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From here everyone can share their thoughts by giving entirely new Aghanim's Scepter's upgrades which are different from the official one, to improve your creativity, as well as, well, might be, IceIce will look at this and might apply any of them into the DotA.
Rules:
No value changes only, and be creative! You may add a some extra effects, or adjust some value, but changing value only are just too lame.
You can add extra effects in addition to current actual upgrades. Extra effect of Fiend's Grip from Aghanim's Scepter's upgrade cannot be inflicting current level of Nightmare to enemy who attacked Bane only, you need to add more extra effects or change it entirely.
Extra effects/side effects are always welcomed. Such as sleep, stun, silence, etc etc, giving double, triple, or even unlimited value of something (changes in terms of value are unacceptable), or removing cooldown are all acceptable.
Since most carry who prefers on damage/attack speed item will rarely get the Aghanim's Scepter, so it's reasonable to give them some slightly OP Aghanim's Scepter's upgrades. For example, since Eclipse only gains extra beam counts from Aghanim's Scepter, so you may add more powerful buffs/debuffs.
And lastly... Balance it! Just don't give too OP or too UP upgrades ok?
You can share your idea for any hero, even it has been suggested by someone else. Let's say, I have already suggested a Coup de Grace upgrade, you can suggests another Coup de Grace upgrade which is different from mine and I will put it here as well.
Keeper of the Light Spirit Form- In addition to current upgrade, the Spirit Form will be renamed to Light of Day. This skill is a new active that can change the time into day (inversed version of Darkness) for 30 seconds, has 150/120/90 seconds cooldown.
Alchemist Acid Spray-Armor debuff now pierces magic immunity.
New active : Lock-on-Gain this sub-skill when activated Unstable Concoction, which allows him to Lock-on an enemy unit, if the target stays visible for 2 seconds, the target will remains visible to Alchemist's team and gain true sight on the target until the Unstable Concoction impacted anyone. Also, the Unstable Concoction will launch automatically onto target after 5 seconds countdown, Alchemist can choose to prevent it from being launched automatically by pressing the Lock-on skill icon again and stun himself instead when countdown timer reached 0 without being launched, self-stun duration are halved in this way. The Lock-on skill has an 1200 cast range, 0 mana cost, 0.5 second cooldown and pierces magic immunity.
Ancient Apparition Ice Blast-In addition to current upgrades, gain a 500 radius flying vision around every affected enemy hero.
Anti-Mage Mana Break-Grants Anti-Mage 18% chance of dispelling all debuffs from him and all buffs from the enemy when it procs. Illusions do not get this upgrade.
Bloodseeker Rupture-Now has an initial mini-stun of 0.1 seconds, and mini-stun again for 0.1 second with 1 second intervals. Ruptured units that remain still without attacking or casting a spell (do absolutely nothing) will takes 75 pure damage with 2 seconds intervals.
Thirst-Now has an active component where Bloodseeker inspire his allies. Thirst is now an aura with 500 radius. Lasts 7 seconds with 60 seconds cooldown.
Bounty Hunter Shuriken Toss-Bounces to all enemies in 500 radius if the main target is Tracked, and does pure damage to main target. Track-Cast range increased to 2000 and movement speed range increased to 1200. If the target is killed, allies in 900 radius gains haste (522) and cannot be slowed for 4 seconds.
Bristleback
New active: Quill Nova- After a 1.5 second delay, BB releases his quills rapidly. Number of released quills depends on how many time you press the button, with the max charge number of 5, and goes into cooldown after unleasing the Quill Nova. The cooldown and manacost will be varies according to the charges used, which are Mana Cost: 20/35/55/85/130 Cooldown time: 1.5/3/6/12/24 The recharge timer of charges will be paused if the Quill Spray is on cooldown. Recharge time: 3
Broodmother
New active : Egg Sac - Allows her to place an egg sac at the target location within 500 distance. It has a 50 mana cost and a 15 second cooldown. The Egg Sac has 200 health and can go invisible in a web. The egg sac explodes when activated, dealing 100/150/200 damage to enemies (based on the level of Insatiable Hunger and applying an Incapacitaing Bite debuff to enemies 300 distance from the egg sac. In addition, 1/2/3/4 Spiderlings will spawn from the egg sac (based on the level of Spawn Spiderlings). A maximum of 2/4/6/8 of them can be placed at a time (based on the level of Spin Web. If the number of existing egg sacs exceeds the maximum limit, then the oldest egg sac will explode. If destroyed by an enemy, the egg sac will inflict no damage or slow, but will still spawn Spiderlings.
