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A List of All Deathwing's Talents

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Here's a list of Deathwing's talents taken from Kendric's stream. Huge thanks goes out to redditor 38dedo for adding the missing talents from the reveal highlights panel. Deathwing will be available to all Virtual Ticket holders for free in the coming weeks.

You can learn more about Deathwing and what's next in our BlizzCon 2019 Content Hub!

Before we go through Deathwing's talents, we must first look at his abilities.

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[D] TRAIT: Aspect of Death

Deathwing is fitted with 4 Armor Plates which grant 10 Armor each. Every 25% Health lost causes Deathwing to lose a plate. Plates are only restored when Dragonflight is used, based on the amount of health Deathwing has when landing.
Deathwing is also a mighty Dragon Aspect who is permanently Unstoppable and deals 100% additional damage to Heroes but views his allies with contempt and is immune to any of their friendly effects.
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[Z] Dragonflight

After 3 seconds, fly into the sky, become immune to all effects and gaining 2.5% Health per second. When Deathwing deals or takes damage, Dragonflight is put on a 4 second cooldown.
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[Q] Destroyer

While airborne: Slam down to the ground, dealing damage to enemies in the area and gaining access to Destroyer abilities: Incinerate and Onslaught.

[W] World Breaker

While airborne: Slam down to the ground, dealing damage to enemies in the area gaining access to the World Breaker abilities: Lava Burst and Earth Shatter.

[Q] Molten Flame (Both Forms)

Breather a stream of flame, dealing damage every second. Drains energy each second.

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[W] Incinerate (Destroyer)

Deathwing flaps his wings, dealing damage to nearby enemies.

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[W] Lava Burst (World Breaker)

After a short delay, deal damage to all enemies in the area and create a pool of magma that persists for a short time, dealing and slowing enemies.

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[E] Onslaught (Destroyer)

Lunge in a direction dealing damage to enemies and slowing them. Deathwing bites enemies at the end of the lunge, dealing additional damage.

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[E] Earth Shatter (World Breaker)

Create a fissure that deals damage to enemies and stuns them.

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[R] HEROIC ABILITY: Cataclysm

Deathwing flies across the target path, dealing damage on impact and leaving scorched ground that persists for a short time, damaging enemies.

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Level 1 Talents

Dragon Soul [Z]

  • Increases Molten Flame healing by an additional 25%.

Molten Blood [Trait]

  • Armor Plates increase Regen.

Draconic Might [Trait]

  • Upon landing on Armor Plate, Deathwing becomes Protected for 0.75 seconds.

Level 4 Talents

Infernus [Q]

  • When Molten Flame is cast at full Energy, its damage is increased by 100% against Heroes.

Heat Wave [W]

  • Destroyer: After hitting an enemy Hero with Incinerate, Deathwing deals 19 damage per second to all nearby enemies foes the next 8 seconds. Stacks up to 4 times.
  • World Breaker: Increases the explosion damage of Lava Burst by 50%.

Dragon's Ire [Trait]

  • While Deathwing has 3 or fewer Armor Plates, his damage is increased by 30%.

Level 7 Talents

Firestorm [Z]

  • When Deathwing lands, he drops 7 meteors near the landing area, dealing 70 damage to enemies hit. Heroes hit by the meteors reduce Dragonflight's cooldown by 5 seconds.
  • Meteors prioritize landing on Heroes, otherwise they fall randomly in the area.

Death Drop [Z]

  • Destroyer and World Breaker's landing damage is increased by 50% and hitting a Hero allows Deathwing to cast Molten Flame immediately.

Skyfall [E] (Charge Cooldown: 8 seconds)

  • After using Dragonflight, Deathwing can drop meteors anywhere within vision dealing 157 damage to enemies in the area. Has 3 charges.
  • If a Hero is hit, Deathwing heals for 5% of his maximum Health and reduces his landing cooldowns by 3 seconds.

Level 10 Talents

Burn Beneath My Shadow [R]

  • When an enemy Fort or Keep is destroyed the cooldown of Cataclysm is reset. Cataclysm's periodic damage increased by 100%.

Bellowing Roar [Active] (Cooldown: 75 seconds)

  • After 1 second, Deathwing unleashes a mighty roar, dealing 33 damage to nearby HEroes and causing them to run in Fear for 2 seconds. The cooldown recharges 50% faster for each missing Armor Plate.

Level 13 Talents

Wicked Inferno [Q]

  • Molten Flame's Energy cost per second is reduced by 15.

Ruination [E]

  • Destroyer: The bite from Onslaught now Slows by 60% for 1.5 seconds.
  • World Breaker: Reduce Earth Shatter's cooldown by 6 seconds and its Energy cost by 15.

Fire and Fury [Passive]

  • Basic Attacks against Rooted, Slowed, or Stunned enemy Heroes deal 50% additional damage and restore 10 Energy.

Level 16 Talents

Conflagration [Passive]

  • Dealing 656 Basic Ability damage to enemy Heroes within 10 seconds causes them to burn for an additional 187 damage over 4 seconds. While burning, they explode every 1 second, dealing 216 damage to all nearby enemies.
  • Conflagration cannot activate itself.

Gaze Onto Destruction [Z]

  • Hitting Heroes with Destroyer or World Breaker's landing causes their damage to be reduced by 76% and Slows them by 40% for 4 seconds.

Elementium Plating [Active] (Cooldown: 90 seconds)

  • While in Worldbreaker form, activate to gain a Shield equal to 50% of Deathwing's missing Health for 8 seconds. While the Shield holds, Deathwing regenerates 2% of his maximum Health per second.
  • When the Shield expires or is destroyed, Deathwing regains Armor Plates appropriate for his new Health.
  • The Shield and effect end immediately if Deathwing uses Dragonflight or switches to Destroyer form.

Level 20 Talents

Stood in the Fire [R]

  • Reduces Cataclysm's cooldown by 45 seconds.

Arrival of a God [Z]

  • Hitting Heroes with Destroyer or Worldbreaker's landing Stuns for 1 second.
  • Deathwing also gains the benefits of all of his level 7 talents.

Destroyer's Rampage [Trait]

  • For the next 6 seconds after landing in Destroyer form, Deathwing's damage is increased by 25% and his Basic Ability cooldowns recharge 50% faster.
  • Damaging Heroes refreshes this effect and switching to World Breaker form removes the effect.

