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Old 04-07-2010, 03:02 PM   #1
Nivo
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Arrow [Neutral-Agi] Thebis-Ra, Assasin Spider


Hero Suggestion

Thebis-Ra

Assasin Spider


artwork by Sariebear20
Version 4.2



SPIDERSPACE
Thebis-Ra is a hero who is much similar to the real life spiders in the method of killing. He relies on his ambushing and trapping skills to kill individual heroes early to mid-game and does not do much in the lane. Spinning webs around different spots of the map which is invisible to the naked eye. Enemies could walk or pass through these webs as if nothing has happened without being aware that the web is there. These webs shares the senses of the spider and any vibrations in the web enables him to understand the movement of enemies across the map. The spider can hide behind these webs and once an unaware enemy walks into him, he knocks him down and coils them with the web itself so that the enemy cannot move or even turn for sometime. He then begins to finish off the enemy by injecting his venom into the trapped foe who is unable to do anything but feel the pain as the venom slowly kills him. Anyone who is stupid enough to wander alone in the map by leaving their lane may not return back as they will be food for Thebis-Ra. This earns him the title Assasin Spider.

If this is not all, he can also shoot strings of web into the enemies. These sticky web strings slows the enemy more and more as the spider begins to move closer and closer to them. Being highly agile he can move very fast and leap into the enemy by pulling these web strings. He can swing between trees so that the enemies cannot even touch him. The spider has deadly senses and is cautious every time to sense any movement nearby. This enables him to find a potential victim or escape when danger is nearby.


Roles : Ambusher, Anti-Roamer, Ganker, Counter Ganker, Anti-Invis.
SPIDERSPACE



SPIDERSPACE
Strength16 + 1.2
Agility 19 + 2.75
Intelligence18 + 2.1

Starting Hitpoints : 454
Starting Manapool : 234

Affiliation: Neutral
Tavern: Dawn
Damage: 48 - 54
Attack Range: 128 (melee)
Armor: 2
Movespeed: 315
Attack Animation: 0.4 / 0.5
Casting Animation: 0.2 / 0.51
Base Attack Time: 1.7
Missile Speed: Instant
Sight Range: 1400 at Day / 600 at Night
SPIDERSPACE



Skills and Abilities

Learns Web Shot, Stealth Web, Spider Sense and Venomous Bites.


Skill 1 : Web Shot



Ability Type : Active
Ability Hotkey : W
Targetting Type : Unit

Mana Cost : 70

Shoots a web string at the target which connects Thebis-Ra and the target. If the target is an enemy applies a slow between 20% to 40%. Longer the distance between the enemy, the stronger Thebis-Ra holds the web string and more the slow. If Thebis-Ra moves 800 units away from the webbed target for 1.5 second connection breaks. Can also target trees.

Level 1 :
Lasts 3 seconds. Cast range 500.
Level 2 : Lasts 3.5 seconds. Cast range 600.
Level 3 : Lasts 4 seconds. Cast range 700.
Level 4 : Lasts 4.5 seconds. Cast range 800.

Cooldown : 8 seconds

Subskill : Slingshot



Ability Type : Active
Ability Hotkey : T
Targetting Type : Instant

Mana Cost : 30

Thebis-Ra pulls the connected web to leap towards the target. Using Slingshot won't break the connected web. Upon landing mini-stuns the target for 0.1 second.

Cooldown : 24/16/8/4 seconds


To make it easy to understand :

This spell work's just like Spider Man's technique of shooting a web at a wall and quickly sticking to it. Instead of walls, Thebis-Ra does the same on enemy units and trees in DotA. The enemy shooted by the web will be slowed as the sticky web makes it harder to run.


Explanation :
  • This spell is not channeling and Thebis-Ra can move around, attack and cast spells.
  • Cannot be casted on allies.
  • Can be casted on trees and Stealth Webs made by Thebis-Ra.
  • Enemy caught in the Web Shot will be slowed depending on how far is Thebis-Ra is holding the web.
  • The distance requirement for the slow is checked every 2 sec from the first check at the start of the spell.
  • If Thebis-Ra moves 800 units away from the target for 1.5 seconds the web connection breaks and enemy is no longer slowed.
  • Webshot remains unbroken when the spider is stunned or disabled. However, silence still removes the web string.
  • Learning this spell also gives the subskill Slingshot.
  • As you click the Subskill slingshot, Thebis-Ra pulls the web and instantly performs a leap like Mirana towards the target connected with web.
  • Can dodge spells and projectiles during Slingshot.

Strategy :

Web Shot not only lets you to slow an enemy but combined with Slingshot also enables you to quickly get near the target to land some attacks while the enemy is slowed. Also works on trees which enables you to slingshot around due to its low cooldown. Low cooldown also means that it can be used to slow down enemy targets multiple times during a battle. Useful for chasing and escaping. Can also be used to dodge certain spells and projectiles.



