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Alissa by LagMachine

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Alissa

By: LagMachine
Last Updated: Aug 1, 2018
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Alissa

The Winterwind

[Intelligence: 25 +2.7
Agility: 12 +1.4
Strenght: 18 +1.6
Initial Attack Damage: 45-49
Base Move Speed: 290
Base Magic Resistance: 25%
Sight Range: 1800/800
Attack Range: 550
Missile Speed: 1350
Turnrate: 0.6
Base HP regen: 1.6
Base Mana regen: 1.3
COMPLEXITY: * *
Disabler: * *
Iniator: *
Support: * * *
Escape: * *
Alissa, the Winterwind is a unique support hero, whose skillset is fully based on playing with the positioning of both allies and enemies, but lacks of any form of damage, making her a great hero to combo with another support, but quite ineffective if played without any other source of early damage. Purifying Winds is a great kiting tool, which dispels most debuffs on the target, but also pushes enemies away, allowing it to be used both defensively and offensively. Cryogenize is Alissa's only direct disable and main way to set up her other spells, but also can be used to reduce the damage taken by allies, at the cost of disabling them, making it a quite tricky ability. Frozen Gust is Winterwind's most versatile spell, as it can be used for chasing, initiating, escaping, and a lot of other uses, but it needs to be aimed carefully to be effective, as it can also screw with the positioning of her team. Hailstorm is her broken teamfighting spell, because of the insane radius and accumulative slow, and because it can be casted globally, it can ensure victory in almost every teamfight. So, with this, Alissa is a strong support who can easily ensure kills during the early game, and turn teamfights to the favor of her allies by carefully aiming her spells and using properly her array of dispositioning abilities.

Primary Abilities

Purifying Winds
Winterwind surounds an ally with blessed winds, purging most negative effects and knocking back all enemies around the target after a delay.
Notes:
* The visual effect before the dispel is only visible for allies.
* Will always knockback the same distance, doesn't matters how close or far is an enemy from the affected ally.
ABILITY
DISPEL TYPE
PIERCES IMMUNITY?
: Unit Target
: Strong
: NO
DELAY
AOE/KNOCKBACK DISTANCE
CAST RANGE
MANA
COOLDOWN
CAST TIME
: 1.75
: 250/300/350/400
: 750
: 115
: 10/9/8/7
: 0.4 + 0.25
"Kaldis... she was weak physically, but also was softhearted and very kind. After her death, I decided to learn and keep her favourite spell"
Cryogenize
Instanly freezes an area, stunning all units, ally or enemy, inside it. Frozen units will have ice layers that reduce damage taken, and dissapear when take player damage. If all the layers are removed, the stun ends prematurely. Frozen units can't die.
Notes:
* Cryogenize immortality has the same rules than Shallow Grave.
* Allies of the affected units can attack them to end the efect earlier, but their ally will also take the damage.
ABILITY
PIERCES IMMUNITY?
DISPELLABLE
: Target Area
: NO
: Strong Dispels only
STUN DURATION
LAYER COUNT
DAMAGE REDUCTION PER LAYER
CAST RANGE
RADIUS
MANA
COOLDOWN
CAST TIME
: 1.75/2.25/2.75/3.25
: 2/2/3/4
: 75%
: 600
: 300
: 135
: 21/20/19/18
: 0.1 + 0.6
"Vescembra always learnt sorcery really fast, after two days she could already cast the coldness from the core of Rasorua Azge. I wonder what use is she giving to her skill"
Frozen Gust
Vector Target. Winterwind casts a gust of wind, wich pushes all units in its way, allied or enemy, also slowing enemy ones. Frozen Gust doesn't interrupt actions.
ABILITY
PIERCES IMMUNITY?
: Vector Target
: NO
CAST RANGE
GUST LENGHT
GUST WIDHT
PUSHED DISTANCE
GUST/PUSH SPEED
MOVE SPEED SLOW
MOVE SPEED SLOW DURATION
MANA
COOLDOWN
CAST TIME
: 800/1100/1400/1700
: 800
: 350
: 300/400/500/600
: 800
: 16%/24%/32%/40%
: 4
: 100
: 30/25/20/15
: 0.25 + 0.15
"Jorekun's main strenght was his speed and skill with melee weapons. But he also learnt some spells to improve his fighting style"

