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Forstune is a man whose power lies on making tricks and plays. He may change his playstyle depending on situation, but if luck favors him, he can be a tough guy.
STR: 24 (+2.6) >> 86.4 at level 25 AGI: 16 (+1.8) >> 59.2 at level 25 INT: 19 (+2) >> 67 at level 25
Level
Health
Mana
Damage
Armor
Attacks / Second
1
606
247
52-56
3.78
0.72
16 *
1385
663
93-97
7.92
0.90
25**
2164
1131
134-138
12.78
1.11
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Base Health Regen: 0.75
Movement Speed: 315
Turn Rate: 0.7
Sight Range: 1800 / 800
Attack Range: 550
Attack Duration: 0.3 + 0.56
Missile Speed: 1200
Base Attack Time: 1.7
* Level 16 with one level of Attributes
** Level 25 with ten levels of Attributes
Lore
Forstune was a well-known casino player on Keen villages and port towns. His skill with decks, dices and coins were no-where seen; a bet against him was a lost bet. The Cardclasher - as his rivals named him - made fortune and fame with High Risk, High Reward plays.
The Cardclasher abandoned his life of dice tricks and money bets to play with a higher risk (and a higher reward too): battle tricks and life bets. Years of easy wins weren't enough to satify the man. He wanted real risks, better rewards than just shiny coins. Watching a big brawl at the Wolfsden Tavern was the starting point that made him choose the life of battles. (Forstune won the bet that day of who would win the fight: the guy know as the "Terror from the Barrier").
Since that day, Forstune entered the battle of Ancients to see if his final bet will win.
Skills
[D] - Inn[e]r Luck
Toggle / Passive - Self
Forstune change his play style - to High Risk or to High Reward. Forstune has a small chance to proc both beneficial effects with reduced stats; independent of the current setting. Cast Point: 0+0 Cooldown: 5 (3) High Risk or High Reward? Why not both?
Notes
- Isn't affect by Break.
- The original playstyle set is High Risk. Icon color changes to show it (Red - High Risk; Yellow - High Reward).
- Does not interrupt Cardclasher channeling spells upon cast.
- Can be toggled on and off while stunned, cycloned, slept, taunted, hidden, or during Forced Movement, but not while silenced or hexed.
- Every spell has a special visual effect when Inner Luck bonus is applied.
- Inner Luck set mode persists through Cardclasher's death. If Inner Luck was active upon death, he respawns with it activated.
- This is an innate ability and does not need to be skilled.
- Does not change an ongoing effect buff or debuff on enemy/self (like All or Nothing).
[Q] - Ricochet [D]ice
Target Unit - Enemies - Pure
Forstune throws a pair of dices that ensnares an enemy unit, doing damage to it. Additional effects are based on High Risk / High Reward mode. Enemies under the effect of Ricochet Dice have a higher chance to proc Inner Luck bonus of Marked Card. High Risk - Increases the damage by 75%, but reduces the ensnare duration by 50%. High Reward - Decreases the damage by 50%, but increases the ensnare duration by 75%. Inner Luck - Damage and ensnare duration increased by 50%. Cast Point: 0.35+0.56 Cast Range: 650 Damage: 100 / 150 / 200 / 250 Ensnare Duration: 1.5 / 2 / 2.5 / 3 Inner Luck Chance: 6% / 9% / 12% / 15% Marked Card Bonus Chance: 2x Mana Cost: 150 Cooldown: 17 / 16 / 15 / 14 Some say these dices are enchanted...
Notes
- Can be purged.
- Completely blocked by Spell Immunity.
- Blocked by Linken's Sphere.
- Damage is applied instantly, not per second.
- High Risk stats:
- The dice travels at a speed of 1000 and cannot be disjointed.
