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Heroes of the Storm Zul'jin

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Zul'Jin is my first day-one purchase; been loving this guy so far! Pretty solid first pass at the guide I'd say, no major complaints with your picks.

a couple talents i'm hoping will be upgraded to at least a "situational" (if not an outright "suggested" status) once you've had some time to play with the guy and finalize this guide:

-headhunter at 4 deserves at least a "situational." though giving up Let the Killing Begin is a big ask, the global enemy vision is completely nuts in certain situations- as a counter to certain heroes and on certain maps, this is a game-winning ability.

-Vicious Assault at 7 is absolutely bonkers, and in many situations allows you to chain Qs infinitely (which deal damage of their own, in addition to the 50% bonus to all your attacks on a target.) recklessness is great, but with many team comps it can be dangerous to rely to heavily on the "fight at low health and live with my ult" plan, and this talent gives you really incredible damage at any health. it also *almost* makes boneslicer worth it at lvl 1 (not quite though, you want axe is a must right now imo). Lastly, it can give the level 13 Eye of Zul'jin speed buff *almost* 100% uptime.

-Forest medicine at 13 is a decent situational defensive talent if you find that the enemy is incapable of diving you. it often allows you to sneak in self healing in the middle of a fight without slowing down your damage and with less loss of positioning. One trick i've done is to pop it while i'm chasing someone down in order to bait them into turning around to break the heal. That said, i'm least convinced on this one, as the other two talents at this level are also very strong.

 

 

 

 

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Hey Voltorocks!

Thanks for the feedback! I'm definitely feeling out how his game play settles over the next few weeks to see what ends up being best in terms of talent selection. And you're absolutely right, I'm already getting the inclination that some talents are definitely going to be headed towards a "situation" if not "recommended pick". Thanks again for the kind words and your thoughts!

-MK

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Although Taz'dingo is definitely superior to Guillotine, I think the later can work really well if the opposing team has a lot of ranged attackers and a meaty anti-dive tank. The damage is absurd with the right setup.

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3 hours ago, Valhalen said:

Although Taz'dingo is definitely superior to Guillotine, I think the later can work really well if the opposing team has a lot of ranged attackers and a meaty anti-dive tank. The damage is absurd with the right setup.

picking it a lot in quick match and team league (where I primarily Q with friends so I know i can coordinate with my healer) and it's a bunch of fun. love throwing it back over a gate after a close chase and watching it chunk someone from almost half health :D

 

in Hero league, prolly best to stick to Taz'dingo but guillotine can serve a cool role for sure

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Guest KiraKusai

I think something should be said for the synergy between Vicious Assault and Eye of Zul'jin. I generally take the two whenever I need more kiting and chasing. 

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On 1/9/2017 at 4:10 AM, Guest KiraKusai said:

I think something should be said for the synergy between Vicious Assault and Eye of Zul'jin. I generally take the two whenever I need more kiting and chasing. 

Do you feel like you miss the damage from not taking Reck on Level 7?

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Guest Dingo

Best in my opinion is 1s pick for Q. If one hero you hit moves out of the way, the fact that you hit lie 5 (instead of 1 or 2) makes for way for targets. Also allows for rapid merc/lane clearing, making him all-around useful.

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On 1/30/2017 at 9:23 AM, Guest Dingo said:

Best in my opinion is 1s pick for Q. If one hero you hit moves out of the way, the fact that you hit lie 5 (instead of 1 or 2) makes for way for targets. Also allows for rapid merc/lane clearing, making him all-around useful.

Don't you feel the effect of missing all that bonus auto damage later into the game though? I would assume the longer the game, the worse this talent choice gets, no?