Skill 2 : Stealth Web



Ability Type : Active
Ability Hotkey : B
Cast Range : 200
Targetting Type : Area
Area of Effect : 300

Mana Cost : 40/50/60/70

Thebis-Ra begins to spin an invisible web to trap his prey and feast on them. The time taken to construct the web depends on how agile the spider is. Any kills made inside the Stealth Web grants bounty to the spider. Stealth Web can only be destroyed by using a number of physical attacks. Lasts 10 minutes.

Level 1 :
Each web takes 2 hits to destroy, 200 sight range. Maximum of 2 Webs.
Level 2 : Each web takes 3 hits to destroy, 300 sight range. Maximum of 4 Webs.
Level 3 : Each web takes 4 hits to destroy, 400 sight range. Maximum of 8 Webs.
Level 4 : Each web takes 5 hits to destroy, 500 sight range. Maximum of 12 Webs.

Cooldown : 15 seconds.

Subskill : Stalk / Web Trap



Ability Type : Active
Ability Hotkey : R
Targetting Type : Instant

Mana Cost : 40/60/80/100

This spell is only available while Thebis-Ra is inside a Stealth Web. When casted Thebis-Ra hides behind the Stealth Web laying dormant and undetectable. Becomes invulnerable but uncontrollable. Ends when the Stealth Web in which he is hiding is destroyed or when casted the spell Web Trap which becomes immediately available as the ability of the Stealth Web in which he is hiding.

When Web Trap is casted Thebis-Ra coils the Stealth Web around the enemies rendering the enemy heroes inside the web unable to turn or move for few seconds. After activating the Web Trap, Stealth Web loses invisibility. Destroying the Stealth Web during the disable time will release any enemies that are trapped. The Stealth Web is lost after the duration of the trap.


Trap Duration : 2.0/2.5/3.5/4.5 seconds

Cooldown : 8 seconds


To make it easy to understand :

This is basically the same web real life spiders make. They make a web that is hard to see (invisible) and hides themselves nearby the web, then waits for a prey to enter the web. Once a prey like an insect (in dota the enemy hero) enters the web, the spider quickly moves towards the insect and wraps it with web which makes it harder for the insect to turn or move.

The Stalk / Web Trap part works very similar to Naix ultimate Infest. Instead of creeps Thebis-Ra hides in the Stealth Web. Web Trap is similar to Naix's Consume which is used to break out of the creep but instead here Thebis-Ra breaks out of the web immediately coiling the enemies inside it making them unable to move or turn for sometime.


Explanation :
  • The spell is channeling during the time of construction of Stealth Web.
  • The time of channeling required to summon the web = " 85/Total Agility " seconds.
  • Placing Stealth Web does not destroy the trees in the placed area.
  • Stealth Web is a unit with hp and it can be destroyed only using physical attacks.
  • The Stealth Web is invisible itself and cannot be seen by enemy without true sight or dust.
  • The Stealth Web does not give Thebis-Ra invisibility, bonus hitpoint regen,movement speed or non collision bonus to Thebis-Ra.
  • If more webs are spawned than allowed, the oldest one will disappear.
  • If Thebis-Ra is stunned or disabled while channeling the web won't come.
  • The Subskill Web Trap is only available if Thebis-Ra is inside a web.
  • Web Trap makes any enemies inside the web unable to turn or move.
  • Once Web Trap is cast, the Stealth Web is lost after the duration of the trap.
  • Destroying the Stealth Web during the duration of the trap stops the disable and enemies are released.
  • Any hero kills made inside the Stealth Web gives " 10 x Level of the Enemy Hero killed. " bonus gold to Thebis-Ra. Any creep kills made inside gives varied bonus gold ranging from 8 to 20 depending on the creep level.
  • The web has a sight range of 200/300/400/500 during both day and night.
  • Stealth Web show an icon on the minimap only to allies.
  • Stalk is available in Thebis-Ra's subskill slot while Web Trap is immediately available in the Stealth Web in which he hides.
  • After casting Stalk the hero selection immediately switches to the Stealth Web he is hiding.
  • Both Stalk and Web Trap has the same icon as visual.
  • Destroying the Stealth Web gives 25 gold to the enemy.


Strategy :

Stealth Webs are invisible and can be placed at strategic locations on the map. Thebis-Ra can stay invisible along with the Stealth Web and wait for enemies to enter it. Once an unaware enemy enters the trap, Web Trap can be cast to hold the enemy in place. Be sure to cast Web Trap while remaining behind the enemy targets as they won't be able to turn back to attack or cast targettable spells on Thebis-Ra, while Thebis-Ra can attack and keep injecting his deadly venom into the enemy.

Web Shot and Slingshot can be casted on Stealth Web to quickly get to it and activate the Web Trap.

As the Stealth Webs are invisible there is no way for the enemy to know until Thebis-Ra activates his Web Trap, so multiple webs can placed in nearby locations to surprise the enemy by activating more than one Web Trap in a single fight although it should be remembered that Thebis-Ra should be inside the Stealth Web to activate Web Trap of that particular Stealth Web.