[W] - All or No[t]hing
Target Unit - Allies
The Cardclasher changes the percentage of damage that he or an ally does at the cost of movement speed, depending on the selected play style. Removes negative buffs when applied. High Risk - Increases all damage done, but decreases movement speed. High Reward - Decreases all damage done, but increases movement speed. Inner Luck - All damage done and movement speed increased. Cast Point: 0.1+0 Cast Range: 700 Damage Done: +30% / 40% / 50% / 60% Movement Speed: -40% / 35% / 30% / 25%
Damage Done: +25% / 35% / 45% / 55% Movement Speed: +25% / 35% / 45% / 55% Effect Duration: 3.5 / 4 / 4.5 / 5 Inner Luck Chance: 6% / 9% / 12% / 15% Mana Cost: 110 Cooldown: 23 / 20 / 17 / 14 In the game table or in the battle arena, it is always all or nothing.
Notes
- Can be purged.
- Can be cast on Spell Immune allies.
- Applies a strong dispel on the target upon cast.
- Cardclasher or a buffed ally can remove the buff by clicking on its icon on the status bar.
- Increases/reduces all damage done, including spells and items.
[E] - Ma[r]ked Card
Target Unit (Autocast) - Enemies - Physical
The Cardclasher throws a card upon his enemies, damaging then based on his base attack and causing a special effect depending on his play style. The bounty changes are shared between killers if the target was a hero – and are reduced by 50% if the target is a creep. High Risk - Deals extra damage, but reduces the bounty if the is killed by the blow. High Reward - Deals reduced damage, but increases the bounty if the is killed by the blow. Inner Luck - Deals extra damage and increases the bounty if the is killed by the blow. Cast Range: 625 Damage: 150% / 200% / 250% / 300% Bounty: -30% / 25% / 20% / 15%
- Cannot be purged.
- Isn't blocked by Spell Immunity.
- Isn't blocked by Linken's Sphere.
- Isn't a Unique Attack Modifier.
- The Marked Card travels at a speed of 1200 and can be disjointed.
- Ricochet Dice increases the chance after Shuffle Trick bonus.
- Creep bounty:
- High Risk: -15% / 12.5% / 7.5% / 5%
- High Reward: +10% / 13% / 16% / 19%
- Inner Luck: +10% / 12.5% / 15% / 17.5%
[R] - Shu[f]fle Trick
Passive - Self
The Cardclasher passively increases his chance to proc Inner Luck, while decreasing the mana cost of his spells. Reduces the cooldown of Inner Luck to 3 seconds. Added Inner Luck Chance: 5% / 10% / 15%
(Item Multiplier Chance: 5% / 10% / 15%)* Mana Cost Decrease: -20 / -25 / -30 (-30 / -35 / -40)* Forstune shuffles his deck to increase his winning chance.
Notes
- Isn't affect by Break.
- Cannot be purged.
- Inner Luck changes:
- Level 1: 11% / 14% / 17% / 20%
- Level 2: 17% / 19% / 22% / 25%
- Level 3: 21% / 24% / 27% / 30%
- Increases mana cost decrease, bonus chance is also applied to these item effects:
- Critical damage (Crystalys, Daedalus)
- Bash (Skull Basher, Abyssal Blade, Monkey King Bar)
- Maim [Greater, Lesser] (Sange & Yasha, Sange, Heaven’s Halberd)
- Chain Lightning (Maelstrom, Mjollnir)
- Damage Block (Stout Shield, Poor Man’s Shield, Vanguard, Crimson Guard)
- Evasion (Talisman of Evasion, Solar Crest, Heaven’s Halberd, Butterfly).
- Aghanim’s Bonus Chance is added multiplicatively to items. Calculated after all item bonuses.
Some explanation about him:
Hero Explanation, Construction and Analysis
This was one of the concepts I imagined a while ago, a hero that uses cards. The initial idea didn't went well, 'till this FoC, where the RNG hero theme was proposed. I believe it fits pretty well.
I imagined this hero as an Offlaner initially, but he can be played as a support too, even mid maybe. His main job is to kill people, with his Inner Luck procs being very good to guarantee it. Similar to the popular Bounty Hunter, he can raise up the gold a kill gives (and can also reduces it). He's also very good at defending an ally with All or Nothing - High Reward (can be used as a escape mechanism!) and it can be used as an power-up to damage dealers, at the cost of movement speed.
