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Garrosh Hellscream Overview

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Victory or Death! Garrosh, Son of Hellscream has been added to the official website and Blizzard released a Hero spotlight with his abilities. Check out our preview for full talents!

As the new warchief of the Horde, Garrosh is a proud and vicious warrior who rules with an iron fist. His hatred for the Alliance burns like wildfire, and he will stop at nothing to destroy them. By his axe, the orcs will reclaim their rightful glory.

Skin Variation - Mad Axe Garrosh

Of all the biker gangs marauding the wastelands, none are as feared as the Warsong Outriders. Led by the mutant warlord Garrosh, the roar of their engines is the sound of death on wheels.

madaxe.JPG

Trait - Armor Up

Garrosh gains 1 Armor for every 2% of maximum Health missing,

Primary Abilities

[Q] GROUNDBREAKER
Deal 81 damage to enemies in an area. Heroes hit on the outer edge are pulled toward Garrosh.
groundbreaker.jpg
[W] BLOODTHIRST
Deal 156 damage to an enemy and heal for 10% of Garrosh's missing Health. Healing is increased by 100% against Heroes.
bloodthirst.jpg
[E] WRECKING BALL
Throw a nearby enemy Hero, Minion, or Mercenary to the target location, dealing 91 damage to enemies near the impact and Slowing them by 30% for 2.5 seconds.
wrecking-ball.jpg

Heroic Abilities

[R1] WARLORD'S CHALLENGE
Silence nearby Heroes and force them to attack Garrosh for 1.5 seconds.
warlords-challenge.jpg
[R2] DECIMATE
Deal 50 damage to nearby enemies and Slow them by 30% for 1.5 seconds. Deals 100% more damage to Heroes, and each Hero hit reduces the cooldown by 1 second. Stores up to 3 charges.
decimate.jpg

Talents (Source - Credits go to redditor WarHamsterQueek)

Level 1

  • 1 [Q] Warbreaker
    • Quest: Pull Heroes with Groundbreaker
    • Reward: After pulling 5 Heroes, Groundbreaker deal san additional 150 damage over 3 seconds to Heroes. After pulling 15 Heroes, reduce Groundbreaker’s cooldown by 3 seconds.
  • 1 [E] Unrivaled Strength
    • Increase Wrecking Ball’s throw range by 20% and its damage by 100%
  • 1 [Active] Body Check
    • Activate to deal 111 damage to a target enemy and Slow them by 30% for 3 seconds. Damage is increased by 200% of Armor Up’s current bonus, and the Slow amount is increased by 30% if Armor Up’s bonus is above 25.

Level 4

  • 4 [W] In for the Kill
    • Increase Bloodthirst’s damage against non-Heroes by 60% Killing enemies with Bloodthirst resets its cooldown and refunds its Mana cost.
  • 4 [Passive] Thirst for Battle
    • Basic Attacks against Heroes reduce the cooldown of Bloodthirst by 2 seconds.
  • 4 [Active] Indomitable
    • Activate to become Unstoppable for 1.5 seconds.

Level 7

  • 7 [Q] Intimidation
    • Groundbreaker reduces the Attack Speed of Heroes hit by 40% for 4 seconds.
  • 7 [Active] Brute Force
    • Enemies hit by Body Check receive 50% reduced healing for 4 seconds.
  • 7 [Passive] Oppressor
    • Basic Attacks against Heroes reduce the target’s Spell Power by 40% for 2.5 seconds.
  • 7 [Active] Into the Fray
    • Activate to throw a nearby ally and grant them 25 Armor for 3 seconds. Deals 91 damage to nearby enemies upon impact and Slows them by 30% for 2.5 seconds. While in flight, allied Heroes are Unstoppable.

Level 10

  • 10 Warlord’s Challenge
    • Silence nearby Heroes and force them to attack Garrosh 1.5 seconds.
  • 10 Decimate
    • Deal 50 damage to nearby enemies and Slow them by 30% for 1.5 seconds. Deals 100% more damage to Heroes, and each Hero hit reduces the cooldown by 1 second. Stores up to 3 charges.

