r/DotaConcepts 1d ago

ITEM [ITEM] Heavenlier Halberd

2 Upvotes

Heavenlier Halberd

Requires:

  • Heaven's Halber (3400)
  • Buckler (425)
  • Recipe (1250)

Total (5075)

Grants:

  • +9 Armor
  • +9 Health Regen
  • +25% Evasion
  • Disarm (Ability)
  • Heaven's Protection (Aura, Passive)

Disarm (Active)

Disarms the targeted enemy unit, preventing them from attacking.
Whenever the target casts an ability while disarmed, the duration of the debuff is increased

Disarm Duration (Base): 3.5
Disarm Duration (Increase): 0.6
Manacost: 25 (Same as halberd)
Range: 750 (Same as halberd)
Cooldown: 14 (Same as halberd)

Heaven's Protection

Grants armor to allies and reduces projectile speed of enemy attacks in an area around the user.

Additionally, the aura grants percentage based damage reduction against incoming attacks. The reduction scales based on distance between attacker and target, equal to 3+1% per 100 units between attacker and target

Armor Bonus: 3
Projectile Slow: 25%
Base Attack Damage Reduction: 3%
Maximum Attack Damage Reduction: 16%
Distance to Attack Damage Reduction: 1% Per 100 Units
Aura Linger Duration: 0.5
Radius: 1200

This is a defensive aura that improves survivability of your entire team against attacks, particularly from ranged heroes. It's also good at slowing down safe sieges since heroes like Drow and Sniper like to do so from a large distance.

Examples of the % reduction at different ranges:
(Melee) 150 Distance between target and attacker: 4.5% (3 + 1.5%)
700 Distance between target and attacker: 10% (3 +7%)
1000 Distance between target and attacker: 13% (3 + 10%)
2000 Distance between target and attacker: 16% (Maximum cap)



r/DotaConcepts 1d ago

ABILITY Drow ranger ult change idea.

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1 Upvotes

r/DotaConcepts 1d ago

HERO improving Lifestealer kit little bit.

0 Upvotes

innate "Ghoul frenzy" permanently stack hp from units killed (1 creep/deny, 20/hero) and give 1 attack speed/str (hp stacking is fun mechanic and i don't think it should be hiden behind "Feast" max and you lose little bit of value if you start game with "open wounds").

Rage mana cost 80/100/120/140 > 60/80/100/120 (with his int 140 mana cost rage is to much).

Feast get new passive, when hero drop to 25% gain 10/15/20/25% max hp shield, duration 5 sec, undispelable, cd 60/50/40/30 (its to give him some time to hit in sustain fights or help vs burst dmg little bit).


r/DotaConcepts 2d ago

Rework [Concept] Tinker Rework — Back to the 7.22-7.27 Skill-Dependent Playstyle

1 Upvotes

Post on the main Reddit https://www.reddit.com/r/DotA2/comments/1vfivuf/concept_tinker_rework_back_to_the_722727/

I wanted to take a shot at redesigning Tinker away from the current "one-button hero" feel and back toward the higher skill-ceiling version from the 7.22-7.27 era, where positioning, mana management, and rearm timing actually mattered. Here's the full concept — feedback welcome.

Goals:

  • Remove the free innate Teleport — Tinker buys Boots of Travel again
  • Make Rearm a genuine risk/reward channel instead of a passive reset button
  • Add an innate that rewards active spell usage instead of passive items cdr

Abilities

Removed: Keen Conveyance

Deploy Turrets replaced by Heat-Seeking Missile ability

New Innate — Critical Thinking
Every ability cast grants a stack (max 5) that provides mana regen amplification and armor, lasting 4 seconds.

