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ok guys hope this change is something you like!!! its going to be simple yet hard and the quests are the same for EVERYONE across all groups so im looking forward to seeing the different takes on them!!!
THE ROGUE'S QUEST
three choices.
make a hero based on the following passage:
not heard
not seen
but evergreen
so loud
so happy
but evermean
as quick
as slow
but ever lean
i am the one who was never queen
make a item based on the following line
from back it hurts but from the front it helps
make a hero based off of this question
what is something that can never been touched but always felt?
THE WARRIORS QUEST
three choices.
make a item based on these words.
pain, length, cross, up, smile
make a hero using this passage
i dont know where i am, its bright too bright the sun hurts oh god it hurts i wish for it to stop please i dont want it to come back i can feel it now the anger the rage please cant someone destroy this ******* SUNNRRRRGHHH....
make a hero using this quote
if but for the love of a kind woman his soul would be quenched
THE SPELLBINDERS QUEST
three choices.
make a hero using this poem
up...
down...
around...
and around...
hello hello pretty ground
rising
rushing
up to meet
i cant wait for my feet to greet.
make an item based off of this answer
Andernon is where the lore is found, bit damp but great views, pity about the wildlife but
create a hero based off of these 3 lines.
So we have to submit one from the nine available choices, is it? (i.e. 1 choice of any 1 quest?) And, how do we submit? Plus, what is the deadline?
P.S. Phew. A lot of questions. :/
Yep, I'm quite sure that's how it work, we pick just one choice of any one quest.
But then again, Sando raised the point that we might be in the group stage, so I'm not sure.
I think we submit here, since we're in this group
About the deadline... not yet told I think
P.S. Hello Ch110pB (how the hell do you even read that??), welcome to dotafire!! Hope you enjoy your stay :D
Whenever an enemy hits you from the front via spell or autoattack, reduce the damage taken by 20% and absorb the amount of damage reduced. (taken into consideration before magic resistance and armour) All damage absorbed is stored for later use. IF you take at least 150 damage in 1 second from behind however. 30% of the contents of the Soulweaver's Pouch will spill out, damaging all units equal to that amount (including self) in a 200 AoE around youself.
Upgradeable by purchasing the recipe again: Increases maximum amount stored. 100/200/250
Active:
Pour the contents of the Pouch onto the targeted ally or enemy to heal them over 6 seconds if cast while they are facing you (healing can be interrupted if the unit takes hero or tower damage while healing.), or damage them if they are facing away from you, equal to the amount of damage absorbed in the satchel x2. A maximum of 100/200/250 damage can be absorbed before the pouch is fully charged.
Cooldown: 15 Manacost: 100
A pouch belonging to a Soulweaver, capable of storing the pain felt by the soul holding it.
Notes:
Cast time is instant, no projectile.
If the pouch spills and kills units which provide gold, the hero who made the bag spill will be given the gold.
Can heal and damage both allies and enemies, whether they are healed or damaged is dependent on whether the hero is facing you, or away from you. Healing will occur if they are facing you, and damage when facing away.
So who is this item designed for really? Honestly this item can be picked up on almost anybody, but support heroes and heroes that gank often are probably the heroes who will get the most use out of it. It provides decent stats and a strong effect for the early game, but poses some sort of downside via the bag being able to spill and being able to accidentally heal an enemy or nuke an ally. How does a belt and a bracer turn into a pouch you ask? I don't know, it's dota, how does a circlet, 3 branches and a stick turn into a magic wand?
Hope you like my idea, win or lose, was fun making it.
Once upon a time, I was cursed with the most terrible of all curse, terrible teammates. And a decent Legion Commander in enemy team. We all know what happen, right? 20 minutes in, and the Legion Commander had somehow accumulated a million effing Duel damage. Nothing I can do. We lost.
Replace Legion Commander with other snowballing heroes, and I'm sure all of us had been in these scenarios. Not anymore! Zen the Hermit is designed as the "brake" for snowballing heroes, so if you see enemies heroes and had a terribly bad feeling that the game will become living hell 15 minutes onward, pick Zen!
His entire kit resolves around preventing snowball, deadball, or any kind of "davai davai". Perhaps the most iconic skill is his [Q], which makes Scan a better team ability, preventing even smoke ganks if used properly, evading the much dreaded teamwipe 10 minutes into the game and farm at ease!