Stealth Web can also be made in the middle of a battle. Quickly slingshot to an enemy hero and as the Web Shooted enemy will be heavily slowed, Thebis-Ra can channel the Stealth Web over the enemy and then activate the Web Trap to prevent the enemy from turning or moving for even longer. Although it is very risky to do in the middle of a team clash as the channeling can broken up by enemy disables.




Skill 3 : Spider Sense



Ability Type : Active
Ability Hotkey : D

Mana Cost : 50/75/100/125

Thebis-Ra develops his spider senses and is able to sense even the slightest movement of nearby enemies which cannot be seen with his eyes and becomes more accurate at shooting web at distant targets.

Passively grants a small aura animation above Thebis-Ra when there is an enemy hero moving nearby, after the enemy enters the AoE for more than 2 seconds. More the number of enemies nearby larger the aura. Closer the enemies, faster the aura tingles.

When activated Thebis-Ra is able to trace the location of any enemy heroes moving around him. Traced units are not shown but can be targetted with spells as normal for both Thebis-Ra and his allies. Also increases the Web Shot cast range. Lasts 8 seconds.

Level 1 : Can sense and trace nearby moving enemies around 800 AOE, Web Shot gains +100 cast range.
Level 2 : Can sense and trace nearby moving enemies around 1200 AOE, Web Shot gains +200 cast range.
Level 3 : Can sense and trace nearby moving enemies around 1700 AOE, Web Shot gains +300 cast range.
Level 4 : Can sense and trace nearby moving enemies around 2100 AOE, Web Shot gains +400 cast range.

Cooldown : 60/55/50/45 seconds


To make it easy to understand :

Have you heard Spider Man say, " My spider sense is tingling, something is going wrong around here ". Thebis-Ra's Spider Sense works on the same principle. Passively, whenever there is an enemy nearby, Thebis-Ra gains a warning by a tingling aura sense above his head to indicate that danger is nearby.

Once the spell Spider Sense is cast, Thebis-Ra can trace the location of nearby moving enemies for 8 seconds. When the spell is activated this
sound will be played globally so that every players including enemies to know that Thebis-Ra has activated his Spider Sense. It works like Pudge's Fresh Meat.



Explanation :
  • Passively, after an enemy hero enters the AoE for 2 seconds, Thebis-Ra shows a small aura on himself if the enemy moves around.
  • The aura is nothing but an animation on Thebis-Ra to show that there is an enemy moving nearby. It will look something like Vengeful Spirit's spirits command aura around the head of Thebis-Ra which changes according to the sensed enemies.
  • The more the number of enemies in the AoE larger is the aura sense.
  • The closer the enemy is in the AoE, the faster the aura sense tingles.
  • If there are no enemies moving in the AoE, the aura sense animation will disappear.
  • If the target stops moving Thebis-Ra cannot sense or trace it.
  • Traced units are not revealed or shown what they are.
  • Traced units can be targetted by spells by targetting a special effect of which shows the position of the moving target which is not in vision but is in the AoE of Spider Sense. This special effect will also look something like Vengeful Spirit's spirits command aura on the place of the unidentified enemy.
  • Traced units are also shown in the mini map.
  • Can also sense and trace invisible units if they move.
  • When Spider Sense is activated the sound "
    Spider Sense...Tingling " will played globally, so that every player including enemies to know that it has been activated. This work's like when Pudge activates his Ultimate every body hears " Fresh Meat ".
  • Spider Sense will be completely disabled during the duration when Thebis-Ra is silenced.


Strategy :

Tracing is useful while ganking and chasing. Also useful for sensing enemy threats.

If Thebis-Ra spots a moving enemy but if not able to reach it (due to trees,blocks or terrain), he can use Slingshot to instantly get near the enemy.

While inside Stealth Web, with the help of Spider Sense Thebis-Ra can sense unaware enemies approaching towards the Stealth Web giving him advanced warning. He can also place new Stealth Webs after spotting enemy as they can't see Thebis-Ra and they might walk into the trap.



Ultimate : Venomous Bites



Ability Type : Auto Cast
Ability Hotkey : E

Mana Cost : 20/30/40

Thebis-Ra injects a special venom into his enemies instead of attacking. The venom is most effective if the target remains still. Venom deals 100 damage per second although enemy movement reduces the effect of the venom. For every 100 units travelled by the enemy, the venom loses some damage for the rest of the duration. On the other hand, if the affected unit stands still, it makes the venom more effective and adds some more damage for the rest of the duration. Each bite refreshes the damage if less than 100 and duration of the poison. Does not stack with itself.

Level 1 : The venom loses 20 damage. Adds 10 damage if no distance travelled every second. Lasts 6 seconds.
Level 2 : The venom loses 15 damage. Adds 15 damage if no distance travelled every second. Lasts 9 seconds.
Level 3 : The venom loses 10 damage. Adds 20 damage if no distance travelled every second. Lasts 12 seconds.


