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Vesper, the Tempest Elemental

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Forum » Hero & Item Ideas » Vesper, the Tempest Elemental 4 posts - page 1 of 1
Permalink | Quote | PM | +Rep by Terathiel » September 10, 2014 5:27am | Report
Been a while, hasn't it?

Vesper the Tempest Elemental is a Dire Intelligence Hero. His abilities are synergistic and make him both a potent teamfighter and a powerful pusher that can melt towers with -armour effects.

Lore


Upon an ill wind, sometimes a soft laugh can be heard that rises into a shriek. Then, the wind rises itself, scouring away all in its path. A whisper metamorphosed into a scream of power, fracturing entire cities in its ferocity.

Few survive the tempest winds that ripped apart their homes and tribes. Those that do speak in babbling madness of a titanic figure on the winds, as if a god among mortals. For the tempest itself is alive, alive with the fury of an eldritch monstrosity...

___________________________________________________________________________________________

Stats


Faction: Dire
Primary Attribute: Intelligence
Range: 625
Roles: Pusher, Semi-Carry, Disabler


Strength: 17 + 1.8
Agility: 25 + 2.5
Intelligence: 21 + 2.9
Health: 473 at level 1, 1290 at level 25
Base Armour: 2
Mana: 273 at level 1, 1183 at level 25
Movement Speed: 310

Base Damage: 37-39
Base Attack Time: 1.7
Attack Point: 0.5
Backswing: 0.55
Cast Point: 0.3
___________________________________________________________________________________________

Abilities



Q: Whirlwind
Type: Summon
Affects: Enemy units and buildings
Damage: Physical
Vesper summons a controllable tornado that deals damage and reduces armour around it. If a Whirlwind is hit by Razing Winds, it will release a 2 second 50% slow in a 300 AoE around it.
Damage per second: 15/20/25/30
Armour reduction per second: 0.25/0.5/0.75/1
Tornado Speed: 200/235/270/305
Duration: 12
Cooldown: 20
Mana Cost: 100/150/200/250

W: Razing Wind
Type: Point Target
Affects: Enemy Units, Vesper Abilities
Damage: Magical
Vesper unleashes a gust of wind that deals damage to all enemy units hit. If Razing Winds come into contact with another of Vesper's powers, they will become more deadly.
Damage: 80/110/140/170
Cooldown: 13/10/7/4
Mana Cost: 90/120/150/180

E: Static Anchor
Type: Point Target
Affects: Enemy Units
Damage: Magical
Vesper calls down a spark of lightning that anchors itself to the ground. 0.5 seconds after landing, the anchor will unleash a pulse of energy that stuns enemy units within 250 distance. If a Static Anchor is hit by Razing Winds, it will unleash another pulse of energy.
Damage: 50/75/100/125
Stun Duration: 0.4/0.6/0.8/1
Anchor Duration: 6/9/12/15
Cooldown: 20
Mana Cost: 150

ULTIMATE: Thunderstorm
Type: Point Target
Affects: Enemy units
Damage: Magical
Rapid lightning strikes pummel the target area, damaging all enemy units hit by them. Three lightning strikes will launch upon cast, and the effect will repeat every 2 seconds for the spell's duration. Affected units are slowed. If a Thunderstorm is hit by Razing Winds, three lightning strikes will immediately hit.
Damage per Strike: 100/150/200
Storm Duration: 4/6/8 seconds
Slow: 20%/40%/60%
Slow Duration: 2
Cooldown: 70
Mana Cost: 300/450/600

___________________________________________________________________________________________

Recommended Items


As is obvious, Vesper has INTENSE mana requirements but his spammy nature allows him to scale well into the lategame, especially with the stun from Static Anchor. Obviously, he possesses high damage but is squishy and has mana issues.

Assuming he goes mid, he'll definitely want a Bottle, and either Arcane Boots or Power Treads. After that, a Bloodstone is in order. His ganking abilities are rather good, so you should get plenty of charges. After Bloodstone, you should of course get a Sheepstick. His farming capabilities with Tornado are decent - note that it damages towers. Over the duration, Tornado will deal a total of 180/240/300/360 damage and reduce armour every second, making it a powerful pushing ability - as such a Necronomicon is also a good pickup to complement his skillset (it also grants much needed Strength). In a more teamfight-orientated build, Shiva's Guard should be considered.

Vesper's high agility growth also makes Orchid Malevolence a possible item to get before Bloodstone, although he doesn't really need the active.
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Permalink | Quote | PM | +Rep by Yzreel » September 12, 2014 11:33am | Report
Hey, Terathiel!
Yeah, been rather lonely around this part lately lol

Great job for the hero! I love how this hero's skills synergies are very well-made, and that you actually seem to spend a lot of time contemplating about this hero. Okay, now for the comments:

This hero is really interesting, and I love your idea about Razing Wind interacting with his other skills. However, I have to say that the mana scaling of the skill is terrible. I mean, it only increases the damage for 30 in each level, with 30 mana increase/level. I know it's probably because of the cooldown reduction, but I'd say making it a fixed amount (probably around 100-120) is better.

I can comment/criticize more about your ideas, but I'd leave it at that because I'm sorta busy now, and I just want to tell you that this hero is interesting and it is odd that it receives no attention. Keep the great job :)
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Permalink | Quote | PM | +Rep by Smuggels » September 23, 2014 1:07am | Report
Hey Dude

Nice Hero!!

i like the synergy between his abilities.

i think razing winds needs a Static mana amount so like 90 at all levels and the damage stays the same at all levels as well like 140 damage. but increase the difference in the cooldown kinda like sleight of fist where it has a huge cooldown at level one but gets down to 5 seconds at level 4.

apart from that i think this guy is actually pretty balanced so well done ! :D

i would not want to face this guy with a disrupter and a magnus in his team .... Ouch! haha

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


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Permalink | Quote | PM | +Rep by Terathiel » September 27, 2014 11:59pm | Report
Razing Winds is what scales Vesper into the lategame, so the mana cost is supposed to be prohibitive early on to prevent abuse of spells like Static Anchor and Thunderstorm. If it had less mana he'd be able to go Whirlwind - Static Anchor - Razing Winds - Thunderstorm - Razing Winds and potentially wipe their entire team in a matter of seconds, especially with help. This way, until he has Bloodstone/Orchid, he's more likely to go Static Anchor - Thunderstorm - Razing Winds, and the other team will have a chance to win the fight :P

I was actually considering giving Razing Winds a 2s cooldown but decided a Thunderstorm dealing 1800 damage at level 7 was a bit unfair. As it is, you're more likely to hit them with 600 damage... which is still a lot.
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