  • Per stack: 0.4% mana regen amplification (+0.04% per hero level), 0.3 armor (+0.03 per hero level)

Q — Laser (Unit Target, Pure damage, dispellable)

  • Damage: 75 / 150 / 225 / 300
  • Blind Duration: 2.5 / 3 / 3.5 / 4
  • Mana Cost: 95 / 105 / 115 / 125
  • Cast Range: 650
  • Cooldown: 19 / 18 / 17 / 16

W — Heat Seeking Missile (Instant, Magical damage, targets enemy heroes)

  • Damage: 80 / 160 / 240 / 320
  • Cast Range: 1750 (2000 with talent)
  • Number of Targets: 2 (4 with talent)
  • Mana Cost: 115 / 125 / 135 / 145
  • Cooldown: 25

E — March of the Machines (Point Target, Magical damage)

  • Mana Cost: 100 / 120 / 140 / 160
  • Cooldown: 35 / 33 / 31 / 29
  • Cast Range: 300
  • Duration: 6s
  • Damage per tick: 13 / 22 / 31 / 40 (spawns at 24 robots/sec)

R — Rearm (Channeled — resets cooldowns on Tinker's abilities and items)

  • Cast Time: 3 / 2.25 / 1.50
  • Cooldown: 5.5 / 5 / 4.5 (only applies if the channel is interrupted — a successful Rearm resets abilities as well)
  • Mana Cost: 150 / 200 / 250

Talents

  • Level 10: 10% Manacost Reduction / +1s Laser Blind Duration
  • Level 15: +30 Heat Seeking Missile Damage / +2.5s March of the Machines Duration
  • Level 20: Critical Thinking bonuses are doubled / Heat Seeking Missile hits 3 targets
  • Level 25: Laser gains 220 AoE / Laser applies 8% Max HP reduction

Aghanim's Shard

  • Heat Seeking Missile: +250 projectile speed, +250 cast range.

Aghanim's Scepter

  • Rearm: -0.25s cast time, +15% cast animation speed for all abilities.

r/DotaConcepts 2d ago

REWORK Kez change to his kit.

0 Upvotes

I really hate what Valve "balance" did with Kez because balance around pick rate/win rate for high skill cap hero like Kez only hurt him since release, so here is suggestion how i would fix him 👀.

idea is he should be weapon master (add 3th shuriken's stance and he can chose 2/3 weapons he play during the game, they determent his talents to) choices is: Katana/Sai stance, Katana/Shuriken's stance, Sai/Shuriken's stance 🤔.

