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Submission threads are for SUBMISSIONS ONLY, if i see any comments that arent submissions on them you will get one warning then the whole group will get docked 5 points from there scores... for the rest of the FoC.
you will be given a scheme/parameter/guideline/base idea to create your idea on. please adhere to this as your score is directly attached to how well you have worked with what you have been given. if it says create an item ... dont create a bloody hero.
any questions about your idea please post in the main questions thread. any questions or comments about anyone else's . post there. questions .... go ... there.
any unrulyness will be dealt with by the forge enforcer!(wulfy-samaaaa) *AHEM* good? good!
Create a hero that is more then ONE unit. (i.e. think meepo, lone druid)
Living with a teenager that has magical powers is often a disaster - they just can't hold that much energy neither physically nor metnally, and thier most common fate is a shameful death in some nameless place as they had nothing but arrogance and power they couldn't control. The smart ones survived and only left burnt deserts or frozen rivers as a result of their youth deeds. Lucy took thigs even further. She literally didn't hurt a fly during her adolescence period because she learned to channel excess energy and use it for good - or at least what she believed was good.
Now when she has mastered magical art she is heading to battle to serve a greater purpose, for good or evil.
abilities
Orchid Seal
Unit Target
Enchants an ally with a seal, which empowers every spell they cast on enemy, dealing damage, slowing and reducing magic resistance for 4 seconds. The seal lasts 3 seconds.
Magenta Sorceress is so skilled in withcraft she can change the very core of allies' spells without much effort.
1180/90/100/110
notes
Cast range: 900
Purgeable
Blocked by Spell Immunity(can't be cast on spell immune allies and can't take effect on spell immunte enemies)
Blocked by Linken's Sphere if enchants a single-target spell
Works on any spell that can affect enemies(inluding Nether Swap, Wall of Replica, etc.)
Can't be cast on self
Emergency Insinct
Point target
Places a charged copy of Lucy on target location from 400 range. This copy gains non-divided(not reduced by other heroes' presence and neither it does reduce thier part) experience at half the value in 1000 range. If lucy is below 30% hp, she can teleport to any copy afer 2 seconds the spell was cast. The copy does not get any experience from a killed unit if Lucy gets it.
Copy duraton: 60/90/120/150 seconds
Copy max amount: 2/3/4/5
Copy vision: 200(day and night)
Lucy is able to leave parts of her true self anywhere she wishes and quickly travel to them when in desperate need.
20-
Magenta Shock
Unit Target
Casts a rapidly moving bolt of energy at enemy which damages, dispels, and then slows them.
Health: 1000/1500/2000/2500/3000
Armor: 5
Movement speed: 365
Vision: 1500/800
BAT: 1
Gold bounty: 200/300/400/500/600
Experience bounty: 500
Initial level: 1/2/3
Maximum level: 3/4/5
Experience to level up: 500/750/1000/1500
ASU: removes level requirement for Tier 2 and Tier 3 skills(skill tree restrictions still remain), adds Retrograde ability for both Lepus and Lucy.
Created by Lucy in her youth, this magical hare has ever since been her loyal companion and helper.
100/80/60200/400/600
notes
Lepus can't attack unless Talons is skilled
Lepus dies if Lucy is killed
Lepus can't equip items unless Mastery is skilled
Lepus can only skill Tier 2 spells upon reaching level 3, and Tier 3 skills upon reaching level 5
Lepus can only acquire skills according to his skill tree(i.e it can't skill Insecurity having only skilled Clairvoyance)
Retrograde
No Target
Redirects all damage taken by Lepus to Lucy, leaving Lepus unharmed. Lasts 4 seconds.
Lucy and Lepus share enjoyment and pain alike.
30-
notes
Damage is lethal and can kill Lucy.
lepus' abilities
I - Talons(Passive)
Makes Lepus able to attack, granting him 50/70/90/110/130 base damage and bonus 15/20/25/30/35 IAS.
Herbivores can bite painfully, and Lepus is ready to prove it to anyone - willing or not.
--
notes
Attack range is melee(128)
Attack animation is .35/.65(same as Alchemist)
II - First Aid(Unit target)
Heals an ally for 150/200/250/300/350 health and prevents them from taking damage for 1/2/2/3/3 seconds.
Lepus inherited some of his owner's magical abilities to use them himself.
35/30/25/20/15-
notes
Can be cast on self.
Damage negation can be purged.
III - Clairvoyance(Passive/No target)
Grants Lepus 1500 nigt vision. Can be activated to make Lepus' vision flying for 20 seconds. Passively grants True Sight in 900 radius on level 5.
While hares appear to have some problems with their vision, Lepus is able to see much more than regular eye can.
80/70/60/50/40-
IV - Insecurity(Passive)
Lepus' attacks slow enemies for 15% for 2 seconds and also have a 15%/20%/25% chance to silence for 3 seconds.
Lepus was never easy to flee from for warriors and magi alike.
--
notes
Slow pierces Spell Immunity.
V - Life Battery(Toggleable)
When toggled, heals allied units for 1%/2%/3% of their maximun health but also loses 70/120/200 hitpoints per second.
Lepus is very sacrificial in nature and will protect his owner's friends even for the cost of his life.
--
notes
Doesn't affect Lepus himself.
