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i am talking celestials in the biblical sense as in heaven hell no where do they come from thats right hell. so shut up and start creating you filthy plebs ;)
So angels, demons, heavenly beings etc?
Or dota celestials?
IT'S IMPORTANT
There are two kinds of people in the world; those who can count, and those who can't.
Presenting my idea, for a Dota Celestial. A Dota Celestial is a creature from another world or elsewhere in space, often of considerable power. Their form is usually composed of raw elemental forces. Examples include Morphling, Phoenix and Spectre, although the latter may be a planeswalker.
Merakhaten, the Dark Outsider
For an eternity, that frigid chunk of ice and void circled in the cold darkness around the world. In cryostasis, the presence within dreamt of a time long gone. Imprisoned, and cast off of one world towards any other. Yet its dreams have stirred, turned from reveries of the past to a dream of bloody conquest on the dirt below its orbit.
The comet moves, dragged by force of will and the inexorable pull of the Ancients. Its collision with the surface of the planet fractured the icy cage and unleashed the being within - but changed. For the enchantments of its old prison do not fade so easily, and the ice has become a part of the ancient evil mortals call Merakhaten. Purpose creeps back to him - memories, of a world engulfed by his power into eternal twilight.
And, as his gaze alit on the outline of the warring Ancients in the distance, he knew exactly where to begin.
Dire Intelligence Carry, Durable, Nuker
Stats
Base Health: 511
Base Mana: 364
Base Armour: 1
Base Damage: 48-60 (54)
Base Attack Time: 1.7
Range: 500
Movement Speed: 310
Sight: 1800/800
Q: Rime Affects: Enemy units
Damage: Magical
Pierces Spell Immunity: No
Frost particles whirl in a circle around Merakhaten, spinning for 2.5 seconds. Any enemies struck by a frost particle will take damage and be slowed. Damage: 40/65/90/115 Slow: 20% Duration: 4 Max Distance: 400 Frost Particles: 3/4/5/6 Mana Cost: 90/100/110/120 Cooldown: 5 Shadowy ice spins around the violent core of Merakhaten, a frigid onslaught that tears his foes apart.
notes
Each time an enemy is struck by a particle, they take the damage and slow.
The slow does not stack - rather, the duration is refreshed.
W: Dark Caress Affects: Enemy units
Damage: Magical
Pierces Spell Immunity: Yes
Merakhaten strikes his nearby foes with his foul energies, dealing damage and amplifying magic damage on them. Also imbues his next spell with greater power, causing it to fully pierce Spell Immunity. Damage: 30/60/90/120 Amplification: 20% Duration: 7 Mana Cost: 135 Cooldown: 20/16/12/8 The chaotic energies of Merakhaten cannot be sustained by mere mortals, and so it unmakes them.
E: Icy Shell (Passive)
Draws power from the icy prison of Merakhaten, giving him bonus armour and magic resistance. In addition, whenever Merakhaten casts a spell, he unleashes a Rime of the current level around him. Also amplifies the damage of all of his spells based upon the Dark Outsider's Intelligence. Bonus Armour: 4/7/10/13 Bonus Magic Resistance: 10%/14%/18%/22% Intelligence Bonus: 0.25/0.4/0.55/0.7 The duality of his new state has granted Merakhaten far more power than he ever had before.
notes
The duration of each Rime is independent of each other.
Ultimate: Remorseless Winter Affects: Enemy units
Damage: Magical
Pierces Spell Immunity: Yes
Merakhaten unleashes the full tempest of his powers, dealing damage every second to enemies within a large radius of him and slowing them. At every five ticks of damage, Remorseless Winter will stun affected enemies for 0.5 seconds. Damage: 60/85/110 Slow: 15%/19%/23%/27% Radius: 500 Duration: 20 Mana Cost: 200/300/400 Cooldown: 120/105/90 A symphony of frost and night rips apart all who dare stand against a Celestial.
Notes
Functions as an aura centred around the Dark Outsider.
Deals a maximum of 1200/1700/2200 damage.
If Merakhaten dies, Remorseless Winter ends.
Responses
Spawning
-From the outside, looking in.
