Blizzard Entertainment deployed Heroes of the Storm Technical Alpha Build 32524 to address login issues and an exploit with Azmodan.
Yesterday I was witness of that exploit a couple of times where I would speed away with Jim Raynor to escape getting killed and out of the blue I saw Azmodan come from far behind me and position himself ahead of me, and kill me with his focused beam.
I shared that feedback with my team and they did notice there was something strange going on with Azmodan. The damage wasn’t that great, but Azmodan players using the exploit could gank fleeing heroes with low health at blurring speeds.
Fixed an issue which could cause players to fail to log in to Heroes of the Storm, and instead receive an error message stating “Your account is not licensed for this game.”
Fixed an issue which could cause players to fail to log in to Heroes of the Storm, and instead receive an error message stating “Game client version mismatch with selected region.”
Fixed an exploit which could grant Azmodan a much higher Mounted movement speed than intended.
Heroes of the Storm Technical Alpha is online once more after a long extended maintenance. New things that may catch your eye in the shop is the inclusion of new mounts and Master Skins as part of different bundles. The video below shows them.
Another new mount not shown in the video is the Piggy Bank which costs 20,000 gold. The Piggy Bank drops coins as it rides forward.
The incoming patch of the Alpha will bring huge expected features that other Blizzard games would kill to have (*Wave at Hearthstone*), this one will add the possibility to watch directly or replay matchs that you play in the past, you can read more on the Blizzard’s article just below!
The Calm Before the Storm has nearly passed, and the return of the Technical Alpha will offer a very early look at a few features for Heroes of the Storm that we’re sure some of you will be excited to try out. Today, we’d like to introduce you to our initial implementation for Custom Games, Observer mode, and Replays.
While you read through today’s information, kindly keep in mind that these features are not yet final. Development work is still ongoing, and we’ll roll out additional polish and improvements with future game updates. Now, let’s get started!
With the last phase of the Alpha on it’s way, Blizzard is adding new skins for current Heroes. Some of them were missing a Master Skin, but this issue is solved, bow before the awesomeness Nazeebo, Gazlowe, Sgt. Hammer, Chen, and Murky!
A few months ago, we shared a sneak peek at a new series of hero skins we’re currently developing, and throughout the coming weeks we will be sharing videos of some of these Master Skins, which represent a further exciting evolution of each hero’s base skins! You can find out more details about how to obtain them in our Progression System and Reward Changes blog.
Throughout the coming weeks you can feast your eyes on a series of videos which showcase the current state of some of these exciting new skins!
Today we’re sharing a first look at the upcoming Master Skins for Nazeebo, Gazlowe, Sgt. Hammer, Chen, and Murky!
Heroes of the Storm Technical Alpha is coming to an end, setting an exciting milestone for the game team. A few things will happen.
1. Starting Sept 22, the Shop will be offline for some time, but all characters will be available in the hero rotation selection.
2. The game won’t be playable for a week starting around Sept 29th — while the developers run a long maintenance period.
3. Once the game is brought online, all accounts and progress will be wiped clean.
We’re gearing up to enter the final phase of Technical Alpha, and there are several items you’ll want to keep in mind as it approaches. This is an exciting milestone for Heroes of the Storm. Preparing for this phase includes an account wipe, and we’d like to give you a rundown of everything you’ll need to know.
All Heroes Temporarily Available
We’re shutting down the Heroes of the Storm Shop on September 22. At that time, you will be unable to make any purchases using Gold or real money. However, we don’t want that to put a damper on your latest matchmaking win-streak. We’re thrilled to let you know that while the Shop is offline, all 29 Heroes in the Technical Alpha lineup will be available for play in the free Hero rotation!
The week after we shut down the shop, we’ll bring the Technical Alpha service offline for more than a week of extended maintenance. During this time, you’ll be unable to login or play Heroes of the Storm and we’ll reset everyone’s Heroes accounts. Once the Nexus is brought back online, it will be as though you’re starting fresh with a brand new account. This means that any leveling progression you’ve made, rewards you’ve unlocked, in-game Gold you’ve earned, and any purchases you’ve made with real-money or Gold prior to the wipe will be reset.
However, kindly keep in mind that following the account wipe, any real money you spent thus far during play testing has not been lost and will be refunded to your Battle.net Balance. Even though you’ll be starting fresh at level one, you’ll still be able to use the refunded money to pick up that shiny Bundle Pack, Mount, or Skin you might have had your eye on over the last few weeks. As an added bonus, anyone who made a real-money purchase using real money during the Technical Alpha will receive an exclusive Wonder Billie Mount!
