Forum » Hero & Item Ideas » Hero Submission - Competition Round 3 15 posts - page 1 of 2 |
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Post your hero creations for Round 3 in here!
The topic is: ghost-themed hero without invisibility! (i guess, since we just had invisibility :D) Let the creation begin! Creative people behold!
Join the new Dotafire Creation Competition! - Our two-weekly competition in the 'Hero & item ideas' Section. Last rounds winner was: Naxela Competition is on hold for now, to reorganize! |
Cepheus1988 Notable (4) Posts: 115 |
Looks like I'm first again :D
Antasma - Avenger of the FallenGeneral
Faction: The Dire Primaray Attribute: Strength Attack Type: Melee Roles: (Semi-)Carry, Disabler, Escape, (Nuker) Vision: 1800/800 Movement: 290 Stats
Starting Stats and Statgrowth: Strength: 105.6 (28 + 20 + 2.4/level) Agility: 89.0 (21 + 20 + 2.0/level) Intelligence: 72.4 (14 + 20 + 1.6/level) Armor: 2 Level 1: Health: 682 (150 + (28*19)) Mana: 182 (14*13) Level 25: Health: 2156.4 (150 + (105.6*19)) Mana: 941.2 (72.4*13) Lore
Antasma was once a noble Warrior until he was condemned for a crime that he did not commit. He was sentenced to die in the depths of a pit. Even though he claimed his innocence, and even proofed it, no one would listen to him while he was sentenced. As he was walked to the pit he screamed and shouted that they got the wrong person, but in the end, he was thrown down into the seemingly bottomless pit. As he fell he cursed everyone who was there, so they will pay for their crime of killing an innocent. The last thing he remembers is that he stood before a gate leading to the the great maze of the dead, staring into the great Gargoyles eyes watching over it. Antasmas soul said: "I will return to the land of the living to punish everyone for their crimes. My cause is justice. I know you will hunt me down, great watcher, but be aware I will not rest until I reclaimed my justice." Antasmas Soul fled from the maze, eventually returning to the realm of the living, with a new ghostly Body to haunt those who have unjustly killed him. Appearance
God... I'm really bad at discribing appearances... I have an image in my head but can't describe it...^^ He's an axe-wielding, floating Ghost without legs. xD Abilitys:Grudge
Hotkey: Q / Legacy: D Casting Method: Active Targeting Method: Target Point Allowed Targets: Enemy Units Antasma focuses his grudge against the living in the targetet area, dealing magical damage after a short delay. Targets hit are further effected by his grudge for a short duration, dealing additional magic damage and silencing them when they use an ability during while efected by this effect. Range: 550 Radius: 250 Delay: 1 second Initial Damage: 80 / 130 / 180 / 230 Effect Duration: 5 seconds Effect Damage: 40 / 65 / 90 / 115 Silence Duration: 3 seconds Mana Cost: 70 / 80 / 90 / 100 Cooldown: 15 seconds ** Note: The silence and the additional damage only occur AFTER the effected hero uses an ability, meaning the casted ability is NOT blocked! Wailing Blade
Hotkey: W / Legacy: B Casting Method: Active Targeting Method: Instant Allowed Targets: Self, Enemy heroes Passiveley grants the ability to hit additional enemies in a cone behind the target for a percentage of the damage dealt to the original target. When activated, your next attack stuns the target and deals additional damage over time. Damage to additional targets: 20% / 35% / 50 % / 65% Stun duration: 1 / 1.25 / 1.5 / 1.75 seconds Damage per second: 15 / 20 / 25 / 30 Damage Duration: 5 / 6 / 7 / 8 Mana Cost: 80 Cooldown: 16 seconds Ghost Walk
[Hotkey: E / Legacy: W] Casting Method: Active Targeting Method: Instant Allowed Targets: Self Antasma focuses is body to assume a ghostly form, allowing him to pass thorugh units, terrain and trees while increasing his movement speed and gaining a chance to evade physical attacks. Enemy units he passes thorugh will feel a ghostly chill which mini stuns them. This mini-stun can only occur once, while this ability is active. Duration: 12 seconds Movementspeed increase: 5% / 9% / 13% / 17% Evasion Chance: 10% / 12.5% / 15% / 17.5% Mini-Stun duration: 0.25 seconds Mana Cost: 70 Cooldown: 20 seconds Vengance of the Fallen
Hotkey: R / Legacy: V Casting Method: Active Targeting Method: Target Unit Allowed Targets: Enemy Heroes Antasma curses the enemy hero, who is then haunted by the ghosts of the fallen which were slain in combat. Deals magical damage over time. The damage dealt is increased by the targets last hits, Hero Kills and Assists. Range: 500 Duration 5 / 6 / 7 Damage per second: 30 / 45 / 60 Damage increase per Last Hit: 1 Damage increase per Assist: 2 Damage increase per Hero kill: 3 Mana Cost: 200 / 300 / 400 Cooldown: 180 seconds ** Note: This skill is extremely powerful against a well fed carry, and heavily relies on the damage amplification of Last Hits, Assists and Hero kills! Without the amplification, like on a early game support, it would only do 112,5 damage after resistance on level 1 for almost his entire mana-pool (without Mana granting items) Item choices
