A Melee Warrior capable of out-dueling Heroes through high Health and strong Basic Attacks.
A favored lieutenant of the Burning Legion, the ruthless Pit Lord Mannoroth was a fearsome foe through many demonic invasions and, with Gul'dan's help, spread the Blood Curse to the Orcs. It wasn't until the Third War that he was defeated at the hands of Grommash Hellscream, ending that curse.
Tips:
-Doom Spike and Annihilian allow Mannoroth to keep enemy Heroes stuck in a fight as long as Mannoroth is attacking them. If the stacks fade or Mannoroth is slowed, you miss out on that chance.
-Demonic Charge is a good way to catch enemies out in the open or potentially flee to a further enemy if you are caught out. Just be careful how you use its long cooldown.
-Massive Blast is a good follow up to Demonic Charge to quickly finish enemies during the stun. The cast time can make it tricky to use in other situations though.
-Mannoroth's Gaze is best used defensively due to its long cooldown. Don't use it on an enemy you are focusing down or they will run away from you.
-Pit Fight sets up scenarios for Mannoroth to not only remove a high value target from a fight, but also to more easily punish enemy mistakes.
-Corrupted Blood gives a strong passive element to Mannoroth's kit. Just being in melee range makes Mannoroth threatening to most Heroes.
Strengths:
+Excellent Bruiser stats (Health, Basic Attack damage)
+High single target damage
+Mobile
+Strong single target CC
Weaknesses:
-Lack of peel
-Long cooldowns
-No sustain to match Health pool
Combat Trait
1
Doom Spike
Mannoroth's Basic Attacks stack Doom Spike on enemy Heroes for 5 seconds, up to 5 stacks. Upon expiration, they deal 25 (+4% per level) damage per stack. If a Hero has 5 stacks, they all instantly expire, dealing an additional 125(+4% per level) damage and slowing them by 25% for 2 seconds.
Primary Abilities
1
Demonic Charge
Mana Cost: 60
Cooldown: 15 seconds
Mannoroth rears up for .5 seconds, then charges at an enemy Hero, dealing 135 (+4% per level) damage and stunning them for 1 second on impact. Enemies in Mannoroth's path are dealt 65 (+4% per level) damage and knocked aside.
2
Massive Blast
Mana Cost: 60
Cooldown: 12 seconds
Mannoroth charges shadow magic for .75 seconds, then blasts the area in front of him, dealing 225 (+4% per level) damage.
3
Mannoroth's Gaze
Mana Cost: 80
Cooldown: 15 seconds
Mannoroth strikes fear into an enemy Hero, dealing 100 (+4% per level) damage and fearing them for 2 seconds away from him.
Heroic Abilities
1
Pit Fight
Mana Cost: 100
Cooldown: 100 seconds
Mannoroth challenges an enemy Hero, taunting and silencing them for 3 seconds. Mannoroth and the Hero are Protected from other Heroes during the duration.
2
Corrupted Blood
Passive: Mannoroth's blood oozes around him, dealing 40 (+4% per level) damage per second to nearby enemies, increased by 100% if only 1 enemy is damaged. Whenever Mannoroth takes damage, the blood splashes around him, dealing 50 (+4% per level) damage to enemies around him and slowing them by 20% for .5 seconds.
Special Mount
1
Annihilian
Mannoroth cannot Mount, but has 15% increased Movement Speed. This bonus is lost while slowed and 3 seconds after.
Level 1 Talents
Legion's Dominance (Passive):Quest: Getting a finishing blow on each unique enemy Hero increases Mannoroth's Health Regeneration by 5, up to 25. Reward: After getting a finishing blow on all unique enemy Heroes, Mannoroth gains 400 maximum Health and 40 Basic Attack damage.
Death Spike (D):Quest: Maximize Doom Spike stacks on enemy Heroes. Reward: After reaching max Doom Spike stacks 10 times, increase Doom Spike's bonus damage from max stacks by 40%. Reward: After reaching max Doom Spike stacks 20 times, Doom Spike stuns the target for 1 second upon reaching max stacks.
Shadow Barrier (Q): When Demonic Charge impacts an enemy Hero, Mannoroth gains 40 Spell Armor for 3 seconds.
Level 4 Talents
Fel Blast (W): Massive Blast adds 3 stacks of Doom Spike to Heroes hit.
Blinded by Fright (E): Mannoroth's Gaze blinds Heroes for 1.5 seconds after the fear fades.
Imp-losion (Active): Activate to create an explosion in an area for 120 (+4% per level) damage that knocks enemies back and creates an imp. The imp has 250 (+4.5% per level) Health, deals 35 (+4% per level) damage per second, and lasts for 5 seconds. 30 second cooldown.
Level 7 Talents
Demonic Momentum (Passive): Mannoroth's Basic Attacks reduce the cooldowns of Demonic Charge and Mannoroth's Gaze by 1 second.
Hellish Fury (Q): Demonic Charge no longer has a cast time and becomes Unstoppable during its duration.
Crippling Spikes (D): Doom Spike stacks reduce enemy Hero Attack Speed by 10%, up to 40%.
Level 13 Talents
Curse of the Legion (Active): Activate to place a curse on an enemy Hero, dealing 300 (+4% per level) damage to them over 5 seconds. Upon expiration, a Doom Lord spawns and targets them. It has 500 (+4.5% per level) Health and deals 50 (+4% per level) damage per second for 6 seconds. Its attacks stack Doom Spike. 45 second cooldown.
Titanic Blast (W): Increase Massive Blast's length and cast time by 33%.
Zealous Warrior (Z): Damaging Heroes with Basic Attacks and Basic Abilities increases Annihilian's Movement Speed bonus by 3% for 3 seconds, up to 15% (30% total).
Level 16 Talents
Inferno (Active) Active to call down a meteor on an area after 1 second, dealing 200 (+4% per level) damage and stunning enemies for .75 seconds. The meteor becomes an infernal upon landing with 640 (+4.5% per level) Health for 6 seconds. The infernal deals 125 (+4% per level) damage every 1.5 seconds and slows enemies hit by 25% for 1 second. 60 second cooldown.
Brutalize (Q): Demonic Charge deals bonus damage equal to 10% of the Hero's maximum Health on impact.
Savage Energies (W): Reduce the cooldown of Massive Blast by 2 seconds for each enemy Hero hit.
Level 20 Talents
The Exalted (R):Quest: Getting takedowns on unique enemy Heroes under the effects of Pit Fight reduces Pit Fight's cooldown by 8 seconds, up to 40. Reward: After getting a takedown on each unique enemy Hero this way, Pit Fight no longer gives the enemy Hero Protected.
The Corrupter (R): Increase Corrupted Blood's slow from taking damage and its duration by 50%. Corrupted Blood can now be activated to increase the passive area of effect and radius by 50% for 5 seconds. Enemies damaged this way are slowed by 30% for 1 second. 60 second cooldown.
The General (Passive): Mannoroth's summons last 50% longer and heal Mannoroth for 40% of the damage they deal.
The Terrible (E): Mannoroth's Gaze hits all enemy Heroes in a cone centered on the target. The fear lasts 50% longer.
The Flayer (D): Doom Spike can now be stacked on Minions and Structures. Basic Attacks cleave for 50% damage in an area around him and apply Doom Spike. When Doom Spike reaches maximum stacks, they explode to deal damage in an area.
HeroesFire is the place to find the perfect build guide to take your game to the next level. Learn how to play a new hero, or fine tune your favorite HotS hero’s build and strategy.
Quick Comment
You need to log in before commenting.
[-] Collapse All Comments