Oxygen

Ragnaros Patch Meta Tier List (December 2016)

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Welcome to Icy Veins's Meta Tier List for the Ragnaros patch. The goal if of this list is to try and detail game's current metagame state. The prime goal of such lists is to inform players regarding popular and trending team composition drafting strategies (i.e. the drafting metagame). Although tier listings are generally the product of balance, many factors come into play when discussing the relative perceived strengths of heroes, including player regions, maps, play style, skill level, and, of course, personal perception. As such, any tier list - including this very one - should never be interpreted as gospel, but rather, as a guide to better grasp what to expect with regards to typical drafting experiences. One useful application of such lists is to allow you know which heroes to look out for in terms of practice and counterplay, ultimately improving your knowledge of the game.

Using the list

As stated above, tier lists are easy to mistake for gospel. As new strategies are discovered and experimented with, so changes the perception of the relative strengths of each hero. Tier lists still prove to be useful as a snapshot of player expectations in terms of drafting. Although it is generally considered preferable to focus on high tier heroes (Prime and Viable tiers), it is important to note that Heroes of the Storm's wild character and map designs make it so that any given hero's tier position is prone to fluctuate depending on the situation at hand.

One classic example of such is that of Kerrigan on the Infernal Shrines map. Although we currently judge her to be a mid-tier hero, her drafting priority shoots up to first-pick or first-ban material on this specific map due to the nature of its objective. Certain heroes also synergise so well with each other that the sole fact of having the opportunity of drafting them together is generally enough to increase their potential. Tassadar and Tracer, for instance, are generally nightmarish to deal with for many. There are too many examples of these interactions to reasonably produce here, but we invite you to consult our guides to know exactly where and when each hero shines. The guides have been linked in the lists below for your convenience - just click any of the hero names to access them.

If you're newer to the game, also consider visiting our glossary for a comprehensive list of discrete Heroes of the Storm terms.

Prime Tier

Warrior Assassin Support Specialist
Diablo Ragnaros Malfurion -
Zarya Thrall    

Prime tier heroes are considered to be extremely strong in all situations, and show no obvious weakness. They are very often banned or picked right away, as they generally dictate the pace of most matches.

Viable Tier

Warrior Assassin Support Specialist
Chen Alarak Brightwing Nazeebo
Dehaka Falstad Rehgar Sylvanas
E.T.C. Gul'dan    
Johanna Jaina    
Muradin Kael'thas    
Varian (Tank) Kerrigan    
  Li-Ming    
  Raynor    
  Samuro    
  Tychus    
  Valla    
  Zeratul    

Viable tier heroes are strong in a wide variety of situations and have few counter-picking possibility. They should form the core of your team, and be picked after Prime Tier heroes have been distributed.

Niche Tier

Warrior Assassin Support Specialist
Anub'arak Cho'gall Auriel Abathur
Artanis Chromie Kharazim Azmodan
Arthas Greymane Li Li Gazlowe
Cho'gall Illidan Lt. Morales Medivh
Leoric Lunara Tassadar Sgt. Hammer
Rexxar Nova Tyrande The Lost Vikings
Sonya The Butcher Uther Xul
Stitches Tracer   Zagara
Tyrael Varian (Damage)    

Niche tier heroes have niche application on certain maps or for certain team compositions. They are generally picked to "round out" your team composition when your team composition is missing out on key components, such as a "jungler" (mercenary camps), a solo laner, or solid waveclear.

Bottom Tier

Murky

Bottom tier Heroes are deemed to be either considerably weaker than the majority of other Heroes, or much more challenging to play properly. Although they may situationally shine, these Heroes are generally avoided by most players.

 

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If I was the one who was writing the Primer Tier I would put. This is based on my daily overview of matches.

Warriors:                                                                                        Assasin:

Muradin- ETC - Diablo                                                                  Samuro- Ragnaros

Support:                                                                                          Specialist:

Malfurion- Brightwing                                                                  Sylvanas.

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44 minutes ago, Raz415 said:

Valla should really be in Prime tier.

Why ? There is at least 10 assassins to consider before even thinking about Valla in the Meta, not trying to be rude just trying to see your point.

