Welcome to our Talents page for Garrosh. Here, we give you an overview of how strong each of Garrosh's talents is. Then, we present several viable builds, before analyzing each talent raw separately, so that you can make informed decisions.
1. Garrosh's Talent Build
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2. Garrosh's Talent Build Cheatsheet
Decimate BuildTalent calculator »
The Decimate Build and its optimal playstyle revolve around the incredible strength that lies within Decimate, particularly when empowered at Level 20 with Deadly Calm. The primary goal of The Decimate Build is for Garrosh to try to stick to the most threatening enemy Heroes in order to relentlessly apply the Decimate debuff to them. This debuff will not only slow all enemies struck by 30% for 1.5 seconds, but will also reduce their damage by 20% for 3 seconds. This single ability has the potential to significantly reduce the entire enemy teams damage output, should Garrosh be able to consistently strike them with charges of Decimate. Because the cooldown of Decimate is reduced by 1 second for each enemy Hero struck, and Deadly Calm will effect a target for 3 seconds, theoretically the damage mitigation of Deadly Calm can be applied indefinitely as long as Garrosh continually strikes the entire enemy team with Decimate. Although it might be tempting to dive the enemy backline in order to prevent them from dealing significant damage, Garrosh should keep an eye out for his backline in case Decimate is required to peel and assist his own allies.
Main Tank BuildTalent calculator »
The Main Tank Build focuses on Garrosh's need to provide his team with a strong frontline that can effectively soak enemy damage and lock-down Heroes with reliable crowd-control. Unrivaled Strength allows Wrecking Ball to become an even more powerful tool of displacement while Indomitable will ease the difficulties that come with being kited around or held back from assisting vulnerable allies. Into the Fray can be used to create distance between an ally and an enemy pursuing them or to help secure kills from out-of-reach targets in the enemy backline. Warlord's Challenge empowered by Death Wish will give Garrosh's team great lock-down which can be easily followed up by additional crowd-control or massive amounts of damage. Should Garrosh need to use Warlord's Challenge to secure a kill on an isolated target, the cooldown reduction provided by Death Wish will ensure the ability will be available for the next, potentially imminent fight.
Body Check BuildTalent calculator »
The Body Check Build is designed to get the most damage and utility out of Garrosh's Level 1 Talented Ability, Body Check. On a competitive level, this particular build is realively weak when compared to Garrosh's alternatives and should taken with caution by players who are attempting a specific play-style in less serious Matches. Body Check is essentially a fifth ability Garrosh can activate to deal damage and heavily slow an enemy on a 20-second cooldown. The damage of Body Check is increased by 200% of Armor Up's current bonus meaning the less Health Garrosh has (or the more Bonus Armor), the more damage Body Check will do. Also important to note is that if Garrosh has over 25 Bonus Armor, the Slow provided by Body Check will be increased from 30% to 60% for 3 seconds. Double Up is a crucial Talent in the Body Check Build as the additional Bonus Armor it provides will not only further increase the damage Body Check will deal, but it will allow Garrosh to apply the bonus slow when he is only missing just over 25% of his Health instead of 50%. Inner Rage is also essential as it effectively doubles the value of Body Check, granting Garrosh an additional charge of the Ability as well as a much faster rate of recharge when at or above 25 Bonus Armor. The two charges of Body Check can either be used in quick succession to deal burst damage, or can be spread out to more effectively manage applications of the Slow.
3. Level 1 Talents for Garrosh
Quest: Stun Heroes with Groundbreaker.
Reward: After Stunning 5 Heroes, Groundbreaker's Stun deals an additional 165 (+4% per level) damage over 3 seconds to Heroes.
Reward: After Stunning 15 Heroes, permanently reduce Groundbreaker's cooldown by 2 seconds.
Increase Wrecking Ball's throw range by 25% and its damage by 75%.
- Cooldown: 16 seconds
Activate to deal 111 (+4% per level) damage to a target enemy and Slow them by 30% for 2 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.
