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Heroes of the Storm Ragnaros

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Guest Kellis

Hey!

Please add short description after builds name. For example "Empower Sulfuras Build - high single target damage" or "Living Meteor Build - lane cleaner" or something like that for quick reference. Thank you.

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I know he's a relatively new hero, and this may be TBC, but are there any situational comments for each talent pick (beyond e.g. L16 if there are 2 tanks or high health pool like Az) that you would choose "Giant Scorcher" Talent. I'm particularly interested in advice around the L4 talent pick between Fire Ward and Catching Fire.... which may come down to if your team vs opponent team have more early or late surging heroes.

Love the commentaries, especially the ones from you and Straften, keep up the good work.

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Guest DemonSlayer

My favorite build is engulfing flame, slow burn, super heated, lava wave, tempered flame, blast echo, and heroic difficulty allowing me to slow chase and wave clear all with one ability at level 20 i can wipe an entire team if there is a good stun.

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On 12/19/2016 at 4:32 AM, Kiarbitrager said:

I know he's a relatively new hero, and this may be TBC, but are there any situational comments for each talent pick (beyond e.g. L16 if there are 2 tanks or high health pool like Az) that you would choose "Giant Scorcher" Talent. I'm particularly interested in advice around the L4 talent pick between Fire Ward and Catching Fire.... which may come down to if your team vs opponent team have more early or late surging heroes.

Love the commentaries, especially the ones from you and Straften, keep up the good work.

The Talents page should have some more info about those.

I personally like Catching Fire when I know I'll be laning for a while; that regen goes a long way, and the on-demand resistant is nice versus burst. Fire Ward is a good choice against double caster comps, especially if they have stuns to trigger Resilient Flame. I wish I could say more, but I haven't quite figured it out myself; still, I follow these trends and do rather well.

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I think Empower Sulfurus is the right call 80% of the time, since you get some sustain off of the Sulfurus and it combos with Sulfurus Smash to dish out tons of damage.  I'm wondering exactly when it makes sense to go with meteor build. 

For example, I had a game recently where I first picked Rag on Blackheart's Bay.  The enemy countered with Tracer, Lunara, Lucio, and Muradin (can't recall who the fifth member was).  So basically, lots of mobility to kite and range to poke.  I thought about going meteor build but I was worried that I wouldn't be able to land meteors consistently enough to get value.

I decided that since I had ETC and Malf on my team, I'd have sufficient set-up when it was time to engage, so I went with the melee build.  For the most part, my damage production was pitiful since I had to play conservatively against the poke, but it seemed to give me enough burst to finish kills when it came to fights.   But I had to deal with a toxic (feeding) Sylvanas complaining all game about the noob Rag who wasn't doing damage, so I wonder if meteor build might have worked out better.

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7 hours ago, FirstBlood said:

I think Empower Sulfurus is the right call 80% of the time, since you get some sustain off of the Sulfurus and it combos with Sulfurus Smash to dish out tons of damage.  I'm wondering exactly when it makes sense to go with meteor build. 

For example, I had a game recently where I first picked Rag on Blackheart's Bay.  The enemy countered with Tracer, Lunara, Lucio, and Muradin (can't recall who the fifth member was).  So basically, lots of mobility to kite and range to poke.  I thought about going meteor build but I was worried that I wouldn't be able to land meteors consistently enough to get value.

I decided that since I had ETC and Malf on my team, I'd have sufficient set-up when it was time to engage, so I went with the melee build.  For the most part, my damage production was pitiful since I had to play conservatively against the poke, but it seemed to give me enough burst to finish kills when it came to fights.   But I had to deal with a toxic (feeding) Sylvanas complaining all game about the noob Rag who wasn't doing damage, so I wonder if meteor build might have worked out better.

I'd say that in the case you described, using the meteor build would have probably been the best option. Empower SulfurasEmpower Sulfuras build's main weakness are heroes that can kite quite well. Living MeteorLiving Meteor build does not suffer as much from those heroes, but often requires heroes with CC on your team, which you did have. 
So yeah, I believe Living MeteorLiving Meteor build would have been better.

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I've been playing Rag fervently ever since I got him. One thing I noticed in the guide that I had different experience is that he isn't really mana hungry. He should only be using empower sulfuras to clear waves, especially if Rag went for sulfuras quest. If Rag went for blast wave build, he should use his blast wave once to clear waves after he gets his double blast wave talent. For pokes and depending on situation, Rag should either use empower sulfuras or meteor to poke. And then, he should only use blast wave to follow up, chase, or escape. All this culminates to a mana recharge every 5 minutes, so I don't think it is appropriate to label him as mana hungry.

Edited by Trensicourt
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15 hours ago, Trensicourt said:

I've been playing Rag fervently ever since I got him. One thing I noticed in the guide that I had different experience is that he isn't really mana hungry. He should only be using empower sulfuras to clear waves, especially if Rag went for sulfuras quest. If Rag went for blast wave build, he should use his blast wave once to clear waves after he gets his double blast wave talent. For pokes and depending on situation, Rag should either use empower sulfuras or meteor to poke. And then, he should only use blast wave to follow up, chase, or escape. All this culminates to a mana recharge every 5 minutes, so I don't think it is appropriate to label him as mana hungry.

Empower SulfurasEmpower Sulfuras should be used almost every time it is off cooldown in order to regain health and clear the wave, which is quite often, and in result makes Ragnaros mana-hungry. If you don't use Empower SulfurasEmpower Sulfuras that often, you are missing out on damage and wave clear, which obviously makes the former playstyle stronger, and offers strong synergy with Malfurion. On the other hand, if you don't really have a way of regaining mana, such as when sieging far away from your nearest healing fountain, the latter playstyle is required, sadly.

