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Galamathet the Behemoth by Cuttleboss

3 Votes
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Galamathet the Behemoth

By: Cuttleboss
Last Updated: Oct 19, 2020
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Galamathet the Behemoth

-A lightning-fast tank and disabler with no fear of mana costs or cooldowns-

Galamathet was designed entirely based on the model concept that was ported to Warcraft III, The Brutal Lord by Moyack. It was one of the coolest designs I'd seen, so I made a concept of him based on it. He is designed as a tanky initiator who controls various aspects of combat and makes his enemies weaker and more vulnerable to status effects. His place in lore is one that fits in with the demonlords Shadow Fiend, Shadow Demon and Doom as another player in their conflict who fought with and against all of them.

Every hero has a gimmick and Galamathet's is Negative Status Resistance and Chain Casting.

Deep within the seven hells, there is the wild card, the most unpredictable force of all, Galamathet. He only cares for destruction and whenever he was unleashed, entire armies fell before him. He would even turn against his masters if he felt like it. Even Doom has been burned by his wild disloyalty. Eventually it was agreed no one should use him and he was cast into his new home of Foulfell, the hell of hells. There he learned what it meant to hate cages and masters. He had plotted to break out. When the Marauder Terrorblade escaped, Galamathet took this opportunity to do the same. Finally he had gained resolve and a goal, to kill whoever he pleases for himself and no one else.
*28 + 4 [144 at level 30]
19 + 1.8 [71 at level 30]
17 + 1.6 [63 at level 30]

Complexity ◆◆◇
Base Stats:
Health: 200 base, 760 at level 1
Mana: 75 base, 279 at level 1
Armor: 1 base, 4.03 at level 1
Damage: 28-31 base, 56-59 at level 1
Attack Animation (frontswing+backswing): 0.4+0.2
Base Health Regen: 0.25 base, 3.05 at level 1
Base Mana Regen: 0 base, 0.85 at level 1
Base Attack Time: 1.7/0.59 att/sec base, 0.7 at level 1
Initial Attack Speed: 100
Range: 150 (melee)
Missile Speed: Instant
Movespeed: 290
Sight Range: 1800/800
Turn Rate: 0.6
Damage Block: 8
Collision Size: 24
Legs: 2
Voice Actor: Steve Blum

Level 30 Stats:
Health: 3080
Mana: 831
Armor: 12.36
Damage: 172-175
Health Regen: 14.65
Mana Regen: 3.15
Attack Speed: 171
Attacks Per Second: 1.00

His model size is very noticeably large, which can be seen far below in the size comparison.
As of this writing, the current version of Dota2 is 7.27d.

Primary Abilities

Inferno Dash
Galamathet prepares to charge towards a point, channeling for up to 4 seconds. While channeling, he catches fire and deals magic damage around him. When released, he will dash at massive speed and bypass all terrain, turning spell immune during the dash while stunning and damaging all enemies he passes by based on how long he charged. After you release the charge, it leaves a trail of fire that burns with the charging damage-over-time for a short time. Can be released anytime during channeling.
: Target Point
: 0.4+0.3
: Magic
: No

: 30/50/70/90 + 20/35/50/65 per sec
: 15/30/45/60 DPS
: 0.3 + 0.4/0.5/0.6/0.7 per sec
: 500 + 150 per sec (2x Scepter)
: 600 + 100 per sec (2x Scepter)
: 300 Radius
: 5 (9 with talent)
: 120/130/140/150
: 30
Many who recall the behemoth remember him coming in rolling on flames. Afterwards everything burned up.

Aghanim's Scepter Upgrade: Doubles the Speed and Distance of this skill. Makes distance 1000 + 300 per second of charging and speed 1200 + 200 per second of charging.

Spoiler: Click to view
Shoots Galamathet out towards his target point.

  • Replaces Inferno Dash when it is being charged.
Galamathet screams out, terrorizing nearby enemies forcing them to run with bonus movespeed away from where Galamathet cast the spell and will end when they reach the edge of the AOE. When hit enemies become more vulnerable to other statuses with negative status resistance that stacks up to 5 times.

: No Target
: 0.1+0.4
: No

: 500/550/600/650
: 5/8/11/14% per stack
: 3/4/5/6 seconds
: 20% movespeed
: 4
: 3 seconds
: 140/145/150/155
: 28
When he screams, they get shaken and panic and run from him as fast as they can. He likes it when they get a running start.

