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Kel'Thuzad Meta Tier List (September 2017)

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We present our tenth Heroes of the Storm Meta Tier List for the Kel'Thuzad patch of September 2017.

Our tenth Heroes of the Storm Meta Tier List for the month of September 2017 is here!

Welcome to Icy Veins's Meta Tier List for the Kel'Thuzad patch. The goal if of this list is to try and detail game's current metagame state. The prime goal of such lists is to inform players regarding popular and trending team composition drafting strategies (i.e. the drafting metagame). Although tier listings are generally the product of balance, many factors come into play when discussing the relative perceived strengths of heroes, including player regions, maps, play style, skill level, and, of course, personal perception. As such, any tier list—including this very one—should never be interpreted as gospel, but rather, as a guide to better grasp what to expect with regards to typical drafting experiences. One useful application of such lists is to allow you know which heroes to look out for in terms of practice and counterplay, ultimately improving your knowledge of the game.

Using the list

As stated above, tier lists are easy to mistake for gospel. As new strategies are discovered and experimented with, so changes the perception of the relative strengths of each hero. Tier lists still prove to be useful as a snapshot of player expectations in terms of drafting. Although it is generally considered preferable to focus on high tier heroes (Prime and Core tiers), it is important to note that Heroes of the Storm's wild character and map designs make it so that any given hero's tier position is prone to fluctuate depending on the situation at hand.

One classic example of such is that of Kerrigan on the Infernal Shrines map. Although we currently judge her to be a low-to-mid-tier hero, her drafting priority shoots up to first-pick or first-ban material on this specific map due to the nature of its objective. Certain heroes also synergise so well with each other that the sole fact of having the opportunity of drafting them together is generally enough to increase their potential. Tassadar and Tracer, for instance, are generally nightmarish to deal with for many. There are too many examples of these interactions to reasonably produce here, but we invite you to consult our guides to know exactly where and when each hero shines. The guides have been linked in the lists below for your convenience - just click any of the hero names to access them.

A  next to a hero's name means its tier list position has increased since the previous month whereas a  means just the opposite. Additionally, a + or - sign indicates short-to-medium term predictions (which is to say, about a month) for tier increase(s) or decrease(s), respectively. These are often updated after significant balance patches and/or when clear trends are emerging.

If you're newer to the game, also consider visiting our glossary for a comprehensive list of discrete Heroes of the Storm terms.

 

Prime Tier

Warrior Assassin Support Specialist
Anub'arak- Genji Uther -
Arthas Greymane Tassadar  
Dehaka Malthael    
Stitches-      
       

Prime tier heroes are considered to be extremely strong in all situations, and show no obvious weakness. They are very often banned or picked right away, as they generally dictate the pace of most matches.

 

Core Tier

Warrior Assassin Support Specialist
Diablo Falstad Auriel Nazeebo
E.T.C. Jaina Rehgar Sylvanas
Garrosh Li-Ming Stukov Xul
Leoric- Valla Malfurion  
Sonya Zeratul    
Varian (Tank)-      

Core tier heroes are strong in a wide variety of situations and have few counter-picking possibility. They should form the core of your team, and be picked after Prime Tier heroes have been distributed.

 

Viable Tier

Warrior Assassin Support Specialist
Artanis Alarak Brightwing Abathur
Chen Cassia Kharazim Azmodan
D.Va Chromie+? Li Li Murky
Johanna Gul'dan Lt. Morales+? Probius
Muradin+ Illidan Lúcio Zagara
Tyrael Kael'thas Tyrande+  
Zarya Lunara    
  Ragnaros    
  The Butcher    
  Tracer    
  Varian (Damage)    
  Zul'jin    
  Kel'Thuzad (new!)    

Viable tier heroes are generally well-rounded that have either fallen out of favour, or, inversely, are on the rise in popularity, due to the current Prime tier contenders.

 

Niche Tier

Warrior Assassin Support Specialist
Cho'gall Cho'gall - Gazlowe
Rexxar Kerrigan   Medivh
  Nova   Sgt. Hammer
  Raynor    
  Samuro    
  Valeera    
  Thrall    
  Tychus    

Niche tier heroes have niche application on certain maps or for certain team compositions. They are generally picked to "round out" your team composition when your team composition is missing out on key components, such as a "jungler" (mercenary camps), a solo laner, or solid waveclear.

 

Bottom Tier

The Lost Vikings

Bottom tier Heroes are deemed to be either considerably weaker than the majority of other Heroes, or much more challenging to play properly. Although they may situationally shine, these Heroes are generally avoided by most players.

 

Metagame assessment

Kel'Thuzad is excessively powerful under perfect conditions, but is kept in check by the numerous top tier heroes that are either too mobile to reliably hit with Chains of Kel'ThuzadChains of Kel'Thuzad or too resilient to burst down. In this regard, he fits well within Blizzard's recent obsession with making heroes have their own little niche and whatnot. He's doing really fine, sitting at a very reasonable 48%-something w/l ratio, but try to late- or last-pick him when Genji and Tracer and the likes aren't around to make your existence a living hell. I expect him to become better over time as players themselves become  better at picking him appropriately and when the typical hype finally dies down. And don't end up having to solo lane if you like completing Master of the Cold Dark.

Self-sustain bruiser-like tanks are the hot thing nowadays. With a metagame that either tries to outsustain the other with two supports, or empower Genji-Greymane-Illidan-Malthael-Tracer-Valla-or-so, surviving a lot while outputting a reasonable amount of sustained damage is great. That's Arthas and Dehaka, right now. A bit ago, Anub'arak and Stitches had their turn, but I expect them to go down in popularity.

Both Jaina and Leoric got significant buffs through their reworks. Jaina is just objectively better, with FrostbiteFrostbite providing Ice Block by level 8-12 rather than 20, and Summon Water ElementalSummon Water Elemental getting its cooldown shaved by a massive 20 seconds. Leoric is more of a sidegrade, but he's exceptional at dealing with popular tanks, has neat waveclear, and can mess with combos with Omnious WraithOmnious Wraith. And, of course, March of the Black KingMarch of the Black King was buffed nicely as well to give him some more burst survivability and combo potential.

