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Hero Submission - Competition Round 1

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Forum » Hero & Item Ideas » Hero Submission - Competition Round 1 18 posts - page 1 of 2
Permalink | Quote | PM | +Rep by Atlas » July 3, 2013 1:52pm | Report
Helvellas the Sporespawn
Strength: 17 [+1]
Agility: 22 [+0.9]
Intelligence: 19 [+2.4]

Base Armor: 1.8
Base Movespeed: 290
Vision: 1800/1000
Hitpoints @ 25
Armor @ 25
Mana @ 25


Primary Attribute


Infestation: The Sporespawn releases a plume of infectious spores to infest nearby enemies. Enemies take a percentage of their health as damage over time, and heals allies by a static amount if target is attacked.

Deals HP Removal damage. Blocked by BKB but not dispelled by it.

AoE: 440
Damage: 1.5% of HP
Duration: 5.5/7/8.5/10 seconds.
Heal: 10/15/20/25 per attack.
Cooldown: 20
Manacost: 80/90/100/110

Adnation: Target takes damage and becomes slowed. If affected by Infestation, takes bonus damage and slow lasts longer, and also receives an attack speed slow.

Range: 725
Damage: 120/150/180/210
Slow: 25/30/35/40%
Duration: 6
Infestation Bonus Damage: 40/60/80/100 (Will do 160/210/260/310 damage)
Infestation Additional Slow: 4 (Will last 10 seconds)
Infestation Attack Speed Slow: 15%
Cooldown: 16
Manacost: 115/120/125/130

Fungal Growth: Places target unit (allied or enemy, or yourself) in a giant fungal growth. While in this, they are rendered unable to move, attack or cast spells, and are also invulnerable until Growth duration ends or it is destroyed. While in the Fungal Growth target regenerate health and mana per second. If an enemy attacks the Growth, they receive damage over time.

Attacks to destroy Fungal Growth: 2/3/4/5
Damage over time: 8/16/24/32 over 8 seconds.
Growth duration: 5/6/7/8
Heal per second: 10/14/18/22 HP per second.
Mana per second: 5/10/15/20
Cooldown: 35
Manacost: 160

Ultimate - Symbiotic Aminita: The Sporespawn channels to become a fungal colony. While he is in this form, he in unable to attack. He gains Strength, Armor, HP regen, and mana regen. In addition, Adnation becomes an AoE ability, and Infestation deals increased damage. Any enemies that attack you or deal damage through any ability to you are slowed and take damage over time.

Duration: 30
Additional Strength: 20/25/30 [380/475/570 additional HP]
Armor: 5/7/9
HP/Mana Regen: 6/7/8
Adnation AoE: 250
Infestation Increased Damage: 2.5% HP/Second

Enemies that attack you take 25 damage/second and are slowed by 10% over 5 seconds.

Cooldown: 140/130/120
Manacost: None

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Permalink | Quote | PM | +Rep by Atlas » July 3, 2013 1:52pm | Report
I think that's it for mine, if I'm missing anything let me know. Also wanted to clarify with HP/Armor/Mana @ 25 calculations, makes sure the Str, Int, Agi growth isn't applied at level 1, so you'll multiply it by 24, add it to base attribute, then add 20 due to stat skill later in the game that will be applied. Did this following dota2wiki's format.

All over, a bit of summary on my hero, he's a very passive hero in that he makes a difference, not in clutch plays, but just by being persistent in the battle. He doesn't necessarily fall off late game, but makes a bigger difference towards midgame. It seems he would have some downtime with cooldowns and such in teamfights, and since he cannot attack, getting active items like Mek and Pipe to help your team would be optimal since you are so hard to kill.

Also, think of his Fungal Growth like Shadow Demon's Disruption in a way, not as a lane heal. It's more of a savior skill than a healing one, though can be used in lane to heal a bit of HP if needed.

Might post some sketches later!

