You know you can just update your existing thread instead of making a new one everyday.
Well... thats a good idea.
Alright then, i shall post the rest in this thread (too bad i can't shit post too much)
Anyway, some feedback would be appreciated :)
Next one
Enchantress : Increases attack range, and cast range of Impetus (by 190). OR, Nature's Attendants, actives everytime Enchantress takes damage up 200 (can be disabled by break). Increases duration (from 11 to 15 second), ally search radius (from 275 to 400) and doubles the amount of healing when Enchantress has below 50% health point.
Enigma : Black Hole, adds the current level of Midnight Pulse to Black Hole. OR, Demonic Conversion, can be targetted to enemy heroes with different interaction. Applies a curse that causes the enemy to loses any armor and magic ressistance they have for 4 second. If killed during this duration, Enigma will summon 1 Enigmatic Eidolon (3 Enigmatic Eidolons if the +8 Demonic Conversion eidolon talent chosen). Has the same attack damage as Enigma, 4 times HP of current level Eidolon, and can generate current level Eidolon up to 4 times for every hits. (Enigmatic Eidolon considered as Creep-heroes)
Faceless Void : Chronosphere, reduces cooldown (from 140/130/120 to 60 second). OR, Time Lock, replaces instant attack into summoning a real-illusion (much like Tempest Double except without any active item nor ability) which has 100% attack damage and dies in 1 hit.
Grimstroke * : Stroke of Fate, leaves an ink trail which last for 6 second. Units inside the ink trail slowed for 50%/60%/70%/80% movement speed. OR, Soulbind, adds 50% debuff amplification (Increases duration of Soulbind itself).
Gyrocopter : Adds a Side Gunner that at random attacks enemy units within a 600 radius every 1.1 seconds. OR, Call Down, adds 3rd missle with massive damage (350/500/650).
Huskar * : Life Break, increases damage dealt (from 34%/39%/44% to 69%), and reduces cooldown (from 12 to 4 second). OR, Inner Fire, increases damage (from 100/155/210/265 to 155/210/265/310). Adds bonus damage for every unit affected by this spell. (+10 damage for every creeps, +90 damage for every heroes and +25 damage for every illusion and creep-heroes/ancient creeps/roshan).
Io * : Relocate, increases duration (from 12 to 28 second). Adds sub-ability which causes Io to teleport back into its original location or the Relocate location. Has 4 second cooldown with 2.7/2.35/2 second channel delay and has 100 mana cost. OR, Tether, causes any single target positive buffs that Io recieve to be transfered to the tethered allies too. Io will also recieve aghanim scepter's upgrade buff. (Replaces the level 20 talent trees into Tether slows for 75% for 2 second).
Invoker : Reduces Invoke cooldown from 6 to 2 second. Adds 3 bonus point. The combination of the bonus point will upgrade the combined ability. (Also renaming them for cooler effect)
- Cold Snap : Protracted Frisson, reduces armor of the affected enemy everytime Cold Snap triggers (by 1).
- Ghost Walk : Hinder Ghast, increases debuff lingers from 2 second into 4 second and automaticlly actives when Invoked (if off cooldown and have enough mana).
- Ice Wall : Wall of Koryx, adds another wall crosses the initial wall (creates + shaped wall)
- EMP : Endoleon's Malevolent Perturbation, slows the enemy affected by this spell by 100%/75%/50%/25% for 4 second (4 interval with 1 second duration each).
- Tornado : Claw of Tornarus, doubles the tornado speed (cast range stays the same) and applies damage and slow (by 50%) to spell immune unit based on Tornado's duration.
- Alacrity : Mandate of Impetuous Strife, increases damage when attacking building (by 25%) and increases damage when applied to creeps (by 50%). Alacrity can be applied to tower and if applied to enemy creeps, they will be instantly dominated for doubles of the duration (however the duration won't be refreshed and it will instantly dies after the duration ended).
- Sunstrike (and Cataclysm): Incantation of Incineration, instantly kills the enemy hero if the target's health below 40% by removing any positive buffs (including Shallow Grave and False Promise). Applies to all heroes on the area (Cataclysm won't recieve this). Cataclysm, reduces cooldown from 90 to 60 second
- Forge Spirit : The Cunning Fabrication, adds another forge spirit. When forge spirit dies, they will leave a small lava puddles (200 radius) which damages the enemy by half of the forge spirit pyhsical attack (damage type is also pyhsical).
