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Gerald the Gunsmith Stats Strength: 18+1.5 Agility:24+2.8 Intelligence: 20+1.7
Skills
Q True Killer (Active) (Magical)
Gerald's bullets pierce the air and the skin
Basically, this skill makes his next auto attack deal extra magical damage.
Extra Damage: 25/50/75/100
Mana Cost: 50/60/70/80
Cooldown: 20
W Hunker Down (Active)
Gerald lies dormant, waiting for an opponent to challenge him.
This skill makes The Gunsmith immobile, but in the process he gains extra armour and damage.
Extra Damage (physical): 5/10/15/20
Extra Armour: 3/6/9/12
Mana Cost: 75
Cooldown: 30
Duration: 5
E Intense Training (Passive)
Gunsmiths are only chosen from the best of the best, and Gerald is by no means any exception.
This skill gives Gerald a chance to critical hit.
Critical Chance: 5/10/15/20
Critical Damage: 200%
R Perfect Shot (Active) (Physical)
Gerald slows his senses, and lies up the perfect shot.
This skill is similar to Faceless Void's Chronosphere, except it is in a radius around him, and it slows instead of completely freezes. After a delay of 2 seconds he releases an attack similar to Windrunner's powershot directly in front of him. The slow also affects allies, so be careful!
Soooo... Yeah! That is my idea for a hero. I don't think that he would be TOO overpowered :P but please comment and give some feedback as to what I can do to make this hero better. (Btw this was done on my phone so if there are any formatting issues I blame that)
Thanks for reading!
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I feel like this is a pretty intriguing character.
My only thought is that with his Agility stat, he should have a pretty high AS without items. Couple that with a 20% chance for 200% damage, plus a 100 damage buff on any attack you want, and you're looking at a character who could potentially 1-shot squishy nukers with a right-click.
I do like the hunker down and Perfect Shot abilities. I'm just thinking that stacking all of his abilities could potentially be REALLY OP. If he hunkers down, traps everyone in his AOE Slow, get a 100 damage boost on his first shot, and then has a 20% chance to do double damage, it may be too much. Particularly in conjuction with the likes of Lina Lion or Sniper they could wipe the whole team in 5 seconds.
But I kinda suck at DOTA so who knows if I'm talking out of my ***...
Tyerker: sounds more like coordination rather than op-ness, and many heroes have combo skills if you know what I mean.
Interesting, but crit passive is a bit overdone and true killer seems too much like enchant totem to me.
Overall good but terrible name and not that many super interesting characteristics. Would recommend an increased mana cost and decreased cooldown as you level the ult, to go with most large teamfight ults and ults overall.
Tyerker: I can understand what you are saying, but that is kind of what I was going for. A character who (with proper positioning could potentially one shot a squishy support. However to balance that out, do was thinking of making he himself squishy. Do you think that I should lower his strength gain? Also to pull off his combo he would need a pretty high mana pool, so maybe I should lower his intelligence gain as well? I dunno.
BabySauce: I can agree that maybe I should change his crit skill, but what should I change it to is the question.
Edit: Lowered both his strength and intelligence gain by .4 each.
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Maybe you could do it like Flak Cannon, an active that buffs the auto attacks in some way for a certain amount of time. This could be damage, crit chance, micro stuns, maybe a cleave type of attack that can hit multiple targets? I don't know. This could (while not synergizing well in the combo of easily taking down squishy heroes, but maybe that's a good thing to balance him?) help him farm up, which would allow him to get better items for the skill combo, balancing out the whole "not synergizing with the combo" thing.
Just spitballing.
EDIT: Just noticed that you never put his primary attribute? It's pretty obvious it's agil but you might want to highlight agility or bold it or something. If you did anything like that I didnt notice.
ANOTHER EDIT: Just noticed that earlier I said "increased mana cost" when there already was one, then I realized that a level 1 ult of that calibur with a 100 mana cost is pretty bad imo, there's regular actives with more mana cost. One way to balance him would be to up that cost, even if it means lowering the increase of the cost over levels.
This hero was really weak, except ultimate damage, so will this guy use auto attack most of the time or use all his mana ? Should u focus him to being one of two type?
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hjvaughan
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hjvaughan
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BabySauce
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