2018-01-09 Live Patch 2.29.7.61129
PTR to Live
Undocumented

General

For general changes and/or gameplay updates, check out the official Patch Notes.

Battlegrounds

Updates

Objective

  • Immortals
    • Spawn locations for the first Objective phase are no longer random.
      • The first stage will always be Heaven South and Hell North.
      • The second stage will always be Heaven East and Hell West.
    • The Minimap will now indicate upcoming Immortal spawn locations 30 seconds after the game begins.
      • Subsequent Immortal indicators will appear on the Minimap shortly after a previously summoned Immortal has been defeated.
      • Swap locations will not appear on the Minimap when an Immortal has been reduced to 50% Health.
Developer Comment: As expected, our Gameplay Update for 2018 resulted in large changes to many of our game systems. While we're overall happy with the direction of the update, there have been some unintended side effects that we're hoping to remedy. We overestimated how much more powerful unlimited ammo would be for Structures, and as a result pushing mechanics have become too strong, resulting in lower game times on nearly all Battlegrounds. We're giving Structures some of their teeth back with this update, which should help teams hold pushes from Mercenary Camps and Objectives. We're also making some tuning changes to some of our Mercenary Camps now that we have had some time to see how they have been performing. Hellbats and Knights in particular are pushing harder than we would like, so we're reducing their power. We're also taking a look at the Slime Boss on Warhead Junction and reducing its early and mid-game pushing power, as right now it is too strong when combined with Warheads. Lastly, we are reducing the power of Regeneration Globes. While we like the new mini-game that neutral ones provide in the laning phase, we are not comfortable with how much they are currently benefitting the team that is ahead while they are pushing into a defending team. We're also seeing players picking up more Regeneration Globes in general, so this will help to keep the game's overall sustain in check. These are some hefty changes, and it's likely that there will be more needed to be done over time as things continue to settle. We'll be keeping an eye on things, and are prepared to make more updates as they're needed.

Updates

Mercenaries

  • Bruiser Camp
    • Knights
      • Defender
        • Spell Armor amount increased from 15 to 20.
      • Laner
        • Spell Armor amount reduced from 30 to 20.
Developer Comment: As expected, our Gameplay Update for 2018 resulted in large changes to many of our game systems. While we're overall happy with the direction of the update, there have been some unintended side effects that we're hoping to remedy. We overestimated how much more powerful unlimited ammo would be for Structures, and as a result pushing mechanics have become too strong, resulting in lower game times on nearly all Battlegrounds. We're giving Structures some of their teeth back with this update, which should help teams hold pushes from Mercenary Camps and Objectives. We're also making some tuning changes to some of our Mercenary Camps now that we have had some time to see how they have been performing. Hellbats and Knights in particular are pushing harder than we would like, so we're reducing their power. We're also taking a look at the Slime Boss on Warhead Junction and reducing its early and mid-game pushing power, as right now it is too strong when combined with Warheads. Lastly, we are reducing the power of Regeneration Globes. While we like the new mini-game that neutral ones provide in the laning phase, we are not comfortable with how much they are currently benefitting the team that is ahead while they are pushing into a defending team. We're also seeing players picking up more Regeneration Globes in general, so this will help to keep the game's overall sustain in check. These are some hefty changes, and it's likely that there will be more needed to be done over time as things continue to settle. We'll be keeping an eye on things, and are prepared to make more updates as they're needed.

