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Welcome to my list of original heroes! I am only 12 so my drawings arent that great but it will give you a general idea of their appearances. Note - I suck at writing lore, so I just made a summary of what the lore WOULD HAVE been.
Also... if you have an idea that you would like me to post on this page, please tell me! Also leave suggestions as well.
HEROES
Midnight Wind [Active]
Creates a moving wind that damages enemy units and lowers sight from that area for the enemies.
Duration of removed sight : 3/4/5/6
Cooldown : 10/9/8/7
Mana Cost : 95/100/105/110
Range : 500
Damage : 100/140/180/220
Demonic Rift [Active]
Creates a rift in the ground that slows and damages enemy units.
Damage per second : 10/25/40/55
Cooldown : 25
Duration : 5
Mana Cost : 120
Dark Energy [Passive]
For each unit killed, Raven gets a damage bonus for 4 seconds.
Duration : 4
Damage : 25/30/35/40
Max Stacks : 3
Twilight Form [Active]
Increases attack speed and movement speed by 150%. If she kills a hero during this period of time, they become a twilight demon under her control.
Notes: Melee, Dire, Agility
"I am what you fear in the dark."
ABILITIES
Shadow Slash [Active]
Uses the force of the shadows to slash an enemy unit, dealing bonus damage and slowing them.
Bonus Damage: 20/30/40/50
Slow: 10%/10%/15%/20%
Mana Cost: 90
Cooldown: 12
Combo Attack [Passive]
On every third attack on a unit, you deal bonus damage.
Bonus Damage: 55/65/75/90
Silent Blade [Passive]
Grants a chance to silence an enemy.
Chance: 10%/15%/20%/25%
Silence Duration: 3
Death Mark [Active]
Marks a target for death, increasing their incoming damage.
Damage increase: 200%/250%/300%
Duration: 10
Cooldown: 35
Mana Cost: 125/150/175
Lightning Blast [Active]
Strikes an enemy with lightning 5 times with a 0.5 second interval between each strike.
Damage per strike: 20/30/40/50
Mana Cost : 90/100/110/120
Cooldown: 15/13/11/9
Damplify [Passive]
Tsuno drenches the enemy with water with each attack, amplifying his electric spells until the effect wears off.
Duration: 6/8/10/12
Spell Damage Increase: 110%/120%/130%/140%
Charged Wave [Active]
After a 1 second delay, Tsuno drenches the area selected with a wave charged with electricity that
slows enemies and lowers armor.
Slow:10%
Armor Reduction:3/4/5/6
Damage : 80/100/120/140
Mana Cost : 120/130/140/150
Cooldown: 15
Thunder Bubble [Active]
Creates a giant bubble that blocks incoming damage. After ten seconds, the bubble explodes, dealing damage to nearby enemies and stunning them.
Damage: 200/300/400
Mana Cost : 200/350/500
Stun Duration : 4
Duration: 10
Cooldown: 90
VEONESQUA THE HIVE QUEEN
Spoiler: Click to view
OFFICIAL NAME: HIVE QUEENNOTES: Radiant, Melee, Agility
Lore: You Write It!
"When you hear the buzzing, you'd better run."
STATS
[tbd]
Abilities:
Honey Drop [Active]
Heals an allied hero, and giving it a passive strength bonus.
Heal: 100/110/120/130
Strength Bonus: 5/6/7/8
Bonus Duration: 25
Cooldown: 30
Mana Cost: 115
Buzz Spawn [Passive]
While attacking, gives a chance to spawn a buzz warrior.
Chance: 25%/30%/35%/40%
Barbed Stinger [Active]
Shoots a stinger at the selected target, at the cost of some HP.
DAMAGE: 90/120/150/180
DAMAGE TO SELF: 45/60/75/90
MANA COST: 80
Golden Drill [Active]
Creates a giant golden drill that is shot in a straight line, doing damage to all units along the way.
