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Dota 2's first exclusive hero, the Monkey King needs no introduction. Tricky, agile and monkey-ish as one would expect, Sun Wukong is an ambush oriented fighter who shines when he takes advantage of surprise to strike at his enemy as hard as possible. ''Boundless Strike'' has Monkey King slams the Ruyi Jingu Bang, hitting multiple enemies with a narrow area-of-effect, dealing critical damage to them. ''Tree Dance'' lets Monkey King leap to a tree of his choice, with the catch that taking damage will put ''Tree Dance'' on cooldown when he's on the ground, and he will suffer a lengthy stun if a tree he's standing on is destroyed. ''Primal Spring'', available while balancing on a tree, will have him spring from a tree, dealing magical damage and slowing enemies within the area-of-effect. ''Jingu Mastery'' grants Monkey King bonus damage if he hits a single enemy hero four times, gaining tremendous bonus damage and high lifesteal for his next four attacks. ''Mischief'', an innate ability available to Monkey King at the very beginning, lets Sun Wukong disguise himself as a world object, such as a tree, a rune, a dropped item and a courier. ''Wukong's Command'' is his ultimate ability, letting him summon clones of himself to stand stationary within a ring and attack enemy heroes who approach them, as well granting bonus to both Monkey King and his clones as long as Monkey King stays within the ring.

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Dota 2's first exclusive hero, the Monkey King needs no introduction. Tricky, agile and monkey-ish as one would expect, Sun Wukong is an ambush oriented fighter who shines when he takes advantage of surprise to strike at his enemy as hard as possible. ''Boundless Strike'' has Monkey King slams slamming the Ruyi Jingu Bang, Bang on the ground hitting multiple enemies with a narrow area-of-effect, stunning and dealing critical damage to them. ''Tree Dance'' lets Monkey King leap to a tree of his choice, with the catch that taking damage will put ''Tree Dance'' on cooldown when he's on the ground, and he will suffer a lengthy stun if a tree he's standing on is destroyed. ''Primal Spring'', available while balancing on a tree, will have him spring from a tree, dealing magical damage and slowing enemies within the area-of-effect. ''Jingu Mastery'' grants Monkey King bonus damage if he hits a single enemy hero four times, gaining tremendous bonus damage and high lifesteal for his next four attacks. ''Mischief'', an innate ability available to Monkey King at the very beginning, lets Sun Wukong disguise himself as a world object, such as a tree, a rune, a dropped item and a courier. ''Wukong's Command'' is his ultimate ability, letting him summon clones of himself to stand stationary within a ring and attack enemy heroes who approach them, as well granting bonus to both Monkey King and his clones as long as Monkey King stays within the ring.
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* SimpleStaff: The Ruyi Jingu Bang, once again his combat repertoire, though [[OneSteveLimit it seems to be separate than an existing item called 'Monkey King Bar', which he can buy.]] He even points this out, and sometimes complains that he's paying for his own bar. Uniquely for a melee hero, Monkey King actually has a rather large attack range thanks to the Ruyu Jingu Bang, letting him hit enemies outside of the standard melee attack range.

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* SimpleStaff: The Ruyi Jingu Bang, once again his combat repertoire, though [[OneSteveLimit it seems to be separate than an existing item called 'Monkey King Bar', which he can buy.]] He even points this out, and sometimes complains that he's paying for his own bar. Uniquely for a melee hero, Monkey King actually has a rather large attack range thanks to the Ruyu Ruyi Jingu Bang, letting him hit enemies outside of the standard melee attack range.
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* SimpleStaff: The Ruyi Jingu Bang, once again his combat repertoire, though [[OneSteveLimit it seems to be separate than an existing item called 'Monkey King Bar', which he can buy.]] He even points this out, and sometimes complains that he's paying for his own bar. Uniquely for a melee hero, Monkey King actually has a rather large attack range, letting him hit enemies outside of the standard melee attack range.

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* SimpleStaff: The Ruyi Jingu Bang, once again his combat repertoire, though [[OneSteveLimit it seems to be separate than an existing item called 'Monkey King Bar', which he can buy.]] He even points this out, and sometimes complains that he's paying for his own bar. Uniquely for a melee hero, Monkey King actually has a rather large attack range, range thanks to the Ruyu Jingu Bang, letting him hit enemies outside of the standard melee attack range.

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Dota 2's first exclusive hero, the Monkey King needs no introduction. Tricky, agile and monkey-ish as one would expect, Sun Wukong is an ambush oriented fighter who shines when he takes advantage of surprise to strike at his enemy as hard as possible. ''Boundless Strike'' has Monkey King slams the Ruyi Jingu Bang, hitting multiple enemies with a narrow area-of-effect, dealing critical damage to them. ''Tree Dance'' lets Monkey King leap to a tree of his choice, with the catch that taking damage will put ''Tree Dance'' on cooldown when he's on the ground, and he will suffer a lengthy stun if a tree he's standing on is destroyed. ''Primal Spring'', available while balancing on a tree, will have him spring from a tree, dealing magical damage and slowing enemies within the area-of-effect. ''Jingu Mastery'' grants Monkey King bonus damage if he hits a single enemy hero four times, gaining tremendous bonus damage and high lifesteal for his next four attacks. ''Mischief'', an innate ability available to Monkey King at the very beginning, lets Sun Wukong disguise himself as a world object, such as a tree, a rune, a dropped item and a courier. ''Wukong's Command'' is his ultimate ability, letting him summon clones of himself to stand stationary within a ring and attack enemy heroes who approach them, as well granting bonus to both Monkey King and his clones as long as Monkey King stays within the ring.



* CriticalHitClass: Much of Monkey King's damage potential comes from ''Jingu Mastery'' and ''Boundless Strike''. The former, if it hits one enemy hero four times, grants Monkey King a massive bonus damage for his next four attacks. The latter is an area-of-effect spell that stuns and deals critical damage to all enemies it hits based on Monkey King's damage. If a Monkey King player successfully chains four hits on one enemy hero, they can potential deal a massive amount of damage with one ''Boundless Strike'', usually grounds for a team wipe, especially if Monkey King picked the talent that grants +100% bonus damage to ''Boundless Strike''.

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* CriticalHitClass: Much of Monkey King's damage potential comes from ''Jingu Mastery'' and ''Boundless Strike''. The former, if it hits one enemy hero four times, grants Monkey King a massive bonus damage bonus for his next four attacks. The latter is an area-of-effect spell that stuns and deals critical damage to all enemies it hits based on Monkey King's damage. If a Monkey King player successfully chains four hits on one enemy hero, they can potential deal a massive amount of damage with one ''Boundless Strike'', usually grounds for a team wipe, especially if Monkey King picked the talent that grants +100% bonus damage to ''Boundless Strike''.



* HerdHittingAttack: Two of his spells, ''Boundless Strike'' and ''Primal Spring'', can hit multiple enemies.



* SimpleStaff: The Ruyi Jingu Bang, once again his combat repertoire, though [[OneSteveLimit it seems to be separate than an existing item called 'Monkey King Bar', which he can buy.]] He even points this out, and sometimes complains that he's paying for his own bar.

to:

* SimpleStaff: The Ruyi Jingu Bang, once again his combat repertoire, though [[OneSteveLimit it seems to be separate than an existing item called 'Monkey King Bar', which he can buy.]] He even points this out, and sometimes complains that he's paying for his own bar. Uniquely for a melee hero, Monkey King actually has a rather large attack range, letting him hit enemies outside of the standard melee attack range.

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The king requires a better introduction. And a better profile.


[[quoteright:256:http://static.tvtropes.org/pmwiki/pub/images/monkey_king_temp.png]]
[[caption-width-right:256:[-"Over the course of my journeys, I've been called many things. A warrior. An animal. A trickster. Out of all the names I've been called, one has always remained my favorite: King."-] ]]

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[[quoteright:256:http://static.tvtropes.org/pmwiki/pub/images/monkey_king_temp.org/pmwiki/pub/images/dota_monkey_king.png]]
[[caption-width-right:256:[-"Over the course of my journeys, [[caption-width-right:256:[-[[https://hydra-media.cursecdn.com/dota2.gamepedia.com/c/ca/Mk_takeover_vo.mp3 "Looks like I've been called many things. A warrior. An animal. A trickster. Out of all the names I've been called, one has always remained my favorite: King."-] got some new stories to tell."]]-] ]]



* CriticalHitClass: Much of Monkey King's damage potential comes from ''Jingu Mastery'' and ''Boundless Strike''. The former, if it hits one enemy hero four times, grants Monkey King a massive bonus damage for his next four attacks. The latter is an area-of-effect spell that stuns and deals critical damage to all enemies it hits based on Monkey King's damage. If a Monkey King player successfully chains four hits on one enemy hero, they can potential deal a massive amount of damage with one ''Boundless Strike'', usually grounds for a team wipe, especially if Monkey King picked the talent that grants +100% bonus damage to ''Boundless Strike''.
* FragileSpeedster: ''Tree Dance'' grants Monkey King incredible mobility, and gives him great opportunities for surprise attacks to quickly end enemy heroes before they have a chance to retaliate. But he's vulnerable if caught by the enemy, since damage will set ''Tree Dance'' on cooldown if he's not standing on a tree. It's even worse if a tree he's standing on is destroyed, because it will stun him for 4 seconds.



* MasterOfIllusion: As seen in the Monkey King teaser, he utilizes his trademark 'pull hair, and then turn them into his clones' technique to spawn illusions. He also disguises himself as a tree in one segment.
* NobodyHereButUsStatues: Monkey King can change his form to deceive enemies.

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* MasterOfIllusion: As seen in the Monkey King teaser, he utilizes his trademark 'pull hair, and then turn them into his clones' technique to spawn illusions. He also disguises himself as a tree in one segment.
''Mischief'' allows him to disguise himself.
* NobodyHereButUsStatues: ''Mischief'' allows Monkey King can change his form to deceive enemies.enemies, with the forms including trees, runes, items, and the courier.


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* SelfDuplication: ''Wukong's Command'' creates a small army of invincible Monkey King clones within a circle that will periodically attack nearby enemies, disappearing when Monkey King leaves the circle by any means.
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''For 500 years the mountain pressed down upon him, only his head free from the crushing weight of the stonewrought prison the elder gods had summoned to halt his childish rebellion. Moss grew along the lines of his exposed face, tufts of grass sprouted from his ears; his vision was framed in wildflowers reaching from the soil around his cheeks. Most thought him long dead, tormented by the gods for waging war against the heavens until naught but his legend survived. But, as the stories go, the Monkey King cannot die.

So he waited. Until the gods came to offer a chance at absolution, he endured. And when they did come to name the price, Sun Wukong accepted their charge: he would accompany a young acolyte on a secret pilgrimage, protect him from demons and dangers of the road, and guide the man home in possession of a coveted relic. Do that, and humbly obey the human's commands in service to their holy mission, and Wukong would prove himself reformed.

For a change, Sun Wukong fulfilled his oath to the gods with honor, and atoned for the sins of past insurrections. The acolyte, much learned in hardships, was returned to his home temple, relic in hand; and Wukong—finding himself for the first time in proper standing with any gods of consequence—was content for a short while to give up his old thirst for adventure and glory. But the Monkey King was born for mischief...and offending the gods never gets old.''

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''For ''"For 500 years the mountain pressed down upon him, only his head free from the crushing weight of the stonewrought prison the elder gods had summoned to halt his childish rebellion. Moss grew along the lines of his exposed face, tufts of grass sprouted from his ears; his vision was framed in wildflowers reaching from the soil around his cheeks. Most thought him long dead, tormented by the gods for waging war against the heavens until naught but his legend survived. But, as the stories go, the Monkey King cannot die.

So
die.''

''So
he waited. Until the gods came to offer a chance at absolution, he endured. And when they did come to name the price, Sun Wukong accepted their charge: he would accompany a young acolyte on a secret pilgrimage, protect him from demons and dangers of the road, and guide the man home in possession of a coveted relic. Do that, and humbly obey the human's commands in service to their holy mission, and Wukong would prove himself reformed.

For
reformed.''

''For
a change, Sun Wukong fulfilled his oath to the gods with honor, and atoned for the sins of past insurrections. The acolyte, much learned in hardships, was returned to his home temple, relic in hand; and Wukong—finding himself for the first time in proper standing with any gods of consequence—was content for a short while to give up his old thirst for adventure and glory. But the Monkey King was born for mischief...and offending the gods never gets old.''
"''

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Formerly a hidden BonusBoss in the original ''VideoGame/DefenseOfTheAncientsAllStars'', the Monkey King has been announced as a brand new Hero which will be released after Underlord, his release date planned to be sometime this Fall in ''The New Journey'' update. He's put in the Agility because that's his old main stat. Living up to his name, he's a tricky, agile ganking hero.

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\nFormerly a hidden BonusBoss in ''For 500 years the original ''VideoGame/DefenseOfTheAncientsAllStars'', mountain pressed down upon him, only his head free from the crushing weight of the stonewrought prison the elder gods had summoned to halt his childish rebellion. Moss grew along the lines of his exposed face, tufts of grass sprouted from his ears; his vision was framed in wildflowers reaching from the soil around his cheeks. Most thought him long dead, tormented by the gods for waging war against the heavens until naught but his legend survived. But, as the stories go, the Monkey King has been announced as cannot die.

So he waited. Until the gods came to offer
a brand new Hero which will be released after Underlord, chance at absolution, he endured. And when they did come to name the price, Sun Wukong accepted their charge: he would accompany a young acolyte on a secret pilgrimage, protect him from demons and dangers of the road, and guide the man home in possession of a coveted relic. Do that, and humbly obey the human's commands in service to their holy mission, and Wukong would prove himself reformed.

For a change, Sun Wukong fulfilled
his release date planned oath to be sometime this Fall in ''The New Journey'' update. He's put in the Agility because that's gods with honor, and atoned for the sins of past insurrections. The acolyte, much learned in hardships, was returned to his home temple, relic in hand; and Wukong—finding himself for the first time in proper standing with any gods of consequence—was content for a short while to give up his old main stat. Living up to his name, he's a tricky, agile ganking hero.
thirst for adventure and glory. But the Monkey King was born for mischief...and offending the gods never gets old.''
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* PublicDomainCharacter: Just like Zeus, Monkey King here is the actual Sun Wukong from Literature/JourneyToTheWest.
* SimpleStaff: The Ruyi Jingu Bang, once again his combat repertoire, though [[OneSteveLimit it seems to be separate than an existing item called 'Monkey King Bar', which he can buy.]]

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* PublicDomainCharacter: Just like Zeus, Monkey King here is the actual Sun Wukong from Literature/JourneyToTheWest.
Literature/JourneyToTheWest, though some of his original feats is reworked to fit in with the Dota lore.
* SimpleStaff: The Ruyi Jingu Bang, once again his combat repertoire, though [[OneSteveLimit it seems to be separate than an existing item called 'Monkey King Bar', which he can buy.]]]] He even points this out, and sometimes complains that he's paying for his own bar.
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** TakeAThirdOption: Or just use a town portal scroll and escape safely. You do have one, right?

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** TakeAThirdOption: Or just use a town portal scroll and escape safely. You do have one, right?right? If Bloodseeker's ganking you alone, congratulations, you have escaped his SadisticChoice! If he brought friends... Well, pray that his friends can't interrupt you either, or else you're really screwed.
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* BadassBaritone: His voice is surprisingly deep and less monkey-ish.

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* BadassBaritone: His In his trailer, his voice is surprisingly deep and less monkey-ish.monkey-ish. However His voice in the game proper is higher pitched by virtue of having a different voice actor.
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* {{Jerkass}}: He's haughty, egotistical, and practically lives to mess with people and get in fights.
** JerkWithAHeartOfGold: But he's also surprisingly caring. He refuses to become a pit fighter on principle and has some good things to say about his allies at times.
---> '''Monkey King''': "You're a hero Clinkz. Not enough people give you credit for that."
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->'''Voiced by:''' Creator/MatthewMercer

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->'''Voiced by:''' Creator/MatthewMercer
Bill Millsap (Creator/MatthewMercer in the trailer)

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* AttackReflector: Aghanim's Scepter causes ''Spell Shield'' to passively block and reflect a targeted spell once every 12 seconds.



* ObviousRulePatch: In 6.86, the most common Arc Warden build was Hand of Midas into straight Divine Rapier, then just have the main hero in the fountain and let the Rapier-carrying double do your dirty work with no risk of losing it - a gimmicky build that doesn't require much skill, is extremely hard to deal with and doesn't fit the core concept of the hero (a micro-intensive DifficultButAwesome carry who can use most active items twice). Come 6.87, the ''Tempest Double'' can no longer make use of droppable items (Gem and Rapier), all but killing the Rapier rush build.

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* ObviousRulePatch: In 6.86, the most common Arc Warden build was Hand of Midas and Boots of Travel into straight Divine Rapier, then just have the main hero in the fountain and let the Rapier-carrying double do your dirty work with no risk of losing it - a gimmicky build that doesn't require much skill, is extremely hard to deal with and doesn't fit the core concept of the hero (a micro-intensive DifficultButAwesome carry who can use most active items twice). Come 6.87, the ''Tempest Double'' can no longer make use of droppable items (Gem and Rapier), all but killing the Rapier rush build.



One of the most iconic hard-carry Hero in the game, the Faceless Void is one of those heroes who tremendously suffer early game, but if the enemies let him farm good, he will end up making his enemies regret the times spent not to harass him by manipulating the fabric of time itself. His attacks, when powered with his third passive ability ''Time Lock'' will not only stun the enemy in place, but also give him a bonus damage on that particular enemy. With his second skill, ''Time Dilation'', Faceless Void will punish anyone who has spent their manas on using skills, halting their cooldown timer for a time while slowing their movement and attack speed which increases with how many skills he halted. He can also play the initiator role using ''Time Walk'' where he simply dashes forward quickly while reverting to his past state 2 seconds ago. When he gets near the enemy ranks, he can finally drop his game-changing ultimate, ''Chronosphere'', where he traps everyone caught in an area to a dome where time stops and nothing moves... except himself. For this period of time, Faceless Void gets the privilege of moving in an increased speed and beating down any enemies caught in the sphere, while everyone not caught in the sphere can also throw in their spells into the dome, also affecting the effects of the sphere itself. As such, when using Faceless Void, mind your time to become [[MagikarpPower the terror of the end game.]]

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One of the most An iconic hard-carry Hero in the game, carry and initiator hero, the Faceless Void is one strong duing most of those heroes who tremendously suffer early the game, but if the enemies let him farm good, farm, he will end up making his enemies regret the times spent not to harass him by manipulating the fabric of time itself. His attacks, when powered with his third passive ability ''Time Lock'' will not only stun the enemy in place, but also give him a bonus damage on that particular enemy. With his second skill, ''Time Dilation'', Faceless Void will punish anyone who has spent their manas on using skills, halting their cooldown timer for a time while slowing their movement and attack speed which increases with how many skills he halted. He can also play the initiator role using ''Time Walk'' where he simply dashes forward quickly while reverting to his past state 2 seconds ago. When he gets near the enemy ranks, he can finally drop his game-changing ultimate, ''Chronosphere'', where he traps everyone caught in an area to a dome where time stops and nothing moves... except himself. For this period of time, Faceless Void gets the privilege of moving in an increased speed and beating down any enemies caught in the sphere, while everyone not caught in the sphere can also throw in their spells into the dome, also affecting the effects of the sphere itself. As such, when using Faceless Void, mind your time to become [[MagikarpPower the terror of the end game.]]



* WalkingShirtlessScene

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* WalkingShirtlessSceneWalkingShirtlessScene: None of Void's sets come with a shirt.



* AdaptationNameChange: Was called Syllabear in Dota 1.
* AdaptationSpeciesChange: A night elf in Dota 1.

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* AdaptationNameChange: Was called Syllabear in Dota 1.
[=DotA=].
* AdaptationSpeciesChange: A night elf in Dota 1.[=DotA=].



* GlowingEyes: When he has the second and third forms of his Arcana, Monkey King's eyes can be seen glowing.



* NobodyHereButUsStatues: Monkey King can change his form to deceive enemies.



* TreeCover: With ''Tree Dance'', Monkey King can lay an ambush for the enemy team by leaping on treetops.



* SurprisinglySuddenDeath[=/=]DamageIncreasingDebuff: The popular 'shotgun Morphling' build: shift as many points into Agility as possible and buy Ethereal Blade. Using Ethereal Blade's active ability ''Ether Blast'' plus ''Waveform'' and ''Adaptive Strike'' (which does more damage as you put more points into Agility, meaning that it can scale with levels and Agility items), can deal upwards of ''one thousand magic damage'' to a single enemy, which is only sometimes exceeded by Lion's ''Finger of Death'' and Lina's ''Laguna Blade'', both of which require Aghanim's Scepter (a farm-intensive item on non-carry heroes) and both of which don't scale as you level up. This is enough to burst down, not just supports, but carries as well, even in the late game.

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* SurprisinglySuddenDeath[=/=]DamageIncreasingDebuff: SurprisinglySuddenDeath: The popular 'shotgun Morphling' build: shift as many points into Agility as possible and buy Ethereal Blade. Using Ethereal Blade's active ability ''Ether Blast'' plus ''Waveform'' and ''Adaptive Strike'' (which does more damage as you put more points into Agility, meaning that it can scale with levels and Agility items), can deal upwards of ''one thousand magic damage'' to a single enemy, which is only sometimes exceeded by Lion's ''Finger of Death'' and Lina's ''Laguna Blade'', both of which require Aghanim's Scepter (a farm-intensive item on non-carry heroes) and both of which don't scale as you level up. This is enough to burst down, not just supports, but carries as well, even in the late game.
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Faceless Void is a hero that is typically played as an initiator and teamfight controller soloing the offlane. He is useful throughout almost all points of the game because of his ultimate, which completely disables anything in it (including allies) for up to 6 seconds, though lategame is where he is most powerful. His role is to lay down his ultimate in a teamfight to disable the enemy team and let his team get in free attacks on the enemy team, and contribute to the fights himself once he is strong enough.