To make it easy to understand :

Once a prey gets trapped in the web and is unable to move after the spider binded them in the web, the next thing the spider do will be to inject venoms that act like digestive juices to inside the webbed insect which will digest it alive. Thebis-Ra has also got a specialised venom like this which can almost instantly kill anything trapped in its web. For every bite while Venomous Bites is active, Thebis-Ra will inject a specialised venom into the enemy which will quickly kill the target it does not move. However if the enemy moves his body, the less effective the venom will be. Death is assured if plenty of doses of venom goes into the target.


Explanation :
  • If Venomous Bites is active, Thebis-Ra's attacks won't deal any damage and will only inject venom. Any orb effect, buffs or any other effects that procs from attacks won't take place.
  • Cooldown is 0 for all levels.
  • Damage type is Magical.
  • Enemy must move 100 units to reduce the poison damage. Thus, blink or leap won't be counted as distance travelled.
  • If enemy has travelled 0 units in a second, adds some damage.
  • If Thebis-Ra bites again with Venomous Bites activated the 100 damage per second and the duration of the poison effect is refreshed.


Strategy :

Venomous Bites is the icing on the cake. Immobilising and slowing enemies is no problem for Thebis-Ra with his skill set. Thebis-Ra can assure kills after plenty of injected venom while the enemy is immobilised and slowed with Web Shots and Web Traps.

If the poisoned enemy gets smart to avoid the maximum poison damage by running, Spider Sense will track him for Thebis-Ra.

Apart from ganking, this is also Thebis-Ra's only farming tool. As creeps and neutrals tend to stand still and fight, a few doses of his venom is enough to deal maximum damage and finish them off quickly. This provides him the ability to jungle and farm well.





Skill Synergy and Combos



Webshot Slingshot - Thebis-Ra's basic combo. Webshot an enemy and then Slingshot to land near him to heavily slow to land some attacks. This combo can also be done on trees for chasing and escaping.



Webshot Slingshot Venomous Bites - Extension to the previous combo. The heavily slowed enemy will take more damage from the Venomous Bites.



Spidersense Webshot Slingshot - Another extension to the basic combo. Spidersense can trace any moving enemies even if they are seperated from Thebis-Ra due to trees or terrain. After Spidersense reveals a target Thebis-Ra can use Webshot to catch him due to its long cast range, followed by Slingshot to land near the the target. This can be also useful if enemies try to juke and escape.



Spidersense Webshot Slingshot Venomous Bites - This is the complete extension to the all the previous combos. Spider sense reveals,Webshot slows,Slingshot lands near the enemy,Venomous Bites kills.



Stealth Web Web Trap - Thebis-Ra's ambush combo. Thebis-Ra can stay invisible inside the Stealth Web. Since, The Stealth Web is invisible itself enemy won't be able to understand that Thebis-Ra and his Stealth Web is nearby. Once the enemy enters the Stealth Web without seeing it, Thebis-Ra quickly surprises and traps the enemy with Web Trap.



Stealth Web Web Trap Venomous Bites - Extension to the previous ambush combo. As the enemy cannot move for a long time, Venomous Bites does full damage to kill the trapped enemy/enemies even before the duration of the trap ends.



Stealth Web Webshot Slinghot Web Trap - If Thebis-Ra finds an enemy moving through the Stealth Web while Thebis-Ra is nearby, he can Webshot and Slingshot the Stealth Web instantly and quickly activate the Web Trap.



Stealth Web Webshot Slinghot Web Trap Venomous Bites - Extension to Stealth Web and Webshot combo. Again after activating Web Trap finish with Venomous Bites to deal heavy damage to immobile enemy.



Spidersense Stealth Web - Spidersense can warn Thebis-Ra if there is nearby potential victim and lay Stealth Webs according to it, to trap the oncoming enemy.



Stealth Web Spidersense - Stealth Webs act like small scale observer wards across the map. Spidersense acts like a small scale maphack letting Thebis-Ra know if there is a nearby hero. Global maphack + Smallscale Maphack which makes him a strong ambusher.



Venomous Bites Spidersense - If the poisoned enemy gets smart to avoid the maximum damage by running, Spider Sense will track him for Thebis-Ra. If the enemy tries to stop running to prevent being detected, the poison deals maximum damage. This completely narrows the escape possibilities of the enemy. Can be extremely useful when multiple enemies are poisoned.




Venomous Bites Stealth Web Web Shot Sling Shot Web Trap - Enemies who are frustrated to remove the deadly poison damage by running can run into a strategically pre placed Web Trap which can be easily activated by Slingshoting to it.





