Mannoroth health regeneration permanently is increased by 1.5% of his maximum health, this bonus health acts every 1 second. For every ally hero that is within 3 yards of Manaroroth and also for every enemy hero that deals damage against damage him. this reg amount is increased by additional 0.3% up to 3%.
Primary Abilities
1
Flay
Q) Flay
Mannoroth strike a width area by his weapon (range=4), deals 300 damage on enemies who are in the area (10 seconds cool down and 50 mana cost).
Passive: basic attack deal cleave with 40% damage.
2
Chaos Flame
W) Chaos Flame
The blade part of the Mannoroth spear is impregnated with fuel and transformed into flames of green fel. He can fire this flame 2 times at his enemy at a maximum distance of 7 yards from him. In each opening, the flame causes 222 damage to the effect point and 148 damage around the effect point with 1.5 yards away (12 seconds cool down equal to 6 seconds cool down for recharging each stack plus 40 mana cost for fire each flame).
3
Cripple
E) Cripple
Mannoroth keeps one hand free and curse his enemy hero in 1.00 seconds (6 yards range) with an unholy fel magic. At the end of this time, he deals 104 damages on the target and then slows movement by 50% for 2.25 seconds. Also, during this period, it inflicts 52 additional damage every second (10 seconds cool down and 60 mana cost).
Heroic Abilities
1
Mannoroth's Gaze
R1) Mannoroth's Gaze
Mannoroth's eyes stare at the target for 1 second. Then 2 rays of fel energy are released from his eyes and are quickly released towards the enemy (maximum distance of 10 yards). At the moment of hitting the target point, each ray deals 505 damages the and throws them back with stun effect a short distance, 1.5 yard (70 seconds cool down and 80 mana cost).
Note: The rays just hit the target point and so there is chance for player to do error on casting the ability.
2
Howl of Terrors
R2) Howl of Terrors
Mannoroth knock the ground, deal 254 damage in a width area (range=4 yard) and silence all the enemy within the area by 1.25 seconds. Then break the ground with shadow effect for 3 seconds. Then horrors of legions rise of the ground, slow enemy inside the area by 30% and also reduce their damage dealt by 50% for 4 seconds (60 seconds cool down and 80 mana cost).
Special Mount
1
Trample
Z) Trample
Mannoroth charge on the target area/enemy (range=10), get 30% extra movement speed. Upon impact to the target point, If the target is unit therefore he instantly deals a basic attack with 100% damage (30 seconds cool down).
Passive: Mannoroth is permanently prevented of any slow and root effect. His base movement speed is 90% of the base amount.
Talents
Level 1 Talents (Tier 1)
(Q). For each enemy hero hit by Flay Mannoroth next basic attack within 5 seconds deal 20% more damage up to 100%. Each enemy hero hit by Flay restore 5% of Mannoroth maximum health.
(D). Quest: gathering a take down increases Blood of Mannoroth heal regeneration amount by 0.025% per stack up to 0.5%.
Passive: Regeneration globe Increase Blood of Mannoroth heal regeneration by additional 0.1% for 6 seconds.
(W). Increase Numbers of Chaos Flame stack by 1 and also consider 6 seconds cool down plus 40 mana cost for it, but reduce Chaos Flame damage by 20%.
Level 4 Talents (Tier 2)
(Z, E). Increase Trample movement speed bonus by additional 10%. If Trample hit an enemy hero who effected by Cripple, the first basic attack on the target deal 75% bonus damage.
(D). Blood of Mannoroth cause to burn nearby enemies, deals 50 damage per second, damage increased by 20% for every enemy hero effected by this feature.
(W). Each time Chaos Flame fire a target, the area become burned for 3 seconds, deals 60 damage per second.
Level 7 Talents (Tier 3)
(E). Increase Cripple duration by 0.75 seconds but reduce slow amount from 50% to 40%.
(E). Increase Cripple slow amount by additional 10% but reduce the duration by 0.5 seconds.
(E). Cripple also reduce hero' s damage dealt by 40% for 2 seconds.
