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Heroes of the Storm Orphea

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The build I went with was:

Growing Nightmare

Fright

Mind Devourer

Crushing Jaws

Determination

Lurking Terror

Engulfing Oblivion

Ended up going 15/13/3, 86k hero dmg. But the reasonings for the guide's talent choices hasn't been placed yet, so I'm curious to see those.

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1 hour ago, Bnetmyke said:

The build I went with was:

Growing Nightmare

Fright

Mind Devourer

Crushing Jaws

Determination

Lurking Terror

Engulfing Oblivion

Ended up going 15/13/3, 86k hero dmg. But the reasonings for the guide's talent choices hasn't been placed yet, so I'm curious to see those.

I don't think Orphea has any really "wrong" choices in terms of talents. I'll work on the guide some more shortly, when more data is available and I have more experience.

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Guest Den

You seriously added "Has access to Crushing Jaws" as a Strength? That's some of the most lazy writing I've ever seen. Might as well add some weaknesses like "Doesn't have access to Pyroblast" or "Can't cast Lifebinder"

I normally trust  your website for quality guides but you've really let me down with the laziness here. I understand this hero just released but did you really think that was a valid point to add?

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Guest MrHotWaffles

I actually just fought against you using Orphea. Using Abathur in theory makes sense to give her the speed for positioning, but a tank with crowd control and peel makes more sense. I think pairing Insatiable, Abyssal, and Dead magic could work. Otherwise, Ravenous makes more sense to me for the heal. Also, fright + eternal feast should go well with someone like Garrosh. Mainly, I'm not sure what to do for the 20 for a shadow waltz build. 

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Thoughts after some games today:

Shadow Waltz makes her feel really quick and zippy.  Chasing or escape, the damage and evasion this skill brings to the table is excellent.  It's also your most spammable ability and has decent range.  As such talents that focus on it are very valuable.  It helps that on every tier where the Q talent is an option, they're quite good.

Chomp has good damage but the range is a bit lower than I'd like.  It seems lower than her max AA range so it's annoying to use and the short range means she tends to need to get uncomfortably close to the target.  I find it a bit hard to believe that Insatiable is realistically going to see much use as hitting more than once at that range and not dying is asking a lot.  Honestly I tend to only use it PvE with the Ravenous Hunger talent to sustain, clear waves, and damage bosses (and in rare situations as a finisher).  Lurking Terror fixes many of these issues at 16 and as a bonus W talents do trigger off it (so you get the bonus damage and stacks from Ravenous Hunger).

Dread is a joy to use as it's relatively quick traveling and the range is monstrous.  The eruption is basically never going to hit if the enemy isn't forced to walk over it (so place it well!) but even still it's a great ability to use.  I haven't tried her E talents yet (but I plan to!) but I still love the skill.

Eternal Feast is an ability I want to like but it's just too easy to get around.  If the hits started earlier (or it had some secondary effect) then maybe but as is, it doesn't do enough to be worth picking IMO.  Crushing Jaws on the other hand is similarly hard to land but at least if/when you do, the pay off is potentially extremely high.  With enough skill Orphea can combo all of her abilities on the stunned enemy and if you're on a team that can combo if further (Tyrande/Kael'Thas/Kel'Thuzad/ect...) it can easily lead to multiple kills or even a team wipe.  At least the low cooldown on both Rs means you have multiple attempts to get lucky.

Edited by Erathis
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11 hours ago, Kaelos said:

Lmao nerf pls

Screenshot - 14.11.2018 , 12_57_22.png

Smh, Blizzard never gets the balance right ?

Thanks for letting us know; we identified the issue, and the fixed tooltip should be up soon-ish.

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23 hours ago, Guest Den said:

You seriously added "Has access to Crushing Jaws" as a Strength? That's some of the most lazy writing I've ever seen. Might as well add some weaknesses like "Doesn't have access to Pyroblast" or "Can't cast Lifebinder"

I normally trust  your website for quality guides but you've really let me down with the laziness here. I understand this hero just released but did you really think that was a valid point to add?