His main feature is probably his Aghanim's Scepter upgrade. The ultimate adds flat bonus chance to his Inner Luck, but with Aghanim he does the same to any RNG item. Well, not the same, because it adds multiplicatively to it. Like, you have an evasion item ( Heaven's Halberd, for example): the item evasion chance will somewhere near 36%. If Cardclasher has multiple items that are affected by it, the multiple chance is calculated after all the % stack (and not one for every item).
LoreThere are more than a few folktale of the restless dead haunting this world. The fine people of Elze told a story of a mother's ghost forever haunting her own son for murdering her, his sleep was full of terrifying nightmares of the heartbroken sobs and questioning of her mother. The people of the Hoven tell stories of the archer-demon Clinkz, once a proud and beloved man fell on darkness after his battle with the demon Maraxiform, his soul corrupted with the fires of hell and embodying his skeletal body.
But there is one story noone knows and never told before. The restless souls, be their death from betrayal or war or curses, gathered in one place and became one, single entity out of nightmares. Its origin unknown to any soul, and even the greatest of wizards could not feel regular magics from it. Its essence were of ancient times, it is power not even the Fundamentals could comprehend. It did not control what little mana it possesses, instead it draws on its own vital essence to sow fear to any unlucky mortal that crosses his path.
The Revenant became an entity of no heart, it do not have mercy or remorse, and it has only one desire: to be free and rest. But the souls in their host do not know how, and so they wander the wold, killing everything in its path, trying- to no avail, but this they do not know- to find peace and rest.
Dire, Strength
Base Health: 587 (0.9/s)
Base Mana: 169 (0.5/s)
Base Damage: 51
Base Armor: 3
Base Movement Speed: 295
Base Attack Time: 1.7
Attack Range: 128 (Melee)
Vision Range: 1800/800
STR: 23 (+2.2) AGI: 19 (+2.2) INT: 13 (+1.0)
UNIQUE LEVELLING
Q/W/E: Level 2/3/5/7
R : Level 1/9/17
(Q)Vengeance (unit target, pure, affects enemies)
Each nearby allied creeps that died will grant Restless Revenant one Vengeance charge. Stacking to a maximum of 4, all charge will be consumed by this spell to let out a bolt that deals magical damage.
Cast range: 600
Cooldown: 6
Death radius: 450
Damage per charge: 10/20/30/40
notes
-Disjointable
Souls that do not merge with the Restless Revenant still obey its command, and its powerful magics convert the soul to a bolt that destroys vitality.
(W)Soul Tear (toggle, magical, affects enemies)
When toggled, each of the Restless Revenant's attack will cost of a portion of its health. In exchange, the Restless Revenant's attack will have increased attack range and deal bonus magical damage and have a movement speed slow.
Health cost: 25+ 6.5% of max health
Movement slow: 12/19/26/33%
Movement slow duration: 2
Bonus damage: 30/50/70/90
Bonus attack range: 170
notes
-Health cost is not lethal
-If the current health is less than the required cost, will spend all of the current health instead
-Slow and magical damage does not pierce spell immunity. Only the bonus attack range does :D
-Base attack range + this ability results in a 298 attack range
-Will not change attack type from Melee to Ranged
The Revenant uses its dark essence to enchant its blade. The enchantment grants it phantasmal powers, ravaging body and soul by cutting the air around its foe.
(E)Mist of Terror (target area, affects enemies)
At the cost of a portion of health, shrouds the targeted area with a mist of dark magic, granting it flying vision. In addition, enemies in the mist has a chance to miss their attacks.
Health cost: 150 +20% of max health
Cast range: 1000
Cooldown: 34
Mist duration: 17
Miss chance: 17%
Radius: 400/475/550/625
notes
-Health cost is not lethal
-If the current health is less than the required cost, will spend all of the current health instead
-Does not pierce spell immunity
The Restless Revenant is often encountered in the woods with light blue mist. It is here where hunters, wanderers, and warriors sword-danced with their doom.
