Oxygen

D.Va Patch Meta Tier List (May 2017)

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We present our sixth Heroes of the Storm Meta Tier List for the D.Va patch of May 2017.

Our sixth Heroes of the Storm Meta Tier List for the month of May 2017 is here!

Welcome to Icy Veins's Meta Tier List for the D.Va 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.

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 are often updated after significant balance patches and/or when clear trends are emerging.

 

Prime Tier

-

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
Anub'arak Falstad Malfurion- Nazeebo
Artanis Gul'dan Rehgar Probius
Arthas Genji Uther Sylvanas
Diablo Greymane    
D.Va (new) Li-Ming    
Johanna Ragnaros    
Muradin Samuro-    
Sonya Thrall    
Varian (Tank) Valla    
Zarya 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
Chen Alarak+ Auriel Azmodan
Dehaka+ Chromie Brightwing Gazlowe
E.T.C. Jaina Kharazim  
Leoric Kael'thas Li Li  
Rexxar Kerrigan Lt. Morales  
  Lunara Lúcio  
  Raynor Tyrande  
  The Butcher    
  Valeera    
  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 Cassia (new) Tassadar+ Abathur
Stitches Cho'gall   Medivh
Tyrael Illidan   Murky
  Nova   Sgt. Hammer
  Tracer   The Lost Vikings-
  Tychus   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

Dear Heroes, quit being so balanced. I might end up losing my job writing tier lists.

Genji: Against all odds, our friendly cybernetic ninja has picked up the pace. With the initial wave of fanboyish hype dying out and dedicated players finding the time to practice the high skill-capped hero, Genji has risen up to be a strong pick, though not unexpectedly, at high levels of play only. Which makes sense, given how reliant he is on coordination to initiate the ever-important kill chains.

Greymane: Who'd have thought that a large chunk of %-based damage (Cursed BulletCursed Bullet) would do well in a tank-dominated metagame? On top of strong waveclear and the ability to solo kill a tonne of currently popular heroes, Greymane is here to stay.

Dehaka: The huge damage nerf to Dark SwarmDark Swarm (through the removal of Primal Aggression) made Dehaka unable to waveclear as effectively as he needs to remain competitive. Some of his new talents also are on the weaker side of things, though we could expect some tweaks in the future. In the meantime, there are better choices, especially in the warrior department.

Lùcio: When your main source of healing is reduced by 33%, your win rate goes down by about as much. Lùcio went from overpowered to one of the lowest winning healer in the game, and it's easy to see why.

Tyrande: The rework has been great to the priestess of elune. Everything she did before, she does better now, on top of being able to put out a very reasonable amount of damage. The new ShadowstalkShadowstalk is interesting, particularly when coupled with Darnassian ArcheryDarnassian Archery, but ultimately, time will tell if she'll remain more on the support side of things.

Tassadar: He thrives in assassin-heavy metagames. This is not where we're at right now. Your time will come, old friend.

D.Va: I'm ashamed to say that my initial PTR assessment of D.Va was quite grim, but she's been doing well. Though her damage output isn't the highest, she does neuter certain burst reliant picks due to Defense MatrixDefense Matrix, and Bunny HopBunny Hop and Self-DestructSelf-Destruct basically mean you'll never lose a boss fight. Just make sure you pick Hit the NitrousHit the Nitrous, or you'll lose 6% more. Talk about a strong talent!

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Nice job bringing this stuff out again. Would argue Anub'arak and Malfurion are Prime tier 100% of the time, as well as some other changes to theese power level ratings for exemple moving Leoric 1 tier higher, but most of that stuff is up to personal preference. Could give reasoning for why thats the case, but too lazy and thus accepting my fate.

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Samuro on core tier? I haven't seen much of Samuro lately, and when i've seen him he was easily shut down due to low health pool. I think that might be a bit debatable. I would also say that Auriel should be on core tier, since she excel in the current meta with 1 hypercarry and a lot of high health pools, since the hypercarry fills her hope bars through the roof.

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Just now, RandomGuy said:

Samuro on core tier? I haven't seen much of Samuro lately, and when i've seen him he was easily shut down due to low health pool. I think that might be a bit debatable. I would also say that Auriel should be on core tier, since she excel in the current meta with 1 hypercarry and a lot of high health pools, since the hypercarry fills her hope bars through the roof.

