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Vlad

Heroes of the Storm Kel'Thuzad

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Hello readers,

I worked overtime throughout last week and braved hour-long PTR queues to bring you this guide right on time for Kel'thuzad's awaited release. I'll also be updating the tier list within the week, after some data is collected.

See you in the nexus!

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Great job, as always. Phylactery of Kel'ThuzadPhylactery of Kel'Thuzad is too good, man.

However... No Chains of Kel'ThuzadChains of Kel'Thuzad build? I know it is hardest skillshot to land in the game, but should be very rewarding in the right hands, right? I think a build around this ability could be at least situational, with Barbed ChainsBarbed Chains and Strip ShieldsStrip Shields being useful in teams featuring the likes of Tassadar, Chen and/or Zarya.

Also, I wonder if Chains of Kel'ThuzadChains of Kel'Thuzad works against any kind of object with collisions, rather than just structures. Say, for example, can you "stick" the chains into something like the Nazeebo's Zombie WallZombie Wall? Or Leoric's EntombEntomb? Or even the pot spawned by the Garden Terror? I say this since you can stick the chains into Kel'Thuzad's own Glacial SpikeGlacial Spike.

Edited by Valhalen

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Great build, completely agree on it. 

I think you should add garrosh to the list of heroes that counter him and work well with him. Even though he might not get to Kel'Thuzad, he may still put him into a situation that can be fatal. As an ally he can also easily throw enemies that would otherwise kill him, or throw Kel'Thuzad away from danger.

Edited by Maxkitty

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3 hours ago, Maxkitty said:

Great build, completely agree on it. 

I think you should add garrosh to the list of heroes that counter him and work well with him. Even though he might not get to Kel'Thuzad, he may still put him into a situation that can be fatal. As an ally he can also easily throw enemies that would otherwise kill him, or throw Kel'Thuzad away from danger.

I'll definitely consider it. I just don't have enough Garrosh experience for the moment, however. Also consider that without mobility, Garrosh is an easy target for chain combo.

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Guest Chrees

Fun hero, the ability to pull of some cool plays with Chains is great. I really hate how the Utility ult is on such an extreme cooldown compared to the pure damage one. They did that with Cassia too but then buffed Valkyrie's cooldown. I hope Frost Blast gets the same treatment but it can be game changing so maybe not. 100 seconds though ugh..

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The thing that I noticed the most when playing him tonight was that he is so much more fragile than I was expecting.  With a low health pool and no real escape options I find he really needs to play far back and cautiously.  It's actually the reason why I don't think his level 4 talent selection is completely one sided.  Phylactery of Kel'Thuzad is amazing, no question but it only helps so much vs burst damage and getting jumped on.  I'd still probably take it most of the time but after playing him I can actually see the value in the other two options.

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6 hours ago, TSRD said:

The thing that I noticed the most when playing him tonight was that he is so much more fragile than I was expecting.  With a low health pool and no real escape options I find he really needs to play far back and cautiously.  It's actually the reason why I don't think his level 4 talent selection is completely one sided.  Phylactery of Kel'Thuzad is amazing, no question but it only helps so much vs burst damage and getting jumped on.  I'd still probably take it most of the time but after playing him I can actually see the value in the other two options.

Definitely agreed; this is why we have the two other options as "?" (aka situational). Phylactery makes it so that you -need- to burst KT down, however, as otherwise, he'll just heal back right up.

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Looking at his placement in a tier list, personally I would judge him as tier 2, so core tier. While his utility is extremely devastating and his damage can wipe out enemies within seconds, most dive heroes counter him easily. However, what makes me love him, is that for those who have mastered him and can survive and punish dive teams, he quickly jumps to a tier 1 hero (for that player who mastered him). So while he is generally great, but not the absolute best, for experienced players, he might very well be one of the most devastating heroes to ever enter a match. 

Basically what I mean is he is tier 2 in general (imo), but way up in tier 1 to mastered players.

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10 hours ago, Maxkitty said:

Looking at his placement in a tier list, personally I would judge him as tier 2, so core tier. While his utility is extremely devastating and his damage can wipe out enemies within seconds, most dive heroes counter him easily. However, what makes me love him, is that for those who have mastered him and can survive and punish dive teams, he quickly jumps to a tier 1 hero (for that player who mastered him). So while he is generally great, but not the absolute best, for experienced players, he might very well be one of the most devastating heroes to ever enter a match. 

