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Following the trail left by her brother Ketin, Shinpō has arrived to the battlefront to help guide and keep Ketin from being consumed by his revenge. Shinpō is also investigating the mystery surrounding her mother's death, although she feels there are more sinister and powerful powers at play than the suspected Dire demons. Shinpō is a talented dream walker like her mother, but rather than being gifted at sword play, Shinpō is skilled at using magical energies generated through her dreamlike states, further enhancing her magical potential during conflicts.
Play Style: Shinpō excels at ganking with decent initiate/escape potential and being able to focus damage onto specific targets while also dealing Aoe damage for large fights and pushing.
Base Move Speed: 285
Attack Range: Ranged (550)
Primary Stat: Int
Int: 2.5+
Str: 0.7+
Agi: 1.8+
[Q] Curse of Binding
Shinpō places a debuff onto an enemy target, causing the target to take damage each time Shinpō deals damage to any other enemy unit. Can be removed by normal purges.
[Note: Upgrade with Aghs. Adds charges for Curse of Binding, max of 3 charges, the CD now generates charges, still interacts with Dream Walker to reduce CD.]
[W] Dream Pulse
Shinpō Fires a sphere of mystic energy at target location, it travels at a moderate speed and when it reaches max distance or comes in contact with an enemy unit, it detonates dealing damage in a moderate Aoe. While the projectile is traveling, it provides vision in a small radius around itself, does not reveal invisible units.
This ability has two functions, firstly, each time Shinpō casts a spell, she gains a charge that modifies her next attack, charges can be accumulated to a maximum amount. Each time Shinpō attacks a charge is consumed, dealing additional damage based on a multiplier of her int, in an Aoe around the attacked target, the attack can miss but a charge is still consumed without dealing the additional damage. The second part to Dream Walker triggers off Shinpō's attacks, each successful attack Shinpō lands on an enemy lowers the cool down on each of her other spells (not including items).
Spell Immune: No
Damage Type: Magic
Damage Multiplier of int: 0.25/0.5/0.75/1
Max Charges: 4/5/6/7
Damage Aoe: 300
Cool Down Reduction: 1 Sec
[R] Startle
Shinpō teleports to target location, dealing damage in an Aoe upon arrival, this ability can also be used to disjointed projectiles and other effects. Can damage invisible units, if Shinpō teleports onto a tree, the tree is destroyed to allow Shinpō to stand.
q in lane sounds really strong. Get it on the enemy and you can harass 2 heroes at once, or just keep farming and deal damage anyways. Plus, it only costs 40 mana. Maybe make the duration a flat 4 but the damage converted 55/70/85/100%?
Additionally, q is really overpowered when combined with her w and r. Literally cast this around a creep wave, use r and w on the creep wave and they are already dead. Maybe make it convert only half the damage done to creeps? A third of the damage?
Dream walker is probably one of the best skills I have seen. However, I would like to see her w having a lower cooldown and less damage, making it more versatile (5 cooldown, half the current damage) and her ult having 11/9/7 cooldown, especially since it is balanced by the mana cost. This would also make dream walker interaction with her spells more interesting because they have a varied cooldown instead of all being used and then attack 8 times then use them all again.
"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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