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Res the Pactum Guardian is a melee intelligence hero who serves as a hard support. Using his vast intelligence and a combination of interesting skills, he can keep his team's carry in-lane whilst harrassing enemies out-of-lane.
Bio
Res, the Pactum Guardian The Pactum is not abandoned!
Role: Lane Support/Disabler/Initiator/Durable/Escape
Lore:
Many millions of years ago, the Radiant and the Dire made a pact. It was a statement of peace, saying they would not take up arms against each other. It was calles simply, the Pactum. On this day the gods forged the halberd "Illuminator" of purest crystal to light the path of peace for all eternity. The spirit, Res, is the embodiment of the weapon, tasked to wield Illuminator and protect the Pactum through whatever means possible. He lay dormant for many millennia, until he was awoken by the sounds of renewed warfare. "Illuminator" in hand, he now plans to put an end to the conflict once and for all.
Primary Attribute: Intelligence
Base Strength: 20 + 2.1
Base Agility: 11 + 1.2
Base Intelligence: 25 + 3
Base Health: 530
Base Mana Pool: 325
Base Damage: 55-65
Base Armor: 5.3 + 1.6 from agility
Movement Speed: 280
Sight Range: 1800/800
Attack Range: 128(melee)
Attack Duration: 0.73 + 1.05
Abilities
[Q]Lock and Key
Ability: Point Target Affects: Enemies Description: The Pactum Guardian jails all enemy units in a certain area, stunning ans silencing them for a time. Range: 550 Radius: 450/500/550/600 Stun Duration: 0.5/1/1.5/2 Silence Duration: 4 Cooldown: 50/42/34/26 Mana Cost: 100/130/160/190
[W]Endowed Power
Ability: Passive Affects: Allies Description: The Pactum Guardian draws power from his halberd, releasing an aura which increases the effectiveness of nearby allied heroes. Radius: 800 Additional Base Damage: 0%/10%/20%/40% Additional Armor: 2/4/6/8 HP regeneration: 1.5
[E]Wartime Measures
Ability: Auto-cast Affects: Enemies Damage: Physical Description: The Pactum Guardian resorts to throwing short knives at the cost of some of his own health. Range: 525/550/575/600 Damage: 45/70/95/120 Attack Speed: 1.43 Missile Speed: 1500 Cooldown: 0 Health Cost: 14/16/18/20
[D]Blood of the Protector
Ability: Passive Affects: Self Description: The Pactum Guardian is simply the embodiment of his halberd, Illuminator. He draws regenerative power from its crystal haft, restoring health and mana. HP regeneration: 1/2/4/8 Mana Regeneration: 0.5/1/2/4
[F]Illuminate
Ability: Point Target Affects: All Units Description: The Pactum Guardian channels the light of his crystal halberd to a certain area, granting temporary vision of the area to all allies and dealing periodic damage to enemies. Radius: 500/575/650/725 Damage per Second: 20/24/28/32 Duration: 15 Cooldown: 60 Mana Cost: 150/170/190/210
Ultimate: [R]Keeper of the Peace
Ability: No target Affects: All units Description: In order to maintain the Pactum, The Pactum Guardian slows and stuns all heroes but himdelf. Ally Movement Slow: 10%/13%/16%/19%/22% Enemy Movement Slow: 15%/19%/23%/27%/31% Global Slow Duration: 1.5/2/3/5/9 Global Stun Duration: 1 Cooldown: 170/150/130/110/90 Mana Cost: 250/325/400/475/550
Extra Flavor
Please tell me what you think in the comments below. Suggestions and criticisms are welcome.
Just to clear up some stuff before the question come rolling in, yes, he has six abilites. He's like Shadow Fiend or Rubick minus the spellsteal. And another thing, his ultimate can be levelled five times. I didn't have to do it this way but it made things easier with the six abilities, since the totals add up to the full 25 ability points, rather than having only two points left over for upgrading stats.
It seems good! Maybe you should add some kind of damaging ability? As a support it's not really necessary, but if he was on his own for awhile it definitely would be handy! Also, he has a lot of skills. because of this he would probably have a hard time leveling up. (if each ability has 4 upgrades plus three for ulti, he would need to be level 23 in order to have maxed out all skills, which might put him at a bit of a disadvantage, as all other heroes will have maxed skills before him). I might be looking at this the wrong way, so if you could tell me if I've got anything wrong that would be handy. Other than this, great job!
It seems good! Maybe you should add some kind of damaging ability? As a support it's not really necessary, but if he was on his own for awhile it definitely would be handy! Also, he has a lot of skills. because of this he would probably have a hard time leveling up. (if each ability has 4 upgrades plus three for ulti, he would need to be level 23 in order to have maxed out all skills, which might put him at a bit of a disadvantage, as all other heroes will have maxed skills before him). I might be looking at this the wrong way, so if you could tell me if I've got anything wrong that would be handy. Other than this, great job!
His "Illuminate" skill can do damage over time to enemies (up to 480). He also does some pretty hefty damage with his regular melee attack, and, if alone, could do fairly okay 1v1 or 1v2 due to his numerous stuns and silences. The thing with levelling is true, about how it would be hard for him to level all skills, but he is a hard support. Hard supports aren't supposed to be easy since they can't farm well. If the carry in his lane does his/her job well, though, Res will do just fine. The variety of abilities forces him to pick and choose what he wants to level, making for a variety of different scenarios (no game will ever be alike). If he finds himself in a position where he needs to fight? Level up "Wartime Measures" and "Blood of the Protector." If he's laning with Axe? Level up "Lock and Key" and "Endowed Power." I hope this clears it up a bit.
Certainly interesting but.....In what situation would that ultimate be useful? A global stun on just enemies is awesome, but allies too? I'm probably missing something obvious here, but please point it out to me o_O.
Certainly interesting but.....In what situation would that ultimate be useful? A global stun on just enemies is awesome, but allies too? I'm probably missing something obvious here, but please point it out to me o_O.
First of all, it doesn't do anything to yourself, meaning that while everyone is slowed and stunned you can move about freely. Second of all, you will notice that it slows allies less than it slows enemies, meaning that allies will still have the upper hand in a teamfight. It's mostly all about who has the advantage, and with this ulti, you have the greatest advantage since you aren't hindered (and can basically spam right-click or "Wartime Measures" to possibly get a hero kill), and your allies have an advantage as well since they'll still move faster. The aim of this skill is to put you on top in terms of freedom of mobility. It can be used as an escape for you or you're allies or as an initiator for a teamfight, giving your team that extra advantage going in.
Again with the stun. it doesn't affect yourself, giving you one second to do as you wish with no one to say otherwise. As with the slow, you can spam right-click or "Wartime Measures." Another situation where this is useful is this; In the event that an enemy has really low health, use your ulti to stun everyone, and kill the enemy hero with no chance of a killsteal.
Wouldn't that ulti open the opportunity for the user to killstesl though? Example, you see your team mate about to get a kill, you use the ulti and steal the kill. etc.
Wouldn't that ulti open the opportunity for the user to killstesl though? Example, you see your team mate about to get a kill, you use the ulti and steal the kill. etc.
Well, if you're a nice person you won't do that. But this would still help you, wouldn't it? You ask what the advantage of the ulti is but it can only help you, not harm you.
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