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Fenix Hero Spotlight

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The highly-anticipated Hero spotlight has arrived with a first look at Fenix's lore and abilities. 

FenixSteward of the Templar (Ranged Assassin)

UPDATE: Fenix has been added to Heroes on Battle.net.

Starcraft's 20th anniversary will be celebrated in the Nexus with:

Strengths

  • Self-sustain
  • Adaptable basic attacker
  • Poke/trading

Weaknesses

  • Burst damage
  • Crowd control

Kit

Trait

  • Shield Capacitor
    • Passively grants Fenix permanent shields on top of his Health. Damage taken by Fenix is applied to the shields first. If Fenix has not taken damage for a few seconds, his shields begin to regenerate.

Primary Abilities

[Q] Plasma Cutter

  • A laser beam circles around him starting at your mouse cursor. Enemies hit by the laser are damaged and slowed. Fenix can move while the laser is spinning to aim it.

[W] Repeater Cannon / Phase Bomb

  • Fenix has two auto attack modes. Swapping between the two modes at the right time is key to playing Fenix effectively. 
    • Repeater Cannon
      • Increases his attack speed.
    • Phase Bomb
      • Increases range and adds area damage to his auto attacks.

[E] Warp

  • After a short channel, Fenix teleports to a nearby target location. Enemies can't see where his warp will place him. 
    • A powerful mobile tool allowing him to fake out the enemy team .

Heroic Abilities

[R1] Purification Salvo

  • When activated, Fenix emits a scanner sweep in a wide arc in front of him locking onto all enemy Heroes the scanner hits. After a brief pause, Fenix launches a barrage of 5 missiles to each of the locked targets dealing bonus damage to all targets who were slowed.

[R2] Planet Cracker

  • Fenix locks himself in place and fires a huge powerful laser beam with unlimited range in the target direction, damaging all non-Structure enemies caught in its path. You can't move or change directions while the beam is active, but you can cancel it early in case of emergency.
  • A more immediate method of dealing massive damage.

Hero Spotlight

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First Heroic will probably be my go to choice most of the time, seems the most reliable out of the 2 (don't know cds and other stuff yet), Second can shine in maps that are small with many confined spaces or with good allied cc. Btw @Stan or any other. how can you embed the video player like that? I search through the options and can't find anything, it just shows the link every time...:/

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Unless you have a lot of CC the second heroic won't be valuable. If you were able to at a minimum sweep with it, then maybe. But anyone above silver knows to dodge dragon strike from Hanzo (making it worthless), they'll know to dodge this too.

I'm curious to see how the talents and everything else shake out, but the change of firing modes seems really powerful. The laser is really similar to zuljin W, which has good value from the slow. Some mobility is better than no mobility, but the range will be critical. If it's about the distance of falstad barrel roll, it should shake out just fine.

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 He looks a lot more interesting than i thought a dragoon wound:) hopefully we get this on ptr soon so we can try this protoss hero out.  I agree that the 1st heroic seems like the way to go unless they go bunker on the second heroic and give it a 40 second CD. Maybe not even then haha

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He seems like he’s going to be super fun! Likely not as powerful as Maiev is (atm, not on release) and he lacks utility, but he seems like he could be core tier, at least. Looking forward to him.

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1 hour ago, SleepySheepy said:

Does this mean that HP/shield UI is getting rework? Or is his shield "special"?

Judging by the info given, I'd say his shield is special. It feels more like what you see from a protoss unit in Starcraft.

1 hour ago, SleepySheepy said:

And why does it state that it first damages shields, isn't that already given?

I think it's just to emphasise how the trait works. But what they actually should have made clear is that if he could also gain temporary shield from other sources and if the temporary shield will get consumed before his own shiled. I assume it's the case otherwise this trait would be useless.

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1 hour ago, Laragon said:

Unless you have a lot of CC the second heroic won't be valuable. If you were able to at a minimum sweep with it, then maybe. But anyone above silver knows to dodge dragon strike from Hanzo (making it worthless), they'll know to dodge this too.

