Deals 114 damage to enemies within target area, slowing them by 25% for 2.5 sec. Reactivating will teleport Tyrael to the blade and slow nearby enemies again.
Mana: 45 Cooldown: 12 sec
Shields Tyrael for 349 damage and nearby allies for 40% damage for 4 sec.
Mana: 50 Cooldown: 10 sec sec
Rake target area for 156 damage. Allies moving through the targeted area gain 25% increased Movement Speed for 2 sec.
Mana: 45 Cooldown: 6 sec
Archangel's Wrath (Trait)
Upon dying, become invulnerable and explode for 572 damage after 3.5 sec.
Among the angels it is the Archangel of Justice Tyrael who is humanity's greatest defender. Wielding his sword El'druin against the Burning Hells, the Prime Evils would have enslaved Sanctuary and all of humanity long ago if Tyrael had not intervened.
Diablo: Book of Cain
Tyrael is an character in Diablo II, Diablo II: Lord of Destruction, Diablo III and Diablo III: Reaper of Souls. Tyrael is one of the five members of the Angiris Council which rules the High Heavens.
Tyrael is the archangel of Justice, and as such he was the most rigid of the angels, firm in his adherence to laws, rules, and order. He held to a single, unbending duty: to secure victory for the High Heavens in the Eternal Conflict.
He was renowned for being calm and controlled and meticulous in his execution of combat technique. The archangel carried out his impassive judgment through the use of El'druin, the Sword of Justice.
El'druin is, by all accounts, a unique weapon that can cut through any substance or foe in existence. There is, however, an exception: Some believe that the blade's edge cannot pass through or harm any being of righteous intent.
Despite Tyrael's fame as a warrior with few peers, it is nonetheless stated that he was at all times fair and impartial, as justice itself must be.
The Courts of Justice, Tyrael's abode in the High Heavens, are said to be akin to a great auditorium wherein angels congregate. Here they air grievances, come to terms, and strive to reclaim lost harmony or equilibrium. It seems a fitting institution for an angel who values integrity and balance above all things and will choose the path of righteousness in any situation, even if it brings harm to those he loves.
During the aftermath of the Sin War, the Angiris Council voted to decide the fate of Sanctuary. Only Tyrael's vote prevented the purge of all inhabitants of Sanctuary.
A pact was determined between the Angiris Council and Mephisto that none of both factions would intervene in Sanctuary.
Milennia later, a civil war within the ranks of the Burning Hells resulted in the exile of Diablo, Baal and Mephisto. The lesser evils, Azmodan and Belial, sent them to Sanctuary. Tyrael enrolled the help of powerful humans to hunt down the Prime Evils and to imprison them. Tyrael and the Horadrim used the Soulstones -- shards of the Worldstone -- to imprison the soul of the Prime Evils, and buried them in distant locations.
During the Darknening of Tristram, Diablo managed to corrupt King Leoric to commit vile crimes. Prince Aidan (the hero) was ultimately possessed by Diablo (Diablo, 1996).
During Diablo II, Aidan (known as the Wanderer) traveled east to free Diablo's brothers: Baal and Mephisto. Tyrael tried to prevent Baal's escape from Tal-Rasha's Tomb, but Marius was tricked into removing the shattered soulstone from Tal-Rasha's chest.
Later, Tyrael sacrificed in order to address the taint of the Worldstone after Baal corrupted it. Tyrael threw the sword of justice, El'druin, at the Worldstone. Its explosion decimated Mount Arreat leaving a crater.
For twenty years, Tyrael's essence floated in the nether -- unable to coalesce himself back to his former self. Jacob of Staalbreak, the avatar of justice, wielded El'druin and with the help of Shanar the Wizard managed to bring justice upon men. It's unknown still how Tyrael managed to recover El'druin and to materialize his light-sound-like being.
His actions were pivotal to ensure the Prophecy of the End Days didn't come to pass. After confronting Archangel Imperius and criticize the Angiris Council's inaction to save Sanctuary and in turn all of the High Heavens, Tyrael decided to strip away his wings and his immortality as a lesson to his brethren that the laws shouldn't govern them into inaction. The welfare of creation is above any law.
