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Finar by Jater

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Finar

By: Jater
Last Updated: Jul 31, 2018
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Finar

The Mind Magus

The mind was long thought to be the sole domain of its owner, impenetrable and secret. Then a long-ridiculed and downtrodden magus learned that this was not always the case. Unlike previous spellcasters, Finar had never excelled in the traditional magical arts, but was instead perpetually fascinated by the workings of one's consciousness, specifically the idea of making a connection between minds. As he delved deeper into ancient texts, Finar discovered that with practice and ingenuity, it was indeed possible to form a link between minds. Finar's newfound knowledge came at significant cost however, as a former ally turned Finar over to the most powerful Magi in the land, the Vile Order. Realizing all would be lost if the Order learned what he knew, Finar committed the unthinkable, using what he had just learned to wipe his memories. The Magi interrogated him until it became clear he knew nothing, and in a rage the Order concluded it had apprehended the wrong wizard, a harmless fool the real Finar must have used as a decoy. Seeing as he possessed nothing of value the Order imprisoned him, but were slack in securing what they thought was a waste of space. This weakened security allowed Finar to practice remembering what he had made himself forget. At last one day he stumbled across a memory that, while seemingly unrelated to the coveted knowledge, was in reality a carefully tailored trigger, made by Finar himself before he erased his memories. The trigger allowed Finar to recall all that he once knew, and armed with the lost information Finar began to master the art of mental combat in his cell, practicing on insects, then animals, and finally the guards themselves. Free of his prison, Finar now seeks a greater test of his unique power, and has begun the long journey to take part in the War of the Ancients.

Role: Support, Disabler, Initiator

Strength: 20+1.9
Agility: 13+1
Intelligence: 26+3.8

Base Damage: 20-28
Base Armor: 0
Attack Range: 535
Movement Speed: 325
Projectile Speed: 1200
Base Attack Time: 1.7

Primary Abilities

Q
Psychic Link
Finar and target hero connect their minds, causing both heroes to be stunned and locked together for the duration of the ability. At the conclusion of the duration, an outcome will be determined based upon both heroes levels.
There are two different outcomes that are possible.

1. If one hero is higher level than the other at the conclusion of this spell he is the winner of the link and all spells casted during the link will only effect the loser.

2. If both heroes are the same level, then the link is a tie, and both heroes are affected by all spells casted during the link.

Note: Only a third party can actually cast spells during the link as the participants are stunned unless they cast a spell with a delay before the link is started by Finar, and then that spell triggers during the link.
Ability:
Damage Type:
Pierces Immunity?

Cast Range:
Target Unit
N/A
No
500/600/700/800
Duration:
Mana:
Cooldown:
1/2/3/4
150/200/250/300
14/12/10/8
Most spellcasters look down on swordsmen, but Finar looks down on spellcasters, for his realm of combat is even more complex than theirs.
W
Revelation
After a short delay, Finar directly unlocks a vast amount of knowlege for the target allied hero, gaining them a level and applying a strong dispel. If Revelation is not casted during Psychic Link, Finar will gain an additional level.
Ability:
Damage Type:
Pierces Immunity?

Delay:
Cast Range:
Target Unit
N/A
No
1.5
150/200/250/300
Levels Gained:
Mana:
Cooldown:
1/2/3/4
100/125/150/175
130/115/100/85
Let what has been lost be known, and may they know what they have lost.
E
Traumatize
After a short delay, Finar deals damage and silences target enemy hero based on level. The higher level a hero is the more damage they will take from Traumatize.
Ability:
Damage Type:
Pierces Immunity?

Delay:
Cast Range:
Target Unit
Pure
No
1.5
700/800/900/1000
Damage:
Mana:
Cooldown:
Extra Damage Per Level:
175/200/225/250
150/180/210/240
10/8/6/4
10/20/30/40
A hero's deepest fears and regrets are brought to their attention within their mind itself.
D
Mental Resistance
Finar cannot cast any of his abilities on heroes who are the same or higher level than himself.
Ability:
Damage Type:
Pierces Immunity?
Passive/Innate
N/A
N/A
Level Difference:
Mana:
Cooldown:
1
N/A
N/A
Only a lesser opponent's mind can be easily manipulated, those with experience must be bested in their mind before their thoughts can be twisted.

Ultimate Abilities

R
Erase Memory
After a short delay, Finar wipes the mind of a target enemy or himself. The target enemy hero or Finar loses a level.
Ability:
Damage Type:
Pierces Immunity?

Delay:
Cast Range:
Target Unit
N/A
No
1.5
700/800/900/1000
Levels Lost:
Mana:
Cooldown:
1/2/3
230/290/350
180/160/140
Who am I?