Damage: 200/350/500
Cooldown: 60
Mana Cost : 150/250/350
MARUNA THE DAWN EMPRESS
Spoiler: Click to view
OFFICIAL NAME: DAWN EMPRESS
"It's all in the eyes."
NOTES: Radiant, Ranged, Inteligence
LORE: You write it!
STATS: tbd
ABILITES
Lucid Strike [Active]
Calls down a pillar of light that stuns enemies.
Delay: 0.5 seconds
Damage : 100/135/170/205
Mana Cost: 120/140/160/180
Cooldown: 7
Silver Dust [Active and Passive]
ACTIVE:
Shoots silver dust around Maruna, silencing and lowering the armor of nearby enemies.
Duration: 2
Armor Reduction: 4/5/6/7
Mana Cost : 80
Cooldown: 16/14/12/10
PASSIVE:
Grants bonus mana regeneration, magic resistance and armor.
Mana Regen Bonus: 4/5/6/7
Armor Bonus: 5/6/7/8
Magic Resistance Bonus: 15%/20%/25%/30%
Iris Cannon [Active]
Creates a white laser in front of Maruna, dealing damage to enemies and silencing them.
Damage: 80/90/100/110
Silence Duration: 3/4/5/6
Mana Cost: 100/110/120/130
Cooldown: 20/16/12/8
Shadow Of Eyes [Active]
Take control of an enemy hero/creep and becomes an ally of your team temporarily. Under your control, the target does not take damage or lose mana when casting spells. After the duration, cooldowns are reset. Heroes under this effect do not gain gold from killing units.
Duration: 8/12/16
THALIA THE GATEKEEPER
Spoiler: Click to view
OFFICIAL NAME: GATEKEEPER
"Face the light of the truth."
NOTES: Radiant, Inteligence, Melee
LORE: You write it!
STATSL tbd
ABILITIES
Test of Power [Active]
Forces nearby enemy units to attack you once, healing you equal to the damage dealt.
MANA COST: 80
Cooldown: 20/16/12/8
Test of Greed [Active]
Spawns a creep with 15 health to attack the enemy. If the creep is killed by the enemy, it will explode dealing damage in a radius.
Damage: 100/180/260/340
Radius: 400
Cooldown: 25/20/20/15
Mana Cost: 80
Enchanted Talons [Active]
Each attack lowers the enemy's movement speed and armor. Stackable.
Movespeed lower - 25/35/45/55
Armor lower - 1/2/3/4
Max Stacks - 1/2/2/3
Ray of Purity [Active]
Tests the purity of targets in a certain range. Enemies will take damage while allies will be healed.
Heal/Damage : 250/350/450
Range: 300/400/500
Cooldown: 100
Mana Cost : 120/200/280
XYNDRESS THE CHAOS FORCE
Spoiler: Click to view
OFFICIAL NAME: XYNDRESS "From light and darkness I rise."
NOTES: Ranged/Melee, Radiant, Intelligence
Force Change [Active]
Changes form between Light and Dark.
Light: +1/2/3/4 Agility, Additional 1/1.5/2/3 HP Regeneration, 2/3/4/5 Armor
Dark: +1/2/3/4 Strength, Additional 15/30/45/50 Damage, 10/20/30/40 Attack Speed
You must put a point in this or the other abilities will not be able to be learned. Also, changing form will change your spells. Also, using one spell then changing forms will not reset the spell's cooldown.
LIGHT ABILITIES
Spoiler: Click to view
Halo Flame [Active]
Creates a ring nearby Xyndress, trapping enemies. Then summons a pillar of flame and deals damage.
Ring Duration: 2
Damage: 100/175/250/325
Mana Cost: 110/130/150/170
Cooldown: 15
Holy Blessing [Active]
Blesses a target ally unit, granting bonus armor and regeneration.
Bonus HP/Mana Regen : 3/3/4/5
Bonus Armor: 3/5/7/9
Mana Cost: 120
Cooldown: 40/34/28/22
Duration: 20
Divine Aura [Passive]
Grants hp generation and armor to nearby allies.
