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Howdy, this is my first hero concept and my first thread on this forum.
Hope you enjoy!
Change Log
July 3
Hero Created
July 6
[W]Transdimensional Armor buffed - slight increase to damage blocked
[E]Dimensional Burst buffed - added base damage and ministun
Formatting changes made (totally stole ideas from the Spacewalker entry)
Added Game Play Section
Technomancer, Kybur
LORE
Aeons ago an unknown scientist toiled away in his laboratory deep beneath the surface. The denizens of his world feared his advanced technologies, misunderstanding them to be the work of dark sorcery. At first he appreciated the solitude, he could pour everything into his work. But as the years slipped by he became resentful of the world who feared him and his work, isolating him to the depths. With hate in his heart and an overwhelming sense of loneliness he set out to build a companion. A golem of immense complexity and power. It was an utter failure. The creature performed beautifully in all tests save one. It only did as it was told but had no sense of self. After decades of work with little progress he decided the sorcery maybe be his only solution. The scientist decided to use dark magics to fuse his soul with the heap of metal and thus the Kybur the Technomancer was born. The scientist had created artificial conscientiousness however it had come at a price. In its soul rested a singular motivation, hate for all.
STATISTICS
Faction:The Dire Primary Attribute:Intelligence Attack Type: Range Roles: Initiator, Nuker, Durable, Disable
Str: 21 + 2.1 (71 at 25) Agi: 11 + 1.3 (42 at 25) Int: 25 + 2.9 (94 at 25)
Level
Base
1
15
25
Health
200
620
1200
1620
H. Regen
0
1.26
3
4.26
Mana
75
350
790
1109
M. Regen
0.01
1.01
2.61
3.76
Damage
21-27
46-52
86-92
115-121
Armor
1
2.54
5.06
6.88
Spell Dmg
0%
1.75%
4.55%
6.58%
Att/Sec
0.58
0.65
0.76
0.84
Movement Speed
Turn Rate
Vision Range
Attack Range
Projectile Speed
Attack Animation
Base Attack Time
Magic Resistance
Collision Size
Legs
295
0.5
1800/800
500
1150
0.42+0.42
1.7
25%
24
2
SKILLS
[Q] SPACIAL RIFT
Creates a portal that sends friends and foes alike to a pocket-dimension for a brief moment before rather forcefully returning them.
Ability: Target Area Affect: Enemies / Allies Damage: Magical Pierces Spell Immunity: No
- Spacial Rift fully disables the units that enter it and turns them invulnerable and hidden for its duration.
- Kybur can enter his own Spacial Rift and as a result cannot cast Secondary Rift.
- Damage is done when entering Spacial Rift but will not show kills or reward gold and experience until the unit is returned.
- The visual effects and the sound during the 0.45 second effect delay are only visible and audible to allies.
- Aether Lens effects the distance Spacial Rift can be cast from Kybur.
- The portal is always created perpendicular to the line between Kybur and the targeted point.
- The damage is only applied by the Spacial Rift and not by the Secondary Rift.
[Q] SECONDARY RIFT
Prematurely returns units that entered the portal created by Kybur. A new portal is created in the direction of Kybur’s current location, at fixed distances.
- Replaces Spacial Rift for its duration.
- Holding Alt key when hovering over skill shows where the new rift will be opened.
- Enemy units at the location that Secondary Rift opens are also slowed.
- The cast of Secondary Rift is not registered as a spell cast and thus does not proc any on-cast effects.
- Aether Lens effects the distance Secondary Rift appears from the Spacial Rift origin point.
- The portal is always created perpendicular to the line between Kybur and the targeted point.
- The slow is only applied when the Secondary Rift is activated.
[W] TRANSDIMENSIONAL ARMOR
The armor Kybur wears was designed to store a percentage of incoming damage in his pocket-dimension to be unleashed at a later time. If Kybur chooses, he can will the armor to absorb extra damage for a short duration.