Core: Power Treads = Boots of choice. Armlet of Mordiggian = More Damage and Health and adittional Armor Battle Fury = Even though he has a pseudo cleave, this will greatly increase your farm + the mana regeneration is nice because of the fairly low mana-pool Luxury: Heart of Tarrasque = Great survivability and Damage through Strength Heaven's Halberd = Good Damage and nice for chasing and disarming enemy carrys while they're effected by "Vengance of the Fallen" Assault Cuirass = Survivablity, Attackspeed, Armor reduction aura Abyssal Blade = Great Damage and Bash Situational: Linken's Sphere = Spell-Block, Attributes, Regen Black King Bar = Magic Immunity, Damage and Health through Strength Maelstrom/ Mjollnir = damage, attack speed, Chain-Lighting for farming That's it for now... I'll eventually add Quotes and the Pros and Cons later :D Patch Notes
3rd August 2013: changed 'Vengance of the Fallen' - Damage increase per LAst Hit, Assist and Hero kills are no longer increased by leveling up the skill because it would have been WAY to strong at level 3 From: Damage increase per Last Hit: 1 / 2 / 3 Damage increase per Assist: 2 / 3 / 4 Damage increase per Hero kill: 3 / 4 / 5 to: Damage increase per Last Hit: 1 Damage increase per Assist: 2 Damage increase per Hero kill: 3 Creative people behold!
Join the new Dotafire Creation Competition! - Our two-weekly competition in the 'Hero & item ideas' Section. Last rounds winner was: Naxela Competition is on hold for now, to reorganize! |
Cepheus1988 Notable (4) Posts: 115 |
Kaso, The Masked PhantomDire Agility "The audience applauds at your demise." Base health: 568Base mana: 234Base damage: 53Base armor: 3Movement speed: 300Attacks per second: 0.7Base attack time: 1.7Cast time: 0.1 +0.3Range: MeleeVision range: 1800/800Strength: 22 +1.8Agility: 20+2.8Intelligence: 18 +1.6Lore: A long time ago, Kaso was an acclaimed face-changer, displaying his talent in the Xiaqin theatre, a prestigious hall that only wealthy businessmen can afford to enter. Performing for eager audiences numbering a few hundred at a time, Kaso's wealth quickly grew, and soon he was the richest man in the entire city. However, his rise to fame invoked envy in the hearts of many, and little did he know that his very riches would soon be his downfall. On one particularly chilly night, the spectators waited in the theatre, awaiting the start of the actor's signature performance. A moment later, Kaso sprang into action, moving across the stage with grace and splendor. At a swipe of the hand and a spin in his step, he skillfully changed his mask multiple times. As the spectators praised Kaso for performing the aptly-named Dance of the Phantom, all the lights in the stage went off. A few seconds later, smoke filled the room, choking the life out of every living creature inside. Kaso watched in horror as a fire spread from a corner of the stage to the audiences. With his lungs full of the choking smog, he rushed everyone out of the theatre, only to be trapped under a pile of rubble. At that moment, a stranger in black appeared from within the fire. "Goodbye." He whispered, before receding into the blazing inferno. Kaso's, filled with the huge sense of injustice, died. But it is not over yet. Reborn out of vengeful energy, Kaso rushed into the fire, grabbing the shadowy figure. He broke every bone in the man, leaving him to rot under the still-burning pieces of wood as he walked out of the fire unharmed. As he went back to the location of his death, he made a startling discovery: his body was still under the rubble! After a brief period of thought, he came to the sad realization that he was but a spirit out of his body. He pulled his physical self out from under the heavy object and buried it under the ash, never to be seen again. But now that he had gotten his revenge and the theatre was in ashes, what is he to do now with the rest of his eternal existence? Appearance The Masked Phantom wears a white mask at all times. The simple mask features only 2 slits for his eyes. When casting Intangibility, his mask turns translucent and exposes the half-rotten face of the Masked Phantom, with a serious expression and a few bones exposed from the flesh. When using Masquerade, his mask glows a bright white. On his head is some sort of hat that is worn during his performances. He wears a completely black kimono, with a red strip of cloth tied around his waist. The sleeves are long and covers the entire length of both arms. The kimono goes all the way down to his ankles. Lastly, he wears a pair of wooden geta sandals, which are traditional Japanese footwear. The manifestations look similar to the Masked Phantom. However, they wear masks with different, more colorful patterns. Their entire bodies are also entirely translucent and colorless, all but their masks. Q: Intangibility Type: No Target Affects: Self When activated, the Masked Phantom phases into a ghostly form, granting bonus movement speed, unit-walking and an immunity to physical damage. His manifestations passively have a chance to deal pure damage with each strike. - 3/4/5/6 second duration - +20% bonus movement speed - 90 mana cost - 18/17/16/15 second cooldown - 20% chance of manifestation dealing pure damage Kaso's new body does not fully comply with the rules of the physical plane. Notes:
Intangibility can be purged. W: Spite Type: Passive Affects: Self The Masked Phantom passively gains bonus damage depending on the number of enemy heroes present in a small area around him or his manifestations. The Masked Phantom also exudes half of the spiteful energy, dealing damage to enemy heroes in an area around him and his manifestations. - 600 radius - +5/8/11/14 damage per enemy hero - +2.5/4/5.5/7 damage over time per hero Kaso's immense hatred is never bottled up. Notes:
E: Phantom Split Type: Passive Affects: Enemies Damage: Magical When the Masked Phantom is attacking, he has a chance to create an untargetable manifestation of himself. The manifestation releases a flurry of attacks, dealing damage to the target based on the Masked Phantom's current attack damage, and then fuses with the Masked Phantom. Upon fusing, he gains additional attack damage. - 30% chance to proc - 1/2/3/4 strikes - 20% of attack damage per strike - 0.3 second strike interval - +3/6/9/12 damage upon returning - 15 second damage bonus duration Each of his phantoms are an embodiment of his emotions, an incarnation of his identity, manifesting itself into one of his many masks. Notes:
Procs on magic-immune targets. R: Masquerade Type: No Target Affects: Enemies Damage: Magical When activated, the Masked Phantom will summon manifestations with the current level of Phantom Split at his location. The manifestations will chase after the nearest enemy hero, striking and dealing damage, and then targeting another enemy. The number of strikes is based on the level of Phantom Split. After the duration is over, it returns to the Masked Phantom. When the manifestation fuses with him, he gains bonus damage based on the level of Phantom Split for a short duration. - 3/4/5 manifestations summoned - 2/2/3/4 strikes per level of Phantom Split - 10 +20% attack damage as damage per strike - 522 manifestation speed - 5/8/11 second duration - +3/6/9/12 damage upon returning based on level of Phantom Split - 15 second damage duration - 120/140/160 mana cost - 60/50/40 second cooldown Upgradeable by Aghanim's Scepter
- 40/30/20 second cooldown The Dance of the Phantom features enigmatic movements that no spectator can decipher. Notes:
Only one manifestation summoned by Masquerade can attack an enemy unit at a time. Roles - Carry/Escape The Masked Phantom is a hard carry that relies on his manifestations to deal damage to his opponents. Since the manifestations scale by his damage, he needs to build damage on himself to make him relevant late-game. He excels in long, drawn-out teamfights, as he gains damage through manifestations while fighting and Spite gives him extra damage to strengthen himself and his manifestations. Masquerade is the game-changer in fights, as it deals a lot of damage while the spell goes on. It also has a short cooldown, reducing even further with Aghanim's Scepter. When all else fails, the Masked Phantom can go invulnerable to physical damage to make his escape. However, the crucial problem is his reliance on his ultimate. Without it, he is not a very strong hero, as he has no crowd control spells. Nonetheless, combines with a good team, he can contribute a lot to early fights and take it well into the late-game. Possible items A Poor Man's Shield to mitigate harass from the lane. Hand of Midas helps to accelerate his farm and gear him up for the late-game. Phase Boots and Power Treads are both great on this hero. Shadow Blade is a great mid-game item for him due to the increase in damage and attack speed, as well as the all-powerful invisibility. Yasha gives more movement speed, attack speed and damage for him. Can be built into a Manta Style. A Helm of the Dominator is useful for the damage and lifesteal. Can be upgraded to Satanic. As an alternative lifesteal item, a Mask of Madness is also possible. But great power comes at a cost. Even though you can peak earlier with this item, Maelstrom increases his attack speed so that his Phantom Split can proc more often. Can be upgraded to Mjollnir. Crystalys gives damage, which also increases the damage of your manifestations. Can be upgraded to a Daedalus. Monkey King Bar when the enemy gets evasion. Butterfly for your own evasion. Once you have enough attack speed, a Skull Basher can help keep them in place. Can be upgraded into an Abyssal Blade. Black King Bar if they have a ton of magic damage. Heart of Tarrasque gives you the survivability and absurd regen to keep you in the fight and prepare for he next one. Rivals Templar Assassin to the Masked Phantom when she kills him: "I see through your ruse." Check out my other hero ideas as well!
