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Aghanim by Unfawkable

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Aghanim

By: Unfawkable
Last Updated: Jul 26, 2018
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Aghanim

The Arcane Master

LORE:
There are but a handful of beings and entities capable of the level of understanding of magic on Aghanim's level. Most of them are beings from different realms, or demigods and fundamentals deeply connected to magic, but none are mere humans like him, and none foster such pure, honest and fervent love for magic.
At a very young age, as soon as he learned the first letters of a first language, he dived deeply into books and knowledge finding there solace which was otherwise elusive to him in a world full of people so much... not to his liking. His father kept a library, one he exhausted by the age of 7. It is there where he learned his very first incantations, and was immediately bewitched by admiration for the world of magic. He craved to know more, to understand deeper, and this craving never truly diminished his entire life.
Suffice to say his adult life was eventful. From youth to adulthood he has traveled farthest and widest in pursuit of knowledge, from academies and scholars whom he'd surpass within months, to other realms and dimension, all in pursuit of insight and understanding. His wisdom and power became legends that still shake the world, he gained admirers and worshipers, he was envied and feared, he was a titan capable of shaping the world into beauty or crushing it if he wished, but he wanted none of it. He only wanted to understand more. Always more.
In this endless endeavor for comprehension, Aghanim's life fleeted away. Before he even came to notice it, he had a frail old body, a world squabbling over the possession of his life's work, a son who resented him, and a nagging feeling that he needs to know more. Having too little time left to master Sempiternal Cantrap, he used what was left of his life attempting to enter magic itself. A deep Arcane dimension where nothing alive or sentient exist. Just pure Arcane energy seeping into our world, becoming the building blocks of all spells. Will he succeed, will he even survive the trip, can he even exist there, he couldn't know for certain. But to Aghanim, that was a worthy gamble.
Not long after, Aghanim was nowhere to be found. His scepter of understanding found on top of a mountain within the biggest incantation circle in existence, and he was long presumed dead.
After many decades, not long after shattering of the mad moon, a distant echo of a rip in the fabric of magic was heard. Aghanim had returned. Mastering arcane energies to levels unimaginable he rebuilt his mortal body and entered once more the physical realm. No one is certain why, but it is likely that the war of the ancients had strained the very Arcane fabric itself threatening the existence of magic, and Aghanim would gladly walk the physical plane again to put a stop to it. Besides, he did leave his scepter behind.

STATS:

STRENGTH
AGILITY
INTELLIGENCE
BASE HEALTH REGEN
BASE MANA REGEN
MOVEMENT SPEED
LVL 1 ATTACK DAMAGE
LVL 1 ARMOR
TURN RATE
VISION RANGE
ATTACK RANGE
PROJECTILE SPEED
ATTACK ANIMATION
BASE ATTACK TIME
LEGS
: 15 + 1.5
: 12 + 1.1
: 25 + 5
: 1.5
: 0.9
: 320
: 43 - 53
: 0.7
: 0.5
: 1800/800
: 600
: 1000
: 0.3 + 0.8
: 1.7
: 2

Primary Abilities

Innate
Arcane Siphon
Dealing Magic damage to enemy heroes with your abilities grants Aghanim a stack of Arcane Siphon which grants 5% (7.5% with Aghanim's Scepter) spell amp. Stacks are independent and last 8 seconds.

ABILITY
: Passive


The Arcane realm is farther than anyone can imagine, but Aghanim keeps and strengthens the connection to it by striking spell capable beings, finding and using new pathways for brief periods of time.
Q
Arcane Lance
Fires a beam of pure Arcane energy in a thin line dealing damage and reducing status resistance of targets hit for 6 seconds.

ABILITY
DAMAGE TYPE
PIERCES IMMUNITY?
DAMAGE
STATUS RESISTANCE REDUCTION
: Ground Targeted
: Magic
: No
: 90/120/150/180
: 15%
RADIUS
CAST RANGE
CAST TIME

MANA
COOLDOWN
: 100
: 800
: 0.5
: 70/85/100/115
: 3


Tapping into the most primal and violent layer of the Arcane realm, Aghanim unleashes lightning fast gush of pure Arcane energy from the palm of his hand
W
Arcane Twister
Summons an invulnerable controllable twister made of arcane energy which moves slowly and deals damage around itself every 0.5 seconds. The twister detonates after 3 seconds dealing damage in a larger AoE and stunning enemy units.