Aura Radius:0 (Talent: 500) Passive Damage Reduced and Absorbed:12%/15%/18%/21% Additional Active Damage Reduction:11%/12%/13%/14% Active Reduction Duration:2 Absorbed Damage Capacity:320/380/440/500 Active Reduction Cooldown:12(Talent: 10.2) Active Reduction Mana Cost:80
notes
- When the absorbed damage capacity is reached, both passive and active damage reduction is lost until released with Dimensional Burst.
- Absorbed damage capacity persists through death.
- The aura only affects heroes. Other units are not affected.
- The aura's buff lingers for 0.5 seconds.
- Additional Active Damage Reduction is not applied to units affected by aura.
[E] DIMENSIONAL BURST
Releases the energies stored by Kybur’s Transdimensional Armor, briefly stunning and damaging enemies as well as hurting himself. The damage caused by the burst is done in the damage type received.
Ability: No Target Affect: Enemies / Self Damage: Physical / Magical / Pure Pierces Spell Immunity: Yes / No / Yes
Cast Animation:0+0.5 Damage Radius:550 Mini Stun:0.5 Base Damage:25 Transdimensional Armor Capacity as Damage:57%/60%/65%/70%(Talent: 62.7%/66%/71.5%/77%) Damage to Self:30%/27%/24%/20% Cooldown:6(Talent: 5.1) Mana Cost:75
notes
- Kybur can deny himself with Dimensional Burst.
- Damage dealt to Kybur by Dimensional Burst is reduced and absorbed by Transdimensional Armor.
- Damage to himself is done immediately following damage done to enemies.
[R] - DIMENSIONAL LEAK
Kybur opens up a portal to the pocket-dimension allowing energies to seep through. Dimensional energy pulsates out in a conical shape from either side of the portal making opponents more susceptible to magic as well as damaging them.
Ability: Target Area Affect: Enemies Damage: Magic Pierces Spell Immunity: Damage - No / Effect - Yes
Cast Animation:0.48+0.25 Cast Range:500(Talent: 575) Pulse Starting Radius:300 Pulse Travel Distance:300 Pulse End Radius:450 Portal Duration:4 Base Damage Per Pulse:45/60/75(Talent: 49.5/66/82.5) Transdimensional Armor Capacity as Damage per Pulse:6%/8%/10%(Talent: 6.6%/8.8%/11%) Pulses Per Second:2 Base Magic Resistance Reduction:15% Magic Resistance Reduction Duration:3 Cooldown:120/105/90(Talent: 102/89.25/76.5) Mana Cost:165/225/285
notes
- Base Magic Resistance Reduction stacks if two Dimension Leak’s overlap. Possible with Refresher Orb.
- The pulses travel at a speed of 800.
- Dimension Leak does NOT diminish Transdimensional Armor’s capacity.
- The portal is always created perpendicular to the line between Kybur and the targeted point.
- Debuff lingers 0.5 seconds.
- The portal's visual length and width are 400x50.
TALENTS
Level 10:+5 Armor//+20% Experience Gain Level 15:+15% Cooldown Reduction//+25 Movement Speed Level 20:+10% Spell Amplification//+50 Spacial/Secondary Rift Cast Range Level 25:+1 Dimension Leak Pulse per second//Transdimensional Armor is an Aura
notes
- The cast range talent at level 20 effects the distance Spacial Rift can be cast from Kybur and the distance Secondary Rift appears from the Spacial Rift origin point.
AGHANIM'S SCEPTER
[E] DIMENSIONAL SURGE
Moves Kybur in a selected direction. The distance is based on amount of damage stored. The force of the surge is so great that it drags enemy Heroes a short distance if caught in Kybur’s path.
Ability: Target Point Affect: Enemy Heroes / Self Damage: Physical / Magical / Pure Pierces Spell Immunity: Yes / No / Yes
Cast Animation:0.3+0.4 Cast Range:Global Damage Radius:350 (550 Quick Cast) Mini Stun:0.5 Max Surge Range:640/760/880/1000 Minimum Surge Range:200/250/300/350 Distance Based on Current Transdimensional Armor Capacity:200% Surge Speed:1100 Base Damage:25 Transdimensional Armor Capacity as Damage:57%/60%/65%/70%(Talent: 62.7%/66%/71.5%/77%) Damage to Self:30%/27%/24%/20% Cooldown:6(Talent: 5.1) Mana Cost:75
notes
- Replaces Dimensional Burst.