I'm holding judgement about Chromie, but I expect she might be better than she was, and I already considered her borderline Core tier material. Of course, her new Sand BlastSand Blast design will make it so that better players will do better than before with her, and worse players will do worse, so we're likely to see more fringe cases.

The Butcher got a pretty big nerf. The hype train was short lived, but, in the end, this is probably for the best.

Gul'dan, Samuro, and Thrall are simply falling out of meta; being a caster without baseline crowd control or an immobile melee assassin is pretty hard nowadays. I still think Gul'dan is in a great place on Braxis Holdout, though the resurgence of Jaina and the... uh, more of Chromie might push him off a bit.

I wish I had a bit more to say, but besides the latest reworks, not that much has changed. I will underline, however, that these reworks have been solid. I didn't mention anything about Lt. Morales, but I do think she's better off than before; we'll need a bit more data to assess whether I'll give her a tier.

Thanks for reading!

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There's an empty slot in the Niche tier specialists.

With the rise of CC heavy tanks like Dehaka and Arthas, I think the heroes capable of Unstoppable should rise higher (for example, Garrosh and support heroes capable of CleanseCleanse.) Also, I wouldn't say Varian will ever not be good, and I think he should stay in the Core tier.

And regarding Chromie and Morales, I think Chromie's high learning curve definitely lands her in the viable tier, where as Morales has become so powerful she should without a doubt be in the core tier, at least.

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Morales' rework seems interesting, but I still find her boring to play compared to the other Supports and even more reliant on her team. She wasn't an ideal Support pick before the patch, and I'd recommend against it now unless you were confident in your front line and the team. A lot of her good talents rely too much on picking up Clear! at level 1, and long distance knockback that you can't control if you get hit with mez is a double edged sword, and occasionally has unintended consequences, but without the magic ambulance or a beam anchor, she has no other defensive besides self casting Safeguard, as the stacking shields on E at 4 feels the most superior talent on the tier, lasting indefinitely until the damage is absorbed and working in conjunction with the quest talent and I don't really go for anything else. I used to pick her up once in a blue moon if there was a Support choke and I needed Cleanse, and to me, she was the babysitter of the supports, taking her because otherwise, the kids on the map would be sticking their fingers into plug sockets and facechecking bushes.

There seems to be an emphasis on making the Medivac plays more of a reality with the level 20 tier with two talents for the same ult, but all in all, I think I preferred the old Morales better. Until level 16 at least with the extra range, healing beam cannot always be on someone  during a fight as well as managing your own positioning so you don't suddenly get caught out; it's like they wanted to create some kind of battle medic, but failed to account for her complete lack of mobility and a near total dependence on her team winning the fight quickly before someone decides to harass her and start locking out her healing beam with crowd control. E spam is fun I guess, I can see her being part of a double support comp with that on a map that encourages frequent full team brawls such as BoE where you can get Clear stacked up fairly quickly on the 3 or 4 man rotations and then pocket someone with Stim Drone during the race or the team fight, but again, she seems more like a team pick rather than something you want to approach your solo queues with. 

It also makes no sense for the level 20 upgrade to Stim to remove the self buff effects it used to give to Morales. It's bad enough trying to keep up with the likes of the popular damage dealers and bruisers right now while they're running all over the bloody place like they've ate too many blue Smarties, but hey, if you can keep Q on someone who went Super Saiyan and is moving at warp speed, then power to you o_O 

Regarding the other Supports, I am holding Brightwing and Rehgar in extremely high regard right now. I've always said if you can master playing the fairy, you will be able to play any Support. Currently she's the only Support in the game who can offer a global, a significant reveal and wide vision, hard cc, Ice Block and Storm Shield. While other Supports are more undeniably more powerful within their optimal drafts, Brightwing is far more consistent despite an arguably weak early game, and is capable of not only surviving most dives and the dreaded Kel combos later on, but saving other people from them without necessarily blowing an ult, and completely denying the opportunistic finishes from Genji and Illidan altogether. 

Edited by Plergoth
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1 hour ago, Plergoth said:

Morales' rework seems interesting, but I still find her boring to play compared to the other Supports and even more reliant on her team. She wasn't an ideal Support pick before the patch, and I'd recommend against it now unless you were confident in your front line and the team. A lot of her good talents rely too much on picking up Clear! at level 1, and long distance knockback that you can't control if you get hit with mez is a double edged sword, and occasionally has unintended consequences, but without the magic ambulance or a beam anchor, she has no other defensive besides self casting Safeguard, as the stacking shields on E at 4 feels the most superior talent on the tier, lasting indefinitely until the damage is absorbed and working in conjunction with the quest talent and I don't really go for anything else.

(...) it's like they wanted to create some kind of battle medic, but failed to account for her complete lack of mobility and a near total dependence on her team winning the fight quickly before someone decides to harass her and start locking out her healing beam with crowd control. E spam is fun I guess, I can see her being part of a double support comp with that on a map that encourages frequent full team brawls such as BoE where you can get Clear stacked up fairly quickly on the 3 or 4 man rotations and then pocket someone with Stim Drone during the race or the team fight, but again, she seems more like a team pick rather than something you want to approach your solo queues with. 

Regarding the other Supports, I am holding Brightwing and Rehgar in extremely high regard right now. I've always said if you can master playing the fairy, you will be able to play any Support. Currently she's the only Support in the game who can offer a global, a significant reveal and wide vision, hard cc, Ice Block and Storm Shield. While other Supports are more undeniably more powerful within their optimal drafts, Brightwing is far more consistent despite an arguably weak early game, and is capable of not only surviving most dives and the dreaded Kel combos later on, but saving other people from them without necessarily blowing an ult, and completely denying the opportunistic finishes from Genji and Illidan altogether. 

