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Lore : Do you ever feel like the world is just a tiny sphere that fits in your hand? Kingdom of Slaom's ruins, Turstarkuri's temple, Isle of Mask location, you name it, Vikdoran had step his foot on the location. He travels through entire world, becoming a witness to current things that is happening. Vikdoran laughs at Kunkka and Tidehunter rivalry and pity the fallen Etienne Swiftguard. Vikdoran is no god but just a mere mortal with power given from birth.
-Changed Eldoran to Vikdoran for no reason.
-Hero Release.
*** Crippling Rejuvenation "Relief for some is agony for others."
Vikdoran slows the movement off enemies around him for 2.5 seconds while removing harmful effects from his allies. Allies inside the aura will also have gain bonus attack speed, health and mana regeneration.
Ability : No Target/Aura Affects : Enemies/Allies Radius : 400/450/500/550 Move Speed Slow : 30%/42%/54%/66% Dispel Type : Basic Dispel Bonus Attack Speed : 20/40/60/80 Bonus Health Regen : 150%/200%/250%/300% Bonus Mana Regen : 100%/150%/200%/250% Cooldown : 12 Mana : 75/90/105/120
Notes:
Aura regen stack with other regen.
Bonuses also applied to Vikdoran himself.
Dispel occur upon activation and only bonus attack speed, health and mana regen aura last for the rest of duration.
Skill Changes
-Increase Bonus Mana Regen from 25%/50%/75%/100% to 100%/150%/200%/250%.
-Increase Bonus Health Regen from 50%/100%/150%/200% to 100%/200%/300%/400%.
-Renamed from Crippling Liberation to Crippling Rejuvenation.
-Add bonus attack speed, health and mana regeneration to allies.
-No longer reduce enemy magic and physical resistance for 10%/15%/20%/25%.
-Reduce Move Speed Slow from 42%/54%/66%/78% to 30%/42%/54%/66%.
-Added Physical and Magic Resist Reduction to Crippling Liberation.
-Crippling Liberation Released.
*** Forces "Nobody feels anything, when they realised, they already displaced."
Skillfully controling the kinetics, Vikdoran pushes hero unit in the direction he desires. The closer the enemy to the target point, the farther the knockback distance. Enemy that collides with another unit, tree, building or cliff during knockback will receive damage and mini-stunned, knockback ends on collision.
Ability : Target Point/Vector Affects : Enemy Heroes/Ally Heroes Damage Type : Physical Cast Range : 1000 Forces Range : 500 Forces Width : 300 Min Knockback Distance : 100 Max Knockback Distance : 500 Damage : 40/60/80/100 Stun Duration : 0.25 Cooldown : 24/18/14/10 Mana : 100
Notes:
Act as Forced Movement.
Damage and stun dealt to both collided enemy.
Only enemy hero and enemy/neutral creep can receive damage and stun; building, cliff and tree don't take damage or stun.
Skill Changes
-Increase Forces Width from 200 to 300.
-Added Forces Range that I forgot to put.
-Forces Released.
*** Circulation Breakdown "There are some flows that only some can see moving through this world."
After a short time, Vikdoran release a powerful blast that deals damage and applies Break to an enemy. The enemy's move speed will be reduced to 250.
Ability : Single Target Affects : Enemies Damage Type : Magical Cast Range : 800 Cast Delay : 0.5 Damage : 100/150/200/250 Duration : 3.5 Cooldown : 19/14/10/7
Skill Changes
-Increase cast range from 600 to 800.
-Circulation Breakdown Released.
*** Drifter's Edge "He who travels with purpose shall benefits."
Each distance traveled by Vikdoran will improve his next attack damage and only deals tappering slow if it reach 1000 travel distance. Vikdoran move speed will also increases as the distance travelled increases. Travel distance will be reduced to 0 upon attack discharge.
Aghanim's Scepter Upgrade : +40% Drifter's Edge Damage per Distance.
Ability : Passive Affects : Self Damage Type : Magical Travel Distance Cap : 1000/2000/3000 Move Speed Bonus per 100 Travel Distance : 3.33 Damage per Distance : 10% Tappering Slow : 95% Slow Duration : 1/1.5/2
Notes:
Break will stops travel distance from adding charges but will not remove it. Strong Dispels will remove the charges.
Only normal movement and Forced Movement counts towards travel distance charges.
Deal normal damage (physical) first before Drifter's Edge damage (magical).
Skill Changes
-Added Aghanim's upgrade.
-Tappering Slow now being dealt if travel distance reach 1000 instead of the max cap.
-Drifter's Edge Released.
Level 25 : Crippling Rejuvenation Strong Dispels and Stun enemies for 1.5 or Drifter's Edge always tappering slow (not requiring 1000 charges)
Skill Changes
-Increased Level 25 Talent Crippling Rejuvenation stun from 1 to 1.5
-Changed Level 25 Talent from +40% Drifter's Edge Damage per Distance to Drifter's Edge always tappering slow (not requiring 1000 charges).
-Talents Released.
***
This hero was meant to be played as an active support. Vikdoran is always there when fight happen to assist his team but no one noticed it.
His Q was an aura that boost allies HP and Mana Regen. This force him to always be nearby his allies in case of emergency, a need for quick regen. Vikdoran needs to buy items such as Headdress or Urn of Shadow to burst heal allies. With Tranquil Boots, Vikdoran can rush into fight while healing himself and allies.