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Permalink | Quote | PM | +Rep by Ancient Hero » July 3, 2013 2:17pm | Report
Herman, The marsh hermit

Strength 18 +1.8
Agility 24 +2.6
Intelligence 20 +1.9

Base Armor:3
Base MS:295
Attack animation:.4 seconds

[email protected]
[email protected]

All are without stats

Base Damage-30


Primary attribute-Agility


[Q]Water rush-shoots a spray of water dealing damage. Deals damage in an aoe cone in front of him with a range of 600. Also provides a 2 second slow of 20%

[W]Cocoon- Surrounds himself with the plants of the swamp regenerating health. Grants bonus armor and magic resistance but can be attacked. Herman cant attack while in cocoon. toggleable.
Heal per second:20/35/50/65
Mana per second:30+15/25/35/45
Bonus armor:10/15/20/25
Magic resistance:80%

[E]River run- whenever Herman is touching the river, he gains bonus movespeed which remains alittle bit longer after he touches land.
Bonus MS:15%/20%/25%/30%
Bonus time of buff:4 sec/6sec/8sec/10sec

[R]Dive-Herman surrounds himself in water and rushes 800 units forward dealing damge along the line in a 300 unit radius. Upon impact, units in an aoe of 500 take damage and are stunned.

Initial damage-175/250/325
AOE damage-100/150/200

Sorry about the bad formatting.

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Permalink | Quote | PM | +Rep by nuclearengie » July 3, 2013 4:18pm | Report

Square the root


Strength- 20 + 1.8
Agility- 20 + 2.7
Intelligence- 15 + 1.8

Base armor- 2.85 (0)
Base move speed- 290
Vision- 1800/800

Hp at 25- 1615
Armor at 25- 12.5
Mana at 25- 1040

Dire agility


Vine whip: Square shoots out a vine at a target. If it hits a friendly unit, square will move to that unit. If it hits an enemy, the unit will be stunned. If it hits a tree, square will gain health. Destroys trees.

Range: 300/250/400/500
Stun: 0.5/0.75/1/1.5
Heal: 50/75/100/150
The vines of square come to help or harm

Armor of Nature: Square gains an armor bonus depending on the amount of trees and jungle creeps around him.
Radius: 350
Armor bonus: 0.5/1/1.5/2
Square speaks out nature to come protect him

Infestation: Square launches insects into his attacks, reducing health regen. Stacks up to 5 times. Each attack refreshes the stack time. Does not stack with other unique attack modifiers.
Health degen: 1/1.5/2/3
Duration: 5
Even lowly insects can do their part to preserve nature

Life Root: Square links the life between him and an enemy. Square and his target cannot move more than 750 units away. 50% of the damage square takes it transferred to his target.
Radius: 750
Duration: 2/3/5
The strands of life coming out of all living things can be spotted by Square

Square root was a lowly plant of Augury that lived with his other plants. One day, he was empowered by an ancient force. He now had the ability to link with the life of other life forms. He was then given the quest to go and protect the endangered lands of nature. In times of need he can gain the powers of nature to help him weaken those who threaten nature.
"Knowledge is power" -Sir Francis Bacon
"Power tends to corrupt" -Lord Acton
"Knowledge tends to corrupt" -Transitive property of Equality


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Permalink | Quote | PM | +Rep by Wulfstan » July 4, 2013 9:56am | Report

Kolog, the Earth Giant


Primary stat: STR
Range: Melee
Str: 19 + 2.2
Agi: 16 + 1.9
Int: 19 + 2.2
Damage: 42 - 46
HP: 511
Mana: 247
HP Regen: 0.82
Mana Regen: 0.77
Armor: 3



Q - Shatter - Kolog is so old that its body is shattering. Fortunately, it does not need to be whole to smash. The Earth Giant splits into two parts, a right and left side, each with its own skills. Cast reunite to form original hero. Each side gets 75% of Kolog's remaining health and mana, when recombined these stats are combined from the two sides.Both sides must be killed to kill Kolog. Cannot use any items, but retains Kolog's movement speed with boots. Lasts until skill 'reunite' is used from a half.

Level 1 - Each part retains 40 % of Kolog's buffed damage (including items) Improves halves' skills.
Level 2 - Each part retains 50 % of Kolog's buffed damage (including items) Improves halves' skills.
Level 3 - Each part retains 60 % of Kolog's buffed damage (including items) Improves halves' skills.
Level 4 - Each part retains 70 % of Kolog's buffed damage (including items) Improves halves' skills.

Mana Cost: 100
Cooldown: 20/16/12/8


Spoiler: Click to view

Spoiler: Click to view

Spoiler: Click to view


W - Crumble - Kolog's body is so old that it starts to crumble at every step or attack.Gives a chance that a random enemy unit in 250 Aoe of Kolog getting struck by a falling rock from his body, getting damaged by a percentage of Kolog's strength.

