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FoC - Losers Bracket

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Forum » Hero & Item Ideas » FoC - Losers Bracket 28 posts - page 2 of 3
Permalink | Quote | PM | +Rep by TheSofa » June 25, 2015 2:21am | Report

Soooo... August? I always forget which way I'm supposed to read dates...

Yes, August sixth. June eighth has passed already.


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Permalink | Quote | PM | +Rep by Smuggels » June 25, 2015 2:56am | Report
july sorry i got the month wrong.



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Permalink | Quote | PM | +Rep by Terathiel » June 26, 2015 6:27am | Report
Smuggels wrote:

@ tera

i am talking celestials in the biblical sense as in heaven hell no where do they come from thats right hell. so shut up and start creating you filthy plebs ;)

So angels, demons, heavenly beings etc?

Or dota celestials?

There are two kinds of people in the world; those who can count, and those who can't.

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Permalink | Quote | PM | +Rep by Swampmist1142 » June 26, 2015 6:55am | Report
Wait wut. Dangit the july thing got buried by sillyness, welp time to get started I suppose.


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Permalink | Quote | PM | +Rep by Smuggels » June 26, 2015 7:54am | Report
Terathiel wrote:

So angels, demons, heavenly beings etc?

Or dota celestials?





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Permalink | Quote | PM | +Rep by Terathiel » June 29, 2015 3:56am | Report
Presenting my idea, for a Dota Celestial. A Dota Celestial is a creature from another world or elsewhere in space, often of considerable power. Their form is usually composed of raw elemental forces. Examples include Morphling, Phoenix and Spectre, although the latter may be a planeswalker.

Merakhaten, the Dark Outsider

For an eternity, that frigid chunk of ice and void circled in the cold darkness around the world. In cryostasis, the presence within dreamt of a time long gone. Imprisoned, and cast off of one world towards any other. Yet its dreams have stirred, turned from reveries of the past to a dream of bloody conquest on the dirt below its orbit.

The comet moves, dragged by force of will and the inexorable pull of the Ancients. Its collision with the surface of the planet fractured the icy cage and unleashed the being within - but changed. For the enchantments of its old prison do not fade so easily, and the ice has become a part of the ancient evil mortals call Merakhaten. Purpose creeps back to him - memories, of a world engulfed by his power into eternal twilight.

And, as his gaze alit on the outline of the warring Ancients in the distance, he knew exactly where to begin.

Dire Intelligence
Carry, Durable, Nuker

Base Health: 511
Base Mana: 364
Base Armour: 1
Base Damage: 48-60 (54)
Base Attack Time: 1.7
Range: 500
Movement Speed: 310
Sight: 1800/800

Strength: 19 + 1.8 (62)
Agility: 16 + 1.5 (52)
Intelligence: 28 + 3.35 (108)

Q: Rime
Affects: Enemy units
Damage: Magical
Pierces Spell Immunity: No

Frost particles whirl in a circle around Merakhaten, spinning for 2.5 seconds. Any enemies struck by a frost particle will take damage and be slowed.
Damage: 40/65/90/115
Slow: 20%
Duration: 4
Max Distance: 400
Frost Particles: 3/4/5/6
Mana Cost: 90/100/110/120
Cooldown: 5
Shadowy ice spins around the violent core of Merakhaten, a frigid onslaught that tears his foes apart.


W: Dark Caress
Affects: Enemy units
Damage: Magical
Pierces Spell Immunity: Yes

Merakhaten strikes his nearby foes with his foul energies, dealing damage and amplifying magic damage on them. Also imbues his next spell with greater power, causing it to fully pierce Spell Immunity.
Damage: 30/60/90/120
Amplification: 20%
Duration: 7
Mana Cost: 135
Cooldown: 20/16/12/8
The chaotic energies of Merakhaten cannot be sustained by mere mortals, and so it unmakes them.