Basically what I mean is he is tier 2 in general (imo), but way up in tier 1 to mastered players.

That's where I had planned to place him. He's very feast or famine, as most casters tend to be. His Trait is obviously a factor.

Good insight.

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1 hour ago, Oxygen said:

That's where I had planned to place him. He's very feast or famine, as most casters tend to be. His Trait is obviously a factor.

Good insight.

Thank you! I love how he varies from situation to situation and can quickly scale up or down tiers depending on the player. He is a fun hero. I always love those heroes that you can master over time and are so rewarding and Kel'Thuzad is exactly that. The fact that he has counters makes him balanced and not as OP as he may have been. Overall, I'm pretty glad I saved my gold for him. Blizzard made an extremely well designed hero this time.

Edited by Maxkitty

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1 hour ago, Maxkitty said:

Thank you! I love how he varies from situation to situation and can quickly scale up or down tiers depending on the player. He is a fun hero. I always love those heroes that you can master over time and are so rewarding and Kel'Thuzad is exactly that. The fact that he has counters makes him balanced and not as OP as he may have been. Overall, I'm pretty glad I saved my gold for him. Blizzard made an extremely well designed hero this time.

I completely agree.  This is 100% a hero that takes mastery to really see his power.  I was watching a twitch stream of a better player (better than me anyhow) using him and frankly it put my level of play with him to shame.  Chain pulls into frost roots, awareness of chain pulls not just between heroes but also buildings and glacial spikes (not to mention the dexterity to see each option and perform them), building up decay stacks quickly (I saw a game where he had it done in under five minutes and that wasn't vs AI), and all of that while staying alive with such a fragile hero.  I can't think of many heroes I'd consider as demanding or rewarding to get the most out of as I would Kel'Thuzad.

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Guest Silvermane

Consider taking Armour of the Archlich against cloakers.  Its AoE is large enough that you can break it as they come close.  Especially useful against Valeera, and makes follow ups easier.

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7 hours ago, Guest Silvermane said:

Consider taking Armour of the Archlich against cloakers.  Its AoE is large enough that you can break it as they come close.  Especially useful against Valeera, and makes follow ups easier.

That's an excellent point I'll add to the guide. I already talked about it as a counter, but not specifically for its ability to remove stealth. We may have some of the most intelligent comment section I've ever seen. Making me so proud!

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I'd like to point that despite Samuro being listed as a counter to Kel'Thuzad, the opposite is valid. If anything, I'd say Kel'Thuzad is even more dangerous to Samuro (and the whole enemy team).

Kel'Thuzad can use Samuro's Mirror ImageMirror Image to his own advantage to quickly farm Master of the Cold DarkMaster of the Cold Dark by exploiting the clones' AI (I've managed to complete it roughly 6 minutes once). an astonishing rate. Also, you can use Chains of Kel'ThuzadChains of Kel'Thuzad to pin down the clones to Samuro himself or even other Heroes.

Against an unsuspecting Samuro, Kel'Thuzad can make him his bitch.

In a similar fashion, you can do the same thing to Rexxar and Misha, even more consistently as they are always together, therefore easier targets for the Chains. I assume it would be very hard for a Rexxar player be able to prevent Kel'Thuzad from farming his trait on Misha.

This is even more powerful when you combine it with Might of the ScourgeMight of the Scourge to repeatedly hit Misha and/or Samuro's clones.

AND he is a also a nasty bully to Abathur. Shadow FissureShadow Fissure all day, especially at level 20 with Might of the ScourgeMight of the Scourge.

Wouldn't be interesting to list in all guides opponents that said Hero is a counter to?

Edited by Valhalen

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Indeed, any "multi-part" hero is a great boon for KT.  You can easily add The Lost Vikings to that as well.  While they don't need to stay together like Samuro clones or Misha, they still add additional bodies to the field that wouldn't have been there otherwise.  The fact that the vikings aren't terribly threatening to KT just makes them even nicer to farm off.

Chromie is also exceptionally weak to KT thanks to her long casting animations.

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8 hours ago, TSRD said:

Indeed, any "multi-part" hero is a great boon for KT.  You can easily add The Lost Vikings to that as well.  While they don't need to stay together like Samuro clones or Misha, they still add additional bodies to the field that wouldn't have been there otherwise.  The fact that the vikings aren't terribly threatening to KT just makes them even nicer to farm off.

Chromie is also exceptionally weak to KT thanks to her long casting animations.

