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Heroes of the Storm Mephisto

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11 minutes ago, Guest jesus said:

Maybe should've created a guide first?

I'm not sure what you mean. Could you please elaborate?

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Guest jesus
58 minutes ago, positiv2 said:

I'm not sure what you mean. Could you please elaborate?

There was nothing under that link earlier.

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6 hours ago, Guest jesus said:

There was nothing under that link earlier.

Yeah, the threads are created before the content is released so that people who want to comment don't see a screen telling them that the there is no such thread. In my opinion, having a thread with a dead link is better than not having the thread when the guide is up.

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@Straften, can you create an additional build revolving around Lightning Nova, like this one, considering that these talents are listed as recommended? With a build around Lightning Nova though, I'm curious if Consumed by HatredConsumed by Hatred might be worth taking over MimicMimic or if the latter fares better in this build, considering that using your shade offensively as is required with Mimic can potentially be dangerous and risky. Any thoughts on this would be welcome and highly appreciated. ?

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@Valhalen, what are your opinions on MimicMimic vs Consumed by HatredConsumed by Hatred in a Lightning Nova build? On paper I'd assume that Mimic synergizes better with the build, but I know Consumed by Hatred is super good, even without the spell power build. What do you think?

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14 minutes ago, Maxkitty said:

@Valhalen, what are your opinions on MimicMimic vs Consumed by HatredConsumed by Hatred in a Lightning Nova build? On paper I'd assume that Mimic synergizes better with the build, but I know Consumed by Hatred is super good, even without the spell power build. What do you think?

I think it depends on the map, really. I can see MimicMimic being ridiculously powerful in maps with stationary objectives (Dragon Shire, Wolksvagen Volskaya Foundry, Braxis Holdout, Sky Temple) where you just pop the Shade of MephistoShade of Mephisto in the middle of the area to zone people out. In maps where players tend to spread out for objectives (Warhead Junction, Blackheart's Bay) I can see it losing value, where Consumed by HatredConsumed by Hatred seems more attractive.

I personally like the Heroic upgrade better because it gives Mephisto pretty much a global Last RitesLast Rites (obviously much less powerful). However, depending on your team composition I can even see Durance of HateDurance of Hate being more effective because you can pin people down in CC chains with other abilities (Ring of FrostRing of Frost, Entangling RootsEntangling Roots, Scroll Of SealingScroll Of Sealing, Warden's CageWarden's Cage and obviously Mosh PitMosh Pit), allowing to maximize the damage dealt by Lightning NovaLightning Nova baked with all those nasty talents.

I haven't tested it yet, but is the Lightning NovaLightning Nova generated by MimicMimic affected by related talents?

Edited by Valhalen
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13 hours ago, Valhalen said:

I think it depends on the map, really. I can see MimicMimic being ridiculously powerful in maps with stationary objectives (Dragon Shire, Wolksvagen Volskaya Foundry, Braxis Holdout, Sky Temple) where you just pop the Shade of MephistoShade of Mephisto in the middle of the area to zone people out. In maps where players tend to spread out for objectives (Warhead Junction, Blackheart's Bay) I can see it losing value, where Consumed by HatredConsumed by Hatred seems more attractive.

I personally like the Heroic upgrade better because it gives Mephisto pretty much a global Last RitesLast Rites (obviously much less powerful). However, depending on your team composition I can even see Durance of HateDurance of Hate being more effective because you can pin people down in CC chains with other abilities (Ring of FrostRing of Frost, Entangling RootsEntangling Roots, Scroll Of SealingScroll Of Sealing, Warden's CageWarden's Cage and obviously Mosh PitMosh Pit), allowing to maximize the damage dealt by Lightning NovaLightning Nova baked with all those nasty talents.

I haven't tested it yet, but is the Lightning NovaLightning Nova generated by MimicMimic affected by related talents?

I'm not sure, but if it is, that would make it all the more powerful. I'll be able to test it later today, in about 4-5 hours, so I can edit this then to confirm.

And I find it to be a hard decision between the two, considering that both are powerful. I'd assume that if the enemies are often low on health, it might be better to go with the heroic upgrade, but if they are more durable and are often high on health, I might consider MimicMimic a bit better mainly to aid in doing eye-watering damage and to get the enemies low. Then again, it is way better on static objectives like you said, and I'd probably say it would work best on Infernal Shrines more than any other map, due to the fact that it can zone very well AND do very high damage, mainly due to the way the objective is laid out. 

Edit: Mimic does work with talents for Lightning Nova, but static field will not proc on the shade, only you.

Edited by Maxkitty

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Hey, Lightning Nova build should have been present in the guide, but due to a missing file, it was not added properly. Sorry for this, as this is my fault, but the file has been added and the build should be visible soon.

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2 hours ago, Valhalen said:

I'm surprised you guys didn't include Mephisto's Lord of Hatred Build (which gives massive CDR capabilities) and/or the Lightning Nova Build (which can potentially deal eye-watering damage).

Any thoughts on those, Mr. @Straften?