Clinkz Death Pact-Finishing an ally/enemy hero resets its cooldown. However, damage/HP buff from multiple Death Pact do not stack. Threshold are now 375 HP, cast range increase to 900 and will not break invisibility when used as a finisher while used under Skeleton Walk. Denying allies reduces their death time by 20, but cannot lower below 15. If casted on an enemy hero whose HP are higher than the threshold, their movement speed will be slowed for 10% for 5 seconds.
Clockwerk Hookshot-Targetting method are changed to unit-target. If the Hookshot's target is an enemy unit, other enemies caught by the flying Clockwerk are grabbed and flies with him to the hooked target where they are stunned. Cool-down also reduced to 35/27/20.
Crystal Maiden Freezing Field-In addition to current upgrades, the channelling cannot be interrupted by stun or silence.
Freezing Field-If Crystal Maiden is interrupted during the channelling, its cooldown timer is reduced by 50% and applies current level of Crystal Nova with 685 radius around her and resets Frostbite's cooldown timer.
Dark Seer Wall of Replica-Enemy hero who passes through the Wall of Replica for the 1st, 3rd, 5th, 7th, 2n-1th... times will be silenced (pierces magic immunity but it can be dispelled), the silence lasts until they passes through the Wall of Replica again, or until the wall's duration ends.
Dragon Knight Elder Dragon Form-While on Elder Dragon Form, DK gets an active ability called Soar. This ability allows Dragon Knight to have flying movement, flying vision, and a bonus 450 attack range. This ability lasts 12 seconds and has 36 seconds cooldown.
Dragon Tail-Can be used on magic immune targets, though with no damage and at a reduced duration (1.25/1.5/1.75/2) Elder Dragon Form-Lowers BAT in Elder Dragon Form from 1.7 to 1.6/1.5/1.4
Corrosive Breath-Now disables Backdoor Protection
Drow Ranger Frost Arrows- Now affects spell immune target for half the amount (separate into 2 buffs, which are 30% slow non-SI piercing debuff and 30% slow SI piercing debuff.) Gust- Knockback now pierce spell immunity, radius increased to 750 and begins in a 450 range behind Drow Ranger. Total distance will still be a 900 range in front of Drow Ranger's when she cast the spell. Total travel time is the same. Works similiarly to Ghost Ship. Marksmanship- Now grants a bonus 10/15/20% movement speed.
Enigma Black Hole-In addition to current update, enemy who sucked by the Black Hole will suffer a 60% movement speed slow for 1.5 seconds once the channelling of Black Hole ended.
Io Tether-Won't goes on cooldown when used on non-hero units.
relocation-Io can return to his previous location at any time during Relocate. Relocate duration increased to 20 seconds
Keeper of the Light Spirit Form- In addition to current upgrade, the Spirit Form will be renamed to Light of Day. This skill is a new active that can change the time into day (inversed version of Darkness) for 30 seconds, has 150/120/90 seconds cooldown.
Lina Laguna Blade-The intense shock from Laguna Blade stuns the target for 1 second, then slows movement and attack speed over 6 seconds, decreasing linearly from 100% to 0%.
Luna Eclipse-Has an unlimited counts of Lucent Beams as long as it didn't missed any Lucent Beams, minimum counts is still 14. Gain unobstructed vision during the Eclipse.
Lycan Summon Wolves-Now has an infinite number of stack.
Cooldown: 30 to 7
Duration: 55 to 70
Mana: 145 to 70
Number of wolves per summon: 2
Medusa Stone Gaze- Enemies that stay within 500 AOE of Medusa after the activation of Stone Gaze will be turned to stone even if they turn away. Stoned units no longer get magic resistance.
Moonlight Shadow- Cooldown decreased to 80 seconds, and Mirana may cast spells without breaking invisibility. If Sacred Arrow is cast during the spell, it will be invisible until it comes within 180 units of an enemy hero, or hits a non-hero unit.
Morphling
New Active:Flood (Idea came from Spinnaker, TheSofa's idea)
Floods the entire map. Lasts for 15 seconds.
Manacost:100 Cooldown Timer:60
New Passive:Natural Habitat Morphling gets a variety of bonuses while in water
Bonus movement speed: 15/30/45%
Bonus Attackspeed: 15/30/45
Bonus Armour: 1/3/5
Bonus HP Regen: 10/15/20
New Active:Morph Intelligence Gain-Based on the level of morph Strength gain and morph agility gain, it transfers stats into Intelligence. When you morphs, you pull 1 point from the other 2 stats.
