Gul'dan by Mandorik

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Gul'dan

By: Mandorik
Last Updated: Jul 29, 2015
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Gul'dan

Darkness Incarnate


You may think "What the hell? A Gul'dan Warrior?"

Why not?

A: He's Badass
B: Warlocks are relatively tanky
C: They heal a lot
D: Warlocks have nice CC skills
E: All of the above are true

Combat Trait

1
Demonic Circle
Places a demonic circle that grants vision and can be destroyed. You can only have 1 demonic circle.
Cooldown: 30 seconds
Hotkey: D


(This ability works as a gap closer, giving Gul'dan power to start team fights or escape)

Type: Minion
2
Demonic Circle: Teleport
Teleports you to the demonic circle
Hotkey: 1 (count as an active ability)
(Only usable if a Demonic Circle is within range)

Type: Teleport
Affects: Self, Minion

Primary Abilities

1
Hellfire
Deals damage around you at the cost of health. While active you recieve additional healing from your abilties. You cannot be slowed while it is active
Damage: 30(+5*lvl) every second
Health Cost: 15(+2*lvl) every second
Healing Bonus: 15%
Cooldown: 3 seconds

Type: Area, Buff
Affects: Self, Enemies
2
Soul Shackle
Throws a shackle in line, upon hitting a hero it will chain to another near hero, the chain slows and if the target stays within range they're snared. Also heals you
Damage: 40(+12*lvl)
Slow: 15%
Shackle Duration: 3 seconds
Snare Duration: 1.25 second
Healing: 100(+30*lvl)
Cooldown: 15 seconds

Type: Line, Healing
Affects: Enemies, Self
3
Corruption
Corrupts an area dealing damage and healing you
Damage: 16(+5*lvl) every 0.5 second
Area: 2x2
Duration: 4 seconds
Healing: 50(+8*lvl) every 0.5 second
Cooldown: 10 seconds

Type: Area, Healing
Affects: Enemies, Self

Heroic Abilities

1
Hand of Gul'dan
After a short delay smite an area with a powerful meteor, dealing damage and stunning enemies in the center
Damage: 100(+20*lvl)
Stun Duration: 1.2 second
Area: 3x3
Stun Area: 1.1x1.1
Cooldown: 80 seconds
Delay: 0.5 second

Type: Area
Affects: Enemies
2
Deathbound
Imprisions the target soul. Works on allies and enemies (can be cast on self)
Ally: Stores his soul, upon dying the target will remain on battle as a ghost for a short duration. (like Uther's old passive, but with 75% of his damage)
Enemy: Stores his soul, dealing damage, upon dying the target will be ressurected as a ghost that attacks your enemies
Damage: 120(+30*lvl)
Ghost Damage (Enemy): 38(+6*lvl)
Storage Duration: 6 seconds
Ally Resurrect: 8 seconds
Enemy Domination: 8 seconds
Cooldown: 90 seconds

Type: Point-Click, Ressurection, Minion
Affects: Allies, Self, Enemies

Level 1 Talents

Fel Barrier: While Hellfire is active you recieve a Block stack every 3 seconds. Stacks up to 3

Demonic Connection: Increases the range of the Demonic Circle summon and teleport (20%)

Soul Tap: Every regenerative globe you collect increase your maximum health by 30

Fiery Soul: Further increases the healing you recieve from your abilities while Hellfire is active (from 15 to 30%)

Level 4 Talents

Inferno: Increases your movement speed while Hellfire is active (30%)

Consume: The snare on Soul Shackle deals damage (38+10*lvl) and heals for half of it

Gleipnir: Soul Shackle chains another hero and increases the range of the snare (20%)

Seed of Corruption: Corruption deals instant damage (40+12*lvl)

Level 7 Talents

Battle Momentum: Common Talent

Nightfall: After casting an ability your next basic attack will deal 40% additional damage and snare for 0.5 second

Strong Bond: If Soul Shackle snares its cooldown is reduced to 8 seconds

Nether Ward: After teleporting through the Demonic Circle you recieve less damage (30%) for (1.5 second)

Level 10 Talents

Hand of Gul'dan: Listed Above

Deathbound: Listed Above

Level 13 Talents

Fel Hellfire: Hellfire deals additional damage to CC'ed targets (50%)

Pools of Corruption: Increases the range of Corruption by 30% every second

Demonic Attunement: Demonic Circle's cooldown is reduced by 14 seconds, and you teleport even while stunned

Shadow Ward: Reduces ability damage recieved (40%) for 2 seconds, also reflects half the recieved damage back to the attacker. Cooldown: 30 seconds (Replaces Spellshield)

Level 16 Talents

Shadow Embrace: Corruption deals additional damage (20%) and applies a slow (25%)

Imposing Presence: Common Talent

Warped Soul: After teleporting on the Demonic Circle you are unstoppable (3 seconds)

Shroud of Darkness: Activate to recieve a shield that blocks 50% of the damage for 4 seconds, the other 50% is dealt over 3 seconds after the buff ends

