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{W} and {E} gives Torn and Detached debuffs, while {R} enhances it. But they only come into effect with {Q}. Is that right?
Yes, his [W] and [E], alongside [D] and [F] give the debuffs (without effect), and [R] gives a passive effect into it. They don't actually come into effect by [Q], they only serve as a marking that increases the duration of [Q] debuffs.
Ever since he was a child, Aedh loved to play out in the forest. He would spend countless hours wandering alone in the endless nature, wandering up and down, along creeks, over hills and roots. One day, while he was wading in a river, he saw a light in the distance. Curious to see what it was, he followed it until it brought him to a fountain. The fountain flowed, splashing merrily as if it had not a care in the world. The water seemed to come from nowhere, and there seemed to be endless water.
This was the fountain of life. And as Aedh drank from it, new strange powers came to him, as if he had woken up for the first time. His eyes were opened, so to speak, and he saw that nature was in danger. He quickly set out to redeem and protect the wild, and none dare stand in his way.
{Q}: Breath of Life
Casting Method: Active
Targeting Method: Point
Allowed Targets: N/A
Aedh bestows his surrounding with the breath of life, giving them consciousness but bringing them under his control. Different creatures are animated depending on where the spell was cast.
Cast Range: 900
Units per cast: 1
Unit duration: 40 seconds
Rock Golems
Rock Golems are animated when Aedh bestows the earth the breath of life.
{D}: Taunt
Casting Method: Active
Targeting Method: N/A
Allowed Targets: Enemy units
Force all non-hero units within 250 points radius to attack this golem for 1/1.5/2/2.5 seconds. If this golem is dead before the duration ends, the units affected will stand without doing anything until duration ends. Does not affect units that have been affected by Taunt in the last 10 seconds. Does not pierce spell immunity.
Grants 60% chance to deal double damage that fully splashes within 300 points radius, reducing the armors of all hit units by 1/2/3/4. Fully affects towers. Uses Pseudo-Random Distribution, and is disabled by Break.
Dryads
Dryads are animated when Aedh bestows the trees the breath of life.
{D}: Thorn Stab
Casting Method: Active
Targeting Method: Unit
Allowed Targets: Enemy units
Deals minor pure damage to a unit, mini-stunning it and preventing the target from using transport abilities and items for 5/6/7/8 seconds. Blocked by Linken's Sphere, does not pierce spell immunity.
All grants all allied units under Ripple Aura buff the capability to phase through units for 5/6/7/8 seconds. This Water Elemental will become silenced for 40 seconds upon cast. The buff cannot be purged. Fully affects allies that are Spell Immune. The silence can be purged.
Passively increases ally movement speed by 4/6/8/10% and attack speed by 10/15/20/25 in a 900 unit radius. Also slows enemy unit's movement speed by 5%.
Cooldown: 8
Mana cost: 60
Those who receive the Fountain’s blessing are called to impart it upon others. {W}: Overflow
Casting Method: Active
Targeting Method: Point
Allowed Targets: N/A
Aedh causes an area to burst with an overflow of life, affecting all nearby enemies. Different affects are caused depending on the terrain selected.
Tremor (Ground)
Aedh causes the earth to quake, damaging all nearby enemies and stunning them. The damage is Magical. Does not pierce Spell immunity
Causes the target tree to uproot, ensnaring all enemy units and continuously dealing damage to them. The damage is magical. Snare pierces Spell Immunity, the damage does not. Can be purged.
Duration: 2/2.5/3/3.5
Damage/second: 50/60/70/80
Geyser (Water)
Aedh causes the water to flow upwards, slowing and purging all nearby enemies. The purge is a minor purge. Does not pierce Spell Immunity.
Slow: 10/17/24/31%
Slow Duration: 4
Manacost: 100
Cooldown: 10
Life is unstable. It is always either given or taken away. {E}: Natural Disaster
Casting Method: Passive
Targeting Method: N/A
Allowed Targets: N/A
Aedh’s death grants his allies bonuses. Also passively reduces Aedh’s respawn timer.
HP bonus: 100/200/300/400
Movement speed: 5/7/9/11%
Cooldown respawn timer reduction: 10/15/20/25%
Even in death, Aedh brings life. {R}: Tree of Life
Casting Method: Active
Targeting Method: Point
Allowed Targets: N/A
Aedh summons the Tree of Life, granting health regeneration based on Aedh’s mana regeneration to all nearby allied units. If Aedh is dead, then only the base regeneration will be active.
Cast Range: 600
Duration: 20/40/60
Base Health Regen: 30/50/70
Mana Regeneration as Health Regeneration: 500/600/700%
Health regeneration radius: 900
Tree of Life can be targeted by Breath of Life and Uproot.
Tree of Life can be teleported to by Upgraded Boots of Travel.
Tree of Life counts as a heroic unit, much like Summon Spirit Bear. That means it receives the heal from Bloodstone.
Hero Introduction
Hello all, TheSofa here, bringing you one of my newest and most rushed ideas: Aedh, the Ambassador of Life.
First of all, to Yzreel, Pory, kkoopman, and Bunkan who may recognize the roots of this hero: Sorry, I had to do it. The idea was too good to pass up.
Second, many of you know I had an exam on the 7th which I studied for almost my entire day, so sorry for being a bit late.
Now to the hero itself. I chose the theme "Create a hero with Bloodstone as a core item." First I looked at what Bloodstone offers us: Lots of Mana regeneration, death timer reduction, gold lost reduction, heal on death, and an option to suicide.
Originally (yesterday), I created a hero that had something to do with nature, it wasn't good at all. Then I looked through my PM's and saw a sketch of the first two abilities of a hero, smushed that with the ult of my old hero and make a new passive, and there he is, Aedh, the Ambassador of Life.
Now why is Bloodstone core? The first and most obvious reason is that the mana regen greatly increases the Tree of Life heal. Also, Aedh is surprisingly mana-intesive because of the low cooldown of Breath of Life. Second, it makes good use of Natural Disaster, since the percentage cooldown timer reduction is calculated before the flat reduction of Bloodstone. Also, the Bloodstone heal does in fact heal the Tree of Life. Finally, Aedh has very low strength and strength gain and benefits from the HP of Bloodstone.
This hero is meant to rush a Bloodstone, then immediately go into a Upgraded Boots of Travel. What this hero is meant to do in a fight is: Place the Tree of Life, use Breath of Life as often as possible. If the fight goes wrong, suicide to heal your tree and teammates. The respawn timer reduction should come into play, and a few seconds later, you may rejoin the fight with Upgraded Boots of Travel.
Of course the down side of this hero is that he does require a Bloodstone, but has no carry potential whatsoever. Therefore you are giving farm priority to a hero that does not carry late game.
What I can see however, is that Aedh can potentially jungle with the Rock Golems. His terrible attack and the low DPS might make it slow though.
And no one did Responses, so I'm not going to bother.
Hey, it's this guy!
Lol yeah, we never really managed to finish this idea, it's great to see it as a complete hero!
Anyway, all heroes are already posted here, so we're going to get the result in like 4 days?
Good luck to everybody! May the best idea win :D
P.S: Yeah, nobody really did the responses I guess. No, we are not just lazy.
P.P.S: I'd like to just point out the fact that Refresher Orb will totally make this hero OP as ****, especially since it's changed into double Perseverance... I LOVE IT!
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