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So...

1 hour ago, Stan said:

Dragon Soul [Z]

  • Increases Molten Flame healing by an additional 25%.

how long have we known molten flame heals? how much does it heal? or is this just 25% of damage done?

1 hour ago, Stan said:

Infernus [Q]

  • When Molten Flame is cast at full Energy, its damage is increased by 100% against Heroes.

does this mean he does triple or quadruple damage? I'm thinking it's quadruple from how sadism seems to calc damage.

 

Here's my quick talent tree rundown that my sleep deprived brain came up with at 4:45 am

Level 1 - Dragon Soul if the heal on Molten Flame is high enough to justify picking the talent. also if it's 25% of damage done (since the heal on Molten Flame was never mentioned before so it might just be a typo), this is a likely pickup. Molten Blood is the same case; If the numbers are good enough. Draconic Might if all else fails since we know it does something pretty good, especially when you want to be much closer with your build path.

Level 4 - Infernus causes quadruple damage. What more do I need to say. Heat Wave is nice but the damage isn't all that great when you're the main target of fire since you're a giant immolating player and it doesn't help for laning wave clear that much since you're still going to be pressured by the other person in lane who likely has more reliable damage than you (Thrall, Alarak, Rangnaros, and so on) but would probably do some work if you build to be a close range fighter. Dragon's Ire just seems lackluster since most of your damage comes from Molten Flame and Infernus is right there. Also, you have to be at 75% or lower to even benefit from the measly 30% bonus to your not Molten Flame damage sources. 

Level 7 - Skyfall if you need more self-sustain (which you will since your allies can't help you) or Death Drop since a fast unreactable Molten Flame with Infernus' massive damage is something to fear, especially since apparently Molten Flame heals. Firestorm also could get some early damage or it could miss everyone you were aiming for an now you're a giant, unhealable target in the middle of the enemy team. Even when Firestorm does something you don't want to be in the middle of everyone since again, big, unhealable target that will drive attention from anyone who has eyes and something to hurt you with.

Level 10 - Burn Beneath My Shadow is a large straight upgrade for Cataclysm that will never not be at least good. Then there's Bellowing Roar. It's interesting as it gives you artificial durability and a 2 second CC as well as rewarding you for being in the middle of a team, where a lot of other talents have good use. The problems begin to arise though since you need to be in Destroyer to even use it and you need to put yourself at risk for it to do anything (unless you're using Cataclysm first, but that will likely have a massive cooldown). It also wants you lower on health for the cooldown reduction even though that's pretty risky to do as any character, including the characters built for being low like Garrosh since you're 1 Last Rites or Consume Souls recast from losing the game. Bad for the mindset of keeping Deathwing low on HP, good for it's effect. Will do wonders on a Dive heavy comp since you won't be the only big target standing in front of the enemy.

Level 13 - Wicked Inferno would be my safe pick for basing your build around Molten Flame. Fire and Fury is based on your team's characters but could be good if you're mainly in World Breaker since both of your stance abilities have CC bound to them. Ruination is good when the other two talents won't help much, which could be always or never. Mainly when you want to be close for Destroyer.

Level 16 - Elementium Plating provides a life saving shield if you need it or a 16% max hp recovery, but can only be used in World Breaker. It's also one of the few sources of healing Deathwing has in his talents and he likes healing where he can get it. It also is the only way to regain Plates without Dragonflight. Gaze Onto Destruction is definitely good if you're building more to be in Destroyer since it reduces damage so you don't need the heal from Elementium Plating. Conflagration might hard to use since the damage threshold seems really high, but it definitely could be good since the effect is a massive amount of disconnected damage equivalent to a constant living bomb (the AOE not spread) along with massive tick damage anyway. Conflagration is also the only aggressive choice at this tier so you might just want to skip it on the principal of "it doesn't stop you from dying" which will be a problem when your team can't help you with health or survivability. Also it says 76% and that's a weird number for this game.

Level 20 - Stood in the Fire is just nice to have since 45 seconds is a big cooldown reduction, regardless of cooldown. Arrival of a God is nice but if you pick up Draconic Might at level 1 you're safe for the 1 second anyway and despite gaining Skyfall or Death Drop, neither stack up to Destroyer's Rampage which provides massive cooldown reduction and damage during the same time period of when Deathwing would be landing.

 

Now for two easy builds for both play styles...

Destroyer Build

1-Draconic Might

4-Heat Wave

7-Firestorm

10-Bellowing Roar

13-Ruination

16-Gaze Onto Destruction

20-Destroyer's Rampage

World Breaker/Molten Flame Build

1-Dragon Soul

4-Infernus

7-Death Drop

10-Burn Beneath My Shadow

13-Wicked Inferno

16-Elementium Plating

20-Stood in the Fire

 

I spent way too much time on this...

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5 hours ago, Stan said:

Dragon Soul [Z]

  • Increases Molten Flame healing by an additional 25%.
2 hours ago, Twych said:

how long have we known molten flame heals? how much does it heal? or is this just 25% of damage done?

Based on the description on Kedric's stream, it heals baseline for 25% of the damage it does to heroes. I think with this talent it should increase to 50%.

5 hours ago, Stan said:

Draconic Might [Trait]

  • Upon landing on Armor Plate, Deathwing becomes Protected for 0.75 seconds.

I think this is a typo. Based on the gameplay it seems Deathwing becomes protected when he loses an armor plate, not lands.

Overall very interesting talent tree, though nothing jumps out at me changing his playstyle dramatically as he levels up, with the exception of the roar of fear on 10 and maybe the lvl 7 landing talents.

Edited by lChronosl

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2 hours ago, lChronosl said:

Based on the description on Kedric's stream, it heals baseline for 25% of the damage it does to heroes. I think with this talent it should increase to 50%.

I think this is a typo. Based on the gameplay it seems Deathwing becomes protected when he loses an armor plate, not lands.

Overall very interesting talent tree, though nothing jumps out at me changing his playstyle dramatically as he levels up, with the exception of the roar of fear on 10 and maybe the lvl 7 landing talents.

It is indeed a typo.

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Talents increase his survival, increase his damage or increase his zoning capabilities.

Those seem to be the three talent paths to me.

One question I have after seeing Kendric play is that it seems the 3 charges from Skyfall are unlimited.