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Guest ZebThan

About the Taz'Dingo vs Guill. Taz'Dingo has one major flaw, it can't be activated if you are stunned or silenced. And usually you are using it when you are being attacked. If enemy team have a lot of stuns/silences, then, when they start to attack you, you will likely to be stunned/silenced and will die before you will have any chance of activating it, so you are forced to stay back anyway. In such cases, Guill seems like a better idea. It has great range and low cooldown, so you may surprise your enemy while their taking a tower, gathering tribute etc.

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On 2/18/2017 at 9:38 AM, Guest ZebThan said:

(...) Taz'Dingo has one major flaw, it can't be activated if you are stunned or silenced. (...) Guill seems like a better idea. It has great range and low cooldown, so you may surprise your enemy while their taking a tower, gathering tribute etc.

I agree. Guillotine is a great surprise attack that can wipe out the entire enemy team if well timed. Taz'dingo, on the other hand, is absolutely fantastic if you get someone to Cleanse or Shield you as soon the CC chain begins (which is why Uther and Tassadar are some of the best characters to pair with Zul'jin).

Edited by Valhalen

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Guest Ability Build?

I usually run a build where my Twin Cleave is my bread and butter. I tend to build by taking Arcanite Axes at lvl 1, for that 25% increase in ability power(when below 50% health), and the cooldown reduction. At the next tier I grab Troll's Blood for a little extra sustain. I then go for Wrong Place Wrong Time, because the damage bonus from landing both axes can be insane, especially with that 25% passive boost from earlier. I then grab Guillotine which not only gets stronger the lower my health is, but it gets a boost from the earlier passive as well. I then grab Forest Medicine for its utility. I like to be able to heal if needed while also positioning for my axes. Swirling death is where this build gets extremely fun. It adds a good amount of utility, and landing both axes at the apex of the curve twice can drop many heroes to half. I use it as utility while fleeing too. When running away, just chuck them in the direction you're running, and anyone closely chasing or a small distance away will get a surprise when their health is suddenly missing, and they're slowed. My final talent is usually Buzzsaw, just for the potential to land a few kills if there are fleeing stragglers. Idk about you guys, but an ability based Zul is really fun, and still outputs good damage. I also have a good amount of range with Twin Cleave being my focus, so chases are usually successful; they both take high damage and are slowed, and it allows me to finish them with some basic attacks if not already dead.

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Guest Phyzm
On 1/8/2017 at 5:35 PM, Voltorocks said:

picking it a lot in quick match and team league (where I primarily Q with friends so I know i can coordinate with my healer) and it's a bunch of fun. love throwing it back over a gate after a close chase and watching it chunk someone from almost half health :D

 

in Hero league, prolly best to stick to Taz'dingo but guillotine can serve a cool role for sure

Ya as convenient and safe as guillotine can be the thing with tazdingo berserking is you do more dmg n attack faster less life you have so when your sitting at 1% life and your unkillable you just wreck people, tie that in with killing people buffs your dmg even more and after a kill your just streaking with basic attacks.  Can kill people in a second so you can legit 1v4 in some situations.  Just cant get that with guillotine.  Tie that in with the escape mechanic since you have no evasion skills n its a solid pick.

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17 hours ago, Guest Phyzm said:

Can kill people in a second so you can legit 1v4 in some situations.  Just cant get that with guillotine.

Yeah, I think  it's pretty widely know that tazdingo is better used offensively than as a simple "stay alive" defensive tool.

 

My thing is that Tazdingo has a lot more counterplay for good opponents, most of those 1v4 situations are games your team was already going to win. I think it's easy to confuse "wow, this ability really makes me feel powerful when it works"  with it being  a really strong ability, when actually it's just stomping players you would have beat anyways.

 

I'm really not even trying to argue for taking guillotine all the time -  I probably go Tazdingo 70% of  the time! Just saying that against a lot of comps, especially if you think your opponents are strong players who have the capacity to counter-play Tazdingo, Guillotine is often the stronger choice towards tipping a tough game in your favor with an improbable snipe or unexpected burst.

