Oxygen

Lucio Patch Meta Tier List (Febuary 2017)

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Our third Heroes of the Storm Meta Tier List for the month of Febuary 2017 has arrived!

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

Using the list

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

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

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

New this month!

As per usual, a big 'thank you' to everyone who contributed to last month's list. Starting this month, I'll be giving bits of insight on some of the more notable tier changes.  You may note that this list features not one, but two new heroes! This is a small side effect of waiting around the middle of any given month to update this list. As a reminder, since last month, the number of arrows next to individual hero names represents the number of tiers they have gone up or down from. Refer to the last section for this.

Additionally, a + or - sign (or several of them) indicates short-to-medium term predictions (which is to say, about a month) for tier increase(s) or decrease(s), respectively. These may be updated after significant balance patches.

 

Prime Tier

Warrior Assassin Support Specialist
Artanis Ragnaros Malfurion -
Varian (Tank)-      

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

 

Core Tier

Warrior Assassin Support Specialist
Dehaka Falstad Brightwing Murky↑↑--
Diablo Gul'dan Lúcio (New) Nazeebo
E.T.C. Jaina Rehgar Sylvanas
Johanna Li-Ming    
Sonya Samuro    
Zarya Thrall    
  Tychus-    
  Valla    
  Zeratul    

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

 

Viable Tier

Warrior Assassin Support Specialist
Anub'arak Alarak Auriel -
Arthas Chromie Kharazim  
Chen Greymane Lt. Morales  
Leoric Kael'thas Tassadar  
Muradin+ Kerrigan    
Rexxar Lunara    
Tyrael Raynor    
  Valeera (New)    
  Varian (Damage)    
  Zul'jin    

Viable tier heroes are generally well-rounded that have either fallen out of favour, or, inversely, are on the rise in popularity, due to the current Prime tier contenders.

 

Niche tier

Warrior Assassin Support Specialist
Cho'gall Cho'gall Li Li Abathur
Stitches Illidan Tyrande Azmodan
  Nova Uther Gazlowe
  The Butcher   Medivh
  Tracer   Sgt. Hammer
      The Lost Vikings
      Xul
      Zagara

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

 

Bottom Tier

-

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

 

Monthly metagame assessment

If I could describe the last month and a half's metagame with one word, it would probably be nothing, because I'm currently being chain-stunned and can't take any action.

Support heroes without access to Cleanse certainly struggle, which is why I'm skeptical about putting Lúcio, the latest addition to the cast, anywhere above the Core tier, despite solid win rates I expect will soon go down as people figure out how to better deal with him (i.e. stop chasing him). It should be noted that after level 16, his win rates jump up dramatically, thanks to Rejuvenêscia being on the very powerful side of things. If someone else can handle crowd control, I'm inclined to see him as a top tier hero.

The Cleanse point is further exacerbated by Murky's outrageous newfound dominance, with Octo-Grab being the ultimate (or should I say, Heroic) stun button, earning him a steep 3-tier promotion. Although his recent success may even justify a Prime tier position, I'll play this one conservatively and allow players to figure out just how to counter the murloc, who hasn't seen any serious play in nearly two years. Core tier it is, but he's certainly on the watch list for an impending promotion if things don't go as planned.

Valeera also possesses her own baked-in powerful stunning effect in the form of Cheap Shot. This is particularly relevant due to the most recent buffs that will certainly cause her to rise in popularity and in effectiveness, in spite of Cheap Shot itself being nerfed by some 0.25 seconds. Although on the lower end of the win rates spectrum, I suspect she falls into the Medivh category of high potential, difficult to master heroes. Some of her counters (Protection Varian, notably) are currently very popular, making it difficult to justify anything above Viable tier.

While we're on the subject of Protection Varian, it would seem that the buffs to Parry-related talents and the recent shuffling of his utility (on top of the Taunt buffs) have finally caught up to the average player, as thousands have begun to grasp the advanced concept of following up and attacking stationary targets. This goes to show that a dismal early game presence can be made up by a strong, meta-defining heroic ability.

In response to this new Prime tier contender, two of the most popular tanks have begun to slowly disappear, with Diablo and Muradin each taking a tier hit. If Diablo has been the target of some very recent nerfs, on top of players figuring out his one-trick-pony-esque playstyle, Muradin's skillshot-based stun (in the form of Storm Bolt) can't seem to find a place in a highly point-click oriented metagame. Both heroes are still strong, but not nearly as contested as they were before.

