Gul'dan by matheod

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Gul'dan

By: matheod
Last Updated: Jul 28, 2015
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Gul'dan

Gul'dan is a specialist hero which is able to capture enemy unit to summon them later. This allow him to get a good control over the lane pushing. Even if he is not the best to take objective, by summoning lots of unit on a lane, he can force 1 or 2 hero enemy to go defend during an objective (and if nobody defend, well they will regret it later).
HEALTH 770 (+180)
REGEN 1.6054 (+0.355)
MANA 0
REGEN 0
ATK SPEED 1.25 PER SECOND Ranged attack
DAMAGE 37 (+9)

Combat Trait

1
Capture soul
Cooldown : 5s

Deal 100 (+20) damage to a enemy minion or a enemy mercenary.
If it kill him, Capture cooldown is reduced to 0.5s and the minion is captured.

You keep captured unit when you die.

Primary Abilities

1
Summon a captured minion
Each time you capture a minion, it go in one of the three free ability slot, and you can then use this ability to summon the previously captured minion.

But in fact you can store more than one minion per ability :

Minion : Summon 5, Max stack 10.
This means you can capture up to 10 minions, but you can only summon a max of 5 at the same time.
All type of classic minion (excluding catapult) can go in the same slot (but the game remember which one are captured).

Catapult : Summon 1, Max stack 2


Mercenaries stack if they are from the same type of camp (and the game remember which one are captured). Moreover, if you capture it, it disappear and will not help you want the camp is captured (because you captured it :D).

Siege Giants: Summon 1, Max stack 2
Knight camp : Summon 2, Max Stack 4
Fallen Shaman : Summon 1, Max Stack 2
Khazra : Summon 1, Max Stack 3


There is a global (i.e. shared between your 3 abilities) cooldown between each invocation of 5s.

Secondary Abilities

1
Drain Life
Unlocked with SpellMaster

Cooldown : 10s

Channel to drain 50 (+10) life per second to the selected unit.
Last 5s or until the unit go out of range.

Deal 50% more damage to heroes (but does not regen life).

Minion : Increase the drain by 3
Catapult : Increase max duration by 1s
Mercenary : Deal 5% more damage to heroes (but does not regen life)
2
Hell Fire
Unlocked with SpellMaster

Cooldown : 15s
Deal 60 (+15) damage in the selected area. (does not damage ally unit)

Minion : Increase damage by 3
Catapult : Increase the radius of the area by 5%.
Mercenary : Also deal 30 damage over 3s. 
3
Anima Golem
Unlocked with SpellMaster

Cooldown :
60s

Summon an anima golem with the same statistics than you (but does not have a ranged attack).
The anima golem is destroyed if there is no friendly unit (excluding building) near him.

(yes it's possible to have 2 anima golem)

Minion : Increase nearby minion attack by 1
Catapult : Increase nearby catapult range by 5%.
Mercenary : Increase nerby mercenary damage by 2%

Heroic Abilities

1
Spellmaster
Unlock 3 new spells.

You can switch between summoning abilities and spell abilities by using the heroic ability.
2
Summoning portal
Cooldown : 120s

Allow you to place a portal where your summons will be summoned (instead of near you).
This unlock an active to disable this effect.

Placing a portal when there is already one will destroy the existing.

The portal have the following stats :

Max life : 3 times your max life
Regeneration : 5 (+1)
Shield : your max life
Shield regeneration 5% per second if not attacked in the last 5s

Talents

Tier 1

Seasoned Marksman : For every 6 enemy Minion or Mercenary kills near your Hero, gain 1 Basic Attack damage. Hero Takedowns count as 2 Minion kills.
Soul life : Increase max life by 1 each time you succefully capture a unit
Quick capture : Reduce capture cooldown to 2s
Quick summoner : Reduce summon global cooldown to 2s.
Sacrifice (active) : Reduce capture cooldown to 0.5 but damage you by 5% of your max life.

Tier 2

Force in number : Increase by 100% the max number of summon
Collection : Increase by 100% the max stack number
Focused Attack : Every 10 seconds, your next Basic Attack deals 75% additional damage. Basic Attacks reduce this cooldown by 1 second.
Envenom : Activate to poison an enemy Hero, dealing 179.96 (+29.92 per level) damage over 10 seconds.

Tier 3

Soul eater : Each time you capture a monster, you heal yourself for 1% of your max life.
Damaging summon : Deal 60 (+15) damage each time you summon at the summon location.
Focused capture : Increase capture damage by 50%
Delayed capture : If capture didn't kill a unit, it give her a capture mark for 5s. If the unit is killed with the capture mark, it is still captured (doesn't reduce capture cooldown).
Dangerous choice : Increase by 100% the max number of summon and the max number of invocation, but upon death all captured unit are lost.

