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-A lightning-fast tank and disabler with no fear of mana costs or cooldowns-
GALAMATHET, the Behemoth (The bolded name is the name the hero would be referred to in-game)
Introduction:
Galamathet was designed based on the model concept that was ported to Warcraft III, The Brutal Lord by Moyack. It was one of the coolest designs I'd seen, so I made a concept of him based on it. He is designed as a tanky initiator who controls various aspects of combat and makes his enemies weaker and more vulnerable to status effects. His place in lore is one that fits in with the demonlords Shadow Fiend, Shadow Demon and Doom as another player in their conflict who fought with and against all of them.
Every hero has a gimmick and Galamathet's is Negative Status Resistance, Disruptive Initiation, and Chain Spellcasting. Galamathet charges into combat with his built in initiation and all about making enemies weaker through stacking negative status resistance and with his unique skillset, he can use his abilities over and over again.
Goals and Prompt for Design:
1. Make a hero for the Brutal Lord design, he is a physically imposing strength hero that players would be afraid of. The more brutal the skillset the better. He is not a wimp that needs a lot of farm, he is a bully. Incorporate mobility and Fear status into his skillset.
2. He has to become more dangerous the longer he fights, but it can't be the same gimmick as another hero (e.g armor reduction), so I settled on Negative Status Resistance.
3. Design an ultimate spell (Super-mode type) that allows free use of other spells at the cost of the super mode's duration. And find a way to make that super-mode powerful, but not overpowered (example. the spells on their own are weak, have an extreme cooldown on their own, or take a long time to cast. The hero cannot combo this super-mode with any sort of reliable nuke or stun, you are not trying to create a WTF mode hero)
Similar Heroes (Gameplay):
Lore: Deep within the seven hells, there is the wild card, the most unpredictable force of all, Galamathet. He only cares for destruction and whenever he was unleashed, entire armies fell before him. He would even turn against his masters if he felt like it. Even Doom has been burned by his wild disloyalty. Eventually it was agreed no one should use him and he was cast into his new home of Foulfell, the hell of hells. There he learned what it meant to hate cages and masters. He had plotted to break out. When the Marauder Terrorblade escaped, Galamathet took this opportunity to do the same. Finally he had gained resolve and a goal, to kill whoever he pleases for himself and no one else.
Connected Heroes (Lore):
Attributes: *28 + 4 [144 at level 30]
19 + 0.8 [42 at level 30]
17 + 1.6 [63 at level 30]
Base Stats:
Health: 200 base, 760 at level 1
Mana: 75 base, 279 at level 1
Armor: 1 base, 4.03 at level 1
Damage: 28-31 base, 56-59 at level 1 Attack Animation (frontswing+backswing): 0.4+0.2
Base Health Regen: 0.25 base, 3.05 at level 1
Base Mana Regen: 0 base, 0.85 at level 1
Base Attack Time: 1.7/0.59 att/sec base, 0.7 at level 1
Initial Attack Speed: 100
Range: 150 (melee) Missile Speed: Instant
Movespeed: 290
Sight Range: 1800/800 Turn Rate: 0.6
Damage Block: 16 (50%) Collision Size: 24 Legs: 2 Gib Type: Fire
Voice Actor: Steve Blum (also voices Grimstroke)
Level 30 Stats:
Spoiler: Click to view
Health: 3080
Mana: 831
Armor: 8.01
Damage: 172-175
Health Regen: 14.65
Mana Regen: 3.15
Attack Speed: 142
Attacks Per Second: 0.84
His model size is very noticeably large, which can be seen far below in the size comparison.
As of this writing, the current version of Dota2 is 7.32e
Primary Abilities
Q
Inferno Dash
Galamathet prepares to charge towards a point, channeling for up to 4 seconds. While channeling, he catches fire and deals magic damage around him. When released, he will dash at a speed based on how long he charged, bypassing all terrain, burning through trees, and turning spell immune during the dash. All enemies he passes will be stunned and damaged based on how long he channeled the charge.
After releasing the charge, it leaves a trail of fire over the area that Galamathet dashes over. It burns with the same damage-over-time as the channeling damage. The Dash can be released anytime during channeling.
ABILITY
CAST POINT
DAMAGE TYPE
PIERCES IMMUNITY?
: Target Point
: 0.5+0.3
: Magic
: No
PASS DMG
CHARGE/TRAIL DOT
STUN DURATION
DISTANCE
DASH SPEED
DASH DAMAGE RADIUS
FIRE TRAIL DURATION
CHARGE/TRAIL RADIUS MANA COOLDOWN
Many who recall the behemoth remember him coming in rolling on flames. Afterwards everything burned up.
