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Alhazred by lonelyfreak

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Alhazred

By: lonelyfreak
Last Updated: Nov 4, 2018
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Alhazred

The Mad Servant

Faction: The Dire
Primary Attribute: Intelligence
Attack Type: Ranged
Roles: Support, Initiator, Disabler

Alhazred the Mad Servant is a ranged intelligence hero who who possesses many powerful abilities capable of inflicting chaos and terror upon the enemy team. His Gaping Maw ability is great for area denial as well as decent lock-down provided the appropriate setup. Tentacle Lash is one such ability that can provide that setup by slowing and pulling enemies towards the Mad Servant. His third skill, Benevolent Madness, is flexible in that it can help allies and hurt enemies but if he isn’t careful it could end up having the opposite effect. It increases the damage a hero can do and the speed at which they can attack but at the cost of increased damage to themselves as well being silence and muted. What Alhazred is truly known for however, is his ultimate Cyclopean City. He summons a city in a massive area which causes fear and significant damage to those unfortunate enough to be caught up in it.

Lore

Alhazred was a talented poet in the court of a lesser noble, in a place called Saneá. One day a mysterious magi visited the noble and presented him with gifts from distant and exotic places. One such item was an ornate puzzle box made of jade and onyx with a glass like finish and inlaid with gold. Despite it's beauty it had an ominous quality to it. Not wanting to keep such a strange object but also not desiring to appear ungrateful, the lord bestowed it as a token of gratitude upon Alhazred for his beautiful poems. He graciously accepted the item and later in his home put himself to the task of opening the box.

Some time later he solved the puzzle and the ornate vessel opened slowly revealing a bizarre shard of some unknown material. It radiated an unnerving crimson light that thoroughly entrances Alhazred. He was shown a vision of the Mad Moon being torn asunder in a cataclysmic event. At the moment of its self-destruction, an Ancient being entered his mind filling it with knowledge beyond understanding and driving him utterly insane. He began venturing into the vast desert like place known as the "Empty Space" of the ancients. He was not heard from nor seen again for nearly 15 years. What horrors he witnessed in that place is unknown but upon his return he produced a book. A grimoire of ultimate and unspeakable evil. Held within its flesh like coverings are tales of demons, the living dead, and cosmic deities which transcend the boundaries of time and space and the sane mind.

Alhazred, better known as the Mad Servant, now does the bidding of the being which opened his eyes to "greater" understanding, Diruulth.

Primary Abilities

Q
Gaping Maw
The ground ruptures as black ichor oozes out over a specified area, dealing damage and slowing enemies. After a short duration large teeth like spikes burst out around the perimeter of the tar like substance. Enemies hit by these teeth take damage and are briefly stunned. After another delay the spikes come together like a closing mouth, stunning and damaging enemies still in the area.

CAST ANIMATION
ABILITY
DAMAGE TYPE
PIERCES IMMUNITY

MANA
COOLDOWN
Cast Range
Effect Radius
: 0.3+0.7
: Target Area
: Magic
: No
: 120/140/160/180
: 20/17/14/11
: 600
: 300
Effects Delay
Ooze Damage per Second
Spike Damage
Closing Damage
Ooze Slow
Spike Stun Duration
Closing Stun Duration
Ooze Duration
: 1 (0.3)
: 34
: 35/50/65/80
: 110/140/170/200
: 14%
: 0.1
: 3
: 5


The great toothy maw of some indescribable extra-planar monstrosity consumes the very essence of reality.


Notes
W
Benevolent Madness
Drives a unsuspecting hero to madness during which a unit deals, and takes, increased damage and has their attack speed increased. Heroes affected by Benevolent Madness will also be silenced and have their items muted.

CAST ANIMATION
ABILITY
PIERCES IMMUNITY

MANA
COOLDOWN
Cast Range
: 0.3+0.4
: Target Unit
: No
: 85
: 30/28/25/21 (20/18/15/11)
: 600
Attack Speed Bonus
Damage Amplification
Duration
: 65/70/85/100
: 30%
: 3


Madness is a mercy!


Notes
E
Tentacle Lash
From somewhere within the folds of Alhazred's robes, tentacles lash out at multiple enemies with range. Units hit by the tentacles are slowed and have a chance to be dragged back toward Alhazred.

