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Heroes of the Storm Junkrat

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Probably marking Burst Fire not recommended is a little bit rush decision.

While the argument that you lose control of areas you want to pressure stands valid, consider this:

  1. Accurately placed 3 grenades still net you some value
  2. While there are grenades in your magazine, you don't gain anything from your level 7 talent that you recommend. Q them one by one takes fairly long and this time can be crucial. In the meantime, emptying your frag launcher at once keeps you basically at +15% MS at all times when you Q on CD. This makes sense in mine build, because this build encourages you to use mine offensively, to displace your oponents which leaves you basically defenseless. In this situation a constant +15% ms is nothing to scoff at. Well, in theory, ofc you can use the mine to both displace your enemy AND get yourself to safety, but lets be real, most of the time you will choose between the two.
  3. At this point, I believe that loss of Q direction control can be situationally exchanged for extra survivability and kiting ability.
  4. If you still think BF is not worth it, probably there is a better alternative at tier 3 talents?

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3 hours ago, Jonar said:

Probably marking Burst Fire not recommended is a little bit rush decision.

While the argument that you lose control of areas you want to pressure stands valid, consider this:

  1. Accurately placed 3 grenades still net you some value
  2. While there are grenades in your magazine, you don't gain anything from your level 7 talent that you recommend. Q them one by one takes fairly long and this time can be crucial. In the meantime, emptying your frag launcher at once keeps you basically at +15% MS at all times when you Q on CD. This makes sense in mine build, because this build encourages you to use mine offensively, to displace your oponents which leaves you basically defenseless. In this situation a constant +15% ms is nothing to scoff at. Well, in theory, ofc you can use the mine to both displace your enemy AND get yourself to safety, but lets be real, most of the time you will choose between the two.
  3. At this point, I believe that loss of Q direction control can be situationally exchanged for extra survivability and kiting ability.
  4. If you still think BF is not worth it, probably there is a better alternative at tier 3 talents?

If you are going the Mine Build I actually agree with your reasoning here to a degree.  While I wouldn't say emptying your launcher is all that hard as to negatively impact Shuffle, I do see the value in burst's faster shots.  If Spread Volley doesn't appeal to you I can easily see the value of spraying your grenades quick for the movement speed.  It's also bit more controlled (for precise strikes on squishies) than the general mayhem of Spread Volley (and safer than trying to shotgun with it especially if you're not good at that).

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With burst fire, while it does not have the same sustained firepower of the single shots. It comes with the upside of being very near to lunara levels of area poking power. Has great wave clear, something that he's sorta weak in without using the frag launcher or volley shot, and a team may not have as well. 

This helps more with stopping those folks like zuljin who can step back and heal, or folks like lucio. who can keep up with the sustained damage. Or screening through to keep someone from mounting. At 16 or so, 2 shots can clear a blocking minion trio or group, and that third rolls through to hit. 

It also helps with missing a long ranged shot, as you may miss with 1 single shot, but with the volley. You are far more likely to land the 2, or get to a target using minions to shield themselves from the same. Yes, the single shot with 1.5 helps for far quicker reloads in heavy team fight maps, but it doesn't deliver the same burst damage. Its very strong sustained. It's like taking lunara's vines vs the leaping strike. Both deal very near damage, but how its delivered varies immensely.

As for spread volley, its potent, but its on a 30s cooldown, and while having the cone approach of burst fire, it benefits more from objective fight maps? Its damage, good damage. But this can let you chew through shamblers, golems, help clear merc camps, or destroy the same. 

It's good burst damage, but a bit slower in how its delivered if you miss some side shots. You fire 15 grenades over 30 seconds with burst, this fires 12 over 6-8 seconds, then every 12 seconds, so its a higher amount on the front end, but you have a longer pause in the middle. 15 vs 20. You match the same 

The 16 talents seem to cater more to how you like to play junkrat here, sorta like how garrosh can be for pulls, body checks, or throws?

Edited by TheStratovarian
Minor issue in saying about spread volley, and fixing wave clear.

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I think it is worth mentioning Junkrat's synergy with Garrosh, because it is insane how much chaos they can cause. A well placed Wrecking BallWrecking Ball can lead into a Concussion MineConcussion Mine to blast enemies far behind the safety point.