(T)School of Souls (passive)
Being an entity formed of souls, the Restless Revenant gains charges of souls that blocks incoming damage. Lost health and used souls will regenerate over time, but will be put into cooldown upon being attacked or losing health. Levelling this ability will prevent any healing done to Restless Revenant and other sources of health regeneration will have no effect. Can be activated so that for 6 seconds the soul charge (but not health) always regenerates regardless of cooldown. When activated, this ability will be put into cooldown. Cannot be activated if this ability is already on cooldown.
Number of souls: 11/15/19
Cooldown: 20
Health regeneration rate: 3% max health per second
Soul regeneration rate: 1/2/2 souls per second
notes
-Works similiar to Refraction
- Orb of Venom and Poison Sting damage tick goes through completely, but will not use any charges or put it into cooldown (This is the same case with Refraction, actually.)
-Restless Revenant's other abilities that cost him a portion of his health will not consume any charges but will put this passive into cooldown
-Is not disabled by Break
-Will not block Ice Blast's Shatter
The Restless Revenant had its souls to protect their host from any damage to its dark, vital essence to its animation.
So here it is, my hero. I tried to designed him to be a lane dominator and early-midgame monster that falls off in the late game. The hero uses no mana, instead uses health. However, spending his health is mostly not a big deal due to the soul charges protecting him from harassment. But
Vengeance is a free harassing tool that allow him to zone his opposing laner and maybe allow him to be played mid at some situations. However, unlike other heroes who uses mana, this ability can only be used once per wave (Most of the time) and cannot be followup with a Lina-style combo
Soul Tear is his attack modifier. At first I meant it to be an auto-cast orb but my head spin with the orb+attack range on melee hero thing in ability draft that makes it increase range with manual cast only, but then I realized a melee hero that can orb-walk is somewhat OP. So I made it a toggleable ability. Moving on, the fact that the only thing that pierce BKB is the bonus range makes him weak late game (which was intended)
Mist of Terror is a way for him to siege high ground, take roshan, manfight, or catch juking enemies. Solid utility all-around.
School of Souls is his bread and butter. He levels this ability at level one and he needs it to survive harasses. Against few heroes he is utter **** but against some he is a monster to lane against. When activated, he automatically has sustain for fights but getting caught means he cannot use it.
PROS
-Great laning
-Okay attack damage
-Good early-mid game
CONS
-Is a niche hero (Some hero ****s him up really bad)
-No initiation skills
-Somewhat kiteable
responses
Spawning
-Restless Revenant
-The Revenant awoken
Moving
-Painful reality
-Must not stop for rest
-Another step I live
-I bring sorrow
-The woods weep with my passing
-Vile. Foul.
Attacking
-To behead
-Shadow fall upon you
-I could smell their fear
-Cut you from this realm
-Are you afraid?
-Deanimate
-Keron tar fri end (Another one to suffer)
Last hitting
-Rest in piece
-Money buy beds, not rests
-More to fund my hopeless cause
Rare
-I tried sleeping, once. It was a nightmare.
-The joy of anger and delight is beyond me
-All I want is to lay down my arm and rest. But I could not do that without raising my arm and fight.
-Mine is a strange, peculiar magic not even the strongest of magus could understand.
Killing a hero
-May your loved ones recover your body
-May your soul finds peace in the End Realms
-May your soul has better fate than mine
-May in death you find tranquility
Killing a rival
-Yours is a foul tongue
-Visage, you are too weak to take me to the End Realms
-The Lord of Avernus, lost in the mist
-I do not spare those similar to me, Clinkz
-May you find your rest, Krobelus
Dying
-Death will not put me to rest
-Not this again
-Rest for me is beyond death
-Maybe this time I'll not return
-To suffer death, forever is my fate
Victory
-Victory by blade will not allow me to sleep
-Still no rest for me
Trion here is a hero that I created for the third theme, a hero with unique mechanic. Well, let's cut to the chase and say his unique mechanic, he cannot auto-attack. This means that he cannot right click (the only normal attack he can do is deny), so how is he supposed to be played then? This is where the fancy things happen, he has an inbound skill called Rip. This skill allows Trion to attack directly in front of him instead of the usual right click, much alike to action games like DmC or Bastion, and that kind of game was my inspiration.
