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I've built a rework concept for Genji because after numerous nerfs, adjustments and tweaks, Genji has become a staple.... "win more" hero. He doesn't feel fun to play, nor does he feel particularly impactful. I will address his issues with bullet points.

- Genji has to get within melee range to start putting out meaningful damage (Strike at the Heart, Shuriken Shotgunning, DragonClaw. Dragon Blade ) That in itself isn't the problem, the problem is his low health pool and lack of sustain ( Deflect lasts for 1.25 seconds and can be stunned and silenced out of ) only allows him to get in for a kill, deflect some damage and get out immediately before getting counter engaged on. In the current roster of heroes, counter engaging Genji is extremely easy to do.

- This relegates him to being "passive" in team fights, throwing out basic attacks and the odd Q until a particular hero gets low enough to be finished off with a Swift Strike. This playstyle is ineffective in the current "meta" that favors 2 front line heroes who can shrug off whatever damage his basic attack/q combination can do at range.

- The passive playstyle gives him little to no control over teamfights as he has to wait for the other other team to get low enough before his own abilities effectiveness can be maximized. (dash in, clean up with swift strike or the odd basic attack/ shuriken or make it look flashy with dragon blade.) The lack of control is especially detrimental when his team is forced to team fight 2 levels down, and almost always extremely difficult for a team with Genji to climb from a deficit, unless a squishy or a tank at low health is caught out. Even then, Genji has to chase down one hero at a time rather than, for example, land a Ring of Frost as a Jaina and turn a 5 v 5 into a 5 v 3 or 5 v 2 with her combo; or as Zeratul, cast a void prison on 3 enemy heroes, kill off the over extending hero come back and complete a 4 man team wipe.

- Despite being categorized as a "ranged assassin", Genji has short basic attack range, well within the range of melee assassins to jump him with one of their range closing abilities and he gets out traded by most members of both classes every time due to the lack of sustain and relatively low health pool.

In short, even with hyper mobility, Genji, as a single target close range burst assassin with no sustain, low healthpool, poor wave clear and no CC cannot compete in today's Heroes of the Storm. This rework concept is aimed at making him an active participant within team fights by giving him sustain, beefing up his basic attack damage along with fine tuning a couple talents ( This was done with a lot of number crunching aka math and not on a whim.) I've also listed some of the changes in a list below

1. Reduce damage of base Swift Strike by 21% from 190 to 150 and range from 12 to 10. Swift Strike resets will be narrowed to a 1 second window.

2. Reduced damage bonus of Shingan by 1/3rd but now it cleaves at a range of 1.5 around the target for area damage.

3. Making Dragon Claw into a basic ability.

4. Added sustain and CC lessening talents to his lv 16 to help him stay in the front lines.

5. Reduce "potential" damage of Dragon Blade by reducing it's duration by 1/3 to 5 seconds but increase its "practical" damage by increasing damage dealt per slash by a third as well.

6. Increasing applicability of X-strike during team fights by adding bonus damage on next slash if current slash hits heroes and shortening the delay between the first 2 slashes and final slash. There no reason why it takes 6 X-strikes (5 resets) to kill a earn a quad kill against a clumped team, ( https://www.youtube.com/watch?v=bPf6NaEI9UA&feature=youtu.be&t=67 ), and 4 X-Strikes (3 resets) seem to hurt a diablo less than 2 hits from Kharazim's 7 sided strike ( https://www.youtube.com/watch?v=lBeR9-PO_v8 ).

7. Giving it a percentage damage talent at level 13 to Swift Strike aimed at dealing with heavy frontline compositions. While moving "Flow Like Water" down to level 4. Reworked damage of a fully upgraded Swift Strike is significantly less terrifying compared to current swift strike against squishy heroes (622 hp (at level 20 on a Valla) vs 993 (strike at the heart + final cut, on any hero)) while more potent against front-line (1141 hp ( rework at lv 20 on a Diablo with 100 souls vs 993. ))

8. Balance out the risk vs reward of his auto attacks. Increasing his basic attack damage to 150 (50*3 instead of the current 44*3) and attack speed to 1.25/second while keeping the range the same.