Yeah, exactly. I thought of them too, but since a good The Lost Vikings player will most of the time be doing split-push, the Vikings won't be clustered in skirmishes and team fights, where Kel'Thuzad truly shines.

As a Stukov main I can say that Kel'Thuzad stomps him his poor mobility and stationary position while channeling Lurking ArmLurking Arm.

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Is it just me or does anyone else not find kt ( Honestly idk what to abbreviate him as ) as hard as he was made out to be? I started to play him and I get my quest done faster then almost every other kt..

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Guest SacriJuts

Hi I found a little error (I believe) in the guide, on the Plaguelands build, The build lists Shadow FissureShadow Fissure while the explanation talks about the synergy with AoE damage of Frost BlastFrost Blast

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21 minutes ago, Guest SacriJuts said:

Hi I found a little error (I believe) in the guide, on the Plaguelands build, The build lists Shadow FissureShadow Fissure while the explanation talks about the synergy with AoE damage of Frost BlastFrost Blast

Thanks for pointing this out! I passed this onto Oxygen and will get this fixed soon.

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On 9/23/2017 at 1:26 AM, 50m8r4 said:

Is it just me or does anyone else not find kt ( Honestly idk what to abbreviate him as ) as hard as he was made out to be? I started to play him and I get my quest done faster then almost every other kt..

Nope. Its not just you. The quest is ridiculously easy.

So i've been using this build on kel"thuzad since he got released and i'm really kicking ass with it.

You would kick ass more if you would pick any other lvl 1 talent from the tier. Plaguelands is the worst one. Same can be said about Accelerated Decay. 
https://www.icy-veins.com/heroes/talent-calculator/kel-thuzad#29.7!3232222
Altough Kelthuzads PvE dmg is high, Hes a still "Teamfight Hero". Pick Talents that gives you advantage in teamfights. Plaguelands is basicaly a siege talent since its almost useless in teamfights. Accelerated Decays doesnt give any value either unless you have someone who can provide you with additional roots. 

Edited by xevex

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Guest Cryozeal

Is Hungering Cold really that effective since Frost Nova only roots for 1 second? That means, extra damage from Death and Decay only proc twice. And if you use Shadow Fissure in the combo Death and decay will come out a bit late after rooting effect and will have no extra damage from Hungering Cold. If more teammates have rooting skills, that's another story.

