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Vlad

Heroes of the Storm Stukov

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Stukov easily became one of my favorite Heroes, so intuitive to play. He has so much utility and powerful heals, all while being mana efficient, which combines the best of the both worlds for me (one of the reasons I don't play with Rehgar is because he burns his mana way too fast).

I find myself using the Lurking Arm Build you guys posted most of the time, although I've been tampering with a modified version of it. And his basic attack HITS HARD, which allows for some hilarious kill-steals sometimes; such a huge bitchslap that even the sound effect is satisfying. And Massive Shove is so damn fun to use.

I have a feeling that Blizzard will squash this character with the nerf hammer really hard, so I better enjoy his power while I can!

Edited by Valhalen
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Stukov easily been one of my favorite Blizzard franchise heroes. Betrayed vice-admiral became an awesome Zerg Russian. His playstyle, like I expected, is really, really fun. Sound effects, animations, abilities and their precise timing made the hero a new favorite of mine (sorry, Kharazim, your time is up xD). I found most value out of Lurking Arm build, which just seems like a balanced mix-up of really good talents in Stukov's tree. I think almost all of his talents are viable and have their situational use.
Expecting balance changes for him soon. He's a little bit too of a powerhouse as of right now.

Edited by VitaminC
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Guest A little change but.

I'd change Pox Populi for Universal Carrier in the Lucking arm build, and Bio-Explosion Switch as level 20. 
This build is clearly made for teamfights, so passing the healing over and over again among all teammates is essential. Of course it's not as effective without Targeted Excition, but it's still way more useful than pox populi IMHO

Other than that, thanks for the guides.

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7 hours ago, Guest A little change but. said:

I'd change Pox Populi for Universal Carrier in the Lucking arm build, and Bio-Explosion Switch as level 20. 
This build is clearly made for teamfights, so passing the healing over and over again among all teammates is essential. Of course it's not as effective without Targeted Excition, but it's still way more useful than pox populi IMHO

Other than that, thanks for the guides.

I thought so too at first, but I really dislike Universal CarrierUniversal Carrier; the reduced healing is far too impactful to be useful, especially in this Build, since without Vigorous ReuptakeVigorous Reuptake Stukov's healing output won't be as effective.

Edited by Valhalen
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I played Stukov quite a bit more and had some experiments with his talents. I don't take Lurking Arm build anymore, and there's a good reason for it. 'Spine Launcher' build is beyond amazing. Core talent for it is Targeted ExcisionTargeted Excision, it just provides so much cooldown reduction for Bio-Kill SwitchBio-Kill Switch, I can't even describe how impactful it is. Yes, hitting is sometimes can be difficult, but the reward more than makes up for the effort.

So now, the basic combo that I use:

1) spread the Healing PathogenHealing Pathogen (can spread indefinitely with Universal CarrierUniversal Carrier, awesome talent);

2) land the Weighted PustuleWeighted Pustule on an enemy hero;

3) use Lurking ArmLurking Arm on the target;

4) immediatly pop Bio-Kill SwitchBio-Kill Switch;

5) root the enemy for stupidly long 2-second duration thanks to Virulent ReactionVirulent Reaction with same stupidly long 2-second silence from Bio-Explosion SwitchBio-Explosion Switch and heal my Pathogen carriers;

6) get reduced CD on the trait, re-apply Healing PathogenHealing Pathogen (should spread in a 5-second duration while the trait comes up again);

7) pop Bio-Kill SwitchBio-Kill Switch on the whole team again.


It's just so satisfying to execute. Spine LauncherSpine Launcher really helps keeping the healthy distance when doing this (also makes a lot easier to land Weighted PustuleWeighted Pustule on target that you slow with the ranged basic attack) and generally allows you to play more safe throughout the course of the match.

Edited by VitaminC
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8 minutes ago, VitaminC said:

I played Stukov quite a bit more and had some experiments with his talents. I don't take Lurking Arm build anymore, and there's a good reason for it. 'Spine Launcher' build is beyond amazing. Core talent for it is Targeted ExcisionTargeted Excision, it just provides so much cooldown reduction for Bio-Kill SwitchBio-Kill Switch, I can't even describe how impactful it is. Yes, hitting is sometimes can be difficult, but the reward more than makes up for the effort.

(...)

It's just so satisfying to execute. Spine LauncherSpine Launcher really helps keeping the healthy distance when doing this (also makes a lot easier to land Weighted PustuleWeighted Pustule on target that you slow with the ranged basic attack) and generally allows you to play more safe throughout the course of the match.

The combo is awesome, indeed. But I find very hard to put it in practice, though. At least all the times I went with this build I ended up underperforming in Healing Done compared to when I went with my tweaked Lurking Arm Build. Maybe I just need to practice more.

I honestly don't see Spine Launcher being that useful. The few games I picked it I couldn't see much of a different with the 1 sec slow, specially considering how slow Stukov's basic attack speed is.

