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Master - Jin

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Forum » Hero & Item Ideas » Master - Jin 8 posts - page 1 of 1
Permalink | Quote | PM | +Rep by SilencersCurse » June 9, 2013 8:34pm | Report

Jin



Bio: Jin was "The Master" of hand to hand combat he could crush metal and strike lightning fast, crippling his opponents.
he spent most of his life training in solitude to perfect his skills but when he finally had perfected them he set out on a journey to test any who might challenge him.


Strength- 25 + [2.7]
Agility- 20 + [2.2]
Intelligence- 18 + [1]

Hit Points:|625
Mana:|234
Damage:|55-60
Armor:|2
Movespeed:|310
Attack Range:|128(melee)


Jab - Activate
Strikes in a small frontal cone, if the attack lands on an enemy hero the cooldown may be reset.

Mana Cooldown Range AoE Duration Effects
1|15|10 sec|250|200|0.7 seconds|Strike in a frontal cone dealing 70% damage and mini stunning.
2|15|8 sec|250|200|0.7 seconds|Strike in a frontal cone dealing 80% damage and mini stunning.
3|15|6 sec|250|200|0.7 seconds|Strike in a frontal cone dealing 90% damage and mini stunning.
4|15|4 sec|250|200|0.7 seconds|Strike in a frontal cone dealing 100% damage and mini stunning.

Note:This hero is all about combos, when you use an ability if used correctly in a combo the cooldown will continue to reset.

Side Kick - Activate
Strikes in a small frontal cone, if the attack lands on an enemy hero the cooldown may be reset.

Mana Cooldown Range AoE Duration Effects
1|20 |10|300|250|2|Strikes in a frontal cone dealing 100% damage and slowing for 20%.
2|20 |8|300|250|2.5|Strikes in a frontal cone dealing 120% damage and slowing for 20%.
3|20 |6|300|250|3|Strikes in a frontal cone dealing 135% damage and slowing for 20%.
4|20 |4|300|250|3.5|Strikes in a frontal cone dealing 150% damage and slowing for 20%.

Note:the combo will reset after 2.5 seconds causing all spells to go on cooldown, except combo breaker.

Cross Punch- Activate

Strikes in a small frontal cone, if the attack lands on an enemy hero the cooldown may be reset

Mana Cooldown Range AoE Duration Effects
1|45|10 sec|250|200|0|Strikes in a frontal cone dealing 1.5x crit damage.
2|45|8 sec|250|200|0|Strikes in a frontal cone dealing 2x crit damage.
3|45|6 sec|250|200|0|Strikes in a frontal cone dealing 2.5x crit damage.
4|45|4 sec|250|200|0|Strikes in a frontal cone dealing 3x crit damage.

Notes:All abilities do physical damage, secondary effects do not work on magic immune units other than this one.

Combo Breaker(Ultimate) - Activate

Breaks free of any negative buffs, including stuns,slows,hexs,silence...ect.

Mana Cooldown Range AoE Duration Effects

1|100|25 sec||N.A|1 second|Breaks free of any negative buffs.
2|125|20 sec||N.A|1 second|Breaks free of any negative buffs.
3|150|15 sec||N.A|1 second|Breaks free of any negative buffs.

Body Crusher- Activate

A vicious blow that can be unleashed during a combo, it stuns them and crushs there defenses.

Mana Cooldown Range AoE Duration Effects
1|15|N.A|250|200|0.7|Strike in a frontal cone dealing 100% damage,mini stunning and reducing armor by 5 .

Axe Kick- Activate

A brutal attack that can be unleashed during a combo it cripples the opponent slowing and causing them to bleed greatly.

Mana Cooldown Range AoE Duration Effects
1|20|0|300|250|4|Strikes in a frontal cone dealing 150% damage and bleed for the same ammount, slowing attack and movement speed by 40%.


Note:J=JAB,S=SIDE KICK,C=CROSS PUNCH,B=BODY CRUSHER,A=AXE KICK.Body crusher and axe kick are not learnable moves,
they are replaced by other moves when executing a combo.