Credits

These are the people who have made suggestions,criticisms and contributions to this hero idea which helped me alot to improve this hero :

Nivo
pokerwat
carlvic
Darentei
earlybird92
teng)
CurseDemon
Volaju
king_james
kings.empire
STR1D3R
fremdlaender
FuhrerKanzler02
kikut
Ollwee
nix
IplayRandom
Pilu
kitchen
brif
invul_nerable
chadpiety123
Shadow Fury
Flame13
Sweepberry
Znu55
Nozumu-
JJE92
slaven
galuf
Schafusmatus
IVIr.PL0W
The_Juggernaut
ShadowThanatos
jawawaQ
menage0a0trois
WickeDD
Strutter

Hope you all like the hero suggestion ^_^ !!!

If you like this hero, T-Up.

If you don't like this hero because there are some minor problems or flaws, you can T-Null and state the problem and i will address it.

If you don't like this hero at all and and see many major problems with it, you can T-Down.


If you have any ideas,suggestions or even criticisms with reasons to improve this hero, i will consider them and add them in the next version.


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Last edited by Nivo; 09-11-2011 at 03:55 AM.
Old 04-07-2010, 03:06 PM   #2
pokerwat
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Default Re: [Agility-Scourge] Arakn'gank , The Assasin Spi

you must select a unique type of idea...

VISIT MY NEW DOTA HERO IDEA!!!! IT'S THE COOLEST!!
MORTHOS - THE LIVING PIECE
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Old 04-07-2010, 03:20 PM   #3
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Default Re: [Agility-Scourge] Arakn'gank , The Assasin Spi

here's icons for your skill icons....
first:second:subskill:third:ulti:

When U need ME I'm always there! that's my motto

VISIT MY NEW DOTA HERO IDEA!!!! IT'S THE COOLEST!!
MORTHOS - THE LIVING PIECE
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Old 04-07-2010, 03:24 PM   #4
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Default Re: [Agility-Scourge] Arakn'gank , The Assasin Spi

Quote:
Originally Posted by pokerwat View Post
you must select a unique type of idea...
Don't get intimidated by the model that looks like Broodmother. Its just temperory. The playstyle is a lot different as this one's a total ganker.
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Old 04-07-2010, 03:28 PM   #5
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Smile Re: [Agility-Scourge] Arakn'gank , The Assasin Spi

Quote:
Originally Posted by pokerwat View Post
here's icons for your skill icons....
first:second:subskill:third:ulti:
From the icons, I also found more cool icons . Thx a lot man . Will be very useful.
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Last edited by Nivo; 04-07-2010 at 03:48 PM.
Old 04-08-2010, 03:18 AM   #6
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Default Re: [Agility-Scourge] Arakn'gank, Assasin Spider

ur always welcome

Visit my new Hero idea!!! Suggestions are Open!
MORTHOS - THE LIVING PIECE
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Old 04-08-2010, 04:31 AM   #7
teng)
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Default Re: [Scourge-AGI] Arakn'gank, Assasin Spider

1st skill more like Naga's Net + blinkstrike
2nd skill again is Naga's Net which require activation
3rd skill is interesting, but passive make it op where this hero is not gankable (combine with 1st skill where you can net a tree and jump to it) and no juking for enemies. Maybe you can make it become an active skill which last some time.
4th skill Venom's Poison Sting

Good ganker/counter gank
good mid-late game dps
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Old 04-08-2010, 06:34 AM   #8
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Unhappy Re: [Scourge-AGI] Arakn'gank, Assasin Spider

Quote:
Originally Posted by teng) View Post
1st skill more like Naga's Net + blinkstrike
Not Simple as that. Unlike Naga's Net it is connected by a web string. Its more like Rhasta's shackle but is non-channeling and you can move around. Unlike Naga you cant net and run away as it will break the enemy free if Arakn'gank moves 800 units away. So you have to keep staying near the enemy if you dont want the enemy to move. Slingshotting towards the enemy is a subskill option to provide more flexibilty. If the enemy is non threatening then only you want to Slingshot otherwise you can stay in range to prevent the enemy to move.

A simple net mechanism might work well for a hero who can have mirror images like Naga. As she dont have to worry as the enemy might not figure the real one or do anything to it. So you can easily proceed to go close the netted enemy to attack.

But this is not the case for Arakn'gank as he has no mirror illusion and is also very weak in strength and is fragile. Therefore, he obviously need an option whether to close in or not which is provided by the subskill icon.

Also not that it has lower cooldown and unlike nets you can slingshot around trees.

Quote:
2nd skill again is Naga's Net which require activation
LOL... This is not at all like Naga's Net. It is not even meant to be used in a in the middle of a fight. Spin Web has 2 sec channeling before the web gets placed. Its meant to be placed at different places of the map like rune spots so that you can hide in it and kill an enemy if he approaches near the web. The web similar to Broodmothers but does not provide bonuses to Arakn'gank other than invisibility and can only make enemy stick to it. The web is invisible itself and has lesser AOE compared to the broodmothers one. As both web and Arakn'gank is invisible so you can surprise enemy after entering the web by activating the trap which not only prevents them to move for a few seconds but also makes them unable to turn. So if you activated the trap while you were behind an enemy he can't turn around to attack or cast certain targetted spells as they cant turn towards you. You could say that it is somewhat similar to broodmother+riki style style spell but has totally different uses and many ways of playing.