Edited by Valhalen

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Guest Phenom

I really like Stukov in HotS and how it remind me of playing hours of Starcraft Brood War. My favvo support right now, he hits hard in close combat, Lurking Arms and Massive Shove which I really like a lots. 

Have trying Spine Lanucher build and it work very well if really a lots of heals and stand behind yours team mates to avoid get killed. Not fun as Lurking Arms build but fine build too. 

Weighted Pulse build is harder and need more skills to work. Right now U alomst fight others Stukov in QM so hard justice this build maybe. Bur fun too but harder to work well with. And in this build I switch lvl talent Reactive Ballistospores to Virulent Reaction too have a chance to root a enemy hero to help chase hero down. 

 

Another thing I dont see it have been mention here and maybe some here know it already but Stukov can use Massive Shove to take D.Va mech after D.Va use Self-Destruct which I think is nice!

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Guest Closo

I'm confused as to why this guide keeps saying that the level 16 talent Pox Populi synergises with One good spread... The bonus HoT that is applied from Pox doesn't count towards One good spread... Wouldn't Universal carrier be an objectively better talent with One good spread... Because it can proc over and over?

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2 hours ago, Guest Closo said:

I'm confused as to why this guide keeps saying that the level 16 talent Pox Populi synergises with One good spread... The bonus HoT that is applied from Pox doesn't count towards One good spread... Wouldn't Universal carrier be an objectively better talent with One good spread... Because it can proc over and over?

Technically since Healing Pathogen would spread over and over, it is a bit pointless to pick One Good Spread... and Universal Carrier, since the cooldown reduction won't be as necessary.

For the Spine Launcher build you see a better synergy of Universal Carrier and Vigorous Reuptake (more powerful Bio-Kill Switches combined with infinite spreading plus cooldown resets of it with Target Excision).

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I can't say I've been especially enchanted with One Good Spread.  The mana return is only mildly useful and the cooldown, while nice, isn't as consistant or impactful as I feel his other options this tier are.  I've honestly just found myself using Biotic Armor in the majority of my games.  50% physical damage reduction is frankly insane even if there is only one good physical damage dealer on the enemy team.  Combined with Pox Populi for almost double duration and I've had great success keeping my damage dealers (or myself) alive through many a fight.  In the rare instances when Biotic Armor just cannot work, I tend to take Vigorous Reuptake to better burst healing vs a full caster team.

As for the "combat" talent tiers, while the other options are fine in and of themselves, I've just not found any reason not to go Lurking Arm build every game.  The Weighted Pustial build just doesn't do enough for me to really notice it, especially since I only really find a need for that skill when we're chasing or escaping (and never want to use Kill Switch on it when I could be saving it for Healing).  Lurking Arm however has been game winning far too often to count and as such making it bigger, linger, and cooldown faster seems key to me.

Finally I've been far too in love with his insane damage to ever consider Spine Launcher.  Losing half damage for a slow ranged attack seems meh, especially since you need to spend a talent to get it.  I'd rather just take chunks out of heroes and buildings with my support character.

Just my thoughts on Stukov so far.

Edited by TSRD
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Guest Swightly

The expanding talent for lurking arm is just ridiculously good to pass up on compared to everything else on the first talent list, even spine launcher. Stukovs low attack speed doesn't really allow him to make his target constantly slowed with spine launcher unless you follow up with a weighted pustule. The DPS being cut in half also severely affects how much he can help in taking down minions, mercs and sieging when you are safe.

I expect to see a big nerf to this talent since the huge AOE basically just turns lurking arm into a heroic ability, forcing most of the enemy spending precious time pathing around or even through the big circle to cast their spells really shakes up team fights in your favour.

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Guest BlackJoker

So I've been playing stukov a bit, and I have become a fan of using his pustule quest with targeted excision. The quest is not super difficult to complete, and if you trigger targeted excision then pustule and his trait now have the same cooldown! I understand the range increase on long pitch is huge, but I am surprised this combination is not mentioned in the guide. Is there a reason for this? I also am curious about including the talent that roots if you detonate a pustule inside lurking arm, but I am not sure about that option for the build or not. 

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Guest phoenixx

Hello

It seems that you unfairly dismissed the Eye Infection talent as disadvantaged to others in that tier, having overlooked all the utility it offers, that is, the 3 second AOE Blind,  the longest in the game after Artanis' ultimate, with far shorter cooldown (16 sec, can be lowered to 5 seconds with particular talent choice). The damage bonus it offers is the only minor side of this talent.

I'm sure that it's a situative pick, just like other blinds, but in some cases - when playing against AA-heavy team - it can be even more life-saving that other talents in that tier. For example, it can negate 75% of the damage Zul'jin can do during Taz'dingo, or counter self-healing divers like Varian or Illidan. Also, it has top winrate in the HotsLogs as well as frequently taken in pro-gaming.

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On 10/7/2017 at 11:43 AM, Guest phoenixx said:

Hello

Greetings Traveler!