Ultimate Abilities

Hailstorm
CHANNELED. Winterwind summons a heavy hailstorm on the target area, progressively slowing and reducing vision range of all enemies inside it. If they stand in the area during 6 seconds, they will be silenced, and if they stand in the area for the whole channeling, they will be stunned.
ABILITY
PIERCES IMMUNITY?
DISPELLABLE
: Target Area, Channeled
: YES
: NO
MOVE SPEED LOSS PER SECOND
VISION LOSS PER SECOND
CHANNEL DURATION
STUN DURATION
RADIUS
CAST RANGE
MANA
COOLDOWN
CAST TIME
: 5%/7.5%/10%
: 5%/7.5%/10%
: 10
: 2/3/4
: 750/1000/1250
: GLOBAL
: 200/300/400
: 120/90/60
: 0.55 + 0.4
"What are common breezes in the core of Rasorua Azge, may bring death to any other foreing"

Other Abilities

Eternal Winter
Ability unlocked with Aghanim's Scepter. Reduces move speed and vision range of all enemies in the map.
ABILITY
PIERCES IMMUNITY?
: PASSIVE
: YES
MOVE SPEED SLOW
VISION RANGE REDUCTION DAY/NIGHT
RANGE
: 8%
: 300/100
: GLOBAL
"Sorry, this fog around us is just... nostalgia"

Hero Talents

+400 Frozen Gust pushed distance
25
40% Cooldown Reduction

+50 Move Speed
20
+2 Cryogenize Layers

+125 Cast Range
15
Frozen Gust buffs allied move speed (same value than reduction)

+6 Armour
10
+90 GMP

Lore

"Even this place is not safe anymore"
These were the words of a borderline guard once he saw the numerous camps around the base of the Barrier. When the notice was reported to the great archons, they knew that the sanctuary could no longer be hidden from the outside world. Adventurers were already exploring the zone, and that would be only the beginning. After that, kigdoms, empires and entire races would put their hands on the sanctuary.
So, a notice was sent to all the population of Rasorua Azge, to create a recognition squad, able to explore the outside world and face any attempt of invasion.
After a long and rigorous selection proccess, ten young people were separated from their family and trained in both fighting techiques and magic usage, and their endurance was pushed to the limit. During the training, one of them died, but the other nine, after 8 years, were ready for their final test.
They were guided by one of the archons through cave corridors below the buildings of the sanctuary, until they arrived to the bottom of the cave complex. An icy dome raised above them, and the temperature was so low, that even stepping was a hard task, but, they kept going. As they were reaching closer to the center, inmese bones began to apear around, which seemed to form the skeleton of an eldwurm. At the center of the dome, there was the hearth of the eldwurm, that, instead of decaying like the rest of he body, was completely frozen, but its beating could still be heard. The last order the selected ones received was to touch the hearth simultaneously. They did as ordered.
As soon as they touched the hearth, four of them were instantly frozen, and shattered away, and other two were screaming in pain, while their bodies slowly turned into ice. While the three remaining were still recovering from the shock of seeing their friends die, they felt a new power inside them, as if the power of the eldwurm was shared to them, and so, Vescembra, Jorekun and Alissa were ready for their task.
After some days, howerver, Vescembra just dissapeared, saying nothing to no one.
Some weeks later, Alissa and Jorekun were called by the great archons for their first mission. A squad of raiders were scalling the Barrier, all of them armed. Once they arrived the Barrier, Jorekun jumped in and attcked them directly while Alissa used her spells from the backside, all acording to the plan. But, as the fight was extending, the movement caused an avalanche. Alissa and Jorekun reacted quickly enough to scape it, while it burrowed the raiders. Or that's what should have happened. A chain surged from the snow, grabbing Joreku's feet and dragging him towards the snow. After that, the sound of multiple stabbings were heard. When the avalanche stopped, the surviving raiders stood up and kept climbing, while the blodied body of Jorekun was half-burried in the snow. Filled with wrath, Alissa's fury manifested in a heavy snowstorm that burried everything at the Barrier.
The raiders were no longer important, they were already under meters of snow, but also Jorekun was, if he was still alive. She searched his body during days, but there was no sign of him. Finally, she just gave up. There was no way that someone could survive that long under the snow.
When Alissa returned to Rasorua Azge, she told to the great archons all what happened there, but also asked if she could be sent to explore the outside. If she could end the war that was happening out there, her people, and the sanctuary would no longer fear another invasion, and no more unfair deaths would have to happen. Her petition was accepted, and so, Alissa adventured to the outside world, with a new task to complete.

