Long-range burst mage who stuns, zones and finishes with an adjustable beam
MageMid LaneDeals magic
Gord is a mid-lane burst mage who wins trades from range before the enemy closes the distance. Mystic Projectile stuns and reveals a target, Mystic Injunction zones an area with repeated magic damage, and Mystic Favor converts his fourth hit on a target into bonus true damage and a stacking slow.
Difficulty
Easy
Specialities
PokeBurst
His combo is a straightforward stun-into-zone-into-beam, though adjusting Mystic Gush's direction mid-cast to track a target takes some reaction speed.
Beaten by
105 hard
Strong into
10
Best duos
10
Builds
2
At a glance
Damage
8 of 10
Durability
3 of 10
Crowd Control
6 of 10
Mobility
1 of 10
Utility
4 of 10
Rated against the whole roster, not against their own class.
When Gord is strong
Attributes
Damage
8
Durability
3
Crowd Control
6
Mobility
1
Utility
4
Strengths
Mystic Projectile's stun and reveal lets him lock a target down and follow up safely from range
Mystic Favor converts a fourth hit into bonus true damage plus a stacking slow, ignoring magic defense
Mystic Gush's direction can be adjusted mid-cast with the joystick to track a moving target
Mystic Injunction's field punishes anyone standing still or contesting a jungle objective
Weaknesses
Extremely fragile and immobile — no dash, blink or shield anywhere in his kit
Mystic Projectile's stun is his only real engage tool, and missing it removes his whole follow-up plan
Mystic Gush requires him to stand still while channeling, making him an easy burst target if caught
Falls off relative to hypercarries in extended late-game fights since his damage doesn't scale as hard as a marksman's
Skills
Max Mystic Projectile first for the stun and damage, then Mystic Injunction for AoE poke, taking the ultimate at 4, 8 and 12.
Passive
Mystic Favor
BuffSlow
After Gord hits an enemy 4 times with Basic Attacks or skills within a short period of time, the next attack on the target will deal an additional 140 (+60% Total Magic Power) True Damage and slow them by 20% for 1 second (the slow effect stacks up to 2 times).
Always active — no cooldown
What the terms mean(2)
True Damage Skill
Deal True Damage to enemies. Triggers Spell Vamp.
True Damage
If there is no way to reduce damage taken, you can try increasing Max HP.
Skill 1
Mystic Projectile
CC
Gord conjures a Mystic Orb that bounces in the target direction and explodes on the first enemy hit, dealing 270–495 (+80% Total Magic Power) Magic Damage to enemies in the area, while stunning them and revealing their locations for 1 second.
Cooldown
10s
Mana
90 → 140
What the terms mean(2)
Stun
Basic level Crowd Control: Prevents a target from moving, and using Basic Attacks and skills. Can interrupt some skills.
Magic Damage Skill
Deal Magic DMG to enemies. Triggers Spell Vamp.
Skill 2
Mystic Injunction
AOE
Gord create an energy field in the target area, dealing 55–105 (+16% Total Magic Power) Magic Damage every 0.3 second to enemies within (up to 13 times).
Cooldown
8s
Mana
55 → 105
What the terms mean(1)
Magic Damage Skill
Deal Magic DMG to enemies. Triggers Spell Vamp.
Ultimate
Mystic Gush
Burst
Gord unleashes an energy beam in the target direction, dealing 110–210 (+32% Total Magic Power) Magic Damage to enemies hit every 0.2 seconds (up to 16 times). The direction of the beam can be adjusted using the Joystick.
Cooldown
44s
Mana
150 → 190
What the terms mean(1)
Magic Damage Skill
Deal Magic DMG to enemies. Triggers Spell Vamp.
Signature combo
Mystic Projectile (stun) → Mystic Injunction → Mystic Gush to finish, tracking the target with the joystick as the beam channels.
Gord builds
Core items in buy order, with the emblem, talents and battle spell that go with them.
Burst Poke Mage
8,120g total
Default pick to punish enemies for approaching or contesting objectives.
The short cooldown makes Flameshot the best spell for poke comps that want to repeatedly punish approaches over a long lane phase rather than save a single-use cooldown for one fight.
Swap in when needed
Winter Crown — Against a diving assassin threatening to burst him before he reacts.
Ice Queen Wand — Against mobility-heavy divers he needs to slow down to survive.
Divine Glaive — Against stacked magic-defense tanks soaking up his poke.
Gord Burst Poke Mage build: Arcane Boots, then Lightning Truncheon, then Holy Crystal, then Glowing Wand.
Safe Poke
7,760g total
When the enemy has heavy dive potential and Gord needs to survive first, burst second.
The 'Flicker combo' — blinking in right as a hook or stun lands, or blinking out the instant an enemy ultimate is cast — is the single most common high-elo outplay moment in the game.
Swap in when needed
Winter Crown — Against a coordinated dive comp targeting him directly.
Divine Glaive — Against stacked magic defense once the enemy itemizes against him.
Gord Safe Poke build: Arcane Boots, then Genius Wand, then Ice Queen Wand, then Holy Crystal.
Who counters Gord
The heroes that make this matchup hard, and the mechanic that does it.
Land Mystic Projectile first — the stun is what makes the rest of his combo possible
2
Track the 4-hit Mystic Favor counter and time the finishing hit for the bonus true damage and slow
3
Adjust Mystic Gush's direction with the joystick mid-cast to follow a target trying to dodge out of the beam
4
Use Mystic Injunction to zone jungle objectives or chokepoints rather than only for direct damage
Gord — common questions
Is Gord good for beginners?
Gord is one of the easier burst mages to pick up — his combo is a straightforward stun into zone into beam, though he punishes positioning mistakes hard since he has no escape tools.
What is the best build for Gord?
Arcane Boots into Lightning Truncheon, Holy Crystal and Glowing Wand is the standard burst-poke build, shifting into Winter Crown or Ice Queen Wand if a diving assassin is the bigger threat.
Which heroes counter Gord?
Natalia, Hanzo, Ling, Helcurt and Fanny are the hardest counters — they all close the distance on his low HP faster than he can stun or reposition, since he has no mobility of his own.
What does Gord's ultimate do?
Mystic Gush fires an adjustable energy beam that deals repeated magic damage to anything it hits for up to 16 ticks, and its direction can be steered mid-cast with the joystick to track a moving target.