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This is my first Official(because the format) hero concept to be posted here P.S: I also put this down in r/dotaconcepts under the pseudonym Johnmegaman72
Inspiration
The concept of Friaser came about when I saw a concept from r/dotaconcepts which is a item focused her. item focused because the hero doesn't really have default abilties rather he can "eat" such items and be used as the ability for that slot, for me that's too absurd it's way too OP and way too uninteresting(because you will be useless in the game from early to mid which by that point other carries might have overshadowed and already snowballed because its 4v5 basically). So with that Fraiser was born, obviously a nod to Brendan Fraser the lead actor for the original the Mummy trilogy.
PROS :
High burst damage with his Q
Very versatile from game to game
Can be a support, core or carry depending on the game's current say
Can transition very smoothly from roles to roles
CONS :
His strength gain is not very good
His strength depends on his allies
Has only one damage spell
needs an early gold advantage to be useful
LORE :
"For God, Gold and Glory....but mostly for Gold"
"Adventure...that's what I live for...exciting, thrilling might get some fun time with a woman or two. Some treasure are unlike other crystals that cost a hundred bags of gold, artifacts that museums will bid millions just to get and what you get? Profit...a lot of it. Use it anyway you want , buy some booze. Get a new replacements for your broken car, even hire new people who will be with you..replacing anyone who died.Sometimes though gold can make you a god, My team and I encountered this man, he wants to teach us how we can have the power of all the treasure we got. Sooo after a few months using gold we become gods ourselves....now its not just the treasure and gold...its now about Glory"
Str Agi int
: 28 + 2.9
: 14 + 1.7 : 30 + 2.8
Health
H. regen
Mana
M. regen
Damage
Armor
Spell Dmg.
:
:
:
:
:
:
:
BASE
200
1
160
0.78
26 - 30
2.00
0%
Movement
Turn rate
Vision range
Attack range
Projectile Spd.
Attack Ani.
B.A.T.
Magic resist
Collision
Legs
[Q] Quick Six
Fires 3/4/5/6 consecutive shots of his revolver dealing 100% of his own attack. The initial slows enemies while the last will always crit. Afterwards though he is disarmed for 1.3 seconds
ABILITY
DAMAGE TYPE
PIERCES IMMUNITY?
CAST ANIMATION
: UNIT TARGET
: PHYSICAL
: YES
: 0 + 0
: 0
Cast Range
Slow duration
Movement Speed Slow
Damage
Crit Damage MANA COOLDOWN
: 500
: 2
: 30%
: 100% of Fraiser's Base damage
: 180%/200%/300%/400% : 110 : 12
A few bullets towards his enemies can sometimes do the job.
NOTES :
Target must be in the cast range to land all shots. If the targets goes beyond the cast range the spell automatically ends.
Procs all UAM on attack.
[W] Extensive Knowledge
With his knowledge of all items the battle may give he makes them more potent
Items that are Passive based (Auras, Full Passive and Toggled) have their effects amplified by 2%/4%/6%/8%. Duration, Radius and Added Damage on Proc(Like Basher's Bash and MKB's Mini Bash) will not be affected with only Javelin's Peirce as the only exemption. Crits are still affected
Passive with Proc Chance have their proc chance amplified by 2/4/6/8%
Active items have their mana requirement reduced by 20/30/40/50 However items with less than 50 mana requirement will stay (Like Mask of Madness)
Active Target Unit(e.g Dagon, Diffusal)
Cast Range is increased by 75/100/125/150 Active No Target (e.g Shiva's, Drum of Endurance)
Effective Radius is increased by 100/200/300/400
Active Items with Passive abilities (Orchid, Bloodthorn)
Only the passive, cast range or effective radius will be the only thing affected not the active effects of it (Like Diffusal's slow and Orchid and Bloodthorn's added damage and silence)
Boots are the only passive items not affected by the passive bonus and have their own bonuses instead
Boots of Travel: Anyone who the player might teleport at will be damage immune and this buff will end once that player has finished teleporting.
Arcane Boots: Gives 5/10/15/20% of your ally's max mana as bonus
Phase Boots: Can now phase through trees and go up cliffs
Tranquil Boots: Now uses 0.35%/0.40%/0.5%/1% of ally's health as health regen
With multiple adventures under his belt Fraiser become so familiar with the artifacts he got, he often can bring them to their fullest potential
NOTES :
Does not interrupt queued orders.