On 10/7/2017 at 11:43 AM, Guest phoenixx said:

It seems that you unfairly dismissed the Eye Infection talent as disadvantaged to others in that tier, having overlooked all the utility it offers, that is, the 3 second AOE Blind,  the longest in the game after Artanis' ultimate, with far shorter cooldown (16 sec, can be lowered to 5 seconds with particular talent choice). The damage bonus it offers is the only minor side of this talent.

I'm sure that it's a situative pick, just like other blinds, but in some cases - when playing against AA-heavy team - it can be even more life-saving that other talents in that tier. For example, it can negate 75% of the damage Zul'jin can do during Taz'dingo, or counter self-healing divers like Varian or Illidan.

You make some great points, most notably the one about Zul'jin. I think he is one of the best examples of when to consider taking this Talent.

The projectile speed of Weighted Pustule is very slow. This makes it difficult to reliably apply it to high mobility Heroes, like Illidan. It would still be very useful against a Twin Blades of FuryTwin Blades Varian! While there are more reliable Blinds out there, you don't always get last pick. This Talent can definitely be useful in those situations where you need a Blind, at least as long as you can land it on the intended enemy when you need to. 

On 10/7/2017 at 11:43 AM, Guest phoenixx said:

Also, it has top winrate in the HotsLogs as well as frequently taken in pro-gaming.

When looking at HotsLogs it is important to not only look at winrate. The pick rate of Eye InfectionEye Infection is less than 10%, and for good reason. Eye Infection requires specific circumstances to be worth it, but as you pointed out, it can perform very well if the situation is ripe for it. For this reason, I moved it to Situational and updated the Talent text :D

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21 hours ago, Straften said:

When looking at HotsLogs it is important to not only look at winrate. The pick rate of Eye InfectionEye Infection is less than 10%, and for good reason. Eye Infection requires specific circumstances to be worth it, but as you pointed out, it can perform very well if the situation is ripe for it. For this reason, I moved it to Situational and updated the Talent text :D

Oh gee. They're removing Eye Infection for the next patch.

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On 09.10.2017 at 8:48 PM, Valhalen said:

Oh gee. They're removing Eye Infection for the next patch.

Unfortunately. Blizz seems to make heroes less universal, more niche. For example, Stukov is good vs ability-driven heroes, while this talent makes him also effective vs auto-attackers.

Also, it was picked 5 times during HGC and had 80% winrate. Maybe, this fact was one which made Blizz to remove it.

Edited by phoenixx

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Guest eve

Im seriously suprised that this build isnt in here. 
https://www.icy-veins.com/heroes/talent-calculator/stukov#26.0!2441331
Fetid touch has a great synergy with Targeted Excision because it makes both Weightened Pustule and Bio-Killswitch essentially 5 second cooldown.
Vigorous Reuptake because Bio-Killswitch healing will be your main source of heal ofc its always best to wait until HoT did some work on its own but the requirement on Targeted Excision usually fits in the time window. So u get some HoT and Bio-Killswitch.
I take Flailing Swipe because of its strong disengage component but its okay to take Massive Shove. 
At level 13 i usually take Lingering spine since i find it more useful in entirely healing focused build since i dont need to channel it for a time by the time the Lurking Arm expires the enemy hero is already out of its AoE anyway. But other talents can be taken in this build aside from Reactive Balistospores which would probably break this build because of Targeted Excision requirements.
Pox Populi for more healing even after detonating Bio-Killswitch. I find Universal Carries spread to be too chaotic when the build already needs a good execution and the 50% less HoT doesnt make it more appealing either.
For Lvl 20 both heroic upgrades are good to take. Didnt try Bio-Explosion Switch so cant comment on that.

Overall this build Allows you to heal your entire team for 700 (in lvl 1 scale) every 5 seconds while getting 1 hero ready for execution.
You also get the initial HoT and the 3 sec additional because of Pox Populi. 
This my go to build if im going solo heal. 

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8 hours ago, Guest eve said:

Im seriously suprised that this build isnt in here. 
https://www.icy-veins.com/heroes/talent-calculator/stukov#26.0!2441331
Fetid touch has a great synergy with Targeted Excision because it makes both Weightened Pustule and Bio-Killswitch essentially 5 second cooldown.
Vigorous Reuptake because Bio-Killswitch healing will be your main source of heal ofc its always best to wait until HoT did some work on its own but the requirement on Targeted Excision usually fits in the time window. So u get some HoT and Bio-Killswitch.
I take Flailing Swipe because of its strong disengage component but its okay to take Massive Shove. 
At level 13 i usually take Lingering spine since i find it more useful in entirely healing focused build since i dont need to channel it for a time by the time the Lurking Arm expires the enemy hero is already out of its AoE anyway. But other talents can be taken in this build aside from Reactive Balistospores which would probably break this build because of Targeted Excision requirements.
Pox Populi for more healing even after detonating Bio-Killswitch. I find Universal Carries spread to be too chaotic when the build already needs a good execution and the 50% less HoT doesnt make it more appealing either.
For Lvl 20 both heroic upgrades are good to take. Didnt try Bio-Explosion Switch so cant comment on that.

