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Dire Intelligence "Soon, I will be summoning you from the greatest depths of The Underworld as my loyal minion."
Base health
: 435
Base mana
: 260
Base damage
: 40
Base armor
: 2
Attacks per second
: 0.6
Range
: 600
Movement speed
: 295
Vision range
: 1800/800
Strength
: 58 (15 +1.8)
Agility
: 48 (10 +1.6)
Intelligence
: 100 (21 +3.3)
Lore: Esverade's story begins in the middle of the War of the Mages. Two royal knights knocked on the door of his humble abode on an unexpected day. Whipping out a scroll and clearing his throat, a royal knight announced the honorable death of Invictus the Conjurer in battle. Invictus had written in his will that, should he have no children by the time of his death, his inheritance would go to his nephew, Esverade. The royal knights presented him with a worn, tattered package and bid their farewells. Esverade carefully loosened the strings holding the package together and unwrapped the old, worn brown paper surrounding it. Lo and behold, it was his uncle's prized possession: The legendary Necronomicon! Intrigued, Esverade spent the next four years studying the mysterious book, mastering many rituals and spells housed inside it. In that time, the War of the Mages raged on unceasingly. Esverade decided that the time of strife should end now. Setting foot on the battlefield with the Necronomicon in hand, Esverade summoned legions of demons and raised the fires of hell, slaying many mages in the fight. Realizing that there was a new fighter in their midst, the mages of both factions formed a truce and went against Esverade. Esverade was eventually overwhelmed by sheer numbers of his enemies, and was left lying unconscious on the battlefield while the fight continued uninterrupted.
Waking up days later, Esverade realized that the battlefield had been abandoned, and that The Necronomicon had disappeared from his side. Picking himself up onto his feet, he set off on a quest to recover the power that he had lost and to master the rest of the techniques held in the mysterious book, to show the world that they should never mess with the powers of The Underworld.
Q: Summon Demon Warrior
Type: Target-Point
The Demon Sorcerer opens the gates of hell, summoning a controllable melee demon warrior, whose soul is bound to him. The demon warrior converts his life energy into damage whenever it attacks. If the demon warrior strays too far from The Summoner, it will slowly lose health until it dies. If The Summoner dies, all his demon warriors will die as well. Demons give a bounty to the hero who killed it.
- 500 range
- 2 second summon delay
- 1 demon warrior summoned
- 600 soulbound range
- 50/55/60/65 mana cost
- 21/17/13/9 second cooldown
- 2/3/4/5 maximum demon warriors
Demon Warrior
Health: 150/200/250/300
Health regenerated per second: 1/1.5/2/2.5
Health degenerated per second (when out of soulbound range): 20
Damage: 20/30/40/50
Armor: 2
Attacks per second: 0.6/0.7/0.8/0.9
Range: Melee
Movement speed: 270/280/290/300
Vision range: 600
Lasts forever
40-50 gold bounty
Abilities:
- Sacrificial Blood: The demon warrior takes damage over 3 seconds equal to twice of the full damage dealt to an enemy before reductions. Each attack will add a new separate stack, which continues to do damage over time.
Even the lesser demons of the underworld can be a force to be reckoned with.
Notes:
Cannot be healed by the fountain.
Attacking a demon warrior will not draw aggression from enemy lane creeps.
The demon warrior's health degeneration overrides all regeneration effects.
W: Crippling Heat
Type: Target-point
Affects: Enemies and Demon warriors
Damage: Magical
The Demon Sorcerer lets loose a wave of fire in a cone. Enemies that come into contact with the wave will be damaged, while affected demon warriors will get increased speed and health regeneration for a short time.
- 500 cast range
- 300 wide
- 500 long
- 70/110/150/190 damage
- +25/30/35/40% movement speed
- +10/15/20/25 health per second
- 6/7/8/9 second duration
- 80/90/100/110 mana cost
- 20/19/18/17 second cooldown
Esverade empowers his minions with the heat of their homeland.
E: Forbidden Practice
Type: Passive
Affects: Demon warriors
The Demon Sourcerer improves his skill in the dark arts, increasing the health and damage of his demon minions depending on his level. Gives a chance for a dead demon warrior to revive with full health.
- +1/1.5/2/2.5 times his level in damage
- +5/7/9/11 times his level in health
- 20% revival chance
- 2 second revival delay
upgradable by necronomicon
Level 1
- Revival chance increased from 20% to 25%
- Damage multiplier increased from 1/1.5/2/2.5 to 1/1.6/2.2/2.8
- Health multiplier increased from 5/7/9/11 to 5/7.5/10/11.5
Level 2
- Revival chance increased from 25% to 30%
- Damage multiplier increased from 1/1.6/2.2/2.8 to 1/1.7/2.4/3.1
- Health multiplier increased from 5/7.5/10/11.5 to 5/8/11/14
Level 3
- Revival chance increased from 30% to 35%
- Damage multiplier increased from 1/1.7/2.4/3.1 to 1/1.8/2.6/3.4
- Health multiplier increased from 5/8/11/14 to 5/8.5/12/15.5.
Though considered taboo by many, Esverade continues to master his controversial techniques.
