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Shadow Demon Rework by FangzofFuzzy

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Shadow Demon Rework

By: FangzofFuzzy
Last Updated: Nov 7, 2018
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Shadow Demon Rework

"Dominion is mine!"

Design

I like Shadow Demon, but you know what I like more? His lore. And yes, his current lore was made after being ported to DotA 2 with essentially the same kit, so it’s not his fault that his abilities do not live up to his new badass theme. So, the idea of this revamp is to rework his abilities to truly let him feel like a demonic manipulator and a cult leader. Maniacally plot every step of your grand plan, always staying 5 steps ahead. Force enemies to not only feel suffering, but also your impending dominion over them. Ideally, not too much should be changed to the point where Shadow Demon is no longer recognisable, with only the more forgettable and bland parts replaced.

As a disclaimer, this rework is not intended to balance him but is more of a way to explore ways to make him more interesting and fitting of his theme as a concept. Here is the current Shadow Demon for reference. Any unmentioned numbers are assumed to remain the same.

Stats

Strength: 21 + 2.1
Agility: 18 + 2.4
Intelligence:21 + 2.6
Attack Range: 600
Movement Speed: 310

Primary Abilities

Disruption
Banish a hero, returning it with 2 illusions under his control for 10 seconds.

His other abilities continue to affect enemies under Disruption.

Replaced by Demon Force while the target is banished.

Ability: Target Unit
Mana Cost: 120
Cooldown: 24, 21, 18, 15
Range: 450
Illusion Damage Dealt: 30, 45, 60, 75%
Illusion Damage Taken: 325, 300, 275, 250%

The pain of deception comes not while it happens...
Demon Force
Set a marker around the target of Disruption.

The hero will reappear there instead of their original location when it ends.

Ability: Target Point
Mana Cost: 40
Cooldown: 40
Range: 450

... but when it is revealed.

Notes
Soul Catcher
Curse the soul of nearby enemies for 10 seconds.

Closer ones will deal less damage while further ones will take more damage.

Ability: No Target
Mana Cost: 100, 120, 140, 160
Cooldown: 20
Radius: 600
Close Radius: 300
Damage Reduction: 15, 20, 25, 30%
Damage Amplification: 15, 20, 25, 30%

Trying to resist the Shadow Demon's corruption is mostly a useless endeavour.

Notes
Shadow Poison
Fire demon shadow in a line, afflicting enemies with poison that damages them after 10 seconds.

It deals 1/2/4/8/16 times the stack damage up to 5 stacks, with additional ones adding flat damage.

Ability: Target Point
Mana Cost: 40
Cooldown: 2
Range: 1250
Radius: 250
Stack Damage: 30, 50, 70, 90
Additional Stack Damage: 60, 70, 80, 90

The ever growing influence of the Shadow Demon can pollute the most valiant and pure of heroes.
Shadow Release
Consume all demon shadow to initiate the damage early and stun afflicted enemies for 1 second.

This manual activation halves the damage dealt by Shadow Poison.

Ability: No Target
Mana Cost: 40
Cooldown: 16, 14, 12, 10
Radius: Global

"My shadow does that to people."

Notes

Ultimate Abilities

Subjugate
Enslave an enemy, breaking and continually dispelling it.

Disruption and Demon Force: Can be cast from its location.

Soul Catcher and Shadow Poison: Will also be cast from its location.

Ability: Target Unit
Mana Cost: 120
Cooldown: 60
Range: 600, 750, 900
Duration: 6, 8, 10


In the end, most members of the cult were hollow puppets, extensions of his evil will.

