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(Radiant INT) Hammerfall & Lockjaw, The Siege Team

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Forum » Hero & Item Ideas » (Radiant INT) Hammerfall & Lockjaw, The Siege Team 1 posts - page 1 of 1
Permalink | Quote | PM | +Rep by Kentard » November 22, 2014 9:08am | Report
A long time ago, when I was still experimenting with WCIII maps, I found the Mortar unit to be a fun concept for a Hero in DotA. Here was the idea I had in mind for a unit that seems to have a similar function to Sniper, only a little more... practical.

Concept
- Largely immobile, but has extreme range. (NOT SNIPER)
- Heavy nuking and pushing power from across the map.
- Has a small degree of escape from imminent threats.
- Fun to play, but requires items to snowball.


Hammerfall & Lockjaw, The Siege Team


Radiant Intelligence
Base STR: 20 + 1.5
Base AGI: 16 + 2.4
Base INT: 22 + 2

Base Armor: 2
Base Magic Resist: 25%
Base HP Regen: 1.25
Base Damage: 43 - 49
Move Speed: 280
Sight Range: 1800/800
Attack Type: Ranged
Range: 600
Missile Speed: 1,000
Base Attack Time: 1.7
Collision Size: 32

Role:
Nuker
Pusher
Carry

Pros:
+ Extremely long range can target one lane from another, or stay out of team-fights.
+ Skills have heavy damage output with few items.
+ Has one escape skill - Lockjaw.
+ One of the best lane pushers in-game.



Cons:
- Good timing required to maximize DPS.
- Siege Mode requires good positioning, vision and situational awareness.
- Siege Mode makes normal attacks extremely slow.
- Good map awareness required to play.




Lore


Once a humble demolitions company, the middle-aged duo of Hammerfall and Lockjaw found themselves caught up in a crossfire between two warring empires; a clash of Fire and Blood. Rather than flee with most of the refugees, the cunning Lockjaw found a business opportunity for their derelict enterprise, and volunteered to surrender to the Blood King before hiring his services out as a Siege Team. Hammerfall was disgusted, but reluctantly agreed.
What followed was a bombardment seen unlike no other - their conventional black powder recipe was unsurprisingly effective at tearing down stone and steel alike, and rather than brawl out in the frontlines, the duo simply stayed back and rained down wave after wave of explosives onto the hapless Fire Kingdom below.

Yet, they were not satisfied. Negotiations with the Blood King went sour as the payment was cut short; the duo criticized for their lacking in combat prowess and 'valor', as the King called it. That fateful night, all of the Blood King's remaining legacy - the genocide of the Fire nation, and all of his twelve successors, were eradicated in a freak explosive barrage. None survived it, and the few coroners that came to examine the ruins could only discern that the shots were fired from miles away; and the sharper still discern that the duo now sell their services out.

It just so happens that there's a beautiful place with plenty of towers nearby.

Abilities


Hammerfall (Q)



Ability: Target Point
Affects: Enemy Units
Damage: Magical

Hammerfall locks onto a target point in a global range, and fires a ground-shattering shot in an area. The charge time gets shorter with each level of the skill taken.
All units within the shot's radius are also mini-stunned.

Cast Range: Global
Effect Radius: 315
Channel Duration: 2.75/2.5/2.25/2
Damage: 100/150/200/250

Cooldown: 19/17/15/13
MP Cost: 90/100/110/120

Flavor Text:
Hammerfall used to trade in fireworks, which explode precisely in a tight clustered formation in the night sky with pinpoint accuracy.

Notes:
    Fully affects invisible units.
    There is a 0.45s delay from the channel time ending to the shot landing.
    Magic immunity prevents the damage from being taken, but does not negate the ministun.
    Increased range does not affect the delay to the missile landing.
    Leaves a translucent marker on the impact point once the channel time is complete.
    Hammerfall gives vision in a 545 AOE of the impact point for half a second.

Developer Notes:
Think of this like a channeled Sun Strike; however, this allows Hammerfall & Lockjaw to not only support through nukes across the map, but push lanes. This makes them particularly vulnerable to incoming ganks, but comes at the expense of causing significant impact without leaving the base, for instance.

Lockjaw (W)



Ability: Target Unit
Affects: Enemy Units
Damage: Magical

Lockjaw fires out a net trap, ensnaring the target unit for a lengthy duration and preventing blinks. The trap also deals minor damage to the unit, and gives the Siege Team a minor speed boost thereafter.