HP regen : 1/2/2/3
Armor: 1/2/3/4
Wrath of the Aether [Active]
Calls upon the gods to strike an area with light, dealing damage to enemies and healing allies.
Damage/Heal: 200/300/400
Cooldown: 110/100/90
Mana Cost: 200
DARK ABILITIES
Spoiler: Click to view
Nether Flame [Active]
After a 0.5 second delay, creates a floor of flames around Xyndress, dealing damage and amplifying incoming damage.
Damage: 90/140/190/240
Damage Amp: 5%/15%/25%/35%
Amp Duration: 7/8/9/10
Mana Cost: 110/130/150/170
Cooldown: 15
Unholy Curse [Active]
Curses an enemy to take damage over time, lowering armor.
Damage per second: 3/3/4/5
Armor Loss: 3/5/7/9
Mana Cost: 120
Cooldown: 40/34/28/22
Duration: 20
Corrupted Aura [Passive]
Causes nearby enemies to lose health per second.
Damage per second: 2/3/4/5
Wrath of the Nether [Active]
Creates a hole in the ground where demonic spirits come out of. Damages and lowers enemy armor. Slows heroes.
Damage: 250/325/475
Armor Loss: 6/7/8
Slow: 12%
RAYENA THE MIRAGE ASSASSIN
Spoiler: Click to view
OFFICIAL NAME: MIRAGE ASSASSIN
Notes: Radiant, Agility, Melee
ABILITIES
Naraj Amulet [Active]
Damages all enemies in an area, lowering armor and movespeed 3 seconds.
Damage: 100/150/200/250
Slow: 15%
Armor lower: 2/3/4/5
Blink [Active]
Teleports you to the selected location.
Range: 1000 / 1075 / 1150 / 1150
Cooldown: 12/10/8/6
Mana Cost: 60
Deja Blade [Passive]
Each hit on an enemy places one stack of deja blade. For each stack, you gain extra damage and attack speed on your attacks on that target.
Bonus Damage per stack: 10/20/30/40
Attack Speed gain: 10/20/30/40
Max Stacks: 3
Mirage Strike [Active]
When activated, places an illusion on the selected hero. The mirage will take 100% damage and deal 100% damage. When it dies, you gain bonus attack damage for the damage it took while it was alive, and you teleport to the selected enemy.
Duration: 4/6/8
Cooldown: 60
Mana Cost: 100
ECHIDNA THE MONSTER QUEEN
Spoiler: Click to view
OFFICIAL NAME: ECHIDNA
Notes: Melee, Dire, agility
Abilities:
Noxious Claws [Active/Orb]
Echidna adds poison to her attacks, reducing armor and doing extra damage.
Armor reduction: 2/3/4/5
Bonus Damage: 30/30/40/50
Mana Cost: 15
Monster Egg [Active]
Creates a monster egg unit that can be attacked. It gains damage and max HP per second and if it is destroyed or it hatches, it will summon a Monster warrior.
Damage per second spent in the egg: 10/20/30/40
Max egg time: 4 Seconds
Mana Cost: 120
Cooldown: 35
Monster Duration: 10
Health per second in the egg: 200/250/250/300
Scale Shield [Passive]
For each point of agility she has, Echidna blocks damage equal to a percent of that agility.
Percent block: 40/45/50/55%
Monstrous Rebirth [Active/Automatic]
When Echidna dies, she creates an egg at her death place. For each second her egg was not destroyed, she instantly respawns with damage per second but with 60 percent of her total HP. If she survives after hatching for 1 minute, she respawns in complete form. Her egg can only remain for up to 5 seconds before hatching.
