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Stats:
STR 82 at 25 (22 + 2.4/level)
AGI 64 at 25 (19 + 1.8/level) INT 104 at 25 (24 + 3.2/level)
Healt 1640 at 25
Mana 1144 at 25
Damage 51-61
Armor 3.5
Movement 300
Faction THE DIRE
Attack Type Ranged (550)
Role(s): Disabler,Support
Q - Venomous Dart (Single Target)
Bashenga fires dart coated with venomous poison which slows enemy ms and as,and damage them over time
AS and MS Slow: 10/20/30/40%
Damage per second: 10/15/25/35
Last: 6/6/6/6
Range:450
Mana Cost: 100/80/60/40
Cooldown: 14/12/10/8
W - Explosive Trap
Set trap that will knock any enemy hero that come near it,also damage anyone who stands near it when activated
Knockback Radius: 250/500/750/1000
Damage per tick: 25/30/35/40
Number of ticks: 3/4/5/6
Time between ticks: 1 second
Activation radius: 10 aoe
Caste range: 1500
Maximum Traps: 2/4/6/8/10
Fade duration: 2.5
Trap duration: Permanent
Bounty for destroying trap: 40 gold
Mana Cost: 100/80/60/40
Cooldown: 7/6/5/4
Note:
Explosive trap is invisible when it's set and can't be activated by enemy creeps only heroes.Also ticks affects enemy creeps and ground couriers,damage from two traps doesn't stack.
E - Spiritual Shield (Toggle)
While active, Bashenga's spirit protects allies (and himself) from magic. Allies in a 900 aoe take reduced magic damage. All damage prevented in this way is dealt back to Bashenga as physical damage.
Passively, Bashenga gains additional armor.
Magic resistance: 15/30/45/60%
Bonus armor: 3/5/7/9
R-Rise and Shine
Bashenga uses a dark ritual to bring an allied hero back to life.When cast on the ground within 150/300/450 yards from where an allied hero died,the nearest dead hero from that point will respawn next to Bashenga with x of their health and mana.If cast in a location where an ally did not die,the mana will be used but not the cooldown.
Ressurected hero revives with: 25/30/35% mana and health
Mana: 150/300/450
Cooldown: 200/160/120
Note: This ability's cooldown cannot be refreshed by refresher orb.
Aghanim's Scepter: Removes the mana cost from Rise and Shine. Makes Rise and Shine have 2 charges which each refresh in 200/160/120 seconds.
Talents:
Level 10 +250 Health / +10% Gold gain
Level 15 +75 Damage / -1.5 second cd for traps
Level 20 Take half damage from Voodoo Magic / +3 Venomous Dart charges
Level 25 +250 damage / Increase ammount of hp and mana of heroes ressurected to 50%
Heres some thoughts. It looks good overall, maybe even a little underpowered and that is good as some of these are so OP its ridiculous. Of course resurrecting target hero could always be OP but depending on some stuff you haven't told us it might not be too powerful.
Q: How is this cast? Aoe, single target, mirana arrow or beastmaster axe?
Range?
W: Is there a limit to # of traps? Activation radius, aoe? Time between ticks? Does damage from two traps stack? What is the gold for killing one?
E: This isn't a passive. The block seems low as it is equal to rubick's power while also having a drawback. Maybe make it 20/35/50/65 reduction.
Also how in the world does the physical damage work? If "reduction" is 20% and "damage penalty" is 24% and an enemy does 500 magic damage to an ally, does Bashenga take 24 damage, 76 damage or 124 damage?
Aoe? Duration? Is it like witch doctor's heal constantly reapplying or is it like mekansm or pipe? What happens if Bashenga dies before the duration ends?
R: Is this cast nearby their corpse (if so range?) or is it cast anywhere? Does the hero appear by Bashenga, where they died, or in fountain?
"Can't bring more then one dead teammate back to life" does refresher orb not work?
For agh I would either remove the mana cost entirely or not bother. At 80 mana a mango and a soul ring can get you that high, he'll never be that low on mana at high levels anyway unless the enemies have manaburn, in which case he'll have 0 mana.
Talents:
1v1 10: Usually gold is like +80 gpm, not sure if you want it like this but I don't see a reason for it not to be.
1v1 15: +75 damage will always be better than +1 tick. I would change the talent entirely, here are suggestions:
+ 3 ticks (if you want to keep it like this), +10 max traps, tick takes 0.5 seconds (instead of 1 or whatever), +aoe, traps can be turned on/off (for better usage and positioning), -3 seconds cooldown traps.
lvl 20: I don't like this one just because its not much of a choice. As you are already taking lots of physical damage from voodoo magic, that would seem to be the better choice. (also I like making talents related to abilities). Here's what I might do.