Phantom Assassin Phantom Strike-Pierce magic immunity. Coup de Grace-When proc, apply silence, mute, and break debuffs that pierce magic immunity on her attack target. Lasts for 3 seconds. Dispel-able.
Phantom Lancer
New passive - Cannot be killed as long as there is an illusion created by Phantom Lancer's skills, when Phantom Lancer himself is about to receive a killing blow, he will be swapped with nearest illusion, this passive will always works unless this passive is broken. (Illusions from other source like Rune of Illusion or Manta Style are not included.)
Blink Strike charge recharge time to 20 seconds, and maximum charges from 4/5/6 to 5/6/7. Now slows the target for 30% movements speed for 2 seconds upon cast.
Smoke Screen has now 2 charges. A charge takes 11 seconds to recharge Backstab AGI to damage from 0.5/0.75/1/1.25 to 0.75/1/1.25/1.5
Permanent Invisibility HP regen from 4/5/6/7 to 5% of your max HP per second
Rubick
New passive - Whenever an enemy casted a spell within 900 range from Rubick, that spell will be copied and placed in the 'F' slot. It remains in the 'F' slot for 10 seconds, replaced by another spell, or until it is used. The spell will cost no mana.
Shadow Demon Demonic Purge-Purged units now give a 600 AoE true sight around them and applies 4 stacks of Shadow Poison to the purged target immediately. Shadow Poison-Now explodes in a 300 AoE around the target when triggered, dealing half damage to nearby enemies.
Shadow Fiend
New passive:Hero Soul- Killing a hero now grants a Hero Soul in addition to the current 12 souls. Hero Souls stole 7% of the killed hero's movement speed and all stats from slain hero. Hero Souls are unique buffs that doesnt stack from same source. Hero souls will only be retrieved if the stolen hero participates in killing Shadow Fiend (kill/assist). (Requires Necromastery to be levelled)
Skywrath Mage Mystic Flare-In additional to current upgrade, damage dealt will be converted to mana and are spread equally to all allied heroes in a 1200 radius. With 5/4/3/2/1 heroes present, a hero can only take a maximum 20/25/30/35/40% damage as mana.
Spectre Haunt-During Haunt, all damage from Spectre and her illusions becomes pure damage (this includes attack, abilities and items). Illusions from Haunt can also use UAM.
Templar Assassin Psionic Trap-Trap count increased to 15. Trap now snares for 1.5 second, then slows for the normal duration. Trap now gives true sight.
Terrorblade
New active: Soul Split- Splits Terrorblade into two illusions, each dealing 60% damage and taking 150% damage. Illusions deal more damage (linearly up to 20%) the closer they are to each other, with range of 200-600. If both illusions die, Terrorblade dies. Lasts 30 seconds. After 30 seconds, both illusions will merge together on the specific illusion ( skin in dark yellow colour ), and merge all buffs/debuffs together (same kind of buff/debuff with longer lasting duration will replace one another), cooldown of skills will merge together (the longer cooldown timer will be taken), and HP/MP will be the average number between both illusions. Any kind of items with limited summon stack will be linked between 2 illusions (if Manta Style is activated by both illusions, new illusions will remains while old illusions will be destroyed.)
Tidehunter Ravage-0.5 seconds after the tentacles erupted to all direction, another crushing wave follows the tentacles' spreading pattern and spread outward. Dealing damage of 50/100/150, slowing the enemy movement speed by 50% and reduce their armor by 5 for 4 seconds. This crushing wave pierces magic immunity completely.
Timbersaw Chakram-In addition to giving another chakram Aghanims upgrade allows Timbersaw to control his chakrams like units with 200 MS.
- the chakrams are invulnerable
- if the chakrams move more than 2000 range away of Timbersaw they return to him as usual
- the chakrams CANNOT block camps(just like TA's traps)
- pass damage can affect a unit only once when a chakram is deployed
Tusk Walrus Punch-Can be casted on allied hero to temporarily transfer the buff, Tusk himself are disarmed until the Walrus Punch buff is removed or its duration has ended. Transferred buff lasts for 12 seconds.
Vengeful Spirit
nether swaping-In addition to current update, while Nether Swaping the enemy within her line affected enemy armour decreased that could be stacked with Wave of Terror.
Weaver Time Lapse-Create small time disruptions in a 400 radius around the start and end location upon activation, slowing enemies by 30% for 5 seconds. Attacks from Weaver and The Swarm on affected enemies will deal 30/40/50 bonus physical damage.
Wraith King Reincarnation-Spawns a Wraith Knight upon his death if Reincarnation is off cooldown. While the Wraith King is resurrecting, the invulnerable Wraith Knight is able to move and attack enemies with a melee attack. The Wraith Knight does 50/75/100% of Wraith King's base damage, has all of Wraith King's auras (including his Vampiric Aura)but has none of his other spells. The Wraith King is reborn in the Wraith Knight's place.
