Heroes of the Storm RSS Feed

by Published on 2020-06-13 05:13 PM

June 13th, 2020 Teaser
Originally Posted by Blizzard (Blue Tracker)
by Published on 2020-06-03 09:40 PM

Heroes of the Storm Balance Patch Notes - June 3, 2020
Originally Posted by Blizzard (Blue Tracker)

Heroes of the Storm has just been updated with Hero balance changes! Read on for details.

Quick Navigation:

  • A Call For Help - Balance Update
    • Tower, Fort, and Keep damage to enemy Heroes reduced by 10%.
    • Maximum Armor reduction from Structures reduced from -40 to -20.

Developer Comment: Thank you for your discussions and feedback regarding the Call For Help system. We’ve seen a trend that players believe towers are still too punishing to dive under for lengthy periods of time, so we’re going to reduce their damage as well as how powerful their Armor debuff is so that players are more incentivized to make aggressive plays when pushing. We’ll be continuing to keep an eye on how these changes unfold, so please continue to give us your feedback.




  • Harden Carapace [W]
    • Shield amount increased from 315 to 340.

  • Level 7
    • Leeching Scarabs [Trait]
      • Bonus attack damage increased from 20% to 30%.

Developer Comment: Anub’arak is slightly underperforming compared to other Warriors. We believe his survivability could use a little boost, so we’re increasing the Shield amount of Harden Carapace, which should make him even better at surviving burst damage, particularly from Abilities.


  • Health increased from 3060 to 3150.
  • Health regeneration increased from 6.38 to 6.56.

  • Level 4
    • Chop Chop [W]
      • Adjusted functionality: Hitting an enemy Hero with Slam grants 25% increased Attack Speed for 3 seconds. Double the Attack Speed bonus and duration if they are hit by the inner impact area of Slam.

Developer Comment: The two defining unique attributes to Stitches are his ability to displace enemies from long range and his incredibly high Health pool that he is able to manipulate with Devour and various talent interactions. We’re doubling down in his Health pool in this buff, which should let him stick around even longer in teamfights to harass enemies and protect his teammates.


  • Level 1
    • Salvation [W]
      • Shield amount bonus increased from 25% to 40%.
  • Level 4
    • Divine Vigor [E]
      • Healing increased from 60% to 75%.
  • Level 7
    • Purge Evil [E]
      • Attack damage bonus increased from 55% to 60%.
  • Level 13
    • Law and Order [Passive]
      • Smite damage bonus increased from 25% to 35%.

Developer Comment: Tyrael’s talents are in a decent spot, but there is generally one talent on each tier that players are gravitating towards a bit more than the others. These changes are targeted at one talent on each of those tiers to even them out more.


The Lost Vikings

  • Level 1
    • Olaf the Stout [Passive]
      • Additional functionality: Increase Olaf’s Health by 20%.
    • Spy Games [Passive]
      • Additional functionality: After leaving Stealth, Erik gains 75% Basic Attack damage for 6 seconds.
    • Viking Bribery [E]
      • No longer causes camps to respawn 50% faster.
  • Level 7
    • Baleog the Fierce [Passive]
      • New functionality: Increase Baleog’s attack range by 2.5. While near Olaf and Erik, he becomes inspired by the power of teamwork and his Attack Speed is increased by 50%.
    • Spin to Win! [Q]
      • Damage reduced from 101 to 85.
      • Additional functionality: Deals double damage against enemy Heroes.
    • Norse Force! [Q]
      • Cooldown reduced from 30 to 15 seconds.
  • Level 10
    • Longboat Raid [R1]
      • Health increased from 685 to 750.
      • Health bonus per Viking increased from 171 to 185.
    • Play Again! [R2]
      • Cooldown increased from 80 to 100 seconds.
  • Level 13
    • Nordic Attack Squad [W]
      • Changed from a [W] to a passive talent.
      • New functionality: While Olaf, Baleog, and Erik are near each of the other Vikings, their Basic Attacks deal bonus damage equal to 1.25% maximum Health to enemy Heroes.

Developer Comment: It’s been awhile since we last changed the Lost Vikings. This round of changes is targeted at making the Lost Vikings significantly more potent in PvP situations while keeping their map pressure in check. There are a few talents in particular that will give the Vikings powerful benefits when they fight together, which should reward players who are able to properly micro them during combat. We hope these changes open up new playstyles that never existed before, which should be exciting for those who take the time to master these Heroes.


Lt. Morales

  • Level 4
    • Trauma Trigger [Passive]
      • Cooldown reduced from 30 to 20 seconds.
  • Level 7
    • Physical Therapy [W]
      • Cooldown reduction increased from 2 to 3 seconds.
    • Medi-Drone [W]
      • Healing increased from 50% to 75%.
  • Level 16
    • First Responder [Q]
      • Energy requirement for bonus healing reduced from 70 to 60.

Developer Comment: We’re making some small buffs to underperforming talents throughout Lt. Morales’s tree. She is performing appropriately overall, so we don’t expect these buffs to be a massive change for her outside of improving her pick rates.


  • Level 20
    • Farseer’s Blessing [R1]
      • New functionality: After 1.5 seconds, Ancestral Healing is cast a second time on the same target. Allies near the target are healed for 590.

Developer Comment: We’re changing Farseer’s Blessing to have a more universally powerful effect by having it proc a second time after its initial cast. This should give Ancestral Healing a lot more flexibility in its use cases since it can now save a single ally over a long period of time or potentially even heal Rehgar’s team for a massive amount if they stay grouped together.


  • Level 1
    • Ranger [W]
      • Moved from level 4.
      • No longer has an activated ability to make the next Sentinel pierce all Heroes hit.
      • New functionality: Sentinel pierces the first enemy Hero hit.
    • Lunar Blaze [E]
      • Moved from level 4.
    • Trueshot Aura [Active]
      • Moved from level 4.
  • Level 4
    • Everlasting Light [Q]
      • Moved from level 1.
      • Bonus Healing increased from 60% to 80%.
    • Mark of Mending [Trait]
      • Moved from level 1.
    • Elune’s Chosen [Active]
      • Moved from level 1.
  • Level 7
    • Huntress’ Fury [Trait]
      • Adjusted functionality: Basic Attacks only splash to nearby enemy Heroes.
      • Basic Attacks that splash from Huntress’ Fury also give cooldown reduction to Light of Elune.
  • Level 16
    • Darnassian Archery [Passive]
      • Duration reduced from 6 to 4 seconds.
      • No longer loses its bonus when attacking non-Heroes.