I think Morales is a bit more fun now, as you pointed. Plus not having to Hearth back every 30 seconds for mana is a bless. And having talents that increase her Energy generation makes her more engaging to play. She still is a bland character, but I think that is part of her design and fantasy; a dedicated medic that is commited to the duty of healing and healing.

However, the rework let you play more offensively with the Displacement GrenadeDisplacement Grenade talents, such as debuffing (System ShockSystem Shock) or shield damage (EMP GrenadeEMP Grenade). If anything, I'm pretty sure Blizzard made this rework to add more versatility to her kit; not a true combat medic, but something between (plus if she had more mobility, she would be too strong). The complexity behind the Grenade adds an extra layer of depth to the Hero, I'd say, as you actually have to think before you fire the damn thing, instead of just sitting there with the Healing BeamHealing Beam. So I'd say that Morales is very well balanced now.

Brightwing has always been the most flexible and versatile Support in the game. She can do a bit of everything, but master at none. I really like her in Double Support compositions, as she can heal chip damage while focusing on a more offensive build (plus she can't deal with the current burst-oriented meta). Same for Rehgar, who, in a Double Support composition, can go full damage and still heal a lot.

Edited by Valhalen
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I expected the.. lich with as many nicknames as Apollo Creed in Rocky, to be higher. That thing seems ridiculously OP imho (too much aoe damage and cc baseline, and when quest is done, +75% spell power...free). I agree though, still early. Something tells me he's gonna be spammed in HGC 

As well as Morales. Of the most efficient healings (if not THE most), disengage and of course, the new Medivac + talents can make for some really deep team strategy Core rushes.

Didn't also expect Jaina that high, she's surely much better than before but the meta still reeks of counters for her. Think she'll get lower.

Gul'dansgame sure but... when exactly were Thrall and especially Samuro considered meta? Thrall was/is seldom picked, was pretty good all-around pre and post rework, ok, maybe I can get behind that. But Samuro? I guess it must have been very early during his release (and ceased after the nerfs); otherwise, I must have missed episodes. Still, wouldn't call him meta with the narrow meaning of the term.

Good job on the post as always, thumbs up (tho I noticed some sortage on puns :> ).

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Dehaka, Arthas and Anub have always been the top tanks. No mention on Uther? he was harshly nerfed, Rehgar should climb up to Prime Tier.

Genji should step down from Prime Tier, I feel like he's not pick or ban material anymore. I'd rather secure a Greymane or Malt who are easier to play and more reliable. He has the 3rd lowest winrate :'(

Edited by Fransoa

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17 hours ago, SteveFrost said:

I expected the.. lich with as many nicknames as Apollo Creed in Rocky, to be higher. That thing seems ridiculously OP imho (too much aoe damage and cc baseline, and when quest is done, +75% spell power...free). I agree though, still early. Something tells me he's gonna be spammed in HGC 

Keep in mind that it is so easy to shut down KT if you can avoid the CC. Anything with gap closers or some kind of stun/pull that displaces KT can absolutely destroy him. His HP pool is tiny and he has absolutely nothing defensive bar offense. Greymane, as long as he can avoid the freeze will roll or leap, can destroy KT.

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1 hour ago, Blainie said:

Keep in mind that it is so easy to shut down KT if you can avoid the CC. Anything with gap closers or some kind of stun/pull that displaces KT can absolutely destroy him. His HP pool is tiny and he has absolutely nothing defensive bar offense. Greymane, as long as he can avoid the freeze will roll or leap, can destroy KT.

Not to mention that Stealth Heroes (mostly Valeera and Zeratul) can shit all over Kel'Thuzad. Anub'Arak is also a hard counter to Kel'Thuzad, and his presence in the meta is strong.

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4 minutes ago, Valhalen said:

Anub'Arak is also a hard counter to Kel'Thuzad, and his presence in the meta is strong.

Ironic, isn't it?

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2 hours ago, Blainie said:

Keep in mind that it is so easy to shut down KT if you can avoid the CC. Anything with gap closers or some kind of stun/pull that displaces KT can absolutely destroy him. His HP pool is tiny and he has absolutely nothing defensive bar offense. Greymane, as long as he can avoid the freeze will roll or leap, can destroy KT.

Alone/overextended perhaps. But given some proper peel and protection from his team, he'll be like, Li-Ming 2.0; all the same poke from safe distance with the redonkulous damage plus the added cc, minus the mobility (Li Ming can go Wave of Force ofc but still, nowhere near that thing imho). Just the way I have it in my mind.

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10 hours ago, Fransoa said:

No mention on Uther? he was harshly nerfed, Rehgar should climb up to Prime Tier.

Uther enables prime damage picks Greymane and Genji with Divine Shield like no other Support can, the armour he gives on top of his usual heals helps the front line IMMENSELY during the course of a game, on top of being a surprisingly resilient support as he has a lot of tanky characteristics (self sustain, stun, killing him doesn't mean you win the fight as his trait sustains the rest of his team for a short while, and so on). He's also easy to play and his quests are relatively quick to complete too. 

Rehgar is an unquestionably strong support, and I personally prefer him over Uther, but not only is his cd 10 seconds longer than Uther's, there is a far greater chance of it failing that holds him down slightly and gives him a skill cap that Divine Shield simply doesn't require ("Dragonblade is ready, give me DS pls" - "Okay."), not to mention that if it fails to land on someone, it goes on a 10 second cooldown even if you didn't get interrupted while casting it. On top of this, Rehgar lacks hard cc, unlike BW or Uther with a silence and stun baseline respectively. After level 16, the totem becomes a powerful snare, but arrives at a late stage of the game. 

 

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2 hours ago, Fliits said:

Ironic, isn't it?

