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There can only be one hero / item idea per submission
Nobody can vote for his/her own idea
Additional account creation is forbidden for vote
Previous winner must come out with the next theme
All poll will be taken by one host (we will decide) in his/her thread in one time
All the ideas will be posted in the host's thread, and any personal thread before or after is not counted
To be posted in the host's thread, one must PM the host in the allocated time (1 week after the theme is announced)
Each participant must rate each participant's hero / item idea
RATING
Each hero has "marking guidelines", based on which you'll be able to rate the hero. The categories are :
Synergy - How well the item function with a certain hero it was made for
Originality - How original the item is
All - around usage - Could it be used on other heroes too?
Flavour text - a small background towards the item's appearance / existance
Balance - Is the item balanced?
Each category can be rated with a grade from 1 to 10, with 1 being lowest and 10 being highest.
And now with this, I'll give you this month's theme chosen by Yzreel :
CORE ITEM
This thread will stay open for 1 week, enough time for each participant to submit their entry. Once the time limit is reached, participants will be able to rate each other's item ideas.
Participant list :
Unscathed --
oldKainen --
kkoopman3 --
Yzreel --
Smuggles --
BKvoiceover --
TheSofa --
Therapy
Hamstertamer --
ElDiablo
The amazing A.K.A stupid --
P.S :
To sign up, just PM me.
You just PM me about signing up, not actually sending me your whole hero idea.
Keep the thread clean (no posts off topic, for any further questions, again, PM me.
Read the rules before asking anything, they might answer some of your questions.
Everyone with a double dotted line next to their name have already posted their idea in this thread.
P.P.S : I might not be home today, so if you sign up, your name might not pop up imediatly on the participant list. Also sorry for posting it a couple hours late, I was really tired.
What core item means? An item that a certain hero should purchase 99% of their games, kind of an item specifically designed for one.
I'll ask everyone to keep the thread clean, makes things easier for everyone. Every off topic comment has been deleted.
To be a core, it must have a STRONG utility or great stats. The key is to knowing your roles, whether it is agi carry, roaming ganker, jungler, etc... knowing the role's nature is important. Though This is the first entry :)
Really hard, because I have two ideas for a ganker.
Passive bonus
+ 50% mana regen
+ 6% movement speed
+ 6 all stats
"A mask worn by hunters from indigenous tribes, it allows the wearer to see through harsh jungles"
This item allows for more efficient ganking. Nice stats, mana regen, move speed increases ganking capabilities, cheap, and the unobstructed vision is precious. This is best used to lanes with many juke spots, but most efficient in the jungle. Feedbacks are appreciated, and winning is very lovely.
Take this as an example, folks! Have a good game!
And as the first one posting, the originals are all mine :)
A chalice filled with water preserved from an ancient comet, and blessed by the goddess of the moon, Selemene. It is said to absorb starlight and release the energy in the form of rays of searing intensity.
Emits a burst of stellar light that deals damage to the target enemy unit.
Deals damage equal to 160 base + number of damage charges. Damage type is pure.
There are two ways to gain damage charges :
- If the item has never been activated, the Chalice of Starlight gains 12 damage charges per minute. It stops gaining charges this way when the active ability is used for the first time.
- As soon as the active ability has been used, instead the Chalice of Starlight gains 4 damage charges every time an enemy hero dies within a 1400 radius.
My initial idea was to make a core item for Morphling. But actually I think it's a really good item for several other heroes as well.
The idea is simple : make an item that gives both stats and a burst damage active. A sort of dagon equivalent for STR/AGI heroes but with very different balancing.
This item would also be a good option on lots of AGI/STR carries or gankers who rely on burst and want good mid-game like Gyro, Mirana, Terrorblade, Bounty, Tiny, Tusk, Blood-suka, TA, or Slark. But Dagon is still far better on pure nukers and INT heroes who want to snowball.
Details
Morphling's problem is that he doesn't have a good mid-game item. Morph is pretty useless without Ethereal Blade, and rushing Eblade is a bit too greedy (same problem as rushing a radiance, Eaglesong is too expensive, and he needs to solve his mana pool issues before that anyways). But since Morphlings can't really rush Eblade, now all you see them do is safe lane Midas-Linkens ricing that comes online at 35 minutes, and I feel that this is not what the hero should be. There should be a solid "glass cannon" alternative build for Morphs who want to go mid and pew pew people, for guys like me who just want high burst in exchange of zero survivability. Problem is, there's no good way to do that now. I tried drum into Eblade, it sucked. I even tried Dagon into Eblade for the lulz, it sucked. I've somehow settled on double wraith band (or WB + null talisman) into Eblade, and it's actually pretty legit ; but I still feel that something that comes online sooner and eventually gives a good pew pew combo with eblade would be more fun.
So this was my idea : combine early stat items into a burst damage item ; essentially make an alternative to dagon that would *actually* be viable on carries - not just Morph.
...So this is how I imagined the Chalice of Starlight. It's essentially a mix between a drum and a dagon ; this item is designed to be rushed exactly like you rush Midas. However in the exact opposite to Midas it encourages active play. It gives good stats and burst damage, and it would actually be pretty OP if it wasn't for the fact that it starts off pretty weak (unlike Dagon, it's not the best snowballing item), but in exchange it has really good scaling that comes for free with time.
