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There was once a small village known as Chryos, encompassed by woods. Though they were isolated from the rest of humanity and surrounded by deadly beasts, the inhabitants never feared for their knowledge of the themselves and the creatures kept them alive for centuries. When the Mad Moon shattered, shards of the Direstone fell into the woods. Over time, the beasts began to absorb its demonic energies, becoming more dangerous and more horrifyingly, more intelligent. This unsettled the villagers as this was an unforeseen circumstance, something they did not have enough time to learn and study as the beasts began weekly raids on the village as a unified force with their new powers. Every attack caused Chryos to lose buildings, crops and even people.
Fear, a primal instinct that the villagers had rarely felt now gripped their throats, choking the life and will out of them ever so slowly. They became so scared that they wouldn’t leave their own homes, even when the beasts of the woods didn’t strike. In the silence of the still night, all that could be heard was their fast, beating hearts. And from this mortal fear gave way for a true hunter to emerge. Something new lurked in the shadows, reaping the villagers every day and it seemed to grow stronger with every life it took. Some speculated that a beast had snuck into the village and began killing on its own, but the truth was far more terrifying. Some proposed to hunt it together since they were within the confines of their walls, but most were too scared to even move.
And when the Dire beasts of the woods returned the following week, they made their way into a not a village, but a cage. A cage of bone, blood and flesh. And all of a sudden, it was their turn to be afraid. Be fearful, of the monster of Chryos.
Those who test the Shadow of Fear find their bonds of comradery tested as well.
Create a ring that prevents enemies outside it to see anything within it. Enemies who pass through the edges of the ring will take damage over 4 seconds.
Ability: Target Area Mana Cost: 130, 140, 150, 160 Cooldown: 35, 30, 25, 20 Range: 650 Radius: 325 Edge Width: 50 Damage: Pure Ring Duration: 3, 4, 5, 6 Damage per Second: 8% of their Max Health
Notes
Pierces spell immunity.
Damage debuff can be dispelled.
Repeated exposure to the edges of the ring refresh the damage debuff duration.
Enemies in the edges of the ring are not considered to be within the ring.
Enemies within the ring no longer grant their team shared vision.
While not on cooldown, attacks apply stacks of Dread for 8 seconds. Can be cast to detonate all stacks, stunning each affected enemy. For each stack, targets also take damage.
Ability: No Target Mana Cost: 60, 65, 70, 75 Cooldown: 12 Radius: Global Damage: Physical Stun: 0.6, 0.7, 0.8, 0.9 Damage per Stack: 30, 40, 50, 60
Notes
Does not pierce spell immunity.
Stun can be dispelled but marks cannot.
Illusions do not apply marks with their attacks.
Continuous attacks refresh the duration of the target's marks.
10: 90 Gold/Min or 12 Agility 15: 40 Move Speed or 40 Attack Speed 20: -4s Dread Cooldown or +40 Dread Damage per Stack 25: Isolation Mutes or +2s Isolation Ring Duration
Notes
Isolation’s mute talent only mutes for the duration of the damage debuff.
Chryos is a hunter, designed to chase down and leave isolated targets with little chances of escape, similar to Spectre. However unlike the ghost, he has several ways to force enemies to space out and let him get to the targets he desires.
Seeking Fear is his primary way of closing the gap of his key targets, as he is relatively slow without the boost. Lonely enemies find themselves at a disadvantage when trying to outrun or impede his hunt, with the only counters being sticking close together or bringing him down with raw damage as he does not have the greatest durability. Though manfighting means he can build up Dread upon his target, giving him scary damage and disable potential. Chryos has the choice to mark as many enemies to spread the stun, or continue striking the same one to deal as much burst damage as possible.
Those who are already alone may find themselves in further Isolation from their own teammates, unless any of them wish to take a huge chunk off of their health. While its offensive ability is great, it also possesses strong defensive uses similar to Magnetic Field where those that want to combat anyone in the area must commit themselves into it. But if targets are already grouped up, True Horror can split them up, allowing Chryos and his team to pick apart the enemy at their leisure. A fearsome combination is to surround a clumped-up group with Isolation before spreading the chaos with his ultimate for maximum efficiency.
