|
CAST ANIMATION ABILITY DAMAGE TYPE PIERCES IMMUNITY MANA COOLDOWN Cast Range Effect Radius |
: 0.3+0.7 : Target Area : Magic : No : 120/140/160/180 : 20/17/14/11 : 600 : 300 |
|
Effects Delay Ooze Damage per Second Spike Damage Closing Damage Ooze Slow Spike Stun Duration Closing Stun Duration Ooze Duration |
: 1 ( 0.3): 34 : 35/50/65/80 : 110/140/170/200 : 14% : 0.1 : 3 : 5 |
Notes
|
CAST ANIMATION ABILITY PIERCES IMMUNITY MANA COOLDOWN Cast Range |
: 0.3+0.4 : Target Unit : No : 85 : 30/28/25/21 ( 20/18/15/11): 600 |
|
Attack Speed Bonus Damage Amplification Duration |
: 65/70/85/100 : 30% : 3 |
Notes
|
ABILITY DAMAGE TYPE PIERCES IMMUNITY MANA COOLDOWN Cast Range |
: Target Unit/AutoCast : Magic : No : 70 : 24/17/11/6 : 500 |
|
Bonus Attack Targets Move Speed Slow Slow Duration Drag Proc Chance Drag Damage Drag Duration Root Damage per Second Root Duration |
: 2/3/3/4 : 33% : 3 : 25% : 75 : 0.6 : 50 : 1.6 |
Notes
|
CAST ANIMATION ABILITY DAMAGE TYPE PIERCES IMMUNITY MANA COOLDOWN Effect Radius |
: 1.3+2.0 : No Target : Magic : No : 225/300/375 : 180/150/120 : 600/700/800 |
|
Damage Width Minimum Damage Maximum Damage Duration |
: 200 : 60/80/100 : 150/200/250 : 3/3.5/4 |
Notes
Talent Notes

Mad Servant
Ph'nglui mglw'nafh Diruulth Jnun'lqamr wgah'nagl fhtagn
I serve!
He has sent me. Praise his dark name!
Almost nobody dances sober, unless they happen to be insane.
I love dancing sober!
Is it just me, or am I crazy?
Your nightmares are sweet nothings compared to what I have in store for you.
Ah, a fellow author.
I had forgotten where I put this.
That is not dead which can eternal lie, And with strange aeons even death may die.
Mask of Madness? What a familiar feeling!
u ****ty wizard!
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The thematic design of Gaping Maw is cool, reminds me of Cold Feet but with AoE area denial. The combo potential with other disables here is insane. For such a large increase in cost per level, not much else increases really. Maybe increase the 2nd effect spike damage per level as well? In all fairness, this spell potentially deals a lot of damage level 1 so probably should have a higher cost at level 1 as well.
Can you cast Benevolent Madness on allies and yourself? Very thematic spell and while it’s not my favourite because it’s so much like the old MoM, I can see its purpose in the kit.
Tentacle Lash having both a sizable cooldown and a random chance irks me, but that’s more of a personal opinion. While your ultimate is down, this is the only spell you have to help secure Gaping Maw and I like that combo, but I dislike the fact that if you attempt it and the random numbers screw you over, it feels bad. Maybe remove the randomness and replace it with every few casts of Tentacle Lash guarantees the drag on the next cast?
Does the ultimate fear enemies to the center and thus fully disabled for the entire duration? Is this essentially a non-channelled
I thought about that for a while but ultimately I felt it might get to gimmicky? It's still a decent luxury item for him. Gives nice stats, helps with Q, lets him hit buildings after team-fight winning ults.
He has a pretty big mana pool and his other skills (other than his ult) are cheap so I think the mana cost is pretty justified. I'll consider messing with the damage and early cost but I'm not sure.
Yes, I've now clarified that in the notes.
It slows a decent amount so I figured it would be alright. I've now specified in the notes that the odds are psuedo-random, so eventually it's guaranteed.
I cleared up in the notes how the skill works in regards to the hero. It doesn't move with him but he can act (it's not channeled). The damage is magic and positioning changes a lot in terms of damage. If you think it's still too strong I can tweek it. This hero is mostly his ultimate, which is why it's pretty strong.
He has a pretty big mana pool and his other skills (other than his ult) are cheap so I think the mana cost is pretty justified. I'll consider messing with the damage and early cost but I'm not sure.
It slows a decent amount so I figured it would be alright. I've now specified in the notes that the odds are psuedo-random, so eventually it's guaranteed.
I cleared up in the notes how the skill works in regards to the hero. It doesn't move with him but he can act (it's not channeled). The damage is magic and positioning changes a lot in terms of damage. If you think it's still too strong I can tweek it. This hero is mostly his ultimate, which is why it's pretty strong.
I think I wasn't as worried about mana problems, more like it doesn't feel as worth it with every level. Could be a more personal thing but eh, one could argue that it's normal to expect more from upgrades.
Priming pseudo-randomness doesn't really work, especially in this case again where it has a noticeable cooldown and can't just be primed by normally attacking as most PRD abilities are. I hope you see what I'm talking about, but it's your hero so you decide at the end of the day. While the slow is decent given that it can affect multiple targets, the duration seems to be missing.
I still need to ask does the ultimate fully disable them for the full duration they're feared? While the justification you used at the end is an interesting one, strong spells still need counterplay. Enigma is also mostly his ultimate and I don't think
Cyclopean City is a 4s non-BKB piercing disable with decent Magic damage. The counter play here is don't get hit by it. This is manageable mostly because the spell is centered around Alhazred and has a ridiculously long cast animation. The cast point (the duration before the spell takes affect) is 1.3s. If he were in game I imagine the visual cue being rather obvious, giving heroes time to escape or BKB or whatever. The back swing is even longer at 2s, basically disabling the hero for ~50% of the duration.
I think it's mostly balanced in terms of damage and disable. But it seems like it's still unclear how the skill functions. I'll try my best to clarify all of this.
Thanks for all the feedback!