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Disarms, Spell Immunity, Ethereal State, Silence and Invisibility completely negates most of his skills
Not particularly tanky in terms of health
LORE :
"To defeat you is to save tomorrow"
The year is 20XX, the war of the ancients have been going on for millennia, heroes had come and perished in the battlements and still, no end is in sight. The heroes of yor had already perished; The Rogue Knight, The Tinker, The Sniper, The Phantom Assassin even the Monkey King and the indomitable King of Wraiths have been dead for over centuries now and alas a faction of humans have grown tired on this endless war.
Lawrence was a boy, he grew up in a harsh world, forced into labor abandoned by his parentage. As the temporary peace broked out between the nations that now control the ancients, he was picked as a conscript to fight for a cause he deemed pointless. He abandoned the fight while he was at it, running away he found himself with a faction of humans The Futura, wanting only one thing: The End of the Endless War. They presented the proposition of ending the war, Lawrence bewildered not knowing how a feat can be an accomplished, a time game they say. Lawrence reluctantly agreed they equip him the necessary tools to fight whatever will be on his way, he steps forward a flash of light and then nothing.
Waking up he saw himself in a forest with a creature looking at him, startled he ran away, hiding in the trees, he heard a gunshot then an arrow flying then clashing of metal. He saw the old heroes but then he saw the towering structure more illuminating than the sky: The Ancients two of them, with this in mind he saw him at a crossroad what side to chose? Who to pick? Whatever, he is here for one single mission: end this war once and for all.
Roles:
Carry | Support | Lane Support
Summary :
Lawrence the Futura, is a ranged agility hero whose arsenal makes him both a carry right clicker or caster or a support right-click or caster. Plasma rifles give him the ability to dish out pure damage dealing attacks which cannot miss. His grenades make of an excellent crowd control spell, together with his trusty jetpack he can also be an excellent ganker, finally his ultimate gives him huge amounts of bonuses to not only survive most fight but to also keep on damaging or supporting his teammates.
Str Agi Int
:19 + 1.2 : 30 + 3.0
: 22 + 2
Health
H. regen
Mana
M. regen
Damage
Armor
Spell Dmg.
:
:
:
:
:
:
:
BASE
200
1
160
0.78
28 - 35
4.00
0%
Movement
Turn rate
Vision range
Attack range
Projectile Spd.
Attack Ani.
B.A.T.
Magic resist
Collision
Legs
[Q] Plasma Rifle
Charges up his trusty gun causing the next attacks to deal 1/5 physical damage and 1/5 magical damage instead of physical damage, this also makes him 100% accurate and deal bonus damage to towers
ABILITY
DAMAGE TYPE
PIERCES IMMUNITY?
CAST ANIMATION
EFFECT DELAY
: NO TARGET
: Physical/Magical
: NO
: 0.1 + 0.6
: 0
Number of Attacks
Bonus Damage
Accuracy Bonus
Duration
(Projectile Speed) MANA COOLDOWN
Lawrence's rifle fires shots not even the thickest armor or most well crafted spell barrier can block
NOTES :
Only affects towers and not structures like barracks
Even though the attacks become 50% magical Futura still cannot attack enemies under ethereal state(without the talent)
The accuracy bonus is true strike but can still be affected by uphill miss
[W] Explosive Surprise
Whips out trusty hand grenades causing damage in a 300 area plus additional bonus per each level
Level 1: Deals magical damage in an area
Level 2: Fragmentations are present dealing extra physical damage
Level 3: The grenade now has EMP properties giving him the ability to root enemies in place and silencing them
Level 4: Gives flashbang properties causing anyone to get caught to also to be blinded by 90% as well
ABILITY
DAMAGE TYPE
PIERCES IMMUNITY?
