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Re-modeled Kaaga to be more like an assassin bug, who is previously centipede-inspired. Legs from 28 to 6.
Maleficent Blade
Proc chance from 22%/24%/26%/28% to 25%/30%/35%/40%
Critical from 140%/160%/180%/200% to 140%/150%/160%/170%
This change puts her attack DPS increase from 8.8%/14.4%/20.8%/28% to 10%/15%/21%/28%
Max charges from 2/3/4/5 (T:+2) to 3 (ULT: +1/2/3)
Umbral Slide
Blink distance -150 (now 425/500/575/650)
Mana cost -20 (now 40)
Shadow Parry
Mana cost +10 (now30)
Cooldown from 25/20/15/10 to 18/14/10/6
Blood Finale
No longer waits out unattackable status of enemies. If the target cannot be attacked when Kaaga performs the attack, Kaaga will detach and the spell stops. Leaving her with unspent charges.
max attacks from 3/4/5 to now always use up all maleficent charges.
Duration -0.5s (now 2.75s)
Mana cost +60 (now 140)
cooldown +10 (now 55/45/35)
LvL 25: "250 radius true sight" changed to "4s vision/true sight on attacks"
LvL 20: "+20% Lifesteal" changed to "Blood Finale silence"
LvL 20: "Remove Shadow Parry range limit" changed to "Blood Finale mute"
LvL 15: "+2 Maleficent Max Charges" reduced to +1
LvL 15: "+15 Strength" changed to "Remove Shadow Parry range limit"
DESCRIPTION:
Kaaga is a 1/3 human, 1/3 assassin-bug, and 1/3... something else. She have 6 legs, each are long and needle-like; She have 4 wings, which can only belong to a demon race; she have 2 eyes and 2 arms, strangely human; and she have 3 antennas, with the middle antenna hiding her 3rd eye. She have a human mouth which allows her to talk, but her tongue is also hiding a creepy proboscis inside it, which is a long tube-like mouthpart of many insects. Her exoskeleton are mostly brown, red, and black. She is a dual-wielding monster designed to be a monster.
HERO SUMMARY:
Kaaga is built to be a very hard carry specializing in critical hits. Her Maleficent Blade is a basic crit. Giving her 'Maleficent Blade' charges when it procs. All of her spells can use these charges. She can toggle it off to disable her basic spells from using charges, so she can save up for her ult.
Shadow Parry, somewhat similar to Spiked Carapace allows her to completely dodge a damage instance. It will teleport Kaaga next to her attacker, after which she'll retaliate with one powerful crit. She can effortlessly escape with Umbral Slide should she got out of position.
Her ultimate, Blood Finale is a single target delete button. Constricting her target from moving or attacking, as she prepares the 3-hit fatal combo. Each hit from this ability consumes a charge (up to 3), so do make sure you spare some of it before deleting someone.
PROS :
Supreme late game
Crits for days
Look at that agility!
35s cooldown delete button
CONS :
Extremely weak early game
Easily kited by spells
Needs a lot of gold to go online
Lack of wave clear for fast farming
LORE:
A chimera made with the talents of a forgotten assassin, ambush instincts of an ancient assassin nymph bug, and wings of a Foulfell demon.
Stats
Str Agi int
: 23 + 2.2 : 18 + 4.3
: 12 + 1.6
Health
H regen amp
Mana
M regen amp
Armor
Spell Dmg.
Damage
M spd amp
:
:
:
:
:
:
:
BASE
200
0%
75
0%
0
0%
28 - 31
0%
Base HP regen
Base MP regen
Movement
Turn rate
Vision range
Attack range
Projectile Spd.
Attack Ani.
B.A.T.
Magic resist
Collision
Legs
Each attack has a chance to strike a critical hit, gaining one 'Maleficent blade' charges. She can use those charges whenever she cast a spell. Toggle OFF to disallow Umbral Slide and Shadow Parry to use charges.