Updates

Mercenaries

  • Siege Camp
    • Hellbats
      • Overall
        • Armor reduction amount reduced from 5% to 4% per stack.
      • Defender
        • Health reduced from 4275 to 3420.
      • Laner
        • Health reduced from 4700 to 3760.
        • Health scaling for minutes 1-5 reduced from 50 to 40.
        • Health scaling for minutes 6-10 increased from 75 to 110.
        • Health scaling for minutes 11-15 increased from 100 to 150.
        • Health scaling for minutes 16-20 increased from 125 to 235.
Developer Comment: As expected, our Gameplay Update for 2018 resulted in large changes to many of our game systems. While we're overall happy with the direction of the update, there have been some unintended side effects that we're hoping to remedy. We overestimated how much more powerful unlimited ammo would be for Structures, and as a result pushing mechanics have become too strong, resulting in lower game times on nearly all Battlegrounds. We're giving Structures some of their teeth back with this update, which should help teams hold pushes from Mercenary Camps and Objectives. We're also making some tuning changes to some of our Mercenary Camps now that we have had some time to see how they have been performing. Hellbats and Knights in particular are pushing harder than we would like, so we're reducing their power. We're also taking a look at the Slime Boss on Warhead Junction and reducing its early and mid-game pushing power, as right now it is too strong when combined with Warheads. Lastly, we are reducing the power of Regeneration Globes. While we like the new mini-game that neutral ones provide in the laning phase, we are not comfortable with how much they are currently benefitting the team that is ahead while they are pushing into a defending team. We're also seeing players picking up more Regeneration Globes in general, so this will help to keep the game's overall sustain in check. These are some hefty changes, and it's likely that there will be more needed to be done over time as things continue to settle. We'll be keeping an eye on things, and are prepared to make more updates as they're needed.

Updates

Mercenaries

  • Bruiser Camp
    • Knights
      • Defender
        • Spell Armor amount increased from 15 to 20.
      • Laner
        • Spell Armor amount reduced from 30 to 20.
Developer Comment: As expected, our Gameplay Update for 2018 resulted in large changes to many of our game systems. While we're overall happy with the direction of the update, there have been some unintended side effects that we're hoping to remedy. We overestimated how much more powerful unlimited ammo would be for Structures, and as a result pushing mechanics have become too strong, resulting in lower game times on nearly all Battlegrounds. We're giving Structures some of their teeth back with this update, which should help teams hold pushes from Mercenary Camps and Objectives. We're also making some tuning changes to some of our Mercenary Camps now that we have had some time to see how they have been performing. Hellbats and Knights in particular are pushing harder than we would like, so we're reducing their power. We're also taking a look at the Slime Boss on Warhead Junction and reducing its early and mid-game pushing power, as right now it is too strong when combined with Warheads. Lastly, we are reducing the power of Regeneration Globes. While we like the new mini-game that neutral ones provide in the laning phase, we are not comfortable with how much they are currently benefitting the team that is ahead while they are pushing into a defending team. We're also seeing players picking up more Regeneration Globes in general, so this will help to keep the game's overall sustain in check. These are some hefty changes, and it's likely that there will be more needed to be done over time as things continue to settle. We'll be keeping an eye on things, and are prepared to make more updates as they're needed.

Updates

Mercenaries

  • Bruiser Camp
    • Knights
      • Defender
        • Spell Armor amount increased from 15 to 20.
      • Laner
        • Spell Armor amount reduced from 30 to 20.
Developer Comment: As expected, our Gameplay Update for 2018 resulted in large changes to many of our game systems. While we're overall happy with the direction of the update, there have been some unintended side effects that we're hoping to remedy. We overestimated how much more powerful unlimited ammo would be for Structures, and as a result pushing mechanics have become too strong, resulting in lower game times on nearly all Battlegrounds. We're giving Structures some of their teeth back with this update, which should help teams hold pushes from Mercenary Camps and Objectives. We're also making some tuning changes to some of our Mercenary Camps now that we have had some time to see how they have been performing. Hellbats and Knights in particular are pushing harder than we would like, so we're reducing their power. We're also taking a look at the Slime Boss on Warhead Junction and reducing its early and mid-game pushing power, as right now it is too strong when combined with Warheads. Lastly, we are reducing the power of Regeneration Globes. While we like the new mini-game that neutral ones provide in the laning phase, we are not comfortable with how much they are currently benefitting the team that is ahead while they are pushing into a defending team. We're also seeing players picking up more Regeneration Globes in general, so this will help to keep the game's overall sustain in check. These are some hefty changes, and it's likely that there will be more needed to be done over time as things continue to settle. We'll be keeping an eye on things, and are prepared to make more updates as they're needed.