Alarak and Thrall are two heroes that are also suffering in this meta. Both are without instant gap closers to punish mispositioning or get out of trouble or burst damage to effectively follow up on crowd control. While Thrall remains a strong solo laner, Alarak certainly is the one that suffers most as of lately.

Sonya has recently seen some very nice buff, and, unlike the two former examples, is rather resilient to this crowd control heavy meta. She can even decide to partake to it with Leap, should you feel that the damage and survivability of Wrath of the Berserker are unneeded.

Finally, Greymane, Rexxar, and Tassadar all saw small or big revisions to some of their talents and abilities, and it has done much needed good to their state. Greymane is particularly interesting in his newfound ability to threaten tanks through Cursed Bullet, something that was once reserved to Tychus.  If the general public has yet to adopt the wolf, it has slowly started to adopt the bear: Rexxar's win rates are going through the roof, and he's seeing more and more play, and particularly on maps that require holding specific objectives. As for Tassadar, his role as a "secondary healer" has been solidified with a much needed damage potential increase, in the form of Archon and consistent slowing effects.

 

Feb 28 balance patch edit

Murky, Tychus, and Varian (Tank) have all been hit by a recent balance patch are expected to go down a tier; Murky might be hit by two, though we'll wait a bit and see. The results is that Muradin, who was overshadowed by Varian and soft-countered by Tychus (on top of being less-than-stellar against Murky) should go up a tier. I went ahead and introduced the +/- rating suggestion that was made in one of the earlier comments.

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Very solid arguments, as usual. It is really good to see Murky finally getting some love. I'm curious to see which Heroes they will rework next. I know for sure that Uther is on the line for reworks (which he really need).

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2 hours ago, Valhalen said:

Very solid arguments, as usual. It is really good to see Murky finally getting some love. I'm curious to see which Heroes they will rework next. I know for sure that Uther is on the line for reworks (which he really need).

Uther was announced as a rework, yes. I'm not too sure either; they've touched up on the whole roster now.

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I'm glad I'm not the only person who's noted the value of Cleanse has shot through the roof, when it was already an invaluable asset to have, along with a cc-chain fest happening in many games. 

Do you think they'll buff either the cooldown or even self-cast again? I'd be happy with even a minor duration buff. 

On the subject of Lucio, I have to agree with the conservative placement of him; he feels like a win more hero, lacking the raw utility and flexibility of Support gods Malfurion and Rehgar, especially solo. Lucio has potential for sure, and can be fun to play, yet, like Tyrande whom I also love playing, I would avoid picking them in draft unless we were going for a double Support. 

Edited by Plergoth

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I think lucio is actually very solid, but the lack of a cleanse is tough. OTOH, double support meta is looking better and better anyways (especially with aggressive healers like rehgar and tass in the mix) and lucio can be friggin crazy for an even slightly coordinated team; I expect to see him creep up in popularity as people learn how to work with him.

 

Cursed bullet on greymane is nuts; don't sleep on this greymane players, he is hot right now imho. the 20 talent is bananas and can straight up do like 7k+ damage against clumping teams.

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I remember during my LoL days reading patch notes about 2 or 3 years ago, I believe it was about Rengar or some other hard hitting jungle / ganker. Like HotS, they have developers comments to elaborate on changes made. 

This particular one was "Hahahahahahahahaha. Oh dear." 

I feel the exact same about Murky right about now, his late game power is just absolutely nuts, but I'm hoping people remember how to deal with him soon. I got called an idiot earlier in HL by a Valeera for not killing an egg in brush at the bottom point on Sky Temple after I burrowed there on Dehaka and killed him before taking control of the temple and ignored the egg... which Valeera subsequently destroyed and got Slimed by the Egg Hunt, before being chased around at 25% hp by a refreshed Murky and enemy reinforcements. /facepalm

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13 hours ago, Voltorocks said:

Cursed bullet on greymane is nuts; don't sleep on this greymane players, he is hot right now imho. the 20 talent is bananas and can straight up do like 7k+ damage against clumping teams.

Absolutely. I changed the recommendations in the guide in favour of it over GftT.

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8 hours ago, EDGE1 said:

Is Zeratul truly invisible in this list?

You can't see the shimmer? ;)

 

But seriously, I can find him either o.O

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10 hours ago, EDGE1 said:

Is Zeratul truly invisible in this list?

