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Hello everybody!
So i always liked idea of heroes that can adapt like Morphling and i made a hero that can adapt to every sutiation and can play probably every role.
Ok here we go!
CHANGELOG
4.7.2015
-Base starting mana increased to 361 from 281
-Rescaled guard mana cost to 70/80/90/100 from 170 at 4th lvl
-Rescaled Damage Block of guard to 100/180/240/350 (All levels have better absorbs by 20/20/20/30 damage block)
-Ultimates now get put on cooldown even if other ultimate is used in other stance (prevents abuse)
-Changed clense mana cost to 70 at all levels
-Rescaled dispell magic to 5/7/9 from 5/6/9
-Added spell immunity when zen meditating
(Thanks to kkoopman3 for suggesting these good changes)
STATS
So you might be wondering why i started at abilities 5 and 6. they are just stance changers. Ok stances are combat styles that this hero uses. Each stance has own ability set. These '3' ablities are learned already (Like stone remanats from Earth Spirit). When you change stance all buffs that you had are purged (Note: all debuffs will still be on you only 'positive' effects will be removed and aura items that you carry will be reapplied after you change stance). When you spawn you start in Stance of the Tiger.
Stance change cooldown: 80 sec
ABILITIES: STANCE OF THE TIGER
Zar-Hao assumes stance of the tiger delivering quick and deadly array of blows
Primary stat: agility
STANCE ABILITIES:
Q: Tiger strike
Strikes an enemy with lightning speed dealing damage,stopping enemy in their tracks and makes an enemy to take extra damage from next tiger strike.
DAMAGE TYPE: PHYSICAL
PERICES SPELL IMMUNITY: no (slow)
TARGET: Unit target----enemy
DAMAGE: 80/115/130/145
MANA COST: 75/65/55/45
COOLDOWN: 10/8/6/4
SLOW PRECENT: 70%
SLOW DURIATION: 0.7 sec
EXTRA DAMAGE: 10/25/40/55
MAX EXTRA DAMAGE STACKS: 5
A strike that breaks enemy defenses making them suffer even more pain from next strike and more from the next
W: Paralyze
Stops enemy unit in their track by immobilizing their muscles, stunning them. If an paralyzed unit takes any hero based damage they are instantly awaken from paralisis.
PERICES SPELL IMMUNITY: No
TARGET: Unit----enemy
STUN DURITAION: 4/5/6/7
MANA COST: 160/140/120/100
COOLDOWN: 31/27/23/19
Most creatures have a spot that leaves their body in paralisis and Zar-Hao uses those spots in his advantage
E: Soaring wind
Dashes to an unit and if dashig to an enemy preforms a roundhouse kick in front cone, kicking all enemy units back, dealing damage and slowing them.
Zar-Hao uses his speed to daze opponents or escape whet too many of them show up
R: Hurricane Kick
Zar-Hao Spins,Kicking in the air crating a tornado around himself that deals damage, increases Zar-Haos speed and makes enemies in tornado to miss attacks. (Channeled,you can still move when channeling at Increased speed)
DAMAGE PER 1 SEC: 75/100/120
TOTAL DAMAGE: 375/500/600
MANA COST: 200/180/150
COOLDOWN: 50/40/30
SPEED INCREASE: 10%/15%/20%
MISS CHANCE: 18%
MAX CHANNEL TIME: 5 sec
RADIUS: 350
Rearly wittnesed in Arin Monastary this techinques crates chaos in enemy ranks
(Notes: - stun interrupts the channel
- Radius if DoT dmg is 350 units
- Each unit gets dmg if in raduis
- damage does not get split)
ABILITIES: STANCE OF THE OX
Stance of ox allows Zar-Hao to take punisment as well as diliver it
Primary stat: strenght
STANCE ABILITIES:
Q: Provoke
PERICES SPELL IMMUNITY: yes
TARGET: unit----enemy
Provokes an enemy unit to fight Zar-Hao and making them to miss attacks
DURITAION: 1.5/2/2.5/3.3
MANA COST: 140/120/100/80
COOLDOWN: 15/13/11/8
MISS CHANCE: 8%/11%/14%/17%
A simple techniqe to challenge enemy to a fight and catch them unprepared
W: Guard
Guards against enemy attacks creating a shield, if guard is still on when shield breaks, 15% of all damage taken in that period will be taken after the duriation ends in 4 sec.
TARGET: Self
ABSORB: 100/180/260/350
MANA COST: 70/80/70/100
COOLDOWN: 35/30/25/20
One of first techniques learned at Arin Monastary of it's realiebility to save monks life
E: Ox charge
Creates an ox spirit that charges forth stunning all enemies in path and dealing minor damage.
DAMAGE TYPE: magical
PERICES SPELL IMMUNITY: no
TARGET: area----enemy
Wraps an ally in a healing shell that enhances healing they recive
E: Zen meditation
Zar-Hao meditates, making him spell immune, restoring health to all allies around and makes them take 8% less damage from all sources.
TARGET: no target, chanelled
PERICES SPELL IMMUNTY: yes
HEAL PER SEC: 15/25/35/50
CHANNEL TIME: 8sec
MANA COST: 130
COOLDOWN: 27/25/23/21
RADIUS: 650
Meditation learned first at Arin Monastary as a technique to heal the wounded
R:Dispell magic
Places a ward on all allies in 800 range making them take no magic damage for next few sec
TARGET: no target, allies in an area
MANA COST: 150/180/230
COOLDOWN: 100/80/60
DURITAION: 5/7/9 sec
Ultimate of Arin protection spell, a ward that makes magic to none
BIO:
Somewhere in the wialling mountains lies Arin Monastary. a place only menitined in books and legends. There fameus Arian monks train in 3 stances but all but one now or are masters of just one of stances. Zar-Hao also known as Elder ariam monk. He is the only one that mastered all 3 stances and all who knew him said it is such honor. But one day the moestary was attacked and what that defeated the monastary were numbers. hordes of enemies seeking to destroy these sacred grounds. they fought until only one survivor remained: Zar-Hao. Now he wanders trought the world helping anyone that seeks help and gudiance.
Okay we have finnaly come to an end i hope you enyoed my looooooong idea it probably need quite a lot of 'pro' balancing,sorry for typewriting mistakes,goodbye and till next time!
Hi there! There are no such things as mistakes in hero creation.
Maybe you should check out Pory, Yzreel, or my ideas to check out some formatting ideas. Because your ideas are really good, but not very nicely formatted.
-in stance of the tiger, could you add a radius so I know in how wide an area the damage is being applied. Also, is the 600 damage at max level being applied to every unit in the area, or if there are multiple units, does the damage get divided between them. One more thing about it, since it's channeled, will a stun interrupt it?
-on stance of the ox, 170, mana cost for only 320 damage block is way to much. Look at ember's flame guard. And that even does damage over time.
-no cool down written on stance of the ox ulti. Also, if you use an ult in one stance, are all others put on cool down, or can you use each of them in succession?
-on cleanse, 180 mana cost to purge debuffs is too much. I suggest something like 50/55/60/65
-during zen meditation, I would perhaps add that it makes him spell immune. It would be way to easy to interrupt it and then you just wasted a ton of mana... And it would happen every time.
-the duration progression on dispel magic is odd and makes the last point three times more valuable. I personal,y don't like that, so I would change it to either 5/6/7 or 5/7/9
-this hero needs a lot of mana to be able to use his abilities in good ways, and also since he has so many of them which only seem worth when used together to create insane burst. As such, I would like it if he had slightly more mana to start with.
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