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I am on beforehand sorry for a very long hero idear, but at the same time greatfull for anyone taking the time to read it all and post a reply for suggestions, thank you.
Dire - Intelligence
Roles
Initiater
Disabler
Support
Pusher
Jungler? (I think it might be possible to jungler with this hero, but it is hard to say without an ingame test).
Summary
Itztli is a hero with 2 stances, a mobile and a stationary, the player has a toggle ability [Q] to swap between these 2 stances. The abilities differ from each stance, but most importantly, as the name of the stances implies, Itztli toggles between being able to move and not to. Itztli is mainly an initiater, due to its heavy area magic damage, its ability to control the fight by controling enemy movement, and its long cooldown disable ulti. Out of teamfights Itztli will be able to push towers fast, due to its minion control, Itztli is being carried by minions while mobile and when stationary the minions can fight for Itztli but only in a restricted area. The contrary to Itztlis strong abilities is that it will not be able to attack while mobile, which can leave Itztli in dangerous situations.
Appearance
Itztli is a four sided, dark, bloody, sacrificial altar, with a red glow to it, its overall icon and hero color theme will be dark red. Itztli will be carried by an enslaved pygmy race.
Pygmies will be hunched, dark green furbolg looking species, they will have an enslaved kind of feeling to them, by having them collared and wearing teared clothing. As the [Q] ability increases, Itztli receives control of more pygmies. The size of the pygmies will also increase, to begin with they will be at the size of a kobold, at max level they will be a little smaller than a furbolg.
Lore
Itztli was at first just a sacrificial altar for the Dire, but over the years of being splattered with the blood of an oppressed pygmy race, it grew conscious and with the consciousness it grew mind controlling abilities. Even though the jungle which the pygmy race lived in was liberated, and the Dire priests which sacrificed on the altar all died, Itztli continued the oppression of the lesser pygmy race. Itztli fathomed that for it to be able to oppress more races, it had to leave the jungle, and so it made the pygmies carefully carve out the stone footings on which it stood upon.
Note - statistics are based on other similar semi-tanky Intelligence heroes, and what i think is balanced within acceptable values.
Abilities
Bonds of Will
[Q] Decsription:
Itztli calls forth another Pygmy to serve the ranks of it's slaves for each . When toggled pygmies will attack (stationary) or carry Itztli around (mobile).
Ability: Toggle
Statistics:
Radius: 700 (zone of control)
mana cost: 0
cast time:
Mobile -> stationary: instant
Stationary -> mobile: 1 sec pygmy callback time
Cooldown: 1s Note - due to balance Itztli will be able to instantly go stationary or the ulti will be rendered mostly useless.
Mechanics:
When the pygmies are being released, there will be a radius of 700 units were Itztli will be able to control them. This is the zone of control.
If a pygmy gets outside the zone of control, Itztlis power over them will be so weak that the pygmies have a chance of escaping Itztlis grasp.
Chance of a pygmy to escape if getting outside zone of control.
100% / 75% / 50% / 25%
If the pygmy doesn't escape, it will get pulled back to starting position and being let go again for Itztli to control it.
Passive:
Pygmies will automatically spawn and join the enslaved forces.
When less than 2 pygmies they will spawn at a rate of:
1 pygmy every 30s / 25s / 15s / 8s
With 2 pygmies or above they will spawn at a rate of:
1 pygmy every 1 min / 45s / 30s / 15s Note - due to balance Pygmies will spawn faster if there is less than 2 alive.
Itztli will start with 4 pygmies already enslaved to it.
At every level in this ability, Itztli will be able to call forth one more pygmy.
Pygmies at Itztlis disposal: 5 / 6 / 7 / 8
Each additional Pygmy increases the base move speed of Itztli by 10.
Pygmies needed for Itztli to be able to move: 4 / 4 / 4 / 2
Base movement speed with Bonds of Will at level X, and with X number of pygmies:
pygmies / movement speed per 1 level in Bonds of Will (level 0 also included)
pygmies / movespeed
0 / n/a | n/a | n/a | n/a | n/a
1 / n/a | n/a | n/a | n/a | n/a
2 / n/a | n/a | n/a | n/a | 380
3 / n/a | n/a | n/a | n/a | 400
4 / 380 | 390 | 400 | 410 | 420
5 / n/a | 390 | 400 | 410 | 420
6 / n/a | n/a | 400 | 410 | 420
7 / n/a | n/a | n/a | 410 | 420
8 / n/a | n/a | n/a | n/a | 420
level: 0 | 1 | 2 | 3 | 4
Note - Itztli resurrects with 4 pygmies at all levels. Note - if the player choose to ignore picking this skill they will not be able to toggle to stationary stance.
Starting stats of a pygmy:
Range: Melee (100) To compensate for the size of the pygmy.
Move Speed: 320/340/360/380
Base Damage: 5+18.5 (With Itztlis base stats of 18 str and 19 int)
BAT: 1.7
Health: 150/200/250/300
Armor: 1.5
Magic resistance: 25%
Health regeneration: 0.25
Itztlis stats affects the stats of the pygmies:
Strength:
Strength impacts the following stats:
Maximum Health - 12 max health per 1 point in Strength.
