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Arotmia is designed to be the personafication of the core of our planet and has the strengths of it thereof. I designed Arotmia around be a strong teamfighter with a good amount of anti-push. So without further ado lets get down to the nitty-gritty. I have spent a lot of time working on this hero and his inner workings. So as always any comments and questions are welcome.
Arotmia, The Core Deity
Lore
Volcanoes, throuhgout history, have been revered as harbingers of death. Magnus knows this fact while he watched his kin burn under the waves roiling magma, and choke under the cloud of ash during the eruption of Mount Jorelek. However, Volcanoes and the active geothermal activity of the planet itself are the reason for life. They uproot the forests to promote the growth of a new one. They bring rich materials to the surface that benefit us. They expand the world we walk upon. The force that makes these changes possible is Arotmia, The great equalizer of our world, the engine of our world's tectonic movement. He lived in a conscious state deep within the core of our planet, marshalling its movement. That was, until the shattering of the mad moon. The gravitomic disturbances that came from the stellar body's destruction threw the world into chaos, and the marshall of our planet seeked to restore balance. Through whispers on the surface, he learned of a great war between two forces. Now, as the great equalizer, he intends to end it.
Statistics
Attribute: Intelligence
Role: Anti-Pusher, Disabler, Support Strength: 20 (1.9) Agility: 15 (1.75) Intelligence: 24 (2.6)
Armor: 2
Base Health Regeneration: 1.3
Base Mana Regeneration: .72
Base Damage: 49
Abilities
Q: Lava Plume
Description: Arotmia cracks and heats an area of earth to melting temperature causing enemies in the vicinity to take damage over time. Heroes inside the plume will increase Arotmia's movement speed depending on the number of enemies inside. Note: When the heroes leave the plume the buff ends.
Target: Ground
Type: Active
Cast Range: 700
Damage: Magical
Affects: Enemies
Damage: 30/50/70/90
Mana Cost: 120/130/140/150
AOE: 400
Cooldown: 16/14/12/10
Duration: 10
Movement speed increase per enemy: 20/25/30/35 W: Vulcanize
Description: Arotmia focuses his heat energy on an ally causing massive bouts of cellular regeneration. The target gains extra hp regen, mana regen, as well as armor for a duration.
Target: Point Target
Type: Active
Cast Range: 900
Damage: N/A
Affects: Allies/Self
HP Regen: 15/20/25/30
Mana Cost: 80
Armor: 3/4/5/6
Cooldown: 25/22/19/16
Mana Regen: 4/7/10/13
Duration: 5 E: Ash Storm
Description: Arotmia releases a cloud of ash cloaking an area around him. While inside the cloud, allies and Arotmia have an increased evasion chance. Note: Heroes are still visible within the cloud.
Description: Arotmia unleashes his true power. Sending out a wave of destruction around him, turning the area into a barren wasteland. Enemies caught in the blast zone will take damage as well as being slowed for a duration. The area affected by the eruption will deal damage over time to anyone who enters the area for a duration.
200 initial magical damage from the blast, and 600 magic damage over 20 seconds. So you would only take the full damage if you stayed in the affected AOE for the full 20 seconds. It's like throwing down the Shiva's Guard active ability and leaving a nerfed version of Midnight Pulse behind for 20 seconds to repel pushers.
Hmm..... I must give credit for the drawings though (are you an adult? If yes, did you get odd thoughts from your family?)
But, i think the ash storm is a little useless for long term teamfights.
For an example, in teamfights with that big AoE you want like 6-8 seconds duration, but with reduced chance to like maybe 30-40%
Dont change the spells if you disagree, though. Its a fine concept.
Thank you for the comments on my drawings. I am not a drawing artist by any stretch of the imagination I just was bored one day and started sketching.
For Ash Storm I can understand the uselessness it might exhibit during long term teamfights. It was originally designed to be a balance between a good lane support ability to protect your ally's/your escape from a gank attempt, and also to provide a nice advantage during teamfights for the early parts. Maybe if I wanted to make him more teamfight oriented I would change the duration to be longer and have the evasion chance decrease.
But thank you very much for the suggestion, it is a valid point and I might make that change at a later date.
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Late credits to Janitsu for the sig
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BKvoiceover
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