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Active:Remove yourself and a target to another plane for up to 8 seconds, while removed both the caster and target cannot effect or be
effected by the game, they can effect each other, should either of the two die the effect will end immediately. The effect lasts for half as long if
cast on an allied hero and it grants +30 attack speed and +10 movement speed to the caster while removed.
Cooldown:45seconds
Description
Imagine two heroes locked onto another plane, the map looks the same except it has a blue tint kinda
like being stuck in a large chronosphere and you can see what everyone else is doing, you can still move
and do anything you could in the primary realm except you are unable to effect anyone outside that
plane, if used on an allied hero it can be used to escape, as players cannot see or interact with
targets in the second plane, if a player in the second plane moves from a tier 1 tower to a tier 2 tower
when the effect ends they will be where they moved to and not where they where removed, if the target of
the removal is an enemy hero and the enemy hero kills the caster the effect will end immediately and the
hero will return to the primary plane and vice versa, both players have true sight in the second plane.
Changelog:Reduced removal duration to 8 seconds on enemy heroes and half on allied heroes. :::::::::::::::While removed the item grants +30 attack speed and +10 movement speed to the caster.
Passive:gain 15 life and mana when any visible hero casts a spell in a 1200 radius.
Active:Become immune to debuffs for 4 seconds, but all magical damage against you becomes pure damage.
Cooldown:30seconds
Description The active effect does not make you magic immune only immune to most debuffs like, stuns,silence,slows
or damage over time effects, but only if the damage over time effect is not already on the hero at the
time of activation, the hero will still take all forms of magical damage.
Changelog:While under the effect of the active all magical damage taken becomes pure damage.
3.
Ancient Defender
Description: A powerful tower capable of absorbing large amounts of punishment. the tower is designed as a quick post for defence. The Ancient Defender was masterfully crafted to be heavily fortified but lacks all forms of offence, the tower was imbued with magic that forcefully draws its enemies to attack it (Does not work on heroes).
Description:Upon creation of the item the Iron Knight will automatically be summoned at the casters side, it can be controlled but can not be resummoned in anyway other than Lifeless. The Iron Knights appearance is that of the combination of all its item parts except for some default Chainmail Greaves.
Stats Life1500 Mana500 Armor15+2 Damage98-100+18 Attack speed1(+ Gloves of Haste) Magic resist15% Life regen3hp Movement speed300+50 Aura:+5all stats+3armor
Heavy Blowdeals 150 damage and stuns the target for 2 seconds.
Range:350
Manacost:75
Cooldown:15seconds
Nobel Blood
Passive:Iron Knights attacks have a 25% chance to deal 40 additional damage and restore 3% life and 2% mana to himself.
Pursuit
Passive:The Iron knight gains movement speed for every second in pursuit of an enemy, the buff is removed upon reaching the target, gains 10% move speed per second. Active: The Iron Knight pursues the caster gaining movement speed until it reaches the caster.
Lifeless
Active:the Iron Knight is not a living creature but one of magic, upon death the knight will simply dismantle, until reactivated at which time it will invoke a 30 second summoning to be revivied.
it seems way to powerful. and i cant imagine how it should fit in the game :D with Io who is never alone it would be a musthave in my opinion. Add a break if tp is used like for ghost scepter
Think it would be more balanced with a higher cost, say a 1k recipe or something, i think its a luxary item for supports for sure and would be more suited to solo gankers like bounty hunter or maybe pudge.
Personally, I like both items. However, for the Twilight Staff, you don't have it give +30 attack speed from the Shadow Amulet. IDK if that was intentional or not, but I figured I'd point it out. As for the active effect, I like how it takes after both the ghost scepter's and the shadow amulet's actives and merges them together. It's definitely too long, though, I think 5 or 6 seconds would be much fairer. Perhaps the cooldown could be increased as well, since it basically is a free 'get out of gank free' item unless the enemy team ganks you twice in less than 40 seconds.
As for Balance, I really like the item, though I don't understand the active portion. From what I understand, when you activate it you can't get any debuffs while it's on. If that's the case, I feel like this is a very nutty item as it would cause each team's supports to be able to cast all their spells in a fight without getting stunlocked, but it would also make each team's spells uneffective for that exact same reason. It's a good item, but I think the cooldown should be increased a bit, as it is also a free 'get out of gank' item (you can TP out with no fear of being stunned while it's on).
And finally, I love how you built both of these with items that only have one build path.
Thanks for replying, i understand how the first item would be very powerful especially to avoid ganks, i think i will make some changes and the second item still causes spells to deal full damage i think i know a way to make them both more balanced
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