Notes

Mannoroth is a low-mobility tank who excels against dive. Heroes are punished for approaching him - if you simply dive past Mannoroth, you will be thrown deeper into his team by Howl of Terror, likely spelling your death. If you try to fight him head on, his massive health pool and self sustain from Cleaving Attack will make killing him a daunting task.



Mannoroth can control the map, with Felseeker able to act like a Holy Ground or Expulsion Zone, blocking your enemy's retreat. Rain of Fire's stun duration is short, as is meant not to be an initiator, but more of a follow-up to lock an enemy in place after Howl of Terror expires or extend the length of your allies' CC to secure a kill.



Mannoroth's biggest weakness is his inability to easily engage on a target. He can use his abilities to effectively gank a target if he can get the jump on someone out of position, but an enemy team that positions well will be difficult for the Pit Lord to defeat without an ally to dive in and initiate the fight for him.



Doom can be used primarily in two ways - first, to force an enemy Hero to disengage and use their hearthstone if their healer cannot quickly bring them above 90%, making the fight 5v4. Alternatively, if cast on minion or a Hero surely about to die, Doom can be used to summon the Doom Guard for extra CC and damage in a fight.



Blood of Mannoroth is most similar to Rehgar's bloodlust, but has a give-and-take element because of the demon's curse. It will quickly end the teamfight one way or another, but if used poorly, can cause you to wipe your own team rather than the enemy.