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Orion is an Invoker-style Intelligence hero based on drawing power from neutral creeps, able to control creeps like other classical junglers but also transform herself into Avatars, empowered forms derived from either mythical beasts or the neutrals she can find each game. Each avatar form possesses one basic and one ultimate ability, and Orion has access to over 20 forms in total. With more spells on tap than Invoker, Orion would struggle to cast them all if not for her second ability, Spectral Projection, allowing her to conveniently make any allied or neutral unit she can get her hands on take on Orion's current form.
Show Summary of Abilities
Skills Overview:
Q: AVATAR no target
Transforms into the currently selected avatar, gaining new D and F abilities and potentially changing primary attributes, press Q again to change back
W: STELLAR PROJECTION target allied/neutral creep
Forces an allied or neutral unit to take your current form, including gaining a copy of avatar abilities, but projections time out if left inactive
E: ASTRAL FLOW target ally/neutral unit, passive
Passively levels up avatar ultimate abilities, may target allies to grant bonus health and mana, and when targeted on neutral creeps gains control of that creep and the ability to transform into that creep family's avatar
R: AWAKENING ultimate, passive, toggle
Toggle to select between available avatars, grants bonus health and mana per summoned unit while in avatar form, and unlocks a new avatar per level plus summons a free projection of each new avatar upon leveling up the ability
D: AVATAR BASIC ABILITY SLOT
Awakening forms generally have basic abilities that modify attacks, and neutral creep avatars have auras or disables
F: AVATAR ULTIMATE ABILITY SLOT
Generally either a powerful disable, damaging ability or supportive skill, many of which require channeling
Full List of Avatars:
Awakening Avatars:
Unlocked with Avatar: Sprite (D: SLASH, F: SNEAK ATTACK)
Unlocked with Awakening lvl 1: Dryad (D: HEALING POLLEN, F: SAP MANA)
Avatars from neutral creeps are modified versions of the standard creeps, with visually different appearances but a similar base model, and which do not necessarily grant the same abilities as the standard creep (some abilities are slightly buffed or reworked). All creeps within a family grant the same avatar abilities. Orion has access to a total of 42 avatar abilities, 21 basic and 21 ultimate.
Background Info
Show Background Info
Lore:
Some call her the goddess of creation and light, while others paint her as an impish and hedonistic minor deity. While not particularly prone to heroic feats or staying in one place for too long, Orion almost always uses her powers to take a carefree vulpine or rodent-like form when not using her powers to confuse, dazzle or threaten. Orion might have become queen of the vast sky if not for her distaste for ruling and combat, or really exertion in general. Instead, she mainly wanders from system to system, scoping out lush locales to revisit one day or perhaps looking for new nature spirits to befriend. Little is known about her mysterious past, and in fact, somehow, nothing written about her has ever made it into any this universe's great archives. Tidbits gleaned from those who adventured alongside her over the years even suggest that she has no true physical form at all and is indeed a powerful force of nature not unlike the fundamentals. Whoever she is, you would not want to be on her bad side — Orion never fights without bringing friends.
Appearance:
A small, playful light-being whose mysterious origins and powerful abilities lead all to conclude she (or it) must have some greater purpose. She traditionally presents as a rodent-like, glowing white being wearing a suit of high-tech armor, but through her abilities to project illusions of herself and others, including powerful avatar spirits she learns from nature, she can take virtually any form she wants.
Level 10: +250 Mana OR +125 Attack Range Level 15: Astral Flow Creeps 30s Respawn Time OR +50 Damage Level 20: +100% Perks from Avatar OR +120 GPM Level 25: Avatar No Cooldown OR +30 All Stats
Q: AVATAR no target
Orion transforms her body into an avatar, gaining additional unique abilities as well as potentially changing her primary attribute. Orion begins with a Sprite avatar with a unique balanced primary attribute and may select from additional avatars to transform into after leveling her ultimate. Pressing Q again transforms Orion back, and after leveling ultimate toggling R selects her target avatar form. Perks from Primary Attribute while Shapeshifted: 0/50/100/200% Transformation Time: 1.0/0.8/0.6/0.4s
[ <cd> 24/18/12/6s ] [ <mana> 150 ]
Base Avatar (until level 6):
Sprite — Balanced Melee D: SLASH toggle, passive - Jumps to the target unit and performs a melee attack before returning back to the initial position (900 cast range) <cd> 3s <mana> 30 F: SNEAK ATTACK no target - Grants nearby allies invisibility, evasion and free pathing for a short duration. (400 radius, 3/4/5/6s duration, 40/50/60/70% evasion, 0.5s fade delay ) <cd> 40s <mana> 75
Notes:
• The balanced primary attribute for Orion's sprite avatar form gives 33% of the perks from each primary attribute.
