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Phibi the Swamp Witch

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Forum » Hero & Item Ideas » Phibi the Swamp Witch 5 posts - page 1 of 1
Permalink | Quote | PM | +Rep by corin » November 3, 2016 3:09am | Report
[name is a take on amphibian]

Phibi is a witch from an area of the dota 2 world dominated by marsh and swamp. She uses magic to control and influence water and minor creatures, as well as witch hexes.
Play style is a supporter with some long range and large aoe abilities to make ganks very fun and easy to play a part in.



Base Move Speed: 275
Attack Range: 550
Stats: Primary Int
Int +3
Str +0.8
Agi +0.5



[Q]Mound


Creates a small impassible land mass (similar to the blocking effect of es's fissure) the mass grows to 150 radius and then explodes, releasing poisonous creatures (lizards, snakes, insects etc.), dealing heavy damage to all enemies in a 300 aoe. The mound despawns after explosion.

Damage Type: Magic
Spell Immune: No
Cast Range 700/800/900/1000
Growth timer 1 sec
Damage area duration 2 sec
Damage per sec 50/100/150/200
CD 15 Sec
Cost 100/110/120/130


[W] Marsh


Phibi causes the ground underneath her to mutate into marsh land, the land changes from her initial position and spreads in a large aoe from that point. The ground effectively provides a debuff to all enemies on the marsh, slowing move speed and lowering magic resistance for as long as they remain on the marsh.

Spell Immune: No
Growth speed 300/400/500/600
Max Radius 1250/1500/1750/2000
Move Speed Reduction 5%/10%/15%/20%
Magic Resistance Reduction 15%/30%/45%/60%
Marsh Duration 5 Seconds after reaching maximum radius
CD 30 Sec
Cost 150


[E] Acid Rain


Phibi can create a rain cloud of acid rain to follow her, damaging enemies around her over time. The total damage dealt by Acid Rain gives Phibi charges that she uses for Well Spring, the charges are gained each time the damage threshold is reached, up to a maximum of charges, the charges are lost on death or on use.

Damage Type: Magic
Spell Immune: No
Aoe Radius 500/600/700/800
Damage per Sec 5/10/15/20
Charge Damage Threshold: 25/50/75/100
Cost per Sec 10/15/20/25 Toggle On/Off
CD Initial Cost 20/30/40/50


[D]Well Spring


Phibi harnesses the damage dealt from Acid Rain, causing healing moisture to spring from the ground around her, healing all allies in the area. The healing amount is split among all friendly units. Cannot be cast if Phibi has no charges from Acid Rain.

Spell Immune: Yes (allies only)
Maximum Amount of Charges: 100
Heal per charge: 5/10/15/20
Aoe Radius: 600
CD: 60 Sec
Cost: 100/150/200/300


[R]Leech Curse


Phibi places a curse on an enemy unit, dealing damage over time and healing herself for the same amount. Can be cast on allies to heal them while draining her own life, can be used to deny Phibi, allies can click the buff to remove it, stopping the effect. This can be upgraded by aghanim's scepter, giving the ability charges and changing the damage type to pure.

Damage Type: Magic (Pure with Aghs)
Spell Immune: NO (Yes with Aghs)
Cast Range: 600
Duration: 3 Sec
Damage per Sec: 50/100/150/200 (heals Phibi for damage dealt after all reductions)
Cost: 200
CD: 40 Sec (with Aghs/30 Sec Recharge for 3 Charges. Multiple charges can be placed on the same target.)

[FEED BACK PLEASE]


corin


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Posts: 32
Permalink | Quote | PM | +Rep by Sando » November 3, 2016 4:16am | Report
Overall I like the idea and think it's quite well balanced, few points:

- Does she need that 5th spell? It's very similar to Life Drain and Well Spring already works well as an ultimate.

- Probably increase the mana cost and CD on Mound as blocking spells can be v v powerful.

- 275 movement speed is seriously bad, she's going to be a difficult hero to keep alive with that and terrible strength growth.

- Does acid rain only affect heroes? I think it probably should do, otherwise this spell will be far too powerful for farming and charges too easy to come by (you could wander round the jungle, creep lanes etc).
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Permalink | Quote | PM | +Rep by corin » November 3, 2016 7:14am | Report
The reasoning of the Leech Curse as the ultimate is to give her some single target damage as well as sustain, with the added option of being a heal.

I wanted the Acid Rain to have two effects, a light aoe damage that ramps up charges for a large aoe heal on CD. hence turning this into two spells, these level at the same instance when ranked.

The reason she is slow initially is to limit her early area control from being too overpowered, with the right items players should focus positioning, using blink dagger to spawn Marsh just behind an enemy team for example.

Also I wanted to keep to the aesthetic of her being a fragile slow old amphibious frog witch, hobbling along behind allies, looking frail.

I'm tried to limit the power of the terrain effect of mound by only having it blocking players for 1 sec, could even be reduced from this but the move itself doesnt stun/disable in any way, and it's aoe is a rather small circle. Yes terrain effect spells can be amazing, so I wanted this move to be a huge reward for skilled players when used right.

The acid rain damages all enemies to help farm and push, as well as deal damage sustain in big fights, I really want this to balance well with the heal from Well Spring, hence why I though of having a damage threshold needed for gaining charges. I could work on increasing this threshold for balancing, but essentially she gains stacks faster the more units she is damaging, in small fights this move wouldn't be overly useful I think, maxing out at 20 dmg rank 4.

But I like your feedback, maybe the charges can only be gained from hero damage, or largely reduced from non hero damage.

corin


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Posts: 32
Permalink | Quote | PM | +Rep by FireWalkerAWE » November 8, 2016 5:28am | Report
I like it. Fancy, but not too complicated, and I can definitely see this hero being used in pro games and pubs alike!

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Permalink | Quote | PM | +Rep by The Magnus Magus » February 12, 2017 9:29am | Report
I would change her ult, as well spring already gives her sustain. Her ult also has 4 levels?

I would change the ult to a disable of some sort.
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