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Ability: Point-Target/Target-Unit/Self/Ally
Affects: Units
Damage Type:Pure
If the target is himself, It will shatter immediately after the 0.8 transition time, causing enemy units within the AOE of where it shatters unable to move. If the enemy used an ability while affected by the root, it will receive an amount of damage + Attack speed and Movespeed will be slowed drastically for a second.
If the target is an allied hero or creep, it will turn into an ice with 0.80 transition time but will not shatter immediately. It will turn into a block of ice for 5 seconds unless Gralice use Shatter.
If the target is point, With 0.5 second delay, Gralice will create an Ice replica of himself. It will shatter after 30 seconds. Can be shattered by himself as well.
AOE: 450
Casting Range: 800
Stun Duration: 0.3/0.5/0.7/0.9(+0.2 for each stack of enemy units affected)
Enemy Creep Stun duration: 2.5(+0.2 for each stack of enemy units affected)
Slow/Attack Speed Slow/Duration: 40% / 100 / 1
Damage: 75/125/175/225
Mana Cost: 70/80/90/100
Cooldown: 17/13/9/5
-Notes:
Blocked by spell immunity
Not blocked by linken sphere
Cannot be dispelled
--
Gralice/Allies will be unable to act during the duration of transition and can dodge incoming projectiles.
Allies will be unable to act while frozen.
Ice Remnants and frozen allies also be a main target of his ult as well.
Ice remnants has no vision and invulnerable. It also has no collision size.
Tips:
* Use this to dodge incoming projectiles.
* Plant Ice remnants within a thousand range in places where you think clashes would start as many as possible, it maximizes the potential of your ultimate.
* You can also plant this remnant behind the trees or cliff to hide and position them wisely.
* You can always use this to creeps and shatter it immediately whenever there are enemy units nearby.
* The more enemy units affected by the shatter, the longer the stun.
[F] Shatter
Ability: Unit Target
Shatters frozen units or remnants.
Casting Range: 1000
Cooldown: 0
Manacost: 0
[W] Path of Benevolence
Ability: Instant (No Target)
Affects: Allies/Self
Whenever Gralice walks, he creates a path that grants movement speed. Allies inside the path will also gain the exact amount of bonus MS.
Aoe: 200
Duration: 6
Movement Speed Increase: 25%/35%/45%/55%
Mana Cost: 150
Cooldown: 40/35/30/25
-Notes:
Partially by spell immunity
Not blocked by linken sphere
Cannot be dispelled
--
Using Dagger won't create a shard path but force staff will do.
Tips:
* This can be used as initiation mechanism.
* This also can be used as escape mechanism for self and allies since it grants phase through other units and bonus movement speed.
[E] Shard of Hostility
Ability: Instant (No Target)
Affects: Enemies
Damage Type:Magical
- Converts the Shard into a lethal trap, dealing Dps and mini-stun to enemies caught inside. The trap lasts for 6 seconds
DPS: 20/30/40/50 per second.
Mini-Stun Duration: 0.5(+0.2 for each stack of enemy units affected)
Cooldown: 30
Mana Cost: 50
-Notes:
Blocked by spell immunity
Not blocked by linken sphere
Cannot be dispelled
--
Allies inside the Path of benevolence will immediately lose its bonus MS once it was converted into Trap.
Tips:
* You can always use this as defensive mechanism together with Path of Benevolence whenever there is an enemy chasing you.
* The trap duration will start after the Path of benevolence started to convert into trap.
* Always remember that the Path of benevolence expires 3 seconds after not being converted into trap.
* Using this spell will end Path of benevolence and instantly creates the trap.
[R] Ice Trap of Contrition
Ability: Target Unit
Affects: Allies and Enemies
- Channels a trap link into an Ice replica or an ally affected by Ice remnant for a certain amount of time depending how far the target is. Ice replicas within 1000 range of Gralice's ult-target will create an Ice trap of Contrition link instantly. Any enemy heroes that contacts with the trap link will immediately lose all of its mana and transfer 25% of the total of lost mana to Gralice and 10% to his allies within 800 range. After 3 seconds crossing the link, All affected enemies will gain additional 50% Mana regeneration but will be slowed for 1.5 second. The link lasts for 3 seconds.
-Notes:
Blocked by spell immunity
Not blocked by linken sphere
Cannot be dispelled
Can be interrupted
Enemy units can only be affected once
Tips:
* This spell can nullify any enemy units that uses mana as their main source of power.
* Try to use this spell wisely and in correct timing since it has channeling time and had a large amount of mana cost for a strength hero.
* Be careful because you can be interrupted while channeling this spell.
* You are the perfect hero that can counterand other Mana dependent heroes as well.
Version 1.0
I will be working on this one for now :) Thanks for viewing, feel free to give suggestions and critics, this is my first time. I am actually looking for someone good at "Lore/BIO" and some skill interpreters because I am not really good at english. LOTS OF EDITS (Nerfs,Buffs,Changes) will be posted here.