2 hours ago, Maxkitty said:

@Straften, can you create an additional build revolving around Lightning Nova, like this one, considering that these talents are listed as recommended? With a build around Lightning Nova though, I'm curious if Consumed by HatredConsumed by Hatred might be worth taking over MimicMimic or if the latter fares better in this build, considering that using your shade offensively as is required with Mimic can potentially be dangerous and risky. Any thoughts on this would be welcome and highly appreciated. ?

 

There is supposed to be a Lightning Nova Build already up; here is a link for those interested in seeing it right away. We have had some technical issues in getting it posted. 

As for the full Lord of Hatred Build, I addressed this in the Abilities section: "...investing into Lord of Hatred too heavily may lower your overall damage output." Many of Mephisto's Talents are a choice between making Abilities more powerful, or using them more often. At some point CDR has diminishing returns, especially when Lightning Nova can only be cast again after it ends. My initial feeling on this is that you should probably take up to 2 CDR Talents at once; time will tell as the meta develops around his release.

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Got to try Meph today and I have to say I was pleasantly surprised!  I liked the character himself well enough but for whatever reason watching his hero spotlight and looking at his abilities prior to his release actually made me lose a bit of interest in the hero.  I don't know why exactly, maybe his model looked a bit off, his gameplay looked a bit boring, not sure why exactly.  Having played him now though?  I have to say he has very quickly grown on me.  He's a lot more fun to play than he looks.

Today I did his Heroic focused build (Level 1 Spell Power + Level 13 Hysteria) and his global nuke was every bit as satisfying as I expected it to be.  His teleport is tricky to use well especially alongside his Lightning Nova and then keeping them in the ring is also a challenge (with smaller enemies anyway).

Most of his talents are relatively obvious in how they play out but two of them stood out to me as a bit better than I expected them to be (specifically they help his PvE/Wave Clear).

I've always been a fan of Devil's Due on Diablo and Abundance on Alex for making regen globes busted and I'm happy to say Meph's Spite talent follows right along with them.  The increased sustain and ability cooldowns were very noticable and helped make it so I very rarely needed to retreat.  Once Hysteria comes along Spite becomes even better as it helps get your Heroic faster even when not directly fighting.

The other talent that was interesting for me was Animosity.  While not the beast Static Field might be I was actually impressed with how useful Animosty was.  It's still useful in team fights, letting you keep your Nova up for significantly longer, meaning more damage and more cooldown reduction (and also helps even in 1v1 situations where Static Field kinda doesn't).  Where it really pulls its weight though is in PvE.  Whether you're knocking down towers or a boss, Animosity gives you that much more up time on your Lightning Nova damage (and a few extra ticks via auto attacks).  Not to say those reasons make it better than Static Field but I actually think it's a viable alternative in certain situations/maps/comps.

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7 hours ago, KSDT said:

Today I did his Heroic focused build (Level 1 Spell Power + Level 13 Hysteria) and his global nuke was every bit as satisfying as I expected it to be.

I mean, I totally agree with you, but I’m sure we can both agree that it's gonna get nerfed due to the insane amount of people who are gonna complain about it ?

Plus the lvl 20 upgrade for it is busted, so it’s certainly gonna get nerfed.

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Guest Zeprido

Honestly surprised there's no Skull Missile (Q) build listed, you get massive CDR from landing multiple multi hit Q's in team fights and heal a decent amount giving you sustainability in fights. Lets you keep your W up quite a bit and get 2-3 blinks in one fight.

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I also really like the Skull Missile build. Safe, reliable, can basically be fired on the move, tapped before a port, and it's just constant. 50% damage to heal is pretty good when you're a squishy hitting multiple targets at a time. The stacks are incredibly easy to get early. It does have some issues doing lasting damage when 1v5, similar to slower firing sustain characters. So apparently you need teammates to be able to finish kills with it. Nova in this scenario is used as a zoning tool. Which, also is used when on the move. It makes Mephisto a pain to chase when combined with his skull healing.

The Nova Build is more 50/50. Either it does enormous damage from lack of CC or teammates that used up abilities to let you skim the edges of the fights or you get CC'd or just too damaged too quickly. It has more finishing power than Skull Missile though, assuming your enemies are slow or have tunnel vision. The zoning effect is probably the best part of Mephisto so far, with the self heal a close second for me. Yes, his damage can be high, but so can other assassins. And they aren't in their first OP month still.

One funny thing to notice is using his own port as bait. This combos well with his Skull Missile and Heroic Durance of Hate. Probably the only use I've ever gotten of the secondary heroic reliably is when porting away from enemies, and firing my heroic and skull, activating nova, and porting back. When outnumbered or facing very mobile enemies where running isn't an option, it's a good way of clustering the enemy for a heroic counter. After all, why wouldn't you want to attack Mephisto as he ports back? It's the best shot you have at dealing damage to him. While body blocking is one of your best tools of keeping him from getting away and preventing him from landing Nova. If they land, you can try running with a nova as a deterrant. Combo might shake off an enemy or two and give you a chance to flee properly. Or it might just get you killed faster. :p

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Had a blast with the Trait build yesterday. Spamming Novas like crazy and being over 50% mana the entire match thanks to SpiteSpite. Funtimes.

I've noticed that Mephisto can do some nifty teleports from safe zones, such as the bottom part of the objetctives in Alterac Pass (between the base and the cages) and the middle bush right above the Dragon Knight altar in Dragon Shire. Slippery as fuck.