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Really like this. Nice to see Varian split based on tank and damage too. I do think in the future there needs to be a tier between viable and niche. There are some that are "mostly" viable. the niche just starts to become too large. You can always split hairs though... over all it's a very well rounded list!

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42 minutes ago, Laragon said:

Really like this. Nice to see Varian split based on tank and damage too. I do think in the future there needs to be a tier between viable and niche. There are some that are "mostly" viable. the niche just starts to become too large. You can always split hairs though... over all it's a very well rounded list!

Niche basically includes heroes that work on a few specific maps, as counterpicks, or with a specific partner. I don't want too many tiers for now because it becomes very hard to define.

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12 hours ago, Klovzz said:

Why ? There is at least 10 assassins to consider before even thinking about Valla in the Meta, not trying to be rude just trying to see your point.

It's because she's not weak in general, she has great damage and mobility, can bring 2 stuns or more sustained damage, and her performance can be increased by huge amounts when paired with for example ETC or Auriel, aa. She is also flexible in her build. What's not to love?

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I feel that Auriel should be at least one Tier higher. With Reservoir of Hope she can potentially heal the highest numbers in the game. Not to mention she is the only Hero that can revive others.

I really like this Tier List, though. Good job , guys!

Edited by Valhalen

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40 minutes ago, Valhalen said:

I feel that Auriel should be at least one Tier higher. With Reservoir of Hope she can potentially heal the highest numbers in the game. Not to mention she is the only Hero that can revive others.

I really like this Tier List, though. Good job , guys!

I agree that Auriel has some incredible potential - her main issue, however, is that she's characterized by steep feast-or-famine. If your teammates aren't on point with dealing reliable damage, or if your draft is built around burst, Auriel simply won't be effective - hence her niche position. In a more sustained-control type of meta, or with a proper team composition, she certainly goes up a tier.

Here's an example of a casual game from yesterday - you'll note that my team composition featured many more reliable sustained damage options, which lead to my healing being significantly higher and a pretty one-sided victory. Prime and Viable tier heroes wouldn't swing so widely based solely on team compositions.

7b4e382544d60d0c97d133e65af8a41b.png

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5 hours ago, Oxygen said:

I agree that Auriel has some incredible potential - her main issue, however, is that she's characterized by steep feast-or-famine. If your teammates aren't on point with dealing reliable damage, or if your draft is built around burst, Auriel simply won't be effective - hence her niche position. In a more sustained-control type of meta, or with a proper team composition, she certainly goes up a tier.

Here's an example of a casual game from yesterday - you'll note that my team composition featured many more reliable sustained damage options, which lead to my healing being significantly higher and a pretty one-sided victory. Prime and Viable tier heroes wouldn't swing so widely based solely on team compositions.

7b4e382544d60d0c97d133e65af8a41b.png

It is weird because spike damage tends to generate energy faster than sustained damage. They had Nova and Ragnaros, two characters that are great with Bestow Hope (the later being even more so since Bestow Hope works while in Molten Core). But I guess it is really relative like you said.

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7 minutes ago, Zehkari said:

Nice one Oxygen.

Even more utilities to use from the website.

Why did you put Zarya in the top tier?

 

Appreciate the work,

Zeh.

Thanks for the kind words.

You'll note that Zarya's win rate goes up some 10% in higher leagues, where she acts as a support and a damage dealer that brings decent waveclear, self-cleanse, and allied cleanse. She also needs to be played around (i.e. don't hit shields) or she completely destroys you, adding an extra layer of counter to people who blindly try and attack everything - and some kind of counter to AoE damage. Kinda awesome all around.

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Fully agree with Thrall being Prime. Never really played him before the last season much, and he's been my go to pick while people are still banning Varian where ever possible, and my win rate on him is sitting solidly way above my other assassins, and hell, even my supports and warriors - my preferred and most played roles! He's such an incredibly tanky assassin, great mobility on demand and has some great poke. 

