Dota 2

Ome the Anachronous Champion and Teotl the Anachronous Hunter Contest: Double Trouble

Content of the article: "Ome the Anachronous Champion and Teotl the Anachronous Hunter Contest: Double Trouble"

Ome the Anachronous Champion and Teotl the Anarchronous Hunter
In a small village on the World's Edge, a brother was distraught to find their twin and father incinerated by the whim of Xiuhtecuthli, a god residing over time and fire. With their life torn away from them, they took up the Macuahuitl, shield, and warsandals of their father, and journeyed across land, sea, and sky to confront their family's killer. Ultimately, mortal could not land so much as a single blow upon god, and a cruel punishment was enacted upon the attacker: Each was shown a vision of their brother, in the same armaments as themselves. Xiuhtecuthli told both of them that each had undertaken the same journey, unbeknowst to the other, and that only one of them came from the true reality, and that the other had been tricked with a cruel illusion and had died long ago. If the two could agree on which one was from the true reality, and which one was the illusion, then all transgressions would be forgiven and both brothers could be returned to life. If they guessed incorrectly, then both would have their body, mind, and soul torn asunder. Thus the brothers walk upon the world once more, given only a short time to deliberate their quandry before Xiuhtecuthli comes to collect once more. They have chosen to share this moment in battle together, as living contradictions that cannot both exist upon the world, and sharing the same blade, shield, and warsandals to cut down whatever challenger may come.

Both Ome and Teotl resemble Aztec Jaguar Warriors. They will look very similar, since they are both twin brothers.

Ome and Teotl are a Strength Melee hero and an Agility Melee hero respectively, which uniquely are controlled by a single player and function in many ways as two separate heroes. Although they are capable of going their separate ways and having a presence on two different parts of the map, each of them is individually a very weak hero. But together, they form a duo that can fight well above their paygrade. Each hero has Champion's Fang/Hunter's Fang, where they toss their macuahuitl (the toothed blade seen in the picture) to deal damage in a line, Champion's Guard/Hunter's Guard, where they use the shield to block an effect on an ally and counterattack, Champion's Path/Hunter's Path which augments their respective movement using the warsandals. Each of these abilities can only be used by one hero at a time; whichever one carries the macuahuitl, shield, and warsandals respectively, however these abilities can each also be used to switch which hero carries them at any given time. Although both heroes have similar abilities, Ome's abilities typically focus more on damage and defense, and Teotl's abilities typically focus on utility and mobility. Their ultimate, Living Contradiction, manifests a curse upon any targets that both affect with their respective abilities, that will reflect any damage back on them and summon an illusion to hunt them relentlessly.

Pros:

  • Between the two heroes, they have 12 item slots and 2 neutral slots. Like with Lone Druid, this lets them scale very well into the lategame despite their lackluster individual stats.
  • Dual hero mechanic allows them to multitask in lane, in particular one hero can pull creeps while the other can lane normally.
  • Both heroes, Ome especially, farm quite efficiently.
  • Has a wide variety of tools at their disposal across both heroes.
  • One hero being Strength-based and the other being Agility-based allows for versatile build options.
  • Both heroes combined offer impressive damage output throughout all points of the game.
  • Living Contradiction scales extremely well against farmed enemy cores.

Cons:

  • Individually, each hero has awful starting stats and stat gains.
  • Vulnerable to area-affecting nukes and disables.
  • Very micro-intensive and difficult to learn thanks to the exclusivity of their abilities.
  • Very difficult to farm with and itemize either hero without neglecting the other.
  • Punished heavily if either hero is picked off in combat, both heroes are reliant on each other to excel.