Can we stay in the air and just shoot 150 damage global meteors down on enemies all game long?

Seem to work as a better version of Abby mines to me.

Edit: By unlimited I mean they recharge as Abathur mines. And talent description says yes. Any limits on up time for Dragonflight? Doesn't seem to be.

Edited by Morcalivan

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17 hours ago, Morcalivan said:

One question I have after seeing Kendric play is that it seems the 3 charges from Skyfall are unlimited.

That's how it looked to me. It will probably be my main pick, since I can stay the 30s+ I will need to fully heal in the air while still interfering in the fights below.

17 hours ago, Morcalivan said:

Talents increase his survival, increase his damage or increase his zoning capabilities.

Those seem to be the three talent paths to me.

I can see kinda 3 builds also: Q build, Destroyer "melee" build and "survival" build. Q build looks amazing, specially on Volskaya and Shrines when the enemy tends to want to sit on the point for a while.

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2 hours ago, lChronosl said:

That's how it looked to me. It will probably be my main pick, since I can stay the 30s+ I will need to fully heal in the air while still interfering in the fights below.

I can see kinda 3 builds also: Q build, Destroyer "melee" build and "survival" build. Q build looks amazing, specially on Volskaya and Shrines when the enemy tends to want to sit on the point for a while.

I'm not sure being surrounded by bushes will be very favourable to Deathwing. I see him getting poked from the bushes or ambushed by Tychus, Leoric and Malth too easily from those spots. Maybe once he gets his Fear ability? Braxis Holdout looks a bit safer. Volskaya should work well with his ultimate and unstoppable. The addition of Fear going even further. Or perhaps not need to so it can be used with the Mech advance. Those belts would give him some mobility also. Garden of Terror and Tomb of the Spider Queen should do well with his Global and Ultimate working to support monster pushes well with that ultimate reset. He should be able to collect gems more easily with his body size and unstoppable as well.

Does the healing camp on Volskaya work on Deathwing?

Any healers outside Alex that should be chosen? Going to Ban Deathwing or let people play him and just take/ban Alex?

Anyone have a list of % based damage heroes? :p

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Is there anywhere we can see precise numbers on his basic and heroic abilities? Damage, healing, stun duration, etc.? I'd like to see them for purposes of thinking about talent builds.

19 hours ago, Morcalivan said:

I'm not sure being surrounded by bushes will be very favourable to Deathwing. I see him getting poked from the bushes or ambushed by Tychus, Leoric and Malth too easily from those spots. Maybe once he gets his Fear ability? Braxis Holdout looks a bit safer. Volskaya should work well with his ultimate and unstoppable. The addition of Fear going even further. Or perhaps not need to so it can be used with the Mech advance. Those belts would give him some mobility also. Garden of Terror and Tomb of the Spider Queen should do well with his Global and Ultimate working to support monster pushes well with that ultimate reset. He should be able to collect gems more easily with his body size and unstoppable as well.

Does the healing camp on Volskaya work on Deathwing?

Any healers outside Alex that should be chosen? Going to Ban Deathwing or let people play him and just take/ban Alex?

Anyone have a list of % based damage heroes? ?

Here:

Ana, level 7 - 10% w/ sleep

Artanis, level 16 - 0.5%, auto attacks & 1.5%, twin blades

Azmo, level 16 - 4% w/ globe

Brightwing, level 4 - 2% w/ poly, AoE

Butcher, level 13 - 10% w/ charge

Cassia, level 16 - 3% w/ auto attacks vs stun/root/slow

Cho, level 4 - 7% w/ surging fist

Gall, level 13 - 2% w/ Shadowflame

Diablo, level 20 - 10%, activatable lifesteal

Falstad, level 13 - 1.5% w/ auto attacks

Fenix, level 16 - 6% w/ 3 repeater attacks

Greymane, levels 10 & 16 - 40% current health w/ cursed bullet, 3% w/ worgen attacks

Hanzo, level 16 - 2% w/ auto attacks & scatter arrows

Illidan, level 16 - 8% w/ 4 auto attacks

Imperius, level 1 - 2.5% w/ valorous brand

Kharazim, level 10 - 7%, striking 7 times maximum, increasing to 11 times w/ level 20 upgrade

Leoric, basic ability & levels 13 & 16 - maximum 20% w/ drain hope, alternatively max 35% at 16 & 2.5% w/ auto attacks at 13

TLV, level 13 - 1.25% w/ auto attacks when activated for 5 seconds

Lunara, level 16 - 1.5% w/ auto attacks vs targets w/ full stacked toxin

Maiev, levels 4 & 16 - 6% in aoe on blink, & 1.5% on a fan of knives for each hero hit by previous spirit

Mal'Ganis, levels 7 & 10 - 3% w/ third slash of claws, & 0-100% w/ dark conversion

Malthael, trait & levels 10 & 16 - up to 33% w/ last rites, 8% w/ mortality at 16 on teleport, & 1.75%/second, alternatively increased to 3.15%/second with memento mori at 16

Mephisto, level 16 - 10% w/ lightning nova

Murky, level 16 - 15% w/ pufferfish

Orphea, level 16 - 3% w/ shadow waltz

Ragnaros, level 16 - 9% w/ sulfuras smash

Raynor, level 16 - 3% on trait-boosted auto attacks

Rehgar, level 16 - 5% on wolf attacks

Sgt. Hammer, level 16 - 1.5% on auto attacks

Sonya, level 16 - 1.25% on auto attacks and seismic slams

Stitches, level 4 - 5% on hooks

Sylvanas, level 1 - 1% on auto attacks vs slowed heroes

Tassadar, level 16 - 1.5% on auto attacks (8%/second) while oracle is active

Thrall, levels 7 & 16 - 15% w/ an activatable, 3% w/ auto attacks vs heroes rooted by his wolf

Tracer, level 10 - 7% on pulse bomb

Tychus, trait & levels 16 & 20 - 2.5% on auto attacks, 5% on grenade, further 1% bonus to auto attacks

Tyrande, level 16 - 7% w/ owl

Valla, level 16 - 5% w/ 3 auto attacks

Varian, level 13 - 4% w/ charge

Xul, level 1 - 12% w/ bone armor

Yrel, level 16 - 6% w/ hammer

Zagara, level 16 - 3.5% w/ hunter killer

That should be all of them.

