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Orielle - Windcaller

Created by cowlickman on 2009-10-29
Rating: 88888
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Orielle - Windcaller
Orielle - Windcaller
Range: 400 | Move Speed: 290
Primary: INT
Str: 16 + 1.6 | Agi: 20 + 2.0 | Int: 22 + 2.1
Damage: 40 - 45 | HP: 454 | Mana: 286
HP Regen: 0.73 | Mana Regen: 0.89
Attack Speed: 1.32 | Armor: 3
After a Scourge raid in the northern Barrens, druids of the talon were sent from Ashenvale to look for survivors. In a large harpy encampment, an egg was found in a nest in the rocky cliffs. Even though the harpies are vile creatures, the druids could not let the life of an innocent hatchling wither away. After hatching, Orielle was trained by the druids to manipulate the air currents. Her skills soon surpassed her teachers', having the ability to dive from incredible heights and generate powerful gusts of wind to overwhelm her opponents. She has developped such an attunement to the wind that it sometimes comes to her aid without her needing to command it.
Gust Gust ()
Gusts of wind will come to Orielle’s aid, temporarily increasing her movement speed and sometimes even sending an attack back at the attacker (passive). Each gust lasts 3 seconds at all levels.
Level 1 - every 10 seconds, a buff is applied to self during which her movement speed increases by 5% and she has 8% chance to return 100% damage back at the attacker
Level 2 - every 8 seconds, a buff is applied to self during which her movement speed increases by 8% and she has 10% chance to return 100% damage back at the attacker
Level 3 - every 6 seconds, a buff is applied to self during which her movement speed increases by 11% and she has 12% chance to return 100% damage back at the attacker
Level 4 - every 4 seconds, a buff is applied to self during which her movement speed increases by 14% and she has 14% chance to return 100% damage back at the attacker
This attack never misses and ignores any extra orb effect items that enhance the primary attacker’s attack. i.e: Eye of Skadi’s slow, Desolator’s -6 armor or Satanic’s lifesteal. However, attacks that deal special effects like Storm Spirit’s Overload and any type of enhanced arrow (frost and fire) can get sent back along with the effect, unless it is considered an orb effect (see a list of such spells in discussion area)
Mana Cost: N/A
Cooldown: 10/8/6/4
Framework: Small white bursts appear when an attack is sent back. Like Void’s blue Backtrack animation. A same white burst is seen hitting the attacker and deals the damage. The skill icon goes through a cooldown whenever it is activated by the movement burst. This effect is the same as Weaver's Geminate Attack skill icon.
Notes: This works on ranged and melee attackers, read the skill description below to better understand how the skill works
Skydive Skydive (V)
Orielle rises up in the air and dives down to strike a 400 AOE, thus damaging and dazing enemies, reducing their movement speed but stunning Orielle for a short period of time.
Level 1 - 70 damage, movement speed reduced by 5% for 4 sec, 600 range, 2 sec self-stun
Level 2 - 120 damage, movement speed reduced by 10% for 4 sec, 750 range, 2 sec sself-stun
Level 3 - 190 damage, movement speed reduced by 15% for 4 sec, 900 range, 2 sec self-stun
Level 4 - 260 damage, movement speed reduced by 20% for 4 sec, 1050 range, 2 sec self-stun
This skill works like Void Walker's timewalk, you have to target where you want to land. It takes 1 second to fly up and 1 more second to land
Mana Cost: 80/100/120/140
Cooldown: 15
Framework: Orielle rises in the air then zooms down and crashes in the ground where she becomes stunned. Animation of hitting the ground is like war stomp.
Notes: She can use this to move over obstacles like trees and cliffs. Also be careful of the self-stun, it can really screw you over if you use it in the wrong place
Gale Gale (G)
Orielle flaps her wings with such intensity that all the units in an area in front of her take damage and are knocked back. 1 sec channeling time
Level 1 - 100 damage, 300 knock back distance in 1 second
Level 2 - 175 damage, 400 knock back distance in 1.3 seconds
Level 3 - 250 damage, 500 knock back distance in 1.6 seconds
Level 4 - 300 damage, 600 knock back distance in 2 seconds
1 second channeling time
Mana Cost: 100/130/160/190
Cooldown: 25/23/21/19
Framework: Some kind of animation where she flaps her wings toward the targeted area. Looks like Death Prophet's Carrion Swarm but white to imitate wind, with the same cone AOE.
Whirlwind Whirlwind (W)
Summon super-strong winds to send any enemies around the windcaller in the sky for a few seconds. The affected targets are invulnerable while in the air but take some damage over time. 1.5 sec casting time
Level 1 - 200 AoE lasts 5 seconds, cyclone lasts 3 seconds and deals 80 damage per second (240 total dmg)
Level 2 - 300 AoE lasts 6 seconds, cyclone lasts 4 seconds and deals 90 damage per second (360 total dmg)
Level 3 - 400 AoE lasts 7 seconds, cyclone lasts 5 seconds and deals 100 damage per second (500 total dmg)
If Orielle is stunned, the spell is not deactivated. This is not a channeling spell. (compare to Sand King's Epicenter)
Mana Cost: 210/260/310
Cooldown: 120
Framework: Strong winds blow around Orielle and follow her. The spell will send all enemies who walk within the AoE in its own immobile cyclone for 5 seconds (a unit can still be in a cyclone after the Whirlwind is gone).
Notes: This spell will affect any enemy unit that travels within the AoE. A target can be affected by the spell only once within its duration (compare to Pit Lord's Pit of Malice)

