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Ana Meta Tier List (September 2017)

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We present our eleventh Heroes of the Storm Meta Tier List for the Ana patch of September 2017.

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

Current map rotation

 

Battlefield of Eternity
Cursed Hollow
Dragon Shire
Haunted Mines
Infernal Shrines
Tomb of the Spider Queen
Towers of Doom
Volskaya Foundry
Warhead Junction

 

Prime Tier

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

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
Dehaka Falstad Brightwing Nazeebo+
Diablo Jaina Stukov Sylvanas
E.T.C.+ Li-Ming Malfurion Xul
Garrosh Valla    
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 Ana (new!) Abathur
Chen Cassia Auriel Azmodan
D.Va Chromie Kharazim Murky
Johanna Gul'dan Li Li Probius
Leoric Illidan Lt. Morales+ Zagara
Muradin Kael'thas Lúcio+  
Tyrael Kerrigan Rehgar-  
Zarya Lunara Tyrande+  
  Ragnaros    
  The Butcher    
  Tracer    
  Zul'jin    
  Kel'Thuzad    

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 Nova   Medivh
  Raynor   Sgt. Hammer
  Samuro    
  Valeera    
  Thrall    
  Tychus    
  Varian (Damage)    

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

Ana epitomizes the double healer meta we have been sufering playing with for the last few months, as I feel she is not designed to be a solo healer. Being unable to heal oneself is a pretty big downside, Biotic GrenadeBiotic Grenade just really promotes the double healer playstyle, and the ability happens to counter it a bit itself. Nano BoostNano Boost is like a good Stim DroneStim Drone (sorry, Morales) on a shorter cooldown and really shines with some of the top tier picks, particularly Genji, Li-Ming, Malthael, Sonya, and Nazeebo. Unfortunately, it follows the annoying trend of healer heroic abilities being unable to be self cast. Basically, this means Ana is a solid pick with another healer, and with a strong Nano Boost target. Viable.

Dehaka's damage was recently reduced by the exact threshold that would make him unable to waveclear effectively in the early stages of the game, greatly reducing his ability to split push and outpush some of the other popular solo laners. This damage loss also has repercussions in his ability to really punish isolated heroes with BrushstalkerBrushstalker's movement speed bonus. Dehaka's ability set makes him thrive with an experience lead, so the nerfs will certainly be felt on Zerus.

Brightwing received the ''combine two bad talents into one'' treatment for Dream ShotDream Shot, (which still probably won't be picked over the improved Hyper ShiftHyper Shift) on top of some quite powerful buffs to her ever-popular Phase ShiftPhase Shift build. With Dehaka becoming less powerful, having a global hero that can clear creep turmors as a bonus is certainly appealing. She's in fact currently the healer with the highest win rate, though she, as with most other healers, feels quite balanced.

Leoric's changes proved interesting, but ultimately not powerful enough to keep him up to the higher tiers. He still sits at a very balanced exact 50% win rate, and will continue to guard his eternal niche of countering tank-heavy team compositions.

Kerrigan is the surprise of the month for me, despite a recent small damage shift towards her Primal GraspPrimal Grasp Impaling BladesImpaling Blades combo, and away from EviscerateEviscerate. This translated into slightly better mercenary camp control and burst waveclear, and, of course, a lot more damage for players who can reliably land the combo against two or more players. The way Kerrigan's shields works makes small changes snowball rather quickly in terms of her power level.

Auriel's best talent (arguably, anyway), Bursting Light, was outright removed. In essence, the talent removed the cooldown of her heal and gated it only behind as much damage as her Bestow HopeBestow Hope target could inflict, though her general hope generation was improved by about 20% to make up for that. Blizzard justified the change by saying she was too reliant upon hypercarries to reach her true potential (read: was probably too strong). This is a rather strange change considering late design decisions have been aimed at specializing heroes, and particularly, healers. Expectedly, her win rate and popularity have plummeted.

Rehgar was just slammed with one of the strangest and least expected changes I have ever seen. In essence, Chain HealChain Heal now heals its main target for approximately 25% less, but provides about 25% more healing to its second and third target. While this can technically provide more overall healing, we can't forget the role of healers in, well, saving individual targets from death. This also makes spot healing less effective in general. The ability's range was also reduced by 20% (about 12% for bounces) for good measure as well. It is also worth noting that Ghost WolfGhost Wolf is also bugged right now and no longer pounces to its target. Either way, I feel like the Chain Heal changes are a nerf, not a sidegrade.

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I've seen Kael'thas rising in popularity recently (HGC). And yeah, poor Rehgar; Stukov just has a much better version of Chain Heal. Only for Ancestral he may get picked (or some crazy Archon Bloodlust strats teehee).

Do you guys think that with all of them Overwatch Heroes coming, the game's in danger of becoming trapped in an "OW meta"? The mobility that characterises them (fire on the move etc), only exception being Zarya(?), seems much frustrating to play against and giving an unfair advantage (stronger than Lunara's) And Genji probably didn't convince anyone as a strong assassin at first, but with the right enabling, we all saw the horrors.

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How is Tyrael viable? He's only use is in a dive composition and even then only as a second tank. I'd say he's niche tier, at least for the time being.

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4 hours ago, Fliits said:

How is Tyrael viable? He's only use is in a dive composition and even then only as a second tank. I'd say he's niche tier, at least for the time being.

I'm inclined to agree, even if I think he's good. He's hard to use for sure, esp. in uncoordinated play.

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Ana is indeed in the right spot. While she can be used as a solo healer in the likes of QM with the Biotic Grenade build (which is arguably her best build), she just performs much better with another healer; Stukov/Auriel/Lucio are particularly very good with her.

And oh boy, Malthael is a beast with her. Tormented Souls + Nano Infusion + Biotic Grenade is godlike.

I  have a question, though. Does Tassadar's basic attacks become spell damage while in Archon? I've ran a match with a Tassadar yesterday and accidentally Nano Boosted him, and for my surprise he appeared to be dealing way more damage.

Edited by Valhalen

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5 hours ago, SteveFrost said:

in danger of becoming trapped in an "OW meta"? The mobility that characterises them (fire on the move etc), only exception being Zarya(?), seems much frustrating to play against and giving an unfair advantage (stronger than Lunara's) And Genji probably didn't convince anyone as a strong assassin at first, but with the right enabling, we all saw the horrors.