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      Blizzard released a new PTR patch for Heroes of the Storm and here are the unofficial Patch Notes with all the datamined changes.
      Map Updates
      Blackheart's Bay
      Objective
      Bombardment Damage increased from 2875 to 3000. Balance Updates
      Arthas
      Base
      Frostmourne Hungers [D] Maximum damage bonus increased from 5000 to 10000. Gazlowe
      Base
      Rock-It! Turret [Q] Duration increased from 17 to 20 seconds. Mal'Ganis
      Base
      Necrotic Embrace [W] Damage increased from 110 to 121. Additional functionality: Gain 15 Spell Armor for 3 seconds. Medivh
      Talents
      Level 1 Winds of Celerity Movement Speed bonus increased from 75% to 100% of Raven Form's Movement Speed bonus. Raven's Intellect Mana and Health Regeneration bonus increased from 125% to 200%. Muradin
      Talents
      Level 16 Dwarf Launch Cooldown reduction reduced from 2 to 1 second. Level 20 Mountain King Cooldown increase removed. Sgt. Hammer
      Talents
      Level 1 Maelstrom Rounds Damage bonus increased from 30% to 40%. Level 13 Hyper-Cooling Engines Now triggers against Structures too. No longer grants bonuses from splash damage. Level 20 Advanced Lava Strike Damage bonus increased from 50% to 65%. Ultra Capacitors Now triggers against Structures too. No longer grants bonuses from splash damage. Thrall
      Talents
      Level 1  Echo of the Elements Time window to gain stacks increased from 1.5 to 2 seconds. Extra bounces no longer deal reduced damage. Quest requirements increased from 20/40/100 to 20/50/125. Removed functionality: Chain Lightning no longer bounces an additional time after unlocking the second Reward. Level 7  Rolling Thunder Additional functionality: Chain Lightning bounces an additional time. Tyrande
      Base
      Lunar Flare [E] Damage bonus per stack reduced from 3.5% to 3%. Talents
      Level 13  Quickening Blessing Movement Speed bonus on Light of Elune's target increased from 20% to 25%. Level 20 Commander of Sentinels Cooldown increase removed. Bug Fixes
      Fixed an issue causing respawn timers from Level 10 to 23 to be lower than intended. Fixed an issue causing increased Movement Speed visual effects to be created when joining a Toy Train. Fixed an issue causing Heroes to collect more Skulls than allowed during the Objective phase on Haunted Mines. Fixed an issue causing Arthas's Frost Presence to fire the Quest Completed notification twice. Fixed an issue causing Arthas's Frost Presence to give double Quest progress when hitting an enemy Hero with both the path and the circle. Fixed an issue causing Arthas's Rime to heal Arthas even when not Stunned, Rooted, or Slowed. Fixed an issue causing Ghouls summoned by Arthas's Army of the Dead to have a duration instead of losing Health over time. The tooltip for Arthas's Frost Presence has been updated from "Root enemy Heroes" to "Hit enemy Heroes". Fixed an issue causing Garrosh's Wrecking Ball to show the mark on targets barely not in range. Fixed an issue causing effects related to the duration of Mal'Ganis's Necrotic Embrace to not work correctly. Fixed an issue that caused Medivh's Guardian of Tirisfal to not increase Arcane Rift's search duration. Fixed an issue causing Ragnaros's Living Meteor to not deal the landing damage.
    • By Elitesparkle
      Blizzard released a new PTR 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 has just hit the Public Test Realm and will be available for playtesting. As always, if you encounter any bugs during your PTR play sessions, please stop by the PTR Bug Report forum to let us know about your experiences.
      Quick Navigation:
      General Map Updates Balance Update Bug Fixes General
      Unranked Mode has been removed. Respawn timers have been reduced in the mid-to-late game. By level 22, respawn timers are back at 65 Seconds. Updated Homescreen and Startup Music. Return to Top
      Map Updates
      Garden of Terror Classic The original Garden of Terror has returned to Custom Games! The name has been changed to Garden of Terror Classic to differentiate from the current Garden of Terror. Haunted Mines Haunted mines has returned to Quick Match! Map objective is now complete when one team collects 55 Skulls, rather than when all 100 Skulls have been collected. Hero vision is reduced while in the mines. Warhead Junction Cast time for Nuke increased from 2.5 seconds to 3 seconds. Cast time for Nuke now breaks upon taking damage. DoT damage from Nuke increased by 100%. Damage to Forts and Keeps from Nuke increased from 100% to 125%. Return to Top
      Balance Update
      Heroes
      Arthas