Uhh, I did not delete him by accident when I was working on the formatting. I swear...

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Wanted to play a little before really commenting on Murky, but I feel he moved too far up the list. He definitely finally deserved to abandon his own murky tier, but core feels a bit too far. Nazeebo and Sylvanas are still superior in the meta to him. Especially with the lack of a specialist the tier bellow, I think he fits right in that gap.

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8 hours ago, Laragon said:

Wanted to play a little before really commenting on Murky, but I feel he moved too far up the list. He definitely finally deserved to abandon his own murky tier, but core feels a bit too far. Nazeebo and Sylvanas are still superior in the meta to him. Especially with the lack of a specialist the tier bellow, I think he fits right in that gap.

With a 60% win rate in masters+ leagues, I'm inclined to believe he belongs a tier higher than my conservative placement. He's currently the highest winning hero, and it isn't going down unlike what I had predicted.

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Thank you so much Oxygen for your informative meta tier posts.

The first I read was Zuljin's patch. Before I read it, I thought that Artanis and Malfurion are first ban/pick material. After reading it, I expected Thrall to be demoted but not Diablo or Rehgar.

I have a few questions and suggestions:

1- You didn't explain why Rehgar got demoted, did you ? I still think he is prime tier material (maybe slightly below Malf). He has respectable win rates and is being still chosen a lot in esports. Among main supports, I think Malf followed by Rehgar are still first picks.

2- When you talk about win rates, do you take overall winrates or high-level play winrates?

3- When watching some e-sports matches, I think Medivh and Xul deserve to be at least viable tier. They are viable in high level play unlike others in niche tier.

 

Suggestions:

1- Why don't you put a sign (for example a + or a - ) on heroes expected to be promoted or demoted, respectively ? I think this can enhance our understanding of the meta.

2- I am not sure if this is available or not on this website or other, but I didn't find a topic or a list showing strong heroes for each map. I know in each hero guide there are his strong maps, but this does not help me when - for example - I am drafted to braxis holdout, I want to quickly review "stronger" heroes in this map so I can choose better. I believe such a list can be used in addition to the above list, because some heroes can potentially jump a tier (or maybe two) in certain maps.

3- What do you think of making a short list of "unofficial" classes/roles, and which heroes shine in these roles (eg Bruiser:Sonya, Tank:Johanna/Muradin, Offensive support:Tassadar/Kharazim etc.)

 

 

Thanks a lot !

Edited by supern0va3000

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12 hours ago, supern0va3000 said:

Thank you so much Oxygen for your informative meta tier posts.

The first I read was Zuljin's patch. Before I read it, I thought that Artanis and Malfurion are first ban/pick material. After reading it, I expected Thrall to be demoted but not Diablo or Rehgar.

I have a few questions and suggestions:

1- You didn't explain why Rehgar got demoted, did you ? I still think he is prime tier material (maybe slightly below Malf). He has respectable win rates and is being still chosen a lot in esports. Among main supports, I think Malf followed by Rehgar are still first picks.

2- When you talk about win rates, do you take overall winrates or high-level play winrates?

3- When watching some e-sports matches, I think Medivh and Xul deserve to be at least viable tier. They are viable in high level play unlike others in niche tier.

 

Suggestions:

1- Why don't you put a sign (for example a + or a - ) on heroes expected to be promoted or demoted, respectively ? I think this can enhance our understanding of the meta.

2- I am not sure if this is available or not on this website or other, but I didn't find a topic or a list showing strong heroes for each map. I know in each hero guide there are his strong maps, but this does not help me when - for example - I am drafted to braxis holdout, I want to quickly review "stronger" heroes in this map so I can choose better. I believe such a list can be used in addition to the above list, because some heroes can potentially jump a tier (or maybe two) in certain maps.

3- What do you think of making a short list of "unofficial" classes/roles, and which heroes shine in these roles (eg Bruiser:Sonya, Tank:Johanna/Muradin, Offensive support:Tassadar/Kharazim etc.)

 

 

Thanks a lot !

Hello, and thanks for the comments. Let me try and go over your points.

1 - Rehgar is still good, but the sole reason he was considered top tier - the Bloodlust shenanigans - is no longer as popular or as impactful. The main heroes that benefit from Bloodlust have fallen themselves (Thrall, and to an extent, Zul'jin), while the rest must compete with more "metaesque" heroes. I think Lucio might be better than him, but we'll need a bit of time to see.

