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Ekril the Djinn

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Forum » Hero & Item Ideas » Ekril the Djinn 2 posts - page 1 of 1
Permalink | Quote | PM | +Rep by FrenkySS » December 23, 2017 10:17am | Report
Ekril the Djinn:

Some heard stories, some have seen them, and a few even encountered one. These stories are told about the Djinn. Magical creatures with no proper description left behind, only stories remain. Ekril has been making contracts and pacts his entire life to ensure power for his kind. He believed his people deserved power and that they are intended to own it. The Dire offered Ekril power beyond imagination, and he accepted the challenge with grin smile on his face.

Ekril is an agility melee hero.
Not many know what Ekril brings into the battlefield. It may be his own skills he learned because of the survival in different enviroment or it may be his gathered artifacts from all the pacts he made with demons, mages and creatures. Still, fighting against something unknown is never a good idea.


-Strength: 24 + 2.3
-Agility: 20 + 2.1
-Intelligence: 17 + 2.1

-Health: 550
-Mana: 241
-Armor: 4.2
-Magic Resistance: 17%
-Attack Damage: 49 - 54
-Attack Range: 150
-Projectile Speed: Instant
-Base Attack Time: 1.7
-Base Health Regen: 2
-Base Mana Regen: 0.7
-Movement Speed: 310
-Attack Animation: 0.5 + 0.4
-Turn Rate: 0.8
-Vision Range: 1800/800
---> Adapt: Q

Ekril applies an activation buff on allied unit. If the unit receives more than 50 damage from specific damage type, any damage with the same damage type dealt to the unit will be decreased by 20%/30%/40%/50%. Adapt lasts 10 seconds and buff duration is 6 seconds.

-Ability: Target Unit

-Affects: Allied Heroes

-Cast Range: 500

-Cast Animation: 0.2 + 1.24

-Activation Threshold: 50

-Damage Reduction: 20%/30%/40%/50%

-Duration: 10

-Buff Duration: 6

-Cooldown: 38/34/30/26

-Mana Cost: 90

Spoiler: Click to view

Getting used to something really does repay
---> Shadow Passage: W

Djinn allows selected ally to go through the shadows of reality. Casts it once on selected ally and again on selected area. Teleport cast range can go up to 700/800/900/1000 units away. When the unit is teleported to the area, it deals 100/150/200/250 damage too all nearby enemies in a 400 radius. Arrival on the selected area has a 0.3 second delay.

-Ability: Target Unit/Target Area

-Affects: Allied Heroes/Enemy Units

-Pierces Spell Immunity: No

-Cast Range: 600

-Cast Animation: 0.1/0.1 + 0.92/1.24

-Teleport Cast Range: 700/800/900/1000

-Destination Select Time: 4

-Arrival Delay: 0.3

-Damage: 100/150/200/250

-Damage Type: Magical

-Radius: 400

-Cooldown: 16

-Mana Cost: 90/100/110/120

Spoiler: Click to view

Shadow Orb that was given to Djinn by orb gathering demon Uhal'uk as a gift for not killing him because of the pact that demon broke
---> Ancient Pact: E

Can select an ally hero to be globally affected by the fountain regeneration for 1/2/3/4 seconds.

-Ability: Target Unit

-Affects: Allied Heroes

-Cast Range: 600

-Cast Animation: 0.2 + 0.68

-Duration: 1/2/3/4

-Fountain Regeneration: Global

-Cooldown: 120/90/60/30

-Mana Cost: 80/100/120/140

Spoiler: Click to view

Some say this was one of the pacts Djinn did with The Dire
---> Realm Key: R

Ekril banishes random enemies in selected 600 radius. Lasts 3 seconds. All banished enemies will be muted for 1 second after the banish ends.

-Ability: Target Area

-Affects: Enemy Heroes

-Pierces Spell Immunity: No

-Cast Range: 600/700/800

-Cast Animation: 0.4 + 2.25

-Radius: 600

-Banish Duration: 3

-Mute Duration: 1

-Cooldown: 160/120/80

-Mana Cost: 125/150/175

Spoiler: Click to view

Key with the power to peek into unknown realms. Ekril was looking for this key over decades just to gain more power from other realms as well
+3s Ancient Pact |25| 30% Cooldown Reduction

+15% Adapt Damage Reduction |20| +150 Cast Range

+40 Movement Speed |15| +75 Shadow Passage Damage

+5 Armor |10| +2 Mana Regen
Djinn is an excellent offlaner but also a good support for the team. His Adapt ability helps his team withstand plenty of damage done to them, can use his Shadow Passage ability offensively such as defensively and when the fight is over he can revive their lost health with his ability Ancient Pact. His ultimate move Realm Key can make for a good gambit of the starting battle or a tactical retreat.


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Permalink | Quote | PM | +Rep by The Magnus Magus » December 24, 2017 9:31pm | Report
Q NEEDS to be made clearer.

R is amazing, though the already-huge area need not be made even bigger as he levels as it should be used to remove some enemies from a teamfight to focus another. Can't do that when everyone dissapears.

EDIT: Also, if either this or Mare are supposed to be your submission for the HCC you should specify that in the title.
"He who fights with monsters should look to it that he himself does not become a monster... when you gaze into the abyss the abyss also gazes into you." - Friedrich Nietzsche

My hero and item ideas!

The Magnus Magus

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Posts: 104
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