Help Support Our Growing Community

DOTAFire is a community that lives to help every Dota 2 player take their game to the next level by having open access to all our tools and resources. Please consider supporting us by whitelisting us in your ad blocker!

Want to support DOTAFire with an ad-free experience? You can support us ad-free for less than $1 a month!

Go Ad-Free
Smitefire logo

Join the leading DOTA 2 community.
Create and share Hero Guides and Builds.

Create an MFN Account


Komodo, The Lizard King

Please review our General Rules & Guidelines before posting or commenting anywhere on DOTAFire.

Forum » Hero & Item Ideas » Komodo, The Lizard King 3 posts - page 1 of 1

Poll Question:

OP scale?
6-1 (Easy countered and defeated)
Permalink | Quote | PM | +Rep by Crunchies » June 13, 2013 4:11am | Report
The Dire

Main Attribute: Agility

Strength: 18 + 1.9
Agility: 16 + 3.7
Intelligence: 11 + 1.2

Attack: Melee, 49-55 damage, 300 movement speed, 3 armor.
Vision: 1800/800
Base Health: 492
Base Mana: 143


Heavy Tail- Toggle Spell
This spell increases Komodo's base damage and armor at the cost of movement speed.

Increase in damage and armor: 10%/18%/26%/40%
Decrease in movement speed: 35/40/45/60

Light Tail- Toggle Spell
This spell increases Komodo's base movement speed at the cost of damage and armor.

Increase in movement speed: 35/40/45/60
Decrease in damage and armor: 10%/18%/26%/40%

Komodo Burrow- Active Spell
This spell, when clicked will plant a hole in the ground. You can plant another hole in the ground and you, allies, and enemies will be able to travel through the hole to reach the other hole. There is a maximum of 2 holes planted. When a 3rd hole is planted the oldest hole disappears.

Hole AoE: 50/120/190/300
Mana: 90/120/150/180
Cool down: 25/19/13/7

Vice Grip- Active Spell
When this spell is used on an enemy, Komodo will lock the enemy in its place until Komodo dies, or the duration is over. This is a channeled spell. However the enemy can still use spells but cannot auto-attack. Drains mana of the enemies.

Mana Drain: 5/10/15 per second
Duration: 3/4.5/6/8.5
Range: 200/250/300/350
Mana: 50/35/20/5
Cool down: 30/40/50/60

Iron hide scales- Passive Spell
When Komodo is attacked, he will gain extra armor and be able to use his Vice Grip for a lot extra duration at the cost of mana per second. This is stackable and all bonuses can be stacked.

Armor Gain: +8/+9/+10 per stack
Stacks: 3/3/4
Extra Duration of Vice Grip: 2/4/6 per stack
Mana per second of Vice Grip: 5/10/15

This hero is a really great counter to strength heroes due to their low range, only agility carries that are ranged will be able to defeat this DURABLE, CARRY, DISABLER, ESCAPE.
Please leave comments on how to improve or if it it too overpowered. thx :P

EDIT: Komodo Burrow:
It takes 2 seconds to teleport from one burrow to another when standing on it, and the burrows need to be within 2000 range of each other to work, other wise it will just look like a hole.

Iron Hide Scales:
Removed extra Vice Grip time and mana drain. When Komodo is attacked he will return 12% of the damage he takes and reflects it as pure damage. Also nerfed stacks to 2/2/3.


Posts: 32
Steam: [TCM]-Crunchies
Permalink | Quote | PM | +Rep by porygon361 » June 13, 2013 4:43am | Report
This guy... His agility gain is so damn high O_O.

Heavy Tail and Light Tail allow him to be quite flexible. However, the increase and decrease in damage and armor should not increase by percentage. As you already know, this lizard has 3.7 agility gain (!), so this would be really, really devastating. Instead, make it a flat 20/30/40/50 damage and attack speed increase/decrease. The percentage should instead go to his movement speed. Make the increase/decrease 10/15/20/25%. Also, this ability can be simply toggled based on what you need very quickly, and that is too good. Either add a cooldown on this thing, or add a long cast time.

I don't exactly understand Komodo Burrow. So, no matter what the distance between the 2 holes are, any number of allies can use it to travel to both locations for an indefinite number of times? If the answer is yes, then it needs a nerf. It's basically free fountain trips if you plant one in your base and at the tier 1 tower.

Vice grip has a really long duration, I think the time scaling should be 3/4/5. However, the mana scaling is quite weird. I suggest just fixing it at 50. Other than that, no major problems here.

His ultimate is so good... At level 3, he gets 40 armor! That's the same as an Axe using Berserker's Call! The ability should just give a passive 5/8/11 armor buff and a 10/20/30% magic resistance buff. This would still make him a tanky beast, with the 11 armor in addition to armor obtained by his absurd agility, while letting him tank some magic damage as well. For the Vice Grip part, I think that is not exactly needed. Vice Grip is already a good disabling skill. I suggest a "blademail" sort of active that would return damage to your opponents. That way, they would be punished for hitting you and could possibly turn the tides of battle.

That is all. Have a pleasant day :)

Hero Idea Archive

Newest Idea: Ibrik, the Tormentor

And the newest in my series of hero guides...

My Guide to the Grandest Magus of All


Remarkable (46)
Posts: 1603
Permalink | Quote | PM | +Rep by Crunchies » June 13, 2013 5:41am | Report
I shall nerf it by not being able to put the burrows at least 2000 range away from each other and make it so it takes 3 seconds to teleport from one burrow to the other burrow.


Posts: 32
Steam: [TCM]-Crunchies

Quick Reply

Please log in or sign up to post!

DOTAFire is the place to find the perfect build guide to take your game to the next level. Learn how to play a new hero, or fine tune your favorite DotA hero’s build and strategy.

Copyright © 2019 DOTAFire | All Rights Reserved