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Core Concepts: Your Role in the Fight

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The third installment of Core Concepts focuses on the differences between Hero roles, and what your teammates might be expecting from you based on the role you play.

Core Concepts is a series of guides for new players published by Blizzard. Each guide covers a different spectrum of the game. The first part served as an introduction to Heroes of the Storm and the second part previewed maps, objectives and discussed the importance of map awareness, laning and using the map to your advantage.

Part 3 of Core Concepts is about embracing your Hero role.

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Hail to you, Champion! This ongoing Core Concepts series is offered as both a guide for new players and an overview for more experienced players looking to brush up on their fundamentals. This time, we’ll be focusing on the differences between Hero roles, and what your teammates might expect of you in each role during your games.

If this is your first Core Concepts article, we encourage you to explore our earlier articles as well, starting with our introduction to the game. As you read on, you can also fire up the in-game tutorial and check the action out for yourself. Between your battles in the Nexus and these blasts of arcane knowledge missiles, we hope to have you confidently running the board in no time.

CC4_Inline_Roles.jpg

Hero Roles in the Nexus

Heroes are divided into WarriorsAssassinsSupports, and Specialists. As you dive into the following sections, keep in mind that several heroes are classified as hybrids, and can be custom-tailored depending on the talents you select.

Head here for a complete list of Heroes and their roles.

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Warriors

Warriors lead the charge into team fights. With high health pools, powerful crowd-control effects, and damage reduction capabilities, Warriors buy their teammates time to deliver their own fatal strikes against opponents.

CC4_Inline_Examples_Peel.jpg

PEEL

Shorthand for ‘protect your allies.’ Accomplished when the frontline of the team changes focus to assist backline heroes (Assassins/Supports).

In addition to damage mitigation and healing abilities that sustain them in fights, many warriors also have roots, stuns, or pulls, which can disrupt opponents. To be as effective as possible, Warriors will need to be patient in the execution of these control-abilities. Because Warriors are often relied upon to initiate team fights, they’ll want to be aware of the location of their teammates at all times. Warriors who charge in too early may lack the back-up they rely on to survive a fight. Conversely, engaging too late may give opponents a window to annihilate squishy allies, like Assassins and Supports.

There are different playstyles Warriors should adjust to depending on your team’s Hero composition. For example: Artanis and Sonya can act as Bruisers, front-line heroes who may lack the same amount of CC as other Warriors, but accent their tank with damage and pressure (and more health than most heroes). Team compositions with smaller health pools but consistent damage output will typically benefit from a ‘peel’ playstyle, meaning that tanks will need to attract attention away from their backline assassin and support allies. Alternatively, compositions that prefer to dive aggressively will need their warrior to charge in with the team and remain there until the targets are subdued, the objective has been captured, or the team needs to retreat.

The complete list of Warriors is available here.

Tip #1

Seize opportunities to shut down your opponent’s powerful channeled abilities with a well-timed stun or similar crowd control effect; some Heroic abilities, like Valla’s Strafe and Nazeebo’s Ravenous Spirit, can be interrupted.

Tip #2

As a front-liner for your team, be on the lookout for objectives and remember that your presence will be needed should a team fight erupt at the corresponding location.

Tip #3

Scouting is key! Use your high health and survivability to lead the way through potentially dangerous areas, and proactively check bushes to find opponents who may be lying in wait.

Tip #4

Always know where your backliners are. Be sure not to abandon your team, and do your best to disrupt and distract enemies who are attacking your squishier allies.

Assn_Bar.png

Assassins

These are the powerful pain-bringers of the Nexus, offering tons of damage but lacking in durability in team fights. As such, it’s crucial for Assassins to carefully position themselves in the backline and commit to the battle when their opponents’ focus is elsewhere. Approaching team fights in this way will allow the warriors to absorb the brunt of their enemies’ attacks.