E: Icy Shell (Passive)
Draws power from the icy prison of Merakhaten, giving him bonus armour and magic resistance. In addition, whenever Merakhaten casts a spell, he unleashes a Rime of the current level around him. Also amplifies the damage of all of his spells based upon the Dark Outsider's Intelligence.
Bonus Armour: 4/7/10/13
Bonus Magic Resistance: 10%/14%/18%/22%
Intelligence Bonus: 0.25/0.4/0.55/0.7
The duality of his new state has granted Merakhaten far more power than he ever had before.


Ultimate: Remorseless Winter
Affects: Enemy units
Damage: Magical
Pierces Spell Immunity: Yes

Merakhaten unleashes the full tempest of his powers, dealing damage every second to enemies within a large radius of him and slowing them. At every five ticks of damage, Remorseless Winter will stun affected enemies for 0.5 seconds.
Damage: 60/85/110
Slow: 15%/19%/23%/27%
Radius: 500
Duration: 20
Mana Cost: 200/300/400
Cooldown: 120/105/90
A symphony of frost and night rips apart all who dare stand against a Celestial.




Beginning the Battle



Casting Rime

Casting Dark Caress

Casting Remorseless Winter

Killing a Hero


Gaining a Level
There are two kinds of people in the world; those who can count, and those who can't.

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Permalink | Quote | PM | +Rep by Swampmist1142 » July 1, 2015 7:02pm | Report
ok, Can we get an ETA to the end of submissions? Either way, here's mine (WiP version:)
THEME: Celestial

The Advanced

Progress Incarnate

Radiant Intelligence

The races of the world have long been driven by their insatiable curiosity. They create bigger and better technology and colonize ever more of the untamed wilderness. This insatiable hunger is so strong, that it has pulled a being from a realm so advanced that not even Tinker Could confirm how he was created. This being, called The Advanced by those around it, shares the unending curiosity of the advanced races, seeking out the mysteries in all corners of the world. The Advanced rushes forward at the same break-neck speed that the technology of the world around him does, and just like that advanced it cannot be stopped.



Silly Sayings


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Permalink | Quote | PM | +Rep by Unscathed » July 5, 2015 2:55am | Report
Note: sorry i edit this aftr post, but its just like 1 minute after lol so that ok,right?
Edit2: typo

Maurel, the Life Tender

Theme/0: Fundamental

4 fundamental beings shaped the universe. They carved the world out of nothing and created the magic that held it together. The empty space their blank, white canvas, and the planets stones they carve into towering statues. But for all the magnificence in a statue or a painting, it cannot escape the canvas or the statue's base. Here is where Maurel do her work, her magics granting mortal flesh the gift of animation. For aeons she was hidden in her sanctum of Sarron, giving life to a newborn babe and severing it from the old and weary, placing it in the End Realms such as The Underscape. Many had mistaken her calm nature to be kind and guarding. That is untrue, for she is terrible and powerful as any fundamental is, and though she is one who creates life, she is Death itself, feared by all. The wise man fears her ungentle wrath.

But for all her calm nature she must answer to the call of war. And so she descend, and with life itself at her control, she sows destruction and chaos in the battlefield, and to her allies she made them cannot bleed.

Radiant, Intelligence

Base Health: 511 (1.1 per second)
Base Mana: 325 (0.8 per second)
Base Damage: 43-49
Base Armor: 1
Base Movement Speed: 295
Base Attack Speed: 1.8
Attack Range: 600
Vision Range: 1800/800
STR: 19 (+2.2)
AGI: 14 (+1.1)
INT: 25 (+3.1)

(Q)Bend Life (unit target, magical, allies and enemies)
Bend the life of the targetted unit. On allies, this spell will heal for an amount on cast and adds a buff that heals over time and increase movement speed. On enemies, this spell will damage for an amount on cast and adds a debuff that damages over time and slows movement speed.
Mana cost: 105/110/115/120
Cast range: 700
Duration: 6
Cooldown: 24
Heal/damage on cast: 100
Heal/damage over time: 5/10/15/20
Buff/debuff duration intervals: 1 second
Movement speed change: 22%


Maurel's most basic arts, she controls the life of her allies to grant better vitality, or the life of her enemies to lay great weariness.

