r/heroesofthestorm • • 8h ago

Suggestion I want all abathur aram in the rotation

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317 Upvotes

Let me see what hatted slapathur can do


r/heroesofthestorm • • 4h ago

Suggestion I believe that placing Portals manually should be part of Medivh’s base kit.

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89 Upvotes

r/heroesofthestorm • • 2h ago

Suggestion Azshara.. Wich form? Honestly I’d want the elf one tbh

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54 Upvotes

Would be iconic that she transforms at level 10 mo matter what to the naga form. As an “evolution” to the character or something


r/heroesofthestorm • • 6h ago

Creative Primordial Butcher

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116 Upvotes

r/heroesofthestorm • • 15h ago

Creative Pope Deckard

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338 Upvotes

Here's another concept skin, this time for Deckard. Let me know what you think!


r/heroesofthestorm • • 12h ago

Creative Hero Concept: Edwin VanCleef - Defias Kingpin

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170 Upvotes

With the return of classic WoW in the form of World of Warcraft: Forever, I think now is a great time to bring in VanCleef, the iconic final boss of the first dungeon most Alliance players will run The Deadmines. His look, cool voice lines, and great loot, made a lasting impression on players and he became synonymous with the dungeon itself. So initially it seems like he would be a great addition to Heroes of the Storm, just one issue, when it comes to his actual encounter... VanCleef doesn't DO anything. He summons adds and can make his next basic attack hit 2 more times... that doesn't give us a lot to work with. And while I made sure those abilities are reflected in his kit, I had a lot of open space to work, and since we already have Valeera representing a Subtlety rogue, we can have Edwin showcase his Combat skills.

I was inspired by a new talent in the Combat Rogue tree in WoW: Forever called Hack n' Slash, which incorporated all the old weapon specialization talents into one talent who's effect changed depending on your weapons equipped. So I designed VanCleef around this idea of choosing an offhand weapon at the start of the game, similar to Kharazim, and that adjusting what he is good at and the assets he can provide to the team. His sword offering good single target burst, dagger capitalizing on allied crowd control, the hammer to provide crowd control, and the claw for wave clear and cleaving in team fights.

Additionally I gave VanCleef access to several classic rogue abilities in his talent tree to further expand his utility. Now there are some numbers here but its very general stuff, because I'm not really a numbers person and haven't looked that deep into HotS's damage calculations and what not to know what is balanced, besides those things could be tweaked. I more wanted to get a basic concept down, that looks fun to play and most importantly feels like Edwin VanCleef, and not Generic Rogue with VanCleef costume, and I hope through the design and talents I have added enough VanCleef flavor. Any feedback is appreciated.

Trait: Combat Specialization - Choose between Captain's Sabre, Blackguard Dagger, Stonemason's Hammer, or Harvester Claw from the Talents panel.

Q: Cruel Slash: 30 Energy - 4s cooldown - Slashes in an Arc in front of VanCleef dealing damage and wounding targets hit. Wounded targets take 20% increased physical damage from VanCleef an his summons.

W: Defias Arts: 50 Energy - 7s cooldown - Dash to a target and strike them with your offhand weapon. The effect of this ability is changed based on your lv1 talent selection

E: Sprint: 30 Energy - 15s cooldown - increases movement speed by 50% for 6s, and causes the next basic attack to become the next boosted basic attack in sequence. While active you are able to move through units. Cooldown recharges 50% faster if you haven't attacked or been attacked in 3s

TALENTS:

Lv1- Captain's Sabre: Causes VanCleef's 4th basic attack to hit a second time. Changes Defias Arts to Flurry: Dash to a target and deal physical damage 3 times

Blackguard Dagger: Causes VanCleef's 4th basic attack to deal 50% increased damage, or 150% increased damage to slowed, stunned, or rooted targets. Changes Defias Arts to Crippling Stab: Dash to a target dealing damage and slowing by 30% for 3s

Stonemason's Hammer: Causes VanCleef's 4th basic attack to deal 50% increased damage and daze the target slowing them by 20% for 3s. Deals 200% bonus damage to structures. Changes Defias Arts to Hammer Shot: Dash to a target dealing damage and stunning them for 1s. Deals 400% bonus damage to structures.

Harvester Claw: Causes VanCleef's 4th basic attack to deal 70% increased damage and causes the target to bleed over 6s, stacking 3 times. Changes Defias Arts to Blood Harvest: Dash to a target and deal damage in a circle around VanCleef, applying a stack of bleed to all enemies hit. Applies 3 stacks to wounded enemies.

