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The cooldown for Cloak of Shadows in it's description on the ability page isn't the same as the one in the discussion below it (description says 18seconds and the discussion says 25seconds). Bit of a nitpick but thought I'd highlight it. 

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Hey ,

i have some remarks for your guides.
Why do you use VIGOR as your first talent?

Valeera isn´t a "laner" i think she is one of the worst laner :D 
so i think this talent is useless. SUBLETY (normal Build) or CRIPPLING POISON (with the slow you can use ambush out of stealth) is a better choise ;)

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I agree  Subtlety should be first talent always and not Vigor, it's a free 50 Energy without any quest and the 4 seconds stealth requirement can be ignored since you have to walk towards the victim and you don't use vanish close to them when you engage so you have the 4 seconds requirement always covered and compared to Vigor that offers 10 energy in 5 secs against the 50 of Subtlety the choice is pretty obvious and the quest part can be ignored because you complete it very late in the game since your main focus as Valeera isn't for sure going around to pick globes or break the stealth to kill the minion that give the globe and get deleted by any enemy passing by.

And at lv 7 Fatal Finesse provide 20 energy discount on the combo with a very easy quest on top of 60 damage added, and doesn't need 3 combo points or any specific requirement, Mutilate is also terrible if you use Q to dodge you move barely and is extremely detrimental in most situation (escape , chase , gap close) it should be put as Not recommended for sure.

I can also say that in all the games i played those 2 talents are picked by 90% of the people (Subtlety and Fatal Finesse) regardless of the build that they do and are in my opinion essential to play Valeera.

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Hey all! 

I appreciate everyone's thoughts and feedback on the builds. One of the main reasons why detailed descriptions of each talent haven't yet been posted is because of how diverse Valeera's kit truly is. I have been putting a lot of though into her builds/playstyles and would hate to immediately shut down a potential option because another one "appears" to be the best.

In regards to Vigor vs Subtlety, in the full run down of talents and descriptions (to hopefully be posted later tonight or tomorrow) I actually have changed Subtlety to "recommended" as well. Not because I think it outclasses Vigor as a talent, but because it offers another playstyle to Valeera's kit. The build Sm0kEzZz has linked above is yet another example of this diversity (which I think we can all agree is refreshing!)

Now although Valeera is a terrible laner, which I have already mentioned in her "Role in the Meta" section, she can still VERY quickly accumulate the globes required to finish the quest portion of Vigor. She can gather globes while Stealthed when near an ally who picks one up, this includes Mercenary camps, Minion waves, and objectives. This does not ruin her elusiveness or effectiveness as a Stealthed Hero at all. And although I agree that the Energy regeneration of Subtlety is great, it isn't always awarded. Valeera may sometimes need to Vanish and cast an opener right away mid fight (sometimes two or three times during a teamfight). It ultimately comes down to player preference and how they want to carry Valeera.

Although I tend to take win rates of specific abilities with a grain of salt, at the time of this writing both Subtlety and Vigor are sitting at the exact same win rate on HOTSlogs. Not to mention Mutilate actually has the highest win rate of the Level 7 talents (although fatal finesse appears to be twice as popular). I'm not quoting this information to prove one talent is definitively "better" than the other, just to point out that they each fill different roles and playstyles that one player might prefer over the other.

With that said, keep the feedback coming! I love meaningful discussions about Heroes/builds as it is honestly one of my favorite parts about this game. Have fun hunting down those squishies!

-MK

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A screw subtlety it removes the option of engaging without stealth while still getting decent energy regen. 

Edited by Bjorn

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After trying a few different builds, I've decided that I like something like this:

http://www.heroesfire.com/hots/talent-calculator/valeera#kCrj

Level 1:

Vigor: I find this to be situational depending on what map you're playing. If it's something like Infernal Shrines or Garden of Terror then you should be able to complete the quest pretty quickly if your team is cooperative and supportive. Without a supportive team it's really hard to complete the quest, and makes it almost useless late game.

Subtlety: This seems to be best talent for me to maintain energy while bursting a squishy target after opening with Cheap Shot or Garrote. Most of the time the 4 second requirement isn't a problem, and even using Vanish mid fight for a quick Cheap Shot or Ambush is usually just to finish the target.

Combat Readiness: I initially read this talent wrong, and now it seems even worse. Requiring that I cast eviscerate to block basic attacks is way too situational for me. I'd much rather just generate more energy for more burst.

Crippling Poison: This feels almost like a waste of a talent to me, since Cheap Shot and Death From Above are in the kit, along with whatever cc your team has. Again, I'd much rather just generate more energy.

Level 4:

Relentless Strikes: Since Sinister Strike is usually my main combo point generator, this is an easy pick for me. Reducing the energy cost significantly changes your rotation and how well you can burst. If you're curious how, give it a shot in "Try Me" mode.