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Point of note, Junkrat has incredible synergy with Auriel as a hope target, especially with Burst Fire and spread shot. a BF/SS volley can easily generate 50-100% of a gauge with 1 heroes being in range.  And becomes insanely potent with the AOE upgrade at 20. With the upgrade at 7 for auriel you have a very good chance of giving back a full gauge with just a hero. 

The damage value for being a builder for her shouldn't be underestimated.

Edited by TheStratovarian
Forgot to add a point of this with and without auriel 7 talent.
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Guest mistake

The frag launcher build shows spread at 16 but has nades in the build explanation.

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3 hours ago, Guest mistake said:

The frag launcher build shows spread at 16 but has nades in the build explanation.

Thanks! I passed this onto Micekrispies, so a fix should be up soon.

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Guest gue

Minor maths issue in Gotta catch 'em all: since it also reduces cd by 3sec down to 9, it takes minimum of 18 secs, not 24, to place 3 traps.

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11 hours ago, Guest gue said:

Minor maths issue in Gotta catch 'em all: since it also reduces cd by 3sec down to 9, it takes minimum of 18 secs, not 24, to place 3 traps.

Thanks for pointing this out! I submitted a fix for this and one other issue in the guide, which should go live soon.

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This guide desperately needs an update. It's currently very misleading and just flat out wrong on several points.

Trap build is just really bad. It relies on your opponents to step into your trap to be effective at all, which is rarely the case when your enemies are at least decent players. Frag Launcher build is 99% the go-to build because your damage is really low without it.

At lv 1 Put some English on it is pretty much the only choice. That Bouncy something talent (lol) is too inconsistant to be worth picking over the extra range of Put some English on it.

RIP Tire is CLEARLY the superior heroic. It does a tremendous amount of AOE burst damage during team fight, and the damage is much less predictable than Rocket Ride. And it allows you to stay in the fight.

While Ripper Air is generally the safer choice, I sometimes take Bogged Down if I don't need faster rotation and escape. This talent is very powerful to seperate the enemy team, which makes Concussion Mine very disruptive.

Endless Nades has been proven to be the best choice in most situations because it significantly improve his sustain poke damage. While Spread Volley can be good to burst down an enemy locked down by your allies, Burst Fire remains to be the worst choice out of the 3 talents. It promotes a very strange playstyle that turns you into an AA assassin with Q as a burst tool, but Junkrat's short AA range and low health pool makes it very dangerous.

Junkrat is easily one of my favourite heroes in the game as I was a Junkrat one-trick before I quit Overwatch. Junkrat remains a really fun hero to play in Hots, even though his playstyle is vastly different.

Edited by ShadowerDerek

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Guest kazyovka

I lost 50MMR just by reading this guide. Really bad builds for junkie.

Junkrat only really has options at 1, 16, and 20.

1. English (optional: Bouncy)
4: Taste For Explosions

7: Tricky Shuffles

10: RIP TIRE! Rocket Ride is terrible!

13: Ripper Air: GOOD AT EVERYTHING

16: Endless Nades or (optional: Spread Volley for 3+ melee or your team has lockdown like Blaze/ETC)

20: Cannonball (optional: Extra Oomph if they have 3+ melee)

Also your guide should mention weaving auto+q for double DPS.

And it should mention soaking two lanes with Ripper Air for mobility.

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On 2018年3月28日 at 11:12 AM, Guest kazyovka said:

I lost 50MMR just by reading this guide. Really bad builds for junkie.

Junkrat only really has options at 1, 16, and 20.

1. English (optional: Bouncy)
4: Taste For Explosions

7: Tricky Shuffles

10: RIP TIRE! Rocket Ride is terrible!

13: Ripper Air: GOOD AT EVERYTHING

16: Endless Nades or (optional: Spread Volley for 3+ melee or your team has lockdown like Blaze/ETC)

20: Cannonball (optional: Extra Oomph if they have 3+ melee)

Also your guide should mention weaving auto+q for double DPS.

And it should mention soaking two lanes with Ripper Air for mobility.

This guide was made when Junkrat was introduced. Sadly, our guide writer has disappeared for a long, long time.

Edited by ShadowerDerek

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15 hours ago, Valhalen said:

Better update the guide and add Alterac Pass as Junkrat's best map.

