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FoC - Winners Bracket

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Forum » Hero & Item Ideas » FoC - Winners Bracket 25 posts - page 2 of 3
Permalink | Quote | PM | +Rep by TheSofa » June 30, 2015 10:39pm | Report

Igneisis, the Blacksmith


Lore

No one knows much about Igneisis, the Blacksmith. He locks himself in his forge day and night, as busy as anyone can be. Some say he's a wizard and he creates spells in his forge. Others say he's just afraid of people. Most just accept the fact that he likes to be alone, and some even take the step to purchase his weapons. But all that anyone knows for sure is that his hammer can be heard ringing day and night for weeks without end.

Faction: Radiant
Primary Attribute: Strength

Attack type: Melee
Role(s): Support, Durable.

Strength: 88.8 at 25 (24 + 2.7)
Agility: 63.6 at 25 (18 + 1.9)
Intelligence: 70.4 at 25 (20 + 2.1)
Damage: 63-67
BAT: 1.7
Attack Range: 128
Armour: 4.6 (2 base, 2.6 from Agility)
Movement Speed: 285

{Q}: General Repairs
Casting Method: Active
Targeting Method: Hero
Allowed Targets: Allied Heroes

Igneisis takes an ally's weapon for repairs, disarming them for the duration. Before the weapon is ready, there is no way for the weapon to be retrieved. After the weapon has been repaired, it can be given back to its owner with additional bonus damage for a certain amount of attacks. Then, the weapon behaves like normal. There are three slots for weapons, filled up from left to right. If the weapon is not given back, the ally will continue to be disarmed. The disarm is removed if the target receives either Shimmering Scimitar or Direcore Rifle. Can only repair one weapon at a time, if two are in the queue, the first one will repair first, then the second one and so forth. The repair timer is paused during Igneisis's death.

Cast Range: 300
Repair Duration: 30
Bonus Damage: 10/20/30/40
Hits: 5/7/9/11

Cooldown: 30/25/20/15
Manacost: 100

Igneisis tends to avoid fights, but he heavily influences them anyway.

Notes, please read


{W}: Shimmering Scimitar
Casting Method: Active
Targeting Method: Hero
Allowed Targets: Melee Allied Heroes

Igneisis bestows upon an ally the Shimmering Scimitar. Can only be given to an ally that is disarmed and has a melee type attack. Shimmering Scimitar removes the target's base damage and attack point and replaces it with its own. Level 2 Shimmering Scimitar has a chance to attack twice, level 3 Shimmering Scimitar has a critical chance, and level 4 Shimmering Scimitar has a chance to silence and mini-stun the target. This ability is inactive when a Shimmering Scimitar is in the hands of an ally or repairing. The weapon will persist through Igneisis's death.

BAT: 1.7/1.6/1.5/1.4
Base Damage: 70/80/90/100
Level 2 chance to attack twice: 20%
Level 3 Critical chance: 20%
Level 3 Critical damage: 250%
Level 4 Silence chance: 15%
Level 4 Silence damage: 300%

Cooldown: 15
Manacost: 125

Igneisis bestows his allies with a blade of Radiant ore, passed down through generations of refining.

Notes, please read


{E}: Direcore Rifle
Casting Method: Active
Targeting Method: Hero
Allowed Targets: Ranged Allied Heroes

Igneisis grants an ally the Direcore Rifle. Can only be given to an ally who is disarmed and has a ranged type attack. Direcore Rifle removes the target's base damage, base attack time, and attack range and replaces it with his own. Increases the attack speed of the user, and has a chance to pierce armor. This ability is inactive when Direcore Rifle is in the hands of an ally or repairing. The weapon will persist through Igneisis's death.

Base attack time: 2.1/2.0/1.9/1.8
Base damage: 55/70/85/100
Attack range: 550/600/650/700
Attack Speed Increase: 10/20/30/40
Armour pierce chance: 20%
Armour pierced: 5/7/9/11

Cooldown: 15
Manacost: 125

Igneisis grants his allies with a dangerous weapon crafted from Dire ore.

