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So this hero concept used to be Patchouli Knowledge...
I feel like I wanted to make another thread to house Alryca and Patchouli separately but there's no real difference between the two that warrants their separation. All differences are simply names.
NAMES OF STUFFS WHEN SHE WAS PATCHOULI
Name: Patchouli Knowledge, the Great Unmoving Library.
Spell names:
Sun Sign "Royal Flare" Moon Sign "Silent Selene" 5 Elements Sign "Philosopher's Stone" Fire Sign "Agni Shine" Water sign "Princess Undine" Wood Sign "Sylphae Horn" Wood Sign "Green Storm" Metal Sign "Silver Dragon" Metal Sign "Metal Fatigue" Earth Sign "Rage Trilithon" Earth Sign "Trilithon Shake"
is Prominence
is Amalgamation
is The Philosopher's Stones
is Crowned Corona
is Blessed Undine
is Horned Fytoscape
is Spirited Photosynth
is Silvered Sentinel
is Fluxed Siphon
is Raged Teralith
is Nobled Trilithon
Patchouli's lore:
'Twas another serene evening at her library, perusing countless uncharted tomes of high-level sorceries that can only discombobulate anyone who dared to read but her. But unlike every other, this particular eventide had massive bloom of a powerful magic that tingled her skin. The origin of which seemed to have come from all directions. Her grimoires reacted in various ways at the alarm of such an incident.
But this does not alarm her, she never cared in the first place.
She remained isolated, and desolate, in her gargantuan and comfortable cage that have books for bars. And when it's finally time to receive her usual tea, none came. Normally, she wouldn't mind, but if there's naught been tea nor coffee for the next 24 hours, she's bound to leave the library. The library door opened with it's usual low-pitched creaks, but what greeted her was not the usual hall nor the usual lush carpet. It wasn't even the usual sun nor the usual soil that met her the moment she took a step outside. No, obviously she ended up in a world she'd never even consider. Perhaps this is just one of Yukari's tomfooleries again, or perhaps it's from something completely extraneous.
Whatever it is, she decided to do what she always do: Find more books. She'll learn soon enough of it's gods, primordials, and mad moons.
HERO SUMMARY:
Alryca is a very complex hero that is similar to Invoker with regards to the number of spells she can use. However, unlike invoker, access to her spells are simple! E for the next spell and Q for the previous spell. The current spell will be displayed in the W slot (called Library). Easy, right!
The library houses her main spells, each representing one of the 5 Wu Xing elements. However, they are arranged by the Japanese days of the week (fire, water, wood, metal, earth). Leveling W for the first time only starts with just 2 spells (Fire and water). The kicker here is that she can learn more spells from her talent tree to add to her library! Each branch offers 2 spells, she can only pick 1. The spells have the elements of Wood at level 7, Metal at level 13, and Earth at level 19. I made her talents work like this to make a smoother early and mid game. Plus, consecutive prime numbers separated by a common interval satisfies a mathematician's heart.
Her D, when activated, fuses the next spell she'll cast with the power of the sun, giving it a powerful bonus effect. The bonus depends on the spell, from simply adding more damage to giving her summon an active ability.
But that's not the thing to her complexity, each spells in her Library does things a little differently depending on the element of the last spell she cast! This fits her concept of element mixing without making more than 27 spells for the player. For example, her water spell grants regeneration if a fire spell was last cast. This is controlled by her passive F.
But the spells are only boosted by 2 other elements (3 if you count sun), which means that if her last spell is wood, which cannot boost her water spell, then no bonus effect will apply (It's water that boosts wood). The spells can only be boosted by 1 element, unless she cast the spell that I'm about to mention.
And finally, she has her ult, "The Philosopher's Stones". Remember her passive F? This is basically 5 elements in one cast, unlocking the true potential of any spells in her library. It also replenishes some mana instantly... And that's it.
In total, she have 12 spells (2 to traverse the library, 8 actual spells from the library, her active D, and her Ult) but 3 will never be used in a game... that is if she even reached level 19.
PROS :
High skill ceiling
Powerful combos
Can do a whole lot of things
Has instant mana supply
CONS :
Weak early game
Bad str and agi
Requires...*ahem*..."knowledge"
Individual spells are terrible without their boosts.
Forever catered in the library since birth. Aevea Alryca Hexendias is a prodigy, being only self-taught among having ten millennia's worth of eruditions strewn across the world and even beyond. She had even perfected many rites that only a magus can learn. The maids find it entertaining, but she found those spells lackadaisical still. So thus with all those wisdom as her basis, The young master began conjuring multitudes of unprecedented sorceries that no tomes have ever taught before. Merging the concepts of her favorite Eastern philosophies into each of her spells, from ancient bindings, to self-tailored cantraps!