Yeah, this is a legit fear. Mobility is ALWAYS king in a MOBA. Ana seems to have locked the double support meta to stay, and junk rat splash/wave clear possibility is terrifying. Obviously they won't be completely overwatch heroes, but they carry a lot of weight in the early pick/ban phase.

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22 minutes ago, Laragon said:

Yeah, this is a legit fear. Mobility is ALWAYS king in a MOBA. Ana seems to have locked the double support meta to stay, and junk rat splash/wave clear possibility is terrifying. Obviously they won't be completely overwatch heroes, but they carry a lot of weight in the early pick/ban phase.

Mobility creep also makes older  designs obsolete as a lame side effect. Yes, it's fun to jump around, but when everyone does, positioning and flanking lose so much value. "I isolated genji/tracer" = a thing you'll never hear.

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4 hours ago, Laragon said:

Yeah, this is a legit fear. Mobility is ALWAYS king in a MOBA. Ana seems to have locked the double support meta to stay, and junk rat splash/wave clear possibility is terrifying. Obviously they won't be completely overwatch heroes, but they carry a lot of weight in the early pick/ban phase.

 

4 hours ago, Oxygen said:

Mobility creep also makes older  designs obsolete as a lame side effect. Yes, it's fun to jump around, but when everyone does, positioning and flanking lose so much value. "I isolated genji/tracer" = a thing you'll never hear.

But HotS isn't a MOBA, it is a Hero Brawler :^)

And that's just the tip of the iceberg imho. While the OW roster may currently lack a reliable, decent solo tank (Zarya/D.Va can't fill that role imho- or maybe they can, but still, can't tank a whole lot), imagine when Reinhardt/Winston/Roadhog(ewwwww) join. I'm willing to bet they'll all be S tier tanks from the get go (if they stay true to their OW design and thusfar, everyone has). Or stuff like Reaper's ult (for which he can use his blink and wraith walk abilities to position perfectly) and so many more. Holy Mother of God...

10 hours ago, Fliits said:

How is Tyrael viable? He's only use is in a dive composition and even then only as a second tank. I'd say he's niche tier, at least for the time being.

I'm positive he gets picked only for his Heroics, both of which are very good and can make the difference (and Holy Ground, but mostly for the Heroics). The rest... just meh.

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31 minutes ago, SteveFrost said:

And that's just the tip of the iceberg imho. While the OW roster may currently lack a reliable, decent solo tank (Zarya/D.Va can't fill that role imho- or maybe they can, but still, can't tank a whole lot), imagine when Reinhardt/Winston/Roadhog(ewwwww) join. I'm willing to bet they'll all be S tier tanks from the get go (if they stay true to their OW design and thusfar, everyone has). Or stuff like Reaper's ult (for which he can use his blink and wraith walk abilities to position perfectly) and so many more. Holy Mother of God...

I highly doubt Roadhog will ever be added to HotS, since he is pretty much Stitches. I can see him as a skin for Stitches, just like the Widowmaker Nova skin.

Winston or Reinhardt, on the other hand, would be very welcome additions to the roster.

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24 minutes ago, Valhalen said:

I highly doubt Roadhog will ever be added to HotS, since he is pretty much Stitches. I can see him as a skin for Stitches, just like the Widowmaker Nova skin.

Winston or Reinhardt, on the other hand, would be very welcome additions to the roster.

I feared that as well, but I delved too deep on the matter and saw a multitude of comments in various places. The "other side of the story" is that skins like that don't necessarily rule out the coming of other Heroes. For example, we got Azgul'dan and Gul'dan. And Widowmaker Nova is stated as "Nova cosplaying as Widowmaker", so that presumably leaves a window- and I believe it does. They're both female (hawt) snipers, ok. But the similarities end there. Nova doesn't have poison mines and grappling hooks. Widow doesn't go invis or make clones of herself and so on. Like you got Jimmy and Tychus (I love how they use the first name for one and last name for the other lul), both in a Marine suit but they play entirely differently. I don't think anyone befalls the "Muradin-Magni" category.

Same with Roadhog. Personally, I'd be glad if he didn't make it (cause my guts hate him), just mentioned him as an example of powerful ('meta') front-line.

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43 minutes ago, SteveFrost said:

I feared that as well, but I delved too deep on the matter and saw a multitude of comments in various places. The "other side of the story" is that skins like that don't necessarily rule out the coming of other Heroes. For example, we got Azgul'dan and Gul'dan. And Widowmaker Nova is stated as "Nova cosplaying as Widowmaker", so that presumably leaves a window- and I believe it does. They're both female (hawt) snipers, ok. But the similarities end there. Nova doesn't have poison mines and grappling hooks. Widow doesn't go invis or make clones of herself and so on. Like you got Jimmy and Tychus (I love how they use the first name for one and last name for the other lul), both in a Marine suit but they play entirely differently. I don't think anyone befalls the "Muradin-Magni" category.

Same with Roadhog. Personally, I'd be glad if he didn't make it (cause my guts hate him), just mentioned him as an example of powerful ('meta') front-line.

I completely agree with you. I keep saying that all the time, specially since I really wanna see Broll Bearmantle added into HotS but people keep saying it will never happen because Malfurion already has the Stormmantle skin, which is based on Broll.

My point is: I think we won't see Roadhog playable because his moveset wouldn't be very different from Stitches (Hook, self heal, etc).

Edited by Valhalen

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This time i completely agree to the list, with one exception. 

I don't see Tychus anywhere. The reason I looked for him was that with the recent changes to vehicles now being unstoppable. I feel like he and other % based damage dealers might rise in popularity again, since without the ability to cc the vehicles at all, they have become a lot more scary imo and the best way to counter them is % based damage.

Nazeebo is getting more and more popular and so is his toad-build, wich can deal an incredible damage vs those big hitboxes the and piloted objectives provide. So the + is definitely justified. 

 Tyrael is also where he should be. I can't play him and even if every other tank would be banned I would stil hesitate to take him, but that is just cause I can't play him. Seeing him played by good players in games, streams or videos I can understand how powerful and versatile he is. 

The changes on Rehgar seem to really hit him hard in game. Without the ability to prioritise a target for the heals he is just an aoe healer (apart from his ult of course) but not as good at that as other aoe healers (like Stukov, Brightwing or even Lúcio). Really feel like he should get a rework that makes it possible for him to be the aggressive frontline healer I feel he should/could be. 