Developer Comment: We experimented a bit with Ranger and Darnassian Archery by making them fairly sharp in their use cases with incredibly high theoretical rewards. In Tyrande’s case this hasn’t panned out as we had hoped, so we’re making them more generally useful, which we believe will be a net increase to their power.


  • Level 20
    • Bulwark of Light [R1]
      • Adjusted functionality: Divine Shield is also applied to all nearby Heroes near its initial target and lasts 1 second longer.
    • Divine Protection [Trait]
      • Armor amount increased from 40 to 50.

Developer Comment: Bulwark of Light’s original planned change a few months ago was to give Divine Shield to all nearby Heroes. We thought that was too crazy, so we toned it down to only give 1 additional Hero the ability. The current iteration is not performing as well as we had hoped, so we’re going back to our crazy idea. Hopefully this doesn’t break the game.


  • Level 1
    • Righteous Flame [E]
      • New functionality: Increase the damage of Searing Lash by 25%. If the second strike of Searing Lash hits an enemy Hero, the bonus damage is increased to 50% and grants Whitemane 25% increased Attack Speed for 4 seconds.
  • Level 7
    • Saintly Greatstaff [E]
      • Moved from Level 13.
  • Level 13
    • Scarlet Wrath [Trait]
      • Moved from Level 7.
      • Additional functionality: Basic Attacks against enemy Heroes reduce Zeal’s cooldown by 1 second.
  • Level 16
    • Radiance [Q]
      • Additional functionality: If Zeal is cast while Whitemane has 3 stacks of Desperation, then instead of reducing Whitemane’s Armor it instead increases her Armor by 10.

Developer Comment: Whitemane is performing very well in regards to her overall power, but we think her talents could use some work in their competitiveness. These changes should open up some new synergies that did not exist before, which should help her tree be more healthy overall. We believe the changes to Scarlet Wrath and Radiance in particular will enable some new and interesting ways to play Whitemane by rewarding her for properly managing her Desperation Stacks in conjunction with when she chooses to cast Zeal.

Melee Assassin


  • Health increased from 1950 to 2000.
  • Health regeneration increased from 4.06 to 4.17.

  • Level 1
    • Fatal Wounds [W]
      • Bonus damage to enemy Heroes below 50% Health reduced from 40% to 30%.
    • Finishing Touch [Passive]
      • Basic Attack damage bonus increased from 15% to 20%.
      • Basic Attack damage bonus to enemy Heroes below 50% Health increased from 15% to 20%.
  • Level 4
    • Ensnaring Swing [E]
      • Primary target Slow increased from 30% to 40%.
  • Level 10
    • Unrelenting Strikes [R1]
      • Cooldown reduced from 75 to 60 seconds.
      • Mana cost reduced from 60 to 50.
      • Final Stun duration increased from 1 to 1.5 seconds.
  • Level 16
    • Swing Life Away [E]
      • Cooldown reduction increased from 150% to 200%.
      • Spell Armor duration increased from 2 to 2.5 seconds.
  • Level 20
    • Silent Killer [R1]
      • No longer Silences enemy Heroes on its initial cast.
      • Additional functionality: Enemy Heroes who are hit by Unrelenting Strikes are Silenced for .5 seconds.

Developer Comment: It’s been awhile since we’ve made any large changes to Qhira. She is a little underperforming, so we’re buffing her Health and making some changes to various talents to improve their competitiveness and Qhira’s overall power. Fatal Wounds is currently representing too much of her power pie, so we’re reducing that talent’s power while improving various other parts of her tree to compensate.


  • Level 20
    • Gift of the Xel’Naga [R2]
      • Removed.
    • Nexus Blades [Passive]
      • Removed.
    • New talent: Unwavering Pressure [W]
      • Basic Attacks against enemy Heroes who are marked or Slowed by Singularity Spike reduce the cooldown of Singularity Spike by 1.25 seconds.
    • New talent: Shadow Stride [Passive]
      • Reduce the cooldown of Vorpal Blade by 10 seconds.

Developer Comment: Zeratul’s Level 20 talents have been dominated for a long time by Twilight Falls and Shadow Mending. We’re removing the two options that have seen very little play and are instead adding talents that should be more viable.

Ranged Assassin


  • Vitals
    • Health increased from 1510 to 1700.
    • Health regeneration increased from 3.15 to 3.54 per second.
  • Weapon
    • Damage from 122 to 130.
    • Attacks per second from 1 to 1.11.
  • Lightning Fury [Q]
    • Damage from 150 to 165.
    • Mana cost from 25 to 20.
  • Avoidance [Trait]
    • Now works while Mounted.
    • Adjusted functionality: After remaining stationary for .75 seconds the Armor is rapidly lost over .5 seconds.

  • Level 1
    • Thunderstroke [Q]
      • No longer grants Avoidance Armor.
      • Quest damage per Hero hit from 1 to 1.5.
  • Level 7
    • Debilitating Thrusts [E]
      • Name changed to Grounding Rod.
      • New functionality: Enemies hit by Lightning Fury or Fend are Slowed by 20% for 2 seconds.
  • Level 16
    • Martial Law [Passive]
      • Adjusted functionality: Basic Attacks against enemy Heroes deal 1% maximum Health as damage. This is increased to 3% maximum Health against Heroes who are Stunned, Rooted, or Slowed.

Developer Comment: Cassia came out lower than we anticipated, largely due to us going too far with her base kit nerfs that were intended to compensate for the power she gained in talents. We’re making some changes to increase her power level and to make her more accessible, which should make her a lot more formidable.


  • Health increased from 1620 to 1675.
  • Health regeneration increased from 3.38 to 3.49.
  • Cyber Agility [Trait]
    • Cooldown increased from 15 to 20 seconds.