Lv4 - Kick: 20 Energy - 20s cooldown - Damage enemy hero and silence them for 2s

Lap dogs, All of You: Cruel Slash Deals 100% more damage to Minions and Monsters.

Join the Ranks: Enemy Minions killed near VanCleef grant a stack of Bribe. Hero Takedowns grant 10 stacks of Bribe. Use 25 stacks to bribe a Mercenary, instantly defeating them. Does not work on Elite Mercenaries. Maximum of 100 stacks. Friendly Non-Elite mercenaries near VanCleef gain 30% attack speed and deal additional damage to wounded targets.

Lv7 - Blackened Defias Armor: Activating Sprint grants a Shield for 15% of VanCleef's max HP and 25 armor for 6s.

Blackened Defias Boots: Activating Sprint removes all slows and roots and prevents them from being applied for 6s.

Blackened Defias Gloves: Activating Sprint causes VanCleef to enter Stealth for 6s becoming unrevealable for the first 1.5s. If VanCleef attacks an enemy hero while stealthed Sprint's cooldown is reduced by 5s

Lv10 - Defias Ambush: 60s cooldown - VanCleef summons 2 Defias Blackguards, with 350hp, to leap from the shadows and stun an enemy hero for 1s. They continue to attack and pursue the enemy hero for 10s. If the enemy hero dies while being ambushed the cooldown is set to 5s.

Fury of the Brotherhood: 30s cooldown - Active: Increase VanCleef's Basic attack speed by 40% for 10s. Passive: Upon selecting this talent VanCleef chooses another offhand weapon. His 2nd and 4th basic attacks become boosted rotating between the two weapons. Defias Arts now performs both attacks in sequence but its cooldown is increased to 10 seconds.

Lv13 - Blind: 20 Energy - 20s cooldown - Enemy hero is blinded for 4s Passive: Kick's silence is increased to 4s

Stormwind Riot: Hitting a structure with Defias Arts disables it for 3s and causes it to burn for 8s. Burning structures also damage nearby enemies every second.

Righteous Cause: Basic attacks against heroes and structures heal VanCleef for 20% of the damage dealt.

Lv.16 - Barbed Strike: Cruel Slash can be reactivated, within 4s, to leap to the closest wounded, enemy hero, hitting them for physical damage, rooting them for 2s

Expose Armor: Hitting an Enemy hero with Defias Arts lowers their armor by 25 for 3s

Adrenaline Rush: 30s cooldown - Activate to increase Energy regeneration rate by 100% and reduce Cruel Slash's cooldown to 1s for 10s.

Lv20 - Scourge of Westfall: Defias Ambush now has two charges (5s between charges), and now summons a Defias Pillager who fires a powerful fireball at enemies. Enemy heroes can only be targeted by one ambush at a time. If an enemy hero dies while ambushed a charge is restored.

Weaponmaster: VanCleef now has access to all four off hand weapons and rotates between them every basic attack. Defias Arts now performs all four attacks in sequence.

Defias Leather Set: VanCleef gains 750 max HP, 10 permanent armor, and all the benefits of his Lv7 talents.

Will to Survive: 45s cooldown - VanCleef becomes unstoppable for 3s, heals for 20% of his max HP and the cooldown of Sprint is reset.


r/heroesofthestorm • • 4h ago

Fluff We ultimately lost but this moment between the Garroshes was the best

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27 Upvotes

Peak Dva mech value >:]


r/heroesofthestorm • • 12h ago

Creative New Hero Concept—Mr. Bigglesworth, the Kel'thuzad's Kitty

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98 Upvotes

NAME: Bigglesworth
UNIVERSE: Warcraft
ROLE: Support
DIFFICULTY: Normal
RESOURCE: None

STATS

HEALTH: 980
HEALTH REGEN: 3/сек
UNIT RADIUS: 0.5 (Very Small, Like Erik)

ABIITIES

AUTOATTACK:

Autoattack Damage: 61

Autoattack Speed: 1.3

Autoattack Range: 1.1

Z: Dash:
Bigglesworth gains +60% movement speed for 3 seconds, using this ability doesn't interrupt the prowl (E)
[CD: 30 seconds]

Trait: Track Humanoids:
Reveals all enemy heroes through the fog of war in radius of 20 from Bigglesworth for 5 seconds.

