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FoC - Group E

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Forum » Hero & Item Ideas » FoC - Group E 6 posts - page 1 of 1
Permalink | Quote | PM | +Rep by Smuggels » May 27, 2015 1:17am | Report

Group E



    Submission threads are for SUBMISSIONS ONLY, if i see any comments that arent submissions on them you will get one warning then the whole group will get docked 5 points from there scores... for the rest of the FoC.

    you will be given a scheme/parameter/guideline/base idea to create your idea on. please adhere to this as your score is directly attached to how well you have worked with what you have been given. if it says create an item ... dont create a bloody hero.

    any questions about your idea please post in the main questions thread. any questions or comments about anyone else's . post there. questions .... go ... there.

    any unrulyness will be dealt with by the forge enforcer!(wulfy-samaaaa) *AHEM* good? good!

Create a hero that is more then ONE unit. (i.e. think meepo, lone druid)



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Permalink | Quote | PM | +Rep by Dimonychan » May 30, 2015 7:37pm | Report
Okay, so here it goes.

Lucy, the Magenta Sorceress




lepus' abilities



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Permalink | Quote | PM | +Rep by Swampmist1142 » June 2, 2015 6:12pm | Report
EDIT: HOLY HELL THAT TOOK A WHILE. Now I only have the stats and lore left, so let's a go!
Also, if an ability does not say it pierces spell immunity, it does not pierce spell immunity.

The Knights of the Elementium Blade

Alex The Iron Bull, Terrance The Sonic Boom, Aura The Shining Path, Onyx the Falling Star and Mira The Nothel Gate

Radiant Variable






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Permalink | Quote | PM | +Rep by porygon361 » June 12, 2015 4:54am | Report

Grey, The Polarshock

Radiant Intelligence
"We exist together and apart."

Base health

: 530

Base mana

: 325

Base damage

: 40

Base armour

: 2

Movement speed

: 300

Base attack time

: 1.7

Attacks per second

: 0.68


: 500

Vision range

: 1800/800


: 75.2 (20 +2.3)


: 51 (15 +1.5)


: 97 (25 +3)

In a land unvisited by travellers and unknown to most map-makers, storm clouds constantly brew at ground level, electrifying the entire desert landscape. Known to native beings as the Static Sea, it creates and supports a completely different host of life unlike anything found anywhere else on the planet.
The creatures and beings which reside in the Static Sea are not born, but materialised as a living mass of electricity. They do so in polar opposite pairs, then immediately drift apart. Static walkers in particular separate into different clans depending on their polarity. It is unlikely that they ever meet or associate with each other again.
However, on one rare occasion, a fluctuation in the electric field created a fused pair of static walkers that were bound tightly together, never to leave each other's side. The anomaly had no way of going separate ways to meet the two different clans. As a customary tradition of the static walkers, newly-materialised static walkers fight the elders of their respective clans to test their skills before they are given a name. Word quickly got out to the clans of the fused static walkers and, puzzled as the clan elders may be, they decided to converge on their location. It was the first meeting of the two clans in several thousand years.
The Black clan was a reserved group of static walkers, more inclined to deep thought and never using their powers if not necessary. The White clan was a more lively, cheeky bunch who loved to use their abilities to play pranks on other static walkers. Both clans absolutely despised the other. "Normally, we wouldn't meet under such circumstances," said the Black elder, Dark Lightning. "We should begin the battle at once so we can leave immediately," spoke the White elder, Lightcrackle.
The fight had begun. Immediately, Lightcrackle zipped into the fray, while Dark Lightning charged a ball of electricity. With a spark and a flash of lightning, the fused pair separated and began fighting as well, White against White and Black against Black. At first, they had trouble keeping up with the elders' deliberate movements and oftentimes accidentally struck each other with their own abilities. Eventually, it dawned upon them that to defeat the powerful elders, they needed to cooperate. The pair tried fighting as a team, complementing each other's abilities to strike out the elders one at a time. With this new strategy, both Dark Lightning Lightcrackle were beaten in an extraordinary display of teamwork.
Both clans were astounded by the outcome of the battle. The clan elders had never been beaten by newly-materialised static walkers. More astounded were they at the pair's synergy, for it was once assumed that members of the Black clan and the White clan could never cooperate due to their polar nature.
Realising they could improve together, the Black and White clans agreed to meet again at the same location each lunar cycle to exchange ideas and learn from the other. To commemorate the beginning of the tradition, the pair of static walkers were named Black and White, representing the Black and White clans, and their fused form was named Grey, representing the new unity between the two clans.
For bringing the two clans closer, the static walkers regarded Black and White as heroes. But are they truly deserving of the title for such a small deed? A wise thinker, a former Black elder Duskwind, once said, "One's polarity is irrelevant; those who deserve to be heroes have proven their worth." With this proverb in mind, Black and White said goodbye to their fellow static walkers and the Static Sea, venturing into the distant lands to prove their worth as heroes, and only then will they return to celebrate the oneness of the clans.

