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Heroes of the Storm D.Va

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From what D.Va I've played so far I've found Rush Down to be absolutely huge.  The lack of movement speed on D.Va on most maps is just killer.  Maybe on a really small map like Tomb I could see going without it (maybe) but on the vast majority of maps (never mind giant maps like Warhead Junction or Cursed Hallow) it has been a life saver for me.

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I am extremely surprised the level 4 talent Fusion Generator is X'ed out. I have found it to be a must pick for every Talent build I have tried with D.VA. It might not look great on paper but it brings the Defense Matrix into a real strong source of energy for the Self Destruct ability. Greatly more so than Bring It On. 

I also find the level 13 talent Emergency Shielding to be incredibly good for two reasons. 1: It provides a great 'last second' opportunity for D.VA for activate her self destruct (assuming she has it at the time.) Thereby making the most of her health bar on the first MECA, and then dropping a brand spanking new one down for her. 2: And in the event that D.VA isn't using Self Destruct it gives her an opportunity to relocate or re position herself so that she isn't in immediate unwanted danger upon entering pilot mode. 

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I really like this guide. As usual the Icy Veins team makes a remarkable job.

I think the Pilot Mode build is my personal favorite. I haven't been able to test the other two yet, but this is one is the most appealing to me, since the bulk of the D.Va gameplay is to build enough energy to Self-Destruct at the right opportunities. This, packed with Big Shot, can speed up this process, so you can blow up your Mecha over and over.

Also, shouldn't the fact she has two healthbars be noted in the Strengths?

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Guest astropicio15

nerf this champ roght now, imposible to play against it, 2 health bar , abilities that can wipe a full strength zerg rush at braxis alone...( yes just sae it right now this is why im commenting this) in pilot mode she does more burst damage than, everybody? and the thruster.. 300 dmg and more that killed me several times and dont talk about the bunny hop. if blizzard dont nerf dva i dont think i would play more, or i will go afk in every game someone takes it. oh and also when destroying the mech she gets it againat no cd , so hey no way to kill her unles 5vs1 but this would never happend and everybody know it

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Nice guide, but some things I would argue aren't exactly given the glory they deserve. Ablative armor on 13 is absolutely huge, it makes a lot of heroes in the game, for example most tanks and everything with fast attack speed or just in general below avegrade damage output literally just do 50% less damage versus D.Va. Arthas for example, does 50% less damage to ablative with autos and with tempest and only can bypass the minimum damage threshold with crits with his trait and with death coil, all other damage just does straight up get dampened by 50% unconditionally. Its by far the strongest talent on the tier when it comes to buffing survivability in a normal Hero League game, as well as provides insane synergy with bring it on, as those two talents combined and having someone to consistently heal you up you can get whole charge of self destruct from depletion of a single mech healthbar. Also the pilot form isn't that vulnerable honestly, if you stay inside your explosion radius you can force opponets to tank explosion if they want to kill you resulting in your team almost guaranteed getting a counter kill if you go down.

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Guest D.va

You noted D.va as having a high learning curve but to be honest she's one of the easiest bruisers to play, between the double health bars and infinite stream of mechs you can call she is definitely more forgiving than some of the others. D.va brings a lot to the table without demanding much from the player.

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15 minutes ago, Guest D.va said:

You noted D.va as having a high learning curve but to be honest she's one of the easiest bruisers to play, between the double health bars and infinite stream of mechs you can call she is definitely more forgiving than some of the others. D.va brings a lot to the table without demanding much from the player.

Even though she is quite forgiving, in order to take full advantage of her power, a skilled player is required. I feel like she has low skill floor, but fairly high skill ceiling, and since some of the skills and talents make parts of her playstyle obvious and easy while they are not, a player that is not able to recognize it (a newbie, usually) will not be able to take advantage of more in-depth strategies, therefore making her a "hard learning curve"-hero.

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Guest D.va
15 hours ago, positiv2 said:

Even though she is quite forgiving, in order to take full advantage of her power, a skilled player is required. I feel like she has low skill floor, but fairly high skill ceiling, and since some of the skills and talents make parts of her playstyle obvious and easy while they are not, a player that is not able to recognize it (a newbie, usually) will not be able to take advantage of more in-depth strategies, therefore making her a "hard learning curve"-hero.

I'd say she has a moderate learning curve and a moderately high skill ceiling with a very low skill floor. Shes an incredibly easy hero to pick up and play off the bat. Taking advantage of more in-depth strategies is a part of every single hero, generally speaking you can tell the difference of an newer player vs an experienced player who is dedicated to a specific character. That doesn't mean that every class a very good player plays has a hard learning curve even though they would generally be better at it than a newer player.

