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Yrel Hero Spotlight

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Yrel is joining the Nexus soon and the official spotlight highlighting her back story is now up.

Each of her basic abilities is channeled and gains strength as she charges up to the maximum.

Basic Abilities

[D] Trait [Divine Purpose]

Directly interacts with her basic abilities. When activated, her next basic ability can be cast instantly at maximum charge at no Mana cost. 

[Q] Vindication

After channeling, she releases an explosion of light that damages enemies while healing herself.

[W] Righteous Hammer

Yrel swings the hammer of the Naaru, damaging enemies and knocking them away. The longer she charges, the more damage and knockback distance increase increase. Enemies hit at full strength are stunned for a short period on top of its other effects.

[E] Avenging Wrath

Upon activation, Yrel leaps through the air and upon landing, she slows and damages enemies in the impact area.

Heroc Abilities

[R1] Ardent Defender

Upon activation, a barrier surrounds her that absorbs incoming attacks, mitigating all damage taken for a percentage of the damage dealt. It can be cast while Yrel is channeling her basic abilities.

[R2] Sacred Ground

Purifies the portion of the battleground around Yrel, granting her a large amount of Armor while she remains in the area. The effect benefits Yrel and has no time duration. Instead, it persists until Yrel, or someone forces her out.

After traveling to an Alternate Draenor, the forces of Azeroth saved the acolyte Yrel from the Iron Horde. With their aid, she rose to the rank of Exarch and fought back the demonic invasion of her world. Now, she finds herself where time, space, and dimensions converge: the Nexus. Get all the necessary information and some gameplay tips on our newest Warrior Hero, Yrel, Light of Hope, in this spotlight video!

 

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I loved how cute they made her. She looks amazing.

I'm very surprised she is a Warrior. I was expecting an Assassin. But I love it. She will be really strong in Double Warrior compositions, with that defensive bruiser-like kit. It is nice to get another Tank-Support hybrid, as the last one we got was Zarya.

Edited by Valhalen
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17 minutes ago, Valhalen said:

I loved how cute they made her. She looks amazing.

I'm very surprised she is a Warrior. I was expecting an Assassin. But I love it. She will be really strong in Double Warrior compositions, with that defensive bruiser-like kit. It is nice to get another Tank-Support hybrid, as the last one we got was Zarya.

Her skin though. Love that Harley Quinn vibe :D

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23 minutes ago, Valhalen said:

I loved how cute they made her. She looks amazing.

I'm very surprised she is a Warrior. I was expecting an Assassin. But I love it. She will be really strong in Double Warrior compositions, with that defensive bruiser-like kit. It is nice to get another Tank-Support hybrid, as the last one we got was Zarya.

I kinda figured she'd be a warrior since we haven't gotten a new one since Blaze (I dont think we're going to see any new specialists with them already in the process of reworking the class system). She seems to me like a mix of Muradin with a reduced version of Dehaka's sustain. I also kept feeling like she's similar to Tyrael but can't quite put my finger on why, maybe the mix of healing and tanking

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5 minutes ago, mada7 said:

I kinda figured she'd be a warrior since we haven't gotten a new one since Blaze (I dont think we're going to see any new specialists with them already in the process of reworking the class system). She seems to me like a mix of Muradin with a reduced version of Dehaka's sustain. I also kept feeling like she's similar to Tyrael but can't quite put my finger on why, maybe the mix of healing and tanking

And with a mini LeapLeap and a personal Force of WillForce of Will 2.0 for a Heroic.

 

Edited by Valhalen

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4 minutes ago, Valhalen said:

And with a mini LeapLeap and a personal Force of WillForce of Will 2.0 for a Heroic.

 

I really wish they added some new specialists :( The tower changes really hurt them didn't it?

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3 minutes ago, Dejo93 said:

I really wish they added some new specialists ? The tower changes really hurt them didn't it?

I dont think we're going to see any more specialists. The rework of classes they claim to be working on seems to not have specialists so no point in making another hero that will need to be drastically reclassified so soon

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12 minutes ago, Dejo93 said:

I really wish they added some new specialists ? The tower changes really hurt them didn't it?

Depends on hero and map. Sylvanas is still capable of insane push, even with her trait nerfed.

Yrel looks good, did not expect her to be a full tank, but another one is always a welcome sight.

7 minutes ago, mada7 said:

I dont think we're going to see any more specialists. The rework of classes they claim to be working on seems to not have specialists so no point in making another hero that will need to be drastically reclassified so soon

Yeah, most specialists are going into assassins with good wave clear (there will be several tags), with some exceptions like Medivh, Abathur being moved into support/utility. I think that's good, because it has been a long time since specialist category didn't serve much purpose, it was no longer for siege heroes (and there was too much of an overlap with assassins like Jaina and Kael, who are also good at clearing waves).

