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Augris, the Spellweaver

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Forum » Hero & Item Ideas » Augris, the Spellweaver 8 posts - page 1 of 1
Permalink | Quote | PM | +Rep by Terathiel » March 13, 2015 6:16am | Report
I got creative.

Just so you know, I was confused just WRITING his ultimate, so I can only imagine how you must feel reading it. Think Invoker cross Earth Spirit... with a lot of something else attached.

Augris, the Spellweaver



Radiant Intelligence

Base Health: 492
Base Mana: 312
Base Armour: 1
Base Damage: 45-51 (48)
Base Attack Time: 1.7
Range: 575
Movement Speed: 290
Sight: 1800/800

Strength: 73 (18 + 2.2)
Agility: 76 (16 + 2.4)
Intelligence: 104 (24 + 3.2)

Some mages have power over the elements, wielding torrents of flame and sleets of hail to expunge their enemies. Others can summon ancient creatures from the darkness, and still others are demonologists who can bend even Greater Spectral Consorts to their will. Yet few mages can wield the essence of magic itself - and those who can often end up with their head exploding.

Such was the fate of Augris, dubbed the Spellweaver by his admirers and even his rivals. For such an incredibly complex spell as he wrought was beyond even his arcane might, and the academy was plunged into shock.

But it never occurred that such an outcome was by design. In his last moments, the spell had been completed, and Augris knew that he would be back. Sure enough, a child was born within the hour, that within the space of seven days had matured into a perfect copy of the Spellweaver. His sorcery had unlocked that ancient riddle - and now, whenever he dies, Augris is reincarnated, made anew, even stronger than before, keeping the magics of his previous life and blending them with deadly synergy.

So it is that he enters the Ancient War with utmost confidence. For when you are beyond the gaze of mortality, how can even gods stand in your way?


Hero Notes
-Cannot level stats.
-Has six abilities, five normal, one ultimate. The five normal abilities each have 4 levels, while his ultimate has 5.
-Ultimate is learnt at levels 5/10/15/20/25.
-To compensate for his inability to learn stats, his natural stat gain is extremely high.

Q: Arcane Blast
Affects: Enemy units
Damage: Magical
Pierces Spell Immunity: No

Augris lances the target with sorcerous power, dealing magical damage and slowing them for a very short duration.
Damage: 90/120/150/180
Slow: 75%
Duration: 0.25
Mana Cost: 60
Cooldown: 6/5/4/3
Range: 800

W: Energic Chains
Affects: Enemy units
Damage: Magical
Pierces Spell Immunity: No

Chains of sorcery erupt from the ground at Augris' command, immobilising the target and interrupting them, as well as dealing minor damage.
Damage: 50
Duration: 1/1.5/2/2.5
Mana Cost: 95
Cooldown: 15/13/11/9
Range: 800

E: Mana Bomb
Affects: Enemy units
Damage: Magical
Pierces Spell Immunity: Yes

Augris conjures a mana bomb, which slowly travels 450 distance away from him before exploding in a wide radius, slowing enemy units and burning their mana. A percentage of the burnt mana is dealt as damage.
Mana Burn: 175/200/225/250
Burn to Damage: 50%/65%/80%/100%
Radius: 400/450/500/550
Slow: 30%
Slow Duration: 2
Explosion delay: 2.25 seconds
Mana Cost: 120/130/140/150
Cooldown: 18

Notes


D: Veil of Chaos
Affects: Enemy units
Damage: Pure
Pierces Spell Immunity: Yes

The Spellweaver curses his foes in a large area, rendering them more susceptible to spells. While affected by the veil, any enemy unit that takes an instance of magical damage from Augris immediately suffers another instance of damage equal to a percentage of the dealt damage.
Radius: 600
Duration: 25
Veil Damage: 25%/30%/35%/40%
Mana Cost: 120/110/100/90
Range: 1000