- Chaos Meteor : Descent of Fire, refreshes effect interval everytime a new debuff is placed and stuns enemy heroes for 1.3 second on meteor impact
- Deafening Blast : Aureal Incapatitaor, adapts to its target. Silences for inteligence heroes, disables item for agility heroes and breaks for strength heroes. (Disarm is still applied)
OR, Invoke, reduces cooldown (from 6 second to 1 second). Invoke can be activated (by auto-casting it). Applies a buff which amplifies all spell damage by 10% for everytime a spell is used (for maximum 8 times). However increases their mana cost by 10%. The duration of this buff is 5 second and refreshes everytime Invoker casts a spell. (When turned off, only the duration of the buff refreshed, but it won't gain stack)
Jakiro * : Liquid Fire, reduces cooldown from 20/15/10/4 to 15/10/5/2.5 seconds. Liquid Fire also melts armor (by -5 armor) and reduces magic ressistance (-25% reduction). OR, Macropyre, Increases flame length (from 1400 to 1800), duration (from 10 to 30 second), and damage (from 100/140/180 to 125/175/225)
Juggernaut : Blade Fury, increases radius (from 250 to 400) and decreases cooldown (from 42/34/26/18 to 40/30/20/10). Every 1 second, Juggernaut will hit all enemy inside the Blade Fury (the attack will be considered as Juggernaut's normal attack). OR, Omnislash, Increases duration (from 3/3.25/3.5 to 4/4.25/4.5) and decreases cooldown (from 130/120/110 to 70 second).
Keeper of the Light * : Illuminate, causes Illuminate to heal at daylight. <--This upgrade applies universally.
Will-O-Wisp, turns the world into daylight (has least priority than Eclipse and Darkness Ascension), increases radius (from 675 to 725), increases flicker on duration (from 1.3 to 1.5) and reduces flicker off duration (from 1.85 to 1.7). OR, Illuminate, requires no channeling and heal allies with half of the Illuminate damage while night time.
Kunkka : Grants the Whirlpool ability. Summons a Whirlpool with 750 radius that slows any unit inside the Whirlpool (excluding Kunkka) by 10%/30%/50%. Units who have been stunned will be dragged into the center of Whirlpool. Units inside Whirlpool can't get out. Has 0.2 cast delay, 45 second cooldown, 100/200/300 mana cost, and 5/6/7 second duration or until Kunkka is out from the Whirlpool. OR, Ghostship, drags enemies with the Ghostship towards the crash site.
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Disclaimer : In order to understand, keep in mind that these aghanim scepter upgrades is basicly unlocks 5th talent tree. Several consideration to take on these heroes are the following
1. Based on how opposing playstyle (such as Permanently invisibility Clinkz or more DPS pusher Clinkz)
2. Talent tree that leads into different playstyle ( such as giving abilities to brewlings or maximizes the attack speed talent of Brewmaster)
3. Based on lost or reworked abilities of these heroes
4. Creates the "poorman version of" or "upgraded version of" different heroes in order to match opposing heroes playstyle
Some of the upgraded abilities might directly/indirectly comes from Talent trees, so some of them might get replaced as well
Heroes with "*" mark has its previous Aghanim scepter upgrades changed/reworked/tweaked or didn't even have one in the first place
Link for previous upgrades https://www.dotabuff.com/topics/2019-03-10-what-if-aghanims-scepter-gives-you-a-choice-for-your-upgrade-for-all-heroes-part-2
Here are previous aghanim upgrades reworked
Bloodseeker (reworked entirely) : Bloodrage, increases damage amplification (from 10%/15%/20%/25% to 12%/24%/36%/48%), grants attack speed bonus (by 10/20/30/40) and movement speed bonus (by 10%/15%/20%/25%) as buff while reducing attack speed (by 20/30/40/50) and slows movement speed (by 5%/10%/15%/20%) as debuff. OR, Thrist, adds active component. When activated, increases health treshold (from 75%/26% to 100%/26%) and grants true sight for all enemy heroes for 6 second (+4 second bonus linger time). If the enemy is below 25% while this ability actives, applies Bloodrage and also silences them. This ability has 25 second cooldown and 100 mana cost.
