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Reya Dawnbringer - The Archangel

Created by Shimrra_3 on 2009-09-05
Rating: 88888
Viewed 13968 times
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Reya Dawnbringer - The Archangel
Reya Dawnbringer - The Archangel
Range: 550 | Move Speed: 310
Primary: INT
Str: 20 + 2.0 | Agi: 22 + 2.45 | Int: 20 + 2.2
Damage: 48 - 54 | HP: 530 | Mana: 260
HP Regen: 0.85 | Mana Regen: 0.81
Attack Speed: 1.39 | Armor: 3
Dispatched by the Celestials to restore peace to a dying world, Reya Dawnbringer is a beacon of hope and justice. Reya can bind enemies where they stand with glittering shards, weave implacable defenses around herself, rend the defenses of her foes, and bring energy from the skies above to strike her victims. Making light her servant, Reya has come to make order out of chaos, or die trying.
Shatterbolt Shatterbolt (T)
Reya bombards a 400 AOE with a deadly shatterbolt, causing units to be pinned down by the shards. Affected units are damaged and unable to move for a duration. 1 second delay before the shards strike. Shatterbolt deals chaos damage.
Level 1 - 50 damage, 1 second duration.
Level 2 - 100 damage, 2 second duration.
Level 3 - 150 damage, 3 second duration.
Level 4 - 200 damage, 4 second duration.
Affected units can still attack and use abilities.
Mana Cost: 90/120/150/180
Cooldown: 15
Framework: A yellow Magic Missile projectile shoots into the air above the AOE then explodes, sending yellow shards into the ground.
Notes: Affected units can still attack and use abilities - the only thing Shatterbolt really stops them from doing is actually moving. Heroes can still Leap/Blink/etc out but they'll keep the debuff for the remainder of its duration anyway.
Lightspinner Lightspinner (R)
Reya weaves light around her in a dazzling array of shields that prevents most attacks from harming her. Gives Reya massive evasion and magic resistance at the cost of mana per second. Reya can't move or attack while using Lightspinner. Lasts up to 6 seconds.
Level 1 - 50% evasion, 25% magic resistance, 35 mana per second.
Level 2 - 60% evasion, 30% magic resistance, 30 mana per second.
Level 3 - 70% evasion, 35% magic resistance, 25 mana per second.
Level 4 - 80% evasion, 40% magic resistance, 20 mana per second.
Lasts up to 6 seconds, can be stopped manually by moving or attacking.
Mana Cost: 80
Cooldown: 36/32/28/24
Framework: Flashing rings of light encircle Reya and spin around her very fast.
Notes: Lightspinner is only broken at the end of its duration or by moving, attacking, or running out of mana. Using Reya's other spells will not end Lightspinner.
Divine Flash Divine Flash (D)
Reya sends out an intense pulse of light that strips all magical defenses of enemies in a 500 AOE around her. Reduces enemies' magic resistance to zero for a duration.
Level 1 - Debuff lasts for 3 seconds.
Level 2 - Debuff lasts for 4 seconds.
Level 3 - Debuff lasts for 5 seconds.
Level 4 - Debuff lasts for 6 seconds.
Includes base 25% spell resistance, and spell resistance gained through abilities and items.
Mana Cost: 85/95/105/115
Cooldown: 18
Framework: Bright white Pulse Nova framework under Reya, a more solid one appears under enemies for a second when they are first affected by the debuff.
Notes: Includes base 25% spell resistance, and spell resistance gained through abilities and items.
Angelfire Angelfire (F)
Reya calls on her most powerful ability, causing deadly beams of light to rain down from the heavens. Four beams hit in succession, damaging a target enemy and enemies in an AOE around the target. 3 second delay before the beams strike. Each beam also ministuns the target enemy for 0.01 seconds.
Level 1 - 100 damage per beam, 200 AOE, 0.3 second gap between beams.
Level 2 - 150 damage per beam, 250 AOE, 0.2 second gap between beams.
Level 3 - 200 damage per beam, 300 AOE, 0.1 second gap between beams.
Aghanim's Sceptre - +50 damage per beam, +50 AOE.
Mana Cost: 180/270/360
Cooldown: 120/90/60
Framework: Target gets a yellow glyph above them (visible to Reya's team only) for the 3 second delay. Beams' framework is like Purification except larger and less solid. Beams will hit the target regardless of whether or not they've moved.
Notes: Damage dealt to nearby enemies in the AOE is blocked by spell immunity, but damage to the primary target is not.

 
 

Discussion:

Just a note since people are bound to notice, the name "Reya Dawnbringer" is from Magic the Gathering (it was a good name to use...), although I don't think she was actually labeled as an archangel.

 

 

Pros and Cons:

Pros:

  • High total base stat gain (+6.65).
  • High base movespeed (310).
  • High nuking capacity.
  • Excellent skill synergy.

 

Cons:

  • Four activatable skills which costs a lot of mana.
  • Too low Intelligence gain (20 + 2.2) to support that many spells.

 

Skill Description:

Shatterbolt Shatterbolt:

Reya's disable. It only stops them moving but thats all that matters, since Shatterbolt's purpose is mostly to set up Angelfire. Chaos damage, but only moderate damage for something that costs 180 mana - disabling is the main thing.

 

Lightspinner Lightspinner:

Reya'a defensive skill. Enables her, under the right circumstances, to survive long enough for Angelfire to trigger and eliminate assailants. v1.0b - now comes with spell resistance.

