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-A very long ranged melee hero with a versatile skillset-
Fey, the LASH QUEEN (The bolded name is the name the hero would be referred to in-game)
Introduction:
Fey is a hero that I started to form an idea for following the release of Monkey King as a melee hero with 300 range, and the idea of a hero who is a "girl with a whip" that I like to see in video games (often fighting games). The character of Fey was previously an older hero idea, "Fey the Sentinel" that was specialized in scouting and information and has been re-purposed into the Lash Queen. Fey is what I felt like Razor with his whip could've possibly been when I first moved to Dota 2, a ranged "melee" hero that can get the best of both worlds. She is an aggressive hero that takes advantage of her innate advantages to weaken and mis-position enemies. Lash Queen is a flexible hero who could be a semi-carry, support, or utility hero. Despite everything, she is designed to be a simple and straightforward hero unlike most of my other ideas. In terms of Lore, she is a very powerful outlaw that came from the ruins of Slom, the kingdom that Lycan and Beastmaster were involved in toppling and she brings it back in a different form.
Every hero has a gimmick and Fey's is Range and Distance, with her range being the core of her gameplay. She is heavily based on how far enemies and allies are from her in order to perform. She is a kite-based hero that is also well suited against other kite-based heroes.
Goals and Prompt for Design:
1. Create a versatile hero with simple mechanics, like a lot of the oldest heroes that have not fundamentally changed ( Lion, Slardar, Shadow Shaman). The type of hero that can do a lot of stuff decently and is a good flex pick. The type where the skills are consciously not meant to be as synergistic or complex as they could be.
2. Create a hero that plays with melee and ranged mechanics. Effectively, to create a seemingly paradoxical ranged melee hero, playing more like a ranged hero with all the perks of being melee (item benefits, passive damage block).
3. Design a combo-system nuke, like a fighting game combo mechanic (called "Rekka" by fans of the genre). Not a normal cooldown or charge spell. Multiple strikes in quick secession and a small window to hit them.
4. Incorporate a long distance and duration blind spell. One that can be used for laning and sieging. Every other blind is a short duration or short ranged spell. Despite being removed from Troll Warlord and Brewmaster, I don't believe having a long duration blind for laning is inherently wrong and it was only wrong on those heroes, due to respectively, not fitting Troll's close ranged fighting style and overly making Brew dependent on laning and evasion.
Similar Heroes (Gameplay)
Lore: When Slom fell, everything was in ruins. Old paths that used to be patrolled were free to be raided by brigands. Beasts tore villages apart. Fey grew up in this kind of world. She had learned to use a whip from keeping the beasts of the forest away from her family's food reserves. Whatever whip she used to err out justice in the lawless world. She was just another brigand, but finding a comfortable life by taking whatever she could. One day, she raided a recently deceased wizard's spellbook from a caravan. There she learned an enchantment to give her whip powers beyond what they were, to wrap it in a powerful layer of magic that would do far more than she was able to before and she continued her studies with whatever other books she could find. Using her new abilities, Fey took on other brigands and grew more and more powerful. Eventually Fey set up in the ruins of the king's old palace, with many a sycophant and beast following her hoping to have a taste of her favor. The former kingdom of Slom had a new Queen, the Lash Queen.
Connected Heroes (Lore):
Attributes:
19 + 2.2 [82 at level 30] *27 + 3.3 [122 at level 30]
18 + 1.9 [73 at level 30]
Base Stats:
Health: 200 base, 580 at level 1
Mana: 75 base, 291 at level 1
Armor: 0 base, 4.32 at level 1
Damage: 23-35 base, 50-62 at level 1 Attack Animation (frontswing+backswing): 0.6+0.5
Base Health Regen: 0.25 base, 2.15 at level 1
Base Mana Regen: 0 base, 0.9 at level 1
Base Attack Time: 1.7/0.59 att/sec base, 0.81 at level 1
Initial Attack Speed: 110
Range: 250 (melee) Missile Speed: Instant
Movespeed: 310
Sight Range: 1800/800 Turn Rate: 0.6
Damage Block: 16 (50%) Collision Size: 24 Legs: 2 Gib Type: Default
Voice Actor: Cherami Leigh (no other roles in Dota 2)
Level 30 Stats:
Spoiler: Click to view
Health: 1840
Mana: 951
Armor: 20.34
Damage: 145-157
Health Regen: 8.45
Mana Regen: 3.65
Attack Speed: 232
Attacks Per Second: 1.39
Fey is a fairly tall female character, though not extremely tall, as seen in the size comparison far below.