Notes
Spoiler: Click to view
During cast, Inferno Dash will be replaced with the "Launch" spell, which will end charging and fire off.
If Galamathet is stunned, rooted, leashed, or silenced while channeling, or if he cancels channeling, the skill goes on cooldown and he does not fire off.
The ability gets stronger every half-second of charging, gaining 10/17.5/25/32.5 damage, 0.2/0.25/0.3/0.35 stun duration and 112.5 distance and 75 charge speed every 0.5 seconds of channeling.
When spell immune, does not apply a dispel.
While channeling, a red tracer appears in the IU that indicates how far the charge will go if released immediately.
The fire trail damage is independent of other sources and stacks with itself.
The dash cannot be stopped manually midway through launch and needs to go full distance based on charge, but he will stop if he's stunned, rooted, leashed, or silenced in the middle of the dash (by spell immunity piercing disables).
The dash does not grant flying vision.
During the dash, Galamathet can cast his spells and use items. His spells have 0 cast point and do not require facing enemies to cast them while dashing.
The dash and the fire trail destroy trees in a 100 AOE while channeling and dashing.
Inferno Dash cannot be cast while Rooted or Leashed.
The fire trail can do up to 150/200/250/300 (270/360/450/540 with the talent) damage over it's duration of 5 (9 with talent).
With a talent, Galamathet will also gain spell immunity during channeling instead of only when dashing. This does not apply a dispel, just like the spell immunity gained from dashing.
Mechanics Notes
Spoiler: Click to view
Cast Range: The spell has infinite cast range (for targeting purposes), but cast range bonuses will add to the jump distance's base value, giving this spell more initial and overall dash distance.
Spell Immunity: Neither the Dash nor the fire trail damage spell immune enemies. Stun does not affect spell immune enemies.
Spell Block/Reflection: No interaction.
Dispels: Impact stun can only be removed by Strong dispels. Fire trail is by aura and cannot be dispelled.
Damage, Stun, Distance, and Speed Numbers
Spoiler: Click to view
If released immediately, the dash will deal 30/50/70/90 pass damage, stun for 0.3 seconds, and go 750 distance at 900 speed (takes 0.83 seconds to finish dashing).
If released after 0.5 seconds, the dash will deal 40/47/55/62 pass damage, stun for 0.5/0.55/0.6/0.65 seconds, and go 862 distance at 975 speed (takes 0.88 seconds to finish dashing).
If released after 1 second, the dash will deal 50/65/80/95 pass damage, stun for 0.7/0.8/0.9/1 seconds, and go 975 distance at 1050 speed (takes 0.93 seconds to finish dashing).
If released after 1.5 seconds, the dash will deal 60/82/105/127 pass damage, stun for 0.9/1.05/1.2/1.35 seconds, and go 1087 distance at 1125 speed (takes 0.97 seconds to finish dashing).
If released after 2 seconds, the dash will deal 70/100/130/160 pass damage, stun for 1.1/1.3/1.5/1.7 seconds, and go 1200 distance at 1200 speed (takes 1 second to finish dashing).
If released after 2.5 seconds, the dash will deal 80/117/155/192 pass damage, stun for 1.3/1.55/1.8/2.05 seconds, and go 1312 distance at 1275 speed (takes 1.03 seconds to finish dashing).
If released after 3 seconds, the dash will deal 90/13/180/225 pass damage, stun for 1.5/1.8/2.1/2.4 seconds, and go 1425 distance at 1350 speed (takes 1.06 seconds to finish dashing).
If released after 3.5 seconds, the dash will deal 100/152/205/256 pass damage, stun for 1.7/2.05/2.4/2.75 seconds, and go 1537 distance at 1425 speed (takes 1.08 seconds to finish dashing).
If released after 4 seconds, the dash will deal 110/170/230/290 pass damage, stun for 1.9/2.3/2.7/3.1 seconds, and go 1650 distance at 1500 speed (takes 1.1 seconds to finish dashing).
Q
Launch
Ends channeling and shoots Galamathet out towards his target point.
Notes
Replaces Inferno Dash when it is being charged.
W
Horrify
Galamathet screams out, firing sounds at all nearby enemies. These sounds horrify enemies and forces them to run with bonus movespeed away from where Galamathet cast the spell. This will end when they reach the edge of the search AOE. When hit by this spell enemies are applied with negative status resistance that stacks up to 4 times.
