Magtheridon (Skins Added In!) by TheHereticOne

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Magtheridon (Skins Added In!)

By: TheHereticOne
Last Updated: Dec 26, 2015
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Magtheridon (Skins Added In!)

Summon Stats (For the first Heroic)

Note : There are 7 summons, and each represents a certain part of a minion wave (Three dps, one mage, 3 tanks), and, as such, each will only be able to be seen as a part of their own.... huh.... well, part of the wave, I guess.

Now, as far as "Who goes where" goes, each summon starts with equal chances of spawning. Let's take the warrior minions for an example -- each starts with around 33% chance of spawning. If one spawns, then it loses 50% of its chance of spawning, which is equally divided in between those who haven't be summoned yet. So getting three void walkers would be much, MUCH more rare than getting a grunt, a felguard and a voidwalker.

The number of summons goes towards what a normal wave is made of -- Three Warriors, One Wizard, and Three Archers (Which are the dps-ey ones with low health.)

It's worth noting that, within a lane, the wizard minion is normally the weakest, but in these summons, the Wizard minion will be the strongest.


Warrior Minions

Fel Orc Grunt 
Health : 350 (+40/level)
Dps : 10 (+9/level)
Effects : None.

Felguard 
Health : 350 (+30/level)
Dps : 20 (+10/level)
Effects : Mitigates 7.5% of incoming damage

Void Walker
Health : 350 (+35/level)
Dps : 10 (+6/level)
Effects : Mitigates 20% of incoming damage. Half of it goes towards a random target within a range of 3, the target cannot die from that damage. The rest is used to heal a random target within the same range, and can heal the target previously damaged by the mitigated damage)

"Wizard" Minions

Fel Orc Warlock
Health : 300 (+30/level)
Dps : 25 (+10/level)
Effects : Has a spell that has 1 charge on a 4 second cooldown, which can summon back an imp that deals 40% of his damage and has 40% of his health. He can have up to two imps at the same time, and both are summoned along with him. Imps do not have a limited duration, and instead die when their master does.

Doomguard
Health : 500 (+25/level)
Dps : 30 (+13/level)
Effects : The Doomguard grants a 10% damage increase to nearby Magtheridon summons. When the Doomguard should die, he instead draws upon the Magtheridon summon with the most health left, and heals himself for that value, killing the summon. This effect can only happen once, but its number of charges is set back to 1 upon Magtheridon's death. If Magtheridon dies before the Doomguard gets to use it, he gets a second charge.

"Archer" Minions (Damage dealers)

Succubus
Health : 100 (+10/level)
Dps : 20 (+10/level)
Effects : Can render a minion within melee range useless for 10 seconds. Can be used twice, costs 2 charges to render a bruiser useless.

Felstalker 
Health : 175 (+13/level)
Dps : 50 (+5/level)
Effects : Can channel for 3 seconds on a minion, which has no effect on the minion. If the minion dies while being channeled on, the Fel stalker sees his health augmented by 35% and his damage by 65%. Can only be used once, even if it fails.

Fel Orc Blademaster
Health : 200 (+20/level)
Dps : 40 (+9/level)
Effects : None.

Magtheridon as a Hero





My idea of Magtheridon was a high-health, massive-hitbox character that did not, per say, deal tons of damage. Most of his damage would be relying on him staying in combat for a certain time, being the next best thing to powerless at the start, and becoming too much to handle as the battle lasted for longer and longer, and so, he needed a high health pool, as battle does, in fact, require you to not die in a few hits. 
The idea of his ultimates did not exactly follow that line of thought, though. His first ultimate (Armies of Outland!) was made to go with the fact that he commandeered the armies of Outland, prior to Illidan ending his reign with the aid of the Naga, the Draenei and the Blood Elves.
His second ultimate ability was inspired by an actual warcraft 3 ability of the pit lord, which was an AoE with decent damage -- Instead of hitting only where the meteors fell, though, it hit the whole area. I departed from it that way, making his second heroic ability (Rain of Chaos) hit only where the fire balls fell, dealing great damage, and doing a little DoT side effect. Those two ultimates were made with the idea of giving him some burst damage at some range, and more ability to push lanes, as Magtheridon DOES take 60% extra damage from structures, as it is not to be forgotten.
A hard part was to find a balance to make his abilities need to rely (somewhat) on his passive, but not make them totally useless in the first moments of the battle, as well as giving him a means to enter a battle in strength and already go up and be able to dish out a nice amount of damage. Other than this, Magtheridon is a pretty simple and straightforward hero : Very Tanky, Very big, reliant on fighting for long to start getting some good damage in, not very good at tanking structures.

