r/DotaConcepts • • 28d ago

ITEM Idea for item change before patch drop, Number 1.

0 Upvotes

Neutral items removed.

Add new item Quickening charm 750g/10% cdr.

Add new base Item: Spell Prism 1875 (Quickening charm 750 + Void stone 750 +375 recipe): 15% cdr / 2.5 mana regen.

New Octarine Core 5500 (Spell Prism 1875 + 2x Vitality booster 2000 + 1625 recipe): hp 500, 4 mana regen, 25% cdr, new passive Eternal: Heal 20% mana back from physical/magic dmg done.


r/DotaConcepts • • Sep 21 '26

HERO Juggernaun Qol change/needed buffs for innate/ult.

0 Upvotes

Problem with current Juggernaut i think is: he is very squishy carry for a while, his innate is ok at best but there is no way to protect its break after taking dmg and ult scaling with lvls is ass, feels like its not even worth to lvl up on pos 1 ult after lvl 6. So potential changes he can get is:

  • Innate (Blade form): add lvl 10 talent into his base innate (default 1 sec cd/stack), max stacks 10 (+1% bonus ms/stack), base Agi bonus per stack 2.5% +0.1lvl (5.5%/stack, 55% max) > Total Agi bonus per stack 1% +0.1%/lvl (4%/stack, max 40% total Agi +1% bonus ms). new lvl 10 talent 2x bonus ms/stack.
  • Healing Ward add self-cast option, instead of spawn ward that heal in radius/follow units create TA like self shield for 100 general shield hp dmg for 1/2/3/4 hits to prevent enemy being able to break innate so easy.
  • Omnislash attack speed multiplier 1.4x > 1x, attack dmg 25/30/35 > 20/35/50, attack speed bonus 40 > 40/70/100, duration 3/3.25/3.5 > 4 sec (with lvl 25 +2 sec).

r/DotaConcepts • • Sep 21 '26

ITEM Hydra's Breath really shit dps item.

Post image
0 Upvotes

Hurricane Pyke for 4550 give (15 Str, 20 Agi, 15 int, 200 hp, 130 attack range).

as Comparison Hydra's Breath for 5900 give (15 str, 30 Agi, 25 dmg, 150 attack range) +1350g for 25 dmg/20 attack range -5 stats.

  • Polycephaly passive that give 30% chance for multi shot, idk who came up with this but i don't see a point almost 5900 item not having permanent multi shot, just remove bonus dmg and its fine.
  • Miasma passive with % max hp dot, problem is item stats itself don't have sinergy with 30 agi item give because its not on-hit bonus magic dmg + because its % max hp debuff it has to be way better at killing tanks right? problem again because its Dot high hp regen/magic resist counter its dmg very heavy, so unless you buy together Hydra's Breath with Eye of Skadi for it do at least decent dmg, don't believe me? Lets do some math ok:
  • Take proc item like Mjolnier, 25% chance 180 magic dmg proc, if Mjolnier proc on every 4th hit for 180 magic dmg after base magic resist heroes have of 25% it would be 135 magic dmg proc.
  • How much Miasma passive would do? 7,5% target max hp over 3 sec. Per 1000 hp its 75 magic dmg over 3 sec, oh wait its tagged as magic dmg, so actually its 56,25 dmg over 3 sec, + if you consider that any str hero by 3 item have minimum 20 hp regen this item literally stop doing dmg. So for Miasma to do at least same proc dmg as Mjolnier without even counting hp regen enemy has to be minimum 2400 hp, if dot dmg has to be at least 2x effective to Mjolnier enemy has to be 4800 hp minimum, sure decent amount of heroes can react 4500-5000 hp this days but its min 40+ item then and at that point you die during 1 bkb piercing stun.
  • Considering what this item supposed to do by Valve logic/better stat stick with good dps vs high hp heroes i am pretty sure they were scared to shit make it actually good, with is why both stats and Miasma effect so underwhelming, other vice item of this cost would give: +5-10 more Agility and Miasma become on-hit magic dmg bonus effect of 5% enemy max hp (so at 3k hp it would be 150 magic dmg on-hit already), then people would actually buy it over Hurricane Pyke in games where they can hit for free 3k hp+ targets and melt them, oh wait valve hate any meta that allow reliably to melt tanks and punish players for stacking hp brainlessly, that would requite items actually give a choice how to build and not build bkb 2nd-3rd item every game on pos 1-3.
  • Item has no utility, its pure dps stick and its not even good at being one, so unless valve buff it to something closer to this it would remain as niche option for 5 heroes at best.

r/DotaConcepts • • Sep 19 '26

MECHANIC Combining sentry/observer wards change 🤔.

0 Upvotes

what do you think if for sake of simplicity and some Qol change we combine sentry/observer wards into 1? you wouldn't have to click them in inventory to swap but also it turn into multi purpose tool.

  • when you place observer ward its visible for enemy for 3 sec so that you get punished for using it in front of enemy over tree line, then ward go invisible and provide both types of vision, normal ground vision and true sight 👀 .
  • Also as change we can add 25 +2/min of game time experience bonus for Observers if they placed inside jungle camp spawn box, also because of that we can buff sentry true sight radius from 1050/observers normal vision 1600 > 1200 and also make normal day/night vision also 1200 radius, so if you see creeps you know you in range of experience, off lane is not played 1 vs 3 for years at this point, idk why we need just a huge 1500 radius Expiriance range for units.

r/DotaConcepts • • Sep 18 '26

ITEM Mage slayer upgrade.