2 - I generally look at high level winrates, i.e. master league +. If I don't have enough data, I'll add diamond league. Anything below that is completely chaotic, with games coming down to which team is most coordinated as opposed to which team has the better draft. If only they read Icy-Veins!

3 - Esports games are in a class of their own. Coordination goes a long way with making unusual strategies work, and tier lists don't generally apply there.

 

1.1 - I could. I'll mull this over.

2.1 - I see what you mean. We used to have map guides, but they were pretty complex to maintain up to date. I can't think of a resource that currently does that... hrm. I'll see what we can do.

3.1 - I don't like the role system to begin with. I think the best team compositions are those that work best together, regardless of Blizzard's self-imposed system. Yes, in general, you want a tank and a healer, because the game was designed as such, but I can't really see the point of focusing on roles more than it already is. I feel they tend to hinder player creativity and at worst pigeon hole team compositions.

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On 2/23/2017 at 3:35 PM, Oxygen said:

3.1 - I don't like the role system to begin with. I think the best team compositions are those that work best together, regardless of Blizzard's self-imposed system. Yes, in general, you want a tank and a healer, because the game was designed as such, but I can't really see the point of focusing on roles more than it already is. I feel they tend to hinder player creativity and at worst pigeon hole team compositions.

I can certainly agree with this.  It's weird that heroes get defined by the labels put on them.  Tyrande is stuck with the support label, but she provides quite a deal more than healing with her ability to significantly increase damage.  She's almost like a weak ranged assassin with one healing basic ability.  And then there's Nazeebo who is just an assassin with weird abilities, yet he got stuck with the "specialist" label.

I also do enjoy creative comps.  It's nice to see a team try something experimental.  I recently won a game in hero league without a support character-we all took heroes with enough self sustain to survive the laning phase (Kerrigan, Varian, ETC, Gul'dan, and Ragnaros), and we had enough pick potential to quickly turn any fight into a 5v4.

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On 2/27/2017 at 8:42 PM, supern0va3000 said:

Dat massive Varian nerf =(

Yeah, Tank Varian is going to take a hit. Colossus Smash might see some more play now, however. It hits hard.

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      Abilities
      Crossfade (W) Healing decreased from 16 to 15 per second Movement Speed aura reduced from 20% to 10% Amp It Up (E) Healing Boost heal reduced from 114 to 112 per second Speed Boost Movement Speed reduced from 45% to 30% Wall Ride (Z) Moved from (Trait) to (Z) Skate Mode (Z) Removed New Trait – Push Off While Wall Ride is active, you can jump off the wall, dealing 100 damage and slowing all enemies hit by 75% for 1 second Talents
      Level 1 Maximum Tempo (E) Removed Party Mix (E) Moved from Level 7 New Talent – Smooth Moves (Z) Increase Wall Ride duration by 1 second; while Wall Ride is active, your Basic Attacks heal Lúcio for 30% of their damage and restore 0.5 Mana Level 4 Chase the Bass (Q) Removed Subwoofer (Q) Additional functionality: Close enemies are knocked back 75% further Quest: Hit 3 enemy Heroes with the same Soundwave Reward: Increase Soundwave arc by 50% and range by 20% New Talent – Supersonic (Trait) Push Off recharges 100% faster while you have the Wall Ride buff Level 7 Sonic Amplifier (W) Removed Reverse Amp (W) Moved from Level 10 New functionality: While Amp It Up is active, Healing Boost deals 50 damage a second and Speed Boost slows by 20% to enemies in the aura New Talent – Good Vibrations (Q) Every enemy hit with Soundwave grants Lúcio a 35-point Shield for 7 seconds; this value is tripled for enemy Heroes hit Level 10 New Heroic – High Five (R) Activate: Quickly skate towards target allied Hero, healing them for 250 and granting Unstoppable for 1 second (15 second cooldown per allied Hero) Level 13 Beat Mixing (W) Removed Can't Stop, Won't Stop (Trait) Removed Back in the Mix (Trait) Removed Hard Style (Trait) Removed Slip (Z) Moved from Level 1 New functionality: While Wall Ride is active you gain 20 Armor and if you pass through an enemy Hero, you gain 40% Movement Speed for 1 second New Talent – All Together (W) Each allied Hero in your Crossfade aura grants 5% base Movement Speed (this bonus stacks with other Movement Speed buffs) New Talent – Heavy Casters (Trait) Push Off no longer Slows but instead Stuns enemies for 0.5 seconds Level 16 Bring it Together (E) Removed Up the Frequency (E) No longer reduces Mana Cost Additional functionality: While Wall-Riding, increase your Basic Attack range by 40%; Basic Attacks lower the cooldown of Amp It Up by .45 seconds New Talent – Up to Eleven (E) Activate: Increase the duration of your active Amp It Up by 2 seconds (60 second cooldown) Level 20 Synaesthesia Auditiva (E) Removed Bonus Track (E) Removed Nonstop Remix (R) Removed New Heroic Mastery – Mixing Fire (R) You can now High Five enemy Heroes, damaging them for 225 and reducing all healing done to them by 50% for 3 seconds. Passive: Increase the duration of Amp It Up by 1 second New Talent – House Party (W) All of your healing is increased by 10% for each allied Hero in your aura New Talent – Summer Anthem (W) Activate: Other allies in your Crossfade aura cannot be reduced below 1 Health for 1.5 seconds (75 second cooldown) Developer Comment: Lúcio’s rework is unlocking some new ways to help your allies and further harass your enemies! His old Trait, Wall Ride, is still completely functional but has been moved to his Mount (Z). The replacement Trait, Push Off, is a new utility Ability that gives Lúcio more mobility with a built-in way to peel enemies for his allies.
      That is just the beginning, though, as Lúcio has also gained a new Heroic Ability—High Five. This Ability allows him a small bit of burst healing to help compete with Sound Barrier while also granting an on-demand Unstoppable buff to allies that may have bitten off more than they can chew. If you were a big fan of Reverse Amp, no need to worry, it stays on his kit in the form of a talent and has similar functionality! In response to the added power, we are slowing him down a little so he is not quite as frustrating to lock down.
      Ranged Assassins
      Chromie