As of this writing, the current version of Dota2 is 7.32e
Primary Abilities
Q
Rhythmic Thrash
Strikes an area in the shape of a cone in front of Fey, dealing damage to all enemies based on how far away they are from her. Each strike slows movespeed and attack speed for a short time. The length of the cone is the same as Fey's attack range. This ability can be used up to three times in a row if the successive casts are made within 1.5 seconds of the previous casts, otherwise the skill goes on cooldown.
With Aghanim's Shard: Fey instantly attacks all targets of Rhythmic Thrash.
ABILITY
CAST POINT
DAMAGE TYPE
PIERCES IMMUNITY?
: No Target
: 0.3+0.5
: Magic
: No
DAMAGE
MOVESPEED SLOW
ATTACK SLOW
SLOW DURATION
ATTACKS PER TARGET MANA COOLDOWN
: 20/25/30/35% of Distance Away in Damage
: 60%
: 60
: 0.3/0.5/0.7/0.9 (0.8/1/1.2/1.4 talent) sec
: 0 (1 )
: 45/50/55/60 per strike
: 15
A proper use of a whip is like a dance with many strikes coming quickly. The farther you are, the more the sting of the whip builds.
Notes
Spoiler: Click to view
This spell deals damage based on how far the targets are from Fey. Units farther away will take more damage.
The thrash moves at 1500 speed. It calculates damage based on the distance between Fey and the target when it actually hits, not when cast.
Multiple instances of the slow do not stack, but instead refresh the duration.
The range of this spell is always the same as Fey's attack range when it was cast.
The width of this spell starts at 110 at 250 range. The width increases by 30 for every 100 range further. This means at 350 it would be 140 width at 450 it'd be 170 width and so on.
Can use this spell up to three times before it goes on cooldown. The cooldown starts 1.5 seconds after your last cast. If you do not use all three casts, the cooldown starts (already accounting for the 1.5 so without reductions it would show 13.5 seconds).
With Shard , this spell will perform an instant attack on every target Fey hits. This attack can apply all her modifiers with the exception of Cleave. This attack has True Strike and ignores Disarms.
Mechanics Notes
Spoiler: Click to view
Cast Range: No interaction.
Spell Immunity: Slow and damage does not affect Spell Immune enemies. The Shard instant attack pierces enemy spell immunity.
Spell Block/Reflection: No interaction.
Dispels: The slow can be removed by any dispel.
Damage Numbers
Spoiler: Click to view
At 100 range, this spell deals 20/25/30/35 damage per strike.
At 200 range, this spell deals 40/50/60/70 damage per strike.
At 300 range, this spell deals 60/75/90/105 damage per strike.
At 400 range, this spell deals 80/100/120/140 damage per strike.
At 500 range, this spell deals 100/125/150/175 damage per strike.
At 600 range, this spell deals 120/150/180/210 damage per strike.
At 700 range, this spell deals 140/175/210/245 damage per strike.
At 800 range, this spell deals 160/200/240/280 damage per strike.
With the Shard , the damage of the instant attack is done as a separate instance of damage.
W
Sight Jinx
Fey distorts the eyes of an enemy target, reducing their vision radius and accuracy on attacks.
With Aghanim's Scepter: Causes the vision reduction of this spell to affect all of the inflicted player's observer wards, and if they die with the debuff the ward vision will remain affected until they respawn. Increases cast range by 1300, reduces cooldown by 5, and causes Sight Jinx to affect enemies that have Spell Immunity.
Fey learned from her time studying spells a way to disorient her enemies, leaving them unable to hit any basic marks. Many archers who were out for her simply lost sight of her.
Notes
Spoiler: Click to view
Takes priority over all other vision changing effects, except for Shade Sight from Moon Shard.
With Scepter , the vision reduction aspect of the spell will affect all of the targeted player's observer wards until they respawn or until the wards die. This vision reduction does not affect any other units or illusions they own.
