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Personally, I have nothing against Zeus. I just think his kit can be a lot cooler for a hero who essentially used to be a god among gods. 2 of his spells are pretty boring and I don’t even need to name them for you to guess which. So, the goal is shockingly simple. Make the Lord of Heaven a tad bit more interesting to play.
Actually, I take it back. I personally hate how easily he clears vision and Nimbus. On the former, I have to admit that without it, he’d be a one trick pony nuker. On the latter, I understand it makes him more fun but it feels too good, it’s too easy. To imagine a fairer Zeus, I’m going to make getting a vision advantage more of a priority than a nice bonus, and gate the power of Nimbus. So, perhaps this might not be as simple.
As a disclaimer, this rework is partially intended to balance some of his abilities but is also to explore directions to make them fundamentally more interesting to use. Here is the current Zeus for reference. Any unmentioned numbers and properties are assumed to remain the same.
Primary Abilities
Arc
Hurl a bolt of electricity that leaps through and damages up to 12 enemies.
Upon casting Arc 4 times, he becomes charged with Innervation for 4 seconds.
With Innervation, all his spells gain bonus cast range.
Ability: No Target
Mana Cost: 200, 300, 400
Cooldown: 100
Range: Global
Damage: Magical
Damage: 200, 300, 400
Vision Radius: 300
Vision Duration: 2, 3, 4
The Lord of Heaven smites all who oppose him, near or far.
Notes
The vision now follows each target for the duration.
Other Abilities
Nimbus
Create a storm cloud for up to 30 seconds that automatically casts Lightning Bolt.
With Innervation, this has 25% reduced cost and gains global cast range.
Ability: Target Area Mana Cost: 300 Cooldown: 30 Range: 1200 Lightning Bolt Interval: 2
Where the Thundergod’s ire grows, storm clouds quickly gather.
STATS
Melee Hero Attacks to Destroy: 4 Ranged Hero Attacks to Destroy: 8 Non-Hero Attacks to Destroy: 16 Bounty: 150 Experience: 75
Notes
Retains all properties of Lightning Bolt, including cast range.
Prioritizes the closest hero.
Hero Talents
+200 Arc Damage
25
2x Innervation
+1% Static Field Base Damage
20
1500 Gold
+150 Lightning Bolt Damage
15
+0.25s Lightning Bolt Stun
10% Cooldown Reduction
10
30% XP Gain
Talent Notes
The Static Field talent can lead to 18% max health damage.
The gold talent instantly grants him 1500 unreliable gold.
The Innervation talent doubles all bonuses it provides, not duration.
Discussion
So, let’s start with Arc Lightning which is really the backbone of this rework. A shorter name is one thing, lower cast range and damage are others to keep in mind. This is because after enough casts, he gains the new Innervation buff to supercharge and make him feel like a god for a brief period. Really, the bonuses speak for themselves. At the cost of not throwing out Arc meaning less overall damage, he can choose to hold onto the last cast to activate Innervate when he truly needs it, for example to boost the damage of his ultimate for a long range kill. Overall, this small addition introduces a layer of depth to his gameplay as well as living up to his power fantasy.
Speaking of which, Thundergod's Wrath remains similar, with more precise tracking for better scouting purposes. Static Field is also similar to its old form with 2 key differences. First, changing it from current health to max health damage means it becomes a powerful spell in his repertoire and actually become his primary damaging tool in fights. Second, reduce its damage to compensate but allow it to rise naturally through what his other abilities offer: Vision. Simply put, he is now rewarded for gaining a vision advantage. Use Thundergod’s Wrath and Lightning Bolt to reveal large areas, keeping enemies within his sight. Alternatively, use them to clear Sentry Wards for his team’s Observer Wards to thrive. Work with allies with vision granting spells like Track or those that just like to stick near enemies. Now, Zeus has to actually work for his damage and that satisfies me enough.
Lightning Bolt is largely unchanged aside from number changes here and there. Lower damage because of Static Field. Lower cast range because of Innervation. More vision in exchange for cooldown. Higher stun duration in exchange for mana cost. For the most part, Nimbus not too much change aside from the small little cast range nerf. Yes, I have a vendetta against this ability, but I am feeling particularly kind: Thou shalt only have thy insane global range if thou work for it. Arguably, it is slightly more powerful in combat in return but has the proper bounty for those who wish to brave the storm. Hopefully with all these changes, its unreliability makes Aghanim’s Scepter less of a must-buy.
In terms of talents for this updated Zeus, the left side provides even more damage for his nuking purposes while the left side give him more utility. The level 15 split is important, even for non-Nimbus builds. At level 20, the sudden boost of gold can help carries close out games or supports quickly build an important item. Otherwise, the further scaling potential by increasing Static Field can make his late game that much more potent. At level 25, the wave clear talent remains but to replace the old cast range is, in the right situations, ridiculously more cast range. 1200 extra cast range on the right items is no joke, not to mention the other benefits. Of course, it is important to keep in mind that Innervate has a below average uptime in the grand scheme of things.
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