Then forthwith another serene evening at her library, perusing countless uncharted tomes of high-level sorceries that can only discombobulate anyone who dared to read but her. But unlike every other, this particular eventide had massive bloom of a powerful magic that tingled her skin. The origin of which seemed to have come from all directions, almost... otherworldly. Her grimoires reacted in various ways at the alarm of such an incident.
But this does not alarm her, she never cared in the first place.
She remained isolated, and desolate, in her gargantuan and comfortable cage that have books for bars. And when it's finally time to receive her usual tea, none came. Normally, she wouldn't mind, but if there's naught been tea nor coffee for the next 24 hours, she's bound to leave the library. The library door opened with it's usual low-pitched creaks, but what greeted her was not the usual hall nor the usual lush carpet. It wasn't even the usual landscape nor the usual soil that met her the moment she took a step outside. No, obviously she ended up in a place she'd never even consider. Perhaps unbeknownst to her, this might be a side-effect of that world-level magic she cast for fun. Or perhaps this could all be from something completely extraneous.
Whatever it is, she considered to finally took a step outside. She wanted to learn first-hand of it's gods, primordials, and mad moons.
GENERAL NOTES
All of Alryca's buffs and debuffs are dispellable by basic dispels. But "Prominence", "Amalgamation", "The Philosopher's Stones" and the self buff of "Fluxed Siphon" are her only things undispellable. Stuns are dispellable by strong dispels.
Notice that the spells on the left side of the talent tree are more advanced (skillshots and micro-management) than their right branch equivalent.
[Q] Previous Page
Go to the previous spell.
ABILITY
CAST ANIMATION
: NO TARGET
: 0 + 0
MANA COOLDOWN
: 0 : 0
Fwip!
NOTES :
This is an innate ability and does not need to be learned. It can't be leveled up.
Does not interrupt channeling nor ruin queued commands.
Earth -> Metal -> Wood -> Water -> Fire -> Back to Earth.
Entirely skips unlearned spells.
[W] Spell Library
Spells from her library shows here.
NOTES :
Custom HUD shows colored particles in her Spell Library to identify if it is boosted or not. (ignore the KotL)
All of her Library Spells' basic effects uses this ability's level.
Has the usual 4 levels and needs to be leveled up at least once to use the spells.
Crowned Corona and Blessed Undine are immediately unlocked upon learning.
Crowned Corona will be the first spell to be displayed.
Cannot display unlearned spells.
[E] Next Page
Go to the next spell.
ABILITY
CAST ANIMATION
: NO TARGET
: 0 + 0
MANA COOLDOWN
: 0 : 0
Fwip!
NOTES :
This is an innate ability and does not need to be learned. It can't be leveled up.
Does not interrupt channeling nor ruin queued commands.
Fire -> Water -> Wood -> Metal -> Earth -> Back to Fire
Entirely skips unlearned spells.
[D] Prominence
Sun. Adds the element of the sun to the next spell she cast, granting powerful bonus effects depending on the spell. Bonus effects by "Prominence" are highlighted in orange.
ABILITY
CAST ANIMATION
: NO TARGET
: 0 + 0
Buff duration MANA COOLDOWN
: 15 : 100 : 30 (5)
What empowers the sun, empowers all.
NOTES :
All of her Library Spells' SUN bonuses uses this ability's level.
The Sun bonuses stack with "Amalgamation"
[f] Amalgamation
Moon. Every spell Alryca casts will leave an elemental essence that gives unique power to her next spell. Effects vary based on that element. Red is provided by FIRE; blue is provided by WATER; green, by WOOD; yellow, by METAL; And brown, by EARTH.
ABILITY
CAST ANIMATION
: PASSIVE
: 0 + 0
Elemental Essence Duration MANA COOLDOWN
: 15 : 20 : 20
Like atoms, simple spells can ravage mountains given the right "fusion".
NOTES :
Combo Graph. Follow the arrows. In total, she has 15 "5-spell combos" that utilizes all elemental essences.
All of her Library Spells' elemental bonuses uses this ability's level.
The elemental bonuses stack with the SUN bonus from "Prominence".
Buff only lasts 15 seconds or until replaced by a new one.
Cannot have 2 or more elemental essence buffs at a time without using her ultimate.
[R] The Philosopher's Stones
Instantly replenishes some mana and increases her mana capacity by the same amount. This spell counts as all 5 elements in one cast and thus, gives all 5 elemental essences if "Amalgamation" is learned.
