Gul'dan by BacchusDream

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Gul'dan

By: BacchusDream
Last Updated: Sep 9, 2015
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Gul'dan

Draenor's Demise

The bane of Draenor, Gul'dan is built with stats like a mage, but handles like a lane bully. Like other mages, he is vulnerable to heavy damage intake, but can negate this by his regenerative attacks and abilities. Because of this he can sit in a lane for long periods of time, dominating it like the warlord he has become. With low mobility but high damage output, Gul'dan will have problems getting around the battlefield and is at his best when he can stay in lane, using his abilities to replenish health and mana.

HP: 765 (+146 per level)
HP Regen: 1.91 (+0.3 per level)
Mana: 500 (+6 per level)
Mana Regen: 3 (+0.120 per level)
Attack Damage: 37 (+9 per level)
Attack Speed: 1.65

Combat Trait

1
Blood of Mannoroth
Creates 1 stack of fel energy for every 7 enemies killed, empowering abilities by increasing ability cast and auto attack damage by 1% for every stack. Holds 10 stacks. Consume each stack to regenerate 7% total mana. (Hero kills grant 1 stack)

Primary Abilities

1
Chaos Bolt
Fires a Chaos Bolt that damages enemies for 390 (65+15) and interrupting abilities. 
Mana: 60 Cooldown: 10 Sec.
Note: Think Thrall's wolf skillshot
2
Hand of Gul'dan
Strikes a meteor onto targeted area, dealing 300 (72+12) damage. Empowers nearby minions and mercenaries.
Mana: 105 Cooldown: 12 Sec
Note: Like Zagara's meteor
3
Harvest Life
Casts a circle on the ground, damaging for 310 (76+15) per second and siphoning 20% of the damage dealt, back as health to Gul'dan. Damage scales to 400 the longer enemies stay in circle and does 25% more to structures.
Mana: 70 Cooldown 10 Sec
Note: Like Tassadar's AOE cast only slightly longer

Heroic Abilities

1
Fury of Hellfire
Hurl a fel projectile onto an area that damages enemies, that then spreads fel liquid and spikes that slow enemy heroes and corrupt enemy turrets and minions to attack the closest enemy hero for the duration of the spell. Does not affect enemy core or mercenaries.
Mana: 150 Cooldown: 120 Sec
Note: Same cast indicator as Raynor's Hyperion or Murky's Army of murlocs prompt and range. Same speed as Thrall's sundering.
2
Demonic Gate
Summons a Demonic Gate that transports allied heroes back to base. When used, the gate releases a Felguard in the hero's stead and travels down the nearest lane. Gate lasts 5 seconds.

Tier 1 Talent

Block
Searing Flames: Amplify all regeneration effects by 5%
Chaotic Energy: Chaos Bolt slows enemies 
Scouting Drone
Bribe

Tier 2 Talent

Mercenary Lord
Gathering Power
Siphon Life: Harvest Life lasts longer
Incinerate: Chaos Bolt travels farther
Touch of Chaos: Hand of Gul'dan adds damage over time

Tier 3 Talent

Follow Through
Drain Soul: Harvest Life slows Heroes
Ice Block
Envenom

Tier 4 Talent

Fury of Hellfire
Demonic Gate

Tier 5 Talent

Imp Swarm: Spawn an Imp for every 2 stacks of Blood of Mannoroth that deals 10 dmg to nearby enemies.
Relentless
Cauldron: Blood of Mannoroth grants double stacks
Comet: Cast Hand of Gul'dan farther

Tier 6 Talent

Touch of Chaos: Chaos bolt stuns enemy heroes.
Rain of Fire: Hold two stacks of Hand of Gul'dan
Soulburn: Harvest life explodes at end of cast time
Imposing Presence 

Tier 7 Talent

Dark Soul: Fury of Hellfire can corrupt mercenaries. All allied and corrupted minions gain attack speed and damage.
Teleport: Demonic Gate holds two charges and lowers cooldown the number of allies that use it by 3 seconds
Demonic Leap: Bolt of the storm
Rewind

Open to feedback

Let me know what you think! Suggestions for data like attack speed etc. welcomed. I wanted to put out a viable build for one of my fav wow characters

Info

WIP. After creating an assassin type move set, I tweaked Gul'dan to incorporate a siege style set of moves reminiscent of Nazeebo, but like him, able to do ample hero damage, but still able to lane well because of his ability to regenerate and stay in a lane. Gul'dan terraformed his entire world and I wanted to reflect that with his heroic ability that takes its inspiration from the patch 6.2 cinematic. I resisted doing a "demon summon" move set to differentiate from an Azmodan type specialist, as in WoW's new expansion, he is seen more as a destruction warlock, although I made sure to include aspects from all three specializations. A warlock takes energy from their surroundings and uses it to heal or empower themselves and I feel this concept reflects this. 

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BacchusDream | September 9, 2015 9:11am
sabugas wrote:

Nice concept but why do you have talents that are usually in tanks? (like burning rage and block)
i understand that its a speciallist, but he is a ranged specialist right?
in my opinion you should change thos tank like talenst for something more unique (since he is a specialist), for exemple "imp swarn" - gaing na imp for every stack of Blood of manaroth, or "Blood pact" - when you consume the stacks also regenerate health.

i hope you get the gist of what im saying, but overall its a nice concept i would like to play it

I agree! I put in burning rage as an idea of being able to passively do damage, but as a ranged spec. he does not have any use for it. I would also consider removing block, but there are assassins and support that have it, but they as well tend to be melee. I tried justifying it as being able to negate AA dmg as he is quite squishy. Perhaps I'll turn it into a more personalized form of block. Thanks!
1
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sabugas (1) | September 8, 2015 2:46pm
Nice concept but why do you have talents that are usually in tanks? (like burning rage and block)
i understand that its a speciallist, but he is a ranged specialist right?
in my opinion you should change thos tank like talenst for something more unique (since he is a specialist), for exemple "imp swarn" - gaing na imp for every stack of Blood of manaroth, or "Blood pact" - when you consume the stacks also regenerate health.

i hope you get the gist of what im saying, but overall its a nice concept i would like to play it
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