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PostPosted: Tue Jul 07, 2015 9:28 pm 
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In this thread we theorycraft MTG characters as Dota heroes and figure out what skills they would have. Here's one:

Jace Beleren

A squishy ranged Intelligence hero who supports his team with vision and crowd control.

Telepathy (D)
Scout target area on the map, revealing stealthed units. This innate ability doesn't cost mana.

Mind Sculpt (Q)
Jace deals damage in a small target area, causing mana burn and slowing movement speed and attack speed.

Counterspell (W)
Ministun all nearby enemy heroes and silence them for a short duration.

Mirror Image (E)
Create illusions of target allied hero. They deal no damage and can be controlled by allied players.

Dominate (R)
Jace projects his mind forth. If it hits an enemy hero, you control that hero for a short duration. While channeling this ability, Jace can't move, attack, or use his other abilities.

Opinions? Ideas for other characters? Discuss.

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Last edited by chinkeeyong on Tue Jul 07, 2015 9:49 pm, edited 4 times in total.

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PostPosted: Tue Jul 07, 2015 11:27 pm 
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I've never played DotA, but basing off what little knowledge I have of WC3, he seems kind of weak.
Of course, it all depends on the numbers, but yeah.

Could probably rename Lina Inverse Chandra and you'd have a fine Chandra.

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PostPosted: Wed Jul 08, 2015 5:45 am 
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I've never played DotA, but basing off what little knowledge I have of WC3, he seems kind of weak.

In a game decided by hero-on-hero combat, Jace is intended to be a force multiplier.

His D provides a free tactical advantage that you'd normally have to buy wards to benefit from, and you can use it to scout for enemies or set up ambushes.

His Q and W weaken enemy heroes and leave them vulnerable to attack.

His E can save his life or the life of a friendly hero, or be used to draw enemies into a killzone using illusions as a lure.

Lastly, his ultimate ability basically guarantees death for anyone that gets too close to Jace, and you can control the area around him with the threat of using it. It can also be used to seal the deal when ambushing unsuspecting enemies.

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PostPosted: Wed Jul 08, 2015 11:58 am 
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Why does he have an innate ability? DotA isn't League of Legends. And why is the one you chose free counterwarding? That is just insane.

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PostPosted: Wed Jul 08, 2015 8:20 pm 
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Sorry, I must have mixed different MOBAs up. I haven't played Dota in a while.

Is free vision that strong? In that case, it could be his W, replacing Counterspell.

What other characters would work well as Dota characters? I think the action game setting is an interesting avenue for Magic to explore.

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PostPosted: Thu Jul 09, 2015 1:29 pm 
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Just like Magic, I don't really play Dota, I just pretend to know things about it. His ability is sort of like Zeus's bolt, except instead of dealing damage it's global, so you can just spam it around the map to find out where wards are without leaving lane. I don't know exactly how good that is, but it sounds pretty good, and more than that, just really frustrating to play against.

Let's see, mtg characters...

Nahiri, the Lithomancer
Strength — Melee

Marble Spear (Q)
Throws a spear in a straight line, dealing physical damage and reducing armor of anyone struck.

Seismic Tremors (W)
Creates unstable footing in an area, dealing physical damage and inflicting a stacking debuff that reduces movement speed. The area of effect slowly spreads in a ring formation. You may cast this skill globally within the range of a Hedron.

Esoteric Inventory (E)
Increases your number of inventory slots. Each slot is equipped with with an Enchanted Ore, increasing your damage and mana regeneration. Activating this skill creates a defensive shield which blocks a portion of damage from attacks, lasting longer for each Enchanted Ore equipped.

Hedron Network (R)
Creates a Hedron on your current position. The Hedron has clearvision and provides a small amount of experience from nearby dying enemies to Nahiri. Attacking the Hedron destroys it. It counts as a structure (and can be teleported to or protected with Glyph.)
Aghanim's Scepter: Increases your maximum Hedron capacity and causes them to fire at nearby enemies.

She's, uh... idk
Semi-carry? Really good for turtling?

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PostPosted: Fri Jul 10, 2015 11:50 pm 
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Hedron Network is super cool. I like that Nahiri can control lots of space and shore up your fortifications; it seems just like what she would do.

Her E seems out of place. May I suggest a replacement E?

Stoneforged Blade (E)
Grant a molten blade to target allied hero, buffing their armor and attack damage for a short duration, and causing their attacks to slow enemies.

Here's another planeswalker, based on everyone's favorite half-devil:

Tibalt, the Fiend-Blooded

A ranged Intelligence hero who excels at disabling and nuking single targets.