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26 minutes ago, ecO1 said:

This time i completely agree to the list, with one exception. 

I don't see Tychus anywhere. The reason I looked for him was that with the recent changes to vehicles now being unstoppable. I feel like he and other % based damage dealers might rise in popularity again, since without the ability to cc the vehicles at all, they have become a lot more scary imo and the best way to counter them is % based damage.

Nazeebo is getting more and more popular and so is his toad-build, wich can deal an incredible damage vs those big hitboxes the and piloted objectives provide. So the + is definitely justified. 

 Tyrael is also where he should be. I can't play him and even if every other tank would be banned I would stil hesitate to take him, but that is just cause I can't play him. Seeing him played by good players in games, streams or videos I can understand how powerful and versatile he is. 

The changes on Rehgar seem to really hit him hard in game. Without the ability to prioritise a target for the heals he is just an aoe healer (apart from his ult of course) but not as good at that as other aoe healers (like Stukov, Brightwing or even Lúcio). Really feel like he should get a rework that makes it possible for him to be the aggressive frontline healer I feel he should/could be. 

I think Tychus hasn't been good since his range nerf. He didn't get anything in return; he's not even great against what he's supposed to counter... due to the low range. How do you attack tanks without getting yanked or stunned? Anyway, yes at the rest. Rehgar is in a really weird spot, and I don't like it.

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12 hours ago, Oxygen said:

I think Tychus hasn't been good since his range nerf. He didn't get anything in return; he's not even great against what he's supposed to counter... due to the low range. How do you attack tanks without getting yanked or stunned? Anyway, yes at the rest. Rehgar is in a really weird spot, and I don't like it.

I completely agree. Tychus is a very niche-nichy spot where there is absolutely no reason to pick him, as Malthael can do everything he can, but way better due the absurdly high self-sustain, plus his insane synergy with Ana's Nano BoostNano Boost.

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It's worth noting that Nanoboost is still awaiting for a fix so that it correctly increases the healing done by the target; would make it a much more impactful tool to give to a tank and, as you say, help cement her place in a double support comp. 

I personally enjoy her more with a double front line, one mobile assassin and a mage or in betweener, but the positional requirements are unforgiving and you must be consistently landing those Q's as much as you can. 

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11 minutes ago, Plergoth said:

I personally enjoy her more with a double front line, one mobile assassin and a mage or in betweener, but the positional requirements are unforgiving and you must be consistently landing those Q's as much as you can. 

A team I have been testing with some friends: Garrosh, Malthael, Kel'Thuzad, Stukov, Ana (I'm usually the Ana, using the Biotic Grenade build).

It is quite effective as Garrosh and Malthael both have high self-sustain, and get higher value from the Biotic Grenade buff. And as I mentioned in the Ana thread, Malthael can melt the entire enemy team with a combination of Nano BoostNano Boost (plus Nano InfusionNano Infusion) and Tormented SoulsTormented Souls. It is amazing.

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Its a bit annoying when they introduce high mobility heroes with some cc focused characters. Most of mages cant land simple hit. Genji for example can easily counter Kael both ult by simply rushing out of Phoenix and deflecting pyro. Tracer is same situation. Ofc its not only Kael but also KTD, Jaina, Li and rest ofc mages/specialists. Sadly new heroes outmatch most of old ones and some more reworks would be welcome.

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20 hours ago, Valhalen said:

I completely agree with you. I keep saying that all the time, specially since I really wanna see Broll Bearmantle added into HotS but people keep saying it will never happen because Malfurion already has the Stormmantle skin, which is based on Broll.

My point is: I think we won't see Roadhog playable because his moveset wouldn't be very different from Stitches (Hook, self heal, etc).

Imho, Druids can be Multiclass so yeah, wouldn't say he'd just be a Malfurion skin. 

In HoN (Heroes of Newerth), there are at least 3 different Heroes who can hook (last time I checked); Devourer (classic, Pudge port), Gauntlet (hardest to execute, can either pull enemy towards him or himself towards enemy) and Prisoner 945 (can pull multiple people with 1 hook, even a 5-man); as iconic and signature an ability can look, it can certainly fit in more than one unique Heroes. And one thing I like about HotS is that the characters feel really unique gameplay wise (which is something hard to achieve in the genre). Not trying to argue or anything, just sayin' :3

19 hours ago, ecO1 said:

Tychus

I think he's gonna raise too. Apart from the Vehicles thing, the multiple Warrior comps seem as prevalent as ever (I've been seeing double support double warrior single assassin many games) and imho, he feels like a safer Malthael and both his Heroics can be helpful (Odin seems to dominate because it can be strong for teamfights/objective control/sieging or combination of those but Drakken Laser can have its uses too). And Malth has been hit with the nerfhammer quite a bit (he still seems popular though not as much as before)

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On 4.10.2017 at 12:52 AM, Oxygen said:

I think Tychus hasn't been good since his range nerf. He didn't get anything in return; he's not even great against what he's supposed to counter... due to the low range. How do you attack tanks without getting yanked or stunned?

Tychus was my main HL hero pre nerf and I can see that he struggles since the changes. I stil feel like he has got a spot in the game (also in my heart ;) and though atm he might be niche I see some potential for him to rise again. But that will remain to be seen I guess.

On 4.10.2017 at 1:14 PM, Valhalen said:

I completely agree. Tychus is a very niche-nichy spot where there is absolutely no reason to pick him, as Malthael can do everything he can, but way better due the absurdly high self-sustain, plus his insane synergy with Ana's Nano BoostNano Boost.

I feel like Malthael has the same problems as Tychus. Getting cced and burst down wich in the meta current meta can easily happen. If only one of these aspects or even none is given as he, maybe is picked later into a draft, I feel he is extremely hard to deal with and it can feel like he is unkillable. But that is the reason he is prime tier and Tychus, at least imo, could get up to viable.

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9 hours ago, ecO1 said:

Tychus was my main HL hero pre nerf and I can see that he struggles since the changes. I stil feel like he has got a spot in the game (also in my heart ;) and though atm he might be niche I see some potential for him to rise again. But that will remain to be seen I guess.

