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When Zet started achieving unity in the universe by resolving the conflict between the Dire and The Radiant, it divided itself several times. After its disunity Zet lost some parts in the process. These fragments of shattered mind were only filled with harmony and concord. It started repairing ruined realms and some started calling it Protector, some Union and so it gave itself name - Noinu. And now Noinu must recover these lands from destruction that is about to be sent by The Battle of the Ancients.
ABOUT:
Noinu is a strength melee hero.
Noinu can surely be a good ally to have by side. His defensive abilities will come in handy at any situation. From being chased by a durable enemy, through disabling enemies projectyles, to becoming the real danger on the battlefield. Hurting his ally might be a dire mistake.
FACTION:
Launches an energetic projectile toward a unit or location. Deals damage to both allies and enemies. The first unit hit by Stellar Flame receives 100/180/260/340 damage. However it will heal the nearest visible hero. Trade radius is 750 units. If damage dealt by Stellar Flame is lethal to ally it will not kill them, target will be left with at least 1 HP.
Quoted:
-Ability: Target Point
-Affects: Enemies/Allies
-Pierces Spell Immunity: No
-Cast Range: 900/1100/1300/1500
-Cast Animation: 0.2 + 0.41/0.48/0.55/0.61
-Max Travel Distance: 900/1100/1300/1500
-Travel Speed: 1400
-Damage Search Radius: 100
-Damage: 100/180/260/340
-Damage Type: Magical
-Heal: 100/180/260/340
-Heal Search Radius: 750
-Cooldown: 8/7/6/5
-Mana Cost: 50/75/100/125
Spoiler: Click to view
-Can hit invisible units
-Can hit Noinu
-If there is no unit to heal then Stellar Flame will only deal damage
Interstellar flames of forging stars
CHANGELOG:
Spoiler: Click to view
---> Deffective Sphere: Q
Applies an AoE sphere on allied unit which will push enemies away. If enemy unit gets too close to the sphere or even in it they will be pushed away 100 units. Pushed units will be slowed by 50% for 1 second. Sphere radius around the ally unit is 300. Lasts 2/3/4/5 seconds.
Quoted:
-Ability: Target Unit
-Affects: Enemy Units
-Pierces Spell Immunity: No
-Cast Range: 400
-Cast Animation: 0.2 + 0.98
-Radius: 300
-Duration: 2/3/4/5
-Push Distance: 100
-Movement Slow: 50%
-Slow Duration: 1
-Cooldown: 21/19/17/15
-Mana Cost: 75/85/95/105
-Can be dispelled
-If an enemy for example blinks into the sphere they will be pushed from the sphere completely
-Push doesn't cancel channeling
Magnetic pulses refusing violent interaction
---> Evanescent Mend: W
Noinu replenishes HP of all units to the number it was 4 seconds ago, but after 4 seconds the HP will return to current. Has a 400 Radius. Recovers trees.
Quoted:
-Ability: Target Area
-Affects: Allied Heroes/Enemy Heroes
-Pierces Spell Immunity: No
-Cast Range: 500
-Cast Animation: 0.2 + 0.2
-Lapse Time: 4
-HP Gain Duration: 4
-Radius: 400
-Cooldown: 60/50/40/30
-Mana Cost: 100/120/140/160
Spoiler: Click to view
-HP return cannot be misleaded
-Trees are recovered for double the duration (8s)
A temporary recover to make things right
---> Particle Wall: E
Noinu creates astral wall which consumes any projectile that passes through it. Needs to select a point and direction it to create the wall. Has a Lenght of 600 units. Lasts 2 seconds. Has a 0.2 second formation delay. Aghanims Scepter upgrade: Any projectile which passes Particle Wall will now ricochet and have the opposite effect. Decreases cooldown to 13/12/11/10.
Quoted:
-Ability: Target Point/Vector
-Affects: Allies/Enemies
-Cast Range: 700/800/900/1000
-Cast Animation: 0.2 + 0.2
-Formation Delay: 0.2
-Wall Length: 600
-Wall Width: 50
-Duration: 2
-Cooldown: 20/19/18/17 13/12/11/10
-Mana Cost: 50
Spoiler: Click to view
-Projectiles are consumed when they are 25 units away from Particle Wall
-Cannot conceal projectile bigger than its length
-(Aghanims Scepter) projectile ricochets by degrees
-(Aghanims Scepter) projectile is ricocheted instantly with the same values
-(Aghanims Scepter) if the projectile is unit targeted then it will ricochet to the caster
-(Aghanims Scepter) ricocheted projectiles will not behave hostile to allies but to enemies
-Spell behavior would look like this for example:
Astral wall of unknown power
---> Dimensional Overload: R
Realm Protector releases powerful waves each time an ally hero receives damage higher than 15%/10%/5% of their base HP. Ally search radius is 600. Dimensional Overload cannot focus on more than 1 hero. Wave deals 100/125/150 AoE damage and has a 900 radius. Wave cooldown is 3/2/1 seconds. If an enemy hero kills an ally near the Realm Protector, waves will deal double damage for 2 seconds.
Quoted:
-Ability: Passive
-Affects: Enemies
-Pierces Spell Immunity: No
-Radius: 900
-Heroes Focused: 1
-Ally Search Radius: 600
-Wave Travel Speed: 1500
-Wave Damage: 100/125/150
-Damage Type: Magical
-Double Damage Duration: 2
-Activation Threshold: 15%/10%/5% HP
-Cooldown: 3/2/1
-Mana Cost: 0
Spoiler: Click to view
-Hero with the least HP will be affected
-Waves cannot activate instantly (3/2/1s interval)
-Waves have 1500 travel speed
-Only hero unit can activate Dimensional Overload
-Ally damage won't activate Dimensional Overload
-Denied will not occur double damage
Harmony cannot exist without the ChaosTALENTS:
+5s Particle Wall |25| +70 Dimensional Overload Damage
10% Spell Lifesteal |20| Evanescent Mend also replenishes Mana
+120 Gold/Min |15| +80 Stellar Flame Damage/Heal
+225 Health |10| +200 Mana
PLAYSTYLE:
Realm Protector is clearly great support for the team. His defensive and situational abilities especially say so. Stellar Flame can be used to harm allies or foes, Evanescent Mend is a great temporary turn-around tool, Particle Wall excels in both saving allies and ruining enemies plans. And Realm Protectors ultimate Dimensional Overload makes enemies rethink hurting his allies ever again or he can become a new core to take down.
Any mistake Noinu does can be redeemed. Any incorrectly fired Stellar Flame can be concealed or redirected to elude tragedy, but when its too late he can mend the wounds to buy his allies some time. Hurting his allies can be just as good as it is bad. Noinu unleashes powerful damaging waves each time an ally is hurt, it is just the matter of the situation to decide when to and when not to.
I cannot overstate the brilliance of Evanescent Mind. His Q is also pretty good. E is a decent idea balanced by the fact that allied projectiles are also destroyed.
I can get the gist of the R but it is unclear exactly what a wave is (AOE or not), whether the damage must all come in one instance at a time, how the wave interval works. If made clearer it is also a great concept.
A perfect example of how unique abilities are still very much possible.
"He who fights with monsters should look to it that he himself does not become a monster... when you gaze into the abyss the abyss also gazes into you." - Friedrich Nietzsche
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