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Hero idea: Na'Azul the Scavenger (WIP)

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Forum » Hero & Item Ideas » Hero idea: Na'Azul the Scavenger (WIP) 10 posts - page 1 of 1
Permalink | Quote | PM | +Rep by porygon361 » April 1, 2013 3:57pm | Report

Na' Azul, the Scavenger


Dire strength
"*Sniff* Ah... The smell of death."



Base health: 532
Base mana: 300
Base damage: 42
Range: 300
Movement speed: 290
Vision range: 2000/800
Strength: 20 +2
Agility: 16 +2.4
Intelligence: 20 +1.8


Lore:
The Scintillant Wastes were never friendly towards travelers, who quickly gave way to the dry desert sands and the scorching heat. Their remains, too, never lasted long. Soon after a creature has twitched it's last, a flock of Desert Vultures quickly gather around the lifeless carcass, scrounging around in the corpse and stripping all flesh from bone. Ruthless creatures.
Na'Azul was the leader of this pack of vultures. He was so strong that he could easily create sandstorms with a single flap of his wing, and had the strategic prowess matching that of great generals. All other vulture packs greatly feared him. Nonetheless, there was a dwindling number of travelers wandering the desert. Thus, the number of carcasses available for his pack had also been reduced. Na'Azul, after witnessing months of shortage, starvation and many casualties, has come to a conclusion: His pack shall leave the Scintillant Wastes in search for greener pastures, where they can have meals day and night and never go hungry.




Q: Soar
The Scavenger takes to the skies, enabling him to fly over obstacles and increasing his movement speed. While in the air, your vultures will fly in a ring around you and attack the nearest enemy in a 550 unit radius.

100/90/75/ starting mana
30/26/22/18 mana per second
+ 10% movement speed
14 second cooldown

Vulture:
1 hit to kill (1 gold bounty)
Deals 5/7/10/15 damage based on the level of Leader of the Pack every second
Passive ability:
Scrounge
Vultures tear at the enemies' open wounds, doing an extra +2 damage for every 5% health missing. Also applies a 3% movement speed slow every attack (stackable to 20 percent).

Notes:
Press Q again to cancel the ability




W: Leader of the pack
The Scavenger summons Desert Vultures that aid him in combat. A vulture spawns next to him every
6/5/3/1 second(s). For every vulture you currently have, your damage is increased by 2/4/6/8

5 max vultures

Notes:
Vultures cannot be attacked unless you are Soaring
Silence will reset your vulture count to zero and you will be unable to spawn more vultures.
Stuns and disables will stop you from spawning vultures



E: Scavenge
Active target ability: Sends the current number of vultures to attack the targeted enemy unit or structure, each dealing 20/25/30/35 + 20% of the Scavenger's current agility in damage, but the number of vultures you have is reset after casting. Can be cast while moving.

Damage type: Physical (can be blocked by vanguard)
Cool down: 3
Mana cost: 20/20/25/30 per vulture
Range: 700

Note:
If you have 2 vultures but only 20 mana, only 1 vulture will attack instead.





R: Symbol of Death
Active cast: Summons 6/7/8 uncontrollable Enraged Desert Vultures in an area. Enraged Desert Vultures randomly fly around the cast point in a 1400 range circle, gliding at 350 movement speed, each giving 600 range of unobstructed vision and lasting for 20 seconds. When a vulture comes within 400 range of an enemy hero, it swoops down and damages it for 200/300/400 and +20 for every 10% health missing with a 3 second cool down. If a vulture is already diving towards a target, other vultures will wait 0.5 seconds for its turn before diving towards the target.

500 cast range
Costs 100 / 200/ 300 mana.
70 second cool down.




Playstyle:
Na'Azul is an item-dependent ganker/carry not made to be in the centre of teamfights, but for chasing and picking off lone/injured heroes. Soar allows him to ignore cliff boundaries, while Scavenge lets him scale well later on in the game. His ultimate, Symbol of Death, is his only teamfight skill and can force the odds into your favor.

Urn should definitely be gotten on this hero, as ganking should be your main priority in the midgame. Medallion is also a good choice, as vultures deal physical damage and will benefit greatly from armor reduction. Since this hero scales with agility, Power threads are the ideal option, giving the much-needed +8 agility. Sange and Yasha is useful for the agility and strength gain, and can be dissassembled later on to make a Heaven's Halberd and Manta Style. Butterfly is a must for the lategame, as your vultures will do tons of damage with the +30 agility. Manta Style is also a viable option on this hero, as it gives a good stat boost as well as 2 illusions to increase your damage output. Linkens can get you out of sticky situations while providing you with extra regeneration, while Heart can also be considered.






Balance change log:

Quoted:
Soar
-Starting mana changed from 50/80/110/140 to 100/90/80/70
-Mana per second changed from 20/25/30/30 to 30/26/22/18
-Movement speed gain changed from 15/20/30/40 to 20%
- The number of vultures you currently have will fly around you in a ring, targeting the nearest enemy in a 550 range of the scavenger.

