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Lore:
To control the elements gives you the ability to forge the world, but its up to you to change it for good or for evil. Such was the faith of Dues, He has shown early signs of control over the elements, such as sparking fires in temper tantrums, or causing water to dance when he is in a good mood. In the School of Arcane Arts, he was always a step ahead of his classmates, quite the joker, he played pranks on his mentors and teachers for fun, which made him famous around the school also for his great sense of humor and funny personality, yet hiding behind the jester's mask hides a great evil, this great evil whispered into him, telling him to take over the world with his gifted talent. Dues, knowing what is right and what is not, overcomed this evil and sealed it tight with a ancient spell used to ward of demons. Sensing a great evil in the explosion of the Mad Moon, he went away to destroy the evil and fight what is right in the battlefield.
Spells:
D: Swap Elements (Innate ability)
Type: Active
Affects: Self
-Swaps elements between Fire, Water, Earth, and Wind.-
Fire
Q: Fireball
Type: Active
Affects: Enemy units
Damage: Magical
Pierces Spell Immunity: No
-Dues throws a fireball at the target direction, dealing damage and exploding upon contact.-
Range: 750
AoE: 300
Damage: 50/100/150/200
Cooldown: 15
Manacost: 75
-The first spell Dues mastered-
W: Blazing Dash
Type: Active
Affects: Enemy units
Damage: Magical
Pierces Spell Immunity: No
-Dues dashes to the area, dealing damage and damage per second to enemies he passes.-
Range: 650
Damage: 25/50/75/100
Damage per second: 10/20/30/40
Duration: 5
Cooldown: 20
Manacost: 75
-Used to catch up to class before he gets late, he now uses it to catch up to his enemies.-
E: Scorched Skin
Type: Active
Affects: Enemy units
Damage: Magical
Pierces Spell Immunity: No
-Enflames a target unit, dealing damage per second.-
Range: 750
Damage per second: 25/50/75/100
Duration: 3
Cooldown: 25
Manacost: 100
-Once used in Dues' pranks, the only difference is, this turns the skin to ash.-
Water
Q: Water wave
Type: Active
Affects: Allies
Pierces Spell Immunity: Yes
-Releases a wave each second that heals allies that are hit.-
Range: 750
AoE: 500
Heal: 25/50/75/100
Duration: 3
Cooldown: 20
Manacost: 100
-The power of water heals allies for battle-
W: Regenerative Waters
Type: Active
Affects: Allies
Pierces Spell Immunity: No
-Gives HP regeneration to a single target.-
Plus HP regen: 7/8/9/10
Duration: 5/6/7/8
Cooldown: 10
Manacost: 25
-Dues empowers his allies with water-
E: Tidal Mercy
Type: Active
Affects: Allies
Pierces Spell Immunity: No
-Heals all allies in the map and gives them added regeneration, and giving them a shield that blocks damage.-
AoE: Global
Heal: 50/60/70/80
Shield Treshold: 100/125/150/175
HP Regen: 2/3/4/5
Shield Duration: 15
Duration: 5
Cooldown: 35
Manacots: 150
-The Sea's power can be felt even through deep lands-
Earth
Q: Rock Spire
Type: Active
Affects: Enemies
Damage: Magical
Pierces Spell Immunity: No
-After a short delay, a Rock Spire bursts from the ground, stunning the enemies and dealing damage.-
Range: 750
AoE: 250
Damage: 15/25/35/45
Stun: 2/2.5/3/3.5
Delay: 1.75
Cooldown: 20
Manacost: 125
-The planet's core trembles before the Elemental Magus.-
W: Rising Fault
Type: Active
Affects: Enemies/Allies/Self
Pierces Spell Immunity: No
- Creates a trembling fault horizontally before Dues, enemies and allies cannot pass through the fault.-
Range: 750
Duration: 1/2/3/4
Cooldown: 25
Manacost: 100
-The power over the earth can reforge the world anew.-
E: Trembling Slam
Type: Active
Affects: Enemies
Damage: Magical
Pierces Spell Immunity: No
- Slams the ground, stunning and dealing damage.-
Delay: 0.4
AoE: 300
Damage: 75
Stun: 1/1.5/2/2.5
Cooldown: 10
Manacost: 50
-Even a stomp of Dues' staff shakes the enemies into chaos.-
Wind
Q: Tailwind
Type: Active
Affects: Enemies
Damage: Magical
Pierces Spell Immunity: No
-A Gust of wind blows to the target direction, pushing enemies back and slowing them down.-
Range: 800
Damage: 0/25/50/75
Push distance: 100
Slow: 25%/30%/35%/40%
Duration: 3
Cooldown: 12
Manacost: 90
-Dues has reputation for blowing away his enemies in combat-
W: Empowering Gust
Type: Active
Affects: Allies/Self
Pierces Spell Immunity: No
-All allies in a small AoE will recieve bonus movespeed and attackspeed.-
Range: 750
AoE: 450
Movespeed: 10%/20%/30%/40%
Attackspeed: 15%
duration: 8
Cooldown: 15
Manacost: 60