Couldn't have written it better if they had tried :p

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1 hour ago, SteveFrost said:

Alone/overextended perhaps. But given some proper peel and protection from his team, he'll be like, Li-Ming 2.0; all the same poke from safe distance with the redonkulous damage plus the added cc, minus the mobility (Li Ming can go Wave of Force ofc but still, nowhere near that thing imho). Just the way I have it in my mind.

I think the blink Li is worth more than you think in terms of playing with the team. It sounds silly, but that tiny blink isn't just a range-breaker, but also the ability to move from body blocking. With no mobility ability, he can just be body blocked so easily, especially when you throw in someone like Anub as was suggested above. Illidan also is a huge issue on this. 

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3 hours ago, Blainie said:

I think the blink Li is worth more than you think in terms of playing with the team. It sounds silly, but that tiny blink isn't just a range-breaker, but also the ability to move from body blocking. With no mobility ability, he can just be body blocked so easily, especially when you throw in someone like Anub as was suggested above. Illidan also is a huge issue on this. 

Truth. I feel as though he suffers from a bit of Kerriganitis, being extremely powerful on certain maps that allow him to stack Blight up quickly and create huge problems for his opponents to deal with, then dropping off the scale a little bit on other maps that are more spread out. 

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2 hours ago, Plergoth said:

Truth. I feel as though he suffers from a bit of Kerriganitis, being extremely powerful on certain maps that allow him to stack Blight up quickly and create huge problems for his opponents to deal with, then dropping off the scale a little bit on other maps that are more spread out. 

Another problem with both Li-Ming and Kerrigan is that they require very specific team compositions to really shine (Li-Ming not so much). They are more flexible than The Butcher in this regard, though.

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5 hours ago, Plergoth said:

Truth. I feel as though he suffers from a bit of Kerriganitis, being extremely powerful on certain maps that allow him to stack Blight up quickly and create huge problems for his opponents to deal with, then dropping off the scale a little bit on other maps that are more spread out. 

Mewn made the same comparison on stream yesterday. There's definitely some truth to it, but I don't think it's as obvious - CC is always useful, no matter how you cut it. KT definitely isn't as bad from behind.

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On 14/9/2017 at 4:42 PM, Blainie said:

I think the blink Li is worth more than you think in terms of playing with the team. It sounds silly, but that tiny blink isn't just a range-breaker, but also the ability to move from body blocking. With no mobility ability, he can just be body blocked so easily, especially when you throw in someone like Anub as was suggested above. Illidan also is a huge issue on this. 

Yeah, mobility is often overlooked in favor of other things; that's why I mentioned it above. If the team is built around KT, the opposing team will need to run a really hard engage comp; and they may not allow them that via the draft.

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Quote

Kel'Thuzad is excessively powerful under perfect conditions, but is kept in check by the numerous top tier heroes that are either too mobile to reliably hit with Chains of Kel'ThuzadChains of Kel'Thuzad or too resilient to burst down.

Agree with this 100%. Got him today, promptly went 0-15 in QM with him.  He's got a nice kit, but doesn't have the necessary burst to do anything alone in space.  Outside of a two-Warrior comp to set a frontline, and at least one hero with a more reliable stun to set up KTs combo, I can't see him doing much.

 

Keep in mind I have like a 25% win percent with non-Melee assassins, but my going with KT was significantly bad.  Never had better then a 1-3 KDR, and was often behind even Warriors in Hero damage.  As he is currently constructed, I'll never play him or consider playing him again.

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18 hours ago, Plergoth said:

Did he actually use the word Kerriganitis though? I'm calling first dibs on it. 

It's all yours.

 

4 hours ago, gamerk2 said:

Agree with this 100%. Got him today, promptly went 0-15 in QM with him.  He's got a nice kit, but doesn't have the necessary burst to do anything alone in space.  Outside of a two-Warrior comp to set a frontline, and at least one hero with a more reliable stun to set up KTs combo, I can't see him doing much.

 

Keep in mind I have like a 25% win percent with non-Melee assassins, but my going with KT was significantly bad.  Never had better then a 1-3 KDR, and was often behind even Warriors in Hero damage.  As he is currently constructed, I'll never play him or consider playing him again.

His win/loss rates are already showing a large variation between both ends of the skill spectrum. I can't tell if it's drafting-related or if he's just really hard to play. I suppose a double skillshot into... er, more skillshots, might be difficult to perform under pressure.

I'd say don't give up on him. Playing a hard hero sets you up for playing easier heroes thereafter.

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Do note that a proper Kel'Thuzad would always remain with the team and postition well. I'm not saying that prevents genji and tracer and anub and the likes from screwing him up however.

In response to all the comments about heroes being able to escape frost nova after being pulled, I found out that if you can predict the area that your two heroes that you want to chain will meet after being pulled, with extremely skilled timing and in quick succession, you can place your frost nova in that area and then pull the enemies together. By the time they are pulled, they'll be frozen in place. It takes extremely good timing but if you get it right, it can make it almost impossible for enemies to escape after getting pulled, and ultimately makes them very unfortunate victims of Kel'Thuzad's extremely devastating combo. Practice that, and you shall be ever closer to mastering the lich lord of Naxxramas.

Edited by Maxkitty

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10 hours ago, Oxygen said:

It's all yours.

We can share! :) 

Wonder how long it'll be before Leoric receives some changes, he seems to be completely dominating the HGC series this weekend, provided someone can actually play him. March of the Black King is very good at the moment but still has a large margin for error, as witnessed when all of Team Liquid sidestepped him when he used it late. 

Burning Despair seems to be the most contentious talent at the late game. After doubts about it after seeing the PTR notes, I tried it in game a few times and it's how he is winning fights for his team. Drain Hope - an uninterruptible channel - on anybody, keep them within range, and you just start facemelting. It's insane on top of everything else he can do right now. 

