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Group 1 Submissions FoC

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Forum » Hero & Item Ideas » Group 1 Submissions FoC 17 posts - page 2 of 2
Permalink | Quote | PM | +Rep by Terathiel » January 25, 2015 5:26am | Report

Synthic, the Overbound



Radiant Strength

Base Health: 549
Base Mana: 234
Base Armour: 2
Base Damage: 54-58
Base Attack Time: 1.7
Range: 128
Movement Speed: 315
Sight: 1800/800

Strength: 76 (21 + 2.2)
Agility: 57 (17 + 1.6)
Intelligence: 68 (18 + 2)

Created long ago by a civilisation older than even the Ancients remember, Synthic is a construct long forgotten to the world. He was created at the height of decadence, before the fall of the Old World that lead to the world we know today. Synthic was created to hunt down those that practiced the burgeoning art known as 'magic' and put an end to them, yet when the world crumbled into ruin under its own self-centred aggrandisement, the energies unleashed imbued him with his own unique class of magic: synthesis, the ability to absorb and reproduce power. Each time, his form shatters and becomes something new, but he feels no pain. A cold machine, that replicates sorcery and arises in a new form more powerful than the last? Few comprehend the powers of the Old World, but those that do dread Synthic, for he is but the least of what they could do…

Q: Indomitable Grasp
Targets: Enemy units
Damage: Physical
Pierces Spell Immunity: No
Synthic summons grasping tendrils of earth to ensnare the target, dealing damage every second and rooting them in place. The Overbound himself gains one charge of Red Matter, but suffers physical damage himself over the following 10 seconds.
Range: 400
Damage: 80 per second
Duration: 2/2.75/3.5/4.25
Damage to Self: 160/215/270/320
Cooldown: 10
Mana Cost: 85/110/135/160

NOTES: Self-damage is not lethal.
Self-damage is Physical.

W: Dash
Targets: Enemy units
Damage: Pure
Pierces Spell Immunity: Yes
The Overbound moves with blinding speed, dashing towards his target. This deals pure damage to them and interrupts them, and grants Synthic one charge of Green Matter. The Overbound suffers the same damage, dealt to him over the following 10 seconds.
Range: 400/500/600/700
Damage: 50/90/130/170
Ministun Duration: 0.2/0.4/0.6/0.8
Cooldown: 17/14/11/8
Mana Cost: 40/45/50/55

NOTES: Self-damage is not lethal.
Self-damage is Pure.

E: Mana Spike
Targets: Enemy heroes
Damage: Magic
Pierces Spell Immunity: No
Synthic clashes his consciousness with the target, dealing damage to them and himself based on his Intelligence in addition to some base damage. The target loses mana equal to the damage taken. The Overbound gains one charge of Blue Matter.
Base damage: 50/100/150/200
Intelligence to Damage: 2x/2.8x/3.6x/4.4x
Cooldown: 7
Mana Cost: 100

NOTES: Only the base damage is dealt to Synthic.
Synthic can deny himself with this ability.
Self-damage is Magical.

Ultimate: Resurgence
Targets: Self
The Overbound shatters his elements, instantly killing him. After a brief duration, he is resurrected in a new form based upon which kind of Matter he has the most charges of. This new form empowers its corresponding ability, and changes his primary attribute, Red to Strength, Green to Agility and Blue to Intelligence. This transformation converts the dominant stack of Matter to stats for its respective attribute. A maximum of three stats per transformation can be converted this way, and a maximum of twenty points in each attribute can be attained in total.

Red Matter: Unstoppable Force. Base damage increased by 10/25/40 and base Health increased by 200/300/400. Indomitable Grasp duration rescaled to 3.5/4/4.5/5, and damage to self reduced to 80/105/135/160. Movement speed reduced to 290.

Green Matter: Blurring Speed. Base attack time reduced to 1.6/1.5/1.4. Dash now grants Synthic a guaranteed 250% critical strike on the next hit. Movement speed increased to 330.

Blue Matter: Mind and Soul. Grants a bonus 15/25/35 bonus Intelligence. Mana Spike now grants Synthic 33/66/100% of the mana it drained. Synthic becomes a ranged Hero with 450 range.

Reincarnation delay: 3 seconds
Cooldown: 40/35/30
Mana Cost: 100/125/150

NOTES: This ability can be cast while disabled, silenced or muted, but not when Doomed or under the effects of Reaper's Scythe.
Synthic counts as dying for any and all purposes when using this ability, however will not grant experience or gold to the enemy team.
There are two kinds of people in the world; those who can count, and those who can't.

