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Climbing from Bronze 5 to Grand Master with Nostromia!

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Ever wondered how difficult it might be to climb from Bronze 5 to Grand Master in HoTS? This Russian streamer has decided to undertake the task, while only solo queuing the whole way!

The streamer in question is none other than Nostromia, a Russian streamer that normally plays at the Grand Master level. She managed to grab herself a low MMR account and is attempting to show that it's possible to climb from Bronze 5 all the way to Grand Master. 

The Reddit post over on /r/heroesofthestorm which really highlighted her stream has described her progress as follows:

  • She has a nearly 100% win-rate, with a score of 42-1.
  • She is currently in the Silver leagues.
  • Her main heroes played are Falstad and Zagara.
  • While she has a limited grasp of English, she uses simple commands to communicate with other players that are not Russian.

If you're interested in watching her climb, you can always check out her stream at twitch.tv/nostromiagaming.

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Yeah, its possible because she's already a grand master skill level player.  It still isn't possible for a Bronze 5 skill level player to make it to grand master, that's the whole point of the mmr and rankings... 

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24 minutes ago, Estelise said:

Yeah, its possible because she's already a grand master skill level player.  It still isn't possible for a Bronze 5 skill level player to make it to grand master, that's the whole point of the mmr and rankings... 

She's mainly doing it to dispel the myth that like.. "it's impossible to carry in HoTS because that role doesn't exist". These sort of things. It's also going to give us an average number of wins in order to level up through each rank and so on. It will be REALLY useful for collecting data in my opinion, data that will help a lot of players.

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No one said it's impossible to climb from bronze to grand master when you can actually carry your team cause you have the skill, the problem is that a good player with good skills that can see where the team is failing but can't carry them is not able to climb the ladder, because he plays or matched up with players that can't see their fault

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I highly doubt she can do this. However, I hope she does. It will give me hope. I have many Hero's friends that reach a rank and then just go down, down, down. I cheer for them, gain hope, and then lose it. 

 

 

And I have many proofs with words that 'prove' MMR hell. I hope to have doubt about my arguments with some empirical data. 

 

Sincerely, I am smiling and excited about her success. And I have been defending MMR hell vigorously. 

 

 

There may be a point however, after a single player's skill cannot overcome the lack of skill in his/her four teammates. Nonetheless, that record is impressive. 

Edited by greatCraft
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2 hours ago, mnime said:

No one said it's impossible to climb from bronze to grand master when you can actually carry your team cause you have the skill, the problem is that a good player with good skills that can see where the team is failing but can't carry them is not able to climb the ladder, because he plays or matched up with players that can't see their fault

This was actually one of the biggest criticisms of HoTS - it's not possible to carry because a carry doesn't exist, due to a lack of items, such as a heavily farmed ADC in LoL.

Not saying I agree with this, that is.

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54 minutes ago, Blainie said:

This was actually one of the biggest criticisms of HoTS - it's not possible to carry because a carry doesn't exist, due to a lack of items, such as a heavily farmed ADC in LoL.

Not saying I agree with this, that is.

True, scratch that part where I said "no one".

It is possible but don't you think good players with high skill cap should play in high leagues even if they can't carry a team?

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9 minutes ago, mnime said:

True, scratch that part where I said "no one".

It is possible but don't you think good players with high skill cap should play in high leagues even if they can't carry a team?

For sure. I think it's interesting to see her play in the lower leagues too though. Not only from a results point of view (25 games to go from Bronze to Silver, for example), but to see what really separates the players.

When you watch her play Falstad, the Bronze players have no idea what is going on when she jumps over the walls and gusts them straight into her team. You can see that those plays are what allow her to carry, regardless of her having items or not. Those plays can literally create a win for a team.

It's a different kind of entertainment from watching top players I think. It's going to be one-sided for sure. On a normal day, I definitely think GMs should play GMs, Gold should play Gold etc., but I definitely want to see this played out. 

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4 hours ago, greatCraft said:

I highly doubt she can do this. However, I hope she does. It will give me hope. I have many Hero's friends that reach a rank and then just go down, down, down. I cheer for them, gain hope, and then lose it. 

 

 

And I have many proofs with words that 'prove' MMR hell. I hope to have doubt about my arguments with some empirical data. 

 

Sincerely, I am smiling and excited about her success. And I have been defending MMR hell vigorously. 

 

 

There may be a point however, after a single player's skill cannot overcome the lack of skill in his/her four teammates. Nonetheless, that record is impressive. 

I also believe in MMR Hell, 

Because matchmaking greatly depends on "Luck", if you're a lucky guy, you get decent players, if you're unlucky like me, you play your placement, start in D4 and then you go up to D1, but then you keep getting afkers, troll pickers, ragers. The question is why is it just me that gets trolls in my team? and the answer is Luck! I'm unlucky.

And this MMR hell affects all of blizzard's games, even in Overwatch I tried solo queue, got placed in rank 61 after placements and now I'm 35... and I swear to God half of my loses are because of leavers and people who keep playing Ana with a bad comp or Genji without any skill, even if you beg them to change, they don't.

 

And the thing that frustrates me more than anything is that, is my skill cap really this low? I can vividly see where the team is failing but my teammates can't, how is it that I'm teamed up with them?

Edited by mnime

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7 hours ago, mnime said:

I also believe in MMR Hell, 

Because matchmaking greatly depends on "Luck", if you're a lucky guy, you get decent players, if you're unlucky like me, you play your placement, start in D4 and then you go up to D1, but then you keep getting afkers, troll pickers, ragers. The question is why is it just me that gets trolls in my team? and the answer is Luck! I'm unlucky.

And this MMR hell affects all of blizzard's games, even in Overwatch I tried solo queue, got placed in rank 61 after placements and now I'm 35... and I swear to God half of my loses are because of leavers and people who keep playing Ana with a bad comp or Genji without any skill, even if you beg them to change, they don't.

And the thing that frustrates me more than anything is that, is my skill cap really this low? I can vividly see where the team is failing but my teammates can't, how is it that I'm teamed up with them?

I feel like MMR hell is often seen in the wrong way. People seem to think MMR hell is like, OMG IF IT WERENT FOR THESE SHIT PLAYERS I'D BE GRAND MASTER EASY.

That's not what we're saying. I'm not saying I'd be a GM, BUT I am saying that I could comfortably pull my weight in a team that is a few ranks above me. I just can't reach that level because I'm not good enough to carry those that can't pull their weight at my current level. 

I agree about OW too. Ana shouldn't have been allowed in this season of comp IMO. 

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3 hours ago, Blainie said:

That's not what we're saying. I'm not saying I'd be a GM, BUT I am saying that I could comfortably pull my weight in a team that is a few ranks above me. I just can't reach that level because I'm not good enough to carry those that can't pull their weight at my current level. 

This, 100%.  It's nice to see someone looking at it this way, because I feel like that is exactly where I am.  I am by no means a GM, but can definitely pull my weight when I play with teams above my hero league rank.  The thing is that when I play HL, yes I can see the mistakes that my teammates are making, but my personal play isn't good enough to completely make up for them.  Just because I play well and don't make those mistakes doesn't mean the other players are the only thing holding me back.  Maybe someday I'll get good enough to carry teams and make amazing play after amazing play, but until that time I'll keep up the grind!

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No doubt, it is possible to climb, but:

1 game with afkler/troller/feeder/etc , trades with another game you won. So 2 matches and about 40-60minutes game time is lost. If it is a uprank or downrank game you lose an additional game you won. 60-80 minutes game time lost and 3 matches wasted.