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One of the most iconic hard-carry Hero in the game, the Faceless Void is one of those heroes who tremendously suffer early game, but if the enemies let him farm good, he will end up making his enemies regret the times spent not to harass him by manipulating the fabric of time itself. His attacks, when powered with his third passive ability ''Time Lock'' will not only stun the enemy in place, but also give him a hero bonus damage on that is typically played as an particular enemy. With his second skill, ''Time Dilation'', Faceless Void will punish anyone who has spent their manas on using skills, halting their cooldown timer for a time while slowing their movement and attack speed which increases with how many skills he halted. He can also play the initiator and teamfight controller soloing role using ''Time Walk'' where he simply dashes forward quickly while reverting to his past state 2 seconds ago. When he gets near the offlane. He is useful throughout almost all points of the game because of enemy ranks, he can finally drop his game-changing ultimate, which completely disables anything in it (including allies) for up to 6 seconds, though lategame is ''Chronosphere'', where he is most powerful. His role is traps everyone caught in an area to lay a dome where time stops and nothing moves... except himself. For this period of time, Faceless Void gets the privilege of moving in an increased speed and beating down his ultimate any enemies caught in a teamfight to disable the enemy team and let his team get sphere, while everyone not caught in free attacks on the enemy team, and contribute to sphere can also throw in their spells into the fights himself once he is strong enough.
dome, also affecting the effects of the sphere itself. As such, when using Faceless Void, mind your time to become [[MagikarpPower the terror of the end game.]]

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* PurpleIsPowerful

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* PurpleIsPowerfulPurpleIsPowerful: His color motif.



* ExpendableClone: The Tempest Double gives nothing to the enemy team if they kill it. As a result, Arc Warden can get away with simply churning out doubles and sending them on suicide runs against the enemy base rather than pushing the base himself.

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* ExpendableClone: The Tempest Double gives formerly gave nothing to the enemy team if they kill it. As a result, Arc Warden can could get away with simply churning out doubles and sending them on suicide runs against the enemy base rather than pushing the base himself.himself. Currently, the Double does give some experience and gold, but it's still worth far less than a kill on the main Arc Warden.



* NothingPersonal: He's just doing what he's paid for. But then again...

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* NothingPersonal: He's just doing what he's paid for. But then again...



** ItsPersonal

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** ItsPersonalItsPersonal: But then again...



* GoneHorriblyWrong: The King-mage meant to reward whoever killed Maraxiform with immortality. As Clinkz was already partway through ''burning to death'' at this point, it wasn't exactly something he wanted.

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* GoneHorriblyWrong: The King-mage King-Mage meant to reward whoever killed Maraxiform with immortality. As Clinkz was already partway through ''burning to death'' at this point, it wasn't exactly something he wanted.



* NonIndicativeName: Ember Spirit's Rapiers of the Burning God cosmetic swords, which are far too wide to qualify as rapiers.

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* NonIndicativeName: Ember Spirit's Rapiers of the Burning God cosmetic swords, which are far too wide to qualify as rapiers. That being said, they're clearly based on the Divine Rapier (which Ember Spirit can use [[TotalPartyKill to particularly devastating effect]]) rather than the real-life namesake.



* FriendlyFireproof: Zig-zagged with ''Chronosphere''. It will freeze both enemies and allies, but will not affect any units also belonging to Void himself, such as summons and illusions, even if it's stolen and used by an enemy Rubick. Additionally, even though it will reveal invisible enemies, invisible allies will remain invisible despite not being able to move. However, the fact that it can disable allies can lead to frustrating situations where Faceless Void [[UnwantedAssistance gets ''his'' team stuck in it, but his enemies are free to pound on them, or stopping other heroes when they're doing more damage.]]

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* FriendlyFireproof: Zig-zagged with ''Chronosphere''. It will freeze both enemies and allies, but will not affect any units also belonging to Void himself, such as summons and illusions, even if it's stolen and used by an enemy Rubick. Additionally, even though it will reveal invisible enemies, invisible allies will remain invisible despite not being able to move. However, the fact that it can disable allies can lead to frustrating situations where Faceless Void [[UnwantedAssistance gets ''his'' his own team stuck in it, but it while his enemies are free to pound on them, them,]] or [[NiceJobBreakingItHero stopping other heroes when they're doing more damage.]]



* ScrewThisImOuttaHere: He has unique lines when he uses ''Blade Fury'' and the Scroll of Town Portal.
-->'''Juggernaut''': [[http://hydra-media.cursecdn.com/dota2.gamepedia.com/5/56/Jug_ability_stunteleport_01.mp3 "I'm outta here."]]
-->'''Juggernaut''': [[http://hydra-media.cursecdn.com/dota2.gamepedia.com/b/b3/Jug_ability_stunteleport_03.mp3 "I'll be back to finish this later."]]



* SoLongSuckers: He has unique lines when he uses ''Blade Fury'' and the Scroll of Town Portal at the same time.
-->'''Juggernaut''': [[http://hydra-media.cursecdn.com/dota2.gamepedia.com/5/56/Jug_ability_stunteleport_01.mp3 "I'm outta here."]]
-->'''Juggernaut''': [[http://hydra-media.cursecdn.com/dota2.gamepedia.com/b/b3/Jug_ability_stunteleport_03.mp3 "I'll be back to finish this later."]]



* NoSell: Any victim of ''Stone Gaze'' also becomes completely immune to magical damage as a side-effect.

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* NoSell: Any victim of ''Stone Gaze'' also becomes completely immune to magical damage as a side-effect. However, in a case of DevelopersForesight, ''Mystic Snake'' (which normally does Magic Damage) will instead deal [[ArmorPiercingAttack Pure Damage]] to a petrified enemy.


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* NoNameGiven: The only hero without a given name in either the original ''Defense of the Ancients'' or ''Dota 2''. [[EveryoneCallsHimBarkeep He's just "Morphling"]].
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fixed a wick for a split trope


* FriendlyFireproof: Zig-zagged with ''Chronosphere''. It will freeze both enemies and allies, but will not affect any units also belonging to Void himself, such as summons and illusions, even if it's stolen and used by an enemy Rubick. Additionally, even though it will reveal invisible enemies, invisible allies will remain invisible despite not being able to move. However, the fact that it can disable allies can lead to frustrating situations where Faceless Void [[StopHelpingMe gets ''his'' team stuck in it, but his enemies are free to pound on them, or stopping other heroes when they're doing more damage.]]

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* FriendlyFireproof: Zig-zagged with ''Chronosphere''. It will freeze both enemies and allies, but will not affect any units also belonging to Void himself, such as summons and illusions, even if it's stolen and used by an enemy Rubick. Additionally, even though it will reveal invisible enemies, invisible allies will remain invisible despite not being able to move. However, the fact that it can disable allies can lead to frustrating situations where Faceless Void [[StopHelpingMe [[UnwantedAssistance gets ''his'' team stuck in it, but his enemies are free to pound on them, or stopping other heroes when they're doing more damage.]]
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* ShoutOut: One of his when killing a hero is a reference to the popular RunningGag in ''WebAnimation/TheDota2Reporter'' whenever any FridgeLogic stuffs are brought up.
--> '''Arc Warden''': [[https://hydra-media.cursecdn.com/dota2.gamepedia.com/3/35/Arcwar_kill_12.mp3 "You will just have to accept this, and move on."]]
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* SimpleStaff: The Ruyi Jingu Bang, once again his combat repertoire.

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* SimpleStaff: The Ruyi Jingu Bang, once again his combat repertoire.repertoire, though [[OneSteveLimit it seems to be separate than an existing item called 'Monkey King Bar', which he can buy.]]
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* PromotedToPlayable: Unlike Invoker, Elder Titan and Phoenix, Monkey King wasn't a hero proper in ''VideoGame/DefenseOfTheAncientsAllStars'', having only been a BonusBoss. This makes Dota 2 his debut as a hero.

to:

* PromotedToPlayable: Unlike Invoker, Elder Titan and Phoenix, Monkey King wasn't a hero proper in ''VideoGame/DefenseOfTheAncientsAllStars'', ''VideoGame/DefenseOfTheAncients'', having only been a BonusBoss. This makes Dota 2 his debut as a hero.
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* AmbiguouslyHuman: Her lore states that she isn't an actual Drow, and she looks fairly human except for her dark blue skin.


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* ImpossiblyLowNeckline: Set her neckline just an inch lower and you have a game rated 16 and above.
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->'''Voiced by:''' Creator/JohnStJohn

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->'''Voiced by:''' Creator/JohnStJohnCreator/JonStJohn

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* AdaptationSpeciesChange: Was a Night Elf in Dota 1.



->'''Voiced by:''' John St. John

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->'''Voiced by:''' John St. JohnCreator/JohnStJohn



* AdaptationSpeciesChange: In Dota 1, Bloodseeker was a half-demon orc. While most orc heroes were remade into Oglodi, Bloodseeker's race was left more ambiguous.



->'''Voiced by:''' Dave Fennoy

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->'''Voiced by:''' Dave FennoyCreator/DaveFennoy



* AdaptationSpeciesChange: Like Earth and Storm Spirit, he was originally a Pandaren.



->'''Voiced by:''' Dave Fennoy

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->'''Voiced by:''' Dave FennoyCreator/DaveFennoy



->'''Voiced by:''' Nolan North

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->'''Voiced by:''' Nolan NorthCreator/NolanNorth



* AdaptationSpeciesChange: A dwarf in Dota 1 and a Keen in Dota 2.



* AdaptationSpeciesChange: Was an orc in Dota 1.



->'''Voiced by:''' Nolan North

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->'''Voiced by:''' Nolan NorthCreator/NolanNorth



* AdaptationNameChange: Was called Syllabear in Dota 1.
* AdaptationSpeciesChange: A night elf in Dota 1.



* AdaptationSpeciesChange: A Night Elf in Dota 1, though she retains much of the characteristics.



* LegacyCharacter: She's a Night Elf in all but name.



->'''Voiced by:''' Nolan North

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->'''Voiced by:''' Nolan NorthCreator/NolanNorth



* AdaptationSpeciesChange: Like Luna, she was originally a Night Elf.



->'''Voiced by:''' Matthew Mercer

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->'''Voiced by:''' Matthew Mercer
Creator/MatthewMercer

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* [[EvilCounterpart Neutral Counterpart]]: To Faceless Void, as they're both iconic agility hard carries. They both have a mobility skill (''Blink'' and ''Time Walk''), a passive affecting their auto attacks (''Mana Break'' and ''Time Lock''), a passive that helps them with survivability (''Spell Shield'' and ''Backtrack'') and an AoE ultimate (''Mana Void'' and ''Chronosphere'').

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* [[EvilCounterpart Neutral Counterpart]]: To Faceless Void, as they're both iconic agility hard carries. They both have a mobility skill (''Blink'' and ''Time Walk''), a passive affecting their auto attacks (''Mana Break'' and ''Time Lock''), a passive that helps them with survivability (''Spell Shield'' and ''Backtrack'') and an AoE [=AoE=] ultimate (''Mana Void'' and ''Chronosphere'').



''Lost within the Wailing Mountains, the Fortress of Flares lay abandoned, its training halls empty, its courtyard covered in leaves and dust. Upon a dais in its sealed temple rests a topaz cauldron filled with ancient ash, remnants of a pyre for the warrior-poet Xin. For three generations, Xin taught his acolytes the Bonds of the Guardian Flame, a series of mantras to train the mind and body for the harsh realities beyond the fortress walls. However, in teaching a warrior's way he earned a warrior's rivals, and in his autumn Xin was bested and slain. His followers spread to the wind. Yet as years turned to centuries and followers to descendants, his teachings endured by subtle whisper and deed. Touched by the teacher's lasting legacy, the Burning Celestial, inquisitive aspect of fire, cast himself to the Fortress of Flares and reignited the pyre ash. From these glowing embers emerged an image of Xin, wreathed in flame, his thoughtful countenance prepared to train and to teach, and to spread the fires of knowledge to all who seek guidance.''

to:

''Lost ''"Lost within the Wailing Mountains, the Fortress of Flares lay abandoned, its training halls empty, its courtyard covered in leaves and dust. Upon a dais in its sealed temple rests a topaz cauldron filled with ancient ash, remnants of a pyre for the warrior-poet Xin. For three generations, Xin taught his acolytes the Bonds of the Guardian Flame, a series of mantras to train the mind and body for the harsh realities beyond the fortress walls. However, in teaching a warrior's way he earned a warrior's rivals, and in his autumn Xin was bested and slain. His followers spread to the wind. Yet as years turned to centuries and followers to descendants, his teachings endured by subtle whisper and deed. Touched by the teacher's lasting legacy, the Burning Celestial, inquisitive aspect of fire, cast himself to the Fortress of Flares and reignited the pyre ash. From these glowing embers emerged an image of Xin, wreathed in flame, his thoughtful countenance prepared to train and to teach, and to spread the fires of knowledge to all who seek guidance.''
"''



* BackFromTheDead

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* BackFromTheDeadBackFromTheDead: A variant; the Burning Celestial formed itself into an image of the original Xin from his funerary ashes.



* [[EvilCounterpart Neutral Counterpart]]: To Anti-Mage, as they're both iconic agility hard carries. They both have a mobility skill (''Blink'' and ''Time Walk''), a passive affecting their auto attacks (''Mana Break'' and ''Time Lock''), a passive that helps them with survivability (''Spell Shield'' and ''Backtrack'') and an AoE ultimate (''Mana Void'' and ''Chronosphere'').

to:

* [[EvilCounterpart Neutral Counterpart]]: To Anti-Mage, as they're both iconic agility hard carries. They both have a mobility skill (''Blink'' and ''Time Walk''), a passive affecting their auto attacks (''Mana Break'' and ''Time Lock''), a passive that helps them with survivability (''Spell Shield'' and ''Backtrack'') and an AoE [=AoE=] ultimate (''Mana Void'' and ''Chronosphere'').


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* SpinAttack: ''Blade Fury''.


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* {{Medusa}}: Obviously.

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The double Midas seemed more like a normal nerf. Only the 'unable to use droppable items' thing was obviously tailor-fitted to kill the AW rapier rush build.


* DifficultButAwesome: Arc Warden has to do everything he has to offer TWICE, through the use of ''Tempest Double'', not to mention the active items that are thrown into the mix. Between having to use all your item actives twice, as well as being fluent with the spell usage of Arc Warden and his double, you'll quickly come to realise where the skill requirement in order to pull the hero fluently off comes in. A lot can go wrong when you play as Arc Warden, and especially for new players, things can get especially hectic when they have to juggle around between the real warden, and the double.



* ObviousRulePatch: 6.87 hit Arc Warden with a double whammy: it nerfed the double Hand of Midas strategy by making the ''Tempest Double's'' cooldowns carry over between summons instead of starting with everything off cooldown, and made the double unable to copy droppable items (Gem and Divine Rapier), all but killing the tactic of sitting in the fountain and let the Rapier-carrying double do your dirty work with no risk of losing it.

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* ObviousRulePatch: In 6.87 hit 86, the most common Arc Warden with a double whammy: it nerfed the double build was Hand of Midas strategy by making the ''Tempest Double's'' cooldowns carry over between summons instead of starting with everything off cooldown, and made the double unable to copy droppable items (Gem and into straight Divine Rapier), all but killing Rapier, then just have the tactic of sitting main hero in the fountain and let the Rapier-carrying double do your dirty work with no risk of losing it.it - a gimmicky build that doesn't require much skill, is extremely hard to deal with and doesn't fit the core concept of the hero (a micro-intensive DifficultButAwesome carry who can use most active items twice). Come 6.87, the ''Tempest Double'' can no longer make use of droppable items (Gem and Rapier), all but killing the Rapier rush build.



* BlingOfWar: The Immortal Hunter's Hoard is a literal bag of gold that Bounty Hunter carries into battle.



* BackFromTheDead[=/=]CameBackWrong



* AllOfTheOtherReindeer: Subverted. She certainly thinks herself ugly and isolated. However, it's unknown how the Drows reacted on her strangeness, whether her isolation is self-inflicted or she's bullied into it.

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* AllOfTheOtherReindeer: Subverted. She certainly thinks herself ugly and isolated. However, it's unknown how the Drows Drow reacted on her strangeness, whether her isolation is self-inflicted or she's bullied into it.



* DarkIsNotEvil: Subversion. Usually, Drows are to refer to dark, evil elves. However, Drow here is a race of midget {{Gonk}}s, with unclear morality values, so it's nearly impossible to judge Traxex from her race. Traxex herself, while gloomy and borderline insane due to isolation, is not the typical 'evil drow' either despite her appearance, she's dedicated to protect her new forest home, though shows no interest in goody-two-shoes activities.

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* DarkIsNotEvil: Subversion. Usually, Drows Drow are to refer to dark, evil elves. However, Drow here is a race of midget {{Gonk}}s, with unclear morality values, so it's nearly impossible to judge Traxex from her race. Traxex herself, while gloomy and borderline insane due to isolation, is not the typical 'evil drow' either despite her appearance, she's dedicated to protect her new forest home, though shows no interest in goody-two-shoes activities.



* GlassCannon: Though Faceless Void is no longer an optimal carry since 6.86, low-level players often still play him as a hard carry who stacks damage items with little to no durability, as his ultimate leaves the enemy team helpless and unable to harm him. However, if he ever does get caught, he'll usually get blown up quite quickly due to lack of survivability items (even moreso after the loss of ''Backtrack'').

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* GlassCannon: Though Faceless Void this is no longer an optimal carry build since 6.86, low-level players often still play him as a hard carry who stacks damage items with little to no durability, as his ultimate leaves the enemy team helpless and unable to harm him. However, if he ever does get caught, he'll usually get blown up quite quickly due to lack of survivability items (even moreso after the loss of ''Backtrack'').



* AwesomeButImpractical: While it is possible to learn how to play Meepo well, his skill floor is so high that he results in this for most players. With the addition of area-of-effect disables being his hardest counter, Meepo remains in competitive play forever as a hero for niche players like [=BigDaddy=], or as a pocket strat/surprise last pick when your opponent doesn't expect it.

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* AwesomeButImpractical: While it is possible to learn how to play Meepo well, his skill floor is so high that he results in this for most players. With the addition of area-of-effect disables being his hardest counter, Meepo remains in competitive play forever as a hero for niche players like [=BigDaddy=], or and only as a pocket strat/surprise last pick when your opponent doesn't expect it.



* SurprisinglySuddenDeath: The Aghanim's Scepter Mirana build, which can potentially deal a whopping 1050 burst damage to a target hit by both the first wave and the extra star from the double ''Starstorm''. An additional ''Sacred Arrow'' is enough to kill or cripple most targets, and that's before Mirana gets her Ethereal Blade...




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->'''Voiced by:''' Matthew Mercer



* UnexpectedCharacter: Though he was a BonusBoss in the same reign as Invoker, Elder Titan and Phoenix, the lack of WordsOfGod on if he was ever going to be added to Dota, no hints at him in years and the fact that a rework of Phantom Lancer (who himself has elements of Sun Wukong) was released in the next patch right after led many to (understandably) assume that he was in fact just a teaser for the aforementioned rework, and thus not meant to be a real hero. In addition, fans have been enraptured with the announcement of the final hero Underlord before this announcement. As a result, Monkey King's out-of-nowhere announcement in the middle of [=TI6=] shocked ''everyone''. The only hint toward his announcement was bananas dropping in cheat-enabled lobbies some weeks before [=TI6=].

to:

* UnexpectedCharacter: Though he was a BonusBoss in the same reign rein as Invoker, Elder Titan Tauren Chieftain (Elder Titan) and Phoenix, the lack of WordsOfGod on if he was ever going to be added to Dota, no hints at him in years and the fact that a rework of Phantom Lancer (who himself has elements of Sun Wukong) was released in the next patch right after led many to (understandably) assume that he was in fact just a teaser for the aforementioned rework, and thus not meant to be a real hero. In addition, fans have been enraptured with the announcement of the final hero Underlord before this announcement. As a result, Monkey King's out-of-nowhere announcement in the middle of [=TI6=] shocked ''everyone''. The only hint toward his announcement was bananas dropping in cheat-enabled lobbies some weeks before [=TI6=].

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A temporary portrait for Monkey King until his real portrait is released with The New Journey.



to:

[[quoteright:256:http://static.tvtropes.org/pmwiki/pub/images/monkey_king_temp.png]]
[[caption-width-right:256:[-"Over the course of my journeys, I've been called many things. A warrior. An animal. A trickster. Out of all the names I've been called, one has always remained my favorite: King."-] ]]
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Formerly a hidden BonusBoss in the original ''VideoGame/DefenseOfTheAncientsAllStars'', the Monkey King has been announced as a brand new Hero which will be released after Underlord. He's put in the Agility because that's his old main stat. Living up to his name, he's a tricky, agile ganking hero.

to:

Formerly a hidden BonusBoss in the original ''VideoGame/DefenseOfTheAncientsAllStars'', the Monkey King has been announced as a brand new Hero which will be released after Underlord.Underlord, his release date planned to be sometime this Fall in ''The New Journey'' update. He's put in the Agility because that's his old main stat. Living up to his name, he's a tricky, agile ganking hero.