9. Make playing the character more fun. :)

Hoped you enjoy reading this. Constructive feedback would be appreciated as adjustments and revisions will be made.

Visit https://www.reddit.com/r/heroesofthestorm/comments/d3ihn8/genji_making_him_competitive_and_fun_in_2019_a/ to discuss how to bring Genji back to a viable state.
talent breakdown
Swift as the Wind
Hitting an enemy Hero with Swift Strike increases Genji's Movement Speed by 30% for 3 seconds.
Agile Dismount
While mounted, the range of Cyber Agility is increased by 70% and its cooldown is reduced by 10 seconds.
Double Jump
Cyber Agility stores 2 charges.

Shuriken Mastery
Quest: Hit enemy Heroes with Shuriken. Reward: After hitting 35 Heroes, Shuriken damage is increased by 25. Reward: After hitting 75 Heroes, Hero takedowns within 1.5 seconds of hitting enemy Heroes with all 3 shurikens refund 2 Shuriken charges.
Flow Like Water
Each enemy Hero hit with Swift Strike reduces its cooldown by 3 seconds.
Assassin's Blade
Quest: Hit enemy Heroes with Dragon Claw. Reward: After hitting 15 heroes, 30% of damage dealt from basic attacks, Shuriken, Swift Strike and Heroic abilities builds Dragon Claw charge. After hitting 30 heroes Dragon Claw ignores armor.

Perfect Defense
Deflected damage reduces the cooldown of Deflect by 2 seconds, up to a maximum of 10 seconds.
Cyber Reflex
Cooldown: 30 Seconds
Activate to make Genji evade Basic Attacks for 1.5 seconds.
Cyber Shield
Cooldown: 30 Seconds
Using Cyber Agility grants 50 Spell Armor for 2.5 seconds. Casting Cyber Agility within 15 seconds of Cyber Shield activation does not refresh its activation.

Mana Cost: 75
Cooldown: 100 seconds
Unleash the Dragonblade for 5 seconds. While active, Dragonblade can be reactivated to lunge forward and slash in a huge arc, dealing 320 damage.
Mana Cost: 90
Cooldown: 80 Seconds
Perform two slashes dealing 135 (+4% per level) damage. The slashes detonate after .75 seconds causing an additional 270 (+4% per level) damage to enemies in their area. Each enemy hit increases the damage of the next slash by 10%. This bonus resets after Genji completes X strike.

Hitting an enemy with all 3 Shuriken deals 80 bonus damage and cleaves around the target within 1.5 range.
Strike at the Heart
Enemy Heroes hit by Swift Strike take an additional damage equal to 10% of their maximum health. Passive: Deal 90% increased damage to minions, monsters and mercenaries.
Dragon Slash
Dragon Claw gains a second charge.

Cyber Resilience
Cooldown: 40 seconds
Using Cyber Agility removes all damage over time. Duration of stuns and silences are shortened by 50%. Effect lasts for 3 seconds after Cyber Agility is cast. Each successful Deflect lowers the cooldown of Cyber Resilience by .5 seconds
Blessed Blade
Cooldown: 30 seconds
Heal 5% of Genji's maximum health for every enemy Hero hit by Swift Strike.
Inner Peace
While Deflect is active, deal an additional 33% of the damage blocked and heal for 33% of Hero Damage negated by Deflect.

The Dragon Becomes Me
Each time Dragonblade hits an enemy Hero, the duration of Dragonblade is increased by .75 seconds. Furthermore, if an enemy Hero dies within 1.5 seconds after being hit by Dragonblade, Swift Strike's cooldown is reset.
Living Weapon
Each enemy Hero hit by X-Strike reduces its cooldown by 12 seconds.
Quest: Block 6500 damage with Deflect, including damage blocked so far. Reward: Deflect hits all nearby enemy Heroes.

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