Talent Tier 1 [Level 1]

Regeneration Master


Seasoned Marksman

Demonic Cleaver
Using Cleaving Shockwave now causes Magtheridon to cleave for 75% of the shockwave's damage in a large area in front of him. Being hit by this prevents the targets from taking damage from the shockwave for the next 2 seconds, all targets hit by this grant you 0.5% extra damage on your auto attacks. If this makes you bypass your maximum amount of stacks, deal 10% more damage with your next auto attack, along with the other bonuses.

Demonic Plating
Basic attacks against Magtheridon have a 20% chance to have their damage reduced by 40%. This ability automatically triggers every 15 seconds, which augments this chance to 85%, and augments the bonus to 100% damage reducing.

Talent Tier 2 [Level 4]

What kills YOU makes ME stronger
Every hero takedown increases a passive ability and auto attack power stack by 2% extra damage.  All of the ability power is lost upon dying, but only half of the auto attack boost is lost. If this brings you to your maximum bonus, it brings the maximum to an extra 20% (10% for ability power), but you no longer get any benefit from takedowns. The maximum is brought back to normal upon not having the stacks bring you to your normal maximum.

Stampede
Magtheridon's Relentless Charge no longer bypasses minions, and he instead tramples them, dealing 50% of the damage he deals to his primary target. Minions killed using this reduce the cooldown on Relentless Charge by 1 second, up to a maximum of 15 seconds. The Charge's hitbox is similar to Magtheridon's.

Vampire Lord
Basic Attacks now heal Magtheridon for 25% of their total damage, but the extra healing only benefits from the ability power (IE : Let's say Magtheridon hits normally for 100, and his auto attack power bonus is 80%, and his ability power is 20%. He will HIT for 180,  but the healing will behave as if he hit using his ability power bonus, which would be 120. So 25% of 120.)

Airless
The target who has been stunned by Crush! will have their next attack or ability's damage/efficiency be reduced by 40%, and until they do attack, all healing they receive will be reduced by 20%

Talent Tier 3 [Level 7]

Anger Management
Magtheridon consumes up to 30% of his auto attack bonus to heal himself for 1.5 of the value of it in percentage. If Magtheridon heals himself beyond his maximum health using this, refund all the fury damage bonus that would have healed him beyond his maximum health, and remove 10 seconds on the cooldown of this ability, as well as reducing it by 1 extra second for every 300 hp it healed in extra.

Continuous Anger
Magtheridon's passive now stops reducing at a 15% damage bonus (5% for ability damage).

Unending Hatred
Magtheridon's "Fury of the Pit" now caps out at 85% extra auto attack damage, and at 30% extra ability power.

Positively Furious
Attacks given now grant you 2% extra damage from your passive. Abilities that do not consume stacks now grant an extra 3%, and abilities/auto attacks that deal damage to you now grant you 4% damage.

Heroic Talents [Tier 4] [Level 10]

See Heroic Abilities.

Talent Tier 5 [Level 13]

You ARE gonna hear me roar!
Enraged Battlecry is now Global, add an extra 4% to the damage bonus it provides to every ally and to Magtheridon.

Relentless

Path of Destruction
Your Relentless Charge's path now is lit up with fire and deals 20(+5/level) damage per second, lasts up until 1 second after you're done charging.

Spell Shield

Talent Tier 6 [Level 16]

Resilience of the Pit
Whenever you hit full stacks with your "Fury of the Pit", your basic attacks now grant you a shield for their full value for 5 seconds. This effect triggers upon reaching full stacks automatically and triggers every 10 seconds.

Imposing Presence

Menacing Aura
For every 15% auto attack damage bonus he gets from his passive, Magtheridon reduces the amount of damage enemies near him do by 3%, and augments the damage dealt by allies by 2%.

