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Free-to-Play Hero Rotation: Week of February 22nd

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Oh god. Cho-Gall. This week just got interesting. Otherwise a fairly balanced mix of classes with no real squibs.

Blaze
Adhesive Petroleum used to be a lot lower level than it currently is and you should all be thankful you don't need to deal with that bullshit anymore. As it is, Blaze is still a really nasty Tank with a heavy emphasis on slows but also great waveclear and jungling. He's also a good amount of damage output as well, his Bunker is pretty good but Combustion does less damage than you think it does. For Battlegrounds with fixed objectives, the Bunker is for my money the better bet, but I could see an argument for both when you consider Combustion as part of Blazes overall quite good area denial game.

 

Cho-Gal
As a concept it's genius. To play against his massive health pool and tons of damage is oppressive. But... the elephant in the room here is that we're just coming from a week with Deathwing and Cho-Gall kind of feels like a let down. He's vulnerable to crowd control, he takes up two team slots and he kind of feels less tanky overall compared to Deathwing. He does outdamage the Draconic Destroyer of Game Balance though. The other problem is, that since DW people have become really aware of where their %Health damage talents are, and Deathwing has talents to mitigate some of this (Draconic Might mostly) but Chogall, who takes up two slots again, kinda... doesn't? He's not bad. He isn't. But he's kind of a risky All In sort of strategy.
Also... this QM, and Cho-Gall needs to work as a team, and this is QM. Again, and I can't emphasise this enough; this QM where you are lucky if you are playing with people who even use the same alphabet as you.

 

Genji
If you can click with him, you'll be a nightmare, I find him too fiddly however. Very evasive hero but his damage output always feels really slight for all the effort he demands.

 


Jaina
Great assassin with excellent waveclear, a quintessential mage, she goes in the backline, tosses out AoE spells that hit like a freight train and have slow on everything and generally struggles not to contribute. Good jungler too.

 

Morales
TF2 Medic. Nobody can match the immiediacy and speed of her healing. Find a low health, high damage hero who likes to initiate and stick to them like glue. But don't be afraid to switch healing targets to people who need it in a pinch. Due to the difficulties of herding players in QM, Morales effectively only has one heroic and it's her version of Nano-Boost. WHICH IS DIFFERENT FROM ANA'S.
THIS IS THE ONE YOU CAST ON AUTOATTACKERS.
ANA'S IS THE ONE YOU CAST ON MAGES.
FOR THE LOVE OF CHRIST PLEASE STOP GETTING THIS MIXED UP.
MORALES = ATTACKERS
ANA = MAGES

I WILL CONTINUE HAMMERING THIS HOME WHEN ANA COMES UP ON ROTATION.

 

Muradin
Can't go wrong with Muradin. But PLEASE can one of you actually pick Avatar form over Haymaker? It's not even that good of a heroic! Avatar forms lvl20 Unstoppable Force is INSANELY good for how it effectively gives him another 20% of health, and gives you cooldown reduction on Thunderclap, which thanks to Reverberation at lvl4 reduces the cooldown on your avatar form again and again. You could find yourself going back to back avatar forms if done right.

 

Nazeebo
A very tanky Support Assassin who excels at pushing lanes, dealing damage to buildings and clumps of enemies, and catching his own teammates in zombie rings. Fairly hard to get completely wrong, but please don't do something stupid like lane against a Tychus. %Health damage HURTS Nazeebo hard.

 

Raynor
I've talked about Raynor before, and I'll talk about him again. A good all rounder with no real weaknesses. I might suggest people give his Execute Orders talent a look. Sure the Hyperion isn't that great of a heroic... but that 35 second respawn timer reduction is HUGE, and unlike other effects that mess with respawn timers, it's just always on, and always working. In a tight game it could make all the difference. But, as always you should experiment with what works for you.

 

Sgt. Hammer
I still dont know why they nerfed Graduating Range twice, when everyone always just picks Hover Engines at that talent tier anyway. I do however fully understand why they stopped Around the World BFG from being able to damage buildings. A magic button that basically can't be interacted with and basically does a ton of damage to buildings is just bad game design.
Boy, sure is a good thing there are no Battlegrounds that do this ISN'T IT BLACKHEART BAY YOU PIECE OF SH[snip]
Anyway, great hero with a unique playstyle that's pretty fun when you work it out. Has two good builds, a generalist backline aoe assassin who also sieges down buildings and a crazy spidermine build that's equally hilarious.

 

Sonya
Could some of you try NOT spinning in a teamfight, and thus not contributing at all? Slam build does more damage and you all know it. Hell, Ancient Spear hits like a truck as well, can't do either of these if you're spinning. Sonya is a bruiser who leans on the damage dealer side of the equation more than the damage taker one. Play her more like a melee assassin and you'll get better results.

 

Uther
The frontline Tank extra-ordinaire. Uther's healing is a little on the low side compared to some other healers, but he MORE than makes up with it in tank, crowd control and damage. Plus, his healing is point and click, no skillshots or improved regen or incredibly cumbersome combo mechanics here.

 

Xul
I've only ever had success with Cursed Strikes Xul, but Spectral Scythe build probably works as well. To be honest he feels like a weaker version of Nazeebo, which might be deliberate, but as always your own mileage may vary.

 

Zeratul
There might be other ways to play this guy, but I've been permanently wedded to a 3221213 build that I saw online once, and it's just a ton of fun to play. Core gameplan is to stick someone with a Spike, and then use Seeker in the Dark to teleport to them, do your damage, teleport away, Vorpal Blade back, just keep popping and out on them so they don't know what's going on. When you get it right it looks hella stylish.
Might of the Nerazim allows you to double teleport escape if you need it as well... just remember what talent you have slotted into it.
I go Master Warp Blade because Sentenced to death is trash and does less damage.

