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Lee, The Fistfighter

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Forum » Hero & Item Ideas » Lee, The Fistfighter 14 posts - page 1 of 2

Poll Question:


Imbalanced?
Yes
No
Just needs some minor tweaks
Permalink | Quote | PM | +Rep by porygon361 » June 5, 2013 3:09am | Report

Lee, The Fistfighter


Radiant Agility
Drop your weapons and fight like a man!




Base health

: 549

Base mana

: 195

Base damage

: 48

Base armor

: 2

Attacks per second

: 0.69

Base attack time

: 1.7

Cast time

: 0.25

Range

: Melee

Movement speed

: 295

Vision range

: 1800/800

Strength

: (21 +2.2)

Agility

: (16 +2.8)

Intelligence

: (15 + 1.4)




Lore:
For warriors who are strong as an ox, the mighty axe is their weapon of choice. The silent, sneaky assassins would prefer small, concealable daggers to do their dirty work. Valiant knights wield long, sharp blades, capable of slicing through the hearts of their enemies
Rumored to have trained for ten years on Blizzard Peak, Lee has earned a name for himself by fighting not with axes, daggers or swords, but with his bare fists. On the snowy mountain, his only warmth was the sheer power of his determination, coming forth as a crimson flame. He runs as fast as an eagle soars, and crushes boulders as if they were made of brittle glass. Many weapon-wielders have challenged him to a duel to the death, but no matter what weapon they may possess, Lee simply knocks them aside and pounds the challenger into the ground, teaching them that with training, discipline and perseverance, no weapon is required to best his opponent in combat.





Q: Eagle Strike
Type: Target-Unit
Affects: All units
Damage: Magical
The Fistfighter dashes in the direction he is facing, dealing damage and disarming enemy heroes for a short duration if he passes through them.
- 550 range
- 700 movement speed while dashing
- 70/130/190/250 damage
- 1/2/3/4 second disarm
- 85 mana cost
- 20 second cooldown

Lee strikes with speed and precision, rendering his enemies defenseless.

Notes:
The Fistfighter ignores terrain while dashing.




W: Inner Fire
Type: Toggle
Affects: Self
Passively grants The Fistfighter bonus strength. When toggled on, each attack applies a damage over time debuff, reducing the armor of the target after each damage instance for a short duration, but degenerates The Fistfighter's health every second.
- 3/6/9/12 passive strength bonus
- 10/20/30/40 damage per second
- 1 armor reduced per second
- 10 maximum armor reduced
- 4 second armor reduction duration
- 1/1/2/2 second duration
- 20 health degenerated per second

His resolve melts both the armor and spirit of any challenger.

Notes:
The damage over time debuff stacks.
Bonus damage dealt to enemies from Inner Fire is considered magical.
The Inner Fire's damage over time debuff is a unique attack modifier, and does not stack with other unique attack modifiers except for lifesteal.
The armor reduction duration is not refreshed when it is reapplied.
The health degeneration is not lethal.




E: Disarming Blow
Type: Passive
Damage: Physical
When The Fistfighter is attacking, there is a chance for The Fistfighter to deal bonus damage and disarm the target for a short duration. Disarmed targets also take 30% more damage from all sources. The damage bonus and disarm share a different cooldown.
- 15/20/25/30% chance
- 20/35/50/65 bonus damage
- 3 second disarm
- 3 second damage bonus cooldown
- 6 second disarm cooldown

Lee brings his opponent to fight on equal terms.

Notes:
Black King Bar does not remove the disarm debuff, but will prevent the debuff from being reapplied.




R: Dynamic Punch
Type: No Target
Affects: Enemies
Damage: Magical
The Fistfighter charges up a powerful punch. After a short delay, he releases it in the direction he is facing, heavily damaging and stunning enemies in a cone. Costs both health and mana to cast.
- 2 second delay
- 600 come length
- 300-500 cone width
- 200/400/600 damage
- 3/3.5/4 second stun
- 15% of current health sacrificed
- 100 mana cost
- 100 second cooldown

Nothing can withstand the pure destructive power of his mighty fists.

Notes:
The health sacrifice IS LETHAL.
Dynamic Punch can be cancelled when the animation is still playing, similar to reqium of souls.
POKEMON :D



When buying big items


Balance Changelog





I went back on my promise to make a support hero. I just got this nice idea and I want to share it. :P
Also, if anyone has a suggestion for a skill to replace Eagle Strike, i would gladly consider adding it in.