* MasterOfIllusion: He utilizes his trademark 'pull hair, and then turn them into his clones'
* PromotedToPlayable

to:

* MasterOfIllusion: He As seen in the Monkey King teaser, he utilizes his trademark 'pull hair, and then turn them into his clones'
clones' technique to spawn illusions. He also disguises himself as a tree in one segment.
* PromotedToPlayablePromotedToPlayable: Unlike Invoker, Elder Titan and Phoenix, Monkey King wasn't a hero proper in ''VideoGame/DefenseOfTheAncientsAllStars'', having only been a BonusBoss. This makes Dota 2 his debut as a hero.



* UnexpectedCharacter: Though he was a BonusBoss in the same reign as Invoker, Elder Titan and Phoenix, the lack of WordsOfGod on if he's ever going to be added to Dota, no hints at him in years and the fact that a rework of Phantom Lancer (who himself has elements of Sun Wukong) was released in the next patch right after led many to (understandably) assume that he was in fact just a teaser for the aforementioned rework, and thus not meant to be a real hero. In addition, fans have been enraptured with the announcement of the final hero Underlord before this announcement. As a result, Monkey King's out-of-nowhere announcement in the middle of [=TI6=] shocked ''everyone''. The only hint toward his announcement was bananas dropping in cheat-enabled lobbies.

to:

* UnexpectedCharacter: Though he was a BonusBoss in the same reign as Invoker, Elder Titan and Phoenix, the lack of WordsOfGod on if he's he was ever going to be added to Dota, no hints at him in years and the fact that a rework of Phantom Lancer (who himself has elements of Sun Wukong) was released in the next patch right after led many to (understandably) assume that he was in fact just a teaser for the aforementioned rework, and thus not meant to be a real hero. In addition, fans have been enraptured with the announcement of the final hero Underlord before this announcement. As a result, Monkey King's out-of-nowhere announcement in the middle of [=TI6=] shocked ''everyone''. The only hint toward his announcement was bananas dropping in cheat-enabled lobbies.
lobbies some weeks before [=TI6=].
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* UnexpectedCharacter: Though he was a BonusBoss in the same reign as Invoker, Elder Titan and Phoenix, the lack of WordsOfGod on if he's ever going to be added to Dota, no hints at him in years and the fact that a rework of Phantom Lancer (who himself has elements of Sun Wukong) was released in the next patch right after led many to (understandably) assume that he was in fact just a teaser for the aforementioned rework, and thus not meant to be a real hero. As a result, Monkey King's out-of-nowhere announcement in the middle of [=TI6=] shocked ''everyone''. The only hint toward his announcement was bananas dropping in cheat-enabled lobbies.

to:

* UnexpectedCharacter: Though he was a BonusBoss in the same reign as Invoker, Elder Titan and Phoenix, the lack of WordsOfGod on if he's ever going to be added to Dota, no hints at him in years and the fact that a rework of Phantom Lancer (who himself has elements of Sun Wukong) was released in the next patch right after led many to (understandably) assume that he was in fact just a teaser for the aforementioned rework, and thus not meant to be a real hero. In addition, fans have been enraptured with the announcement of the final hero Underlord before this announcement. As a result, Monkey King's out-of-nowhere announcement in the middle of [=TI6=] shocked ''everyone''. The only hint toward his announcement was bananas dropping in cheat-enabled lobbies.
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to:

* UnexpectedCharacter: Though he was a BonusBoss in the same reign as Invoker, Elder Titan and Phoenix, the lack of WordsOfGod on if he's ever going to be added to Dota, no hints at him in years and the fact that a rework of Phantom Lancer (who himself has elements of Sun Wukong) was released in the next patch right after led many to (understandably) assume that he was in fact just a teaser for the aforementioned rework, and thus not meant to be a real hero. As a result, Monkey King's out-of-nowhere announcement in the middle of [=TI6=] shocked ''everyone''. The only hint toward his announcement was bananas dropping in cheat-enabled lobbies.
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[[folder:Sun Wukong, the '''Monkey King''']]

Formerly a hidden BonusBoss in the original ''VideoGame/DefenseOfTheAncientsAllStars'', the Monkey King has been announced as a brand new Hero which will be released after Underlord. He's put in the Agility because that's his old main stat. Living up to his name, he's a tricky, agile ganking hero.

* BadassBaritone: His voice is surprisingly deep and less monkey-ish.
* MasterOfIllusion: He utilizes his trademark 'pull hair, and then turn them into his clones'
* PromotedToPlayable
* PublicDomainCharacter: Just like Zeus, Monkey King here is the actual Sun Wukong from Literature/JourneyToTheWest.
* SimpleStaff: The Ruyi Jingu Bang, once again his combat repertoire.

[[/folder]]
----

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This is part of the [[{{Characters/Dota2}} character sheet]] for ''{{VideoGame/Dota 2}}''. This page contains the '''Agility''' heroes that begins with the letter A to M. Please note that this is sorted not by their real names, but their most common moniker, which will be bolded in the folder.

[[center: [- '''Strength''' | [[Characters/Dota2StrengthAToM A -- M]] | [[Characters/Dota2StrengthNToZ N -- Z]]-] ]]
[[center: [- '''''Agility''''' | '''A -- M''' | [[Characters/Dota2AgilityNToZ N -- Z]]-] ]]
[[center: [- '''Intelligence''' | [[Characters/Dota2IntelligenceAToM A -- M]] | [[Characters/Dota2IntelligenceNToZ N -- Z]]-] ]]
[[center: [- [[Characters/Dota2Neutrals Neutrals]] | [[Characters/Dota2NPCs Others]]-] ]]

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[[foldercontrol]]
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[[folder:'''Anti-Mage''']]
[[quoteright:256:http://static.tvtropes.org/pmwiki/pub/images/Anti-Mage_654.png]]
[[caption-width-right:256:[-[[http://hydra-images.cursecdn.com/dota2.gamepedia.com/d/d7/Anti_kill_12.mp3 "They who live by the wand shall die by my blade."]]-] ]]
->'''Voiced by:''' Sam A. Mowry
''"The monks of Turstarkuri watched the rugged valleys below their mountain monastery as wave after wave of invaders swept through the lower kingdoms. Ascetic and pragmatic, in their remote monastic eyrie they remained aloof from mundane strife, wrapped in meditation that knew no gods or elements of magic. Then came the Legion of the Dead God, crusaders with a sinister mandate to replace all local worship with their Unliving Lord's poisonous nihilosophy. From a landscape that had known nothing but blood and battle for a thousand years, they tore the souls and bones of countless fallen legions and pitched them against Turstarkuri. The monastery stood scarcely a fortnight against the assault, and the few monks who bothered to surface from their meditations believed the invaders were but demonic visions sent to distract them from meditation. They died where they sat on their silken cushions. Only one youth survived--a pilgrim who had come as an acolyte, seeking wisdom, but had yet to be admitted to the monastery. He watched in horror as the monks to whom he had served tea and nettles were first slaughtered, then raised to join the ranks of the Dead God's priesthood. With nothing but a few of Turstarkuri's prized dogmatic scrolls, he crept away to the comparative safety of other lands, swearing to obliterate not only the Dead God's magic users--but to put an end to magic altogether."''

Anti-Mage is the archetypal hard carry, incredibly weak in the early game but becoming a force to be reckoned with by the late game. While he excels at teamfighting, his real specialty is, as his name suggests, dealing with mages. His ability ''Mana Break'' gives his basic attacks the ability to burn away a certain amount of mana on each hit, dealing additional damage based on the mana removed, punishing the enemy for their use of magic and hindering their spellcasting ability. ''Blink'' teleports Anti-Mage to a targeted location within a short range. An all-purpose spell, it can be used to speed up farm, escape a fight Anti-Mage cannot win, or chase down enemies. With ''Mana Shield'', Anti-Mage becomes highly resistant to magic damage, shrugging off all but the most damaging spells with ease. Once the enemy's mana pool is exhausted by ''Mana Break'' and their own spells, Anti-Mage delivers the ''coup de grace'' with his ultimate ability ''Mana Void''. This ability uses the target's lack of mana against them, dealing damage based on a percentage of the missing mana in an area to crush the mage along with anyone who dares associate with them.

* AchillesHeel: Teams that excel at pushing or have the power to potentially end the game early are a massive bane to Anti-Mage's team. Anti-Mage's only contribution to the earlygame is his ultimate which can act as a massive teamfight nuke, but it relies on one of the enemy heroes having a large mana pool, and having used up a huge amount of said mana pool. All Anti-Mage can do is farm, which forces his team to potentially fight 4v5, and hope that his team can hold out long enough for him to get enough farm to contribute to the lategame, if there will be one.
* AmbiguouslyBrown: He looks vaguely South Asian, probably to fit with his Buddhist WarriorMonk theme.
* AntiMagic: ''Spell Shield''
* BoringButPractical: When you learn what his role is he becomes this, especially if you actually get a good support (especially if it's a reactive Treant, Venomancer or Keeper of the Light) turning your part of the game into a 30 minute farm fest.
* DarkAndTroubledPast: Anti-Mage used to be a normal servant boy of the Turstarkuri monastery, but the attack of the Legion of Dead God was extremely scarring with him being the SoleSurvivor and seeing everyone he served loyally die. This led him to believe that magic is an abomination.
* DoesNotLikeMagic: [[CaptainObvious Gee, ya think??]]
* DoubleWeapon
* DualWielding
* FloweryElizabethanEnglish
* FragileSpeedster: Anti-Mage has extremely pitiful Strength gain, so in the early levels he's quite easy to kill, having only his ''Blink'' and ''Mana Break'' to remain mobile while dealing damage.
* GlassCannon: He has notably high agility and low base attack time, giving him high damage and scaling with his basic attacks, but his Strength is pitiful. Heart of Tarrasque is, as a result, a commonly built item on him to bolster the durability of both Anti-Mage and his illusions.
* {{Irony}}: He hates mages, but usually ends up heavily relying on them for survival in the early game.
* ItemCaddy: Anti-Mage's main strength compared to other hard carries is his ability to flash-farm and split-push very quickly: with the cleave and mana regeneration from Battle Fury, he could spam ''Blink'' to jump from jungle camp to jungle camp and farm endlessly, while his low BAT and high Agility means that his Manta Style illusions will easily melt towers. It's not uncommon to see Anti-Mage already six-slotted while the enemy carries are still busy farming their luxuries. The downside to this is that he has a 15-20 minute window where you NEED to win before he gets outcarried, as ''Mana Break'' doesn't scale very well into the ultra lategame and neither do his Manta illusions.
* KnightTemplar: To him, magic is evil so all that use magic are blights to be removed. Indiscriminately.
* LightningBruiser: With enough points in ''Spell Shield'' and armor via his Agility gain, he becomes extremely hard to kill since he can shrug off magic nukes and most of the physical damage that's thrown his way. Not to mention being able to use ''Blink'' to dodge attacks and Manta Style to force the enemy team to spread out their damage.
* MageKiller: ExactlyWhatItSaysOnTheTin. This is his claim to fame/infamy and the source of his nickname "Anti-Fun" since playing mages is fun.
* MagicByAnyOtherName: It's never explained how he's capable of doing what he does. He's something of a hypocrite as far as this goes. WildMassGuessing theorizes that he uses some form of KiAttacks.
* MagicIsEvil: He believes this.
* MagikarpPower: The archetypical "hard carry"; he's fairly useless early on in the game, but as soon as he finishes farming his core items (usually a Battle Fury and Manta Style) he becomes nearly unstoppable with the right team behind him.
* ManaBurn: He does this on normal attacks. His ultimate, ''Mana Void'', deals damage based on how much mana his target is missing, which synergizes with ''Mana Break''.
* MechanicallyUnusualClass: Anti-Mage is somewhat different from some other hard carries in that if he can get Battle Fury, ''Blink'' allows him to farm incredibly quickly. If he can get BF quickly and uses it effectively, he grows extremely fast and can get big items before many other carries. However, he can still be outgunned later on by even harder carries, because at the end of the game, you can still only carry 6 items, while ''Mana Break'' doesn't scale as well to the late game compared to the steroids skills of other carries like ''Time Lock'' or ''Split Shot''. Because of this, unlike other hard carries who peak at ultra-late game, Anti-Mage's most effective time is when he's accrued a significant farm/level advantage over the opposition.
* MixAndMatchWeapon: The Immortal Basher Blades look like a mix between a pair of hammers and Anti-Mage's standard swords.
* MoneyMultiplier: ''Blink'', with its short cooldown, significantly reduces the time Anti-Mage has to spend walking between creep waves and/or jungle camps, allowing him to farm faster than most other carries. Combined with Battle Fury, he can flash-farm the jungle in 45 seconds and repeat in an endless loop.
* [[EvilCounterpart Neutral Counterpart]]: To Faceless Void, as they're both iconic agility hard carries. They both have a mobility skill (''Blink'' and ''Time Walk''), a passive affecting their auto attacks (''Mana Break'' and ''Time Lock''), a passive that helps them with survivability (''Spell Shield'' and ''Backtrack'') and an AoE ultimate (''Mana Void'' and ''Chronosphere'').
* NoNameGiven: He was once called 'Magina' in the original [=DotA=]. For some reasons, that was removed.
* PercentDamageAttack: Inverted; ''Mana Void'' deals the more damage the more mana the target is missing.
* PurpleEyes: As can be seen in his portrait.
* PurpleIsPowerful
* TeleportSpam: ''Blink'' is spammed to jump from jungle camp to jungle camp and farm after Anti-Mage gets his Battle Fury.
* WellIntentionedExtremist: The Dead God's Legion used magic to massacre the monks of Turstarkuri and he, being witness to it all and the only survivor, swore to put an end to magic as a whole by killing all magic users, so nobody will ever have to suffer from it.
* WhatTheHellPlayer: If you bought [[DepartmentOfRedundancyDepartment Blink Dagger]].
-->'''Antimage:''' [[http://hydra-media.cursecdn.com/dota2.gamepedia.com/9/9f/Anti_blink_01.mp3 Blink Dagger? Really?]]
[[/folder]]
----
[[folder:Zet, the '''Arc Warden''']]
[[quoteright:256:http://static.tvtropes.org/pmwiki/pub/images/arc_warden.png]]
[[caption-width-right:256:[-[[http://hydra-media.cursecdn.com/dota2.gamepedia.com/a/a6/Arcwar_battlebegins_02.mp3 "Diruulth and Radinthul, your conflicts must be ended."]]-] ]]
->'''Voiced by:''' James Kirkland
''"Before the beginning of all, there existed a presence: a primordial mind, infinite, awesome, and set to inscrutable purpose. As the universe thundered into being, this mind was fragmented and scattered. Two among its greater fragments--who would come to be named Radiant and Dire--found themselves locked in vicious opposition, and began twisting all of creation to serve their conflict.''

''As war and cataclysm threatened the nascent cosmos, the will of a third fragment made itself known. Naming itself Zet, this intellect sought to resolve the disharmony and return all to perfect unity. Appalled by its kin's conflicting nature, Zet gathered the sum of its power. In a sudden flash, it overwhelmed its siblings, and fused the warring aspects into a stellar sphere before hurling them into the darkness to orbit a nondescript world. Harmony was restored, though only the barest fraction of Zet's strength remained. Setting its gaze on the prison, Zet chose to use its weakened power to serve as watchful warden until time's end. For uncounted aeons, this vigil stood.''

''Life flourished upon the world below, oblivious to the dangers imprisoned within the softly glowing moon, or of Zet's struggles to contain them. As the captives' eternal clash reverberated within, the surface of the prison shuddered, over time beginning to crack. Ultimately, Zet's depleted power proved insufficient to contain the breach, and at last the moon was shattered. The prison's ancient inhabitants had escaped to sow their conflict anew.''

''Flung to the farthest reaches by the prison's explosion, Zet was transformed by the dissonant energies of its former captives. No longer of single form and thought, its presence had become split among many--some lesser, some greater--each connected by a fleeting arc of consciousness. Struggling to suppress its own disunity, Zet sped toward the burgeoning conflict of its siblings, bending its fractured wills toward a singular conclusion: the aspects of the primordial mind must be made to reunite, or all must be destroyed lest the conflict spread further..."''

* BadassCape: A nice blue one.
* CastFromHitPoints: ''Tempest Double'' costs both HP and mana to cast.
* DarkIsNotEvil: Though he looks dark and scary, Zet's purpose is to put an end to the conflict of the Ancients.
* DefogOfWar: ''Spark Wraith'' can be cast from obscenely far away, gives vision around it and lasts for 50 seconds, so it can be put on common gank routes as an early warning system. It also ignores invisibility, so an attentive player can even spot an incoming smoke gank and bail out in time.
* EldritchAbomination: Zet is a scattered fragment of the primordial mind of the universe.
* EnemyMine: Given that Zet opposes both Ancients, he's this in-game no matter which side he's on. He even has ([[DummiedOut currently unused]]) voice lines noting the temporary nature of his current alignment.
* ExpendableClone: The Tempest Double gives nothing to the enemy team if they kill it. As a result, Arc Warden can get away with simply churning out doubles and sending them on suicide runs against the enemy base rather than pushing the base himself.
* GlassCannon: When 6-slotted with pushing items - say, [[DoppelgangerAttack Manta Style]], [[EnemySummoner Necronomicon]], [[ArmorPiercingAttack Desolator]], something for damage, and [[UpToEleven Refresher Orb]], he can push from the Tier 3 tower all the way to the throne within ''seconds'', often leaving the enemies no time to even react and teleport back to base. On the other hand, he is easy to kill if caught out of position.
* GlowingEyesOfDoom: His only real facial features.
* HowTheMightyHaveFallen: In his backstory, Zet used to be much more powerful until he expended much of his power to seal the Ancients inside the Mad Moon.
* IKnowYourTrueName: He calls the Dire and Radiant ancients by their true names, "Diruulth" and "Radinthul." He is notable among the cast for his particularly lofty goal -- rather than gold or glory, he seeks to end the War of the Ancients altogether, whether through peace or the annihilation of one or both sides.
* IneffectualLoner: Invoked against Zet's enemies with ''Flux'', which slows and deals damage over time to the target. However, this effect is nullified if another enemy gets nearby.
* ItemCaddy: The ''Tempest Double'' can use all of Zet's items, effectively giving Zet twice the effect from item actives (For example, 380 gold with Hand of Midas, two additional illusions with Manta Style, two bursts with Dagon, and four Necronomicon minions when everyone else can only have two minions at a time). Zet benefits greatly from getting an early Midas so that he can farm his core items as quickly as possible, as he cannot flash farm and his game impact is very insignificant otherwise.
* JackOfAllStats: Arc Warden's ability to clone himself and get an extra use out of all his items and actives means there really aren't many bad ways to build him. He has enough Intelligence to make use of most item actives, but is also an Agility hero with great range so you can build him as a carry with no real drawbacks. As long as your items make sense in the context of your team composition (are you a ricing carry, or is your team looking to push and end early?) and you've taken your enemy heroes into account, Zet can thrive with most items.
* MagikarpPower: Zet is a weak laner - mids like Shadow Fiend or Queen of Pain can easily shut him down, and he needs babysitting and space to farm his Hand of Midas and Necronomicon. Despite needing a ton of money to come online, he has no ability to farm whatsoever - no waveclear, no [=AoE=], nothing. Even with Hand of Midas he's far behind the top farmers in the game in terms of farm speed. However, if he gets any advantage, playing against him is the most nightmarish thing ever as he gets his Necronomicon, damage items, Manta Style, and makes all fights hard with his 100% evasion and attack speed from ''Magnetic Field''. There's no manfighting against Arc Warden, he just prints his money and finds an opening to destroy your base, and he's better at it than any other hero once the game goes late enough.
* MagnetismManipulation: With ''Magnetic Field'', a circular distortion field of magnetic energy.
* MercyKill: Some of Zet's lines when killing an enemy suggest that this is how he sees it. If he's to be believed, the Ancients are [[BrainwashedAndCrazy brainwashing the heroes to fight for them]], so it's not hard to see where he's coming from.
* TheMinionMaster: Necronomicon is a core item on Arc Warden. What's better than one Necronomicon? Two Necronomicons! The ''Tempest Double'' can use Necronomicon, so Arc Warden has access to four Necronomicon demons at once. It's what makes him such a formidable pusher and provides huge amounts of utility outside of that, especially with the Level 3 True Sight aura. And then Arc Warden gets Refresher Orb and another Necronomicon. And what's better than than two Necronomicons? Four Necronomicons! Building two Necronomicons is normally useless but when combined with Refresher Orb it gives you a fourth Necronomicon pair to make use of on the main Arc Warden.
* MoneyMultiplier: Hand of Midas is especially good on Zet. Since the ''Tempest Double'' has independent cooldowns from the main Arc Warden, he can use Hand of Midas (which has a 100 second cooldown) twice as frequently compared to other heroes. Much needed for Arc Warden, since he is so item-dependent, yet has no inherent ability to flash farm.
* MythologyGag: Two of his lines are references to his former appearance in [=DotA=], where his model was that of a dog-like Gnoll.
--> '''Arc Warden''': [[http://hydra-media.cursecdn.com/dota2.gamepedia.com/0/01/Arcwar_attack_15.mp3 "Doggedly."]]
--> '''Arc Warden''': [[http://hydra-media.cursecdn.com/dota2.gamepedia.com/a/a2/Arcwar_move_22.mp3 "Hounding."]]
* NoBiologicalSex: Though his voice is male, his lore makes it clear that Zet is actually genderless.
* ObviousRulePatch: 6.87 hit Arc Warden with a double whammy: it nerfed the double Hand of Midas strategy by making the ''Tempest Double's'' cooldowns carry over between summons instead of starting with everything off cooldown, and made the double unable to copy droppable items (Gem and Divine Rapier), all but killing the tactic of sitting in the fountain and let the Rapier-carrying double do your dirty work with no risk of losing it.
* OrderVersusChaos: Represents the "order" side of the equation, with the Ancients being the "chaos".
* SadisticChoice: When hit by ''Flux'', a solo hero will either have to eat a decent amount of damage and remain slowed for 6 seconds, or will have to position themselves closer to their own creep wave, potentially forcing them out of the safe zone. Either way, the kill potential is quite high with the openings the spell provides.
* SelfDuplication: ''Tempest Double'' creates a clone of Zet that can use his items and skills.
* ShockAndAwe
* SquishyWizard: Zet starts with zero armor and has terrible base Agility and Agility growth for an Agility hero, and his relatively high base Strength is offset by his mediocre Strength growth. ''Magnetic Field'' aside, he's not very difficult to kill if caught out of position.
* SwirlyEnergyThingy: The effect of ''Flux''.
* ThirdPersonPerson: A variant: Arc Warden refers to itself as "the Self."
* TimeAbyss: This guy originally sealed the Ancients in the Mad Moon. That should speak for itself.
* TrapMaster: ''Spark Wraith'' creates a ghost that haunts an area until an enemy comes nearby.
* WeakButSkilled: Even though he is an agility hero, his starting agility and growth is horrendous, and his strength and intelligence isn't much better. However, he makes up for it with his strong abilities and [[MagikarpPower terrifying late-game power]].
* WhamLine: From his introduction comic: "Diruulth and Radinthul of the others were at war. They became too powerful. The Self ended the war. Trapped them in a prison."
[[/folder]]
----
[[folder:Strygwyr, the '''Bloodseeker''']]
[[quoteright:256:http://static.tvtropes.org/pmwiki/pub/images/Bloodseeker_3376.png]]
[[caption-width-right:256:[-[[http://dota2.gamepedia.com/images/6/6c/Blod_spawn_05.mp3 "My blade sings for blood."]]-] ]]
->'''Voiced by:''' John St. John
''"Strygwyr the Bloodseeker is a ritually sanctioned hunter, Hound of the Flayed Twins, sent down from the mist-shrouded peaks of Xhacatocatl in search of blood. The Flayed Ones require oceanic amounts of blood to keep them sated and placated, and would soon drain their mountain empire of its populace if the priests of the high plateaus did not appease them. Strygwyr therefore goes out in search of carnage. The vital energy of any blood he lets, flows immediately to the Twins through the sacred markings on his weapons and armor. Over the years, he has come to embody the energy of a vicious hound; in battle he is savage as a jackal. Beneath the Mask of the Bloodseeker, in the rush of bloody quenching, it is said that you can sometime see the features of the Flayers taking direct possession of their Hound."''

