Help Support Our Growing Community

DOTAFire is a community that lives to help every Dota 2 player take their game to the next level by having open access to all our tools and resources. Please consider supporting us by whitelisting us in your ad blocker!

Want to support DOTAFire with an ad-free experience? You can support us ad-free for less than $1 a month!

Go Ad-Free
Smitefire logo

Join the leading DOTA 2 community.
Create and share Hero Guides and Builds.

Create an MFN Account






Or

The scarred Magus

Please review our General Rules & Guidelines before posting or commenting anywhere on DOTAFire.

Forum » Hero & Item Ideas » The scarred Magus 2 posts - page 1 of 1
Permalink | Quote | PM | +Rep by The Mystic » February 11, 2017 11:16am | Report
The Scarred Magus
Intelligence Hero

[Q] Ancient Incantation
Cooldown: 12/11/10/9
Mana Cost: 110/120/130/140
Target enemy is enchanted by an ancient magic language, while enchanted the enemy unit attempts to flee running away from the scarred magus for 2/2.3/2.6/3 seconds. After the unit fled it's health is reduced to the same amount of the scarred Maguses up to a maximum of 10%/20%/30%/40% reduced health.

(Uses percentages and not current health or flat health numbers. While fleeing enemies are essentially stunned however they may still cast Abilities and can potentially right click)


[W] Archaic Birthright
Cooldown: 30/26/22/18
Mana Cost: 90/100/110/120
Enemy hero loses 4/8/12/16 Strength for 15 seconds and then takes 3/5/8/12 damage per second for 15 seconds or when they leave a 700/1300/1900/2500 range. If at the end of 15 seconds they still are in range gain 1/2/3/4 Intelligence permanently.


[E] Time Paradox
Cooldown: 240/200/160/120
Mana Cost: 300/250/200/150
Stop the game timer. If you die, put the ability on Cooldown and the game timer jumps to the normal time.

(Goes on Cooldown once Time Travel is used.)


[D] Time Travel
Cooldown: 4/4/4/4
Mana Cost: 0/0/0/0
Start the game timer again, all Heros lose all gold and items they gained while the timer was paused. All experience heroes gained is also lost, except the hero targeted by time travel, they keep all gold, experience and items.

Aghanim's Scepter Upgrade: You don't lose Aghanim's Scepter when you time travel.


[R] Wrath of the Ages
Cooldown: 200/130/60
Mana Cost: 100/100/100
Upon activation the ability drains 60/70/80 mana per second, channeling during this time the magus is unable to move and cannot be interrupted. Everytime he takes damage from a different source (meaning different ability or right click, can be the same unit) it increases his wrath counter by 1, any friendly or enemy unit that dies during the channel increases his wrath counter by 1. After the channel all enemies in a 1250/1500/2250 range take 16/20/24 per wrath counter + 10/15/20 per second channeled. If the magus is killed while he is channeling, the spell still goes off but only deals 50% damage.

Aghanim's Scepter upgrade: Increase the damage per counter of wrath to 20/24/28 and the damage gained per second channeling to 15/20/25 also increase the damage range to 1500/2000/2500. If you die the ability still goes off and deals full damage.

(Can be stopped by issuing a move command, spell then releases.)


Lore: The scarred magus found himself awoken after millennia of aimless existence. Something had scarred him, seared his mind shut to reality but now he was free; with this freedom came his wrath. The town he first came across was smitten merely for daring to question his magic potency. He tried to remember and it took decades to simply regain some of his ancient spells that he had forgotten. Now his magic is only a fraction of what it once was but it is enough to smite even the greatest of fools. The magus searched the land investigating anything that could give him a clue to his past. Nothing has granted him the joy of remembering but battle and so he set out to smite more foes then he could find, leading him to the eternal battlefield between the two ancient primordial forces. He chose a side and fought for his memories, for his magic and his magical birthright. Now he fights again hoping for this to be the last battle, the final clue to his existence and why he had forgotten his power?

The Mystic



Posts: 1
Permalink | Quote | PM | +Rep by The Magnus Magus » February 11, 2017 8:21pm | Report
This does not work at all. Have an arc warden on your team, at the start of the game skill e and use it. Arc warden goes mid and isn't affected by the 4v5 while you afk at base. Once you get close to losing t3 tower, use time travel on arc warden and win the game with 2 level 10-20 heroes with a bunch of gold vs. all level 1 heroes.

Make time travel instead be an anti-teamfight/anti-gank ability that changes everything to how it was 10/15/20/25 seconds ago, and make that his e. Keep the same cd and manacost of time paradox, and get rid of time paradox.
"He who fights with monsters should look to it that he himself does not become a monster... when you gaze into the abyss the abyss also gazes into you." - Friedrich Nietzsche

My hero and item ideas!

The Magnus Magus


Notable (5)
Posts: 104
View My Blog

Quick Reply

Please log in or sign up to post!

DOTAFire is the place to find the perfect build guide to take your game to the next level. Learn how to play a new hero, or fine tune your favorite DotA hero’s build and strategy.

Copyright © 2019 DOTAFire | All Rights Reserved