Regardless, its not my build so whatever. It just feels like the popular/new characters people like to play are always labeled hard learning curve when most of the characters in question are moderate at best.

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I've been playing against lots of "normal" compositions in QM where Diva is the enemy tank. I don't see her as a solo tank per say, but she is incredibly strong as a initiator and can easily replace health faster than other tanks. For example, any slight crowd control and her self-destruct gains value. Even without damaging, her self-destruct zones enemies better than Guldan's horrify. It's incredible how her ability to tank can burst very high at key moments in team fights. Your ally is caught out; boost in and knock enemies out. Team fight is about to happen; initiate, soak damage, and then self-destruct, causing mass zoning and splitting. Mech is destroyed; back off, poke, gain new mech, escort retreat or counter attack. A duel happens; you accept duel and win with ease. Enemies are retreating; boost to lock down one target and to force enemies to assist victim, causing a more potentials kills for team. Again, enemies are retreating; boost and self-destruct in front of enemy to cut off escape path. Or perhaps, allies are retreating; self-destruct in front of enemy to zone them out. These examples show the burst peeling, tanking, and zoning of Diva, which I find to be the highest of all tanks. She may not sustain as a well as a solo tank, but she can do much better than a solo tank at many of those key instances. Thus, this is why E.T.C. was so successful. His potential to deny the enemy options can make plays. Therefore, it is inappropriate for Diva to be classified as a frontline bruiser. If anything, she should be classified as a "Burst Tank".

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Guest Mookuh

Correction on the Talent discussion of the Tier 1 "Pro Moves" Talent:

" Although the 2% movement speed bonus of Pro Moves does stack up to a total of 30%, each application of additional damage D.Va takes does NOT refresh the movement speed effect. Therefore, each 2% stack should be seen as an independent buff that will fall off exactly 1.25 seconds after taking the damage that applied it. "

This is requires a bit of clarification. It's true that taking additional damage will not refresh the duration on existing stacks, however, the stacks decay 1-by-1 and not simultaneously. What this means is that if D.Va takes damage, to get to 1 stack, then takes damage exactly 1 second later she'll be at 2 stacks for 0.25 seconds, then drop down to one stack, on which she'll remain for 1.25 more seconds, or 1.5 seconds after the damage that applied it. It's fairly easy to check in Try mode if you take damage from the creep wave until you're at 12-15 stacks, then run somewhere quiet - the stacks will take quite a while to drop off.

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On 6/5/2017 at 0:23 AM, Guest Mookuh said:

Correction on the Talent discussion of the Tier 1 "Pro Moves" Talent:

" Although the 2% movement speed bonus of Pro Moves does stack up to a total of 30%, each application of additional damage D.Va takes does NOT refresh the movement speed effect. Therefore, each 2% stack should be seen as an independent buff that will fall off exactly 1.25 seconds after taking the damage that applied it. "

This is requires a bit of clarification. It's true that taking additional damage will not refresh the duration on existing stacks, however, the stacks decay 1-by-1 and not simultaneously. What this means is that if D.Va takes damage, to get to 1 stack, then takes damage exactly 1 second later she'll be at 2 stacks for 0.25 seconds, then drop down to one stack, on which she'll remain for 1.25 more seconds, or 1.5 seconds after the damage that applied it. It's fairly easy to check in Try mode if you take damage from the creep wave until you're at 12-15 stacks, then run somewhere quiet - the stacks will take quite a while to drop off.

Hey Mookuh!

Thanks for the feedback, just went back and re-tested this as you suggested and you are correct about the way the stacks fall off of D.Va. Not sure where I had gotten the impression that they were all falling off at the same time when I had originally tested it, but thanks for looking out! I'm going to go ahead and make a change to the Talent description now.

-MK

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1 hour ago, EDL666 said:

Bunny Hop's cooldown is wrong, it's 100 seconds not 1. This is true in tooltips and on the Talents page

Hey, thanks for pointing this out! It should be fixed today.

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I dont see how "Bring it on" is a recommended talent when "Fusion Generator" gives you the same value just by casting defense matrix once or twice.

I also feel Rush-Down should be recommended instead of situational because of the buff it got. D.Va can rotate faster then any other hero in game with this talent, similar to Malthael/Junkrat. While its must-pick talent on big maps it gives a lot of value even on small maps.

 

Edited by xevex

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Guest vee3man

Here's two thing I disagree with fiercely on with the D.Va guide. 

One, she has a solid waveclear presence. She has one of, if not, the fastest attack speed in game, and her basic attack is an AoE. If you position her well and take 3-4 creeps in her attacks, she will mow them down fast. She can also clear the tower and gates if up against a weak laner, even as early as level 1. That's cause she can hit a tower and gate at the same time by positioning slight to the side. Wall as well, if you go in close. I've never finished a game as D.Va where I did not get either first of second on siege damage, even up against contenders like Nazeebo.

