Garr by Cooler39140

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Garr

By: Cooler39140
Last Updated: Jul 13, 2016
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Garr

Lieutenant of Ragnaros

Hello everyone! Here's Cooler39140 - a kind-of veteran "League of Legends" character creator. I decided to venture beyond my actual limits, entering the depths of HotS champion creating. I have some of candidates for my next projects like N'Zoth, but now we'll focus on Garr. No, not Gnar from League of Legends! Note: Take into consideration that it's my first custom champion for HotS, so it might not be balanced much. Keep that in mind.

Combat Trait

1
Firesworn
Every 4th minion died will drop a Molten Rock that can only be collected by Garr. The maximum amount of Molten Rocks you can have at the same time is 9.

Activate this ability to summon a Firesworn under your command. Each Firesworn lasts for 20 seconds and can't be targeted or damaged.

Garr can occupy objectives like in Towers of Doom faster by 15% for each Firesworn, up to 45% if controlling all three. Same applies to objectives like giving doubloons to Captain Blackheart.

[hr]

Note: Summoning a Firesworn costs three Molten Rocks.

Primary Abilities

1
Eruption
Active: Garr destroys all of his Fireswors, dealing 240 (+3% per level) damage to all enemies in 425 range.

[hr]

(5 CD, 30 mana for each Firesworn destroyed)
2
Face Melting
Active: Garr chooses an enemy in a circular 550 range radius to force their face to melt, dealing 270 (+1,5% of maximum target's HP) damage, decayed over 3 seconds.

Face Melting can be cast on Garr to release an eruption of magma, dealing 200 (+4% per level) damage to neraby enemies in 300 radius.

[hr]

(8 CD, 50 mana)
3
Flame Spite
Active: Garr releases a stream of fire on a target location in 750 range. The stream lasts for 10 seconds and deals 50 (+4 for each Molten Rock in your stash) (+4% per level) damage per second. You can hold up to three stacks.

[hr]

(12 CD for each stack, 30 mana for each stack)
(300 range for aura "stream of fire" deals damage in)

Heroic Abilities

1
Magma Shackles
Active: Garr causes an earthquake in 600 range, dealing 534 (+3% per level) damage, and slowing enemies by 60% for 2 seconds.

[hr]

(80 CD, 100 mana)
2
Massive Eruption
Active: Garr throws all of his Firesworns in a max 1000 range. Each one detonates on any enemy hit, dealing 320 (+2% per level) damage in a 125 radius after colliding with an enemy.

[hr]

(30 CD for each Firesworn thrown, 35 mana for each Firesworn thrown)

Talents

Tier 1

[D] Revitalizing Rocks - Molten Rocks restore 100 (+10% per level) Health when collected.
[D] Manaforged Rocks - Molten Rocks restore 15 mana when collected.
[E] Scorching Fire

Tier 2

[Q] Lone Fighter - Increases the damage of Eruption by 10% when destroying all three Firesworns, by 20% when destroying two, and by 30% when destroying one.
[Q] Wider Detonation - Increases the range of destroyed Firesworn's explosion by 20%.
[E] Geyser of Fire - Increases the range of the area "stream of fire" deals damage in by 25%.

Tier 3

[W] Smoldering Blast - Face Melting also deals damage to all enemies in the selected target's 300 range, dealing 50% of normal damage to them.
[W] Burning Madness - Increasing the damage of Face Melting by 7,5% for each second the target is affected by it.
[D] Flames of Firesworn - Summoned Firesworn release an explosion, dealing 50% of Eruption's damage to all enemies in a 150 range near the Firesworn.

Tier 4

[R] Magma Shackles
[R] Massive Eruption

Tier 5

[E] Flame Barricade - Decreases the number of stacks to 2, but allows you to release two streams with one stack.
[E] Everlasting Flames - Increases the duration of "streams of fire" by 5 seconds.
[Q] Recycle - Your Firesworn destroyed by Eruption will drop a Molten Rock.
[Active] Blast & Furious - Activate to gain +50% Movement Speed for 3 seconds, decaying over-time. During that time, you leave a trail of magma that lasts for 5 seconds and deals 50 (+2,5% for each time the enemy is on the trail) damage every second. (60 CD)

Tier 6

[W] Chain Reaction

Tier 7

[R] Scorched Earth - Enemies afected by Magma Shackles are affected by Face Melting (Note: Face Melting casted this way does not apply talents you've chosen for Face Meltiing).
[R] Bowling Madness - Now releases four Firesworns. Each triggers talents chosen for Eruption.
[Active] Bolt of the Storm
[D] Intensive Sculpture - Using basic attacks on a hero causes it to drop a Molten Rock.