Imperius exiled Tyrael toward Sanctuary, and he fell through the sky -- colliding against the Cathedral of Tristram. After the Diablo III hero rescued Deckard Cain, the way to King Leoric's throne is cleared to find the source of the falling star. It turned out to be a man. He holds no memories of his past or the reason of his arrival. All he knows is that he had come to warn men.
A search for the three pieces of this man's sword begins, and the Hero and Leah find out that Maghda and her cult are also searching for the pieces.
Later, in New Tristram, Maghda captured Deckard Cain and the three missing pieces of the sword. With Leah's sudden burst of power before the anguish of seeing her uncle Deckard harmed, Maghda decides to retreat.
Unable to force Deckard to coalesce the sword pieces, Maghda decides to kidnap the man that fell through the sky. Before his last breath, Cain uses the Horadrim teachnings and possibly the Horadric cube to unite the three pieces of the sword. Before him was El'druin. Deckard recognizes it as an angelic weapon. Cain died, and the hero and Leah keep moving on to rescue the kidnapped man.
After defeating the Butcher, the hero rescues the man from the cult, and hands him the sword. El'druin restores his memories and now he remembers he is Archangel Tyrael. Throughout their journey, Tyrael helps the hero, Leah and Adria the witch restore Zoltun Kulle in order to access the Black Soulstone. It is determined that it is a crucial instrument to capture the Lesser Evils.
With the defeat of Belial and Azmodan, Adria showed her true colors and betrayed Leah and Tyrael -- using the Black Soulstone and her magics to transform Leah into Diablo, the Prime Evil. Diablo opens a gateway into the High Heavens, where he brings utter chaos. Millions of angels perished, and Diablo climbed his way into the top of the Crystal Arch to defile and corrupt it.
Upon Diablo's defeat, Tyrael claims this to be the dawn of a new age for men and angels. The Crystal Arch chose Tyrael to embrace his new place as the Archangel of Wisdom, for justice had been met that day.
As time went by, Tyrael could see with mortal eyes what other angels couldn't. Corruption was flowing through the High Heavens. The Angiris Council's attitude seemed abnormal. Tyrael determined that the Black Soulstone was creating dissonance upon the High Heavens, thus, he decided to summon forth five heroes of Sanctuary and the new Horadrim to stage a stealth-mission to steal the Black Soulstone from the High Heavens (Read Diablo III: Storm of Light).
These are the voice over quotes repeated by Tyrael when the player clicks on him multiple times. Here is a transcript courtesy of Cemotucu. (Thank you)
"What do you need?"
"I'm sorry, did you say something? I was busy thinking about justice."
"Be warned mortal, you never know what your curiosity might unleash."
"FOOL! You have just ensured the doom of this world. You cannot even begin to imagine what you set in motion this day. (Evil laugh shifting to funny laugh) I'm kidding! I like to say things like that."
"Just because I'm an immortal doesn't mean I want to wait around forever."
"If I had a face, I'd be glaring at you, right now."
"In heaven, everything is fine."
"You can always tell an angel is happy when their wings flutter."
"Perfect gem activated."
"You are quite proficient at clicking. Diablo III might be right up your alley."
"Every time a bell rings, a suit of armor manifests as a physical representation of an angel's wings."
Increase the Shield amount Tyrael gains from Righteousness by 25% and heal Tyrael for 130 Health if his Shield is destroyed. Does not increase the Shield amount gained by allies.
Justice for All
Increase the Shield applied to allies by Righteousness to 100% of the Shield gained by Tyrael.
Dealing damage to a Hero heals Tyrael for 13 health over 5 sec. Dealing damage resets this timer, and the heal amount stacks up to 10 times.
Reward: After gathering 30 Regeneration Globes, you also gain 500 Health.
Gain 25 Armor while El'druin's Might is active, and for 3 sec after teleporting.
Bound by Law
Increase El'druin's Might's Slow by 10%. Tyrael's Basic Attacks against enemies Slowed by El'druin's Might increase the Slow duration by 1 sec, up to 4 sec.