I feel like Malthael has the same problems as Tychus. Getting cced and burst down wich in the meta current meta can easily happen. If only one of these aspects or even none is given as he, maybe is picked later into a draft, I feel he is extremely hard to deal with and it can feel like he is unkillable. But that is the reason he is prime tier and Tychus, at least imo, could get up to viable.

Both Tychus and Malthael require a solid frontline and crowd control chains to dish out their tank buster damage. Tychus is in a harder spot because he has no self-sustain unless when talented, and he lacks the somewhat high mobility that Malthael has. However, both of Tychus Heroics can win team fights if properly timed/used. He can deal very high damage under the effects of Nano BoostNano Boost during his Commandeer OdinCommandeer Odin.

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I think ETC is very deserving of his +. His popularity in all modes and leagues has skyrocketed. His survivability is very impressive, and he can shrug off a lot of poke damage he might receive. In addition, he has great means on locking enemies down and knocking them out of position. Mosh Pit is undeniably one of the strongest heroics in the game, provided the enemy has little means of interrupting it, or if you use it one those enemies that might do so. Especially if your team can follow up, Mosh Pit can easily dominate a team fight and can be the difference between a win and a loss.

On the other hand, I would argue that Garrosh is easily top tier, or at least deserving of a +. He might have no mobility, but his sustain and survivability are very good. He also has a great deal of utility, able to throw an enemy in a dangerous position, often meaning death if your team has any sort of follow-ups. His Groundbreaker and Wrecking Ball combo can be quite unpredictable as well, and can easily and utterly destroy an enemy if it takes them by surprise. He also has an exceptionally high amount of bans in all modes and leagues, as well as a large amount of picks. I personally find him to be meta defining and a match dictating hero. 

Edited by Maxkitty

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On 10/13/2017 at 6:13 PM, Maxkitty said:

I think ETC is very deserving of his +. His popularity in all modes and leagues has skyrocketed. His survivability is very impressive, and he can shrug off a lot of poke damage he might receive. In addition, he has great means on locking enemies down and knocking them out of position. Mosh Pit is undeniably one of the strongest heroics in the game, provided the enemy has little means of interrupting it, or if you use it one those enemies that might do so. Especially if your team can follow up, Mosh Pit can easily dominate a team fight and can be the difference between a win and a loss.

On the other hand, I would argue that Garrosh is easily top tier, or at least deserving of a +. He might have no mobility, but his sustain and survivability are very good. He also has a great deal of utility, able to throw an enemy in a dangerous position, often meaning death if your team has any sort of follow-ups. His Groundbreaker and Wrecking Ball combo can be quite unpredictable as well, and can easily and utterly destroy an enemy if it takes them by surprise. He also has an exceptionally high amount of bans in all modes and leagues, as well as a large amount of picks. I personally find him to be meta defining and a match dictating hero. 

I'm inclined to agree. Tanks have been in a pretty interesting position as of lately.

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22 hours ago, Oxygen said:

I'm inclined to agree. Tanks have been in a pretty interesting position as of lately.

Definitely they are. I think Blizzard reached a very good balance with all the Tanks / Bruisers right now (maybe except for Cho'gall, he still thrives to find his place in the meta). Look at Arthas, who was considered one of the worst in the game, but now is at a Top Tier position. Another Warrior that will always have a huge impact in the metagame is Dehaka; even though he was hit hard with some nerfs, he still has huge damage, utility and survivability to bring to the table.

Also, now that Ana's inclusion means that the Double Support meta is here to stay, tanks with self-sustain can be even harder to take down thanks to Biotic Grenade further improving their healing (Dehaka, Stitches and Garrosh particularly).

Edited by Valhalen
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      Would you mind no Loot Box rewards from brawls or are they the only incentive why you keep playing the weekly brawl?

      Blizzard (Source)
      This week’s brawl is Lost Cavern! It’s all-out mayhem on our single-lane battleground – Lost Cavern. Queue up, choose your Hero, and try to best to bring down the enemy Core!

      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 Loot 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
      An overview of a few changes to the game's monetization model in the upcoming patch.
      Gold
      You can now convert Gold into Shards and purchase Rare Loot Chests with Gold.
      Shards
      Shards are used to forge cosmetic items for your Collection. You can acquire Shards by purchasing them with Gold or opening Loot Chests. Starting next week, you will be able to purchase Shards with Gold.
      100 Shards cost 2,000 Gold. 500 Shards cost 10,000 Gold.
      Loot Chests
      Loot Chests can no longer be purchased using Gems / real money, so the gambling aspect is virtually gone in Heroes.
      Rare Loot Chests cost 3,000 Gold each.
      Do you like the changes? Let us know in the comments!
    • By Stan
      Arthas, Mephisto, and the Lost Vikings are on sale this week along with Golden Lunar Skyrocket which costs 10,000 Gold.
      Hero Sales
      Heroes Discount Price Arthas 625 312Gems Mephisto 750 375 Gems The Lost Vikings 750 375 Gems Skins & Mounts
      Blizzard still haven't removed Paramour Pajamathur Abathur and Flirty Cloud from the Collection. The items are still labeled as being available for purchase for a limited time.
      Skins Mounts Paramour Pajamathur Abathur (900 Gems // 1,800 Shards) Golden Lunar Skyrocket (10,000 Gold)