His W is a discount Force Staff that requires skill to be used, and allows him to replace Force Staff in inventory with other items. His W can be key to little plays that could change the tide of a fight; enemy Enigma Blackhole, Vikdoran use W to stun him while ally Enigma Blackhole, Vikdoran can use W to push missed enemies into it. It can also be used as an escape tools and a way to gains his ultimate's charges.
Vikdoran's E is an ability that allows him to disable enemy's core passive (Bristleback, Blur) with Break to ensure a kill. This skill can be used as an opening fight skill. Slowing enemy to 250 move speed and damages it can be useful in early game, combined with Q.
His R is the key to his role as support. By always moving, Vikdoran will gains move speed. The extra move speed allows him to stay near his allies and bursting damage, slowing enemy and assisting allies for kills. The charges also not hard to be gained. He can buy Force Staff, use it and followed by W to reach his max charge and gain tappering slow for next attack.
You can open fight with E to damage, slow and Break enemy. Then, open Q if the enemy disabled allies during chase and push the enemy closer to allied core with W. If he still far from reach, discharge your R for tappering slow (after you have reach 1000 range).
Core concept is cool, like it, although I gotta say the Q and W should be one or at least give another unique thing to the Q, it feels bland and boring and whatnot and the W should have its mechanic change to something similar to Telekinesis of Rubick, I think Vector targeting is only good on instantaneous abilities (like Donte's swashbuckle where there is a dash and in an instant he will do 4 attacks) this one feels like he needs time to redirect and pin point the direction where to push the enemy which is more similar to Telekenisis and not Swashbuckle( TL:DR give the player a breathing time to decide the direction where the enemy will be pushed), Although I gotta say the integration of the damage if enemy hit it's ally and the vector targeting is very good due to the fact it is quite similar to Gush and will be like one if not for these. Also that Ult is a good one, I can see this hero as a ganker/roamer/support hero because I think he should always be on the move and stuff to get the best of the ability.
Core concept is cool, like it, although I gotta say the Q and W should be one or at least give another unique thing to the Q, it feels bland and boring and whatnot and the W should have its mechanic change to something similar to Telekinesis of Rubick, I think Vector targeting is only good on instantaneous abilities (like Donte's swashbuckle where there is a dash and in an instant he will do 4 attacks) this one feels like he needs time to redirect and pin point the direction where to push the enemy which is more similar to Telekenisis and not Swashbuckle( TL:DR give the player a breathing time to decide the direction where the enemy will be pushed), Although I gotta say the integration of the damage if enemy hit it's ally and the vector targeting is very good due to the fact it is quite similar to Gush and will be like one if not for these. Also that Ult is a good one, I can see this hero as a ganker/roamer/support hero because I think he should always be on the move and stuff to get the best of the ability.
Thanks for the reply.
I will be lying if I say that his Q is enough as I also feel something lacking from it. I also don't want to add damage to it because I don't want this hero to be like a main damage source. I will tweak the Q and maybe add damage to it eventually. His W was intended to be like that to raise the skill cap. Plus, hitting trees will also proc damage and stun so I think giving time for W will only make it sorta easy to use in laning stage.
I think the 66% slow from the Q is more than enough, and if you still think it is lacking make it somehow scale up from the ultimate.
For the ultimate I would say make the slow apply as long as 1000+ units have been traveled, and not neccessarily only if the cap is reached. Otherwise upgrading the ult might be seen as a bad idea as it would get harder to get the cripple out of it.
About AttackHelicopters criticism of the W, I would disagree. As it targets an aoe, it is fine being instant. And I like how it is unique from Telekinesis.
The biggest problem I see with this hero is he has 3 sources of slow. While I am contradicting myself here, I would actually remove the Q's slow, in favor of a different status effect. A silence or mute, or a unique debuff (or buff. You could change it to be a help-the-team rather than a kill-the-enemy ability.
"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
I think the 66% slow from the Q is more than enough, and if you still think it is lacking make it somehow scale up from the ultimate.
For the ultimate I would say make the slow apply as long as 1000+ units have been traveled, and not neccessarily only if the cap is reached. Otherwise upgrading the ult might be seen as a bad idea as it would get harder to get the cripple out of it.
About AttackHelicopters criticism of the W, I would disagree. As it targets an aoe, it is fine being instant. And I like how it is unique from Telekinesis.
The biggest problem I see with this hero is he has 3 sources of slow. While I am contradicting myself here, I would actually remove the Q's slow, in favor of a different status effect. A silence or mute, or a unique debuff (or buff. You could change it to be a help-the-team rather than a kill-the-enemy ability.
Thanks for the reply.
I have changed the criterion for tappering slow to be applied. The reason I say maximum cap is because I don't know if I put a certain number, will the tappering slow be abused and spammed a lot for permanet 95% slow or not. From your opinion, I think that it's better to consider about getting the cripple instead of it being spammed.
Instead of damages, I want to make his Q helps allies to kill. So, I've added bonuses that support his team instead.
I haven't changed W and E. From my point of view, Vikdoran can start with E, open Q after E ends then throw tappering slow from R then push enemy close with W. So, I don't think having 3 slow is bad because you need to time your abilities.
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