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9 hours ago, Maxkitty said:

I mean, I totally agree with you, but I’m sure we can both agree that it's gonna get nerfed due to the insane amount of people who are gonna complain about it ?

Plus the lvl 20 upgrade for it is busted, so it’s certainly gonna get nerfed.

Here's to hoping people are used to this type of effect by now from other characters (Malth's Last Rites, or Karthas from LoL) that they don't complain like children...  Oh who am I kidding?  They just managed to get Chromie gutted because they cried about her, so sure, I can see it happening.  Still I can always dream that Blizzard doesn't crumble to whiners.

3 hours ago, Morcalivan said:

I also really like the Skull Missile build. Safe, reliable, can basically be fired on the move, tapped before a port, and it's just constant.

I think the reason the Skull Missile talents don't get their own build is because A) the author doesn't seem to think the missile is reliable (too easy to dodge thanks to the delay I imagine) and B) the talents compete against better general talents in their tiers that benefit all of his skills even Skull.  Like Level 1, his Skull talent is fine but why pick it when you can get 20% spell power to benefit his Skull and everything else?  His level 4 Skull talent is competing with either a large shield to help protect against burst or an amazing sustain talent in Spite.  The guide already recommends his level 13 Skull talent regardless of build and his level 16 Skull talent is tough to make use of.  Honestly I don't really see the need to a separate "Skull build."

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4 hours ago, KSDT said:

The guide already recommends his level 13 Skull talent regardless of build 

Actually, for the consumed souls build, Hysteria is shown to be an alternative to that talent. However, as said in the build's description, "If you plan to use Consume Souls as a follow-up rather than a team fight opener, you can take Hysteria instead of Abhorred Skull." Right now, it looks like the best way to use Consume Souls is as a follow up, and while Abhorred Skull is great for the build, especially once you reach 20, getting superpowered Consume Souls even more often turns it into a game winner. Of course, the author may have a different opinion, and they are entitled to that. I just like Hysteria more, personally.

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43 minutes ago, Maxkitty said:

I just like Hysteria more, personally.

Hey, you'll get no arguments from me, as I mentioned in my first post, Hysteria is what I play.

My comment was more talking about having a specific Skull talent build and why I didn't see the need.

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10 hours ago, KSDT said:

Here's to hoping people are used to this type of effect by now from other characters (Malth's Last Rites, or Karthas from LoL) that they don't complain like children...  Oh who am I kidding?  They just managed to get Chromie gutted because they cried about her, so sure, I can see it happening.  Still I can always dream that Blizzard doesn't crumble to whiners.

I think the reason the Skull Missile talents don't get their own build is because A) the author doesn't seem to think the missile is reliable (too easy to dodge thanks to the delay I imagine) and B) the talents compete against better general talents in their tiers that benefit all of his skills even Skull.  Like Level 1, his Skull talent is fine but why pick it when you can get 20% spell power to benefit his Skull and everything else?  His level 4 Skull talent is competing with either a large shield to help protect against burst or an amazing sustain talent in Spite.  The guide already recommends his level 13 Skull talent regardless of build and his level 16 Skull talent is tough to make use of.  Honestly I don't really see the need to a separate "Skull build."

You pick it because it doesn't just increase damage. It increases cooldown. It is in fact very easy to land and quick to stack. I wish it would stack further with a third quest or something. Nova is just as easily dodged. Not sure why that would come up.

Once stacked you just rapid fire Skull Missile when in a group fight. The reason this is so strong is because of it's fire and forget function that lets you shoot on the go and the heal which negates most return fire.

It does this from a ranged level of safety not offered by Nova.

So yes, it does have its use. The lost spell power for consumed souls is a bummer though. Durance of Hate is just so slow too, so I rarely take it. Needing crowd control to land a crowd control... gah. More of a melee range defense most of the time.

 

Edited by Morcalivan

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is start to undestans my people start to complain against, mephisto ult. end game its allmost 1k dmg, without you cannot dodge it ( well little exeption, like uther bubble). well you can if you kill mephosto, but still its kinda sick, that you can do (assumuing all enemies are alive at that point) 5000 dmg, for free, its just sick

 

Edited by Seeppari
sorry, at 20 it does little bit under 900, but still

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8 hours ago, Morcalivan said:

You pick it because it doesn't just increase damage. It increases cooldown. It is in fact very easy to land and quick to stack. I wish it would stack further with a third quest or something. Nova is just as easily dodged. Not sure why that would come up.

I would imagine it's "easy" to stack right now because the hero is new and people are still getting used to playing vs him.  Over time people will learn to dodge him much like they (should) do vs Chromie (or they'll not bother and they'll just complain and get him nerfed too).  Lightning Nova doesn't have the second start up and hits a very wide area that you can move around to correct your aim.  I expect that's why it's seen as "more reliable."

Edited by KSDT

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Some things that might be worth noting about Shade of MephistoShade of Mephisto:

- Stitches' GorgeGorge prevents Mephisto from teleporting back as it "removes" him from the battlefield, therefore he cannot teleport back while inside the big bully's belly. This alone makes Stitches a fantastic counter to Mephisto.

