Welcome to our Talents page for Mal'Ganis. Here, we give you an overview of how strong each of Mal'Ganis's talents is. Then, we present several viable builds, before analyzing each talent row separately, so that you can make informed decisions.
Mal'Ganis's Talent Build
|1||? ? ✓|
|4||? ✓ ?|
|7||? ? ✓|
|13||? ✘︎ ✓|
|16||✓ ? ✘︎|
|20||✓ ✘︎ ? ?|
Mal'Ganis's Talent Build Cheatsheet
Necrotic Embrace BuildRecommended
Mal'Ganis's Necrotic Embrace Build is designed to get as much value as possible from the Hero by increasing his survivability. Talents that increase his damage contribute to this plan as well because Vampiric Touch heals Mal'Ganis based on damage dealt.
Level 1 Talents for Mal'Ganis
Each time Necrotic Embrace hits an enemy Hero, gain 75 Physical Armor against the next enemy Hero Basic Attack.
If Winged Guard has no charges, Mal'Ganis will gain 1 charge after 6 seconds.
Winged Guard is a situational Talent in general because it increases Mal'Ganis's survivability in most situations. In particular, it is especially valuable when playing against Heroes with slow but heavy-hitting Basic Attacks (such as Hanzo) and really bad when playing against Heroes with fast-hitting Basic Attacks (like Tychus).
Mal'Ganis heals for 30% of Physical Damage dealt, and nearby allied Heroes heal for 15% of Physical Damage dealt.
Vampiric Aura is a decent Talent when you cannot efficiently use Winged Guard for the reasons mentioned above. Sometimes you can also choose this Talent to help allied Heroes that use Basic Attacks a lot and that like to have additional survivability (such as Greymane).
Remember that, in order to work on allied Heroes, they should be nearby. Due to it being based on Basic Attacks, Blinds can make this Talent less effective.
Mal'Ganis heals for 70 (+4% per level) when damaging a nearby enemy Hero. This can occur once every 6 seconds against each enemy Hero, but is also refreshed when they are Slept by Night Rush.
Time to Feed is a strong Talent to increase Mal'Ganis's survivability when hitting enemy Heroes. Once picked, this Talent will show a mark on any nearby Hero that can trigger the bonus healing when damaged by Mal'Ganis.
The unique effect of this Talent consists of healing Mal'Ganis for a fixed amount each time he damages an enemy Hero, but only once every 6 seconds per enemy Hero. Sleeping enemy Heroes with Night Rush will refresh their mark, allowing you to heal again from the same Hero before the 6-second cooldown expires.
Level 4 Talents for Mal'Ganis
While Necrotic Embrace is active, Mal'Ganis heals for 12 (+4% per level) when damage is taken and Vampiric Touch converts 20% more Hero damage into healing.
Necrotic Embrace's Armor is increased to 50.
When Necrotic Embrace expires, it explodes again for 68 (+4% per level) damage. For each enemy Hero hit, gain 5 Mana and reduce the cooldown of Necrotic Embrace by 0.75 seconds.
Does not wake Sleeping targets.
The explosion does not break Sleep, so you do not have to worry about it. You may want to pick this Talent when you really want additional damage against enemy Heroes and/or, more importantly, to compensate the lack of clear in your team.
Level 7 Talents for Mal'Ganis
After Mal'Ganis hits an enemy Hero with Fel Claws, his next Basic Attack deals 60% more damage and reduces the Armor of enemy Heroes by 15 for 2 seconds.
While you will get less value from this Talent by using all Charges of Fel Claws in quick succession, the Armor reduction bonus will still help you and your team deal more damage.
Each enemy Hero hit by the first 2 slashes of Fel Claws causes the final slash to steal 1% of maximum Health from enemy Heroes, up to 4%.
If at least 4 enemy Heroes are hit with the first 2 slashes of Fel Claws, then the final slash Stuns enemies for an additional 0.5 seconds.
Will of Tichondrius is a decent Talent to pick when Mal'Ganis needs more damage for Heroes that have high maximum Health (such as Stitches) and with high Armor (like Deathwing), even if it will be hard to get full value out of it by hitting multiple enemy Heroes at the same time with a single Fel Claws to get the bonus Stun duration.
After casting Night Rush, deal 33 (+4% per level) damage per second to nearby enemies. This effect lasts for 5 seconds and Basic Attacks against Heroes refresh its duration.
Does not wake Sleeping targets.
Remember that hitting the affected Hero with a Basic Attack will refresh its duration, however, the effect provided is strong enough even if you cannot refresh it multiple times.
If you have this Talent, you can use Night Rush for clearing Minions when necessary, but keep an eye on your positioning and Mana when doing so.
Level 10 Talents for Mal'Ganis
- Mana: 70
- Cooldown: 100 seconds
After 1 second, disperse into an Invulnerable swarm of bats for 3 seconds, dealing 120 (+4% per level) damage per second to enemies.
Vampiric Touch heals for 75% of Carrion Swarm's damage to Heroes.
