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Clownpiece is a rather popular character from the Touhou Project, ever since she appeared in touhou 15. She, like all fairies, is playful and mischievous. But unlike other fairies, she is a fairy of hell.
Her powers mostly came from her torch, which had the ability to drive anyone insane just by looking at its light, becoming short-tempered and crazy, attacking anyone in sight. Aside from that though, she is also a pure embodiment of impurity that no one can fight without having their souls tainted in such impurity. However currently, it is unclear if she still is.
HERO SUMMARY:
Her playstyle revolves around toying the enemies' positioning. Striped Abyss summons 2 walls left and right that limits the enemies abilities to walk freely (Kind of like Kinetic Field, but it's in two straight lines.) Combine that to Crawling Hellgate, which is a wall of energy that slowly advances, the enemies will be forced either to face it head on or to retreat.
But retreating isn't an option! Once they've felt the maddening influence of her torch, leaving will only be a scorching endeavor as their sanity tries to recover. Affected by strong burn and slow.
So the only option is to fight, right? Mmm... no. Her ultimate, Midnight Madness! will just drive anyone facing her to attack their own precious ally. Frenzied with haste and attack speed bonus. They can try to run from their ally, sure, but they're just as mad doing so anyway.
PROS :
Disrupts enemy formations.
High movespeed
Can turn ganks around
Anti-carry ultimate
CONS :
All of her damage and disables are unreliable
Requires delicate positioning herself
She's dead if enemy gets too close
Stats
Str Agi int
: 21 + 1.85
: 18 + 1.4 : 20 + 3.4
MORE STATS
Health
H regen amp
Mana
M regen amp
Armor
Spell Dmg.
Damage
Magic res.
:
:
:
:
:
:
:
:
BASE
200
0%
75
0%
-1
0%
21 - 29
25%
-
Base H. regen
Base M. regen
Movement
Turn rate
Vision range
Attack range
Projectile Spd.
Attack Ani.
B.A.T.
Collision
Legs
Spawns 2 barriers to her left and right sides stretching forward, parallel to the line of Clownpiece and the target point. The stripe barriers have 1400 length in which enemies cannot walk pass.
ABILITY
CAST RANGE
PIERCES IMMUNITY?
CAST ANIMATION
Upon target, 2 stars spawn behind her and position themselves 200 units back and 200 units left and right in 0.2 sec. They then use the remaining 0.6 second to show warning lights visible and audible to everyone.
The resulting 'stripes' will look like a runway.
Acts like Kinetic Field when attempting to cross the stripes.
Since they position 200 units behind Clownpiece, they can only truly reach 1200 range away from Clownpiece, hence, the cast range.
[W]Crawling Hellgate
Conjures a straight wall of hellfire energy directly in front of Clownpiece. The wall slowly moves forward at 220 movement. Initial contact to it deals high damage and further contact deals damage over time and silence. It disappears after 5 seconds.
ABILITY
CAST RANGE
DAMAGE TYPE
PIERCES IMMUNITY?
CAST ANIMATION
DPS and silence is provided by an aura (undispellable). It lingers for 0.5 sec.
Enemies can only take the initial damage once per cast.
Works pretty much like Ice Wall, except it moves and doesn't slow, but silences.
Initially placed 100 units in front. Add that to (220 * 5). It can go up to 1200 range away
The wall's effective length is 1010 (wall length + radius from both sides).
Deals 1 / 2 / 3 / 4 (4 / 5 / 6 / 7) dmg every 0.1 second intervals.
Can deal a total of 85 / 170 / 255 / 340 (250 / 335 / 420 / 505) pure damage and 5.5 seconds silence. (includes the aura linger time)
[e]Graze Inferno
Enemies that stay in her aura for a full second will be influenced by her torchlight unknowingly. Only when they leave the aura will they take burn damage, decaying slow (and purge) as their sanity tried to kick back in.
An enemy steps into 900 units of Clownpiece. If 1 second have passed and it's still under the radius (Must not have the burn and slow debuff in that 1 sec), it'll get the 'influence' debuff. This debuff can stay indefinitely, like every auras.
Only applies the burn and slow once this aura is gone. The aura lingers for 2(0.5) seconds. Meaning the enemy has time to return to the aura radius to avoid the debuff.
At most frequent, without her ult, a unit can be affected once every 6 seconds. (1 to get the aura + 2 to remove the aura + 3 debuff time)
The debuff does not stack with itself. Only refreshes the duration.
[R]Midnight Madness!
Clownpiece brings the full potency of her torch. Instantly applies the Graze Inferno aura to all enemies in radius upon cast. Any enemies that are looking at Clownpiece and her torch long enough will be drowned in insanity, attacking their nearest ally. Also reduces Graze Inferno aura linger to 0.5 seconds.
"It's lunatic tiiiime! Welcome to a world of madness!"
NOTES :
debuff : DISPELLABLE (STRONG)
Works pretty much like Stone Gaze, which can also affect enemies more than once.
Instantly applies the aura around her regardless if they have the burn debuff.
If the affected unit have no allies in their acquisition range, they'll just stay motionless for the duration.
Insanity lasts for 2(3) seconds or until they've launched their last attack to an ally, whichever is shorter.
Talents
Level 25
Level 20
Level 15
Level 10
:
:
:
:
Crawling Hellgate have 80% Slow
Insanity to her Killer
+2 Striped Abyss duration
-2 Striped Abyss cooldown
|| OR ||
|| OR ||
|| OR ||
|| OR ||
Midnight Madness! Pierces Immunity
+500 health Crawling Hellgate +30 Dmg./Sec.
+5 All Stats
NOTES :
Level 25 Midnight Madness! Pierces Immunity also applies to her level 10 talent: Insanity to her Killer.