 

Divine Flash Divine Flash:

Not sure what to call this skill, but it sets up Angelfire pretty nastily. Also an instant counter for Anti-Mage, Pudge, Phantom Lancer, Viper, and anyone who bought a Cloak/Hood/Pipe. Synergizes well with allied nukers.

 

Angelfire Angelfire:

Reya's Ultimate skill and nuke. Can be likened to a delayed, AOE Finger of Death - considering that the "4x200" is just as good as "800" seeing as they'll all hit within short order - but the spell costs an annoying amount of mana for a hero with Reya's constraints.

 

Skill Synergy:

LightspinnerAngelfireShatterboltDivine FlashAngelfire

The Full Combo: Activate Lightspinner first - since you can cast the remainder of your spells without breaking Lightspinner - then aim Angelfire at an enemy. During the delay, pin down enemies around the target with Shatterbolt, then nail them all with Divine Flash before Angelfire strikes - which, when it does, pulverizes them due to having zero magic resistance.

 

Items:

Boots of TravelGuinsoo`s Scythe of VyseAghanim`s ScepterShiva`s GuardRadianceKelen

BoT: Caster hero not DPS.
Guinsoo: You seriously need this, your Intelligence gain isn't enough to support your spells. Then theres Hex which we all love.
Sceptre: Angelfire lvl3 is good but Angelfire lvl4 is ridiculous.
Shiva: More AOE synergy.
Radiance: Synergizes with Lightspinner - they can sit there trying to attack you, if they really want to.
Blink Dagger: Lightspinner again - all you need is for them to all miss for 3 seconds then you leave.

 

Allies:

Rooftrellen - The Treant ProtectorDarchrow - The EnigmaMagnus - The MagnataurIsh~kafel - Dark Seer

AOE Disablers: Anyone who sets up Angelfire better than Reya does.

 

Lina Inverse - The SlayerRylai Crestfall - The Crystal MaidenLeshrac - The Tormented SoulKel`Thuzad - The LichLion - The Demon WitchPugna - The Oblivion

Nukers: Divine Flash + more nukes.

 

Enemies:

Yurnero - The JuggernautN`aix - The LifestealerBlack King Bar

Spell Immune Heroes: Reya doesn't really have much else to use...

 

Nortrom - The SilencerTraxex - The Drow RangerKrobelus - The Death ProphetLucifer - The Doom BringerOrchid Malevolence

Silencer Heroes: Once again, no spells = no Reya.

 

 

In theory, every hero is an ally or an enemy - it just depends on which side they're on. The heroes in the sections above are examples and/or heroes to pay special attention to.

 


 

Comments and suggestions welcome within reason, balance changes will be considered if necessary.

 

Thank you to Ghost and War_Wrecker for helping out with this one.

Thank you to those who confirmed that Lightspinner needed spell resistance.

 

If you think there is something wrong, tell me what it is if you want me to do something about it!

 

 

Changelog:

No changes recorded yet.

Comments

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86 By Harryuki 2010-02-11

=.= reya dawnbringer from magic the gathering =.= funny

85 By Madmanadam 2010-01-09

angel. w00t

84 By ryshaune 2009-12-27

cool man

83 By jmjayjay13 2009-12-09

Great but has multiple simple flaws that can disqualify or make it unfavorable and its best if you find out yourself so u dont make the mistake again!!!!!!

82 By zeus999 2009-11-06

It kind a interesting hero you know

81 By Shimrra_3 2009-10-26

This fool is terribly misinformed.

80 By donfanto 2009-10-16

i dont think that this hero is able do beat ANYONE in pvp she sucks

79 By kalsiidon 2009-10-15

I suppose you should do something about the 'only Reya's team can see the ulti' part,because,it is very biased.

78 By yoshimori_129 2009-10-10

Yuck! Your primary is INT., and your int is only 20.

77 By 3L4cK.3uNNy|r 2009-09-30

Good!

76 By Overlo4d 2009-09-29

ReaD ThIs
Luna Moonfang _______ Reya Dawnbringer
Luna = 4 characters ________ Reya = Same
Moon _________ Dawn

75 By the_cupu_one 2009-09-28

can an enemy move by using blink while under effect of lightspinner? or just the animation appears but the affected unit still stand on where they cast the blink?

74 By lovemyskillz 2009-09-26

The hero idea is good. I hope this will be on dota. :)

73 By Seras54 2009-09-24

Indeed, Lightspinner seems excellent for team battles, but otherwise, its going to be a weak ability since you can't move once you've cast it

72 By Shimrra_3 2009-09-24

yoshimori_129 - MAKE A BETTER ONE IF YOU CAN, FOOL!

bau_HARRY - You can cast spells during Lightspinner. Making it somewhat useful. Why don't people compare this to Phase Shift, Puck gets to be not damaged at ALL for three seconds and it costs him 20 mana and this costs 220 damage for 6 seconds but you can cast spells... you tell me which is more useful.

71 By bau_HARRY 2009-09-23

how useful is lightspinner if you cant move while its active... it would be very easy for the hero to auto attack and cancel the skill... i suggest to make it just a passive skill but lower down the buffs maybe.? and 3rd skill is overpowered, its an area skill and lasts too long...

70 By ngenji 2009-09-22

hmmm, nice defensive...

69 By yoshimori_129 2009-09-22

your hero SUCKS!!!111

68 By Seras54 2009-09-20

everyone seems to miss that the second skill only lasts 6 seconds

67 By PolarTiger 2009-09-20

nothing less expected from shimmra_3...hey paw can you make a strategy for barathrum? i want to see your side of view for him


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