VI - Integrity(Passive/No Target)
Shares Orchid Seal and Magents Shock with Lucy, bot these spels cost no mana for Lepus to cast. Passively grants Lepus 8 hitpoints per Lucy's strength point. Can be activated by Lepus to channel Teleportation and teleport to Lucy after 3 seconds if not interrupted. This will cost Lucy 120 mana.
Lepus and Lucy has grown bonds much stronger than any of their enemies expect.
100120
notes
Cooldowns are not shared.
VII - The Predator(Passive/No Target)
Passively grants Lepus 50 bonus base damage and 10 armor. Can be activated to also grant 25% binus movement speed and 200% cirt with 30% chance for 15 seconds.
Why be the prey... when you can be the predator?
60-
notes
Bonus movement speed factors total movement speed when The Predator is activated, and can't be dynamically changed.
VIII - Andrenaline(Unit target)
Reduces all damage taken and healing received by 20% for a target ally. Also increases main attribute by 50%. Lasts 6 seconds.
Lepus shares his animalis with allies, turning them to a perfect killing machines.
20-
notes
Can be cast on self.
Can be purged.
IX - Mastery(Passive)
Allows Lepus to equip most items and use their actives and passives. Adds 500 mana pool and mana regeneration equal to that of Lucy.
Lepus becomes more intelligent than ever, gaining the ability to use some of the greatest artifacts ever created.
--
notes
Lepus doesn't benefit from any stats items give except health regeneration and armor bonus from aura items he equips.
Can't equip Hand of Midas or Manta Style.
X - Retrograde(No Target)
Redirects all damage taken by Lucy to Lepus, leaving Lucy unharmed. Lasts 4 seconds.
Lucy and Lepus share enjoyment and pain alike.
30-
notes
Damage is lethal and can kill Lepus.
analysis/thoughts
So, firslty, to make it clear why icon for Emergency Insinct is so strange(heck, they all are), it was originally a passive that gave Lucy maximum MSand 7 armor when hurt. But after realising the hero would be complete garbage with that passive, I changed it.
Okay, so her role is either an offlaner(thanks to W) + she needs levels badly, mid(pretty weak one, no AOE and no ability to gank normally as Lepius has no outstanding offensive abilities early on), or a support - you just place remnants on mid and on your safelane, and happily get exp as if you were solo. She can also be laned as a solo safe/hard lane, and go yolo-push, aim for mid game victory when red Lepus is strong. Tl;dr anyone, but I think offlaner and support are the best ones.
I must admit that hero is kinda lacking any direct impact, and Lepus is, from one side, a slow-*** liability(as he can't TP), but on the other side he is a great companion in ganks or pushes, and he has sme utility on his own if he got early Insecurity or just simply skilled Clairvoyance. Maybe some buffs are needed, or rather reworking Lepus restrictions/Orchid Seal.
When to pick:
* When your team has heroes with early- and lategame impact.
* When you have a AOE casters(Orchid Seal debuff on 5 people? Ez!) <- this might be OP, but the skill is garbage without this one.
* When your slow-*** hare can actually be useful with his lvl 1 abilities(in other words when you have sexually active teammates who look for some booty and you can help then from distance)
What to get:
Any boots you want really, even the brown one - remnant-TP trick should help with both mana and HP regen. I'd suggest Phase Boots or Power Treads. Hand of Midas - for a very exp hungry hero it's an obvious choice if you can get it in decent time.
Any item you wish - her skills do not require any setup and she has W to keep her relatively safe, so I would suggest utility items or farming items to get money a-la Nature's Profit and then abuse double [{Scythe of Vyse]] etc. with Mastery. Or just go full ****** carry mode and go kill *****es with red Lepus and your right-click slots.
Conclusion: with 13 abilities to design, I tried so hard to not make them OP I actually ended up making Lucy UP. Sad, but true. I enjoyed making up abilities and synergizing them though.
EDIT: HOLY HELL THAT TOOK A WHILE. Now I only have the stats and lore left, so let's a go!
Also, if an ability does not say it pierces spell immunity, it does not pierce spell immunity.
WIP:
The Knights of the Elementium Blade
Alex The Iron Bull, Terrance The Sonic Boom, Aura The Shining Path, Onyx the Falling Star and Mira The Nothel Gate
Radiant Variable
lore
when the Mad Moon fell, many strange events occurred. One of these events was the creation of a new ore, created when a host of elementals was crushed by the moon's debris. The intense heat and spiritual energy fused together, creating Elementium. The ore lay buried for years, until 5 knights found it on their way to quell one of the many uprisings caused by the moon's effects. When they arrived at the site of the debris' impact, the ground caved beneath them and they dropped into the hollow created by the energy from the Elementium's creation. The knights each found a piece of the ore and resonated with it, and the magic within the ore grafted it into their weapons and armor. The knights were filled with arcane knowledge, as well as that of the Radiant and Dire. Renaming themselves the Knights of the Elementium blades,, they went out to use their abilities and knowledge to finally put an end to the endless war.
