Mannoroth (WIP) by Indydude7

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Mannoroth (WIP)

By: Indydude7
Last Updated: Apr 18, 2018
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Mannoroth (WIP)

The Destructor

Melee Warrior. Excels at zoning and reducing enemy damage, struggles with CC and self-sustain.

Health: 3200 (+4% per level)
Health Regen: 6.4 (+4% per level)
Mana: 500 (+16 per level)
Mana Regen: 3.00 (+1.2 per level)
Attack Speed: 1.0
Damage: 75 (+4% per level)

Combat Trait

1
Blood Curse
Spill your blood into an Allied Healing Fountain for 60 seconds. Allied Heroes that drink from this fountain are not healed, but deal 20% more damage and gain 20 Armor for 5 seconds. Only one fountain can be corrupted at a time.

Cooldown: 30 seconds

Primary Abilities

1
Glaive Smash
Split the ground in front of you with your glaive, knocking enemies to either side, and dealing 60 (+4% per level) damage.

Mana: 30
Cooldown: 8 seconds
2
Felblade
Empower your glaive with Fel energy. Your next basic attack hits in a 360-degree sweep, dealing 80 (+4% per level) bonus Spell damage. Enemy Heroes hit deal 10% reduced damage for 2 seconds.

Mana: 20
Cooldown: 6 seconds
3
Fel Fire
Launch a blast of Fel Flames at a target location, dealing 200 (+4% per level) damage upon impact, and 35 (+4% per level) damage per second in a large radius around it for 4 seconds.

Mana: 45
Cooldown: 12 seconds

Secondary Abilities

1
Felhound
Small health pool. Attacks deal no damage, but drain 5 mana from Heroes. Fast attack speed.
2
Felguard
Medium health pool. Medium Attack damage. Medium attack speed. (Compare to Bruiser Mercenary)
3
Doomguard
Medium health pool. Attacks cleave. Fast movement speed.
4
Infernal
High health pool. Attacks stun for 0.25 seconds. Deals 20 (+4% per level damage) to adjacent enemies. Slow attack speed.

Heroic Abilities

1
Nether Portal
Summon a portal to the Twisting Nether that spawns a different type of demon based on how much health you have on cast. Portal lasts for 6 seconds. Demons last for 12 seconds.

Over 75%: Felhound

75% - 50%: Felguard

50% - 25%: Doomguard

Under 25%: Infernal

Nether Portal can spawn multiple demons if you cross a given health threshold while it is active.

Mana: 100
Cooldown: 75 seconds
2
Demonic Howl
Emit a howl that puts fear into the hearts of Enemy Heroes around you. Affected targets are stunned for 1 second and are immune to healing for the duration.

Mana: 60
Cooldown: 90 seconds

Talents (WIP)

Level 1
Wind Up: Glaive Smash knocks enemies back 50% farther.
Burning Battlefield: Reduce the damage of Fel Fire's impact by 50%, and increase it's area of effect by 25%.
Seasoned Warrior: Quest: Enemy Minions killed near you grant 0.2 attack damage. Enemy Heroes killed grant 0.5 attack damage. Reward: Upon reaching 40 bonus attack damage, Felblade's radius is increased by 25%.

Level 4
Hindering Blaze: Fel Fire slows enemies standing in it by 20%.
Fan the Flames: Quest: Hit 25 Enemy Heroes with Fel Fire's impact. Reward: Fel Fire's damage is increased by 60%
Xu'tenash Smash: If Glaive Smash throws an Enemy Hero into a wall or structure, they are stunned for 1 second.

Level 7
Fel-er Blade: The duration of Fel Blade's damage reduction is increased by 2 seconds.
General of the Legion: Friendly Minions and non-Boss Mercenaries near Mannoroth gain 10 Armor, and burn nearby enemies for 10 (+4% per level) damage per second.
Glaive Crash: Glaive Smash now strikes twice in quick succession, at 45-degree angles in front of Mannoroth.

Level 10
Nether Portal
Demonic Howl

Level 13
Wall of Blades: Mannoroth becomes Protected for 0.5 seconds for each Enemy Hero hit by Felblade.
Fel Absorption: Mannoroth is healed for 75% of the damage dealt to enemy units by Fel Fire.
Clear the Field: Glaive Smash grants Mannoroth 20% movement speed for 3 seconds.

Level 16
Weakening Fel: The damage reduction of Felblade is increased by 30%
Felstorm: Killing an enemy Hero with Fel Fire's impact resets its cooldown.
Glaive of Ruin: Felblade gains a second charge, but its cooldown is increased by 2 seconds.

Level 20
Lust for Blood: Mannoroth can kill his demons to regain 25% of his max health each.
Resonating Howl: Each Enemy Hero killed while under the effect of Demonic Howl reduces its cooldown by 10 seconds.
The Flayer: Minion deaths near Mannoroth (Friendly or Enemy) grant 2% increased damage, up to 50%. Heroic deaths (Friendly or Enemy) grand 10% increased damage. Lasts for 10 seconds.

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Challenge (8) | April 18, 2018 5:24pm
The trait is the only interesting part of his kit, and its not very practical. Not to mention that its naturally weaker on 2 lane maps , its completely gone once fountains are destroyed. And then its just impractical, lane sustain is important and this trait straight up removes that. If anything its more detrimental to use it than to just get healing because the chances you have time turn around, drink, reengage, your enemy has either walked away, see you buffed up and proceeds to walk away, or you dont have the health to do anything meaningful because your fountain is dead. Thematically its very nice but its just not usuable in a playable sense.

The rest of his kit is just there. No cohesive synergy or reason to exist and just generic boring stuff

His first ult is especially dreadful because its a mini game of health % to just get the right demon you want, which honestly sucks. Body check on garrosh sees no play now and its a more mild version of this. Just seems super unfun.

Second ult is kinda just bad. I mean its not op, in fact its underpowered if anything. But its boring as **** and doesnt synergize with anything else in the kit.

Lastly, why is his health so high? Chogall has 2950 health and this has 3200? Why
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