Welcome to our Talents page for Mal'Ganis. Here, we give you an overview of how strong each of Mal'Ganis' 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' Talent Build Cheatsheet
Standard Tank BuildTalent calculator »
Mal'Ganis' Standard Tank Build is designed to give him a healthy amount of survivability and crowd control. Right out of the gate, Mal'Ganis will see an increase in sustain with Time to Feed at Level 1, giving him strong health regain when hitting different Heroic targets with Fel Claws. Alternatively, especially against Basic Attack dependent team compositions, Winged Guard can be a great pick-up due to the Physical Armor it provides. At Level 10, Carrion Swarm is the more viable option, as it gives Mal'Ganis huge freedom of how to use it while usually netting more health gain and damage than Dark Conversion. Level 13 marks the crowd control tier for Mal'Ganis, as both Deep Sleep and The Night Beckons severely cripple the enemy team's mobility. At Level 16, we usually prefer Plague Bats thanks to its reliability and burst damage it provides. However, if you find yourself in a premade group with good communication and/or on a map with lots of tight corridors and choke points, such as Cursed Hollow or Towers of Doom, Blind as a Bat can be a situational yet rewarding pick. At Level 20, Seeker Swarm is the natural choice, since it adds some fantastic crowd control to an already great Heroic Ability. Alternatively, Alone in the Dark can cripple the enemies' combat performance drastically, reducing their vision quite noticeably.
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.
Mal'Ganis and nearby allied Heroes heal for 15% of Physical Damage dealt.
Mal'Ganis heals for 52 (+4% per level) when damaging a nearby enemy Hero. This can occur once every 6 seconds against each enemy Hero.
Time to Feed is a great choice for almost every scenario. Mal'Ganis will be able to heal a decent amount each time he damages an enemy Hero. Although this Talent has a 6-second recharge time, the "cooldown" is unique to each enemy Hero, allowing Mal'Ganis to heal up a significant amount should he find himself regularly bouncing between opponents during an encounter.
Winged Guard is a great pick for Mal'Ganis should he find himself matched up against multiple enemy Heroes that rely heavily on Basic Attacks to deal a large majority of their damage such as Valla or Thrall. If this is not the case, Mal'Ganis will not get enough value from Winged Guard to justify its pick over Vampiric Aura or Time to Feed.
Vampiric Aura should only be considered if Mal'Ganis is paired up with allies would would actually be able to benefit from the Physical Damage life steal. Even so, the ability is quite situational as it requires Mal'Ganis to be in rather close proximity to relevant allies to take effect.
Level 4 Talents for Mal'Ganis
While Necrotic Embrace is active, Mal'Ganis heals for 11 (+4% per level) when damage is taken and Vampiric Touch converts 15% more Hero damage into healing.
Necrotic Embrace's Armor is increased to 50, but the duration is reduced to 2.5 seconds.
When Necrotic Embrace expires, it explodes again for 50 (+4% per level) damage. If an enemy Hero is hit, Mal'Ganis retains 25 Armor for 1 more second.
Does not wake Sleeping targets.
Fueled by Torment nets most health-gain out of Level 4 talents and as such becomes our Recommended choice.
Although Might of Sargeras significantly increases the amount of Armor that Mal'Ganis receives from Necrotic Embrace, the reduction in Armor duration leaves him quite vulnerable for an extended period of time. As it is difficult to predict when Mal'Ganis will need the Armor component of this Talent in unpredictable teamfights, the increase in Armor is generally not worth the increased downtime.
Level 7 Talents for Mal'Ganis
After Mal'Ganis hits an enemy Hero with Fel Claws, his next Basic Attack deals 60% more damage.
The third slash of Fel Claws steals 3% of maximum Health from enemy Heroes.
After Night Rush expires, deal 30 (+4% per level) damage per second to nearby enemies for 5 seconds. Basic Attacks against Heroes refresh this.
Does not wake Sleeping targets.
Casting Night Rush while in a bush increases its duration to 2.75 seconds. Basic Attacks deal 200% more damage to Sleeping targets.
Spreading Plague increases Mal'Ganis' sustained damage output by applying and reapplying the Spreading Plague debuff with each Basic Attack. The damage of this Talent is contingent on two factors; Night Rush being available for offensive use, and Mal'Ganis being able to stick to his target well enough to reapply the debuff every 4 seconds.
Black Claws's damage feels too insignificant and can be greatly impaired by enemy crowd control.
Nightmare Fuel is too situational of a talent. Being dependent on dipping in and out of bushes may prove challenging, and Mal'Ganis would be best off simply benefiting from the damage bonus of both Will of Tichondrius or Spreading Plague.
Level 10 Talents for Mal'Ganis
- Mana: 70
- Cooldown: 80 seconds
After 1 second, disperse into an Invulnerable swarm of bats for 3 seconds, dealing 126 (+4% per level) damage per second to enemies.