Furious Attacks
If either of Fury of the Pit's stacks reach full, start building up "Furious Attack" stacks, that increase your basic attack speed by up to 30%. You continue to be able to build up these stacks until they reach 0, in which case you need to bring either of your stacks back up to full to start building those up again.

Final Talent Tier [Tier 7] [Level 20]

Legions of Outland
Armies of Outland now lasts 10 seconds longer, the "Wizard" minion lasts indefinitely. For every minion that dies near the Wizard summon, it creates an Imp with 40% of the stats of a Felguard. The Fel orc grunt now gains an extra 500hp, and gains a taunt that forces all non-heroic targets to attack it before they attack anything else. The Blademaster gains an Extra 15 damage, and gets a +3 damage per level bonus, as well as dealing 50% extra damage every third attack.

Infernal Rain
Rain of Chaos now creates an Infernal that lasts for 10 seconds and that has 4500 health and deals 300 damage per swing, with an attack speed of 0.95. Each fireball now leaves a trail of fire that lasts 3 seconds and that deals the same damage as the burn effect. The Infernal falls into the middle of the zone and deals 10% of the health of heroes, does not damage anything else than heroes. Rain of chaos now gains a charge that takes 50 seconds to recharge. You CAN cast Rain of Chaos without having the charge up, but the Infernal will not be summoned. If Rain of Chaos is cast with the charge up, the Infernal will be summoned automatically.

Replacement Found
When Magtheridon dies, Summon Brutallus, a Pit Lord with 40% of Magtheridon's stats. Brutallus has the Cleaving Shockwave ability, and his trait is called "Chaotic Strike", which has for an effect that whenever Brutallus triggers an effect that would reduce his damage, ignore the resistance and instead deal 100% extra damage for 2 seconds. If Brutallus survives until Magtheridon resurrects, Magtheridon charges out of nowhere and punts Brutallus away, getting 10% extra damage on his attacks instantly. If Brutallus dies, Magtheridon's death timer behaves as normal. The cooldown is of 100 seconds, and only activates once Magtheridon resurrects, or when Brutallus dies.

Truly Relentless

Upon impacting with a hero, Relentless Charge loses 15 seconds of its cooldown. Add 0.75 second(s) to the stun of Relentless Charge and makes the target be vulnerable for 20% extra damage taken for 2.5 seconds after the stun is over. If the charge kills an enemy, cut the cooldown by 13seconds instantly, added to the 15 seconds already given.

Skin Ideas

-Basic Magtheridon
 Here's The link : http://orig03.deviantart.net/9e5c/f/2015/142/b/3/mannoroth__the_destructor_by_daerone-d8uacim.png
Basic Tint : Blue-Green skin with red plated armor and green fire.
Second Tint : Purple skin Black plated armor and red fire
Last Tint : Grey skin with Green Plated Armor and Purple Fire.

-Master Magtheridon
 Here is the link : http://vignette2.wikia.nocookie.net/wowwiki/images/a/a9/Mannoroth_Pit_Lord_.jpg/revision/latest?cb=20140905182146
Differences with the Basic Skin : Magtheridon now has fire running along his whole body, and gets extra spikes on his back. His plates and chains now have spikes on them, and instead of having a long hilt with glaives at both ends, he now has a short hilt with very long blades, as well as having larger wings with more spikes on them. Gee, we're starting to get a lotta spikes here.

First tint : Red wing skin, Green-Blue skin, Red plates, Green fire
Second tint : Red wing skin, Red skin with darker spots, Black Plates, Red Fire
Third Tint : Green Wing skin, Purple Skin, Black Plates, Blue Fire

-Skeleton Magtheridon
   Here's a link : http://static.icy-veins.com/images/wow/og-image-hellfire-citadel-mannoroth.jpg
Quality : Rare (Around 4-5$)

First Tint : White Bones, Black plates with green cracks in them, Green Fire
Second Tint : Blackened Bones (Blackened, as if they had been charred by fire, kind), Red plates with Purple Cracks in them, Purple Fire (Note : the fire is within the Entire Body)
Third Tint : Grey Bones (Metal Grey), Very dark grey plates with Teal Cracks in them, Teal Fire (With a few sparks crackling here and there for effect)