This is the final planned Heroes of the Storm account wipe and monetary refund. Our goal is to avoid future player and hero progression wipes after we come back online, but we may still need to adjust or wipe player progression with future updates. Don’t worry, though, because we’ll give you ample warning if that ever becomes necessary. What we do know is that from the moment we bring Heroes back online after this wipe, purchases you make in the Shop will be permanent. So get those Heroes, Bundles, Skins, and Mounts with the confidence that you won’t need to reacquire them again.
It’s Dangerous to Go Alone!
Once Heroes is back online, all current players will be moved to their home Battle.net region. When this occurs, a number of things will happen:
You will lose access to the friends list you built in the Heroes Technical Alpha thus far. But you will regain access to your normal Battle.net friends list that you share with all other Blizzard games, including Diablo® III, Hearthstone®, StarCraft® II, and World of Warcraft®.
Your friends in other Blizzard games will now see you as playing Heroes of the Storm and be able to communicate with you across games.
If you wish to remain in contact with friends you made to this point in the Heroes of the Storm Technical Alpha, take down their BattleTags (both the account name and unique ID number) now, and add them to your friends list after the wipe. Please note however, that some of the friends you made in the Alpha may have a different home Battle.net region than you do, so it will not be possible to friend them unless you are in the same home region.
Though a lot of what’s happening is on the backend and not immediately visible to testers, all of the work we’re doing on this transition is a major step for Heroes of the Storm. For testers, we appreciate your patience through this process as we move forward in the development of the game. Until next time, we hope you’ll enjoy queuing up with our entire Hero lineup starting next Monday, and we’ll see you in the Nexus!
Blizzplanet correspondent Mark Loftus interviewed game director Dustin Browder and senior artist Phil Gonzales to discuss details of the three latest heroes: Chen, Anub’arak and Azmodan.
We asked about new battlegrounds and heroes. While not much was learned on that front, there are plans to change battleground maps each season.
Note: The interview was held at the game stations floor, and the background noise is loud at ground zero. A transcript and closed captions are available.
Mark Loftus: This is Mark Loftus reporting for Blizzplanet to learn more about Heroes of the Storm. I am at PAX Prime 2014 to interview game director Dustin Browder and senior artist Phil Gonzales. Alright, I’m gonna start off with; I have two questions here that are for you Phil Gonzales.
Phil Gonzales: Ok
Mark Loftus: Anub’arak and Azmodan are both huge characters in their respective games.
Phil Gonzales: Yeah
Mark Loftus: What challenge did they pose to your team when creating them for Heroes of the Storm while still at going their scale?
Phil Gonzales: OK. That’s a pretty good question, when we made Azmodan — obviously, he is a boss character — the Design and Art team come together and say “what are the most psychotic abilities?,” and they are on a boss scale in Diablo III. Obviously in Heroes of the Storm we can’t replicate that one to one. We have to take some liberties to deliver the experience and how it feels but also make it something that’s more conducive to a player actually controlling it. So that was a challenge but I think we can moved on pretty good. We have a lot of fun stuff in terms of the black pool of Death, we have a lot of minions summoning and stuff. We really grabbed a lot of those key spells and we breath it into Heroes. He’s still a really big character and he’s certainly up on the high end, he might be our biggest. And then Anub’arak is the same thing. He’s an iconic boss. We looked at a lot of his abilities, and hopefully— I think he has less summons than Azmodan does; but he’s still a pretty intense character who gotta do all those psychotic things like the spikes, like the locusts being summoned, the ultimate is also Locust Swarm. We’re able to translate all that into funny enough as a big character Anub’arak’s very nimble. You see him like jumping under lines and evading very very quickly, it’s a lot of fun actually.
Mark Loftus: Ok. And the next one is: Players have talked about the disadvantages and advantages of body blocking with characters. Is it a worry that it might become a grief in tactic, especially when two giants on the enemy team or something not that common in gameplay yet?
Dustin Browder: We haven’t seen a ton of that yet; but it’s something we’re always watching. We do a lot of things we can do to reduce the risk of that kinda thing. Obviously there is somebody blocking, you wanna delude the enemy; like I wanna be able to gain stitches; use my big fat stitches body to block somebody out. We haven’t seen too much of that yet and we are playing, sort of checking with those sizes, doing everything we can to make it seem like it’s the real characters; making it small enough so that you can slip by each other as well. We keep an eye on them for sure to see if it’s a real issue but it hasn’t been a problem yet.
