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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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. 1750 ARMOR 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. 15 SPEED Base speed value. Heroes can move faster by SPRINTING, JUMPING or DODGING, sometimes at the cost of STAMINA. 650 | |
ROLE | |
ARCHETYPE | |
OFFENSE | |
DEFENSE | |
MOBILITY | |
UTILITY |
[[Category:]][[Category:]]
Abilities
SOUL CALIBER LMB / RT
Basic attack | ||
Base DAMAGE value, per hit. Against heroes with LIGHT ARMOR: Front: 63 Back: 70 Against heroes with HEAVY ARMOR: Front: 56 Back: 61 75 Base RANGE value. 15m LIFE STEAL Provides HEALING to self from DAMAGE done to enemies.50 HP |
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.damage. Gain 1 Soul and LIFE STEAL Provides HEALING to self from DAMAGE done to enemies.50 HP on hit. (Maximum: 3 Souls). Souls start to dissipate if not gained for 5s. | |
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.damage. Gain 1 Soul and LIFE STEAL Provides HEALING to self from DAMAGE done to enemies.50 HP on hit. (Maximum: 3 Souls). Souls start to dissipate if not gained for 5s. |
Unholy Communion | 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.health with each soul. (Maximum: 50/60/70 HP) | |||
Communal Suffering | Renewing Communion | Soul Invictus | Wager of Souls | |
Hitting three enemies deals double
DAMAGE BOOST Increases outgoing DAMAGE dealt by skills.damage (+75) and gains double FOCUS 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.Focus. |
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.damage to [RMB/LT] SOUL FIRE. |
With 3 souls, HEALING
Provides HEALTH every second. The amount is determined by the source of the healing.health gain increased to 100 HP |
Soul Surviver | |
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Gain more HEALING Provides HEALTH every second. The amount is determined by the source of the healing.health with each soul. (Maximum: 50/60/70 HP) | |
Soul Invictus | Wager of Souls |
Gaining 3 souls grants +10% DAMAGE BOOST Increases outgoing DAMAGE dealt by skills.damage to [RMB/LT] SOUL FIRE. |
With 3 souls, HEALING Provides HEALTH every second. The amount is determined by the source of the healing.health gain increased to 100 HP |
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: 165 200 Base RANGE value. 15m |
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.damage. 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.damage. Costs 1 Soul. (No cooldown) |
Growing Dread | Salt the Earth | |||
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Each SOUL FIRE attack deals more
DAMAGE BOOST Increases outgoing DAMAGE dealt by skills.damage then the last when used in succession. (+20%) |
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.Damage increases even more for each successive attack. (+10% damage, 30% total) |
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.slowed. (1s duration) |
Salt the Earth | |
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Explodes on contact with the environment and direct enemy hits, dealing damage to nearby enemies. (1.5m area)
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Death's Reach | Soul Decay |
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.slowed. (1s duration) |
SPECTRAL FORM Q / LB
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Default ability COOLDOWN. 15s Base DAMAGE value, per tick (0.4s). Against heroes with LIGHT ARMOR: Front: ? Back: ? Against heroes with HEAVY ARMOR: Front: ? Back: ? 50 Base RADIUS of impact. 1.3m |
+35% DAMAGE REDUCTION Reduces incoming DAMAGE by a certain percentage, as determined by the skill that applies the reduction.damage reduction. You can pass through enemies. (4s duration) Deals DAMAGE Decreases target's HEALTH or SHIELD with successful attacks and leads to target's death after its health bar reaches 0.damage to enemies around you. (50 every 0.35s) Using skills ends SPECTRAL FORM early. | |
+35% DAMAGE REDUCTION Reduces incoming DAMAGE by a certain percentage, as determined by the skill that applies the reduction.damage reduction. You can pass through enemies. (4s duration) Deals DAMAGE Decreases target's HEALTH or SHIELD with successful attacks and leads to target's death after its health bar reaches 0.damage to enemies around you. (50 every 0.35s) Using skills ends SPECTRAL FORM early. |
Spectral Haste | Grave Danger | |||
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+25% SPEED BOOST
Increases the speed of hero by a percent determined by the skill applying it.movement speed while using SPECTRAL FORM. |
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.heals you for 25 HP per hit. | |||
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.stun and grants disruption INVULNERABILITY Negates all incoming DAMAGE and prevents the application of debuffs.immunity for the duration. (Stun, launch, interrupt, and daze) |
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.Stamina. |
HEALING
Provides HEALTH every second. The amount is determined by the source of the healing.Healing from damaging nearby enemies is increased to 40 HP. |
Killing an enemy with SPECTRAL FORM HEALING
Provides HEALTH every second. The amount is determined by the source of the healing.heals you for 400 HP. |
Grave Danger | |
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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.heals you for 25 HP per hit. | |
A Touch of Evil | Beyond the Grave |
HEALING Provides HEALTH every second. The amount is determined by the source of the healing.Healing from damaging nearby enemies is increased to 40 HP. |
