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Ermorden theExtreme Eliminator
Affiliation: The Dire Strength- 20 + 2 (70 at 25) Agility- 26 + 2.5 (88.5 at 25) Intelligence- 25 + 1.4 (60 at 25)
Damage: 60-65 (120-125 at 25) Attack Range: 140(Melee) Missile Speed: Instant
Movement Speed: 300 BAT (Base Attack Time): 1.7
Sight Range: 1800/800 Base Armor: 1 Total Armor: 4.71 (13.64 at 25)
Role/s: Semi-Carry, Ganker
Abilities
Q: Carnage Slash Ability- Target Affects- Enemies Damage- Pure
Ermorden teleports behind the target, then lets loose a devastating attack. This attack will do a 2.5x/3x/3.5x/4x Critical Strike and slows the target's movement speed by 25% for 1.5/2/2.5/3 sec. This attack deals composite damage.
Notes:
Cannot be targeted on magic immune units.
Completely blocked by spell block (Linken's Sphere).
Attack modifiers (or orb effects) still occur in this attack.
This attack deals composite damage, meaning it is reduced by both magic resistance and physical armor.
W: Extermination Blast Ability- Target Affects- Enemies Damage- Pure
Ermorden fires his devastating cannon at close range at the target. Deals 50/100/150/200 pure damage and knockbacks for 400 range. The target is then disarmed for 2.5/3/3.5/4 seconds and at the same time will have its movement speed slowed by 30% for 3 seconds.
Notes:
Cannot be targeted on magic immune units.
Completely blocked by spell block (Linken's Sphere).
The target cannot be knockbacked towards unpassable terrain.
The target is knockbacked at 600 speed.
E: Dual Destroyers Ability- No Target Affects- Enemies Damage- Physical
Sprouts 2 powerful machineguns at Ermorden's body. The guns attack what Ermorden is currently attacking even at long range. Each gun deals 2.5/4/5.5/7% of the attack unit's current health per second. The guns have 450/600/750/900 range. Lasts 7 seconds.
Cooldown: 27/24/21/18 Manacost: 140/150/160/170
R: Axis Armor Ability- No Target Affects- Self, Enemies
Ermorden greatly amplifies his armor. Grants magic immunity for 4/5/6 seconds. During this period, all enemy units within a huge area around Ermorden cannot become magic immune.
Notes:
Enemy units that are already magic immune will not have their magic immunty removed.
Scepter Upgradeable: Increased duration to 5/6/7, reduces cooldown by 30, grants 5/10/15 armor
That's all and thanks for watching.
Balance Changelog
4/29/13
-Carnage Slash now deals composite damage instead of pure damage
-Carnage Slash cooldown increased from 12/10/8/6 to 16/14/12/10
-Axis Armor duration decreased from 5/7/9(6/8/10*) seconds to 4/5.5/7(5/6.5/8*) seconds
-Axis Armor now no longer removes magic immunity but prevents enemy units from becoming magic immune instead
4/30/13
-Extermination Blast damage decreased from 100/150/200/250 to 50/100/150/200
-Extermination Blast disarm duration decreased from 4/5/6/7 seconds to 2.5/3/3.5/4 seconds
-Extermination Blast movement speed slow decreased from 50% to 30%
-Extermination Blast cooldown increased from 15/14/13/12 to 18
-Extermination Blast manacost increased from 115/125/135/145 to 135/145/155/165
-Extermination Blast teleport removed.
-Dual Destroyers manacost rescaled from 140 to 140/150/160/170
-Axis Armor duration decreased from 4/5.5/7(5/6.5/8*) seconds to 4/5/6(5/6/7*) seconds
Q,R are overpowered.Immagine hitting someone late game with Q while having a desolator.It would insta-gib them.And removing magic immunity?
Well, I just really wanted to put 'Extreme' in 'Extreme Eliminator', but you do have a point. A 4x crit every 6 seconds is no joke. Add to the fact that this crit deals PURE damage and slows the enemy's movespeed, his Q really is overpowered. I think I'll just increase the cooldown and make the crit deal physical damage or magical damage instead.
Oh, and about his R, it was meant to be a counter to BKB users, such as carries like PA and Gyrocopter, and other heroes with built-in magic immunity like Lifestealer. Maybe I'll reduce the duration and make it so that enemy units will not be able to become magic immune, so heroes that are already magic immune won't be affected.
Anyway, what do you think of his W and E? Are there anymore changes that I should implement?
I think a 12 second cooldown, 250 pure damage, 7 second disarm and 50% slow skill for 3 seconds is a bit too much over-powered-ness in one skill. Especially when coupled with two teleports, and an ulti that kind of makes him exceptionally hard to kill for a surprisingly long time.
There is better ways of saying that. Like actually explaining why.
Maybe you should remove the teleport part of Extermination Blast. That would make it a more tactical skill that you have to position yourself to have the greatest effect when using the pushback.
Otherwise I feel he's fairly balanced now. He'd be one of those anti-carry carries. He's one of those heroes that will suddenly jump in, throw some burst damage down then right-click the rest to death. Ulti-ing when he's about to die to give him that 6 second survival.
Removing the teleport aspect of his Extermination Blast does make it more tactical and would make it require more skill to use. Nice idea! Thanks for the suggestion.
Much improved. The only thing I think that may need some modification is his E skill, because at level 4 it deals 49% of their total health. I'd suggest a higher mana cost for it, but otherwise it shouldn't be a problem.
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