      Flirty Cloud (900 Gems // 1,800 Shards)
      Click here to check out this week's Free-to-Play Hero rotation!
    • By Stan
      The latest patch comes with a lot of exciting new content available for testing, ranging from Hero reworks up to the new Caldeum Complex event, and revamped Hero roles.
      Patch Highlights
      The latest content patch will go live next week. You can now convert 10,000 Gold into 500 Shards (PTR values are subject to change at any time throughout testing). Hero Roles have been reworked. You can find more details in this post. Hero and Team League have been merged into a single Ranked queue called Storm League. Loot Chests can no longer be purchased with Gems. Rare Loot Chests can be purchased for 3,000 Gold each. A new Caldeum Complex Event comes with new skins and rewards. Caldeum Complex Loot Chests will have a chance to contain items from previous Lunar New Year Spring Events. Chromie and Lucio have been reworked. Click here for a full list of updated abilities and talents. Chromie's Sand Blast (Q) now deals 50% damage to Structures, Dragon's Breath's (W) ground warning is no longer visible to enemies, and the spell fires 3 blasts with a 0.75 delay towards a vector targeted direction, Time Trap (E) must now be detonated and affects friendly targets. Lucio's Wall Ride has been moved to (Z). He received a new trait called "Push Off". While Wall Ride is active, you can jump off the wall, dealing 100 damage and slowing all enemies hit by 75% for 1 second. Lucio has a new Heroic ability High Five (R1) that can be activated to quickly skate towards a target allied Hero, healing them for 250 and granting Unstoppable for 1 second, with a 15 second cooldown per allied Hero. Blizzard (Source)
      Our next Heroes of the Storm patch has just hit the Public Test Realm and will be available for playtesting until the week of March 25. 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.
      General
      The cap on maximum negative Armor has been increased from -25 to -75, now that different Armor effects no longer stack Developer Comment: The negative Armor cap was originally instituted as a safety precaution so that stacking long term negative Armor effects wouldn’t lead to degenerate gameplay. We don’t anticipate many effects to go beyond -25, but there are a few cases where this can happen (including the new Unraveling Talent on Chromie and Sgt. Hammer’s Shrapnel Mines). Hero Roles Update Updated roles include: Tank, Bruiser, Support, Healer, Melee Assassin, and Ranged Assassin For more information, please review our blog here Loot chests are no longer available for Gem purchase Rare loot chests are now available for Gold purchase (3000 each) New Event: Caldeum Complex
      Welcome to the Caldeum Arcopolis, 2103 AD. A city bought and sold a hundred times over, now giant Mega Corporations hold more sway in the ever-shifting politics of the world than governments. Down on the rain slicked streets, humans, mutants, machines and synthetics all struggle to find their place in the light of the neon glow beneath the towering monuments to capitalism lording over them.
      With such oppression, the common people often turn to a life of crime. The leader of one of the largest gangs, the Azure Dragons, goes by the nickname, Chromie. Both a hacker and an anti-corporate street artist, many have said her work has an almost prophetic quality, as if she sees through time itself. The corporate media would have you believe she uses her gang of hackers to illegally ensure her prophecies become true, but lately her work has turned dark, as if she’s seen a cataclysmic force on the horizon…
      Recently, the Dragons have found an ally in the Onyx Turtles. While it’s rare to see the gangs working together, as the noose of systemic oppression has grown tighter, those in the underbelly of the mega-city have had to find new ways to survive. Kharazim and his Turtles are a harder sort of stock than most, with many known gladiators and street fighters serving in the ranks. This new alliance has provided the Azure dragons a strong defense against threats in the physical world.
      High above, the Jigoku Cybenetics Corporation, a primary manufacturer of mechanical augmentations, has become a target of both groups. In the mean streets, human enhancement has become one of the few options left to move the playing field more into the favor of those willing to bend the law. But their efforts have not gone unnoticed, and any who would dare to impugn the honor of Jigoku find themselves in the sights of the CyberOni, Jigoku’s elite agents: merciless killers at the beck and call of their bureaucratic masters.
      Caldeum Complex Quest Chain
      Make Contact with the Dragons: Capture 8 Mercenary camps in winning games Reward: Azure Dragons Spray and 3 Day Boost Meet the Azure Prophet: Win 2 games as a Melee or Ranged Assassin Reward: Azure Dragon Chromie Portrait and a Caldeum Complex Loot Chest Earn the Turtles’ Trust: Contribute 25,000 XP in winning games Reward: Onyx Turtles Spray and 250 Gold Spar with Kharazim: Win 2 Games as Healer or Support Reward: Onyx Turtle Kharazim Portrait and Cyberpunk Phrases Pack Join the Tigers’ Hunt: Kill 150 Minions in winning games Reward: Ivory Tigers Spray and 250 Gold Prove Your Valor to Johanna: Win 2 games as Tank or Bruiser Reward: Ivory Tiger Johanna Portrait and a Caldeum Complex Loot Chest Take Down the CyberOni Butcher: Achieve 50 takedowns in winning games Reward: Jigoku Cybernetics Spray and Jigoku Cybernetics Butcher Portrait Raid Jigoku Cybernetics Research Facility: Destroy 10 Forts or Keeps in winning games Reward: Jigoku Cyber Oni Warboar and 500 Gold Caldeum Complex Loot Chests
      Starting the week of March 26, all Loot chests earned through progression (except Hero-specific Chests), Heroes Brawl, or by spending Gold will be Caldeum Complex Loot Chests. These loot chests guarantee at least one item from the Caldeum Complex or previous years’ Lunar New Year Spring events. Carve out your place among the infamous gangs and score yourself some sweet loot before the streets calm on April 30!
      Note: Loot Chests earned prior to the start of this event will not become Caldeum Complex Loot Chests.
      Storm League
      Hero League and Team League have been merged into a single ranked queue: Storm League Players must have 16 or more Heroes available and account level 50 or above to queue for Storm League Additional Details: Players can choose their preferred roles in the Ranked menu, so other team members can understand their play style Players can see party members’ win count under their rank badges on the Storm League queue screen The starting MMR in Storm League will be taken from a player’s last highest MMR from Hero League or Team League, whichever is higher Players will be prevented from queuing up in Storm League as a party together if their rank difference is more than 2 leagues apart There is a tooltip available to indicate this Exception: For players in a party of 5, any member outside the party’s League spread maximum will not be counted toward matchmaking requirements Exception: Players who have not yet placed are able to play with anyone Leaderboards have been updated to reflect Storm League Heroes
      We have recently revamped hero roles. For more information on this, check out our blog here.
      Healers
      Lúcio