 

My badest streak was 5 matches with afkler in a row and in addition 2 matches with troll picks.

A week or more of hardwork totally wasted and loosing 2 ranks.

 

Can you carry with a bot/feeder/troller/afkler on silver? I doubt it MMR hell stands for running in circles, the good old "Hell League"

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9 hours ago, ghostdeini said:

This, 100%.  It's nice to see someone looking at it this way, because I feel like that is exactly where I am.  I am by no means a GM, but can definitely pull my weight when I play with teams above my hero league rank.  The thing is that when I play HL, yes I can see the mistakes that my teammates are making, but my personal play isn't good enough to completely make up for them.  Just because I play well and don't make those mistakes doesn't mean the other players are the only thing holding me back.  Maybe someday I'll get good enough to carry teams and make amazing play after amazing play, but until that time I'll keep up the grind!

It's the biggest misconception about MMR hell for sure. It happens in both HoTS and OW, but it seems the only way to fix it is play in a party. It sucks.

46 minutes ago, Skund said:

1 game with afkler/troller/feeder/etc , trades with another game you won.

This is always terrible. I hate it when someone refuses to play properly and just feeds because your team doesn't want them to first pick Nova, or pick a hero into a counter. It's really annoying. 

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I think there is a workaround for this, there is a very good skill rating measurement system in overwatch, and blizzard keeps telling the community that they like the idea and they want to add it to heroes too.

Let's say it happens. It's not that hard to figure out the skill of a player, am I wrong? I mean in Overwatch you're either helping your team by doing damage, blocking damage, healing or taking objective. The same can be done for HotS. In heroes you're either doing damage which involves poking and team fights or pushing lanes, as a tank you're taking damage and also dealing some, as a support you heal, and all can participate in objectives, someone who does very low damage, doesn't help much on objectives, die many times and maybe afk once in a while to type and flame teammates :D MUST be in the lowest MMR among players, this player MUST lose MMR regardless of his team's defeat. because he's just bad and toxic! This way not only you see players of same skill level after a month, but you also know that if someone flaming or trolling he will lose MMR and eventually end up in lower leagues. 

This way you know if you wanna rank up, you need to stop feeding (which makes players play more safe, is awesome!) you need to help objectives at all times unless you're helping your team more than that by pushing lanes (Like Abathur, although every time I play abathur I always hide in a bush near minions to get the xp for team, locusts push passively and I help objective with symbiotic, I hate Murky players who ignore objectives completely!!) , you need to deal enough damage, heals to help your team (You can say doing huge amounts of damage is way easy with Nazeebo compared to Murky, but the system can give more value to that amount of damage you deal when the enemy dies within 5 seconds. Or landing a very good CC can be a big score too.)  Just like in Overwatch when you see a D.Va with a perfect ult which kills 4 and wins the match for her team and gets the play of the match, This can happen in Heroes, the engine sucks but they can work on it.

 

TL:DR - We need a system that can rate your skill after each game based on your damage dealt, healing done, damage taken and objective time. And this system's score should affect your MMR directly. If you Troll you lose MMR regardless of the outcome of the match.

Edited by mnime

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10 hours ago, mnime said:

I think there is a workaround for this, there is a very good skill rating measurement system in overwatch, and blizzard keeps telling the community that they like the idea and they want to add it to heroes too.

Let's say it happens. It's not that hard to figure out the skill of a player, am I wrong? I mean in Overwatch you're either helping your team by doing damage, blocking damage, healing or taking objective. The same can be done for HotS. In heroes you're either doing damage which involves poking and team fights or pushing lanes, as a tank you're taking damage and also dealing some, as a support you heal, and all can participate in objectives, someone who does very low damage, doesn't help much on objectives, die many times and maybe afk once in a while to type and flame teammates :D MUST be in the lowest MMR among players, this player MUST lose MMR regardless of his team's defeat. because he's just bad and toxic! This way not only you see players of same skill level after a month, but you also know that if someone flaming or trolling he will lose MMR and eventually end up in lower leagues. 

This way you know if you wanna rank up, you need to stop feeding (which makes players play more safe, is awesome!) you need to help objectives at all times unless you're helping your team more than that by pushing lanes (Like Abathur, although every time I play abathur I always hide in a bush near minions to get the xp for team, locusts push passively and I help objective with symbiotic, I hate Murky players who ignore objectives completely!!) , you need to deal enough damage, heals to help your team (You can say doing huge amounts of damage is way easy with Nazeebo compared to Murky, but the system can give more value to that amount of damage you deal when the enemy dies within 5 seconds. Or landing a very good CC can be a big score too.)  Just like in Overwatch when you see a D.Va with a perfect ult which kills 4 and wins the match for her team and gets the play of the match, This can happen in Heroes, the engine sucks but they can work on it.

 

TL:DR - We need a system that can rate your skill after each game based on your damage dealt, healing done, damage taken and objective time. And this system's score should affect your MMR directly. If you Troll you lose MMR regardless of the outcome of the match.

Problem is, these things aren't always useful. Let's take two scenarios, both in the same game.

  1. Bastion is on defense and does nothing but fire straight into Mei's Ice Wall and Reinhardt's shield. He kills nobody, but has 5 times more damage than anyone else on his team. 
  2. Tracer is on attack, she barely kills anyone, but she manages to keep overtime going continuously, but dies very quickly on the point. It's enough to let her team get back onto the point and fight though.

By damage done, the Bastion is doing loads. In reality, he never touches the point and pads his damage constantly. Tracer will be shown by medals and numbers to be doing less, but she is way more useful to her team. 

I think it's a lot more difficult to make it work than we think. In HoTS, a warrior could sit there, suicide 15 times and take loads of damage. So by the warrior stat, he's doing well, but he's not contributing. What about a warrior that takes less damage, but doesn't die? Is he better or worse? What if the 15 deaths are instead incredibly important, allowing his team to win the team fight?

I really think it's insanely hard to calibrate these systems properly to discern between good and bad players, especially when the metrics measure a good and bad player in the same way. Loads of deaths could be a terrible player feeding or a good player sacrificing themselves to let their team win.

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10 hours ago, Blainie said:

Problem is, these things aren't always useful. Let's take two scenarios, both in the same game.

  1. Bastion is on defense and does nothing but fire straight into Mei's Ice Wall and Reinhardt's shield. He kills nobody, but has 5 times more damage than anyone else on his team. 
  2. Tracer is on attack, she barely kills anyone, but she manages to keep overtime going continuously, but dies very quickly on the point. It's enough to let her team get back onto the point and fight though.

By damage done, the Bastion is doing loads. In reality, he never touches the point and pads his damage constantly. Tracer will be shown by medals and numbers to be doing less, but she is way more useful to her team. 

I think it's a lot more difficult to make it work than we think. In HoTS, a warrior could sit there, suicide 15 times and take loads of damage. So by the warrior stat, he's doing well, but he's not contributing. What about a warrior that takes less damage, but doesn't die? Is he better or worse? What if the 15 deaths are instead incredibly important, allowing his team to win the team fight?

I really think it's insanely hard to calibrate these systems properly to discern between good and bad players, especially when the metrics measure a good and bad player in the same way. Loads of deaths could be a terrible player feeding or a good player sacrificing themselves to let their team win.

Very good point. 