Level 13

  • 13 [Q] Defensive Measures
    • Pulling a Hero with Groundbreaker grants Garrosh a 350 Shield for 6 seconds.
  • 13 [W] Bloodcraze
    • When hitting a Hero, Bloodthirst heals for an additional 10% of Garrosh’s maximum Health over 3 seconds.
  • 13 [Trait - D] Double Up
    • Armor Up can be activated to increase its Armor bonus by 100% for 3 seconds.

Level 16

  • 16 [Q] Rough Landing
    • Heroes pulled by Groundbreaker are Slowed by 50% for 3 seconds.
  • 16 [Q] Mortal Combo
    • If Wrecking Ball is used on a Hero within 2 seconds of pulling them with Groundbreaker, Wrecking Ball’s cooldown is reduced by 10 seconds.
  • 16 [E] Earthshaker
    • Wrecking Ball Stuns enemies near the impact area for 0.75 seconds.

Level 20

  • 20 [R1] Death Wish
    • Increase the duration of Warlord’s Challenge by 0.5 seconds. If an enemy Hero is killed while affected by Warlord’s challenge, its cooldown is reduced by 45 seconds.
  • 20 [R2] Deadly Calm
    • Heroes hit by Decimate deal 20% less damage for 3 seconds.
  • 20 [E] Titanic Might
    • Wrecking Ball now throws the 2 closest enemies.
  • 20 [Active] Inner Rage
    • Body Check gains an additional charge, and its cooldown recharges 100% faster while Armor Up’s bonus is at or above 25.

Hero Spotlight

Garrosh will be playable on PTR starting July 31.

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Looks good to me.  Seems fun and tanky with plenty of skill required.  Can't ask for more than that.

The only question in my mind from the video is how exactly the throw ability prioritizes targets (if it does).  I mean I know it has a visual indicator but if you're in the middle of a minion wave that's a lot of potential targets it can select.  Is it just closest?  Priority on heroes?  What about when you have the ally toss?  Does it prioritize them or enemies?  Ect...

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"As the new warchief of the Horde" - Blizzard PLS. That was 7 f*cking years ago. Cataclysm. He's not a new warchief nor has he been for 1 1/2 xpac. Take the lore more seriously yourselves, this is a joke.

 

Jimmies have been rustled.

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Found a list of his talents.  One of his level 20 talents allows him to throw two targets and it says the two closest, so I guess the ability just picks closest targets (which makes sense though can be tricky in a clustered minion wave).

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1 hour ago, TSRD said:

Looks good to me.  Seems fun and tanky with plenty of skill required.  Can't ask for more than that.

The only question in my mind from the video is how exactly the throw ability prioritizes targets (if it does).  I mean I know it has a visual indicator but if you're in the middle of a minion wave that's a lot of potential targets it can select.  Is it just closest?  Priority on heroes?  What about when you have the ally toss?  Does it prioritize them or enemies?  Ect...

There is a Horde symbol on a nearby target, whichever unit has that mark is what will be thrown. I think it would've been better as a point and click ability but that might've been too strong I'm not really sure though since mobas aren't my thing.

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Throwing Genji... lul. Clearly need to give him the mobility.

Over all, I'm pleasantly surprised. It's like I figured that few of the moves are truly new, but the combination of the kit is really nice. Peels and sustain, what more do you want in a tank. His damage seems reasonably low to pair with that. Worried about body check being a level 1 with so many additional talents building off it. Feels like it might have been something that should have been base kit.

Throwing allies can be HUGE in coordinated play.

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Where does Taunt Varian come into play now? Garrosh does everything except better. His Q pulls enemies instead of slowing. His W heals instead of protecting. And his E displaces enemies instead of allowing a way to catch up. Not to mention his taunt affects all nearby enemies.

 

Also his level 7 talent, Oppresor, it seems a bit useless. If the mage is within basic attack range it will be dead. If its out of basic attack range it can just be flipped into the teammates and will still die. If he's even too far for that then he would live. Either way the talent has no effect.

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15 minutes ago, Xaethron said:

Where does Taunt Varian come into play now? Garrosh does everything except better. His Q pulls enemies instead of slowing. His W heals instead of protecting. And his E displaces enemies instead of allowing a way to catch up. Not to mention his taunt affects all nearby enemies.

