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Iz' Mend, The Skeletal RogueDire Strength- 17 +1.7 (59.5 at lvl 25 - lvl 1 - 473HP - lvl 25 - 1280.5HP) Agility- 26 +3.4 (111 at lvl 25) Primary Intelligence- 18 +2 (68 at lvl 25 - 234 mana at lvl 1 - 884 mana at lvl 25)
Attack Range: 128 (Melee)
Base Damage: 20-27 (46-53 DMG at lvl 1 - 131-138 DMG at lvl 25)
Base Movement Speed: 300
Base Attack Time: 1.65s
Base Armor: 0.5 (4.2 lvl 1 - 16.4 at lvl 25)
Sight Range: 1800/800
Roles: Disabler - ** Escape - *
Abilities:
Q - Crippling Strike - Iz' Mend leaps and quickly slashes at his opponent, mini-stunning the target while dealing damage and slowing movement speed.*
Mana Cost - 50/60/70/80
Damage - 50/70/90/110
Slow - 10%/15%/20%/20%
Slow Duration - 1/2/3/3
Cooldown - 25/20/15/10
Cast Range - 300 *Being stunned or mini-stunned during leap cancels the ability.
W - Fade - Iz' Mend prepares to fade out of sight, dodging all damage of an enemy attack, while reverting damage back to the attacker.(Blocks normal attacks only.)
Mana Cost - 65/75/85/95
Duration - 10 (Duration to get hit until the spell wears off.)
Invis Fade Time - (Instant)
Invis Time - 2/2.5/3/3.5 (Attacking, using items, or abilities breaks invis.)
Reverted Damage - 45%/50%/55%/60%
Cooldown - 35/30/25/20
E - Evade - Iz' Mend takes note of nearby opponents, and moves quickly to avoid damage, gaining bonus speed and evasion for every nearby enemy unit.
Mana Cost - 100/115/130/145
Move Speed Bonus per Enemy Creep - 1%/1%/2%/2%
Move Speed Bonus per Enemy Hero - 5%/6%/7%/8%
Evasion Bonus per Enemy Creep - 4%/4%/6%/6%
Evasion Bonus per Enemy Hero - 10%/12%/14%/16%
Duration - 3/4/5/6
Enemy Radius - 800
Cooldown - 30
R - Debilitating Blow* - Iz' Mend swiftly dives at an opponent and delivers a devastating blow, incapacitating his target.* *Being stunned or mini-stunned during leap cancels the ability. *Aghanim's Scepter: Decreases cooldown, increases cast range.
Mana Cost - 250/270/290
Base Damage - 200/220/240
Bonus Agi Damage Multiplier - 1/2/3 (Gives bonus damage based on how much more agility Iz' Mend has over his target, multiplied by a certain number. If the target has higher agility, no bonus damage is given.)
Cast Range - 450 (500)
Stun Duration - 1/1.5/2
Slow - 55%/65%/75%
Slow Duration - 4/5/6
Cooldown - 90/75/60 (15)
Welp, There you go! Please leave your opinions on my idea, or give me any advice if you would like (This is my first time designing a hero). Don't have any lore or a story for this hero yet. I do realize his ultimate is more or less just a more powerful version of his first ability, so it may be up to change, but I feel this Hero's role is more to disable an opponent for ganks with teammates, so i felt it fit. Again, please leave replies! Also, if I made any error with stats, stat gain, etc. (Which i probably have) Please tell me in the replies.
For Crippling Strike, do you first leap towards the enemy, then perform an Omnislash-like series of attacks?
Fade seems quite overpowered. Its a 1 in 4 chance that you will become completely invisible for 9 seconds when being attacked and return 80% of the damage to the attacker. I suggest for this to be an active skill, a counterattack of sorts. You activate it, and if you are hit within 2-3 seconds, you return half of the damage, leave a pile of bones behind and you turn invisible for 5 seconds. Just an example, the numbers can be tweaked accordingly.
Escape seems good the way it is, although the cooldown should remain at a constant 25 seconds to prevent too much misuse.
Debilitating Blow is really powerful. I think that is warranted considering all his other skills don't do much damage. However, against a Phantom Lancer, I don't think you'll do any bonus damage at all. I think this skill is better used for the guaranteed stun and slow, where you can attack with your absurd right-clicking power (or for instagibbing squishy intelligence supports).
For Crippling Strike, do you first leap towards the enemy, then perform an Omnislash-like series of attacks?
Fade seems quite overpowered. Its a 1 in 4 chance that you will become completely invisible for 9 seconds when being attacked and return 80% of the damage to the attacker. I suggest for this to be an active skill, a counterattack of sorts. You activate it, and if you are hit within 2-3 seconds, you return half of the damage, leave a pile of bones behind and you turn invisible for 5 seconds. Just an example, the numbers can be tweaked accordingly.
Escape seems good the way it is, although the cooldown should remain at a constant 25 seconds to prevent too much misuse.
Debilitating Blow is really powerful. I think that is warranted considering all his other skills don't do much damage. However, against a Phantom Lancer, I don't think you'll do any bonus damage at all. I think this skill is better used for the guaranteed stun and slow, where you can attack with your absurd right-clicking power (or for instagibbing squishy intelligence supports).
Overall, a good idea. :)
Thanks for the reply. As for Crippling Strike, It is all one attack, causing the mini-stun, damage, and slow. I believe you are right about fade, and i will change that to an active skill. I will tweak the cooldown of Escape (now Evade), and as for Debilitating Blow, yes, I feel it would be most useful for the stun and slow, giving both yourself and teammates a chance to attack an enemy.
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