Phil Gonzales: And that’s the key point of what we’re trying to accomplish in the alpha. We’re still very very mindfully testing a lot of that stuff and looking to iterate. It’s not final.
Mark Loftus: Ok. Awesome, thank you very much. Ok, so let’s talk about Chen’s ultimate hero talent; the one where he splits into three pandas. Can players micro-manage each panda or is each controlled by individual AI?
Dustin Browder: Well they also can come together and fight with you right now. And so it’s really designed to be a way to get them a lot more survivability. We’d have to see it when it comes out and see how it plays for you guys cuz I’m not sure that’s the final way we wanna do it or not. But it’s a pretty big twist, good enough for you to try the alpha for sure; we’ll see how it goes.
Mark Loftus: Ok. What are Anub’arak’s strengths and weaknesses?
Dustin Browder: Well, Anub’arak is a much different strategist. Obviously, a very tough tank, and he’s got a lot of high mobility with his Burrow. It gets him where he wants to be. So you should grab it once; don’t make a mistake. Don’t get it wrong, wherever he wants to be. He has a shield that he can pop and he’s got spikes that he can shoot up to stun his enemies in a line in front of him. So he’s kind of a high mobility kind of tank. Go where he wants to be, stun people, and then start (you know), dealing out some damage. You really wanna use him and try to be as other warriors, try to protect your allies, and so one of the things he’s really great for is to root to a position where you’re really threatening enemy DPS characters. We can burrow quickly underneath the line to where Valla or Nova is fighting; and suddenly she’s gotta deal with Anub’arak who’s right in her face. His skills are all gonna be on target now; this is not what she wants him doing and she’s gotta get away. So now you’ve got this big bug in the middle of your battle line, he’s got this sort of ability to stay in there for just a little bit. So you really want to use him to get that burrow, get him where he wants to be; to start breaking up the softies that are hiding back in the interior area.
Mark Loftus: Ok, awesome. It is crystal-clear how Chen and Azmodan are meant to be played, but Anub’arak is a real question-mark. What makes Anub’arak different than the other warriors, playstyle-wise?
Dustin Browder: Well, there’s a bunch of different things you can do with him, I would say it also depends on how you can spend his talents. So Anub’arak also spawns a beetle every time he uses his ability and you can talent those beetles up quite a bit. I was playing the other day and I was like how much of that beetle in that talent. I was like: “Beetle, beetle, beetle, beetle.” It’s the beetle build, right? And that actually spawn a lot of little beetles, which makes you a very effective siege character. Now you can really be absorbing tower ammo and really push against enemy bases. You could just trash them; but that’s one way to play him. Otherwise, you play with a lot more tankie. Use a lot of cover, using, choosing things with a shield, choosing things that allow him to really– to really absorb a lot of damage. Again, it’s a lot about that tunnel and it’s about his ability to assist you in these battles. So you may wanna spike up, stun a bunch of enemies, tunnel underneath them and get to a really difficult position. You’ve got characters like Muradin, sure, who can jump because they have the same range and the same ability as Anub’arak can have with that– with that move. So it’s more about finding the right position; flanking, getting behind where they wanna be, trap enemies trying to run away. It plays very different from a lot of other warriors because of that ability.
Mark Loftus: Do you have an approximate ETA for the patch release containing these three heroes?
Dustin Browder: I don’t know when they’re coming out. I think we do as Blizzard do; but I don’t know how accurate.
Phil Gonzales: Yeah, it’s soon. They’re pretty high up there. So, I think inevitably the next patch I think is somewhere along the line, one or the other soon.
Dustin Browder: One of the things in the next patch they’re gonna, we’re doing about a patch about every month, as soon as every five weeks and so we’ll see a hero in each one of those which will be coming out over the next three months.
Mark Loftus: So you’re still not gonna tell me?
Dustin Browder: I don’t know. I don’t really know. If you want she could get you that information and pass it on to you. I think it is known, it’s just we, we’re still in the trenches trying to make the game, I just don’t know.
Mark Loftus: Oh no, I was, I was just kidding.
Mark Loftus: Well that’s, that’s fine. Have you guys discussed plans for more game modes such as free-for-all arena?
