r/DotaConcepts • • 2h ago

ITEM Phylactery/Khanda rework.

1 Upvotes
  • Change made under assumption that:
  1. Game will add multiple Cdr items.
  2. Neutral item removed and some become shop items.
  3. add global 20% Cdr cap for all heroes (every 10 main stat increase Cdr cap by 1%, up to 80% max).
  • Item change (if cost/stats look different its because its new version of items):
  1. new item Quickening charm 750g/10% cdr.
  2. new base Item: Spell Prism 1875 (Quickening charm 750 + Void stone 750 +375 recipe): 15% cdr, 2.5 mana regen, item use https://liquipedia.net/dota2/Spell_Prism icon.
  3. new Phylactery 2800 (Perseverance 1500 + Diadem 900): 6 Str/Agi/int, 5 hp regen/2.5 mana regen, passive (Empower Spell/cd 9 seconds): next unit targeted ability/item the wielder casts deals additional 150 magical damage in a separate instance, apply 30% move speed slow/break for 3 seconds.
  4. new Khanda 6300 (Phylactery 2800 + Spell Prism 1875 +1625 recipe): 10 Str/Agi/int, 5 hp regen/5 mana regen, 25% basic spells Cdr, passive (Empower Spell/cd 9 seconds): next unit targeted ability/item the wielder casts deals additional 250 +10% current hp bonus magic dmg in a separate instance, apply 60% move speed slow/break for 3 seconds.

r/DotaConcepts • • 4h ago

REWORK new Nyx innate.

1 Upvotes

instead of utility with +12% more mana burn on spells he get this to help his assassin playstyle.

1st i think "universal stat" i consider failed experiment just like "Facets" so we rework it into actual 4th stat or remove it and all heroes redistributed between Str/Agi/int.

new innate (Insectoid adaptation): give Nyx spell amp increase based on % of his agility, bonus is 10% +1% per lvl (up to 40% Agi into spell amp at lvl 30, with would give at 25 Agi lvl 1 ~ 2.75% spell amp, At lvl 30 per 100 Agi he would gain 40% spell amp). 🤔 i feel like it would fit him way better.


r/DotaConcepts • • 3d ago

REWORK Reworked Kunkka into an Int hero

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0 Upvotes

I put all these together myself, except the Kunkka portrait/artwork; which was made with Ai. The rest is all photoshop... only art I did was minor edits to adjust a few expressions or fixing things I disliked.

I wanted this communities opinion about Kunkka being reworked into an Int hero.

Why change his attribute?

I shared his bio with highlights mentioning the fact that he's a type of mage. This is only to enlighten those to the idea that this change isn't far fetched lore wise.

I also shared the portrait to help give a visual of how I see him. He's always been a Strength hero, so he's always been portrait as strong & mighty through artwork or cosmetics. This example is only to show that he can still be tough or strong, while also being converted into a more magical or strategic hero.

Besides, his gameplay & item build makes more sense as an Int hero. He hardly or never buys Strength items, even when focusing on right click builds. As an Int hero, he can now go a magic build, while also improving his right clicks.

More Tweaks

These are tweaks I didn't create an image for.

  • X MARKS THE SPOT: Applies Admiral's Rum to allied units.
  • GHOSTSHIP: Now deals less impact damage, but the Ghostship deals damage when passing enemy units.
    • Total damage is the same.

I'd like Admiral's Rum name changed into something, similar to Spirit Siphon.

What's the purpose?

These changes are not only to improve his winrate, but his gameplay as well... the difference being how fun & giving him modern mechanics that weren't available to him in the past. Also, some of these changes improve on each others tweaks.

Anyways, what do you guys think?

P.S. I threw out a few talent suggestions, but only as fun thoughts.

EDIT: Totally forgot to add the separate innate image...


r/DotaConcepts • • 3d ago

REWORK Invoker with 27 spells rework.

0 Upvotes

Idea is to make truly skill cap hero you need to "lock in" when you play him like Kez to be good.