CAST ANIMATION
EFFECT DELAY
: TARGET AREA
: MAGICAL
: 0.1 + 0.3
: 0-1.6
Cast Range
Damage
Bonus Damage
Debuff Duration
Miss Chance MANA COOLDOWN
People who had encountered the Futura said that he can throw a device so overwhelming both swordsman and mage cannot comprehend its power
NOTES :
The Delay depends on the range you throw. Anything less than 500 will have its delay of 1.6 while at exact 500 you'll have 1 and anywhere beyond 500 will have a delay of 0
Debuffs does not stack
[E] Propulsion Jets
Fires up his propulsion jets elevating him granting him flying movement for the next 3 seconds. Casting this again will make him dash forward however this dash will end the flight prematurely
ABILITY
EFFECT DELAY
: NO TARGET
: 0
Flight Duration
Max Dash Distance MANA COOLDOWN
: 3
: 500 : 60 : 20/16/12/8
Advance future technology has allow Lawrence to outmanuever most terrains and enemies
NOTES :
Units can pass underneath him while flying
Can go through fissure, trees and up cliffs while flying [/colors]
The Re-Cast cost 0 man
[R] Reactive Core
Activates all his armor's power core giving him boost on both his abilities and right-click capability. During this he gains additional attack speed, All his abilities will have 3 charges and he gains damage resistance to all kinds of damage. However, after this, all the opposite will happen for the next 5 seconds. Total duration is 10
ABILITY
CAST ANIMATION
EFFECT DELAY
: NO TARGET
: 0.1 + 0.0
: 0
Bonus Attack Speed
Number of Charges
Damage resistance Bonus
Buff Duration
Debuff Duration
(Damage Bonus) MANA COOLDOWN
Lawrence can activate all of his 4 reactor cores, causing havoc and mayhem amongst enemy ranks
NOTES :
Cannot be dispelled
Bonuses stack from other sources of said bonus
The cooldown of the charges is the same as the default cooldown of the abilities
The Ability cannot be refreshed but the charges can be refreshed to the full amount
Talents
Level 25
Level 20
Level 15
Level 10
:
:
:
:
+2 More charges for Reactive Cores
+6 Plasma Rifle Attacks
+90 damage
+2 mana regen
|| OR ||
|| OR ||
|| OR ||
|| OR ||
+200 damage on Reactive Core
Plasma Rifle can now target ethereal enemies
+15% Spell Amplification
+20 attack speed
Changelogs
V.1.0
Hero Created
V.1.5: Massive Rework/Hero Redos Plasma Rifle
Reworked: Now Deals 50% Physical damage and 50% Magical damage instead of 100% Pure
Removed Talent: Plasma Rifle is now a toggled ability
Removed Talent: Plasma Rifle is now a unit targeted
Added Talents: Plus 6 attacks at level 20 or You can now attack enemies through ethereal state
Explosive Surprise
Added some details
Damage Reduced
Effect Delay Reduced
Propolsion Jets
[*] Reworked
Former Stats:
[E] Propulsion Jets
Fires up his propulsion jets and will have varying effects depending on how you cast it. Upon end, however, both slows him by 8%
Target Area:
Causes him to fly up getting bonus unobstructed vision and upon landing causes minor damage in an area around him while flying he can attack and will be immune to uphill miss
Double Tap No Target:
Dashes forward to the direction where the mouse cursor is, this makes him disjoint projectiles and stun any enemy in the way
Talent Upgrade:
Causes both instances to happen at once with the Target Area happening first and upon landing Futura will perform the No Target variant also removes the slow upon landing
ABILITY
DAMAGE TYPE
EFFECT DELAY
: TARGET AREA/NO TARGET
: Physical
: 1.7
Max Cast Range (Target Area)
Damage
Bonus Vision
Flight Duration
Max Distance Travelled (No Target)
Stun Duration MANA COOLDOWN
Entering Battle The Future is now
For a brighter tomorrow, I shall cast light on the past
Predicting I may never see the new future I'll make, but I know it is certainly in the bag First Blood
Too bad I've heard this in stories, I just made it a reality Attacking
Ha!
You'll have it soon
Aiming
Don't worry my trigger finger is already itching Recieving Damage
Argh
The old dirty trick? thcuh Dying
The Future lost its only hope
No future awaits us all anyways Killing an enemy
To Kill you is to save the future
No future shall await you
You'll die here and here alone
If you were from when I was from, you'll be happy that I killed you
Sorry but you are in my way Killing a Specific Hero Drow Ranger, Windranger, Clinkz, Medusa
Such primitive weapons don't work on my armor
Your skill might be good [Insert the hero killed here] but my tech got me covered Sniper
What a cute gun you have Kardel, compared to mine however its a child's toy
That was a good shooting match but it'll just take time for everyone to see who is better Tinker
Sorry but those kinds of tricks, I encountered alot of before already Techies
Sorry but mere mines won't do the trick Clockwerk
Compared to my armor you have not but a tin can Gyrocopter
Such machineries are easy for me to dispatch
If it was metal your little flying cart could have stood a chance
[/spoilers]
'Not particularly tanky' is not a feasible weakness when you have a 90% damage reduction ultimate that lasts for 25 seconds. Yes he then takes 90% increased damage, but with an ult into triple Q combo with that level 20 one-shot talent, I can feasibly take out their damage threats enough for it to not matter. Or I can use my low cooldown mobility spell, both variants letting me go through terrain to escape, before using either one again to re-engage after waiting for 4 seconds.