Tier 4

See above

Tier 5


Force in number : Increase by 100% the max number of summon
Collection : Increase by 100% the max stack number
Sprint : Activate to gain 75% Movement Speed for 3 seconds.
Burning Rage : Deal 10 (+2 per level) damage per second to nearby enemies.

Tier 6

Hero summoner : You can now use capture on enemy hero, giving them a capture mark for 3s. If killed while they have a capture mark, you capture it. You can only have one captured hero (capturing an other replace it) and the summoner hero have the same stat (talent are not copied, but stats got with talent are) than the captured hero but only use auto attack.
Shadow walk : Your summoned unit are invisible until they attack or get attacked.
Armored summon : You summoned unit gain 50% of their life as shield for 5s when summoned.
Shadow armor : Your summoned unit now have a mark above their head. For each summoned unit near you, damage you received are reduced by 5% (up to 75%). As long as max reduction is reach, you stay invisible (bonus lost for 2s if you attack/receive damage).

Tier 7

Great Spellmaster : Your spell are improved by currently captured unit.
For exemple if you have 4 captured catapult, drain life duration is increased by 4s.
Shadow Portal : The portal is now invisible. It become visible when your global summon is in cooldown. When damaged it become visible for 3s. You also gain the an active ability with 30s cooldown and 2s canalisation to teleport to the portal.
Lord Jaraxxus : See below.
Bolt of the Storm : Activate to teleport to a nearby location.
Nexus Frenzy : Increases Attack Speed by 20% and Attack Range by 20% .

Heroics ability

Gul'dan doesn't have spell to do damage to enemy (exept the capture trait which can be use to damage minion), so he have to relly on his team and on his auto attack.

With the first heroic ability, he unlock 3 others spells which allow him to defend himself a little, but also to help him damagin enemy unit to capture them.

The first spell allow him to heal himself to stay in lane without having to go back to fountain.

The second spell offer him an aoe spell which can be good for pushing (but it's better to kill them by capturing them).

The third spell is a very good pushing ability, it summon a very powerfull unit.

At level 20, spell can be greatly improved, but with a dilemna, shoudl you summon or keep them to improve your spells ?


The second heroic ability can allow him to split pushing, to lure enemy about our position, or to summon without risking being killed by enemy. It can also allow you to directly summon on a lane while you do mercenary camp with ally.

At level 20 it's easier to hide your portal and it can allow you to quickly join your pushing lane.

Lord Jaraxxus

At level 20, you can choose the talent Lord Jaraxxus.

If you choose this, your hero will be replaced by lord Jaraxxus. This is a new character, so all your talent will no longer be active, and you will no longer be able to use any of gul'dan ability.

But the tricky part is that as soon lord jaraxxus is killed, you become again Gul'dan (you still have to wait the death timer), and talent are restored, etc. So after that the tier 7 talent become useless.


HEALTH 15000 Can't be healed by hero
REGEN 100
MANA 0
REGEN 0
ATK SPEED 1 PER SECOND Ranged attack
DAMAGE 300


Abilities

Blood Fury
Cooldown : 6s
Stacks : 6 with a 1s cooldown between uses
Launch a spectral ball in direction to an enemy dealing 300 damage and removing 10% of his max life.

Inferno
Cooldown : 60s
Summon an Infernal with 6000 hp. It can deal 500 basic attack damage (he is not ranged) every second, and deal 100 damage to nearby enemy every second.

Legion Flame
Cooldown : 30s
Deal 300 damage each second for 6 seconds to an enemy hero. Also, each second an area appear under the hero location that deal 300 damage to any enemy on it after 1s.

HEROIC: Infernal Eruption
Cooldown : 150s
Summon a volcano (can't move trough). It erupt three time, one each 6s, dealing 950 damage to nearby enemy and summoning a Felfire Infernal which have 50% stats of an inferno. The volcano disappear after 40s.

Trait: Nether Power 
Cooldown: 90s
Give Lord Jaraxxus 10 stack of Nether Power. Each stack increase basic attack damage by 20% and each basic attack use one stack. Can't have more then 10 stack.

Mount
Lord Jaraxxus doesn't have any mount.

Possibles combos

Secret portal
Quick summoner + Shadow walk + Shadow Portal allow you to make very harded to enemy to locate your summon portal.

The real SpellMaster
Collection + Collection + Great Spellmaster allow you to got great bonus for your spell. For exemple you can get 90 minions which allow you to deal arround 750 damages per second to an hero and to heal you for 500 health per second. Can also be usefull to increase damage of your minion by 90, dealing great damage to building. You can also with 36 mercenary (require farming :D) go up to 700 dps to hero with life drain.
But with this combo, summoning is bad because it remove bonus, so it may be the most efficient way to play because summoning is usefull.
Dangerous choice might be usefull, but it's a dangerous choice.

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