Blightning (Q)
Tibalt throws a bolt of dark lightning. If it hits an enemy unit, it stuns them and deals moderate damage.

Hell's Thunder (W)
Tibalt charges in the target direction. Enemy units he passes through are stunned and take moderate damage.

Pain Artist (Passive)
Whenever Tibalt deals damage to a creep or hero, he gains mana regeneration and reduced cooldowns for a short duration, up to a maximum of 5 stacks.

Demonheart (R)
Tibalt transforms into demon form, gaining bonus movement speed, attack speed, and mana regeneration. While in this form, Tibalt's abilities steal life and deal massive damage over time.

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PostPosted: Sat Jul 11, 2015 6:35 am 
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E was actually my starting point before anything else. I was first thinking about it for Tezzeret, but since Nahiri's mechanical role is "the equipment girl", I moved it here. And then I added pre-equipped slots to make it more worth leveling early, and into an active skill since her ultimate is sort of passive.

@Tibalt: I like squishy-ish heroes that are encourages to get into melee like Storm Spirit. I think having both Pain Artist and Demonheart is kind of strange though, and I'm not sure how he is expected to use all the mana regeneration. I also think Tibalt should have "doomed if you do/n't" type abilities, like Rupture.

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PostPosted: Sat Jul 11, 2015 7:40 am 
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I like Nahiri's ult but it feels hard to balance. If destroying it gives the enemy gold, then it seems terrible as those aren't even invisible and will just end up feeding the enemy team gold unless you only use them during teamfights as a pseudo-aoe spell. Otherwise it could be scary creating another techies-like heroe that enables hardcore turtling strats.

On the other hand, the idea of pairing Nahiri with Wisp to relocate to the enemy base and drop a hedron enabling your whole team to teleport there for massive surprise backdoor action seems hilarious.

Here's my hero:

Ashiok (ranged intelligence hero)

[Q] : this spells lets you absorb an enemy, allied or neutral creep killing it instantly and giving you gold and exp. The last 3 absorbed creatures are saved in 3 slots Ashiok has. All absorbed creatures are lost upon death. Long cooldown.

[W]: Ashiok may release an absorbed creep back into the world as a ghost under its control with a 3 minute lifespan.

[E]: (passive-aura) Ashiok redirects a percentage of all damage taken by units under its control to all enemy units around it.

[R]: For a very short duration, all non-hero units on the map are under Ashiok's control, including structures.

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PostPosted: Sat Jul 11, 2015 8:00 am 
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The ultimate wouldn't really be all that good against pushes except by using it to threaten effective counterpushing. I wasn't thinking that the Agh upgrade (Why did I write it as Staff of the Master? I guess HoN still rests inside me) would be much more oppressive than Venomancer wards.

@Ashiok: Does her E also apply to herself? Because otherwise, the E is useless without the W, and the W is useless without the Q. She also like, doesn't actually do anything. The extent of her active abilities are controlling minions and a really weird ultimate. What does she even do at the start of the game? Her laning presence is zero, and she can't jungle before her second level.

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PostPosted: Sat Jul 11, 2015 8:51 am 
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Yeah, maybe mana regen should be dropped from Demonheart. The idea was getting to chain Blightning and Hell's Thunder without worrying about mana, but I guess there's such a thing as too much of a good thing.

Here's a tanky hero for a change:

Garruk, Apex Predator

A Strength melee hero who excels at jungling and ambushing unsuspecting heroes.

Hunter's Mark (Q)
Marks target enemy unit for a short duration. While marked, your team has true sight in a radius around the unit, and attacks against it deal additional damage.

Summon the Pack (W)
Garruk summons an AI-controlled pack of wolves for a medium duration. The wolves follow him around and attack nearby enemies, prioritizing heroes. Wolf attacks slow enemies and deal damage over time.

Curse of Bloodthirst (Passive)
Garruk and his wolves steal life for Garruk on attacking. Garruk's attacks cleave to nearby targets.

Overrun (R)
For a short duration, Garruk and all nearby allied units gain massive HP, attack damage, and move speed. The duration is extended every time Garruk attacks.

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PostPosted: Sat Jul 11, 2015 9:23 am 
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Garruk sounds like he would farm extremely fast.
Not that I mind.

Are there any Planeswalkers that could be Agility? All of them could theoretically be Int, and there are some that work as Str, but Agi is pretty hard.

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PostPosted: Sat Jul 11, 2015 10:14 am 
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Xenagos might work as an Agility hero:

Xenagos, the Reveler

An Agility melee hero who dances unpredictably in and out of combat.

