Help Support Our Growing Community

DOTAFire is a community that lives to help every Dota 2 player take their game to the next level by having open access to all our tools and resources. Please consider supporting us by whitelisting us in your ad blocker!

Want to support DOTAFire with an ad-free experience? You can support us ad-free for less than $1 a month!

Go Ad-Free
Smitefire logo

Join the leading DOTA 2 community.
Create and share Hero Guides and Builds.

Create an MFN Account






Or

Zeus by FangzofFuzzy

0 Votes
Rating Pending

Zeus

By: FangzofFuzzy
Last Updated: Dec 31, 2018
Quick Share

Zeus

Rework

"Time to play god."

Design

Personally, I have nothing against Zeus. I just think his kit can be a lot cooler for a hero who essentially used to be a god among gods. 2 of his spells are pretty boring and I don’t even need to name them for you to guess which. So, the goal is shockingly simple. Make the Lord of Heaven a tad bit more interesting to play.

Actually, I take it back. I personally hate how easily he clears vision and Nimbus. On the former, I have to admit that without it, he’d be a one trick pony nuker. On the latter, I understand it makes him more fun but it feels too good, it’s too easy. To imagine a fairer Zeus, I’m going to make getting a vision advantage more of a priority than a nice bonus, and gate the power of Nimbus. So, perhaps this might not be as simple.

As a disclaimer, this rework is partially intended to balance some of his abilities but is also to explore directions to make them fundamentally more interesting to use. Here is the current Zeus for reference. Any unmentioned numbers and properties are assumed to remain the same.

Primary Abilities

Arc
Hurl a bolt of electricity that leaps through and damages up to 12 enemies.

Upon casting Arc 4 times, he becomes charged with Innervation for 4 seconds.

With Innervation, all his spells gain bonus cast range.

Ability: Target Unit
Mana Cost: 60, 65, 70, 75
Cooldown: 2
Range: 600
Bounce Distance: 600
Damage: Magical
Damage: 60, 80, 100, 120
Bonus Cast Range: 300, 400, 500, 600

Every now and then between zapping mortals, Zeus likes to remind them of the divine power he used to wield.

Notes
Lightning Bolt
Call down a bolt of lightning, damaging and mini-stunning an enemy.

This briefly provides vision around the target.

Can be cast on the ground to affect the closest enemy hero.

Ability: Target Unit
Mana Cost: 90, 110, 130, 150
Cooldown: 8
Range: 600
Search Radius: 300
Damage: Magical
Damage: 120, 180, 240, 300
Mini-Stun: 0.5
Vision Radius: 600
Vision Duration: 3, 4, 5, 6

An electrifying spell to reveal and punish rebellious heathen.
Static Field
Passively shock nearby enemies upon casting a spell, damaging them based on their max health.

The longer he had vision over a target up to 6 seconds, the higher the damage.

Ability: Passive
Radius: 1200
Damage: Magical
Base Damage: 2, 3, 4, 5% of their Max Health
Max Damage: 6, 9, 12, 15% of their Max Health

The air crackles with static when the Thundergod finds his next target.

Notes

Ultimate Abilities

Thudergod's Wrath
Strike all enemy heroes on the map with thunder, damaging and providing vision around them.

Invisible heroes take no damage but still provide vision around them.

With Innervation, this deals 50% more damage.

Aghanim's Scepter: Grants the Nimbus ability.

Ability: No Target
Mana Cost: 200, 300, 400
Cooldown: 100
Range: Global
Damage: Magical
Damage: 200, 300, 400
Vision Radius: 300
Vision Duration: 2, 3, 4

The Lord of Heaven smites all who oppose him, near or far.

Notes

Other Abilities

Nimbus
Create a storm cloud for up to 30 seconds that automatically casts Lightning Bolt.

With Innervation, this has 25% reduced cost and gains global cast range.

Ability: Target Area
Mana Cost: 300
Cooldown: 30
Range: 1200
Lightning Bolt Interval: 2

Where the Thundergod’s ire grows, storm clouds quickly gather.

STATS


Melee Hero Attacks to Destroy: 4
Ranged Hero Attacks to Destroy: 8
Non-Hero Attacks to Destroy: 16
Bounty: 150
Experience: 75

Notes

Hero Talents

+200 Arc Damage
25
2x Innervation

+1% Static Field Base Damage
20
1500 Gold

+150 Lightning Bolt Damage
15
+0.25s Lightning Bolt Stun

10% Cooldown Reduction
10
30% XP Gain

Talent Notes

  • The Static Field talent can lead to 18% max health damage.

  • The gold talent instantly grants him 1500 unreliable gold.

  • The Innervation talent doubles all bonuses it provides, not duration.

Discussion


  • So, let’s start with Arc Lightning which is really the backbone of this rework. A shorter name is one thing, lower cast range and damage are others to keep in mind. This is because after enough casts, he gains the new Innervation buff to supercharge and make him feel like a god for a brief period. Really, the bonuses speak for themselves. At the cost of not throwing out Arc meaning less overall damage, he can choose to hold onto the last cast to activate Innervate when he truly needs it, for example to boost the damage of his ultimate for a long range kill. Overall, this small addition introduces a layer of depth to his gameplay as well as living up to his power fantasy.

  • Speaking of which, Thundergod's Wrath remains similar, with more precise tracking for better scouting purposes. Static Field is also similar to its old form with 2 key differences. First, changing it from current health to max health damage means it becomes a powerful spell in his repertoire and actually become his primary damaging tool in fights. Second, reduce its damage to compensate but allow it to rise naturally through what his other abilities offer: Vision. Simply put, he is now rewarded for gaining a vision advantage. Use Thundergod’s Wrath and Lightning Bolt to reveal large areas, keeping enemies within his sight. Alternatively, use them to clear Sentry Wards for his team’s Observer Wards to thrive. Work with allies with vision granting spells like Track or those that just like to stick near enemies. Now, Zeus has to actually work for his damage and that satisfies me enough.

  • Lightning Bolt is largely unchanged aside from number changes here and there. Lower damage because of Static Field. Lower cast range because of Innervation. More vision in exchange for cooldown. Higher stun duration in exchange for mana cost. For the most part, Nimbus not too much change aside from the small little cast range nerf. Yes, I have a vendetta against this ability, but I am feeling particularly kind: Thou shalt only have thy insane global range if thou work for it. Arguably, it is slightly more powerful in combat in return but has the proper bounty for those who wish to brave the storm. Hopefully with all these changes, its unreliability makes Aghanim’s Scepter less of a must-buy.

  • In terms of talents for this updated Zeus, the left side provides even more damage for his nuking purposes while the left side give him more utility. The level 15 split is important, even for non-Nimbus builds. At level 20, the sudden boost of gold can help carries close out games or supports quickly build an important item. Otherwise, the further scaling potential by increasing Static Field can make his late game that much more potent. At level 25, the wave clear talent remains but to replace the old cast range is, in the right situations, ridiculously more cast range. 1200 extra cast range on the right items is no joke, not to mention the other benefits. Of course, it is important to keep in mind that Innervate has a below average uptime in the grand scheme of things.

Quick Comment

You need to log in before commenting.

[-] Collapse All Comments

Sort Comments By
Loading Comments...
Load More Comments

DOTAFire is the place to find the perfect build guide to take your game to the next level. Learn how to play a new hero, or fine tune your favorite DotA hero’s build and strategy.

Copyright © 2019 DOTAFire | All Rights Reserved