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Permalink | Quote | PM | +Rep by frogger_29 » June 5, 2013 4:10am | Report
This hero is pretty balanced in terms of his abilities and attribute gains. However, there is one thing that I do not like very much. It's his ultimate. It does not scale very well, with only the damage scaling. I think the cooldown and stun duration should scale as well. Also, contrary to what you believe, he is not a support. Instead, he is more of a semi-carry and could even become a carry if needed. Still, a nice idea.

frogger_29


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Permalink | Quote | PM | +Rep by porygon361 » June 5, 2013 4:53am | Report
frogger_29 wrote:

This hero is pretty balanced in terms of his abilities and attribute gains. However, there is one thing that I do not like very much. It's his ultimate. It does not scale very well, with only the damage scaling. I think the cooldown and stun duration should scale as well. Also, contrary to what you believe, he is not a support. Instead, he is more of a semi-carry and could even become a carry if needed. Still, a nice idea.


I was wondering that as well, maybe I make the cooldown very high at first, then make it much lower later. I want the stun duration to remain as it is. 3 seconds is a devastating amount of time.

Also, to "go back on my promise" is to not fulfill it. He is without a doubt a carry hero.

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Permalink | Quote | PM | +Rep by samukobo » June 5, 2013 5:10am | Report
So much disarming :D Love the idea :D

On to analysis, First skill seems really good in early game and is fairly balanced too, I love how you can be a secondary initiator.

Second skill seems pretty underpowered- the degen of an armlet for 8 STR, 25 bonus damage and 1 armor per hit would've been good. Either remove the degen and make it a passive, or increase the duration IMO.

Now if this were a bash... just kidding, that would be pretty unoriginal. Anyways, I really think it only works with 1v1s against melee carries, and that is a bad thing.

BUT. And this is a huge "but", but I have noticed that a bash for the sake of the damage has not been realized yet. Now IF you could buff up the damage to make it formidable, limit the cooldown to only the disarming debuff, and raise the chance by 5% maybe, that would be HUGE. I know it's a big change, but that's what I would do. The problem here is the damage though - balance between "imba damage dealer" and "weak passive" is pretty hard to get. It also shouldn't be outclassed by I.E Clinkzs orb.

Or you could add a secondary effect like Evasion/crits/some other effect or better, way more damage to already disarmed opponents! (Bit like Drunker Brawler to make it a better passive overall. Opinions?

Ult isn't that good. AOE is basically easier to get when it's radius rather than the side of a square. It doesn't scale well. You could reduce the cooldown/get better damage/get better stun duration OR you could add a pretty long term disarm. That would be good.

Overall the skills don't synergize that well compared to, say, Magnus or Dark Seer. Synergy between skills is really important. I would put disarming as this guys main mechanic and give a bit of redesign that makes him a hero based on that.
Quoted:

ヽ༼ຈلຈ༽ノ

samukobo
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Permalink | Quote | PM | +Rep by porygon361 » June 5, 2013 5:35am | Report
samukobo wrote:

So much disarming :D Love the idea :D

On to analysis, First skill seems really good in early game and is fairly balanced too, I love how you can be a secondary initiator.

Second skill seems pretty underpowered- the degen of an armlet for 8 STR, 25 bonus damage and 1 armor per hit would've been good. Either remove the degen and make it a passive, or increase the duration IMO.

Now if this were a bash... just kidding, that would be pretty unoriginal. Anyways, I really think it only works with 1v1s against melee carries, and that is a bad thing.

BUT. And this is a huge "but", but I have noticed that a bash for the sake of the damage has not been realized yet. Now IF you could buff up the damage to make it formidable, limit the cooldown to only the disarming debuff, and raise the chance by 5% maybe, that would be HUGE. I know it's a big change, but that's what I would do. The problem here is the damage though - balance between "imba damage dealer" and "weak passive" is pretty hard to get. It also shouldn't be outclassed by I.E Clinkzs orb.

Or you could add a secondary effect like Evasion/crits/some other effect or better, way more damage to already disarmed opponents! (Bit like Drunker Brawler to make it a better passive overall. Opinions?

Ult isn't that good. AOE is basically easier to get when it's radius rather than the side of a square. It doesn't scale well. You could reduce the cooldown/get better damage/get better stun duration OR you could add a pretty long term disarm. That would be good.