As for Auriel, always be aware of your team composition (and the enemy team's of course). Learn what heroes (Lunara and Guldan are a couple of my favourites) make her energy bar fill out fastest, but be aware that she has a fairly unflexible way of building if you are going to solo support; Resurrect is a bad ult, is a win more ability to boot, and is super easy to counter - trade in a team that worked out superior for you than Auriel's? Just wait for her to try and channel the res and get a free double kill, or just force her away that it becomes pointless to even try and use the ult. She's in the correct tier; she has a similar problem that Lili shares, sometimes unreliable healing, where a simple stun can gimp Lili's ult and therfore cripple her healing output. Neither Rehgar or Brightwing have those issues to contend with, and they provide the same, if not better, utility on top of that.

edit: Thanks for the effort put into compiling the list. 

Edited by Plergoth
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17 hours ago, Valhalen said:

It is weird because spike damage tends to generate energy faster than sustained damage. They had Nova and Ragnaros, two characters that are great with Bestow Hope (the later being even more so since Bestow Hope works while in Molten Core). But I guess it is really relative like you said.

Ragnaros would be a decent Bestow Hope anchor, Nova less so. While on paper her spike damage might give you big chunks of energy nice and quickly, in reality she makes one of the poorest options to Bestow Hope, since she has a predictable and slow playstyle, her cooldowns are pretty long and also rely on skill shots; if she is missing even just 25% of her abilities or not dealing follow up damage, then she is crippling your potential healing output by at least that much; probably more because you have her anchored instead of someone with far more reliable and sustained damage.

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9 hours ago, Constantine said:

I'm surprised Samuro wasn't Prime tier, based on experience alone I thought he would be top tier!

Being in the Viable list means he is still really rather good in the right circumstances, but, like the list describes, there are counter picks and drawbacks. Top tier heroes, by definition, have no or very little weaknesses to speak of at all, or their strengths are such that they make a great addition to any team. 

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Tier list is always dependable on the league you play in. 

To be honest, Top Tier list ok, but Samuro is NOT picked in higher MMR games and you will always see an Auriel before a BW. Rehgar/Malfurion are usually the healers picked, one being always banned. Auriel needs to be paired with a good sustained DPS like Gul'dan or Valla/Raynor. 

I currently am in the top GM Players and most games at high level have comparable comps, usually one being " meta " and the other one being a "counter-meta" comp in order to try and diminish the effects of powerful combos like Bloodlust and Earthquake. 

Anyhow, that would be my comment on this... it needs to be split up a bit in between leagues and such, as lower MMR could get the best comp and still lose with it as they usually do not understand WHY diablo is currently the #1 tank in the game (being a huge ass body blocker for example) and how come he is top DPS in higher mmr games, meanwhile lower mmr games you will see players shadow charging people out of position, not using his huge body to block and such. 

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4 hours ago, Biostrife said:

To be honest, Top Tier list ok, but Samuro is NOT picked in higher MMR games and you will always see an Auriel before a BW. Rehgar/Malfurion are usually the healers picked, one being always banned. Auriel needs to be paired with a good sustained DPS like Gul'dan or Valla/Raynor. 

Right, which is why Auriel is Niche; BW works well in almost all circumstances, whereas Auriel very much depends on having a solid teammate on a high sustained damage dealer. The tier doesn't mean she's bad, or worse than other healers; it just means lower priority due to her dependency.

Samuro is not that popular right now, but he's still a very solid pick that works well most of the time, particularly since he does work  versus those squishy backline DPS we're seeing a big surge of right now (Gul'dan, Raynor, and so on). He's the 8th most popular pick right now, with a second-place win rate - nothing to scoff at.

Remember that meta tier lists are a snapshot of the metagame - defined by popularity x power. For instance, Ragnaros is excessively popular and extremely powerful, giving him an easy top spot. Sgt. Hammer is very powerful, but very unpopular - hence the niche spot. Auriel is in the same spot - very powerful, but unpopular due to requiring a specific comp to function.