Assassins can be broken out into burst-damage and sustained-damage. Burst-damage Assassins such as Kerrigan and Jaina can deal a devastating amount of damage in a short amount of time, and should look for these opportunities to unleash their full barrage on their enemies for maximum effectiveness. Jaina, for example, relies heavily on well-timed combinations of spells to maximize her burst damage. Look to capitalize on stuns, or surprise your enemies from a bush to maximize damage and quickly take someone out of the fight.

CC4_Inline_AssassinGIF.gif

Sustained-damage Assassins like Raynor and Valla, on the other hand, are generally better equipped to poke at their opponents and keep up constant pressure. When using sustain-damage Heroes, look to constantly attack targets from a safe position in order to deal as much damage as you can.

The complete list of Assassins is available here.

Tip #1

Chasing a low-health enemy can sometimes secure a kill for your team, but beware of tunnel vision! The farther you chase a hero, the riskier it becomes. If you can’t see that player’s teammates on the minimap, then you’re likely headed toward danger.

Tip #2

Stay behind your tank! Your warrior is the shield that allows you to deal damage without getting taken out in the process. Always mind your positioning, keeping the high-health front-liners between you and your targets.

Tip #3

If you burn a movement ability too early during a fight, you may find yourself without an escape when you need it most. As you gain experience with each Hero, you’ll learn when mobility skills can help to safely secure a takedown and when they won’t. Until then, save them to get yourself out of danger.

Supp_Bar.png

Supports

The Support role acts as a potent backbone to the team’s efforts in the Nexus. In addition to mitigating damage and offering heals, Support heroes also have powerful buffs and control spells at their disposal. Supports are divided into two sub-roles: healers, who focus on restoring allies’ health, and Semi-Supports, who rely on providing utility.

CC4_Inline_Examples_Tassadar.jpg

TASSADAR

is an example of a semi-support who doesn’t directly heal allies, but instead acts to prevent damage.

For most Supports to be effective, they’ll need to stay close to their teammates during fights – ideally, behind a Warrior who is tanking the damage. If you are a healer, it’s your job to keep the team as close to their full hit points as possible. Since Warriors’ high health pools will give you some breathing room, you’ll often need to focus heals on your damage dealers, especially those who have jumped into the fray. Alternatively, if you are a Support hero that focuses more on utility, find ways to use your disrupts or stuns so that your teammates can immediately capitalize on them.

  • For example: If you’re Malfurion, and an allied Stitches uses Hook to pull an enemy in close, you can use Entangling Roots to keep that enemy locked down while your teammates obliterate them.

The complete list of Supports is available here.

Tip #1

As a support, try to avoid splitting off alone whenever possible. It's important to stay with your team, as your focus is on enabling allies and keeping them sustained while the team is pushing minions and/or brawling with enemies.

Tip #2

Healing is a big part of playing support, but don't underestimate the importance of control. A well-placed stun, root, or silence can make all the difference if used at the right time. Try to combine your control abilities with those of your allies to keep a target locked down.

Spec_Bar.png

Specialists

Specialists are usually the "wild card" factor for the team, as they tend to have very unique, untraditional styles of gameplay. Specialist heroes can have a sharp learning curve, as they often approach battles in a vastly different way than the other roles. A specialist can be a deadly team-fighter, a diehard split-pusher, or a hybrid of the two.

As a Specialist, you’ll want to identify what your goals are going into a match and adjust your playstyle accordingly. For example, Abathur can be played almost exclusively as a lane pusher, focusing on empowering his Locusts, and taking down enemy structures. Conversely, he can focus on employing his Symbiote ability; “hatting” his allies to assist them during battle.

CC4_Inline_Examples_AbaRoach.jpg

It is this flexibility that defines Specialists, allowing them to thrive and bring their own flavor (a fishy flavor… in Murky’s case) to the fight. As always, remember that communication is key to victory! Be sure to give your teammates a heads-up about your plans if you’re looking to split-push, and be willing to assist with team fights and objectives if your allies need help.