Vampiric Touch heals for 75% of Carrion Swarm's damage to Heroes.
- Mana: 70
- Cooldown: 80 seconds
Channel on an enemy Hero for 0.75 seconds, then swap Health percentages with the target over 3 seconds.
Carrion Swarm can deal moderate damage to several enemy Heroes, while healing up Mal'Ganis a sizable amount. Carrion Swarm can be used as a great source of survivability and escape, especially after getting quickly burst down upon engagement. Keep in mind that this ability does require a 1-second cast time, and can be easily interrupted by an opponent. Should Carrion Swarm be canceled, Mal'Ganis will have a very difficult time recovering from the lack of self-healing and downtime in damage output.
Dark Conversion is an incredibly unique Heroic ability that requires quite a bit of finesse to effectively pull off. This ability causes Mal'Ganis to swap Health percentages with the target after a short delay, regardless of the Health of Mal'Ganis or the target. Mal'Ganis may sometimes find himself actually healing the desired target instead of dealing damage to them, all the while reducing his own Health pool. Because of the percent Health competent of this ability, Dark Conversion works incredibly well against high-Health Tanks or Bruisers that would otherwise be able to mitigate large portions of damage very easily. Much like Carrion Swarm, Dark Conversion can be interrupted upon channel, leaving Mal'Ganis vulnerable to quick burst. Because of this, Dark Conversion pairs very well with abilities that grant Mal'Ganis Invulnerability without healing him, such as Uther's Divine Shield or Medivh's Force of Will.
Level 13 Talents for Mal'Ganis
Increase Night Rush's Sleep duration by 0.75 seconds and its Movement Speed bonus by 10%.
After Night Rush's Sleep ends, targets are Slowed by 30% for 2.5 seconds.
When Mal'Ganis is healed by a Hero, he gains 1% Movement Speed for 8 seconds, up to 15%.
Deep Sleep's increased Sleep duration can allow Mal'Ganis' team to catch up on valuable enemy targets. Furthermore, the increased Movement Speed while Night Rush is up allows him to secure those important catches.
The Night Beckons is a great Talent that allows Mal'Ganis to apply a potentially teamwide Movement Speed Slow to all opponents. This Talent also helps prevent enemies from escaping Mal'Ganis' damage even after having broken them out of their sleep.
Blood Rush boosts Mal'Ganis' Movement Speed to provide him with more mobility, which we find to be redundant, since his base kit already makes him one of the more mobile Tanks in the game.
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 grant 50% Attack Speed and 20% increased Physical Damage for 3 seconds.
- Cooldown: 80 seconds
Activate to erupt with blind rage, removing the cooldown and Mana cost of Fel Claws, but losing all vision. Lasts 6 seconds.
Plague Bats is a simple yet effective Talent that increases Mal'Ganis' damage as long as he is able to effectively position the wave of bats in front of him which usually should not be a difficult thing to do.
Blind as a Bat allows Mal'Ganis to deal an insane amount of AoE damage, however, not being able to trace his targets nor dodge incoming enemy abilities puts him at a significant disadvantage. Thus we only recommend picking this Talent on maps like Cursed Hollow or Towers of Doom that feature various choke points and narrow corridors where even a blinded Mal'Ganis cannot miss his targets.
Frenzied Assault is a very unreliable Talent, as it can tempt Mal'Ganis to focus on the wrong target just to gain the Attack Speed and Damage buff. Even if he gets the buffs, Mal'Ganis spends long periods of time without attacking, especially while Fel Claws, Night Rush, and Carrion Swarm are active.
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.
Damage from Fel Claws and Basic Attacks Slows enemies by 15% for 1.5 seconds, and Vampiric Touch converts 10% more damage into healing versus Slowed Heroes.
Enemy Heroes put to Sleep by Night Rush have their vision greatly reduced during the Sleep and for 2 seconds after.
Seeker Swarm is a great follow-up to the already very powerful Carrion Swarm. This Talent not only deals additional AoE damage, but allows Mal'Ganis and his allies to set up a second round of focus-fire.
Alone in the Dark severely cripples the enemy team's combat performance if Night Rush hits several foes and blinds them. This talent can become especially powerful if the enemy Team does not have a lot of crowd control to keep Mal'Ganis at bay while he is using Night Rush.
Wrath of Nathreza is another incredibly situational Talent that requires the enemy team to be clumped up very close to one another at the exact same time Mal'Ganis is able to channel Dark Conversion on an enemy with a large difference in percentage of remaining Health. Consequently, we label it too unreliable to become a Recommended choice.
Vanquish the Weak is not a bad talent per se, however, we usually find both Seeker Swarm and Alone in the Dark to be performing with greater impact due to the heavy amount of crowd control they provide.
- 19 Jun. 2019: Updated Mal'Ganis' talents and builds to better reflect the current state of the game.
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