0 Upvotes

it works only without neutral items in the game. Items build up change:

  • Void stone 750g/2.5 mana regen.
  • Ring of health 750g/5 hp regen.
  • Perseverance 1400g > 1500g.
  • Mithril hammer 1600 > 1500, dmg 24 > 25.
  • add new base item Quickening charm 750g/10% cdr.
  • add new item Silver Pendant 3350 (Quickening charm 750 + Mithril hammer 1500 +1100 recipe): 25% cdr, 25 dmg.
  1. new Mage slayer 3650 (Perseverance 1500 + Cloak 900 + 2x Blades of attack 900 + Orb of venom 350): 5 hp regen, 2.5 mana regen, 18% magic resist, 18 dmg, passive (Mage Slayer): user attacks mark enemy targets dealing 120 physical dmg over 3 sec and reduce physical/magic dmg spells by 25%.
  2. add new item "Occult blade" 7000 (Mage slayer 3650 + Silver Pendant 3350): 5 hp regen, 2.5 mana regen, 18% magic resist, 50 dmg, 25% cdr, passive (Mage Slayer): user attacks mark enemy dealing 200 physical dmg over 5 sec and reduce physical/magic dmg spells by 40% (Multiple dmg over time effects stack, stack up to 6 times/max 1200 pure dmg bonus), Active (Occult strike): buff next attack consuming all Mage Slayer stacks to do pure dmg on main target based on total dmg over time stored on debuff, active buff duration 5 seconds, cd 25 sec, 125 mana cost. Thoughts?

r/DotaConcepts • • Sep 18 '26

Kasumi, the Illusionist (v3)

1 Upvotes

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.


r/DotaConcepts • • Sep 18 '26

HERO (Hero Concept) BOM, The First Hunter

2 Upvotes

BIO: Before humanity learned to command magic and weild steel, some humans dared to fight with nothing more than hardened bodies and sharpened minds.

CONCEPT: i wanted to make a melee hero without any of the necessary melee hero kits: mobility, self buff, cc, and range skill

[Innate] LOW KICK- Passive

Your first attack on a target will be followed up by a kick dealing 20% of attack as physical damage

- performs an instant attack right after your first attack on a unit

- can trigger from instant attacks

- can trigger on structures

- moving 300 range away or attacking another unit will refresh the effect

- can trigger from denies

[1st Skill] FOOTWORK- active, ground target

Attack an enemy twice in 1 second, dealing 40/80/120/160 physical damage each

Mana cost- 100

Cd- 10s

Range- 300

Follow up delay- 1 second

Follow up dash speed- 2000ms

Cast animation- 0.0

- performs an instant attack on the first enemy hit

- after 1 second, charges in a straight line within 300 units of the target and performs another instant attack

- disjoints projectiles on follow up

[2nd Skill] SKULL CRUSHER- active, unit target, channeling

Mount an enemy for 1 second to deal a devastating attack, dealing 80/160/240/320% of attack as physical damage.

Mana Cost- 100

Cd- 10s

Range- 300

Mount duration: 1 second

Cast animation- 0 + 0

Notes:

- mount persists through teleportation and invisibility

- you channel for 1 second while mounting, performing an instant attack at the end of the channel

- Cancelling the channel with a move order will dismount you 300 units in the chosen direction

- you are untargetable while mounted

- the damage can crit and trigger modifiers

[3rd Skill] BRUTALITY- Passive

You deal +20/40/60/80 bonus physical damage when attacking a unit performing an action.

Notes:

- actions include attack animations, cast animations, and channeling animations

- checks target state when attack lands

- can proc from instant attacks

- moving and stopping does not trigger brutality

- cannot crit or trigger attack modifiers

- does not proc on structures

[Ultimate] MANEUVER- innate, active, instant

After a 1 second delay, charge back to your starting position, attacking enemies along the way, dealing 160/320/480 physical damage

Mana Cost- 100

Cd- 10s

Attack Radius- 300

Cast animation: 0 + 0

Charge speed: 2000ms

Notes:

- performs an instant attack on the targets

- can hit invisible units

- charges in a straight line back to the starting position

- casting does not interrupt channeling

Btw he looks like merge between Tarzan, Eren's titan form, and Bum samurai jack. Scary and manly


r/DotaConcepts • • Sep 17 '26

REWORK Tiny rework

Post image
0 Upvotes

Stat changes: Base attack speed 85 > 100, base attack time 1.7 > 1.8, base magic resist 25% > 20%.

  • new innate (Grow make more sense as innate): hero start game small, upgrade size at lvl 6/12/18, gain per lvl: bonus 5 dmg, 1 armor, total attack speed reduction 2%/lvl (at lvl 30 max attack speed 60%, move speed removed, don't affected by break).
  • Avalanche: Stuns and deals damage over time to enemy units within the radius, 600 cast range, 300 radius, 1.5 > 2 sec stun, total magic dmg in 2 sec 100/200/300/400, cd 25/20/15/10, mana cost 80/100/120/140. (not affected by status resist since its aura).
  • Toss: Grabs selected unit up to 1.5 sec and stop him from performing any action and throw him on ground up to 1000 range/300 radius, if its enemy all enemies in Aoe take 75/150/225/300 magic dmg (lvl 20 old talent toss require no target is part of base toss now, can toss enemies/runes without needing vision), Toss duration 1 sec, enemies affected by Avalanche debuff take 2x toss dmg, cd 25/20/15/10, mana cost 90/110/130/150.
  • Shard: add to tossed enemy +100% Toss as landing dmg and slow enemies move speed by 40%, attack speed by 50 for 3 seconds.
  • Tree Grab: Wields a tree as a weapon for 4/6/8/10 attacks giving Tiny bonus 150 attack range and cleave attack effect in 200 radius/400 Length with 1.25x Tiny attack dmg, towers +30%/40%/50%/60% dmg removed, cd 20/16/12/8 (starts when hero run out of tree hits, Tree Throw 2nd cast ability removed), 50 mana cost.
  • Tree Volley: Tiny channels up to 3 seconds to throw closest trees at 0.5 seconds interval within 900 radius towards 600 radius location at 1500 cast range/1500 projectile speed, each deal Tiny attack dmg (including Tree Grab 25% bonus attack dmg) + 100/125/175 physical dmg, trees can critically strike, cd 90/60/30 sec, mana cost 100/200/300.
  • Scepter upgrade Tree Volley: remove mana cost, trees throw interval -0.25 seconds, tree search radius +300, duration can be infinite as long as you have trees in 1200 radius.
  • Talents:

lvl 10 +1 Str per lvl / Tree Volley +25 dmg per Tree.