Updates

Mercenaries

  • Bruiser Camp
    • Knights
      • Defender
        • Spell Armor amount increased from 15 to 20.
      • Laner
        • Spell Armor amount reduced from 30 to 20.
Developer Comment: As expected, our Gameplay Update for 2018 resulted in large changes to many of our game systems. While we're overall happy with the direction of the update, there have been some unintended side effects that we're hoping to remedy. We overestimated how much more powerful unlimited ammo would be for Structures, and as a result pushing mechanics have become too strong, resulting in lower game times on nearly all Battlegrounds. We're giving Structures some of their teeth back with this update, which should help teams hold pushes from Mercenary Camps and Objectives. We're also making some tuning changes to some of our Mercenary Camps now that we have had some time to see how they have been performing. Hellbats and Knights in particular are pushing harder than we would like, so we're reducing their power. We're also taking a look at the Slime Boss on Warhead Junction and reducing its early and mid-game pushing power, as right now it is too strong when combined with Warheads. Lastly, we are reducing the power of Regeneration Globes. While we like the new mini-game that neutral ones provide in the laning phase, we are not comfortable with how much they are currently benefitting the team that is ahead while they are pushing into a defending team. We're also seeing players picking up more Regeneration Globes in general, so this will help to keep the game's overall sustain in check. These are some hefty changes, and it's likely that there will be more needed to be done over time as things continue to settle. We'll be keeping an eye on things, and are prepared to make more updates as they're needed.

Updates

Mercenaries

  • Bruiser Camp
    • Knights
      • Defender
        • Spell Armor amount increased from 15 to 20.
      • Laner
        • Spell Armor amount reduced from 30 to 20.
Developer Comment: As expected, our Gameplay Update for 2018 resulted in large changes to many of our game systems. While we're overall happy with the direction of the update, there have been some unintended side effects that we're hoping to remedy. We overestimated how much more powerful unlimited ammo would be for Structures, and as a result pushing mechanics have become too strong, resulting in lower game times on nearly all Battlegrounds. We're giving Structures some of their teeth back with this update, which should help teams hold pushes from Mercenary Camps and Objectives. We're also making some tuning changes to some of our Mercenary Camps now that we have had some time to see how they have been performing. Hellbats and Knights in particular are pushing harder than we would like, so we're reducing their power. We're also taking a look at the Slime Boss on Warhead Junction and reducing its early and mid-game pushing power, as right now it is too strong when combined with Warheads. Lastly, we are reducing the power of Regeneration Globes. While we like the new mini-game that neutral ones provide in the laning phase, we are not comfortable with how much they are currently benefitting the team that is ahead while they are pushing into a defending team. We're also seeing players picking up more Regeneration Globes in general, so this will help to keep the game's overall sustain in check. These are some hefty changes, and it's likely that there will be more needed to be done over time as things continue to settle. We'll be keeping an eye on things, and are prepared to make more updates as they're needed.

Updates

Mercenaries

  • Bruiser Camp
    • Knights
      • Defender
        • Spell Armor amount increased from 15 to 20.
      • Laner
        • Spell Armor amount reduced from 30 to 20.
Developer Comment: As expected, our Gameplay Update for 2018 resulted in large changes to many of our game systems. While we're overall happy with the direction of the update, there have been some unintended side effects that we're hoping to remedy. We overestimated how much more powerful unlimited ammo would be for Structures, and as a result pushing mechanics have become too strong, resulting in lower game times on nearly all Battlegrounds. We're giving Structures some of their teeth back with this update, which should help teams hold pushes from Mercenary Camps and Objectives. We're also making some tuning changes to some of our Mercenary Camps now that we have had some time to see how they have been performing. Hellbats and Knights in particular are pushing harder than we would like, so we're reducing their power. We're also taking a look at the Slime Boss on Warhead Junction and reducing its early and mid-game pushing power, as right now it is too strong when combined with Warheads. Lastly, we are reducing the power of Regeneration Globes. While we like the new mini-game that neutral ones provide in the laning phase, we are not comfortable with how much they are currently benefitting the team that is ahead while they are pushing into a defending team. We're also seeing players picking up more Regeneration Globes in general, so this will help to keep the game's overall sustain in check. These are some hefty changes, and it's likely that there will be more needed to be done over time as things continue to settle. We'll be keeping an eye on things, and are prepared to make more updates as they're needed.