Her physiology of 6 needle-like legs allows for movements as quiet as shadows,
NOTES :
If Maleficent Blade is toggled off, this spell won't use a charge.
0 second fade time.
The cast animation and blink particles does not distinguish her blink direction.
[E] Shadow Parry
In a short window, Kaaga will negate the next damage instance from an enemy hero. Kaaga, after evading the damage, will blink right next to her attacker and strike with one, painful blow. If her attacker is more than 1500 unit distance away she will evade the damage but won't blink.
Using a maleficent charge gives lifesteal to the attack.
With 3 antennas and a specialized third eye, Kaaga's inhuman reflexes ensures no retaliation amongst her preys.
NOTES :
If Maleficent Blade is toggled off, this spell won't use a charge.
Does not interrupt channeling nor actions upon cast, but it does when it triggers.
Has visuals and sounds seen and heard by all.
Can only trigger once to the first hero-based damage. (even summons won't trigger it)
Damage less than 50 (before reductions) will not be parried.
The parrying attack is an instant attack, meaning disarms and disables will not prevent the attack.
If the attacker is invisible, hidden, ethereal, or any form that makes them unattackable, she will still teleport to their location but will not perform an attack.
[R] Blood Finale
Kaaga constricts a victim for 2.75 seconds, becoming invincible, untargetable and impossible to be removed unless she desired. Target is slowed and revealed after which Kaaga attacks in extremely quick succession. Each attack requires, and consumes, all maleficent charges.
Passively increases max Maleficent Blade charges.
ABILITY
CAST ANIMATION
CAST RANGE
: UNIT TARGET
: 0.2 + 0
: 150
Duration
Movement Slow
Max Maleficent Charges MANA COOLDOWN
An unholy predatory ritual of a forgotten demon race!
NOTES :
Kaaga is disarmed during the constriction, but can cast spell and use items.
She is invulnerable and cannot have outside interactions while constricting.
Kaaga begins attacking immediately after 2.75 seconds, with attacks 0.1 seconds apart.
The constriction lasts 2.65 seconds and +0.1 seconds more for each maleficent charges Kaaga has when it was used, in which they are still slowed and revealed.
Kaaga remains disarmed and invulnerable during the attacks. Instant attacks are used.
If the target is at a state where they cannot be attacked after the constricting, Kaaga will detach and the spell stops. Leaving her with unspent charges.
Invisibility cannot save the victims since this ability provides true sight.
There is no way to separate her from her target unless the target teleports 2000 units in 0.03 sec, or if Kaaga used Umbral Slide, or Cancel Blood Finale.
Maleficent Blade can still proc critical hits but CANNOT give Maleficent charges during Blood Finale.
Will still consume maleficent charges regardless of whether Maleficent Blade is toggled on or off.
Talents
Level 25
Level 20
Level 15
Level 10
:
:
:
:
5% Enemy Max Health as Attack Damage Blood Finale mute
+1 Maleficent Max Charges
+15 Movement speed
|| OR ||
|| OR ||
|| OR ||
|| OR ||
+160% Shadow Parry crit Blood Finale silence
Remove Shadow Parry range limit
+35 Damage to non-heroes
Notes :
5% Enemy Max health as Attack Damage ▼
Damage is added as bonus attack damage. It can crit, lifesteal, and cleave.
Does not give bonus damage against wards and buildings.
AGHANIM'S SCEPTER
Upgrades Maleficent Bade. Every crit of this ability applies a 0.3s mini-stun.
AGHANIM'S SHARD
Upgrades Maleficent Bade. Every crit of this ability applies a 4s vision/true sight debuff on enemies.
CHANGELOGS:
V 1.01
Oct 17 2017
Umbral Slide mana from 40 to 60
Shadow Parry charged crit from 215%/270%/325%/380% to 220%/280%/340%/400%
Removed Death Stance mana cost.
