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I think the Aghanim's Scepter is one of the best equipment that you can have in game and i am here to give ideas about heroes that don't have upgradable ultimate and to rework someone that already have upgradable ultimate
These are my suggestions
Alchemist - Chemical Rage
Permanent Chemical Rage duration, also allows Alchemist to cast Aghanim's Scepter on an ally or himself, granting the hero all Aghanim's stats and their upgrades. Aghanim's Scepter is consumed in the process.
Ancient Apparition - Ice Blast
Increases duration to 20 seconds and instantly kills heroes that try to heal themselves.
Batirder - Flamming Lasso
Flaming Lasso grabs both its target, as well as the target's nearest allied hero within 400 range. The secondary target is tethered to the first. Also causes Flaming Lasso to deal 100/150/200 damage per second, and decreases cooldown to 40
Beastmaster - Primal Roar
Bloodseeker - Rupture
Rupture deals periodical damage 50/100/175 to targeted enemy hero even while he remains still
Bounty Hunter - Track
Gives global cast range, balances bonus gold for himself and allies, and increases movement speed to 350/450/550 in presence of tracked hero
Broodmother - Insatiable Hunger
Provides permament duration and allows Spawn Spiderlings debuff to go through spell immunity
Chaos Knight - Phantasm
Decreases cooldown to 60 seconds and gives 100% chance to summon additional phantasm
Clinkz - Death Pact
Allows Death Pact to be casted on enemy heroes which instantly kills them no matter how many HP they have
Death Prophet - Exorcism
Increases duration to 60 seconds,nuber of spirit to 30 seconds, heals Death Prophet if any Exorcism spirit passes through her for 20% of her maximum HP
Decreases cooldown to 30 seconds, increases cast range to 1000 and damage 300/400/500.
Ember Spirit
Increases number of charges to 5
Enigma - Black Hole
Increases duration to 7 seconds, damage to 100/150/200, adds Midnight Pulse damage to the Black Hole, also if any enemy heroes try to attack Enigma while he is channeling Black Hole, they will instantly have inflicted current level of Malefice upon them.
Faceless Void - Chronosphere
Increases duration to 10 seconds, decreases cooldown to 55 seconds and allows allied units to act in Chronosphere.
Huskar - Life Break
Increases damage dealt to 30% (75%*), removes cooldown.
Keeper of the Light - Spirit Form
Provides permanent Spirit Form. During daytime, grants unobstructed vision and Illuminate icon.png Illuminate heals for 100% of its damage values, also gives ability Lighting that allows him temporarily turn night into day, Lighting's duration is 70 seconds.
Leshrac - Pulse Nova
Increases damage to 190/220/260
Lifestealer - Infest
Grants Lifestealer the Assimilate ability, which allows him to swallow an allied hero, allowing them to hide within him. Any healing Lifestealer receives is shared with the hero within. When an assimilated hero leaves Lifestealer, they erupt outward, damaging nearby enemies, also converts Infest's damage from magical into pure and allows Infest on be casted on enemy heroes, if Infest is casted on enemy hero, then Lifesteaaler provides allies true sight on targeted hero, if the targeted enemy hero is consumed by Infest, then he will instantly die no matter how many HP has, Infest also goes through spell immunity.
Lina - Laguna Blade
Increases damage to 500/850/1150, decreases cooldown to 30/20/10, changes Laguna Blade's damage type to Pure and allows it to slice through spell immunity.
Lion - Finger of Death
Increases damage to 875/1025/1250, decreases cooldown to 80/40/20 and level 3 mana cost. Adds 300 damage radius, changes its damage to pure and allows Finger of Death to go through spell immunity.
Luna - Eclipse
Increases beams to 8/16/24, duration to 10 seconds, max hits per unit to 6/10/14, gives global cast range and allows beams to stun. Grants obstructed vision of that area. Can also target any allied unit to center Eclipse on their location, even while moving.
Lycan - Shapeshift
Provides permanent duration and lifesteal to Lycan.
Medusa - Stone Gaze
Increases Stone duration to 15 seconds, petrified units do not receive spell immunity, instead they have their magical damage resistance reduced to 75%, also gives Medusa new ability called Arcana Drain, that is aura and affects aliies which allows them to burn enemy's mana for 30/45/60/75 and replenish their mana for same damage that they inflicted when burning mana.
Naga Siren - Song of the Siren
Regenerates Naga Siren and nearby allies by 8% of maximum health per second for the duration, while damaging enemies for the same amount that heals allies, at the end of Song of the Siren enemies caught in it will be silenced for 12 seconds, and allows Song of the Siren to go through to spell immunity.