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KT belongs in niche from what I've seen so far, at least in low level play. The CC he provides can be nice, but it's not overly reliable thanks to the delay on pretty much all of his abilities. I find that people either constantly miss the combo or just get jumped up by whoever he didn't hit immediately after. In a good team he could take out two key players and turn an entire fight, but I'd rather have pure damage from other assassins or more meat to go with the CC from a warrior.

Also, a bit of a side-note but I find him super eye-catching, I find myself focusing him just because he looks more THERE than other heroes.

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On 9/16/2017 at 9:03 AM, gamerk2 said:

Agree with this 100%. Got him today, promptly went 0-15 in QM with him.  He's got a nice kit, but doesn't have the necessary burst to do anything alone in space.  Outside of a two-Warrior comp to set a frontline, and at least one hero with a more reliable stun to set up KTs combo, I can't see him doing much.

I'd say it's exactly the same as playing Chromie - you'll never get it right on the first match and, given how badly you might do, people will just give up and think he's a weak hero. I absolutely sucked in my first games. At level 21 with him now and things have changed drastically. I'm more familiar with where I need to place it catch a Valla using Vault, Genji using Dash etc. 

Free kills on Abathur is always nice too.

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      Rules:
      Shuffle pick - Choose from one of three Heroes before entering the battle. Standard play - no talent or level restrictions. The first team to destroy the enemy Core wins! Rewards:
      Complete three matches of Lost Cavern to earn a Nexomania Chest! Find out more about the Heroes Brawl game mode on our Heroes Brawl site; and as always, you can find more information on this week’s Brawl by clicking the Brawl Info button at the bottom of the play screen when preparing to queue for the Brawl game mode.
    • By Stan
      Log in to Heroes of the Storm from today through June 11 to claim your 3-Year Anniversary Portrait, Spray, and Banner.
      Heroes of the Storm turns three on June 2 and all players can claim claim three anniversary rewards (3-Year Anniversary Portrait, Spray, and Banner) just by logging in to the game starting today through June 11.
      Blizzard (Source)
      Time flies when you’re having fun, and we can hardly believe we’ve already spent three years battling it out in the Nexus! Reminisce about your trials and triumphs on the battlefield with a new 3-Year Anniversary Portrait, Spray, and Banner. You can claim all three of these rewards by logging in to Heroes of the Storm from today through Monday, June 11.
      3-Year Anniversary Rewards
      We’ve had lots of fun bringing tons of new Heroes, Battlegrounds, Skins, and so much more to the game these last three years, and we can’t wait to show you what we have in store for the rest of 2018! We hope to see as many of you as possible rocking those anniversary portraits, sprays, and banners in your Heroes of the Storm matches over the next few weeks. Until next time, we’ll see you in the Nexus.
    • By Stan
      The community grew frustrated by the frequency of Sun's Out Guns Out items in their Nexomania Loot Chests, so Blizzard decreased their drop chance and greatly increased the likelihood that Nexomania items will drop over Sun's Out Guns Out items. If you purchased Nexomania Loot Chests with Gems prior to 07:01 p.m. PDT on May 23, you will receive a number of new Nexomania Loot Chests equal to the amount you originally purchased.
      Additionally, new Hero skins that are included in larger event bundles will also be available in separate Skin Packs.
      Blizzard (Source)
      In the few short days since Nexomania began, competitors throughout the Nexus have eagerly leapt into the ring to choose tag-team partners and claim quest rewards. Amidst the excitement, however, we understand some of you have been disappointed by the frequency of Sun’s Out, Guns Out items in your Nexomania Loot Chests.
      Nexomania and Event Loot Chests
      As many of you know, themed event Loot Chests are guaranteed to contain at least one event-related item. Since items from last year’s Sun’s Out, Guns Out event are no longer available, we felt Nexomania could be a great opportunity to give players a second chance to pin down items from both events.
      With that in mind, we gave Nexomania and Sun’s Out items an equal chance to drop in Nexomania Loot Chests. After reading community discussions, however, it seems we overestimated how often players would like to open Sun’s Out items. We’d like to put Nexomania back into the spotlight:
      As of now, we’ve greatly increased the likelihood that Nexomania items will drop over Sun’s Out, Guns Out items in Nexomania Loot Chests. If you used gems to buy Nexomania Loot Chests prior to 07:01 p.m. PDT on May 23 (4:01 a.m. CEST / 11:01 a.m. KST May 24), you will receive a number of new Nexomania Loot Chests equal to the amount you originally purchased. These replacement Chests will feature the updated event item drop rate mentioned above and will be awarded within the next few days. Please note: Nexomania Loot Chests earned through progression or Heroes Brawls will not be replaced. We’re also going to make this drop-rate adjustment for future events. Going forward, new event Loot Chests will have this same increased chance to contain new items from the current version of an event over existing items from past versions of that event.
      Event Bundles and Skins
      Events like Nexomania are jam-packed with lots of new Hero skins and other cosmetic items. While we have a blast creating and releasing skins, we’ve also read feedback from players who would like more options when it comes to adding them to their collections. With future events, we’re going to give players more opportunities to pick up specific skins outside of the event bundles they appear in:
      Going forward, new Hero skins that are included in larger event bundles will also be available in separate Skin Packs. Each pack will be purchasable using gems and will contain all currently available versions of that skin. This change doesn’t mean big event bundles are down for the count. We still plan to add them to the game but wanted to give players more variety when it comes to picking up new event items.
      As always, we’d like to thank everyone who has shared their thoughts with us on these topics. We hope you enjoy the rest of Nexomania and manage to conquer your quests in record time! Until next time, we’ll see you in the Nexus.
    • By Stan
      The latest Heroes of the Storm patch includes Diablo/Lunara Hero reworks and Nexomania. Check out the full patch notes!
      Blizzard (Source)
      Nexomania has begun, bringing new quests and rewards, as well as many new skins and mounts to Heroes of the Storm! Read on for details, as well as more info about gameplay updates for Lunara and Diablo.
      NOTE: Orange text indicates a difference between the PTR and Live patch notes.
      Nexomania!
      Learn even more about Nexomania by visiting the official Heroes website!
      La Parca Lunara and La Pantera Sonya are looking to recruit new tag-team partners for Nexomania, a contest where Heroes battle it out to become the Champions of the Nexus! Choose your partner, train up, and conquer the competition to claim the spoils of victory before Monday, June 11. Each of the four-part quest chains below grant different rewards based on who you side with, and the quests must be completed in order. Choose your partner wisely, because once you’ve picked Lunara or Sonya, your decision cannot be undone!   La Parca Lunara Quest Chain and Rewards  Train Up, La Parca Style: Play 3 Games. Reward: Máscara de la Parca Portrait. Show Match, La Parca Style: Achieve 70 Takedowns in winning games. Reward: The Underworld Grip Spray. Climb the Ladder, La Parca Style: Win 6 games. Reward: Ojos de la Parca Animated Spray. Cage Match, La Parca Style: Achieve 100 Takedowns in winning games. Rewards: El Guapo Announcer and La Parca Lunara Portrait. La Pantera Sonya Quest Chain and Rewards Train Up, La Pantera Style: Play 3 Games. Reward: Máscara de la Pantera Portrait. Show Match, La Pantera Style: Achieve 70 Takedowns in winning games. Reward: The Panther Forearm Spray. Climb the Ladder, La Pantera Style: Win 6 games. Reward: Furia de la Pantera Animated Spray. Cage Match, La Pantera Style: Achieve 100 Takedowns in winning games. Rewards: El Guapo Announcer and La Pantera Sonya Portrait. Nexomania Loot Chests
      Starting the week of May 22, Loot Chests earned through progression (except Hero-specific Chests), Heroes Brawl, or by spending Gems will be Nexomania Loot Chests. These Loot Chests guarantee at least one item from the Nexomania or Sun’s Out, Guns Out events. Step into the ring and start leveling-up to pin down some loot before the competition concludes on June 11!
      Please Note: Loot Chests earned prior to the start of this event will not become Nexomania Loot Chests.
      Art
      Heroes, Abilities, and Talents Diablo: Diablo and Archangel Diablo’s Abilities have received updated visual effects to coincide with Ability and Talent changes. Garrosh: Garrosh’s Abilities have received updated visual effects. Malfurion: A new leaf icon and timer will now appear above Regrowth targets’ nameplates to indicate remaining Heal duration. The icon and timer will change color based on Regrowth’s remaining Heal duration: from green to yellow at 10 seconds remaining, and then to red during the last 5 seconds. User Inteface
      MVP Screen Players can no longer vote for themselves on the end of match awards screen. This should help encourage players to spread the love by commending others for their epic plays! The number of votes required to achieve epic and legendary commendations on the end of match awards screen have each been reduced by one vote. This has been done to account for the removal of self-voting. Previously, a self-vote could often make the difference for a player who was one vote shy of reaching epic or legendary status. Loot Chests The Loot Chest carousel on the Loot screen now automatically switches to a Loot Chest type the player already owns, rather than always defaulting to Rare Loot Chests. Design
      General Holding right-click and dragging the cursor to move is no longer interrupted when entering targeting mode prior to casting an Ability. Movement Speed Visual Effects Visual effects for Movement Speed bonuses and Slows will now only display on units whose Movement Speeds are being increased or decreased by more than 5%. Previously, a Hero could display these visual effects even if their Movement Speed hadn’t been significantly altered. This could occur as a result of multiple stacking Movement Speed bonuses and Slows, or due to a stacking Quest Talent. Battlegrounds
      Custom Games Hanamura has been temporarily removed from Custom Games. Mercenaries Infernal Shrines The Khazra at the southernmost Mercenary Camp on Infernal Shrines now move into lane once they are captured, rather than path around the lane to attack opposing structures directly. Heroes
      Assassin