ABILITY
CAST ANIMATION
: NO TARGET
: 0 + 0
Mana Restored & Increased
buff duration
allied mana restore
mana loss reduction MANA COOLDOWN
All 5 elemental essence buff will be gone by the next library spell cast. Which means only 1 of Alryca's spells shall truly benefit from all elemental essences per cast of Philosopher's Stones.
ally mana restore does not apply to Alryca. However, The cooldown reduction that's part of the buff applies to everyone in the team.
Buff duration refers to the max mana increase and Agh's cooldown reduction. Elemental essences still last for 10 seconds.
The cooldown reduction from Agh's does not affect The Philosopher's Stones, since it was already cast before the buff is applied.
AGHANIM'S SCEPTER
Upgrades The Philosopher's Stones. Grants mana globally to other allied heroes and provides everyone with mana cost reduction for the duration.
AGHANIM'S SHARD
Upgrades Amalgamation. Becomes an active ability. Instantly creates an elemental essence. Element depends on the spell currently in her Spell Library.
Alryca's Library of Spells
Crowned Corona
Fire. Channels her power to make an explosion of temperature around her. Getting more powerful the longer it is channeled. WOOD provides bonus Aoe, EARTH leaves a scorching DPS to the affected area, and SUN adds even more damage based on the foes' MaxHP and allows it to damage buildings.
ABILITY
DAMAGE TYPE
PIERCES IMMUNITY?
CAST ANIMATION
: CHANNELED & NO TARGET
: MAGICAL
: NO
: 0 + 0.9
Channel time
Min damage
Max Damage
Min radius
Max radius Bonus Max AoE Damage per Sec DPS Duration Max HP as bns dmg Bldg. Dmg. MANA COOLDOWN
The base damage, radius, DPS, and MaxHP as bonus damage rises linearly with the time channeled. The DPS duration, and Building damage percentage aren't.
Boosted by WOOD: Obvious AoE change.
Boosted by EARTH: Floor is lava.
Boosted by SUN: Adds a 'shiny light' sound effect and overall blast is brighter.
Blessed Undine
Water. Blesses all allies in a target area with magic resistance for a few seconds. The essence of METAL's resilience increases the magic resistance, FIRE's warmth gives regeneration, and SUN's light: invisibility with movespeed bonus.
ABILITY
PIERCES IMMUNITY?
CAST ANIMATION
CAST RANGE
If the invisibility breaks, so does the movespeed bonus.
Boosted by METAL: The wet (affected) units will often shine silver.
Boosted by FIRE: The wet unit steams.
Boosted by SUN: Invisibility is obvious.
Horned Fytoscape
Wood. Must be learned from level 7 talent to unlock. Casts a tide of vines and roots forward, keeping enemies in place. EARTH gives it damage, WATER adds a slow after the root, and SUN converts some of the root duration as stun.
ABILITY DAMAGE TYPE
PIERCES IMMUNITY?
CAST ANIMATION
CAST RANGE
: TARGET POINT
: MAGICAL
: NO
: 0.1 + 0.8
: 1200
Effect width
Travel distance
Travel speed
Root Damage Slow
Slow duration Root dur. as stun MANA COOLDOWN
The root disarms. Affects and reveals invisible units.
With the SUN bonus, applies the stun first before the rest of the root.
Gives 200 radius ground vision to enemies hit for 1.75 seconds.
Boosted by EARTH: Chunks of rocks can be seen being thrown away with the traveling vines.
Boosted by WATER: Vines can be seen still gripping the enemy ala Upheaval hands.
Boosted by SUN: Makes the vines neon green brighter with spikes!
Spirited Photosynth
Wood. Must be learned from level 7 talent to unlock. Small green orbs spawn every 3 seconds and kamikaze to random units (heroes prioritized), damaging them. The orbs' attacks are separated by an interval of 2.25 seconds. EARTH gives the orbs AoE impact, WATER adds more orbs, and SUN make the targets rooted.
ABILITY
DAMAGE TYPE
PIERCES IMMUNITY?
CAST ANIMATION
: NO TARGET
: MAGICAL
: NO
: 0 + 0
Number of orbs
Orb duration
Enemy detection range
Damage Impact AoE Splash damage/root Additional Orbs Root MANA COOLDOWN
SUN bonus root does not disarm. Does not affect invisible units but prevents them from going invisible.
Orbs spawn at 3 seconds intervals, but fire at 2.25 intervals.
Summons the first orb immediately upon cast. It immediately kamikazes on sight of available targets.
No orbs will attack if there are no valid targets. But more orbs will keep spawning around her.
The intervals are not affected by percentage-based cooldown reductions.
Orbs travel at the speed of 1200 and can be disjointed, wasting an orb.