V 1.02
Nov 18 2017
Old talents:
Level 25
Level 20
Level 15
Level 10
:
:
:
:
-0.15 B.A.T.
+10 All Stats
+1 Maleficent Blade Max Charges
+12% Magic Resistance
|| OR ||
|| OR ||
|| OR ||
|| OR ||
30% Lifesteal
Remove Shadow Parry range limit
+30 Movement Speed
+5 Armor
New talents:
Level 25
Level 20
Level 15
Level 10
:
:
:
:
Death Stance earn charges
+20% Lifesteal
+20 Mana break
+15% Magic Resistance
|| OR ||
|| OR ||
|| OR ||
|| OR ||
-0.10 B.A.T.
65% accuracy
Remove Shadow Parry range limit
+40 damage to non-heroes
V 1.03
Feb 12, 2018
Shadow Parry Jump range limit from 1000 to 1300
Old talents:
Level 25
Level 20
Level 15
Level 10
:
:
:
:
Death Stance earn charges
+20% Lifesteal
+20 Mana break
+15% Magic Resistance
|| OR ||
|| OR ||
|| OR ||
|| OR ||
-0.10 B.A.T.
65% accuracy
Remove Shadow Parry range limit
+40 damage to non-heroes
New talents:
Level 25
Level 20
Level 15
Level 10
:
:
:
:
5% Enemy Max Health as Attack Damage
+20% Lifesteal
+2 Maleficent Blade Max Charges
+15 Movement speed
|| OR ||
|| OR ||
|| OR ||
|| OR ||
-0.10 B.A.T.
Remove Shadow Parry range limit
+15 Strength
+35 Damage to non-heroes
Feb 26 :
Intelligence Growth from 1.6 to 1.3
Shadow Parry
cooldown from 14/11/8/5 to 20/16/12/8
lvl 25 talent : "5% Enemy Max Health as Attack Damage" nerfed to 4%
lvl 25 talent : "-0.1 B.A.T." replaced with "3s vision/true sight on attacks"
V 1.04
Apr 12
Maleficent Blade chance from 15% to 16%. (dps from 3.75%/11.25%/18.75%/26.25% to 4%/12%/20%/28%)
Death Stance increase to critical chance from +10%/20%/30% to 8%/16%/24%
critical damage from 125%/175%/225%/275% to 125%/150%/175%/200%
Charge duration from 40 to 60
Umbral Slide ▼
Cast Point from 0.2 to 0.1
invisibility from 3 to 4
Charged cooldown from 18/13/8/3 to 12/9/6/3
Charged Shadow Parry now does 40% lifesteal and 15/12/9/6 cooldown instead of increasing the critical value and removing mana cost.
Shadow Parry mana cost from 50 to 40.
Replaced Death Stance with new ultimate ability : Blood Finale
Level 25 talent : 3s vision/true sight on attacks buffed to 5s.
Added note to level 25 right talent not affecting buildings.
May 10
Intelligence gain from 1.3 to 1.6
Shadow Parry ▼
Parry duration from 1.0 to 1.5
critical damage from 200%/240%/280%/320% to 200%/230%/260%/290%
Blood Finale ▼
duration from 2.25 to 3.25
Slow increased by 10% all levels.
Mana cost from 40 to 80.
Cooldown from 60/40/20 to 55/40/25
May 11 2018 (patch 7.15)
Base strength increased by 1
May 14
Blood Finale now deals 20/40/60 bonus attack damage.
V 1.06
May 31
Charged Shadow Parry lifesteal from 40% to 70%. No longer improves cooldown.
Blood Finale duration from 3.25 to 2.75
V 1.07
Feb 12, 2019
Base hp regen -1.5
Base mp regen -0.9
Agility growth from 4.0 to 4.6
Shadow Parry ▼
Charged lifesteal from 70% to 100%
cooldown from 20/16/12/8 to 19/15/11/7
Blood Finale ▼
cooldown from 55/40/25 to 55/45/35
duration from 2.75 to 3.25
Level 25 Talent: "5s Vision/True Sight on attacks" replaced with "250 radius true sight"
April 5, 2019
Blood Finale ▼
no longer disarms target.
