Help Support Our Growing Community

DOTAFire is a community that lives to help every Dota 2 player take their game to the next level by having open access to all our tools and resources. Please consider supporting us by whitelisting us in your ad blocker!

Want to support DOTAFire with an ad-free experience? You can support us ad-free for less than $1 a month!

Go Ad-Free
Smitefire logo

Join the leading DOTA 2 community.
Create and share Hero Guides and Builds.

Create an MFN Account






Or

Migra by glavidus

0 Votes
Rating Pending

Migra

By: glavidus
Last Updated: Aug 5, 2018
Quick Share

Migra

Manic Exile

Born as the son of a shaman, Migra was an oblivious and unconsenting test subject to his father's wicked experiments. A magic rune here, a suspicious potion there, Migra attracted the gruesome and unfortunate, gaining the reputation of a bad omen amongst other villagers. After learning the truth behind his "bad luck", he killed his father in a fit of rage, sold all his artifacts, and went on to live the solitary life - as he was charged with so much vicious, mutative power that nobody, friend or foe, should ever come near him.

Migra, Manic Exile | Agility, Meele
STR: 20 +2
AGI: 25 +1.8
INT: 18 +2.5

DAMAGE: 43-47
MS: 310
BAT: 1.6
ARMOR: 2

As always, don't pay much attention to the numbers.

Primary Abilities

Q
Singhoul
Damages enemies in the target area based on the number of buffs and debuffs they have, and grants Migra attack damage based on the same factor.
( * Receives bonus damage from the enemy with the highest amount of buffs/debuffs.)
ABILITY
DAMAGE TYPE
PIERCES IMMUNITY?
: Target Area
: Magical
: No
Cast Range
Area of Effect
Base Damage
Damage Per Buff
Gained Damage Per Buff
Self Buff Duration
MANA
COOLDOWN
: 600
: 275
: 50
: 25/30/35/40
: 10
: 8
: 80/90/100/110
: 18/16/14/12
"Three rites from Omexe and a centaur's horn - the power of turning iron in the blood into blades."
W
Heartbreaker
Curses the enemy hero slowing them and reversing their health regeneration into damage. Slow loses force over time.
( * Slows for full force for first 3 seconds, then loses power every second. I only included the values for initial slow and fully depleted slow.)
ABILITY
DAMAGE TYPE
PIERCES IMMUNITY?
DISPELLABLE
: Target Unit (Enemy Heroes)
: HP Removal (doesn't disable blink)
: No
: Basic Dispel
Cast Range
Slow (1-3s)
Slow (End)
Duration
MANA
COOLDOWN
: 600
: 25%/35%/45%/55%
: 25%
: 4/5/6/7
: 120/130/140/150
: 35
"Rune from Foulfell and some basic alchemy will turn anyone's energy of life into that of destruction."
E
Unseal Wraps
Migra sheds his wraps, losing armor and muting himself, but gaining attack speed and emanating a dark aura that silences enemies standing close to him.
ABILITY
PIERCES IMMUNITY?
: No Target
: No
Area of Effect
Armor Loss
Bonus Attack Speed
Duration
MANA
COOLDOWN
: 375
: 8
: 40/70/100/130
: 4/5/6/7
: 110
: 28
"This paper comes from dead trees found only in Quoidge - enhanced by higher magic, they will keep together any curse like glue."

Ultimate Abilities

R
Collapse
Migra enters the body of an enemy hero, becoming invulnerable, but taking damage per second. The host hero is slowed and takes damage per second as well.
If Migra dies (denying himself) while inside of the host, he deals damage to the host and all enemies in the area around it.
If the host hero dies (either by the hand of Migra, his allies, or otherwise) Migra is reborn with refreshed health, mana, sealed wraps, and refreshed non-ultimate cooldowns. Migra also gains host hero's passive abilities for himself.
( * Migra loses gained skills upon death.)
( * Migra can cast spells while inside of the host.)
( * Spell immunity: Prevents casting. If Migra is already inside, and the host becomes spell immune, host takes no damage and isn't slowed.)
ABILITY
DAMAGE TYPE
PIERCES IMMUNITY?
: Target Unit
: Magical
: Mixed (See details above)
Cast Range
Self Damage
Target Damage
Target Slow
Death Damage
Death Damage Radius
Steal Duration
MANA
COOLDOWN
: 275
: (Health upon cast):6/s
: 40/70/110
: 60%
: 300/450/600
: 600
: 80
: 200/275/350
: 120/100/80
"These magic scrolls will grant anyone the receptive properties that consume anything and anyone. Note to self: never use under ANY circumstance. They will turn your tissue into some sort of a slug that feasts on all. They WILL bring an end to you. It WILL be painful."
D
Gained Passive
F
Gained Passive