Spoiler: Click to view
Galamathet slashes at a nearby enemy unit or hero, dealing initial damage, rooting them in place and dealing damage over time.
: Target Unit
: 0.2+0.3
: Magic
: No

: 60/70/80/90
: 20/30/40/50
: 2/2.5/3/3.5
: 250/275/300/325
: 80/90/100/110
: 22
When he gets tired of you running, he gives you a nice gash on the legs so you stay in place.

Spoiler: Click to view

Ultimate Abilities

Blood Heat
Galamathet releases his limitations, increasing his own armor and granting a health regeneration aura for himself and nearby allies. Additionally, his other abilities lose all their mana costs and cooldowns, but instead they reduce the duration of Blood Heat for each cast. Refreshes all other spells on cast.
: No Target
: 0.4+0.3

: 8/12/16
: 12 + 2.5/3/3.5% of max hp per second
: 400/450/500 (800/850/900 with talent)
: 19/22/25 seconds
: 3/2.75/2.5 seconds
: 200/250/300
: 120
When his core heats up, every limitation you think he has is gone. Hell itself fears him when he gets like this.

Spoiler: Click to view

Hero Talents

Spell Immunity while charging Inferno Dash
+400 Blood Heat Aura AOE

+25 Rend Damage per half-second
+250 Cast Range

+250 Mana
+12 Strength

+ 2 Mana Regen
+4 Second Inferno Dash fire trail duration


+ Strong and flexible skill combos, can continuously root or fear or hit multiple foes with them
+ Can be very hard to kill due to high health and escape (as well as armor and regen from Blood Heat)
+ Potentially an excellent initiator
+ Can make allied debuffs a lot stronger
+ Activates pretty early, as early as level 2
+ Ultimate is flexible in usage, can be used for plays or pushes

- Limited natural ability to respond to initiations due to Inferno Dash charge time
- High cooldown on spells, thus dependent on his ultimate
- Is abnormally vulnerable to dispels and Spell Immunity
- Requires a significant amount of items to scale into late game
- Low damage output later in the game

Role and Gameplay

Galamathet was designed as an initiator who can play position 3 or 4, similar to Mars, Spirit Breaker or Earth Spirit. He is a flexible caster initiator who tries to apply as much pressure as possible. He was designed to be fun to play and highly rewards making risky plays. The hero has the potential to be this annoying thorn on your enemy's side with his disruptive skillset that becomes more irritating as he keeps fighting. Blood Heat is an ability that is effective for pushing an advantage, but he maintains a lot of utility as a disabler and tank late game still, even if he is not as powerful as early on.

Galamathet's gameplay is built around aggressive play. He can be played in an aggressive offlane who can make use of his Dash-Rend Combo or he can roam onto other lanes. He does benefit from some lane farm to help with some potential mana issues or to be a tanky frontliner. He has limited impact on a role that is higher than 3 due to lack of significant damage scaling.

His itemization is pretty flexible in general, being able to buy most of what a tanky position 3 or 4 can get.
Due to his negative status resistance, if he is not going for utility items like Force Staff or tanking aura items such as Pipe of Insight, he can prioritize debuff items such as Rod of Atos and Shiva's Guard or even possibly Scythe of Vyse to get the most value out of them.
He can also be a straightforward tank and is well suited for health regeneration amplification items such as Heart of Tarrasque and Sange items as they boost his regeneration from Blood Heat. With tank builds, he is powerful as a frontline hero that has a big AOE presence like Tidehunter, while with utility or debuff builds he is suited as a far-back initiating hero like Earth Spirit.

Galamathet is not a very difficult hero. He can be very straightforward and hard to kill. There may be some difficult to execute some of his more powerful skill combos properly. As such he has a low skill floor and a medium skill ceiling.


General Stat Priorities:
High Priority: STR, HP, Magic Resistance, Evasion, Armor
Middle Priority: HP Regen, Mana Regen, Mobility, Status Resistance, Movespeed, Cast Range, Spell Immunity
Low Priority: AGI, Mana, INT, Attack Damage, Attack Speed, Spell Amplification, Lifesteal, Cooldown Reduction

Early Options: Soul Ring, Bracer, Wind Lace, Headdress, Buckler, Sage's Mask, Ring of Health, Magic Wand, Chainmail

Some Potential Item Builds:
Roaming Utility: Orb of Venom> Urn of Shadows> Arcane Boots> Spirit Vessel> Solar Crest> Lotus Orb>Anything else
Auras/Frontline: Arcane Boots> Vanguard> Mekansm> Guardian Greaves> Crimson Guard> Pipe of Insight> Radiance> Heart of Tarrasque> Abyssal Blade
Debuffs: Phase Boots/ Arcane Boots> Rod of Atos> Eul's Scepter of Divinity> Heaven's Halberd> Shiva's Guard> Scythe of Vyse/ Abyssal Blade

Aghanim's Scepter as needed in all builds, if there's any point where having the greater distance and speed would be valuable.
Other items to consider: Blink Dagger, Shadow Blade/ Silver Edge as Inferno Dash may not be suited for all situations, and it may be valuable to have a more reliable mobility skill.
Black King Bar if needed for the immunity. With BKB and his armor and regen boost from Blood Heat, Galamathet can be nigh unkillable for the duration of the spell.