Refresh casts will cause all orbs from the previous cast to disappear.
Boosted by EARTH: Has an AoE impact visual.
Boosted by WATER: The orbs are colored cyan.
Boosted by SUN: Has bright yellow-green vines trapping the enemies.
Silvered Sentinel
Metal. Must be learned from level 13 talent to unlock. A flying metal dragon materializes above her. The dragon can sacrifice itself to deal damage and stun to a small AoE. With the FIRE's essence, it will have better movement speed; With WOOD's, a better HP; and with SUN's essence, upgrades the dragon into an ancient creep-hero and increases its attack speed.
ABILITY
CAST ANIMATION
: NO TARGET
: 0.2 + 0.7
Dragon HP
Armor
Attack damage
Base attack time
Movespeed
Duration Bonus movespeed Bonus HP Attack Speed MANA COOLDOWN
Casting "Silvered Sentinel" replaces the dragon from the previous cast.
Boosted by FIRE: Dragon has 4 flaming wings.
Boosted by WOOD: Dragon will have hints of green barks and some emerald.
Boosted by SUN: Dragon's body is more reflective, decorated in crepuscular rays.
Fluxed Siphon
Metal. Must be learned from level 13 talent to unlock. Drains the armor and attack damage of enemy heroes caught in the target area, a percentage of which she gains for herself. Both buff and debuff decay over a span of 25 seconds. FIRE encapsulates her in hot armor, returning damages she receives. WOOD grants more of the armor and attack she can drain, and SUN, adds a silence to the foes.
ABILITY
PIERCES IMMUNITY?
CAST ANIMATION
CAST RANGE
: TARGET AREA
: YES
: 0.5 + 0.3
: 600
AoE
Armor reduction
Attack reduction
Armor and attack gain
Duration Damage return Bonus gain percentage Silence MANA COOLDOWN
Self-buff is undispelable. Debuffs are dispeled by basic dispels.
The silence from SUN DOES NOT pierce spell immunity.
Damage return from FIRE works like Blade Mail, with reduced values.
Shows an insignia (similar to Jingu Mastery) above her head. The insignia's size, is based on how much armor/attack damage she stole. It shrinks as it decays.
The Aoe cast visual is similar to her insignia, which is also colored depending on what boosted it.
Boosted by FIRE: Insignia has red outline.
Boosted by WOOD: The insignia's center is green.
Boosted by SUN: AoE visual has a flash of light, also, silence is obvious.
Raged Teralith
Earth. Must be learned from level 19 talent to unlock. Causes the earth to tremble forward of Alryca, damaging enemies in the way. At the target point, an earth elemental is summoned. It deals more damage to buildings. if fused with WATER, the earth wave has massive slow, if with METAL, enemies near the elemental will miss their attacks, and with SUN, gives it a 'Stagger' ability, which stuns, and applies break.
ABILITY
DAMAGE TYPE
PIERCES IMMUNITY?
CAST ANIMATION
CAST RANGE
Boosted by WATER: The wave of earth is darker, so it looks wet. Stains the foot of enemies muddy brown.
Boosted by METAL: The elemental has shiny metallic components in it's shoulders.
Boosted by SUN: The elemental has a glowing yellow gemstone in it's chest and hands.
Nobled Trilithon
Earth. Must be learned from level 19 talent to unlock. A monolith spawns from the target location that deals damage to every enemy in its surrounding area with every pulse it makes. It also attacks every 2 seconds, damaging enemies in a splash AoE. The essence of WATER adds a massive MS and AS slow in every pulse, METAL's essence increases it's HP and duration, and the power of SUN allows it to bash in a splash area around the attack target.
ABILITY
DAMAGE TYPE
PIERCES IMMUNITY?
CAST ANIMATION
CAST RANGE
: TARGET POINT
: MAGICAL
: NO
: 0.6 + 0.3
: 800
HP (hero attacks)
Monolith duration
pulse intervals
Pulse damage
Attack damage Move slow
Attack slow
Slow duration HP bonus
Duration bonus Bash duration MANA COOLDOWN
She turned out to be my favorite among all my creations. (which are still few to be honest)
Changelogs:
Aug '17
Aug 07
All of her spells now has proper cast times instead of 0.1 + 0.1 every spell.
Made her talents accessable by level 7, 13, 19, 25 instead of the usual 10, 15, 20, 25.
Blessed Undine: Metal bonus increases magic resistance instead of providing armor.
Buffed Horned Fytoscape sun bonus.
Also, nerfed WATER bonus slow from 50% to 40%.
Fluxed Siphon: ▼
mana cost from 200 to 300. Cooldown from 30 to 50.
