Magtheridon by Dracula

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Magtheridon

By: Dracula
Last Updated: Jul 4, 2019
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Magtheridon

Pit Lord

The Burning Legion took full advantage of the open portals created by Ner'zhul, sending the mighty pit lord Magtheridon to seize the broken world in Kil'jaeden's name. With the clans in disarray, and most killed in the disaster, Magtheridon was quick to show his power, and rallied the surviving orcs under his pennant. The orcs were corrupted and became fel orcs. He declared himself the ruler of the ruined world Outland and ruled from the Black Temple, formerly the Temple of Karabor. Over the years, Magtheridon brought legions of demons to Outland through the four dimensional gateways which Ner'zhul shattered the world with, and his forces became very expansive. These forces included nether dragons, voidwalkers, succubi, felguards, felbeasts, doomguards, eredar, and infernals. He continued attacking the draenei and everything that opposed him. It was almost twenty years after the cataclysm that Illidan and his forces came to Outland, to escape Kil'jaeden, Illidan's vengeful master, and his wrath. Magtheridon found himself under attack by Illidan, Kael'thas' blood elves, Lady Vashj's army of naga, and even the elusive Ashtongue tribe of broken draenei led by the elder sage Akama. The group managed to shut down the dimensional gateways which supplied Magtheridon with reinforcements, and then laid siege to Magtheridon's Black Temple. The Pit Lord rallied his forces to defend himself, but the combined skills and armies of Illidan's forces crushed his resistances. Eventually Illidan broke through and Magtheridon was defeated by the four generals. Magtheridon asked if Illidan had been sent by the Legion to test him but Illidan cackled in reply, saying that he had come to replace him. Recently it was discovered that after his defeat, Magtheridon was dragged all the way to Hellfire Peninsula and is locked up in a lair created for him underneath Hellfire Citadel, his blood being used to create fel orcs for Illidan Stormrage. It is interesting to note that his wardens are not fel orcs, but normal green-skinned orcs. It seems that Illidan is keeping Magtheridon alive for the sole reason of creating more fel orcs under his rule. While he is not an ally of Illidan, he remains a powerful tool.

Combat Trait

1
Bash
Passive chance to stun enemy creeps, Heroes and buildings for 1 second, equal to a percentage which is calculated by Magtheridon's Hero Level plus two fifths of Magtheridon's missing Health as a percentage of his maximum Health.

Primary Abilities

1
Reign of Fire
Once activated, Reign of Fire absorbs all damage inflicted on Magtheridon, consuming Magtheridon's Mana and damaging all enemy creeps, Heroes and buildings within a radius of 6 Range, equal to the amount of absorbed damage, lasting until Magtheridon's Mana is less than the amount of damage inflicted on Magtheridon. Can be deactivated at any time, costs no Mana and has no cooldown.
2
Howl of Terror
Reduces damage dealt from all enemy creeps, Heroes and buildings, at a percentage equal to three, one and two times Magtheridon's Hero Level, respectively, within a radius of 9 Range, for a duration equal to 3 seconds, increased by 1 second for every time a creep, Hero or building is damaged by either Magtheridon or minions affected by Howl of Terror. Costs half of Magtheridon's Mana and has no cooldown.
3
Frost Nova
Affects all enemy creeps, Heroes and buildings at a radius of 3 Range, increased by 1 for every enemy creep, Hero and building at a radius of 3 Range, dealing damage equal to Magtheridon's Mana when casting this spell, reducing attack and movement speed at a percentage equal to Magtheridon's Hero Level and increasing damage taken by a percentage equal to Mana spent divided by Magtheridon's Health when casting this ability, lasting 1 second for every creep, Hero and building affected by this ability. Magtheridon spends all his mana when activating this ability. No cooldown.

Heroic Abilities

1
Doom
Once activated, the first enemy Hero damaged by Magtheridon is marked, restoring Health and consuming Mana for Magtheridon at an amount equal to all damage inflicted to all friendly creeps, Heroes and buildings by the marked enemy Hero. The marked enemy Hero is chosen randomly if multiple enemy Heroes are damaged at the same time. Magtheridon also gains Mana equal to all damage taken by marked enemy Hero. Lasts until the marked enemy Hero dies, Magtheridon dies or Magtheridon's Mana is less than the damage inflicted by the marked enemy Hero. If marked enemy Hero dies while marked by this ability, spawn an Infernal mercenary with 200 Health, 0.3 Health regeneration and 15 Attack Damage multiplied by Magtheridon's Hero Level, as well as 1.5 Attack Speed and 1.5 Attack Range, for every creep, Hero and building killed by Magtheridon or the marked enemy Hero since this ability's activation. No cooldown or Mana cost. Cannot activate this ability while an enemy Hero is marked.
2
Demonic Slam
Every time that Magtheridon is damaged, all enemy creeps, Heroes and buildings at a radius equal to Magtheridon's Hero level divided by 4 are stunned for 2 seconds. Every time that Magtheridon damages an enemy creep, Hero or building affected by this ability, that damage is doubled while also increasing the stun's duration by 0.5 seconds, stacking infinite times. Consumes an amount of Mana equal to 10 % of the maximum health of every creep, Hero or building killed by Magtheridon while this ability is active. Lasts until Magtheridon has consumed an amount of Mana equal to three times his maximum Health. Does not consume Mana below 0 and does not deactivate when there is no Mana to consume. No Mana cost. Cooldown is equal to this ability's duration at its previous activation.

GAMEPLAY STYLE

DAMAGE: 9

UTILITY: 6

SURVIVABILITY: 8

COMPLEXITY: 5




Health: 2760 (+4 % per level)

Health Regeneration: 4.2 (+4 % per level) per second


Mana: 1300 (+4 % per level)

Mana Regeneration: 2.8 (+4 % per level) per second


Attack Damage: 158 (+4 % per level)

Attack Speed: 0.9 per second

Attack Range: 1.2




Incredibly high damage, decent survivability and excellent Crowd Control but vulnerable to Stun and reliance on abilities for healing, with no escape, debuff or silence abilities.

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