Hero Talents

-30% Attack Damage Reduction aura
25
20% Cooldown Increase aura

-15% Status Resistance aura
20
+15% Manaloss / Manacost Increase aura

+45 Burn aura
15
-55 Attack Slow aura

-15% Magic Resistance aura
10
-5 Armor Break aura

Concept

This is my idea built around passive stealing. Unlike Rubick, whose ability stealing properties are suited for a mage, Migra is an assassin that with proper equipment can turn into a floor clearing powerhouse.
An additional property of his is gaining damage with number of buffs and debuffs the enemy has. This is also manifested in his talents, each of which haunts his enemies with auras, all of them working on separate debuffs. I also got creative with these auras and included some elements that we haven't seen in Dota before.

Q: SINGHOUL - inspired by the Bladetome of Fire Emblem Heroes, this spell's damage output increases with both buffs and debuffs presented on the enemy's status bar. This includes time based status, condition based status, and auras. However, things like Templar Assassin's trap counter, or charge based spells indicators obviously wouldn't count to Singhoul's damages. I don't know if there are flags in the game's engine for this kind of thing, but in any case we could just add exceptions.

All other spells of this hero have debuffs on them, synergizing with Singhoul.
Singhoul will only apply stacks from one enemy. This means that, if Singhoul hits two enemies, one with 5 debuffs, the other with 7 debuffs, Migra will gain 70 damage.

W: HEARTBREAKER - A slow with an added gimmick that counters certain tanky heroes and items. As the skill on it's own doesn't deal "damage" (it has a HP removal flag), it doesn't disable Heart of Tarrasque or Spirit Vessel heal.

E: UNSEAL WRAPS - this skill lets Migra take advantage of the damage he gains from Singhoul. Paired with a mobile cloud of silence, all of this comes at a cost of being more vulnerable to physical attackers. Migra also cannot use items during this spell, serving as a mute counterpart to Mask of Madness. Aside from his ultimate's "defensive" function, Migra has no means of escaping, making timing the use of this spell extremely important.

R: COLLAPSE - the crown jewel of this design, Collapse effectively makes Migra risk his life for huge rewards - similar to Phoenix's sun.
The idea of gaining other heroes' passive skills carries some huge implications, as he can steal ultimate passives as well.
Two major ones most of you probably are thinking of are Marksmanship (Drow Ranger) and Coup de Grace (Phantom Assassin). Being a right clicking agility hero, Migra can benefit heavily from additional DPS. Marksmanship is disabled at a meele range, so it's not so useful for teamfighting, however Migra would still gain the agility when pushing. In other words, after a won teamfight Migra with his team can press objectives more heavily.

This is a major point when thinking of balancing this concept: can this hero be punished? Can his enemies stop him from abusing this power? In total Migra has a silence, slow, decent burst, and a DPS booster. On paper, this sounds broken, however he can't make use of half of it without putting himself in a dangerous spot. And the fun comes from abusing the passive abilities he gains. Thanks for reading.

Other passives worth mentioning:
* Dispersion and Desolate
* Divided We Stand (not sure if that wouldn't have to be disabled actually!)
* Fervor
* Fury Swipes
* Broodmother's Bite
* Greater Cleave
* Flesh Heap
* Athropy Aura
* Greevil's Greed
* all Bash skills (Faceless Void, Slardar, Spirit Breaker)
* Feast
* Berserker's Blood
* Inner Beast
* Jingu Mastery

Attributes

STR: 20 +2 - engaging as this hero is supposed to be risky. Coupled with self armor loss, this shouldn't be kept high.
AGI: 25 +1.4 - base agility is rather high, however he shouldn't gain a lot of it, seeing as he has two DPS boosters and access to other heroes' passive skills and bonuses from being an agility hero
INT: 18 +2.8 - he casts a lot of spells and his limitations aren't bound to mana, I believe his intelligence growth should be good.

Quick Comment

You need to log in before commenting.

[-] Collapse All Comments

Sort Comments By
Loading Comments...
Load More Comments

DOTAFire is the place to find the perfect build guide to take your game to the next level. Learn how to play a new hero, or fine tune your favorite DotA hero’s build and strategy.

Copyright © 2019 DOTAFire | All Rights Reserved