Quote:
3rd skill is interesting, but passive make it op where this hero is not gankable (combine with 1st skill where you can net a tree and jump to it) and no juking for enemies.
Great. You figured out its strength,usage and some synergy.

Quote:
Maybe you can make it become an active skill which last some time.
Thx, for the the suggestion. It will be considered.

Quote:
4th skill Venom's Poison Sting
Venomous Bite's only similarity with Poison Sting is that both of them are Damage Over Time. The damage dealt by Venomous Bites is way huge and stacks indefenitely which makes it very deadly. But its weakness is that it only deals minor damage if the target keeps moving which is also unique, this is where the net you told and the web trap comes in place to hold them in a place to deal maximum damage. Understand the possible damage at level 3 as it deals 60 dmg for 5 seconds which stacks which is = 300 dmg every attack if the target is immobile during the whole duration. This may seem imbalanced but consider the fact that Arakn'gank has no nukes,stuns,auras or dps boosting abilities as his other spells. In other words this is the only spell that does any damage and is deadly to the enemy. Also Poison Sting slows a target while Venomous Bites doesnt.
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Last edited by Nivo; 04-20-2010 at 03:25 AM.
Old 04-08-2010, 08:17 AM   #9
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Default Re: [Scourge-AGI] Arakn'gank - Assasin Spider

spell one is very creative..
cast webshot+gank.
very good as it synergizes well with spells 2 and 3..

and maybe you can make spin web 1 use only..
Once Web Trap is cast, the web is lost..?

just a suggestion.
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Old 04-08-2010, 08:34 AM   #10
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Smile Re: [Scourge-AGI] Arakn'gank - Assasin Spider

Quote:
Originally Posted by carlvic View Post
spell one is very creative..
cast webshot+gank.
very good as it synergizes well with spells 2 and 3..
Spell one also synergizes with the ultimate. Arakn'gank needs to get close to the enemy to attack the enemy for damaging with Venomous Bites as he is melee. It lets Arakn'gank quickly Slinghot towards the enemy. Web Shot also holds down the enemy in place and so that Venomous Bites deal maximum damage.

Quote:
and maybe you can make spin web 1 use only..
Once Web Trap is cast, the web is lost..?
Currently, once Web Trap is cast the web is not lost. The web just loses its invisibility for few seconds, so that the enemy can figure out what's going on.

The Web Trap has low cooldown so sometimes Arakn'gank can activate it inside same Spin Web more than once. Anyway i will think more about the idea of losing web after casting web trap.

Thx for the suggestion.
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Last edited by Nivo; 04-10-2010 at 08:29 AM.
Old 04-10-2010, 04:05 AM   #11
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Default Re: [Scourge-Agi] Arakn'gank, Assasin Spider

Updated to Version 1.2

- Improved background story.
- Improved hero introduction.
- Added starting hitpoints and starting mana pool.
* Reduced base agility and increased agility gain from 20 + 2.8 to 18 + 3.0.
* Buffed base damage from 48 - 56 to 52 - 54
* Nerfed armor from 3.4 to 2.0.
* Buffed base movement speed from 320 to 330.
* Nerfed sight range from 1800/800 to 1400/600.
* Buffed base attack time from 1.7 to 1.5.
- Added new spell icons and recolored some icons to fit the theme.
- Added some missing info.
- Added F.A.Q.


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Last edited by Nivo; 07-18-2010 at 09:26 AM.
Old 04-10-2010, 06:15 AM   #12
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Default Re: [Scourge-Agi] Arakn'gank, Assasin Spider

Way too similar with brood.. don't you think..? same model.. same web...
maybe remake brood like this... but right now brood is fine...
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Old 04-10-2010, 06:58 AM   #13
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Default Re: [Scourge-Agi] Arakn'gank, Assasin Spider

Quote:
Originally Posted by sibu.soren View Post
Way too similar with brood.. don't you think..? same model.. same web...
maybe remake brood like this... but right now brood is fine...
Spiders are cool and there is no problem with having two spider heroes in the game. There are two pandas, four goblins, two draenei (Gondar and Dark Seer) and two taurens currently in DotA. From first look Earthshaker and Tauren Cheftain may seem as similar heroes with similar spells but that's not true and their differences in how they are played. This hero has nothing to do with Broodmother other than it is a spider. This is not a Broodmother remake and is a completely new hero. I am trying to find a new model for this hero. The current model is forest spider and can be tinted or added some effects to give a totally different look of a green venomous spider than the red black Broodmother. The model can also be a new imported one, like the custom imported model of Ancient Appartition. The concept and how spells work is more important.

