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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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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

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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
      Murky now gains a 35% Shield for 10 seconds upon reviving. Spawn Egg [D] Egg now regenerates quickly instead of having a Shield. Slime [Q] Now applies its debuff to enemy Structures. Now deals 50% damage to Structures. Pufferfish [W] Damage reduced by 20%. Detonation time reduced from 3 seconds to 2.75 seconds. NEW QUEST: Hit enemies affected by Slime with Pufferfish. Provides 1 stack per minion, 5 stacks per Hero or Structure hit. At 100 stacks, Basic Abilities now deal full damage to Structures. Mythic Reward: At 200 stacks, Murky gains 50% Health and increases in size. Talents
      Level 1 Egg Hunt Talent removed. Shell Game NEW: Murky can now place 2 eggs, but randomly revives from one of them. Increases the cooldown of placing an egg to 30 seconds and goes on cooldown if either egg dies. Level 10 March of the Murlocs Damage increased by 4%. Level 13 Egg Shell REWORK: Murky gains a Shield equal to 35% of his Health upon placing an egg or when one of his eggs dies. Fish Tank Healing reduced from 25% to 20%. Level 16 Wrath of Cod Damage over Time is dealt over 4 seconds (from 5s). Level 20 Big Tuna Kahuna Talent removed. Faster Fish NEW: Pufferfish detonates 80% faster. Making Inky Cooldown reduction reduced from 2 seconds to 1.5 seconds. Never-Ending Murlocs No longer deals reduced damage to Structures. Sylvanas
      Talents
      Level 4 Mercenary Queen Now also causes Sylvanas' Basic Attacks to instantly apply 3 stacks of Black Arrows to Mercs. Thrall
      Base
      Basic Attack damage decreased from 173 to 167. Talents
      Level 1 Crash Lightning Mythic Reward Damage bonus increased from 270 to 325. Echo of the Elements Mythic Reward now also allows Chain Lightning to bounce back to the same target. Tyrande
      Base
      Mana reduced from 500 to 450. Lunar Flare [E] NEW QUEST: Hitting a Hero with Lunar Flare increased its damage by 5%, up to 250%. After hitting 10 Heroes, increase Lunar Flare's range by 30%. After hitting 20 Heroes, Sentinel now pierces the first Hero hit. Mythic Reward: After hitting 50 Heroes, Tyrande's Basic Attacks occasionally trigger a Lunar Flare. Now restores 25 mana per enemy hit. Talents
      Level 1 Ranger No longer provides pierce. Moonlit Arrows Cooldown reduction reduced from .75 seconds to .5 seconds. Moved Talent from Level 7 to Level 1. Trueshot Aura No longer passively increases Tyrande's Attack Damage. Now also applies to Tyrande upon activation. Level 7 Elune's Gift NEW: Grants 20% Spell Power for 10 seconds after hitting an enemy with Lunar Flare. Level 20 Commander of Sentinels NEW: Sentinel now has an additional charge. Return to Top
      Known Issues & Bug Fixes
      Known Issues
      Jaina Ice Cold's tooltip is incorrect. Resetting Jaina's talents after finishing her quest causes issues. Zul'jin Resetting Zul'jin's talents does not reset cap. Bug Fixes
      Heroes
      Alarak Level 10 Deadly Charge Fixed an issue that caused Alarak's Deadly Charge to not be activated by clicking the left mouse button if it occupies the Trait slot. Ana Base Aim Down Sights [D] Can now be toggled while affected by a Silencing effect. Jaina Base Frostbolt [Q] Fixed an issue causing Jaina's Frostbolt to not have its model updated by Dreadlord Jaina or Lunar Jaina. Orphea Level 4 Allegrissimo Fixed an issue that could cause Allegrissimo's cooldown reduction to not be granted when hitting a Hero at Shadow Waltz' end. Sylvanas Base Possession [1] Fixed Possession not showing in the Quick Cast menu settings. Fixed Possession not being correctly affected by cooldown reduction affects granted by allies. Return to Top
      Click here to discuss this post with other players in the official Heroes of the Storm forums.

       
    • By Elitesparkle
      Blizzard released a new patch for Heroes of the Storm and here are the official Patch Notes with all the changes.
