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Math of the Storm: Patch 28.2

Hi there, ChaosOS again. Today’s patch note analysis examines the 10/11 balance patch. The big winner of this patch is Johanna, who got monster buffs, while Morales, Ana, and Stukov all saw significant nerfs.

Spreadsheet of the week can be found here here

 

Genji

TL;DR Level 20 Dragonblade is slightly less insane

Changes

Talents

Level 20

The Dragon Becomes Me (R)

Duration increase per swing reduced from 1 to .75 seconds
 

Analysis

This 25% nerf will minorly tone down a late game Genji’s ability to single handedly annihilate an enemy team. Each swing has a 1 second cooldown, so slashing at a single enemy hero will no longer allow for infinite dragonblade, “only” allowing for 32 seconds. The Dragon Becomes Me continues to be a very powerful talent, but now it is more likely that disengaging from Dragonblade is possible

 

Kel’thuzad

TL;DR Buffs to weak level 10 and level 13 talents

Change 1

Abilities

Frost Blast (R)

Cooldown reduced from 80 to 70 seconds

Mana cost reduced from 70 to 60

 

Analysis

Frost Blast continues to be the lesser picked ultimate, because Kel’thuzads currently build to maximise combo damage. Dropping the cooldown to 70 seconds from 80 seconds (a 12.5% reduction) allows it to be a reliable initiator, although the slow speed of the projectile relative to other initiating spells like Johanna’s Blessed Shield may continue to inhibit its ability to initiate anywhere in enemy territory.
 

Change 2

Talents

Level 4

Strip Shields (E)

Shield amount increased from 112 to 120

 

Analysis

Strip Shields sees a minor 7% buff to the self shields it provides. Because these shields are per enemy hero hit by Chains of Kel’thuzad, so at level 20 (hitting two heroes) Strip Shields will prevent an additional 35 points of damage. Ultimately though, the primary value of Strip Shields comes from the damage bonus against enemy shields.

 

Change 3

Talents

Level 13

Icy Grasp (W)

Increased slow duration from 1.5 to 2 seconds

Chain-Link (E)

Additional functionality: Also refunds the Mana cost of Chains of Kel’Thuzad

 

Analysis

The buffs are trying to even out the level 13 talent tier for Kel’thuzad as Chains of Ice currently dominates the tier. Icy Grasp now buffs the slow on Frost Nova to 4.5 seconds rather than 4 seconds. With the level 1 W talent, Icy Grasp improves the aftereffect slow from 1 to 3 seconds, taking away an additional ~3m of movement over the duration.
 

Chain Link is minorly improved, refunding 50 mana to offset the reduced cooldown.

 

Lunara

TL;DR “A book on the Lunara Changes”. Not technically QoL but damn close 

Changes

Abilities

Wisp (E)

Move cooldown reduced from 5 to 1 seconds

Number of attacks required to kill the Wisp increased from 1 to 2

 

Analysis

Whooo boy this is a HUGE change. Wisp is now insanely more mobile, able to *actively scout* and potentially live rather than be told to check a bush, realize that enemies are in the bush, then let them ponder their existence before Lunara could tell the wisp to GTFO. Oh, and taking 2 hits rather than 1 makes it much less vulnerable to random poke and AOE. Furthermore, Dividing Wisp allows for powerful fort dives, letting Wisp tank 4 entire fort shots.

 

Happy yet /u/Beg_For_Mercy ?

 

Malthael

TL;DR Soul Collector 100% of the time at 16, Malthael nerfed vs. Immortals
 

Changes

Abilities

Reaper’s Mark (Trait)

Damage reduced from 2.25 to 2% of enemy Hero maximum Health

 

Analysis

In terms of text to impact ratio for this patch, the Malthael change takes the cake. First,Reaper’s Mark damage alone is reduced by 11%. Second, Memento Mori is indirectly nerfed from adding 1.8% damage to adding 1.6%, for a total of 3.6% rather than 4.05%. This should solidly shift the level 16 talent choice from Memento Mori to Soul Collector. Soul Collector adds 33% output from Q resulting in +16.67 DPS and +7.33 HPS, while also increasing the range of Q. By comparison Memento Mori does more DPS against any target with more than 1041.7 base HP, which constitutes the entire cast minus Abathur, Murky, and Eric. However, the added damage gap is close enough that the added healing and range from Soul Collector are likely superior to whatever added damage Memento Mori has, not to mention the 4 second delay on Memento Mori kicking in. A number of Malthaels have been picking Inevitable End, which has anti-synergy with Memento Mori because it resets the 4s timer.