With Rip unique mechanic, all his skills and attacks are capable to have area of effect (albeit pretty small radius), thus allowing him to farm rather quickly and become a beast late game. This hero is intended to be a dangerous late carry, which focuses on his dual blade. When I say dual blade, I mean that this hero can choose how he want to attack after learning his third skill, with Somatic Rip or Mind Rip, that allows him to choose the damage output and debuff he wants to use. This is essential because his ultimate allows him to have different effect on the debuffs, using more Somatic Rip will essentially make him tankier, and more Mind Rip will lower his enemies' magical resistance, increasing his DPS when attacking with Mind Rip.
Despite his strong points (heck, he essentially has free BF), he has a rather essential problem: he cannot use Unique Attack Modifier. Yep, he cannot lifesteal, he cannot slow, he cannot reduce armor, nor can he proc chain lightning. This makes him dependant on his ultimate skill and huge base movement speed, which leads to the next problem: he is easily kited. Nonetheless, his high durability is capable to let him overcome most torture, and he will just keep getting stronger and stronger the longer the fight drags on while making his enemies weaker with his ultimate. This puts his enemy into a tricky situation where they have to burst him down, but failure to do so will mean them committing too much just for him to come out stronger. Nonetheless, he's very weak in early game since his single useful spell in early game is Nothl Entrapment that only disable without dealing any additional damage. Because of this, he should be quite easy to be shut down early game.
P.S: I tried making him based on the Grim Reaper (obviously from the title), and thus I tried a different style of lore to make it rather eerie, do tell me your opinion on this please.
P.P.S: Anyone who can guess the inspiration of his name and initial idea will get a +Rep :P
Lore
Darkness, darkness, when it enshrouds the sky
Beware, beware, for he shall be passing by
A spark of violet, t’was the start of tragedy
A flash of blue, does foretell our agony
Shall you not heed this exhortation?
Shall you not fear the undoing of creation?
For he is shrouded in the canvas of universe
And pride of man’s armory his eternal curse
He simultaneously walks the planes of the world
One in the realm of light and darkness whirled
Two in the maze so narrow under the scape
Oh listen to the souls wishing to escape!
And three in our world so petty, ripped open a brim
So now you would run and weep, hide and scream!
No one could survive his power, so just tremblingly whisper!
Whisper as you utter his name, Trion the Brim Ripper!
Statistics
Faction: The Dire
Primary Attribute: Agility
Attack Type: None
Roles: Carry, Disabler, Durable
Str: 90 at 25 (23 + 2.8/level) Agi: at 95 (23+ 3.0/level) Int: 65 at 25 (17 + 2.0/level)
Health: 1537 at 25
MP: 845 at 25
Armor: 18 (5 base armor + 13) at 25
Movement: 325
Range: 0 (Cannot auto-attack)
Base Damage: 56-60
Skills
[D] Rip: Trion swings his blade, ripping enemies in front of him and dealing physical damage equals to his current damage in a half-circular radius of 200 points in front of him. This skill has 2 seconds cooldown that is reduced by Trion’s attack speed. This skill is inbound skill and doesn’t need to be leveled.
notes
This skill's cooldown will be reduced the same way attack/second is reduced
The damage dealt is base damage + bonus damage, is physical, pierces spell immunity and spell block
Cannot deal any effect of Unique Attack Modifier
Any effect of Attack Modifier will be triggered separately on each hit enemy, having individual chance of the effect. It is possible for all enemies hit to be affected by the effect and it is also possible that no enemy will be affected by the effect
This skill cannot be used to deny, Trion has to use attack button on allied units/item to deny
[Q] Nothl Entrapment: The Brim Ripper rips the brim of physical realm, causing a part of it to overlap with the Nothl realm. This skill creates a buff on Trion that causes any enemy unit damaged by his next Rip to be stunned for a short duration. After stunned, all affected units will receive two debuffs, one that stops HP regeneration and another that stops MP regeneration. If Plane Rift is active, any enemy unit passing through the rift created with this skill will also be affected by this skill’s effect. Each instance of Torn will increase the duration of HP stop, while each instance of Detached will increase MP stop.