(W)Sever Life (unit target, magical, enemy heroes)
Attempts to sever the life from the targetted enemy hero, dealing damage after a 2.5 second delay. The damage will be very minor, but if your target's health goes below 6%, instantly kills the target. If this spell kills an enemy hero, grants all allied heroes that assisted in the kill the Enchanted buff that increase movement speed and damage reduction.
Mana cost: 110/120/130/140
Delay: 2.5
Cast range: 500
Cooldown: 24
Damage: 60
Enchanted bonus movement speed: 12/14/16/18%
Enchanted damage reduction: 15/17/19/21%
Enchanted duration: 14


The precious energy of life is not to be discarded from a fallen foe, instead it is recycled by Maurel, converting it to a magical enchantment that protect her allies.

(E)Strengthen (unit target, pierce spell immunity, allies)
Bestows an enchantment to an ally, increasing a percentage of their maximum health and a number of amount to main attribute.
Mana cost: 45/90/135/180
Cast range: 450
Cooldown: 45
Maximum health bonus: 5/10/15/20%
Main attribute bonus: 5/15/25/35
Duration: 25


Maurel's magic tap into the inner strength that all lifeform contains, increasing their prowess in combat.

(R)Mass Renewal (instant, self, allies)
Emits a constant wave of restoration energies. Nearby allied units centered around Maurel will be affected by a number of healing pulses that appear every 1.5 second. The pulses will stop when Maurel dies.
Mana cost: 200/300/400
Heal intervals: 1.5 second
Cooldown: 65
Heal per pulse: 70/140/210
Number of pulses: 4
Radius: 750


Maurel chanells her ultimate magic that she used when creating all life. The magic that animates flesh keeps it from from leaving the body, and the spell of creation grants her allies immortal life.

This contest is making me weary.

By short, she is a hero that excels at survival. Not just one hero like most though, this hero excels at keeping the WHOLE team alive. But of course not fully all, some spells affect just one ally only but thats besides the point.

So she has a great scaling throughout the game and doesnt need much items to be useful. She is a great laner and teamfighter, and even ganker too.

]Bend Life is what it is, you can use it to heal or to damage. Offensively, or defensively. Your choice.

Sever Life bpis best used on the first target to die in a teamfight just so your team could utilize the buff for the rest of the fight.

Strengthen a very strong ability. It increases tankiness and main attribute. In STR the hero is tanky as helll, on AGI the hero is now tankier to fight and not be a squishy glass cannon, while on INt heroes this means more spells to cast and they are not as squishy as before.

Mass Renewal is like a scaling Mekansm, very powerful but need some time and Maurel can easily be targetted first.

tl;dr, i dont expect to win
Don't Worry, Be Happy

Late credits to Janitsu for the sig


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Permalink | Quote | PM | +Rep by oldKainen » July 5, 2015 9:48pm | Report
Lumenoct, the Grey Angel

Dire Intelligence

Hero Introduction

Lumenoct is a Celestial, a powerful creature of both light and darkness (as his name implies, in latin).

Couldn't find the author's name, the picture is impressive and 100% fits on the idea.


STR: 20 (+2) >> 68 at level 25
AGI: 21 (+1.8) >> 64.2 at level 25
INT: 26 (+2.8) >> 93.2 at level 25






Attacks / Second







16 *












  • Base Health Regen: 0.25

  • Movement Speed: 315

  • Turn Rate: 0.7

  • Sight Range: 1800 / 800

  • Attack Range: 128 (Melee)

  • Attack Duration: 0.4 + 0.55

  • Missile Speed: Instant

  • Base Attack Time: 1.7
    * Level 16 with one level of Attributes
    ** Level 25 with ten levels of Attributes