As for Malthael’s Immortal racing capability, the nerf to Reaper’s Mark severely diminishes his Immortal DPS. Malthael’s passive is now worth 73 base DPS (down from 82.125), his AAs are worth 106.36 DPS, and his Q is worth 50 DPS. Thus, the nerf constitutes an overall nerf from 238.5 DPS to 229.4 DPS, or a ~4% overall nerf. For a Malthael that is just poking with E, the 11% nerf to Reaper’s mark applies.

 

Abathur

TL;DR Nerf to competitive viability

Changes

Abilities

Spike Burst (W)

Damage increased from 116 to 120

Ultimate Evolution (R)

Cooldown from increased 50 to 70 seconds

 

Analysis

The 3.4% buff to Spike Burst’s makes the hat talents slightly more preferable, but the nerf to Ultimate Evolution on balance outweighs this small buff. Part of the strength of Ultimate Evolution is it had such a short downtime enemy teams could never exploit Abathur’s lack of a “real” body, meaning Abathur’s team was in some sense fighting a 5.5v5. With 70 seconds of downtime (The Ultimate Evolution CD starts when the previous clone dies), team’s playing against an Abathur composition should be able to initiate a fight before the next clone is available. If a clone is unable to suicide before the end of its 20 second duration, the total cooldown went up from 70 seconds to 90, a significant nerf in relation to powerful initiation and teamfight ultimates.
 

Nazeebo

TL;DR Squishier early, much tankier late if keeping up with stacks. Big Voodoo must take. Damage is nerfed.
 

Before I go into detail, I’d like to mention that Nazeebo received stealth buffs last month to Toads of Hugeness and Soul Harvest. These stealth buffs caused most Nazeebos at the top levels to move from spider build to toad build.

Change 1

Stats

Health reduced from 1638 to 1502

Health Regeneration reduced from 3.4125 to 3.1291

 

Abilities

Voodoo Ritual (Trait)

Health per stack of Voodoo Ritual increased from 4 to 6

 

Analysis

The developer notes indicate that they are trying to shift more of Nazeebo’s power from his base HP to his passive. The break even at level 1 is 67 stacks, while the break even at level 20 is 147 stacks. With Big Voodoo these numbers are halved, to 33.5 and 73.5 respectively. In terms of Nazeebo’s level 4 tier, Big Voodoo is now much stronger than the alternatives and is a must pick.

 

Change 2

Abilities

Corpse Spiders (Q)

Damage increased from 35 to 36

Plague of Toads (E)

Damage reduced from 20 to 18

 

Talents

Level 16

Spider Colony (Q)

New functionality:

Every time a Corpse Spider attacks an enemy Hero, reduce the cooldown of Wall of Zombies and Plague of Toads by .25 seconds

 

Analysis

This is Blizzard’s attempt to diversify Nazeebo’s builds from just selecting all of the talents that have the same icon. Corpse Spiders sees a 2.8% damage buff and Plague of Toads sees a 10% damage nerf. The total damage for Corpse Spiders was buffed from 50 impact + 420 Corpse Spider damage (140 per Corpse Spider) to 432 Corpse Spider damage (144 per Corpse Spider). Plague of Toads now does 126 damage over 6 seconds per Toad, down from 140. Shotgunning with 3 Toads now does 378 damage, down from 420.

 

These changes affect the incentives for Nazeebo’s talents.

Level 1

Widowmaker buffed Corpse Spiders now do 187.2 total damage, up from 182.

Shotgunning with 5 Toads (from Pandemic) now does 630 damage, down from 700.

 

Level 7

The extra two Corpse Spiders from Spirit of Arachyr benefits from the buff, now doing 288 total damage up from 280.