Dustin Browder: We have not. We’ve talked about — pretty much free-for-all was not one on the table. We talked, those are probably next year at the most. We’ve still gotta get Standard mode up and running, we’ve still gotta get Ranked play up and running. What you’re playing now is the most simple pick up group style of gameplay. We really wanna get to a place where a lot more competitive modes, a lot more competitive play than we are today. And we’ve got more battlegrounds that need go in as well. We have five right now and we think we wanna go to six to eight; and rotation at once, but even then we’ll make more battlegrounds and then rotate some of the old ones out. So it’s always changing. It’s always new maps. It’s always new battlegrounds to play.
Mark Loftus: How many heroes and battlegrounds are in production right now and do you have an ideal number for launch?
Dustin Browder: I don’t know we have an ideal number for launch. We’ve got five in the game now and we’re working on more battlegrounds back at the office. We’ll see which ones are going to make it, which ones are cool, which ones are not. I get about six to eight battlegrounds at the moment; but we will do more. So at the end of the day, there may be –I don’t know– twenty-eight or fifty heroes in the game. Probably up to 60, after the ones in a match game.
(### 7:38 – 7:44 ### indiscernible)
In terms of hero count, we have got 28 today. Plus we’re adding about one a month or every five weeks in between. We’re trying to increase that pace to see how fast we can. We don’t want to sacrifice the quality at all. Quality is the most important thing to us. We will stop making heroes then we get repetitive; we feel like I don’t know, it feels the same like what are we doing here? Like we get to that point then you know what? I think we’re good on heroes a little bit; we slow the pace or stop altogether. But it’s gonna be a feel thing, it’s what makes sense to us, what feels good, it’s gonna be what feels right.
Mark Loftus: Could you mention some of the mercenary variations you might add soon in Technical Alpha?
Dustin Browder: I don’t know if we know yet. We’re still working on these. So we’re gonna be trying to get that in front of players, absolutely, but we’re not sure what all the mechanics we’ll have in a future match.
Mark Loftus: Ok. What about modding tools or WorldEdit Tools for players to create their own maps? Have this begun development yet or has this been discussed recently?
Dustin Browder: It has been discussed. We’re very passionate about Team 1. We’ve been doing this for years; we could go all the way back to Warcraft I and Warcraft II. In many ways the mod making tools built by Team 1 have been the tools for all of our RTS games. Create the genre of games right? Back in War II and Warcraft III, so it’s something we’re very passionate about. We don’t know when we’re gonna do it yet. We have a few challenges with technically the freedom to play games. So StarCraft, if you put up something, you know, offensive in our game we can kill the map; ban your account, right? So players are generally nice, they don’t break a bunch of copyright laws, the don’t put a bunch of pornography in our game because they know we have got rules. You’re free to play a game, might have that control, but it is solvable. We just need to get on to it and solve it. But it’s something that we are looking forward to have in the game for months and years to come, it’s gonna be exciting.
Mark Loftus: Hero rotation happens once a week at the moment. At some point there might be too many battlegrounds and maps. Any plans to rotate the available battlegrounds each week?
Dustin Browder: That wasn’t what we’re thinking. We were thinking more like seasonally. So we’re thinking more like once every three to four months we’d swap them out and then you’ll have a new set. But that’s, that’s an interesting feedback I have never heard that feedback before, I worry that weekly rotation would be even more confusing, right? Cuz you wouldn’t know what battlegrounds you’re on then you change battlegrounds again. So we think three to four months would feel right; but that’s from our Starcraft experience, we’ve done that with seasons in Starcraft, we’ve changed the maps every three or four months, but we’ll see; we’ll see how it goes.
Mark Loftus: Considering the awkwardness of giant heroes like Azmodan and Deathwing, in the future, what is the likelihood that your next heroes might–
Dustin Browder: I don’t think I’m doing Deathwing, I don’t think???
Phil Gonzales: That would be very difficult.
Mark Loftus: No Deathwing?
Dustin Browder: Azmodan is just fine so he’s small enough. Right?
Mark Loftus: Deathwing was hopeful.
Dustin Browder: But Deathwing is not real, That’s too big.
Mark Loftus: Ok.
Dustin Browder: He could be a boss in the map. We can do any number of things. We could do little Dethling.
Mark Loftus: Ok.
Dustin Browder: We could do cute little Dethling, right?
Mark Loftus: Ok.
Dustin Browder: But a giant Deathwing doesn’t seem likely.
Mark Loftus: So wishful thinking.
Dustin Browder: Yeah. Yeah.
