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I don't know if you think like I do, nor if you will like this hero like I do. However, I personally think that this is my most interesting hero idea that I have posted in this site. This hero is a carry that is made up of 12 units, by 12 units I don't mean it like Meepo, it is more like that this hero has an inbound skill that count the units, making up one individual hero that is created from 12 units. Explaining it is hard, so just read the hero thoroughly, or you won't understand. Don't hesitate to ask if you have anything you don't understand.
Statistics
Faction: The Radiant
Primary Attribute: Agility
Attack Type: Range
Roles: Carry, Durable, Escape
Str: 82 at 25 (22 + 2.5/level) Agi: 96 at 25 (24 + 3.0/level) Int: 57 at 25 (14 + 1.8/level)
Starting Damage: 45
Health: 1708 at 25
MP: 741 at 25
Armor: 18 (4.3 base armor + 13.7) at 25
Movement: 310
Range: 525
Lore
In a distant world, much different from the World where the War reigns, there existed different technology and strategy upon wars. That world is a peculiar world indeed, relying on gunpowder and wits of the leaders to create formations to win the wars. The Redwings is the nickname of the best Infantry Squad of such world.
The Redwings were just back from the second great war of their world, victorious. Successful and joyful, The Redwings returned to the base. However, something peculiar happened, something that they did not fully understand. A wormhole appeared, and at its wake, taking The Redwings to the World.
As soon as they arrived to the new world, the inhabitants of the plane attacked them. Unaware, the Infantry Squad quickly realizes one thing: This is warfare. The unawareness changes rapidly to excitement. They didn't understand the first thing about this World, however, in warfare, they are at home.
Be careful, o' enemies of the Redwings.
Be careful to the ones who move as one
Be careful to those of other world
Be careful to Redwings, The Infantry Squad
Skills
[] Infantry Squad: The Redwings is a squad that consists of 12 personnel, which moves and acts as an individual. This hero starts with 1.55 BAT (1.55 seconds interval), but increases with each personnel lost by 0.15 BAT (if there consists only 4 personnel in the troop, the BAT is 1.7). Loses 1 personnel every 7% HP lost. In the squad, there is 1 leader that dictates how this hero moves. Replenish units instantly when the HP is above the threshold. This skill is inbound skill doesn't need to be leveled (like Stone Remnant)
[Q] Formation: The Redwings goes into their formation that becomes the reason for their consecutive winnings. With every unit protecting the others, they greatly increase their defensive capabilities. When this skill is used, they become immobile (but are capable to attack and use item / cast magic) until this skill is used again. This skill grants The Redwings increased damage reduction from all source based on the number of their units. The cast time for both installment and un-installment reduces by 0.1 second every unit lost.
- 2% damage reduction / unit
- 3% damage reduction / unit
- 4% damage reduction / unit
- 5% damage reduction / unit
Type: No Target
Affect: Self
Casting Time: 1.1 second (-0.1 * units lost)
MP Cost: 30
Cool Down: 10 seconds
Formation increases the efficiency of a squad by hundred-folds
[] [Morale and Valor: The Redwings are created from the best soldiers in the world, they are capable to show the greatest Morale and Valor ordinary soldiers cannot even fathom. This skill puts 2 counters on The Redwings, one is Morale and the other is Valor. Morale increases the damage and attack speed with every unit existing, while Valor increases armor and HP regen with every unit lost
- 1.75 damage and 1% attack speed, 0.2 armor and 0.4 HP regen
- 2.5 damage and 1.5% attack speed, 0.5 armor and 0.55 HP regen
- 3.25 damage and 2% attack speed, 0.8 armor and 0.7 HP regen
- 4 damage and 2.5% attack speed, 1 armor and 0.85 HP regen
Type: Passive
Affect: Self
The best soldiers make the best squads
[E] Detachment Group: The Redwings detach 4 units as a different group that charges to a target point (1200 range) with increased movement speed, then immediately get into Formation of the level after they reach the targeted point. If Formation hasn't been learned, the group will still stay immobile at the location and cannot attack for 0.7 second. This group will attack every unit within their attack range automatically (can be chosen manually as well) while they are charging or when they have gone into formation. This group will have part of max HP and total damage; however, they will have full armor and item effects (with part of bonus damage). They will also have Infantry Squad and Morale and Valor as their skill.
- 40% bonus movement speed, 30% max HP and total damage
- 55% bonus movement speed, 35% max HP and total damage
- 70% bonus movement speed, 40% max HP and total damage
- 85% bonus movement speed, 45% max HP and total damage
Type: Target point
Affect: Self
MP Cost: 150/140/130/120
Units Cost: 4 units
HP Cost: 33% max HP reduced
Cool down: 20/18/16/14 seconds
Sometimes, dividing the squad is a wiser thing to do
[D] Attach: Attaches detached group back to the original squad, restoring the original squad's max HP cap and the HP as much as the current HP of the detached group. After 40 seconds or if original unit moves 2500 range away from detached group, this skill is automatically used (moving back with same speed as Detachment Group level, but doesn't attack anything)
Type: Target unit (Detached Group)
Affect: Self
[F] Elect Leader: Elect one unit in detached group as the leader, being the actual hero of Infantry Squad. Using this skill instantly shift the control into that detached group and gives the all Infantry Squad's skills as available skill.
