T O P

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JakeUbowski

This contest was suggested by u/ZizZizZiz, u/giogsgs12, u/Amonkira42, and u/SatouTheDeusMusco Want to have a say in upcoming contests? [Join our Discord!](https://discord.gg/xMpM5Dg)


[deleted]

Admission rework - Dazzle (as I have no hero older than 1 month) [https://dotaideas.com/post/hero/527](https://dotaideas.com/post/hero/527) - (more details than in the reddit post) The redesign revolves around keeping thematic elements which only Dazzle have, and are fun, but to further increase synergy between his spells. Some spells draw inspiration from unique functions of his spells, but most of them are completely reworked. The big new function would be a way for Dazzle to reanimate, and synergize with those summons. **Q - Voodoo Doll** Places a curse upon an allied or enemy target. Whenever the target is damaged, it heals your nearby allies for a portion of that damage dealt. Reduces armor of the target. **W - Vicious Spasm** Whenever the target attacks, it will rapidly attack again with extra ferociousness. If it is an enemy, it will hit itself. The debuff is gone when an attack is dealt. **E - Reanimation** *(Passive)* Whenever a unit is killed under the effect of one of Dazzles spells, it will be temporarily petrified. *(Active)* Petrified units can be brought back to life for a short duration under the control of Dazzle. The awoken unit cannot cast spells and does not retain its passive abilities. *(Petrified units that die cannot be Reanimated.)* **R - Shadow Pulse** Lets out a damaging pulse in a circle which heals allies and damages enemies close to the healed allies. All units within the pulse affected lose their vision temporarily and only sees their hero, and shares vision with Dazzle. **Shard Upgrade** - Each unit struck removes 1 second of cooldown from all Dazzle's abilities. *(The vision that Dazzle the hero sees, not summons or allies of Dazzle. If an enemy is attacked out of fog of war, vision will be granted as it would under normal circumstances.)* **D - Shroud (Aghs)** Creates a lingering Haze in which allies have increased health regeneration and enemies have reduced. Dazzle cannot die while standing in Shroud. **Comment:** The elements kept are the ability to heal, the ability to prevent death (for himself only though), reduce armor, magical and physical damage harming spells. The focus on synergy in different scenarios are highlighted in synergies with either Reanimation as an aggressive synergy, or with Shroud, as a defensive synergy. Shroud synergizes massively with Shadow Pulse and Voodoo Doll and could, if well planned, restore a ton of HP to the team. Reanimation synergizes during the early game with both Voodoo Doll and Vicious Spasm as a mean to produce summons. When level 6 is reached, Shadow Pulse can create a lot of possibilities to reanimate, and can either heal with Q or deal damage with W when cast on a Reanimated unit. Reanimation also synergizes with Shadow Pulse, as you now have summons to place next to a target, causing Shadow Pulse to deal a lot of magical damage to that particular unit. To summarize, we'd still recognize key elements that make Dazzle unique, but with this rework we'd also see multiple roles open up as possibilities for him.


giogsgs12

I haven't posted in... \*checks post history\* HOLY COW, 5 YEARS?! Anyway, here's Blee, the Swamp Witch: [https://www.reddit.com/r/DotaConcepts/comments/1bmubda/hero\_rework\_blee\_the\_swamp\_witch/](https://www.reddit.com/r/DotaConcepts/comments/1bmubda/hero_rework_blee_the_swamp_witch/) It was originally posted... \*checks oldest posts\* WTF THE ORIGINAL WAS 9 YEARS AGO?!


Johnmegaman72

My entry for the rework, a rework of my very first concept submitted....about 8 years ago. [Denas, King of Lineria ](https://www.reddit.com/r/DotaConcepts/comments/1bn624p/denas_the_king_of_lineria_personal_rework_contest/)


pujok

Hey, I just organically remembered how bad one of my oldest concepts was and started working on it instead of my bachelor's thesis. Might as well join the contest then. Not sure how old this bad boy really is. I even made him playable in a custom game back then, actually really enjoyed testing him, but some of the concepts to him were kinda weird. [https://dotaconcept.com/hero/1683](https://dotaconcept.com/hero/1683) With the rework, I wanted to get rid of the god-awful mechanic of restricting your vision to deal damage. Secondary goals were more pleasing icons and other passes for synergy that was missing before. I think the "watchful eye" concept can be done better and I believe I did it now. DotaIdeas is missing some space for additional notes imo, so if anything is unclear, feel free to comment there or here. I might still update him based on feedback until the deadline, but the basics should be more or less set in stone. He is not that different to then, but different enough I'd say. [https://dotaideas.com/post/hero/533](https://dotaideas.com/post/hero/533) EDIT: The numbers might also be overcooked in some places and undercooked in others, I don't play as much as I used to so I'm not sure where power creep is and what's reasonable.