Warbreaker is a two-part quest that provides bonus damage and cooldown reduction to Groundbreaker. The quest is surprisingly easy to complete, and its rewards will be often awarded to Garrosh early on in a match (assuming Garrosh is able to connect his casts of Groundbreaker). Warbreaker is a solid Talent option that fairs well against its Level 1 contenders.
Unrivaled Strength vastly increases the damage of Wrecking Ball and gives the ability a nice boost in range. The 25% increase in throw range feels significant, especially when needing to reposition an enemy Hero for initiation or peel. When deciding between Warbreaker or Unrivaled Strength as a Level 1 Talent pick, much of that decision will ultimately come down to player preference.
Body Check is an activateable ability that can be used to deal damage to an enemy and slow them. The effectiveness of Body Check is directly correlated to the amount of bonus Armor Garrosh has from Armor Up. This means that Garrosh will get the most out of Body Check if he waits until he has low Health (high bonus Armor) to use the ability. This should not always be the case however, since Garrosh may need to use Body Check early on in a fight to protect a teammate or ensure a kill. Body Check is the first Talent of its kind which can be further altered by higher level Talents. This is why talenting into Body Check at Level 1 is mandatory for the Body Check Build, otherwise later Talents revolving around Body Check will become unavailable as options.
4. Level 4 Talents for Garrosh
Increase Bloodthirst's damage against non-Heroes by 70%. Killing enemies with Bloodthirst resets its cooldown and refunds its Mana cost.
Basic Attacks against Heroes reduce the cooldown of Bloodthirst by 2 seconds.
- Cooldown: 40 seconds
Activate to become Unstoppable for 1.5 seconds.
In For the Kill is a situational choice that provides some much welcomed waveclear and self-sustain while in lane. In For the Kill is most effective on smaller maps where Garrosh will spend most of the Match in a lane surrounded by minions where he can utilize the healing to stay longer without having to back. Also, should Garrosh be forced away from a fight or objective and happens to be nearby an enemy Minion wave, he can use the wave to quickly heal up in order to hop back into the mix.
Thirst for Battle is probably the easiest Talent to most effectively use at Level 4 since it provides Garrosh passive cooldown reduction to Bloodthirst while he is attacking enemy Heroes. The reduced cooldown of Bloodthirst will not only give Garrosh a little bonus sustained damage during longer teamfights, but the more consistent 10% Heal to his missing Health will also grant him more staying power in the frontline.
Indomitable's strength as a Talent option relies heavily on each individual player's mechanical skill and game knowledge in order to use the Unstoppable duration most effectively. Unstoppable is arguably one of the strongest mechanics in Heroes of the Storm, where being able to avoid devastating crowd-control combos is one best ways to ensure mechanical success. This Talent is especially effective against enemy teams with multiple sources of lock-down that will allow enemies to quickly isolate and pick off Garrosh or kite him while he attempts to engage or flee.
5. Level 7 Talents for Garrosh
Groundbreaker reduces the Attack Speed of Heroes hit by 40% for 4 seconds.
Basic Attacks against Heroes reduce the target's Spell Power by 40% for 2.5 seconds.
Enemy Heroes hit by Body Check receive 50% reduced healing for 4 seconds.
- Cooldown: 45 seconds
Activate to throw a nearby ally and grant them 25 Armor for 3 seconds. Deals 91 (+4% per level) damage to nearby enemies upon impact and Slows them by 30% for 2.5 seconds.
While in flight, allied Heroes are Unstoppable.
Each Talent available to Garrosh at Level 7 will provide him with some addition source of utility. Which Talent to choose will most often depend on the compositions of each team and what Garrosh's overall strategy or goal is for each Match.
