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Q: Evolve
Type: Toggle
Affects: Self
Evolves into 1 of 3 different forms, the Behemoth, Raptor or Septic, each with a different primary attribute (strength, agility and intelligence respectively). Each form receives a passive skill and gets a bonus to its primary attribute. While evolving, the Primal Beast loses all bonuses from his previous form and is unable to attack or use any skills, but can still move. The Primal Beast starts out in Raptor form.
- 0.5 second evolution time
- +3/6/9/12 primary stat bonus
- 20/10/5/3 second cooldown
Behemoth
+0.5% health regeneration
Raptor
+40 movement speed
Septic
+372 attack range (500 attack range total)
Q (Q): Evolve
Enables the Primal Beast to transform into a Behemoth, Raptor or Septic when in the Raptor, Septic and Behemoth form, respectively.
Q (W): Evolve
Enables the Primal Beast to transform into a Behemoth, Raptor or Septic when in the Septic, Behemoth or Raptor form, respectively.
Notes
W: Inherent Traits
Unlocks the Primal Beast's inner power. This skill varies between forms.
Behemoth
Behemoth Build
- +150/200/250/300 health
- After reaching a 20% health threshold, the Primal Beast gets +10/20/30/40 damage and +4/6/8/10 health regeneration until he has more than 20% health.
Raptor
Raptor Reflexes
- +10/20/30/40 attack speed
- Gives a 20/30/40/50% chance on attack to deal an additional 10/25/40/55 damage and take 1 second off the cooldown of Predatory Advance.
Septic
Septic Saliva
- 8/10/12/14 DoT on attack for 2.5 seconds
- Each attack refreshes the DoT stack, and when 5/4/3/2 stacks have been accumulated, the target will take 80/100/120/140 damage.
Zerus's genetic advantage becomes increasingly apparent in battle.
Notes:
E: Predatory Advance
The Primal Beast enters the battle with a different method for each form, each sharing the same cooldown.
Behemoth
Predatory Charge
Type: Target-Point
Affects: Enemies
Damage: Magical
Charges towards the target direction, dealing damage and stunning enemies in its way.
- 700 range
- 60/110/160/210 damage
- 1/1.3/1.6/1.9 second stun
- 90 mana cost
- 20/17/14/11 second cooldown
Raptor
Predatory Leap
Type: Target-Unit
Affects: Enemies and Self
Leaps towards the target enemy, dealing damage and increasing his own movement and attack speed.
- 700 range
- +15/20/25/30% movement speed and 30/40/50/60 attack speed for 4 seconds
- 90 mana cost
- 20/17/14/11 second cooldown
Septic
Predatory Excavation
Type: Target-Point
Affects: Enemies
Damage: Magical
Burrows to the target location, being invisible while doing so. When the Primal Beast resurfaces, he launches blasts of strong acid at random nearby enemies.
- 700 range
- 3/4/5/6 acid blasts in a 500 radius
- 25/35/45/55 damage per second
- 20% slow for 4 seconds
- 90 mana cost
- 20/17/14/11 second cooldown
As an advanced predator, Zerus has many ways of closing the gap between him and his prey.
Notes:
Predatory Charge destroys trees.
Predatory Excavation does not destroy trees.
R: Evolution Attack
This skill changes depending on the Primal Beast's form. Unlike his other skills, the different abilities for each form shares no cooldown.
Behemoth
E: Massive Slam
Type: No Target
Affects: Enemies
Damage: Physical
The Primal Beast rears up and slams the ground, stunning and damaging nearby enemies.
- 400 AoE
- 150/180/210 damage
- 3 second stun
- 90 mana cost
- 60 second cooldown
Raptor
E: Incapacitating Claws
Type: Target-Unit
Affects: Enemies
The Primal Beast slashes at the target enemy's weak points, dealing damage, disarming and purging positive buffs.
- 200 range
- 150/180/210 damage
- 3/4/5 second disarm and purge duration
- 90 mana cost
- 60 second cooldown
Spitter
E: Acid Bomb
Type: Target-Point
Affects: Enemies
Damage: Magical
Spews acid onto enemies in an area that deals heavy DoT and slows.
- 700 range
- 500 AoE
- 20% slow for 4 seconds
- 40/55/70 damage per second
- 90 mana cost
- 60 second cooldown
The adaptations of the Primal Beast prove strong in the hunt as well as in combat
Notes:
The purge on Incapacitating Claws will slow the target.
