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Customising Aghanim's Scepter's upgrades for every hero!

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Forum » Hero & Item Ideas » Customising Aghanim's Scepter's upgrades for every hero! 331 posts - page 9 of 34
Permalink | Quote | PM | +Rep by MrLocket » March 15, 2015 9:02am | Report
A little too OP IMO, 6 buffs is too much.
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Permalink | Quote | PM | +Rep by SatomiCappucino » March 15, 2015 3:33pm | Report
Here are few I thought about:
Lycan's Shapeshift
Every night Lycan has 15% chance to transform randomly for the full duration. The transformations happen at the start of the night. They do not use any mana or put the ability on cooldown. This can only happen when Shapeshift is off cooldown.

Chaos Knight's Phantasm
Illusions now take 100% damage instead of 200% but have no armor.
Give her roses to be closer.


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Permalink | Quote | PM | +Rep by MrLocket » March 15, 2015 4:10pm | Report
Lycan-The upgrade is too unreliable, you may spent 4200 and never transformed in that way during whole match.

Chaos Knight-I think reducing intake damage is good enough, armor penalty is unnecessary.
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Permalink | Quote | PM | +Rep by SatomiCappucino » March 15, 2015 4:40pm | Report
I think boosting the chance for transforming may fix the unreliability.
If you agree with me than the chance is boosted to 35%/50%/65%.

I was thinking it is too op. If it isn't then the armor penalty is removed.
Give her roses to be closer.


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Permalink | Quote | PM | +Rep by armc3j » March 15, 2015 4:45pm | Report
I think I speak for all Lycan players when I say that being in Shapeshift form for an entire night, with no effect on cost and cool down, would be AMAZING.
when a thing is done, it's done. Don't look back.


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Permalink | Quote | PM | +Rep by MrLocket » March 17, 2015 1:47am | Report
Lycan-It will still be unreliable even if it has 100% chance to transform regardless of cooldown. Because when it is about to be night time, everyone would just hide for at least 20 seconds, then Lycan's precious true form will be wasted.

Chaos Knight-Removing armor protection will change the resistance to physical damage from somewhere around 30%~60% to absolute 0, sometime it can be worse so there is no point of building Aghanim's Scepter for this insignificant upgrade. It only helpful against nuke because magic resistance remains unchanged. Anyway Chaos Knight is tanky enough already so more tankiness is not necessary.

For entire night? That is the most OP thing I have ever heard :P
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Permalink | Quote | PM | +Rep by Unscathed » March 17, 2015 10:06am | Report
Dragon Knight: While on Elder Dragon Form, DK gets an active ability called Soar. This ability allows DK to have flying movement, flying vision, and a bonus 450 attack range. This ability lasts 12 seconds and has 36 seconds cooldown.
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Permalink | Quote | PM | +Rep by TheSofa » March 17, 2015 5:01pm | Report
Agh's Invoker: Brings the old invoker back, with 27 (?) different spells. :D

Lich: All units hit by Chain Frost will be stunned for .25 seconds.

Morphling: New ability: Flood (Idea came from Spinnaker, my hero idea)

Floods the entire map.

Duration: 15
Cooldown: 60

Manacost: 100

New ability: Natural Habitat (passive)

Morphling gets a variety of bonuses while in water

Bonus movement speed: 15/30/45%
Bonus Attackspeed: 15/30/45
Bonus Armour: 1/3/5
Bonus HP Regen: 10/15/20


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Permalink | Quote | PM | +Rep by Terathiel » March 18, 2015 5:28am | Report
TheSofa wrote:

Agh's Invoker: Brings the old invoker back, with 27 (?) different spells. :D

I have the list of those 27 spells. Here we go:

Quas Quas Quas: Ice Path – Creates an icy path that slows enemy heroes that cross it. Allies can still move normally through it. Damage and slow increases with Quas.

Quas Quas Wex: Portal – Creates a powerful displacement magic at another unit. Deals 40 damage per Wex level. The unit is instantly moved to your location. Cast range increases with Quas.