Toads of Hugeness suffers from the nerf, now doing 252 damage per Toad after the fourth hop, down from 280. (126 added damage down from 140)

 

Level 16

The primary change, Spider Colony provides 1 second of CD reduction for Wall of Zombies and Plague of Toads per Corpse Spider, meaning 3 seconds of CDR base and 5 seconds of CDR with Spirit of Arachyr. Spider Colony reduces the cooldown of Zombie Wall to 10 seconds and Plague of Toads to 5 seconds, or 8 seconds and 3 seconds with Spirit of Arachyr. Comparatively, Spider Colony before the patch reduced the cooldown of Corpse Spiders to 4.5s

 

Change 3

Abilities

Ravenous Spirit (R)

Cast range increased by 1

 

Analysis

Ravenous Spirit’s cast range is buffed from 9 to 10, an 11% increase. The added range is not a significant power increase, but is a small tune up to help even out the gap between Ravenous Spirit and Gargantuan.

 

Change 4

Talents

Level 13

Superstition (Passive)

New functionality:

Gain 40 Spell Armor, taking 40% less damage from Abilities.  Basic Attacks from enemy Heroes remove this bonus for 3 seconds

 

Analysis

The new functionality is a significant change to when Superstition is a good choice. The Spell Armor remains the same at 40, but rather than a draft level choice of -30 Physical Armor, the enemy team can counterplay with basic attacks. Superstition remains powerful at mitigating poke, and instead provides a gameplay incentive of diving the Nazeebo to make him more vulnerable to spells.

 

Probius

TL;DR Minor but relevant buffs

 

Changes

Abilities

Warp in Pylon (D)

Health increased from 380 to 400

Talents

Level 1

Gather Minerals (Passive)

Damage bonus increased from 25 to 35%

Level 13

Shield Battery (D)

Shield duration after leaving Pylon field reduced from 4 to 2 seconds

Shield amount increased from 12 to 14

 

Analysis

Pylon HP went up by ~5%, which helps alleviate the loss of shields on Pylon Overcharge from the 6/28 balance patch that sent Probius down into the trash tiers.

Gather Minerals now adds 36.75 DPS to Photon Cannons, up from 26.25 DPS. This buff seems a bit odd since many Probius already select Gather Minerals, but it probably comes from some winrate analysis on his level 1 tier.

The shields on Shield Battery stack up to 8 times, and applies every 2 seconds. Thus, the max shield went up to 112 from 96, and the SPS (Shields Per Second) went up to 28 from 24.

 

Zagara

TL;DR Health nerfs suck

 

Changes

Stats

Base Maximum Health reduced from 1643 to 1575

Health regen reduced from 3.4 to 3.3

Abilities

Devouring Maw (R)

Cooldown reduced from 100 to 80 seconds

 

Analysis

Zagara ate a 4% HP nerf, which should weaken her winrate at all levels of play. The Devouring Maw buff is an incentive to coordinated play, as comms enable a lot of powerful combos from Devouring Maw.

 

Ana

TL;DR Overdose nerf is huge, may drop Ana from “Semi-viable” to “Not viable”
 

Change 1

Stats

Basic Attack Damage increased from 30 to 33

 

Analysis

10% base damage buff will help a small amount, but most of Ana’s damage will continue to come from her passive, Shrike.

 

Change 2

Talents

Level 4

Overdose (Passive)

Adjusted functionality:

No longer applies to Biotic Grenade

Sleep Dart now applies 3 Doses to targets hit

 

Analysis

Overdose was by far the strongest talent on Ana’s level 4 tier, over doubling the wave clear power of her grenade and strongly enabling her dose talents “Mind Numbing Agent” and “Concentrated Doses”. Now Air Strike and Aim Down Sights look much more competitive at 4, similarly Temporary Blindness and Debilitating Dart will be much more powerful now that it is harder and riskier to apply dose stacks to enemy backliners, whereas before simply chucking a grenade into the enemy backline could drop spell damage and healing output by 30% for 5 seconds.

 

Brightwing

TL;DR Noticeable but small nerfs

Change 1

Abilities

Pixie Dust (E)

Spell Armor reduced from 30 to 25

 

Analysis

Pixie dust now provides 33% extra EHP against spell damage, down from 42% extra EHP.. In other words, heroes now take 7% more damage from spells while benefiting from Pixie Dust.

 

Change 2

Abilities

Emerald Wind (R)

Soothing Mist bonus healing amount reduced from 8 to 5%

 

Analysis

Emerald Wind now buffs the healing from Soothing Mist to 120.75, down from 124.2. Overall this is a small nerf that helps even out the gap between Emerald Wind and Blink Heal, which is why this passive was originally introduced.