Mark Loftus: That’s not gonna happen.
Dustin Browder: No, no.
Mark Loftus: Ok.
Dustin Browder: For the reasons you described. Right?
Mark Loftus: What is the likelihood that your next heroes might be based on Lost Vikings, Blackthorne or Rock’n Roll Racing heroes and villains?
Dustin Browder: Well, we’re working really hard on it. I don’t know when those guys are coming, but we’ve heard that many many times. It’s something that we’re really passionate about and excited to work on.
Mark Loftus: There are three buttons in the game mode lobby: Standard, Custom Games and Ranked. We don’t know much about the last two. Are you able to talk about these, or when we might get a preview?
Dustin Browder: We’re not really ??? custom games ??? map of your choice, you fight players however you want, you play against your ??? Play the rest of the game wherever you want. It’s out of rank but we’re still working on it. We’re doing designs meetings on ??? basis with changes frequently, so I don’t know the details on that yet but we do wanna create something that allows you to show off your skill to progress through rank ladder system ??? a sense of we’re you’re at in the ??? community. We also gonna do a draft so that you can see the map and then you can choose your heroes with your allies versus the enemy. You can see their ??? and choose a lot more strategies ???
Mark Loftus: Some heroes like Reghar, Zagara and Brightwing don’t have a mount option. Any thoughts on adding alternate effects instead of mounts? For example, Rehgar transforming into a cheetah or a boar or Brightwing leaving a ghostly trail with leaf-like sparks.
Dustin Browder: We can totally do that but we do have a value on this, is that not all heroes are the same, they’re not. So if you got a mount for Valla, and you don’t get one for Brightwing, then that’s ok. We’re not trying to give a mount to everyone. I certainly think we can use equal amounts of stuff but it wouldn’t have infinite level amount of ??? like you would give the other heroes and certainly even a character like Sergeant Hammer, yeah like you could do sound effects, or trails as she goes but she’s not really a ??? right? So we’re very comfortable with the fact that not all heroes are crazy doing always. But that’s ok, right? So you know we’re playing on ??? we’re on the ??? for the most part, maybe one day we’ll do a skin ??? but it’s not like ??? right?
Mark Loftus: Alright, one last question for you fine gentlemen. All Heroes share the same talents — like Berserker, Battle Momentum and Stoneskin. Any chance to give heroes more personalized abilities based on their abilities in StarCraft II, Diablo III, Warcraft III or WoW?
Dustin Browder: Thanks putting it that way. At first it was about fifty fifty ??? between some of the heroes and their archtypes. I think we’re more about the seventy five twenty five, eighty twenty ??? and we’re slowly making progress. There are a few abilities like first names, some people want that so we’re comfortable I think, with that being a talent design on a couple of different heroes; it’s ok. But we’re definitely moving to a place where you get lots more talents for your hero. A ???
Mark Loftus: Ok. So I wanna thank you gentlemen very much for taking the time to discuss this with me today and I’ll let you guys get back to what it is that you do.
Blizzard Entertainment plans to showcase Heroes of the Storm at PAX PRIME in a few days. That build attendees will have the opportunity to play at the demo stations has Azmodan, Chen and Anub’arak as playable heroes.
Blizzplanet’s PAX PRIME correspondent will be there to interview Dustin Browder and Phil Gonzales — developers of Heroes of the Storm. We welcome our visitors and members of the community to submit questions for this interview. Fill the form below.
These are the questions submitted by the community. We’ll have the hard task of picking the best 12 — considering past interviews have lasted between 8-30 minutes. We’ll see how many end up answered. Stay tuned.
What are anub’arak’s strengths and weaknesses?
It is crystal-clear how Chen and Azmodan are meant to be played, but Anub’arak is a real question mark. What makes Anub’arak different than other warriors playstyle-wise?
Do you have an approximate ETA for the patch release with Chen, Azmodan & Anub’arak?
What do they think about competitive teams at the current state?
Any other planned game modes other than the proposed Draft Team Competition?
How many Heroes and Maps are in production right now, and have you figured an ideal number for launch?
Are there plans for Blizzard Themed maps such as Starcraft, Warcraft, Diablo, ect, or Thoughts on Map skins. Example: Blackheart’s Bay with a Diablo Touch.
How many Heroes would you like to have ready for Live?
Will there be more variations of Mercenary Camps then the 3 we already have?
Does Chen’s ult let you micromanage the pandas?