Intimidation causes all enemies struck by Groundbreaker to suffer a devastating 40% reduction to their attack speed for 4 seconds. Both the percentage of attack speed reduced, and the duration of the effect are quite impressive and will many times significantly reduce the damage output of enemy Heroes, especially those who rely on Basic Attacks to deal a majority of their damage. It is important to note that the attack speed debuff is applied to ALL enemies struck by Groundbreakers AoE, not just those who are knocked-up by the ability. This makes Groundbreaker a phenomenal tool for peeling when more vulnerable allies are being confronted by heavy hitting Basic Attack focused Heroes.
Brute Force is only available to Garrosh should he have already selected Body Check at Level 1. Brute Force can be a very strong Talent, especially against enemy teams that include a powerful solo Healer or that are running a double support composition. Garrosh should be sure to save Body Check for the target he and his allies are going to focus-fire, as to not waste the healing reduction while an enemy target is not in immediate danger or being taken down.
Similar to Intimidation, Oppressor is a great source of damage reduction. Assuming Garrosh is able to stick to a target, Oppressor is capable of 100% uptime, as he will be able to reapply the Spell Power debuff indefinitely with Basic Attacks. This Talent will serve best against teams with particularly threatening assassins (such as Kael'thas or Gul'dan) who rely on their Basic Abilities to deal large amounts of damage to Garrosh and his allies.
Into the Fray is a strong repositioning tool that works exactly like Wrecking Ball but with an allied target. The Talent can be used both offensively to help a strong frontline allied Hero engage, or defensively to peel a vulnerable teammate away from a threatening enemy. This Talent works best when Garrosh is teamed up with an ally who can lock-down multiple targets with reliable crowd-control and will be able to survive the immediate focus they will endure after being thrown in. Great candidates for this are tank Heroes such as E.T.C., Diablo, or Arthas. Into the Fray also causes the targeted ally to become Unstoppable, potentially preventing them from falling victim to an otherwise lethal situation.
6. Level 10 Talents for Garrosh
- Mana: 40
- Cooldown: 50 seconds
Silence nearby Heroes and force them to attack Garrosh for 2 seconds.
- 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.
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 move 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.
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.
7. Level 13 Talents for Garrosh
If Groundbreaker Stuns a Hero, Garrosh gains a 350 (+4% per level) Shield for 6 seconds.
When hitting a Hero, Bloodthirst heals for an additional 10% of Garrosh's maximum Health over 3 seconds.
- Cooldown: 40 seconds
Armor Up can be activated to increase its Armor bonus by 100% for 3 seconds.
Defensive Measures allows Garrosh to become an even stronger frontliner and makes him even harder to burst down after stunning an enemy Hero. Defensive Measures synergizes wonderfully with Warbreaker, as the reduced cooldown of Groundbreaker will increase the uptime potential of his bonus shield. It is important to note that the shield granted by Defensive Measures (as well as any Shield Garrosh receives from any source) is also affected by the damage mitigation provided by Armor Up, meaning that the shield will take even more damage to be removed should Garrosh receive it at lower Health.
Bloodcraze tends to be outclassed by Defensive Measures as a defensive Level 13 Talent option. However Bloodcraze is still considered situational as it may be advantageous to Garrosh against highly mobile melee targets who are difficult to knock-up with casts of Groundbreaker such as Sonya or Illidan. Rather than losing out completely on the benefits of Defensive Measures by not being able to Stun an enemy Hero with Groundbreaker, Garrosh may still receive the additional passive Healing granted by his targeted Basic Ability Bloodthirst.
Double Up is a nice immediate source of bonus damage mitigation provided by Armor Up. The 100% bonus to Armor Up can come in clutch, preventing Garrosh from being taken down especially if he finds himself under heavy fire without the immediate assistance of his ally team. Double Up can also be quite useful should Garrosh have taken Body Check at Level 1. Activating Double Up while only at 13+ Bonus Armor will allow Garrosh to benefit from the additional damage and slow effect of Body Check without actually having to be damaged below 50% Health.
8. Level 16 Talents for Garrosh
Increase Groundbreaker's Slow amount by 10% and duration by 1 second.