His Playstyle and His kit

Abilities and Explanations

Q (Enraged Battlecry) : This ability gives Magtheridon, as well as every ally in a large range, a small boost to their attacks, as well as reducing the damage enemies give. The amount in itself is small, but it gives VERY appreciable bonuses to Magtheridon's abilities. Do note that as long as Relentless charge extends the duration, allies still benefit from the buff, as Magtheridon is still, technically, under its effects. Might be worth to note that Magtheridon is still under the effects of the spell even if he doesn't benefit from its 5% extra damage, so it will still give its bonus to its abilities, if applicable.

W (Crush!) : This ability is a short range stun that deals a small amount of damage. It's pretty self explanatory -- You stun someone and deal damage. This ability, however, benefits from a bonus from your Q, and your ability damage from Fury of the Pit. But, added to all of that, is the auto attack bonus it consumes to give itself an even bigger bonus, that can get its damage to terrifying levels, for someone who is already low on health. This ability, due to its stack consuming effect, may be a good combo closer on Magtheridon (Battlecry, Charge in, shockwave, crush, etc.), to get the most out of his kit.

E (Cleaving Shockwave) : This ability hits everything in a medium length, but great width in front of Magtheridon, dealing great damage, benefitting from Fury of the Pit and Enraged Battlecry. This is also pretty self explanatory -- E in a direction, hits people, cleaves to other targets. Do note that an enemy hit by the big wave cannot be hit by a small, but the inverse is not true -- an enemy hit by a small wave that cleaved from behind a target can still be hit by the big wave.

Armies of Outland (R1) : This ability revolves around summoning very strong minions that make Magtheridon a real pushing force to be reckoned with -- You cannot set the focus of these minions, but they will hang around Magtheridon unless he dies, and deal LARGE amounts of damage, so much that, wether it's in a team fight or in a lane, they simply cannot be ignored. Using this, Magtheridon can effectively push a lane and fight "Alone" under towers without fearing to take damage from them, as long as his army is nearby. Upon dying, they're all healed, last forever, and push down the nearest lane, stronger than a regular wave of minions, which makes this ability VERY strong if your team lacks pushing, or has a Sylvanas (Who relies on minions to deal damage to the structures).

Rain of Chaos (R2) : A signature ability from pit lords in warcraft 3 -- This ability deals VERY appreciable damage, if it all hits. Sadly enough, it simply goes around randomly within a large area. This, however not always dealing the damage you wanted it to, will still prove quite effective, as it can make enemies fearful of continuing a team fight. With a relatively low cooldown, this ability, however, does not benefit from any boosts, while still being a very effective tool for scaring enemies away, as stealthed heroes will be revealed by the impact of the fire balls, or by the small burn effect they leave.

Special Mount [Z] (Relentless Charge) : This ability is Magtheridon's main way of being mobile, as well as being his only chase, his main engage and his main disengage, also stuns a hero when it hits one, as well as dealing damage that benefits from a lot of his boosts, as well as making his Enraged Battlecry's effects last longer for allies, and dealing more damage for himself. This ability is something you'll have to learn to se -- With a 45 seconds cooldown that recharges slower when you are not fighting, you'll spend your time fighting anything to be able to use it as soon as possible, as it is a fantastic tool to engage upon enemies, dealing high damage that can actually be quite scary for a fleeing squishy, it also gives you an instant bonus to your fury of the pit passive. Aside from all these effects, this ability pushes lane minions out of the way, stunning them for 1 second and dealing 30% of the ability's damage when it hits them.
This ability's cooldown is slower at recharging when out of combat, but Lane Minions hitting you, or you hitting them, makes i recharge normally. This ability can recharge up to 25% faster in team fights -- 5% faster recharge for every nearby enemy hero, and takedowns take instantly 5 seconds off.

Fury of the Pit [Passive, Trait] : Magtheridon's trait is central for Magtheridon's gameplay. The more you hit and get hit, the more you deal damage. Simple, very effective. A simple catch -- You HAVE to stay in battle. Magtheridon passively moves 5% slower than other heroes, so it will be very hard to move around, especially considering that he does not have a mount, so he will spend a lot of time out of combat, and that, reduces his trait's bonus very quickly. He can, however, interrupt the reducing of his trait's bonus with his enraged battlecry. His trait scales up... intricately, at the very least.