Overall this build Allows you to heal your entire team for 700 (in lvl 1 scale) every 5 seconds while getting 1 hero ready for execution.
You also get the initial HoT and the 3 sec additional because of Pox Populi. 
This my go to build if im going solo heal. 

Definitely an interesting build. I agree with you on Universal CarrierUniversal Carrier; not very fond of that talent. However, even though you mentioned Reactive BallistosporesReactive Ballistospores breaks the build, it is still a very "Oh shit" talent that can definitely save you in tight situations.

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18 hours ago, BigGaz said:

I don't know if it's just me but some of the icons / scroll-overs etc for the builds are horribly borked...

Yes, it appears that a slower connection makes them behave strangely. We are working on fixing it. Sorry for the inconvenience.

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2 hours ago, MagikMurlok said:

Can anyone think up a build that is purely focused on as sustained as possible I.E max output healing?

I think both builds were already covered in the original section, but there are two builds I'd recommend:

  • The Bio-Kill SwitchBio-Kill Switch build: focused on maximizing the burst healing when detonating Healing PathogenHealing Pathogen. The general idea is to basically get resets on Bio-Kill SwitchBio-Kill Switch through Targeted ExcisionTargeted Excision, thus enabling to complete Vigorous ReuptakeVigorous Reuptake as soon as possible.
    • Virulent ReactionVirulent Reaction plays a pivotal role in this build as you'll be focusing on detonating a single Weighted PustuleWeighted Pustule, while having Healing PathogenHealing Pathogen spread to your allies beforehand.
  • The Healing PathogenHealing Pathogen build: a mana-efficient build that allows constant uses of Healing PathogenHealing Pathogen thanks to One Good Spread...One Good Spread... I recommend this build to new players as it is very easy to burn Stukov's mana if you're not careful; both One Good Spread...One Good Spread... and It HungersIt Hungers are very effective at mana management as they will return mana to Stukov.

For both builds you can pick SuperstrainSuperstrain at level 16 if the enemy team features a lot of stuns or roots.

Stukov doesn't have a build "purely focused" on sustain because he has more talents oriented around his offensive abilities than his healing abilities; however, the few ones he has play a major role on his performance.

