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I really like the two builds KendricSwissh made for Lúcio.

There is also something that people might not notice about  Rejuvenescência + Bonus Track at level 20 when they first play Lúcio. Now assuming you pick them at level 16 and 20 you can cast amp it to healing and switch to speed to refresh amp it up and immediately switch to healing again. This gives you 6 full seconds of amp it up for healing ( 8 seconds if you picked Reverse Amp at level 10). while the effect it over you'll find that Amp It Up cooldown was reducing in that period and it's set at about 6 or 7 seconds makingg the combo available again after a very short time 

This in my opinion makes Lúcio the strongest late game healer in the entire game who can do massive amounts of aoe healing that can determine the crucial late team fights

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With all due respect to KendricSwissh I've never seen talent assessment I disagree more with on IcyVeins.

Back in the Mix at 13 is misleading and underpowered. While countering CC effects with healing is not that bad, the heal is too small and the cooldown is too high for the talent to have an impact. In current meta if you've been hit by stun or root the next CC effect won't come in 10 seconds. It will be there immediately after with a tonn of damage to follow. 

Level 16 talents are all viable (except maybe for the Heliotropics which is significantly weaker and looks like it belongs on level 4 rather than here).  Rejuvenescência is without a doubt better for the team with high health pool (warriors, Azmodan, Nazeebo), but Bring It Together brings higher healing numbers with 1 warrior team and the condition is not hard to meet at all, especially in the late game. Up the Frequency works wonders against teams with no heavy dive as you are perfectly safe to AA them while being safely positioned behind your team; its cooldown and mana cost reduction are very significant.

Nonstop Remix at 20 is a very much win-more talent, but there's nothing wrong with talents like that to solidify an existing lead. The requirement is not a problem too, especially if you're slowing enemies down with the Reverse Amp and/or boosting your allies speed.

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On 2/19/2017 at 7:12 AM, AntonWhite said:

Back in the Mix at 13 is misleading and underpowered. While countering CC effects with healing is not that bad, the heal is too small and the cooldown is too high for the talent to have an impact. In current meta if you've been hit by stun or root the next CC effect won't come in 10 seconds. It will be there immediately after with a tonn of damage to follow.

"Back in the Mix" is the best option for Level 13. Lúcio's healing output is HoT based, meaning he has no healing burst. Being able to get a small burst of healing every 10 seconds is great for his self sustain, specially given how squishy he is. At level 13, "Back in the Mix" heals for over 400, which is meaningful considering he has around 2500'ish HP at said level.

Edited by Valhalen
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re: the 13 talent tier: while I don't agree with @AntonWhiteabout back in the mix being too weak to take, I *do* think that in most cases hard style will give much more value (depends on the map, of course, which determines what percentage of an average teamfight it will be easy to stand near a wall for) .

I also think that can't stop/won't stop deserves at least a "situational" with the situation being that the enemy team is piled high with slows and roots, specifically. Against a comp with Jaina, thrall, and shield wall varian, for example, you would get bonkers value out of CS/WS.

Edited by Voltorocks

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1 hour ago, Voltorocks said:

re: the 13 talent tier: while I don't agree with @AntonWhiteabout back in the mix being too weak to take, I *do* think that in most cases hard style will give much more value (depends on the map, of course, which determines what percentage of an average teamfight it will be easy to stand near a wall for) .

I also think that can't stop/won't stop deserves at least a "situational" with the situation being that the enemy team is piled high with slows and roots, specifically. Against a comp with Jaina, thrall, and shield wall varian, for example, you would get bonkers value out of CS/WS.

My issue with Hard Style is that it forces you to look for walls to grind on, although that depending on the map it is not a problem. However, I always take it if the opposing team features no stuns.

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I think Boombox actually has a lot of utility at level 7.  I do like the extra 20% range, since it keeps your team from needing to bunch up so much, but it's not the most critical thing.  Boombox is great if you're split pushing, or if you're facing a split push.  Garden of Terror, for instance, if the enemy terror is pushing top and the rest of the team pushing bottom, you can drop the boombox down in the top fort and then rotate bottom so you're able to heal in two places.