Edited by Xanthanarium
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4 hours ago, Xanthanarium said:

Ana, level 7 - 10% w/ sleep 

Brightwing, level 4 - 2% w/ poly, AoE

Cassia, level 16 - 3% w/ auto attacks vs stun/root/slow

Stitches, level 4 - 5% on hooks (maybe?)

Sylvanas, level 1 - 1% on auto attacks vs slowed heroes

Thrall, levels 7 & 16 - 15% w/ an activatable, 3% w/ auto attacks vs heroes rooted by his wolf

Don't think these will do anything to Deathwing.

But thanks man, good list.

Leoric I think gets an additional 15% at later levels doesn't he? Or is that just 15% of the damage he deals with it?

Is it 35% total on a full drain or 20% then some small bonus damage?

Edit: 35% total at lvl 16, just doesn't heal that additional 15%, only from the 20% max health.

That's a pretty big chunk. Combined with March you can become unstoppable, drain 35%, heal for 20%.

Or drain and then Wraith Walk. Pretty good counter.

Edited by Morcalivan

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MFPallytime made some videos on drain build Leoric and Q build Orphea to prepare to Deathwing.

Malthael seems a good counter, assuming he can survive the mess of the 4-man.

Tychus can be either a real pain or harmless, depending on the player. Because as scary as minigun can be, Tychus has to stay still and in range of Deathwing's jaws. At least that is what I saw on some of the streams.

Edited by lChronosl

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Yeah I saw the Maltheal one. But I only really do well with Malth as a clone for Abba.

Every other time I just feed as I always overestimate the healing and teleport range.

Leoric I'm getting into just because he has so much unstoppable. So far so good!

And lots of people lose track of his drain life or see running from it a lost cause.

Tychus I tried getting into but it's like you said, the self root to attack with means your % damage is a small amount.

With other characters you have that CC to make your attacks land, but not with Deathwing.

Now I just gotta brush up on my Brightwing, Chromie and Alexandra.

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Incidentally, I think Greymane could potentially be a real pain in the *filtered* for DW. He doesn't need to go riskily deep like Malth or Leoric in order to do his initial 40%, and even without using alpha killer, he can put a fair amount of pressure on from a distance before he feels comfortable diving in.

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I've rarely played him since so many others did when I first starting playing. But will check it out.

One last thing to note. Leoric can CC Deathwing. Tomb + Body Block.

Deathwing's Azmodan/Stiches size body means it is easy to basically 'root' him.

So, Unstoppable as stated, but not immune to CC. :p

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22 hours ago, Morcalivan said:

I've rarely played him since so many others did when I first starting playing. But will check it out.

One last thing to note. Leoric can CC Deathwing. Tomb + Body Block.

Deathwing's Azmodan/Stiches size body means it is easy to basically 'root' him.

So, Unstoppable as stated, but not immune to CC. ?

I believe he can charge through any of them in Destroyer mode (uninterruptible, of course), or he can use Cataclysm, or Bellowing Roar if he takes that. So, a fair few counters.

 

Also, you can only do that for 4 seconds once every minute, if he has none of those available.

Edited by Xanthanarium

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Plenty of time to get a kill in that time.

And while you can't slow Deathwing you can speed boost Leoric just fine.

Played a bit of Greymane, Tychus and Malthael as well recently.

Deathwing aside they each are pretty effective even vs squishies. So they look good.

Death's Shroud, the increased Q range, and the lvl 1 speed talent all combo well for poke on Malth.

While he can do more dps in closer range porting around, getting more Qs off from range is better I think.

Move and attack speed for Greymane with Silver Bullets and cocktails for a 'less suicidal' playstyle works well.

No need for diving as anything more than a finish, peel or escape. Especially if ya want to fire more Bullets.

Tychus has some range issues outside of Grenade. He might need a Mediev or similar to reall work.

His self root to shoot that short ranged minigun makes him too easy a target for damage or stuns.

 

So pretty confident in countering Deathwing. The question now is, what do you take WITH him?

 

Do you grab something that counters his counter picks? Or work with him directly with Alexstraza?

A Blaze to land stuns and slows? Leoric to setup his fire breath?

 

Pretty sure Alex will be getting banned similarly to Auriel getting banned when Cho'Gall is taken.

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11 hours ago, Morcalivan said:

Plenty of time to get a kill in that time.

And while you can't slow Deathwing you can speed boost Leoric just fine.

Played a bit of Greymane, Tychus and Malthael as well recently.

Deathwing aside they each are pretty effective even vs squishies. So they look good.

Death's Shroud, the increased Q range, and the lvl 1 speed talent all combo well for poke on Malth.

While he can do more dps in closer range porting around, getting more Qs off from range is better I think.

Move and attack speed for Greymane with Silver Bullets and cocktails for a 'less suicidal' playstyle works well.

No need for diving as anything more than a finish, peel or escape. Especially if ya want to fire more Bullets.

Tychus has some range issues outside of Grenade. He might need a Mediev or similar to reall work.

His self root to shoot that short ranged minigun makes him too easy a target for damage or stuns.

 

So pretty confident in countering Deathwing. The question now is, what do you take WITH him?

 

Do you grab something that counters his counter picks? Or work with him directly with Alexstraza?

A Blaze to land stuns and slows? Leoric to setup his fire breath?

 

Pretty sure Alex will be getting banned similarly to Auriel getting banned when Cho'Gall is taken.

The point I was making is, if your team messes up with that lucky entomb where he has no escape options, you won't get another chance for quite a while. Which will happen quite often below, and probably sometimes in, platinum.

 

The best synergies, as I've heard and I'm inclined to agree, are gonna be people who can win fights quickly. If you have a good landing, maybe on top of somebody someone like Diablo locks down for a few seconds, then your best shot at winning that teamfight is to kill that person, and use that momentom to kill everyone you can in the vicinity, quickly. Because DW doesn't regen his energy all that fast, compared to how quickly you can use it, the longer the teamfight goes on, the more he'll struggle. For that reason, as well as the fact that she can produce regen globes, he'll work well with Alexstrasza whenever she has Dragonqueen available. Ironically, he'll also work quite well with Greymane--ever since the buffs they gave him, GM is both an incredibly effective finisher and a great source of sustained damage. Apart from that, pretty much anyone with good burst will be a good combination, and anyone with good cc will work well.