Will there be modding tools and if so will there be supporting uneven teams like an team of three powerful heroes versus seven weak ones? And will there be room for more than 16 players per match or is it limited similiar to Starcraft 2?
Is there an schedualed point for if/when you consider adding more talents per tier for heroes? When youve created X amout of heroes or a point in developement when certain features has been added or tested?
Will you be following Starcraft 2 or World of Warcrafts map pool? Adding more maps while keeping the rest or replacing existing ones and keep seven or eight maps active at any given time?
Will there be any crossover promotion between your other games to Heroes of the Storm, like owning World of Warcraft: Mist of Pandaria and gain some iconic characters from that point like Chen Stormstout and Lili Stormstout or default Diablo 3 for Barbarian and Witch Doctor?
What is planned in terms of project lifecycle for HoTs? Is “Tech Alpha” a new name for Closed Beta, or will we see Alpha > Closed Beta > Open Beta > Release? And will you comment on the goals of each stage of the lifecycle? the open beta progression in hearthstone carried over to live, can we expect that as well?
Can we expect to see maps that feature game modes similar to those seen in WoW Battlegrounds? Such as Capture the Flag, King of the Hill, Holding an item to gain power over time (Dropped if slain), etc…
How do you feel the game ought to be balanced between the three main franchises?
At present, the game is skewed in favor of Warcraft Heroes – is this intentional, or merely an effect of Alpha development? (ie Will we see more balance when the game goes live?)
How many hero concepts is the team considering/working on at any given time?
Based on the heroes released so far, what’s the average number of man hours needed to make a hero?
What’s been your logic for Hero pricing, both gold and real money?
When will they release the patch for Chen, Azmodan & Anub’arak?
Will we be able to micro Summons/Chen split up heroic?
Are there any plans for a Starcraft Warrior Hero?
Is Blizzard happy with the current rate of gold gain?
Can we see Dustin Browder on Town Hall Heroes or Clairvoyance?
Does Blizzard feel the talent system is nearly complete or are they still going to be adding to it or changing it, and are they still planning to implement a second customization system (such as artifacts, but please not artifacts) in game?
Will we see heroes like Alexstrasza, Aviana, or Genn greymane?
Is there any chance of a singleplayer mode, perhaps something akin to the Horde campaign in ‘The Frozen Throne’?
-What is the likelihood of Lost Vikings/Blackthorne/Rock n’ Roll Racing heroes?
-What is the likelihood of original heroes being implemented, taken from the Nexus itself?
-How much similarity/difference to Anub’arak and Chen bear to their ‘Warcraft III’ counterparts in terms of gameplay?
PAX Prime 2014 is full of awesome this year at the Blizzard Entertainment booth # 352 where players will be able to test the three new Heroes of the Storm characters: Chen, Azmodan and Anub’arak, World of Warcraft: Warlords of Draenor and Hearthstone.
Blizzplanet is giving away a PAX Prime (Saturday-Only) ticket to a lucky fan. The giveaway ends on August 20, 2014 at 8:00pm EST. Make sure to check your email tonight, and be swift replying. The PAX Prime ticket must be shipped on Friday for it to arrive on time to you. PAX Prime takes place on August 30th.
The ticket is not transferable. It will be shipped to the winner of this giveaway. Only one entry per participant, per household. (Multiple entries will disqualify you)
This is only a PAX Prime (Saturday-Only) ticket. You are responsible for flight, hotel or other expenses.
Despite his history as a gladiator, Rehgar isn’t a front line fighter in Heroes of the Storm. Sure, he’s beefier than the ranged support, but he can’t stand toe-to-toe with any warrior the way Uther can, and most assassins will eat him. He doesn’t have the strongest basic heal and his disable is good when placed properly but lacks the obvious power of Polymorph or Lunar Flare. It’s like Entangling Roots but just slows, not stops. Lightning Shield is great to drop on your beefy warriors who always find themselves in the thick of it and Ghost Wolf makes you slippery and mobile.
Rehgar’s strengths are in his mobility, mana efficiency, and the diversity of his toolbox. His weaknesses are that none of his abilities, outside of his ultimates, are game changers and his contribution to a team fight, aside from his abilities, is low. He doesn’t hit hard, even in Ghost Wolf, and can often get in the way of Sonya the Slayer, Illidan, or Stitches.
So how do you build and use Rehgar to make him shine? How do you maximize his strengths and minimize his weaknesses? Well, first let’s talk about his abilities.