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New abilities ideas. Please comment

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Forum » Hero & Item Ideas » New abilities ideas. Please comment 16 posts - page 1 of 2
Permalink | Quote | PM | +Rep by MasterMinddd » February 4, 2014 8:54pm | Report
I got a few cool ideas of Dota2 hero abilities. Check them out please and comment. Since these abilities are ownerless, I can't find a suitable name for them yet. New stuff will be edited on sooner or later so check out every few days.
1.Blind
LV.1 Remove target's mini-map, announcer and typing, word-wheel. Limit sight to 1700 and any allies sight within that proximity.The debuff do not show on the screen. Slow attack and movement speed for 20%. Duration: 10 seconds. Mana cost: 190 CD 40

LV.2 Remove the ability of pinging, voice-chat, reduce sight to 1000 and allied heros sight within that proximity. Cannot move the camera manually,and anything in the fog-of-war turns pitch black. Slow attack and movement speed for 25%. Duration: 15 .mana cost 200. CD 40

LV.3 Remove target from allies mini-map completely, both sight and icon. Reduce sight to 200 (500 for range heros,also disable the courier ability or buy anything. Attacking from the fog-of-war does not reveal your location to the target. Slow attack and movement speed for 30%. Duration: until an ally right click you after 15 seconds. mana cost: 230 CD: 35

Since no allies can see you while affected, good luck having your self purged! Imagine blinding the target and then pepper them with sniper while they can't see anything...


2.Piercing sight (passive!)

LV.1 Give the hero unobstructed vision for 500( pretty useless at LV.1 I know!) and an additional 100 extra sight range, both night and day

LV.2 Give the hero unobstructed vision for 900 and an additional 190 sight range, both night and day

LV.3.Give the hero unobstructed vision for 1300 and an additional 260 sight range, both night and day

LV.4 Give the hero unobstructed vision for 1700 and an additional 300 sight range, both night and day.
With this passive you could see ganking easier, and can catch escaping heros, pairs even better with Gem of True Sight.


3. Vertigo

LV.1 The target was slowed by 20%, when attacking, it have a 15% chance of hitting allies in 250 AOE surrounding the enemy instead and randomly doing 10% damage to every ally with a 200AOE cleave affect(400 for ranged)

LV.2 The target was slowed by 25%, when attacking, it have a 20% chance of hitting allies in 300 AOE surrounding the enemy instead with full attack modifiers and randomly doing 15% damage to every ally with a 250 AOE cleave(500 for ranged). Any target's spell cast with an AOE damage will damage allies in that area for 10%damage.

LV.3 The target was slowed by 30%, when attacking, it have a 25% chance of hitting allies in 350 AOE surrounding the enemy instead with full attack modifiers and randomly doing 20%damage to every ally with a 300 AOE cleave(600 for ranged). Any target's spell cast with an AOE damage will damage allies in that area for 15%damage.

LV.4 The target was slowed by 35%, when attacking, it have a 25% chance of hitting allies in 400 AOE surrounding the enemy instead with full attack modifiers and randomly doing 25%damage to every ally with a 350 AOE cleave(700 for ranged). Any target's spell cast with an AOE damage will damage allies in that area for 20%damage.

Notes: if the enemy accidentally killed their ally, the allies bounty will be deducted from their account!


4.Grab (point target)

LV.1 The Hero(should be melee) latch on to an enemy hero, applying 20% slow, allowing the Hero to freely attack the enemy during the 4 second duration. Can detach manually my pressing the button again.Any damage received during duration is shared 20% to the target.

LV.2 The Hero(should be melee) latch on to an enemy hero, applying 26% slow, allowing the Hero to freely attack the enemy during the 5 second duration. Can detach manually my pressing the button again.Any damage received during duration is shared 23% to the target.

LV.3 The Hero(should be melee) latch on to an enemy hero, applying 33% slow, allowing the Hero to freely attack the enemy during the 6 second duration. Can detach manually my pressing the button again.Any damage received during duration is shared 26% to the target.

LV.4The Hero(should be melee) latch on to an enemy hero, applying 41% slow, allowing the Hero to freely attack the enemy during the 7 second duration. Can detach manually my pressing the button again.Any damage received during duration is shared 30% to the target.


5.Vitality Converse(area, channeling)

LV.1 Target an 500 AOE area, channel 3 seconds, absorb 1 health-regen and 10 health point per sec. Buff last 5 seconds, de-buff on enemy last 6 seconds.CD:23 Mana:75

LV.2 Target an 600 AOE area, channel 3 seconds, absorb 1.5 health-regen and 15 health point per sec. Buff last 6 seconds, de-buff on enemy last 8 seconds.CD:20 Mana:110

LV.3 Target an 700 AOE area, channel 4 seconds, absorb 2 health-regen and 20 health point per sec. Buff last 7 seconds, de-buff on enemy last 10 seconds.CD:17 Mana:135

LV.4 Target an 800 AOE area, channel 4 seconds, absorb 2.5 health-regen and 25 health point per sec. Buff last 8 seconds, de-buff on enemy last 12 seconds. CD:15 Mana:175

This ability meant that if you are low on health, you can do this spell on everyone. Such as at
LV.4 you target an enemy creep wave(Five creeps), you can have 50 health-regen for eight seconds along with additional 100 HP from each creep for 900 health, and enemy will lose theirs regen and health. Quite useful when in enemy area with low health.


