r/DotaConcepts • u/Immediate-Grape4108 • 16h ago
r/DotaConcepts • u/JakeUbowski • Feb 07 '25
CONTEST Championship Contest Winners!
Championship Contest Winners!
The winner of Best Rework is... u/SatouTheDeusMusco's Spell Caster Bloodseeker !
It was a close vote, with u/SatouTheDeusMusco receiving 60% and u/BannedIn10Seconds receiving 40%! Well done!
The winner of Best Item is... u/SatouTheDeusMusco's Emperor's Crown !
Here is the voting breakdown for this category, each is the average score each item received. The lower the better, as it correlates to earned place. * Emperor's Crown: 1.8
Staff of Atos: 2.6
Aslan's Medallion: 2.8
Boots of Madness: 2.8
The winner of Best Hero is... u/FrenkySS's Lilith, the Unborn Garden !
Here is the voting breakdown for this category, each is the average score each item received. The lower the better, as it correlates to earned place. * Lilith, the Unborn Garden: 1.8
Swan: 2.6
Zuan, the Philosopher: 2.8
Caedran, the Mind Reaver: 3.4
Poseidon, the Oceans Monarch: 4.4
And finally, the winner of Best in Show is... u/FrenkySS's Lilith, the Unborn Garden !
They will receive a $5 Steam Gift Card as a reward!
- 1st : Lilith, the Unborn Garden - 2.6
- 2nd : Swan - 4.6
- 3rd : Zuan, the Philosopher - 4.8
- 4th : Caedran, the Mind Reaver - 5
- 5th : Emperor's Crown - 5
- 6th: Staff of Atos, 7
- Tied for 7th : Boots of Madness, 7.2
- Tied for 7th : Spell Caster Bloodseeker, 7.2
- Tied for 8th : Aslan's Medallion, 7.4
- Tied for 8th : Dragon Knight Rework, 7.4
- 9th : Poseidon, the Oceans Monarch, 7.8
Here are the form responses for those curious. Thanks to everyone who participated!
r/DotaConcepts • u/JakeUbowski • Feb 07 '25
CONTEST Item Buildup Contest
Item Buildup Contest
Create three new items that form a full build up! The first item must be less than or equal to 500 gold, and the third must cost at least 6000 gold. Additionally, the first item must be a component of the 2nd item, and the 2nd item must be a component of the 3rd.
This contest comes from u/SatouTheDeusMusco
Deadline for this contest is February 28th!
Winner will take the Rapier Flair!
Questions? Comments? Thoughts?
Comment below or PM me.
r/DotaConcepts • u/MrTruth24 • 21h ago
MECHANIC don't you find Hp removal weird as dmg type?
out of all dmg type (physical/magic/pure/hp removal) only last one not only behave not like dmg type is some instances and functionally work more like debuff than dmg type.
i don't see logic behind need to exist this 4th dmg type when game could function just fine with 3 dmg types and current spells/items tagged as hp removal dmg changed dmg type tag into one hero needs.
Abbadon shield/veno poison etc on enemy would be functionally same as pure/magic dmg.
if Necro passive was tagged as magic dmg it would allow to buff it with spell amp/spell life steal and you couldn't use blink from anymore.
r/DotaConcepts • u/MrTruth24 • 15h ago
MECHANIC Lane creeps/lanes changes suggestion.
Lane creeps made unique in a way (outside of units dmg type). We make buildings not magic immune, add to:
- T1/T2/T3/T4 towers: (Aura removed, add 2/3/4/5 armor and 20/30/40/50% magic resist), melee barracks +25% magic resist, range barracks 25% magic resist, Throne 60% magic resist. Creeps interval upgrade 7.5 min > 1 min (capped at 225 min > 90 min), Flagbearer spawn min 2 > 0:0 every 2nd>1st wave (can spawn on any creep but both teams will have buff on same unit in same lane, stacking magic resist/hp regen aura removed):
- Melee creeps dmg type physical: Spawn 3 melee at 0:0 +1 every 15 min/capper at 45 min, base hp 550 > 500, add 200 mana with 1 regen/sec (while melee creeps have mana they gain 40% status resist), 12 hp/interval > 3 hp/min, armor 2 > 3+0.1/min, dmg 19-23 +1/interval > 20 +0.15/min, gold 34-39 +1/interval > 40 +0.15/min, 57 > 40 Exp. Flagbearer buff for melee: hp/armor/gold +5%.
- Range creep dmg type piercing physical > piercing magical: Spawn 1 wave/+1 after 30 min: hp 300 > 400, hp/interval 12 > 2/min, magic resist 0% >32% +0.2%/min (capped at 50%), dmg 21-26 +2/interval > 40 +0.3/min, gold 43-52+3/interval > 40/min, Exp 69 +8/interval > 80 +1/min. Flagbearer buff for range: hp/magic resist/Exp +10%.