ABILITY
CAST POINT
PIERCES IMMUNITY?
: No Target
: 0.45+0.4
: No
AOE / FEAR DISPEL DIST
NEG STATUS RESIST
NEG STAT DURATION
FEAR MOVESPEED BONUS
FEAR SLOW
MAX STACKS
MAX FEAR DURATION MANA COOLDOWN
When he screams, they get shaken and panic and run from him as fast as they can. He likes it when they get a running start.
Notes
Spoiler: Click to view
This fear debuff makes the targets run away from the caster.
The Horrify projectile travels at 1000 speed and can be disjointed. The projectile does not hit invisible units and units in the Fog of War.
There is a visual indication of where the spell was cast and the dispel distance so it can be expected where they will end up before the fear breaks. It is based on where Galamathet was when the projectiles were fired, rather than where they are when the projectiles hit. If they are hit with the projectile outside of the "Fear Radius", they will not have Fear applied at all.
Subsequent casts of the spell refresh the duration of the negative status resistance and adds a stack, but overrides the old Horrify destination for the new one.
The fear is tied to the distance moved and will always be removed after 3 seconds if that's not reached. It is not affected by any status resistance.
If the target is unable to get out of the range because they are blocked in all directions by trees, cliffs or other player made obstructions ( Power Cogs, Fissure, Sprout) they will attempt to reach it for up to 0.5 seconds, then have the fear debuff removed if there is no path to their destination.
Due to how negative status resist works, this skill will reduce the damage per second of damage over time spells. Rend is the one exception.
Maximum negative status resistance that can be reduced from this skill is 20/32/44/56%
During Inferno Dash's launch, this spell has 0 cast point.
With a talent, Horrify will apply a 20% slow instead of a 20% boost to movespeed.
Mechanics Notes
Spoiler: Click to view
Cast Range: Not applicable.
Spell Immunity: Does not affect Spell Immune enemies. Projectiles will not fire at targets that are spell immune on cast. If targets turn spell immune while projectile is in midair, it will not affect them when it lands, unless the immunity expires.
Spell Block/Reflection: Not applicable.
Dispels: Negative status resist and Fear can both be removed by any dispel.
E
Rend
Galamathet slashes at a nearby enemy unit or hero. This roots them in place, deals initial damage and then damage over time.
With Aghanim's Scepter: Casting Rend on heroes while Blood Heat is active adds 1 second to Blood Heat's duration instead of reducing it. Does not add duration if used on targets that already have the Rend debuff. This works up to 6 times to add up to 6 seconds to the duration of Blood Heat.
ABILITY
CAST POINT
DAMAGE TYPE
PIERCES IMMUNITY?
: Target Unit
: 0.45+0.3
: Magic
: No
INITIAL DAMAGE
DAMAGE PER HALF-SECOND
DURATION
CAST RANGE MANA COOLDOWN
When he gets tired of you running, he gives you a nice gash on the legs so you stay in place.
Notes
Spoiler: Click to view
This spell's default damage over the duration is 100/220/320/440 (240/345/470/615 with talent).
This skill has a unique interaction with status resist. When negative most spells deal the same damage over a longer duration. The damage of Rend remains the same per tick no matter the level of status resistance. Rend deals it's initial damage and then its damage ticks every 0.5 seconds, and one final tick when the debuff expires. Inversely this means that positive status resistance will reduce the overall damage of the spell.
During Inferno Dash's launch, this spell has 0 cast point and Galamathet does not need to face the target unit to cast the spell.
With Scepter , Rend will interact differently with Blood Heat when it is active, but is otherwise unaffected. See the Blood Heat entry for more details.
Mechanics Notes
Spoiler: Click to view
Cast Range: Affected by Cast Range bonuses.
Spell Immunity: No effect on spell immune enemies and cannot target them.
Spell Block/Reflection: Blocked or reflected when cast.
See notes on "Rend" for all the data on the debuff.
When applied, Rending Hand does not count as a spell, does not increase magic sticks charges, and has no effect on Blood Heat's duration (with or without Scepter).
Rending Hand provides True Strike on the next attack, unless it is on cooldown. True Strike does not work against Spell Immune targets.
Applies the current level of Rend to the target. If Galamathet does not have any points in Rend, Rending Hand only provides True Strike for the next attack and goes on cooldown anyway,
Does not apply on denies, only affects attacks on enemies.
If affected by Break, Rending Hand will not work, neither applying Rend or granting True Strike. Attacks while affected by Break will not put the spell on cooldown.
