Agh's Type Upgrade for Each Hero (Unique 6400 Item)

FluffyLemons

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In Dota 2, Aghanim’s Scepter is an item that gives a unique upgrade to every hero in the game. This upgrade can be anything from an improvement to an existing ability, an entirely new ability, or a change to the mechanics of the game. For example, the hero Crytal Maiden gains the ability to move and cast other abilities while channeling her ultimate. Weaver gains the ability to cast his ultimate (a very strong escape spell) on allies, changing him from a carry to a support. Here are ideas for how the item could function in Deadlock.
The item would have a different name for every hero, given below. It would not be orange, green, or purple. Instead, it appears in a separate tab in the shop labeled “Unique Boon” and costs 6400 souls. It counts as investing 2k in each of the 3 item categories. It can never be sold.
Small note, I’m not a game dev, so I acknowledge that the exact numbers on a lot of these ideas might be wildly unbalanced in either direction. I just like coming up with interesting ideas and sharing them with the community!

Deadlock Unique Boon Ideas

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Abrams: On the Case
Stun duration from being parried is reduced by 50%. Melee “cleave” area is increased by 30%. When Abrams performs a heavy melee attack against an enemy hero they gain a debuff for 7 seconds. This debuff causes them to leave behind a trail of footprints and fluttering pieces of paper (clues, essentially). All allies on this trail gain a 3m/s movement speed bonus.

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Bebop: Speed is Violence, Bub
Grapple Arm can now be alternate cast to go through units; it now acts as a grappling hook that drags Bebop rapidly to its location once it hits a surface. All enemies passed through are hit by Bebop. This counts as a heavy melee attack (can’t be parried). If Grapple Arm is cast this way, the cooldown is reduced by 3 seconds.

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Billy: Mosh Pit Mentality
Enemy heroes suffering from the Wrecked debuff deal friendly fire damage to their allies. This damage is 30% of their normal outgoing damage. Any debuffs that enemy heroes apply to each other only last for 30% of their normal length. Enemy heroes under the effect of Chain Gang have these values increased to 80%. Note that enemy heroes still cannot accidentally target each other with single-target items or abilities.

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Calico: Shadow-Touched
Active item, target other allied heroes only (no self targeting). Gives an ally the effects of Return to Shadows at its current level. Cooldown is equal to the base cooldown of Return to Shadows.

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Doorman: Employees Only
While inside a “ghost closet”, all other ghost closets on the map will highlight on Doorman’s minimap. He can click on any of these other ghost closets to target it, and after a 1s channel he enters his own ult but with some changes. The checkout time is extended by 2s and it deals no damage to Doorman regardless of completion or failure. If Doorman gets to the end within the time limit, he teleports to the targeted ghost closet. If he fails, he comes out back where he started. This ability has a 30s cooldown.

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Drifter: Rupturing Mark
Enemies affected by Stalker’s Mark take spirit damage whenever they move, proportional to the amount that they move. Increased damage for dashing and jumping. Extends the duration of Stalker’s Mark by 2s and increases the projectile speed by 40%.

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Dynamo: Kinetic Manipulation
Kinetic Pulse now knocks enemies in an arc towards Dynamo instead of straight up. Gains an additional charge, increases width by 25%, and can be cast during Singularity without consuming charges. If cast during Singularity, cooldown is reduced to 0.7s but it deals no damage.

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Grey Talon: Hunter's Relentlessness
Charged Shot now applies a stacking debuff for 8s to enemy heroes. Each stack triggers a different effect. If an enemy is under the effects of Spirit Snare, shots against them apply 2 stacks instead.
1st arrow: no change.
2nd arrow: 10% extra damage.
3rd arrow: stuns the enemy for 1.5s.
4th arrow: Grey Talon sheds all debuffs and gains 4m/s for 5s.
5th arrow: kills the enemy.

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Haze: Nightmare Fuel
Enemy heroes hit by Sleep Dagger have a black screen for the duration of the sleep. During this time, all enemy heroes are revealed on the map as Haze investigates their dreams. When they wake up, all units in line of sight (enemy, ally, neutral, hero, minion, doesn’t matter) become illusions of Haze shooting at them. If Haze uses Bullet Dance, all the illusions use it also. The hallucination lasts for 4s.