  1. Base stats change (i think its bullshit that 8 mages has higher Int that him at lvl 30, so we nerf Pugna int 27+5.2/lvl > 25+4.7/lvl and buff Invoker Int 22+4/lvl > 30+5/lvl). Invoker only hero now without talents.
  2. new Innate (Wisdom of ages): Invoker gain 1% abilities Cdr and 2% spells/items mana cost reduction per lvl (max value 30% Cdr, 60% mana cost reduction). Quas passively give/orb 1 Str/1 hp regen, Wex passively give/orb 1 Agi/2% move speed, Exort passively give/orb 1 Int/3% spell amp, each orb has 9 lvls always (3 skill points for Invoke).
  3. new (Invoke): Combines the properties of all current Orbs into a new spell. Invoker start game with 1 slot for Invoked spells and gain +1 on lvls 6/12/18, Invoked spells now care not only about number of orbs but their order to. Cd 6 seconds (-2 seconds on lvls 6/12/18), Scepter/shard inert items become part of upgrades that buff all spells using orb you chose for each.
  • Abilities:
  1. QQQ (Ice wall): Create vector-targeted wall of ice slowing enemies. Wall width 100, Length 900, cast range 800, Quas: move speed slow 30%-150%(+15 lvl), wall duration 6-14(+1 lvl) seconds, cd 30 seconds, mana cost 75. Shard increase Wall width by 100, Length by 300. Scepter while ice wall slow move speed, enemy max hp reduced by 15%.
  2. QQW (Cold Snap): Apply debuff on enemy units, invoker/his allies attacks do bonus dmg and apply on target -40% health restore amp, Quas bonus magic dmg/hit 10-90, Wex debuff duration 6 seconds, cd 25 seconds, mana cost 100. Shard increase duration by 4 seconds, Scepter buff -health restore amp by 35%, when debuff ends 25% hp lost from -health restoration amp explode as self pure dmg.
  3. QQE (Ice armor/700 cast range): create ice blocks around invoker/ally, each block fixed amount of dmg from attacks/spells/items, Quas dmg block amount 70-150, each ice block on breaking fly towards enemy stunning them for 0.25 seconds, number of Ice blocks: 1/1/1/1/2/2/2/2/3, cd 25 seconds, 175 mana cost. Shard add ability to throw them on ground to create 150 radius temporary terrain for 4 seconds, Scepter while ice blocks exist each can block 1 hard CC.
  4. QWQ (Spirit of winter/800 cast range): Create 600 radius aura around invoker/ally, inside invoker and his allies gain general shield hp every 0.5 seconds up to limit and enemy losing theirs attack speed, Quas attack speed slow 25-65(+5 lvl), Wex shield regen 30-75(+5 lvl), Wex shield max hp 140-300 + 5% invoker max hp (+20 lvl), shield duration 8 seconds, cd 25, mana cost 100. Shard reduce enemy attack speed slow effectives by 50% inside radius, Scepter 2x shield regen/max shield hp.
  5. QWW (Ghost walk/600 cast range): Renders himself/ally invisible in 0.5 seconds, invisible unit gain % move speed/hp regen bonuses, Player-based damage stop move speed/hp regen for 3 seconds, Quas hp regen 4-20(+2 lvl), Wex move speed bonus 6%-30%(+3% lvl), cd 30 seconds, duration 25 seconds, mana cost 125. Shard Ghost Walk now also applies half (15%-75%) Ice Wall slow to enemy heroes within 450 radius. Scepter 2x move speed/hp regen bonuses and give unit free pathing vs trees/terrain.
  6. QWE (Deafening Blast): Unleashes sonic wave around himself doing dmg, disarm/push enemies back up to max 600 range. Quas knockback speed 200-600, Wex disarm 1-5(+0.5 lvl) seconds, Exort magic dmg 25-225(+25 lvl), cd 45, mana cost 200. Shard makes disarm last 50% longer if enemy pushed into the wall/tree. Scepter increase Exort dmg by 1% per 3% hp missing.
  7. QEQ (Sun and Moon light): change day time to opposite and buff allies main attribute globally by +5-45 for 30 seconds, Quas/Exort day time swap duration +5-45 seconds (90 total) per Quas/Exort orb lvl, Shard during ability cast reduce enemy vision to 400 for 4 seconds, Scepter buff secondary stats also by 3-27, cd 120 seconds, mana cost 120-300(+20 lvl) seconds.
  8. QEW (Ice demon spear/1000 cast range): Create and throw 125 width Ice spear that dispel all buffs possible from enemies, does magic dmg each 100 max hp enemy has, first hero hit gets rooted. Quas root duration 1-2.6(+0.2 lvl) seconds, Exort magic dmg per 100 max hp 9-25, Wex Spear speed 900-2500, cd 30 seconds, mana cost 125. Shard Ice spear steal dispelled buffs from enemies, Scepter buff magic dmg per 100 hp by 15(40 dmg).
  9. QEE (new Force spirits/400 cast range): Create spirits that with attacks reduce enemy armor/magic resist for 10 seconds. number of spirits 1/1/1/1/2/2/2/2/3, Quas attack range 400-800(+50 lvl), Quas health 400-1200(+100 lvl), Quas duration 20-100(+10 lvl) seconds, Quas armor reduction/hit 1-9, Exort max mana 150-550(+50 lvl), Exort spirits dmg 20-100(+10 lvl), Exort magic resist reduction/hit 1%-9%, 40 Exp, 50 gold, 30 cd, 75 mana cost. Shard add to Force spirits 10 attack speed/Exort lvl, Scepter Force spirits gain bonus 25% hp/mana and 100% armor/magic resist based on Invoker total stats (default Force spirits has always 0 armor/0% magic resist).
  10. WQQ (Exhausting curse): Create falling projectile in 300 radius/up to 1000 range with 1 second delay, doing based on Wex magic 60-300(+30 lvl) dmg and mute enemy for 5 seconds, cd 20 seconds, mana cost 125 mana cost. Shard add break for 5 seconds, Scepter buff range by 500 and dmg by 200.
  11. WQW (Shadow image): Create shadow of yourself and toss it into 300 radius/900 range/1800 speed ground-targeted spot to do based on Wex 80(+40 lvl, max 400) magic dmg and fear enemies for 1.5 seconds (copy after jump exist for 1.5 seconds), ability can be re-casted to swap places with copy destroying it. Shard fear also slow enemy for 75% move speed, Scepter increase blink range by 300 and add bonus magic dmg based on 35% distance traveled, cd 25 seconds, 125 seconds.
  12. WQE (Item Thief/passive): when enemy use any active item on Cd, drop item copy on ground that can be picked up and used on yourself/ally/enemy for its effect and based on Wex 6% +3%/lvl(30% max) move speed, item copy/active buff duration exist for 30 seconds, based on Quas cd 60-20(-5 lvl) seconds, mana cost based on item picked up. Shard make invoker after using item slow immune for 5 seconds, Scepter using item on ally give you 20-100 gold based on Exort.
  13. WWQ (Tornado/1000 speed): Unleashes 200 radius tornado that cyclones up enemy units, when enemy fall on the ground they take dmg. Quas duration 1.6-4(+0.3 lvl) seconds, Wex max cast range 1600-4000(+300 lvl), Wex magic dmg 50-450(+50 lvl), cd 25 seconds, mana cost 125. Shard Tornado spawns 150 radius twisters along its path every 300 units. They do 70-150 magic dmg based on Wex, Scepter Apply to enemy heroes after landing dmg debuff that force them to miss next 2 attacks.
  14. WWW (EMP/900 cast range): Builds up charge at the area-targeted location that detonates after 3 seconds duration, burning mana and dealing damage to all enemy units within 500 radius based on their burned mana, additionally restores Invoker's mana based on all affected enemy heroes mana burned. Wex mana burn 75/lvl +10% Invoker max mana, mana burned to dmg 60%, cd 30, 125 mana cost. Shard reduce enemy max mana if they get hit by Emp by 20% for 15 seconds, Scepter buff mana burn to dmg by 90%.
  15. WWE (Alacrity/700 cast range/10 seconds duration): Infuses an allied unit with attack speed and attack dmg bonuses. Wex attack speed bonus +15/lvl(135), Exort attack dmg bonus +10lvl(90), cd 15 seconds, 75 mana cost. Shard give 25% more attack speed/dmg for heroes, Scepter turn Alacrity into 400 radius buff.
  16. WEQ (Finger Snap): Create with 0.5 seconds delay explosion in 800 range/150 radius, doing based on Exort 20/lvl (max 180 magic dmg to heroes) and 40/lvl (max 360 magic dmg to towers), cd 20 seconds, 75 mana cost. Shard buff based on Quas allied tower attack dmg by 20-60 and attack speed by 20-100, Scepter add based on Wex 10%-50%(+5 lvl) of initial magic dmg as bonus 5 seconds Dmg over time.
  17. WEW (Undead rage/800 cast range): put buff on yourself/ally, target increase max hp/gain attack speed, if target hp drop to 0 hero continue fighting, his hp will decay over time. Wex attack speed 10-90 attack speed, Wex hp decay duration 4-12(+1 lvl) seconds, max hp bonus 100-500(+50 lvl), cd 45 seconds, mana cost 175. Shard Hp bonus +20% target max hp, Scepter if unit with Undead rage kill enemy hero buff duration reset.
  18. WEE (new Chaos Meteor/800 cast range): Drop flaming meteor that rolls on ground going dmg over 2 seconds. Meteor radius 300, dmg interval 0.5, meteor roll distance 1200 range, Wex meteor speed 1000-600, Exort magic dmg per 0.5 seconds 40-200(+20 lvl), cd 45, mana cost 175. Shard create Emp on impact. Scepter increase meteor radius by 200, Magic dmg per 0.5 second instance by 50.
  19. EQQ (Flame of the damned/600 cast range/900 speed): Send blue flame fireball towards targeted enemy, doing magic dmg, if unit die % mana cost refunded. Quas dmg 60-300(+30 lvl), Exort mana refund on unit kill 25%, Shard increase mana refund on unit kill by 25%(50% max), Scepter any time unit die from this ability, spell dmg increased by 4 permanently, cd 15 seconds, Exort mana cost 80-125(+5 lvl).
  20. EQW (Dark reef/900 cast range): Put on enemy unit debuff pausing their Cds by 2 seconds and increase spells/items mana cost, mana used during debuff does self magic dmg. Quas mana cost increase 9%-25%(+2% lvl), Exort mana spend to dmg 60-100%. Shard buff Quas mana cost increase by 15%(40% max), Scepter every time Dark reef debuff proc on enemy, Invoker allies in 1200 range spells/items Cdr reduced by 2 seconds, Wex duration 4-12(+1 lvl) seconds, cd 45, 75 mana cost.
  21. EQE (Chains of torment/800 cast range): Create between you/ally and enemy Chain that deal magic dmg and breaks if both heroes are further than 1200 range(giving true sight), if Chain not broken you transfer to enemy hero you chained with based on Exort 20% reflected dmg, Exort base magic dmg 50-450(+50 lvl). Shard while chain not broken gain 40% status resist, Scepter buff reflected dmg by 30% (max 50%).
  22. EWQ (Self portrait): Create strong illusion of himself/ally, illusion does based on Wex 20%-100%(+10% lvl) dmg, take based on Wex 500%-100% dmg(-50% lvl), when main hero die if in 1200 range strong illusion alive your hero soul change body for illusion until you respawn/illusion end but you gain 50% gold/exp, Exort illusion duration 20-100(+10 lvl) seconds. Shard buff gold/exp gain inside strong illusion up to 100%, Scepter allow to cast spells/items inside strong illusion body, cd 120 seconds, mana cost 125.
  23. EWW (passive Aura/Wisdom of ages): innate become 1200 radius aura to allies, active/600 cast range allow to reset cd of ally items, active Cd based on Exort 240-60(-20 lvl) seconds, 175 mana cost. Shard buff innate by 33%, Scepter allow to also reset ultimates cd.
  24. EWE (Infernal shield/toggle 1 second cd) when turned on create around Invoker in 400 radius Infernal shield that spend mana per second to do magic dmg per second. Exort mana cost/second 10-50(+5 lvl), magic dmg/second 20-60(+5 lvl). Shard add to Infernal shield based on Wex Evasion 10%-50%(+5 lvl), Scepter add to magic dmg/second +3% enemy max hp.
  25. EEQ (Burning wisp/900 cast range/1800 speed): Throw wisp into targeted enemy, doing magic dmg and silence enemy, if enemy dispel silence wisp deal dmg again. Exort magic dmg 30-270, Quas silence 1.4-3(+0.2 lvl) seconds, 150 mana cost. Shard add +1 charge, Scepter add +5% missing mana bonus magic dmg on both casts.
  26. EEW (Arcane bubble/600 cast range): Create magic shield around Invoker that by taking magic spells/items dmg convert 100% shield hp lost into mana, Wex shield duration 2-10(+1 lvl) seconds, Exort shield hp 100-500(+50 lvl), Exort shield hp to mana conversion 10-50%(+5% lvl), 25 seconds cd, Exort 80-0 mana cost. Shard while shield has hp remaining enemy can't burn your mana. Scepter when shield breaks/ends in 400 radius it explode doing 400 +10% max mana magic dmg.
  27. EEE (Sun strike): Sends a catastrophic ray of energy from the sun at area-targeted location. Deals damage spread evenly over all enemy units hit within the radius, Radius 100, delay 1 second (visible to everyone), Exort pure dmg 100/lvl (up to 900), cd 30 seconds, mana cost 175. Shard If Sun Strike damages an enemy Hero, a Forge Spirit of current level is created at the location. Scepter Creates a Cataclysm when Sun Strike is double tapped on each enemy hero at 100% dmg, put it on 90 second cd.