- Entering Blaze's Bunker DropBunker Drop will also prevent Mephisto from teleporting back.

- Chromie is also a powerful counter to Mephisto as she can simply Temporal LoopTemporal Loop his ass when he teleports in; he will be dragged back even after teleporting back.

Edited by Valhalen

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Guest Davi leBronze

Hi, Mephisto's talents should be updated. I saw SpiteSpite and AnimosityAnimosity.

I'm
 

 

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      Fixed an issue that caused Unstoppable targets to not be immune to Blinds. Maps
      General Fixed an issue that caused Bosses to attack Summoned units. Blackheart's Bay Fixed an issue that caused the AI to have issues turning in coins. Infernal Shrines Fixed an issue that prevented Minions from pathing near the Arcane Punisher's beams. Heroes
      D.Va Base Defense Matrix [W] D.Va's Mech will now retarget Defense Matrix when controlled by an AI. Deathwing Base Dragonflight [Z] Fixed an issue that caused Dragonflight's cooldown to increase upon taking damage to only occur when the cooldown is below 4 seconds. Garrosh Level 4 In For the Kill Fixed an issue that caused In For the Kill to not completely reset the cooldown of Bloodthirst. Gul'dan Base Drain Life [W] Fixed an issue that caused Drain Life to not always be interrupted if the target leaves its range. Jaina Base Improved Ice Block [1] Fixed an issue that caused Improved Ice Block and Ice Cold to not be used correctly by AI-controlled Jaina. Kael'thas Level 20 Rebirth Fixed an issue that caused Rebirth to not be used correctly by AI-controlled Kael'thas. Li Li Base Cloud Serpent [W] Fixed an issue that caused Cloud Serpent to not be made visible when damaging a target while in the Fog of War. Medivh Level 10 Poly Bomb Fixed an issue that caused Poly Bomb to not be used correctly by AI-controlled Medivh. Nazeebo Level 13 Superstition Fixed an issue that caused Superstition to display a blank ability for the damage dealt by its Corpse Spider. Samuro Base Mirror Image [Q] Mirror Images will no longer move towards Samuro's attack move target point on creation. Mirror Images will now properly have their AI enabled when Samuro has their AI enabled. Stukov Base Weighted Pustule [W] Fixed an issue that caused Weighted Pustule to be removed when an effect that removes Slows is applied. Thrall Base Feral Spirit [W] Fixed an issue that caused Feral Spirit to not be extended correctly if it is about to expire. 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
      Blackheart's Bay
      Objective
      Bombardment Damage increased from 2875 to 3000. Balance Updates
      Arthas
      Base
      Frostmourne Hungers [D] Maximum damage bonus increased from 5000 to 10000. Gazlowe
      Base
      Rock-It! Turret [Q] Duration increased from 17 to 20 seconds. Mal'Ganis
      Base
      Necrotic Embrace [W] Damage increased from 110 to 121. Additional functionality: Gain 15 Spell Armor for 3 seconds. Medivh
      Talents
      Level 1 Winds of Celerity Movement Speed bonus increased from 75% to 100% of Raven Form's Movement Speed bonus. Raven's Intellect Mana and Health Regeneration bonus increased from 125% to 200%. Muradin
      Talents
      Level 16 Dwarf Launch Cooldown reduction reduced from 2 to 1 second. Level 20 Mountain King Cooldown increase removed. Sgt. Hammer
      Talents
      Level 1 Maelstrom Rounds Damage bonus increased from 30% to 40%. Level 13 Hyper-Cooling Engines Now triggers against Structures too. No longer grants bonuses from splash damage. Level 20 Advanced Lava Strike Damage bonus increased from 50% to 65%. Ultra Capacitors Now triggers against Structures too. No longer grants bonuses from splash damage. Thrall
      Talents
      Level 1  Echo of the Elements Time window to gain stacks increased from 1.5 to 2 seconds. Extra bounces no longer deal reduced damage. Quest requirements increased from 20/40/100 to 20/50/125. Removed functionality: Chain Lightning no longer bounces an additional time after unlocking the second Reward. Level 7  Rolling Thunder Additional functionality: Chain Lightning bounces an additional time. Tyrande
      Base
      Lunar Flare [E] Damage bonus per stack reduced from 3.5% to 3%. Talents
      Level 13  Quickening Blessing Movement Speed bonus on Light of Elune's target increased from 20% to 25%. Level 20 Commander of Sentinels Cooldown increase removed. Bug Fixes
