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Heroes of the Storm Anduin

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played both and did well with both.  he's pretty fun to play overall.  he is more of a sustained healing hero though, you can't burst heal like a morales or whitemane.  he works really well in a 5 man team fight though to keep everyone topped off

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Great to hear Anduin is doing work for ya! 

On 4/30/2019 at 11:12 PM, ArtVandelay said:

played both and did well with both.  he's pretty fun to play overall.  he is more of a sustained healing hero though, you can't burst heal like a morales or whitemane.  he works really well in a 5 man team fight though to keep everyone topped off

 

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On 4/30/2019 at 6:12 PM, ArtVandelay said:

played both and did well with both.  he's pretty fun to play overall.  he is more of a sustained healing hero though, you can't burst heal like a morales or whitemane.  he works really well in a 5 man team fight though to keep everyone topped off

He actually can do a nasty single target heal with the following rotation:

Flash HealFlash Heal > Inner FocusInner Focus + Flash Heal Desperate PrayerDesperate Prayer > Divine StarDivine Star > Inner Focus + Flash Heal

Assuming you hit two enemy Heroes with the Divine Star, you'll reset the cooldown of Inner Focus, allowing you to do another Flash Heal.

In fact, I can predict (and lament) that they will nerf Inner FocusInner Focus, for sure. It is way too good. I also won't be surprised if they nerf Bold StrategyBold Strategy and add another second to Flash Heal's cooldown.

 

On another note, I have a question for you, @KendricSwissh. Won't you consider adding Moral CompassMoral Compass as a situational talent? There are times where you can't afford to Basic Attack opponents to get the bonus from RenewRenew, and Holy Reach launches two basic attacks, which procs the talent. When you're facing teams with heavy poke and/or dangerous frontlines that makes approaches risky even Inner FireInner Fire, Holy Reach does quite a good job at ensuring those empowered Flash Heals, which is the main selling point of the talent, in my opinion (the bonus damage is more of an extra). What are your thoughts on it?

Edited by Valhalen

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Guest Azgard

Hey guys, can someone please explain to me, what spells do i get by taking the 1st lvl talent, which prolongs the renew? Thanks a lot

 

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9 hours ago, Guest Azgard said:

Hey guys, can someone please explain to me, what spells do i get by taking the 1st lvl talent, which prolongs the renew? Thanks a lot

 

To prolong the "Renew" (Flash Heal) you have to Auto Attack an enemy Hero first. 

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10 hours ago, Valhalen said:

He actually can do a nasty single target heal with the following rotation:

Flash HealFlash Heal > Inner FocusInner Focus + Flash Heal Desperate PrayerDesperate Prayer > Divine StarDivine Star > Inner Focus + Flash Heal

Assuming you hit two enemy Heroes with the Divine Star, you'll reset the cooldown of Inner Focus, allowing you to do another Flash Heal.

In fact, I can predict (and lament) that they will nerf Inner FocusInner Focus, for sure. It is way too good. I also won't be surprised if they nerf Bold StrategyBold Strategy and add another second to Flash Heal's cooldown.

 

On another note, I have a question for you, @KendricSwissh. Won't you consider adding Moral CompassMoral Compass as a situational talent? There are times where you can't afford to Basic Attack opponents to get the bonus from RenewRenew, and Holy Reach launches two basic attacks, which procs the talent. When you're facing teams with heavy poke and/or dangerous frontlines that makes approaches risky even Inner FireInner Fire, Holy Reach does quite a good job at ensuring those empowered Flash Heals, which is the main selling point of the talent, in my opinion (the bonus damage is more of an extra). What are your thoughts on it?

Hey man! 

First off, thanks for commenting! I found Moral Compass to be so-so. I definitely think Inner Fire is the best one, as it allows you to get Auto Attacks in consistently, thanks to the superior range, but you're right Moral Compass is probably better than Holy Reach, which I am going to update asap! 

 

Inner Focus is insane, I agree, the CD is very very low on this talent if you hit your W. 

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18 hours ago, KendricSwissh said:

Hey man! 

