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Ariel, Master Mech

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Forum » Hero & Item Ideas » Ariel, Master Mech 3 posts - page 1 of 1
Permalink | Quote | PM | +Rep by CombustibleLemon2 » January 24, 2016 1:52pm | Report
Ariel, Master Mech

The goal I had in mind when creating this hero was to create a carry that scaled extremely well with items, but in a unique way. I feel that Ariel accomplishes that incredibly well as her kit is incredibly geared to working with items with chance effects. Her first skill is in my opinion her best ability, allowing her to attack in threes. While the attack itself does only 90% of the normal physical damage, it indirectly increases the chance of explosive shot procing as well as items like maelstrom, basher and mkb. Another item that has increased effectiveness because of this ability is diffusal blade, causing the amount of mana burn to be tripled. It also prevents the effectiveness of damage block against her auto-attacks (as without it damage block would have also tripled in effectiveness against her, with a poor man's shield negating 100% of her physical damage at level one). Her second ability Blaster Canon doesn't really have that much synergy with the rest of her spells, but it's incredibly useful for her play style. The fact that it increases in effectiveness the closer she is to her target dissuades melee attackers from engaging, and it allows Ariel to potentially initiate a fight with a blink dagger and to stop channeling spells. Her third ability Explosive shot has enormous synergy with her first ability, and essentially gives her at least one attack modifier to work with early on. It gives her chance and a lot of magic damage potential, which she otherwise lacks. Her ultimate, Army Turret, is unique in the fact that it's an automated turret (similar to tombstone) that attacks very much like flack cannon, but has a chance trigger on attack effects on EVERY shot using items that Ariel has purchased in the game (every effect works in the game, EXPECT basher, because basher normally has a cd). In addition it gets a copy of Machine Gun, so getting a lot of units in it's aoe can have devastating effects on the enemy team (think maelstrom :D ). My first impression after creating this hero is that the ultimate as well as the aghs upgrade may be a little too strong, but I'm interested in what feedback anyone may have. Thank you and enjoy :)



Ariel, Master Mech
Agility Hero, Ranged
Attack Range: 550
Strength 18 + 1.7
Agility 22 + 2.3
Intelligence 17 + 1.4
Base Damage: 30 – 40 (so 52 - 62 after agility bonus)
BAT: 1.85
Base Armor: 4
Cast Point: 0.3
Base Movement speed: 310
Missile Speed: 6000

First Skill: Machine Gun: Toggle: Affects self
Ariel primes her machine gun, gaining bonus attack speed and causing her autoattacks to attack in threes, fired with a 0.05 second delay from each other (one attack essentially becomes three at once). Each autoattack deals reduced damage when toggled on and has a chance to ignore damage block.

Damage per autoattack: 30%
Attack Speed Bonus: 10/20/30/40
Chance to ignore damage block: 65%

Second Skill: Blaster Canon: Target: dmg: mag: psi : no
Ariel blasts her canon, causing a projectile to be flung towards an enemy. The projectile explodes in a small aoe around the primary target, silencing and dealing damage over time in the aoe. The damage over time and silence duration depends on the distance that the projectile travelled.

Cast Range: 700
Damage per second: 20/30/40/50
Aoe: 100/150/200/250
Projectile Speed: 2000
Silence/Dot damage duration: 1 * ((8/-[-distance travelled/100]) + 1)
(Note, this uses a step function to calculate the duration, as any travel distance less than 100 or equal to will count as 100, less than 200 or equal to as 200 and so on)
(Note2, damage is dealt on impact and every second after, making the minimum damage 40/60/80/100 and the maximum damage 200/300/400/500)

Mana: 140
Cooldown: 18/16/14/12

Third Skill: Explosive Shot: Passive: Unique attack modifier
Ariel’s attacks have a chance to explode when they make contact, slowing and dealing damage over time to all in the aoe around the primary target. The slows and damage over time stack up to a certain amount. Any extra procs refreshes the oldest stack. This is a unique attack modifier that stacks with other attack modifiers, but overrides them when it procs.

Percent movement and attack speed slow per stack: 10%
Damage over time per stack: 15
Explosion Aoe: 150
Max Stacks: 3
Stack duration: 2 seconds
Proc Chance: 10/15/20/25%
(Note: with Machine Gun toggled on, the chance for Explosive shot to proc at LEAST once per attack becomes around 27.1/38.5/48.8/57.8%)

Ultimate: Army Turret: Target Area: Active
Ariel summons an Army turret that attacks every enemy in an aoe around it, dealing bonus damage based on her base damage. It also gains any unique attack modifiers that Ariel may have. The turret has a copy of Ariel’s ability machine gun of the current level that can be toggled on or off independently.

Cast Range: 400
Cooldown: 130/120/110
Mana: 150/200/250

Turret:
Base Damage: 30/45/60
Bonus Damage Based on Ariel’s base damage: 50%
BAT: 0.9
Duration: 14 seconds
Attack Aoe: 500
Health: 400/500/600
Armor: 10/15/20
Bounty: 200/250/300
XP: 100
Missile speed: 6000
Magic Immune

Aghs: Decreases damage reduction of Ariel’s Machine Gun to 50%, and increases proc chance of Explosive shot to 20/25/30/35%. Also increases max stacks from 3 to 5.

Note: Lifesteal heals the turret itself, not Ariel. If Chain Lightning and Explosive shot proc at the same time they each have a 50/50 chance of overriding the other. The turret will lifesteal if affected by vlads aura (but as a ranged unit). Basher is the only attack effect that the Turret does not gain. Turret starts with Machine gun toggled on if Ariel has it toggled on (and vice versa).

CombustibleLemon2



Posts: 11
Permalink | Quote | PM | +Rep by Sp3ctr3 » January 27, 2016 11:15pm | Report
I kinda like this hero!

Sp3ctr3


Notable (4)
Posts: 145
Permalink | Quote | PM | +Rep by CombustibleLemon2 » January 31, 2016 8:02pm | Report
Thanks :)

CombustibleLemon2



Posts: 11

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