Hero Talents

Erase Memory Deals 350 Pure Damage
25
Traumatize Disarms

+500 Health
20
Psychic Link Pierces Spell Immunity

20% Cooldown Reduction
15
+90 Gold/Min

+5 Armor
10
+30% XP Gain

Playstyle

Finar is a fairly fragile ranged intelligence hero. I would play him as either an aggressive mid, similar to Rubick, or as a position 4 support focused on gaining exp and helping the team. Finar does not necessarily deal a great deal of damage, (although Traumatize can deal a surprising amount), and his stats may seem lackluster.

This might makes you wonder, well why is the hero designed this way? I made Finar to have weak stats and a lack of damage compared to other hereos due to the incredible power of his Revelation and Erase Memory. The ability to gain and take levels, is in my opinion insanely powerful in Dota 2.

Therefore Finar has been made in such a way as to be balanced despite being able to tamper with levels directly. This includes his innate ability, which you may have noted actually prevents Finar from using his abilities on opponents who are the same or higher level without the use of his Psychic Link.

This is to ensure not only a strong interaction between his spells, but also to make sure Finar has to strategically use his entire kit to accomplish his goals, rather than just one or two of his abilities.

Whether this was successful I cannot be sure without actually testing Finar in a game environment, but I promise I will do my utmost to ensure that Finar is as balanced as possible at this stage and I would tremendously appreciate suggestions and advice on how to refine this hero concept. Thank you for reading my hero concept and for making it this far! If you are still interested please keep reading, below is some tips and my thoughts on the hero in general.

Item Build

1. Early game I would strongly advise multiple consumables such as and for regen, as well as possibly and if playing support. could be useful if your getting kills with the team early on.

2. The first items I would recommend would probably be either or and if supporting or if playing mid/semicarry.


3. Core Items so you can keep up in levels for your abilities, especially your e.
Picking up all the might be seen as a jerk move but if you can convince your team its for a good cause... If your playing support already you shouldn't have to worry about the team throwing a fit. Probably any utility item could be useful, such as , or

4. Lategame I might suggest , for your ultimate and w, though by the time you get it may be less useful. Another option is to continue building utility items such as or

Pro's and Con's

Pro: Can acquire a massive level advantage over opponents if played correctly.

Con: May be unable to utilize abilities to their full potential if underleveled.

Pro: Can level up allied heroes.

Con: Low armor.

Pro: Can operate with minimal items.

Con: Has terrible agility/is a bad physical damage dealer.

Pro: Can take away enemy levels.

Con: Has long cooldowns.

Combos/Synergies

1. Example: You are laning against a level 6 and a level 5 . In this situation assuming you have enough mana, you could potentially do this:

a. Cast Traumatize on CM. This will stop her from being able to interrupt your Psychic Link.

b. Cast Erase Memory on yourself, then cast Psychic Link on Jug. Because of your ult's delay you can cast Psychic link before your ult triggers, meaning it will now trigger during the link. Also, because you and Jug are the same level, the link will be a tie and both of you will lose a level from Erase Memory.

c. The fun part. Now cast Revelation on yourself after the link ends. You will go from 5 to 6 and put a point back into Erase Memory. This will then allow you to cast Erase Memory (assuming you possess the mana) on Jug again but this time you dont need to use Psychic Link because Jug is lower level than you. bringing him from 5 to 4. At this point you may also be able to cast Traumatize on Jug because he is now 4 and you are still 6. Take a deep breath, you've just gone from 6 to 5 to 6 in the span of a several seconds, but more importantly the Jug has gone to 4. You may need to split this combo up and back away for a moment if you find yourself waiting for Revelation to pop so you can ult the Jug again, but I don't think this will harm the combo as much as extend it.

2. A very simple combo is to cast Revelation on yourself, then cast Psychic Link on an allied hero who is the same level you are. The Link will result in a tie, and both you and your ally will gain a level!

Note: If you are wondering why both these combos require the Psychic Link, remember that Finar needs to be higher level than ANY hero, enemy or ally, to cast any of his spells on them without using the Link. The Link also doubles the effect of Revelation so its useful in addition to bypassing Mental Resistance.

3. In a desperate situation, if you need to control an enemy hero you can cast Traumatize, then Psychic Link yourself to an enemy hero who is the same level as you to deal damage and silence yourself and them. This is more of a last ditch effort than an ideal way to start a fight, but it may be useful in a pinch, or when you outnumber a enemy.

Note: All numbers for the abilities/talents/stats are subject to change, especially based off third-party feedback, these numbers are not intended to be set in stone or represent how I think they must be, but are more of a rough outline.

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