Trivia

Disclaimer: Rasorua Azge is a place that I created for the lore of some of my concepts. Some details of that place will clarify in some of my future concept's lore.
DATA ABOUT RASORUA AZGE:
* Rasorua Azge is a hidden sanctuary located at the northernmost point of the earth, beyond the Barrier.
* The Barrier are a series of mountains located at the north of Icewrack, mentioned in Tusk's Ice Shards lore.
* Despite the location of Rasorua Azge, a microclimate has formed at the numreous caves of the place, allowing many forms of life to prosper, and of course, allows human colonizers to live there.
* Among the relics that were found at Rasorua Azge are thousands of books of many epochs and civilizations, endemic forms of plants and animals, and technology from before the colission of the Mad Moon.
* The governors of Rasorua Azge, the Great Archons, distribute their jobs, no one of them is superior to the others.
* One of those Archons, the Sapphire Archons, were meant to watch over Icewrack and advert of incoming dangers. However, After Pierpont's descent and hibernation and Rylai's departure towards the War of the Ancients, no notices about the incoming raiders arrived to Rasorua Azge.
* The origin of Rasorua Azge goes back to the age were eldwurms were common, when Boreas, one powerful ice eldwurm, was imprisioned there by his own kind, due to how dangerous he was. There, Boreas written eveything he knew in thousands of books, until, millenia later, a caravan reached the place, and stroke a deal with him, taking care of the place and his books, as he was quite an old dragon, and was at the doors of death, and in exchange, getting all the knowledge that he had.
ALISSA'S TRIVIA:
* All her spells, except her ultimate and Eternal Winter are spells that others of the selected ones had learnt before, and she decided to keep them as a memorial of their death (or dissapereance, in the case of Vescembra).
* Alissa knows Ethreain's story well, and because of that, she tries to stop him.
* Tusk often tries to climb the Barrier, so, Alissa warns him to stop doing it.
* Despite her admiration and respect towards Rylai, Alissa also tells her that she still needs to improve her magic.

Playstyle

Alissa is a versatile support hero who specializes at dissabling and repositioning her enemies, while keeping her allies safe from any disable.
* Purifying Winds is what Alissa must be spamming huring fights, as it can take allies out of sticky situations, and create distance between her allies and her enemies, but also can be used offensively, by casting this on an ally who is blocking the enemy's scape way. The knockback would push the enemy towards your other allies, ensuring someone else's death.
* Cryogenoze is a multipurpouse, bipolar spell that stuns enemies and allies equally, but also makes them immortal and harder to damage. This can be used as a setup for hard to land abilities like Meat Hook or Chaos Meteor, or to give time to your allies to reposition. Also can be used on your allies to reduce the damage they would take, or save them from dying against spells like Assassinate or Reaper's Scythe.
* Frozen Gust is like her signature ability, it allows her do disposition enemies, save allies, ensure kills, scape through cliffs, initiate and lots of other uses. But all of this requires careful aiming and good decision and game sense, as a bad Frozen Gust can easily screw a teamfight, an scape or a gank, or be the winning card for your enemies.
* After casting all her stuff, Hailstorm is the last piece to make Winterwind a broken teamfighter, and the best part is its global range, that allows her to be farming at one side of the map and still participate ina teamfight at the other. The ability becomes better as most time it is channeled, so, is better to team up with heroes who have long disables, or to Cryogenize them before casting, but, it's inmense radius also makes scaping from the area quite difficult.

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