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Ptah by Bluesapphire

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Ptah

By: Bluesapphire
Last Updated: Jul 28, 2018
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Ptah

God of the Craft

Ptah is a hero that uses stone obelisks to fight, similar to earth spirit. However, the hero can be played more in a core role than earth spirit.

Primary Abilities

Q
Summon Obelisk
Creates an obelisk underneath an enemy, stunning the targeted enemy and dealing damage in an AOE of the obelisk. The Obelisk blocks vision and is destroyed in 4 hits, deals damage when it shatters.

Range: 500
Holds 3 Charges
ABILITY
DAMAGE TYPE
PIERCES IMMUNITY?

Max Charges
Shatter Damage
Shatter AOE
: Targeted, Ground Cast
: Magic
: No
: 3
: 45
: 500
Effect Delay
Effect Radius
Damage
Stun Duration
MANA
COOLDOWN
: .2
: 150/175/200/225
: 50/80/95/110
: .2/.25/.3/.35
: 80/90/100/120
: 22
The earth moves to Ptah's will, summoning a shrine of his worship.
W
Geomagnetism
Pushes all units in a range in front of Ptah, If an obelisk is also pushed it stuns any enemies in the direction it moves. The Obelisk shatters in a collision with a hero. Knock-back is further the closer the unit is to Ptah. The root duration and damage increases the further the obelisk is knocked backwards.
ABILITY
DAMAGE TYPE
PIERCES IMMUNITY?

Range
Minimum Root
Minimum Damage
: Target Point
: Magic
: No
: 300/400/500/600
: .4 seconds
: 50
Knockback Distance
Maximum Root
Maximum Damage
MANA
COOLDOWN
: 250/300/400/500
: .8/1.2/1.5/1.9
: 60/110/160/220
: 110
: 20/16/12/10
Control of the heavenly bodies in nothing to the Mason
E
Stone Control
Stone Carapace Passively has a Stone armor that blocks a set amount of incoming damage, while on Ptah he is considered an Obelisk.
Ptah can select two obelisks, both obelisks move towards each other to collide and shatter.
Slows targets in between pillars.

ABILITY
DAMAGE TYPE
PIERCES IMMUNITY?

Max Range between pillars
Max stacks on Stone Armor
Passive Cooldown
: Target point
: None
: No
: 800
: 1/2/3/3
: 12
Damage Blocked per stack
Slow
Slow Duration
Pull Speed
MANA
COOLDOWN
: 100/120/140/160
: 5/8/12/18 %
: 3.5
: 400/500/600/800
: 110
: 10
An armor of stone provides great deffence and can be often used for offence.

Ultimate Abilities

Stone Pyramid
Creates a large Stone Pyramid around Ptah that deals damage to surrounding enemies and knocks them away from Stone Lord. Enemies hit are temporarily petrified and can be used as obelisks.
ABILITY
DAMAGE TYPE
PIERCES IMMUNITY?

Pyramid Duration
Damage
: Non-Target
: Magic
: Only Knockback
: 1
: 250/350/450
Knockback
Radius
Petrify Duration
MANA
COOLDOWN
: 200/350/500
: 315/375/455
: .5/1/1.5
: 180
: 85/70/50
The Tomb that the pharoahs are buried in will be the biggest honor his enemies will see before their grave.

Hero Talents

+400 HP
25
+1s Petrify Duration

Killing a hero summons an obelisk
20
+8 Armor

+1 Obelisk Charge
15
+20 Stone Carapace passive

+200 Mana
10
+10 Strength

Stats

-Primary Attribute is Strength
-Melee
-Decent base damage 57~
-Decent base attack time
-Slow to Medium movement speed.
-Decent mana pool, but will have mana problems

Playstyle

This hero is versatile, being a melee that has a good passive to tank harass I could see this being an offlaner or just a 4th position support with another tanky offlane. Roaming with this hero as a support would also be very good and a smart skill build will allow you to use his full kit.

At level 6 his ult is excellent for disengaging or turning a fight, the pyramid making him un-targetable for 1 second. In the later stages in the game, he can dish out as much damage as other cores but his limited mana pool leaves him susceptible to mana burn heroes and reliance on blink to get a good ult off is an issue most heroes offlane initiators have.

Spell questions

Summon Obelisk
- Blocked by Linken's sphere
- Reflected by lotus (Although why would you?)
- visibly begins erupting from the ground
- fissure and other landscape-altering abilities do not move pillars
- Stun only affects the unit you target/ just one unit closest to the obelisk

Geomagnetism
- Similar to drow's knockback but a smaller width
- Multiple obelisks only refresh the current duration of root, not stack.

Stone Control
- Each stack blocks up to the current block then shatters for the same damage as an obelisk
- The obelisks glide and movement can be interrupted when either one is destroyed
- You can click yourself then another pillar to glide to the pillar if your Armor is destroyed while gliding it does not stop.

Stone Pyramid
- You are Invulnerable while the Pyramid is active
- fissures do not go through the pyramid, but the wall is there when the duration ends
- You are petrified after knockback not while being knockback.

Combos

Pre Level Six
You would prefer to start with (Q)Summon Obelisk, making sure to be behind the hero you wish to gank if possible, then follow up with your (W)Geomagnetism for a point-blank root. This should give you enough time to hit another Q and if the hero isn't killed yet you can always chase him with (E)Stone Control. When anything goes wrong escape is difficult but you can tank a few hits with a level 1 E, or if you saved an obelisk from the first Q you can always use that to get further away.

Pre Blink
The same combo can apply, but in most games, the mid-game makes it very likely for more than one hero to be in the same place. A way you can compensate for this is to start with your Q out of vision and then follow up with your E instead, this would remove your escape but get you to a better position to use (R)Stone Pyramid. If you are skilled enough and time it correctly you can get a Q and W combo off before any counter ganks can happen.

Post Blink and Late Game
Starting with your Q is virtually impossible against heroes with blinks and force staffs unless your enemy is blind or doesn't notice a big-*** Obelisk about to erupt beneath them. Blinking in and then casting your R is the easiest way to initiate a combo, then follow up with a Q-W combo, if the enemy has a BKB I would suggest to summon an obelisk away from you instead and to E towards it and disengage.

In a 5v5 team fight scenario, this hero would be best used as a counter initiator or follow up lockdown to something like an RP. I don't think starting a fight with a Blink R is the best idea, although possible if your team has no other massive team fight ultimate or have much more important ones to save.

Hero's Final Draft


If you want to see more concepts I am working on you can go to this link here:
Dota 2 Hero Concepts

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