Parry (especially multiple uses of it) can stop way, way more damage than Garrosh's armor + heal can handle.  Also, while Garrosh's taunt is AOE, Varian's has a much lower cooldown (16 seconds vs 50 seconds).  Garrosh also needs to be close to do anything and has few ways to get closer.  Varian's slows do offer alot more chase ability that Garrosh's effects in many more situations.

I mean, Garrosh might push Varian out of his tanking spot (not that Varian was seeing all that much competitive play anyway) but Garrosh doesn't outclass him in every way or anything.  If there is any major issues here, it's simply because Varian's Q and E were always lackluster abilities ever since he was released (once they took away the stun).

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2 hours ago, Xaethron said:

Also his level 7 talent, Oppresor, it seems a bit useless. If the mage is within basic attack range it will be dead. If its out of basic attack range it can just be flipped into the teammates and will still die. If he's even too far for that then he would live. Either way the talent has no effect.

Maybe against mages specifically. But I can see a lot of value out of lowering Ragnaros' aoe damage in melee range. Or making Sonya's Whirlwind do 40% less dmg.

 

Edited by MrPumpson

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4 hours ago, Yridaa said:

"As the new warchief of the Horde" - Blizzard PLS. That was 7 f*cking years ago. Cataclysm. He's not a new warchief nor has he been for 1 1/2 xpac. Take the lore more seriously yourselves, this is a joke.

 

Jimmies have been rustled.

Bet they mean this is the "new warchief" version of him, you know, before Y'shaarj and the events of pandaria.

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6 hours ago, Plergoth said:

Hello there, Gankmaster Garrosh. 

I see you have a partnership with the concept of revenge. 

 

Exactly what I thought, particularly when I saw his r2. It's pretty much Darius's Q, only a bit less interesting.

And that E... Garrosh is an unlawful child of Dario and Syndra. Sick plot twists.

Edited by Jonar

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Armor Up is disappointing as fuck to me. While armor is absolutely relevant to the warrior class it doesn't really scream Garrosh to me, but of course this is a total Hearthstone reference. Hearthstone, the nightmarish memeland of Warcraft with an array of trailers and videos, one cringier than the next, the only place where Rexxar is depicted with a bow in order to better serve the hunter image, despite the fact it has nothing to do with the character (kinda like Lich King with priest staff). Since when does Hearthsone have properly established character traits that are considered cannon?

Anyway, the hero looks really fun, hope it is strong enough for the meta.

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6 hours ago, Yridaa said:

"As the new warchief of the Horde" - Blizzard PLS. That was 7 f*cking years ago. Cataclysm. He's not a new warchief nor has he been for 1 1/2 xpac. Take the lore more seriously yourselves, this is a joke.

 

Jimmies have been rustled.

it doesn't work like that . arthas is fucking dead in the lore by now but he is described in the nexus still as the lich king , artanis in nexus is before  his attempt to retake aiur . when a hero is added in nexus their background is before a major event in garrosh case most likely before the attack on theramore . an exception to this are the nephalems from diabo for obvious reasons .

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They killed Control Warrior in Hearthstone but he's back in the Nexus.

Heh, that's nice, looks solid. I just don't like his Mad Axe skin but whatever. 

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Bit sad we don't get any iron horde machinery or old god transformations going on here but overall his moveset seems pretty solid. In many ways a good personality capture too, angry tanky warrior and his one ability is basically challenging everyone around him to Mak'gora. Overall pleased, I don't think I will be good at using him but I think they did him justice :D

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On 7/27/2017 at 5:01 AM, Yridaa said:

"As the new warchief of the Horde" - Blizzard PLS. That was 7 f*cking years ago. Cataclysm. He's not a new warchief nor has he been for 1 1/2 xpac. Take the lore more seriously yourselves, this is a joke.

 

Jimmies have been rustled.

He was still warchief during MOP and his model is before  WOD ( no bandages) + he has the tusks.His model IS warchief garrosh.

Thrall is also using his warchief armor without being the current warchief.Stop crying and try to enjoy the game for once.

Edited by Kurosu

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On 26/07/2017 at 8:28 PM, Valhalen said:

Groundbreaker ia exactly as @Blainie foresaw. Wow.

HOW DID I KNOW?

