Serret, the Wildcaller

SCORE

100

AWARDS

2

hero dota 2

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+ {{ hp_regen }}

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Strength

Agility

Intelligence

Melee

Ranged

Easy

Medium

Hard

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Attack Damage

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BASE {{ hero.attack_damage_min }} - {{ hero.attack_damage_max }}

+ {{ current_strength }} STR

+ {{ current_agility }} AGI

+ {{ current_intelligence }} INT

Attack Speed

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between attacks

BAT {{ hero.attack_time }} + {{ current_agility }} IAS

Attack Range

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Armor

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BASE {{ hero.defense_armor }}

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Magic Resistance

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Status Resistance

0%

Movement Speed

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Turn Rate

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Vision

DAY

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NIGHT

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Roles

Carry

Support

Nuker

Disabler

Jungler

Durable

Escape

Pusher

Initiator

Strengths

Team-fight

Farm

Split-push

Siege

Base-Def.

Roshan

Damage output

Pure

Physical

Magical

ABILITIES

spell image

Q

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ACTIVE

PASSIVE

AUTOCAST

SCEPTER

SHARD

spell image

W

{{spell_W.name || 'unnamed'}}

ACTIVE

PASSIVE

AUTOCAST

SCEPTER

SHARD

spell image

E

{{spell_E.name || 'unnamed'}}

ACTIVE

PASSIVE

AUTOCAST

SCEPTER

SHARD

spell image

R

{{spell_R.name || 'unnamed'}}

ACTIVE

PASSIVE

AUTOCAST

SCEPTER

SHARD

spell image

D

{{spell_D.name || 'unnamed'}}

ACTIVE

PASSIVE

AUTOCAST

SCEPTER

SHARD

spell image

F

{{spell_F.name || 'unnamed'}}

ACTIVE

PASSIVE

AUTOCAST

SCEPTER

SHARD

{{ current_spell.spell_type_name }}

{{ current_spell.spell_target_name }}

DAMAGE

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PIERCES BKB NO YES
DISPELLABLE NO YES
BREAKEABLE NO YES
PROCS LINKENS NO YES
CAST WHILE ROOTED NO YES

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{{ attribute.value }}

Aghanim's Scepter Upgrade

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Aghanim's Shard Upgrade

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TALENT TREE

+500 Mount Cast Range

25

Caustic Bindings activates again at 50% power (disarm applies once)

+100 Caltrops Leap/Line Distance

20

-15s Mount Cooldown

+10 Wildcaller's Orb Damage/Heal

15

+15 Agility

+2 Mana Regen

10

+35 Caustic Bindings Damage

DESCRIPTION & LORE

Description

This hero came from two ideas I've been trying to make viable recently. First, an ability that scales based on how long you wait between casting and "activating" it, and second, a mechanic that allows jungle creeps to be used as mounts. Each ability also has an added effect if cast while mounted, which helps incentivize fighting with a mount.

The Q came from the first idea. After it is cast, it can be hit with any of Serrets AOE abilities (aside from another Orb) to destroy it and cause a damaging explosion. The damage is equal to the max damage at a given level divided by the number of seconds remaining in the 6 second lifetime of the Orb. So if you hit a lvl 1 orb with W one second after casting the orb, it will only do 275/5 = 55 damage. After 2 seconds, it deals 275/4 = 68.75. 3 seconds, 275/3 = 92. 4 seconds, 275/2 = 138. Damage is maxed after the orb has been out for 5 seconds: 275/1 = 275. If the orb is cast while mounted, it will also heal allies for the damage values, including the mount. The orb can always be destroyed pretty quickly, though, so good placement is necessary.

The W is intended to be a simple debuff + poke like Venge's Wave of Terror, but it's magic resistance reduction increases with every hero hit in a single cast. If mounted, it can also be used to pull an Orb to your mount. I didn't want it to be too easy to reposition the orb, but I thought there should be at least one way to do so.

The E is Serret's main escape tool. It propels her forward and leaves an effect in a line on the ground which slows enemies. The ground effect will also activate Orbs, causing the explosion. I think the main way Serret would initiate while Mount is on cooldown is by casting an orb and then jumping towards it with E to catch people off guard. While mounted, it doesn't propel the creep forward but instead makes a line in front of it to help in chasing.

The R is of course the bread and butter. Everything is better while mounted, and Serret freely autoattacks the nearest enemy in range while the creep is free to attack the player's target. Serret's BAT is terrible to compensate, but this could still be really strong with the right items. I'd like to think that the mounted creep would still be selectable, so that you could press Tab (or whatever your Next Unit key is) and use the creep's abilities. I think that would make give Serret a high skill ceiling and would also just be really fun.

The Scepter ability allows you to dismount off of the current mount and cause an explosion that inflicts the effects from Caltrops with 2.5x duration. I think this could enable very cool plays that I'd never be able to pull off.
Shard effect is just meant to give her an interesting way of canceling TPs or life drain or things like that. It also improves the Rig Mount effect, making it like a tiny overgrowth.

Lore

idk.

Name is based on Sentret, which is the pokemon in the picture. I just imagine Serret as that pokemon but with naturey magicky particles.

ITEM BUILDS

BUILD #1 - Mount Build

INTENDED ROLES

1

2

3

4

5

This build centers around your Mount ability, optimizing your ability to deal damage while mounted and keep your mount alive. The attack range, damage, and maelstrom effect will help Serret dish out damage with autoattacks, while the auras buff your mount as well as your team. Nullifier is especially effective while mounted as you are basically attacking with two units at once, and Refresher Orb is a decent pickup because it allows you to re-mount in the middle of a fight if your first mount dies too quickly.

EARLY GAME

MID GAME

LATE GAME

SITUATIONALS

BUILD #1 - Master Blaster

INTENDED ROLES

1

2

3

4

5

Just use things as much as possible and with as much finesse as possible.

EARLY GAME

MID GAME

LATE GAME

SITUATIONALS

VOICE LINES

No voice lines added

ART GALLERY

CREDITS

Created 861 days ago

Last edit today

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14 posts made - Member since 2022

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