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FoC 2016 - GROUP C

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Forum » Hero & Item Ideas » FoC 2016 - GROUP C 18 posts - page 1 of 2
Permalink | Quote | PM | +Rep by Smuggels » May 30, 2016 11:03am | Report






ok guys hope this change is something you like!!! its going to be simple yet hard and the quests are the same for EVERYONE across all groups so im looking forward to seeing the different takes on them!!!







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Permalink | Quote | PM | +Rep by Janitsu » May 30, 2016 11:04am | Report
I was about to delete this because I thought it was spam by the recent discussion box lool


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Permalink | Quote | PM | +Rep by Ch110pB » May 31, 2016 4:40am | Report
So we have to submit one from the nine available choices, is it? (i.e. 1 choice of any 1 quest?) And, how do we submit? Plus, what is the deadline?

P.S. Phew. A lot of questions. :/


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Permalink | Quote | PM | +Rep by Yzreel » May 31, 2016 10:04am | Report
Ch110pB wrote:

So we have to submit one from the nine available choices, is it? (i.e. 1 choice of any 1 quest?) And, how do we submit? Plus, what is the deadline?

P.S. Phew. A lot of questions. :/

Yep, I'm quite sure that's how it work, we pick just one choice of any one quest.
But then again, Sando raised the point that we might be in the group stage, so I'm not sure.
I think we submit here, since we're in this group
About the deadline... not yet told I think

P.S. Hello Ch110pB (how the hell do you even read that??), welcome to dotafire!! Hope you enjoy your stay :D
My hero ideas
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Permalink | Quote | PM | +Rep by Ch110pB » May 31, 2016 3:29pm | Report
Hello Ch110pB (how the hell do you even read that??), welcome to dotafire!! Hope you enjoy your stay :D

Thanks for the wish. You can simply call me One-Ten-P or something that helps you. :p


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Permalink | Quote | PM | +Rep by Bunkansee » June 1, 2016 4:25am | Report
Can we submit our ideas now? or do I have to wait lawl


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Permalink | Quote | PM | +Rep by Sando » June 7, 2016 10:00am | Report
I think we can start. Deadline in a few weeks for group stage? I'm mostly done, just trying to refine the design on some of it.
A full list of my guides is here


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Permalink | Quote | PM | +Rep by Bunkansee » June 13, 2016 12:54pm | Report
I'm doing my item for: from back it hurts but from the front it helps

Soulweaver's Pouch


Bracer (525)
Belt of Strength(450)
Recipe (600)

Total Cost: 1575


12 Strength
3 Agility
3 Intelligence

Whenever an enemy hits you from the front via spell or autoattack, reduce the damage taken by 20% and absorb the amount of damage reduced. (taken into consideration before magic resistance and armour) All damage absorbed is stored for later use. IF you take at least 150 damage in 1 second from behind however. 30% of the contents of the Soulweaver's Pouch will spill out, damaging all units equal to that amount (including self) in a 200 AoE around youself.

Upgradeable by purchasing the recipe again: Increases maximum amount stored. 100/200/250


Pour the contents of the Pouch onto the targeted ally or enemy to heal them over 6 seconds if cast while they are facing you (healing can be interrupted if the unit takes hero or tower damage while healing.), or damage them if they are facing away from you, equal to the amount of damage absorbed in the satchel x2. A maximum of 100/200/250 damage can be absorbed before the pouch is fully charged.

Cooldown: 15 Manacost: 100

A pouch belonging to a Soulweaver, capable of storing the pain felt by the soul holding it.


Cast time is instant, no projectile.
If the pouch spills and kills units which provide gold, the hero who made the bag spill will be given the gold.
Can heal and damage both allies and enemies, whether they are healed or damaged is dependent on whether the hero is facing you, or away from you. Healing will occur if they are facing you, and damage when facing away.

So who is this item designed for really? Honestly this item can be picked up on almost anybody, but support heroes and heroes that gank often are probably the heroes who will get the most use out of it. It provides decent stats and a strong effect for the early game, but poses some sort of downside via the bag being able to spill and being able to accidentally heal an enemy or nuke an ally. How does a belt and a bracer turn into a pouch you ask? I don't know, it's dota, how does a circlet, 3 branches and a stick turn into a magic wand?

Hope you like my idea, win or lose, was fun making it.



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Permalink | Quote | PM | +Rep by Yzreel » June 14, 2016 11:30am | Report

Zen the Hermit

Hero Introduction:

Once upon a time, I was cursed with the most terrible of all curse, terrible teammates. And a decent Legion Commander in enemy team. We all know what happen, right? 20 minutes in, and the Legion Commander had somehow accumulated a million effing Duel damage. Nothing I can do. We lost.