Hemorrhage: I feel like this is too situational. It can be great for bursting down squishy targets if you don't have to worry about getting focused, but feels too narrow.

Initiative: This is a really easy way to eviscerate your target quickly, but it has to compete with Relentless Strikes. I personally can't pick this over Relentless Strikes.

Would Poison: I can see using this against a two healer comp, but again it has to compete with Relentless Strikes.

Level 7:

Mutilate: Almost always another go-to talent for me. Doubles the damage of my main ability but reduces the range, which usually isn't a problem unless I have issues chasing someone, which would then depend on my team comp.

Fatal Finesse: The energy cost reduction makes this a very attractive talent, but I find it difficult to complete the quest unless the enemy team has enough melee.

Slice and Dice: This feels like a great talent but it's too situational for me. Most of the time, when I pick this talent, I have problems keeping my target in place, and therefore can't capitalize on the attack speed bonus.

Assassinate: This is also somewhat situational, as it would depend on whether or not I want to use Sinister Strike to disengage from fights. I usually don't like using Ambush since enemies can just walk away and I'm not positive if it will actually kill them.

Level 10:

Smoke Bomb: In my experience I find this to be the better of the two in most situations. Being unrevealable and gaining 25% armor for 5 seconds can be significant, and being able to attack while inside it is great.

Cloak of Shadows: Another situational talent that primarily depends on whether or not the enemy team has lots of stuns or casters.

Level 13:

Elusiveness: Not a bad talent and is generally a safe pick.

Death From Above: A gap closer if you're having chasing issues.

Blind: An amazing situational talent I find myself picking more and more for heroes like Kharazim, Tychus, Hammer, Zul'jin or Valeera that become effectively useless without their basic attacks. Two basic attack heroes on the enemy team makes this an easy pick for me.

Strangle: A situational talent similar to blind if the enemy team happens to have too many mages.

Level 16:

Seal Fate: Usually a go-to pick for me to capitalize on Cheap Shot into Sinister Strike. I find this to be the quickest way for me to gank.

Rupture: A bit of a situational talent if you find yourself focusing the same target, like Malfurion or Gul'dan.

Expose Armor: This talent doesn't look bad, but it has to compete with Seal Fate and Thisle Tea, and you need to guarantee capitalizing on the 25% extra damage.

Thistle Tea: I love this, but it's really hard for me personally to use. If you can time it right, you can deal significant burst damage.

Level 20:

Adrenaline Rush: I have yet to actually use this. It seems like it has potential, but most of the time when I use smoke bomb I want to kill and get out of it quickly to avoid the inevitable AoE. Nobody stays in it for very long anyways, and it's often used as an escape by me and other Valeera's that I see.

Enveloping Shadows: Not a terrible talent if the enemy team has good casting range and damage, but a bit situational as it depends solely on entering stealth.

Nightslayer: I love this talent because most of the time I'm trying to get back into stealth. Being able to engage, combo, stealth, re-engage and combo again is really powerful.

Cold Blood: This might be the best way to burst down squishy targets depending on your build, but it's really hard for me to actually use it properly.

 

I wasn't planning on writing so much, but I started with one talent and just kept going.

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Guest Vigor vs Subtlety

Just another voice recommending Vigor.  I find myself using Vanish a significant amount of time in the middle of fights, while chasing, and after initiating from brush (I'm a huge fan of Nightslayer for those reasons as well).  In every one of those situations Subtlety would do absolutely nothing while Vigor gives both passive energy regen and a higher cap.

Even in situations where you do have the time to wait on Subtlety, Vigor isn't useless.  You can still combo from stealth effectively.  I personally prefer a talent that's always useful rather than one that is optimal in a situation I'm already heavily favored in (if I get to stealth walk up and combo someone I'm already doing good) vs situations that I'm not (ie when I'm repeatedly reengaging, skirmishing, or get revealed on the way in).

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Let's just pile onto the vigor train, shall we?

Others have already enumerated the scenarios in which the no-strings attached regen might be better, and those are all true. but let's not sleep on the increased energy cap either; in any fight that starts from full energy (read: almost all of them) this is effectively 20 *instant* energy regen. meaning that even when subtlety actually goes off, you only gain 20 energy over vigor - this means a fight only needs to last 15 seconds before subtlety is outpaced by vigor.

That's *assuming* you always engage from stealth and are never revealed by aoe, scouting drones, oracle or you just want to engage from out of stealth because 8 seconds without vanish is too dangerous. In any of those cases, subtlety offers nothing and is already behind by 20 energy at the very start of the fight.

the main thing going for subtlety is the lack of a quest requirement - for this reason I often pick it up when quick matching, really just because I'm feeling lazy and subtlety is fine. in a competitive situation though, 20 globes is very easy to hustle and complete early on most maps - "not being a laner" having nothing to do with it, of course, as any Zeratul knows that constant rotation is key to maximizing orb collection.

