Fulgora can't farm nor push fast, she must always look for pick off. Her playstyle revolves around on using all of her abilities constantly for maximum damage potential. She always seek for chance to use neutron nova, then use her other ability/item for a perfect hit. She can use electric pole if the condition allows it, or use lightning surge while also approach her prey to finish him off with attacks and steal his mana. Due to mana cost and cooldown of her abilities, she often needs to stay close to enemies to refuel mana. However, being close to enemies makes her vulnerable. Nevertheless, if she can survive that, She will be ready for another neutron nova assault. Landing neutron nova is a lot easier with the help of allied disabler, It's overall better because it allows her to save mana and stay at safe distance.
Player has to be careful while stealing mana. She is vey squishy, Being close to many enemies gives a lot of stolen mana, but it may kill Fulgora afterward. Being close to few enemies might give her safety, but she just gets little mana. Mind that she can't use neutron nova on close enemy.
During the early game, enemies have little control over neutron nova's damage. While Fulgora has her own disables to get perfect neutron nova hit. Allies can also help with good coordination. Executing a pick off might just be as simple as throwing 1 succesful neutron nova hit followed by auto attacks. Thus the early game is the easiest period for Fulgora. As the game progresses, enemies start acquiring items, they group up more often, and their health are too much for 1 neutron nova. Many items can be used to counter neutron nova/root, says:
Black King Bar,
Linken's Sphere,
Force Staff,
Blade Mail,
Blade Mail,
Blade Mail, etc.. On the other hand, Fulgora also has items and more mana, and so does her team. At this point, She can and has to hits neutron nova perfectly multiple times, and it can only be done by using all of her abilities and items constantly. Thus making the challenge gets harder and harder as the game progresses.
Don't forget that playing Fulgora isn't always about neutron nova. Her other kit is also very spammable especially electric pole, her right-click is not so bad too. FInd the right strategy for the situation.
PROS
- Very deadly solo ganker. Even more deadly if paired with a disabler.
- Has spammable extremely high magic damage nukes.
- Has many disables. Each of her disable can hit more than 1 enemy per cast.
- Abilities have low cooldown.
- Can sustain mana by stealing.
- High mobility.
- Good at kiting.
- High skill ceiling.
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CONS
- Slow farmer, bad pusher.
- Dependent on landing ultimate constantly and perfectly which is not that easy. It requires other spell/item/teamwork and has to be done precisely. Failures are often punished hard.
- Her disables have very short duration.
- Somewhat high mana cost for her abilities.
- Must be close to enemy unit to steal mana. More mana to steal = more enemies = more danger.
- Squishy.
- Dependent on precise positioning.
- Weak while silenced.
- Below average attribute and attribute gain.
- Bad against a group of multiple enemy heroes or illusion heroes
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Now the passive I really don't like, it's like Lion's E but you get mana way too easily, my suggestion to you is make it a passive component of the poles make it so you get mana from people who got hit by the poles(If you are with in range of course) now if you do make the poles the ult you can have as much as many mana drained as you like.
The current Ult must be remade as a regular ability. The poles being an ult makes more sense and gives a lot of gameplay possibilities without reworking too much
Also just have one more max pole for an ahgs upgrade a new ability is way too much the poles are too powerful already
I don't think electric pole is op, root and disarm is no better than stun while most disables in dota stun and damage. Also the reason I made neutron nova as ult is because I thought It's interesting to have a skillshot that can deal lots of damage when hit succesfully. If it's remade as a basic ability, it can be maxed at level 7 so the damage must be reduced a lot. Then landing neutron nova succesfully won't be so rewarding.
Neutron Nova has too steep of a... (for the sake of a lack of term) "delta of power". It's either TOO WEAK or TOO POWERFUL with nothing in-between. You HAVE to cast E or wait for someone's disable, or else it has no value at all. Not only is it steep, but if we average out the ability to include how often enemies move and how often they're disabled, it'll be among the OP-side of abilities. There's just too many opportunities for the 800 dmg with very little chance of messing it up, especially to coordinated plays. I would strongly suggest for the steepness and overall power to be toned down, and it's exactly what AttackHelicopter's advice will accomplish!
Electron Drain is lame, can we have it merged with Lightning Surge and get something else? Like make it steal 40/80/120/160 mana for each enemy hit. I do find the W weak in it's current state. It's just a bad Burrowstrike.