Edited by Voltorocks
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I kinda disagree about Boneslicer. It's true that You Want Axe? is generally the best talent to pick, but against heroes like Samuro, TLV, Nova, or simply a ranged-heavy comp Boneslicer will perform better. The main reason is it's harder to complete quest against them. Whenever there are 3 or more ranged heroes I tend to go Boneslicer over YWA, Sam is a definite 'No' to YWA as well, Nova and Raynor having 6.6 range also somewhat nulify the reward. The one exception I know is playing vs Murky, you can complete quest super fast and stack dmg bonus so high whenever he's around, so whenever I see that pesky murloc YWA is an instant pick regardless of comp.

Edited by Haven

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10 hours ago, Haven said:

I kinda disagree about Boneslicer. It's true that You Want Axe? is generally the best talent to pick, but against heroes like Samuro, TLV, Nova, or simply a ranged-heavy comp Boneslicer will perform better. The main reason is it's harder to complete quest against them. Whenever there are 3 or more ranged heroes I tend to go Boneslicer over YWA, Sam is a definite 'No' to YWA as well, Nova and Raynor having 6.6 range also somewhat nulify the reward. The one exception I know is playing vs Murky, you can complete quest super fast and stack dmg bonus so high whenever he's around, so whenever I see that pesky murloc YWA is an instant pick regardless of comp.

The quest gets easier to complete with level 7's talent RecklessnessRecklessness, and should be fairly completeable even when facing a ranged composition. The quest's reward enables you to be a bit safer when attacking those ranged heroes, which is an additional reason to pick it, rather than a reason not to. 

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3 hours ago, Farbas said:

Isn't it worth is to take Arcanite Axes at lvl 1 if we plan to take Guillotine at lvl 10? A 25% damage increase seems pretty big

Yes, I would recommend taking Arcanite AxesArcanite Axes if you plan on taking GuillotineGuillotine, because you will be using your highest-damaging ability when at low health anyway. However, since the guide does not recommend taking GuillotineGuillotine, Arcanite AxesArcanite Axes are Not Recommended as well.

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So, unless I'm bad at maths, the level 1 talent BoneslicerBoneslicer comment has an error. It says that it gives a 15% basic attack damage increase when it should give a 10% basic attack damage increase (assuming that the bonus is based off of the current damage bonus and is not a flat increase, in which case it should be a 20% basic attack damage increase).

 

I'm sad that GuillotineGuillotine isn't recommended. I mean, if it were me, I'd think it was situational. If you have an Zarya, Gaz, or Zeratul (or any of the other heroes listed in the abilities section, I guess) use their ability on several enemy heroes, and you're at low health, I imagine that it would almost guarantee victory in a team-fight. 

Edited by TwixTrix

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13 hours ago, TwixTrix said:

So, unless I'm bad at maths, the level 1 talent BoneslicerBoneslicer comment has an error. It says that it gives a 15% basic attack damage increase when it should give a 10% basic attack damage increase (assuming that the bonus is based off of the current damage bonus and is not a flat increase, in which case it should be a 20% basic attack damage increase).

Thanks for pointing this out! This should be fixed soon.

13 hours ago, TwixTrix said:

I'm sad that GuillotineGuillotine isn't recommended. I mean, if it were me, I'd think it was situational. If you have an Zarya, Gaz, or Zeratul (or any of the other heroes listed in the abilities section, I guess) use their ability on several enemy heroes, and you're at low health, I imagine that it would almost guarantee victory in a team-fight. 

Taz'dingo!Taz'dingo! improves your damage output indirectly, as it allows you to either escape, take the opponent down and survive, or to keep fighting for 4 seconds more. However, it is way safer than and works just as well with shields, and works even better with heals than GuillotineGuillotine. Additionally, GuillotineGuillotine may miss.

