Goals and Prompt for Design: 1. Make a strength carry that uses the strength attribute and what it provides. In this case, the value of health and regeneration. This hero has to reward having a huge health pool. This health-based hero should pay with health instead of mana whenever possible so they will be mostly independent of mana. A lot of mana-independent heroes have been phased out of the game by having their passives replaced with actives. 2. Create a hero that is exciting to play due to being at low health, paying health costs, and that rewards taking risks. Do not make this hero a clone of Huskar, but give them a similar appeal. Imagine this hero as a more sane and flexible Huskar. 3. Make a spell that uses the latch mechanic (like The Swarm) on another hero instead of a unit on a hero. Make it a real impalement. A brutal move in real life expressed in Dota mechanics. Useful to make as a pseudo taunt type ability. 4. Make a female "knight" hero. Incorporate elements of other "knight" heroes (minus Chen), like frontline gameplay and built in durability. |
Similar Heroes (Gameplay) |
Attributes: *28 + 3.8 [138 at level 30] 19 + 1.6 [65 at level 30] 16 + 1.5 [59 at level 30] |
Classification: Complexity ◆◇◇ Carry ◆◆◇ Durable ◆◆◇ Nuker ◆◆◇ Initiator ◆◇◇ Disabler ◆◇◇ Escape ◆◇◇ |
Base Stats: Health: 200 base, 760 at level 1 Mana: 75 base, 267 at level 1 Armor: 2 base, 5.04 at level 1 Damage: 43-45 base, 71-73 at level 1 Attack Animation (frontswing+backswing): 0.5+0.3 Base Health Regen: 2.5 base, 5.3 at level 1 Base Mana Regen: 0 base, 0.8 at level 1 Base Attack Time: 1.7/0.59 att/sec base, 0.70 at level 1 Initial Attack Speed: 100 Range: 150 (Melee) Missile Speed: Instant Movespeed: 315 Sight Range: 1800/800 Turn Rate: 0.8 Damage Block: 16 (50%) Collision Size: 24 Legs: 2 Gib Type: Default Voice Actor: Allegra Clark (No other roles in Dota 2) |
Level 30 Stats: Spoiler: Click to view
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ABILITY CAST POINT DAMAGE TYPE PIERCES IMMUNITY? |
: No Target : 0+0.5 : Physical : Yes |
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JUMP DISTANCE DAMAGE AOE % OF MAX HP AS COST % OF MAX HP AS DAMAGE ATTACK SPEED PER HERO HIT ATTACK SPEED PER NON-HERO HIT ATTACK SPEED DURATION MANA COOLDOWN |
: 400 (850 talent) : 500 : 20% of max HP : 8/10/12/14% of max HP : 15/20/25/30 AS per hero : 7/8/9/10 AS per non-hero : 7 seconds : 0 : 20/17/14/11 |
ABILITY BREAKABLE? |
: Passive/Toggle : Yes |
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BONUS DAMAGE DAMAGE THRESHOLD DAMAGE CAP MANA COOLDOWN |
: 1 (2 talent) bonus attack damage : Per 30/25/20/15 hp missing : 50/100/175/300 cap : 0 : 0 |
ABILITY CAST POINT |
: No Target : 0.3+0.5 |
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MAX HEALTH BONUS DURATION MANA COOLDOWN |
: 30% HP : 9 seconds : 0 : 60 |
ABILITY CAST POINT DAMAGE TYPE PIERCES IMM? |
: Target Unit : 0.3+0.5 : Magic : No |
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CAST RANGE % HEALTH AS COST DAMAGE PER HP MISSING STUN DURATION DAMAGE CAP MANA COOLDOWN |
: 175 (275 talent) : 30% of current health : 0.6/0.9/1.2 damage per HP missing : 0.75/1/1.25 (2.75/3/3.25 talent) stun : 800/1400/2000 (1800/2400/3000 talent) : 0 : 27/17/7 |
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She is a good initiator like Spirit Breaker & a good nuker like Huskar or Night Stalker.
I enjoyed reading your idea!
She is a good initiator like Spirit Breaker & a good nuker like Huskar or Night Stalker.
I enjoyed reading your idea!
I am not sure why you're thanking me, but I'm glad you enjoyed reading about Kurthifa.
It's funny you mention she is a nuker and initiator when she was supposed to steal everyone's hearts as a right clicking carry. Though I can understand why nuker or initiator looks more fun.
I think Run Through as a skill is complicated enough, and I don't feel it is overpowered so it seems unnecessary to do that.
It would indeed more realistic though, no doubt about that.