If Smite hits an enemy, Tyrael's Basic Attacks within the next 4 sec heal for 50% of the damage dealt.
When Tyrael's Shield from Righteousness expires or is destroyed, it deals for 224 damage to nearby enemies.
When Tyrael's Shield from Righteousness expires or is destroyed, it deals for 224 damage to nearby enemies.
Smite grants 20% more Movement Speed and also grants 25% Attack Speed for 2 sec.
After 0.75 sec, charge an enemy Hero dealing 222 damage and stunning them for 1.5 sec. Nearby enemies are knocked away and take 111 damage.
Mana: 80 Cooldown: 70 sec
After 0.5 sec create a field of holy energy that makes allied Heroes Invulnerable. Lasts 3 sec.
Mana: 75 Cooldown: 100 sec
Sword of Justice
Upon teleporting using El'druin's Might, El'druin swaps places with Tyrael, and El'druin's Might can be reactivated to teleport an additional time.
Create a ring that blocks enemies from entering the area teleported to using El'druin's Might.
Law and Order
Each enemy Hero hit by Smite reduces the cooldown of Righteousness by 1 sec. Each allied Hero Shielded by Righteousness increases the damage of the next Smite by 25%.
Tyrael's Basic Attacks reduce the cooldown of El'druin's Might by 1.5 sec.
While El'druin's Might is active, both Tyrael and El'druin deal 28 damage per sec to nearby enemies. For 3 sec after teleporting, Tyrael continues to deal this damage and the damage amount is increased by 100%.
Smite the Wicked
While El'druin's Might is active, and for 3 sec after teleporting, Smite's cooldown recharges 100% faster.
Angel of Justice
Increases the cast range of Judgment by 50%, and reduces the cooldown by 40 sec.
Increases duration of Sanctification by 1 sec and increases the damage of allies by 25%.
Defense of the Angels
Activate to gain 40 Armor for 5 sec.
Each time Righteousness's Shield absorbs damage, Defense of the Angels cooldown is reduced by 3 sec.
Cooldown: 120 sec.
Seal of El'Druin
Using a Basic Ability grants 50% Attack Speed for 3 sec.
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Abathur build used at HGC winning matches in USA, Europe and Asia. Abathur, the Evolution Master of Kerrigan’s Swarm, works ceaselessly to improve the zerg from the genetic level up. His hate for chaos and imperfection almost rivals his hatred of pronouns.
Increases the range of Symbiote's Spike Burst by 25% and decreases the cooldown by 1 sec.
Increases Locust's Health by 50% and duration by 40%.
Symbiote's Carapace heals the target for 71 Health per sec over 4 sec.
Toxic Nests deal 75% more damage over 3 sec.
Reduces the cooldown of Toxic Nest by 2 sec and adds 2 additional charges.
Increases Toxic Nest's range to global and increases duration by 25%.
Increases the Shield amount of Symbiote's Carapace by 40% and allows it to persist after Symbiote ends.
Heroic Symbiote hosts gain 25% increased Attack Speed.
Increases the damage and range of Symbiote's Stab by 20%.
Toxic Nests slow enemy Movement Speed by 40% for 2.5 sec.
Using Symbiote's Carapace also applies an untalented Carapace Shield to all nearby allied Heroes, Minions, and Mercenaries.
Activate to calldown a Mule that repairs Structures, one at a time, near target point for 40 sec, healing for 100 Health every 1 sec. Grants 1 ammo every 3 sec.
Cooldown: 60 sec.
Clone target allied Hero and control it for 20 sec. Abathur has perfected the clone, granting it 20% Spell Power, 20% bonus Attack Speed, and 10% bonus Movement Speed. Cannot use their Heroic Ability.
Cooldown: 70 sec.
Turn an allied Minion or Locust into a Monstrosity. When enemy Minions near the Monstrosity die, it gains 5% Health and 5% Basic Attack damage, stacking up to 40 times. The Monstrosity takes 50% less damage from non-Heroic enemies. Using Symbiote on the Monstrosity allows Abathur to control it, in addition to Symbiote's normal benefits. This Ability can be reactivated to automatically cast Symbiote on his Monstrosity.
