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Cosmic Crawler by Cuttleboss

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Cosmic Crawler

By: Cuttleboss
Last Updated: May 25, 2020
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Cosmic Crawler

-A spellcasting carry that scales indefinitely-

Cosmic Crawler is the hard carry that I designed way back when I first got into the hero designing with the intention to be the first extremely hard intelligence carry whose late game raw power rivals heroes like Medusa and Chaos Knight. Crawler was made to give INT heroes their own ultimate late-game champion.
Crawler is explicitly modeled on lovecraftian horrors and built around themes of inevitability and time, and is also built to be a caster-based carry that actually scales as strongly as a right clicker carry. In this sense, Crawler is less of a traditional hard carry and more of an extreme-scaling version of a caster core like Leshrac or Necrophos. Their place in Dota lore is to serve as the monster that Outworld Devourer came here to warn us about, one of the biggest mysteries in the Dota lore.

Every hero has a gimmick and Cosmic Crawler's is the Game Time and The Three Attributes.

Lore:
From beyond, it saw the formation of the universe from the other side, a side of darkness that no one could see. When the early magic users of the world saw it, it was called the Cosmic Crawler or sometimes, The Terror Beyond. It was a creature from another dimension that only observed from behind the looking glass. It was alone on its side, living in an empty universe of an unknown age. Now it turned its eyes towards a new universe. Eventually, the crawler gained sorcerer followers on this side and was summoned in a new form to this brand new dimension. The new body is still weak, but the Cosmic Crawler is highly adaptable, and before long, every creature may be in danger of absolute annihilation. Not even the followers know what it wants with this universe, but it cannot be safe for the inhabitants who live here.
Attributes:
15 + 1.4 [55 at level 30]
16 + 1.3 [53 at level 30]
*19 + 2.2 [82 at level 30]


Classification:
Complexity ◆◆◇
Carry
Nuker
Disabler
Base Stats:
Health: 200 base, 500 at level 1
Mana: 75 base, 303 at level 1
Armor: 6 base, 8.6 at level 1
Damage: 30-36 base, 49-56 at level 1
Attack Animation (frontswing+backswing): 0.3+0.3
Base Health Regen: 2 base, 3.5 at level 1
Base Mana Regen: 0, 0.95 at level 1
Base Attack Time: 2.1/0.48 att/sec base, 0.55 at level 1
Initial Attack Speed: 100
Range: 600
Missile Speed: 1200
Movespeed: 275
Sight Range: 1800/800
Turn Rate: 1
Damage Block: 0
Collision Size: 24
Legs: 8
Voice Actor: Dee Bradley Baker
(This hero does not talk, only makes creature noises)

Level 30 Stats:
Health: 1300
Mana: 1059
Armor: 14.48
Damage: 112-118
Health Regen: 7.5
Mana Regen: 4.1
Attack Speed: 153
Attacks Per Second: 0.73
(Due to how this hero's
ultimate works, these
numbers are extremely
deflated from what will
actually be seen in game
)


A visual of the missile would look like:

Cosmic Crawler is reasonably large, though more tall and floaty than massive, as seen in the size comparison far below.
As of this writing, the current version of Dota2 is 7.26c.

Primary Abilities

Q
Dimensional Rip
Cosmic Crawler rips a hole in reality, damaging and placing a negative status on multiple foes. Deals damage proportional to your Intelligence and applies a debuff based on Dimension Shift.

With Aghanim's Scepter: Upgrades the debuffs of Dimension Shift and causes Dimensional Rip to mini-stun for 0.1 seconds.
ABILITY
CAST POINT
DAMAGE TYPE
PIERCES IMMUNITY?
: Target Area
: 0.1+0.4
: Magic
: No
DAMAGE
BUILDING DAMAGE
AOE
DURATION
CAST RANGE
MINISTUN DURATION

MANA
COOLDOWN
: 3.6/4/4.4/4.8 xInt in Damage
: 0 (0.54/0.6/0.66/0.72 xInt with talent)
: 230/260/290/320 Radius
: Lasts 1.4/1.8/2.2/2.6 seconds
: 500/550/600/650 Cast Range
: 0 (0.1 with Scepter)
: 80/120/160/200
: 4
The Cosmic Crawler can open a portal to a new dimension with new rules and laws that no mortal can comprehend, creating only a special kind of chaos.



