Mal'Ganis by Da Huuuuuudge

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Mal'Ganis

By: Da Huuuuuudge
Last Updated: Jul 26, 2018
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Mal'Ganis

Agent of the Burning Legion

Mal'Ganis serves as a potent Life Stealing Bruiser with a multitude of options to shut down his opponets, before diving in with his team to make the kill.

STRENGTHS:
    Self Sustain
    Shutdown
    Sustained Damage
WEAKNESSES:
    Poor Mobility
    Mana Glutton
    Physical Damage Dealers
STATISTICS
HEALTH 1750 (+4.0%)
REGEN 3.4 (+4.0%)
MANA 500 (+10)
REGEN 2.90 (+0.098)
ATK SPEED 1.20 PER SECOND
DAMAGE 140 (+4.0%)

Editor's Note: Bats fired by the Carrion Swarm ability are not the Felbats canon to Warcraft Lore, which it turns out are quite large and terrifying. They are just small, regular sized bats that are made of Fel Energy.

Advice and Criticism Welcome!

Combat Trait

1
Vampiric Aura
Mana Cost: 15 Per Attack While Active

Passive: Basic Attacks Heal Mal'Ganis for 30% of damage dealt.

Active: Basic Attacks deal an additional 50% Spell Damage, which also fuels his Life Steal. Nearby Allied Heroes will be healed for 30% of the damage dealt by the Spell Damage.

Primary Abilities

1
Carrion Swarm
Cooldown: 12 Seconds
Mana Cost: 50

Mal'Ganis Sends out a wave of 5 Fel Bats that travel in a straight path. Each time the wave hits an enemy unit or structure, it losses 1 Bat, becoming narrower and 10% faster. Each target struck is Poisoned, dealing 60 damage per second over 3 seconds.


Quest: Hitting more than 1 Enemy Hero unit with Carrion Swarm increases the Damage Over Time by 1 for each additional Hero hit, up to 30.
Reward: After reaching 30 damage stacks, gain access to the secondary ability MASTER OF BATS.

The Cooldown of CARRION SWARM upon switching will depend on the number of charges on MASTER OF BATS.
2
Hypnosis
Cooldown: 15 Seconds
Mana Cost: 50

Channel a target enemy Hero for 2 seconds. If the channel finishes without interruption, the target will be put to Sleep for 3 seconds.

Bonus General Rework Concept: Sleeping Heroes will not be targeted by Standard Minions, Mercenaries or towers. Heroes will also not auto-target a Sleeping Hero with there Basic Attack. This will help with getting your team to position themselves around a target that has been put to sleep.
3
Mind Blast
Cooldown: 15 Seconds
Mana Cost: 60

Place a curse on a target enemy Hero that arms after a 0.5 second delay, lasting for only 2 seconds. If the cursed Hero uses an Ability during this time (not counting Passive effects), the curse will negate the spell, Silencing the Hero for 1.5 seconds and dealing 50% of the damage the ability would have done back at the hero, to a maximum of 300. Healing, movement and other Non-damage abilities will deal a flat amount of 125 damage.

Secondary Abilities

1
Master of Bats
[Toggle On and OFF to Change the Function of CARRION SWARM]

Charges: 3
Cooldown: 10 Seconds
Mana Cost: 20

Fire a Single Fel Bat at full Speed. Fel Bat poisons targets for 3 seconds, dealing 90 damage per second. Each Charge has a 1.5 second cooldown between uses. Poison will stack upon itself.

The number of charges available upon switching to MASTER OF BATS will depend on the Cooldown of CARRION SWARN.

Heroic Abilities

1
Banish
Cooldown: 80 Seconds
Mana Cost: 90

Banish an Enemy Hero from the current Plane of Existence, leaving them in a sort of mobile Stasis for 5 seconds. Banished Heroes are Silenced and Slowed by 30% for the duration, and are unable to see or interact with other units, and cannot attack structures/use Healing Fountains. Banished Heroes are visible to other Heroes as a transparent 'ghost', but cannot interact with them.

Mal'Ganis can re-activate Banish after a 2 second delay to end the effect early.
2
BodySnatch
Cooldown: 120 Seconds
Mana Cost: 100

Channel on the spirit of a dead enemy Hero for 1 second to enter and possess that Heroes corpse for 15 seconds(spirit is a unobtrusive glowing green ball when Bodysnatch is not primed). Gain access to all of the enemy's Basic abilities and Trait, gaining increased 20% Spell Damage and Basic Attack Damage, but only 75% of their Total Health. Upon expiring, Mal'Ganis will emerge at the point of the Corpses death, exactly as he was when the ability was cast.