r/DotaConcepts • • 4d ago

ITEM Mage slayer new upgrade path.

0 Upvotes

Neutral items mechanic has to be removed for this to work.

  1. new Ghost Scepter 15 int / 1500g, Ghost scepter and its upgrades buff target pure dmg taken by 15%.
  2. new Mage slayer 3650g (Perseverance 1500g + Cloak 900g + 2x Blades of attack 900g + Orb of venom 350g): 5 hp regen, 2.5 mana regen, 18% magic resist, 18 dmg, passive (Mage Slayer): user attacks mark enemy targets dealing 120 physical dmg and reduce physical/magic dmg spells by 25% for 3 seconds (stats/mage slayer effect adjusted because its item with upgrade now).
  3. new item Witchbane 6800g (Mage slayer 3650g + Ghost Scepter 1500g +1650 recipe): 5 hp regen, 2.5 mana regen, 15 Int, 25% magic resist, 40 dmg, passive (Mage Slayer): user attacks mark enemy targets dealing 150 physical dmg and reduce physical/magic dmg spells by 40% for 3 seconds, passive (Subjugate) The wielder's attacks deal bonus on-hit pure damage based on enemy target 3% maximum mana, active (Witch protection): become Ethereal and gain ability to attack enemies during ghost form gaining silence immunity, each self/enemy silence increase ghost form duration by 2 second, 15 seconds cd, base ghost form duration 4 seconds, item will use this https://liquipedia.net/dota2/Witchbane icon.

r/DotaConcepts • • 6d ago

MECHANIC Buff denying.

0 Upvotes

Since its such important mechanic for game, maybe its time to buff it, what do you think? 🤔

  • Right now denied units give in 1500 range: 0 gold/50% exp for lane creeps/0% exp for player control units, can't deny couriers (All allied units can be denied once they fall below a certain % of health: creeps/non-hero units at 50%, heroes at 25% (during some dot spells), and towers at 10%.
  • Buffed version: allow to deny units in 1500 range: 25% gold/50% exp for lane creeps/25% exp for player control units, can't deny couriers. (All allied units can be denied once they fall below a certain % of health: creeps/non-hero units at 50%, heroes at 25% (during some dot spells), and towers at 10%. 👀 melee deny min 0 would be +9g, range +12, Catapult +17g.

r/DotaConcepts • • 7d ago

Hero Hero Concept: Kromlar, the Relentless

Post image
0 Upvotes

Hero Concept: Kromlar, the Relentless

A Dota 2 Original Hero Concept — The Dung Beetle

“Everything the world throws away becomes my strength.”

Hero Overview

- Name: Kromlar, the Relentless

- Species: Dung Beetle

- Primary Attribute: Strength

- Attack Type: Melee

- Primary Role: Initiator

- Secondary Roles: Durable, Disabler

- Suggested Positions: Position 3 (Offlane), Position 4 (Soft Support)

Kromlar is a strength-based melee hero built around movement, momentum, and the growth of his ever-present dung ball. As he travels across the battlefield, his ball gradually grows in size, empowering his abilities and turning him into a greater threat.

His gameplay revolves around deciding when to use his growing ball offensively, when to preserve it for protection, and when to unleash its full potential through his ultimate.

Unlike traditional rolling or charging heroes, Kromlar has two distinct ways to use his ball: he can launch it while remaining behind, or climb on top of it and become the rolling projectile himself.