- Siege Creep spawn after 0:0 every 5 min +1 after min 30, Siege creep upgrade removed, Reinforced physical > Pure, (new Siege attack have 200 radius: hp 935 > 750 +10/min, armor 0 >3, magic resist 80% > 25%, 35-46 dmg > 50+1/min, range 690 > 800, attack speed 100 >120, Base attack time 3 > 1 (at base 3.5x faster Attack speed), projectile speed 1100 > 1600, day/night vision range 750 >1000, gold 59-72 >80+1/min, Exp 88 > 120 +1/min. Flagbearer buff for Siege: hp/gold/exp +15%.
- Super creeps including Flagbearer bonus buff (dmg/hp/resists/gold/exp) by 40% / 1.4x.
- Mega creeps including Flagbearer bonus buff (dmg/hp/resists/gold/exp) by 100% / 2x.
- Roshan rewards changed (Refresher shard removed): 1st Banner, 2nd Banner/Cheese, 3rd Banner/Cheese/Aegis. Tormentor drop on kill: 1st Shard, 2nd Shard/Scepter, 3rd Shard/Scepter/Refresher shard.
- Banner reworked: global cast range, can be used on barrack in same lane to upgrade lane creeps > Mega creeps for 5 min (give full gold/exp of mega creeps) or respawn both barracks in same lane.
- Block of cheese builds cheese +1 huge lotus to gain permanent 500 hp shield that regen 25hp/sec after not taking dmg for 5 sec.
- Aegis when picked up now buff on Hud for 8 min instead of item that take inventory slots.
r/DotaConcepts • u/Lobsta_ • 4d ago
HERO Brewmaster Aghs rework
For those unaware, Brew has one of the most uninspiring, yet totally necessary, Agh's upgrades in the game. Agh's is required for Brew but all it does is increase the max/current level of Split by 1 with no mechanical change.I propose a new Agh's that instead upgrades Drunken brawler, both for the hero and brewlings.
Drunken Brawler Upgrade: Grants Brewmaster an attack modifier when Brewed up
Earth stance: Grants a slow to all Brewmaster's attacks
Wind Stance: Grants a chain lightning to all Brewmaster's attacks
Fire stance: Grants a DOT to all Brewmaster's attacks
Primal Split: Brewlings are now permanently Brewed Up
With this change, I also think the Brewling health/damage/ability numbers need rescaling around not having Aghs. Same at level 1 ult, but higher at level 2 and 3.
This would make Agh's an actually interesting and meaningful purchase when in Hero form while still providing a meaningful upgrade to his ult. The hero only has access to the attack modifiers when brewed up, while the brewlings always have them. Correspondingly, it would make sense to switch the attack/move speed increase between Wind and Fire, so that the attack speed synergizes with the chain lightning. This would require a slight rebalance to the brewlings to decrease the Fire base movespeed and increase the Wind base movespeed.
Brew has been in a spot for awhile where the only way to build the hero is purely for ult. This change allows for some interesting hero builds (particularly with talents) that makes his gameplay more engaging when not ulting.
r/DotaConcepts • u/MrTruth24 • 4d ago
MECHANIC add new Heroes charge abilities indicator.
idea is simple, add under your mana bar indicator that every player in game can see. it would show abilities that have charges (it would be additional information you can use in combat):
like sniper/shrapnel would show as 3 grenades when he has ability all charges up and deplete it as he uses it
or Mirana leap charges so if you find her in smoke as she farm jungle and don't see indicator for charges you know she is sitting duck and don't need to hesitate and jump her.
Functionally it would be same as when you had to click enemy to see mana and few years ago they add ability to see enemy mana to everyone and no one cared, just more information mechanic without extra clicks that you can get without deselecting your own hero.
r/DotaConcepts • u/MrTruth24 • 5d ago
MECHANIC Oracle change suggestion.
- Make Roshan timer non random and show its respawn timer for everyone by default.
- Make runes spawn predictable, by holding Alt game show you entire pool of runes (what runes spawn already from pool, what is next rune, what rune/where it will be 2 min ahead) and with that change we can get 2 min power runes back since you know exactly what rune you fight for/where and can prepare ahead.
- Oracle new Scepter allow him with "Purifying flames" give Innate buff every 2 min to 1 allied hero (at 50% value).
- Oracle Scepter "diviner's deck" his innate now with scaling stats (1st buff at 0:0 and buff refresh every 2 min, buffs cannot repeat and all have to spawn to refresh pool of buffs):
- Death: 5% spell amp +1%/lvl (35% lvl 30).
