• Create the worst hero ever!
    37 replies, posted
Pretty self-explanatory, create a hero that is so bad that a team would be better doing 4v5 then having this hero on their team. I will post my own idea later but right now I have to go to bed.
Sniper?
ur mom
That one hero where you could plant mines and suicide with it. ... oh ok nvm
Okay, here's 4 skills to make a crappy hero. Sprout, Stone Remnant, Fire Remnant, and Multicast. Or, Static Field, Aftershock, Fiery Soul, and Warpath.
Q - Go Poop Guy poop 1/2/3/4 damages 100 cooldown W - Go Pee Guy, he pee 1% health as damgesge. 1 cooldown. 1000 mano. E - Eat the Poop and the pee Eat poop and pee for 1 health. R - Ultimate poopoo peepee combo 3 damage. good. Lots o damag. no mana too good. Ok I created the worst hero of all time do I win, you did not make any specifications of how to make said shitty hero.
q - nightmare awaken w - throw unstable concoction e - focused detonate r - rearm
[QUOTE=Dr. Doughnut;43662799]Okay, here's 4 skills to make a crappy hero. Sprout, Stone Remnant, Fire Remnant, and Multicast. Or, [B]Static Field, Aftershock, Fiery Soul, and Warpath[/B].[/QUOTE] Aftershock is now a Jinada/Tidebringer like skill on a 10/8/6/4 second cooldown, the hero is now imbalanced.
Mokujin is now a hero. His only skill is mokujinken, which gives you 4 randomly picked skills and removes mokujinken. It also randomizes your primary attribute and attack range (picks between ranged and melee, chooses a random value from 100 to 525, if ranged)
It's easy enough: take an already existing hero and handle him/her to a Russian (I know that Dota Russian humor is easy to make, but still ...)
Q - That thunder from disruptor W - Shrapnel E - Enchant Totem R - Ursa ulti 1.4 STR gain, 2.6 INT gain, 2.2 AGI gain
Q - shadow walk W - skeleton walk E - nature's guise R - permanent invisibility
[QUOTE=FlashMarsh;43664178][B]Q - That thunder from disruptor[/B] W - Shrapnel E - Enchant Totem R - Ursa ulti 1.4 STR gain, 2.6 INT gain, 2.2 AGI gain[/QUOTE] Surely you are not talking about Thunder Strike? The 400 damage nuke?
I think the spell is pretty bad compared to most other spells
[QUOTE=xBackfire;43662842]Q - Go Poop Guy poop 1/2/3/4 damages 100 cooldown W - Go Pee Guy, he pee 1% health as damgesge. 1 cooldown. 1000 mano. E - Eat the Poop and the pee Eat poop and pee for 1 health. R - Ultimate poopoo peepee combo 3 damage. good. Lots o damag. no mana too good. Ok I created the worst hero of all time do I win, you did not make any specifications of how to make said shitty hero.[/QUOTE] Q-Passive, deals 5000/2500/1000/0 damage per second to you, gives you equal amount of +damage as it deals damage to you per second. W-Active, if you use this skill you explode and die (but you do not deny yourself, enemy get's full XP and gold, if you died with no enemies nearby or enemies that dealt damage to you it counts as a tower killing you), but there's a 0% chance that you win the game. E-Passive, this skill forces you to rank up Q and nothing else if you don't get it at level 1, 3, 5 and 7. R-Gives you 3000 attack speed for every point in Q, but if Q is rank 4 it does nothing. [editline]25th January 2014[/editline] [QUOTE=FlashMarsh;43664400]I think the spell is pretty bad compared to most other spells[/QUOTE] It's still a fucking 400 damage spell. Are you seriously saying Thunder Strike is worse than Corrosive Skin or Geostrike or something like that? Furthermore, Enchant totem is good even if I steal it as rubick because it lets me hit for fucking five hundred physical damage every 5 seconds at no cost.
Maybe I underestimate the abilities, but its hard to make a hero with the worst abilities in the game without using passives (because thats cheating)
hero with 0.90 stat gain on all attributes
[QUOTE=Aurastorm;43664371]Q - shadow walk W - skeleton walk E - nature's guise R - permanent invisibility[/QUOTE] invisibility = invincibility!
