Highlord Ma'lash by Maximus Ultima

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Highlord Ma'lash

By: Maximus Ultima
Last Updated: Dec 7, 2022
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Highlord Ma'lash

The Blade of Amon

Ma'lash was the reigning Highlord of the Tal'darim before Alarak deposed him in Rak'shir with the assistance of Artanis. He is immensely powerful, more than a match for Alarak in sheer psionic power, and has the backing of Amon and his Hybrids. It took Alarak's guile and deception, along with the aid of Artanis and the Daelaam, to defeat him and secure Alarak's rule over the Tal'darim. His immense power and sadistic tendencies led the Tal'darim to call him "The Blade of Amon."

Ma'lash's base unit is an Ascendant, and he specializes in dealing damage from the mid- and back-lines. For the sake of balance, in the Nexus he will have low health and be fairly weak on his own, unable to handle many opponents alone. However, his trait makes him more powerful the more allies accompany him, so he is a force to be reckoned with in team fights.
Due to his immense power, Ma'lash has a massive mana pool and his basic abilities are powerful, but have very high mana costs.

Ma'lash is most successful when surrounded by his supplicants (teammates). He plays as a mid/back-line mage generally focused on zoning and area denial. He has extremely high mana tension baseline, but has several options to mitigate and work around it through his talents.

Combat Trait

1
[Trait] Highlord
Mana: 1000
Mana Regeneration: 10/sec.
Range: 8
Basic Attack Range per Stack: +0.5
Damage per Stack: +20%
Mana Regeneration per Stack: +5/sec.
Maximum Stacks: 2
Ma'lash starts the game with 1000 Mana and regenerates 10 Mana per second. However, his Maximum Mana and Mana Regeneration Rate does not scale with his level.
Allied Heroes within 8 range of Ma'lash grant him 1 stack of Highlord. Each stack increases Ma'lash's Attack Range by 0.5, damage by 20%, and Mana Regeneration by 5 per second.
Highlord has a maximum of 2 stacks.

Highlord's bonus damage stacks multiplicatively with all other damage modifiers.
2
[Basic Attack] Agonizing Blast
Damage: 90
Attack Speed: 0.9/sec.
Range: 4.5
Ma'lash's Basic Attacks deal Spell Damage instead of Physical Damage.

Primary Abilities

1
[Q] Wave of Destruction
Cooldown: 8 sec.
Mana cost: 150
Damage: 250
Range: 6
Width: 4
Knockback Distance: 4
Ma'lash releases a wide wave of energy that deals 250 damage to and knocks back enemies in an area in front of him.
Wave of Destruction does not affect or damage Structures.
2
[W] Psionic Orb
Cooldown: 10 sec.
Mana cost: 160
Damage: 40
Tickrate: 2/sec.
Range: 6
Duration: 3 sec.
Radius: 3.5
Ma'lash launches an orb of psionic energy that moves along a straight path for 3 seconds. As it travels, it deals 40 damage every 0.5 seconds to any enemy within 3.5 range of it.

Psionic Orb's cooldown is reduced by 0.5 seconds every time it damages at least 1 enemy, increased to 0.75 seconds against Heroes.
3
[E] Sacrifice
Cooldown: 7 sec.
Range: 5
Mana Restored: 100
Cast Time: 2 sec.
Ma'lash channels for 2 seconds, then reduces a target allied Minion's health to 1 and regains 100 Mana.
Sacrifice can only be cast on allied Minions.

Secondary Abilities

1
[Active] Scatter the Unworthy
Cooldown: 60 sec.
Mana Cost: 100
Damage: 30
Radius: 3
Duration: 5 sec.
Stun Duration: 0.5 sec.
Push Distance: 1
Ma'lash causes the immediate area around himself to become Unpathable to most enemies for 5 seconds. Any enemy who tries to come within 3 range of Ma'lash will take 30 damage and be pushed away and Stunned for 0.5 seconds.
Scatter the Unworthy does not affect Structures in any way.
Activating Scatter the Unworthy effectively makes it impossible for units to block Ma'lash's movement or attack him with melee Basic Attacks or Abilities for its duration. He can still take damage from enemies who can deal damage from outside the AoE.

Requires Level 20 Talent [Active] Scatter the Unworthy.
2
[Active] Substitution
Cooldown: 120 sec.
Mana Cost: 100
Range: 6
Duration: 4 sec.
Ma'lash selects an allied Unit that will take damage in his place for 4 seconds or until the target dies.
All damage dealt to and all negative Status Effects applied to Ma'lash are transferred to the target of Substitution, and do not affect Ma'lash.
If the target of Substitution dies or if it or Ma'lash are put in Stasis, Substitution ends. If Substitution lasts its full duration, its cooldown is reduced to 30 seconds.
Substitution can only be cast on non-Hero, non-Elite, and non-Structure allies.