Considering this is tier list for avegrade Hero League games, and Auriel having to rely on your team having a hypercarry (Valla, Cassia, Gul'dan, Lunara) picked or guaranteed to be picked and him or her being able to not be the worst player of your team and not being able to get shut down by sneaky buggers like Zeratul or Genji, rating Auriel that high would be optimistic. About that Samuro, he is very much a pub stomper, great at that but if you arent Illusion master god you are going to struggle at higher levels. But however, he is high winrate, meaning that either people dont counterpick him properly at the low end of the ranks or he is just a good hero and no one realized that. I think the former is more likely than the latter, and he should only be played to get out of like Bronze/Silver. Thanks for your thoughts tho.

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Keep in mind that tierlists may vary. For example Grubby's current tierlist might look different. They are slightly influenced by personal views.

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5 hours ago, RandomGuy said:

Samuro on core tier? I haven't seen much of Samuro lately, and when i've seen him he was easily shut down due to low health pool. I think that might be a bit debatable. I would also say that Auriel should be on core tier, since she excel in the current meta with 1 hypercarry and a lot of high health pools, since the hypercarry fills her hope bars through the roof.

 

5 hours ago, BrightwingMain said:

Considering this is tier list for avegrade Hero League games, and Auriel having to rely on your team having a hypercarry (Valla, Cassia, Gul'dan, Lunara) picked or guaranteed to be picked and him or her being able to not be the worst player of your team and not being able to get shut down by sneaky buggers like Zeratul or Genji, rating Auriel that high would be optimistic. About that Samuro, he is very much a pub stomper, great at that but if you arent Illusion master god you are going to struggle at higher levels. But however, he is high winrate, meaning that either people dont counterpick him properly at the low end of the ranks or he is just a good hero and no one realized that. I think the former is more likely than the latter, and he should only be played to get out of like Bronze/Silver. Thanks for your thoughts tho.

At higher levels of play, Samuro can be very annoying to deal with. While he indeed is easy to shutdown, his main purpose is to create diversion and nuisance during team fights so the rest of the team can intercept the enemies. A good Samuro can actually set a bunch of baits with his illusions to tempt the enemy team into chasing the illusions instead of the real one. He is also great at clearing mercenary camps.

As an Auriel main, I agree with BrightwingMain: she is not to be in the Core Team, for the same reason The Butcher is not: while they both excel at doing their job, they rely on the rest of the team to be built around them to be 100% effective; Auriel requires high burst damage from her Bestow Hope target, and The Butcher requires a team with enough CC, mobility and waveclear so he can build up Fresh Meat and stomp in the late game.

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I've been having a lot of success, and perhaps more importantly, fun with Tyrande, but am struggling to find the correct situation to draft her into my HL games.

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10 hours ago, BrightwingMain said:

Nice job bringing this stuff out again. Would argue Anub'arak and Malfurion are Prime tier 100% of the time, as well as some other changes to theese power level ratings for exemple moving Leoric 1 tier higher, but most of that stuff is up to personal preference. Could give reasoning for why thats the case, but too lazy and thus accepting my fate.

I see them as being very strong, but not overpowered. I suppose I could use this justification to give them a +.

10 hours ago, RandomGuy said:

Samuro on core tier? I haven't seen much of Samuro lately, and when i've seen him he was easily shut down due to low health pool. I think that might be a bit debatable. I would also say that Auriel should be on core tier, since she excel in the current meta with 1 hypercarry and a lot of high health pools, since the hypercarry fills her hope bars through the roof.

Samuro's a weird one that will completely dominate when he's properly picked. I suppose this is rare nowadays, which would warrant a reduction. Good call.

2 hours ago, Plergoth said:

I've been having a lot of success, and perhaps more importantly, fun with Tyrande, but am struggling to find the correct situation to draft her into my HL games.

I'm in the same boat. She's really good on BoE due to mark, and CH due to bird interrupting caps, but I'm unsure myself. I think she'd do well with Uther.

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50 minutes ago, Oxygen said:

I think she'd do well with Uther.

Indeed. The CC chains are way too good. But I think she also performs quite well with Kharazim too.

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I would put Artanis as Viable, he is a strong duelist and a great solo laner but he falls short when teamfights happen. The enemies will cc, kite him and he wont be able to do his damage and survive.

Did Tyrael get some heavy nerfs in the past of something, his ultimate choices make him very versatile and he is a safe solo laner.

Haven't seen Thrall at all lately, maybe because he doesnt have a defined role, he has a bit of everything which doesnt work well.

Lastly, Sgt Hammer sucks, she belongs to wood tier.