Her self-destruct is easy to escape, so use it to clear an area, like when rushing a tower, taking a objective, a team fight area block/escape, or being zerged. It buys valuable time. Nuclear Option if you're focusing on siege and buying time, and Aggression Matrix if you're helping out in team fights.

Also a little disappointed that Rush-Down isn't given the love it deserves. Rush-Down when used to travel makes D.Va one of the fastest hero in the game. She's faster than mounts. In battle, if you cancel early on chase downs, you can have a D.Va boosting every 2 seconds. And since she can basic attack on move, it's a fierce combination. 

Some people in the comments debated on the pros and cons of Fusion Generator vs Bring it On. Experienced players will actively avoid attacking in Defence Matrix zones. You pick Bring it On if you're fighting heroes that have uncancellable or fast attacks like Valla, Sonya, and Raynor, or poison hitters like Nazeebo and Lunara. This helps with burst charging. If you're up against one-shots like Nova and Valeera, use Fusion Generator for consistency.

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Hi there,

i´ve played over 1000 games with D.Va and after that long of a time i think i figured out how to play her quite well. I wondered if you plan to update this guide since she got an basic attack buff recently and maybe news to her place in the meta. My winrate is 59% at that time, so i think thats quite well at Diamond-Level :).

I personally play her as an peeler for my backline. Always in combination with a maintank. I personally think her waveclear is great and even pushing the towers and gates is quite effective when positioned right as mentioned above by another user. I wanted to show you guys how i play her as an Mech-Oriented Disruptor thats super adaptable to every situation. Maybe you find one or two new things to try for yourself ?

Builds at the end of the comment.

-------------------------------------------------------------------------------------------
 

(Level 1):

"Hit the nitrous" is my go-to talent on lv 1 because it feels fast, impactful and gives you a nice damage-poke potential in lane and to finish of escapees. When you have played with this talent a lot, "Rush Down" or anything else on lv 1 feels slow and weak. You can easily make up rush down by keeping objective timers in mind and is easily countered by a fierce archer minion hitting you in mid when travelling from bot to top. 
 

(Level 4 & 7): There are three buildpaths that i recommend since i think they need to be picked together for maximum output:

1. Peeling: Pick "Diverting Power" and "Dazer Zone" for a big shield with added slow, perfect for catching that Genji or Tracer that are moving in you backline and mitigating their damage or burst potential. I pick those together because i think the slow on the shield makes it perfect to pick with "Diverting Power". This works also perfect if the enemies have 2 burst-assassins but low CC to cancel your shield. This path is not recommended when there are tons of Silences or Stuns in the game.

2. Zoning: If you picked D.Va and your enemies have lots of hard CC and tons of escape like jumps and dashes but there is an map with a single objective like "Volskaya" or "Cursed Hollow". You pick "Bring it On" and "Nuclear Option" to have a 8 second Zoning timer that lets you gather tributes or hard-clear the objective area even against the tankiest tanks. When your enemies misplay this or try to interrupt your team they could get punished hard. You could also pick "Fusion Generator" if the enemy team lacks hard CC. This can also be used in a nice coordinated team to push your way forward in lane together with a punisher or similar. "Self Destruct" kills also all camps when positioned right. (Knights-Camp need to loose their Mage first)

3. Allrounder: This is what i pick when i have a nice engage comp and don't feel like i have to peel 24/7. You pick "Bring it On" and then "Dazer Zone" if you want a nice slow for letting your team follow up on your foe, or if you need harder Knockbacks take "Coming through". Even when the enemies have a nice amount of CC you still generate nice amount of charges and have a slow without investing too much in your shield when the danger is high that it gets broken early. 

 

(Level 10):

I personally prefer "Bunny Hop" overall because it gets you a nice amount of slow and damage after a nice engage with your Q. You can use it to chase down enemies, peel or use it as damage-tool when you go all in 1v1. What also is key to this amazing ability is, that you are unstoppable. This is awesome because it is key with D.Va to use "Self Destruct" or "Call Mech" in the last possible moment to increase your staying time and making the most out of your 2 health pools. When you get locked down by 50% health and cant cast your Self Destruct you are pretty much dead in a devastating teamfight. With this ultimate however, being unstoppable adds more control and lets you cast your "E" freely. This ultimate truly shines when you are with your team but is not the big of a deal 1v1 though.

You get more poke and sustained presence when you pick "Big Shot" then. The only scenario where i would pick it is when you are playing "Dragon Shire" or "Braxis" and you are the only Sololaner and need to play 1v1 a lot. This is nothing where D.Va really shines. Holding a lane is easy but winning is not really an option. Furthermore the fact of picking an ultimate that rewards me when i played bad, like loosing my mech for no reason, and recovering fast from it, is not too appealing to me.

