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The people of the Earth Kingdom are proud of who they are; strong, sturdy, immovable, resilient. Unlike waterbenders who find fluidic movements are the best ways to topple their nemeses off their stands, earthbenders have long since proven that brutal stomps and aggressive mauls of the earth are one of the best ways to drag their foes to their demise.
However this one girl found that earthbending is way more than just that. Born blind, earthbending is the extension of Toph's sense; she sees using her foot as long as the soles of her feet and the earth itself are both in contact. Her sight is way much vast than others, better than any monocular sight of birds and reptiles alike. For she equips earthbending in such similar ways like its first originator the badgermoles, her hands bend more than just earth; she bends metals. Earthbenders can boast about how they can lift mountains or smash elephantine boulders in just a grip. But this mere blind girl has successfully fled from a metallic confine with not even any help of any Earth, what that not even the mightiest King Bhumi can ever do.
Cannon Boulder - Toph shoots a big chunk of boulder towards an enemy unit, dealing damage and drags the enemy away.
Level 1 - 110 damage, 300 units away.
Level 2 - 190 damage, 400 units away.
Level 3 - 270 damage, 500 units away.
Level 4 - 350 damage, 600 units away. Manacost - 100/110/120/130 Cooldown - 10 seconds Range - 600 * The target unit is dragged away from her, towards the direction where the boulder shot.
* Damage dealt is magical. The simplest art of earthbending is proven to be defensive as well as lethal to those who cannot endure the brutality of the earth.
Steel Shield - Toph jackets herself with a shell of steel shield, providing her protection which blocks damage and slows the attack speed of any enemy unit that attacks her.
Level 1 - Blocks 50 hero damage, 25 non-hero damage, slows attack speed by 15%.
Level 2 - Blocks 60 hero damage, 35 non-hero damage, slows attack speed by 25%.
Level 3 - Blocks 70 hero damage, 45 non-hero damage, slows attack speed by 35%.
Level 4 - Blocks 80 hero damage, 55 non-hero damage, slows attack speed by 45%. Manacost - 90/100/110/120 Cooldown - 21 seconds Sturdy guard for a little girl which sends impeding vibration upon impact, decelerating her foes' combat potency.
Seismic Sense - She sees not with her blind eyes, but with her feet therefore she is way much prudent than those who can see. Every few seconds, all enemy heroes within 800 AoE around her will be attacked with a shot of boulder which deals moderate damage as well as mini-stunning them.
Level 1 - Shoots every 25 seconds, dealing 100 damage.
Level 2 - Shoots every 20 seconds, dealing 140 damage.
Level 3 - Shoots every 15 seconds, dealing 180 damage.
Level 4 - Shoots every 10 seconds, dealing 220 damage. * Shoots up to 5 heroes.
* Cannot sense any heroes in flying motion, e.g. Batrider in his Firefly form. She bends the earth like none other, thanks to the badgermoles.
Earthquake - Gaining strength of a thousand tectonic plate collision, she stomps the earth, sending powerful wave of vibration throughout the map, dealing damage to all enemy heroes in the map, mini-stuns them and heavily slows them.
Level 1 - 35% of max hp as damage.
Level 2 - 45% of max hp as damage.
Level 3 - 55% of max hp as damage. Manacost - 175/275/375 Cooldown - 120/100/80 * Enemy heroes are slowed for 100% but the movement speed cannot be lowered under 100.
* Does not affect any heroes in flying motion, e.g. Batrider in his firefly form. Such catastrophic power, some said it is the result of the unity of both her's and Avatar Kyoshi's force of earthbending.
First skill damage should be magical instead of pure or else it is a bit too strong. Same damage as Zeus's Lightning Bolt that way but with a push mechanic too. Cooldown could also be a bit longer (12 seconds?) since the damage AND drag on 9 sec cd seems like a really powerful spell.
For the second skill, I think that instead of the attack speed slow on hit, it could be attack and movement speed slow on cast in an aoe around you and the debuff lasts for 2-3 seconds. If you don't want it to be only defensive and want an offensive element to it, you could have the spell damage the attacker for a portion of your strength or hp(could also be another aspect of the hero though). It sounds a little overpowered early game currently though so maybe the shield blocks damage based on a percentage of your current hp so that it also scales late game.
Third skill also looks like it could be reworked. I think it should be changed from the somewhat random shooting to an attack on all enemies in an aoe around you every 3rd attack, like a 360 degree cleave. This way, it is less based on timing and more on you landing the hits necessary to trigger it.
Finally, ultimate probably should not be global or if it is, the damage should not be a flat amount. Maybe a percentage of their max hp so that it could be an initiation spell. Another idea I have for it is to decrease the damage of the heroes in that aoe for 3-4 seconds by 30-40% like Tidehunter's Anchor Smash.
Sorry for the wall of text but I enjoy thinking about this stuff and since I'm here, I might as well voice my opinions. Also, the not affecting flying units seems a bit buggy since I think only Batrider can fly. I am also quite sure that my changes would not work with the little story descriptions but whatever.
First skill damage should be magical instead of pure or else it is a bit too strong. Same damage as Zeus's Lightning Bolt that way but with a push mechanic too. Cooldown could also be a bit longer (12 seconds?) since the damage AND drag on 9 sec cd seems like a really powerful spell.
For the second skill, I think that instead of the attack speed slow on hit, it could be attack and movement speed slow on cast in an aoe around you and the debuff lasts for 2-3 seconds. If you don't want it to be only defensive and want an offensive element to it, you could have the spell damage the attacker for a portion of your strength or hp(could also be another aspect of the hero though). It sounds a little overpowered early game currently though so maybe the shield blocks damage based on a percentage of your current hp so that it also scales late game.
Third skill also looks like it could be reworked. I think it should be changed from the somewhat random shooting to an attack on all enemies in an aoe around you every 3rd attack, like a 360 degree cleave. This way, it is less based on timing and more on you landing the hits necessary to trigger it.
Finally, ultimate probably should not be global or if it is, the damage should not be a flat amount. Maybe a percentage of their max hp so that it could be an initiation spell. Another idea I have for it is to decrease the damage of the heroes in that aoe for 3-4 seconds by 30-40% like Tidehunter's Anchor Smash.
Sorry for the wall of text but I enjoy thinking about this stuff and since I'm here, I might as well voice my opinions. Also, the not affecting flying units seems a bit buggy since I think only Batrider can fly. I am also quite sure that my changes would not work with the little story descriptions but whatever.
Thanks for your opinions. Nah, it's okay. I respect people's opinion. True , for the first skill it is very powerful if it is pure damage. Therefore I shall change it to magical damage.
For the second skill, I don't get what you are trying to say. Perhaps my description of the skill is vague. I am sorry for my English. I am a Malaysian, one who is not a native speaker of English. Nonetheless I'll try to fix the description. The effect is very simple. It blocks damage and slows the movement speed of any unit who attacks her because attacking the metal shield results in creating a vibration that impedes the attacker's attack speed.
For the third skill, it is not random. Any enemy hero, all of them who approach her will be attacked automatically. Not picking some random enemy hero within the AoE.
And the ultimate skill, thanks for the suggestion. Percentage of health works better. :) By the way thanks a lot. It helped me.
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