Giving more value to the damage heroes deal within 5 seconds of a kill or assist is a good idea for the first scenario IMO. Nazeebo's poke, Bastion's wall/shield damage are not completely wasted but an assist is way more valuable and could get a multiplier.

Dying in HotS more than a few times just hurts your team no matter what. I remember someone suggested for tanks that if the death was within a few seconds of team fight (atleast 4 members of team are dealing damage to heroes) or objective battle (atleast 4 members of the team presence near the objective), it means he died for a reason. This way tanks who just jump in and engage 1v5 and die without waiting for their teammates or their healer to help them are considered feeders.

It would be a really complicated code. But since I remember, any game that had a matchmaking system suffered from this exact problem. The code needs to be smart and there are a lot of workarounds, I think Blizzard developers are smart enough to write it, don't you think?

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On 7/31/2016 at 0:43 AM, mnime said:

Very good point. 

Giving more value to the damage heroes deal within 5 seconds of a kill or assist is a good idea for the first scenario IMO. Nazeebo's poke, Bastion's wall/shield damage are not completely wasted but an assist is way more valuable and could get a multiplier.

Dying in HotS more than a few times just hurts your team no matter what. I remember someone suggested for tanks that if the death was within a few seconds of team fight (atleast 4 members of team are dealing damage to heroes) or objective battle (atleast 4 members of the team presence near the objective), it means he died for a reason. This way tanks who just jump in and engage 1v5 and die without waiting for their teammates or their healer to help them are considered feeders.

It would be a really complicated code. But since I remember, any game that had a matchmaking system suffered from this exact problem. The code needs to be smart and there are a lot of workarounds, I think Blizzard developers are smart enough to write it, don't you think?

If anyone can do it, I hope Blizzard can :P It would make me so happy when playing both OW and HoTS

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On 30/07/2016 at 1:32 PM, Blainie said:

Problem is, these things aren't always useful. Let's take two scenarios, both in the same game.

  1. Bastion is on defense and does nothing but fire straight into Mei's Ice Wall and Reinhardt's shield. He kills nobody, but has 5 times more damage than anyone else on his team. 
  2. Tracer is on attack, she barely kills anyone, but she manages to keep overtime going continuously, but dies very quickly on the point. It's enough to let her team get back onto the point and fight though.

By damage done, the Bastion is doing loads. In reality, he never touches the point and pads his damage constantly. Tracer will be shown by medals and numbers to be doing less, but she is way more useful to her team. 

I think it's a lot more difficult to make it work than we think. In HoTS, a warrior could sit there, suicide 15 times and take loads of damage. So by the warrior stat, he's doing well, but he's not contributing. What about a warrior that takes less damage, but doesn't die? Is he better or worse? What if the 15 deaths are instead incredibly important, allowing his team to win the team fight?

I really think it's insanely hard to calibrate these systems properly to discern between good and bad players, especially when the metrics measure a good and bad player in the same way. Loads of deaths could be a terrible player feeding or a good player sacrificing themselves to let their team win.

I think the way around this in terms of coding and understanding would be to perhaps divide role stat by death, to assess true value of a player.  For example:

Player 1. Dying 10 times and doing 100, 000 damage might be made to look like a great player cos of the high damage but like you say,  those 10 deaths could mean that to get that 100, 000 damage,  the team have suffered missing objectives and such and lost the game

Whereas,

Player 2. Someone who did 70, 000 who died 3 times technically did less damage would be possibly judged as the inferior player 

Now for some basic maths 

1. 100, 000 divided by 10 is 10, 000

2. 70, 000 divided by 3 is 23, 333

With this we can now see that player 2 performed a lot better even though the role was less.  This is incredibly simplified however I think it's a starting point for a new approach. 

 

Same goes for xp

Take the xp and divide by deaths and you can find an effectiveness statistic

 

You can even go one further to combine these two statistics 

 

Role ÷ deaths + experience ÷ deaths = X 

Then divide x by 2 because you quantified 2 different stats 

 

With enough thought you could find out so much about the value of a player from this method alone

 

Ultimately its a team game that's won or lost on decisions but we already have systems in place (MVP),  we could just make them more sophisticated 

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On 12/22/2016 at 2:38 PM, Lakecide said:

With enough thought you could find out so much about the value of a player from this method alone

The issue is, as soon as deaths become important as a stat, people will play differently. It's why they currently aren't ranked for medals.

There are times when I would rather have someone swap to Tracer and suicide 5 times, but reset the Overtime timer 5 times, as opposed to a Widowmaker that gets 2 kills, but watches as we lose due to not resetting the timer. 

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      Create your favorite talent builds Players can pick their favorite talents on the talent panel from Hero select or draft screen. In order to favorite a talent, simply click the talent. Once it's selected, you can click the talent again to unselect it. Players can create up to 3 builds per each Hero and can activate one build at a time. To switch to a different build, click the build buttons shown on the top of the talent panel. If any significant change happens to a talent tier due to a balance patch, the selection for the tier will be reset. Share your favorite builds You can generate a hyperlink for a talent build by clicking the cog menu next to talent build buttons on the Hero select screen. If you paste this link on the chat, it shows as a hyperlink in the chat history. If you left click the link, it shows the preview of the talent build. By right clicking the link, you can copy the link to your clipboard or directly save it to your Hero's corresponding build slots. The format of the talent hyperlink is as follows. [T1231231,Lucio] In-Game & End of the match screen A favorited talent will display a favorite icon on top of it. You can switch the build in the middle of the game based on your strategy. For the future tiers, you can adjust your favorites by clicking the talent button in the same way you would do in the Hero select screen. All changes made in game are saved. After game ends, you can use the cog menu on the talent tab to copy other players' talent builds. Storm League
      Matchmaking Changes for GM & Masters Master and Grand Master players are no longer restricted to queuing with only one other player. Master and Grand Master players are no longer restricted to queuing with players who are within 5000 ranked points. Made some changes to matchmaking rules that should improve the quality of matches for Master and Grand Master players. Experience
      Floating Combat Text for experience earned from killing blows now has a unique purple color and displays at the position of the killed unit. Floating Combat Text from experience earned from Experience Globes remains unchanged. Experience Globes
      Pickup Radius increased from 1.5 to 1.75. Experience Globes that are actively travelling to a Hero will attempt to follow more closely. US Region Selection
      After looking at the causes for North American players' longer wait times and instances of not queuing together, we are bundling matchmaking for our US regions together. This will only happen for players if they have good pings to both sites, and our simulations have shown that we can create better games faster this way. If you don't experience this, please let us know! Return to Top
      Collection
      Many seasonal items will be returning to the collection, and will be available for crafting and in Loot Chests for a limited time!
      New Bundles (Limited Time Only!)
      Fragments of the Dark Nexus Bundle Dark Nexus Harbingers Bundle Dark Nexus Deathwing Bundle Dark Nexus Fenix Bundle Dark Nexus Tassadar Bundle Dark Nexus Beast Pack Caldeum Complex Bundle New Skins
      The following skins will be available for a limited time: Dark Nexus Deathwing Shattered Dark Nexus Deathwing Forgotten Dark Nexus Deathwing Awakened Dark Nexus Deathwing Astral Dark Nexus Deathwing Dark Nexus Fenix Imperial Dark Nexus Fenix Awakened Dark Nexus Fenix Eldritch Dark Nexus Fenix Astral Dark Nexus Fenix Dark Nexus Tassadar Forgotten Dark Nexus Tassadar Awakened Dark Nexus Tassadar Eldritch Dark Nexus Tassadar Astral Dark Nexus Tassadar Dark Nexus Gul’dan Entropic Dark Nexus Gul’dan Sadistic Dark Nexus Gul’dan Dark Nexus Alarak Astral Dark Nexus Alarak Awakened Dark Nexus Alarak New Mounts
      The following mounts will be available for a limited time: Dark Nexus Beast Shattered Dark Nexus Beast Forgotten Dark Nexus Beast Wild Dark Nexus Beast Awakened Dark Nexus Beast Astral Dark Nexus Beast Astral Dark Nexus Hound Awakened Dark Nexus Hound Astral Dark Nexus Manta Awakened Dark Nexus Manta New Content
      Several new portraits, sprays and other items have been added to the collection for a limited time! Return to Top
      Heroes
      Tassadar Rework