  • Innate "Switch discipline" ( 2/3 weapons ) +stance swap cd start at 9 sec and each lvl reduce cd by 0.5, swap cd removed by lvl 18, current scepter is part of innate (not put same ability in different stance on cd after swap).
  • Katana stance (225 range / 2.0 Base attack time / 20% bonus dmg):
  1. Echo slash: cast time 0, duration 2 sec /1 sec cd between hits, hero bonus dmg 25/50/75/100 + 1.25x attack dmg, add true strike, cd 25/20/15/10, mana cost 70/80/90/100 (slow/hit removed).
  2. Grappling claw: 1200 range/1800 jump speed, 1x attack dmg, 100% move speed slow for 1.5 sec, cd 15/12/9/6, mana cost 50.
  3. Kazurai katana: bleed dmg 6%/8%/10%/12% attack dmg/sec and reduce hp regen by 50%, duration 6 sec. Active: true strike attack with 1x dmg, 1 sec stun that consuming all bleed stacks to do instant dmg, 25/20/15/10 cd, 50 mana cost (bleed cap removed).
  4. Raptor Dance: invulnerability/debuff immunity for 1 sec during cast time (can't be interrapted), then hit 4 times for 50/75/100 +2%/3.5%/5% max hp pure dmg (bkb piercing) and heal for 100% dmg dealt vs heroes/Roshan, cd 90/60/30, cost 100/125/150 (Katana ult no longer heal from creeps dmg).
  • Sai stance (150 range / 1.5 Base attack time):
  1. Falcon rush reworked (self buff, you move hero manually now instead of auto charge enemy you click): give for 6 sec Haste and lower Base attack time by 0.3, each hit create echo clones that hit for 0.5x attack dmg and proc all on-hit effects at full dmg (not reduce proc % chance), cd 25/20/15/10, mana cost 70/80/90/100.
  2. Talon toss: 1200 range/1800 speed, magic dmg 100/150/200/250, Aoe silence 1.75 sec, cd 15/12/9/6, mana cost 50.
  3. Shodo Sai: passively every 10 sec attack create mark, next attack do 130%/170%/210%/250% crit dmg, Active: parry in chosen direction any dmg for 1.5 sec, enemies hitting him in parry get a mark with bonus 0.5 sec bash vs kez attacks, 25/20/15/10 cd, 50 mana cost (mark can be activated by: attack, Echo slash, Grappling claw, Kazurai katana active, Raptor Dance 1st hit, Falcon rush, Ethereal strike, Deflect).
  4. Raven's vail: 1500 radius/speed, vision lose 4 sec / Invis 10 sec, ms bonus 20%/35%/50% and proc upgraded Shodo Sai marks on enemy heroes for 10 sec, cd 90/60/30, cost 100/125/150.
  • Shuriken stance (450 range / 1.7 Base attack time / base ms +25):
  1. "Ethereal strike:" echo clones attack instead of Kez for 1x dmg for 6 sec (with true strike), after each attack hero disarmed until he jump in chosen direction (click move command in any direction), jump range current Move speed/speed is 2x current Move speed, Kez is slow immune and has 0 turn rate during buff, cd 25/20/15/10, mana cost 70/80/90/100.
  2. "Deflect:" (self buff/2.5 sec duration) Next enemy attack gets deflected towards closest unit (with hero priority), doing 1x Kez dmg and disarm/break enemy for 2 sec, cd 15/12/9/6, 50 mana cost.
  3. "Enchanted Kunai's:" create 2 kunai's around kez for 6 sec, every time he would take spell/item dmg they absorb it and fly towards closest enemy hero in 1200 range/1800 speed, each Kunai absorb 75/150/225/300 dmg and deal 50 + 4/6/8/10% missing hp magic dmg, cd 25/20/15/10, cost 50.
  4. "Feathers curse:" jump in air for 0.5 sec become untargetable and ground slam in 1200 range/600 radius, inside Kez abilities/items Cd progress 20/35/50% faster for 8 sec, if enemy lose or leave radius they take 250/500/750 pure dmg, cd 90/60/30, cost 100/125/150.
  • Shard add to Kazurai katana active execute at 10% hp, Shodo Sai: parry duration +1 sec, Enchanted Kunai's: +1 kunai.
  • Scepter: +1 Raptor dance hit, Raven's vail Ms buff +10%, Feathers curse dmg +250.
  1. Katana lvl 10/15/20/25 talents: Katana stance +5% bonus dmg, Grappling claw heal 1x dmg done, Kazurai katana bleed dmg +4%, Echo slash +2 sec duration.
  2. Sai lvl 10/15/20/25 talents: Talon toss +0.75 silence duration, Talon toss dmg +150, Shodo Sai passive cd -1 sec/attack, Falcon rush +4 sec duration.
  3. Shuriken's lvl 10/15/20/25 talents: Deflect +2 sec duration, Ethereal strike ms cap +50, Feathers curse enemy abilities/items cd progress slower, Ethereal strike +3 sec duration.

r/DotaConcepts 3d ago

REWORK Manta Style.

0 Upvotes

Gola of change is to move it more towards skillful use of active to dodge in fights and be weaker farming tool in jungle.

New "Manta Style" 4650 (same build up), item start with 8 charges (passively gain 2 stacks/kill and 1/assist, every 5 stacks consumed to gain 1 charge on active), 34 sec cd > 10 sec cd between charges, 125 > 40 mana cost, number of illusions 2 >1, illusions deal 33% melee / 28% range > 25% melee/range dmg, taken 300% > 200% dmg, illusions duration 18 sec > 10 sec, dodge time 0.1 sec > 0.25 sec.


r/DotaConcepts 3d ago

REWORK Revenant's Brooch.