ABILITY
DAMAGE TYPE
PIERCES IMMUNITY

MANA
COOLDOWN
Cast Range
: Target Unit/AutoCast
: Magic
: No
: 70
: 24/17/11/6
: 500
Bonus Attack Targets
Move Speed Slow
Slow Duration
Drag Proc Chance
Drag Damage
Drag Duration
Root Damage per Second
Root Duration
: 2/3/3/4
: 33%
: 3
: 25%
: 75
: 0.6
: 50
: 1.6


Twisting and writhing coated in some mysteriously thick and sticky fluid.


Notes

Ultimate Abilities

R
Cyclopean City
Summons forth a nightmarish Cyclopean City of dark stone dripping with green ooze. The geometry of the ethereal city is abnormal, non-Euclidean, making it both confusing and terrifying. The stupefyingly horrific existence of such a place results in enemy heroes fleeing toward what could only be considered the center of the area. At least it looks like the center. All enemies within or that enter become fearful and run toward the center of the effected area. Units take damage at the beginning and end of the effect, taking more when closer to the center.

CAST ANIMATION
ABILITY
DAMAGE TYPE
PIERCES IMMUNITY

MANA
COOLDOWN
Effect Radius
: 1.3+2.0
: No Target
: Magic
: No
: 225/300/375
: 180/150/120
: 600/700/800
Damage Width
Minimum Damage
Maximum Damage
Duration
: 200
: 60/80/100
: 150/200/250
: 3/3.5/4


Built in measureless aeons past this loathsome city of titan blocks and sky-flung monoliths is a city of madness.


Notes

Hero Talents

-0.7s Gaping Maw Effects Delay
25
-3s Tentacle Lash Cooldown

Tentacle Lash Roots on Drag Proc
20
-10s Benevolent Madness Cooldown

+120 Gold/Min
15
+100 Cast Range

+25 Movement Speed
10
35% XP Gain

Talent Notes

STATS

RECOMMENDED ITEMS

Starting items:


Tango regenerates health so Mad Servant can survive the lane.
Healing Salve restores health also.
Clarity regenerates mana so Mad Servant can keep using spells at the beginning of the game
Iron Branch provides cheap attributes and builds into Magic Wand or Mekansm.
Observer Ward gives vision that may spot incoming enemy ganks.
Animal Courier ferries items to teammates.

Early game:


Magic Stick sustains Mad Servant with burst health and mana restoration so he can survive or use more abilities.
Boots of Speedgrants movement speed bonus so Mad Servant can get into position to use his skills to secure kills or save allies in time.
Town Portal Scroll gets Mad Servant to the right place to gank or counter-gank/.

Mid game:


Magic Wand also restores health and mana in burst, as well as giving some attributes.
Arcane Boots replenishes Mad Servant's and allies' mana so they can stay on the map.
Blink Dagger helps your positioning greatly and helps to pull off a good Cyclopean City.
Force Staff is useful on Mad Servant for a number of reasons. If you are having trouble farming a Blink Dagger, it can be a good alternative but getting both is also very good. The increased mana pool helps greatly with his ability to cast spells, and the item's active ability serves as a useful escape mechanism on a frail hero without escape abilities. The active can also be used on pesky enemy heroes who manage to avoid your AoE spells, giving them the literal push they need to step into the danger you have created.

Late game:


Black King Bar grants spell immunity so the enemies cannot easily interrupt Mad Servant during the rather long cast animation for Cyclopean City, though some abilities can pierce spell immunity so also has to consider Linken's Sphere as a supplement or an alternative.
Guardian Greaves gives passive armor and health regeneration for the team. The active is a nice heal and a useful debuff.
Refresher Orb allows Alhazred to use Cyclopean City twice, increasing the duration enemy targets are disabled and making it easier for allies to turn the tides of a teamfight.