• Avatars have the same total health and mana, health and mana percentage, and armor/movement speed/etc as Orion, but may take on a different primary attribute and/or attack range.
W: STELLAR PROJECTION target allied/neutral creep
Forces the target allied or neutral unit to take Orion's current form, giving Orion control of them as well. If the transformed unit dies Orion receives a bounty and experience, but otherwise the projection times out if left inactive for a period of time, or reverts to its previous form after a max duration of activity. Projected avatars may use abilities, but projections of Sylph herself may not. Cast Range: 300/500/700/900 Max Projection Duration: 30/60/90/120s Inactivity Timeout Period: 15s
[ <cd> 18/17/16/15s ] [ <mana> 75/50/25/0 ]
Notes:
• Casting Stellar Projection on a unit already under the spell's effect will overwrite the form and update its duration.
• Projections of avatars do not share cooldowns with Sylph and thus, like Arc Warden’s Tempest Double, allow her to use her spells multiple times in a row. Projections may not use items, however.
• Killing Orion removes all of her projections instantly.
• Projections take on the same health and mana percentage as the target at time of casting.
E: ASTRAL FLOW target ally/neutral unit, passive
Levels up each avatar's unique ability (F) passively. When targeted on an ally increases their health and mana by a percentage for a duration, and when targeted on a neutral creep Orion permanently learns how to recall that creep type as an Avatar and gains permanent control of the target creep. The listed hotkeys can be used with Orion's ultimate to change the current Astral Flow avatar, displayed as the spell icon. The hotkeys may also be used directly onto the Astral Flow icon to change it.
<aghs> Aghanim's Upgrade: Astral Flow can target ancients. Cast Range: 750 Ally Bonus Health: 25/30/35/40% Ally Bonus Mana: 10/15/20/25% Bonus Mana/Health Duration: 60s Max Astral Creeps: 3/4/5/6 at a time
[ <cd> 120/90/60/30s ] [ <mana> 60 ]
List Neutral Creep Avatars:
V: Vhoul — Agility Melee D: ENVENOMED WEAPON passive - Deals magical damage per second to enemies on attack (8 dps, 10s hero duration, 20s non-hero) F: POISON SPEAR target enemy, magical - Leaps to and roots an enemy, applying a poison effect for the root's duration (700 cast range, 1.5/2/2.5/3s root, 40/50/60/70 dps) <cd> 40s <mana> 90
K: Kobold — Strength Melee D: SPEED AURA aura - (12% speed bonus, 900 radius) F: CRACK WHIP no target - Instantly applies a normal dispel on nearby allies, as well as a movement and attack speed increase for a short duration (350 radius, +16/20/24/28% movement speed, +20/30/40/50 attack speed, 4s duration). <cd> 5s <mana> 25
L: Hill Troll — Intelligence Ranged D: MANA AURA aura - (+1.5 mana regen, 900 radius) F: MOUNTAIN SPRING no target, channeling - Places a Mountain Spring which restores mana to nearby allies in 1.5s intervals (1.5s channel, +2/3/4/5% mana per second, 1000/1200/1400/1600 Spring health, 2 Spring armor, 15s duration, 900 mana restore radius). <cd> 30s <mana> 100
G: Ghost — Intelligence Ranged D: FROST ATTACK passive - (20% move speed/20 attack speed slow, 1.5s duration) F: SPECTRAL BLAST target enemy, magical - Slows and makes the target enemy ethereal for 2.5s, dealing damage that scales with damage received at the end of the effect's duration (500 cast range, 50/75/100/125 base damage + 25% of damage received, 2.5s ethereal/slow duration, 50 attack speed and 50% movement speed slow) <cd> 25s <mana> 70
H: Harpy — Intelligence Ranged D: CHAIN LIGHTNING target enemy, magical - (900 cast range, 140 damage, 4 bounces, 0.25s bounce interval, 25% bounce damage reduction, 900 bounce distance) <cd> 4s <mana> 50 F: LIGHTNING CRAFT target point, channeling, magical - After a brief channel, causes all attacks on enemies within the target area to cause a cast of Chain Lightning to arc towards that enemy (500 cast range, 300 radius, 0.5s channel, 5/6/7/8s duration). <cd> 16s <mana> 50