Notes
Spoiler: Click to view


Numbers (without spell amplification)
Spoiler: Click to view
W
Cosmic Bind
When activated, deals damage over time to a target area based on Cosmic Crawler's Strength. For enemy non-hero units, it deals a percentage of their health along with the damage from your strength. Units and heroes below a certain health threshold have the Stellar Shift debuff applied to them continuously.

With Aghanim's Scepter: Upgrades the debuffs of Stellar Shift and causes Cosmic Bind to mini-stun all enemies under the health threshold for 0.1 seconds every tick.
ABILITY
CAST POINT
DAMAGE TYPE
PIERCE IMM?
: Target Area
: 0.1+0.4
: Magic
: No
DAMAGE PER SEC
BONUS DMG
AOE
CAST RANGE

STELLAR SHIFT THRESHOLD
MANA (ACTIVATE)
MANA (SUSTAIN)
COOLDOWN
: 1.8/2/2.2/2.4 xStr damage to heroes
: 16/18/20/22% of max hp to creeps
: 500 Radius
: 450 Cast Range
: 29/32/35/38% HP
: 85/90/95/100 + 3% max mana
: 11/22/33/44 + 2% of max mana
: 7/6/5/4
Those without the stamina to resist it will soon find themselves crushed under the Crawler's cosmic energies, dominated by it's superiority.



Notes
Spoiler: Click to view


Numbers (without spell amplification)
Spoiler: Click to view


Mana Cost Scaling
Spoiler: Click to view
E
Spirit Touch
When performing attacks, Cosmic Crawler applies a debuff that will damage the enemy's health and mana based on Crawler's AGI. This ability also deals bonus damage per second to creeps. If Cosmic Bind is active, Spirit Touch will cause Crawler to perform an attack against all enemies within the bind and apply the debuff to every target. The effect stacks fully, but does not refresh old stacks when a new one is placed.
ABILITY
DAMAGE TYPE
PIERCES IMMUNITY?
: Autocast/Target Unit
: Magic
: No
DAMAGE/MANALOSS
BONUS DMG
DURATION

MANA
COOLDOWN
: 0.35/0.4/0.45/0.5 xAgi/sec
: 40/60/80/100 bonus creeps dps
: 7 seconds
: 10 + 3% of Max Mana
: 2 (1 with talent)
The Crawler shows how rudimentary the minds of these mere collections of stardust are. With a spectral arm, it can touch souls directly and feed them anguish.


Notes
Spoiler: Click to view


Numbers (without spell amplification)
Spoiler: Click to view

Ultimate Abilities

R
Inevitable Fate
The Crawler gains stats and movespeed and reduced respawn time based on how long the game's timer has been running. Passively boosts mana regeneration as well. Stat gain is uncapped, while speed and respawn is capped.

ABILITY
MS CAP
RESPAWN CAP
BREAKABLE?
: Passive affects Self
: 160 (maxed 94/80/67 min)
: 80 (maxed 94/80/67 min)
: No
+1 to all stats every
-1 Respawn time every
+2 Movespeed every
Mana Regen

: 70/60/50 seconds
: 70/60/50 seconds
: 70/60/50 seconds
: 6/9/12 Mana Regen
As time passes, the Cosmic Crawler grows stronger, adapting to its new environment. It is only a matter of time before everything ends.


Notes
Spoiler: Click to view


Numbers:
Spoiler: Click to view

Other Abilities

D
Dimension Shift
Allows you to shift the debuff of Dimensional Rip.
This skill has no cooldown, no cast point, and no mana cost. The order of the effects is Destabilize (lowers the values of any breakable passive by 2 levels), Inflation (-30% Mana Loss Reduction / increases mana cost of spells by 30%), Slow (slows movespeed by 20%) and Blind (40% miss rate)

With Aghanim's Scepter, the original debuffs are upgraded and replaced with: Break, Silence, Root, and Disarm. Also applies a 0.1 second ministun to each target of Dimensional Rip.