First off, thanks for commenting! I found Moral Compass to be so-so. I definitely think Inner Fire is the best one, as it allows you to get Auto Attacks in consistently, thanks to the superior range, but you're right Moral Compass is probably better than Holy Reach, which I am going to update asap! 

 

Inner Focus is insane, I agree, the CD is very very low on this talent if you hit your W. 

Hey man, thanks for the reply! I really appreciate!

I completely agree with you that Inner FireInner Fire is the best option, but Moral CompassMoral Compass can be quite useful against teams that feature scary frontline (i.e. Garrosh, Diablo, Stitches) and/or nasty backline poking (Chromie, Hanzo, Sgt. Hammer, Kael'thas), where even the extra basic attack range is not enough to keep Anduin safe from harm.

Also, I find Holy ReachHoly Reach to be the one not recommended. Landing ChastiseChastise is quite hard to land already to make this talent very useful. I find the other two options to provide more consistent results.

Also, also, I have been getting pretty good results with Speed of the PiousSpeed of the Pious. Given that Divine StarDivine Star has low cooldown, this talent is quite handy to give him a massive burst of speed, as he becomes as fast as mounted Heroes.

Anyway, great guide, as always. I've been playing a lot with Anduin, and he is really intuitive to use without being downright brokenly overpowered like Whitemane on her launch (but Inner FocusInner Focus will definitely get nerfed hard). Fun times ensured!

Edited by Valhalen

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https://hots.heroeshearth.com/b/critickitten/read/april-30th-2019-patch-7-days-later/

Some statistics for Anduin:

- win rate is below 50% but increasing gradually

- Always Bold Strategy

- Holy Reach is underperforming

- Blessed Recovery is generally the strongest, and Binding Heal seems weaker than others

- both heroics are viable

- Push Forward! is likely the strongest 13 talent

- any 16 talent besides Holy Nova is viable

- heroic upgrade is the weakest storm talent

Source: HeroesHearth

Edited by ShadowerDerek

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7 hours ago, ShadowerDerek said:

https://hots.heroeshearth.com/b/critickitten/read/april-30th-2019-patch-7-days-later/

Some statistics for Anduin:

- win rate is below 50% but increasing gradually

- Always Bold Strategy

- Holy Reach is underperforming

- Blessed Recovery is generally the strongest, and Binding Heal seems weaker than others

- both heroics are viable

- Push Forward! is likely the strongest 13 talent

- any 16 talent besides Holy Nova is viable

- heroic upgrade is the weakest storm talent

Source: HeroesHearth

Interesting data. I think Anduin could use some tweaks and buffs, actually. He falls in a similar category as Whitemane, with his early game being relatively weak, but becoming very powerful on level 16.

I personally disagree with Push Forward!Push Forward! being the best level 13 talent. I've been running some tests with Speed of the PiousSpeed of the Pious, which makes Anduin as fast as mounted Heroes, and I had much better results by fleeing from enemies, or reaching allies in need. The instant 30% movement speed is way too good.

Also, I think that Inner FocusInner Focus is mandatory for any build. It is way too powerful to be skipped. Also, the cooldown starts running after you activate the talent, and not after casting Flash HealFlash Heal. With that in mind, you can preemptively have the 40% extra bonus before a teamfight, and activate Inner Focus to have it again.

Edited by Valhalen

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I have a GM main healer friend that says the level 1 Bold Strategy is not worth the 1 sec CD loss.  He goes Renew only as you don't get much benefit from the 28 heal (maybe it is better if you take other AA talents) compared to the %20 increase to flash heal (by not increasing down time).

 

Maybe if you were facing more AA the bold strategy wins out.  But I can see where the increase to burst heal may outweigh taking bold strategy when facing burst damage.

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14 minutes ago, ArtVandelay said:

I have a GM main healer friend that says the level 1 Bold Strategy is not worth the 1 sec CD loss.  He goes Renew only as you don't get much benefit from the 28 heal (maybe it is better if you take other AA talents) compared to the %20 increase to flash heal (by not increasing down time).

Maybe if you were facing more AA the bold strategy wins out.  But I can see where the increase to burst heal may outweigh taking bold strategy when facing burst damage.