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porygon361 <Editor> Remarkable (46) Posts: 1603 |
porygon361
wrote:
Kaso, The Masked PhantomDire Agility "The audience applauds at your demise." Base health: 568Base mana: 234Base damage: 53Base armor: 3Movement speed: 300Attacks per second: 0.7Base attack time: 1.7Cast time: 0.1 +0.3Range: MeleeVision range: 1800/800Strength: 22 +1.8Agility: 20+2.8Intelligence: 18 +1.6Lore: A long time ago, Kaso was an acclaimed face-changer, displaying his talent in the Xiaqin theatre, a prestigious hall that only wealthy businessmen can afford to enter. Performing for eager audiences numbering a few hundred at a time, Kaso's wealth quickly grew, and soon he was the richest man in the entire city. However, his rise to fame invoked envy in the hearts of many, and little did he know that his very riches would soon be his downfall. On one particularly chilly night, the spectators waited in the theatre, awaiting the start of the actor's signature performance. A moment later, Kaso sprang into action, moving across the stage with grace and splendor. At a swipe of the hand and a spin in his step, he skillfully changed his mask multiple times. As the spectators praised Kaso for performing the aptly-named Dance of the Phantom, all the lights in the stage went off. A few seconds later, smoke filled the room, choking the life out of every living creature inside. Kaso watched in horror as a fire spread from a corner of the stage to the audiences. With his lungs full of the choking smog, he rushed everyone out of the theatre, only to be trapped under a pile of rubble. At that moment, a stranger in black appeared from within the fire. "Goodbye." He whispered, before receding into the blazing inferno. Kaso's, filled with the huge sense of injustice, died. But it is not over yet. Reborn out of vengeful energy, Kaso rushed into the fire, grabbing the shadowy figure. He broke every bone in the man, leaving him to rot under the still-burning pieces of wood as he walked out of the fire unharmed. As he went back to the location of his death, he made a startling discovery: his body was still under the rubble! After a brief period of thought, he came to the sad realization that he was but a spirit out of his body. He pulled his physical self out from under the heavy object and buried it under the ash, never to be seen again. But now that he had gotten his revenge and the theatre was in ashes, what is he to do now with the rest of his eternal existence? Appearance The Masked Phantom wears a white mask at all times. The simple mask features only 2 slits for his eyes. When casting Intangibility, his mask turns translucent and exposes the half-rotten face of the Masked Phantom, with a serious expression and a few bones exposed from the flesh. When using Masquerade, his mask glows a bright white. On his head is some sort of hat that is worn during his performances. He wears a completely black kimono, with a red strip of cloth tied around his waist. The sleeves are long and covers the entire length of both arms. The kimono goes all the way down to his ankles. Lastly, he wears a pair of wooden geta sandals, which are traditional Japanese footwear. The manifestations look similar to the Masked Phantom. However, they wear masks with different, more colorful patterns. Their entire bodies are also entirely translucent and colorless, all but their masks. Q: Intangibility Type: No Target Affects: Self When activated, the Masked Phantom phases into a ghostly form, granting bonus movement speed, unit-walking and an immunity to physical damage. His manifestations passively have a chance to deal pure damage with each strike. - 3/4/5/6 second duration - +20% bonus movement speed - 90 mana cost - 18/17/16/15 second cooldown - 20% chance of manifestation dealing pure damage Kaso's new body does not fully comply with the rules of the physical plane. Notes:
Intangibility can be purged. W: Spite Type: Passive Affects: Self The Masked Phantom passively gains bonus damage depending on the number of enemy heroes present in a small area around him or his manifestations. The Masked Phantom also exudes half of the spiteful energy, dealing damage to enemy heroes in an area around him and his manifestations. - 600 radius - +5/8/11/14 damage per enemy hero - +2.5/4/5.5/7 damage over time per hero Kaso's immense hatred is never bottled up. Notes:
E: Phantom Split Type: Passive Affects: Enemies Damage: Magical When the Masked Phantom is attacking, he has a chance to create an untargetable manifestation of himself. The manifestation releases a flurry of attacks, dealing damage to the target based on the Masked Phantom's current attack damage, and then fuses with the Masked Phantom. Upon fusing, he gains additional attack damage. - 30% chance to proc - 1/2/3/4 strikes - 20% of attack damage per strike - 0.3 second strike interval - +3/6/9/12 damage upon returning - 15 second damage bonus duration Each of his phantoms are an embodiment of his emotions, an incarnation of his identity, manifesting itself into one of his many masks. Notes:
Procs on magic-immune targets. R: Masquerade Type: No Target Affects: Enemies Damage: Magical When activated, the Masked Phantom will summon manifestations with the current level of Phantom Split at his location. The manifestations will chase after the nearest enemy hero, striking and dealing damage, and then targeting another enemy. The number of strikes is based on the level of Phantom Split. After the duration is over, it returns to the Masked Phantom. When the manifestation fuses with him, he gains bonus damage based on the level of Phantom Split for a short duration. - 3/4/5 manifestations summoned - 2/2/3/4 strikes per level of Phantom Split - 10 +20% attack damage as damage per strike - 522 manifestation speed - 5/8/11 second duration - +3/6/9/12 damage upon returning based on level of Phantom Split - 15 second damage duration - 120/140/160 mana cost - 60/50/40 second cooldown Upgradeable by Aghanim's Scepter
- 40/30/20 second cooldown The Dance of the Phantom features enigmatic movements that no spectator can decipher. Notes:
Only one manifestation summoned by Masquerade can attack an enemy unit at a time. Roles - Carry/Escape The Masked Phantom is a hard carry that relies on his manifestations to deal damage to his opponents. Since the manifestations scale by his damage, he needs to build damage on himself to make him relevant late-game. He excels in long, drawn-out teamfights, as he gains damage through manifestations while fighting and Spite gives him extra damage to strengthen himself and his manifestations. Masquerade is the game-changer in fights, as it deals a lot of damage while the spell goes on. It also has a short cooldown, reducing even further with Aghanim's Scepter. When all else fails, the Masked Phantom can go invulnerable to physical damage to make his escape. However, the crucial problem is his reliance on his ultimate. Without it, he is not a very strong hero, as he has no crowd control spells. Nonetheless, combines with a good team, he can contribute a lot to early fights and take it well into the late-game. Possible items A Poor Man's Shield to mitigate harass from the lane. Hand of Midas helps to accelerate his farm and gear him up for the late-game. Phase Boots and Power Treads are both great on this hero. Shadow Blade is a great mid-game item for him due to the increase in damage and attack speed, as well as the all-powerful invisibility. Yasha gives more movement speed, attack speed and damage for him. Can be built into a Manta Style. A Helm of the Dominator is useful for the damage and lifesteal. Can be upgraded to Satanic. As an alternative lifesteal item, a Mask of Madness is also possible. But great power comes at a cost. Even though you can peak earlier with this item, Maelstrom increases his attack speed so that his Phantom Split can proc more often. Can be upgraded to Mjollnir. Crystalys gives damage, which also increases the damage of your manifestations. Can be upgraded to a Daedalus. Monkey King Bar when the enemy gets evasion. Butterfly for your own evasion. Once you have enough attack speed, a Skull Basher can help keep them in place. Can be upgraded into an Abyssal Blade. Black King Bar if they have a ton of magic damage. Heart of Tarrasque gives you the survivability and absurd regen to keep you in the fight and prepare for he next one. Rivals Templar Assassin to the Masked Phantom when she kills him: "I see through your ruse." Check out my other hero ideas as well! first i was think of and anonymous hacker's mask :| |
neurotoxin Posts: 90 Steam: (_ИєυяσтσχiИ¯) |
I've had this one hero idea for a few weeks actually but never really bothered polishing it until I saw that the hero submission theme this week fit it perfectly. This hero is not a ghost herself, but one who communes with ghosts. I created her with the purpose of having a support hero whose main power is in their powerful channel with abilities that complement this nature (a more intensive version of witch doctor if you will). As a result of my work, I am proud to present the Spirit Caller, Hecate.
