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Opening Moves: The 4-1 Split

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The Opening Moves series is aimed to educate players on the variety of different ways to start a competitive match. The first installment is about the 4-1 split and it's explained by ranged flex adrd of Zealots.

4-1 Split

  • Your team sends a solo laner on his own while the rest of the team rotates between two lanes in order to clear waves (mid & bottom or mid & top).

What Makes a Good Four-Man?

  • Adrd explains that in the past, it was about picking Heroes that out-sustained enemies. Nowadays, it's more oriented toward ganks and kill pressure.
  • Muradin is the perfect example of this. If he disappears from the map, your solo laner is in dire risk of dying. At the same time, the four-man needs to be careful so that he does not land a good stun that turns into a kill.

Global Heroes & Specialist

  • Dehaka (BrushstalkerBrushstalker) and Falstad (FlightFlight) are often picked in competitive games, because of their global presence even on two-lane maps. Rotating globals works well in the HGC.
  • On Braxis Holdout, you put Dehaka in top lane and Falstad in bottom lane. Dehaka can gank and after the gank Falstad flies top so your team does not lose any experience.
  • The idea of a proper 4-1 split in Hero League fails due to the lack of coordination.

The Role of an Offlaner

  • Even if the four-man is performing well, your team's advantage noticeable if you're solo laner is struggling.
  • Most of the time, a decent offlaner is decent at holding 2v1.
  • On Braxis Holdout it's extremely advantageous to have a solo laner who can win their lane, because they're able to hold one of the beacons after the structure in lane is gone.
  • Best solo laners according to adrd in the current meta are Sonya, Leoric, Arthas, Greymane, Malthael, and Dehaka. Except Greymane & Malthael, they are all beefy frontline Heroes that excel at bullying opponents in lane and clearing waves quickly.

Blizzard LogoBlizzard (Source)

It’s 2018! A new year for esports has inspired us here at Blizzard to create content this week that aims to educate our player base on the variety of different ways to start a competitive match, informed by some of the best players in the scene. Check back every day this week for a new addition to the#OpeningMoves mini-series. Today we will focus on what is known as the “4-1 split”.

The 4-1 split is one of the most popular lane designations in competitive Heroes of the Storm. In a nutshell, it simply means that one team dispatches a solo laner on his own while the rest of the team rotates between two lanes in order to clear waves—typically mid and bottom or mid and top. The strategy is seen most often, and yields the most success, on two-lane maps such as Braxis HoldoutBattlefield of EternityHaunted Mines, and Hanamura.

Building A Successful Four-Man

4man.jpg

What makes a good four-man?

“It’s constantly evolving,” said Zealots ranged flex Adrian “adrd” Wojcik. “It used to be that the four-man was only ‘deathballing,’ or picking Heroes that out-sustain enemies and brawling four versus four. Oftentimes, though, you would end up in a situation where your four-man would be weaker than the opposing team’s. So, at this point you must work around that.”

Nowadays a good four-man is more oriented towards ganks and kill pressure. “Heroes like Muradin are a perfect example of this,” adrd explained. “He’s not that great for fighting and trading, but if he disappears from the map your solo laner is in danger of dying, and also the four-man needs to be careful so that he doesn’t flank and get a good stun that turns into a kill.”

Understanding the macro game means understanding the amount of pressure on the map at any given point in time. The most obvious pressure is lane pressure, when a wave is about to crash and must be cleared. The less obvious pressure occurs when an enemy Hero (specifically one that has crowd control or high burst damage) goes missing. When this happens, you must assume them to be anywhere and everywhere while playing reserved. When the four-man goes missing, it’s important to make yourself scarce, as you could be the next victim of a savage gank. Consider yourself warned.

Global Heroes and Specialist

H24_Probius_TG_002.jpg

If losing soak is such a cardinal sin, why not employ the likes of a Hero with global abilities to make up for this? While some of the best offlaners are global Heroes, adrd is hesitant to endorse this strategy.