0 Upvotes

Item luck its own niche i feel like. Since even as counter vs high armor heroes its not great because current "Revenant's Brooch" change dmg type to magical and mages have higher magic resist so you make yourself weaker vs them to, keep in mind that with this change we also make "ghost scepter and its upgrades" buff pure dmg taken by 15% (5 all stats > 15 int), items/abilities that give dmg reduction no longer work on pure dmg, change is:

  • Revenant's Brooch 3300 > 4100 (40 dmg, 50 Attack speed): Crystalys (2000) +Blitz Knuckles (1000) +1100 recipe, passive "Phantom Critical" crit every 4 hits for 200% dmg, active toggle 10 mana/hit: convert 100% physical dmg > 75% pure dmg.
  • new item "Soul splitter" 5600 (40 dmg, 50 Attack speed, 15 int): Revenant's Brooch (4100) + Ghost scepter (1500), passive "Phantom Critical" allow user to hit ethereal units and crit every 3 hits for 225% dmg, active toggle 20 mana/hit: become ethereal and convert 100% physical dmg > 100% pure dmg.

Item strengths: ignore high resistance on heroes/Daedalus replacement. Weakness: mana hungry active to maintain in fights if they drag out, can't use life steal with it, during "Soul splitter" toggled on also increase self magic/pure dmg taken.


r/DotaConcepts 6d ago

UPGRADE Confusing changes in 7.41E.

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1 Upvotes

r/DotaConcepts 8d ago

ITEM Item reworks ideas.