Mechanics Notes
Spoiler: Click to view
Cast Range: Affected by Cast Range bonuses.
Spell Immunity: Cannot target or affect enemies with Spell Immunity, unless the caster has Aghanim's Scepter. If so, it can be cast on and affects Spell Immune enemies.
Spell Block/Reflection: Blocked or reflected when cast.
Dispels: Sight Jinx's debuff can be removed by any dispel. Scepter's death vision curse cannot be removed by anything except respawning.
E
Overreach Aura
Fey shares her expertise with melee weapons and combat. Increases the attack range of allied melee heroes in an area around Fey. The effect is fivefold on Fey.
Fey always advises people bring the longer ranged weapon. Many an archer found themselves outmatched by her speed and length of draw.
Notes
Spoiler: Click to view
Only affects heroes that are classified as melee.
Internally in game, heroes classified as melee will have their attacks automatically miss if their target is more than 350 distance away from them. Having Overreach Aura active alters this internal flag and allows heroes to hit heroes past that range, up to 1025 distance away.
For a standard melee range (150), this aura will make those heroes' attack range 190/200/210/220 (230/240/250/260 with talent)
By default, the highest range that can be boosted to allies would be 370 (410 with talent) to Monkey King if you do not include other abilities and 420 (460 with talent) for Tiny with Tree Grab if you do.
Boosts Fey's attack range to 450/500/550/600 (650/700/750/800 with the talent).
Fey prepares to use her whip to lasso her target prey. After a delayed cast, grabs a target and throws them behind Fey. Deals damage and interrupts channeling if it's an enemy. Cast range is same as attack range.
ABILITY
DAMAGE TYPE
PIERCES IMMUNITY?
: Target Unit
: Magic / Pure(talent)
: No Yes(talent)
After a moment, then in the blink of an eye, Fey can use her whip to grab and throw you right behind her. Few ever could match up.
Notes
Spoiler: Click to view
When casting, if interrupted by silences/stuns or the target goes more than 500 units greater than the cast range, Fey stops casting and the spell does not go on cooldown.
Shoots a projectile at 1800 speed at the target that cannot be disjointed (unless the target goes further than 2500 distance from the cast range, in which case the spell goes on cooldown and does nothing). Once the projectile connects it then pulls the target to a location 250 range behind Fey at a speed of 1800. Fey does not change direction with the spell. Disables enemies during this time, but not allies. The direction the target is facing does not change. While the target is moving, Fey cannot attack.
Trees are not destroyed by the pull, but they are destroyed in a 100 AOE around where the target lands.
Mechanics Notes
Spoiler: Click to view
Cast Range: No interaction. Cast Range is always the same as attack range.
Spell Immunity: Works on Spell Immune allies. Cannot target and does not work on Spell Immune enemies, unless the proper talent is taken. If that talent is taken, fully disables and damages Spell Immune enemies.
Spell Block/Reflection: Blocked or reflected on projectile impact.
Dispels: The pull cannot be dispelled. Can only be interrupted by death or other forced movement sources.
Hero Talents
Snap Back Pure and Pierces Immunity
25
-45 Snap Back Cooldown
Snap Back 0.2 Cast Point
20
+40/200 Overreach Aura Attack Range
+14% Sight Jinx Miss and Vision Reduction
15
+14 Agility
+0.5 second Rhythmic Thrash slow
10
+25 Damage
Pros and Cons
+ Melee classification with ranged hero attack range as you level up her passive, allows for excellent use of certain items and other key melee advantages
+ Powerful laning between long range with melee damage block, triple nuke, and blind making people miss last hits
+ Very well rounded, is able to play as ganker semi-carry, aggressive support, a sort of initiator, or save based utility
+ Can help melee heroes who are vulnerable to kiting with her aura
+ Strong anti-carry abilities with miss chance, attack slow, and kiting potential
+ Good in all phases of the game; strong early, farms and scales well - Very long attack animation and big damage spread means enemies can often contest her last hits
- Will be very reliant on Black King Bar in most games due to her ult cast time and lack of innate magic protection
- Pretty item and very level dependent, especially if she's in a lower position
- Is absurdly vulnerable to Break as it affects not just her range but the range of two of her spells
- Lack of specialization can easily make her feel unimpactful, especially if you do not snowball; she is not the best damage dealer, support, initiator, or save hero
Role and Gameplay
Fey can do whatever you need her to do. She offers a range of benefits with her skills. She is an old fashioned versatile hero with a lot of options for how you approach her. She can deal a fair amount of damage with her Rhythmic Thrash for teamfights and farming, she can use Snap Back to misposition an enemy or save an ally, and she can lower enemy vision and right click damage with Sight Jinx.