      Abilities
      Sand Blast (Q) Now hits all enemy types, though stops travel after one hit Deals 50% damage to Structures Baseline quest has been removed Casting a Sand Blast now spawns an Echo that replicates Chromie’s Sand Blasts and Basic Attacks, dealing 50% damage; Maximum of one Echo active at a time Damage reduced from 315 to 280 Cooldown increased from 2.5 to 3 seconds Cast time reduced from .8125 to .5 seconds Initial missile speed has been reduced, but acceleration has been added The time the missile takes to travel its full distance has been increased from .4375 to .625 seconds Dragon's Breath (W) Ground warning is no longer visible to enemy heroes Damage reduced from 390 to 195 Now fires a succession of 3 blasts with a 0.75 second delay towards a vector targeted direction Cooldown increased from 8 to 15 seconds Mana cost increased from 50 to 75 Time Trap (E) Once placed, now requires Chromie to re-activate the Trap with (D) to detonate and puts all units in the area in Time Stop Now affects allies as well as enemies Search area increased from 1.5 to 2 radius Mana cost increased from 25 to 30 Health increased from 300 to 500 Timewalker/Bronze Talons (Trait) The Bronze Talons Basic Attack component of her trait has been removed Talents
      Level 1 Deep Breathing (W) Stacks increased from 12 to 25 Bonus reduced from 5 to 2 per stack Bonus at maximum stacks reduced from 140 to 50 New Talent – Once Again the First Time (Q) Quest: Hit an enemy Hero with Sand Blast 40 times Reward: Sand Blast’s maximum Sand Echoes increased from 1 to 2 Mounting Sand (Q) Removed Level 2 Andorhal Anomaly (E) Moved from Level 18 No longer causes all three charges to refresh at once Additional functionality: Reduces the cooldown of Time Trap by 5 seconds All Time Traps are detonated at the same time New Talent – Chronic Conditions (E) After Time Stop ends, enemies affected by Time Trap are Slowed by 25% for 3 seconds and allies gain 25% Movement Speed for 3 seconds New Talent – Time Troubles (E) After Time Stop ends, enemies affected by Time Trap lose 20 Armor for 3 seconds and allies gain 20 Armor for 3 seconds Enveloping Assault (W) Removed Timely Surprise (E) Removed Level 5 Mobius Loop (W) Cooldown reduction reduced from 3 to 1.5 seconds per enemy Hero hit Mana return reduced from 100 to 40 per enemy Hero hit Bronze Talons (Q) Has been redesigned When Chromie hits an enemy Hero with Sand Blast, she deals 30% additional Basic Attack damage for 5 seconds New Talent – A Proper Greeting Passive: When Chromie damages a Slowed, Rooted, or Stunned enemy Hero, she deals 25% additional damage for 5 seconds Dragon's Eye (W) Removed Chrono Sickness (E) Removed Level 8 Slowing Sands (R1) Redesigned: Slow now increases the longer an enemy is in the affected area Now Slows by 5% every 0.25 seconds, up to a maximum of 70% Temporal Loop (R2) Range reduced from 11 to 8 Now also increases the recharge rate of Chromie’s Basic Abilities by 500% for 3 seconds Level 11 Here and There (Active) Now has a range of 9 Now teleports Chromie to a targeted location near a Sand Echo, and teleports the Sand Echo back to her old location New Talent – Gnome Speed Ahead! (Q) After casting Sand Blast, Chromie gains 200% increased Health and Mana Regeneration and 20% Movement Speed for 3 seconds Bye Bye! (B) Removed Level 18 New Talent – Unravelling (R1) Every 0.25 seconds, enemy Heroes Slowed by Slowing Sands have their Spell Armor reduced by 2, up to 30 Stuck in a Loop (R2) Now also increases the duration of Temporal Loop’s cooldown reduction buff by 3 seconds New Talent – Blessing of the Bronze Passive: While Chromie is alive, she and all her allies gain 10% Movement Speed and their Basic Abilities recharge 30% faster Pocket of Time (R1) Removed Developer Comment: Our goal with this Chromie update is to create various degrees of success that Chromie can enjoy, so that she doesn’t feel like quite the same all-or-nothing mage that she’s historically been. Traditionally, Chromie has often required a hard counter to keep her in check or completely wrecked an opposing team, creating polarizing experiences.
      We’re instituting a lot of changes that allow Chromie to get partial success with her Abilities (multiple Sand Blasts baseline, 3 blasts of Dragon's Breath), while also widening her toolkit (friendly Stasis, Basic Attack damage, PvE damage). While we’re diversifying her kit, we also want to make sure that Chromie feels special, and we think that her Sand Echoes and predictive gameplay with Dragon's Breath are still unique parts of her that embody the feeling of artillery mage while still having moments of counter play for opponents.
      Lunara