Situational items:


Veil of Discord provides good stats and increased damage output if your team is struggling in that department.
Meteor Hammer gives Alhazred practically everything he could want. Health, mana, regen, and a really good follow-up to both Gaping Maw and Cyclopean City
Eul's Scepter of Divinity gives a lot of mana regeneration, some movement speed and intelligence, eliminating your mobility and any mana issues almost entirely. It makes landing Gaping Maw a breeze by disabling an opponent for almost exactly the delay duration of the skill.
Rod of Atos is a relatively cheap item that gives Mad Servant a lot of health, a lot of intelligence to increase the size of his mana pool, and a very long range root that can help him with initiating and ganking. The active allows him to set up Gaping Maw.
Linken's Sphere is an alternative to Black King Bar for when the enemy team has disables that ignore spell immunity, such as Primal Roar.

STRATEGY

The Mad Servant is a strong support with abilities that can easily win a teamfight. To be the most effective he requires good positioning and benefits from having another initiator on his team for devastating combinations. He isn't the most powerful laning support but brings some harass through Tentacle Lash and kill potential in the form of Gaping Maw if can be landed. He is also a nightmare for vulnerable heroes that typically rely on skills or items for escaping like Anti-Mage, Mirana, Queen of Pain, and Tinker due to the silence and mute built into Benevolent Madness.

An effective skill build looks like the following:



Maxing Tentacle Lash first for the lowered cooldown is a high priority. Gaping Maw also has its cooldown and damage improved by levels so it makes sense to max this skill second. Taking a value point in Benevolent Madness early can help secure kills on slippery heroes and the damage amplification is substantial.

His talents are very flexible. At level 10 both talents have merit. The movement speed helps his positioning quite a bit and Mad Servant is a slower hero to begin with. However, the increased experience rate can help him play catch up or get ahead to those powerful upper level talents.

At level 15 the choice is just as difficult. Finding farm as a support is challenging to say the least and 120 additional gold per minute is nothing to scoff at. But extra cast range can do wonders for a fragile hero that doesn't want to be in the thick of it to cast his spells.

Level 20 presents a somewhat easier choice, Benevolent Madness is a REALLY strong ability and reducing it's cooldown by nearly half is something you probably don't want to pass up. The other option can be good if your team is lacking hard disables, although it is a little unreliable.

Lastly, at level 25 we have another rather simple choice. Making the delay between effects for Gaping Maw shorter is simply amazing. It makes the skill significantly easier to land and then combo into other abilities. As for the other choice, you will want to get if you took the root at level 20. Although, having 100% up-time on a 33% slow isn't half bad.

Responses

ENTERING BATTLE


Mad Servant

Ph'nglui mglw'nafh Diruulth Jnun'lqamr wgah'nagl fhtagn

I serve!

He has sent me. Praise his dark name!

SELECTING


Almost nobody dances sober, unless they happen to be insane.

I love dancing sober!

Is it just me, or am I crazy?

MEETING AN ENEMY


Bane
Your nightmares are sweet nothings compared to what I have in store for you.

MEETING AN ALLY


Warlock
Ah, a fellow author.

ACQUIRING AN ITEM


Necronomicon
I had forgotten where I put this.

That is not dead which can eternal lie, And with strange aeons even death may die.

Mask of Madness
Mask of Madness? What a familiar feeling!

MISC.


u ****ty wizard!



Author's Notes

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FangzofFuzzy (9) | October 22, 2018 11:02pm
Overall, I like the theme of mad servant of the Old Gods going on. As the inventor of the Necronomicon though, I would have liked to see more synergy with the item, primarily because that would be cool lore-wise. Maybe have his kit place more emphasis on mana as losing mana could be better associated to losing sanity? I have some ideas for more drastic reworks in this direction that I’ll post in another comment later, but I’ll reserve this one for immediate thoughts on the current abilities.

The thematic design of Gaping Maw is cool, reminds me of Cold Feet but with AoE area denial. The combo potential with other disables here is insane. For such a large increase in cost per level, not much else increases really. Maybe increase the 2nd effect spike damage per level as well? In all fairness, this spell potentially deals a lot of damage level 1 so probably should have a higher cost at level 1 as well.

Can you cast Benevolent Madness on allies and yourself? Very thematic spell and while it’s not my favourite because it’s so much like the old MoM, I can see its purpose in the kit.