Neutral Items: Most Tier 1 items, Clumsy Net*, Dragon Scale, Essence Ring*, Pupil's Gift, Philosopher's Stone, Vambrace, Vampire Fangs, Craggy Coat*, Paladin Sword, Orb of Destruction, Quickening Charm, Spider Legs, Titan Sliver, Havoc Hammer*, Minotaur Horn, Spell Prism, Timeless Relic*, Witless Shako*, Ex Machina*, Fallen Sky*, Woodland Striders, Force Boots, Book of the Dead, Trident
*Denotes an extra useful neutral item

Skills and Talents

For skill learning, Galamathet will choose his first skill based on what he needs.
If he's going to try to kill at lane with a partner and possibly roam, he'll get Inferno Dash at 1, if he's trying to kill with a higher damage partner, he can go Rend and if someone is trying to kill him early on he can learn Horrify to save himself.

Either way, every spell is good for a value point by level 3. Galamathet's skillbuild is flexible and how you build him is dependent on your goals.
If you want to be a better initiator and disabler, max Inferno Dash
If you want to be a better ganker and single target disabler max Rend
If you want to be a more disruptive teamfighter for longer battles, consider maxing Horrify, though it is generally the least useful to max first.
Blood Heat should be taken whenever possible, as it is the hero's signature skill and it gets a lot stronger every level. There is no reason not to get it.

Talent Choices:

Level 10: Mana Regen vs Inferno Dash Fire Trail duration. Mana Regen allows Galamathet to cast his spells whenever he needs and with it you are much more likely to have mana for Blood Heat for fights. The Fire trail is a farming tool that can be used to farm jungles better, as it makes Inferno Dash more akin to Firefly.

Level 15: Mana Pool vs Strength. A very simplistic choice. More tanking or more casting. Mana pool is useful if you did not get Arcane Boots. Strength as always is useful for slight damage and large health boost.

Level 20: Rend damage vs Cast Range. The Cast Range is for easier Rend improves any items you may have (it does not improve Inferno Dash) in general. The Rend damage is just a damage boost to his most damaging spell which can also be welcome.

Level 25: Spell Immune Inferno Dash vs Blood Heat Aura AOE. This talent choice comes down between either making Inferno Dash into a good escape skill (and a more reliable skill in teamfights) or improving the range of your healing which can be a big deal if your allies need to stand far from you. Both are very useful depending on the situation.

Combos and Counters

Ideal Allies:

Tanky Aggressive Heroes:
Heroes that benefit from his health regeneration aura and also likely serve as good laning partners for getting a lot of kills.

Disablers/Strong Debuffs:
Heroes that get a big boost from up to -56% status resist to let them disable enemies for very long. AOE heroes are extra good because Horrify makes it easy to land big stuns.

Backline Damage Dealers:
Galamathet stands in the front or initiates on targets, but he tanks damage and is very good at being a distraction while strong backline damage dealers do their stuff. With a Blink he can also save them using Horrify on whoever jumps on them.

Heal Amplification:
Increases effectiveness of Blood Heat's regeneration aura.

Good Against:

Damage over Time:
Blood Heat's regeneration aura counters DoT skills, making them far more survivable, and Galamathet is excellent with a lot of Aura items that counter DoTs normally too.

Non-BKB Cores:
Galamathet is weak to magic immunity but also very strong against heroes that are not suited for it. They will struggle against his massive amount of crowd control between his multiple AOE disables and single target root.

Mobile Heroes:
Galamathet has strong chain disabling and with his ult combined with Rend he can apply very long roots to enemy cores. Due to Inferno Dash it is not hard for him to get close to these mobile heroes too.
Vampiric Aura
Melee Hero Heavy Drafts:
Due to his skills being short ranged and centered around him, Galamathet is much stronger against drafts that have many melee heroes.

Worst Enemies:

Severely limits the effectiveness of Blood Heat on himself and allies.