Jaina comes to mind as being one of the best combinations I can think of, seeing as her ring is one of the longest roots in the game, and she obviously excels at burst damage. Plus, her slow can help DW land abilities significantly. You could feasibly wipe an entire team extremely quickly with Ring, if you divide and conquer when they're spread apart; Jaina gets the people nearest her, and Deathwing kills everyone else she can't hit with aoe with Molten Breath.

Being a Mephisto main, I of course have to consider how well they'd work together, and while that's an obvious asynergy in the early game, once he reaches 16 and 20 Mephisto can do some insane burst damage, and of course Durance would pair extremely well with Deathwing. You also might take some kind of sustained damage assassin to make sure you're not completely boned when you don't immediately win a fight. I guess it depends on just how much DW can do over a longer period, which we'll just have to find out; is he completely useless when he doesn't get that insta-win condition, or can he help out enough to make that work? Either way, you probably shouldn't normally take Mephisto with him, though.

 

All that aside, I think that one of the most interesting things to think about in this whole deathwing discussion is how useful you can make perma-unstoppable be in certain situations. Normally, since Unstoppable is so short and hard to get, you only use it in desperate scenarios, but with him having it permanently, there are certain abilities you can completely screw up when they're used: Warden's Cage is one of the first that comes to mind; all DW has to do is walk over whatever wardens he wants to disappear, and they'll get used up. You can also block Durances from Mephisto with him--although the aoe will still go off, you could get up in his grill to make sure it gets placed far away from your team. Any kind of projectile-stun ability, he can block, like storm bolts, sleep darts, or Stitches hooks, Mind Control from Sylvanas being another similar ability, and if an Artanis swap hits him, Artanis will just get himself in the middle of the enemy team.

So he could also be a good counterpick for compositions like Stitches hook blowup, especially because I believe they said he's got the biggest hitbox in the game.