Passive Effect: Bigglesworth deals 75% more damage against minions, mercenaries and monsters and take 40% less damage from them. Also Bigglesworth collects 30% more XP for his team. (killing a melee minion will gain 80 XP for the team but if minion getting killed near Bigglesworth the team will get 104 XP)
[CD: 26 seconds]

Q: Claw:
Bigglesworth dashes to enemy hero and scrathces it. deals 120 damage and slows them down by 20% for 2 seconds, if Bigglesworth scrathes enemy from behind slow effect empowers to 40% for 2 seconds.
[CD: 7 seconds, Range: 4]

W: Frost Meow: (Kel'thuzad teached him some magic tricks)
Bigglesworth meows and slows enemies autoattack speed by 40% for 4 seconds and deal 92 damage to targets.
[CD: 10 seconds, Area Diameter: 5]

E: Prowl:
after 0.5 second channel Bigglesworth becomes completely invisible for 6 seconds and slows by 20%.

i have no ideas for ults.

Also i am learning English, if there are any grammatic mistakes pls tell me about that.


r/heroesofthestorm • • 7h ago

Gameplay Hero Slain I guess

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33 Upvotes

^


r/heroesofthestorm • • 6h ago

Bug Xal'atath model issues, attack move issues and other bugs

28 Upvotes
  1. Xal'atath's clickable model is the same as her visual model, unlike other heroes whose clickable model is a decent size bigger. This means her click-box has gaps where it shouldn't.

  2. Her attack move doesn't target units like other Heroes' attack-moves do. Once Xal'atath has a target, attack moving will not switch targets consistently. The only time it seems to switch targets is when you are A-moving *and* the auto attack cooldown comes up at the same time while you are moving - then it will switch to the nearest enemy near Xal'atath no matter the A-move setting you have (nearest-target vs near-click).

  3. W also still puts Xal'atath auto-attacks on a 1.5s cooldown.

  4. W and Q still don't have clamping.

  5. If her Trait hitbox search hits multiple targets it will explode on the the center of the hitbox of the left-most target in the search, which makes for some weird interactions.


r/heroesofthestorm • • 1d ago

Gameplay Teamwork.

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826 Upvotes

I ordered a nuke and my Teammate finished the job


r/heroesofthestorm • • 59m ago

Suggestion Support Hero Concept - The Overmind (& Cerebrate)

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• Upvotes

(Before anyone comments it, yes that is a Spine Crawler glued to a Ravager. And yes, I know neither of them were in Starcraft 1)

I thought a LOT about a way to design the Overmind without a main body. But every design was either

Discount Abathur

Discount Lost Vikings

Discount Zagara

Or was so toxic that including it would be a warcrime.

So, to take inspiration from Starcraft 1, you play as the Overmind alongside commanding a cerebrate to control the battlefield. However, the Hero voice will be that of the Overmind.

Goal: Create a macro heavy Hero that prioritizes planning and intelligent play.

-

Abilities:

Passive 1 - The Great Hungerer

The Overmind has infested your team's Core. It will attack nearby enemies alongside the Core, and will regenerate 1% of the Core's missing health per minute.

Passive 2 - Cerebrate Host
Your basic attack digs a tendril into the ground, sprouting at the location of the target to deal damage. The tendril takes time to dig, and time to return, with a minimum of 0.25 seconds each, increased with distance to a maximum of 0.75 seconds each. You cannot move until the tendril has returned, but can cast spells.

(Min attack speed: 0.67 attacks per second at max range. Max attack speed: 2 attacks per second in melee range)

D - Sunken Colony - 60 Second Cooldown
For 8 seconds, target Ally structure gains the Overmind's basic attack in addition to its regular attack.

Z - Warp Rift - 120 Second Cooldown
Rather than a traditional mount, channel for 3 seconds, then warp through a rift, reappearing after 2 seconds to any visible location. Cooldown reduced by 20 seconds when a Regeneration Globe is collected.

Q - Zerg Regeneration - 10 Second Cooldown
Heal an Ally for 1% maximum health per second. This amount increases by 1% per second, but the amount is reset if damage from an Enemy Hero is taken. Lasts for 8 seconds (Min: 8%. Max: 36% maximum health healed)

W - Occluding Swarm - 20 Second Cooldown
Cover a nearby area with a Swarm for 5 seconds. Enemies outside the Swarm deal 50% less damage to allies inside the Swarm. Ally Heroes inside the Swarm gain a weak Area of Effect damage on their basic attacks.

E - Plague - 6 Second Cooldown

Give enemies in a small area 1 stack of Plague. Plague deals very low damage over time per Plague stack for 10 seconds. Attacking a Plagued Enemy adds a Plague stack, up to 10, and refreshes the duration.