Cooldown: 90 sec.
Locust Basic Attacks cleave for 50% damage and explode on death for 106 damage.
Locust's Basic Attacks become a long-range siege attack that deal 70% more damage.
Symbiote's Stab gains 1 additional charge and its Cooldown is reduced by .5 sec.
Symbiote's Spike Burst heals the host for 67 Health per enemy Hero hit.
Abathur's Symbiote's Spike Burst also slows enemy Movement Speed by 40% for 2 sec.
Symbiote's Carapace increases the Movement Speed of the target by 40% for 3.5 sec.
Activate to spawn 3 Locusts at a nearby location.
Cooldown: 45 sec.
Ultimate Evolution clones and Monstrosities deal 142 damage to nearby enemies every 3 sec and when they die.
As long as the Ultimate Evolution is alive, the original target of the clone gains a Shield equal to 25% of their max Health. Refreshes every 5 sec.
Monstrosity gains the ability to Deep Tunnel to any visible location once every 25 sec.
Symbiote creates an additional Symbiote on a nearby allied Hero. This symbiote mimics the commands of the first, but does half damage and shielding.
Activate to create a nest that periodically spawns Locusts. Only one Locust Nest can be active at a time.
From their conception, the zerg have been driven to pursue the perfection of their race through merciless, predatory evolution. If the Overmind has been the force behind this directive, the being known as Abathur was born as the instrument of its will.
Abathur is an old organism, long serving as an “evolution master” – a guiding hand spinning the strands of zerg DNA into mutations of existing zerg and entirely new strains. Left to its own devices, Abathur’s approach to evolving the Swarm is unorthodox: consuming living tissue, and dissolving it into genetic components able to be quickly reassembled (often painfully).
Abathur’s methods are far from the only means of evolving the Swarm, but the creature has refined them over years of wanderlust following the death of the original zerg Overmind. During its time on Char, the detached, meticulous Abathur modified any zerg it stumbled across, and grew fixated on diversifying the Swarm.
As much as a hive creature can, Abathur sees itself as personally responsible for the continuation of the zerg. It undertakes each experiment as though the survival of the species depended on it alone, and tolerates no evolutionary backstep. Abathur will push the swarm forward…and change it utterly in the attempt.
Abathur is one of the heroes introduced in StarCraft II: Heart of the Swarm. His main function in the Swarm is to dissect, gene-splice and genegineer advanced upgrades for the different Zerg units. He was formerly created by the Zerg Overmind in planet Zerus to evolve the zerg DNA strains and those of the races assimilated into the zerg.
In Heroes of the Storm, Abathur plays a very intriguing and innovative role. Abathur is a support character where the player doesn't fight directly one-on-one against other players. Abathur can teleport to various explored locations throughout the map to assist other friendly team players with special buffs and abilities.
"Must evolve. Swarm not good enough. Not."
"Perfection. Deep in the core. In strands."
"Teammates. Much to improve. Reanimated tissue. Humanoid-beast hybrids. Inefficient. Unacceptable."
"Work harder. Better. Make faster. Stronger. Evolution never over."
"Perfection. Goal that always changes. Can pursue, cannot obtain. Similar to Ashbringer."
"Anger. Product of stress. Adrenaline. Clicking. No clicking, no anger."
"Design must be simple. Elegant. Implementation, less so. Sequences must change. Intent static, product fluid. Always can improve. Stressers reveal flaws. Flaws reveal potential. Always improving. Good."
"If evolution product of design, is evolution... evolution? Hmm. Line of thought not productive. Hmm."
"Abilities of organism Abathur well-designed for Alpha. Likely to change. Entity Blizzard notorious for iteration."
Tassadar is a protoss of the Templar caste who oversaw and protected the lesser races, or executed them when required or commanded to do so.
His fascination for the Terran race was absolute, even leading him to disobey extreme orders from Aldaris and the protoss conclave.