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On 1/28/2017 at 2:11 AM, Bjorn said:

A screw subtlety it removes the option of engaging without stealth while still getting decent energy regen. 

Yeah, the fact that this talent could be completely useless at the vital points of the game does mean it's a bit more of a situational pick, especially depending on the enemy team. If an ETC is sitting there constantly breaking your vanishes, you've just wasted a talent.

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On 2/1/2017 at 1:39 AM, Hrimfisk said:

I wasn't planning on writing so much, but I started with one talent and just kept going.

Feedback like this is great. It's a big wall of text, but it's a wall of text that will help us to further assess our own descriptions/choices and see what you guys think about them. Thanks for helping to contribute :)

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On 2/2/2017 at 11:30 AM, Guest Vigor vs Subtlety said:

I personally prefer a talent that's always useful rather than one that is optimal in a situation I'm already heavily favored in (if I get to stealth walk up and combo someone I'm already doing good) vs situations that I'm not (ie when I'm repeatedly reengaging, skirmishing, or get revealed on the way in).

This is pretty much my thinking when choosing L1 talents too. I take Vigor because I know it will always help me, regardless of who I play against, whether I misplay, whether they get lucky, whatever.

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On 2/3/2017 at 0:30 AM, Voltorocks said:

Others have already enumerated the scenarios in which the no-strings attached regen might be better, and those are all true. but let's not sleep on the increased energy cap either; in any fight that starts from full energy (read: almost all of them) this is effectively 20 *instant* energy regen. meaning that even when subtlety actually goes off, you only gain 20 energy over vigor - this means a fight only needs to last 15 seconds before subtlety is outpaced by vigor.

This is an interesting point too, actually. I suppose depending on whether you are playing QP/Ranked and what level/tier you are at, fights have different lengths and such, so you could also choose based on that. Team comps as well. If you're for some reason playing against double support, triple tank, you're probably going to spend a while sitting in that fight each time. 

On 2/3/2017 at 0:30 AM, Voltorocks said:

the main thing going for subtlety is the lack of a quest requirement - for this reason I often pick it up when quick matching, really just because I'm feeling lazy and subtlety is fine

Laziness is the best motivator!

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I couldn't find it either, so I went ahead and got values for a few levels in the testing room.
The following text is useful only if you want to try it yourself or in case you want to find out values for more skills. If not, you can stop reading here :P
Level 29 has 437 damage without any talents. Level 30 has 455 damage without any talents. The formula is (multiplieryour level * base damage), so to get the multiplier value, you have to divide a level by its preceding level, in this case you divide 455/437 for highest accuracy. 455/437 equals 1.0411..., but since most of skills have 1.04 (4%) multiplier, I rounded the number. Then, you have to get the base value. You get it by dividing a damage on level by the multiplier to the power of the level. In this case, it's 455/(1.04)30, which equals 140.28 (rounded value).
So, the values I gave you are approximations.

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On 2/12/2017 at 2:21 AM, Blainie said:

Feedback like this is great. It's a big wall of text, but it's a wall of text that will help us to further assess our own descriptions/choices and see what you guys think about them. Thanks for helping to contribute :)

Thanks for the response I'm glad you liked my post. I always enjoy helping the community. It's been a few weeks and I've played quite a few more games with Valeera, so I think it's a good time to share my findings. I decided not to edit my original post so that we have a before and after.

Lv1

Vigor: There are a few situations that I would much prefer to use Subtlety, but for the most part Vigor does a lot of work, and completing it by the 8 minute mark can be pretty easy with proper rotations on 3 lane maps.

Subtlety: Really useful on maps like Braxis Holdout and the single lane brawls where you can't get many globes.

Lv4

Relentless Strikes: None of the other talents compare to this one for me. The reduction is so crucial to the way I burst that it's impossible not to take it.

Lv7

Mutilate: Burst enemy squishies, which is so much easier with more cc on the team. Fun day.

Fatal Finesse: Acquire quick combo points with enough melee enemies. Also good for keeping the range of Sinister Strike.

Lv10

Smoke Bomb: Going toe to toe with enemy heroes in choke points and team fights.

Cloak of Shadows: Damage over time is so annoying when you're trying to stealth.

Lv13

Elusiveness: Awesome for getting to team fights, chasing enemy heroes and dodging aoe.

Death From Above: I always hate it when I take this talent because I would rather just engage with cheap shot.

Blind: One of her best talents. 90% of the time I engage with cheap shot, and the only time I don't take this talent is if there aren't enough attack-based heroes on the enemy team.

