- Cooldown reduced from 6 to 5 seconds
- Periodic damage increased from 70 to 82
Frost Nova(W)
- Cooldown reduced from 10 to 8 seconds
- Damage reduced from 212 to 180
Chains of Kel'Thuzad(E)
- Cooldown reduced from 12 to 10 seconds
- Can no longer be used on Structures
- Duration reduced from 4 to 3 seconds
Master of the Cold Dark(Combat Trait)
- First reward no longer grants cooldown reduction
- First reward now grants the Glacial Spike ability
Frost Blast(R)
- Damage increased from 100 to 115
- Minimum speed increased from 1 to 5
- This matches the starting speed of Pyroblast
Shadow Fissure(R)
- Damage reduced from 400 to 360
- Cooldown reduced from 20 to 16 seconds
- Mana cost reduced from 60 to 45
Talents
Blighted Frost
- Bonus damage increased from 50 to 75%
Strip Shields
- Shield amount increased from 120 to 128
Glacial Spike(Talent)
- Removed
Ice Cold
Accelerated Decay
- Bonus damage decreased from 25 to 20%
Chain-Link
- Now only requires 1 Hero to be pulled by Chains of Kel'thuzad
- Cooldown reduction increased from 4 to 5 seconds
Icy Grasp
- New functionality: Increase the slow of Frost Nova by 10%. Each time Kel'thuzad deals damage to enemy Heroes that are slowed by Frost Nova, its duration is increased by .5 seconds
Arcane Echoes
- Cooldown reduction increased from 1.25 to 1.5 seconds
Hungering Cold
- Adjusted functionality: Enemies that are rooted take an additional 55 damage each time they are damaged by Kel'thuzad
Developer Comment: These changes to Kel'thuzad are being made with two goals in mind. Our first goal, which is in line with many changes we make, is to improve talent diversity. We've moved Glacial Spike into his baseline first quest reward, which should both help his Level 7 talent choices as well as open up new build possibilities with the increased flexibility on that tier. Second, we want to slightly reduce his variance and increase his reliability. We've moved most of his cooldown reduction reward baseline, and with Glacial Spike being his first quest reward, he can now combo enemy Heroes anywhere in the field, without needing to rely purely on having other enemy Heroes or structures nearby. In exchange for this, we've removed some of his burst damage and the ability to use Chains of Kel'thuzad on structures. While chaining enemy Heroes to structures made for some cool moments, it could be oppressive to play against, particularly on maps with large pushing objectives like the Punisher on Infernal Shrines.
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