  • Level 1
    • Agile Dismount [Trait]
      • Cooldown reduction increased from 10 to 14 seconds.
  • Level 7
    • Augmented Guard [W]
      • Shield amount increased from 75% to 100% of damage blocked.
    • Cyber Shield [Trait]
      • Spell Armor duration increased from 2.5 to 4 seconds.
  • Level 10
    • X-Strike [R2]
      • Cooldown reduced from 80 to 60 seconds.
      • Mana cost reduced from 90 to 70.
  • Level 13
    • Double Jump [Trait]
      • Removed.
    • New talent: Way of the Shimada [Passive]
      • Increase Genji’s Basic Attack range by 1. Each time Genji hits an enemy Hero with a Basic Attack, increase his Basic Attack damage by 1% for 3 seconds, stacking up to 15%.
  • Level 20
    • Living Weapon [R2]
      • Cooldown reduction reduced from 12 to 10 seconds.

Developer Comment: Genji has posted a low overall win rate for some time. While we believe he is still quite powerful in the hands of capable players, the skill requirement to be effective on him is a little too high for the vast majority of players. We’re slightly buffing his health and reducing his overall mobility with Cyber Agility, in addition to buffing a few of his underperforming talents. This should move him into a better place, particularly in regards to his survivability in more general situations.


  • Fel Flame [Q]
    • Damage increased from 200 to 210.

  • Level 7
    • Curse of Exhaustion [W]
      • Slow reduced from 50% to 40%.
      • No longer requires enemies to be afflicted by Corruption for the bonuses to take effect.
  • Level 13
    • Dark Bargain [Passive]
      • Additional respawn time reduced from 15 to 10 seconds.
Developer Comment: We’re doing some small upward tweaks to Gul’dan’s overall power. Curse of Exhaustion in particular is getting a substantial buff in its number of use cases, which we felt was too narrow in the past due to its requirement to combo with Corruption to gain any benefit.


  • Level 10
    • Dragonstrike [R1]
      • Damage increased from 78 to 84.
  • Level 13
    • Mounted Archery [Passive]
      • Additional functionality: Reduce the cooldown of Summon Mount by 2 seconds.
  • Level 16
    • Flawless Technique [Passive]
      • Storm Bow and Basic Attack damage bonuses increased from 30% to 40%.

Developer Comment: We’re buffing up some of Hanzo’s underperforming talents. Overall he is in a fairly good place at higher levels of play, so we’re being a little conservative with where to increase his power.


  • Level 1
    • Exterminator [Passive]
      • Bonus damage to Minions, Mercenaries, and Monsters reduced from 75% to 50%.

Developer Comment: Since our last buff to Exterminator, it’s become too universally good in nearly all situations. We want the talent to be powerful, but we want the maps that Raynor is playing on to be more of a consideration when taking the talent.


  • Reload [Trait]
    • Healing from Basic Attacks reduced from 15% to 10%.

  • Level 13
    • Untouchable [Q]
      • No longer increases Tracer’s Blink range.
      • New functionality: After using Blink, Tracer’s Movement Speed is increased by 20% for 2 seconds.

    • Telefrag [E]
      • Cooldown reduction on Recall increased from .1875 to .25 seconds.

Developer Comment: Tracer is doing a bit too well since her rework, so we’re toning down the power of her baseline life leech and changing Untouchable’s functionality. These changes should let her trade effectively with enemy Heroes less often, which should in turn open up more possibilities for counter-play.


  • Level 16
    • Jagged Barbs [Trait]
      • Attack range bonus increased from 10% to 20%.

Developer Comment: Jagged Barbs is still underperforming compared to other talents on the tier. We think it could be more powerful, so we’re enabling Zagara to be a fairly safe ranged auto-attacker as long as she is able to fight on her Creep.

Bug Fixes

  • Watching replays from previous versions of the game will no longer crash the client.

  • Chromie
    • Every talent that is affected by Sand Blast correctly references 'Primary Sand Blast' or references Sand Blasts 'from Chromie or her Echoes' that matches its functionality.
  • Deathwing
    • Updated a tooltip for Bellowing Roar's Fear to correctly state its duration as 1.5 seconds.
  • Garrosh
    • Helping Hand and Into the Fray no longer can be cast on Turrets placed by themselves or allies.
  • Kael'thas
    • Both Fel Infusion and Sunfire Enchantment now properly increase Kael'thas' healing from Fel Infusion.
  • Mal'ganis
    • Spreading Plague's duration is now set to 5 seconds when Mal'ganis basic attacks an enemy Hero, which is its full duration.
  • Orphea
    • Shadow Waltz now refunds mana cost equal to its cast.
  • Ragnaros
    • Sulfuras Smash now has the same cooldown and effect when Ragnaros casts it during Molten Core.
  • Tracer
    • Bullet Spray's range now increases 30%, and a tooltip description has been updated to match it as well.
    • Heavy Handed's armor debuff is now properly applied after Melee damage.

  • Dragon Shire
    • The Dragon Knight's Savage no longer interrupts missile movers of targets that are Unstoppable, but continues to properly interrupt missile movers of targets that are not Unstoppable.
  • Hanamura Temple
    • The Sentinel's Warning Splat for Horizontal Slash properly matches its searches.
by Published on 2020-05-21 08:08 PM

Developer Team Looking For Feedback
Originally Posted by Blizzard (Blue Tracker)
Hello fellow Heroes!

The Heroes Design team has been hard at work on our next seasonal content, including deciding what to do with the Call for Help Nexus Anomaly. We’re looking for feedback, and we wanted to take the time to give you some heavy insight into our thoughts, so strap yourselves in, this is going to be a doozy!

Firstly, we have already decided that we like what the changes to the Kings Core have brought to our game, and we want to keep those. We believe they give our maps a unique flavor and they add some cool moments to games. This article will be focused solely on the more controversial changes that were made to Towers, Forts, and Keeps in regards to how they interact with enemy Heroes. We think a good place to start is with what our goals were when we changed the Tower Aggro system.