Level 13 Talents (Tier 4)
(Q). Flay' s range is increased by 25%. For each enemy hero hit by Flay, its cool down is reduced by 1 second.
(W). If the initial impact of the Chaos Flame hits the enemy correctly the next one causes 20% more damage, stack up to numbers of Chaos Flame' s stacks. This bonus damage does not depend on the target.
(Passive). gain 10 spell power, basic attack deal 54 bonus spell damage on the target and enemies effected by the cleave features also slow their movement speed by 20% for 2 seconds.
Level 16 Talents (Tier 5)
(D). Blood of Mannoroth also grant allies heroes 3 armor and 3% bonus movements speed, stack up to 15.
Passive: Mannoroth permanently gain 10 armor.
(E). Cripple get the second charge with 1.5 seconds required time to casting it.
(Z). Trample deal bonus damage equal to 8% of the target maximum health and stun them for 1 second.
Level 20 Talents (Tier 6)
(Heroic). If each rays of Mannoroth's Gaze hit the target hero correctly, reduce its cool down by 15 seconds. if the rays hit at least 2 enemy heroes at same time, the cool down is reduced by additional 20 seconds.
(Heroic). Increase Howl of Terrors area damage by 100% and its slow amount by additional 20%.
(Z). During Trample Mannoroth gain 40 spell armor, reduce damage taken by 40%. If a enemy hero die within 4 seconds of casting Trample, the cool down is instantly refreshed.
(Passive). Basic Attack deal 100% bonus damage on non-heroic targets.
D)Blood of Mannoroth
Mannoroth health regeneration permanently is increased by 2.5% of his maximum health, this bonus health act every 1 second. For every ally which is in a 3-yards from Mannoroth or for every enemy hero attack him, this reg amount is increased by additional 0.4% up to 4%.
So, at lvl 1 he heals for 75.9+6.27 health each second and even more for each hero around?
Stitches is crying. He needs 49 stacks of E quest at lvl 1 to reach that healing. This is absurd.
E)Cripple
Mannoroth keeps one hand free and curse his enemy hero in 1.00 seconds (6 yards range) with an unholy fel magic. At the end of this time, he deals 104 damages on the target and then slows movement by 50% for 2.25 seconds. Also, during this period, it inflicts 52 additional damage every second (10 seconds cool down and 60 mana cost).
50% slow for 2.25 seconds with 10 seconds CD is just unfair.
Better would be if it increased health regen for few seconds after taking damage. Because right now he is unkillable. Or reduce it from 2.5% to 0.5%, and decrease maximum additional regen for each hero nearby from 4% to 2%?
1.5% of 2946 is 44,2 health per second...it's still too much, this shouldn't be higher than 20. Muradin is crying in corner.
And 4.5% of 2946 is 132.6 health per second...it doesn't feel right.
The problem that it's not just "good", it's "too good". Stitches has alot of Health and Regen because everything else in his Kit isn't that good. And Mannoroth has nothing bad.
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Mannoroth health regeneration permanently is increased by 2.5% of his maximum health, this bonus health act every 1 second. For every ally which is in a 3-yards from Mannoroth or for every enemy hero attack him, this reg amount is increased by additional 0.4% up to 4%.
So, at lvl 1 he heals for 75.9+6.27 health each second and even more for each hero around?
Stitches is crying. He needs 49 stacks of E quest at lvl 1 to reach that healing. This is absurd.
E)Cripple
Mannoroth keeps one hand free and curse his enemy hero in 1.00 seconds (6 yards range) with an unholy fel magic. At the end of this time, he deals 104 damages on the target and then slows movement by 50% for 2.25 seconds. Also, during this period, it inflicts 52 additional damage every second (10 seconds cool down and 60 mana cost).
50% slow for 2.25 seconds with 10 seconds CD is just unfair.
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And 4.5% of 2946 is 132.6 health per second...it doesn't feel right.
The problem that it's not just "good", it's "too good". Stitches has alot of Health and Regen because everything else in his Kit isn't that good. And Mannoroth has nothing bad.