Sdoru-ll-urodS!

Friday, April 04, 2008

Dota Custom Heroes!


Im gonna do some for-fun activity involving putting together random dota hero abilities to form a new custom hero and try suggesting how to make the best out if it. should be fun.

using the heroes table (8 taverns with 12 heros each, except the light & dusk taverns) and a way of randomising numbers or positions (for me i use the ingame -roll function) i get a specific hero, then take its recpective ability for the custom hero.


So for example for my first try i got (6,11)(4,2)(3,2)(4,3)
this means the abilities are Frenzy (LR), Headshot (DS), Autofire (THD), rampage (TW)
i seriously got this combo out of pure luck. and they really go well together. i would certainly choose this hero if it were made.
Primary attribute: agility. its all about attack speed.
Ranged, cut down on intel. doesn need much.
usage of abilities: turn on frenzy and rampage, then whack the life out of the enemy, with headshot to boost firepower. its gonna hurt real bad. during that time it would be spitting out lots of fireballs and burning the whole place. good farming, but too bad fire doesnt stack. frenzy can be used for mass creep killing purposes.
item combos: buriza, mkb, butterfly, radiance for damage. basher for potential permastunning. bkb to prevent stun. diffusal to stop them running.


Next: Charge of darkness (SB), voodoo restoration (WD), unholy fervor (LR), remote mines (techies)
omg this ones really non matching. but with some creativity, its not totally hopeless.
PA: intelligence. would need mana more than AS/HP.
Short ranged, maybe 400. have a balance of attributes.
UoA: 1) pusher. use vr to heal ur creeps and destory enemy waves with remote mines. lots of mana here. charge and UF can work as escape mechanism should it be threatened. 2) 1 on 1 fighter. charge stun gives an advantage, and vr to keep healing urself. UF to chase if the enemy doesn fight. can also charge an enemy hero, plant a mine and detonate during stun.
ICs: for 1) euls scepter most suitable. (gives alot of mana + regen for pushing, some damage for combat, cyclone and extra speed for even better escaping. ) guinsoo, orchid, aghanims for mana/intel. linkens & bloodstone is also good. for 2) eye of skadi, orchid, shivas for better combat while providing needed mana.


Earthbind (geo), mana burn (NA), command aura (VS), global silence (silencer)
seems non matching, but they do have something in common - they are supportive abilites.
PA: agility. though not so fit to be an attacking hero, its not spellcasting enough to be intel.
ranged. just slightly more agility than intel
UoA: this hero should just play supportive. going with allies, help provide aura, net enemies and silence. mana burn just used for weakening enemy heros for better lane farming at early game, and maybe abit of help during battles. but alone, it can also have fairly decent hero killing potnetial using all its abilites. this hero can play aggro towards the enemy farming in its lane in the earlier parts of game using irriating manaburns and high dmg attacks, with net on standby for finishing off.
ICs: 1) supportive build, with the standard items like cuirass, mekansm, vladoffs. 2) extensive attack build which also includes cuirass. SnY and butterfly too. perhaps a vanguard cos its quite weak in defense.


Acid spray (Alc), enchant (encts), brawler (PB), life drain (pugna)
all 4 abilities cant go together, but there are a few ways where some can. on the whole, quite a good hero.
PA: strength. it seems to need alot of hp for frontline combat and tanking, and life drain would be good for a high hp hero.
melee, more str, balance of other 2.
UoA: 1) spray acid and tank creeps for farming, with help of brawler, and drain creep life for healing. 2) spray acid over a enemy hero to reduce armor, enchant him and then whack him up with help of brawler. if opposition gets too tough, the cowardly life drain is available. 3) enchant followed by life drain on a hero.
ICs: 1) battlefury, radiance and vanguard for tank-farming. for 2) SnY, MoM, cuirass, armlet, satanic. 3) BKB for uninterrupted life drain. HOT would be good for this hero anyhow.

Shadow strike (veno), astral imprisonment (OD), anchor smash (tide), sunder (soul)
potential ownage hero. but the astral is really out of place.
PA: agility. actually could be strength too. so balance str and agt, cut on intel.
melee, of course. its quite dumb to have anchorsmash for ranged hero.
UoA: quite clear cut - shadow strike then attack, with help of anchor. can deal with gangs using sunder. as for astral, during event of gang it can be used to disable one, fight the other, then perhaps if win within 4 secs, sunder the first one and claim a flawless victory! otherwise, just general disabling.
ICs: attack speed should be priority, but must have a subtantial defense and a balance of damage too. hyperstone, cuirass, diffusal, butterfly, SnY, lothars, battlefury and vanguard.
ok i could go on but ill stop at 5. for most of these combos, it seems really lousy when first looked at, but after thinking through, it isnt so bad after all, or better than thought. such is the beauty of this activity... when we look at the bright side of things. hah.

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Sdoru-ll-urodS!: Dota Custom Heroes!