      Arthas has been fully reworked! All abilities and talents will be listed below.
      Base
      Death Coil [Q] Mana: 40. Cooldown: 9 seconds. Deals 164 damage to target enemy. Can be self-cast to heal for 262 health. Howling Blast [W] Mana: 50. Cooldown: 10 seconds. Root enemies within the target area for 1.25 seconds and deals 68 damage. Frozen Tempest [E] Mana: 13 per second. Cooldown: 1 second. Deals 36 damage per second to nearby enemies and Slow their Movement Speed by 10% per second, stacking up to 40%. Heroes hit also have their Attack Speed Slowed by 10% per second, stacking up to 40%. Frozen Tempest's effects last for 1.5 seconds. Army of the Dead [R] Charge Cooldown: 18 seconds. Consume all charges to summon an equal number of Ghouls that last 15 seconds and attack for 20 damage. Ghouls can be sacrificed to heal Arthas for 240 Health. Stores up to 6 charges. Every time an enemy minion dies nearby, reduce the charge cooldown of this ability by 1 second. Takedowns reduce the charge cooldown of this ability by 6 seconds. Summon Sindragosa [R] Mana: 100. Cooldown: 100 seconds. Deals 230 damage and Slows enemies by 60% for 4 seconds. Also disables Minions, Mercenaries, Monsters, and Structures for 20 seconds. Frostmourne Hungers [D] Cooldown: 12 seconds. Activate to make Arthas' next Basic Attack strike immediately and deal 71 bonus damage. Dealing damage restores 40 Mana. QUEST: Killing a Minion or hitting a Hero with Frostmourne Hungers permanently increases its bonus damage and Arthas' Basic Attack damage by 1. Talents
      Level 1 Frost Presence Increase the area of Howling Blast by 20%. QUEST: Root enemy Heroes with Howling Blast. REWARD: After Rooting 15 Heroes, Howling Blast's range is increased by 20% and it hits enemies in its path. REWARD: After Rooting 30 Heroes, Death Coil Slows Heroes hit by 50% for 0.75 seconds. Borean Winds After Frozen Tempest has been active for 2 seconds, Arthas gains 10% Movement Speed. PASSIVE: Frozen Tempest's Slowing effects last an additional 0.5 seconds and its Mana cost is reduced by 4 per second. Rime Every 5 seconds, gain 75 Physical Armor against the next enemy Hero Basic Attack, reducing the damage taken by 75%. Stores up to 3 charges. PASSIVE: While Arthas is Slowed, Rooted, or Stunned he heals 24 Health a second. Level 4 Shattered Armor Enemy Heroes hit by Howling Blast have their Armor reduced by 15 for 4 seconds. Icy Talons Gain 3% Attack Speed for 2 seconds every time a Hero is damaged by Frozen Tempest, to a maximum of 60%. Frost Strike Frostmourne Hungers deals an additional 115 Ability damage in an area and slows Heroes hit by 20% for 2 seconds. Level 7 Immortal Coil Gain the healing effect of Death Coil even when used on enemies. If Death Coil is used on Arthas, it heals for an additional 75% bonus healing and its cooldown is reduced by 3 seconds. Rune Tap Every 3rd Basic Attack heals Arthas for 5% of his max Health. PASSIVE: Each stack of Frostmourne Hungers increases Arthas' Maximum Health by 10. Icebound Fortitude Cooldown: 35 seconds. Activate to gain 25 Armor and reduce the duration of Stuns, Slows, and Roots against Arthas by 75% for 3 seconds. Each Hero Rooted by Howling Blast reduces the cooldown of this ability by 2 seconds. Level 13 Deathlord If Death Coil is used on an enemy Hero, launch an additional Death Coil at a nearby enemy Hero. PASSIVE: Death Coil deals more damage the lower Arthas' current Health is, to a maximum of 50% bonus damage. Deathchill Howling Blast's damage is increased by 2 for each stack of Frostmourne Hungers. Howling Blast deals 100% additional damage and Roots for an additional 0.25 seconds against Heroes under 50% health. Biting Cold Each second an enemy is damaged by Frozen Tempest, it deals 15% bonus damage, up to 75% bonus damage. Level 16 Remorseless Winter Enemy Heroes that remain within Frozen Tempest for 2.5 seconds are Rooted for 1.25 seconds and heal Arthas for 3% of his maximum Health. This effect has an 8 second cooldown per target. Frostmourne Feeds Reduce the cooldown of Frostmourne Hungers by 6 seconds. Arthas heals for 75% of the Basic Attack damage dealt by Frostmourne Hungers. Anti-Magic Shell Cooldown 60 seconds. Activate to make Arthas immune to Spell Damage for 4 seconds and heal Arthas for 25% of the damage prevented. Level 20 Legion of Northrend Reduce Army of the Dead's charge cooldown by 5 seconds. Each charge consumed spawns an additional Ghoul to attack nearby enemies. These Ghouls cannot be sacrificed. Absolute Zero Sindragosa flies twice as far. Enemy Heroes are Rooted for 2.5 seconds, and then Slowed by 60% for 4 seconds. Death Pact Instantly double your stacks of Frostmourne Hungers, but it no longer gains stacks from hitting Heroes or killing Minions. PASSIVE: Takedowns grant 2 stacks of Frostmourne Hungers. Path of Frost Activate to instantly mount with 10% additional Movement Speed. Taking damage does not dismount Arthas from this mount. Lasts up to 5 seconds. When Arthas dismounts, Slow all nearby enemies by 30% for 2 seconds and deal 66 damage. Chen