Notes, please read


{R}: Hammer and Anvil
Casting Method: Active
Targeting Method: Point
Allowed Targets: N/A

Igneisis places an anvil on the ground, then winds up his hammer. He then smashes down on the anvil, stunning all enemies standing on the anvil. All enemies within a certain radius of the anvil will take a multiplier of the damage of the weapons store by General Repairs as damage. There is a 1.5 second delay before the hammer smashes down.

Anvil radius (stun radius): 200
Stun duration: 1.5/2.0/2.5
Damage radius: 500/700/900
Damage multiplier: 0.5/1/1.5

Cooldown: 50
Manacost: 200

Igneisis's hammer isn't only for forging...

Notes, please read

Responses


Spawning

Beginning the Battle

Drawing First Blood

Moving

Attacking

Casting General Repairs

Casting Shimmering Scimitar

Casting Hellfire Rifle

Casting Hammer and Anvil

Failing Hammer and Anvil

Failing to Kill a Hero

Dying

Using Aegis of the Immortal

Killing a Hero

Killing a Rival

Dying to a Rival

Meeting an Ally

Hero Introduction



Hey guys, and meet Igneisis, the Blacksmith! He fits under the category "Create a Hero without any "Magic" (this can either be skills that arent "magical in nature" like Bristleback skills that are only "physical" or skills that originate from science like tinker clockwerk timbersaw."

Igneisis is a support that has great early-game potential and peaks at around level 5-7. He does require experience, therefore it is unwise to put him in a trilane.

Stats wise, Igneisis has obvious pros as well as cons. His high HP pool and decent starting armour allows him to stand in the front lines. However, his slow movespeed and limited mana pool limits the amount of crazy things you can do.

His skills have obvious synergy with each other, with "General Repairs" being the crux of his skill set. "General Repairs" enable the hero to use his other abilities, with GR Igneisis can do nothing. Both his weapons are stronger than most abilities, however, that comes at the cost of an underpowered ult.

Igneisis peaks at level 5-7 where is weapons give his laning partner a crazy amount of damage. However, his weapons don't scale very well since the critical strike and silence strike only crits on base damage.

Leveling Igneisis shouldn't be too hard to grasp. Skill GR at level one, immediately repair one of your ally's weapons. This gives you time to repair 1 weapon before the rune fight at around 30 seconds before the horn. Next you want to max a weapon. This depends on what attack type your laning partner is.

Igneisis is also a very good aura carrier, his tanky nature allows him to stay in fights for longer than most. Support items like Medallion and Urn are also good because they come with mana regeneration.

That's all, if you have any questions, don't hesitate to ask!

~TheSofa

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Permalink | Quote | PM | +Rep by TheSofa » July 5, 2015 11:51pm | Report
Hey guys, just a note, these are due tomorrow.

Don't be late!

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Permalink | Quote | PM | +Rep by Swampmist1142 » July 6, 2015 2:06am | Report
Um... aren't they due on the 8th?

Swampmist1142


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Permalink | Quote | PM | +Rep by TheSofa » July 6, 2015 3:07am | Report
My bad, sorry!

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Permalink | Quote | PM | +Rep by Pro_in_progamer » July 6, 2015 11:25pm | Report
Magina, the Anti-Mage
Hello this is my submission for the dota fire FOC winners bracket. Please forgive my lack of formatting I have not figured out the formatting still learning but still hope you enjoy. The theme I am doing is reimagining a hero completely but keeping the name and stats the same only.

LORE
The different schools of magic have always been competitive, but none have been more aggressive than the school of berserk magic an unstable and volatile practice. Anti-mage was a student learning the craft of the unstable magic, he was a prodigy and completely absorbed in his studies. One day an alliance of rival schools infiltrated the schools magical boundaries. Many of the students were killed before the alarm went up and the survivors who hurled themselves into battle were slaughtered

A few days later showed a lone wizard picking through the rubble of the abandoned fort stumbled across the Anti-Mage trapped under the rubble with a broken leg which had prevented him to fight. But the hate was gone from the youths eyes, so severely traumatized by the death of his friends and the destruction of his home he had lost his will to fight.