The Lash Queen is fundamentally a lane dominating snowball hero. She scales well with levels and is somewhat farm reliant, so even though she would be a functional support hero who shines in late-midgame onwards, she is likely best suited for position 3, probably in some kind of aggressive lane with one or more partners. Depending on the game any position can be viable, as her potential damage and strong laning can make her a good mid, especially if she makes the enemy mid miss a lot of last hits and can get momentum to get kills and make an impact on the map.
She is not well suited for safelane carry unless she is picked with synergy heroes and is picked because of her laning strength over his actual scaling with farm. In terms of gameplay even though she's technically melee, her carry self plays like a mix of the ranged carries Sniper (as positioning and kiting is a big key to her gameplay) and Shadow Fiend (due to how much she relies on a triple nuke), while her utility role is similar to Rubick/ Tinker (for the ability to make enemies make last hits and deal less attack damage) and Pudge/ Kunkka (for the displacement and ally saving potential). This makes her like many heroes in one.
Fey is a versatile hero with multiple paths, but she is mostly played in an aggressive manner. She can focus on her Sight Jinx to weaken carries and the vision of the enemies. She can focus on her damage with her range and Thrash. She can also focus on utility and using Snap Back to save or initiate on people (or with a Blink Dagger, potentially trap them in trees or on cliffs). Her gameplay is built around which of these three abilities is the one you are focusing on most. Fey is extra good with multiple melee heroes on her team so Overreach Aura will affect them.
In order to keep relevant, she needs to be getting levels and items. She gets a lot of benefits from points in her skills and her talents. She will find herself easily overwhelmed if she falls behind.
Fey is a simple and straightforward hero. Her skills are easy to use and the difficulties with her are mostly based on positioning and measuring risk, as she can easily lose momentum. Fey has a low skill floor and a medium skill ceiling.
Items
General Stat Priorities (Carry build): High Priority: Attack Damage, AGI, Attack Speed, Mana Regen, Spell Immunity, Movespeed Middle Priority: Mobility, STR, HP Regen, Status Resistance, HP, Mana, Lifesteal, Armor, INT, Evasion Low Priority: Magic Resistance, Spell Amplification, Spell Lifesteal, Cooldown Reduction, Cast Range
In general, Fey will either itemize for her attacks around her range and Shard upgrade of attacking with her nuke, which means that attack modifiers, especially Crits, become very powerful on her. She can also be the only hero who has a 25% chance to bash from up to 800 range if she buys Basher. She can also be a stat-based illusion hero because her illusions would be stronger than usual for her range due to Manta illusions favoring melee over ranged.
The other path of itemization is one that is around her Snap Back and Sight Jinx which allows her to control the enemy and save her allies well and just be generally useful without being focused on her attacks. This is generally for lower positions, but can be quite powerful as a core-utility hero.
Fey's skill build is flexible like her. She can max any of his skills first and many of her skills are also good value points.
Rhythmic Thrash is Fey's bread and butter skill as it is a powerful farming and harassing skill. This is how she can easily clear out waves of creeps. However, the damage scales with her range, so in order to make this spell truly powerful requires levels in Overreach Aura. This spell is usually maxed first, and may be the first point to secure a creep.
Sight Jinx is a useful spell for a value point, as it gets most of its miss and reduction on the first level, though the low cast range at low levels can be a big issue when it comes to trading, since she has to get close before she can blind them. Usually Fey's priority is her range, but certain skill builds that are more support based can max this skill first and disrupt enemy cores.
Overreach Aura is another skill where the value point is good, because it gets half of its benefits with one level, bringing Fey's attack range to a respectable 450. This is usually the second skill that is maxed out since Fey needs range no matter her role as core or support.