      Trait
      Resonance Beam Tassadar’s Basic Attack is a long range channeled beam that deals 14 damage every .25 seconds and Slows its target for 10%. While channeling, your Basic Attack damage and Mana Regeneration increase by 25% a second, to a maximum of 100% bonus. While fully charged, gain an additional 3 mana per second. This bonus is lost after 6 seconds of not channeling. Basic Abilities
      Shock Ray [Q] After a .375 second cast, channel a fast moving electric beam that deals 280 damage and slows all enemies in a line by 25% for 2 seconds. Mana: 55 Mana. Cooldown: 7 seconds. Psionic Storm [W] Create a storm of psionic energy at the targeted location, dealing 38 damage every .5 seconds to enemies within its area for 3 seconds. This damage increases by 10% for each consecutive hit, to a maximum of 50% increased damage. Mana: 60 Mana. Cooldown: 8 seconds. Force Wall [E] After a .5 second delay, create a wall that blocks all units from moving through it for 2 seconds. Mana: 70 Mana. Cooldown: 21 seconds. Heroic Abilities
      Archon [R1] Transform into a powerful Archon, gaining 40% of your maximum health as a shield and empowering Basic Attacks for 12 seconds. Empowered Basic Attacks deal more damage, splash in a small area, and reduce the Spell Armor of Heroes by 20 for 2 seconds. While in Archon form, Resonance Beam is fully charged. Mana: 100 Mana. Cooldown: 90 seconds. Black Hole [R2] After a .5 second cast, launch a Black Hole that travels in a long line. While travelling, the Black Hole quickly pulls enemy Heroes towards its center. Touching the center deals 310 damage and stuns for 1.25 seconds. Mana: 80 Mana. Cooldown: 70 seconds. Talent
      Level 1 Static Charge [Q] Quest: Heroes hit by Shock Ray permanently increase its damage by 4 and grant 33% Resonance Beam charge. Maximum of 200 additional damage. Psi-Infusion [W] Increase Psionic Storm’s range by 33%. Each non-structure enemy hit by Psionic Storm restores .5 mana, increased to 5 against Heroes. Khaydarin Amulet [Trait] Quest: Resonance Beam charges 50% faster. Reward: After remaining at full charge for 80 seconds, Resonance Beam bounces to hit 1 additional target for 50% damage. Reward: After remaining at full charge for 160 seconds, Resonance Beam bounces to hit 2 additional targets for 50% damage. Level 4 Induction [Q] Casting Shock Ray increases Tassadar’s move speed by 15% for 3 seconds. If an enemy Hero is hit, increase this bonus by 10%. Electric Fence [E] Enemies near Force Wall take 46 damage every .5 seconds and are slowed by 35%. Plasma Shield [Trait] While Resonance Beam is fully charged, gain a shield equal to 3% of max health every second. Stacking up to 15% maximum health. Level 7 Beam Alignment [Q] When Resonance Beam is fully charged, your Basic Attack range is increased by 1 and the cooldown of Shock Ray refreshes 100% faster. Psionic Echo [Q/E] Casting Psionic Storm causes your next Shock Ray within 3 seconds to cost 30 mana and create a Psionic Storm on the first Hero it hits. Arc Discharge [Trait] After reaching full charge, the next instance of Resonance Beam damage creates a Psionic Storm at the target’s location. This effect has a 20 second cooldown that decays twice as fast while Resonance Beam is at full charge. Level 13 Feedback [W/Trait] On targets afflicted with Psionic Storm, Resonance Beam’s slow is increased to 60% and it also reduces Physical Armor by 25. Shadow Walk [Active] Activate to gain unrevealable Stealth, 40% movement speed and 25 Armor for 1.5 seconds. 60 second cooldown. Can be cast while channeling Shock Ray or Black Hole. Oracle [Active] While stationary, gain 30 Spell Armor for .75 seconds and heal for 12 health each second. Activate to channel for up to 4 seconds, revealing a gradually increasing area anywhere on the map. 45 second cooldown. Level 16 Thermal Lance [Q] The first enemy Hero hit by Shock Ray takes 8% of their maximum health as damage. Psychic Shock [W] Psionic Storm deals damage 25% faster. Executor’s Will [Active] Activate to gain full Resonance Beam charge, 15 Spell Power, and cause Ability cooldowns to refresh 25% faster. This effect lasts as long as Resonance Beam is fully charged. 60 sec cooldown. Level 20 Twilight Archon [R1] Basic Attacks while in Archon form increase its duration by 2 seconds. Kugelblitz [R2] Each Hero hit by Black Hole creates a Psionic Storm at their location. Force Barrier [E] Increases the range of Force Wall by 50%, its duration by .5 seconds, and reduces its cooldown by 10 seconds. Khala’s Gift [Passive] Gain 4 spell power for yourself and each nearby ally Hero, up to 20. Your total bonus is shared with all contributing allies. Xul