Edited by Xanthanarium

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    • By Staff
      Qualifiers for the Icy Veins Master Clash Championship continue this weekend! Learn more about the event and where to watch it.
      We're co-sponsoring a Heroes of the Storm tournament called the Icy Veins Master Clash Championship. Multiple teams will be competing from February 27 through July 4 for a prize pool of 10,000 EUR.
      Format
      Single elimination All matches up to the Finals are Best-of-3 Finals are Best-of-5 The winner of each cup qualifies for the main event. Eight more teams compete in the qualifiers playoffs. The top four teams of the playoffs also qualify for the main event.
      Qualifiers 
      We are currently in Stage 1 of the competition with 4 qualifiers behind us. 4 teams qualified for the Championship Stage and one final event, where the Top 8 of the remaining teams will fight for the final 4 slots.
      Where to Watch
      You can watch the event on Saturday (February 20) and Sunday (February 21) at 17:00 CET in multiple languages. We included links to the streams below.
       English stream (Khaldor)  French stream (Malganyr)  German stream (TazzDingo)  Russian stream (Noizen)  Spanish stream (Orhy) You can learn more about the event on Liquipedia or the official Master Clash site.
    • By Staff
      Senior Game Designer Adam Jackson, also known as AZJackson in the Heroes community, has left the Heroes of the Storm team for another project within Blizzard. 
      The Heroes of the Storm team has yet again lost a valuable asset. Senior Game Designer Adam Jackson announced he's leaving for another project within the company.
      The important question is: How many developers remain on the Heroes of the Storm team right now?
      Here's Adam's "Thank You and Farewell" message he left on the official forums.
      (Source)
      Hello friends,
      I’ve always believed that strong communication and building trust is paramount to making the world a better place, so I wanted to have the chance to talk with all of you about a change to the team.
      I’ve reached a point in my career where I’ve come to the difficult decision to move on to another project. I’ve been a part of the Heroes team for a very long time now, and in order to grow as a person and a designer, I believe it’s important to constantly challenge myself in new ways. I’m still going to be at Blizzard, and I’m very excited about the new challenges that I get to overcome and the awesome experiences that I’ll be able to help bring to you.
      I know these kinds of things are never great to hear, however I wanted to reassure you that we did hire a replacement for my position, and that it was someone who I was able to personally vet because it was very important to both me and the team that the game had someone who we felt could do the job and do it well. They have been around since the beginning of the game’s life and are just as passionate as I am about making Heroes the best that it can be. I have total faith that they will do a good job.
      Being able to work on the Heroes team was such a life-changing experience for me. I first started in QA on a team who, among many other things, got to play the very first versions of Heroes and give feedback to the developers on the many, many wacky ideas that were iterated on to make this game something special. This was the first Hero Brawler MOBA that I ever played, and once I started playing I couldn’t wait to come into work on the days where we got to playtest it. I knew we were creating something special, and I wanted so badly to be a part of it.
      I still vividly remember getting the call that I got the job to be a designer on this team, and shedding tears of joy outside of one of our buildings when it happened. It was a surreal moment for me because, like so many others, I had dreamed for many, many years of being a designer at Blizzard Entertainment with low expectations of it actually happening. It was one of those things you think would be the best thing in the world – but of course life can be hard and actually achieving those crazy, long-shot dreams is rare. I’m lucky to have been given a chance to work on this great game with incredibly talented people.
      Over the last couple of years I was also given the chance to oversee a lot of the content that went into the game. Being able to create and execute on my own balance philosophies for such a large IP was an incredible experience that I’m very grateful to have had. I want to say thank you to Blizzard and to the leaders on the team who had enough faith in me to take on such a monumental task. I also want to thank those who are currently or have worked on Heroes in the past. You know who you are and how special this project was and is, and I have nothing but the highest respect for you all.
      I want to say thank you to those who are reading this for continuing to support us. As someone on the inside, I can tell you that the people who work on Heroes care deeply about giving you the best experience that they can. Even if we don’t always respond, I can assure you that your posts, your views, and your passion for our game do not go unnoticed. I’ve read almost every post on our forums, on Reddit, and have spent countless hours watching various streamers and live events. We’re watching and enjoying this ride just as much as you are.
      I want to leave with a quote that has stuck with me that I blatantly stole from a good friend.
      “How lucky I am to have something that makes saying goodbye so hard” – Winnie the Pooh
      I’ll see you all… In the Nexus.
      ~ AZJackson
    • By Staff
      Blizzard released a balance patch for Heroes of the Storm late at night. Check out the official patch notes for more details!
      (Source)
      Heroes of the Storm has just been updated with Hero balance changes! Read on for details.
      Quick Navigation:
      Heroes Bug Fixes Heroes
      TANK BRUISER HEALER MELEE RANGED Blaze D.Va Anduin Kerrigan Cassia Mei Gazlowe Auriel Valeera Fenix   Hogger Brightwing   Gul'dan   Imperius Deckard   Kael'thas   Ragnaros Lucio   Nazeebo     Stukov   Tychus         Zul'jin Return to Top
      Tank
      Blaze
      Talents
      Level 1 Endurance Stimpack [Active] Shield amount increased from 530 to 590. Neural Stimpack [Active] Cooldown reduced from 40 to 30 seconds. Level 7 Grill and Kill [W] Damage bonus increased from 20% to 35%. Adhesive Petroleum [W] Slow increased from 35% to 40%. Level 13 Nanomachine Coating [W] Duration increased from 2.5 to 3 seconds. Return to Top
      Mei
      Base
      Snow Blind [Q] Slow and Blind duration increased from 1.5 to 1.75 seconds. Talents
      Level 1 Heavy Pack [Q] Cooldown reduction increased from .25 to .5 seconds. Additional functionality: Each time Blizzard damages an enemy Hero, gain 3 Mana. Ice Storm [W] Bonus final Stun damage increased from 125% to 150%. Level 4 Slushball [Q] Bonus damage increased from 50% to 75%. Cold Front [E] Adjusted functionality: Reduce the cooldown of Icing by 4 seconds. If Mei enters her own Blizzard while Icing is active, the cooldown of Icing is reduced by 5 seconds and she gains 80 Mana. Level 10 Ice Wall [R2] Cooldown reduced from 70 to 50 seconds. Mana cost reduced from 60 to 50. Level 13 Flurry [W] Cooldown reduction increased from 100% to 125%. Return to Top
      Bruiser
      D.Va
      Base
      Mech Health Reduced from 2250 to 2150. Mech Health Regeneration reduced from 4.69 to 4.48. Talents
      Level 10 Bunny Hop [R1] Damage increased from 52 to 70. Return to Top
      Gazlowe
      Base