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10 hours ago, positiv2 said:

Empower SulfurasEmpower Sulfuras should be used almost every time it is off cooldown in order to regain health and clear the wave, which is quite often, and in result makes Ragnaros mana-hungry. If you don't use Empower SulfurasEmpower Sulfuras that often, you are missing out on damage and wave clear, which obviously makes the former playstyle stronger, and offers strong synergy with Malfurion. On the other hand, if you don't really have a way of regaining mana, such as when sieging far away from your nearest healing fountain, the latter playstyle is required, sadly.

In a lane, Rag does not need to spam meteor or blast wave to bully enemies out of lane. All Rag needs is his empower sulfuras to hit a minion and to transfer that damage to the hero and to heal the poke damage. This is especially potent if Rag is playing against medium-close range hero. Rag should occasionally use meteor if he can land perfectly. In the case that an enemy is weakened, Rag can combo his abilities to force his opponent to hearthstone. That is usually after poking with Empower Sulfuras/Meteor. In total, this is not a lot of mana unless Rag puts himself in a provocative position, in which he is forced to react with additional force.

In general, Rag should use two charges of empower sulfuras to clear a wave for 50 mana and regain all mana lost through a regen globe. He should not waste his health to pokes, so he should hit the edges of a minion wave. However, Rag should show force every so often to pressure the enemy off using Meteor. Usually Rag's presence as a super strong laner tends to make his enemies cede 60%-70% of lane control to Rag, so Rag doesn't have to expend mana to pressure enemies off his lane. This also allows Rag to get good hits on minion waves. If Rag went for blast wave, then he should be able to instant wipe a wave after blast echo for 50 mana. Same applies to empower sulfuras for one charge of 25 mana, but that's very late game. 

Alternatively, we probably have different play styles. As I've mentioned, I prefer to poke with Empower Sulfuras to transfer damage to my enemies as 90% of my ability usage. With regen globes, I don't ever run out of mana unless I'm forced to use other abilities. This leaves me with plenty of mana left for team fights and etc. Also, I noticed with my playstyle that my mana efficiency allows me to lane for the entire laning period up to announcement of objective without hearthstoning. In fact, I often find myself dealing plenty of damage to the towers and gates of the enemies by the end of the laning phase, showing the strength of Ragnaros pressure. Then I hearthstone with 40% mana to make sure I can sustain for the upcoming team fight or I fight with 40% if is safe to do so or I am forced to.

Edited by Trensicourt

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2 hours ago, Trensicourt said:

All Rag needs is his empower sulfuras to hit a minion and to transfer that damage to the hero and to heal the poke damage.

Which is why you spam it. Clearing the waves quickly in the early game allows you to start pushing and get a fort down early (and you can push the towers together with the wall as well), resulting in XP advantage and snowballing the game.

Also, you will be often spamming the ability if you chose Sulfuras HungersSulfuras Hungers, in order to get the damage bonus early.

And on smaller maps, you can sometimes rotate, which increases your mana usage even further.

2 hours ago, Trensicourt said:

In general, Rag should use two charges of empower sulfuras to clear a wave for 50 mana and regain all mana lost through a regen globe.

You are actually losing mana even when only using Empower SulfurasEmpower Sulfuras twice until level 13. You will also be using other abilities to poke and zone the opponents, which is additional mana gone. So, regen glomes can mitigate the mana loss, but are not enough to fully refill your mana, even when not spamming your abilities that much.

3 hours ago, Trensicourt said:

Alternatively, we probably have different play styles.

Yeah, looks like this is the case. I play Ragnaros as a wave-clearing powerhouse, so I tend to spam Sulfuras HungersSulfuras Hungers a lot, clear the waves and push as quickly as possible, and it works out most of the time. Then again, I am usually playing duo, and the coordination allows me to do things I would not be able to do when playing solo, so I can see why you play like that. However, at higher MMR/in higher leagues, the coordination is important (but I have to admit, QM players don't like tryharding), so you will again be able to play more aggressively.

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On 5/21/2017 at 10:21 PM, positiv2 said:

I play Ragnaros as a wave-clearing powerhouse, so I tend to spam Sulfuras HungersSulfuras Hungers a lot, clear the waves and push as quickly as possible, and it works out most of the time. Then again, I am usually playing duo, and the coordination allows me to do things I would not be able to do when playing solo, so I can see why you play like that. However, at higher MMR/in higher leagues, the coordination is important (but I have to admit, QM players don't like tryharding), so you will again be able to play more aggressively.

Whenever I play Ragnaros, the first thing I do is to try and complete the Sulfuras HungersSulfuras Hungers quest as fast as possible. I also like to play him very aggressively, while still staying cautious of positioning, as I am usually one of the primary targets of the enemy. Basically I have to make sure I only dive in when it's right, and pull out when the self-sustain won't be enough, then the frontline takes care of the enemies so they won't kite me, at least in a teamfight. 

He's a fun hero. He's nowhere near as big as he was when he launched (due to numerous nerfs) though he's still really powerful in the right hands and can be a pain to be up against.

Edited by Maxkitty
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Guest BenjaminK

Hello !

I just wanted to report a small typo, regarding (level 16) Meteor Bomb's description on the Talent page. That description mentions "especially if you manage to hit enemy Heores - instead of "Heroes" - with the center of the explosion." Thanks in advance...

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On 4/28/2025 at 9:17 PM, Guest BenjaminK said:

Hello !

I just wanted to report a small typo, regarding (level 16) Meteor Bomb's description on the Talent page. That description mentions "especially if you manage to hit enemy Heores - instead of "Heroes" - with the center of the explosion." Thanks in advance...

Thanks! I'll fix it.

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      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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