Overall the skills don't synergize that well compared to, say, Magnus or Dark Seer. Synergy between skills is really important. I would put disarming as this guys main mechanic and give a bit of redesign that makes him a hero based on that.


It seems like you did not understand how Inner Fire's damage over time works. Basically, the damage over time deals 25 damage every second for 2 seconds at level 4. For each damage instance, 1 armor is reduced. Anyway, I get your point. The damage should be buffed and the passive strength bonus should be increased.

For Disarming Blow, I think I agree with you. If i'm not mistaken, your suggestion is to have separate cooldowns for the disarm and damage procs, and the damage proc will have a shorter cooldown. So for the first proc, the enemy will be both damaged and disarmed, but since the cooldown for the disarm proc is longer, there will only be bonus damage the next time this skill procs when the damage proc is off cooldown. I like this idea. EDIT: I don't think I want any secondary effects (like evasion) for this passive though.

For the ultimate, I will decrease the cooldown as it levels and also increase the radius of the skill. However, I don't think I want it to disarm. That's too many disarms for one hero. Even Silencer has only 2 skills that silence. :P

Overall, his skills don't have much synergy, as you have pointed out. However, he can still pull off devastating combos with some team support. Magnus RP + Dynamic Punch = Dead team. Plus, he has only 2 active skills, so not much is to be expected with skill synergy, but this hero is mostly made to be awesome at 1v1s, as you have already pointed out, but also have some utility and damage in fights with Eagle Strike and Dynamic Punch.

Thanks for the feedback. :)

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Permalink | Quote | PM | +Rep by samukobo » June 5, 2013 7:54am | Report
Just realized I was speaking some pretty bad English there. Anyway, yeah my suggestion for disarming blow is pretty much what you said. And yeah, the ult disarm would be a bit overkill.

I really didn't understand his W though. It think it means that per attack you can get 25 extra magical damage, and I'm pretty sure I'm right about that.

I got confused at the armor part though. If he reduces 1 armor per second, how long will that last? If I hit an enemy once with inner fire, after 2 seconds he will lose 2 armor. Does a 2 second duration mean the reduction for armor last only that long too?

I think you need to elaborate a bit on how the Dynamic punch AOE works.
Quoted:

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samukobo
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Permalink | Quote | PM | +Rep by porygon361 » June 5, 2013 8:25am | Report
samukobo wrote:

Just realized I was speaking some pretty bad English there. Anyway, yeah my suggestion for disarming blow is pretty much what you said. And yeah, the ult disarm would be a bit overkill.

I really didn't understand his W though. It think it means that per attack you can get 25 extra magical damage, and I'm pretty sure I'm right about that.

I got confused at the armor part though. If he reduces 1 armor per second, how long will that last? If I hit an enemy once with inner fire, after 2 seconds he will lose 2 armor. Does a 2 second duration mean the reduction for armor last only that long too?

I think you need to elaborate a bit on how the Dynamic punch AOE works.


I know I haven't elaborated well on Inner Fire, so I'm going to explain in further detail now.
If Inner Fire is toggled on, every attack that The Fistfighter makes applies a debuff on the opponent. This debuff causes the target to take magic damage per second for the duration of the debuff. Every time the target takes the aforementioned magic damage, the enemies' armor is decreased by 1. I have accidentally left out some things here, like the maximum armor reduction and duration of the armor reduction, but I will include it in the next "Balance Patch."

The Dynamic Punch AoE should be changed from a square to a cone, like Sonic Wave. A cone is more "Dynamic" than a square anyway :P

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Permalink | Quote | PM | +Rep by Wulfstan » June 5, 2013 9:39am | Report
Make the disarm on Q be 1/2/3/4.Also make ult cost 15% HP,10% seems rather low.Could rename Q "Falcon Punch" just for the lol's.

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Permalink | Quote | PM | +Rep by porygon361 » June 6, 2013 3:45am | Report
A new "Balance Patch"! I slightly tweaked Eagle Strike's silence duration a little, and made many tweaks to the rest of his skills as well. 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
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Posts: 1603
Permalink | Quote | PM | +Rep by frogger_29 » June 6, 2013 4:09am | Report
Nice balance patch! For me, this hero is now completely balanced and is now viable into the game. I have one question though: Does his disarm affect magic immune units?

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