Other dimensions have strange qualities, and twist the bodies and minds of those living in this dimension. It's a mystery which dimension suits the Crawler's tastes at the moment.


Notes
Spoiler: Click to view
F
Stellar Shift
Allows you to shift the debuff of Cosmic Bind.
This skill has no cooldown, no cast point, and no mana cost. The order of the effects is Destabilize (lowers the values of any breakable passive by 2 levels), Inflation (-30% Mana Loss Reduction / increases mana cost of spells by 30%), Slow (slows movespeed by 20%) and Blind (40% miss rate)

With Aghanim's Scepter, the original debuffs are upgraded and replaced with: Break, Silence, Root, and Disarm. Also a 0.1 second ministun is applied every time Cosmic Bind does damage to an enemy under the health threshold.

The Crawler finds similar nasty qualities in the cosmos themselves. A weakened body would not be prepared for space and its energies.


Notes
Spoiler: Click to view

Hero Talents

Dimensional Rip affects buildings and deals 15% damage
25
+ 30% Magic Resistance

+ 12% Cosmic Bind debuff activation threshold
20
- 1 Spirit Touch Cooldown

+ 175 Cast Range
15
+ 7 Armor

10% Cooldown Reduction
10
+ 30 Damage

Pros and Cons

+ Massive teamfight presence if farmed with extreme AOE Nuking, AOE DoT and debuff DoT potential
+ Can adapt ability usage for many lineups by adjusting debuffs
+ Very fast cast point, spells come out quickly
+ Becomes very tanky late game with items, armor, and strength gained from Inevitable Fate.
+ Good for turtling and stalling, is able to hold position very well, and excellent at killing creeps
+ High base armor, damage, and regeneration especially for a ranged hero, making it difficult to harass in lane
+ Almost unmatched power in very late game; one of the only heroes that scales well with all 3 attributes (alongside Medusa and Outworld Devourer)
+ Spends less time dead late game than other heroes
+ Due to not having to save buyback most of the time, can usually spend entire net worth on items

- Low stats and gain that takes a while to remedy and come online, which uniquely means the hero relies on time and not just gold and levels to fight; this can potentially destroy Crawler's team's momentum
- Spells are blocked by spell immunity and heavily dampened by magic resistance
- Slow and low hp early in the game, easy gank target for significant portions of the game
- High BAT means that attack damage and attack speed items scale poorly
- Due to spending less time dead, can be easier to chain feed (and thus throw) with especially later in the game
- Despite needing time, still heavily item dependent
- Very draft dependent, needs good supporting picks and must avoid dangerous counterpicks

Role and Gameplay

Cosmic Crawler is an unconventional hard carry that is meant to win 5 on 5 teamfights with a unique combination of magical dps, a spell AOE attack, and spell spamming. Playing against it is made to be playing against the clock, and it's skills are all built to turn a close or losing game in its favor. The hero is not optimal for ganking due to lack of mobility reducing crowd control, though it can provide some slows it is not the best use of it's time.

CC is an insane AOE presence, and every one of its skills scale into the late game. Both Dimensional Rip and Cosmic Bind offer excellent turtle and teamfight power, and the nukes grow stronger as the game goes longer. Spirit Touch gives it an edge in long battles due to mana burn leaving enemy heroes with few options. Crawler is not made to man-fight due to its relatively slow auto-attack. It weaves around combat with high movement speed, dealing massive damage to many foes with each damaging spell.

Uniquely for a Carry, Cosmic Crawler plays around enemy Black King Bars instead of ignoring them like most carries, Crawler is heavily weakened and countered when enemies get their BKBs, then regains power late game as those BKB durations go down and Crawler's damage and general survivability goes up. Despite this, it is much safer to draft Cosmic Crawler with some physical damage dealers to make up for it's deficiencies.