Edited by Arcling

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She certainly does not seem overpowered at all. Super glad to see that Blizz learned from Maiev and Fenix. However, she looks fun as hell. Seems vulnerable to stuns due to the charge times, but she also seems quite durable along with having decent peel and CC. I look forward to trying her.

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Interesting kit, it will be fun to play. I wonder for how long can she hold her fully charged abilities, because in the video it seems there is no time limit. Also, can she cancel them somehow?


Bubble Hearth?

Edited by lChronosl

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Sacred Ground seems completely useless, an enemy can just stand out of the circle hitting you with all he wants without taking any damage from Yrel since if she exit the circle even once it disappear. Cannot compete even remotely with Ardent Defender that will have 100% pickrate

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49 minutes ago, Hanz39 said:

Sacred Ground seems completely useless, an enemy can just stand out of the circle hitting you with all he wants without taking any damage from Yrel since if she exit the circle even once it disappear. Cannot compete even remotely with Ardent Defender that will have 100% pickrate

That was my first impression as well, but it have some positives: it's good when you have to stay put, such as the new map objectives; it has relative low CD; the 20 upgrade allows you to move it around somewhat. I think if your team has good healing, or if the enemies have little burst, it might be the better choice.

One question, does armor reduce non hero damage? Minions, mercs, towers, summons?

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50 minutes ago, Hanz39 said:

Sacred Ground seems completely useless, an enemy can just stand out of the circle hitting you with all he wants without taking any damage from Yrel since if she exit the circle even once it disappear. Cannot compete even remotely with Ardent Defender that will have 100% pickrate

Sacred Ground is definitely strong. 40 armor is A LOT. In maps where you gotta defend stationary objectives (i.e. Sky Temple and Braxis Holdout), she becomes a wall. Pair that with DevotionDevotion + Guardian of Ancient KingsGuardian of Ancient Kings and she will be capped at 75 armor easily.

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Even if you have 40 armor doesn't mean you won't die just taking all the damage without doing nothing the whole time, it only affects Yrel also so enemy can easy ignore her and hit the others inside the circle for full dmg, if you want protect yourself isn't better become invincible and heal yourself at the same time when you really need it instead of reduce some damage when you don't need it?

They shoulda have given her a dmg ult instead of 2 defensive ults with one being pratically useless compared to the other

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i love the supposed skins that appear in the video, Auriel as Spirit ,  goblin junkrat and orc johana

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Talent list.

It seems her Avenging Wrath build will be absurdly strong; she will be pretty much a Leapquake Barbarian from Diablo III, hopping like a frog constantly in a way that will make Muradin jelly.

Here is how I plan to build this babe:

Level 1 - Light of Khaldor (Q): Increase Vindication's radius by 15%. Vindication's healing is increased by 20% per enemy Hero hit.

Level 4 - Aegis of Light (E): Upon landing, Avenging Wrath grants other nearby allied Heroes 25 Armor for 5 seconds.

Level 7 - Holy Avenger (E): Hitting an enemy Hero with Avenging Wrath at maximum charge reduces its cooldown to 1 second.

Level 10 - Sacred Ground (R2): Yrel sanctifies the ground around her, gaining 40 Armor until she leaves the area.

Level 13 - Repentance (E): Increase Avenging Wrath's Slow by 25% and duration by 0.5 seconds.

Level 16 - Divine Favor (D): Casting a Basic Ability reduces the cooldown of Divine Purpose by 2 seconds.

Level 20 - Hallowed Ground (R2): Casting Avenging Wrath while inside Sacred Ground moves Sacred Ground to Yrel's location upon landing.

I've tested this on the PTR and feels really powerful (and fun), turning her into a very potent Bruiser with ridiculous self-sustain, and perfect for hard-engage / dive compositions. So stuff like Maiev, Sonya and Butcher will be her best friends.

Here is how it works:

Holy Avenger (7) + Repetance (13) makes Yrel very hard to peel off. She will be able to inflict a Hero with 75% slow for 1.5 seconds, every 2.5 seconds, as Holy Avenger puts Avenging Wrath on a 1 second cooldown.

Charge Avenging Wrath and leap in the middle of the enemies, then use Sacred Ground, pop Divine Purpose followed by Righteous Hammer and start charging Avenging Wrath again, using Vindication when needed.

