Help Support Our Growing Community

DOTAFire is a community that lives to help every Dota 2 player take their game to the next level by having open access to all our tools and resources. Please consider supporting us by whitelisting us in your ad blocker!

Want to support DOTAFire with an ad-free experience? You can support us ad-free for less than $1 a month!

Go Ad-Free
Smitefire logo

Join the leading DOTA 2 community.
Create and share Hero Guides and Builds.

Create an MFN Account






Or

Aqua Spirit by Agin

1 Votes
Rating Pending

Aqua Spirit

By: Agin
Last Updated: Sep 10, 2018
Quick Share

Aqua Spirit

Kira - Celestial of the Ka’ula Island

SUMMARY

Kira, the Aqua Spirit, is a mischievous disruptive force on the battlefield. With a unique twist on her attributes, Kira utilizes her melee proficiency and impactful abilities to harm her opponents and heal her allies, as she graciously dances around the map. Water Whip allows the Aqua Spirit to damage and displace her enemies, or to save her friends, mending them at the same time. Liquid Form makes for an excellent movement ability, disjointing and dispeling Kira, along with conjuring a Water Remnant, ready to cleanse her enemies. Watery Sphere engulfs any target in an impenetrable bubble, prone only to the Water Whip, to take them out of the fight, or save them from the clutches of death. And finally… when the time comes, mighty Tsunami reinvigorates her allies and crushes her enemies, sending them into watery grave. As such, the venerable Aqua Spirit is a nimble fighter-spellcaster hybrid, bringing balance to the Defense of the Ancients.

Roles: Escape Disabler Initiator Support Carry

STATS

18 + 1.5 28 + 3 28 + 3

Level

Health
H. regen amp
Magic res.
Mana
M. regen amp
Spell dmg
Armor
Att/sec
Move sp amp.
Damage

Base

200
0%
35%
75
0%
0%
2
0.71
0%
21-27

1

524
9.9%
36.44%
495
63%
2.4%
7.6
0.96
1.76%
49-55

15

902
21.4%
38%
1125
157.5%
6.1%
14
1.33
4.41%
91-97

25

1172
29.7%
39,3%
1575
225%
8.8%
20
1.6
6.3%
121-127

+

Base health regen
Base mana regen
Movement speed
Turn rate
Vision range
Attack range
Projectile speed
Attack animation
Base attack time
Collision size

+

1.75
0.9
330
0.7
1800/800
150
Instant
0.42+0.54
1.4
24

LORE

“Far away, somwhere in the middle of an ocean, Ka’ula island towers above the wild waters. On top of the island sits a village, isolated from the outside world. Above the village stands a temple - sacred monastery, training ground of the ka’ulan monks, worshippers of the sea. It is a serene place… and yet several generations back, it almost vanished beneath the ocean waves. Unnatural storm thundered through the skies and a massive tsunami swept across the seas, burrying the lonely islands one by one. Helpless townspeople hurried to evacuate the isle, but Kira - young monk adept, stood upon the stormy cliffs and prayed to the ocean spirits. Angered by their ignorance, Kira called them unworthy of her worship, should they be so oblivious to all life. The great Water Celestial heard her plea and was astonished by Kira’s courage. Unable to stop the thunderstorm, the celestial bestowed her powers on Kira, allowing her to shield the island with a protective sphere, saving it from the raging waters. And so… while the rest of the islands sunk beneath the waves, Ka’ula survived. From that moment onward, Kira walks the world as the Aqua Spirit.”

Primary Abilities

Q
Water Whip
Kira lashes out on an enemy or allied unit with a magical water tendril. This unit is either pulled closer towards the Aqua Spirit or knocked away, depending on their mutual distance. Units within 500 range from Kira are knocked, whereas units further away are pulled. The target also either suffers splash damage, or is healed, depending on its alleigance towards the Aqua spirit.
ABILITY TYPE
AFFECTS
DAMAGE TYPE
PIERCES IMMUNITY?
CAST RANGE
: Targeted
: Enemies / Allies
: Magic
: NO
: 1500

