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Nyx Assassin by FangzofFuzzy

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Nyx Assassin

By: FangzofFuzzy
Last Updated: Dec 30, 2019
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Nyx Assassin


"I am the pride of Nyx."


I think he is already a unique and interesting hero design as an Agility hero who focuses on nukes and disables instead of attacks. I just have some fun ideas to introduce more nuance into this abilities and gameplay, as well as reinforcing his theme of being the perfect killer who assaults the body and the mind. Here is the current Nyx Assassin for reference, and any unmentioned details are assumed to remain the same.

Primary Abilities

Rock spikes burst along a path to damage and stun enemies.

The first half of the line deals more damage.

The second half of the line stuns for longer.

Ability: Target Point
Mana Cost: 90, 110, 130, 150
Cooldown: 12
Range: 700
Radius: 125
Damage: Magical
Damage: 60, 110, 160, 210
Stun: 1.2, 1.5, 1.8, 2.1
Empowered Damage: 100, 175, 250, 325
Empowered Stun: 1.8, 2.2, 2.6, 3

All Zealot scarabs are possess intimate knowledge of underground pathways, using them to their advantage.

Mind Pierce
Remove mana from an enemy hero based on its Intelligence.

This deals damage based on the amount of mana removed.

It will then take amplified damage from him for 4 seconds.

Ability: Target Unit
Mana Cost: 100
Cooldown: 24, 18, 12, 6
Range: 600
Damage: Magical
Intelligence as Mana Removed: 280, 320, 360, 400%
Mana Removed as Damage: 75%
Damage Amplification: 15, 20, 25, 30%

The tome in Ultimyr describes one scarab with the ability to torment and devour the minds of lesser beings.

Spiked Carapace
No changes.

While his carapace is relatively thin, Nyx Assassin has been blessed with a mystical overcoat.

Ultimate Abilities

Enter stealth to gain invisibility, move speed and phasing.

The first basic ability he casts will not end this.

Ending this with an attack will deal bonus damage and break the enemy.

Aghanim's Scepter : Grants the Burrow ability.

Ability: No Target
Mana Cost: 160, 210, 260
Cooldown: 100, 75, 50
Damage: Physical
Duration: 60
Move Speed: 10, 15, 20%
Bonus Damage: 175, 325, 475
Break: 4

The perfect killer for the perfect goddess.

Other Abilities

Bury underground to gain invisibility and regeneration as well as take less damage.

He is rooted and disarmed but his basic ability casts are augmented.

Impale - Become a vector targeted ability

Mind Pierce - Double the debuff duration

Spiked Carapace - Triple the buff duration

Ability: No Target
Regeneration: 1.5%
Damage Reduction: 40%
Impale Initial Range: 300

Some castes of Zealot scarab are known to create small burrows to lie in wait...

Emerge from the ground to end Burrow.

...and always ready to ambush unsuspecting prey.

Hero Talents

80 Agility
Vendetta Unobstructed Pathing

15% Spell Amplification
Vendetta Undispellable

-4s Impale Cooldown
120 Gold/Min

+75 Spiked Carapace Damag
20 Move Speed

Talent Notes

  • The level 10 Spiked Carapace talent adds base damage alongside the reflected damage.

  • The level 20 Vendetta talent prevents the Break from being dispelled by any means aside from death.


  • Impale feels the same but has a new mechanic that changes how it can be used to consider. Essentially, closer enemies are damaged for more while further enemies are stunned for longer. So, you can choose between which is more important in a fight with your positioning. While the stun is definitely nicer, the slower travel speed can make it harder to hit from far. Early in the game, the higher damage makes him more dangerous in melee combat but if he wants to use it to farm, he has to step up so can be punished. Overall, this should justify the change from long ago when it could no longer directly target units like Earth Spike, as well as differentiating them both better.

  • Mana Burn feels similar too with an extra effect. Now called Mind Pierce, it still burns away mana and deals damage albeit to a lesser extent. To make up for this, all other damage he deals to it for a short duration will be massively increased. This lends very well to his assassin burst gameplay. This is especially powerful when used at the start of a fight to maximize the damage of all his other abilities, but opening without a stun can afford enemies more time to react. Nuking items like Dagon 5, Ethereal Blade and Meteor Hammer become even more potent. This extra effect also gives an option to cast it on a hero without mana, but keep in mind it still wastes the other effects.

  • Vendetta is a cool sounding ultimate but mechanically its just Silver Edge. Its interaction with Spiked Carapace is interesting but that has less to do with the ability itself. However, I know letting a hero with innate invisibility have stuns, one of which can be used without breaking it, is very strong. So, I want to build upon what already makes it stand out without making it too powerful. First, let it last longer early game as the definitive highest duration invisibility. Second, let him cast any basic ability without ending it. Only the first one though, so he has to choose well. Perform the same combo with E but with more commitment? Open with W to maximize the lowered bonus damage? Q definitely works well but remember the slower travel speed makes it easier to dodge despite the surprise. So, casting it closer to the target is more reliable but stuns for shorter so there is a tradeoff.

  • Now, onto the Burrow changes. The current version is alright but I think the bonuses to his abilities could be more interesting in a meaningful way. Personally, I do not like that the current Spiked Carapace completely changes into another ability while burrowed. It works and makes sense in context, I just want it to retain its current function. Now, it works the same so you can still protect yourself and deal damage while burrowed. Since it will last longer, he can then unburrow to make full use of the bonus. While the extra duration is long, remember that enemies can still only be affected once per cast. Instead of making Impale longer, it can now be cast like Wall of Replica and Burning Army which technically does extend its reach. But the important part of this is the immediate ranged stun to replace the old E interaction. Since it is vector targeted, you can cast it in a way such that the start of the line spawns directly on top of an enemy. Remember again that the stun is lower the earlier along the line it is so the instant stun won't be as good. The Mind Pierce augment is simple but primarily allows him to stack the damage amplification, preparing an enemy for an assured death.

  • For talents, the left side grants more damage while the right side grants more utility. The level 10 Spiked Carapace talent lets the ability more consistently hurt heroes who deal their damage in small ticks. The current gold talent outshines the spell amp one because of how strong his Aghanim's Scepter is, so it now has to compete with the Impale cooldown reduction that used to be on the upgrade itself. It has always felt weird to me that Vendetta's Break could be dispelled when Silver Edge's could not. It does pierce spell immunity as an advantage, but it's an ultimate! So here is a talent that circumvents this like Corrosive Haze. Meanwhile, the later but larger spell amplification talent lets him retain his burst potential as the game goes on. The level 25 Agility talent may have been nerfed mainly to make the unobstructed pathing more attractive, but it's not too bad since Mind Pierce will make up for this.

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