 
 

Discussion:

This is one of the heroes in my "Elements" theme. If you have time, you should check out my other heroes (or wait until they get accepted):

Gah-Moorah - Earth Watcher Gah-Moorah - Earth Watcher (accepted)

Triton - Aquamancer Triton - Aquamancer

Slag - Magma Spawn Slag - Magma Spawn

Skill discussion:

GustGust is really what insures that you don't die when you're in the middle of the enemy forces. Your other skills require you to put yourself in that situation a lot so, with this skill, you're not as easily killed as some enemies might think you are. It has a lower chance to send an attack back than Void Walker's Backtrack has to dodge one but it does not dodge regular spells, only certain spells, like the ones mentionned below.

Aiushtha - The EnchantressEnchantress' Impetus : The damage dealt back to the Enchantress is the damage that would have been dealt to Orielle, the damage does not increase because of the added distance to go back to Enchantress,

Nortrom - The SilencerSilencer's Glaive of Wisdom,         Raijin Thunderkeg - Storm SpiritStorm Spirit's Overload,

Huskar - Sacred WarriorSacred Warrior's Burning Spear,    Kardel Sharpeye - The Dwarven SniperSniper's Headshot (not Assasinate),

Rigwarl - The BristlebackBristleback's Nasal Goo,              Traxex - The Drow RangerDrow Ranger's Frost Arrow,

Medusa - The GorgonMedusa's Split Shot,                   Bone Clinkz - The Bone FletcherBone Fletcher's Searing Arrows,

Harbinger - The Obsidian DestroyerObsidian Destroyer's Arcane Orb, etc.

All of these spells are targeted spells, that's why I didn't put Razor's Storm Seeker (I almost did) or Necrolyte's Death Pulse (because it would technically heal him, right?).
Any ranged stun (i.e: storm bolt), poison (i.e: Shadow Strike, Poison Attack, Poison Sting), ward, orb effects (i.e: Geminate Attack, mana break, weapons, etc.) CANNOT be sent back.

Any weapon effects (critical hits, stuns from basher, extra damage, etc.), buff placers (Frost Arrow, Searing Arrow, etc.) and melee effects (bash, greater bash, geostrike, frostmourne, etc.) CAN be sent back as long as it is not considered an orb effect. Remember that it does NOT return melee orb effects (mana break, eye of skadi, etc.).