Tassadar set flame to planet Mar Sara in order to purify it from the zerg infestation.
After desobeying a direct order from the conclave, Tassadar went rogue and befriended ex-Marshal Jim Raynor and the dark templar Zeratul.
Although, the dark templar were perceived as heretics by the templars, Tassadar listened to Zeratul’s side of the story, and even learned the way of the dark templar.
Using his new found hybrid philosophies of both sides of the templar, Tassadar sacrificed by concentrating all of his psionic might against the zerg Overmind.
Tassadar claimed he hasn’t tasted death nor will he, meaning he has trascended the mortal realm into a mysterious psionic or ethereal state — communicating from the beyond.
Tassadar communicated with Zeratul at the site of the Overmind’s demise in planet Aiur to reveal the Overmind’s master plan and warned him of impending doom with the rise of the hybrids. That Kerrigan was the Overmind’s way to prevent the coming oblivion to be caused by the dark voice: Amon. (as seen in StarCraft II: Wings of Liberty).
Tassadar is one of the playable characters is Heroes of the Storm. He plays a Support / Ranged role.
Shields target ally, absorbing 240 damage before breaking. Lasts for 8 seconds.
Deals 34 damage per second to enemies in target area and slows attack and movement speeds by 35%. Lasts 4 seconds.
Tassadar becomes invulnerable and invisible to enemies. Lasts for 2 seconds.
Greatly increases Tassadar's vision radius and allows him to detect enemy Heroes. Lasts for 7 seconds.
Illidan build used at HGC winning matches in USA, Europe, and Asia. Illidan hails from Warcraft III: Reign of Chaos, Warcraft III: The Frozen Throne, World of Warcraft: The Burning Crusade, and World of Warcraft: Legion. In Heroes of the Storm, Illidan is a melee assassin with sustained attacks and cunning. Beware his 10,000 years of hatred. No seriously. Watch over your shoulder at all times.
Dive at the target, dealing 69 damage and flipping to the other side of the target.
Cooldown: 6 sec
Dash towards target point, dealing 124 damage to enemies along the way. Hitting an enemy increases Illidan's Basic Attack damage by 35% for 3 sec.
Cooldown: 8 sec
Sweeping Strike (E)
Evade enemy Basic Attacks for 2.5 sec.
Cooldown: 15 sec
Betrayer's Thirst (Trait)
Basic Attacks heal for 30% of damage dealt and reduce Ability cooldowns by 1 sec.
Illidan Stormrage, the first Demon Hunter, betrayed his people by creating a new well of eternity after the demonic invasion of Azeroth. Now Illidan lords over the realm of Outland slaughtering unsuitably prepared Heroes who venture in to his domain.
Marks his targets by using his abilities. Attacks against marked targets to reduce his cooldowns. Moves quickly to pursue his foes.
Store Cost: 500 | 4000
Role: Melee Assassin
Difficulty: Very Hard
Illidan Stormrage is the twin brother of Malfurion Stormrage. While his brother learned the ways of the Druid with the demi-god Cenarius, Illidan delved into the arcane magics taught by Queen Azshara's Highborne.
During the Aftermath of the War of the Ancients, ten-thousand-years-ago, Illidan took samples of the Well of Eternity before it imploded. Two of the seven vials were dropped into the lake at the top of Mount Hyjal. Malfurion and his people caught Illidan in the act, and punished him severely by imprisoning him in the depths of Mount Hyjal guarded by Warden Maiev.
His hatred, ambition and addiction for arcane magic was not quenched in ten milennia. Tyrande freed Illidan from his prison in order to save what remained of the Night Elf civilization and all of Azeroth. Illidan defeated Tichondrius the Dreadlord and consumed the Skull of Guldan to empower himself with Fel Magic, transforming into a demon-hybrid. Runes, Horns, hoofs and bat-winged limbs marked his body.
