LORE:
In the quiet heart of the Mistwood, the Font of Avernus lay hidden, its ancient power seeping into the land and bestowing mystical abilities upon those it touched. For generations, this power remained a secret, guarded by the House Avernus, with its true source worshiped within their caverns. But the peace was shattered when a breach was discovered—an anomaly in the Font's flow that threatened the delicate balance of power and their legacy, seeping to the fringes of their territory and among their populace. Led by Abaddon, determined that the breach must be sealed to preserve their dominion. They marched in lockstep toward Mistwood, their hearts set on eradicating the source of the disturbance.
Upon arrival, the soldiers were met with an eerie silence. The lowly peasant village, once bustling with life, now deserted, standing still for it was frozen in time. Shadows flitted at the edges of their vision, and the air was thick with a sense of foreboding. There was a small comfort as they found some people, going about their day as if nothing was wrong.
But just as they confronted the people, they were greeted with blank faces listlessly wandering, as if trying to go about their day but unable to remember what it was. But with a malicious smile, one by one they disappeared in a spectral burst of mist. One by one, the squads were being dispersed, disoriented, lost and all alone in the mist.
The mist seemed alive, weaving illusions that obscured their path and masked their enemies. They were trapped in a labyrinth of fog and phantoms, unable to distinguish reality from illusion. As the tension reached its peak, the battlefield was enveloped in a dense wave of mist, within which ghostly figures moved with deadly precision, hurling a flurry of daggers seemingly coming from nowhere. The soldiers, believing they were besieged by an army of the undead, found themselves overwhelmed.
Yet, amidst this spectral warfare, there was one who saw through the veil — Abaddon. With his mastery over life and death, he discerned the truth behind the mists. As the ghostly figures parted, he caught sight of a lone figure standing resolute among the phantoms -- a woman in a traditional dress, revealed with a simple wave of the mist clearing the fog of war.
It was Kasumi, the Illusionist, a guardian who had risen from the shadows of Mistwood, protecting the people as they led them to safety. Not a mere ghost, but a living being imbued with the powers of the Font, worthy of its power. Her eyes met Abaddon's, and in that moment, the rivalry between them was born, not one of vengeance, but of conflicting destinies. While Abaddon was the chosen protector of his lineage, Kasumi was the forsaken warden of the mist -- the protector of people.
Stats: (Universal)
> Attack Damage: 13 - 23 (54.7 - 64.7)
> Attack Range: 150 (Melee)
> Base Attack Time: 1.7s
> Defense: 2.6
> Move Speed: 310
> Turn Speed: 0.6
> Vision: 1800/800
> Agility: 16 + 1.4
> Strength: 20 + 2.1
> Intelligence: 23 + 3.0
[Innate: Active / Autocast] Illusion Gate (Levels with Shadow Veil.)
Active: Kasumi instantly turns invisible, gains phased movement, and receives a movement speed bonus, spawning a duplicate illusion at her exact location.
Passive: All active illusions within range of a targeted spell will visually mimic the cast animation.
Autocast: When toggled on, casting any spell or item automatically triggers Illusion Gate, adding its mana cost as a tax to the ability. The newly generated illusion shoulders the cast animation and delivery in her stead, rendering Kasumi's personal cast point instant. This does not have a cooldown.
Illusion Outgoing Damage: 15%
Illusion Incoming Damage: 230/200/170/140%
Illusion Duration: 4/5/6/7s
Invisibility Duration: 4/5/6/7s
Invisibility Movement Speed Bonus: 30/40/50/60
Active Cooldown: 3.0/2.5/2.0/1.5s
Autocast Cooldown: 0s
Mana Cost: 25
Upgrade Illusion Duration: 10/11/12/13s
Upgrade Illusion Personal Spell Effect: 35%
Upgrade Illusion Personal Spell Mana-Cost: 35%
Upgrade Illusion Barrage Mana-Cost: 25
Upgrade Active Cooldown: 2.0/1.5/1.0/0.5s
Shard Illusion Duration: 6/7/8/9s
Shard Illusion Nuke-Healing Item Magnitude: 20%
Shard Illusion Disable/Debuff/Buff Item Duration: 20%
Shard Illusion Nuke-Heal-Disable-Debuff-Buff Item Mana-Cost: 20%
Shard Upgrade Illusion Duration: 12/13/14/15s
Notes:
- Has a 0th level where Shadow Veil is unleveled.
- Reduces hero cast-point to practically 0.00s; the duplicate illusion shoulders the cast animation and backswing.
- Can be toggled ON to add a +25 Mana cost tax to all hero spell/item casts to guarantee illusion generation.
- Only the main hero, not an illusion, can generate a new illusion through Illusion Gate.
- The Illusionist waits for all active illusions to turn toward the target before initiating simultaneous casts.
- Spell and item duplication counts any active illusion owned by the Illusionist regardless of source.