 SkydiveSkydive may seem similar to Timewalk or Leap but it deals damage. There is also a dangerous SELF STUN to the skill which can definitely be your downfall if you're not careful. Meepo could easily destroy you if he can earthbind you while you're stunned. Also, using this skill to run away is tricky. You have to make sure that there are no enemies where you land or you're toast

GaleThis is your main nuke, it's most effective when you're trying to keep creeps or heroes away from your tower so you can deny it. If you're fast enough (with gust and some boots) you can make your way in front of a fleeing enemy to send him back into the hands of your approaching teammates

TornadoThis skill is extremely useful and may seem quite imbalanced but it's important to remember that this skill affects enemies around the caster, it cannot be cast wherever you want. That means you have to be right next to them for it to work, which makes Orielle a hero that must enter the fray and not sit on the sidelines, trying to get a kill by nuking the weakest hero. Affected units are also invulnerable when in the cyclone.

Skill build:

  1. gale
  2. gust
  3. gale
  4. gust
  5. gust
  6. whirlwind 
  7. skydive
  8. gust
  9. gale
  10. skydive
  11. whirlwind
  12. skydive
  13. gale
  14. skydive
  15. stats
  16. whirlwind
  17. stats
  18. stats
  19. stats
  20. stats
  21. stats
  22. stats
  23. stats
  24. stats
  25. stats

Gale is a better option to start with because it's a good damage and can help keep the incoming waves away from you and your tower while you wait for your creeps to get there. Skydive is pretty much suicide early game because the self-stun will not stop your enemies from attacking you, and by the time you're out of it, it will be too late. Gust is also a skill I would recommend at the beginning because it will minimise the damage you take.


Skill synergy:

Orielle's attacks have great synergy. You can use them together to efficiently run away from or chase other heroes.

Skydive  Gust

Gust compliments the Harpy Scout's whole idea of being in the middle of the enemies. Skydive puts you exactly in that predicament and Gust ensures that you don't get butchered as soon as you get there. Make sure you have a few levels of gust before you use skydive offensively. To chase an enemy, Skydive can get you in front of him very quickly or can slow him down quite a bit so your allies can catch up. Gust also increases your movement speed considerably so you can get in front of whoever you're chasing.

Skydive  Gust  Gale

If you have Gale at your disposal as well, your two first skills will help you get in front of your fleeing enemy. Once you're there, cast gale towards him to deal some good damage and send him backwards, further away from his safe haven. You just won a few crucial seconds for your allies to get closer and finish the job

If you are being ganked or chased before you get your ulti, you can cast gale on whoever is chasing you and, while they are busy recovering, skydive somewhere safe, like over a cliff or trees.

Tornado  Gust

Like I mentionned earlier, Gust is there to make sure you don't die so quickly. With Whirlwind, you have to position yourself very close to your enemies. Gust helps you get there before they realise what's going on, and Whirlwind keeps your enemies in the air for a considerable amount of time while you wait for your allies.

Tornado  Skydive

This combo is similar to Sand King's Epicenter/Burrowstrike combo. Cast Whirlwind first and then Skydive to their location to affect them with it. Be quick because you lose crucial seconds in the air while using Skydive.

Tornado  Skydive  Gale  Gust

If you're going after a specific enemy and try to cast Whirlwind on them, but they're just out of reach, don't despair! Your gust gives you increased movement speed to catch up to them. If you still can't make it, try skydiving on or in front of them to catch them in your whirlwind before it ends. Gale can help you slow them down too.

It also works the other way around. Cast gale to deal a bit of damage and keep them away from where they want to go. Then skydive to deal more damage and slow them down, then quickly move to their location (while getting a few hits in here and there) and cast Whirlwind to keep them in one spot.


Item build:

Vanguard or Hood of Defiance Wichever one will more greatly reduce the damage you take!

Power Treadspower treads not only increase your movement speed but also your attack speed although later game, when you get better items, you can switch them for BoT

Linken`s SphereLinken's can help you dodge a stun after you land in the middle of the enemy forces, great for mana too

Black King Bar BKB to ensure that you don't get interrupted while casting spells, and when in the middle of the enemy

Shiva`s Guard Shiva's is the perfect defense for int heroes, the damage from it is a good adition to your arsenal too. Slows opponents so you can get in front of them and great itme to initiate battle once you Skydive in their ranks.

