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Unnatural Horror by smiling_ffs

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Unnatural Horror

By: smiling_ffs
Last Updated: Aug 6, 2018
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Unnatural Horror

cooLore:
The Steel Rage mercenaries were the best at hand. It wasn't easy to pay them, but they did the job. When they finished, they could be found at a local tavern, where they debauched for days even. But the innkeeper of Flower Valley waited them to no avail. The locals had problem with a malevolent, vile sorcerer, who regularly damaged the lands, and demanded their firstborn, immaculate lamb. After a few days of tense waiting, a group departed to the hall of the sorcerer, to see what happened, why didn't the sellswords come back. They didn't find anyone. Nor mercenaries, nor the sorcerer, not even corpses. Apart from plenty of dried blood, lots of occult books and a well, they found nothing in the basement. On the brim of the seemingly bottomless, cold well, shining runes formed to an intelligible writing: "Pure blood and flawless magic is the seal on the prison of the dreadful hunter".

Short descripton: (more detailed at the end)
The Unnatural Horror (UH) is a melee ganker, who has strong abilities, but effective play needs good planning, a precise execution and a cunning thinking. If generally you outsmart your opponents, you would have fun with UH. This "hero" (its hard to call this monstrosity a hero) is not that ganker who gets close, presses every button and scores a kill. It has a special game style, that is fun, and if played shrewdly, rewarding.
UH almost purely relies on right-clicking to deal damage, so it needs good items to be strong. Its ultimate can be strong even if in a disadvantage, and makes UH able to be valuable in teamfights.

I would rather not use pictures, though I understand they could make the page more interesting. I didn't have time to make icons, portrait for the "hero", and I think the concept is up to par, so I didn't want to lower the standard with scrubby pictures. To imagine the abilities, I wrote my idea in the 'Notes' session. I imagine UH itself as an "eldritch spider + wolf". You can imagine it as the Shambler from Darkest Dungeon, but more spider like, and a wolf like skull (no fur and stuff, the mouth). Maybe I draw my idea some times.


Stats:
STR: 22 + 2
AGI: 24 + 3
INT: 20 + 2.1
Health, lvl 1
Mana, lvl 1
Base Health Regen
Base Manareg
Base Armor
Damage
Movement Speed
Turn rate
Vision
Range
Projectile Speed
Attack animation
Base attack time
: 596
: 315
: 1.5
: 0.9
: 0 (lvl 1: 3,92)
: 30-36 (lvl 1: 54-60)
: 330
: 0.7
: 1800/1600
: 150
: instant
: 0.19 + 0.2
: 1.6

Primary Abilities

Q
Tear Reality
UH creates a 300 radius field around itself that follows it, providing a flat 40/50/60/70 movement speed bonus. Enemies can't see through the edge of this area, blocking vision both from the outside, and from inside (like the entrance of Rosh pit). If outside enemies have vision from within this field (from an ally/ ward/ ability), they see inside normally. Global sounds are muted for those (enemies) inside the area, and their status resistance is weakened by 10/20/30/40%. This status resist debuff is spread evenly over all affected enemies (like Sun Strike damage). The area lasts for 5 seconds.
ABILITY
PIERCES IMMUNITY?
CAST ANIMATION
: No target
: No
: 0.3 + 0 sec
FLAT MS BONUS
STATUS RESISTANCE DEBUFF
DURATION

MANA
COOLDOWN
: 40/50/60/70
: 10%/20%/30%/40%
: 5 sec
: 20/40/60/80
: 10 sec

Dispellable with any dispel (the status resistance debuff - though its a continous effect, so it will be reapplied)
Dispellable with a hard dispel (the whole area generation)

Notes:
- The SR debuff doesn't spread to creeps, so if 2 heroes and 3 creeps are in the area, the two heroes get half amount (5/10/15/20%), the creeps are not affected.
- With lvl 25 talent, the vision block prevents ally vision, meaning that enemies inside are not visible to enemies outside (and vice versa). The talent makes the ability to also hide the UH's allies from the outside.
- The area hides the UH from normal vision and makes it disappear from the minimap (if there is no vision of it from inside). However, the area has a visual effect, that is visible for enemies (like Slark ult). This effect is a swirling blackness in the middle, the darkness decreasing towards the edges, like light can hardly escape the area, especially from the middle. Throughout the AoE, there are patterns where the terrain texture seems to be torn, and a cosmic blackness is visible "from below" it.