Meme central please give me ad revenue

Terathiel
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Permalink | Quote | PM | +Rep by R-Conqueror » January 28, 2015 1:02pm | Report

�After The Guardians had cut off the blight the rebel had made, all was thought to be peaceful in the realm of The Weavers. But the rebel�s actions had not been in vain, for one of his creations survived .In a pocket of tattered thread, snipped off from the tapestry of creation, a consciousness arose, one not bound by the quilt of time maintained by The Weavers. Not knowing where-- or when-- it belonged, it felt inferior to those that knew their place, so the creature sought out the only being it knew: its creator. For if it could seek him out, defeat him, and force him to give him a purpose than perhaps it could find its place in time.�

I present to you: Seekurr


Dire: Strength
Str: 22+2.75
Agi: 12+1.20
Int: 17+2.10

Skills:

Q: Welcome to my World (Active-Channeled)
Damage type: Pure-Pierces spell immunity
Steeps an area in around himself in Seekurr�s timeless realm for a duration, causing them to go insane which slows and deals damage.
Max Channel Imprison Duration: 2/2.75/3.25/4
Damage per second: 100/200/300/400
Attack and Movespeed Slow: 60%
Mana Cost: 100/150/200/250
Cooldown: 30/25/20/15
AOE around Seekurr: 300

W: Time Out (does not pierce spell immunity)
Seekurr stops time, making everything on the map except himself stunned. He gains phase and bonus movespeed during this time along with being disarmed and silenced.
Duration: 2/2.5/3/3.5
Bonus MS: 50/75/100/125
Mancost: 250
Cooldown: 90/80/70/60
Cast Range: Global

E: Anomaly (passive)
Outside the realm of time, Seekurr learns secrets unknowable by those bound by the pattern of the Weavers.
Welcome to my World AOE increased from 300 to 325/350/375/400
Seekurr has a 35/40/45/50% chance to dodge a spell every 30/25/20/15 seconds.
Time Out now gives allies +70/80/90/100 health regen per second

R: Reset the Day (Passive)
Not bound by time, Seekurr can just go back and try again if he is stopped in his quest for purpose.
When Seekurr dies, it sets the game clock back 3/5/7 seconds after a 5 second pause for recalibration.
Everything is reset to 3/5/7 seconds ago- health, mana, position, and cooldowns (except for Reset the Day). Does not revive other heroes, will merely add on 3/5/7 seconds to their respawn timer after Reset the Day is used.
Cooldown: 180/150/120

Explanation:
So this is my first ever hero, had a lot of fun designing him although I�m sure he�s imbalanced. His role is to provide a variety of advantages in teamfights: a little bit of heal, positioning for himself, CC, and even giving you another chance at the whole thing if you haven�t died yet. I got the idea from the Edge of Tomorrow movie :D
I got to Notable, Thanks!
Check out my carrying guide: http://www.dotafire.com/dota-2/guide/alchemist-shrugged-a-carrying-guide-8022

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Permalink | Quote | PM | +Rep by R-Conqueror » January 28, 2015 1:12pm | Report
I'm ready to rock boiz
I got to Notable, Thanks!
Check out my carrying guide: http://www.dotafire.com/dota-2/guide/alchemist-shrugged-a-carrying-guide-8022

R-Conqueror


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Permalink | Quote | PM | +Rep by BKvoiceover » January 29, 2015 9:59am | Report
R-Conqueror wrote:


Absolutely loved that movie, cool that you brought so many references to the party :D

-BK

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Permalink | Quote | PM | +Rep by R-Conqueror » January 29, 2015 12:53pm | Report
So today was the deadline right? what happens now?
I got to Notable, Thanks!
Check out my carrying guide: http://www.dotafire.com/dota-2/guide/alchemist-shrugged-a-carrying-guide-8022

R-Conqueror


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Permalink | Quote | PM | +Rep by R-Conqueror » January 29, 2015 8:36pm | Report
So only 2 complete submissions in this thread haha that makes it weird.

EDIT: Does Swamp's count? he said it was preliminary but it was pretty complete.
I got to Notable, Thanks!
Check out my carrying guide: http://www.dotafire.com/dota-2/guide/alchemist-shrugged-a-carrying-guide-8022

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Permalink | Quote | PM | +Rep by Swampmist1142 » February 1, 2015 6:22am | Report
I completed, and I MAY be able to get votes in. They'll be derpy though.

Swampmist1142


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Posts: 108

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