Mannoroth [completed] by Legimus

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Mannoroth [completed]

By: Legimus
Last Updated: Apr 24, 2018
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Mannoroth [completed]

The Destructor


"I am the rage in your heart. I am the fury of your thoughts. I alone empowered you to bring chaos to this world, and by the endless void, you shall!"


My idea for Mannoroth is durable melee warrior who thrives on extended combat, with his basic kit heavily inspired by the Pit Lord from Warcraft 3. I have avoided using exact values where I can, but as a general matter I envision him having a very high base health and a fairly strong but slow melee attack. He is an offensive tank who is most effective in the middle of a team fight, designed to make anyone caught near him very nervous. Though I imagine him as being a viable tank for most team compositions, he will really shine as hard counter to other melee heroes. I've designed him with two notable weaknesses: First, he has low mobility, so he will struggle to engage or escape quickly. Cleave is designed to only give him a small gap closer. At almost every tier, I've given him a talent to help compensate for this (Onslaught, Trample, Crippling Inferno, and Nether Gateway), but these come at the cost of other powerful options. Second, he will only really shine once nearby enemies are Cursed, so he needs a little time to warm up in a fight. On its own, his kit still offers him some useful tools, but he will need to be regularly taking damage to maintain his maximum potential. Alone, Mannoroth may only be a serious threat to melee assassins. In a team fight however, especially in the late game, he will be able to dish out significant damage, soak a lot of punishment, and seriously cripple the enemy team. Let me know what you think!

Combat Trait

1
Blood Curse
When damaged, Mannoroth’s blood spills onto nearby enemies, Cursing them for 4 seconds and making them more vulnerable to your abilities. Activate to deal damage to spill your blood in a larger radius at the cost of health.

10 second cooldown.

"The boy believed you could be saved...but he didn't know what burns within your soul. When in your heart, you know we are the same! "

Notes
• Cursed enemies emit a very soft green glow.
• The passive ability is not put on cooldown after activating the trait.
• The passive range is similar to Muradin's Thunder Clap (need to be close, but not in melee range)
• The active range is similar to Johanna's Condemn.
• The Fury talent increases the range of both the passive and active components.

Primary Abilities

1
Rain of Fire
Calls down 3 waves of fel fire on an area, damaging enemies. Cursed enemies are also slowed by 25% for 2 seconds.

11 second cooldown.

"Your flesh will burn."

Notes
• Area slightly larger than Jaina's Blizzard.
• The burning ground from the Lingering Flame talent also slows Cursed enemies.
2
Cleave
Lunge forward and swing your blade in a wide arc in front of you, dealing damage. Steals health from Cursed enemies.

7 second cooldown.

"Fall and die before me!"

Notes
• Functions similar to Greymane's Razor Swipe, and charges forward roughly the same distance when upgraded.
• Radius about 75% of Leoric's Skeletal Swing ability.
• The stealing health mechanic against Cursed targets deals bonus damage and heals you.
• The Glaive Combo talent essentially inflicts Cleave a second time in a line in front of you: same damage and lifesteal.
• The second strike from Glaive Combo only occurs at the end of the lunge.
3
Howl of Terror
Nearby enemies deal 20% less damage for 4 seconds. Cursed enemies are also silenced for 1 second.

16 second cooldown.

"Tremble before the Legion's might!"

Notes
• Range about the same as ETC's Stage Dive.

Secondary Abilities

1
Nether Gateway
After a 1 second delay, teleport to a nearby location.

60 second cooldown.

"There will be no more failure."

Notes
• Level 20 ability.
• Around 50% longer range than Bolt of the Storm.

Heroic Abilities

1
Conflagration
Envelop yourself in fel fire, dealing heavy damage every second to nearby enemies. Drains health every second until deactivated.

6 second cooldown.

"I am unleashed!"

Notes
• Area of effect is similar to Muradin's Thunderclap.
• The health drain triggers Blood Curse.
• The health drain is not mitigated by the Rage talent.
• The area of the explosion from Annihilation is similar to ETC's Stage Dive.
2
Enslave
Overwhelm a Cursed enemy hero, causing them to turn on their allies for 5 seconds. Enslaved heroes will not use Heroic abilities and cannot be harmed by their allies.

80 second cooldown.

"A worthy effort, but futile!"

Notes
• The targeted hero would essentially be taken over by a hostile AI. You will not be in control.
• They will go after their allies with both attacks and abilities, or help you and your team.

Talents

Level 1
  • [T] Spite

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2
[-]
GeorgeGaming (3) | November 29, 2016 3:53pm
A couple of things. 1. Enslave seems REALLY strong, espically when considering heroes like Cho'Gall, or Li-ming, etc. 2. Weak gap-closer. This is OK. But he's more of a bruiser now than an actual warrior. 3. Numbers. Just like a thing where it compares the damage of one move to another--Is rain of fire do the damage of howling blast or arcane orb? etc etc. 4. 50% more range than bolt of the storm is the range of the hunt. Might want a slight nerf. Or maybe reduce the range by 30% but explode where you teleport dealing large damage.
1
[-]
Legimus | December 1, 2016 11:58am
I appreciate the thoughts! Let me see if I can explain my reasoning in response:

1. Enslave is supposed to be very strong, and potentially devastating. I had Mind Control and Cocoon in mind when I designed it. Like any heroic, it will be great against some compositions and less effective against others. Against many compositions, it won't be a great choice because none of your targets will be good counters to the rest of their team; all you'd get is a little extra damage and a few seconds to ignore that target. For Cho'Gall in particular, I imagine it could be done to only take over Cho, and Gall would stay in control to cast spells. I'm thinking of shortening the duration or increasing the cooldown, though, since it has the potential to be extremely powerful.
2. One of my goals in designing Mannoroth was to allow him to fill the role of a tank without needing all of the archetypical tank tools (powerful engage/disengage, stuns, etc.). I learned he would need some gap-closer, but I didn't want to make it too strong because low mobility is a deliberate weakness of his. In exchange, he has multiple debilitating tools to protect his teammates and strong damage to make him a target in fights. That being said, I made sure to include multiple talents that address this, so he isn't doomed to a fate of always being out of position. Maybe it's not practicable to make a real tank without all of those tools, but I think it's worth trying if we want to have a more diverse pool of tanks to pick from.
3. I'm still thinking on numbers, since I don't want to commit to anything wildly out of proportion. But you make a good point. I'll try to include ability comparisons in my next update to at least partially illustrate his damage output.
4. I think your measurements are off. After looking at them both in try mode, it takes approximately 5 blinks from Bolt of the Storm to reach the same distance as The Hunt. If anything, I think 50% more range than Bolt is quite conservative along with the 1 second cast time. The goal is to give Mannoroth a powerful and sudden engage in the late game that will let him enter combat from beyond your line of sight, effectively solving his lack of mobility and enabling him to participate in ambushes.

I hope this explains some things and I'll keep your comments in mind for my next update!
1
[-]
LucasJC | October 28, 2016 2:11am
I agree with @Waaxx
2
[-]
Waaxx (1) | October 14, 2016 9:28pm
you need gap closer, cleave should rush and cleave or something like that.
1
[-]
Legimus | December 1, 2016 12:02pm
Thanks for the suggestion! I've modified Cleave to give him a modest gap-closer.
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