"The place between worlds is no place for mortal men."
W
Infest Corpse
UH infests the corpse of the nearest fallen creep, making a hideous mutation of the original creature. The new creature (Alien Monster) is under the UH's control. It's stats are changed somewhat (see below in notes), its former active and passive skills are lost, but it gets 2 new abilities (see also in notes). If the UH isn't in 2000 range of an Alien Monster, the creature's movement speed is decreased by 70%. The cast has a channeling time of 2 seconds, and UH can't control more than 3 (6 with talent) at the same time. If it uses the ability when having the max count of Alien Monsters, the oldest one withers, and dies.
ABILITY
CORPSE SEARCH RADIUS
CAST ANIMATION
: No target
: 225
: 0 + 0 sec (2 channeling)
DURATION
MAX UNIT COUNT

MANA
COOLDOWN
: Permanent
: 3 (6 with talent)
: 150
: 60/40/20/0 sec

Notes:
- Stat changes: -20% HP (of original), 2HP regeneration, 0 mana, -2 armor, +10% evasion, 30% magic resist, +20% attack damage, 200 range, -20% base attack time, 300 move speed, 200/200 vision range, -20% bounty, 65 XP. New abilities:
-- Crippling Advancement: passive, when the creature attacks, it gets 30% move speed bonus until it reaches its target (or loses vision over it), and the first hit after such a charge maims the target (-26%MS, -26AS) for 4 seconds (2 on heroes). The ability has an 8 second CD, and a 750 range.
-- Abhorrent Flailing: active, after a 1 second cast time, the Alien Monster roots itself, becoming able to hit 3 enemies at once with its many tentacles. In this state, the creature contantly emits an eerie clicking, screeching sound (hearable in 700 radius), applying the Terrify (see below) debuff in a 600 AoE continously (the debuff lasts sticks for 2 seconds). While rooted, it gets a subability, that uproots the creature (1 sec cast time). Both the root and uproot costs 0 mana, have 0 CD.
--- Terrify: 50% miss chance. Heroes and Creep-Heroes can end the effect by landing a succesful hit on the source of the debuff.
- The ability can be used on a fallen Alien Monster, effectively reviving it. Can't be used on ancient creeps, creep heroes.
- The new creature looks like the original, but black, spiky tentacles have grown out from its top (back if quadruped), and its body is overgrown with pulsating blisters, and black goo.
- The Monsters don't use the original creatures attack animation, they attack whipping their spiky tentacles. However, some random times the base creature's attack animation is played, quickened, like its squirming. This is just a visual effect, has no gameplay impact.

"The hunter's territory is often littered with its foul hounds."
E
Horror from the Void
The sudden attack of the Unnatural Horror can put even the bravest to flight. When the UH surprises enemy units (see in notes below), it applies fear on them for 0.8/1.2/1.6/2 seconds, that then turns into terrify for 2/3/4/5 seconds. Like the terrify of Alien Monsters, this effect ends on heroes if they land a hit on the UH. The fear effect gives 20% bonus movement speed to enemies (like the fear of LD).
Additionally the UH gets true sight of feared and terrify-ed enemy units in a radius of 2000/3000/4000/5000, and gets a chance to critically hit such units for 1.3/1.4/1.5/1.6x damage (40% against terrify-ed, 60% against feared).
ABILITY
PIERCES IMMUNITY?
HIDE TIME
SURPRISE TIME
: Passive
: No (partly)
: 3 sec
: 0.5 sec
FEAR DURATION
FEAR BONUS MOVEMENT SPEED
TERRIFY DURATION
TRUE SIGHT RANGE
CRITICAL DAMAGE
PROC CHANCE (FEAR)
PROC CHANCE (TERRIFY)
: 0.8/1.2/1.6/2 sec
: 20%
: 2/3/4/5 sec
: 2000/3000/4000/5000
: 130%/140%/150%/160%
: 60%
: 40%

Dispellable with any dispel (fear, terrify).
Disabled by break.
The surprise fear and the crit can be used by illusions, the fear sense not.
The surprise effect doesn't pierce spell immunity, the sense and the crit does.

Notes:
- To surprise (and fear) enemies, the UH must be out of vision for 3 seconds, then damage the enemy in 0.5 seconds. Only Right-click damage, and damage from the ultimate ability Echoing Lament can proc the fear, items can not. Only those are affected by the fear, who are damaged.
- UH screeches in a disturbing fashion when it lands a crit.

"The ambush of that thing is beyond expression. Only if I could forget it.."

Ultimate Abilities

R
Echoing Lament
UH lets loose an otherwordly, horrible scream, that damages units in a 900 AoE, applying damage over time, and a light slow effect on them. The debuff doesn't tick down (it is working, but its countdown is frozen) on heroes, when they move.
ABILITY
DAMAGE TYPE
PIERCES IMMUNITY?