I always wrote off Dragon Strike too, and while it's not the go to talent for Hanzo by any means, I've seen Hanzo actually get some use out of it with the right support (Warden's Cage makes it hard to dodge for example).  Another example of this type of effect would be Hammer's Blunt Force Gun which, while again isn't the default Heroic, isn't useless.  We'll have to see how he plays (I also need to wait a few hours before I can watch the spotlight =( ).

Edited by TSRD

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29 minutes ago, VinsX said:

Judging by the info given, I'd say his shield is special. It feels more like what you see from a protoss unit in Starcraft.

I think it's just to emphasise how the trait works. But what they actually should have made clear is that if he could also gain temporary shield from other sources and if the temporary shield will get consumed before his own shiled. I assume it's the case otherwise this trait would be useless.

I'm guessing that's why made special UI and stated that it goes first from there, to show that his shield goes before HP/other shields.

PS: That might indicate future of Artanis rework, maybe.

Edited by SleepySheepy

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1 hour ago, TSRD said:

I always wrote off Dragon Strike too, and while it's not the go to talent for Hanzo by any means, I've seen Hanzo actually get some use out of it with the right support (Warden's Cage makes it hard to dodge for example).  Another example of this type of effect would be Hammer's Blunt Force Gun which, while again isn't the default Heroic, isn't useless.  We'll have to see how he plays (I also need to wait a few hours before I can watch the spotlight =( ).

Biggest difference is both the heroes can move around and those ults still get their full value. The locking yourself down with no benefit (like not being able to aim it) is a major draw back at most levels of play. There is always chances that it will be good (like the perfect mosh) but picking an ultimate that relies on perfect team synergy to get really any value feels really bad.

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I was thinking this exact thing too. I'm like, 'Added to Heroes on Battle.net' o_O? WTF does that mean?

Do they mean he's been added to the PTR on HOTS cause I would assume he'd be added next Monday not today. Unless they're gonna rush him to Live servers next Tuesday. Giving him only 4 days of PTR time rather then the usual 7 days. Cause if so that's a really odd way of saying that then. Why wouldn't they just say 'Heroes PTR is up with Fenix added'. Since PTR is only ever accessible when they add a new hero to it for testing the week or two before they bring them over to the Live servers.

Otherwise the only thing I can think of this is referring to is the HOTS website were you can look over all the heroes that are playable in the game and see their abilities. But as far as I know the actual Blizzard Battle.net app doesn't have a section like that.

*Loads up B.net to see what they are talking about*

So yeah as far as I can tell this is just stating that the Hero Spotlight video is highlighted on the HOTS B.net launcher and that he has been added to the HOTS website when you look to see all the heroes in the game.

So yeah... the two things they always do when they release a new hero spotlight video have been done... we definitely needed a 'Update' in this article to tell us something that they always do and confuse us all into thinking they might have added Fenix to PTR or Live servers already. ...good job there Stan. *rolls eyes*

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About his second heroic... you are all forgetting it has UNLIMITED range which means you can use it even from your core and help your allies on the other side of the map. And it seams it deals A LOT of dmg. 1 mosh and you can have pure value not being in team fight yourself.

Edited by Godeyes

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41 minutes ago, Laragon said:

Biggest difference is both the heroes can move around and those ults still get their full value. The locking yourself down with no benefit (like not being able to aim it) is a major draw back at most levels of play. There is always chances that it will be good (like the perfect mosh) but picking an ultimate that relies on perfect team synergy to get really any value feels really bad.

I think it's a bit early to write it off that quickly.  There doesn't seem to be much delay on the ability and no travel time.  Seems unlikely you'd get no value from it at all and if the enemy gets out of the beam just cancel it.  Sure you won't get the full damage unless the enemy is Moshed/stunned/rooted but some value doesn't seem that hard to get.

I'm sure his first Heroic will be the default pick but, especially when no one has even tried it yet, I can't get behind calling the other useless just yet.

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5 hours ago, TSRD said:

I think it's a bit early to write it off that quickly.  There doesn't seem to be much delay on the ability and no travel time.  Seems unlikely you'd get no value from it at all and if the enemy gets out of the beam just cancel it.  Sure you won't get the full damage unless the enemy is Moshed/stunned/rooted but some value doesn't seem that hard to get.