      Lunara
      Catch additional details in our recent Lunara and Diablo Gameplay Updates Blog.
      Abilities Nature’s Toxin (Trait) Damage reduced from 34 to 30. Wisp (E) Mana cost removed. Wisp Movement Speed increased by 100%. Vision radius reduced from 7 to 6. Additional functionality: When a Wisp is in a bush for 2 seconds, its vision radius is increased by 75%. Talents Level 1 New Talent: Sentinel Wisp (E) When a Wisp is in a bush for 5 seconds, its vision radius is increased by 200% and reveals the surrounding area. Photosynthesis Removed. Cruel Spores (Q) Removed. New Talent: Hippity Hop (Z) After not Basic Attacking or taking damage for 5 seconds, increase the Movement Speed bonus of Dryad’s Swiftness by 10%. Level 4 Timelost Wisp (E) Removed. Skybound Wisp (E) Removed. Dividing Wisp (E) Removed. Blossom Swell (Q) Moved from Level 1. Additional functionality: Now also increases Noxious Blossom’s range by 25%. Siphoning Toxin (Trait) Moved from Level 7 Heal amount reduced from 18 to 9 Health per second. Additional functionality: When an enemy Hero has 3 stacks of Nature’s Toxin, this Healing increases to 28 per second. Nature’s Culling (Trait) Moved from Level 7. Level 7 Choking Pollen (Q) Moved from Level 16. Bonus damage reduced from 125% to 50%. Additional functionality: This damage bonus increases by an additional 50% against enemies who have 3 stacks of Nature’s Toxin. Level 13 Pestering Blossom Removed. New Talent: Endless Spores (W) Casting Crippling Spores while at least 2 enemy Heroes are afflicted with Nature’s Toxin reduces its cooldown by 3 seconds. Let Them Wither (W) Moved from Level 16 Adjusted functionality: No longer increases Crippling Spores’ Slow amount. Instead, increases Crippling Spores’ Slow duration by 1 second and causes it to no longer decay. Giant Killer Removed. Abolish Magic (Active) Moved from Level 20. Level 16 New Talent: Accelerated Contamination (Q) While at least 2 enemy Heroes are afflicted with Nature's Toxin, Noxious Blossom's cooldown recharges 100% faster. Invigorating Spores (W) Attack Speed bonus reduced from 50% to 30%. Additional functionality: Basic Attacks against enemy Heroes with 3 stacks of Nature’s Toxin deal damage equal to 1.5% of their maximum Health. Unfair Advantage (Trait) Moved from Level 13. Bonus damage increased from 50% to 60%. Now also deals this bonus damage to Rooted and Stunned Heroes. Level 20 Forest’s Wrath (R) No longer increases Thornwood Vine’s speed. Additional functionality: Thornwood Vine now applies 2 stacks of Nature’s Toxin. Boundless Stride (R) Additional functionality: Now also decreases the Leaping Strike’s cooldown by 5 seconds. New Talent: Intensifying Toxin (Trait) Nature’s Toxin deals 40% more damage to enemies afflicted with 3 stacks. LEVEL (TIER) LUNARA TALENTS 1 (1) Sentinel Wisp (E) Natural Perspective (Trait) Hippity Hop (Z) — 4 (2) Blossom Swell (Q) Siphoning Toxin (Trait) Nature’s Culling (Trait) — 7 (3) Splintered Spear (Q) Choking Pollen (Q) Wild Vigor (W) — 10 (4) Thornwood Vine (R) Leaping Strike (R) — — 13 (5) Endless Spores (W) Let Them Wither (W) Greater Spell Shield (Passive) Abolish Magic (Active) 16 (6) Accelerated Contamination (Q) Star Wood Spear (W) Invigorating Spores (W) Unfair Advantage (Passive) 20 (7) Forest’s Wrath (R) Boundless Stride (R) Intensifying Toxin (Trait) Galloping Gait (Z) (!) indicates a Questing Talent. Italic text indicates a NEW Talent. Underlined text indicates a MOVED Talent. Warrior