Armor reduction from 4/6/8/10 to 2/4/6/8. Attack reduction from 20/30/40/50 to 20/40/60/80.
Armor and attack gain percentage to 80%. Duration from 12 to 20.
Rescaled EARTH bonus duration: +5/10/15/20(/25) to +6/12/18/24(/30).
Rescaled WOOD gain percentage increase: +10%/20%/30%/40%(/50%) to +20%/40%/60%/80%/100%
The silver dragon now have 0% magic resistance and 0 hp regen.
Buffed earth elemental.
Aug 10
Added icons for the summon's abilities.
Crowned Corona WOOD bonus rescaled from +100/200/300/400(/500) to +75/150/225/300(/375).
Raged Teralith ▼
Nerfed WATER bonus slow from 3 to 2.50.
Elemental's Damage to structures from +100 to +120.
Nobled Trilithon WATER bonus slow from 1 to 0.75.
Prominence: buff duration from 20 to 15.
cooldown from 35 to 30.
Amalgamation elemental essence duration from 20 to 15.
Aug 17
elemental Stagger damage from 45/90/135/180 to 90/150/210/270.
Level 25 talent -15s Prominence to -10s.
Fluxed Siphon buff is now undispelable but debuff remain dispelable by normal dispels.
The badass image at the beginning was by Selgadis NOT Segladis. It's fixed now, sorry 'bout that.
Aug 20
"The Philosopher's Stones" ▼
mana gain from 300/600/900 to 240/445/650
cooldown from 100 to 80. (less total mana/sec)
Spirited Photosynth ▼
orbs spawn every 1s interval to 3s
orbs kamikaze attack interval from 0.75 to 2.25
Enemy detection range from 900 to 600
SUN bonus from 100/200/300/400 to 150/225/300/375. But enemies caught in the area now take full values instead of halved.
Fluxed Siphon ▼
AoE from 300 to 400
cast range from 800 to 700
Raged Teralith cast range from 800 to 1200. Now matching travel distance
Nobled Trilithon ▼
pulse AoE from 550 to 650
Now takes 2 dmg from melee hero attacks, 1 dmg from ranged hero attack, and 0.5 from creeps
Aug 24
Spirited Photosynth ▼
EARTH bonus now grants the AoE, SUN bonus now grants the root. Swapped.
The new SUN bonus root increased from 0.25/0.50/0.75/1.00 to 0.3/0.6/0.9/1.2
Fluxed Siphon EARTH bonus duration rescaled from +6/12/18/24(/30) to +5/10/15/20(/25).
Nobled Trilithon ▼
range from 1000 to 800
FIRE dps rescaled from 20/40/60/80(/100) to 15/30/45/60(/75)
I can't believe I'm doing changelogs! This part is like, tedious to do. Props to whoever in Valve is typing all the patch changes.
Aug 30
"The Philosopher's Stones" mana from 240/445/650 to 200/400/600
Spirited Photosynth WATER slow to 30%
Blessed Undine ▼
Resistance from 20% to 30%
Metal bonus rescaled from 5/10/15/20(/25%) to 4/8/12/16(/20%)
Fluxed Siphon dur to 25
Sep 22-29, '17
Added lore.
Prominence Buff duration from 15 to 10
Amalgamation Buff duration from 15 to 10
Crowned Corona now have min damage(50) and min radius(150).
Horned Fytoscape ▼
The root now applies a disarm
WATER slow from 30% over 1/2/3/4(/5) secs to 40% over 0.75/1.50/2.25/3.00(/3.75)
SUN bonus no longer increases cast range, travel distance, and speed (by +40%/80%/120%/160%). It now converts 25%/50%/75%/100% of the root duration as stun.
Spirited Photosynth enemy detection range from 600 to 800
Silvered Sentinel ▼
Dragon movespeed from 350 to 300.
WOOD bonus rescaled from 50/100/150/200(/250) to 40/80/120/160(/200)
Silver Dragon's Metal Dive ▼
no longer have 1600 charge speed, it instead have 1 second flight duration. (Now similar to Techies' Blast Off!)
cast point from 1 to 0.5
Raged Teralith ▼
Travel speed from 600 to 800
Effect width from 400 to 300
Damage -50
WATER slow duration from 2.5 to 3
Earth elemental Stagger cast point from 1.0 to 0.6
Elemental duration from 40 to 60
Oct 02 - 09, '17 :
Level 25 talrnt -10s Prominence to -15s.
The Philosopher's Stones buff duration from 25 to 20
Introduced an AGH'S upgrade: The Philosopher's Stones now gives mana and cooldown reduction to all allied heroes, globally. Mana restore is weaker on allies but all benefit from cd red. Cheers to juan7463 from reddit! ^^ (he didn't directly proposed it per se, but it was his comment that sparked it.)