I'm sure his first Heroic will be the default pick but, especially when no one has even tried it yet, I can't get behind calling the other useless just yet.

Dragon's ArrowDragon's Arrow and Planet Cracker. Few kills across the map. Lol 
The Ultimate is pretty much a better DragonstrikeDragonstrike
And if there is a low hp hero priority target it might just win the match to "waste" it by sniping them. For example taking out the main Immortal dmg on the enemy team on BoE. 
As you say its not useless at all.

Its a little bit sad that though that both heroic are asking for crowd control. Altough Purification Salvos bonus dmg can be procked by yourself, which is nice. 

I cant wait to test a Warp build. He has talents that resets the cd of Warp and give attack speed after warping.

Unless you have a lot of CC the second heroic won't be valuable.

It deals 105 dmg every 0.25 seconds. Which means enemy heroes have to stand it for only 1 second to recieve 420 dmg, which is achievable whitout any crowd-control. 
And if you land a mosh thats 1680 dmg in 4 second to multiple targets. 
The first heroic deals 430 dmg per target with out slow and 645 dmg on slowed targets. 
 

 

Edited by xevex

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I'm assuming it doesn't work on a Boss or Mercs? The second looks like a good pick to me. Less for in combat unless finishing kills or with CC, but the out of combat zone uses are pretty high. Maybe it's from all the Tyrande playing but that much damage in such a short time would be very useful and frankly, piss off the other team. The range means you get cooldown time after use while traveling to combat. The first ult would sit unused more often. How often would you hold off using it because you don't have multiple targets together? There is also the control factor. You could potentially shield an ally from melee attacks for a few moments from across map. There are also plenty of pathways that Li Ming uses her laser on to get kills that could work much better with a stronger beam. Cursed Hollow in particular comes to mind. Definitely a good counter to capping the curses. Could use it to clear minions across map similar to Ragnaros' ultimate too. It does affect minions right?

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BTW I'm sick of seeing most of new heroes are getting something like teleports,long dashes,jumps,protects as common ability.. soon nobody will pick classic heroes..mobilty is killing this game,this used to be MOBA not Forrest gumps running around  or overwatch in different sight.. 

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5 hours ago, Morcalivan said:

I'm assuming it doesn't work on a Boss or Mercs? The second looks like a good pick to me. Less for in combat unless finishing kills or with CC, but the out of combat zone uses are pretty high. Maybe it's from all the Tyrande playing but that much damage in such a short time would be very useful and frankly, piss off the other team. The range means you get cooldown time after use while traveling to combat. The first ult would sit unused more often. How often would you hold off using it because you don't have multiple targets together? There is also the control factor. You could potentially shield an ally from melee attacks for a few moments from across map. There are also plenty of pathways that Li Ming uses her laser on to get kills that could work much better with a stronger beam. Cursed Hollow in particular comes to mind. Definitely a good counter to capping the curses. Could use it to clear minions across map similar to Ragnaros' ultimate too. It does affect minions right?

I think it does since it dieals dmg to non-Structure enemies hit. Which pretty much means, everything that isnt a structure.
 

BTW I'm sick of seeing most of new heroes are getting something like teleports,long dashes,jumps,protects as common ability.. soon nobody will pick classic heroes..mobilty is killing this game,this used to be MOBA not Forrest gumps running around  or overwatch in different sight.. 

 
It takes 0.5s to warp and it can be interrupted. Its not Genjis Swift StrikeSwift Strike.

 

Edited by xevex

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Well, Planet Cracker will be my ult of choice because of the raw utility of it. Imagine all the creative uses of Tyrande's SentinelSentinel or Ana's Eye of HorusEye of Horus, times forty. You can use it to defend a pushed lane, damage/destroy the Immortal, kill Skeletal Warriors or defend against the objectives on Tomb of the Spider Queen, Battlefield of Eternity and Haunted Mines from all across the map.