Crawler is imagined as a hard carry who goes to the safelane, but because of Spirit Touch's mana burn and high armor and regeneration, it may be possible or even preferable to run it mid depending on the matchup if Crawler can outtrade it's enemy and because mid is the easiest lane to flash farm which Crawler is awesome at. If you are feeling crazy, it is theoretically possible to run this hero as the world's greediest support and only use the debuffs to terrorize the enemy team until the Inevitable Fate inevitably makes you strong. In terms of drafting and gameplay, Crawler would be most like Necrophos but with the timing window of a Spectre.

It's gameplay leans heavily towards passiveness and low activity. It is the hero that looks to farm up some items until it is ready to face off against the enemy team and use the spells to defend towers if it comes to it. It will take it some time to activate due to bad stats and gain. It's itemization favors big stat items because they boost the strength of skills and attack modifiers because Spirit Touch allows Crawler to instant-attack enemies. These specializations dissuade it from low or non attribute items such as Moon Shard.

Due to their crowd control and damage however, it is possible to itemize it for earlier game because of it's ability to disrupt enemies with debuffs and deal some damage if it has enough INT early on. Crawler's itemization would also likely depend on which attribute you would value the most based on which allies and enemies you have. If you want more Damage over Time and a frontline Crawler, get more strength, if you want a stronger nuker that stays back, get more intelligence. Agility focused builds are likely impractical due to Spirit Touch cooldown and 2.1 BAT (and Spirit Touch being the spell that does the least damage), so Agility is more of an afterthought.

Items

General Stat Priorities:
High Priority: INT, STR, Movespeed, Cast Range, Spell Amplification
Middle Priority: Magic Resistance, Status Resistance, AGI, Cooldown Reduction, Armor, Spell Immunity, Attack Damage, HP Regen, Mobility, Mana Regen, Lifesteal, Evasion, Attack Range
Low Priority: Mana, HP, Attack Speed

Early Options:
Magic Wand, Wind Lace, Ring of Tarrasque, Ring of Regen, Null Talisman, Bracer, Void Stone, Crown

Early Builds:
Early Activating Nuker: Arcane Boots or Power Treads Int> Kaya> Rod of Atos or Eul's Scepter of Divinity or Veil of Discord> Force Staff>Any Kaya Upgrade> and then into late game items.
Early Activating Tanky: Arcane Boots or Power Treads Str> Blade Mail> Sange> Necronomicon> Kaya (completing Kaya and Sange)>and then into late game items

Late Game Carry Builds:
Well Rounded / All Stats: Arcane Boots or Power Treads Int> Eye of Skadi> Scythe of Vyse> Octarine Core/ Bloodstone> Heart of Tarrasque> Ethereal Blade
Tanky / DPS / Str Focused: Arcane Boots> Octarine Core> Heart of Tarrasque> Eye of Skadi> Heart of Tarrasque#2/ Satanic> Heart of Tarrasque#3/ Shiva's Guard
Burst / Nuker / Int Focused: Power Treads Int> Scythe of Vyse> Dagon 5> Ethereal Blade> Shiva's Guard> Eye of Skadi/ Bloodstone.

Strange Builds:
Max Mana Burner / Anti-Spell Caster / Gimmicky Build: Power Treads Agi> Diffusal Blade> Necronomicon> Yasha and Kaya>( Aghanim's Scepter)>then whatever
"I'm a Teamfighting Support" Build: Arcane Boots> Meteor Hammer> Aghanim's Scepter>then whatever you want or need for your team

Item Discussion:

Lifesteal Items; STR and Survival Focused
Octarine Core is a very reliable, well rounded item for this hero for survival, though the cost is very high.
Kaya and Sange is useful because it can boost lifesteal, which includes Spell Lifesteal. Works well with Octarine. The Status resist is also useful because it can make Crawler less vulnerable to chain disables.
Satanic is potentially strong with high status resistance and for synergy with Spirit Touch (with Cosmic Bind), which lets Crawler steal life from multiple foes and heal back huge amounts of life.