Bloodseeker is a melee hero that is often played as a carry or situationally a jungler. As he thirsts for blood, teamfights are a perfect site for his powers as he can deprive supports of their spells for a short period, empower his carry with bloodthirsty rage, force a threat to stop running and chase down any wounded stragglers once the battle is over. ''Bloodrage'' is a mana free spell with low cooldown that amplifies damage from a hero's attacks and lets them heal from anyone they kill. However, they too take increased damage and heals whoever kills them, making ''Bloodrage'' a double edged sword. Uniquely, ''Bloodrage'' also amplify spell damage. ''Blood Rite'' is a target point spell that covers a large area with a blood ritual, silencing and dealing pure damage to all enemy units within the ritual a few seconds later. ''Thirst'' is a passive that increases Bloodseeker's movement speed and damage as enemy heroes are damaged, eventually giving Bloodseeker's team sight of them if their health reaches a certain threshold. ''Rupture'' is an ultimate spell that pierces spell immunity and deals pure damage to anyone who attempts to move under its effect, effectively forcing them to stop walking. Only a teleportation scroll can allow the victim to escape, and that's only if Bloodseeker didn't bring a friend with him to interrupt attempts at teleportation.

* AmbiguouslyHuman: Looks fairly human in appearance, but his bestial appearance and concealed face make it possible he's something completely different.
* ArmorPiercingAttack: ''Rupture'' deals Pure damage and pierces spell immunity. The only way to reduce its damage is by being either Bristleback or Spectre with points in ''Bristleback'' or ''Dispersion'', respectively.
* BeastMan: He has digitigrade canine feet, but we don't know what his face looks like under the mask.
* TheBerserker: His entire skillset is based around blindly rushing in onto a wounded enemy to finish him off - and possibly his allies.
* BladeBelowTheShoulder: He uses a pair of underarm blades that extend from behind his shoulder to slightly infront of his hand.
* BloodBath: As written above, Strygwyr takes these baths to heal his wounds.
* BloodKnight
* BloodLust: Both Strygwyr and the Flayed Twins.
* BloodMagic
* CoolMask
* DamageIncreasingDebuff: ''Bloodrage'' boosts all damage dealt by a hero at the cost of making them take more damage as well.
* DelayedExplosion: ''Blood Rite'' takes 2.6 seconds after casting to activate, however it compensates for this with its large area of effect and long cast range.
* DualWielding
* TheFaceless: Bloodseeker's eyes are always covered, either by a harness or hood. Model-wise, Bloodseeker doesn't even have eyes.
* FourFingeredHands
* GeometricMagic: ''Blood Rite'' works this way.
** PaintTheTownRed
* GlassCannon: ''Bloodrage'' can turn anybody on either team into this. Of particular note, it affects damage from spells as well as physical attacks, meaning that you can cast it on the Zeus standing in the back and the entire enemy team will absorb 20% more damage from ''Thundergod's Wrath''.
* GratuitousSpanish: One of his dying responses.
--> '''Bloodseeker''': [[http://hydra-media.cursecdn.com/dota2.gamepedia.com/d/de/Blod_death_12.mp3 "Sangre...sagrada."]]
* HoistByHisOwnPetard: ''Bloodrage'' amplifies both the damage dealt and taken by a hero, and heals the killer when either they or the victim have ''Bloodrage'' active. Used well, it might help finish off an enemy hero faster, then heals you back the damage you might have taken from them. Used badly, and the opposite can be true as well.
* InjuredVulnerability: Did your hero's HP get below 30% and there's an enemy Bloodseeker nearby? [[SarcasmMode Oh good for you!]] Now Bloodseeker can smell your blood and spot you in his map, wherever you go, and he gains ridiculous speed boost for that. If he hadn't caught up to you in a vulnerable spot, then God help you if there's another hero with global presence in the enemy team that will take advantage of your low health thanks to Bloodseeker's satellite view, or your ganking plan is ruined because you were trying to gank while having low health just for the kill.
** Even if you're not below 30% HP, missing any health at all can provide a damage and movement speed to Bloodseeker, meaning that no matter what you're probably making him stronger somehow. While the buff's effects aren't as strong at small amounts of missing HP, it adds it all up from all five heroes on your team, so getting low in a teamfight can still give him absurd amounts of movement speed and damage.
* LifeDrain: A hero affected by ''Bloodrage'' who kills a unit will be healed for 25% of the dying unit's max HP, however heroes affected by ''Bloodrage'' when killed will heal 25% of their max health to their killer.
* LifeDrinker
* {{Mayincatec}}: His design and BackStory seems to be loosely based on this, keeping up with the theme of HumanSacrifice.
* MutualDisadvantage: Tends to happen in situations where ''Bloodrage'' has been cast. The afflicted target will deal much more damage, including from spells, however the same applies to damage that the target takes.
* NounVerber
* ObviousRulePatch: When he was initially reworked, ''Bloodrage'' would apply its bonus fully no matter what, which had [[http://www.youtube.com/watch?v=zgMPKoAWPq4 obvious applications with heroes who had global high-damage spells]]. Come 6.82c, ''Bloodrage'' was nerfed to only give half the bonus when the distance between the two parties is greater than a certain amount.
* PowerNullifier: ''Blood Rite'', on top of affecting a huge area and damaging enemies, silences them for up to 6 seconds if they remain in the area. Because of its huge effect radius, dropping this in the middle of a teamfight can greatly disrupt the enemies' attempts to kill you and your teammates.
* ThePowerOfBlood: Everything about Strygwyr is about blood. Magic? Blood. Strength? Blood. Puns? Bloody puns!
* RitualMagic: ''Blood Rite'' starts a ritual in a large area that deals damage and silences all enemies inside it when completed.
* SadisticChoice: Try to flee from him while under the effects of ''Rupture'' and take damage the farther you go, or stay and let him rip you to shreds, which one would you choose? This can be compounded with ''Blood Rite'', which can force the target to move and take ''Rupture'', or stand still and take the nuke damage alongside the silence (and with both damage sources possibly increased by ''Bloodrage'', all while fueling ''Thirst'' no matter which option you choose).
** TakeAThirdOption: Or just use a town portal scroll and escape safely. You do have one, right?
* ScaryTeeth: The only facial feature seen under his mask.
* SensorCharacter: Enemy heroes below 30% of maximum HP will be globally revealed through fog of war if ''Thirst'' has been skilled, even through invisibility.
* SoftSpokenSadist: He's rather quiet for a vicious BloodKnight.
* SpikesOfVillainy: Worn as a necklace.
* SuperSenses: He can sense wounded heroes' location across the entire map. Prior to 6.79 patch he even ''shared their vision'' (meaning that he saw what they saw), but the ability had a limited range.
* SuperSpeed: ''Thirst'' grants Bloodseeker movement speed the lower health his enemies have. With the right item build and enough enemies low, Bloodseeker's speed can max out at [[http://www.youtube.com/watch?v=JCq-k3BBn68 1817]]. Note that the normal speed cap is only ''522''.
* TheUnpronounceable: His name. Fan theories as to how Icefrog came up with the name range from the influence of drugs to Icefrog just rolling his face on the keyboard. Another theory is that is was derived from [[http://www.monstropedia.org/index.php?title=Strigoi Strigoi]], a creature from Romanian mythology. Some Strigoi are said to have vampiric properties or simply drink blood, hence fitting the Bloodseeker.
* VampiricDraining: His motivation is to obtain [[HumanSacrifice blood sacrifices]] for his gods. In-game, ''Bloodrage'' can turn anybody into this upon a kill (or death).
* WalkingShirtlessScene
* WeaksauceWeakness: Bloodseeker is hard-countered by Town Portal scrolls, an item which most half-decent players would be carrying for the whole game. If Bloodseeker comes to gank, a TP will do the job as he can neither interrupt it nor burst down most heroes in the 3-second channelling time of the scroll.
[[/folder]]
----
[[folder:Gondar, the '''Bounty Hunter''']]
[[quoteright:256:http://static.tvtropes.org/pmwiki/pub/images/Bounty_Hunter_6952.png]]
[[caption-width-right:256:[-[[http://dota2.gamepedia.com/images/0/05/Bount_move_02.mp3 "Five enemies, five bounties."]]-] ]]
->'''Voiced by:''' Michael Gregory
''"When the hunted tell tales of Gondar the Bounty Hunter, none are sure of which are true. In whispered tones they say he was abandoned as a kit, learning his skill in tracking as a matter of simple survival. Others hear he was an orphan of war, taken in by the great Soruq the Hunter to learn the master’s skill with a blade as they plumbed the dark forests for big game. Still others believe he was a lowly street urchin raised among a guild of cutpurses and thieves, trained in the arts of stealth and misdirection. Around campfires in the wild countryside his quarry speaks the rumors of Gondar’s work, growing ever more fearful: they say it was he who tracked down the tyrant King Goff years after the mad regent went into hiding, delivering his head and scepter as proof. That it was he who infiltrated the rebel camps at Highseat, finally bringing the legendary thief White Cape to be judged for his crimes. And that it was he who ended the career of Soruq the Hunter, condemned as a criminal for killing the Prince’s prized hellkite. The tales of Gondar’s incredible skill stretch on, with each daring feat more unbelievable than the last, each target more elusive. For the right price, the hunted know, anyone can be found. For the right price, even the mightiest may find fear in the shadows."''

Gondar the Bounty Hunter is an elusive hero most often played as a roaming ganker, picking off his foes while raking in plenty of gold to line his allies' pockets. No enemies are safe from the Bounty Hunter, as he strikes without warning, and anyone with the misfortune to encounter his blade are unlikely to escape. ''Shuriken Toss'' is a powerful single-target nuke, dealing heavy damage and a mini-stun to the target, letting Bounty Hunter easily pick off fleeing targets and interrupt attempts at teleportation. With his second ability ''Jinada'', Bounty Hunter finds and strikes his enemy's weak point, periodically adding a passive critical strike to his next attack and slowing the target so that they cannot run from him or his allies. His bread-and-butter ability, ''Shadow Walk'', turns the Bounty Hunter invisible for a long duration and allows him to walk through other units, and breaking the invisibility with an attack will cause the attack to deal bonus damage. This allows him to roam enemy territory undetected and take enemy heroes – and the occasional courier – by surprise, making short work of them before escaping without a trace. Finally, his ultimate ability ''Track'' lets the Bounty Hunter keep tabs on his enemy's position, even seeing through invisibility, while granting nearby allies a speed boost, making it difficult to run and impossible to hide – especially as ''Shuriken Toss'' will bounce to ''Tracked'' enemies. Finally, if the ''Tracked'' hero dies, Bounty Hunter and any nearby allies will receive a decent sum of gold, letting him forgo farming in favor of ganking enemy heroes while solidifying an economic advantage over the foe. When the Bounty Hunter stalks the battlefield, the enemy learns to fear the shadows, lest his blade find its mark while his allies walk away with coin to spare.

* BackStab: Both the bonus damage from breaking ''Shadow Walk'' and ''Jinada''. While neither ability is dependent on position, they are often the very first warning that you'll get that a Bounty Hunter is nearby.
* BladeOnAStick[=/=]DoubleWeapon: His primary weapon, a modified mancatcher.
* BountyHunter: [[ExactlyWhatItSaysOnTheTin You don't say?]]
* CatFolk
* CriticalHitClass: Bounty Hunter relies on the critical hit and slow from ''Jinada'' and bonus damage from ''Shadow Walk'', to deal a large amount of damage in the first hit during a gank.
* DefogOfWar: ''Track'' provides basic vision and True Sight on the target, meaning that invisibility in all cases but Slark's ultimate will be neutralized.
* DifficultButAwesome: In high-level games where everyone carries detection, smart Bounty Hunter players will have to know not to rely too much on invisibility and still be able to evade and counter detection with good map awareness, '''and''' get ganks off despite the enemy team's efforts. When played as a support and not as a carry, Bounty Hunter has a great amount of utility that gives his team a firm advantage.
** One little-known fact about ''Shadow Walk'' is that it places the damage buff at the beginning of the spell and only removes it when attacking out of complete invisibility or when the spell runs out. This means that if Bounty Hunter attacks a target during the fade time (which gets shorter the more the spell is leveled up), he effectively gets to use the bonus damage twice.
** ''Track'' is a very unique spell in that it doesn't telegraph Bounty Hunter's position to the enemy if he casts it, meaning that if he's in the fog of war and Tracks an enemy, they won't see him do it. However, timing the use of ''Track'' can still be quite difficult, as while the enemy won't see the huge red crosshair or trailing smoke, they can tell that they've been Tracked due to the debuff appearing in their status bar and nearby enemy creeps moving faster from the movement speed bonus. Therefore, against smart enemies, Bounty Hunter has to save casting ''Track'' during a gank until the very last second when the enemy can't react, or risk alerting the target.
* DualWielding: A more realistic variant with an offhand dagger.
* DynamicEntry: Bounty Hunter is often the initiator in a gank due to his combination of skills, as the first warning you get of a Bounty Hunter being around is being hit by a ''Jinada'' crit and ''Shadow Walk'' bonus damage at the same time, followed by ''Track'' and the rest of the enemy team barreling in.
* TheFaceless: By default, Gondar wears a mask that covers the lower half of his face...
** BadassBeard: ...however it also hides his beard, which is accentuated in some cosmetics.
** GoldTooth: His fangs are also a noticeably different color from the rest of his teeth.
* FuumaShuriken: ''Shuriken Toss'' does relatively little damage, and scales very badly, however it does mini-stun its target, which can interrupt channeling spells and escape TP scrolls, and is often enough to finish the job after right-clicking the target down enough.
* GlassCannon: Bounty Hunter suffers from low Strength growth, meaning that he's easily killed if detected.
* HighlyVisibleNinja: Averted during ''[[{{Invisibility}} Shadow Walk]]'', otherwise played straight.
* HunterOfHisOwnKind: In a meta sense. Unusually, as an invisibility hero, Bounty Hunter is extremely adept at killing other invisibility heroes, since ''Track'' will render their invisibility useless and give Bounty Hunter's teammates the gold they need on Dust and Sentries. The same can also apply to blinking escape heroes, since they rely quite a bit on the enemy team not knowing where they blinked to, not simply putting distance between themselves and the attacker.
* {{Invisibility}}: ''Shadow Walk'' gives Bounty Hunter temporary invisibility, allowing him to roam and gank at will. Breaking invisibility with an attack will deal bonus damage to the target.
* InvisibilityFlicker: He has to refresh ''Shadow Walk'' periodically to stay invisible, revealing himself for a moment, though smart players will do this from outside of enemy vision range.
* KnifeNut: With his other weapon.
* MechanicallyUnusualClass: Despite being an Agility hero with abilities suggesting a carry role, Bounty Hunter is more often than not built as a utility support instead, using ''Shadow Walk'' and ''Jinada'' to facilitate ganks and boosting his team's gold income with ''Track''.
* MoneyMultiplier: ''Track'' grants bonus reliable gold [[note]]meaning that it can't be lost upon death[[/note]] to Bounty Hunter and any assisting allies, which means that any successful ganks will often give a huge gold advantage to his team, and if snowballed properly can create a huge gap that will win games. Likewise, teamfighting against Bounty Hunter is a very risky proposition; while his teamfight presence is largely limited to spamming ''Track'' and the occasional ''Shuriken Toss'', every death will give the enemy team a significant gold advantage (easily reaching ''over 1000 gold per kill'' with max-level ''Track'').
* NothingPersonal: He's just doing what he's paid for. But then again...
-->'''Gondar:''' [[http://hydra-media.cursecdn.com/dota2.gamepedia.com/d/df/Bount_kill_14.mp3 "Just business, nothing personal."]]
** ItsPersonal
-->'''Gondar''' (when respawning): [[http://hydra-media.cursecdn.com/dota2.gamepedia.com/3/35/Bount_respawn_12.mp3 "Screw business. It just. Got. Personal."]]
* [[EvilCounterpart Neutral Counterpart]]: Of Slardar, both being law enforcers of a sort, excellent chasers, and walking stealth detectors. Compared to Slardar, Bounty Hunter is slightly more on the chaotic side of things, stealthier, and less durable.
* OneHitKill: A good Bounty Hunter who gets multiple ''Track'' kills will often have large amounts of farm while simultaneously weakening the enemy's (if the enemy is dead, they lose unreliable gold and are unable to farm while they're respawning, all the while Bounty Hunter's team can take map objectives since they can take fights 4v5). Because of this disparity, Bounty Hunter can often farm up several damage items and inflict this with a ''Jinada'' crit on a squishy enemy support.
* PinballProjectile: ''Shuriken Toss'' will bounce to any target that is affected by ''Track'' within a 900 radius of the previous target. This means that casting ''Track'' on the entire enemy team right before a clash can allow him to deal a surprising amount of damage that also mini-stuns the victim, allowing him to interrupt enemy heroes at critical moments.
* ReverseGrip
* ScarilyCompetentTracker: Bounty Hunter's ultimate, ''Track'', marks the target, granting guaranteed vision (as well as True Sight) of the target for an extended period of time, as well as increasing allied heroes' movement speed anywhere within a certain radius. It can also be spammed, meaning that you can apply the debuff to multiple enemy heroes at once.
* SmokeOut: ''Shadow Walk'' is started by throwing a smoke bomb.
* SpamAttack: ''Track'' can be cast once every 4 seconds as needed. This allows Bounty Hunter to apply the debuff to multiple enemies before a teamfight, which in turn allows him to deal more damage with ''Shuriken Toss''.
* SpellBlade: ''Jinada'' enchants Bounty Hunter's blade every few seconds for a guaranteed critical hit. Unlike other critical hits in the game which are [[RandomNumberGod chance-based]], Gondar is guaranteed to proc it once every few seconds, but only once every few seconds, meaning that he benefits more from stacking loads of damage items (increasing the damage of the crit) rather than attack speed items (which doesn't increase the frequency of his crits in this case).
* WeakButSkilled: Bounty Hunter is below average as an Agility hero in most categories short of his Agility growth and base armor, and even has a very slow attack animation (0.59 seconds for a melee hero), making it hard to time last-hits with him in lane (to say nothing of constantly being harassed by the enemy while attempting to last-hit). However, his invisibility spell and passive crit make him a force to be reckoned with in ganks, on top of ''Track'' giving his team a significant vision advantage.
* WeaksauceWeakness: Like other invisibility heroes, he is very vulnerable to disables and invisibility detection, though not nearly to the same degree that Riki is since he can stay at range to use ''Shuriken Toss'' and ''Track''.
* YouWillNotEvadeMe: '''All''' of Bounty Hunter's abilities lend themselves to locking down a target in such a way as to make escape extremely difficult.
** ''Shuriken Toss'' interrupts channeling spells, meaning that TP escapes are virtually impossible even under the best of circumstances and it also has the ability to bounce to tracked units.
** Hitting an enemy with ''Jinada'' slows their movement speed for a short duration, giving Bounty Hunter's team additional time to lock down the target (and giving him more time to get additional right-clicks in).
** ''Shadow Walk'' lets Bounty Hunter scout out the area around his target prior to initiating, and lets him loiter as long as he pleases until his target reaches a place favorable for ganking.
** ''Track'' gives basic vision and True Sight on the target, as well as a movement speed bonus to all allies near the target. This automatically throws juking through trees out the window, and eliminates invisibility as an option, to say nothing of simply running away being difficult at best.
[[/folder]]
----
[[folder:Black Arachnia, the '''Broodmother''']]
[[quoteright:256:http://static.tvtropes.org/pmwiki/pub/images/Broodmother_4214.png]]
[[caption-width-right:256:[-[[http://hydra-images.cursecdn.com/dota2.gamepedia.com/f/fb/Broo_kill_01.mp3 "You're not afraid of spiders, are you?"]]-] ]]
->'''Voiced by:''' Creator/EllenMcLain
''"For centuries, Black Arachnia the Broodmother lurked in the dark lava tubes beneath the smoldering caldera of Mount Pyrotheos, raising millions of spiderlings in safety before sending them to find prey in the wide world above. In a later age, the Vizier of Greed, Ptholopthales, erected his lodestone ziggurat on the slopes of the dead volcano, knowing that any looters who sought his magnetic wealth must survive the spider-haunted passages. After millennia of maternal peace, Black Arachnia found herself beset by a steady trickle of furfeet and cutpurses, bold knights and noble youths--all of them delicious, certainly, and yet tending to create a less than nurturing environment for her innocent offspring. Tiring of the intrusions, she paid a visit to Ptholopthales; and when he proved unwilling to discuss a compromise, she wrapped the Vizier in silk and set him aside to be the centerpiece of a special birthday feast. Unfortunately, the absence of the Magnetic Ziggurat's master merely emboldened a new generation of intruders. When one of her newborns was trodden underfoot by a clumsy adventurer, she reached the end of her silken rope. Broodmother headed for the surface, declaring her intent to rid the world of each and every possible invader, down to the last Hero if necessary, until she could ensure her nursery might once more be a safe and wholesome environment for her precious spiderspawn."''

