Garrosh Abilities and Strategy
Welcome to our Abilities page for Garrosh. Here, we give you an overview of every ability in Garrosh's kit. For each of them, we explain what it does, how to best use it, and how it works in combination with Garrosh's other abilities. We also give you strategy tips to play Garrosh efficiently.
1. Garrosh's Tips and Tricks
- Armor Up gives Garrosh an impressive amount of damage mitigation while at low Health, allowing him to stay in combat longer than most other Heroes.
- Groundbreaker can be used to knock an enemy Hero into the air before throwing them into his allies with Wrecking Ball.
- Bloodthirst's self-sustain is most effective after Garrosh has suffered damage as it heals for a percentage of his missing Health.
- Remember that Wrecking Ball is not a targeted ability and will always throw the enemy closest to Garrosh when cast (including Minions and Mercenaries).
- Due to the small radius of Warlord's Challenge, it will sometimes be difficult to strike multiple Heroes with the ability. It will often times be worth using Warlord's Challenge on a single Hero should it help secure a kill and ensure a numbers advantage for Garrosh's team.
- The low cooldown of Decimate allows Garrosh to use the ability quite often, especially when needing to waveclear a pushed in Minion wave.
2. Armor Up (Trait)
Garrosh gains 1 Armor for every 2% of maximum Health missing.
Armor Up is Garrosh's foremost source of damage mitigation and one of the primary factors behind his role as a main tank. The mechanic is simple, the more Health Garrosh is missing, the more Armor he is granted. It is important to note that this Armor reduces the damage Garrosh receives from all sources, including both Basic Attacks and Abilities. Garrosh will be granted 1 Armor for every 2% of Health he is missing, meaning that Garrosh will mitigate almost half of the Damage he receives when at very low Health. Although Armor Up is strongest when Garrosh is near death, that does not mean he should be reckless with his positioning during fights and skirmishes. Heavy focus-fire from the enemy team will still bring down Garrosh very quickly despite his durability. Garrosh's Armor can be always easily viewed by looking at the number under the shield directly to the right of his Health Bar. This number is important to track as many of his Abilities and Talents will be dependent on his current Armor value.
- Mana: 30
- Cooldown: 8 seconds
Deal 81 (+4% per level) damage to enemies in an area. Heroes hit on the outer edge are Stunned for 0.5 seconds and then Slowed by 40% for 2 seconds.
Groundbreaker provides Garrosh reliable crowd-control in the form of a Stun on a relatively short cooldown. The skillshot can be difficult to land, as it requires enemy Heroes to be caught along the outer edge of the cast range in order for them to be knocked into the air. Groundbreaker also has a short delay from when it is cast to when the ability strikes, therefore Garrosh will have to somewhat anticipate the movements of his enemies to catch them within its area-of-effect. The knock-up effect of Groundbreaker is considered to be a form of hard crowd-control similar to that of a stun as it will break certain enemies channeled abilities such as Kael'thas's Pyroblast or Gul'dan's Rain of Destruction. Although many times Groundbreaker will be used to catch an enemy Hero out of position to be thrown into Garrosh's allies, it may also be used defensively to peel off an enemy Hero attempting to take down a more vulnerable ally.
- Mana: 55
- Cooldown: 12 seconds
Deal 156 (+4% per level) damage to an enemy and heal for 10% of Garrosh's missing Health. Healing is increased by 100% against Heroes.
Bloodthirst is an incredibly important tool Garrosh will utilize for self-sustain and staying power throughout all phases of a match. It is crucial to note that the amount Garrosh will heal from Bloodthirst is based off of his missing Health when the ability is cast. This means that the less Health Garrosh has, the more value he will receive from Bloodthirst. Also, the healing received from Bloodthirst is doubled when the ability used against an enemy Hero. Due to the rather long cooldown of Bloodthirst (12 seconds), it is vital Garrosh uses this ability wisely. It may sometimes be advantageous for Garrosh to wait until he has taken a significant amount of damage to cast Bloodthirst as this will grant him significantly more Health than if he had used it right at the beginning of a trade.
5. Wrecking Ball
- Mana: 60
- Cooldown: 14 seconds
Throw a nearby enemy Hero, Minion, or Mercenary to the target location, dealing 91 (+4% per level) damage to enemies near the impact and Slowing them by 30% for 2.5 seconds.