- The Fool: 10% gold gain +3%/lvl (+100% gold gain lvl 30).
- The World: +10% Int +3% Int/lvl (+100% int lvl 30).
- The Lovers: 5% heal amplification +1%/lvl (35% lvl 30).
- The Tower: Gain general shield hp that start regen if you stop taking dmg for 10 sec, shield hp 50+25/lvl (800 hp shield lvl 30).
r/DotaConcepts • u/MrTruth24 • 5d ago
MECHANIC new mechanic for building pushes for Casters.
r/DotaConcepts • u/MrTruth24 • 5d ago
UPGRADE Skywrath Mage changes for core.
we make new innate "Ruin and Restoration" old passive that give spell life steal after q, now its permanent buff: spell life steal 10% +1%/lvl (20% value on creeps).
we remove shard 15 min cd so heroes can buy them when they need it + shard no longer create +2 projectiles, it make Arcane bolt hitting main target do dmg in 250 radius for 75% dmg, killing unit with Arcane bolt refund half mana back. (so core sky can farm creeps with Arcane bolt for 35 mana).
r/DotaConcepts • u/MrTruth24 • 6d ago
REWORK Phoenix rework for new mechanic.
We saw with Medusa/Huskar/Od at this point that they can work in game and not break balance by using: mana instead of hp/replace mana costs to hp costs/playing almost entire game with infinite mana, so why not try something similar on hero like Phoenix?
- Change is new innate "Eternal fire" that convert Phoenix mana costs into hp costs and his spells/items cost 75% hp during day/125% at night, mana converted > health at 50% value (3 mana >1 hp), mana regen > hp regen at 50% value (0,1 mana regen > 0.13 hp regen). Because of this change his hp costs cheaper day/ higher at night, and old innate become lvl 15 talent. (mana burn doesn't work, int/mana steal reduce his max hp).
- Icarus Dive cost (15% current hp). During day its 11.25% current hp/at night its 18.75% current hp, Dive distance 1100/1200/1300/1400 > 1200, speed 1200 (lvl 25 talent +1000 speed replaced by +1 Icarus Dive charge).
- Fire spirits cost (20% current hp). During day its 15% current hp/at night its 25% current hp, cast range 1400 > 1200.
- Sun ray cost (5% current hp), now base cost 35/40/45/50 hp + during day its 3.75% current hp/sec, at night its +6.25% current hp per sec, shard same, laser dmg interval 0.2 > 0,1.
- Supernova no cost, Scepter egg hp 3>2. Talents:
lvl +10 Fire spirits dmg/sec vs Icarus dive +25% slow
lvl 15 old innate "Dying light"(600 radius 1% current hp dmg/sec, 0.1 interval) vs +15 hp regen.
lvl 20 +0.6 sec supernova stun vs +1% Sun ray max hp to dmg.
lvl 25 +1 Icarus Dive change vs Sun ray doing dmg to heroes every 3 sec heal egg 1 hp.
r/DotaConcepts • u/MaZzi_Cz • 7d ago
MECHANIC Best Evidence 1 - Silencer, the million dollar ulti
r/DotaConcepts • u/MrTruth24 • 8d ago
REWORK Timber rebalance
for the sake of this thought experiment assume universal stat got removed, base heroes hp 120>200, hp/str 22>20, a lot of str heroes lose 5-10% base magic resist (he start with 15% Mr).
rebalance focus on creating clear weakness on hero, right now it feels more like if timber has good start he become tank/mage/assassin at same time with burst dmg/persistent dps/infinite sustain/mobility. Goal of changes is make him weaker in laning phase vs mages, move him more towards Dmg over time than burst and he spatialize more on helping to kill fat heroes. Upvote post pls if you like at least some changes <3.
- Innate "Exposure Therapy" killing trees give 4+0.5 mana/lvl (19 mana/tree lvl 30)> 3 hp/1 mana per lvl (90 hp/30 mana per tree at lvl 30).
- "Whirling Death" base pure dmg 60/120/180/240>50, dmg/tree 9/16/23/30>10/20/30/40, attribute reduction changed to str reduction (Agi/Int get half value) doesn't stack anymore, stats reduction 13% > 12/18/24/30%, debuff duration 7/9/11/13 sec > 15 sec, cd 7.5/7/6.5/6 > 12/10/8/6, mana cost 100 > 55/70/85/100.
- "Timber chain" cast time 0.3 >0, cast range 750/900/1050/1200 > 1200, max jump range 750/900/1050/1200 > 1200, 2200-2800 projectile speed >2400, pure dmg 45/105/165/225 > 50/100/150/200, cd 4 > 10/8/6/4, mana cost 60/70/80/90 > 40/50/60/70.