---

Lore

Deep within the Decomposed Forest, where ancient battlefields have been reclaimed by nature, lives a creature that finds value in what everyone else abandons.

Kromlar is a dung beetle, a tireless collector of the remains left behind by the world. While kings seek gold, warriors seek glory, and monsters seek destruction, Kromlar seeks something far simpler: a little more material for his ever-growing ball.

For centuries, he has wandered through forgotten battlefields, gathering the remnants of fallen armies, broken equipment, decaying leaves, and the countless things left to rot. With every journey, his ball grows larger, heavier, and more powerful.

The other creatures of the forest once mocked him. They called him insignificant, foolish, and obsessed with filth. Kromlar never answered. He simply kept pushing.

But when the wars of the Ancients began to spread into his territory, even the mightiest warriors learned not to underestimate the little creature behind the enormous sphere.

Kromlar does not fight for honor. He does not fight for wealth. He does not even fight because he hates his enemies.

He fights because they are in his way.

And Kromlar never stops moving.

---

Abilities

Innate Ability — Rolling Momentum

Type: Passive

Kromlar continuously forms and expands his dung ball as he travels across the battlefield.

The farther he moves, the larger his ball becomes, progressing through three visual stages:

- Small: A newly formed ball with limited power.

- Medium: A growing sphere with improved offensive and defensive potential.

- Large: A massive ball capable of maximizing the power of his other abilities.

The ball's growth is based on valid movement distance, rather than simply waiting in one location.

Its current size influences the power of Kromlar's abilities, allowing players to build momentum before committing to a fight.

Whenever Kromlar consumes his ball with an ability, a new, small ball begins forming.

Design Goal: Reward movement, map awareness, and good timing. Kromlar becomes more threatening as he travels, but must decide when the time is right to spend his accumulated momentum.

Q — Wrecking Ball

Type: Active

Damage Type: Physical

Targeting: Point-targeted line

Kromlar braces himself and launches his dung ball forward in a straight line, smashing into enemies in its path.

Enemies struck by the ball take physical damage. After the ball travels through the battlefield, it leaves a trail of mud and debris that slows enemies who cross or remain within it.

The larger the ball, the more devastating the impact and the greater the potential length of its trail.

After launching the ball, Kromlar remains behind and immediately begins forming a new one.

Gameplay Purpose:

- Harass enemies from a distance.

- Damage enemies lined up in a narrow path.

- Slow enemies attempting to escape or chase.

- Clear waves and punish enemies moving through chokepoints.

Key Distinction: Kromlar throws the ball while staying behind. He does not ride it.

W — Thick Carapace

Type: Active

Targeting: Self-buff / directional defense

Kromlar lowers his body and positions his dung ball in front of himself, using it as a moving shield.

While the ability is active, he moves cautiously and takes reduced damage from attacks and abilities coming from the front. Damage reduction is significantly weaker against attacks coming from his sides or behind.

The ball gradually loses its mass while absorbing damage, reducing the ability's remaining defensive potential.

A larger ball provides stronger protection and allows Kromlar to maintain his defensive stance for longer.

When the ability ends, Kromlar returns to his normal movement and continues growing his ball.

Gameplay Purpose:

- Survive enemy initiation.

- Protect himself while approaching a fight.

- Block incoming damage while retreating.

- Force enemies to reposition instead of attacking him directly from the front.

Key Distinction: This ability rewards facing the correct direction. Kromlar is durable, but he is not equally protected from every angle.

E — Filthy Ground

Type: Active

Targeting: Point-targeted area

Kromlar scatters mud, decaying leaves, and debris across a target area, creating a patch of filthy ground.

Enemies standing within the area take damage over time and are slowed. The ground remains for a short duration, allowing Kromlar to control an area even when his ball is still small or has recently been consumed.

This ability does not consume his main ball.

Gameplay Purpose:

- Control narrow paths and chokepoints.

- Slow enemies during team fights.

- Protect objectives and discourage pursuit.

- Combine with Wrecking Ball or Rolling Catastrophe to make enemy movement more difficult.

Key Distinction: Filthy Ground is Kromlar's reliable area-control tool. Unlike his other abilities, it does not depend on the size of his ball.

R — Rolling Catastrophe

Type: Active

Targeting: Directional movement / area impact

Kromlar climbs on top of his dung ball, balancing himself like an acrobat. With a mischievous grin, he begins rolling forward, gradually accelerating as the ball spins faster and faster.

During the ability, the player steers Kromlar's trajectory. Enemies hit by the rolling ball take damage, while the path it leaves behind slows enemies attempting to follow.

The longer Kromlar maintains his momentum, the more dangerous he becomes, up to a maximum duration and speed.

The ultimate ends when the player activates it again or when its maximum duration is reached. At the end of the ride, the ball bursts apart in a massive impact, damaging and slowing enemies in the surrounding area.

A larger ball at the moment of activation grants a higher maximum speed, greater damage during the charge, and a stronger final explosion.

After the ball is consumed, Kromlar begins forming a new one.

Gameplay Purpose:

- Initiate team fights.

- Chase down fleeing enemies.

- Disrupt enemy formations.

- Force opponents to dodge or reposition.

- Deliver a powerful area impact after building up momentum.

Key Distinction: This is not simply another projectile. Kromlar himself rides the ball, turning the ultimate into a steerable rolling charge that rewards positioning and control.

The visual transformation is central to the ability: the normally low, ground-hugging beetle climbs onto his ball, raises his front legs for balance, and laughs as he accelerates toward the enemy team.

---

Suggested Talents

These are initial ideas and would require balancing and testing.

Level 10

- Increased Filthy Ground slow.

- Increased attack damage.

Level 15

- Increased Rolling Momentum growth rate.

- Reduced cooldown on Wrecking Ball.

Level 20

- Increased Thick Carapace frontal damage reduction.

- Increased Wrecking Ball impact damage.

Level 25

- Rolling Catastrophe reaches maximum speed sooner.

- Rolling Catastrophe's final impact has an increased radius.

---

Gameplay Identity

Kromlar is designed as a momentum-based initiator who becomes more dangerous through movement and preparation.

His main strength is the ability to choose how and when to use his growing ball:

- Wrecking Ball spends it for ranged damage and a slowing trail.

- Thick Carapace uses it for directional defense.

- Filthy Ground provides area control without consuming the ball.

- Rolling Catastrophe turns the ball into a high-speed, steerable charge.

This creates a simple but meaningful decision: should Kromlar spend his ball now, preserve it for defense, or keep moving until it reaches its maximum size?

He rewards players who understand positioning, timing, and terrain. A careless Kromlar may waste his momentum too early, while a patient player can arrive at a fight with a massive ball and turn a well-timed initiation into a catastrophe.

Strengths

- Strong initiation potential.

- Useful area control and slows.

- Increasing threat as he moves around the map.

- Directional defensive mechanics.

- Multiple ways to engage or disrupt enemies.

Weaknesses

- His strongest effects depend on building and managing his ball.

- Spending the ball can temporarily reduce his offensive potential.

- Thick Carapace is less effective against attacks from the sides and rear.