Rollick (Q)
Xenagos tumbles toward the target direction, dealing damage to units he passes through. Upgrading this ability allows you to store up to 3 uses of it.

Start the Party (W)
Xenagos summons AI-controlled satyrs that recklessly attack nearby enemies, prioritizing heroes.

Aura of Abandon (E)
Xenagos's aura passively grants movement speed and attack speed to himself and nearby allied units. Can be activated to grant an even larger bonus for a short duration, but the aura dissipates during the following cooldown.

Revel of the Fallen God (R)
Forces all nearby enemy units to dance for a short duration. While dancing, they are uncontrollable and move around randomly.

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PostPosted: Sat Jul 11, 2015 12:17 pm 
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Mown wrote:
@Ashiok: Does her E also apply to herself? Because otherwise, the E is useless without the W, and the W is useless without the Q. She also like, doesn't actually do anything. The extent of her active abilities are controlling minions and a really weird ultimate. What does she even do at the start of the game? Her laning presence is zero, and she can't jungle before her second level.

Yeah the E includes Ashiok too. You are right about the skills being sort of anemic without each other, maybe I should move the W as a sub ability of the Q and make a separate W like "The next attack Ashiok and all units under its control do silence enemy heroes for 2/3/4/5 seconds and do extra damage. (silence from different attacking sources doesn't stack)"
So you can skill the Q and W early and leave the E aura for later levels when you have more minions/the ulti for massive aoe damage.

Also re: Xenagos: that sounds like an insane and insanely fun ultimate. Could be hilarious to couple it with Jakiro's Macropyre and have the whole enemy team dance themselves to ashes.

re: agility walkers: Ral Zarek, Nissa, Sarkhan and Elspeth could all be agility heroes.

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PostPosted: Sat Jul 11, 2015 12:46 pm 
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What is Dota?

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PostPosted: Sat Jul 11, 2015 1:13 pm 
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Dota is Defense of the Ancients, an action game where you play an RPG-style character in 5v5 team matches and you try to be the first to destroy the opposing team's stronghold. It spawned an entire genre all by itself, and is loads of fun if you don't mind the complexity.

Here's a non-planeswalker hero:

Elesh Norn, Grand Cenobite

A melee Intelligence hero who specializes in split pushing by spawning armies of creeps.

Flay the Unclean (Q)
Elesh Norn deals damage to enemy units in a wide cone outward from her, plus additional damage over time.

Glistening Shrine (W)
Creates a shrine that lasts for a short duration. The shrine's aura grants life regeneration to allied units and deals damage over time to enemy units.

Phyrexian Unlife (E)
Whenever Elesh Norn or one of her spawn kills a creep, a Phyrexian Broodling under her control spawns from the corpse. Activate to heal Elesh Norn and and her nearby spawn for a moderate amount.

Obliterator (R)
Spawn a Phyrexian Obliterator under Elesh Norn's control for a medium duration. The Obliterator is as powerful as a hero in its own right. It takes reduced damage from fortifications, has an Aura of Dread that slows enemy units in a large radius, and can use Obliterate to damage and stun nearby enemy units and fortifications in a medium radius.

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PostPosted: Sat Jul 11, 2015 1:16 pm 
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What is Dota?

a little old, but I always liked this piece about explaining Dota 2 : http://www.eurogamer.net/articles/2012- ... e-part-one

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PostPosted: Sat Jul 11, 2015 1:29 pm 
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Fenix wrote:
What is Dota?

a little old, but I always liked this piece about explaining Dota 2 : http://www.eurogamer.net/articles/2012- ... e-part-one

This is the best thing I've ever read.

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Solphos: Solphos | Fool's Gold | Planeswalker's Guide | The Guiding Light | The Weight of a Soul
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PostPosted: Sat Jul 11, 2015 3:23 pm 
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Yeah, maybe mana regen should be dropped from Demonheart. The idea was getting to chain Blightning and Hell's Thunder without worrying about mana, but I guess there's such a thing as too much of a good thing.

It was more how I don't think he is going to be able to use all of it during a teamfight unless he can spam them incredibly often (at which point, having both of them stun is probably a bad thing), so it would make more sense to me if he had another active skill, instead of two "passives". Either by scrapping the ultimate, or moving the cooldown reduction to his ultimate.

Kiora
Intelligence Ranged

Squid Bolt (Q)
Launches a squid that attaches itself to the first target hit. The squid deals damage over time, reduces their vision range and removing any vision they gain from allies. The squid may be attacked.