F: Wolf — Agility Melee D: COMMAND AURA aura - Damage and critical aura (20% proc chance, 200% critical damage, +30% attack damage, 900 radius) F: CRITICAL SWIPES target point, physical - Lunges a short distance and performs two vicious swipes, striking enemies in a cone and proccing attack modifiers (550 cast range, 300 cone width, 800 swipe speed, 60/80/100/120 damage per swipe). <cd> 12s <mana> 40
O: Ogre — Strength Melee D: ICE ARMOR target ally - (800 cast range, 8 armor bonus, 45s duration, 30% movement speed/20 attack speed slow on enemies, 5s slow duration) <cd> 5s <mana> 40 F: OGRE SLAM target area, physical - Slam into enemies in an area, stunning and dealing physical damage (1000 cast range, 1000 slam speed, 275 radius, 100/200/300/400 damage, 0.8/1.2/1.6/2s stun duration). <cd> 45s <mana> 75
R: Rock Golem — Strength Melee D: HURL BOULDER target unit, magical - Hurls a boulder at the target, damaging and stunning them (800 cast range, 125 damage, 0.6s stun duration) <cd> 30s F: SHARD BOMB target area, magical - Tosses a boulder that stuns in a large AoE and releases miniature rock golems (800 cast range, 150/200/250/300 damage, 425 stun radius, 1.25s stun duration, summons 2/2/3/4 shard golems). <cd> 75s <mana> 225
C: Centaur — Strength Melee D: WAR STOMP no target, magical - (250 radius, 25 damage, 2s stun duration heroes, 3s non-heroes) <cd> 20s <mana> 50 F: KHAN'S CHARGE no target, channeling - After a short channel, grants nearby allies a movement speed and damage resistance bonus that scales with damage taken (1.2s channel, 750 radius, 10/12/14/16s buff duration, 5/10/15/20% damage reduction + 2/4/6/8% per stack, +10/15/20/25% movement speed + 3/4/5/6% per stack, 125/100/75/50 damage taken per stack, max 5 stacks, 2s stack reset duration). <cd> 45s <mana> 200
S: Satyr — Intelligence Ranged D: MINDSTEAL target enemy, magical - Purges and mana burns an enemy hero (600 cast range, 150 mana burned, 100% mana burned as damage, 50% movement speed slow, 5s slow duration). <cd> 9s <mana> 120 F: UNHOLY RIFT target point, magical - Places an invulnerable, unstable Rift at the target point, launching Shockwaves that deal magical damage at any enemies who cast a spell for the Rift's duration (400 cast range, 900 rift aura radius, 3/4/5/6s rift duration, 1200 shockwave distance, 180 shockwave start radius, 200 end radius, 120/160/200/240 damage per shockwave). <cd> 75s <mana> 300
B: Hellbear — Agility Melee
D: THUNDER CLAP no target, magical - (300 radius, 150 damage, 25% movement speed/25 attack speed slow, 3s slow duration) <cd> 12s <mana> 50 F: BLOOD FURY no target - Gain attack speed, lifesteal and damage resistance for each attack for a short duration (6/7/8/9s duration, 1 stack per attack, 4 max stacks, +10/15/20/25 attack speed per stack, +5/7.5/10/12.5% lifesteal and damage reduction, 4s stack duration, stacks linger after spell ends). <cd> 75s <mana> 125
W: Wildwing — Agility Melee D: TOUGHNESS AURA aura - (3 armor bonus, 900 radius) F: TEMPEST target point, channeling, magical - After a channeling time, summons 3 independently-controllable Tornados at the target point (300 cast range, 1s channel time, 40s tornado duration, 250 tornado speed, 30/40/50/60 tornado close dps, 15/20/25/30 far dps, 600 tornado far radius, 150 close radius, 15/20/25/30% tornado movement speed/15/20/25/30 attack speed slow, damage from multiple tornados stack but not slow). <cd> 80s <mana> 300
T: Dark Troll — Intelligence Ranged D: ENSNARE target unit - (550 cast range, 1.75s duration, pierces spell immunity) <cd> 20s <mana> 75 F: RAISE UNDEAD ARMY no target - Summons three skeleton warriors, a skeleton archer and a bone catapult (40s army duration, 250/300/350/400 warrior health, 1/2/3/4 warrior armor, 20-25/25-30/30-35/35-40 warrior damage, 250/300/350/400 warrior speed, 1.0 warrior BAT, 225/250/275/300 archer health, 0 archer armor, 40-45/50-55/60-65/70-75 archer damage, 500 archer attack range, 300 archer speed, 1.0 archer BAT, 450/600/750/900 catapult health, 0 catapult armor, 30/40/50/60 catapult damage, 690 catapult attack range, 2.7 catapult BAT, bounty and exp matches lane creeps). <cd> 90s <mana> 250