Level 20 Talents

Aura of Foreboding: Enemies hit by Hand of Gul'dan that are not stunned are snared for 1.4 second. Also reduces de cooldown by 20 seconds

Death Knight: The Ghost duration and its damage is increased (40%)

Darkness Incarnate: Upon recieveing fatal damage you will trigger Deathbound on self. Cooldown 120 seconds (Diferent Cooldown from the heroic)

Note:You can still take this talent even if you went for Hand of Gul'dan

Rewind: Common Talent

Feel Free to Comment

Editing

25.06.15 - Changed Demonic Attunement, Added Hotkeys for Combat Trait
28.06.15 - Nerfed Shadow Ward, Added Hero Plate
29.07.15 - Granted Hellfire an additional effect

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1
[-]
Mandorik (2) | July 1, 2015 4:46pm
For someone that's a
Quoted:
WoW lore f*cking nerd
you seem to lack the knowledge that Warlocks used to be Off-tanks on Sunwell Plateau on the twin eredar boss fight.

Other things:

Was Tassadar a Support on Starcraft 1? No. Yet, he still came here as one.
Plus, just because the hero is a class doesn't mean he needs to be that; Raynor can be a nice specialist; Tyrande has two amazing assassin builds; the list goes on...
1
[-]
Siperos (9) | June 30, 2015 5:30pm
Well, I have said all what I wanted and you still failed to convince me so I am not going to argue over small and meaningless picky details. I don't agree that Gul'dan will make a Warrior hero in any stretch of imagination. Assassin? Hell yes. Specialist? Sure. But Warrior or Support? No. That is not his style. Or any warlock's for that matter unless its about using their demons as their tanks which would be interesting to see.

But whatever the case I'll bet for anything that if/when Blizzard will add Gul'dan as the warlock-like hero to Heroes of the Storm he is NOT going to be classified as a Warrior simply because it does not fit him as a warlock or character. That I can pretty much guarantee and with that I shall leave this conversation.

Have a nice day/evening/night/morning/whatever.
1
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Mandorik (2) | June 30, 2015 4:03pm
Quoted:
Plus Warriors are MELEE heroes.


Show me where they said that. It makes no sense... Heroes is a game to break the concept of a classic MOBA

Quoted:
And that's a terrible Trait for that purpose because the circle can be destroyed. How is he going to engage if the circle gets destroyed by the enemy before he manages to teleport there


The circle has a nice health and the range is not huge - giving time for your teammates to join you. Plus, you can use both of your Heroic Powers to fulfill that. You can throw the circle and place a good Hand of Gul'dan, or you can use Deathbound on yourself before going in. It is all about thinking outside the box, you can't simply say something is bad because you can't think of a way to fulfill it's potential.

Quoted:
Again; what's the point? What's the point in giving a hero a Hellfire like ability that damages not only the enemies but also you and then giving him abilities that heals him trying to make up for the lost health caused by Hellfire


Gul'dan will deal nice amounts of damage, plus your basic attack damage will be weak to make you use it. Every warrior on heroes is different from the other, a health-casting-based hero is something Heroes need
Yet there are several changes that can be made to that. Instead of crucifiying my content you could give some ideas to it.

Quoted:
Then the healing part should be a talent you can pick at some point during the game. Not a default feature to the spell, yes?


No, because this isn't WoW.

Quoted:
Yes I know that. I'm a WoW lore f*cking nerd


Saying you're something means nothing.

Quoted:
But he just moved the souls from dead orc warlocks' bodies to the dead Stormwind human knights' bodies while using advanced soulstones basically. But that's it. He never used them to fight for him as ghosts, did he


Yes he did. Are you thinking ghosts as an Ghost Busters character?

Quoted:
And I can't think of any warlocks who has done that or even something similar. Sending ghosts or spirits to attack the enemy sounds more like something what Arthas and Malthael could do


If you are a "WoW lore f*ucking nerd" (sic) you would know that the spell 'Haunt' is a ghost
From Wowhead:

Quoted:
A ghostly soul haunts the target, dealing (412.5% of Spell power) Shadow damage and increasing damage over time you deal to the target by 30% for 8 sec.
1
[-]
Siperos (9) | June 30, 2015 12:44pm
Mandorik wrote:

Have you ever seen a murloc going toe-to-toe with anyone? (Murky)
Don't see how Murky and Gul'dan are comparable here. I'm not saying that Gul'dan cannot be added as a hero because he's too weak. He's not. I actually hope he will be because he's badass like you said! But as a Warrior who's supposed to be as 'tanky' compared to the other Warrior heroes I mentioned? No. He's a physically frail warlock. His possible demon minion(s) could be tanky. But not Gul'dan himself. Plus Warriors are MELEE heroes. Gul'dan is definitely not the type who fights in close combat with physical strength like all the other Warrior heroes does. What would he hit his enemies with in close combat? His staff?