Version 1.1
1.1 (Major Character REWORK)
1) Path of Benevolence distance improved.
Old: 500/600/700/800 | New: 700/900/1100/1300 2) Path of Benevolence MS increase reworked.
Old: 25% | New: 15%/25%/35$/45%
3) Shard of Hostility stun reworked.
Old: 0.5 | New: 0.5(+0.2 for each stack of enemy units affected)
4) Ice trap of Contrition reworked.
NEW:
Channels a trap link into an Ice replica or an allied creep affected by Ice Remnant for a certain amount of time depending how far the allied unit is. Ice remnants within 1000 range of Gralice's ult-target will create an Ice trap of Contrition link connection instantly. Any enemy heroes that crosses the trap link will immediately lose all of its mana and transfer 25% of the total of lost mana to Gralice and 10% to his allies within 800 range. After 3 seconds crossing the link, All affected enemies will gain additional 50% Mana regeneration but will be slowed for 1.5 second. The link lasts for 3 seconds.
Slow: 30%
5) Icicle REWORKED.
Old Icicle
[Q] Icicle
Ability: Instant (No Target)
Affects: Units
Damage Type: Pure
Gralice turns himself into an ice that shatters instantly after 0.80 second of transition causing enemies within an AOE unable to move. If the enemy used an ability while affected by the root, it will receive an amount of damage + Attack speed and Movespeed will be slowed drastically for a second.
AOE: 250
Stun Duration: 0.3/0.5/0.7/0.9(+0.2 for each stack of enemy units affected)
Creep Stun duration: 2.5(+0.2 for each stack of enemy units affected)
Slow/Attack Speed Slow/Duration: 40% / 100 / 1
Damage: 75/125/175/225
Mana Cost: 150
Cooldown: 12/11/10/9
-Notes:
Blocked by spell immunity
Not blocked by linken sphere
Cannot be dispelled
--
Gralice will be unable to act during the duration of transition and can dodge incoming projectiles.
NEW: Ice Remnant
[Q] Icicle
Ability: Point-Target/Target-Unit/Self/Ally
Affects: Units
Damage Type: Pure
If the target is an allied creep, it will turn into an ice with 0.80 transition time but will not shatter immediately. It will turn into a block of ice for 5 seconds unless Gralice use the ability to make it shatter.
If the target is an allied hero/Self, It will shatter immediately after the 0.8 transition time, causing enemy units within the AOE of where it shatters unable to move. If the enemy used an ability while affected by the root, it will receive an amount of damage + Attack speed and Movespeed will be slowed drastically for a second.
If the target is point, With 0.5 second delay, Gralice will create an Ice replica of himself. It will shatter after 30 seconds.
AOE: 250
Stun Duration: 0.3/0.5/0.7/0.9(+0.2 for each stack of enemy units affected)
Enemy Creep Stun duration: 2.5(+0.2 for each stack of enemy units affected)
Slow/Attack Speed Slow/Duration: 40% / 100 / 1
Damage: 75/125/175/225
Mana Cost: 150
Cooldown: 16/13/9/5
-Notes:
Blocked by spell immunity
Not blocked by linken sphere
Cannot be dispelled
--
Gralice/Allies will be unable to act during the duration of transition and can dodge incoming projectiles.
Ice remnants and Affected allied creep also be a main target of his ult as well.
6) Added Temporary Icons and Image.
7) Fixed some descriptions.
8) Added Tips.
9) Added Shatter.
10) Updated Ice Remnant.
11) Frozen allies can now be a main target of his ult also.
Guys! Please review this idea. I don't have the time to do so, but I think his idea deserves some attention.
Thank you so much, it was very nice of you. Btw, I recently reworked most of the skills (I guess something better just came up with my mind). Focused about the remnant ideas of the three spirits and tadaaa. I kinda included that idea in this hero as well.
I'd really love to review on this idea properly and all, but I'm sorry that I don't really have that much free time (and the free time I do have I spend on TI5 and FoC), so I'll just tell you that I also had an idea similar to this one! Just check it here, I hope you can find some interesting things to use in your idea!
I'll try and review properly once the FoC ends, but the idea itself is really interesting! Keep up the good work :D
P.S: Oh, by the way, when I do review it, do you want it to be about ALL the numbers or just the important points?
I'd really love to review on this idea properly and all, but I'm sorry that I don't really have that much free time (and the free time I do have I spend on TI5 and FoC), so I'll just tell you that I also had an idea similar to this one! Just check it here, I hope you can find some interesting things to use in your idea!
I'll try and review properly once the FoC ends, but the idea itself is really interesting! Keep up the good work :D
P.S: Oh, by the way, when I do review it, do you want it to be about ALL the numbers or just the important points?