Even if the devs nerf it later to only damage Heroes (what I think is quite likely) you could still use it to zone out the enemy team from shrines or other objectives for 4 secs. Not to mention you create something of a map wide Force WallForce Wall that enemy heroes can't cross without teleport ability.

Of course, the immobile part is tough. But you should think of this ult as more like an long range artillery piece, something it would not be very smart to use too close to your target on regular circumstances.

Edited by lChronosl
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      It’s this community that has made Heroes of the Storm so special, and we’re thrilled to celebrate this milestone alongside you. From now until the next patch on June 15, all Heroes will be free! Plus, everyone who logs in during this time will receive two brand-new portraits to showcase their time battling across the Nexus. Check out the patch notes for full details!

      We’re also excited to release a never-before-seen skin into the shop! In honor of Heroes of the Storm’s 10th anniversary, as well as Warcraft’s 30th, what better Hero skin to release from the vault than the one and only Thrall? Gear Head Thrall is now available through the in-game shop for 1500 Gems. And keep your eyes peeled—the Classic Games team is combing through the archives, searching for unreleased skins that would need some finishing touches for release, possibly bringing us more in the future.

      We know Heroes of the Storm means a lot to so many of you, and we cannot thank you enough for the passion you continue to show this game after an entire decade. From the Classic Games team and all of Blizzard, thank you!
      We’ll see you in the Nexus.
    • By Staff
      Blizzard is currently testing a new Heroes of the Storm patch on the PTR. Here's what's new!
      Reddit user Spazzo965 has datamined some additional changes deployed by Blizzard on April 26.
       
