Heroes of the Storm

Hero Suggestions: Grom Hellscream and Orgrim Doomhammer

Grom Hellscream and Orgrim Doomhammer

After weeks talking about orcs, desired heroes and all that kind of stuff, I've decided to make a thread about the two orcs warriors I'd like to see in this game the most. As you all know, we already have a fair amount of orcs and it's not very likely that we'll get a lot of them, specially when taking into consideration the current state of the affairs. These two are my favourite orcs since the mid 90s, and while I am no designer of anything, I wanted to give a try at crafting a kit for them. Of course they will be flawed and maybe downright not viable, but ey, I'm just daydreaming here.

(Also I have thought that the slowed down cadence may make this kind of stuff more frustrating and less fun to most people. If that's the case, sorry).

Grom Hellscream

Chieftain of the Warsong clan for decades and one of the fiercest and most renowned orc warriors ever known, Grommash "Grom" Hellscream is a melee assassin that recklessly dives into battle, tearing his enemies apart with his famous axe, Gorehowl. He has the tools for dealing devastating damage and entering or exiting the battle, but has to use them judiciously and may need follow-up from his team.

Class: Melee Assassin

HP: 1891 (+4%/level)

Resource: 100 Fury

Attack damage: 137 (+4%/level)

Attack speed: 1.11

Trait: Bellicose

Use Fury instead of Mana. Using basic attacks grants 6 Fury, while dealing damage with basic abilities grant 12 Fury for every hero hit (or 3 Fury for every minion or mercenary). When at 50 Fury or above, basic abilities and basic attacks will deal 15% more damage but basic abilities, instead of granting Fury, will consume a fixed amount of it.

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Q) Slice and Dice

Grom swings his axe while marching forward, up to two times. He can change his direction between swings by pointing at the intended direction. Each swing deal 143 (+4 per level) damage to any enemy hit in its wide area, healing Grom for 25% of the damage dealt, doubled versus heroes.

Fury cost: 35

Cooldown: 9 seconds

W) Maim Wretch

Grom cripples an enemy hero with gorehowl, dealing 109 (+4% per level) damage and slowing them down by 65% for 1.25 seconds.

Fury Cost: 20

Cooldown: 11 seconds

E) Headfirst

Grom gains +35% speed movement and 25 armor for 4 seconds or until he deals damage to an enemy. Dealing damage to an enemy hero before the duration of Headfirst expires will grant Grom 15 armor and speed movement for 2 seconds.

Fury Cost: –

Cooldown: 18 seconds

R1) Gorehowl Execution

Grom performs a middle range dive and crush the target enemy hero with gorehowl, dealing 370 damage (+4% per level) + 5% aditional damage per each 10 fury points above 50 he possesses. If the target enemy hero dies, Grom heals 20% of his maximum health.

Cooldown: 50 seconds

R2) Hellscream

Grom shouts, dealing 41 (+4% per level) damage to nearby enemies, causing them to run in Fear for 1.25 seconds and reducing the armor of nearby enemy heroes by 15 for 4 seconds. Grom heals 45 (+4% per level) hp for each enemy hero affected by Hellscream.

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Cooldown: 70 seconds


Orgrim Doomhammer

Lieutnentant of Blackhand the Destroyer during the First War and Warchief of the Horde during the Second War, Orgrim Doomhammer is an imposing tank that disrupts the enemy with his crowd control arsenal while inflicting a respectable amount of damage, at the expense of needing to focus his basic attacks in order to increase his survivality.

Class: Tank (melee)

HP: 2649 (+4%/level)

Resource: 500 mana (+10 / level)

Attack damage: 114(+4%/level) (melee)

Attack speed: 1 second

D) Doomhammer: Activate to gain +50% damage for the next 5 seconds, but at the cost of -15% attack speed.

Passive trait: Each third consecutive basic attack on the same enemy stuns them for 0'25 seconds and heals Orgrim for 82 Health per second for 2 seconds. When the trait is active, the stun lasts for 0.75 seconds and the healing is doubled.

Cooldown: 18 seconds.

Q) Brutal Sweep: Orgrim swings his hammer, dealing 114 (+4% per level) damage to enemies in front of him and knocking them away. The enemies hit on the outer edge will be cut instead, suffering 77 (+4% per level) damage and additional 74 (+4% per level) damage over 2 seconds.

Mana cost: 65 mana

Cooldown: 11 seconds

W) Brass Knuckles: Doomhammer hits an enemy at point-blank range with his weaponized gauntlet, dealing 71 (+4% per level) damage and stunning them for 1 second.

Mana cost: 50

Cooldown: 8 seconds

E) Blackhand's Fangs: Stores 3 charges. Orgrim throws an axe forward. The first enemy hit suffers 59 damage (+4% per level) and is slowed down 20% for 1'5 seconds. If hit a second time with Blackhand's fang while they are still slowed down, the slow increases by another 20% and the duration of the slow is refreshed, same if attacked a third time, so an enemy hit 3 times with Blackhand's fang will be slowed down by 60%.

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Mana cost: 20 per charge

Cooldown: 6 seconds (one charge at a time)

R1) Backstab: Orgrim becomes stealthed and unstoppable for 1'5 seconds, and unrevealable for 1 second. Activate again during those 1'5 seconds to reveal himself and deal 228 (+4% per level) damage to a target enemy hero, slowing them by 60% and reducing the damage they deal by 40% for 2 seconds.

Mana cost: 80

Cooldown: 80 seconds.

R2) Aura of Command: Orgrim obtains 25 armor and activates his trait for 10 seconds. Nearby allied heroes gains 15% attack speed and 15% power ability for 5 seconds.

Mana cost: 70

Cooldown: 50 seconds

Source: reddit.com

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