Mandorik wrote:
The trait isn't supposed to be an escape... You'are missing the point there. Gul'dan lacks engaging: The teleport works for that, but that doesn't mean he can't escape with that.
And that's a terrible Trait for that purpose because the circle can be destroyed. How is he going to engage if the circle gets destroyed by the enemy before he manages to teleport there? I can guarantee you that the circle will be destroyed every time before you, or at least the rest of your team, will get there in time. If you telepoert there alone while your teammates are still on their way you will just get yourself killed if you placed the circle at a maps' objective location. Those are the only reliable places you KNOW team fights will soon happen for certain.

So that's why I see this Trait more reliable as an escape rather than engager. You place the circle to some more secure and hidden location and teleport there to escape if you need to. Not to locations where you know/hope that the next team fight will take place there only to be destroyed by the enemy before you or your team will get there in time. It's not nearly as functional and 'secure' as any other hero's engagement ability.

Mandorik wrote:
The hellfire will most of the time be active dealing damage every second. You wouldn't want to get to the base every 20 seconds because you needed the damage hellfire gives but you don't have enought health regen. Both of the abilities heal to balance the Hellfire's damage you recieve.
Again; what's the point? What's the point in giving a hero a Hellfire like ability that damages not only the enemies but also you and then giving him abilities that heals him trying to make up for the lost health caused by Hellfire? What does the hero gain from that? I fail to see the actual benefit the hero gets from that. It feels like that skill and mechanic are there just for the sake of having them. The only justification for that would be if it buffed your abilities greatly or did INSANE amount of damage to the enemies. And by insane I mean like overpowered amount of damage.

Mandorik wrote:
And yes, Corruption heals in WoW (Glyphed, but everyone uses it).
Then the healing part should be a talent you can pick at some point during the game. Not a default feature to the spell, yes?

Mandorik wrote:
Who do you think ordered the creation of the Death Knights back in Warcraft II?
Yes I know that. I'm a WoW lore f*cking nerd. But he just moved the souls from dead orc warlocks' bodies to the dead Stormwind human knights' bodies while using advanced soulstones basically. But that's it. He never used them to fight for him as ghosts, did he? And I can't think of any warlocks who has done that or even something similar. Sending ghosts or spirits to attack the enemy sounds more like something what Arthas and Malthael could do.
1
[-]
Mandorik (2) | June 29, 2015 1:47pm
Quoted:
Gul'dan as a Warrior hero going toe on toe against other Warriors such as Diablo, Arthas, Muradin, Johanna and so on in close combat on the battlefield?


Have you ever seen a murloc going toe-to-toe with anyone? (Murky)

Quoted:
The Trait doesn't emphasize his role as a Warrior at all


The trait isn't supposed to be an escape... You'are missing the point there. Gul'dan lacks engaging: The teleport works for that, but that doesn't mean he can't escape with that.

Quoted:
Hellfire looks very weird. It damages you but at the same time gives you more healing from other abilities


The hellfire will most of the time be active dealing damage every second. You wouldn't want to get to the base every 20 seconds because you needed the damage hellfire gives but you don't have enought health regen

Quoted:
Soul Shackle looks good enough but I don't see why a skill like that should heal you. Same with Corruption. A spell that doesn't even heal you in WoW

Both of the abilities heal to balance the Hellfire's damage you recieve. And yes, Corruption heals in WoW (Glyphed, but everyone uses it). But the point isn't WoW, the point is Heroes of the Storm.

Quoted:
I just think that its a bit out of character of him to turn your allies and enemies into ghosts. Never seen or heard him done that before


Who do you think ordered the creation of the Death Knights back in Warcraft II?
1
[-]
Siperos (9) | June 29, 2015 8:30am
Gul'dan as a Warrior hero going toe on toe against other Warriors such as Diablo, Arthas, Muradin, Johanna and so on in close combat on the battlefield?

How about no?

Now let's look at the Trait and the skills. The Trait doesn't emphasize his role as a Warrior at all. Why would a Warrior hero need an escape Trait like that? For an Assassin or Specialist that would make more sense. Then the abilities; Hellfire looks very weird. It damages you but at the same time gives you more healing from other abilities kinda making that disbenefit of getting hurt pointless. Actually, why make it damage you at all? It servers no purpose. If it increased the damage of your other skills while active then it could be justified somewhat. Soul Shackle looks good enough but I don't see why a skill like that should heal you. Same with Corruption. A spell that doesn't even heal you in WoW. So why should it heal you here?

Then Heroics; Hand of Gul'dan looks very good. Something I could imagine myself giving him. Deathbound could have worked better as a Trait with some tweeks in my opinion. I just think that its a bit out of character of him to turn your allies and enemies into ghosts. Never seen or heard him done that before. Plus that remaining as a ghost after death sounds too much like Leoric's Trait in my opinion. And you're not mentioning whether the ally ghosted heroes will be able to use all of their normal abilities and even Heroics so that needs clarifying. Anyway, I would change this Heroic to do something with Soulstones instead. Like store your ally's soul in it and when the hero dies he/she comes back very quickly if not instantly.

Overall, the idea of Gul'dan being a 'Warrior' hero doesn't work in my opinion. It's not like him. Gul'dan would work much better as an Assassin or Specialist. Making Gul'dan as a Warrior would make about just as much sense as making Grom as a Support hero.
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