ABILITY
DAMAGE TYPE
PIERCES IMMUNITY?
DAMAGE PER SECOND
AOE
EXPLOSION DAMAGE
EXPLOSION AOE
STUN DURATION
TWISTER MOVESPEED
: Ground Targeted
: Magic
: No
: 20/30/40/50
: 100
: 50/100/150/200
: 200
: 1/1.25/1.5/1.75
: 225/250/275/300
CAST RANGE
CAST TIME

MANA
COOLDOWN
: 500
: 0.5
: 150/160/170/180
: 18/15/12/9



It is difficult enough to manipulate Arcane energy, even moreso to give it a form of sentience to move on its own.
E
Arcane Surge
Opens an arcane rift which surges violent energy in a chosen direction (Vector targeting) dealing damage and pushing all enemy units caught in the opposite direction. Enemies slammed against walls and wall-like obstacles are dealt damage again upon impact. Has a 0.5 second delay after cast.

ABILITY
DAMAGE TYPE
PIERCES IMMUNITY?
DAMAGE
PUSH RANGE
SURGE LENGTH
SURGE WIDTH
: Ground Vector Targeted
: Magic
: No
: 80/120/160/200
: 350/400/450/500
: 600
: 150
CAST RANGE
CAST TIME

MANA
COOLDOWN
: 1000
: 0.5
: 120
: 25/20/15/10


Opening a rift to the Arcane realm, something the grandest of scholars thought to be absurd, is now easy for Aghanim. But instead of it being a passage, it bleeds enormous amounts of Arcane energy with great force.

Ultimate Abilities

R
Arcane Avatar
Aghanim draws on all of the arcane energy he can transforming himself into an unstable Arcane avatar for a brief duration. During this state Aghanim's abilities are each empowered with bonus effects, he may cast them while moving, and every time he damages an enemy hero with one of them (Not including Arcane Twister DPS) the duration of the Arcane Avatar and all of his other basic abilities' cooldowns are refreshed.

ABILITY
DURATION

ARCANE FERVOR
ARCANE LANCE
ARCANE TWISTER
ARCANE BARRAGE
: Self Buff
: 4/5/6

: Stack duration doesn’t expire
: Cast range is increased by 500
: Increased twister move speed by 100
: Push and Slow pierce spell immunity
CAST TIME
MANA
COOLDOWN
: 1.5
: 200/350/500
: 130/100/70


Aghanim's newly built Arcane body is a perfect conduit through which to channel the Arcane energies into the world.

Hero Talents

+3 Arcane Avatar duration
25
-40 Arcane Avatar cooldown

+120 Arcane Lance damage
20
+500 Arcane Twister cast range

40% Arcane Surge movement speed slow for 3 seconds on wall impact
15
+0.75 Arcane Twister stun duration

+5% resistance reduction Arcane Lance
10
+30 Movement Speed

Ability Notes

Arcane Siphon:
-The charges work similar to Bristlebacks Quill spray charges, a single buff with a number, but each buff reduces independently after its 8 seconds have passed.
-Won't gain charges from illusions or hero clones.

Arcane Lance:
-The spell has no projectile speed, it impacts the target are immediately upon cast (Imagine a purple arcane laser covering the ground).
-The Status resistance debuffs stack.
-Will grant multiple Arcane Siphon charges if multiple heroes are hit.

Arcane Twister:
-It basically summons a tornado (like the Wildwing ripper) that can move and explodes after 3 seconds.
-On level 1 with 200 movespeed, any hero without boots should be able to outrun the explosion radius if they start running immediately.
-Each tick of damage grants 1 Arcane Siphon charge, granting a maximum of 6 total before the explosion.
-The Twister has to be always manually controlled, it can't be set to follow an enemy unit.

Arcane Surge:
-The vector targeting is just like Pango's Swashbuckle. You hold the left click on the ground (The point where the rift will open), and then point the direction of the surge towards where it will push and damage units.
-The wall slam damage is a second damage instance and will give Aghanim an extra Arcane Siphon charge.
-Like Arcane Lance, Arcane Surge has no projectile speed and spreads over the target area instantly.
-The push speed is the same as force staff of 1200.

Arcane Avatar:
-Every time you deal magical damage with a spell (Except with the Arcane Twister DPS, only the explosion counts), the duration gets refreshed and all other spells except the spell you used to deal damage are refreshed. For instance, you use Twister, then if you miss Surge, but hit with Lance, you can cast twister and Surge again.
-Proper usage of this ultimate can make you formidable since it can theoretically go on indefinitely or until you run out of mana, but you are still equally frail.
-The moving while casting part means that your hero won't stop for the 0.5 seconds cast time but will instead keep moving in the direction given before the spell cast (Unless issued stop command).
-Arcane Surge pierces spell immunity while under Arcane avatar, which means that spell immune units will be pushed and slowed from the level 15 talent through spell immunity, but not dealt any damage since it's magical.