Ome, the Anarchronous Champion

Role Carry 2, Nuker 2, Durable 2
Strength: 20 + 2.1
Agility: 17 + 1.2
Intelligence: 15 + 1.1
Movement Speed: 300
Armor: 5
Starting Health: 550
Starting Mana 255
Damage at Level 1: 36-42
Attack Range 128
Vision: 1800/800
Base Attack Time 1.6

Teotl, the Anachronous Hunter

Role Carry 2, Nuker 2, Escape 1
Strength: 14 + 1.0
Agility: 22 + 2.3
Intelligence: 16 + 1.3
Movement Speed: 330
Armor: 6
Starting Health: 430
Starting Mana 267
Damage at Level 1: 39-48
Attack Range 128
Vision: 1800/800
Base Attack Time 1.5

Dual Hero Mechanics Notes:

  • At the start of the Game, Ome and Teotl each spawn at the team's fountain. Ome is carrying both the macuahuitl and the shield, and Teotl is carrying the warsandals.
  • Each hero spawns with the usual 3 Town Portal Scrolls and 300 starting gold.
  • Each hero gains XP, levels up, and earns gold independent from the other.
  • Between the two brothers, there is only a single macuahuitl, shield, and warsandals.
  • Only the hero with the macuahuitl can use their Q ability, only the hero with the shield can use their W ability, and only the hero with the warsandals can use their E ability. Their R ability is passive and has no restrictions.
  • Both Ome and Teotl's abilities are on different cooldowns.
  • Both heroes can die separately, and each has their own individual respawn timer. Both provides only 66% of the gold/experience for killing a hero normally, but otherwise killing one of them counts as killing a hero normally.
  • Players can buyback with any combination of the two heroes dead. Buying back shares a cooldown between both heroes and has a cost based on the combined network of whichever two heroes are dead. Death timers are separate and are based on the level of the dead hero as usual.
  • Both heroes have their own separate 6 item slots, neutral item slot, and town portal scroll slot.
  • If both heroes are in range of a source of XP, they will both gain 100% of the value instead of splitting it, and are treated as a single hero for the purpose of dividing XP. Otherwise, both heroes gain XP normally.
    • Example: Ome, Teotl, and 3 other allied heroes are in range of an enemy unit when it dies. The enemy unit gives 200 xp. Instead of splitting it 5-ways, resulting in 40xp for all 5 heroes, it is split 4 ways, and the amount that would go to Ome also goes to Teotl, resulting in all 5 heroes gaining 50xp.
  • Effects that would award gold to a specific hero such as Roshan's death, tower destruction, etc. will award this gold to both Ome and Teotl.
  • Although only one hero has the macuahuitl at any time, the hero without the macuahuitl can still autoattack. Animation-wise, this will appear as punches/kicks.
Read:  Last week of Immortal trends - 23 Jul 20 to 02 Aug 20

Aghanim's Scepter: Gives Ome and Teotl their own macuahuitl, shield, and warsandals, allowing them to use their abilities at all times.


(Ome) Q: Champion's Fang

Ome tosses his macuahuitl forth, wounding with the strength of a Champion and empowering his brother Teotl.

Ome tosses his Macuahuitl, dealing damage to enemies in a line and slowing affected targets before returning to Ome. If Teotl is in its path, he will take it instead and gain a temporary bonus to attack damage.

  • Ability: Target Area
  • Affects: Enemies/Allies
  • Damage: Magical

Cast Animation: 0.8+0.2
Cast Range: 450/500/550/600
Effect Radius: 200
Damage: 80/130/180/230
Blade Speed: 800
Movement Slow: 30%/40%/50%/60%
Movement Slow Duration: 4
Teotl Bonus Attack Damage: 30/50/70/90
Teotl Bonus Attack Damage Duration: 4
Manacost: 80
Cooldown: 17/16/15/14

Mechanical Notes:

  • This ability can only damage enemies once, even if it hits them multiple times.
  • If Teotl is in the radius of the effect, it stops immediately, gives Teotl the macuahuitl, and gives him the bonus attack damage.
  • The macuahuitl travels out 450/500/550/600 distance before returning to Ome like a boomerang. It has a consistent 800 speed throughout its journey.
  • This ability may only be used if Ome has the Macuahuitl.