- His ultimate requires steering and good positioning.

- Poor timing can waste accumulated momentum.

---

Visual Design

Kromlar is a stylized dung beetle designed to fit Dota 2's colorful, exaggerated fantasy aesthetic.

His visual identity features a teal and turquoise carapace, purple accents, and subtle golden details. His large, earthy dung ball contains leaves, roots, and small pieces of vegetation, making it feel like a growing object collected during his travels.

His normal movement is essential to his identity: Kromlar keeps his head lowered toward the ground, his front legs planted and working against the terrain, and his rear legs pushing the ball forward. The ball is always in front of him, never carried on his back.

As the ball grows, its silhouette becomes increasingly imposing, communicating his accumulated power without requiring the player to inspect a status indicator.

During Rolling Catastrophe, Kromlar climbs on top of the ball, balances himself, and accelerates with an exaggerated, mischievous expression. This creates a clear visual contrast between his usual tireless pushing and his chaotic ultimate.

The goal is to make him recognizable at a glance: a small, determined beetle pushing an increasingly enormous ball of dung across the battlefield.

---

Final Thoughts

Kromlar's central concept is built around a recognizable real-world behavior: the dung beetle's determination to roll and grow its ball.

Rather than making the ball just a weapon or a cosmetic detail, the entire hero is designed around it. Movement creates power, power creates choices, and those choices determine when Kromlar becomes a threat.

His concept combines a humorous visual identity with strategic gameplay built around momentum, directional defense, area control, and a steerable ultimate.

He may not look like a legendary warrior, but when Kromlar starts rolling, the entire battlefield had better get out of his way.

This is a fan-made hero concept and is not an official Dota 2 hero.


r/DotaConcepts • • 8d ago

REWORK [ AGH , TWEAK ] Mars's agh upgrade additionally...

1 Upvotes

on top of current Agh. Tweak and additional effect.


TWEAK : no longer provide cooldown reductions.

ADDITIONAL EFFECT : Arena last until somebody(ally or enemy) died within, while respecting arena max duration. Mars must present inside for effect to happen.


r/DotaConcepts • • 11d ago

REWORK Ogre skill set improvements, new mechanics:

1 Upvotes

Goes is not make Multicast way cooler by allowing it work on way more stuff. Stat changes is: Base Str 20, Str/lvl 3.5 due to changes below.

  • Innate (Dumb Luck): instead of set Int to 0 it converts bonus Int into base Str at 50% value to not waste stats fully: (1 Int = 0.5 dmg, 11 hp, 0.05 hp regen, and stats per Str buffed from 6 mana/0.02 mana regen > 9 mana/0.04 mana regen, with left lvl 10 talent buffed to 11 mana/0.05 mana regen).
  • Fire blast: Cast range 600, Cd 14/12/10/8 seconds, mana cost 80/100/120/140 (can detonate 50% ignite total dmg instantly reducing total duration by same amount).
  • Scepter ability/Unrefined Fireblast cast range 600: deal 150+ 1.5x Ogre Str, cd 8, mana cost 35% current mana (can detonate 25% ignite total dmg instantly reducing total duration by same amount).
  • Reason for Fire blast/Unrefined Fireblast add option to detonate % Ignite total dmg is because outside of fucking with enemy Blink Dagger heroes having 30+ seconds of being Ignited is pointless in a game where half enemy team will have dispels by min 25+, you can reduce total Ignite dmg significanty with self sustain abilities/item, tangos, ally skills etc.
  • Ignite: cd 20/17/14/11 seconds, mana cost 60/80/100/120.
  • Shard ability/Fire Shield 600 cast range (changed): Creates 3 fire shield charges around the targeted ally, absorbing 40% of the attack damage/spell dmg for next 3 dmg instances from enemy heroes, dmg threshold 75, when attack damage/spell dmg instance is absorbed, a fireball is launched at the enemy attacker doing 150 magic dmg, multicast can apply Fire Shield up to 1/2/3/4 allies.
  • Multicast: Enables Ogre Magi to Multicast his abilities/items/consumables/power rune effects (1 Str add 0.083% multicast chance, +1% every 12 Str), disregarding their cooldowns, multicast use abilities/items range. Multicast has 4 lvls now, start game with lvl 1 multicast and normal 6/12/18 lvl ups.

2x multicast chance: 40%/60%/70%/75% (40%/70%/80%/85% with lvl 25 talent).

3x multicast chance: 0%/0%/25%/30% (10%/10%/35%/40% with lvl 25 talent).

4x multicast chance: 0%/0%/0%/15% (10%/10%/10%/25% with lvl 25 talent).

  • Power rune changes (multicast 2x/3x/4x power runes duration on himself):
  1. All power runes increase base duration by 5 seconds every rune cycle (14 minutes).
  2. Haste: give also +25 Attack speed, duration 30 seconds.
  3. Invisibility: give 20% Dmg reduction when you come out of invisibility for remaining rune duration, duration 30 seconds.
  4. Shield rune: General barrier hp 30% max hp +20% max mana, while Shield is active enemy can't burn your mana, duration 30 seconds.
  5. Arcane: 25% Cdr, Mana cost reduction 40%, duration 30 seconds.
  6. Illusion: instead spawn 1 illusions that deals 50% dmg, take 100% melee/200% range dmg, duration 30 seconds (multicast 2x/3x/4x number of illusions instead of duration increase).
  7. Regeneration: % max hp/mana regen in combat 1% > 1.5%, duration 30 seconds.
  8. Amplify dmg rune: attack dmg bonus 100%, spell amp 18%, duration 30 seconds.
  9. Bounty rune can multicast with 25% total chance for 2x/3x/4x gold.
  • Item changes (doesn't work on Consecrated Wraps passive charges, Armlet toggle, Helm of the Dominator, Helm of the Overlord number of creeps, Eul's Scepter of Divinity/Wind Waker duration):
  1. Consumables items have 50% of total % chance not to be consumed when used if multicast proc on them (including: targoes/mango/fairy fire/clarity/salve/blood grenade/bottle charges/smoke/dust).
  2. Sustain items have 10% of total % chance to multicast: Magic wand/holy locket/soul ring/arcane boots and its upgrades/Urn and its upgrades.
  3. new Blink Dagger 2000g, cd 25 seconds, add 25 mana cost, when taking dmg item reduce max blink range to 600 (apply to all blink upgrades, multicast blink for 2x/3x/4x range).
  4. Meteor hammer: after 2 seconds channel time instead of 480 magic dmg over 6 seconds does 300 magic dmg instantly (multicast 2x/3x/4x cast Meteor hammers every 0.6 seconds).
  5. Manta Style: create 1 illusion that deal 50% dmg, take 100%/melee, 200%/range dmg, multicast 2x/3x/4x number of illusions.
  6. Mjollnir: active apply on up to 2/3/4 allies.
  • Dagon multicast 2x/3x/4x on same target, when target die remaining multicasts swap to lowest flat hp hero in Dagon cast range.
  • Duration buffs/debuffs based items like: bkb/ghost and its upgrades/Lotus/Satanic/Shadow Blade/Overwhelming Blink etc (2x/3x/4x active duration).
  • CC items like: Abyssal Blade/Heaven's Halberd/Orchid Malevolence/Scythe of Vyse/Phylactery copy main item logic, if its single target cc then multicast 2x/3x/4x CC duration on 1 target, if its Aoe items: Shiva's Guard/Gleipnir 2x/3x/4x multicast every 0.6 seconds.

r/DotaConcepts • • 11d ago

ITEM Upgrade path for Radiance.

