Mannoroth by Demolij

2 Votes
Rating Pending

Mannoroth

By: Demolij
Last Updated: Oct 14, 2018
Quick Share

Mannoroth

King of Pit Lords

Mannoroth is a warrior with a heavy PvE presence. His damage isn't incredible, and his sustain is lacking, but with multiple point-and-click abilities and a large amount of utility he can be astounding as an offlaner. Provoke, makes him outstanding for anti-pushing or to support a minion wave, because if you get close to them they will get distracted and hit you instead of your allies minions or mercs. It has no effect on captured mercenaries so enemies can still push in if you're not careful, but in the Jungle you can still work as an excellent tank for the team, although you should really be careful if you don't have a healer because you can't trade aggro. You work best on PvE maps like Garden of Terror or Infernal Shrines, but even outside of those you still work great as an anti-pusher, or just a regular tank.

Corrupted Blood is a thematic ability related to how Mannoroth dominated the Orcs. Poisoning a well allows allies to get topped off much quicker and jump back into the action asap, while a 10 second movement speed boost helps with rotations. Even more important is the offensive aspect, one being the ability to poison an enemy well to halve the effectiveness meaning that in lane you have the option of denying an enemy's healing or simply having more healing for yourself. As the game progresses there will be fewer and fewer wells available,

Fel Cleave has short range, dealing a small amount of damage to the target but also hitting all enemies behind them, like a Greymane Cocktail with a fair bit of knockback distance. This can be a great poking tool in a lane, but if you position well it can also deny enemy divers pretty hard. Cripple is even stronger, halving an enemy's effectiveness with a simple click but having a decently long cooldown. The range is really nice but there is a short delay, which means if an enemy has a ton of up-front burst it won't have as big an effect as you'd like. Still, it's really great for locking down a Tracer or some other assassin. Neither ability really deals damage at all, and his basic attacks are very average among warriors, so it's inadvisable to use Mannoroth as a bruiser.

Mannoroth's Gaze is a potent cc ability that has a lotta mindgames involved. Enemies can only be hit if they look at you during the second it's active, and even though turnrates are instant they still can't turn or attack for that full second or they risk getting pushed away. Even if you don't actually tag anyone with it, preventing enemies from chasing is still very strong, and fears are already a strong mechanic. Doom works similarly to how it did in WC3. The damage is pretty low and is not worth the heroic slot, if not for the second part. Casting it on someone you're about to kill is a good tactic, although due to the slow attached if the enemy becomes unstoppable or cleansed in any way it will still trigger right away. The Doomguard is broken strong, having really high health (it shouldn't really be dying in the first place) and alright damage, while also repeatedly stunning enemies it hits making it difficult to run from. The only weakness is the gratuitous cooldown and the fact that it only sticks around for a few seconds.
l
HEALTH: 2780 +4% per level
REGEN: 5.84 +4% per level
DAMAGE: 91 +4% per level
ATTACK SPEED: .91 per second
RANGE: 1.75

Combat Trait

1
Corrupting Blood
Generate a very large aura, causing allied Healing Fountains to heal allies twice as fast but last half as long and grant 10% increased movement and mounted movement speed for 10 seconds, and Healing Globes to have 75% reduced healing on enemies.

Primary Abilities

1
Fel Cleave
50 Mana - 8 second cooldown

Deal 164 (+4% per level) damage to the target at melee range, while all enemies in a cone behind the target take 50% of the damage and are pushed back.
2
Cripple
70 Mana - 14 second cooldown

After a .75s delay deal 67 (+4% per level) damage to the target enemy reducing their attack speed, movement speed, and ability damage by 50% for 2.5 seconds.
3
Provoke
35 Mana - 20s cooldown

Taunt all enemy minions, neutral mercenaries, and monsters for 4 seconds.

Passive: Take 50% reduced damage from minions monsters and mercenaries.

Heroic Abilities

1
Mannoroth's Gaze
100 Mana - 60 second cooldown

Channel in a cone for 1 second, enemy heroes that face you during the channel take 185 (+4% per level) damage and are feared for 2 seconds. Can affect each enemy once per cast.
2
Doom
100 Mana - 100 second cooldown

Target enemy takes 400 (+4% per level) damage over 10s and is slowed by 10%. If the target dies or the debuff is removed before it expires then instantly spawn a Doomguard for 6s with 3000 (+4.25% per level) health, and attacks for 190 (+4% per level) damage every .83s while stunning for .25s on-hit.

Special Mount

1
Demon Wings
Regular mount, where he flaps his massive wings to stay aloft. He can also use board-type mounts.

Talents

[Level 1]
Tainted Energy: Increase the range of Corrupting Blood, and allow it to affect enemy Healing Fountains preventing them from being used by enemies.
Nether Fueled: Reduce Mannoroth's Healing Fountain cooldown by 50%.
Give Everything: Automatically collect nearby Healing Globes and receive 25% increased healing from them.

[Level 4]
Pathetic: Provoke damage reduction increased to 90% on minions.
Mighty Sweep: Fel Cleave arc increased by 20% and knocks back 20% farther.
Demon Lord: Friendly non-Boss Mercenaries near you deal 50% more damage. Deal 50% increased damage to mercenaries.

[Level 7]
Annihilan Rage: Minions monsters or mercenaries affected by Provoke take 20% increased damage from all sources.
Intimidating Presence: Enemies that attack you have their attack speed slowed by 20% for 2.5 seconds.
Thick Hide: Max health increased by 5%. ? Quest: Takedowns grant 2% increased health stacking up to 10%.

[Level 10]
Mannoroth's Gaze: Fear all enemies facing you in a cone.
Doom: Mark an enemy for manifestation of a demon.

[Level 13]
Glaive Thrust: Fel Cleave has 50% increased range and lunges Mannoroth to the target.
War Howl: 20 second cooldown
Activate to cause all nearby allied minions to gain 25 armor and 50% attack speed for 5 seconds.
Finger of Death: Cripple damage increased by 300%.

[Level 16]
Crumble: Provoke now applies to enemy structures, and basic attacks deal 30% increased damage to structures.
Servitude: Corrupted Blood grants allies and self 15% increased healing from all sources.
Disable: Cripple reduces attack speed and ability damage by 75%.

[Level 20]
Glare: Terrifying Gaze lasts 50% longer and Mannoroth can move while active.
Doomlord: Doomguard duration increased by 150%.
Corrupted Well: 120 second cooldown
Activate to generate an allied Healing Well at the target location after 3s, lasts 20 seconds.
Wither: Cripple is also cast on all enemy heroes near the target, but the duration is reduced by 40% on secondary targets.

Notes

I made this because I was concerned that he would be too similar to an Ultralisk (especially my Ultimaton concept) so I wanted to prove myself wrong. If you get anything out of this whole thing, just remember the Corrupted Blood part, because I am very proud of that abilities' thematic value :D

EDIT 1: Added Talent images, reworked Corrupted Blood into his Trait (focusing more on the passive buffing aspect)
EDIT 2: Provoke talent tweaks.

Quick Comment

You need to log in before commenting.

[-] Collapse All Comments

Sort Comments By
Loading Comments...
Load More Comments

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.

Copyright © 2019 HeroesFire | All Rights Reserved