      Diablo
      Catch additional details in our recent Lunara and Diablo Gameplay Updates Blog.
      Abilities Shadow Charge (Q) Range increased from 7 to 8.5. Mana cost increased from 60 to 70. Damage reduced from 75 to 40. Terrain collision damage reduced from 150 to 120. No longer grants Armor. Now also increases Movement Speed by 15% for 2 seconds. Fire Stomp (W) Now unleashes fire waves in a large cone in the chosen direction, rather than a 360° area around Diablo. Number of fire waves reduced from 8 to 5. Multiple fire waves can now hit the same target. Cooldown increased from 6 to 8 seconds. Mana cost reduced from 40 to 30. Outgoing fire wave damage reduced from 54 to 12. Returning fire wave damage reduced from 81 to 36. Damage dealt by returning fire waves now counts as critical damage. Now Heals Diablo for 125% of the damage dealt to Heroes. Overpower (E) Mana cost reduced from 60 to 40. Lightning Breath (R) Range increased from 10.5 to 12. Each tick of Lightning Breath damage now also Slows enemies hit by 5% for 2 seconds, up to a maximum of 50%. Talents Level 1 New Talent: Feast on Fear (Passive) Stunning an enemy Hero with Shadow Charge or Overpower Heals Diablo for 15% of his maximum Health over 4 seconds. Soul Shield (Active) Moved from Level 7. New functionality: Activate to gain Spell Armor equal to 25 plus 50% of Diablo's current Souls for 4 seconds. 60 second cooldown. Every time Diablo damages an enemy Hero, reduce this cooldown by 1 second. Bulwark (Q) Removed. Level 4 New Talent: Sacrificial Soul (Q) Stunning an enemy Hero with Shadow Charge grants 5 Souls and 15 Armor for 4 seconds. While at 100 Souls, increase this Armor to 30. New Talent: Souls to the Flame (W) Fire Stomp grants 1 Soul every 3 times it damages an enemy Hero and Heals for an additional 1.25% of its damage dealt per Soul. Life Leech (Passive) Moved from Level 1. New functionality: Diablo gains 1 Soul and Heals for 1.5% of his maximum Health for every Basic Attack against an enemy Hero. While at 100 Souls, increase this Healing to 3% of his maximum Health. From the Shadows (Q) Removed. Speed Demon (Passive) Removed. Demonic Strength (E) Removed. Level 7 New Talent: Eternal Flames (W) When Diablo Stuns an enemy Hero with Overpower or Shadow Charge, Fire Stomp’s cooldown is reset. Malevolence (Passive) Using Basic Abilities causes Diablo’s next Basic Attack within 6 seconds to deal an additional 100 Spell Damage. Stores up to 2 charges. Soul Feast (Trait) Removed. Diabolical Momentum (Passive) Basic Attacks now also reduce Fire Stomp’s cooldown. Cooldown reduction granted per Basic Attack decreased from 1.5 to 0.75 seconds. Level 13 Devastating Charge (Q) Adjusted functionality: Now increases Shadow Charge’s terrain collision damage by 100%, rather than a percentage of the target’s maximum Health. Quest: Each time an enemy Hero takes terrain collision damage, increase this bonus by 15%, to a maximum of 75%. New Talent: Cruelty (Passive) Stunning an enemy Hero with Shadow Charge or Overpower increases Diablo's Attack Speed by 50% for 5 seconds, up to 100%. Hellfire (W) New functionality: Each enemy Hero hit by Fire Stomp grants 2% Spell Power for 10 seconds, up to 30%. Fire Devil (W) Removed. Level 16 Debilitating Flames (W) New functionality: Enemy Heroes hit by Fire Stomp are Slowed by 5% for 4 seconds, up to 50%. Heroes Slowed 25% or more by Debilitating Flames deal 50% less damage. New Talent: Overpowering Nightmare (E) Gain 2 additional charges of Overpower, with a 2 second cooldown between uses. Fearful Presence (Active) Removed. Level 20 Dying Breath (R) Now reduces Apocalypse’s cooldown by 20 seconds per enemy Hero hit (to a minimum total cooldown of 5 seconds), rather than reducing its cooldown by a static amount. Hellstorm (R) No longer increases Lightning Breath’s range. Bonus duration increased from 50% to 200%. Lord of Terror (Active) Now also grants 5 Souls per enemy Hero hit. LEVEL (TIER) DIABLO TALENTS 1 (1) Feast on Fear (Passive) Devil’s Due (Trait) Soul Shield (Trait) — 4 (2) Sacrificial Soul (Q) Souls to the Flame (W) Life Leech (Passive) — 7 (3) Eternal Flames (W) Malevolence (Passive) Diabolical Momentum (Passive) — 10 (4) Apocalypse (R) Lightning Breath (R) — — 13 (5) Devastating Charge (Q) Cruelty (Passive) Hellfire (W) — 16 (6) Domination (E) Debilitating Flames (W) Overpowering Nightmare (E) — 20 (7) Dying Breath (R) Hellstorm (R) Lord of Terror (Active) Hellgate (Active) (!) indicates a Questing Talent. Italic text indicates a NEW Talent. Underlined text indicates a MOVED Talent. Collection