      Base
      Keg Smash [W] Breath of Fire initial damage lowered from 85 to 40. Breath of Fire duration increased from 3 seconds to 6 seconds. Breath of Fire no longer costs Energy. Keg Smash energy cost increased to 35 from 30. Fortifying Brew [D] Drinking now stops additional commands for a fraction of a second. Talents
      Level 1 Accumulating Flames Moved from Level 4 to Level 1. REWORK: Quest: Gain stacks from hitting Heroes with DoT damage from Breath of Fire. Each stack provides 0.25 damage. At 20 damage, Keg Smash becomes ranged. Mythic Reward: At 75 damage, Breath of Fire lowers enemy armor by 20 and is refreshed from Chen's Basic Attacks. Level 4 Eye of the Tiger Moved from Level 1 to Level 4. Level 7 Elusive Brawler Movement Speed reduced from 30% to 20%. Level 10 Wandering Keg Cooldown increased from 50 seconds to 60 seconds. Level 13 Pressure Point Slow duration increased from 1 second to 1.5 seconds. Deathwing
      Base
      Onslaught [E] Cooldown increased from 5 seconds to 6 seconds. Dragonflight [Z] Cooldown increased from 15 seconds to 20 seconds. Talents
      Level 16 Gaze onto Destruction Duration reduced from 5 seconds to 3.5 seconds. Falstad
      Talents
      Level 1 Frequent Flyer Range to receive kill credit reduced from 14 to 8.5. Garrosh
      Base
      Wrecking Ball [E] Range reduced from 6.5 to 6. Search range reduced from 2.5 to 2.25. Talents
      Level 1 Unrivaled Strength Ranged bonus reduced from 20% to 15%. Gazlowe
      Base
      Rock-It! Turret [Q] Turret Health increased from 510 to 600. Mal'Ganis
      Base
      Necrotic Embrace [W] Now benefits double the amount from Vampiric Touch. No longer provides Armor for 3 seconds. Talents
      Level 1 Will of Tichondrius Moved from Level 7 to Level 1. REWORK: Hit Heroes with Fel Claws to gain 0.5 damage. Hit 4 Heroes in the first two swipes to cause the last wipe to provide 2 additional damage. Upon reaching 40 stacks, Fel Claws now steals 4% health from opponents and stuns for an additional 0.5 Seconds. Level 4 Vampiric Aura Moved from Level 1 to Level 4. Self healing increased from 30% to 40% and healing of nearby Allies increased from 15% to 20%. Might of Sargeras Now provides 25 Armor for 3 seconds when using Necrotic Embrace. Level 7 Fueled by Torment Moved from Level 4 to Level 7. Now causes Necrotic Embrace to Slow by 25% for 3 seconds. Medivh
      Talents
      Level 1 Winds of Celerity Movement speed bonus increased from 50% to 75%. Raven's Intellect Bonus increased from 75% to 125%. Level 4 Raven Familiar Slow reduced from 30% to 20%. Level 7 Force of Magic Spell Power increased from 30% to 35%. Level 13 Circle of Protection No longer increases the cooldown of Force of Will. Level 20 Guardian of Tirisfal Now also increases the range of Arcane Rift by 50%. Muradin
      Base
      It's Hammer Time! [Q] Muradin gains 5 stacks if a target dies within 3 seconds of being hit by Storm Bolt. Stack requirement for pierce increased from 40 to 45. Talents
      Level 20 Mountain King Dwarf Toss cooldown increased by 2 seconds. Thunder Clap cooldown increased by 2 seconds. Thrall
      Talents
      Level 1 Crash Lightning Amount stacks lost on death reduced from 6 to 4. Echo of the Elements Damage done by the chain lightning bounces rewarded from obtaining the Mythic Reward reduced from 85 to 70. Tyrande
      Base
      Lunar Flare [E] Tyrande gains 1 stack if the target dies within 3 seconds of being hit. Mythic Reward now also increases attack range by 1. Lunar flare damage from hitting a hero reduced from 4% to 3.5%. Talents
      Level 20 Commander of Sentinels Cooldown of Sentinel increased by 3 seconds. Return to Top
      Bug Fixes
      General
      Fixed an issue that caused Unstoppable targets to not be immune to Blinds. Maps
      General Fixed an issue that caused Bosses to attack Summoned units. Blackheart's Bay Fixed an issue that caused the AI to have issues turning in coins. Heroes