Lastly is his Aghanim’s ability. While strange and seemingly random at first, it actually has synergy with every spell in his kit. First off, if a neutral creep is next to an enemy, it still counts as them being alone as per the rules of Desolate so he can summon it right next to his target and still benefit from his passive. Even then, he can summon it wherever he wants to go to gain the speed to escape or flank. True Horror is usually not the strongest against single targets but being able to pocket an extra enemy to cast it on directly can help fear them. In terms of the Prowler’s abilities, the armour reduction from Desecrate can make the detonation of Dread so much more painful. Meanwhile, he can put Isolation’s ring on a target rooted by Petrify to deal even more damage.
I guess his cool and stuff just going to comment on some things
1.I think the Q's damage should be toned down a bit, that mana cost is too low for a high damage skill. Give it a base damage and then have the max hp as damage be additional damage and scale it or do th same thing but instead of scaling the hp as damage scale the DPS duration instead and have the ability have a flat duration maybe 5 is enough. Also up the mana by maybe 10 or 20
2.Kinda like this idea although it does feel like an active Jingu Mastery, also the damage per stack should be removed, I mean its total BS being some kind of underling to Ursa and also that stun, here is a suggestion, he likes fear right? What if when you hit someone per each stack it will add to the fear duration the enemy will have after it is activated maybe have a base duration of 0.1 then it add by a rate of 0.25/0.30/0.35/0.40 whatevs.
3.For me, I think the E should tone down the movement speed bonus or remove it entirely, come think of it this is only strong against heroes who cannot manfight you and will be completely useless once you are against a manfighter like Sven, Ursa, TROLL F*CKING WARLORD and Lady SpamDaggersalot maybe this, maybe against lone enemies you have a maaaybe 15% chance of putting a fear debuff making them run away and then after the initial fear debuff you get to give them another debuff called trauma(as in trauma like PTSD) which lessens thier damage output(AKA they do less damage to you in any way they could from right clicks to items)against you AND THEN you get to have an Aghanim's Scepter which not only reduces damage output but also disables passives or maybe you can disable one of thier ability as a part of the trauma debuff.
4.Ult is bad tbh, I would rather buy Diffusal, it gives way too much with no big compromises also it gives stats too. For me how about this, maybe you can throw out a dagger which connects to an enemy player deals low initial damage maybe 100/110/120 however it puts a debuff on the hero that will make the game considers him to be alone, give you a buff together with the E this effect is double if the hero it connects to is really alone, this not only gives a new level of defense but also (potentially) counters split pushers like NP or Lycan.
Other stuff: Now the Ahgs again not a big fan, even without my suggestions it feels out of place and all, also prowler shamans are BS nobody should ever have control of them(maybe Chen but Chen is hard to play against with all the micromanagement thing)
Thanks for the detailed feedback. You gave a lot of not bad ideas that kind of fit the theme, but some aren't what I envisioned him to be. I didn't want him to revolve too much around fear, but you can make your own concept with those ideas.
The Q isn't really meant to be a damaging spell, the focus is dissuading people from entering or escaping it, which is why the ring duration increases while the damage is constant. That said I agree the cost can rise more.
I can't agree it's similar to an active Jingue Mastery, if anything it's really closer to an active version of Bash of the Deep. It stacks more similarly to Shadow Poison than Fury Swipes, so I'm fine with that comparison. The reason the stun, or at least, disable duration remains constant despite of stacks is so stacking up a lot doesn't increase both the stun AND damage. That said I will bring down the stun duration, might be too excessive when paired with Q.
Giving him damage reduction on E instead of mobility kind of changes the hero's design. He's suppose to keep looking for kills and only really has 1 manfighting tool in W which has a cooldown. This isn't the kind of character I want to see get kited but be able to manfight like a crazy carry. I know carry is listed in the tags, but I think I'll remove that as it muddies the intentions.
Just for starters, Diffusal Blade no longer purges so it and this ultimate have different strengths and weaknesses. And I admitted in the discussion that the ultimate is weaker against single targets, like using Chain Frost against 1 guy. Its main purpose is to split up grouped up enemies to isolate all of them while being able to control the direction of the fear they're moving in unlike Savage Roar and Terrorize so if you can use it well, it's really freaking dangerous for its low cooldown. But if you have to use it to purge the target of anything like Ethereal, it's not entirely useless. Also he has a Q-R combo against multiple foes which can force the majority of them to take the damage and leave the one guy stranded within it, which is arguably potent. I am arguing from a balance standpoint though since you brought up the item comparison, so if you meant that it'd bad from a design standpoint, explain more on that.
On the Aghs upgrade, did you read the last paragraph of the discussion? It outlines how it synergizes with and aids his kit.
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