No longer grants bonus attack damage on strikes. (was 30/60/90)
Can now reveal invisible target.
Number of strikes from 3 to 3/4/5
cooldown buffed to 45/35/25 (from 55/45/35)
It will now follow similar rules as False Promise. If the target enemy is in an unattackable state as Blood Finale is supposed to end, then Blood Finale will NOT END until the time Kaaga can attack them. (unless its death)
Level 25 Talent: "4% Enemy max health as attack damage" buffed to 5%.
V 1.08
Jun 7, 2019
7.22
Aghs Upgrade: Kaaga gains 50% damage reduction against units she attacked less than 2 seconds ago.
Agi growth from 4.6 to 4.3
Maleficent Blade ▼
crit chance from rescaled from 16%/20%/24%/28% to 22%/24%/26%/28%
crit multiplier rescaled from 125%/150%/175%/200% to 140%/160%/180%/200%
Shadow Parry ▼
Jump range limit +200 (now 1500)
Minimum Damage Threshold from 50 to 40
Charged Lifesteal from 100% to 120%
Cooldown from 19/15/11/7 to 25/20/15/10
V 1.09
Sept, 20, 2020
Re-modeled Kaaga to be more like an assassin bug, who is previously centipede-inspired. Legs from 28 to 6.
Maleficent Blade
Proc chance from 22%/24%/26%/28% to 25%/30%/35%/40%
Critical from 140%/160%/180%/200% to 140%/150%/160%/170%
This change puts her attack DPS increase from 8.8%/14.4%/20.8%/28% to 10%/15%/21%/28%
Max charges from 2/3/4/5 (T:+2) to 3 (ULT: +1/2/3)
Umbral Slide
Blink distance -150 (now 425/500/575/650)
Mana cost -20 (now 40)
Shadow Parry
Mana cost +10 (now30)
Cooldown from 25/20/15/10 to 18/14/10/6
Blood Finale
No longer waits out unattackable status of enemies. If the target cannot be attacked when Kaaga performs the attack, Kaaga will detach and the spell stops. Leaving her with unspent charges.
max attacks from 3/4/5 to now always use up all maleficent charges.
Duration -0.5s (now 2.75s)
Mana cost +60 (now 140)
cooldown +10 (now 55/45/35)
LvL 25: "250 radius true sight" changed to "4s vision/true sight on attacks"
LvL 20: "+20% Lifesteal" changed to "Blood Finale silence"
LvL 20: "Remove Shadow Parry range limit" changed to "Blood Finale mute"
LvL 15: "+2 Maleficent Max Charges" reduced to +1
LvL 15: "+15 Strength" changed to "Remove Shadow Parry range limit"
V 1.10
Feb 23, 2021
Added Aghs Scepter and Aghs Shard among other things.
ARCHIVE :
removed May 9 2018
[R] Death Stance
Toggle. Reduces Kaaga's BAT and improves Maleficent Blade crit chance. Each attack costs one maleficent charge and earning it is disabled.
ABILITY
CAST ANIMATION
: TOGGLE
: 0 + 0
BAT reduction
Mal. blade crit chance COOLDOWN
: - 0.25 / 0.50 / 0.75
: + 14% / 28% / 42% : 1
Too efficient, it ruins her fun.
NOTES :
Missed attacks waste charges.
Automatically toggles off when there is no charges left.
This means, when toggling on with 0 charge, it immediately toggles off, wasting cooldown.
This hero idea is really cool. Shadow Parry, once I understood it, would probably be one of my favorite spells in the game. However, I still have a few gripes with her.
First of all, using Maleficent Blade charges is really underwhelming except when Death is toggled. I would either
-significantly increase the cooldown of her other spells (Umbral Slide and Shadow Parry have 20 sec cooldown at all levels) and make using a charge makes the spell have 4/3/2/1 cooldown based on the level of Maleficent Blade.