In addition,
New Active:Eye of God-Gain 1400 range of flying vision, and also reveals invisible heroes by placing a true sight debuff on them. Lasts for 5 seconds and cannot be dispelled.
Mana Cost:200 Cooldown Timer:70
Doom: The frightening sight of a Doomed target scares all enemies that look at it for more than 0.5 seconds, giving them a 2 second debuff that lowers ALL stats (stats, movespeed, damage, crit chance, everything!) by 10% or the duration. The debuff is refreshed/reapplied every time the enemy hero looks at the poor, Doomed target for more than 0.5 seconds.
Dark Seer: Wall of Replica becomes Ring of Replica -- instead of a wall, Dark Seer creates a ring with radius 600. Also increases cast range to 1500.
Earth Spirit: Every pulse of Magnetize (2 per sec) mini-stuns the affected units for 0.1 sec.
Juggernaut: Adds unit-targeting to Omnislash; during Omnislash, Juggernaut can right-click an enemy hero to focus all his attacks on it (and not jump around randomly). Clicking a new enemy within range moves focus to that hero.
Lina: The intense shock from Laguna Blade stuns the target for 1 second, then slows movement and attack speed over 6 seconds, decreasing linearly from 100% to 0%.
Tidehunter: Before the stun is applied, Ravage will knock all enemies caught inside its radius a maximum of 600 units towards Tidehunter.
Meepo: Meepo's clones takes the physical form of his other team mates (giving ranged attack to clones looking like ranged heroes, but all have Meepo's abilities ofc) to confuse the enemy. His team can see which are clones by their grey-ish colour.
Puck: The "leashes" becomes shorter and shorter, forcing enemies caught in Dream Coil to either walk towards the centre or get stunned. Radius decreases from 375 to 175 over the 6 seconds.
Doom: The frightening sight of a Doomed target scares all enemies that look at it for more than 0.5 seconds, giving them a 2 second debuff that lowers ALL stats (stats, movespeed, damage, crit chance, everything!) by 10% or the duration. The debuff is refreshed/reapplied every time the enemy hero looks at the poor, Doomed target for more than 0.5 seconds...what?
Dark Seer: Wall of Replica becomes Ring of Replica -- instead of a wall, Dark Seer creates a ring with radius 600. Also increases cast range to 1500. gud, but not really needed he already has that strong Vacuum
Earth Spirit: Every pulse of Magnetize (2 per sec) mini-stuns the affected units for 0.1 sec.too strong volvo pls
Juggernaut: Adds unit-targeting to Omnislash; during Omnislash, Juggernaut can right-click an enemy hero to focus all his attacks on it (and not jump around randomly). Clicking a new enemy within range moves focus to that hero.plz no
Lina: The intense shock from Laguna Blade stuns the target for 1 second, then slows movement and attack speed over 6 seconds, decreasing linearly from 100% to 0%. ehhh its really strong but considering Viper Strike, ehhh. doesnt fit the hero tho.
Tidehunter: Before the stun is applied, Ravage will knock all enemies caught inside its radius a maximum of 600 units towards Tidehunter.? unneeded
Meepo: Meepo's clones takes the physical form of his other team mates (giving ranged attack to clones looking like ranged heroes, but all have Meepo's abilities ofc) to confuse the enemy. His team can see which are clones by their grey-ish colour.?????
Puck: The "leashes" becomes shorter and shorter, forcing enemies caught in Dream Coil to either walk towards the centre or get stunned. Radius decreases from 375 to 175 over the 6 seconds.it already pierce aghs y u do dis
Vendetta removes the hit target's magic resistance completely for 3 seconds This upgrade is really cool! Thundergod's Wrath flying vision now follows the hit heroes for 14 seconds I understand but why 14 seconds? Seems pretty random to me.
Doom: The frightening sight of a Doomed target scares all enemies that look at it for more than 0.5 seconds, giving them a 2 second debuff that lowers ALL stats (stats, movespeed, damage, crit chance, everything!) by 10% or the duration. The debuff is refreshed/reapplied every time the enemy hero looks at the poor, Doomed target for more than 0.5 seconds. Well this can be insignificant because doomed victim will usually runs away from teamfight to prevents the doom countdown timer being halt.
Dark Seer: Wall of Replica becomes Ring of Replica -- instead of a wall, Dark Seer creates a ring with radius 600. Also increases cast range to 1500. That's cool idea, but do you know how huge 600 radius is?