 

Edited by Fransoa

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I know it's a lot of trouble, but can you (with the help of volunteers and staff) expand on the reasoning behind each heroe's placement, and their exceptions. Like Haramura for example, horrible map IMO, but as of this writing, bribe is super OP. So murky and falstad are great picks. Also as a bottom ranked player, Tyrael is super efficient, so i would like some more insight as to why is he not top choice in general. 

We are all so nerdy.

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11 hours ago, CampiH said:

I know it's a lot of trouble, but can you (with the help of volunteers and staff) expand on the reasoning behind each heroe's placement, and their exceptions. Like Haramura for example, horrible map IMO, but as of this writing, bribe is super OP. So murky and falstad are great picks. Also as a bottom ranked player, Tyrael is super efficient, so i would like some more insight as to why is he not top choice in general. 

We are all so nerdy.

Not to mention Murky being able to recklessly chip at a fort with no real punishment

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Just curious, why is Stitches consistently ranked lower than other tanks? Yes, he thrives best in a comp designed for picks, but imo he does just as well as others without said comp; he can soak damage and peel with the best of them, save allies with the hook, and has great sustain for laning. What does say, chen bring to the table that he doesn't?

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29 minutes ago, Migol said:

Just curious, why is Stitches consistently ranked lower than other tanks? Yes, he thrives best in a comp designed for picks, but imo he does just as well as others without said comp; he can soak damage and peel with the best of them, save allies with the hook, and has great sustain for laning. What does say, chen bring to the table that he doesn't?

I'm no Stitches nor Chen expert, but if I were to say it's the mobility. Chen has great mobility for a tank, and while he lacks hard CCs, his Keg Toss is a reliable soft CC with a much lower CD than Stitches Hook. He can also secure a lot of kills with Pressure PointPressure Point. I think that a lot of what Stitches can do, Chen can do better. He can soak better, peel better and has a better laning.

The main problem with Stitches is that he is too dependant on his Hook. Miss it, and you'll be just wandering until it's back up. However, as a player, I still prefer Stitches over Chen due the high sustain and Hook.

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13 hours ago, CampiH said:

I know it's a lot of trouble, but can you (with the help of volunteers and staff) expand on the reasoning behind each heroe's placement, and their exceptions. Like Haramura for example, horrible map IMO, but as of this writing, bribe is super OP. So murky and falstad are great picks. Also as a bottom ranked player, Tyrael is super efficient, so i would like some more insight as to why is he not top choice in general. 

We are all so nerdy.

We're currently considering ways to improve the tier lists without overloading our authors. Until then, you will usually have to ask about specific heroes.

Tyrael requires you to have a specific team composition in order to work better than warriors ranked above him. So, in theory he can be a higher tier, but that would require you to pick subpar heroes, which could in return lower the quality of the rest of your team.

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18 hours ago, slimane13 said:

Had to make an account to ask this question: Tychus on the same tier as Nova? In a double tank meta? What am I missing?

IMHO, it's his nerfed basic attack range. He will always be in threat of Stuns and similar.

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On 30/05/2017 at 6:34 PM, positiv2 said:

Tyrael requires you to have a specific team composition in order to work better than warriors ranked above him. So, in theory he can be a higher tier, but that would require you to pick subpar heroes, which could in return lower the quality of the rest of your team.

 

To be honest, i don't think it's true. When I watch HGC games, Tyrael is often picked on various maps, and works very well even without specific "subpar heroes" with him.

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11 hours ago, Valestini said:

To be honest, i don't think it's true. When I watch HGC games, Tyrael is often picked on various maps, and works very well even without specific "subpar heroes" with him.

This tier list isn't aimed at tournament or "higher" competitive play. Tournaments have different meta than HL, which is why you see heroes in tournaments that are not that common in HL and vice-versa. Same goes for strategies.

Tyrael requires you to have a strong dive hero (as you could have seen in HGC games), and the opposing team can pick a hero that can punish you for diving, which counters your two picks, and gives the upper hand to them. You can see it here.

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well I could argue about Nitrous on diva. There are some cases when I find Pro Moves a good choice. It is very nice agains fast attack heroes like  Tracer.

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37 minutes ago, Cutlet said:

well I could argue about Nitrous on diva. There are some cases when I find Pro Moves a good choice. It is very nice agains fast attack heroes like  Tracer.