Once every half-century, the Primordials choose a new creature to carry the title of Grey Angel, the Judger of Heaven and Hell. Lumenoct was an old angel with grey feathers on his wings, tired of his millenary work upon the Gates of Purgatory. The Primordials saw on him the perfect carrier for it - an Angel that worked on Purgatory knows how to do a proper judgment of a soul. The Judgment Sword was handed to him, a magical weapon that can see if someone's soul is corrupted with a single touch.
The Grey Angel has full access to all Celestial planes - his job is to judge every soul in those planes every fifty years - to see if they are on the correct plane for them. Not only it, the Primordials gave him a mixed power of both Demons and Angels: the control of hell-like fire, bright white wings and the ability to do unresisted strikes directly on the target's soul, if brute force is needed during Judgments.
With his new powers, Lumenoct saw a new hobby upon the Terrene Plane: the battle of the Ancients. Since he only has to do his Judgment upon the planes every fifty years, the Grey Angel can entertain himself with other creatures in those intervals until the next Judgment Day.


[Q] - Grey [W]ind

Target Unit - Enemies - Pure

Throws a powerful wind upon an enemy unit, enclosing it in a tornado. Grey Wind deals damage both upon cast and on landing.
Cast Point: 0.3+0.33
Cast Range: 600
Starting Damage: 25
Landing Damage: 75 / 125 / 175 / 225
Tornado Duration: 1.5 / 2 / 2.5 / 3
Mana Cost: 80 / 100 / 120 / 140
Cooldown: 25 / 23 / 21 / 19
A flap of his wings is enough to create a tornado.


[W] - Revealing [F]lame

Target Point - Enemies - Pure

The Grey Angel charges a powerful flame that reveals a target area, providing True Sight over it. The flame reveals any invisible units in the area while it deals damage per second. If there is a target under the effect of Grey Wind upon the area, it is brought down and suffers all effects of Revealing Flame.
Cast Point: 0.3+0.33
Cast Range: 550
Effect Radius: 450
Damage per Half-Second: 50
Duration: 1.5 / 2 / 2.5 / 3
Mana Cost: 125
Cooldown: 13 / 12 / 11 / 10
Nothing can escape the eyes of a Grey Angel.


[E] - Silence Bu[r]n

Target Point - Enemies - Pure

Applies a debuff that burns the targets' soul, preventing it from casting spells and dealing damage. The effects are applied after a 0.5 second delay after casting, but are instant if the target is under the effect of Revealing Flame.
Cast Point: 0.3+0.33
Cast Range: 550
Effect Delay: 0.5
Damage: 50 / 100 / 150 / 200
Duration: 2 / 3 / 4 / 5
Mana Cost: 125
Cooldown: 13 / 12 / 11 / 10
To damage an enemy directly on his soul is something few can do.


[D] - [E]ternal Immolation

Passive - Enemies - Pure

The endless power of the Grey Angel allows him to increase his damage output, if an enemy is already under the effect of one of his skills and it takes another one, the enemy takes an extra burst of damage that burns some mana as well.
Damage: 50 / 75 / 100 / 125
Mana Burn: 75 / 100 / 125 / 150
None can escape from his presence.


[R] - Ju[d]gment Strike

Autocast - Enemies - Pure

The Grey Angel prepares the Judgment Sword, releasing a powerful pure-damage critical strike that applies a mini-stun and a break on the target, nullifying its passives for some seconds. If the target is below 50% of Health, the break duration is increased by 50%.
Cast Range: 128
Critical Damage: 275%
Mini-Stun Duration: 0.25
Break Duration: 2 / 4 / 6
Mana Cost: 125 / 150 / 175
Cooldown: 40 / 35 / 30
The Judgment comes for everyone.


Prepare yourself for a wall of text!

Hero Explanation, Construction and Analysis

That's all, good luck to everyone.


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Permalink | Quote | PM | +Rep by Smuggels » July 7, 2015 3:37am | Report
last day people.... get them in quick!



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