Mal'Ganis by Omnidus

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Mal'Ganis

By: Omnidus
Last Updated: May 23, 2017
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Mal'Ganis

Dreadlord

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.

There are a bunch of Dreadlords (Nathrezim), but this is the guy who kicked off Arthas' descent into madness; as such, I believe he is the one who should get the spot light in Heroes of the Storm. In this concept I try to work in the guile of the Nathrezim and the special necromantic touches of Mal'Ganis. Enjoy!

2100 (+4%) HP, 4.38 Regen
500 (+4%) Mana, 3 Regen
140 (+4%) Damage, 1.5 (Melee) Range

A good chunk of health and heavy attack damage discourages enemies from getting in his face. The down side? He doesn't really have a way to engage or escape...

Combat Trait

1
Vampiric Aura
Passive: Allies in a large area around Mal'Ganis heal for 8% of the damage they deal. Mal'Ganis gains triple the effect.

The original ability only affected melee, but I didn't want to force him into melee heavy comps or force the player to pick talents to make it viable for a varied team comp or anything dumb like that. It is stronger for himself, because he is not that mobile and needs it for his sustain.

Primary Abilities

1
Carrion Swarm
45 Mana. CD: 6 sec. Deals 131 (+4%) damage to all enemies in a 30 degree cone.

Consistent mediocre area damage spell. Should be able to beef it up / make it interesting with talents.
2
Nether Plague
60 Mana. CD: 12 sec. Infect all enemies in a medium area with Nether Plague, reducing Armor, Damage and Healing by 10% for 4 sec, twice as long for Non-Heroes. Basic attacks and abilities from Mal'Ganis refreshes the duration.

Added this spell to try to bring out a little of that trademark subtlety of the Nathrezim. I know he had Mind Blast in Culling of Stratholme, but I wanted to make him a little more of a Specialist; also, he was skilled in necromancy, so I wanted to be able to incorporate that a little in his basic abilities or talents.
3
Sleep
75 Mana. CD: 24 sec. Channel to slow target enemy hero down to 0% over 1.5 sec. After 1.5 sec the target is put to Sleep for 5 sec. Sleep is broken after target takes 10% or more of their HP in damage. Removing the slow effect before Sleep will break the spell and incur the full cooldown.

To combat the strength of this ability I wanted to add a small window where he can be interrupted or the target could be saved via cleanse or some form of stasis / escape / etc before the Sleep affliction kicked in. Because F*** Xul.

Heroic Abilities

1
Inferno
100 Mana. CD: 120 sec. Call down an inferno to target area dealing 50 (+4%) damage to all enemies and interrupting them on impact. Enemies in the center of the impact take triple damage. An inferno then emerges from the meteor to bathe your enemies with fire for 20 sec. Inferno has 30 Armor to Non-Heroes, Immolation Aura, and can be directed with R.

Inferno Stats:
1000 (+4%) HP
88 (+4%) Damage (Melee)
1.2 Attacks / Sec
1.15 Move Speed
Immolation Aura - Deals 29 (+4%) damage every second to nearby enemies.
30% Armor to Non-Heroes.
2
Corpse Puppet
70 Mana. CD: 75 sec. Enter the corpse of a fallen hero, reanimating a copy of them for 15 sec with 75% HP and granting all basic abilities. Damage and Healing is reduced by 25% of the original hero. Upon expiration or death of the reanimated hero Mal'Ganis is released as an invulnerable shadow from the corpse for 1 sec after which he reforms as his true self. Can be released early by reactivating R.

Has a medium range - can be used as an escape if there is a dead hero nearby.
Heroes will leave a shadow that only Mal'Ganis can see to target with the ability (like Auriel's resurrect).
This ability is in reference to WotLK when Mal'Ganis possessed the corpse of Admiral Barean Westwind. After defeating him in the human form he drops some epic lines: "Kirel narak! I am Mal'Ganis. I AM ETERNAL!" I thought it captured his diabolical cunningness pretty well. :)

Talents

Level 1

Blood Orb
Regeneration Globe and Healing Fountains heal twice as fast.
Collecting Regen Globe will grant 1 charge of Blood Orb, up to 3. Spend 1 charge of Blood Orb to grant the HP regeneration effect of a Regeneration Globe. Activated with Trait (D).
Quest: Each Regeneration Orb collected increases the healing of Blood Orbs by 1%.
Note: Blood Orbs do not count towards Regeneration Globe quests, nor are they increased by Regeneration Orb effects like Diablo's level 1 talent.

Blood Shield
Activate Trait (D) to cause Vampiric Aura to also grant a shield that lasts for 5 sec equal to 8% of damage dealt. Effect lasts 8 sec, 30 sec CD.

Scent of Death
Quest: Kill Enemy Heroes within the range of Vampiric Aura.
Reward: Activate Trait (D) to reveal all Enemy Heroes that have died within Vampiric Aura for 2 sec. 30 sec CD.

