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Vargath the Rift Judge

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Forum » Hero & Item Ideas » Vargath the Rift Judge 10 posts - page 1 of 1
Permalink | Quote | PM | +Rep by Yzreel » August 5, 2014 9:21am | Report

Vargath The Rift Judge



Alright! The first post for my spawnfest is now here! Please do note that all ideas posted in my spawnfest will be ideas I have created some times ago and stored in Word, so do excuse me if my balancing is not up to my standard (although I have worked hard enough to balance it up when I wrote it), and also for the lack of formatting or images.

Anyway, this hero is meant to be a hero that requires a lot of preparation and training to use well, but his skills pay off even in late game as a punisher for a dominating carry. This hero is also intended to be a support that is quite hard to kill (most suitably, position 4 jungling support) because he has an escape skill (Rift Mastery) and an indirect disable skill in form of summoning a personal tank (Summon Rift Guardian), enjoy :D



Statistics

Faction: The Radiant
Primary Attribute: Strength
Attack Type: Melee
Roles: Jungler, Lane-Support, Pusher

Str: 87 at 25 (20 + 2.8/level)
Agi: 56 at 25 (15 + 1.7/level)
Int: 71 at 25 (23 + 2.0/level)

Health: 1803 at 25
MP: 923 at 25
Armor: 11 (3 base armor + 8) at 25
Movement: 295
Range: 140 (Melee)



Lore

In the Beginning rifts opens between the worlds, imperfection born within the Forge of Creation. It has been the Weavers' job to keep the fabric of creation together, to close the rifts from emerging here and there. For if the rifts grows too big, the many different worlds that exist shall be raveled and undone.

Nonetheless, it is impossible for even the best preserver to keep tracks of the many sequential emerging rifts. True, it shouldn't be of any problem if the small rifts don't become big, but the creatures of some worlds have proven it wrong. Creatures with greater minds capable of travelling from rift to rift - called Travelers - some of which has a habit to lay waste to planets of the lower minds.

Worlds after worlds are destroyed, clasping The Loom in anxiety - until they came upon an idea "if we cannot close the rift, why don't we create a creature to judge the Travelers?"

Thus and therefore, Vargath was created, a being with the sole purpose of judging any creature that are capable of going through the rifts. Should they prove guilty, Vargath shall be the one to slay them.

Eons passed and Vargath had never let a Traveler passed without being judged. Another Traveler has just passed through the rift, alerted, Vargath walks through the rifts to find the Traveler. This time, it is a demon. Huge body with smaller arachnoid limbs, he is holding a great blade, fully cautious to the appearance of Vargath. "Who art thou, Traveler? What cause shall ye be here? Speak, lest not ye be damned!" As the Traveler speaks the first words of his, forming a word "Abyssal", the rifts in its entirety was disturbed.

Nay, t'wasn't the Traveler, mere demon shan't ever be the cause of such grand occurrence. Nay, a grandeur event is in motion. As Vargath thought to himself, the rift he was in was torn bigger, sucking even the Rift Judge against his will.

On his wake, he was stranded on a foreign, broken world. As he opens a new rift, he heard an echoing sound "What have I done now?" Vargath ignores it and moves through the rift, only to arrive in the same world of different location. That day, a realization hits him: that disturbance of the rift blocks away his power. Here and out, he needs to judge only the inhabitant of this world.



Skills

[D] Open Rift: The Rift Judge is capable to open a new rift that automatically closes after 120 seconds. The rifts are essential for Vargath's skills. When casted, the rifts are always facing Vargath's direction. Maximum of 4 existing rifts by default; old rifts can be closed at any time to open a new one. Vulnerable to physical attacks with 300 HP until fade in, which then becomes invisible and invulnerable. Can change direction facing upon selection.

Type: Target Point
Affects: None
Cool down / charge: 40 seconds
Fade-in time: 2 seconds
Range: 1200
Obtained by default

[Q] Verdict: Vargath gathers all his knowledge on the laws of The Loom into his blade, sending a slash of pure magical energy to appear from a rift or to a target location that automatically judge every units within 200 radius from it. Deals damage and bonus damage to enemy units based on that unit's kill count, as well as healing allies based on number of assists. The projectile will also be bounced if it hits an open rift to the direction it is facing, refreshing the range traveled by the projectile. Can only bounce from each rift once. Deal pure base damage and HP removal bonus damage. Bonus damage from enemy hero kill cuts can't reduce.

- 40 base damage, 30 base heal
- 60 base damage, 40 base heal
- 80 base damage, 50 base heal
- 100 base damage, 60 base heal

Damage: Mixed (Pure and HP removal)
Type: Target point / unit (Rift)
Affect: Enemy heroes, ally heroes

MP Cost: 150
Cool Down: 14 Seconds
Cast Range: 1000
Projectile Range: 900
Projectile Speed: 2000
Bonus damage / enemy hero kill: 20
Bonus heals / ally hero assist: 10

I find you... Guilty!