Also, like any ward, you can just drop it in a bush and then you're scouting that bush.  I still take party mix most of the time, but now that I'm playing Lucio a lot more I find there are times I like having the boombox.  It lasts a really long time assuming you put it somewhere that it doesn't get destroyed-long enough for two uses of Amp It Up.

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7 minutes ago, FirstBlood said:

I think Boombox actually has a lot of utility at level 7.  I do like the extra 20% range, since it keeps your team from needing to bunch up so much, but it's not the most critical thing.  Boombox is great if you're split pushing, or if you're facing a split push.  Garden of Terror, for instance, if the enemy terror is pushing top and the rest of the team pushing bottom, you can drop the boombox down in the top fort and then rotate bottom so you're able to heal in two places.

Also, like any ward, you can just drop it in a bush and then you're scouting that bush.  I still take party mix most of the time, but now that I'm playing Lucio a lot more I find there are times I like having the boombox.  It lasts a really long time assuming you put it somewhere that it doesn't get destroyed-long enough for two uses of Amp It Up.

Even with split-pushing, the players don't stay in one place, which means your Boombox will not only affect one or two people at a time, but the effective duration of the bonus will be much lower as well. Also, as a support, you are often better off not splitpushing yourself, as you can get ambushed and be taken down somewhat easily.

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I think the discussion part of Bonus Track in the Abilities section is mistakenly naming Reverse Amp instead of Amp It Up, because I don't understand what's the link between Reverse Amp and Bonus Track if Amp It Up doesn't increase Reverse Amp...

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On 25/09/2017 at 3:53 PM, 50m8r4 said:

Sigh I see no point in Lucio since his Hps Nerf :|

Should there even be a reason for me to pick him untill they do something with him?

Lucio excels in hard-engage comps, thanks to talents like Maximum TempoMaximum Tempo. Conversely, he also works well in comps that require more mobility. I currently wouldn't draft him as a solo Support as the meta is very burst oriented at the moment, but he can solo heal. Pair him with Uther or Stukov and he really shines.

Edited by Valhalen

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The reasoning for making Nonstop Remix not recommended is not solid. The current argument is that it's not always the case that you catch multiple enemies with Reverse Amp. However, common sense says that by level 20, you should know if you can or cannot. Every single Lucio game I've played with Reverse Amp, I could tell whether I am able to catch multiple people or not. For a level 20 talent that's much more reliable than Genji's Living Weapon reset, it's at least a situational talent whenever Lucio can catch 2 or more heroes.

Next, Bring It Together is a much stronger talent than Rejuvenescência when it comes to healing anyone else other than tanks. At around 4500 health at level 20, the healing of Rejuvenescência exceeds Bring It Together. That applies to only 30% of the roster. If it's a teamfight, I am likely to proc the talent and heal more. The only concern of Bring It Together is reliability, which is too weak of a reason to make the talent not recommended.

Edited by Trensicourt

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5 hours ago, Trensicourt said:

The reasoning for making Nonstop Remix not recommended is not solid. The current argument is that it's not always the case that you catch multiple enemies with Reverse Amp. However, common sense says that by level 20, you should know if you can or cannot. Every single Lucio game I've played with Reverse Amp, I could tell whether I am able to catch multiple people or not.

Waiting too long to get some value out of Reverse AmpReverse Amp is simply bad. While you can tell when you are able to catch multiple enemies with Reverse AmpReverse Amp, it does not have to happen that often for it to be better than any other talent in the tier. 

5 hours ago, Trensicourt said:

For a level 20 talent that's much more reliable than Genji's Living Weapon reset, it's at least a situational talent whenever Lucio can catch 2 or more heroes.

We marked Living WeaponLiving Weapon as "Not Recommended" for that reason. While Nonstop RemixNonstop Remix is more reliable than Living WeaponLiving Weapon, it is still not reliable enough.

5 hours ago, Trensicourt said:

Next, Bring It Together is a much stronger talent than Rejuvenescência when it comes to healing anyone else other than tanks. At around 4500 health at level 20, the healing of Rejuvenescência exceeds Bring It Together.