Ikr, Im also spending time on Ti5 :)) I would definitely check that out! I also want your full review if you may! Please! I need them so bad as a beginner. Thanks for the response! GL also with the FoC!
Hey dude, sorry for being really late lol
I was about to send the review but you haven't been commenting at all since then so I thought you're gone (yeah, we have a lot of that kind of people in this site, here for a day and never appearing anymore).
So anyway, here goes:
First of all, I'm sorry if I interpret it wrongly, I am really confused about some of your skills wordings and thus might take your hero wrongly.
I'll do the review starting with the overall idea of the hero, I think that the hero has amazing initial concept, and I really like how you made the ultimate skill. I think that it would probably be better though if you focus more on the ultimate skill, since I love the idea of having a trap link, and currently, your hero just doesn't seem that synergistic in an overall role. Currently, it's like you have two parts of the hero: the [Q] combined with [R], and [W] combined with [E]. I just think that it's kind of odd since [Q] and [R] focuses in teamfight while [W] and [E] focuses on chasing/escape. I know that it can also be used to initiate (sort of like Firefly), but considering your [Q] and [R] has huge range (it's practically Blink Dagger range covered), I think this hero should be someone who skirts around a teamfight like late game Ember Spirit rather than initiating Earth Spirit.
I'd probably suggests shifting the idea of the link to fit the overall idea, if this were my idea I'd probably change his [R] into no target instead of channeling, and adding this effect to [W] or [E]:
"While the ultimate is active, Gralice will extend the link wherever he moves if this skill is used"
This way, the hero will have a better synergy than before. Oh, and since we're talking about synergy, I think that you should do something about your [W] and [E], because currently your [E] cannot be used without [W] (if I get it right?). I mean, there is no skill that gives no effect without another skill (except Eclipse), and it would make the skill build quite linear. I'd probably add the effect of [E] so that it can be used even without your [W]
Okay, now off to the first skill. I really love it, I do. It's like making Snowball more interesting, but I think the root duration (I'd assume it's like Frostbite?) is very low, and the bonus duration/stack is actually unneeded. I'd say to just change it into a static 2 seconds (1 second if it's a stun) or somewhere around there. I love your scaling of the skills, making this skill much more important to level up. This skill is easily the most balanced skill he has.
Let's move to the second skill now. Since I've talked about the synergy with your third skill, I'd just talk about the numbers in this part. You do realize that you're giving a minimum of 170 movement speed (without boots) at maximum level right? I know that you put a low duration and radius of the spell in addition to the huge cooldown, but I think doing this overcompensates with the OPness of this skill. I'd actually recommend lowering the speed bonus (considering that Drum of Endurance only gives +10% mspd on activation), but increase the duration/radius and lower cooldown). Around 15/20/25/30% speed in 300 AoE for 10 seconds and 32/28/24/20 seconds cooldown. Another way to do this is to simply add a maximum range travelled, I'd say 800/1200/1600/2000 would be good enough?
The third skill's main problem had been addressed up there, it simply cannot exist without your second skill. Therefore, I propose to change the wording of the skill:
"Can be casted on self to change the Path of Benevolence into Path of Hostility, or casted to ground to create a 400 points circular radius Shard of Hostility"
Doing this allows this skill to be quite a useful nuke in addition to escape skill, and allows it to be leveled even without the second skill. About the number itself, I'd say that again, the mini-stun should be a static number (0.5 is fine already). Other than that, the MP cost is very low, while the cooldown is too high, I also think that the duration is too long. Therefore, I propose to change it to around 110 MP cost, has 4 seconds radius that deals 30/45/60/75 dps, with 16 seconds static duration.
The ultimate is actually fine like it is, but it doesn't have a scaling, is it? What do you get by levelling it up? Also, I think "completely losing all mana" is really OP. I like the initial idea, but a balancing is due. Let's take EMP, the only MP draining AoE spell in the game. At the maximum level, it only steals 550 MP and it's already deemed too strong by some players, and your skill has the potential to really shuts down any MP-based hero, no matter how many MP they have). I'd actually suggest making MP loss gradual instead of instant, but increases the duration of the link by a lot. Doing this allows enemy time to counter-play (more balanced), and combined with my previous suggestions essentially makes this hero an attrition based hero rather than a burst hero, and I think it fits him more. I think it can be something around: Drains 6/8/10% maximum HP each half second inside the link, has 7 seconds duration, pierces spell immunity, has 80 seconds cooldown and use 200/300/400 MP. Another simpler way is to just make the MP drain a static number instead, around 300/550/800 would be good, I think.
Anyway, all these are just my suggestions, you're free to follow them or not. However, please follow my reasonings and understand where I come from, you can just take what I say and change it according what you think is okay. I know that this is your idea and you probably don't like me messing up too much with it, but here's my review.
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