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Terok, the Risen Berserker

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Forum » Hero & Item Ideas » Terok, the Risen Berserker 5 posts - page 1 of 1
Permalink | Quote | PM | +Rep by Ninecent » July 2, 2014 5:12pm | Report

Terok, the Risen Berserker

Dire Strength Melee


Terok the invincible was dead. There was no way he could have survived the multiple stab wounds, each laced with enough poison to kill the largest animals. Even they were just a precaution to make sure the man who had just been riddled with flaming arrows was surely dead. And no man could have been locked inside a metal casket, submerged in a freezing river, gone through a massive waterfall just as cold, and landed in the jagged rocks below and break out of it. At least, that is what the hitman told himself over and over as he gazed upon the scene in front of him. No, surely not even Terok, the man who took on a dozen of the most hardened men in the kingdom and won without a trace of pain, the man who had boasted of over 20 other assassination attempts, the man who had been deemed unstoppable, could have survived this. But then, why was the casket pried open, and why were bloody footprints leading away from it? In his own shock, the assassin didn't hear the twigs snapping behind him, or the light breathing. No, no man could have survived. Either Terok had been taken by some powerful scavenger, or he was truly no ordinary man. The assassin despaired. No remains meant no payment. Unless he could track him down. But he could be anywhere! He could be just beyond the nearby brush, or he could be miles away in some den mother's lair. He might be floating farther down the stream, or possibly-
"Behind you," The gruff voice of a man who has been through hell firmly stated.


Health: 625 (1947)
Mana: 208 (801)
Damage: 61 (131)
Base Strength: 25 (+ 2.9)
Base Agility: 15 (+ 1.3)
Base Intelligence: 16 (+ 1.9)
Movement Speed: 315
Base Armor: 1.14 (5.6)
BAT: 1.7


Q: Boiling Blood(ACTIVE)

Terok enters a rage, gaining movement speed, attack speed, and damage resistance for a short time at the cost of his own lifeforce.
Movement Speed: 5/10/15/20%
Attack Speed: 20/30/40/50
Damage Resistance: 10/15/20/25% (Physical and Magical)
Duration: 6/7/8/9
HP cost: 10% of max HP
Mana cost: 50
CD: 20/18/16/14

W: Harsh Blood(PASSIVE)

Terok's resistance to pain is both a blessing and a curse, actually increasing his life while decreasing his armor.
HP Increase: 10/15/20/25%
Armor Decrease: 2/4/6/8

E: Sacrifice(ACTIVE)

Terok deals a portion of his current health as pure damage, hurting both himself and his enemy.
HP Percent: 15/21/27/33%
Range: 250
CD: 15

R: Unstoppable(ACTIVE)

Terok becomes immune to all damage for a certain period of time, and forces an enemy hero to attack him for the duration. Terok can target himself to just receive the invulnerability.
Duration: 3/4/5
Mana Cost: 100/125/150
CD: 60


Notable (3)
Posts: 84
Permalink | Quote | PM | +Rep by TheSofa » July 2, 2014 5:21pm | Report
Melee or Ranged?

and don't you think the health cost is a bit too high for the Q? he can only leave it on for 10 seconds... and what type of damage is that?

5 seconds invulnerability on a 60 second cooldown? That is a bit OP, sorry...


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Memorable (54)
Posts: 3318
Permalink | Quote | PM | +Rep by kkoopman3 » July 2, 2014 5:28pm | Report
Hmmm. I'm not sure I like this hero. He seems rather... unoriginal. I really don't mean to be rude so let's see what we can do to spruce it up!

[Q] Boiling Blood is probably the best one. As far as I'm concerned it doesn't need any changing

[W] I would make Harsh Blood a toggle, not a passive, so that people can turn it on and off when the need arises. Also, it doesn't seem like it would be all that effective. Increasing damage taken while increasing damage you can take makes me think you would break even n this, not ahead. I'm working my mind to think of another passive we could put in there.

[E] Sacrifice is also pretty OK. However, I would say that he needs to deal more damage than he takes. This ties in to the break even thing above. The thing with abilities is that they need to improve the hero, not just change him in a minor way. I would say that he does two times as much damage as he takes. This means that at level 25 base health with fully leveled Sacrifice you can deal 778.8 magical damage (magic resists get up there so not a big issue) while only sustaining 389.4 damage to self.

[R] How to explain it... It needs... more. Immune to all damage is great but it also needs something else to make it an ULTIMATE! and not just and ultimate. Perhaps under the same duration he reflects damage taken back onto the enemy that dealt it?

That's my way more than two cents.


Remarkable (28)
Posts: 815
Steam: Ce.W1sd0m
Permalink | Quote | PM | +Rep by Ninecent » July 2, 2014 9:45pm | Report
@TheSofa He's melee, as stated directly under his name. As for the Q, it's 10% of his HP, direct HP removal, and it is just an active, as in a 6/7/8/9 second buff, not a toggle.
As for his ult being OP, I thought it was underwhelming. Consider this. Abbadon's ult, Borrowed Time, has the same duration, and has a 60/50/40 second cooldown. Not only that, it HEALS him for the damage taken. It doesn't even have a manacost!

@kkoopman3 So Harsh Blood is a double-edged sword. It directly raises the damage his E does, makes Blade Mail so much stronger, and the negative effects can be canceled out with a bit of spending. As for Sacrifice, lets take a look at how much damage it does against some squishy caster when both heroes are lvl 25. With no HP boosting items on either party, Terok has 2434 HP with help from his passive. Say... Zeus, he has 1708 HP. Yeah, its underwhelming in the least. Zeus would only take 365 damage. That's literally a lvl 7 centaur Double Edgeing you there... I see what you mean. I'll probably buff it a bit, but Terok will never take less damage than the other hero (without his ult up). His ult... I'm changing it now.


Notable (3)
Posts: 84
Permalink | Quote | PM | +Rep by kkoopman3 » July 2, 2014 10:09pm | Report
Ah yes. I see very interesting concept for the ult now. Damage immunity and forcing a unit to attack him. It's essentially a stun for the target unit while it greatly buffs Terok. Terok seems like he would be a great initiator what with the damage immunity that could work synergetically with Sacrifice. I think cool downs need to be lengthened all around though. Being able to have 5 second invincibility is just too good to be able to use every minute. If you make it three or four minutes it puts the player in the interesting position of having to ration their abilities, if you follow.


Remarkable (28)
Posts: 815
Steam: Ce.W1sd0m

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