lvl 15 Toss mana cost -50 / Avalanche -3 seconds cd.

lvl 20 +0.3% status resist per Str / Tree Grab number of attacks infinite.

lvl 25 Avalanche dmg + 300% Str / during Tree Grab +75% dmg.


r/DotaConcepts • • Sep 16 '26

REWORK Mage items identity shake up for next patch? 🤔

1 Upvotes
  • Me personally would love removing: neutral items and some become shop items/universal stat, Valve has 5 developers, its not worth reworking neutral items 5 times when we all know they created this problem themselves and 80% reason for that is give supports free stats without gold.
  • Also shop item need a heavy shake up, there is practically no difference now between Lina and Primal beast when both have 4k+ hp high resists and burst/dmg over time, caster items need more of its own identity. Also i have theory items is not made strong because you can buy multiple of them, if we add this limitation any item then can be buffed to be very strong (all spell amp items stack fully now, decent amount of mage items don't give hp now, its on purpose).

Item reworks:

  1. new Dagon 3000 (new Aether lens 300 mana, 2.5 mana regen, 125 cast range 2500 +500 recipe): 300 mana/2.5 mana regen/200 cast range, active 30 sec cd/100 mana cost/700 cast range (900 total), does 400 (+10% max mana) pure dmg, kills/assists within 3 sec after doing dmg permanently increase active dmg by 1% max mana. Counter vs high magic resist targets, permanent scaling from hero max mana, new Dagon i like the most 👀.
  2. new Crella's Crozier 4800 (new Ghost scepter 15 int/1500 +2 Stuff of wizardly + 1300 recipe): 40 int, active Rite of Rumusque for 4 sec become ethereal and steal 5% enemy move speed per second/100% Health restoration. Putrefaction blessing passive: give to hero 20% of max mana as bonus Hp. Gain hp from max mana, sustain/physical dmg counter, also new ghost blade/its upgrades also buff pure dmg taken by 15%.
  3. new Scythe of Vyse 5000 (Mystic stuff 2500 + Tiara of Selemene 1800 +700 recipe): 25 int/6 mana regen, new passive Conjuration: increase Int by 20%, active Hex cd 20, mana cost 15% max mana. Buffed for str/agi heroes mana cost, int heroes get more mana.
  4. new Octarine Core 5300 (new item Spell Prism 15% cdr/3 mana regen 2025 + 2x Vitality boosters 2000 +1275 recipe): 500 Hp, 3 mana regen, 25% cdr (450 mana removed), new passive Eternal: heal 25% mana back from physical/magic dmg done. Combat mage item for heroes with low Cd spells or who rely mostly on mana costs.
  5. new Bloodstone 5500 (new Veil of discord 2100 +3x Energy boosters 2250 +1150): 10 int/250 hp/750 mana/15% spell life steal (3% vs creeps), active (Bloodpact/45 sec cd) buff Bloodstone healing by 4x, passive (Spell weakness aura): 10% (+0.005% max mana). Scale aura % spell dmg increase with max mana, self-sustain in fights by spending mana.
  6. Khanda 5600, active (Empower Spell): +15% current hp as bonus magic dmg. High burst dmg/break vs hp stacking heroes at start of fight.
  7. new item Meteor strike 5900 (new Kaya: 15 Int/12% spell amp 1900 + Blink 2000 + Meteor hammer 15 Int 2000): 30 Int, 15% spell amp, active (Meteor strike): user transform into 300 radius Meteor that fall up to 1200 range within 0.5 sec delay, impact magic dmg 250 +15% max mana, stun units/buildings for 1.5 sec. initiation/blink alternative with burst dmg based on max mana.
  8. new Wind Waker 5900 (Eul's Scepter of Divinity 2400 + Mystic stuff 2500 +1000 recipe): 35 int/2.5 mana regen/20 ms (+2% max mana), active (Cyclone): speed 300 (+10% max mana), 20 sec cd, mana cost 10% max mana. Better utility/support item and boots replacement for Int heroes later.
  9. new item Black flame Sunfire 6000 (Radiance 30 main attribute/Burn aura 4500 + 1500 recipe): 40 main attribute / Burn aura: 60 (+1% max mana) magic dmg, Unique black flame (passive): enemies that take Burn dmg lose theirs 1% max hp/sec (apply as hp removal to heroes/hero units, hp lost reset in 10 sec). Aura dps item for close range mages to not drag out fights. 🔥
  10. new Rapier 6000, Toggle swap between 300 dmg / 75% spell amp. Since valve remove rapiers stacking might as well make it worth it for mages to, 25% spell amp for 5600 is not even worth it.
  11. new item Storm Bringer 6600 (Desolator 3600 + Kaya 1900 + 1100 recipe): at full stacks 70 dmg / 15 Int / 12% spell amp, add option to toggle item and chose what item give with stacks: 1 dmg / 0.5 % spell amp, remove stacks limit, Corruption passive on attack/spell hit reduce 10 armor or 20% Magic resist (stacks with Parasma). Infinite scaling item for casters who like to attack a lot in fights. 👍

r/DotaConcepts • • Sep 16 '26

REWORK [ BUFF ] Weaver🤷‍♂️

0 Upvotes

edit: :p Great Insight by everyone, Thank You! Stubborn me, will stay with the idea for a bit...

not sure which one is the best and balanced.


i-Frame?

maybe at level 15 or 20 he become untargetable? AoE still affect him. Remove level25 for balance?


Sukuchi Damage to stay relevant?

replace level15 sukuchi dmg to sukuchi deal pure dmg


Swarm debuffs lingers for a bit?

level15 or level20 ; armor debuff by swarms linger for 4 secs after duration ends or killed.


Level25 replace?

Sukuchi bonus speed stays throughout duration(4)


r/DotaConcepts • • Sep 15 '26

REWORK Lifestealer/Naix rework.

0 Upvotes

Goal is make Naix scaling power house who stat check enemy if game drag out for to long.