-Make Umbral Slide be a 11/9/7/5 cooldown blink and the invisibility and speed are only granted by using a charge, and give Shadow Parry critical damage only when a charge is used.
Secondly, the name Death, as you know, is stupid.
Name it Twin Blades. Why has she not been using her other sw- SHUT UP, LOGIC!
Also, it shouldn't be unable to gain charges. At most, it still only has a 50% chance of gaining one and that allows 6 max attacks to become 9. Especially as a charge is so hard to get, this could help the spell overall to pull its weight as an ultimate. Perhaps increasing the crit chance as well would also help.
Next, I would ramp up the mana costs of her abilities, if the next suggestion is not taken. Right now casting all spells the maximum amount would cost 18 mana per second; it is literally impossible for her to have to think about mana woes or run out unless she is level 1 and spams more than a PA who just discovered dagger.
It would also make using the charge on Shadow Parry more useful if it cost, say, 100 mana.
My fourth and final suggestion is more significant and changes the hero a decent amount, but hear me out. (This is not a problem, like (in my opinion) the others might be. It is just a possibility that I dreamed up).
Right now, her entire skillset is based around damage and movement. Maleficent blade gives damage from crits and movement from reduced cd/mana spells. Umbral Slide gives ridiculous movement benefits. Shadow Parry deals a ton of damage and moves her to fight an enemy she can probably kill. And Death... kills things.
However, I feel that the spirit of the hero could be preserved while
-Giving her more weaknesses where she has almost none
-Giving her a new ability in the place of Umbral Slide, while
-Making Death feel cooler, by giving it parts of Umbral Slide
Heres the idea.
-Shadow Parry blinks strikes to them as normal, and after 1 second, is teleported back to her original position. Gives 4 seconds of lingering vision on the target.
-Death performs a blink strike from a random direction against any unit in previously attacked in the last 3 seconds, as well as giving increased BAT. It also gives .1 seconds of complete undetectability. This happens on every attack.
-Death becomes an orb attack. Its just easier that way to use it only once (to pursue a shadow-parried unit, for example.)
-Umbral Slide is exchanged for a unique ability. Here's one suggestion, but there's no reason it should be this. I can't think of anything I really like.
Horrifying Transformation
Kaaga curses an enemy, causing them to assume her likeness. They are silenced, become melee and agility, and have a base speed of 255. Lasts 3/4.5/6/7.5 seconds. At second and third levels, this applies a minor purge to them; at level 4 it applies a major purge.
I don't really think this is the right ability to put in, but it should be something that inflicts a debuff or debuffs without doing any direct damage, and without positioning.
In fact, to better combo with Shadow Parry and Death, it should require positioning from afar, so I really don't believe in it. I can't think of anything better though as I have to go :(
"He who fights with monsters should look to it that he himself does not become a monster... when you gaze into the abyss the abyss also gazes into you." - Friedrich Nietzsche
Yes, the charge bonuses are intentionally weak. I designed them to be more 'situational' rather than 'necessary' because as you've said, charges are hard to get by and I don't want you to waste it on those spells. It encourages people to actually save it for her ultimate.
In other words, her playstyle does not revolve on 'Maleficent Blade', only 'Death Stance' needs those charges. The bonuses of her normal spells are just 'cherries on top' in the case that she won't be needing to use her ultimate.
You say that weaknesses she had none. One of her biggest weakness is her complete lack of crowd control. She can chase, yes, but at the cost of being out of position. She is also very vulnerable to crowd controls herself. Most especially disarms and silences, if not stuns. That's why she must itemize according to her weaknesses. She also cannot farm very well, with zero ways to clear creep waves. Like all carries, she's very weak early game being vulnerable to lane harass.
I think her skillset's fine as it is. Many thanks for the feedback! It's a lot better than no feedback. :)
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