We had two major goals with the system:
  • We wanted players to feel like their Towers were “smart” about how they tried to protect members of their team. We have heard lots of feedback over the years that it’s frustrating that Towers will prioritize a nearby minion while an allied Hero is being attacked, and that this felt unintuitive, resulting in players being upset with their own structures for not helping them out.
  • We wanted to create more interesting back and forth gameplay between Heroes in both Tower diving and town defense situations. Before this change, the defending team’s counter-play was to try to cast AoE abilities on enemy Minions so that they would die, effectively enabling their Towers to target the diving Heroes and protect them.

We want to also point out that while the first point may not seem like much, it is a fairly big deal, and was the initial primary motivator for changing Tower aggro. It’s important when playing games that they “feel” right, and when they don’t it can be a big deterrent to player enjoyment. It’s why we spend a lot of time and effort on high quality visual effects, sound effects, models, animations, and creating counter-play through proper design. It’s all related, and we believe that games become great works of art when things feel like they’re all working together in a cohesive and awesome way.

Where We Are

Let’s talk about how we feel about where things currently stand. We had recently made the decision to pull out all of the Tower aggro changes, and our recent playtests have had them removed in preparation for the next Anomaly. The team didn’t feel that it was a clear enough win due to some design concerns which we will discuss later, and due to how controversial the changes have been overall. We’re committed to only keeping Anomalies that we truly believe are better for the game as a whole, and since we were also incredibly torn on this issue, we had decided to remove it.

Then something interesting happened. Once we had removed the system, we started getting feedback from across the team that this was the wrong decision, and that the Tower aggro changes, although they had some issues, made the game, overall, feel much better. We ourselves also noticed that the games just felt better with the system on, which caused us to go back and ask ourselves: “are we making the right decision by taking this away?”

After lots of debate, we’re still torn on the how we want to proceed. We need to make a call soon, so we’re asking for some feedback from you to help us decide. In the next and final section of this post, we’re going to outline what we like about the current system, what we don’t like, and some proposed changes to improve the system if we decide to keep it.

What We Like

  • We believe we succeeded in Towers feeling smarter as a defending player. They “feel” like they’re doing what they should be
  • We believe we’ve created cool, high-tension moments when enemy Heroes dive under a Tower. We also like how attackers have some ability to manipulate who gets the Tower aggro to make intelligent, coordinated plays. We believe this can be even better with improvements in the future
  • The combination on our end of being able to manipulate Tower damage and the stacking Armor debuff gives us a lot of room to manipulate exactly how we want these interactions to feel going forward, and gives us good tuning knobs to decide how much defensive power is from the Tower itself or from the nearby enemy Heroes who are there to defend it

Issues With The Current System

  • We believe Towers are currently too punishing to consistently create the cool, high-tension moments we described above. They currently hit too hard to make those moments happen as often or as long as we’d like them to
  • Many players don’t like how much they have to change their behavior when near enemy Towers, particularly the ones near the Gates, mainly due to splash damage inadvertently causing Towers to attack them
  • A lot of the map is now more dangerous than before, making it less possible to fight enemy Heroes, particularly in the early game. This exacerbates issues we already have with our desire to make the laning phase of the game more interesting
  • When too powerful (which we believe it currently is), it disincentivizes players from pushing with their map objectives, which can make those moments feel less awesome
  • Some players just like the way things have been for years, and don’t want such a large change to a fundamental aspect of the game. While not a commanding reason to never make changes, it is something we always try to keep in mind, and why we think the bar needs to be high in order to keep these kinds of fundamental changes to game systems

Now that we’ve covered where we’re at, here are some potential ideas that we have been debating to help make things better if we decide to keep the changes. We could end up doing none of these or all of them, and we’re open to other ideas from you!

  • Change all structures to prioritize Map Objectives before anything else
    • It would fix players not wanting to push with Map Objectives
    • It adds another rule that can be unintuitive for the defending players since they will not always be defended by their Towers, only most of the time, which can be confusing and goes against the primary goal of Towers “feeling” smart in how they work
    • Towers don’t defend their teammates in the moments of the game when they need them most
  • Change Tower aggro so that the front Towers prioritize Minions, but the Forts, Keeps, and Kings Core prioritize Heroes who attack other Heroes
    • The early game would better reward aggression and pushing, and less of the map would be as dangerous as it currently is with the new system
    • Players could attack gates without feeling like their splash damage could get them into trouble
    • It adds complexity to the game with two different Aggro rules depending on the Structure
  • Lower the damage that Structures do to Heroes
    • Towers won’t be as directly threatening themselves, which mitigates the issue of them being too punishing in the early game
    • Players will have more time to be aggressive with Tower diving and less immediately punished when Towers initially start to shoot them
    • It puts the onus of properly defending towns more on the defending team, which incentivizes interaction between heroes
    • It makes Towers weaker, which could result in Tower diving being too prevalent.

These are our thoughts on the current Anomaly. Thanks again for taking the time to read through our ideas. We’re now looking for feedback on how you feel about the current system, whether or not you would like to go back to the old system and why, or other ideas on how to improve the current one. We want to make a choice in the near future about what to do, so please be a Hero and give us your feedback – it will greatly help us in our tireless pursuit of constantly improving this game that we all love playing together.
by Published on 2020-05-06 09:14 PM

Heroes of the Storm Balance Patch Notes - May 6, 2020
Originally Posted by Blizzard (Blue Tracker)

Heroes of the Storm has just been updated with Hero balance changes! Read on for details.

Quick Navigation:

  • Nexus Anomaly - A Call For Help
    • Tower, Fort, and Keep structure damage reduced by 10%.
    • Structures will only focus their attacks on enemy Heroes if they attack an allied Hero who is also in their range.
    • Self-damage from Heroes will no longer cause structures to focus them.
    • Periodic damage over time will no longer cause structures to focus Heroes.

Developer Comment: We’re making some changes to the Call for Help system that should help the overall player experience. We believe that currently Towers are punishing aggressive play too much, so we’re lowering their damage to give diving Heroes more time to make plays before they have to escape. Our goal overall with the system is to still have aggressive play be possible and rewarded, but to also give the defending team a way to punish prolonged Tower dives, which is primarily due to the stacking Armor debuff. We’re also changing the A.I. of structures to require that both the attacking and defending Hero be in their range in order for them to switch aggro onto an aggressor. This means that the defending Hero needs to also be near their structures in order to be defended, and it removes some unintuitive situations where a Hero can get aggro from attacks that are happening in far away places. Lastly, periodic damage will no longer cause structures to focus Heroes, so Heroes like Lunara will no longer pull aggro for the entirety of their DoT effects.