ENEMY TARGET
DAMAGE
KNOCK / PULL DISTANCE
SPLASH RADIUS

ALLIED TARGET
HEAL
KNOCK / PULL DISTANCE

MANA
COOLDOWN


: 150/200/250/300 + 50% AGI
: 500
: 250


: 100/125/150/175 + 100% INT
: 750

: 130
: 11 sec

“Bending technique commonly used by monks of the Ka’ula island temple is amplified tenfold and used to shape the battlefield to the Aqua Spirit’s liking.”
W
Liquid Form
Kira surfs forward in her Liquid Form, becoming completely immaterial and thus untargetable and invurnerable. This form lasts for 2 seconds, during which Kira travels constantly at an increased speed and is able to move through units and trees, but stops immidietly upon colliding with terrain. The surfing speed may freely exceed the maximum speed cap. While surfing, Kira has a slightly decreased ability to turn. After 2 seconds, Kira steps out of her Liquid Form, leaving behind a Water Remnant for 12 seconds. The Remnant detonates whenever an enemy hero comes nearby, purging and slowing them for 3 seconds.
ABILITY TYPE
AFFECTS
APPLIES
: Instant
: Self
: Basic Dispel

FORM DURATION
SPEED BOOST
TURN RATE
REMNANT DURATION
DETONATION RADIUS
DETONATION SLOW
SLOW DURATION

MANA
COOLDOWN

: 2 seconds
: + 100 MS + 100% AGI & INT
: 300 (degrees per second)
: 12 seconds
: 250
: 15/20/25/30%
: 3 seconds

: 80
: 11/9/7/5 sec

“Empty your mind, be formless, shapeless, like water.”
E
Watery Sphere
Kira conjures an impenetrable sphere of water around her target, be it enemy, ally, or even herself. The target is either rejuvenated or suffers minor damage, depending on its alleigance towards the Aqua Spirit. The sphere holds the target in the air for a few seconds, during which they are completely invulnerable to all outside damage sources, but cannot take any action whatsoever. They are either dropped to the ground after the sphere expires, or can be forced out at any time by the Water Whip ability, instantly breaking the sphere. Maximum knocked or pulled distance for such applications of Water Whip are doubled (1000 for enemy, 1500 for ally).

ABILITY TYPE
AFFECTS
APPLIES
PIERCES IMMUNITY?
CAST RANGE

: Targeted
: Enemies / Allies / Self
: Strong Dispel
: NO
: 500

ENEMY TARGET
DAMAGE
DURATION

ALLIED TARGET
HEAL
DURATION

MANA
COOLDOWN


: 75/100/125/150 + 50% AGI
: 2/2.5/3/3.5 seconds


: 100/150/200/250 + 100% INT
: 3/3.5/4/4.5

: 180/160/140/120
: 20/17/14/11 sec

“Aqua Spirit’s favourite tool for acts of bravery or mischief.”

Ultimate Abilities

R
Tsunami
After a brief delay, Kira summons a massive wave of water that comes crashing through the battlefield in a selected direction, starting at the Aqua Spirit’s location. The tsunami wave initialy moves only moderately fast, but gains more and more speed during its entire travel time. All the unfortunate enemies struck by the wave suffer heavy damage and are stunned briefly, whereas all allies get invigorated in the refreshing waters, being dispeled of lesser afflictions. The brief channel time plays a global sound effect.

ABILITY TYPE
AFFECTS
APPLIES
DAMAGE TYPE
PIERCES IMMUNITY?

: Ground Targeted
: Enemies / Allies
: Basic Dispel
: Magic
: NO

CHANNEL TIME
DAMAGE
STUN DURATION
TRAVEL DISTANCE
WAVE WIDTH
STARTING SPEED
SPEED GAIN
MAXIMUM SPEED

MANA
COOLDOWN

: 1.5 seconds
: 250/350/450 + 100% AGI & INT
: 1 second
: 3000/5000/7000
: 1500
: 300
: 10 MS per 100 units
: 600/800/1000

: 350/550/750
: 240 sec

“When all reason falters and all balance lays in ruin, then shall the very nature rise against us.”
- Prophets of the Isle of Masks

Other Abilities

Inner Balance
INNATE PASSIVE ABILITY
Kira the Aqua Spirit is at peace with herself and is conscious of all her abilities, making the most of every situation, just like water itself. In addition to agility, Kira treats intelligence as if it was her primary attribute, however she only receives + 0.5 damage per point for both of them.

Kira also restores her health with every successful autoattack in the amount of 50% of her intelligence and inflicts magic damage upon her target in the same amount.

