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Lore: In a ritual conducted in the depths of hell, the departed soul of a once-great demon general is fused with hellfire, in an attempt to resurrect him and wreak havoc on the world above-ground. However, one slip of the hand and the plan went awry. Trapped in the very fires used in the ritual, the demon's soul was driven mad by the wild flames of the blazing inferno. Growing larger and larger, it consumed its creators. Instead of bringing a powerful general back from the grave, Firespawn was born. As if on instinct, the fiery apparition burst out of the abyss and onto the surface, burning everything that was remotely flammable and leaving a trail of smoke in its wake. Though it didn't go according to plan, Firespawn seemingly understood the motives of its creators. Now the creature from hell travels from lush forests to green plains, leaving a trail of fire and brimstone in a quest to blanket the world in flames.
Q: Lavaburst
Type: Target-Point
Affects: Enemies
Damage: Magical
Firespawn transforms into lava and surges forwards, igniting, stunning and dealing damage to enemies hit. Firespawn is invulnerable during Lavaburst. At the end of Lavaburst, a lavaspawn is summoned. The lavaspawns deals no damage, but ignites enemies based on the burn of Lavaburst.
- 1000 range
- 50/70/90/110 damage
- 20 damage over time for 2 seconds
- 1/1.2/1.4/1.6 second stun
- 160 mana cost
- 11 second cooldown
Lavaspawn
- 300/350/400/450 health
- 450 range
- 0.5 attacks per second
- 350 movement speed
- 4/5/6/7 second duration
- 20-30 gold bounty
A burst of molten lava burns enemies alive.
Notes:
When on the attack-move command, lavaspawns will set their attack priority to targets that are not already on fire.
Lavaburst destroys trees in its path.
W: Blazing Strength
Type: Passive
Affects: Self
Firespawn gains increased strength for each enemy that is currently burning. Additionally, the damage over time duration from Lavaburst is increased.
- +1/1.75/2.5/3.25 strength per unit
- +4/6/8/10 movement speed per unit
- +1/2/3/4 burn duration
Firespawn's power intensifies as flames spread across the battlefield.
Notes:
Trees count as units.
E: Infernal Radiation
Type: Passive
Affects: Enemies
Damage: Magical
Firespawn deals damage to enemies around it as long as an enemy is on fire. Additionally, the damage over time of Lavaburst is increased.
- 20/30/40/50 damage over time in a 300/400/500/600 radius
- +5/10/15/20 additional burn damage
Firespawn emits the very same destructive energy found in the depths of hell.
Notes:
R: Hellfire
Type: Target-Point
Affects: Enemies
Damage: Magical
Firespawn creates an invulnerable hellfire ward that loses a lot of health every second. It attacks nearby trees, setting them on fire. Burning trees apply the Lavaburst burn effect to nearby enemies. The hellfire ward can also attack enemies, applying the Lavaburst burn effect to them. The accumulated burn damage enemies take will heal the hellfire ward by the same amount. The hellfire ward has an active skill that lets him jump over to the target location, setting nearby trees and enemies on fire.
- 400/500/600 cast range
- 15/20/25 second hellfire ward duration
- 150 mana cost
- 60/50/40 second cooldown
Hellfire Ward
- 500 health
- 100 health decay per second
- 400 attack range
- 30/40/50 damage
- 1 attack per second
Hot Ember
The hellfire ward leaps to the target location, burning trees and enemies.
- 800 range
- 150 burn radius
- 10/8/6 second cooldown
Hellfire is dangerous and unrestrained; one should never try to contain it.
Notes:
The hellfire ward has its attack priority set on enemies that are not on fire.
Trees count as enemies, but burning trees will not heal the hellfire ward.
Trees are destroyed after the burn duration.
Credit to Masterminddd for the idea for this skill :)
A counterpart for Morphling? Yes it is! Completely the same? Nope, worlds apart. Morphling is a hero that requires a ton of gold just to come online, but strap some drums on this hero and he's ready to incinerate some ***. The more fire, the better. Please leave some feedback :)
Once again, credit to Masterminddd for the idea for the ultimate.
Maybe lowering the Blazing strength's extra Strength, but add a slight attack and movement speed?
At the end of the day, the more enemy Firespawn was pitted against, the more powerful he is/
Nice suggestion, I think I will add just the movement speed bonus, but make it apply to both Firespawn and his lavaspawn, so that NONE CAN ESCAPE THE BLAZING INFERNO MUAHAHAHAHA
the giant hamster is revived by Drow the dog using the power of the best pie in the world.
the daughter who was beaten now is a the ultimate fighter after training for years since she never wants to be beaten again, she learns all forms of killing and martial arts and is now an unstoppable machine, she teams up with drow the dog and rides the giant hamster into battle against the dark lord Gabe Vovlo, crushing his Steam empire and freeing all the slaves under steam sales control.
May be if the Fire-ward killed a hero, it will gain a slight damage increase and gain a bit of movement speed with full effect of Blazing Strength.
The more hero-kill the Fire Ward had or the hero dies within two seconds after attacked by Fire-ward, it will gain speed and change shape in the order of 1.slug(80), 2.moving Whirl Pool(160) 3.Beast(240) 4.Monster(320, and destroy trees on contact and gain a stack of Blazing Strength) 5.Dragon(400,ignore terrain)
These different forms came with a different max health and damage. It have no duration, but uses it's starting health counting down to zero, losing a percentage of its max health per second, but could be refilled a bit by killing. Its like a super Warlock's Golem with out stun.
But do increase the cool-down and attack speed.
Good sirs, do check out my supreme New Abilities forum if you are in need of finding ideas to use for your creations! FREE FOR ALL
maybe you should make blazing strength a permanent effect when a hero dies in an AOE of some sort around you. and make the bonuses smaller. because as it stands, you can set so many things on fire, you become too hard to kill in a fight, super mobile, and hit hard.
maybe you should make blazing strength a permanent effect when a hero dies in an AOE of some sort around you. and make the bonuses smaller. because as it stands, you can set so many things on fire, you become too hard to kill in a fight, super mobile, and hit hard.
If he gained permanent strength on kill, I think that it would take away from the concept of the hero, which is MOAR FIRE because otherwise it can still fight without setting everything (including trees) aflame. I can see your point about blazing strength being too good though, so I will nerf the strength bonus and the burn duration increase.
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the giant hamster is revived by Drow the dog using the power of the best pie in the world.
the daughter who was beaten now is a the ultimate fighter after training for years since she never wants to be beaten again, she learns all forms of killing and martial arts and is now an unstoppable machine, she teams up with drow the dog and rides the giant hamster into battle against the dark lord Gabe Vovlo, crushing his Steam empire and freeing all the slaves under steam sales control.
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http://www.dotafire.com/dota-2/guide/rock-and-roll-9867
templar assassin:
http://www.dotafire.com/dota-2/guide/mysteries-of-the-assassin-8116
Crystal maiden:
http://www.dotafire.com/dota-2/guide/cold-as-your-heart-8079
Earthshaker:
http://www.dotafire.com/dota-2/guide/the-earth-trembles-8212
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