Level 25 slow is also by aura.
AGHANIM'S SCEPTER
Upgrades Midnight Madness! Reduces cooldown and increases insanity duration and max attacks.
AGHANIM'S SHARD
Upgrades Graze Inferno Applies purge and turns damage type to pure.
ITEMIZATIONs:
Her main combo is Striped Abyss and Crawling Hellgate. But to do that effectively, she needs positioning. Blink Dagger would be great on her as well as Force Staff. Another use for these items is to chase down the escaping enemy just enough to give the "Graze inferno" debuff again.
Other than those though, she doesn't need pretty much else. She can anti-carry without items and thus, functions as a support. Warding is indeed easier to someone with naturally high movement.
Aghanim's Scepter boosts the best aspects of her ultimate, the increase to max attacks and decrease to cooldown. A must have for the late game, even more if she had Midnight Madness! Pierces Immunity as her level 25 talent.
Her nature is to be annoying, so she might find herself prioritized in fights. Mekansm solves her frailty while also staying in the support role.
CHANGELOGS:
V 1.01
Sep 15 2017
“Star and Stripe” ▼
Wall speed to 220 and now travels for 5 secs. From 325 and 4, respectively.
Cast range from 1400 to 1200. Adapted to the new movespeed change.
Initial damage from 40/60/80/100 to 60/100/140/180
Contact damage/sec from 20/40/60/80 to 20/30/40/50
“Graze inferno” dps -5
Insanity to her killer talent moved to level 15. And is now affected by Aghanim's Scepter
Level 20 talent: 18% cooldown reduction
Update 1.01B :
@Magnus Magus: ƪ (‾3‾) ʃ okay you win.
“Eclipse of Hell” ▼
Rescaled exposure 'til insanity from 4.5/4.0/3.5 to 4.75/3.75/2.75
I wouldn't name the hero after an established character from a different game. Other than that, this looks great, to the point where I don't feel the urge to change anything (one of my big problems, XD).
Her Graze Inferno is one of the best abilities I have seen here on Dotafire. It is amazing! (Though it seems very hard to lane against her, as she can deal over 135 damage at level 3 with it, and 210 at level 5, idk how to balance this, maybe just reduce the damage).
Star and stripe seems like it should move slower (250 speed at max, ending up 1000 away and forcing damage from it or Graze Inferno). 325 movespeed is faster than almost every single hero. I also think the "high damage" should be changed to 80/110/140/170 and the dps to 20/30/40/50.
I would suggest making the "Insanity to her killer" last 3(4 aghs) seconds (5/7 attacks). While denying an aoe with just 2 seconds is powerful, against just 1 unit it is much weaker. Her ultimate also doesn't scale at all, and I would recommend changing torch duration to 5/6/7 (4/6/8, 6/7/8?) and bonus attack speed to 50/75/100 to make there be more of a reason to level it. (while also removing any claims of being OP).
Overall, I love the hero, and honestly think that this would work well in Dota, which I don't say freely.
Wording Suggestions
First of all, lets have a moment of silence for me because I actually waste my time to write this when it doesn't matter at all. Done? Okay, lets begin.
Take away the [lore method of casting]: "ACTUAL NAME OF SPELL" formatting. Just naming them Grazing Inferno, Striped Abyss, Stars and Stripes, and Hell's Eclipse would be easier to read (words slightly changed also, to please my grammar Nazism). Also I think the description "wall of fire" from Star and Stripe should be changed to "line of fire" as I got confused as to whether it was a wall like Striped Abyss is or whether it is an advancing line of damage.
"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
When the hero creation giants argue. jk.
Rant:My eyes!!!
Brave Travelers Tell Stories of A Legendary Warrior Who Freezes The Heart of His Enemies And Burns Their Untouchable Souls
List of my guide Here
The UnTold:Dawn,Blizzard, Dire
Follow me on Instagram For more Updates @soroush_s77
But I want my saga of "If Touhou were Dota heroes" so I'm afraid I'm gonna keep doing it. Don't worry, I'll throw in some original heroes too if I can.
"Star and Stripe" duly noted. Thanks very much!
But in my defense of her ult.
While the exposure time is the only one that scales, the enemies' right click also scales. And so does the need for decisive teamfights.
I believe that the numbers are enough so that at level 1 ult, while it will barely make anyone insane (no one will keep on looking for a whole 4.5s unless disabled), it remained viable as a gank / anti-gank tool, thanks to its low mana and reapplication of "Graze inferno".
At later stages teamfights become more important, and her ult is a 10 second area deny. Powerful, sure, that the -0.5s to 'exposure until insanity' is enough of a big deal. The +125 mana per level and her low intelligence prevents it from being abused. (second lowest, next to Ogre Magi)
I'm actually not the one who decides on her spell names. To stay true to her character, those are her actual "Spell Cards". All I can do is choose which name fits. You do notice that I mostly treat them without [lore method of casting].
Her "Striped Abyss" is based on her unnamed non-spell card though.
I did not notice that Patchouli knowledge was also from this project. Anyways, makes sense I guess.
I still disagree about the ultimate, though. I don't think anyone will get a second point in it as is, because it doesn't do that much. Maybe even just reducing cooldown by 25 seconds (150/125/100) would be nice.
I just don't like the idea of leveling up an ultimate and not noticing a difference. Oh well.
EDIT: also I'm blind or something as I didn't notice that it was a whole 4.5 seconds. I still don't feel the shift down to 3.5 is enough of a scaling effect, but for some reason in my mind I was thinking it was 3/2.5/2. I guess that dispels any last doubts in my mind that this is in the slightest OP.
"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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