Please verify that you are not a bot to cast your vote.
Help SupportOur Growing Community
DOTAFire is a community that lives to help every Dota 2 player take their game to the next level by having open access to all our tools and resources. Please consider supporting us by whitelisting us in your ad blocker!
Want to support DOTAFire with an ad-free experience? You can support us ad-free for less than $1 a month!
Silecay, The Serpentine GuardDire Strength- 22 +2 (72 at lvl 25 - 568HP at lvl 1 - 1518HP at lvl 25) Agility- 23 +2.4(83 at lvl 25) PRIMARY Intelligence- 22 +1.4(57 at lvl 25 - 286 Mana at lvl 1 - 741 Mana at lvl 25)
Attack Range: 128 (Melee)
Base Damage: 23-27 (46-50 DMG at lvl 1 - 106-110 DMG at lvl 25)
Base Movement Speed: 290
Base Attack Time: 1.5s
Base Armor: 1 (4.3 at lvl 1 - 12.9 at lvl 25)
Sight Range: 1800/800
Roles: Ganker, Semi-Carry, Disabler
Abilities:
Q - Venomous Strike - [Autocast] - Silecay injects his prey with his powerful venom, causing damage per second and slowing movement speed. (STACKABLE)
Mana Cost - 9/12/15/18
Damage per Second - 2/4/6/8 (8/18/30/44 DMG per stack.)
Slow - 3/4/5/6 MS (Slow is in Movement Speed points. I feel since it is stackable this would work.)
Stack Duration - 4/4.5/5/5.5
Cooldown - 4/2/0/0
W - Constrict - Silecay raps his serpent body around an enemy, disabling them and dealing damage per second. Silecay must stay in a radius to the target for the ability to stay in effect.
Mana Cost - 50/75/100/125
Duration - 3/3.5/4/4.5
Damage Per second - 25/40/55/70 (75/140/220/315 total damage)
Cooldown - 60/55/50/45
Enemy radius - 225
E - Venom Shot - Silecay marks his prey. When targeting a marked enemy, Silecay will recieve Bonus Movement and Attack Speed.
R - Passive - Marked Prey - An enemy affected by Silecay's abilities will cause them to have a chance to miss attacks, as well as Silecay gaining bonus damage on that target. (Each spell can cause a stack. The same spell will not refresh or add another stack until its stack duration is over.) (Can affect multiple targets.)
Bonus Damage per stack - 35/55/75 (105/165/225 Total bonus Damage with all three stacks.)
Enemy Miss Chance per stack - 5%/10%/15% (15%/30%/45% chance to miss with all three stacks.)
Stack Duration - 10/14/18
Well, there's my second hero idea posted here. Mostly thought of this as a ganker type hero due to the bonus damage he can gain on a single target. Please leave your opinions/suggestions in the replies. This was sort of rushed so if anything is confusing please tell me. Thanks for reading.
Venomous Strike is a less-powerful version of Poison Attack, but its because of his ultimate, and I'll get to that. The mana cost should be reduced to 12/14/16/18. This guy doesn't have the mana pool to support many attacks. You could actually make it a passive, but its up to you.
So, constrict disables both you and the enemy, or just the enemy, or just you? Anyway, what I suggest is that when you constrict an enemy, he is rooted and you are not. However, your entire body cannot move too far from the cast point for the duration (like Slark's Pounce). Basically, what this means is that it is good for picking off lone heroes and disabling key auto-attackers in teamfights. I think the cooldown is too long, though. Make it 30/25/20/15. The mana cost is also very high, and this guy is quite a dumb one (no intelligence :P). The mana cost scaling should be decreased to 90/100/110/120.
Venom Shot is kinda like Bounty Hunter's Track, but it only gives bonuses to yourself and costs a **** ton of mana with a long cooldown. The mana cost should be decreased to a flat 70. This skill is more for powerful single-target pickoffs, so the cooldown can be reduced to 32/26/20/14. The rest is fine.
Marked prey is not that overpowered, cause apparently, there can only be a maximum of 3 stacks on the enemy (when all his skills are used). The miss chance should be reduced to 5/10/15%, and the stack duration should be reduced to 10/14/18. Make the miss chance universal as well, meaning that he will miss when trying to hit your teammates.
All in all, this hero is meant for single-target pickoffs, and requires a lot of tunnel vision when fighting. In teamfights, all he has to do is disable the auto-attacked with his constrict, activating a BKB (if he has one), and then beating the hell out it that carry. Even if you don't kill him, the miss chance and slows from your skills would screw him up in fights. This hero is also good for chasing thanks to his Venom Shot. Good concept, but this hero might struggle against nukers.
Thanks, I've changed some aspects of his abilities, mostly based off of your suggestions. I feel they are more reasonable now. I wasn't really taking into account what little intelligence the hero had.
DOTAFire is the place to find the perfect build guide to take your game to the next level. Learn how to play a new hero, or fine tune your favorite DotA hero’s build and strategy.
Iz' Mend, The Skeletal RogueSilecay, The Serpentine Guard
FizzyGames
Posts: 8
Check out my carrying guide: http://www.dotafire.com/dota-2/guide/alchemist-shrugged-a-carrying-guide-8022
R-Conqueror
Remarkable (24)
Posts: 503
Steam: R-Conqueror
View My Blog
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
Iz' Mend, The Skeletal RogueSilecay, The Serpentine Guard
FizzyGames
Posts: 8