Spell Amplification Items; INT and Nuker Focused
Yasha and Kaya makes Crawler extremely fast with the percent movespeed and offers better mana burning.
Bloodstone gives Crawler a ton of mana which can potentially mean continuously casting Cosmic Bind and with many charges can have a huge amount of spell amplification.

Attack Modifiers; Possible Applications of Attacking
Eye of Skadi is one of Crawler's best items due to the massive raw stats, but also because Spirit Touch can attack every target in the Cosmic Bind AOE to Skadi the whole enemy team.
Daedalus as crits proc on the Spirit Touch instant attacks, this item is potentially an effective way to deal tons of damage to multiple foes.

Other Useful Items:
Hand of Midas despite attack speed being the least valuable stat on Crawler, the gold and exp benefits down the line this item offers are actually quite tempting, since this hero does not naturally activate quickly and synergizes well with the cooldown reduction talent.
Boots of Travel comes up as a natural upgrade to boots, especially after disassembling Arcanes. The extra speed is useful on this hero.
Aghanim's Scepter massively expands Crawler's control and disruptiveness. Nice if you have extra money late game.
Black King Bar if you need the protection it offers, often a decently high priority though can be much lower with the magic resistance talent.
Hurricane Pike fits into any build as mobility item of choice as the stats and active are useful.
Manta Style, Lotus Orb, Eul's Scepter of Divinity to dispel self. Usually for silences and annoying debuffs.
Blink Dagger can be useful to help Crawler actually chase down and finish off more mobile heroes.

Neutral Items: Arcane Ring*, Keen Optic, Iron Talon, Faded Broach*, Royal Jelly*, Ironwood Tree, Ocean Heart, Nether Shawl, Vampire Fangs, Vambrace*, Pupil's Gift*, Grove Bow, Paladin Sword, Spider Legs*, Titan Sliver, Quickening Charm, Spell Prism*, Minotaur Horn, Havoc Hammer, Witless Shako, Timeless Relic**, Ballista, Apex*, Mirror Shield*, Seer Stone*, Force Boots, Fallen Sky, Woodland Striders**, Book of the Dead**, Trident**
*Denotes an extra useful neutral item
**Denotes a top priority neutral item

Skills and Talents

Cosmic Crawler has a relatively flexible skill build. Some of the skills can take priority depending on the nature of the game.

Cosmic Bind is the best spell to max out because it is Crawler's best farming spell as it tears groups of creeps apart in seconds, including creep stacks. It also is useful for defending tier 1 towers if enemies put pressure early. This spell is rarely the spell you get at level 1 however.

Spirit Touch is usually maxed second if not first. Though not as good for farming as Cosmic Bind, Spirit Touch is an excellent laning spell due to the orb walking, low mana cost, and mana burn which neutralizes many lane opponents. The bonus damage against creeps can also be helpful to last hit but in terms of farming it is still reliant on Cosmic Bind and less powerful for killing creeps to get farm. Spirit Touch is a lot better if Crawler is laning against one enemy. This is the spell to max first in a solo mid.

Good as a value point (due to its massively increasing mana cost and getting most of its damage at the first level), Dimensional Rip is useful for quickly applying a debuff (which early game would probably be Slow to try to go for kills, Blind to try to make enemies miss last hits, or destabilize to farm creep stacks). This spell is usually best to max last.

Inevitable Fate is always taken whenever possible. All your useful quirks as Crawler come from this spell and the sooner Crawler gets access to the mana regen, the sooner Crawler can start to use spells freely.


Talent Choices:

Level 10: Cooldown Reduction vs Damage. Cooldown Reduction is useful in a small way. It offers slightly more spells cast throughout fights and for farming and is useful with lots of active items (especially Hand of Midas). The Damage is useful even though Crawler has 2.1 BAT because it adds the attack to all Spirit Touch targets which itself can be a big farm or teamfight booster. This one depends if you will be focused on active items down the line.