Considered as a buff and cannot be stopped by Break however can be dispelled by Strong Dispel[/colors]
[E] Sharing is Caring
Fraiser has the ability to share his items with his teammates However items with active abilities are the only ones shareable and items shared have their combination locked and cannot be sold. ABILITY : NO TARGET
Duration
Cast Range MANA COOLDOWN
: 18
: 600 : 200 : 28
Sharing power can sometimes be a sign of friendship
NOTES :
If the item shared has the ability to kill, once that item gets a kill Fraiser automatically gets a kill assist
If the person you'll lend the item to already has that item they won't share the same cooldown but restrictions will still be followed (Refresher cannot refresh Refresher, Flat movement speed bonus of boots won't still stack etc.)
Once the duration expires the item goes back to its original slot in the inventory if the slot has now been taken by another item it automatically goes back to the player's Stash, if the stash is fully occupied it goes back to the fountain
How does it work: Upon activation of this shareable will glow in your inventory during the 5 second time frame you can drag the item desired to your target teammate
Normally shareable items with restrictions on uses will give the given teammate full access to said items
Cannot Share items that drop on death except Gem of True sight
[R] Acquisition
Fraiser with experience and skill is able to acquire an item and be used as his ultimate for the next few minutes. However to do so he needs experience in those items, these experience can be gain by killing heroes and creeps with said item or while the item is equipped(for aura based or passive items like Vlad's or Daedelus). However you may only acquire 1 item at a time and cannot acquire the same item twice in a row
Upgradable via Aghanim's Scepter: Can now acquire 2 items however it should be 1 Active and 1 Passive. Passive items will now be permanent consuming a passive item has a 30 second cooldown
ABILITY
CAST ANIMATION
EFFECT DELAY
: PASSIVE/NO TARGET
: 0 + 0
: 0
EXPERIENCE NEEDED TO ACQUIRE
EXPERIENCE GAIN FROM KILLING HEROES
EXPERIENCE GAIN FROM KILLING CREEPS
ACQUISITION DURATION GOLD REQUIREMENT COOLDOWN
: 1500/1200/900
: 50/100/150
: 10
: 300/500/700 : 75%/50%/25% of the Item's original price : 0
With money you can buy power, in Fraiser's case however its literal
NOTES :
Cannot gain experience if under the effects of Break
Items that have been shared has their experience gain reduced by half
Items in your extra inventory slots cannot gain experience. If you put an item that has experience already it is momentarily stopped till its put back to your main inventory
Cannot consume items that drop on death and any of the 5 boots upgrade
Hero Creeps are considered as creeps when gaining experience
If a player already has the item acquired and then the player buys the same item. they wont share cooldowns except those who has on hit effects on them(like Tranquil and Tarrasque)
How does it work: Once the needed experience has been achieved for an item it will glow. Pressing [R] and then the key for that item's slot will make you acquire the item
Once the duration expires the item goes back to its original slot in the inventory if the slot has now been taken by another item it automatically goes back to the player's Stash, if the stash is fully occupied it goes back to the fountain
Talents
Level 25
Level 20
Level 15
Level 10
:
:
:
:
-10% gold requirement to acquire item
+5 seconds to Extensive Knowledge.
+75 Cast Range
+8 intelligence
|| OR ||
|| OR ||
|| OR ||
|| OR ||
25 stats
+5 Seconds to Sharing is Caring
+20 movement speed
+9 agility
So there is my idea for a item focused hero. Feedback are always welcomed
Thanks for delta17 for the formatting. Can't find a straightforward format and he has the closest to what I need so yeah.
Hi. I like your idea, but I disagree with some parts of it.
An instant projectile speed seems very op, doesn't it? This will be very hard to animate with a whip.
There already exist a hero with quite a few similarities: Alchemist. Alchemist has a very low win rate together with many other hard farmers. This is because the meta favors early-mid game carry's.
If the hero is played as a carry, the game will have to go to the late game for him to have impact. I'm not talking late game as in 50+ minutes, but rather 2+ hours, which happens in exactly 0,00000069% of games. This is because he lacks power increasing abilities, and therefore requires many times as much gold to be as powerful as another hard carry. Even if the game goes this late, LC is probably a better choise.
The hero's "e" allows him to share items, but how does he get the gold to do so?! Unlike alchemist, he has no farming mechanism, so farming items for the team will be terribly slow and not worth it. If alchemist is too greedy, how will a severely much greedier hero work?
The hero's "w" seems very "messy". It does A LOT of different things, and will be hard to learn.
His ultimate can seem a bit "messy" too. Gaining individual experience to unlock items so that he can use an item as his ultimate? I think this would work poorly to be honest. Having a "normal" ultimate ability is way better than having the opportunity to get an additional item...that you need to kill creeps/heroes with the item to get...that only lasts a few minutes...
Another thing I disagree with is that he doesn't have a certain role, and will most likely not work optimally as any of them. The result will probably be something like what happened to monkey king.
I may have included an unbalanced amount of pros and cons, but the intent is to give clues on how you can improve your hero. Good luck.
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AttackHelicopter
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