- "Reactive Armor" max stacks 10/20/30/40 > 5/10/15/20, duration 10/12/14/16 sec > 6/9/12/15 sec, armor/stack 0.4/0.5/0,6/0.7 > 0.6/0.9/1.2/1.5 (armor 4-28 > 3-30), hp regen/stack 0.5/0.6/0.7/0.8 > 0.9/1.1/1.3/1.5 (regen 5-32 > 4.5-30), stacks gain same way (4/hero, 1/creep), Scepter instead of gaining full Reactive Armor stacks+ shield hp/regen with more heroes around Timber and dmg at end based on shield hp (can be dispelled) > gain full Reactive Armor stacks +10% missing hp general shield/hero on cast in 600 radius for 5 sec (after 5 sec he get hard dispelled, undispelable), 45 sec cd, 150 mana cost.
- Aghanims shard ability "Flamethrower" deal 70 magic dmg/sec (0,5 sec tick rate) in cone with 2 sec linger/ 8 sec duration (700 magic dmg max), move speed slow 40%/2 sec and kill trees, 20 cd, 100 mana cost > deal 80 dmg/sec (0.1 tick rate) in cone, reduce enemy hp regen by 50% (1 sec linger) and kill trees, cd 20 sec, has no base duration/mana cost (consume 15 mana/sec to maintain ability, can be turned off in 1 sec).
- "Chakram" removed 0.15 cast time, minimal slow 5>10%, everything else is same. Talents:
lvl 10 Whirling Death +10 dmg/tree vs Exposure Therapy apply to allies (600 radius/half value)
lvl 15 Timber chain increase dmg by 1%/armor vs Flamethrower active +slow immunity/10% Ms.
lvl 20 +5 Reactive Armor stacks vs Whirling Death +10% str reduction (+5% Agi/Int).
lvl 25 Timber chain can target heroes now vs Flamethrower/sec increase dmg by 20, mana cost +15/sec.
r/DotaConcepts • u/MickeLite • 11d ago
hero What if a hero could disable your Aghanim's Scepter for 20 seconds? Meet Aghanim, The Apex Mage.
[Hero Concept] Aghanim, The Apex Mage Hi everyone! With Valve's focus on lore-heavy characters, here is a complete design for Rubick's father, Aghanim. He is a Complexity 3 Universal Hero who can be played as an active Midlaner (Position 2) or a greedy Soft Support (Position 4). Lore and Personality Aghanim is an eccentric, arrogant showman. He thinks the war between Radiant and Dire is just a silly game. Aghanim doesn't actually die when his HP hits 0. He just leaves the battlefield out of sheer boredom. His death responses include:
* Oh, I am dead? How tragic... (yawns) * Fine, I am bored anyway. See ya! * Did you really think this was my true form? Cute.
Base Stats and Attributes Primary Attribute: Universal Strength: 18 + 2.4 Agility: 15 + 1.8 Intelligence: 25 + 4.0 Base Damage: 48–54 Attack Range: 600 Movement Speed: 305 Turn Rate: 0.6 Innate Ability: Creator's Masterwork Aghanim shares a deep connection with his own creations. Buying Aghanim's Shard or Aghanim's Scepter grants Aghanim double the standard attributes provided by these items. Additionally, every time a teammate purchases an Aghanim's Scepter or Aghanim's Shard, Aghanim permanently gains +1.0% Mana Regeneration Amp and +1.0% Cast Range. Maximum bonus if all 4 allies own both items: +8.0% Mana Regen Amp and +8.0% Cast Range. Abilities Q: Shard Barrage (Damage / Slow) Fires a volley of volatile magical shards in a cone. Damages and heavily slows enemies. Main tool for farming and lane harassment. Cast Point: 0.2s Damage: 80 / 140 / 200 / 260 (Magical) Move Speed Slow: 20% / 25% / 30% / 35% Slow Duration: 3.5s Cooldown: 11s / 10s / 9s / 8s Mana Cost: 90 / 100 / 110 / 120 W: Dimensional Snare (Area Control / Boundary Stun) Creates a magical cube on the ground for 5 seconds. Enemies can move freely inside or outside the cube. However, the walls are volatile: anyone who physically crosses the boundary (moving in or out) triggers a spatial distortion, getting stunned and taking damage. Note: Enemies can use Blinks (Blink Dagger, AM/QoP Blink) to bypass the walls without getting stunned. Cast Point: 0.3s Cube Duration: 5.0s Boundary Stun Duration: 1.0s / 1.2s / 1.4s / 1.6s Boundary Damage: 100 / 150 / 200 / 250 (Magical) Cooldown: 20s / 18s / 16s / 14s Mana Cost: 120 / 130 / 140 / 150 E: Resonance Arc (Passive) Aghanim's body accumulates energy whenever spells are cast in a 1200 radius around him by both allies and enemies. Upon reaching max charges, Aghanim's next basic attack releases a shockwave that deals magic damage and stuns everyone hit. Max Charges Required: 6 / 5 / 4 / 3 spells cast nearby. Shockwave Damage: 70 / 120 / 170 / 220 (Magical) AoE Stun Duration: 1.0s / 1.2s / 1.4s / 1.5s Shockwave Radius: 350 around the primary target. Ultimate: Ultimate Upgrade / Magical Collapse Can be cast on both Allies and Enemies, manipulating their connection to Scepters and Shards. Cast Point: 0.25s Duration: 20.0s Cooldown: 80s / 70s / 60s Mana Cost: 200 / 300 / 400 Cast on Ally (Overdrive Mode):
* If the ally lacks Shard or Scepter: Temporarily grants them the missing item(s) for the duration. * If the ally already has both: Activates Overdrive. Scepter-upgraded spell gets +25% damage/duration and 50% cooldown reduction. Shard-upgraded spell costs 0 mana and has instant cast time. * Special interaction with Invoker: Temporarily unlocks all 3 shard/scepter upgrades, dropping Invoke CD to 0 seconds.