stats
Base stats:
-128 Range
-300 Movement
-4 armor
-Damage: 50-55
Strength: 17 (+1.1 per level)
Int: 17 (+1.1 per level)
Agi: 17 (+1.1 per level)
Base health: 150
Base Mana: 100
BAT: .95
Special Stats (modifiers to base stats):
-Alex (Strength Hero)
-- +3 Strength (+1.2 per level)
-- +2 Armor
-- +1 Agility (+.6 per level)
-- +50 Base Health
-- -20 Movement
-- -.5 BAT
-Terrance (Agility Hero)
-- +3 Agility (+1.3 Per Level)
-- + 10 Damage
-- +.7 BAT
-- + 30 Movement
-- -80 Base Health
-- -50 Base Mana
-Aura (Intelligence Hero)
-- +2 Intelligence (+1.0 per level)
-- +2 Strength (+1.0 per level)
-- +5 Damage
-- +75 Base Health
-- +50 Base Mana
-- -1 Agility (-.55 per level)
-- -2 Armor
- Onyx (Strength Hero)
-- +2 Strength (+1.0 Per Level)
-- +2 Agility (+1.0 Per Level)
-- +15 Damage
-- +.5 BAT
-- -1 Intelligence (-.55 Per Level)
-- -25 Base Mana
- Mira(Intelligence Hero)
-- +3 Intelligence (+1.2 Per Level)
-- +2 Agility (+.75 Per level)
-- +100 Range
-- +100 Base Mana
-- -2 Strength (-.8 per level)
-- - 25 Base Health
-- - .25 BAT
Abilities
- General
-- [R]Elementium Calling
--- After 1.5\1\1\.5 Seconds, switches the Current knight with one of those in reserve. Has 4 levels, and can be levelled up at 4, 8, 12 and 16. Every time this ability is levelled up, as well as at level 1, You can choose one of the knights to obtain- Press [1] for Alex, [2] For Terrance, ect. Do the same to switch characters upon activation. The Elementium within each of the Knight's Equipment calls to that of the others, allowing them to travel to and support each other whenever one of them is in trouble
specifics + comments
Cooldown: 5 Secs.
Mana Cost: 50 Mana
Knights do NOT share health and mana, however if One Knight dies, so do the rest
Knights who are not on the field keep the health and mana they had when they left the field, however they do heal when the active Knight is in the fountain. DEV NOTE: Basically, this is the core idea of the knights: Multiple units that are all viable heroes in their own right, but as such cannot take the field at the same time. Using Meepo as a base, I decided that allowing someone to literally play 5 different heroes would be fun, but almost impossible if they where all on the field at the same time. So, instead the micro comes in making sure that you switch Knights at the right time, keep all the active Knights topped off on items, ect.
- Alex
-- [Q] Iron Charge
--- After .5 seconds, Alex charges forward with his shield raised. Upon hitting an enemy, he is knocked back slightly and they are knocked back greatly. Any enemies hit by the flying target are damaged and slowed, and if the target collides with a wall they will be stunned for 1 sec. The Iron Bull's fearless charge was known throughout the land even before he gained the Elementium Power.
specifics + comments
Dash Distance: 500 units
self Knockback Distance: 250 units
Knockback Distance: 800\900\1000\1100
Damage: 50\75\100\125
slow: 15%
Mana cost: 110
Cooldown: 12 secs
-- [W] Rising Guardian
--- Alex calls upon the metal within the earth to summon a large pillar at target location. Enemies close to the pillar are knocked up and take damage, while those next to it are knocked back. All allies that stand near the pillar gain Armor. The pillar persists for 2.5 seconds. When he was a child, Alex's village worshipped a massive pillar of pure Iron. Alex has since learned how to bring his childhood guardian to help himself and his allies.
-- [E] Stubborn Chains
--- Alex chains himself to the closest enemy Hero. Neither hero may move beyond 300 units from each other, And both are slowed the father they are from each other. If the target is hit by [Q] Iron Charge, during the chain duration, they are not pushed back and are instead stunned. Alex's Iron Will gained physical form when he was infused with the Elementium, and the physical for is just as indomitable the mental.
specifics + comments
The Chains Pierce Spell Immunity and can not be purged by Black King Bar
Slow: .5% per unit
Duration: 1.5\2\2\2.5 secs
stun duration: 1.5 secs
Mana: 100
Cooldown: 16\14\12\10 secs
- Terrance
-- [Q] Sonic AfterImage
--- Can only be used while moving. Terrance quickly dashes back, leaving an AfterImage of himself travelling along his previous path of movement. If the afterimage hits an enemy unit, it explodes dealing damage and applying Resonance. Enemies affected by Resonance take increased damage from Terrence's basic attacks. Terrance is so fast, not even inertia can catch him
specifics + comments
Image Travel Distance: 600 units
Image Hit Detection Radius: 100 units
Dash Distance: 250 Units
Damage: 100\140\180\220
Auto Attack Damage: 10\15\20\25
Resonance Duration: 5 secs, or 2\3\4\5 attacks, whichever comes first
Mana: 200
Cooldown: 20 secs
-- [W] Rhythmic Fury
--- Terrance dashes to target Hero, and uses a series of attacks. The first 2 attacks are done at .90 BAT but do 1.25X damage, then another 3 are at 2.5 BAT and do .75X damage. If all attacks are hit, the enemy is Affected by Resonance and is slowed. If the target moves 275 units away fro Terrance, the attacks end. Terrance dances, and fights, to his own beat. Now that he has Elementium, he makes his enemies fight to that beat too.
