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Not asking for the ratings, but EVERY SINGLE ****ING TIME MY ANUS IS OTCHY AND **** JUST REALLY WANTS TO COME IN. THIS IS BAD:
1. IF I **** I COULD MISS THE PLANE
2. IF I DONT **** I HAVE TO **** IN THE PLANE
this is real. I always worried at this stuffs. This could happen in a doto match too.
THE AMOUNT OF TIMES YOU HAVE BEEN LIKE ....
STTTOOOOOPPPPP
I NEED TO POOP ....
i am laughing so ******** hard at this right now ....
HP: 625 Mana: 325 Damage: 50-54 Armor: 2.54 (increased by 1) Attack / Second: 0.65 Base Health Regen: 0.25 Movement Speed: 300 (increased by 5) Turn Rate: 0.7 (increased by 0.1) Sight Range: 1800 / 800 Attack Range: 128 (Melee) Missile Speed: Instant Attack Duration: 0.35+0.65 Cast Duration: 0.2+0.5 Base Attack Time: 1.7
Skills
[Q] - Corrosive Spra[y]
Target Point - Enemies - Physical
Sprays a corrosive acid that affects multiple enemies in a target area. Enemies affected take damage per second, are slowed and have their armor reduced for 4 seconds. Range: 900 Radius: 425 Movement Speed Slow: 20% / 25% / 30% / 35% Damage per Second: 20 / 40 / 60 / 80 Armor Reduction: 4 / 5 / 6 / 7 Mana Cost: 110 / 120 / 130 / 140 Cooldown: 15 Using traditional Alchemy from the Darkbrew family, Razzil concocts an acid that dissolves even the toughest metals.
Notes
- Can be Purged.
- Places a buff on units, so entering or leaving the area after the cast has no effect.
- Fully affects ancient creeps. Applies armor debuff on siege creeps.
- Maximum damage: 80 / 160 / 240 / 320.
- Damage ticks happen in 1 second interval.
[W] - Unstabl[e] Concoction
No Target - Self - Physical
Alchemist brews up an unstable concoction that he can throw at an enemy hero, to deal damage and an extra effect, based on Ingredient Collector. The longer the concoction brews, the more damage it deals and the longer the effect. After 5 seconds, the brew reaches its maximum damage and effect time. However, after 6 seconds, the concoction will explode on Alchemist himself if not thrown. Unstable Concoction will always deal a mini-stun before the effect is applied. Radius: 250 Maximum Effect Duration: 2 / 2.75 / 3.5 / 4.25 Maximum Damage: 150 / 220 / 290 / 360 Mana Cost: 120 Cooldown: 15 A silver lining to the failure of turning a mountain into gold, this volatile solution has destructive potential.
Notes
- When blowing up on self, damage and effect are blocked, AoE effects still occurs.
- Does not block on self at all when failed to be thrown at time.
- The mini-stun duration is of 0.25 seconds.
- Unlike Alchemist's other spells, Unstable Concoction has an instant cast time. The throwing part however is not instant.
- A timer above Alchemist's head shows how much time is left before the Concoction blows up. This timer is not visible to enemies.
- The brewing animation and particles are visible to everyone. The sound can be heard by enemies only when the spell was casted within their vision range.
- Unstable Concoction always affects a 250 area around where it explodes, including when it explodes on Alchemist.
- While brewing the concoction, Alchemist can still move around and take action.
- Alchemist can deny himself with this ability.
[W] - Throw Unstabl[e] Concoction
Target Unit - Enemy Heroes - Physical
Throw it before it blows up! Range: 775
Notes
- Blocks damage and effect. AoE effects still occurs.
- Blocks damage, effect and AoE effects on primary target. Does not block at all when holder is secondary target.
- The concoction moves at 1200 speed, and provides 500/500 sight range.
- Once thrown, Unstable Concoction stops brewing.
- Area damage and effect does not hit creeps, except for the Spirit Bear, Warlock's Golems and Stormand Fire from Primal Split (though they cannot be directly targeted).
- Connecting with an invulnerable or hidden target will completely nullify the concoction, including the aoe stun and damage.
[E] - Collec[t]or
Target Unit - Self
Alchemist is very observant, being able to collect additional gold from his enemies. With each kill, Alchemist earns base bonus gold. Alchemist is also able to break a tree to collect an ingredient. Ingredients provide a bonus to all stats and a special effect to Unstable Concoction. Only one ingredient can be kept. Lasts 150 seconds.
LEVEL 1 - Green Herb: Silences the target.
LEVEL 2 - Yellow Herb: Silences and disarms the target.
LEVEL 3 - Blue Herb: Silences and entangle the target, preventing them from moving.
