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So, I have been making DotA 2 Heroes in my spare time for a while now (seriously, math class to ez), but I had no idea there was a place for hero ideas. So, I decided to post a few and see if there are any changes that need to occur.
I would like to apologize: I love details. Sometimes. At least in Dota. That and I love characters that just go nuts in some ways and really suck in others. Please, any good critiquing that could be done is appreciated. Sorry, I don't know if there is some hero template or something, so all my heroes are made this way.
Sorry. I should stop talking.
Here he is:
Archnemesis All-Powerful Overlord of Evil
Alignment: Dire
When Picked/Rare Opening: "I, the Glorious Master of Darkness and Corruption, spread my shadow of malevolence across this pathetic battlefield, which soon shall be conquered by I alone."
Base Health Pool: 435 (845.4 at Level 25)
Base Hp regen/sec: 0.9 (0.9648 at Level 25)
Base Mana Pool: 355 (1977.4 at Level 25)
Base Mana regen/sec: 1.2 (1.5744 at Level 25)
Base damage: 34-38 (158.8-162.8 at Level 25)
Base armor: 0 (2.42 at Level 25)
Turn Rate: 0.4
Movement speed: 280
Attacks per second: 0.5
Base attack time: 2
Range: 475
Vision range: 1800/800
Strength: 9 + 0.9/Level (30.6 at Level 25)
Agility: 5 + 0.5/Level (17 at Level 25)
Intelligence: 38 + 5.2/Level (162.8 at Level 25)
Primary Attribute: Intelligence
Projectile Speed: N/A
Disjointable Projectile: No
Magic Resistance: 25%
Roles: Initiator***, Carry***, Disabler**, Nuker**, Jungler**, Support*
Character Notes:
- No projectile: Is effectively a Melee hero at a range
- Ruthless Ambition is maxed at the beginning of the game, Pre-Level 1
Incredibly squishy intelligence hero with a very high skill cap, with a mark propensity for trickery. Incredibly strong initiator for mid to late game teamfights. Very squishy, but well played can avoid enemies with invisibility, allies, teleportation, or, even better, not get in sticky situations to begin with. Against bad enemies or with good teamwork, Archnemesis can lure enemies into very dangerous or even fatal positions with his skills. Thralls allow for decent jungling, rosh'ing, and if well done, carrying, harassing, and off-landing. Permanent bonuses allow for incredible late game damage and spell casting, but can be easily counter by nukes, silencers, and gankers. Notably countered by Pugna and Nyx Assassin, as they are both capable of one-shot'ing him with their skills. Other strong counters are Silencer, Skywrath Mage, Anti-Mage, Phantom Assassin, Lina, Lion, Slark, Invoker, Sniper, Spirit Breaker, Storm Spirit, Orchid Malevolence, Blademail, and Dagon. Good positioning and timing are the most curtail elements to playing Archnemesis. Notably strong against Melee characters with Magic Immunity and without good gap-closes, disables, and nukes, such as Lifestealer and Juggernaut. Very late game, Archnemesis can beginning carrying through a strong combination of spells, items, and thrall attacks. When played well, Archnemesis can be the primary thorn in the enemies side, but when played poorly can feed terribly. High risk, high reward hero. Strong supports, especially in warding, can easily babysit and feed a Archnemesis into an nearly unstoppable spell caster. Very dependent on team composition on both sides, and can make a strong contribution in the correct line-up when uncountered or played well. Note that maxing stats in a very decent, and common, skill build after skill'ing all other skills, do to that lack of scaling in most of his skills. Also, Archnemesis is, ironically, a team player, and NEEDS strong allies in order to really survive and do well. However, when teamwork is demonstrated, Archnemesis can have a devastating effect on the enemy team. Is best played as a carry, then initiator, but can be played support (not a very good position for Archnemesis).
[spoiler/Tips/Tricks:]
- Dark Treachery can be placed on allies; put it on an ally with a good escape or on a tower to return to lane quickly or avoid dying.