-- [E] Thunderous Applause
--- Terrance claps his hands, sending out a shockwave of sound that deals less damage the farther it travels. In an enemy is affected by Resonance and is hit by the sound wave, the Resonance will be consumed and the target will be Silenced. Terrance mocks his enemies with a single, raucous clap that silences them with embarrassment.
-Aura
-- [Q] Light the Path
--- Aura sends out a blast of light in a line in-front of her that deals damage and leaves a Shining Trail in its wake. Allies who walk on the path gain increased movement speed and ignore unit collision. The buff lasts for a short time after the ally leaves the path. Aura's title is surprisingly literal, especially to her enemies
specifics + comments
Damage: 75\100\125\150
Range: 500\700\900\1100
Radius: 400 (200 left and right)
Movement Speed: 20\25\30\35%
Buff duration: 1.5 secs
Path Duration: 3.5 secs
Mana: 200
Cooldown: 16 secs
-- [W] Living Flare
--- Aura attaches a small light to target enemy. After 1.5 secs, the ball explodes dealing damage and blinding all enemies in the radius. Aura's control over her Elementium Light is so strong that she can even make it seem as if it were alive and vengeful.
specifics + comments
Can be purged by Black King Bar
Damage: 175\200\225\250
Explosion Radius: 260
Range: 550
Blind duration: .5\1\1.5\2 secs
Mana: 130\150\170\190
Cooldown: 15 secs
-- [E] Blade of Purest Light
--- Aura unleashes the power of her blade, empowering her next 1\1\2\2\3 basic attacks. These attacks deal slightly increased damage and slow the attack and movement speed of the target as well as those behind the target. The Elementium Blade of Light shines with the light of a supernova
specifics + comments
The Damage and slow pierce Spell Immunity but the Blind does not.
Damage: 20\25\25\30
Slow: 25%
Attack Slow: 15%
Mana: 75\60\45\30
Cooldown: 10\9\8\7 secs, begins when the buff ends
-Onyx
-- [Q] Graviton Rise\Graviton Press
--- Onyx uses his control over gravity to lighten himself, increasing his movement speed and allowing him to move past impassable terrain, excluding trees, but deals less damage. Pressing the button again causes onyx to massively increase his weight, dealing damage and stunning all units around him but slowing him. Onyx's Gravitationally powered Elementium allows him to freely control his own weight
specifics + comments
Rise Movement Speed: 7.5\10\12.5\15%
Damage Reduction: 10%
Press Damage: 145\190\235\280
Press Radius: 200 Units
Stun Duration: 1 sec
Self Slow: 35%
Self Slow duration: 2 secs
Mana: 50 to rise, 100\120\140\160 to fall
Cooldown: 20 secs, only begins after Graviton Press is used.
-- [W] Seismic Slam
--- Onyx grabs onto the nearest enemy and jumps back, slamming them down behind him. The tossed enemy takes damage and has both their attack and movement speed slowed. If there is no enemy is range, Onyx will jump back and be slowed. Onyx is known throughout the land for his outlandish fighting style, which is made even more so by his Elementium Abilities.
specifics + comments
Jumpback Distance: 300 Units
Damage: 120\150\180\210
Movement and Attack Speed Slow: 10\12.5\15\17.5%
Slow Duration (Both self and enemy) : 1.5 secs
Mana: 125\245\265\185
Cooldown: 16\14\12\10 secs
Self Slow: 15%
-- [E] Graviton Pulse
--- Onyx unleashes a blast of gravitational power around him, massively slowing surrounding units as well as himself. The slows deteriorate over time, and at the end of the duration all affected units take damage. Onyx takes half the damage at the end of the duration. Onyx knows the knows the worth of a self sacrifice, and is happy to hold up his enemies so his friends can finish them off.
-Mira
-- [Q] Flickering Sentinel
--- Mira opens a small rift to the Nothel Realm at target location, allowing a spirit to drift out. This spirit will deal damage to nearby enemies. At the end of the duration, the spirit screams, fearing enemy creeps and slowing enemy heroes. Phased heroes are rooted instead. When Mira began connecting to the Nothel Realm, a certain spirit resonated with her and has helped her in battle every since.
specifics + comments
Cast Range: 250 Units
Damage: 20\24\28\32 per tick (ticks every .25 secs)
Spirit Duration: 1\1.5\1.5\2 secs
Radius: 275 units
Fear duration: 1 sec
Slow: 20%
Slow Duration: 1.5 secs
Root Duration: 1 sec
Mana: 175\165\155\145
Cooldown: 12 secs
-- [W] Spirit Phase
--- Mira partially engulfs target unit in the Nothel Realm, causing them to deal and take less damage from and with both spells and attacks. Phased allies gain increased movement speed and Phased enemies are slowed. Mira's dual existence can be transferred to others, giving them a taste of the world to come.
specifics + comments
Pierces Spell Immunity but can be purged by Black King Bar
Damage Reduction: 25%
Movement Increase\Slow: 15\17\19\21%
Phase Duration: 2 secs
Mana: 100
Cooldown: 18\16\14\12 secs
-- [E] Spirit Bombardment
--- Mira unleashes a torrent of souls on target location, dealing damage over time and silencing enemies in the area. this attack does full damage to Phased targets. The restless spirits of the Nothel Realm are often happy for a chance to see the battlefield again.