      Xplodium Charge [E] Damage reduced from 155 to 142. Talents
      Level 10 Grav-O-Bomb 3000 [R2] Damage reduced from 235 to 220. Level 13 Superior Schematics [Q] Bonus range reduced from 50% to 30%. Return to Top
      Hogger
      Base
      Health reduced from 2320 to 2260. Health Regeneration reduced from 4.83 to 4.71. Loot Hoard [D] Meat duration reduced from 5 to 4 seconds. Talents
      Level 1 Journeyman Cooking [W] Healing increased from 6% to 8% maximum Health. On The Prowl [Active] Cooldown reduced from 45 to 40 seconds. Healing per second increased from 6 to 9. Level 4 Brute Force [Q/D] Bonus for hitting enemy Heroes into terrain increased from 2 to 8. Maximum bonus damage increased from 100 to 125. Aggro Range [E] Bonus Rage against non-Heroic enemies reduced from 1 to .5. Bonus Rage against enemy Heroes reduced from 3 to 2. Level 7 Seeing Red [Q/E] Attack Speed bonus increased from 25% to 35%. Garbage Fire [Trait] Loot Hoard cooldown reduction reduced from 4 to 2 seconds. Damage reduced from 25 to 23. Level 10 Hoardapult [R1] Cooldown increased from 50 to 60 seconds. Damage reduced from 140 to 100. Shockwave [R2] Primary Stun duration increased from 1.25 to 1.5 seconds. Primary damage increased from 306 to 335. Secondary damage increased from 210 to 230. Level 13 Dust Devil [E] Armor bonus when below 50 Rage reduced from 30 to 20. Armor bonus when above 50 Rage reduced from 50 to 40. Pummel [E] Slow duration increased from 1.5 to 2 seconds. Level 16 Kablooie! [W] Damage bonus increased from 40% to 50%. Return to Top
      Imperius
      Talents
      Level 1 Impaling Light [Q] Damage bonus per Valorous Brand reduced from 125% to 75%. Level 4 Sovereign Armor [E] Armor amount reduced from 25 to 20. Level 10 Angelic Armaments [R1] Shield amount reduced from 1000 to 850. Return to Top
      Ragnaros
      Talents
      Level 1 Shifting Meteor [W] Damage bonus per hit increased from 5% to 6%. Level 7 Molten Power [Passive] New functionality: If Living Meteor hits enemy Heroes at least 5 times, then reduce its cooldown by 7 seconds, and refund 30 Mana. Return to Top
      Healer
      Anduin
      Talents
      Level 20 Light of Stormwind [R1] Additional functionality: If Holy Word: Salvation lasts for its full duration, then reduce its cooldown by 60 seconds. Desperate Prayer [Active] Cooldown reduced from 40 to 30 seconds. Return to Top
      Auriel
      Talents
      Level 4 Heavy Burden [E] Adjusted functionality: Detainment Strike Slows enemy Heroes for 20% for 2.5 seconds. Slow and duration doubled on enemies it Stuns. Return to Top
      Brightwing
      Talents
      Level 13 Safety Dust [E] Adjusted functionality: Increase Pixie Dust duration by 1 second. Soothing Mist and Blink Heal heal allies with an active Pixie Dust for 75% more. Return to Top
      Deckard
      Talents
      Level 20 Morenados! [R2] Additional functionality: Adds another charge. Return to Top
      Lucio
      Talents
      Level 7 Good Vibrations [Q] Shield amount increased from 35 to 38. Boombox [Active] Boombox no longer has a duration. Level 10 High Five [R2] Cooldown increased from 15 to 20 seconds. Mana cost reduced from 35 to 30. Additional functionality: Heals Lucio for 125 and grants him Unstoppable for 1 second. Level 16 Up to Eleven [E] No longer an activated ability. Adjusted functionality: Increase the duration of Amp It Up by 1 second. Level 20 Summer Anthem [Active] Cooldown reduced from 75 to 60 seconds. Additional functionality: Now also affects Lucio. Mixing Fire [R2] No longer increases the duration of Amp It Up by 1 second. Additional functionality: Reduce the cost and cooldown of High Five by 50%. Return to Top
      Stukov
      Talents
      Level 1 Fetid Touch [W] Number of enemy Heroes hit for final quest requirement reduced from 30 to 25. Reactive Ballistospores [W] Cooldown increased from 15 to 25 seconds. Low Blow [E] Health threshold for bonus damage increased from 30% to 50%. Level 4 Biotic Armor [Q] Armor amount reduced from 15 to 10. Level 13 It Hungers [E] Number of enemy Hero hits required reduced from 10 to 8. Return to Top
      Melee Assassin
      Kerrigan
      Talents
      Level 7 Queen of Blades [Q] Damage bonus increased from 50% to 100%. Ravage cooldown reduction increased from 2 to 3 seconds. Return to Top
      Valeera
      Base
      Sinister Strike [Q] Energy cost reduced from 30 to 25. Talents
      Level 4 Relentless Strikes [Q] Energy cost reduction reduced from 15 to 10. Level 16 Thistle Tea [Active] Cooldown reduced from 40 to 20 seconds. Level 20 Adrenaline Rush [R1] Additional functionality: Smoke Bomb Armor increased from 30 to 60. Return to Top
      Ranged Assassin
      Cassia
      Base
      Basic Attack damage reduced from 125 to 120. Lightning Fury [Q] Damage reduced from 165 to 158. Fend [E] Damage reduced from 34 to 32. Return to Top
      Fenix
      Talents
      Level 4 Inhibiting Energy [W] No longer requires the primary target to be a Hero to Slow enemies in an area. Return to Top
      Gul'dan
      Talents
      Level 10 Horrify [R1] Horrify can no longer be interrupted and put in a 10-second cooldown if Gul'dan is Stunned while it is being cast. Return to Top
      Kael'thas
      Talents
      Level 16 Twin Spheres [Trait] Additional functionality: Gain all level 7 talents. Return to Top
      Nazeebo
      Talents
      Level 13 Guardian Toads [E] Adjusted functionality: Hitting enemy Heroes with Plague of Toads grants 30 Armor for 1.5 seconds, stacking up to 4 seconds. Return to Top
      Tychus
      Talents
      Level 1 Quarterback [W] Bonus damage reduced from 20% to 10%. Return to Top
      Zul'jin
      Talents
      Level 1 Recklessness [D] Basic Attack damage bonus reduced from 20% to 15%. Additional functionality: While below 50% Health, Basic Attacks against Heroes grant an additional stack of You Want Axe?. Level 7 Vicious Assault [Q] Damage bonus increased from 35% to 45%. Level 13 Lacerate [W] Additional functionality: Slow duration is increased by .5 seconds. Ensnare [Active] Cooldown reduced from 45 to 40 seconds. Additional functionality: If no Heroes are hit, reduce the cooldown to 10 seconds. Level 16 No Mercy! [Q] Additional functionality: Basic Attacks against enemy Heroes marked with Grievous Throw deal an additional 2% of their maximum Health as damage. Return to Top
      Bug Fixes
      Heroes
      Murky Wrath of Cod now properly follows DoT rules. Tychus Melting Point now properly follows DoT rules. Return to Top
    • By Stan
      Our writer Elitesparkle has created a video guide to help you become a better Stukov player.
      Here's the video guide.
    • By Staff
      The latest Heroes of the Storm content patch with Hogger is now up, and there have been some changes between PTR and Live notes!
      Blizzard removed the Gladiator's Medallion Nexus Anomaly in the patch. We also have a brand new guide up for Hogger! Here are the full patch notes for the update.
      (Source)
      Our next Heroes of the Storm patch is live and brings a new Hero Hogger! Read on for more information.
      NOTE: Orange text indicates a change between PTR and Live notes.
      Quick Navigation:
      New Hero: Hogger Nexus Anomaly Collection Storm League Heroes Bug Fixes New Hero: Hogger, Scourge of Elwynn
      Hogger, a chaotic, mobile, bruiser who creates terrain and deals heavy area damage, now joins the battle in the Nexus!
      Trait [D]
      Loot Hoard Throw a pile of junk that deals 102 damage in a small area and acts as terrain for 5 seconds. Upon expiration, a scrap of Meat is dislodged from the Hoard that Hogger can collect to restore 3% of his maximum Health every second for 5 seconds. Cooldown: 20 seconds. Trait [Passive]