Q: Polarity Split
Type: No Target
Affects: Self
After a delay, the Polarshock temporarily overcomes its attractive forces and splits into 2 heroes, Black and White. When split, their powers are amplified and stronger than when they are together. Black has more health and damage, but has low movement speed. White has good attack and movement speed, but has low health and attack range. Black and White can also use spells which are adapted versions of the Polarshock's spells.
- 0.5 second transformation delay
- 100/80/60/40 mana cost
- 15 second duration
- 30 second cooldown



In Grey's fused form, much of their power is suppressed, but as Black and White their full potential can be expressed.


W: Lightning Strike
Type: No Target
Affects: Enemies
Damage: Magical
Blocked by spell immunity
Blocked by Linken's Sphere on main target only
Zaps the nearest enemy with a weak bolt of electricity, dealing damage and bouncing to all other enemies in the area.
- 1000 range
- 80/120/160/200 damage
- 300 damage AoE
- 80 mana cost
- 6 second cooldown

When together, their powers are unstable and sometimes gush outward in the form of a lightning shock.


E: Electric Orb
Type: Point Target
Affects: Enemies
Blocked by spell immunity
Creates a stationary orb which shocks enemies that touch it, stunning them briefly and slowing them afterwards.
- 400/500/600/700 cast range
- 0.3 second priming time
- 300 trigger radius and AoE
- 1 second stun
- 30% slow for 1/2/3/4 seconds
- 80 mana cost
- 10 second cooldown

Balls of electricity are shockingly simple, but can gain different properties depending on its charge.


R: Polar Charge
Type: Passive
Affects: Self
Passively decreases the cooldown of Polarily Split and gives Black and White their ultimate abilities.
- 5/10/15 second Polarity Split cooldown reduction

Not all static walkers can harness their full range of talents, but Black and White did so with ease.


There we go! Meet Black and White, otherwise known as Grey, the Polarshock! This hero requires a lot of micro to manage, micro that I myself do not have. However, if done properly, the hero is very strong. White's Lightning Conduction can be used to catch up to opponents and Repulsion Orb and Electrocute helps the slower Black to catch up. White does very meagre damage, which Black covers for with Lightning Blast and Shockwave. Attractive Orb also helps Black to prevent enemies from chasing White if he is in trouble. The Repulsive Orb + Lightning Blast combo has the potential to be very strong. This hero is meant to be played as a #3 offlane role, as he can get last hits on the lane with Lightning Strike and survive with Electric Orb and, of course, Polarity Split. Once he gets to level 6, it will be extremely easy to kill any enemy in the lane. Utility items like Mekansm could be acquired on the hero. Items like Orchid Malevolence and Scythe of Vyse are also very good potential items. To offset this hero's early game prowess, his late game is a lot weaker. Though he does do more damage with 2 forms attacking, all his abilities are blocked by magic immunity and White is extremely squishy.

If you have anything to clarify or ask, just PM me!

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Permalink | Quote | PM | +Rep by ThePipersSon » June 12, 2015 10:31am | Report

The Northtown Gang

Dire Intelligence

base health: 560
base mana: 400
Damage: 43
armour 3
movespeed 300
range 525
Strength: 21 + 2.2
agility 17+ 1.4
inteligence: 23 +2.9


"Wrong place, wrong time"
They had been hanging out in an abounded car park, when things started to change. It all started with a subtle rumble which continued till the ground split spraying a light purple, which continued to blister then suddenly stopped. For a large dome of the purple energy had formed. and out of this dome walked a man a purple man with no face. The second dome of purple formed over their heads without them noticing.

They awoke with headaches and a craving for chocolate milk. They had awoken in a small clearing with a friendly shopkeeper, a shield and flow lava sculpture that looked like a fountain.

They learnt quickly taking advantage of the modern items they carried with them, cans of spray paint lock picks, guns and a bag of random assorted tablets. Make themselves at home as the only Gang in the Ancients Wars.

Graffiti Ward

After a 2 sec delay the gang member places their personal tag on the ground giving HP and MP regeneration in an area. It also gives vision in an area. Gang members can teleport to the ward after a 2 sec delay. If the gang member is within a 700 unit range they can teleport instantly to the ward. Each gang member can only place one ward. If a gang member places a second ward it deletes the previous ward of that gang member.