 

(Level 13):

This one depends also on your enemy team: Pick "Ablative Armor" if your enemies have Tracer, Genji, Nazeebo or Guldan or even Tychus' Laser Drill. Everything that deals periodic damage by small bits like poison etc.

Pick "Expansive Plating" when you have a healer that heals % like Alexstrasza or Lucio could. This yould save your mech when there is hard burst incoming. This boosts your Health by avg. ~20%. This adds also a backdraw to your "Call Mech" Timer which is a bit unpleasing.

Pick "Emergency Shield" when your opponents have more DPS than burst since it gives you an shield that is close to 10% of your health bar every 15 seconds you go very low. 

 

(Level 16): 

"GG, WP" is the real deal, you have 50% more damage in Pilot-Form this adds up nicely for finishing low tanks or similar whilst in Teamfights or winning a duel. When you loose your Mech you get an instant reset for it when you get a kill or an assist, this would negate the Lv13 backdraw of "Expansive Plating". This increases you staying power by so much when used right. This is your powerspike talent. 

 

(Level 20):

This is the final talent that makes our build complete, mixes perfect with "GG, WP". You can teleport a short distance and deal damage when calling the mech, it works as an instant. Lets you jump over walls and reposition you in Teamfights. Since the time you need for calling your mech is quite high compared to the Dmg or CC that other heroes bring to the table that could kill or interrupt you. Also perfect for flashy plays. 

-------------------------------------------------------------------------------------------

Tips and Tricks:

Use your both health pools to maximize staying power, but go into Mech faster when there is silence or hard cc on board.

Use you big Mech to body block escaping enemies whilst moving and attacking them, this is super potent against "Unstoppable" enemies.

You can attack a mercenary Camp from a bush whilst in pilot mode to reduce call mech time. This is awesome when on Braxis and you lost your mech but need more pressure on the point. Works everywhere where a bush is nearby a merc camp, they attack you one time then they get "leashed" and back up, then you can attack them freely.

-------------------------------------------------------------------------------------------

TL;DR

Allrounder-Build: https://www.icy-veins.com/heroes/talent-calculator/dva#42.0!2421224

Full-Peel against backline divers: https://www.icy-veins.com/heroes/talent-calculator/dva#42.0!2121224

High-Zoning against high CC and mobility: https://www.icy-veins.com/heroes/talent-calculator/dva#42.0!2441224

 

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On 2/4/2019 at 12:00 PM, SirGeilington said:

You can attack a mercenary Camp from a bush whilst in pilot mode to reduce call mech time. This is awesome when on Braxis and you lost your mech but need more pressure on the point. Works everywhere where a bush is nearby a merc camp, they attack you one time then they get "leashed" and back up, then you can attack them freely.

Holy molly, that is brilliant. I never thought that way.

Resultado de imagem para mind blown gif

Edited by Valhalen

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Whoever edited this said nuclear option keeps dva in pilot mode longer even though the talent description itself says otherwise.