- Cannot be cast while rooted. However, getting rooted while already surging does not cancel the surge.
- Enemy heroes within 200 radius around Kybur get dragged behind him for up to a distance of 150.
- Enemy heroes within 350 radius around Kybur along his travel path take the damage.
- Damage to himself is done immediately following damage done to enemies. Meaning he can deny himself before moving at all.
- During the surge, Kybur is fully disabled.
- Dragged heroes are fully disabled during the duration.
- Can charge through and drag enemies over impassable terrain.
- As before damage dealt to Kybur by Dimensional Surge is reduced and absorbed by Transdimensional Armor. However, this is done after traveling the specified or max distance possible.
- Can be quick cast. If quick cast, Kybur uses Dimensional Burst as normal.
GAME PLAY
With the current popularity of roaming supports and my personal play style of ‘take fights all the time’, Kybur the Technomancer was born. I see him as either a Position 3 or 4.
In the offlane he can take quite a bit of punishment without having to back up because of his passive damage reduction. He can also control the creep equilibrium with his [Q]; holding his creeps back or pulling enemy creeps behind his tower (this actually makes him a REALLY strong presence in any lane). He benefits from the solo experience quite well since his skills are strengthened by one another (his [E] and [R] do damage relating to his [W]). But should his lane become too pressured he can’t fall back to the jungle very well.
This is one reason that I like him as a Position 4 roaming support. Any lane he goes to he provides excellent ganking opportunities as well as the aforementioned creep equilibrium control. While Technomancer definitely benefits from having solo experience, he can make do with few levels thanks largely in part to his [Q].
Moving into the middle of the game Technomancer looks to fight as often as possible and few items to execute on that game plan. Having a Force Staff or a Blink Dagger are pretty essential but anything else is icing on top. His skills really support this low cost and heavy action play style. Technomancer’s [Q] gives him great initiation and his [W] and [E] give him sustain and solid damage output.
Going late with him isn’t the best but he definitely brings some value to the table. The current meta is seeing more and more big team fights. Technomancer’s ultimate, paired with other heroes, can dish out significant damage. His [E] also scales fairly well because as enemy heroes begin to dish out damage in high quantities more quickly, Technomancer can build it up and throw it back just as fast on this low cooldown spell.
Here to return some feedback. For formatting, all the mentions of talents in the abilities kind of clutter the page up. If you want to keep them, to clean up the page I'd recommend either making the font smaller or italicizing it so as to not take away too much attention from the abilities themselves.
Could you explain both Qs to me? Not going to lie, I do feel a little lost while going through the descriptions.
Transdimensional Armor by itself feels quite weak. I mean, Dispersion is both it and Dimensional Burst in one spell at larger values, only being surpass by Transdimensional Armor's active. I like that Dimensional Burst makes you yourself take damage, making the damage reduction really feel like just a temporary shift to his pocket dimension, but the fact that his damage reduction has a limit makes it weak. I also personally feel that it is weird to have 2 separate basic abilities with one completely relying on the other to function at all. I'll make some suggestions that you can pick apart for yourself:
W: Transdimensional Armor
Reduce and store a portion of all damage taken in his pocket dimension, up to a limit. He can activate Transdimensional Armor to forcefully remove all stored damage.
Unleash a burst from his pocket dimension to knock back nearby enemies. This will also release all stored damage from Transdimensional Armor, dealing it to himself and all affected enemies.
Cost: 25
Cooldown: 16/8/12/4
His ultimate is certainly an interesting one. But is there a purpose to having the portal have a specific length and width? Does it function as terrain for its duration in that units cannot walk through it?
For formatting, all the mentions of talents in the abilities kind of clutter the page up. If you want to keep them, to clean up the page I'd recommend either making the font smaller or italicizing it so as to not take away too much attention from the abilities themselves.