Black Arachnia, the broodmother is notorious for being one of the best pushers in the game. However, she is also an adept carry and ganker. Her playstile is defined by her summoned units, the infamous spiderlings. With these, she is able to quickly overwhelm foes and buildings alike, decimating everything in her path in a matter of seconds. Her first skill, "Spawn Spiderlings" is a damaging spell that spawns spiderlings if the affected unit is killed within the duration of a debuff. The aforementioned spiderlings also have the ability to slow and apply damage over time to enemies, and they can even spawn their very own spiderites, essentially miniature versions of themselves. Her second skill, "Spin Web" spawns a large-radius web that renders Broodmother invisible, gives her extra health regeneration, boosts her movement speed, and allows her to pass otherwise impassable terrain. Her third skill, "Incapacitating Bite" applies a movement slow and a chance to miss auto-attacks to any unit she attacks. And finally, her ultimate, "Insatiable Hunger" gives her a huge attack bonus and incredible lifesteal.

* ArtEvolution: The 11/30/2012 patch gave her a more monstrous-looking face similar to a [[http://en.wikipedia.org/wiki/Jumping_spider jumping spider]] in contrast to her [[http://hydra-media.cursecdn.com/dota2.gamepedia.com/archive/1/19/20121130130100%21Broodmother.png original face]]. She also had her ability icons updated later on, in the 10/21/2013 patch.
* BigCreepyCrawlies: Broodmother herself, as well as her spiderlings.
* ChestBurster: Targets killed by ''Spawn Spiderlings'' will have Spiderlings spawned from them. Furthermore, units killed by Spiderlings will have Spiderites born from them.
* CobwebJungle: ''Spin Web'' can create a large web (in comparison to most of the units) in an area.
* DifficultButAwesome: Broodmother is one of the most micromanagement-reliant heroes in the game. Though the spiderlings are relatively simple compared to Chen's, Enchantress' or Lone Druid's minions, their fragility and vulnerability to [=AoE=] attacks makes it fairly easy to feed large amounts of gold to enemies if you aren't careful. However, a good Broodmother is able to assert incredible pressure on the offlane, forcing the enemies to constantly focus on defending or risk losing barracks, making her one of the best space creators in the game. Nevertheless, it takes a good team to take advantage of the space created by Broodmother as well: in an average public game, applying constant pressure on the enemy team is useless if your noob carry can't farm (or worse, comes to your lane to push with you), but it's not the case in coordinated high-level games, where a Spectre, Medusa or Terrorblade given free farm is absolutely terrifying.
* ExtraEyes: Six, to be exact.
* GiantSpider: Quite obviously.
* HealingFactor: ''Spin Web'' provides a significant boost to Broodmother's health regeneration, giving her great sustain right from the start.
* HomeFieldAdvantage: When she's in one of her webs, Broodmother is devilishly fast, able to turn invisible, and can out-heal most other heroes... but if she's somehow caught out in the open, there's really not much she can do to save herself.
* HorrorHunger: ''Insatiable Hunger''.
* {{Hypocrite}}: Killing her broodlings is unacceptable, but them killing anyone else is fine.
* ItemCaddy: Since Broodmother can farm lanes relatively safely and constantly push towers, she can often earn respectable amounts of gold to buy items that let her adapt to the enemy lineup as needed.
* MamaBear: Don't dare harm her Spiderlings, lest you incur the wrath of mother. Although they're used as CannonFodder, good players will take care of their Spiderlings to avoid feeding large amounts of gold to the enemies.
* MechanicallyUnusualClass: ''Spin Web'' covers a large area with a semi-permanent web that gives Broodmother a series of powerful bonuses. Webs are a really key part of her playstyle, giving her invisibility, unrestricted movement (unless recently attacked), a movement speed boost, and health regeneration. Basically Broodmother is not the same hero without her webs - and this is one of the key reasons she tends to stay in one area of the map instead of moving around like most heroes do. Broodmother's standard play is to setup camp in the offlane and basically spend the entire game there. She arrives, gets her webs setup early and is almost impossible to shift away from the lane without considerable enemy manpower being used. She tends to be a very solitary hero who doesn't interact with her team anything like as much as most others.
* TheMinionMaster: Her primary fighting style is to create a horde of Spiderlings and Spiderites to slow and incapacitate enemies before using her ultimate to take down enemy heroes.
* MotherOfAThousandYoung
* PinataEnemy: One of the hardest aspects of playing Broodmother is to avoid feeding your Spiderlings, as a swarm of them can give as much gold as 3-4 waves of normal creeps to the enemy team.
* PoisonousPerson: She can poison her enemies with ''Incapacitating Bite''.
* RecursiveAmmo: As an unusual example, her spawned Spiderlings create smaller Spiderites on every kill.
* RedEyesTakeWarning
* ShoutOut: Shares a name with Blackarachnia from WesternAnimation/BeastWars. Unsurprisingly, her beast form was a spider.
** She also has a quote from ''Literature/CharlottesWeb'':
--> '''Broodmother:''' [[http://dota2.gamepedia.com/images/e/e0/Broo_rare_02.mp3 ''Some pig!'']]
* SimpleYetAwesome: Broodmother normally has the weaknesses of being very hard to control while being easily countered by area of effect nukes and cleaves that can turn her spiders into free gold and in some cases damage. That is, unless you go for [[https://www.youtube.com/watch?v=IrmcSE1STFk an unconventional build]] that takes advantage of the massive advantages you gain from your webs, passive and ultimate. Suddenly, you can beat any hero in the game by hitting like a truck and instantly healing up any damage they manage to deal to you, negating your normal squishiness while being far easier to control due to the lack of spider micromanagement.
* SpidersAreScary
* SpiderSwarm: If left to her own devices, Broodmother can wind up with twenty or thirty spiderlings and spiderites under her control, allowing her to easily push lanes and siege towers.
* VampiricDraining: ''Insatiable Hunger'' gives her temporary lifesteal on her basic attacks, as well as bonus damage.
* WallCrawl: Broodmother gains free pathing capabilities on her webs so long as she hasn't taken player-based damage in the last three seconds (similar to a Blink Dagger). This means that she can move across normally impassable terrain, such as up cliffs or through trees.
* WeaksauceWeakness: Because of their inherent squishiness, Broodmother's spiderlings can get easily squashed by area nukes or cleaves and turned into an unlimited source of free farm for enemy heroes.
* WeaponizedOffspring: Broodmother's nuke, ''Spawn Spiderlings'', involves her injecting her eggs into an enemy, which hatch when the victim is killed.
* YouWillNotEvadeMe: ''Incapacitating Bite'' slows enemies by up to 40%, and gives them a 60% to miss, which lets Broodmother shut down most auto-attacking carries like Sniper or Drow Ranger.
* ZergRush: Broodmother's main pushing strategy is to farm up a massive horde of spiders and send them on a suicide mission to the nearest tower. This doesn't always work, however, and otherwise the game actively ''punishes'' zergrushing by essentially giving whoever kills the largely defenceless spiderlings free gold.
[[/folder]]
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[[folder:'''Clinkz''', the Bone Fletcher]]
[[quoteright:256:http://static.tvtropes.org/pmwiki/pub/images/Clinkz_6960.png]]
[[caption-width-right:256:[-[[http://dota2.gamepedia.com/images/0/04/Clinkz_move_12.mp3 "Better to run than curse the road."]]-] ]]
->'''Voiced by:''' Michael Gregory
''"At the base of the Bleeding Hills stretches a thousand-league wood—a place called The Hoven, where black pools gather the tarry blood of the uplands, and the king-mage Sutherex sits in benevolent rule. Once a sworn protector of the Hoven lands, Clinkz earned a reputation for his skill with a bow. In the three-hundredth year of the king-mage, the demon Maraxiform rose from sixth hell to lay claim to the forest. In response, the king-mage decried an unbreakable spell: to any who slew the demon would be granted Life Without End. Unaware of the spell, Clinkz waded into battle, defending his lands against the demon’s fiery onslaught. Clinkz drove Maraxiform back to the gates of sixth-hell itself, where on that fiery threshold the two locked in a mortal conflict. Grievously wounded, the demon let out a blast of hellfire as Clinkz loosed his final arrow. The arrow struck the demon true as hellfire poured out across the land, lighting the black pools and burning Clinkz alive at the instant of the demon’s death. Thus, the mage's spell took effect at the very moment of the archer’s conflagration, preserving him in this unholy state, leaving him a being of bones and rage, caught in the very act of dying, carrying hell’s breath with him on his journey into eternity."''

* TheArchmage: Sutherex, who inadvertently made Clinkz a monster.
* ArrowsOnFire: ''Searing Arrows''.
* BackFromTheDead[=/=]CameBackWrong
* BallisticBone: They don't call him the Bone Fletcher for nothing.
* BlessedWithSuck: Immortality sounds like a rather nice reward. Burning to death forever, less so.
* CreepyGood: He was a brave knight who served to protect his peaceful kingdom, at least before he became a skeleton lit on fire forever.
* DemBones: He's a skeleton.
* FragileSpeedster: He can be killed in seconds by most heroes, but he is fairly fast with ''Skeleton Walk''.
* GlassCannon: He can be killed in seconds by most heroes, but he does enough damage to kill them seconds before that.
* GoneHorriblyWrong: The King-mage meant to reward whoever killed Maraxiform with immortality. As Clinkz was already partway through ''burning to death'' at this point, it wasn't exactly something he wanted.
* HellFire: Clinkz is lit on the hellfire released by Maraxiform.
* HighlyVisibleNinja: How he sneaks around while ''constantly on fire'', nobody knows.
* HornedHumanoid: As can be seen in his portrait.
* HumanResources: Clinkz's ultimate ''Death Pact'' instantly kills a creep and converts its HP into HP and damage to Clinkz.
* ImmortalityHurts: Is immortal, but constantly and eternally burning.
* {{Invisibility}}: ''Skeleton Walk'' gives Clinkz temporary invisibility and speed, allowing him to roam and gank at will.
* TheMagocracy: The government Clinkz serves.
* MeaningfulName:
--> "[[http://hydra-media.cursecdn.com/dota2.gamepedia.com/9/94/Clinkz_move_11.mp3 'Clink' goes my bones.]]"
* MoreDakka: ''Strafe'' massively boosts Clinkz's attack speed. Combined with ''Searing Arrows''' damage boost, Clinkz can dish out massive damage in a very short time.
* PintSizedPowerhouse: One of the smaller heroes in the game, but he more than compensates with sheer damage output.
* PlayingWithFire
* SpamAttack: Clinkz's first skill ''Strafe'' gives him a large boost to attack speed for a couple of seconds.
* SuperSpeed: ''Skeleton Walk'' gives Clinkz a large boost to movement speed, while ''Strafe'' does the same thing to his attack speed.
* SurprisinglySuddenDeath: Clinkz is one of the best heroes for surprise ganks: as soon as he finds a lone enemy hero while using ''Skeleton Walk'', he can pop both Orchid Malevolence and ''Strafe'', which, combined with the massive bonus damage from ''Searing Arrows'', can kill most heroes in seconds while preventing them from escaping.
* WoobieDestroyerOfWorlds: He slew a demon ''without'' knowing of the reward, and is now in unbearable agony for eternity.
* WreathedInFlames
[[/folder]]
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[[folder:Traxex, the '''Drow Ranger''']]
[[quoteright:256:http://static.tvtropes.org/pmwiki/pub/images/Drow_Ranger_8206.png]]
[[caption-width-right:256:[-[[http://dota2.gamepedia.com/images/2/25/Dro_rare_02.mp3 "I walk alone, but the shadows are company enough."]]-] ]]
->'''Voiced by:''' Gin Hammond
''"Drow Ranger's given name is Traxex -- a name well suited to the short, trollish, rather repulsive Drow people. But Traxex herself is not a Drow. Her parents were travelers in a caravan set upon by bandits, whose noisy slaughter of innocents roused the ire of the quiet Drow people. After the battle settled, the Drow discovered a small girl-child hiding in the ruined wagons, and agreed she could not be abandoned. Even as child, Traxex showed herself naturally adept at the arts they prized: Stealth, silence, subtlety. In spirit, if not in physique, she might have been a Drow changeling, returned to her proper home. But as she grew, she towered above her family and came to think of herself as ugly. After all, her features were smooth and symmetrical, entirely devoid of warts and coarse whiskers. Estranged from her adopted tribe, she withdrew to live alone in the woods. Lost travelers who find their way from the forest sometimes speak of an impossibly beautiful Ranger who peered at them from deep among the trees, then vanished like a dream before they could approach. Lithe and stealthy, icy hot, she moves like mist in silence. That whispering you hear is her frozen arrows finding an enemy's heart."''

Drow Ranger is an Agility Carry-type hero, a deadly archer that decimates enemies with raw damage output. She is extremely fragile at early phase of the game and her major weakness is her lack of escape skills, but if she receives sufficient farm and the proper items, she becomes an unstoppable archer that shuts down and snipes down her targets with extreme ease. She chases down her target by applying her first skill, ''Frost Arrows'', which drastically slow the enemy's movement, preventing them from escaping her barrage. This spell can be set to auto-cast on every attack, or cast normally like a normal spell. Should the enemy get close to her, she can use her second skill, ''Gust'', to blow away the enemy and silence them in the process, allowing Drow to pick them apart at her leisure. If her team has a lot of ranged attackers, Drow Ranger can augment their deadliness with her third skill, ''Precision Aura'', which increases the attack damage of all allied ranged heroes based on her Agility. The ability can also be activated to provide its benefits to creeps for a duration, allowing them to push down lanes with impunity. Her true deadliness manifests with her Ultimate, ''Marksmanship''. This ability simply grants her a massive Agility bonus, but because it's Drow Ranger's main attribute, this gives her a massive boost in damage for her normal attacks along with tremendous amounts of attack speed, granting unmatched physical damage output. However, this bonus is annulled if there's an enemy Hero nearby, thus Drow Ranger must keep herself away from the enemy to utilize this bonus.

* ActionGirl: If you let her farm without interruption, then weep as Drow Ranger rains down arrows of death on you and only need a few shots to take you down.
* AllOfTheOtherReindeer: Subverted. She certainly thinks herself ugly and isolated. However, it's unknown how the Drows reacted on her strangeness, whether her isolation is self-inflicted or she's bullied into it.
* BeautifulAllAlong: Due to being raised by Drow, who are a race of midget {{Gonk}}s, Traxex thinks herself as ugly despite being tall and beautiful by human standards.
* BlowYouAway: Her ''Gust'' ability. Formerly a standard silence status effect now blows back her enemies as well. This deals no damage, but keeps her enemies at a distance where she can deal even more damage.
* BoringButPractical: A simple carry. Her only source of damage is her auto-attacks, but passives, auras, and natural stat gains make it an amazing source of damage.
* CloudCuckooLander: Slightly; she lives in the woods alone and is a master of archery, but she also is excited to wear clothes from the people who walk through her woods and pretends to talk to people from time to time.
* CombinationAttack: Drow Ranger's synergy with Visage is notable: Visage's familiars attack extremely quickly, but their damage also drops just as fast, to a minimum of 10, making them only good for hit-and-run attacks. ''Precision Aura'', which gives a damage bonus to allied heroes (and creeps when activated) based on Drow's agility, negates this entirely: if Drow has enough Agility (which is made even easier with ''Marksmanship'') she can multiply the familiars' damage by around 4-6 times, making them much deadlier and less dependent on ''Stone Form'' to replenish their damage.
* DarkAndTroubledPast: Drow has a ''lot'' to say about her past. Let's see... true family died in an accident, feels completely unwelcome to her new family and has to live in isolation as a result, possibly [[GoMadFromTheIsolation going mad from the isolation]]...
* DarkIsNotEvil: Subversion. Usually, Drows are to refer to dark, evil elves. However, Drow here is a race of midget {{Gonk}}s, with unclear morality values, so it's nearly impossible to judge Traxex from her race. Traxex herself, while gloomy and borderline insane due to isolation, is not the typical 'evil drow' either despite her appearance, she's dedicated to protect her new forest home, though shows no interest in goody-two-shoes activities.
* DeadpanSnarker: If she's not accidentally being sexual, her lines are pretty much snarking at others.
* FieldPowerEffect: ''Precision Aura'' boosts the ranged damage of all friendly heroes on the map.
* ForestRanger: This is her job taken after distancing herself from the Drows, which fit her like a glove because Drows in this universe are gifted in sneakiness in addition to her strange affinity to woods.
* GlassCannon: Does the most raw damage in the game, but is easily taken down by a good nuker.
* GoMadFromTheIsolation: Implied to be the case in the flavor text for one of her cosmetics.
-->'''Mania's Mask''':''To wander the woods knowing you are alone, an orphan of those who birthed you, rejected by those who raised you, hidden from those who might give warmth and comfort... this is a path to madness.''
* HarmlessFreezing: ''Frost Arrows'' deals no additional damage next to the slow.
* HelloNurse: A ''lot'' of her lines are played up as being very sexual. She is also described by whoever had an encounter on her in her forest to be 'an incredibly beautiful ranger'.
* IAmNotPretty: Once again, on account of having been raised by midget [[{{Gonk}} Gonks]].
* AnIcePerson: She can add ice to her arrows with ''Frost Arrows''.
* InTheHood: Not necessarily the originator (it belonged to her old model, the ''VideoGame/{{Warcraft}} III'' Dark Ranger), but Traxex retained this design, and any MOBA archers who wear a hood tend to get compared with her because of it.
* InterspeciesAdoption: From an unknown 'elvish' race, adopted by Drow that look more like midgets.
* LeotardOfPower: Her outfit resembles a leotard.
* LongRangeFighter: Drow's main source of Agility, her ultimate ''Marksmanship'', is only active when there's no enemy hero near her, so she's useless in a fight if the enemy can get close to her.
* MsFanservice: Not only she has a sultry voice, she possesses a rather great body as well, only slightly covered with some BreastPlate.
* MutualDisadvantage: Against heroes that rely on stealth or mobility like Riki and Slark. They can close the distance between them and Drow, nullifying her ''Marksmanship'' buff, but if Drow lands ''Gust'' on them, they are silenced for up to ''six seconds'', which is usually more than enough time for Drow and her teammates to pick them off.
* OurElvesAreBetter: Subverted: Though Traxex certainly has the appearance of a Dark Elf from most other settings, Drow in this case are short, ugly and troll-like, while Traxex herself was a child of another race (though which race she was born of is left unsaid).
* PowerNullifier: With ''Gust''.
* TheQuietOne: Most heroes' responses [[ChewingTheScenery force the player to turn the volume down]]. Hers force the player to turn it ''up''.
--> "[[http://hydra-media.cursecdn.com/dota2.gamepedia.com/a/a7/Dro_rare_03.mp3 The only sin is an ungodly racket]]."
* RecursiveAmmo: With Aghanim's Scepter, Drow's arrows split into two more on contact with an enemy.
* TheRival[=/=]LovelyAngels: With Windranger depending on whether they're on the same team or opposite. They kind of work like {{Foil}}s as well, Drow Ranger has a rather gloomy outlook compared to the more outspoken Windranger. In terms of gameplay, Drow Ranger has high raw damage output [[CripplingOverspecialization but she is limited by her fragility and lack of utility]]. In contrast, Windranger has a stun, a long range nuke, and an escape ability, and a curiously high strength growth, [[MasterOfNone but her damage output is mediocre as a result]].
* TrickArrow: ''Frost Arrows'', which slow the target.
* UnskilledButStrong: Like Viper, Drow Ranger only truly has one ability which is used to disable her targets, with her other ability being an auto-cast attack modifier. While technically her Agility growth is one of the lowest among Agility heroes, simply reaching level 6 drastically increases her damage output to the point where she just right-clicks enemies to death.
* WeaksauceWeakness: While Drow can put out absurd amounts of damage due to ''Marksmanship'' giving her absurd amounts of Agility, it becomes absolutely useless the second an enemy hero gets within 400 radius of her (her attack range is only marginally longer than that at 625). This, combined with her lack of escape abilities, makes her utterly useless in any teamfight where the enemy has half a brain gets close to her.
** KryptoniteIsEverywhere: With the abundance of heroes that can use invisibility or gap closing skills, and the fact that anybody can buy a Blink Dagger or Shadow Blade to ambush her, playing Drow Ranger requires careful judgement and CombatPragmatist tendencies against experienced players without getting stomped on.
[[/folder]]
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[[folder:Xin, the '''Ember Spirit''']]
[[quoteright:256:http://static.tvtropes.org/pmwiki/pub/images/ember_spirit_8427.png]]
[[caption-width-right:256:[-[[http://hydra-media.cursecdn.com/dota2.gamepedia.com/3/3f/Embr_begin_01.mp3 "They will learn balance."]]-] ]]
->'''Voiced by:''' Dave Fennoy
''Lost within the Wailing Mountains, the Fortress of Flares lay abandoned, its training halls empty, its courtyard covered in leaves and dust. Upon a dais in its sealed temple rests a topaz cauldron filled with ancient ash, remnants of a pyre for the warrior-poet Xin. For three generations, Xin taught his acolytes the Bonds of the Guardian Flame, a series of mantras to train the mind and body for the harsh realities beyond the fortress walls. However, in teaching a warrior's way he earned a warrior's rivals, and in his autumn Xin was bested and slain. His followers spread to the wind. Yet as years turned to centuries and followers to descendants, his teachings endured by subtle whisper and deed. Touched by the teacher's lasting legacy, the Burning Celestial, inquisitive aspect of fire, cast himself to the Fortress of Flares and reignited the pyre ash. From these glowing embers emerged an image of Xin, wreathed in flame, his thoughtful countenance prepared to train and to teach, and to spread the fires of knowledge to all who seek guidance.''