Snap Back is powerful but not entirely necessary to get at 6 if you don't see kill potential with it and would rather put more points into your two farming spells (Thrash and Overreach). As a support it should always be leveled whenever possible, as it expands Fey's usefulness.
Attribute Bonus: Fey has some options for going for Attributes over levels in her spells. As a support she does not really need additional levels of Rhythmic Thrash if she is only using it for the slow. As a carry she can choose to neglect Sight Jinx if she does not need to be an anti-carry and would prefer to farm faster or be tankier. Due to being versatile with her skillset she has more options for these bonus stats than most heroes.
Talent Choices:
Level 10: Longer Thrash Slow vs Damage. The longer thrash slow is useful for chasing and kiting while Damage boosts farming and kill potential. The longer thrash is useful for ganking and fighting carries, while damage increases farm speed significantly.
Level 15: Sight Jinx miss and vision boost vs Agility. If Lash Queen is playing around Sight Jinx (especially if getting Aghanim's Scepter) then that talent is much better as it makes the spell much more powerful and disruptive, especially for sieging or defending (since at 2000 range, it can be safely cast on enemy ranged carries). The agility is a good damage increase and speeds up farming, so pick that if it's your role and its more valuable than a stronger Sight Jinx.
Level 20: Fast Snap Back vs Overreach Aura Range. A faster Snap Back makes it a lot more useful during combat, instead of only at the beginning of combat. The bonus range is good for just being able to attack from farther, which suits many attack modifiers and generally keeps Fey in a safer position by being farther.
Level 25: Snap Back pierces immunity vs Low Snap Back cooldown. Both of these talents relate to Snap Back. Piercing immunity makes it extremely effective against magic immune reliant kiteable heroes, but having it on a low cooldown is very powerful if you also have the fast cast talent (otherwise you'd be spending a lot of time casting Snap Back in fights) and allows you disrupt fights very strongly with multiple casts.
Combos and Counters
Due to her flexibility, Fey does not have a huge problem with counters and counterpicks compared to many heroes and is well suited for most drafts. Despite this, there are many types of heroes where she still generally shines or suffers.
Ideal Allies:
Gatherers:
These heroes set up multiple enemies to be hit by her Thrash combo. With Shard it can be a very strong potentially teamwiping move.
Aggressive Lane Partners:
Heroes that work well with her to apply pressure and allow her to bully the enemy lane easily.
Kiteable Melee Heroes:
Extra good if they have a slowing attack Fey makes these heroes more likely to hit their intended targets and less weak to kiting.
Good Against:
Non-Dispel Right Clickers:
Between the 60 attack slow and the miss chance, Fey can heavily dampen most physical attackers if they don't have a dispel. Can also mess with these heroes in lane by making them miss last hits.
Vision Heroes:
The vision reduction of Sight Jinx significantly affects the gameplay of these heroes, leaving them with much poorer sight.
Kiteable Melee Heroes:
These heroes are vulnerable to Fey's skillset of long range, displacement, and slows.
Worst Enemies:
Dispel Heroes:
These heroes can easily remove Thrash slows and Sight Jinx blind.
Break:
This affects not only her range because of Overreach Aura but also Thrash and Snap Back because those are tied to her range.
Displacement Heroes:
Even though Fey is technically melee, she really has little use up close and can be easily killed in such a position for much of the game.
Personality:
Fey despite her being a whip user that is associated with sultry and seductive is actually quite a pleasant and lighthearted character who is easily amused by the world around her. She is polite to the characters who help her and a loyal friend. This is in contrast to the other Queen character, Queen of Pain who is a nasty egomaniacal demon. Fey is driven by her sense of justice and camaraderie and her position as the Lash Queen is just her way of doing that. She is a ultimately an idealist who is aware that she lives in an unkind world and is really trying to rebuild everything she used to have.