'Disarms, Spell Immunity, Ethereal State, Silence and Invisibility' negate almost every single hero, what's your point here?
Balance is one thing but your hero is a combination of fundamentally too inflated and easy to use for its own good. When you design a hero who is meant to be able to do so many things and have so many options, you have to give him real disadvantages. And unlike Earth Spirit, he is nowhere near as difficult to execute. Think about making him more difficult to play, rather than just making him ultra tanky at the press of a button.
'Not particularly tanky' is not a feasible weakness when you have a 90% damage reduction ultimate that lasts for 25 seconds. Yes he then takes 90% increased damage, but with an ult into triple Q combo with that level 20 one-shot talent, I can feasibly take out their damage threats enough for it to not matter. Or I can use my low cooldown mobility spell, both variants letting me go through terrain to escape, before using either one again to re-engage after waiting for 4 seconds.
'Disarms, Spell Immunity, Ethereal State, Silence and Invisibility' negate almost every single hero, what's your point here?
Balance is one thing but your hero is a combination of fundamentally too inflated and easy to use for its own good. When you design a hero who is meant to be able to do so many things and have so many options, you have to give him real disadvantages. And unlike Earth Spirit, he is nowhere near as difficult to execute. Think about making him more difficult to play, rather than just making him ultra tanky at the press of a button.
The not particularly tanky con is his default state that's why I opt for a steroid ult that can cure this for a few seconds and this also why after the last 5 seconds all the opposite will happen (he will be 90% damage vulnerability at max after the ult). Also, the unit target thing is an optional choice, that's why I put alongside another good talent which makes it a toggle ability. Although I can agree that he is too mobile and stuff but then again we have Anti-Mage who basically have a global presence at level 20 (I may change it to an Ahgs upgrade or rework it completely). Furthermore, I can't seem to see the problem of a damage resistance ult I mean we have Ursa, and he is a bit more annoying because he has a good strength gain plus a fury swipe multiplier and mine doesn't have that
I included the Disarms, Spell Immunity, Ethereal State, Silence and Invisibility' negation to tell that this is his main weaknesses and one or the other can be very detrimental to him it's practically a heads up.
I do disagree again, Not having a "real" weakness is something fine for me if say the disadvantage is fairly obvious that it is easy to see then why bother giving them very good advantages? I say let the player know what is the weakness they have to exploit. For example Sven has a sh*t ton of right-click damage has one of the best stuns in the game and one of the most game-changing of Ults, he seems unstoppable in the surface but then again you learned there's a disarm mechanic he doesn't have a real weakness but he does have one thing to look out from. This is why I opt to add his 6 main weaknesses to already give the player a heads-up and the fact that once he commits he can never go back makes him a one time only hero. I also don't want a hero who is very hard to play to compensate for the good ability he/she has, if its good as it is, leave it be Sometimes being straightforward even though the hero is a bit easy to play is still a good thing I mean we still have Dragon Knight untouched for years for crying out loud
25 seconds is ridiculous. You get not only 90% resistance but also 200 attack speed and 3 charges on abilities: Ursa's ultimate is 80% reduction for 4 seconds and even it is annoying as hell to deal with. Teamfights last 10-15 seconds tops so your argument for it having a disadvantage does not stand up to scrutiny, especially as with 3 charges he can chase anyone with abilities (E dash? W aoe stun 6.3 seconds?). Damage reduction should be a flat 20-40% (choose something, doesn't need to scale as it is a %).
On to the review.
Does Q really give basically free pure damage? That is overpowered as hell. Make it so the attacks deal magic damage and physical, 1/2 and 1/2.
W's damage should not scale if its an aoe silence and root. It also should always have a 0.7 delay so that you can and must exercise more skill in casting it but it doesn't have absurd delay either. Or just make it have a delay that is 1 second at 0 range and 0 at max range and have it scale. Specify the radius, probably like 200-250.I would also argue it should last 1.5 seconds and be
lvl 1: Silence
lvl 2: 60 physical damage, 10 shards in random directions that pierce units
lvl 3: Root
lvl 4: 60% blind
(never magic damage, for realism and to set it apart from other spells)
Also a cool idea that might make this more balanced would be to make it harm allies and himself, too. Would at least make any delay mechanic slightly useful, and makes dashing combo with it better.