[W] Summon Rift Guardian: Vargath was given helpers by The Loom to accomplish his task upon judging the Travelers. Mostly, they act as guardians of Vargath that cannot be easily penetrated. Summon a rift guardian that has high defensive capability from a rift. The rift guardian has a passive skill called Guardian Aura that automatically forces all enemies in 300 units radius to attack him for 2 seconds every time he came out of a rift.

- 500 HP, 2 armor and 10-16 damage
- 600 HP, 3 armor and 22-28 damage
- 700 HP, 4 armor and 34-40 damage
- 800 HP, 5 armor and 46-52 damage

Type: Target Unit (Rift)
Affects: None

MP Cost: 140/160/180/200
Cool down: 30 Seconds
Cast Range: 800

Timed Life: 30 Seconds
Attack Type: Siege
BAT: 2.4
Range: Melee

The Loom sure knows what a Judge needs

[E] Rift Mastery: The days as a Rift Judge were long, and with his experience Vargath has accomplished many skills. Other than giving Vargath additional maximum Rifts, this skill also grants Vargath and the Rift Guardian to get into an open rift after few seconds cast time. Inside the rift, they can teleport to another rift with global range. The rift that they are in will be vulnerable to physical attacks but stays invisible. Can only stay inside the rift for maximum of 10 seconds. Once they get out of the rift, they cannot go back in before 20 seconds.

- 1 additional rift, 200 cast range, 4.5 seconds cast time
- 2 additional rifts, 400 cast range, 4 seconds cast time
- 3 additional rifts, 600 cast range, 3.5 seconds cast time
- 4 additional rifts, 800 cast range, 3 seconds cast time

Type: Target unit (rifts)
Affect: Self, Rift Guardian
MP Cost: 80

I am the master of the rifts

[R] Egalitarian: The sole purpose in Vargath's life of being a Judge has driven him to be very just even to a twisted amount. This skill activates all the rifts, making them visible to enemies but still invulnerable. Within 3 seconds, all damage to heroes in 400 points radius of the rifts are counted and stored within each individual rift. After 3 seconds, the damage in each rift will be shot to the direction of each rift and deal damage according to the damage stored. The projectile travels at 800 speed and can bounce on another rift to the said rift's facing direction. After the projectile travels 2000 range, it disappears. When all projectiles disappear, all rifts become invisible again. The projectiles get increased damage for every hero passed. Upon activation, cost the HP of Vargath and all units he control.

- 10% stored damage as projectile damage, 4% damage increase
- 15% stored damage as projectile damage, 8% damage increase
- 20% stored damage as projectile damage, 12% damage increase

Damage: Magical
Type: No target
Affects: Enemy Heroes

MP Cost: 250/300/350
HP Cost: 20% current HP
Cool Down: 100 Seconds
Projectile Radius: 200
Bounce Cool Down: 0.3 seconds

Scepter upgradable: All HP cost of Vargath and his controlled units are stored to every rift. Increase damage / hero passed to 20%

Justice is now served
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Permalink | Quote | PM | +Rep by TheSofa » August 5, 2014 9:55am | Report
No words. Just no words. So this is supposed to be like Earth Spirit?

Ulti is a bit confusing. Mind explaining it to me?

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Permalink | Quote | PM | +Rep by Yzreel » August 5, 2014 6:43pm | Report
TheSofa wrote:

No words. Just no words. So this is supposed to be like Earth Spirit?

Ulti is a bit confusing. Mind explaining it to me?


Yep, something like that :)
Hmm.... the ulti basically acts like this: when used, all rifts become activated and visible for 3 seconds, within 3 seconds, all damage taken by units around the rift will be counted, and the damage are released afterward. Say, in 400 aoe from the rift, a hero received 800 damage in the 3 seconds, another 600 damage, and another 1000 damage, at level 1 it will deal 600+800+1000 damage × 10%, which is 240 damage from that particular rift (all rifts are activated when used)
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Permalink | Quote | PM | +Rep by TheSofa » August 5, 2014 7:15pm | Report
oh... Ok....

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Permalink | Quote | PM | +Rep by Smuggels » August 5, 2014 9:52pm | Report
basically throw out a rift in the middle of a team fight and all damage to heroes done within the radius of the rift will be stored then upon the end of the duration the damage is multiplied by 0.10 and all enemy heroes still within the radius will be damage for the stored amount? (i feel this is wrong in some way)

and the amount is not 1 off so if you have 3 rifts stored throw them all out and the damage will be multiplied by three.

also this is an OP combo's just off the top of my head:

placed 6 rifts facing each other in an open area maybe radiant jungle between t1 and 2

bait 5 heroes into the area.

then send out a guardian from the rift to get them to attack it, then use your q for say if each person has 5 kills a aoe pure damage nuke of 400 on each enemy hero. since it would bounce once.

then run have maybe a shadow fiend or an axe blink into the center and ulti or berserkers call while egalitarian is up and they all right click axe for say a total of 500 damage each which is 2500 damage then add on top say 200 because of his hp cost equals 2700 now 20% of that is 540 and since all the rifts are facing each other the projectile when released will hit all 5 for a total of 60% damage increase soo it will nuke at the end of the combo.(i think)

864+400

1264 damage to all 5 heroes....