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1 hour ago, positiv2 said:

Taz'dingo!Taz'dingo! improves your damage output indirectly, as it allows you to either escape, take the opponent down and survive, or to keep fighting for 4 seconds more. However, it is way safer than and works just as well with shields, and works even better with heals than GuillotineGuillotine. Additionally, GuillotineGuillotine may miss.

Indeed. But I still think that Guillotine should be considered as situational. Under the right conditions, it can wipe out an entire team.

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Please update descriptions for Zul'jin.

 

Also, the recent buff to Boneslicer, now increases the damage bonus to 30%, totalling to 80%. I believe this talent is now on par with You Want Axe? talent, since the damage bonus is very noticeable, especially once Vicious Assault talent is taken. In fact, I suggest taking Boneslicer and Vicious Assault to bust tanks rather than the You Want Axe?

Next, Vicious Assault should definitely be recommended. It provides immense synergy with 25% bonus speed talent for Boneslicer and provides the same amount of damage as Recklessness if you hit all the stacks. In addition, Vicious Assault works at all health levels, making it a great option for pokes or commitments.

Lastly, if Vicious Assault and Boneslicer are taken together, Zul'jin gets one of the strongest waveclear for AA assassins in the game. He can blow through a wave as fast as a Valla and shutdown towers even faster. In addition, I've gotten 50% health refunds with the talents for Armani Resilience; whereas, I get only 30% with You Want Axe?. This shows how strong the bonus damage is of Grevious Throw talents, despite the higher damage potential for You Want Axe?

Edited by Trensicourt

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In the characters that synergize with Zul'Jin, you have some broken link snippets that should probably just say the name of the character instead of having a URL.

The discussion on Level 4 Talents says Let the Killing Begin lasts 15 seconds but its tooltip says 12 seconds.

The discussion on Level 16 Talents says Ferocity increases Berserker's bonus by 40% but Ferocity's tooltip says 35%.

