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Viper by FangzofFuzzy

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Viper

By: FangzofFuzzy
Last Updated: Jan 8, 2019
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Viper

Rework

"Death... from above."

For some time now, I’ve wanted to rework Viper in a way that he gets to use those wings of his. It’s always bothered me how so many of his responses are about flight yet he’s so slow and his kit has no mobility. But adding mobility onto a hero who deals damage over time and withstands magic resistance has always felt too similar to Huskar. With the Sacred Warrior being reworked to no longer being a magic tank, now’s the time to truly let the Netherdrake fly into a rage.

At the same time, this rework seeks to introduce some interesting mechanics to his otherwise flat playstyle without making him unrecognizable. It’s no secret that he is a boring to play lane bully that shuts down any and all interaction, and that isn’t exactly the healthiest of game designs. Allowing Viper players to express some level of skill while affording enemies some counterplay if they play to his abilities should hopefully make the Viper experience more fun to play as and against.

As a disclaimer, this rework is not intended to balance him but is more of a way to explore new abilities and more interesting variants of his current ones. Here is the current Viper for reference. Any unmentioned numbers are assumed to remain the same.

Primary Abilities

Poison Attack
Attacks apply venom that damage them over 4 seconds, refreshing with each instance.

If refreshed after at least 2 seconds, the venom will stack.

Ability: Autocast
Mana Cost: 25
Range: 600
Damage: Magical
Damage per Second: 15, 30, 45, 60

A lesson learnt from slaying his sadistic summoner, patience is the key to growing agony.

Notes
Nethertoxin
Infect enemies he damaged within the last 1 second with toxin, breaking and slowing them for 4 seconds.

When this ends, they take damage based on how low they are.

Ability: No Target
Mana Cost: 75
Cooldown: 8
Search Range: 1000
Damage: Magical
Move Slow: 15, 30, 45, 60%
Damage per Missing Health Percentage: 10, 15, 20, 25

Poison from the Nether Reaches turns wounds into fatalities, and fatigue into death.

Notes
Corrosive Skin
Nearby enemies that damage him are inflicted with acid.

It reduces their attack speed and damages them over 4 seconds, refreshing with each instance.

If refreshed after at least 2 seconds, the acid will stack.

Ability: Passive
Max Proc Distance: 1500
Damage: Magical
Attack Slow: 6, 12, 18, 24
Damage per Second: 6, 12, 18, 24

To kill a Netherdrake, one requires steady determination and several acid-resistant weapons.

Notes

Ultimate Abilities

Viper Strike
Fly to a location near the last enemy he attacked.

He bites it on the way, stealing their magic resistance for 8 seconds.

Ability: Target Point
Mana Cost: 75
Cooldown: 45, 30, 15
Search Range: 1000
Radius: 500
Magic Resistance Steal: 40, 50, 60%

On leathern wings does Viper carry out his deadliest of killings.

Notes

Hero Talents

Nethertoxin Silences
25
3x Nethertoxin Damage

-5s Viper Strike Cooldown
20
+20 Poison Attack DPS

100 Attack Range
15
+1s Corrosive Skin Duration

8% Spell Lifesteal
10
25 Damage

Discussion


  • Poison Attack and Corrosive Skin are more or less similar with some missing components moved elsewhere. To compensate, they have gained the ability to stack after letting them set in. This creates 2 dynamics, rewarding Viper for timing his attacks and punishing indecisive attackers. Poison Attack is still his primary damaging ability, getting a lethal boost whenever he stacks and refreshes it. Since it only does so after a while, Viper may choose to spread the venom to multiple targets or sneak normal attacks in if focusing on a sole target. Corrosive Skin remains dangerous but is less potent if the assault is either continuous or the poke is well spaced out. Hesitation will result in melting in a pile of acid. Overall, these changes should introduce more nuance into otherwise still simple spells.

  • The old Viper Strike was not so terrible as it was bland, essentially an ultimate version of Poison Attack. This new one promises more exciting and satisfying gameplay as he closes the gap onto his hapless prey. Taking a bite out of it like a snake would, he weakens it to set up its demise. As this is a one-way flight into enemy territory, the magic resistance helps him survive. The design is such that it is primarily an offensive tool, but can be used as an escape by creatively attacking far away creeps.

  • The old Nethertoxin served its purpose but felt out of place and lacked a proper punch. It has been redesigned to be what Poison Attack used to be with the slow and execution damage. It’s a great ability to use halfway through the fight once he has infected multiple enemies with Poison Attack and Corrosive Skin to maximize its efficiency. The slow helps him get in a few more hits before letting the damage finish them off. With its relatively short cooldown, it can be used early on to start singling out an enemy to focus. While its damage may be a little unreliable, it can be a spell to max first in certain situations for more disabling power.

  • The talent tree for this revamped Viper is pretty similar, but the key difference is the removal of Poison Attack on buildings since it’s stacking on an unmoving target can prove too strong. In exchange at level 20, he can choose between giving it more constant damage or Viper Striking more often. At level 25, he can either turn Nethertoxin into a high uptime silence that now follows its targets or a respectable nuke to rival Culling Blade. In terms of build, it will probably remain the same. Perhaps with inherent mobility, Hurricane Pike will no longer be a dominant pickup and other offensive or defensive items can be considered.

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