 

 

 

 

 

 

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That's the longest comment I ever saw on a week Heroes rotation news! 😄

anyway enjoy it 🙂 I still love to play that game 

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2 hours ago, Ken007 said:

Am I the only one that feels this game still has a lot of potential?

It does, but most of its team is gone now. There aren't even enough people and funds to make a new hero. At most, we can still get few more skins (like once or twice per year?) and balance patches. That's probably all we can expect.

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      (Source)
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      Base
      Storm Bolt [Q] Perfect Storm Quest removed. NEW QUEST: Basic Attack Heroes affected by Slows or Stuns. Slows provide 1 stack and Stuns provide 2 stacks. At 35 stacks, Storm Bolt pierces to hit an additional target, and Muradin's Basic Attack reduces the cooldown of Storm Bolt by 0.5 seconds. Mythic Reward: At 150 stacks, Storm Bolt's range is increased by 50% and width is increased by 100%, and now pierces all targets. Talents
      Level 1 Dwarf Block Block charges reduced from 4 to 3. Give 'em the Axe! Moved Talent from Level 7 to Level 1. Level 4 Sledgehammer No longer increases Storm Bolt's cooldown reduction. Now increases Storm Bolt damage to non-Heroes by 500%. Level 7 Perfect Storm NEW: If an enemy hit with Storm Bolt dies within 3 seconds, reset its cooldown. Level 16 Dwarf Launch Range bonus reduced from 40% to 30%. Murky
      Base
      Murky now gains a 35% Shield for 10 seconds upon reviving. Spawn Egg [D] Egg now regenerates quickly instead of having a Shield. Slime [Q] Now applies its debuff to enemy Structures. Now deals 50% damage to Structures. Pufferfish [W] Damage reduced by 20%. Detonation time reduced from 3 seconds to 2.75 seconds. NEW QUEST: Hit enemies affected by Slime with Pufferfish. Provides 1 stack per minion, 5 stacks per Hero or Structure hit. At 100 stacks, Basic Abilities now deal full damage to Structures. Mythic Reward: At 200 stacks, Murky gains 50% Health and increases in size. Talents
      Level 1 Egg Hunt Talent removed. Shell Game NEW: Murky can now place 2 eggs, but randomly revives from one of them. Increases the cooldown of placing an egg to 30 seconds and goes on cooldown if either egg dies. Level 10 March of the Murlocs Damage increased by 4%. Level 13 Egg Shell REWORK: Murky gains a Shield equal to 35% of his Health upon placing an egg or when one of his eggs dies. Fish Tank Healing reduced from 25% to 20%. Level 16 Wrath of Cod Damage over Time is dealt over 4 seconds (from 5s). Level 20 Big Tuna Kahuna Talent removed. Faster Fish NEW: Pufferfish detonates 80% faster. Making Inky Cooldown reduction reduced from 2 seconds to 1.5 seconds. Never-Ending Murlocs No longer deals reduced damage to Structures. Sylvanas
      Talents
      Level 4 Mercenary Queen Now also causes Sylvanas' Basic Attacks to instantly apply 3 stacks of Black Arrows to Mercs. Thrall
      Base
      Basic Attack damage decreased from 173 to 167. Talents
      Level 1 Crash Lightning Mythic Reward Damage bonus increased from 270 to 325. Echo of the Elements Mythic Reward now also allows Chain Lightning to bounce back to the same target. Tyrande
      Base
      Mana reduced from 500 to 450. Lunar Flare [E] NEW QUEST: Hitting a Hero with Lunar Flare increased its damage by 5%, up to 250%. After hitting 10 Heroes, increase Lunar Flare's range by 30%. After hitting 20 Heroes, Sentinel now pierces the first Hero hit. Mythic Reward: After hitting 50 Heroes, Tyrande's Basic Attacks occasionally trigger a Lunar Flare. Now restores 25 mana per enemy hit. Talents
      Level 1 Ranger No longer provides pierce. Moonlit Arrows Cooldown reduction reduced from .75 seconds to .5 seconds. Moved Talent from Level 7 to Level 1. Trueshot Aura No longer passively increases Tyrande's Attack Damage. Now also applies to Tyrande upon activation. Level 7 Elune's Gift NEW: Grants 20% Spell Power for 10 seconds after hitting an enemy with Lunar Flare. Level 20 Commander of Sentinels NEW: Sentinel now has an additional charge. Return to Top
      Known Issues & Bug Fixes
      Known Issues
      Jaina Ice Cold's tooltip is incorrect. Resetting Jaina's talents after finishing her quest causes issues. Zul'jin Resetting Zul'jin's talents does not reset cap. Bug Fixes
      Heroes
      Alarak Level 10 Deadly Charge Fixed an issue that caused Alarak's Deadly Charge to not be activated by clicking the left mouse button if it occupies the Trait slot. Ana Base Aim Down Sights [D] Can now be toggled while affected by a Silencing effect. Jaina Base Frostbolt [Q] Fixed an issue causing Jaina's Frostbolt to not have its model updated by Dreadlord Jaina or Lunar Jaina. Orphea Level 4 Allegrissimo Fixed an issue that could cause Allegrissimo's cooldown reduction to not be granted when hitting a Hero at Shadow Waltz' end. Sylvanas Base Possession [1] Fixed Possession not showing in the Quick Cast menu settings. Fixed Possession not being correctly affected by cooldown reduction affects granted by allies. Return to Top
      Click here to discuss this post with other players in the official Heroes of the Storm forums.

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

       
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