Q - 100% Damage Reduction globally for all team mates, however they get a 100% armour boost W - Drains the life of nearby friendly units and gives 100% armour boost E - Drains the mana of nearby friendly units and gives 100% armour boost R - Gives -300% Armor globally to all friendly units, however it also gives +50 HP
Static Field Fiery Soul Overload Requiem of Souls --------- [B]Q - Blood Magic[/B] Target allied unit Target allied hero spends health instead of mana to cast spells. Lasts 30 seconds. Allies may deny themselves if they lack the health to cast the spell. Health per mana: 2/1.6/1.3/1 Cooldown: 30 [B]W - Soul Bonds[/B] Target allied unit Binds the souls of 3/4/5/6 allied units together. All healing and damage received is equally shared between all units affected. Lasts 30 seconds. Cooldown: 30 seconds [B]E - AoE Heal thingy for allies[/B] No target, affects allies Sucks in all allied heroes within 1000 range to the caster. All heroes, including the caster, are frozen for 10 seconds during which they regenerate 2/4/6/8% max health per second. Does not make the units immune to enemy damage. Cooldown: 60 sec [B]R - Confusion[/B] Passive Randomly swaps [B]all[/B] units' positions with each other. Global. Affects neutral units as well. Cooldown: 180/120/60 sec
[url]http://dawngate.gamepedia.com/Fenmore[/url] literally this guy in a dota enviroment.
1. Ice Shards Tusk compresses 5 shards of ice into a ball of frozen energy that damages all enemies it comes in contact with. If the ball comes in contact with an enemy hero or reaches its maximum range the shards are released, creating a barrier that lasts for 5 seconds. Range: 1500 Radius: 200 Duration: 5 Damage: 70/140/210/280 Cooldown 18/16/14/12 Mana 120 2. Snowball Tusk and any nearby allied heroes roll in a quickly growing snowball towards the target enemy unit. Any victims caught in the snowball's path take damage and are briefly stunned; the final target takes extra damage and extra stun duration. Range: 1250 Radius: 200 + 40 per sec Stun Duration on Main Target: 0.5/0.75/1/1.25 Damage on Main Target: 80/120/160/200 Stun Duration on Secondary Target: 0.25/0.5/0.75/1 Damage on Secondary Target: 40/80/120/160 Cooldown 21 Mana 75 3. Frozen Sigil Tusk summons a Frozen Sigil by calling upon the deepest cold of winter. The Sigil creates a snowstorm which slows all enemy units within 600 range. Radius: 600 Duration: 30 Movement Speed Slow: 10%/15%/20%/25% Attack Speed Slow: 30%/40%/50%/60% Cooldown 50 Mana 75 4.Warlock punch Tusk prepares his mighty Walrus Punch; his next attack will do a critical strike and launch the victim into the air. The victim will be slowed upon landing and take damage. Air Duration: 1 Slow Duration: 2/3/4 Movement Speed Slow: 40% Critical Damage: 3× (4× if target has less than 50% health) Buff Duration: 10 seconds Cooldown 30/24/18 Mana 50/75/100
[QUOTE=nmagain;43665209][B]4.Warlock punch[/B][/QUOTE] Warlock's furrier than I remember. Surprised nobody's brought up pre-6.75 Alchemist yet.
Alch Ultimate now reduces his armor by 3/8/12
[QUOTE=nmagain;43665209]1. Ice Shards Tusk compresses 5 shards of ice into a ball of frozen energy that damages all enemies it comes in contact with. If the ball comes in contact with an enemy hero or reaches its maximum range the shards are released, creating a barrier that lasts for 5 seconds. Range: 1500 Radius: 200 Duration: 5 Damage: 70/140/210/280 Cooldown 18/16/14/12 Mana 120 2. Snowball Tusk and any nearby allied heroes roll in a quickly growing snowball towards the target enemy unit. Any victims caught in the snowball's path take damage and are briefly stunned; the final target takes extra damage and extra stun duration. Range: 1250 Radius: 200 + 40 per sec Stun Duration on Main Target: 0.5/0.75/1/1.25 Damage on Main Target: 80/120/160/200 Stun Duration on Secondary Target: 0.25/0.5/0.75/1 Damage on Secondary Target: 40/80/120/160 Cooldown 21 Mana 75 3. Frozen Sigil Tusk summons a Frozen Sigil by calling upon the deepest cold of winter. The Sigil creates a snowstorm which slows all enemy units within 600 range. Radius: 600 Duration: 30 Movement Speed Slow: 10%/15%/20%/25% Attack Speed Slow: 30%/40%/50%/60% Cooldown 50 Mana 75 4.Warlock punch Tusk prepares his mighty Walrus Punch; his next attack will do a critical strike and launch the victim into the air. The victim will be slowed upon landing and take damage. Air Duration: 1 Slow Duration: 2/3/4 Movement Speed Slow: 40% Critical Damage: 3× (4× if target has less than 50% health) Buff Duration: 10 seconds Cooldown 30/24/18 Mana 50/75/100[/QUOTE] Are you saying Tuskarr is the worst Hero ever? Yeah it's bad but I like the Hero.