Notes

Hero Talents

+10% Soul Catcher
25
Subjugation Silences and Mutes

+50% Shadow Poison Damage
20
+1s Shadow Release Stun

-1s Shadow Poison Cooldown
15
60% XP Gain

90 Gold/Min
10
30 Move Speed

Discussion


  • Disruption remains mostly the same. With a nerfed cast range but lower cooldown and shorter but more durable illusions, not much has really changed. The big change here is the inclusion of Demon Force, a sub ability he can throw into the mix every so often to shake things up. Similar to Telekinesis, this allows Shadow Demon to reposition an enemy after the disable ends to either further capitalize on the kill or to disengage. When used on an ally, this makes the spell an even better save or can be used to hurl them and the illusions into the fray. While this certainly makes Shadow Demon a lot more potent, be mindful of the extra cost and the cooldown which makes him unable to perform it upon every cast. Place the marker as late as possible to keep enemies guessing, but this brings the risk of letting them disable you to stop it from happening altogether. Also of note, he cannot cast this even when Disrupting himself, so it cannot be used as a quick escape or initiation on his part.

  • Soul Catcher has gone through more major changes. The random aspect has been foregone to place more emphasis on positioning, as well as truly cementing his ability to support his team. Risk your positioning to move in close for the damage reduction or keep your distance instead to apply the amplification we're used to. If you want to apply the reduction on a kiting ranged hero or the amplification on a sticky melee hero, use one of your disables to lock them down long enough to position yourself to apply it. As enemies can only be afflicted with 1 of the debuffs normally, the high cooldown means that Shadow Demon has to make sure he curses right. Otherwise, his reduced Strength and lowered damage through his kit could spell a less than formidable plan for him.

  • Shadow Poison itself hasn't received too much change, foregoing the initial damage to increase the stack damage and its cost and cooldown have been changed to reflect this. Without the initial hit, this really helps sell the theme of an unsuspecting corruption taking hold. It also has a lower range to fall in line with his greater emphasis on slinking closer to his targets. Shadow Poison Release however is the big change here. Instead of just being a way to trigger the damage earlier, this sub ability instead now gives him the option to further disable his enemies in exchange for dealing damage, but using it still keeps the damage unpredictable. This reworked Shadow Release is the main reason why the initial damage was removed, introducing an actual dynamic to the interaction: Unleash it early to stun and for less damage early or let the poison really seep in and deal massive damage later on. Like Demon Force, the cooldown means this cannot be spammed despite its main ability being spammable, so keep that in mind.

  • Goodbye Shadow Purge. Not a bad ability but an underwhelming ultimate for our demon cult leader and in general. This new iteration in Subjugate makes Shadow Demon truly live up to his lore, corrupting others under his servitude and literally turning them into extensions of his power. By itself, this spell is now a powerful carry counter one on its own, with the retained continual dispel purging all buffs it may receive and the incorporated Break mechanic, making him a dangerous foe to face for certain heroes even in the early game. The slow has been removed to emphasize the fact that when Shadow Demon unleashes this curse upon a foe, that target is not meant to be focused down just yet. Instead, this unfortunate prey becomes a conduit of his will, a stepping stone to which his plans can come into fruition by empowering the rest of his abilities. The following is the full list of combos he can now perform with this new ultimate:

      1. R then Q1, banishing further away targets
      2. Q1 then R then Q2, extending the marker
      3. R then W, cursing more enemies in general
      4. R then W, such that the same debuff stacks on a target
      5. R then W, such that both debuffs are placed on a target
      6. R then E, applying poison stacks faster and further
      7. R then E then D, such that the stun lands before the second poison lands

  • All in all, Shadow Demon has received some fine tuning and changes to make him really appeal to his power fantasy, while hopefully not becoming so different as to give off an unrecognizable vibe. He deals less single target damage now in favour of dealing far more area damage, alluding to the fact that he wishes to amass a large following under his control. Outside of his new and shiny ultimate, he also now has to move in closer to perform his dirty dealings but a higher base move speed certainly helps. In terms of his revamped talent tree, the left side primarily increases the potency of his nuking capabilities while the right side focuses on his utility and disabling power.

To anyone observant of my previous concepts, yes, I've borrowed several ideas from my past heroes that I felt were fitting enough to belong on here. The exact same W as the recent Hest, similar ultimate to Ralakesh, range extension like Tessar and a mechanic inspired by Chryos. Call me uninspired but it just felt too good to pass up incorporating these mechanics into his kit to make him more flavorful. A personal touch, if you will.

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JayZen13 | November 16, 2018 8:39pm
This is a nice rework, it relates well lore-wise.
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