Level 15: Cast Range vs Armor. Two very different paths, either Cast Range to allow for safer casting from the backline or armor to be more suited for the frontline at some point. Once again, the left talent is more useful if you plan to have a lot of active items. It depends if you want a caster or tank Crawler.

Level 20: Cosmic Bind debuff activation threshold vs 1/2 Spirit Touch cooldown. The Cosmic Bind talent makes it much easier to threaten the enemy team with the debuffs (like disarming a team of multiple right clickers or rooting a team of mobile heroes). The Spirit Touch cooldown is powerful for more mana burn and potential right click damage to multiple enemies. It depends if you need damage/manaburn or if you need the easier access to the debuffs more. The Cosmic Bind talent is much more powerful if you have Aghanim's Scepter.

Level 25: Dimensional Rip affects buildings vs Magic Resistance. Dimensional Rip on buildings is not a lot of damage (though not insignificant), however the big quirk is that you can Blind or Disarm towers. This makes Crawler into a sieging machine because glyph can no longer be used to easily clear out creepwaves. Magic Resistance is simple but extremely effective survival boost for a caster core/carry like Crawler, as the hero can easily have a lot of health and has a lot of built in armor, so magic resistance that is not affected by Break completes the circle. This choice is between sieging and generally closing out the game vs being very tanky.

Combos and Counters

Ideal Allies:

Turtle Heroes:
Heroes that can stall out the game and defend high ground easily can help get to a decently strong point with Inevitable Fate. Keeper is also an extremely good ally in general for Crawler.

Saving Heroes:
Crawler is easy to kill for much of the game. These heroes can protect such a vulnerable hero very well especially early game. Counterinitiators count here too. KotL is nice because he is able to save Crawler with Blinding Light and Will O Wisp.

Nuke Boosters:
The Crawler's nukes become extremely strong late game but magic or spell boosting abilities can boost them to absurd levels. Keeper once again is a good pairing because he can instantly refresh Dimensional Rip, which is essentially a nuke boost.

Stat Boosters:
These heroes can improve key attributes for Crawler, allowing it to be a greater threat, especially early.

Good Against:

High Armor/Evasion/Attack Resistance/Physical Protection Heroes:
As a scaling magical nuker, Crawler is very effective against heroes who do not have protections from magic damage and focus on physical.

Passive Reliant Heroes:
Crawler is naturally very effective against heroes that are reliant on their passives, even before it has Scepter due to making those passives weaker with Destabilize. Many of these heroes are also vulnerable to Blind/Disarm.

Heroes Vulnerable to Mana Loss:
Usually tanky heroes who still need to cast spells to do stuff, Spirit Touch can make them into non-heroes by depleting their mana in a similar vein to Anti-Mage.

Summons and Creeps:
As Crawler has multiple mechanisms to rapidly deplete creep health, it can destroy summons and tear through multiple creeps very quickly using Bind and Spirit Touch.

Worst Enemies:

Stat Thieves and Heroes that get stronger for each kill:
In general these are heroes that weaken Crawler or get stronger when they gank it or sometimes both. It's easy for these heroes to snowball to victory against Crawler.

Instant Healers:
Heroes that in general can restore huge amounts of life will weaken Crawler, as Cosmic Bind needs heroes to be low on health before its debuffs activate. Fast healers can effectively remove Cosmic Bind debuffs for their allies.

Anti-Mages:
As Crawler is the biggest caster core there is, heroes that counter INT cores are obviously big problems. Between the heavy mana costs/burns, magic resistance and scaling nuking that gets stronger, these heroes pose a massive threat in all phases of the game. The first 4 can be beaten with good use of upgraded debuffs (Silence and Root for Pugna; Break and Root for AM, Silence and Disarm for the Spell Immunity heroes). Nyx basically cannot be neutralized as a threat and will be a massive threat to Crawler all game.

