Mal'Ganis by TheBeaverKing

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Mal'Ganis

By: TheBeaverKing
Last Updated: Jul 25, 2016
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Mal'Ganis

Harbinger of the Scourge



Mal'Ganis was one of the nathrezim sent by Archimonde as a jailor of the Lich King. He was chosen to head up the plot to turn Prince Arthas to darkness, and make him the Lich King's greatest champion. He made Arthas kill his own people in the city of Stratholme by afflicting them with the plague, which turned them into Zombies.

In the Nexus, he continues to terrorize anyone who stands in the way of the Burning Legion. Even here, he continues to use his mastery of necromantic magic to turn his minions into Zombies. Mal'Ganis is a Warrior who sustains himself by draining the life out of his opponents. He excels in hunting down Heroes and pushing down lanes, but he doesn't have much means of escaping. Therefore you will need to plan carefully where to go and what to hunt. If played correctly, Mal'Ganis is a force to be reckoned with.

(The character of this concept was formerly Tichondrius)

Combat Trait

1
Dark Conversion
Every 6 seconds, a nearby friendly Minion is transformed into a Zombie, increasing its damage by 25%.
Zombies can gather XP like a Hero would.

You can toggle the trait to make nearby Zombies focus attacking heroes.

Primary Abilities

1
Carrion Swarm
Mana: 45
Cooldown: 10 seconds
Unleash a horde of bats dealing 180 (+3% per level) damage in a cone which grows in width as it travels. Then they return, healing you for 2.5% of your maximum health for each enemy hit.
2
Hypnotize
Mana: 45
Cooldown: 12 seconds
Target enemy hero becomes increasingly slowed over 1 second, then falls asleep becoming stunned for 0.5 seconds.
3
Vampirism
Mana: 55
Cooldown: 10 seconds
You gain Vampirism for 4 seconds, increasing your attack speed by 50%, movement speed when moving towards enemy heroes by 15% and making your attacks against non-buildings heal you for 33% of the damage they deal.

Secondary Abilities

1
Control Infernal
Order an Infernal to move to a location or to attack a unit.
Twinferno: You can shift control between multiple Infernals by clicking on them.

Heroic Abilities

1
Inferno
Mana: 100
Cooldown: 90 seconds
After channeling for 2.5 seconds, an Infernal meteor strikes down at a target area, dealing 666 damage to all enemies hit and summoning an Infernal.

Infernal:
The Infernal deals bonus damage against structures and has Fel Immolation, which deals damage to nearby enemy units. You can reactivate the ability to control the Infernal, choosing where to go and what to attack.
Duration: 9 seconds.
2
Carrion Nightmare
Mana: 100
Cooldown: 80 seconds
Mal'Ganis dissolves into a cloud of bats, becoming untargetable, immune and making him ignore collision for 4 seconds. During this time, he can't cast any spells but slows any enemies within his cloud by 15% and leeches 2.5% of their maximum health per second.

Stats

Attack:
Attack Range: 1.5
Attack Damage: 106 (+8 per level)
Attacks per second: 1
Defense:
Health: 1876 (+4% per level)
Regen (per second): 3.12 (+4% per level)
Ability:
Resource: 500 mana
Regen (per second): 3
Utility:
Movement Speed: 100% / 140%

Talents

Level 1:


[Trait] The Culling:
Quest: Your Zombies gain 0.30 extra Health for each Minion transformed, up to 30 extra Health.
Reward: Once you have transformed 100 Minions you will empower a

Interactions

Kills:
Killing Arthas:

Changelog

2016-07-06
Decreased the duration of Hypnotize's slow and stun to 1 and 0.5 from 2 and 1.
Decreased the cooldown of Hypnotize to 12 seconds from 13 seconds.
---
Increased the duration of Vampirism to 4 seconds from 3.5 seconds, and increased the cooldown from 7 seconds to 8 seconds.
Decreased mana gained from Vampiric Magic from 33 to 9.
Unending Vampirism now increases its duration by 0.2 seconds

Skins

coming soon

Artwork Credits

Mal'Ganis icon artwork: AJ Nazzaro

Description artwork: Ilya Ozornin

Most icons taken from Warcraft 3, World of Warcraft or Heroes of the Storm.

Batarang icon: Infinite Crisis

Carrion Swarm icon: DotA?