      Here are the official PTR patch notes posted by Blizzard on April 21.
      (Source)
      Our next Heroes of the Storm patch has just hit the Public Test Realm and will be available for playtesting. As always, if you encounter any bugs during your PTR play sessions, please stop by the PTR Bug Report forum to let us know about your experiences.
      Quick Navigation:
      General Storm League Balance Update Bug Fixes General
      Anduin has replaced Malfurion as the Ally hero in Try Me Mode. Numerous game strings have been updated to reflect current gameplay. Updated Homescreen and Startup Music. Return to Top
      Storm League
      Rank Decay will now only apply to players in Master and Grand Master Leagues. Reduced maximum party size for Master and Grand Master players to 2. Return to Top
      Balance Update
      Heroes
      Ana
      Base
      Biotic Grenade [W] ADDED FUNCTIONALITY: If Biotic Grenade does not hit any enemies, its cooldown is reduced by 3 seconds. ADDED FUNCTIONALITY: If Biotic Grenade only hits Ana, its cooldown is reduced by 2 seconds. Talents
      Level 1 Vampiric Rounds Shrike now gives a 15% passive healing bonus. Level 20 Deadeye ADDED FUNCTIONALITY: Eye of Horus can now be toggled On and Off. ADDED FUNCTIONALITY: Eye of Horus cooldown is now 0.5 seconds. ADDED FUNCTIONALITY: Eye of Horus rounds are regained once every 10 seconds. Bonuses acquired from Deadeye now lasts 7 seconds. Azmodan
      Talents
      Level 16 Trample ADDED FUNCTIONALITY: Now reduces Heroic cooldown by 25% if Trample hits a Hero. Genji
      Talents
      Level 1 Pathfinder ADDED FUNCTIONALITY: Heroic Ability now heals Genji for up to 30% of the damage dealt to enemy Heroes. Healing amount is increased based on how low Genji's Health is. Level 10 X-Strike Cooldown increased from 60 seconds to 75 seconds. Detonation damage increased from 275 to 290. Slash damage increased from 135 to 145. Level 13 Shingan Now does 40% less damage to Structures. Level 20 Living Weapon Cooldown reduction increased from 10 seconds to 12.5 seconds. Imperius
      Base
      Molten Armor [E] Now hits an extra target if no Heroes are in range. Talents
      Level 1 Impaling Light REWORK: Impaling Light cooldown is reduced by 2 seconds. REWORK: Impaling Light does 180% more damage to Heroes, reduced by 20% for each additional Hero hit. REWORK: Impaling Light mana cost is reduced from 40 to 30. REWORK: When a Valorous Branded target's Stun ends, Impaling Light's cooldown is reduced by 1 second for each Valorous Brand on the target. Level 7 Blaze of Glory Blaze of Glory delay reduced from 2 seconds to 1.75 seconds. Holy Fervor Molten Armor no longer grants Holy Fervor. Level 20 Heavenly Host ADDED FUNCTIONALITY: All Shields created by Angelic Armaments no longer expire. ADDED FUNCTIONALITY: Swords fired by Heavenly Host Shields can target non-Heroes, but Heroes are prioritized. Molten Wrath NEW TALENT: Molten Armor will now hit an extra target even if enemy Heroes are in range. Lunara
      Talents
      Level 7 Splintered Spear ADDED FUNCTIONALITY: Now grants 3 stacks of Splintered Spear. A stack is consumed when an extra target is attacked. Can have a maximum of 3 stacks and all stacks can be consumed in a single attack. Level 13 Endless Spores Now also refunds 50 Mana. Level 20 For The Wildlands! NEW TALENT: Thornwood Vine now shoots out 4 additional Vines in an arc. Forest's Wrath Can now be selected with either Heroic. Malthael
      Base
      Wraith Strike [W] Range is increased from 6 to 7. Talents