 

Change 3

Talents

Level 7

Phase Shield (Z)

Shield amount reduced from 400 to 350

 

Analysis

Since Phase Shield was buffed to apply to Brightwing and her target Z build has absolutely dominated. Nerfing the shielding by 12.25%, from 800 total to 700 total, is a major nerf, but easily justified given the long duration of 10 seconds not providing any of the normal counterplay to shields of just waiting them out.
 

Kharazim

TL;DR Transcendence better, Insight much better

Change 1

Talents

Level 1

Transcendence (Trait)

Healing increased from 96 to 103 per 3 Basic Attacks

 

Analysis

Transcendence sees a 7.2% buff to its healing output, increasing from 64 HPS to 68.67 HPS base, or from 128 HPS to 137.33 during Deadly Reach.
 

Change 2

Talents

Level 1

Insight (Trait)

Cooldown reduction increased from 1.5 to 1.75 seconds per 3 Basic Attacks

 

Analysis

Previously, when Insight was buffed, I concluded that the new Insight reduced the cooldown of Breath of Heaven (W) to 4 seconds and Deadly Reach to 4.5 seconds, assuming continuous basic attacks. Now, Breath of Heaven’s cooldown is reduced to 3.5 seconds, and Deadly Reach to 4 seconds. This improves Deadly Reach uptime from 44% to 50%. While both abilities have a cooldown of 10 seconds, Deadly Reach does not start its cooldown until Kharazim’s next basic attack, which always adds half a second to the cooldown. Leading with Radiant fists is irrelevant, as Blazing fists is essentially a basic attack that first jumps to the target. 

With Blazing Fists (and insight quest completed) at level 7, the cooldown of Deadly Fists drops from 3.5s pre-patch to 3s post-patch. This improves uptime from 57% to 66.7%. In relation to the base Deadly Reach cooldown, Blazing fists is now a stronger improvement of uptime.

With Way of a Hundred Fists, the flurry of 6 basic attacks now provides 3.5s of CDR rather than 3, effectively reducing the CD of Radiant Dash from 9s to 8.5s.

 

Lt. Morales

TL;DR Easier to dive, Grenade build nerfed hard 

Change 1

Stats

Base Maximum Health reduced from 1605 to 1550

Health regen reduced from 3.34 to 3.23

 

Analysis 

The Kel’thuzad balance patch buffed Morales from 1528 HP to 1605, with the balance patch now bringing her down to 1550. This is a 3.4% nerf to Lt. Morales’ HP, which should make her more vulnerable to dive. Furthermore, this nerfs the self-healing from her passive from 32.1 HPS to 31 HPS.

 

Change 2

Talents

Level 1

Clear (E)

Cooldown Reduction from first quest unlock reduced from 4 to 3 seconds

Level 4

Blast Shield (E)

Shield amount reduced from 8 to 6% of maximum Health

Level 13

Second Opinion (E)

Cooldown reduction for hitting 2 Heroes increased from 1 to 2 seconds

 

Analysis 

Grenade build got hit hard by the nerf bat with these changes. In sum, Grenade CD went from 8 to 9 seconds, the Blast Shield was nerfed directly and indirectly by the base HP nerf, going from 128.4 to 93, a 27.6% nerf. On top of this the cooldown with Second Opinion doubled, reducing some of Second Opinion’s ridiculous power to pump out grenades in crowded teamfights. Given that these talents all synergized heavily, I expect most players to shift to a less linear build ft. Caduceus Feedback at level 1.

 

Stukov 

TL;DR Waiting on dev notes because Stukov got WRECKED 

Change 1

Stats

Health reduced from 1682 to 1590

Health regen reduced from 3.5 to 3.3

 

Analysis

Stukov sees a 5.5% cut to his base HP, a major nerf on its own. This makes Stukov significantly more vulnerable to dive and direct pressure, exacerbating his current weaknesses.

 

Change 2

Abilities

Healing Pathogen (Q)

Heal amount reduced from 40 to 37

 

Analysis

Healing Pathogen sees a 7.5% nerf, reducing the total healing from 240 to 222. This is a significant nerf to Stukov’s sustained healing output.