D: Dragon — Agility Ranged D: SPLASH ATTACK passive - (25% damage at 400 radius, 50% at 250 radius, 100% at 125 radius) F: FIRE STORM target area, magical - Throws a storm of homing fireballs at targets in the area, guaranteeing one fireball will hit each target and randomly assigning the remaining, prioritizing heroes (700 cast range, 400 effect radius, minimum 4/6/8/10 fireballs, 55/65/75/85 damage per fireball, 75 fireball radius, fireball damage stacks). <cd> 10s <mana> 175
A: Granite Golem — Strength Melee D: GRANITE AURA aura - (+20% max health, 900 radius) F: BOULDER CRASH target area, physical - After a short delay, rolls to the target point and performs an attack on enemies in an area, stunning enemies and piercing spell immunity (800 cast range, 1.4s delay, +80/100/120/140 bonus damage, 1.5/1.75/2/2.25s stun duration, 200 stun/attack radius, pierces spell immunity). <cd> 20s <mana> 325
P: Prowler — Agility Melee D: DESECRATE no target, physical - (450 radius, 200 damage, 50% base armor reduction, 6s armor reduction duration) <cd> 12s <mana> 100 F: PETRIFY no target, physical - Causes attacks to petrify enemies for a number of attacks, rooting them, disarming them and dealing damage over time (3/4/5/6 attacks, 2s root duration, 45/60/75/90 dps, 4s proc interval on enemies). <cd> 15s <mana> 70
Notes:
• Orion may only control one of each type of creep simultaneously. When she exceeds either the maximum limit for Astral Flow creeps or for a type of creep the oldest creep dies.
• After taking her Astral creep respawn talent, any currently living creeps will begin to respawn. Dead Astral Flow creeps still count against all limits, and total creep age including respawns determines which creep is older for all checks.
R: AWAKENING ultimate, toggle, passive
Unlocks new avatars that can be selected by toggling through the options using R. While in any Avatar form Orion gains bonus health and mana for each unit under her control. Each time Orion levels up Awakening, creates a bonus projection of her new Avatar in front of Orion for free using her current level of Stellar Projection. Avatar Bonus Health: +5/10/20% of each summoned unit's current health Avatar Bonus Mana: +3/4/5% per summoned unit
[ <cd> 0s ] [ <mana> 0 ]
List Awakening Avatars:
Lvl 6: Dryad — Intelligence Ranged D: HEALING POLLEN toggle, passive - Instead of being able to target enemies, causes Sylph's auto-attack to heal allies (1:1 damage to healing, 0.5s transform time) <cd> 0s <mana> 40 F: SAP MANA target enemy - Attaches a link that saps mana over time from the target enemy hero. The link only breaks by outranging it (900 range, 700 cast range, 3/5/7/9% mana per sec). <cd> 50s <mana> 150
Lvl 12: Ram — Strength Melee D: TRAMPLE toggle, passive - Cleaves in a radius around yourself once per attack interval while moving and toggled on, disarming yourself while active (325 radius, 100% cleave) <cd> 0s <mana> 50 per second F: SOOTHING BLEAT no target, channeling - Channels for 1.5s before releasing a soothing sheep song over the surrounding area, putting enemies to sleep and applying a strong dispel on allies (400/500/600/700 radius, 2/3/4/5s sleep). <cd> 60s <mana> 200
Lvl 18: Chimaera — Agility Ranged D: SCORCH toggle, passive - Attack projectiles deal damage to enemies they pass through and ignore a portion of enemy armor (-5 armor, stacks with Desolator) <cd> 0s <mana> 60 F: TRIPLE BLAST no target, channeling, pure - After a 2s channel, gains a buff that grants bonus attack range and pure damage over time on attacks, including to structures (+400 attack range, 75 pure dps for 5s per application, 10s buff duration). <cd> 70s <mana> 250
Notes:
• Toggling R will go through the available avatars (up to 5) in the order sprite → dryad → ram → chimaera → astral flow creep, where when the astral flow option is selected using any of the assigned hotkeys directly onto the Astral Flow icon or directly after toggling to the Astral Flow setting for Awakening will set that creep avatar as the current selection.