      Talents
      Level 4 Blossom Swell (Q) Movement Speed bonus reduced from 15% to 12% This Movement Speed bonus now stacks with other Movement Speed bonuses Developer Comment: Due to Lunara’s unique Movement Speed mechanics, our recent update to Blossom Swell was not as beneficial to Lunara as we had hoped. To address this, we are slightly reducing its bonus but allowing it to stack with other Movement Speed bonuses, including Lunara’s trait, which should dramatically increase the total Movement Speed that she gets from this talent.
      Bug Fixes
      Fixed an issue where the healing nameplate UI would be hidden when the total equals 0. Fixed an issue where broadcasts would sometimes appear twice when sent Revamped Hero roles, further reworks, and a merged Hero & Team League are coming soon!
    • By Stan
      Chromie and Lucio were revamped in the latest patch and here's a look at their updated abilities and talents.
      Chromie
      Trait
      Timewalker
      Chromie has traveled to the future, and as such, will learn her Talents 2 levels earlier than her teammates! Detonate Time Trap Detonates active Time Traps. Basic Abilities
      Sand Blast [Q] (Mana: 20, Cooldown: 3 seconds)
      After 0.5 seconds, fire a missile that deals 280 damage to the first enemy hit. Deals 50% damage to Structures. Casting Sand Blast leaves an Echo behind that mimics Chromie's Sand Blast and Basic Attack, dealing 50% damage. Maximum of 1 Echo active at a time. Dragon's Breath [W] (Mana: 75, Cooldown: 15 seconds)
      Vector Targeting Launch 3 blasts into the air that land every 0.75 seconds towards the targeted direction, dealing 195 damage each. Time Trap [E] (Mana: 30, Cooldown: 15 seconds)
      Place a Time Trap that arms and Stealths after 2 seconds. Chromie's Trait can be activated to detonate the trap, placing all nearby allied or enemy Heroes in Time Stop for 2 seconds. Maximum of 1 trap active at a time. Heroic Abilities
      Slowing Sands [R1] (Mana: 4 per second, Cooldown: 5 seconds)
      Summon a sand vortex that Slows enemies by 5% every 0.25 seconds, up to 70%. Temporal Loop [R2] (Mana: 60, Cooldown: 50 seconds)
      Choose an enemy Hero. After 3 seconds, they are telported back to the location where Temporal Loop was cast on them. Basic Abilities recharge 500% faster for 3 seconds after casting Temporal Loop. Talents
      Level 1
      Once Again the First Time [Q]
      Quest: Hit 40 Heroes with Sand Blast. Reward: Increase the maximum number of active Echoes to 2. Deep Breathing [W]
      Quest: Every time Dragon's Breath hits a Hero increase its damage by 2, up to 50. Reward: After hitting 25 Heroes, increase its damage by an additional 50 and also increase Chromie's vision radius by 100%. Timewalker's Pursuit [Active, Cooldown: 25 seconds]
      Quest: Gather 15 Regeneration Globes. Reward: After gathering 15 Globes, Chromie gains 5% Spell Power and her Mana Regeneration is increased by 1. Level 2
      Chronic Conditions [E]
      After its Time Stop ends, enemies affected by Time Trap are Slowed by 25% or 3 seconds and allies gain 25% Movement Speed for 3 seconds. Time Troubles [E]
      After its Time Stop ends, enemies affected by Time Trap lose 20 Armor for 3 seconds and allies gain 20 Armor for 3 seconds. Andorhal Anomaly [E]