Spirited Photosynth EARTH bonus rescaled from 150/225/300/375(/450) to 200/250/300/350(/400)
Crowned Corona WOOD bonus AoE increased from 75/150/225/300(/375) to 100/200/300/400(/500)
Nov 03, '17 (Patch 7.07):
Level 25 Talent: -15s "Prominence" cd to -25s
Level 25 Talent: Level 5 "Amalgamation" to Level 6
Agh's cooldown reduction from 25% to 15%/20%/25%
Dec 23, '17 Major Changes:
The Philosopher's Stones ▼
Buff duration from 20 to 25
Agh's allied mana from 75/150/225 to 100/200/300
Crowned Corona ▼
METAL 5%/30%/45%/60%(/90%) miss chance replaced with EARTH bonus. Scorches the land, dealing 15/30/45/60(/90) DPS for 6 seconds.
SUN bonus now deals 25%/30%/35%/40% damage to buildings
Horned Fytoscape root no longer disarms.
Silvered Sentinel bonus Movespeed is now provided by FIRE instead of WOOD. Bonus HP is now provided by WOOD instead of earth.
Fluxed Siphon ▼
EARTH bonus that adds 5/10/15/20(/25) duration replaced with FIRE bonus that grants 5%/8%/11%/14%(20%) damage return.
Duration from 25 to 18
Armor and attack gain from 80% to 100%
SUN bonus silence no longer pierce spell immunity
Raged Teralith ▼
FIRE bonus that let it explode on death for 90/180/270/360(/540) damage replaced with METAL bonus. Provides 15%/25%/35%/45%(60%) miss chance aura.
Elemental vision from 800/400 to 1200/800
Nobled Trilithon REWORKED ▼
Hero atks to destroy Monolith from 10 to 6
melee and ranged hero attacks both deal 1 dmg to it now
monolith duration from 30 to 12
Pulse Damage from 150/200/250/300 to 60/120/180/240
The monolith now also attacks every 4 seconds. 30/60/90/120 damage, 0.4/0.8/1.2/1.6 stun, 200 splash AoE - 100% splash dmg and stun splashes too. 650 Attack range.
SUN now gives the monolith +1/2/3/4 multi-shot.
replaced FIRE 15/30/45/60(/75) DPS with METAL bonus +1.5/3.0/4.5/6(9) monolith HP and +3/6/9/12(18) duration.
WATER slow duration from 0.75 to 1
monolith from 150 gold / 100 XP to 200 gold / 0 XP.
Jan 13, '18 :
Blessed Undine cooldown from 25 to 15.
Cooldown of both WOOD spells from 30 to 25.
Cooldown of both METAL spells from 50 to 40.
Cooldown of both EARTH spells from 65 to 55.
Horned Fytoscape travel speed from 800 to 600. And it now disarms again.
Feb 26, '18 :
Intelligence from 26 + 3.2 to 23 + 3.0
Crowned Corona SUN damage to bldgs reduced by 5% at all levels.
Apr 12, '18 :
[patch 7.13b] base strength +4
Crowned Corona, Blessed Undine, Horned Fytoscape, Spirited Photosynth, Silvered Sentinel, and Fluxed Siphon cooldown reduced by 5.
Crowned Corona ▼
SUN damage from 4%/8%/12%/16% of maxHP to 6%/12%/18%/24%
SUN building damage from 20%/25%/30%/35% to just 20%
EARTH bonus duration from 6 to 5
Blessed Undine ▼
Base magic resistance bonus from 30% to 25%
METAL bonus resistance from 4%/8%/12%/16%(24%) to 5%/10%/15%/20%(30%).
Spirited Photosynth orb duration from 15 to 10
Silvered Sentinel ▼
Dragon duration reduced by 10.
Metal Dive damage reduced by 50.
Fluxed Siphon ▼
armor reduction from 2/4/6/8 to 1.5/3/4.5/6
atk dmg reduction from 20/40/60/80 to 15/30/45/60
cast range from 700 to 600
AoE from 400 to 450
Raged Teralith ▼
Stagger stun duration from 1 to 2
Stagger now fully affects buildings. (100% of damage and stun)
Nobled Trilithon ▼
Attack damage from 30/60/90/120 to 40/80/120/160
METAL hp bonus from 1.5/3/4.5/6(/9) to 2/4/6/8(/12)
METAL duration bonus from 3/6/9/12(/18) to 4/8/12/16(/24)
May 11 2018 (patch 7.15)
Base Int reduced by 2
Base atk dmg +2
Aug 31, '18 :
Reformatted the colors. It actually now feels cleaner.
strength gain from 1.6 to 1.9
Blessed Undine SUN bonus movespeed from 10%/20%/30%/40% to 15%/30%/45%/60%
Raged Teralith ▼
Elemental's Stagger damage from 90/150/210/270 to 80/160/240/320
Stagger stun from 2 to 1.5
WATER bonus slow duration from 3 to 4.5
Nobled Trilithon ▼
Attack rate from every 4 secs to 2 secs
Aug 6 - Updated some texts that still says 4s attack time.
