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Mhenlo manifests his inner chi, dealing Damage to all adjacent enemies and Push them 600 units in the direction Mhenlo is currently facing.
Life Sheath
Target ally cannot lose more than 50% / 40% / 30% / 20% of their maximum health per second.
Martial Arts
A master of the martial arts, delivering strikes from unexpected angles. Mhenlo attacks a random adjacent enemy unit every 1.4 / 1.2 / 1.0 / 0.8 seconds.
Halo
Summons a transferable Ring of Light around Mhenlo that Damages enemy heroes and Heals Mhenlo when transferred. The holder of the ring gains Hasted movement speed. The ring lasts for 7 seconds and transferring the ring reset the duration.
25:
+25 Strength
or
-5% Life Sheath Damage Cap
20:
20% evasion
or
-0.2s Martial Arts Interval
15:
+40 Damage
or
+15% Lifesteal
10:
+30 Movement Speed
or
+50 Chi Strike Damage
Turns Halo into a passive ability. The ring never disappears while Mhenlo is alive.
Chi Strike
Mhenlo manifests his inner chi, dealing Damage to all adjacent enemies and Push them 600 units in the direction Mhenlo is currently facing.
Affect units within the Halo Ring instead of around Mhenlo when Halo is active.
Mana Cost:
90
Cooldown:
18 / 15 / 12 / 9
Ability: No Target
Damage: 50 / 100 / 150 / 200
Pierces Spell Immunity: No
Push Distance: 600
Affects: Enemy Units
Push Duration: 0.6
Damage Type: Pure
Radius: 250
Notes
The radius is modified to that of the Halo Ring when Halo is activated.
The push direction is always the way Mhenlo is facing, regardless of the affected area.
Units are not disabled during the push. They can still turn, attack and use items. Channeling items are not interrupted.
Life Sheath
Target ally cannot lose more than 50% / 40% / 30% / 20% of their maximum health per second.
Life Sheath is applied to all allies within the Halo Ring when Halo is active.
Mana Cost:
50
Cooldown:
8
Ability: Target Unit
Damage Cap: 50% / 40% / 30% / 20%
Pierces Spell Immunity: No
Duration: 30
Affects: Allied Units
Notes
Considers damage after all damage reductions and amplifications effects.
The spell works like this: The buff have associated with it a buffer equal to 50%/40%/30%/20% of the targets maximum health. When the target receives damage, the same amount is deduced from the buffer as well. The target can at most lose health equal to the buffer, any damage beyond that is negated. The value of the buffer increases by 5%/4%/3%/2% of the targets maximum health every 0.1 seconds until the buffer is full.
For example, with Life Sheath at level 4 and with max health at 1000, the buffer will be 200 and regenerates the buffer by 20 every 0.1 seconds. The target takes 120 damage which brings down the buffer to 80. 400 damage is then dealt which is reduced to 80 and the buffer is set to 0.
A master of the martial arts, delivering strikes from unexpected angles. Mhenlo attacks a random adjacent enemy unit every 1.4 / 1.2 / 1.0 / 0.8 seconds.
Ability: Passive
Attack Interval: 1.4 / 1.2 / 1.0 / 0.8
Pierces Spell Immunity: Yes
Attack Radius: 250
Notes
The Martial Arts ability performs an instant attack in the set interval. Its target is chosen completely randomly.
Since it uses instant attacks, it neither interferes with any of Mhenlo's actions, nor does it use animations. It also ignores disarms.
It can proc any attack modifier or any on-hit effect like a regular attack.
It can miss to evasion or if Mhenlo is blinded, unless he has True Strike.
Its attack speed and range are not affected by anything (except the talent tree).
Halo
Summons a transferable Ring of Light around Mhenlo that Damages enemy heroes and Heals Mhenlo when transferred. The holder of the ring gains Hasted movement speed. The ring lasts for 7 seconds and transferring the ring reset the duration.
Mana Cost:
200
Cooldown:
120 / 100 / 80
Ability: No Target
Damage & Heal: 70 / 100 / 130
Pierces Spell Immunity: No
Duration: 7
Affects: Enemy Heroes
Radius (Mhenlo): 250
Damage Type: Pure
Radius (Enemy): 300
Notes
The behaviour of the transferable ring is illustrated by this GIF animation: http://i.imgur.com/x0C1sMy.gif/
In the GIF animation, Mhenlo is the blue guy. When an enemy hero enters the ring, the ring is transferred to that hero and takes damage. When an enemy hero holds the ring and Mhenlo leaves it, it is transferred back to Mhenlo and Mhenlo is healed.
The radius of the ring is increased when enemies holds it so that Mhenlo is guaranteed to be inside the ring when it gets transferred instead of right on the edge.
Mhenlo gains vision and True Sight inside the ring. This is to prevent transfer abuses by manipulating line of sights, etc.
The ring can only be held by enemy heroes or Mhenlo himself. The ring cannot be transferred to illusions.
A magic immune enemy cannot hold the ring.
Hero Introduction
The most difficult part of this concept to understand is probably his ultimate, Halo. In order to better understand the concept I'll go into some detailed applications of this ability. Here's a link to a gif-animation showcasing how the ability behaves:
What this ability does is effectively guaranteeing that at least one enemy hero remains within 250 radius of you by giving you Hasted Movement Speed if you're not. If you are within 250 radius of an enemy hero, that hero will receive the Haste instead. You have to be careful of this fact if you're up against this hero because if you constantly use the Hasted MS given to you to move out of the ring, then you'll just be healing him and he'll then just catch up with you again with his Haste you gave back.