-Born to strange sights.
ok, Can we get an ETA to the end of submissions? Either way, here's mine (WiP version:)
THEME: Celestial
The Advanced
Progress Incarnate
RadiantIntelligence
The races of the world have long been driven by their insatiable curiosity. They create bigger and better technology and colonize ever more of the untamed wilderness. This insatiable hunger is so strong, that it has pulled a being from a realm so advanced that not even Tinker Could confirm how he was created. This being, called The Advanced by those around it, shares the unending curiosity of the advanced races, seeking out the mysteries in all corners of the world. The Advanced rushes forward at the same break-neck speed that the technology of the world around him does, and just like that advanced it cannot be stopped.
stats
- Strength: 17 (+1.6 per level)
- Agility: 16 (+2.4 per level)
- Intelligence: 25 (+2.7 per level)
- Range: 128
- Damage: 40-50
- Base Health: 500
- Base Mana: 400
- Armor: 2
- Movement: 310
- Sight: 1800+\800+
abilities
- [Q] Industrialize
-- The advanced shares his technology with a nearby allied creep, upgrading it based on its type.
--- Mechsuit: Comes from a Melee creep. The mechsuit has increased health, armor and magic resistance, and will taunt nearby enemies every few seconds.
--- Mechanic: Comes from a Ranged creep. The Mechanic gives nearby allies increased attack speed and movement speed, and when near a damaged allied structure will expend mana to heal it. The Advanced knows of technology that far outstrips even the brightest of inventors
specifics
--When used on Necronomicon Creeps, it transforms them but does not retain their unique abilities. -Mechsuit bonus health: 100\175\250\325
-Mechsuit Bonus Armor: 2\3\4\5
-Mechsuit Bonus Magic Resistance: 15%
-Mechsuit Taunt duration: .75 Seconds
-Mechsuit Creep taunt Duration: 1.75 Seconds -Mechanic Aura Attack and Movement Speed: 7.5\10\12.5\15%
-Mechanic Heal: 10\20\30\40 Health per Second
-Mechanic Heal Mana Cost: 10 Mana per Second
-Cost: 75\90\105\120
-Cooldown: 20\16\12\8
- [W] Farsight
-- The Advanced passively gains increased vision range and Nightvision. Each level of this ability after the first, his vision becomes enhanced to a new stage. The Incarnation of Progress Looks toward the Horizon With much greater clarity than those of lesser curiosity.
- [E] Brilliance
-- The Advanced jump starts the mind of an ally, giving them increased mana regeneration and Attack Speed for a few seconds. The Advanced's Curiosity and Creativity are infectious, giving those around him new ideas on how to fight at their peak.
specifics
--Cannot be Used on Self.
-Mana Regeneration: 15\25\35\45
-Attack Speed: 20\30\40\50
-Duration: 7 Seconds
-Mana Cost: 75\100\125\150
Cooldown: 14 Seconds
- [R] Overdrive Protocol
-- The advanced unleashes his true might, changing into a mechanical juggernaut. While transformed, The Advanced's abilities change and he gains increased damage and Health.
-- [Q2] Unknowable Might
--- The Advanced charges his next attack with his hyper advanced strength, causing his next attack within 2 seconds to smash his target into the ground, dealing increased damage and stunning them. The Strength of Technology is something that many cannot grasp until it is too late.
-- [W2] Inescapable Energy
--- The Advanced targets an enemy unit and begins to charge a blast of pure energy. After 1\.75\.75\.5 seconds, he fires the ball at the target. the Plasma Ball passes through other enemies, dealing minor damage. Upon reaching it's target, the ball explodes dealing damage around the target and burning mana based on the damage dealt. The Futuristic Energies that The Advanced brings to bear are more than many can deal with.
specifics
-- Can Be Disjointed, however the ball will still explode at the point where the target was before disjointing
-Pass Damage: 60\70\80\90
-Explosion Damage: 125\200\275\350
-Mana Burn: 5\10\15\20% of Damage Dealt
-Cooldown: 15 Seconds
-Mana Cost: 150\175\200\225
-- [E2] Inscrutable Magnetism
--- The Advanced burst forth with magnetism, greatly Slowing and Silencing all enemies around him. enemies within the inner circle of the blast also take damage equal to their missing mana. The Magnetic Alloys of The Advanced's Home Dimension are incredibly strong, and he has been programmed with extensive knowledge of how to use them against his foes.
specifics
-Slow: 70%
-Duration: .5\1\1.5\2 Seconds
-Outer Circle Radius: 350
-Inner Circle Radius: 130
-Cooldown: 14\12\10\8 Seconds
-Mana Cost: 65
Silly Sayings
- Entering The Battle:
-- "Progress Incarnate."