      Increases the charges and maximum active Time Traps to 3, and reduce its cooldown by 5 seconds. Level 5
      Bronze Talons [Q]
      Hitting a Hero with Sand Blast grants 30% additional Basic Attack damage for 5 seconds. Mobius Loop [W]
      Hitting a Hero with Dragon's Breath reduces its cooldown by 1.5 seconds and restores 40 Mana. A Proper Greeting [Passive]
      Damaging a Stunned, Rooted or Slowed enemy Hero grants 25% additional damage for 5 seconds. Level 8
      Slowing Sands [R1] (Mana: 4 per second, Cooldown: 5 seconds)
      Summon a sand vortex that Slows enemies by 5% every 0.25 seconds, up to 70%. Temporal Loop [R2] (Mana: 60, Cooldown: 50 seconds)
      Choose an enemy Hero. After 3 seconds, they are telported back to the location where Temporal Loop was cast on them. Basic Abilities recharge 500% faster for 3 seconds after casting Temporal Loop. Level 11
      Gnome Speed Ahead! [Q]
      After casting Sand Blast, Chromie gains 20% Movement Speed and 200% inreased Health and Mana Regeneration for 3 seconds. Here and There [Active, Cooldown: 30 seconds]
      Activate to teleport to an area near an Echo, swapping it with Chromie's previous location. Time Out [Active]
      Activate to place Chromie in Stasis and gain Invulnerability for up to 5 seconds. Can be reactivated to end the effect early. Level 14
      Shifting Sands [Q]
      Hitting an enemy Hero with Sand Blast grants 8% Spell Power for 10 seconds, up to a maximum of 40%. The duration is refreshed whenever an enemy is damaged by the primary Sand Blast. Fast Forward [Q]
      If Sand Blast travels at least 70% of its base distance and hits a Hero, its cooldown is reduced to 0.75 seconds. Quantum Overdrive [Active, Cooldown: 30 seconds]
      Activate to increase Spell Power by 25% for 10 seconds. Level 18
      Unraveling [R1]
      Every 0.25 seconds, enemy Heroes Slowed by Slowing Sands have their Spell Armor reduced by 2 up to 30. Stuck in a Loop [R2]
      Temporal Loop teleports the target a second time after the first, and Basic Abilities continue recharging for an additional 3 seconds Piercing Sands [Q]
      Sand Blast now pierces all enemies hit. Blessing of the Bronze [Passive]
      While Chromie is alive, her all allied Heroes gain 10% Movement Speed and their Basic Abilities recharge 30% faster. Lucio
      Trait
      Push Off [D]
      While moving alongside terrain, activate to slide towards a targeted location. Enemies hit take 100 damage and are Slowed by 75% for 1 second. Basic Abilities
      Soundwave [Q] (Mana: 30, Cooldown: 7 seconds)
      Deal 105 damage to enemies in an area and knock them back. Crossfade [W]
      Play one of two music tracks for Lucio and his allies. Crossfade - Healing Boost: Passively heal Lucio and nearby allied Heroes for 15 health per second. Crossfade - Speed Boost: Increase the Movement Speed of Lucio and nearby allied Heroes by 10%. Amp It Up [E] (Mana: 90, Cooldown: 13 seconds)
      Raise Lucios Crossfade track volume for 3 seconds, amping Healing Boost to 112 health per second and Speed Boost to 30% increased Movement Speed. Heroic Abilities
      Sound Barrier [R1] (Mana: 100, Cooldown: 80 seconds)
      After 1 secnd, Lucio and nearby Allied Heroes gain a 1296 point Shield that rapidly decays over 6 seconds. High Five [R2] (Mana 50, Cooldown: 15 seconds per ally)
