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On an island in the Lake of Whispers lives the Order of Rojung. Upon joining their ranks, one must renounce his given & family name. The order teaches balance by dabbling in all three of the Worldly Attributes; Strength, Agility, and Intelligence. Many years ago, a young mage joined them. He became dissatisfied with their teachings and set off on his own to learn the ways of the Second Worldly Attribute, Agility. Keeping the traditions of the Order, he became known simply as the Swiftrunner Mage.
Primary Attribute: Agility
Affiliation: The Radiant
Strength: 14 + 1.7
Agility: 26 + 2.2
Intelligence: 23 + 2.1
Base Health: 416
Base Mana Pool: 299
Base Damage: 46-54
Base Armor: 2.52 + 3.71 from Agility
Movement Speed: 300
Sight Range: 1800/800
Attack Range: 330
Missile Speed: 1000
Attack Duration: 0.57 + 0.73
Abilities
[Q] Survival of the Fastest
Ability: Passive Affects: Self
Description: Swiftrunner Mage's attributes grant him extra movement speed. % of sum of attributes as movement speed: 10%/20%/30%/40%
Notes
The attributes are not converted to movement speed, you get the movement speed in addition to the attributes.
The effects are temporarily lost when silenced.
[R] Blur
Ability: No Target Affects: Self
Description: The Swiftrunner Mage moves so quickly that his enemies can't see him. If he breaks his invisibility by attack or using an active ability, Swiftrunner Mage gains a temporary attack speed bonus. Bonus Movement Speed: 150 Invisibility & Movement Speed Duration: 4/5/6/7 If Invisibility is Broken: Bonus Attack Speed: 120 Attack Speed Duration: 3/4/5/6 Mana Cost: 145 Cooldown: 30/24/18/12
Notes
If you are silenced while invisible, when you break the invisibility you will not obtain the attack speed bonus.
This is mostly an escape ability, but it could also be an initiating ability, as the bonus attack speed could aid in a teamfight and you can sneak in undetected.
[E] Rush
Ability: Target Unit Affects: Units
Description: The Swiftrunner Mage targets a unit & very quickly flies to within attack range of the target. If an enemy, upon attacking Swiftrunner deals a critical hit & the enemy is mini-stunned. Range: 1000/1100/1200/1300 Rush Speed: 700 Crit Damage: 10xAGI/12.5xAGI/15xAGI/17.5xAGI Mini-Stun Duration: 0.1/0.2/0.3/0.4 Mana Cost: 100 Cooldown: 35
Notes
Can be used on both allies and enemies. This means that it can be an escape, an initiator, or a finisher for a kill.
If you are silenced en route to the target, the critical chance will not kick in.
If you are stunned en route to the target you will immediately stop moving.
You may break the movement by right-clicking anywhere.
Ultimate: [R] Increment
Ability: Passive Affects: Self
Description: The Swiftrunner Mage's training allows him to deal bonus base damage from his non-primary attributes. Bonus Damage for Each Point of Strength: 0.1/0.2/0.3 (*0.2/0.3/0.4) Bonus Damage for Each Point of Intelligence: 0.1/0.3/0.5 (*0.3/0.4/0.5)
Notes
If silenced the damage is lost.
The damage dealt by this spell is your standard right-click damage.
+.17/.34/.51 (*+.34/.51/.68) damage per level from STR
+.21/.63/1.05 (*+.63/.84/1.05) damage per level from INT
Please write criticisms and suggestions in the comments section below.
Well, I like the concept of this hero, but the cooldowns are all so long that they actually take away from the concept. I mean, this hero is all about speed and agility, yet his ability cooldowns don't reflect this speed. I suggest that you reduce the cooldowns of all his skills significantly, because their cooldowns are so long that they are comparable to most ultimate abilities :P.
EDIT:
I also admire the hard work you put into making the art for the hero :).
Well, I like the concept of this hero, but the cooldowns are all so long that they actually take away from the concept. I mean, this hero is all about speed and agility, yet his ability cooldowns don't reflect this speed. I suggest that you reduce the cooldowns of all his skills significantly, because their cooldowns are so long that they are comparable to most ultimate abilities :P.
