Ideal Allies:
Turtle Heroes:
Heroes that can stall out the game and defend high ground easily can help get to a decently strong point with Arrival's passive. Keeper is also an extremely good ally in general for Crawler, which we will detail in this section.
Nuke Boosters:
The Crawler's nukes become extremely strong late game but magic or spell boosting abilities can boost them to absurd levels. Keeper once again is a good pairing because he can instantly refresh Dimensional Rip, and has Solar Bind.
Global Mobility Boosters:
Helps Crawler move around the map and farm or go to fights more effectively. These spells pair well with Arrival to give Crawler very significant global impact or the option to go to fountain and return fully healed.
AOE Crowd Control / Initiators:
Ideal heroes to set up Arrival. These heroes with a good entrance can deal a ton of damage. Also they are good heroes to teamfight with because Crawler before having Scepter has very limited mobility control.
Cores That Can Damage Through Spell Immunity:
Crawler is a carry that cannot damage through spell immunity, unlike almost all safelane carries. As such, it would be smart to draft Crawler with cores that can deal damage to Spell Immune enemies (usually physical but sometimes Pure). It is a reversal of a lot of usual position damage distribution.
Heal Reduction Heroes:
Heroes that can reduce the healback of Arrival are good allies for Crawler. Heroes that buy items like Spirit Vessel and Eye of Skadi (though Crawler itself is a prime contender for that) count here too.
Saving Heroes:
Crawler is easy to kill for much of the game. These heroes can protect such a vulnerable hero very well especially early game. Counterinitiators count here too.
Stat Boosters:
These heroes can improve key attributes for Crawler, allowing it to be a greater threat with it's abilities before it has farm and buildup of stats from the Arrival passive.
Good Against:
High Armor/Evasion/Attack Resistance/Physical Protection Heroes:
As a scaling magical nuker, Crawler is very effective against heroes who do not have protections from magic damage and focus on physical protection in all its forms.
Passive Reliant Heroes:
Crawler is naturally very effective against heroes that are reliant on their passives, even before it has Scepter due to making those passives weaker with Destabilize. Many of these heroes are also vulnerable to Blind/Disarm.
Kiteable Melee Heroes:
Later in the game, Crawler is much faster than these heroes and is very good at restricting them with it's various debuffs of Blind/Disarm and Slow/Leash, especially with the Dimensional Rip pull talent.
Heroes Vulnerable to Mana Loss:
Usually these are tanky heroes who still need to cast spells to do stuff, Spirit Touch can make them into non-heroes by depleting their mana in a similar vein to Anti-Mage so they would be alive but useless.
High Cooldown Heroes:
Heroes that rely on high cooldown spells to fight can face trouble. Crawler's fast respawn can potentially mean that in a normal game where these heroes would use their high cooldown spells to pickoff and kill the enemy carry, it does not have that value here due to how fast said carry (Crawler) respawns. In principle it is similar to the normal way to counter these heroes (buyback) but without having to buyback.
Non-BKB Cores:
Cosmic Crawler is one of those "all cores are getting BKB or we all die" kind of heroes due to its massive spell damage output and control with debuffs. The cores that are not able to use BKB very well will have a tough game against Crawler.
Illusion Heroes:
Crawler plays a favorable game against illusion heroes. Crawler deals a huge amount of AOE damage with its spells, and illusions will quickly fall under the Stellar Shift threshold and have permanent Blind/Disarm. Arrival's damage in its higher levels also allows it to one-shot most illusions.
Heroes that Like to be At Low Health:
Due to how Cosmic Bind works, heroes that like to be at low health will find themselves continuously debuffed, especially by Blind/Disarm or Slow/Leash if they're melee. This is particularly good against carries that rely on
Satanic.
Worst Enemies: (There are many of them due to how specialized Crawler's skillset is and how glaring it's weaknesses are)
Stat Thieves:
Crawler's damage comes from stats, so heroes that reduce them will make it much weaker.
Heroes that get stronger for each kill:
It's easy for these heroes to snowball to victory against Crawler who is ill suited to deal with them and will need to rely on allies to protect it.
Global Interrupters:
Due to Arrival's active giving a minimap indicator to all players when cast near enemies, these two can counter the global teleportation from global range. Silencer can use his ultimate as soon as he sees the spell being cast, and Zeus (with Scepter) can use his ultimate and Nimbus Crawler to stop it as well. As such these heroes can prevent Crawler from ever using its ultimate in combat until late game when it has a very low cooldown.
Silence:
Crawler's spells are all active and silences make it into a creep. It cannot impact the game at all when silenced, which will usually force it to buy BKB or dispels.
Gankers / Jump Heroes:
Crawler has no escape mechanisms so gankers who activate early can easily get a lot of kills on Crawler and ruin it's game. Late game Crawler is still weak to being jumped as it may be blown up before casting any spells.
Base Armor Removal/Ignore:
Crawler's armor naturally almost all comes from Agility and the 6 base armor it has naturally and it is not well suited for a majority of the Armor items in the game. Heroes that can punch through base armor it will be able to tear apart a lot of tank Crawlers very easily into late game, and it would be dependent on it's Cosmic Bind armor talent to stay alive.
Instant Healers:
Heroes that in general can restore huge amounts of life quickly will weaken Crawler, as Cosmic Bind needs heroes to be low on health in order to place its debuffs. Fast healers can effectively remove Cosmic Bind debuffs for their allies. Crawler needs to counter this with Aghs Shard, Skadi, or Shivas.