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Oppressor sounds like it be good vs an uther or a Malfurion who will heal themselves, or a jaina that will burst you after you pull her in.  I also don't think Varian and Garrosh are very comparable.  The only things they really have in common is that they both have a taunt, and they both lack an escape.  They also both have a defensive ability(Garrosh has to hit someone).   It be easier to compare him and stitches.  Another important thing to note is that it can be dangerous to taunt people with Garrosh because you can take a lot of dmg especially if you taunt their entire team.  Though intimidation can help.  While Varian can use parry after a taunt to take no dmg.  

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btw here are the cooldowns, Ground Breaker: 8 seconds, BloodThirst: 12 seconds, Wrecking ball 18 seconds, Warlord's Challenge: 50 seconds, Decimate: 8 seconds, Body Check 20 seconds.  Though not 100 percent sure of these.  

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      Focusing on claiming key pieces during key moments?
      The answer is “it depends”. Although both tactics may lead to victory, the first style is opportunistic whereas the second is analytical. Unfortunately for the second player, their strategy would be much harder for a performance-based system to evaluate; how would it know what defines a key piece, let alone a key moment? The first approach is mathematical; one is better than zero and, generally, “free” trades correlate with winning, which is more or less why they are inexistant at a high level chess unless intentional.
      In chess, you aren’t rewarded for losing less, and the reason for this is that the underlying ELO system is robust and self-correcting; rating resets don’t occur every couple months, let alone twice in a week, and rating gains and losses are small. Of course, the ELO system isn’t beyond reproach, but I think it’s fair to say that players understand that long-term results are what matter, not individual game results. And, it doesn’t run the risk of overvaluing Queen taking Rook because of insufficient or misinterpreted data.

      Queen literally takes Rook during a Tribute fight. Siege damage is important to Zagara, says data.
      As you can tell probably tell by now, I’m very skeptical about how such a system is supposed to evaluate what differentiates a highly skilled player, period, regardless of what hero it is they’re playing. Here’s a concrete example of what I mean by that: Although I don’t consider myself to be a particularly strong mechanical player, I have always managed to maintain a rather high win/loss ratios, for a team game, back in my active days anyway. Why? I’d be lying if I didn’t say that many of these victories weren’t simply due to outdrafting opponents, clear non-confrontational shotcalling, encouraging teammates, defusing infighting, taking every match seriously, knowing when and why to engage, going over mistakes, and generally making powerful macro decisions. On top of being that one weird guy that says “can play anything*, prefer assassin or specialist, let’s try to ban x and pick y.” Doesn’t reading that first thing in any given lobby instill confidence in the rest of your teammates? I bet this translates into wins every once in a while, so why not do it?
      I tend to thrive on waveclear tanks with strong engaging power because they let me decide exactly when a minion wave needs to push or when an enemy hero needs to die despite low mechanical ceilings.

      And now you know how to ban me out.
      *…whereas I couldn’t outplay most of my opponents to save my life. I accept my fate as one of the worst Illidan players in existence, and I’m fine with it.

      I have nothing to add, your honor.
      The great irony here is that none of the aforementioned elements that I feel make me, and probably many other players, reasonably strong are – nor can be – taken into account by any automated system because they’re simply too subjective. Why exactly am I being punished for not mindlessly using my abilities on-cooldown and padding my numbers? We get it; dealing damage is important. But what about useful damage? How can that ever be taken into account by a machine? This might sound like an argument from incredulity but, as I see it, we have plenty of evidence to conclude that the system isn’t quite working as intended.
      Of course, within this system, winning is still what matters most, and by far. Fortunately for me, my skillset does tend to translate into wins. But obfuscating one’s point gains and losses behind questionable variables is going to, at best, confuse players, and at worst, breed harmful behaviour. These two consequences have already been observed.
      TL;DR:
      A solid performance-based matchmaking system can have positive effects on matchmaking by allowing players to find their appropriate MMR faster. However, what defines a good player in a complex, team-oriented game goes well beyond what any data collection system can collect, interpret, and use. In its current state, the performance-based matchmaking system is at best unnecessary and at worst obfuscating, and ultimately risks breeding harmful player behaviour.
      I’ll allow myself to end on a bit of wisdom: If you play to improve, you’ll never lose a game in your life. And the sooner you quit worrying about your rank, the sooner you’ll be able to focus on what really matters.