A disruptor tank, excellent against both a melee front line and burst damage. However, a lack of movement options, long cooldowns, and the situational nature of his self-sustain make him vulnerable to sustained damage and poke damage.
Combat Trait
1
Burning Blood
Whenever Mannoroth takes 800 (+4%) damage within 1 second or less, he and all nearby allies deal +50% damage for 3 seconds. While at or below 50% health, the damage threshold and cooldown are halved. On Death, Mannoroth explodes in place after an 8 second delay, dealing 400 (+4%) damage in a large AoE, damage is doubled against enemy Heroes. Cooldown: 14.
Primary Abilities
1
Glaive of Ruin
Vector Targeting. Thrust your Glaive into the ground and rake it through in a wide half circle arc, sending fel flames bursting up from the earth. Enemies hit by the flames take 80 (+4%) damage per second and are slowed by 30% for 3 seconds. Enemies hit directly by the glaive also take 210 (+4%) damage and are stunned for 1 second, damage and stun duration are increased by 50% if hit by the initial thrust. Mana Cost: 70. Cooldown: 12.
Passive: Basic attacks cleave for 33% damage to nearby enemies. After using Glaive of Ruin, your next basic attack within 3 seconds deals +25% damage and cleaves for 100% damage.
2
Howl of Terror
Reduce the attack damage of nearby enemies by 50% for 4 seconds. Mana Cost: 60. Cooldown: 16.
Passive: While at 75% health or higher, enemies that attack you have their damage reduced by 25% for 2 seconds.
3
Demon's Revenge
Channel to gain Protected and Unstoppable for 1 second, if heroic damage is prevented while doing so, burst with fel flame, dealing 150 (+4%) damage and an additional 150 (+4%) damage over 5 seconds to nearby enemies and healing for 70% of the damage dealt. If you prevent 600 (+4%) damage this way, Burning Blood is cast for free. Mana Cost: 75. Cooldown: 20.
Secondary Abilities
1
Blood Fountain
Level 4 Talent. Activate to taint a friendly a Healing Fountain with your blood, the next ally to drink from this fountain gains Burning Blood's effects for 20 seconds. Cooldown: 120.
Passive: Burning Blood's cooldown recharges 3% faster for every 1% of your missing health.
2
Blood Pact
Level 16 Talent. Activate to Sacrifice a Doom Guard or Infernal and instantly restore 60% of Mannoroth's maximum health. Passive: Whenever Blood Pact activates, reduce the cooldown of your heroic ability by 10 seconds. Cooldown: 60.
Heroic Abilities
1
Doom
Doom an enemy hero, reducing their healing received by 100%, slowing them by 20%, and dealing 30 (+4%) damage per second for 10 seconds. If an enemy dies while under the effects of Doom, a Doom Guard spawns, dealing 200 (+4%) damage to all enemies in range and stunning them for 1 second. Doom Guards last for 15 seconds, have 2000(+4%) health and can attack each second for 150 (+4%) damage, cleaving for 33% damage. Reactivate to command the Doom Guard to attack a target of move to a target location. After 8 seconds, Doom Guards can stomp the ground, dealing 200(+4%) damage in an AoE and stunning for 1 second, reactivating Doom on a Doom Guard will make it stomp on command. Mana Cost: 100. Cooldown: 120.
2
Reign of Fire
Activate to call down 5 waves of brimstone, dealing 100 (+4%) damage each. Every time Mannoroth stuns an enemy hero or Burning Blood activates, Reign of Fire is cast for free on a nearby target, preferring enemy heroes. Damaging enemy heroes 100 times with Reign of Fire causes the next active cast to also call down an Infernal that deals 150(+4%) damage and stunning for 1.25 seconds upon landing. Infernals persist for 10 seconds, have 1500(+4%) health, attack for 175(+4%) damage each second, and passively deal 10(+4%) damage each second to nearby enemies. Infernals cannot be controlled and will attack the nearest enemy, pursuing them until they die. Mana Cost: 50. Cooldown: 10.
Talents
Level 1:
D: Supreme Annihilan - Each time Burning Blood actives, Mannoroth gains 25 armor for 3 seconds, up to 50.
Q: Dark Lord's Invitation - Each hero stunned by Glaive of Ruin grants Mannoroth 10 armor for 3 seconds, up to 50. Additionally it's enhanced attack heals for 25% of the damage dealt for each hero stunned, upto 125%.
E: Demonic Invigoration - Basic attacks against enemies affected by Demon's Revenge consume the DoT, dealing all its damage immediately and healing Mannoroth for an additional 85 (+4%) health per DoT consumed.
W: Tremble Before Me! - Howl of Terror also reduces that basic attack speed of enemy heroes by 40% for 4 seconds. While at 75% health or higher, enemy heroes that attack you have their basic attack speed reduced by 20% for 2 seconds.
Level 4:
D: Slaves to Darkness - Increases Burning Blood's duration by 1 second and Mannoroth gains 35 mana whenever it activates. Burning Blood does not expire on friendly minions and mercenaries.