- Use Fuel for the Cause on small creeps in the jungle camps and begin attack it when it is low to help speed up its transformation to a thrall, but don't deny it!
- Villainous Trick can be used lure enemies in by looking low, or detouring enemies by looking healthy
- Use Sinister blast to get last hits, if possible, to gain permanent intelligence
- Sinister Blast is a strong, spam able nuke in teamfights, but try to save it to kill fleeing enemies for bonus intelligence, if possible
- Denying gives intelligence, too
- Use Diabolical Plot on choke points before a fight begins to ensure the entire enemy team gets hit
- Use Dark Treachery on Initiators, Gem-Carries, or Invisible Units to gain an advantage over enemies before fights or during fights
- You can put Dark Treachery on Thralls; use this to chase or escape enemies over terrain by attack with it.
- Dark Treachery can be used to back door; place on a enemy structure, hero, or an allied Nature's Prophet to allow you to back door after a fight
- Villainous Trick has no cast time; quickly go invisible or save an ally quickly with it
- Thralls are the most important parts of Archnemesis; learn how to use them wisely
- Archnemesis can have lots of mobility and damage, but very little disable out of teamfights; encourage allies to pick characters with strong, frequent disables
- Archnemesis has no projectile; no need for timing last hits for a projectile
- Most of Archnemesis's skills effect magic immune units; BKB carries got nothing on you
[/spoiler]
Lore:
Arch-: Definition: A person who is preeminent; a chief. Sly, crafty, cunning.
Nemesis: Definition: An opponent or rival whom a person cannot best or overcome. An agent or act of retribution or punishment.
They are fleeing... Again.
"Why do they persist in this nonsense?" I wonder aloud. My thrall looks to me, pondering if I had made a command.
"Dimwit," I announce as I kick the useless bag of flesh to the ground. It shambles to its feet, bows, and then looks out to the fleeing peasants with a strange hunger to obey that only my Thralls know. That is, for now. Someday I will conquer all, and bring peace and glory to this retched world. But for now, it is time to focus on the fleeing rebels attempting to escape their inevitable death. By running. As always.
"Well," I say, looking at my mindless slave, " I believe I have granted them a good head start. Go. Kill them. Kill them all." The thrall shrieks hideously with joyful laughter as it leaps to fulfill my commands. As it begins reveling in its carnage, I turn away.
"I am a genius, not a barbarian," I state aloud, for my own benefit. I take no pleasure in lives a lost like this. Only those who I trick, get revenge on, or are punished for disobedience are worthy of my elation. It matters not. My plan worked flawlessly, and these few ignorant plebs are all that is left. Well, where left. The thrall returns to me, soaked in blood.
"Wash yourself, you filthy beast," I sneer as I blast it with a pulse of my magics. I turn away in disgust. I have better facts to think about, like that my enemies are dead, victory is within reach, my skills are sharpened, and my foolish allies await on the field of the greatest battle I will ever win, their dreams of heroism just waiting to be quashed. That and my thrall is in pain. I chuckle darkly.
Now I can smile.
Q: Sinister Blast
Active; Single Target; Affects: Enemy Units; Mana Cost: 50/100/150/200+5% of Your Maximum Mana; Cool-Down: 12/9/6/3 Seconds; Range: 750/825/900/975; Effect: Archnemesis fires a blast of his more devastating magics. Deals magic damage to the target equal to 1.5/2.5/3.5/4.5 times your intelligence to the target. If the target dies to this spell, you gain an additional 0/1/2/3 stacks of Ruthless Ambition. If your kill a hero with this spell, these bonus stacks are doubled. Half of the stacks gained this way, rounded down, cannot be lost on death, and do not count to the percent lost on death.
"The darkest and most arcane arts are wielded by the Archnemesis."