His [W] is a simple damage reduction aura, much weaker than Pit Lord's to be Athropy Aura, but also influences magic damage. But is it? No, his [W] is also designed for anti-snowball, which can be further focused and the weak damage reduction can become absolutely catastrophic for the enemy hero if they have killed too many of your poor allies.
His [E] is a kind of heal that is quite bad for lane-support compared to other heals, but it has a niche for anti-snowball (yet again), that prevents your targeted ally to die with a Kraken Shell-isque effect.
Finally, his [R] is the bane of all snowball situations, turning the tides in one fell swoop by balancing the level of all heroes in the game. However, if the situation is pretty much even, this skill loses a hell lot of effectiveness, making this hero really situational.
TL;DR: This hero is meant to be a niche hero against snowball heroes, kind of like an "emergency brakes" in cars. You hope you don't need to use his potentials, but if situation calls for it, he is much needed. But again, he has plenty weaknesses, he has no nuke or crowd control (except when [W] is focused) making him absolutely defensive, and will be absolutely mana depraved due to his skills absurd mana cost and his mediocre int.
P.S: This hero is meant to be for the Spellbinder quest, the one with the phrases:
for many to see.
some are none.
each to their other.
Lore:
Yet another went dim.
And with it, the man stumbled. Limp, despaired, he wept.
His cry heartbreaking, his screams deafening.
But still, one more went dim.
How many more?
How much longer?
He had waited, confident in the potential of mankind, confident that one day, mankind will find peace amongst them. But after centuries passed, millennia faded, and even after eons grew feeble, the nature of men remained unchanged.
History of mankind, forever etched as a single word. Selfish.
And he could not wait another second.
He lifted his immortal body, the last of the first men.
He moved toward the lights, the life forces, growing dim every moment.
He swore his entire being, a single covenant he vowed.
No man shall be higher than another in presence of Zen the Hermit.
Str: 82 at 25 (20 + 2.6/level) Agi: 58 at 25 (15 + 1.8/level) Int: 80 at 25 (27 + 2.2/level)
Health: 1840 at 25
MP: 1010 at 25
Armor: 11 (2.7 base armor + 8.3) at 25
Movement: 290
Range: 200 (Melee)
Base Damage: 45-48
Skills
[] Life Marks: Zen senses the life forces of enemy heroes, projecting them to his allies. This skill augments the effect of Scan Zen’s team is in.
- Reduces Scan cooldown to 180 seconds from 270 seconds
- Scanned area will now show enemy heroes’ specific location and number (shown as static circles / second, not showing which hero nor movement)
- Increase radius to 1200 AoE from 900 and duration to 12 seconds from 8
- Scanned heroes will now be fully visible including skills, current gold, buyback status, movement, and cooldown
Type: Passive
Affect: All Heroes
For all to see
[W] Hermit’s Presence: The Hermit’s presence punishes beings with lesser virtue. Passively reduces the damage (including spells) of all enemy units within 900 radius from Zen, but can be activated to focus the effect on one enemy hero, giving extra reduction based on the amount of kills they have and also reduce the movement speed of that hero for the same amount. If the enemy hero kills while being focused, that hero will be stunned (pierces spell immunity) for 2 seconds. If the focused hero moves more than 600 radius from Zen or goes into spell immunity, the skill goes into cooldown. As long as the skill is focused or in cooldown, the aura effect is disabled. Using this skill on himself will stop the aura until this skill is used again.
- 10% damage reduction, 1% extra per kill when focused
- 12% damage reduction, 2% extra per kill when focused
- 14% damage reduction, 3% extra per kill when focused
- 16% damage reduction, 4% extra per kill when focused
Type: Passive / Target Unit
Affect: Enemy Units / Enemy Hero
Pierces Spell Immunity: Partial
Pierces Spell Block: No
Dispellable: No
[E] Vital Pulse: The Hermit strengthens the life force of an allied unit, granting periodic burst of healing based on the fluctuation of their life force. This skill heals an allied unit slightly over a long duration, and if they receive damage over certain threshold they will trigger a burst of healing that removes slows.