“When you put water into a cup, it becomes the cup. When you put water into a bottle, it becomes the bottle. You put it in a tea pot, it becomes the tea pot. Water can flow, or it can crash. Be water my friend.”

Hero Talents

Every autoattack -1 sec Tsunami CD
25
Inner Balance restoration + 50%

Sphered allies can move around
20
Liquid Form ignores terrain collision

Water Whip 40% MS slow for 3 sec
15
- 4 sec Water Whip CD

+ 2 Mana Regeneration
10
+ 15 Agility

Beneath the Waves

Thank you for taking an interest in Kira - the Aqua Spirit. Please take note that I’m an enthusiast, not a professional game balancer - thus, any numbers and percentages you see are basically just my suggestions, it is the mechanics and the hero fantasy and feel that are important.

Kira, the Aqua Spirit is supposed to be incredibly nimble and evasive fighter-spellcaster hybrid, dancing around the map unlike anyone else. Kira’s abilities grant her untold amounts of utility, and whenever she feels like it, she may also cause much harm with her enhanced melee attacks. However, Kira has a hard time when dealing with stuns, silences, or intense bursts of magic damage, due to her miniscule health pool. She battles this weakness with the aforementioned elusiveness. She is not a carry that tries to beat down her opponents face to face, but rather a trickster, supplementing herself with her restorative punches, but relying on her abilities to make a quick escape whenever it is necessary.

Water Whip is a waterbending classic, perfect tool in the hands of a skilled combatant. Its main strength lies in its flexibility. It can push or pull. It can harm or heal. It is as adaptive as water itself. Together with the sphere, they also form a powerful displacement combination. Like this you can isolate enemies, fling allies into the battle fray, or away into safety.

Liquid Form is the staple Aqua Spirit ability. Kira can surf forward for a brief time, during which she is completely invurnerable and can cross through units and trees… and perhaps even cliffs later in the game. At its maximum level, it effectively has a 3 seconds downtime, before Kira can use it to dodge harm once again. The ability even comes with a fine movement slow potential, should Kira land directly next to her opponents, or should they walk into the Water Remnant later on.

Watery Sphere is the dream shield that can take an enemy out of the fight, or save Kira and her allies in clutch situations, making them invurnerable and healing them in the process. Friendly targets can even hamster-wheel their way around in it, should the specific talent be chosen. Together with the whip, Kira can catapult her allies and enemies alike, making for a very potent combination.

Tsunami is a gigantic surge of hungering water, ready to crush Kira’s enemies and bury them beneath the waves. It is very strong and covers an enormous distance, but it comes with a massive cooldown and a channeling wind-up that also plays a global sound effect, alerting Kira’s opposition. The wave gains speed as it travels, eventually reaching its victims, should they not find a way around, be it through mobility or defensive abilities and items. As a bonus it also lightly dispels all friendly targets… remember, if you’re on fire, run to the water.

Inner Balance is an interesting trait that establishes both agility and intelligence as primary attributes of this elemental spirit. Although Kira receives only half the damage for each attribute point, she enjoys all the secondary benifits of having an attribute as your main, along with quite high growth for both of them. Kira’s melee attacks are also enhanced. She attacks faster thanks to agility and heals herself and causes magic damage thanks to intelligence.

Kira naturally benifits most from items that grant her both agility and intelligence, improving herself and her abilities in the process. Items like Linken’s, Skadi, or Diffusal seem like a perfect choice, but those aren’t very cheap. Kira would certainly love to farm up some gold, yet she can’t really farm as effectively as a carry at all. Natural solution - position three - just what I designed her in mind with. Go and rock that offlane, go and be active, get kills, save allies, steal bounties, influence the map - that is how the Aqua Spirit does.

Tides of Inspiration

When thinking about Kira’s visuals, you basically need to imagine Avatar Korra as a water elemental. Fit, strong, quick and agile monk-fighter type of character. Wild and emotional… untamed, just like water itself.

Kira would look quite tall and certainly very fit. She would stand upright with her long watery hair flowing boisterously down her shoulders. The outer water layers would form a monkish tabard and a skirt along with the typical spirit belt around her waist. Her movement animation would change depending on her speed, from a smooth jog, to brisk run, to a downright sprint at the haste level. Her autoattacks would shift between several kinds of punches and a lovely roundhouse kick, along with splattering of water all around.