Type: Target unit (Detached Group)
Affect: Self
[R] Fire!: Organizes all units to shoot at one target, dealing part of attack damage per unit. If The Redwings is not in Formation, they have 0.1 seconds interval for each hit. If the target goes outside of attack range / goes invisible, the attacks stop. In this interval, The Redwings cannot attack. If The Redwings is in Formation, all units attack almost instantly after 0.4 seconds cast time. If the target is in range of detached groups attack range, they also attack the target in 0.3 seconds.
I like this hero, I feel that he is pretty balanced, and takes knowledge of the game to play, with a skill cap that is up there with some of the top (less than Invoker and Meepo though).
One question though, I am not 100% sure on how the ult works. Is it, instead of clicking a hero for 100% damage, you are hitting them 12 times at 60% damage? And is that at a 0.1 second interval between attacks?
Thank you mastadoom :)
Yes, to put it simply it's sorta like that. However, it's not always a fixed 12 times, it is based on the number of units existing. If there are only 4 units, it only hits 4 times. Also, it is indeed 0.1 second interval between attack, but is also probable to use the ult under Formation, and release all the number of units*damage as 1 almost-instant damage after 0.4 second cast time (like Dark Pact)
Nice to see you again Yzreel, this is one of my favorite hero concepts you've made so far, all the way up there with Askeladd I just have a few questions/concerns.
For Formation, since you get 5% damage reduction from all sources at level 4 then once you get a Hood of Defiance you basically have 100% magic resistance if you have 11-12 redwings remaining (Base Resistance 25% + 5(# of redwings remaining)% + Hood of Defiance 30% = 100+%) as well as a **** ton of physical resistance from that ability plus his natural armor increase from his fairly large agility gain. That seems like he would be extremely tanky, It would probably take a whole team with a Veil of Discord, Desolator, and maybe an Assault Cuirass to kill him. I guess it is nerfed by the requirement of them losing mobility but still seems a bit much. Let me know if I am wrong but that is how I read it. Also can stuns break the formation?
Morale and Valor sounds like an interesting ability. To me it sounds like Berserker's Blood on steroids but is fairly balanced by the loss of BAT for every unit that has died.
Detachment Group again plays on the same idea as Morale and Valor, by splitting up the squad you gain movement speed, hp, and total damage at the cost of resistance from formation, total hp, and BAT is an interesting idea. Reminds me a lot of Huskar.
Is attach and elect leader a sub ability of detachment group? If so can you only have one detached group at a time?
These are all my questions and concerns with the Redwings. mastadoom addressed my question about the ultimate. Thank you so much for your time and keep doing what you're doing.
Hi BK, thanks for the praise and comment! Nice to see you again :)
About the hero, you might well notice that Formation is practically his core ability, it can break a team fight or wins it. Things to note aboit this skill is that damage reduction stacks diminishingly, and damage reduction from this skill doesn't work by increasing other reduction, but instead reduce the actual damage received.
Say he receives magic damage with 25% base resistance and 12 units. The damage he takes will be (75% * actual damage)*40% = 30% damage, not 100%-25%-60% which is 15%, same goes for armor
Other thing to note is that it requires 1.1 seconds cast time at most. You cannot be disabled out of Formation, but you can be cancelled casting by stun/mini-stun/silence. It is best used pre-fight and lure enemy to you, but if goes wrong 1.1 seconds uninstallment time is pretty punishing (compared to Spell shield which gives 50% magic resistance passively)
As of Morale and Valor, it is important to note that you potentially lose damage and attack speed other than BAT by each unit lost (from every Morale counter gone. If put it another way, you gain bonus from having high or low HP, but most DPS while high HP and most durability while low.
Detachment Group doesn't increase movement speed of the original unit, it only gives bonus speed while charging to determined location (for usage of chasing and escape.) You can have up to 2 detached group, but it's not always good considering how it leaves you with 33% max HP and 4 units to benefit from formation, as well as from morale and valor. Both Attach and Elect Leader are sub-par abilities in sense that it is active by using Detachment Group, but are both target unit and is not fixed to one group, providing nore variety of gameplay.
That's the best I can do to explain I think, thanks again BK! See you in the battlefield! (Or Dota 2, I don't play Battlefield)
Thanks for the clarification Yzreel, that makes a lot more sense now.
See you on the battlefield (I came up with that because I had no idea how to end my threads in the best way so I thought this one might work, and I do play battlefield :P)
it looks really awesome since i play Meepo a lot, im damn excited about this hero getting real
Thank you! Oh, trust me bro, I would be much more excited than you IF this hero actually comes real (unlikely though, let's just be happy with the upcoming techies as of now...)
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http://www.dotafire.com/dota-2/guide/rock-and-roll-9867
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http://www.dotafire.com/dota-2/guide/mysteries-of-the-assassin-8116
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http://www.dotafire.com/dota-2/guide/cold-as-your-heart-8079
Earthshaker:
http://www.dotafire.com/dota-2/guide/the-earth-trembles-8212
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