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Submission threads are for SUBMISSIONS ONLY, if i see any comments that arent submissions on them you will get one warning then the whole group will get docked 5 points from there scores... for the rest of the FoC.
you will be given a scheme/parameter/guideline/base idea to create your idea on. please adhere to this as your score is directly attached to how well you have worked with what you have been given. if it says create an item ... dont create a bloody hero.
any questions about your idea please post in the main questions thread. any questions or comments about anyone else's . post there. questions .... go ... there.
any unrulyness will be dealt with by the forge enforcer!(wulfy-samaaaa) *AHEM* good? good!
Create an Item that would be considered CORE on position 3 heroes.
Shops: Main Shop, Side Lane Shop
Active Effect, Passive Effect
Total Cost: 875
Consists of: Cloak, Sage's Mask
Starlit Cape
Bonus
+20% Magic Resistance +50% Mana Regeneration
Passive: Starlit Blessing
When no allied unit is within 1800 units, receive 150% experience in exchange for 50% gold. Can be toggled on or off. The toggle has a 2 second cooldown.
EXP gain: 150%
Gold loss: 50%
The stars reveal their teaching to lone souls when no one else is listening.
Notes
If there are no other heroes and you turn it off, nothing happens.
If there are other heroes and you turn it on, nothing happens.
If there are other heroes and you turn it off, nothing happens.
If there are no other heroes and you turn it on, you get the buff.
While I was thinking of ideas for this FoC, I was concentrating on mid-game items that costed around 1000-2000 gold, for pos.3 heroes. Then I realized that laning items could work just as well. While the term 'pos.3' is very vague, I realized that all offlaners and junglers need experience. Not many offlaners can thrive in their lane, getting last-hits at will. Therefore trading gold for experience would make sense. At first I thought I would increase EXP range. Then I realized that proper positioning should be enough, and that would be slightly broken.
The greatest thing that differs this from a pos.2 item is the gold loss. It could be useful if you're really losing mid and just want EXP, but generally pos.2 are there for both the EXP and the gold.
The cooldown was implemented because you could potentially toggle it off for the one creep you can get for the extra gold and toggling on again.
Svork's Lucky Gubbins - 950
Ring of Protection, Gauntlets of Strength, Ring of Regeneration, Recipe (250)
+5 armour +4 HP regeneration +3 Strength +3 damage
Passive: Gambler's Luck
Whenever an enemy creep is denied within 900 units of the Hero, the regeneration bonus is increased to 9 for 4 seconds and the Hero gains 3 gold.
The confused little goblin Svork created a lucky talisman that somehow seemed to compensate for bad luck... or lanes.
_____________________
Like TheSofa, I had the idea of making a laning item to assist with experience in an offlane situation. This is for the greedier offlaners who like a bit of gold coming their way, like Lone Druid or Nature's Prophet. The additional armour, HP, regeneration and damage also enable the offlaner to trade hits with supports more easily and resist being zoned out.
There are two kinds of people in the world; those who can count, and those who can't.
passive:damage block
Gives a chance to block damage based on whether the equipped hero is melee or ranged.
Proc Chance: 50%
Blocked Damage (melee): 25
Blocked Damage (ranged): 10,
Passive:quell
Gives bonus attack damage against non-hero units, based on whether the equipped hero is ranged or melee.
Attack Damage Bonus (melee): 55%
Attack Damage Bonus (ranged): 25%
Toggle
1. Psychic blades
passive
When activated, it gives the user bonus damage on the basis of their base damage and bonus range.
(melee/ranged)
Bonus damage : 15%/10%
Bonus Range : 150/75
Duration : 10 seconds
Cooldown : 18 seconds
2.Psychic Shield
When activated, it gives the user percentage based damage reduction and bonus armor.
Damage reduction : 20%
Bonus Armor : 5
Duration : 8 seconds
Cooldown : 15 seconds
enhanced by specified toggle mode.gets disabled when respective passive is used.Toggle mode does not change passives in any way.
Chop Tree cannot be used.
When psychic Reach is used, the bonuses of quelling blade go on cooldown, and likewise for psychic shield.
