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Jay Zen by JayZen13

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Jay Zen

By: JayZen13
Last Updated: Nov 21, 2018
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Jay Zen

Confident Gladiator

[INCOMPLETE]

Hero Lore:


From a young universe, beheld myriad of humanities that took different paths of evolution and worshipped different but engaged gods. When people have different genetic strains and culture surrounding their unique traits, xenophobic ideas spread like wildfire. It seems war is natural around sentient beings, could it be an indicator of our difference from mere animals? Or is it our residual animal instincts finding a way to vent through intelligent but erroneous reasonings to become violent with one another?

Hells, even non-anthromorphic races follow suit this trend of rage and violence from their own diversity. What really drives us to hate the other-kin? Ehh, who am I to question this? I'm just an artisan of war, and my creativity serves this purpose. In other words, it's fun to become violent! But, it doesn't hurt to have existential thoughts every once in while. After all, our life is but a plaything of the bigger players of this universe. Though, it would be nice to unwind for a while and look at the wars faraway instead of fighting them firsthand.

Anyways, this war of the ancients would promise me a lot of gold...

Introduction


******

Hero Stats:

STRENGTH
AGILITY
INTELLIGENCE
: 25 + 2.5
: 16 + 1.5
: 19 + 2.0
Initial Damage: 50 - 62 (56)
Base Attack Time: 1.8
Base Attack Speed: 100
Base Move Speed: 295
Base Magic Resistance: 25%
Base Armour: 2.0
Sight Range: 1800/800
Attack Range: 125
Missile Speed: Instant/Melee
Turn Rate: 0.7
Base HP Regen: 1.6
Base Mana Regen: 0.6
Attack/Cast Animation: 0.4 / 0.2
COMPLEXITY: * *
Initiator: * *
Nuker: *
Disable: * * *
Carry: *

Primary Abilities

Q
Zenith Ball
Channels a ball of energy while moving, then throws at the nearest enemy hero, even when hidden under fog or invisibility. When no hero is inside the range, it will hit a creep instead. Cancelling the spell will render it useless, costing mana and going unto cooldown. Deals extra damage when dealt against a foe affected by Combo. Cooldown refreshes upon hitting a falling unit.
ABILITY
DAMAGE TYPE
PIERCES IMMUNITY?
: NO TARGET/CHANNELING
: PURE
: NO
Range
Damage
Extra Damage
Missile Speed
Channeling Time
Area of Effect
MANA
COOLDOWN
: 900
: 100/200/300/400
: 60/100/140/180
: 800
: 2/2.5/3/3.5
: 200/225/250/275
: 100/110/120/130
: 14

Note: Can cast other spells while channeling. Can move but with only with 65% movespeed.

Basic offense for transhumans of continental world SC-001c, of the cryon-jaicellian strain.
W
Quintet Palm
Charges at a target location and stops at the first enemy hero in his path. He then performs an evasive combo throwing 4 hits that immobilizes the enemy and finishes it with a powerful knockback strike, putting the enemy to his previous position and become stunned when affected by Combo. Deals 1.5x damage on falling units.
ABILITY
DAMAGE TYPE
PIERCES IMMUNITY?
: TARGET POINT
: PHYSICAL
: NO
4 hit Combo Damage
Hit Interval
Max Range
Charge Speed
Knockback Speed
Last Strike Damage
Last Strike Stun
MANA
COOLDOWN
: ATK * 0.3 per strike
: 0.25
: 900/1000/1100/1200
: 800/825/850/875
: 625
: ATK * 1.0/1.1/1.2/1.3
: 1.0/1.4/1.8/2.2
: 85/90/95/100
: 28/22/18/14

Note: He can be disabled during the 4 hits, ending the spell prematurely. During the combo, he has 100% evasion.

The graceful combat technique performed by young Zizian monks atop high mountainous island biomes.
E
Sky High
Throws nearby heroes so high, they are considered banished. After falling, they will suffer damage and MS slow. He is magic immune while doing the spell. Units affected by Combo will suffer 3x the slow duration.
ABILITY
DAMAGE TYPE
PIERCES IMMUNITY?
: NO TARGET
: PHYSICAL
: NO
Search Range
Throw Interval
No. of Targets
Fly Duration
Damage
Slow Duration
MS Slow
MANA
COOLDOWN
: 500
: 0.4
: 3
: 2/3/4/5
: 50/70/90/110
: 1.5
: 20%
: 100/110/120/130
: 26/22/18/15

Note: They are untargetable while flying/banished, but they can be affected by Jay Zen's spells when "falling". They get applied by a "falling" effect upon the last second of flying. A visual indicator will reveal on their landing spot.

Reach for the sky!

Ultimate Abilities

R
Spin Right Round
Grabs a nearby enemy hero and spins them clockwise, dealing damage and knockback parallel to the direction the unit is stricken when hitting the grabbed hero's hitbox while increasing Jay Zen's movespeed. It also deals damage to the grabbed hero. Distance of grabbed enemy hero to Jay Zen depends on the space between them when the spell is cast and remains static in the full duration. When grabbed unit suffers from Combo, they get knockbacked by five times the distance in front of Jay Zen after the full duration. When grabbed hero was affected by falling, they will take +25% extra damage from all sources in the full duration.
ABILITY
DAMAGE TYPE
PIERCES IMMUNITY?
: TARGET UNIT
: MAGIC
: YES
Grab Range
Revolutions per Second
Duration
Knockback
Damage
Movespeed Boost
MANA
COOLDOWN
: 325
: 2/2.25/2.5
: 3.5
: 70/90/110
: 80/100/120
: +50%
: 120/140/160
: 70/60/50

Note: Can knockback falling units by nine times the distance. Can cast other spells while doing this. Falling always overrides Combo.

In order to survive, use anything nearby as a weapon... Or anyone.

Other Abilities

Combo
Applies Combo effect after target suffers from damage dealt by Jay Zen. Duration pauses when affected by Jay Zen's spells, except slows and stuns. Duration refreshes upon taking damage again.
ABILITY
PIERCES IMMUNITY?
: INNATE/PASSIVE
: YES
Duration : 1.0
Each consecutive strike of a combo must have an intent to kill.

Hero Talents

+1.0 Rev/s Spin Right Round
25
40% Cooldown Reduction

+100 Zenith Ball DMG
20
+1 Quintet Palm Charge

+0.8s Spin Right Round Duration
15
+30 Health Regen

+30% Sky High slow
10
+8 Armor

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