Mechanics Notes
Spoiler: Click to view
Cast Range: No interaction.
Spell Immunity: No effect on Spell Immune enemies. Does not put the spell on cooldown if the target is not a viable target for Rend. True Strike does not work on Spell Immune enemies.
Spell Block/Reflection: No interaction.
Dispels: Can be removed by any dispel.
Ultimate Abilities
R
Blood Heat
Galamathet releases his limitations, increasing his own armor and granting a health regeneration aura for himself and nearby allies. When Blood Heat is active Galamathet's other spells have no mana cost or cooldowns but instead they reduce the duration of Blood Heat for each cast. Refreshes all other spells on cast.
With Aghanim's Scepter: Casting Rend on heroes while Blood Heat is active adds 1 second to Blood Heat's duration instead of reducing it. Does not add duration if used on targets that already have the Rend debuff. This works up to 6 times to add up to 6 seconds to the duration of Blood Heat.
ABILITY
CAST POINT
: No Target
: 0.5+0.3
BONUS ARMOR (SELF)
HEALTH REGEN AURA
AURA AOE
BASE DURATION
DURATION LOSS PER CAST
DURATION GAIN PER REND
DURATION GAIN CAP MANA COOLDOWN
: 8/12/16 (20/24/28 with talent)
: 12/16/20 + 2.5/3/3.5% of max hp per second
: 400/450/500 (800/850/900 talent)
: 19/22/25 seconds
: 3/2.75/2.5 seconds
: 0 (1 )
: 0 (6 )
: 150/225/300
: 140/130/120(100/90/80 talent)
When his core heats up, every limitation you think he has is gone. Hell itself fears him when he gets like this.
Notes
Spoiler: Click to view
Health regen is provided by an aura which lingers for 0.5 seconds and only affects allied heroes.
Blood Heat has no interaction with items, which will retain their same cooldowns.
Can regenerate 228/352/500 + 47.5/66/87.5% of an ally's health in the full duration of the spell, without Scepter (not counting the last 0.5 linger time of the aura).
Can realistically cast up to 5/7/9 spells by using the default duration of Blood Heat, without Scepter.
Sets the mana cost of all of Galamathet's spells to 0, meaning things that react to mana cost (mainly Nether Ward) do not react to these spells.
Blood Heat specifically only affects Inferno Dash, Horrify, and Rend. It does not affect any other spells. This is relevant if stolen by Spell Steal or in Ability Draft.
Refreshes Inferno Dash, Horrify, and Rend on cast. Does not refresh Rending Hand.
During Inferno Dash's launch, this spell has 0 cast point.
With Scepter , Rend casts on heroes no longer causes duration loss but rather adds 1 second to the spell's duration. But this only works if the target gains the Rend debuff and not if the cast refreshes the Rend debuff. Casting Rend on the same target to refresh it or casting Rend on a non-hero will cause normal duration loss. You can add up to 6 seconds of duration in this way (which brings the total duration to 25/28/31). Additional casts after the 6th that will cause duration loss. The Rend from Rending Hand is the same debuff and casting it on an enemy affected by it will refresh it, causing duration loss.
Dispels: Blood Heat cannot be dispelled, except by Death.
Hero Talents
+12 Blood Heat Armor
25
+400 Blood Heat Aura AOE
-40 Blood Heat Cooldown
20
Spell Immunity while charging Inferno Dash
+25 Rend Damage per half-second
15
Horrify Slows Instead of Increasing Speed
+2 Mana Regen
10
+4 Second Inferno Dash fire trail duration
PROS AND CONS
+ Strong and flexible skill combos, can continuously root or fear one target or hit multiple foes with the spells
+ Can be very hard to kill due to high natural health, strength gain, mobility, AOE fear, and regen and armor from ultimate.
+ Potentially an excellent natural initiator that may not need Blink
+ Can make allied debuffs a lot stronger
+ Activates as a threat pretty early, as early as level 2
+ Can be a powerful fight and channeling spell disruptor with AOE fear
+ Ultimate is flexible in usage, can be used for counterplays or pushes
- Limited natural ability to respond to initiations due to Inferno Dash charge time
- High cooldown on spells, thus dependent on his ultimate which also has a long cooldown
- Is abnormally vulnerable to dispels and Spell Immunity
- Requires a significant amount of items to scale into late game compared to other heroes like him
- Can be sluggish, imprecise with initiation, and weak to being juked.
