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Slime the Compound

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Forum » Hero & Item Ideas » Slime the Compound 3 posts - page 1 of 1
Permalink | Quote | PM | +Rep by Yzreel » March 29, 2016 9:13am | Report

Slime the Compound



I made this hero ages ago, but only posted it because of Safecyn's Amalgam that reminds me of this hero lol. This hero was made with Necrophos as a loose reference, tying in to his lore as well. Enjoy, and kindly give feedback! :)

Hero Introduction

This hero was built on the idea of the way actual disease work, by tearing down the host's self immunity and getting more vicious the weaker the target is. In some sense, an expansion of the reaper scythe. Anyway, this hero's trademark is his inbound skill that creates a sporadic cloud passively around him (meaning that all his skills only work within 900 radius), but can also be used as a global skillshot (think of Shadow Poison), that increases his utilisation into a global presence.

The gameplay plays around inflicting Spore debuff from the inbound skill to enemy units, and gradually weaken them with the Fungal Cap, which stops them from regenerating past certain level (think of Ice Blast). Once weakened, Bacterial Burst send out bacterias that hunts heroes with Spore, and will attack 3/4/5/6 times before disappearing (think of Tombstone). The interesting thing is that the bacterias will deal the percentage of enemy missing HP as damage (so an enemy with 10% HP left will receive 90 pure damage, but an enemy with 60% HP left will only receive 40 pure damage). All these skills build up to making him a dangerous hero, especially with the ultimate that allows him to easily spam his inbound skill, inflicting everyone in the map with Spore debuffs, while also further threatening enemies with low HP, and effectively cut their escape route (town portal).



Lore

Everybody has heard of the Pope of Pestilence. The one, the only one to ever survive the plague ward ensorcelled by with spells. What most hasn’t heard is about the ones who don’t. Those who died of the pox.

Rumors are that they die in terrible agony after a long, long, time. That their bodies melt ever so slowly into its very essence, enclothed with all sorts of disease before finally dying, adding another one to the pile of the dead.

The rumors are right.

All these bodies, piled together, essence of what once were living, broken down and reshaped by all sorts of malicious disease, started to be a compound. A combination of what should not combine, a merging of the impossibles on microscopic level, granted the pile a strange pseudo-conscience.

Now, roaming the world with no intention but to grow and continue evolving, Slime the Compound carries with it pestilence to rival the Pope himself.



Statistics

Faction: Radiant
Primary Attribute: Intelligence
Attack Type: Ranged
Roles: Nuker, Initiator, Escape

Str: 80 at 25 (20 + 2.5/level)
Agi: 63 at 25 (20 + 1.8/level)
Int: 93 at 25 (26 + 2.8/level)

Health: 1710 at 25
MP: 1209 at 25
Armor: 15 (6 base armor + 9) at 25
Movement: 285
Range: 450
Base Damage: 53-56



Skills

[D] Sporadic Cloud: Slime sends out a cloud of spores over a line, causing any enemy unit touching it to receive Spore debuffs. This debuff has no effect, and lasts for 15 seconds. This skill will travel for global range in a 300 wide line with 800 points speed and 15 seconds cooldown. Gives vision only upon touching an enemy unit for half second. Does not cost mana and does not need to be leveled. This skill passively affects all enemy units around Slime in 900 points radius.

[Q] Dissolve: The Compound dissolves himself into a cloud of epidemic agents. This skill creates an 800 points radius cloud with it as the center, and any enemy units within this radius will receive damage per second based on their HP regeneration for a maximum of 6 seconds channel time in addition to being unable to regenerate HP. In this duration, Slime is invulnerable to physical damage and is invisible. Once used, this skill becomes Reshape.

- 3 times HP regeneration as damage, 24 seconds cool down
- 4 times HP regeneration as damage, 21 seconds cool down
- 5 times HP regeneration as damage, 18 seconds cool down
- 6 times HP regeneration as damage, 15 seconds cool down

Type: Channeling
Affect: Enemy Units
Damage: Physical
Pierces Spell Immunity: No
MP Cost: 140/120/100/80

[Q] Reshape: The Compound reshapes himself within the cloud of epidemic agents. This skill is usable while Slime is under the effect of Dissolve and is treated as one skill, when used Slime will reshape itself anywhere within the cloud. Can be used to end the duration earlier.

Type: Target Point
Affect: Self

As the Compound dissolves and reshapes, none can limit its growth.