Requires Level 4 Talent [Active] Substitution.

Heroic Abilities

1
[R1] Soul Absorption
Passive
Range: 8
Health Regained: 2%
Mana Regained: 20
When any enemy within 8 range of Ma'lash dies, he regains 2% of his Maximum Health and 20 Mana.



Active
Cooldown: 80 sec.
Mana Cost: 250
Range: 8
Damage: 25% of current health
Channel Period: 1.5 sec.
Ma'lash channels for 1.5 seconds, then deals damage to an enemy equal to 25% of their Current Health. Ma'lash is then healed by 100% of the damage dealt.
Soul Absorption can be cast on any non-Structure and non-Elite enemies, including Heroes, Minions, Mercenaries, Monsters, etc.

Soul Absorption does benefit from Highlord's damage boost.
2
[R2] Tal'darim Death Fleet
Cooldown: 90 sec.
Mana cost: 300
Destroyers: 4
Direct Laser Damage: 60
Chain Damage: 30
Tickrate: 1/sec.
Laser Speed: 3.630/sec.
Laser Radius: 1.5
Chain Range: 3.5
Duration: 12 sec.
Radius: 12
A Fleet of 4 Tal'darim Destroyers arrive in orbit over Ma'lash's current location for 12 seconds. A Laser lances down from each Destroyer and scours the ground below, dealing 60 damage per second in a radius of 1.5. If the Laser hits at least one enemy, it splits and Chains to all enemies within 3.5 range and deals 30 damage per second to them as well.
The Lasers do not Chain to enemies already affected by another Laser or Chain.
The Lasers chase after the nearest enemy within the radius that is not already being tracked by another Laser, prioritizing Heroes. Lasers move at 75% of standard Hero Movement Speed (~3.630 units per second).

The Death Fleet is not directly visible and cannot be targeted. Their silhouette is visible on the map, much like Raynor's Hyperion.

Tal'darim Death Fleet does not benefit from Highlord's damage boost.

Talents


Level 1


[Trait] Psionic Amplification
Each stack of Highlord increases Wave of Destruction's range by 0.75 and width by 0.5.
Each stack of Highlord increases Psionic Orb's duration by 0.5 seconds and range by 1.

[Basic Attack/Passive] Taste for Suffering
Basic Attacks reduce Basic Ability cooldowns by 0.5 seconds and restore 10 Mana, increased to 1 second and 20 Mana against Heroes.
Each stack of Highlord increases Ma'lash's Attack Speed by 20%.
Takedowns restore 200 Mana.

[Q] Devastation
? Quest: Kill enemy Minions or Heroes within 2 seconds of hitting them with Wave of Destruction.
? Reward: The damage of Wave of Destruction increases by 4 for Minion kills and by 10 for Hero kills, up to 100 bonus damage.
? Reward: After gaining 100 bonus damage, Wave of Destruction Slows enemies hit by 40% for 2 seconds.

[E] Tyrant
? Quest: Restore Mana with Sacrifice.
? Reward: After restoring 1000 Mana with Sacrifice, the cast range of Sacrifice is increased by 2.
? Reward: After restoring 2000 Mana with Sacrifice, Sacrifice will restore 200 Mana.
? Reward: After restoring 4000 Mana with Sacrifice, the cooldown of Sacrifice is reduced by 2 seconds and Sacrifice no longer has a channel period.



Level 4


[Trait] Psionic Ward
While Ma'lash has at least 1 stack of Highlord, he gains 10 Armor.
Each additional stack of Highlord grants 5 additional Armor.

[E] Blood Shields
Sacrifice grants Ma'lash a Shield equal to 10% of his Maximum Health, stacking up to 30% of his Maximum Health, that lasts until it is destroyed.

[Passive] Might Makes Right
While he has more than 500 Mana, Ma'lash gains 20% increased Movement Speed and is affected by Stuns, Roots, and Slows for half as long.

[Active] Substitution
Activate to transfer all damage taken to a target ally unit for 4 seconds or until that unit dies.



Level 7


[Q] Resurgence
Every 5 enemies hit by a single Wave of Destruction reduces the cooldown of Wave of Destruction by 2.5 seconds and restores 50 Mana.

[Q] Rogue Wave
Wave of Destruction can now be targeted along a vector unattached to Ma'lash from up to 5 range away.

[W] Accumulating Agony
Psionic Orb's damage increases by 5% every time it damages at least 1 enemy.