- Slow cast time on spells
- Low damage output later in the game
Role and Gameplay
Galamathet was designed as an initiator with built in mobility that can play position 3 or 4, similar to Primal Beast, Spirit Breaker or Earth Spirit. He is a flexible caster initiator who tries to apply as much pressure as possible. He was designed to be fun to play and highly rewards making risky aggressive plays. The hero has the potential to be an annoying thorn on your enemy's side with his disruptive skillset that becomes more irritating as he keeps fighting. Blood Heat is an ability that is effective for pushing an advantage, but he maintains a lot of utility as a disabler and tank late game still, even if he is not as powerful as early on as he gets countered by dispels, Black King Bars, and Glimmer Capes.
Galamathet's gameplay is built around aggressive play. He can be played in an aggressive offlane who can make use of his Dash-Rend Combo or he can roam onto other lanes. He does benefit from some lane farm to help with some potential mana issues or to be a tanky frontliner. He has limited impact on a role that is higher than 3 due to lack of significant damage scaling.
His itemization is pretty flexible in general, being able to buy most of what a tanky position 3 or 4 can get.
Due to his negative status resistance, if he is not going for utility items like Force Staff or tanking aura items such as Pipe of Insight, he can prioritize debuff items such as Rod of Atos and Shiva's Guard or even possibly Scythe of Vyse to get the most value out of them.
He can also be a straightforward tank and is well suited for health regeneration amplification items such as Sange items as they boost his regeneration from Blood Heat. With tank builds, he is powerful as a frontline hero that has a big AOE presence like Tidehunter, while with utility or debuff builds he is suited as a far-back initiating hero like Earth Spirit.
Galamathet is not a very difficult hero. He can be very straightforward and hard to kill. There may be some challenges to execute some of his more powerful skill combos properly. As such he has a low skill floor and a medium skill ceiling.
Items
General Stat Priorities: High Priority: STR, HP, Magic Resistance, Spell Immunity, HP Regen, Mana Regen Middle Priority: Mobility, Status Resistance, Evasion, Armor, Movespeed, Cast Range Low Priority: AGI, Mana, INT, Attack Damage, Attack Speed, Spell Amplification, Lifesteal, Spell Lifesteal, Cooldown Reduction
Mobility Items: Blink Dagger, Shadow Blade/ Silver Edge as Inferno Dash may not be suited for all situations due to its clunky and imprecise control. It may be valuable to have a different mobility skill that is more precise than Inferno Dash. Initiating with a Blink/Invis Horrify may be more effective against certain foes. Due to Blood Heat's low aura AOE, Galamathet can also use Blink to get close to the ally he's trying to heal.
Other items to consider: Black King Bar is worth considering if needed for the spell immunity. With BKB and his armor and regen boost from Blood Heat, Galamathet can be nigh unkillable for the duration. Blade Mail due to having initiation and tankiness built in but low damage, BM can allow Galamathet to deal a bit of damage. Can also speed up this hero's slow farming with its passive damage return. Aghanim's Shard improves Galamathet's disable and damage combo with an additional Rend. Also gives a work-around for enemies with Linken's Sphere or other spell block or reflection. Refresher Orb due to the long cooldown of Blood Heat, this item has a lot of potential usefulness in very late game scenarios.
For skill learning, Galamathet will choose his first skill based on what he needs.
If he's going to try to kill at lane with a partner and possibly roam, he'll get Inferno Dash at 1, if he's trying to kill with a higher damage partner, he can go Rend and if someone is trying to kill him early on he can learn Horrify to save himself.
Either way, every spell is good for a value point by level 3. Galamathet's skillbuild is flexible and how you build him is dependent on your goals.
If you want to be a better initiator and disabler, max Inferno Dash
If you want to be a better ganker and single target disabler max Rend
If you want to be a more disruptive teamfighter for longer battles, consider maxing Horrify, though it is generally the least useful to max first.
Blood Heat should be taken whenever possible, as it is the hero's signature skill, unlocks his potential of his spells, and it gets a lot stronger every level. There is no reason not to get it.
Attribute Bonuses: Galamathet has a decent option to put points into bonus stats over additional levels in Horrify, since most of Horrify's value as a disruption spell is gained at level 1.
Talent Choices:
Level 10: Mana Regen vs Inferno Dash Fire Trail duration. Mana Regen allows Galamathet to cast his spells whenever he needs and with it you are much more likely to have mana for Blood Heat for fights. The Fire trail is a farming tool that can be used to farm jungles and lanes better, as it makes Inferno Dash more akin to Firefly.