HP regen: 3/4/6/7
MP regen: 60/80/120/140
Regen range: 100/175/250/300
Vision range: 700/800/900/1000
Cooldown: 40
Mana: 150

Lucky pill
Hero target
Has the chance to apply a random buff or debuff. Has an Instant cast time but takes 0.3 to take into effect. During this time you can remove buffs from enemies with lockpick. Can also remove debuffs from allies with lockpick at any time.

Cooldown 30/25/20/15
Mana: 150/150/100/100

2 sec stun
70% slow 4 sec
Amplify damage +20% for 5secs
290 magical damage

20% movespeed buff and 20 attack speed
25 hp regen for 10 secs
20Mp regen for 10 secs
Reduces incoming damage by 30% for 5secs

Hero target
Can remove debuffs from allies. Can also remove lucky pill buffs from enemies with in the 0.3 sec time before it comes into effect.
Cooldown: 35/30/25/20
Mana: 200/150/100/100

(r) (ulti)

Adds more members to the gang. They utilise the same Hp and mana pool as and uses 70% of other agility/strength/intelligence stats. The gang members don�t utilise other stats (e.g. attack speed and armour) (gang members do use added move speed.) Gang members can�t use items but the one that is in the first slot. This items� stat and actives can be used by the gang members.

Gang members added per level: 1/1/2
Stat utilised:70%

Agh septer upgrade
Add an additional gang member
Can use items from the first 2 item slots
Stat utilisation 85%


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Permalink | Quote | PM | +Rep by Califocus » June 13, 2015 2:10am | Report
Posted at 10:08 Pm Friday the 12th. (This is east coast of America time zone)

My idea for a highly micro intensive character

Papa Yago

The Children's puppeteer

"And so Sir Davian drew forth his legendary blade and sank it into the throat of Slyrak, the eldwurm. However as he did so the dragon sank a claw into his. As the blood of the two ancient foes mingled Davian suddenly gained power beyond imagining and knowledge spanning ages. That is the end of our little show." Sir Davian and Slyrak took a bow as the strings controlling them twitched and drew them into position. "That was a wonderful show!" The children cried out as Papa Yago, the old village entertainer stepped out from behind the curtain. "It's always a pleasure to bring the old tales of heroes and villains such as Sir davian, eredar, the shadow demon, and Clinkz, The Bone Fletcher."

As the sun sank from the sky and night fell Yago sat thinking. "What if in the ancient stories there was a creature. He nudged along heroes and villains, towards destinies great and small.” As he said this he slowly began to create a new manneguin. This was a simple wooden marionette with now features outside of hands holding puppet strings. “Stories are only that. I can always change them so that there is room for one more character.” The man smiled and looked at his creations blank wooden face. “You can be little Yago. I hope the children won’t mind if I slip you into a story or two. You can become another hero in the battle of the ancients. There are already hundreds now and more are discovered every day. Who will notice one more?”[b']

Dire, Intelligence

Base Health: 587
Base Mana: 438
Base Damage: 45
Base Armor: 4
Base Movement Speed: 300
Base attack time: 1.4
Attack Range: 500
Vision range: 1800/1400
STR Base strength: 14 +1.5
AGI Base agility 12 + 2.0
Base intelligence: 20 + 2.5 (primary stat)

(Q) Warrior Puppet
type: Summoned unit
pierces spell immunity: yes

Upon use summons a warrior hand, who will puppeteer a unit when clicked upon. If the puppet unit is a hero that unit cannot be controlled however will still receive the hands bonuses. If puppeting a creep that creep will be taken over and receive the bonuses. Upon puppeting a unit the hand will become invisible however can be revealed by true sight. If killed provides a 150 gold bounty. Only one warrior hand can be deployed at a time.

Amount of Papa Yago’s damage given by puppet: 20, 30, 40, 50%
Health Points: 400,600,800,1000
Armor: 5
Regeneration: 2 hp per second
Mana cost: 200
Cooldown: 50 seconds

(W) Armored Puppet
type: Summoned Unit
Pierces spell immunity: yes

Upon use summons an armored hand, who will puppeteer a unit when clicked upon. If the puppeted unit is a hero that unit cannot be controlled however will still receive the hands bonuses. If puppeting a it will be taken over and receive the bonuses. Upon puppeting a unit the hand will become invisible however can be revealed by true sight. If killed provides a 150 gold bounty. Only one armored hand can be deployed at once.