Cast Range: 600
Damage: 80/110/140/170
Move Speed increase: 20%
Duration: 2/2.5/3/3.5

Cooldown: 16
MP Cost: 140

Flavor Text:
Lockjaw's experience in trapping and extracting black powder from the Fire Armories makes him an expert craftsman in the most unorthodox of incapacitating devices.

Notes:
    Ensnare goes through Magic Immunity, but can be dispelled by Magic Immunity.
    Move Speed Increase and Ensnare are dispelled separately.
    Ensnare cannot be disjointed by either invisibility or blinking.
    Ensnare does not reveal invisible units.

Developer Notes:
A quick disable that doubles as a move speed increase, this allows the Siege Team to escape potential ganks more easily with the press of a button, giving them a powerful mobility tool at all stages of the game. A must-have, considering their rather inflexible assortment of skills.

Incendiary Rounds (E)



Ability: No Target
Affects: Enemy Units
Damage: Magical

Reloads the Mortar Gun of the Siege Team, causing the next skill or attack to create an incendiary crater that deals damage over time and reduce magic resistance while enemies stay within.

Radius: 400
Damage/s: 12/18/24/30
Magic Damage Amplification: 16/24/30/36%
Duration: 8

Cooldown: 18
MP Cost: 60

Flavor Text:
A special creation that was used with surprising potency against invading Fire Armies, Incendiary Rounds have powerful antipersonnel properties.

Notes:
    Magic Immunity negates both the damage and magic amp towards targets within.
    Effectively causes creeps to take 16/24/30/36% more magic damage from all sources.
    Damage amp only affects base magic resistance, and not items.
    Damage amp damage, if the damage is above 2 or greater and passes through base magic resistance, is dealt as a separate instance of damage.
    Using this ability on Siege Mode only affects the first attack.

Developer Notes:
Unlike Sniper's Shrapnel, this is an enchantment made on your spells or attacks to deal increased damage, thereby negating the laning capability of wherever you fire this. Has excellent synergy with Hammerfall due to its global range, creating a fairly inhospitable region for enemies to venture into.

Siege Mode (R)



Ability: No Target
Affects: Enemy Units
Damage: Physical

Firmly roots the Mortar to vastly increase its accuracy and range at the expense of firing speed, thereby granting the Siege Team area-targeted attacks in a massive range. Deals Hero damage to all units within, except buildings which take 40% of their current attack damage in Siege damage.
All modifiers are applied into the area, and projectiles travel with a delay.
Bonus physical damage is dealt per attack.

Attack Range Increase: 1,500
Base Attack Time Increase: 2/1.75/1.5
Duration: Indefinite
Attack AOE: 250/275/300

Bonus Damage: 20/40/60

Cooldown: 12
MP Cost: 15/20/25 + 4% max MP per attack

Aghanim's Scepter Upgrade:
Increases bonus attack damage to 80 and Siege Mode re-entry CD to 0.

Flavor Text:
During the Four Day War, Hammerfall & Lockjaw never left the walls of the Blood Castle. The reason is beyond obvious.

Notes:
    Entering Siege Mode causes Siege Team to channel for 1.44s, while exiting does not.
    The Cooldown is only counted after leaving Siege Mode.
    Siege Mode cannot be purged.
    Projectiles travel at 1,050 speed + a fixed 0.5s delay.
    Projectiles carry a unique attack modifier corresponding to the current equipped UAM, excluding lifesteal.

Developer Notes:
The hallmark skill of the Siege Team, Siege Mode confers immobility as a payoff for extremely long-ranged, but slow attacks. This cements the function of the Team as a powerful pusher and nuker from inhumanly long ranges, thereby opening up many possibilities for jungling and split pushing.

And now for the fun stuff: Responses.

Spawning
- "The real Snipers. Before it was mainstream, too."
- "Siege Team. Now where are those towers?"
- "They won't see what's coming."

Attacking
- "Special delivery!"
- "Package from Hammerfall and Lockjaw!"
- "Do you have a minute to talk about our savior, the rockets?"
- "Cloudy with a chance of shrapnel."

Casting Hammerfall
- "Wait for it... wait for it..."
- "Loading. Please wait."
- "There she goes. Not yet. Nope, there it is."
- "Orbital strike in... 1..."
- "And here, we see a sitting duck, in its natural habitat."

Killing a Hero with Hammerfall
- "BOOM."
- "Get a load of that, Invoker!"
- "You just got SNIPED."
- "BOOM. You can say that again. BOOM. Okay, stop."

Casting Lockjaw
- "Oh no, you don't!"
- "Nice try, buddy. We're out of here."
- "Skedaddle? Yeah."
- "Get out of here? Yup."
- "I think it's time to leave. Ya don't say?"