Level 15: Rend Damage vs Fear Slow Instead of Speed Up. The Rend damage is just a damage boost to his most damaging spell which can be welcome, especially with Shard and Scepter. The Fear slow is the better disable, making it less reliant on comboing with Rend to be useful.
Level 20: Blood Heat Cooldown vs Spell Immune Inferno Dash. Blood Heat Cooldown reduction would allow more fighting, which can be useful if your team composition is dependent on it to teamfight. You can alternatively focus on making Inferno Dash into a good escape skill (and a more reliable skill in teamfights).
Level 25: Blood Heat Armor vs Blood Heat Aura AOE. This talent choice is either focused on pure tanking for Galamathet or improving the range of your healing which can be a big deal if your allies need to stand far from you. Both are very useful depending on the situation.
Combos and Counters
Ideal Allies:
Tanky Aggressive Heroes:
Heroes that benefit from his health regeneration aura and also likely serve as good laning partners for getting a lot of kills.
Disablers/Strong Debuffs:
Heroes that get a big boost from up to -56% status resist to let them disable enemies for very long. AOE heroes are extra good because Horrify makes it easy to land big stuns.
Backline Damage Dealers:
Galamathet stands in the front or initiates on targets, but he tanks damage and is very good at being a distraction while strong backline damage dealers do their stuff. With a Blink he can also save them using Horrify on whoever jumps on them.
Regen Amplification:
Increases effectiveness of Blood Heat's regeneration aura.
Good Against:
Damage over Time:
Blood Heat's regeneration aura counters DoT skills, making them far more survivable, and Galamathet is excellent with a lot of Aura items that counter DoTs normally too.
Non-BKB Cores:
Galamathet is weak to spell immunity but also very strong against heroes that are not suited for it. They will struggle against his massive amount of crowd control between his multiple AOE disables and chain-root.
Mobile Heroes:
Galamathet has strong chain disabling and with his ult combined with Rend he can apply very long roots to enemy cores. Due to Inferno Dash it is not hard for him to get close to these mobile heroes too.
Dangerous Channeling Spells:
Galamathet's Horrify is a powerful AOE interrupt that with Blood Heat can be used multiple times in a teamfight, and Inferno Dash is also a good counter for a lot of these spells too. This makes Galamathet one of the best channeling disruption heroes in teamfights. This can be countered by juking, Glimmer Cape or Spell Immunity.
Worst Enemies:
Anti-Regeneration:
Severely limits the effectiveness of Blood Heat on Galamathet and allies.
Anti-Tank:
These heroes cut through his huge health pool very easily, so his skills as a tank are lost or used against him.
Dispel, Invisibility, and Spell Immunity:
Prevents Galamathet from using his powerful debuffs properly, and Horrify does not hit invisible units.
Status Resistance:
Heroes that gain status resistance can nullify Galamathet's main power with Horrify, but also can reduce Rend's duration and overall damage (unlike what status resist does for most abilities). Anyone who gets Sange items fit here too.
Story and Cosmetic
The Brutal Lord's design by Moyack and colors by Erwtenpeller. (Link to art has gone dead, original design from 2006)
Personality: Galamathet's behavior resembles the other demons of the story, especially the eviler more chaotic ones. His personality is brutal and sadistic, taking intense pleasure in suffering of others, the destruction caused by destroying buildings, and killing creeps suggesting his behavior is very much that of a bully. He is also very egocentric and a social Darwinist, prone to calling things weak and saying that only the strong deserve joy and the weak deserve subjugation. His personality is on the surface, not that different than the other demon characters. On occasion he will speak in Ozkavosh towards his fellow demons. Despite this, is not as stupid as he seems, like he notices that Earthshaker and Spirit Breaker share a general appearance with him and considers they may all be connected. He also sometimes ponders the idea of freedom, and if killing for pleasure really is his meaning of life.
Interactions with Other Heroes:
Galamathet is disliked by all the demons, and he hates them too, especially Shadow Fiend, Shadow Demon, and Doom. They respect him to an extent but still do not hesitate to rub it in his face when they defeat him. Terrorblade and Lion, being badasses, are not even remotely afraid of him and consider him an annoying pest. Galamathet respects large characters like Magnus, Undying, and Tidehunter for their massive size and offers to join them in some destruction and in a similar vein sees Tiny as a bit of a brother who will grow large and powerful. Galamathet does think that the Primal Beast is too unintelligent to even want to connect with. Ironically Galamathet finds the other social Darwinist, Troll Warlord unbearable. He and Chaos Knight have respect for each other's power. Spirit Breaker and Earthshaker he will call his brothers in power and be disappointed if he has to kill them (due to his bull-like design, he is likely some kind of offshoot of them).