- 1.6 second stun, 3 seconds base duration
- 1.9 seconds stun, 4 seconds base duration
- 2.2 seconds stun, 5 seconds base duration
- 2.5 seconds stun, 6 seconds base duration
Type: No Target
Affect: Self
Pierces Spell Immunity: No
Just a moment in the Nothl realm can hinder the mind and body of any soul
notes
Even if Plane Rift is active, each enemy unit can only be affected one time only
If this skill hits an enemy unit with existing debuffs of Torn or Detached, the duration will be refreshed in addition to adding the bonus duration from Torn and Detached
Pierces spell block
[W] Plane Rift: The Brim Ripper uses his power to rip a hole between the planes, causing any attack he does to create a rift in the plane. This skill is a toggle skill that drains MP whenever Trion uses Rip, and it causes the Rip radius to continuously deal damage instance to any enemy unit passing through the radius. This skill will create different rift for Somatic Rip or Mind Rip. Each individual rift stacks with another rift and lasts 4 seconds individually, and each damage instance will add a Torn or Detached instance to any damaged unit according to the rift type.
- 2 instances of damage/second
- 3 instances of damage/second
- 4 instances of damage/second
- 5 instances of damage/second
Type: Toggle
Affect: Enemy Units
Damage Type: Physical
Pierces Spell Immunity: Yes
MP Cost: 30 per attack
Damage: 10% damage
Ripping a hole in the plane is a bad idea, and keeping it open is even worse
notes
Does not cost MP to activate or sustain, only drains MP on successful Rip cast
Pierces spell immunity / block
Deals damage based on base damage + bonus damage when using the Rip, and is a static number
Somatic Rip will create magenta rift, while Mind Rip will create blue rift
[] Scourge of Underscape: Trion uses his experience in the Underscape to empower his enchanted blade. This skill changes Rip into Somatic Rip and Mind Rip. Leveling this skill will passively increase the radius and reduce the base cooldown of Somatic Rip and Mind Rip. In addition to that, this skill also grants bonus damage resistance to Trion and an instance of Torn or Detached to anyone who damages Trion according to the damage type.
- 260 radius, 1.9 second cooldown, 8% damage resistance
- 290 radius, 1.8 second cooldown, 12% damage resistance
- 320 radius, 1.7 second cooldown, 16% damage resistance
- 350 radius, 1.6 second cooldown, 20% damage resistance
Type: Passive
Affect: Self, Enemy Units
Pierces Spell Immunity: Yes
The scourge of Underscape, he is capable to cut through mind as well as body
notes
Does not cost MP to activate or sustain, only drains MP on successful Rip cast
The debuffs placement pierce spell immunity / block, and has global range effect
Deals damage based on base damage + bonus damage when using the Rip, and is a static number
Somatic Rip will create magenta rift, while Mind Rip will create blue rift
Physical damage dealt to Trion will give a stack of Torn, while magical damage will give a stack of Detached
[D] Somatic Rip: Trion swings his blade, ripping enemies in front of him and dealing physical damage equals to his current damage in a half-circular shape in front of him. This skill has a cooldown that is reduced by Trion’s attack speed. This skill is leveled once Scourge of Underscape is learned and replaces Rip. Any damage dealt by this skill will create an instance of Torn that has 15 seconds duration.
[F] Mind Rip: Trion swings his blade, ripping the mind of enemies in front of him and dealing magical damage equals to his current damage in a half-circular shape in front of him. This skill is leveled once Scourge of Underscape is learned and shares the same cooldown with Somatic Rip. Any damage dealt by this skill will create an instance of Detached that has 15 seconds duration.
notes
Both have the same interactions with Rip, and are treated as Rip
Even if Mind Rip deals magical damage, it will also pierces spell immunity/block
Before Divided Trinity is learned, Torn and Detached will have no effect
[] Divided Trinity: The Brim Ripper’s mastery of his power allows him to rip through the brim of enemies’ spirits, allowing him to use their weakness to his advantages. This skill will change Torn and Detached into debuffs that steal affected units maximum HP and magic resistance for Trion, respectively based on the number of Torn and Detached. In addition, this skill increases the duration of Torn and Detached debuffs.
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