All his level 4 talents have interactions with Basic Attack, so Bold StrategyBold Strategy ends up giving a solid advantage nevertheless. Pursued by GracePursued by Grace might seem a small heal (it actually heals slightly more than Li Li's Cloud SerpentCloud Serpent), but it is a beast in the endgame if you pick Varian's LegacyVarian's Legacy because every tick of the damage-over-time will proc Pursued by Grace.

Overall, I think Anduin is bound to some buffs. He is not a bad healer per se, but his win-rate is the lowest in the game right now, according to HotS Logs. Many of his talents do not feel very impactful aside from his Heroics, Level 16 and Level 20.

Also, @KendricSwissh, won't you consider adding Stukov as one of Anduin's counters in the strategy page? He can frustrate Anduin's Holy Word: SalvationHoly Word: Salvation in many many ways with Lurking ArmLurking Arm and both Heroics.

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For the Alliance above all!

Finally get the chance to try Anduin thanks to the free rotation (yes I'm too poor to afford him). But I gotta say, I think I've some very unique opinion about his talents and builds.

I run 2 builds: Divine Star build and Flash Heal build. 

Divine Star build is the more versatile build out of these 2 builds. Take this build when:

1) you're new to him;

2) you're facing dive heroes; or

3) you don't believe you have enough peel from your team to run the other build.

When you're using this build, you'll want to spam Divine Star during teamfight since this is your main healing source. Aim the apex in the middle of the enemy team to get the most benefit from it.

Lv 1: Bold Strategy is the pick here. Since you can rarely spam Flash Heal on cooldown when running this build, so the cooldown increase won't hurt you much. Both Renew and Pursued by Grace have some really nice synergy with the later talents.

Lv 4: Moral Compass is much more versatile than you think. First of all, you get 2 more hero damage ticks from your Divine Star pretty reliably (since it only aims for heroes), you get 2 more Pursued by Grace heals. Second, its range is much larger than your basic attack range, you can proc Renew from a much safer distance. Third, it 'spreads' your basic attacks, which is pretty important for a later talent. 

Lv 7: Blessed Recovery is actually quite easy to proc. Most damaging heroics and mages' damage spell can deal more than 8% of your total health. So you can usually benefits from it quite often since its cooldown is quite low too. Power Word: Shield is also quite good if you're not sure about Blessed Recovery's consistency. Don't pick Binding Heal with this build since Bold Strategy increased Flash Heal's cooldown. 

Lv 10: I have a very different take about his heroic choice: ALWAYS Lightbomb. Lightbomb is very versatile: it's your only interrupt, it's your CC chain, it's your diver protection, it's your self peel...... You can do so many things with Lightbomb, and it's cooldown is pretty low for such a versatile heroic. I've never found a game where I regret taking it. Holy Word: Salvation is probably one of the most overrated heroics in the game. It just gets interrupted way too easily. And it also puts you out of position if you can't turn the fight around. 

Lv 13: I really like Speed of the Pious. Sure it doesn't give you value constantly like the other 2 options, but it's super useful when it matters the most. It's a very strong kite against divers, and it allows you to position for better Divine Star heals. It isn't that good for chasing though, so you'll want Push Forward! if you're on the aggressive side. 

Lv 16: Lightwell has some really nice synergies with rest of the build, particularly Bold Strategy, Moral Compass, and the Lv 20 talent of this build. And it also serves well as a strong single-target heal: just drop it on top of your target if they're CC'ed, or on his retreat path if he's not. You can also use it as a healing totem for sieging or anything actually. 

Lv 20: I've been teasing this talent for so long now, but here it comes: Varian's Legacy. This talent actually has insane value if you think about it: 

- it gives you better PvE damage;

- it gives you better self-sustain, so you can focus your Flash Heal on your allies;

- it's a damage-over-time, so you get multiple Pursued by Grace heals from it (also Push Forward!'s stacks if you took it);

- it's a healing-over-time, so you can reduce Lightwell's cooldown significantly; 

When you add these up together, you'll realise that it gives you significantly more healing output, even better than Desperate Prayer.

And there's one thing I want to emphasise: Moral Compass has better synergy with Varian's Legacy than Inner Fire because of how Varian's Legacy functions.