Respawn Penalty Heroes:
Anti Mage's Aghs will set Crawler's Dimensional Rip to 104 second cooldown, which makes rapid respawning have limited use if Crawler cannot act. Reaper's Scythe counters Inevitable Fate's respawn reduction, which means that Necro can put you down for much longer for the enemy to make a play and can make the Crawler player much more likely to be forced to save buyback.

Story and Cosmetic Stuff

(Design by Hae Joon Cho, not made for this concept)

Personality:
Spoiler: Click to view


Interaction with Other Heroes:
Spoiler: Click to view


"Voice" Sample: Similar to the Ultralisk from Starcraft II
Spoiler: Click to view


Equipment Slots (3) and Default:
Head: Cosmic Crawler's Head
Arms: Cosmic Crawler's Arms
Taunt: None

Set Ideas:
ARCANA Creature of the Event Horizon

Spoiler: Click to view



Relative Size Comparison:
Check out the original forum version of Cosmic Crawler here (under it's old name, Xilixilyl)

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[-]
BloodArena | May 20, 2020 10:47am
Hey, if you are making a hero concept and need opinion, just ask me. I am currently making mine too but I am starting first by uncovering really deep patterns behind the existing Dota2 heroes so I have a lot to share.
1
[-]
Cuttleboss (27) | May 18, 2020 11:47pm
BloodArena wrote:
I hate to say this but this hero is very UNENJOYABLE or straight up UNPLAYABLE.
Look at Invoker. The very same combo(for example: cold snap - tornado - meteor - defeaning) will ALWAYS be the SAME keys(QQQR-WWQR-D-F-EEWRD-QWERD) even if you try to do it a HUNDRED times.

I was considering this general stuff when I was making the two spells. I wanted to have Dimensional Rip and Cosmic Bind both able to use a variety of debuffs so that Crawler would have all sorts of tools to defeat it’s enemies if the player was good at using them. I was thinking of which ways to implement it. As heroes get only up to 6 buttons, that limits to 2 icons. This severely limits the options of picking the debuffs without massively complicating the hero ala giving Crawler its own Quas Wex and Exort.

Ultimately, the 4 modes toggle variety made the most sense to me, because there was already Power Treads in the game, so people would be able to figure it out based on that existing mechanic, though it’s a bit more high risk and variety than Power Treads, however, I think you may be overstating the comparison.

Invoker has 10 spells that all have really different effects and targeting systems. Each spell is used differently. Cosmic Crawler’s most complex spells are an AOE nuke and an AOE DPS spell and you’re just toggling the secondary effect. If you were playing Crawler, you’d have a good idea of what debuff you’d be using most of the time, either based on analyzing the situation or just personal preference. You would likely adjust your debuff accordingly before fighting even starts.
Example: If the most dangerous hero on the enemy team is Outworld Devourer you would adjust it to Silence/Inflation
If it was a Sven you would adjust it to be either Slow/Root or Blind/Disarm.

BloodArena wrote:
This 'repetition' is the most important thing about the hero design because it lets players subconsciously execute the combo without too much effort(even more if they go to the practice lobby, try to execute the combo w/o concsiously recalling what keys to press, and do it like a hundred times).
While, your hero will have to press 4 possible key combinations(Q, DQ, DDQ, or DDDQ) to cast the VERY SAME skill(and yeah, different number of letters for each, absolutely destroying the player's rythm). And what's more is he have another 7 skills of EXACTLY THE SAME 4 ways to cast(good thing that the half of those 8 uses W and F instead) creating severe confusion.

I think I disagree in a sense. This hero is not built around big playmaking combos where you rely very much on going into a “rhythm”. This hero only has 2 spells and 1 autocast orb, there’s not much comboing going on, but rather fast adapting. This is a strategic hero where your actions have to change based on what’s happening. Some quick reactions are needed, like if you normally keep your debuffs on Silence because the enemies got a bunch of spellcasters, but you need to act fast to Disarm an enemy right-clicker carry (let’s say Ursa) if they go on you or your allies, so you toggle twice (as it is 2 spaces away in the toggle cycle) and then cast the spell to save yourself or your ally. Being able to do that before you or your teammates die is your rhythm on this hero.
BloodArena wrote:
Yeah, Invoker's 10 skills have unique keys thus 10 unique sets to memorize. But that only makes Invoker longer to master but only slightly harder to combo with once you have already mastered him(compared to lets say he only got 5 skills). And one more thing, while playing your hero, the player will ALWAYS have to look at the hud at some of the most crucial moments of the teamfights, messing up the players concentration and fun.

