It is on the edge of a blade, that fate all too often hangs. A blade that strikes true in one timeline might not be fated so in another. So was the story of Hogger, that fateful day in Elwynn Forest. It was just another common squire facing a mere gnoll chief. There was no hint that the winner of this battle would one day hold Azeroth’s fate in his hands. But so it was. And in this one, fleeting instance, a blow struck true. The Gnoll, Hogger, struck his foe down and was captured in turn in the Stormwind Stockades.
There, his story would have ended, alone and forgotten, if it were not for the Scourge. The Alliance, desperate for more warriors, offered the Gnoll King his freedom, if he would gather an army and fight for them in Northrend.
They say war has a way of changing those it touches. And Hogger was no different. Somewhere, between those desperate scrambling battles on the shores of the Borean Tundra, the terror of the Wrathgate, the cheering crowds in the Grand Tournament, and that final battle, high above Icecrown Citadel, Shadowmourne against Frostmourne, something in Hogger shifted. And the Savior of Azeroth was born.
Playstyle: Tank
Strengths
- Durable
- Resistant to Crowd Control
- Anti-mobility lockdown
- Excellent peel and body-blocking
Weaknesses
- Poor sticking power
- Unreliable stun
- Poor waveclear/laning
- Reliant on stacking quests
Hogger is a strong defensive tank that grows stronger in the late-game and by fighting alongside his team. Use Shield Charge to displace enemy heroes away from your team or to intercept enemy attacks, then follow up with Wake of Ashes to negate their mobility tools and keep them far away from your team, or divide the enemy and force them to stand still in the face or your team’s oncoming attack.
Trait: The Heart of Azeroth:
Hogger gains 1 Artifact Power for each regeneration globe he picks up and 3 Artifact Power every time he takes down an enemy Hero, gaining one more for each takedown made in rapid sucession (3, 4, 5, 6, 7). At 25, 50, 75 and 100 Artifact Power, Hogger’s abilities are upgraded.
In other words, teamfight it out you coward. Hogger’s level 1 talents should grant him alternate methods of gaining Artifact Power, but the point here is to incentivize Hogger to pick fights and win them.
Q: Wake of Ashes
Hogger lashes out with Ashbringer, sending out a wave of flame that slows enemies and heals him. Enemies hit by Wake of Ashes cannot use mobility skills for some time (an effect I would call Dazed)
At 25 Artifact Power, Hogger gains Ashes to Ashes, causing Wake of Ashes to do additional damage over time and heals Hogger for a portion of the damage burning targets take.
Ashbringer and the flames from Wake of Ashes turn blue once Ashes to Ashes is unlocked.
While the slow is relatively minor, Hogger’s Q is an excellent tool to isolate single evasive targets or to ensure an assassin you peel off someone stays off them.
W: Shield Charge
Hogger surge forwards, knocking aside enemies that he hits. During Shield Charge, Hogger has 75% Armor. Enemies hit by the end of Shield Charge are bashed in the face directly with Hogger’s Shield and are instead knocked back slightly and stunned for 1.25s
At 50 Artifact Power, Hogger gains the Strength of the Earth Aspect granting him Invincible during Shield Charge, and causing enemies hit to be stunned for 0.5s
Hogger’s shield and the effects of Shield Charge turn blue once Strength of the Earth Aspect is unlocked.
Shield Charge has three uses. Either as part of Hogger’s excellent peel, as an engage, or rarely, to simply face-tank enemy projectiles, running straight through them. As Shield Charge’s defenses do not actually last past the short charge itself, a player seeking to use it to help tank will have to have excellent timing
E: Heroism
Hogger draws his strength from his friends. For each unique hero (TLV, Samuro, and Rexxar only count as one) around him, Hogger gains increased attack speed and crowd control resistance. Taking and dealing damage during Heroism reduces it’s cooldown.
