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Smuggles and Bunkansee, here is my promise on the biggest hero ever, consider this my critiques xD
Anyway, I don't think it is that balanced, so feel free to criticize it for a change (rather than me criticizing everyone). By the way, all images are accounted to the original images creator before I edited them. How he is supposed to look like (tomes and super cool):
Lore:
From the first day Astoria existed, in the first dawn he did not vanish, in the day of the moon break he stood watch. Astoria the Arcana Lord, the father of all arcane, as he was known, had casted Sempiternal Cantrap and disallow himself of dying. Throughout the days of the world Astoria has always existed as a single being every creature must bow, the sole lord of all powers that existed then and no creature dare to stand against him.
Back in the days when magic requires thorough understanding and memories, Astoria laughed and mocked them, for he knew what is better and easier way to cast magic -to force the essence of a very being under his subjection and use it under his control- thus using what the being has known to his knowledge. If a man can cast 1 spell, he can fuse it to his will and make 10 spells out of it, if a man can cast 2, he can break it down and make the very best out of it, if a man can cast 3, he can bring him down and forces a pact of subjection.
Of countless eons he has survived, pleasuring himself in his own powers and the subjects that cannot stand against him. He has been known of making pacts with countless beings, each strong enough to wipe a civilization. Once the time is needed for him to lend their power, he forces the pact upon them, breaking the boundaries of physical world to summon them or their strengths unto him and destroys what he wants. Now that the greatest war is happening, Astoria steps out with boredom and excitement, doing what is a routine for him, but cannot help to think of what power it shall give him.
Statistics:
Faction: The Radiant
Primary Attribute: Intelligence
Attack Type: Range
Roles: Pusher, Nuker, Initiator, Jungler, Disabler
Str: 85 at 25 (23+ 2.6/level) Agi: 60 at 82 (17+ 1.8/level) Int: 104 at 25 (25 + 3.3/level)
Health: 1765 at 25
MP: 1352 at 25
Armor: 13.6 (5 base armor + 8.6) at 25
Movement: 290
Range: 620
Skills:
[D] Essence Pact: Astoria creates a pact with the essence of a target unit, saving it for later use. There can be only two essences pact at the same time, and each last until Astoria dies. Every time he tries to take another essence while he already has 2 or is of the same type, the oldest one is replaced with the new one. The essence is possible to be gained from every unit except normal creeps, and each has unique effect towards his skills. This skill is inbound skill and deal no damage / cause hostility, unusable on magic immune/ancients.
Type: Select Unit
Affect: All units
MP cost: 0
Cooldown: 15 seconds
Spoiler: Click to view
Possible Essence
Beast Essence: Vhoul Assassin, Wolf, Centarus and Wildwings
Demon Essence: Harpy, Ghost, Satyr and Hellbear
Tribe Essence: Kobold, Ogre, Hill Troll and Troll
Hero Essence: All heroes
[F] Essence Swap: Astoria swaps the current active essence with another essence that he has current pact. This skill is an inbound skill and is toggle, showing what essence he currently has as active. Active essences give different effects toward his skills.
Type: Toggle
Affect: Self
MP Cost: 0
Cooldown: 0 second
[Q] Fuse Essence: The Arcana Lord combines two pacts he has to create a spell of his own. Once used, this spell changes to the spell created based on the pacts type combination until the spell is used of after few seconds. Then, the spell returns to Fuse Essence again. The level of this skill affects all spells created.
Beast-Demon
Demonic Roar: With the hunger of a beast and terror of a demon, Astoria blasts a mighty roar that deals damage, silences and disables all units around him
Type: No Target
Affect: Enemy units
Damage: Composite
MP Cost: 105
Cooldown: 20 seconds
Beast-Tribe
Arcane Dash: The cunningness of the tribe and agility of a beast combined by Astoria allows him to dash very quickly with amazing strength. This skill launches Astoria a certain distance in front of him, dealing damage and stunning every unit passed
Type: No Target
Affect: Self, Enemy units
Damage: Physical
MP Cost: 80
Cooldown: 30/22/16/8 seconds
Stun duration: 1 second
Beast-Hero
Primal Strike: Might of a hero and instinct of a beast is combined together by Astoria to deliver a very strong strike. This skill reduces the armor of targeted unit. The armor reduction is applied before damage.
Demon-Tribe
Mental Break: Magical power of the demon and wit of the tribe is capable to outwit and overpower anyone and anything. This skill reduces the magic resistance all units have within radius. No unit can be affected twice by this skill (is a debuff, and cannot apply new one while the old one is still there). This skill also gives additional cost to afflicted units every time the units afflicted tries to cast a spell.
- 12% reduction, 25 HP cost, 30 MP cost
- 20% reduction, 50 HP cost, 40 MP cost
- 28% reduction, 75 HP cost, 50 MP cost
- 35% reduction, 100 HP cost, 60 MP cost
Type: Target Point
Affect: Enemy units
Damage: Magical
Demon-Hero
Ancient Blast: The blessing of a hero and ancient strength of a demon combines to a deadly magical blast of ancient power. Astoria unleashes a blast of great magical power around him to damage and slows all units within large radius after 1-second delay.