Casting Incendiary Rounds
- "Oh, they're gonna love this."
- "Is that the... Extra spicy? Yep."
- "That it? Yeeep."
- "I expected it to be a little bigger."
- "Long Range Molotov, ready."
- "Heh, they'll think this is a sun strike. Idiots."
- "Sizzlin' hot. Kinda like Lina. Oooh, Lina."

Casting Siege Mode
- "Long-ranged OP weapon of death? Ready."
- "Sniper 2.0? Ready."
- "We could've done this earlier. Nope."
- "Why didn't we think of this before? Game logic. Oh."

Missing in Siege Mode
- "Up two clicks, left three clicks. THIS THING DOESN'T HAVE DIALS!"
- "If at first you don't succeed, you fail. Thanks, Lockjaw. Thanks."
- "Next round!!"
- "That wasn't half as interesting as I thought."

Killing a Hero with a blind shot (i.e. 0 vision)
- "Fine sniping, buddy. Couldn't have done it without you."
- "One tango down, sir!"
- "Bogey down. Roger that!"
- "Now that, that is real skill."
- "Beat that, Invoker."

Killing a Rival
- Alchemist: "Chemicals are so last year."
- Ancient Apparition: "So we're apparently not the only artillery in town."
- Clockwerk: "A word of advice. Try to run, instead."
- Clockwerk: "I wouldn't box yourself in if I were you."
- Clockwerk: "We saw you coming from a mile away! Technically, 1,255 range. Shut it, Lockjaw!"
- Enchantress: "Well, the idea is there. Needs a lot more range, though."
- Gyrocopter: "Old. We're not exactly very young ourselves, y'know."
- Invoker: "ONE sunstrike? That's just cute."
- Invoker: "Can you believe this guy? He thinks he can kill with ONE sunstrike."
- Invoker: "Arrogant. And only one spell with range."
- Legion Commander: "You call it a duel. We call it target practice."
- Legion Commander: "No, no, it's okay. Stand still."
- Lina: "Sorry to kill you, love."
- Meepo: "Five nets? We just need one! *laughs*"
- Meepo: "Five enemies, five feeders."
- Mirana: "Tut, tut, child."
- Mirana: "Did you really think we'd be caught off guard?"
- Mirana: "Nice try, Mirana. Better luck next time."
- Naga Siren: "Nice net. Ours comes with a speed boost."
- Nature's Prophet: "Now that's just cheating."
- Pudge: "Nice hook, Pudge. Good effort."
- Pudge: "We're not actually that stationary, you know."
- Shadow Shaman: "No, no, and no."
- Sniper: "We were sniping way before you came along."
- Sniper: "I don't think that even counts as 'long range'."
- Sniper: "Step it up, Sniper. We were in this long before your puny gun."
- Sniper: "Nice gun, Sniper. Does it give you... global range?"
- Techies: "Let the pros show you how to do explosions."
- Techies: "Your stationary traps are... cute. Very cute."
- Techies: "So, they don't actually move, huh? So much for game changing ability."
- Techies: "Try to buy a gem for THAT."
- Zeus: "Yeah, we don't need magic to be global. Ooh, burn."
- Clockwerk or Mirana or Pudge: "We saw that coming from a mile away. Literally."
- Crystal Maiden or Enigma or Shadow Shaman or Witch Doctor: "No, no, go ahead. Stay still."
- (Anyone with a bow): "Artillery beats feather bullets. Any day."

Purchasing Blink Dagger
- "Now they can only TRY to catch us."
- "Blink Dagger. As if we needed more range."
- "Now I dare them to hook me."
- "What do we say to hooks and arrows? Not today."

Purchasing Shadow Blade
- "If only they can see us now. I'd rather not."
- "Poof, goes the dynamite."

Purchasing Divine Rapier
- "I hope they're abandoning the game now."
- "I hope they're quitting. You need to stop hoping for things, Hammerfall."
- "Aaaand they just lost."
- "We won, Hammerfall! Good show, Lockjaw!"
- "Now as long as we don't get hooked, we're good to go."

Purchasing a Specific Item
- Butterfly: "And we sting like a bee."
- Desolator: "Minus armor for everybody! Literally, everybody!"
- Desolator: "Why so soft?"
- Eye of Skadi: "Strange. I don't remember loading Cryo Rounds."
- Eye of Skadi: "Now, let's see what this baby can do."
- Mjollnir: "Shocking. Should try this one out."
- Mjollnir: "Well, lightning does have a pretty impressive range..."
- Orb of Venom: "Ya know, chemical attacks are pretty bad for health."
Nice mask, they said.

...
What mask?

Kentard


Notable (2)
Posts: 27

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