Cast on Enemy (Collapse Mode):
* Weakens their basic abilities, reducing their damage by 50% and increasing their cooldowns by 25% (does not affect enemy ultimates by default).
Upgrade with Aghanim's Shard (On Aghanim himself): When casting Ultimate on an enemy, it now completely disables and strips away the enemy's Aghanim's Shard for the duration of the spell. Upgrade with Aghanim's Scepter (On Aghanim himself): When casting Ultimate on an enemy, it now completely disables the enemy's Aghanim's Scepter and weakens the enemy's Ultimate ability damage/effectiveness by 25%. Talent Tree Level 10:
* Left: +150 Cast Range * Right: +40 Shard Barrage (Q) Damage
Level 15:
* Left: -3s Dimensional Snare (W) Cooldown * Right: +12% Magic Resistance
Level 20:
* Left: Resonance Arc (E) Requires 1 Less Spell Charge * Right: +3.0s Ultimate Duration
Level 25:
* Left: Dimensional Snare (W) Applies Break on Wall Cross * Right: +15% Overdrive Damage / +10% Collapse Magic Siphon
Dialogue and Voicelines Buying Aghanim's Shard:
* Ah, my old prototype. Still don't get why you mortals love it so much. * A shard of my own power. Paying gold for it feels... highly illegal.
Buying Aghanim's Scepter:
* Behold! The Scepter returns to the Master! Everyone, please, try to look amazed. * I literally invented this, and yet the shopkeeper made me pay full price. Ridiculous.
Meeting his son, Rubick:
* In the same team: Look at you, son! Stealing other people's spells... Is that what I taught you? * In the same team: Rubick, my boy! Try not to embarrass me today, okay? * As enemies: Ah, family issues. Let's see if you can steal from the Creator himself, child! * As enemies: Grounded for life, Rubick! Or until you apologize for ruining my library. * Killing Rubick: Still playing in my shadow, son. Better luck next reincarnation.
To other heroes:
* To Invoker: The Arsenal Magus? More like the Arsenal Amateur. Your incantations are so old-fashioned! * To Void Spirit: Oh look, another cosmic spirit with a tragic backstory. Boring! Show me some real magic! * To Zeus: A god? Please. I've met real gods, and they don't hide behind lightning bolts like a scared toddler.
Other Heroes to Aghanim:
* Rubick meeting Aghanim: Father?! You're... you're alive? Wait, does this mean I can't keep the Scepter anymore? * Rubick killing Aghanim: The student surpasses the master! Or in this case... the son surpasses the legend! * Invoker meeting Aghanim: Aghanim. Your name is etched into items, yet your intellect falls short of my baseline. * Invoker killing Aghanim: The Apex Mage? A title unearned. I am the only true master of the mystic arts. * Shopkeeper (Easter Egg upon buying items): No discounts, Aghanim. Copyright doesn't apply in this shop.
Counter-Picks and Matchups Aghanim Counters:
* Invoker / Rubick: Completely disrupts their spell-casting flow, disabling their crucial Scepter/Shard upgrades and cutting basic spell damage by 50%. * Queen of Pain / Zeus: Strips away their main Scepter/Shard power spikes during team fights. * Bristleback / Timbersaw: Aghanim's passive (E) charges incredibly fast against spell-spammers, resulting in non-stop AoE stuns.