Updates

Objective

  • Altars
    • Respawn time increased from 90 to 110 seconds.
Developer Comment: As expected, our Gameplay Update for 2018 resulted in large changes to many of our game systems. While we're overall happy with the direction of the update, there have been some unintended side effects that we're hoping to remedy. We overestimated how much more powerful unlimited ammo would be for Structures, and as a result pushing mechanics have become too strong, resulting in lower game times on nearly all Battlegrounds. We're giving Structures some of their teeth back with this update, which should help teams hold pushes from Mercenary Camps and Objectives. We're also making some tuning changes to some of our Mercenary Camps now that we have had some time to see how they have been performing. Hellbats and Knights in particular are pushing harder than we would like, so we're reducing their power. We're also taking a look at the Slime Boss on Warhead Junction and reducing its early and mid-game pushing power, as right now it is too strong when combined with Warheads. Lastly, we are reducing the power of Regeneration Globes. While we like the new mini-game that neutral ones provide in the laning phase, we are not comfortable with how much they are currently benefitting the team that is ahead while they are pushing into a defending team. We're also seeing players picking up more Regeneration Globes in general, so this will help to keep the game's overall sustain in check. These are some hefty changes, and it's likely that there will be more needed to be done over time as things continue to settle. We'll be keeping an eye on things, and are prepared to make more updates as they're needed.

Updates

Mercenaries

  • Siege Camp
    • Hellbats
      • Overall
        • Armor reduction amount reduced from 5% to 4% per stack.
      • Defender
        • Health reduced from 4275 to 3420.
      • Laner
        • Health reduced from 4700 to 3760.
        • Health scaling for minutes 1-5 reduced from 50 to 40.
        • Health scaling for minutes 6-10 increased from 75 to 110.
        • Health scaling for minutes 11-15 increased from 100 to 150.
        • Health scaling for minutes 16-20 increased from 125 to 235.
  • Boss Camp
    • Ice Giant
      • Laner
        • Stats
          • Health reduced from 20000 to 16000.
          • Health scaling for minutes 1-5 increased from 630 to 500.
          • Health scaling for minutes 6-10 increased from 945 to 1050.
          • Health scaling for minutes 11-15 increased from 1260 to 1400.
          • Health scaling for minutes 16-20 increased from 1575 to 2250.
          • Basic Attacks damage reduced from 400 to 320.
          • Basic Attacks damage scaling for minutes 1-5 increased from 10 to 8.
          • Basic Attacks damage scaling for minutes 6-10 increased from 15 to 17.
          • Basic Attacks damage scaling for minutes 11-15 increased from 20 to 23.
          • Basic Attacks damage scaling for minutes 16-20 increased from 25 to 38.
        • Acid Spit
          • Impact damage reduced from 250 to 200.
          • Impact damage scaling for minutes 6-10 increased from 5% to 6.25%.
          • Impact damage scaling for minutes 11-15 increased from 6% to 7.25%.
          • Impact damage scaling for minutes 16-20 increased from 6% to 8.25%.
          • Damage over time reduced from 150 to 120.
          • Damage over time scaling for minutes 6-10 increased from 5% to 6.25%.
          • Damage over time scaling for minutes 11-15 increased from 6% to 7.25%.
          • Damage over time scaling for minutes 16-20 increased from 6% to 8.25%.
        • Acid Trail
          • Acid Trail's damage reduced from 80 to 64.
          • Acid Trail's damage scaling for minutes 6-10 increased from 5% to 6.25%.
          • Acid Trail's damage scaling for minutes 11-15 increased from 6% to 7.25%.
          • Acid Trail's damage scaling for minutes 16-20 increased from 6% to 8.25%.
Developer Comment: As expected, our Gameplay Update for 2018 resulted in large changes to many of our game systems. While we're overall happy with the direction of the update, there have been some unintended side effects that we're hoping to remedy. We overestimated how much more powerful unlimited ammo would be for Structures, and as a result pushing mechanics have become too strong, resulting in lower game times on nearly all Battlegrounds. We're giving Structures some of their teeth back with this update, which should help teams hold pushes from Mercenary Camps and Objectives. We're also making some tuning changes to some of our Mercenary Camps now that we have had some time to see how they have been performing. Hellbats and Knights in particular are pushing harder than we would like, so we're reducing their power. We're also taking a look at the Slime Boss on Warhead Junction and reducing its early and mid-game pushing power, as right now it is too strong when combined with Warheads. Lastly, we are reducing the power of Regeneration Globes. While we like the new mini-game that neutral ones provide in the laning phase, we are not comfortable with how much they are currently benefitting the team that is ahead while they are pushing into a defending team. We're also seeing players picking up more Regeneration Globes in general, so this will help to keep the game's overall sustain in check. These are some hefty changes, and it's likely that there will be more needed to be done over time as things continue to settle. We'll be keeping an eye on things, and are prepared to make more updates as they're needed.