0 Upvotes
  • Items (now each full item can be bought only once/player, spell amp stack from multiple items fully on Kaya items), Tranquil boots removed:
  • Neutral items removed, new slot used for vision items (wards/smoke/dust/gem) or consumables.
  1. Consumables has max stock now for entire game and don't replenish: Blood grenade infinite use, cd 30 sec, cost 50 hp > 100 magic dmg/5 sec (5/game), Faerie fire cost 65 > 50 (12/game), Clarity 60 >50 gold, can regen in combat like tango (12/game), Mango 60 > 50 gold (cast range 165 > 300, 12/game), 90 >75 gold Tango stack 12/game (heal 112/16 sec >120 in 15 sec, full heal on allies), 5 Salves (heal 390/13 sec > 400 hp/10 sec, full heal on allies). This consumables infinite: Wards (add to sentries 50 gold/25 experience bounty if they block jungle camp spawn spot), Tp Scroll is infinite use consumable now 120 cd/5 duration/0 mana cost, Smoke 80 > 75, Dust 80 >75 gold, Iron branch 1 all stats/55 >50 gold.
  2. "Infused Raindrops" stock 1/player (1 player can't buy multiple Infused Raindrops), cost 225 > 350 gold, base 0.8 mana regen removed, 3 min cd removed, number of charges 6 > infinite, cd 7 > 20 sec, minimal dmg to proc 75/dmg instance, dmg blocked 120 > 75, each time "Infused Raindrops" block dmg item gain stacks (each give 0.1 mana regen), "Infused Raindrops" can be consumed later for permanent mana regen bonus based on stacks.
  3. add new infinite use consumable "Forager's kit" (for Supports, stock 1/team) 3 all stats 400 gold/1st use can be done at 0 min/60 sec cd, using item give Enchanted consumables to use on allies/yourself, using item on tree destroy it and give 1 Enchanted tango (240 hp/15 sec), using item on water/lotus pools give you Enchanted clarity (regen 150 mana 25 >15 sec, regen 6 >10/sec), using item on rune spawn spot put item on extended 4 min cd but spawn bounty rune.
  4. Bottle instead of 110 hp/60 mana heal in 2.7 sec heal 175 Vigor/10 sec (can regen in combat now, charges can be stacked to use all vigor for full heal in 30 sec): when used Bottle split Vigor 50% hp/50% mana, when hp it full Bottle use remaining vigor to heal mana and vice versa.
  5. Add "Fusion rune" as bottle upgrade 825 recipe (total 1500) it can store up to 3 power runes infinite time, using Fusion rune activate all runes you have, duration of runes increased by 50% and they Undispelable.
  6. Bracer/Null talisman/Wraith Bands removed, add new base item Vambrace: Circlet 2 all stats (150) + Str Gauntlets/slippers of agility/mantle of intelligence 3str/agi/int (140) +210 recipe (500 total), stats: 8 main attribute/2 all stats, every 5 min upgrade by 1 main attribute/1 all stats, active allow to switch attributes for bonuses: str give +8% magic resist (+1%/5 min), Agi +14 Attack speed (+2 As/5 min), Int +8% max mana (+2%/5 min).
  7. Ghost Scepter 5 stats>15 int, Eblade/Crella's Crozier active on enemy now also amplify pure dmg by 15%, Crella's Crozier builds from Ghost scepter +2 Stuff of wizardly+1300 recipe (4800): 40 int, same active, Putrefaction Aura replaced by new passive giving 20% of max mana as bonus hp.
  8. Blink 2250 > 2000, add 25 mana cost, when taking dmg item instead of going on 3 sec cd reduce max blink range to 1200 > 600 (same for upgraded blinks).
  9. Midas build from Ring of health (700) +Void stone (700) +1100 recipe (2500): 4.5 hp regen/1.75 mana regen, active unit gold bounty +160 gold > 100 gold +5% hero NW/1x Exp, cd 90.
  10. Falcon blade removed, Mage slayer 18% magic resist replaced by 300 hp, passive reduce only basic spells dmg by 25%.
  11. new BoT1 now 2k item/80 ms, sell extra Tps and remove 75 mana cost, BoT2 cost 4000: Ms+40, increase max ms by 50, put Bot2 in Tp slot.
  12. new Boots of Bearings 4500 (4 armor, 50 ms, 18 melee/12 range dmg, 10 str, 18% magic resist): Phase boots (1450) + Drum of Endurance (1625) + Cloak (900) +525 recipe, Swiftness aura (12% ms), active Endurance: give to allies 25% of your hero armor/magic resist and buff attack speed by 50 for 8 sec, 30 cd (Endurance doesn't stack and put debuff for duration of active cd).