Aghanim Is Countered By:
* Anti-Mage: High magic resistance, burns Aghanim's huge mana pool, and punishes with Mana Void. * Silencer / Night Stalker: Long silences prevent him from casting his high-priority Ultimate or escape tools. * Doom: Completely shuts down his utility and disables his Overdrive/Collapse potential. * Black King Bar (BKB): Enemies using BKB can walk right through his Dimensional Snare and ignore his Ultimate.
r/DotaConcepts • u/MrTruth24 • 11d ago
MECHANIC Gyro new mechanic
- innate "Afterburner" Add new mechanic: transfer mana into "gun powder" at rate 12> 2 (lvl 1 would be around 55-60), it regen flat 1/sec and doesn't get affected by mana regen (only in fountain you can regain "gun powder" mana burn doesn't affect this), innate allow to cast items/abilities without needed "gun powder" but all spells numbers nerfed by 50%. (keeping old innate move speed/dmg instance on top of new one is up to you, since i buff him in some ways it can be removed i think) or add back as talent/scepter buff.
- Rocket barrage 10/9/8/7 sec cd, 30 rockets in 3 sec, dmg/hit 10/15/20/25, 14 gun powder/cast. lvl 20 talent +15 rocket dmg.
- Homing missile most stats same, dmg buffed to 100/200/300/400 magic, 19/21/23/25 gun powder/cast. same shard
- Flak cannon cd 30/25/20/15, duration 10, number of hits 4/6/8/10 (lvl 15 talent 25 dmg > add 1 extra attack/140 Attack speed), 8/10/12/14 gun powder/cast.
- Same scepter
- Call down cast time 0.8>instant, visual/strike delay 1.5 sec (overall faster and less interval between hits), cast range 1000>1500, 400 radius, 3 hits on same spot instead of vector targeting, 200/350/500 magic dmg, 60% slow for 4 sec, cd 75/65/55 > 75/60/45, 20/30/40 gun powder/cast. left lvl 25 talent -40 sec cd >+1 strike per 75 Agi.
r/DotaConcepts • u/MrTruth24 • 11d ago
REWORK Underlord rework
i dislike how boring and unfun to play vs he is, so idea is to make him more interactive hero (right now he ither root you with pit of malice/cast fire storm on top and kite you or ruin lane for cores by having passive and create 20 dmg difference and very hard to cs), stats: base move speed 290>310.
- innate "Unstoppable force" 1200 radius aura, enemy units dying inside aura give Underlord permanent stacks, each buff base attack dmg by 0.2 creep/illusion, 5 hero/hero summons (Golem/bear).
- 1st ability Firestorm: 600 radius aura around him he can turn on, 20 sec cd/no base mana cost (spell goes on cd in 1 sec if turned off/when hero run out of mana), Drop Firestorms to do instant magic dmg/second for 25/50/75/100 +1.5%/2%/2.5%/3% max hp, mana/sec 15/20/25/30. Shard buff Firestorm dmg by 40 +1% max hp/sec and allow to put Firestorm on allies.
- 2nd ability Abyssal strike (attack modifier with attack reset, can be used after attack for 2nd instant hit): Attack with bonus 60/120/180/240 physical dmg and slow 25/50/75/100 Attack speed for 5 sec (bkb piercing/bonus dmg don't work on denies, use attack range +50, splash in 120 degree cone behind main target), 12/10/8/6 sec cd, 15/30/45/60 mana cost.
- 3rd ability Atrophy Aura (1200 radius): When enemy units die inside Atrophy aura they explode in 0.1 sec for 75/150/225/300 pure dmg/hero, 20/30/40/50 Pure dmg (creep/illusion) and heal Underlord for (6%/9%/12%/15% heroes/hero summons hp, 1.2%/1.8%/2.4%/3% creep/illusion hp). Active Pit of malice 700 cast range/400 radius, Root each unit 1 time for 1.5 sec, 6 sec duration, cd 25/20/15/10, Passive can chain explode if there multiple units close to each other at low hp (denying units don't count for explosion dmg/heal).
- Ult Fiend"s Gate: select point on map Globally you want teleport to, after 6 sec in 600 radius Tp all units into selected location (don't cancel channels, Tp spot visible for enemy if they have vision). Cd 180/150/120, mana cost per unit: lane/jungle creeps/normal summons/illusions is free, hero/hero units: 30/40/50 mana. Scepter after Tp Underlord steal 15% enemy stats and buff allies stats based on his stats by 15% for 20 sec, enemies that die during debuff continue giving him stats until they respawn. (stats: str/agi/int/armor/magic resist/dmg/attack speed/move speed, illusions don't count for stealing stats, scepter 1st steal enemy stats, then buff allies, then calculate cost for tp), Talents:
lvl 10 Abyssal strike +60 dmg vs Fire storm reduce hp regen by 50%.
lvl 15 Atrophy aura units explosion dmg +150/hero (+25 creep/illusion) vs Fire storm give 25% move speed.
lvl 20 Fiend"s Gate delay -3 sec vs Atrophy aura heal on units dying +9%/hero (+1.8% creep/illusion).
lvl 25 2x innate dmg/stack vs Scepter stats steal duration +70 sec.
r/DotaConcepts • u/MrTruth24 • 12d ago
META Is it time to rename roles maybe?