Heroes

Bug Fixes

  • Casting Ultimate Evolution will no longer cause visual effects to persist on the terrain at Abathur's previous location.
  • Locusts will now correctly retain their selected skins during Ultimate Evolution.

Releases

Blaze, Veteran Firebat, has been added to the Nexus and is now available for play! Read on for a brief overview of his Abilities.

Trait

  • Pyromania
    • Gain 25 Armor and deal 40 damage to nearby enemies every 0.5 seconds for 4 seconds. Each Hero hit by Flame Stream reduces Pyromania's cooldown by 5 seconds.

Basic Abilities

  • Flame Stream (Q)
    • Fire two streams of flame that deal 83 damage to enemies hit. Flame Stream sets fire to Oil Spills it comes in contact with.
  • Oil Spill (W)
    • Vector Targeting.
    • Dispense a slick of oil that lasts for 5 seconds and Slows enemies that come in contact with it by 40%. Flame Stream can set Oil Spills on fire for 2.5 seconds, dealing 18 damage every 0.3 seconds to enemies inside. While on fire, Oil Spills no longer Slow enemies. Additionally, Blaze is Healed for 49 Health every 0.3 seconds while standing in flaming Oil Spills. Stores up to 2 charges.
  • Jet Propulsion (E)
    • After 0.5 seconds, charge forward, colliding with the first enemy Hero hit, dealing 52 damage to them and nearby enemy Heroes. Enemies hit are also Stunned for 1.25 seconds.

Heroic Abilities

  • Bunker Drop (R)
    • After 0.5 seconds, deploy and enter a Bunker with 1300 Health. Blaze and his allies can enter and exit the Bunker at will. While in the Bunker, occupants gain access to Flamethrower, dealing 179 damage to enemies in a line. Exiting the Bunker grants 25 Armor for 2 seconds. Bunkers last 10 seconds, or until destroyed.
  • Combustion (R)
    • Channel up to 2.6 seconds. Once Channeling ends, nearby enemies are Slowed by 60% and take 48 damage every 0.5 seconds. Combustion's Slow and damage over time durations are extended the longer Blaze Channels, from 1 second up to 5 seconds. Blaze's Movement Speed is reduced by 50% while Channeling.

