Ezren Ghal
Ezren Ghal is a playable hero in Gigantic. He is a necromancer who collects souls of his foes to empower himself. Ezren was officially revealed in October 12, 2017 and later added in the game with Season of Souls update.
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![](http://static.miraheze.org/gogiganticwiki/e/e8/Hero_render_Ezren_Ghal_small.png)
Ezren Ghal |
Necromancer |
Necromancy is not a pursuit for those with faint hearts or rigid moral standards. | |
HEALTH One full segment of in-game health bar represents 500 health points. ![]() Reduces incoming DAMAGE by 1% to 1 point of armor. Heroes with light armor have 15 points of FRONT ARMOR and 7 points of BACK ARMOR. Heroes with heavy armor have 25 points of FRONT ARMOR and 18 points of BACK ARMOR. ![]() Base speed value. Heroes can move faster by SPRINTING, JUMPING or DODGING, sometimes at the cost of STAMINA. ![]() | |
ROLE | |
ARCHETYPE | |
OFFENSE | |
DEFENSE | |
MOBILITY | |
UTILITY |
[[Category:]][[Category:]]
Abilities
SOUL CALIBER LMB / RT
Basic attack | ||
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Base DAMAGE value, per hit. Against heroes with LIGHT ARMOR: Front: 63 Back: 70 Against heroes with HEAVY ARMOR: Front: 56 Back: 61 ![]() Base RANGE value. ![]() LIFE STEAL Provides HEALING to self from DAMAGE done to enemies. ![]() |
Medium range attack that deals modest DAMAGE Decreases target's HEALTH or SHIELD with successful attacks and leads to target's death after its health bar reaches 0. ![]() Gain 1 Soul and LIFE STEAL Provides HEALING to self from DAMAGE done to enemies. ![]() |
Medium range attack that deals modest DAMAGE Decreases target's HEALTH or SHIELD with successful attacks and leads to target's death after its health bar reaches 0. ![]() Gain 1 Soul and LIFE STEAL Provides HEALING to self from DAMAGE done to enemies. ![]() |
Left path Unholy Communion
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Soul Surviver | |||
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![]() On hit, also damages and steals souls from other nearby enemies. (Maximum: 3 souls)
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![]() Gain more HEALING
Provides HEALTH every second. The amount is determined by the source of the healing. ![]() | |||
Communal Suffering | Renewing Communion | Soul Invictus | Wager of Souls | |
![]() Hitting three enemies deals double
DAMAGE BOOST Increases outgoing DAMAGE dealt by skills. ![]() Special resource that is accumulated and stored throughout every match, and can be used to unleash a FOCUS ABILITY, or upgrade young creatures to powerful adults. Focus requires to build up FOCUS CHARGES (maximum 3) before it can be used. They can be accumulated by dealing damage to enemies, healing allies, taking damage, and sometimes after being defeated and sent to the Airship. ![]() |
![]() With 3 souls, on hit, SOUL CALIBER reduces all other skill cooldowns by 1 second.