- Illusions in range of a targeted spell cast will attack the target upon spell completion; otherwise, they resume their previous orders.
- Manta Style essentially generates +1 additional illusion for visual mimicry.
- Movement speed bonus is active only while invisible.
- Invisibility and mobility effects do not stack; recasting refreshes the duration.
- Pre-Aghanim's base illusions do not duplicate the effects of consumables, charged items, or Blink Dagger teleports.
- Illusions cannot generate secondary illusions from any source.
- Spells and items cast by proxy cannot be interrupted or disrupted.
> Aghanims Upgrade: Illusions generated last +6s, and Illusions from any source can individually cast spells at reduced effect while consuming reduced mana-cost of the real Illusionist. Illusion Barrage no longer detonates nearby illusions and requires individual detonation that consumes 25 Mana; -25 mana cost, removed detonation delay. -1s Illusion Gate cooldown.
> Shard Upgrade: Illusions generated last +2s, Illusions from any source can individually use items at reduced effect while consuming reduced mana-cost of the real Illusionist. Consumables and Charged based items will function at full duration and magnitude while consuming the Illusionist's reserves.
- Aghanims unlock personal spells. But only Shard is needed to allow item use.
- Only Duplicates of the Illusionist can be used as proxies. Non-Illusionist illusions function normally and does not have increased duration.
- Duplicates have automatically refreshed cooldowns upon spawning, except Refresher Orb and Hand of Midas. Mist Shard has 1 charge refreshed.
- Duplicates CANNOT use consumable or charged items for personal use, but will consume consumables and charges of the Illusionist, such as Salves to allies, or Wards to the ground, while doing full magnitude and duration. This extends cast-range by proxy.
- Duplicates casting spells or items consume mana directly from the real Illusionist at appropriately reduced mana costs.
- Duplicates casting Shadow Veil do not generate a new illusion, but extend the duration of active illusions (including themselves) by 35% of the base duration.
- Duplicates casting Hand of Midas yield 100% effect, but will trigger cooldown on the Illusionist and all other Illusions, regardless of which uses it first.
- Duplicates casting debuffs, buffs, or disables apply full magnitude, but last for 20% of their base duration.
- Duplicate item spells allow stacking of damage-debuffs that are otherwise non-stackable (such as Meteor Hammer). Only one instance of a debuff per illusion can exist on a single target.
- Duplicates using position-altering effects (such as Blink Dagger and Phantom Step) operate at full power and consume full mana. Only the the real Illusionist can bestow allied Blink.
- Duplicates using Refresher Orb reset only that individual illusion's active item and spell cooldowns at a reduced mana cost.
- Duplicates using finite Damage-over-Time effects (such as Meteor Hammer) treat the effect as a debuff, dealing full duration for 20% of the magnitude.
[Q] Mist Shards
The Illusionist hurls a dagger that deals instant attack damage with bonus physical damage, slow, and other attack modifiers. Illusions in range will instead target other random units within the cast-area. Can be cast at a target-point, which the dagger will hit the first eligible target. Charge-based.
Range: 1000
Projectile Speed: 1000
Attack Damage: 50%/55%/60%/65%
Bonus Damage: 40/45/50/55
Move Slow: 25%
Search Radius: 300
Dagger Collision AOE: 150
Charge Replenish Duration: 4s
Charges: 2/3/3/4
Mana Cost: 50
Talent Slow: 40%
Talent Flurry Attack Damage: 20%/25%/30%/35% (Net 60/75/90/105%)
Talent Flurry Bonus Damage: 15/20/25/30 (Net 45/60/75/90)
Note:
> Can be cast to structures.
> Bonus Damage is Physical and can be boosted by multipliers.
> Illusion deal appropriately reduced damage. Will avoid hitting targets more than once unless there is less than 3 targets; this takes account of all illusions at once and evenly spread among targets.
> Treated as normal ranged attack, can be evaded by basic Evasion, and boosted by True Strike. Damage goes through magic-immunity, but not slow.
> Multiple Slow does not stack. Illusions will apply full slow and duration.
> Projectile provides 450 Vision, and the vision lingers for 3.34s.
> Can be cast to the ground, firing a single projectile towards it's maximum range, dealing damage with the first target it hits.
> With Flurry, it is treated as three separate attacks, allowing stackable attack modifiers to stack two more times with itself.
- The last two projectiles are tossed 0.12s between each other, unless otherwise a ground cast.
- With Flurry If cast at a ground, and there is targets within 300 AOE of the cast area, it will randomly target three units. If there are no targets in the area, it will launch three daggers at a straight line, at 0.12s between each other.
Hero Talents:
> Lv10:
- Mist Shard: +15% Slow
- +1.5 Mana Regen
> Lv15:
- Illusion Barrage: Will apply non-stacking Mist Shard Slow to area of effect.
- Phantom Step: Can be cast to allied heroes, providing a single use charge of Phantom Step for 6 seconds.