Necrophos - Reaper's Scythe
Increases damage per HP missing to 1.5/2.5/4.0, adds 60 seconds to the respawn time, decreases mana cost for Level 1,2 and 3 to 275, and decreases cooldown for levels 1,2 and 3 to 35 seconds. Disables buyback for killed heroes.
Pudge - Dismember
Increases duration on heroes for 8 seconds, damage to 125/190/245, decreases duration on creeps for 2 seconds, converts its damage ype from magical into physical also adds a strength-based damage bonus, and heals Pudge equal to the damage dealt by Dismember.
Pugna - Life Drain
Increases drain per second to to 200/350/420, cast range to 1500/1700/1900, duration on 15 seconds and removes cooldown. If an enemy hero tries to attack Pugna while he is channeling Life Drain, they will instantly have Pugna's current level of Decrepify inflicted upon them.
Queen of Pain - Sonic Wave
Increases damage to 750/820/1000, decreases cooldown on 35 seconds and adds Scream of Pain damage to the Sonic Wave.
Rubick - Spell Steal
Removes cooldown and increases cast range on 1500. Stolen spell receives Aghanim's Scepter upgrade, also allows Rubick to steal passive abilities.
Sand King - Epicenter
Increases number of pulses to 14/18/22, decreases cooldown to 55 seconds, and Caustic Finale to go through spell immunity.
Shadow Fiend - Requiem of Souls
Increases capacity of Necromastery to 30/44/58/72, allows Requiem of Souls to be cast on an area within 2500 range. Grants obstructed vision of that area.
Shadow Shaman - Mass Serpent Ward
Increases damage to 100-150/200-250/350-400 and number of wards to 20.
Slardar - Amplify Damage
Increases duration to 20, allows Amplify Damage to amplify and magical damage, also provides True Strike.
Spectre - Haunt
Summons illusion on enemy heroes and allied heroes, incresaes duration on 10, damage dealt by illusions to 45% and reduces damage that illusions take on 150%.
Techies - Remote Mines
Increases damage to 1100/1250/1375, cast range and causes Land Mines, Stasis Traps, and Remote Mines within 125 range of a Minefield Sign to be immune to True Sight, allows converts Remote Mines damage from magical into physical and allows them to slice through spell immunity.
Templar Assassin - Psionic Trap
Removes limit of Psionic Traps.
Terrorblade - Sunder
Gives global cast range, decreases cooldown for levels 1 and 2 on 40, removes cooldown on Metamorphosis and allows it to be Toggle ability
Tidehunter - Ravage
Allows Ravage to be cast on an area within 3000 range. Grants obstructed vision of that area. Can also target any allied unit to center Ravage on their location, increases damage to 250/325/415
Venomancer - Poison Nova
Increases damage to 80/115/190, decreases cooldown to 55 secoonds and allows Poison Nova to kill enemy heroes.
Visage - Summon Familiars
Summons 4 Familiars, decreases cooldown to 120/80/40.
Weaver - Time Lapse
Removes Cooldown and allows and allows Time Lapse to target allied heroes.
Witch Doctor - Death Ward
Increases duration on 9, damage on 105/135/165 and allows it to bounce 5 times, also If an enemy hero tries to attack Witch Doctor while he is channeling Death Ward, they will instantly have Witch Doctor's current level of Maledict and Paralyzing Cask inflicted upon them.
Wraith King - Reincarnation
Allied heroes who are within 1200 radius of Wraith King when slain become Wraiths for 7 seconds, delaying their death, also removes mana cost and decreases cooldown for levels 1 and 2 on 60
Zeus - Thundergod's Wrath
Instantly kills all enemy heroes no matter how many HP they have and converts damage from magical into pure and allows it to slice through spell immunity
Instead of granting bonus damage, he gains a second pulse nova, like Timbersaw. If he gets this, he'll actually scale even better with mana, and he can actually be played position 1, since his peak is much higher if he gets that upgrade.
Gains new ability: Astral Rift
Allows teleportation where Astral Spirit is located, instantly combine to receive Spirit's buffs.
Required 1sec channeling to take effect, gains Rift Strike buff after successful teleportation; allows 250 AoE 100% splash damage on next attack (Single-hand overhead hammer slam, with earth crackle animation upon impact), Last for 3sec.
I will also provide explanation of why I think they are needed in following spoilers.
Mirana Starstorm second wave now hits all targets that were originally by the first wave. Meteors now have splash damage. Main damage increased by 100 at all levels and CD reduced to 9 seconds.
Spoiler: Click to view
This is a good way of making Mirana into a wave clear specialist. It also makes Mirana into a better carry because it enhances her farming capabilities. It also makes her very dangerous to micro heroes and people trying to hide from her Arrow.