  • Awakened Dark Nexus Manta is now called Astral Dark Nexus Manta and vice versa, to better reflect their appearance.

  • Hanamura
    • Objective Missile damage increased from 1800 to 1900.
    • Samurai Camp
      • Laner version Health reduced from 8,000 to 7,200.
      • Laner version Health scaling reduced by ~10%.

Developer Comment: We’ve heard feedback that players believe the pushing Samurai camp is too strong and the objective is too weak. For some insight, we purposefully designed the map so that the Samurai camp was uniquely powerful, and we wanted it to be a viable, effective strategy that was available for a large portion of the game, particularly since the map only has 2 lanes. Now that the map has been out for some time, we believe that the balance of power can shift a little in favor of the objective being a more central way to win the game.

Heroes Rework


  • Vitals
    • Health reduced from 1840 to 1510.
    • Health Regeneration reduced from 3.83 to 3.15.
  • Basic Attack
    • Attack range increased from 4 to 4.5.
    • Weapon period increased from .75 to 1.
    • Attacks per second reduced from 1.33 to 1.
    • Damage reduced from 130 to 122.
  • Lightning Fury [Q]
    • Damage reduced from 175 to 150.
    • Cooldown increased from 4 to 5 seconds.
    • Mana cost reduced from 30 to 25.
    • Additional functionality: Holds 2 charges.
  • Blinding Light [W]
    • Mana cost reduced from 70 to 50.
  • Fend [E]
    • Damage reduced from 39 to 34.
    • Cast range increased from 5 to 6.
    • Cooldown increased from 8 to 10 seconds.
    • Mana cost increased from 40 to 50.
    • Additional functionality: Avoidance remains active while Fend is channeling.
  • Avoidance [Trait]
    • Duration increased from .5 to .625.
    • New functionality: While moving unmounted, gradually gain 30 Armor of the course of 3 seconds.

  • Level 1
    • Thunderstroke
      • New functionality: Increase the damage of Lightning Fury by 25 and casting it grants 5 stacks of Avoidance. Quest: Every Hero hit increases the damage of Lightning Fury by 1.
    • Impale
      • Moved from Level 7.
      • Additional functionality: Increases the cast range and AoE of Fend by 25%. It deals 50% more damage to enemies below 50% Health.
    • Charged Strikes
      • New functionality: Gain 20% Attack Speed. Every 3rd Basic attack deals 20% bonus damage to the target and bounces to nearby enemy Heroes.
  • Level 4
    • Inner Light
      • New functionality: Activate to heal for 25% of your maximum Health over 5 seconds. Heroes hit with Lightning Fury lower this cooldown by 10 seconds (70 second cooldown).
    • Ring of the Leech
      • New functionality: Basic Attacks against heal Cassia for 15% of the damage they deal. If an enemy is Blinded this affects Lightning Fury and Fend.
    • Plate of the Whale
      • New functionality: Gain 7 HPS while Avoidance is active. Increase this to 21 HPS while Avoidance is fully charged. Avoidance is active while Mounted.
  • Level 7
    • Seraph’s Hymn
      • New functionality: Increase the passive damage bonus of Blinding Light to 30%. Basic Attacks that hit enemy Heroes lower the cooldown of Blinding Light by 1.5 seconds and grant 10 Mana.
    • Surge of Light
      • Activation Damage increased from 210 to 300.
    • Plate of the Whale
      • New functionality: Gain 7 HPS while Avoidance is active. Increase this to 21 HPS while Avoidance is fully charged. Avoidance is active while Mounted.
    • New Talent: Debilitating Thrusts
      • Enemies hit by Fend are slowed by 30% for 3 seconds.
  • Level 13
    • Grounding Bolt
      • Removed.
    • Thundergod’s Vigor
      • Removed.
    • Lunging Strike
      • Removed.
    • New Talent: Gloves of Alacrity
      • Basic Attack range is increased by 1. Increase this to 2 while Avoidance is fully charged.
    • War Traveler
      • Moved from Level 7.
      • New functionality: Gain 5% Movement Speed and if Avoidance is maxed gain an additional 10% Movement Speed and your Mount time becomes instant.
    • New Talent: War Matron
      • Cassia is Protected while channeling Fend and for an additional 1 second if the channel is completed.
  • Level 16
    • Pierce
      • Removed.
    • Penetrate
      • Removed.
    • New Talent: Power Strike
      • Lightning Fury pierces. Hitting an enemy Hero with Lightning Fury marks them for 15 seconds. Once a player has 3 marks, cast a free Blinding Light at their feet.
    • New Talent: Static Electricity
      • Gain 2 more charges of Lightning Fury. Fend launches a Lightning Bolt at nearby Heroes upon arrival.
  • Level 20
    • Infinite Lightning
      • Cooldown refund per bounce from 3 to 5 seconds.
    • Imprisoning Light
      • The main target is Blinded for 5 seconds. Enemies knocked back take damage and are Rooted and Silenced for 3 seconds.
    • Titan’s Revenge
      • New functionality: Basic Attacks ignore Armor and while Avoidance is fully charged, deal 20% bonus Attack Damage.
    • New Talent: Rockstopper
      • Activate: Instantly fully charge Avoidance and increase the Armor bonus to 60 for 4 seconds (30 second cooldown).

Developer Comment: Since her release, Cassia has been a great counter-pick against teams bringing multiple Basic Attackers. When she was being created, the Hero Designer was working closely with the Live Design team to find a good niche for her to fill. Since that time, however, our design philosophies have changed, and you have been seeing us pull-back from any individual Hero being too sharp in their designs. The War Matron is no exception and her rework tries to keep her original playstyle intact while also opening up options for players to bring her into more team compositions. Our other goals with the rework were to enhance her Lightning Javazon fantasy and introduce new talent-interactions for aficionados to really sink their teeth into. It would seem that with Cassia lightning does in fact strike twice and we are excited to see what you can do with her!