-Speed embodies the element of wind.-
E: Tornado
Type: Active
Affects: enemies
Pierces Spell Immunity: No
-A tornado ravages through the target direction, all picked up enemies, will be dropped at the point where the tornado will stop, slowing, silencing and disarming them.-
Range: 600/700/800/900
Slow/Disarm/Silence duration: 2/3/4/5
Slow: 30%
Cooldown: 25
Manacost: 125
-A whirlwind of chaos sows destruction upon the battlefield.-
R: Arcane Arts
Type: Passive
Affects: Self
-Gives Dues the chance to take away the cooldown when he cast a spell, increases magic resistance and intelligence per level.-
Chance to Refresh: 25%/35%/45% (Aghs: 30%/40%/50%)
Magic Resistance: 10%/20%/30%
Bonus Intelligence: 10/20/30 (Aghs: 20/30/40)
-"Mastery over the elemental arts is easy, i mean really it is, you must be dumb."-
__________________________________________________________________________________________________________________ If you can solve your problems, then what is the need of worrying? If you cannot solve it, then what is the use of worrying?
__________________________________________________________________________________________________________________ If you can solve your problems, then what is the need of worrying? If you cannot solve it, then what is the use of worrying?
This hero is very cool, since it is quite big I have a few things to say.
Fire:
Fireball seems so lackluster, if all it does is damage in an area, it needs to do more damage. 125 damage is really low. Take a look at something like Crystal Nova, it does damage in a large area, not only that, but also slows by a lot. Not suggesting you add a slow, but it needs to deal more damage or it isn't very worthwhile. Needs a buff. (unless I have misread and it stuns or something)
Blazing Dash seems nice, the range isn't too high, but it seems like a good ability. Damage is good too.
Scorched Skin is good, has a really good range so can be used from afar to deal decent damage.
Water:
What kinda target is Water Wave? Is it a target area? Or is it centered around yourself, like, the waves extend in a circle around you? Heal is a decent amount, and since the duration is low it heals quickly.
Regenerative Waters has a much much too low amount of regen, it only restores 64 hp if I'm not mistaken, which is really low. Although it has a small mana cost and low cooldown, it still isn't great, it regens basically the amount of damage you will take from an autoattack or two, but over the duration of 8 seconds, which is quite high. Needs a buff.
Tidal Mercy has a low regen amount, but since it restores 80 hp instantly to all allies globally, it seems okay. Maybe needs a small buff.
Earth:
Rock Spire stuns for so long! But since the damage is low, and it has a delay, it seems fairly balanced. Maybe needs a slight range nerf.
Is Rising Fault, like a fissure kinda thing? It creates an impassable barrier? Seems useful for certain occasions.
Trembling Slam is really too good I think. Since you can instantly stun people, you can easiliy chain it with Rock Spire for 7 seconds of disable. I would recommend you add a small delay to it, not like 1.7 seconds, but more like 0.3 or 0.4 or something so it isn't instant. Needs a small nerf.
Wind:
Tailwind is good, needs a small damage buff I think.
Empowering Gust is really good, scales well and isn't too bad or too good.
Tornado I think is by far the best ability here, and looking at this and the other abilities I can see a lot of combos coming together, like tornado -> rock spire. Really nice ability, you've balanced this one well I think.
Ulti is nice and works well with the abilities.
Just 1 question. IF you put a skill point into the fireball, for example, will it skill all the other q abilities in different elements?
Nice hero, really interesting and I can see a lot of combos coming into play. Hopefully my comment helps a little bit.
Ohhhhh Bunkansee, im a huge fan, (not really but i see your post everywhere)
Water wave realease waves around you or to a allied unit (you can click it to yourself to choose you, you can also click it to a ally), ill nerf/buff some abilities.
TY for the response :3
Edit: and oh yes when you put 1 skill point of fireball, u put 1 skill point to all elements as well
__________________________________________________________________________________________________________________ If you can solve your problems, then what is the need of worrying? If you cannot solve it, then what is the use of worrying?