Amount of Papa Yago’s armor give by puppet: 10, 20, 30, 40%
Health points: 600, 700, 1000, 1300
Armor: 15
Regeneration: 8 hp per second
Manacost: 200
Cooldown: 50 seconds

(E) Healing Puppet
type: Summoned Unit
Pierces spell immunity: yes

Upon use summons a healing hand, who will puppeteer a unit when clicked upon. If the puppeted unit is a hero that unit cannot be controlled however will still receive the hands bonuses. If puppeting a creep it will be taken over and receive the bonuses. Upon puppeting a unit the hand will become invisible however can be revealed by true sight. If killed provides a 150 gold bounty. Only one healing hand can be deployed at once.

Amount of Papa Yago’s regeneration give by puppet: 30, 40, 50, 60%
Health points: 500, 700, 900, 1200
Armor: 10
Regeneration: 8 hp per second
Manacost: 200
Cooldown: 50 seconds

(E) King Puppet
type: Summoned Unit
Pierces spell immunity: yes

On use summons a kings Hand, which upon puppeteering a unit gives them all the bonuses of the current level that all other hands leveled by Yago have. This hand also gives partial buffs in an aoe around the puppeted unit. If the puppeted unit is a hero that unit cannot be controlled however will still receive the hands bonuses. If puppeting a creep it will be taken over and receive the bonuses. Upon puppeting a unit the hand will become invisible however can be revealed by true sight. If this unit is killed it will give a bounty of 300 gold. Only one kings hand can be deployed at once.

Aura percent of bonuses: 30, 40, 50 %
Health points: 1000, 1500, 2000
Armor: 20
Regeneration: 15 hp per second
Manacost: 400
Cooldown: 100
Upgradable by aghanim's scepter
Increases aura percent of bonuses: 50, 60, 70%

Responses when entering a match:
I’m marrio-not looking forward to this
Ready to pull some strings?
The master is here.
Alright children time for another tale!

Pulling my strings?
As Papa says!
Don’t get my strings in a twist!
On my way to another adventure!

Kids, never attempt this at home!
I hate this part
Yago, do I have to?
Terribly sorry, the puppeteer demands!

Summoning Warrior Hand:
I’ve never liked you.
Strike! Strike! Strike!
All good tales need a warrior!
Time to pull some strings

Summoning Armored Hand:
My you’re heavy!
Try to keep my friends alive.
You’re my second favorite.
Get ready to watch over someone!

Summoning Healing hand:
A healing hand!
Healing power!
Battlefield surgeon!
You’re my favorite hand.

Summoning Kings hand:
At least you’re better than the warrior hand.
I get the feeling you want to control me!
Sorry I haven’t got a crown for you.
Sand king hasn’t got nothing on this!

Puppeteering a creep:
Follow my instructions.
You’ll do quite well following me.
I’m not the only puppet here.

Puppeting a hero: I’ll pull some strings and make you stronger!
Hit harder! Block better! Heal faster! (when puppeting someone with kings hand)
Wisp has no idea who he’s dealing with

Killing heroes:
Sorry Davian, you always were my favorite. (Killing [Dragon Knight])
King me! (Killing [Sand king] and [Wraith King])
Oracle! Shmoracle! (Killing [Oracle])
Give me a hand! (rimshot plays)

Getting killed:
Cut my strings
Wait! You’re not Davian (Killed by [Chaos Knight] or [Winter Wyvern])
I guess I’m not the only one good with strings! (killed by [weaver])

Person affected by kings hand kills someone:
You’re royally screwed!

Explanations: This hero is designed to provide insane bonuses for his teammates however if played badly will feed the enemy team massive amounts of gold. Warriors hand is made to be used by a ganking snowballer to help them get kills. The armored hand is made to be applied to the tank to give him bonus armor to survive initiation. Healing hand can be given to anyone who needs regen and can help sustain allies in lane. The kings hand is meant to be applied to the hard carry to buff almost everything about them. This hero can be played several ways in the early game, as either a lane support or a ganking jungler. They can have access to 3 separate creeps at level 3, which is on par with enchantress in that respect. The puppeteer can be massively powerful if played by someone skilled at micro, however like [lone druid] or [visage] if played badly will give the enemy inordinate amounts of gold. This hero can either pick up large amounts of damage to buff the teams damage, armor to strengthen his allies, or regen to increase their survivability against more magic oriented opponents. You could also pick up a little bit of everything to buff the aura given off by the kings hand and share it with allies. Damage items aren’t recommended as the only damage given to allies is base damage and primary stat damage. This is to discourage building five rapiers and sitting in the fountain giving 750 bonus damage to the hard carry. The same mechanics damage wise apply to hands as they do illusions.


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