Notes:
- Effects magic immune and mechanical units
- Undisjointable Projectile
- 900/1200/1500/1800 Projectile Speed
W: Fuel for the Cause
Active; Single Target; Affects: Non-Ancient, Non-Mechanical Creeps; Mana Cost: 100; Cool-Down: 40/35/30/25 Seconds; Range: 750; Duration: Until destroyed or more than 1/1/1/2 units become; Effect: Archnemesis uses his powers to gain control over target unit. The target loses 5 hp per second and cannot gain life while under your control, until it dies to this damage, in which case, after a 10/8/6/4.5/3 second delay, it will rise as a thrall. If a non-thrall unit under your control leaves an area within 1000 units of you, it dies. Thralls last until destroyed or until you gain control of a third unit, in which time the oldest thrall dies. Thrall are uncontrolled units. They follow you, moving at your speed + 100. They teleport with you, and go invisible if you do. If you click make a basic attack against an enemy within 750 units of you and you have an adjacent thrall, instead, the thrall leaps to the target and attacks for you, instead. The thrall deals damage as you would, dealing your unique attack modifiers. If you would make an attack against a unit that a thrall is adjacent to, the thrall attacks for you. The thralls are Melee ranged, but will follow at 200 move-speed and attacks enemies within 200 units of them of you would attack. Thralls return to you after 6/5/4/3 seconds of not attacking at 300 move speed, but moving to them will return it to following you. Thralls are magic immune, don't block movement, grant sight, have 500 + 60 times your level hp, your level armor, no mana, and cannot jump unless next to you and another thrall hasn't jumped to the same target.
"Some of the most evil of the Archnemesis's powers corrupt and destroy the free-will of the weak, eventually overcoming its body, transforming it into a creature of nightmares."
Notes:
- Thrall sight range is 800/1800
- Thralls grant the amount of gold and exp of the unit it originally was on death
- If a controlled unit dies form any other damage, this transformation won't occur
- 100 Attack range on Thralls
- Thralls are not creeps, but count as mechanical units
- Thralls can be hit by spells
- Thralls have 25% magic resist
- Thralls have no attack time and only attack as you would
-Thralls have base 1/2/4/5 hp regen per second
- Thralls blink if you do
- Thralls can break maximum move-speed
- Thrall leaps are disjointable
- Thralls leap at 1000 units per second
- Thralls have free pathing when returning to you
- Any lifesteal unique attack modifiers you have will heal you and your thrall
- If your thrall would gain exp when you would not, you gain that exp
- When this skill is skilled, Dark Treachery is leveled as well
- When you die, one of your Thralls die as well
- Any living Thralls teleport to the fountain until you respawn when your die
E: Dark Treachery
Active; Single Target; Affects: All non: enemy hero, invulnerable, Teir 3 towers, Tier 4 towers, Fountain, and Ancient structures and units; Mana Cost: 100; Cool-Down: 60/50/40/30 Seconds; Range: 750; Duration: 5/10/15/20 seconds or until expended; Effect: The target grants vision to you and your allies as if it where an ally. You, and your allies, can teleport to the target as though it where an allied creep or structure. When you reactivate this skill, you teleport to the location of the effected unit, and end the vision and teleportation effect. If this the effected unit is not a tower, Roshan, or a hero, it will also not attack you or allied heroes and units under your or their control.
"Through trickery and guile, anyone can be tricked into harming their team."