Hecate, the Spirit Caller"The spirits are restless today. Perhaps much death approaches..." Bio: A former follower of Krobelus, Hecate's communion with her mistress along with hordes of the distressed dead granted her great occult knowledge and macabre powers. She sees herself not as an enemy of the living but as a link to their world and the netherworld. Maintaining this power slowly robs her of her mortality though, and she constantly slips closer and closer to becoming that which she holds power over. Overview: Hecate is a powerful semi-support hero who can shield her allies with innate protection while controlling spirits to terrorize her foes. Though she can only maintain them in a limited range, Hecate's summoned banshees provide powerful map control as the Spirit Caller herself ensures the safety of her team in a fight. Due to the channeling nature of the banshees, she must quickly utilize the rest of her spellset as quickly as she can in order to best prep the fight for the them. Dire Ranged Int Hero 600 Range 1.7 BAT 2 Starting Armor Base MS: 300 Vision: 1800/1200 Base Damage: 20 2.3 str gain, 18 base 1.4 agi gain, 13 base 3.2 int gain, 23 base Level 25 Health: 1541 Level 25 Armor: 7 Level 25 Mana: 1297 Explanation: Her int gain is enough for what she needs to sustain herself, so the important thing to note here is she needs str enhancement the most: and a lot of it. One of her primary jobs is to soak up damage that would otherwise be taken by her allies (you'll see how later when we get to Hecate's abilities). The more damage she can take the more valuable she becomes to the team (just more parallels to Krobelus, but trust me, the gameplay is much different). First Ability: Summon Deceased She doesn't just talk to the dead; she brings them back to the realm of the living. Channel for up to 20 seconds to summon 3 flying banshees for the duration. Banshees have 400 movement speed, limited 1600 travel distance from Spirit Caller, permanent ethereal form, 100-175-250-325 health, 300 flying vision, 100 mana, 15 to 20 gold bounty, and are insta-killed by purge and hex. Banshees have the ability Malevolence, granting a scaling 10-20-30-40 magical damage per second and 5%-10%-15%-20% slow in a 200 aoe; this stacks multiple times. At level 2 of the spell, Malevolence is modified to spawn an additional banshee for the duration of Spirit Caller's channel if any hero (allied or enemy) dies in the aoe (only one banshee can spawn per death). At level 3 of the spell, banshees gain Scream, a 2 second 300 aoe silence that costs 100 mana and has a 3/4 second cast time but instantly destroys that banshee. At level 4 of the spell, Spirit Caller's death will spawn a banshee independent of channeling Summon Deceased, and it and any banshees that spawn because of its Malevolence will share the same 20 second duration, though limited to 1600 distance from Spirit Caller's place of death. (Cooldown 60-50-40-30 seconds, mana cost 125-150-175-200) Explanation: The iconic skill of the Spirit Caller, her banshees are a fearsome enemy of the opponent to face. Carries usually cannot kill them with just their physical damage and would have to go through the enemy team themselves in order to try and cancel Spirit Caller's channel. The other option is to have the team's supports blow their spells on the banshees instead of the enemy heroes; this alone could be enough of an advantage for Hecate's team to win the fight without even getting the bonuses provided by the banshees. Should they do their work however, the banshees can provide immense damage and disable, both in the form in their powerful slow and well-timed silences. As the fight progresses, more banshees could spawn to annihilate the enemy all the more, making the banshees a great threat that needs to be dealt with as quickly as possible. Second Ability: Occult Protection Hecate looses her own spirit in an attempt to take on the burden of her allies' suffering. Toggle-able spell that provides a transfer of all damage taken by allied heroes in 400 aoe to be instead taken by Spirit Caller (damage transferred keeps its original form and is reduced by Hecate's resistances instead of the original target's) at the cost of mana per second. (Toggling does not interrupt channeling) Level 1: 10% damage of all damage taken is transferred to Hecate (30 mana per second and activation) Level 2: 20% damage of all damage taken is transferred to Hecate (45 mana per second and activation) Level 3: 30% damage of all damage taken is transferred to Hecate (60 mana per second and activation) Level 4: 40% damage of all damage taken is transferred to Hecate (75 mana per second and activation) Explanation: This ability is why Hecate is best built as tanky as possible, as she can actually tank for the team without even having to be focused. This spell can actually impact a teamfight more than her first, as with ample health she can keep her allies alive for incredible lengths of time. Some key things to note about this spell are that it doesn't absorb a particular damage type if Hecate becomes invulnerable to that type of damage (magic immunity for magic, ghost scepter for physical, and disruption etc for complete invulnerability) and requires careful management, as not only does it quickly drain mana, but it can outright kill Hecate if not controlled properly. In some cases, the spell might need to be turned off quickly in the event of great aoe damage that would otherwise put a great strain on Hecate's health. Fortunately Hecate's other spells complement this one enough that such damage to herself can be minimized. Third Ability: Spirit Bind Hecate can make a direct connection to a spirit of the living as well as the dead, though their mortal body suffers greatly as a result of the connection. Binds an enemy target to spirit caller, causing the target to suffer half the damage that Spirit Caller takes (damage is hp removal) and not be able to move more than 600 range from Spirit Caller (Spirit Caller cannot move beyond that range either, but can break the connection prematurely by reusing the ability). Cooldown: 20 seconds Cast Time: .25 seconds Cast Range: 600 Level 1: 2 second duration (mana cost: 80) Level 2: 3 second duration (mana cost: 95) Level 3: 4 second duration (mana cost: 110) Level 4: 5 second duration (mana cost: 125) Explanation: To clarify a few points, if Hecate moves towards the bound enemy, this does extend the range at which the enemy can move; they need only be within 600 range of whatever Hecate's current position is. The damage taken by the enemy is still taken by Hecate as well, and is only dealt to the enemy after Hecate's resistance reductions (this isn't dispersion on steroids). Indeed though it is a very powerful way of punishing the enemy for targeting Hecate, it becomes worse when they realize that damaging other targets still hurts the connected hero via Occult Protection. Still it can be countered; magic immunity does break the connection, but if used before the bind is does not prevent its usage in anyway. Alternatively, the bind can be countered by things such as any form of mobility beyond moving (blink, force staff, etc), which will break the connection, and protective abilities like disruption. I do want to note that I actually saw an incredibly similar spell to this one on another hero while browsing the ideas page only AFTER I originally had this one written down. Ironically enough it was that hero's ultimate ability and was less powerful than this one was. Maybe I just make overpowered heroes. Ultimate Ability: Netherworld Rift The spirits of the damned find themselves to be strong conduits of magical energy, but their unstable connection often results in an overload of this power. The Spirit Caller opens a rift of spirits that blocks and absorbs 50% of every instance of magical/pure damage done in an aoe to all allied heroes in the area for a time, unleashing each instance absorbed as a single target bolt of magical damage at a random enemy in a 600 aoe radius of the originally damaged ally. Cast Time: .5 seconds Cast Range: 500 Level 1: Spirit Caller opens a 375 radius rift for 4 seconds (cooldown: 160) (mana cost: 225) Level 2: Spirit Caller opens a 425 radius rift for 5 seconds (cooldown: 120) (mana cost: 375) Level 3: Spirit Caller opens a 475 radius rift for 6 seconds (cooldown: 80) (mana cost: 525) Explanation: This ability, a somewhat more evil twist on Pugna's Nether Ward, has all kinds of uses. It can serve as a compliment to Occult Protection, removing some of the health burden from Hecate while increasing the reduction of magical/pure damage to allies by up to 70% (rift reduces first, then protection reduces further). It makes for a great secondary initiation spell, waiting to cast it right before the enemy turns to nuke your team, and then forcing them to choose between not using the spells or dealing with the bolts. Any aoe spells that hit heroes under the rift will launch a bolt for each hero hit. If only a couple enemies are possible as targets (which could even happen in large teamfights as magic immunity prevents the bolts from targeting a hero), that hero will be quickly be decimated by the collection of damage. This can somewhat deter bkb usage. Lastly since the rift discourages the use of aoe magical spells, Hecate's banshees will find themselves a lot of more capable of harassing without being so quickly nuked down. I also just want to add that for aesthetic effect, allied heroes being protected by the rift would be indicated by white spirits encircling them. The Occult Protection spell would have a similar visual where a black visage of Hecate hovers over them if they are in her area of effect. Item Suggestions: Hecate does need a decent amount of tanking items in order to best fulfill her role, meaning she probably should not play the 5, but still doesn't require as much farm as a carry might. Health is the best way to go, since that provides more damage with Spirit Bind than armor does, but maxing your EHP is still an effective strategy. Due to the typical aoe nature of magical damage, a quick Hood of Defiance is important to make sure you aren't immediately blown up by using Occult Protection. Bloodstone is a decent choice in order to sustain the spell as long as possible, but you can opt to focus less on mana regen by timing your toggle well as opposed to just leaving it on as long as possible. Overall other solid choices are heart, shivas's, atos, scythe, even blademail. Veil and mek are also good for obvious reasons. If you are having trouble maintaining your channel, a bkb is an acceptable solution, as long as you are wary that it will negate some of Occult Protection's effectiveness momentarily. Gameplay: In lane harassing with banshees while hiding away from vision can make easy work of your enemies. You can use Spirit Bind in a pinch to prevent an enemy's escape in order to finish a kill. This utility makes an effective late game initiation technique as well. Following that, a quick rift placement where your allies are located accompanied by your banshees allows you to deal tons of damage while ensuring your own team is safe. Be careful to remember your own health when microing the banshees though and turn off/on Occult Protection when needed. Thank you for reading my submission for this competition, if you read my hero idea on my own thread, feel free to go over to the submission thread and vote for me there. If you have any questions or suggestions feel free to comment on the separate Hecate thread; I always appreciate feedback and will gladly answer any questions you have. Good luck to everyone else who is competing. :) ~Naxela Edit1: Increased Netherworld Rift mana usage, somewhat clarified/modified its targeting, and added some imagery. |
Naxela Posts: 15 |
Nope not to late... but today is the last chance :D
I already thought it would end in a 1v1 between porygon and me :D Creative people behold!