“We've seen in the HGC some teams playing Dehaka and Falstad even on two-lane maps,” adrd said. “Normally, if you are solo laning with a global hero and you use your global ability to gank other lanes you will lose a lot of experience. So, what people are doing on Braxis Holdout is putting Dehaka in top lane and Falstad in bottom lane. Dehaka can gank, and then after the gank Falstad can fly top so you don't lose any experience. Rotating your globals around this way works really well, in the HGC at least.”

In Hero League though, it’s difficult to expect your teammates to be as coordinated. More often than not, the idea of a proper 4-1 split will fall apart in the draft, as the hero in the solo lane will either spell success or failure for your team.

The Role of an Offlaner

Heroes17_Dehaka_Combat_KL_Take_11.jpg

“You can probably hold one versus two.”

Remember this phrase the next time you step into a lane while outnumbered.

Assume your four-man is going well. They are getting kills and winning their rotation handedly. The advantage this brings doesn’t amount to much if the solo laner is struggling. The “1” in the 4-1 split is the most important part of the equation.

“I think most of the normal 1v1 laners are pretty decent at holding 2v1,” adrd said. “On some maps, it is very important that your solo laner doesn't lose too hard. On Braxis, for example, it's important to have a solo laner who can win their lane because it gives an insane advantage. You can hold one of the beacons for free basically after the structure in lane is gone. On most Battlegrounds, you have to consider how well the offlaner does in team fights as well.”

The best solo laners in the current meta would be SonyaLeoricArthasGreymaneMalthael, and Dehaka. Outside of maybe Greymane and Malthael, these are beefy frontline Heroes that excel at bullying opponents in lane and clearing waves quickly.

“You can run a lot of different setups, and the solo laner you use depends entirely on who they're facing off against usually,” adrd added. “Some Heroes will not be able to hold a lane on their own.”

Depending on the map, you can decide for yourself if it’s more beneficial to take on the role of an offlaner or join in the four-man deathball. If you follow in the footsteps of the Mad Scientist, you’ll likely be winning rotations before you know it. 

Check back with us tomorrow right here at playheroes.com/esports because we’ll be learning how to identify whether or not your team’s composition will emerge victorious from a fight at level 1.   

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8 hours ago, Stan said:

Best solo laners according to adrd in the current meta are Sonya, Leoric, Arthas, Greymane, Malthael, and Dehaka. Except Greymane & Malthael, they are all beefy frontline Heroes that excel at bullying opponents in lane and clearing waves quickly.

I'd add Blaze to the list. He is excellent at solo laning due his outstanding self-sustain.

6 hours ago, Donir said:

It amuse me that they keep talking about Hanamura like if someone miss it.

I actually miss Hanamura a bit. On paper it is a great map. I know the Dev Team is currently reworking it, and I can't wait to see what they got planned.

Edited by Valhalen
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44 minutes ago, Valhalen said:

I'd add Blaze to the list. He is excellent at solo laning due his outstanding self-sustain.

I actually miss Hanamura a bit. On paper it is a great map. I know the Dev Team is currently reworking it, and I can't wait to see what they got planned.

Hanamura had great potential, sloppy execution

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13 minutes ago, SMOrcMan said:

This post is false since everyone knows Rexxar and Misha are best laners

Eh, not really... Rexxar and Misha are pretty slow to clear waves fast compared to the Heroes mentioned. 

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46 minutes ago, Valhalen said:

Eh, not really... Rexxar and Misha are pretty slow to clear waves fast compared to the Heroes mentioned. 

I think this was just a joke lul

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4 hours ago, Valhalen said:

I'd add Blaze to the list. He is excellent at solo laning due his outstanding self-sustain.

He can struggle against the other notable solo laners, and has less wave clear and self healing along pre-7 than Stitches - another example of beefy hero who can sit in a lane undisturbed indefinitely - does for example. I like Blaze a lot, but he thrives playing with the team more than he does as the solo laner in a 4-1. 