      16 December 2025: This patch went live again, with some undocumented bug fixes.
      12 December 2025: This patch was reverted due to a game-breaking bug on Sylvanas.
      (Source)
      Balance Updates
      Kerrigan
      Base
      Ravage [Q] Baseline quest now provides 7 stacks per kill, up from 5. Baseline quest requirements increased to 85/150, up from 75/125. Talents
      Level 7 Bladed Momentum Cooldown reduction increased to .75 seconds, up from .6 seconds. Thrall
      Talents
      Level 1 Maelstrom Weapon Completion requirements increased to 25/55/100, up from 20/40/100. Falstad
      Base
      Lightning Rod [W] Now strikes every .8 seconds, down from 1 second. Total number of strikes stay the same. Range increased by 1. Talents
      Level 1 Frequent Flyer Cooldown increased to 60 seconds, up from 45 seconds. Quest requirements increased to 60/150/300, up from 50/125/300. Sylvanas
      Talents
      Level 4 Possession Now has a 1 second cooldown between uses, down from 2 seconds. Level 4 Unstable Poison Damage increased to 150, up from 130. Level 4 Haunting Arrows No longer affects Mercs. Gul'dan
      Talents
      Level 1 Echoed Corruption Pinnacle Reward healing increased to 100%, up from 50%. Pinnacle Reward requirement reduced to 85, down from 100. Level 16 Ruinous Affliction Damage reduced by 10%. Map Updates
      Alterac Pass Objective capture time is now capped at 55 seconds. Blackheart's Bay Cannon damage increased to 2,875, up from 2,815. Volskaya Foundry Late game health scaling of Protector increased. Warhead Junction Attacking a burning building now stops the duration of burn for 3 seconds. Click here to discuss this post with other players
      in the official Heroes of the Storm forums.

       
    • By Elitesparkle
      Blizzard released a new patch for Heroes of the Storm and here are the official Patch Notes with all the changes.
      (Source)
      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 Map Updates Balance Update Bug Fixes General
      New Skin: Bonny Butcher
      New Skin: Warthog Gear Head Thrall
      Players will now receive an announcement when a quest milestone is reached. This will only announce to the player who achieved the milestone. Ranges of abilities on numerous Heroes have been updated to be more consistent. This may cause certain abilities ranges to reduce or increase. Brawl Starting January 2026, Brawls will only be open the first 5 days of every month. Updated Homescreen and Startup Music. Return to Top
      Map Updates
      General A new Fallback Tower has been added to the longer lanes on each of the following battleground maps. This new tower will die when its corresponding Fort dies: Alterac Pass, Battlefield of Eternity, Blackheart's Bay, Braxis Holdout, Cursed Hollow, Dragon Shire, Garden of Terror, Hanamura Temple, Infernal Shrines, Sky Temple, Tomb of the Spider Queen, Volskaya Foundry, and Warhead Junction. Attacks from the Core, Keeps, Forts, Fallback Towers, and Towers near Keeps will now reduce Hero armor, and the reduction has been increased from -10/-20 Armor to -20/-40 Armor. Fallback Towers have the same HP and Attack Damage as Keep Towers. Forts, Keeps, and the Core will no longer grant Allied Heroes that take damage in their radius 35 Armor for 4 seconds. The comeback system has been slightly magnified, particularly at wide level gaps. Alterac Pass Objective capture timer reduced by 5 seconds in each phase. The first phase only spawns a single defending unit. Cavalry now gain more health in the later stages of the game. Cavalry now take 60% damage from structures (up from 50%). Braxis Holdout Early objectives have lowered in health by 15%, but scaling has been increased significantly after 15 minutes. Garden of Terror Garden Terror health scaling increased. Garden Terror structure disabling plant bulb now damages itself at 10% per second (up from 6%). Infernal Shrines Early objectives have lowered in health by 15%, but scaling has been increased significantly after 15 minutes. Warhead Junction Nuke damage has been changed to flat, scaling damage. Scaling is updated when a Warhead is picked up. Nukes now deal double damage versus Forts, Keeps, and the Core. Return to Top
      Balance Update
      General
      Pinnacle Rewards have been added to mutiple Heroes. These will be hard to obtain but provide powerful rewards. Heroes
      Falstad
      Base
      Lightning Rod [W] Cooldown reduced from 13 seconds to 12 seconds. Talents