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      Level 1 Wrath REWORK: Now provides 1 stack for every 2 Basic Attacks hit against a Structure or Hero. Level 7 Art of Chaos Extra Annihilation amount reduced from 4 to 2. Bombardment Amount of time Bombardment lasts reduced from 4 seconds to 3 seconds. Master of Destruction Amount of Annihilation granted reduced from 2 to 1. Level 13 Brutish Vanguard Now slows the attacked target by 30%. Level 16 Hell Rift Damage bonus reduced from 75% to 35%. Level 20 Inescapable Annihilation NEW: Globe of Annihilation has unlimited range. Pride Moved to baseline. Now requires 450 stacks. Deathwing
      Base
      Attack Damage decreased from 155 to 110. Form Switch [1] Active ability removed. Deathwing now switches forms solely from landing. Cataclysm [R] NEW QUEST: Damage Heroes with Molten Flame to gain 1 stack. Gain 50 stacks for killing a Hero. Mythic Reward: Upon reaching 2,000 stacks, Cataclysm now deals 2,500% damage to Structures and Minions. "I AM THE CATACLYSM". Onslaught [E] Bonus damage increased from 72 to 120. Damage increased from 38 to 60. Earth Shatter [E] Projectile speed increased by 30% Molten Flame [Q] Base Damage per Second reduced from 21 to 19. Incinerate [W] Cooldown increased from 4 seconds to 6 seconds. Energy cost increased from 20 to 30. Damage increased to 100 (from 65). Lava Burst [W] Cast time reduced from 1 second to .75 seconds. Cooldown increased from 6 seconds to 9 seconds. Energy cost increased from 15 to 25. Explosion Damage increased from 30 to 35. Explosion Damage over Time increased from 6 to 7. Slow increased from 35% to 45%. Dragonflight [Z] Cooldown delay after dealing or taking damage increased from 4 seconds to 6 seconds. Cooldown reduced from 45 seconds to 15 seconds. Talents
      Level 1 Dragon Soul Healing increased from 75%, 150% to 100%, 200%. Level 4 Heat Wave Damage over Time increased from 6 to 9. Damage over Time stacks reduced from 4 to 3. Initial damage bonus increased from 125% to 150%. Level 7 Firestorm Damage increased from 70 to 77. No longer reduces cooldown of Dragonflight. Level 13 Fire and Fury Damage bonus increased from 30% to 40%. Falstad
      Base
      Lightning Rod [W] Range reduced by .5. Time between strikes increased from .8 seconds to .9 seconds. Jaina
      Base
      Frostbite [Trait] NEW QUEST: Deal Ability Damage to Frostbitten Heroes. Upon reaching 12,000 Damage, unlock Improved Ice Block, which allows Jaina to become temporarily Invulnerable. Mythic Reward: Upon dealing 30,000 Damage, Ice Block upgrades to Ice Cold, granting Jaina Protected instead of Stasis. Talents
      Level 7 Ice Lance Cooldown reduction increased from 1.5 seconds to 2 seconds. Level 16 Numbing Blast Root duration reduced from 1 second to .75 seconds. Level 20 Wintermute Water Elemental cast range and damage bonus decreased from 50% to 40%. Kael'thas
      Talents
      Level 1 Convection Increased reward damage and health from 150/50 to 200/100. Muradin
      Base
      Storm Bolt [Q] Perfect Storm Quest removed. NEW QUEST: Basic Attack Heroes affected by Slows or Stuns. Slows provide 1 stack and Stuns provide 2 stacks. At 35 stacks, Storm Bolt pierces to hit an additional target, and Muradin's Basic Attack reduces the cooldown of Storm Bolt by 0.5 seconds. Mythic Reward: At 150 stacks, Storm Bolt's range is increased by 50% and width is increased by 100%, and now pierces all targets. Talents
      Level 1 Dwarf Block Block charges reduced from 4 to 3. Give 'em the Axe! Moved Talent from Level 7 to Level 1. Level 4 Sledgehammer No longer increases Storm Bolt's cooldown reduction. Now increases Storm Bolt damage to non-Heroes by 500%. Level 7 Perfect Storm NEW: If an enemy hit with Storm Bolt dies within 3 seconds, reset its cooldown. Level 16 Dwarf Launch Range bonus reduced from 40% to 30%. Murky
      Base
      Murky now gains a 35% Shield for 10 seconds upon reviving. Spawn Egg [D] Egg now regenerates quickly instead of having a Shield. Slime [Q] Now applies its debuff to enemy Structures. Now deals 50% damage to Structures. Pufferfish [W] Damage reduced by 20%. Detonation time reduced from 3 seconds to 2.75 seconds. NEW QUEST: Hit enemies affected by Slime with Pufferfish. Provides 1 stack per minion, 5 stacks per Hero or Structure hit. At 100 stacks, Basic Abilities now deal full damage to Structures. Mythic Reward: At 200 stacks, Murky gains 50% Health and increases in size. Talents
      Level 1 Egg Hunt Talent removed. Shell Game NEW: Murky can now place 2 eggs, but randomly revives from one of them. Increases the cooldown of placing an egg to 30 seconds and goes on cooldown if either egg dies. Level 10 March of the Murlocs Damage increased by 4%. Level 13 Egg Shell REWORK: Murky gains a Shield equal to 35% of his Health upon placing an egg or when one of his eggs dies. Fish Tank Healing reduced from 25% to 20%. Level 16 Wrath of Cod Damage over Time is dealt over 4 seconds (from 5s). Level 20 Big Tuna Kahuna Talent removed. Faster Fish NEW: Pufferfish detonates 80% faster. Making Inky Cooldown reduction reduced from 2 seconds to 1.5 seconds. Never-Ending Murlocs No longer deals reduced damage to Structures. Sylvanas
      Talents
      Level 4 Mercenary Queen Now also causes Sylvanas' Basic Attacks to instantly apply 3 stacks of Black Arrows to Mercs. Thrall
      Base
      Basic Attack damage decreased from 173 to 167. Talents
      Level 1 Crash Lightning Mythic Reward Damage bonus increased from 270 to 325. Echo of the Elements Mythic Reward now also allows Chain Lightning to bounce back to the same target. Tyrande
      Base
      Mana reduced from 500 to 450. Lunar Flare [E] NEW QUEST: Hitting a Hero with Lunar Flare increased its damage by 5%, up to 250%. After hitting 10 Heroes, increase Lunar Flare's range by 30%. After hitting 20 Heroes, Sentinel now pierces the first Hero hit. Mythic Reward: After hitting 50 Heroes, Tyrande's Basic Attacks occasionally trigger a Lunar Flare. Now restores 25 mana per enemy hit. Talents
      Level 1 Ranger No longer provides pierce. Moonlit Arrows Cooldown reduction reduced from .75 seconds to .5 seconds. Moved Talent from Level 7 to Level 1. Trueshot Aura No longer passively increases Tyrande's Attack Damage. Now also applies to Tyrande upon activation. Level 7 Elune's Gift NEW: Grants 20% Spell Power for 10 seconds after hitting an enemy with Lunar Flare. Level 20 Commander of Sentinels NEW: Sentinel now has an additional charge. Return to Top
      Known Issues & Bug Fixes
      Known Issues
      Jaina Ice Cold's tooltip is incorrect. Resetting Jaina's talents after finishing her quest causes issues. Zul'jin Resetting Zul'jin's talents does not reset cap. Bug Fixes
      Heroes
      Alarak Level 10 Deadly Charge Fixed an issue that caused Alarak's Deadly Charge to not be activated by clicking the left mouse button if it occupies the Trait slot. Ana Base Aim Down Sights [D] Can now be toggled while affected by a Silencing effect. Jaina Base Frostbolt [Q] Fixed an issue causing Jaina's Frostbolt to not have its model updated by Dreadlord Jaina or Lunar Jaina. Orphea Level 4 Allegrissimo Fixed an issue that could cause Allegrissimo's cooldown reduction to not be granted when hitting a Hero at Shadow Waltz' end. Sylvanas Base Possession [1] Fixed Possession not showing in the Quick Cast menu settings. Fixed Possession not being correctly affected by cooldown reduction affects granted by allies. Return to Top
      Click here to discuss this post with other players in the official Heroes of the Storm forums.

