'jin Level 20 Forest Medicine Selecting Forest Medicine will no longer interrupt an ongoing Regeneration channel. Return to Top
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