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4 hours ago, Valhalen said:

I'd add Blaze to the list. He is excellent at solo laning due his outstanding self-sustain.

As someone else mentioned. Blaze kind of sucks in the solo lane. You match him into the 1v1 against any other true solo lane (especially malthael, sonya, or leoric) and he is going to lose it hard. He will be stuck behind his towers not getting any value, and that's without the 2v1 gank if your 4 man struggles.

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3 hours ago, Valhalen said:

Eh, not really... Rexxar and Misha are pretty slow to clear waves fast compared to the Heroes mentioned. 

Read my username mate :P

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Seen in Hanamura? What a joke! You don't see anything in Hanamura because you don't see it at all! It was actually my favourite map because a lot of people seemed really confused at how to play on it and got free wins most of the games. Really curious at what the rework will look like, if it's at least as decent as the Haunted Mines rework, it should be interesting.

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There is some kind of teaser in the Battle.net client... Some pulsing green crytal like thingy....

image.thumb.png.b8e8c74b84c9cede8a6390cc39c7da32.png

Back to topic though:

I really like such strategy explanations and advice. I am by no means a good player (too old and slow ;-)) but I love the game and like to improve.

Hanamura was not a favourite of mine... But I am hopeful for the rework.

 

Edited by Caeren

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Blaze does just fine. His stun+slow combo is a great way to keep multiple opponents at bay.

But like all characters it depends on their opponent. That comment about stitches doing well falls apart vs malthael. His chain pull is countered by teleport+move speed boost. Doesn't hurt that he can't be body blocked. But, malth has issues vs ranged burst. If they play smart they can evade him to then burst damage time and again. Malth eventually then has to retreat to heal up properly.

Thrall isn't too bad with his chain lightning either.

I do wonder why Murky wasn't mentioned. While he struggles vs certain characters, wave clearing on his own is his purpose in life. The added advantage of solo capping merc camps just adds to that. He can even solo clear two lanes at a time if he needs to.

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26 minutes ago, EDL666 said:

Seen in Hanamura? What a joke! You don't see anything in Hanamura because you don't see it at all! It was actually my favourite map because a lot of people seemed really confused at how to play on it and got free wins most of the games. Really curious at what the rework will look like, if it's at least as decent as the Haunted Mines rework, it should be interesting.

I liked it too, but it was one of those maps that was really, REALLY easy to snowball, more than any other. And the games were fast, which is pretty neat, as opposed to Volskaya Foundry which can take forever (I've been in +45 minutes matches there).

16 minutes ago, Caeren said:

There is some kind of teaser in the Battle.net client... Some pulsing green crytal like thingy....

image.thumb.png.b8e8c74b84c9cede8a6390cc39c7da32.png

"The Dark Lord said you would come! This is where your journey ends... Boy. Trapped and freezing at the roof of the world, with only death to sing the tale of your doom!"

Edited by Valhalen
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9 minutes ago, Valhalen said:

"The Dark Lord said you would come! This is where your journey ends... Boy. Trapped and freezing at the roof of the world, with only death to sing the tale of your doom!"

That is a Mal'Ganis quote... Is this a prediction, a wish or did you actually find it connected to the animation somewhere?

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15 minutes ago, Caeren said:

That is a Mal'Ganis quote... Is this a prediction, a wish or did you actually find it connected to the animation somewhere?

A prediction, based on those leaks that have been 100% accurate. It was leaked that we would get a "Firebat Hero", Mal'ganis and Belial, specifically in that order. Mal'ganis was green in WC3, and this crystal could be a reference.

HOWEVER, this could also be a reference to Maiev; in the Demon Hunter cinematic we see Maiev poking the crystal where the player is encased. She was originally planned for Heroes of the Storm, as there is data of her in the game, and supposed voice interactions with Illidan, Malfurion and Tyrande.