  • Weapon
    • Range reduced from 5.5 to 5.
    • Damage reduced from 26 to 24.
    • Pulse Bomb charge gained from Basic Attacks increased by 25%.
  • Max Health increased from 1280 to 1330.
  • Health Regen reduced from 5.3 to 2.71.
  • Melee [W]
    • Pulse Bomb charge increased from 5/10% to 6/12%.
  • Recall [E]
    • Cooldown reduced from 30 to 20 seconds.
    • Amount of time to Recall reduced from 3 to 2 seconds.
    • Duration of Recall increased from .75 to 1.25 seconds.
  • Pulse Bomb [R]
    • Target damage reduced from 360 to 288.
    • AoE damage reduced from 180 to 144.
  • Reload [Trait]
    • Added functionality: Tracer gains 15% life steal on her Basic Attacks.

  • Level 1
    • Pulse Strike [W]
      • Removed.
    • Parting Gift [E]
      • Moved from Level 4.
      • Damage increased from 240 to 250.
      • Added functionality: Each Hero hit by Parting Gift bombs grants 5% Pulse Bomb charge.
    • Slipsteam [E]
      • Removed.
    • Tracer Rounds [Passive]
      • New functionality: Increase Tracer’s Basic Attack range by 10% (.5). Attacks against Heroes reveal a small area around them for 3 seconds.
    • New Talent: One-Two Punch [W]
      • Lower the cooldown of Melee by 1 second. It gains an additional charge with a 2 second cooldown between casts.
  • Level 4
    • New Talent: Pulse Generator [R1]
      • Sticking a Hero with Pulse Bomb regenerates 25% of max HP over 1.5 seconds and refunds a charge of Blink.
    • Is That a Health Pack?! [Passive]
      • Added functionality: Collecting a regen globe reduces the cooldown of Healing Fountain by 10 seconds.
    • Leeching Rounds
      • Moved from Level 13.
      • New functionality: Increase the Life Leech on your Basic Attacks by 5% for each Blink charge you currently have.
  • Level 7
    • Sleight of Hand [Trait]
      • Moved from Level 16.
    • Focus Fire [Trait]
      • Moved from Level 16.
    • Locked and Loaded [Trait]
      • Moved from Level 16.
    • Leeching Rounds
      • Removed.
  • Level 10
    • Quantum Spike [R]
      • New Functionality: Deals an extra 6% of maximum health as damage to Heroes.
  • Level 13
    • Jumper [Q]
      • New functionality: Blink grants a shield equal to 6% of maximum health for 3 seconds. This shield stacks up to 3 times. While Blink has no charges remaining, its cooldown recharges 125% faster.
    • Bullet Time [Q]
      • Removed.
    • Untouchable [Q/Passive]
      • Moved from Level 4.
      • New functionality: Passively increases the distance of Blink by 33%.
      • Takedowns grant 5% increased Basic Attack damage, up to 30%. Stacks are lost on death.
    • New Talent: Telefrag [E]
      • Basic Attacks reduce the cooldown of Recall by .1875 seconds. After arriving at the recall destination, Tracer deals 160 damage and knocks back any nearby enemies.
  • Level 16
    • Bullet Spray [W]
      • Moved from Level 13.
    • New Talent: Heavy-Handed [W]
      • W reduces hero armor by 15 for 4 seconds.
    • Ricochet
      • Moved from Level 13.
      • Bounce chance increased from 50 to 60%.
  • Level 20
    • New Talent: Chrono Triggers [Q]
      • Casting Blink causes Basic Attacks to consume no ammo for 1 second.
    • Get Stuffed [W]
      • New functionality: Increase Melee’s Pulse Bomb generation against Heroes from 12% to 24%. Hitting a Hero with Melee while they have a Pulse Bomb attached causes it to explode instantly and knock them away.

    • Total Recall [E]
      • No longer increases the cooldown of Recall.




  • Health increased from 2470 to 2525.
  • Health Regeneration increased from 5.14 to 5.26.
  • Shield Overload [Trait]
    • Shield amount increased from 375 to 385.

  • Level 1
    • Seasoned Marksman [Passive]
      • Removed.
    • Reactive Parry [W]
      • New functionality: Damaging enemies with the first slash of Twin Blades grants Artanis 75 Physical Armor against the next enemy Hero Basic Attack. If the target is an enemy Hero, then the second slash grants Artanis an additional stack. Stores up to 2 charges.
    • New Talent: Protector of Aiur [Passive]
      • Quest: Basic Attacks against enemy Heroes increase Artanis’s Attack Damage by .1%. Takedowns grant 1% bonus damage.
  • Level 7
    • Warp Sickness [E]
      • Removed.
    • Chrono Surge [E]
      • Attack Speed bonus reduced from 75% to 40%.
      • Additional functionality: Phase Prism Slows the enemy’s Movement Speed by 30% for 4 seconds.

Developer Comment: We’re giving Artanis some small baseline buffs and changing some of his lesser-picked talents to have more practical use cases. We’re also combining the effects of Warp Sickness and Chrono Surge into one talent, which should make that choice at Level 7 more powerful overall while also giving a clearer choice for Artanis players who want to build around hitting enemy Heroes with Phase Prism.


  • Health reduced from 2850 to 2750.
  • Health Regeneration reduced from 5.94 to 5.73.
  • Cataclysm [R1]
    • Periodic damage reduced from 10 to 9.

  • Level 4
    • Heat Wave [W]
      • Damage after using Incinerate reduced from 14 to 12 per second.
  • Level 7
    • Firestorm [Z]
      • Additional functionality: Reduce Deathwing’s landing cooldowns by 2 seconds.
    • Skyfall [E]
      • No longer reduces Deathwing’s landing cooldowns when hitting enemy Heroes.
      • Healing increased from 2.5% to 3% maximum Health.

Developer Comment: Deathwing continues to be a terror in the Nexus. While he’s in a much better place now, he can use some more toning down. We’re also addressing Skyfall’s domination of his Level 7 talents but removing one of its effects and giving it to Firestorm. For players who want to build around going up and landing more often, Firestorm will now be the premier talent for that playstyle, whereas players who want to do damage while in the air, interrupt objectives, or heal themselves more can continue to take Skyfall.


