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Aghanim the Spell Smith

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Forum » Hero & Item Ideas » Aghanim the Spell Smith 7 posts - page 1 of 1
Permalink | Quote | PM | +Rep by Safecyn » October 26, 2014 11:52am | Report
This looks like fun! I wanna try. If anything, I'll prove how idiotic I am by messing up the hero's balance. XD

Aghanim, the Spell Smith


Stats

Strength: 18 + 1.65/level
Agility: 11 + 1.0/level
Intelligence: 28 + 3.5/level
Base Armor: 3.2
Starting Health: 492
Starting Armor: 4.7
Starting Maana: 364

Lore

Some mages believe all the magic there is to know already exists, and that wizards need only to discover it to increase their power. Others see magic as a material to be crafted, and view the creation of new spells the same way a blacksmith views the creation of new weaponry.

Aghanim, a self-proclaimed 'spell-tweaker', could care less about such metaphysical mumbo-jumbo. Everything else in the world could be made better with a little elbow grease and some creative thinking, so why NOT magic? Working out the kinks of a fireblast or increasing the potency of a lightning strike was no different than greasing the wheels of a buggy.

It was such second nature to Aghanim that when a wizard-king, and member of the secret council to boot, came forth with a commision he was caught completely by surprise. "Your work is legendary," the man had said. "Craft me a sceptre to make my magic mightier, and I will bathe you in riches." Two years and several failed prototypes later, it was done: a conduit staff to increase the potency of the king's magic.

4200 gold. Enough to keep a family fat and warm for the rest of their lives. But Aghanim had bigger plans. For his sceptre hadn't taken two years to make right: rather, it had taken two years to make universal. On the sly, in black market stalls and secret shops, mages with enough coin could enhance their power beyond their wildest dreams by purchasing the "one and only" Sceptre of the fabled Aghanim. Who became very, very rich, in case you were wondering.


Skills

Force Punch


Ability: Unit Target Affects: Enemy Units Damage: Magical Pierces Spell Immunity: No

Aghanim launches a fist shaped projectile that hurtles towards an opponent, causing them to spin uncontrollably and be thrown back in a straight line, destroying trees and passing over terrain. The target is disabled during the duration. The target of this ability takes no damage, but those hit by the target while it travels do.

Range: 100/250

Duration: 1/1.5/2/2.5/3/3.5/4/4 seconds

Distance Traveled: 200/300/400/500/600/700/800/800 units

Damage: 50/100/150/200/250/300/350/350

Level 8: Force Punch casting range and distance traveled increased to 1000. Casting range increased to 250. Force punch now pierces spell immunity and does the listed damage to its target (damage also pierces spell immunity).

Mana: 50/100/150/200/250/300/350/400

Cooldown: 20/18/16/14/12/10/8/8

"Who says wizards can't win fist fights?"

Notes:

When the target is done spinning, it will be facing the opposite direction of when it was struck by Force Punch


Hinder


Ability: Unit Target Affects: Enemy heroes Damage: N/A Pierces Spell Immunity: No.

Aghanim solidifies an enemy hero's magical aura, slowing them and increasing the casting cost of their spells. At levels 5 and higher, the effect is strong enough to disarm heroes as well.

Range: 800

Duration: 4/5 seconds

Slow: 15%/20%/25%/30%/35%/40%/45%/50%

Spell Cost Multiplier: 1.5/1.5/1.75/1.75/2.0/2.0/2.25/2.5

Disarm: 0/0/0/0/1/2/3/5

Level 8: Hinder slows by 50%, has its spell cost multiplier increased to 2.5, and has its slow and disarm durations increased to 5 seconds. Hinder pierces spell immunity.

Mana: 150/175/200/225/250/275/350

Cooldown: 26/26/24/24/22/22/20/20

Many a mage takes for granted the weightlessness of magic.

Notes:

Spells that use HP removal as a cost are not affected by Hinder.


Spell Shock


Ability: Point Target Affects: Enemy Units Damage: Magical Pierces Spell Immunity: No

Aghanim creates a ball of magical energy that, after a .5 second delay, erupts and sends out four pulses of energy in a 600 unit radius. Each pulse does magical damage and reduces the magic resistance of units affected. Pulses occur every .3 seconds.

Range: 700/900

Damage: 20/30/40/50/60/70/80/100 per pulse

Magic Resistance Reduction: 1%/2%/3%/4%/5%/6%/7%/10% per pulse

Debuff Duration: 3/3/3/4/4/4/5/5 seconds

Level 8: Each pulse of Spell Shock does 100 damage and reduces magic resistance by 10%. Spell Shock pierces spell immunity, and its cast range is increased to 1100. Cooldown decreased to 12 seconds.

Mana: 150/175/200/225/250/275/300/375

Cooldown: 20/20/18/18/16/16/14/12

"It's magic that makes magic make more magic! And I've got the patent."

Notes:

For each pulse, magic resistance is reduced before damage is dealt.

The debuff is refreshed when each pulse hits, so it will last the full duration at the highest value attained.


Spell Upgrade


Ability: Passive Affects: Allied Heroes Damage: N/A Pierces Spell Immunity: Yes

Aghanim unlocks hidden potential in his magic, allowing him to put a bonus skill point into the spell of his choosing. For each bonus skill point invested into a skill, that skill may be levelled up one additional time past level 4, to a max level of 8. Only 4 regular skill points may be invested into any of Aghanim's abilities (as per normal). In addition, Aghanim's insights into magic allow him and nearby allies to anticipate and dodge incoming magical damage.