Join the new Dotafire Creation Competition! - Our two-weekly competition in the 'Hero & item ideas' Section. Last rounds winner was: Naxela Competition is on hold for now, to reorganize! |
Cepheus1988 Notable (4) Posts: 115 |
Thanks Naxela, for posting an idea here. Never thought anyone else would :D
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porygon361 <Editor> Remarkable (46) Posts: 1603 |
porygon361
wrote:
Thanks Naxela, for posting an idea here. Never thought anyone else would :D I wanted to, but I just can't think of anything ghost-related that hasn't already been done or that I didn't use in one of my other heroes. :/ |
Crazy Tom Notable (3) Posts: 151 |
krissarch kirai, the underworld shadowLore: A greedy man down to the core, kirai originally entered the dirty profession of assassination for the money. It soon became a part of who he was, so much that even after death he couldn't rest without killing. Who could blame him anyway? Even hell runs on money...... and jobs outside the underworld were really rewarding. Appearance: A slender grey skinned man, wearing a green mask. His veins are green. On his right hand, he wields a silver claw with giant 'claw-fingers' that glows in frost blue. His middle and index claw fingers are crimson red in colour. On his left hand he wields a 17th century black stiletto. He wears iron greaves and a sleeveless crimson garb. Intro: This hero has the perfect armor penetration, a slow/secondary nuke, a primary nuke, and an ulti that boosts survivability as well as mobility. But his stats are ****py stats: Strength: 20 + 2.0 Agility: 19 + 2.75 Intelligence: 23 + 1.95 Attack: 60-65 base health/mana: 480/275 movement speed: 310 Bulgist claw(passive) The index and middle fingers of his claws are cursed shards of the legendary spear that cuts through anything: Dae Bulg. Kirai has a 40% chance to ignore a unit's armor completely when he attacks and has a 2.5/5/7.5/10% chance to completely shatter a unit's armor for 5/6/7/8 seconds. When armor penetration occurs, Kirai will experience a life steal that is 17% his attack. When he shatters armor, he lifesteals 20/23/26/29% his attack. FURTHERMORE, Kirai's chnces to activate critical strikes increase by 25% (GAYYYYYY) Icy touch (W) Kirai summons the underworld's coolness to freeze a target. deals 100/150/200/250 damgage over 2 seconds while slowing enemies by 30/35/40/45% MS for the damage duration. manacost: 70/90/110/130 cooldown: 20/18/16/14 seconds silent dagger (E) tosses a dagger that deals damage and ministuns. the unit also bleeds after the ministun 100/175/250/325 damage 0.01second minitun. Bleed deals 5/10/15/20 damage per second if the target unit moves. lasts 4seconds. manacost: 70/90/110/130 cooldown: 20/18/16/14 assassin's thirst (R)/passive grants an aura that makes all nearby units have 10/14/18% evasion while Kirai experiences 20/26/32% evasion and a 10%/10% + 25/10% + 35 movement speed increase. When activated, Kirai surges towards the target location and deals pure damage equal to 150/175/200% his attack and deals magical damage 10/15/20% his mana. After the surge attack he gains a 10/22/33% chance to deal critical damage. manacost: 100/150/200 cooldown: 60/45/30 seconds cast range 1000/1250/1500 |
completenoob1 Notable (2) Posts: 34 |
He whispered, before receding into the blazing inferno. Kaso's, filled with the huge sense of injustice, died. But it is not over yet. Reborn out of vengeful energy, Kaso rushed into the fire, grabbing the shadowy figure. He broke every bone in the man, leaving him to rot under the still-burning pieces of wood as he walked out of the fire unharmed. As he went back to the location of his death, he made a startling discovery: his body was still under the rubble! After a brief period of thought, he came to the sad realization that he was but a spirit out of his body. He pulled his physical self out from under the heavy object and buried it under the ash, never to be seen again.
Thank you for reading my submission for this competition, if you read my hero idea on my own thread, feel free to go over to the submission thread and vote for me there. If you have any questions or suggestions feel free to comment on the separate Hecate thread; I always appreciate feedback and will gladly answer any questions you have. Good luck to everyone else who is competing. :) ____________________________ a2 bomber jacket a2 bomber jacket motorcycle jackets for women motorcycle jackets for women pmp books pmp books |
jacob374 Posts: 2 |
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