       
    • By Elitesparkle
      Blizzard released a new patch for Heroes of the Storm and here are the official Patch Notes with all the changes.
      16 December 2025: This patch went live again, with some undocumented bug fixes.
      12 December 2025: This patch was reverted due to a game-breaking bug on Sylvanas.
      (Source)
      Balance Updates
      Kerrigan
      Base
      Ravage [Q] Baseline quest now provides 7 stacks per kill, up from 5. Baseline quest requirements increased to 85/150, up from 75/125. Talents
      Level 7 Bladed Momentum Cooldown reduction increased to .75 seconds, up from .6 seconds. Thrall
      Talents
      Level 1 Maelstrom Weapon Completion requirements increased to 25/55/100, up from 20/40/100. Falstad
      Base
      Lightning Rod [W] Now strikes every .8 seconds, down from 1 second. Total number of strikes stay the same. Range increased by 1. Talents
      Level 1 Frequent Flyer Cooldown increased to 60 seconds, up from 45 seconds. Quest requirements increased to 60/150/300, up from 50/125/300. Sylvanas
      Talents
      Level 4 Possession Now has a 1 second cooldown between uses, down from 2 seconds. Level 4 Unstable Poison Damage increased to 150, up from 130. Level 4 Haunting Arrows No longer affects Mercs. Gul'dan
      Talents
      Level 1 Echoed Corruption Pinnacle Reward healing increased to 100%, up from 50%. Pinnacle Reward requirement reduced to 85, down from 100. Level 16 Ruinous Affliction Damage reduced by 10%. Map Updates
      Alterac Pass Objective capture time is now capped at 55 seconds. Blackheart's Bay Cannon damage increased to 2,875, up from 2,815. Volskaya Foundry Late game health scaling of Protector increased. Warhead Junction Attacking a burning building now stops the duration of burn for 3 seconds. Click here to discuss this post with other players
      in the official Heroes of the Storm forums.