Notes


F: Arcane Arts
Affects: Allied units
Pierces Spell Immunity: No

Augris manipulates the flow of energy through the target ally, reversing all negative spell effects on them.
Mana Cost: 80/120/160/200
Cooldown: 50/40/30/20
Range: 300/450/600/750

Notes


Ultimate: Sorcerous Synergy
Type: Passive
Augris manipulates his powers, granting his spells increased effectiveness when used together.
Arcane Blast: Slow duration increased to 1/1.5/2/2.5/3 seconds when cast on a target affected by Energic Chains. Deals a bonus 60/100/180/270/350 damage to targets missing at least 35% of their maximum mana. Reduces the magic resistance of the target by 8/11/14/17/20% when affected by Veil of Chaos (debuff inflicted before damage is dealt).
Energic Chains: Chains duration increased to 3/3.5/4/4.5/5 when cast on a target affected by Veil of Chaos. If a target is struck by a Mana Bomb while chained, Energic Chains is spread to all other targets struck by the bomb. Arcane Blast damage on targets affected by Energic Chains increased by 30%.
Mana Bomb: Drains an additional 100/150/200/300/450 mana from targets affected by Veil of Chaos. Ministuns the targets for 0.3/0.4/0.5/0.6/0.75 seconds at the beginning and end of the duration if they were affected by Energic Chains.
Veil of Chaos: Arcane Blast now jumps to a single enemy unit within 150/200/250/300/350 units affected by Veil of Chaos. Restores 5% of Augris' maximum mana per target when amplifying Mana Bomb damage. Multiplies the damage of Energic Chains by 100%/200%/300%/400%/500%.
Arcane Arts: Cooldown reduced by 3/4/5/6/7 seconds, and range increased by 75. Mana cost increased by 20/35/50/65/80.

Notes


Upgraded by Aghanim's Scepter
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Terathiel
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Permalink | Quote | PM | +Rep by Unscathed » March 13, 2015 9:37am | Report
new story protagonist confirmed

is 'W' an Ensnare? if thats the case its really weak compared to Ensnare
Don't Worry, Be Happy

Late credits to Janitsu for the sig

Unscathed
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Permalink | Quote | PM | +Rep by Terathiel » April 11, 2015 2:23am | Report
Oh wow... I actually forgot I posted this and was about to post it again.

Awkward.

To answer ^above... Energic Chains is a deliberately weak Ensnare, because of the synergy.

Veil of Chaos > Energic Chains > Mana Bomb. Some setup required, but if you get it off that's a 5 second AoE Ensnare with 300 damage, with a jumping Arcane Blast slow dealing ****tons of damage. It's like Rampage material.
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Permalink | Quote | PM | +Rep by Crazy Tom » April 11, 2015 11:55pm | Report
So I actually really like this concept. It's a really interesting blend of spells, and his ult is what really sold me on the idea. Powering up each spell when you combo it off leads to really interesting plays and I'd love to be able to take this guy for a test drive.

...Though I should note that Veil of Chaos is completely busted with Finger of Death or Laguna Blade. :D

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Permalink | Quote | PM | +Rep by natguy389 » April 13, 2015 1:51pm | Report
This is so cool! I love the unique skills and ultimate is the icing on this perfect cake!

Crazy Tom is right though, maybe you should put a damage cap of 150-200 per instance on veil of chaos?

natguy389



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Permalink | Quote | PM | +Rep by Terathiel » April 13, 2015 2:03pm | Report
Since Veil only works on damage from Augris himself I don't think it's necessary.
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Permalink | Quote | PM | +Rep by KrDotoBestDoto » April 15, 2015 4:42pm | Report
I can already see the EBlade Dagon builds.

KrDotoBestDoto


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Permalink | Quote | PM | +Rep by Crazy Tom » April 15, 2015 6:24pm | Report
Ah, I guess I missed that part the first time around. If it only works on his skills, it's definitely balanced as is.

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