      Abilities
      Crossfade (W) Healing decreased from 16 to 15 per second Movement Speed aura reduced from 20% to 10% Amp It Up (E) Healing Boost heal reduced from 114 to 112 per second Speed Boost Movement Speed reduced from 45% to 30% Wall Ride (Z) Moved from (Trait) to (Z) Skate Mode (Z) Removed New Trait – Push Off While Wall Ride is active, you can jump off the wall, dealing 100 damage and slowing all enemies hit by 75% for 1 second Talents
      Level 1 Maximum Tempo (E) Removed Party Mix (E) Moved from Level 7 New Talent – Smooth Moves (Z) Increase Wall Ride duration by 1 second; while Wall Ride is active, your Basic Attacks heal Lúcio for 30% of their damage and restore 0.5 Mana Level 4 Chase the Bass (Q) Removed Subwoofer (Q) Additional functionality: Close enemies are knocked back 75% further Quest: Hit 3 enemy Heroes with the same Soundwave Reward: Increase Soundwave arc by 50% and range by 20% New Talent – Supersonic (Trait) Push Off recharges 100% faster while you have the Wall Ride buff Level 7 Sonic Amplifier (W) Removed Reverse Amp (W) Moved from Level 10 New functionality: While Amp It Up is active, Healing Boost deals 50 damage a second and Speed Boost slows by 20% to enemies in the aura New Talent – Good Vibrations (Q) Every enemy hit with Soundwave grants Lúcio a 35-point Shield for 7 seconds; this value is tripled for enemy Heroes hit Level 10 New Heroic – High Five (R) Activate: Quickly skate towards target allied Hero, healing them for 250 and granting Unstoppable for 1 second (15 second cooldown per allied Hero) Level 13 Beat Mixing (W) Removed Can't Stop, Won't Stop (Trait) Removed Back in the Mix (Trait) Removed Hard Style (Trait) Removed Slip (Z) Moved from Level 1 New functionality: While Wall Ride is active you gain 20 Armor and if you pass through an enemy Hero, you gain 40% Movement Speed for 1 second New Talent – All Together (W) Each allied Hero in your Crossfade aura grants 5% base Movement Speed (this bonus stacks with other Movement Speed buffs) New Talent – Heavy Casters (Trait) Push Off no longer Slows but instead Stuns enemies for 0.5 seconds Level 16 Bring it Together (E) Removed Up the Frequency (E) No longer reduces Mana Cost Additional functionality: While Wall-Riding, increase your Basic Attack range by 40%; Basic Attacks lower the cooldown of Amp It Up by .45 seconds New Talent – Up to Eleven (E) Activate: Increase the duration of your active Amp It Up by 2 seconds (60 second cooldown) Level 20 Synaesthesia Auditiva (E) Removed Bonus Track (E) Removed Nonstop Remix (R) Removed New Heroic Mastery – Mixing Fire (R) You can now High Five enemy Heroes, damaging them for 225 and reducing all healing done to them by 50% for 3 seconds. Passive: Increase the duration of Amp It Up by 1 second New Talent – House Party (W) All of your healing is increased by 10% for each allied Hero in your aura New Talent – Summer Anthem (W) Activate: Other allies in your Crossfade aura cannot be reduced below 1 Health for 1.5 seconds (75 second cooldown) Developer Comment: Lúcio’s rework is unlocking some new ways to help your allies and further harass your enemies! His old Trait, Wall Ride, is still completely functional but has been moved to his Mount (Z). The replacement Trait, Push Off, is a new utility Ability that gives Lúcio more mobility with a built-in way to peel enemies for his allies.
      That is just the beginning, though, as Lúcio has also gained a new Heroic Ability—High Five. This Ability allows him a small bit of burst healing to help compete with Sound Barrier while also granting an on-demand Unstoppable buff to allies that may have bitten off more than they can chew. If you were a big fan of Reverse Amp, no need to worry, it stays on his kit in the form of a talent and has similar functionality! In response to the added power, we are slowing him down a little so he is not quite as frustrating to lock down.
      Ranged Assassins
      Chromie

      Abilities
      Sand Blast (Q) Now hits all enemy types, though stops travel after one hit Deals 50% damage to Structures Baseline quest has been removed Casting a Sand Blast now spawns an Echo that replicates Chromie’s Sand Blasts and Basic Attacks, dealing 50% damage; Maximum of one Echo active at a time Damage reduced from 315 to 280 Cooldown increased from 2.5 to 3 seconds Cast time reduced from .8125 to .5 seconds Initial missile speed has been reduced, but acceleration has been added The time the missile takes to travel its full distance has been increased from .4375 to .625 seconds Dragon's Breath (W) Ground warning is no longer visible to enemy heroes Damage reduced from 390 to 195 Now fires a succession of 3 blasts with a 0.75 second delay towards a vector targeted direction Cooldown increased from 8 to 15 seconds Mana cost increased from 50 to 75 Time Trap (E) Once placed, now requires Chromie to re-activate the Trap with (D) to detonate and puts all units in the area in Time Stop Now affects allies as well as enemies Search area increased from 1.5 to 2 radius Mana cost increased from 25 to 30 Health increased from 300 to 500 Timewalker/Bronze Talons (Trait) The Bronze Talons Basic Attack component of her trait has been removed Talents
      Level 1 Deep Breathing (W) Stacks increased from 12 to 25 Bonus reduced from 5 to 2 per stack Bonus at maximum stacks reduced from 140 to 50 New Talent – Once Again the First Time (Q) Quest: Hit an enemy Hero with Sand Blast 40 times Reward: Sand Blast’s maximum Sand Echoes increased from 1 to 2 Mounting Sand (Q) Removed Level 2 Andorhal Anomaly (E) Moved from Level 18 No longer causes all three charges to refresh at once Additional functionality: Reduces the cooldown of Time Trap by 5 seconds All Time Traps are detonated at the same time New Talent – Chronic Conditions (E) After Time Stop ends, enemies affected by Time Trap are Slowed by 25% for 3 seconds and allies gain 25% Movement Speed for 3 seconds New Talent – Time Troubles (E) After Time Stop ends, enemies affected by Time Trap lose 20 Armor for 3 seconds and allies gain 20 Armor for 3 seconds Enveloping Assault (W) Removed Timely Surprise (E) Removed Level 5 Mobius Loop (W) Cooldown reduction reduced from 3 to 1.5 seconds per enemy Hero hit Mana return reduced from 100 to 40 per enemy Hero hit Bronze Talons (Q) Has been redesigned When Chromie hits an enemy Hero with Sand Blast, she deals 30% additional Basic Attack damage for 5 seconds New Talent – A Proper Greeting Passive: When Chromie damages a Slowed, Rooted, or Stunned enemy Hero, she deals 25% additional damage for 5 seconds Dragon's Eye (W) Removed Chrono Sickness (E) Removed Level 8 Slowing Sands (R1) Redesigned: Slow now increases the longer an enemy is in the affected area Now Slows by 5% every 0.25 seconds, up to a maximum of 70% Temporal Loop (R2) Range reduced from 11 to 8 Now also increases the recharge rate of Chromie’s Basic Abilities by 500% for 3 seconds Level 11 Here and There (Active) Now has a range of 9 Now teleports Chromie to a targeted location near a Sand Echo, and teleports the Sand Echo back to her old location New Talent – Gnome Speed Ahead! (Q) After casting Sand Blast, Chromie gains 200% increased Health and Mana Regeneration and 20% Movement Speed for 3 seconds Bye Bye! (B) Removed Level 18 New Talent – Unravelling (R1) Every 0.25 seconds, enemy Heroes Slowed by Slowing Sands have their Spell Armor reduced by 2, up to 30 Stuck in a Loop (R2) Now also increases the duration of Temporal Loop’s cooldown reduction buff by 3 seconds New Talent – Blessing of the Bronze Passive: While Chromie is alive, she and all her allies gain 10% Movement Speed and their Basic Abilities recharge 30% faster Pocket of Time (R1) Removed Developer Comment: Our goal with this Chromie update is to create various degrees of success that Chromie can enjoy, so that she doesn’t feel like quite the same all-or-nothing mage that she’s historically been. Traditionally, Chromie has often required a hard counter to keep her in check or completely wrecked an opposing team, creating polarizing experiences.
      We’re instituting a lot of changes that allow Chromie to get partial success with her Abilities (multiple Sand Blasts baseline, 3 blasts of Dragon's Breath), while also widening her toolkit (friendly Stasis, Basic Attack damage, PvE damage). While we’re diversifying her kit, we also want to make sure that Chromie feels special, and we think that her Sand Echoes and predictive gameplay with Dragon's Breath are still unique parts of her that embody the feeling of artillery mage while still having moments of counter play for opponents.
      Lunara