E should be: Self cast = fly up, cast on ground = dash. You have to make it quickcast-compatible.
Also, I think the stun should be 0.1 considering he already has a basically full disable in his W.
Can he move around while "flying up"? If not the talent is possibly a bad idea, which I don't know if you anticipated.
R as I said earlier should be 20, 30, or 40% reduction and no scaling for balance, and with 1/2/3 charges for better progression (perhaps 2/3/4 dash charges only). Reword the last five seconds to be, "Takes increased damage and is silenced and disarmed". Also probably reduce the duration to at most 10 as it is ridiculous currently.
Level 20 talents should be "Q is a toggle" or "W pierces spell immunity". Right now toggle is better in every way and even if numbers are changed one will either be the clear better choice, OR they will be so similar it isn't a choice. If team-killing is enabled on W, the talent could also disable that.
For level 25 talent I'm mostly okay with it but the spell amp feels a little useless. I would argue +1 charge QWE would be a better talent, or a simple 25% cooldown reduction.
I think this hero could be cool but right now he is too overpowered to be considered seriously. 90% damage reduction for 25 seconds, 300-400 pure damage per attack at level 25 with basically max attack speed, and 3 (4+ considering cooldown) stunning leap charges make him too good. That's not even considering the fact he can stun you for 6 seconds in a fairly large aoe and get unobstructed vision while not in "destroy everything that moves" mode.
"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
25 seconds is ridiculous. You get not only 90% resistance but also 200 attack speed and 3 charges on abilities: Ursa's ultimate is 80% reduction for 4 seconds and even it is annoying as hell to deal with. Teamfights last 10-15 seconds tops so your argument for it having a disadvantage does not stand up to scrutiny, especially as with 3 charges he can chase anyone with abilities (E dash? W aoe stun 6.3 seconds?). Damage reduction should be a flat 20-40% (choose something, doesn't need to scale as it is a %).
On to the review.
Does Q really give basically free pure damage? That is overpowered as hell. Make it so the attacks deal magic damage and physical, 1/2 and 1/2.
W's damage should not scale if its an aoe silence and root. It also should always have a 0.7 delay so that you can and must exercise more skill in casting it but it doesn't have absurd delay either. Or just make it have a delay that is 1 second at 0 range and 0 at max range and have it scale. Specify the radius, probably like 200-250.I would also argue it should last 1.5 seconds and be
lvl 1: Silence
lvl 2: 60 physical damage, 10 shards in random directions that pierce units
lvl 3: Root
lvl 4: 60% blind
(never magic damage, for realism and to set it apart from other spells)
Also a cool idea that might make this more balanced would be to make it harm allies and himself, too. Would at least make any delay mechanic slightly useful, and makes dashing combo with it better.
E should be: Self cast = fly up, cast on ground = dash. You have to make it quickcast-compatible.
Also, I think the stun should be 0.1 considering he already has a basically full disable in his W.
Can he move around while "flying up"? If not the talent is possibly a bad idea, which I don't know if you anticipated.
R as I said earlier should be 20, 30, or 40% reduction and no scaling for balance, and with 1/2/3 charges for better progression (perhaps 2/3/4 dash charges only). Reword the last five seconds to be, "Takes increased damage and is silenced and disarmed". Also probably reduce the duration to at most 10 as it is ridiculous currently.
Level 20 talents should be "Q is a toggle" or "W pierces spell immunity". Right now toggle is better in every way and even if numbers are changed one will either be the clear better choice, OR they will be so similar it isn't a choice. If team-killing is enabled on W, the talent could also disable that.
For level 25 talent I'm mostly okay with it but the spell amp feels a little useless. I would argue +1 charge QWE would be a better talent, or a simple 25% cooldown reduction.
I think this hero could be cool but right now he is too overpowered to be considered seriously. 90% damage reduction for 25 seconds, 300-400 pure damage per attack at level 25 with basically max attack speed, and 3 (4+ considering cooldown) stunning leap charges make him too good. That's not even considering the fact he can stun you for 6 seconds in a fairly large aoe and get unobstructed vision while not in "destroy everything that moves" mode.
Thanks for the feedback and stuff, there are a lot of things that needs reworking I admit that, will be reworking this ASAP
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