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Hemlock The Deductionist

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Forum » Hero & Item Ideas » Hemlock The Deductionist 5 posts - page 1 of 1
Permalink | Quote | PM | +Rep by Yzreel » August 9, 2014 8:25am | Report

Hemlock The Deductionist



Here is the fourth hero for my spawnfest! as usual, this hero might be quite unbalanced because it is a rather old idea. The basic idea of this hero is based from Sherlock Holmes, that all of his skills are based on deduction, and thus requires quite a lot of player skill. His main role is that of a (semi)carry with his strong early disable and resistance/armor reduction + crit/stun, while providing strong teamfight utility with ultimate skill. Well, to know more about him just read it, not that complex anyway :p



Lore

Hemlock was born a frail human kid with weak physique, however, his parents were overjoyed when they discovered his extraordinary talent in quick thinking and deduction, capable of solving mathematical and logical questions that even adults can have difficulty with even since a very young age. This single talent grants him fame throughout his city as a prodigy, which in turn set him to chase diplomatic career.

Quickly arising in rank, his superiors found him as a danger for their position. One night, as Hemlock was sleeping, an assassin sneaked into his room under the command of his superiors. As the assassin struck down his dagger, Hemlock woke up, causing the attack to barely miss the vital point. Quickly, Hemlock jumped down his room, breaking his window and sending him down the two floors to the ground.

To his calculation, Hemlock managed to survive because he knew that there were soft grasses underneath, and he had calculated his fall. As he hide from sight, he quickly understand what is actually going on, who targeted him and what he should do: he must stay low as long as needed, until his superiors forget all about him. To do that, he knew that he couldn�t even stay in the city anymore.

Throughout the years, he lived alone, moving around from one jungle to another, one city outskirt to another simply to be undetected. Countless dangers he overcame, from lowly thief to bandit bands, from a wild dog to legendary man-eating bears. Despite his weak physique, his bright mind and resourcefulness had saved him countless times, and as he heard about the great war, he knew that it is finally time that he can come back to his town, with a blaze of revenge burning in his heart.



Statistics

Faction: The Radiant
Primary Attribute: Agility
Attack Type: Melee
Roles: Semi-Carry, Disabler

Str: 64 at 25 (16 + 2.0/level)
Agi: at 82 (22+ 2.5/level)
Int: 78 at 25 (25 + 2.2/level)

Health: 1366 at 25
MP: 1014 at 25
Armor: 13 (1.3 base armor + 11.7) at 25
Movement: 325
Range: 150



Skills

[Q] Deduct: Hemlock quickly assesses the situations around him and deducts where his foes are at and what their weaknesses are. This skill shows the current locations of his enemy heroes (both visually and in mini map) that were in 600 points radius area within the last few seconds. Any units revealed by this skill will also have their armor and magic resistance reduced for as long as they were revealed. Additionally, if affected heroes cast damaging magic/attack allied heroes, the damages received by allied heroes are also reduced (applied after any resistance).

- Within 4 seconds, 8 seconds revelation, 3 armor and 8% magic resist, 8% damage reduction
- Within 5 seconds, 10 seconds revelation, 4 armor and 14% magic resist, 12% damage reduction
- Within 6 seconds, 12 seconds revelation, 5 armor and 20% magic resist, 16% damage reduction
- Within 7 seconds, 15 seconds revelation, 6 armor and 25% magic resist, 20% damage reduction

Type: No Target
Affect: Enemy Heroes

Mana Cost: 90/105/120/135 seconds
Cooldown: 15 seconds

Everything is so obvious, I wonder why everybody never really put any attention

[W] Natural Trap: The Deductionist creates a trap from a tree near him, deducting where his opponents will be 2 seconds after, the trap will be launched to targeted point, stunning and dealing damage to them. The animation will be almost unseen, and uses a tree near him. If there is no tree, this skill is unusable. This skill deals composite damage and affects every unit, whether if they are magic immune or in ghost form, but is reduced by both magic resist and armor.

- 800 points range, 110 damage and 2 seconds stun
- 1000 points range, 200 damage and 2.25 seconds stun
- 1200 points range, 290 damage and 2.5 seconds stun
- 1400 points range, 380 damage and 2.75 seconds stun

Type: Target Point
Affect: Enemy Units
Damage: Composite

MP Cost: 110/125/140/155
Cooldown: 15 seconds
Animation time: 0.3/0.25/0.2/0.15 seconds
Radius: 200 points from target point

To survive, Hemlock had to use any means and utilities necessary

[] Quick Thinking: The prodigy shows his exceptional thinking speed, greatly increasing his fighting and survival capabilities. This skill passively gives Hemlock a chance to evade any single target skill and their effects, while also giving him a chance to deal critical damage that stuns his opponent. If attacked enemies are channeling, the crit/stun will always trigger.