Notes:
- If the target has true-sight, it grants true-sight as well as ordinary vision
- Buff is purgable
- Buff has no visible effect, but checking the profile of affected structures or units will show a visible buff or this effect
- Doesn't agro creeps on use
- As long as the buff is active, you can teleport to it
- This spell has no cast time
- This skill goes on cool-down once used, but can be reactivated as mentioned
- When this skill is skilled, Fuel for the Cause is leveled as well
- If the unit effected dies before the buff wears off, the buff will remain on the corpse for 2/4/6/8 seconds before being removed
1: Villainous Trick
Active: Single Target/Point Target; Affects: Self, Allied Creeps and Heroes; Mana Cost: 100/75/50/25; Cool-Down: 60/45/30/15 Seconds; Duration: 10 Seconds; Range: Global; Effect: Based on where/what you target, this skill creates a illusionary visual effect. If you target an allied hero or yourself, this spell will not go off until reactivated or after 10 seconds. Five different effects will cycle every 1 seconds for at max 10 seconds, and when reactivated it will create an effect based on the current effect. The effects are: The target appears to be at 95% of their maximum hp; The target appears to be at 5% of their maximum hp; the target goes invisible; or your choose one of the target's abilities that is off cool-down, and a target, if point/single target spell: The target appears to use set ability from the fog of war in your location or from itself if in vision. If used on an allied creep, structure, or unit three different effects will cycle until reactivated or up to 6 seconds later. The effects are: The target appears to be on 5% of its maximum hp; The target appears to be being teleported to; or the target goes invisible for the duration.
"Though know for the destruction he inevitably brings, the Archnemesis is more a schemer than a destroyer."
Notes:
- Cannot be used on mechanical or magic immune allies
- No cast animation or cast time
- Doesn't count as a spell until reactivated or the delay duration ends
- 0.5 Fade time on invisibility effect
- Only the visual effect for the last effect if used on a hero occurs: no damage, stun, etc.
- Directly checking the unit's profile can be done so see if it is illusionary
- Invisibility breaks when attacking, casting spells, using items, or at the end of the duration
2: Ruthless Ambition
Passive; Aura; Affects: Self and Enemy Heroes; AoE: 3.5 times your intelligence units; Effect: Whenever you receive a last hit, you gain a stack of Ruthless Ambition. For every stack of Ruthless Ambition, you gain 0.25 intelligence. Also, you gain an aura around you, that applies a damage over time and damage amplify for your intelligence divided by 40 seconds to enemies in the AoE. The damage over time is equal to your intelligence divided by 6, and the damage amplify percent is equal to your intelligence divided by 10. On death, you lose 1/3 of your stacks of Ruthless Ambition. Whenever you kill a hero, you get 3 permanent bonus intelligence. If you get an assist, the bonus is 3 stacks of Ruthless Ambition instead. Also, your skill's and item's cool-downs are reduced by a percent equal to your intelligence divided by 10, and any buffs or debuffs you place have their duration increased by the same percent. This doesn't effect Diabolical Plot*. Archnemesis gain a bonus to agility and strength equal to 15% of his intelligence.
"The ambitions of the Archnemesis is limited only by imagination itself, which grow with every triumph."
Notes:
- Ruthless Ambition is maxed at the beginning of the game, Pre-Level 1
- Debuff disappears when Archnemesis is invisible
- His intelligence includes bonus intelligence, not just base
R: Diabolical Plot
Active; Point Target; Affects: Enemy heroes; Mana Cost: 325/675/1000*; Cool-Down: 300* Seconds; Range: 750/1000/1250*; AoE: 600*; Duration: 15 Seconds; Effect: Creates a zone where each enemy that is inside the AoE has a, unpurgable, invisible debuff placed on them that lasts 10 seconds after the zone ends. While any unit is effected by the buff, this ability can be reactivated to cause all units effected by the debuff to fall prey to your master plan, causing them to take all damage they receive as pure damage, grant true-sight and true-strike to enemies, and have a 3/5/7%* of their maximum hp as a kill threshold for 3/5/7* seconds. Stuns on use for 1/2/3* seconds as well.
"The infamous master plan is completed in degrees, usually through incredible plots that leave the Archnemesis's foes in shambles."
Notes:
- Effects magic immune units fully.
- This spell cannot be refreshed
- All effects from this spell are unpurgable
- The mana is used when the zone is placed, but the cool-down begins when this skill is reactivated
- If this skill isn't reactivated within 10 seconds of the zone ending, the spell goes on cool-down with no effect whatsoever.