When entering the Liquid Form, Kira would become much more water-like and even a bit transparent. She would surf forward on a small wave, which could also remind of skating instead, with her hands stretched out behind her and a trail of water wherever she moves. She would even bob and weave a little for every turn you make in those two seconds of travel time, making for an incredibly satisfying ability to use.

As her voice actor I imagine Laura Bailey (best voice actress ever tbh), with some light mystical watery echo added in, but not too much. Kira would talk down her opponents on kills, sometimes confidently and sometimes with a lovable quirky humor, but she would also often add in a hefty amount of respect afterwards, for whomever deserves it according to the lore.

In the end, water is a wild element, it can crash and destroy, but also heal and bring life. The young girl owes the celestial for bestowing its powers upon her. Now that the war is upon us, she must leave her home island and fight to protect the balance of our world. That is the quest of Kira, the Aqua Spirit.

Beautiful artwork by merillizaART, ©Storyception Games. Thank you for your time, have a nice day.


Sea of Change

10. September 2018
- Strength Gain per level increased from 1.4 to 1.5
- Base Magic Resistance increased from 25% to 35%
- Water Whip reduced agility based damage from + 100% to + 50%
- Talent 15 from “Water Whip 30% MS slow for 3 sec” to “Water Whip 40% MS slow for 3 sec”

9. September 2018
- Strength Gain per level increased from 1.1 to 1.4
- Water Whip reduced flat heal from 100/150/200/250 to 100/125/150/175
- Water Whip reduced intelligence based heal from + 150% to + 100%
- Liquid Form specified ability to exceed maximum movement speed cap
- Liquid Form reduced flat MS from +200 to +100, MS now scales with both AGI and INT
- Liquid Form functionality of Water Remnant has been changed from providing vision to slowing enemies on contact
- Tsunami reworked and updated mechanics
- No longer interacts with Water Remnants in any way
- Flat damage increased to 250/350/450, attribute based damage now scales with both AGI and INT
- Heal effect has been removed
- Reduced stun duration to 1 second at all levels
- Now starts with 300 MS and gradually gains more as it moves
- Mana cost increased from 350/450/550 to 350/550/750
- Cooldown increased from 120 to 240 seconds
- Talent 25 from “Inner Balance restoration + 30%” to “Inner Balance restoration + 50%”

8. September 2018
- Base Health Regeneration reduced from 3.5 to 1.75
- Water Whip reduced agility based damage from + 200% to + 100%
- Water Whip reduced intelligence based heal from + 250% to + 150%
- Tsunami reworked and updated mechanics
- Specified that Water Remnants get completely consumed by the wave
- Flat damage/heal effects now 150/100 across all levels
- Both of these effects now scale with agility and intelligence respectively
- The scaling effects are increased for each Water Remnant consumed
- Increased stun duration by 0.5 sec at all levels
- Reduced flat MS from 400 to 300
- Increased mana cost by 100 for all levels

3. September 2018
- Liquid Form reworked and updated mechanics
- Added constant movement and turn rate slow (now behaves like Pangolier’s ultimate ability)
- Specified ability to move through units and trees but not through terrain
- Water Remnant now spawns at the ending point rather then on cast
- Increased flat MS bonus from + 100 to + 200
- Tsunami reduced stun duration by 0.5 sec at all levels
- Talent 20 from “Remnants provide + 200 flying vision” to “Liquid Form ignores terrain collision”

1. September 2018
- Watery Sphere received Damage and Heal effects
- Watery Sphere increased duration on allies by 1 sec at all levels
- Tsunami specified channel time
- Tsunami reduced healing by 100 flat and 100% INT at all levels
- Tsunami removed flat MS increase per level (previously 400/500/600), now 400 at all levels
- Tsunami now scales mana cost per level (previously 250 at all levels)
- Inner Balance added magic damage inflicted to the INT restoration effect
- Talent 20 from “Watery Sphere heals allies for 250% INT” to “Sphered allies can move around”
- Talent 20 from “Remnants provide flying vision” to “Remnants provide + 200 flying vision”

31. August 2018
- Kira, the Aqua Spirit is born on the Island of Ka’ula

Quick Comment

You need to log in before commenting.