Crashing Wave (W)
Launches a wave in the target direction, dealing damage and pushing back struck enemies. Creates a temporary puddle of water.

Aquamancy (Passive)
Kiora gains increased movement speed and mana regeneration while standing in water and for a short duration afterwards.

Whirlpool (R)
Summons a massive whirlpool at the selected area, slowing down and dragging enemies affected towards the center. If an enemy hero reaches the center, the whirlpool explodes into a temporary puddle of water, dealing damage, pushing back and stunning all enemies within.
Aghanim's Scepter: After the whirpool explodes, an underwater behemoth is summoned under Kiora's control, dealing heavy damage and leaving behind trails of water.

I'd image she would be a supporting roamer or mid. Whirlpool > Blink Dagger > Wave for wombo combo.

Sorin
Ranged Intelligence
Short range abilities with low cooldown

Swarm of Bats (Passive)
Summons a Bat familiar each time you cast a spell. The Bat will lash out at nearby enemies. The attacks remove both health and mana, restoring it to Sorin. The Bats dissipate after 3 attacks or if you exceed the limit. Toggle to only hit heroes.

Feast of Blood (Q)
Deals magic damage to a target, restoring health to Sorin. Leaves a temporary mark, causing physical attacks against the target to deal additional damage and restore health. Bats will prioritize the marked target with increased attack range.

Darkness (E)
Creates a magical area of darkness that obstructs vision. Enemies inside are silenced and have a chance to miss attacks.

Dominate (R)
Take control of target hero for a short duration, causing it to uncontrollably attack its allies.
Aghanim's Scepter: Increases the duration, but makes it into a channeled spell.

I don't really know how Darkness is supposed to work. Kind of like LoL bushes I'd imagine.
He has a sword, but he kind of strikes me as a guy that only has it for show.

Ob Nixilis
Strength Melee

Death Pulse (Q)
Deals magic damage to yourself and all enemies in a cone.
Dark Transformation 1: Affected enemies are dealt additional damage over time.
Dark Transformation 2: Affected enemies have temporarily slowed movement and attack speed.
Dark Transformation 3: Affected enemies are temporarily silenced and muted.

Demonic Pact (W)
Places a curse on target hero, dealing magic damage over time and restoring mana.
Dark Transformation 1: You gain clearvision around the target.
Dark Transformation 2: Demonic Pact heals friendly targets and destroys mana from enemy targets instead.
Dark Transformation 3: Demonic Pact bounces to nearby targets on application.

Unearthly Barrier (E)
You gain a protective shield for a short duration, absorbing incoming damage. When the buff expires, you restore health equal to an increased amount of the shields remaining health.
Dark Transformation 1: The expiration also damages nearby enemies based on the shield's remaining health.
Dark Transformation 2: The shield grows in power while it lasts.
Dark Transformation 3: You gain magic immunity for the duration of the shield.

Dark Transformation (Passive)
You gain demonic powers as you become closer to death. Each threshold grants damage reduction and additional benefits to your spells.
Level 1: You become even stronger when you are below 75% health.
Level 2: You become even stronger when you are below 50% health.
Level 3: You become even stronger when you are below 25% health.
Aghanim's Scepter: If you would die, you remain alive at 0 hp and become immune for a short duration before dying.

Probably shouldn't attack him.

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PostPosted: Sun Jul 12, 2015 12:05 am 
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I think Kiora's ult should always give you a leviathan. It seems appropriate.

Sorin and Ob Nixilis are pretty cool.

Here's another non-planeswalker character:

Spawnsire of Ulamog

A melee Strength hero that summons waves of creeps and devastates lanes with its presence.

All is Dust (Q)
Spawnsire slams the area around it, dealing damage to nearby enemy units and fortifications. Affected enemies are slowed and have reduced armor for a short duration.

Skittering Invasion (W)
Summons a brood of Eldrazi Spawn under Spawnsire's control for a medium duration. Eldrazi Spawn are weak creeps that can Sacrifice themselves to restore health and mana to Spawnsire based on their remaining health.

Not of This World (Passive)
Spawnsire's aura strikes fear into nearby enemy units, slowing their attack speed and dealing damage over time to them. Stacks with the All is Dust debuff.

Eldrazi Conscription (R)
Calls Ulamog, the Infinite Gyre to ravage target area, sending multiple waves of annihilation over a short duration. Each wave deals massive damage to all non-Eldrazi units and fortifications caught in the area, stuns them briefly, and destroy trees in the area. While this ability is taking effect, it creates tremors that can be felt and heard from anywhere on the map.

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