Interactions with Other Heroes:
Fey is friendly and gets along well with any good spirited animal-man characters like Brewmaster, Pangolier, Hoodwink, and Tusk. She will also get along with people with a similar optimist view as her that want to make the world better, such as Snapfire, Crystal Maiden and Omniknight. She also will make attempts to reach out to loner characters to get them to join her, either friend or foe like Drow Ranger, Sven, and even Troll Warlord. She holds no ill will against Lycan or Beastmaster for their role in the loss of Slom and that they must have done good things with the rest of their lives, and even credits them for her becoming the Lash Queen. She also is looking to recruit Bristleback due to his fame as a bouncer in the Slom area. Fey is willing to mock her enemies however, especially archers like Medusa, Clinkz and Windranger, since she views whips as superior to bows, though will make an exception towards her bow-bias for Drow Ranger. She is easily annoyed by loud and egomaniacal characters like Invoker, Zeus and Storm Spirit. She thinks Queen of Pain is overall a disappointment of a queen but will be excited to work with her if they are on the same team. And of course, she likes Razor and his whipping skills and says that even though he's much older, they may still be able to teach each other.
Lore Strength, Classification, and Comparison: Gender: Female Age: Mid 20s (She was a child when Lycan and Beastmaster basically overthrew the Last King of Slom) Classification: Human lightly practiced in magic Powers and Abilities: Weapon Mastery (specifically skilled with bullwhips), Limited Skill in Magic (specifically some manipulation of curses), Weapon Enhancement, Beast Taming, Skilled in Dancing Stamina: High (Her background involved her taking down many beasts and brigands and she takes on many challengers to the present) Intelligence: Genius (She became a crime boss at a young age, manages a huge organization that she built from the ground up, managed to crush or absorb all competitors with her leadership and planning skills, and continues to study lore and magic despite this to earn a reputation as a "self made queen".) Comparable Power Scales: Highly skilled and trained but otherwise someone who is not physically enhanced Legion Commander, Drow Ranger, Axe
Voice Sample:
Based on A2 from Nier Automata, voiced by Cherami Leigh. Fey sounds young and boastful in contrast to her queenly self image, and overall sounds coolheaded.
Set ideas:
Bandit of Slom
Design by Cotta (link to design currently dead)
Head: Short Cut of Charm
Rarity Uncommon When she was the younger Bandit, Fey liked to have her hair shorter than now. It not longer felt proper as the Lash Queen.
Back: Armor of the Vigilante
Rarity Rare This armor was tailored to be lightweight for the swiftest and bravest female warriors of Slom. Luckily it also fits on Fey.
Shoulder: Pauldrons of Royal Slom
Rarity Common It was normal for female royal guards to protect their shoulders with Pauldrons. Many of them were left over in the deserted castle of the last king.
Belt: Goods of Thievery
Rarity Rare These belts can hold everything that a bandit needs which suits long chases with impressive yields.
Legs: Boots of Beaststalking
Rarity Uncommon Slom was a kingdom of beasts and attracted the greatest hunters, which attracted the greatest cobblers, for what was hunting other than a long stalking game?
No Weapon in this set
The Rhapsody QueenshipDesign by Cotta (link to design currently dead)
Head: Hair of the Rhapsody Queenship
Rarity Uncommon To be a powerful and seductive queen means that her hair must billow as much as her whip snaps.
Back: Dress of the Rhapsody Queenship
Rarity Legendary This beautiful flowing dress was given to Fey by the Lord of Misrule to marry his son. Fey kept the dress but not the son.
Shoulder: Bare Shoulders of the Rhapsody Queenship
Rarity Common A woman has nothing to hide in Slom, so Fey says.
Belt: Corset of the Rhapsody Queenship
Rarity Rare An impressive display and beautiful shining form that makes itself seen during the dance.
Legs: Anklets of the Rhapsody Queenship
Rarity Uncommon Even though the Kingdom fell, there was still a time to appreciate Slom's ritualistic dances.
Weapon: Whip of the Dance
Rarity Rare. Creates special visual and sound effects when using Rhythmic Thrash. Within the layers of the dress itself is the dancing whip, constantly in motion and seeking to eliminate all partners.
Standalone Item: Gleipnir
Weapon: Gleipnir
Based on the Gleipnir item, it is the item's chain and flail used as a weapon by Fey. It glows every time she uses the Gleipnir active. Fey found perhaps the greatest prize of them all. Even if it isn't strictly a whip it strikes a sound of thunder.