The interesting thing about this ability is that the enemy team has more control over the ring that yourself. The holder of the ring gets hasted MS, meaning that if the enemy wants to, they can make sure that the ring never gets transferred to anyone by just staying close to Mhenlo. This is however not entirely true since Mhenlo has access to a position altering ability which you are gonna have to deal with.
Overall, ignoring all the details of how it works mechanically, practically all Halo does in to make sure that enemy heroes stay close to you else they're punished. But if they're okay with this then the ability does almost nothing except give an enemy hero hasted movement speed. This is why his other abilities exist to make Mhenlo an expert at close range encounters.
Chi Strike is his basic aoe nuke with utility by pushing adjacent units in the direction Mhenlo is currently facing. It's a reset button that can force all units outside the Halo ring and regain his hasted movement speed as well as forcing interaction with the Halo ring transfer. Can also be used without the Halo ring in the early game to try and push enemies into your team for a kill.
Life Sheath is an ability which forcefully extends engagements by disable the use of heavy damage bursts. This is particularly useful for this hero as he deals continuous damage over time.
Martial Arts is a very simple passive ability to give Mhenlo an edge in melee combat.
Credits
Template images such as for the attributes, movement speed, mana cost, etc, as well as the layout of the page comes from / is inspired by: http://www.dota2.com/heroes/
This is pretty good hero. Very well formatted. Don't mind me dropping some criticisms.
CHI STRIKE - criticism level : low
I think Boulder Smash is your base line for this (it deals no damage and only affects one target though but I know it's offset by the boulder version). My only qualm is the push distance. Make it weaker or scale it per level.
LIFE SHEATH - criticism level : high
No, no more Venomancer counter please.
Venomancer bias aside, I have loads of questions regarding this one. To address that, it's Math time: Suppose a hero with 2000 health (pretty tanky) has this buff, that means he can only take 200 damage per spell, right?. That effectively blocks 820 damage from a level 3 Veno Ult! ((1360 * 0.75) - 200) 920 if it had 1000 HP.
And how does it interact with Poison Sting? Every attack refreshes its duration so does that also refreshes the Life Sheath damage count, or will he just be immune to it for 40 seconds? How about radiance? If I toggle radiance on/off will it reset the damage count? How about Death Ward? Does it counts death ward's attacks as attacks, or as an ability? Plus, Reaper's Scythe will be completely garbage for 40 whole seconds!? And it has 500% up-time, what the heck...
Either the 10% Max health is OP, or the 40 second duration is OP, or the fact that it counts ability damage (not damage per instance) is the problem... Or any combination of those.
MARTIAL ARTS - criticism level : none
This is better suited to him than Gyrocopter. Well played. I just think that 0.8 is a tad bit powerful though. But he's melee so I dunno.
HALO - criticism level : medium
What if Mhenlo is the one who keeps moving in/out to abuse the damage and heal? He has haste anyway so catching up is not a problem. And if Bane casts Fiend's Grip, It will be awkward to watch Mhenlo just doing sidehops. I've read all of the notes but did I miss anything?
OVERALL
Beautiful and cool. Aside from Life Sheath, everything works!
This is pretty good hero. Very well formatted. Don't mind me dropping some criticisms.
Thank you for your feedback.
For Chi Strike, having that amount of push distance is important in order to be able to push units outside of the Halo ring in need. Scaling it for the early levels would diminish the purpose of the ability unless you max it first. Halo by itself is actually not that powerful by itself and need this ability to do work. I will scale the cooldown a bit more, but I don't think its innately bad for one ability to be stronger then others, it's the complete kit of the hero that needs to be balanced. Also, I don't think that making comparisons with Earth Spirit's abilities is fair since they're supposed to be used with the stone remnants ( Rolling Boulder is kind of pathetic without a stone remnant).
For Life Sheath, the reason it's designed this way is because I favour consistency over exceptions. Life Sheath was at first applied to each damage instance like you mentioned, but the problem is abilities such Arcane Orb which deals it's damage as a separate damage instances. To avoid such cases without having to define specific interactions with every ability, having it affect the entire ability or attack made more sense.
Another thing I've considered is the actual usefulness of Life Sheath. In the late game having 2000 health is not unreasonable and would thus only take max 200 damage from an ability (like you said). Most damaging nukes only deal about 225-250 damage after damage reductions, thus only reducing damage from spells by about 50 damage which is pretty much insignificant. Attacks do pretty much never exceed 10% (unless PA crit or bullying supports).
10% isn't an excessive amount in the general case. It's perhaps a shame about Venomancer, but I can think of other heroes that's more countered than Venomancer. The game should be balanced around Captains Mode imo, in which you could ban Mhenlo if necessary. As for blocking a Reapers Scythe or Laguna Blade, That's kind of what it was supposed to do.
How about this. What if I make Life Sheath have 1/2/3/4 charges like Infused Raindrops that's used up when the cap is exceeded? That would make Venomancer ult shave a charge every second and allow for some counter play in other cases. I'll rescale the duration/cooldown as well.
On second thought, that's a bit complicated to specify properly. It ruins the clarity of the ability. I'd like to mention that the buff is purgable, so if you need to nullify it you can get a Diffusal Blade or Eul's Scepter of Divinity to purge it. The problem is still its uptime. What if i halve the duration to 5 / 10 / 15 / 20 seconds?
As for Halo, hasted ms is given to the holder of the ring, including enemies, and not just Mhenlo. Thus enemies would have no problem keeping up with Mhenlo to prevent abuse. And of someone is stunned, they would've probably been dead anyway and it might simply be more efficient to just hit them if that's the case.
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