Level 4

Ravenous Feeders
Carrion Swarm deals an additional 10% of its initial damage over 3 seconds.
Quest: Every Hero infected with Nether Plague hit by Carrion Swarm increases the damage over time effect by an additional 2%, up to 50%.

Twisted Epidemic
Nether Plague Spreads to nearby enemies when it is refreshed. In addition, deals 12 (+4%) damage per second. Each time it is refreshed the damage is increased by 10%.

Fel Infusion
Basic Attacks cause the target to emit an Immolation Aura for 2 sec that burns it and nearby enemies for 21 (+4%) damage per sec.

Prey Upon the Weak
Movement Speed is increased by 25% when an Enemy Hero is below 40% HP and within the radius of Vampiric Aura.

Level 7

From the Shadows I Come
Burst into a cloud of bats and travel forward with the Carrion Swarm, reforming at the end of the spell. Use Active-1 to cast a normal Carrion Swarm.
The active shares a CD with the new Q - like Stitches' Helping Hand.

Wing Buffet
Increase the size of Carrion Swarm by 40%. The force causes Mal'Ganis to dash backwards.
Small displacement, a little farther than Tychus' scoot. Can be useful to damage enemies while escaping.

Impeding Pathogen
Nether Plague also inflicts a 20% Slow. Slow reduced by 25% every 2 seconds unless reapplied by Nether Plague.

Level 10

Inferno
100 Mana. CD: 120 sec. Call down an inferno to target area dealing 50 (+4%) damage to all enemies and interrupting them on impact. Enemies in the center of the impact take triple damage. An inferno then emerges from the meteor to bathe your enemies with fire for 20 sec. Inferno has 30 Armor to Non-Heroes, Immolation Aura, and can be directed with R.

Corpse Puppet
70 Mana. CD: 75 sec. Enter the corpse of a fallen hero, reanimating a copy of them for 15 sec with 75% HP and granting all basic abilities. Damage and Healing is reduced by 25% of the original hero. Upon expiration or death of the reanimated hero Mal'Ganis is released as an invulnerable shadow from the corpse for 1 sec after which he reforms as his true self. Can be released early by reactivating R.

Level 13

Block Out the Sun
Allied Heroes within Carrion Swarm's area of effect gain 20 Armor for 3 sec.

Morphing Pestilence
Nether Plague can target Friendly Heroes, who instead gain 10% Armor, Damage, and Healing.

Dream Eater
Sleep now Trains 15% of the Enemy Hero's Maximum Health over the duration of the Sleep effect, healing Mal'Ganis for the same amount. This damage does not count towards waking them up.

Nether Shield
CD: 30 sec. Grant a shield to Target Allied Hero that grants 40 Spell Armor for 3 sec.

Level 16

Dark Arcanist
Basic Attacks now have a range of 5.5 (normal range) and reduce the CD of Heroic abilities by 1 sec. Attack Speed reduced by 20% after making an attack outside melee range, and returns to normal with a melee attack.
Have him shoot little purple-ish shadow trails for the ranged attacks. Still more vicious in melee.

Blood Frenzy
Basic attacks increase attack speed by 20% for 3 sec, stacking five times. At five stacks gain 20% Move Speed and the self-effect bonus of Vampiric Aura is doubled.

Hypnosis
Reduce the channel time of Sleep to 1 sec. Upon entering Sleep, the Enemy Hero begins to move toward Mal'Ganis at 30% Move Speed.

Level 20

Reign of Chaos
Infernal now also calls down Lesser Infernals to impact the first Minion wave or Structure in every lane.

Lesser Infernal Stats
700 (+4%) HP
56 (+4%) Damage, 1.5 (Melee) Range
1.2 Attacks / sec
100% Move Speed
Immolation Aura - 20 (+4%) Damage every sec to nearby enemies.
30 Armor to Non-Heroes


Master of Puppets
While possessing a reanimated corpse, Mal'Ganis' true form heals for 2% Health and Mana per second. Reanimated corpse has 30% increased Movement Speed, and the time spent as a shadow before reforming is increased to 3 sec with 30% increased Movement Speed.

I am Eternal!
Upon taking fatal damage Mal'Ganis bursts into a swarm of bats and gains 50% movement speed for 4 seconds. He then returns to his true form with 25% HP. 120 sec CD.

Feast
Vampiric Aura is increased to 15% Lifesteal.

Notes

From Me
1st Hero Concept. Tried to make him a specialist that can provide some minor support to the team, push, and provide some nasty CC that the enemy will have to deal with. Also, I think the talents open up some varied play styles. Not too sure about the functionality of his second heroic - I think it was a cool theory, but hard to implement w/o making it too strong or lackluster. Anyway, let me know what you all think!

Special Mounts?
He could flap his wings and have some shadowy stuff I guess... or we can show off all our fancy mounts and color matching!

Skins?
Obviously his green variation from WC3.



Maybe some sort of Xerxes type stuff from 300 - with wings and all the nipple rings. :-)



A robot transformer type thing to fight Tassadar's sweet fighter jet skin?

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