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Odd Job (The Saboteur)

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Forum » Hero & Item Ideas » Odd Job (The Saboteur) 1 posts - page 1 of 1
Permalink | Quote | PM | +Rep by corin » November 16, 2016 4:13am | Report

Odd Job the Saboteur

Before the disaster of Dredger's Blight, the trio known as Techies had a constant problem that hindered their demolitions business. They were successful none the less, but only they could tell you how much better they could have done if it weren't for a certain mischief maker. Odd Job is a goblin with an intense grudge against the world, and a level of obsessive genius to match. Not only did he pester Squee, Spleen and Spoon, Odd Job caused headaches for everyone at Dredger's Blight. He became a master craftsman at a young age, becoming proficient with all manner of technology, sometimes rivaling the advanced tools that Tinker would come up with. His only downfall was that he hated authority, only really feeling at home among thieves, street urchins and cretins. He became the leader of the street gang he was raised by, and as a result, the gang was known for having the most advanced tools of the trade. After the tragedy of Dredger's Blight, it was unknown how many survives remained apart from the Techies Trio. Current sightings suggest the Odd Job and some of his gang have been skulking around the Dire encampments, scavenging what they can to survive. It is understood that Odd Job is hell bent on revenge upon Techies, sabotaging the Radient and Dire forces is merely considered as collateral to Odd Job and his gang.
The play style for Odd Job is Melee Carry, utilizing a combination of disruptive and damaging abilities to cause havoc to his enemies.

Base Move Speed: 305
Attack Range: Melee (85)
Primary Stat: Agi
Int: 2+
Str: 1.2+
Agi: 1.8+

[Q] Sabotage

Odd Job scatters his mischievous tools in an aoe around himself, attaching themselves to all enemy heroes in range (can attached to invisible/unseen heroes). These tools apply a debuff to the enemy, the debuff lasts a set duration with a number of stacks, each time the enemy uses an ability or item, one stack is consumed. Once a stack is consumed, it deals damage in a small aoe around the hero and increases the cool down duration of the triggering ability/item. This debuff can be purged, removing 2 stacks with normal purges and removing all stacks with strong purges.

Damage Type: Magic
Spell Immune: No (Cannot be applied to or deal damage to Spell Immune targets. Becoming Spell Immune does not remove stacks, they can be triggered once the Spell Immunity wears off.)
Damage Aoe: 125
Damage: 25/50/75/100
Application Radius: 500
Stacks Applied: 1/2/3/4
Stack Duration: 8 Sec
Cool Down Increase: 5 Sec + 1%/2%/3%/4% (Of max Ability/Item Cool Down)
CD: 20/18/16/14
Cost: 90/100/110/120

[W] Shock Field

Odd Job activates a powerful electrical device, it effectively boosts his speed and deals damage in a small aoe around himself for a set duration. The damage is dealt to all enemies within the aoe at intervals of 0.2 Sec and can affect invisible units. This buff can be purged.

Damage Type: Magic
Spell Immune: No
Damage: 15/30/45/60
Damage Aoe: 225
Move Speed Increase: 15/30/45/60
Duration: 4/6/8/10 Sec
CD: 30/26/22/18
Cost: 100/120/140/160

[E] Boom Stick [Passive]

Odd Job use's a powerful black powder weapon to fire at an enemy, this gun takes a long time to reload so he only uses it when it is off Cool Down. This ability changes his regular attack to be ranged, deal extra damage and stun the target for a short duration.

Spell Immune: Yes (Including Stun)
Added Range: 225
Extra Damage: 75/150/225/300
Stun Duration: 1 Sec
CD: 24/18/12/6
Cost: N/A

[R] Gang's Tower

The whole gang gets involved with this ability, Odd Job and his crew scurry about together to assemble a makeshift tower. Although it looks hap hazard, it is maned and armed to the teeth with angry goblins. At each rank the tower gets stronger by upgrading its weapons and improving its durability. This ability requires the player to use forward thinking as it has a long set up time and long Cool Down, the player then has no control over the tower, but is credited for all gold and xp made by its kills. For the purposes of buffs, debuffs and other abilities/effects, the tower counts as a structure, providing reward to the enemy team for killing it equal to its rank as a Dire/Randient Tower. The tower has no set Duration, but only one tower can be active at a time for each rank of the spell, the newer replacing the older if placing more than than the rank allows. The tower priorities the closest enemies to Odd Job (Heroes over other units), then targets the closest enemies to itself (Heroes over other units). The gang doesn't care about other ally heroes of Odd Job, they are Odd Job's boys after all.


An existing tower is upgraded to current level of [R] when it is ranked.
Towers have the same size base as Radient/Dire towers.
The reward for killing a Gang's Tower is achieved the same way as killing regular towers, the reward for this is dependent on the level rank of the tower 1/2/3. The reward for this matches the same reward for destroying the Radient/Dire tower of the respective tier 1/2/3.

Side Notes:

Tower Base Stats

Base HP: 1000/2000/3000
Base Armor: 10/20/30
Sight Radius: 1600 [Same as an Observer Ward]
Invisible Sight Radius: 100/200/300
Health Regen (Repairs): 5/10/15 HP Per Sec (Regen paused for 3 Sec after taking damage)
Channel Time (Build time): 5 Sec
CD: 180 Sec
Cost: 100%/90%/80% of Max Mana

Tower Weapon Specifics:

[Flame Throwers]
Damage Type: Magic
Spell Immune: No
Attack Range: 450
Attack Aoe: 200* (in path toward target, hitting enemies behind and around target)
Attack Damage Intervals: 0.2 Sec (10 hits per Sec)
Damage: 15/30/45
Projectile Speed: 650 (Can be disjointed)

[Rifle Squad]
Damage Type: Physical
Spell Immune: Yes
Attack Range: 700/800/900
Attack Speed: 2 (0.5 Attacks per Sec)
Damage: 60/120/180
Projectile Speed: Near Instant (Same as Sniper's attack, although can be disjointed)

[Rocket Crew]
Damage Type: Magic
Spell Immune: Yes
Attack Range: 1400
Attack Speed: 4 (Once every 4 Sec)
Damage: 125/250/375
Projectile Speed: 500 (Can be disjointed, becoming invisible will also disjoint this projectile.)



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