Web has only similarity in name. The Stealth Web is INVISIBLE itself and enemies can't see where it is placed and it does not provide any non-collision, movement speed or hp regen bonus and is used for trapping enemy heroes rather than for pushing and self defence in lane. Please atleast read before asking something like this. Read the spells and their explanation first.

Way too similar to brood ? Please read something written in this hero suggestion and F.A.Q before posting.
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Last edited by Nivo; 04-10-2010 at 09:23 AM.
Old 04-10-2010, 03:25 PM   #14
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Default Re: [Scourge-Agi] Arakn'gank, Assasin Spider

Good early-game
Good mid-game
Good late-game

Now that's meh...
And 3rd skill is kind of op, 1200 range is not small right?
This hero is too op I think, maybe it only lacks on farming skill, which is compensated by easily killing heroes..
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Old 04-10-2010, 04:31 PM   #15
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Default Re: [Scourge-Agi] Arakn'gank, Assasin Spider

This is pretty neat, I support this I like the hero idea.
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Old 04-10-2010, 07:48 PM   #16
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Default Re: [Scourge-Agi] Arakn'gank, Assasin Spider

I'm not sure if I like or dislike it. It's pretty ridiculous how you can pretty much chain 12 seconds of immonbility, and possibly more with minimum assitance.

I think you should tweak some of the skills a little.
For example, instead of being unable to turn while in Web Trap, just greatly reduce the turning rate, like Sticky Napalm does.

Two of his skills depend on wether or not the enemy is moving. The ultimate seems fine, although the stacking could get out of hand. That's not the problem, though. What bothers me is:
1) How would it be calculated?
2) Spider Sense seems a little too useful.

For 1), I think you should consider basing in on something else, such as how much the enemy moved in X seconds, similar to how Rupture is coded. Just make it a set value (could change with levels of Spider Sense/Venomous Bites), and it would be more balanced. That way, you could also make Web Shot or Web Trap apply a really powerful slow, instead of immobilizing, as 2 skills with the same effect seems kinda bland.
This would also solve 2), as it would give enemies a second of reaction to hide themselves or charge in, depending on the values set. Although I would still lower the radius a little bit.

And finally, even with his ganking abilities, the name Arakn'gank just sounds plain stupid.

But I like the amount of work you seem to have put into this. Consider some tweaks (and possibly let me know), and I will give you my support. That said, it's more T-UP and T-DOWN.
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Old 04-11-2010, 05:25 AM   #17
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Default Re: [Scourge-Agi] Arakn'gank, Assasin Spider

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Originally Posted by CurseDemon View Post
Good early-game
Good mid-game
Good late-game
I see this as a positive.

Quote:
And 3rd skill is kind of op, 1200 range is not small right?
Actually, 3rd skill at Level 4 has even more range of 2100. Even then consider it with Bloodseeker's passive which not only grants vision of any target at 6000 AoE at Level 4 but also 44% extra movement speed at the condition if enemies has low hp. Bloodseeker also has dps boosting ability which doubles as a silence and nuke and a really powerful ultimate rupture with 1000 Cast range while Arakn'gank has only two spells which does nothing but to immobilise enemy and an ultimate that is only useful at melee range.

Quote:
which is compensated by easily killing heroes..
Killing heroes is not very easy and risky with Arakn'gank due to his lack of stuns or nukes and fragility especially early to mid game. So he needs to use all his spells properly inorder to kill. Using his ganking potential in early and mid game is very important for Arakn'gank to become strong late game. Thus, it forces ' hunt or be hunted policy ' on Arakn'gank early to mid game.

Quote:
This hero is too op I think
- One of the weakest base strength and strength gain - 16 + 1.2 comparing to current heroes in DotA. This makes Arakn'gank highly fragile at all stages of the game and very easy to kill especially in a team fight which again forces him to gank individual heroes early game in order to become a strong at later stages of game. This is compensated by giving a strong ganking skillset, an escape mechanism with Slingshot, Spider Sense to detect and avoid getting ganked himself and Venomous Bites which is capable of dealing high damage to trapped and is also a handy farming tool.
- Spell 1 deals no damage.
Spell 2 deals no damage.
Spell 3 deals no damage.
The Ultimate is a melee orb effect which can be easily countered by the enemy by just moving to get a lot reduced damage from it.
- Stealth Webs where they are placed can be founded by proper warding to avoid Arakn'gank to unexpectedly gank them and can be countered by observer wards or dust and anyother forms of true sight (Gem,Necrobook). Further Stealth Web cannot be immediately placed in a battle due to the 2 second channaeling.
- Spider Sense is almost useless in a straight forward battle or team clash yet it is highly stronger for ganking and counter ganks which synergises with rest of his skillset. The enemy targets acquired with Spider Sense is not shared to allies. The evasion bonus from Spider Sense is too little early game and is only useful as it progresses to late game when Arakn'gank has plenty of agility items.
- Worst sight range in dota 1400 at day/ 600 at night to compensate Spider Sense. Poor starting armor. No nukes or stuns or silences or any other form of disable other than the ability to prevent enemies from moving and thus enemies are able to attack and cast spells towards Arakn'gank when he is ganking as he can only immmbolise them.
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Last edited by Nivo; 08-17-2010 at 04:40 PM.
Old 04-11-2010, 07:39 AM   #18
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Default Re: [Scourge-Agi] Arakn'gank, Assasin Spider

Quote:
Originally Posted by Fire Lotus View Post
This is pretty neat, I support this I like the hero idea.
Thx for the support.