Relative Size Comparison:
Conclusion
Thank you for reading my concept. If you enjoyed it, you may enjoy some of my other concepts below:
Some other changes the hero concept has had over time:
Spoiler: Click to view
General -
No major changes to base stats
Rhythmic Thrash -
The attack added to each target of Thrash used to be a level 20 talent, before it was changed to being tied to the Shard, this was to give the Lash Queen more of an early timing window.
The combo window used to be 1.1 seconds instead of 1.5 to compensate for the new talent that adds slow duration, and to give more leeway if you get stunned.
Sight Jinx -
Mana cost was increased from 35/40/45/50 so it would be less annoying to lane against.
Overreach Aura -
No significant changes.
Snap Back -
Did less damage (250/325/400 instead of 250/375/500) and cost less mana per level (100/150/200 instead of 100/175/250) in the past. Now it is a more costly and impactful spell with more potential late game with the 3 separate talents to support it.
Talents -
Used to have a +200 Health talent at level 10, Damage on Level 10 talent used to be 35 instead of 25. A lot of these talents were changed as a lot of raw stat talents were phased out and the game moved towards improving spells instead.
Used to have -24 Snap Back cooldown at level 20 (later increased to -45 and moved to level 25), Overreach Aura bonus range used to be a level 25 talent, was moved to level 20.
Snap Back piercing immunity and casting faster (0.2 seconds) used to be one talent at level 25. Now it is separated into two talents, one at level 20 for fast cast point and at 25 for piercing immunity.
Credits:
Fey's Design by Cotta
Bandit of Slom and The Rhapsody Queenship set designs also by Cotta.
I always wanted a melee hero with increased attack range like Monkey King with neutral items!
I think she's not that OP & can be a good combination with melee heroes, specially when all of the team are melee heroes.
As always thanks for the idea!
Looking forward to the next one!
I always wanted a melee hero with increased attack range like Monkey King with neutral items!
I think she's not that OP & can be a good combination with melee heroes, specially when all of the team are melee heroes.
As always thanks for the idea!
Looking forward to the next one!
It's good to know I wasn't the only one who wanted a long ranged melee hero, and another way to boost melee hero's range.
I'm glad you enjoyed reading about Lash Queen!
@Hades
I'm glad you enjoy the hero concept. I'm very happy with how she turned out, as the original Fey always felt off with her skillset and aesthetic and I feel like the character deserves something better, thus the reimagining. Plus having the hero maker is a lot easier than using the forums. Thank you for appreciating the size comparison, as I feel like a lot of these concepts could come more to life if it was easier to visualize the hero in the game.
@Dreadhood
Welcome to the site! Funny you mention that. When I was looking for something to represent Fey visually (as I did her gameplay before her visuals), I found something that was kind of close to what I wanted but not quite. but she did have long hair. This is what she looked like. I decided to use a different piece from the same artist, as the original whip girl was uncomfortably sexual for me and Dota 2 is not that type of game. It was also not very "Queen-like". Thus short haired and fancy dressed Lash Queen.
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.
I think she's not that OP & can be a good combination with melee heroes, specially when all of the team are melee heroes.
As always thanks for the idea!
Looking forward to the next one!
I think she's not that OP & can be a good combination with melee heroes, specially when all of the team are melee heroes.
As always thanks for the idea!
Looking forward to the next one!
It's good to know I wasn't the only one who wanted a long ranged melee hero, and another way to boost melee hero's range.
I'm glad you enjoyed reading about Lash Queen!
I'm glad you enjoy the hero concept. I'm very happy with how she turned out, as the original Fey always felt off with her skillset and aesthetic and I feel like the character deserves something better, thus the reimagining. Plus having the hero maker is a lot easier than using the forums. Thank you for appreciating the size comparison, as I feel like a lot of these concepts could come more to life if it was easier to visualize the hero in the game.
@Dreadhood
Welcome to the site! Funny you mention that. When I was looking for something to represent Fey visually (as I did her gameplay before her visuals), I found something that was kind of close to what I wanted but not quite. but she did have long hair. This is what she looked like. I decided to use a different piece from the same artist, as the original whip girl was uncomfortably sexual for me and Dota 2 is not that type of game. It was also not very "Queen-like". Thus short haired and fancy dressed Lash Queen.