Yrel will be able to reset the CD on Divine Purpose really fast thanks to Divine Favor (16), be able to leap on enemies all the time, and all that while boasting from passive 40 armor granted from Sacred Ground, which will have 100% uptime as she hops around thanks to Hallowed Ground (20). And all that while granting 25 armor to nearby allies through Aegis of Light (4), which has quite a large radius.

Edited by Valhalen
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General HotS player: "Waaaah, that Bubble Hearth is stupid. You can never kill her and then she gets away safely. First Chromie and now this bs!!!"

Smart player: "You know...she will be gone from the fight...so the enemy has no tank...that is almost a victory and as effective as if you would have killed her, you kno---"

General HotS Player: "MUUU KDR!!!!!!!!!"

Aside from that: Dunno what to think of her as of yet. Will wait until she gets on live (as to avoid potential changes of opinion with updates right before she goes away from PTR).

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That 40 Armour area looks mean for taking objectives. Can't see that lasting too long. 40 Armour is huge to begin with, but as long as needed to secure the objective? Da fk? Though they were trying to move away from those kinds of game breaking things. Would hate to face her on, well, nearly every map out there. The Crowd Control and risk based healing looks cool on a Tank though. But that 40 armour is just dumb.

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5 hours ago, ExorionAether said:

General HotS player: "Waaaah, that Bubble Hearth is stupid. You can never kill her and then she gets away safely. First Chromie and now this bs!!!"

Smart player: "You know...she will be gone from the fight...so the enemy has no tank...that is almost a victory and as effective as if you would have killed her, you kno---"

General HotS Player: "MUUU KDR!!!!!!!!!"

Aside from that: Dunno what to think of her as of yet. Will wait until she gets on live (as to avoid potential changes of opinion with updates right before she goes away from PTR).

 

 

Its still dumb...

 

if you put all resources into killing this hero, you have a 4v5 with mostly damaged heroes with all abilitys on cd

 

and if you fight near the enemy core she just comes back full health 10 sec after

 

its not as bs as chromie, cause you need way more gap closers to kill chromie, but it is still not realy fun to play against

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Just now, Sombra said:

 

 

Its still dumb...

 

if you put all resources into killing this hero, you have a 4v5 with mostly damaged heroes with all abilitys on cd

 

and if you fight near the enemy core she just comes back full health 10 sec after

 

its not as bs as chromie, cause you need way more gap closers to kill chromie, but it is still not realy fun to play against

She also can get away with realy suicidal plays if the ability is on a low cd,

 

 

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1 hour ago, Sombra said:

its not as bs as chromie, cause you need way more gap closers to kill chromie, but it is still not realy fun to play against

I'm not sure why anyone would care about Bubble Hearth...  It's a level 20 ability that has a clear window to interrupt (which is something she's already weak to).  If you take it you're not getting either of her Heroic Improvements (both of which are very nice) nor her 2 second Unstoppable (which helps fight one of her biggest weaknesses).

So to recap:  It comes super late, in the end game when everyone has all the burst/cc they can get (to kill/interrupt during the 1 second channel).  It prevents her from getting three very strong talents from the same tier.  And even if it does work, all it does is prevent her death, which is decent of course but has little utility when it comes to her actual combat ability.

Bye, Bye isn't even that good on Chromie (though for her every talent on that tier is entirely defensive so she isn't giving up a lot) and she at least has the excuse that if she gets jumped on she can't fight effectively and just dies so recalling when it's clear your ability to fight is gone is okay.  Yrel is a melee tank with plenty of peel, sustain, durability, and escape.  It's almost never going to be completely clear that she's in a hopeless situation (unless you do something stupid) so very rarely will she be in an obvious situation where she'll want to hit the button.

Frankly it's a cute skill but I doubt it's going to be picked in any competitive situation.

Edited by KSDT
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HOTS art team is 10/10. Whole vibe feels like old school Blizz artwork