Could you explain both Qs to me? Not going to lie, I do feel a little lost while going through the descriptions.
This is a problem I keep having. Had some friends review this before posting here and they were a bit confused too but I don't know how to state it better. This hero opens a portal and ALL units that touch the portal get removed from the game. After 3 seconds of the portal existing, all units get put back. Think of Astral Imprisonment and Darkseer Ult. HOWEVER, if you press [Q] again, within those 3 seconds, the units get brought back in a different portal that is placed closer to you.
Transdimensional Armor by itself feels quite weak. I mean, Dispersion is both it and Dimensional Burst in one spell at larger values, only being surpass by Transdimensional Armor's active. I like that Dimensional Burst makes you yourself take damage, making the damage reduction really feel like just a temporary shift to his pocket dimension, but the fact that his damage reduction has a limit makes it weak. I also personally feel that it is weird to have 2 separate basic abilities with one completely relying on the other to function at all.
I agree with you so I buffed the damage reduction. I left the limit because I don't want it to just be something you can skill up and forget about.
I also took to heart what you said about the 2 abilities being way to dependent on one another so I made Dimensional Burst a little more stand alone. Gave it a mini stun and some base damage. This gives the skill quite a bit of value even without the Armor.
His ultimate is certainly an interesting one. But is there a purpose to having the portal have a specific length and width? Does it function as terrain for its duration in that units cannot walk through it?
That was there to help people understand the visual appearance of the skill but I moved it into the notes to help clear up unnecessary clutter.
I suppose that explanation clears it up so it's a little easier to get now. So units who walk into the portal during its duration will also get banished? Also when you cast Secondary Rift, are enemies damaged AND slowed or just slowed?
I feel that the level 20 talent cast range talent is weak. Rubick gains +75 to all spells at the same level, so I recommend either making it +100 for both Qs or make it a level 15 talent for that value. Also, the level 25 ultimate talent feels iffy as while an extra 250 AoE damage is nice, the delayed nature means you're not going to always get the full value of this talent unlike say, Ether Shock's talent or Thunder Strike's level 25 talent. Unless of course, does the magic resistance reduction stack? If it does, then I certainly will admit that the talent becomes all the scarier.
I suppose that explanation clears it up so it's a little easier to get now. So units who walk into the portal during its duration will also get banished? Also when you cast Secondary Rift, are enemies damaged AND slowed or just slowed?
The damage only applies to the first portal. The slow only applies if the second portal is cast. I'll try to make this more clear, might just add it to the notes.
I feel that the level 20 talent cast range talent is weak. Rubick gains +75 to all spells at the same level, so I recommend either making it +100 for both Qs or make it a level 15 talent for that value.
The level 20 talent adds +50 range to each spell. This equates to 100 additional range that players can be displaced. I also want people to consider the 10% Spell Amp so I think I'll leave it be.
Also, the level 25 ultimate talent feels iffy as while an extra 250 AoE damage is nice, the delayed nature means you're not going to always get the full value of this talent unlike say, Ether Shock's talent or Thunder Strike's level 25 talent. Unless of course, does the magic resistance reduction stack? If it does, then I certainly will admit that the talent becomes all the scarier.
I agree that +2 pulses is a bit lack luster now that I reexamine it. I'm not exactly sure what to change it to though. I was thinking either +1 pulse per second (that's 8 -> 12 pulses == +250 -> +500 damage) but that might be too strong. Or maybe level 25 has 2 talents for the Armor. It could instead increase the capacity which would buff 3 spells (but maybe that's also too strong). Balance is hard.
As for the magic resistance reduction. Each pulse can apply the debuff but it only refreshes the duration. The only way to stack the debuff would be with 2 ultmates (i.e. get a refresher and plop 2 of them down).
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lonelyfreak
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FangzofFuzzy
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lonelyfreak
Notable (7)
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FangzofFuzzy
Notable (9)
Posts: 72
lonelyfreak
Notable (7)
Posts: 44