      Fixed an issue causing respawn timers from Level 10 to 23 to be lower than intended. Fixed an issue causing increased Movement Speed visual effects to be created when joining a Toy Train. Fixed an issue causing Heroes to collect more Skulls than allowed during the Objective phase on Haunted Mines. Fixed an issue causing Arthas's Frost Presence to fire the Quest Completed notification twice. Fixed an issue causing Arthas's Frost Presence to give double Quest progress when hitting an enemy Hero with both the path and the circle. Fixed an issue causing Arthas's Rime to heal Arthas even when not Stunned, Rooted, or Slowed. Fixed an issue causing Ghouls summoned by Arthas's Army of the Dead to have a duration instead of losing Health over time. The tooltip for Arthas's Frost Presence has been updated from "Root enemy Heroes" to "Hit enemy Heroes". Fixed an issue causing Garrosh's Wrecking Ball to show the mark on targets barely not in range. Fixed an issue causing effects related to the duration of Mal'Ganis's Necrotic Embrace to not work correctly. Fixed an issue that caused Medivh's Guardian of Tirisfal to not increase Arcane Rift's search duration. Fixed an issue causing Ragnaros's Living Meteor to not deal the landing damage.
    • 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 Bug Fixes General
      Unranked Mode has been removed. Respawn timers have been reduced in the mid-to-late game. By level 22, respawn timers are back at 65 Seconds. Updated Homescreen and Startup Music. Return to Top
      Map Updates
      Garden of Terror Classic The original Garden of Terror has returned to Custom Games! The name has been changed to Garden of Terror Classic to differentiate from the current Garden of Terror. Haunted Mines Haunted mines has returned to Quick Match! Map objective is now complete when one team collects 55 Skulls, rather than when all 100 Skulls have been collected. Hero vision is reduced while in the mines. Warhead Junction Cast time for Nuke increased from 2.5 seconds to 3 seconds. Cast time for Nuke now breaks upon taking damage. DoT damage from Nuke increased by 100%. Damage to Forts and Keeps from Nuke increased from 100% to 125%. Return to Top
      Balance Update
      Heroes
      Arthas
      Arthas has been fully reworked! All abilities and talents will be listed below.
      Base
      Death Coil [Q] Mana: 40. Cooldown: 9 seconds. Deals 164 damage to target enemy. Can be self-cast to heal for 262 health. Howling Blast [W] Mana: 50. Cooldown: 10 seconds. Root enemies within the target area for 1.25 seconds and deals 68 damage. Frozen Tempest [E] Mana: 13 per second. Cooldown: 1 second. Deals 36 damage per second to nearby enemies and Slow their Movement Speed by 10% per second, stacking up to 40%. Heroes hit also have their Attack Speed Slowed by 10% per second, stacking up to 40%. Frozen Tempest's effects last for 1.5 seconds. Army of the Dead [R] Charge Cooldown: 18 seconds. Consume all charges to summon an equal number of Ghouls that last 15 seconds and attack for 20 damage. Ghouls can be sacrificed to heal Arthas for 240 Health. Stores up to 6 charges. Every time an enemy minion dies nearby, reduce the charge cooldown of this ability by 1 second. Takedowns reduce the charge cooldown of this ability by 6 seconds. Summon Sindragosa [R] Mana: 100. Cooldown: 100 seconds. Deals 230 damage and Slows enemies by 60% for 4 seconds. Also disables Minions, Mercenaries, Monsters, and Structures for 20 seconds. Frostmourne Hungers [D] Cooldown: 12 seconds. Activate to make Arthas' next Basic Attack strike immediately and deal 71 bonus damage. Dealing damage restores 40 Mana. QUEST: Killing a Minion or hitting a Hero with Frostmourne Hungers permanently increases its bonus damage and Arthas' Basic Attack damage by 1. Talents
      Level 1 Frost Presence Increase the area of Howling Blast by 20%. QUEST: Root enemy Heroes with Howling Blast. REWARD: After Rooting 15 Heroes, Howling Blast's range is increased by 20% and it hits enemies in its path. REWARD: After Rooting 30 Heroes, Death Coil Slows Heroes hit by 50% for 0.75 seconds. Borean Winds After Frozen Tempest has been active for 2 seconds, Arthas gains 10% Movement Speed. PASSIVE: Frozen Tempest's Slowing effects last an additional 0.5 seconds and its Mana cost is reduced by 4 per second. Rime Every 5 seconds, gain 75 Physical Armor against the next enemy Hero Basic Attack, reducing the damage taken by 75%. Stores up to 3 charges. PASSIVE: While Arthas is Slowed, Rooted, or Stunned he heals 24 Health a second. Level 4 Shattered Armor Enemy Heroes hit by Howling Blast have their Armor reduced by 15 for 4 seconds. Icy Talons Gain 3% Attack Speed for 2 seconds every time a Hero is damaged by Frozen Tempest, to a maximum of 60%. Frost Strike Frostmourne Hungers deals an additional 115 Ability damage in an area and slows Heroes hit by 20% for 2 seconds. Level 7 Immortal Coil Gain the healing effect of Death Coil even when used on enemies. If Death Coil is used on Arthas, it heals for an additional 75% bonus healing and its cooldown is reduced by 3 seconds. Rune Tap Every 3rd Basic Attack heals Arthas for 5% of his max Health. PASSIVE: Each stack of Frostmourne Hungers increases Arthas' Maximum Health by 10. Icebound Fortitude Cooldown: 35 seconds. Activate to gain 25 Armor and reduce the duration of Stuns, Slows, and Roots against Arthas by 75% for 3 seconds. Each Hero Rooted by Howling Blast reduces the cooldown of this ability by 2 seconds. Level 13 