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Enigma Aganim's effect causes Black Hole to no longer be a channeling spell
Kunkka Aganim's effect causes Ghost ship to continue to sail along the ground upon impact for 900 range
Dragon Knight Aganim's effect removes the cooldown and causes the Dragon Knight to be able to toggle dragon form on and off at the cost of mana per second.
Tidehunter Aganim's effect causes Ravage to pierce through magic immunity for 50% of the effect.
Lone Druid Aganim's effect gives the Lone Druid Himself both Entangle and Demolish.
Morhpling Aganim's effect allows Morphling to cast Replicate on himself and allows the replicate if cast on himself to use his spells at 50% power.
Rikimaru Aganim's effect Rikimaru can no longer be revealed by invis detection but his fade time doubles this works against, dust, sentries, gem, track, amplify damage and towers.
Clinks Aganim's effect increases the duration of Death Pact by 100%
Phantom Assassin Aganim's effect increases the chance for Coup de Grace to take effect by an additional 10%.
Crystal Maiden Aganim's effect increases the damage and slow effect as well as lets crystal maiden cast the effect anywhere within a 1000 range, just like pit lords old firestorm.
Silencer Aganim's effect causes his team to win the game instantly.
Tinker Aganim's effect causes the first spell used after Rearm to cost 0 mana.
Rubik Aganim's effect allows Rubik to hold 2 stolen spells.
Thanks for reading let me know some of your ideas for Aganim ultimate effects.
There are very apparent reasons why these are not int the game. Removing the cool down from rearm, triple ravege, double bear and 2 stolen spells are also absurd. Riki is a trash hero, no need to make him take shred of skill out of him.
It's a good thing most theory craft remains theory craft.
A hero I would like to see an ag effect on is death prophet. More ghosts is always fun
My lone druid starting items are 12 Iron wood branches, 6 for the hero and 6 for the bear. Even if the bear does not get stats more twigs are OP on any hero.
Rearm does not have a cooldown it has a cast time, also its not triple ravage but a ripple effect that mimics ravage only a lot weaker, the aganims would really only increase the damage and duration slightly on thse initialy hit by ravage and the real bonus would be heroes jumping in after the initial wave would receive some of the ravage effect.Spirit bear without items is really not very scary I mean if you have an aganims on Lone druid you either are sacrificing other necessary early/mid game items or you are already 6 slotted on your first bear and decide you need a second and at that time I gotta say games probably already won, can admit Rubik with 2 spells would be pretty powerful but the way rubik is played now as mostly support odds are he wont get one unless his team is far ahead, and I still don't think he would be any stronger than a late game invoker, I mean invoker is like you have 6 spells is that really all you have...haha.
Rearm does not have a cooldown it has a cast time.
Yes, but at level 16 rearm is 1 second. You take it away and instant rearm? That's too much. Mana cost and channeling time of rearm for the benefit it gives already makes this skill very valuable.
I already know at 16 its 1 second, anyway most of these ideas I thought up as I was writing it out so I did not put major thought into a lot of them. I just had a few good ones and decided to throw a bunch extras in. I would prefer you pitch a better idea than criticize mine. I don't mind constructive criticism but you are not adding anything to my thread that helps.
Rearm could have its insanely high mana cost reduced instead of its cooldown. That would actually solve many problems on Tinker, and it may even be overpowered.
from a balance point of view, most of these won't work unfortunately.. most heroes need a sub skill like Ogre Magi does, to have an aghanims effect - like riki, there's nothing you can do to riki's ulti to improve it. but by creating another skill - like a targeted cloud (ie) the skill allows you to create a small cloud on 1 hero, the cloud will follow the hero and silence them for the duration (say 5 seconds). BKB or MKB is the only counter.. with MKB you would still be silenced but won't miss..
I'm not saying this is the skill - but this is the idea..
on Weaver - his ulti can be castable on any hero for example?
They did practically add the silencer ultimate in the most recent patch.
My lone druid starting items are 12 Iron wood branches, 6 for the hero and 6 for the bear. Even if the bear does not get stats more twigs are OP on any hero.
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