Xin the Ember Spirit is a carry hero with tremendous mobility and high teamfight presence. His speed can allow him to easily dominate the battlefield while evading any attempted counterattack, but he can just as easily fall if caught out due to his frailty. ''Searing Chains'' unleashes two fiery bolas around the Ember Spirit, tying down two unfortunate victims and dealing damage over time. However, the targets are chosen at random, minimizing its effectiveness if creeps are involved. ''Sleight of Fist'', Xin's main damaging ability, has him dashing between all enemies in a large area and attacking them all, letting him engage enemies from long range and, once farmed, completely devastate them without putting himself in danger. Enemy spellcasters will not find the Ember Spirit easy prey, as his ''Flame Guard'' will block a significant amount of magic damage, leaving him unscathed. This fiery shield also radiates heat that burns away the health of nearby enemies, making it dangerous to approach Ember Spirit, especially with the very real threat of ''Searing Chains''. If he needs to escape or pursue enemies, Ember Spirit can use his ultimate ability to place a ''Fire Remnant'' and then dash out to its position, detonating the remnant for area damage in the process. With the ability to place up to three ''Fire Remnants'' in quick succession, Ember Spirit can quickly traverse the battlefield, striking with the force of a raging fire and disappearing in a flash. He may start out weak, but if left to amass his strength, Ember Spirit's spark becomes a raging wildfire, taking over the battle and consuming the enemy.

* AchillesHeel: Because Xin is so frail and relies on his casting abilities to remain mobile, silences can greatly debilitate him, allowing his foes to pin him down.
* BackFromTheDead
* BadassGrandpa: In his backstory, Xin is said to have trained three generations of acolytes before his death.
* BadassTeacher
* BaldOfAwesome: As can be seen in his portrait, Xin has no hair.
* BarrierWarrior[=/=]AntiMagic: ''Flame Guard'' absorbs a set limit of magical damage, and continually burns everything in a radius around Xin.
* ChainPain: ''Searing Chains'' creates 2 fiery bolas that wrap around 2 random enemies next to Xin, dealing damage and entangling them.
* CriticalExistenceFailure: ''Flame Guard'' will continue to burn for its maximum damage over time up until it has been completely exhausted by enemy spell damage. It doesn't matter whether Xin has absorbed 0 magic damage or 499, the shield will burn for the same amount.
* DifficultButAwesome: There's a fair burden of knowledge that goes with using Xin's abilities effectively, but which can greatly magnify the Hero's effectiveness.
** While simply spamming ''Sleight of Fist'' is fairly easy, it can hit targets through the fog of war, and ''Searing Chains'' can be cast in the middle of jumps. This allows good Xin players to disable enemies from a surprisingly long distance since they can jump to a target with ''Sleight of Fist'' and root them with ''Searing Chains'' in the 0.2 second timing window that Xin is next to the target he's attacking.
** ''Fire Remnant'' will move at a fixed multiplier of Ember Spirit's current speed. This means that bad Ember Spirits can often be paralyzed by slows, since those will affect the speed at which his Fire Remnants move (which, in turn, increases the vulnerability time while Xin waits for the Fire Remnant to reach its destination). Additionally, optimal movement requires a fair amount of planning, particularly since you can only carry three Fire Remnants at a time and you will only arrive at the one you targeted, and Ember Spirit can dash to a Remnant while it's moving (which can result in landing short of your destination if you cast too early). But mastering all of these aspects allows players to take advantage of Xin's high mobility to its utmost, by buffing his movement speed just before deploying a remnant in order to maximize its travel speed, placing remnants in key locations for critical escapes or to ambush enemies (or even both), and so on.
* DualWielding
* DynamicEntry: Xin can at any time dash out to his ''Fire Remnant''s, exploding them for area of effect damage.
* FireballEyeballs
* FlamingSword: Two of them.
* FlashStep: ''Sleight of Fist'' works similarly to Juggernaut's ''Omnislash''; Ember Spirit jumps from enemy to enemy, dealing damage, and returns to his starting point in only a few seconds.
* FragileSpeedster: ''Sleight of Fist'' and ''Fire Remnant'' alone let him zip around the battlefield and wreck just about anything he encounters, but he can't stand up to prolonged damage.
* FusionDance: Between a human swordsman and a Celestial.
* GlassCannon: An Ember Spirit with enough damage items (and a Battle Fury or three) can potentially wipe out an entire enemy team with just ''Sleight of Fist'' alone. However, discounting ''Flame Guard'', which can negate only a finite amount of magic damage, Xin has mediocre Strength and has below-average Agility, meaning that he doesn't have a lot of HP or armor. If he's ever chain-stunned, he can be killed quite quickly.
* GlowingEyes: As can be seen in his model.
* LongRangeFighter: Despite being a melee hero, Ember Spirit is ill-suited for close-range manfighting. During a fight, he relies on spamming ''Sleight of Fist'' from a distance to deal damage and tie down heroes with ''Searing Chains'', only closing in to chase fleeing enemies with ''Fire Remnant''.
* MasterSwordsman
* MechanicallyUnusualClass: He is mostly played as a ''physical nuker'' by building raw damage items with little to no survivability, and then spamming ''Sleight of Fist''.
* NonIndicativeName: Ember Spirit's Rapiers of the Burning God cosmetic swords, which are far too wide to qualify as rapiers.
* OldMaster
* PlayingWithFire
* PowerTrio: Forms one with Storm Spirit and Earth Spirit.
* RandomNumberGod: ''Searing Chains'' chooses 2 random targets around Xin. In a teamfight, it can potentially lock down two enemy heroes, but it loses much effectiveness when there are creeps, illusions or summoned minions involved.
* SealedBadassInACan: His ashes were interred in a temple until his resurrection.
* SomeDexterityRequired: As is the theme among the three Spirits, Ember Spirit is a high-mobility Hero that requires great reflexes and high APM in order to utilize properly. The mechanics revolving around ''Sleight of Fist'', ''Searing Chains'' and ''Fire Remnant'' require precise timing and quick reaction times in order to make the most out of them.
* SpamAttack: ''Sleight of Fist'', with its low cooldown and mana cost.
* SuperSpeed: When using ''Activate Fire Remnant'', Xin can dash out through all of his ''Fire Remnant''s around the map, exploding them for area damage, before arriving at the selected remnant.
* VerbalTic: Almost all of his responses are only four words long.
-->'''Ember Spirit:''' [[http://hydra-media.cursecdn.com/dota2.gamepedia.com/2/24/Embr_rare_03.mp3 "Four words is plenty."]]
* WarriorPoet
* WeakButSkilled: His stat growth is only slightly higher than Alchemist's, he has very low base armor, and among Agility heroes he ties with Arc Warden for second-lowest Agility gain (beating only Slark, who can use ''Essence Shift'' to steal stats from his targets). However, he compensates with ''Flame Guard'', which absorbs magic damage (traditionally an Agility carry's greatest weakness), a quick auto-attacking ability that applies bonus damage to enemy Heroes, and a great deal of mobility that allows him to dance around his opponents as needed.
* WreathedInFlames: Xin can surround himself in fire with ''Flame Guard'', which blocks magical damage and burns enemies near him.
* YouHaveResearchedBreathing: Ember Spirit requires a cosmetic item to learn how to ''put on his NiceHat instead of keeping it slung across his back''.
[[/folder]]
----
[[folder:Darkterror, the '''Faceless Void''']]
[[quoteright:256:http://static.tvtropes.org/pmwiki/pub/images/a47bdc2c9485e37cae3b3ba609c49f02.png]]
[[caption-width-right:256:[-[[http://dota2.gamepedia.com/images/3/31/Face_spawn_04.mp3 "From a place beyond time, and time beyond counting."]]-] ]]
->'''Voiced by:''' Dave Fennoy
''"Darkterror the Faceless Void is a visitor from Claszureme, a realm outside of time. It remains a mystery why this being from another dimension believes the struggle for the Nemesis Stones is worth entering our physical plane, but apparently an upset in the balance of power in this world has repercussions in adjacent dimensions. Time means nothing to Darkterror, except as a way to thwart his foes and aid his allies. His long-view of the cosmos has given him a remote, disconnected quality, although in battle he is quite capable of making it personal."''

Faceless Void is a hero that is typically played as an initiator and teamfight controller soloing the offlane. He is useful throughout almost all points of the game because of his ultimate, which completely disables anything in it (including allies) for up to 6 seconds, though lategame is where he is most powerful. His role is to lay down his ultimate in a teamfight to disable the enemy team and let his team get in free attacks on the enemy team, and contribute to the fights himself once he is strong enough.

* AchillesHeel: Faceless Void is incredibly susceptible to silences, which prevent him from dropping ''Chronosphere'' and undoing damage with ''Time Walk''.
* AnotherDimension[=/=]SubspaceOrHyperspace: He hails from one.
* ArmorPiercingAttack: ''Chronosphere'' only fails to affect units that are invulnerable, meaning that it doesn't give a whit that its victims were spell immune when Faceless Void casts it.
* ArtEvolution: [[EnforcedTrope Enforced]]. One of the [=TI4=] Compendium stretch goals included a vote by Compendium owners to choose a hero to remodel, which Faceless Void won.
* AwesomeMcCoolname[=/=]NamesToRunAwayFromReallyFast
* BeehiveBarrier: The Immortal Mace of Aeons turns ''Chronosphere'' into a barrier of tessellating hexagons.
* BribingYourWayToVictory: Initially inverted with the Mace of Aeons cosmetic item, an ultra rare drop from the first Immortal Treasure of The International 2016. It turns ''Chronosphere'' into a BeehiveBarrier... which glowed at the centre to the point it was all but impossible to see the heroes caught inside it until it had to be fixed.
* CarryABigStick
-->'''Faceless Void:''' [[http://dota2.gamepedia.com/images/1/12/Face_kill_04.mp3 "Glad we could meet,]] [[IncrediblyLamePun Mace to Face.]]"
* CombatClairvoyance: ''Time Walk'' allows him to dodge damage in the past after experiencing it. Therefore he can instantly "heal" back even the most damaging attacks unless they were lethal. This includes magical attacks, take note.
* CooldownManipulation: ''Time Dilation'', which pauses all cooldowns of nearby enemy heroes.
* CoolGate: ''Chronosphere'':
-->When a rift opens to Claszureme, all poor souls caught within will likely never return.
* {{Cthulhumanoid}}: He used to look like one in [=DotA=], when he had the model of the Faceless Ones. Unsurprisingly, they were creatures created by {{Eldritch Abomination}}s who were essentially [[Creator/HPLovecraft Lovecraft]] [[{{Expy}} expies]]. One of his cosmetic item sets, the Tentacular Timelord, even gives him Cthulhu-style facial tentacles that greatly resemble his original model.
** EldritchAbomination
** MonstrousHumanoid
* DynamicEntry: Faceless Void's first ability, ''Time Walk'', allows him to leap short distances, becoming invulnerable for the duration of the jump. Any enemies caught within the path have their movement speed slowed. This is usually followed up immediately by his ultimate, ''Chronosphere''.
** FlashStep
* ExtradimensionalShortcut: He can temporarily pass through Claszureme and reappear at a target location with ''Time Walk''.
* TheFaceless: As noted by his name.
** TheBlank
** NightmareFace
* EyelessFace: His only facial feature is his mouth.
* FriendlyFireproof: Zig-zagged with ''Chronosphere''. It will freeze both enemies and allies, but will not affect any units also belonging to Void himself, such as summons and illusions, even if it's stolen and used by an enemy Rubick. Additionally, even though it will reveal invisible enemies, invisible allies will remain invisible despite not being able to move. However, the fact that it can disable allies can lead to frustrating situations where Faceless Void [[StopHelpingMe gets ''his'' team stuck in it, but his enemies are free to pound on them, or stopping other heroes when they're doing more damage.]]
* GlassCannon: Though Faceless Void is no longer an optimal carry since 6.86, low-level players often still play him as a hard carry who stacks damage items with little to no durability, as his ultimate leaves the enemy team helpless and unable to harm him. However, if he ever does get caught, he'll usually get blown up quite quickly due to lack of survivability items (even moreso after the loss of ''Backtrack'').
* HumanoidAliens
* LockedOutOfTheFight: Under extremely few circumstances, it is impossible to escape from a ''Chronosphere'' once disabled by it. Even spells and items such as Force Staff and Earth Spirit's ''Geomagnetic Grip'' are unable to penetrate it.
* MagikarpPower: Faceless Void has one of the weakest lane presences in the game, possessing only a blink, a slow and a passive with a very low proc chance. Even once he hits level 6, the only threat he poses is locking down enemies in early teamfights or ganks, as he possesses very little damage output by himself without items. However, once he gets enough farm, he can jump into fights, lock down entire teams, bash them into oblivion, and dodge a sizable amount of damage from anybody left alive.
* [[EvilCounterpart Neutral Counterpart]]: To Anti-Mage, as they're both iconic agility hard carries. They both have a mobility skill (''Blink'' and ''Time Walk''), a passive affecting their auto attacks (''Mana Break'' and ''Time Lock''), a passive that helps them with survivability (''Spell Shield'' and ''Backtrack'') and an AoE ultimate (''Mana Void'' and ''Chronosphere'').
* PungeonMaster: Virtually all of his lines make puns involving time, or faces.
* RandomNumberGod: Before Patch 6.86, ''Backtrack'' can often become this, especially if you manage to dodge deadly nukes like Lina's ''Laguna Blade'', Centaur's ''Double Edge'', Lion's ''Finger of Death'', and so on. The same applies to ''Time Lock'' early on, before Void gets enough attack speed to increase the chance of proccing it and avert this trope.
* RealityWarper
** TimeMaster
* SetRightWhatOnceWentWrong: ''Time Walk'' allows him to heal back the damage he'd taken during the last 2 seconds. This includes auto-attacks, spells, and pretty much anything that would otherwise subtract from his HP bar (minus some HP Removal abilities). If not stunned or silenced, Void can end up shrugging off massive damage nukes, although he still feels their secondary effects such as slows.
* SphereOfPower: Faceless Void's ultimate, ''Chronosphere'', completely disables everything within its radius for several seconds, no matter if the target has spell immunity or not, while leaving Faceless Void and any controlled units free to attack.
* SuperSpeed: Faceless Void can move at a 1000 speed inside of ''Chronosphere'', and can path through units.
* TimeStandsStill: For everyone inside the ''Chronosphere'', except Void himself.
* WalkingShirtlessScene
* [[WhenAllYouHaveIsAHammer When All You Have is Chronosphere]]: Early game, when he hasn't got enough damage items, Faceless Void's sole contribution to fights is just ''Chronosphere'', nothing more. The Aghanim's Scepter into Refresher Orb build takes this further, sacrificing Void's damage output to maximise the effectiveness of ''Chronosphere''. Nevertheless, a well-placed ''Chronosphere'' is extremely deadly even at low levels, disabling the entire enemy team for up to 4 seconds, leaving them at the mercy of Void's team.
[[/folder]]
----
[[folder:Aurel, the '''Gyrocopter''']]
[[quoteright:256:http://static.tvtropes.org/pmwiki/pub/images/Gyrocopter_8551.png]]
[[caption-width-right:256:[-[[http://dota2.gamepedia.com/images/2/2e/Gyro_begins_01.mp3 "So much for my retirement! "]]-] ]]
->'''Voiced by:''' Nolan North
''"After serving through a lifetime of wars, upheaval, riots, and revolutions, the brass figured Aurel had seen enough. But in addition to a few trinkets and his considerable pension, the erstwhile engineer left with something far more interesting: a long-forgotten, incomplete schematic for a Gyrocopter, the world’s first manned, non-magical flying device. Retiring to the tropical obscurity of the Ash Archipelago with little else but time and money, he set to work building the device. As the years wore on and the remains of failed prototypes began to pile up, he began to wonder if mechanical flight was even possible. A decade and a day after his retirement, on a sunny afternoon with a southerly breeze, Aurel sat in his latest attempt bristling with indignation and expectant failure. With a grunt of effort he pulled the ignition cord and covered his head, waiting for the inevitable explosion. However to his great surprise he began to lift and, following a few panicked adjustments, stabilize. Within an hour, he was ducking and weaving with the breeze, level with the gulls, and Aurel found himself filled with the breathless wonder of flight. As dusk settled in he set a course back to his workshop, but no sooner had he turned his craft when a cannonball tore through his tailfin. Disentangling himself from the wreckage, he swam toward the nearest piece of land in sight, and cursed to see the ship responsible for the cannonball collecting the debris. Days later, when Aurel returned to his workshop, he set to work on yet another gyrocopter, this one capable of carrying a much heavier, more dangerous payload."''

* AcePilot
* AdventurerOutfit: Of the airman variety.
** ScarfOfAsskicking
* BadassGrandpa
* BadassMustache
* {{BFG}}: The weapons mounted on his gyrocopter.
* BunglingInventor: He went through numerous explosions before finally creating a working aircraft.
* DeathFromAbove: ''Call Down'' calls an airstrike over the target area, after which two missiles will arrive in succession.
* DiscOneNuke: ''Rocket Barrage'' is among the most damaging skills if there's only one available target, so it often results in first blood during a 0-minute rune clash.
* DoABarrelRoll: Gyrocopter has a taunt called Do a Barrel Roll, which does ExactlyWhatItSaysOnTheTin.
* GrumpyOldMan: He's very much the stereotypical "old coot".
--> '''Gyrocopter:''' [[http://dota2.gamepedia.com/images/8/8a/Gyro_deny_05.mp3 "Get off my lawn!"]]
* HerdHittingAttack: Gyrocopter is considered one of the best teamfight carries in the game: ''Flak Cannon'' + ''Rocket Barrage'' + ''Call Down'' deal huge [=AoE=] damage: in the mid game they are enough to kill all the supports and leave little health to the enemy carry, unless the enemies counter-initiate or initiate first. When Gyrocopter is farmed, ''Flak Cannon'' is insanely good. Right-click down the enemy carry while their supports are melting at the same time? They just can't take a teamfight while your BKB is up.
* HomingProjectile: His second skill, ''Homing Missile''.
** BigBulkyBomb
** PainfullySlowProjectile: Starts out very slow, but accelerates and has no speed cap.
* KillSat: With Aghanim's Scepter, Gyrocopter's ultimate ''Call Down'' gains global cast range.
* MacrossMissileMassacre: ''Rocket Barrage'' launches 30 missiles from Gyrocopter over the span of 3 seconds.
* MakingASpectacleOfYourself
* MeaningfulName: [[http://en.wikipedia.org/wiki/Aurel_Vlaicu Aurel Vlaicu]] was a Romanian pioneer of early flight.
* MultiDirectionalBarrage: ''Flak Cannon'' hits every single hostile unit within attack range. Since it deals Gyrocopter's auto-attack damage and never misses, a popular last resort build involves buying him Divine Rapier for an easy, but risky TotalPartyKill.
* OldSoldier
* PointyEars
* ScienceHero
* ShoutOut: To ''Film/TopGun''.
--> '''Gyrocopter (meeting Viper):''' [[http://dota2.gamepedia.com/images/5/59/Gyro_ally_01.mp3 "Holy shit, it's Viper!"]]
** And to Franchise/StarFox
--> '''Gyrocopter:''' [[http://dota2.gamepedia.com/images/0/0d/Gyro_level_12.mp3 "Ah, I wonder if this thing can]] DoABarrelRoll."
* SuperPersistentMissile: ''Homing Missile'' never stops until it hits or gets destroyed.
* ThoseMagnificentFlyingMachines: His invention, the gyrocopter. Especially prominent with the Swooping Elder set, which is a literal flying ship.
* TradeSnark: ''The Bomb™''
* VehicularAssault: His M.O.
* WingsDoNothing: A variation: Aurel's Gyrocopter obviously has wings, but for balance reasons cannot use them to bypass terrain.
[[/folder]]
----
[[folder:Yurnero, the '''Juggernaut''']]
[[quoteright:256:http://static.tvtropes.org/pmwiki/pub/images/Juggernaut_8774.png]]
[[caption-width-right:256:[-[[http://hydra-media.cursecdn.com/dota2.gamepedia.com/2/26/Jug_rare_09.mp3 "By the Visage of Vengeance, which drowned in the Isle of Masks, I will carry on the rites of the Faceless Ones."]]-] ]]
->'''Voiced by:''' David Scully
''"No one has ever seen the face hidden beneath the mask of Yurnero the Juggernaut. It is only speculation that he even has one. For defying a corrupt lord, Yurnero was exiled from the ancient Isle of Masks--a punishment that saved his life. The isle soon after vanished beneath the waves in a night of vengeful magic. He alone remains to carry on the Isle's long Juggernaut tradition, one of ritual and swordplay. The last practitioner of the art, Yurnero's confidence and courage are the result of endless practice; his inventive bladework proves that he has never stopped challenging himself. Still, his motives are as unreadable as his expression. For a hero who has lost everything twice over, he fights as if victory is a foregone conclusion."''

