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The next Hero idea is that this hero's attack is ranged but count as melee (it can damage block as melee heros, cleave, etc.) Also it can do both dish out high damage like agility hero but it can tank as strength hero.
Faction: The Radiant
Primary Attribute: Agility
Attack Type: Melee (350)
Roles: Tank, Nuker, Semi-carry Str: 59 at 25 (24 + 1.4/level) Agi: 75 at 25 (20 + 2.2/level) Int: 53 at 25 (13 + 1.6/level)
base armor: 3
movement speed: 295
Magic Resistance: 25%
[Q] Mana-draining Acid
Launches a blob of acid towards the enemy, upon impact, it damages primary target and slows it and surrounding enemies. Using the spell will knock back Phytohydra for short distance. While slowed, it increases mana cost of their spells and item abilities. It also drains 2/3/4/5 mana per ability and/or item per second if they have non-chanced based passives. It drains mana also for abilities and/or items when proc the chance. The slow decreases as time passes.
Type: Active
Affects: Enemies
Cast Range: 600
Damage: Magical, 100/150/200/250
Self Knock back distance: 50/75/100/125
Mana Cost: 100
Mana cost increase: 30/40/50/60% (5/10/15/20 mana drain per second for spells or items that do not require mana)
Mana drain for proc chance: 10/15/20/25 mana
Duration: 4 seconds for slow and 10/15/20/25 seconds for mana drain
Slow: -40% and recovers as time passes
Cool Down: 15 seconds
[W] Abducting Bite
It launches its head to bite a unit, pulling towards Phytohydra for a limited distancee but it makes itself pulled towards the unit. Ministuns and damages a pulled unit if it was an enemy.
Type: Active
Affects: Units
Cast Range: 500/650/800/950
Damage: Magical, 30/45/70/85
Pull distance: 450/550/650/750 (half for itself)
Mana Cost: 80/90/100/110
Cool Down: 20/17/15/13 seconds
[E] Take Root
Phytohydra roots on the ground, it gets immobile but grants bonus regeneration and doubles the attack and cast range. Also it greatly reduces damage from AOE and other spells and abilities that not require direct targeting (also from cleave attacks). While rooted it cannot be moved by any means, even Cyclone, Toss, Walrus punch, Telekinesis, Nether Swap, Skewer and Phytohydra's own spell. Also it is immune to stuns and disables that is not directly casted onto Phytohydra (indirect Storm Bolt, Meat Hook, indirect Charge of Darkness, indirect Nether Strike with AOE, Chromosphere, Black hole, Torrent, Ice path, Impale, Light Strike Array, indirect Paralyzing Cask, Chaotic Offering, Deafening Blast, Tornado, Stone Form, Avalanche, Burrowstrike, Slithereen Crush, Ravage, and Reverse Polarity). If Phytohydra gets hexed while rooted, it becomes a ward that can attack. All other hex debuffs are unchanged. Allied heroes can use Phytohydra as trees; shackle enemies with Phytohydra without Phytohydra get stunned, Using Nature's Call, Whirling Death and Timber Chain with rooted Phytohydra without get killed, using Nature's Guise near Phytohydra doesn't remove invisibility. Enemies can undo the root by using abilities that destroys trees, making Phytohydra uprooted, thrown upwards for 1 second and get stunned for 1 second.
Type: Toggle
Affects: Itself
Rooting Delay: 2/1.5/1/0.5 Seconds
Bonus HP Regen: 1/2/3/4 per second
Bonus Mana Regen: 50/60/70/80% per second
Damage reduction: 45/50/55/60%
[R] Head Multiplication
Whenever it recives damage from all types to the damage threshold, Phytohydra gets a new head. for each new head, it increases attack speed and its active spell cool down decreases. The new head expires after some time and each new heads has its own duration.
Type: Passive
Affects: Itself
Max Heads: 3/5/7/9
Damage Threshold: 225/175/125/75
Spell cooldown reduction: 1/(number of heads)
Duration: 50 seconds
Appearance:
It's body is large and fat with four legs and a long head.
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Terble
Posts: 7