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The demons burst through an open portal like a blazing wave of destruction. Long gone were the days when they hid quietly in the Burning Hells, planning and polishing their most brutal and terrifying attack. The undefeatable Bronze Legion was thrown in the heat of battle as the last attept to stop the invasion. And the legendary demon fighters slowly started to give in.
Thars was on a rampage, reducing the whole waves of hellish creatures to ashes. Protected by two fearsome allies given to him by Commander Tresdin herself, he was sure they all could keep each other safe. Though, as another figure erupted from the portal, he couldn't help his heart skipping a beat. The Burning General, Nevermore's closest ally. As the demon lord saw his soul, brightly burning with arcane power, it let out a horrifying scream, wanting to claim it as its own. And a warrior and a shaman combined their efforts to not let this happen.
Thars watched as Interrion and Murapi desperately fought the demon, who only grew stronger as they wounded him. The long forgotten ritual he once heard about could unite a dozen of powerful heroes to create a being of incredible power, capable of overcoming even the strongest creatures of Hell - but at a cost of sacrificing the lifes of all participants. And he wasn't sure he was in the right to pay such a price. Suddenly, a knowing grin flashed on his face. It won't hurt anybody if he changed the ancient rules just a little bit.
The General laughed in triumph. The legionary laid unmovingly near his legs, while the pitiful little shaman tried to heal his ally. Suddenly they both disappeared in a bright blue fire, but the demon lord didn't care about these insects. He turned to the sweet soul which radiated such power, and froze in anger. He recognized what the mage had just done. The ritual of Unity. Though, he didn't seem to do it right, as he didn't become the fierce fire elemental the rutual always created. What an unskilled fool messing with things that were above his reach!
But his joy soon turned to shock when the weak human evaded all his attacks, constantly changing his image between the three different persons, and slowly approaching his enemy. The Burning General roared with rage, ready to release all his might in one mighty strike. But within a moment Interrion's shield glowed with pure energy, consuming the furious strike entirely. The demon couldn't believe it. He stood, astounded, and watched with hopeless expression as the fire mage released an all-consuming wave of arcane fire, covering him completely. His consciousness slowly passed away.
Thars chuckled as two other voices echoed in his mind. They've slain countless demons, but there were numerous times more than that. And they will defeat them all - together. Because in unity, lies power.
The hero has 3 forms, while only one can be active at time. Entering a form puts the others on cooldown, which starts at 15 seconds and gets reduced by 1 second for each skill point put into forms. Transformation takes 0.1 seconds and interrupts channeling spells.
Q, W, E are all skilled 3 times each, as are the forms (at level 1 you can only take a form). Spells can be skilled each 2 levels, forms - each 3 levels.
On HUD, the basic spells alter depending on the form, and the active form is replaced by its respective ultimate.
Ultimates are automatically skilled at levels 6/12/18, but only avaliable if their form is up.
Abilities
[D] Interrion
Transform into Interrion - a strong and fierce warrior, who protects his allies and punishes his foes. He gains bonus health regeneration, armor and attack speed, but becomes a melee hero.
Interrion puts up his shield, allowing him to block projectiles and skillshots from a chosen direction. He can move with the shield, but cannot turn. The shield goes on cooldown if broken or absorbed a strong disable, or if Interrion is stunned. If Interrion attacks, casts spells or changes forms, the shield is put down with a current health. Deactivated shield regenerates half the health gained by its owner.
A shield is not so dangerous until it meets with your face.
Notes:
Charge width is 150.
Charge speed is 900.
[D] Unyielding
Ability: No target
Interrion lets out a battle cry, making allied heroes around him immune to all damage for a short time. He gains a part of damage he blocked as attack damage bonus for 5 seconds.
Forged from a fallen demon's weaponry, Interrion's blade and shield feed on each other's energy.
Notes:
Blocked damage comes from all units affected by Unyelding.
Blocked damage counts before reductions.
Can be pierced with Culling Blade, but still gets the damage bonus.
Damage bonus is lost upon switching forms.
[F] Murapi
Transform into Murapi - a swift and agile shaman, who quickly roams the battlefield to help his allies. He gains bonus movement speed and attack range.