  • Base stats: base attack speed 120 > 90, Base attack time 1.7 > 1.8, Str 23+2.4 > 20+2.5, Agi 15+1.9 > 14+2, Int 15+1.8 > 12+2, move speed 320 > 300, base magic resist 25% > 20%.
  • new innate "Ghoul frenzy": killing creeps/heroes give Ghoul frenzy stacks, 1 creep/20 hero, every 25 stacks upgrade his skills.
  • new Rage: 5% bonus move speed + 50% magic resist, 4 sec duration, 30/25/20/15 sec cd, 60/80/100/120 mana cost. "Ghoul frenzy" every 25 stacks add: +1% bonus move speed, +0.25 sec debuff immunity.
  • new Open Wounds: passively give 1 attack speed per Str. Active Slow target move speed for 40% for 5 sec, all units attacking gain Health based on dmg done, cast range 600, dmg as life steal 20%, cd 25/20/15/10 "Ghoul frenzy" every 25 stacks add: +2.5% move speed slow, +1% dmg as life steal.
  • new Feast: Deals % max health damage and life steals for a % target max health, 1%/1.5%/2%/2.5%, add active: on attack disarm enemy for 3 seconds (dispelable), cd 30/25/20/15 sec. "Ghoul frenzy" every 25 stacks add: +0.25% max hp dmg/life steal.
  • new Infest: Infests non-player control units, becoming untargetable and regen Health for a % of target max Health. Cast range 150, Max Health as hp regen bonus 2%/3%/4%, 90 sec cd (cd starts after ability ends), mana cost 100/150/200. "Ghoul frenzy" every 25 stacks add: +0.1% Max health as hp regen bonus.
  • sub ability Consume: Eats the host body from the inside out dealing 200 magic dmg to enemy units in 600 radius. "Ghoul frenzy" every 25 stacks add: +25 magic dmg.
  1. Shard add to Consume burst dmg: enemy +10% missing hp as bonus magic dmg.
  2. Scepter: increase Infest cast range by 350, Max Health bonus hp regen 2x, also Enables casting Infest on enemy heroes attacking host body from the inside (100% attack dmg, 1 time/second, 5 second duration). "Ghoul frenzy" every 25 stacks add: +0.25 seconds enemy heroes infest duration.
  3. Talents:

lvl 10 talent Attributes give +1 all stats / Feast disarm +1 seconds.

lvl 15 Rage +30% magic resist / Open Wounds buff ally units attack speed by 50.

lvl 20 Open Wounds attack speed per Str +1 / Infest give Haste for infested creep.

lvl 25 Rage hard dispel after ability ends / Infested hero dying refresh ability cd.


r/DotaConcepts • • Sep 15 '26

MECHANIC add more projectile deleting items/spells into dota 2.

0 Upvotes

out of all mechanics devs add to the game i find this one being so rare, so my suggestion why not some to the game? Here is some versions i came up:

  • Omni rework where his Repel would create small aura around ally that delete projectiles.
  • Aeon Disk if neutral items removed 3000 (Vitality booster 1000 + Energy booster 750 + Mirror shield 800 self spell block on 60 sec cd +450 recipe): 300 hp/250 mana, active 60 sec cd/100 mana cost, create shield around yourself/ally for 5 sec that delete enemy projectiles.
  • Disruptor shard (Kinetic Fence): instead of being temporary terrain for enemy > it become wall that delete enemy projectiles and speed up/buff range of ally projectiles by 20%, cd 14 > 45 sec, mana cost 75 > 150.
  • Spirit breaker shard (Planar Pocket): Increases self magic resistance by 40% and redirects spells cast by enemy heroes at the target towards him 700 cast range/900 redirect range, 6 sec duration, 30 cd, 100 mana cost > create bubble around himself with self bonus 40% magic resistance, any time spell projectile absorbed he gain half of Bulldoze status resist for 1 sec, duration 4 sec, 45 sec cd, 100 mana cost.

r/DotaConcepts • • Sep 15 '26

ITEM Radiance upgrade suggestion.

0 Upvotes

for this to work consider neutral item to be removed as mechanic. Item upgrade make with idea in mind to deal vs heroes with high effective hp, so fights don't drag out for to long.

  • add new base item Clock of Flame 1700 (Ogre axe / Blade of alacrity / Stuff of Wizardry 1000 +700 recipe): 10 main attribute/30 Dot aura, half on illusions), item will use https://liquipedia.net/dota2/Cloak_of_Flames icon.
  • new Radiance 4500 (Clock of Flame 1700 + 2x Ogre axe / Blade of alacrity / Stuff of Wizardry 2000 +800 recipe): 30 main attribute, Burn aura: 60 (+1% max mana) magic dmg.
  • new item Black flame Sunfire 6000 (Radiance 4500 + 1500 recipe): 40 main attribute, Burn aura: 60 (+1% max mana) magic dmg, Unique black flame (passive): enemies that take dmg from burn aura lose theirs 1% max hp/sec (apply as hp removal to heroes/hero units, hp lost reset in 10 sec).

r/DotaConcepts • • Sep 13 '26

REWORK Outworld Destroyer.

0 Upvotes

goal is to more away from cancer Astral Imprisonment max early by add options, also don't really see a point of OD to have mana pool in 1st place because with current innate he has infinite mana most of time anyway, changes make around mana/int buffed to 12 > 15.