Level 1 -20 base damage + 15 percent of strength, 10 percent chance
Level 2 -25 base damage + 20 percent of strength, 15 percent chance
Level 3 -30 base damage + 25 percent of strength, 20 percent chance
Level 4 -35 base damage + 30 percent of strength, 25 percent chance

Note:This works while under the effect of Shatter.

Cooldown: 10/9/8/7
Mana Cost: N/A


E - Marble Shell - Kolog summons a shell of marble around him, buffing his armor and magic resistance for a couple of seconds based on his intelligence.Lasts 3 seconds at all levels.

Level 1 - Gives + 2 armor and + 7 percent magic resistance + 14 percent of his intelligence.
Level 2 - Gives + 3 armor and + 9 percent magic resistance + 16 percent of his intelligence.
Level 3 - Gives + 4 armor and + 11 percent magic resistance + 18 percent of his intelligence.
Level 4 - Gives + 5 armor and + 13 percent magic resistance + 20 percent of his intelligence.

Cooldown: 26/22/18/14
Mana Cost: 100/110/120/130


R - Moonstone Heart - Gives each half of the giant its own ultimate whilst split. Also, increases the guardian's total health by a percentage of its total mana if the guardian's intelligence is greater than its strength, and increases the guardian's total mana by percentage of its strength is greater than its intelligence. If intelligence and strength are equal, no effect.

Level 1 - Total health or mana increased is 15%
Level 2 - Total health or mana increased is 20%
Level 3 - Tttal health or mana increased is 25%


Spoiler: Click to view

Spoiler: Click to view

Wow that was really hard to come up with but I really wanted it to be unique.So here we go, we have Kolog right here.

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Permalink | Quote | PM | +Rep by Naxela » July 4, 2013 11:10am | Report
Though I come up with a lot of ideas for heroes as a hobby, I created this one over the past day from scratch after seeing the hero submission competition. I didn't like the idea of a nature based hero since there are already quite a few in the hero pool, so I instead went with the idea of an earth hero, not an elemental like that of the recently added Kaolin, but instead an earth-lover, one who feels at home in the earth and revolves around being in the ground. With that idea in mind, I came up with the cunning mole: Sorico, the Earth Dweller

Sorico, the Earth Dweller

"Lovely soil, yes! They will never see me coming."

A mole-like creature that has wandered the earth for centuries, Sorico is a shrewd trader, dealing in gems he digs up beneath the surface. His bounty is an often coveted treasure, yet Sorico, not being one to part with his hoarded gems so easily, has adapted many ways to manipulate the very earth he hides away in.

Sorico is a strength hybrid role hero, serving as both an initiator with little farm or a hard carry with great farm. The only strength hero with an invisibility spell (Sand King hardly counts), Sorico sleuths around the map for unwary targets to trap and bring down. His abilities have versatility, having different effects depending on whether Sorico is either on top of or in the ground. Sorico can fit comfortably in any team composition, providing opportunities for ganking, a strong teamfight presence, and a backup carry in a desperate situation.

Radiant Melee Str Hero
1.7 BAT
3 Starting Armor
Base MS: 290
Vision: 1600/1600
Base Damage: 25
2.5 str gain, 22 base
1.8 agi gain, 18 base
1.8 int gain, 19 base
Level 25 Health: 1708
Level 25 Armor: 9
Level 25 Mana: 806

His stats are nothing to brag about, yet nothing to be ashamed of. I originally spent a while deliberating whether or not to make him a str or agi hero, and came to the conclusion he needed to be str for a couple of reasons. Primarily, an initiator agi is a rare thing, and that is because being an initiator requires you to be tanky, and making your primary stat str is of great benefit. Secondly, as agi, his carry potential would be overly emphasized, whereas I want his hybrid nature to become almost natural to the player. He has the option to build one way or the other or a mix, filling the roles his team needs of him. He will definitely need some mana support if you want him to be a full-time initiator/ganker, and he will definitely need some damage and attack speed if you want him to be a carry, but obtaining both to lesser degrees at the same time isn't that far out of reach. Other things worth mentioning is he is a mole, so his vision, while lessened (and that serves a dual-purpose as a balance decision as well), is not hindered by darkness (nighttime).