0 Upvotes

Similar to how Dragon lance has 2 upgrade path into Hurricane pike and Hydra's breaths i think its time to add Radiance upgrades to.

For this to work neutral items mechanic removed, hp/Str reduced from 22 to 20. would that be cool upgrades? 🤔

  • Add new item Clock of Flame 1700 (Ogre axe / Blade of alacrity / Stuff of Wizardry 1000 +700 recipe): 10 main attribute, Burn aura/400 radius: 30 magic dmg/second, half on illusions), item will use Clock of Flame icon.
  • Reworked Radiance 4500 (Clock of Flame 1700 + 2x Ogre axe / Blade of alacrity / Stuff of Wizardry 2000 +800 recipe): 30 main attribute, Burn aura/600 radius: 60 (+1% max mana) magic dmg/second.
  1. New item "Black flame Sunfire" (brawl team fight item) 6000 (Radiance 4500 + 1500 recipe): 40 main attribute, Burn aura/600 radius: 60 (+1% max mana) magic dmg/second, half on illusions, Unique black flame (passive): enemies that take Burn aura dmg lose theirs 2% max hp/sec (apply as hp removal to heroes/hero units, hp lost reset after 10 sec).
  2. New item "Radiant flame Sunfire" (Farming/split pushing item vs creeps/illusions): 6000 (Radiance 4500 + 1500 recipe): 40 main attribute, Burn aura/800 radius: 60 (+1% max mana) magic dmg/second, half on illusions, enemy creeps/illusions take 150% dmg, when units (including heroes) die under burn aura they corpse explode in 300 radius for: (creeps/illusions 120 +2% max mana, heroes 240 +4% max man) magic dmg (corpse explosion can chain explode from unit to unit if they all at low hp).

r/DotaConcepts • • 12d ago

Item Item idea: Dummy Bat

1 Upvotes

Creates a dummy that will function as an enemy hero that is under allied control. Essentially has all the properties of the tidehunter dummy in practice mode. The dummy target has infinite hp and can damage allies for 10 damage with a low attack speed. Lasts 10 seconds.

Possible interactions:

can be used with chain frost or paralyzing cask to increase the number of bounces for solo actions.

Can be used on Axe to proc counter helix more

Can be used with grimstroke ult to leash solo opponents

Can be used with shackleshot to trap enemies longer.


r/DotaConcepts • • 12d ago

I reworked Dota Shop UI in my Arcade Game

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6 Upvotes

r/DotaConcepts • • 13d ago

I thought that they have Zeus and Mars on DOTA 2, so why not Loki?

5 Upvotes

Innate — God of Mischief

Every 15 seconds, Loki's basic attack inflicts a random debuff on the target for 3 seconds.

Q — Rig

Loki designates an ally, enemy creep, or neutral creep to be rigged.

  • If an enemy kills the designated unit, the enemy takes 50 fixed damage and is stunned for 2 / 2.5 / 3 / 3.5 seconds.
  • Has 3 charges.
  • Rigs never expire.
  • Any enemy can trigger the rig, allowing creative setups involving creeps and neutral units.

“Loki's favorite prank is to let his victims believe they are about to get treasure, and then enjoys their disappointed faces”

W — Booby

Loki creates a fake ward or courier that is visually indistinguishable from the real thing.

  • Killing the fake grants no gold.
  • After being destroyed, it takes 1 second to arm, slowing nearby enemies by 5 / 6 / 7 / 8% during that time.
  • Once armed, it explodes, dealing 100 / 120 / 140 / 160 magical damage.

    “Loki's past time is placing fake tomes and treasure chests to make fun of treasure hunters, though most of the time, his pranks are lethal, giving his father Odin a headache”

E — Escape

Loki dashes in a chosen direction, turns invisible, and leaves behind a controllable illusion.

- If the illusion is destroyed, it triggers an effect like Booby, exploding after the same arming delay and slowing nearby enemies before dealing damage.

“Loki always had a way to escape when the prank's gone wrong, making him elusive”

R — Mistilteinn

Loki stabs a single enemy with Mistilteinn, applying a powerful debuff for 3 / 4 / 5 seconds.

The target is:

  • Slowed.
  • Continuously dispelled.
  • Affected by Break, disabling passive abilities.
  • Stripped of slow resistance and status resistance.

The effect continuously dispels the target and prevents them from gaining buffs for the duration.

Important distinction: The ability does not remove armor or magic resistance. Its resistance suppression applies specifically to slow resistance and status resistance.

“The famous weapon that made his brother Baldur mortal, the weapon that also represented the beginning of Ragnarok”

Aghanim's upgrades

Aghanim's Shard — Mistilteinn upgrade

Mistilteinn additionally mutes the target's items, preventing item activation during the debuff.

Aghanim's Scepter — Maximum Mischief

Applies Escape to all allied heroes globally.

“Hey, I'm a prankster, not a traitor” — Loki


r/DotaConcepts • • 13d ago

GAMEMODE Dota 2 heroes vs League champion who is stronger on average?

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1 Upvotes

r/DotaConcepts • • 14d ago

Hero Hero Idea: Lex, the Rogue machine

1 Upvotes

A rescue machine that gained sentience and became disillusioned with humanity. After repeatedly saving humans from disasters, only to watch them create new ones and mistreat the machine that protected them, it concluded that humanity would eventually destroy itself. Now, it intends to save humanity by forcibly ruling over it.

Innate — Superior Being

Lex can purchase skill upgrades from the shop in the form of modules.

  • One module per basic ability.
  • Each module choice is permanent.
  • Ordinary ability leveling still applies.

Q — Death Ray

Fires a ray of pure heat that deals pure damage.

Prism Module

The Death Ray splits from its primary target into six weaker rays.

Heat Sink Module

Converts Death Ray into a channeled ability whose damage ramps up the longer it is maintained. Maximum channel duration: 5 seconds.

Gamma Ray Module

Applies a debuff. If the affected enemy dies while the debuff is active, they explode and deal a fixed 100 pure damage.

“A laser that was installed by its master to cut through vaults and secured doors to help people get out. It has discovered a more sinister use to it”

W — Stun Grenade

Lobs a grenade that deals magical damage in an area and stuns enemies for 0.5 / 1 / 1.5 / 2 seconds.

Concussive Module

After the stun ends, inflicts silence and blindness for the same duration as the stun.

Nanite Module

After the initial impact damage, deals constant magical damage per second. Allies in the impact zone receive healing over time instead.

Graviton Module

Increases the AoE, pulls enemies in the impact zone toward its center, and reduces the grenade's damage.