The complete list of Specialists is available here.

Tip #1

Learn your Specialists, and play to their strengths! Sylvanas’ ability to shut down structures makes her an attractive choice to push lanes – but she’ll be a much greater asset if she has assistance during those pushes. Azmodan, on the other hand, is a great choice for soloing a lane.

Tip #2

When split-pushing, you're certain to draw attention to yourself, so don't push too far out, or you might find yourself getting ganked!

Tip #3

Upon seeing an allied Abathur for the first time, some new players assume he is sitting in base doing nothing. This is not the case! Abathur does not want to get up-close-and-personal with opponents. Instead, he uses long-range abilities to assist allies from afar and control the battlefield. Try Abathur yourself to learn much more about this oft-misunderstood space slug.

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Thanks for reading!

It’s always important for us to hear from you, so feel free to let us know about what you think of the content presented here. Until we meet again, we raise our flagons (...swords, shields, guns, xenormorphic limbs, and angelic wings) in your name!

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The assassin part is CRITICAL. I'm tired of people hating on certain heroes for not "topping the charts" certain assassins are for securing kills, not sustaining just to top the meter.

Good example: A chromie could have low damage in the game, but really high kill rate by landing combos when it really matters. She could very well be the MVP of a game by getting a pick or two late game and allowing a core call, but with low number on the chart her team might flame.

These things have been some AMAZING guides, please keep up the work.

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1 hour ago, Laragon said:

The assassin part is CRITICAL. I'm tired of people hating on certain heroes for not "topping the charts" certain assassins are for securing kills, not sustaining just to top the meter.

Good example: A chromie could have low damage in the game, but really high kill rate by landing combos when it really matters. She could very well be the MVP of a game by getting a pick or two late game and allowing a core call, but with low number on the chart her team might flame.

These things have been some AMAZING guides, please keep up the work.

Yeah, certain heroes like Illidan and Zeratul can have really low hero damage damage counts (even lower than the tank sometimes) but still have a great game and get a lot of utility and kill securing done (Illidan's utility being pushing lanes with immolation and Zeratul's utility being Void Prison). However on the flip side of the coin are heroes like Chromie and Li-Ming and Sylvanas who inherently get high damage numbers from poke and are on top of the damage charts even if the player has a bad game. Damage numbers dont tell everything, watching the actual game instead of just raw stats is something that most people should do when they judge someone and his or her gameplay and proficiency on certain hero.

(Edit: In addition to all mentioned above, the invidual matchups and interactions of two team comps matched against each other can cause same hero have multiple roles depending of the game and have very different hero and siege damage and xp stats from game to game, meaning that if you have x damage in one game and less than x damage in another it doesnt mean you played better in the first game even if your KDA was same in both games.)

Edited by BrightwingMain

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1 hour ago, Stan said:

TASSADAR

is an example of a semi-support who doesn’t directly heal enemies, but instead acts to prevent damage.

Shouldn't be "heal his allies"?

Anyway, I really like these mini-guides Blizzard has been employing. Very helpful for new players.

  • Thanks 1

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35 minutes ago, Valhalen said:

Shouldn't be "heal his allies"?

Anyway, I really like these mini-guides Blizzard has been employing. Very helpful for new players.

Thanks fixed!

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The damage thing is so important. As a tank and even as a support, I play to create and open up opportunities for you to go in and do your thing as well as peel and my other responsibilities on the front line. I am not doing it for your showboating, nor am I going to make the same mistake of trusting you if you miss the easiest chances of leaving myself or the rest of the team vulnerable, even for a moment. No good player cares about one single stat, let alone hero damage solely and nothing else! We care about winning. If you are getting those stats by standing in the damn fire or afk sieging the same lane the whole game while ignoring objectives, you are part of the problem. 