 

Yeah, can we get this ANCIENT guide updated already? It's clearly outdated and wrong in certain points. 

Icy Vains has a very obnoxious reputation for having outdated guides and builds. This guide is a clear example. I mean, if you can't get the writer to update it, might as well just fire him and let someone else do it.

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7 hours ago, ShadowerDerek said:

Yeah, can we get this ANCIENT guide updated already? It's clearly outdated and wrong in certain points. 

Icy Vains has a very obnoxious reputation for having outdated guides and builds. This guide is a clear example. I mean, if you can't get the writer to update it, might as well just fire him and let someone else do it.

Well, to be honest, Junkrat didn't get any significant patch changes since his release. His talent builds today are pretty much the same as written in this 2017 guide. But this guide surely could get some updates.

Edited by Valhalen

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11 hours ago, Valhalen said:

Well, to be honest, Junkrat didn't get any significant patch changes since his release. His talent builds today are pretty much the same as written in this 2017 guide. But this guide surely could get some updates.

This guide is just flat out wrong on the talents, because the writer clearly didn't update it according to play-testings and statistics from the community.

It's commonly known that Junkrat only has one 'serious' build: Put Some English on it - Taste for Explosion - Tricky Shuffle - RIP Tire - Ripper Air - Endless Nade - Cannonball. All other talents are either situational, or just bad (meme talents). ESPECIALLY THE HEROIC. RIP Tire outclasses Rocket Ride in almost every situation, but the guide says the exact opposite. 

The guide was written when Junkrat was released, and wasn't updated even ONCE after that. And all the guides from this writer are horribly outdated. Talents and builds should be updated according to the meta, not just the patch changes, if you do not want your guides to be called 'outdated' or 'bad' or anything like that.

Edited by ShadowerDerek

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1 hour ago, ShadowerDerek said:

Clear example of 'obnoxious reputation for having outdated guides and builds'. 

Yeah, I know a lot of people that hate Icy Veins for that. I know there are a shitload of Heroes in the game, but I know there are also a lot of Guide Writers; if you check the Discord you'll see a lot, but sure, maybe they are not writers for HotS.

Edited by Valhalen

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"Incredibly susceptible to dive and enemy crowd-control" should be probably moved to pros instead of weaknesses since with lvl 7 any Junkrat dive will result in 2x bombs and a dead enemy diver.

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On 9/27/2019 at 2:42 PM, Kuarinofu said:

"Incredibly susceptible to dive and enemy crowd-control" should be probably moved to pros instead of weaknesses since with lvl 7 any Junkrat dive will result in 2x bombs and a dead enemy diver.

Hahaha, well you aren't wrong!

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Guest BenjaminK

Hello there,

I just wanted to report a small typo on the first page - "Junkrat's Frag Lanucher Build" instead of "Junkrat's Frag Launcher Build" -, plus minor mistakes on the second one, regarding (level 10) Rocket Ride : "has a channeled cast time of 1.5 seconds" and "Junkrat will have 3.5 seconds to" should take in account two different durations now - 1.25 seconds and 3.75 seconds. Not that it changes much of anything, but still...

Thanks in advance !

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      Jaina Ice Cold's tooltip is incorrect. Resetting Jaina's talents after finishing her quest causes issues. Zul'jin Resetting Zul'jin's talents does not reset cap. Bug Fixes
      Heroes
      Alarak Level 10 Deadly Charge Fixed an issue that caused Alarak's Deadly Charge to not be activated by clicking the left mouse button if it occupies the Trait slot. Ana Base Aim Down Sights [D] Can now be toggled while affected by a Silencing effect. Jaina Base Frostbolt [Q] Fixed an issue causing Jaina's Frostbolt to not have its model updated by Dreadlord Jaina or Lunar Jaina. Orphea Level 4 Allegrissimo Fixed an issue that could cause Allegrissimo's cooldown reduction to not be granted when hitting a Hero at Shadow Waltz' end. Sylvanas Base Possession [1] Fixed Possession not showing in the Quick Cast menu settings. Fixed Possession not being correctly affected by cooldown reduction affects granted by allies. Return to Top
      Click here to discuss this post with other players in the official Heroes of the Storm forums.

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

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

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