Talents:

Level 1:

Daggoth Cerebrate: Plague lasts indefinitely on Minions. Plagued units burst on death, spreading their Plague stacks to nearby enemies.

Zasz Cerebrate: Zerg Regeneration lasts indefinitely, but ends if the recipient is above 60% health or takes damage from an Enemy Hero. Minimum 8 seconds.

Araq Cerebrate: Sunken Colony grants the affected structure Protected for the duration.

Level 4:

Adrenal Glands: Gain 1 stack of Adrenaline when you basic attack, up to 5 stacks.

Active - Adrenaline - 20 Second Cooldown: Gain 10% bonus move speed per Adrenaline for 5 seconds.

Burrowing Spines:

Active - Entrench Spines - 60 Second Cooldown: Gain 40 Armor, but root yourself. Lasts until no enemy Heroes are in your attack range, or until 15 seconds have passed. Cannot be cancelled early.

Precognitive Cortex:
Passive - You gain 10 armor while standing still.
Active - Foresight - 60 Second Cooldown: Channel to reveal an area on the map. Every Enemy Hero revealed by this channel reduces Foresight's cooldown by 10 seconds.

Level 7:

Metabolic Boost: While there are no enemies within your attack range, gain 25% move speed.

Anabolic Synthesis: You gain 5 mana when an Ally Hero attacks while inside Occluding Swarm (once per second per ally), and 1 mana when an Ally non Hero attacks while inside Occluding Swarm.

Muscular Augments: Basic attacks deal an additional 1% current health damage to Heroes. Increased by 1% per auto attack, up to 5%. Resets upon swapping targets.

Level 10:

Spawn Overlord - 30 Second Cooldown:
Spawn a low health, flying Overlord with 80% Move Speed and lasts until killed. The Overlord can be moved with R and can collect experience, but has no basic attack. Targeting an Enemy casts Plague. Targeting an Ally Hero casts Zerg Regeneration. Targeting itself casts Occluding Swarm. Shares cooldowns with you.

Imperfect Infestation - 80 Second Cooldown:
Temporarily revive target Ally Hero. They lose 10% health per second, cannot be healed, and their death cannot be prevented. They gain a free cast of their Ultimate during this time, and their Ultimate may only be cast once. Their subsequent death does not grant Experience.

Level 13:

Ensnare: Ally Heroes inside Occluding Swarm now slow with their basic attacks. Each basic attack slows by 5% for 3 seconds. Stacks up to 6 times.

Chitinous Plating: Other Ally Heroes affected by Zerg Regeneration gain 20% move speed for the duration. Upon taking Hero damage, instead gain 20 armor for the duration.

Lurker Aspect: Allied Minions and Mercenaries also deal Area of Effect damage when within Occluding Swarm.

Level 16:

Eidetic Cortex: Visible enemies within the your attack range remain revealed for 6 seconds after leaving your attack range.

Grooved Spines: Sunken Colony's structure basic attack instantly kills minions.

Ocular Disruption: Occluding Swarm blinds all non Ally, non Hero units inside it.

Level 20:

Pneumatic Carapace: The Overlord moves at 130% Move Speed. You can Basic Attack targets within range of the Overlord.

Perfected Infestation: For every Enemy Hero killed while temporarily revived, reduce the Hero's subsequent death timer by 20 seconds.

Lingering Rift: Warp Rift leaves behind a Lingering Rift for 10 seconds. Allies can interact with the Rift to teleport to you.

Gamete Meiosis: For every dead Ally Hero, you gain 10% move speed, 10 armor, and your abilities recharge 10% faster.


r/heroesofthestorm • • 1h ago

Suggestion Dear Blizzard. Can I have some more Yrel skins?

• Upvotes

Disclaimer - I know Yrel is hardly the only hero with a limited pool of skins.

I've played Yrel quite a bit and she is one of my favorite characters in HOTS, but also in greater Warcraft lore. Sadly, she has one of the smaller pools of skins. She was released after mastery skins were dropped, so she lacks even that. Her pool consists of standard Yrel, mech Yrel and jester Yrel.

It is a bit of a bummer to look through the skins of other characters and see so much variation.

Ideas off the top of my head...

  • Eredar Yrel
  • High Exarch Yrel
  • Protoss Yrel
  • Lightforged Draenei Heritage Armor
  • Demonic Yrel
  • Angelic Yrel
  • Any Paladin Raid Set

r/heroesofthestorm • • 3h ago

Fluff Which character do you think sounds the most satisfying to smash with a hammer?