If Wrecking Ball is used on a Hero within 3 seconds of Stunning them with Groundbreaker, Wrecking Ball's cooldown is reduced by 9 seconds.
Wrecking Ball Stuns enemies near the impact area for 0.5 seconds.
Rough Landing is a strong source of crowd-control in the form of an impressive 50% slow for 3 seconds. This Talent works well with the other Groundbreaker focused Talents, Warbreaker in particular. The slow granted by Rough Landing will also make it easier to set-up multi-target casts of Warlord's Challenge.
Mortal Combo is a fun Talent that can set up some ridiculously crippling crowd-control combos. Throwing an enemy Hero with Wrecking Ball after stunning them with Groundbreaker will result in the two abilities coming off of cooldown around the same time, meaning that should Garrosh be able to consistently land his Q + E combo, he can keep repositioning enemies all around a teamfight. This Talent does rely on Garrosh being able to regularly stun enemy Heroes with Ground Breaker so avoid this Talent should this prove difficult during a Match.
Earthshaker is a phenomenal Talent that is incredibly easy to use with a relatively high skill ceiling. At worst, Earthshaker will cause whatever enemy Hero Garrosh throws with Wrecking Ball to be stunned upon their landing (most often within the midst of his allied team). This Talent also provides Garrosh with a ranged stun that can be used to interrupt enemies attempting to channel a potentially devastating ability or who are trying to flee. Remember that Garrosh can throw any enemy target including Minions and Mercenaries. This interaction can be used to stun somewhat distant enemies and catch them completely off-guard when Garrosh is nearby any enemy target.
9. Level 20 Talents for Garrosh
If an enemy Hero is killed while Taunted by Warlord's Challenge, its cooldown is reduced by 45 seconds.
Heroes hit by Decimate deal 20% less damage for 3 seconds.
Wrecking Ball now throws the 2 closest enemies.
Body Check gains an additional charge, and its cooldown recharges 200% faster while Armor Up's bonus is at or above 25.
Death Wish is a fantastic Talent that should be considered mandatory when Warlord's Challenge had been selected at Level 10. The near-reset mechanic can create a sensational chain of take-downs. Death Wish should make it even easier to justify using Warlord's Challenge on a single target as the cooldown of the ability will effectively be reset should that enemy Hero die under its effect.
Deadly Calm provides an insane amount of team-wide damage reduction that can completely shut-down the oppositions take-down potential. Assuming Garrosh's main goal with Decimate at Level 20 becomes applying the damage reduction debuff of Deadly Calm to his enemies team, Garrosh should refrain from casting Decimate on cooldown as debuff will last for 3 seconds compared to the 1.5 second duration of the slow effect.
Titanic Might has phenomenal potential and can often make for incredible plays, however it can be quite risky. The Talent is very situational, as HAVING to throw two targets can completely backfire on Garrosh and ultimately end up saving an enemy Hero or getting an allied one killed. Each scenario is different, and Garrosh will have to adapt his Level 20 playstyle slightly to actively decide whether the two targets in range would be worth throwing together. For example, although Garrosh may be able to isolate and throw an enemy Valla, if an enemy E.T.C. were to end up within range right before Wrecking Ball were cast, Garrosh would be sending an incredibly strong frontliner right into his allies. This could ultimately result in Garrosh's entire team being locked-down and killed, or Valla being saved by E.T.C.'s peel. Titanic Might is especially strong if Garrosh had previously Talented into Unrivaled Strength at Level 1, as the increased damage will be applied to both targets twice who end up striking each other every time.
Inner Rage is an important component to the Body Check build, and will allow Garrosh to more regularly strike opponents with Body Check. Although Inner Rage allows Body Check to be used twice in quick succession, Garrosh may consider waiting until the debuff of his Brute Force has fallen off of his target before striking them with the second charge. This pause in the second cast would also make the slowing effect of Body Check to last longer on Garrosh's target of focus.
- 24 Dec. 2017: Talents 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: Full Descriptions have been added to Talent page.
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