[-] Collapse All Comments

Sort Comments By
2
[-]
Sernyx (3) | September 9, 2018 3:47pm
Okay, here's my take on reviewing this hero!

First, I think 1.1 STR gain won't allow her to do anything before getting instantly deleted by a couple of nukes or a random ultimate. And being a melee hero at the same time? I think Rhasta could probably concede his throne as the most dying hero in Dota, lel. YOu should probably buff the STR gain, if you don't want to break the melee fighter aesthetics by giving her a ranged attack.

Water Whip would really like a range indicator at 500 AoE, but I'm not sure if it would work, considering that displaying the range in-game through console has been removed as a cheating feature. But as a personal QoL feature, why not?

Liquid Form raises a couple of questions. Can you get past the movement speed cap? If not, I don't really see the point in getting a flat MS bonus (which gives you 530+ ms without any items), and if yes, it's better to note it in the description. Also Remnant having different day and night vision values is kinda strange, all vision-providing abilities in Dota have fixed values.

Watery Sphere seems pretty good, but again, without clear visuals on Water Whip it can lead to very awkward situations when you launch your poor ally into the whole enemy team instead of pulling them just because you were 20-30 range too close.

And Tsunami. Oof. This ability at first glance seems horribly overpowered, but when you look at the details... It's just horribly clunky. Yeah, the effects might be very ccol, but when the ability is so obvious and predictable, even the dumbest players can react and evade it. And the concept behind empowering it with Remnants, despite being quite clear, leaves me questioning its viability. You need to dangle around the place, setting up Remnants, then backing away to cast Tsunami, then immediately follow it up with another Liquid Form to give it a starting boost... Imagine how much time that would take, and how easy are you to kill during the Liquid Form downtime. (And besides, real-life tsunamis are fast AF bois, don't you think?)

Frankly speaking, I don't see much synergy in Kira's skillset apart from Water Whip + Watery Sphere. The abilities seem kinda all over the place.

So, uh, I guess that's it? I personally think that you have some intersting ideas here, but they need to be brought more in line to interact with each other smoothly. Good luck to you!
1
[-]
Agin (1) | September 9, 2018 7:10pm
Hi Sernyx, I’m so glad that you reviewed her for me. As of now, I have already applied several changes and hope you like them.

I have rewritten the text sections below the abilities to better suit the current state of the Aqua Spirit aswell, but I’ll further explain my intentions behind Kira so that you understand where I was aiming with her.
(ps, we simply need to imagine that Water Whip would have some sort of indicator in game, either as a circle around Kira, or as a simple indicator of whether your moused-over target gets knocked or pulled)

First off I have adjusted the strength gain just a tiny bit. Having +3 Agi +3 Int that are both primary needs some weakness in return… I intentionally want Kira to be thin and fragile when it comes to health pool. I think she can make up for it with Liquid Form in the hands of a skilled user - dodging many harmful effects very often. She will also most certainly want Linken Sphere every single game, so that will make up for something too… and that ice block in the form of Watery Sphere… and the self sustain against heroes that dont have burst options… she has tons of protective options and her spells are generaly very powerful, so I feel that she needs that glaring HP weakness. When Beastmaster pops her Linkens and yells at her, she will simply die. She shouldn’t have allowed him.

Concerning this and her melee range. I dont want her to be a straight up melee carry that can feel comfortable around hard hitting enemies. But she has an incredibly comfy self-sustain and the whole magic damage part was added in to actually ever make you want to punch at all. I imagined her to be played completely hit-and-run, fighting when its advantageous or picking off fragile backline supports that have just blown up their stuns on other targets. She can get there easily with Liquid Form… and she can get out aswell. The form can indeed make you faster than 550, I have added that in the description now. It is this combination of movement and unit displacement through whip and sphere that need to synergize, the punching is a bonus on the side (but it can spike heavily with the level 25 talent - it indeed affects both the restoration and the damage).

I have changed the Water Remnant functionality completely. It behaves much like Storms Static Remnant right now, but slows instead of damaging. This way Kira can actually charge directly into her enemy, who will consequently be slowed, purged off of buffs and as such prone to her punches for a while.