Lv17

Seal Fate: MORE damage for sinister strike and an extra combo point. Burst damage heaven.

Rupture: ONLY available if blind is not taken. Otherwise garrote competes with cheap shot, and you want your whole rotation buffed, not just half of it.

Expose Armor: For comps with tons of sustain, like double tank and/or double support.

Thistle Tea: I just suck with this.

Lv20

Adrenaline Rush: This gets insane if you can manage to keep the enemy team in your smoke for at least 3 seconds. ETC ult would combo pretty nicely with this.

Enveloping Shadows: This is amazing if the enemy has lots of DoTs from a hero like Lunara.

Nightslayer: Cheap shot more often. Need I say more?

Cold Blood: If you can manage to use this properly, it deletes squishies with the sinister strike build.

 

EDIT: On a side note I looked at my profile and found some surprising stats:

 

Edited by Hrimfisk

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Guest Terabellum

[embed=/hots/talent-calculator/valeera#l2Xz] Try this and give me your feedback. I do quite well with it.

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3 hours ago, Guest Terabellum said:

[embed=/hots/talent-calculator/valeera#l2Xz] Try this and give me your feedback. I do quite well with it.

I'd recommend using our talent calculator to create your build and then using the link at the bottom to share it - I can't see what you're trying to show us!

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On 3/2/2017 at 7:41 AM, Hrimfisk said:

Cold Blood: If you can manage to use this properly, it deletes squishies with the sinister strike build.

This especially is HUGE vs. any kind of squishy support or DD. It makes Li-Ming even easier to kill than she already is. I absolutely love using it, I just wish it wasn't on the same level as reduced stealth!

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I feel like Valeera has so many talent options that I never go with boosting one specific ability, this will only hinder your versatility.I generally go this https://www.icy-veins.com/heroes/talent-calculator/valeera#24.0!13.1.3..  At 7 I take fatal finesse if I need more waveclear, Slice and Dice if not, at 13 I take Death from above if I really need a gapcloser, elusiveness if i dont and at 20 I take Cold Blood if they have really squishy champions: Chromie, Kael'Thas, Li-Ming, Nightslayer if they have more tanks and fighters.

Her 16 level talents seem the weakest, I took expose armor because it's simpler to use than the others.

Edited by Fransoa

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10 hours ago, Fransoa said:

I feel like Valeera has so many talent options that I never go with boosting one specific ability, this will only hinder your versatility.I generally go this https://www.icy-veins.com/heroes/talent-calculator/valeera#24.0!13.1.3..  At 7 I take fatal finesse if I need more waveclear, Slice and Dice if not, at 13 I take Death from above if I really need a gapcloser, elusiveness if i dont and at 20 I take Cold Blood if they have really squishy champions: Chromie, Kael'Thas, Li-Ming, Nightslayer if they have more tanks and fighters.

Her 16 level talents seem the weakest, I took expose armor because it's simpler to use than the others.

Most of the time you want to commit to a single ability (or a playstyle), especially if you already can guess what will counter the opponent's team the best. If you are unsure, your approach can be better, but that is rarely the case from my experience.

Luckily level 7 talents are great and any can be chosen. Which one do you choose the most often, from the two you mentioned?

I'd say that Thistle TeaThistle Tea is both easier and more powerful, unless your team has heroes with burst much higher than yours, that you can rely on, which is not that common, sadly. Thistle TeaThistle Tea is also more versatile and does not require you to stack combo points for EviscerateEviscerate in order to take advantage of the talent.

