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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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      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.

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

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

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