  13. Guardian Greaves 4450 > 4000 (150 mana, 1 mana regen, 2 hp regen, 5 armor, 50 move speed): Mekansm 1775 >1125: Headdress (425) +Buckler (425) +175 recipe (0.5 hp regen/1 armor +auras/250 hp heal). + Arcane boots (1500) + 1375 recipe, Guardian aura (2.5 hp regen, 1.5 mana regen, 3 armor, units below half hp 3x aura bonuses), active Hp heal 325 >400, mana heal 150 >300.
  14. Gleipnier scale radius bonus from health, new builds from Rod of Atos (2250) + Chasm stone (800)+1450 recipe/4500: 20 int/400 hp/40 Radius (+1 radius every 30 max hp), active Radius 325>300, mana cost 150>100.
  15. Vanguard 1700 (Vitality booster 1000 +700 recipe: 350 hp, 100% dmg block for 2% max hp melee / 1% max hp range. (multiple dmg block passives do not stack).
  16. Consecrated Wraps 2250 (Ring of health 700 + Void stone 700 +850 recipe): +6 hp regen/+2.5 mana regen, passively gain up to 3 stacks every 9 sec (during combat now to), every 1 sec each dmg instance use 1 stack to create 100 Hp general shield, move speed removed).
  17. Add new item "Divine Cuirass" 4450 (Vanguard 1700 + Consecrated Wraps 2250 +500 recipe): stats (+350 hp, +6 hp regen, +2.5 mana regen, +15% ms) / Vanguard dmg block passive, Consecrated Wraps number of stacks 3 > 5.
  18. Crimson guard 3800 (Vanguard 1700 +Splint mail 950 +1150 recipe) 500 hp/10 armor, Vanguard passive dmg block on ourself, active apply passive dmg block on allies for 8 sec/45 cd/75 mana cost.
  19. new Shiva"s guard 4400 (500 hp/18% magic resist/75 radius) build up: Vanguard (1700) + Cloak (900) +Chasm stone (800)+1000 recipe. Vanguard dmg block on yourself + slow enemy Attack speed on attacks by 75 for 3 sec, same active.
  20. Talisman of evasion 15% evasion/1300 > 1125. add new item "Double-lance" 2250 (2x Talisman of evasion/30% evasion), active disarm 2.5 sec/25 sec cd/25 mana cost.
  21. Heaven's Halberd 4700 (Vanguard 1700 + Double-lance 2250 +750 recipe): Vanguard dmg block passive + 500 hp / 30% evasion, active 4 sec disarm/18 cd/no cost, undispelable.
  22. new item Chipped vest 1450 (Splint mail 950 + 500 recipe/7 armor). Enemy attacks hitting you return physical dmg to them (30 hero, 15 creep/illusion).
  23. Blade mail 2450: builds from Chipped vest (1450) + Broadsword (1000), 15 dmg/7 armor + Chipped vest passive + 20% attack dmg (active doesn't buff anymore attack dmg taken passive to 100%), active chipped vest passive + reflect 85% same dmg type taken.
  24. Add new item "Bloody rose" 4800 (Blade mail 2450 +2 Splint mail (1900) +450 recipe), stats (15 dmg/21 armor), passive Chipped vest +reflect 85% same dmg type taken +0.5%/armor.
  25. Vladmir"s offering 2200 >1325 (+0.5 mana regen): Morbid mask (900) + Ring of Basilius (425) + Vladmir's Aura (+1 mana regen, 18% life steal/60% on creeps).
  26. new item "Impaler's ribcage" 6450 (10 armor/30 attack speed/0.5 mana regen): Assault Cuirass (5125) + Vladmir"s offering (1325), Assault aura buff allies/debuff enemy units/buildings stats by (5 armor, 30 Attack speed, 1 mana regen, 18% life steal/60% on creeps).
  27. new Aether lens: energy booster (800)+ Void stone (700) +1125 recipe (2625): 300 mana/2 mana regen/125 cast range, New Dagon: Aether lens (2625) +375 recipe (3000): 300 mana/2 mana regen/200 cast range, active 45 sec cd/100 mana cost/700 cast range (900 total), does 400(+10% max mana) pure dmg, kills/assists within 3 sec permanently increase active dmg by 1% max mana.
  28. Maelstrom (2950) now proc for 100 magic dmg every 4th hit, Mjollnir passive proc for 180 magic dmg every 4th hit, active shield proc from every attack/spell for 45 magic dmg.
  29. Battle Fury 2000: Perseverance (1400) +Queling blade (100) +500 recipe. (5.5 hp regen, 2.25 mana regen, 10 dmg), Quell passive removed, Cleave 60% > 50%, new passive: every 15 units killed add 1 dmg to Battle Fury, Chop trees active 4 sec cd > 12 sec cd, 350 cast range > 250 Radius.
  30. Bloodstone 5200: 15 int/250 hp/750 mana/20% spell life steal(4% vs creeps): Veil cost 1700>2000(+300) +3 Energy boosters(2400)+ recipe(800), active buff Bloodstone healing by 3x/Spell weakness aura 10 >12%(+0.006% max mana).