      New Bundles Sun’s Out, Guns Out event items have returned for the duration of the Nexomania event! Add them to your collection by opening Nexomania Loot Chests or purchasing the Sun’s Out 2017 Bundle. The following new bundles are available for a limited time! Hell’s Screamers Bundle Match of the Century Bundle Sun’s Out 2017 Bundle New Announcer El Guapo New Skins
      Diablo El Chamuco Diablo Underworld Chamuco Diablo Hell’s Screamer Diablo E.T.C. El Mariachi E.T.C. Underworld Mariachi E.T.C. Festival Mariachi E.T.C. Garrosh El Jefe Garrosh El Fuego Garrosh Underworld Jefe Garrosh Kharazim Dropkick Kharazim Champion Dropkick Kharazim Dropdead Kharazim Lunara La Parca Lunara La Catrina Lunara Los Muertos Lunara Sonya La Pantera Sonya La Pantera Dorada Sonya Underworld Pantera Sonya New Mounts
      Luchihuahua Hell's Screamer Luchihuahua Underworld Luchihuahua Pigñata Hell's Screamer Pigñata Lucha Pigñata Bug Fixes
      General Fixed a number of typo and tooltip errors across several aspects of the game. A.I. General: After casting Hearthstone, A.I. Heroes will now wait in the Hall of Storms to restore most of their Health and Mana before leaving. D.Va: Fixed an issue that prevented A.I. D.Va from casting Boosters. Deckard: Learning Bottomless Flask no longer causes Allied A.I. Heroes to remain near a Healing Potion’s location indefinitely. Sgt. Hammer: A.I. Sgt. Hammer will no longer become stuck in a Vent behind the opposing bottom-lane Fort on Battlefield of Eternity. The Butcher: Fixed an issue in which A.I. Butcher would repeatedly cast and then cancel Ruthless Onslaught. The Butcher: Fixed an issue that prevented A.I. Butcher from casting Butcher’s Brand. Heroes, Abilities, and Talents
      Artanis: The Target Purified Talent no longer causes Purifier Beam to acquire Invulnerable targets after its initial target dies. Chromie: Time Traps revealed by Abilities like Tassadar’s Oracle can now be correctly auto-acquired as Basic Attack targets. Fenix: The Talent tooltips for Singularity Charge and Mobile Offense now correctly append to the Ability tooltip for Weapon Mode: Phase Bomb. Garrosh: Casting Into the Fray on Abathur now correctly interrupts Symbiote Channeling. Genji: A damage over time preview now correctly appears in Genji’s Health bar when affected by Lunara’s Nature’s Toxin. Johanna: Can no longer escape Zagara’s Devouring Maw early if Iron Skin expires while inside the Maw. Junkrat: Can now move himself while he is Unstoppable by detonating a nearby Concussion Mine. Malfurion: Reduced Healing applied by Strangling Vines now correctly lasts for its full 3 second duration, even if Entangling Roots expires or its Root effect is removed. Medivh: Dying while attempting to redirect Ley Line Seal after learning Medivh Cheats! no longer causes its targeting indicator to visually persist on the terrain. Nova: Fixed an issue that could cause Holo Decoys to stop attacking nearby targets. Nova: Fixed an issue in which Holo Decoys would not Basic Attack enemy Heroes if Nova did not have enough Mana to cast any of her Abilities. Nova: Armor reductions granted by Anti-Armor Shells and Crippling Shot now stack correctly when applied to the same target. Sonya: Battle Rage no longer grants bonus damage versus Monsters. Tassadar: Plasma Shield Healing done after completing the Khaydarin Resonance quest is now correctly tracked on the in-game stats screen (TAB). Tassadar: The Talent tooltip for Khala’s Light now correctly states that only Heroes will gain Armor when Plasma Shield expires or breaks. This was only a tooltip correction; functionality has not been changed. Thrall: Invulnerable Heroes who are within bounce range after casting Chain Lightning on a nearby target will no longer grant Crash Lightning quest progress. The Lost Vikings: Casting Spin to Win! no longer causes offscreen Vikings to play false “under attack” voice lines. Zul’jin: Using Guillotine with the Buzzsaw Talent to kill Nova’s Holo Decoys or Samuro’s Mirror Images no longer grants Healing. Sound
      Lt. Morales: Replaced incorrect voice processing for voice lines used by the base Lt. Morales and First Lt. Morales skins. Volskaya Foundry: Achieving victory will now correctly cause Overwatch-themed music to play. User Interface
      Loadouts: The Hero’s name at the top of the Loadout pane will now update correctly when switching among Heroes during Hero Select. Collection: Fenix now correctly appears when using the terms “Protoss” and “Dragoon” to filter the Hero roster.  
      Head to the official Heroes of the Storm forums to discuss this post with other players.