Bug Fixes

  • Fixed an issue that could cause Chen to become unresponsive if Wandering Keg's duration expired while the barrel was too close to unpathable terrain.

Updates

Abilities

  • Groundbreaker (Q)
    • Slow amount increased from 30 to 35%
    • Cooldown decreased from 8 to 7 seconds
    • Mana cost decreased from 35 to 30
  • Wrecking Ball (E)
    • Cooldown decreased from 14 to 12 seconds
    • Mana cost decreased from 65 to 60

Talents

  • Level 1
    • Warbreaker (Q)
      • Cooldown reduction decreased from 3 to 2 seconds
      • Damage increased from 50 to 55
    • Unrivaled Strength (E)
      • Bonus damage reduced from 125 to 75%
  • Level 7
    • Into the Fray (1)
      • Cooldown increased from 40 to 45 seconds
  • Level 16
    • Earthshaker (E)
      • Stun duration reduced from .6 to .5 seconds
    • Mortal Combo (E)
      • Cooldown reduction decreased from 8 to 7 seconds
    • Rough Landing (Q)
      • Slow bonus amount decreased from 20 to 15%

Bug Fixes

  • Talent descriptions for Inner Rage and Brute Force will no longer swap when selecting either Talent.

Updates

Abilities

  • Scatter Arrow (W)
    • Spread of Scatter Arrows narrowed by 20%
    • Damage reduced from 93 to 90
  • Natural Agility (D)
    • Cooldown reduced from 25 to 20 seconds
    • Range increased from 8 to 10

Talents

  • Level 7
    • Shieldbreaker (Q)
      • Removed
    • Sharpened Arrowheads (W)
      • Moved from level 20
      • New functionality:
        • Hitting a Hero with Storm Bow or Basic Attacks reduces their Armor by 5 for 4 seconds, stacking up to 25.
  • Level 13
    • Mounted Archery (Z)
      • Bonus Movement Speed reduced from 30 to 20%
  • Level 16
    • Giant Slayer (W)
      • Damage increased from 1.25 to 1.5% of enemy Hero's Health
  • Level 20
    • (New) Perfect Agility (D)
      • Gain a second charge of Natural Agility, and reduce the cooldown by 5 seconds
Developer Comment: We're reducing the spread of Scatter Arrows so that they're more effective when opponents aren't directly next to a wall, while also reducing the damage slightly to compensate. We've increased the range of Natural Agility so that it will jump over a wider variety of terrain. We've also removed Shieldbreaker because we found that it required a very specific set of circumstances to be effective, but it was extremely powerful in those rare situations. We've moved Sharpened Arrowheads to replace it while changing its functionality to be more consistent in all situations.

Bug Fixes

  • Enemies hit by Storm Bow with the Explosive Arrows Talent will no longer be ignored by the Piercing Arrows Talent.

Updates

Abilities

  • Falling Sword (R)
    • Johanna can no longer take damage or be targeted while initially casting Falling Sword

Bug Fixes

  • Total Mayhem will no longer trigger twice if Junkrat is killed by the secondary Basic Attack damaged granted by the Giant Killer Talent.
  • Casting Rocket Ride will no longer cause an empty Health Bar to appear.
  • Fixed an issue in which Ripper Air could grant cooldown reduction to Concussion Mine if a Summon, such as a Creep Tumor, Healing Ward, etc., was also hit when the Mine was detonated.