Gameplay

Garr is a nice and versatile specialist. He can become a nice AoE damage manipulator with Firesworn, nice dueler with Face Melting or a nice zone controller with Flame Spite. No matter what path you'll choose, the versality Garr provides is nice, since also he's got good talents in each tier. Allthough he has no escape mechanism besides "Blast & Furious" and "Bolt of the Storm" and requires to take some time for summoning the Firesworn, he's still very good and worth considering as a pick.

[hr]

Firesworn Build

As the title of the build says, it relies on building your Firesworn to deal a potential amount of AoE damage, since they do deal AoE damage which is always good if your team needs some way to deal damage to a larger amount of enemies. Or else if your team needs some poke, Massive Eruption will guarantee that.

For the build, it may be the hardest one to reach inside the battlefield of HotS, but it can definitely pay off, as it rewards for having some Firesworns, no matter if it's one or all. The talent breakdown should be: Manaforged Rocks, Lone Fighter/Wider Detonation, Flames of Firesworn, Massive Eruption, Recycle, Spiteful Flames, Bowling Madness/Intensive sculpture.

About the choices split in "/", they are both considering, but it mainly depends on situation and preferrences. Lone Fighter is good when needing to damage some threats more, but Wider Detonation can serve as a larger nuke if enemies fled out of normal Eruption's range, so it can work against mobile champions. Bowling Madness inproves your poke your team might truly need, but Intensive Sculpture is also worth picking, as it allows you to create the Firesworn quicklier, which is also what you actually want to do in this build; you want to build Firesworn quickly to deal much damage.

[hr]

Face Melting Build

Face Melting build is more focused on winning 1v1 duels with nice delayed damage, but since it can be self-cast and can deal AoE damage, it's another nice choice for teams lacking AoE and eventually burst. It's also not dependent on the Firesworn, so effects can come quickly.

For the build, you want to deal a potential amount of damage to the enemy you're dueling, so the 1v1 fighting scenario will turn on to your favor. You can also always retire of great single removal for good AoE. The talent breakdown should be: Revitalizing Rocks/Reckless Erupt, Geyser of Fire, Any Tier 3 Talent, Magma Shackles, Blast & Furious, Chain Reaction/Exhausting Melting, Scorched Earth.

About the choices split in "/", they are both considering, but it mainly depends on situation and preferrences. Revitalizning Rocks can regenerate you if you couldn't trade in the duel, but Reckless Erupt adds some more blast to duels. Chain Reaction is again good if the duel is in Close Combat, but allows to wreck more destruction; while Exhausting Melting weakens the enemy to help allies chase it. That can make Garr a pseudo-support.

Oh boy, all Tier 3 Talents work great with this build! Let me explain each role of them, so you know how to use them. Smoldering Blast

Flame Spite Build

Flame Spite build is more focused on controlling zones and also caging enemies inside your trap made of "streams of fire". This strategy is porbably the most teamfight build for Garr due to caging enemies and also casting Face Melting to just sow the pain.

For the build, you want to cage enemies (as I mentioned) and also protect yourself or allies when capturing objectives, since the streams will make your opponent fear of dealing with you doing your objectives. The talent breakdown should be: Scorching Fire, Geyser of Fire, Burning Madness, Magma Shackles, Flame Barricade/Everlasting Flames, Spiteful Flames, Scorched Earth.

About the choices split in "/", they are both considering, but it mainly depends on situation and preferrences. Flame Barricade is probably better than Everlasting Flames, maybe even much better due to the fact that you actually reduce the cost and CD of Flame spites when using one of stacks, which is so great and also allows to make some squared cages to block the way from all four directions of the worlds. But if you feel you want to cage the enemy for more time, Everlasting Flames can come handy. ;)

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furynator (3) | July 12, 2016 10:56am
I really enjoyed this concept
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Cooler39140 | July 12, 2016 12:07pm
Thanks! :]
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