EDIT:
I also admire the hard work you put into making the art for the hero :).
Thank you for the compliments and the input. Let me explain why the cool downs are so long;
This hero is a passive-focused hero. Survival of the Fastest and Increment are the most important abilities in this hero's roster. If the hero could spam Rush, than Survival of the Fastest wouldn't be as crucial. I have gotten numerous requests to decrease the cool downs so I will decrease them, but not as much as you might want.
Thank you for the compliments and the input. Let me explain why the cool downs are so long;
This hero is a passive-focused hero. Survival of the Fastest and Increment are the most important abilities in this hero's roster. If the hero could spam Rush, than Survival of the Fastest wouldn't be as crucial. I have gotten numerous requests to decrease the cool downs so I will decrease them, but not as much as you might want.
I am not advocating for the spamming of Rush or Blur, I'm just saying that the scaling of the cooldowns are absurd. A 90 second cooldown for level 1 rush is sooooo long. The only 2 non-ultimate spells that I tolerate with a cooldowns of more than 40 seconds are Tombstone and Metamorphosis, because they are just so darn strong and the effects last for very long. Though Rush is very strong at later levels, I don't think it is strong enough at level 1 to even have a 90 second cooldown, don't you think? Same with level 1 Blur. It only has a 4 second invisibility duration and 2 second attack speed duration, yet it has a 170 mana cost and 60 second cooldown. I don't want to compare these values to that of Shukuchi, because the latter is supposed to be used frequently, but I think you need to add additional stronger effects to both Blur and Rush on early levels to justify the cooldowns and mana costs. Or you can decrease the cooldowns of both skills to be just 30 without scaling while buffing the skills slightly (the values for level 4 of both skills are fine though, don't change them). Long enough not to be spammed, short enough so you can use it in extended teamfights and to escape ganks frequently in lane.
If you still wish to leave it as it is, I raise my second counter argument:
You're laning and the opponent tries to gank you. You then use Blur to escape from the gank. However, you lose more than half of your mana pool and put that spell on a 60 second cooldown. So that means that you can't last hit, let alone sap experience, if the supports are competent because they will just zone you out and bait out your high cooldown spells to make you useless for up to 90 seconds. Your base 14 strength (416 base health) isn't helping his early-game either. This means that he can't solo offlane, mid or dual-lane with a passive partner. He either needs to be in an offensive tri-lane, in which he only has a small window for kills, a defensive tri-lane or a dual lane with a support that increases his survivability ( Dazzle, etc). But there are arguably more carries that fit better in a tri-lane than Swiftrunner Mage, and even a Dazzle or Omniknight cannot guarantee his safety due to his extremely low health pool. Even if he goes aggressive, 1 stun or silence would screw his entire combo up, so not many kills either. All in all, he sucks at laning and is not a versatile hero.
So to sum it up, reduce cooldowns to 30, strengthen effects of level 1-3 of the active spells, increase base strength.
Damn, I'm becoming a Yzreel :P. Speaking of Yzreel, I'm very sure that he will generate a longer wall of text than I have soon enough.
Very well written arguments. After reading those I wholeheartedly agree. I will buff the spells slightly and reduce cool downs. Are you satisfied with the changes?
Very well written arguments. After reading those I wholeheartedly agree. I will buff the spells slightly and reduce cool downs. Are you satisfied with the changes?
Only 1 thing: reduce the attack speed bonus duration from 2/4/6/8 to 2/3/4/5, since the cooldown is low at level 4 now.
Jokes aside I like this hero. Very well done. And some nice icons for the skills too!
I would however like to see how much damage the ultimate would do at level 6 and so on, because presuming it just essentially makes him hit like a truck how much damage would it do? I was wondering is it would be as/more/less effective that Drow Ranger's Marksmanship as that increases damage by a huge amount! Also I think strength should multiply his damage more than intelligence as he has less of it.
Anyway, great idea. Lots of effort must have been put into this :)
Oh and I know it shows how much damage it increases his attack by per point. But I'd like to know how much damage it would do with his base stats at level 6 and 11 and 16 :)
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