Damage over time (Such as envenom, and Sin's Grasp) do not make his trait proc. Damage tics (Like living's bomb damage tics before its explosion) do not trigger it, either.

He, however, gets the full worth of every baneling or every attack coming from a summon, and if it counts as ability damage, he gets the bonus for ability damage. Heroes with ability that hit a lot, Like Zagara, will have a hard time Laning against Magtheridon. Heroes that attack  very fast, will have also a hard time against him.

Heroes that rely on big bursts, like Kael'Thas, won't have the hardest time against him, , as only primary damage (And only that) will proc his trait. Leoric, who does a lot of percentage damage, will be the most obvious and primary counter to him, as his drain hope is one specific ability that will only trigger his passive upon its last damage tic, along with living bomb, who only triggers it with its final explosion.


His Playstyle
Magtheridon is to be played as a very offensive character -- an extensive health pool allows him to stay in fights long enough to build his passive, which allows him to Q up, charge in, shockwave, then crush, and auto attack at will, which will be able to do an impressive amount of damage. I am not adding in the worth of auto attacks or of his ultimate ability, either. In this, I will describe what I would picture his early, mid and late game all-around-wise to be like.


The Early Game (Pre-10)
Magtheridon's early game should be to try and pin down which lane has the character that would be the worst against him. His teammates should play around him heavily, like they would to any solo tank, but have a very particuliar attention as to his needs : He needs heroes that don't have many stuns, so Johanna and Muradin, right off the bat, are out of question matchups for him. Heroes that will benefit his trait without him putting himself in danger too heavily. Leoric is a straight up no-no, and Kael'Thas could prove to be very problematic as well. An ideal matchup for Magtheridon would be to go up against Tychus or Zagara, maybe even an Illidan, but you rarely get those. So watching out for opponents swapping lanes to counter Magtheridon is a thing the allied team should be ready to do. Other than this, pushing lanes is not something particularly problematic for Magtheridon, so long as he stays clear of towers while his passive is active.

The Mid-Game (Post-10)
In this stage of the game, Magtheridon's time to shine or to crash has come -- an enemy team with a lot of stun, or abilities with a lot of damage but few casts will be his ruin, but he will truly shine when enemies focus him a lot when a healer is keeping him alive, as Magtheridon has a massive health pool. At this stage of the game, you have your ultimate ability, which should tell your team what you will be focusing on doing : Team fighting, or Lane Pushing. Magtheridon can, in fact, be good at both, and his "Armies of Outland!" heroic ability can allow him to push past towers and forts VERY easily if left alone, as well as massing up minions waves of his own. If you took the "Rain of Chaos" heroic ability instead, you will be focusing around  making sure the area your team is fighting in is advantaging them, instead of focusing on single targets. You would also be focusing very heavily on staying in the front and peeling for your allies, which brings both a problem and a good thing : Magtheridon's massive hitbox. Magtheridon has a HUGE hitbox, which allows him to block his enemie's paths and peel for allies very effectively, if positioned right. However, it makes it difficult to avoid stuns and skillshots, due to the mentioned before massive hitbox. It should be something to be very careful about when playing Magtheridon, as the enemy team can very easily get their skillshots on you, but can also miss your allies due to you blocking them. Wether or not you play it to your advantage is up to your skill level and how you play Magtheridon all around. 
In this stage, you may have up to the keeps pushed, or maybe up to the forts and past them on one lane. Map objectives is probably something your team will want you to focus upon, and so, you will need to build accordingly for what your team demands of you, as Magtheridon is a character who weighs heavy on the game. He can be a game changer for both camps, depending on how it plays out. 