If you take a look at healing numbers for tanks, who you should try to heal the most, especially those with strong peel, the difference between the two talents is huge. For example, with Varian being the most picked "tank" hero, and TauntTaunt being the most common level 10 talent for him by a significant margin, RejuvenescênciaRejuvenescência will always heal more than procced Bring it TogetherBring it Together. If you add a most commonly picked assassin, Valla, you will get higher value starting at level 22, which is too late for Bring it TogetherBring it Together to be picked. Healing three or more damaged heroes is not that common, so the problem is indeed reliability. 

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I'd like to know what you think of this:
https://www.icy-veins.com/heroes/talent-calculator/lucio#26.0!3322323
It revolves around positioning yourself to get near of 2 of your allies then use Amp it up. The duration is increased by the ult choice and the lvl 20 talent allows to basically double that bonus. I picked Bring it Together over Rejuvenescência because I calculated (probably poorly, I'll admit that) that at lvl 20, the former heals more than the later as long as the target has less than 5 000 HP.

This build would allow for a big uptime of a huge healing area. Accelerando at lvl 1 allows you to position more quickly to be able to combo your talents

I'll admit that I didn't try it yet, but it sure seems fun to play :P

Edited by Farbas
Added info

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7 hours ago, Farbas said:

I picked Bring it Together over Rejuvenescência because I calculated (probably poorly, I'll admit that) that at lvl 20, the former heals more than the later as long as the target has less than 5 000 HP.

If you are using it to heal a tank, then even when procced, it heals less than RejuvenescênciaRejuvenescência. When you heal 2 heroes at once, then as you say, it becomes better at a higher level. So, if your team has mainly melee heroes and you are sure that the game will go on for quite some time, you can pick Bring it TogetherBring it Together and be better off than you would be with RejuvenescênciaRejuvenescência. However, since that usually isn't the case, you should generally pick RejuvenescênciaRejuvenescência instead.

Also, Sonic AmplifierSonic Amplifier is too inconsistent for the advantage it can provide. If your team is well coordinated, feel free to pick the talent, though.

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There's an error in level 20 talents discussion; Bonus TrackBonus Track is described as "....if he swaps beats while Reverse AmpReverse Amp  is still active.." it probably means Amp It UpAmp It Up

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6 hours ago, SteveFrost said:

There's an error in level 20 talents discussion; Bonus TrackBonus Track is described as "....if he swaps beats while Reverse AmpReverse Amp  is still active.." it probably means Amp It UpAmp It Up

Thanks! I just submitted a fix which should go live soon.

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While playing lucio in game after getting the level 20 talent that refreshes the duration of amp it up, the guide mentions it provides lucio with 1 entire speed and healing boost, but when I play him I can swap from heal to speed, then quickly back to heal and in essence have a double duration healing amp. I request this be mentioned in the guide as some people may think that the amp duration only lasts as long as you stay on the new track, and you will revert to normal crossfade if you attempt to swap back to what you started the amp on during the refreshed duration.

 

I would also like to mention that when fighting team comps who lack burst damage, I take reverse amp for the longer amp it up duration, the basic attacks reducing CD as if lucio plays carefully he can benefit greatly from the reduced CD and mana cost, and when coupled with the ability to refresh the duration of amp by swapping crossfade tracks, A good lucio could keep amp it up healing on without stopping for as long as he does not run out of mana, which for me when lucio is on full mana tends to last between a minute and a minute and a half. The long sustained amp healing is really nice when the enemy has difficulty bursting through the healing.

 

Thanks for the guide though, its really helpful.

Edited by SuperKaioken

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11 minutes ago, KendricSwissh said:

Hey Everyone,

After some playtesting, I'm going to update the Lucio guide tonight! Stay tuned and thanks for reading! 

Looking forward to it! I've been playtesting him yesterday and found the W Build surprisingly effective. Very solid.

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Aaand it's live! 

Some personal feedback on the build from a Lucio Main: 

I overall think that he's weaker than before. His core strength is almost gone, which was his speed to bait enemies into using (and missing) abilities on him. Instead, Lucio now needs to be played a lot more conservatively! High Five is definitely a nice pick. 

All in all, a rather weak rework unfortunately. Perhaps future changes can help tackle that. 

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4 hours ago, KendricSwissh said:

Aaand it's live! 