Deathlord If Death Coil is used on an enemy Hero, launch an additional Death Coil at a nearby enemy Hero. PASSIVE: Death Coil deals more damage the lower Arthas' current Health is, to a maximum of 50% bonus damage. Deathchill Howling Blast's damage is increased by 2 for each stack of Frostmourne Hungers. Howling Blast deals 100% additional damage and Roots for an additional 0.25 seconds against Heroes under 50% health. Biting Cold Each second an enemy is damaged by Frozen Tempest, it deals 15% bonus damage, up to 75% bonus damage. Level 16 Remorseless Winter Enemy Heroes that remain within Frozen Tempest for 2.5 seconds are Rooted for 1.25 seconds and heal Arthas for 3% of his maximum Health. This effect has an 8 second cooldown per target. Frostmourne Feeds Reduce the cooldown of Frostmourne Hungers by 6 seconds. Arthas heals for 75% of the Basic Attack damage dealt by Frostmourne Hungers. Anti-Magic Shell Cooldown 60 seconds. Activate to make Arthas immune to Spell Damage for 4 seconds and heal Arthas for 25% of the damage prevented. Level 20 Legion of Northrend Reduce Army of the Dead's charge cooldown by 5 seconds. Each charge consumed spawns an additional Ghoul to attack nearby enemies. These Ghouls cannot be sacrificed. Absolute Zero Sindragosa flies twice as far. Enemy Heroes are Rooted for 2.5 seconds, and then Slowed by 60% for 4 seconds. Death Pact Instantly double your stacks of Frostmourne Hungers, but it no longer gains stacks from hitting Heroes or killing Minions. PASSIVE: Takedowns grant 2 stacks of Frostmourne Hungers. Path of Frost Activate to instantly mount with 10% additional Movement Speed. Taking damage does not dismount Arthas from this mount. Lasts up to 5 seconds. When Arthas dismounts, Slow all nearby enemies by 30% for 2 seconds and deal 66 damage. Chen
      Base
      Keg Smash [W] Breath of Fire initial damage lowered from 85 to 40. Breath of Fire duration increased from 3 seconds to 6 seconds. Breath of Fire no longer costs Energy. Keg Smash energy cost increased to 35 from 30. Fortifying Brew [D] Drinking now stops additional commands for a fraction of a second. Talents
      Level 1 Accumulating Flames Moved from Level 4 to Level 1. REWORK: Quest: Gain stacks from hitting Heroes with DoT damage from Breath of Fire. Each stack provides 0.25 damage. At 20 damage, Keg Smash becomes ranged. Mythic Reward: At 75 damage, Breath of Fire lowers enemy armor by 20 and is refreshed from Chen's Basic Attacks. Level 4 Eye of the Tiger Moved from Level 1 to Level 4. Level 7 Elusive Brawler Movement Speed reduced from 30% to 20%. Level 10 Wandering Keg Cooldown increased from 50 seconds to 60 seconds. Level 13 Pressure Point Slow duration increased from 1 second to 1.5 seconds. Deathwing
      Base
      Onslaught [E] Cooldown increased from 5 seconds to 6 seconds. Dragonflight [Z] Cooldown increased from 15 seconds to 20 seconds. Talents
      Level 16 Gaze onto Destruction Duration reduced from 5 seconds to 3.5 seconds. Falstad
      Talents
      Level 1 Frequent Flyer Range to receive kill credit reduced from 14 to 8.5. Garrosh
      Base
      Wrecking Ball [E] Range reduced from 6.5 to 6. Search range reduced from 2.5 to 2.25. Talents
      Level 1 Unrivaled Strength Ranged bonus reduced from 20% to 15%. Gazlowe
      Base
      Rock-It! Turret [Q] Turret Health increased from 510 to 600. Mal'Ganis
      Base
      Necrotic Embrace [W] Now benefits double the amount from Vampiric Touch. No longer provides Armor for 3 seconds. Talents
      Level 1 Will of Tichondrius Moved from Level 7 to Level 1. REWORK: Hit Heroes with Fel Claws to gain 0.5 damage. Hit 4 Heroes in the first two swipes to cause the last wipe to provide 2 additional damage. Upon reaching 40 stacks, Fel Claws now steals 4% health from opponents and stuns for an additional 0.5 Seconds. Level 4 Vampiric Aura Moved from Level 1 to Level 4. Self healing increased from 30% to 40% and healing of nearby Allies increased from 15% to 20%. Might of Sargeras Now provides 25 Armor for 3 seconds when using Necrotic Embrace. Level 7 Fueled by Torment Moved from Level 4 to Level 7. Now causes Necrotic Embrace to Slow by 25% for 3 seconds. Medivh
      Talents
      Level 1 Winds of Celerity Movement speed bonus increased from 50% to 75%. Raven's Intellect Bonus increased from 75% to 125%. Level 4 Raven Familiar Slow reduced from 30% to 20%. Level 7 Force of Magic Spell Power increased from 30% to 35%. Level 13 Circle of Protection No longer increases the cooldown of Force of Will. Level 20 Guardian of Tirisfal Now also increases the range of Arcane Rift by 50%. Muradin
      Base
      It's Hammer Time! [Q] Muradin gains 5 stacks if a target dies within 3 seconds of being hit by Storm Bolt. Stack requirement for pierce increased from 40 to 45. Talents
      Level 20 Mountain King Dwarf Toss cooldown increased by 2 seconds. Thunder Clap cooldown increased by 2 seconds. Thrall
      Talents