Damage per second: 45/65/85
Egg health: 1000/1500/2000
Mana Cost: 200/100/0
Cooldown: 200/150/100
ITEMS
Vampiric Blade
Spoiler: Click to view
COST : 6400
Crafted From: Sange, Vladimir's Offering, Claymore, Recipe {900 gold}
Active: Bloodbath - Deals damage equal to the amount of distance moved by the target, and you gain half of the damage dealt. Duration : 5. Cooldown : 50
Passive : Lifesteal Aura - Gives the effects of Vladimir's Offering to all allies.
+20 Strength
+35 Damage
Dimension Clock
Spoiler: Click to view
COST: 4806
Crafted From : Mekanism, Ultimate Orb, Recipe [400 Gold]
Active : Time Warp - Slows enemy units around you and halves their attack speed for 6 seconds. Also gives nearby allies an armor bonus of 4.
Duration : 6. Cooldown: 75.
Passive : Clockwork - Gives nearby allies +1 regen and nearby enemies -6 attack speed.
+18 All Attributes
+6 Armor
Focus Lens
Spoiler: Click to view
COST: 2300
[No Crafting]
RANGED: Increases the range of attacks by 180
MELEE: Gives a chance to deal a critical hit.
+20 Attack Speed
Crit Chance: 12%
Crit Damage: 180%
Extra Range: 180
Base health: 530
Base mana: 221
Base damage: 42
Range: 300
Movement speed: 290
Vision range: 2000/800 Strength: 77.6 (20 +2.4) Agility: 86 (26 +2.5) Intelligence: 60.2 (17 +1.8)
Lore:
The Scintillant Wastes were never friendly towards travelers, who quickly gave way to the dry desert sands and the scorching heat. Their remains, too, never lasted long. Soon after a creature has twitched it's last, a flock of Desert Vultures quickly gather around the lifeless carcass, scrounging around in the corpse and stripping all flesh from bone. Ruthless creatures.
Na'Azul was the leader of this pack of vultures. He was so strong that he could easily create sandstorms with a single flap of his wing, and had the strategic prowess matching that of great generals. All other vulture packs greatly feared him. Nonetheless, there was a dwindling number of travelers wandering the desert. Thus, the number of carcasses available for his pack had also been reduced. Na'Azul, after witnessing months of shortage, starvation and many casualties, has come to a conclusion: His pack shall leave the Scintillant Wastes in search for greener pastures, where they can have meals day and night and never go hungry again.
Q: Soar
Type: No Target
Affects: Self
Damage: Physical
The Scavenger takes to the skies, enabling him to fly over obstacles with increased movement speed. While in the air, your vultures will fly in a ring around you and attack the nearest enemy in a small radius.
- +10/15/20/25% movement speed
- 300 radius
-Vulture:
Invulnerable
Deals 5/8/11/14 damage every second based on the level of Leader of the Pack every second
Abilities:
Scrounge
Vultures tear at the enemies' open wounds, doing an extra +2 damage for every 10% health missing. Also applies a 2% movement speed slow every attack that lasts for 5 seconds, each attack refreshing the duration of the slow. (stackable to 20 percent).
- 7/9/11/13 second duration
- 80 mana cost
- 20 second cooldown
Notes:
W: Leader of the pack
Type: Passive
Affects: Self
When a unit dies near The Scavenger, desert vultures feast on the remains and join him. For every vulture he currently has, he gains bonus attack damage. Whenever a hero dies in his vicinity, double the vultures are summoned.
- 600 radius
- 1/1/2/2 vultures per death
- 2/2/4/4 per hero death
- +3/6/9/12 damage per vulture
- 4/5/6/7 maximum vultures
Notes:
Vultures are also spawned when an allied unit dies, which includes heroes.
Vultures cannot be attacked.
A silence will reset the vulture count to zero and prevent any more from spawning.
E: Scavenge
Type: Target-Unit
Affects: Enemies and Towers
Damage: Physical
The Scavenger sends the current number of vultures to attack the targeted enemy unit or structure, each dealing damage based on the Scavenger's current agility. Half of the vultures disappear after casting. Can be cast while moving.