Edited by EDL666
Avoiding double posting
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      Base
      Vitals Health reduced from 1840 to 1510. Health Regeneration reduced from 3.83 to 3.15. Basic Attack Attack range increased from 4 to 4.5. Weapon period increased from .75 to 1. Attacks per second reduced from 1.33 to 1. Damage reduced from 130 to 122. Lightning Fury [Q] Damage reduced from 175 to 150. Cooldown increased from 4 to 5 seconds. Mana cost reduced from 30 to 25. Additional functionality: Holds 2 charges. Blinding Light [W] Mana cost reduced from 70 to 50. Fend [E] Damage reduced from 39 to 34. Cast range increased from 5 to 6. Cooldown increased from 8 to 10 seconds. Mana cost increased from 40 to 50. Additional functionality: Avoidance remains active while Fend is channeling. Avoidance [Trait] Duration increased from .5 to .625. New functionality: While moving unmounted, gradually gain 30 Armor of the course of 3 seconds. Talents
      Level 1 Thunderstroke New functionality: Increase the damage of Lightning Fury by 25 and casting it grants 5 stacks of Avoidance. Quest: Every Hero hit increases the damage of Lightning Fury by 1. Impale Moved from Level 7. Additional functionality: Increases the cast range and AoE of Fend by 25%. It deals 50% more damage to enemies below 50% Health. Charged Strikes New functionality: Gain 20% Attack Speed. Every 3rd Basic attack deals 20% bonus damage to the target and bounces to nearby enemy Heroes. Level 4 Inner Light New functionality: Activate to heal for 25% of your maximum Health over 5 seconds. Heroes hit with Lightning Fury lower this cooldown by 10 seconds (70 second cooldown). Ring of the Leech New functionality: Basic Attacks against heal Cassia for 15% of the damage they deal. If an enemy is Blinded this affects Lightning Fury and Fend. Plate of the Whale New functionality: Gain 7 HPS while Avoidance is active. Increase this to 21 HPS while Avoidance is fully charged. Avoidance is active while Mounted. Level 7 Seraph's Hymn New functionality: Increase the passive damage bonus of Blinding Light to 30%. Basic Attacks that hit enemy Heroes lower the cooldown of Blinding Light by 1.5 seconds and grant 10 Mana. Surge of Light Activation Damage increased from 210 to 300. Plate of the Whale New functionality: Gain 7 HPS while Avoidance is active. Increase this to 21 HPS while Avoidance is fully charged. Avoidance is active while Mounted. New Talent: Debilitating Thrusts Enemies hit by Fend are slowed by 30% for 3 seconds. Level 13 Grounding Bolt Removed. Thundergod's Vigor Removed. Lunging Strike Removed. New Talent: Gloves of Alacrity Basic Attack range is increased by 1. Increase this to 2 while Avoidance is fully charged. War Traveler Moved from Level 7. New functionality: Gain 5% Movement Speed and if Avoidance is maxed gain an additional 10% Movement Speed and your Mount time becomes instant. New Talent: War Matron Cassia is Protected while channeling Fend and for an additional 1 second if the channel is completed. Level 16 Pierce Removed. Penetrate Removed. New Talent: Power Strike Lightning Fury pierces. Hitting an enemy Hero with Lightning Fury marks them for 15 seconds. Once a player has 3 marks, cast a free Blinding Light at their feet. New Talent: Static Electricity Gain 2 more charges of Lightning Fury. Fend launches a Lightning Bolt at nearby Heroes upon arrival. Level 20 Infinite Lightning Cooldown refund per bounce from 3 to 5 seconds. Imprisoning Light The main target is Blinded for 5 seconds. Enemies knocked back take damage and are Rooted and Silenced for 3 seconds. Titan's Revenge New functionality: Basic Attacks ignore Armor and while Avoidance is fully charged, deal 20% bonus Attack Damage. New Talent: Rockstopper Activate: Instantly fully charge Avoidance and increase the Armor bonus to 60 for 4 seconds (30 second cooldown). Return to Top
      Tracer
      Base