Quas Quas Exort: Frost Nova – standard frost nova. Deals single target damage based on Exort, area damage based on Quas, and slows for 3 seconds.

Quas Wex Wex: Tornado Blast – Sends out a tornado over a distance based on Wex. Damage dealt based on Quas.

Exort Quas Wex: Levitation – Lifts Invoker into the air.

Quas Exort Quas: Power Word – Increases armour based on Quas for a duration based on Exort.

Quas Exort Wex: Invisibility Aura – Dear god why. This is repeatable, free, smoke of deceit for any allies (creeps included) near Invoker. Oh, and it’s passive. Doesn’t affect the Invoker though, but you do have Ghost Walk.

Wex Wex Quas: Telelightning – Deals damage and pulls Invoker to the target.

Wex Quas Quas: Mana Burn – Standard mana burn, single target, deals damage and drains mana.

Wex Quas Wex: EMP – sends out a ball of energy that explodes after a short distance, draining 50 mana per level of Wex and Quas.
Note: Since original Invoker had 8 levels in each skill, this drains 800 mana from all nearby enemies.

Wex Quas Exort: Soul Blast – deals 75 damage per Exort level to the target. Heals Invoker for 63 health per level of Quas. Range is based on Wex.

Wex Wex Wex: Shock – A nova effect which removes all buffs and deals 40 damage per Wex level. 100 radius, plus 50 per Wex level (total of 500 radius).

Wex Wex Exort: Arcane Arts – a passive that reduces enemy spell damage by 80%. Increases with levels of Wex.

Wex Exort Quas: Scout – summons an invisible, invulnerable, spell immune owl to scout around. Sees in a radius based on Wex, movespeed based on Exort, duration on Quas. 20 second cooldown.

Wex Exort Exort: Lightning Shield – forms a shield of electricity around the target unit to deal damage based on Exort to nearby enemies. Area of effect is based on Wex.

Exort Exort Quas: Deafening Blast – this is the current blast, except without the knockback because there is no Wex. Instead, it deals damage and mutes enemies for five seconds.

Exort Quas Quas: Chaos Meteor – same as current. Damage based on Exort, distance rolled based on Quas.

Exort Quas Wex: Confuse – creates a clone of Kael that takes 160% of damage. Cast range based on Exort, duration on Quas, and damage reduced based on Wex. Underneath this unit is a ghost unit which lasts twice as long.

Exort Quas Exort: Disarm – Disarms an enemy for a duration based on Quas. Cast range based on Exort.
Note: it lasts for like 8 seconds.

Quas Exort Exort: Shroud of Flames – Creates a barrier around the target which blocks 400 spell damage and grants 17% magic resist. Enemies attacking that unit take damage based on Exort. Magic resist increases with Quas. Lasts 40 seconds.

Exort Wex Quas: Soul Reaver – Deals 50 damage per level of Quas. Temporarily increases Invoker’s speed by 5% per level of Wex. After 8 seconds, the targeted unit takes 400 damage, increasing per level of Exort.

Wex Exort Wex: Energy Ball – summons an exploding ball of energy that deals 100 damage per level of Wex to enemies within a 300 AoE.

Exort Wex Exort: Incinerate – channelled AoE that summons 16 waves of 16 flames. Each flame does 75 damage, based on Exort.

Exort Exort Wex: Inferno – creates random infernos around Kael. They deal 25 damage per Exort level and summons 1 inferno per Wex level.

Exort Exort Exort: Firebolt – fires a bolt of flame which deals 575 damage based on Exort.
Quas Wex Quas: Betrayal – turns a target enemy hostile to its former allies, making them attack it. Lasts 15 seconds per level of Quas.

He was so hilariously broken :D
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Permalink | Quote | PM | +Rep by MrLocket » March 18, 2015 7:08am | Report
I approved.

Invoker- Meepo player used to gain instant respect from all players, now it's Invoker's turn :D

Lich-Love it, more control instead of stupid ancient camp trap.

Morphling-Very situational but why not?

Thank you @Terathiel for saving my works :D
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