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Is it normal for a person to be pretty much done in about 20 mins? :P
There's no earthy way of knowing which direction we are going. There's no knowing where we're rowing, or which way the river's flowing. Is it raining, is it snowing? Is a hurricane a-blowing? Not a speck of light is showing, so the danger must be growing. Are the fires of Hell a-glowing? Is the grisly Reaper mowing?! YES! The danger must be growing! For the rowers keep on rowing! And there's certainly not showing ANY SIGNS THAT THEY ARE SLOWING!
Clinkz throws a casket of flammable oil, applying a
'kerosene' debuff to any caught in the AoE. Any debuffed units
are slowed. The kerosene ignites if the target is shot with a
searing arrow before the duration ends, dealing bonus damage
and extra DoT.
Slow(%): 10/20/30/40 Ignite damage: 100/125/150/175 Ignite DoT: 5/10/15/20 DoT duration: 6 Cooldown: 15 Mana cost: 100/95/90/85 Clinkz makes forces others to suffer the eternal flames.
W: Searing arrows (Auto-cast)
Imbues Clinkz's arrows with fire for extra damage
Range: 600 Damage: 30/40/50/60 Mana cost: 10 Clinkz simply lights his arrows from his flaming essence for quite the destructive effect.
E: Ignite (Passive/Active)
Clinkz's auto attacks stack Ignite on the target up to a cap,
removing the stacks if Clinkz switches targets before activating
them. When activated, the target takes damage and a slow depending
on the amount of stacks. The stack duration refreshes when a new one
is applied
Stack cap: 4/6/8/10 Stack duration: 4 Damage per stack: 5/10/15/20 Slow(%) per stack: 5 Cooldown: 2 "Thy flesh consumed"
R: Immolate (Target ground/AoE)
Creates an AoE of damaging and slowing fire which increases
the damage of Searing arrows, makes Ignite stack twice per
hit, and makes all of Clinkz's abilities cost 0 mana whilst
inside the AoE
AoE: 500 AoE slow(%): 15/30/45 Searing arrows extra damage: 30/50/70 DoT whilst in AoE: 15/20/25 Cooldown: 80/75/70 Mana cost(% of max mana): 50/40/30 "I'm on fire! Ahahaha!"
So the idea behind this was to make most of his abilities rely on searing arrows, and to keep him a 'single target' fighter, with some teamfighting potential from his ult. The combination of all his slows and semi-nukes will keep a target locked down, but it requires you to focus on one target.
Can someone please clarify the rules of this contest? I was really hoping that they'd be in this thread. It looks to be different than the lore-changing one of last time?
Looking for a laugh? Read this moron's attempts at guide writing:
Can someone please clarify the rules of this contest? I was really hoping that they'd be in this thread. It looks to be different than the lore-changing one of last time?
Err.... are we supposed to post it like right here right now?
I thought we're supposed to have another thread for submission, complete with the whole grading criteria, explanation and stuff.
Btw, when is the deadline?
@Safecyn: it doesn't really need to be 'defining' ability (since it's really hard to find one in some heroes), the deal is that you need to keep one skill TOTALLY unchanged, but other parts (like stats and the other skills) are fully modifiable.
{Q}: Stony Armor.
Medusa has a chance to block any spells targeted on her. Activating it results in the chance being boosted to 100%. Skill type: passive/active, self-targeted.
Mana cost[/b]: 100/120/140/160. Cooldown(active): 20/20/15/15 seconds. Cooldown(passive): 7 seconds. Active duration: 1/2/3/4 seconds. Notes: Only blocks one spell before going into cooldown. You can't touch this.
{W}: Mystic Snake.
A mystic snake made of energy jumps from target to target dealing damage and stealing some mana. After it reaches its last target, it jumps back to Medusa to replenish her with mana. The snake deals more damage and steals more mana per jump. Cast Range: 800. Jump Radius: 475. Base Damage: 80/120/160/200. Base Mana Stolen: 20/35/50/65. Number of Jumps: 3/4/5/6. Increase per Jump: 25%. Cooldown: 11 Mana cost: 140/150/160/170 Notes: Cannot be cast on spell-immune enemies, but can jump to them. Blocked by Linken's Sphere. The Gorgon's curse is her greatest strength.
{E}: Shed Skin.
Medusa sheds her battered skin, revealing a newly made set of scales. Heals Medusa for a percentage of her maximum health. Skill Type: Active, self-targeted. Mana cost: 100/125/150/175. Cooldown: 50/40/30/20 seconds. Health given: 10/15/20/25 percent of her max HP. Notes: Healing is granted over the course of two seconds, not as an instant burst.