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great list, really like that this feature is getting added to Icy Veins' already solid stable of HotS content.

while in general I agree that simpler is better, I think this list lacks a *bit* of granularity; particularly, the "niche" tier covers an extremely broad range of heroes, from "almost always a decent pick" all the way to "very occasionally not murky-level garbage." 

add onto this that the current "murky tier" doesn't really add much right now, I think it'd be safe to add one tier as follows:

Prime tier: fine as is; only heroes that fit the meta very well *and* are possibly overtuned.

Viable tier (now Strong Tier) : Re-name as "Strong Tier." Most of these heroes go beyond viable; they are almost all strong picks, just a few steps behind the prime tier

Niche/Viable Tier: Split off the top half of the niche tier (along with maybe a few stragglers from the old "viable" tier); stronger heroes that require certain teamwork or comps but are otherwise strong; heroes like Lunara, Kharazim, Auriel, and others.

New Niche Tier: the remainder of the old niche tier; heroes that are truly Niche and should only be picked as part of a very specific team strategy or last-picked as a very specific counter. Example imo would include cho'gall, lost vikings, rexxar and others.

Murky Tier: it may be that someday this tier becomes entirely uninhabited; otherwise, it is likely that only one or two heroes will ever fall into this category of simply underpowered and totally non-meta for competetive play.

 

TLDR; I think all your placements are either good or at least very defensible; but a tier is just too wide when it includes both Lunara and Cho'gall...

 

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I think it would be also nice to maybe include a briefly description on why that Hero is on that said list. I think it's important for both new players and veterans. Almost like a Pros/Cons but summarized focusing on the tier list.

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21 hours ago, Voltorocks said:

great list, really like that this feature is getting added to Icy Veins' already solid stable of HotS content.

while in general I agree that simpler is better, I think this list lacks a *bit* of granularity; particularly, the "niche" tier covers an extremely broad range of heroes, from "almost always a decent pick" all the way to "very occasionally not murky-level garbage." 

add onto this that the current "murky tier" doesn't really add much right now, I think it'd be safe to add one tier as follows:

Prime tier: fine as is; only heroes that fit the meta very well *and* are possibly overtuned.

Viable tier (now Strong Tier) : Re-name as "Strong Tier." Most of these heroes go beyond viable; they are almost all strong picks, just a few steps behind the prime tier

Niche/Viable Tier: Split off the top half of the niche tier (along with maybe a few stragglers from the old "viable" tier); stronger heroes that require certain teamwork or comps but are otherwise strong; heroes like Lunara, Kharazim, Auriel, and others.

New Niche Tier: the remainder of the old niche tier; heroes that are truly Niche and should only be picked as part of a very specific team strategy or last-picked as a very specific counter. Example imo would include cho'gall, lost vikings, rexxar and others.

Murky Tier: it may be that someday this tier becomes entirely uninhabited; otherwise, it is likely that only one or two heroes will ever fall into this category of simply underpowered and totally non-meta for competetive play.

 

TLDR; I think all your placements are either good or at least very defensible; but a tier is just too wide when it includes both Lunara and Cho'gall...

 

As a Cho'gall main, I take GREAT OFFENSE!

So, this was my first tier* list, and although I think it is headed in the right direction, I'm inclined to agree with you for this; this kind of feedback (adding one more tier) has come up quite a bit, and I think I might just bend for the next one. The thing that made this a bit more difficult was not having any precedent; I tried turning what often just came off as a "power level list" into more of a "priority" list, as it conveys the idea of flexibility - what Heroes is about! - much more readily than the former type of list.

In short, yes. I'll try and clarify the intro message as well so as to explain that this is a meta priority list over a "tier" list.

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13 hours ago, Valhalen said:

I think it would be also nice to maybe include a briefly description on why that Hero is on that said list. I think it's important for both new players and veterans. Almost like a Pros/Cons but summarized focusing on the tier list.

Next month, I'll be better prepared for this, and will do this. Thanks for the feedback!