Juggernaut: Adds unit-targeting to Omnislash; during Omnislash, Juggernaut can right-click an enemy hero to focus all his attacks on it (and not jump around randomly). Clicking a new enemy within range moves focus to that hero. Please no, not the buff like this, Juggernaut should always jumps randomly during Omnislash.
Lina: The intense shock from Laguna Blade stuns the target for 1 second, then slows movement and attack speed over 6 seconds, decreasing linearly from 100% to 0%. Magic immunity piercing pure damage, coupled with slows and stun are OP.
Tidehunter: Before the stun is applied, Ravage will knock all enemies caught inside its radius a maximum of 600 units towards Tidehunter. So it is a Reverse Polarity that doesn't pierce magic immunity?
Meepo: Meepo's clones takes the physical form of his other team mates (giving ranged attack to clones looking like ranged heroes, but all have Meepo's abilities ofc) to confuse the enemy. His team can see which are clones by their grey-ish colour. Uhh... Not necessary and Morphling does better job than this.
Puck: The "leashes" becomes shorter and shorter, forcing enemies caught in Dream Coil to either walk towards the centre or get stunned. Radius decreases from 375 to 175 over the 6 seconds. Somewhat OP to me because 175 radius is really small.
final verdict: please for all that is gaben no ;_;
Thank you for your worthless contribution to the discussion. If you could suppress your instinctual desire to automatically other people's suggestions, maybe you could take a moment to actually consider mine and perhaps build on them? To quote MrLocket:
"No value changes only, and be creative!"
So no, Uncatched, I was not "trolling", I simply shared some creative ideas.
Thank you, MrLocket, for your more constructive response.
Doom Well this can be insignificant because doomed victim will usually runs away from teamfight to prevents the doom countdown timer being halt. Good point. My thought was that this would hinder the doomed target's team from helping him. What about: Doom's current level of Scorched Earth is applied to and around the Doomed target, with the same effects as when Doom uses it himself but with a smaller radius. This would increase the effective damage of Doom and keep his friends from helping him.
Dark Seer That's cool idea, but do you know how huge 600 radius is? Hehe, yeah, it's a bit larger in diameter than the wall is long. I was pondering how large I should suggest it to be and chose a rather large one to create a more team fight controlling spell. With the extended cast range, the thought was that you should be able to catch the whole enemy team inside the ring.
Earth Spirit That's some OP stuffs consider that Earth Spirit will usually get an Aghanim's Scepter as core. Well, it's only core now because of the current upgrade it gives, Enchant Remnant, which this is a substitute for. I agree it may be OP though. I was trying to think of a way to make ES more viable late game. Enchant Remnant is more of a fun spell than a very useful one, in my opinion.
Juggernaut Please no, not the buff like this, Juggernaut should always jumps randomly during Omnislash. Considering he won't have the extra jumps he gets from Aghanim's Scepter now, unit focus basically makes Omnislash a more damaging but slower Laguna Blade-type nuke, more easily countered by items. Controlling who you jump on also gives the ability more utility value, as a way to position yourself in the fight for example - it wouldn't just be a click-and-wait ability.
Lina Magic immunity piercing pure damage, coupled with slows and stun are OP. Remember that these upgrades are substitutes for the ones that are today. So here we're trading the pure damage trait for a slow, basically, giving Lina more control but less nuke damage.
Tidehunter So it is a Reverse Polarity that doesn't pierce magic immunity? Hm, yeah, a bit too similar I suppose. How about: The tentacles splash ink on the affected enemy units, slowing their movement speed by 30% for 1/2/3 seconds after the stun.
Meepo Uhh... Not necessary and Morphling does better job than this. OK, this was mostly just for fun; it's the most out-of-the-box suggestion and, I will admit, not a very good one. But it would be funny ^^
Puck Somewhat OP to me because 175 radius is really small. My first idea was that the leashes would pull the enemies gradually towards the centre, but then I remembered the whole point of the spell is that they are stunned if they "pull on the leash", so to say. Still, it's a suggestion outside just "value-changing".
Rubick Dude, check out our 4x Thundergod's Wrath, 4x Black Hole, 4x Ravage, 4x Reverse Polarity, or 4x Doom! *** ye ;) Although I adore the current Agh's upgrade that Rubick has, team-steal would be really cool too, and it connects him more to the rest of the team! As of now he's sort of a "stand by yourself and wipe the enemies with their own spells all on his own" type of guy. Team-steal would enable and require great cooperation!
Some of your idea is cool but more improvement can be given... keep it up! Thanks man, I will :)
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