Definitely - there is a build listed on her guide that uses Pro Moves, but it's specifically tailored towards the use of her damage mitigation via DM. I think Oxy's comment in the list was just comparing the fact that, based on talent picks and average win rates, it seems that people, on average, win 6% more games when using Nitrous vs. not using it.

Pro Moves has its moments.

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18 hours ago, Oxygen said:

Predictions for next patch up.

Are your predictions - ignore Malthael like everyone else and watch as he melts your tanks? :D

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      Does my team need me elsewhere? Are we going to be able to push with this camp? If I start this camp, am I in danger ob eing invaded by the enemy? Do I need help to do this camp quickly? Which enemy Hero am I anticipating will come to clear this camp? “Before level 10 you should not be doing camps if you do not have a member of the team soaking in every lane,” Dreadnaught adds. “I am not saying that you must have a person in each lane for every waking moment of the laning phase, but it is very important to capture as much experience as possible on the battleground as fast as possible.”
      Know Your Mercenary Camp
      Siege Giants – “Siege Giants have a long-range, high-damage auto attack. Try to focus on keeping them alive by zoning out your opponents. Late game pressure is where the Siege giants are a step above the rest of the mercenaries—but no matter the point of the game, if they are left unchecked, you are going to regret not clearing them.” Found on: Dragon Shire, Cursed Hollow, Garden of Terror, Haunted Mines, Blackheart’s Bay, Sky Temple, and Tomb of the Spider Queen. Sappers – “The Sappers do a large amount of damage and they are one of the more reliable camps to get structural damage from, but they need to reach a certain range from the Towers before they cast their charge. You will need to escort them into Tower range.” Found on Towers of Doom and Haunted Mines. Impalers – “Impalers act much like Siege Giants, in that they auto attack from outside of Tower range, but their overall effectiveness is a notch down. They can be stacked on certain maps like Infernal Shrines, and that can make them more threatening.” Found on Battlefield of Eternity and Infernal Shrines. Hellbats – “Hellbats are tougher in terms of health than the other siege camps, but their limited range makes them less impactful in sieging. Their splash damage helps to clear, and their large health pools allow them to tank Tower shots. Their auto attacks reduce Armor on Heroes, which makes them a pain to clear on your own.” Found on Braxis Holdout and Warhead Junction. Assault Troopers – “Assault troopers can out-range enemy towers and will help push a wave, but this camp struggles to pack the same punch compared to Siege Giants or Sappers.” Found on Volskaya Foundry. Armored Gnolls – “Alterac Pass is brand new and we are still learning how to play the map in the most effective way possible, but [Armored Gnolls] function much like the Hellbats. I think it’s safe to say that the Armored Gnolls should be treated as Hellbats both in effectiveness and how to approach them.” Found on Alterac Pass. Knights – “Knights are the best camp in the game to push with because the Wizard minion provides a Spell Armor aura. This aura helps increase everyone’s ability to push and makes your minion wave difficult to clear. When the Wizard falls, the camp is far less impactful, so try to protect that little guy at all costs.” Found on Dragon Shire, Cursed Hollow, Garden of Terror, Blackheart’s Bay, Sky Temple, and Tomb of the Spider Queen. Fallen Shaman – “The Fallen Shaman spawns dogs that will fight on his behalf and when they die he will bring in a new set of puppers. The Shaman will stay out of range of Towers and Forts the entire time, so unless you respond to him and kill him, you are relying on the minions to clear him and his dogs. This takes a very long time to make happen and because of this, the camp is the best at split pushing.” Found on Battlefield of Eternity and Infernal Shrines. Goliaths and Raven – “Goliaths can’t out-range the Towers which makes the camp not ideal for sieging. It does provide a solid amount of threat to heroes because the Raven has a long-range seeker missile that can do a decent amount of damage. You can out-range the ability and avoid the damage, but it will force you away from the camp a significant distance. The Raven also has AoE damage to try to help the Goliaths push and the Goliaths are pretty tanky.” Found on Braxis Holdout and Warhead Junction. Why Wait to Capture the Camp?
      So, you’ve done the camp and it’s time to stand on the circle to capture it and get those Mercs pushing. WAIT! You could get so much more out of this if you put a little thought into what you’re doing!
