Azeroth Heroes Survival
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Aegis
Messages : 41
Date d'inscription : 2020-07-09

Orgrim Doomhammer, Warchief of the Horde Empty Orgrim Doomhammer, Warchief of the Horde

Mon 13 Jul - 17:07

Description of the Hero :

Orgrim is a melee strength/bruiser hero whose passive allows him to deal a lot of early-game damage and his different abilities allow him to stun, quickly take out groups of enemies as well as heal himself when his wound-stacks get high enough. He can also challenge enemies to Mak’gora, reducing armor but increasing damage turning the battlefield into a life or death scenario for all who enter the Mak’gora circle.


Spells :

[D] Doomhammer (Unique Passive)

Orgrim's mighty weapon that has been passed down for generations gives him a passive chance to deal bonus damage to the enemy as well as damage himself. The damage increases per level, but the chance remains a 20% chance to deal bonus damage to the enemy and himself alike.

Level 1-5: 20 bonus damage.

Level 5-10: 50 bonus damage.

Level 10-15: 85 bonus damage

Level 15-20: 130 bonus damage

Level 20-25: 180 bonus damage

Level 25-30: 250 bonus damage

Level 30-35: 325 bonus damage

Level 35-40: 425 bonus damage

Level 40-45: 550 bonus damage

Level 45-50: 700 bonus damage


[Q] Mortal Strike

Orgrim focuses all of his strength into one lethal blow, striking the enemy with full force, damaging the enemy and stunning them for 3 seconds, 1.5 second for hero units.

Mana increase per level: 15

Cooldown: 8 seconds

Level 1: Deals 50 + 2x str dmg

Level 2: Deals 100 + 3x str dmg

Level 3: Deals 150 + 4x str dmg

Level 4: Deals 210 + 5.25x str dmg

Level 5: Deals 270 + 6.5x str dmg

Level 6: Deals 330 + 7.75x str dmg

Level 7: Deals 400 + 9.25x str dmg

Level 8: Deals 470 + 10.75x str dmg

Level 9: Deals 540 + 12.25x str dmg

Level 10: Deals 620 + 14x str dmg


[W] Fury Blows

Orgrim boosts his attackspeed for the next 5 hits, gaining maximum attackspeed and dealing damage to the enemy based on his strength and a portion of their max hp on every hit.

Mana increase per level: 10

Cooldown: 15 seconds

Level 1: Deals 1x str + 1% of enemy max hp on every hit

Level 2: Deals 1.5x str + 1% of enemy max hp on every hit

Level 3: Deals 2x str + 1% of enemy max hp on every hit

Level 4: Deals 2.75x str + 1% of enemy max hp on every hit

Level 5: Deals 3.5x str + 1% of enemy max hp on every hit

Level 6: Deals 4.25x str + 2% of enemy max hp on every hit

Level 7: Deals 5.25x str + 2% of enemy max hp on every hit

Level 8: Deals 6.25x str + 2% of enemy max hp on every hit

Level 9: Deals 7.25x str + 2% of enemy max hp on every hit

Level 10: Deals 8.5x str + 3% of enemy max hp on every hit


[E] Mortally Wounded (Passive and Active Ability)

Orgrim has a high durability and so even when wounded he will keep on fighting, and his woundstack will only go up, once Orgrim's woundstack exceeds 50 then he can activate the ability to selfheal for a portion of his max health.

Orgrim gets 1 stack of wounds for every 1% of missing health up to a maximum of 99 wounds.

Mana increase per level: 15

Cooldown: 30 seconds

Level 1: Heals Orgrim for 10hp for every 1 wound

Level 2: Heals Orgrim for 20hp for every 1 wound

Level 3: Heals Orgrim for 30hp for every 1 wound

Level 4: Heals Orgrim for 40hp for every 1 wound

Level 5: Heals Orgrim for 50hp for every 1 wound

Level 6: Heals Orgrim for 60hp for every 1 wound

Level 7: Heals Orgrim for 70hp for every 1 wound

Level 8: Heals Orgrim for 80hp for every 1 wound

Level 9: Heals Orgrim for 90hp for every 1 wound

Level 10: Heals Orgrim for 100hp for every 1 wound


[R] Mak'gora

Orgrim is a proud mag'har Orc and one of their customs is the one called Mak'gora, a duel to the death with no armor and only one weapon of a choice is allowed by each duellist, also all magic is banned from this ancient ritual. Mak'gora circle with orc banners that lasts for 30 seconds and any ally or enemy who enter this circle have their armor greatly reduced, gain temporary magic resistance and their damage is greatly increased.

Mana increase per level: 35

Cooldown: 45 seconds

Level 1: -10 armor, +50% damage

Level 2: -20 armor, +75% damage

Level 3: -30 armor, +100% damage

Level 4: -40 armor, +125% damage

Level 5: -50 armor, +150% damage

Level 6: -60 armor, +175% damage

Level 7: -70 armor, +200% damage

Level 8: -80 armor, +225% damage

Level 9: -90 armor, +250% damage

Level 10: -100 armor, +275% damage


[T] Immortal Warrior

Orgrim roars out in feral rage, becoming unable to go below 1hitpoint for 15 seconds, during this duration his Doomhammer passive's damage is doubled by a number based on his current strength.

Mana increase per level: 300

Cooldown: 90 seconds

Level 1: Doomhammer's damage gains an additional 1x str dmg bonus

Level 2: Doomhammer's damage gains an additional 1.5x str dmg bonus

Level 3: Doomhammer's damage gains an additional 2x str dmg bonus

Level 4: Doomhammer's damage gains an additional 3x str dmg bonus

Level 5: Doomhammer's damage gains an additional 4.5x str dmg bonus
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