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Garm, The Necromancer

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Forum » Hero & Item Ideas » Garm, The Necromancer 3 posts - page 1 of 1
Permalink | Quote | PM | +Rep by JerfyBawss » December 27, 2014 6:54pm | Report

Garm, The Necromancer


An army of shambling silhouettes draws near on the horizon. Their leader, cloaked in black robes emanating an aura of lightning, directs them to their target.

Lore

Garm was a student at the Arcane Academy of Roggheath. He studied and stood at the top of his class for academics, modeling the perfect student, until rules regarding safety and limitations on what knowledge he could acquire annoyed him to no end. Secretly, Garm practiced the arts of Necromancy, Witchcraft, and Mutation for the last 6 years of his time at the academy.

On the day of his graduation the second greatest student of the class, Rubick, revealed to all that Garm was a practitioner of the forbidden arts. Garm was then stripped of all achievements and titles and then was banished from the radiant civilization for the great offense. Due to the loss of his competitor, Rubick then won the title of greatest amateur wizard and the spoils that came with it.

A vengeful young man with the greatest knowledge of forbidden magics among all people, Garm gathers his horde of fallen assailants, marching toward the radiant civilization to destroy all who held him and his advanced wizardry back.

Especially that poser Rubick.


Dire
Intelligence
Roles: Anti-Carry, Disabler, Ganker, Pusher, Support
Ranged

Strength: 55 (17 + 1.6)
Agility: 54 (16 + 1.6)
Intelligence: 107 (28 + 3.3)

Base Health: 473
Base Mana: 364
Base Damage: 45
Base Armor: 1
Movement Speed: 300
BAT: 1.65
Attack Range: 600
Vision Range: 1800/800

Abilities

Q: Necromancy


Target point with 400/475/550/625 AoE

Garm imbues the earth before him with necromantic magics, raising any enemy units that died up to 30 seconds ago. Enemy units raised become zombie illusions in Garm's horde. Zombie illusions move at 70%/75%/80%/85% movesment speed, take 400%/350%/300%/250% damage, deal 20%/30%/40%/50% damage, attack at 75%/80%/85%/90% attack speed, have no passives, have no items, have no lifespan, and cannot be controlled; zombie illusions will attack any enemy units within 800 range of Garm and will attack any neutral units within 400 range of Garm. Zombie illusions will follow Garm.

Zombie illusions may not be targeted by necromancy.

When Garm dies, all Zombie illusions in his horde die as well.

Range: 600
Cooldown: 45 seconds
Mana Cost: 110/120/130/140

Garm's army increases in number as his opponents' dwindle in size.


W: Black Lightning


Target Unit

Garm charges a deadly bolt of witch magic into his palm and releases it unto his enemies, dealing magical damage equal to Garm's intelligence x 2 and have their movement speed slowed by 20%/35%/50%/65% for 2/3/4/5 seconds. Enemies within a 300 radius around the target will take half damage and be slowed by 10%/18%/26%/32%. Units affected by Black Lightning will be targeted by zombie illusions until they move out of 900 range of Garm.

Range: 750
Cooldown: 18/15/12/9 seconds
Mana Cost: 100/115/130/145

A crackling dark storm that could blow down the most stalwart men rose over the wake of Garm's destruction... Or was it just his magic?


E: Lord of The Horde (PASSIVE)



Garm gains dark power from being in the presence of many reanimated by his magics. For each zombie illusion in Garm's horde, Garm gains .5/1/1.5/2 intelligence. For each perfect illusion Garm has under his control, Garm gains 1/2/3/4 intelligence.

The aura emanating from the horde is so intense that it would overwhelm the greatest of wizards the amount of dark mana in the air.


R: Regenerate Flesh


Target unit

Garm uses his most volatile technique in necromancy to reverse entropy on a target zombie illusion, making them regenerate their flesh and removing all impurities. Zombie illusions targeted by regenerate flesh become perfect illusions. Perfect illusions are under Garms control, have no lifespan, take 100% damage, deal 100% damage, move at 100% move speed, and attack at 100% attack speed.

If the target is a friendly non-zombie illusion unit, Garm heals them equal to his intelligence +100/175/250 over 10 seconds. Illusions and perfect illusions are instantly healed.

Perfect illusions may not be targeted by necromancy.

At level 2: The targeted unit may use passives
At level 3: If the targeted unit had any items when they died, those exact items are bound to the unit and effect the unit passively. (If Rubick had arcane boots when he died and is then targeted with necromancy and regenerate flesh, the perfect illusion of Rubick receives the move speed bonus of the boots)

Range: 450
Mana Cost: 200/275/350
Cooldown: 30/26/22/18

Such disturbing techniques lead brave knights into battle against the spitting image of their fallen brethren.

JerfyBawss



Posts: 29
Permalink | Quote | PM | +Rep by porygon361 » January 4, 2015 8:01pm | Report
Pretty interesting hero concept, and a pretty balanced way to 'resurrect' a teammate, in my opinion. This idea is the best of all Necromancer-type ideas I've seen so far, and I'm not sure why there are no comments. Great work, and keep making ideas!

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porygon361
<Editor>


Remarkable (46)
Posts: 1603
Permalink | Quote | PM | +Rep by JerfyBawss » January 13, 2015 4:40pm | Report
porygon361 wrote:

Pretty interesting hero concept, and a pretty balanced way to 'resurrect' a teammate, in my opinion. This idea is the best of all Necromancer-type ideas I've seen so far, and I'm not sure why there are no comments. Great work, and keep making ideas!

Thanks much!

JerfyBawss



Posts: 29

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