-- "I come bearing the gift of Knowledge and Discovery."
-- "I wonder if I will learn anything today."
-- "So, what wonders have we here?"
- Entering With Certain Heroes:
-- Tinker:
--- "Ah, finally someone I can talk to."
--- "Come, let us show these people the power of Innovation!"
-- Keeper of the Light
--- "Come Old Man, let's give your brain a Jumpstart."
- When Transforming
-- "Safeties Disengaged, Combat Performance at Maximum Efficiency."
-- "Overdrive Protocol Initiated. Let's Rock."
- Upon Dying:
-- "But... I had so much to discover..."
-- "Well, so much for THAT plan."
Note: sorry i edit this aftr post, but its just like 1 minute after lol so that ok,right?
Edit2: typo
Maurel, the Life Tender
Theme/0: Fundamental
Lore4 fundamental beings shaped the universe. They carved the world out of nothing and created the magic that held it together. The empty space their blank, white canvas, and the planets stones they carve into towering statues. But for all the magnificence in a statue or a painting, it cannot escape the canvas or the statue's base. Here is where Maurel do her work, her magics granting mortal flesh the gift of animation. For aeons she was hidden in her sanctum of Sarron, giving life to a newborn babe and severing it from the old and weary, placing it in the End Realms such as The Underscape. Many had mistaken her calm nature to be kind and guarding. That is untrue, for she is terrible and powerful as any fundamental is, and though she is one who creates life, she is Death itself, feared by all. The wise man fears her ungentle wrath.
But for all her calm nature she must answer to the call of war. And so she descend, and with life itself at her control, she sows destruction and chaos in the battlefield, and to her allies she made them cannot bleed.
Radiant, Intelligence
Base Health: 511 (1.1 per second)
Base Mana: 325 (0.8 per second)
Base Damage: 43-49
Base Armor: 1
Base Movement Speed: 295
Base Attack Speed: 1.8
Attack Range: 600
Vision Range: 1800/800
STR: 19 (+2.2) AGI: 14 (+1.1) INT: 25 (+3.1)
(Q)Bend Life (unit target, magical, allies and enemies)
Bend the life of the targetted unit. On allies, this spell will heal for an amount on cast and adds a buff that heals over time and increase movement speed. On enemies, this spell will damage for an amount on cast and adds a debuff that damages over time and slows movement speed.
Mana cost: 105/110/115/120
Cast range: 700
Duration: 6
Cooldown: 24
Heal/damage on cast: 100
Heal/damage over time: 5/10/15/20
Buff/debuff duration intervals: 1 second
Movement speed change: 22%
notes
-Dispellable
-Does not count as HP regen (works like Shadow Word instead)
Maurel's most basic arts, she controls the life of her allies to grant better vitality, or the life of her enemies to lay great weariness.
(W)Sever Life (unit target, magical, enemy heroes)
Attempts to sever the life from the targetted enemy hero, dealing damage after a 2.5 second delay. The damage will be very minor, but if your target's health goes below 6%, instantly kills the target. If this spell kills an enemy hero, grants all allied heroes that assisted in the kill the Enchanted buff that increase movement speed and damage reduction.
Mana cost: 110/120/130/140
Delay: 2.5
Cast range: 500
Cooldown: 24
-Only the Enchanted buff is dispellable
-Same mechanic like Ice Blast
-'This spell kills the hero' can either be from the instakill or the 60 damage
The precious energy of life is not to be discarded from a fallen foe, instead it is recycled by Maurel, converting it to a magical enchantment that protect her allies.
Bestows an enchantment to an ally, increasing a percentage of their maximum health and a number of amount to main attribute.
