Please verify that you are not a bot to cast your vote.
Help SupportOur Growing Community
DOTAFire is a community that lives to help every Dota 2 player take their game to the next level by having open access to all our tools and resources. Please consider supporting us by whitelisting us in your ad blocker!
Want to support DOTAFire with an ad-free experience? You can support us ad-free for less than $1 a month!
Some heard stories, some have seen them, and a few even encountered one. These stories are told about the Djinn. Magical creatures with no proper description left behind, only stories remain. Ekril has been making contracts and pacts his entire life to ensure power for his kind. He believed his people deserved power and that they are intended to own it. The Dire offered Ekril power beyond imagination, and he accepted the challenge with grin smile on his face.
ABOUT:
Ekril is an agility melee hero.
Not many know what Ekril brings into the battlefield. It may be his own skills he learned because of the survival in different enviroment or it may be his gathered artifacts from all the pacts he made with demons, mages and creatures. Still, fighting against something unknown is never a good idea.
FACTION:
Ekril applies an activation buff on allied unit. If the unit receives more than 50 damage from specific damage type, any damage with the same damage type dealt to the unit will be decreased by 20%/30%/40%/50%. Adapt lasts 10 seconds and buff duration is 6 seconds.
Quoted:
-Ability: Target Unit
-Affects: Allied Heroes
-Cast Range: 500
-Cast Animation: 0.2 + 1.24
-Activation Threshold: 50
-Damage Reduction: 20%/30%/40%/50%
-Duration: 10
-Buff Duration: 6
-Cooldown: 38/34/30/26
-Mana Cost: 90
Spoiler: Click to view
-Cannot be casted on magic immune target
-Can be dispelled
-If the threshold does not break by 10 second duration then the buff will not be applied
-Only hero units can break the threshold
Getting used to something really does repay
---> Shadow Passage: W
Djinn allows selected ally to go through the shadows of reality. Casts it once on selected ally and again on selected area. Teleport cast range can go up to 700/800/900/1000 units away. When the unit is teleported to the area, it deals 100/150/200/250 damage too all nearby enemies in a 400 radius. Arrival on the selected area has a 0.3 second delay.
Quoted:
-Ability: Target Unit/Target Area
-Affects: Allied Heroes/Enemy Units
-Pierces Spell Immunity: No
-Cast Range: 600
-Cast Animation: 0.1/0.1 + 0.92/1.24
-Teleport Cast Range: 700/800/900/1000
-Destination Select Time: 4
-Arrival Delay: 0.3
-Damage: 100/150/200/250
-Damage Type: Magical
-Radius: 400
-Cooldown: 16
-Mana Cost: 90/100/110/120
Spoiler: Click to view
-Teleport destroys trees
-If teleport destination won't be chosen by 4 seconds the spell will be disabled and will go on cooldown
-If the selected unit is Ekril there will be no arrival delay
Shadow Orb that was given to Djinn by orb gathering demon Uhal'uk as a gift for not killing him because of the pact that demon broke
---> Ancient Pact: E
Can select an ally hero to be globally affected by the fountain regeneration for 1/2/3/4 seconds.
Quoted:
-Ability: Target Unit
-Affects: Allied Heroes
-Cast Range: 600
-Cast Animation: 0.2 + 0.68
-Duration: 1/2/3/4
-Fountain Regeneration: Global
-Cooldown: 120/90/60/30
-Mana Cost: 80/100/120/140
Spoiler: Click to view
-Fountain regeneration lingers for 1 second after the Ancient Pact ends
Some say this was one of the pacts Djinn did with The Dire
---> Realm Key: R
Ekril banishes random enemies in selected 600 radius. Lasts 3 seconds. All banished enemies will be muted for 1 second after the banish ends.
Key with the power to peek into unknown realms. Ekril was looking for this key over decades just to gain more power from other realms as wellTALENTS:
+3s Ancient Pact |25| 30% Cooldown Reduction
+15% Adapt Damage Reduction |20| +150 Cast Range
+40 Movement Speed |15| +75 Shadow Passage Damage
+5 Armor |10| +2 Mana Regen
PLAYSTYLE:
Djinn is an excellent offlaner but also a good support for the team. His Adapt ability helps his team withstand plenty of damage done to them, can use his Shadow Passage ability offensively such as defensively and when the fight is over he can revive their lost health with his ability Ancient Pact. His ultimate move Realm Key can make for a good gambit of the starting battle or a tactical retreat.
R is amazing, though the already-huge area need not be made even bigger as he levels as it should be used to remove some enemies from a teamfight to focus another. Can't do that when everyone dissapears.
EDIT: Also, if either this or Mare are supposed to be your submission for the HCC you should specify that in the title.
"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
DOTAFire is the place to find the perfect build guide to take your game to the next level. Learn how to play a new hero, or fine tune your favorite DotA hero’s build and strategy.
FrenkySS
Posts: 15
View My Blog
My hero and item ideas!
The Magnus Magus
Notable (5)
Posts: 104
View My Blog