      Level 1 Crash Lightning Amount stacks lost on death reduced from 6 to 4. Echo of the Elements Damage done by the chain lightning bounces rewarded from obtaining the Mythic Reward reduced from 85 to 70. Tyrande
      Base
      Lunar Flare [E] Tyrande gains 1 stack if the target dies within 3 seconds of being hit. Mythic Reward now also increases attack range by 1. Lunar flare damage from hitting a hero reduced from 4% to 3.5%. Talents
      Level 20 Commander of Sentinels Cooldown of Sentinel increased by 3 seconds. Return to Top
      Bug Fixes
      General
      Fixed an issue that caused Unstoppable targets to not be immune to Blinds. Maps
      General Fixed an issue that caused Bosses to attack Summoned units. Blackheart's Bay Fixed an issue that caused the AI to have issues turning in coins. Heroes
      D.Va Base Defense Matrix [W] D.Va's Mech will now retarget Defense Matrix when controlled by an AI. Deathwing Base Dragonflight [Z] Fixed an issue that caused Dragonflight's cooldown to increase upon taking damage to only occur when the cooldown is below 4 seconds. Garrosh Level 4 In For the Kill Fixed an issue that caused In For the Kill to not completely reset the cooldown of Bloodthirst. Gul'dan Base Drain Life [W] Fixed an issue that caused Drain Life to not always be interrupted if the target leaves its range. Jaina Base Improved Ice Block [1] Fixed an issue that caused Improved Ice Block and Ice Cold to not be used correctly by AI-controlled Jaina. Kael'thas Level 20 Rebirth Fixed an issue that caused Rebirth to not be used correctly by AI-controlled Kael'thas. Li Li Base Cloud Serpent [W] Fixed an issue that caused Cloud Serpent to not be made visible when damaging a target while in the Fog of War. Medivh Level 10 Poly Bomb Fixed an issue that caused Poly Bomb to not be used correctly by AI-controlled Medivh. Nazeebo Level 13 Superstition Fixed an issue that caused Superstition to display a blank ability for the damage dealt by its Corpse Spider. Samuro Base Mirror Image [Q] Mirror Images will no longer move towards Samuro's attack move target point on creation. Mirror Images will now properly have their AI enabled when Samuro has their AI enabled. Thrall Base Feral Spirit [W] Fixed an issue that caused Feral Spirit to not be extended correctly if it is about to expire. 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 Damage bonus when both slots are occupied reduced from 45% to 35%. Cooldown reduction when both slots are occupied reduced from 40% to 35%. Triglav Gunner Damage bonus when both slots are occupied reduced from 45% to 35%. Cooldown reduction when both slots are occupied reduced from 40% to 35%. Energy Regeneration when both slots are occupied reduced from 40% to 35%. Balance Updates
      Azmodan
      Base
      Globe of Annihilation [Q] Upon reaching 225 Annihilation, also removes the damage reduction against Monsters. Deathwing
      Stats
      Attack Damage increased from 110 to 117. Talents
      Level 1 Molten Blood Additional functionality: Now grants Form Switch, which can be activated to swap Form. Level 7 Firestorm Cooldown reduction for Deathwing's landing Abilities increased from 2 to 3 seconds. Jaina
      Base
      Frostbite [Trait] Additional functionality: Ice Cold now also gives Unstoppable and immunity to damage over time effects for the duration. Kerrigan
      Base
      Ravage [Q] Minions no longer have to die within 1.5 seconds of being hit by Ravage to grant stacks. Kerrigan now gains stacks when Minions die within 3 range. Time window for cooldown refund reduced from 1.5 to 0.75 seconds. Baseline Quest requirements increased from 85/150 to 100/250. After reaching 100 stacks, enemy Heroes killed grant 14 stacks. Muradin
      Base
      Storm Bolt [Q] Baseline Quest requirements increased from 35/150 to 50/200. Talents
      Level 7 Perfect Storm Additional functionality: The cooldown cannot be reset more than once every 10 seconds. Level 20 Mountain King New: Thunder Clap and Dwarf Toss have an extra charge. Rewind Removed. Tyrande
      Stats
      Mana increased from 450 to 500. Mana Regeneration increased from 2.7 to 3 per second. Base
      Sentinel [W] Mana cost increased from 50 to 55. Lunar Flare [E] Mana cost increased from 60 to 65. Shadowstalk [R1] Mana cost increased from 75 to 85. Starfall [R2] Mana cost increased from 75 to 85. Yrel
      Base
      Divine Purpose [D] Cooldown reduced from 16 to 8 seconds. Zagara
      Talents
      Level 16 Mutalisk Mutalisk's Health decay reduced from 42 to 10 per second. Mutalisk duration effectively increased from 10 to 42 seconds. Bug Fixes