Mana cost: 45/90/135/180
Cast range: 450
Cooldown: 45
Maximum health bonus: 5/10/15/20%
Main attribute bonus: 5/15/25/35
Duration: 25
notes
-Is NOT dispellable
-When the buff is over, the affected's current HP will be that of the remaining life (like Death Pact
Maurel's magic tap into the inner strength that all lifeform contains, increasing their prowess in combat.
(R)Mass Renewal (instant, self, allies)
Emits a constant wave of restoration energies. Nearby allied units centered around Maurel will be affected by a number of healing pulses that appear every 1.5 second. The pulses will stop when Maurel dies.
Mana cost: 200/300/400
Heal intervals: 1.5 second
Cooldown: 65
Heal per pulse: 70/140/210
Number of pulses: 4
Radius: 750
notes
-the delay/1.5 second interval begins after cast, and the first pulse appeared after that first delay
Maurel chanells her ultimate magic that she used when creating all life. The magic that animates flesh keeps it from from leaving the body, and the spell of creation grants her allies immortal life.
This contest is making me weary.
By short, she is a hero that excels at survival. Not just one hero like most though, this hero excels at keeping the WHOLE team alive. But of course not fully all, some spells affect just one ally only but thats besides the point.
So she has a great scaling throughout the game and doesnt need much items to be useful. She is a great laner and teamfighter, and even ganker too.
]Bend Life is what it is, you can use it to heal or to damage. Offensively, or defensively. Your choice.
Sever Life bpis best used on the first target to die in a teamfight just so your team could utilize the buff for the rest of the fight.
Strengthen a very strong ability. It increases tankiness and main attribute. In STR the hero is tanky as helll, on AGI the hero is now tankier to fight and not be a squishy glass cannon, while on INt heroes this means more spells to cast and they are not as squishy as before.
Mass Renewal is like a scaling Mekansm, very powerful but need some time and Maurel can easily be targetted first.
tl;dr, i dont expect to win
responses
Spawning
-Maurel
-Life Tender
-The Tender descends to this fallen field
-I bring life with me
-I am She Who Holds All Life
Beginning a battle
-This will end with many lost lives
Moving
-I go
-Lively
-By my heart and soul, I go
-Way of life
-The forest trembles
-Every time I took a step, a newborn lost its life
Rare
-I am not what I seem I am. In fact, I am much more dangerous
-I created all life, and all life will answer me when I called
Attacking
-By my Life
-Repent, fool!
-Ungrateful bastard
-Show gratitude for your life
-Your life is mine
-Answer to She Who Holds All Life!
Casting a spell
-Prepare yourself
-Run for your life
-You cannot escape Death
Casting Bend Life On Allies
-Not today
-Quicken
-Fear not
-Your time is not now. Trust me, I know.
Casting Bend Life On Enemies
-Now you end
-Wither
-Your life is over
-Death awaits you
Casting Sever Life
-Death has come!
-Say your prayers
Failing Sever Life
-This is not your time, apparently.
-The End Realms could wait
-You are lucky.
Sucsessing Sever Life
-You go to the End Realms
-Pain of no compare awaits in the End Realms
-Another life taken
Casting Strengthen (STR, AGI, INT) -Crush them with your might
-Like a shield you charge -They fear your sword dance
-As swift as wind you go -Magic stills hand and melts blade
-By inner power they burn
Casting Mass Renewal
-Like tough roots, we wont be cut down!
-Now, we cannot bleed
-Renew, my allies!
Killing an enemy
-You've went toe to toe with death
-Thought me harmless, didn't you?
-Your Life ends
Killing a rival
-"Imposter"
-"The coldest death of all"
-"You've escaped me long enough"
-"After all those running you cannot escape me"
-"You are weaker than last I met you"
-"You interfere with my work"
-"Now you enter the void"
-"Your skirmish ends here"
Dying
-I will... return
-I return to my Sanctum
-You can't kill death!
Lumenoct is a Celestial, a powerful creature of both light and darkness (as his name implies, in latin).
Couldn't find the author's name, the picture is impressive and 100% fits on the idea.