Notes:
R: Fiery Conjuration
Type: Target-Point
Affects: Enemies
Damage: Magical
The Demon Sorcerer raises huge wall of flames in front of him that travels at a slow speed towards the direction he is facing. Enemies will take damage over time while in the wall of flames. Passively causes the location where a demon warrior is summoned or dying to burst into flames, dealing damage to enemies in a small radius.
- 700 cast range
- 70 wide
- 400/450/500 long
- 200 movement speed
- 200/300/400 initial damage
- 20/30/40 damage per 0.2 seconds
- 8 second duration
- 200/250/300 mana cost
- 70/60/50 second cooldown
- 150 radius of explosion when a demon minion is summoned or dying
Esverade draws from the mighty flames of the Underworld and uses it in battle.
Notes:
The wall is created facing The Demon Sorcerer.
Balance Changelog:
28/05/2013
Q: Summon Demon Warrior
- Increased Soulbound range from 500 to 600
500 range is not enough for the demon warriors to roam around.
W: Crippling Heat
- Decreased damage from 70/120/170/220 to 70/110/150/190
- Rescaled movement speed bonus from 10/20/30/30% to 25/30/35/40%
- Rescaled cooldown from 20/18/16/14 seconds to 20/19/18/17 seconds
Slightly tweaked to complement demon warriors more than it damages enemies.
E: Forbidden Practice
- Revival chance decreased from 30% to 20%
- Increased revival delay from 1.5 to 2
- Added Necronomicon upgrade
Necronomicon upgrade to fit the lore. :P
I know many of the heroes I make are extreme nukers or carries. I'm working on an idea for a hard support now. Please leave feedback and tell me what I missed out :)
Very nice hero that relies on his summons to deal enormous amounts of damage. Very nice hero. The only problem I have with him is that he relies too much on his summons to deal damage. A Hand of Midas and Lifestealer would be able to counter him too easily, but I guess it's okay. Overall, nice and balanced hero idea!
Very nice hero that relies on his summons to deal enormous amounts of damage. Very nice hero. The only problem I have with him is that he relies too much on his summons to deal damage. A Hand of Midas and Lifestealer would be able to counter him too easily, but I guess it's okay. Overall, nice and balanced hero idea!
The thing with this hero is that there is only a 9 second cooldown on Summon Demon Warrior at level 4, so it can be spammed to ensure a healthy amount of summons. The nuke damage is also quite substantial. When they are summoned, they explode. When they die, they explode. There is also a chance that they will revive and explode again, and they explode again when they die. Each explosion does not do much damage, but the sheer number will give a lot of crowd control. Basically, the opponents need to watch where they're standing, or it will hurt a LOT and set them up for initiation.
You know, I really like this hero. He's a great pusher and nuker, and that wall is awesome. Though, I am a bit curious; you described it as a 'huge' wall, but the width is only 70? Also, it deals a massive amount of DPS- 200 per second at level 3. This is a really cool teamfight ult that would synergize amazingly with Dark Seer and Enigma and the like. There isn't really much I can see that needs to be adjusted, he is already well-balanced and I love the lore for him.
You know, I really like this hero. He's a great pusher and nuker, and that wall is awesome. Though, I am a bit curious; you described it as a 'huge' wall, but the width is only 70? Also, it deals a massive amount of DPS- 200 per second at level 3. This is a really cool teamfight ult that would synergize amazingly with Dark Seer and Enigma and the like. There isn't really much I can see that needs to be adjusted, he is already well-balanced and I love the lore for him.
Well, its huge because it is long, and the height (which I have not specified) is also quite tall, and would cover a lot of the screen. And yes, it is really good when combined with other heroes' abilities, like Reverse Polarity, Vaccuum, Invoker's Tornado-Blast Combo and many others. Maybe I should add a special buff for his demon warriors as well when he gets a Necronomicon, in accordance with his lore :P.
I think 30% chance of reviving his summons is too high. An interesting way of balancing it would make it have a very low chance of revival, like 10%. However, the fewer the summons he has left, the higher the chance of survival. Example: you have 5 summons, the chance of revival is only 10%, but if you only have 1 summon left, the chance of revival becomes 50% or something like that. Just a suggestion.
I think 30% chance of reviving his summons is too high. An interesting way of balancing it would make it have a very low chance of revival, like 10%. However, the fewer the summons he has left, the higher the chance of survival. Example: you have 5 summons, the chance of revival is only 10%, but if you only have 1 summon left, the chance of revival becomes 50% or something like that. Just a suggestion.
Interesting, I think I will implement it, but the numbers will be tweaked slightly. Good idea.
A new "Balance Patch" has been released! After some thought, I have concluded the change in revival chance depending on the number of demon warriors will cause many "Immortal Demon" moments. The revival chance has been set to 20% to make it less gimicky, and can be upgraded by a Necronomicon. The demon warrior soulbound range is also increased to give more breathing space for the said demons.
A new "Balance Patch" has been released! After some thought, I have concluded the change in revival chance depending on the number of demon warriors will cause many "Immortal Demon" moments. The revival chance has been set to 20% to make it less gimicky, and can be upgraded by a Necronomicon. The demon warrior soulbound range is also increased to give more breathing space for the said demons.
i think the necronomicon upgrade on the minions is an interesting idea, but i don't think it would work in game. when i read through the skills i thought about it perhaps being better if you changed the forbidden practice to the ult and then made it upgradable by aghanims scepter, but i quite liked the firey wall so i dunno how to get around that.
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