  • Dark Swarm [W]
    • Damage increased from 47 to 49.

  • Level 7
    • Constriction [Q]
      • Removed.
    • Paralyzing Enzymes [Q]
      • Moved from Level 16.
      • Adjusted functionality: Increase Drag duration by .5 seconds. After it ends, enemies hit are Slowed by 30% for 2.5 seconds.
  • Level 16
    • New talent: Pack Leader [Z]
      • While Dehaka is in a bush and for 5 seconds after leaving, he gains 20 Armor.

Developer Comment: It’s been quite awhile since we last changed Dehaka, and the game has changed significantly since that time. We’re giving him a small buff to Dark Swarm and combining Constriction and Paralyzing Enzymes to create a more powerful, single talent. We’re also adding a strong defensive option at Level 16 that plays into his desire to fight near bushes.


  • Level 13
    • Pathetic Mortals [Q]
      • Additional functionality: Reduce the Movement Speed of enemy Heroes hit by Celestial Charge by 25% for 4 seconds.

Developer Comment: To help it compete with other talents on its tier and to give it a little more identity, we’re adding a Slow to Pathetic Mortals. This change will also help the talent’s visual clarity since enemies will be Slowed while they have the damage reduction debuff.


  • Level 10
    • Sulfuras Smash [R1]
      • Cooldown reduced from 80 to 60 seconds.
      • Mana cost reduced from 75 to 70.
      • Damage to enemies hit by its outer area increased from 198 to 250.

Developer Comment: It’s been a long time since Sulfuras Smash was the premier Heroic on Ragnaros, back when he and his best buddy Taunt Varian dominated the competitive scene. Things have changed, and over the years Lava Wave has risen to dominance, so we’re giving Sulfuras Smash some love so that it can see a return to its glory days.


  • Basic Attack damage reduced from 100 to 95.
  • Spectral Scythe [Q]
    • Damage reduced from 210 to 200.
  • Raise Skeleton [Trait]
    • Damage done when Skeletal Warriors die reduced from 50 to 46.

  • Level 4
    • Jailors [Trait]
      • Movement and Attack Speed bonuses reduced from 40% to 30%.
  • Level 13
    • Echoes of Death [Q]
      • Damage from additional scythes reduced from 60% to 40%.
  • Level 16
    • Decrepify [Q]
      • Slow amount reduced from 40% to 30%.

Developer Comment: Now that we have more data, we’re making some more targeted nerfs to parts of Xul’s kit that are overperforming. In addition to various talents, we’re also slightly nerfing his base kit to simply bring his win rate down.



  • Level 4
    • Holy Reach [E]
      • New functionality: Increase the Root duration of Chastise from 1.25 to 1.5 seconds. After hitting an enemy with Chastise, Anduin’s next Basic Attack deals 75% more damage and heals allied Heroes near him for 100.
  • Level 13
    • Speed of the Pious [W]
      • Additional functionality: Each allied Hero healed by Divine Star on its return to Anduin reduces its cooldown by 1 second.
    • Enchant Boots – Lion’s Speed [Trait]
      • Additional functionality: Allies pulled by Leap of Faith are healed for 280 over 4 seconds.
    • Push Forward! [Passive]
      • Now labelled as a Chastise talent [E]
      • Additional functionality: While gaining 20% bonus Movement Speed, Chastise’s cooldown recharges 25% faster.
  • Level 20
    • Desperate Prayer [Active]
      • No longer places Flash Heal on a 10-second cooldown.

Developer Comment: Anduin’s Level 13 talents are a little too similar, so we’re adding reasons for players who choose one talent over the other outside of how they want to gain Movement Speed.


  • Polymorph [W]
    • Slow amount increased from 25% to 30%.
  • Pixie Dust [E]
    • Spell Armor amount increased from 25 to 30.
  • Phase Shift [Z]
    • Cooldown reduced from 60 to 50 seconds.
    • Healing increased from 20% to 25% maximum Health.

  • Level 1
    • Hyper Shift [Z]
      • Cooldown reduction reduced from 2 to 1.5 seconds.
  • Level 4
    • Magic Spit [Passive]
      • Cooldown reduction increased from 5 to 6 seconds.
  • Level 7
    • Critical Mist [Trait]
      • Healing increased from 150 to 165.

Developer Comment: Brightwing is slightly underperforming compared to other Healers, so we’re buffing up the aspects of her kit that make her a unique choice to put onto a team.


  • Health increased from 1700 to 1780.
  • Health Regeneration increased from 3.54 to 3.71.

  • Level 1
    • Scroll of Identify [E]
      • Quest requirement reduced from 16 to 14 enemy Heroes hit.
  • Level 4
    • Ruby [Active]
      • Cooldown reduced from 20 to 10 seconds.
  • Level 10
    • Lorenado [R2]
      • Cooldown reduced from 40 to 30 seconds.
      • Mana cost reduced from 40 to 35.

Developer Comment: Deckard is still a little less powerful compared to other Healers, so we’re giving him some more Health and buffing up some of his talents.

Melee Assassin


  • Level 1
    • Sustaining Power [E]
      • Removed.
    • New Talent: Overwhelming Power [Q]
      • After hitting an enemy Hero with Discord Strike, Alarak gains 40% Attack Speed and his Basic Attacks heal him for 50% of the damage dealt for 4 seconds.
  • Level 7
    • Hindered Motion [W]
      • Slow amount increased from 25% to 30%.
Developer Comment: Sustaining Power has been a difficult sell as a competitive option for Alarak. Players who want to improve Lightning Surge are more inclined to go for Extended Lightning, since it adds more benefits that synergize with later talents. Instead of buffing Sustaining Power in hopes that it outshines Extended Lightning, we’re changing it to do its own unique effect. Overwhelming Power should synergize well with talents like Hindered Motion and Mocking Strikes, allowing Alarak players who are able to stick to their targets to do a lot of sustained damage while keeping themselves alive.

Ranged Assassin


  • Dragon’s Breath [W]
    • Damage increased from 204 to 215.