      Level 1 Dishonorable Discharge REWORK: No longer reduces CD. Bonuses are now provided at 20/45/75 hits. At 20 hits, gain 30% damage. At 45 hits, gain an additional 75% damage and reduce the cooldown by 2 seconds. Pinnacle Reward: At 75 hits, Lightning Rod provides 2 additional strikes and Stuns for 1.25s on its last strike. Frequent Flyer REWORK: Reduced attack speed bonus from 40% to 25%. Now provides 1 stack per minion and 5 stacks per Hero. At 50 stacks, gain 20 Attack Damage. At 125 stacks, gain an additional 50 Attack Damage. Pinnacle Reward: At 300 stacks, gain an additional 125 Attack Damage. Gathering Storm REWORK: Bonuses are now provided at 30/80/150 stacks, rather than incremental gains. At 30 stacks, gain 30% damage. At 80 stacks, gain an additional 50% damage. Pinnacle Reward: At 150 stacks, gain an additional 70% damage. REWORK: Lose 8 stacks on death, but can not lose milestones that have already been completed. Level 7 Charged Up Moved to be a Level 13 Talent. No longer provides additional hits, but instead provides cooldown refresh on Hero takedowns. Level 13 Thunderstrikes Moved to be a Level 7 Talent. Guldan
      Base
      Corruption [E] Mana cost increased from 80 to 90. Talents
      Level 1 Echoed Corruption Increased stack requirement to 60. Pinnacle Reward: At 100 stacks, Corruption now heals for 50% of the damage dealt. Pursuit of Flame Increased radius from 10% to 15%. Reworded to say "Fel Flame's area is increased by 33%". Progress is now reset upon death and can not lose progress upon completion. Johanna
      Base
      Punish [Q] Slow on enemies reduced from 60% to 50%. Talents
      Level 4 Subdue Slow on enemies reduced from 80% to 70%. Kael'thas
      Talents
      Level 1 Convection REWORK: Every 20th Hero hit permanently increases Flamestrike damage by 150 and Kael'thas's maximum Health by 50. Kerrigan
      Base
      Primal Grasp [E] Cooldown reduced from 10 to 8. Delayed damage reduced from 195 to 165. Initial damage increased from 25 to 40. Ravage [Q] Damage reduced from 130 to 115. Now includes a baseline quest: Kill enemies within 1.5 seconds of hitting them with Ravage. Minions grant 1 progress and Heroes grant 5. At 75 stacks, Ravage gains 125 damage. Pinnacle Reward: At 125 stacks, Ravage gains 200 additional damage. Impaling Blades [W] Cooldown reduced from 12 seconds to 9 seconds. Damage reduced from 165 to 140. Radius increased from 1.5 to 1.65. Stun duration reduced from 1 second to .75 seconds. Assimilation [D] Increased the amount of shield gained from Basic Attacks from 10% to 20% of damage dealt. Talents
      Level 1 Fury of the Swarm No longer increases shields gained from Basic Attacks. Level 4 Sharpened Blades Talent has been removed. Ravaging Ferocity NEW: Gain 25% attack speed for 3 seconds after using Ravage. Level 7 Boundless Fury Cooldown increased from 10 seconds to 12 seconds. Queen of Blades Cooldown reduction increased from 3 seconds to 4 seconds. Level 10 Summon Ultralisk Damage reduced from 250 to 225. Level 13 Chrysalis HP lowered from 750 to 650. Reduced the amount of health regenerated from 5% max health per second to 4%. Level 16 Painful Spikes Damage reduced from 70 to 60. Level 20 Omegastorm Increased extended duration from .25 seconds per hit to .4 seconds per hit. Sylvanas
      Base
      Black Arrows [D] Black Arrows now refers to what was previously called "Banshee's Curse". New Baseline Quest: Deal damage to Heroes or Structures with 3 stacks of black arrows. At 250 stacks, increased the damage bonus of Black Arrows to 50%. Pinnacle Reward: At 400 stacks, heal for 25% of damage dealt against enemies with 3 stacks of Black Arrows, doubled against Heroes. Reduced base damage bonus of Black Arrows to 15%. Activatable portion of Black Arrows has been removed. Talents
      Level 1 Unfurling Shadows Talent has been removed. Unrelenting Torment NEW: Increases the damage of Shadow Dagger by 20% and increase its duration by 1 second. Level 4 Haunting Arrows NEW: You can now activate Black Arrows to cause all damage dealt to stun non-heroes. 90 second cooldown, reduced by 3 seconds when attacking a structure. Possession Now a Baseline ability. 25 seconds to restore each charge, 2 seconds cooldown. Max 4 charges. Level 7 Barbed Shot Bonus damage increased from 350% to 400%. Lost Soul REWORK: Reduces the cooldown of Shadow Dagger when attacking non-minions with 3 stacks of Black Arrows by .75 seconds, doubled against Heroes. Level 13 Windrunner Recast window reduced from 5 seconds to 4 seconds. Thrall
