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Dire Intelligence "Your worst nightmares are mine to wield."
Base health
: 492
Base mana
: 325
Base damage
: 40
Base armour
: 2
Movement speed
: 320
Base attack time
: 1.7
Attacks per second
: 0.7
Range
: Melee
Vision range
: 1800/800
Strength
: 68.4 (18 +2.1)
Agility
: 57.4 (19 +1.6)
Intelligence
: 101.8 (25 +3.2)
Lore: The war of the kingdoms was an epic conflict between empires, one that lasted for centuries. Countless rulers lived and died serving their people, and their citizens no less. At one point during the war, for one reason or another, rulers were compelled to pull out their ace in the hole. Powerful magics and advanced machinery, which took decades to develop and even more to perfect, were unleashed upon their enemies. As the situation grew dire, the Dead Gods started twisting the minds and bodies of harmless animals to create monsters known as abominations, each capable of terrorising whole cities on their own. Decay and corruption occurs in all things the Death-Callers touch, but each in different forms. Gargantuan beasts and powerful sorcerers were created after transformations. However, Ibrik, born from the corruption of a lowly sewer rat, remained a small creature even after its transformation. It looked so unassuming that the Dead Gods began to doubt the decision of their skilled Death-Callers, but they were curious to see what this peculiar creation could accomplish. As a test for their new servant, the Dead Gods sent Ibrik to City of Ai. Of course, as the Dead Gods would soon discover, Ibrik was more than meets the eye.
Upon Mifrit's arrival in the city, the citizens began experiencing terrifying visions of their darkest fears. For fifteen nights, dark apparitions, taking the form of the citizen's worst nightmares, roamed the city and kept them awake trembling in their beds. Chaos spread as an outbreak of insomnia and paranoia plagued the people's tortured minds. One day, the Dead Army marched past the walls and through the silent city unimpeded, for every citizen, including each footman and archer, had collapsed in their home from sleeplessness and exhaustion.
Mifrit had not just weakened Ai. It had destroyed it completely, starting with the minds of its people.
However, soon after the incident, people found ways to defeat the abominations. The remaining abominations were destroyed or restored to their original form. Ibrik, being elusive as he is fiendishly clever, evaded all attempts at capture, and was soon forgotten.
Years have passed, and the war grinded to a halt, each kingdom settling into their new territorial boundaries. Now without any further commands from his masters, he simply does what he was created to do with great joy -- driving people crazy with a life of endless tormenting.
Q: Terrify
Type: Point Target
Affects: Self
Ibrik blinks to the target ally and gives it a frightening face. Enemies that face the target take initial damage and become disarmed if they face it for the duration. If this spell is targeted on an enemy, Ibrik himself gets the buff.
- 900 blink range
- 40/60/80/100 damage
- 3.5/4/4.5/5 second disarm duration
- 400 effect radius
- 80/90/100/110 mana cost
- 22 second cooldown
Ibrik has a knack for terror, imbuing his own aura into objects and people to turn them into his servants of fear.
Notes:
An enemy can only be damaged once by Terrify.
The disarm persists for 0.25 seconds.
0.2 second cast point.
W: Tormentor's Delight
Type: Passive
Affects: Enemies
Damage: Pure
Each enemy affected by Ibrik's spells take additional damage per second and gives him increased health regeneration.
- 20 damage per second
- 2/4/6/8 health generation per enemy affected
Notes:
Enemies include lane creeps, neutral creeps and enemy summons.
E: Bogeyman
Type: Unit Target
Affects: Enemies
Damage: Magical
Ibrik creates a monster of nightmares that chases the target enemy hero, dealing damage and slowing it if the target is hit. The target takes more damage if the monster hits its back. The target's teammates will not be able to see the monster.
- 1000 cast range
- 400/450/550/650 monster speed
- 1500 maximum travel distance
- 80/150/220/290 damage when hit from the back
- 60/105/150/205 damage when hit from the front
- 40% slow for 4 seconds
- 80/100/120/140 mana cost
- 23/19/15/11 second cooldown
Knights and mages regularly fight dragons and ferocious beasts of the land without flinching, but very rarely can one stand up to their own worst fears.
