Heroes of the Storm Wiki
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Scaling is a term used to describe an increase to a unit's abilities or statistics as the match progresses, based on Team Level for Heroes and on Game Time for non-Heroes. A given unit can have different scaling percentages. The in-game tooltips do not show scaling values, therefore you need to use external sources if you want to access them.

Heroic Scaling[ | ]

Hero and summon scaling is level-based. Every time a Hero gains a level most of their statistics are increased by a percentage. Basic Attack damage, Health, Health regen, ability statistics (Damage, Healing and Shield amount), and summons (health and damage) scale as a percentage increase. Hero's maximum Mana and Mana regen instead have a level-based linear scaling.

Most percentage-based scaling is a 4% increase, with variance after balance adjustments. Talents that increase an ability's damage by a flat amount, such as Kael'thas' Convection, are not subjective to scaling. Talents that grant an active ability, such as Xul's Bone Spear, or deal a separate instance of damage, such as Alarak's Show of Force, do scale.

Formula[ | ]

Heroes' and Summons' Statistics at a certain level can be calculated using the following formula:

BaseValue × (1 + ScalingPercent/100)^Level
Note that "base value" indicates a "level 0" value, not a level 1 value.

Example[ | ]

Kael'thas' "Flamestrike" has 345 base damage with 4% scaling and 200 bonus damage from completed "Convection" quest Talent. At level 10 the damage of single Flamestrike is:

345 × (1 + 4/100)^10 + 200 = ~710 damage
Scaling Percentages
Rounded Exact
2% 2.00195312%
2.5% 2.49023438%
3% 3.00292969%
3.5% 3.49121094%
4% 4.00390625%
4.5% 4.49218750%
4.75% 4.76074219%
5% 5.00488281%
6% 6.00585938%

Non-Heroic Scaling[ | ]

Minions', Mercenaries', Monsters' and Vehicles' statistics are increased every minute by a unit-specific flat amount, which is multiplied by a scaling factor that increases every 5 minutes. Most structures (except the Core and Bell Towers on Towers of Doom) do not scale as the game goes on. They do have a flat amount of health and do a flat amount of damage that has less of an impact as the game goes on. This means that in the early game diving towers is dangerous, but as the game goes on structures provide less protection. Unlike most other buildings, the Core's HP and Shields scale from minute 1 to minute 20, capping out at 22,000 life and 11,000 shields for a total effective HP of 33,000. After the 20 minute mark no time-based scaling happens, meaning that level becomes more important.

External links[ | ]

Statistics
 
Attack_ Attack damage icon Basic Attack (Attack range icon Attack RangeAttack speed icon Attack Speed) • Ability (Resource (Unitstatus icon mana Mana) Spell power icon Spell PowerCooldown)
Defense_ Unitstatus icon health HealthHealth RegenerationHealing (Healing modifierLifesteal) • ShieldPhysical armor icon Armor
Utility_ Move speed icon Movement speed
Buffs_ Absorbing icon AbsorbingEvade (Parry) • HealingInvulnerable icon InvulnerableProtected icon ProtectedStasis icon StasisStealthShieldsUnkillable icon UnkillableUnstoppable icon UnstoppableUntargetable
Debuffs_ Attack SlowBlinded icon BlindCrowd controlDamage over TimeKnockbackRevealed Icon RevealedRooted icon RootSilenced icon Silence (Feared icon FearMindcontrol icon Mind ControlPolymorphed icon PolymorphTaunted icon Taunt) • SlowStunned icon Stun (Sleep icon Sleep) • Stopped icon Time Stopped
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