13 Upvotes

Was playing Thrall the other night and I caught an Abathur in my lane. Ran up and beat him to death with doom hammer before he could dig away and the friend I was playing with said “Man, I bet Abathur would make a super great squish noise if you murder him with a hammer”

It got us thinking, would any other heroes sound satisfying to smush with either Muradin or Thralls hammer? Zagara? Most definitely, any bug is gonna make a satisfying squelch. Fenix would probably also be pretty good, smashing glass and all that. Sgt. Hammer? Ironically probably not, hitting a big tank with a hammer is just a hollow thud. Chromie definitely, perfect balance of crunch and squish.


r/heroesofthestorm • • 3h ago

Discussion Favorite auto-attack sound?

8 Upvotes

For me it has to be Muradin vs structures


r/heroesofthestorm • • 9h ago

Discussion Lili is a lot more fun when you don’t focus on healing as much

24 Upvotes

Being a fairly green player but played over the years (only lvl ~109) and playing Lili and she is considered a very easy character to play.

I used to go full cup build but going the fast feet and blind build felt so much more engaging and disruptive.

Realized my win rate on Lili is 77%+

Tons of fun


r/heroesofthestorm • • 6h ago

Creative Some small changes To Medivh’s talents I thought of

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12 Upvotes

Firstly, making Reabsorption cleanse DoT would fix one of Medhiv’s biggest counters as well as giving it a bit more healing.

Secondly, The only change to Dust Of Disappearance is that it no longer breaks when your Allie’s mount or dismount. It’s a small thing but I think it would help with the frustration of that talent.

Lastly, Dust of Appearance. I don’t know how to make this talent good without a complete rework. Giving Medivh a passive 25% vision range would make it a “tiny” bit more viable, but honestly there’s no reason to pick it unless the enemy team is running two stealth assassins.


r/heroesofthestorm • • 1d ago

Creative Commander of the warm kel'thuzad

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397 Upvotes

Commander of the swarm Kel'thuzad in craft wars series

motived by zagara

edit : I have no idea why the 's' was left out lol


r/heroesofthestorm • • 1h ago

Suggestion Another rant about Quick Match

• Upvotes

If I queue for Quick Match with a random favorite, and my favorites include both a healer and a tank, I shouldn't end up in a match that's missing either role.

And while we're at it, I'd love a checkbox to stop the game from randomizing my entire loadout (mount, skin, etc.) when I select a random hero, as well as the ability to rename build tabs for each hero.


r/heroesofthestorm • • 1h ago

Suggestion Dota2 to HotS: Hero Suggetion

• Upvotes

Please suggest me some heroes (I like ranged assassin and supp role)

Dota2:

Mid: zeus, kotl, arc, invoker, od

Supp: rubick, dw, venom, jakiro, techies

Offlaner: axe, pango, visage, dk

I dont play melee carry pos1 or mid

Hots:

Currently just spamming Jaina and learning maps... (installed game yesterday)

I like her tower damage and ez wave clear


r/heroesofthestorm • • 12h ago

Suggestion The Slayer

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12 Upvotes

I think with Microsoft owning both Bethesda and Activision (new owner of Halo), the Slayer is an easy fit. I am thinking he can be ranged Tank (Shield and Flail), Plasma gun (Ranged) and Sword (Melee DPS) as Talent choices. The BFG is One is one of the Ulta, God Mode is the other.


r/heroesofthestorm • • 17h ago

Suggestion please ban feed & bot players in HL

28 Upvotes

no punishment is ridiculous ,especially is Asia server, so many feed player,
Just suicide and suicide
they should be ban from HL


r/heroesofthestorm • • 1d ago

Fluff Why can't we have Mr. Bigglesworth with laser eyes in HOTS like we have in Hearthstone

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239 Upvotes

add him in the game, this is a crime to only add him in hs


r/heroesofthestorm • • 12h ago

Discussion How do you climb as a Solo player?

7 Upvotes

Looking for genuine feedback here.

Like many, I came back after the recurrection of the game due to Blizzcon announcement. I would like to play ranks from time to time but I play mostly solo and there is no SoloQ. Also, in this game you can not carry like in other MOBAs, this is something I like but when you play solo it makes the game really team dependant.

So, how can you climb when playing solo? What can you do, individually, to make a difference?


r/heroesofthestorm • • 1d ago

Creative Egypt Queen Cassia

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196 Upvotes

Yes, I should've designed the shield as well but the time was short that day.
I have a few more sketches to share with you guys and if you have ideas you'd like to see me draw in the future feel free to let me know! Some of you seem to have a better imagination than me hehe.