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      Level 13 Law and Order Fixed an issue where maximum bonus was capped at 4 allied Heroes. The cap has been increased to 15. Whitemane
      Talents
      Level 1 Inquisitor's Prayer After Basic Attacking an enemy Hero 3 times, Whitemane also gains a stack of Inquisitor's Prayer. Level 13 Scarlet Wrath Rework: Now also restores .5% Mana to all Zeal targets. Return to Top
      Bug Fixes
      General
      Fixed an issue that caused some effects to not display correctly on the Target Dummy in the Sandbox and Try Mode. Fixed an issue that caused some Movement Speed bonuses to display the incorrect value in the target info panel. Brawl
      Deathwing's Cataclysm no longer starts on Cooldown in Arena Mode. Map
      Braxis Holdout Fixed an issue that caused Archangel's visual effects to register as a pingable object. Volskaya Fixed an issue that caused the Triglav Protector's Shield Emitter Shields granted to allies to increase the Pilot's Self Healing score when absorbing damage. Heroes
      Abathur Level 10 Ultimate Evolution Clones of Kharazim that have selected Insight now treat the quest as completed. Alarak Level 10 Counter-Strike Now increases Alarak's Self Healing score for damage it absorbs. Ana Base Aim Down Sights [Trait] Fixed an issue that caused Aim Down Sight's Healing Dart bonus to last after Aim Down Sights has ended. Activating Aim Down Sights will now also Dismount Ana from the Toy Train. Azmodan Base Summon Demon Warrior [W] Fixed an issue that caused Azmodan's Demon Warrior's aura damage to not behave similar to other aura damage effects. Brightwing Base Soothing Mist [Trait] Fixed an issue that caused Smoothing Mist to activate around Brightwing when in Stasis. Dehaka Fixed an issue where Basic Attack's would potentially not consume evade stacks if attacking within .25 seconds of Drag ending. Jaina Level 16 Snowstorm Fixed an issue that caused Snowstorm's bonus to not apply correctly. Kael'thas Level 7 Sunfire Enchantment Fixed an issue that caused an active Sunfire Enchantment Spell Power buff to be removed when Kael'thas is killed. Kharazim Level 10 Divine Palm Fixed an issue that caused Divine Palm's Stasis to remove Damage Over Time effects from Kharazim. Fixed an issue that caused Divine Palm to not remove negative effects that were applied alongside the triggering effect. Leoric Base Drain Hope [W] Fixed an issue that caused Stasis on Leoric or Drain Hope's target to not break Drain Hope. Li Li Fixed an issue that caused Water Serpent to move at a reduced speed. Level 4 Surging Winds Fixed an issue that caused an active Surging Winds buff to be removed when Li Li is killed. Li-Ming Level 1 Power Hungry Fixed an issue that caused an active Power Hungry buff to be removed when Li-Ming is killed. Lunara Level 10 Leaping Strike Fixed an issue that caused Leaping Strike to stall game logic. Malthael Level 1 Fear The Reaper Fixed an issue that caused Fear the Reaper's duration indicator to not be tied to the ability button. The Butcher Fixed an issue that allowed The Butcher to disjoint while collecting Fresh Meat. The Lost Vikings Fixed an issue that caused Longboat to move at a reduced speed. Tychus Level 20 Focusing Diodes Now grants an additive damage bonus. Whitemane Level 10 Divine Reckoning Updated Divine Reckoning's mana restoration based off of damage dealt to display only one instance of floating text. Zul'jin Level 20 Forest Medicine Selecting Forest Medicine will no longer interrupt an ongoing Regeneration channel. Return to Top
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    • By Staff
      Blizzard has released a new Heroes of the Storm patch today with additional changes based on PTR feedback. Here are the official patch notes with more details.
      (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 Balance Update Bug Fixes General
      Updated Homescreen and Startup Music. Updated Shop Bundles and Items. NEW: Brawl Mode added! Brawls will rotate on the 1st and 15th of every month. Return to Top
      Balance Update
      Heroes
      Auriel
      Base
      Bestow Hope [Trait] Increased the amount of energy stored from 60% to 80% of damage to Heroes. Increased the amount of energy stored from 20% to 50% of damage to non-Heroes. Talents
      Level 1 Searing Light Now only deals damage to enemy Heroes. Level 7 Energized Cord Now increases Basic Attack range by 1.1. Level 10 Resurrect Delay before resurrection reduced from 5 seconds to 3 seconds. Level 16 Reservoir of Hope Quest bonus reduced from 75 to 55. Wrath of Heaven Armor reduction increased from 10 to 20. Spell Power increased from 10% to 15%. Chromie
      Talents
      Level 1 Timewalker's Pursuit Spell Power increased from 10% to 15%. Level 5 Mobius Loop Slow reduced from 60% to 40%. Level 18 Unravelling Lingering Slowing Sands no longer consume Energy. Now also increases Slowing Sands cast range by 50%. Johanna
      Base
      Shield Glare [E] Mana cost increased from 45 to 55. Talents
      Level 1 Divine Fortress Health bonus starting value increased from 20% to 25%. Zealous Glare Damage bonus reduced from 75% to 70%. Level 7 Steed Charge Duration increased from 3 to 4 seconds. Level 13 Blessed Hammer Damage reduced from 74 to 65. Level 16 Holy Renewal Cooldown reduction reduced from 1.5 seconds to 1 second. Shrinking Vacuum Damage reduction increased from 25% to 30%. Duration increased from 2 to 3 seconds. Slow increased from 25% to 30%. Tracer
      Talents
      Level 4 Is That a Health Pack?! Healing from Regen Globes increased from 10% to 15% of maximum Health. Pulse Generator Healing reduced from 18% to 12%. Level 13 Jumper Cooldown refresh reduced from 150% to 100%. Shield reduced from 6.5% to 6%. Zul'jin