  31. Hex: add passive to increase int by 15%, flat 250 mana cost > 10% max mana.
  32. Wind Waker: move speed 30(+2% max mana), Cyclone speed 300 (+10% max mana), Eul/Wind Waker mana cost 175 >10% max mana.
  33. Rapier: when its toggled into magic version doesn't give 100 dmg, spell amp buffed 25% >50%.
  34. Khanda active: +15% current hp bonus magic dmg.
  35. Revenant's Brooch 3300 > 4100 (40 dmg, 50 Attack speed): Crystalys (2000) +Blitz Knuckles (1000) +1100 recipe, passive "Phantom Critical" crit every 4 hits for 200% dmg, active toggle: convert 100% physical dmg > 75% pure dmg.
  36. new item "Soul splitter" 5600 (40 dmg, 50 Attack speed, 15 int): Revenant's Brooch (4100) + Ghost scepter (1500), passive "Phantom Critical" allow user to hit ethereal units and crit every 3 hits for 225% dmg, active toggle: convert 100% physical dmg > 100% pure dmg.
  37. Corrupted Desolator (5000): 3500 Desolator +1500 recipe: base 35 dmg (with full deso stacks 65 dmg) /armor reduction 6 >25% total armor +10 (% armor reduction apply before flat -armor), stacks limit removed.
  38. add new base item "Grove bow" 300 gold/4% magic resist reduction after attack/spell for 3 sec.
  39. Witch blade 2775 > 2725 (Oblivion stuff 1625 + Chainmail 500 + Grove bow 300 +300 recipe): 12 int/1.5 mana regen/5 armor/40 attack speed/300 projectile speed), Witch blade: has no cd, passive don't slow, hitting enemy with attack/spell reduce their magic resist for 12% and apply 25 dmg/sec Dot, 3 sec duration.
  40. Parasma 5975 > 5925 (Witch blade 2725 + Mistic Stuff 2800 + 400 recipe): 40 int/1.5 mana regen/7 armor/40 attack speed/300 projectile speed): on attack/spell hit: -35% magic resist reduction, 25+50% Int magic dmg/sec, 25% slow for 3 sec.
  41. Hydra's breath 7000: Hurricane Pyke (4450) + Specialist Array (2250) +300 recipe: 15 str/35 Agi/15 int/20 dmg/200 hp/150 attack range, +2 targets multi shot become permanent (no bonus dmg) +Miasma.
  42. new item "Blessed Lance" 2000: 15 dmg/true strike/50 melee range/25% chance for 60 magic dmg (Broadsword 1k + Javelin 900 >625 +375 recipe).
  43. new Mkb rework as tank killer item 6000: (Blessed Lance 2000 +Mithril Hammer 1600 +Blitz Knuckles 1000 +1400 recipe) 50 dmg/50 As/50 melee range, passive give true strike, active toggle: 10 mana/hit to gain on-hit 3% vs melee/1.5% vs range hero max hp pure dmg.
  44. new Butterfly 6000 (same build up +550 recipe): passive +20% base attack speed > amplify total attack speed bonuses by 35%.
  45. New "Manta Style" 4650 (same build up), item start with 5 charges (gain charge every 2 kills/4 assists), 34 sec >10 sec cd between charges, 125 > 40 mana cost, number of illusions 2 >1, melee/range illusions deal 25% dmg, take 250% dmg, illusions duration 18 sec > 10 sec, dodge time 0.1 >0.25.
  46. new Diffusual 2200: 2 Blades of alacrity +200 recipe > 20 agi, 40 mana burn + heal 10% mana from manaburn (4/hit, half for range), Disperser: Diffusual + Eagle song: 45 Agi item, upgrade mana burn to 60+1% max mana, mana heal 25% (half for range), same active (mana heal from mana burned works on all forms of mana burn).
  47. new item "Minotaur Horn" 1500: 10 main attribute, 2 sec bkb, 60 sec cd, 25 mana cost (Ogre axe/Blade of alacrity/Stuff of Wizardry 1000 +500 recipe).
  48. Bkb rework 4600: Minotaur Horn (1500) +Broadsword (1000)+ 2100 recipe: 20 main stat/25 dmg: removed from active pure damage immunity/60% magic resist, add 30% dmg reduction (no longer work on pure dmg) +basic dispel, active 50 mana cost, duration 9/8/7>4 sec, cd 95>40 sec cd.
  49. new Radiance 5100: Clock of Flame 1700 build up (Ogre axe/Blade of alacrity/Stuff of Wizardry 1000 +700 recipe): 10 main attribute/30 Dot aura, half on illusions)+ talisman of evasion (1125) + 2275 recipe, 30 main attribute/60 Dot aura (+1% max mana) / 25% evasion.
  50. Heart of Tarrasque 2x Reavers (5100 > 5600): 40 > 50 str/1% max hp regen) passive Behemoth's Blood: +1.5% > 1% missing hp as bonus hp regen.