MekansmMekansm heals you and your allies so you don't get butchered, good to heal up while your enemies are busy in your ult as well.

The Butterfly or Heart of Tarrasque I put butterfly up there at first but then realised that if you dodge attacks, gust can't really send them back, it is nonetheless extremely good because it decreases the amount of damage you take in general. If you would rather send attacks back, then get HoT to make sure you can take all the other attacks that aren't sent back


Best allies:

Traxex - The Drow RangerRikimaru - The Stealth AssassinPuck - Faerie DragonNortrom - The SilencerKrobelus - The Death ProphetStrygwyr - The Bloodseeker

Your best allies would be silencers, which help you not get butchered from being in the middle of the brawl, since you cannot send powerful nukes back at your opponent with Gust

 Lina Inverse - The SlayerZeus - Lord of OlympiaAiushtha - The EnchantressRylai Crestfall - The Crystal MaidenJakiro - The Twin Head DragonBone Clinkz - The Bone FletcherRazor - The Lightning Revenant

Good nukers that don't require being so close to the enemy are good when you're keeping them back to wait for your allies

Shendelzare Silkwood - The Vengeful SpiritRaijin Thunderkeg - Storm SpiritTiny - The Stone GiantBarathrum - The SpiritbreakerPudge - The ButcherIsh~kafel - Dark Seer

Heroes that can move your enemies close to you (or you to them) make your ultimate that much more effective

Meepo - GeomancerStrygwyr - The BloodseekerAtropos - The Bane ElementalDark Terror - The Faceless VoidMedusa - The GorgonRhasta - The Shadow ShamanPurist Thunderwrath - The OmniknightFurion - The Prophet

Anyone who can keep your enemy in one spot for a long amount of time or slow them considerably can give you the chance to get close enough to use your skills

Raigor Stonehoof - The Earthshaker I want to add Earthshaker to the list because he can stop your enemies from going a certain way, enabling you to corner them with your whirlwind. Also, if he creates a Fissure behind your enemies, you can safely Gale them backwards without sending them closer to their base

Crixalis - The Sand King Gale + Burrowstrike + Skydive + Whirlwind + Epicenter = INTENSITY!


Heroes to watch out for:

 Rikimaru - The Stealth AssassinNortrom - The SilencerTraxex - The Drow RangerPuck - Faerie DragonBradwarden - The Centaur WarchiefMangix - The Pandaren BattlemasterLeviathan - The TidehunterSlithice - The Naga Siren

Silencers and stunners are also your worst enemy since they can completely stop you from doing anything; your skills are your life. (Gust will still activate though)

 Strygwyr - The BloodseekerDark Terror - The Faceless VoidBarathrum - The SpiritbreakerAnub`seran - The Nerubian WeaverBanehallow - The LycanthropeIsh~kafel - Dark SeerSlardar - The Slithereen GuardMirana Nightshade - Priestess of the Moon

Your skills are very useful but if your enemies are too quick, you won't be able to get in the right spot to hit them, since all your spells are area of effect spells.

I only mentionned a few of the many heroes that have these impairing abilities. Anyone who is just really good at DotA is a very worthy opponenet as well!

There was an error with the Harpy Scout, so I remade her into Windcaller.

 

 

Changelog:

  • 2009-11-05:
    Gust:
    - 3 second duration at all levels (I didn't change this, I just changed description)
    - now applies buff to self that gives extra movement speed
    - damage return now only happens while buff is active
    - lowered chance to return damage to 8/10/12/14%

    Skydive:
    - lowered damage from 70/140/210/280 to 70/120/190/260

    Whirlwind:
    - added 1.5 second cast time

    Discussion:
    - added BKB in item build

Comments

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30 By Ghost_Ninja 2010-01-05

Woot another knockback spell

29 By Nikolas21 2010-01-05

Awsome.At last a wind element hero.