Conversely, if you are getting those stats by being a good team player as well as playing your hero well, then good for you, enjoy your spot on the MVP screen, but don't use that same point to try and paint yourself as superior to the rest of the team who will more often than not be playing just as hard as you are to win, if not harder, especially if you are one of those goddamn psychos on a damage dealer that forces everyone else to floor their heroes into the ground to crawl out of a fight intact let alone win. 

tl;dr version: if you are looking at personal stats during the game and getting into arguments about it, then you are not paying attention to more important aspects of the game, or even the match itself. 

Edited by Plergoth
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41 minutes ago, HenrySteinway said:

Noooooooooooooo!

ONLY try him with known allies. It's the same as winning your solo lane, nothing is more painful than watching the other 4 lose a game for you.

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I think Blizzard should also make a guide about the importance of playing a good variety of characters, specially when you're new to the game. We all know that one person who only plays Valla or Nova (who I like to call "Novalla"), forever, all the time (and is usually not very good). This tunnels the vision on understanding other characters and the game as a whole, and limits the player's reaction to fight those other Heroes.

Learning at least the basics of each Hero (and classes), or the ones prominent in the meta, is very important to improve in all aspects of the game. I lost count how many times my "Novalla" buddy killed himself overextending while I was spamming "Retreat" and "Danger".

15 hours ago, Plergoth said:

tl;dr version: if you are looking at personal stats during the game and getting into arguments about it, then you are not paying attention to more important aspects of the game, or even the match itself. 

Sadly, this is the same as Recount on WoW, where people care more about bragging about their higher numbers than playing the game right. "Hey, it doesn't matter we lost, I topped the damage dealt."

Although I admit I sometimes get a bit stingy when someone outheals me during a match, I don't let that pride take away my focus from the game.

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On 8/8/2017 at 3:36 PM, Valhalen said:

Sadly, this is the same as Recount on WoW, where people care more about bragging about their higher numbers than playing the game right. "Hey, it doesn't matter we lost, I topped the damage dealt."

This is, unfortunately, the same argument as in Overwatch where people say "we lost, but I had gold medals". It doesn't mean anything if you lost the game.