Edited by Samaugsch

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      Base
      Hook [Q] Additional Functionality: Upon reaching level 13, Hook’s range is increased by 40%. Slam [W] Cooldown increased from 7 to 8 seconds. Inner area Slow duration increased from 1.5 to 2 seconds. No longer deals additional damage to Minions, Mercenaries, and Monsters. Vile Gas [Trait Passive] New Functionality: Enemies hit by Basic Attacks or the inner area of Slam are afflicted with Vile Gas, dealing 27 damage over 3 seconds. Deals 150% increased damage to Minions, Mercenaries, and Monsters. New Active Functionality - Shambling Horror: Activate to spread Vile Gas to nearby enemies every second and prevent Stitches’ Movement Speed from being reduced below by 110% for 5 seconds. Talents
      Level 1 Patchwork Creation [W] New Functionality: Gain 3 Armor for each enemy afflicted by Vile Gas, doubled while Shambling Horror is active. This effect stacks up to 8 times. Passive: Gain 15% increased healing received. Savor the Flavor [E] New Functionality: Quest: Hitting a Hero with Devour increases Stitches’ health regeneration by 1.5 and the damage of Vile Gas by 2%, stacking up to 100 times. Hungry for More [Passive] New Functionality: Passive: Gain 5% Movement Speed. Quest: Gathering a Regeneration Globe increases Stitches’ maximum health by 30. Reward: Every 20 Regeneration Globes gathered increases Stiches’ Movement Speed by an additional 5%. Level 4 Playtime! [W] New Functionality: Basic attacks reduce the cooldown of Slam by .75 seconds and restore 5 Mana. Hitting Heroes with the inner area of Slam reduces its cooldown by 1 second. Tenderizer [Passive] Moved from Level 4. New Functionality: Basic Attacks against Heroes Slow by 25% for 2.5 seconds and restore 2% of Stitches’ Maximum Health. (New) Vile Cleaver [Trait] Basic Attacks against targets afflicted with Vile Gas deal 35% more damage and spread Vile Gas to nearby enemies. Level 7 Cannibalize [Passive] Removed. Serrated Edge [Q] Moved from Level 4. Cooldown reduction bonus increased from 3 to 5. Additional Functionality: Hitting an Enemy Hero with Hook also restores 35 Mana. Second Helping [E] Moved from Level 20. New Functionality: Devour gains an additional charge with a 6 second cooldown between uses. Loan: If Stitches is at max Heath after using Devour he gains a shield equal to 15% of his maximum health for 10 seconds. Every death, reduce this shield amount by 3%. (New) Putrefaction [Trait] While Shambling Horror is active Vile Gas reduces healing received by 30%. Passive: Vile Gas heals for 60% of the damage it deals. Level 13 Fishing Hook [Q] Removed. (New) Under Pressure [W/Trait] Increase Slam’s damage by 25. Quest: Every 6 times Vile Gas deals damage to a Hero, permanently increase the damage of Slam by 1, to a maximum of 75 additional damage. Chop Chop [Trait] Moved from Level 4. New Functionality: Hitting a Hero with Hook or activating Shambling Horror grants 50% increased Attack Speed for 5 seconds. Level 16 Lacerate [W] Removed. Pulverize [W] Moved from level 13. Additional Functionality: Heroes hit by Slam have their Armor reduced by 10 for 4 seconds. Digestive Juices [E] Additional Functionality: Deals an additional 140 damage over 5 seconds. Gas Flare [Passive] Renamed to ‘Flare Up’. Additional Functionality: Activating Shambling Horror also grants the 150% damage bonus. Bonus damage duration reduced from 8 to 4 seconds. Level 20 Potent Bile [R1] Removed. Shambling Horror [Active] Removed. (New) Gift From The Embalmer [R1] Putrid Bile deals 100% more damage to Heroes. Quest: Each time Putrid Bile deals damage to an enemy Hero, Stitches’ next death timer is reduced by 2%, to maximum of 80% total reduction. Half of this bonus is lost on death. (New) Master Hooker [Q] Reduce the cooldown of Hook by 5 seconds. Enemy Heroes hit by Hook receive 100% less healing for 2 seconds. Allied Heroes hit by Hook are Unkillable for 2 seconds. (New) Gas Bag [Trait] Activating Shambling Horror grants you Unstoppable for 3 seconds. Passive: Reduce Shambling Horror’s cooldown by 20 seconds. Return to Top
      Heroes Rework: Valla
      Base
      Basic Attack Damage decreased from 75 to 70. Multishot [W] Damage decreased from 172 to 165. Talents
      Level 1 Caltrops [E] Removed. Puncturing Arrow [Q] Moved from Level 4. New Functionality: Increase the bounces of Hungering Arrow by 1. Quest: Hitting enemy Heroes the initial shot of Hungering Arrow permanently increases the initial shot damage by 6 and refunds 40 Mana. (New) Fire At Will [W] Every enemy Hero hit by Multishot grants 2 Hatred. Quest: Enemy Heroes hit by Multishot permanently increase its damage by 4. Creed of the Hunter [Trait] Moved from Level 4. New Functionality: Loan: Gain 20% increased Attack Speed. Every death reduces this bonus by 5%. Quest: Every 50 Basic Attacks against enemy Heroes, increase your damage per Hatred stack by 1%, up to 5%. Level 4 Repeating Arrow [Q/E] Moved from Level 7. New Functionality: Vault no longer has a Mana cost. Vaulting instantly refreshes the cooldown of Hungering Arrow. Arsenal [W] New Functionality: Increase the range of Multishot by 20%. It launches 3 grenades that deal bonus damage and restore 25 Mana when hitting enemy Heroes. Death Dealer [E] Added Functionality: Lower the cooldown of Vault by 5 seconds. Increase the damage bonus of Vault from 50 to 150%. If the target dies within 1.5 seconds, refund 50 Mana and refresh the cooldown on Vault. Level 7 Monster Hunter [Q] Moved from Level 1. No longer reduces the Mana cost of Hungering Arrow. Frost Shot [Q/W] Moved from Level 16. New Functionality: Enemies hit by Multishot are Slowed by 20% for 2.5 seconds. Hungering Arrow deals 25% more damage to Slowed enemies. Hot Pursuit [Trait] Moved from Level 1. New Functionality: Increase the Movement Speed bonus per Hatred stack to 2.5%. Level 13 Siphoning Arrow [Q] Renamed to ‘Siphoning Arrows’. New Functionality: Every Hero hit by Hungering Arrow heals Valla for 4% of her maximum Health. Every Hero hit by Multishot heals Valla for 2% of her maximum Health. Tempered By Discipline [Trait] New Functionality: Basic Attacks heal for 10% of damage dealt. Increase this by an additional 2% for each stack of Hatred. Gloom [Active] Additional Functionality: Heal for 2.5 Health per second for each stack of Hatred. Level 16 Punishment [W] Moved from Level 7. New Functionality: While at max Hatred Multishot’s cooldown refreshes 50% faster. Seething Hatred New Functionality: While at max Hatred, all damage you deal is increased by 10%. Level 20 Death Siphon [R1] New Functionality: Hitting an enemy Hero with Strafe increases its duration by .125 seconds. Passive: While Strafing, throw out piercing bolts that deal 34 damage and heal for 25% of their damage dealt. Storm of Vengeance [R2] New Functionality: Basic Attacks against enemy Heroes reduce the cooldown of Rain of Vengeance by 5 seconds. Passive: Every stack of Hatred grants 2% Attack Speed. When at max Hatred, gain an additional 30% Attack Speed. Farflight Quiver [Trait] New Functionality: Gain 20% Basic Attack range. At max Hatred, increase this by an additional 30%. (New) Acrobat [E] Gain 2 additional charges of Vault. Vaulting drops 3 Caltrops. Return to Top
      Heroes
      Mei
      Base
      Health reduced from 2675 to 2625. Health regeneration reduced from 5.5742 to 5.5703. Talents