Jesus Christ, I just read 2 pages of Macbeth, anyways make use of spoilers dude, we are not on the subreddit
How to make dem spoilers
<spoiler=:Name of the spoiler">
</spoiler>
Just change the <,> with [,] respectively
So, the overall motif/gameplay is basically kinda like super Infest because you can be the creep you targeted with Q and then you can still do things as your own using W and E is an ability so you can level up the ability of the creep, with R basically being some kind of booster ability. Now on the gameplay perspective, I can see this to be a little bit OP/*** to play against because almost all neutral creeps can provide decent versatility than most heroes, that's why heroes like Chen and Enchantress can be a pain in the *** to play against (provided in the hand of a good player). Hero is commendable as well because it provided a new way to make use of the neutral creeps that is yes done before with infest and all but distances itself from that.
Questions and Insight.
Q: On the Q, I'm kinda divided with the things, because basically at the start you get no bonus from whatever attribute you'll change, so maybe if you go on to be a creep that is strength base you only get that creep's base stats (damage to health and whatnot) and then, later on, you get double which is nice, I'm divided because I think its a bad thing to transform at min 1 because really if you get lucky you will get a Centaur and badaboom you get to be a Discount Bradwarden. Also, you just transform right? it doesn't do some wubbly magic to your items?
W: So it's just a targetable Tempest Double?
E: Its kinda Good but the passive should be an innate, really because this won't do any jacksh*t at all anyways if you don't have the Q and all and also how does the leveling happen? Does the level of the ability levels up with you? or do they get to share an upgrade point?
R: Again this is a steroid ability (ability that just gives a certain boost and all e.g God's Strength and Chemical Rage). Also Does it work universally? like if I'm currently a creep who is agility I get to be something like intel based? or it's it 1 way where intel is intel, strength is strength yada yada?
Overall: This is a greatly designed hero, pretty fun, though again need to see this thing in action to be proven.
The thing that makes invoker, meepo, and heroes with extra abilities in general interesting is through the combos that they have. Invokers ten spells can be cast in so many combinations and that makes them so interesting. This hero, on the other hand, doesn't seem to have much in the way of combos, besides memorizing which creeps have stuns so you can quickly permastun a hero. But memorizing the order of buttons you should press isn't that interesting.
It seems like you could have 6 or 7 better-than-creeps controlled at once with the W!?! What is with that?
Also, this hero has worse formatting than my entry, and that is a problem.
While this would be a huge change, I wonder if completely removing the "avatar from creeps" thing in favor of 10 avatars that combine the best elements from the current ones to have good spells and where 2 are unlocked at the start, 2 from aghs and 2 more per level of awakening.
Also, I don't understand how the stats from creeps works.
"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 the replies already guys, I've made several hours of small edits getting it all finished last night but I don't doubt that there are areas of the hero where balance is off... for example I've been going over the possibilities with maxed W and Octarine just trying to make sure I didn't break the game and I think 10 Projections at once is a bit much, the issue is I have no clue whether the activity requirement actually makes it balanced like I was hoping. My thought with Projections is that you probably only make an army of them before a big fight you're planning to use their spells in combination, so you can plan your combos that way. It also depends on which creeps you found too of course. Anyway I keep feeling like the micro required to keep all those units doing something useful (6 normal Astral creeps and 10 Projections is the most you could do without Arcane Runes/Refreshers) would be prohibitive, but I can't be sure of that can I?
Thanks for the reminder on Spoilers
I forgot how to do them I haven't used BBCode forever lul
So about the questions Attack Helicopter...