Suggestions to replace armor: +8 armor (no change) or take half damage from voodoo magic (+50% damage penalty is better wording? idk) or
Suggestions to replace other talent: +20% voodoo protection or voodoo is a toggle or 3 venomous dart charges or OTHER (any generic talent, or something affecting an ability maybe from lvl 15 talent suggestions)
lvl 25:
+100 intelligence isn't so good as at 1144 mana before items he already doesn't need any more with his low mana costs. Also the 100 damage is underwhelming (techies gets +300 damage).
For the Spell Amp, this is also not very useful as he deals a max of 560 magic damage (280 of that is aoe). +140 more damage isn't very good either. And increasing this to 50 or 75% more runs the risk of dagon and ethereal blade becoming OP (though I guess he isn't going to build that usually so its ok.)
Replace +100 int with: [(change ult to cost 300/500/700 mana and agh to not affect mana) no manacost on ult] or +250 damage
Replace 25% spell amp with 50% spell amp or 40% cooldown reduction or +40% venomous dart slow or trap stuns 1 second or voodoo magic does damage back to caster (and Bashenga) or +50% resserection health/mana.
Wow this is long XD
"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
I made some balancing of spells cooldowns etc,what do you think now? I got problem with third spell dont know how to make it balanced so? il need your help little bit more
For the first spell it looks good, there is one thing I noticed though. At level 1 it costs 100 mana to do 20 damage and slow for 2 seconds by 10%. This seems pretty minor, I would just make the duration 6 at all levels.
W looks pretty good, max traps is probably supposed to be 4/6/8/10. Also 150 gold is a lot especially since even melee heroes can kill them. Maybe make that bounty 30 gold or something smaller.
To be honest this is my least favorite spell of his, but if you like it then it is fine. It just doesn't combo with any of his other spells while being the best spell for positioning enemy heroes in the game, something Bashenga doesn't seem to need.
E: Here's what I would change it to, maybe make small adjustments based on what you want but:
E - Spiritual Shield (Toggle)
While active, Bashenga's spirit protects allies (and himself) from magic. Allies in a 900 aoe take reduced magic damage. All damage prevented in this way is dealt back to Bashenga as physical damage.
Passively, Bashenga gains additional armor.
Magic resistance: 15/30/45/60%
Bonus armor: 3/5/7/9
(I renamed it since the name is almost exactly the same as witch doctor's w, remember this is all just a suggestion)
For the R, it is still a little confusing. Here is what I think you are trying to say.
R-Rise and Shine
Bashenga uses a dark ritual to bring an allied hero back to life. When cast on the ground within 150/300/450 dotameters from where an allied hero died, the nearest dead hero from that point will respawn next to Bashenga with 25/30/35% of their health and mana. If cast in a location where an ally did not die, the mana will be used but not the cooldown.
Mana: 150/300/450
Cooldown: 200/160/120
Note: This ability's cooldown cannot be refreshed by refresher orb.
Aghanim's Scepter: Removes the mana cost from Rise and Shine. Makes Rise and Shine have 2 charges which each refresh in 200/160/120 seconds.
Is this what you are trying to do?
Talents all look good except for -.5 cd on traps. I would feel safe making this -1 or even -1.5 seconds.
"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
What about now i listened to you and made some improvements with spells,cd and talents? xMRMARKx it's not so op compared to some spells from heroes like abysal underlord and monkey king.. Btw soon i'll post new hero idea on forum see you soon
I don't think the ulti is OP. It is like wraith kings ultimate, with a longer cooldown and higher mana cost and not even full hp/mana. The fact that it works on an allied hero instead of himself is a difference, but it still feels fine. Plus you can just focus him down first if its going to be a problem (the cast range is short, so he'll have to be in the middle of a fight if he wants to use it).
It is a really cool hero, sorry if my earlier criticisms made anyone think otherwise btw.
"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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jazeera
Posts: 6
My hero and item ideas!
The Magnus Magus
Notable (5)
Posts: 104
View My Blog
jazeera
Posts: 6
My hero and item ideas!
The Magnus Magus
Notable (5)
Posts: 104
View My Blog
xMRMARKx
Posts: 6
jazeera
Posts: 6
xMRMARKx
Posts: 6
My hero and item ideas!
The Magnus Magus
Notable (5)
Posts: 104
View My Blog
jazeera
Posts: 6