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![]() Gaining 3 souls grants +10% DAMAGE BOOST
Increases outgoing DAMAGE dealt by skills. ![]() |
![]() With 3 souls, HEALING
Provides HEALTH every second. The amount is determined by the source of the healing. ![]() |
Right path Soul Surviver
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![]() Provides HEALTH every second. The amount is determined by the source of the healing. ![]() | |
Soul Invictus | Wager of Souls |
![]() Increases outgoing DAMAGE dealt by skills. ![]() |
![]() Provides HEALTH every second. The amount is determined by the source of the healing. ![]() |
SOUL FIRE RMB / LT
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Base DAMAGE value, per hit. Against heroes with LIGHT ARMOR: Front: 170 Back: 187 Against heroes with HEAVY ARMOR: Front: 150 Back: 165 ![]() Base RANGE value. ![]() |
Medium range projectile that deals heavy DAMAGE Decreases target's HEALTH or SHIELD with successful attacks and leads to target's death after its health bar reaches 0. ![]() Costs 1 Soul. (No cooldown) |
Medium range projectile that deals heavy DAMAGE Decreases target's HEALTH or SHIELD with successful attacks and leads to target's death after its health bar reaches 0. ![]() Costs 1 Soul. (No cooldown) |
Left path Growing Dread
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Salt the Earth | |||
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![]() Each SOUL FIRE attack deals more
DAMAGE BOOST Increases outgoing DAMAGE dealt by skills. ![]() |
![]() Explodes on contact with the environment and direct enemy hits, dealing damage to nearby enemies. (1.5m area)
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Storm of Souls | Ghostly Flame | Death's Reach | Soul Decay | |
![]() DAMAGE BOOST
Increases outgoing DAMAGE dealt by skills. ![]() |
![]() Projectile pierces through enemies.
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![]() Area affected is increased. (2.5m area)
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![]() Enemies effected are SLOW
Reduces movement speed by 20%. MAJOR SLOW (30%) and MASSIVE SLOW (60%) are more powerful. ![]() |
Right path Salt the Earth
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Death's Reach | Soul Decay |
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![]() Reduces movement speed by 20%. MAJOR SLOW (30%) and MASSIVE SLOW (60%) are more powerful. ![]() |
SPECTRAL FORM Q / LB
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Default ability COOLDOWN.![]() Base DAMAGE value, per tick (0.4s). Against heroes with LIGHT ARMOR: Front: ? Back: ? Against heroes with HEAVY ARMOR: Front: ? Back: ? ![]() Base RADIUS of impact. ![]() |
+35% DAMAGE REDUCTION Reduces incoming DAMAGE by a certain percentage, as determined by the skill that applies the reduction. ![]() Deals DAMAGE Decreases target's HEALTH or SHIELD with successful attacks and leads to target's death after its health bar reaches 0. ![]() |
+35% DAMAGE REDUCTION Reduces incoming DAMAGE by a certain percentage, as determined by the skill that applies the reduction. ![]() Deals DAMAGE Decreases target's HEALTH or SHIELD with successful attacks and leads to target's death after its health bar reaches 0. ![]() |
Left path Spectral Haste
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Grave Danger | |||
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![]() +25% SPEED BOOST
Increases the speed of hero by a percent determined by the skill applying it. ![]() |
![]() Dealing damage to enemies nearby enemies with this ability also HEALING
Provides HEALTH every second. The amount is determined by the source of the healing. ![]() | |||
Will of the Wisp | Spectral Insight | A Touch of Evil | Beyond the Grave | |
![]() Activating SPECTRAL FORM breaks STUN
Interrupts and prevents skill usage and movement for the duration of the stun. ![]() Negates all incoming DAMAGE and prevents the application of debuffs. ![]() |
![]() With 3 souls, activating SPECTRAL FORM restores 50 STAMINA
Special resource which allows hero to sprint, dodge, jump, and utilize powerful dodge and sprint attacks. By default all heroes have 100 points of stamina. While SPRINT and JUMPS consume stamina gradually when player is IN COMBAT, DODGE always cost 25 points (one segment of blue bar). Heroes OUT OF COMBAT slowly regenerate their stamina when they don't move actively. ![]() |
![]() HEALING
Provides HEALTH every second. The amount is determined by the source of the healing. ![]() |
![]() Killing an enemy with SPECTRAL FORM HEALING
Provides HEALTH every second. The amount is determined by the source of the healing. ![]() |
Right path Grave Danger
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![]() Provides HEALTH every second. The amount is determined by the source of the healing. ![]() | |
A Touch of Evil | Beyond the Grave |
![]() Provides HEALTH every second. The amount is determined by the source of the healing. ![]() |
![]() Provides HEALTH every second. The amount is determined by the source of the healing. ![]() |
WELL OF SOULS E / RB
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Default ability COOLDOWN.![]() Base DAMAGE value. Against heroes with LIGHT ARMOR: Front: 187 Back: 187 Against heroes with HEAVY ARMOR: Front: 165 Back: 165 ![]() Maximum TARGET RANGE; base RADIUS of impact: ?m. ![]() |
Targeted area: After a short delay, deals DAMAGE Decreases target's HEALTH or SHIELD with successful attacks and leads to target's death after its health bar reaches 0. ![]() Interrupts any skills currently in use and prevents movement. Enemies can still use skills while immobilized. ![]() |
Targeted area: After a short delay, deals DAMAGE Decreases target's HEALTH or SHIELD with successful attacks and leads to target's death after its health bar reaches 0. ![]() Interrupts any skills currently in use and prevents movement. Enemies can still use skills while immobilized. ![]() |
Left path Unholy Ground
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Soul Burst | |||
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![]() Immobilize lasts longer. (+0.5s, 1s total)
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![]() Steal 1 soul from enemies hit.