Tribe-Hero
Blood Mausoleum: The leadership of the tribe and vigor of a hero combines together; creating a spell that uses one's own vitality to strengthen all allied units in accursed ways. This skill costs your own HP to use and then steals part of enemy heroes damage, which then increases all allied units damage nearby by 10% of total damage stolen.
- 300 radius, 20% base damage steal, 6 seconds duration
- 400 radius, 35% base damage steal, 8 seconds duration
- 500 radius, 50% base damage steal, 10 seconds duration
- 600 radius, 65% base damage steal, 12 seconds duration
Type: No Target
Affect: Enemy units, allied units
MP Cost: 100
HP Cost: 15% max HP
Cooldown: 35 seconds
What if this one goes over here?
[W] Pact Promise: Astoria forces the promise when the pact was done; calling the creature he took the essence from. This skill summons a unit based on the currently active pact (not only demon, beast, or tribe, but to the type of unit; satyr hellcaller, dire wolf, etc.) as a friendly unit. The unit is controllable and can use all skills they originally posses (unless if the current pact is of hero essence) There is a limit of 3 units summoned at any given time. Units give normal exp and gold to the killer.
[E] Arcane Breakdown: The Arcana Lord breaks down his pacts to the absolute essence, and upon it summons the power into material world. This skill does different effects and costs differently based on the pact currently active, but shares one thing in common: the spell delay.
Beast Essence: The essence of a beast is speed and might, after the delay and upon releasing it allows Astoria to jump high, dashing down with a beast' might to the targeted point and back to original place. Units hit by this skill will be stunned and receive damage. It is possible to use other skills while jumping
Demon Essence: With accursed power of a demon as his essence, Astoria summons extremely strong ancient magic that will come to his position after the delay, dealing tremendous damage to the first enemy unit it hits. However, this skill costs his HP, though it is not possible for him to die from this skill.
- 180 damage, 15% max HP
- 270 damage, 12% max HP
- 360 damage, 9% max HP
- 450 damage, 6% max HP
Tribe Essence: A company of tribal kins is the essence of a tribe, and Astoria uses it to his advantage. This skill creates a 300 points radius ring from the original cast point that will pull all units within search range to the ring, dealing damage based on their max HP.
- 180 search range, 11% max HP
- 210 search range, 14% max HP
- 240 search range, 17% max HP
- 270 search range, 20% max HP
Heroic Essence: True worth of a hero is seen by how he grows stronger and stronger, Astoria takes the essence of that power and unleashes it to material world. After the delay, this skill will leave an orb of radiating power on the original cast point and will charges up over the second; increasing its damage by charging it. The spell can be discharged manually by pressing this skill again (the spell will not change until it is discharged), or automatically discharged once the maximum duration is reached. This orb then discharges to the direction it is facing and damage the first unit.
- 60 base damage, 1 seconds max charge
- 80 base damage, 1.5 seconds max charge
- 100 base damage, 2 seconds max charge
- 120 base damage, 2.5 seconds max charge
[R] Total Recall: The Arcana Lord recalls upon his past pacts, changing his current pact to a pact that was made before current pacts (change one out of two pacts, replaces the oldest one). In doing so, all original spells are refreshed and returned (Fuse Essence, Pact Promise and Essence Breakdown.) Starting level 2 of this skill, the cooldown is replaced with charges that are refreshed differently. The other skills aside from the three skills still have normal cooldown.
I think you should swap [Q] with [R]. Q is a lot more powerful.
Sorry, but it seems like you misunderstood how [R] works. The Total Recall shifts one essence to the last essence before it, opening up new possibility on the skill combo, while refreshing all his three original skills, and at level 3 it can be done twice. This means, if done properly, the effectivity of each skill increases three-fold and create a possibility of infinite (well, not exactly) combination, similar to Invoke. Without the ultimate skill, this hero is just a wide arsenal with a single small gate. I mean, it is possible to have [W] [E] build with this hero for pushing/nuking purpose (lane dominance), but there is no way that skipping his ultimate skill is better.
im already seeing how he would combo and play in game, he is like a mix of invoker doom and maybe a smidge of beastmaster? (only cause you know .... beasties )
his gameplay will be similar to invoker with setting your pacts up for a combo but having the previous pact also set up so he requires a lot of forethought before engaging which i like and he can be slotted into many roles most pos 3 and above since i dont think he would support :/ haha but he could be built as a pusher if need so maybe a clutch strat with him as pos 3 but i see him fitting best into a pos 2 safe lane solo or a Mid on radiant side.
with some of his skills i feel he would be limited by the pacts that are available? but if i see it right you could at level 16 if you have got a pact with on of each over the past 6 pacts you would have full use of all you abilities?
though are pacts used up when fused? does he have to go back and grab more pacts to fuse again?
Sorry, but it seems like you misunderstood how [R] works. The Total Recall shifts one essence to the last essence before it, opening up new possibility on the skill combo, while refreshing all his three original skills, and at level 3 it can be done twice. This means, if done properly, the effectivity of each skill increases three-fold and create a possibility of infinite (well, not exactly) combination, similar to Invoke. Without the ultimate skill, this hero is just a wide arsenal with a single small gate. I mean, it is possible to have [W] [E] build with this hero for pushing/nuking purpose (lane dominance), but there is no way that skipping his ultimate skill is better.
I can't even... begin... to know what you're talking about...
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