      “You should be stalling the cap whenever you know that there is going to be an objective spawning on the map and that there is no way that anyone on the opponent’s team can contest you," Dreadnaught said. "There are hundreds of different situations where stalling will help your team out, but in all of these cases you are stalling to ensure that you are capping your camp with a purpose and timing it in order to give your team the greatest advantage possible.”
      Stalling the cap of a camp is small change you can make to your game that can have a potentially major impact. “A good example of this would be on the first Shrine Phase of Sky temple," Dreadnaught said. "Your opponents are likely going to start their Knight camp at some point during this time frame and if they do, you may consider stalling the cap of yours to ensure that the Knights meet up under the cover of your top Fort Towers. This gives you the easiest defense position to clear and will allow your Knights to push without interruption while your team fights on the Temple.”
      Common Camp Capture Timings
      Battlefield of Eternity:
      “Capture Impalers before first Immortal.” “Capture Shaman camp as the Immortal spawns.” Braxis Holdout:
      “Either Camp during the Beacon Phase to create pressure and help enable the control.” Cursed Hollow:
      “Capture Giants as the first tribute spawns.” “Capture Knights in between the first and second tribute spawns.” Dragonshire:
      “Roughly 45 seconds after a Dragonknight dies, capture any camp available. This better sets up the map for the next shrine phase.” Garden of Terror:
      “Whenever you have one of the two Garden Terrors cleared, pick up a close camp to demand a response and then get free seeds from the opposite terror. “ “Capture Giants as you are channeling to pilot your own Garden Terror and then pressure mid and bottom with the terror.” Haunted Mines:
      “Capture Sappers and Giants during mine phase to get free damage while everyone is getting skulls.” “Capture Giants when the Grave Golem is sieging to help defend and get counter pressure.” Infernal Shrines:
      “Capture Impalers during the laning phase between rotations of middle and bot lane.” “Capture bottom Impalers once you have control over mid with first Impaler set.” “Capture the Shaman Camp anytime the Shrine spawns middle or bottom, especially bottom.” Sky Temple:
      “Capture Giants and Knights before first Temple phase.” Tomb of the Spider Queen:
      “Capture Knights before or during first turn-in phase.” Towers of Doom:
      “Capture Sappers as soon as they spawn and as often as you can on bottom half of the map.” Volskaya Foundry:
      “Capture bottom Turret Camp as soon as it spawns and as often as possible” “Capture the Support Camp as soon as the Turret camp is picked up, try to take this camp as frequently as possible.” With a little practice and patience, split-pushing and pressuring your opponents can become second nature. Be sure to check back in with us tomorrow for more of Midgame Moves week when we cover everything you need to know about Boss control with HeroesHearth Esports’s Coach Rori "CauthonLuck" Bryant-Raible.
    • By Stan
      Free Hero rotation has been updated for the week of July 17 and features Yrel!
      Free-to-Play Hero Rotation: July 17, 2018
      Raynor Muradin Sonya Nazeebo Uther Jaina Falstad Cassia Ana Lt. Morales Hanzo (Slot unlocked at Player Level 5) Alarak (Slot unlocked at Player Level 10) Chen (Slot unlocked at Player Level 15) Yrel (Slot unlocked at Player Level 20) (Source)
    • By Stan
      Blizzard today fixed a bug from July 10 that affected team compositions in Quick Match games.
      Placeholder for tweet 1017845167808659456 The latest Heroes of the Storm content patch went live earlier this week and with it a bug that lead to erroneous matchmaking in Quick Matches.
      Blizzard (Source)
      Hi everyone,

      We've just rolled out a fix in order to address this issue. Please let us know if you continue to encounter very unusual team compositions during your Quick Match games.

      Thank you!
    • By Stan
      Heroic deals for the week of July 17 include the Butcher and Lost Vikings!
      Blizzard (Source)
      Every Tuesday, we place a number of Heroes on sale, and swap a fresh set of cosmetics into the featured item rotation. Check out this week’s items and then head in-game to pick up anything that catches your eye. Heroic Deals: July 17 – 23, 2018
      Our next set of Heroic Deals will begin on Tuesday, July 17! Check out the list of upcoming featured items and Hero discounts below. Upcoming Hero Sales
      The Butcher — Sale Price: 312 gems The Lost Vikings — Sale Price: 375 Gems The following skins and mounts will be added to the featured item rotation and will become purchasable with gems until this round of Heroic Deals comes to an end:
      Upcoming Featured Skins
      The Butcherlisk Pajama Party Lost Vikings Mecha Rehgar Cheerleader Kerrigan Toxic Demonic Auriel Deep Herald of N'Zoth Alarak Upcoming Featured Mounts
      Crimson Ringmaster's Pride Ghost Speeder