      Level 4 Black Harvest Quest goal reduced from 180 seconds to 150 seconds. Level 10 Tormented Souls No longer resets the cooldown of Wraith Strike when Tormented Souls ends. Now reduces the cooldown of Wraith Strike to 2 seconds and removes its Mana cost while Tormented Souls is active. Level 20 Reaper of Souls While 2 or more enemy Heroes are in Tormented Souls' radius, its duration does not decay. Zagara
      Talents
      Level 16 Corrosive Saliva Damage reduced from 1.75% to 1.5% of maximum Health. Return to Top
      Bug Fixes
      General
      Fixed an issue with the display priority for the duration bar of Taunt effects. Map
      Battlefield of Eternity Fixed an issue where areas of the map were not covered under Fog of War. Blackheart's Bay Fixed an issue where some Heroes would not be able to path around Healing Fountains. Cursed Hollow Fixed an issue where Hogger could go through unpathable sections of the map. Warhead Junction Fixed an issue where healing fountains were not symmetrical on the map. Heroes
      Artanis Base Shield Overload [Q] Fixed an issue that caused Shield Overload to not display correctly if empowered by Shield Surge. Brightwing Level 10 Blink Heal Fixed an issue that caused Blink Heal's trailing images to be visible while Brightwing has no remaining Blink Heal charges. Chen Base Fortifying Brew [Trait D] Fixed an issue that caused Fortifying Brew being instantly destroyed not granting Attack Speed. Fortifying Brew has been added to the Buff Bar. Dehaka Base Burrow [E] Fixed an issue that caused Burrow's visuals to be displaced if Dehaka is launched shortly after Burrow ends. Jaina Base Frostbite [Trait] Ice Block's before first use attention indicator is now also removed when Jaina is killed. Johanna Level 4 Eternal Retaliation Updated Eternal Retaliation's visual effect to only be visible to Johanna. Level 10 Blessed Shield Fixed an issue with the display priority for the duration bar of Blessed Shield. Lt. Morales Level 10 Medivac Dropships Fixed an issue that caused Medivac Reinforcement's indicator beam to point to Lt. Morales' active position instead of where Reinforcements was cast. Mephisto Base Shade of Mephisto [E] Fixed an issue with the display priority for the duration bar of Shade of Mephisto. Ragnaros Level 13 Cauterize Wounds Cauterize Wounds healing is now a singular combined effect each time it heals, instead of a heal effect for each Hero hit. Fixed an issue that caused Cauterize Wounds healing amount to be determined by the damage dealt to the target furthest from the primary Empower Sulfuras target. If Cauterize Wounds is reapplied while already active, any remaining healing will apply over the refreshed duration. Samuro Base Critical Strike [W] Fixed an issue that caused Samuro's Critical Strike stacks to be visible to an enemy Samuro. Sonya Level 10 Wrath of the Berserker Fixed an issue with the display priority for the duration bar of Wrath of the Berserker. Stukov Base Healing Pathogen [Q] Fixed an issue that caused Healing Pathogen to persist for a brief period after activating Bio-Kill Switch. Sylvanas Base Black Arrows [Trait D] Fixed an issue with the display priority for the duration bar of Black Arrows. Level 10 Mind Control Fixed an issue with the display duration for the duration bar of Mind Control. Level 20 Deafening Blast Fixed an issue that caused Deafening Blast to activate off of the center of units instead of their edge. The Lost Vikings Fixed an issue that prevented Olaf from charging while Silenced. Valeera Level 16 Assassinate Damage bonus is now additive. Fixed an issue with duration extension. Return to Top
      Click here to discuss this post with other players in the official Heroes of the Storm forums.

