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The ever-twilight city in Rael Hollow has no name, personified only by the foul rituals and dark horrors committed within its shaded walls. It is unknown what exactly the Warlock Lords of the city intend with their great symphony of haemomancy, flesh-crafting, demonology and torment - yet all know of one horror, one critical mistake, that Rael Hollow has unleashed from its baleful laboratories - one summoning that presaged a cataclysm that sent the city reeling.
It is said that if you stare long enough into the abyss, the abyss will stare back, and that was discovered with horrifying truth during the summoning of a great lord of the Dark Void. Ashk'Orcharos entered the world, true, but his summoners had made one key mistake - the blood sacrifice was not enough to bind such a creature. Screaming his freedom, the Fiend from Beyond ate his summoners and erupted into reality, a tornado of shadows that ruptured Rael Hollow. Still the Fiend hunts to seal his blood ritual - and with every being he devours, the worlds of the Void and ours draw ever closer�
Hero Notes
-Does not follow the normal ability levelling process.
-Has one inbuilt passive.
-Has five non-ultimate spells with 5 levels. Cannot naturally level his ultimate, so each skill has 5 levels.
-Gets his ultimate once all his spells are learned. This ultimate has but one level.
Innate Passive: From Far Beyond
Ashk'Orcharos drains power from the life around him to fuel his transition to the mortal plane. Every kill he makes, be it creep or Hero, grants him a stack of Manifestation. Manifestation improves the Fiend's other abilities. At certain thresholds, Manifestation stacks grant him bonus attributes and effects. 3: Bonus 3 armour. 10: Bonus 15 base damage. 35: Base attack time reduced to 1.6. 50: +30 movement speed. 75: +150 base health and +75 base mana. 100: +10 to Strength, Agility and Intelligence. 150: A further +50 movement speed. 200: Bonus 20 base damage and 5 armour. 250: +750 base health and 300 base mana. 300: Bonus 6 HP regeneration and 2 mana regeneration. 350: +15 to Strength, Agility and Intelligence. 400: +5 to Strength, Agility and Intelligence. From here on, every 50 Manifestation grants +5 to all stats.
Q: Lingering Death Affects: Enemy Units
Damage: Pure
Pierces Spell Immunity: No
The Fiend from Beyond focuses his malevolent energies on the target, dealing damage and slowing them considerably. Ashk'Orcharos is healed for a percentage of the damage dealt. Slow and damage increase per stack of Manifestation. Base Damage: 30/50/70/90/110 Damage per Manifestation: 1.5 Base Slow: 10% Slow per Manifestation: 0.2 Slow Duration: 3 Heal: 10%/20%/30%/40%/50% Mana Cost: 90 Range: 600 Cooldown: 6
W: Void Leap Affects: Enemy units
Damage: Pure
Pierces Spell Immunity: Yes
Ashk'Orcharos focuses on an enemy, and after a short delay, teleports behind them, dealing damage in an area around him and interrupting the target. His next attack deals bonus damage based upon his Manifestations. Delay is reduced to 0.5 seconds if the target is within 1000 range. The global jump cannot target Heroes. Delay Time: 5/4.5/4/3.5/3 Damage: 100/175/250/325/400 Attack bonus per Manifestation: 0.5 Range: 1000/Global Cooldown: 18/70 Mana Cost:
Notes
-Can target globally, but any cast above 1000 range triggers a 50 second cooldown.
-Spell immune units can still be targeted, but do not take the damage.
E: Arcing Energies (Orb) Affects: Enemy units
The Fiend's attacks have a chance to refract twilight, bouncing to the furthest target within a short distance. At certain Manifestation thresholds, another bounce is added. Chance: 5%/10%/15%/20%/25% Manifestation Threshold: 110 Distance: 300 Mana Cost: 14
Notes
-Arcing Energies is a unique attack modifier that stacks with other unique attack modifiers, but overrides them when the effect occurs.
D: Creature of the Dark Void (Passive)
Each time Ashk'Orcharos takes damage, there is a chance this damage will be negated and a large chunk of his mana will be removed instead. Each Manifestation subtracts an amount of mana removed, and converts this amount to area healing for the Fiend's nearby allies. Chance: 15% Mana Drained: 40%/35%/30%/25%/20% Manifestation Reduction: 0.25% Reduction to Heal: 20%/40%/60%/80%/100% Heal Radius: 450
Notes
-For example, if Ashk'Orcharos took 500 damage and had 2000 mana, the damage would be negated and he would lose 400 mana. If he had 200 Manifestations, this would reduce the mana loss by 50% to 200, and as 200 mana was 'saved' by the effect, his nearby allies would be healed for 200.