It's worth mentioning his ultimate first because of its direct impact on some of his other skills.

Ultimate: Burrowing Claws

With a little effort, Sorico can move through earth as quickly as anyone else would walk upon it.
Allows Sorico to move become invisible by burrowing into the earth. While burrowed, Sorico has unitwalking and treewalking, can move at the cost of mana equal to 10% of the distance he travels, and is immune to any effects that would move him other than manual movement, but cannot auto-attack. In addition, being burrowed modifies Sorico's other active abilities to have different effects. Using items will reveal Sorico for one second, but abilities will not. Sorico can unburrow at any time while burrowed.
Burrowing Claws Cast Time: .6 seconds
Unburrow Cast Time: .4 seconds
Level 1: 30% movement speed slow while burrowed
Level 2: No movement speed change while burrowed
Level 3: 30% movement speed buff while burrowed

I constantly kept changing whether or not I wanted this to be his ultimate or a regular skill for him, but as a regular skill I could never think of substitute ability for an ultimate. Secondly this ultimate form only drains mana upon movement whereas my other rendition was time-based. Logically this makes sense since chewing through dirt requires energy while resting in it does not. It is also an ultimate skill because of a very desirable immunity to movement effects, which while it does prevent blink dagger initiation, protects him from the effects of spells such as flaming lasso, meat hook, vacuum, and many others, which would be overpowered as a regular skill, in addition to its ability to already disjoint other spells via invisibility. It's worth mentioning that the spell can't be purged (it's not a buff, but a state), has no cooldown but instead a small cast time for balancing purposes, and does not give him different abilities while burrowed but instead modifies existing ones. This means that his other abilities share the same cooldown and mana cost in their different "forms". As far as this spell goes, use it for the protection it gives for certain spells, for the stealth no other strength hero possesses, and at later levels the increased mobility should you have the mana to support it.

First Ability: Gyrodrill

Sorico balances on one claw while using the other to strike fiercely around him.
Ensnares Sorico for 4 seconds while giving a slow to all enemies in a 300 radius around him while also allowing him to attack all enemies affected simultaneously with bonus damage
Cooldown: 12 seconds
Cast Time: Instant
Level 1: 25% attack/movement slow with 15 bonus damage (mana cost 110)
Level 2: 30% attack/movement slow with 30 bonus damage (mana cost 120)
Level 3: 35% attack/movement slow with 45 bonus damage (mana cost 130)
Level 4: 40% attack/movement slow with 60 bonus damage (mana cost 140)

Imbedded in the earth, Sorico's rotation caves in the ground around him, leaving those that fall in at the mercy of his attacks.
Ensnares Sorico to create a 450 radius quicksand pit around him that pulls enemies towards the center at a rate of 150 movement speed while giving them a slow; Sorico can attack while burrowed for the duration and gains bonus attack speed, but it revealed for 1 second after each auto-attack.
Cast Time: Instant
Level 1: 25% attack/movement slow with 20 bonus attack speed
Level 2: 30% attack/movement slow with 40 bonus attack speed
Level 3: 35% attack/movement slow with 60 bonus attack speed
Level 4: 40% attack/movement slow with 80 bonus attack speed

Most important to note is that this is not a channeled spell, and neither form can be canceled by stuns, though his auto-attacks during them can be stopped. Changing burrow states will cancel the spell immediately in an emergency, and is the only way to do so. He is also free to use any other items or abilities during the duration. Because this ability's damage comes from his auto-attacking ability it lends to his carrying ability, but still has utility without carry items, thanks to his toggle-able passive we'll get to later. As is the intended purpose, the burrowed form of the skill lends itself to be the better option for initiation while the unburrowed form is better for being a carry. Getting the burrowed form off can be a great boon to your teammates in a teamfight while the unburrowed form may not be as game-changing; while solo killing however you might find the usefulness of the two actually switches. As with Sorico's next ability, make sure you choose carefully which form you want to use in each fight, because using one will put both on cooldown for longer than the fight might last for.