Bonus Skill Points (Total): 1/2/3 (2/4/6)

Magical Damage Dodge Chance: 10%/15%/20% (15%/20%/25%)

Aura Radius: 900

Aghanim's Scepter: Gives an additional 1/2/3 bonus skill points, and increases magical damage dodge chance to 15%/20%/25%

"Stay curious. Never stop improving. Keep moving forward, but don't forget to duck!"

Notes:

Evasion from Spell Upgrade does not stack with Faceless Void's Backtrack

Evasion only applies to damage. Buffs and debuffs from spells are unaffected.

Bonus Skill points may also be applied to stats.

Alright, that's all the nitty gritty stuff. I've written up responses and stuff too, but I'll put those in one of those + box things... once I figure out how to do them. XD. Shred away, Dotafire! Balance this baby!

Changelog:
1.0: Spell Shock casting range decreased from 900/1100 (level 8) to 700/900 (level 8)
1.1: Force Punch casting range reduced to 100 at all levels (250 at level 8). Max duration reduced to 4 seconds.

Safecyn
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Permalink | Quote | PM | +Rep by TheSofa » October 26, 2014 2:42pm | Report
Welcome, Safecyndaquil!

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Permalink | Quote | PM | +Rep by Safecyn » October 27, 2014 5:26pm | Report
You are never gonna let that go, are you sofa? XD THAT'S OK, I STAND BY MY FAVE POKEMON!

Cynda cynda quiiiiil!!!!

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Permalink | Quote | PM | +Rep by TheSofa » October 27, 2014 6:05pm | Report
Safecyn wrote:

You are never gonna let that go, are you sofa? XD THAT'S OK, I STAND BY MY FAVE POKEMON!

Cynda cynda quiiiiil!!!!

Never, safecyndaquil.

CYNDA-QUILLLLLLLLLLLL!

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Permalink | Quote | PM | +Rep by Safecyn » October 27, 2014 7:27pm | Report
You... didn't have any insight on the actual HERO, did you Sofa? XD

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Permalink | Quote | PM | +Rep by TheSofa » October 27, 2014 7:56pm | Report
I do...

Lemme get this straight. You get agh's. You get 6 extra skill points.

That means you can level you skills each up to level 6. 6*3+3 is 21, so you get 4 stat levels...?

Also, why do you have 8 levels for each skill? Does that mean you can go a 8-5-5-3 build?

About the skills.

{Q}: You can hit people 1000 units away for another 1000 units. Ok. You can disable someone for 5 seconds (equivalent of a max range Sacred Arrow. Ok. You can do 350 damage in an AOE. Ok... On a frikin' 8 second cooldown. WHOA.

Maybe you have to be right next to them? 'cus right now it seems... a bit strong, although you would have to spend 8 skill points in it. Or, just remove the damage.

{W}: Assuming you went the 8-5-5-3 build, which I think is optimal, this skill grants you:

1 second disarm. Mystic Flare now costs 1600 mana. AND a 35% slow. Yeah. It's OK, but I'm not sure when I would use it. It seems great on right-clickers, because of the attackspeed slow (?) and disarm, but is also seems awesome to double someone's manacost.

I think you could lower the numbers a bit... Or keep the manacost increase and remove the slow, but maybe cooldown increase? I don't know, you would have to balance that.


{E}: Seems balanced... Except for the following: This equals a Veil and a 240 AOE damage. On a 12 second cooldown. Did I mention it's 200 units longer than tower range?

Nerf range pls. That's it. It's the most balanced spell IMO.


{R} This spell. Wow, this spell. Creative. Very creative. Good for you.



That's all (for now)!
Great job, safecyndaquil.

TheSofa, signing out.

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Permalink | Quote | PM | +Rep by Safecyn » October 27, 2014 8:11pm | Report
Sweet! Feedback! Lemme see.

Yis, the idea is that you can put 8 points in one and 5 points in the other two, or any other combination. Essentially, there's 24 potential levels, but you only get 18, 12 of which have to be distributed equally. There will be NO EASY GUIDES on this hero. Ah, but they are 'bonus' skill points, so you still get all 10 stat levels.

Now for each skill...

Q: The cast range is something I struggled with, yes, and I might make it closer to melee range. But you DO have to put 8 skill points into it, which requires picking up an Aghanim's scepter, which means you have to farm the thing on a support with no flash farm mechanism. I'm not sure if that's enough of a reason to make it OP though. The damage only occurs when the targets hits a hero, which means you'd have to skillshot it? I like him having a skillshot, but with everything else I may lower the damage.

As for it being a 5 second disable, I... I think it's ok because your target is actively moving? It takes someone out of a teamfight, but doesn't hold them still to wail on. I originally had the max as 4, and buffed it at the last second. /shrug

W: No attack speed slow, just a move slow. Keep in mind, maxing this gives you a 5 second disarm that goes through BKB. 0_0 I think that's probably worth getting against some line-ups.

E: But... but it's only a 12 second cooldown at level 8. It's 16 at level 5. ;_;

I could nerf the range, though. That seems like a decent tweak.

R: Thank you! It's my fave.

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