The Anti-Mage swore on that day that he would never let anything important to him be destroyed by magic again. He left that place as the wizards apprentice learning all he could from the wizard but refused to learn any magic spell that would cause anything harm teaching himself defensive spells because he had already mastered many battle spells during his studies. After learning all he could he left the wizard and disappeared into the mountains

Over 60 years later was the earliest tales of the wizard surfaced, tales telling of a wizards that had created unbreakable defensive spells designed specifically to lessen or block the effects of all magic. A wizard that went by the name Magina the Anti-Mage

Affiliation: Radiant
Attribute: agility
Attack type: Meele
Roles: Support, nuker

Strength: (22+1.2)
Agility: (22+28)
Intelligence: (15+1.8)

Health: 1495 at Lev 25
Mana: 1016 at Lev 25

Base Armor: 0
Movement speed: 315
Base Damage: 27-31
BAT: 1.45
Magic Resistance: 25%
Abilities

Void Crush
Ability: Target Unit Affects: Enemies Damage: Magical
Magina summons the unstable magic and rushes an enemy unit, striking them with unstable berserk magic, stunning and slowing the target
Cast Time: Instant
Cast range: 600
Stun duration: 0.6/0.8/1.0/1.2
Slow: 14%/18%/24%/30%
Slow Duration: 2.7
Damage: 75/150/200/275
Cool down: 12 Mana Cost: 120/130/140/150
He returns to his past using the unstable magic that tore his home asunder
Shield and staff
Ability: Passive Affects: allies
Anti-mage is surrounded by a magical aura that has a chance to heal allies when they use spells within an AOE around the anti-Mage
Radius: 1300
Chance to heal: 25%/35%/45%/55%/
Percentage heal of characters HP: 12%/18%/24%/28%
He developed this spell to be able to heal and protect his allies in a battle without him needing to pay attention
Globe of defense
Ability: Point target Affects: Allies
Anti-Mage summons a globe the affects all allies inside it by giving them all magic resistance
AOE: 600
Duration: 20
Magic resistance: 15%/25%/35%/45%
Cast range: 400
Cool down: 45 Mana Cost: 180
He developed this skill to be able to protect all from the horror magic can do
Breath of Life
Anti-mage channels life back into his allies healing them for a great amount and over healing the target to up to 500 extra hit points than its current HP pool the extra HP decays over a certain amount of time
Ability: point target Affects: Allies
Heal: 625/875/1125
HP per second: 125/175/225
Channel time: 5
Cast range: 700
Channel break range: 1200
Cool down: 65 Mana cost: 195
In the end he developed this final ultimate skill in memory so he could breathe life back into the bodies of his injured and dying comrades
Item suggestion:
Mekansm, force staff, tranquil boots, Guardian Greeves, blink dagger, Observer ward, sentry wards, arcane boots, euls scepter of divinity, pipe of insight, scythe of vyse.