    • By Staff
      After extensive PTR testing, the latest Heroes of the Storm patch is now live and here are the official patch notes!
      (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 Storm League Balance Update Bug Fixes General
      Anduin has replaced Malfurion as the Ally hero in Try Me Mode. Numerous game strings have been updated to reflect current gameplay. Updated Homescreen and Startup Music. Return to Top
      Storm League
      Rank Decay will now only apply to players in Master and Grand Master Leagues. Reduced maximum party size for Master and Grand Master players to 2. Master and Grand Masters can only party with players 5,000 Rank Points away from them. Return to Top
      Balance Update
      Heroes
      Ana
      Base
      Biotic Grenade [W] ADDED FUNCTIONALITY: If Biotic Grenade does not hit any enemies, its cooldown is reduced by 3 seconds. ADDED FUNCTIONALITY: If Biotic Grenade only hits Ana, its cooldown is reduced by 2 seconds. Talents
      Level 1 Vampiric Rounds Shrike now gives a 15% passive healing bonus. Level 20 Deadeye ADDED FUNCTIONALITY: Eye of Horus can now be toggled On and Off. ADDED FUNCTIONALITY: Eye of Horus rounds are regained once every 10 seconds. ADDED FUNCTIONALITY: Eye of Horus cooldown is now 6 seconds. Bonuses acquired from Deadeye now lasts 4 seconds. Auriel
      Base
      Bestow Hope [Trait D] Reduced amount of energy stored from 40% to 35% of damage to non-Heroes. Reduced amount of energy stored from 80% to 70% of damage to Heroes. Azmodan
      Talents
      Level 16 Trample ADDED FUNCTIONALITY: Now reduces Heroic cooldown by 25% if Trample hits a Hero. E.T.C.
      Base
      Face Melt [W] Cooldown reduced from 12 to 10 seconds. Rockstar [Trait D] Armor from Basic Abilities increased from 20 to 25. Armor from Heroic Abilities reduced from 60 to 50. Talents
      Level 4 Crowd Surfer Cooldown reduction reduced from 7 to 6 seconds. Level 7 Hammer-on ADDED FUNCTIONALITY: Basic Attacks deal 12% more damage, increased to 36% while Guitar Solo is active. Level 13 Encore Cooldown reduction reduced from 5% to 4%. Level 20 Power of the Horde NEW TALENT: Activate to grant nearby allied Heroes a Shield that absorbs damage equal to 30% of their maximum Health for 5 seconds, increased by 2% for each other allied Hero in the area. This new Talent replaces Storm Shield. Ride the Lightning NEW TALENT: Activate to teleport to a nearby location and deal 48 damage to nearby enemy Heroes. The cooldown is reduced by 10 seconds for every enemy Hero hit, up to 50 seconds. Genji
      Talents
      Level 1 Pathfinder ADDED FUNCTIONALITY: Heroic Ability now heals Genji for 10% of the damage dealt to enemy Heroes, increased by up to 30% based on how low Genji's Health is. Level 10 X-Strike Cooldown increased from 60 seconds to 75 seconds. Detonation damage increased from 275 to 290. Slash damage increased from 135 to 145. Level 13 Shingan Now does 40% less damage to Structures. Level 20 Living Weapon Cooldown reduction increased from 10 seconds to 12.5 seconds. Imperius
      Base
      Molten Armor [E] Now hits two extra targets if no Heroes are in range. Talents
      Level 1 Impaling Light REWORK: Impaling Light cooldown is reduced by 2 seconds. REWORK: Impaling Light does 180% more damage to Heroes, reduced by 20% for each additional Hero hit. REWORK: Impaling Light mana cost is reduced from 40 to 30. REWORK: When a Valorous Branded target's Stun ends, Impaling Light's cooldown is reduced by 1 second for each Valorous Brand on the target. Level 7 Blaze of Glory Blaze of Glory delay reduced from 2 seconds to 1.75 seconds. Holy Fervor Molten Armor no longer grants Holy Fervor. Level 20 Heavenly Host ADDED FUNCTIONALITY: All Shields created by Angelic Armaments no longer expire. ADDED FUNCTIONALITY: Swords fired by Heavenly Host Shields can target non-Heroes, but Heroes are prioritized. Molten Wrath NEW TALENT: Molten Armor will now hit two extra targets even if enemy Heroes are in range. Lunara
      Talents
      Level 7 Splintered Spear ADDED FUNCTIONALITY: Now grants 3 stacks of Splintered Spear. A stack is consumed when an extra target is attacked. Can have a maximum of 3 stacks and all stacks can be consumed in a single attack. Level 13 Endless Spores Now also refunds 50 Mana. Level 20 For The Wildlands! NEW TALENT: Thornwood Vine now shoots out 4 additional Vines in an arc. Forest's Wrath Can now be selected with either Heroic. Malthael
      Base
      Wraith Strike [W] Range is increased from 6 to 7. Talents
      Level 4 Black Harvest Quest goal reduced from 180 seconds to 150 seconds. Level 10 Tormented Souls No longer resets the cooldown of Wraith Strike when Tormented Souls ends. Now reduces the cooldown of Wraith Strike to 2 seconds and removes its Mana cost while Tormented Souls is active. Level 20 Reaper of Souls While 2 or more enemy Heroes are in Tormented Souls' radius, its duration does not decay. Zagara
      Talents
      Level 16 Corrosive Saliva Damage reduced from 1.75% to 1.5% of maximum Health. Return to Top
      Bug Fixes
      General
      Fixed an issue with the display priority for the duration bar of Taunt effects. Map
      Battlefield of Eternity Fixed an issue where areas of the map were not covered under Fog of War. Blackheart's Bay Fixed an issue where some Heroes would not be able to path around Healing Fountains. Cursed Hollow Fixed an issue where Hogger could go through unpathable sections of the map. Warhead Junction Fixed an issue where healing fountains were not symmetrical on the map. Heroes