The damage-over-time doesn't stack if you attack the same target before it expires, unlike Lunara's poison. So instead of attacking the same enemy constantly, you want to 'spread' your basic attacks to different heroes. Moral Compass does exactly that. On the other hand, Inner Fire's attack speed buff doesn't really allow you to do so, because even with the additional attack range, you still aren't gonna reach the backline, which Moral Compass can.

Now onto the other build: Flash Heal build. This build excels at sustain healing, both in-combat and out-of combat. It requires you to spam Flash Heal, which means you have to be really safe at all time. Only take this build if the enemy team can't dive and threaten you, but you still require good peeling from your frontline.

Lv 1: Renew is the choice here. It empowers your Flash Heal without increasing its cooldown. 

Lv 4: You want Inner Fire in this build since you need to constantly proccing Renew. Moral Compass's cooldown is too long for that. Inner Fire gives you safer positioning with the attack range increase. 

Lv 7: Binding Heal is actually pretty good in this build because you're using Flash Heal a lot. But Blessed Recovery is still very good if you need it. 

Lv 10: Lightbomb usually, but Holy Word: Salvation can be good if you feels really safe to cast it without getting interrupted. 

Lv 13: Enchant Boots: Lion Speed is pretty good in this build since it gives you constant speed boost to help your positioning, especially if you're like me who always forget about the trait (LUL). 

Lv 16: Evenhanded Blessings is the key talent of this build. If you're playing it right, you'll have a Renew-procced Flash Heal every 2s. This doubles your sustain healing, even when out-of-combat, at the cost of your single-target healing output. You still have your Divine Star if you really need the heal. 

Lv 20: Glyph of Faith will always give you value without any downsides, and synergise really well with Enchant Boots: Lion Speed to maintain your 20% movement speed boost. The other choices aren't that good actually: Varian's Legacy doesn't do anything without Pursued by Grace and Lightwell; Desperate Prayer is a bad talent in my opinion: the 2s self-stun is extremely detrimental in late game teamfights, which can easily results in a loss if your opponents can take advantage of it, not to mention it puts your Flash Heal on a very long cooldown. Light of Stormwind doesn't really do anything meaningful, especially when Holy Word: Salvation isn't recommended in most situations. 

Anduin is pretty strong if you build him correctly, but I often see people mess up on the talent synergies. He's a really fun healer to play, because you have to play on the aggressive side to get the most out of him. And please try out Lightbomb instead of picking Holy Word: Salvation mindlessly every match. 

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I prefer Divine Star. Flash Heal is exhausting for such little reward. The root which I forget the name of is very nice to have and the pull works well for not just saving allies but securing them new attack positions after a root or stun wears off. I often run ahead after rooting to then pull an ally from one side of the enemy to the other as they try and run away. Very useful in keep damage up. The speed boost when not using the wing ability also makes Anduin a pain in the *filtered* to hit, lol.

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Build Anduin like a disc priest,  B i S

1 - Bold Strategy

4 - Moral Compass

7 - Power Word: Shield

10 - Holy Word: Sanctification  ; or Lightbomb

13 - Speed of the Pious

16 - Lightwell ; or Inner Focus

20 - Desperate Prayer ; or Varian

Edited by Wowgodx

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I've been seeing a lot more Renew Anduin recently, and it seems pretty good.

This build is very similar to my Flash Heal build, but with W talents on 4 and 13. I'm gonna test them to see how they perform. 

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On 8/28/2019 at 2:14 PM, ShadowerDerek said:

 

I've been seeing a lot more Renew Anduin recently, and it seems pretty good.

This build is very similar to my Flash Heal build, but with W talents on 4 and 13. I'm gonna test them to see how they perform. 

Sadly Bold StrategyBold Strategy is no longer viable in my eyes. After they added another 1 second cooldown, it is really not worth it. This talent would be good if Pursued by GracePursued by Grace procced on minions and structures for reduced heals, to make it balanced. That would make the extra 1 second cooldown not as penalting. On Level 4 I still use Inner FireInner Fire to get the RenewRenew bonuses from a safer distance without having to waste Divine StarDivine Star.