      Base
      Health reduced from 2200 to 2080. Health Regeneration reduced from 4.58 to 4.33. Return to Top
      Bug Fixes
      General
      Toy Train Mount Worgen Greymane, Metamorphosis Illidan, Dragonqueen Alexstrasza, Odin Tychus, and Archon Tassadar can no longer mount as a caboose on the Toy Train. Heroes
      Fixed an issue where various Physical Armor buffs were not appropriately reducing damage from non-Heroic targets. Arthas Army of the Dead Ghouls no longer stop following Arthas when affected by certain abilities. Deathwing Deathwing's Energy tooltip while in Dragonflight now is correctly called Energy instead of Mana. Garrosh Fixed an issue where Garrosh would fail to throw moving targets. Imperius Imperius' Flash of Anger will now properly trigger if it kills a target. Clarified Flash of Anger's tooltip to reflect that it deals damage to the target as well as all targets around them. Fixed an issue where players were unable to issue attack commands while using Celestial Charge, causing them to auto-acquire nearby targets. Nazeebo Crowd Control effects on Nazeebo's Zombie Wall with Dead Rush no longer causes Zombie Wall to become unresponsive. Stukov Fixed an issue where Weighted Pustule was removed by Unstoppable. Tracer Fixed an issue where Tracer's A.I. would sometimes stop using her weapons to auto-attack targets. Xul Fixed an issue where Corpse Explosion did not link to an ability in the Death Recap. Zarya Zarya's To the Limit no longer causes Zarya's weapon beam to appear shorter at certain energy levels. Return to Top
      Tassadar has been reworked and there's a new Nexus Anomaly coming in the latest patch.
    • By Stan
      It's time for a new event or Hero to enter the Nexus and Blizzard today posted the first teaser on Twitter with Orphea's father Oberon, the Raven Lord.
      Do you think we'll see another Nexus-born Hero next or what does the Raven Lord have to do with the Greek Gods event?
      Placeholder for tweet 1246858177510924291
    • By Stan
      This week's brawl is Braxis Outpost. It comes with disabled Hearthstones and no healing at spawn.  As with every brawl, the goal is to destroy the enemy Core to claim victory and you will receive a New Toy Chest after playing three games.
      Blizzard (Source)
      This week’s Heroes Brawl is Braxis Outpost! A single-lane battleground set in the Koprulu Sector, it will be up to your team to survive in the lane and take down the enemy core, without the aid of Hearthstone or their Hall of Storms. Good luck, have fun!
      Rules:
      Shuffle Pick Choose from one of three randomly selected Heroes before entering the battle on Braxis Outpost. Be quick about it though, you only have 30 seconds to choose! ARAM Rules Players cannot use Hearthstone Players do not heal at their starting location. (Hall of Storms) Cores have no shields Mercenary Camps Braxis Outpost features two mirrored Goliath & Raven mercenary camps. Be the first team to take down the enemy Core to claim victory! Rewards:
      Complete three matches of Braxis Outpost to earn a New Toy Chest! Find out more about the Heroes Brawl game mode on our Heroes Brawl site; and as always, you can find more information on this week’s Brawl by clicking the Brawl Info button at the bottom of the play screen when preparing to queue for the Brawl game mode.
    • By Stan
      Here come the April Fools PTR patch notes that were posted on the official forums by Sami. The amount of time spent on them to make them look legit is really crazy and I can very well imagine some of the changes going live in the game. Read on for details!
      Blizzard (Source)
      Our next Heroes of the Storm patch has just hit the Public Test Realm and will be available for playtesting until April 8th. 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:
      New Hero: Mercy Nexus Anomalies General Heroes Bug Fixes
      New Hero: Mercy (Healer)
        A guardian angel to those who come under her care, Dr. Angela Ziegler is a peerless healer, a brilliant scientist, and a staunch advocate for peace.
      Valkyrie Armor [Trait]
      Regenerate 2% of your maximum Health per second after not taking any damage for 4 seconds. Healing Stream [Q]
      Heal an ally for 100 Health per second as long as they are in range. Reactivate to switch targets, or activate your Trait to cancel channeling. Mercy cannot Basic Attack or use Guardian Angel while channeling and 1 second after stopping so. Damage Amplifier [Q]
      Grant an ally 25% attack speed and 10% Spell Power as long as they are in range. Reactivate to switch targets, or activate your Trait to cancel channeling. Mercy cannot Basic Attack or use Guardian Angel while channeling and 1 second after stopping so. Caduceus Staff [W]
      Change between one of the two abilities for Mercy’s Caduceus Staff.
      Healing Stream: Heal an ally for 100 Health per second.
      Damage Amplifier: Grant an ally 25% attack speed and 10% Spell Power.
      Guardian Angel [E]
      Mercy flies towards a heroic target passing through all enemy units. Cannot pass through terrain. Mass Resurrection [R1]
      Channel for 2.5 seconds, reviving all nearby fallen spirits of dead allies back to half of their health, each fallen spirit that gets revived increases Mass Resurrection cooldown by 150 seconds up to 600 seconds. Mercy can use Guardian Angel to fly toward fallen spirits, while channeling for 2.5 seconds Mercy is revealed and has 25 reduced armor taking 25% more damage. [Passive] Each time Mercy heals or amplifies damage reduce Mass Resurrection max cooldown by 0.4%. Valkyrie Mode [R2]
      For the next 10 seconds, Guardian Angel recharges 200% faster and Caduceus Staff spreads to nearby allies from the primary target, secondary targets receive half of the effects of the current Caduceus Staff mode. Return to Top

      Nexus Anomalies
      Nexus Anomalies are seasonal gameplay changes that directly affect all game modes in Heroes of the Storm. These events will last the entire season, allowing us time to receive feedback on them. Depending on this evaluation, some of them may become permanent additions to the game, while others may just be a limited time event.
      The second Nexus Anomaly has arrived! In order to make game experiences better for the majority, we’re changing how Quick Match works since its our current most played mode. Players will no longer be able to queue to any hero they desire and instead play Unranked draft.
      Quick Match
      Renamed to Draft Match. Players will no longer be able to queue with any hero they want, instead they will be sent to a draft where they have to pick their heroes before the game starts. Unranked
      Removed. Return to Top

      General
      The victorious team is now rewarded with 10 Shards on top of the previous rewards, vs AI and Brawl matches grant 5 shards. Toys 2 Event
      Toys 2 Event has been extended to April 28, 2020, PT. Storm League
      Players who are Master and higher can play solo only. Players who are Diamond can play in a group of 2. Players who achieve Bronze 5 with 0 scored points will be unable to play Storm League for a week, afterwards they are automatically set to Bronze 3, doing so multiple times would increase the duration to Permanent. Design
      2+ Vehicles & type-heroes now count more than one hero, affecting abilities and stacks granted. This change affects Cho’Gall, Triglav Protector and The Lost Vikings. Return to Top

      Heroes
      TANK BRUISER SUPPORT HEALER MELEE RANGED Blaze Dehaka Abathur Ana Maiev Azmodan Diablo D.Va Medivh Anduin Illidan Chromie E.T.C. Sonya The Lost Vikings Li Li Qhira Genji Garrosh Thrall Tassadar Uther Samuro Nova Mal'Ganis     Whitemane Valeera Li-Ming           Tracer  
      Tank

      Blaze
      Abilities
      Bunker Drop (R) Health increased from 1435 to 1440. Cooldown increased from 70 to 75. Mana cost increased from 70 to 75. Pyromania (D) Additional Functionality: Damage dealt to None-Structures applies Afterburn stack that deals 7 damage per second and lasts for 3 seconds, can be stacked 5 times, Afterburn deals twice the damage against Heroes. Talents
      Level 7 Crossfire (Q) Additional Functionality: Hitting an enemy with both streams of Flame Stream increases Afterburn damage by 50%, this effect can stacks twice and lasts until the enemy has no Afterburn stacks. Level 20 (New Talent) Blaze It (Passive) Afterburn now deals triple the damage against Enemy Heroes, heroes who take 420 damage from Afterburn are stunned for 1 seconds then Blinded, Silenced and have their vision reduced for 2 seconds, can only occur once every 15 seconds for each Enemy Hero. Return to Top

      Diablo
        Level 13 Devastating Charge (Q) No longer increases Shadow Charge’s Terrain Collision damage. Armor reduction increased from 15 to 20. Additional functionality: Reduces healing received by 50% for 4 seconds. Return to Top

      E.T.C.
      Level 20 Death Metal (Passive) Now is an Active Adjusted Functionality: Upon channeling for 1 second, E.T.C. dies and cast Mosh Pit in its place. [Passive] Enemy heroes who get stunned with Mosh Pit while dead reduces E.T.C.'s Death Timer by 15 seconds up to 60 seconds per stunned hero. [Passive] Upon dying cast Mosh Pit that lasts 2 seconds. Return to Top