Heal Amplification:
These heroes will massively improve the heal-back of Arrival's expiration, allowing it to massively outstrip the initial damage it did and come back with a lot more health if the targets survive the duration of the spell. Crawler needs to counter this with Aghs Shard, Skadi, or Shivas.
Damage Nullification and Reflect:
Arrival heals the full amount it's supposed to do at the end no matter how much damage it actually deals. As such enemies that nullify damage will end up with more health than before. Because Arrival is so slow and telegraphed, tanky heroes with Blade Mail can easily deal a huge amount of damage to Crawler with it. Nyx can do both, which can be very frightening.
Anti-Mages:
As Crawler is the most pure caster core ever, heroes (and items) that counter INT cores are obviously big problems. Between the heavy mana costs/burns, magic resistance and scaling nuking that gets stronger with Crawler, these heroes pose a massive threat in most phases of the game. The first 2 can be beaten with good use of upgraded debuffs (Some combination of Break, Silence, and Leash) and the Spell Immune heroes can be outscaled late game as they don't carry as hard as Crawler. Nyx basically cannot be neutralized as a threat and will be a massive threat to Crawler all game, especially since he can also block and return Arrival's damage too. Mage Slayers and Bloodthorns will require good positioning to protect yourself from and good use of dispel and Black King Bar.
Hey there. Welcome to the site.
I'm glad you like Cosmic Crawler!
Thank you also for following me on the bird site.
Look at Invoker. The very same combo(for example: cold snap - tornado - meteor - defeaning) will ALWAYS be the SAME keys(QQQR-WWQR-D-F-EEWRD-QWERD) even if you try to do it a HUNDRED times.
I was considering this general stuff when I was making the two spells. I wanted to have Dimensional Rip and Cosmic Bind both able to use a variety of debuffs so that Crawler would have all sorts of tools to defeat it’s enemies if the player was good at using them. I was thinking of which ways to implement it. As heroes get only up to 6 buttons, that limits to 2 icons. This severely limits the options of picking the debuffs without massively complicating the hero ala giving Crawler its own
Ultimately, the 4 modes toggle variety made the most sense to me, because there was already
Example: If the most dangerous hero on the enemy team is Outworld Devourer you would adjust it to Silence/Inflation
If it was a
While, your hero will have to press 4 possible key combinations(Q, DQ, DDQ, or DDDQ) to cast the VERY SAME skill(and yeah, different number of letters for each, absolutely destroying the player's rythm). And what's more is he have another 7 skills of EXACTLY THE SAME 4 ways to cast(good thing that the half of those 8 uses W and F instead) creating severe confusion.
I think I disagree in a sense. This hero is not built around big playmaking combos where you rely very much on going into a “rhythm”. This hero only has 2 spells and 1 autocast orb, there’s not much comboing going on, but rather fast adapting. This is a strategic hero where your actions have to change based on what’s happening. Some quick reactions are needed, like if you normally keep your debuffs on Silence because the enemies got a bunch of spellcasters, but you need to act fast to Disarm an enemy right-clicker carry (let’s say
The rhythm thing is actually pertinent here; I think that like Tread-switching, it is just a new rhythm to learn. Like, Extreme Tread Switching where if you fail you or any ally dies like in that
I am glad you think so! No matter how frustrating you think this hero would be to play, it’s good you were able to enjoy something unique about this hero design. Probably the strangest one I have.
Look at Invoker. The very same combo(for example: cold snap - tornado - meteor - defeaning) will ALWAYS be the SAME keys(QQQR-WWQR-D-F-EEWRD-QWERD) even if you try to do it a HUNDRED times. And this 'repetition' is the most important thing about the hero design because it lets players subconsciously execute the combo without too much effort(even more if they go to the practice lobby, try to execute the combo w/o concsiously recalling what keys to press, and do it like a hundred times).
While, your hero will have to press 4 possible key combinations(Q, DQ, DDQ, or DDDQ) to cast the VERY SAME skill(and yeah, different number of letters for each, absolutely destroying the player's rythm). And what's more is he have another 7 skills of EXACTLY THE SAME 4 ways to cast(good thing that the half of those 8 uses W and F instead) creating severe confusion. Yeah, Invoker's 10 skills have unique keys thus 10 unique sets to memorize. But that only makes Invoker longer to master but only slightly harder to combo with once you have already mastered him(compared to lets say he only got 5 skills). And one more thing, while playing your hero, the player will ALWAYS have to look at the hud at some of the most crucial moments of the teamfights, messing up the players concentration and fun.
Hope you would agree to most of this.
Not mention that Crawler has 0 escape and 0 defensive ability. A perfect combination of dying a lot from ganks in the early game and dying a lot from all kinds of bursts in the late game.
The earliest incarnation of Crawler did not use magic damage but Universal (which has been patched out). I had an idea of him as using Pure (penetrating Spell Immunity) for a while once Universal was gone, but I was advised to make him a magic damage hero, so that he'd be more counter-able. Because of this, if you were to draft him, you'd throw him with some heroes to supplement physical damage like
I did give him lots and lots of CC to give him the ability to defeat other carries once they had no more bkb duration. So it likely is more flexible than I am presenting them, but I do think it does enough damage later in the game to be more than just a debuffing utility support, since its DoTs can do 200-500 dps each, and his nuke can do 700-1.4k per cast.