The Tsunami was probably really badly designed from the get-go. I have made it so that it doesnt interact with the Remnants at all, and now it is a massive standalone spell, just as it should be - a trait from the spellcaster side of Kira. It no longer stuns for the sake of cc, but rather as a ministun or a minor inconvenience. It also doesn’t heal anymore, only dispels. Its speed is gradually increased as it moves forward, reaching fast AF levels soon after it is unleashed. Still though, its opness lies mostly in its size, but it can be avoided by magic immunity, blinking over it, or simply running roughly 750 or less units to the side, if you aren’t in the middle of a Fiends Grip party at the moment ofcourse. Just to make sure though, I pumped up the CD to astronomical levels to sorta justify its “size”. I think this is the most stable version of Tsunami yet, and I will most likely need to update the numbers only coming forward.

And finally with the synergies… Liquid Form synergizes with everything. It synergizes with your existance in Dota :) Whip and Sphere synergize together and obviously with the Form aswell. Tsunami feels much more standalone, but imagine surfing forward in its thrown direction and then pulling dudes that run away straight back into the path, or perhaps surfing out, sphering them and flinging them right into the wave, they would land on the other side, damaged, stunned, most likely in the middle of your team. The Inner Balance then obviously synergizes with your entirety, providing you with the stats. As for the punching itself, Form takes you to and away from your enemy, or you can pull them with whip, or rather push them away when you dont feel like punching them anymore, or you can Sphere yourself once the enemy team turns on you and then Form away…

I think Kira’s abilities synergize reasonably well, now that Tsunami isn’t straight up stupid anymore. You can be anywhere at any time, and you use your attacks and abilities accordingly. And if you get caught in Shackles and die, you weren’t wet enough :)

Thanks again, it always helps so much to get a review like this since it actually makes me change her. I think she is in a good spot but then after the incentivized change I end up liking her much more. Let me know how you like the changes, or if there are any other I could make.
1
[-]
Agin (1) | September 8, 2018 6:42pm
Hi. As of now it has been over two weeks since I started to work on Kira, the Aqua Spirit… and I hope you found the concept interesting.

Liquid Form got an amazing overhaul and I think it would be one of the most satisfying abilities to use in-game. Just imagine Kira completely embracing her watery nature and surfing forward, leaving a short trail behind her, shifting her stance a bit for every turn you take… and then at the end literally stepping out of the watery avatar and leaving it behind as the Water Remnant itself. I know it is probably a bit too strong, or bonkers op with the level 20 talent, but it’s just my dream of the perfect movement ability :)

Tsunami got adjusted even more and now directly needs the Water Remnants to pump up its values for almost every aspect of it. This further establishes it as a long and heavy spell, needing a long and heavy setup, hopefully landing a heavy impact. You would still be incentivized to skill it every time due to its massive cover distance upgrade with each level, despite its damage staying the same and progressing with your stats. I’m quite happy with the ability right now but I can indeed change it anytime should I think of something better.

Finally, I urge you all to comment your suggestions if you have any, for it may inspire some balance or fun mechanics changes, or even a new hero concept in the future. Thank you guys, stay liquid.
2
[-]
delta17 (22) | August 31, 2018 7:28pm
While different indeed, WATERY SPHERE and TSUNAMI gives the same feel as Nami's AQUA PRISON and TIDAL WAVE, respectively (from LoL). But other than that, here's more things I'd like to point out without touching any numbers. Meaning criticisms here are mostly from the concept itself and not the balance necessarily.
  • I saw your post on hero-and-item-ideas forum that you insist Aqua Spirit belong with the spirit brothers as the 4th spirit, but it's just off that:
    • She's female. And they're called the Spirit Brothers. MK has a response asking for the other 'brother', and DW jokingly asks if there's even a 5th 'brother'. The 4th spirit just have to be male, though a subversion of expectation is welcome.
    • Name must end in '-in'. Xin, Kaolin, Raijin, breaking one pattern is a treat, but breaking two is a disservice.
    • Rename LIQUID FORM to WATER REMNANT, since all of them has a '____ Remnant' as an ability name.
    • The 4th spirit is purple
  • WATERY SPHERE is very very weak. It's just a no-damage cyclone and it's extremely reliant on WATER WHIP to get value out of it. Compare to Brewmaster's Storm brewling 6s cyclone which doesn't even eat-up 4 ability points; or Shadow Demon's Disruption, which not only creates 2 powerful illusions, but also interacts with his other spells in a way that its still worth it to cast without follow ups. This is not a problem with numbers, you need to give it something more.
  • You said TSUNAMI has 'a brief delay' but how long is it, exactly?
  • while WATER WHIP and LIQUID FORM are somehow interesting, they're nothing to write home about. This hero cannot right-click, with her low health and no abilities to amp his attacks, people will build him as caster 100%. Focusing instead on repositioning allies, enemies and herself. Making her basically the hero Earth Spirit was made to be but never was.
  • Inner Balance is indeed unique. But it doesn't place well with the rest of the spirit brothers since you left strength out of... balance. *ahem*

I know you said you're not great with numbers but...