You can consider it to be "Has access to a strong CC + damage follow-up tool in the form of Crushing JawsCrushing Jaws"

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After much play, I have concluded...she is much weaker than similar characters on release. Her abilities feel awkward when she has no real way to self peel or survive burst. Not only that. Every ability has a cast time which makes all of them quite underwhelming.  Q is decent but short, W is useless half the time, E never hits beyond the initial travel, Eternal Feast is bad, and Crushing Jaws is also easy to dodge unless used as follow-up since you can see where it will cast and it feels like you have a full second to move out of the way. This is all gets worse when she has to play much more aggressively than other mages to get any sort of return. 

On 11/13/2018 at 3:56 PM, Guest Den said:

You seriously added "Has access to Crushing Jaws" as a Strength? That's some of the most lazy writing I've ever seen. Might as well add some weaknesses like "Doesn't have access to Pyroblast" or "Can't cast Lifebinder"

There's so little that's good about her that saying she has Crushing Jaws is legitimately one of the only good things about her. Her suitability is low, her damage is outclassed, she has zero utility beyond Jaws. She can't even apply pressure because if she tries to, she dies.

If you need spell and physical damage with a stun, Pick Thrall. He outclasses her in everything. Long range poke. Chain lighting out classes. Longer range CC. Feral spirit is a root. Charged basic attack. Windfury hits more and heals more. Stun. Sundering has no cast time. Repeating area damage. Earthquake also has a slow and doesn't need to hit someone to continue. Sustain. Frostwolf Resilience is better than Chaos in every way. 

I believe a buff is in order. Give her more damage so her risk actually justifies the reward.

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16 minutes ago, Twych said:

If you need spell and physical damage with a stun, Pick Thrall. He outclasses her in everything. Long range poke. Chain lighting out classes. Longer range CC. Feral spirit is a root. Charged basic attack. Windfury hits more and heals more. Stun. Sundering has no cast time. Repeating area damage. Earthquake also has a slow and doesn't need to hit someone to continue. Sustain. Frostwolf Resilience is better than Chaos in every way. 

I believe a buff is in order. Give her more damage so her risk actually justifies the reward.

While I won't comment on whether or not she needs a buff (I haven't played her enough yet to make that decision in my mind), I don't see Thrall as a good comparison to her at all.  Orphea's damage is very much her Q attacks with W and E being used as the situation permits (and her trait being a bonus when it's convenient).  While the range on Q isn't enormous it's still quite decent and the dash goes a long way to help dodge attacks, getting away, or chasing.

Thrall on the other hand is much more about getting into melee range.  Yes he can poke with his Lightning at range but if that's all he's doing then Orphea will easily out damage him.  The individual hits of their respective Qs are somewhat equal but Orphea has many talents to buff her damage and in addition she gets cooldown resets where he does not.  Of course if he does get into melee he does more damage than her but that's not exactly a surprise.  Melee is much more dangerous than mid range and harder to survive in/maintain, the rewards should be greater.  I freely agree that Thrall's Heroics blow hers out of the water and that her Heroics are are the weakest part of her kit.

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32 minutes ago, Erathis said:

Melee is much more dangerous than mid range and harder to survive in/maintain, the rewards should be greater. 

Yeah, my bad on the melee to ranged comparison. I've played a decent amount of her and Q + E spam is practically the only way to play without dying and it's pretty boring. The fun way to play (the one you die more) has more basic attacks and W which you need to be really close for which is where I was getting the comparison. Should have done safe play as the comparison. That's entirely on me.

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Alrighty, well I gave the E talents a try tonight and honestly they weren't terribly impactful for me.  The sustain from Ravenous Hunger was missed more than I expected.  I think I've basically settled on a max Q build with Ravenous Hunger on 7 and either the Q talent or Lurking on 16 (depending on how much HP the enemy team has).

Edited by Erathis
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Waaay less risky than Mephisto. :p 

Reminds me more of Li Ming than Thrall.