Phantom Assassin Blur's evasion now applies to all spells. Evasion is still negated by True Strike.
Spoiler: Click to view
50% magic evasion might be too high, but 25-35% might be more reasonable.
100% proc rate might be too high, but it should be very high nonetheless. This is much better than Axe's current Aghs upgrade.
Storm Spirit Storm Spirit's max mana pool is now set to be exactly 700 mana. This cannot be decreased or increased by any means unless Scepter is removed from inventory. Has no impact on Intelligence or mana regeneration (unless it's percentage based) whatsoever.
Spoiler: Click to view
This idea is weird, I know, but stick with me on this. What this does is make Ball Lightning traveling only cost 0.7% of 700, or 7 mana for 1000 distance. Boosting mana on SS is problematic because of his scaling mana cost, which is why SS always opts for mana regen instead. Now SS can have his cake and eat it too. Why not just make Ball Lightning a flat cost? Because this is cooler, that's why.
Death Prophet
When Exorcism is cast, Death Prophet enters Ghost status, where she cannot be effected by physical attacks while being unable to use physical attacks herself. Unlike other Ghost effects, this does not effect her magic resistance at all. Cannot stack with Magic/Spell Immunity. Purgable.
Spoiler: Click to view
This upgrade is designed to help DP with her survivability, mainly surviving long enough to keep her ult going. This greatly reduces her need for items. However, I get the feeling I should make this into an added ability with cooldown instead of a passive. Feedback please.
Drow Ranger
Gains a new ability, Frost Field. Lays down a field of frost, visible only to allies but can be revealed by true sight. When non allies walk through this field, their footsteps make a loud and distinct sound (can only be heard by allies), whether they are invisible (even by Smoke of Deceit) or not. Enemies that walk through the field will also leave their footprints in the Frost Field and will create a trail of frost behind them for a 5 second duration. The trail will generate in a continuous line unless the target has moved more than 1301 distance in 0.25 seconds. This trail is now also added to Frost Arrows and also lasts for 5 seconds.
Spoiler: Click to view
What this upgrade does at a basic level, is to give Drow the ability to detect enemies, either to evade them or hunt them. Very useful for an otherwise immobile and vulnerable hero. On a higher level, however, this is a way of controlling the map. This allows her team to absolutely track enemy movements, foiling the all important Smokes of high level game play. It's pretty much a free Sentry/Observer ward. Vision abilities are very powerful in the right hands, so I feel this can be a worthy upgrade.
Razor: In addition to current upgrade the ultimate will hit the target that Razor is hitting in that moment. I don't know if this is really OP or not, is just an idea I really like
If TP and Furion is on the same team, the normal ultstick makes so all treants that Furion summons automatically get the current level of Living Armor.
Arc warden:
Zet fractures completely, making his duplicate have no duration. However, it is not a copy of him, as it will only gain new items/levels once cast again. However, if this twin is killed, enemies gain gold and exp as if arc warden had died.
Invoker: Invoking a spell invoker does not already have in his d or f slot removes the cooldown of the newly invoked spell.
Extremely reccommended changes to talent tree: At level 10, invoker can get -2 second invoke cooldown or 2 forge spirits, at level 15 he can get 25% exp gain or +35 cold snap bonus damage, at level 20 he can get +1 all reagent levels or sunstrike has 2 charges, and at level 25 he gets 50% cooldown reduction (so he can have 2 second invoke, and better cd on all spells) or (+20% spell amplification and +80 intellingence)
Tinker:
Rearm has no cast point, so immediately after casting he will begin the channelling. Additionally, rearm costs 175 mana.
Techies:
Remote mines have infinite charges, which replenish at a rate of 1 per 10 seconds(affected by cd reduction). Charges are lost upon death. Buying scepter gives you 10 charges. Still same mana cost.
Omniknight:
Gains new ability: Limitless. The omniscience itself aids the battle, channeling its power through omniknight. Raises target allied hero from the dead, fully heals their hp and mana, and refreshes their spells and items, but reduces omniknight's health to 1. Only can be cast 200 units away from the heroes position at death.
Pudge: Rot deals 5% of pudges max hp per second instead of 30/60/90/120 damage.
Lion: Finger of death deals 0.75/1/1.25 additional damage per mana point that lion has left(after casting the spell)
I know these are taken, but these are ideas I like:
Lina: Each spell lina casts also increases her magic damage amplification by 10/13.33/16.67/20%. Also, laguna blade has no damage delay, so it can't be dodged by puck/etc.
Anti-mage: Reduces the duration of all debuffs by 50%.
"He who fights with monsters should look to it that he himself does not become a monster... when you gaze into the abyss the abyss also gazes into you." - Friedrich Nietzsche
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