HERO RESPONSE:
SPAWNING
I return to the world
Stand firm, I have come
BEGINNING THE BATTLE
Let Magic be unleashed, we shall remain untouched
DRAWING FIRST BLOOD
What have I done?
Magic is a dangerous craft
MOVING
To my allies defense
Moving
Traveling swiftly
ATTACKING
I will fight if need be
You shall be dashed upon the rocks
CASTING VOID CRUSH
BE TORN APART
CASTING DOME OF DEFENSE
I will be our shield
Survival is a natural response
CASTING BREATH OF LIFE
Be calm, you will breathe again
Fight on, you shall not falter
DYING
They broke my. Defense
You can break my body but not my soul
USING AEGIS OF IMMORTALS
I rise again to protect all
KILLING A RIVAL
Rubick: A magus, I only see a thief
Invoker: You are blind to the damage you've dealt
Lina: you were born with your power, yet you only used it for destruction
DYING TO A RIVAL
Puck: I lost to a child drunk on magic
Invoker: My shield was shattered
Pugna: Dark magic's drag me down
MEETING AN ALLY
Dazzle: their magic's will slid off our shield
Omni knight: heal is better than hurt
Magnus: Sometimes to protect one must destroy
Lone druid: All Magic has a price, sometimes the price is hidden in the gift
ABILITY DESCRIPTION
Void Crush was a necessary ability because all supports or decent nukers have to have some type of stun or slow to set up kills and stopping fleeing enemies. That is the premise that I based around his first ability. His ability would be used for initiations, Slows, and disables, the stun is short but the slow persists longer.

Shield and staff was an interesting idea all supports need a passive that helps, I used out world devourer as an inspiration for this ability. Anti-Mage is a character obsessed with protecting his friends so his abilities are based around healing and protecting them from magic. This ability is a way to do heals in an AOE around him when allies cast abilities, it is almost a mix between out world devourers mana restore and witch doctors heal.

Dome of defense was an ability that was meant to be used as a team fight spell and because Anti-Mage is obsessed with protecting his allies standing inside the dome raises the Magic resistance of allies within. I needed a ability that allowed him to increase the Magic resistance of allies but make it different than Rubicks Null Field, I also needed a team fight ability and this was the final result.

Breath of Life
I wanted his ultimate to be an ability that gives a massive heal there are not a lot of spells in the game if any that gives a huge heal. I had to balance the spell because of the raw amount of heal so I made it a channeled spell. Although I did not want his ultimate to just be a raw heal its boring so I had added an over heal feature to the ultimate allowing the ability to heal the target hero up to 500 extra life points more than their base health pool. Also an over heal is an idea that has not existed in Dota before and because of that it puts an interesting spin on the abilities application.

Pro_in_progamer



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Permalink | Quote | PM | +Rep by Smuggels » July 7, 2015 3:37am | Report
last day people.... get them in quick!

I WILL DESTROY YOU ALL.... WITH FLUFFY BUNNIES


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Permalink | Quote | PM | +Rep by Yzreel » July 7, 2015 9:57pm | Report

Kardel Sharpeye the Sniper


(Re-imagine a current hero with only the name and stats remaining)



Hero Introduction:

I've always hated how Sniper is more of a machine-gunner than a sniper, so this is how I would like to remake him. The basic idea is to focus on a scaling skillshot ultimate, which can be further microed with Attract and Repulse. Originally, the idea of this hero is for the second theme (non-magic), and was based on magnetism. However, as the idea matured I decided to make it into a Sniper remake as a scientific sniper. Although his name is Sniper, most of the time he will fight with a secondary rifle from medium range, using his sniping skill only when he uses Propulsion or Railgun

This hero will most probably be played similar to Pudge, with his skillset that contributes well into ganking. Although he gets much more frightening once he hits level 6, he is by no mean weak in early game. His ganking can be very effective since early on due to the extensive range of his skills, causing the enemies to be caught off guard. Mostly, this hero depends on the EMP Ball for the early game slow and mini-stun, which is also usable to further strengthen his other three skills.

Later in game, all his skills also provide a secondary effect that will still make this hero useful even until later game. Radar grants a maximum of 8 armor reduction to all, Propulsion can still be used as positioning/escape skill, EMP Ball has a good amount of slow that pierces BKB (even if it's only 300 radius), and Railgun breaks and silences a 300 radius upon dispersing. All those in addition to his high agility make him a dangerous DPS hero as well.

Though strong, this hero's low starting intelligence means that he will have tremendous mana problem early on (possibly until late without mana item), and that is the prominent cons of this hero. This is due to all his skills putting a huge burden on the MP cost, and is done to make him more of a one-shot-kill hero rather than a spammer.