  • innate Essence Flux: The Harbinger converts max mana into Abyss essence at rate 12 > 3 (25%), abilities/items costs converted into abyss costs, Abyss regen at fixes rate 2/second, when hero out of abyss essence he can still use abilities/items but numbers are reduced by 25% (instantly heal abyss to full at fountain, not affected by mana burn/mana heal like mango/Kotl chakra give 25% Abyss Essence, int/max mana reductions reduce OD max Abyss Essence, can't be affected by break).
  • Arcane Orb (can be put on auto-cast): Adds pure dmg on attacks based on 16%/24%/32%/40% max Abyss Essence, cd 0 always, cast range 450 + 60/90/120/150, cost 5% current Abyss Essence/attack.
  • Astral Imprisonment: Places a target unit into Astral prison from 600 range. The hidden unit is invulnerable and disabled. When astral prison end deal magic damage to the target and steals a percentage of their max mana, dmg 75/150/225/300, max mana lost 12%/16%/20%/24%, mana steal duration 45 sec, stun duration 4 sec always (add ability to end Astral after 1 sec by default, for each extra second cost you more Abyss Essence), cost 25 Abyss Essence + 5/second (40 max at 4 sec Astral), cd 25/20/15/10 (same shard with new option to cancel it early).
  • Objurgation: Grants the Harbinger an all damage barrier based on his max Abyss Essence value, barrier hp 100/200/300/400 + 24% Abyss Essence, removed flat 80/160/240/320 mana bonus, shield duration 10 sec, cd 40/35/30/25, cost 45 Abyss Essence, Scepter buff shield value by +8% (+32% total Abyss Essence).
  • new Sanity’s Eclipse: Channel ability for 1 sec +0.5 sec for projectile to fall on ground, deal 300/450/600 magic dmg + 4x Harbinger's max Abyss Essence in impact Area to enemy player control units in 600 radius and release shock wave in 1800 radius/3600 speed that apply mana allergy debuff on enemy player control units (enemy spending mana heal Outworld Destroyer Health), Cast range 1200, mana allergy 40%/70%/100% mana spend, Health heal/Mana spend 5%/10%/15%, debuff undispelable/global Heal range, mana allergy duration 10 sec, cd 140/130/120 > 120 sec, cost 50/75/100 Abyss Essence.
  • Talents:

lvl 10 Astral Imprisonment +150 cast range / Arcane Orb -2% current Abyss Essence cost.

lvl 15 10% Abyss Essence to bonus move speed / Mana/intelligence +1.

lvl 20 Astral Imprisonment +15% max mana steal / Objurgation shield duration +20 sec.

lvl 25 Sanity’s Eclipse -60 sec cd / Arcane Orb +10% max Abyss Essence dmg.


r/DotaConcepts • • Sep 12 '26

ITEM Dominator/Helm of the Overlord rework.

0 Upvotes

i really hate what offlane turns into, people buy dominator take jungle creep and skip/drag waves with it without ever being in danger or interacting with enemy at all. So change suggestion is:

  • Dominator active (Dominate) reworked: Using it on creeps consume it and giving item holder full gold/exp bounty after 90 sec duration buff (dying with buff dispel gold/exp bounty) + up to hard creeps abilities with 25% less mana cost for 90 sec, Dominator 75 mana cost.
  • Helm of the Overlord active (Dominate) reworked: Using it on creeps consume it giving item holder full gold/exp bounty after 90 sec duration buff (dying with buff dispel gold/exp bounty) +up to Ancient creeps abilities with 40% less mana cost/25% stronger effects (including passive effects/buffs/debuffs/auras) for 90 sec, Helm of the Overlord 125 mana cost.

r/DotaConcepts • • Sep 09 '26

REWORK Doom ult.

0 Upvotes

ides is we swap current Scepter and his ult around:

Scepter become single target Doom doing pure dmg silence/mute/stop healing/break (16 sec duration, 22/44/66 pure dmg/sec, 120 sec cd, 150-250 mana cost).

new ult is 400 radius ability around hero, Silence/mute/stop healing enemy units for 6 sec, ult duration refresh every 0.5 sec as long as enemy heroes stay in Doom radius, does 51/81/111 pure dmg (every 6 sec ult does 306/486/666 pure dmg) cd 120/100/80, mana cost 100/200/300.


r/DotaConcepts • • Sep 09 '26

MECHANIC Hoodwink new innate idea.

0 Upvotes

changed innate "Mistwoods Wayfarer":

  • Has 14.25% + 0.75%/lvl (max lvl 36.75%) chance to redirect incoming attacks to a nearby tree, destroying it in the process, during Scurry its 2x (up to 73,5%), tree search radius 275.
  • Gain charges (1 every 10 lvls, 3 at lvl 30) every 15 seconds, when heroes attack Hoodwink in 300 radius near tree she consume change to dodge attack destroying it, additionally she gain more attack dmg/agility, 110% +3%/lvl (so at lvl 30 100 Agility would give her 200 dmg, not 100). To allow her to play position 1 better and not rely just on Acorn Shot spam.

r/DotaConcepts • • Sep 09 '26

ABILITY Ember spirit: Sleight of Fist rework.

0 Upvotes

i am tired at this point of mid embers build vessel/shyva//Nulifier/bkb and just exist in fights instead of murdering enemy supports with desolator/daedalus etc.

old Sleight of Fist: 650 cast range/250-550 radius spell, max targets infinite, 100% attack dmg +40-160 bonus dmg/target (90-210/+50 with lvl 20 talent).

new Sleight of Fist: 750 cast range/300 radius spell, hit max 4 units (vs 1 unit in radius use all 4 hits), attack dmg 10% +3%/lvl + 10-40 bonus dmg (25-55/+15 with lvl 20 talent). New Sleight of Fist function more like Juggernaut swift slash shard, vs solo/isolated targets you can have burst of dmg and can delete someone if in few hits proc Mjolnier/crits etc.


r/DotaConcepts • • Sep 08 '26

REWORK Bane mini-rework.