At 75 Artifact Power, Hogger gains Iron Heart, causing Heroism to grant him armor and reduce the cooldown of Shield Charge and Wake of Ashes when he lands basic attacks.
The Heart of Azeroth around Hogger’s neck glows once Iron Heart is unlocked.
A somewhat “Filler” ability that most tanks typically have, that doesn’t directly link to their main “Combo”. For Hogger, Heroism gives him a pseudo-passive in that in pitched fights, he can reliably loop it back onto itself. Keeping Heroism up and taking advantage of it is key to Hogger’s bruiser builds.
Heroic 1: Salvation
Hogger targets an allied Hero and channels for 3.5s, granting them a Shield.
At the end of the channel, Hogger teleports next to the ally, prefering to land between them and the nearest enemy Hero, and knocks all nearby enemies back a short distance.
At 100 Artifact Power, Hogger gains Champion of Azeroth, causing Salvation to have an increased knockback radius, which now slows, as well as reducing the Ability’s cooldown.
It is literally Shen’s ult from League of Legends. I suppose Athena also has the same ult in Smite. More or less a reverse Hunt.
Heroic 2: Ravager
Throws out a whirling blade, dealing damage, slowing and dazing all enemies in it’s path.
Once the blade reaches its target destination, it will stay there, spinning in place until Hogger moves too far away from it or reactivates Ravager. Upon ending, the blade returns to Hogger, repeating the effects of it’s first trip. While spinning, the blade continuously deals light damage inflicts a minor (10~20%) slow, and dazes enemies in it’s area of effect.
At 100 Artifact Power, Hogger gains Thoradin’s Might causing Ravager to also reduce the damage of afflicted targets, and increasing it’s area of effect.
Based on Timbersaw’s ultimate from DOTA 2. This ability allows Hogger to zone enemies out and deal some minor damage. Ultimately more a utility tool than a damage one, but quite deadly when used in conjunction with Hogger’s other moves to keep a normally slippery opponent stuck in place
Talents
Tier 1
Treasures of the Ages Regen orbs grant doubled artifact power. Capturing a mercenary camp grants additional artifact power based on the difficulty of the camp (Doubloon = 0, Siege/Sapper/Turret=1, Bruiser/Samurai/Regen =3 Boss =5).
Conqueror of the Storm: Takedowns on Enemies with no allies near them grant additional Artifact Power. Only triggers on the first kill of your “Streak” (So you can’t just get it by finishing the entire enemy team off in a fight).
Glory of the Nexus Raider: You gain 1 Artifact power every time you daze an enemy you have recently struck with Shield Charge using Wake of Ashes, and landing Shield Charge’s sweetspot, and for landing three consecutive auto-attacks on the same enemy hero.
The Entire tier is built around Artifact Power farming. Conqueror of the Storm is by far the most potentially rewarding, if you manage to sologank an entire enemy team. Glory of the Nexus Raider is the middle-ground option that rewards you for playing with your team. Treasure of the Ages allows you to gain AP without being in teamfights, but is intentionally very slow.
As a sidenote, I tried to come up with a method to farm Artifact Power by comboing abilities or doing something else of the sort, but ultimately gave it up because it just felt like too obvious a must-pick.
Tier 2
Ash Eater: Wake of Ashes marks enemies. Auto-attacking marked enemies will deal some bonus damage and heal Hogger, consuming the mark.
Timeless Azerite Shard of Stamina: Hogger regenerates a portion of his maximum health every second. His maximum health is increased by a small amount every time he gains Artifact Power.
Heroic Resurgence: Heroism heals Hogger and restores mana when cast.
Tier 2 is Hogger’s “Sustain tier”. Rather than having an obvious mathematically correct answer, my goal here is to ask the player what kinds of situations he feels like he will be in.
Ash Eater is your standard, very reliable baseline option for most fights. Hitting Dazed targets is easy. The free damage is really just gravy on top.