The rhythm thing is actually pertinent here; I think that like Tread-switching, it is just a new rhythm to learn. Like, Extreme Tread Switching where if you fail you or any ally dies like in that Ursa scenario above. In time a Crawler player would live and breathe the shifting toggles the same way most carry players live and breathe their Power Treads, where you instinctively know what debuff you’re on without having to look at the HUD.
BloodArena wrote:
Though the hero actually got a lot of unique concepts attached on him.

I am glad you think so! No matter how frustrating you think this hero would be to play, it’s good you were able to enjoy something unique about this hero design. Probably the strangest one I have.
1
[-]
BloodArena | May 18, 2020 7:42am
I hate to say this but this hero is very UNENJOYABLE or straight up UNPLAYABLE.

Look at Invoker. The very same combo(for example: cold snap - tornado - meteor - defeaning) will ALWAYS be the SAME keys(QQQR-WWQR-D-F-EEWRD-QWERD) even if you try to do it a HUNDRED times. And this 'repetition' is the most important thing about the hero design because it lets players subconsciously execute the combo without too much effort(even more if they go to the practice lobby, try to execute the combo w/o concsiously recalling what keys to press, and do it like a hundred times).

While, your hero will have to press 4 possible key combinations(Q, DQ, DDQ, or DDDQ) to cast the VERY SAME skill(and yeah, different number of letters for each, absolutely destroying the player's rythm). And what's more is he have another 7 skills of EXACTLY THE SAME 4 ways to cast(good thing that the half of those 8 uses W and F instead) creating severe confusion. Yeah, Invoker's 10 skills have unique keys thus 10 unique sets to memorize. But that only makes Invoker longer to master but only slightly harder to combo with once you have already mastered him(compared to lets say he only got 5 skills). And one more thing, while playing your hero, the player will ALWAYS have to look at the hud at some of the most crucial moments of the teamfights, messing up the players concentration and fun.

Hope you would agree to most of this.
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BloodArena | May 18, 2020 7:44am
Though the hero actually got a lot of unique concepts attached on him.
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delta17 (15) | June 2, 2019 4:59pm
I do not believe Crawler will outclass many 3-star carries in the game. And it's for the very same reason Outworld Devourer and Storm Spirit will never be a 3-star carry: Spell Immunity. Crawler will suffer the same fate of being a second-rate damage dealer who will only be most effective at mid-late game at most. Late-late game, he's really good at becoming a conveniently rich, debuff support though.

Not mention that Crawler has 0 escape and 0 defensive ability. A perfect combination of dying a lot from ganks in the early game and dying a lot from all kinds of bursts in the late game.
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Cuttleboss (27) | June 5, 2019 2:43pm
You make a fair point.

The earliest incarnation of Crawler did not use magic damage but Universal (which has been patched out). I had an idea of him as using Pure (penetrating Spell Immunity) for a while once Universal was gone, but I was advised to make him a magic damage hero, so that he'd be more counter-able. Because of this, if you were to draft him, you'd throw him with some heroes to supplement physical damage like Templar Assassin or Bristleback. So yes, he is less like a traditional carry and more like an extreme damage-scaling version of a caster core like Leshrac, Zeus, or Tinker.

I did give him lots and lots of CC to give him the ability to defeat other carries once they had no more bkb duration. So it likely is more flexible than I am presenting them, but I do think it does enough damage later in the game to be more than just a debuffing utility support, since its DoTs can do 200-500 dps each, and his nuke can do 700-1.4k per cast.
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