Second Ability: Claws of Stone

With claws coated with the very minerals he tunnels through, Sorico's attacks piece any armor.
Quickly swipes twice at all enemies in a 325 radius and 120 degree arc in front of Sorico dealing damage and applying an armor debuff for 5 seconds.
Cooldown: 10 seconds
Cast Time: Instant
Level 1: 75 magic damage per strike (mana cost: 90)
Level 2: 100 magic damage and -1 armor per strike (mana cost: 100)
Level 3: 125 magic damage and -2 armor per strike (mana cost: 110)
Level 4: 150 magic damage and -3 armor per strike (mana cost: 120)

Strong outstretched claws invite Sorico's foes to an earthen demise.
Sorico thrusts his claws through the earth and roots any enemies within a 325 radius into the ground, ensnaring them while dealing 100 magic damage per second.
Cast Time: .5 seconds
Level 1: 1.5 second ensnare duration
Level 2: 2 second ensnare duration
Level 3: 2.5 second ensnare duration
Level 4: 3 second ensnare duration

Unburrowed form is best cast when following someone to deal additional damage without losing ground on them (you can keep walking and moving as the ability is activated). To avoid any confusion, yes the armor debuffs from the two slashes stack (as separate effects in fact), and this ability can be used while his gyrodrill in either form is active, giving great synergy in fact (quicksand is much harder to escape if you can't move, and auto-attacks do significantly more damage with an armor debuff I've heard). Of course you can't auto-attack for the casting time of the skill, so that might needed to be factored into your game plan. The unburrowed form due to its instant cast nature is done where immediately where Sorico is facing forward, so it is probably necessary while casting gyrodrill to click ahead of time where you want claws of stone will be cast (Sorico will simply turn towards that direction without moving at all because he is ensnared). Also because the burrowed claws of stone only ensnares without stunning or silencing, it might be hard to use as a disable effectively on its own. That's why Sorico has one last ability:

Third Ability: Sand Slashes

Sorico can interrupt any sorcery by jetting the tunneling debris around him with his attacks.
While toggled, Sorico deals a 1 second silence to any enemies he auto-attacks at the cost of mana per attack.
Level 1: 80 mana per attack
Level 2: 60 mana per attack
Level 3: 40 mana per attack
Level 4: 20 mana per attack

Best part about this spell is it does indeed function during gyrodrill, though the unburrowed form may quickly drain all your mana if many enemies are caught in it, as you will be applying it to all of them each time you attack. This ability serves to complete Sorico's skillset utility. As with all of his other abilities, it serves a dual purpose. As an attack modifier (and while it is active it doesn't stack with any other modifiers) it makes him a greatly feared auto-attack carry, or it can be used to top off his potential to disable entire teams at once (use the unburrowed gyrodrill to silence everyone at once, or the bonus attack speed during the burrowed form to quickly silence each person that gets caught).

Item Suggestions:
Sorico can use just about any item effectively, and he will certainly need at least a few in order to properly function late-game, regardless of how he decides to build. Good choices include an early medallion for the much needed regen in addition to the helpful armor debuff to stack with his own debuff. A basher is also incredibly useful as it gives him a stun to apply on his many opportunities to auto-attack, making his repertoire of disables all the more menacing. Beyond that, he could use a little mana regen here, a little tankiness there, and possibly some damage items if you are really performing well early on. Even a blink dagger could be used to initiate with an unburrowed gyrodrill. Anything works on him honestly.

Before his ultimate, his potential to disable can be a little lack-luster, so it is very important to get him some early levels to gain him his utility. Ganking as a mid might be the best way to build up some needed farm, and that position suits him best as it allows him to pursue whatever role he needs to as the game progresses to midgame. Later on, sneak beneath your opponents and wreak havoc with your disables while letting your allies finish them off; you might even be able to do it yourself if you are farmed enough. Most importantly know when and when not to be burrowed. As practice and experience is the best guide for this tip, it would probably take playing him a bit against different team compositions before I or anyone else would best know when that is.

Thank you for reading my submission for this competition, if you read my hero idea on my own thread, feel free to go over to the submission thread and vote for me there. If you have any questions or suggestions feel free to comment on the separate Sorico thread; I always appreciate feedback and will gladly answer any questions you have. Good luck to everyone else who is competing. :)


Edit: Clarified some parts of burrowing claws's invisibility.
Edit2: Nerfed his movement speed.
Edit3: Color and style.
Edit4: Slight buff/scaling modification to unborrowed claws of stone.
Edit5: Slight buff to cast times of burrowing claws


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Permalink | Quote | PM | +Rep by porygon361 » July 4, 2013 3:37pm | Report

Malice, The Corrupted Vine

Dire Intelligence
"Wherever I go, corruption follows."