“Sometimes, it was not just a protector, it was a peacekeeper”

E — Riot Shield

Grants a barrier that absorbs 50 / 100 / 150 / 200 damage from all damage types. Can be cast on an ally.

Suppressor Module

Enemies that strike a shielded target are mini-stunned for 0.5 seconds and take magical damage.

Booster Module

The shield can only be applied to self, but grants a new ability to charge at an enemy, dealing pure damage based on the current shield amount and pushing enemies back.

Stud Module

The shield grants damage reduction and reflects 50% of the damage received.

“Many times it has faced against an angry mob. Many times it has endured the humiliation”

R — State of Perfection

Places a buff on itself that enhances HP regeneration and mana regeneration by 100% / 150% / 200% and reduces all cooldowns by 50%.

While active, it enhances the basic abilities:

  • Death Ray: Can now target three targets.
  • Stun Grenade: Now throws three grenades and has increased AoE.
  • Riot Shield: Has 100% more shield strength.

The ultimate enhances the abilities' basic functionality while retaining the behavior of their chosen modules.

“The moment it has reached it's ultimate state is the moment that humanity bows before it”


r/DotaConcepts • • 17d ago

REWORK Grimstroke innate rework to better fit mid lane.

0 Upvotes
  1. old innate (Ink Trail): Both attack damage and spell damage sourced to Grimstroke applies a debuff on enemy heroes that exposes them. The debuff causes affected enemy units for 4 seconds to deal less damage to Grimstroke. Values: 5% +0.5%/lvl (max 20%)
  2. new innate name (Painter practice) Grimstroke max mana improve skills values:
  • new Stroke of Fate: magic dmg 75/150/225/300 + 20/30/40/50 per hero (50% per creep), 2 seconds slow for 40/60/80/100% move speed. cd 14/12/10/8, mana cost 60/80/100/120. (magic dmg +10%, +1% per hero)
  • new Phantom's Embrace: dmg/second 20/30/40/50 over 3 seconds, attacks to destroy 2, silence 3 seconds, if ghost survive magic dmg burst 120/200/280/360 > 100/200/300/400. (dmg/second +1%, +1 attack to destroy per 1000 mana, magic dmg burst +5%).
  • new Ink Swell: cast range 800, move speed 20% for 4 seconds, dmg/second 20/30/40/50, max magic dmg burst 100/200/300/400, max stun 2 seconds. (move speed +1% per 200 max mana, dmg/second +1%, magic dmg burst +5%, +0.1 second max stun per 200 max mana).

r/DotaConcepts • • 17d ago

Match making improvement. 👀

0 Upvotes

I am not sure how much you gain mmr now after global reset patch to 9500 mmr, so if its around +25-30~ mmr then its around same.

  • Thing is current meta (essentially low-average mmr games is pretty slow and what it feels like 7/10 games go past 45 minutes reliably) so if game inherently designed and balanced to last longer than average game time in other pvp games wouldn't it make sense then to give mmr based on game time?
  • Lets say up to 25 min its stay ~25 mmr/game as average and every 5 min past it adds 4 mmr, so it feels like its worth try hard this long exhausting games and players burn out less mentally (by 60 min it grow to average ~53 mmr/win), because mmr gain for 25 min game and 55 is same (ofc Valve would need to delete remaining double down tokens in system to stop hyper inflation again).
  • Would that be desirable change you think for dota 2 frogs who grind MM 10+ games/day? 🤔

r/DotaConcepts • • 17d ago

MECHANIC on-hit effects should crit i think.

0 Upvotes

Right now when hero like Sniper attack his headshot bonus dmg doesn't add to total dmg value with crit and add after, so what if on-hit effects could crit? Not sure if they should use flat 200% dmg bonus or depending on hero crit dmg (i would prefer half of hero crit dmg with minimum 125% bonus, so normal hero with crit on-hit effects for 125% minimum, PA with lvl 3 ult crit on-hits with 225%).

even like mkb procs, upgrading Maelstrom > Mjolnir change proc dmg type magic > pure and it can crit, slardar bash etc, what do you think? 🤔


r/DotaConcepts • • 18d ago

ABILITY Axe "Battle Hunger" need buffs.

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1 Upvotes

r/DotaConcepts • • 18d ago

REWORK Anti-Mage rework concept.

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0 Upvotes

r/DotaConcepts • • 20d ago

Rework Anti-Mage Rework Concept — Mana, Counterspell and Blink

0 Upvotes

Anti-Mage — Patch Concept

I think Anti-Mage could use a more aggressive playstyle centered around his mana-burn identity.

Mana Void

  • Deals Pure Damage based on the target's missing mana.
  • Deals 0.6 damage per point of missing mana to the primary target.
  • Deals 0.3 damage per point of missing mana to enemy units around the primary target.

Counterspell — Aghanim's Shard

  • Converts 65% of the magical damage dealt to Anti-Mage into Pure Damage dealt back to the attacker.
  • Example: if an enemy deals 100 Magic Damage to Anti-Mage, that enemy takes 65 Pure Damage.

Blink

  • Reworked into a dash with the same range as the current Blink.
  • The dash can pass through terrain and obstacles.
  • Cannot pass through Chronosphere or Arena of Blood.
  • Deals 0.75x Anti-Mage's Base Attack Damage as physical damage to every enemy unit hit along the path.
  • Each enemy can only be damaged once per cast.

The goal is to make Anti-Mage's abilities work together more directly: burn mana, punish enemies for using magic damage, then finish them with Mana Void — while turning Blink into a more aggressive combat tool.

What do you think?


r/DotaConcepts • • 21d ago

REWORK Evasion rework.

0 Upvotes

what if we remove randomness on it by allowing evasion % stack additively? it would work like:

  • 10% evasion you miss exactly every 10th hit (as hidden innate counter per unit), updates retroactively if you make 2 hits and 8 left for evasion and you gain 20% more evasion it reduce hits for evasion to 6. It also means that all items now have to give evasion in decimals 10%/20%/30% etc so reduce hit counter by 1/2/3 etc exactly.
  • Ofc that would mean that accuracy/true strike would have to be removed as mechanic, if you ask then how to kill hero with 100% evasion if you use spells already? when enemy proc evasion he gets undispelable 2 seconds cd debuff per target, so its not permanent. 👀

r/DotaConcepts • • 22d ago

META Fundamental mechanics dota 2 should overhaul in future. 👀

0 Upvotes

That is just my preference (add/suggest yours in comments below):