Design Notes:

  • This ability has a shorter range and lower speed, but more damage and a stronger slow than Hunter's Fang.
  • Meant to be comboed together with Hunter's Fang, with both heroes flanking the target, allowing both to take advantage of the attack buffs while hitting their target(s) with both throws.

(Teotl) Q: Hunter's Fang

Teotl tosses his macuahuitl forth, wounding with the ferocity of a Hunter and empowering his brother Ome.

Teotl tosses his macuahuitl, dealing damage to enemies in a line and slowing affected targets before returning to Teotl. If Ome is in its path, he will take it instead and gain a temporary bonus to attack speed.

  • Ability: Target Area
  • Affects: Enemies/Allies
  • Damage: Magical
Cast Animation: 0.8+0.2
Cast Range: 750/800/850/900
Effect Radius: 200
Damage: 40/80/120/160
Blade Speed: 1600
Movement Slow: 15%/20%/25%/30%
Movement Slow Duration: 4
Ome Bonus Attack Speed: 80/100/120/140
Ome Bonus Attack Speed Duration: 4
Manacost: 80
Cooldown: 17/16/15/14

Mechanical Notes:

  • This ability can only damage enemies once, even if it hits them multiple times.
  • If Ome is in the radius of the effect, it stops immediately, gives Ome the macuahuitl, and gives him the bonus attack damage.
  • The macuahuitl travels out 750/800/850/900/ distance before returning to Teotl like a boomerang. It has a consistent 1600 speed throughout its journey.
  • This ability may only be used if Teotl has the Macuahuitl.

Design Notes:

  • This ability has a longer range and higher speed, but less damage and a weaker slow than Hunter's Fang.
  • Meant to be comboed together with Champion's Fang, with both heroes flanking the target, allowing both to take advantage of the attack buffs while hitting their target(s) with both throws.
Read:  Your complaints don’t matter, your actions do

(Ome) W: Champion's Guard

Ome watches over his allies, and is always to shield them from the weapons of their enemies.

Ome targets an ally, and carefully guards them for a few seconds. If the target is attacked by an enemy, Ome will rush to their defense, blocking the attack and dealing damage in an area around them. If Ome blocks an attack against Teotl, Teotl will be made immune to physical damage for a short duration. After using this ability on Teotl, he is given the shield, regardless of whether an attack was blocked.

  • Ability: Target Unit
  • Affects: Enemies/Allies.
  • Damage: Physical

Cast Animation: 0 + 0
Cast Range: 700
Guard Duration: 3
Effect Radius: 300
Damage: 75/150/225/300
Teotl Physical Immunity Duration: 2.5/3.0/3.5/4.0
Manacost: 40/30/20/10
Cooldown: 8/7/6/5

Mechanical Notes:

  • May only be used if Ome has the shield.
  • Fully negates damage, causing several on-damage effects to not trigger.
  • Negates all 3 damage types as long as the source was an Attack, but not HP removal.
  • The effect triggers when the attack would land on the target. This instantly teleports Ome to the target's position, regardless of range.
  • If an attack is bocked against Teotl, he is given 100% Physical damage resistance for the duration.
  • Ome can target himself with this ability. This will block the attack and deal damage around himself, but he will not teleport.
  • Triggers on both hero and non-hero attacks.

Design Notes:

  • Designed to be both a defensive and mobility tool, especially to come to the aid of Teotl when they are in trouble.
  • Also designed to cause enemies to think twice about attacking Teotl, hopefully increasing both of your life expectancies.
  • In the middle of a creepwave, and when farming neutrals you can all but guarantee this will trigger.

(Teotl) W: Hunter's Guard

Teotl watches over his allies, and is always to shield them from the energies of their enemies.