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      Does my team need me elsewhere? Are we going to be able to push with this camp? If I start this camp, am I in danger ob eing invaded by the enemy? Do I need help to do this camp quickly? Which enemy Hero am I anticipating will come to clear this camp? “Before level 10 you should not be doing camps if you do not have a member of the team soaking in every lane,” Dreadnaught adds. “I am not saying that you must have a person in each lane for every waking moment of the laning phase, but it is very important to capture as much experience as possible on the battleground as fast as possible.”
      Know Your Mercenary Camp
      Siege Giants – “Siege Giants have a long-range, high-damage auto attack. Try to focus on keeping them alive by zoning out your opponents. Late game pressure is where the Siege giants are a step above the rest of the mercenaries—but no matter the point of the game, if they are left unchecked, you are going to regret not clearing them.” Found on: Dragon Shire, Cursed Hollow, Garden of Terror, Haunted Mines, Blackheart’s Bay, Sky Temple, and Tomb of the Spider Queen. Sappers – “The Sappers do a large amount of damage and they are one of the more reliable camps to get structural damage from, but they need to reach a certain range from the Towers before they cast their charge. You will need to escort them into Tower range.” Found on Towers of Doom and Haunted Mines. Impalers – “Impalers act much like Siege Giants, in that they auto attack from outside of Tower range, but their overall effectiveness is a notch down. They can be stacked on certain maps like Infernal Shrines, and that can make them more threatening.” Found on Battlefield of Eternity and Infernal Shrines. Hellbats – “Hellbats are tougher in terms of health than the other siege camps, but their limited range makes them less impactful in sieging. Their splash damage helps to clear, and their large health pools allow them to tank Tower shots. Their auto attacks reduce Armor on Heroes, which makes them a pain to clear on your own.” Found on Braxis Holdout and Warhead Junction. Assault Troopers – “Assault troopers can out-range enemy towers and will help push a wave, but this camp struggles to pack the same punch compared to Siege Giants or Sappers.” Found on Volskaya Foundry. Armored Gnolls – “Alterac Pass is brand new and we are still learning how to play the map in the most effective way possible, but [Armored Gnolls] function much like the Hellbats. I think it’s safe to say that the Armored Gnolls should be treated as Hellbats both in effectiveness and how to approach them.” Found on Alterac Pass. Knights – “Knights are the best camp in the game to push with because the Wizard minion provides a Spell Armor aura. This aura helps increase everyone’s ability to push and makes your minion wave difficult to clear. When the Wizard falls, the camp is far less impactful, so try to protect that little guy at all costs.” Found on Dragon Shire, Cursed Hollow, Garden of Terror, Blackheart’s Bay, Sky Temple, and Tomb of the Spider Queen. Fallen Shaman – “The Fallen Shaman spawns dogs that will fight on his behalf and when they die he will bring in a new set of puppers. The Shaman will stay out of range of Towers and Forts the entire time, so unless you respond to him and kill him, you are relying on the minions to clear him and his dogs. This takes a very long time to make happen and because of this, the camp is the best at split pushing.” Found on Battlefield of Eternity and Infernal Shrines. Goliaths and Raven – “Goliaths can’t out-range the Towers which makes the camp not ideal for sieging. It does provide a solid amount of threat to heroes because the Raven has a long-range seeker missile that can do a decent amount of damage. You can out-range the ability and avoid the damage, but it will force you away from the camp a significant distance. The Raven also has AoE damage to try to help the Goliaths push and the Goliaths are pretty tanky.” Found on Braxis Holdout and Warhead Junction. Why Wait to Capture the Camp?
      So, you’ve done the camp and it’s time to stand on the circle to capture it and get those Mercs pushing. WAIT! You could get so much more out of this if you put a little thought into what you’re doing!
      “You should be stalling the cap whenever you know that there is going to be an objective spawning on the map and that there is no way that anyone on the opponent’s team can contest you," Dreadnaught said. "There are hundreds of different situations where stalling will help your team out, but in all of these cases you are stalling to ensure that you are capping your camp with a purpose and timing it in order to give your team the greatest advantage possible.”