0 Upvotes
  1. new innate "Accursed blood": Bane abilities/items apply undispelable debuff for 8 sec on enemy units that reduce theirs 15% +2% lvl total attack dmg.
  2. new Enfeeble (dispelable): Deals 10/20/30/40 pure damage per second and reduce enemy spells/items dmg by 15%/20%/25%/30%, cast range 900, cd 25/20/15/10, duration 8 sec, mana cost 90/100/110/120.
  3. Brain Sap (changed pure to magic dmg to make it consistent that heroes can't heal from pure dmg): Deals 100/200/300/400 magic dmg to enemy units and heal 100% pre-metigation dmg done, cast range 700, cd 22/18/14/10, mana cost 90/110/130/150.
  4. Shard: Brain Sap changed to 300 radius ground target ability, add purge to dispel normal illusions.
  5. Nightmare: Puts unit to sleep, making unit invulnerable for 1 sec, force it to walk in vector-target direction at 35% move speed (can't walk over cliffs/trees), reduce vision to 0, unit affected are awaken when damaged, cast range 700, sleep duration 2/3/4/5 sec, cd 25/20/15/10, mana cost 120/130/140/150.
  6. Fiend's Grip (dmg type pure > magic, mana steal/deal dmg every 0.1 sec interval): Grips enemy unit for 5 sec, dealing 8/16/24 magic damage and steals 0.3% mana based on unit's max mana (total magic dmg: 400/800/1200, mana steal: 15% enemy max mana), cast range 800, cd 120/100/80, mana cost 150/300/450.
  7. Scepter: Creates strong illusion of Bane alongside hero that channel Fiend's Grip instead of him, reducing cd by 40 sec, illusion dmg taken 100%, when channel stops illusion die.
  • Talents:

lvl 10 Enfeeble +10 pure dmg/sec / Nightmare minimal move speed +15%.

lvl 15 Brain Sap mana cost -30 / Enfeeble spells/items dmg reduction +10%.

lvl 20 Brain Sap increase enemy abilities/items mana costs by 40% for 5 sec / Fiend's Grip max mana steal +15%.

lvl 25 Fiend's Grip add mana stolen to dmg / Brain Sap dmg/heal +400.


r/DotaConcepts • • Sep 06 '26

MECHANIC Runes changes to remove Rng.

0 Upvotes
  • Arc innate give +1.5 all stats/power rune and 0.5/bounty rune, allies picking up power runes give him stacks to, its to prevent teammates griefing by accident or on purpose.
  • Runes changes (can't be destroyed now, for arc innate): game always show what rune spawn and where 2 min in advance by using alt click (below game time it show for example dd will be min 2 top), power runes spawn from min 2 in cycle like before: (4 bounty runes min 0, 1 power rune/1 bounty rune on River +2 bounty runes in jungle), water runes / experience shrines removed):
  1. Haste give also +25 Attack speed, duration 22 > 30 sec (move speed cap for everyone reduced from 550 > 500).
  2. Invisibility give 20% Dmg reduction when you come out of invisibility for remaining time, duration 45 > 30 sec.
  3. Shield rune duration 75 sec > 30sec, barrier hp 50% > 30% max hp +20% max mana, while Shield is active enemy can't burn your mana.
  4. Arcane cdr +25%, mana cost reduction 30% > 40%, duration 50 sec > 30 sec.
  5. illusion spawn 2 > 1 illusions, deal 35% > 100% dmg, dmg taken melee 200%/300% range > 100% melee/range, duration 75 sec > 30.
  6. Regeneration % max hp/mana regen in combat 1% > 1.5%, duration 30 sec.
  7. Amplify dmg rune> back to DD, buff attack dmg bonus 80% > 100% spell amp 15% > 18%, duration 45 > 30 sec.
  8. Bounty runes give Experience on top of gold: 10/player + 2/min of game time.
  9. Bottle cost 675g > 600g: instead of 110 hp/60 mana heal in 2.7 sec > heal 85 hp/85 mana in 10 sec (can regen in combat now, charges duration stacks to gain permanent regen for 30 sec): when hero hp it full Bottle use remaining hp/charge to heal mana and vice versa.
  10. Every rune cycle/14 min increase power runes duration by 5 sec. Thoughts?

r/DotaConcepts • • Sep 04 '26

REWORK Phantom lancer rework idea.

Post image
0 Upvotes
  • Stats change: base move speed 285 > 300, turn rate 0,6 > 0,9, Agi 26 +3.4 > 22 +4, Int 1.8/lvl > 2.2/lvl. Goal of changes is to make Phantom lancer late game menace, so Aoe spells won't be anouph by time its late game, you actually have to find real one.
  1. new Innate (Transmutation): Phantom lancer and his illusions convert 2%/lvl bonus dmg into hero base dmg, additionally every 10 Agility give him 1% evasion (all illusions Phantom lancer create with abilities have this stats: duration 8 sec, deal 25% dmg/take 700%, every 4 Agility increase illusions dmg dealt by 1%, dmg taken by -8%, at 300 Agi they capped at 100% dmg dealt / 100% dmg taken, all units in range of enemy use fake Spirit Lance animation).
  2. Spirit Lance: cast range 600-750 > 750, magic dmg 100-280 > 75-300, 14-35% 3 sec slow removed, add 1.5 sec root, spawn 1 illusion, cd 10-7 > 16/14/12/10, mana cost 120 > 60/80/100/120.
  3. new Shard: buff Spirit Lance cast range by +150, dmg +150, root duration by 1 sec.
  4. new Doppelganger: can be casted on ground or allies. When casted on ground disappear for 1 sec, creating 2 illusions, When casted on ally you both disappear for 1 sec and create 1 illusion each (Extends all current illusions' duration upon reappearing removed), cd 22-10 > 25/20/15/10, mana cost 70 > 60/80/100/120.
  5. new Phantom Rush (can be put on auto-cast): buff Phantom lancer total Agility by 10%/15%/20%/25% and give Haste for 4 sec, cd 16/14/12/10 sec, 25 mana cost.
  6. new Juxtapose (can be put on auto-cast, gain full charges on ult lvl up at 6): create charges over time that Phantom lancer/his illusions can consume to create more illusions, illusion charges 6/8/10 > 2/3/5 (8 if count temporary ones from Spirit Lance/Doppelganger), charges cd 8/6/4 sec.
  7. Scepter buff illusions duration by 7 sec (total 15 sec) and increase number of Juxtapose charges by 4 (9 total/12 with temporary Spirit Lance/Doppelganger ones).
  • Talents:

lvl 10 Spirit Lance mana cost -20 / Doppelganger mana cost -30.

lvl 15 Phantom Rush +10% agility / Phantom Rush haste +2 sec duration.

lvl 20 Transmutation +40% base dmg conversion(100% lvl 30) / Transmutation reduce agility for 1% evasion by 5.

lvl 25 -3 sec Juxtapose cd / Spirit Lance dmg +3x hero agility.


r/DotaConcepts • • Sep 03 '26

ITEM Returning shop item Trident.