Tentacle Lash having both a sizable cooldown and a random chance irks me, but that’s more of a personal opinion. While your ultimate is down, this is the only spell you have to help secure Gaping Maw and I like that combo, but I dislike the fact that if you attempt it and the random numbers screw you over, it feels bad. Maybe remove the randomness and replace it with every few casts of Tentacle Lash guarantees the drag on the next cast?

Does the ultimate fear enemies to the center and thus fully disabled for the entire duration? Is this essentially a non-channelled Black Hole that I assume can move with him? Granted there’s less damage but since there’s no indication he can’t act during the spell, he can still attack and cast spells to pile on the damage. Definitely needs some clarification before actual judging.
1
[-]
lonelyfreak (7) | October 23, 2018 1:12am
FangzofFuzzy wrote:
As the inventor of the Necronomicon though, I would have liked to see more synergy with the item, primarily because that would be cool lore-wise.

I thought about that for a while but ultimately I felt it might get to gimmicky? It's still a decent luxury item for him. Gives nice stats, helps with Q, lets him hit buildings after team-fight winning ults.

FangzofFuzzy wrote:
For such a large increase in cost per level, not much else increases really. Maybe increase the 2nd effect spike damage per level as well? In all fairness, this spell potentially deals a lot of damage level 1 so probably should have a higher cost at level 1 as well.

He has a pretty big mana pool and his other skills (other than his ult) are cheap so I think the mana cost is pretty justified. I'll consider messing with the damage and early cost but I'm not sure.

FangzofFuzzy wrote:
Can you cast Benevolent Madness on allies and yourself?

Yes, I've now clarified that in the notes.

FangzofFuzzy wrote:
If you attempt it and the random numbers screw you over, it feels bad.

It slows a decent amount so I figured it would be alright. I've now specified in the notes that the odds are psuedo-random, so eventually it's guaranteed.

FangzofFuzzy wrote:
Does the ultimate fear enemies to the center and thus fully disabled for the entire duration? Is this essentially a non-channelled Black Hole that I assume can move with him? Granted there’s less damage but since there’s no indication he can’t act during the spell, he can still attack and cast spells to pile on the damage. Definitely needs some clarification before actual judging.

I cleared up in the notes how the skill works in regards to the hero. It doesn't move with him but he can act (it's not channeled). The damage is magic and positioning changes a lot in terms of damage. If you think it's still too strong I can tweek it. This hero is mostly his ultimate, which is why it's pretty strong.
1
[-]
FangzofFuzzy (9) | October 23, 2018 2:05am
lonelyfreak wrote:

He has a pretty big mana pool and his other skills (other than his ult) are cheap so I think the mana cost is pretty justified. I'll consider messing with the damage and early cost but I'm not sure.

It slows a decent amount so I figured it would be alright. I've now specified in the notes that the odds are psuedo-random, so eventually it's guaranteed.

I cleared up in the notes how the skill works in regards to the hero. It doesn't move with him but he can act (it's not channeled). The damage is magic and positioning changes a lot in terms of damage. If you think it's still too strong I can tweek it. This hero is mostly his ultimate, which is why it's pretty strong.


I think I wasn't as worried about mana problems, more like it doesn't feel as worth it with every level. Could be a more personal thing but eh, one could argue that it's normal to expect more from upgrades.

Priming pseudo-randomness doesn't really work, especially in this case again where it has a noticeable cooldown and can't just be primed by normally attacking as most PRD abilities are. I hope you see what I'm talking about, but it's your hero so you decide at the end of the day. While the slow is decent given that it can affect multiple targets, the duration seems to be missing.

I still need to ask does the ultimate fully disable them for the full duration they're feared? While the justification you used at the end is an interesting one, strong spells still need counterplay. Enigma is also mostly his ultimate and I don't think Black Hole is as strong as this spell. However if this doesn't pierce spell immunity, that's a good step to differentiate it in terms of weaknesses. In my opinion, it's hard to gauge the strength of the ability but right now, it doesn't even have a theoretical counter and thus is less interesting. Black Hole is a channeling spell so can be cancelled, thus it's interesting as a concept. Not that Cyclopean City is boring, but it does feel underwhelming somewhat in terms of creativity and as a spell.
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