Vulture:
1 hit to kill (1 gold bounty)
Deals 5/7/10/15 damage based on the level of Leader of the Pack every second
Passive ability:
Scrounge
Vultures tear at the enemies' open wounds, doing an extra +2 damage for every 5% health missing. Also applies a 3% movement speed slow every attack (stackable to 20 percent).



Leader of the Pack
-Damage increase changed from 4/8/10/14 to 2/4/6/8
Max vultures changes from 3/4/5/5 to 5



Scavenge
-Damage changed from 20/30/30/40 + 80/80/100/110% agility to 20/25/30/35 + 20% agility per vulture.



Symbol of Death
Swoop damage changed from 60/70/80 + 200% agility to 200/300/400 and +20 for every 10% health missing from the target.
Vultures wait a full second for their turn to attack instead of 0.5 seconds
Swoop cool down reduced to 3

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porygon361
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Permalink | Quote | PM | +Rep by SkyStormSpectre » April 2, 2013 2:20am | Report
I love that Ulti, pretty funky idea.

Few things of note :
- I've noticed that he has lower Str gain than the other stats, so it will be kind of a Agi-based Str hero. Sange and Yasha would be a good item for both Str and Agi.
- He can probably initiate rather well by flying off from a cliff or trees where he can't be seen until he's on the enemy in a lane.
- With high Agi he'll be fairly potent early-midgame with his Scavenge ability.

Doesn't feel too OP, but maybe other people can spot some balancing.

SkyStormSpectre


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Permalink | Quote | PM | +Rep by porygon361 » April 2, 2013 3:55am | Report

I love that Ulti, pretty funky idea.

Few things of note :
- I've noticed that he has lower Str gain than the other stats, so it will be kind of a Agi-based Str hero. Sange and Yasha would be a good item for both Str and Agi.
- He can probably initiate rather well by flying off from a cliff or trees where he can't be seen until he's on the enemy in a lane.
- With high Agi he'll be fairly potent early-midgame with his Scavenge ability.

Doesn't feel too OP, but maybe other people can spot some balancing.


I wanted Scavenger to be less tanky so that he needs to stay on the outskirts of teamfights to deal damage and not tank it. I also didn't want him to be an agility carry either, as it would cause both his auto-attack damage and Scavenge to scale, and I want the vulture mechanic to be uniquely based off his agility.

Soar makes him a great initiator, but being up in the air uses up tons of mana (due to his poor intelligence gain) that could have been used in Scavenge and Symbol of Death. I probably should nerf the cooldown though, as you could probably use it to initiate and then quickly escape since it has a 7 second cooldown. Maybe a 15 second cooldown would be good.

I'll probably buff his agility gain so he can scale a little better into the lategame (considering his poor starting stats).

Thanks for the feedback :)

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porygon361
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Permalink | Quote | PM | +Rep by daPhongster » April 2, 2013 10:42pm | Report
For the w, what can you control the vultures, or are they untargetable/part of your hero?

For the Q, leveling it past 1 would actually be bad. 5 or 10 movement speed is not worth an extra 30 mp to cast and 5 mp/s to sustain.

The fact that your ability scales makes me think of LoL and pisses me off. Abilities should not scale >:C qq

Your e can deal up to 200+550% of AGI when w and e are maxed. By the time you have 50 AGI, it is on par with Nyx's ult. Do you expend vultures when you cast this ability? If so, why is it on a 3 sec CD? If not, again why is it on a 3 sec CD?

Your ult is relying on a lot of luck. The vultures can never fly over any heroes, or every vulture can fly over a hero.
If each vulture atks ever 4 secs, and the spell lasts 20 secs, each vulture can attack 5 times. Therefore, each vulture can do potentially 360+1000% AGI. There are 6-8 vultures.
If every vulture lands on a hero each time it can, you will deal a total of 1800+6000% AGI to 3200+ 8000% AGI in dmg.

Also on your ult, the AoE is 1400 and each bird attacks in a 400 AoE, and there are 6-8 birds. 400*6=2400, and 400*8= 3200. It is very likely that the entire 1400 AoE will be covered by a vulture, and that each vulture will do most of its potential damage.


TLDR: Your numbers are horrible, but ideas are good.

daPhongster


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Posts: 208
Permalink | Quote | PM | +Rep by porygon361 » April 2, 2013 11:45pm | Report
daPhongster wrote:

For the w, what can you control the vultures, or are they untargetable/part of your hero?

For the Q, leveling it past 1 would actually be bad. 5 or 10 movement speed is not worth an extra 30 mp to cast and 5 mp/s to sustain.

The fact that your ability scales makes me think of LoL and pisses me off. Abilities should not scale >:C qq

Your e can deal up to 200+550% of AGI when w and e are maxed. By the time you have 50 AGI, it is on par with Nyx's ult. Do you expend vultures when you cast this ability? If so, why is it on a 3 sec CD? If not, again why is it on a 3 sec CD?