I put damage type as pure because if it got amplified by Eblade it would just be horribly OP on Morph. Even then it's an extremely good addition to Morph's burst damage combo. Morph's new build would be of course rushing this item and then going straight Eblade.
When you buy the item, the damage is only 160 pure, so it's not that good (a bit like Urn of Shadows), but on the other hand you get really good stats.
You need to wait a bit for it to charge up. If you wait 10 minutes before using it, it deals 280 pure damage on activation, similar to dagon (dagon is the equivalent of 300 pure damage). And if you wait 20 mins before using it, it deals 400 pure damage on activation (a bit more than Dagon 2). And as soon as you start using it, it only gains charges with kills, which encourages a "farm for 20-25 mins and then go fight and snowball" playstyle, which is more like how Morph should be played IMO.
The 1300 gold recipe only covers the cost of the active, the stats are essentially the same as what WB + null gives (I just added 1 AGI and 1 INT that's it). 1300 gold for the active makes it similarily priced as Dagon.
Credits : Image credit to Rockgem from Deviantart + a bit of personal Gimp'ing.
Hero: Terrorblade and really any illusion based hero.
Item Name: Infernal Scepter of Deceit
Active: All Illusions controlled by the summoner now have incoming damage reduced to the amount of incoming damage that the illusion�s summoner would take.
Duration: 5
Cooldown: 50
Mana Cost: 100
+16 Agility
+ 6 Intelligence
+ 25 Attack Speed
+ 20 Damage
+ 10% Movement Spe
+ 75% Mana Regeneration
Built From
Yasha - 2100
o + 16 Agility
o + 15 Attack Speed
o + 10% Movement Speed
Oblivion Staff - 1675
o + 6 Intelligence
o + 75% Mana Regeneration
o + 15 Damage
o + 10 Attack Speed
Recipe - 1300
"A scepter hand crafted for the Pit Lord, Eligash, to strengthen his army of illusions."
I built this item around the fact that there are plenty of ways to boost the power of your illusions offensively simply by purchasing stat boosting items. But there really wasn't any item that boosted illusions defensively. That is what this item is for. The point of this item is to make your illusions more tanky by making them take the same amount of damage as the summoner making the incoming damage equal to 100% rather than an increased amount of damage. Of course having it be active all the time was a bit too strong so I made it an active that you trigger. The cost of the recipe is simply for the active ability.
Note: Manta Style illusions gain the buff. Any illusions summoned during the duration gain the buff.
As always questions and concerns are always welcome.
edit: Changed the duration of the illusion buff from 10 seconds to 5 seconds.
Speed Scepter
Total cost: 5500
Ingredients: Eul's Scepter of Divinity, Hyperstone, recipe
+15 Intelligence
+200% mana regen
+55 attackspeed
+40 movement speed
Active: Increases the missile speed of spells by 500 for 20 seconds.
Cooldown: 30
Manacost: 100 Those who wield it become like the wind, agile and nimble.
This is my idea, I originally made it for Mirana, as speeding up the arrow would help. A lot.
Same with many 'skill shots'
A faster meat hook means more kills.
A faster hookshot means more reliable initiation
etc.
Core Item (not a must, but a very nice core extension, I think) for Storm Spirit (but anyone who uses low cooldown nukes + right clicks or heavy magical damage dealers like Lina, Zeus, Skywrath Mage, etc, can use it effectively).
Active: Energy Charge
Gains charges (max 20) based on enemies using abilities in a nearby area. When activated, restores health and mana based on the number of charges stored and also grants Charged: your next attack will do bonus magical damage based on the number of charges restored.
Health, Mana and Damage per Charge: 15
Cooldown: 12
Notes
- Charged duration acts like Overload and its granted everytime you use a charged Arcana Spearwand.
- Max damage granted by Charged is 300 (15x20).
- Using a charged Arcana Spearwand while having the Charged buff applied will get a new Charged buff, replacing the old one.
- Charges are granted the same way as with Magic Wand/ Magic Stick.
- Magic Wand charges are preserved.
Passive: Magic Pierce
Wielder ignores 50% of their target's Magic Resistance, causing increased magical, composite or universal damage. Does not stack with itself.
A combination of a warrior's weapon with a mage's wand turns out in a effective war's tool for any fighter.
____________________________________
Did it because sometimes Magic Wand can be pretty useless in lane, especially for bottle-rush mids, like Storm Spirit, giving him a chance to improve the Wand and turn it an effective weapon that greatly increases his overall damage.