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      Fixed an issue with the display priority for the duration bar of Taunt effects. Map
      Battlefield of Eternity Fixed an issue where areas of the map were not covered under Fog of War. Blackheart's Bay Fixed an issue where some Heroes would not be able to path around Healing Fountains. Cursed Hollow Fixed an issue where Hogger could go through unpathable sections of the map. Warhead Junction Fixed an issue where healing fountains were not symmetrical on the map. Heroes
      Alarak Level 16 Lethal Onslaught Fixed an issue that caused Lethal Onslaught to not increase Alarak's Basic Attack damage correctly. Artanis Base Shield Overload [Q] Fixed an issue that caused Shield Overload to not display correctly if empowered by Shield Surge. Arthas Level 10 Summon Sindragosa Can now be cast over the Minimap. Azmodan Level 20 Sin's Grasp Tooltip Updated. Brightwing Base Arcane Flare [Q] Now has a minimum cast range of .05. Level 10 Blink Heal Fixed an issue that caused Blink Heal's trailing images to be visible while Brightwing has no remaining Blink Heal charges. Chen Base Fortifying Brew [Trait D] Fixed an issue that caused Fortifying Brew being instantly destroyed not granting Attack Speed. Fortifying Brew has been added to the Buff Bar. Dehaka Base Burrow [E] Fixed an issue that caused Burrow's visuals to be displaced if Dehaka is launched shortly after Burrow ends. Level 7 Paralyzing Enzymes Fixed an issue that caused Paralyzing Enzymes' duration to not be reduced if Drag ends early. Gazlowe Base Xplodium Charge [E] Now has a minimum cast range of .2. Level 10 Grav-O-Bomb 3000 Now has a minimum cast range of .2. Hanzo Base Sonic Arrow [E] Now has a minimum cast range of .2. Jaina Base Frostbite [Trait] Ice Block's before first use attention indicator is now also removed when Jaina is killed. Johanna Level 4 Eternal Retaliation Updated Eternal Retaliation's visual effect to only be visible to Johanna. Level 10 Blessed Shield Fixed an issue with the display priority for the duration bar of Blessed Shield. Kel'Thuzad Level 13 Chains of Ice Chains of Ice no longer Slows if the Stun is removed. Li-Ming Level 10 Disintegrate Fixed an issue that allowed Disintegrate to be cast while moving. Lt. Morales Base Healing Beam [Q] Fixed an issue that allowed Healing Beam to be cast on multiple targets at once. Level 10 Medivac Dropships Fixed an issue that caused Medivac Reinforcement's indicator beam to point to Lt. Morales' active position instead of where Reinforcements was cast. Malfurion Level 1 Emerald Dreams Emerald Dreams no longer puts Heroes to Sleep if the Root gets removed. Medivh Level 20 Glyph Of Poly Bomb Fixed an issue that allowed Medivh to cast abilities during Raven Form. Mephisto Base Shade of Mephisto [E] Fixed an issue with the display priority for the duration bar of Shade of Mephisto. Level 20 Unspeakable Horror Fixed an issue that caused Unspeakable Horror to Silence twice. Muradin Base Thunder Clap [W] Fixed an issue that caused Thunder Clap's splat to not match the area Thunder Clap hits. Level 4 Thunder Burn Fixed an issue that caused Thunder Burn's damaging area to be smaller than Thunder Clap's area. Fixed an issue that caused Thunder Burn's warning indicator to be inconsistently sized for the area affected. Murky Base Pufferfish [W] Now has a minimum cast range of .05. Orphea Base Shadow Waltz [Q] Fixed an issue that caused Orphea to not dash when moving after hitting an enemy Hero with Shadow Waltz. Ragnaros Level 13 Cauterize Wounds Cauterize Wounds healing is now a singular combined effect each time it heals, instead of a heal effect for each Hero hit. Fixed an issue that caused Cauterize Wounds healing amount to be determined by the damage dealt to the target furthest from the primary Empower Sulfuras target. If Cauterize Wounds is reapplied while already active, any remaining healing will apply over the refreshed duration. Rexxar Base Misha, Charge! [W] Can now be self-cast. Samuro Base Critical Strike [W] Fixed an issue that caused Samuro's Critical Strike stacks to be visible to an enemy Samuro. Sonya Level 10 Wrath of the Berserker Fixed an issue with the display priority for the duration bar of Wrath of the Berserker. Remaining duration indicator is now standalone from Whirlwind's duration indicator. Stukov Base Healing Pathogen [Q] Fixed an issue that caused Healing Pathogen to persist for a brief period after activating Bio-Kill Switch. Sylvanas Base Black Arrows [Trait D] Fixed an issue with the display priority for the duration bar of Black Arrows. Remaining duration indicator is now standalone from Haunting Wave's duration indicator. Level 10 Mind Control Fixed an issue with the display duration for the duration bar of Mind Control. Level 20 Deafening Blast Fixed an issue that caused Deafening Blast to activate off of the center of units instead of their edge. The Lost Vikings Fixed an issue that prevented Olaf from charging while Silenced. Tracer Level 16 Ricochet Now appears as its own entry in the Death Recap. Tychus Base Frag Grenade [W] Fixed an issue that caused Frag Grenade to not apply physics to physics objects when no targets are hit. Valeera Level 16 Assassinate Damage bonus is now additive. Fixed an issue with duration extension. Whitemane Base Searing Lash [E] Can now be self-cast. Return to Top
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    • By Staff
      Game Pass members can now unlock 30 Heroes in Heroes of the Storm for free. Here’s how to claim your in-game perks.
      Game Pass Ultimate and PC Game Pass members are getting a fresh batch of in-game perks this week, and Heroes of the Storm is officially part of the lineup!
      Starting now, subscribers can unlock 30 playable Heroes in Blizzard's free-to-play MOBA just by linking their Battle.net account.
       