Your ult is relying on a lot of luck. The vultures can never fly over any heroes, or every vulture can fly over a hero.
If each vulture atks ever 4 secs, and the spell lasts 20 secs, each vulture can attack 5 times. Therefore, each vulture can do potentially 360+1000% AGI. There are 6-8 vultures.
If every vulture lands on a hero each time it can, you will deal a total of 1800+6000% AGI to 3200+ 8000% AGI in dmg.

Also on your ult, the AoE is 1400 and each bird attacks in a 400 AoE, and there are 6-8 birds. 400*6=2400, and 400*8= 3200. It is very likely that the entire 1400 AoE will be covered by a vulture, and that each vulture will do most of its potential damage.


TLDR: Your numbers are horrible, but ideas are good.


For his second skill, the vultures are untargetable and fly along with the hero, but making them targetable would be quite a fun idea. Vultures are expended when the Scavenge is cast. I should have explained better there.

Yeah, I agree with your final statement. That's why I'm asking for feedback. How can the numbers be improved? I want him to be unreliant on his auto attack and scale with Scavenge (so he can still be a carry). Any suggestions to improve on that? Suggestions include ability changes :3

I might change soar to give a percentage movement speed instead of flat movement speed, or just make the mana cost get lower each time it is leveled. The ultimate can be changed to deal flat damage instead of percentage damage, and the Enraged Desert Vultures can actively seek the nearest target in the 1400 radius to make it less random. I get your point on Scavenge, scaling on Scavenge can definitely use some work, and I plan to make it roughly 20 +20% agility. I might even make him melee(!) so that his skills can be buffed a bit.

Thanks for the feedback :)


P.S I never actually liked LoL and never played it for long. Good to know that many abilities scale in LoL.

Hero Idea Archive


Newest Idea: Ibrik, the Tormentor

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porygon361
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Posts: 1603
Permalink | Quote | PM | +Rep by porygon361 » April 3, 2013 5:06pm | Report
"Balance patch 1" released! Nerfs have been spread across the board. Come check it out :)

Hero Idea Archive


Newest Idea: Ibrik, the Tormentor

And the newest in my series of hero guides...

My Guide to the Grandest Magus of All


porygon361
<Editor>


Remarkable (46)
Posts: 1603
Permalink | Quote | PM | +Rep by Welkynd » April 6, 2013 12:39pm | Report
I like this hero. Kind of Reminds me of those annoying vulture birds in Diablo II (Act II) and I'm sure this hero would be just as annoying to fight against. Good work.

Welkynd



Posts: 7
Steam: Welkynd
Permalink | Quote | PM | +Rep by porygon361 » April 6, 2013 4:40pm | Report
Thanks :)
I'm currently working on another hero idea, so please check it out when it's done.

Hero Idea Archive


Newest Idea: Ibrik, the Tormentor

And the newest in my series of hero guides...

My Guide to the Grandest Magus of All


porygon361
<Editor>


Remarkable (46)
Posts: 1603
Permalink | Quote | PM | +Rep by Izzet Cthulu » October 26, 2014 3:40pm | Report
I want this hero.
(Z->)90° - (E-N²W)90°t=1

Izzet Cthulu


Notable (1)
Posts: 93
Permalink | Quote | PM | +Rep by Izzet Cthulu » October 26, 2014 3:57pm | Report
That aside, I would like some quick clarifications:
Q: So, basically, he comes Batrider except all the vulture charges you gained become actual units (ez to kill, low bounty) that will attack the nearest hero within a radius around you, dealing very little damage unless the target is low on life. So, it is like a dp ulti then? Can the vultures all hit the same target (and do so?)? They don't hit invisible units, right? Are they controllable or not? Are they effect by magic? Vulture move speed? Are they counted as creeps? If someone like Chen gains control of one, does it have a duration? Since he loses the birds when he gets silenced, does he lose them if he gets silenced when this is active?
W: I love it.
E: Very nice. So, the number of vultures are reset on use... So when your Q is up, do all your vultures disappear?
R: The damage on this skill... A zone that deals 800 + 20 for every 10% hp missing that lasts for 20 seconds would hurt a lot (although, only on one target, but you see a lion ultimate to multiple people in a huge AoE, with sight, with with scaling damage and only a 90 second cool-down at Max level could be ridiculous, right?). Can these vultures be targeted? How much hp? What this the target acquiring radius? Does it effect creeps? Magic immune units? Can the vultures be dodged? If you move outside the radius, do the vultures follow you?
Oh my heavens, this is like the most beautiful character ever! Not to say others are bad, but I love the lore/story, the versatility, and the play style. I would buy any arcana set this character had. Brother, this is good. Love it!
(Z->)90° - (E-N²W)90°t=1

Izzet Cthulu


Notable (1)
Posts: 93

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