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Llugton swings his crimson blade around him, dealing 120/180/240/320 damage to all enemies within 300 radius around Llugton, at the same time healing him for 25/35/45/55 health for every enemy unit damaged.
Cooldown: 17 Manacost: 135
Notes:
Has a 0.3 sec. spin animation in which Llugton becomes invulnerable, allowing him to dodge stuns and avoid damage.
Magic immune enemy units are unaffected and do not increase heal count.
Heal occurs while Llugton is spinning.
W: Blood Strike Ability- Target Point Affects- Enemies Damage- Magical
Llugton charges towards the target area while slashing all enemies in his path, dealing 75/100/125/150 damage. At the end of the charge, Llugton slams his sword to the ground, dealing an additional 100/125/150/175 damage and slowing enemies by 35% for 4.5 sec. within 300 radius around Llugton.
Llugton's crimson blade gains immense power, allowing him to deal 130%/150%/170%/190% critical damage. Llugton also gains health equal to half the amount of damage dealt.
R: Backlash Ability- No Target Affects- Enemies, Self Damage- Pure
Llugton summons every ounce of strength and courage he has to eliminate his adversaries. Llugton leaps into the sky and after a 1.5 sec. delay, Llugton crashes to the ground whilst slamming his crimson blade. The force of impact is so strong that it leaves both Llugton and his adversaries gravely wounded, dealing damage to Llugton equal to 90% of his total health and dealing damage to enemy units equal to 50% of Llugton's total health. Afterwards, Llugton receives a surge of power, making him receive no damage from attacks and spells and gain 45%/60%/75% Lifesteal for 3/3.5/4 sec.
Cooldown: 150/120/90 Manacost: 200/100/50
Notes:
Magic immune enemy units will still receive damage.
Llugton will steal receive damage even if magic immune.
Llugton does not receive damage from attacks and spells but can still be affected by stun, silences, etc.
Lifesteal granted by this ability is not an considered an attack modifier.
Llugton can die from the damage received from Backlash.
Llugton can still die from Axe's Culling Blade for the duration.
Strengths
- has a powerful heal and at the same time a nuke that rivals Omniknight's Purification
- scales decently into late game and can become a formidable if given the farm
- has high stats growth (7.3)
- can single-handedly obliterate the entire enemy team
[Balance Changelog]
5/20/13
- Crimson Spin heal decreased from 35/45/55/65 to 25/35/45/55
- Crimson Spin heal count no longer doubled for enemy heroes
- Wrath Blow critical damage decreased from 175%/225%/275%/325% to 130%/150%/170%/190%
- Backlash damage to enemy units according to total health decreased from 60% to 50%
- Backlash no longer grants invulnerability but damage immunity instead
- Backlash bonus Lifesteal decreased from 60%/80%/100% to 45%/60%/75%
- Backlash duration decreased from 3/4/5 to 3/3.5/4
!: Buffs are marked in green, nerfs are marked in red.
That's all and thanks for watching. Feedback is very much appreciated.
Its too strong,nerf it please.His E is close equivalent to Coup de Grace,and that is an ultimate.
His Q is also too strong,if 10 creeps gather around him,he would just full heal.(imagine casting that in the middle of an enemy Tombstone,lol).At early levels,this would fully heal him every time is used properly.
His R is too strong too.Full invulnerability for 5 seconds?Why is even his ultimate risky?He can just dive in the middle of the enemy team,pop Q E and be back at full HP,not to mention the 100% lifesteal.And 60% of his entire HP?If you build a Heart of Tarrasque on him,it would instakill supports late game without any retaliation.
I suggest changing his entire skill set except for W,which is decent.
Every carry has some degree of putting himself in harms way,but this guy can escape unpunished from almost anything except Culling Blade.
Every second a 190% crit is super powerful. Getting him aspd early will ravish the enemy. One item doesn't make the skill weaker.
The 190% crit is equal to a 1.9x crit. Juggernaut's Blade Dance does 200% crit or 2x crit and it doesn't have a cooldown and it has a 35% chance of occuring every time he attacks. Chaos Knight's crit does 300% crit or 3x crit, but it doesn't have a cooldown. My hero's crit on the other hand only does 1.9x crit and heals him for half of that damage and it occurs only every 10 sec. (similar to Jinada). I don't really think it is that powerful. And one might be argue for my ult to be OP, so I nerfed it so that now he can be stunned, disarmed and silenced but he still receives no damage. If he gets stunned, disarmed or if an enemy hero uses Ghost Scepter, he is pretty much screwed since he only has 4 sec. to recover all that lost health. Therefore, his ult is no longer OP unlike before. He should be pretty balanced now.
So how does this work?He crits every 1 second and the crit has a 10 sec cooldown?I think you forgot to say how much the skill/buff lasts,or something like that ,because this doesn't work at all.
So how does this work?He crits every 1 second and the crit has a 10 sec cooldown?I think you forgot to say how much the skill/buff lasts,or something like that ,because this doesn't work at all.
Oh, it actually works like Bounty Hunter's Jinada. Sorry if I didn't explain it clearly enough.
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