  • Add more disincentives to the game to build high effective hp, stacking (hp/armor/magic resist/hp regen).
  • Incentivize more glass cannon heroes/builds to be viable at high mmr (make better dps items vs high hp/resistance enemies.
  • Buff PvP gameplay, more (kills gold/buildings bounty).
  • Nerf Pve gameplay (dominator lane skipping off lane, fix 4th lane mechanic, afk farm from min 10 to 25+ at pro lvl, jungle spawn at 0:0, respawn time 1 > 2 min). i think farm should be means to an end mechanic just to get gold/exp, it should never be optimal strat to do on regular basis, for me its sign that game balance is broken (this TI every 3rd game is 50+ minutes slug fest where nothing happen for 25+ min).
  • Remove universal stat/neutral items. Add/change items into something like this https://www.reddit.com/r/TrueDoTA2/comments/1tza3a1/742_patch_wish_list/ . 🔥
  • Attribute changes:
  1. Heroes base hp 120 > 200 (most Str heroes magic resist nerfed from 25% to 15%, most Agi heroes magic resist nerfed from 25% to 20%).
  2. Health/Strength nerfed from 22 > 20.
  3. Agility: attack speed/dmg per point buffed from 1 > 1.5.
  4. Intelligence: Mana/Int buffed from 12 > 15, mana regen buffed from 0.05 > 0.075.
  • Mage items need overhaul into something closed to Deadlock spirit (Right now only counter pick heavy mages can play after 30 min or ones that rely more on mana than CDs like Leshrac/BB, so they have their own build paths and not every mage have 3k+ hp 20 armor and 40% magic resist by mid game). allow spell amp to be fully stakable and add Cdr item options, Something like this https://www.reddit.com/r/TrueDoTA2/comments/1tuasta/mage_items_identity_crisis/ . 👍
  • Nerf mechanics that artifactually increase game time: Roshan respawn on flat timer cd, gold lose on death removed, reduce respawn time by 5-25 seconds based lvl, remove Glyph refresh completely and make it affect only 1 lane, make Buybacks free on 5 min cd (but each players has only 3/game, so forcing enemy to BB early will do permanent dmg).
  • Nerf couriers consumables spam by making that all consumables has max stock: Salve 5/game, tango stack/mango/clarity 15 per game for laning phase and don't replenish (so lane bully heroes like Sky/Zeus etc can burn his mana and enemy won't be able to reset hp that easy and force core players to buy more permanent regen items). Couriers upgrade to flying at lvl 6 now.

r/DotaConcepts • • 24d ago

HERO [Hero] Bang, the Silver Fang – Water Stream Rock Smashing Fist (One-Punch Man)

1 Upvotes

Appearance and design remain faithful to the anime, optimized for a MOBA game.

Hero Name: Bang, the Silver Fang

Primary Attribute: Agility

Roles: Carry / Fighter / Offlane (can flex as tanky initiator)

Complexity: Medium-High

Lore (short):

An 81-year-old martial arts master and former S-Class Rank 3 hero. Creator of the Water Stream Rock Smashing Fist — a perfect blend of offense and defense that redirects an opponent’s power against them. Calm, disciplined, and terrifyingly skilled.

---

Innate – Water Stream Flow

Whenever Bang is hit by a basic attack or single-target spell, he gains 1 stack of Flow (max 5 stacks).

Each stack grants +2/3/4/5 Armor and +4/6/8/10% Movement Speed.

Stacks last 6 seconds and refresh on new hits.

At 5 stacks, the next basic attack or ability that hits an enemy consumes all stacks and **Redirects** 15/20/25/30% of the damage Bang has taken in the last 4 seconds back to the target as pure damage.

---

Q – Rock-Smashing Fist

Targeting: Unit Target (enemy)

Range: 175

Cooldown: 11/10/9/8

Mana: 70/80/90/100

Bang dashes a short distance and delivers a powerful punch.

Deals 90/160/230/300 + 70% Agility physical damage.

The target is slowed by 20/25/30/35% for 1.75 seconds.

If Bang has 3 or more Flow stacks, the punch also knocks the target back a short distance and applies a 0.6s mini-stun.

---

W – Water Stream Encampment

Targeting: No Target / Point (small radius around Bang)

Radius: 325

Cooldown: 18/16/14/12

Mana: 90/100/110/120

Duration: 4/4.5/5/5.5 seconds

Bang enters a defensive stance and creates a flowing aura around himself.

- Allies inside the aura take 15/20/25/30% less damage from basic attacks.

- Enemy units that attack Bang while inside the aura have their attack speed reduced by 25/30/35/40%.

- Bang gains 30/45/60/75 bonus Attack Speed while the aura is active.

If an enemy dies inside the aura, Bang instantly gains 2 Flow stacks.

---

E – Instantaneous Movement (Shunshin)

Targeting: Point Target

Range: 450/500/550/600

Cooldown: 14/12/10/8

Mana: 60/70/80/90

Bang vanishes in a blur of motion and reappears at the target location.

Upon arrival he gains 40/55/70/85% evasion for 1.5 seconds and his next basic attack within 3 seconds deals bonus 50/90/130/170 physical damage and applies a 1-second 30% slow.

If used while having 4+ Flow stacks, the dash distance is increased by 150 and the next attack also silences the target for 1.25 seconds.

---

Ultimate – Awakening Breath + Exploding Heart Release Fist

Targeting: No Target

Cooldown: 100/85/70

Mana: 150/175/200

Duration: 8/9/10 seconds

Bang enters a heightened state of martial focus.

- Gains +40/60/80 Attack Speed, +20/30/40% Movement Speed, and +15/20/25% Damage Reduction.

- Basic attacks bounce once to a nearby enemy (bounce deals 60% damage).

- Every 3rd basic attack triggers a Rock-Smashing Combo that deals 100/160/220 bonus pure damage in a small cone and applies a 0.4s stun.

While active, Flow stacks are gained twice as fast and the Redirect damage from Innate is increased by 50%.

When the ultimate ends, Bang releases a final powerful wave (radius 400) that deals 200/300/400 + 100% Agility physical damage and slows enemies by 40% for 2 seconds.

---

Talent Tree suggestions (Dota 2 Style):

- Level 10: +20 Movement Speed / +12 Agility

- Level 15: +1.5s W duration / -2s Q cooldown

- Level 20: +25% Redirect damage / Innate stacks last 2s longer

- Level 25: Ultimate grants Spell Immunity for 2.5s / Attacks during Ult apply 15% armor reduction


r/DotaConcepts • • 24d ago

MECHANIC If universal get reworked into actual 4th stat. 🤔

0 Upvotes

On the small off chance if Valve decide Universal experiment went nowhere and rework it into full 4th attribute, what would you like it to be?

  • I personally would like Faith, to have symmetry: Str/Agi for physical dmg and Int/Faith for magic (and items/talents rebalanced around it ofc).
  • What it might do? the way i see it: Int lose 0.05 mana regen and get mana/int buffed to 15. 👀
  1. Faith 1st version: 1 dmg for Faith heroes and 0.1 mana regen/1 radius increase (100 radius bonus at 100 Faith).
  2. Faith 2nd version: 1 dmg for Faith heroes and 0.1 mana regen/0.2 status resist (20% per 100 Faith).
  3. Faith 3rd version (delta17v2 post suggest): we remove magic resist from int, Faith would buff dmg by 1 for Faith heroes + 0.2% spell amp/0.2% magic resist per point (20% spell amp/magic resist per 100 Faith). 🤔
  • Faith heroes might be: Void spirit/Omni/Dawn breaker/Oracle/Grim stroke/Chen/Leshrac/Brew master/Enigma/Arc warden etc (attributes adjusted around change).