HEALING Provides HEALTH every second. The amount is determined by the source of the healing. ![]() | |||
Unholy Chains | Cursed Well | Frailty Well | Eternal Suffering | |
![]() Immobilize lasts even longer but skill cooldown is increased by 5s. (1.5s)
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![]() PURGE
Instantly removes all buffs. ![]() With 3 souls, CURSE Removes buffs and prevents any buffs from being applied to affected targets. Can be CLEANSED. ![]() |
![]() Inflicts WEAKNESS
Reduces outgoing damage by 25%. MAJOR WEAKNESS (50%) and EXTREME WEAKNESS (75%) are more powerful. ![]() |
![]() Steals additional souls from affected enemies every 2s. (4s duration)
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Right path Soul Burst
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![]() HEALING Provides HEALTH every second. The amount is determined by the source of the healing. ![]() | |
Frailty Well | Eternal Suffering |
![]() Reduces outgoing damage by 25%. MAJOR WEAKNESS (50%) and EXTREME WEAKNESS (75%) are more powerful. ![]() |
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SOUL BLAST F,LMB / LS+RT,RT
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Base DAMAGE value, of final hit; timed damage value: 25 per tick (0.4s). Against heroes with LIGHT ARMOR: Front: Back: Against heroes with HEAVY ARMOR: Front: Back: ![]() Base RADIUS of impact. ![]() |
LIFE STEAL Provides HEALING to self from DAMAGE done to enemies. ![]() After 2s, perform a final blast in a radius that deals heavy DAMAGE Decreases target's HEALTH or SHIELD with successful attacks and leads to target's death after its health bar reaches 0. ![]() |
LIFE STEAL Provides HEALING to self from DAMAGE done to enemies. ![]() After 2s, perform a final blast in a radius that deals heavy DAMAGE Decreases target's HEALTH or SHIELD with successful attacks and leads to target's death after its health bar reaches 0. ![]() |
Left path Killer Instinct
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Bloody Minded | |||
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![]() [LMB/RT]: +10% basic attack DAMAGE BOOST
Increases outgoing DAMAGE dealt by skills. ![]() |
![]() INVULNERABILITY
Negates all incoming DAMAGE and prevents the application of debuffs. ![]() Reduces outgoing damage by 25%. MAJOR WEAKNESS (50%) and EXTREME WEAKNESS (75%) are more powerful. ![]() Recover from DAZE Interrupts and prevents skill usage for the duration of the daze. ![]() | |||
Will to Power | Remorsless | Life Line | Hardy | |
![]() [F/LS+RT],[LMB/RT]: +10% basic attack DAMAGE BOOST
Increases outgoing DAMAGE dealt by skills. ![]() Reduces incoming DAMAGE by a certain percentage, as determined by the skill that applies the reduction. ![]() |
![]() +10% SPEED BOOST
Increases the speed of hero by a percent determined by the skill applying it. ![]() Increases outgoing DAMAGE dealt by skills. ![]() |
![]() +20% self HEALING
Provides HEALTH every second. The amount is determined by the source of the healing. ![]() When out of COMBAT A state in which characters enter while using their DAMAGE dealing skills and taking damage from enemies. During combat active movements (SPRINT, JUMP and DODGE) consume STAMINA. In 7 seconds after not performing attacks and taking damage, character is OUT OF COMBAT and begins to regenerate his HEALTH and STAMINA. ![]() |