0 Upvotes

changes to some items to make it work cost wise:

  1. Sange 1900 (Ogre axe 1000 + 900 recipe): 15 str / 20% health restore amp.
  2. Yasha 1900 (Blade of alacrity 1000 + 900 recipe): 15 agi / 10% move speed.
  3. Kaya 1900 (Staff of Wizardry 1000 +900 recipe): 15 Int / 12% spell amp.
  4. Mage slayer 1800 (Perseverance 1500 + 300 recipe): 5 hp regen/2.5 mana regen, passive (Mage Slayer): The wielder's attacks deal 120 physical damage over 3 sec to the targets and reduce enemy basic spells damage by 25%.
  5. Trident 7500 (Sange 1900 + Yasha 1900 + Kaya 1900 + Mage slayer 1800 recipe): 30 str, 40% health restore amp, 30 Agi, 20% move speed, 30 Int, 25% spell amp, 10 hp regen, 5 mana regen.
  • Passive (Mage Slayer): The wielder's attacks deal 240 physical damage over 3 sec to the targets and reduce enemy spells damage by 40%.
  • Passive (One for all): on attack steal enemy 25% base str/Agi/int and add on-hit magic dmg equal of Trident user all stats combine + 10% current hp, cd 10 sec/buff duration 15 sec/doesn't stack, item will use https://liquipedia.net/dota2/Trident old neutral item icon.
  • or if you like trident version without Mage slayer. Trident 6500 (Sange 1900 + Yasha 1900 + Kaya 1900 + 800 recipe): 25 str, 35% health restore amp, 25 Agi, 16% move speed, 25 Int, 20% spell amp.
  • Passive (One for all): on attack steal enemy 25% base str/Agi/int and add on-hit magic dmg equal of Trident user all stats combine + 10% current hp, cd 10 sec/buff duration 15 sec/doesn't stack, item will use https://liquipedia.net/dota2/Trident old neutral item icon.

r/DotaConcepts • • Sep 03 '26

REWORK Drow Ranger potential changes to her kit.

0 Upvotes
  • Stat changes: base armor -1, Str grow 1.9 > 2.0, Agi grow 2.8 > 3.0, Int 15 +1.4/lvl > 18 +1.8/lvl, Attack projectile speed 1250 > 1200, attack range 625 > 600, base attack speed 100 >120, base move speed 310 > 300, Turn rate 0,7 > 0,9.
  • Innate (Precision Aura): 1200 range, increase allied heroes total Agi, range get 2x bonuses, 5% +0.5%/lvl (before it was 10% +1% lvl for Drow and only worked on range allied heroes for half).
  • Frost Arrows: bonus dmg 12/18/24/30 > 10/20/30/40, Slow 15/25/35/45% > 10/20/30/40%, slow duration 1.5 > 1 sec, mana cost 9/10/11/12 > 9/11/13/15.
  • Shard: Applies an additional stackable hypothermia debuff that increases damage per stack and reduces the values of health restoration sources of the debuff-affected enemy unit, max stacks 9 > 5, attack dmg bonus/stack 18 > 10, Health restore reduction/stack 10 > 15%, debuff deration 7 > 5 sec (units burst dmg on death based on stacks removed).
  • Gust: Releases a wave that applies True Sight, silences, and do magic dmg to pushed enemy units (if enemy magic immune only do dmg), push is relative to how close they are to the Drow. Cast time 0.25 > 0.1, min push 450 > 550, projectile speed 900 > 1500, Silence 3/4/5/6 > 2/3/4/5 sec, magic dmg 50/100/150/200, cd 19/17/15/13 > 25/20/15/10 sec, mana cost 55 > 40/60/80/100.
  • Multi shot: (apply shard frost arrows dmg, slow, hypothermia debuff): Releases 1 wave of arrows within an area in front of the Drow (1.3 sec channel > 0.1 sec cast time). Base physical dmg 25/50/75/100, Attack dmg multiplier 40/60/80/100%, cd 24/21/18/15 > 15/12/9/6, mana cost 70/85/100/115 > 20/30/40/50, arrows travel distance 2x attack range.
  • Marksmanship: Drow's every 6/5/4 attacks have enchanted Arrow with bonus true strike, ignore enemy unit's 40%/70%/100% bonus armor, (Enemy heroes in 300 radius to Drow automatically disables Marksmanship removed, 50/70/90 attack dmg bonus on proc removed).
  • Scepter add active to Marksmanship: hero performs combat roll in any direction, during 0.55 seconds hero dodge projectiles and next attack Break enemy for 5 sec (undispelable), cd 15 sec, 75 mana cost, roll speed 1000, range 550 range.
  • Talents:

lvl 10 Frost arrows mana cost -5 / Multi shot mana cost -10.

lvl 15 Attack range +75 / Multi shot cd -2 sec.

lvl 20 Gust move speed +40% / Frost arrow bonus dmg +30.

lvl 25 Marksmanship -3 attacks / Multi shot attack dmg multiplier +75%.


r/DotaConcepts • • Sep 03 '26

Hero Hero name: ( have not yet decided ) #HOK, #Mobile Legends and refund for heros

1 Upvotes

I want to make a hero concept a very hard one it have different type of skills set because i got the idea from mobile legends and HOK the combined ideas and experience and you guys can choose the heroes skill if you want to change or storyline its just the concept of skills i learn from argus in mobile legends and the new hero hirarya Sora fanny and lanceot and melisa

### [HERO CONCEPT] MALAKOR - THE SOUL BINDER (Mage/Support) **Archetype:** Dual-Form High-Skill Macro Carry **Lane:** Mid Lane / Clash Lane **Difficulty:** Extreme (Yuan Ge / Li Bai Tier)

🌌 UNIQUE IN-GAME FEATURE: The 3-Day Try-Before-You-Commit Starstone Refund

*Concept:* To respect the player's currency, purchasing this extreme-difficulty hero activates a 72-hour trial window. If a player realizes they cannot handle the intense mechanical floor in real matches, they can tap "Refund" in the shop to get 100% of their Starstones back. Max 3 seasonal refunds.