6.Spreading Flames (Point target, trees or enemy creeps.[for some random fire-based hero as ultimate])

LV.1 The hero set part of him self on to a tree or enemy unit, setting it alight and damaging it.

For trees:Take 7 second to burn down, become an invulnerable immobile Flame Spirit that provides sight for 1400 AOE, damages enemy unit within 200 AOE for 20 damage per second and friendly units can pass through but not enemies. They also shoot fire balls that deal 28 damage each to enemies and every time they kill an enemy they add 10 seconds to their timer and killing a Hero add 3 minutes to their timer with 30 increased damage. Also set fire to nearby trees in 140 AOE, turning them into sub-sequent Flame Spirits. Only the original tree can set fire to other trees. Creeps that are killed by the Flame Spirit also turn into a mobile Flame Spirit. Each Spirit last 25 seconds. Enemy towers can kill them with 3 hits. Bounty:20 Maga Flame Spirit Bounty: 100

For creeps: Take 20 damage per second, when the creeps die, they turn in to a mobile Flame Spirit, that gives sight for 1000 AOE and damages enemy in 160 AOE for 20 per second and friendly units can pass through but not enemies. Their health lose 2 point every second as a timer. They also shoot fire balls that deal 25 damage each to enemies and every time they have a chance 25% chance of turing them into mobile Flame Spirits. These Flame Spirit have a 250 base health, with increase 25 points for killing a creep and 300 for a Hero with 30 increased damage and leave a trail that slows and deal 20 damage per second. They are invulnerable to magic and would not activate any spell that would cause AOE damage. They move at a 370 speed and increase 3 points every time they kill a creep and 30 points when they kill a hero.vBounty:20 Maga Flame Spirit Bounty: 100

This is designed to be an absolute pushing ultimate. I would not to LV.2 or 3 for that will bore the soul out of myself and my dear readers. Thanks for actually reading through what ever I wrote up there.


7. Shade(active)

The hero turn into a puddle of shadow that cannot attack or be attacked. They hero was granted the ability to pass through obstacles at increased speed, and bonus damage on the next strike. Though if the shadow was tread on the hero will take a multitude of enemy's strength as damage as damage and was slowed. If the hero was out of sight, a purge will apply 4 seconds later(purge track immediately when out of direct sight)If hero was disabled when fading, the Shade will fail. To sustain this spell you will have to spend mana every second.

Shadows size:350/300/250/200
Speed bonus:10%/15%/20%/25% plus extra speed 15/25/35/40
Damage multiple:8/7/7/6
Duration:5/6/6/7
Fade time:1/0.75/0.5/0.25
Solidify time:1/0.8/0.6/0.5
Cooldown:20/16/12/8
Manacost:55 mana per second:1.5/1/0.5
Bonus damage:30/40/50/60

This skill is designed to be constantly used in battle, to confuse your enemy, a mix between Ball Lightning and Shadow Walk. Works great with some kind of slow.


8. Deflect(passive [for some random master blades men ])

The hero block some auto-attacks with his blade, reflect that a damage percentage of that attack along with all attack-modiviers while removing the attack-modivier's affect on you. Also grant some magic resistance. Deflect never misses.

Block chance:15%/20%/25%/30%
Damage reflection:35%/45%/55%/65%/
Magic resistance:10%/15%/20%/25%

This ability grant the hero with awesome tanky-ness, and offer great dominance against squishy heros, especially those that focus on burst auto attack damage like Clinkz and Sniper.


9. Rapid Strike(for a melee hero)

The hero was granted a ton of attack speed for a moment at a single target, but in reduced damage and will not activate special attack-modiviers that is not a part of this hero skill set. It also slow the victim during the Rapid Strike.

Extra speed:35/45/55/65
Slow:10%/15%20%25%
Duration:3//4/5/6
manacost:75/85/95/105
CD:15/13/11/9

For a super ganking!








More ideas soon!
Good sirs, do check out my supreme New Abilities forum if you are in need of finding ideas to use for your creations! FREE FOR ALL

MasterMinddd



Posts: 31
Permalink | Quote | PM | +Rep by Ab4ddon._.E43 » February 4, 2014 10:56pm | Report
Interesting idea. Level 3 should be nerfed. Is useless if the enemy pauses and co-ordinates.
I am the Abaddon *****!!!