      Weapon Range reduced from 5.5 to 5. Damage reduced from 26 to 24. Pulse Bomb charge gained from Basic Attacks increased by 25%. Max Health increased from 1280 to 1330. Health Regen reduced from 5.3 to 2.71. Melee [W] Pulse Bomb charge increased from 5/10% to 6/12%. Recall [E] Cooldown reduced from 30 to 20 seconds. Amount of time to Recall reduced from 3 to 2 seconds. Duration of Recall increased from .75 to 1.25 seconds. Pulse Bomb [R] Target damage reduced from 360 to 288. AoE damage reduced from 180 to 144. Reload [Trait] Added functionality: Tracer gains 15% life steal on her Basic Attacks. Talents
      Level 1 Pulse Strike [W] Removed. Parting Gift [E] Moved from Level 4. Damage increased from 240 to 250. Added functionality: Each Hero hit by Parting Gift bombs grants 5% Pulse Bomb charge. Slipstream [E] Removed. Tracer Rounds [Passive] New functionality: Increase Tracer’s Basic Attack range by 10% (.5). Attacks against Heroes reveal a small area around them for 3 seconds. New Talent: One-Two Punch [W] Lower the cooldown of Melee by 1 second. It gains an additional charge with a 2 second cooldown between casts. Level 4 New Talent: Pulse Generator [R1] Sticking a Hero with Pulse Bomb regenerates 25% of max HP over 1.5 seconds and refunds a charge of Blink. Is That a Health Pack?! [Passive] Added functionality: Collecting a regen globe reduces the cooldown of Healing Fountain by 10 seconds. Leeching Rounds Moved from Level 13. New functionality: Increase the Life Leech on your Basic Attacks by 5% for each Blink charge you currently have. Level 7 Sleight of Hand [Trait] Moved from Level 16. Focus Fire [Trait] Moved from Level 16. Locked and Loaded [Trait] Moved from Level 16. Leeching Rounds Removed. Level 10 Quantum Spike [R] New Functionality: Deals an extra 6% of maximum health as damage to Heroes. Level 13 Jumper [Q] New functionality: Blink grants a shield equal to 6% of maximum health for 3 seconds. This shield stacks up to 3 times. While Blink has no charges remaining, its cooldown recharges 125% faster. Bullet Time [Q] Removed. Untouchable [Q/Passive] Moved from Level 4. New functionality: Passively increases the distance of Blink by 33%. Takedowns grant 5% increased Basic Attack damage, up to 30%. Stacks are lost on death. New Talent: Telefrag [E] Basic Attacks reduce the cooldown of Recall by .1875 seconds. After arriving at the recall destination, Tracer deals 160 damage and knocks back any nearby enemies. Level 16 Bullet Spray [W] Moved from Level 13. New Talent: Heavy-Handed [W] W reduces hero armor by 15 for 4 seconds. Ricochet Moved from Level 13. Bounce chance increased from 50 to 60%. Level 20 New Talent: Chrono Triggers [Q] Casting Blink causes Basic Attacks to consume no ammo for 1 second. Get Stuffed! [W] New functionality: Increase Melee’s Pulse Bomb generation against Heroes from 12% to 24%. Hitting a Hero with Melee while they have a Pulse Bomb attached causes it to explode instantly and knock them away. Total Recall [E] No longer increases the cooldown of Recall. Return to Top
      Heroes
      BRUISER HEALER MELEE RANGED Artanis Anduin Alarak Chromie Deathwing Brightwing   Jaina Dehaka Deckard   Li-Ming Imperius     Orphea Ragnaros     Probius Xul     Tassadar Return to Top
      Bruiser
      Artanis
      Base
      Health increased from 2470 to 2525. Health Regeneration increased from 5.14 to 5.26. Shield Overload [Trait] Shield amount increased from 375 to 385. Talents
      Level 1 Seasoned Marksman [Passive] Removed. Reactive Parry [W] New functionality: Damaging enemies with the first slash of Twin Blades grants Artanis 75 Physical Armor against the next enemy Hero Basic Attack. If the target is an enemy Hero, then the second slash grants Artanis an additional stack. Stores up to 2 charges. New Talent: Protector of Aiur [Passive] Quest: Basic Attacks against enemy Heroes increase Artanis’s Attack Damage by .1%. Takedowns grant 1% bonus damage. Level 7 Warp Sicknesss [E] Removed. Chrono Surge [E] Attack Speed bonus reduced from 75% to 40%. Additional functionality: Phase Prism Slows the enemy’s Movement Speed by 30% for 4 seconds. Return to Top
      Deathwing
      Base