 

Change 3

Talents

Level 1

Spine Launcher (Passive)

Damage reduction increased from 30 to 40%

Poppin Pustules (D)

Added functionality:

Now increases the final damage of Weighted Pustule by 50%

 

Analysis

Spine Launcher sees a 14.3% nerf to its damage output, from 183.4 damage every 1.5 seconds to 157.2 damage every 1.5 seconds. This is still a net buff from release Spine Launcher, which had a 50% damage reduction. 

Poppin Pustules now adds 40 damage to the end of Weighted Pustule, whether that’s from the duration running its course or being ended early by a Bio-Kill Switch. This should help tide the talent over until the “10 detonations without dying” quest is completed and Stukov gains the benefit of the 4.5m radius explosion. Regardless, this added damage is so low that it is unlikely to allow Poppin’ Pustules to overtake any of Stukov’s other level 1 talents.

 

Change 4

Talents

Level 16

Superstrain (Q)

Added functionality:

Now also applies to targets who are Rooted while under the effect of Healing Pathogen

Universal Carrier (Q)

Heal reduction decreased from 60 to 50%

Eye Infection (W)

Removed

 

Analysis

Superstrain sees a neat buff, now applying to Roots and Stuns rather than just Stuns. This should increase the number of games it is a relevant talent consideration, given the dominance of Pox Populi on this tier. The 250 health continues to be the best healing on the tier if Stukov’s allies are being CC’d and the heal is activated.

Speaking of Pox Populi, the talent saw a slight nerf with the base Healing Pathogen Nerf, going from adding 160 healing over 3 seconds to adding 148 over 3 seconds.

Universal Carrier sees a net buff from 16 per tick to 18.5 per tick, accounting both for this change and the base Healing Pathogen change. Universal Carrier provides a permanent 21.1 HPS as long as Stukov continues to spread his Healing Pathogen, while the base Healing Pathogen provides 22.2 HPS. Thus, Universal Carrier continues to be a downgrade relative to not picking any talent at all, unless Stukov is somehow exploiting the additional uptime with talents like Targeted Excision. The reality is that it’s simply preferable to pick either Superstrain or Pox Populi rather than Universal Carrier, as “maximising” Targeted Excision is simply too much work for realistic gameplay.

The removal of Eye Infection is a proper pruning of Stukov’s talent tree, as it was a talent that not only did not really make sense on the tier but also was just bad compared to other talents on the tier.

 

D.Va

TL;DR Rush-down makes D.Va faster than Pale Horse Malthael for rotations

Change 1

Talents

Level 1

Rush-down (Q)

Cooldown reduction for dealing or taking damage increased from 5 to 7 seconds

Crash Course (Q)

Number of Heroes hit to complete Quest reduced from 25 to 20

Pro Moves (Passive)

Duration of the Movement Speed bonus increased from 1.25 to 1.5 seconds

 

Analysis

Rush down now provides a dramatic boost to D.Va’s mobility, reducing the cooldown from 4 to 2 seconds when D.Va is crossing the map. This improves Boosters uptime from 33% to 50%. Base D.Va mobility averages out to 110.5% of base hero MS, or ~4.86 m/s. Pre-patch Rush Down raised this to 131.7%, or 5.79 m/s. Post-patch Rush Down averages out to 155.0%, or 6.82 m/s. Given the historical nerfs to Hit the Nitrous and D.va’s baseline rotational woes, Rush-Down seems to be an outstanding talent on this tier by boosting her rotation speed by 40%.

Crash Course dropping the requirements by 20% should help make it a more competitive talent, giving earlier access to the in-combat CDR provided.

Pro Moves was already a solid talent for improving D.Va’s mobility in fights, and increasing the duration of the MS bonus will mean she can consistently stay speedy and engaged. Each stack falls off individually, so the time for max stacks to totally drop off goes from 18.75s to 22.5s. This doesn’t create a significant difference in D.Va’s movement while she runs from a flight and the stacks fall off, but it does mean that temporary disengagements won’t cause as significant drop off in stacks.

