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Most kingdoms have vast walls and forts defending their palace. Most kingdoms have some guards defending their gates, some archers up top and a hand-full of mages. The kingdom of the Keen however, has none. Their kingdom is purely defended with giant mechanical guns, rockets and the occasional laser beams. These turrets rival the Radiant/Dire Towers in defending power. Capable of seeing invisible enemies, shooting even the most evasive and agile of opponents. Who built such amazing contraptions? It was Ohm. He owes his success to only being half Keen. Half Keen and half something else. He has the smarts and logic of a Keen, yet he possess great knowledge over the magical philosophy. To him, science and magic are two sides of the same coin, one cannot exist without the other. Magic and science, they are one.
Automatic Turret
Ground Target
Physical
Automatic Turret is leveled when Missile Turret is leveled. Places an Automatic Turret at the spot. The turret takes 3 seconds to set up, and can be destroyed while setting up. The turret attack at high speeds but cannot be moved. The turret does not give vision and lasts until it is destroyed. Automatic Turret can self destruct if needed.
Rocket Turret Gains a level when Automatic Turret is leveled. Places a Rocket Turret at the spot. The turret takes 3 seconds to set up, and can be destroyed while setting up. The turret attack with slow moving rockets (with splash damage), but cannot be moved. The turret does not give vision and lasts until it is destroyed. Rocket Turret can self destruct if needed.
Ohm upgrades his turrets giving them added range, damage and attack speed. It also decreases turret set up time.
Range Bonus: 50/100/150/200
Damage Bonus: 10%/20%/30%/40%
Attack Speed Bonus: 10%/15%/20%/25%
Set Up Time Reduction: 0.25/0.75/1.25/1.75 seconds
MC: 90/100/110/120 CD: 30/25/20/15
Rocket Jump
Active
Ohm activates his rocket boots, allowing him to quickly leap to a certain area. Enemies near Ohm when he begins his jump are pushed back. When jumping, Ohm may pass unpassable terrain, but will not destroy any trees.
Distance: 700/800/1000/1200
Knock Back Radius: 200
Knock Back Distance: 150
MC: 100 CD:27/23/18/14
Electro-Magnetic Grenade
AoE
Pierces Magic Immunity: No (Only Damage is Blocked)
Ohm throws an Electro-Magnetic Grenade, disabling structures for a short duration (includes wards). Enemies in the explosion will take damage, be blinded, slowed, revealed and take extra damage from Turrets.
Porygon and Yzreel have stated that there are some control issues with the Turrets. This is to hopefully clear out the issues with the Turrets.
The turrets cannot be manually directed as they do not give vision (to avoid a super over powered perma ward), but they do have the second best thing! Each turret (regardless of what type) have a few abilities. The first one is Self-Destruct which is pretty self explanatory, blows itself up to act as a deny. The second and third ability is Target Creeps, and Target Heroes. When target creeps is on, the turret targets creep. When target Hero is on, the turret targets heroes. You can not have both on at the same time, but you can have neither on, in which it will randomly select a target.
The fourth and fifth skill are target lowest health, and Target Higher Heath. These skills can be on when the Hero/Creep skill is on. Similar to the the Hero/Creep skill, you can't have both, but CAN have neither. The final skill is Deny, when deny is on, all previous commands/skills are stoped. Deny will cause the Turret to act as a Denying maniac and will spam attack any ally Creep under half health.
The reason I can't have these Turrets act like Veno's Plague Ward is that Plague Ward has duration restrictions and give vision. These turrets do not, and are like that to prevent them from gaining OP-ness.
For this hero, I don't really have much to say, but if you want me to actually analyze into it, just ask me about it. I'll try to post my analysis tomorrow if you want.
For this hero, I don't really have much to say, but if you want me to actually analyze into it, just ask me about it. I'll try to post my analysis tomorrow if you want.
Warning to Scezory. If you choose to request Yzreel's 'analysis,' you better brace yourself.
But my teacher always said that you should always want to have everyone critique your work, so i guess i do.
If you insist, but you have been warned :P.
EDIT:
I've also got my own comments to make :P.
Is the automatic turret permanent until it is destroyed? Either way, it seems like a really annoying version of veno's ward, which can be used to secure positions easily. It would take the enemy team a lot of effort to get rid of the turrets at higher levels. With an attack range of 1400 (I assume that's what you meant by range), that would just be too overpowered. I suggest reducing it to about 700 range.
Missile turrets just do too much damage with that much attack speed and splash. Perhaps you could reduce the damage to 50/75/100/125 and rescale the attack speed to 1/0.85/0.7/0.55 attacks per second, while reducing the health to 50/100/150/200. BUT its range can be really long to compensate, like 1600, so this ability would be some form of free harass from a distance that can bait enemies into coming closer to your other turrets and your electromagnetic grenade. One suggestion is making it into a sort of mortar launcher, where you select the area where the rockets will be shot that can be changed any time. You may choose to use this idea or not. A suggestion is a suggestion, after all :P.
Also, does the max turrets thing allow you to build a maximum of 2 of each turret (4 total turrets) or only 2 turrets in total?
Electromagnetic grenades has too large a radius. It has a delay, I know, but it's unavoidable for the average hero. Take Luna, for example. With boots, she has 430 movement speed. Yasha gives luna a big boost in speed, making it 473. Even this racecar luna can't run out of the grenade radius in time! You either have to decrease the radius by a lot or increase the delay by a lot (not sure about the exact numbers. Perhaps captain Yzreel can help us :P).
Is there any range for the repair ability? I like it though, it can bring towers up pretty quickly, yet he can't use it when enemies are around. The total opposite of tree armour.
I don't know the implications of Enchanted Upgrades, but what I do know is that is gives Ohm the necessary late-game strength to overpower enemies.
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