specifics + comments
Damage: 20\26\32\38 Damage per Tick (ticks every .5 secs)
Radius: 300 units
Cast Range: 600 Units
Cast time: .75 Secs
Duration: 2\3\4\5 secs
Mana: 200\220\240\260
Cooldown: 20
Extras
-ITEM SLOTS:
-- Every Knight has 4 Item slots that are special to each hero. They also have 2 shared slots, one for boots (like the Meepster,) and one for a single active item that they may switch out outside of combat. DEV NOTE: Basically, I didn't want the player to have to buy 5 blink daggers if they want maneuverability. Other good ideas are Shadow Blade, Ghost Sceptre and Blademail. BUT, the slot locks while in combat, similar to a blink dagger.
-LEVELS:
-- Every Knight shares levels, as well as levels of [R] Elementium Calling, but otherwise level their skills separately.
Radiant Intelligence "We exist together and apart."
Base health
: 530
Base mana
: 325
Base damage
: 40
Base armour
: 2
Movement speed
: 300
Base attack time
: 1.7
Attacks per second
: 0.68
Range
: 500
Vision range
: 1800/800
Strength
: 75.2 (20 +2.3)
Agility
: 51 (15 +1.5)
Intelligence
: 97 (25 +3)
Lore: In a land unvisited by travellers and unknown to most map-makers, storm clouds constantly brew at ground level, electrifying the entire desert landscape. Known to native beings as the Static Sea, it creates and supports a completely different host of life unlike anything found anywhere else on the planet.
The creatures and beings which reside in the Static Sea are not born, but materialised as a living mass of electricity. They do so in polar opposite pairs, then immediately drift apart. Static walkers in particular separate into different clans depending on their polarity. It is unlikely that they ever meet or associate with each other again.
However, on one rare occasion, a fluctuation in the electric field created a fused pair of static walkers that were bound tightly together, never to leave each other's side. The anomaly had no way of going separate ways to meet the two different clans. As a customary tradition of the static walkers, newly-materialised static walkers fight the elders of their respective clans to test their skills before they are given a name. Word quickly got out to the clans of the fused static walkers and, puzzled as the clan elders may be, they decided to converge on their location. It was the first meeting of the two clans in several thousand years.
The Black clan was a reserved group of static walkers, more inclined to deep thought and never using their powers if not necessary. The White clan was a more lively, cheeky bunch who loved to use their abilities to play pranks on other static walkers. Both clans absolutely despised the other. "Normally, we wouldn't meet under such circumstances," said the Black elder, Dark Lightning. "We should begin the battle at once so we can leave immediately," spoke the White elder, Lightcrackle.
The fight had begun. Immediately, Lightcrackle zipped into the fray, while Dark Lightning charged a ball of electricity. With a spark and a flash of lightning, the fused pair separated and began fighting as well, White against White and Black against Black. At first, they had trouble keeping up with the elders' deliberate movements and oftentimes accidentally struck each other with their own abilities. Eventually, it dawned upon them that to defeat the powerful elders, they needed to cooperate. The pair tried fighting as a team, complementing each other's abilities to strike out the elders one at a time. With this new strategy, both Dark Lightning Lightcrackle were beaten in an extraordinary display of teamwork.
Both clans were astounded by the outcome of the battle. The clan elders had never been beaten by newly-materialised static walkers. More astounded were they at the pair's synergy, for it was once assumed that members of the Black clan and the White clan could never cooperate due to their polar nature.
Realising they could improve together, the Black and White clans agreed to meet again at the same location each lunar cycle to exchange ideas and learn from the other. To commemorate the beginning of the tradition, the pair of static walkers were named Black and White, representing the Black and White clans, and their fused form was named Grey, representing the new unity between the two clans.
For bringing the two clans closer, the static walkers regarded Black and White as heroes. But are they truly deserving of the title for such a small deed? A wise thinker, a former Black elder Duskwind, once said, "One's polarity is irrelevant; those who deserve to be heroes have proven their worth." With this proverb in mind, Black and White said goodbye to their fellow static walkers and the Static Sea, venturing into the distant lands to prove their worth as heroes, and only then will they return to celebrate the oneness of the clans.
Q: Polarity Split
Type: No Target
Affects: Self
After a delay, the Polarshock temporarily overcomes its attractive forces and splits into 2 heroes, Black and White. When split, their powers are amplified and stronger than when they are together. Black has more health and damage, but has low movement speed. White has good attack and movement speed, but has low health and attack range. Black and White can also use spells which are adapted versions of the Polarshock's spells.
- 0.5 second transformation delay
- 100/80/60/40 mana cost
- 15 second duration
- 30 second cooldown
Black
+20/30/40/50 damage
1.5x Polarshock's health
8/10/12/14% movement speed decrease
700 attack range
Q: Recombine
Type: No Target
Affects: Self
Reconstitutes the Polarshock at Black's location.
W: Lightning Blast
Type: Point Target
Affects: Enemies
Damage: Magical
Blocked by spell immunity
CHANNELING - Channels to fire a long-range bolt of lightning that deals damage. Grants vision of an area. Scales based on the level of Lightning Strike.