Edited by Abom

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      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 Pufferifsh Kill Slimed enemies, or hit them with Pufferfish. Provides 1 stack per minion, 5 stacks per Hero or Structure hit. At 100 200 stacks, Basic Abilities now deal full damage to Structures. Mythic Reward: At 200 400 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 Reduced the amount of time needed to deal the full Damage over Time from 5 seconds to 4 seconds. 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. Sentinel Shot [W] Mana cost increased to 55 from 50. 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 45 Heroes, Tyrande's Basic Attacks occasionally trigger a Lunar Flare. Now restores 25 mana per enemy hit. Mana cost increased to 65 from 60. Starfall [R] Mana cost increased to 85 from 75. Shadowstalk [R] Mana cost increased to 85 from 75. 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
      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. Tychus Level 10 Commandeer Odin Fixed an issue that caused Tychus' Odin to not display a cooldown for its Thrusters Ability. 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 PTR patch for Heroes of the Storm and here are the unofficial Patch Notes with all the datamined changes.
      Map Updates
      Volskaya Foundry
      Objective
      Triglav Protector Attack Damage reduced from 155 to 130. Attack Damage bonus against Structures increased from 50% to 100%. Attack Damage bonus when both slots are occupied increased from 35% to 50%. Spell Damage bonus when both slots are occupied reduced from 35% to 25%. Cooldown reduction when both slots are occupied reduced from 35% to 25%  Triglav Gunner Spell Damage bonus when both slots are occupied reduced from 35% to 25%. Cooldown reduction when both slots are occupied reduced from 35% to 25%. Energy Regeneration when both slots are occupied reduced from 35% to 25%. Balance Updates
      Arthas
      Base
      Army of the Dead [R1] Ghouls' Health increased from 1060 to 1200. Ghouls no longer have a duration. Ghouls now lose 60 Health every second. Ghouls duration effectively increased from 15 to 20 seconds. Azmodan
      Base
      Globe of Annihilation [Q] Damage bonus upon reaching 450 Annihilation increased from 125 to 150. Summon Demon Warrior [W] Demon Warriors damage reduced from 83 to 53. Additional functionality: Deals 100% bonus damage against Minions and Mercenaries. Demon Lieutenant [D] Demon Lieutenant damage reduced from 103 to 52. Additional functionality: Deals 100% bonus damage against Minions and Mercenaries. Deathwing
      Talents
      Level 1 Molten Blood Removed functionality: No longer grants Form Switch, which could be activated to swap Form. Jaina
      Base
      Frostbite [Trait] Rework: Ice Cold no longer gives Protected, Unstoppable, and immunity to damage over time effects for the duration. Instead, it now gives Invulnerable for the duration. Murky
      Base
      Pufferfish [W] Baseline Quest requirements increased from 100/200 to 200/400. Rework: Kill Slimed enemies or hit them with Pufferfish. Heroes and Structures award 4 bonus stacks. Bug Fixes
      Fixed an issue causing Azmodan's Summon Demon Warrior to not show the amount of charges available. Fixed an issue causing the Health decay of Azmodan's Demon Warriors to scale twice per level. Fixed an issue causing Azmodan's Wrath to still require the target to be under 75% Health in order to grant Annihilation. Fixed an issue causing the damage from Azmodan's Wrath to cap at 400 Annihilation rather than 450 Annihilation. Fixed an issue causing Azmodan's Battleborn to reduce the cooldown between charges instead of the charge cooldown. Fixed an issue causing Basic Attacks empowered by Azmodan's Bombardment to give Annihilation when hitting non-Heroes. Fixed an issue causing Basic Attacks empowered by Azmodan's Bombardment to give Annihilation while Blinded or if the target is Evading. Fixed an issue causing the tooltip for Falstad's Dishonorable Discharge in the Buff Bar to not show the Quest progress correctly. Fixed an issue causing the tooltip for Falstad's Frequent Flyer in the Buff Bar to not show the Quest progress correctly. The tooltip for Gazlowe's Overcharged Capacitors has been updated from duration to Health gain  Fixed an issue causing Jaina's Blizzard to have 0 range. Fixed an issue causing Jaina's Summon Water Elemental to have 0 range. Fixed an issue causing Jaina's Baseline Quest to show its progress on the UI while dead even after completing it. Fixed an issue causing Kerrigan's Baseline Quest to not gain stacks correctly after reaching 150 stacks. Fixed an issue causing Muradin's Thunder Clap to not show the amount of charges available. Fixed an issue causing Muradin's Thunder Clap to not be affected by cooldown reduction effects. Fixed an issue causing Muradin's Dwarf Toss to not show the amount of charges available. Fixed an issue causing Muradin's Dwarf Toss to not be affected by cooldown reduction effects. Fixed an issue causing the cooldown reduction from Muradin's Dwarf Launch to not work correctly. Fixed an issue causing the cooldown reduction from Muradin's Unstoppable Force to not work correctly. Fixed an issue causing Murky's Spawn Egg to not go on cooldown when destroyed or placed. Notification message for Murky having no Egg changed from "Murky's Egg" to "last Murky's Egg". Fixed an issue causing the tooltip for Nazeebo's Dead Rush to not show the Zombies duration correctly. Fixed an issue causing Nazeebo's Gargantuan Stomp to not be usable 20 seconds after Gargantuan was summoned. The tooltip for Zagara's Mutalisk has been updated from duration to Health decay.