Wrecking Ball is a powerful movement displacement ability Garrosh can use both offensive and defensively. Wrecking Ball can be used just after knocking up a target with Groundbreaker to even further the distance between an isolated enemy Hero and their allies. Wrecking Ball may also be required to peel away an enemy Hero from a teammate under distress. Regardless of however Garrosh chooses to use Wrecking Ball, keep in mind that the target Garrosh will throw when casting the ability is determined solely by the proximity of the target to Garrosh. Garrosh will always throw the closest enemy target to him, wether they be a Minion, Mercenary, or Hero and this target will be marked with a red "Horde" symbol when within range of Wrecking Ball. Garrosh is able to determine the location his target will be thrown allowing him to easily reposition an enemy to a specific location.
6. Warlord's Challenge
- Mana: 40
- Cooldown: 50 seconds
Silence nearby Heroes and force them to attack Garrosh for 2 seconds.
The first of Garrosh's Heroic Ability options, Warlord's Challenge is a very strong source of AoE crowd-control. Once cast, all enemies caught within a small radius around Garrosh will become silenced and forced to attack Garrosh for a 2-second duration. Due to his lack of mobility or gap-closer, Garrosh will likely have to rely on a well placed Groundbreaker in order to get in close enough to successfully cast Warlord's Challenge. The cooldown reset component of Death Wish can be incredibly devastating should enemies be picked off in quick succession when grouped too closely.
Warlord's Challenge can be used to set up cataclysmic ability combos, especially when Garrosh is teamed up with ranged assassins who can deal large amounts of AoE burst damage. Some notable abilities that synergize well with Warlord's Challenge are the following:
- Ring of Frost + Blizzard (Jaina)
- Phoenix + Flamestrike (Kaelthas)
- Howling Blast (Arthas)
- Apocalypse (Diablo)
- Mosh Pit (E.T.C.)
- Grav-O-Bomb 3000 (Gazlowe)
- Blessed Shield (Johanna)
- Primal Grasp + Impaling Blades (Kerrigan)
- Entomb (Leoric)
- Entangling Roots (Malfurion)
- Zombie Wall (Nazeebo)
- Leap (Sonya)
- Sundering (Thrall)
- Divine Storm (Uther)
- Devouring Maw (Zagara)
- Void Prison (Zeratul)
Although Warlord's Challenge can Taunt all enemy Heroes found within its radius, Garrosh should not be afraid to cast the ability on a single target should it help secure a kill for his team. In Heroes of the Storm, being able to gain a numbers advantage (especially in the late game) will often times lead directly to strong map and objective control. This advantage will almost always be worth placing Warlord's Challenge on cooldown, especially since at only 50 seconds it is much shorter than that of similarly powerful Heroic Abilities.
- Mana: 25
- Charges: 3
- Recharge Time: 8 seconds
Deal 50 (+4% per level) 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, Garrosh's second Heroic Ability option, focuses more on sustained AoE damage and crowd-control in the form of a slow than the immediate lockdown that Warlord's Challenge offers. The ability holds up to 3 charges and each charge will take 8 seconds to regenerate. Decimate deals double damage to enemy Heroes and each Hero struck will reduce the cooldown of Decimate by 1 second. Assuming Garrosh is able to strike the entire enemy team with a single cast of Decimate, the remaining cooldown of the next charge of Decimate will be brought down to 3 seconds.
Assuming Garrosh's primary concern during a fight is to maintain the slow effect of Decimate on enemy Heroes, Garrosh should wait 0.5 seconds longer than the cast cooldown of 1-second between each cast of Decimate. This is because the slow effect of Decimate will last 1.5 seconds per strike, therefore can be applied for a total of 4.5 seconds assuming Garrosh waits the full duration of each slow before casting the next charge of Decimate. This mechanic is relatively easy to track as an enemy under the effect of Decimate will have a subtle purple bar under their Health that will gradually diminish as the time of the effect wears down. The utility provided by Decimate can be further bolstered by the Level 20 Talent Deadly Calm. Deadly Calm provides a significant reduction to the damage an enemy team will be able to dish out assuming Garrosh is able to consistently maintain applications of Decimate to them. Choosing Decimate as Garrosh's Heroic Ability also does provide a nice bonus to his relatively low damage output. This damage will also prove beneficial when Garrosh finds himself needing to more quickly waveclear, although the concern of waveclear is best left to non-tank Heroes.
- 24 Dec. 2017: Ability page updated to reflect the Dec. 20 balance patch notes, particularly the Groundbreaker Ability changes.
- 17 Oct. 2017: The increased duration of Warlord's Challenge by the Level 20 Talent Death Wish has been removed.
- 01 Sep. 2017: Duration of Warlord's Challenge has been increased from 1.5 to 2 seconds.
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