The Late Game (Around Level 20)
At this stage of the game, you quite probably have your keeps pushed down or nearly, and have pushed the keeps down, or nearly so, on both teams. That said, you also have your level 20 talents, that can be game changing, at his level range.
If you chose to go lane-pushing, you make your summons a lot better, and get to keep, as long as he's alive, the middle piece, which is either a Doomguard or a Warlock, both of which are excellent, as they will soak tower shots for you, while you damage (quite heavily) the enemy's structures.
If you chose to upgrade your "Rain of Chaos" ability, you now have a charge on it that has a 50 second cooldown, as well as having it empowered. It can be cast without the charge up, but you won't summon the (very powerful) Infernal, that has massive health, very large amounts of damage, while not lasting very long. Your meteors also leave a small trail of fire where they landed, which deals damage -- always practical. At this level range, the Infernal can also be used for pushing down the last structures, if needed, as it can soak up large amounts of shots, or deal large amounts of damage, when summoned.
If you chose to go with the "Brutallus" final talent, you basically get to micro-manage a mini yourself for up to 60 seconds. The mini you goes passively 10% faster than other heroes, only has the cleaving shockwave, and has a new trait, while not possessing a mount, and only having 40% of your stats (except for attack speed, which is, thankfully, a little higher -- 1.09, to be precise.). The trait seems quite good upon first look, but don't be delusional -- Brutallus is there to allow you to have some presence even while dead, and to basically make you teleport after resurrecting, due to your slow movement speed. Brutallus has only 40% of your hp, which isn't too high -- it's only around 3450, at level 20, which is pretty low. Brutallus, however, does have 160% of your auto attack damage, instead of having 40% of it, due to Magtheridon's very low damage before stacked up.
And, for the final choice, you have "Truly Relentless", which makes you a real MONSTER to be reckoned with. If you are good at landing your relentless charges on heroes, you can basically be casting them all the time. You can get up to an instant 28 seconds reduction on your charge if you kill the hero you impacted with, which leaves it with a very short 17 seconds cooldown that can recharge up to 20% faster, making it recharge at a rate of 1.20 (which is 1.12, if you turn to 2 at 1.60) per second. But it ALSO makes the stun longer and makes the impactee vulnerable, which is very appreciable, as always.

Your final talent choice may very well impact the outcome of the game, as Magtheridon is a hero that, at default of having a lot of mobility, has to focus on being VERY strong at one place, rather than being everywhere while being a little less strong, so affirming your presence where you are is going to be a must if you are to play Magtheridon.

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TheHereticOne (10) | October 11, 2015 9:26am
It doesn't seem to be working -- I removed the spaces and I can't find anything, it just tells me error. If you want to show me anything, I'd appreciate a link :)

Also, if you are speaking of how Mannoroth dies in Warlords of Draenor -- I wouldn't add it myself, as it would be too "Tyrael-ish". That explosion when dying is also Mannoroth's signature -- No other pit lord, if you would check, dies that way, might it be in WoW or Warcraft 3. As much as it sounds appealing, I'd like to let characters keep things that are belonging to them -- Tyrael exploding when he dies after moving a bit, Mannoroth exploding on the spot, etc.
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matrix123mko (8) | October 11, 2015 1:30am
Give him Mannoroth's explosion talent: h t t p s : / / y o u t u . b e / T L z h l s E F c V Q ? t = 1 6 8
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TheHereticOne (10) | September 12, 2015 11:19am
Side note : I tried changing each skin's picture (4 times each, to be precise), and each time they came back as that big question mark, so i just gave up and decided to put a link instead.
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Carpet411 | September 10, 2015 12:58am
Avesome work,i wish play your hero in future!
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TheHereticOne (10) | September 7, 2015 5:42pm
Tacobreaker wrote:

How does crush work on heroes that are as big or just a little bit smaller then Magtheridon. Also how does it work if somebody is also playing him. What happens then?
Besides that, you have a very promising concept of a hero that just hits harder and harder the longer you try to fight. So props to you. :)


I don't intend for him to actually pick up the target and crush their ribcage, I instead would have him simply do a punch-like animation towards the target, as picking up the target to crush it would be a little complicated with big heroes, as you said.

Thanks for reading my concept, I'm appreciative of any feedback!
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Tacobreaker | September 7, 2015 12:47pm
How does crush work on heroes that are as big or just a little bit smaller then Magtheridon. Also how does it work if somebody is also playing him. What happens then?
Besides that, you have a very promising concept of a hero that just hits harder and harder the longer you try to fight. So props to you. :)
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