Edited by Valhalen
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5 minutes ago, Valhalen said:

A prediction, based on those leaks that have been 100% accurate. It was leaked that we would get a "Firebat Hero", Mal'ganis and Belial, specifically in that order. Mal'ganis was green in WC3, and this crystal could be a reference.

HOWEVER, this could also be a reference to Maiev; in the Demon Hunter cinematic we see Maiev poking the crystal where the player is encased. She was originally planned for Heroes of the Storm, as there is data of her in the game, and supposed voice interactions with Illidan, Malfurion and Tyrande.

Yeah those leaks really are quite accurate. Hmmm both statements make sense though. No I am more curious than ever :-)

And what about this year's lunar festival skins? There hasn't anything about those been announced yet.

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19 minutes ago, Caeren said:

And what about this year's lunar festival skins? There hasn't anything about those been announced yet.

Wel... Since 2016, "The Lunar Festival" have been following a pattern regarding its contents that matches the animal of the year: in 2016, Year of the Monkey, we got the Monkey King Samuro skin; in 2017, Year of the Rooster, we got the Lunar Rooster and Golden Rooster mounts.

2018 is the Year of the Dog, so people have been speculating we'll get either a Rehgar and/or Greymane skins, which I'd say it is unlikely since they both just got Legendary Skins ("Mecha" and "Dr. Wolf and Stein", respectively), but I could be wrong. Maybe we'll get simple skins for those two such as Halloween Chromie and Winter Veil Kharazim (base skin with some minor modifications)? Or a dog-esque mount (which could happen since they exist in WoW)? Who knows.

Edited by Valhalen

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13 minutes ago, Valhalen said:

Wel... Since 2016, "The Lunar Festival" have been following a pattern regarding its contents that matches the animal of the year: in 2016, Year of the Monkey, we got the Monkey King Samuro skin; in 2017, Year of the Rooster, we got the Lunar Rooster and Golden Rooster mounts.

2018 is the Year of the Dog, so people have been speculating we'll get either a Rehgar and/or Greymane skins, which I'd say it is unlikely since they both just got Legendary Skins ("Mecha" and "Dr. Wolf and Stein", respectively), but I could be wrong. Maybe we'll get simple skins for those two such as Halloween Chromie and Winter Veil Kharazim (base skin with some minor modifications)? Or a dog-esque mount (which could happen since they exist in WoW)? Who knows.

They can basically just add a dog theme to any character and it would be fine. Doesn't originally have to be a dog. Kerrigan would be a good doggo.

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52 minutes ago, Fliits said:

They can basically just add a dog theme to any character and it would be fine. Doesn't originally have to be a dog. Kerrigan would be a good doggo.

Kerrigan's ultralisk turns into a doggo? And goes "woof"? Though a dog hatching from an egg is weird (from the lv 20 talent)

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4 minutes ago, MurkyFelix said:

Kerrigan's ultralisk turns into a doggo? And goes "woof"? Though a dog hatching from an egg is weird (from the lv 20 talent)

That would be weird indeed...

What about Dogara? A many-legged dog monster spawning little pups to send them into doom... Or yet another Chromie skin... Swap the skull mask for a doggy mask... All done :-)

Dogexstraza... Alex turning into a huge pug (as Blizz loves those ugly things) and slobbering some healing over everyone...

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Mal'ganis or Maiev. Leaning towards Maiev atm though, the stealth rework fits the Warden passive from Warcraft 3 very neatly. Last stealth hero we got was quite some ago, correct?