- 6 seconds duration, 80 HP heal burst
- 8 seconds duration, 120 HP heal burst
- 10 seconds duration, 160 HP heal burst
- 12 seconds duration, 200 HP heal burst
Type: Target Unit
Affect: Allied Units
Pierces Spell Immunity: Yes
Heal per second: 15 HP
Damage threshold: 300 damage within 0.2 seconds
Heal cooldown: 0.8 seconds
Maximum trigger amount: 4 times
And there were none that fell that day
[R] Greater Balance: Zen creates a vortex of life force that balances out all life force around him. While this skill is active, all heroes around Zen will have their level changed based on the average of all heroes’ levels in the game. Enemy heroes will have reduced level from the average, while allied heroes will have increased level from the average. Enemy heroes that have their level reduced will lose skill points as though they never leveled them while allied are unaffected. All heroes with increased level will only gain stats of the level, not skill points, and all heroes with reduced level will have reduced stats as if they were in that level. Pierces spell immunity.
If the average levels of all heroes are 12, and an enemy hero are at level 18, he will be reverted back to level 12, and further reduced by the level of this skill. If it's at level 2, the hero will end up at level 10 and lose all stat gains and skills leveled.
If an allied hero are at level 6 in that situation, he will be boosted until level 12, and further increased by another 2, ending up in level 14. He will have 8 level worth of stats, but will not receive skill points.
However, if the hero is at level 12, he will only receive the 2 level reduction or increase, making this skill much situational.
I almost chose my other idea for this round, but eventually went back to Clionadh as she's probably better balanced.
The core idea of the hero is a woodland assassin - silent and deadly in the jungle, but somewhat vulnerable outside her native environment. She's most likely to be played as an offlaner or roamer due to her stealth and sustain skills, although she is quite vulnerable to burst damage.
You can probably see a lot of different hero influences in her design - and while she does offer some scaling and late game DPS, she has poor farming skills and is primarily a snowballing ganker.
I've tried to balance out her relative squishiness with good survivability skills - interesting mobility options, multiple sources of magical health steal and her ultimate...a hilarious tanking/disabling skill for team fights.
It's distinctly a double edged sword as it could lead to enemies escaping or her being killed if used badly. Used well, it allows her to be more directly involved in team fights.
Lore:
Taffy cursed loudly as his boot caught on a rock and he nearly tumbled headfirst into the firepit. The ash bed was burning low - a deep red, but he'd already seen earlier that day what a fire could do to a human body if left unchecked.
Kreigsman and Razz were both guffawing at his clumsiness - simple minds required only simple amusements. He stood as tall and straight as his drunkeness would allow him, and attempted to restore his dignity. "You idiots go and check on the snares, see if dinner has arrived yet. Try not to trap yourselves or you'll end up even uglier and more useless than you already are."
Still giggling, the two of them slowly rose and staggered off into the darkness of the wood. Taffy watched them go with as much sterness as he could muster. Fear and respect were the only things that stopped him getting a knife in the back while he slept. The boys were just about smart enough to realise he was their best chance of easy loot and evading the law, but he hadn't survived this long by trusting in their common sense or loyalty.
It was time to move on - they might have had the local peasanty well trained to just give up their goods without a fight, but today's incident was bound to stir up the hornet's nest. If only Rylance had learned there was a time to keep his filty hands to himself. He'd told him enough times not to bother the old witch who lived on the edge of the woods, but the randy sod couldn't resist that curly blonde niece of hers. Never could control himself, that one.
He'd ended up with a rusty pitchfork half through his gut. Maybe it would serve as an example to his other men, but he doubted it.
Things had quickly got out of hand after that. By the time he got there, the cottage and half the nearby trees were ablaze. There was nothing for it then; someone would blab and Lord Southby's soldiers would be on their way. Fighting trained, armoured men was not on the agenda of any halfway proficient bandit. So, there was no point playing softly softly anymore - he'd let the lads off the leash. Grab everything you can, kill anyone who got in your way.
They'd have to move again tomorrow, and keep moving for a while. Spy somewhere else to settle for a time, away from here. But the lads would need to blow off some steam tonight, or they'd turn on each other - Culvert had taught him that. Culvert had taught him a lot of things; before Taffy slit his throat and took his place.
His bladder asserted itself again, and he remembered why he'd got up in the first place. The air was beginning to chill, and the forest was almost silent. The smell of burning still hung in the air, despite them being a few miles from the hamlet. The fire was probably why the wood was so quiet, nothing more.
He took a few more faltering steps towards the edge of the grove when he noticed a glint of metal on the floor in the bushes ahead. A man shaped shadow lay on the ground, unmoving. Castor - the half-witted thug was meant to be on sentry duty, but likely had got drunk and fell asleep instead. Taffy's heat rose - he'd beat some sense into the lazy...something wasn't right here. The bushes seemed to be wrapped tight around his legs, and there was no snoring...no signs of breathing at all. He drew his knife and advanced more cautiously.