Q: So one thing that might get lost is that she can only use the Sprite form until level 6, so if she wants to use that form for last hitting at 900 range she can, but otherwise it's a pretty static laning stage for her if she's played that way. If you wanted to Jungle her you'd start with E and then get W at level 2. Anyway the point is that she controls creeps with her E, and can make a copy of either herself (that can't use abilities) or her Sprite (which can use avatar abilities) at level 2 using W, which is another way to clear a jungle camp or control a lane since you can cast it on allied creeps and get a bounty from them if they die. Using Q at level 1 to last hit would leave her with only her base damage, which is decently high for what it's worth.
W: So basically it's Tempest Double that has to be targeted on a neutral creep or ally, and doesn't work on items. No health cost either. It's a pseudo-deny on allied creeps and you could cast it on the large creep of a camp to clear it and then run it into an enemy creep wave or let the timer run out and then control the big creep with E.
E: The thing with the passive being attached to her E was I started with this idea, of a basic passive making the Avatar abilities scale, but I realized it had to have an active component which is why the ability got so complicated. The reason I think it works this way is you have to prioritize either Avatar strength or number of units she can control early on, so around levels 13-15 when she finishes maxing out whatever ability you prioritized least she should be feeling a lot stronger. That's partly why I compare her to Invoker for scaling.
R: Just to be clear the R doesn't do anything when activated, it toggles between icons selecting with Avatar form you'll be. You don't unlock the ability to toggle it til 6 but I imagine it might start out with the Sprite's icon. The passive portion is probably overtuned right now but she basically turns into a raid boss if she has an army of units with her, I think some testing will reveal it might be OP right now. Basically the design choice was to give her limited utility besides her Avatars, but a pretty strong amount of bonus health and mana.
@The Magnus Magus
Quoted:
While this would be a huge change, I wonder if completely removing the "avatar from creeps" thing in favor of 10 avatars that combine the best elements from the current ones to have good spells and where 2 are unlocked at the start, 2 from aghs and 2 more per level of awakening.
This is not a bad idea at all but I'm definitely looking to keep the 1 to 1 nature of the number of avatars to types of creeps on the map thing, I just think maybe allowing her to have multiple forms earlier could be a huge and fun change. Right now her level 1-6 plays more like a Jungler, with her only lane control being W basically.
The stats from the creeps work exactly like Morphling does if he changes forms, you just gain or lose perk bonuses based on your level of Avatar. You lose all bonus damage from perks at level 1 Avatar, but if you change to Agility you use that stat as your +damage and gain movement speed and armor. The one thing that isn't the same as Morph of course is that you don't regain health with transforming back like Morphling's ult, it's all percentage HP-based. Your max HP for this hero can be affected by her E's active and R's passive effet, which is based on your summoned units. Did that clear it up?
If you want to actually suggest some kind of formatting change feel free to do so constructively, if you didn't notice I have exactly 1 post here so try being nice maybe? I've looked around at the other entries a bit but I always favor readable text over any kind of template native to one forum or another since I post my stuff now around 3-4 places...
EDIT: Almost forgot this part, whoops...
Quoted:
The thing that makes invoker, meepo, and heroes with extra abilities in general interesting is through the combos that they have. Invokers ten spells can be cast in so many combinations and that makes them so interesting. This hero, on the other hand, doesn't seem to have much in the way of combos, besides memorizing which creeps have stuns so you can quickly permastun a hero.
So last night I spent a good amount of time trying to map out all the combos and make sure it all seemed kosher, it's complicated as hell. I don't want the hero to be incomprehensible but frankly this contest is perfect for a concept like this IMO and that's why I chose to put up this hero now. I've been working on the idea of a summoner/transforming Invoker hero forever and I wanted to get it out there. Anyway, here's a quick paste of my notes from last night about all the spells you have: https://pastebin.com/2HjfDmVR. Basically there are 4 kits with stuns and 3 with roots, no silences or anything like that, but just about everything else, and a high number of physical burst spells, so there would be some unique ways to build her. I expect she could be played fully as an Agi/Str hero. Anyway the combos could take a while to figure out, but just for example I came up with Ogre Slam -> Ram Soothing Bleat -> Prowler Petrify last night, that would be a late-game example after you have Aghs. The fact that there are so many combos is why I wanted to make this type of hero, but slimming it down and making it less daunting is definitely something I would like to see yeah.
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AttackHelicopter
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The Magnus Magus
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freelance_fox
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