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      Level 7 Ice Lance Cooldown reduction increased from 1.5 seconds to 2 seconds. Level 16 Numbing Blast Root duration reduced from 1 second to .75 seconds. Level 20 Wintermute Water Elemental cast range and damage bonus decreased from 50% to 40%. Kael'thas
      Talents
      Level 1 Convection Increased reward damage and health from 150/50 to 200/100. Muradin
      Base
      Storm Bolt [Q] Perfect Storm Quest removed. NEW QUEST: Basic Attack Heroes affected by Slows or Stuns. Slows provide 1 stack and Stuns provide 2 stacks. At 35 stacks, Storm Bolt pierces to hit an additional target, and Muradin's Basic Attack reduces the cooldown of Storm Bolt by 0.5 seconds. Mythic Reward: At 150 stacks, Storm Bolt's range is increased by 50% and width is increased by 100%, and now pierces all targets. Talents
      Level 1 Dwarf Block Block charges reduced from 4 to 3. Give 'em the Axe! Moved Talent from Level 7 to Level 1. Level 4 Sledgehammer No longer increases Storm Bolt's cooldown reduction. Now increases Storm Bolt damage to non-Heroes by 500%. Level 7 Perfect Storm NEW: If an enemy hit with Storm Bolt dies within 3 seconds, reset its cooldown. Level 16 Dwarf Launch Range bonus reduced from 40% to 30%. Murky
      Base
      Murky now gains a 35% Shield for 10 seconds upon reviving. Spawn Egg [D] Egg now regenerates quickly instead of having a Shield. Slime [Q] Now applies its debuff to enemy Structures. Now deals 50% damage to Structures. Pufferfish [W] Damage reduced by 20%. Detonation time reduced from 3 seconds to 2.75 seconds. NEW QUEST: Hit enemies affected by Slime with Pufferfish. Provides 1 stack per minion, 5 stacks per Hero or Structure hit. At 100 stacks, Basic Abilities now deal full damage to Structures. Mythic Reward: At 200 stacks, Murky gains 50% Health and increases in size. Talents
      Level 1 Egg Hunt Talent removed. Shell Game NEW: Murky can now place 2 eggs, but randomly revives from one of them. Increases the cooldown of placing an egg to 30 seconds and goes on cooldown if either egg dies. Level 10 March of the Murlocs Damage increased by 4%. Level 13 Egg Shell REWORK: Murky gains a Shield equal to 35% of his Health upon placing an egg or when one of his eggs dies. Fish Tank Healing reduced from 25% to 20%. Level 16 Wrath of Cod Damage over Time is dealt over 4 seconds (from 5s). Level 20 Big Tuna Kahuna Talent removed. Faster Fish NEW: Pufferfish detonates 80% faster. Making Inky Cooldown reduction reduced from 2 seconds to 1.5 seconds. Never-Ending Murlocs No longer deals reduced damage to Structures. Sylvanas
      Talents
      Level 4 Mercenary Queen Now also causes Sylvanas' Basic Attacks to instantly apply 3 stacks of Black Arrows to Mercs. Thrall
      Base
      Basic Attack damage decreased from 173 to 167. Talents
      Level 1 Crash Lightning Mythic Reward Damage bonus increased from 270 to 325. Echo of the Elements Mythic Reward now also allows Chain Lightning to bounce back to the same target. Tyrande
      Base
      Mana reduced from 500 to 450. Lunar Flare [E] NEW QUEST: Hitting a Hero with Lunar Flare increased its damage by 5%, up to 250%. After hitting 10 Heroes, increase Lunar Flare's range by 30%. After hitting 20 Heroes, Sentinel now pierces the first Hero hit. Mythic Reward: After hitting 50 Heroes, Tyrande's Basic Attacks occasionally trigger a Lunar Flare. Now restores 25 mana per enemy hit. Talents
      Level 1 Ranger No longer provides pierce. Moonlit Arrows Cooldown reduction reduced from .75 seconds to .5 seconds. Moved Talent from Level 7 to Level 1. Trueshot Aura No longer passively increases Tyrande's Attack Damage. Now also applies to Tyrande upon activation. Level 7 Elune's Gift NEW: Grants 20% Spell Power for 10 seconds after hitting an enemy with Lunar Flare. Level 20 Commander of Sentinels NEW: Sentinel now has an additional charge. Return to Top
      Known Issues & Bug Fixes
      Known Issues
      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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