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Hi everyone, I'm here to give you my second hero idea. A late game carry with great escapes and damage!
Sklarmas the Unholy Demon
Lore: To be created
Attribute: Agility
Affiliation: Dire
Attack Type: Melee
Role: Carry/Durable/Escape
Strength: 19 + 1.9
Agility: 17 + 2.75
Intelligence: 19 + 1.6
Base Damage: 51
Base Movement Speed: 290
Base Armor: 1 + (2 from base agility)
Base Mana: 247
Base Mana Regen: 0.8
Base HP: 511
Base HP Regen: 1.25
Abilities: Q: Satanic Shift
Sklarmas dissipates into nothingness, and then violently reappears after a short duration, dealing damage. (Blink type ability)
Damage Type: Pure
Range: 750/900/1050/1200
Damage (Pure): 100/140/180/220
Aoe for Damage (Arrival location only): 225
Time disappeared: 0.75(You cast then you disappear, then appear at location after delay)
*Can dodge like puck's phase shift during disappear time
Mana Cost: 100
Cooldown: 16/14/12/10
Sklarmas temporarily shifts from battle, only to reappear to finish his enemies.
W. Scorching Armor (PASSIVE)
Sklarmas' defenses become more keen the more enemies are in an area, buffing damage reduction.
Incoming Damage Reduction per enemy hero: 2%/4%/6%/8%
Hero Activation Area: 750 (Area where heroes are counted into Scorching Armor)
Total Possible Damage Reduction: 10%/20%/30%/40%
Centuries of torture have taught Sklarmas much about the nature of people.
E. Life Shatter (PASSIVE UAM)
Sklarmas burns away the life of others, and unforgivingly chases them into oblivion.
% of Max health as bonus damage (Enemy max health): 0.7/1/1.3/1.6
Slow: 3%/4%/5%/6%
Max Stacks: 6
Stack Duration: 0.75
*Effect carries to illusions
*Stacks with illusions and itself
Once Sklarmas has reached you, there is no escape from his wrath.
R. Summon Death
Sklarmas curses a location, and after a delay appears at the location, slowing and weakening units caught in the AOE.
Sklarmas severly weakens his enemies, ready to be killed
So I modeled this hero after Spectre/Lifestealer/Void, I wanted this hero to do late game damage, have great escapes, and have an ultimate to net solo kills or contribute a lot in teamfights w/ ultimate.
Quick Overview:
Q- Escape/Dodge/Nuke
W- Tankiness during teamfights or 5 man ganks
E- Anti-tank damage ability
R- Escape(Only if really really needed)/Chase/Teamfight
I really like constructive criticism! Please say in the comments what you think (balance changes, ideas, different skills).
Change Log:
8/4 Created
Changed W from a previous skill
8/5 Changed E from static 40% slow to a stacking 2/3/4/5% slow
Nerfed Ultimate bonus damage from 30/50/70% to 25/35/45%
Added AOE for Scorching Armor activation
8/5b Scorching Armor Magic Resist Removed
Rebalanced Damage Reduction
Nerfed E Max health in damage from 1/1.5/2/2.5% to 0.9/1.1/1.3/1.5%
8/6 Nerfed Satanic Shift Range, decreased mana cost
Buffed Scorching Armor by 1% at all levels
Life Shatter weaker at earlierlevels (0.7/1/1.3/1.6)
Slow now a static 5%
Made ultimate numbers more even(+Aoe, +Mana cost, +early damage amp, +cast delay, +cast range)
8/17 Made Q less of a nuke and more of a reliable escape
Changed E from 5% slow with 3/4/5/6 max stacks to 3%/4%/5%/6% slow with 6 max stacks
Ultimate Aoe now a constant 600 instead of 500/600/700
though i would change his UAM slow to a increasing stack since 40% forever slow at level one is so op.
either nerf the slow to 2/3/4/5% stacking for max stacks of 3/4/5/6 that way it wont be so op. and the duration per stack is increased to 0.5 at all levels.
and maybe nerf his ulti damage amp a bit 70% is HUGE maybe make it 30/35/40
Oh man, passive is too strong, since it carries to illusions. Suppose I buy a Manta Style and I attack once per second. That is 7.5% of the targets hp per second. Combined with your ulti? 8{D
And the armour, again, to OP... sorry.
50% magic resist? On top of 60% damage reduction?
No, I really need the help because I'm still new to this forum. I will try to nerf this guy again. Thanks for the help.
Edit: So I nerfed the Life Shatter lower, but kept the illusion buff because this as an illusion based late game carry (e.g. spectre/antimage).
I removed the Magic Resist.
And I forgot to mention that Scorching Armor is only activated with enemy heroes so you can have a max of 5 instances. Keep the comments incoming!
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