Updates

Stats

  • Basic Attack Damage reduced from 64 to 60

Abilities

  • Regrowth (Q)
    • Mana cost reduced from 45 to 35
    • No longer has an initial heal effect
    • Heal amount per tick decreased from 27 to 20
    • Duration increased from 15 to 20 seconds
  • Moonfire (W)
    • Mana cost reduced from 15 to 10
    • Damage reduced from 100 to 90
    • Added functionality:
      • For every enemy Hero hit with Moonfire, instantly heal all targets with an active Regrowth for 140
  • Entangling Roots (E)
    • No longer affects non-Heroic targets
  • Tranquility (R)
    • Duration reduced from 10 to 8 seconds
    • Cooldown reduced from 100 to 80 seconds
    • Mana cost reduced from 100 to 80
    • Added functionality:
      • All Heroes with an active Regrowth effect gain 10 Armor while in range of Tranquility

Talents

  • Level 1
    • Shan'do's Clarity (D)
      • Functionality changed:
        • The cooldown of Innervate regenerates 25% faster for each active Regrowth
    • Scouting Drone (Active)
      • Removed
    • New Talent – Nature's Swiftness (Q)
      • Malfurion passively gains 5% Movement Speed for each active Regrowth
  • Level 4
    • Full Moonfire (W)
      • Removed
    • Elune's Grace (Passive)
      • Removed
    • Strangling Vines (E)
      • Moved from Level 7
      • New functionality:
        • Enemy Heroes rooted by Entangling Roots receive 25% less healing for 2 seconds
    • New Talent – Deep Roots (E)
      • Entangling Roots grow 25% larger and last 25% longer
  • Level 7
    • Tenacious Roots (E)
      • Moved from Level 16
      • New functionality:
        • Root duration is increased by 25%. If Malfurion becomes stunned, refresh the cooldown of Entangling Roots
    • New Talent – Nature's Cure (Active)
      • Activate: Remove all stuns, roots and slows from allies with an active Regrowth. 45 second cooldown.
    • New Talent – Wild Growth (W)
      • Every time your Moonfire hits an enemy Hero, increase the duration of all active Regrowths by 1 second
  • Level 13
    • Shrink Ray (Active)
      • Removed
    • Life Seed (Passive)
      • Removed
    • Revitalize (Q)
      • Moved from Level 16
    • Hindering Moonfire (W)
      • Moved from Level 7
  • Level 16
    • Ysera's Gift (Q)
      • Bonus heal amount increased from 40 to 60%
    • New Talent – Moonlit Harmony (W)
      • Increase the heal of your Moonfire by 15% for every active Regrowth
    • New Talent – Nature's Balance (W)
      • Increase the area of Moonfire by 25% and the duration of Regrowth by 5 seconds
  • Level 20
    • Serenity (R)
      • New functionality:
        • Every Hero hit with Moonfire lowers the cooldown of Tranquility by 3 seconds. While active, Tranquility's healing is increased by 10% for each active Regrowth
      • Passively increases Tranquility's healing by 25%
    • Storm Shield (Active)
      • Removed
    • Rewind (Active)
      • Removed
    • Lunar Shower (W)
      • Moved from Level 7
      • New functionality:
        • Hitting an enemy Hero reduces the cooldown of Moonfire by 1 second and ramps the damage of the next Moonfire by 20%, stacking up to 3 times
    • New Talent – Lifebloom (Q)
      • Casting Regrowth on a player instantly heals them for 10% of their missing Health
LEVEL (TIER) Malfurion Talents
1 (1) Nature's Swiftness (Q) Celestial Attunement (W) Shan'do's Clarity (D)
4 (2) Strangling Vines (E) Deep Roots (E) (!) Vengeful Roots (E)
7 (3) Wild Growth (Passive) Tenacious Roots (E) Nature's Cure (Active)
10 (4) Tranquility Twilight Dream
13 (5) Hindering Moonfire (W) Revitalize (D) Ice Block (Active)
16 (6) Ysera's Gift (Q) Nature's Balance (Passive) Moonlit Harmony (Passive)
20 (7) Serenity (R) Astral Communion (R) Lifebloom (Q) Lunar Shower (W)
  • (!) indicates a Questing Talent.
  • Italic text indicates a NEW Talent.
  • Underlined text indicates a MOVED Talent.
Developer Comment: While Malfurion has had many adjustments and talent shuffles over the past couple of years, his healing mechanics have stayed relatively straight-forward. The core kit changes in this rework are intended to make his gameplay a bit more active. Turning offensive pressure directly into healing output should reinvigorate Malfurion mains while also greatly raising his skill ceiling. We are very excited to see what you think and are actively listening for any and all feedback you have – Elune grant us strength!