      Level 1 Ice Storm [W] Periodic damage reduced from 45 to 42. Heat Transfer [Passive] Heal amount reduced from 18 to 16.5. Level 4 Cold Front [E] Passive cooldown reduction reduced from 4 to 3 seconds. Level 10 Ice Wall [R2] Cooldown increased from 50 to 60 seconds. D.Va
      Base
      Mech Health reduced from 2150 to 2100. Mech Health Regeneration reduced from 4.48 to 4.38. Fusion Cannons [Trait] Bonus damage to close enemies reduced from 50% to 40%. Talents
      Level 1 Full Metal [Trait] Fusion Cannons healing reduced from 20% to 16%. Liquid Cooling [Active] Healing Fountain duration bonus increased from 25% to 35%. Level 4 Rush-down [Q] Damage bonus to non-Heroic enemies reduced from 70% to 50%. Aggression Matrix [W] Reduced Healing received increased from 30% to 35%. Level 7 Fusion Generator [W] Fusion Cannons bonus increased from 75% to 100%. Level 10 Micro Missiles [R2] Slow reduced from 35% to 30%. Level 13 Target Locked [W] Duration required reduced from 1.25 seconds to 1 second. Level 20 Stop and Pop [R1] Additional Functionality: Bunny Hop duration increased by 4 seconds. Hogger
      Base
      Hogg Wild [E] Radius reduced from 2.75 to 2.625. Damage increased from 32 to 44. Damage bonus per point of Rage reduced from 1% to .5%. Changed Functionality: Damage bonus from Rage now only applies to Heroic targets. Talents
      Level 1 On The Prowl [Active] Healing per second reduced from 9 to 8. Level 4 Brute Force [Q/D] Loot Hoard range bonus increased from 15 to 20%. Maximum damage bonus increased from 125 to 150. Additional Functionality: Increase Loot Hoard’s damage by 50%. Aggro Range [E] Radius bonus decreased from 25% to 20%. Level 13 Pummel [E] Spell Power reduction duration reduced from 3 to 2 seconds. Level 20 No Control [Active] Duration decay rate increased by 50%. Sonya
      Talents
      Level 1 Furious Blow [W] Damage bonus reduced from 50% to 40%. Level 4 Shattered Ground [W] Changed Functionality: Increase Seismic Slam's splash damage by 250%. Targeting a Hero with Seismic Slam further increases its splash damage by 250%, while targeting other enemies instead increases the length of Seismic Slam's splash by 66%. Level 16 Giant Slammer [W] Healing from damage dealt reduced from 100% to 60%. The Lost Vikings
      Base
      Baleog Health reduced from 1180 to 1130. Health Regeneration reduced from 2.46 to 2.35. Basic Attack damage reduced from 78 to 75. Erik Health reduced from 840 to 804. Health Regeneration reduced from 1.75 to 1.67. Basic Attack damage reduced from 65 to 62. Olaf Health reduced from 1540 to 1482. Health Regeneration reduced from 3.21 to 3.08. Basic Attack damage reduced from 57 to 54. Talents
      Level 4 It's a Sabotage! [Passive] Damage over time duration reduced from 5 to 3 seconds. Damage per second increased from 50 to 75. Level 7 Norse Force! [Q] Base Shield increased from 130 to 140. Additional Shield for each Viking alive increased from 65 to 84. Level 10 Longboat Raid! [R2] Damage per second increased from 112 to 128. Level 16 Impatience Is a Virtue [Passive] Cooldown reduction increased from .25 seconds to .31 seconds. 64 KB Marathon [Z] Changed Functionality: Bonus Movement Speed no longer decays over its duration. Level 20 Ragnarok 'n' Roll! [R1] Additional Functionality: Reduce the cooldown of Longboat Raid by 30 seconds. Lucio
      Talents
      Level 1 Party Mix [W] New Functionality: Quest: Play Crossfade tracks to nearby allies. Reward: Every minute played increases Lucio’s Maximum Mana by 2%. After 8 Minutes of total play time, increase the range of Crossfade by 20%. Level 7 Boombox [Active] Cast range increased by 100% (5 to 10 grid). Health increased from 350 to 600. Additional Functionality: Allies affected by Boombox gain 5 Armor. Level 10 High Five [R2] Self-heal reduced from 125 to 80. Level 13 Slip [Z] Armor reduced from 20 to 15. Level 16 Up To Eleven [E] New Functionality: Increase the duration of Amp It Up by 1 second. While Amp It Up is active, enemy Heroes hit with Soundwave or Push-Off increase it’s duration by an additional .3 seconds. Level 20 Mixing Fire [R2] Damage dealt reduced from 225 to 160. Cost and cooldown reduction reduced from 50% to 30%. Uther
      Base
      Devotion [Trait] Adjusted Functionality: Uther’s Basic Abilities grant 25 Armor to allied Heroes, and 15 to Uther, for 2 seconds. Talents
      Level 16 Beacon of Light [Q] Self-healing bonus increased from 100% to 125%. Self-healing bonus at low Health increased from 200% to 250%. Tyr's Deliverance [W] Maximum stacks increased from 4 to 7. Level 20 Divine Protection [Trait] Additional Functionality: Sets Devotion Armor for both allied Heroes and Uther to 50. Azmodan
      Base
      Globe of Annihilation [Q] Level scaling increased from 2.5 to 4%. Talents
      Level 1 Greed [Q] Non-Heroic damage bonus reduced from 20 to 15%. Gluttony [Q] Annihilation earned from Hero hits increased from 3 to 4. Level 7 Master of Destruction [E] Annihilation earned from Hero hits reduced from 4 to 2. Level 10 Demonic Invasion [R1] Range decreased from 20 to 13.5. Demonic Grunt attack damage reduced from 42 to 39. Level 16 Hell Rift [E] Demon Warrior damage bonus reduced from 100 to 75%. Level 20 Siegebreaker [R1] Damage bonus reduced from 50 to 40%. Pride [Q] Damage bonus increased from 100 to 125. Falstad
      Base
      Lightning Rod [W] Lightning Rod verifies its targets is in range more frequently, from every second to every .25 seconds. Lightning Rod now uses a custom range indicator. Talents
      Level 1 Gathering Storm [Q] Hammerang damage bonus per stack increased from 0.2% to 0.4%. Dishonorable Discharge [W] Lightning Rod cooldown reduction reduced from 3 to 2 seconds. Lightning Rod damage bonus per stack decreased from 1% to .75%, maximum bonus remains 75%. Changed Functionality: Takedowns resetting Lightning Rod's cooldown now gained on quest completion. Level 13 Thunderstrikes [W] Damage bonus per stack increased from 20% to 25%. Changed Functionality: Thunderstrikes' damage bonus no longer affects other Lightning Rod bonuses. Junkrat
      Base
      Frag Launcher [Q] Damage increased from 118 to 124. Talents
      Level 1 Extra-Wound Timers [Q] Damage bonus increased from 80% to 120%. Level 7 Big As [E] Additional Functionality: Steel Trap only hits Heroes. Level 10 Rocket Ride [R2] Damage increased from 890 to 935. Tassadar
      Base
      Shock Ray [Q] Channel duration reduced from .75 to .6875 seconds. Talents
      Level 4 Induction [Q] Changed Functionality: Tassadar gains 10% increased Movement Speed. Casting Shock Ray increases this bonus to 30% for 3 seconds. Level 7 Beam Alignment [Q] Mana cost reduction increased from 10 to 15. Additional Functionality: While Resonance Beam is fully charged, Shock Ray’s Slow duration is increased to 4 seconds. Level 13 Shadow Walk [Active] Armor increased from 25 to 35. Return to Top
      Bug Fixes
      Battlegrounds
      Added Warhead Junction to Ranked Play. Removed Volskaya from Ranked Play. Heroes
      E.T.C. Crowd Surfer no longer causes spells queued after Powerslide to be cast without an animation. Rexxar Casting Misha, Charge! and Misha Focus! at the same time will no longer occasionally cancel the ability. Uther Tyr's Deliverance no longer increases Uther's Holy Light self Healing. Return to Top
      Click here to discuss this post with other players in the official Heroes of the Storm forums.