[E] Mind Blast
Sacrifice can now be cast on any non-Elite Monster, Mercenary, or Minion, whether allied or enemy, to restore Mana and reduce their Health to 1.
Sacrifice can now be cast on enemy Heroes and Elite units to deal 120 damage, but this does not restore Mana.



Level 13


[Q] Crushing Weight
Enemies hit by Wave of Destruction lose 15 Armor for 4 seconds.

[W] Psionic Dilation
Psionic Orb's radius increases by 5% every 0.5 seconds.

[E] Chaotic Attunement
Sacrifice increases Ma'lash's damage by 20% for 8 seconds.
The cooldown of Sacrifice is reset if its last target dies.



Level 16


[Q] Riptide
Enemies hit by the center of Wave of Destruction take 25% more damage and are knocked back its full range.

[Q] Turbulent Wake
Wave of Destruction leaves an AoE in its path that deals 30 damage every 0.5 seconds for 4 seconds.

[W] Psionic Missile
If the center of Psionic Orb passes directly through an enemy Hero, it pulses and deals 200 damage to all enemies within its radius.

[E] Chaos Reigns
If the target of Sacrifice dies within 8 seconds of Sacrifice being cast on them, they will explode and deal 240 damage to all nearby enemies.
Ma'lash regains 100 Mana per enemy killed by this explosion.



Level 20


[Active] Scatter the Unworthy
Activate to make the area around Ma'lash Unpathable for 5 seconds, pushing back and damaging nearby enemies that come too close.

[Trait] Power Overwhelming
Ma'lash now passively has 1 stack of Highlord at all times and can have up to 5 stacks at once.
Highlord's radius is increased by 50%.
Each stack of Highlord now also increases the Mana costs of Ma'lash's Basic Abilities by 20%.

[R1] Chain of Ascension
Enemies that die near Ma'lash reduce the cooldown of Soul Absorption by 4 seconds.
Soul Absorption now deals damage equal to 25% of the target's Maximum Health.

[R2] Might of the Tal'darim
Tal'darim Death Fleet summons 2 more Destroyers and a Tal'darim Mothership.
The Mothership deals 120 damage to one random enemy Hero every second and fires a Thermal Lance that deals 240 damage in a straight line every 4 seconds.

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2
[-]
Vitali | July 25, 2021 12:46am
I love this concept! Kinda wished this was for my girl Ji'Nara though, but oh well. One thing that's a bit unsatisfying at least for me is that how he only gets max 2 stacks of Highlord baseline. Nothing wrong with the reward itself, just a bit meh when you can only stack twice lol, but that's just a psychological thing I guess.
1
[-]
Maximus Ultima | September 8, 2021 1:48pm
I felt Ma'lash fits the theme of the kit better, because he's much more sinister and sadistic than Ji'nara. Ma'lash actually takes pleasure in the suffering of others. Also, back when I started on this concept back in 2016, Ji'nara was barely a side-character -- she didn't become important until Covert Ops was released.

Also, I understand the feeling with stacks of Highlord, but +40% damage, +1 attack range, and double mana regen is already a ton of value to be able to have baseline, especially since the +40% damage scales multiplicatively with other damage modifiers. I even had to work in a pretty expensive downside to Power Overwhelming at level 20 to make it even remotely balanced.
2
[-]
Greenmans | September 11, 2018 9:14am
I love your concept of Ma'lash! It's exactly how I see him in the Nexus!
2
[-]
Soldier94 | May 1, 2018 3:39am
Good thing that life drain heroic cannot be used on allied Heroes. Too much troll potential as much as it is in his character.
2
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AoiMizune | February 21, 2018 10:33am
1st heroic can have a shorter less confusing description if you mention that it's a channeled ability instead of stating that it is interrupted by various specific CC debuffs.

The 2nd heroic looks like a lot of visual clutter. 4 summoned units with bouncing attacks which I assume would be red Taldarim energies would result to a very messy screen.
1
[-]
Maximus Ultima | February 23, 2018 9:48am
Good idea with Soul Absorption. Updated it.
I was a little concerned about the clutter with Death Fleet, but couldn't really think of another way to handle that or another ult that would be as appropriate. Any ideas?
And what do you think about the rest of it? Got any other suggestions?
2
[-]
AoiMizune | February 24, 2018 4:00pm
I think the rest of his kit fits well together, cooperating to be a zone control while he gets an 8.5 range basic attacks.
He kinda fills similar role to hammer but he can move, has better zoning for less sustained damage, slightly more bursty.

I think R1 being a channeled skill is crafty as it gives him durability at the exchange of zoning.
R2 however is just straight up damage with little risk on his side. Unlimited range considering summons can chase and can go over terrain with their flight. I think it would be better if it was an AoE ability but Raynor's Hyperion fills the rain down in a large area role so I'm not sure how to improve on it.
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