      Rage Rage is gained by taking damage or dealing Basic Attack damage. Hogger’s Basic Ability cooldowns refresh 1% faster for every 2 points of Rage. After 3 seconds of not gaining Rage, it begins to quickly decay. Basic Abilities
      Staggering Blow [Q] Swing your chain in a wide arc, dealing 140 damage to enemies hit and knocking them away. If an enemy collides with terrain, they are dealt an additional 150 damage, Stunned for .75 seconds, and grant Hogger 10 Rage. Cooldown: 12 seconds. Ez-Thro Dynamite [W] Toss a boot full of Dynamite with a 1.5 second fuse. Upon detonation, enemies take 180 damage and are Slowed by 30% for 2 seconds. The Dynamite instantly detonates when landing directly on an enemy Hero and grants Hogger 10 Rage. Cooldown: 8 seconds. Hogg Wild [E] After .25 seconds, become Unstoppable and uncontrollably spin towards the targeted direction, ricocheting off any terrain encountered. Every .25 seconds, deal 36 damage to nearby enemies, increased by 1% for each current point of Rage. Ricocheting off terrain refreshes the duration of the spin. Cooldown: 14 seconds. No longer deals damage to Structures. Heroic Abilities
      Hoardapult [R1] Launch an empowered Loot Hoard with Hogger attached, dealing 140 damage and Slowing enemies by 50% for 2 seconds. Hoardapult’s Loot Hoard lasts for up to 20 seconds, but decays rapidly while Hogger isn’t nearby. Every 10 seconds Hogger can take a chunk of Meat from the Loot Hoard. Cooldown: 50 seconds. Shockwave [R2] After .5 seconds, slam the ground, sending out a shockwave that travels in a long line. Enemies hit by the initial slam take 306 damage and are Stunned for 1.25 seconds. Enemies only hit by the shockwave take 210 damage and are Stunned for .75 seconds. Cooldown: 70 seconds. Talent
      Level 1 Journeyman Cooking [W] Quest: Hitting an enemy Hero with Ez-Thro Dynamite restores 6% of Hogger’s maximum Health and permanently increases Hogger’s Health by 10, to a maximum of 750 bonus Health. Bones to Gnaw [Trait] Loot Hoard creates Meat on ground impact. While Meat is active, gain 10 armor. On The Prowl [Active] Activate to gain 30 Rage over 8 seconds. Passive: Hogger heals for 6 Health every second, increased by 2% for each point of Rage he has. Cooldown: 45 seconds. Level 4 Brute Strength [Q] Increase the range of Loot Hoard by 15%. Each Hero hit by Staggering Blow will permanently increase Hogger’s Basic Attack damage by 1, up to 100 bonus damage. Terrain collision impacts grant 2 stacks of this effect. Aggro Range [E] Increase Hogg Wild’s area by 25% and generate 1 Rage per enemy hit, increased to 3 against Heroes. Hogger’s Joggers [Passive] While at or above 30 Rage, Hogger gains 10% increased Movement Speed and healing received. When above 50 Rage, increase these bonuses to 15%. Level 7 Seeing Red [Q/E] While above 50 Rage, Staggering Blow and Hogg Wild’s cooldowns refresh 30% faster and Hogger gains 25% increased Attack Speed. Dense Blasting Powder [W] Direct hits launch an additional stack of dynamite beyond the target. Hitting an Ez-Thro Dynamite with Staggering Blow launches 3 sticks of Dynamite. Garbage Fire [W/Trait] Reduce the cooldown of Loot Hoard by 4 seconds. Loot Hoard deals 22 damage every .5 seconds and Slows nearby enemies by 20% in a large area. Level 13 Dust Devil [E] Hogg Wild grants 40 30 Armor while active and for 3 seconds after it ends. Increase this Armor value to 60 50 if Hogger has 50 or more Rage. Pummel [E] Enemies hit by Hogg Wild are Slowed by 10% for 1.5 seconds, stacking up to 5 times. Heroes hit also have their Spell Power reduced by 50% for 3 seconds. Bloodthirst [Passive] Hogger is healed for 33% of the damage dealt to Heroes by Basic Attacks, Hogg Wild, and Staggering Blow. Level 16 Headbanger [Q] Heroes that collide with terrain from Staggering Blow take an additional 8% of maximum health as damage and are stunned for an additional .5 seconds. Kablooie! [W] Direct Hits with Ez-Thro Dynamite deal 40% more damage, reduce its cooldown by 1.5 seconds and increase its Slow amount to 50%. [Passive] Ez-Thro Dynamite’s range is increased by 25%. Furzerker [Passive] Hitting Heroes with Staggering Blow or Ez-Thro Dynamite increases the damage of Hogger’s next Basic Attack by 50%. Stacking up to 2 Basic Attacks. When Hogg Wild ends, Hogger gains 30% Movement Speed for 2 seconds. Level 20 Secret Stash [R1] Every 2 seconds, Hoardapult’s Loot Hoard launches Ez-Thro Dynamite towards a random nearby enemy Hero. Every 5 seconds, a chunk or Meat is also launched towards Hogger. Power Spike [R2] Each Hero hit by Shockwave has their Armor reduced by 15 for 4 seconds and grants Hogger 20 Rage. [Passive] Shockwave’s cooldown is affected by Rage. No Control [E] [Active] Activate to cast an untalented Hogg Wild and chase an enemy Hero. After reaching the Hero, Hogger will switch to chasing another nearby enemy Hero. If no other enemy Heroes are within range of a chase target, this abilities’ duration will begin to rapidly decay. Lasts for up to 6 5 seconds. Cannot be canceled. 60 second cooldown. Anger Management [Passive] Increase Hogger’s maximum Rage by 50. Basic Attacks generate 5 additional Rage. Return to Top
      Nexus Anomaly
      Return to Top
      Collection
      Many seasonal items will be returning to the collection, and will be available for crafting and in Loot Chests for a limited time!
      New Bundles (Limited Time Only!) Hogger Heroic Bundle Winter Veil Classic Bundle Returning Bundles (Limited Time Only!) Toys 2018 Bundle Toys 2019 Bundle New Skins Stormwind Hogger Redridge Hogger Duskwood Hogger Shipwrecker Hogger Admiral Shipwrecker Hogger Drowned Shipwrecker Hogger Stately Shipwrecker Hogger New Mounts Bottleship Grog Bottleship Seaweed Bottleship New Announcer Hogger Announcer New Content Several new Portraits, Emoji Packs and other items have been added to the Collection! Return to Top
      Storm League
      When queued as a party, Storm League now looks for matches based solely on the highest player's MMR. Storm League Reward Mounts The final reward of the 2020 Season 5 Questline will be the Quillbear Mount, which will be awarded after winning 35 games in Ranked Play. Return to Top
      Heroes
      Brightwing
      Talents
      Level 1 Hyper Shift [Z] Bonus healing reduced from 10% to 8% maximum Health. Imperius
      Base
      Health reduced from 2450 to 2375. Health Regeneration reduced from 5.11 to 4.95. Talents
      Level 7 Blaze of Glory [W] Damage increased from 135 to 150. Jaina
      Talents
      Level 7 Icefury Wand [Passive] Adjusted functionality: Basic Attacks against Chilled targets deal 50% bonus damage and reduce the cooldown of Blizzard by 1.25 seconds, doubled against enemy Heroes. Sonya
      Talents
      Level 4 Shattered Ground [W] Damage increased from 100% to 125% of Seismic Slam’s base damage. Level 13 Ruthless [E] Now shows Crit kickers when bonus damage is dealt. Health threshold for bonus damage increased from 33% to 50%. Level 16 Giant Slammer [W] Damage increased from 1.25% to 1.5% maximum Health. Thrall
      Talents
      Level 4 Feral Resilience [W] Physical Armor increased from 50 to 75. Level 13 Spirit Shield [Active] Spell Armor duration increased from 1.5 to 2.5 seconds. Level 20 Worldbreaker [R1] Cooldown reduction increased from 20 to 40 seconds. Return to Top
      Bug Fixes
      Fixed an issue where Alarak could become Protected and move without proccing Counter-Strike’s cooldown. Return to Top
      Click here to discuss this post with other players in the official Heroes of the Storm forums.

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