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The Adamantress

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Forum » Hero & Item Ideas » The Adamantress 6 posts - page 1 of 1
Permalink | Quote | PM | +Rep by Crazy Tom » June 30, 2013 7:33pm | Report
Isolda, Adamantress
The Dire
Strength Hero
Melee (128 Range)
Durable, Semi-Carry, Carry

Str: 24 + 2.9 per lvl
Agi: 18 + 2.0 per lvl
Int: 17 + 1.9 per lvl

Starting HP: 656
Starting Mana: 221
Base Armor: 1.5
Base Attack Time: 1.7 (Standard)
Base Damage: 41 - 50
Base Movement Speed: 280


Lore:
Isolda was nothing special; just a peasant living in a small peasant farming town, living a simple peasant life. That all changed one day when she was kidnapped by a group of unknown beings during a picnic with her family.

When Isolda awoke from being knocked out, she found herself unable to move. Even something as simple as lifting her head proved impossible, leaving her helpless and unsure as to why she was immobilized. It wasn't long though until her captors revealed themselves to her; strange aliens of weird and various types. They informed Isolda that they had taken her to be a gladiator in their circuses and such, and had altered her body to better suit her new role in life; Isolda's body had been subjected to various substances, forces, and processes that caused her body to become as dense as a small star, making her nigh invulnerable. The perfect gladiator, they said.

They also told Isolda that if she didn't cooperate, her family would be sent into the ring in her place, though as sacrifices instead of gladiators. She would have to train herself to be able to move her limbs again, now that they literally weighed tons; she would have to learn how to fight with a body that was heavier than the arena she fought in.

Left with no options, Isolda agreed and began her training. The strain of adjusting to her new body was intense, but she never faltered, eventually mastering the ability to carry weight beyond mortal comprehension. So, when Isolda finally entered the ring, it was no surprise that she quickly rose to the top with her incredible resilience and power to manipulate density within her body. Thus she took the name of Adamantress, short for Adamant Enchantress, in hopes of one day finding her family and freeing them from their bondage.

Abilities:

Q - Deadly Attraction (Active)(Area of Effect)
Isolda puts a debuff on all enemy heroes in a 600 radius that deals damage over time equal to 10/20/30/40 damage per second and lasts for 15 seconds. This damage is reduced depending on how close the debuffed unit is to her; any units within a 300 radius take no damage while in that range, and any units within a 900 radius take half damage while in that range. The debuff is only applied to units that are visible at the time of casting, and is not applied to magic immune units.

Cast Range: Centered on Self
Mana Cost: 150
Cooldown: 45

W - Density Field (Active, Channel)(AoE)
Isolda focuses herself to radiate the effects of her body's compression, affecting all allied heroes in a 500/600/700/800 radius. Any allied heroes in the affected area return damage to its source at a rate of 10/20/30/40%. This does not reduce the amount of damage taken, only deals a portion of it back to the source of that damage. Magic immune units do not suffer this damage return.

Cast Range: Self
Duration: Up to 3 / 5 / 7 / 9 seconds
Mana Cost: 75 / 125 / 175 / 225
Cooldown: 40 / 32 / 24 / 16

E - Proximity Gain (Passive)(Self)
For each enemy unit near her, Isolda is able to increase her resistance to harm and hit harder with her punches. The closer those units are, the more powerful she becomes.
Quoted:

She gains 1 bonus armor and 2 bonus damage for each enemy unit within a 300 radius. Each additional level in this skill increases the range increment of the aura by 300 and doubles the bonus armor and damage gained for the previous range increment.
So, at level 2 of this skill, any enemy units within a 300 radius now provide 2 bonus armor and 4 bonus damage; in addition, any enemy units within a 600 radius also now provide 1 bonus armor and 2 bonus damage.
At level 3 of this skill any enemy units within a 300 radius now provide 4 bonus armor and 8 bonus damage; in addition, any enemy units within a 600 radius provide 2 bonus armor and 4 bonus damage; then, any enemy units within a 900 radius also provide 1 bonus armor and 2 bonus damage.
Finally, at level 4 of this skill, any enemy units within a 300 radius now provide 8 bonus armor and 16 bonus damage, and any enemy units within a 600 radius provide 4 bonus armor and 8 bonus damage, and any enemy units within a 900 radius provide 2 bonus armor and 4 bonus damage, and any enemy units in a 1200 radius provide 1 bonus armor and 2 bonus damage.


TL;DR-
She gets bonus armor and damage based on how many enemies are near her, and those bonuses increase as the enemies get closer to her.

R - Mass Compression (Passive)(Self)
Isolda's body becomes so incredibly dense that magic simply doesn't affect her; she has permanent magic immunity. Whenever she attacks, casts a spell, or uses an item ability, her immunity becomes dormant, and remains so for 5/4/3 seconds, during which time she is able to be affected by magic normally.
Upgradable with Aghanim's Scepter: Decreases dormancy time by 1.3 seconds.
(This is based heavily on Riki's Permanent Invisibility, just as a reference)

===

Hello again! It's been a while since I made one of these, so I hope this one is on par with some of my previous ideas. Any feedback and/or advice and/or response is greatly appreciated! Thank you for reading!

EDITS: Nerfed the range on Q to 600

Crazy Tom


Notable (3)
Posts: 151
Permalink | Quote | PM | +Rep by neurotoxin » June 30, 2013 8:04pm | Report
Oh that ult were really cool but the E kinda complex, i dont really understand it, plz discribe is effect easier to understand :p

neurotoxin



Posts: 90
Steam: (_ИєυяσтσχiИ¯)
Permalink | Quote | PM | +Rep by Crazy Tom » July 1, 2013 8:58am | Report
neurotoxin wrote:

Oh that ult were really cool but the E kinda complex, i dont really understand it, plz discribe is effect easier to understand :p

Sorry, I was trying to keep it simple, but I guess I kinda failed. :/
Basically, the radius starts at 300 and gives a base +1 armor and +2 damage for each unit in that radius. Each additional level in the skill increases the radius by 300 and increases the bonus armor and damage based on how close to you the units in the radius are. Think of it like a four-layer cake with each layer being smaller than the one below it. At level one, you just have the smallest, topmost layer. At level two you add the next layer below it, and at level three you add the third layer and so on.

Hopefully this helps. :)

Crazy Tom


Notable (3)
Posts: 151
Permalink | Quote | PM | +Rep by Wulfstan » July 1, 2013 11:22am | Report
The Wolverine is coming out soon, so the hero keeps up the hype.

Wulfstan
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Permalink | Quote | PM | +Rep by Crazy Tom » July 1, 2013 12:11pm | Report
Wulfstan wrote:

The Wolverine is coming out soon, so the hero keeps up the hype.


Lol, I didn't even think of that. :P

Crazy Tom


Notable (3)
Posts: 151
Permalink | Quote | PM | +Rep by neurotoxin » July 2, 2013 3:47am | Report
Crazy Tom wrote:


Sorry, I was trying to keep it simple, but I guess I kinda failed. :/
Basically, the radius starts at 300 and gives a base +1 armor and +2 damage for each unit in that radius. Each additional level in the skill increases the radius by 300 and increases the bonus armor and damage based on how close to you the units in the radius are. Think of it like a four-layer cake with each layer being smaller than the one below it. At level one, you just have the smallest, topmost layer. At level two you add the next layer below it, and at level three you add the third layer and so on.

Hopefully this helps. :)

Well finally i know how it work :p

neurotoxin



Posts: 90
Steam: (_ИєυяσтσχiИ¯)

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