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Radiant Strength "This stronghold shall not fall!"
Base health
: 625
Base mana
: 234
Base damage
: 48
Base armor
: 2
Movement speed
: 300
Attacks per second
: 0.66
Base attack time
: 1.7
Range
: Melee
Vision range
: 1800/800
Strength
: 76.2 (21 +2.3)
Agility
: 46.6 (13 +1.4)
Intelligence
: 70.8 (18 +2.2)
Lore: Though named after a figure of fame and power long past, Arthur was but a boy with humble backgrounds. Born in a poor village, his father sent him away in the hands of a knight, so that he may train to become one. Determined to bring honor to his name, he worked diligently, mastering techniques both physical and arcane in nature set before him by his teacher. Talent shone within the boy, even more so after he picked up a shield. Arthur was rather drawn by the weapon, and he started training in secret, mastering the art of shield-bearing through trial and error, discovering his own hidden potential in doing so.
As a young man, he had already become a full-fledged knight, fighting in battles and serving his Kingdom. It is here that Arthur made a name for himself. With a strong shield and an even stronger spirit, Arthur never retreats and will stand up where most back down. The tides of war were often turned by his unbelievable exploits, earning himself a good reputation with both his allies and his enemies. The King of the land had heard of his achievements, and invited Arthur to his palace, appointing Arthur as the King's Guardian, charged with keeping the peace within the walls of his castle. Though Arthur was relieved of his service in the King's Army, Arthur selflessly volunteers to aid the front lines whenever it requires assistance, in the endless battle for his country and his King.
Q: Guardian's Shield
Type: Target-Point
Affects: Self
Damage: Magical
The King's Guardian widens his shield and roots it into the ground, rendering himself immobile and unable to attack for a short duration. During this period, his shield acts as an impassable barrier to enemies and completely stops and nullifies attacks and attack projectiles that are dealt from the front. At the end of the duration or when activated, the King's Guardian pushes the shield forward, damaging and stunning enemies in an area.
- 200 cast range
- 400 shield length
- 3/4/5/6 second duration
- 300 shield push range
- 400 shield radius
- 40/80/120/160 damage
- 1/1.4/1.8/2.2 second stun
- 80/90/100/110 mana cost
- 20 second cooldown
The King's Guardian will not hesitate to take the brunt of the blow for his allies.
Notes:
The target-point casting makes it easier to determine the direction the shield faces.
Does not block spells.
Orb effects are not applied when attacking the King's Guardian from the front.
The shield push destroys trees in the area.
W: Barrier Seal
Type: No Target
Affects: Self
Damage: Magical
The King's Guardian creates a magical barrier around allied heroes in an area around him. When affected allies take magical damage, some of the damage is absorbed by the barrier. Ultimate Defense will apply to affected allies while the King's Guardian is within range of them.
- 350/400/450 cast radius
- 50% magic damage absorbed
- 100/200/300/400 magic damage threshold
- 10/12/14/16 second maximum duration
- 150 mana cost
- 50 second cooldown
The only thing stronger than his shield is his spirit.
E: Royal Retribution
Type: No Target
Affects: Enemies
Damage: Magical
CHANNELING - Charges a powerful blast for a maximum of 3 seconds, then releases it, blinding enemies in an area and dealing damage to them depending on how long he channeled the blast.
- 400 cone length (200-400 cone width)
- 2/3/4/5 second blind
- 40/55/70/85 damage per second channeled
- 100 mana cost
- 25/22/19/16 second cooldown
It is in a knight's oath to smite all who oppose the King.
Notes:
R: Ultimate Defense
Type: Passive
Affects: Self
The King's Guardian passively gains damage reduction from all sources. When his health reaches below half, the damage reduction is removed.
- 10/15/20% damage reduction
Aghanim's Scepter Upgrade
Damage reduction is not removed when the King's Guardian is below half health.
Arthur's defensive prowess is unmatched.
Notes:
I was thinking of a hero that can provide protection for his teammates in a unique way whilst remaining a threat to enemies, and I believe it came out quite nicely. Please leave feedback on this idea :)
Yes, he can carry useful aura items like Mekansm or Vladmir's Offering, as well as a pipe to add another layer of protection against magic damage. A Force Staff or Blink Dagger can be acquired for setting up your shield in the front lines while the battle rages.
Really cool hero! I can just think of some wicked team fights with this guy and bristleback. :P Also to make him a little bit more balenced, I would nerf the movement speed. 315 just seems too much for a hero that needs to be in good positioning. Maybe also buff the royal retribution skill. It seems a little underpwered as is. Maybe have it like increase the armour of allies caught inside and decrease the armour of enemies? I dunno, it's just that a 3 second channel time is way to long for an underwhelming 260 damage. But nevertheless, I like the hero idea! Keep up the good work! :D
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Really cool hero! I can just think of some wicked team fights with this guy and bristleback. :P Also to make him a little bit more balenced, I would nerf the movement speed. 315 just seems too much for a hero that needs to be in good positioning. Maybe also buff the royal retribution skill. It seems a little underpwered as is. Maybe have it like increase the armour of allies caught inside and decrease the armour of enemies? I dunno, it's just that a 3 second channel time is way to long for an underwhelming 260 damage. But nevertheless, I like the hero idea! Keep up the good work! :D
I agree with you on the movement speed issue, will nerf it to 300.
Well, the point of Royal Retribution isn't the damage, it is the blind. Though the damage is low, you can save your teammates in some situations by activating the skill right after you start channelling to instantly blind the enemies so that they can't attack anything. Hence, you don't need the skill to give an armor buff to allies or armor decay to enemies, because they will already by crippled by the blind. Take the damage as a little bonus. The channelling time is only to keep the skill balanced, because a 100% miss chance for 5 seconds and 260 damage at level 4 is actually really good.
my suggestion,make the first skill's shield length big enough to block the passage of the lane.i can see some very intresting plays with that.
I'm not going to do that, the reason being that it would make it too difficult for the enemy to counter. As Puck always says, "Turnabout is fair play".
You can still juke into trees and shield up though. Unless they can cut trees, they can't hit you haha
great idae first balanced hero I see you posting. Still have cirticism in the pocket ^^ .
First Spell : an active component to throw the shield before duration ends can be interesting because it gets you immune to physical damage but when you don't move it's not physical you gotta take care of and 6 sec of immobility is just so easy for pudge mirana lina ember spirit ....
great idae first balanced hero I see you posting. Still have cirticism in the pocket ^^ .
First Spell : an active component to throw the shield before duration ends can be interesting because it gets you immune to physical damage but when you don't move it's not physical you gotta take care of and 6 sec of immobility is just so easy for pudge mirana lina ember spirit ....
If you focus on making a hero that is balanced, it might come out stale and boring. But if I make it unique, sure its gonna be imbalanced, but it will be new and fresh. And I'd rather have that new and fresh first, then the balancing comes later :D
For your comment, remember that you have a skill that blocks magic damage, and another skill that gives you damage resistance. I'm sure you can handle all that. Besides, the damage you take is the damage your allies don't take.
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