Illidan nearly toppled the Lich King with the earthquake assault upon Northrend with the use of the Eye of Sargeras, and ultimately lost before Arthas the Death Knight. Leaking his wounds, Illidan rallied his new allies: Lady Vashj and her naga forces, and Kael'Thas Sunstrider and his blood elves. They traveled to Outland where they decimated the Burning Legion agents with the help of the Draenei; and sealed the seven portals throughout Outland.
As lord of Outland, Illidan ruled with an iron fist, but ultimately got defeated by heroes from Azeroth with the assistance of their allies: the Naaru, the Aldor, the Scryers, Akama and Maiev.
In Heroes of the Storm, Illidan is a force to be reckoned with. His skills in battle make him one of the most feared contenders to fight against with.
Today, community manager Kevin “Cloaken” Johnson interviewed Dustin Browder and Kaeo Milker to talk more about Heroes of the Storm.
The team is happy with the current four maps shown at BlizzCon. Dragonshire is back in the pipe for some polishing. The next few weeks will be focused on working intensely on the Heroes and their user experience. Afterwards, the team will explore about making more maps.
However, they won’t go too crazy with the number of maps, and prefer to have some of the core battlegrounds and maps they have shown so far ready for an upcoming alpha and beta testing.
Dustin Browder, Kaeo Milker and Kevin Johnson will be live on Wednesday, January 22 at 11am PST answering questions from the community. Folow the links below, and submit questions via Twitter using the hashtag #HeroesQA
Spread the word with friends!
It’s been a few weeks since our first Live Q&A session and the Heroes of the Storm development team is eager to get back on stream to share more information about the game with you. Whether you’ve had the chance to check out last month’s episode or not, we’re sure you’ve still got a ton of questions about Heroes — and we’ve got a ton of answers.
Join us at Twitch.tv/BlizzHeroes for our second live Heroes of the Storm Q&A panel on Wednesday, January 22 to get your questions answered. The show will kick off at 11:00 a.m. PST and features the following members of the Heroes development team:
Dustin Browder, Game Director
Kaeo Milker, Senior Game Producer
Kevin Johnson, Senior Manager, Community Development
But wait, there’s more! Immediately following the conclusion of the Q&A session, Dustin Browder will be joined by none other than Sean ‘Day’ Plott in order to commentate a Heroes of the Storm showmatch played live on-stream.
We’d love to hear all of your most burning questions about Heroes, so be sure to tweet them to @BlizzHeroes now using #HeroesQA and we’ll get to as many as possible during the broadcast. We hope you’ll tune in, because this week’s show is going to be an absolute blast.
Welcome to the Heroes of the Storm Overview panel. Your panelists are: Dustin Browder (game director), Alan Dabiri (lead software engineer), Sam Didier (art director), and Chris Sigaty (production director).
Browder: Hello BlizzCon. This is kind of a dream panel for me here. These are all the guys that I hang out in the office with all the time. We play board games together, we play “Dungeons and Dragons” together, so I get a chance to come up on the stage and talk about the game we have been working on for the last couple of the years is an absolute blast. We got Alan Dabiri, lead software engineer, we have got, Samwise Didier here art director, and we got Chris Sigaty, production director.
Alright, we are gonna talk to a little bit about what we are working on for “Heroes of the Storm”. So Heroes of the Storm is a lot of different things. It is a big game, we have been working on for a long time, but I am gonna try to boil it down to some sort of key points for you guys.
It’s about getting these Blizzard heroes into the game. It’s about trying to create an environment, where we can bring all of the heroes from all of our worlds, into one single amazing game.
It’s about fun with friends, and this seems kind of obvious, I guess; but it’s about playing with your buddies. This is a team game. We want to focus it on team work, and working together as a group and it’s about these battlegrounds, these new ways to play games of this genre. New challenges, new strategies and new tactics. And of course, for us it’s about paying homage to the amazing Blizzard community.
They really helped to create and to invent this entire genre of games. So I don’t know what you guys think, like for me it really seemed like everything really exploded when Warcraft III, came on the scene.
We had some really great stuff of course in Brood Wars, and even before, but Warcraft III is, it seemed like everything just really took off.