      Quickly skate to an allied Hero. Upon arrival, the ally is granted Unstoppable for 1 second and is healed for 250. Talents
      Level 1
      Party Mix [W]
      Quest: Play Lucio's Crossfade tracks to nearby allies for a total of 8 minutes. Multiple allies provide additional time. Reward: Permanently increase Crossfade's range by 20%. Accelerando [Z]
      Wall Ride's Movement Speed bonus gradually increases to 40% over 4 seconds while Lucio maintains its effect. Smooth Moves [Z]
      While Wall Ride is active, Basic Attacks heal for 30% of the damage dealt and restore 0.5 Mana. Passive: Increase Wall Ride duration by 1 second. Level 4
      Subwoofer [Q]
      Enemies within the first half of Soundwave's range are knocked back 75% further. Quest: Hit 3 enemy Heroes with a single Soundwave. Reward: Increase Soundwave's arc by 50% and its range by 20%. Off the Wall [Q]
      Hitting an enemy with Soundwave while Wall Ride is active reduces its cooldown by 3 seconds. Supersonic [D]
      While Wall Ride is active, Push Off's cooldown recharges 100% faster. Level 7
      Good Vibrations [Q]
      Hitting an enemy with Soundwave grants Lucio a 35 Shield for 7 seconds. Hitting enemy Heroes grants 3 times this amount. Reverse Amp [W]
      Blast Lucio's active Crossfade track at enemy Heroes. While Amp It Up is active, Healing Boost deals 50 damage per second and Speed Boost Slows by 20%. This ability is unaffected by Crossfade talents Boombox [Active, Cooldown: 20 seconds)
      Place a boombox that plays Lucio's active Crossfade track for 30 seconds. Its volume adjusts with Amp It Up. Crossfade tracks do not stack. Level 10
      Sound Barrier [R1] (Mana: 100, Cooldown: 80 seconds)
      After 1 secnd, Lucio and nearby Allied Heroes gain a 1296 point Shield that rapidly decays over 6 seconds. High Five [R2] (Mana 50, Cooldown: 15 seconds per ally)
      Quickly skate to an allied Hero. Upon arrival, the ally is granted Unstoppable for 1 second and is healed for 250. Level 13
      All Together [W]
      For each ally affected by Crossfade, Lucio gains 5% Movement Speed that stacks with other bonuses. Heavy Casters [D]
      Push Off no longer Slows enemies, and instead Stuns them for 0.5 seconds. Slip [Z]
      While Wall Ride is active, passing near an enemy Hero increases its Movement Speed bonus to 40% for 1 second. Passive: Wall Ride grants 20 Armor. Level 16
      Rejuvenescencia [E]
      While Amp It Up is active, Crossfade's Healing Boost heals for an additional 2.5% of the target's maximum Health each second.
      Up the Frequency [E]
      Hitting enemy Heroes with Basic Attacks reduces the cooldown of Amp It Up by 0.45 seconds. Passive: Wall Ride increases Basic Attack range by 2.2. Up To Eleven [Active, Cooldown: 60 seconds]
      Activate to extend the duration of Amp It Up by 2 seconds. Level 20
      Boss Nova [R1]
      Reduce the cooldown of Sound Barrier to 30 seconds, but the Shield now decays over 4 seconds. Mixing Fire [R2]
      High Five can now be cast on enemy Heroes, dealing 225 damage and reducing all healing received by 50% for 3 seconds. Passive: Increase the duration of Amp It Up by 1 second. House Party [W]
      For each ally affected by Crossfade, Lucio gains 10% increased healing. Summer Anthem [Active, Cooldown: 75 seconds]
      Activate for all other allies affected by Crossfade to become Unkillable for 1.5 seconds.