- 700 range
- 15/20/25/30 +20% agility
- 60 mana
- 5 second cooldown
Note:
R: Symbol of Death
The Scavenger summons uncontrollable Enraged Desert Vultures in an area. Enraged Desert Vultures randomly fly around the cast point, each giving unobstructed vision and lasting for a short duration. When a vulture comes within range of an enemy hero, it swoops down and damages it. For every 10% of the enemy's health missing, it will also deal bonus damage. If a vulture is already diving towards a target, other vultures will wait 0.5 seconds for its turn before diving towards the target.
- 500 cast range
- 800/900/1000 radius
- 100/150/200 mana
- 70 second cool down
- Enraged Desert Vulture
Playstyle:
Na'Azul is an item-dependent ganker/carry not made to be in the centre of teamfights, but for chasing and picking off lone/injured heroes. Soar allows him to ignore cliff boundaries, while Scavenge lets him scale well later on in the game. His ultimate, Symbol of Death, is his only teamfight skill and can force the odds into your favor.
Urn should definitely be gotten on this hero, as ganking should be your main priority in the midgame. Medallion is also a good choice, as vultures deal physical damage and will benefit greatly from armor reduction. Since this hero scales with agility, Power threads are the ideal option, giving the much-needed +8 agility. Sange and Yasha is useful for the agility and strength gain, and can be dissassembled later on to make a Heaven's Halberd and Manta Style. Butterfly is a must for the lategame, as your vultures will do tons of damage with the +30 agility. Manta Style is also a viable option on this hero, as it gives a good stat boost as well as 2 illusions to increase your damage output. Linkens can get you out of sticky situations while providing you with extra regeneration, while Heart can also be considered.
Balance change log:
Quoted:
Soar
-Starting mana changed from 50/80/110/140 to 100/90/80/70
-Mana per second changed from 20/25/30/30 to 30/26/22/18
-Movement speed gain changed from 15/20/30/40 to 20%
- The number of vultures you currently have will fly around you in a ring, targeting the nearest enemy in a 550 range of the scavenger.
Vulture:
1 hit to kill (1 gold bounty)
Deals 5/7/10/15 damage based on the level of Leader of the Pack every second
Passive ability:
Scrounge
Vultures tear at the enemies' open wounds, doing an extra +2 damage for every 5% health missing. Also applies a 3% movement speed slow every attack (stackable to 20 percent).
Leader of the Pack
-Damage increase changed from 4/8/10/14 to 2/4/6/8
Max vultures changes from 3/4/5/5 to 5
Scavenge
-Damage changed from 20/30/30/40 + 80/80/100/110% agility to 20/25/30/35 + 20% agility per vulture.
Symbol of Death
Swoop damage changed from 60/70/80 + 200% agility to 200/300/400 and +20 for every 10% health missing from the target.
Vultures wait a full second for their turn to attack instead of 0.5 seconds
Swoop cool down reduced to 3
Base health: 530
Base mana: 221
Base damage: 42
Range: 300
Movement speed: 290
Vision range: 2000/800 Strength: 77.6 (20 +2.4) Agility: 86 (26 +2.5) Intelligence: 60.2 (17 +1.8)
Lore:
The Scintillant Wastes were never friendly towards travelers, who quickly gave way to the dry desert sands and the scorching heat. Their remains, too, never lasted long. Soon after a creature has twitched it's last, a flock of Desert Vultures quickly gather around the lifeless carcass, scrounging around in the corpse and stripping all flesh from bone. Ruthless creatures.
Na'Azul was the leader of this pack of vultures. He was so strong that he could easily create sandstorms with a single flap of his wing, and had the strategic prowess matching that of great generals. All other vulture packs greatly feared him. Nonetheless, there was a dwindling number of travelers wandering the desert. Thus, the number of carcasses available for his pack had also been reduced. Na'Azul, after witnessing months of shortage, starvation and many casualties, has come to a conclusion: His pack shall leave the Scintillant Wastes in search for greener pastures, where they can have meals day and night and never go hungry again.