Quote:
I'm not sure if I like or dislike it. It's pretty ridiculous how you can pretty much chain 12 seconds of immonbility, and possibly more with minimum assitance.

I think you should tweak some of the skills a little.
For example, instead of being unable to turn while in Web Trap, just greatly reduce the turning rate, like Sticky Napalm does.

Two of his skills depend on wether or not the enemy is moving. The ultimate seems fine, although the stacking could get out of hand. That's not the problem, though. What bothers me is:
1) How would it be calculated?
2) Spider Sense seems a little too useful.

For 1), I think you should consider basing in on something else, such as how much the enemy moved in X seconds, similar to how Rupture is coded. Just make it a set value (could change with levels of Spider Sense/Venomous Bites), and it would be more balanced. That way, you could also make Web Shot or Web Trap apply a really powerful slow, instead of immobilizing, as 2 skills with the same effect seems kinda bland.
This would also solve 2), as it would give enemies a second of reaction to hide themselves or charge in, depending on the values set. Although I would still lower the radius a little bit.
Thx for the great review.

Spells will be remade slightly in the next version accordingly. Also going to make them more useful and synergetic with the complete skillset.

I have added a lot about Spider Sense already. I need more time to think if it will be need to be nerfed and that will be done after plenty of version.

I already used the name Arakn'gank in the whole guide. I might change the background story to fit his name instead. If anybody got a better name please suggest.
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Old 04-11-2010, 08:17 AM   #19
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Default Re: [Scourge-Agi] Arakn'gank, Assasin Spider

I found a skill to be broken in concept and another one in numbers. First the concept one - Spider Sense. It makes it impossible for enemies to juke and gives you for free what people would waste 4400 gold on balanar to have. Now the web. This is similiar to techies' stasis ward. However why it is broken is the fact that you gave a BETTER version of it to a hero which would benefit MORE from it.Think ES with maginas blink BUT 2000 range and 2 sec. CD
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Old 04-11-2010, 09:22 AM   #20
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Default Re: [Scourge-Agi] Arakn'gank, Assasin Spider

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Originally Posted by googleson78 View Post
I found a skill to be broken in concept and another one in numbers. First the concept one - Spider Sense. It makes it impossible for enemies to juke and gives you for free what people would waste 4400 gold on balanar to have. Now the web. This is similiar to techies' stasis ward. However why it is broken is the fact that you gave a BETTER version of it to a hero which would benefit MORE from it.Think ES with maginas blink BUT 2000 range and 2 sec. CD
This is the stupidest arguments one can make.

First about Spider Sense being a broken concept, this hero is a complete ganker and turns out to be a carry late game. For both reasons Spider Sense should not be concerned as a bonus but is a necessity and is important for him to played to be full potential. A hero has to be strong in some ways weak in some other ways to be balanced and this is the way Arakn'gank is meant to be strong. He has plenty of weaknesses that i have been telling to each of them who had been making posts without thinking or reading anything. Please read the F.A.Q section atleast or check his stats.

You say Spider Sense gives what people would waste 4400 gold on balanar to have. This is a completely broken fact. Aghanim's not only just grants unobstructed vision to balanar but also provides +10 str, +10 agi, +10 int, +200 hp and +150 mana for 4400 gold. Spider Sense does not become a substitute or can never be valuable as what aghanim's scepter provides Balanar.

It's like saying that Drow Ranger's Frost Arrows is a broken concept because it provides the slow provided by a 6150 gold Skadi that would give for other heroes without considering the stats provided it.

And now for the web, it does not stun the enemy units but only prevents them from moving or turning. They may not be able to turn to attack or cast targetted spells without turning towards Arakn'gank if he stays in their back, but that does not prevent trapped enemy from using any spells that does not require targetting like AOE spells,blink,windwalk,certain item spells.etc (and even certain ultimates). They can also cast targetted spells if Arakn'gank or his allies are in front of them. Also note that there is 2 sec channeling before laying down the web which prevents it to be instantly casted in the middle of a fight and also Arakn'gank needs to be inside the web itself and inorder to activate the web trap. With all these differences and weaknesses this is not a better version of statis trap. Atleast you found out that this web spell would benefit Arakn'gank more.
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Last edited by Nivo; 04-15-2010 at 12:48 PM.
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