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ICARUS-ROGUE CHERUBIM
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ICARUS-ROGUE CHERUBIM
Posted: Sat Jul 05, 2008 7:56 amHeres the first hero I ever finished creating but I never posted on forum. Peep it and lemme know what you think.
Icarus - The Rogue Cherubim
Range: 600 | Move Speed: 320
Primary: AGI
Str: 14 + 1.5 | Agi: 22 + 2.5 | Int: 23 + 2
Damage: 41 - 45 | HP: 416 | Mana: 299
HP Regen: 0.61 | Mana Regen: 0.81
Attack Speed: 1.5 | Armor: 1
As he fell from the heavens in his attempt to escape the island prison of the terrible king, Icarus prayed to the deities in hopes of a second life. His prayer was answered by the Cherubim caste of warrior angels, who vowed to give him a place among their ranks. However, because of his great compassion, the warrior angels found no hope for Icarus as a warrior and relegated him to being their servant. Offended, Icarus fled the angels in pursuit of an appropriate quest to prove his warrior mettle. It would seem the angels overlooked the impulsiveness that had led to Icarus' fall in his mortal life...
Cherubim Barb (C)
His compassion being that of an Angel's, Icarus can also inflict immense compassion upon his foes. With a heavenly barb Icarus affects an enemy hero forcing them to feel his pain.
Level 1 - Barb deals 60 initial damage. Slows opponent's attack speed by 15% when attacking Icarus and opponent takes 10% of all damage dealt to Icarus. Lasts 10 seconds. Barb cast range is 700.
Level 2 - Barb deals 60 initial damage. Slows opponent's attack speed by 30% when attacking Icarus and opponent takes 20% of all damage dealt to Icarus. Lasts 12 seconds. Barb cast range is 750.
Level 3 - Barb deals 60 initial damage. Slows opponent's attack speed by 45% when attacking Icarus and opponent takes 30% of all damage dealt to Icarus. Lasts 14 seconds. Barb cast range is 800.
Level 4 - Barb deals 60 initial damage. Slows opponent's attack speed by 60% when attacking Icarus and opponent takes 40% of all damage dealt to Icarus. Lasts 16 seconds. Barb cast range is 850.
Mana Cost: 90/100/110/120
Cooldown: 25
Framework: The barb itself will be similar to a frost arrow, but red. Upon impact, the target will flash with a deep red version of a holy light spell. Any time the affected target attacks or targets Icarus, it will glow slightly red.
Notes: This is Icarus' nuke and best defensive move one on one. Directly it doesn't deal much damage but it can cause immense amounts of damage in a large fight. One on one it can deter chaser's by slowing their attack speed and making them take a chunk of the damage they deal against Icarus, particularly if Icarus can build a large amount of hp.
Compassion (N)
Icarus denies a percentage of the damage done to nearby allied units and takes it for them.
Level 1 - Icarus denies 3% of the damage done to all allied units within a 600 range radius.
Level 2 - Icarus denies 6% of the damage done to all allied units within a 700 range radius.
Level 3 - Icarus denies 9% of the damage done to all allied units within a 800 range radius.
Level 4 - Icarus denies 12% of the damage done to all allied units within a 900 range radius.
Mana Cost: N/A
Cooldown: N/A
Notes: This move is intended to make Icarus an ideal support character. However, due to Icarus' poor health, it will require excellent choice of attack situation.
Wings of Light (T)
While apprenticed to the Cherubim, Icarus learned the ways of the heavenly powers. He can generate blasts of light, blinding foes and healing allies simultaneously.
Level 1 - Blast blinds foes for 20% miss for 2 seconds and heals allies for 75 hp in a 550 AOE.
Level 2 - Blast blinds foes for 25% miss for 3 seconds and heals allies for 100 hp in a 600 AOE.
Level 3 - Blast blinds foes for 30% miss for 4 seconds and heals allies for 150 hp in a 650 AOE.
Level 4 - Blast blinds foes for 35% miss for 5 seconds and heals allies for 200 hp in a 700 AOE.
Mana Cost: 140/160/180/200
Cooldown: 25
Framework: The cast blast brings a holy light effect on Icarus himself, then a heal animation on enemies and allies.
Notes: A must have spell for Icarus because Icarus' abilities depend on/damage Icarus himself.
Fall From Grace (E)
Tortured by misery, Icarus becomes an avatar of hate. He gains increased attack and movement speed but takes amplified damage. If killed during his torture, he will unleash a massive blast of negative energy dealing pure damage in an AOE.
Level 1 - Icarus gains 40% attack speed, and 15 movement speed. He takes 25% more damage. If killed during Fall From Grace, deals 150 pure damage in a 600 AOE. Lasts 10 seconds.
Level 2 - Icarus gains 60% attack speed, and 25 movement speed. He takes 50% more damage. If killed during Fall From Grace, deals 300 pure damage in a 600 AOE. Lasts 15 seconds.
Level 3 - Icarus gains 80% attack speed, and 35 movement speed. He takes 75% more damage. If killed during Fall From Grace, deals 550 pure damage in a 600 AOE. Lasts 20 seconds.