Castor was even more useless than normal...he was dead. Blood dripped from his arm onto the bare soil and his throat was slit. It seemed unlikely his boys would be that subtle if there was a fight between them. No, they'd be pushing and shouting, followed by catcalls and wagers. A new scar, or a missing eye.
Something moved in the corner of his vision, a burst of pain as something impossibly fast sliced through the meat of his forearm. He tried to scream but tendrils of vine swept from the ground and took the breath from his body. He saw her then; a shadowly outline, the figure of a woman, pale eyes glowing with power.
"Defiler" she breathed, softly. Her blade rose, and fell, and he with it.
He lay there, among the leaves, glassy eyed, staring at the moon. Blood filled his mouth and leaked from his wounds. A gift for the hungry earth. By morning it would be sated with every drop of bandit's blood.
Clionadh throws a shard of thorn at an opponent, sticking into their flesh. It grows within their body, bursting through the skin and knotting through their muscles - causing great pain and slowing their movement. The stolen lifeforce is fed back to Clionadh as healing.
Range: 400 Mana: 80/90/100/110 Duration: 7.5 seconds (4 instances, at 0/2.5/5/7.5) Damage/Heal Per Instance: 30/40/50/60 (Magic) Movement Slow: 10/15/20/25% Cooldown: 32/30/28/26
The heal is equal to the actual damage dealt to the target, so enemies that die or become spell immune will provide no healing.
Tangled Vines: (Active)
Clionadh knows the plants, the trees, and the creeping vines. Knows their secret names. And they know her, and leapt to obey her will when called - helping friends or hindering foes.
Clionadh must be within 300 AOE a tree in order for the passive to start activating - she will become invisible once the designated number of seconds has passed. She cannot attack, use her ultimate or use items without resetting the fade timer - however she can move and use her other abilities and still remain invisible, provided she stays within 300 AOE of a tree at all times.
The first attack from invisibility is guaranteed to be a critical. Her normal attacks can still proc criticals, using PRNG in all other situations.
Man Trap: (Active)
Clionadh briefly reverts to her primal plant form, grabbing an opponent and squeezing the life essence from them. Clionadh may not target enemies who are spell immune. Any targets are completely disabled for the duration of the spell.
Range: 200 Mana: 200/300/400 Duration: 4 Damage/Heal Per Second: 4/5/6% of Target's Current Health (Magic) Cooldown: 120/100/80
While the spell is active, any damage inflicted on Clionadh or the target by either team is divided equally between her and her prey (50% each) at their own resistances. They cannot be targeted separately, and any attacks, item or spell use will effect both. If a spell has dual usage (e.g. Purification heals allies and hurts enemies) then the positive effects only will be applied to both targets.
If Clionadh or her prey are killed, the spell will end immediately. The target takes % magic damage per second from Clionadh, and she heals by the same amount, after reductions. She can continue to move and attack normally, dragging her victim with her.
Clionadh is muted (cannot use items or abilities) for the duration of this power. She cannot be effected by any allied mobility spells or items for the duration - such as Force Staff or Test of Faith Teleport.
Example
Clionadh grabs an enemy Slark with 1000 hp, 25% magic resistance, and 25% physical resistance. Clionadh has 25% magic resistance, and 15% physical resistance. They are hit with a level 1 Laguna Blade. Each hero will take 450 / 2 = 225 damage. Each then further reduces this by their own 25% resistance, so each takes about 169 damage.
If Clionadh actives her Black King Bar before using her ultimate on Slark, he would continue to take 169 damage from the Laguna Blade, while Clionadh would take no damage.
If Dazzle cast Shadow Wave on them, he would heal them both. If he cast Shallow Grave on them, neither hero could die for it's duration.
Notes
This spell isn't intended to be an OP version of Flaming Lasso - basically discount any ability that would allow her to take victims further than she can run in a few seconds at normal speed. Definitely no fountain dunking.
It is intended to be a way of temporarily removing a key enemy from a fight, using them as a "human shield", and otherwise confusing decision making for everyone :).
It's hopefully balanced by stopping the target being attacked with impunity by her own team. She can choose to grab a foe with more HP, gaining more steal, but this also means the opposition could target her with less chance of killing their ally.
Enemies can also stun her fairly easily, in the knowledge their ally is already disabled.
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I WILL DESTROY YOU ALL.... WITH FLUFFY BUNNIES
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