F: Harrowing (Passive) Damage: Physical
Pierces Spell Immunity: Yes
The attacks of Ashk'Orcharos rip apart the target's very state of being. Each of his attacks deals damage in an area, while leeching a percentage of the damage dealt to restore the Fiend's mana. Damage is increased by Manifestations. Base Damage: 2/4/6/8/10 Manifestation as Damage: 0.30 Area: 50/75/100/125/150 Mana Restore: 15%
R: Cataclysm (Ultimate) Affects: Enemy units
Damage Type: Magical
Pierces Spell Immunity: Yes
Ashk'Orcharos exploits his manifestations to draw the world into the Dark Void. The targeted area is drowned in darkness, causing all enemies within it to take damage per second based upon the Fiend's Manifestation. In addition, this area will spread randomly, and finally stop growing once it reaches a radius of 1500 units. While in the Dark Void, Ashk'Orcharos gains movement and attack speed for each enemy taking damage. Manifestation Damage Multiplier: 0.75 Increased Attack Speed: 15 Increased Movement Speed: 4% Initial Area: 350 Mana Cost: 200 Cooldown: 40
_________________________________
So. Completely item-independant. Just needs to farm at least 200 last hits and then kills everyone. Even the hardest of hard carries eventually stop getting more powerful - this guy does not. As long as there are creeps on the map, he'll keep getting stronger, and stronger.
There are two kinds of people in the world; those who can count, and those who can't.
I like the idea. Also the fact that he gets stronger by last-hitting creeps is nice because if he only gets to hard carry status by reaching level 25 it would make him pretty overpowered - since there are lots of ways to farm levels quickly in this game from Hand of Midas to farming empty lanes to abusing assist XP across the map. Surprisingly his level 25 ultimate which I thought would be complete rape is actually decent but not gamebreaking.
He just feels a bit OP to me.
- First, he's not item-independent. He actually scales with items, and really well I might add. Since he has a very strong DPS steroid with Arcing energies which is pretty much another take on Moon Glaives, AND he has another AOE cleave with Harrowing...this means that DPS items are really strong on him. Since last-hitting creeps make him stronger with manifestation stacks AND make him stronger with items, this means that his scaling is just way too good. Unless you make him incapable of buying items :)
- And second, Void Leap is broken as hell. Global range initiation on any enemy hero at any time with a 50 second cooldown? Just no :'(
- First, he's not item-independent. He actually scales with items, and really well I might add. Since he has a very strong DPS steroid with Arcing energies which is pretty much another take on Moon Glaives, AND he has another AOE cleave with Harrowing...this means that DPS items are really strong on him. Since last-hitting creeps make him stronger with manifestation stacks AND make him stronger with items, this means that his scaling is just way too good. Unless you make him incapable of buying items :)
Ok, item-independent was the wrong term... he scales with items, but he doesn't need them - they just enhance his natural things. The logical slots I can think of for him are Mjollnir, Satanic, Skadi, Travels, and whatever else you want TBH. Just build damage/lockdown. That's what I meant by item independent. He can build basically anything and it won't hurt his carrying.
Love this idea, :3
Im kinda new here but ill tell you what i think:
Every thing here is unique and well balanced, i just think that Void leap is too OP
it can deal 500 pure damage in global range with a small AoE and a 3 sec delay to it with just 50 seconds cooldown, so its basically a boots of travel with a AoE damage and gives you bonus attack damage. This would give you the ability to global gank like SB, rat like NP, and deal tons of damage like tinker, which can easily clear a creep wave if your going rat, and easily eliminate super squishy heroes, and not to mention it deals 500 PURE damage in a small AoE. just get Octarine Core on this guy and it would reduce that cooldown to 37.5 seconds.
Liked the idea to this but maybe nerf Void Leap damage and cooldown, maybe make it a base damage thingy that deals more damage based on the number of manifestations, and damage taken from the manifestation increases per level??
Its just a humble suggestion though. :)
Edit: does R(ultimate) stay there forever or does it have a duration??
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Hero guides : Spectre , Windranger and Clinkz
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If you can solve your problems, then what is the need of worrying?
If you cannot solve it, then what is the use of worrying?
Hero Ideas:
Daemon, The Headhunter
Nuegar, Mercenary of the Ruins
Dues, The Elemental Magus
Zermunt, The Plague Doctor
Alphyria, The Lady of the Skies
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