      Base
      You Want Axe? [Trait] Basic Attack damage increased from 94 to 96. Now has a limit of 50 stacks. Bonus from quest completion reduced from 1 to .25. Talents
      Level 1 Recklessness Basic Attack damage bonus reduced from 15% to 10%. Level 10 Guillotine Cooldown reduced from 40 seconds to 30 seconds. Mana cost reduced from 70 to 60. Taz'dingo! Cooldown increased from 90 seconds to 100 seconds. Mana cost increased from 75 to 80. Level 16 Let the Killing Begin Kill window reduced from 1.5 seconds to 0.5 seconds. Level 20 Buzzsaw Kill window reduced from 1.5 seconds to 0.5 seconds. Return to Top
      Bug Fixes
      General
      Experience Globes can now path through gates. Fixed issues related to root visual effects. Updated decaying and ramping Slows to scale their speed with CC reduction effects. Heroes
      Alexstrasza Base Flame Buffet [E] Fixed an issue that caused Flame Buffet's Slow to be instantly removed on targets with reduced duration on being Slowed. Azmodan Level 13 Chain of Command Fixed an issue that caused Chain of Command to not apply to Demonic Invasion's on-death explosion. Brightwing Base Phase Shift [Z] Fixed an issue with Phase Shift's Store Icon. Chen Level 10 Storm, Earth, Fire Fixed an issue that caused Storm, Earth, Fire Spirits to not contest Capture Points. Wandering Keg Fixed an issue that caused Wandering Keg to occasionally not be cast. Wandering Keg now acts like other instant Abilities and will cast as soon as possible. Cho'Gall General Fixed an issue that caused Cho'Gall to contest points while Cho is in Stasis. Dehaka Base Brushstalker [Z] Fixed an issue with Brushstalker's Store Icon. Will now clamp the minimum cast range to Dehaka's radius. E.T.C. Level 7 Pinball Wizard Bonus damage updated to be additive. Level 13 Face Smelt Fixed an issue that caused Face Smelt's Slow to be instantly removed on targets with reduced duration on being Slowed. Falstad Base Flight [Z] Fixed an issue with Flight's Store Icon. Level 10 Mighty Gust Fixed an issue that caused Mighty Gust's Slow to be instantly removed on targets with reduced duration on being Slowed. Fenix Level 1 Arsenal Synergy Fixed an issue that caused Arsenal Synergy to not grant cooldown reduction for the primary target hit by Phase Bomb. Level 4 Inhibiting Energy Fixed an issue that caused Inhibiting Energy to be instantly removed on targets with reduced duration on being Slowed. Imperius Level 20 Unrelenting Descent Fixed an issue that caused Unrelenting Descent's Heal to be delayed. Johanna Base Punish [Q] Fixed an issue that caused Punish to be instantly removed on targets with reduced duration on being Slowed. Kel'Thuzad Level 4 Phylactery of Kel'Thuzad Announcements for Phylactery of Kel'Thuzad will now use team colors. Kerrigan Level 7 Boundless Fury Fixed an issue that caused Boundless Fury to refund charges against a target already marked. Kharazim Level 4 Spirit Ally Fixed an issue that caused Spirit Ally's heal FX to be visible in Fog of War. Lúcio Base Wall Ride [Z] Fixed an issue with Wall Ride's Store Icon. Lt. Morales Level 10 Medivac Dropship Announcements for Medivac Dropship will now use team colors. Lunara Base Crippling Spores [W] Fixed an issue that caused Crippling Spores to be instantly removed on targets with reduced duration on being Slowed. Maiev Level 16 Armored Assault Fixed an issue that caused Armored Assault to not grant the full bonus to Umbral Bind's Cleave. Malthael Level 20 No One Can Stop Death Announcements for No One Can Stop Death will now use team colors. Mei Base Icing [E] Fixed an issue that caused Icing's Slow to be instantly removed on targets with reduced duration on being Slowed. Level 10 Ice Wall Fixed an issue that caused Ice Wall to not apply Stopped to D.Va's Self Destruct. Muradin Level 4 Thunder Burn Tooltip has been updated to show Thunder Burn is a multiplicative reduction. Level 13 Thunder Strike Damage increase is now additive. Probius Base Worker Rush [Z] Fixed an issue with Work Rush's Store Icon. Rehgar Base Purge [Trait] Fixed an issue that caused Purge to be instantly removed on targets with reduced duration on being Slowed. Samuro Base Critical Strike [W] Fixed an issue that caused Critical Strike FX to persist if Samuro is killed while he has maximum Critical Strike stacks. Level 13 Kawarimi Fixed an issue that caused Kawarimi to create a Mirror Image with the incorrect starting Health. Sgt. Hammer Base Thrusters [Z] Fixed an issue with Thrusters' Store Icon. Stukov Base Weighted Pustule [W] Fixed an issue that caused Weighted Pustule's increasing Slow to be instantly removed on targets with reduced duration on being Slowed. Sylvanas Level 1 Unfurling Shadows Fixed an issue that caused Unfurling Shadows to not grant quest progress for the impact damage of Shadow Dagger created by spread. The Butcher Base Hamstring [Q] Fixed an issue that caused Hamstring to be instantly removed on targets with reduced duration on being Slowed. The Lost Vikings Base Go Go Go! [Z] Fixed an issue with Go Go Go's Store Icon. Zagara Level 20 Pack Instinct Fixed an issue that caused Devouring Maw to gain more bonuses than intended from Pack Instinct. Zuljin General Fixed an issue that caused Basic Attack damage in Zul'jin's Target Info Panel to not increase while Berserker is active. Base You Want Axe? [Trait] Fixed an issue that caused You Want Axe to gain progress while at maximum Basic Attack bonus. Level 16 Wrong Place Wrong Time Fixed an issue that caused Wrong Place Wrong Time to not respect the stack cap of You Want Axe?. Return to Top
      Click here to discuss this post with other players in the official Heroes of the Storm forums.