       
    • By Elitesparkle
      Blizzard released a new patch for Heroes of the Storm and here are the official Patch Notes with all the changes.
      (Source)
      Our next Heroes of the Storm patch is live! Read on for more information.
      NOTE: Orange text indicates a change between PTR and Live notes.
      Quick Navigation:
      General Map Updates Balance Update Bug Fixes General
      New Skin: Bonny Butcher
      New Skin: Warthog Gear Head Thrall
      Players will now receive an announcement when a quest milestone is reached. This will only announce to the player who achieved the milestone. Ranges of abilities on numerous Heroes have been updated to be more consistent. This may cause certain abilities ranges to reduce or increase. Brawl Starting January 2026, Brawls will only be open the first 5 days of every month. Updated Homescreen and Startup Music. Return to Top
      Map Updates
      General A new Fallback Tower has been added to the longer lanes on each of the following battleground maps. This new tower will die when its corresponding Fort dies: Alterac Pass, Battlefield of Eternity, Blackheart's Bay, Braxis Holdout, Cursed Hollow, Dragon Shire, Garden of Terror, Hanamura Temple, Infernal Shrines, Sky Temple, Tomb of the Spider Queen, Volskaya Foundry, and Warhead Junction. Attacks from the Core, Keeps, Forts, Fallback Towers, and Towers near Keeps will now reduce Hero armor, and the reduction has been increased from -10/-20 Armor to -20/-40 Armor. Fallback Towers have the same HP and Attack Damage as Keep Towers. Forts, Keeps, and the Core will no longer grant Allied Heroes that take damage in their radius 35 Armor for 4 seconds. The comeback system has been slightly magnified, particularly at wide level gaps. Alterac Pass Objective capture timer reduced by 5 seconds in each phase. The first phase only spawns a single defending unit. Cavalry now gain more health in the later stages of the game. Cavalry now take 60% damage from structures (up from 50%). Braxis Holdout Early objectives have lowered in health by 15%, but scaling has been increased significantly after 15 minutes. Garden of Terror Garden Terror health scaling increased. Garden Terror structure disabling plant bulb now damages itself at 10% per second (up from 6%). Infernal Shrines Early objectives have lowered in health by 15%, but scaling has been increased significantly after 15 minutes. Warhead Junction Nuke damage has been changed to flat, scaling damage. Scaling is updated when a Warhead is picked up. Nukes now deal double damage versus Forts, Keeps, and the Core. Return to Top
      Balance Update
      General
      Pinnacle Rewards have been added to mutiple Heroes. These will be hard to obtain but provide powerful rewards. Heroes
      Falstad
      Base
      Lightning Rod [W] Cooldown reduced from 13 seconds to 12 seconds. Talents
      Level 1 Dishonorable Discharge REWORK: No longer reduces CD. Bonuses are now provided at 20/45/75 hits. At 20 hits, gain 30% damage. At 45 hits, gain an additional 75% damage and reduce the cooldown by 2 seconds. Pinnacle Reward: At 75 hits, Lightning Rod provides 2 additional strikes and Stuns for 1.25s on its last strike. Frequent Flyer REWORK: Reduced attack speed bonus from 40% to 25%. Now provides 1 stack per minion and 5 stacks per Hero. At 50 stacks, gain 20 Attack Damage. At 125 stacks, gain an additional 50 Attack Damage. Pinnacle Reward: At 300 stacks, gain an additional 125 Attack Damage. Gathering Storm REWORK: Bonuses are now provided at 30/80/150 stacks, rather than incremental gains. At 30 stacks, gain 30% damage. At 80 stacks, gain an additional 50% damage. Pinnacle Reward: At 150 stacks, gain an additional 70% damage. REWORK: Lose 8 stacks on death, but can not lose milestones that have already been completed. Level 7 Charged Up Moved to be a Level 13 Talent. No longer provides additional hits, but instead provides cooldown refresh on Hero takedowns. Level 13 Thunderstrikes Moved to be a Level 7 Talent. Guldan
      Base
      Corruption [E] Mana cost increased from 80 to 90. Talents
      Level 1 Echoed Corruption Increased stack requirement to 60. Pinnacle Reward: At 100 stacks, Corruption now heals for 50% of the damage dealt. Pursuit of Flame Increased radius from 10% to 15%. Reworded to say "Fel Flame's area is increased by 33%". Progress is now reset upon death and can not lose progress upon completion. Johanna
      Base
      Punish [Q] Slow on enemies reduced from 60% to 50%. Talents
      Level 4 Subdue Slow on enemies reduced from 80% to 70%. Kael'thas
      Talents
      Level 1 Convection REWORK: Every 20th Hero hit permanently increases Flamestrike damage by 150 and Kael'thas's maximum Health by 50. Kerrigan
      Base
      Primal Grasp [E] Cooldown reduced from 10 to 8. Delayed damage reduced from 195 to 165. Initial damage increased from 25 to 40. Ravage [Q] Damage reduced from 130 to 115. Now includes a baseline quest: Kill enemies within 1.5 seconds of hitting them with Ravage. Minions grant 1 progress and Heroes grant 5. At 75 stacks, Ravage gains 125 damage. Pinnacle Reward: At 125 stacks, Ravage gains 200 additional damage. Impaling Blades [W] Cooldown reduced from 12 seconds to 9 seconds. Damage reduced from 165 to 140. Radius increased from 1.5 to 1.65. Stun duration reduced from 1 second to .75 seconds. Assimilation [D] Increased the amount of shield gained from Basic Attacks from 10% to 20% of damage dealt. Talents
      Level 1 Fury of the Swarm No longer increases shields gained from Basic Attacks. Level 4 Sharpened Blades Talent has been removed. Ravaging Ferocity NEW: Gain 25% attack speed for 3 seconds after using Ravage. Level 7 Boundless Fury Cooldown increased from 10 seconds to 12 seconds. Queen of Blades Cooldown reduction increased from 3 seconds to 4 seconds. Level 10 Summon Ultralisk Damage reduced from 250 to 225. Level 13 Chrysalis HP lowered from 750 to 650. Reduced the amount of health regenerated from 5% max health per second to 4%. Level 16 Painful Spikes Damage reduced from 70 to 60. Level 20 Omegastorm Increased extended duration from .25 seconds per hit to .4 seconds per hit. Sylvanas