      Talents
      Level 4 Blossom Swell (Q) Movement Speed bonus reduced from 15% to 12% This Movement Speed bonus now stacks with other Movement Speed bonuses Developer Comment: Due to Lunara’s unique Movement Speed mechanics, our recent update to Blossom Swell was not as beneficial to Lunara as we had hoped. To address this, we are slightly reducing its bonus but allowing it to stack with other Movement Speed bonuses, including Lunara’s trait, which should dramatically increase the total Movement Speed that she gets from this talent.
      Bug Fixes
      Fixed an issue where the healing nameplate UI would be hidden when the total equals 0. Fixed an issue where broadcasts would sometimes appear twice when sent Revamped Hero roles, further reworks, and a merged Hero & Team League are coming soon!
    • By Stan
      Chromie and Lucio were revamped in the latest patch and here's a look at their updated abilities and talents.
      Chromie
      Trait
      Timewalker
      Chromie has traveled to the future, and as such, will learn her Talents 2 levels earlier than her teammates! Detonate Time Trap Detonates active Time Traps. Basic Abilities
      Sand Blast [Q] (Mana: 20, Cooldown: 3 seconds)
      After 0.5 seconds, fire a missile that deals 280 damage to the first enemy hit. Deals 50% damage to Structures. Casting Sand Blast leaves an Echo behind that mimics Chromie's Sand Blast and Basic Attack, dealing 50% damage. Maximum of 1 Echo active at a time. Dragon's Breath [W] (Mana: 75, Cooldown: 15 seconds)
      Vector Targeting Launch 3 blasts into the air that land every 0.75 seconds towards the targeted direction, dealing 195 damage each. Time Trap [E] (Mana: 30, Cooldown: 15 seconds)
      Place a Time Trap that arms and Stealths after 2 seconds. Chromie's Trait can be activated to detonate the trap, placing all nearby allied or enemy Heroes in Time Stop for 2 seconds. Maximum of 1 trap active at a time. Heroic Abilities
      Slowing Sands [R1] (Mana: 4 per second, Cooldown: 5 seconds)
      Summon a sand vortex that Slows enemies by 5% every 0.25 seconds, up to 70%. Temporal Loop [R2] (Mana: 60, Cooldown: 50 seconds)
      Choose an enemy Hero. After 3 seconds, they are telported back to the location where Temporal Loop was cast on them. Basic Abilities recharge 500% faster for 3 seconds after casting Temporal Loop. Talents
      Level 1
      Once Again the First Time [Q]
      Quest: Hit 40 Heroes with Sand Blast. Reward: Increase the maximum number of active Echoes to 2. Deep Breathing [W]
      Quest: Every time Dragon's Breath hits a Hero increase its damage by 2, up to 50. Reward: After hitting 25 Heroes, increase its damage by an additional 50 and also increase Chromie's vision radius by 100%. Timewalker's Pursuit [Active, Cooldown: 25 seconds]
      Quest: Gather 15 Regeneration Globes. Reward: After gathering 15 Globes, Chromie gains 5% Spell Power and her Mana Regeneration is increased by 1. Level 2
      Chronic Conditions [E]
      After its Time Stop ends, enemies affected by Time Trap are Slowed by 25% or 3 seconds and allies gain 25% Movement Speed for 3 seconds. Time Troubles [E]
      After its Time Stop ends, enemies affected by Time Trap lose 20 Armor for 3 seconds and allies gain 20 Armor for 3 seconds. Andorhal Anomaly [E]
      Increases the charges and maximum active Time Traps to 3, and reduce its cooldown by 5 seconds. Level 5
      Bronze Talons [Q]
      Hitting a Hero with Sand Blast grants 30% additional Basic Attack damage for 5 seconds. Mobius Loop [W]
      Hitting a Hero with Dragon's Breath reduces its cooldown by 1.5 seconds and restores 40 Mana. A Proper Greeting [Passive]
      Damaging a Stunned, Rooted or Slowed enemy Hero grants 25% additional damage for 5 seconds. Level 8
      Slowing Sands [R1] (Mana: 4 per second, Cooldown: 5 seconds)
      Summon a sand vortex that Slows enemies by 5% every 0.25 seconds, up to 70%. Temporal Loop [R2] (Mana: 60, Cooldown: 50 seconds)
      Choose an enemy Hero. After 3 seconds, they are telported back to the location where Temporal Loop was cast on them. Basic Abilities recharge 500% faster for 3 seconds after casting Temporal Loop. Level 11
      Gnome Speed Ahead! [Q]
      After casting Sand Blast, Chromie gains 20% Movement Speed and 200% inreased Health and Mana Regeneration for 3 seconds. Here and There [Active, Cooldown: 30 seconds]
      Activate to teleport to an area near an Echo, swapping it with Chromie's previous location. Time Out [Active]
      Activate to place Chromie in Stasis and gain Invulnerability for up to 5 seconds. Can be reactivated to end the effect early. Level 14
      Shifting Sands [Q]
      Hitting an enemy Hero with Sand Blast grants 8% Spell Power for 10 seconds, up to a maximum of 40%. The duration is refreshed whenever an enemy is damaged by the primary Sand Blast. Fast Forward [Q]
      If Sand Blast travels at least 70% of its base distance and hits a Hero, its cooldown is reduced to 0.75 seconds. Quantum Overdrive [Active, Cooldown: 30 seconds]
