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Radiant Agility "This here battlefield ain't big enough for the two of us."
Base health
: 492
Base mana
: 208
Base damage
: 54
Base armor
: 4
Attacks per second
: 0.71
Range
: 450
Movement speed
: 300
Vision range
: 1800/800
Strength
: 18 +1.9
Agility
: 20 +2.3
Intelligence
: 16 +1.5
Lore:
There was a small, dusty town known as Black Oak, hidden in the dry wastelands of The West. Crime was rampant on the streets, and citizens feared heading out into the open, lest they get shot. Billy "The Killer" Randal strolled along casually on the dangerous streets, taking pride in his work. The Killer was the Dictator of this rusty little shack, and he controlled the water, food and trade of the poor people. Any and all who opposed him were pulled right out of their house by his cronies and neatly disposed of, often leaving widows or disbanded families behind. Citizens suffered and died under his rule and yearned for a hero, a saving grace from this living hell.
One searing-hot afternoon, a man rode into town on his steed, stirring the attention of the citizens. He got off his horse and introduced himself as Seth Johnson. His features were rugged and worn, and his eyes looked as if he had seen everything that could be seen. The killer rose from the shadows, along with his mindless cronies, threatening him to get out of their turf, or face the consequences. Seth simply raised his pistol, with the word 'Enforcer' engraved on its side. In what seemed like a minute or two, all of The Killer's minions dropped dead onto the ground, and desert vultures soared down to claim their lifeless bodies. Taking out his second firearm, the 'Peacemaker', he pointed it to The Killer's chest and rid him of his treacherous existence forever. The town celebrated the death of their tormentor, while the town mayor proudly announced that there was a new Sheriff in town: Seth Johnson.
Q: Take Cover!
Type: Target point
The Sheriff leaps over all enemies and obstacles. If he lands within 100 range of a tree, his next attack deals additional bonus damage, which expires in 7 seconds when not used.
Up to 400 range
+ 40/60/80/100 damage for his first attack
70/75/80/85 mana cost
16/14/12/10 second cooldown
"Good positioning is key in gunfights"
Notes:
Disjoints skill projectiles.
W: Penetrating Rounds
Type: Passive
The Sheriff's bullets gain a piercing effect. Whenever The Sheriff shoots a unit, all enemies between The Sheriff and the target will also be damaged based on The Sheriff's base damage.
40/50/60/70% of The Sheriff's base damage
Also works on buildings
Notes:
Only the main target will receive any unique attack modifier possessed by The Sheriff, except for his passive critical strike.
E: Steely Concentration
Type: Passive
The Sheriff sharpens his focus, giving a chance for his attacks to deal a critical strike on an enemy. This is a unique attack modifier, and does not stack with other unique attack modifiers when it procs. Also passively grants The Sheriff bonus range.
30% chance to proc a critical strike
125/150/175/200% critical damage
+40/80/120/160 passive range bonus
Notes:
If a critical shot passes through enemy units, they will take critical strike damage but is reduced based on the level of Crossfire.
Does not stack with Daedalus.
R: The Peacemaker
Type: Toggle
The Sheriff swaps out The Enforcer and brings out his second firearm, The Peacemaker. The Peacemaker does more damage than The Enforcer, but in turn has lower attack speed. The Peacemaker has a limited amount of ammunition, and can only fire a few times in succession before needing to reload. Enemies below a health threshold take bonus damage from The Peacemaker.
30/50/70 +100/120/140% of The Enforcer's damage is done as damage
2/3/4 ammunition capacity
1 ammunition gained every 7/5/3 seconds
-60 attack speed when equipped
+20% bonus damage when target is below 200/400/600 health
"The answer to your problem... is a gun. And if that don't work... Use more gun"
Notes:
The Peacemaker also benefits from Crossfire.
The Peacemaker does not posses any of The Sheriff's unique attacks modifiers except for his passive critical strike.
You can freely toggle between the two guns without any mana cost or cooldown.
Balance Changelog:
Q: Take Cover!
- Rescaled cooldown from 16/14/12/10 to 16/13/10/7 seconds
E: Steely Concentration
- Increased the chance of a critical strike from 20% to 30%
- Increased range increase from 25/50/75/100 to 40/80/120/160
Special request!
When killing Tinker:
"Hey! One of my o'l friends can teach you how to use that there machine." *coughengineerreferencecough*
His 1st Skill is a bit underpowered IMO. Maybe just set the cooldown on 10 on all levels and maybe make it 200 range within a tree instead of 100. His Steely Concentration is also underpowered IMO. 20% chance to do a 2x crit. might be too weak. Maybe either increase chance or increase the crit. damage. The rest is fine, I guess.
His 1st Skill is a bit underpowered IMO. Maybe just set the cooldown on 10 on all levels and maybe make it 200 range within a tree instead of 100. His Steely Concentration is also underpowered IMO. 20% chance to do a 2x crit. might be too weak. Maybe either increase chance or increase the crit. damage. The rest is fine, I guess.
For his first skill, I reduced the cooldown of the skill and the distance from a tree to get bonus damage.
For his second skill, I increased the critical strike chance, but I also buffed the range increase. I feel like this is good, as he will then be able to hit more targets with his Penetrating Rounds.
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Hero Idea Archive
Newest Idea: Ibrik, the Tormentor
And the newest in my series of hero guides...
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porygon361
<Editor>
Remarkable (46)
Posts: 1603
frogger_29
Notable (1)
Posts: 104
Hero Idea Archive
Newest Idea: Ibrik, the Tormentor
And the newest in my series of hero guides...
My Guide to the Grandest Magus of All
porygon361
<Editor>
Remarkable (46)
Posts: 1603