CAST ANIMATION
: No target
: Magic
: Yes (partly)
: 0.1 + 1.6 sec
RADIUS
DAMAGE PER SECOND
DURATION
SLOW
MANA
COOLDOWN
: 900 (global with talent)
: 30/40/50
: 5 sec
: 10%/15%/20%
: 100/140/180
: 60/50/40 sec

The debuff pierces spell immunity, it attempts to damage, but that will be blocked. The slow goes through immunity.
Dispellable with hard dispel.

Notes:
- The first damage tick comes instantly, the interval is 0.5 seconds.
- Forced movement like a Hook, or Force Staff doesn't stop the timer countdown, it freezes only when the hero's action is movement (so also while feared).
- The debuff timer doesn't reset when an affected hero moves (like Doom with Agha, proximity), just freezes.

"I have never heard anything like that scream. One has to have a good rest to recover from it. Still, the nightmares.."

Hero Talents

Global Echoing Lament
25
Tear Reality hides allies and enemies from enemies

AGI x 0.8 Backstab
20
Tear Reality provides unobstructed pathing

Infest Corpse +3 max unit count
15
+20 Health Regen

+15% Magic Resist
10
+25% Movement Speed

Analysis

I try to make it short, I don't like lenghty writings too, but its not easy to imagine every possibility the "hero" has, and I want you to know them.

Stats:
UH is a fearsome monster. It has very good statistics. What is extraordinary, is its movespeed (330, he needs that very much to be able to surprise enemies), its turn rate (0.7, helps to kite), vision (almost full nightvision is useful for an ambush predator), attack point (0.19, again, very important, to be able to surprise) and its base attack time (1.6).

Q:
Tear Reality is a versatile tool: it enhances mobility, it gives a kind of "invisibility", and a disable amplifier.
Unnaturally fast. Mobility is great for fast ganks and flashfarm ofc, but it is one of the most important thing for UH for a unique reason: its passive. The main damage source of the "hero", is the crit from the passive, and that needs a succesful surprise to function (or an other source of fear). To surprise an enemy, UH only has 0.5 seconds to damage it after being seen. If Tear Reality is active, it has to move 150 units (150 = 300 - 150 attack range), then land an attack which has 0.19 cast point (really good btw). That means that UH needs 450 MS to manage it - given the enemy is standing still! So being fast, or being unseen is essential for UH. Blink Dagger, Shadow Blade are great items for it.
Unseen and deadly. This vision block is an interesting thing. Since the area is visible to enemies like Slark's ultimate, its not really good to surprise a player (I mean outgame). But in several cases, it can make the enemy see UH later than a normal invisibility. Using both Tear Reality and a Shadow Blade can lead to great ganks, as they can get around each other's problem. Beside of being an initiator tool, it is also a good tool, to disengage. Kiting is a natural thing to UN, and if the enemy doesn't have something to give them vision, they will be easily juked out. Hunter from hunted. When escaping an enemy hero, if UH can stay out of vision for a few seconds, a quick turnaround can surprise the enemy, fearing it, which may lead to a kill.
Cruel tactician. The main purpose of the status resistance debuff, is to elongate the fear of the target, giving UH more time, to tear it apart. As mentioned earlier, when amplifying only one enemy's fear duration, this ability can separate the weakest from the herd. Of course it can also make other debuffs longer - disables from allies and items.

R:
Unseen, but not unheard. With the ultimate, things start to get really fun. If an enemy doesn't get surprised by the ultimate, and doesn't have to move, the skill has little impact, with low damage, weak slow. However, if used right, that 5 seconds duration instantly becomes 7 (2 seconds fear from passive - meaning, that it will wear off later), and.. well standing still for 5 seconds, is not always an option. They are faced with a dilemma, which can lead to chaos on the battlefield. Even if the enemy is stronger, if UH can kite them, force them to move (perhaps with hiding, and a new surprise attack), the ultimate can start to be quite painful.
With the level 25 talent, the ultimate becomes global, meaning a few things. Every enemy on the map will be feared if UH uses the ability unseen, damaging every one of them. Not too much damage, but the debuffs make it a potent push ability. Since heroes have to stop for a few tense seconds to get rid of the debuff, they will be more vulnerable to ganks - even more so, since in a huge radius, UH will sense their fear, easily finding them!

All his skills however can be countered pretty hard. UH can't really hurt a stronger, magic immune core, and dispels can deal with his debuffs. Strong if it can dictate, weak if countered.

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smiling_ffs | August 12, 2018 10:02am
Changed it a bit:
STR gain from 2.9 to 2, INT gain from 1.2 to 2.1
Tear Reality CD from 10/9/8/7 to 10 sec
+ a grammar correction
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