- 15% chance to evade, 150% crit damage for 0.5 seconds stun
- 22% chance to evade, 160% crit damage for 0.6 seconds stun
- 28% chance to evade, 170% crit damage for 0.7 seconds stun
- 35% chance to evade, 180% crit damage for 0.8 seconds stun

Type: No Target
Affect: Self, Enemy units
Skills evade cooldown: 2 seconds
Crit/stun chance: 10/10/15/15% chance

If you are smart, you can defeat much stronger enemies

[R] Shared Wisdom: Hemlock shares what he learned in the battlefield with his allies, giving allied heroes within 900 points radius of him magic immunity from spells they were struck with within the last few minutes. Any hero that attempts to cast the learned skill to heroes with this magic immunity will be stunned instead and receive damage. This stun and damage will only affect once per enemy hero.

- 60 seconds limit, 6 seconds duration, 2 seconds duration, 150 damage
- 120 seconds limit, 8 seconds duration, 2.5 seconds duration, 225 damage
- 180 seconds limit, 10 seconds duration, 3 seconds duration, 300 damage

Type: No Target
Affects: Allied heroes, self
Damage Type: Pure
Cooldown: 120 seconds
MP Cost: 200/300/400

Oh my, you did not even understand something this simple?
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Permalink | Quote | PM | +Rep by porygon361 » August 9, 2014 9:20am | Report
I see this hero as one that requires a little bit of cunning to pull off, but is really strong when played properly. He can spot and weaken opponents with Deduct, deal a lot of damage with Natural Trap, dodge spells and disrupt enemies with Quick Thinking and best of all, counter enemies who cast spells onto your allies with the ultimate. However, I do have some suggestions:


Make Deduct also reduce the incoming damage from the attacks of affected enemies. That way, allies could be saved without the use of his ultimate. Also, it makes sense that you are more prepared for something if you see it coming.

Make Quick Thinking's crit+mini-stun always proc when attacking a channelling enemy. The chance is so low that it almost doesn't proc anyway and the damage cannot compare to that of Critical Strike, so you might as well make it do something special! Sand King, Witch Doctor and Pugna would be very sad.

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porygon361
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Permalink | Quote | PM | +Rep by Bunkansee » August 9, 2014 9:49am | Report
So. Many. Ideas.

Seriously all I see now on the hero idea page is:

By: Yzreel
By: Yzreel
By: Yzreel
Criticized By: Yzreel

These are good ideas nonetheless! How many more do you have to post, out of curiosity?

Bunkansee
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Permalink | Quote | PM | +Rep by Yzreel » August 9, 2014 11:35am | Report
porygon361 wrote:

I see this hero as one that requires a little bit of cunning to pull off, but is really strong when played properly. He can spot and weaken opponents with Deduct, deal a lot of damage with Natural Trap, dodge spells and disrupt enemies with Quick Thinking and best of all, counter enemies who cast spells onto your allies with the ultimate. However, I do have some suggestions:


Make Deduct also reduce the incoming damage from the attacks of affected enemies. That way, allies could be saved without the use of his ultimate. Also, it makes sense that you are more prepared for something if you see it coming.

Make Quick Thinking's crit+mini-stun always proc when attacking a channelling enemy. The chance is so low that it almost doesn't proc anyway and the damage cannot compare to that of Critical Strike, so you might as well make it do something special! Sand King, Witch Doctor and Pugna would be very sad.


Hmmm..... I think that your suggestions are great! Thanks for the help, I'll change accordingly :)
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Permalink | Quote | PM | +Rep by Yzreel » August 9, 2014 11:36am | Report
Bunkansee wrote:

So. Many. Ideas.

Seriously all I see now on the hero idea page is:

By: Yzreel
By: Yzreel
By: Yzreel
Criticized By: Yzreel

These are good ideas nonetheless! How many more do you have to post, out of curiosity?


Lololol
That's why it's called spawnfest :p
Hmm... at least another 5 I guess? Might save some for later though if it starts to become a bother
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