- Any units killed while they have fallen prey to your master plan are counted as your own kills, ignoring Reaper's Scythe, Winter's Curse, and Ice Blast for the kill grant effect
- This skill has a Aghinim's Scepter upgrade, as show by *: AoE: 750; Mana Cost: 1250; Cool-Down: 210 Seconds; Global Range; Duration for damage type change, true-sight/strike, and kill threshold: 5/7.5/10 Seconds; Stun Duration: 1.5/3/4.5; Seconds; Effect: Is now effects stunned enemies with Ruthless Ambition's damage amplify, cool-down reduction, duration increase, and damage over time. Can now be refreshed.
All Responses
Entering Game: "Here begins, on this day, the rule of unconquerable destruction under the power of the Great Harbinger of Doom." "The Archnemesis with rise on this very battlefield."
First Blood: "First blood falls to me, the Omnipotent Defiler of All that is Good and Holy, and with the might brought by the destruction of my first foe, I shall begin my conquest of reality, in its entirety, so that I may establish my eternal dominion!"
Moving: "Hmmm, what I plan have I formulated...." "Going there... But at my leisure." "Remember your place!" "You would be wise to remember that you are an advisor, not a commander."
Rare: "I, the Glorious Master of Darkness and Corruption, spread my shadow of malevolence across this pathetic battlefield, which soon shall be conquered by I alone."
Deny: "That's mine, thank you." "I refuse." "Oh, you almost had it! So cute..."
In the Bag: "Hehehe, little do those those twits know, but I already have set my master plan in motion, and nothing can stop. This one was in the bag long before this battle even began!"
Death: "You fools! I cannot be conquered, not now nor ever!" "Do you know who you are dealing with!?" "Hahaha... You've fallen right into my traaaap..."
Respawn: "Hehehe. No need to worry. That was just a minor mistake, and one I fill soon fix." "My vengeance shall be swift and through." "Believe it or not, that WAS part of my plan!"
Victory: "I don't understand how any could have not foreseen the inevitability of my complete and utter annihilation of any who even think to oppose the Almighty Ruler of All Villainy." "I claim victory." "Victory is mine."
Loss: "You may have defeated my allies and their foolish ancient, but I am not finish! Not yet!" "I will have my revenge! Mark my words, you will suffer! You will all suffer!"
Picking Up Aegis of Immortality: "MWHAHAHAHAAAAA! Immortality is mine!"
Dying With Aegis of Immortality: "Hahaha! This, too, was part of my plan!" "Well, seems like you need to work on your master plan some more."
Last Hit: "That is mine." "Just making a collection on some debt." "Hahaha."
Haste Rune: "Ha, my plan hastens to speeds thought unachievable." "Try to catch me now, cop'er!" "Haste!"
Invisibility Rune: "Now, I am as subtle as my devices." "Hidden from sight." "Invisibility!"
Bounty Rune: "Mine."
Double Damage Rune: "Twice the pain." "Double Damage." "Well, this will help my plan along."
Illusion Rune: "Haha! If they couldn't deal with one of me, how could they deal with three?" "Haha! I finally have someone I can hold a decent conversation with." "Illusion."
Regeneration Rune: "Regeneration." "Ah, just as I foresaw." "Ah, regen for me."
Bottling: "This will fit in my plan nicely... Later." "Stowed away for later use."
Gaining a Kill: "Fool. Dimwit. Twit. Pleb. Need I say more?" "You incompetent moron, you should have surrendered when you heard of my coming." "Join me, if your crippled mind and body can." "Hahahahahahahaaaaaaaaa."
LOL: "I like you. I think I will kill you last." "Hahahahahahaaaaaa!" "Oh, what an amusing jest! I may spare you and keep you as a court jester!"