Health Regeneration - 0.02 health regeneration per 1 point in Strength.
0,50 base damage per 1 point in Strength.
Agility:
Agility impacts the following stats:
Attack Speed - 1 attack speed per 1 point in Agility.
Armor - 0.1 armor per 1 point in Agility.
Intelligence:
Intelligence impacts the following stats:
2 extra range in Itztlis zone of control - per 1 point in Intelligence.
0,50 base damage per 1 point in Intelligence.
Note - Pygmies scale less than a hero.
Pygmy Ability:
Reckless Abandon
The Pygmy gains a quick burst of move speed and attack speed for a short duration.
Skill being learned at level 2 Bonds of Will.
Skill Type: passive
Cast Time: Instant
Increases move speed by 100 and attack speed by 50%. Lasts 0/1/2/3 seconds.
Visual:
Dust will be kicked up in the air behind the pygmy as it moves until end of duration.
Note - if a pygmy gets pulled back because of zone of control, it will not receive a new reckless abandon when released.
Other notes:
Pygmies receive all direct attack speed bonus' Itztli has.
Pygmies receive 50% of all armor bonus' Itztli has.
Pygmies receive 50% of all magic resistance bonus' Itztli has.
Pygmies receive 50% of all direct damage bonus'.
Pygmies does not receive any orb effects.
Pygmies will be granted any form of invisibility Itztli receives while in mobile stance.
Pygmies can still be targeted while in mobile stance.
Itztli hase a base the size of a hero while the pygmies has one a bit smaller, this is so Itztli wont be totally impossible to hit with single target abilities.
(Name open for suggestions)
[W] Stationary
Description:
Itztli pull all enemy heroes right next to it, and grants short duration thorn effect to both Itztli and its pygmies.
Affects: Enemy heroes
Ability: No target
Statistics:
Radius: 150/250/350/450
Mana cost: 100/120/140/160
Cooldown: 20
Duration: 3 sec
Thorn buff: 14/26/38/50 %
Note - blockable by magic immunity. Note - enemies are movement impaired while being pulled, pull effect takes 0,3 sec.
Mind blizzard
[W] Mobile
Desription:
Itztli releases a mind altering infestation which sweepes through the battlefield, dealing damage and lowering armor to enemies, while buffing the armor of allies.
Affects: All units
Damage type: Physical
Ability: Target unit
Statistics:
Range: 600
Mana cost: 85/110/135/160
Damage per second per stack: 20/25/30/35
Infestation radius: 300
Infestation duration: 3 sec
Infestation split interval: 1 sec
Infestation times splitting: 3/4/5/6
Infestation transfers: 2
Armor granted allies per stack: 1/2/3/4
Armor destroyed enemies per stack: 1/1/2/2
Mechanics:
When the player puts it on a target, the mind infestation will split and transfer to 2 nearby targets within range every second. Allied heroes are granted a buff to armor, while enemies are damaged and armor is destroyed.
Works as a stacking buff/debuff, all units can be infested again, granting a new stack, but only one infestation every second.
All infestations will split into 2, therefor the amount of units infested will grow exponentially.
The maximum amount of damage which can be dealt to a single unit is 630 damage.
The maximum amount of damage which can be dealt to all units is 282135 damage.
Note that this is spread out across 2687 instances, dealing an average of 105 damage per instance.
Note - blocked by linken's sphere.
Impulse
[E] Stationary
Description:
Itztli invades the mind of nearby enemies, dealing damage over time, and increases in radius over time.
Affects: Enemy units
Damage type: Magical
Ability: No target
Statistics:
Radius: starts at 100 ends at 600 after 5 sec
Mana cost: 130/155/180/205
Cooldown: 22/20/18/16 sec
Duration: 5 sec
Damage per second: 25/50/75/100
(Spell open for suggestions)
[E] Mobile
Obey!
[R] Stationary
Description:
Itztli compels all units within range, friend or foe to face and obey Itztlis will, disabling everyone, and dealing damage to enemy units conditioned by how many friendly units within range.
Affects: All units
Damage type: Magical
Ability: Channeling
Statistics:
Radius: 700
Mana cost: 300/450/600
Cooldown: 180/170/160 sec
Channel duration: 3/4/5 sec
Grabbed: 1.5/2/2.5 sec
Silenced: 3/4/5 sec
MS slow: 40/50/60 %
AS slow: 15/30/45
Minimum damage threshold: 100/150/200
Damage mechanic:
Both friendly and enemy units is a factor of the overall damage dealt.
1 friendly unit within range = 1 positive charge
1 enemy unit within range = 1 negative charge
Following image shows the damage of the ulti.
x-akse: The number of enemies in range.
y-akse: The number of friendlies in range.
The 3 numbers in each cell, tells what the damage output per second will be at level 1/2/3
I made it go up to 15 units, but there is no maximum.
Aghanims scepter:
Damage dealt to enemies will heal allies.
Visuals:
A dark purple stream will begin flowing from all enemy units to Itztli. With Aghanims scepter there will be a stream from Itztli to all friendly units.
