My varient of Grommash is all about protecting the team, more than yourself. His best utilization in in massive team-fights, which uses his Trait - Power of the Warsong, to it's best advantage, as he will get massive amounts of extra health to tank for the rest of the team.
On his own, Grommash will be slowly beaten down, as he can't do much damage, but with team-mates, he becomes nearly un-stoppable (and maybe a little OP), but he requires good teamwork and movement to work to his full potential.
(Sorry if this does not look too good, the website deleted my complete version, so I had to start all over again. When I started over again, the text just kept shrinking when I tried to preview it. So this took a lot of effort, so some constructive criticism would be appreciated. Also some of the wording may be slightly off, so if you could tell me, I would definitely appreciate it. Also tell me if I need to re-jig the Talents to different Tiers.)
Combat Trait
1
Power of the Warsong
Passive
Gain Extra Health Regeneration for each friendly hero that is in range (a circular area around Grommash). +5 Health per second for each Hero (+10/level)
Primary Abilities
1
Furious Swing (Q)
Cooldown: 5 Seconds Cost: 70 Mana
Grommash swings in a frontal cone, dealing 75 damage to each target (+15/level) and knocking each enemy hit backwards.
2
Shred (W)
Cooldown: 10 Seconds Cost: 50 Mana
Grommash swings Gorehowl upwards, dealing 35 damage (+10/level) and also causing the target to bleed for 90 damage (+5/level) over 5 seconds.
3
Slam (E)
Cooldown: 7.5 Seconds Cost: 60 Mana
Grommash brings Gorehowl down in a line, dealing 55 damage (+15/level) and slowing all enemies hit by 40% for 2 seconds.
Secondary Abilities
1
Armor Up
A skill added by a Level 7 Talent: Armor Up Cooldown: 20 Seconds Cost: 15 Mana
Grants Grommash a 300 damage point shield (+15/level)
2
Protect
A skill added by a Level 20 Talent: Protect Cooldown: 120 Seconds Cost: 150 Mana
Activate to give your allied Heroes Invulnerability for 5 seconds. You will take 15% more damage from all sources during the ability.
Heroic Abilities
1
Mannoroth's Favour
Cooldown: 75 Seconds Cost: 100 Mana + 50 for Activation Duration: 30 Seconds
While this ability is active, gain +1% damage for each minion killed, and +5% for each Hero killed up to a max of 50%. You can activate the skill to explode in a cone of blood, that deals 10 damage per percent you have gained (+2/level). You will also takes this damage yourself.
2
Crush
Cooldown: 100 Seconds Cost: 125 Mana
Place 2 parallel walls of Smoldering Iron, that, after 1.5 seconds, close in on each other, crushing any enemies inside for 75 damage per second (+10/level) over 3 seconds, and Stuns them for 0.5 seconds after the duration is over.
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