I THINK

hahaha let me know if im wrong lol

I WILL DESTROY YOU ALL.... WITH FLUFFY BUNNIES


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Permalink | Quote | PM | +Rep by Yzreel » August 5, 2014 11:10pm | Report
Yep, you're right smuggles, BUT bear in mind that to achieve that situation, your team require a good amount of coordination and preparations, imagine if all the heroes end up pushing other lanes, what can you do? And really, "bait 5 heroes to that area" like.... how? If they can be baited so easilu you should have already won lol

Furthermore, 1200-ish damage for all is not that strong I think. I mean full Poof deals 1400 aoe damage and a combo of Earthshaker can easily trump that. Also, 3 seconds is... rather long, it provides your enemy a good chance to evade (compared to instant Echo Slam). It also has quite a high cooldown and mana cost.

Anyway, thanks for commenting and the feedback :)
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Permalink | Quote | PM | +Rep by Smuggels » August 5, 2014 11:38pm | Report
oh hahaha you think i was giving criticism?

No no no no

i wasnt hahaha i was showing how to maximise this heroes skills :)

he would build him along the lines of a NP or a tinker yes?

shunt a rift in both secret shops and at the runes and at base and then you will have total map control.

with your golem and necro book you could push a lane then jump to another and push that one.

if you get ganked shunt a rift out jump through it to another lane. and because of his ult you would have some global team fight presence.

and if your getting chased and your rift jumping is on cd you can throw out a rift and bring forth a golem to take the attacks while you tp out ?


EDIT: i feel i have got the rift skill wrong, is it or is it not a transport system as well?

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Permalink | Quote | PM | +Rep by Yzreel » August 6, 2014 12:10am | Report
Smuggels wrote:

oh hahaha you think i was giving criticism?

No no no no

i wasnt hahaha i was showing how to maximise this heroes skills :)

he would build him along the lines of a NP or a tinker yes?

shunt a rift in both secret shops and at the runes and at base and then you will have total map control.

with your golem and necro book you could push a lane then jump to another and push that one.

if you get ganked shunt a rift out jump through it to another lane. and because of his ult you would have some global team fight presence.

and if your getting chased and your rift jumping is on cd you can throw out a rift and bring forth a golem to take the attacks while you tp out ?


EDIT: i feel i have got the rift skill wrong, is it or is it not a transport system as well?


My bad lol
Anyway, you are actually correct. The part of NP and Tinker build is a bit mistaken though since the Rift Mastery does actually have transport system as well, but I limit it with range (600/700/800/900) to make it more balanced. However, now I think about it, it seems better to give it global range, but with visible casting time (like NP), thus being a similar skill to Teleportation, but is more restrained since it can only move to 8 maximum points in the map that needs to be prepared beforehand. What do you think?
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Permalink | Quote | PM | +Rep by Smuggels » August 6, 2014 12:37am | Report
yea i like that i think it would be better since at the moment i cant really see where he will be laned but if its global with maybe a short channel time to "jump "into the rift (say 4/4/3/2 then he can be laned as a mid or an offlaner.

i was thinking maybe for his [Q] add a 0.2 second stun for each kill/assist a hero has?

plus i love the skill shot aspect of it when you have your [E] and [Q] maxed :)

hero running away throw out max range rift then [Q] at the rift and the distance is refreshed so you can hit the fleeing hero ...Awesome idea :)

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Permalink | Quote | PM | +Rep by Yzreel » August 6, 2014 1:32am | Report
Smuggels wrote:

yea i like that i think it would be better since at the moment i cant really see where he will be laned but if its global with maybe a short channel time to "jump "into the rift (say 4/4/3/2 then he can be laned as a mid or an offlaner.

i was thinking maybe for his [Q] add a 0.2 second stun for each kill/assist a hero has?

plus i love the skill shot aspect of it when you have your [E] and [Q] maxed :)

hero running away throw out max range rift then [Q] at the rift and the distance is refreshed so you can hit the fleeing hero ...Awesome idea :)


Really, thank you for your great suggestions! I have changed the Rift Mastery skill to global range, but I don't think adding stun is good since it can end up for like 5 seconds stun or stuffs, and the current one is strong enough (since it can bounce of all the rifts, meaning it has like.... tons of maximum potential damage)
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