Q: Soar
Type: No Target
Affects: Self
Damage: Physical
The Scavenger takes to the skies, enabling him to fly over obstacles with increased movement speed. While in the air, your vultures will fly in a ring around you and attack the nearest enemy in a small radius.
- +10/15/20/25% movement speed
- 300 radius
-Vulture:
Invulnerable
Deals 5/8/11/14 damage every second based on the level of Leader of the Pack every second
Abilities:
Scrounge
Vultures tear at the enemies' open wounds, doing an extra +2 damage for every 10% health missing. Also applies a 2% movement speed slow every attack that lasts for 5 seconds, each attack refreshing the duration of the slow. (stackable to 20 percent).
- 7/9/11/13 second duration
- 80 mana cost
- 20 second cooldown
Notes:
W: Leader of the pack
Type: Passive
Affects: Self
When a unit dies near The Scavenger, desert vultures feast on the remains and join him. For every vulture he currently has, he gains bonus attack damage. Whenever a hero dies in his vicinity, double the vultures are summoned.
- 600 radius
- 1/1/2/2 vultures per death
- 2/2/4/4 per hero death
- +3/6/9/12 damage per vulture
- 4/5/6/7 maximum vultures
Notes:
Vultures are also spawned when an allied unit dies, which includes heroes.
Vultures cannot be attacked.
A silence will reset the vulture count to zero and prevent any more from spawning.
E: Scavenge
Type: Target-Unit
Affects: Enemies and Towers
Damage: Physical
The Scavenger sends the current number of vultures to attack the targeted enemy unit or structure, each dealing damage based on the Scavenger's current agility. Half of the vultures disappear after casting. Can be cast while moving.
- 700 range
- 15/20/25/30 +20% agility
- 60 mana
- 5 second cooldown
Note:
R: Symbol of Death
The Scavenger summons uncontrollable Enraged Desert Vultures in an area. Enraged Desert Vultures randomly fly around the cast point, each giving unobstructed vision and lasting for a short duration. When a vulture comes within range of an enemy hero, it swoops down and damages it. For every 10% of the enemy's health missing, it will also deal bonus damage. If a vulture is already diving towards a target, other vultures will wait 0.5 seconds for its turn before diving towards the target.
- 500 cast range
- 800/900/1000 radius
- 100/150/200 mana
- 70 second cool down
- Enraged Desert Vulture
Playstyle:
Na'Azul is an item-dependent ganker/carry not made to be in the centre of teamfights, but for chasing and picking off lone/injured heroes. Soar allows him to ignore cliff boundaries, while Scavenge lets him scale well later on in the game. His ultimate, Symbol of Death, is his only teamfight skill and can force the odds into your favor.
Urn should definitely be gotten on this hero, as ganking should be your main priority in the midgame. Medallion is also a good choice, as vultures deal physical damage and will benefit greatly from armor reduction. Since this hero scales with agility, Power threads are the ideal option, giving the much-needed +8 agility. Sange and Yasha is useful for the agility and strength gain, and can be dissassembled later on to make a Heaven's Halberd and Manta Style. Butterfly is a must for the lategame, as your vultures will do tons of damage with the +30 agility. Manta Style is also a viable option on this hero, as it gives a good stat boost as well as 2 illusions to increase your damage output. Linkens can get you out of sticky situations while providing you with extra regeneration, while Heart can also be considered.
AM is fine how he is. Also the confusion is coming from the fact you said "Mana shield" needs to be changed. His first passive is "Mana Break" and his third slot passive is "Spell Shield". If you took AM's Spell Shield away he would need a huge strength buff, currently his magic damage reduction is the only reason he can survive with 20 base strength and 1.2 strength gain. Also I don't think anyone considers static AoE decay a fun or interesting mechanic, nobody says "OH BOY NECROLYTE AURA IS SO FUN" the idea is that am has to punch you in order to drain your mana and also an 8 mana aoe drain in the late game would virtually be pointless.