Lore Strength, Classification, and Comparison: Gender: Male Age: Thousands of years old, close to the same age as heroes like Shadow Fiend and Doom. Classification: Demon Beast Powers and Abilities: Demon Physiology (Superhuman Strength, speed, durability) with an emphasis on strength, Fire Manipulation, Fear Manipulation, Healing Magic, Regeneration Stamina: Near-Limitless (Broke out of Foulfell and defeats entire armies on his own) Intelligence: Average (While sentient, he is not intelligent and has rather simple motivations and fighting style, and in his lore was comfortable being manipulated if it meant he could fight strong enemies. He should be very skilled in combat given his age and number of fights he has been in.) Comparable Power Scales: Similar to other large and powerful multi-dimensional beings, like demons Spirit Breaker, Shadow Fiend, Underlord
Voice Sample:
Based on Killer Croc from the Arkham Games, voiced by Steve Blum (who also voices Grimstroke). Galamathet sounds like a beast and carries the sounds of growling whenever he talks.
Equipment Slots (6) and Default:
Head: Galamathet's Head
Armor: Galamathet's Chestplate
Shoulders: Galamathet's Spikes
Arms: Galamathet's Bracers
Weapon: None (can be used for stuff like Axes and Hammers. Would change animations as Galamathet by default only uses his hands and fists to strike foes)
Taunt: None
Set ideas: None
Standalone item: Flayed Twins Axe
Axe Design by Joris Van Hugten
Weapon: Flayed Twins Axe
Rarity Mythical The flayed twins had many ways to get their blood offerings. Some of their larger followers used special axes to cleave more flesh. Many of these items end up in demon armories, where Galamathet got it.
A powerful two handed axe that changes animations, as Galamathet normally moves with both arms to help walk and punches enemies. As this is a giant two handed Axe he uses it for attacking and he walks with it in a less wild manner than he does normally as you would with an axe.
This cosmetic also changes the Rend icon.
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Standalone Item: Crimson Chestplate
Armor: Crimson Chestplate
Based on the Crimson Guard item, it is the Crimson Guard that is worn on Galamathet's chest. If Galamathet owns a Crimson Guard the item will give a slight shield aura around his chest area. Galamathet claims the armor meant to face the Year Beast and leads the charge against all.
Relative Size Comparison:
Conclusion
Thank you for reading my concept. If you enjoyed it, you may enjoy some of my other concepts below:
Some other changes the hero concept has had over time:
Spoiler: Click to view
General -
Galamathet used to have 1.8 AGI gain, was nerfed to 0.8 once a friend convinced me that people would just buy right clicking items on him.
Inferno Dash -
Old Scepter Upgrade used to double the speed and distance of Inferno Dash.
Cast point used to be 0.4, was nerfed to 0.5 to make Galamathet more sluggish and to indirectly nerf Blood Heat.
Horrify -
Used to be named "Terrorize" before Dark Willow's release.
Used to slow attack speed instead of apply negative status resistance.
Cast point used to be 0.2, was nerfed to 0.45 to make Galamathet more sluggish and to indirectly nerf Blood Heat.
Rend -
Cast point used to be 0.2, was nerfed to 0.45 to make Galamathet more sluggish and to indirectly nerf Blood Heat.
Blood Heat -
Old Scepter upgrade would reduce the cooldown to 60.
Cast point used to be 0.4, was nerfed to 0.5 to to make Galamathet more sluggish
Talents -
Used to have a +12 Strength and +250 Mana talent at level 15. A lot of generic stat talents were patched out in favor of skill boosting talents.
+25 Rend Damage per half-second used to be a level 20 talent instead of level 15.
Used to have a +250 cast range level 20 talent before those generic cast range talents were patched out.
Spell Immunity while charging Inferno Dash used to be a level 25 talent instead of level 20.
Hey l3th4lch1mp! When you're editing your hero concept, click the edit button on any ability and there you can find a field for "Icon". Add a link to your desired image and it will work! Let me know if you need any help with that. :)
Your point is interesting and something I did consider when making the hero's skillset. I made Inferno Dash the way it is, which is akin to like a mix of Rolling Boulder/ Illuminate because it seemed more fun and satisfying to be able to hit it after many seconds of charging instead of being the same type of skill as other initiator spells. The priority was to have something unique.