LEVEL 4 - Red Herb: Stuns the target. Collector Range: 250 Base Bonus Gold: 6 / 9 / 12 / 15 Stats Bonus: +2 / +3 / +4 / +5 Cooldown: 5 Razzil knowledge on herbs let him craft powerful potions.
Notes
- Alchemist himself has to do the last hit. Only units who actually have this skill can make use of it. This means that illusions from Alchemist will have fully functional Collector, independant from Alchemist himself, giving bonus gold to the owner of the illusion.
- Works on basically every unit. Creeps, heroes, wards (eg Plague Wards, Sentry wards), Techies' mines, summons (eg Forge Spirits, Familiars), siege units and buildings, including Tombstone and the zombies it spawns.
- Does not work on illusions and Power Cogs.
- Does not work on denying from allied or own units.
- Destroys the targeted tree.
- The ingredient remains with Alchemist even is he level ups the skills with it. The ingredient will be replaced once he uses the skill again.
[R] - Chemical [R]age
No Target - Self
Alchemist causes his ogre to enter a chemically induced rage, reducing base attack cooldown and increasing movement speed and regeneration. Duration: 25 Base Attack Time: 1.4 / 1.2 / 1.0 Bonus Health Regen: +50 / 75 / 100 Bonus Mana Regen: +3 / 7.5 / 12 Bonus Movement Speed: +30 / 40 / 60 Cooldown: 45 The brew Razzil gave to the Ogre during their prison bust has become a useful potion in the midst of combat.
Notes
- Illusions benefit from everything but the bonus hp regeneration.
- Disjoints disjointable projectiles when activated.
- Has a cast time of 0.35 seconds.
- Bonus mana regeneration is affected by mana regeneration multipliers such as Sage's Mask or Void Stone.
- Regenerates a total of 1250/1875/2500 health and 75/187.5/300 mana (Reduced by the mana cost of the ability).
- Illusions created during Chemical Rage will get a new Chemical Rage buff which lasts its full duration, regardless of how much is left on Alchemist himself.
That's it, man! Tried to gave him some new options while keeping his original multi-role purpose. Maybe a bit overnerfed, don't know, did my best to balance. Main change is his [E]. Chemical Rage was left intact. Didn't change much of his base stats, as you guys can see. That's all!
OK here's mine.
Kind of late but i've been so lazy.
Mercurial the Spectre
(Q) Spectral light
CASTING METHOD: ACTIVE
TARGETING METHOD: INSTANT
ALLOWED TARGETS: ENEMY UNITS
Spectre shines bright for a moment, blinding anyone who�s facing her or any of her illusions at that moment.
(W) Spectral force
CASTING METHOD: PASSIVE
Spectre gains some damage from any enemy hero close to her. Her illusions will get some of that extra damage too.
Damage per hero: 5/10/15/20
Damage for illusion: 2.5/5/7.5/10
(E) Spectral strike
CASTING METHOD: ACTIVE
TARGETING METHOD: INSTANT
ALLOWED TARGETS: ENEMY UNITS
Spectre spins dealing damage and slowing down hitted units movement and attacks speed. Spectre�s illusions will also do the same.
Damage: 100/150/200/250
Movement slow: 5/10/15/20%
Attack speed slow: 20/30/40/50
Debuff duration: 4 seconds at all levels
Manacost: 100/110/120/130
Cooldown: 20/17/14/11 seconds
Creates a spectral nemesis to attack each enemy hero after a short delay. At any moment during the duration, Spectre can use Reality to take the place of a given illusion.
Haunt illusions are uncontrollable, take extra damage, and deal less damage than Spectre herself. They move at 400 base movement speed and ignore terrain.
blind in DoTA means a complete loss of the abilit use auto attacks.
@el diablo
you have made spectre more situational than before :c and weaker too :'c.
made her a teamfighter I see. but now she will become useless against split pushers.
blind in DoTA means a complete loss of the abilit use auto attacks.
@el diablo
you have made spectre more situational than before :c and weaker too :'c.
made her a teamfighter I see. but now she will become useless against split pushers.
y u do dis :"c
Why do you say that? Now Spectre can mid and get away with it, then gank with a quick level 6.
You've got it backwards, man. Base damage is what gets applied to illusions. RAW damage... um, it doesn't exist. Unless you're talking about bonus damage from like Desolator and that kind of stuff.
Also, Doto is Doto. If an ability says something happens, that's what happens, yeah? But yeah, look at Metamorphosis for an example of a spell that gives base damage, that carries over to illusions.
Looking for a laugh? Read this moron's attempts at guide writing:
look at Metamorphosis for an example of a spell that gives base damage, that carries over to illusions.
Metamorphosis is a damage steroid. Its not odd that it gave base damage.
Unless this is a UAM or something (doesnt gave BASE or RAW damage, but instead gave a separate instance of damage like Nethertoxin and Desolate), it would be tricky implementing this
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