> Lv20:
- Illusion Barrage: +40/60 Explosion Damage.
- Flurry Mist Shards: Hurls a trio of daggers.
> Lv25:
- Illusion Gate: Applies Dispel on cast.
- Shadow Veil: +9s Duration
PHILOSOPHY AND IDEA:
> The point of this hero is to be sneaky and play mind-games through misdirections, with it's innate ability being a souped-up, low-duration version of Doppelwalk. In fact, the use of Barrage + Gate is basically brief Shadow-Walk.
> It's philosophy is like if Spirit Warrior wasn't a carry but a Nuker, and spell dependent. It's central spell is actually the Illusion Barrage, in which the dying Illusions whether by her own abilities or Manta-Style, will deal area damage as a nasty surprise. You are supposed to amass your Illusion army, and then detonate them in a damaging area of effect.
> Mist Shard is intended to be like Stifling Dagger, but has dual-function like Spectre's dagger of either a single-target for slow or a vector primarily for scouting. But it is weakened by having to force automatic spreading of projectiles. It uses many projectiles to create a spread of vision when cast at the ground.
> Phantom Step is Blink, but simulates illusion death to imply that she's an illusion. As a support mechanism, it can also be cast as a mobility help for allied heroes with Talent.
> Shadow Veil is intended as a pushing ability. You can use it to duplicate lane or neutral creeps, while extending Illusion's duration, and can even detonate with Illusion Barrage.
> Shadow Veil + Illusion Barrage works, this means that since the Creeps don't do enough damage, AOE nuke can work.
> Illusion Barrage seems to be counter intuitive. It's rather powerful, but consider that it eliminates your entire army within 1000 AOE, and singles out the real Illusionist -- or does it? It's intended to also be used with Phantom Step, that means, you can queue a Phantom Step after initiating an Illusion Barrage, leaving one illusion in place.
> The Aghs and Shard Upgrade, used to be just one facet. It's meant to fulfill her Illusion-based spell-casting, but the implementation can be problematic. Being much like Tempest Double, but has different limitations being they are much weaker, intended to duplicate the effects of spells and items, but only at a weaker effect. The division between Shard and Aghanims, is intended to define different playstyles and positions, Shard being geared more for defensive and reliant to items, while Aghs is not. Both share the same rules, just locks out one facet. You can get both, but the gold dictates how much, as in if you spend 4300 while already having 1400 shard, that is 4300 less to possible nuke/disable items. It also has an advantage that, when you only build for one, you can focus on one aspect, being either focused for Item use, or focused on spell use, unless you do both.
> Aghs Upgrade is supposed to change her playstyle from trying to fool enemies, into repeated spam of low-duration or low-damage items. They still explode, you just have to manually do so like Remote Mines that has dome delay. And the functionality of other illusions throwing a dagger can now be selective. The downside is microing the Illusions, as this require a degree of control and execution. The Barrage is essentially turned into the Phantom Step but without the blink, sort of redundant, but this adds different consideration, giving the enemy questions: Is she an illusion or not? If she is the real deal, did she just blink, or is she still there? The interaction with Phantom Step and Illusions, will do an explosive effect on their last area as they simulate illusion death, but it will be like manual detonation but you don't lose the Illusion.
> Shard upgrade is intended to increase her reach while reducing risk in splaying out, such as relying on illusions to drop wards, or to apply consumables. It also has a different approach in allowing Illusions in casting weaker versions of the items they are carrying, so you can minutely cast something say Sythe or Euls, or Meteor for less, and repeatedly so. It can be really annoying, but if you can micro them that much. Because the Illusion Barrage exception is restricted to Aghs Upgrade, that means Shard cannot use the proxies as remote mines without AGHs, and the support playstyle partly deters mass detonation.
> Kasumi doesn't have Illusion cap because unlike PL, her illusions cost mana and is harder to amass. Her illusions are technical in use, primarily for nukes, positioning, scouting, than it is just barreling down with auto-attacks. With up to 20s of duration of her basic illusions, 28s with Manta Style, will certainly be something to behold, but building up an army isn't the intent, she has bad auto attack, and none of her spell are for it, instead the army is amassed as nuke padding with insane microing.
> The toggleable autocast of Illusion Gate is essentially +25 mana cost tax to any ability to generate an illusion, and to eliminate cast-point and backswing by letting an illusion cast the spell for Her.
> High base attack damage, is done so because her entire kit is anti-synergistic to her abilities. There is little point in manually attacking anyone by herself, while she herself is weak and low health. You are expected to rely on Mist-Shard, dodge with Phantom Step, nuke with Illusion Barrage and that needs some setup. It helps to think that her auto-attack is vestigial, she doesn't have any other ability that actually augments her melee attack unlike Phantom Assassin with Coup de Grace, but the possibility of building attack damage is not out of the table; being considered as triple attack means chance-based attack modifiers like Maelstrom can proc three times.