    • By Elitesparkle
      Blizzard released a new PTR 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 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 Map Updates Balance Update Known Issues & Bug Fixes General
      All Quests that can lose stacks will never cause the player to fall below milestone thresholds. Pinnacle Rewards are now named Mythic Rewards to give a more Blizzard feel. So Mythic-y! The following Summoned Units now lose health each second: Demon Lieutenants, Demon Warriors, Gargantuan, Hydralisks, Roaches, Rock-It Turrets, Rush Zombies, Scarabs, Treants, Tumors, and Water Elementals. Total Health and Duration of these Summoned Units have been adjusted to compensate for this. Structures now prioritize Summoned Units when there are no remaining minions. Summoned Units no longer take half damage from Structures. XP Globe pickup sound is now also played when killing a minion that instantly yields XP. Updated Homescreen and Startup Music. Return to Top
      Map Updates
      General Watch Towers will now reset to neutral after 45 seconds of not being occupied. Volskaya Foundry Triglav Protector bonus Damage and cooldown speed increased from 25% to 40% when 2 players are inside. Warhead Junction The burn duration is now displayed on structures affected by a Warhead. Return to Top
      Balance Update
      Heroes
      Azmodan
      Base
      Globe of Annihilation [Q] Now deals 50% damage to non-Heroes. Upon reaching 225 Annihilation, Globe of Annihilation no longer deals reduced damage to non-Heroes. Window to kill minions for Annihilation increased to 3s (from 1.5s). Summon Demon Warrior [W] Demon Warriors damage increased from 32 to 83. Now deals half damage to Heroes. Demon Warriors no longer have a duration, but lose 26 Health every second. Demon Warriors no longer have Immolation. Now has 2 charges. Talents
      Level 1 Wrath REWORK: Now provides 1 stack for every 2 Basic Attacks hit against a Structure or Hero. Level 7 Art of Chaos Extra Annihilation amount reduced from 4 to 2. Bombardment Amount of time Bombardment lasts reduced from 4 seconds to 3 seconds. Master of Destruction Amount of Annihilation granted reduced from 2 to 1. Level 13 Brutish Vanguard Now slows the attacked target by 30%. Level 16 Hell Rift Damage bonus reduced from 75% to 35%. Level 20 Inescapable Annihilation NEW: Globe of Annihilation has unlimited range. Pride Moved to baseline. Now requires 450 stacks. Deathwing
      Base
      Attack Damage decreased from 155 to 110. Form Switch [1] Active ability removed. Deathwing now switches forms solely from landing. Cataclysm [R] NEW QUEST: Damage Heroes with Molten Flame to gain 1 stack. Gain 50 stacks for killing a Hero. Mythic Reward: Upon reaching 2,000 stacks, Cataclysm now deals 2,500% damage to Structures and Minions. "I AM THE CATACLYSM". Onslaught [E] Bonus damage increased from 72 to 120. Damage increased from 38 to 60. Earth Shatter [E] Projectile speed increased by 30% Molten Flame [Q] Base Damage per Second reduced from 21 to 19. Incinerate [W] Cooldown increased from 4 seconds to 6 seconds. Energy cost increased from 20 to 30. Damage increased to 100 (from 65). Lava Burst [W] Cast time reduced from 1 second to .75 seconds. Cooldown increased from 6 seconds to 9 seconds. Energy cost increased from 15 to 25. Explosion Damage increased from 30 to 35. Explosion Damage over Time increased from 6 to 7. Slow increased from 35% to 45%. Dragonflight [Z] Cooldown delay after dealing or taking damage increased from 4 seconds to 6 seconds. Cooldown reduced from 45 seconds to 15 seconds. Talents
      Level 1 Dragon Soul Healing increased from 75%, 150% to 100%, 200%. Level 4 Heat Wave Damage over Time increased from 6 to 9. Damage over Time stacks reduced from 4 to 3. Initial damage bonus increased from 125% to 150%. Level 7 Firestorm Damage increased from 70 to 77. No longer reduces cooldown of Dragonflight. Level 13 Fire and Fury Damage bonus increased from 30% to 40%. Falstad
      Base
      Lightning Rod [W] Range reduced by .5. Time between strikes increased from .8 seconds to .9 seconds. Jaina
      Base
      Frostbite [Trait] NEW QUEST: Deal Ability Damage to Frostbitten Heroes. Upon reaching 12,000 Damage, unlock Improved Ice Block, which allows Jaina to become temporarily Invulnerable. Mythic Reward: Upon dealing 30,000 Damage, Ice Block upgrades to Ice Cold, granting Jaina Protected instead of Stasis. Talents
      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.

       
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