      Activate to increase Spell Power by 25% for 10 seconds. Level 18
      Unraveling [R1]
      Every 0.25 seconds, enemy Heroes Slowed by Slowing Sands have their Spell Armor reduced by 2 up to 30. Stuck in a Loop [R2]
      Temporal Loop teleports the target a second time after the first, and Basic Abilities continue recharging for an additional 3 seconds Piercing Sands [Q]
      Sand Blast now pierces all enemies hit. Blessing of the Bronze [Passive]
      While Chromie is alive, her all allied Heroes gain 10% Movement Speed and their Basic Abilities recharge 30% faster. Lucio
      Trait
      Push Off [D]
      While moving alongside terrain, activate to slide towards a targeted location. Enemies hit take 100 damage and are Slowed by 75% for 1 second. Basic Abilities
      Soundwave [Q] (Mana: 30, Cooldown: 7 seconds)
      Deal 105 damage to enemies in an area and knock them back. Crossfade [W]
      Play one of two music tracks for Lucio and his allies. Crossfade - Healing Boost: Passively heal Lucio and nearby allied Heroes for 15 health per second. Crossfade - Speed Boost: Increase the Movement Speed of Lucio and nearby allied Heroes by 10%. Amp It Up [E] (Mana: 90, Cooldown: 13 seconds)
      Raise Lucios Crossfade track volume for 3 seconds, amping Healing Boost to 112 health per second and Speed Boost to 30% increased Movement Speed. Heroic Abilities
      Sound Barrier [R1] (Mana: 100, Cooldown: 80 seconds)
      After 1 secnd, Lucio and nearby Allied Heroes gain a 1296 point Shield that rapidly decays over 6 seconds. High Five [R2] (Mana 50, Cooldown: 15 seconds per ally)
      Quickly skate to an allied Hero. Upon arrival, the ally is granted Unstoppable for 1 second and is healed for 250. Talents
      Level 1
      Party Mix [W]
      Quest: Play Lucio's Crossfade tracks to nearby allies for a total of 8 minutes. Multiple allies provide additional time. Reward: Permanently increase Crossfade's range by 20%. Accelerando [Z]
      Wall Ride's Movement Speed bonus gradually increases to 40% over 4 seconds while Lucio maintains its effect. Smooth Moves [Z]
      While Wall Ride is active, Basic Attacks heal for 30% of the damage dealt and restore 0.5 Mana. Passive: Increase Wall Ride duration by 1 second. Level 4
      Subwoofer [Q]
      Enemies within the first half of Soundwave's range are knocked back 75% further. Quest: Hit 3 enemy Heroes with a single Soundwave. Reward: Increase Soundwave's arc by 50% and its range by 20%. Off the Wall [Q]
      Hitting an enemy with Soundwave while Wall Ride is active reduces its cooldown by 3 seconds. Supersonic [D]
      While Wall Ride is active, Push Off's cooldown recharges 100% faster. Level 7
      Good Vibrations [Q]
      Hitting an enemy with Soundwave grants Lucio a 35 Shield for 7 seconds. Hitting enemy Heroes grants 3 times this amount. Reverse Amp [W]
      Blast Lucio's active Crossfade track at enemy Heroes. While Amp It Up is active, Healing Boost deals 50 damage per second and Speed Boost Slows by 20%. This ability is unaffected by Crossfade talents Boombox [Active, Cooldown: 20 seconds)
      Place a boombox that plays Lucio's active Crossfade track for 30 seconds. Its volume adjusts with Amp It Up. Crossfade tracks do not stack. Level 10
      Sound Barrier [R1] (Mana: 100, Cooldown: 80 seconds)
      After 1 secnd, Lucio and nearby Allied Heroes gain a 1296 point Shield that rapidly decays over 6 seconds. High Five [R2] (Mana 50, Cooldown: 15 seconds per ally)
      Quickly skate to an allied Hero. Upon arrival, the ally is granted Unstoppable for 1 second and is healed for 250. Level 13
      All Together [W]
      For each ally affected by Crossfade, Lucio gains 5% Movement Speed that stacks with other bonuses. Heavy Casters [D]
      Push Off no longer Slows enemies, and instead Stuns them for 0.5 seconds. Slip [Z]
      While Wall Ride is active, passing near an enemy Hero increases its Movement Speed bonus to 40% for 1 second. Passive: Wall Ride grants 20 Armor. Level 16
      Rejuvenescencia [E]
      While Amp It Up is active, Crossfade's Healing Boost heals for an additional 2.5% of the target's maximum Health each second.
      Up the Frequency [E]
      Hitting enemy Heroes with Basic Attacks reduces the cooldown of Amp It Up by 0.45 seconds. Passive: Wall Ride increases Basic Attack range by 2.2. Up To Eleven [Active, Cooldown: 60 seconds]
      Activate to extend the duration of Amp It Up by 2 seconds. Level 20
      Boss Nova [R1]
      Reduce the cooldown of Sound Barrier to 30 seconds, but the Shield now decays over 4 seconds. Mixing Fire [R2]
      High Five can now be cast on enemy Heroes, dealing 225 damage and reducing all healing received by 50% for 3 seconds. Passive: Increase the duration of Amp It Up by 1 second. House Party [W]
      For each ally affected by Crossfade, Lucio gains 10% increased healing. Summer Anthem [Active, Cooldown: 75 seconds]
      Activate for all other allies affected by Crossfade to become Unkillable for 1.5 seconds.