Juggernaut is another Carry hero who is capable of pushing the enemy ranks or charging right ahead to the enemy's formation and cause chaos from within. He is a little fragile, but if he focuses on one enemy, chances are the enemy will drop down dead, cut down by his unstoppable blade. His first skill and signature move is called ''Blade Fury'', where Juggernaut spins around and slashes his enemy with his sword and if he sticks to one certain enemy they will eat up a lot of damage. While he spins, Juggernaut gains spell immunity. The reason he's also known as a pusher is due to his second skill, ''Healing Ward'', where Juggernaut summons a ward that heals himself and nearby allies over time, which can be extremely useful when pushing for towers. A maxed Healing Ward and a sufficiently leveled Juggernaut is capable of taking down a tower single-handedly or provide excellent regenration for the whole team in teamfights provided that the enemy does not hit the ward, as it'll go down in one hit. Using his third skill, ''Blade Dance'', Juggernaut has a chance to turn one of his normal attacks into a critical strike to deal double damage, making him a dangerous duelist. What makes him truly a force to be reckoned with is his Ultimate, ''Omnislash'', where Juggernaut leaps to the enemy and deals one very damaging slash, and leaps to another for another slash, and so on until a certain number of leaps. If there's only one target in sight, Juggernaut will concentrate all slashes to this particular target, mostly likely killing them off before the maximum number of leaps is reached. Creeps will also be affected, so those who face Juggernaut are encouraged to stick with their creeps when possible to minimize Omnislash's damage output, while Juggernaut himself needs to decide the right time to use his Ultimate, specifically when all enemy creeps have been taken care of.

* AchillesHeel: Juggernaut hates unit that can go ethereal, and unit who can multiply, since they can greatly reduce the effectiveness of ''Omnislash''.
* AntiMagic[=/=]NoSell: Juggernaut gains spell immunity when using ''Blade Fury''.
-->'''Juggernaut''': [[http://hydra-media.cursecdn.com/dota2.gamepedia.com/e/e6/Jug_ability_immunity_01.mp3 Can't touch me."]]
* AwesomeButImpractical: 6.83 ''Blade Fury'' is best described as a one-point wonder: you put a value point in it, then you skip it until level 23. While the level 1 nuke damage and the spell immunity are certainly useful, it also prevents Juggernaut's right-clicks (which is his main source of damage) from hurting anything but buildings, and from as early as level 3 onwards ''Blade Dance'' crits have the potential to out-DPS ''Blade Fury'' with ease. As a result, after level 1 Juggernaut players usually only use ''Blade Fury'' to be able to safely TP out without having to blow a BKB charge, for which a value point is enough. The spell has been significantly buffed since then an Max ''Blade Fury'' build have been the go-to build since then.
* BattleCry: Activating ''Blade Fury'' will make him yell '''[[LeeroyJenkins "JUGGERNAUUUUUTTT!!!"]]'''
* BoringButPractical: The standard Mask of Madness Juggernaut build runs on this. Get only 1 point in ''Blade Fury'' until level 23, max ''Blade Dance'' and put a few points in stats before skilling ''Healing Ward'', and get ''Omnislash'' at every opportunity possible; while getting Mask of Madness as a first item and skip Aghanim's Scepter (a core item for other builds) entirely. The result is a carry who can do little other than right-clicking... but also has an extreme farm rate and sustainability, with a noticable lack of dependance on his ultimate.
* CombatMedic: Juggernaut's ''Healing Ward'' gives a significant boost to nearby allies' health regeneration.
* CoolMask: He's from the 'Isle of Masks', of course he comes with one. And a lot of them, depending on the accessory he's wearing. He makes it clear that he wears masks like that so no one can see his face, for whatever reason.
* CoolSword: You'd be hard-pressed to find a single boring sword in his collection.
* CriticalHit: ''Blade Dance'', which gives Juggernaut a chance to deal double damage with his right-clicks.
* DiscOneNuke: ''Blade Fury'' is able to deal an absurd 400 magical damage right from level 1. Of course, to fully dish out this damage Juggernaut needs to stick to his victim for a whole 5 seconds.
** Juggernaut ''Blade Dance'' is also one of the most powerful value point crit in the game, rivalling the efficiency of other critical based skill at maximum level with just one skill points.
* DontExplainTheJoke: Commits one when he tried a pun while bottling a Rune:
-->'''Juggernaut''': [[http://hydra-media.cursecdn.com/dota2.gamepedia.com/b/bf/Jug_bottle_03.mp3 Does it matter if I put this in my jug or not? Get it? 'Jug or not']][[note]]Pronounced the same way as 'Juggernaut', his class[[/note]]''
* DualWielding: Not exactly his style, but one of his rare quotes pokes about an over the top version of this:
-->'''Juggernaut''': [[http://hydra-media.cursecdn.com/dota2.gamepedia.com/e/e5/Jug_rare_08.mp3 Screw it, I'm going to five blades!]]
* EverythingsBetterWithSpinning, SpinAttack: ''Blade Fury'', [[TropeMaker the progenitor of the]] [[VideoGame/LeagueOfLegends Spin2Win meme]] (but not the overall trope). In Juggernaut's case, while its damage scales not so greatly, it has the bonus of giving him Spell Immunity while still able to use items like the Town Portal Scroll.
* TheFaceless: Nobody has ever seen him without his mask. People aren't even sure he has a face under the mask.
-->'''Juggernaut:''' [[http://dota2.gamepedia.com/images/5/51/Jug_rare_04.mp3 Nice mask, they said. What mask?]]
* FlashStep: His ultimate, ''Omnislash'', has him do this while dealing large amounts of damage to random nearby enemies.
* GlowingEyes: His only facial feature visible. Although given that some masks change the appearance of his eyes, they may simply be lenses on the mask.
* GoldenSuperMode: Turns glowing gold while in the middle of ''Omnislash''.
* TheJuggernaut: Squishier than most examples, but he can happily throw off your magic by just spinning; ''Healing Ward'', if left be and leveled up, can let him recover damage enough to solo a tower; and if you meet him alone without protections, he'll stomp you dead with ''Omnislash''.
* KatanasAreJustBetter
* LastOfHisKind: After his homeland sank into the sea.
* MasterSwordsman: Juggernaut makes an emphasis of this, favoring precision and style towards pure brute strength.
-->'''Juggernaut (on beating Sven):''' [[http://hydra-media.cursecdn.com/dota2.gamepedia.com/5/5e/Jugg_rival_01.mp3 It's not the size of the sword, Sven. It's how you use it.]]
* NoGoodDeedGoesUnpunished: Zig-zagged in his lore. For trying to oppose a corrupt lord, Yurnero is banished from the Isle of Masks... just in time for the whole isle to sink and saving his life.
* NotAfraidToDie: Slightly subverted with one of his rare quotes, probably because dying is not that beneficial in the long run.
-->'''Juggernaut:''' [[http://hydra-media.cursecdn.com/dota2.gamepedia.com/4/4e/Jug_rare_05.mp3 Although I don't fear dying, I still would rather not.]]
* OneHitPointWonder: The ''Healing Ward'' only has 1 HP, so Juggernaut must be careful to place it so it won't get 1-shotted by an enemy hero.
* RandomNumberGod: ''Omnislash'' chooses random targets around Juggernaut, so it's very deadly in 1v1 fights but lose a lot of effectiveness when even a single creep gets nearby. Getting Aghanim's Scepter, however, will make him do up to ''12 jumps'' while using Omnislash. If there are only heroes nearby, they are all dead meat.
* ReverseGrip: His default stance is this. Subverted during fights where he switches to forward grip. He can also switch to forward grip when there's an enemy hero nearby.
* {{Samurai}}: For some reason, Juggernaut evokes the image of a lone, wandering Samurai with emphasis of blade mastery and sense of honor.
* ScrewThisImOuttaHere: He has unique lines when he uses ''Blade Fury'' and the Scroll of Town Portal.
-->'''Juggernaut''': [[http://hydra-media.cursecdn.com/dota2.gamepedia.com/5/56/Jug_ability_stunteleport_01.mp3 "I'm outta here."]]
-->'''Juggernaut''': [[http://hydra-media.cursecdn.com/dota2.gamepedia.com/b/b3/Jug_ability_stunteleport_03.mp3 "I'll be back to finish this later."]]
* ShootTheMedicFirst: Healing Wards are a OneHitPointWonder, but they are among the most powerful heals in the game if left alive.
* ShoutOut: To WebVideo/MyWayEntertainment
-->'''Juggernaut:''' [[http://dota2.gamepedia.com/images/e/e4/Jug_rare_06.mp3 I'm the]] [[ComicBook/XMen Juggernaut,]] [[http://dota2.gamepedia.com/images/e/e4/Jug_rare_06.mp3 bitch!]]
** Eventually unused, but there's another ShoutOut quote for that group:
-->'''Juggernaut:''' [[http://hydra-media.cursecdn.com/dota2.gamepedia.com/2/20/Jug_rare_15.mp3 Silly bitch, your weapons cannot harm me!]]
** IncrediblyLamePun
-->'''Juggernaut:''' [[http://dota2.gamepedia.com/images/c/c4/Jug_rare_17.mp3 I'm the Juggernaut, Lich!]]
** To ''VideoGame/FinalFantasyVII'' with his LimitBreak, ''Omnislash''.
** To ''VideoGame/HeroesOfNewerth'' about his 'successor', Swiftblade, might be veering to TakeThat as well:
-->'''Juggernaut:''' (denying) My blade is swifter!
* SophisticatedAsHell: An honorable swordsman who still isn't above calling the opponent a "loser". And that's just the start.
* SpellMyNameWithAnS: A minor version. Whenever he uses ''Blade Fury'', he could instead yell ''"Battle Fury!"'', which is in fact a buyable item. Even Juggernaut could spell it right when he wanted when he bought the item.
-->'''Juggernaut:''' [[http://hydra-media.cursecdn.com/dota2.gamepedia.com/1/1a/Jug_ability_bladefury_10.mp3 Battle Fury, meet Blade Fury.]]
* SpinToDeflectStuff: ''Blade Fury'' at least deflects magic.
* TechnicolorBlade: An orange one, by default. Cosmetic items add colors like green, [[RealMenWearPink pink]], [[BlackSwordsAreBetter black]], and red.
* WalkingShirtlessScene
[[/folder]]
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[[folder:Sylla, the '''Lone Druid''']]
[[quoteright:256:http://static.tvtropes.org/pmwiki/pub/images/Lone_Druid_6829.png]]
[[caption-width-right:256:[-[[http://hydra-images.cursecdn.com/dota2.gamepedia.com/3/39/Lone_druid_rare_01.mp3 "Thousands of years of waiting... and yet, no time to waste."]]-] ]]
->'''Voiced by:''' Nolan North
''"Long before the first words of the first histories there rose the druidic Bear Clan. Wise and just they were, and focused in their ways to seek an understanding of the natural order. The arch forces of nature saw this, and so sought the most learned among them. Wise old Sylla, clan justiciar and seer, stepped forward for his kin, and to him was given the Seed with these words: 'When all of the world has dimmed, when civilization has left these lands, when the world is slain and wracked by the endless deserts at the end of ages, plant the Seed.' As he grasped his trust, Sylla felt his years recede and his vitality returned. Vast knowledge burst into his mind. He found himself able to project his very will into reality and, with some concentration, alter his own physical form as well. Yet subtle whispers and cruel ears brought word of the Seed and its power to other peoples, and a terrible war crashed upon the Bear Clan. As his ancestral home burned, Sylla took his burden and fled to the wild places. Ages passed, and time and myth forgot the Bear Clan, forgot Sylla and the Seed, forgot wondrous civilizations that rose and fell in Bear Clan’s wake. Through the eons, Sylla has waited, waited for word from his deities, waited for peace to come to the ever warring realms, waited in exile and in secret for the end of all things and for the conclusion of his sacred commitment, preparing himself always to face and destroy whatever would dare threaten his purpose."''

* BadassBeard
* BadassGrandpa
* BadassTeacher: For Ursa.
--> '''Lone Druid (killing Ursa)''': "Have you forgotten what I taught you, Ulfsaar?"
* BearsAreBadNews
* BondCreature[=/=]{{Familiar}}: The Spirit Bear.
* DifficultButAwesome: Lone Druid requires a lot of micromanagement to play effectively, as proper management of the Spirit Bear is paramount to Lone Druid's success. With enough practice, however, Lone Druid can quickly become one of the most dangerous heroes on the map, able to shove down lanes with impunity and deal lots of damage between Sylla himself and the Spirit Bear. The bear, in essence, can act as a sixth hero when properly farmed.
* TheDragon[=/=]TheLancer[=/=]HypercompetentSidekick: Because Lone Druid's effectiveness is so dependent on his bear, managing to kill it will essentially render Sylla himself useless, especially since the cooldown of re-summoning the bear is so long (two ''minutes'' at the least). This makes it dangerous for teams to rely too much on the bear, especially if it's carrying aura items like Assault Cuirass and Radiance, since killing it will render one of their main carries useless for at least that long and deny them the benefits of those auras. It's particularly the case in the 6.86 era, where Lone Druid tends to spend ''all'' his gold on the bear while the Druid himself carries little more than brown boots and a TP Scroll (and maybe Vladimir's Offering and a Cloak).
* EyepatchOfPower: The Rage of the Dark Wood cosmetic set gives an eyepatch to Lone Druid's human form and a similar patch of light fur on his bear form.
* GlassCannon: Sylla has low starting Strength and average Strength gain, meaning that outside of ''True Form'' he is quite squishy and can be easily killed if focused on.
* GreenThumb: The Spirit Bear's passive ability, ''Entangling Claws'', sprouts roots that hold enemies in place.
* HarbingerOfImpendingDoom: His purpose is recreating life AfterTheEnd, so whatever forced him to join the battle between the Radiant and Dire is not a good sign, and he's more than happy to accelerate the events.
--> '''Lone Druid:''' [[http://dota2.gamepedia.com/images/f/fc/Lone_druid_firstblood_01.mp3 "First blood! The end is set in motion! Ha ha ha ha ha ha ha ha!"]]
* JackOfAllStats: Unlike most other carries, Lone Druid is well-rounded and fairly potent at all stages of the game; he can harass and last hit with ease in the early game with the aid of his Bear, push towers extremely fast in the middle game, and has enough durability to spearhead pushes in the late game with the right item builds. He is also one of two heroes [[note]]Troll Warlord being the other[[/note]] that can freely switch between melee and ranged attacks at any point in the game, giving him great flexibility in countering enemy tactics.
* KingInTheMountain: His BackStory.
* LightningBruiser: ''True Form'', ''Battle Cry'' and ''Rabid'' give Sylla a huge boost in health, damage output and movespeed.
* MetalSlime: Killing his bear yields a very large amount of gold and experience - sometimes more than killing a hero, but he's incredibly hard to kill thanks to his tankiness, an easy escape mechanism, and the ability to resummon him.
* MightyGlacier: In ''True Form'', Sylla exchanges his ranged attack and a bit of speed for armor and HP, making him much harder to kill at the cost of mobility.
* MorphicResonance: In bear form, Sylla retains his shoulderpad and beard; at the same time, his bear gains attributes of Sylla (such as a beard and braids) as it levels up.
* NatureHero
* TheNeedsOfTheMany: He's willing to kill his friends and other {{Nature Hero}}es to guarantee the safety of the Seed, although he's not always happy about it.
--> '''Lone Druid (killing Ursa):''' [[http://dota2.gamepedia.com/images/1/11/Lone_druid_rival_02.mp3 "There are more important causes in this world than your cubs, Ulfsaar."]]
--> '''Lone Druid (killing Nature's Prophet):''' [[http://hydra-images.cursecdn.com/dota2.gamepedia.com/2/24/Lone_druid_rival_19.mp3 "I never thought the day would come that the Prophet's blood stained my hands.]]
* NonindicativeName: He's the Lone Druid, but his pet bear hardly ever leaves his side.
* NonStandardSkillLearning: Lone Druid has a fifth skill, ''Battle Cry'', only available in ''True Form''.
* NowDoItAgainBackwards: The sound effects that accompany his transformations from and to ''True Form'' are roughly each other's reversals.
* ObviousRulePatch: The 6.78 patch eliminated the ability for the Spirit Bear to use an active Armlet of Mordiggian without suffering the health drain penalty. Prior to this, the Armlet, a 2600 gold item, would give the bear an extra 25 attack speed (which increases its chances of entangling an enemy hero), 5 armor (making it even harder to kill), 7 HP per second regeneration (making it less necessary to re-summon the bear), and 40 damage (increasing the damage it does to enemy heroes and towers), all without having to worry about health drain, so players would just turn the Armlet on permanently and give it the power of a late game item for the price of a mid game one.
* PandaingToTheAudience: One of Lone Druid's cosmetic items, the Spirit of Calm, changes the appearance of the Spirit Bear to that of a panda.
* PointyEars
* Really700YearsOld
* TheRival: To Lycanthrope. Out of universe, they have roughly similar skills (summoning animal familiars to aid them in combat, skills that increase their damage and attack speed, and an ultimate that lets them transform into an animal) although Lycanthrope is more of a LightningBruiser than Sylla himself.
--> '''Lone Druid (killing Lycanthrope)''': [[http://hydra-images.cursecdn.com/dota2.gamepedia.com/f/f7/Lone_druid_rival_21.mp3 You and your pack of mongrels are nothing to me!]]
* ScreamingWarrior: Two of Lone Druid's abilities, ''Savage Roar'' and ''Battle Cry'', are based on loud sounds he make.
* [[SiegeEngines Siege Engine]]: When ''Spirit Bear'' is maxed, it gains the passive ability ''Demolish'', which gives it a 40% bonus damage against buildings.
* SinisterScythe: Carries a small one around, which he [[ThrowingYourSwordAlwaysWorks throws at enemies]] as his right-click attack in druid form.
* StoneWall: The Spirit Bear is the tankiest summon in the game and has more HP than any hero until lategame, however his damage output is much worse than of Sylla himself. The most common tactic is therefore outfitting the bear with tank and aura items such as Assault Cuirass and Radiance instead of attack-boosting items.
* StrongerWithAge: Strongly believes in this.
* SuperMode: His ultimate, ''True Form'', turns him into an anthropomorphic bear and gives him access to the ability ''Battle Cry'', boosting his damage and armor.
* {{Synchronization}}: The Spirit Bear cannot attack when it reaches a certain distance away from the Lone Druid, and when the bear is killed, Sylla will also take damage.
* TouchedByVorlons
* TransformationIsAFreeAction: During his transformation, Lone Druid becomes invulnerable to damage.
* VoluntaryShapeshifting: Into an anthropomorphic bear.
[[/folder]]
----
[[folder:'''Luna''', the Moon Rider]]
[[quoteright:256:http://static.tvtropes.org/pmwiki/pub/images/Luna_dota_2_8879.png]]
[[caption-width-right:256:[-[[http://hydra-images.cursecdn.com/dota2.gamepedia.com/8/87/Luna_levelup_10.mp3 "The moon waxes, and my mercy wanes."]]-] ]]
->'''Voiced by:''' Linda K. Morris
''"How had she been reduced to this? She was once the Scourge of the Plains, a merciless leader of men and beasts, and able to sow terror wherever she dared. Now she was far from her homeland, driven half mad from starvation and months of wandering, her army long dead or turned to worse. As she stood at the edge of an ancient forest, a pair of glowing eyes spied on from an elder branch. Something beautiful and deadly sought a meal in the wilting dusk. Without a sound, it turned and left. Fury overtook her. Clutching a rust-eaten dagger, she charged after the beast determined to reclaim even a shred of her past glory, but her quarry would not be caught. Three times she cornered the creature among the rocks and trees, and three times she pounced only to witness its fading shadow darting further into the woods. Yet the full moon shone brightly, and the creature's trail was easy to follow. Arriving in a clearing atop a high hill, the beast's massive feline form sat in the open, attentive and waiting. When the woman brandished her dagger, the creature reared and roared and charged. Death, it seemed, had come for her at long last in this strange place. She stood, calm and ready. A flash of movement, and the beast snatched the dagger from her hand before vanishing into the forest. Stillness. Hooded figures approached. In reverent tones they revealed that Selemene, Goddess of the Moon, had chosen her, had guided her, had tested her. Unwittingly she had endured the sacred rites of the Dark Moon, warriors of the Nightsilver Woods. She was offered a choice: join the Dark Moon and pledge herself to the service of Selemene, or leave and never return. She did not hesitate. Embracing her absolution, she renounced her bloody past, and took up a new mantle as Luna of the Dark Moon, the dreaded Moon Rider, ruthless and ever-loyal guardian of the Nightsilver Woods."''