- 1.5 second maximum channel time
- 1200 projectile speed
- 200 projectile radius
- 400 projectile vision radius
- 4 second vision duration
- 40/60/80/100 minimum damage
- 120/180/240/300 maximum damage
- 80 mana cost
- 6 second cooldown
E: Attractive Orb
Type: Point Target
Affects: Enemies
Blocked by spell immunity
Creates an orb that stuns and pulls enemies inwards if they get too close, then slows them. Scales based on the level of Electric Orb.
- 400/500/600/700 cast range
- 0.3 second priming time
- 300 trigger radius and AoE
- 1 second stun
- 300 distance push over 1 second
- 30% slow for 1/2/3/4 seconds
- 80 mana cost
- 10 second cooldown
R: Shockwave
Type: Passive
Affects: Enemies
Damage: Magical
Blocked by spell immunity
Each time Black attacks or casts a spell, he creates a shockwave that deals damage to all enemies in a large radius. Scales based on the level of Polar Charge.
- 800 radius
- 500 shockwave speed
- 60/120/160 damage
White
+20/30/40/50 attack speed
+8/10/12/14% movement speed
1/2 of Polarshock's health
300 attack range
Q: Recombine
Type: No Target
Affects: Self
Reconstitutes the Polarshock at White's location.
W: Lightning Conduction
Type: Unit Target
Affects: Enemies
Damage: Magical
Blocked by spell immunity
White travels between enemy units, dealing damage and reducing the magic resistance of affected enemies. White reappears at the location of his final target. Scales based on the level of Lightning Strike.
- 600 cast range
- 400 enemy search radius
- 4/6/8/10 total bounces
- 40/70/100/130 damage
- 8/12/16/20% magic resistance reduction for 6 seconds
- 80 mana cost
- 6 second cooldown
E: Repulsive Orb
Type: Point Target
Affects: Enemies
Blocked by spell immunity
Creates a stationary orb that stuns and pushes enemies outwards if they get too close, then slows them. Scales based on the level of Electric Orb.
- 400/500/600/700 cast range
- 0.3 second priming time
- 300 trigger radius and AoE
- 1 second stun
- 300 distance push over 1 second
- 30% slow for 1/2/3/4 seconds
- 80 mana cost
- 10 second cooldown
R: Electrocute
Type: Passive
Affects: Enemies
Each time White attacks or casts a spell, affected enemies are mini-stunned for a short duration. Scales based on the level of Polar Charge.
- 0.2/0.3/0.4 second
In Grey's fused form, much of their power is suppressed, but as Black and White their full potential can be expressed.
Notes:
If Lightning Strike or Electric Orb are on cooldown when Polarity Split is used, then Black and White's corresponding spells will also be on cooldown.
If any of Black and White's spells are on cooldown when Polarshock is reconstituted, then his corresponding spells will be on cooldown.
Black and White both draw from the same mana pool.
Black and White both benefit fully from the Polarshock's items, but the item cooldowns between them are shared.
When the duration ends or if the Recombine ability is used, the Polarshock will be reconstituted at the location of Black or the hero that used Recombine, with health equal to the addition of both heroes' health, divided by 2.
If one of them dies, the Polarshock will be reformed at the location of the surviving hero with half the health of the surviving hero.
W: Lightning Strike
Type: No Target
Affects: Enemies
Damage: Magical
Blocked by spell immunity
Blocked by Linken's Sphere on main target only
Zaps the nearest enemy with a weak bolt of electricity, dealing damage and bouncing to all other enemies in the area.
- 1000 range
- 80/120/160/200 damage
- 300 damage AoE
- 80 mana cost
- 6 second cooldown
When together, their powers are unstable and sometimes gush outward in the form of a lightning shock.
Notes:
When blocked by Linken's Sphere, the holder will not be damaged, but enemies around him will still be damage.
E: Electric Orb
Type: Point Target
Affects: Enemies
Blocked by spell immunity
Creates a stationary orb which shocks enemies that touch it, stunning them briefly and slowing them afterwards.
- 400/500/600/700 cast range
- 0.3 second priming time
- 300 trigger radius and AoE
- 1 second stun
- 30% slow for 1/2/3/4 seconds
- 80 mana cost
- 10 second cooldown
Balls of electricity are shockingly simple, but can gain different properties depending on its charge.
Notes
R: Polar Charge
Type: Passive
Affects: Self
Passively decreases the cooldown of Polarily Split and gives Black and White their ultimate abilities.
- 5/10/15 second Polarity Split cooldown reduction
Not all static walkers can harness their full range of talents, but Black and White did so with ease.
Notes
There we go! Meet Black and White, otherwise known as Grey, the Polarshock! This hero requires a lot of micro to manage, micro that I myself do not have. However, if done properly, the hero is very strong. White's Lightning Conduction can be used to catch up to opponents and Repulsion Orb and Electrocute helps the slower Black to catch up. White does very meagre damage, which Black covers for with Lightning Blast and Shockwave. Attractive Orb also helps Black to prevent enemies from chasing White if he is in trouble. The Repulsive Orb + Lightning Blast combo has the potential to be very strong. This hero is meant to be played as a #3 offlane role, as he can get last hits on the lane with Lightning Strike and survive with Electric Orb and, of course, Polarity Split. Once he gets to level 6, it will be extremely easy to kill any enemy in the lane. Utility items like Mekansm could be acquired on the hero. Items like Orchid Malevolence and Scythe of Vyse are also very good potential items. To offset this hero's early game prowess, his late game is a lot weaker. Though he does do more damage with 2 forms attacking, all his abilities are blocked by magic immunity and White is extremely squishy.