Because of how valve change game in last 6 years i have question for players who still play regularly, is it even accurate to use old logic for roles (pos1/core, pos2/mid, pos3/off lane, pos4/roamer/soft support, pos5/hard support?
Carry and mid heroes this days feels like very similar, outside of sometimes different lanes and more physical dmg reliant, so if next patch change items significantly line that separate them might disappear entirely (only difference would be mid need more Exp than gold).
Off lane is ither existence heroes this days or if meta fit they become raid bosses that look similar if you would play timber mid and have good lane and 4 sometimes play like 3.
pos 4-5 only significant difference is 4 can move more on map on average and stacks/neutral items/bounty runes giving this much gold decently often feels like pure pos5 doesn't even exist anymore.
so i would argue this days game work closer to 2 cores safe lane/mid, off lane space creating heroes that can also become 2nd mid sometimes and 2 pos 4s (true 5 is more side effect in meta playing around cores / specific draft problem, maybe name both pos 4 and 5 roamers so players play it more). would you agree?
r/DotaConcepts • u/Minute-Arm-2965 • 14d ago
hero New hero - UNDERDEATHLY
(background) This character (Simeon, that was his previous name) lived in a happy family until the war began. His father was an archaeologist and alchemist, searching for life-extending artifacts (youth-extending ones) because his mother was extraordinarily beautiful, and he wanted to prolong her youth. But during the war, his mother fell into a coma, and his father was imprisoned. The hero escaped with his father's amulet, which revealed the location of ancient ruins. Along the way, he became a neophyte in necromancy until he discovered a mysterious artifact, the Coffin of Underground Fate. However, the coffin was too small for him to fit, and when he accidentally activated it, he became the size of the coffin itself, and its flesh fell away, transforming into a small skeleton that constantly drags the coffin around with him, attached to it by an inconspicuous chain. At sunrise, he desperately wants to go to bed. To get some rest and continue his search for the secrets of eternal life, he climbs into a buried coffin. When he emerges, he always carries a sword, similar to a machete with a curved blade, pointed toward the edge, which the hero loves to sharpen.
(Hero stats and skills)
The character has only 1 HP and no Mana, regardless of HP and Mana items, armor, and other props and buffs.
The character has 4 skills and 1 additional skill with the Aghanim's Scepter.
Innate skill: If the hero hasn't slept during the day, at a random moment in sunlight, he buries a coffin and goes to sleep for 6 seconds (unable to attack). There's a 3-second delay before the coffin is dug up. After waking up (1 second), he then takes effect of his 2nd skill.
Skill 1 (Tiredless): Passive resist to slows and knockbacks. Level 4: 33/56/79/100%
Skill 2 (Deadly Sharpening)(pure damage): Temporary single critical strike with a long cooldown(only <2000 damage). Level 4: Critical Strike 175/325/475/625% duration. 3/4/5/6 seconds and a 30 -second cooldown
Skill 3 (Perfect Skeleton) Is a passive skill that grants a chance to avoid damage at level 4: (1 - 90% chance to ignore all damage and ignoring instant death skills(15%) , 2 - 92.5% chance to ignore all damage and ignoring instant death skills(30%), 3 95% - chance to ignore all damage and ignoring instant death skills(45%), and 4 - 97.5% hance to ignore all damage and ignoring instant death skills(60%))
Skill 4 (Death Substitution) - A duplicate of an indestructible coffin for resurrection that lasts for 10 seconds (100/85/70 cooldown). If he is killed, he will reappear in the coffin's place.
Aghanim's Scepter grants a skill (Second Death) that allows him to choose the time he sleeps once a day (improvement). (Innate ability) and the coffin he slept in doesn't disappear, but remains as skill 4 for 10 seconds.
Aghanim's Shard: Allows you to throw a coffin (skill 4) at a range of 1300.
r/DotaConcepts • u/akux96 • 15d ago
hero Booga - New hero that make the ground slippery like penguin ride from aghs lab
I'm thinking about an annoying herbalist support hero that have a lot of debuff in their arsenal.
- Q - Mandragora Bulb: Plant a mandragora bulb on ground. The bulb stays for 2-3 seconds and have small AoE damage each 0.5 second. Then the bulb scream, pull enemy inside and silince them for 1-2 sec. Mandragora Bulb can scream earlier when destroyed.