Note - couriers will not give any charges Note - neutral creeps add 1 charge to both enemy and friendly side, not granting any difference in damage output.
Levitate
[R] Mobile
Description:
Itztli denies gravity and starts levitating over the ground, being able to move while using abilities and attacking with its enslaved pygmies.
Ability: No target
Statistics:
Mana cost: 200/250/300
Cooldown: 60
Duration: 8/12/16
Aghanims scepter:
Grants area slow, the slow is strongest closest to Itztli.
Maximum MS slow: 15/20/25 %
Maximum AS slow: 15/30/45
Note - works as a buff, the player can go into stationary mode, use abilities, then start levitating again at will during the full duration of this ability.
Recommended items
Core:
Vladimir's Offering
Drums of Endurance
Mekanism
Pipe of Insight
Either Tranquil Boots, Power Treads or Arcane Boots.
Reason:
All items giving a buff to Itztlis pygmies.
Power treads will give a good boost to the pygmies, but Arcane Boots is also recommended if the team needs sustainment.
Situational: (reason will be in parentheses)
Aghanim's Scepter
Bloodstone
Shivas Guard
Necromonicon (extra creeps)
Heart of Tarrasque
Radience (passive damage + 50% boost to all pygmies)
Assault Cuirass
Mask of Madness (when activated, 100+ AS for all pygmies)
Black King Bar
Blink Dagger (easier to place stationary ultimate)
Friends
Heroes with minions, e.g:
Meepo
Chen
Furion
Broodmother
Heroes with teamfight abilities, e.g:
Sandking
Death prophet
Foes
All long range stunners, disablers or silencers, e.g:
Warlock
Kunkka
Naga siren
Silencer
Drow ranger
Vengful spirite
Heroes with minions, e.g:
Furion
Chen
Meepo
Broodmother
Earthshaker
Speciel mentioning of Nyx Assassin, due to his Spiked Carapace.
Speciel mentioning of Sand King who will have it easier placing a good ulti versus a fully immobile team.
Other notes:
When gaining a level the player gets to choose both a mobile and a stationary ability, within standard level restriction requirements.
E.g, the player can choose [W] within mobile stance, and [E] within stationary stance.
[Q] is not included in this note.
Readers might notice that all abilities in the stationary stance is no target abilities, this is so it would be easier for the player to croud control his/her pygmies. While the Mobile is target abilties.
Concept by Neksol
Hero abilities and all the rest by me.
However, as with many ideas on this part of the forum, can you honestly imagine it in the game?
Some of the ideas such as heroes that steal gold, upgrade towers or make buildings are cool, but they aren't really imaginable in a game like dota, because they would become useless compared to other heroes that can actually do multiple things. I can't say i imagine a floating altar, and tiny green teddy pygmies running around getting loose, ever being added, or conceived as usable. Sorry
I do believe you are right about it being to game changing of a playstyle to ever be added, just wanted to throw it out to see what people think of the idear and get some feedback on it.
I would love some feedback on the individual abilities aswell.
That's a unique idea if I ever saw one. This hero can't even attack, and relies on pygmies to even work. Still, like CobraJD, though a hero idea may be cool, sometimes it's really had to imagine it in-game. Perhaps instead of a kobold-sized pygmy, why not just a wonky little kobold?
Speaking of jungle creeps, I have an idea for your third skill in mobile mode: Enslave. Gets a jungle creep to do your bidding and carry your altar as well, on an extremely long cooldown in the beginning. The jungle creep will function exactly like one of your pygmies, albeit having different health, damage, movement speed etc. This is balanced, since pygmies can scale well in the late-game, but jungle creeps cannot, though jungle creeps may still be used for utility purposes.
That's a unique idea if I ever saw one. This hero can't even attack, and relies on pygmies to even work. Still, like CobraJD, though a hero idea may be cool, sometimes it's really had to imagine it in-game. Perhaps instead of a kobold-sized pygmy, why not just a wonky little kobold?
That might actually be a good idear, Itztli wouldn't look as overwhelming then.
Speaking of jungle creeps, I have an idea for your third skill in mobile mode: Enslave. Gets a jungle creep to do your bidding and carry your altar as well, on an extremely long cooldown in the beginning. The jungle creep will function exactly like one of your pygmies, albeit having different health, damage, movement speed etc. This is balanced, since pygmies can scale well in the late-game, but jungle creeps cannot, though jungle creeps may still be used for utility purposes.
Even though i like your idear, i think it would take away what defines Chen as being a multi jungle-creep controller.
But if i were to work with your idear, i think the ability should be scaled after creep lvl, so Itztli wouldn't be able to come out of the jungle with a cent/kobold/troll until the skill is lvl 3-4.
Another utility purpose for this ability could be if Itztli finds itself immobilized due to all its pygmies being dead, it can take over an enemy/neutral/friendly creep which might happen to be nearby.
Playing even further with the idear, it could also be used for more advanced jungle farming with letting 1 pygmy tank and die quickly, just to then take control of a neutral creep to replace the dead pygmy.
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