      Talents
      Level 1 Crash Lightning REWORK: Bonuses are now provided at 15 and 30 stacks. At each milestone, Chain Lightning gains 270 damage. Lose 6 stacks on death, but can not lose milestones that have already been completed. Echo of the Elements REWORK: Bonuses are now provided at 20/40/100 stacks. At 20 stacks, reduce mana cost of Chain Lightning by 20. At 40 stacks, Chain Lightning gains an extra charge and will bounce one additional time. Pinnacle Reward: At 100 stacks, Chain Lightning will fork to an additional target each time it bounces. Rolling Thunder Moved to be a Level 7 Talent. No longer increases Chain Lightning bounces by 1. Level 7 Maelstrom Weapon Moved to be a Level 1 Talent. REWORK: Bonuses are now provided at 20/40/100 stacks, rather than incremental gains. At 20 stacks, gain 20 damage and increase the movespeed bonus to 40%. At 40 stacks, gain an additional 40 damage and Thrall permanently gains 15% increased movement speed. Pinnacle Reward: At 100 stacks, Frostwolf Resilience now provides +200% Healing. Level 16 Tempest Fury No longer provides additional quest stacks. Thunderstorm Increased damage bonus provided at max stacks from 25% to 30%. Level 20 Wind Rush Cooldown increased from 80 seconds to 90 seconds. Tyrael
      Talents
      Level 1 Ardent Restoration Maximum healing stacks reduced from 10 to 8. Level 4 Reciprocate Damage reduced from 190 to 170. Level 7 Burning Halo Damge per second reduced from 15 to 12. Level 10 Sanctification Cooldown reduced from 90 seconds to 85 seconds. Mana cost reduced from 75 to 70. Level 20 Aspect of Justice Cast time reduced from 1.5 seconds to 1.25 seconds. Cooldown reduction per enemy Hero hit increased from 10% to 15%. Zul'jin
      Base
      Basic Attack Damage decreased from 96 to 94. You Want Axe? [D] No longer has a cap on stacks. Now causes Zul'jin to lose 3 stacks (15 hits) on death. Talents
      Level 1 Headhunter Increased damage bonus per hero kill from 2% to 2.5%. Return to Top
      Bug Fixes
      Map
      Blackheart's Bay Fixed an issue that caused the Battleground Objective to not start if a particular chest is the last destroyed chest. Fixed an issue that caused the help text for attacking the Treasure Chest to not disappear if a particular chest is attacked. Warhead Junction Fixed Warhead Junction Nuke Damage Dealt tracking. Heroes
      Cho'gall Base Eye of Kilrogg [Skill 1] Fixed an issue that caused the Eye of Kilrogg's cast range indicator to be slightly larger than the ability range. Level 1 We See You! Fixed an issue that caused We See You's range increase tooltip value to display incorrectly after being selected. D.Va Fixed an issue that caused D.Va's Mech to not respawn with the correct amount of Blackheart's Bay Doubloons. Base Defense Matrix [W] Fixed missing icon in D.Va's Quick Cast setting for Retarget Defense Matrix. Gazlowe Level 16 Firin' Mah Lazors Fixed an issue that caused Firin' Mah Lazorz's warning to not display correctly. Fixed an issue that caused Big Top Gazlowe's Firin' Mah Lazorz to create permanent visuals. Kael'thas Base Living Bomb [W] Living Bomb will not activate its effects on a target that becomes immune to Living Bomb. Living Bomb will now apply its effects if the target dies with Living Bomb. Raynor Base Adrenaline Rush [E] Fixed an issue that caused Adrenaline Rush to not display the base duration in its tooltip after selecting Give Me More. Stukov Level 1 Reactive Ballistospores Fixed Reactive Ballistospores tooltip. Tychus Base Overkill [Q] Overkill retarget can now also be targeted in a direction. When clicking near or on a target, it will attach to that target, but if no targets are nearby, Overkill will start firing in that direction. If Overkill hits a target while firing in a direction, that target will become Overkill's primary target. If Overkill is active when there are no possible targets, Overkill will no longer be cancelled, and instead will start firing in the direction of the last primary target. Fixed an issue that caused mounting to not interrupt Overkill. Valla Base Hatred [D] Fixed Hatred Tooltip. Level 20 Storm of Vengeance Fixed an issue that caused Storm of Vengeance to not grant 2% Attack Speed per Hatred stack. Zagara Level 1 Infest Fixed Infest active current bonus tooltip. Level 16 Mutalisk Fixed Mutalisk tooltip. Return to Top
      Click here to discuss this post with other players in the official Heroes of the Storm forums.

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