Bug Fixes

  • Gargantuan Stomp can no longer be cast while the Gargantuan is stunned or polymorphed.

Updates

Abilities

  • Snipe (Q)
    • Damage reduced from 245 to 230
  • Pinning Shot (W)
    • Damage reduced from 105 to 100
  • Precision Strike (R)
    • Damage reduced from 456 to 435
  • Precision Sniper (Trait)
    • Damage per stack increased from 5% to 6%
    • Maximum damage increased from 25% to 30%

Talents

  • Level 7
    • Perfect Shot (Q)
      • Cooldown refund for hitting Heroes increased from 2 to 3 seconds
    • One in the Chamber (Passive)
      • Damage bonus reduced from 70 to 60%
  • Level 16
    • Lethal Decoy (E)
      • Clone damage reduced from 40 to 35%
Developer Comment: It's nice to see that the recent changes to Nova have been so widely embraced by players. However, with the addition of some new escape tools and her ability to have multiple clones out at once, we feel like her damage potential against single targets is still a bit too high. Our data is showing that her talent tree is in a very good spot balance wise (besides a couple outliers, which you see here) so we are also lowering her base output and compensating by increasing Precision Sniper's damage.

Updates

Stats

  • Base Maximum Health increased from 1650 to 1725
  • Health Regen increased from 3.4 to 3.6

Abilities

  • Mirror Image (Q)
    • Image Health increased from 825 to 862.5
    • Image Health Regen increased from 1.7 to 1.8

Talents

  • Level 4
    • Deflection (Trait)
      • Armor increased from 25 to 30
  • Level 7
    • Burning Blade (W)
      • Damage bonus decreased from 65 to 50%
    • Phantom Pain (W)
      • Damage bonus increased from 40 to 45%
    • Crushing Blows (W)
      • Cooldown reduction increased from 1.5 to 1.75 seconds
Developer Comment: Samuro's rework has put him in a good position regarding his talent pick and win rates, as well as his overall performance. In addition to some talent tuning changes, we decided to slightly increase his Health to compensate for the fact that he now has to put himself into dangerous positions much more often to deal damage.

Bug Fixes

  • Illusion Master can no longer be cast while Samuro is airborne after being hit by an effects like Junkrat's Concussion Mine detonation.
  • Issuing a Hold Position command to Samuro's Mirror Images and then selecting one of them will no longer cause the others to cancel the Hold Position command.

Updates

Abilities

  • Garrote (E)
    • Silence duration reduced from 2.75 to 2.5 seconds

Talents

  • Level 1
    • Crippling Poison (Active)
      • Slow reduced from 25 to 20%
  • Level 4
    • Hemorrhage (E)
      • Damage bonus reduced from 50 to 30%
Developer Comment: We're reducing the duration of Garrote's Silence slightly so that all openers feel viable, and reducing the damage of Hemorrhage so that Valeera doesn't have as much damage while also being able to shut down her target.

Bug Fixes

  • The color of Lavendar Deputy Valla's scarf has been updated to match the rest of the skin.

Updates

Talents

  • Level 1
    • Move Unseen (Trait)
      • Movement Speed increased from 25 to 30%
  • Level 4
    • Darkness Descends (Active)
      • Passive Attack Speed bonus increased from 10 to 20%
  • Level 7
    • Warp Skirmisher (1)
      • Bonus Attack Damage increased from 30 to 40%
Developer Comment: Zeratul currently has the lowest win rate out of all of our Stealth characters, so we're tuning up some of his underperforming talents. He traditionally has been a high performer as players learn to master him, so we will be keeping an eye on him over time to see if he needs any more changes.

Bug Fixes

  • Lacerate's Talent icon is now correctly colored blue, rather than purple.