Combo list:J,J,J
J,S,C
J,S,J,S=A
C,S,J,J,J=B
S,S,S=A
J,J,S,J,C,J=B,C,J,S=A
J,J,C,J,C,J,C,J=B,C,J,J=B,J,C,S,S=A.
there could be a lot more combos but i think you get the idea. I think it would be neat if when Body Crusher or Axe kick was used if a text displayed above like they do for WALRUS PUNCH!

SilencersCurse



Posts: 57
Permalink | Quote | PM | +Rep by SilencersCurse » June 25, 2013 5:40am | Report
Anyone have any opinions?

SilencersCurse



Posts: 57
Permalink | Quote | PM | +Rep by porygon361 » June 25, 2013 5:48am | Report
I don't really understand how you are supposed to pull off a "combo", could you explain it to me?

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porygon361
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Permalink | Quote | PM | +Rep by Wulfstan » June 25, 2013 6:00am | Report
I think by combo he means that you should use the skills in a certain order(like moves/hits in fighting games).

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Permalink | Quote | PM | +Rep by SilencersCurse » June 25, 2013 6:02am | Report
Sure, The way his spells work are when you use a skill it will execute in a small cone in front of the hero, if it lands on a hero, the cooldown for it will reset allowing him to continue a combo, a very basic combo would be his Jab 3x so if you use Jab and it lands on a hero you can continue the Jab combo, but if it misses the ability stays on cooldown and the combo is no longer executable, If you try and use a non existent combo such as a 4x jab then the ability will stay on cooldown after the 3rd jab, however you can continue a combo for as long as you want if 2 rules are followed, His ultimate kind of works like the purge from kracken shell except it is a active ability which can be used anytime even while stunned, silenced, hexed, bashed...ect.

There is a small list of example combos at the bottom of the hero page. I imagine there could be literally hundreds of combinations that could be executed but those where just a few I threw down.

Edit: there are actually 3 rules.
1: you have to land the ability on a hero.
2: the combo must exist.
3: Each ability must be executed within a certain time frame within the combo for it to continue, I believe I set the combo timer as 1-1.5 seconds or something, meaning if you try for a triple jab each jab must land successfully in the set timeframe, this timeframe resets after each ability is successfully executed.

SilencersCurse



Posts: 57
Permalink | Quote | PM | +Rep by porygon361 » June 25, 2013 6:09am | Report
His agility growth is too high. This hero is supposed to be reliant on his skills to do damage, so nerfing his agility growth would be good. Also, using his abilities should sort of "push" him forward, so that he can continue doing his combos without worrying about catching up (that much).

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
Permalink | Quote | PM | +Rep by SilencersCurse » June 25, 2013 6:37am | Report
porygon361 wrote:

His agility growth is too high. This hero is supposed to be reliant on his skills to do damage, so nerfing his agility growth would be good. Also, using his abilities should sort of "push" him forward, so that he can continue doing his combos without worrying about catching up (that much).


Thank you, your right, I had thought a few times about if that maybe an issue with him having difficulty executing combos because his targets may be on the edge of his cone range and then simple being able to walk away. do you think a vortex type effect sucking the target into the cone slightly maybe good or making him step forward while using his skills, I think they both would have beneficial results, perhaps both would be good to. I think the Vortex effect maybe good because it would make for a better positioning for the hero but stepping forward would also be good for closing the distance between the two heroes.

And I lowered his agility stats.

SilencersCurse



Posts: 57
Permalink | Quote | PM | +Rep by neurotoxin » June 28, 2013 2:10am | Report
well, put lesser words and color. Why each hero idea contain so many words and colors? :| my eye broken!
Also, ur ult, remind me COMBO BREAKER in THE AMAZING WORLD OF GUMBALL lol (the part bout the cell phone :D On CN channel)

neurotoxin



Posts: 90
Steam: (_ИєυяσтσχiИ¯)

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