    • By Staff
      A new Heroes of the Storm patch is now available for playtesting on the PTR with many Hero changes and bug fixes. Check out the official PTR notes for more details!
      We expect the patch to be available for testing for one week before it goes live.
      (Source)
      Our next Heroes of the Storm patch has just hit the Public Test Realm and will be available for playtesting. As always, if you encounter any bugs during your PTR play sessions, please stop by the PTR Bug Report forum to let us know about your experiences.
      Quick Navigation:
      General Balance Update Bug Fixes General
      Updated Homescreen and Startup Music. NEW: Brawl Mode added! Brawls will rotate on the 1st and 15th of every month. Return to Top
      Balance Update
      Heroes
      Auriel
      Talents
      Level 1 Searing Light Now only deals damage to enemy Heroes. Level 7 Energized Cord Now increases Basic Attack range by 1.1. Level 16 Reservoir of Hope Quest bonus reduced from 75 to 55. Wrath of Heaven Armor reduction increased from 10 to 20. Spell Power increased from 10% to 15%. Chromie
      Talents
      Level 1 Timewalker's Pursuit Spell Power increased from 10% to 15%. Level 7 Mobius Loop Slow reduced from 60% to 40%. Level 20 Unravelling Lingering Slowing Sands no longer consume Energy. Now also increases Slowing Sands cast range by 50%. Johanna
      Base
      Shield Glare [E] Mana cost increased from 45 to 55. Talents
      Level 1 Divine Fortress Health bonus starting value increased from 20% to 25%. Zealous Glare Damage bonus reduced from 75% to 70%. Level 7 Steed Charge Duration increased from 3 to 4 seconds. Level 13 Blessed Hammer Damage reduced from 74 to 65. Level 16 Holy Renewal Cooldown reduction reduced from 1.5 seconds to 1 second. Shrinking Vacuum Damage reduction increased from 25% to 30%. Duration increased from 2 to 3 seconds. Slow increased from 25% to 30%. Tracer
      Talents
      Level 4 Is That a Health Pack?! Healing from Regen Globes increased from 10% to 15% of maximum Health. Pulse Generator Healing reduced from 18% to 12%. Level 13 Jumper Cooldown refresh reduced from 150% to 100%. Shield reduced from 6.5% to 6%. Zul'jin
      Base
      You Want Axe? [Trait] Basic Attack damage increased from 94 to 118. Bonus from quest completion reduced from 1 to .25. Talents
      Level 1 Recklessness Basic Attack damage bonus reduced from 15% to 10%. Level 10 Guillotine Cooldown reduced from 40 seconds to 30 seconds. Mana cost reduced from 70 to 60. Taz'dingo! Cooldown increased from 90 seconds to 100 seconds. Mana cost increased from 75 to 80. Level 16 Let the Killing Begin Kill window reduced from 1.5 seconds to 0.5 seconds. Level 20 Buzzsaw Kill window reduced from 1.5 seconds to 0.5 seconds. Return to Top
      Bug Fixes
      General
      Experience Globes can now path through gates. Fixed issues related to root visual effects. Updated decaying and ramping Slows to scale their speed with CC reduction effects. Heroes
      Alexstrasza Base Flame Buffet [E] Fixed an issue that caused Flame Buffet's Slow to be instantly removed on targets with reduced duration on being Slowed. Azmodan Level 13 Chain of Command Fixed an issue that caused Chain of Command to not apply to Demonic Invasion's on-death explosion. Brightwing Base Phase Shift [Z] Fixed an issue with Phase Shift's Store Icon. Chen Level 10 Storm, Earth, Fire Fixed an issue that caused Storm, Earth, Fire Spirits to not contest Capture Points. Cho'Gall General Fixed an issue that caused Cho'Gall to contest points while Cho is in Stasis. Dehaka Base Brushstalker [Z] Fixed an issue with Brushstalker's Store Icon. Will now clamp the minimum cast range to Dehaka's radius. E.T.C. Base Face Smelt [W] Fixed an issue that caused Face Smelt's Slow to be instantly removed on targets with reduced duration on being Slowed. Level 7 Pinball Wizard Bonus damage updated to be additive. Falstad Base Flight [Z] Fixed an issue with Flight's Store Icon. Level 10 Mighty Gust Fixed an issue that caused Mighty Gust's Slow to be instantly removed on targets with reduced duration on being Slowed. Fenix Level 1 Arsenal Synergy Fixed an issue that caused Arsenal Synergy to not grant cooldown reduction for the primary target hit by Phase Bomb. Level 4 Inhibiting Energy Fixed an issue that caused Inhibiting Energy to be instantly removed on targets with reduced duration on being Slowed. Johanna Base Punish [Q] Fixed an issue that caused Punish to be instantly removed on targets with reduced duration on being Slowed. Kharazim Level 4 Air Ally Fixed an issue that caused Air Ally's heal FX to be visible in Fog of War. Lúcio Base Wall Ride [Z] Fixed an issue with Wall Ride's Store Icon. Lunara Base Crippling Spores [W] Fixed an issue that caused Crippling Spores to be instantly removed on targets with reduced duration on being Slowed. Maiev Level 16 Armored Assault Fixed an issue that caused Armored Assault to not grant the full bonus to Umbral Bind's Cleave. Mei Base Icing [E] Fixed an issue that caused Icing's Slow to be instantly removed on targets with reduced duration on being Slowed. Level 10 Ice Wall Fixed an issue that caused Ice Wall to not apply Stopped to D.Va's Self Destruct. Muradin Level 4 Thunder Burn Tooltip has been updated to show Thunder Burn is a multiplicative reduction. Level 13 Thunder Strike Damage increase is now additive. Probius Base Worker Rush [Z] Fixed an issue with Work Rush's Store Icon. Rehgar Base Purge [Trait] Fixed an issue that caused Purge to be instantly removed on targets with reduced duration on being Slowed. Samuro Base Critical Strike [W] Fixed an issue that caused Critical Strike FX to persist if Samuro is killed while he has maximum Critical Strike stacks. Level 13 Kawarimi Fixed an issue that caused Kawarimi to create a Mirror Image with the incorrect starting Health. Sgt. Hammer Base Thrusters [Z] Fixed an issue with Thrusters' Store Icon. Stukov Base Weighted Pustule [W] Fixed an issue that caused Weighted Pustule's increasing Slow to be instantly removed on targets with reduced duration on being Slowed. Sylvanas Level 1 Unfurling Shadows Fixed an issue that caused Unfurling Shadows to not grant quest progress for the impact damage of Shadow Dagger created by spread. The Butcher Base Hamstring [Q] Fixed an issue that caused Hamstring to be instantly removed on targets with reduced duration on being Slowed. The Lost Vikings Base Go Go Go! [Z] Fixed an issue with Go Go Go's Store Icon. Zagara Level 20 Pack Instinct Fixed an issue that caused Devouring Maw to gain more bonuses than intended from Pack Instinct. Return to Top
      Click here to discuss this post with other players in the official Heroes of the Storm forums.