If you have anything to clarify or ask, just PM me!
base health: 560
base mana: 400
Damage: 43
armour 3
movespeed 300
range 525
Strength: 21 + 2.2
agility 17+ 1.4
inteligence: 23 +2.9
Lore:
"Wrong place, wrong time"
They had been hanging out in an abounded car park, when things started to change. It all started with a subtle rumble which continued till the ground split spraying a light purple, which continued to blister then suddenly stopped. For a large dome of the purple energy had formed. and out of this dome walked a man a purple man with no face. The second dome of purple formed over their heads without them noticing.
They awoke with headaches and a craving for chocolate milk. They had awoken in a small clearing with a friendly shopkeeper, a shield and flow lava sculpture that looked like a fountain.
They learnt quickly taking advantage of the modern items they carried with them, cans of spray paint lock picks, guns and a bag of random assorted tablets. Make themselves at home as the only Gang in the Ancients Wars.
(q)
Graffiti Ward
After a 2 sec delay the gang member places their personal tag on the ground giving HP and MP regeneration in an area. It also gives vision in an area. Gang members can teleport to the ward after a 2 sec delay. If the gang member is within a 700 unit range they can teleport instantly to the ward. Each gang member can only place one ward. If a gang member places a second ward it deletes the previous ward of that gang member.
(w)
Lucky pill
Hero target
Has the chance to apply a random buff or debuff. Has an Instant cast time but takes 0.3 to take into effect. During this time you can remove buffs from enemies with lockpick. Can also remove debuffs from allies with lockpick at any time.
Buffs
20% movespeed buff and 20 attack speed
25 hp regen for 10 secs
20Mp regen for 10 secs
Reduces incoming damage by 30% for 5secs
(e)
Lockpick
Hero target
Can remove debuffs from allies. Can also remove lucky pill buffs from enemies with in the 0.3 sec time before it comes into effect.
Cooldown: 35/30/25/20
Mana: 200/150/100/100
(r) (ulti)
Homies
Passive
Adds more members to the gang. They utilise the same Hp and mana pool as and uses 70% of other agility/strength/intelligence stats. The gang members don�t utilise other stats (e.g. attack speed and armour) (gang members do use added move speed.) Gang members can�t use items but the one that is in the first slot. This items� stat and actives can be used by the gang members.
Gang members added per level: 1/1/2
Stat utilised:70%
Agh septer upgrade
Add an additional gang member
Can use items from the first 2 item slots
Stat utilisation 85%
Posted at 10:08 Pm Friday the 12th. (This is east coast of America time zone)
My idea for a highly micro intensive character
Papa Yago
The Children's puppeteer
"And so Sir Davian drew forth his legendary blade and sank it into the throat of Slyrak, the eldwurm. However as he did so the dragon sank a claw into his. As the blood of the two ancient foes mingled Davian suddenly gained power beyond imagining and knowledge spanning ages. That is the end of our little show." Sir Davian and Slyrak took a bow as the strings controlling them twitched and drew them into position. "That was a wonderful show!" The children cried out as Papa Yago, the old village entertainer stepped out from behind the curtain. "It's always a pleasure to bring the old tales of heroes and villains such as Sir davian, eredar, the shadow demon, and Clinkz, The Bone Fletcher."
As the sun sank from the sky and night fell Yago sat thinking. "What if in the ancient stories there was a creature. He nudged along heroes and villains, towards destinies great and small.” As he said this he slowly began to create a new manneguin. This was a simple wooden marionette with now features outside of hands holding puppet strings. “Stories are only that. I can always change them so that there is room for one more character.” The man smiled and looked at his creations blank wooden face. “You can be little Yago. I hope the children won’t mind if I slip you into a story or two. You can become another hero in the battle of the ancients. There are already hundreds now and more are discovered every day. Who will notice one more?”[b']
Dire, Intelligence
Base Health: 587
Base Mana: 438
Base Damage: 45
Base Armor: 4
Base Movement Speed: 300
Base attack time: 1.4
Attack Range: 500
Vision range: 1800/1400
STR Base strength: 14 +1.5 AGI Base agility 12 + 2.0 INT
Base intelligence: 20 + 2.5 (primary stat) (Q) Warrior Puppet
type: Summoned unit
pierces spell immunity: yes
Upon use summons a warrior hand, who will puppeteer a unit when clicked upon. If the puppet unit is a hero that unit cannot be controlled however will still receive the hands bonuses. If puppeting a creep that creep will be taken over and receive the bonuses. Upon puppeting a unit the hand will become invisible however can be revealed by true sight. If killed provides a 150 gold bounty. Only one warrior hand can be deployed at a time.