Thanks: "I send you my highest regards." "What a fantastic ally! I tip my hat you you, good friend." "Keep this up, and I may appoint you to an enviable status when I conquer this world."
Missing Top: "Just to throw this out there, top is missing." "Should I mention that top is missing? It would certainly be more evil if I didn't..." "Top has vanish... Probably fleeing from my greatness."
Missing Mid: "Just to throw this out there, bottom is missing." "Should I mention that bottom is missing? It would certainly be more evil if I didn't..." "Bottom has vanish... Probably fleeing from my greatness."
Missing Bot: "Just to throw this out there, bottom is missing." "Should I mention that bottom is missing? It would certainly be more evil if I didn't..." "Bottom has vanish... Probably fleeing from my greatness."
Unstoppable: "I always have been unstoppable; how has it only been realized now?"
Godlike: "See? Is this not easier? For you, to just bow, and submit to my every whim? Truly, I offer a simpler existence: Just accept me as your god."
Beyond Godlike: "All shall fall, as you well know now, pleb, for I am now, mmmm, as you say, beyond godlike. Hahahahahaaaa."
Killing Skywrath Mage: "You obnoxious twit, let me bring you do to earth, arrogant simpleton. You magics are weak, your team just waiting to fail, and I will be there to help her on her way to revenge. I dub thee, broken!"
Killing Shadow Demon: "I am the Demonic Emperor of Desolation, and rule over this plane shall be mine, and mine alone. All mine."
Killing Chen: "You join my fold now, you foolish twit."
Killing Omniknight: "We could have been such a team... You devotion is truly enviable, but the omniscience is nothing compared to me."
Killing a Radiant Hero: "You where foolish to oppose me."
Killing a Dire Hero: "You should have joined me when you had the chance."
Killing a Hero in which you have more than 10 times the Intelligence of: "The difference between us could be measured in an order of magnitude."
Purchasing Rod of Atos: "A new cane!" "Mystical cripplestick!" "The Rod of Atos!"
Purchasing Linken's Sphere: "What fantastic workmanship!" "The sphere of Linken's pride!" "I could make better."
Purchasing Scythe of Vyse: "Ah, Scythe of Vyse!" "Sheepstick, excellent." "Perfect!"
Purchasing Ethereal Blade: "Blade of ghastly origins." "Oh, this is going to bring the hurt." "E-blade... I don't really need this, do I?"
Purchasing Aghinim's Scepter: "I have always want to get my hands on the scepter of the legendary Aghinim." "Oh, now we are ready." "Ah, Scepter!"
Laning With Lina or Crystal Maiden: "Hmmmm, I love that plot, girl, and I can help you bring it on your foolish sister."
Laning With Vengeful Spirit: "If only you had joined me earlier; your revenge would already be nigh, my dear."
Laning With Templar Assassin: "Remarkable. A Psionic, secret temple of secrets! Please, tell me more, love."
Laning With Legion Commander: "I see what you are saying, but really, military tactics and schemes are essentially the same, but craftier, wouldn't your say?"
Using Q: "Feel darkness." "Behold! My power!" "Blast of evil incarnate."
Using W: "Succumb to me." "Bow, fool." "I change your mind, and soon, I may deem you worth of accession."
Using E: "Serve me but a little, and I will reward you courage in the world to come." "Betray your allies and bow to me!" "Your help maybe needed. Be ready."
Using 1: "Heheheheeeee." "Little do they know, they are playing right into my hands." "These petty fools, tricked by the simplest trick."
Using Ultimate: "Mwhahahahahaaaaaaaaaaaaaaaa!" "Fools! You have fallen right into my trap!" "Mortals, realize your weakness."
Thrall Death: "Stupid. You deserved it." "Huh, what? Oh, it's gone... Eh." "I'll get another one."
Attack Through Thrall: "Incoming!" "Fight them, you fool." "Surprise!"
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Izzet Cthulu
Notable (1)
Posts: 93