 

Change 2

Talents

Level 4

Diverting Power (W)

Movement Speed penalty reduced from 50 to 30%

Level 7

Nuclear Option (E)

Damage bonus increased from 50 to 70%

Level 20

Stop and Pop (R)

Damage bonus increased from 150 to 200%

Concussive Pulse (Active)

Cooldown reduced from 8 to 7 seconds

 

Analysis

To start, Diverting Power has seen quite the journey of buffs. Starting off as a self root on D.Va release, this talent was upgraded to a 50% speed penalty in early august. Now the talent is down to only a 30% self slow. To properly evaluate the talent, it is important to understand that the slow from Diverting Power is additive with D.Va’s base 15% self slow while in Mech form. Thus, D.Va’s MS while using Defense Matrix has been improved from 35% to 55%, a 57% increase. Relative to her base MS, Diverting Power is buffed from a 59% self slow to a 35% self slow.

As for Nuclear Option, first one must understand how D.Va’s Self Destruct does damage. Self Destruct has 3 radii; Enemies within 4m take 1200 damage, enemies within 7m take 800 damage, and enemies within 10m take 400 damage. Nuclear option buffs the innermost ring to 2040 base damage, up from 1800. The middle ring was buffed to 1360 damage, up from 1200. The outer ring was buffed to 680 damage, up from 600. One thing to note is that Nuclear Option's bonus damage is additive with the -50% structure damage, so Nuclear Option increases Self Destruct's damage against buildings by 140%

Stop and Pop now adds 120 damage to each stomp, up from 90. This adds up to 960 bonus damage on a single target, up from 720.

Concussive Pulse sees a small buff, potentially allowing it to save pilot D.Va’s that otherwise would have died waiting for the CD of Concussive Pulse.

 

Garrosh

TL;DR Retuning 20 upgrade given previous base ult buffs

Change 

Talents

Level 20

Death Wish (R)

No longer increases the duration of Warlord’s Challenge

 

Analysis

Death Wish no longer giving bonus duration was necessary given the baseline buff to Warlord’s Change, as a 2.5 second AOE taunt was too strong. However, now Death Wish only provides a semi-reset if an enemy hero dies during the 2s taunt, which is on the weak side for a level 20 talent.

 

Johanna 

TL;DR Gigantic buffs 

Change 1

Stats

Base Maximum Health increased from 2179 to 2350

Health regen increased from 4.5 to 4.9

 

Analysis 

Johanna enjoys a whopping 7.8% health buff with this patch, a change which is amplified by Johanna’s built in regeneration capabilities. While Laws of Hope was nerfed, this bonus HP dramatically increases the likelihood that Johanna can survive to get an extra use of her passive, which further increases her survivability.

 

Change 2

Abilities

Falling Sword (R)

Slow duration increased from 2.5 to 3 seconds

 

Analysis

The slow sees a small 20% duration buff, adding 0.5s of 50% slow. This buff makes Falling Sword’s initiation powers even stronger than they already were.

 

Change 3

Talents

Level 1

Hold Your Ground (D)

Additional Shield amount increased from 20 to 30%

 

Analysis

Hold Your Ground now provides 202.2 bonus shielding, up from 134.8. As I worked out in a previous article, Reinforce can be expected to provide ~50 points of damage reduction per stack, which means Reinforce gives between 150 and 250 points of damage reduction depending on how well Johanna manages her block stacks. However, Iron Skin benefits from armor, while those numbers on Reinforce do not benefit from other sources of armor. Thus, Hold Your Ground should be preferable in most situations, unless Reinforce specifically is getting value against a slow attacking, high damage hero like Greymane.

 

Laws of Hope, with the HP buff, now heals for 705 over 6 seconds. This is a huge amount that benefits from armor. While Hold Your Ground does have value in that the Iron Skin shield provides unstoppable, the sheer amount of healing Laws of Hope adds is too much to genuinely consider any other talent at level 1.

 

Change 4

Level 13

Roar (Q)

Damage for hitting 2 or more Heroes increased from 125 to 150%

Blessed Hammer (Active)

Damage increased from 80 to 84

 

Analysis 

Roar now adds 169.5 damage to Punish, up from 141.25 if Johanna hits 2 or more heroes. The base bonus damage remains at 28.25, which is most relevant for wave clear purposes.

Blessed Hammer sees a 5% damage buff, bringing it to 168 total damage between the two hammers up from 160.

Remaining on this tier is Holy Fury, which does 12 damage per second, or 60 damage over 5 seconds. Hitting a hero with condemn adds 24 damage over 5 seconds. This is the best talent to choose for wave clear, but is underwhelming for PvP damage. Otherwise, choose Roar against melee heavy teams and Blessed Hammer in most other situations.

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