Monolith pulse radius to 800 from 650
monolith non-hero attacks to destroyed increased from *2 of hero-attacks to *3
Monolith's basic attacks no longer bash
The monolith's pulses are now considered a passive ability, now with spell icon and everything!
WATER bonus slow duration from 1 to 1.5
SUN bonus no longer multishots. Replaced with bash for 0.4/0.8/1.2/1.6 seconds (meaning it can pretty much stun-lock an enemy including everyone near it)
Feb 12, '19 :
Base health and mana regen from to 1.5 & 0.9, respectively, to both 0. (7.21)
Intelligence growth from 3.0 to 3.9
The philosopher's Stones ▼
mana restore from 200/400/600 to 250/500/750
Aghs upgrade ally mana restore from 100/200/300 to 175/350/525
Aghs upgrade cooldown reduction from 15%/20%/25% to 20%/30%/40%
Crowned Corona ▼
damage from 125/175/225/275 to 175/250/325/400
WOOD bonus radius from 100/200/300/400(600) to 150/300/450/600(900)
Spirited Photosynth EARTH bonus' splash damage and root now only has 50% effectiveness.
Silvered Sentinel base attack time from 1.2 to 1.0
Raged Teralith. Elemental attack time from 1.9 to 1.2
mar 17, '19
Updated root descriptions (based in root changes in 7.20)
Horned Fytoscape root disarms and has true sight. Affects already invisible units.
Spirited Photosynth root does not disarm and has conditional true sight, meaning it cannot reveal already invisible units but prevents units from going invisible.
Prominence buff duration from 10s to 15s.
Amalgamation essence duration from 10s to 15s.
The Philosopher's Stones ▼
mana restore and increase from 250/500/750 to 250/350/450
Scepter ally restore from 175/350/525 to 175/250/325
duration from 25 to 15
Cooldown from 80 to 80/65/50
Crowned Corona SUN building dmg from 20% to 25%
Horned Fytoscape SUN visual effects now additionally has spikes.
Spirited Photosynth ▼
SUN root from 0.3/0.6/0.9/1.2 to 0.4/0.8/1.2/1.6
clarified rule: refresh casts will make orbs from the previous cast disappear.
Silvered Sentinel cooldown from 35 to 30.
Fluxed Siphon ▼
FIRE dmg return from 5%/8%/11%/14%(/20%) to 5%/10%/15%/20%(/30%)
(Apr 17) Buffed again to 10%/20%/30%/40%(/60%)
SUN bonus now pierces immunity to be consistent with the spell.
cooldown from 35 to 30.
Raged Teralith cooldown from 55 to 40.
METAL Blinding Aura radius from 350 to 300
METAL Blinding Aura miss chance from 15%/25%/35%/45%(/65%) to 10%/20%/30%/40%(/60%)
Nobled Trilithon cooldown from 55 to 40.
Jun 8, '19
The Philosopher's Stones -5s cooldown (now 75/60/45)
Crowned Corona -25 max dmg (now 150/225/300/375)
Silver Dragon -50 Bounty, +150 exp
Earth elemental +15 HP rgn, +50 Bounty, +50 exp
Nov 11, 2020
Silvered Sentinel SUN bonus now increases attack speed instead of reducing BAT.
Mar 7, '21
Agi gain +1 (now 2.4)
int gain +0.5 (now 4.4)
The Philosopher's Stones
Mana restore -50 (now 200/300/400)
cooldown from 75/60/45 to 60/50/40
Horned Fytoscape cooldown -5 (now 15).
Spirited Photosynth cooldown -5 (now 15).
Silvered Sentinel
Dragon HP -250 (now 750)
cooldown -10 (now 20).
Fluxed Siphon
Duration -8 (now 10)
cooldown -10 (now 20).
Aghanim's Scepter
mana restore to allies -25 (now 150/225/300)
"cooldown reduction" to all allies replaced with "mana loss reduction" to all allies.
Added Aghanim's Shard upgrade: Upgrades Amalgamation. Becomes an active ability. Instantly creates an elemental essence. Element depends on the spell currently in her Spell Library.