      Fixed an issue causing Doubloon Camps on Blackheart's Bay to be impossible to capture under certain conditions. Fixed an issue causing Anub'arak's Beetles to still have a duration, in addition to losing their Health over time. Fixed an issue causing the Health decay for Azmodan's Demon Warriors to not scale with levels.  Fixed an issue causing Deathwing's Baseline Quest to reset when using Dragonflight. Fixed an issue causing Deathwing's Lava Burst to deal damage after an additional 0.25 seconds. Fixed an issue causing Gazlowe's Rock-It! Turrets to not lose their Health over time. Fixed an issue causing the tooltip for Jaina's Ice Cold to not show correctly. Fixed an issue causing Muradin's Storm Bolt to deal 1 more damage for each stack. Fixed an issue causing the range splat for Muradin's Dwarf Toss to not be visible. Fixed an issue causing Muradin's Skullcraker to Stun before Muradin's post-damage effects happened. Fixed an issue causing the Health Regeneration of Murky's Egg to not scale with levels. Fixed an issue causing Tyrande's Sentinel to not be correctly affected by cooldown reduction effects.
    • By Elitesparkle
      Blizzard released a new patch for Heroes of the Storm and here are the official Patch Notes with all the changes.
      20 February 2026: After releasing a hotfix, Muradin has been enabled again.
      19 February 2026: Muradin has been temporarily disabled due to a game-breaking bug.
      (Source)
      We’ve just released a patch to the live servers in order to apply some balance and bug fixes.
      Quick Navigation:
      Balance Update Bug Fixes Balance Updates
      Deathwing
      Base
      Incinerate [W] Cooldown increased from 6 seconds to 7 seconds. Talents
      Level 7 Death Drop Duration of Spell Armor decreased from 6 seconds to 4 seconds. Muradin
      Base
      Storm Bolt [Q] Quest requirements reduced from 50/200 to 40/160. Talents
      Level 1 Give 'Em The Axe Bonus Damage reduced from 50% to 40%. Level 4 Sledgehammer Now also reduces the cooldown of Storm Bolt by 1.5 seconds. Level 7 Perfect Storm Internal cooldown reduced from 10 seconds to 8.5 seconds. Now also restores 25 Mana on reset. Level 13 Healing Static Heal per Hero hit increased from 5% to 6%. Murky
      Base
      Spawn Egg [D] Revive Shield duration increased from 10 seconds to 15 seconds. Talents
      Level 10 March of the Murlocs Cooldown reduced from 110 seconds to 100 seconds. Level 13 Egg Shell Shield increased from 35% to 50% of Murky's Health. Shield now lasts until destroyed. Level 20 Never-Ending March Will now last a minimum of 7 seconds, even if stopped. Sylvanas
      Talents
      Level 7 Lost Soul Extra 10% damage bonus provided by Lost Soul has been removed. Tyrande
      Base
      Lunar Flare [E] Mythic reward requirements reduced from 45 hits to 40 hits. Return to Top
      Bug Fixes
      Battlegrounds
      Hanamura Temple The Samurai Sentinel camp is now properly displayed with a Bruiser icon. Braxis Holdout Fixed an issue that caused terrain to be rendered incorrectly. Heroes
      Azmodan Level 4 Battleborn Now properly reduces the cooldown of Demon Lieutenant. Level 10 Black Pool Now properly deals reduced damage to non-Heroes. Deathwing Base Form Swap AI can no longer use the removed Form Swap ability. Gul'dan Level 16 Ruinous Affliction Fixed an issue that caused Ruinous Affliction to deal bonus damage on the 3rd and 5th hit, instead of the 3rd and 6th hit. Jaina Base Frostbite [Trait] Fixed an issue that caused Ice Block to not show the correct cooldown value in the tooltip. Fixed an issue that caused Ice Cold to allow Jaina to move through pathing blockers and stationary targets. Muradin Base Dwarf Toss [E] Fixed an issue that caused Dwarf Toss to go on cooldown when used on invalid terrain. Level 1 Dwarf Block Can no longer stack beyond 3 charges. Murky Murky will no longer revive faster than intended. Murky's level 20 talents have been rearranged to match skill order. Base Pufferfish [W] Puffed Up will now display first in the Buff Bar. Fixed an issue that caused Murky to lose his increased size after death. Spawn Egg [D] Fixed an issue that caused Murky to respawn faster than intended. Level 1 Shell Game Shell Game now shows the Trait button for the talent, instead of an Active button. Level 20 Faster Fish Faster Fish now also causes the animation of the Pufferfish to play faster. Faster Fish now shows the W button for the talent, instead of the Trait button. Rehgar Level 20 Elemental Conduit Fixed an issue that caused Elemental Conduit's Shields to not refresh to 5 seconds. Fixed an issue that caused Elemental Conduit's refresh to search for allies to give the Shield around the targets hit, instead of Rehgar's location. Thrall Level 1 Echo of the Elements Fixed an issue that caused Echo of the Elements bounces to bounce to cloaked targets. Level 7 Rolling Thunder Rolling Thunder damage now displays as a crit. Level 16 Alpha Wolf Alpha Wolf damage now displays as a crit. Zagara Base Infested Drop [E] Fixed an issue that caused Roaches melee attacks to launch missiles instead of directly hitting. Fixed an issue that caused Roaches to not display correctly in the death recap. Click here to discuss this post with other players in the official Heroes of the Storm forums.

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