Q: Spite - Increase the damage of Glaive of Ruin's enhanced attack by 15% for each hero Stunned. Passive: Standard cleave damage is increased to 66%.
E: Infernal Punishment - Demon's Revenge initial damage deals 125% increased damage to the enemy hero that activated it.
W: To The Slaughter! - Increase Howl of Terror's area of effect by 15%. Enemies affected by Howl of Terror take 25% increased damage from Mannoroth.
1: Blood Fountain - Activate to taint a friendly a Healing Fountain with your blood, the next ally to drink from this fountain gains Burning Blood's effects for 20 seconds. Cooldown: 120. Passive: Burning Blood's cooldown recharges 3% faster for every 1% of your missing health.
Level 7:
D: Rampaging Hellbeast - Reduce the duration of Slows, Stuns, and Roots by 50%. Whenever Mannoroth is Stunned or Rooted, Burning Blood activates and its cooldown is set to 5 seconds.
D: Hulking Behemoth - Gain 350 bonus maximum health. (!)Quest: Whenever Burning Blood activates, this bonus is increased by 10.
Q: Decimation - Enemy heroes stunned by Glaive of Ruin have their armor reduced by 10 for 4 seconds, this is increased to 25 if they are hit by the initial thrust. Additionally, increase the slow to 40% and its duration to 4 seconds.
E: Futile Effort - If damage prevented does not reach Burning Blood's threshold, heal for 100% of the damage prevented.
W: Triumphant Roar - Howl of Terror resets Burning Blood's cooldown. While Mannoroth is affected by Burning Blood, Howl of Terror's duration is increased to 6 seconds. Passive: Howl of Terror is cast for free whenever Mannoroth participates in a Hero Takedown.
Level 10:
Heroic Abilities
Level 13:
E: Demonic Detonation - Demon's Revenge area is increased by 15% and also slows by 25%. If Burning Blood is activated, it also stuns for 0.75 seconds.
Q: Fel Cannon - Glaive of Ruin's initial thrust spawns a demonic rune that explodes after a 2 second delay, dealing 145 (+4%) damage and stunning for 0.5 seconds. Additionally, the Fel Flames persist for 2 seconds, applying their effects to enemies that pass through.
W: Piercing Howl - Howl of Terror now deals 90 (+4%) damage. If Howl of Terror only hits one target, this damage is increased by 300% and the target is stunned for 1 second.
D/W: Blood Rage - If at least 3 enemy heroes are hit by Howl of Terror, Burning Blood activates for free. Burning Blood increases Mannoroth's damage by 100% and his first basic attack within 3 seconds of it activating stuns the main target for 0.5 seconds and stuns cleave targets for 0.25 seconds.
Level 16:
D: Blood for Blood - Dealing damage to enemy heroes 12 times activates Burning Blood for free. This is achieved instantly by stunning at least 3 heroes with a single Glaive of Ruin or hitting at least 5 heroes with a single basic attack.
D: Unwavering Desolator - Passively deal 15 (+4%) damage to nearby enemies and heal for 75% of the damage dealt. Whenever Burning Blood activates, Mannoroth instantly heals for 20% of his maximum health and this damage is increased by 200% for 3 seconds.
D/E: Blood Vengeance - Demon's Revenge cooldown is reduced by 10 seconds whenever Burning Blood activates. While Burning Blood is active, Demon's Revenge self-healing is increased to 150% of the damage dealt.
2: Blood Pact - Activate to Sacrifice a Doom Guard or Infernal and instantly restore 60% of Mannoroth's maximum health. Passive: Whenever Blood Pact activates, reduce the cooldown of your heroic ability by 10 seconds. Cooldown: 60.
Level 20:
R1: Eternal Doom - Doom's Duration is increased to 20 seconds and Doom Guard's duration is increased to 30. Every 12 seconds, Doom Guards can cast Cripple on enemy heroes, reducing their movement speed by 75%, damage by 50%, and attack speed by 50% for 3 seconds. Doom Guards will always cast Cripple on enemies that are fixated on.
R2: Reign of Chaos - Gain 2 additional charges. Reduce the requirement for an Infernal to 75 heroes damaged and upto 3 charges of Infernal can be held.
D: Absolute Destruction - Activate your trait to channel your on-death explosion, gaining 75 armor as you do so. You may move at 40% speed while channeling. Cooldown is reduced by 20 seconds every time Burning Blood activates. Cooldown: 200. Passive: The on-death explosion also stuns enemies for 2 seconds.
D/Q: The Ruiner - Increase Basic attack damage by 25% and basic attacks slow enemies by 20% for 2 seconds, this slow is increased to 40% for Glaive of Ruin's enhanced attack. Whenever Burning Blood activates, your next basic attack within 3 seconds is Glaive of Ruin's enhanced attack.
D: Chaos Damage - All damage dealt by Mannoroth, Doom Guards, and Infernals ignore armor. Burning Blood grants this bonus to allied heroes for 3 seconds.
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