I'll skip the heros and jump straight to the items:
Vampiric blade sounds stupid. It appears to me simply as a way to get a vlads without it being a waste of a slot later in the game, but this item would still be a waste. If you rushed it it's just a goofy bloodseeker ult (which I don't think is a good idea) and if you didn't rush it it'd just be a vlads with some damage and strength added to it late game. If there was a super vlads with an active for lategame it should be a utility aura that can be popped mek style (like doubles the radius and makes the user get a % of all the damage delt by everyone affected by the buff)
Dimension Clock is cool idea, but It's debuff is too close to a shiva's guard and I don't think it's a good idea for it to build from a mek and get rid of the mek's active. I think Mek should be left alone for what it's worth it's a good early game item with a static buff that doesn't scale terribly well into the lategame. If it were to be upgraded I think it should be in the same way a pipe is in the sense it'd keep with the same theme. I'd say something like same mek effect except for like 1000 extra gold it now gives you a buff that restores 3% of your total life for 5-6 seconds, but the buff is canceled if you take damage. That way it does the same job but doesn't make it a mandatory item for fights but rather a sustain item that scales off of health making it good item for supports to carry with a strength carry.
Focal Lens, I fancy the idea of an item that extends range. However making it impact ranged and melee completely differently and not build into anything would make this a dog**** item for any melee. For an orb effect it should work on both and I think a more interesting idea should be thought up other than crit. There is already a crit item.
Also medusas problem isn't her stats, it's the fact that her split shot sucks. I would propose her split shot no longer does 50/60/70/80% damage as it ranks up but rather hits 2/3/4/5 targets as it scales up and deals 80% the entire time. In its current form it's basically useless at low ranks at low level she already hits weak and you throw in a reverse double damage and next thing you know you're basically doing nothing to 5 heros. 80% damage on 2 heros would make it decent early because in the lanes you aren't going against 5 people anyway.
OFFICIAL NAME : The Magic Seal/Imprisoner of Magic
Notes : Dire, Ranged, Intel
LORE: Know only as a rumor from origins unknown. Stories tell of a wizard who's mere presence makes the most powerful of Mage's crumble to his feet. A walking seal, The Imprisoner of Magic is what he is simply refered to. When he arrives, his presence is felt. No one gets in to see the wizard, not no way not no how.
Magic Strike [Passive]
The Magic Seal infuses his next attack with a powerful blast of magic in a small AOE. enemies within this AOE take extra magical damage, a small drain in mana, and brief reduction in move speed.
Magic Damage: 35/75/100/150
Mana Drained on hit: 35/75/100/200
AOE Range: 250
Move Speed Reduction/Duration: 10% for 1.5 seconds
Cooldown : 10/7/5/3
Mana Cost : 25/50/75/100
Range : 500
Energy Drain [Toggle]
The Magic Seal creates a weakening aura at the cost of his own mana. Targets within range of the aura lose mana per second and have their move and attack speed lowered in relation to the amount of mana they currently have while in the aura.
Range: 350/450/550/700
Mana Drain per second: 20/40/60/80
Max Move speed slow when below 30% mana: 5%/10%/20%/30%
Max Attack Speed Slow when below 30% mana: 10%/20%/40%/50%
Mana Cost per second: 30/50/70/90
Magic Seal [Passive]
Imprisoner of Magic's mere presence on the battlefield creates an aura that silences anyone who comes within range of Him.
Range: 350/450/550/700
Ultimate: Teleport [Channel]
Teleports The Imprisoner of Magic to Fountain, a tower, or hero on the map
Cast time: 3 Seconds
Cooldown: 90/60/45
***Aghanim's scepter UPGRADE***
Increases Magic Seal range to 850 and lowers cooldown of teleport to 30 seconds
Please tell me what you guys think. My stats may not be too accurate for him, but any feedback is welcome. Thanks for looking!
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