      Alarak Level 16 Lethal Onslaught Fixed an issue that caused Lethal Onslaught to not increase Alarak's Basic Attack damage correctly. Artanis Base Shield Overload [Q] Fixed an issue that caused Shield Overload to not display correctly if empowered by Shield Surge. Arthas Level 10 Summon Sindragosa Can now be cast over the Minimap. Azmodan Level 20 Sin's Grasp Tooltip Updated. Brightwing Base Arcane Flare [Q] Now has a minimum cast range of .05. Level 10 Blink Heal Fixed an issue that caused Blink Heal's trailing images to be visible while Brightwing has no remaining Blink Heal charges. Chen Base Fortifying Brew [Trait D] Fixed an issue that caused Fortifying Brew being instantly destroyed not granting Attack Speed. Fortifying Brew has been added to the Buff Bar. Dehaka Base Burrow [E] Fixed an issue that caused Burrow's visuals to be displaced if Dehaka is launched shortly after Burrow ends. Level 7 Paralyzing Enzymes Fixed an issue that caused Paralyzing Enzymes' duration to not be reduced if Drag ends early. Gazlowe Base Xplodium Charge [E] Now has a minimum cast range of .2. Level 10 Grav-O-Bomb 3000 Now has a minimum cast range of .2. Hanzo Base Sonic Arrow [E] Now has a minimum cast range of .2. Jaina Base Frostbite [Trait] Ice Block's before first use attention indicator is now also removed when Jaina is killed. Johanna Level 4 Eternal Retaliation Updated Eternal Retaliation's visual effect to only be visible to Johanna. Level 10 Blessed Shield Fixed an issue with the display priority for the duration bar of Blessed Shield. Kel'Thuzad Level 13 Chains of Ice Chains of Ice no longer Slows if the Stun is removed. Li-Ming Level 10 Disintegrate Fixed an issue that allowed Disintegrate to be cast while moving. Lt. Morales Base Healing Beam [Q] Fixed an issue that allowed Healing Beam to be cast on multiple targets at once. Level 10 Medivac Dropships Fixed an issue that caused Medivac Reinforcement's indicator beam to point to Lt. Morales' active position instead of where Reinforcements was cast. Malfurion Level 1 Emerald Dreams Emerald Dreams no longer puts Heroes to Sleep if the Root gets removed. Medivh Level 20 Glyph Of Poly Bomb Fixed an issue that allowed Medivh to cast abilities during Raven Form. Mephisto Base Shade of Mephisto [E] Fixed an issue with the display priority for the duration bar of Shade of Mephisto. Level 20 Unspeakable Horror Fixed an issue that caused Unspeakable Horror to Silence twice. Muradin Base Thunder Clap [W] Fixed an issue that caused Thunder Clap's splat to not match the area Thunder Clap hits. Level 4 Thunder Burn Fixed an issue that caused Thunder Burn's damaging area to be smaller than Thunder Clap's area. Fixed an issue that caused Thunder Burn's warning indicator to be inconsistently sized for the area affected. Murky Base Pufferfish [W] Now has a minimum cast range of .05. Orphea Base Shadow Waltz [Q] Fixed an issue that caused Orphea to not dash when moving after hitting an enemy Hero with Shadow Waltz. Ragnaros Level 13 Cauterize Wounds Cauterize Wounds healing is now a singular combined effect each time it heals, instead of a heal effect for each Hero hit. Fixed an issue that caused Cauterize Wounds healing amount to be determined by the damage dealt to the target furthest from the primary Empower Sulfuras target. If Cauterize Wounds is reapplied while already active, any remaining healing will apply over the refreshed duration. Rexxar Base Misha, Charge! [W] Can now be self-cast. Samuro Base Critical Strike [W] Fixed an issue that caused Samuro's Critical Strike stacks to be visible to an enemy Samuro. Sonya Level 10 Wrath of the Berserker Fixed an issue with the display priority for the duration bar of Wrath of the Berserker. Remaining duration indicator is now standalone from Whirlwind's duration indicator. Stukov Base Healing Pathogen [Q] Fixed an issue that caused Healing Pathogen to persist for a brief period after activating Bio-Kill Switch. Sylvanas Base Black Arrows [Trait D] Fixed an issue with the display priority for the duration bar of Black Arrows. Remaining duration indicator is now standalone from Haunting Wave's duration indicator. Level 10 Mind Control Fixed an issue with the display duration for the duration bar of Mind Control. Level 20 Deafening Blast Fixed an issue that caused Deafening Blast to activate off of the center of units instead of their edge. The Lost Vikings Fixed an issue that prevented Olaf from charging while Silenced. Tracer Level 16 Ricochet Now appears as its own entry in the Death Recap. Tychus Base Frag Grenade [W] Fixed an issue that caused Frag Grenade to not apply physics to physics objects when no targets are hit. Valeera Level 16 Assassinate Damage bonus is now additive. Fixed an issue with duration extension. Whitemane Base Searing Lash [E] Can now be self-cast. Return to Top
      Click here to discuss this post with other players in the official Heroes of the Storm forums.

    • By Staff
      Game Pass members can now unlock 30 Heroes in Heroes of the Storm for free. Here’s how to claim your in-game perks.
      Game Pass Ultimate and PC Game Pass members are getting a fresh batch of in-game perks this week, and Heroes of the Storm is officially part of the lineup!
      Starting now, subscribers can unlock 30 playable Heroes in Blizzard's free-to-play MOBA just by linking their Battle.net account.
       
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