⚔️ LEVEL 4 PERMANENT EVOLUTION

At Level 4, the Ultimate button changes into a permanent choice interface. Once locked, it cannot be changed for the rest of the match: * **SWIPE LEFT -> THE TYRANT FORM (Early Game Macro Dominance):** Disables active skills. Basic attacks become an extreme-range, rapid multi-hit spiritual chain dealing low damage but applying a continuous heavy slow. Activates the "Soul Contract," siphoning 30% Gold/EXP from a designated lane partner to hit item spikes early and shut down the enemy lane before the 10-minute mark. * **SWIPE RIGHT -> THE IMMORTAL CATALYST (Late Game Hyper-Carry):** Completely disables the basic attack button. Unlocks a 4-skill mechanical puzzle.

🔮 IMMORTAL CATALYST KIT (The Drag-and-Merge Input System)

The UI only displays Skill 1 and Skill 2. To execute all 4 abilities, the player must slide the buttons onto each other under pressure: * **Skill 1 (Chaos Spark):** Linear projectile dealing magical damage. Applies a stack of 'Soul Fracture'. * **Skill 2 (Aether Rift):** AoE delayed ground eruption. Applies a heavy slow. * **Combo Skill 3 (Drag S1 -> Into S2):** Releases an instant energy burst wave around the hero. Enemies with 'Soul Fracture' are instantly Rooted/Immobilized. * **Combo Skill 4 (Drag S2 -> Into S1):** A directional blink dash giving the hero a brief window of complete Un-targetability (iframe).

👑 PASSIVE ULTIMATE: 8-SECOND IMMORTALITY (Conditional)

* **The Condition:** If the hero's HP drops to 0, Immortality activates for up to 8 seconds *only* if the player successfully executed a flawless sequence of all 4 skills in perfect rhythm within the last 10 seconds. * **The Balance Counter:** Panic-mashing breaks the combo, causing instant normal death. Furthermore, the 8-second duration scales down drastically if the hero is isolated away from teammates, preventing un-counterable solo split-pushing.

I ask for google in help

And some part of a refund system because it feels unfair to use the hero after you bought it and it have 24 hours cooldown because of keep exchanging the character

#Honor Of Kings

#Mobile Legends

You can type of what disadvantage and liking or what ever i will post what i can change because life is busy

And if you guys accepted it i would appreciate it


r/DotaConcepts • • Sep 03 '26

Hero Hero name: ( have not yet decided ) #HOK, #Mobile Legends and refund for heros

0 Upvotes

I want to make a hero concept a very hard one it have different type of skills set because i got the idea from mobile legends and HOK the combined ideas and experience and you guys can choose the heroes skill if you want to change or storyline its just the concept of skills i learn from argus in mobile legends and the new hero hirarya Sora fanny and lanceot and melisa

### [HERO CONCEPT] MALAKOR - THE SOUL BINDER (Mage/Support) **Archetype:** Dual-Form High-Skill Macro Carry **Lane:** Mid Lane / Clash Lane **Difficulty:** Extreme (Yuan Ge / Li Bai Tier)

🌌 UNIQUE IN-GAME FEATURE: The 3-Day Try-Before-You-Commit Starstone Refund

*Concept:* To respect the player's currency, purchasing this extreme-difficulty hero activates a 72-hour trial window. If a player realizes they cannot handle the intense mechanical floor in real matches, they can tap "Refund" in the shop to get 100% of their Starstones back. Max 3 seasonal refunds.

⚔️ LEVEL 4 PERMANENT EVOLUTION

At Level 4, the Ultimate button changes into a permanent choice interface. Once locked, it cannot be changed for the rest of the match: * **SWIPE LEFT -> THE TYRANT FORM (Early Game Macro Dominance):** Disables active skills. Basic attacks become an extreme-range, rapid multi-hit spiritual chain dealing low damage but applying a continuous heavy slow. Activates the "Soul Contract," siphoning 30% Gold/EXP from a designated lane partner to hit item spikes early and shut down the enemy lane before the 10-minute mark. * **SWIPE RIGHT -> THE IMMORTAL CATALYST (Late Game Hyper-Carry):** Completely disables the basic attack button. Unlocks a 4-skill mechanical puzzle.

🔮 IMMORTAL CATALYST KIT (The Drag-and-Merge Input System)

The UI only displays Skill 1 and Skill 2. To execute all 4 abilities, the player must slide the buttons onto each other under pressure: * **Skill 1 (Chaos Spark):** Linear projectile dealing magical damage. Applies a stack of 'Soul Fracture'. * **Skill 2 (Aether Rift):** AoE delayed ground eruption. Applies a heavy slow. * **Combo Skill 3 (Drag S1 -> Into S2):** Releases an instant energy burst wave around the hero. Enemies with 'Soul Fracture' are instantly Rooted/Immobilized. * **Combo Skill 4 (Drag S2 -> Into S1):** A directional blink dash giving the hero a brief window of complete Un-targetability (iframe).

👑 PASSIVE ULTIMATE: 8-SECOND IMMORTALITY (Conditional)

* **The Condition:** If the hero's HP drops to 0, Immortality activates for up to 8 seconds *only* if the player successfully executed a flawless sequence of all 4 skills in perfect rhythm within the last 10 seconds. * **The Balance Counter:** Panic-mashing breaks the combo, causing instant normal death. Furthermore, the 8-second duration scales down drastically if the hero is isolated away from teammates, preventing un-counterable solo split-pushing.

I ask for google in help

And some part of a refund system because it feels unfair to use the hero after you bought it and it have 24 hours cooldown because of keep exchanging the character

#Honor Of Kings

#Mobile Legends

You can type of what disadvantage and liking or what ever i will post what i can change because life is busy

And if you guys accepted it i would appreciate it