      Base
      Black Arrows [D] Black Arrows now refers to what was previously called "Banshee's Curse". New Baseline Quest: Deal damage to Heroes or Structures with 3 stacks of black arrows. At 250 stacks, increased the damage bonus of Black Arrows to 50%. Pinnacle Reward: At 400 stacks, heal for 25% of damage dealt against enemies with 3 stacks of Black Arrows, doubled against Heroes. Reduced base damage bonus of Black Arrows to 15%. Activatable portion of Black Arrows has been removed. Talents
      Level 1 Unfurling Shadows Talent has been removed. Unrelenting Torment NEW: Increases the damage of Shadow Dagger by 20% and increase its duration by 1 second. Level 4 Haunting Arrows NEW: You can now activate Black Arrows to cause all damage dealt to stun non-heroes. 90 second cooldown, reduced by 3 seconds when attacking a structure. Possession Now a Baseline ability. 25 seconds to restore each charge, 2 seconds cooldown. Max 4 charges. Level 7 Barbed Shot Bonus damage increased from 350% to 400%. Lost Soul REWORK: Reduces the cooldown of Shadow Dagger when attacking non-minions with 3 stacks of Black Arrows by .75 seconds, doubled against Heroes. Level 13 Windrunner Recast window reduced from 5 seconds to 4 seconds. Thrall
      Talents
      Level 1 Crash Lightning REWORK: Bonuses are now provided at 15 and 30 stacks. At each milestone, Chain Lightning gains 270 damage. Lose 6 stacks on death, but can not lose milestones that have already been completed. Echo of the Elements REWORK: Bonuses are now provided at 20/40/100 stacks. At 20 stacks, reduce mana cost of Chain Lightning by 20. At 40 stacks, Chain Lightning gains an extra charge and will bounce one additional time. Pinnacle Reward: At 100 stacks, Chain Lightning will fork to an additional target each time it bounces. Rolling Thunder Moved to be a Level 7 Talent. No longer increases Chain Lightning bounces by 1. Level 7 Maelstrom Weapon Moved to be a Level 1 Talent. REWORK: Bonuses are now provided at 20/40/100 stacks, rather than incremental gains. At 20 stacks, gain 20 damage and increase the movespeed bonus to 40%. At 40 stacks, gain an additional 40 damage and Thrall permanently gains 15% increased movement speed. Pinnacle Reward: At 100 stacks, Frostwolf Resilience now provides +200% Healing. Level 16 Tempest Fury No longer provides additional quest stacks. Thunderstorm Increased damage bonus provided at max stacks from 25% to 30%. Level 20 Wind Rush Cooldown increased from 80 seconds to 90 seconds. Tyrael
      Talents
      Level 1 Ardent Restoration Maximum healing stacks reduced from 10 to 8. Level 4 Reciprocate Damage reduced from 190 to 170. Level 7 Burning Halo Damge per second reduced from 15 to 12. Level 10 Sanctification Cooldown reduced from 90 seconds to 85 seconds. Mana cost reduced from 75 to 70. Level 20 Aspect of Justice Cast time reduced from 1.5 seconds to 1.25 seconds. Cooldown reduction per enemy Hero hit increased from 10% to 15%. Zul'jin
      Base
      Basic Attack Damage decreased from 96 to 94. You Want Axe? [D] No longer has a cap on stacks. Now causes Zul'jin to lose 3 stacks (15 hits) on death. Talents
      Level 1 Headhunter Increased damage bonus per hero kill from 2% to 2.5%. Return to Top
      Bug Fixes
      Map
      Blackheart's Bay Fixed an issue that caused the Battleground Objective to not start if a particular chest is the last destroyed chest. Fixed an issue that caused the help text for attacking the Treasure Chest to not disappear if a particular chest is attacked. Warhead Junction Fixed Warhead Junction Nuke Damage Dealt tracking. Heroes
      Cho'gall Base Eye of Kilrogg [Skill 1] Fixed an issue that caused the Eye of Kilrogg's cast range indicator to be slightly larger than the ability range. Level 1 We See You! Fixed an issue that caused We See You's range increase tooltip value to display incorrectly after being selected. D.Va Fixed an issue that caused D.Va's Mech to not respawn with the correct amount of Blackheart's Bay Doubloons. Base Defense Matrix [W] Fixed missing icon in D.Va's Quick Cast setting for Retarget Defense Matrix. Gazlowe Level 16 Firin' Mah Lazors Fixed an issue that caused Firin' Mah Lazorz's warning to not display correctly. Fixed an issue that caused Big Top Gazlowe's Firin' Mah Lazorz to create permanent visuals. Kael'thas Base Living Bomb [W] Living Bomb will not activate its effects on a target that becomes immune to Living Bomb. Living Bomb will now apply its effects if the target dies with Living Bomb. Raynor Base Adrenaline Rush [E] Fixed an issue that caused Adrenaline Rush to not display the base duration in its tooltip after selecting Give Me More. Stukov Level 1 Reactive Ballistospores Fixed Reactive Ballistospores tooltip. Tychus Base Overkill [Q] Overkill retarget can now also be targeted in a direction. When clicking near or on a target, it will attach to that target, but if no targets are nearby, Overkill will start firing in that direction. If Overkill hits a target while firing in a direction, that target will become Overkill's primary target. If Overkill is active when there are no possible targets, Overkill will no longer be cancelled, and instead will start firing in the direction of the last primary target. Fixed an issue that caused mounting to not interrupt Overkill. Valla Base Hatred [D] Fixed Hatred Tooltip. Level 20 Storm of Vengeance Fixed an issue that caused Storm of Vengeance to not grant 2% Attack Speed per Hatred stack. Zagara Level 1 Infest Fixed Infest active current bonus tooltip. Level 16 Mutalisk Fixed Mutalisk tooltip. Return to Top
      Click here to discuss this post with other players in the official Heroes of the Storm forums.

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