28 By LegendofShane 2009-11-19

Reminds me of my pending hero.. Ability suggestion use if u like.. All the abilitys are very similar expect this global...

Pervailing Winds- A swift wind to a strong gale, the slightest breeze can affect an enemys corse of action

1% ms increase for allys/ -1% for enemys
2% ms increase for allys/ -2% for enemys
3% ms increase for allys/ -3% for enemys
4% ms increase for allys/ -4% for enemys

You have my permission to use (over gust imo)

27 By cowlickman 2009-11-05

This is indeed an old hero. One of the first I've made a few years back actually. Thanks for all your input guys!

I want to clarify that Skydive does NOT stun enemies, only yourself. I might lower damage, but she's a nuker!

Gust has 20% chance to reflect an attack. That attack will equal 100% of the damage that would be inflicted on the Harpy so yes, she's a good counter for permastunners!! I will lower the % of it happening though. It does NOT reflect spells *read discussion*

26 By kalsiidon 2009-11-02

Well,you could do with more ideas for your skills,cause all your skills are mostly wind,gale and more gust,try other stuff that's more attuned to the windcaller.I mean since its the windcaller,mind do a skill that rhymes with Akasha's ulti? :D

25 By 7Heaven 2009-11-02

nice one

24 By Maze Maker 2009-11-01

Gust, I meant to say in last comment. Not Gale~

23 By Maze Maker 2009-11-01


I think if you tone down the first skill, it will be better. Gale is slightly ridiculous. She will be dealing lots of damage AND not being attacked first, because 20% is huge when you factor in the fact that it's a multi-function skill, stronger than Unholy Ferver. I think lower either % of dmg returned or raise movespeed cooldown. Overall though, good spread.

22 By Arghnews 2009-11-01

Like the hero idea, actually it doesn't seem that imba, may i suggest: Black king bar on the items list, so no stun from Skydive and then no interuption while channelling Gale.

21 By bobbob247 2009-10-31

Zomg, it's Spec's old dispersion with attacks only, and higher percentage!

20 By killerz1191 2009-10-31

the best item for this hero is lota/blink dagger

19 By Ghost 2009-10-30

zomg so i like totally got a blademail and used it to counter this l33t troll and he was all like OMG imba hax.

18 By Pantera[DF] 2009-10-30

Really cool and original and all but...Gust is WAY too powerful.
the % is ok but the returned damage is way too powerful. lets say you're fighting a full blown lv25 Troll Warlord with all the AS enhancements. If you have a higher Hp than Troll he can essentially kill himself while using his Ult thanks to your regular ability. The % damage returned even outranks Centaur who returns specific damage. I think either the percent damage returned needs to be changed or lower the chances of it happening

17 By SuperSerga 2009-10-30

its a great idea but its ulti is too strong u know u should increase dmg or increase dur. not the dmg and dur but nice 1

16 By Shimrra_3 2009-10-30

Old heroes are awesome.

15 By dl2dnp/p 2009-10-30

i like the harpie xD

14 By [ZOMG_NEGROES] 2009-10-29

Well this hero seems pretty good

13 By Elmo1191 2009-10-29

If so than it's a little bit too good nuker for a real hero- why don't you change your Skydive from an AOE high damege dealing spell to a simple body-dislocating spell with low CD and MC that... for example stuns enemies in 400 AOE around the target for 1,5 seconds and deals not mote than 100-150 AoE damege? That would give you a perfect synergy with your Whirlwind.

12 By Elmo1191 2009-10-29

Hhold on so Gust returns not only the extra damege from Bash and Grater Bash but the stun and knockback effect? ...Poor Troll I don't really approve your skydive- at least change the slow to 1 second stun so it won't be so fatal if not used right. And i didn't quite understand how does your ultimate works- do you mean that if an enemy enters the cyclon at eny time, they will be tossed invulnerable for 7 seconds, but will only take damege for as long as the very cyclops lasts?

11 By migrees 2009-10-29

pretty much perfect imo.
This would be a nice hero to implement :)


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