Teotl targets an ally, and carefully guards them for a few seconds. If the target is targeted by a hostile spell, Teotl will rush to their defense, negating the spell and stunning enemies in an area around them. If Teotl blocks a spell cast on Ome, Ome will be made Spell Immune for a short duration. After using this ability on Ome, he is given the shield, regardless of whether a spell was blocked.

  • Ability: Target Unit
  • Affects: Enemies/Allies.
  • Damage: Physical

Cast Animation: 0 + 0
Cast Range: 700
Guard Duration: 3
Effect Radius: 300
Stun Duration 1.4/1.6/1.8/2.0
Ome Spell Immunity Duration: 2.5/3.0/3.5/4.0
Manacost: 40/30/20/10
Cooldown: 8/7/6/5

Mechanical Notes:

  • May only be used if Teotl has the shield.
  • Treated as a form of Spell Block to determine what does/does not get blocked and when the teleport triggers. This instantly teleports Teotl to the target's position, regardless of range.
  • The stun effect ignores magic immunity.
  • Teotl can target himself with this ability. This will block the attack and stun enemies around himself, but he will not teleport.

Design Notes:

  • It may not always be possible or practical to block a spell with this ability, hence why using it on Ome can hand the shield back to them.
  • Designed to be both a defensive and mobility tool, especially to come to the aid of Ome when they are in trouble.
  • Also designed to cause enemies to think twice about attacking Ome, hopefully increasing both of your life expectancies.

(Ome) E: Champion's Path

Ome strides through friend and foe alike, his every step quaking the ground around him.

Ome gains unitwalking and deals damage around him as he moves for a short duration. If he walks through Teotl, he will be given the warsandals, and be given the combined effects of Champion's Path and Hunter's Path.

  • Ability: No Target
  • Affects: Enemies / Self
  • Damage: Magical

Cast Animation: 0 + 0
Effect Radius 250
Movement per Damage Interval 100
Damage per Interval 20/35/50/65
Duration 5
Dual Path Effect Duration 5
Manacost: 50/60/70/80
Cooldown: 24

Mechanical Notes:

  • May only be used if Ome has the warsandals.
  • Every time Ome moves a total of 100 distance, the listed damage is dealt to all units within 250 range.
  • If Ome moves over Teotl, Teotl immediately activates Hunter's Path at no cost and regardless of remaining cooldown, and also gains the effects of Champion's Path for the full 5 seconds. After the ability ends, both Hunter's Path and Champion's Path will be put into cooldown as normal.

Design Notes:

  • This ability has an impressible damage output by itself, when walking side-by side a unit at 300 speed, you can do a total of 300/525/750/975 damage.
  • Especially effective when combined with Teotl's Hunter's path thanks to his naturally high movespeed and the movespeed he gains from Hunter's Path.

(Teotl) E: Hunter's Path

Teotl strides through friend and foe alike in pursuit of prey, fully aware of his surroundings.

Teotl gains unitwalking and increased movespeed, while revealing nearby units. If he walks through Ome, he will be given the warsandals, and be given the combined effects of Hunter's Path and Champion's Path.

Read:  Some tips for grinderino

  • Ability: No Target
  • Affects: Enemies / Self

Cast Animation: 0 + 0
Effect Radius 250
Movespeed bonus 18%/22%/26%/30%
True Sight Duration 5
Duration 5
Dual Path Effect Duration 5
Manacost: 50/60/70/80
Cooldown: 24

Mechanical Notes:

  • May only be used if Teotl has the warsandals.
  • All allied units gain True Sight on units that come within range of Teotl during this ability.
  • If Teotl moves over Ome, Ome immediately activates Champion's Path at no cost and regardless of remaining cooldown, and also gains the effects of Hunter's Path for the full 5 seconds. After the ability ends, both Hunter's Path and Champion's path will be put into cooldown as normal.

Design Notes:

  • Especially effective when combined with Ome's Champion's path thanks to your naturally high movespeed and the damage output from that ability.