{R}: Petrification.
Stuns the selected unit, and after the stun duration, increases magic damage done to that unit. Skill type: active, single target. Mana cost: 150/200/250. Cooldown: 40 seconds. Stun duration: 2/3/4 seconds. Debuff duration: 5/10/15 seconds. Magic amplification: 20%/30%/40%. Range: 700. Aghanim's Scepter upgrade: Affects units in a 200 AoE around the target. Notes: Does not pierce Magic Immunity. Can be purged. Is blocked by Linken's Sphere. Medusa's stony power stops her foes in their tracks. Stats. primary stat: Strength Str + gain: 21 + 3 per level, resulting in 96 at level 25. Agi + gain: 17 + 1.9 per level, resulting in 64.5 at level 25. Int + gain: 19 + 2.1 per level, resulting in 71.5 at level 25. Movement speed: 295 Turn rate: .4 Attack range: 500 Missile speed: 1000 Base attack time: 1.8 Base damage: 48 Health at level 25: 1974 Mana at level 25: 929
My rework of Medusa intends to change her roles and capabilities from a hard carry, into a ganker and a tank.
There's no earthy way of knowing which direction we are going. There's no knowing where we're rowing, or which way the river's flowing. Is it raining, is it snowing? Is a hurricane a-blowing? Not a speck of light is showing, so the danger must be growing. Are the fires of Hell a-glowing? Is the grisly Reaper mowing?! YES! The danger must be growing! For the rowers keep on rowing! And there's certainly not showing ANY SIGNS THAT THEY ARE SLOWING!
{Q}:The thirst for justice.
passive: Lycan gains stacks of justice for every hero killed by him , or assisted in killing.
gains one damage per stack
Kill assist: 1 stacks.
these stacks are not lost on death.
The bonuses as follows:
15 stacks : permanent 20% movement speed bonus.
25 stacks : Permanent 17% lifesteal. (fully stacks with other forms of lifesteal)
35 stacks : Permanent 40 movespeed bonus.
45 stacks : Permanent 40 bonus damage.
active: lycan uses all of his stacks for a temporary damage boost.
bonus duration:5 seconds.
bonus damage per stack : 1
cooldown: 40/30/20/15
mana cost :80/80/70/70
note: "Justice" is an inherent passive skill that doesn't need to be skiled to start stacking. The thirst for justice drives the lycanthrope
{W}: Constriction
lycan runs towards his target and grabs him, stunning him and dealing damage per half second,slowing him afterwards.
Damage type :physical
stun duration: 1.5/2/2.5/3
damage per half second : 60
slow duration:4 seconds
cooldown:15//12/10/7
mana cost : 100/100/125/125
notes: This is a channeled skill, so lycan can't do any damage on his own.
The lycanthrope and the target curl into a indecipherable ball of bloodshed
{E}:Feral Impulse
passive skill
Increases the damage and attack speed of Lycan.
Radius: 900
Bonus Attack Speed: 15/20/25/30
Bonus Damage: 15%/20%/25%/30% His animalistic symbiosis with canine kind gives Banehallow enhanced reflexes and hunting capabilities.
{R}: Shape shift
Lycan assumes his lupine form, getting bonus health,armor and night time vision, along with a special sub skill.
bonus health : 300/350/400
Night time bonus vision : 1000
transformation time : 1.5 seconds
duration 15 seconds
cooldown: 90/60/30
mana cost : 100
aghs upgrade: duration increased to 25 seconds,bonus health increased by 200, no transformation time,no self damage from savage grip.
{D}: Savage grip.
Lycan pounces on a unit, disabling it and dealing damage to the unit and half of that damage to himself.
damage type: magical
Pounce range :400/500/600
Damage : 150/200/250
disable time : 2/2.5/3 seconds
notes: Lycan cannot deny himself with this skill.
cooldown:6 seconds
Mana cost: 160
The fusion of man and wolf is a powerful conjuration indeed
this rework essentially changes lycan's role from that of a pushing machine, to that of a vicious team fighter and a very capable ganker.
As you can see he has two very potent disables, but does not have the inherent mana to sustain it, forcing him to make items generally made by int heroes, effectively making him the natures prophet of the strength camp :3. This rework forces lycan to be played in close association with his team mates due to his mana thirsty skill-set and the fact that constriction needs the team to be there to deal damage . Also note that the damage type of constriction is physical implying that its effectiveness reduces as the time goes by, thus balancing his damage output
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