Lore:

Research Journal of Kardel Sharpeye
Page 16523, Day 4855
Entry 25 – Frequencies and Threads
Experiment 1

As determined before (re: entry 18 – Frequencies), frequencies have consistently appeared throughout some of the most significant phenomena in the universe (in example: electromagnetic, audio/sound, light, et cetera). This led to the conclusion that the law of universe is consistent and was created from identical repeating events in different forms (re: entry 20 – Origin of Laws).

Comparing this with ancient folklores of the weavers (re: entry 22 – Folklores), frequencies hold very similar characteristics of the so-called threads. This experiment shall be held to find out the correlation of frequencies and threads by the complete exposure of all the threads’ characteristics based on the folklore.

To do that, this experiment will attempt to visualize frequencies via extreme force of electromagnetic, rotated on a circular rail. Once accomplished, the visual should have all the characteristics of threads in the folklores, if previous hypotheses prove true. Whatever the outcome of this experiment, I believe that this is another step closer to the secret of universe, the final objective of this journal.

–––––––––––––––––––––––––––––––––––

Entry 25 – Frequencies and Threads
Conclusion of Experiment 1

I have made something far beyond me, and I regretted it. I saw what no mortal should see, and with this knowledge I decided to halt my research indefinitely. However, I shall bear the burden to complete my conclusion. I hope to stabilize some deviations in previous experiment, and my conclusion will be finalized. I just hope that the final conclusion will be different from what I have concluded. The only way to do so is to test it by fire, and I shall once again head to the battlefield, as in the days I was called the Sniper.




Statistics

Faction: The Radiant
Primary Attribute: Agility
Attack Type: Range
Roles: Ganker, Nuker

Str: 58.5 at 25 (16 + 1.7/level)
Agi: at 83.5 (21+ 2.5/level)
Int: 80 at 25 (15 + 2.6/level)

Health: 1594 at 25
MP: 1261 at 25
Armor: 13.8 (1.9 base armor + 11.9) at 25
Movement: 290
Range: 550
Base Damage: 36-42
Vision: 1800/1200



Skills


[Q] Radar: Sniper activates his radio-wave radar, leaving a trace of enemy heroes’ whereabouts every 0.5 seconds in the mini-map and visual. Furthermore, all enemy heroes traced by the radar will be heated, losing more armor with each ping until they are out of radius or this skill is stopped. Any EMP Ball struck by the ping will have its duration refreshed. This skill does not break channeling and only show enemy traces to Sniper, not to his allies.

- 24 MP/ping, 2 maximum stacks
- 21 MP/ping, 4 maximum stacks
- 18 MP/ping, 6 maximum stacks
- 15 MP/ping, 8 maximum stacks

Type: Toggle
Affect: Enemy Heroes
Pierces Spell Immunity: Partial

Activation Mana Cost: 70
Cooldown: 4 seconds
Ping Radius: 2000
Armor Reduction: 1/ping

Radio wave, the most consistent thread.

notes


[W] Propulsion: Kardel activates his propulsion device, launching himself to a targeted point, where he will hide under a light-wave bending sheet that causes him to be invisible. Moving, attacking or using a spell/item breaks the invisibility, but the damage dealt by Kardel (via spell/attack) on breaking invisibility will deal a second instance of damage after damage resistances as physical damage. This skill can also be casted on EMP Ball up to 50% maximum range to propel Sniper to that location. In invisibility, auto-attack is disabled and Sniper’s attack range is increased to this skill’s range.