    • By Staff
      There's a new type of talent coming to Heroes of the Storm, as Blizz_Daybringer revealed on r/heroesofthestorm today. Loan talents are ment to be "the opposite of quests", as they give a lot of power up-front and then become weaker and weaker, with the Johanna example we got losing one quarter of it's power with each death, so they will lose some effect when something negative happens. 
      Loan Talents (source)
      Good morning Heroes!
      There is some new content coming right around the corner and I wanted to take a quick minute to share something that will be entering the Nexus shortly - Loan Talents. Here is a sneak-peek at one of them:
      Divine Fortress
      Basic Attacks against enemy Heroes grant 15 Physical Armor for 3 seconds, stacking up to 60.
      Loan: Johanna gains 20% maximum Health. Lose 5% of this bonus every time she dies.
      The idea behind these was to give fairly substantial up-front power spikes that can either help carry you to victory or potentially lose potency over time - think of them as sort of 'reverse-quests'. Play smart and they can be extremely powerful over the course of the game, but know that by choosing it, you also put a pretty substantial target over your head... cough, Convection, cough.
      Anyways, the team is excited to see what you think about these and get them into your hands as soon as possible! Have a wonderful day and we will see you in the Nexus! ❤️
    • By Staff
      The Icy Veins Masters Clash Championship continues today at 6 PM Paris time. Check out the schedule of all upcoming matches for this weekend!
      About the Event
      Masters Clash Championship is a Heroes of the Storm tournament sponsored by Icy Veins, where teams compete for a prize pool of 10,000 EUR.
      Event Schedule
      May 1 (Saturday)
      Match 1: Inting for Ruby vs. The Hardos at 6:00 PM Paris time Match 2: ArthasStroitHram vs. SoundLess at 8:00 PM Paris time. May 2 (Sunday)
      Match 1: Go Next vs. 30K at 6:00 PM Paris time. Match 2: The donuts vs. Chilly Mountain at 8:00 PM Paris time. Here is the exact schedule of all the matches for this weekend.