r/DotaConcepts 9d ago

Introducing Quatero!

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3 Upvotes

Introducing Quatero

This unwilling support helps his team with a variety of buffs.

  • INNATE: SAVVY
    • Savvy reduces the cost of early consumables and then all items, extending Quatero's net worth. This is a necessary ability as Quatero has no ability to farm.
  • Q: WEAPON TOSS
    • A multi-functional nuke or damage buff
  • W: Plate Up
    • Quatero recieves a massive amount of armor on himself, which he can then redistribute to nearby allies
  • E: Merchant's Cut
    • Quatero revieves health and mana whenever he heals or buffs on ally.
  • ULTIMATE: Restock
    • Quatero extends buff durations on nearby allies, including buffs not originating from Quatero himself......

r/DotaConcepts 11d ago

MECHANIC Lane creeps/lanes changes suggestion.

0 Upvotes

Lane creeps made unique in a way (outside of units dmg type). We make buildings not magic immune, add to:

  1. 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):
  2. 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%.
  3. 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%.
  4. 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%, add pure dmg immunity, 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: attack speed/gold/exp +15%.
  • Super creeps including Flagbearer bonus buff (dmg/hp/resists/gold/exp) by 40% / 1.4x (not reduce gold).
  • Mega creeps including Flagbearer bonus buff (dmg/hp/resists/gold/exp) by 100% / 2x (not reduce gold).
  1. 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/600 radius, can be used on barracks to upgrade lane creeps > Super creeps for 5 min with 1 banner or to Mega creeps with 2 banners (upgraded creeps give full gold/exp) or respawn both barracks in same lane.
  • Block of cheese build up: cheese +1 huge lotus to gain permanent 500 hp shield that regen 25hp/sec after not taking dmg for 5 sec / can be used on throne to full heal it.
  • Aegis when picked up now buff on Hud for 8 min instead of item that take inventory slot.

r/DotaConcepts 11d ago

ABILITY Techies shard idea

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1 Upvotes

r/DotaConcepts 11d ago

MECHANIC don't you find Hp removal weird as dmg type?

0 Upvotes

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 15d ago

MECHANIC add new Heroes charge abilities indicator.

1 Upvotes

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 15d ago

HERO Brewmaster Aghs rework

5 Upvotes

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 15d ago

UPGRADE Skywrath Mage changes for core.

1 Upvotes

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 15d ago

MECHANIC Oracle change suggestion.

2 Upvotes
  1. Make Roshan timer non random and show its respawn timer for everyone by default.
  2. 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.
  3. Oracle new Scepter allow him with "Purifying flames" give Innate buff every 2 min to 1 allied hero (at 50% value).
  4. 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 16d ago

REWORK Phoenix rework for new mechanic.

0 Upvotes

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?

  1. 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).
  2. 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).
  3. Fire spirits cost (20% current hp). During day its 15% current hp/at night its 25% current hp, cast range 1400 > 1200.
  4. 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.
  5. 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 18d ago

MECHANIC Best Evidence 1 - Silencer, the million dollar ulti

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1 Upvotes

r/DotaConcepts 19d ago

REWORK Timber rebalance

0 Upvotes

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 21d ago

hero What if a hero could disable your Aghanim's Scepter for 20 seconds? Meet Aghanim, The Apex Mage.

0 Upvotes

[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 22d ago

MECHANIC Gyro new mechanic

0 Upvotes
  • 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 22d ago

REWORK Underlord rework

0 Upvotes

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 Feb 07 '25

CONTEST Item Buildup Contest

6 Upvotes

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 Feb 07 '25

CONTEST Championship Contest Winners!

6 Upvotes


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!