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God of purity and all that is right, most of Innocence’s love was directed for humans. Protecting and nurturing them by razing threats to the ground. However, if there was one thing he loved more than them, it was himself. The reason he cares for humanity so much is that he prides himself as the perfect creation and humans, being the flawed beings that they are, required his divine guidance to make it anywhere in the world. Sin, Innocence’s brother, devised a plan to teach him a lesson and expose his folly. Managing to deceive and trick his brother into a cage of his own creation, Sin gathered the other Gods to bask in the humiliation of Innocence, chastising him for his own flaws.
There, the God of purity had no other choice. Valuing his pride above all else, Innocence refused to be give in and accept that he wasn’t perfect, refused to be mocked any further. Unleashing his unbridled rage in a searing burst of light, the prison shattered. While Innocence smiled at the thought of his grand escape, it was Sin who had the last laugh. In order to have had perform such a feat, Innocence had to expend almost all of his divine power, leaving him weak and frail. With this, Sin banished him from the pantheon. Stripped of almost all his godly powers, now living among mortals, Innocence’s love for humanity was truly put to the test.
Enter a state for 4 seconds that slows all nearby enemies but taunts allies into attacking him with frenzied movement. During this time, he and affected allies cannot take damage or be disabled by their enemies.
Aghanim's Scepter: Increases duration by 1 second and allows Forgiveness to be cancelled early, ending the taunt but not the slow.
10: 75 Gold/Min or 25 Move Speed 15: +150 Call of Light Radius or +0.5 Call of Light Stun 20: +500 Health or +15% Forgiveness Move Slow 25: +24 Redemption Health Regen or +2 Holy Glow Charges
Innocence is a protective support who excels at counter initiating and retaliating enemy aggression with some of his own. Call of Light is his primary combat tool, creating an army of illusions and interrupting channels. Holy Glow is a more situational ability that offers a mix of offensive and defensive power. Cast it proactively to dissuade enemies from striking a target, lest their entire team suffer high damage, or use it reactively to save them from a disable. This spell works in tangent with Redemption that gives his mortal fellows sustain to better survive the attacks needed to make Holy Glow deal damage and speed them up to counter the opposition.
His basic spells are not much on their own but synergize very well with his unorthodox ultimate: Forgiveness. On its own, it allows him to sacrifice himself to spare his team from assault while also controlling swathes of enemies. Holy Glow is the strongest candidate here when placed on himself, turning him into a walking ball of devastation. This combo is especially dangerous when paired with the extra illusions from Call of Light, which becomes easier to tag more heroes as the ultimate clumps everyone up. While his allies might not be in the best spot when the spell ends, the haste from his passive gives them the opportunity to reposition and continue the fight. With Aghanim’s Scepter, this interaction becomes an even scarier proposition.
While he has decent Strength, Innocence is by no means durable and might kill himself when using his ultimate. Select items, allies and talents that allow him to survive the onslaught if his aid is still needed. However, his long-lasting buffs mean that with the right setup, being a sacrificial lamb that goes out with a glorious bang could be just what the team needs. In terms of weaknesses, he is far from the strongest early game support without any proper lockdown or healing. Redemption may be constant and global but is not impactful enough to save a life on its own. Without good disables or reliable damage, his early ganks are not great outside of Forgiveness. Make the most of Innocence by coordinating TP plays and finding opportunities to hinder the enemy.
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Thanks to IAmACabbageAMA for the Hero Contest
Thanks to Grinding Gear Games for Path of Exile and the God-Emperor of Eternity, Innocence
Thanks to Wowhead for the spell icons
The hero IS unorthodox! Except the ult looking like a glorified self Winter's Curse took that unorthodox feel away...
I can see how your wanted Holy Glow to work, but I would like the skill to have some percentage based scaling so that it wouldn't be too weak at late game. Think about it, one hit deals 60 magic AoE damage but on late game, with your allies having much stronger attack damage, You will lose more and more effectiveness to the point that you'll never want to cast it. Ultimate should also do something more outside of Holy Glow.
Disables comes at too many flavors, Perhaps you could specify, and clarify, which disable would it work on, and not on what it doesn't work.
Ijou ~ to omoimasu...
EDIT: I forgot to say that I'm talking about [E]Redemption in my third paragraph.
Agreed with Delta17 (both the positives and negatives)on me, however, my main prob here is the W and R, its basically forced synergy. In certain situations, it won't work and will be disrupting major team fights kind of like a friendly Chrono who stunned everyone in your team.
My suggestion here is reverse it, maybe the enemies are the one who attacks you, while they attack you, you reflect a percentage of their damage back while also healing any ally within the radius for the same amount, this makes it a Blademail + Vaccum hybrid and will be good especially when there is an Enigma or Earthshaker in your team. Also, the R specify it a bit more it is basically a taunt so if there are other heroes (being Axe,LC, and Wyvern)who has taunt abilities who gets the top priority, what is the hierarchy of priority?
And as Delta said try specifying what kind of disable will trigger the W. And try amping the mana for the W its a strong dispel 100 is too low.
The hero IS unorthodox! Except the ult looking like a glorified self Winter's Curse took that unorthodox feel away...