Base health

: 473

Base mana

: 234

Base damage

: 48

Base armor

: 3

Movement speed

: 285

Attacks per second

: 0.7 +0.3 (backswing)

Base attack time

: 1.7

Cast time

: 0.1 +0.2 (backswing)


: 400

Vision range

: 1800/800


: 50.6 (17 +1.4)


: 72.2 (17+2.3)


: 85.2 (18 +2.8)

In a wild, lush forest, a magic seed dropped from a gardener's pocket one day. Nestled between the foliage, the seed began to germinate, basking in the warmth of the sun. All seemed well.
Only days later, a darkness came upon the land as the Dire marched threw it, destroying all life and greenery in the process. However, the little sapling endured the darkness and continued to grow, somewhat unfaded by the death of his kind. Day after day, the darkness grew stronger and stronger, deteriorating the environment and corrupting the sapling bit by bit. When it had grown into a flourishing plant, it had already been completely taken over. Breaking from the constraints of the ground, Malice the Corrupted Vine was born, bent to the will of the Dire to spread death and corruption to distant lands.

However, living on in Malice's body was a small bit of untainted flesh, longing to cleanse his body of the horrid darkness that consumed it.

(The gardener is one of the other heroes I made before the competition, Khadin, The Guardian of Greenery, also a nature-based hero.)

Q: Tangle Vine
Type: Target-Unit
Affects: Enemies, Allies and Trees
Damage: Magical
Malice quickly moves towards the target in the form of a vine, dealing damGe based on his attack damage and entangling the target when he has reached it. When used on allies, he will move to their location. When used on trees, he will move to it and destroy it when he reaches the destination.
- 400/500/600/700 range
- 600 speed while moving towards the target
- 150/200/250/300% attack damage dealt as damage
- 1/1.5/2/2.5 second entangle
- 80/90/100/110 mana cost
- 18/14/10/6 second cooldown

Fighting with vines wrapped around you is no easy task.


W: Deception
Type: No Target
Affects: Self
CHANNELING - When activated, Malice channels and takes the shape of a tree over a short duration. He is invisible on the minimap. Malice cannot attack and has an extremely slow movement speed while in tree form. Enemies can right-click on him when he is in tree form, damaging him and completely removing his camouflage. Malice will not draw aggression from lane creeps and other enemies while in tree form. When activated again while in tree form, he will channel for the same short duration to go back to normal. Using Tangle Vine while in tree form will increase its damage and instantly change him back to normal form without any channeling.
- 1 second transformation time
- 200/150/100/50 movement speed reduction
- +30/60/90/120 damage when using Tangle Vine
- 110 mana cost
- 30/25/20/15 second cooldown

Malice takes on green disguises to fool his enemies.


E: Tainted Toxins
Type: Passive
Affects: Enemies
Damage: Magical
Malice's attacks slowly corrupts the target, slowing their movement and attack speed for a short duration. Each stack also adds bonus damage to Malice's attacks. The slow is stackable. The duration is refreshed when the debuff is reapplied to the target.
- 6/8/10/12% initial movement speed slow
- +3/4/5/6% stacking movement speed slow
- 10/15/20/25 initial attack speed slow
- +5/7/9/11 stacking attack speed slow
- +4/8/12/16 additional damage dealt
- 4 maximum stacks
- 2 second stack duration

Enemies showered with Malice's sticky toxins immediately stop dead in their tracks.


R: Summon Corruption Vectors
Type: No Target
Affects: Enemies and Trees
Damage: Magical
Malice summons corruption vectors by his side. Corruption vectors last for a short duration, corrupting the land that they have traveled on. Enemies on corrupted land will have all damage taken amplified. Malice will gain increased movement speed when he is on corrupted land. Trees are destroyed when corruption vectors walk on them.
- 2 creepers spawned
- 175 corruption radius
- 15% amplification
- +20/25/30% movement speed
Corruption Vector

- 12/14/16 second corrupted land duration
- 150/170/190 mana cost
- 80/70/60 second cooldown
Upgradable by Agahnim's Scepter

Corruption spreads wherever this malevolent shrub wanders.