      Stalling the cap of a camp is small change you can make to your game that can have a potentially major impact. “A good example of this would be on the first Shrine Phase of Sky temple," Dreadnaught said. "Your opponents are likely going to start their Knight camp at some point during this time frame and if they do, you may consider stalling the cap of yours to ensure that the Knights meet up under the cover of your top Fort Towers. This gives you the easiest defense position to clear and will allow your Knights to push without interruption while your team fights on the Temple.”
      Common Camp Capture Timings
      Battlefield of Eternity:
      “Capture Impalers before first Immortal.” “Capture Shaman camp as the Immortal spawns.” Braxis Holdout:
      “Either Camp during the Beacon Phase to create pressure and help enable the control.” Cursed Hollow:
      “Capture Giants as the first tribute spawns.” “Capture Knights in between the first and second tribute spawns.” Dragonshire:
      “Roughly 45 seconds after a Dragonknight dies, capture any camp available. This better sets up the map for the next shrine phase.” Garden of Terror:
      “Whenever you have one of the two Garden Terrors cleared, pick up a close camp to demand a response and then get free seeds from the opposite terror. “ “Capture Giants as you are channeling to pilot your own Garden Terror and then pressure mid and bottom with the terror.” Haunted Mines:
      “Capture Sappers and Giants during mine phase to get free damage while everyone is getting skulls.” “Capture Giants when the Grave Golem is sieging to help defend and get counter pressure.” Infernal Shrines:
      “Capture Impalers during the laning phase between rotations of middle and bot lane.” “Capture bottom Impalers once you have control over mid with first Impaler set.” “Capture the Shaman Camp anytime the Shrine spawns middle or bottom, especially bottom.” Sky Temple:
      “Capture Giants and Knights before first Temple phase.” Tomb of the Spider Queen:
      “Capture Knights before or during first turn-in phase.” Towers of Doom:
      “Capture Sappers as soon as they spawn and as often as you can on bottom half of the map.” Volskaya Foundry:
      “Capture bottom Turret Camp as soon as it spawns and as often as possible” “Capture the Support Camp as soon as the Turret camp is picked up, try to take this camp as frequently as possible.” With a little practice and patience, split-pushing and pressuring your opponents can become second nature. Be sure to check back in with us tomorrow for more of Midgame Moves week when we cover everything you need to know about Boss control with HeroesHearth Esports’s Coach Rori "CauthonLuck" Bryant-Raible.
    • By Stan
      Free Hero rotation has been updated for the week of July 17 and features Yrel!
      Free-to-Play Hero Rotation: July 17, 2018
      Raynor Muradin Sonya Nazeebo Uther Jaina Falstad Cassia Ana Lt. Morales Hanzo (Slot unlocked at Player Level 5) Alarak (Slot unlocked at Player Level 10) Chen (Slot unlocked at Player Level 15) Yrel (Slot unlocked at Player Level 20) (Source)
    • By Stan
      Blizzard today fixed a bug from July 10 that affected team compositions in Quick Match games.
      Placeholder for tweet 1017845167808659456 The latest Heroes of the Storm content patch went live earlier this week and with it a bug that lead to erroneous matchmaking in Quick Matches.
      Blizzard (Source)
      Hi everyone,

      We've just rolled out a fix in order to address this issue. Please let us know if you continue to encounter very unusual team compositions during your Quick Match games.

      Thank you!
    • By Stan
      Heroic deals for the week of July 17 include the Butcher and Lost Vikings!
      Blizzard (Source)
      Every Tuesday, we place a number of Heroes on sale, and swap a fresh set of cosmetics into the featured item rotation. Check out this week’s items and then head in-game to pick up anything that catches your eye. Heroic Deals: July 17 – 23, 2018
      Our next set of Heroic Deals will begin on Tuesday, July 17! Check out the list of upcoming featured items and Hero discounts below. Upcoming Hero Sales
      The Butcher — Sale Price: 312 gems The Lost Vikings — Sale Price: 375 Gems The following skins and mounts will be added to the featured item rotation and will become purchasable with gems until this round of Heroic Deals comes to an end:
      Upcoming Featured Skins
      The Butcherlisk Pajama Party Lost Vikings Mecha Rehgar Cheerleader Kerrigan Toxic Demonic Auriel Deep Herald of N'Zoth Alarak Upcoming Featured Mounts
      Crimson Ringmaster's Pride Ghost Speeder