Dota 2 is complicated. It doesn’t have a learning curve so much as a learning wall. The volume of information to memorize and master is immense and intimidating: the multitude of hero builds, items, crafting, ward locations, creep respawn timers, rune types and timers, the hundreds of hero powers and status effects that can change them. Factor in team fight tactics, lane strategies, and meta game organization and the game has moved from complex to daunting, even unwieldy. That’s just the knowledge required to play, not the mechanical skill required from the player like last hitting, hero ability timing, and map awareness. I’ve put more 500 hours into Dota 2, and about as many in the original, and I’m passable with a few heroes.
I wasn’t sure what to expect with Heroes of the Storm so in my first game at BlizzCon I dropped my expectations. Whatever I played was whatever I was going to judge the game on. I’ve read the briefs from Blizzard, watched the videos, but I wanted to go in as open as possible. I did, I think. Over the course of the two day Blizzard celebration I spent about 4 hours with Heroes of the Storm and played 6 games with different heroes each time. My time certainly wasn’t wasted. Heroes is fun, but that’s almost unnecessary to say as a fan of MOBAs. It’s got the standard trappings – lanes, heroes, pushing, and frantic team fighting – but Heroes does a few things differently.
First, there are no items (and no gold!). None. At all. No health potions, no tangos, no town portal scrolls. Your hero has a town portal ability that recharges. I don’t miss the items. They serve a purpose in other MOBAs but items usually come with the baggage of being boring most of the time. They improve stats or damage, rarely adding powers or altering the ones a hero has. It’s easy to be crippled by missing an item or two because you’re not attacking as fast as you should be. The lack of items means the hero powers improve significantly on their own or via talents. It’s a simple system that leaves more cognitive power for fighting and less for GPM and shopping.
No last hitting. This isn’t unique to Heroes, *cough*League of Legends*cough*, but it’s not common either. Last hitting is usually the sign of a precise, skilled player in Dota. It’s how you earn most of your gold. With no gold to gather, last hitting has gone out the window. I don’t mind it in Dota but I didn’t miss it here.
Shared XP. Not reduced XP when another hero is close by, but even, shared XP for all heroes. Everyone levels at the same time. Your carries won’t be 22 while your support are struggling at 10. The even power curve makes everyone solid in a team fight – no Crystal Maiden syndrome.
Mounts! What’s a Blizzard game without animals you can sit on? Mounts do exactly what you’d expect – they help the heroes move faster. Easier grouping, more team fights. Everyone wins, except those that die.
The differences Heroes has from the other MOBAs reflect the game’s thesis: it’s about the hero punching, plain and simple. There are creep waves and towers and forts but Heroes wants you and your friends to square off against 5 opponents and beat each other silly. It succeeds on that goal – no one I spoke with didn’t enjoy their time with Heroes and want more.
So who were the heroes I played?
Falstad and Nova from the Assassins, Sonya from the Warriors, Malfurion and Uther from Support, and Abathur from the Specialists type. The highlights:
I enjoyed Malfurion the most but that’s because I’m biased – I love playing support and looking like a weirdo. He heals well, roots, and silences.
Uther heals well, gives his buddies invulnerability through Divine Shield, and can stun. Like any paladin, he’s sort of a frustration to counter but rewarding to play.
Nova is a sniper. Chances are that if she shot you, you’re not going to live very long. She hits hard, summons an annoying clone, and can call a nuclear strike. It’s as great as it sounds.
Abathur is…different. He’s interesting. He’s a mix of Lifestealer and Wisp which makes him absolutely terrible to fight against. He’s rated “Very Hard” to play and it shows.
It’s not that Falstad isn’t fun, it’s that the others were much more fun. I really liked flying over the jungle and descending on enemies as a hammer throwing alcoholic.
Sonya didn’t feel particularly special. Her abilities are simple and straight forward, as one would expect a barbarian would be. Maybe for the carries out there that like fighting and fighting and fighting (any Alchemist fans?) but she was the lull in my hero selection.
Heroes is a fun game so far. I want to play more. Boy do I want to play more. Hint hint, community reps. It’s got some room to grow and I look forward to watching (and hopefully playing) as it does so.