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Hero Idea: Nenju the Drunkard

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Forum » Hero & Item Ideas » Hero Idea: Nenju the Drunkard 5 posts - page 1 of 1
Permalink | Quote | PM | +Rep by hjvaughan » June 29, 2014 4:26am | Report
Nenju, the Drunkard

Dire Strength
Melee
Base Speed: 305
Strength: 20 + 2.4
Agility: 26 + 1.6
Intelligence: 13 + 1.9

Lore:

Deep in the Wailing Mountains, in a valley beneath the Ruined City, the ancient Order of the Oyo has for centuries practiced its rites of holy reverie, communing with the spirit realm in grand festivals of drink. But not all of the Order are known for their tradition. There are some that would see it all disappear and go to 'normal' civilization. Nenju was one of them. One night while there was some commotion going on about a new Brewmaster, Nenju and his fellow rebels snuck out through the treacherous Valley of the Cracked Skull. There were roughly ten of them at the start of their expedition, but by the end there was only one. Nenju, the drunkest of the Order of the Oyo, had managed to escape.

But where to go now? He only had two skills: drinking and killing. So he decided to take up mercenary work. It wasn't as bad as he thought it would probably be. His clients always bought him drinks after completing contracts, and that was good enough for him. But one night in the tavern a shady fellow tasked Nenju with a particularly dastardly contract, to kill the Brewmaster.

Skills:

Q (Active)
Down the Hatch!
Nenju takes a swig from his lucky mug, improving his attack speed and damage, but giving him a chance to miss.
Attack Speed Boost: 100/115/130/145
Damage Boost: 60/65/70/75
Chance to Miss: 50%/25%/12.5%/7.25%
Duration: 7
Mana Cost: 75/80/85/90
Cooldown: 20

W (Target AoE)
Buzz
Nenju makes a brew with a special kick to it, then sprays it up into the air. Any ally that is in the AoE gets improved movement speed, while any enemy has that same percentage of their movement speed debuffed.
Movement Speed Gain or Loss: 10%/20%/30%/40%
Duration: 7
Mana Cost: 60/65/70/75
Cooldown: 14

E (Passive)
Double Vision
Every time that Nenju is dealt damage at melee range by an enemy hero there is a chance that an illusion of Nenju will appear.
Chance: 20%
Illusion Duration: 14
Illusion Bonus Damage Taken: 400%/350%/300%/250%
Illusion Damage Dealt: 20%/25%/30%/35%
Maximum Illusions: 5

R (Active)
On the House!
Nenju and all of his illusions take a channeled swig of a magical brew. After the channel, the chance for Double Vision is boosted to 80%. In addition, the maximum amount of illusions is improved to 7. Further, all of the Nenju's illusions are placed under the Down the Hatch! buff.
Duration: 10/13/16
Mana Cost: 150/300/450
Cooldown: 180/170/160
Channel Time: 4/3/2

Thanks for reading this hero idea, please comment your suggestions/ complaints/ commendations. :D
This post is the most important thing you have read in your life.

hjvaughan


Notable (4)
Posts: 139
Steam: Cloud Strife
Permalink | Quote | PM | +Rep by porygon361 » June 29, 2014 5:01am | Report
Wow, I love the hero's first skill! The risk-and-reward element is there, and it makes me happy :D.

Buzz has quite a high speed boost for a long duration with a short cooldown. Unless the AoE (which you didn't specify) is very, very small, it is sort of imbalanced. Increase the mana cost to about 70/80/90/100 and the cooldown to 18 or 20, perhaps?

Double Vision is awesome, like the evil twin of Juxtapose. A very unique take to it!

On The House is so powerful! Good thing you added a long cooldown so it won't be so strong. The mana cost is quite high though, I suggest toning it down to 150/200/250 or less. His Intelligence gain isn't that good, so it's not a good idea to give it such a high mana cost.

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porygon361
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Permalink | Quote | PM | +Rep by ThreadOfFate » June 29, 2014 5:03am | Report
For a regular Q, that ability does faaaaar too much. The chance to miss is very tiny at lv 4, and if you combine that with the attack speed (huge, btw. Free triple hyperstones for days :/) and damage, missing wont matter.

The ulti...Feels pointless. I get my Q buff!...Yeah...And channel phantom lancer for a bit...

All in all, I don't get what this hero is meant to do. Supporting with W? Carrying with Q?

ThreadOfFate


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Permalink | Quote | PM | +Rep by porygon361 » June 29, 2014 5:22am | Report
ThreadOfFate wrote:

For a regular Q, that ability does faaaaar too much. The chance to miss is very tiny at lv 4, and if you combine that with the attack speed (huge, btw. Free triple hyperstones for days :/) and damage, missing wont matter.

The ulti...Feels pointless. I get my Q buff!...Yeah...And channel phantom lancer for a bit...

All in all, I don't get what this hero is meant to do. Supporting with W? Carrying with Q?


Now that I think about it, I agree with you about the miss chance, it's almost miniscule, so increase it to about 50/40/30/20%.

Not really useless, the illusions all get a 75 damage buff! It's not to be scoffed at. Plus, attacking and illusion literally spawns more illusions.

I think is hero is meant to be a tank. With an early Vanguard and tons of armor, this hero can bring chaos to the enemy team.

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porygon361
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Remarkable (46)
Posts: 1603
Permalink | Quote | PM | +Rep by ThreadOfFate » June 29, 2014 9:28am | Report
porygon361 wrote:



Now that I think about it, I agree with you about the miss chance, it's almost miniscule, so increase it to about 50/40/30/20%.

Not really useless, the illusions all get a 75 damage buff! It's not to be scoffed at. Plus, attacking and illusion literally spawns more illusions.

I think is hero is meant to be a tank. With an early Vanguard and tons of armor, this hero can bring chaos to the enemy team.


Even so, it gives far too many bonuses for a Q ability. Yes, it's used with the ultimate, but...That extra attack speed and damage on a relatively short cooldown. The only thing the ulti does on it's own is turn him into the opposite of PL for a bit.

ThreadOfFate


Notable (14)
Posts: 627
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