Replace Legion Commander with other snowballing heroes, and I'm sure all of us had been in these scenarios. Not anymore! Zen the Hermit is designed as the "brake" for snowballing heroes, so if you see enemies heroes and had a terribly bad feeling that the game will become living hell 15 minutes onward, pick Zen!

His entire kit resolves around preventing snowball, deadball, or any kind of "davai davai". Perhaps the most iconic skill is his [Q], which makes Scan a better team ability, preventing even smoke ganks if used properly, evading the much dreaded teamwipe 10 minutes into the game and farm at ease!

His [W] is a simple damage reduction aura, much weaker than Pit Lord's to be Athropy Aura, but also influences magic damage. But is it? No, his [W] is also designed for anti-snowball, which can be further focused and the weak damage reduction can become absolutely catastrophic for the enemy hero if they have killed too many of your poor allies.

His [E] is a kind of heal that is quite bad for lane-support compared to other heals, but it has a niche for anti-snowball (yet again), that prevents your targeted ally to die with a Kraken Shell-isque effect.

Finally, his [R] is the bane of all snowball situations, turning the tides in one fell swoop by balancing the level of all heroes in the game. However, if the situation is pretty much even, this skill loses a hell lot of effectiveness, making this hero really situational.

TL;DR: This hero is meant to be a niche hero against snowball heroes, kind of like an "emergency brakes" in cars. You hope you don't need to use his potentials, but if situation calls for it, he is much needed. But again, he has plenty weaknesses, he has no nuke or crowd control (except when [W] is focused) making him absolutely defensive, and will be absolutely mana depraved due to his skills absurd mana cost and his mediocre int.

P.S: This hero is meant to be for the Spellbinder quest, the one with the phrases:

for many to see.
some are none.
each to their other.


Yet another went dim.

And with it, the man stumbled. Limp, despaired, he wept.

His cry heartbreaking, his screams deafening.

But still, one more went dim.

How many more?
How much longer?

He had waited, confident in the potential of mankind, confident that one day, mankind will find peace amongst them. But after centuries passed, millennia faded, and even after eons grew feeble, the nature of men remained unchanged.

History of mankind, forever etched as a single word. Selfish.

And he could not wait another second.

He lifted his immortal body, the last of the first men.
He moved toward the lights, the life forces, growing dim every moment.
He swore his entire being, a single covenant he vowed.

No man shall be higher than another in presence of Zen the Hermit.


Faction: Radiant
Primary Attribute: Intelligence
Attack Type: Melee
Roles: Disabler, Support, Healer

Str: 82 at 25 (20 + 2.6/level)
Agi: 58 at 25 (15 + 1.8/level)
Int: 80 at 25 (27 + 2.2/level)

Health: 1840 at 25
MP: 1010 at 25
Armor: 11 (2.7 base armor + 8.3) at 25
Movement: 290
Range: 200 (Melee)
Base Damage: 45-48


[] Life Marks: Zen senses the life forces of enemy heroes, projecting them to his allies. This skill augments the effect of Scan Zen’s team is in.

- Reduces Scan cooldown to 180 seconds from 270 seconds
- Scanned area will now show enemy heroes’ specific location and number (shown as static circles / second, not showing which hero nor movement)
- Increase radius to 1200 AoE from 900 and duration to 12 seconds from 8
- Scanned heroes will now be fully visible including skills, current gold, buyback status, movement, and cooldown

Type: Passive
Affect: All Heroes

For all to see

[W] Hermit’s Presence: The Hermit’s presence punishes beings with lesser virtue. Passively reduces the damage (including spells) of all enemy units within 900 radius from Zen, but can be activated to focus the effect on one enemy hero, giving extra reduction based on the amount of kills they have and also reduce the movement speed of that hero for the same amount. If the enemy hero kills while being focused, that hero will be stunned (pierces spell immunity) for 2 seconds. If the focused hero moves more than 600 radius from Zen or goes into spell immunity, the skill goes into cooldown. As long as the skill is focused or in cooldown, the aura effect is disabled. Using this skill on himself will stop the aura until this skill is used again.

- 10% damage reduction, 1% extra per kill when focused
- 12% damage reduction, 2% extra per kill when focused
- 14% damage reduction, 3% extra per kill when focused
- 16% damage reduction, 4% extra per kill when focused

Type: Passive / Target Unit
Affect: Enemy Units / Enemy Hero
Pierces Spell Immunity: Partial
Pierces Spell Block: No
Dispellable: No

MP Cost: 160
Cool Down: 24/18/12/6 seconds
Cast Range: 600
Maximum Duration: 8 seconds
Reduction Cap: 80%

There were none of the tyrants

[E] Vital Pulse: The Hermit strengthens the life force of an allied unit, granting periodic burst of healing based on the fluctuation of their life force. This skill heals an allied unit slightly over a long duration, and if they receive damage over certain threshold they will trigger a burst of healing that removes slows.