Killing an enemy with SPECTRAL FORM HEALING Provides HEALTH every second. The amount is determined by the source of the healing.heals you for 400 HP. |
WELL OF SOULS E / RB
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Default ability COOLDOWN. 20s Base DAMAGE value. Against heroes with LIGHT ARMOR: Front: 187 Back: 187 Against heroes with HEAVY ARMOR: Front: 165 Back: 165 200? Maximum TARGET RANGE; base RADIUS of impact: ?m. 17m |
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.damage and IMMOBILIZE Interrupts any skills currently in use and prevents movement. Enemies can still use skills while immobilized.immobilizes enemies. (0.5s) | |
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.damage and IMMOBILIZE Interrupts any skills currently in use and prevents movement. Enemies can still use skills while immobilized.immobilizes enemies. (0.5s) |
Unholy Ground | 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.Heals 50 HP per stolen soul. | |||
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.Purges enemies hit. (Removes buffs) With 3 souls, CURSE Removes buffs and prevents any buffs from being applied to affected targets. Can be CLEANSED.curses enemies instead. (Denies buffs, 2s) |
Inflicts WEAKNESS
Reduces outgoing damage by 25%. MAJOR WEAKNESS (50%) and EXTREME WEAKNESS (75%) are more powerful.weakness. (-25% damage, 3s) |
Steals additional souls from affected enemies every 2s. (4s duration)
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Soul Burst | |
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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.Heals 50 HP per stolen soul. | |
Frailty Well | Eternal Suffering |
Inflicts WEAKNESS Reduces outgoing damage by 25%. MAJOR WEAKNESS (50%) and EXTREME WEAKNESS (75%) are more powerful.weakness. (-25% damage, 3s) |
Steals additional souls from affected enemies every 2s. (4s duration)
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SOUL BLAST F,LMB / LS+RT,RT
Focus ability | ||
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: 400/600/800 Base RADIUS of impact. ?m |
LIFE STEAL Provides HEALING to self from DAMAGE done to enemies.Steal health and Souls from nearby enemies (every 0.5s/0.4s/0.2s). 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.damage (300/450/660). | |
LIFE STEAL Provides HEALING to self from DAMAGE done to enemies.Steal health and Souls from nearby enemies (every 0.5s/0.4s/0.2s). 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.damage (300/450/660). |
Killer Instinct | Bloody Minded | |||
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[LMB/RT]: +10% basic attack DAMAGE BOOST
Increases outgoing DAMAGE dealt by skills.damage against foes with less then 50% health. |
INVULNERABILITY
Negates all incoming DAMAGE and prevents the application of debuffs.Immunity to WEAKNESS Reduces outgoing damage by 25%. MAJOR WEAKNESS (50%) and EXTREME WEAKNESS (75%) are more powerful.weakness. Recover from DAZE Interrupts and prevents skill usage for the duration of the daze.daze twice as fast. | |||
Will to Power | Remorsless | Life Line | Hardy | |
[F/LS+RT],[LMB/RT]: +10% basic attack DAMAGE BOOST
Increases outgoing DAMAGE dealt by skills.damage and 10% front DAMAGE REDUCTION Reduces incoming DAMAGE by a certain percentage, as determined by the skill that applies the reduction.damage reduction after using FOCUS. (Lasts until you die) |
+10% SPEED BOOST
Increases the speed of hero by a percent determined by the skill applying it.move speed and +10% DAMAGE BOOST Increases outgoing DAMAGE dealt by skills.damage boost after killing an enemy. (6s duration, does not stack) |
+20% self HEALING
Provides HEALTH every second. The amount is determined by the source of the healing.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.combat, your health returns faster. |
25% DAMAGE REDUCTION
Reduces incoming DAMAGE by a certain percentage, as determined by the skill that applies the reduction.degen resistance. [F/LS+RT],[LMB/RT]: 50% DAMAGE REDUCTION Reduces incoming DAMAGE by a certain percentage, as determined by the skill that applies the reduction.degen resistance after using FOCUS. (Lasts until you die) |
Bloody Minded | |
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INVULNERABILITY Negates all incoming DAMAGE and prevents the application of debuffs.Immunity to WEAKNESS Reduces outgoing damage by 25%. MAJOR WEAKNESS (50%) and EXTREME WEAKNESS (75%) are more powerful.weakness. Recover from DAZE Interrupts and prevents skill usage for the duration of the daze.daze twice as fast. | |
Life Line | Hardy |
+20% self HEALING Provides HEALTH every second. The amount is determined by the source of the healing.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.combat, your health returns faster. |
25% DAMAGE REDUCTION Reduces incoming DAMAGE by a certain percentage, as determined by the skill that applies the reduction.degen resistance. [F/LS+RT],[LMB/RT]: 50% DAMAGE REDUCTION Reduces incoming DAMAGE by a certain percentage, as determined by the skill that applies the reduction.degen resistance after using FOCUS. (Lasts until you die) |
Talents
Death Grasp | |
[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.heals for 150 HP. CLASH: HEALING Provides HEALTH every second. The amount is determined by the source of the healing.Heals for an additional 300 HP. |
Form Factor | |
[Q/LB] SPECTRAL FORM grants +50% DAMAGE REDUCTION Reduces incoming DAMAGE by a certain percentage, as determined by the skill that applies the reduction.damage reduction. CLASH: Restores 3 souls. |
Depth Charge | |
[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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