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Permalink | Quote | PM | +Rep by KoDyAbAbA » February 5, 2014 1:37am | Report
how about this.
new templar assasin ultimate skill which basically improves her other skills (like phantom lancer)

Holy Amelioration.

level 1. increases movement speed by 20.
level 2. meld attacks slow the target by 15%(does not stack).
level 3. refraction charges increased by 1.

to compensate, the starting ms will be decreased by 5/10.

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Permalink | Quote | PM | +Rep by porygon361 » February 5, 2014 2:22am | Report
KoDyAbAbA wrote:

how about this.
new templar assasin ultimate skill which basically improves her other skills (like phantom lancer)

Holy Amelioration.

level 1. increases movement speed by 20.
level 2. meld attacks slow the target by 15%(does not stack).
level 3. refraction charges increased by 1.

to compensate, the starting ms will be decreased by 5/10.



If her ultimate were changed, she wouldn't be able to kill as efficiently as she does now at level 6. Basically, all of her skills are needed for her to function the way she does now.

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Permalink | Quote | PM | +Rep by KoDyAbAbA » February 5, 2014 2:58am | Report
better idea:

level one:meld hit slows target by 30% increasing to 50%.
level two:movement speed increased by 20.
level three:refracrion charges increased by 1

edit:you can put refraction charges increase one level one too.basically any combo can work. its up to you.

or how about this:keep the old ult but atleast give it some damage :P(50-100)

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Permalink | Quote | PM | +Rep by porygon361 » February 5, 2014 3:16am | Report
KoDyAbAbA wrote:

better idea:

level one:meld hit slows target by 30% increasing to 50%.
level two:movement speed increased by 20.
level three:refracrion charges increased by 1

edit:you can put refraction charges increase one level one too.basically any combo can work.up to you.


This is much better, but I think a slight movement speed increase at level 2 is not worth picking up. A noticeable speed increase (something like Phase Boots) during refraction would be a good idea actually. Level 3 is a little weak as well, maybe 2 charges would make it more useful. To compensate for lack of scouting by traps, this skill could have a little active that reveals a small area on the map of your choosing (like an instant Rocket Flare without damage).


Your idea is a nice concept actually. As she levels up, she discovers more "secrets" and techniques to add to her arsenal, and this fits perfectly into her lore :D


EDIT:
Well we've kind of gone off topic here, sorry OP haha :D


EDITEDIT:
Back on topic, I don't like abilities that interfere with player controls (eg. disabling chat)/reduce vision beyond the norm (yes, I hate the new Darkness :P), and I won't comment because of that bias. Regardless, I'll be waiting to read more of your ability ideas :)

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Permalink | Quote | PM | +Rep by KoDyAbAbA » February 5, 2014 7:31am | Report
okay,how about this?

level one:meld hit slows target by 30% increasing to 50%.
level two:10% movement speed buff and phase for 5 seconds after casting refraction and 1 sec reduction in cd of meld.
level three:gain 2 more charges to refraction

ms buff for only 5 secs because we dont want her to have a perma phase boots do we?

add: aghanim's upgrade: ms buff up by 5%.refraction mana reduced to 10.meld armor reduction increased to 10.

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Permalink | Quote | PM | +Rep by MasterMinddd » February 5, 2014 8:38pm | Report
Everyone please, do comment on the new abilities, and what does Templar Assassin have to do with this?
Good sirs, do check out my supreme New Abilities forum if you are in need of finding ideas to use for your creations! FREE FOR ALL

MasterMinddd



Posts: 31
Permalink | Quote | PM | +Rep by KoDyAbAbA » February 5, 2014 9:22pm | Report
reworks are always a part of new abilities you know..

how about this.

Heaven's blessing
cd:20
mana:70

gives every enemy hero in an AOE a chance to miss when he/she attacks the hero on which this buff is placed.
level one: 15% chance to miss.
level two:25% chance to miss.
level three:30% chance to miss.

forces enemy to make mkb.
maybe we can reduce cd per level.

notes:
1.countered by mkb.
2.stacks with other forms of evasion (85% evasion void Lol)
3.blocked by magic immunity.

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Permalink | Quote | PM | +Rep by Xyrus » February 6, 2014 3:37am | Report
porygon361 wrote:

Back on topic, I don't like abilities that interfere with player controls (eg. disabling chat)/reduce vision beyond the norm (yes, I hate the new Darkness :P), and I won't comment because of that bias. Regardless, I'll be waiting to read more of your ability ideas :)

Same, I hate Blur and hope that the Mini-map wrecking part of it gets removed, it's only useful against Players who don't communicate anyway. I don't think we need any more abilites that "break" the game's interface in any way, besides, what good does disabling in-game chat do if Teams are just gonna talk over Skype/Teamspeak/etc.?

I love current Darkness though <}3

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