Here i will briefly explain the abilities and their purpose.

Trait - Fel Energy

Okay so lets start with the trait, Fel Energy is kind of a counter balance tool and also adds some skill to his over all kit. You have too build up your resource before heading into battle, also many of his abilities can generate Fel energy, allowing him to stay in battle. The shield is a way of allowing him to remain in battle as well with it making him more tanky.

Q - Fel Fire Storm

This is a Signature ability from every Pitlord we have seen in Warcraft too date. EVERY SINGLE ONE OF THEM HAD IT. No joke look it up. Regardless this offers Mannoroth some poke and Extra Damage. Nothing to high but something consistent and it flows well with his kit. The range would be the same as Jaina's Blizzard at its baseline without talents.

W - Mannoroth's Gaze

This ability Comes from his iteration in WOD as a raid boss. In that game he would Glare at 5 raid member's and deal a high amount of Damage but to fit him into Heroes i altered the ability. This is his peel. It puts a hero in stasis to offer some chance for that hero to escape after coming out. it also renders them usless in fight for 3 seconds.

E - Fel Armor

This ability is something original that i kinda came up with. i didn't use a reference at all as this wasn't outlined in any of the iteration we have seen of mannoroth, HOWEVER it could exist out there somewhere in the blizzard universe. I felt this made sense on him as an ability for additional damage absorption allowing him to hold the front line better.

R1 - Shadow Force



This ability comes from his most recent appearence in WOD. In WOD this would deal a high amount of damage and push multiple raid members back for 10 seconds. this effect works in Heroes in my mind just needed to be balanced properly, so it only affects 1 person deals a small amount of Damage and pushes them slowly away. not as quickly as in WOD. Also worth noting that enemies can still cast their abilities and Attack.



R2 - DOOM!

This comes from Mannoroth's WC3 appearance. In WC3 this ability would tick off a small amount of damage every second on a target until they died. upon dying a doomguard would spawn in there place to fight for you. Obviously the idea of an indefinite kill button seems ridiculous in Heroes so to counter balance this it does a small amount of damage every second at a high cost as long as the hero remains cursed. once they leave range or the channel is cancelled the doomguard is summoned. This retains the idea of potentially killing someone with it BUT over a LONG period of time given they don't leave range or you don't run out of fel energy.

Z - Nether Charge