Chen : Holy Persuasion, allows Holy Persuasion to target Ancient Creeps, maximum one per level of Hand of God. OR, Hand of God, decreases cooldown (from 160/140/120 second to 80/70/60 second). Creates a shield that blocks all type of damage that last for 10 second with health equal to the Hand of God heal. If the shield is broken, damage nearby enemy equal to half of Hand of God heal as pure damage.
And now for the new Aghanim upgrades
Dark Willow * : Bedlam, allows Bedlam to be casted to an enemy units with 450 cast range (still attacks random target) and Terrorize, has 2 charge that will replenish every 90/70/50 second. OR, Shadow Realm, increases duration (from 5 to 8 second) and maximum charging time (from 3 to 4 second). When striked at max charges, instantly applies Cursed Crown stun.
Dazzle * : Shallow Grave, improves cast point (from 0.4 to 0.2 second) and causes Shallow Grave become an AoE spell with 450 radius. Amplifies all healing when the targetted hero is below 25% (by 40%/60%/80%/100%). OR, Poison Touch, pierces spell immunity and stuns the target for 1 second for every 5 second. (The stun still can be blocked by spell immunity).
Death Prophet * : Exorcism, applies Death Prophet's attack damage as Exorcism spirit's damage (all values counted as ranged even though the Spirits are melee unit). OR, Silence, becomes undispelable, pierces spell immunity and amplifies all Death Prophet's ability by 100%.
Disruptor * : Thunder Strike, has indefinitve duration until it was dispelled, until the affected unit dies or until the affected unit returned into their fountain. The first 4 strikes (8 if the respective talent choosen) is undispelable, pierces spell immunity, grants True Sight and dispels the target. OR, Static Storm, Mutes items and increases duration (from 5 to 8 second).
Doom : Scorched Earth, increases duration (from 10/12/14/16 to 15/18/21/24 seconds). If a unit dies inside the radius (no matter allies or enemies), the duration will be extended by 4 second (16 if heroes). OR, Doom, will suspend Doom's duration while the affected unit is within 900 range. Also causes it to remove positive buffs from the target when cast, and break most passive abilities while active.
Dragon Knight * : Dragon Tail, can be cast up to 750 range causes Dragon Knight to rush the target at 1500 speed acting as projectile (similiar mechanic to Huskar's Life Break) and stuns the target. During Elder Dragon From, Dragon Tail will stun around 300 AoE of the initial target. 120% duration around 150 AoE, 95% duration around 225 AoE and 70% duration around 300 Aoe. OR, Elder Dragon Form, permanently transform into Elder Dragon Form and gains unobstructed movement.
Drow ranger : Gust, causes the knockback becomes a strong disable. When double clicked, Drow ranger will knock herself back and very slightly knocks enemy unit within the area. OR, Marksmanship, Causes Drow Ranger's attacks to splinter on the target, hitting nearby units with normal attacks that deals 50% reduced damage.
Earth Spirit * : Stone Remnants, increases remnants count (from 7 to 12) and decreases the recharge time (from 30 to 26 second).<-- This upgrade applies universally. Magnetize, reduces cooldown (from 100/90/80 to 80/60/40 second). OR, grants Enchant Remnants ability.
Earthshaker : Echo Slam, all units sends 2 echoes and heroes will be affacted by their own echoes. When Echo Slam casted, all nearby enemy heroes are pulled closer to Earthshaker. OR, Enchant Totem becomes a 900 range ground target ability, causing Earthshaker to jump in the air and land at the target spot, casting Enchant Totem there. Self-casting the ability will behave in the original form, without jumping.
Elder Titan : Astral Spirit, when affected by Ancestral Spirit Buff, Elder Titan's attack will gain bonus damage and sleep its target based on Echo Stomp. (The sleep can only be apllied once per hero). OR, Earth Splitter, increases slow duration (from 3/4/5 to 4/5/6 second) and units pulled in by Earth Splitter are also disarmed.
Ember Spirit * : Flame Guard, can be casted while being disabled, undispellable, and apply blindness to enemy heroes (25% chance miss). When the duration has ended or broken, Flame Guard will deals damage based on 50% Flame Guard's damage absorption. OR, Sleight of Fist, increases cast range (from 700 to 950), ignores creep damage reduction and deals bonus damage to heroes and illusion by 50%