      Garrosh
      Abilities
      Wrecking Ball (W) Cooldown increased from 16 to 18. Mana cost increased from 60 to 75. Decimate (R) Bonus damage against Heroes increased from 100% to 200%. Talents
      Level 1 Unrivaled Strength (E) Additional Functionality: Basic attacks against heroes reduces Wrecking Ball’s cooldown by 1 second. Level 16 Rough Landing (Q) Additional Functionality: Groundbreaker’s edge now slightly pull Heroes back to Garrosh but no longer stun and Wrecking Ball cooldown increased by 2 seconds. Renamed to Unbalanced Landing. Return to Top

      Mal’Ganis
      Stats
      Health reduced from 2500 to 2395. Health Regeneration reduced from 5.21 to 5. Abilities
      (New Ability) Connected Vampirism Cast Connected Vampirism on an Ally, while they are above 75% health basic attacks against Enemy Heroes from allies causes Mal’Ganis to steal 1% of their Allies maximum health, Allies with Connected Vampirism receive 10% of the damage dealt by Mal’Ganis as healing, this healing effect is doubled against Enemy Heroes. Talents
      Level 20 Wrath of Nathreza (R) Damage dealt to nearby targets reduced from 75% to 50%. Additional Functionality: Casting Dark Conversion applies Connected Vampirism for nearby Allies for 3 seconds. Allies with Connected Vampirism only benefit from the primary target. Return to Top

      Bruiser

      Dehaka
      Talents
      Level 20 (New Talent) Mutation (Q) After successfully hitting a hero with Drag receive a random Basic Ability from them, can be used once. Cannot receive unit target abilities that requires an ally. Essence Claws (Passive) Removed. Return to Top

      D.Va
      Stats
      Mech health increased from 2000 to 2200. Mech health regeneration increased from 4.168 to 4.5848. Pilot health reduced from 1109 to 960. Pilot health regeneration reduced from 2.5664 to 2.2071 Abilities
      Boosters (Q/Mech Mode) Cooldown increased from 9 to 10. Additional functionality: If D.Va doesn’t take nor deal damage during Boosters, lower the cooldown by 5 seconds. Defense Matrix (W/Mech Mode) Cooldown increased from 10 to 11. Cooldown starts immediately upon casting Defense Matrix. Call Mech (E/Pilot Mode) Cooldown reduced from 45 to 40. Bunny Hop (R) Cooldown reduced from 90 to 70. Damage dealt increased from 60 to 72. (New Ability) Micro Missiles (R) Launch 20 explosive rockets over 2 seconds dealing 30 damage and 15 for nearby targets. 15 seconds cooldown Big Shot (R/Pilot Mode) Now baseline Damage reduced from 250 to 194. Call Mech’s cooldown reduction reduced from 8 to 5. Mechanized Walker (Z) Adjusted functionality: While in her Mech, D.Va can shoot while moving, but her base movement speed is reduced by 15% while basic attacking or using Basic Abilities. Talents
      Level 1 Rush-down (Q) Removed. Hit the Nitrous (Q) Additional functionality: Knockback distance of Boosters is increased by 100% for the first 0.5 seconds of casting Boosters. Pro Moves (Trait) Adjusted functionality: D.Va’s Mech gains 1% Movement Speed for 1.25 second every time she takes damage, up to 15%. [Quest] Damage 20 enemy Heroes with Boosters. [Reward] D.Va’s Mech basic attacks and basic abilities now reduce her movement speed by 10%. Crash Course (Q) Removed. Level 4 Diverting Power (W) Movement speed reduction increased from 30% to 35%. Get Through This! (W) Removed. Fusion Generator (W) Move to level 7. Bring It On (E) Removed. Level 7 Coming Through (Q) Removed. Dazer Zone (W) Slow increased from 20% to 25%. Moved to level 13. Nuclear Option (E) Adjusted functionality: Increase Self-Destruct damage by 50% but Mech explosion delay is increased by 1, Self-Destruct’s Charge amount gained from losing Mech Health is increased by 30%. Level 13 Expensive Plating (Trait) Removed. Level 16 Torpedo Dash (Q) Moved to level 1. Nanoweave Suit (Trait) Armor increased from 50 to 75. Moved to Level 4. Suppressing Fire (Trait) Removed. (New Talent) Exposing Weaknesses (W) Enemy heroes who are affected by Defense Matrix have their armor reduced by 10, taking 10% more damage. Level 20 Pew! Pew! Pew! (R) Damage reduction per shot reduced from 50% to 35%. Moved to 16. Concussive Pulse (W) Moved to level 4. (New Talent) Focused Fire (R) Each 4th consecutive hit on the same hero increases the next micro missile damage by 200%. (New Talent) Nerf This! (E) Firing Big Shot on your Mech causes the Mech to explode in 1 second, but Call Mech cooldown gets increased by 6 seconds, this duration cannot be reduced by Big Shot.   Level (Tier)   D.Va TALENTS     1 (1) Hit the Nitros (Q) Torpedo Dash (Q) (!)Pro Moves (Trait)   4 (2) Diverting Power (W) Concussive Pulse (W) Nanoweave Suit (Trait)   7 (3) Aggression Matrix (W) Fusion Generator (W) Nuclear Option (E)   10 (4) Bunny Hop Micro Missiles     13 (5) Dazer Zone (W) Ablative Armor (Trait) Emergency Shielding (Trait)   16 (6) Exposing Weaknesses (W) Pew! Pew! Pew! (R) GG, WP (Trait)   20 (7) Nerf This! (E) MEKAfall (E) Focused Fire (R) Stop and Pop (R) (!) indicates a Questing Talent. Italic text indicates a NEW Talent. Bold text indicates a MOVED Talent. Return to Top

      Sonya
      Talents
      Level 13 (New Talent) Passive Aggressive (Passive) After not taking damage or dealing Basic Attack damage for 1 second, increase your next basic attack damage by 20% every 0.25 seconds up to 300%, if Sonya attacks an enemy with 300% damage increase generates 30 Fury. [Passive] While out of combat for 3 seconds Sonya loses 5 Fury per second. Return to Top

      Thrall
      Talents
      Level 1 Rolling Thunder (Q) New Functionality: [Passive] Increase the number of Chain Lightning bounces by 1. Casting Chain Lightning on an Enemy Hero causes the next heal from Frostwolf Resilience to heal 5% of Thralls Maximum Health over 5 seconds, this heal refreshes if Thrall is healed by Frostwolf Resilience while its active. Return to Top

      Support

      Abathur
      Talents
      Level 7 Calldown: MULE (Active) Removed. (New Talent) Spawn Drone (Active) Spawns a Drone in a visible location targeting the nearest Fort or Keep (regardless of being destroyed) and morphs into a Hatchery. Hatcheries slowly repairs all structures nearby by 25 health every second and spawns a Roachling and 2 Zerglings every 25 seconds, Hatcheries have 750 health and lasts 60 seconds. 90 seconds cooldown. Level 20 (New Talent) Evolved For Combat (Passive) Increase Abathur’s Basic Attack damage by 100%, basic attacks against enemy heroes grabs a stack of Biomass, each stack of Biomass increases Abathur basic attack by an additional 100% and reduces Abathur’s respawn time by 10 per stack up to 50 seconds. Return to Top

      Medivh
      Abilities
      Ley Line Seal (R) Cooldown reduced from 80 to 75. Talents
      Level 7 Arcane Explosion Additional functionality: Increases Force of Will cooldown by 1. Level 20 Medivh Cheats! Additional functionality: Reduces Ley Line Seal cooldown by 6 per hero hit while restoring 5% of your maximum mana. Can now be redirected twice. Return to Top