Promised Cookie
Your well-deserved cookie. Granted to anyone who've read it all. Provides self-gratification, and sense of accomplishment. Thank you for your time. ヾ(。・ω・。)
Very interesting! Instantly smiled at explanation for 7/13/19
I had several ideas you used here (fortunately I scrapped the heroes so I won't have to sue) but the full combo seems very OP at high levels as it only costs 1100 mana (200 with ulti).
Consider super nerfing the green storm as right now alone with PS at level 11 it can do (3/2/4/1 build) 15 seconds of having 8 unkillable wisps dealing 50dps in a 200 aoe while whole enemy team is rooted, for a total of 40×140 single target damage while permarooted, not counting aoe.
My personal suggestion would be having 12/14/16/18 wisps, released at 3 per second to deal 30/35/40/45 damage to any random unit (kamikaze) in a 600 aoe. Water adds 3/4/5/6/7 more orbs, and earth improves the rate to 4/5/6/7/8 per second, while sun makes them all bounce for 12/14/16/18/20 damage.
Great hero overall, especially because of the extra spells she has. Nice work!
"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
Thanks for pointing out Green Storm's problems. I fixed it by simply nerfing the orbs spawn interval and attack intervals. This removes the perma-root and drastically disperses the time it takes to deal its total damage. It will still prioritize heroes, but I toned down the enemy detection range by 300.
As for the OP-ness of her combos, that would be really hard to know for sure without seeing it in real game action. I mean, invoker's combos sounds very powerful on paper but icefrog deemed him balanced.
My HCC Entry, Alryca! She's taking over Patchouli Knowledge for the remainder of the contest. If I would have a dream hero that I wish to be ported to dota 2, it's definitely questionable to have someone from another franchise.
Made some major changes. Also added helpful images to visualize how she works.
Dec 23, '17 Major Changes:
The Philosopher's Stones ▼
Buff duration from 20 to 25
Agh's allied mana from 75/150/225 to 100/200/300
Agni Shine ▼
METAL 5%/30%/45%/60%(/90%) miss chance replaced with EARTH bonus. Scorches the land, dealing 15/30/45/60(/90) DPS for 6 seconds.
SUN bonus now deals 25%/30%/35%/40% damage to buildings
Sylphae Horn root no longer disarms.
Silver Dragon bonus Movespeed is now provided by FIRE instead of WOOD. Bonus HP is now provided by WOOD instead of earth.
Metal Fatigue ▼
EARTH bonus that adds 5/10/15/20(/25) duration replaced with FIRE bonus that grants 5%/8%/11%/14%(20%) damage return.
Duration from 25 to 18
Armor and attack gain from 80% to 100%
SUN bonus silence no longer pierce spell immunity
Rage Trilithon ▼
FIRE bonus that let it explode on death for 90/180/270/360(/540) damage replaced with METAL bonus. Provides 15%/25%/35%/45%(60%) miss chance aura.
Elemental vision from 800/400 to 1200/800
Trilithon Shake REWORKED ▼
Hero atks to destroy Monolith from 10 to 6
melee and ranged hero attacks both deal 1 dmg to it now
monolith duration from 30 to 12
Pulse Damage from 150/200/250/300 to 60/120/180/240
The monolith now also attacks every 4 seconds. 30/60/90/120 damage, 0.4/0.8/1.2/1.6 stun, 200 splash AoE - 100% splash dmg and stun splashes too. 650 Attack range.
SUN now gives the monolith +1/2/3/4 multi-shot.
replaced FIRE 15/30/45/60(/75) DPS with METAL bonus +1.5/3.0/4.5/6(9) monolith HP and +3/6/9/12(18) duration.
WATER slow duration from 0.75 to 1
monolith from 150 gold / 100 XP to 200 gold / 0 XP.
I do wish Patchouli Knowledge to be ported on "Defense of the Shrines 2" though.
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Paragon of Darkness
Terraformer
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Fræʃir
Astral Channeler
Arachnopath
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Ectobeast
Frosthound
Tempest Spirit
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Paradox Construct
Wraith Slayer
Jadewind
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Mamizou
Hata no Kokoro
Ceres Fauna
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Bronze Emperor
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delta17
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Paragon of Darkness
Terraformer
Peacekeeper
Karmic Executioner
Fræʃir
Astral Channeler
Arachnopath
—
Ectobeast
Frosthound
Tempest Spirit
—
Paradox Construct
Wraith Slayer
Jadewind
—
Mamizou
Hata no Kokoro
Ceres Fauna
—
Satori
Enno
Nanashi Mumei
—
Ichirin
Bronze Emperor
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Lion Rework
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delta17
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