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AGI 123 at 25 (28 + 3.8/level)
INT 101 at 25 (26 + 3/level)
STR 79 at 25 (24 + 2.2/level)
Health 1580 at 25
Mana 1111 at 25
Damage 50-65
Armor 3.92
Movement 295
Faction THE DIRE
Attack Type Ranged (350)
Role(s): Nuker,Disabler,Initiator,Carry
Q - Crushing Wave (Active)
Hydross send's a tidal wave from the deepest depths of the ocean to crush his opponents,stuning them and knocking them
for a short distance.
Hydross calls huge whirlpool that suck's down his enemies disabling them doing damage and mini stun them every one second.
Range 300
Radius 450
Channeling time 3/4/5/6
Damage 30/35/40/45
Mini stun duration 1/1.5/2/2.5
Mana cost 180/160/140/120
Cooldown 30/25/20/15 seconds
E - Torrential Water (Channeling)
Hydross channels the power of the torrential water,creating a rotating spout of water in front of him that inflicts x damage and knocks back all players.
Damage 100/150/200/250
Knockback distance 200/250/300/350
Channeling time 2/3/4/5
Rotation range 360 degrees
Mana cost 150/130/110/90
Cooldown 35/30/25/20 seconds
Note: Hydross is invulnerable 2 seconds after end of channeling
R - Elemental Bidding (Active)
Hydross summons sea guardians to do his bidding,sea guardians are spell immune but they take increased psyhical damage.
Spawn count 1/2/3
Guardian hitpoint 500/1000/1500
Cast range 800
Mana cost 360/240/120
Cooldown 300/200/100
Other notes:
Sea guardians are summoned with mana break ability that upgrades on next level
Mana burned per hit 50/60
Burned mana as damage 80/90%
On third level sea guardians gain Water Bolt that stuns enemy for x seconds and x damage
Water bolt damage and mana cost 250/250
Upgradable by Aghanim's Scepter increase the count of sea guardians to 4 and make ability global
Cannot be refreshed by using Refresher Orb
What I do like:
Summons
with abilities
how cool is that
cheesy fangirl scream
The spell Whirlpool as described in flavor text, minus the "Ministun" that is actually one of the longer stuns in the game without also being channeled and applied every second.
Trying to add some sort of skillshot defense with Torrential Water by the invulnerability, though I feel this is the wrong way to go about it.
What I dislike:
Crushing Wave's uncanny similarity to both Deafening Blast and Aghanim's Scepter Gush, and how it is better in nearly every way to both as it stuns.
Mana burn on the summons as it is just another "thing" but doesn't really add depth to the hero's playstyle.
How ultimate units take bonus physical damage and no magic damage, as it doesn't make much sense for magical water to do so, and because it is more of the same from visage. I think it would be cooler if they were fully harmed by magic damage and they had like 92/94/96% physical resist. If this happens, consider changing health from 500/1000/1500 to something like 350/450/550.
That Elemental Summoning has 300 cooldown at level 1, even longer than WK ultimate, when it would be more balanced IMO as scaling 180/150/120 or something similar; shorter jumps from one level to the next.
The 250 damage feels high with the potential for 4 sea guardians. Maybe change this down to 150.
Write something down for whirlpool drag speed. I recommend something like 100 units per second and adding a 50/55/60/65% slow so they can't walk right out.
Another suggestion more than issue, but starting with 3 elementals and having them scale better might make them more interesting. I can see either side of the argument however.
What I hate, with suggestions: Torrential Water: If there is anything I would suggest, it would be to get rid of this ability. It does not synergize at all with the hero, and the only possible use for it is to cast it after a whirlpool, at which point it functions as an aoe damaging spell only. And damage spells are boring. To fix but mostly keep the ability, I would recommend making it a slight skillshot that makes whirlpool easier to land. I also feel, however, that crushing wave could better be turned into such a spell, and that Torrential Water should be completely redone as some sort of a defensive active/passive. Here's my idea for one, ignore it as you wish:
Liquid Displacement
Displacement:
As the Water Spirit re-forms unfazed in a different location, its enemies find their previous volley useless against it.
After a short delay, the Water Spirit reappears 100 units in the direction chosen. Does not cancel channeling. Always travels 100 units, and can be cast in any direction (even one the spirit is not facing). Before the delay ends, the Water Spirit is hidden.
Total distance traveled: 100
Delay: 0.35 seconds
Mana: 0
Cooldown: 10/8/6/4
Affects: Self
Does not phase the water spirit!
That he has carry stats: I'm all for having an agility or strength caster, but I feel especially with the channeling spell that he cannot be a carry. And I feel that Whirlpool is perfect as it is, a non-stunning version of black hole.
This is an easy fix: Give him a bit less agility.
The lvl 25 talent "LESS COOLDOWN ULTIMATE" because when you think about it, lvl 25 is supposed to make a hero significantly better than they were before. This does not increase his damage output in a single fight, and while it might make him a little more consistent in team fights, he should be trying to keep the guardians alive and if the player is skilled will probably succeed in doing so. Instead, the talent should add some damage or stun time to the spirit's ability, make whirlpool stronger, add cast range to buff whirlpool, make whirlpool sucking power stronger, or make whirlpool linger after channeling is canceled. Changing the +50 agility might also be a good idea as I don't feel he should be so much a carry. Make it also effect one of his abilities in some way, as those are the most interesting talents.
Finally, the last thing I feel like should be changed on the hero is the "Cannot be refreshed by using Refresher Orb" on ultimate. If recasts of this ability stack, a player would just cast it and send them to fountain, eventually building up a big enough army that nothing can stop them. Therefore recast should not stack. If recasts do not stack, this restriction is basically pointless and serves only to stop someone from refreshing their servants back up to four once every 180 seconds, meaning they threw away 5000+ gold.
Too short, want tantrum=
unprofessional rant
I don't know why this is still in here, seriously don't read this
He has:
carry stats and no carry spells except maybe crushing wave.
2 channeling spells, making it impossible for those two to synergize.
2 stunning abilities, along with an extra "no movement or teleport allowed" aoe 6 second spell, which seems OP in combination.
4 summons that don't do damage, take mystery increased physical damage for seemingly no reason, and can stun enemies for mystery time, all while having a mana burn that scales over two unknown levels, with the stun dealing 250 damage and stun at level 6 or the ability coming online at a mysterious time. Additionally, the units have mystery mana, and cannot be refreshed by refresher orb instead of working like mirror images do from manta.
A useless, poorly explained channeled knockback ability that doesn't have synergy with other spells, an indication for knockback range, or what "Rotation range 360 degrees" is.
His Q is almost exactly like Tidehunter's Aghanim's Scepter Gush.
HOLY **** I JUST REALIZED WHIRLPOOL "Mini Stun" IS 2.5 SECONDS LONG 6.5 SECOND DOWNTIME GIANT BLACK HOLE FOR 8.5 SECONDS WHAT THE ****
Personal gripes:
"for x damage" can simply be substituted for "deals damage" or made cleaner into "100/150/200/250 damage".
Colors for notes when they should be in
spoilers
some spoilers
Code:
[spoiler="notes"]
This would be in a spoiler
[/spoiler]
"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
This guy's talents and stat gain is just stupid. You cant 50 agility even on a 25. and his agility and int gain is too good. Agility heroes typically have bad int gain to reduce their farm speed but this guy has a bunch of it which kinda makes him too good.
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