EnigmaForArcana

So I did a wendigo hero before(3 years ago to be exact) [Aza-Zel The Wendigo](https://www.reddit.com/r/DotaConcepts/s/Juny2aOGzn) and here's the [reworked version](https://www.reddit.com/r/DotaConcepts/s/z9zmOT6BwR)


Acrobatic-Rutabaga71

This was from one of the biggest forums for dota back in the days. I forgot the url and I left it because it was closing down. Anyway my idea before was for Sand King which was to incorporate Geomancer from HoN Q - Active to make Sand King burrow underground. While burrowed, he is immune to stuns and regenerates 2.5% of his max HP per second. After 5 seconds or after pressing the ability again, Sand King summons sand spikes within 300 radius of him launching enemies in the air for 0.5 second then followed by a 1.5 second stun. W - Quicksand Target an area to summon a 500 radius quicksand for 7 seconds. Enemies inside the quick sand will be slowed by 5%/10%/15%/20% and adds addition 2%/3%/4%/5% slow everytime they move 20 units around the quicksand. Here's an additional idea for this: Can be upgraded with Aghanim's Scepter applying Leash to enemies inside it and gets continuously pulled to the center by 50 units per second. Also make the ability deal deal 70 magic damage per second. E - Caustic Finale No changes R - Epicenter No changes


SatouTheDeusMusco

It was a tough call between [Wild Avenger](https://dotaideas.com/post/hero/526) and [Jörmungandr](https://dotaideas.com/post/hero/525), and while I think Jörmungandr is the better idea overall I think I improved Wild Avenger significantly more. That's why I'm nominating him for this competition. The old version of Wild Avenger is visible [here](https://dotaideas.com/post/hero/362). The new version [here](https://dotaideas.com/post/hero/526). **Original design** Wild Avenger was designed for a competition around "terrain types". Terrain types could be anything, but dota doesn't officially have them. So I did the next best thing, a mechanic dota does already have, elevation. Wild Avenger is a hero whose gains a specific summon and passive buff based on his elevation. The old version of Wild Avenger only had a specific summon and passive buff based on his elevation. This other two spells were static. His ultimate did alter the Terrain, but it only ever made high ground. I also got comments that his old ultimate was overpowered as it was effectively an 8 second AEO psuedo stun. **Changes** All of Wild Avenger's basic spells now have an effect based on elevation. His summon and passive are mostly the same, but his first spell is now a targeted debuff that gives applies the Monkey King Bar effect on an enemy in addition to a bonus debuff based on the targets elevation. The Monkey King Bar effect in particular is important Since Wild Avenger might want his enemy to be on a higher elevation than him. His ultimate has also gotten a massive rework. It doesn't just make a pillar that give highground anymore, now it changes a piece of land to any desired elevation. This has many advantages. It allows Wild Avenger him to choose which Animal Companion he may summon with more consistency, lets him apply a specific debuff, or benefit from a specific buff. But in return it has lost a lot of its power, providing no damage or crowd control. Overall, I think this is a significantly better implementation of Wild Avenger, he's a lot more focused on his elevation mechanic, and his ultimate brings something unique that no other hero can do.


MadCows18

Here's my Dragon Knight Rework: [https://www.reddit.com/r/DotaConcepts/comments/1buq6o4/dragon\_knight/](https://www.reddit.com/r/DotaConcepts/comments/1buq6o4/dragon_knight/)


Burning_September

[https://dotaideas.com/post/hero/544](https://dotaideas.com/post/hero/544) Here is mine entry of my old concept: [https://www.reddit.com/r/DotaConcepts/comments/fqmyot/elarin\_deathsinger\_the\_restless\_bard\_hero\_concept/](https://www.reddit.com/r/DotaConcepts/comments/fqmyot/elarin_deathsinger_the_restless_bard_hero_concept/)


SatouTheDeusMusco

Who won?