Amount of Papa Yago’s damage given by puppet: 20, 30, 40, 50%
Health Points: 400,600,800,1000
Armor: 5
Regeneration: 2 hp per second
Mana cost: 200
Cooldown: 50 seconds
(W) Armored Puppet
type: Summoned Unit
Pierces spell immunity: yes
Upon use summons an armored hand, who will puppeteer a unit when clicked upon. If the puppeted unit is a hero that unit cannot be controlled however will still receive the hands bonuses. If puppeting a it will be taken over and receive the bonuses. Upon puppeting a unit the hand will become invisible however can be revealed by true sight. If killed provides a 150 gold bounty. Only one armored hand can be deployed at once.
Amount of Papa Yago’s armor give by puppet: 10, 20, 30, 40%
Health points: 600, 700, 1000, 1300
Armor: 15
Regeneration: 8 hp per second
Manacost: 200
Cooldown: 50 seconds
(E) Healing Puppet
type: Summoned Unit
Pierces spell immunity: yes
Upon use summons a healing hand, who will puppeteer a unit when clicked upon. If the puppeted unit is a hero that unit cannot be controlled however will still receive the hands bonuses. If puppeting a creep it will be taken over and receive the bonuses. Upon puppeting a unit the hand will become invisible however can be revealed by true sight. If killed provides a 150 gold bounty. Only one healing hand can be deployed at once.
Amount of Papa Yago’s regeneration give by puppet: 30, 40, 50, 60%
Health points: 500, 700, 900, 1200
Armor: 10
Regeneration: 8 hp per second
Manacost: 200
Cooldown: 50 seconds
(E) King Puppet
type: Summoned Unit
Pierces spell immunity: yes
On use summons a kings Hand, which upon puppeteering a unit gives them all the bonuses of the current level that all other hands leveled by Yago have. This hand also gives partial buffs in an aoe around the puppeted unit. If the puppeted unit is a hero that unit cannot be controlled however will still receive the hands bonuses. If puppeting a creep it will be taken over and receive the bonuses. Upon puppeting a unit the hand will become invisible however can be revealed by true sight. If this unit is killed it will give a bounty of 300 gold. Only one kings hand can be deployed at once.
Aura percent of bonuses: 30, 40, 50 %
Health points: 1000, 1500, 2000
Armor: 20
Regeneration: 15 hp per second
Manacost: 400
Cooldown: 100
Upgradable by aghanim's scepter
Increases aura percent of bonuses: 50, 60, 70%
Responses when entering a match:
I’m marrio-not looking forward to this
Ready to pull some strings?
The master is here.
Alright children time for another tale!
Moving:
Pulling my strings?
As Papa says!
Don’t get my strings in a twist!
On my way to another adventure!
Attacking:
Kids, never attempt this at home!
I hate this part
Yago, do I have to?
Terribly sorry, the puppeteer demands!
Summoning Warrior Hand:
I’ve never liked you.
Strike! Strike! Strike!
All good tales need a warrior!
Time to pull some strings
Summoning Armored Hand:
My you’re heavy!
Try to keep my friends alive.
You’re my second favorite.
Get ready to watch over someone!
Summoning Healing hand:
A healing hand!
Healing power!
Battlefield surgeon!
You’re my favorite hand.
Summoning Kings hand:
At least you’re better than the warrior hand.
I get the feeling you want to control me!
Sorry I haven’t got a crown for you.
Sand king hasn’t got nothing on this!
Puppeteering a creep:
Follow my instructions.
You’ll do quite well following me.
I’m not the only puppet here.
Puppeting a hero: I’ll pull some strings and make you stronger!
Hit harder! Block better! Heal faster! (when puppeting someone with kings hand)
Wisp has no idea who he’s dealing with
Killing heroes:
Sorry Davian, you always were my favorite. (Killing [Dragon Knight])
King me! (Killing [Sand king] and [Wraith King])
Oracle! Shmoracle! (Killing [Oracle])
Give me a hand! (rimshot plays)
Getting killed:
Cut my strings
Wait! You’re not Davian (Killed by [Chaos Knight] or [Winter Wyvern])
I guess I’m not the only one good with strings! (killed by [weaver])
Person affected by kings hand kills someone:
You’re royally screwed!
Explanations: This hero is designed to provide insane bonuses for his teammates however if played badly will feed the enemy team massive amounts of gold. Warriors hand is made to be used by a ganking snowballer to help them get kills. The armored hand is made to be applied to the tank to give him bonus armor to survive initiation. Healing hand can be given to anyone who needs regen and can help sustain allies in lane. The kings hand is meant to be applied to the hard carry to buff almost everything about them. This hero can be played several ways in the early game, as either a lane support or a ganking jungler. They can have access to 3 separate creeps at level 3, which is on par with enchantress in that respect. The puppeteer can be massively powerful if played by someone skilled at micro, however like [lone druid] or [visage] if played badly will give the enemy inordinate amounts of gold. This hero can either pick up large amounts of damage to buff the teams damage, armor to strengthen his allies, or regen to increase their survivability against more magic oriented opponents. You could also pick up a little bit of everything to buff the aura given off by the kings hand and share it with allies. Damage items aren’t recommended as the only damage given to allies is base damage and primary stat damage. This is to discourage building five rapiers and sitting in the fountain giving 750 bonus damage to the hard carry. The same mechanics damage wise apply to hands as they do illusions.
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I WILL DESTROY YOU ALL.... WITH FLUFFY BUNNIES
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