The projectile for Acid Bomb travels at 500 speed.
This hero is based on the Primal Zerg in SC2: HotS, and the way it adapts to survive and kill. It's really, really hard to balance, so there might be a few glitches in there that I have not fixed yet. Please leave some feedback on this idea :)
a few mechanic issues like the primary attribute? will the amount change as well?
say
str:40
agl:60 (primary)
itel:40
when u assimilate does your primary attribute amount swap? or will it just accrue the +6? but stay the same as it was before the swap?
also i love the idea of the three forms, its like brewmasters ulti in a way. i think the only thing i don't know about is the neutral creep thing i mean i know there all over the map but if i had to find one to change that would limit my usefulness since if i wanted to get the full potential out of the hero i would have to be near or within range of neutral creeps?...
or can you just target an enemy hero and use their primary attribute? the animation would sorta be like lions mana drain make it a 2 sec change as primal beast senses the opponents strengths and adapts to them.
maybe the assimilate should work as a slow of 50% for 2 seconds and at the end of it primal beast is now in a new form?
i love this idea but the versatility of the hero would mean you could change strategy's on the fly... love it
a few mechanic issues like the primary attribute? will the amount change as well?
say
str:40
agl:60 (primary)
itel:40
when u assimilate does your primary attribute amount swap? or will it just accrue the +6? but stay the same as it was before the swap?
also i love the idea of the three forms, its like brewmasters ulti in a way. i think the only thing i don't know about is the neutral creep thing i mean i know there all over the map but if i had to find one to change that would limit my usefulness since if i wanted to get the full potential out of the hero i would have to be near or within range of neutral creeps?...
or can you just target an enemy hero and use their primary attribute? the animation would sorta be like lions mana drain make it a 2 sec change as primal beast senses the opponents strengths and adapts to them.
maybe the assimilate should work as a slow of 50% for 2 seconds and at the end of it primal beast is now in a new form?
i love this idea but the versatility of the hero would mean you could change strategy's on the fly... love it
When you use Assimilation, it steals some of your target's primary attribute, and when you switch forms, the stolen stats go into the new primary attribute.
I think of animation of Assimilation more like Brain Sap, actually. Like sucking something out of the target, and when you absorb it the short animation of the transformation will start.
The reason why I added the ability to use Assimilation on jungle creeps is simple. Without it, if your opponent has strength and intelligence heroes only, then you cannot go into agility form at all, and your chances of winning may decrease (especially since the agility form MIGHT be the key to winning in the first place). If you can use it on jungle creeps, it will also give the option of changing form without the enemy's notice, so that you can catch them off guard with a different form that they are unprepared for. The downside of using Assimilation on neutrals is that using it on heroes gives you the additional attribute boost, so if you have a choice whether to is it on a hero or a neutral, Assimilate the hero.
I was think that instead of having Assimilate, it could be a toggled ability called 'Evolve' or something, that would work similarly to power treads. (Pressing would cycle through Strength,Agility,Intelligence with no cool-down).
This would make it not so fumbly in team-fights, and stop the need for having to search out creeps in the jungle. The attribute gain from using Assimilate is not really that beneficial, so simply having a skill that can change your form to give you the attribute gain without having to 'Assimilate' someone, like Troll Warlord's first skill. His early game would consist of harassing and last hitting with Septic, using Raptor during ganks for damage, and Behemoth to survive ganks.
Also, instead of him completely metamorphosing into a whole new animal, which could look kinda weird, he should have a default model that adapts to his selected form. So raptor, green spines would grow out of his spine, and his claws would get bigger. Behemoth would make bony reddish brown callouses on his skin, and maybe give him a large horn, and septic would make him thinner with blue glowing areas on his body, making his front limbs drip with green venom.
This is what i had in mind for him as default, before he levels the skill, with none of the above adaptations. Though i understand this picture is quite abstract and unusual so you may not like it...
His ulti could have a few nerfs so on their own they are average-weak spells, but keep separate cool-downs meaning he can do a variety of different things to make up for it. Basically, instead of him getting an ultimate, he gets three more skills. The manacosts might need to be lowered as well.
PS: About Ziklash - I have done some work on him, but I am struggling to find inspiration. The main reason is probably because I keep on getting distracted by other small projects, all the whole trying to learn how to use Unity, and to get better at 3D modelling. I'll keep at it, and should have something presentable to you - eventually D:
I was think that instead of having Assimilate, it could be a toggled ability called 'Evolve' or something, that would work similarly to power treads. (Pressing would cycle through Strength,Agility,Intelligence with no cool-down).