The beat throbbed through the castle, bouncing off the walls, piercing the dark that had fallen upon it. the drums solid and endless rhythm droned on and on seeming to drown the castle in its beat. the player of the drum stood directly at the base of the castle, covered in a dark green cowl he didn't slow in his ministrations of the instrument. Other noises could be heard from within the castle but they seemed faint compared to the encapsulating noise the drum made though they sounded to the observant ear like screams. slowly ever so slowly the player tired and his hands dropped to his sides in exhaustion. silence draped across the hill where the castle lay and no a sound seemed brave enough to break it. at last the creaking of wood on metal could be heard and the castles main door swung ponderously open. standing in the entrance stood a warrior. He was covered in blood from his hair where it dripped to the floor to his armoured boots which left bloody imprints upon the stone and of all of this the most startling thing was his eyes which were black as night. he stared out at the landscape seemly passing over the drum player. The Warrior suddenly threw back his head and screamed in terror to the night sky then ran with such speed away from the castle that he seemed to fly across the plains. the cloaked player picked up his drum and with a evil little smile he headed into the castle.
"the sound of the drum is said to make even the strongest willed warrior become whipped into a frenzy or run scared from the fight"
When targeted upon a hero that is within 300 units of an enemy hero the targeted unit receives the FRENZY buff. they gain increased attack speed for a duration and their attacks apply a slow to the enemy attacked.
NOTES* A/S increase is not limited to only attacking one hero the effect unit can attack anyone for the duration and once the duration is up the effected unit returns to normal.
Attack speed increase: 50
Movement Slow applied to attacked hero: 8%
When targeted upon a hero not within 300 units of an enemy hero they will gain the Coward Debuff causing them to run towards base at an increased move speed and with phase.
NOTES* while under the coward debuff the hero is silenced but may use items the pathing is under the "Phase" pathing code ...basically when under the COWARD debuff the hero affect will run towards base for 3 seconds. This effect can be purged
Move speed increase: 25%
Phase applied
Duration: 3 seconds for both effects.
Cast range:600
Cooldown: 60
EXPLANATION
So my idea was to find early game items that are dead ends and give them life into the mid game and late game.
Items that people get on core heroes when things aren't going to plan or they are a bit behind.
Such as drums on Mirana or drums on Doom or ring of Aquila on Mirana or on Terror Blade. Items people get just so they can keep up or get back into a game where they cant find the farm for their larger items.
My idea was to combine those two items since they are basically dead end items as they don't upgrade into any late game items.
Also I wanted to create an item that also would be good on supports that can provide some utility to the team but mostly on position 2 3 or 4.
Doom, ember spirit and terror blade will benefit from this item.
This is basically an utility item with a lot of uses. I don't think it is OP since it can be purged and the duration isn't long at all.
This item would become core on heroes such as Mirana because it will fit in with her abilities and she already Builds Ring of Aquila and Drums of Endurance.
the combo would become
Sacred Arrow> Leap>Starfall>EXTOLLED>right click to death from mid game on.
Also when escaping she could leap and EXTOLL and gain 3 seconds of 25% move speed plus it would stack well with her phase boots and her leap move speed buff.
On a support Mirana she could wait till a team fight happens then use the drum on an enemy support who is sitting out of the fight causing them to run away for 3 seconds. basically zoning them out of the fight and as such if they knew this they would be more inclined to get closer to the fight making it easier to aim them.
Could also be used on an enemy hero to get them to run away from you if they are outside of 300 units. Similar to a Euls scepter
On terror blade he could use it right after sunder to get those last hits in.
On a carry like void it could be used in chrono or outside of it for some extra A/S
The stats provided are good for the cost and not to much for the inlay and the build is decent for it and if seen early a debuff item could be built to counter it.
Also it synergies well with some line ups and cant be used to push towers since it requires enemy hero to be within 300 units meaning the tower will be defended.
the duration isn't very long so its enough to make an impact but not enough to be imbalanced.
Worn by the most ruthless of cutthroats and vagabonds, these boots will also suffice for a quick theft.
Lore
The great thieves and assassins of the world all have heard legends of a pair of magical boots, the properties of which seem to change depending on who you ask. Many petty thieves will pass it off as a stupid legend, but the greats know the truth about the Cutpurse's Boots. A nameless thief long ago wore them for all his greatest exploits, having crafted them of scraps of leather found on a dock. They disappeared from history many years ago, but when they were needed again in the battle between the Dire and The Radiant, they surfaced once again, to be worn by the worthy in pursuit of victory.
This item is meant to be an escape, used by mostly melee agility carries. It can be used by heroes of any primary attribute quite successfully, due to the lifesteal, movement speed, and active ability. However, the extra agility will go a long way for agility heroes in particular. The active, Hasty Retreat, provides an important movement speed bonus, while temporarily decreasing the movement speed of a pursuing hero, making this a counter against heroes with slows or gankers, and also a core item for melee heroes who may need to get the hell out if they end up on the wrong end of a sword or arrow.
Stats:
+8 of all stats
+35 damage
+3 armour
+100% mana regen
Passive:
Break- has a chance to reduce the targets
armour to 0 and reduce his magic resistance by 20%
for 7 seconds.
Range chance - 15%
Melee chance - 25%
Who is it for?
This item is great for heroes like Wraith King and
other strength carries but then I realized this can be good on other agi carries too like Sniper and Luna.This is because the extra damage is great and the break is amazing against heroes with
high armour and magic resistance.The mana regen and the stats are also good good for survivability and the armour helps too :)
"When we get attacked we fight back for we have faith in our side"
I rarely insult people(like real insult) for I am defenseless against them.
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