      The Lost Vikings
      Stats
      Baleog Health increased from 1180 to 1095. Health Regeneration increased from 2.46 to 2.22. Basic Attack damage increased from 78 to 73. Erik Health increased from 840 to 767. Health Regeneration increased from 1.75 to 1.6. Basic Attack damage increased from 65 to 60. Olaf Health increased from 1540 to 1424. Health Regeneration increased from 3.21 to 2.97. Basic Attack damage increased from 57 to 52. Return to Top

      Tassadar
      Stats
      Basic Attacks damage increased from 15 to 34. Basic Attacks now deal as Spell Damage. Abilities
      (New Ability) Feedback (Active) Steal 90% of the enemy hero’s current mana and deal 102 damage on top of the amount of mana that was stolen over 3 seconds, enemy heroes who are affected by Feedback regain half of their stolen mana over 9 seconds. [Passive] Spell damage reduces Feedback cooldown by 0.5 seconds. 90 seconds cooldown, 75 mana cost. Talents
      Level 1 Templar's Will (Passive) New functionality: Tassadar Basic Attacks against heroes deal 1% of their maximum health and reduces Feedback’s cooldown by 1 second. Level 13 Adun's Wisdom (Trait) Cooldown charge rate increased from 75% to 100%. Additional Functionality: While Oracle is active, Feedback cooldown reduction from spells is quadrupled. Level 16 Focused Beam (Trait) Adjusted functionality: Oracle duration increase by 1, basic attacks deal 0.5% of the heroes maximum health, while Oracle is active, deal an additional 1.5% of the heroes maximum health. This damage stacks with other similar effects. Return to Top

      Healer

      Ana
      Talents
      Level 7 Anti-Healer (W) Additional functionality: All damage dealt and crowd control effects are 50% more effective against Healers and Supports. Night Terrors (E) Adjusted functionality: During sleep and for the 2 seconds after, their vision is greatly reduced, their map is disabled and non visible areas are replaced with a black fog. Return to Top

      Anduin
      Abiltiies
      Leap of Faith Cooldown reduced from 80 to 60. Now can pull enemies. Return to Top

      Li Li
      Abilities
      Healing Brew (Q) Healing increased from 175 to 212. Now a skillshot. Cooldown increased from 4 to 5. Blinding Wind (E) Now hits all targets in a radius of 4 in an arc in front of Lili. Damage reduced from 133 to 119. Talents
      Level 1 Free Drinks (Q) Cooldown reduction increased from 1 to 2.5. Health threshold increased from 50% to 60%. Level 7 The Good Stuff (Q) Healing increased from 42 to 50. Level 13 Mass Vortex (E) Adjusted Functionality: Increase Blinding Wind’s arc and range by 25%, Blinding Wind deals 50% additional damage for 2 Heroes hit and 25% additional damage for each additional hero. Level 16 Two For One (Q) Adjusted functionality: Upon healing a hero with Healing Brew, share a drink with the nearest target (prioritize heroes) to that hero, if there are no targets nearby the healing effects are doubled. Pick Me Up (Q) Adjusted functionality: Healing Brew grants 15% movement speed for 1 second. Return to Top

      Uther
      Abilities
      Devotion (Trait) Armor reduced from 25 to 15. Armor duration reduced from 2 to 1.5 seconds. Additional functionality: [Quest] Heal and prevent 60,000 damage to you and allies with your basic abilities. [Reward] After accumulating 60,000 healing and damage prevented Uther acquires Redemption.
      Redemption: After Eternal Vanguard ends, Uther revives at the spirits location with half of his health restored. This effect has 300 seconds cooldown, everytime Uther heals and prevent damage reduces Redemption cooldown by 1 second. Holy Light (Q) Healing reduced from 362 to 340. Healing received for healing allies reduced from 181 to 170. Additional functionality: [Quest] Heal and prevent 15,000 damage to you and allies with Holy Light. [Reward] After accumulating 15,000 healing and damage prevented with Holy Light, Holy Light mana cost reduced by 20, range increased by 25% and cooldown reduced by 2 seconds. Holy Radiance (W) Healing reduced from 177 to 160. Damage dealt reduced from 177 to 160. Additional functionality: [Quest] Heal and prevent 15,000 damage to you and allies with Holy Radiance. [Reward] After accumulating 15,000 healing and damage prevented with Holy Radiance, damaging or healing Heroes with Holy Radiance refunds 5 Mana and reduces its cooldown by 0.5 second. Talents
      Level 1 Silver Touch (Q) Removed. Wave of Light (W) Removed. (New Talent) Faith (Trait/Quest) [Quest] Heal and prevent 60,000 damage to you and allies with your basic abilities. [Reward] After accumulating 60,000 healing and damage prevented, Devotion grants 10% additional armor and duration increased by 1 second. (New Talent) Divine Haste (Trait) Devotion grants 10% movement for 2 seconds. Level 7 Guardian of Ancient Kings (Trait) Adjusted functionality: Healing a Hero that is Stunned, Rooted, or Silenced doubles the Armor amount they receive from Devotion. Level 16 Benediction Cooldown increased from 60 to 90. Now resets all abilities upon activation. Level 20 Redemption Removed. (New Talent) Unstoppable Justice (Trait) Uther can use Holy Radiance during Eternal Vanguard, each hero healed or hit by Holy Radiance or Flash of Light increases Eternal Vanguard duration by 0.25 seconds. Return to Top

      Whitemane
      Stats
      Health increased from 1400 to 1498. Health regeneration increased from 2.9218 to 3.126326. Basic Attack damage 62 to 69. Abilities
      Desperate Plea (Q) Mana cost increased from 45 to 60. Mana increase per stack of Desperation reduced from 45 to 40. Healing amount increased from 140 to 160. Inquisition (W) Cooldown increased from 12 to 13. Scarlet Aegis (R) Duration reduced from 4 to 3. Armor increased from 40 to 60. Healing amount increased from 250 to 275. Divine Reckoning (R) Mana restored from damage dealt reduced from 25% to 20%. Zeal (Trait) Cooldown reduced from 40 to 30. Armor reduction increased from 25 to 30. Clemency (Active) Cooldown increased from 12 to 13. Now removes all stacks of Desperation upon casting, each removed stack restores 50 mana. Talents
      Level 4 Unwavering Faith (Q) Adjusted functionality: Increase Whitemane’s Basic Attack range by 1. Whitemane gains 10% increase damage dealt for each active Zeal buff. Level 13 Lashing Out (E) If Searing Lash’s second strike hits an enemy Hero, reduce its cooldown to 1 second and increase the next Searing Lash damage by 25% per hero hit up to 50%. Saintly Greatstaff (E) Damage reduced from 55 to 40. Mark duration increased from 3 to 4. No longer removes the mark after the first basic attack. Return to Top

      Melee Assassin

      Maiev
      Abilities
      Vault of the Wardens (D) Cooldown increased from 13 to 14 seconds. Additional functionality: Deals 15% more damage to Illidan. Talents
      Level 16 Cruel Chain (W) New functionality: Umbral Bind grants 25% Movement Speed for 2.5 seconds, and its pull damage is increased by 30% for each tethered target beyond the first, up to 120%. This is a reversion of the reversion to Cruel Chain’s last functionality. Return to Top

      Illidan
      Abilities
      Betrayer's Thirst (D) Additional functionality Now grants immunity to Blind. Vision is greatly reduced. Deal 15% less damage to Maiev. Return to Top