[W] Bacterial Burst: Slime releases microscopic bacterias within himself, sending them to feast on the spore hosts. This skill summons bacterial groups for each unit with Spore debuff within radius, and the bacterias will seek their target with 800 points phased movement speed. These bacterias will deal damage based on the percentage amounts of HP the targets are missing, and will disappear after dealing a number of attacks. The bacterias are invulnerable, attack every second, and will disappear after completing the number of attacks.

- 3 attacks, 1200 points radius
- 4 attacks, 1600 points radius
- 5 attacks, 2000 points radius
- 6 attacks, 2400 points radius

Type: No Target
Affect: Enemy Units
Damage: Pure
Pierces Spell Immunity: Yes

MP Cost: 80/110/140/170
Cool Down: 20 seconds
Cast Time: 0.5 second
Bacterial Damage: Missing HP percentage

Slime is a compound of deadly bacterias.

[E] Fungal Cap: Slime activates a spore and incubates it instantly, causing the host to have parasitic fungus on the top of their head that consumes on their life force. This skill has global cast range, and will deal 10% of the target’s current HP as damage. Once damaged, the target will be unable to regenerate past that HP cap until the duration ends. Can only be used on target with Spore debuff and can be dispelled through magic immunity or purge.

- 6 seconds duration, 22 seconds cool down
- 8 seconds duration, 18 seconds cool down
- 10 seconds duration, 14 seconds cool down
- 12 seconds duration, 10 seconds cool down

Type: Target Unit
Affect: Enemy Heroes
Damage: Physical
Pierces Spell Immunity: No
MP Cost: 125

Anything, or anyone, taken root by the fungi of Slime, shall never recover.

[] Pathogenesis: The Compound is capable to combine the characteristic of a virus into that of spores, granting it capability to become active when the hosts’ power weakens. This skill passively changes Spore debuff into an incremental debuff based on afflicted heroes’ missing HP. Now, Spore will slow afflicted units for 5% with each stack and make them go Insane with interval, causing them to cancel all action and attack their closest allied unit once. The base interval of Insane is 16 seconds, and the interval will reduce by 1 second with each stack of Spore. In addition, this skill will also reduce the cooldown of Sporadic Cloud. The Spore debuff cannot be dispelled, but can be paused with Spell Immunity.

- One stack every 12% HP missing (8 maximum), 10 seconds cool down
- One stack every 9% HP missing (11 maximum), 7 seconds cool down
- One stack every 7% HP missing (14 maximum), 4 seconds cool down

Type: Passive
Affects: Enemy Heroes
Pierces Spell Immunity: No

The Compound begin to combine virus and its spores, causing a pathogenesis of the deadliest disease.
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Permalink | Quote | PM | +Rep by Safecyn » April 3, 2016 12:21pm | Report
Damaging based on HP regeneration is super cool and a mechanic that I dont' think exists in Dota... would be a pretty cool counter to Necrophos himself if he has a few Sadist stacks up and running, to say nothing of punishing the hell out of Dragon Knight players.

The Insane debuff is cool too... though part of me wishes that it was a somewhat random interval so that it was more like a disease striking at unknown times... mechanically though, it's sound the way it is.

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Permalink | Quote | PM | +Rep by Yzreel » April 4, 2016 1:56am | Report
Safecyn wrote:

Damaging based on HP regeneration is super cool and a mechanic that I dont' think exists in Dota... would be a pretty cool counter to Necrophos himself if he has a few Sadist stacks up and running, to say nothing of punishing the hell out of Dragon Knight players.

The Insane debuff is cool too... though part of me wishes that it was a somewhat random interval so that it was more like a disease striking at unknown times... mechanically though, it's sound the way it is.


Hey, thanks for commenting!

Yeah, that skill's made for a rather niche tie-in to Necrophos, actually, and combined with his other skills are meant to make him a strong anti-tank.

I also want to make Insane debuff more random (like between 1-6 seconds or something like that), but currently I have to balance it around Town Portal Scroll, because having it strike randomly makes the enemy practically unable to use it. But, with the way it's currently made, except that your HP is less than 2% and this guy having maximum level of this skill, you can still TP away (because it needs three seconds channel).

Seriously though, thanks for commenting, hopefully I can see you around here more :)
Don't hesitate to comment on my other (older) heroes! I'll still come back to you!
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