Timeless Azerite Shard of Stamina, implicitly, is a literal gem Hogger sockets into his gear that raises his max health. The situation here is a “poke/mage meta” one. Hogger has to heal outside of combat and survive large bursts, but this isn’t all that good against Sustained Damage in comparison to the other options.
While on the surface, Heroic Resurgence is simple, the fact that Hogger can rapidly reset Heroism’s CD to recast it, thereby gaining the heal and mana refund more rapidly the more damage you take and the more damage you deal. This is an option meant for pushing on in extremely high
Tier 3
Gladiator’s Resolve: Shield Charge’s sweetspot damage is increased.
Quest: Stun enemies with the end of Shield Charge. Once completed, Shield Charge’s sweetspot reduces armor by 15~25
Into the Fray: Hogger gains movement speed after using Shield Charge
Heroic Fury: Heroism purges debuffs from Hogger on activation.
A more utility/whatever tier. Gladiator’s Resolve gives you straight-up blowup power. Into the fray is good for bodyblocking or escapes, and Heroic Fury keeps up with Hogger’s theme of being a semi-deathwing in terms of throwing off CC.
Tier 4
It’s the Heroics. Duh.
Tier 5
Ashbringer’s Rage Baseline burning rage a Muradin-style heal effect. Hitting enemy heroes with Wake of Ashes increases the area of effect and damage of Ashbringer’s rage, up to a cap. Self-refreshes.
Crushing Blows If Hogger’s maximum health is higher than his opponents by 10~20% (Not sure how much should be required) his auto-attacks deal an additional 50% damage and reduce the target’s damage dealt on hit.
Eye for an Eye: When Hogger takes %Hp damage, he stores the damage he takes as a burning marker over the hero that did it to him. Hogger’s auto-attacks consumes this to do additional damage and heal himself.
I’ll be honest, Eye for an Eye is just me making unrealistic things up to counter a mechanic I really despise. It lets Hogger turn %hp damage back on it’s source, which is just pure gravy.
As for the rest, this is a clear damage/bruiser tier. Ashbringer’s Rage is well-suited for in-the-thick-of-it moshpit brawls where it’s large area of effect that both heals and hurts can turn the raw numbers war in Hogger’s favor, while Crushing Blows is better suited to Hogger’s primary job…bullying divers that dare try to go after his team.
Tier 6
Echo of the Highlord Heroes hit by Wake of Ashes will burst into flame 1s after being hit, re-applying it’s affects to themselves and other nearby enemies.
Double Time Shield Charge can be recast after two seconds. (Recast is lost after four seconds)
Will of the Valarjar If competely alone while activating Heroism, it acts as if you have two allies. Heroism now grants Lifesteal.
This talent tier is built around finalizing what you want Hogger to be. Echo of the Highlord is potent boost to his ability to slow and neutralize enemies, Double Time is gloriously effective that disrupting and diving, and if you just want to turn your tank into a solo bruiser for some reason, Will of the Valarjar can do just that.
Tier 7 (Storm Tier)
Stand United While Hogger is channeling Salvation other heroes can channel on him to be taken along for the teleport. Salvation now channels for up to 7s, and can be recasted to perform the teleport after 3 (to give your team more time to reach you).
Touch of Zakajz Ravager pulses upon reaching it’s target and every few seconds afterwards, dealing damage in a wider area and slowing (possibly reducing armor instead? Not entirely sure on the effect yet) affected targets. When recalled to Hogger, one last pulse is released when it reaches him.
Will of Azeroth: Sets Hogger’s Artifact Power to 100
Shield Wall: grants Hogger 75% armor for 6s but reduces his movement speed to 80% during this time.
Gladiator’s Medallion: Activate to make Hogger Unstoppable. Can be used while disabled.
Skins:
- Valajar Hogger
- Gnoll King Hogger
- Argent Hogger
- 8-bit Hero Hogger
- Star Champion Hogger
- Action Hogger