Easy to play with, much easier to use her abilities and land blows than most. That delay to impact isn't big enough to make her constantly miss. The amount of attacks she can use in fairly safe distance means that a few misses aren't really a bad thing. It also means that you can use it to zone. If your attacks can't be evaded, people will ignore them. Sometimes the best move is to not do damage but make it look like you're trying.

As for the Heroics. Meh. Not great but not bad either. One strong zoning tool. Less Strong now that Garden of Eden has changed. While Jaws is fairly easy to land. Not sure when people are using it. Use your E then your R to land it or just use a teammate as bait. Peels nicely from teammates. So good defense heroics that can also catch runners when your Q is too short range.

Fun character.

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Guest Motorbike

I understand this is a new hero, But she has been dominating for a long time, i think the talent discussion in this guide is pathetic, its basically non existent, compared to previous guides. eg We select X to increase mobility. We select X to increase damage. Does anyone even care anymore? c'mon guys lift a little

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On 12/7/2018 at 11:17 AM, Guest Motorbike said:

I understand this is a new hero, But she has been dominating for a long time, i think the talent discussion in this guide is pathetic, its basically non existent, compared to previous guides. eg We select X to increase mobility. We select X to increase damage. Does anyone even care anymore? c'mon guys lift a little

Due to a train of unfortunate events, there has been a delay in updates, including addition of talent discussions. However, they are going to be added as soon as more important issues are tended to.

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On 11/13/2018 at 6:56 PM, Guest Den said:

You seriously added "Has access to Crushing Jaws" as a Strength? That's some of the most lazy writing I've ever seen. Might as well add some weaknesses like "Doesn't have access to Pyroblast" or "Can't cast Lifebinder"

Although a rare occurrence in Heroes of the Storm, heroic/ultimate abilities can absolutely define certain heroes in the moba genre. 

I believe Crushing Jaws plays a major role in Orphea viability. As of the time of writing, its win rate (and popularity) is significantly higher. Omitting this would actually make me a poor writer. If I'm proven wrong, I'll amend this with absolutely no shame; writing about new heroes is always difficult due to guesswork.

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The guide could stand to be updated. Lurking Terror build is dead, Crushing Jaws is alright now but is harder to use than Eternal feast, though it has a much better lv 20 talent, in games where you feel too threatened to go for eldritch conduit.

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This guide is out of date at the current time. 

In particular, Abyssal Symbiosis and Dead Magic are now part of the meta build (along with Insatiable and Chaotic Assault). My source is hots logs sorted by ranked Master and Diamond. 

 

Beyond that, I would like to mention that Abyssal Symbiosis never really deserved to be overlooked to begin with. I don't know how much Orphea has been changed since the guide was written, and it's probably fair that no meta build wanted it, but at least as it stands the logic behind dismissing it makes no sense,

Quote

 is the most difficult Talent to reliably use at this tier, as it requires successful Chomp Icon Chomp hits. Further, the additional Overflowing Chaos Icon Overflowing Chaos stacks generated are wasted if any Ability has been used prior.

If you're not hitting Chomp, that's a problem with the player, not with the skill. The previous meta build also required you to hit Chomp for the burst damage. The second line also makes no sense because Ancestral Strength encourages you to auto attack before/after every ability anyway, so the stacks should rarely be wasted.

The survivability of the shield and healing from the three-charge hit are usually better than spell armor stacks, depending on what large damaging spells the enemy team has.  At the very least there should have been a question mark for use when you take insatiable since the combo potential was always very potent. 

 

Edited by Fydorian

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Guest Orp orp

Monster Within at lv20 got buffed a while ago, now it gives +150% cdr for a minimum of 6.5 seconds, which makes it somewhat similar to Jaina's Icy Veins. The extra chaos from hits is kinda pointless, but the CDR buff basically doubles DPS for a good amount of time and also increases survivability via chaos + abyssal symbiosis.

In its current form it's not at all a winmore talent as it doesn't require hitting with ulti many times to generate good value. It can also be useful in PVE situations vs core/objectives/whatnot for some extra damage.

In my opinion it's currently stronger than Eldritch Conduit, as it offers a huge power spike on demand without requiring a lot of chaos attacks first.

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      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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