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Imant is a hero that can create a lot of space with his skills. He has a good skill ceiling, because his innate ability, Polarity Swap, gives him two ways to play; keeping enemies close or keeping them away. He is STR hero, therefore, a natural tanker. With smart use of his skills, he can be quite a pain to take down. He is very mana intensive too, because different polarity skills don't share cooldown, allowing multiple combos.
The Magnetic Golem is a good initiator, a powerful nuker and a support too. He scales well into lategame with his crowd control, physical / magical nukes, but he needs levels as soon as possible to put pressure on the enemy team.
This is probably my favorite concept, from the heroes I have done. Image by Yigitkoroglu. The image isn't 100% the hero I imagined, but is a quite cool and fits.
Stats
STR: 24 (+3) >> 96 at level 25 AGI: 18 (+1.6) >> 56.4 at level 25 INT: 20 (+2.1) >> 70.4 at level 25
Level
Health
Mana
Damage
Armor
Attacks / Second
1
606
260
53-57
2.78
0.69
16 *
1499
689
100-104
6.49
0.84
25**
2354
1170
145-149
11.06
1.03
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Base Health Regen: 0.75
Movement Speed: 300
Turn Rate: 0.7
Sight Range: 1800 / 800
Attack Range: 128 (Melee)
Attack Duration: 0.3 + 0.8
Cast Duration: 0.2 + 0.75
Base Attack Time: 1.7
* Level 16 with one level of Attributes
** Level 25 with ten levels of Attributes
Lore
Imant was another scientist among the Keen folk. During his early days as a student, he was fascinated by the electromagnetic properties, leading his later researches to focus on who they work among the most different materials. Imant studied all kind of stuff: metals, organic bodies, everything he could. The fascination of the man lead him to discover a different kind of material, a unique magnet stone that was able to change his pole whenever triggered. The man was astonished by it, trying to understand who it was created and if similar materials could be changed to do the same. The magnet stone, however, was poisoning Imant's body, making his body to age faster.
The toxicity of the stone was leading the scientist to insanity, causing him great pain. His blood was turning darker each day after, and his hair was gone when he turned 27. Suffering with it, he placed the stone in his chest, causing a intense transformation over his body. His blood drenched the magnet, fusioning with his organism. Materials from his laboratory were repeled by him. The pain ceased as the learned to control its new powers. He built a new body and a new name for him: Imant was no longer a man, but the Magnetic Golem!
Skills
[D] - Polarity S[w]ap
Toggle - Self
Imant change his polarity, changing the properties of his body and skills. Cooldown: 1.5 Imant's magnetic heart is able to change pole with ease.
Notes
- This is an innate ability and does not need to be skilled.
- Does not interrupt channeling spells upon toggling.
- Icon when REPULSION pole is on: imgur.com/EU0lWA0.png
- Icon when ATTRACTION pole is on: imgur.com/cDWS8nV.png
[Q] - Magne[t]ic Pulse
No Target - Enemies - Physical (Attraction) / Magical (Repulsion)
Imant creates a magnetic field that pulls / pushes all enemies nearby from his position, dealing damage and slowing them. Radius: 250 / 325 / 400 / 475 Damage: 75 / 150 / 225 / 300 Movement Speed Slow: 15% / 25% / 35% / 45% Pull / Push Duration: 0.5 Slow Duration: 2 Mana Cost: 105 / 115 / 125 / 135 Cooldown: 27 / 24 / 21 / 18 No one can stand the magnetic power of Imant.
Notes
- Attraction and Repulsion skills don't share cooldown.
- Slow can be purged.
- Completely blocked by Spell Immunity (both skills).
- Damage is Physical if selected polarity is Attraction - Magical if selected polarity is Repulsion.
- The pull / push duration always takes 0.5 seconds, no matter how far or close the units are from the center, so the speed varies.
- When pushing, the knockback distance is inversely proportional to the target's distance.
- Affected units are full disabled during the pull / push.
- The damage and slow are applied after 0.5 second pull / push duration.
- Can pull / push units over impassable terrain.
- Does not affect ancient creeps, Roshan, Warlock's Golem and Primal Split spirits.
- Destroy trees within 250 radius.
[W] - [D]ischarge (Attraction)
No Target - Enemies - Physical
The Magnetic Golem generates a powerful discharge from his body, dealing physical damage based on his strength and stunning enemies. Radius: 350 Damage: 50 / 100 / 150 / 200 + 1.2*STR Stun Duration: 2 Mana Cost: 140 Cooldown: 13 Imant can hold a great quantity of electric charge to create big discharges.
[W] - Lightning Bolt (Repulsion)
Target Unit - Enemies - Magical
The Magnetic Golem throws a powerful lightning bolt, dealing magical damage based on his strength and stunning enemies. Cast Range: 600 Effect Radius: 275 Damage: 50 / 100 / 150 / 200 + 1.2*STR Stun Duration: 2 Mana Cost: 140 Cooldown: 13 Imant can hold a great quantity of electric charge to create big discharges.
Notes
- Attraction and Repulsion skills don't share cooldown.
- Completely blocked by Spell Immunity (both skills).
- Lightning Bolt can't target spell immune units. When the projectile connects with a spell immune unit, it still affects other units within the radius.
- When Lightining Bolt is cast on Linken's holder, spell is completely blocked. No interaction otherwise.
- Lightning Bolt travels at a speed of 1000. Can be disjointed.
- The targeting reticule must be centered over an enemy unit.
- When disjointed, it still affects all units inside its area.
[E] - Static [F]ield
No Target - Enemies / Self
Imant's body creates a static field that reduces the armor / magical resistance of nearby enemies. The Magnetic Golem can use his static charge to gain bonus mana regeneration for a moment, but the field will be turned off. Radius: 900 Armor Reduction (Attraction): 4 / 5 / 6 / 7 Magic Resistance Reduction (Repulsion): 10% / 15% / 20% / 25% Bonus Mana Regeneration: 15% / 35% / 55% / 75% Buff Duration: 8 Cooldown: 15 No one can't escape Imant's presence.
Notes
- Skills share cooldown.
- The aura is blocked by spell immunity.
- The aura debuff lingers for 0.5 seconds after getting out of the radius.
- Switching the Polarity while the bonus is on will not turn on the aura.
[R] - Magnet Hea[r]t
Passive - Self
Imant's magnetic heart rebuilds his body after dying, allowing him to resurrect when killed in battle. Upon death, enemy units nearby are pulled / pushed and all skills from his current polarity are refreshed. Radius: 750 Effect Delay: 2.5 Pull / Push Duration: 1.5 Mana Cost: 120 Cooldown: 225 / 150 / 75 The heart of Imant neves stops.
Notes
- Skills share cooldown.
- The pull / push speed is 400. All units travel 600 units, no matter how far the unit is from the Magnetic Golem.
- Imant won't revive if he doesn't have enough mana.
- If Imant has an Aegis of the Immortal and Magnet Heart off cooldown, Magnet Heart triggers first.
- Magnet Heart cannot be prevented in any way as long as Imant has enough mana and the ability is off cooldown. Neither silence nor Doom will mute this ability.
- The Pull / Push is applied at the beginning of the revival, not the end.
That's it, what do you think, guys? Few commented about him in the FoC. Did some tweakings to his skills and fixed some mistakes. Going to post my other heroes here in the next days, probably.
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