Notes:
The monster has unobstructed movement.
0.5 second cast point.
R: Paranoia
Type: Unit Target
Affects: Enemy heroes
The target is cursed with hallucinatory symptoms. This silences it and causes harmless illusions of Ibrik to roam around it to confuse enemies. The silence is removed if all the illusions are destroyed.
- 700 cast range
- 5/7/9 illusions
- 7 second duration
- 160/200/240 mana cost
- 100 second cooldown
Where there are heroes, the Tormentor is watching.
Notes:
Goes through and is not dispelled by spell immunity.
Blocked by Linken's Sphere.
The illusions can be targeted by enemies and destroyed with 1 attack. Spells do not remove it.
Each illusion roams within 600 units from the target and each illusion has a 600 vision range.
Illusions have the lowest target priority, meaning that if there are other enemies nearby, they will be attacked last by auto-attacks.
Hey guys! Every since I got a part-time job, I've been rather inactive on the forums and it's been a while since I've posted a hero idea. I'll probably continue lurking in the forums for he next few weeks before my school begins, but I'll occasionally post some hero concepts like this one. Stay tuned!
This hero is an unusual, high-mobility support with great synergy with his spells that work by forcing enemies to perform disadvantageous actions to avoid them. Usually, heroes with low-cooldown gap-closing abilities are core heroes (Anti-Mage, [[Queen of Pain etc.), but Ibrik doesn't really fit into that category. With his low base damage and bad wave-clearing ability, mid lane is not really a good option for him. However, paired up with another support, he can be a very deadly early-game presence. He can also be a decent carry babysitter. If an enemy engages on an ally, you can jump in to use Terrify to ward him off. Enemies have to make an interesting choice when faced with the monster from Bogeyman: turn around to take more damage and less slow but having to turn around again, or continue running and suffer the full slow at the cost of damage. Either way, it's gonna be bad if the victim doesn't have any mobility spells. Speaking of spells, you can also stop the target of your choice from using them. Paranoia gives your enemies another interesting decision to make: kill the illusions and risk diluting their DPS and staying in one area for too long during the fight, or let their ally suffer a 7 second silence that goes through spell immunity.
Thanks for reading, constructive feedback is appreciated :D. (Currently looking for another spell to replace the placeholder ability Tormentor's Delight)
Tormentor's delight is very weak.It deals minimal damage and provides very mediocre health regen (even tho it may scale up, it's steal weak as ****).
The hero idea is good, but second skill needs to be reworked.
The synergy is good.
You misunderstand, Terrify is like Stone Gaze, just that it disarms instead of slows. I should work on my phrasing :P.
Illusions of Ibrik will be spawned. I could've sworn I put his name there somewhere :X.
Could use suggestions for the second ability. I want a passive ability that gives some sort of buff to Ibrik. Couldn't think of one, so Tormentor's Delight became a placeholder spell till I (or some other guy) can come up with an idea. Maybe... YOU could be the guy!
Kody has said what I was going to say... Great job!
For the W... what about something along the lines of "enemies around Tormentor lose something?"
How about
W: Creeping Fear
Enemies around Ibrik lose some of their magic resistance every 2 seconds. The debuff lingers for 1 second.
- 400 radius
- 10% initial magic resistance loss
- +2/5/8/11% lost every 2 seconds
that skill is so op i'm not even going to say anything.
think about what monstrosity you have created.
edit: you can rework it to this :
enemies near Ibrik lose 1 bonus armor per second .
bonus armor only, derived armor is not affected.
This makes him much better in the late-game without making him overly OP.maybe put a armor reduction cap of 15 or something
Of course the skill is OP, I made it on the fly. I will keep the magic resistance reduction because I want the hero to have good synergy with spellcasters, but I will decrease the resistance reduction and add a cap to it. How does that sound?
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Hero Idea Archive
Newest Idea: Ibrik, the Tormentor
And the newest in my series of hero guides...
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