This would make it not so fumbly in team-fights, and stop the need for having to search out creeps in the jungle. The attribute gain from using Assimilate is not really that beneficial, so simply having a skill that can change your form to give you the attribute gain without having to 'Assimilate' someone, like Troll Warlord's first skill. His early game would consist of harassing and last hitting with Septic, using Raptor during ganks for damage, and Behemoth to survive ganks.
Also, instead of him completely metamorphosing into a whole new animal, which could look kinda weird, he should have a default model that adapts to his selected form. So raptor, green spines would grow out of his spine, and his claws would get bigger. Behemoth would make bony reddish brown callouses on his skin, and maybe give him a large horn, and septic would make him thinner with blue glowing areas on his body, making his front limbs drip with green venom.
This is what i had in mind for him as default, before he levels the skill, with none of the above adaptations. Though i understand this picture is quite abstract and unusual so you may not like it...
His ulti could have a few nerfs so on their own they are average-weak spells, but keep separate cool-downs meaning he can do a variety of different things to make up for it. Basically, instead of him getting an ultimate, he gets three more skills. The manacosts might need to be lowered as well.
PS: About Ziklash - I have done some work on him, but I am struggling to find inspiration. The main reason is probably because I keep on getting distracted by other small projects, all the whole trying to learn how to use Unity, and to get better at 3D modelling. I'll keep at it, and should have something presentable to you - eventually D:
I was thinking to make Zerus's evolution ability exactly what you suggested, but then I switched to Assimilation for God-knows-why. I think I will replace Assimilation with Evolve to make him more flexible in dealing with enemies, even without neutral creeps.
Q: Evolve
Type: Toggle
Affects: Self
Evolves into 1 of 3 different forms, the Behemoth, Raptor or Septic, each with a different primary attribute (strength, agility and intelligence respectively). Each form receives a passive skill and gets a bonus to its primary attribute. While evolving, the Primal Beast loses all bonuses from his previous form and is unable to attack or use any skills, but can still move. The Primal Beast starts out in Raptor form.
- 0.5 second evolution time
- +3/6/9/12 primary stat bonus
- 20/10/5/3 second cooldown
Behemoth
+0.5% health regeneration
Raptor
+40 movement speed
Septic
+372 attack range (500 attack range total)
Q (Q): Evolve
Enables the Primal Beast to transform into a Behemoth, Raptor or Septic when in the Raptor, Septic and Behemoth form, respectively.
Q (W): Evolve
Enables the Primal Beast to transform into a Behemoth, Raptor or Septic when in the Septic, Behemoth or Raptor form, respectively.
Notes
Notice that I put a cooldown on this skill. This is because I think excessive cycling really makes the hero a little unrealistic and a little annoying early game. There are 2 subskills in Evolve that will allow you to change into either one of the other forms as well without much hassle.
And of course he won't morph into a whole new animal when evolving, he modifies most of his physical structure, but maintains the whole look of the Primal Beast. Coincidentally, the picture that you sent me is almost what I have in mind for him (except the head, its kinda creepy lol). But I still want him to start out in a pre-existing form (i.e. Raptor).
The damage and mana cost of the ultimate is lowered, while the cooldown is raised by 10 seconds.
Thanks for the feedback :)
P.S Its nice to see a 3D model, though actually a 2D drawing is enough haha
very unbalanced hero with too many skills, ultimate is 3 skills 2nd spell also and only third spell shares cooldown. I saw plenty of effects dealing damage and/or DoTs if you come in one form throw your hate than change form do it again and change form and again it's too much I think. I think the hero should only have 1 skill with an alternate effect depending on the form and maybe his ult could reset evolve's cooldown so that you can still enjoy a reflex and fast cast based hero.
very unbalanced hero with too many skills, ultimate is 3 skills 2nd spell also and only third spell shares cooldown. I saw plenty of effects dealing damage and/or DoTs if you come in one form throw your hate than change form do it again and change form and again it's too much I think. I think the hero should only have 1 skill with an alternate effect depending on the form and maybe his ult could reset evolve's cooldown so that you can still enjoy a reflex and fast cast based hero.
Agreed with your suggestion, but it will take a while to come up with a new ultimate, so you'll have to wait :)
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