      Health reduced from 2850 to 2750. Health Regeneration reduced from 5.94 to 5.73. Cataclysm [R1] Periodic damage reduced from 10 to 9. Talents
      Level 4 Heat Wave [W] Damage after using Incinerate reduced from 14 to 12 per second. Level 7 Firestorm [Z] Additional functionality: Reduce Deathwing’s landing cooldowns by 2 seconds. Skyfall [E] No longer reduces Deathwing’s landing cooldowns when hitting enemy Heroes. Healing increased from 2.5% to 3% maximum Health. Return to Top
      Dehaka
      Base
      Dark Swarm [W] Damage increased from 47 to 49. Talents
      Level 7 Constriction [Q] Removed. Paralyzing Enzymes [Q] Moved from Level 16. Adjusted functionality: Increase Drag duration by .5 seconds. After it ends, enemies hit are Slowed by 30% for 2.5 seconds. Level 16 New talent: Pack Leader [Z] While Dehaka is in a bush and for 5 seconds after leaving, he gains 20 Armor. Return to Top
      Imperius
      Talents
      Level 13 Pathetic Mortals [Q] Additional functionality: Reduce the Movement Speed of enemy Heroes hit by Celestial Charge by 25% for 4 seconds. Return to Top
      Ragnaros
      Talents
      Level 10 Sulfuras Smash [R1] Cooldown reduced from 80 to 60 seconds. Mana cost reduced from 75 to 70. Damage to enemies hit by its outer area increased from 198 to 250. Return to Top
      Xul
      Base
      Basic Attack damage reduced from 100 to 95. Spectral Scythe [Q] Damage reduced from 210 to 200. Raise Skeleton [Trait] Damage done when Skeletal Warriors die reduced from 50 to 46. Talents
      Level 4 Jailors [Trait] Movement and Attack Speed bonuses reduced from 40% to 30%. Level 13 Echoes of Death [Q] Damage from additional scythes reduced from 60% to 40%. Level 16 Decrepify [Q] Slow amount reduced from 40% to 30%. Return to Top
      Healer
      Anduin
      Talents
      Level 4 Holy Reach [E] New functionality: Increase the Root duration of Chastise from 1.25 to 1.5 seconds. After hitting an enemy with Chastise, Anduin’s next Basic Attack deals 75% more damage and heals allied Heroes near him for 100. Level 13 Speed of the Pious [W] Additional functionality: Each allied Hero healed by Divine Star on its return to Anduin reduces its cooldown by 1 second. Enchant Boots - Lion's Speed [Trait] Additional functionality: Allies pulled by Leap of Faith are healed for 280 over 4 seconds. Push Forward! [Passive] Now labelled as a Chastise talent [E] Additional functionality: While gaining 20% bonus Movement Speed, Chastise’s cooldown recharges 25% faster. Level 20 Desperate Prayer [Active] No longer places Flash Heal on a 10-second cooldown. Return to Top
      Brightwing
      Base
      Polymorph [W] Slow amount increased from 25% to 30%. Pixie Dust [E] Spell Armor amount increased from 25 to 30. Phase Shift [Z] Cooldown reduced from 60 to 50 seconds. Healing increased from 20% to 25% maximum Health. Talents
      Level 1 Hyper Shift [Z] Cooldown reduction reduced from 2 to 1.5 seconds. Level 4 Magic Spit [Passive] Cooldown reduction increased from 5 to 6 seconds. Level 7 Critical Mist [Trait] Healing increased from 150 to 165. Return to Top
      Deckard
      Base
      Health increased from 1700 to 1780. Health Regeneration increased from 3.54 to 3.71. Talents
      Level 1 Scroll of Identify [E] Quest requirement reduced from 16 to 14 enemy Heroes hit. Level 4 Ruby [Active] Cooldown reduced from 20 to 10 seconds. Level 10 Lorenado [R2] Cooldown reduced from 40 to 30 seconds. Mana cost reduced from 40 to 35. Return to Top
      Melee Assassin
      Alarak
      Talents
      Level 1 Sustaining Power [E] Removed. New Talent: Overwhelming Power [Q] After hitting an enemy Hero with Discord Strike, Alarak gains 40% Attack Speed and his Basic Attacks heal him for 50% of the damage dealt for 4 seconds. Level 7 Hindered Motion [W] Slow amount increased from 25% to 30%. Return to Top
      Ranged Assassin
      Chromie
      Base
      Dragon's Breath [W] Damage increased from 204 to 215. Talents