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Holliday: Hi-Ho Silver
Holding the dash button for 3s will summon her spectral steed, Silver. While riding Silver, Holliday’s sprint speed increases by 5m/s, and her stamina recovery increases by 20%. Silver has a slightly worse turn radius than Holliday. If Holliday takes hero damage, uses an ability, or shoots then Silver will dissipate over the course of 2s. If Holliday dashes, she will dismount Silver instantly, inheriting momentum. Finally, Silver has limited wall running capabilities which are activated automatically when he runs into an obstacle. Silver has an unlimited duration, but once he is dissipated or dismounted he cannot be summoned again for 40s.

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Infernus: Hands Akimbo
Infernus loses the ability to aim down sights. Instead his right click now shoots with his other hand, effectively doubling his fire rate. Increases ammo capacity by 50%, but shooting both hands at once increases the spread of his bullets.

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Ivy: Flight of the Gargoyle
Ivy can jump/air dash an additional 5 times before landing, and the stamina requirement for these maneuvers is reduced by 50%.

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Kelvin: Snow Day!
Kelvin’s abilities other than Ice Path build up a snow meter on enemies. When full, enemies turn into snowmen for 4s. Snowmen can only waddle around; they cannot jump or use abilities. They can shoot and melee as normal, but their turn rate is heavily reduced (similar to Bebop Hyper Beam). Melee attacks against snowmen deal 30% extra damage but knocks all the snow off. After an enemy loses their snowman status, their snow meter will not increase for 14s.

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Lady Geist: Fiendish Vigor
Soul Exchange can now target allies. If used on an ally, either Lady Geist or the ally becomes Unstoppable for 2s. The hero that becomes Unstoppable is whichever one has higher health after the exchange. For 7s after using Soul Exchange, Lady Geist may use it one additional time before it goes on cooldown. Reduces cooldown of Soul Exchange by 40s.

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Lash: Teammates? What Teammates?
Lash’s Death Slam can now be alt-cast to pick up teammates as well as enemies. Teammates picked up this way immediately gain a 500hp barrier that scales up with spirit. They are also not damaged or stunned by the impact. The damage and stun duration (if Death Slam is fully upgraded) is increased by 40% for each hero that was picked up, enemy or ally. Finally, increases the acquisition radius and speed by 30%.

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McGinnis: Right Tool for the Job
Takes an active item slot. Using this item powers up the next ability used. Has a 20s cooldown.
Mini Turret: Becomes target cast on allies. Attaches the turret to an ally (or self with self-cast). The turret has 30% shorter lifetime, but 30% increased fire rate. Prioritizes shooting at the last unit the attached hero damaged.
Medicinal Specter: Units being healed by Medicinal Specter have 20% increased bullet resist, spirit resist, and debuff resist.
Spectral Wall: Gains 25% height and changes into a U shape facing McGinnis to more effectively entrap enemies. Enemies hit by the wall have their debuff resist lowered by 20%.
Heavy Barrage: When the channel ends or is manually canceled, McGinnis fires one huge bomb that deals damage equal to 15 rockets. Leaves a mushroom cloud that obscures vision for 5s.

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Mina: New Blood, Old Money
Does nothing at first, but after having this item for 45 minutes it automatically disappears and grants Mina 20k souls and 2 additional item slots. Kills reduce this timer by 1 minute, and assists reduce it by 30 seconds. Not affected by cooldown reduction or Refresher.

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Mirage: Big Stick Diplomacy
If Mirage detonates the Djinn’s Mark at a multiplier of 8x or higher, the djinn he’s carrying breaks free to join the fight for 8s. She punches enemies (can’t be parried) that get within 12m of Mirage, prioritizing heroes. This counts as a light melee (scales with weapon damage) but is dealt as spirit damage. Punch speed scales with Mirage’s fire rate. Has an internal cooldown of 40s.

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Mo and Krill: Mo OR Krill
Takes an active item slot. Using this item will cause Mo to throw Krill a short distance (grenade targeting). Using it again will swap player control between the two. If Mo and Krill ever come into contact they will return to acting as a single unit. They gain souls as if they are both individual heroes, effectively doubling their soul gain if they are far enough apart and farming different areas. If either one dies, the other one escapes (Mo dives into the ground and Krill runs away in a small poof of smoke) back to spawn until their friend is alive again. They are effectively also dead during this time. While separated they have unique properties.
Mo: Can’t shoot as he doesn’t carry a gun. Can melee as normal and use all abilities except Combo. Burrow gains 2m/s move speed. Mo can’t use other active items; he lets Krill hold onto them hoping that they will keep Krill safe. When not under player control, Mo will automatically approach the nearest enemy not hidden by fog of war and hit them repeatedly with light melee. Mo’s max health is equal to ⅔ of their regular max health together.
Krill: Reload speed increased by 20%, but cannot melee or parry because he’s too small. This also means that his hitbox is much smaller. Cannot use any abilities other than Combo, at which point he will begin using the taser to stun the enemy. Deals no damage as Mo is not punching them during this time. When not under player control, Krill stands in place and automatically shoots at nearby enemies, prioritizing heroes. Only Krill can use other active items, and his max health is equal to ⅓ of their regular max health together.