Ohhhhh Bunkansee, im a huge fan, (not really but i see your post everywhere)
Water wave realease waves around you or to a allied unit (you can click it to yourself to choose you, you can also click it to a ally), ill nerf/buff some abilities.
TY for the response :3
Edit: and oh yes when you put 1 skill point of fireball, u put 1 skill point to all elements as well
Haha, I do post quite a lot, saw this idea and that you hadn't got a reply yet, so I thought I would be the first to comment. :)
I looked at the buffs and nerfs, it looks really good.
10 spells.. like Invoker!! I like that! Although this hero reminds me of another hero based around the elements who had changing abilities based on the element chosen. Cannot remember which one though. Nice idea though!
10 spells.. like Invoker!! I like that! Although this hero reminds me of another hero based around the elements who had changing abilities based on the element chosen. Cannot remember which one though. Nice idea though!
Haha thanks, although it has 12 abilities not 10.
__________________________________________________________________________________________________________________ If you can solve your problems, then what is the need of worrying? If you cannot solve it, then what is the use of worrying?
Haha, I do post quite a lot, saw this idea and that you hadn't got a reply yet, so I thought I would be the first to comment. :)
I looked at the buffs and nerfs, it looks really good.
Nice job!
Thanks, your comment really helped alot about balancing issues
__________________________________________________________________________________________________________________ If you can solve your problems, then what is the need of worrying? If you cannot solve it, then what is the use of worrying?
Actually, I prefer this mechanic over Invoker. You have to give another attention while playing Invoker to form a combo, when there is no need to do so while playing others. But strangely, Invoker is interestingly addictive, maybe because though he has 10 spells at his disposal, well, he has no ulti. His ulti is changing his skill set so that he may have 10 spells at his disposal.
So IIB, it's more interesting to me to make his [D] as ulti. Nice ulti for this hero, especially due to the fact that he has 12 spells. But if Invoker has 10 spells and has no ulti, this hero seems overpowered.
Incidentally, I have Tornado too at my skill library T_T ... so, I ask a permission from you if one day I'll post the same skill (a little bit different mechanic though).
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If you can solve your problems, then what is the need of worrying?
If you cannot solve it, then what is the use of worrying?
Hero Ideas:
Daemon, The Headhunter
Nuegar, Mercenary of the Ruins
Dues, The Elemental Magus
Zermunt, The Plague Doctor
Alphyria, The Lady of the Skies
IgnoranceIsBliss
Notable (3)
Posts: 94
If you can solve your problems, then what is the need of worrying?
If you cannot solve it, then what is the use of worrying?
Hero Ideas:
Daemon, The Headhunter
Nuegar, Mercenary of the Ruins
Dues, The Elemental Magus
Zermunt, The Plague Doctor
Alphyria, The Lady of the Skies
IgnoranceIsBliss
Notable (3)
Posts: 94
Bunkansee
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Remarkable (32)
Posts: 1373
Steam: Bunkansee
If you can solve your problems, then what is the need of worrying?
If you cannot solve it, then what is the use of worrying?
Hero Ideas:
Daemon, The Headhunter
Nuegar, Mercenary of the Ruins
Dues, The Elemental Magus
Zermunt, The Plague Doctor
Alphyria, The Lady of the Skies
IgnoranceIsBliss
Notable (3)
Posts: 94
Bunkansee
<Veteran>
Awards Showcase
Remarkable (32)
Posts: 1373
Steam: Bunkansee
UltraSuperHyper
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Notable (12)
Posts: 955
Steam: UltraSuperHyper
View My Blog
If you can solve your problems, then what is the need of worrying?
If you cannot solve it, then what is the use of worrying?
Hero Ideas:
Daemon, The Headhunter
Nuegar, Mercenary of the Ruins
Dues, The Elemental Magus
Zermunt, The Plague Doctor
Alphyria, The Lady of the Skies
IgnoranceIsBliss
Notable (3)
Posts: 94
If you can solve your problems, then what is the need of worrying?
If you cannot solve it, then what is the use of worrying?
Hero Ideas:
Daemon, The Headhunter
Nuegar, Mercenary of the Ruins
Dues, The Elemental Magus
Zermunt, The Plague Doctor
Alphyria, The Lady of the Skies
IgnoranceIsBliss
Notable (3)
Posts: 94
UltraSuperHyper
Awards Showcase
Notable (12)
Posts: 955
Steam: UltraSuperHyper
View My Blog
oceancalm
Posts: 9