I also think that you may be undervaluing the power of the skill. It is still very possible to hit enemies in the similar circumstances as to hitting an Illuminate, such as if the enemy is pushing or an enemy is farming and they can't see you, it even goes at about the same speed as the illuminate projectile when fully charged. A proper initiation with Inferno Dash is very doable there. The spell can be released instantly and still goes 600 speed, same speed as Snowball.
Additionally, this hero isn't just about his Q and his ability to charge into combat. He's not Spirit Breaker.
His other spells are also useful disables. Fear and Root (which, if you ever played against Dark Willow or Lone Druid, is basically a stun if used together) and to use these to initiate does require a Blink Dagger if you are not able to get in range using Inferno Dash. The Blink Dagger was never said to be a requirement, just something to consider if you were unable to use Inferno Dash to catch your target (like if they're a Weaver or Anti-Mage). There is several initiator type heroes that require Blink Dagger to be reliable and they're still picked, such as Dragon Knight, Treant Protector and Night Stalker.
And I think its worth noting this hero is not a pure initiator. This hero could easily be played as a Tidehunter style aura carrying hero with strong counterinitating power (with Horrify) and Inferno Dash becomes more of a move to chase down survivors. That money can flow in because the hero can get kills with his's 2-3 disables so the hero can get kills in basically any game, initiator or not. Inferno Dash itself is also a waveclearing skill which means the hero is not completely unable to farm.
I do value this input, as it did make me think about this hero's skillset for weaknesses. I just did not agree with the extent they were said to be.
This hero cannot play dota2 for a number of reasons.
First you say he is an initiator. But you need to improve his initiation by a lot and explicitly say he is required to buy blink dagger. Melee non blink dagger initiators should have something like clockwerk's hookshot. While all blink dagger initiators, although does not have hookshot, have a more reliable pre-dagger initiation than inferno dash; mars have arena, beastmaster have roar, centaur have stampede. Your hero is a dash to the enemy before being able to do anything else non-farming tank hero. And the requirement for such heroes is to have reliable initiation ability. Fix that first, then adjust everything else.
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Thank you.
Your point is interesting and something I did consider when making the hero's skillset. I made Inferno Dash the way it is, which is akin to like a mix of Rolling Boulder/ Illuminate because it seemed more fun and satisfying to be able to hit it after many seconds of charging instead of being the same type of skill as other initiator spells. The priority was to have something unique.
I also think that you may be undervaluing the power of the skill. It is still very possible to hit enemies in the similar circumstances as to hitting an Illuminate, such as if the enemy is pushing or an enemy is farming and they can't see you, it even goes at about the same speed as the illuminate projectile when fully charged. A proper initiation with Inferno Dash is very doable there. The spell can be released instantly and still goes 600 speed, same speed as Snowball.
Additionally, this hero isn't just about his Q and his ability to charge into combat. He's not Spirit Breaker.
His other spells are also useful disables. Fear and Root (which, if you ever played against Dark Willow or Lone Druid, is basically a stun if used together) and to use these to initiate does require a Blink Dagger if you are not able to get in range using Inferno Dash. The Blink Dagger was never said to be a requirement, just something to consider if you were unable to use Inferno Dash to catch your target (like if they're a Weaver or Anti-Mage). There is several initiator type heroes that require Blink Dagger to be reliable and they're still picked, such as Dragon Knight, Treant Protector and Night Stalker.
And I think its worth noting this hero is not a pure initiator. This hero could easily be played as a Tidehunter style aura carrying hero with strong counterinitating power (with Horrify) and Inferno Dash becomes more of a move to chase down survivors. That money can flow in because the hero can get kills with his's 2-3 disables so the hero can get kills in basically any game, initiator or not. Inferno Dash itself is also a waveclearing skill which means the hero is not completely unable to farm.
I do value this input, as it did make me think about this hero's skillset for weaknesses. I just did not agree with the extent they were said to be.
That's fine. Thank you for trying. I've been attempting to write my concepts in a more clear manner, and this hero is one of my more complex ones.
First you say he is an initiator. But you need to improve his initiation by a lot and explicitly say he is required to buy blink dagger. Melee non blink dagger initiators should have something like clockwerk's hookshot. While all blink dagger initiators, although does not have hookshot, have a more reliable pre-dagger initiation than inferno dash; mars have arena, beastmaster have roar, centaur have stampede. Your hero is a dash to the enemy before being able to do anything else non-farming tank hero. And the requirement for such heroes is to have reliable initiation ability. Fix that first, then adjust everything else.