- 6 seconds duration, 80 HP heal burst
- 8 seconds duration, 120 HP heal burst
- 10 seconds duration, 160 HP heal burst
- 12 seconds duration, 200 HP heal burst

Type: Target Unit
Affect: Allied Units
Pierces Spell Immunity: Yes

MP Cost: 160
Cool Down: 12 seconds
Cast Range: 900

Heal per second: 15 HP
Damage threshold: 300 damage within 0.2 seconds
Heal cooldown: 0.8 seconds
Maximum trigger amount: 4 times

And there were none that fell that day

[R] Greater Balance: Zen creates a vortex of life force that balances out all life force around him. While this skill is active, all heroes around Zen will have their level changed based on the average of all heroes’ levels in the game. Enemy heroes will have reduced level from the average, while allied heroes will have increased level from the average. Enemy heroes that have their level reduced will lose skill points as though they never leveled them while allied are unaffected. All heroes with increased level will only gain stats of the level, not skill points, and all heroes with reduced level will have reduced stats as if they were in that level. Pierces spell immunity.

- 1 level reduction/increase
- 2 levels reduction/increase
- 3 levels reduction/increase

Type: Toggle
Affects: All Heroes
Pierces Spell Immunity: Yes

Maximum Duration: 8 seconds
MP Cost / Second: 50/75/100
Cool Down: 80 seconds
Radius: 900

Each to their other

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Permalink | Quote | PM | +Rep by Sando » June 15, 2016 10:24am | Report

Clionadh - Dryad Assassin

Dryad Awakens by Telthona


I almost chose my other idea for this round, but eventually went back to Clionadh as she's probably better balanced.

The core idea of the hero is a woodland assassin - silent and deadly in the jungle, but somewhat vulnerable outside her native environment. She's most likely to be played as an offlaner or roamer due to her stealth and sustain skills, although she is quite vulnerable to burst damage.

You can probably see a lot of different hero influences in her design - and while she does offer some scaling and late game DPS, she has poor farming skills and is primarily a snowballing ganker.

I've tried to balance out her relative squishiness with good survivability skills - interesting mobility options, multiple sources of magical health steal and her ultimate...a hilarious tanking/disabling skill for team fights.

It's distinctly a double edged sword as it could lead to enemies escaping or her being killed if used badly. Used well, it allows her to be more directly involved in team fights.


Taffy cursed loudly as his boot caught on a rock and he nearly tumbled headfirst into the firepit. The ash bed was burning low - a deep red, but he'd already seen earlier that day what a fire could do to a human body if left unchecked.

Kreigsman and Razz were both guffawing at his clumsiness - simple minds required only simple amusements. He stood as tall and straight as his drunkeness would allow him, and attempted to restore his dignity. "You idiots go and check on the snares, see if dinner has arrived yet. Try not to trap yourselves or you'll end up even uglier and more useless than you already are."

Still giggling, the two of them slowly rose and staggered off into the darkness of the wood. Taffy watched them go with as much sterness as he could muster. Fear and respect were the only things that stopped him getting a knife in the back while he slept. The boys were just about smart enough to realise he was their best chance of easy loot and evading the law, but he hadn't survived this long by trusting in their common sense or loyalty.

It was time to move on - they might have had the local peasanty well trained to just give up their goods without a fight, but today's incident was bound to stir up the hornet's nest. If only Rylance had learned there was a time to keep his filty hands to himself. He'd told him enough times not to bother the old witch who lived on the edge of the woods, but the randy sod couldn't resist that curly blonde niece of hers. Never could control himself, that one.

He'd ended up with a rusty pitchfork half through his gut. Maybe it would serve as an example to his other men, but he doubted it.

Things had quickly got out of hand after that. By the time he got there, the cottage and half the nearby trees were ablaze. There was nothing for it then; someone would blab and Lord Southby's soldiers would be on their way. Fighting trained, armoured men was not on the agenda of any halfway proficient bandit. So, there was no point playing softly softly anymore - he'd let the lads off the leash. Grab everything you can, kill anyone who got in your way.

They'd have to move again tomorrow, and keep moving for a while. Spy somewhere else to settle for a time, away from here. But the lads would need to blow off some steam tonight, or they'd turn on each other - Culvert had taught him that. Culvert had taught him a lot of things; before Taffy slit his throat and took his place.

