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Hi there. This time i'm bringing you guys a hero suggestion!
The hero is called Totem Shaman. And that kinda gives it all away. He places totems that heals his teammates, deals damage or buffes his allies (and debuffes enemies).
He can blow up all totems at once, dealing great amounts of damage to enemies, but he can't really escape.
Edit: He's no longer Lashrak the Totem Shaman (too similar to Leshrac, I renamed him to Cilnak the Totem Shaman.
Skills:
Q: Healing Totem (I wonder what that spell does?)
W: Death Totem
E: Totem Charge
D: Totem Blast
R: Legendary Totem
Abilities
Healing Totem
Places a totem that heals allies in a radius.
Ultstick Upgrade
Aghanim's Scepter Upgrade:
Totem becomes invisible
The heal becomes percentage based.
The radius becomes bigger.
Casting range becomes longer.
The totem gets destroyed if attacked 2/3/4/5 times.
Deals both physical and magical damage.
The damage fully stacks.
Does not deal damage to invisible units.
Leveled with Legendary Totem
And now, to the ultimate
Legendary Totem
Places a totem, that purges debuffs from allies and increases their speed, removes buffs from enemies and slows them. Cannot be destroyed, and lasts the full duration.
Ultstick Upgrade
Aghanim's Scepter Upgrade:
Doubles the casting range and radius, and makes the enemies unable to leave the radius.
The totem also becomes invisible to enemies.
And that's all. Some things you've probably noted:
Ultstick is kinda core.
Totem dependent.
Powerful
I hope you guys like this hero and that Icefrog likes it, so it maybe can get into Dota 2. I got no good lore idea so you guys can comment one below.
*Aghanim's Scepter Upgrade
How I would play him
He's not too squishy, he's ranged and the movement speed is ok. I would play him as a midlaner, because of his need of an early ultstick.
In my opinion his roles are:
Initiator: 2/3
Disabler: 1/3 (He got no stuns but he got a strong slow)
Support 1/3 (After getting ultstick)
How I would build him:
Starting:
2x Tango
2x Iron Branches
Gauntlets of Strenght
Luxury: Refresher Orb? I mean like, 2 extremely overpowered slows that last 10 seconds in a 1600 radius... And 4 totems that heal you. And 2 totems that deal 1000 damage before reductions in total. And then you blow them all up, dealing massive damage.
Skills:
1: Totem Charge
2: Healing Totem
3: Totem Charge
4: Death Totem
5: Totem Charge
6: Totem Blast and Legendary Totem
7: Totem Charge (Maxed)
8: Death Totem or Healing totem, depending on situation.
9: Same as previous
10: Still same
11: Ultimate
12: Max either Death or Healing Totem.
13
14
15: Stats
16: Ultimate
Ok so I previewed it all, and it's a big wall of text. Sorry.
Latest changes:
1. Some changes on Totem Blast that Wulfstan suggested.
2. The Legendary Totem now becomes invisible with ultstick. The casting range is 100 shorter but with ultstick it now doubles the casting range.
3. Added some color and rules.
4. Added the "How I would play him" section
5. Totem Blast is now leveled together with Legendary Totem
Two questions:
Is the slow effect on Legendary Totem too strong? (It's almost like a Rod of Atos in a 1600 radius that can't be avoided unless you're magic immune)
Is the projectile speed on Totem Charge too slow? It takes slightly more than 1 second for the projectile to reach it's target and the casting animation lasts 0.2 seconds.
I know that there is a shaman in hearthstone, and that he can place totems. The only reason I called this hero "Totem Shaman" is because I got no better name ideas. You could suggest some ideas if you want.
I can't see how this hero is similar to Leshrac. This hero is really dependent on getting an early ultstick, while Leshrac needs an early Bloodstone.
EDIT: I took a look at his name, and it's Lashrak (Pronounced Leshrac) Big fail there.
This hero is probably the most boring one I have ever seen. You can deal a lot of damage... every 10 seconds. It feels like I am playing Techies with his mines having side effects.
Plus, the radius of your totems are either Kinetic Field or 2x Kinetic Field on the least useful ones. So if I just run out of the radius, I'm suddenly okay again. A fight needs to be extremly static for your totems to be useful. If my enemies are Chronosphered or Reverse Polarityed, the totems don't matter anyway, people will die with or without them.
And 410 mana cost for your most useless skill? Really? On a 0.5 second cooldown? So if you have no totem, and you use it, whoops, there goes my mana pool. If your totems are all down, your hero is a walking creep.
You need a totem that hold people grounded in the AoE of the other totems. Otherwise, people just run away and fight somewhere else.
Because some totems are really powerful (Like the healing one with the ultstick upgrade) the radius is very small. It's more useful when defending towers or fightning in the base. The healing totem is also very useful for healing enemies outside battle, like after a battle, after a gank attempt or when doing roshan.
The skill that blows up all your totems can possibly deal a ton of damage, if you got the max amounts of totems placed and they're in the radius of all explosions. It does cost alot of mana, but take a look at his starting mana pool and his int growth. Either that skill has to be very expensive, or it has to have a very long cooldown. Maybe a thing that tells you that you got no totems and prevents you from blowing nothing up would be good.
After reading your comment I took a look at his ult. I agree with you, the radius is very small. Maybe a radius of 1200 would be better, because it also slows the enemies. And the slow maybe could be stronger.
Without ultstick, Totem Charge is more like a spell used to finish off fleeing enemies. After looking at it, I agree. It's alot of damage (Like a ultimate) and it slows enemies by 24% if you got a ultstick. I also forgot to put in the mana cost in that spell. It would probably cost ~140-200 mana.
The cooldown is very short, I know that. 390 damage + a buff/debuff every 10 seconds is kinda op. I'll change that and some other stuff.
What do you think about Death Totem? In my opinion it's a ok spell. Maybe the radius is a bit small, but together with Legendary Totem that slows enemies it wont matter that much.
This hero is more of a defense hero. Because of his totems being unable to move and the radiuses he's better at defending than attacking.
But you don't want to defend. It falls into the Techies category. That is the problem, somewhat playing 4v5 from the start just by picking it.
Suddenly, having a skill that makes it unable to leave the radius makes it so much better, cause you can plop down your totems in it and blow them all up. He suddenly became a really good initiator with ultstick and a blink dagger.
Now, lower the cooldown on Totem blast. 35 is too much. Now the cooldown is 3 times higher than totem duration. Make it 15, and half the mana cost.
Ok. Maybe 35 is a bit too much. It can be a powerful spell if you got a few totems and a ultstick so they're invisible and then bam, you blow them up. I'll change some stuff.
I agree with that Techies thing. Because of the short duration of the totems defending can be hard. You can't do like with Techies because of the duration. The duration of his mines is infinite or a few minutes, allowing you to defend a tower 5 minutes before it's even touched.
One question: Why Blink Dagger? He can place totems 500 units away and his Totem Blast is global.
In my latest change to him his range of his ult is 400, (800 with ultstick) and the radius is twice as large.
If you want initiation then you should get a Force Staff instead. Stats and a slightly better escape.
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