Playstyle

Aghanim is envisioned to be a mid core or a position 4. On mid his role is not much different from Zeus (And like him heavily countered by BKB and Pipe), all of his spells offer damage that scales as the fighting goes on provided he can keep his distance and some utility. He is incredibly frail with 15 starting STR and barely 1 armor, but compensates for his threatening lane presence with high move speed, short CD and mana cost Arcane Lance, while also being able to use Twister and Surge defensively. He is a high risk high reward hero, and can keep being relevant in late game thanks to his passive and his ultimate which can wreak havoc in a team fight.

As a position 4 he is similar to Dark willow, he is formidable in lane with proper setup for Twister, or he can roam and surprise people with Arcane Surge from afar.

Example skill builds:

Mid: W-Q-W-E-W-R-W-E-E-E-T-R-Q-Q-T-Q-R

Even with the short CD on Arcane Lance, the damage is low to max it and shines later in the game when you can stack up your passive, and the status resistance reduction is constant. While it can be used for easier last hitting, it would be usually better to take and max Twister as it can zone the opponent a lot more easily and potentially do a lot of damage if they don't run on time. Alternatively Surge can be maxed making its uptime a lot shorter and used to setup Twister instead. Both Twister and Surge should be maxed before Lance however, as both have scaling cooldowns while Lance only scales damage. 2 early levels in lance could sometimes be justified if you can land it consistently.

Position 4: W-E-Q-E-E-W-E-W-W-T-R-R-Q-Q-T-Q

As a position 4, twister is still a go to spell, however you can also take Surge as the disposition can sometimes be as powerful as the stun. The Surge is maxed for its much needed uptime and cheaper mana cost, with ultimate being skipped until level 11 since you will likely not have the mana to support it.


Talents:

Level 10: A choice between more status resistance reduction and the most powerful level 10 movespeed talent. Usually the status talent should be taken over movespeed when you have a disable/debuff heavy team, but you can still take it for yourself as well to prolong your Twister stuns.

level 15: Level 15 is the utility level. You can either prolong your only real disable to hefty 2.5 seconds, or take another disable and a way to handle spell immune units better by slowing them (Under the effect of your ultimate only).

Level 20: Arcane Lance damage should mostly be taken on the mid build as it helps you scale immensely, while the Twister range talent ensures you can alternate long range twisters and long range lances while under Arcane Avatar as a position 4.

Level 25: The final powerspike into late game should be taken according to how the team fight have been going thus far. If there were short violent team fights with long time in between, take the duration talent, otherwise, take the cooldown talent. The duration talent helps wait out BKB durations and still have a chance to use your ultimate's potential.

Items

Core:

Veil of Discord - Completely self explanatory. Literally all of his spells do magic damage, and all the item stats are welcome, especially armor and regen.

Aether Lens - All 3 of his basic abilities benefit from Aether Lens, but Arcane Twister most of all increasing the cast range by 50%, which can alleviate your pick of the level 20 range talent in favor of damage. Would also make real long range Arcane Lance snipes possible during ultimate.

Atos - Offers great tanky stats and gives you excellent setup to reliably hit your spells during Arcane Avatar. Core on pos 4, but should be taken instead of Aether as it falls of later. As a mid position you would pick 2 out of these 3 items as core.


Situational:

Eul's Scepter - The stats are amazing, Int, huge mana regen for his huge INT gain, the movespeed to his already high movespeed, and can be used defensively or as setup for twister/Surge.

Dagger/Force Staff - If you are overflowing with farm, keep the momentum with dagger and chase down the opponents, especially if you already have Euls for cheeky escapes. Force against the likes of Naix, Riki, etc.

Ghost scepter - Everyone knows when you build ghost scepter.


Extension:

Bloodstone - Hitting all your spells during Arcane Avatar, but running out of mana fast? Look no further. Also adds some tankiness.

Aeon Disk / BKB - In late game you will likely be burst down as soon as you pop your ultimate, or even before that. On of these should prevent that.

Scythe of Vyse - Even more setup and a powerful disable for late game.

Aghanim's scepter - Your opponents have no spell immunity or BKB carriers? They have your prodigal son Rubick and a Pipe? You want to be thematic? Go for it.


Do not get:

Orchid - While stats are okay, the attack speed is wasted with Aghanim's super low Agy and no way to actually keep the target in place after silence without hitting twister. Atos is a cheaper and better alternative.

Octarine - Sure, you'll have more uptime on your ultimate, but considering what the ultimate does unless you have a lot of active items it's mostly a waste and you'll have better options for the cash.

Kaya - Really? You want 2 stacks of your passive? Sure, I guess. The manacost reduction is nice, but bloodstone helps there a lot more.

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