Movement speed: 5/10/15% + 0.5%*(Hero level)
Attack range: 150/200/250
Alright, who needs me the most?
[Q] Second Breath
Ability: Target unit
Murapi blesses the target, giving them a portion of health and mana.
Spirits of the fallen strengthen the ones yet alive.
Notes:
Cast range is 800.
The field always affects Murapi no matter where he is.
[R] Thars
Transform into Thars - a powerful sorcerer, who commands the fire to empower his friends and incinerate his enemies. He gains bonus mana regeneration, and his basic attacks deal additional magical damage.
Attack damage: 15/30/45 + 2*(Hero level)
Mana regen: 2/4/6
Fire can warm, and fire can burn... Okay, it mostly burns.
Notes:
Bonus damage comes as a separate instance and cannot crit. It benefits from spell lifesteal and amplification.
[Q] Blue Death
Damage type: Magical
Pierces spell immunity: No
Ability: Target area
Thars hurls out a sphere of liquid fire, which explodes and deals damage in the area upon landing.
Pure arcane fire devours everything caught in its path.
Notes:
Wave width is 500.
Wave covers the distance in 0.5 seconds.
The spell is not channeling and can be cancelled.
Talents:
[Level 10] +25% XP gain | +300 mana
[Level 15] +10 all stats | +150 cast range
[Level 20] ×2 Second Breath HP | ×2 Shield of Will HP
[Level 25] +15% spell amp | 30% manacost reduction
Aghanim's Scepter:
Unyielding applies a basic dispel upon cast.
Ancestral Blessing also reduces enemy healing and mana replenishment by 25%.
Path of the Flame does additional damage based on Trinity's intelligence.
Int multiplier: x2
Playstyle
The core aspect of Trinity is their incredible flexibility, being capable of performing at any role in the game with the right build and itemization. Hero requires a sufficient amount of micro skill and game understanding to execute properly, but in the hands of a good player they become a force to be reckoned with, limited only by player's skill and creativity.
Pros:
Can fit in most team compostions
Has spells for almost all situations
Team-oriented hero with loads of utility and damage
Not very item-dependent
Lots of game-changing potential
Cons:
Very high skill cap
Very dependent on levels (needs at least lvl 7 to at least unlock all his spells)
Incredibly mana hungry
Reliant on spells and severely crippled by disables
Interrion is a right choice for offlane. He is a tanky hero who can survive in the lane even against the strong matchups and has decent potential to support ganks and punish overextended foes. Later on, he becomes a strong frontline able to initiate, protect his allies in a poke war, or turn a teamfight around with a timely Unyielding.
Murapi is a dedicated support who can choose between lane presence through his heal and save, and roaming capabilities with his inherent mobility and displacing enemies, altering his skill build according to what his teem needs more.
Thars is a core hero best suited for midlane, but can be played as an aggressive carry if needed. He excels at dealing massive damage through his nukes, but he is quite fragile as he burns his own health and has no inherent escapes, and is heavily countered by spell immunity.
Hope I've got all my thoughts clear enough.
Ready and willing for the feedback ;)
Changelogs:
1.3 - Done a particular overhaul to some aspects, nicer formatting
1.2 - Detailed playstyle
1.1 - Added lore, changed the Aghanim's Abomination
1.0 - Hero created.
Ancient Apparition bought back to stun EternalEnvy who has Double Damage rune. Envy didn't like. - OR
AA bb to cc dd EE.
EE: ff gg
Aghs is way too strong. Remember you're getting 3 literal full heroes there.
Make it so it lasts 5 seconds, or better yet just redo it entirely.
"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
Aghs is way too strong. Remember you're getting 3 literal full heroes there.
Make it so it lasts 5 seconds, or better yet just redo it entirely.
Aghs was actually some buffs to ults in the beginning, and then I added this MICRO MY *** insanity just for lulz c:
Guess I should just retcon tge initial version.
Your thoughts about the kit?
Ancient Apparition bought back to stun EternalEnvy who has Double Damage rune. Envy didn't like. - OR
AA bb to cc dd EE.