    • By Staff
      After extensive PTR testing, Blizzard released a new balance patch and here are the official patch notes.
        
      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 Balance Update Bug Fixes General
      Updated Homescreen and Startup Music. Updated Shop Bundles and Items. Draft First Round pick timer has been reduced from 40 seconds to 25 seconds. Hero Ban timer has been reduced from 24 seconds to 15 seconds. Hero Pick timer has been reduced from 24 seconds to 15 seconds. Return to Top
      Balance Update
      Heroes
      Auriel
      Base
      Bestow Hope [Trait] Decreased the amount of energy stored from 50% to 40% of damage to non-Heroes. Dehaka
      Base
      Dark Swarm [W] Damage reduced from 52 to 48. Talents
      Level 4 Hero Stalker Essence gain is not increased when hitting more than 2 Heroes. Essence gain now requires Dark Swarm to hit 2 Heroes. Hitting more than 3 Heroes at once no longer grants additional Essence. Lurker Strain Cooldown reduction bonus reduced from 3 seconds to 2 seconds. Level 7 Feeding Frenzy REWORK: Cooldown reduction is now a Gambit bonus, starting from 1.5 second cooldown reduction. Each death lowers this by 0.25, up to 3 times. Paralyzing Enzymes REWORK: Gambit removed. Now reduces Drag's target's healing received by 40% while Drag is active and for 2 seconds after. Level 13 Ferocious Stalker Damage bonus reduced from 60% to 50%. Level 16 Tunnelling Claws Movement speed reduced from 125% to 120%. Level 20 Contagion Now also reduces the damage of Isolation by 60%. Greymane
      Talents
      Level 1 Wolfheart Rework: Now also increases Armor granted by Worgen Form from 10 to 15. Kharazim
      Base
      Health increased from 2027 to 2080. Breath of Heaven [W] Healing increased from 285 to 295. Talents
      Level 4 Air Ally Health increased from 200 to 300. Spell Power increased from 15% to 20%. Level 10 Divine Palm Duration increased from 3 to 4 seconds. Level 13 Sixth Sense Sixth Sense now starts expiring after the Stun expires, instead of as soon as the Stun is applied. Level 20 Epiphany Cooldown increased from 60 to 70. Mana restored increased from 33% to 70%. Lúcio
      Base
      Soundwave [Q] Cooldown increased from 7 seconds to 8 seconds. Mana cost increased from 30 to 45. Talents
      Level 1 Accelerando Time to maximum increased from 4 seconds to 6 seconds. Level 4 Off the Wall REWORK: Now also refunds 15 Mana when hitting an enemy with Soundwave while Wall Ride is active. Level 7 Good Vibrations Duration of Shield increased from 7 seconds to 8.5 seconds. Level 10 High Five Cooldown increased from 20 to 25 seconds. Level 13 Heavy Casters Now also prevents Push Off from hitting multiple targets. Push Off no longer Slows the first Hero hit and instead Stuns them for 0.5 seconds. Level 16 Up the Frequency Cooldown reduction reduced from 0.4 seconds to 0.3 seconds. Up To Eleven Duration bonus from Push Off increased from 0.3 seconds to 0.5 seconds. Duration bonus from Soundwave reduced from 0.3 seconds to 0.25 seconds. REWORK: Hitting Heroes while Amp It Up is not active increases the duration of the next Amp It Up by up to 1.5 seconds. This does not limit the amount able to be gained while Amp It Up is active. Whitemane
      Talents
      Level 1 Inquisitor's Prayer After Basic Attacking an enemy Hero 3 times, Whitemane also gains a stack of Inquisitor's Prayer. Level 13 Scarlet Wrath REWORK: Now also restores .5% Mana to all Zeal targets. Return to Top
      Bug Fixes
      General
      Fixed an issue that caused some effects to not display correctly on the Target Dummy in the Sandbox and Try Mode. Fixed an issue that caused some Movement Speed bonuses to display the incorrect value in the target info panel. Brawl
