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Probably my last idea for today. I'm kinda exhausted.
Concept
- Gold-based mechanics.
- Works with both slowing up enemy income while amplifying your team's.
- Has a custom counter for spell amplification.
- Ganker with nukes.
Aurelius, the Hand of Gold
Radiant Agility Base STR: 17 + 1.8 Base AGI: 22 + 2.2 Base INT: 20 + 2.1
Base Armor: 1
Base Magic Resist: 25%
Base HP Regen: 1
Base Damage: 47 - 51
Move Speed: 300
Sight Range: 1800/800
Attack Type: Ranged
Range: 500
Missile Speed: 900
Base Attack Time: 1.6
Collision Size: 24
Role:
Nuker, Disabler, Ganker
Pros:
+ Black Gold mechanic greatly amplifies damage output.
+ Good income generator for team.
+ Low cooldown on nukes.
+ Chips away at enemy income.
Cons:
- Heavily dependent on midgame performance to snowball.
- Low mobility and disables for a ganker.
- Income generation not as significant as good farm.
- Little to no effectiveness in lategame.
Lore
Masses of slums line up haphazardly around Fortune's End, a hive of the poorest of the poor in the outskirts of what was once a glorified trading hub; sitting on the edge of decaying silvered paints and stained glass windows. Walls began to peel, roofs caved in; but don't let this mistake you. The nest swarmed with its own colony - the men saw gambling and criminal activity as a form of ascendancy in society, to rise up the ranks of the economic ladder one rung at a time.
Religion was forfeited for Seven Card Draws; and soon, what was left of its commerce fell into shambles. Within a decrepit office, its incompetent mayor had hired a mercenary thug to resolve the issue. When that failed; five, followed by twenty five. Regardless, the people of Fortune's End decisively proved that taking away their source of 'economy', was the best way to rile the populace against the now-failing governance.
It dawned upon his trusty advisor Aurelius, a religious zealot by nature, who hastily adhered to the adage that "If you can't beat them, join them." A few games (and small bar scuffles) later, the worn out Aurelius had procured coins and cursed them, branded in demonblood ink. Black Gold, as he called it, was as volatile as the hells themselves; and in a fit of maniacal self-envy, he sought to test his latest creation against the masses. What followed could only be described as chaos, as the crafty Aurelius sought not only to deliberately lose, but to distribute the Black Gold among as many of the dens as he could.
With the flick of a wrist, a few droplets of blood began to splatter to the poorly maintained pavement below, as huts and houses began to conflagrate in blackened fire. The charm had worked - in fact, the circulation of money was so rapid that it worked all too well. Triumphant, he returned to the mayor's office, only to find the building razed to the ground, a blackish flame billowing from it in all directions.
With naught but a chuckle, he set on his way, to redirect self-imposed justice on the avaricious and the greedy, to punish them for their sins against their fellow man. Inequality was no longer an issue, but a war to be waged, and as Aurelius flipped the last of his coins, a small tinge of demonblood branded his skin.
Abilities
Black Gold (Q)
Ability: Passive Affects: n/a
Aurelius gains 5/10/15/20% of all the Gold he earns in Black Gold. This Gold cannot be used to buy items, but can be used to fuel his spells. Black Gold hits a maximum of 70/80/90/100.
Every 10 units of Black Gold increases spell damage by 2/4/6/8, and basic attack damage by 1/2/3/4.
When Aurelius dies, all of his Black Gold disappears.
Flavor Text: Marking coins out with blackened blood makes them unusable as currency, but excellent for spellpower.
Notes:
Black Gold is earned separately from normal Gold.
Earning Black Gold does not make you earn less normal Gold.
Black Gold is always used before normal Gold.
The bonus attack damage is not factored into critical multipliers.
Developer Notes:
A new mechanic that basically enhances spell-power as long as Aurelius has Gold on him. At Level 1, it increases spell damage by a measly 14, but this skill scales excellently, buffering up to +80 spell damage and 40 base damage at max level.
Coin Toss (W)
Ability: Target Unit Affects: Enemy Units Damage: Magical
Aurelius uses up to 10/20/30/40 Gold to enhance his next toss - each unit of Gold increases the damage output by 1%. He then tosses a coin at a target for heavy damage, and causes it to drop some of its Gold. The Gold is then given to all of Aurelius' allies in a 600 AOE.
If the target dies, Aurelius refunds all of the Gold used, and confers a bonus 2/4/6/8 to his teammates in a 600 AOE, and 3x the amount for Hero kills.
Flavor Text: Coin tosses so precise, they cut through their targets' purses. That is Aurelius' way of stealing from the rich.
Notes:
Coin Toss can be disjointed.
At the max amount of bonus Gold consumed, the Ability can deal up to 110/168/234/308 damage without base magic resistance.
Magic Immunity blocks both the damage and the Gold lost.