  • Level 5
    • Bronze Talons [Q]
      • Damage bonus increased from 40% to 50%.
    • Mobius Loop [W]
      • Cooldown reduction increased from 1.75 to 2 seconds.
  • Level 8
    • Slowing Sands [R1]
      • Slow amount increased from 5% to 7% per stack.
      • Maximum Slow amount is still 70%.
  • Level 14
    • Quantum Overdrive [Active]
      • Spell Power bonus increased from 25% to 30%.
  • Level 20
    • Blessing of the Bronze [Active]
      • Cooldown reduced from 90 to 30 seconds.
      • Cooldown reduction when hitting enemy Heroes with Sand Blast reduced from 8 to 1 second.

Developer Comment: It’s been some time since we last changed Chromie. We’re giving her some baseline love with a little more damage to Dragon’s Breath, as well as improving some of her talents that are not quite measuring up to their peers.


  • Level 16
    • Snowstorm [W]
      • Damage bonuses increased from 30%/70% to 50%/100%.

Developer Comment: Snowstorm isn’t adding enough damage to compensate for the opportunity cost of the other talents at 16, so we’re buffing it.


  • Level 10
    • Disintegrate [R1]
      • Cooldown reduced from 30 to 20 seconds.
    • Wave of Force [R2]
      • Cooldown increased from 20 to 30 seconds.

Developer Comment: As Li-Ming has evolved, Wave of Force has become the more consistently powerful Heroic. It provides burst damage, CC, and is instantly cast, whereas Disintegrate does its damage over time and causes Li-Ming to root herself and become vulnerable. Because of this, we’re swapping the cooldowns of these Heroics to better match their power levels.


  • Shadow Waltz [Q]
    • Cooldown reduced from 6 to 5 seconds.
    • Mana cost reduced from 40 to 35.
  • Chomp [W]
    • Damage increased from 285 to 305.
  • Dread [E]
    • Additional functionality: Enemies hit by Dread’s wave are Slowed by 25% for 2 seconds.

  • Level 1
    • Growing Nightmare [E]
      • New functionality: Increase Dread’s eruption damage by 40%. Quest: Hit 3 enemy Heroes with a single cast of Dread’s eruption. Reward: Permanently increase Dread’s eruption damage by an additional 25% and increase the Slow amount of Dread’s eruption by 15%.
  • Level 4
    • Chaotic Assault [Trait]
      • Bonus damage increased from 50% to 75%.
  • Level 13
    • Abyssal Symbiosis [W]
      • Additional functionality: Hitting an enemy Hero with Chomp grants Orphea a 180 Shield for 3 seconds.
  • Level 16
    • Dead Magic [Trait]
      • Damage reduced from 115 to 95.
      • Now also does damage to the primary target.
    • Lurking Terror [Active]
      • Slow duration increased from 1 to 1.5 seconds.
Developer Comment: We haven’t given Orphea many changes since her release, and we’re giving her some pretty massive amounts of love in this patch. She should now be a great addition to most teams, with all of her base abilities getting a buff as well as many of her talents.


  • Level 1
    • Warp Resonance [W]
      • Quest requirement reduced from 10/20 enemy Heroes hit with Warp Rift explosions to 8/16.
  • Level 4
    • Photon Barrier [E]
      • Spell Armor bonus increased from 30 to 40.
  • Level 7
    • Particle Accelerator [Q]
      • Damage increased from 10% to 15% per stack.
  • Level 10
    • Null Gate [R2]
      • Cooldown reduced from 30 to 25 seconds.
  • Level 20
    • Gate Keeper [R2]
      • No longer has a restriction allowing 1 Null Gate at a time.

Developer Comment: We’re doing some talent tuning on Probius which should make his tiers more competitive. We’re particularly excited for the change to Gate Keeper, which makes it possible to potentially have multiple Null Gates up if the enemy doesn’t manage to kill the Pylons powering them.


  • Health increased from 1550 to 1650.
  • Health Regeneration increased from 3.23 to 3.44.
  • Shock Ray [Q]
    • Slow amount increased from 25% to 30%.
  • Force Wall [E]
    • Cooldown reduced from 21 to 18 seconds.
    • Mana cost reduced from 70 to 65.
    • Cast time reduced from .1 seconds to .0625 seconds.
    • Birth time reduced from .5675 seconds to .5 seconds.
  • Resonance Beam [Trait]
    • Slow amount increased from 10% to 15%.

  • Level 1
    • Static Charge [Q]
      • Bonus damage per stack increased from 4 to 5.
      • Maximum bonus damage increased from 200 to 250.
    • Khaydarian Amulet [Trait]
      • Damage to additional targets increased from 50% to 75%.
  • Level 4
    • Induction [Q]
      • Movement Speed bonus when casting Shock Ray increased from 15% to 20%.
      • Movement Speed bonus when hitting an enemy Hero increased from 25% to 30%.
  • Level 16
    • Executor’s Will [Active]
      • Spell Power bonus increased from 15% to 20%.

Developer Comment: While he deals a whole lot of damage, Tassadar is performing a bit lower than we would like, so we are buffing up various parts of his kit that relate to his survivability and utility, while also increasing the potency of some of his talents. We expect these changes to put him in a much more competitive spot, while also filling a unique role with his ability to control the battlefield with various Slows and with Force Wall.

Bug Fixes

  • Fixed an issue where locked talents could appear to be able to be selected in game, causing confusion.

  • Cho'gall
    • Disconnected player replacement A.I. for Gall will no longer become passive.
  • Deathwing
    • Disconnected player replacement Deathwing A.I. will no longer becomes stuck in the air during Dragonflight. He will land in Destroyer form once he reaches full health.
    • Disconnected player replacement Deathwing A.I. will use Dragonflight in place of Hearthstone to heal, unless Dragonflight is on cooldown.
  • Murky
    • Fixed an issue that caused Murky A.I. to continually attempt to place an egg outside of follow leash range.
  • Nova
    • Nova Holo Decoys no longer incorrectly take triple damage. They now correctly take double damage.
  • Tassadar
    • Shadow Walk now has proper fat finger protection.
  • Zagara
    • Fixed an issue with Zagara A.I. becoming stuck in the Nydus Worm if the player disconnects.

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