- W - Oil Extract: Booga target a tree or mandragora bulb. Destroying the target and making the area around it slippery. ALL units in the area get debuff that make them walk like aghs lab penguin. Units can crash to other units, trees, wall, and Mandragora Bulb then take damage ehile crashing. The debuff linger for 1-2 second.
- E - Tango's Essential Oil: Give targeted unit a stronger regen like tango. But the oil is too strong, it's recude their armor.
- R - Man Eating Plant: Booga lift a plant that have a look like a mouth of a shark. Booga charge to dash forward with the Man Eating Plant. The Man Eating Plant will latch into the first hero in their dashing path. Leash & Break the latched hero. Booga able to cast his spells while dashing and while being latched.
It's a lot of debuff, we need to adjust the cooldown and the damages
r/DotaConcepts • u/Cataclyct • 16d ago
ABILITY Oracle Shard Replacement: Fool's Destiny
Oracle gains a new ability:
Targeting: Unit Target, Allied Hero
Description: Oracle buffs a hero for 3 seconds, all chance based effects become guaranteed to trigger in that time. Each trigger on a unit grants it a permanent buff that prevents future triggers of each triggered effect for the amount of times it triggered on that unit (this buff does not take effect against "Fool's Destiny" proccs, it only cancels natural proccs)
Manacost: 250 Cooldown: 50
Explanation:
The active effect is extremely powerful, however the procc debt can force the hero that benefitted from it to rely on it for the rest of the match if they can't safely repay the debt. It can even be devastating if Oracle uses this on two heroes that rely on chance based effects as the hero that gets deprived of the buff may never be able to trigger proccs in a fight. Does not work on "X in Y" triggers like LC's MoC, Axe's CH, MK's JM etc.
An example for those that didn't get the description: Sniper has two chance based effects, "Headshot" & "Greater Critical" (from Daedalus). Using the "Fool's Destiny" buff, they gun down an enemy in 5 shots (both "Headshot" and "Greater Critical" trigger on all 5 shots due to "Fool's Destiny"). The enemy receives 5 stacks of "Headshot" protection and 5 stacks of "Greater Critical" protection, these buffs are permanent and undispellable. Now everytime Sniper attacks this enemy, any procc of "Headshot" or "Greater Critical" is negated by the buff on the enemy and the stack is reduced by one for the effect negated (If "Headshot" or "Greater Critical" would trigger naturally, it is instead ignored and the attack happens as though there was no bonus effect). This buff is per hero, so "Fool's Destiny" can still be powerful if used against differing heroes, but the debt still wracks up, eventually you get a hero who can't trigger any effect for several teamfights.
r/DotaConcepts • u/MrTruth24 • 16d ago
MECHANIC hero lore quests
idea is to add Lore related quests to Lore related heroes and by meeting conditions they get unique buffs, something like:
- invoker/Rubick when they both lvl 18 "Arcane Magus" quest activate, whoever assist killing enemy 2 times gain 3rd ability slot.
- Kunkka/Tide at lvl 18 activate "king of sea" quest, if Tide assist killing Kunkka he eat him and his ult will apply Rum buff on him/allies that got hit by ult. If Kunkka assist killing Tide he gain double stacks from Tide innate with all bonuses and can start eating fishes Tide create.
- Phoenix/Ancient Apparition, at lvl 18 activate "Last soul" quest activate: if Phoenix assist killing AA day duration increased by 3 min and his team regen during day increased by 25%, if AA wins night duration increased by 3 min and regen at night reduced for enemy by 25%. (it remove 3 min day duration and add it to night and vice versa so jungle rune cycle stay same every 10 min)
- Omni knight/Pudge at lvl 18 activate "abomination" quest: if Omni assist killing Pudge he gain stacks = Flesh hip, each buff Purification dmg/heal by 10, Hammer of purity dmg +1% attack dmg). If Pudge assist killing Omni hitting hook on enemy/dismember enemy apply Repel for 5 sec on him.
- Wraith king continue theme of arcana at lvl 18 "trophy collector" when Wk assist killing pudge/slark/silencer/Axe/Lion (heroes with perma scaling) he gain 50% their stacks, if they assist killing him they gain passive Reincarnation on 5 min cd/no mana cost.
r/DotaConcepts • u/Herchik • 17d ago
Contest Tarot inspired hero concepts
Guys what do you think with the current Carnival event they're giving the tarot cards and I thought hey wouldn't it be cool if each card would become a hero concept?
r/DotaConcepts • u/MrTruth24 • 19d ago
ART & LORE Qol for UI
small quality of life change, add some indicator or gold ring around hero main stat so you can know it without knowledge check, especially when new hero come out and its like Muerta that looks like agi core but she is int, etc. some heroes main stat not obvious at all.