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Paige: Speed Reader
Paige can alt-cast Rallying Charge to mount the center horse in place of a knight. While mounted, she gains the ability to travel through walls and moves with the charge. The charge can be turned slightly while she is riding it. She may jump at any point to dismount. Cooldown of Rallying Charge is reduced by 30s.

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Paradox: Chaos Accelerator
Every time one of Paradox's abilities deals damage to an enemy hero, all of her other abilities have their cooldowns reduced by 1s. Paradoxical Swap counts as 3 instances of damage.

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Pocket: Big Bill
Pocket’s briefcase stores up ghosts when nearby units die. It gains 1 ghost per non-hero death and 5 ghosts per hero death. Casting Affliction with at least 25 stacks releases all the ghosts in the form of a massive spectral bullfrog, increasing the radius of Affliction and adding a 2s fear effect as Big Bill croaks. Feared enemies run directly away from the frog and cannot take any other actions. The damage, radius, and fear duration are all increased by 1% per released soul past the required 25.

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Seven: Pain Seeks Company
Seven’s Power Surge supercharges his abilities for the duration. Enemies that take damage from Seven’s abilities during this time become statically charged. Charged enemies are linked to one another, sharing 25% of all damage taken with other nearby charged enemies. Damage shared in this way is not shared again.

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Shiv: One Last Surprise for Ya
When Shiv is completely out of Serrated Knives, his 1 changes to a different ability that he can cast until Serrated Knives has a charge off cooldown. This ability has grenade targeting and causes him to throw his jacket at a target location. Right before the jacket lands, he uses Slice and Dice to dash to its location and throws knives in every direction, applying Serrated Knives to all enemies in the radius (these can ricochet if he has full rage). Has an internal cooldown of 40s.

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Sinclair: Mandatory Encore
Increases the copy duration of Audience Participation by 40% and also copies an additional ability from the target. This ability can be used by alt-casting Audience Participation. Both the ultimate and the additional ability can be used before Audience Participation goes on cooldown, and Audience Participation will copy the cooldown of whichever ability has a longer cooldown. The additional copied ability will inherit all the upgrade points of Audience Participation. If it has charges, Sinclair gets only one charge. If it is a passive ability, it lasts for the full copy duration of Audience Participation.

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Victor: Constructive Cataclysm
Shocking Reanimation’s respawn delay is cut in half. The ultimate can now be manually activated, and if used this way the damage is increased based on how much health Victor had remaining. Scales up to 100% extra damage at full health.

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Vindicta: Full Spectral Jacket
Vindicta's Assassinate now fires spectral rounds, allowing them to pass through walls. Shots through walls deal 25% less damage. Additionally, enemies affected by Crow Familiar are revealed through walls, but only to Vindicta.

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Viscous: Friend 🙂
All enemies that are killed by Goo Ball are absorbed into the ball. Allied candlestick troopers that are rolled over are also absorbed, releasing their souls instantly. Allied heroes that are rolled over are also absorbed, but can press jump at any time to exit the ball. Breakables that are rolled over are also absorbed. Each non-hero unit or breakable added to the ball increases its size, duration, and damage by 2%. Each hero unit added to the ball increases these values by 10% instead. If an allied hero exits early, the bonus stats they granted to the ball are removed. Allied heroes inside the ball cannot shoot or use abilities. They gain the resists granted by Goo Ball, but the damage done to the ball is applied to all heroes inside at full value, as opposed to being divided between them.

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Vyper: Veteran of 1000 Getaways
Slide distance increases by 10%. Slither gains an active component which sheds all debuffs, increases slide speed by 4m/s, and grants slow immunity for 6s. This can be activated regardless of any debuff currently affecting Vyper, such as stun, silence, or polymorph. Cooldown is 70s.

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Warden: Midas Elixir
Enemies that die while under the effects of Alchemical Flask drop 100% more souls. However, all of Warden’s souls become unsecured and do not convert over time to secured souls. If he dies and drops his souls, allies cannot recover them; only enemies or Warden himself. Finally, Warden becomes unable to buy any item in the shop worth less than 3200 souls. He can still buy items that use a cheaper item as a component by paying all of the costs at once.

