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I decided not to work on a 'synergistic support', since a lot of people have already posted hero ideas of that type of hero. So, I decided to work on something different. Behold, 'The One-Hit Wonder!'
Gungnir the Guardian of Order
Affiliation: The Radiant Strength- 24 + 2.75 (92.75 at 25) [PRIMARY] Agility- 11 + 0.6 (26 at 25) Intelligence- 12 + 2.3 (72.5 at 25)
Damage: 66-67 (134-135 at 25) Attack Range: 128(Melee) Missile Speed: Instant
Movement Speed: 290 BAT (Base Attack Time): 1.8
Sight Range: 1800/800 Base Armor: 1 Total Armor: 2.57 (3.71 at 25)
Role/s: Carry/Semi-Carry
Abilities
Q: Heaven's Hammer Ability- No Target Affects- Self Damage- Pure
Gungnir temporarily borrows the powers of heaven itself, causing his next attack to deal 60/120/180/240 bonus damage and this attack also deals pure damage. Lasts up to 5 sec. or one attack. This attack cannot miss.
Cooldown: 21/19/17/15 Manacost: 100/125/150/150
W: Strikes of Order Ability- No Target Affects- Self Damage- Physical
Gungnir intentionally weakens his attacks, reducing his damage by 80%, in order to gather strength for one heavenly attack. Upon activation, Gunnir gains charges every time he attacks, reducing his damage. Max of 2/3/4/5 charges. Upon deactivation, the damage reduction is removed and Gungnir gains damage equal to the total amount of damage that was reduced from his previous attacks when this ability was activated. Damage bonus buff lasts up to 10 sec. or one attack. This attack will stun the enemy for 1/1.25/1.5/1.75 sec. and cannot miss.
Cooldown: 15 Manacost: 75/90/105/125 upon activation, 25 upon deactivatin
Notes:
Cooldown starts after the first time Gungnir attacks after deactivation.
Gungnir's next attack is now filled with heavenly strength, passively granting his next attack to do a 100%/125%/150%/200% Cleave in a 350/400/450/500 radius.
Cooldown: 16/14/12/10
Notes:
Cleave additively stacks with other cleave bonuses (like Battlefury).
R: Divine Smite Ability- No Target Affects- Self Damage- Physical
Gungnir receives God's divine blessing to strike down evil. Once casted, Gungnir's next attack will be followed by 1/2/3 attack/s in one instant. These attacks are performed by Gungnir's spirit and count as if Gungnir performs these attacks. These attacks cannot miss the initial buff lasts up to 10 sec. or one attack.
Cooldown: 120 Manacost: 100/200/300
Notes:
Each of these attacks will receive bonuses from Heaven's Hammer, Divine Strike and other attack bonuses.
Attack modifiers and critical strikes still occur in these attacks.
Scepter Upgradeable: Adds one additional attack, Gungnir's attack range becomes 300 for the initial attack, cooldown decreased to 90
If you're having trouble visualizing how his ultimate looks like and how it works, then I will gladly explain it to you. Basically, it works in the same way as Omnislash, except that it only attacks one enemy unit and the attacks are performed by Gungnir's 'spirit'. This spirit will continue to attack the enemy unit even if Gungnir is attacking another unit, meaning that his spirit will continuously attack and follow the enemy unit, wherever he may go. The spirit's attack speed is nearly twice as fast as the maximum attack speed, which is 400. Maybe around 600 attack speed. The damage of these attacks are also increased by Heaven's Hammer and Divine Strike, which probably equal to 1300% critical strike (assuming I've done the math right) with max Strikes of Order charges.
[Balance Changelog]
6/15/13
- base Strength decreased from 33 to 24
- Heaven's Hammer cooldown increased from 14/12/10/8 to 21/19/17/15
- Heaven's Hammer bonus damage changed from 150%/200%/250%/300% bonus damage to 60/120/180/240
If you have noticed that something is wrong with the hero (which there probably is), feel free to tell me to fix the problem and give suggestions as well. That's all and thanks for watching!
Nice idea! You know, this hero can carry so hard, that he can solo an 8-illusion PL with his crit + crit cleave + stun + multi-attack combo. He is weak in the early game, and starts off with low armor and attack speed and has a moderate strength gain. His lane presence isn't very high either, which balances out his potential to hard-carry.
However, there is one thing I disagree with, and that is Strikes if Order. It deals the same amount of damage as a PA crit, and is not random! Maybe you could make the damage flat instead of percentage based, like 40/80/120/160 bonus damage. Since the attack deals pure damage, it is not reduced by armor and magic resistance and does a lot of damage, even if it is not percentage-based. Also, you already have the crit-cleave skill that scales by percentage already, so you can still hard carry.
EDIT: Oh, and his base strength should be reduced to a number between 24-28. Have a nice day :)
Sorry he's horrendously OP at present - getting to pick when your crit is very dangerous, and the number of stacked/undodgable/pure damage powers combined is just horrific if your team has even a bit of disable. (even at low levels the damage output it insane, never mind the fact it goes straight through armour!)
The only hero with anything like this choice of when to crit is Tusk, and the rest of his abilities don't help boost this at all.
Thanks for all the feedback, Sando and Porygon. Now to answer to your feedback:
His Heaven's Hammer may provide him with a controlled crit. every 8 sec. which is very strong as you guys have stated. However, I would also like to point out that it cost mana to use and does not provide anything else at the moment. Let's compare it to other controlled crits: Bounty Hunter's Jinada does an attack speed and movement speed slow aside from the crit and at the same time it doesn't cost anything; Tusk's Walrus Punch stuns and does a slow afterwards, has longer cooldown but has lesser manacost. The only thing that makes this controlled crit stand out is the fact that it deals pure damage, which is what makes this ability OP at the moment according to the feedback that I have received. Nerfing its cooldown should do the trick. And Porygon's suggestion might actually be good, just to give him better early game presence but weaker late game presence. And I believe nerfing his starting strength should make him balanced now. Again, thanks for the feedback, guys!
Yeah that change is a bit more reasonable Frogger, I think you still need to look at that second power a bit thou - even when he's at level 2 he can still inflict about 300 dam (pure) by combining those two powers. Maybe if you took the % down to about 50? That would still inflict about 250...
i like him :D sounds really cool and maybe slightly imbalanced. But every hero starts that way because he hasn't been played in an actual match nor has nobody found any tricks for him (e.g.: Cliff furion jungle...)
Sounds awesome :)
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