EE: ff gg
So this is pretty neat, neat as in fine, meh to be exact. Now being able to be a full-on transformation, this do a great job of distancing itself from those like say, Lycan and Monkey King. Though yeah I do agree with Magnus' that don't make the Aghs a pseudo level 5, remember an ahgs is suppose to be an upgrade but it should not be required and be a situational item in most cases. Also on the transformation have one ability slot where you can just transform, and maybe don't make unique ult for each of them and have an ult that is basically a combination of all their powers and maybe their specific ults can be their new ahgs upgrades
So this is pretty neat, neat as in fine, meh to be exact. Now being able to be a full-on transformation, this do a great job of distancing itself from those like say, Lycan and Monkey King. Though yeah I do agree with Magnus' that don't make the Aghs a pseudo level 5, remember an ahgs is suppose to be an upgrade but it should not be required and be a situational item in most cases. Also on the transformation have one ability slot where you can just transform, and maybe don't make unique ult for each of them and have an ult that is basically a combination of all their powers and maybe their specific ults can be their new ahgs upgrades
Well, you kinda contradict your own words. How are whole 3 new ultimates more situational than a 'pseudo level 5'? (Also I tweaked them not long ago, what do you think about them?)
My initial thought was exactly the hero with three full skill sets, and only one button is not enough to transform in a form you want. For example, you're Murapi healing an ally. You see Enigma ulting 2 of your teammates and you want to blink in and cast Unyielding to save them. You need to press transformation button twice and not mess it up, blink in and then press R. With current system it's D-blink-D. Plus different buttons for different forms is kinda easier to get hold on, so you don't need to look aside on the HUD in a middle of the fight or to guess if you transformed in a right hero.
jfc, compared to thoughts writing is so long and clunky >.<
Ancient Apparition bought back to stun EternalEnvy who has Double Damage rune. Envy didn't like. - OR
AA bb to cc dd EE.
EE: ff gg
I thought the execution of the three heroes was donr very well through both the buttons being used and mostly for the abilities as well. I would suggest that you make the d,f,r switching abilities to have a shared 20 second cooldown, so you can't unload your whole arsenal at once.
Also, one of the forms (probably D) should be skilled at level one, so you can actually cast an 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 would suggest that you make the d,f,r switching abilities to have a shared 20 second cooldown, so you can't unload your whole arsenal at once.
I've thought about this, but switchng forms is also about changing your stats, similarly to what Invoker does with changing his spheres for regen/speed/damage. I do agree that some cooldowns may seem reasonable, but 20 seconds is a bit too harsh IMO. Maybe something like 5 seconds?
Ancient Apparition bought back to stun EternalEnvy who has Double Damage rune. Envy didn't like. - OR
AA bb to cc dd EE.
EE: ff gg
I fear the ability to switch your spells is far more useful than stats. However I may have a solution.
D, F, R for switching have no cooldown. When cast, they put the 8 real abilities not belonging to them on cooldown for 10-20 seconds (20 may have been a bit long.
"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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AA bb to cc dd EE.
EE: ff gg
Dota is fun ¯\_(ツ)_/¯
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Sernyx
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AA bb to cc dd EE.
EE: ff gg
Dota is fun ¯\_(ツ)_/¯
My Beastmaster guide
Sernyx
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AttackHelicopter
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AA bb to cc dd EE.
EE: ff gg
Dota is fun ¯\_(ツ)_/¯
My Beastmaster guide
Sernyx
Notable (3)
Posts: 24
My hero and item ideas!
The Magnus Magus
Notable (5)
Posts: 104
View My Blog
AA bb to cc dd EE.
EE: ff gg
Dota is fun ¯\_(ツ)_/¯
My Beastmaster guide
Sernyx
Notable (3)
Posts: 24
My hero and item ideas!
The Magnus Magus
Notable (5)
Posts: 104
View My Blog
AA bb to cc dd EE.
EE: ff gg
Dota is fun ¯\_(ツ)_/¯
My Beastmaster guide
Sernyx
Notable (3)
Posts: 24