      Level 5 Bronze Talons [Q] Damage bonus increased from 40% to 50%. Mobius Loop [W] Cooldown reduction increased from 1.75 to 2 seconds. Level 8 Slowing Sands [R1] Slow amount increased from 5% to 7% per stack. Maximum Slow amount is still 70%. Level 14 Quantum Overdrive [Active] Spell Power bonus increased from 25% to 30%. Level 20 Blessing of the Bronze [Active] Cooldown reduced from 90 to 30 seconds. Cooldown reduction when hitting enemy Heroes with Sand Blast reduced from 8 to 1 second. Return to Top
      Jaina
      Talents
      Level 16 Snowstorm [W] Damage bonuses increased from 30%/70% to 50%/100%. Return to Top
      Li-Ming
      Talents
      Level 10 Disintegrate [R1] Cooldown reduced from 30 to 20 seconds. Wave of Force [R2] Cooldown increased from 20 to 30 seconds. Return to Top
      Orphea
      Base
      Shadow Waltz [Q] Cooldown reduced from 6 to 5 seconds. Mana cost reduced from 40 to 35. Chomp [W] Damage increased from 285 to 305. Dread [E] Additional functionality: Enemies hit by Dread’s wave are Slowed by 25% for 2 seconds. Talents
      Level 1 Growing Nightmare [E] New functionality: Increase Dread’s eruption damage by 40%. Quest: Hit 3 enemy Heroes with a single cast of Dread’s eruption. Reward: Permanently increase Dread’s eruption damage by an additional 25% and increase the Slow amount of Dread’s eruption by 15%. Level 4 Chaotic Assault [Trait] Bonus damage increased from 50% to 75%. Level 13 Abyssal Symbiosis [W] Additional functionality: Hitting an enemy Hero with Chomp grants Orphea a 180 Shield for 3 seconds. Level 16 Dead Magic [Trait] Damage reduced from 115 to 95. Now also does damage to the primary target. Lurking Terror [Active] Slow duration increased from 1 to 1.5 seconds. Return to Top
      Probius
      Talents
      Level 1 Warp Resonance [W] Quest requirement reduced from 10/20 enemy Heroes hit with Warp Rift explosions to 8/16. Level 4 Photon Barrier [E] Spell Armor bonus increased from 30 to 40. Level 7 Particle Accelerator [Q] Damage increased from 10% to 15% per stack. Level 10 Null Gate [R2] Cooldown reduced from 30 to 25 seconds. Level 20 Gate Keeper [R2] No longer has a restriction allowing 1 Null Gate at a time. Return to Top
      Tassadar
      Base
      Health increased from 1550 to 1650. Health Regeneration increased from 3.23 to 3.44. Shock Ray [Q] Slow amount increased from 25% to 30%. Force Wall [E] Cooldown reduced from 21 to 18 seconds. Mana cost reduced from 70 to 65. Cast time reduced from .1 seconds to .0625 seconds. Birth time reduced from .5675 seconds to .5 seconds. Resonance Beam [Trait] Slow amount increased from 10% to 15%. Talents
      Level 1 Static Charge [Q] Bonus damage per stack increased from 4 to 5. Maximum bonus damage increased from 200 to 250. Khaydarin Amulet [Trait] Damage to additional targets increased from 50% to 75%. Level 4 Induction [Q] Movement Speed bonus when casting Shock Ray increased from 15% to 20%. Movement Speed bonus when hitting an enemy Hero increased from 25% to 30%. Level 16 Executor's Will [Active] Spell Power bonus increased from 15% to 20%. Return to Top
      Bug Fixes
      General
      Fixed an issue where locked talents could appear to be able to be selected in game, causing confusion. Heroes
      Cho'gall Disconnected player replacement A.I. for Gall will no longer become passive. Deathwing Disconnected player replacement Deathwing A.I. will no longer becomes stuck in the air during Dragonflight. He will land in Destroyer form once he reaches full health. Disconnected player replacement Deathwing A.I. will use Dragonflight in place of Hearthstone to heal, unless Dragonflight is on cooldown. Murky Fixed an issue that caused Murky A.I. to continually attempt to place an egg outside of follow leash range. Nova Nova Holo Decoys no longer incorrectly take triple damage. They now correctly take double damage. Tassadar Shadow Walk now has proper fat finger protection. Zagara Fixed an issue with Zagara A.I. becoming stuck in the Nydus Worm if the player disconnects. Cassia and Tracer have been reworked in the latest Heroes patch.
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