      Head over to the official site for more details about the event
      Where to Watch
       English stream (Khaldor)  French stream (Malganyr)  German stream (TazzDingo)  Russian stream (Noizen)  Spanish stream (Orhy)
    • By Staff
      The Icy Veins Masters Clash Championship continues tomorrow at 6 PM Paris time. Check out the schedule of upcoming matches for this weekend!
      About the Event
      Masters Clash Championship is a Heroes of the Storm tournament sponsored by Icy Veins, where teams compete for a prize pool of 10,000 EUR.
      Event Schedule
      April 24 (Saturday)
      Match 1: The donuts vs. Inting for Ruby at 6:00 PM Paris time Match 2: SoundLess vs. SoundLess at 8:00 PM Paris time. April 25 (Sunday)
      Match 1: Go Next vs. ArthasStroitHram at 6:00 PM Paris time. Match 2: The Hardos vs. 30K at 8:00 PM Paris time. Here is the exact schedule of the upcoming matches for this weekend.

       
      Head over to the official site for more details.
      Where to Watch
       English stream (Khaldor)  French stream (Malganyr)  German stream (TazzDingo)  Russian stream (Noizen)  Spanish stream (Orhy)
    • By Staff
      Here are the results of the latest Masters Clash Championship matches from Saturday and Sunday
      About the Event
      Masters Clash Championship is a Heroes of the Storm tournament sponsored by Icy Veins, where teams compete for a prize pool of 10,000 EUR. 48% of all matches have been played.
      Match Results
      On  Saturday, The Hardos defeated SoundLess in the first match and ArthasStroitHram won against Inting for Ruby.
      On Sunday, Chilly Mountain defeated Go Next 3:2 and in the second match, 30K claimed victory against The donuts.

      When Will We See More Matches?
      The event continues on April 24 at 6:00 PM Paris time. You can find a full schedule of all upcoming matches here.
      Where to Watch
      You can watch the event in multiple languages. Links to localized streams can be found below.
       English stream (Khaldor)  French stream (Malganyr)  German stream (TazzDingo)  Russian stream (Noizen)  Spanish stream (Orhy)
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