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Primary Attribute : Intelligence
Attack Type : Range
Role(s) : Disabler, Support
== Stats Gain ==
STR19 + 1.7/level AGI16 + 1.3/level INT24 + 3.4/level
Health : 511
Mana : 312
Damage : 43 - 54
Range : 500
Armor : 2
Move : 290
Abilities
Psychic Blast
Targeting Method: Unit Allowed Targets: Enemy Unit
damage an enemy mind by sending unstable current of psychic energy to deal minor magic damage, stun and then silence them.
Castrange: 600
Damage: 100 / 125 / 175 / 250
Stun Duration: 1 / 1.5 / 2 / 2.5
Silence Duration: 2 / 2.5 / 3 / 3.5
Manacost: 100 / 110 / 120 / 130 Cooldown: 8 - Silence occur after stun duration finished
Psychic Essence
Targeting Method: N/A Allowed Targets: Self
Passively whenever enemies cast a spell within 1000 radius, she gain cooldown reduction for all of her skills.
Cooldown reduction: 0.5 / 1 / 1.5 / 2
Cooldown Time: 0.5 / 0.4 / 0.3 / 0.2
Deceive Mind
Targeting Method: Unit Allowed Targets: Enemy Unit
interrupt an enemy minds makes their vision deceive their minds. cause enemy range decreased and miss their attack.
Castrange: 1000
Ranged Decreased: 100 / 150 / 250 / 300 Miss chance: 50%
Duration: 4 / 8 / 12 / 16
Manacost: 60 / 80 / 100 / 120 Cooldown: 7 -minimum attack range is 0 if used to melee hero
Dominate
Targeting Method: Unit Allowed Targets: Enemy Unit
Chanel to control enemy mind. completely take control over an enemy hero including their skills and item.
Duration: 3 / 4 / 5(+2*)
Castrange: 400 / 500 / 600(+100*)
Manacost: 300 / 400 / 500 Cooldown: 100(50*) -Chaneling
-Does not allowed to drop items
-Controled enemy automaticly count as a neutral alignment Unit its mean their skill will harm enemies as well as our allies.
-If Xenia manage to kill with her controlled enemy hero the credits will goes to Xenia
my another dumb idea :3. i know its seems unoriginal but yeah i just want to know what do you think about it. I'll accept hardest critics and comments.
I like it. The only thing is that dominate is a pretty risky spell to use. If you have to channel it enemies could easily stop you. And it's all that risk for nothing really. I think that you shouldn't be able to damage allies, because it's risky enough channeling it without having to worry about using Laguna Blade on an ally.
I like it. The only thing is that dominate is a pretty risky spell to use. If you have to channel it enemies could easily stop you. And it's all that risk for nothing really. I think that you shouldn't be able to damage allies, because it's risky enough channeling it without having to worry about using Laguna Blade on an ally.
Don't agree. The ability to take over enemy heroes will never be balaced,no matter the means. All you have to do is run this guy mid, farm a BKB with him, then take over the enemy carry.
I like it. The only thing is that dominate is a pretty risky spell to use. If you have to channel it enemies could easily stop you. And it's all that risk for nothing really. I think that you shouldn't be able to damage allies, because it's risky enough channeling it without having to worry about using Laguna Blade on an ally.
its similar to Bane Fiend's Grip yes its risky because its high potential to turning the tides of battle. this ability shine on late game where she could use their carry against themselves. i had hard times deciding should they do damage to our allies or not (make their alignment as allies) but this mean they wont be able to be attacked by her ally. the main idea was to use her ult and move your target to desired area so that your friend could do the rest (bullying) the objective was similar to VS Nether Swap. as it range and duration increases she could use her skill in different way either to disable them or using them as weapons.
First of all, I think this hero lacks something that holds him together. I mean, all the skills are pretty interesting and such, but the thing is although they do have a bit of synergy, it cannot build him. What I meant to say that as a support, he lacks a distinctive use, why? Let me explain more in depth for each skills
The [Q] skill is quite possibly the best skill this hero has, a 2.5 seconds stun continued by 3.5 seconds silence is really good (and not actually that OP since it deals very low damage), but the scaling is pathetic for a support. What is a 1 second stun supposed to do in a tri-lane? Although it does come with 2 seconds silence, it is nowhere strong. I know that at the peak it's really strong, but how long does it take for a support to reach level 7? Not to mention that this is his only damage dealing skill that peaks at 100 damage, so....
[W] skill is VERY interesting. This is the one skill that I love from this concept, however, regrettably this skill doesn't fit support at all, more like outworld devourer kind of hero. I mean, it is so self-centrist and does nothing to his allies. Not to mention taking it at level 1 is only 0.5 seconds reduction, again, the scaling is really bad for a support.
Now the [E].... well it's not actually that bad, but really, I will never level this skill past level 1 since it only increases the duration. Now, if I am to compare this to drunken haze that deal similar effect (actually stronger) with much less mana cost and cooldown, a slow and area effect I would say it is very underwhelming, no? Also, what if it's used on a melee unit? Will they attack backward or something :s (150-300 = -150 lol)
The ultimate skill is.... impossible. As interesting as it is (I won't say that I never thought about making a hero with that kind of skill), but a total control shift is just never gonna happen. Why? One of the point is what Wulfstan said, and let's try one simulation of other situation:
"A teamfight is about to happen, you are hiding behind a tree with Blink Dagger, your teammates are going to the fray, and enemy Lina blinks in, about to cast his Laguna Blade. You manage to blink in from behind and use Laguna Blade on a creep. Done. Ulti wasted"
See, it can be used in a lot of situation and there is just no way to counter it once you have Black King Bar, and even without it you can still mess some ultimate skills in a second.
Nonetheless, pretty interesting hero, and what I think is needed to sum are: Fix the scaling (make it more viable early, rather than 1/2/3/4 probably the scaling of 2/2.75/3.5/4.25 is better. This is just a hypothetical situation). Find a role on him and change accordingly, if you want to make him an int carry do so with emphasis on second skill, but if support strengthen the third skill and balance up the first, probably change the second skill. Also, the ultimate part is.... I don't know what to do about it lol
I had an idea similar to this and rather than dominate taking over a hero, I think it should make all of their creeps fight for your side. That would make this hero a great pusher then as well.
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