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Lorentz by Safecyn

3 Votes
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Lorentz

By: Safecyn
Last Updated: Aug 3, 2018
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Lorentz

Metallic Imp

The Faraday Caverns are a dangerous place for any creature, with its multitudinous array of Stamagmites and Stamagtites constantly arcing and fluctuating, sending electric currents haphazardly singing through the air in any direction. It is particularly dangerous for any creature that uses metal in any capacity, however, not only because of the strong magnetic forces that pulse through the area and threaten to tear them off balance and rend them on the various spikes and pitfalls of the area, but also because of the curious race of metallic imps that called these caverns home.

These cavern-dwelling scavengers live their lives flinging themselves from force to opposing force, changing their alignment to sync and desync from the planet's magnetic field at will, caterwauling and flying through the caverns while laughing and screaming like vampiric banshees. Chief among their pastimes, outside of casually pushing each other into death traps for fun, was messing with any non-imp traveler that dared pass through the caverns, and among these vandals, Lorentz was king.

"Was" being the operative word, as eventually word of the plague of imps giving hell to travelers finally reached someone of import, and the Iron Legion itself descended upon the caverns to wipe out the metallic imps once and for all. While many were slain, a good number escaped, but Lorentz. Lorentz did neither. Instead, he used the "Iron" of the Legion against the attacking soldiers, cackling like a mad jester as he slaughtered the entire company. Determined to teach the barbaric, metal-wielding scum of the world a lesson, he left the caverns and set out to fight in the war of all wars, to show them, in a phrase, "how it's done".

Primary Abilities

Q
Dipole
The Imp alters his magnetic alignment, choosing to either repel away from the planet's magnetic field or attract himself to it. While repelled, he gains bonus move speed; while attracted, bonus status resistance.
ABILITY
DAMAGE TYPE
PIERCES IMMUNITY?
: Toggle
: No Damage
: N/A
Repel Bonus Move Speed:
Attract Bonus Status Resist:
COOLDOWN
: 8%/16%/24%/32%
: 8%/16%/24%/32%
: 20/16/12/8

One two, switcheroo!
W
Imp Pulse (Repel)
Tosses all enemy units in a small AOE skyward, temporarily removing them from play. After the duration ends, enemies take minor damage when they hit the ground again. If used during the duration of Imp Pulse (Attract), the suspend duration and damage are increased, but the cooldown timers of both abilities are penalized.
ABILITY
DAMAGE TYPE
PIERCES IMMUNITY?
: Target Point
: Magical
: No
Normal Suspend Duration
Normal Damage
Suspend Duration After Attract
Damage After Attract
Combo Cooldown Penalty
MANA
COOLDOWN
: 1/1.5/2/2.5 seconds
: 50
: 2/2.5/3/3.5 seconds
: 100/150/200/250
: 14/12/10/8 seconds
: 100/140/180/220
: 12/11/10/9
Upsy Daisy!

Notes:

- Only active when Lorentz is Repelled.
- Leveled at the same time as Imp Pulse (Attract).
E
Imp Pulse (Attract)
Pulls all enemy units in a small AOE down towards the ground, slowing them and dealing minor damage per second. If used during the duration of Imp Pulse (Repel), enemies are stunned rather than slowed, and take one instance of damage rather than DPS, but the cooldown timers of both abilities are penalized.
ABILITY
DAMAGE TYPE
PIERCES IMMUNITY?
: Point Target
: Magical
: No
Slow
Damage per second
Damage After Repel
Duration (Slow or Stun)
Combo Cooldown Penalty
MANA
COOLDOWN
: 10%/20%/30%/40%
: 60
: 90/120/150/180
: 1.5/2/2.5/3 seconds
: 14/12/10/8 seconds
: 100/140/180/220
: 12/11/10/9
Downsy Clownsy!

Notes:

- Only active when Lorentz is Attracted
- Leveled at the same time as Imp Pulse (Repel)
D
Lodestone Aura
Lorentz's magical energy causes magnetic fluctuations that mess with enemy weaponry, giving him a chance to disarm opponents that he deals magic damage to.
ABILITY
DAMAGE TYPE
PIERCES IMMUNITY?
: Passive
: N/A
: No
Disarm Duration
Disarm Chance
Damage Threshold
COOLDOWN
: 1/1.5/2/2.5 seconds
: 10%/25%/40%/55%
: 150
: 12/10/8/6

This is what we in ferromagnetic circles call 'annoying'.

Notes:

- Only triggers when a single instance of magical damage reaches the threshold.

Ultimate Abilities

R
Stamagmite (Repel)
Lorentz summons a Stamagmite from the Faraday caverns to channel his power through, emitting waves of repellent energy whose radius gradually increase, speeding the movement of allies and enemies alike. By casting 'Dipole', Lorentz can terminate the spell early and cause a torrential wave of attractive force that causes enemies to smash into the Stamagtite, re-positioning them, destroying the Stamagtite, and dealing damage based on the amount of time the Stamagtite was active.
ABILITY
DAMAGE TYPE
PIERCES IMMUNITY?
: Target Point
: Magical
: No
Duration
Damage per Second Active
Move Speed Bonus
Starting Radius
Radius gained per second
MANA
COOLDOWN
: 2.1/3.1/4.1 seconds
: 75/100/125
: 20%
: 300
: 100
: 250/350/450
: 120/90/60

Let me share with you the dance of my pffffffthahaha!

Notes:
- Damage is dealt in one instance when 'Dipole' is cast, not over time.
- Enemies who escape the radius of the spell are not affected.
- Radius increases in sudden bursts at second intervals, not over time.
- Only active when Lorentz is repelled. Replaced by Stamagtite (Attract) otherwise.
R
Stamagtite (Attract)
Lorentz summons a Stamagtite from the Faraday Caverns to channel his power through, emitting waves of attractive energy whose radius gradually decreases, slowly drawing in allies and enemies alike. By casting 'Dipole', Lorentz can terminate the spell early and cause a torrential wave of repulsive energy that causes enemies to be flung outwards, re-positioning them, destroying the Stamagtite, and disarming them based on the amount of time the Stamagitite was active.
ABILITY
DAMAGE TYPE
PIERCES IMMUNITY?
: Target Point
: None
: Yes
Duration
Disarm per Second Active
Pull (units/second)
Starting Radius
Radius lost per second
Fling Radius
MANA
COOLDOWN
: 2.1/3.1/4.1 seconds
: .75/1/1.25 seconds
: 200
: 500/600/700
: 100
: 300
: 250/350/400
: 120/90/60

You get disarmed, YOU get disarmed! Everybody gets disaaaaaarmed!

Notes:
- Moving in the opposite direction of the slow effectively slows movement speed by a flat 200 units. Stationary units are dragged towards the center. Units moving towards the center are effectively hasted by a flat 200 units.
- Enemies who escape the radius of the spell are not affected.
- Radius decreases in sudden bursts at second intervals, not over time.
- Only active when Lorentz is attracted. Replaced by Stamagmite (Repel) otherwise.

Hero Talents

Imp Pulse Has 2 Charges
25
Lodestone Aura Silences

+15% Lodestone Aura Chance
20
x2 Stamagmite/Stamagtite Disarm/Damage Values

2.5 Mana Regen
15
10% Spell Amp

15% XP Gain
10
30 Damage

Stats

Strength: 18 + 1.8/level
Agility: 16 + 2.3/level
Intelligence: 26 + 3.3/level
Base Damage: 34-38
Base Armor: 2

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