His bladder asserted itself again, and he remembered why he'd got up in the first place. The air was beginning to chill, and the forest was almost silent. The smell of burning still hung in the air, despite them being a few miles from the hamlet. The fire was probably why the wood was so quiet, nothing more.

He took a few more faltering steps towards the edge of the grove when he noticed a glint of metal on the floor in the bushes ahead. A man shaped shadow lay on the ground, unmoving. Castor - the half-witted thug was meant to be on sentry duty, but likely had got drunk and fell asleep instead. Taffy's heat rose - he'd beat some sense into the lazy...something wasn't right here. The bushes seemed to be wrapped tight around his legs, and there was no signs of breathing at all. He drew his knife and advanced more cautiously.

Castor was even more useless than normal...he was dead. Blood dripped from his arm onto the bare soil and his throat was slit. It seemed unlikely his boys would be that subtle if there was a fight between them. No, they'd be pushing and shouting, followed by catcalls and wagers. A new scar, or a missing eye.

Something moved in the corner of his vision, a burst of pain as something impossibly fast sliced through the meat of his forearm. He tried to scream but tendrils of vine swept from the ground and took the breath from his body. He saw her then; a shadowly outline, the figure of a woman, pale eyes glowing with power.

"Defiler" she breathed, softly. Her blade rose, and fell, and he with it.

He lay there, among the leaves, glassy eyed, staring at the moon. Blood filled his mouth and leaked from his wounds. A gift for the hungry earth. By morning it would be sated with every drop of bandit's blood.

Base Stats:

Melee Agility Hero.

Movement: 300
Armour: 3
Base Damage: 33-39

Strength: 18 + 1.6
Agility: 20 + 2.8
Intelligence: 16 + 1.9


Poison Thorn: (Active)

Clionadh throws a shard of thorn at an opponent, sticking into their flesh. It grows within their body, bursting through the skin and knotting through their muscles - causing great pain and slowing their movement. The stolen lifeforce is fed back to Clionadh as healing.

Range: 400
Mana: 80/90/100/110
Duration: 7.5 seconds (4 instances, at 0/2.5/5/7.5)
Damage/Heal Per Instance: 30/40/50/60 (Magic)
Movement Slow: 10/15/20/25%
Cooldown: 32/30/28/26

The heal is equal to the actual damage dealt to the target, so enemies that die or become spell immune will provide no healing.

Tangled Vines: (Active)

Clionadh knows the plants, the trees, and the creeping vines. Knows their secret names. And they know her, and leapt to obey her will when called - helping friends or hindering foes.

Range: 300/400/500/600
Mana: 60
Root Time: 1.25/1.5/1.75/2
Cooldown: 12/10/8/6

The vines have many uses, depending on how you target the spell:

- Opponents will be dragged within melee range of Clionadh, and rooted if a tree is within 300 AOE of them. Does not bypass spell immunity.

- Allies will be pulled next to Clionadh, with no ill effects.

- If you target a tree within range, you will be pulled to its location.

Blade of the Everglade: (Passive)

Unseen by her foes, Clionadh strikes down those who deserve her vengeance.

Fade Time: 7/6/5/4
Critical Damage: 150%/160%/170%/180%
Critical Chance: 20% (100%)

Clionadh must be within 300 AOE a tree in order for the passive to start activating - she will become invisible once the designated number of seconds has passed. She cannot attack, use her ultimate or use items without resetting the fade timer - however she can move and use her other abilities and still remain invisible, provided she stays within 300 AOE of a tree at all times.

The first attack from invisibility is guaranteed to be a critical. Her normal attacks can still proc criticals, using PRNG in all other situations.

Man Trap: (Active)

Clionadh briefly reverts to her primal plant form, grabbing an opponent and squeezing the life essence from them. Clionadh may not target enemies who are spell immune. Any targets are completely disabled for the duration of the spell.

Range: 200
Mana: 200/300/400
Duration: 4
Damage/Heal Per Second: 4/5/6% of Target's Current Health (Magic)
Cooldown: 120/100/80

While the spell is active, any damage inflicted on Clionadh or the target by either team is divided equally between her and her prey (50% each) at their own resistances. They cannot be targeted separately, and any attacks, item or spell use will effect both. If a spell has dual usage (e.g. Purification heals allies and hurts enemies) then the positive effects only will be applied to both targets.

If Clionadh or her prey are killed, the spell will end immediately. The target takes % magic damage per second from Clionadh, and she heals by the same amount, after reductions. She can continue to move and attack normally, dragging her victim with her.

Clionadh is muted (cannot use items or abilities) for the duration of this power. She cannot be effected by any allied mobility spells or items for the duration - such as Force Staff or Test of Faith Teleport.


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