Roles - Ganker, Disabler, Semi-Carry
Playing this hero isn't very hard, and it should be quite fun sneaking up on people looking like a tree and then slam them in the face with Tangle Vine. Due to the short cooldown at level 4, you can repeatedly entangle an enemy and use your Tainted Toxins to slow him to a crawl. That is why he is a powerful solo-ganker in the midgame with mana regeneration items. Even though he leaves much to be desired in teamfights, his ultimate, Summon Corruption Vectors, will allow his allies to deal more damage to the enemy and potentially win the fight. He can also repeatedly use Tangle Vine on the enemy carry, preventing him from attacking and dealing damage to him as well. When fed in the early game, Malice has huge potential to snowball out of control, and can be an even more powerful presence when he does. However, remember that Malice is a squishy plant, so don't hesitate to juke into the forest and transform into a tree when you're in trouble(works at all stages of the game).

Malice is a strong solo offlaner that can also play as the solo mid due to his potent 1v1-oriented skills. In the offlane, he can safely get last hits with his range, as well as juke in nearby trees with Tangle Vine and Deception should a gank occur. In a solo mid situation, you can add stacks of Tainted Toxins to your opponent to wear then down bit by bit, then going in for the kill with Tangle Vine. Rune control benefits Malice greatly, and lets him spam his Tangle Vine at the opposing mid hero for harassment, potentially killing them in the process. It would be advisable to start ganking other lanes after Tangle Vine is level 4 or you have a suitable rune (Haste, Double Damage, Invisibility).

Skill build
His skill build is relatively flexible. Usually a point of Deception is sufficient to sneak up on enemies and escape, while the rest can be put into Tangle Vine and Tainted Toxins for more damage. His ultimate is leveled at the usual timings, but it can be skipped for a higher level of Tangle Vine and Tainted Toxins (because they're just too good!). In a solo mid situation, a point in Deception is unnecessary, since there are hardly any trees in the midlane, so more focus can be put on your 2 powerhouse skills. Leaving Deception at level 1 and leveling stats is also viable.
1. Tangle Vine
2. Deception/Tainted Toxins
3. Tangle Vine
4. Tainted Toxins
5. Tangle Vine
6. Tainted Toxins/Summon Corruption Vectors
7. Tangle Vine
8. Tainted Toxins
9. Deception/Tainted Toxins/Stats
10. Summon Corruption Vectors/Deception
11. Summon Corruption Vectors
12. Deception/Stats
13. Deception/Stats
14. Deception/Stats
15. Deception/Stats
16. Summon Corruption Vectors
17. Deception/Stats from here on depending on what you got before

Some possible items:
Bottle when going mid.
Phase Boots is the best choice of all the boots, since his first skill's damage is based on his attack damage.
Orchid Malevolence would be awesome on this guy, as it would increase his mana regeneration to spam his Tangle Vine and also for the all-powerful silence.
Drum of Endurance is a must for all midgame heroes in my opinion.
The Helm of the Dominator stacks with Tainted Toxins and gives more bonus damage, as well as helping Malice jungle and heal up before a teamfight.
Linken's Sphere gives extra stats and regeneration, and the spell block only adds to your arsenal of escapes.
When snowballing, pick up a Crystalys for a good boost in damage, maybe even a Daedalus.
When teamfighting, be sure to use a Shiva's Guard! It synergises well with your damage amplification.
Scythe of Vyse is good for the hex, stats and mana regeneration.
Monkey King Bar gives insane damage, and also adds a mini-bash in between attacks. Skull Basher and Abbysal Blade are gotten for the same reasons.
Satanic for the tankiness and insane lifesteal late game.
Divine Rapier. 'Nuff said.

Balance Patch:



Took me a while to come up with this idea, but I kinda like it. If you have any questions on what the skills do, just ask! :)

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Permalink | Quote | PM | +Rep by porygon361 » July 4, 2013 10:29pm | Report
Also, its a great honor that my name was used in your hero idea, cepheus1988 :)

Hero Idea Archive

Newest Idea: Ibrik, the Tormentor

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Remarkable (46)
Posts: 1603
Permalink | Quote | PM | +Rep by Cepheus1988 » July 5, 2013 5:13am | Report
porygon361 wrote:

Also, its a great honor that my name was used in your hero idea, cepheus1988 :)

He he, that wasn't intended.
Got the name and title from the protagonist of the Game Boy Advance RPG 'Golden Sun' :D

(I've played MANY games... in future hero submissions there may be as many inspirations from that games... especially for the names... I'm so bad at coming up with names xD)
Creative people behold!
Join the new Dotafire Creation Competition! - Our two-weekly competition in the 'Hero & item ideas' Section.