      Deathwing's Cataclysm no longer starts on Cooldown in Arena Mode. Deadman's Stand Fixed an issue that caused AI to not act. Fixed an issue that caused the Map Mechanic button to not be visible. Garden Arena Fixed an issued that caused the AI to not move. Punisher Arena Fixed an issued that caused the AI to not move. Trial Grounds Fixed an issued that caused the AI to not move. Map
      Braxis Holdout Fixed an issue that caused Archangel's visual effects to register as a pingable object. Volskaya Fixed an issue that caused the Triglav Protector's Shield Emitter Shields granted to allies to increase the Pilot's Self Healing score when absorbing damage. Heroes
      Abathur Level 10 Ultimate Evolution Clones of Kharazim that have selected Insight now treat the quest as completed. Alarak Level 10 Counter-Strike Now increases Alarak's Self Healing score for damage it absorbs. Ana Base Aim Down Sights [Trait] Fixed an issue that caused Aim Down Sight's Healing Dart bonus to last after Aim Down Sights has ended. Activating Aim Down Sights will now also Dismount Ana from the Toy Train. Azmodan Base Summon Demon Warrior [W] Fixed an issue that caused Azmodan's Demon Warrior's aura damage to not behave similar to other aura damage effects. Brightwing Base Soothing Mist [Trait] Fixed an issue that caused Smoothing Mist to activate around Brightwing when in Stasis. Dehaka Fixed an issue where Basic Attack's would potentially not consume evade stacks if attacking within .25 seconds of Drag ending. Jaina Level 16 Snowstorm Fixed an issue that caused Snowstorm's bonus to not apply correctly. Kael'thas Level 7 Sunfire Enchantment Fixed an issue that caused an active Sunfire Enchantment Spell Power buff to be removed when Kael'thas is killed. Kharazim Level 10 Divine Palm Fixed an issue that caused Divine Palm's Stasis to remove Damage Over Time effects from Kharazim. Fixed an issue that caused Divine Palm to not remove negative effects that were applied alongside the triggering effect. Greymane Level 4 Insatiable Fixed an issue that caused Human Form Basic Attacks to trigger Insatiable twice. Leoric Base Drain Hope [W] Fixed an issue that caused Stasis on Leoric or Drain Hope's target to not break Drain Hope. Li Li Fixed an issue that caused Water Serpent to move at a reduced speed. Level 4 Surging Winds Fixed an issue that caused an active Surging Winds buff to be removed when Li Li is killed. Li-Ming Level 1 Power Hungry Fixed an issue that caused an active Power Hungry buff to be removed when Li-Ming is killed. Lúcio Level 7 Good Vibrations Fixed an issue that caused Good Vibrations to not gain Shields from Soundwave hitting Neutral Mercenaries. Lunara Level 10 Leaping Strike Fixed an issue that caused Leaping Strike to stall game logic. Malthael Level 1 Fear The Reaper Fixed an issue that caused Fear the Reaper's duration indicator to not be tied to the ability button. Stitches Base Hook [Q] Fixed an issue that caused Hook to not reveal their caster if the Hook is visible. Tassadar Base Shock Ray [Q] Fixed an issue that caused Shock Ray to not reveal their caster if Shock Ray is visible. The Butcher Fixed an issue that allowed The Butcher to disjoint while collecting Fresh Meat. The Lost Vikings Fixed an issue that caused Longboat to move at a reduced speed. Tychus Level 20 Focusing Diodes Now grants an additive damage bonus. Tyrael Level 13 Law and Order Fixed an issue where maximum bonus was capped at 4 allied Heroes. The cap has been increased to 15. Whitemane Level 10 Divine Reckoning Updated Divine Reckoning's mana restoration based off of damage dealt to display only one instance of floating text. Zul'jin Level 20 Forest Medicine Selecting Forest Medicine will no longer interrupt an ongoing Regeneration channel. Return to Top
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