![]() 25% DAMAGE REDUCTION
Reduces incoming DAMAGE by a certain percentage, as determined by the skill that applies the reduction. ![]() [F/LS+RT],[LMB/RT]: 50% DAMAGE REDUCTION Reduces incoming DAMAGE by a certain percentage, as determined by the skill that applies the reduction. ![]() |
Right path Bloody Minded
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![]() Negates all incoming DAMAGE and prevents the application of debuffs. ![]() Reduces outgoing damage by 25%. MAJOR WEAKNESS (50%) and EXTREME WEAKNESS (75%) are more powerful. ![]() Recover from DAZE Interrupts and prevents skill usage for the duration of the daze. ![]() | |
Life Line | Hardy |
![]() Provides HEALTH every second. The amount is determined by the source of the healing. ![]() When out of COMBAT A state in which characters enter while using their DAMAGE dealing skills and taking damage from enemies. During combat active movements (SPRINT, JUMP and DODGE) consume STAMINA. In 7 seconds after not performing attacks and taking damage, character is OUT OF COMBAT and begins to regenerate his HEALTH and STAMINA. ![]() |
![]() Reduces incoming DAMAGE by a certain percentage, as determined by the skill that applies the reduction. ![]() [F/LS+RT],[LMB/RT]: 50% DAMAGE REDUCTION Reduces incoming DAMAGE by a certain percentage, as determined by the skill that applies the reduction. ![]() |
Talents
Death Grasp | |
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[RMB/LT]: Killing an enemy with [RMB/LT] SOUL FIRE restores 1 soul and HEALING Provides HEALTH every second. The amount is determined by the source of the healing. ![]() CLASH: HEALING Provides HEALTH every second. The amount is determined by the source of the healing. ![]() |
Form Factor | |
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[Q/LB] SPECTRAL FORM grants +50% DAMAGE REDUCTION Reduces incoming DAMAGE by a certain percentage, as determined by the skill that applies the reduction. ![]() CLASH: Restores 3 souls. |
Depth Charge | |
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[E/RB] WELL OF SOULS affects a larger area. (20% larger) CLASH: Reduces cooldown. (5s reduction |
Strategy
Ezren Ghal is a mid-range DPS caster who has a focus on sustain. His abilities have long cooldowns, but in a fight he mostly relies on [RMB/LT] SOUL FIRE to deal damage. He has some of the most burst damage out of any caster, and great crowd control as well.
Despite being a caster with a focus on LIFE STEAL
Provides HEALING to self from DAMAGE done to enemies.life steal, Ezren Ghal can be quite squishy. When playing as Ezren you need to be aware of flankers and assassins who would want to pick you off. Save [E/RB] WELL OF SOULS for personal peel or for team pushes, and always use [Q/LB] SPECTRAL FORM as an escape.
Tips and Tricks
- You can SPRINT
Provides a significant boost to hero's movement speed.
OUT OF COMBAT sprinting is free, but after entering COMBAT it begins to consume STAMINA every second.sprint while using [Q/LB] SPECTRAL FORM.
- Souls return to you on a delay. If you have 3 souls and you collect another soul, you can use [RMB/LT] SOUL FIRE before that newly collected soul returns to you. This means you can fire off 4 [RMB/LT] SOUL FIRES in a row.
Bugs
Heroes of Gigantic | |
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