Last rounds winner was: Naxela

Competition is on hold for now, to reorganize!


Notable (4)
Posts: 115
Permalink | Quote | PM | +Rep by Crazy Tom » July 5, 2013 10:02am | Report
Eve, Leafcaller
The Radiant
Intelligence Hero
Ranged (425 Range)
Vision Range: Standard (1800 day/1000 night)
Carry, Nuker, Disabler

Str: 71.5 (19 + 2.1 per lvl)
Agi: 65.5 (18 + 1.9 per lvl)
Int: 92.2 (25 + 2.8 per lvl)

Starting HP: 511
Starting Mana: 325
Base Armor: 1
Base Damage: 44 - 53
Base Movement Speed: 310

In the great cycle of life, there must always be a period of death to balance the periods of creation. For every new life, an old one must be extinguished. Many are uncomfortable with this notion, but none understand it like Eve does. In the early days of the world, when life and nature were still developing, Eve was charged with maintaining the cycles of birth and death. Thus were Spring and Autumn created; over time, though, as life flourished, the creation part of the cycle needed less and less of her attention. To balance the ever-increasing life, Eve brought Summer and Winter to the world, a period of intense hot and one of intense cold, so that death might also be present in equal measures. Eventually Eve had no need to oversee the Spring, and devoted herself fully to maintaining the Autumn and its part in the greater cycle.

Eve is an ethereal being whose form resembles that of a dryad, a tree spirit. Her skin is varying shades of brown, much like tree bark, and her hair is a flowing green mass that is a collection of leaves, grass, and moss.

Elder Titan- "Do you have another task for me, my Elder?"
Nature's Prophet- "Ah, Nature's Prophet, my old friend."
Enchantress- "Enchantress! What brings you here to this field of battle?"

Leshrac- "How brittle is the earth now, Leshrac?"
Ancient Apparition- "You shall not extinguish the earth this day, Cold One!"


Q - Leafstorm (Active)(Single Target)
The Leafcaller gathers a storm of falling leaves, damaging and slowing the target over a period of 4 seconds.
Damage: 80/160/240/300 over 4 seconds
Move Slow: 10/15/20/25%
AS Slow: 7/14/21/28%

Cast Range: 600
Mana Cost: 90/110/130/150
Cooldown: 18/15/12/9

W - Root Down (Active)(Single Target)
Eve causes the target unit to put down roots in preparation for the coming Winter, stunning it for 1/1.4/1.8/2.2 seconds and giving it bonus mana regen equal to 40/55/70/85 per second.

Cast Range: 800
Mana Cost: 100
Cooldown: 16/14/12/10

E - Setting Sunbeam (Active)(Single Target)
Eve sprays her foe with a ray of fading Autumn sunlight, dealing damage equal to twice her Int to the target and giving it a miss chance on all its attacks equal to 28/35/42/49%.

Cast Range: 400/500/600/700
Debuff Duration: 5
Mana Cost: 100/130/150/170
Cooldown: 10/9/8/7

R - Autumn's Chant (Passive)
The Leafcaller's magic is only part of a greater, more majestic cycle, made real by her solemn incantations. Whenever she casts a spell, she reduces the cooldown of her other spells currently on cooldown by 1/2/3 seconds. In addition, she gains bonus hp/mana regen equal to 2/4/6 for 5 seconds each time she casts a spell. Casting a spell while this buff is active simply adds an additional 5 seconds to the duration.
Aghanim's Scepter: Each time Eve casts a spell, she now also gets a stacking buff that causes any spell she casts to deal 20 extra damage. The buff lasts for 5 seconds. If she casts a spell while she already has this buff on, she gets another stack.

Possible Item Build:
Arcane Boots, Tranquil Boots
Null Talisman, Ring of Basilius, Magic Wand, Boots of Speed, Ring of Regen
Ghost Scepter, Arcane Boots, Force Staff, Veil of Discord
Bloodstone, Orchid Malevolence, Scythe of Vyse
Ethereal Blade, Dagon, Soul Ring, Eul's Scepter of Divinity, Aghanim's Scepter, Black King Bar

Crazy Tom

Notable (3)
Posts: 151

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