Mal'Ganis can re-activate the ability to abandon the corpse and dash a short distance in the target direction.

(Essentially, think of it as an unholy amalgam of Aurial's Resurrect and Abathur's Ultimate Evolution, only for Enemy Heroes.)

Talents

Level 1

Blood Drive [D]
While Vampiric Aura is active, Basic Attacks will charge a short distance toward targets poisoned by Carrion Swarm.

Demonic Strikes [D]
Basic Attacks cleave in a 160 Degree Arc while Vampiric Aura is active. Life steal from secondary targets are reduced by half.

Master of Deception [Passive]
Quest: Gather Regeneration Globes to increase mana regeneration by 0.1 per second, up to a maximum of 2 per second.
Reward: Upon collecting 20 Regeneration Globes, reduce the cooldown of Hypnosis and Mind Blast by 3 seconds.

Level 4

Vampire Bats [Q]
Heal for 1% of your Total HP for each second an enemy Hero is poisoned by Carrion Swarm.

Rabid Swarm [Q]
Targets are slowed by 30% while poisoned.

Deep Slumber [W]
Increase Casting range of Hypnosis by 25%. Target now sleeps for 4 seconds.

Level 7

Rude Awakening [W]
Enemy Heroes put to sleep by Hypnosis take 75% more damage from the source of damage that wakes them.

Lingering Doubt [E]
Mind Blast's curse lasts 3 seconds and reveals the targets location.

Relentless [Passive]
Reduces the duration of stuns, slows, and roots against your Hero by 50% while below 50% Hp.

Level 10

Banish[R1]
Cooldown: 80 Seconds
Mana Cost: 90

Banish an Enemy Hero from the current Plane of Existence, leaving them in a sort of mobile Stasis for 5 seconds. Banished Heroes are Silenced and Slowed by 20% for the duration, and are unable to see or interact with other units, and cannot attack structures/use Healing Fountains. Banished Heroes are visible to other Heroes as a transparent 'ghost', but cannot interact with them.

Mal'Ganis can re-activate Banish after a 2 second delay to end the effect early.

Bodysnatch[R2]
Cooldown: 120 Seconds
Mana Cost: 100

Channel on the spirit of a dead enemy Hero for 1 second to enter and possess that Heroes corpse for 15 seconds(spirit is a unobtrusive glowing green ball when Bodysnatch is not primed). Gain access to all of the enemy's Basic abilities and Trait, gaining increased 20% Spell Damage and Basic Attack Damage, but only 75% of their Total Health. Upon expiring, Mal'Ganis will emerge at the point of the Corpses death, exactly as he was when the ability was cast.

Mal'Ganis can re-activate the ability to abandon the corpse and dash a short distance in the target direction.

Level 13

Life Fuel [D]
While Vampiric Aura is active, Basic Attacks against Slowed, Rooted or Stunned targets will instead grant 20 mana.

Paranoia [E]
Deal 100% of the damage dealt by Mind Blast in an area around the Target.

Psychoshock [E]
Mind Blast deals 75% of the Spell Damage of the negated Ability along with any negative secondary effects associated with the Ability.

Spell Shield [Passive]
Every 30 seconds, gain 50 Spell Armor against the next Ability and subsequent Abilities for 3 seconds, reducing the damage taken by 50%. Can be toggled to allow or prevent this talent from triggering automatically.

Level 16

Mal'Ganis the Eternal [Passive]
Quest: Every Enemy Hero Takedown increases basic attack speed by 5%, up to 50%. All stacks are lost on death, but death timer is reduced by the bonus percentage. (Post-death takedowns do not apply)

Legion Bats [Q]
Reduce the cooldown of Carrion Swarm by 1.5 seconds when it hits enemy Heroes. This also applies to Master of Bats.

Nathrezim Fury [D]
Basic Attacking enemy Heroes reduces Heroic ability cooldown by 1 second, 2 seconds while empowered.

Level 20

Into Oblivion[R1]
Mal'Ganis can Basic Attack Banished Targets. Doing so will end the Banish and stun the target for 2 seconds.

Skinwalker[R2]
Replaces the escape dash of Bodysnatch with the ability to jump from an active host corpse into another. Second host will only last 10 seconds and have 50% of targets Total Health. Can be used once per cast.

Bolt of the Storm [Active]
Cooldown: 70 seconds
Activate to teleport to a nearby location.

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