On Level 7 I always pick Blessed RecoveryBlessed Recovery, hands down the best talent in that Tier. That way you can worry less about yourself and more on keeping the rest of the team alive; the cooldown is pretty short.

On Level 13 I used to roll with Speed of the PiousSpeed of the Pious before, but after they buffed Enchant Boots - Lion's SpeedEnchant Boots - Lion's Speed I always pick that one. It is very good now.

I disagree with Paradox's points on Level 16, even with the nerfs Inner FocusInner Focus is way too good to ignore, and allows do a massive amount of burst heal in seconds, specially if you get the bonus from Renew for both casts.

Edited by Valhalen

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I have mainly two builds for Anduin.

If I assume I will be able to AA safely, or if they have multiple meele: Bold StrategyBold Strategy; Inner FireInner Fire; Blessed RecoveryBlessed Recovery; either ult; either 13; LightwellLightwell; Varian's LegacyVarian's Legacy. It still has great synergy, and cuts down the CD of lightwell a ton.

If I won't be able to AA, if my team won't stay close for lightwell or if I want to tryhard: RenewRenewMoral CompassMoral Compass; Binding HealBinding Heal;  either ult; Enchant Boots - Lion's SpeedEnchant Boots - Lion's Speed; Evenhanded BlessingsEvenhanded Blessings; Glyph of FaithGlyph of Faith.

Edited by lChronosl

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On 2019年8月29日 at 1:14 AM, ShadowerDerek said:

 

I've been seeing a lot more Renew Anduin recently, and it seems pretty good.

This build is very similar to my Flash Heal build, but with W talents on 4 and 13. I'm gonna test them to see how they perform. 

After some play-testing for a few days, I'd say this build is pretty good, IF you have a strong and trustworthy frontline. 

In this video, he has Johanna and Arthas as his frontliners, 2 of the best peeling tanks in the game. And he's playing at a high level rank, which means those players should know how to play tank properly. That way, he can have a lot of space and safety to cast Flash Heal at will, which makes this build really good to top his team off. 

That being said, I still prefer my Divine Star build, because I can rarely find a trustable tank who will peel for me and not dive into the enemy team 24/7. Bold Strategy still provide more burst heal than Renew, and is much safer because you don't need to channel Flash Heal all the time. If a Skullcracker Muradin jumps on you, you're screwed if you rely on Flash Heal to heal. I personally have more success with the Divine Star build, and have more fun as well. I often top hero damage during early-mid game as Bold Strategy let me trade more efficiently. 

https://heroesprofile.com/Global/Talents/?hero=Anduin

Statistics shows that Bold Strategy has the highest pick rate AND win rate out of the 3 choices. Blessed Recovery's win rate is noticeably higher than the others, meaning it's possibly the best choice. Lightbomb is the less popular but more successful heroic. And Varian's Legacy's win rate is much higher than the alternatives. 

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      Base
      Necrotic Embrace [W] Now benefits double the amount from Vampiric Touch. No longer provides 25 Armor for 3 seconds. Now provides 15 Spell Armor for 3 seconds. Damage increased from 110 to 121. 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 35 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% 100%. Raven's Intellect Bonus increased from 75% to 125% 200%. 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 16 Dwarf Launch Cooldown reduction decreased from 2 seconds to 1 second. Level 20 Mountain King Dwarf Toss cooldown increased by 2 seconds. Thunder Clap cooldown increased by 2 seconds. Sgt. Hammer
      Talents
      Level 1 Maelstrom Rounds Damage bonus increased from 30% to 40%. Level 13 Hyper-Cooling Engines Cooldown reduction no longer triggers off of Splash damage, but now triggers off of Structures. Level 20 Advanced Lava Strike Damage bonus increased from 50% to 65%. Ultra-Capacitors Cooldown reduction no longer triggers off of Splash damage, but now triggers off of Structures. 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. Kill window increased from 1.5 seconds to 2 seconds. Stack requirements increased from 20/40/100 to 20/50/125. Second reward no longer provides an extra bounce. Level 7 Rolling Thunder Now also provides an extra bounce of Chain Lightning. 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% 3%. Talents
      Level 16 Quickening Blessing Movement bonus increased from 20% to 25%. 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. 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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