Level 4 - N/A
Mana Cost: 150/200/250
Cooldown: 200/160/120
Framework: Icarus' model turns black and four red orbs swirl around his body.
Notes: Icarus' ultimate. This is basically a semi-suicide/frenzy ability. He gains an amazing ability to deal damage during ability. When paired with Wings of Light it can really turn Icarus into a hard damage dealer.
Discussion:
ICARUS
MODEL:
If you look at pictures of Icarus in art, I think the best model is the harpy. His voice will probably be that of the original (good) Arthas, because of the youth and rebelliousness.
STRATEGY:
PROS:
-Very quick.
-Excellent one on one against heroes.
-Great healer/support hero.
-Synergy with all techniques.
CONS:
-Low health.
-Most of his moves contribute to or are dependent on him taking damage.
-Dependant on defensive items for survivability.
-Difficulty dealing with more than one hero at a time.
SKILL OVERVIEW:
Cherubim Barb: Icarus' main offensive technique, serving as both a nuke and a disable of sorts. In a large battle where Icarus is taking a lot of damage through Compassion and healing at the same time with Wings of Light, the hero affected by the barb is probably going to die very quickly. If caught in a one on one, this technique will make the opposing hero think twice about wanting to deal much damage on Icarus. Furthermore, if Icarus has Fall from Grace, this move deals steady damage which can be substantial if Icarus has been specced for high health.
Compassion: Icarus' passive technique. In a large group this can be very useful, since Icarus can deny an immense amount of damage. Paired with Wings of Light, Mekanism and another healer, this technique can help lay siege to enemy armies by ensuring allies survive. This technique also greatly increases Icarus' damage through Cherubim Barb in both solo and group situations and has excellent synergy with Fall From Grace during which Compassion will heal Icarus whilst denying damage against friendly units.
Wings of Light: Icarus' heal and secondary offensive cast. This adds to Icarus' survivability and that of his allies. It also blinds enemy units for a short time, putting Icarus and his allies at a great advantage. This blind also protects Icarus in case he is running low on health by diminishing the amount of damage dealt to himself and allies in general.
Fall From Grace: Icarus' ult. It increases Icarus' damage dealing capabilities, increases the damage dealt by Cherubim Barb. Any enemy that attacks him wil l deal massive damage, and if a foe is affected with Cherubim Barb he is very certainly dead. The thing Icarus will have to watch for is damage from spells.
FRIENDS INCLUDE:
I think the point is, anyone that can help Icarus heal is a good friend for Icarus. Particularly if you play Icarus for his Barb, you can let Icarus take all the damage he wants then heal him before his death.
HEROES TO RUN FROM:
If you have Compassion but are caught without your Fall From Grace technique and you and your vast legions run into these heroes, your death will very likely come suddenly. If too many allied units take too much damage at once, Compassion will be Icarus' doom. Also, Icarus is doomed in gank situtations where the likes of Sand King, Witch Doctor, Pitlord and other disablers come together against him. Then again, there are very few heroes that can resist such an attack.
Last edited by Abomasnow21 on Wed Jul 23, 2008 5:36 am; edited 4 times in total
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1st skill, is overpowered(i think)
ulti + 1st spell = self sacrifice + a kill.
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I agree and I think thats its biggest problem. Originally i had intended to have Cherubim Barb work ONLY if the affected hero was within a certain range of Icarus. I'll fix that now. =P
thanks for your input.
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loses 9% of his max hp every sec for 13 secs
9 x 13 = 117%
but 70% damage as hp is IMBA.
u can survive ganks or even get a kill while being ganked
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Yeah that's true.
Though the hero affected doesn't lose damage in percentages, he loses the amount that Icarus loses directly. So if Icarus has 1000 hp lets say, and the opponent has 3000 hp, the opponent isn't losing 117% of 3000 hp, he's losing the amount that Icarus loses directly, which would be 117% of 1000hp.
I guess i can lower the percentage on barb further. I think i had it so high because Icarus is supposed to be very squishy, starting at under 400 hp.
What would you suggest?
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i guess ur right.
he has 1172.2 hp at lvl 25 without items
but he can own just with 2 HoTs
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Farming two HOTS isnt that easy though lol well maybe for your skills. iono bout mine. =p.
Thats part of the strategy though. its sacrifice. he gets 2 hearts, but being an int hero, sacrifices 2 slots for hp and regen while granting himself no attack dmg, attack speed or int.
Though honestly, this hero doesn't really need to stack much in the way of damage. He's very support and defensive.
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I reworked Icarus a bit. I altered all his moves but mostly his Cherubim Barb and his Fall From Grace. Lemme know how I can improve this character.
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pretty good now, but since he has low hp, he is a hard hero to play. but is a pretty balanced supporter and huskar type-take-damage-to-inflict-damage-hero.
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Thanks. I agree he'd be kind of hard to play but that's what i want since it goes along with the story i built behind Icarus.
He's supposed to be weak but he also has something to prove.
I think if he had any MORE hp, his moves'd be TOO strong. Imba i mean, imagine having a 25 str hero with these moves. You practically couldn't hit him.
Thanks for your comment. I'm going to see how i can better the ideas i have so far.
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