- 900 range, 40% bonus damage
- 1000 range, 60% bonus damage
- 1100 range, 80% bonus damage
- 1200 range, 100% bonus damage

Type: Target Point, Channeling
Affect: Self
Damage: Physical
Pierces Spell Immunity: Yes

MP Cost: 100/120/140/160
Cooldown: 40/34/28/22 seconds
Duration: 60 seconds

Light wave, the most deluding thread.

notes


[E] EMP Ball: Kardel shoots an EMP ball to targeted location, where it will hover automatically. For 4 seconds after shot, it will slow the move speed of all enemy units in 300 radius and deals damage that mini-stuns every second. After duration ends, the ball will stay idle in the location for longer duration without any effect, but can still interact with Railgun via Attract and Repulse that are learned by learning this skill. The balls can be destroyed with 6 hits and are visible to enemy units, but they cannot be moved. Does not stack with itself.

- 10% slow, 20 damage/second
- 20% slow, 30 damage/second
- 30% slow, 40 damage/second
- 40% slow, 50 damage/second

Type: Target Area
Affect: Enemy Units
Damage: Physical
Pierces Spell Immunity: Partial

MP Cost: 110/120/130/140
Cooldown: 18/16/14/12 seconds
Duration: 4 seconds
Idle Duration: 40 seconds
Cast Range: 1600
Mini-stun Duration: 0.2 second

Electromagnetic wave, the most stunning thread.

notes




[D] Attract: Target a ball and causes Railgun bullet to be attracted to it, changing its trajectory and refreshing its range. This skill can only be used once to each ball for a single Railgun bullet, this skill has instant cast time and duration, and affects the bullet up to 1200 range away. Has global cast range.


[F] Repulse: Target a ball and causes Railgun bullet to be repulsed from it, changing its trajectory and refreshing its range. This skill can only be used once to each ball for a single Railgun bullet, this skill has instant cast time and duration, and affects the bullet up to 1200 range away. Has global cast range.




[R] Railgun: The Sniper shoots his extremely strong magnetic-powered railgun, dealing a tremendous amount of damage to enemy units in a long straight line after 1.6 seconds cast time. The bullet of this skill has 200 points width, travels at 2000 projectile speed and will pierce any unit it kills, but disperses upon failing to kill a unit, silencing and breaking all units within 300 points radius from the hit unit. The bullet deals a base damage based on Sniper’s attack damage, which is increased if the hit unit is a hero, based on the hero maximum HP. Each enemy unit pierced will reduce 200 total range.

- 2000 range, 15% maximum HP as bonus damage
- 2400 range, 25% maximum HP as bonus damage
- 2800 range, 35% maximum HP as bonus damage

Type: Target Point
Affects: Enemy Units
Damage Type: Physical
Pierces Spell Immunity: Yes

MP: 240/320/400
Cooldown: 25 seconds
Debuff Duration: 4/5/6 seconds
Base Damage: 200+2x base attack damage

The strongest force ever mustered, it can sever even the strongest weave of heroes’ threads with ease.

notes
My hero ideas
Yzreel Hero Arsenal

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Permalink | Quote | PM | +Rep by TheSofa » July 7, 2015 10:46pm | Report
Question to Yzreel.

In the description of Radar, you say it's 70 Mana/second.

In the notes, there is a scaling.

Is that an inconsistency or am I missing something?

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Permalink | Quote | PM | +Rep by Smuggels » July 8, 2015 2:14am | Report
Hi Guys thanks for getting them all in! Well Done!

First things to make it easier on judges

- please write at the top of the submission what theme you are adhering too.
- please refrain from commenting on submissions till after the judging has been completed.
- please make sure you have completely finished. judging starts in a day so any last minute spelling/formatting needs to be done TODAY.
- GL HF

I WILL DESTROY YOU ALL.... WITH FLUFFY BUNNIES


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Permalink | Quote | PM | +Rep by TheSofa » July 8, 2015 2:16am | Report
Smuggels wrote:

Hi Guys thanks for getting them all in! Well Done!

First things to make it easier on judges

- please write at the top of the submission what theme you are adhering too.
- please refrain from commenting on submissions till after the judging has been completed.
- please make sure you have completely finished. judging starts in a day so any last minute spelling/formatting needs to be done TODAY.
- GL HF

HOLD UP. Where's Pory's?

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