These heroes cut through his huge health pool very easily, so his skills as a tank are lost or used against him.

Dispel and Spell Immunity:
Prevents Galamathet from using his powerful debuffs.

Status Resistance:
Heroes that gain status resistance can nullify Galamathet's main power with Horrify, but also can reduce Rend's duration and overall damage (unlike what status resist does for most abilities). Anyone who gets Sange and Satanic fit here too.

Story and Cosmetic Stuff

The Brutal Lord's design by Moyack and colors by Erwtenpeller.

Spoiler: Click to view

Interaction with Other Heroes:
Spoiler: Click to view

Voice Sample: Based on Killer Croc from the Arkham Games
Spoiler: Click to view

Equipment Slots (6) and Default:
Head: Galamathet's Head
Armor: Galamathet's Chestplate
Shoulders: Galamathet's Spikes
Arms: Galamathet's Bracers
Weapon: None (can be used for stuff like Axes and Hammers. Would change animations as Galamathet by default only uses his hands and fists to strike foes)
Taunt: None

Set ideas: None

Standalone item: Flayed Twins Axe
Spoiler: Click to view

Relative Size Comparison:
Check out the original forum version of Galamathet here

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Sort Comments By
l3th4lch1mp | December 8, 2020 4:53am
Hello, I was wondering how you add images for the abilities. I haven't been able to figure it out yet.
Thank you.
Hades4u (296) | December 8, 2020 5:07am
Hey l3th4lch1mp! When you're editing your hero concept, click the edit button on any ability and there you can find a field for "Icon". Add a link to your desired image and it will work! Let me know if you need any help with that. :)
Cuttleboss (28) | May 16, 2020 11:18am
Hello BloodArena and welcome to the site.

Your point is interesting and something I did consider when making the hero's skillset. I made Inferno Dash the way it is, which is akin to like a mix of Rolling Boulder/ Illuminate because it seemed more fun and satisfying to be able to hit it after many seconds of charging instead of being the same type of skill as other initiator spells. The priority was to have something unique.

I also think that you may be undervaluing the power of the skill. It is still very possible to hit enemies in the similar circumstances as to hitting an Illuminate, such as if the enemy is pushing or an enemy is farming and they can't see you, it even goes at about the same speed as the illuminate projectile when fully charged. A proper initiation with Inferno Dash is very doable there. The spell can be released instantly and still goes 600 speed, same speed as Snowball.

Additionally, this hero isn't just about his Q and his ability to charge into combat. He's not Spirit Breaker.
His other spells are also useful disables. Fear and Root (which, if you ever played against Dark Willow or Lone Druid, is basically a stun if used together) and to use these to initiate does require a Blink Dagger if you are not able to get in range using Inferno Dash. The Blink Dagger was never said to be a requirement, just something to consider if you were unable to use Inferno Dash to catch your target (like if they're a Weaver or Anti-Mage). There is several initiator type heroes that require Blink Dagger to be reliable and they're still picked, such as Dragon Knight, Treant Protector and Night Stalker.

And I think its worth noting this hero is not a pure initiator. This hero could easily be played as a Tidehunter style aura carrying hero with strong counterinitating power (with Horrify) and Inferno Dash becomes more of a move to chase down survivors. That money can flow in because the hero can get kills with his's 2-3 disables so the hero can get kills in basically any game, initiator or not. Inferno Dash itself is also a waveclearing skill which means the hero is not completely unable to farm.

I do value this input, as it did make me think about this hero's skillset for weaknesses. I just did not agree with the extent they were said to be.
BloodArena (1) | May 16, 2020 5:10pm
Its really hard to just imagine how heroes work.
Cuttleboss (28) | May 18, 2020 5:41pm
BloodArena wrote:
Its really hard to just imagine how heroes work.

That's fine. Thank you for trying. I've been attempting to write my concepts in a more clear manner, and this hero is one of my more complex ones.
BloodArena (1) | May 15, 2020 8:30am
This hero cannot play dota2 for a number of reasons.
First you say he is an initiator. But you need to improve his initiation by a lot and explicitly say he is required to buy blink dagger. Melee non blink dagger initiators should have something like clockwerk's hookshot. While all blink dagger initiators, although does not have hookshot, have a more reliable pre-dagger initiation than inferno dash; mars have arena, beastmaster have roar, centaur have stampede. Your hero is a dash to the enemy before being able to do anything else non-farming tank hero. And the requirement for such heroes is to have reliable initiation ability. Fix that first, then adjust everything else.
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