Mal'Ganis by Forizen

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Mal'Ganis

By: Forizen
Last Updated: Oct 12, 2016
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Mal'Ganis

Nathrezim of the Burning Legion

Mal'Ganis was one of the nathrezim sent by Archimonde as a jailor of the Lich King. He was chosen to head up the plot to turn Prince Arthas to darkness, and make him the Lich King's greatest champion.

Acting as secret leader to the Scarlet Onslaught, Mal'Ganis has since been sent to reveal the heroes of the Nexus, seeking further individuals to turn to the dark side.

Change forms to win the battle, depending on the tactical brilliance and dark guile of a Nazthrezim's corruption, or use your demonic and vampiric powers to destroy your enemies directly.

Combat Trait

1
Dreadlord - Devastation
Activate to cause Mal'Ganis to switch tactics and take on a demonic warrior form with the goal of slaughtering his foes directly.

Channel time: 4 seconds
2
DREADLORD - Manipulation
Activate to cause Mal'Ganis to switch tactics and take on a shadowy form, with the goal of manipulating his foes to darkness

Channel time: 4 seconds

Primary Abilities

1
Dread Maul - Devastation Only
ACTIVE: Mal'Ganis dashes a short distance towards the target enemy stealing 6% of their maximum health. The target enemy and all enemies along the way are struck by an instant auto attack.

This ability goes on cool down immediately upon use.

Cooldown: 6 seconds

Cost: 6 Energy
2
Finger of Death - Devastation Only
ACTIVE: Select a target enemy channeling for 2 seconds, then fire off a surge of demonic energy at the target.
    Against minions/mercenaries and summons: 50% of maximum health, and the same damage to enemies near the target selected.

    Against enemy heroes: 8% of their maximum health, and the same damage to enemies near the target selected.

Cooldown: 20 Seconds

Channel time: 2 seconds

Cost: 66 Energy
3
Vampiric Spirit - Devastation Only
ACTIVE: Imbue a target with an insatiable lust for blood, causing them to take 4% of their maximum health in damage every second for 5 seconds. Target's who are imbued cause their basic attacks to steal 2% health (healing for twice the amount stolen) and a stacking 5% movement speed for every consecutive hit. Attacks against the same target increase the duration by 1 second, but switching targets will bring the duration down to 1 second regardless of where it was at.

Allies can disable the buff at any time by pressing Z (Mount)

Duration: 2 seconds - extended by 1 second for consecutive auto attacks.

Cooldown: 16 Seconds

Cost: 66 Energy

Secondary Abilities

1
Dark Conversion - Manipulation Only
ACTIVE: Mal'Ganis selects a target area for conversion. The corruption starts off just small enough to convert one minion, but spreads while channeling. The channel can be cancelled at any time and all Minions and mercenaries in the area upon cancellation will be converted the side of Mal'Ganis. During this time, Mal'Ganis takes 25% increased damage and any source of hero damage will interrupt the channel. If the channel is cancelled by a source other than Mal'Ganis, the conversion fails.

Cooldown: 25 seconds

Channel time: 2 seconds per "size" of minion-area. Approximately 10 second channel for a minion wave/mercenary camp.

Taking any kind of hero damage will cancel the channel

Equal experience is gained from converting enemies as if they were slain, but do not grant experience to the enemy team upon being slain.

Does not work on bosses

Enemy minion leaders will drop their regeneration globes upon conversion

Cost: 66 Energy
2
Carrion Swarm - Manipulation only
ACTIVE: Mal'Ganis fires a horde of bats in a target direction dealing 80 +4% per level damage. Enemies hit by a 2nd consecutive wave within 3 seconds are slowed by 20% for 2 seconds. Enemies hit by a 3rd consecutive wave are feared for 1 second. This deals double damage to minions.

Charges: 3

Cooldown: 2 seconds

Recharge time: 8 seconds per charge

Cost: 16 Energy
3
Sleep
ACTIVE: After a 0.5 second delay, fire off a medium ranged sleep spell and cause the first enemy struck to go into stasis for 0.25 seconds, then fall asleep for 2.5 seconds. Targets who are asleep cannot take any action but are woken immediately upon taking damage.

Allies can also wake up a fellow target who is asleep by channeling for 0.75 seconds on them.

Cost: 66 Energy

Heroic Abilities

1
Dread Lord - Devastation only
Mal'Ganis unleashes his full demonic and vampiric powers, enhancing his basic abilities and self for 12 seconds.