Stats
STR: 20 (+2) >> 68 at level 25 AGI: 21 (+1.8) >> 64.2 at level 25 INT: 26 (+2.8) >> 93.2 at level 25
Level
Health
Mana
Damage
Armor
Attacks / Second
1
530
338
46-50
2.25
0.71
16 *
1138
910
90-96
6.39
0.88
25**
1822
1469
133-139
11.25
1.08
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Base Health Regen: 0.25
Movement Speed: 315
Turn Rate: 0.7
Sight Range: 1800 / 800
Attack Range: 128 (Melee)
Attack Duration: 0.4 + 0.55
Missile Speed: Instant
Base Attack Time: 1.7
* Level 16 with one level of Attributes
** Level 25 with ten levels of Attributes
Lore
Once every half-century, the Primordials choose a new creature to carry the title of Grey Angel, the Judger of Heaven and Hell. Lumenoct was an old angel with grey feathers on his wings, tired of his millenary work upon the Gates of Purgatory. The Primordials saw on him the perfect carrier for it - an Angel that worked on Purgatory knows how to do a proper judgment of a soul. The Judgment Sword was handed to him, a magical weapon that can see if someone's soul is corrupted with a single touch.
The Grey Angel has full access to all Celestial planes - his job is to judge every soul in those planes every fifty years - to see if they are on the correct plane for them. Not only it, the Primordials gave him a mixed power of both Demons and Angels: the control of hell-like fire, bright white wings and the ability to do unresisted strikes directly on the target's soul, if brute force is needed during Judgments.
With his new powers, Lumenoct saw a new hobby upon the Terrene Plane: the battle of the Ancients. Since he only has to do his Judgment upon the planes every fifty years, the Grey Angel can entertain himself with other creatures in those intervals until the next Judgment Day.
Skills
[Q] - Grey [W]ind
Target Unit - Enemies - Pure
Throws a powerful wind upon an enemy unit, enclosing it in a tornado. Grey Wind deals damage both upon cast and on landing. Cast Point: 0.3+0.33 Cast Range: 600 Starting Damage: 25 Landing Damage: 75 / 125 / 175 / 225 Tornado Duration: 1.5 / 2 / 2.5 / 3 Mana Cost: 80 / 100 / 120 / 140 Cooldown: 25 / 23 / 21 / 19 A flap of his wings is enough to create a tornado.
Notes
- Can be purged.
- Completely blocked by Spell Immunity.
- Blocked by Linken's Sphere.
- Does not work on siege creeps, wards and buildings.
- Applies a cyclone effect on the target upon cast, so it dispels, turns it invulnerable and fully disables it.
- Cycloned units lose their collision size for the duration, so units can path below them.
- Deals 25 damage before lifting the target and the rest of it when it lands.
- Can deal up to 100/150/200/250 damage (before reductions).
- If the cyclone gets purged, it still applies the damage as soon as the target lands.
[W] - Revealing [F]lame
Target Point - Enemies - Pure
The Grey Angel charges a powerful flame that reveals a target area, providing True Sight over it. The flame reveals any invisible units in the area while it deals damage per second. If there is a target under the effect of Grey Wind upon the area, it is brought down and suffers all effects of Revealing Flame. Cast Point: 0.3+0.33 Cast Range: 550 Effect Radius: 450 Damage per Half-Second: 50 Duration: 1.5 / 2 / 2.5 / 3 Mana Cost: 125 Cooldown: 13 / 12 / 11 / 10 Nothing can escape the eyes of a Grey Angel.
Notes
- Can be purged.
- Completely blocked by Spell Immunity.
- Doesn't affect Eul's Scepter of Divinity.
- Revealing Flame travels with a speed of 900.
- While under the effect of Revealing Flame, targets are fully revealed even if they are out of radius.
- Provides 400 True Sight vision at the target area for 3 seconds.
- Can deal up to 150/200/250/300 damage (before reductions).
- Provides 550 radius flying vision at the target area for 5 seconds.
[E] - Silence Bu[r]n
Target Point - Enemies - Pure
Applies a debuff that burns the targets' soul, preventing it from casting spells and dealing damage. The effects are applied after a 0.5 second delay after casting, but are instant if the target is under the effect of Revealing Flame. Cast Point: 0.3+0.33 Cast Range: 550 Effect Delay: 0.5 Damage: 50 / 100 / 150 / 200 Duration: 2 / 3 / 4 / 5 Mana Cost: 125 Cooldown: 13 / 12 / 11 / 10 To damage an enemy directly on his soul is something few can do.