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1
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schtruklyn (1) | July 24, 2016 1:29pm
This is OP :D Cheers :3
2
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Koetetsu (4) | July 22, 2016 12:01am
I like your concept, a solid concept for a dreadlord. Though I'm not a fan of his trait since lore wise it was Mal'ganis who was the Zombie raiser not Ticondrius. He likes to surround himself with Demons instead of undead (hence him being a dead weight jerk in the scourge campaign).
1
[-]
TheBeaverKing | July 24, 2016 11:53am
At the start, I actually used Mal'Ganis instead of Tichondrius. I don't remember what made me change it, probably the second ult "Dreadlord Council" I used earlier. I could probably change it now, but Tichondrius also made some zombies if I remember correctly... but that was just an easter egg I think? I'll think about changing him into Mal'Ganis again.

Edit: Okay, I just changed it. It's much better thematically.
1
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Koetetsu (4) | July 24, 2016 7:42pm
If memory serves he just devoured the souls of some peasants in the 2nd mission of the campaign. I like the new portrait btw.
2
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Attest | July 19, 2016 5:54pm
I really like most everything about this setup for this character, but I'm wondering something about 2 aspects of this design:

- I wasn't sure about Vampirism being an ability, as it's just another heal for yourself when you've got Carrion Swarm. But I think the problem I have with it is that it doesn't seem to have anything to do with him being a Specialist. I'm not sure why he's labelled as such, the more I think about it, when he could be a Warrior, and it would make more sense for his vampiric abilities. He could be a melee bruiser type that heals himself through the combat he engages in. With a ranged spell to ward off would-be stalkers and a CC in the mix, I actually buy this being a Warrior over Specialist. Just a thought.

- The other thing I noticed was his second Ultimate, the Dreadlord Council. It's cool in lore concept, but just does the same thing the Infernal one does: summon a minion to attack enemies. Instead, why not diversify him with one of the cooler spells from WoW, and one that would greatly change how he can play? Give him Dispersion, the shadow priest spell, and have it be his escape utility. When cast, he disperses into shadow energy, becoming Unstoppable and reducing inc damage by 90% for 4 seconds. Any other abilities cancel this, and you can talent it to also restore 50% mana at level 20 or something. Also just a thought.

Overall, love this concept and layout, just thought some of your core designs felt mis-matched. Cheers.
2
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TheBeaverKing | July 20, 2016 3:44pm
Thank you, great feedback!

I will definitely make some changes, but I'm not entirely sure how yet. While I really liked the idea of Dreadlord Council, you're probably right about it being pretty similar to the other ultimate. And you're probably also right about the Warrior thing. I mostly thought of him as a specialist because of his Trait and Dreadlord Council, which would give him a lot of soaking/pushing power, but the rest of the kit was basically just taken from the WC3 Dreadlord.

I'm going to rethink my design a bit and try to make his role a bit more clear. Since the most of his kit is in a pretty good spot, I'm tempted to push him into being more of a Warrior, but at the same time I think he's more suited as a Specialist or Assassin in terms of lore. I will try to come up with a solution. I like your suggestion of Dispersion, but I'll think about several other solutions too.

Again, thank you for taking time to write that :)
2
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Attest | July 21, 2016 11:22am
hey, no problem. I'm honestly a bit jealous of how much I like this concept. I almost thought I'd rework this into my own thing, but figured you could just tweak some parts of it and have something great on your hands lol.
1
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TheBeaverKing | July 12, 2016 9:47pm
I realized I had to publish the updates too... whoops. Well, now they're here!
2
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Yormungdir | July 6, 2016 5:42am
Over all a really good and interesting concept for a dreadlord I only think you should change the Talents Vampiric Magic, because the amount of Mana he could get through that talent is just far too much and even more so should you pick unending Vampirism. That bring me to the second Talent unending Vampirism, what with its permanent duration you should consider putting a small decrease on the healing so that it is only 40 percent in return for the far longer duration. And the Third and last Talent is the Council Unites, you should consider making all three of a bit weaker like each of them only holds 50% of Tichondrius Stats and to weaken tichondirus to 70% that way it would stille be powerful but not so much a "I can solo almost every hero" ability.
1
[-]
TheBeaverKing | July 6, 2016 8:25am
Thanks for the feedback! I guess I overlooked some things. Will change!
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