[QUOTE=Bat-shit;43676890]Are you saying Tuskarr is the worst Hero ever? Yeah it's bad but I like the Hero.[/QUOTE] I think Omniknight is worse than Tuskarr.
[QUOTE=Rarara;43677724]I think Omniknight is worse than Tuskarr.[/QUOTE] is this guy for real? having a long as fuck free bkb, pure damage nuke and heal, having a massive slow in both auto attacks and movement, and the ability to be invincible to melee attacks is terrible?
[QUOTE=codemaster85;43678860]is this guy for real? having a long as fuck free bkb, pure damage nuke and heal, having a massive slow in both auto attacks and movement, and the ability to be invincible to melee attacks is terrible?[/QUOTE] He can't support in a duo lane, he can't solo lane and he can't trilane. To do all the cool 360 pure damage and heal stuff and give people bkbs he actually needs a fuckton of levels, his ultimate and repel can also be purged. In a duo lane he would have to be with a ranged carry, but he couldn't assist the carry and he actually needs XP badly and some gold as well so he wont always have zero mana, he can't harass enemies or deny creeps, he can't leave the lane and let the carry get all the xp or he will be useless later on. In a solo lane he would be a melee hero with no escape and no way to last hit or stay within xp range, so an overall bad idea. He would not be able to contest middle lane or runes. In a trilane he would also get XP far too slowly and too little gold. If he buys courier wards and upgrades courier he wont get his arcanes and soul ring before it's too late and therefore he can't actually assist with anything. I am strictly talking about competitive Omniknight versus Tuskarr, where both those heroes are awful. In a random all pick game I'm pretty sure all heroes are viable.
[quote]4.Warlock punch[/quote] Are you telling me Tusk is Ganondorf?
"My Idea" Hero model: Peasant from Warcraft III Starting stats: STR 32 + 1.8/lvl AGI 12 + 2.3/lvl INT 21 + 2/lvl Armor 0 Q Damage Sap Mohwark completely saps the damage of one of his towers and adds it to his own. Lasts 60 seconds or 5 hits. The chosen tower is random. Tower stays at 0 damage for 60 seconds even if you use up the 5 hits. Skill level dictates the tower tier. Lv 1 = T1 towers and so on. If you have no towers or a tower with a tier equal to skill level, this skill does nothing. Mana Cost 50/70/90/110 Cooldown 15 W Fortify Structure Mohwark uses his hammer to fortify one of his structures and place burning oil barrels to thwart attackers. Every time a structure is fortified, it gains increased armor and burning oil damage that damages melee attackers per second. Works on towers, barracks and ancient. Structures gain 2/4/6/8 armor per cast Structures gain 3 oil damage per second on melee attackers at all levels Mana Cost 50 Cooldown 30 E Thumper Mohwark places a beacon capable of blinding or stunning his enemies in a 1000 AoE. Lasts 30 seconds. It takes 5 seconds to activate and emits a loud noise cue [which everyone in the map can hear] when doing so. Breaks after being used. Gives same vision as a ward. After being placed the player can press the D key to stun all enemies in range or the F key to blind all enemies in range Stun lasts for 0.5/1/1.5/2 Blinds for 25%/50%/75%/100% miss for 2 seconds Cooldown 70/60/50/45 Mana Cost 150 R Relocate Tower Mohwark relocates a tower of his choice to any place on the map. If relocating an invulnerable tower, it loses its invulnerability. If a tower was attacked in the last 3 seconds, it can't be relocated. Cast range : Global Cooldown 80/40/20 Mana Cost 20 [sp]http://www.gamefaqs.com/boards/610657-dota-2/68362056[/sp]
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