Black Gold bonus damage goes AFTER damage amp from the toss, and the Black Gold bonus is calculated before the cost.
If the target dies before the coin toss reaches, the Gold cost is refunded, but no bonus Gold is given to your teammates.
All Gold lost is unreliable Gold. Enemies with no unreliable Gold left stop dropping Coins.
Developer Notes:
A simple nuke that can snowball in power to extreme levels paralleled to Zeus, and generates decent income. Can be used in lane to last hit creeps, as well, rapidly generating income for your allies.
Cash Siphon (E)
Ability: Target Unit Affects: Enemy Units Damage: Pure
Aurelius curses a target enemy, causing it to leak Gold every few steps it takes, while taking damage over time and dropping a small Coin as a visual effect in a 200 AOE of themselves, while losing 2/3/4/5 Gold. Walking over the coin gives you the 2/3/4/5 Gold, while the Coin has a decay time of 10s.
For every 200/175/150/120 range moved by the enemy under the debuff, it drops another Coin for the value stated.
It can only drop up to 4/5/6/7 Coins this way for the 6s duration.
Each coin can be picked up by allies or yourself. If Aurelius picks up the coins, he gains the same amount in Black Gold.
Range: 550 Damage/s: 20/30/40/50 Value per Coin: 2/3/4/5 Duration: 6 Coin Drop Range: 200/175/150/125 Max Coins Dropped from Running: 4/5/6/7
Cooldown: 20 MP Cost: 120
Flavor Text: Pockets too full of cash? Aurelius' magnetic enchantment can get that problem off your chest.
Notes:
Magic Immunity negates the coins dropped from the victim.
The damage goes through Magic Immunity.
Black Gold affects total damage taken, not damage per tick.
Travelling more than 500 range away in 0.3s negates the debuff's effects until normal travelling resumes.
All Gold lost is unreliable Gold. Enemies with no unreliable Gold left stop dropping Coins.
Developer Notes:
Income generation for the whole team through this spell - acts similar to Rupture or Mana Leak in that it could force enemy players to stay put and take more damage.
This creates a potent zugzwang for enemy players, in that either way, they lose Gold.
Avaricious Blast (R)
Ability: Passive & No Target Affects: Enemy Heroes Damage: Pure
With every attack, Aurelius transfers up to 10 Black Gold to the target in exchange for unreliable Gold. This is not converted into Black Gold.
On activation, Aurelius detonates all Black Gold held by enemy Heroes in a global AOE, with each 10 units of Black Gold dealing damage. For each unit killed with this spell, Aurelius refunds all Black Gold held, and transfers the Black Gold remaining as a global Gold bonus for his team - to a maximum of 50 per enemy Hero killed.
Damage per 10 Black Gold: 20/36/52
Cooldown: 105 MP Cost: 150/250/350
Aghanim's Scepter Upgrade:
Each enemy Hero can hold up to 120 Black Gold. Spells also transfer 10 Black Gold per hit.
Flavor Text: Sometimes, greed isn't good. Aurelius learnt that the hard way.
Notes:
If all 5 enemy Heroes die from this spell, Aurelius and his team gain 500 bonus Gold.
Magic Immunity blocks the Gold generation, but not the damage.
Magic Immunity blocks the Gold transfer for Black Gold.
Only the main hit transfers Black Gold - not, for instance,
Maelstrom's proc.
Black Gold held by enemies cannot be used to purchase items, nor can it be dispelled. It is removed when the enemy is dead.
If Aurelius does not use Avaricious Blast, the Black Gold is not returned to him.
Avaricious Blast is a single target nuke on all Black Gold holders on the map. This can be blocked by Linken's Sphere.
Avaricious Blast gives the Gold bonus as long as it is the last instance of damage dealt before the enemy dies, even if it does not kill the enemy.
Developer Notes:
A deadly trap set by Aurelius, it can stack 10 times, to the point where he can finish off enemy units at extreme ranges. The pure damage also melts away BKB holders insofar as he has damaged them, and he can store these indefinitely. The Gold bonus obtained from killing the enemies in question have a significant advantage to your entire team, which makes for the most efficient way Aurelius can boost his team's Gold generation.
However, this is contingent on Aurelius actively roaming and ganking, dealing as much damage to enemy Heroes as possible - moreover, the skill works as a single target attack to all targeted units, similar to Nature's Wrath.
Cash Siphon is a 6 second debuff that is applied onto a target enemy, which causes them to drop a small Coin as a visual effect in a 200 AOE of themselves, while losing 2/3/4/5 Gold. Walking over the coin gives you the 2/3/4/5 Gold, while the Coin has a decay time of 10s.
Moreover, for every 200/175/150/120 range moved by the enemy under the debuff, it drops another Coin for the value stated.
It can only drop up to 4/5/6/7 Coins this way for the 6s duration.
If the enemy dies during Cash Siphon, the effect ends prematurely.
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