Some personal feedback on the build from a Lucio Main: 

I overall think that he's weaker than before. His core strength is almost gone, which was his speed to bait enemies into using (and missing) abilities on him. Instead, Lucio now needs to be played a lot more conservatively! High Five is definitely a nice pick. 

All in all, a rather weak rework unfortunately. Perhaps future changes can help tackle that. 

On paper his rework looked it made him much stronger. Weird, eh? But since they reduced his innate movement speed, it makes sense that he cannot be as bold as before.

Also, I was looking on the Talent Build page and noticed that you marked SubwooferSubwoofer as not recommended and Off the WallOff the Wall as recommended, yet his Sound Barrier Build puts SubwooferSubwoofer as the level 4 talent.

Edited by Valhalen

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On 3/29/2019 at 2:46 PM, Valhalen said:

On paper his rework looked it made him much stronger. Weird, eh? But since they reduced his innate movement speed, it makes sense that he cannot be as bold as before.

Also, I was looking on the Talent Build page and noticed that you marked SubwooferSubwoofer as not recommended and Off the WallOff the Wall as recommended, yet his Sound Barrier Build puts SubwooferSubwoofer as the level 4 talent.

Let me look into that! Thanks for the catch! 

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http://dignitas.gg/articles/blogs/Heroes-Of-The-Storm/13632/break-it-down-the-ultimate-hots-lucio-guide

Well, Lucio's rework has been out for some time now. I do think that the new Lucio is much more aggressive than the old one because of the new tools he got (mainly Push Off).

Found this guide on Reddit written by someone from Dignitas. By comparing these 2 guides, there're something very interesting to discuss. (I'll be focusing on talent choices)

First, Dig's guide highly value Accelerando, since it 'enables everything Lucio wants to do'. While he thinks it's a must pick, Kendric's guide thinks Party Mix is a solid alternative.

Second, Dig's guide thinks Good Vibrations is the best talent overall on Lv 7, with Boombox being a situational pick, Kendric's guide thinks GV is too weak. Dig's guide points out the synergy with Off the Wall, but still picks it 'almost all the time' even without OtW. On the other hand, the writer 'is not a fan of Reverse Amp in its current state'.

The third one is also a controversial talent that Kendric doesn't recommend, Slip (on Lv 13). Dig's guide describe it as 'the default pick' on this tier because it 'accentuates his strengths while mitigating his squishiness', but Kendric's guide think it isn't 'impactful and useful to allies' when compared to the other talents. 

Both sides have solid arguments I'd say. I'll need to test out Good Vibrations though since I've never take it. However, I personally don't like Slip, especially with Accelerando because these 2 speed boost don't stack together.

I'd like to see other's opinions though since I'm just a pleb. 

Edited by ShadowerDerek

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      Level 7 Ice Lance Cooldown reduction increased from 1.5 seconds to 2 seconds. Level 16 Numbing Blast Root duration reduced from 1 second to .75 seconds. Level 20 Wintermute Water Elemental cast range and damage bonus decreased from 50% to 40%. Kael'thas
      Talents
      Level 1 Convection Increased reward damage and health from 150/50 to 200/100. Muradin
      Base
      Storm Bolt [Q] Perfect Storm Quest removed. NEW QUEST: Basic Attack Heroes affected by Slows or Stuns. Slows provide 1 stack and Stuns provide 2 stacks. At 35 stacks, Storm Bolt pierces to hit an additional target, and Muradin's Basic Attack reduces the cooldown of Storm Bolt by 0.5 seconds. Mythic Reward: At 150 stacks, Storm Bolt's range is increased by 50% and width is increased by 100%, and now pierces all targets. Talents
      Level 1 Dwarf Block Block charges reduced from 4 to 3. Give 'em the Axe! Moved Talent from Level 7 to Level 1. Level 4 Sledgehammer No longer increases Storm Bolt's cooldown reduction. Now increases Storm Bolt damage to non-Heroes by 500%. Level 7 Perfect Storm NEW: If an enemy hit with Storm Bolt dies within 3 seconds, reset its cooldown. Level 16 Dwarf Launch Range bonus reduced from 40% to 30%. Murky
      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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