Carrion Swarm is the preferred choice because of two main reasons: it has a shorter cast time compared to Dark Conversion and it can be cast while moving, meaning that Knockback effects (say Raynor with Penetrating Round) will not interrupt it.
- Mana: 60
- Cooldown: 60 seconds
Channel on an enemy Hero for 0.75 seconds, then swap Health percentages with the target over 3 seconds.
Dark Conversion is situational for when there is an urgent need of additional damage, usually because the enemy team has a Hero with high maximum Health (like Cho) as it provides Percent-based Damage.
Level 13 Talents for Mal'Ganis
Increase Night Rush's Sleep duration by 0.75 seconds and its Movement Speed bonus by 10%.
Basic Attacks deal 200% bonus damage to Sleeping enemies. After Night Rush's Sleep ends, targets are Slowed by 30% for 3 seconds.
The Night Beckons is a weak Talent because, while it can be used to apply a decent Slow to all enemy Heroes, it competes with Talents that actually help Mal'Ganis to reach the enemy Heroes in the first place, something that is way more important for him.
When Mal'Ganis is healed by a Hero, he gains 1% Movement Speed for 6 seconds, up to 15%.
Blood Rush is a strong Talent in most if not all matches because it provides Mal'Ganis more mobility, which is quite noticeable and useful when it comes to engaging enemy Heroes or escaping dangerous situations. In addition to that, it has synergy with Spreading Plague at Level 7 and Carrion Swarm at Level 10.
Level 16 Talents for Mal'Ganis
Necrotic Embrace unleashes a wave of bats in front of Mal'Ganis, dealing 81 (+4% per level) damage.
Basic Attacks against Heroes with a higher Health percentage heal for an additional 50% of damage dealt.
Basic Attacks against Heroes with a lower Health percentage grant 35% Attack Speed for 3 seconds.
Frenzied Assault is a good Talent that gives Mal'Ganis a fair amount of Attack Speed when hitting enemy Heroes who have a lower Health percentage than him or makes his Basic Attack heal him for an additional 50% of the damage dealt when hitting enemy Heroes who have a higher Health percentage than him.
- Cooldown: 60 seconds
Activate to erupt with blind rage, removing the cooldown and Mana cost of Fel Claws, but losing all vision. Lasts 6 seconds.
Enemy Heroes hit by the final slash of Fel Claws reduces the cooldown of this Ability by 4 seconds.
Blind as a Bat is a decent Talent that allows Mal'Ganis to deal an insane amount of area of effect damage, however, not being able to see anything puts him at a significant disadvantage because he will not be able to reliably hit enemy Heroes or to dodge enemy Abilities when needed.
While it is not recommended to pick this Talent, it works slightly better on Maps that feature various choke points and narrow corridors (such as Cursed Hollow). In case you opted for this Talent, remember that it can also be used to escape!
The cooldown reduction is welcome but not that useful because you will have to wait for your Heroic Ability to come off cooldown before engaging anyways, however, it may give you some value if enemy Heroes tend to group too much.
Level 20 Talents for Mal'Ganis
Upon expiring, Carrion Swarm's bats seek nearby enemy Heroes, dealing 132 (+4% per level) damage and Sleeping them for 2.5 seconds.
Enemy Heroes near the target suffer 75% of the transferred Health as damage over 3 seconds.
Does not benefit from Vampiric Touch.
Wrath of Nathreza is considered a bad choice because it counts on the enemy team to misplay by having multiple Heroes one near the other in the same location, without forgetting that Dark Conversion is also easy to interrupt.
Damage from Fel Claws and Basic Attacks Slows enemies by 25% for 1.5 seconds, and Vampiric Touch converts 10% more damage into healing versus Slowed Heroes.
Vanquish the Weak is a decent alternative in case you need a bit more power against melee Heroes, however, it is rarely the choice because the other options are usually more interesting and more useful.
Reduce the cooldown of Night Rush by 4 seconds. Enemy Heroes put to Sleep by Night Rush have their vision greatly reduced during the Sleep and for 2 seconds after.
Alone in the Dark is a situational Talent that can make the life harder for all enemy Heroes that get caught by Night Rush, effectively increasing the crowd control that it provides. The cooldown reduction helps you use it twice in a single team fight.
- 26 Apr. 2021: Builds updated.
- 03 Mar. 2021: Guide reviewed for the latest Balance Update.
- 25 Feb. 2021: New layout.
- 05 Nov. 2020: Guide updated for the latest Balance Update.
- 16 Jul. 2020: Guide reviewed for the latest Balance Update.
- 25 Jun. 2020: Builds and Descriptions changed according to the latest Patch.
- 22 Mar. 2020: Talent Build fully revised to match new standards.
- Talent Build and Talent Build Cheatsheet modified to reflect the current metagame.
- Talent Descriptions modified to better describe when to pick them.
- 14 Feb. 2020: Guide revised in accordance to the latest Balance Update and found no changes were needed.
- 03 Dec. 2019: Builds updated and changed Blood Rush to Recommended.
- 19 Jun. 2019: Talents and Builds updated to better reflect the current state of the game.
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