      Qhira
      Talents
      Level 20 No Sanctuary (Passive) Removed. (New Talent) You are Already Dead Casting Blood Rage reduces healing received by 50% for all affected heroes, if the affected heroes are below 10% they die instantly instead. Return to Top

      Samuro
      Stats
      Health reduced from 1725 to 1656 Health regeneration reduced from 3.5898 to 3.4462 Basic Attack damage reduced from 102 to 96. Return to Top

      Valeera
      Talents
      Level 16 Thistle Tea (Active) Cooldown increased from 40 to 60. Additional functionality: Now increases all damage dealt by 20% for 4 seconds. Level 20 (New Talent) Cold Blood (E) Activate to increase the damage of Valeera’s next Evicerate by 80%. Return to Top

      Ranged Assassin

      Azmodan
      Talents
      Level 16 Trample (Active) Range increased from 6 to 7 Damage increased from 275 to 295. Additional Functionality: Enemy Heroes that die within 2 seconds of being hit with Trample reset the cooldown. Return to Top

      Chromie
      Abilities
      Sand Blast (Q) Maximum amount of Sand Echoes increased from 1 to 10. Sand Echoes Abilities and Basic Attack damage reduced from 40% to 10%. 15 mana cost, 2 seconds cooldown. Dragon's Breath (W) New Functionality: Launch 8 blasts into the air that land every 0.25 seconds in a large area randomly, dealing 153 damage each. Dragon’s Breath Impact Radius increased from 2 to 2.5. Cast range increased from 13 to 16. 50 mana, 10 seconds cooldown. Temporal Loop (R) Adjusted Functionality: Choose an enemy Hero. After 3 seconds, they are teleported back to the location where Temporal Loop was cast on them, during that time Sand Blast cooldown has been removed and Dragon’s Breath has been set to 1.5 seconds. Cooldown increased from 50 to 60. Talents
      Level 1 Once Again the First Time (Q) Adjusted Functionality: Upon quest completion increases Sand Echoes damage by an additional 10% and allows Chromie to spawn 2 more additional Sand Echoes. Quest completion stacks increased from 40 to 60. Level 18 Stuck in a Loop (R) No longer increases recharge rate. Return to Top

      Genji
      Stats
      Basic attack damage increased from 44 to 48. Return to Top

      Nova
      Stats
      Basic ‍��?�?? ‍ ‍ ‍ ‍ ‍ ‍�����?? ‍ ‍ ‍ ‍ ‍ ‍ ‍ ‍ from ‍ ‍ ‍ ‍ ‍ ‍ ‍ ‍ ‍ ‍ ‍ ‍ ‍ ‍ ‍ ‍ ‍ ‍ to 1�0 ‍ Talents
      Level � ‍6 ?!���?? (W) Armor �?�???� from undefined to undefined. Level 20 ‍ ‍ Removed. **(New Talent) undefined (�)** Nova’s Holo Decoy also cast ���� which deals undefined% damage. <blockquote>
      <b>Developer Comment:</b> Nova has been ��??�?? in general, these changes should ��?� her in ����� while ���?�???�?? �? �???�???�??� �?�?�� ?���?���?� and kill ?���?��� ?��??? ?��???���?.
      </blockquote>
      <a href="#top">Return to Top</a>

      Li-Ming
      Talents
      Level 4 Triumvirate (W) Removed. (New Talent) Ess of Johan (W) If Arcane Orb hits an enemy Hero after traveling at least 85%, they are pulled toward its center. Level 7 Zei's Vengeance Damage reduced from 30% to 25%. Cooldown reduction increased from 1 to 3. Calamity (E) Damage reduced from 300 to 290. Level 13 Glass Cannon (Passive) Maximum health reduction reduced from 15% to 10%. Level 16 Arcane Orbit (W) Travel distance reduced from 25% to 15%. Additional Functionality: Increases distance travel damage by 15%. Return to Top

      Tracer
      Stats
      Basic attack damage reduced from 26 to 25. Talents
      Level 1 Slipstream (E) Adjusted functionality: Recall cooldown is reduced by 5 seconds, but the amount of time Recalled is reduced by 1 seconds. Level 7 Jumper (Q) Removed. Bullet Time (Q) Adjusted functionality: Basic Attacks lower the cooldown of Blink by 0.05 seconds, this gets tripled against Heroes. Spatial Echo (Q) Removed (New Talent) Space Sickness (Q) Activate to increase your next Blink range by 75%, heroes that are caught through that blink are stunned for 0.5 seconds. 25 seconds cooldown. (New Talent) Time Paradox (Q) Blink grants 1 stack of evasion that lasts for 0.5 second, can only have 1 stack. Level 13 Bullet Spray (W) Additional functionality: Reduces Tracer’s Melee cooldown by 2 seconds. Level 16 Focus Fire (Trait) Adjusted functionality: For every 5th basic attack on the same target, increase all damage dealt by Tracer to them by 5% up to 15%, lasts 2.5 seconds, basic attacks refresh this duration. Level 20 Get Stuffed! (W) No longer reduces Melee’s cooldown. Return to Top

      Bug Fixes:
      Fixed an unexpected search result in queues resulting in insanely fast games being found in 5 ~ 15 seconds in QM. Fixed an issue where Whitemane Skeletal Mesh “Legs” Component would stretch more than intended. Tracer’s “Recall” no longer causes a time paradox and duplicate herself on the battlefield followed by a server crash for that match. Fixed an Anub’Arak in the game. Tracer’s Melee no longer misses the target. Samuro can no longer swap while in the Hall of Storms. Thrall’s “Earthquake” no longer makes Sky Temple fall out of the sky. Fixed an issue where Mercy deal a surprising amount of damage, unintentionally. Probius’s “Warp Rifts” no longer disable the map’s lightning while they are inside the player’s screen. Multiple multiplicative fixes for multiple abilities that grants Spell Power and Physical Damage multipliers. Brightwing’s Polymorphs no longer replaces the victims texture with the animal they were turned into. Rehgar going back from Spirit form no longer causes to displace one of his shoulders for the rest of the match in Orc form. Infinite Quests Fixed the occurrence of dealing infinite damage due going below 0 points and overflowing the value. Fixed an issue where the player can go lower below 0 stacks on a quest. Fixed an issue where players can receive negative stacks on their quests. Fixed an issue where Probius cannot play his death sounds. Lucio no longer plays “It’s Everyday Bro” while having Speed Boost active with Crossfade. Models no longer randomly T-pose in replay mode. Leoric no longer spawns a tower when he dies, again. Multiple fixes for UI in replay mode. Several AI fixes and improvements. Return to Top
      Here are the April Fools patch notes with Mercy, the long-awaited D.Va rework, and more!
    • By Stan
      Although there's no rotation this week because all Heroes remain free to play, Blizzard still updated their sales with a new set of Heroes that you can buy at a reduced gem price.
      Hero Sales
      Heroes Old Price New Price Junkrat 750 Gems 375 Gems Mal'Ganis 750 Gems 375 Gems Sylvanas 625 Gems 312 Gems Mounts
      REMOVED Green Treasure Goblin costs 7,000 Gold.

      Skins
      Footman Varian Skin Pack is on sale for 675 Gems. The following skins are included in the bundle:
      Stormwind Footman Varian Stromgarde Footman Varian Kul Tiras Footman Varian
      Latest Heroes of the Storm News
      All Heroes Free to Play Through April 13 Heroes Lounge Sign-Ups Now Open Next Hero Won't Be Lady Vashj
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