    • By Staff
      Master every Heroes of the Storm battleground with our detailed map guides, featuring strategies for objectives and drafting!

      Heroes of the Storm features a wide range of maps, each offering unique objectives and strategies. To help players excel in every battleground, we’ve created comprehensive guides that cover drafting, objectives, and gameplay for all maps.


      Alterac Pass: Free Cavalries from Prison Camps to fight alongside your team. Battlefield of Eternity: Secure Immortals to destroy enemy structures. Blackheart’s Bay: Collect Doubloons to fire Captain Blackheart’s cannons. Braxis Holdout: Control Beacons to summon powerful Zerg waves. Cursed Hollow: Gather Tributes to curse the enemy team and gain an advantage. Dragon Shire: Control Shrines to summon the mighty Dragon Knight. Garden of Terror: Collect Seeds to unleash Garden Terrors on your enemies. Hanamura Temple: Escort Payloads to deal damage to enemy structures. Infernal Shrines: Summon Punishers by defeating Guardians at Shrines. Sky Temple: Capture Temples to rain laser blasts on enemy structures. Tomb of the Spider Queen: Turn in Gems to summon Webweavers to assist your team. Towers of Doom: Capture Altars to damage the enemy Core indirectly. Volskaya Foundry: Control Capture Points to pilot the Triglav Protector. Warhead Junction: Collect Warheads to bombard enemy structures.
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