- Dread Maul Basic attacks reduce the cooldown of Dread Maul by 1 second.

- Finger of Death deals +100% damage to targets below 25% health.

- Vampiric Spirit strictly the health steal and movement speed are active for Mal'Ganis for the duration of this ability.

- Dark Flight's Active is refreshed upon kill

Cooldown: 60 seconds
2
Cunning General - Manipulation only
Mal'Ganis unfolds his long due plan and unleashes darkness across the land, enhancing his basic abilities and self for 30 seconds.


-Dark Conversion has increased range and can be used on more targets with varying durations:

* Tower/Gate conversion = 12 seconds
* Keeps take 25 seconds

- Carrion Swarm has unlimited charges

- Sleep Enemies hit are stunned instead for half the duration

- Dark Flight has global range

Cooldown: 150 seconds

Special Mount

1
Dark Flight
Passive: After 5 seconds of not taking damage, Mal'Ganis gains 20% movement speed. Taking damage will remove this bonus immediately.

Active: Take flight, and dash a medium distance. Cooldown: 20 seconds.

Talents

Level 1

* Deadly Maul - Quest: Using Dread Maul on an enemy hero gains a stack of Maul. Upon reaching 30 stacks, permanently increase the damage of Dread Maul to 9% health steal.

* Join Me - Reduces the channel time of Dark Conversion by 1 second

* Other Hand - Finger of Death gains an additional charge

* Immortal Regeneration - Collecting a regeneration globe permanently increases the amount Mal'Ganis heals by 1% up to 25%. Upon reaching 25%, Mal'Ganis spawns a Regeneration Globe whenever he switches forms.



Level 4


* Reaching Maul - Increases the range of Dread Maul by 33%

* Demonic Skin - Activate to gain a shield that absorbs up to 33% of Mal'Ganis's health. Mal'Ganis will drain the shield, healing himself for the same amount over 6 seconds.

* Dark Wind - Reduces the cooldown of Dark Flight by 5 seconds

* Cloud of Bats - Increases the range , width and speed of Carrion Swarm by 33%


Level 7

* Not a morning person - Sleep slows the target by 25% for 2 seconds after they wake up

* Peaceful Slumber - Sleep can now be cast on allies, causing them to regenerate up to 25% of their health over the duration. Allies can manually wake up by mounting

* Starving to Death - When cast on an enemy, Vampiric Spirit drains for twice as long but causes the enemy's attack to heal for twice as much.

* Nathrezim Champion - When cast on an ally, it is casted on Mal'Ganis as well


Level 13

* Invincible Maul - Dread Maul makes Mal'ganis unstoppable for 1 second.

* Demonic Rage - Targets with Vampiric Spirit burn nearby enemies for 23 damage a second

* Middle Finger - Destroys, removes, and prevents shields and healing on the target for 3 seconds.


Level 16

* Blind as a bat - Enemies hit by Carrion Swarm are blinded for 2 seconds and can only see in a cone in front of them.

* Never Sated - Increases Vampiric Spirit's duration in all ways by 100%

* Rude Awakening - Enemies put to sleep become vulnerable for 2 seconds after waking up, increasing the damage taken by 25%.


Level 20


* Immortal Nathrezim - Every time a hero dies, Mal'Ganis gains a charge of Immortality. Mal'Ganis can spend these charges to reduce the cost of his respawn by 6 seconds



* Legacy of Mal'Ganis - Dread Lord is permanently active and Mal'Ganis gains resistance; decreasing all damage taken by 25%.



* Endgame - Cunning General's duration is increased to 60 seconds. Keep takedowns, keep conversions, mercenary captures, and objective wins reduce the cooldown of this ability by 10 seconds.



* Infernal of the Burning Legion

- Passive: Every 3rd minion wave will be a wave of demons instead, who take 25% reduced damage from minions and mercenaries and deal 25% more damage to minions and mercenaries.

- Active: Call down an Infernal from the sky, dealing massive damage to non-hero units. The Infernal is a beefy melee siege unit that burns all nearby enemies over time, has a cleave attack and deals massive damage to structures.



* Darkest Night

- Passive: Mal'Ganis gains stealth when Dark Flight's passive is active.

- Active: Remove all enemy shared vision for 3 seconds. 60s cooldown

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