I can see how your wanted Holy Glow to work, but I would like the skill to have some percentage based scaling so that it wouldn't be too weak at late game. Think about it, one hit deals 60 magic AoE damage but on late game, with your allies having much stronger attack damage, You will lose more and more effectiveness to the point that you'll never want to cast it. Ultimate should also do something more outside of Holy Glow.
Disables comes at too many flavors, Perhaps you could specify, and clarify, which disable would it work on, and not on what it doesn't work.
Ijou ~ to omoimasu...
Thanks for the comment. I personally think that the ultimate is what makes him unorthodox compared to other heroes, as no one WANTS their allies to attack them. Whether it's glorified or not is up for debate, as they can be used for different purposes. Orthodox and glorified, in this case I suppose are based on perspective.
Fair point on Holy Glow's scaling, I can add that in. I can't say I agree that the ultimate is nothing without his W, as it still has uses even if you don't use that combination. Are they as efficient uses? Arguably no, but I don't see a problem with strong synergy between spells, I can list a whole bunch of existing ones, as long as individual casts are not useless. In this case, there are tradeoffs too. Disregarding the level 25 talent, using the self W -> R combo means that you lose your strong dispel for a fair duration.
I think it's self-explanatory if I use the overarching term and specify exceptions means that everything else works, but sure, I can clarify that.
Agreed with Delta17 (both the positives and negatives)on me, however, my main prob here is the W and R, its basically forced synergy. In certain situations, it won't work and will be disrupting major team fights kind of like a friendly Chrono who stunned everyone in your team.
My suggestion here is reverse it, maybe the enemies are the one who attacks you, while they attack you, you reflect a percentage of their damage back while also healing any ally within the radius for the same amount, this makes it a Blademail + Vaccum hybrid and will be good especially when there is an Enigma or Earthshaker in your team. Also, the R specify it a bit more it is basically a taunt so if there are other heroes (being Axe,LC, and Wyvern)who has taunt abilities who gets the top priority, what is the hierarchy of priority?
And as Delta said try specifying what kind of disable will trigger the W. And try amping the mana for the W its a strong dispel 100 is too low.
I won't consider this interaction forced, because if you use this combo, you lose the ability to strong dispel for a good duration outside of the level 25 talent. There's a tradeoff, so it means you're not always forced to use this combo. Also, there are times you just want to save your team from damage when you yourself are low on health, so you use this with a Ghost Scepter or Eul's Scepter of Divinity instead of focusing on damage. I don't deny the combo is strong and very much intended, I just disagree that it is negative because it seems forced, like a lot of other spell interactions in DotA. However you weren't very specific on this note, so feel free to argue back with more detail.
Your suggestion just makes it an ultimate version of Berserker's Call though, which is well, pretty boring when you put it in that perspective. That ultimate also synergizes less with the Q and not at all with E, so the whole direction becomes quite different. Can you mess up Forgiveness? Of course you can, similar to how you can screw up the Chronosphere you mentioned and also the similar Winter's Curse. This isn't a new direction for DotA by any means. Even if you argue the tradeoffs might not be there which is fair, you can even buy Agh's to stop it earlier so it can be less harming than those 2. As for taunt priority, I'd say just make it higher than everything else since it's supposed to prevent all disables, so it's simpler to always override if you cast it after those taunts.
When you said disable triggering, I assume you mean E and not W. And it's all disables aside from slows. On the mana cost increase, I'm not sure I agree when comparing it to Apothic Shield and Press the Attack. Both those spells have direct offensive and defensive potential, the latter more so but Abbadon's shield is on a lower cooldown, meanwhile Holy Glow only does 1 thing at a time. Outside of the strong dispel, it's not as strong an ability compared to those 2 so the lower cost I feel, is justified. But again, feel free to argue back.
What I'm wondering is how good his ultimate will be late-game. Basically, if your carry is there, you are dead.
I don't think damage block or more armor is the right solution. I wonder if making the spell have all incoming attacks deal a maximum of 80 damage (after reductions) would 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
What I'm wondering is how good his ultimate will be late-game. Basically, if your carry is there, you are dead.
I don't think damage block or more armor is the right solution. I wonder if making the spell have all incoming attacks deal a maximum of 80 damage (after reductions) would work.
Thanks for the comment. I agree with the damage and armor part since I gave the W portion of damage scaling as suggested by delta, so I think focusing on raw health might be the way to go. I feel like while I could give him more durability during the ultimate, it does go against what it is supposed to be thematically. It's like Jesus, he doesn't get damage reduction during the crucifixion because he's supposed to take our sins and die for them. Wait actually hm. What do you guys think of a level 25 rebirth talent like Undying?
As for the carry situation, the ult doesn't pierce spell immunity on allies either (I suppose I can clarify that further) so you can cast it after your cores BKB to prevent them from hitting you. If you have no choice but to ult your carries to protect them, like I replied to the other guy building the 3 scepters: Ghost Scepter, Eul's Scepter of Divinity and Aghanim's Scepter all give you great defensive options to survive your own ultimate. You have early farming potential and a gold talent, so you won't be very starved for items that late in the game.
If he dies during the ult he comes back with 20/60/100% hp mp and cooldowns refreshed (except ult).
"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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