      D.Va Base Defense Matrix [W] D.Va's Mech will now retarget Defense Matrix when controlled by an AI. Deathwing Base Dragonflight [Z] Fixed an issue that caused Dragonflight's cooldown to increase upon taking damage to only occur when the cooldown is below 4 seconds. Garrosh Level 4 In For the Kill Fixed an issue that caused In For the Kill to not completely reset the cooldown of Bloodthirst. Gul'dan Base Drain Life [W] Fixed an issue that caused Drain Life to not always be interrupted if the target leaves its range. Jaina Base Improved Ice Block [1] Fixed an issue that caused Improved Ice Block and Ice Cold to not be used correctly by AI-controlled Jaina. Kael'thas Level 20 Rebirth Fixed an issue that caused Rebirth to not be used correctly by AI-controlled Kael'thas. Li Li Base Cloud Serpent [W] Fixed an issue that caused Cloud Serpent to not be made visible when damaging a target while in the Fog of War. Medivh Level 10 Poly Bomb Fixed an issue that caused Poly Bomb to not be used correctly by AI-controlled Medivh. Nazeebo Level 13 Superstition Fixed an issue that caused Superstition to display a blank ability for the damage dealt by its Corpse Spider. Samuro Base Mirror Image [Q] Mirror Images will no longer move towards Samuro's attack move target point on creation. Mirror Images will now properly have their AI enabled when Samuro has their AI enabled. Thrall Base Feral Spirit [W] Fixed an issue that caused Feral Spirit to not be extended correctly if it is about to expire. 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 PTR patch for Heroes of the Storm and here are the unofficial Patch Notes with all the datamined changes.
      Map Updates
      Volskaya Foundry
      Objective
      Triglav Protector Damage bonus when both slots are occupied reduced from 45% to 35%. Cooldown reduction when both slots are occupied reduced from 40% to 35%. Triglav Gunner Damage bonus when both slots are occupied reduced from 45% to 35%. Cooldown reduction when both slots are occupied reduced from 40% to 35%. Energy Regeneration when both slots are occupied reduced from 40% to 35%. Balance Updates
      Azmodan
      Base
      Globe of Annihilation [Q] Upon reaching 225 Annihilation, also removes the damage reduction against Monsters. Deathwing
      Stats
      Attack Damage increased from 110 to 117. Talents
      Level 1 Molten Blood Additional functionality: Now grants Form Switch, which can be activated to swap Form. Level 7 Firestorm Cooldown reduction for Deathwing's landing Abilities increased from 2 to 3 seconds. Jaina
      Base
      Frostbite [Trait] Additional functionality: Ice Cold now also gives Unstoppable and immunity to damage over time effects for the duration. Kerrigan
      Base
      Ravage [Q] Minions no longer have to die within 1.5 seconds of being hit by Ravage to grant stacks. Kerrigan now gains stacks when Minions die within 3 range. Time window for cooldown refund reduced from 1.5 to 0.75 seconds. Baseline Quest requirements increased from 85/150 to 100/250. After reaching 100 stacks, enemy Heroes killed grant 14 stacks. Muradin
      Base
      Storm Bolt [Q] Baseline Quest requirements increased from 35/150 to 50/200. Talents
      Level 7 Perfect Storm Additional functionality: The cooldown cannot be reset more than once every 10 seconds. Level 20 Mountain King New: Thunder Clap and Dwarf Toss have an extra charge. Rewind Removed. Tyrande
      Stats
      Mana increased from 450 to 500. Mana Regeneration increased from 2.7 to 3 per second. Base
      Sentinel [W] Mana cost increased from 50 to 55. Lunar Flare [E] Mana cost increased from 60 to 65. Shadowstalk [R1] Mana cost increased from 75 to 85. Starfall [R2] Mana cost increased from 75 to 85. Yrel
      Base
      Divine Purpose [D] Cooldown reduced from 16 to 8 seconds. Zagara
      Talents
      Level 16 Mutalisk Mutalisk's Health decay reduced from 42 to 10 per second. Mutalisk duration effectively increased from 10 to 42 seconds. Bug Fixes
      Fixed an issue causing Doubloon Camps on Blackheart's Bay to be impossible to capture under certain conditions. Fixed an issue causing Anub'arak's Beetles to still have a duration, in addition to losing their Health over time. Fixed an issue causing the Health decay for Azmodan's Demon Warriors to not scale with levels.  Fixed an issue causing Deathwing's Baseline Quest to reset when using Dragonflight. Fixed an issue causing Deathwing's Lava Burst to deal damage after an additional 0.25 seconds. Fixed an issue causing Gazlowe's Rock-It! Turrets to not lose their Health over time. Fixed an issue causing the tooltip for Jaina's Ice Cold to not show correctly. Fixed an issue causing Muradin's Storm Bolt to deal 1 more damage for each stack. Fixed an issue causing the range splat for Muradin's Dwarf Toss to not be visible. Fixed an issue causing Muradin's Skullcraker to Stun before Muradin's post-damage effects happened. Fixed an issue causing the Health Regeneration of Murky's Egg to not scale with levels. Fixed an issue causing Tyrande's Sentinel to not be correctly affected by cooldown reduction effects.
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