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Wraith: The Deck of Many Things
Wraith’s cards for Card Trick are no longer uniform. Instead, every time a new card is generated, it can be 1 of 22 cards, each with unique effects. Some are good, some are bad, and some are just different. All cards have a 4.9% chance to be drawn except The Devil and The World, which each have a 1% chance. The icon on Card Trick changes to show what the next card will be, but the other cards remain obscured until they are the next one to be thrown. These cards will be described by their icon.

Clown Face: The Fool (bad).
Deals no damage. Makes a bike horn noise on impact (good?).
Cape and Wand: The Magician (good).
Wraith teleports to the card when it explodes.
Cross Necklace: The High Priestess (different).
Instead of dealing damage, the card heals all allies in the explosion. Heal is equal to the damage card would normally deal.
Flower Crown: The Empress (good).
Card explosion has 50% lifesteal.
Spiked Crown: The Emperor (good).
On cast, Wraith gains 30% bullet and spirit resistance for 3s. Increases model size.
Spiked Scepter: The Hierophant (good).
Enemies struck by the card are silenced for 2s.
Heart: The Lovers (good).
Enemies struck by the card are charmed for 1s. During this time they are disarmed and forced to walk directly towards Wraith.
Wheel: The Chariot (good).
On cast, Wraith and all nearby allies gain a 2m/s movement speed bonus for 3s.
Fist: Strength (different).
Once the card explodes, Wraith is silenced for 3 seconds. During this time, Wraith’s fire rate and weapon damage are increased by 30%.
Hood: The Hermit (bad).
On cast, Wraith gains a stacking debuff for 4s that slows her by 10% for every unit nearby.
Dollar Sign: Wheel of Fortune (good).
Card explosion leaves behind five soul orbs, equal to five candle soldiers.
Scales: Justice (different).
Card deals 25% less damage to enemy heroes with fewer souls than Wraith. Card deals 25% more damage to enemy heroes with more souls than Wraith.
Noose: The Hanged Man (different).
On card explosion, Wraith and all affected enemy heroes are lifted into the air and cannot move for 2s. They can still shoot and use abilities as normal.
Skull: Death (different).
On cast, Wraith takes damage equal to 40% of current HP. Card deals double damage.
Cup Pouring Out Water: Temperance (different.)
On cast, Wraith begins rapidly healing. Healing ends when Wraith shoots or uses an ability.
Horns: The Devil (very bad).
On cast, the card explodes in Wraith’s face. Sets Wraith on fire, dealing 3% max health/sec damage for 6s. During this time, Wraith cannot gain health. Appears less often than other cards. The card icon turns blood red to give additional warning to the player that The Devil is next.
Falling Rocks: The Tower (good).
Enemies struck by the card while they have a ceiling over their head will be stunned for 2s as rocks fall on them.
Shooting Star: The Star (good).
Enemies struck by the card while outdoors will be struck by an additional card falling from the sky if they are still outside 4s later.
Moon: The Moon (different).
Card is not thrown. Instead, casting The Moon fires a hitscan moonbeam that deals 1.2x the card’s normal damage in a line.
Sun: The Sun (different).
Card explosion is 25% larger and sets enemies on fire, dealing damage every second for 4 seconds. Tick damage is equal to 10% of card damage. Initial damage reduced by 20%.
Gavel: Judgement (bad).
If the card explosion doesn’t hit an enemy hero, Wraith takes the damage instead. This damage cannot be lethal.
Globe: The World (very good).
On cast, Wraith instantly gains full health. Card deals triple damage. Appears less often than other cards. Card icon turns shiny and golden until cast.

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Yamato: 刃物を勉強しました
If Yamato presses right click and left click simultaneously, she unsheathes her katana, or sheathes it if it’s already out. Sheathing/unsheathing takes 1.5s, or instantly if done during the transformation into shadow form. While the katana is unsheathed, left click performs light melee and right click performs heavy melee. Light melee becomes a hilt strike, mini stunning enemies for 0.1s and canceling channeled abilities. Heavy melee becomes a thrust with the katana; it dashes 50% farther and deals 20% more damage. While unsheathed, missing a parry only puts it on cooldown for half the usual time. Finally, all other abilities can now be used during the dash of heavy melee to cancel it (useful for baiting parries).
 
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