(Ome) R: Living Contradiction

Ome and Teotl's continued coexistence is by all means impossible, and the universe may act unpredictably to correct this paradox.

Ome's abilities apply Champion's Mark to any affected enemies. If Champion's Mark and Hunter's Mark are both present on the same enemy, both will be consumed. When Champion's Mark is consumed, it curses the enemy to have a portion of the damage they deal reflected back onto themselves.

  • Ability: Passive
  • Affects: Enemies

Champion's Mark Duration 4/6/8
Damage Redirection: 20%/30%/40%
Curse Duration: 6

Mechanical Notes:

  • Champion's Fang, the damaging portion of Champion's Guard, and Champion's Path all apply Champion's Mark to affected units.
  • The damage redirection portion of this ability both reduces all damage the target deals, andcauses that amount of reduced damage to be inflicted back at them.
  • Damage that is redirected back to its source cannot be further redirected, in a manner similar to Blademail.
  • Targets affected by the curse cannot have Champion's Mark applied to them.
  • Champion's Mark ignores spell immunity, and both the mark and the curse can be removed with a basic dispel.
  • This ability is suppressed by Break.

(Teotl) R: Living Contradiction

Ome and Teotl's continued coexistence is by all means impossible, and the universe may act unpredictably to correct this paradox.

Teotl's abilities apply Hunter's Mark to any affected enemies. If Champion's Mark and Hunter's Mark are both present on the same enemy, both will be consumed. When Hunter's Mark is consumed, it creates an illusion of the enemy that will relentlessly hunt them down.

  • Ability: Passive
  • Affects: Enemies

Hunter's Mark Duration 4/6/8
Illusion Damage Taken: 400%/350%/300%
Illusion Damage Dealt: 40%/60%/80%
Illusion Duration: 6

Mechanical Notes:

  • Hunter's Fang, the stun portion of Hunter's Guard, and the True Sight portion of Hunter's Path all apply Hunter's Mark to affected units.
  • The illusion is uncontrollable and will only attack the cursed target.
  • Targets cannot have Hunter's Mark applied to them while an illusion is active and hunting them.
  • Hunter's Mark ignores spell immunity, and can be removed with a basic dispel.
  • This ability is suppressed by Break.

Design Notes:

  • The target will find it troublesome to kill their own illusion, due to the Champion's part of the curse.

Talents:

Ome:

Level 25: 40% damage taken redirected to Teotl or +8s Living Contradiction Curse Duration

Level 20: +200 Champion's Path radius of +50% cleave

Level 15: +80 Champion's Fang damage or +25 movespeed

Level 10: +8 Strength or +4 armor.

Teotl:

Level 25: 40% damage taken redirected to Ome or +80% Living Contradiction Illusion Damage Dealt

Level 20: +500 Hunter's Path radius or +20% Lifesteal

Level 15: -3s Hunter's Fang cooldown or 15% Evasion

Level 10: +8 Agility or +175 Health

Mechanical Notes:

  • Damage Redirected via the left-side Level 25 Talents cannot be redirected further.

Source: reddit.com

Similar Guides

© Post "Ome the Anachronous Champion and Teotl the Anachronous Hunter Contest: Double Trouble" for game Dota 2.




Top 7 NEW Games of June 2020

Quite a few exciting games are releasing for PC, PS4, Xbox One, and Nintendo in June. Here's what to keep an eye on.


Top 10 NEW Open World Games of 2020

Video games with open worlds continue to roll out in 2020 on PC, PS4, Xbox One, Nintendo Switch, and beyond. Here are some to look forward to!


Top 10 Best New Upcoming Games 2020-2021

The best selection of games which will be released in 2020 and 2021 for PS4, PS5, Xbox One, Xbox Series X, Google Stadia and PC - and you can watch in amazing UHD 4K and 60FPS with latest updates about all of the games in this list!


You Might Also Like

Leave a Reply

Your email address will not be published. Required fields are marked *