Notes
- Can be purged.
- Completely blocked by Spell Immunity.
- Blocked by Linken's Sphere.
- The target can still cast a spell during the 0.5 second delay.
- This skills upgrades together with Revealing Flame, one point in one of it upgrades both (similar to Call of the Wild (Hawk)).
[D] - [E]ternal Immolation
Passive - Enemies - Pure
The endless power of the Grey Angel allows him to increase his damage output, if an enemy is already under the effect of one of his skills and it takes another one, the enemy takes an extra burst of damage that burns some mana as well. Damage: 50 / 75 / 100 / 125 Mana Burn: 75 / 100 / 125 / 150 None can escape from his presence.
Notes
- Completely blocked by Spell Immunity.
- Isn't blocked by Linken's Sphere.
- Disabled by Break.
- Judgment Strike can trigger Eternal Immolation.
- Only affects his spells. Isn't triggered by items' actives.
- The effect is applied after the new spell takes effect.
[R] - Ju[d]gment Strike
Autocast - Enemies - Pure
The Grey Angel prepares the Judgment Sword, releasing a powerful pure-damage critical strike that applies a mini-stun and a break on the target, nullifying its passives for some seconds. If the target is below 50% of Health, the break duration is increased by 50%. Cast Range: 128 Critical Damage: 275% Mini-Stun Duration: 0.25 Break Duration: 2 / 4 / 6 Mana Cost: 125 / 150 / 175 Cooldown: 40 / 35 / 30 The Judgment comes for everyone.
Notes
- Damage and effect bypasses Spell Immunity, but the Break can be dispelled by it.
- Can be purged.
- Isn't blocked by Linken's Sphere.
- Judgment Strike cannot miss to evasion and blindness.
- Judgment Strike damage won't cleave and isn't affected by lifesteal.
Prepare yourself for a wall of text!
Hero Explanation, Construction and Analysis
Lumenoct is powerful hero with pick-off potential: his skills focus on killing a single target, straight as this. He has in-built Pure damage on all skills, like Timbersaw. However, Spell Immunity is almost the bane of the Grey Angel's existence, as only his ultimate - Judgment Strike - bypass it. He's also, very good to deal with invisibility heroes, having a silence, a break and a temporary true sight effect.
The best position for him would surely be mid - Grey Angel absolutely needs fast levels, getting level 16 is must for him to achieve maximum damage output (At level 16 with no items, all his skills combined do around 1355 pure damage and burn 450 mana). He can be played as support too, but it would need him to stay active and find a lot of kills during laning phase to be a force during mid-game.
About his skills: his [Q] is an Eul's Scepter of Divinity with new tweakings. Is usually his way to start a combo. His [W] divides in two-skills, his manipulation of fire. They share cast range, cooldown and mana cost but have different effects. Revealing Flame is an AoE DoT that temporarily reveals invisible enemies and "dispels" Grey Wind while Silence Burn is a damaging single-target silence. His [D] is what guarantee his kill potential - on top of all his arsenal, an enemy that gets combo-ed takes an extra load of damage and mana burn as well after a new effect. Using [Q]-[W]-[E]-[R] will proc Eternal Immolation three times, burning a reasonable amount of mana on top of sure Pure damage. Again, with the exception of his ult, all of this damage can be blocked by BKB. Judgment Strike is a kind of Walrus Punch but everything is different besides the cast type (Autocast). The damage is pure and a mini-stun + break is applied, both can bypass BKB, but if a hero activates a BKB during the Break, it will dispel it.
Well, about his negative points, the Grey Angel has a good bunch of them: he's frail, he's skills are low-range, he is melee, his stats gain is pretty meh. To deal with it (sunglasses fall), his best skill build would be to max [W]/[E] as soon as possible (as they are a shared skill) with [Q] after, with a value point on his [D] during the early game. His core items would be Arcane Boots - Orchid Malevolence - Blink Dagger. Everything after it would be situational.
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