TSUNAMI is extremely powerful and would put Tidehunter out of a job. Compare to Ravage, which doesn't even heal allies, TSUNAMI has 1500 width (!?) and up to 7000 distance (!?) that's super close to being literally half the entire dota map! And don't tell me it's slow so its okay, 600 can and will outrun virtually all heroes in the game unless they're already on the far-side of the map as a headstart.
0
[-]
Agin (1) | September 1, 2018 4:03am
What an interesting take… and I thought people would complain about her being imba af :) But I see that some blank spaces were left out, so I adjusted just a few things with your help, mainly the sphere.

- The name is a stylistic choice (but could be shifted to something like Karin for the purposes of continuity) and to be honest, I can’t even remotely imagine that the fourth spirit will be another dude, that would feel dull (for me anyway), as water seems like a perfect feminine element - being wild and emotional. Monkey King is a jester and might actually tease the spirits, that is my shady excuse :) And the color scheme wouldn’t be just another Storm - he is deep dark blue, Kira would be turquoise/marine/clear fresh ocean water colored - with almost transparent touch.

- I added some Watery Sphere functionality, as you were right it felt totally shallow for any skill investment consideration, but I actually feel that the spirit’s current design is overpowered as she already has incredible utility at her command. I don’t know if you thought about the Liquid Form (could ofc be renamed for continuity aswell), but it is absolutely nuts op, and was the thing that I first thought would allow her to punch people aswell. The thing is as you said… why would you even want to do that with no damage, thus I spiced up the Inner Balance passive aswell, but I think now we will need to tone down something else. After all 1.4 BAT is Jugg level… and 330 MS is almost Ench - I wanted her to feel comfy in the offlane, that’s why her actual punching-power wasn’t that great.

- The Tsunami comment was imminent, the thing is I didn’t want to explain the whole “animation” in a skill description :) So here we go. (I toned down the speed so that you actually need the Remnants to make it “unavoidable”).
First off it would have a 1.5 sec channel, similar to Pango’s spin-up animation, but it wouldn’t consume the CD if stunned ofc. At this point it would play global sound effect as an additional warning. Then the giant difference is that Ravage = Blink-Stun-Bum in a matter of 1 sec, people often don’t even get the chance to BKB. Tsunami on the other hand would literally walk at you. The size is indeed massive, thats what I wanted it to be, but it doesn’t pierce immunity and most importantly, you can reposition. Imagine Kira throwing the Tsunami down from HG when defending. The attacking team would simply back-up or spread to the sides, completely sidestepping it before it can reach them. It would only catch you by surprise if thrown from trees on the edge of the map, but that is too niche to consider abusable. In this respect I actually consider Tsunami the least overpowered of Kira’s abilities, serving much more like a massive zone denial than incredible cc.
- Long channel time, everyone always knows if its coming, not very fast (atleast now, after tweaks)
- Can be BKBed
- Can be blinked over or ignored through some defensive abilities
- Could be even pro dodged through Manta (it is a one-time wave - it is 1500 units wide, but like 50 units thick - straight line effect)

All and all, thanks for comment, I’m sure I will adjust her many more times if other people post their ideas aswell. Don’t worry about the lore continuity too much, the devs would indeed apply their backstory, names and everything… this is me playing around. I actually included the catastrophe of the Island of Masks as its pivotal point though, so I think that seems like a fun idea atleast. Let me know if you think of some other improvement. Have a nice day.
Loading Comments...
Load More Comments

DOTAFire is the place to find the perfect build guide to take your game to the next level. Learn how to play a new hero, or fine tune your favorite DotA hero’s build and strategy.

Copyright © 2019 DOTAFire | All Rights Reserved