A mere morsel of the immense knowledge of the hidden temple is seen in these psychic armaments, though they do not come without a certain sacrifice.
So, I made this item for those aggressive offlaners and solo laners like Tidehunter and Broodmother who can kill very early.
also, it opens up slots taken by quelling blade and stout shield, without you having to sell them while making an early investment in them very benifitial.
Psychic blades can be used to harass and and potentially kill the enemy supports.
Psychic shield is very beneficial when you find yourself into those tight situations when you thought you could get a kill/last hit and it turned out to be a trap.
Teleport to a target point up to 1200 units away. If damage is taken from an enemy hero, Blink Dagger cannot be used for 3 seconds.
Cast Range: Global
Max Blink Distance: 1200
Cooldown Time: 12
This active can be toggled to switch to alternate active by right-clicking the item icon.
Part B
Alternate Active: Nature's Transmit
Gathers the force of nature, freezing hero's body from the map and transmits the hero's soul to a target point up to 1800 units away for up to 5 seconds. A ghost from of the hero is created on the target point, deal only 75% of attack damage and takes only 75% of incoming damage. After 5 seconds, the hero's body will merges with hero's soul automatically on hero's soul's current location. The Nature's Transmit can be ended sooner by right-clicking the item icon and hero's soul will return to hero's body on the same location where the Nature's Transmit was activated. However, if both hero's body and hero's soul has taken a total damage of more than 50% of maximum HP, the hero's soul will return to hero's body immediately.
Cast Range: Global
Max Transmit Distance: 1800
Cooldown Time: 12
This active can be toggled to switch to main active by right-clicking the item icon.
Blessed with the force of nature, it is said to be forged by Veronicia, the Goddess of the Woods. It allows the one who holds it to communicate with the nature.
Notes:
The hero's body and hero's soul shares the same HP, MP, and all other stats but different buff/debuff status.
The main control of the hero are on the hero's soul until it merged with hero's body.
Upon merging, all buff/debuff from both body and soul will combine together, any same kind of buff/debuff with higher stack/duration will replace the other buff/debuff of same kind.
It has the same properties with Blink Dagger's active too, except it doesn't disjoint projectile to hero's body, but projectile will be disjointed when its target has went to merged with the other part. And, it will not be disabled while damaged or rooted.
Shares cooldown with main active.
The hero's soul can intercept any skillshot, and act/react normally as a normal hero.
Only the hero's soul can use items and abilities, while hero's body are totally freezed and only passive are not disabled.
Can be disassembled
description
To create a core item for #3 (initiator, solo-laner, offlaner), there are 3 essential things: Cost-effective, positioning and sustaining.
My item? Yes, it is a toggling item like Observer and Sentry Wards. While being relatively cheap (you only spend 1140 more gold and you will get +5 all stat and a Perseverance with better regen, on the same slot with Blink Dagger with extra active), it helps most initiator like Tidehunter, Batrider, Centaur Warrunner to roam the map with good regen so they can fully participate ganks and fights.
The most important part of this item are the Nature's Transmit. It solves the worst issue that initiators are facing: constant disabling on their Blink Dagger by something like Static Field, Radiance. From now they can simply create a ghost form of them and initiate from far away. Without being too OP, the ghost form can take damage and react as a normal hero would, and it cannot be used as an escape, since you are going to freeze your body for 5 seconds on the same spot and you will be killed against any kind of enemy hero.
To consider the fact that not only #3 will use them, other position like #2 semi-carry or #4/5 support might getting them too. To make this an absolute core only for #3 initiator/offlaner, the bonus attributes are made to be too little for carries, while it is too expensive for ordinary supports, since it already take ages for them to farm a Blink Dagger.
Some of you may thinking that: "What da fak, +4 all stat from wand, +3 HP regen from RoR, 50% mana regen from mask. Then it became +5 all stat, 7+ HP regen and 150% mana regen after combined? OP!"
The reason is by removing the burst regen from wand, it is reasonable to give them a regen which is slightly better than Perseverance, and a few more stats. Initiator will always stay in the center of the teamfight, so they will gain a lot of Magic Wand charges, the high HP/MP regen from my item are meant to offset the burst regen.
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