If Electric disk is electric pole's sub-ability, You don't have to put it on Other Abilities Section.
Electron drain, a passive aura, can't hit invisible units but Neutron nova, a projectile ability, can hit invisible units. Whut? Why makes you decide to do this? It's not of those slow low-dmg projectiles like Arcane Bolt, or Death Pulse......
Also that LvL 25 talent about illusions is just terrible. It already deals MASSIVE damage, which will definitely kill illusions instantly without this talent. Why bother getting one?
Neutron Nova, though non-random, is like Shackleshot's case, consider it at its most normal at full dmg. Which is what makes it OP.
Fulgora's basic ability has lower or equal cooldown compared to her ultimate, so whenever she can cast her ultimate, she can also cast her other abilities. So I think it doesn't matter if it has no value on it's own. There are few abilities that has no value on it's own in dota, like Overload and Aftershock.
I don't have any trouble changing electron drain as long as the new Fulgora doesn't become a spellcaster that always stay far away from enemies. That just make her super annoying.
lightning surge is very useful for mobility. Fulgora has to be in the right position all the time. Electron drain affects nearby enemies, electric pole needs to be planted in the right position, and neutron nova can't hit nearby enemies. She will have to use it constantly. I think it's still very important even if the stun and damage is removed. The stun needs to be very short, since it can be cast up to 1100 units at max level. That's almost as far as her ultimate.
I think electron drain is op if it affects invisible units. It's a permanent mini Gem of True Sight along with mana steal. I make neutron nova can hit invisible enemy for bonus entertainment since lightning surge can hit invisible enemy too.
That talent is situational, I think Fulgora is bad against illusion heroes. That talent will be very helpful for clearing illusions. 5% damage won't kill a moving illusion instantly.
it is said right there that it "...deals tremendous damage if it hits him while he isn't moving." Merely attacking stops units from moving, and how many times can you see people stop to attack things? (hint: it's all the time) On a hectic teamfight, that ult is basically Laguna Blade on a 6 second cooldown and half a mana cost. Unless you meant it can only affect units affected by movement preventing debuffs, then it could've been phrased better.
The value of neutron nova in a vacuum is the weaker part of the argument. The problem is its OP-ness if it kept dealing 800 burst dmg every 6 seconds, which even semi-coordinated pubs can perfectly do.
Huh, whut? How? Affecting invisible units is different from revealing invisible units.
That logic is weird... and doesn't hold any water. Magic Missile don't hit invisible units but Wave of Terror can. And even if it did, I don't think it will be because of Wave of Terror at all. But ok this doesn't seem important to argue about it anyway.
I will never waste 350 mana to clear a single illusion which I don't even get a guarantee. And this is EVEN if that talent is built-in by default from the start. That talent just doesn't make sense.
Now, to prevent it's tremendous damage. Target or his team can use protection items, like you said: bkb, aeon, linken, and eul. They counter everything so they also counter neutron nova, right? Enemies can also use force staff and pike just like what you said. Enemies can also use dispel items, like lotus, gg boots, and manta. Manta's illusions also make player hesitate to cast neutron nova. And then for the worst imo, Blade Mail.
When target is busy attacking someone and a neutron nova projectile is flying towards him, without any disable target can just walk a step right when the projectile is about to hit him. It should not be difficult.
Huh, whut? How? Affecting invisible units is different from revealing invisible units.
Yes but I think that is still op. At least she can detect invisible units around her all the time. If she carries smoke, it makes almost no difference.
That logic is weird... and doesn't hold any water. Magic Missile don't hit invisible units but Wave of Terror can. And even if it did, I don't think it will be because of Wave of Terror at all. But ok this doesn't seem important to argue about it anyway.
Just for fun bro. The projectile will still chase invisible target. Succesfully use lightning surge and land full damage neutron nova to invisible unit must be more rewarding, like blind hook.
I am very open to any suggestion about that talent.
How much damage neutron nova should hit in your opinion to make it balanced?
Since this is my first time, I also want to ask about so many things. Like how to place note on the noted ability and how to attach picture on hero and spell icon?
https://gyazo.com/febd7d747ca6251b17128390e9bfb349
Please put the link of the picture you wish to have as your ability icon in the "icon" bar beside the name.
Cheers,
Sofa