Yeah yeah I know. Not original in the slightest, but come on! It's Frickin' Mannoroth! The only thing crazier than not wanting him in Heroes it the fact that he isn't already in Heroes!
Mannoroth is a High Hp Melee Bruiser who can disrupt clustered opponents and empowers himself and his allies when he takes enough damage. His Heroics give him access to 2 very powerful, yet very different, summoning options. Strengths:
Group Disruption
High All-Around Damage
Works Well in Clutter
Weaknesses:
Risky Playstyle
Requires Coordination
Cocky Orcs
Combat Trait
1
Felblood
Whenever Mannoroth loses 10% of his Total Hp within the span of 4 seconds, he losses a splash of Demonic Blood in the area around him that increases the Spell Power of Himself and any Allies hit by 10% for 5 seconds, stacking twice.
BLOODLETTING Quest: Deal 30000 Spell Damage to enemy Heroes while empowered by Felblood. Empowered Allies also contribute to this quest.
Reward: Mannoroth's Spell Power is permanently increased by 10%. Felblood can now be activated to sacrifice 20% of Mannoroth's Total Hp, instantly applying 2 stacks of Felblood to allies. Health lost in this manner regenerates over 10 seconds. Has a 20 second Cooldown.
Primary Abilities
1
Rain of Fire
Cooldown: 14 seconds
Mana Cost: 50
Send out a fast traveling wave in a long cone, marking the location of all enemies hit. After a 1.5 second delay, a volley of small meteors will drop at the marked locations, dealing 125 damage in a small area. Meteors from Heroes and Structures are 3 times larger and deal 240 damage.
2
Howl of Terror
Cooldown: 12 seconds
Mana Cost: 40
Release a terrifying roar in a wide arc in front of you, slowing the Attack Speed and Movement Speed of Enemies by 20% for 3 seconds. Enemies within the first 2 Meters of the howl will be stunned for 1.5 seconds.
3
Demon Charge
Cooldown: 12 seconds
Mana Cost: 40
Reel back before slowly charging in a targeted direction, becoming Unstoppable. Hitting enemies with the charage deals 86 damage and knocks them back a short distance. Gain 15 armor while charging and for 2 seconds afterward.
Can be canceled early.
Heroic Abilities
1
Doom
Cooldown: 90 seconds
Mana Cost: 80
Cast a curse of Doom on an enemy Hero for 6 seconds. Doomed target is Revealed, takes 20% more Damage from all sources and can no longer use conventional Mounts. If the Doomed target dies, a Doomguard spawns from their corpse. Doomguard will attack nearby enemies with powerful Basic Attack, prioritizing low Hp Heroes, and can use a 130 Damage Leap Attack every 10 seconds. Doomguard can not be Healed and lasts until killed. Will move into lane if it has no Heroes to attack.
2
Inferno
Cooldown: 40 seconds
Mana Cost: 30
Passive: Hero Meteors from Rain of Fire now leave a patch of burning fire where they land, dealing 87 damage per second for 4 seconds.
Active: Select a burning patch to consume it and create an Infernal at it's location. Infernals will attack nearby enemies, prioritizing Heroes, and will constantly deal 23 damage per second to nearby enemies. Infernals last 15 seconds or until they are killed. Carries 2 charges.
Talents
Level 1
Demonic Fervor [D]
Felblood also increases Basic Attack damage by 10% and allows Physical Damage to contribute to BLOODLETTING quest, but increases the questing cap of BLOODLETTING to 50000 Damage.
Hungry for Blood [D][Passive]
Basic Attacks deal an additional 1% of an opponents Total Hp as Damage, also healing Mannoroth for the bonus damage dealt. The first Basic Attack against a Hero within 3 seconds of Felblood activating triples the Healing from this bonus damage.
Path of Flame [Q]
Mannoroth is healed for 1% of his Total Hp every time a Meteor hits the Unit it marked, 5% for Heroes. Does not count for Structures.
Level 4
Gaze of Mannoroth [Q]
Rain of Fire wave dismounts and Slows enemies by 50%, decaying over 2.5 seconds.
Demonic Cleave[Passive]
Basic Attacks are 15% slower, but Cleave for 100% damage. Each enemy Hero hit by a Basic Attack increases the power of the next Basic attack by 10%, up to 50%.
Felbolt[Active]
Toggle this ability on to make your Basic Attack become a Ranged Attack that deals Spell Damage Equal to 120% Basic Attack damage. Each attack costs 20 Mana.
Level 7
Deafening Bellow [W]
Howl of Terror Silences Heroes for 1 second. Heroes within Stunning range are Silenced after the stun ends.
A Certain Finesse [W]
Each Hero hit by Howl of Terror lowers the cooldown of his other Basic Abilities by 2 second, 3 seconds if they are within stun range.
Vicious Slam [E]
Mannoroth raises his spear above his head while he charges. When the charge ends or is canceled, Mannoroth brings the spear crashing down, dealing 245 Spell Damage to the area directly in front of him.
Level 10
HEROICS
Level 13
Burning Legion [D]
Felblood causes Allied Heroes and yourself to deal 19 damage per second to nearby enemies. This does not benefit from damage bonuses from Felblood or other enhancing abilities.
Leave None Alive [D]
Heroes effected by Felblood gain a 50% movement speed buff for 1.5 seconds every time they deal empowered damage to an Enemy Hero.
Hellstorm [Q]
Hitting at least one Hero with Rain of Fire grants one free cast within 3 seconds.
Level 16
Instill Cowardice [W]
If Howl of Terror hits multiple enemy Heroes, the Hero with the most Hp will be Feared for 1.5 seconds, 2 seconds if within Stun range.
Annihilan Hide [E]
Increase Demon Charge Armor to 20. Increase the duration of the Armor Bonus by 1 second for Every Hero Damaged by Demon Charge.
Fel Blast[Active]
Felbolt deals 75% Splash Damage around it's initial target. Can only be selected if Felbolt has been selected at Level 4.
Level 20
Ritual of Terror [R1]
Demon Guard becomes a Terror Guard. Terror Guard will cast an Untalented Howl of Terror whenever it uses it's Leap Attack, aimed toward it's target.
Legion General [R2]
Gain 1 stack of Inferno. Inferno's damage aura deals 5% more damage for each enemy Hero within range, up to 25%.
Gift of the Eredar
Once the Bloodletting Quest is Complete, increase the damage bonuses of all stacks of Felblood by an additional 5%, including Mannaroth's permanent bonus.
Fel Barrier[Active]
Cooldown: 60 seconds
Activate to surround Mannoroth in a fiery shield, granting him 50 Spell Armor for 3 seconds. Half of the Damage blocked is reflected outward in a short damage radius.
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