* AxCrazy: Fits to a T: Her glaives are best suited to mass slaughter, she reacts to most everything by trying to kill it, and even has a bit of a sadistic streak.
-->'''Luna''': [[http://hydra-media.cursecdn.com/dota2.gamepedia.com/3/3f/Luna_kill_05.mp3 Aww. Are you not going to beg?]]
* BeamSpam: ''Eclipse'' saturates the area around Luna with multiple simultaneous ''Lucent Beam''s.
* BloodKnight: Bloodseeker says she has a "reputation for bloodlust". Toned down, but she stills shows signs of it:
-->'''Luna''': [[http://hydra-media.cursecdn.com/dota2.gamepedia.com/0/0f/Luna_rare_01.mp3 I would water the trees with their entrails if Selemene would smile on me.]]
* BoltOfDivineRetribution: ''Lucent Beam'' is described as an equivalent of this from a Moon goddess.
* CleavageWindow: With the Rider's Eclipse set. The Rider's Eclipse Pauldrons is one of the most sought-out items on the community market for a reason.
* FieldPowerEffect: ''Lunar Blessing'' boosts the damage to allies around Luna.
* FragileSpeedster: She has the highest base speed in the game, but her Strength stat is abysmal, meaning she goes down quickly until she turns into a LightningBruiser late game with enough durability items like Black King Bar and Satanic.
* HeelFaceTurn: From Scourge of the Plains to guardian of the Nightsilver Woods, yet she's still an AxCrazy BloodKnight.
* HerdHittingAttack: ''Moon Glaive'' allows Luna's glaive to bounce to enemy units near the attacked unit.
* InnateNightVision: Levelling ''Lunar Blessing'' increases Luna's night vision to 1800, equal to the standard day vision.
* KillSat: ''Lucent Beam'' and ''Eclipse'' summon damaging beams of light from the sky, although they have a [[BoltOfDivineRetribution divine origin]].
* LegacyCharacter: She's a Night Elf in all but name.
* {{Lunacy}}
* MsFanservice: Her curves, bright skin-tight clothing, and... ''posture'' surely attract the viewers' attention.
* NonIndicativeName: Luna's glaive doesn't look like what it's insisted to be.
* PantheraAwesome: Her mount, Nova, a sabre-toothed cat.
* PinballProjectile: Her glaives can hit up to five different targets with each autoattack.
* PurpleEyes
* RedOniBlueOni: The red to Mirana's blue.
* TheResenter: Luna ''does not'' to like that Mirana is of higher class in service of Selemene. As an ally, she shows respect to Mirana in as much as she can feign by the laws of Selemene, but as an enemy, if Luna kills Mirana, she will remark about succeeding Mirana's spot. The reasoning is that Luna probably saw Mirana as a pampered, stuck-up bitch who got everything handed to her without actually trying, whereas she had to earn her peers as a warrior through tons of bloodbath.
* SpamAttack: ''Eclipse'' aside, her playstyle favors spewing out masses of almost anything she has thanks to their low cooldown. Even ''Eclipse'' can be seen as a burst of ''Lucent Beam'' spam.
* SpyCatsuit: Could be easily mistaken for a LatexSpaceSuit if it wasn't a fantasy world.
* StellarName
* SummonMagic: ''Eclipse'':
-->In times of great need, Selemene herself descends into the world, blocking out the light and hope of the opposed.
* TeethClenchedTeamwork: If it wasn't for the laws decreed by Selemene, Luna would be more than glad to rip Mirana a new one and then take over the throne of being Selemene's top servant.
* TotalEclipseofThePlot: ''Eclipse'' temporarily turns day into night for a few seconds.
* ViolentGlaswegian: Has the voice and the temperament to be one.
* YouGottaHaveBlueHair
[[/folder]]
----
[[folder:'''Medusa''', the Gorgon]]
[[quoteright:256:http://static.tvtropes.org/pmwiki/pub/images/medusa_full_1519.png]]
[[caption-width-right:256:[-[[http://dota2.gamepedia.com/images/2/21/Medus_begin_01.mp3 "Tremble, vermin, before the stony gaze of the Gorgon."]]-] ]]
->'''Voiced by:''' Jen Taylor
''"Beauty is power. This thought comforted Medusa--the youngest and loveliest of three beautiful Gorgon sisters, born to a sea goddess--because she alone of the sisters was mortal. It comforted her, that is, until the day masked assailants invaded the Gorgon realm and tore the two immortal sisters from their home, unmoved by their beauty or by their tears. One of the invaders seized Medusa as well, but then cast her aside with a disgusted look: 'This one has the mortal stink upon her. We have no use for that which dies.' Humiliated, enraged, Medusa fled to the temple of her mother and cast herself before the goddess, crying, 'You denied me eternal life--therefore I beg you, give me power! Power, so I can dedicate what life I have to rescuing my sisters and avenging this injustice!' After long thought, the goddess granted her daughter's request, allowing Medusa to trade her legendary beauty for a face and form of terrifying strength. Never for a moment has Medusa regretted her choice. She understands that power is the only beauty worth possessing--for only power can change the world."''

* AchillesHeel: ManaDrain tears through her shield rapidly, seriously dropping her durability, and manfighting-oriented carries, or just basically any melee carry with a Skull Basher and comparable farm can lock her down and tear her appart as she's as vulnerable to simply getitng bashlocked as any other immobile hero. She gets a few pot shots during ''Stone Gaze'' while they look away, and if she doesn't kill them with that, it's over for her.
* BalefulPolymorph: Averted, she willingly traded her good looks for power and doesn't seem to regret it in the least.
* BareYourMidriff: With the Serpent of the Emerald Sea set.
* CripplingOverspecialization: Medusa is pretty much the stereotype of an ultra-hard carry: she's completely useless before 45 minutes (even slower than other hard carries like Spectre, Anti-Mage or Terrorblade), she's unstoppable after 50 mins, and until then she can't do anything but farm. If the enemy team has a Medusa you're basically playing 5 vs 4 for 40 minutes. That's why many, many players say that she is just unplayable: useless without 25k+ money and garbage space-taking mid game.
* DamageIncreasingDebuff: ''Stone Gaze'', in addition to completely disabling its victims, also makes them more vulnerable to physical damage. On top of that, it also causes ''Mystic Snake'' to deal pure damage instead of magical damage.
* GorgeousGorgon: Double subverted. Although she is described as possessing "legendary beauty" before her transformation she finds her current form and power to be truly beautiful.
** [[SnakePeople Snake Person]]
* MagikarpPower: One of the most famous examples of this, even among other hard carries. With good farm, teamfighting against her is essentially impossible. On the other hand her mid-game is complete garbage, because she has no disable, she can't gank and snowball, and she needs minimum 3 lategame items to avoid feeding in teamfights. The only thing she can do in the mid game is farm, farm, and farm again, but when she comes online she is completely unstoppable, having almost double the effective HP compared to other hard carries due to ''Mana Shield'', and able to 1v5 entire teams with ''Stone Gaze'' and ''Split Shot''.
* ManaDrain: ''Mystic Snake'' drains mana from enemies and gives it to Medusa.
* ManaShield: Her third skill, named this, reduces any damage that she takes by half, and deals that damage to her mana pool instead. It gets more efficient as it's leveled up.
** SphereOfPower
* MightyGlacier: By the time Medusa gets her Linken's Sphere and choice of durability and damage items, she can deal quite a punch and take one as well with ''Mana Shield''. Just don't expect her to move quickly without the help of items or buffs, though.
* {{Multishot}}: ''Split Shot'' splits her arrows to hit up to 4 additional targets.
* NoSell: Any victim of ''Stone Gaze'' also becomes completely immune to magical damage as a side-effect.
* PinballProjectile: ''Mystic Snake'' jumps from target to target before returning to Medusa.
* PowerCrystal: Embedded in her forehead.
* PowerEchoes: Her voice.
* PowerGlows: ''Stone Gaze'' is accompanied by her PowerCrystal and [[GlowingEyesOfDoom eyes]] emitting a bright red light.
* RedEyesTakeWarning
* TheRival: To [[OurMermaidsAreDifferent Naga Siren]] with similarities in character design, and in their abilities effectively cancelling out each other.
* SssssnakeTalk
* TakenForGranite: Her ultimate, ''Stone Gaze'', will slow all enemies that look at her, and if they look too long will turn to stone, becoming completely immune to magic damage but taking bonus physical damage (which makes them easy prey for her ''Split Shot'').
* WeaponOfChoice: Her [[ArcherArchetype bow and arrow]] à la ''Film/{{Clash of the Titans|1981}}''.
* YoungestChildWins: She was the most beautiful of the [[RuleOfThree three sisters]], and her "flaw" made the assailants leave her free.
[[/folder]]
----
[[folder:'''Meepo''', the Geomancer]]
[[quoteright:256:http://static.tvtropes.org/pmwiki/pub/images/Meepo_9214.png]]
[[caption-width-right:256:[-[[http://hydra-media.cursecdn.com/dota2.gamepedia.com/7/71/Meepo_kill_02.mp3 "Have shovel, will bury. You."]]-] ]]
->'''Voiced by:''' Nolan North
''"If you ask me, life is all about who you know and what you can find. When you live up in the Riftshadow Ruins, just finding food can be tough. So you need to cut corners, you need to scrounge, you need to know your strengths. Some of the beasts up there can kill you, so you need a way to trap the weak and duck the strong. On the upside, the ruins have history, and history is worth a lot to some people. There used to be a palace there, where they had all these dark rituals. Bad stuff. If you survived the ceremony, they would shatter a crystal and split your soul into pieces. They made great art though! Sculptures and such. Let me tell you: sometimes you stumble onto some of those old carvings. Take a pack full of those to town and sell them, then get yourself food for a few weeks. If luck is really on your side, you might find a Riftshadow crystal. Get it appraised and start asking around. Someone always knows some crazy fool looking for this kind of thing. If all else fails, sell it to a Magus the next time one's in town. They love that stuff. Still, whatever you do, be careful handling those crystals. You do not want one to go off on you. It really hurts."''

Sometimes, one hero just can't get enough done by themselves. Fortunately, Meepo the Geomancer doesn't have that problem; thanks to his ''Divided We Stand'' ultimate ability, there's plenty of Meepo to go around. Each level in ''Divided We Stand'' creates a clone of Meepo with its own pair of boots that can use all of Meepo's abilities, with an additional one if he has Aghanim's Scepter, for up to five times the Meepo with only one string attached: if one Meepo dies, all of them bite the dust. As such, [[AddedAlliterativeAppeal masterful multi-unit micromanagement and multitasking are musts for mastering Meepo]]. His other abilities all benefit from the power of numbers granted by the clones. ''Earthbind'' throws a net that traps all units caught inside, and its low cooldown means that Meepo can pin down an enemy indefinitely with the help of his clones. ''Poof'' allows Meepo to teleport, dealing damage both in the area where he leaves and the area he arrives at, but can only be used to teleport to Meepo. Which, of course, makes it quite fortunate that there are so many of Meepo, as this lets each Meepo escape from danger by ''Poofing'' to a Meepo that's sitting somewhere safe, deal heavy area-of-effect damage, or converge on a single target with the other Meepos and start beating it down. Speaking of which, his ''Geostrike'' ability lets Meepo's attacks apply a debuff that slows the victim and damages them over time. The effect stacks with each Meepo, meaning that five Meepos attacking the same target will slow it to a crawl while quickly wearing down its health. With Meepo, more really is merrier.

* {{Angrish}}
--> '''Meepo (angry):''' [[http://hydra-media.cursecdn.com/dota2.gamepedia.com/2/20/Meepo_anger_04.mp3 "Ahhygwatagtbekddinme."]]
* AwesomeButImpractical: While it is possible to learn how to play Meepo well, his skill floor is so high that he results in this for most players. With the addition of area-of-effect disables being his hardest counter, Meepo remains in competitive play forever as a hero for niche players like [=BigDaddy=], or as a pocket strat/surprise last pick when your opponent doesn't expect it.
* BewareTheSillyOnes
* CarryABigStick: One of Meepo's cosmetic weapons, the Crystal Scavenger's Augmented Mace.
* CloneDegeneration: Meepo's clones cannot use any items and runes except for the boots that Meepo wears. Also, each clone gets a consecutively higher voice.
* DeathOfAThousandCuts: Individually Meepo doesn't do very much damage, but four or five of them wailing on the same hero can deal absurd amounts of damage.
* DifficultButAwesome: Widely considered the hardest character in the entire game to master, even moreso than Invoker. The micromanagement aspect alone is difficult, but letting any one Meepo clone die will cause all of them to die, making it easy for new players to feed the enemy team simply because they accidentally left one of their clones behind. However, mastering the micromanagement aspect lets you snowball past every other player in the game and carry the match.
* DishingOutDirt
--> '''Meepo (''killing a hero)''''' [[http://hydra-media.cursecdn.com/dota2.gamepedia.com/d/d0/Meepo_kill_19.mp3 "You got some dirt on ya. Here's some more!"]]
* DoppelgangerAttack
* DynamicEntry[=/=]TheCavalry: The result when multiple Meepos ''Poof'' to one in a battle. Good Meepo players can often jump on top of enemy heroes with almost no warning, trapping them with ''Earthbind'', followed by three or four others Poofing in immediately after.
* EliteArmy: Unlike illusion heroes such as Phantom Lancer or Naga Siren who depend on ZergRush tactics using significantly weaker but expendable illusions to mass on a target, Meepo's clones deal regular damage, can all cast full-power abilities on separate cooldowns, and take normal damage from enemies. The flip side, of course, is that each clone is invaluable since the loss of one means the loss of all of them.
* ExponentialPotential: It is possible to gain experience with every clone, meaning that you can put a clone in multiple lanes and the jungle, and gain experience as if you're in all of those places at the same time. A successful player who can farm and keep all his clones within experience range throughout a match often hits level cap (25) before others are even able to max out their ultimates (16), meaning that each clone can possibly be stronger than the individual heroes on the enemy team.
* FightingClown
* HonestJohnsDealership: He's such a trader himself, [[FellOffTheBackOfATruck stealing items from defeated enemies]], and (correctly!) accuses the Shopkeeper of this.
--> '''Meepo (buying item):''' [[http://hydra-media.cursecdn.com/dota2.gamepedia.com/4/48/Meepo_purch_05.mp3 "Hey what kind of scam you running here?"]]
--> '''Meepo (meeting Rubick):''' [[http://hydra-media.cursecdn.com/dota2.gamepedia.com/6/6e/Meepo_ally_07.mp3 "Hey Rubick! I can get you a few more of those magic jewels. Just ask."]]
* InescapableNet: Meepo's first ability, ''Earthbind'', prevents trapped players from going invisible or blinking away for the duration of the disable, and unlike other nets can affect enemies in an area (as opposed to only a single target). While it only lasts two seconds, the cooldown is only eight at max level, so with four or more Meepos and good timing it is actually possible to keep a group of enemies rooted to the ground indefinitely.
* JokeCharacter: Despite having fairly good starting base stats and armor, Meepo has horrible stat gain (his Agility gain is lower than even some non-Agility heroes such as Dragon Knight), his spells are useless by themselves, and his low base damage makes him very hard to last-hit with, meaning that his babysitters during the laning phase will have a tough time getting him farmed...
** LethalJokeCharacter: ...yet as soon as he hits level 3 and gains a duplicate, he can farm and gain experience faster than any other hero, on top of ''Poof'' giving him global presence and easy ganking and escape ability; not to mention that his third skill, ''Geostrike'', grows linearly in power with every successive clone strike, allowing him to single-handedly disable and put out absurd amounts of damage on any target. A skilled Meepo player can simultaneously gank, farm, push, and harass players across the map.
* TheJuggernaut: Thanks to having multiple copies of himself and a cheap channeling spell interrupt, Meepo does not care about single-target disables, binding nets, and channeling disables, and will continue bashing and exploding his enemies to death.
** The 6.76 buff to Aghanim's Scepter also shifted common item builds from auras to stats, so a Meepo with an Aghanim's can easily end up with preposterous amounts of HP and damage on ''all'' clones by buying relatively cheap stats items.
** A buff to his magic resistance in the 6.78 patch gave him 35% innate magic resistance, so he often simply shrugs off magic nukes, as do his clones.
* MysteriousPast: His lore is extremely vague and it can merely be assumed that Meepo himself is telling it.
* TheNapoleon
--> '''Meepo (killing a hero):''' [[http://hydra-media.cursecdn.com/dota2.gamepedia.com/c/c3/Meepo_kill_08.mp3 "I guess size ain't everything, eh? Eh!? Ha ha ha]] [[MadeMyselfSad aww it is."]]
* NonStandardSkillLearning: Next to Invoker, Meepo is the only other hero in the game who can skill his ultimate before level 6.
* OnlyInItForTheMoney: Judging from his voice responses, he's only in it for whatever money he thinks he's going to get after it's over. ([[http://dota2.gamepedia.com/Meepo_responses#Winning Winning:]] [[http://hydra-media.cursecdn.com/dota2.gamepedia.com/c/c9/Meepo_win_04.mp3 I'm gonna be rich! Rich!"]])
* PluckyComicRelief
* PowerCrystal: The Riftshadow crystals mentioned in Meepo's lore.
* ScavengerWorld: He originates from such an area.
* SelfDuplication[=/=]MesACrowd: Meepo's ultimate, ''Divided We Stand'', creates a clone of himself that functions identically to Meepo prime (meaning that unlike illusions, they take and deal normal damage, and stay on the map indefinitely). He can create up to three clones by himself, for a total of four, or purchase Aghanim's Scepter to increase the possible maximum to five.
* ShoutOut: He shares some voice lines with the Scout from ''VideoGame/TeamFortress2''.
--->'''Meepo:''' [[http://hydra-media.cursecdn.com/dota2.gamepedia.com/5/52/Meepo_kill_23.mp3 "I'm not even winded!"]]
--->'''Meepo:''' (upon death) [[http://hydra-media.cursecdn.com/dota2.gamepedia.com/1/1e/Meepo_death_14.mp3 "He punched out all my blood."]]
* ShovelStrike: His weapon of choice is a shovel enchanted with his passive, ''Geostrike''. It slows the target and deals damage over time. By itself it's not that impressive, but it stacks linearly with all clones, so with four or five Meepos bashing the same target, it turns into minimum movement speed, plus up to 140 magic damage per second being applied, on top of the right-clicks.
* SkillGateCharacters: A variant of this: Meepo is viable even in the highest pub games but is a rare sight in pro games. While in pub games and in the hands of a good player Meepo can be unstoppable, he is a rare sight in pro games because of how many counters he has, which even the highest level pubs don't bother with. Meepo is only viable as a pocket strat or surprise last pick when your opponent doesn't expect it, and only in the hands of people who can play him.
* SomeDexterityRequired: Controlling a single Meepo is relatively straightforward and about as easy to manage as Wraith King. Commanding four or five in battle, queuing up their ''Poof'' and ''Earthbind'' together, getting them to position around and attack the correct target with ''Geostrike''s, all while the enemy is actively trying to kill you by focusing down one of your clones, not so easy.
* SpamAttack[=/=]TeleportSpam: His second ability ''Poof'' has a very short cooldown, and is often spammed during combat, or just to get around the map faster. Buying Boots of Travel on a Meepo can give him a global presence, since every clone has a separate cooldown, and the others just need to ''Poof'' to this location without using their boots. For a farmed Meepo this means 5 global teleports every minute - more than Tinker and Nature's Prophet can pull off.
* SplashDamageAbuse: There are several ways to improve the usefulness of ''Poof'':
** ''Poof'' can be used on a moving Meepo, so if one clone is simply following a hostile, that enemy won't be able to dodge the area damage.
** Damage is dealt on ''both'' teleport entry and exit, and Meepo can teleport to himself. This is an easy way of dealing double damage if the target can't move away.
* WeaksauceWeakness: Unlike most heroes that rely on weight of numbers, Meepo is vulnerable to both area of effect disables ''and'' single target pick-off abilities, as the opponent only has to kill ''one'' Meepo to bring them all down, not necessarily Meepo prime. This also means he gets very little mileage out of Black King Bar and Linken's Sphere as they don't protect his clones.
** Earthshaker hits him particularly hard, as with the help of the four clones his ultimate ''Echo Slam'' can easily score a Rampage.
** Getting stunned and then ploughed through by Sven, who has both ''Storm Hammer'' to stun, and ''Great Cleave'' and ''God's Strength'' to kill the clumped-up Meepos. With most other heroes attempting something similar, if you survive, you can hope to lock them down and run the damaged Meepo away, with Sven, ''all'' the clones are brutalized.
** Ember Spirit's ''Sleight of Fist'' with a Battle Fury hits a clump of Meepos just as hard as a badly-positioned team of other heroes.
** Dragon Knight's ability to cripple all of their base damage, durability, and group slow grinds Meepo down and cuts down his low mobility.
** Chaos Knight can simply abuse his incredible damage output and ''Reality Rift'' to give Meepo a taste of his own medicine, surrounding one Meepo and utterly annihilating it.
* WeaponizedTeleportation: ''Poof'' does area of effect damage at the origin and destination, so using ''Poof'' in place inflicts a large amount of damage; however, it's still very damaging even with just the destination ''Poof''. Combine it with several Meepos at max level, and you can literally cut most heroes down to size in less than five seconds by yourself.
* {{Whatevermancy}}: This is largely a holdover from the original [=DotA=], where he was referred to as a Geomancer. When his backstory was rewritten, it became TheArtifact. There actually is such a thing as geomancy; unfortunately its focus is less "creating teleporting clones, presumably from the very earth" and more "divination via patterns in sand".
* YouDirtyRat
[[/folder]]
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[[folder:'''Mirana''', the Princess of the Moon]]
[[quoteright:256:http://static.tvtropes.org/pmwiki/pub/images/Mirana_3437.png]]
[[caption-width-right:256:[-[[http://hydra-media.cursecdn.com/dota2.gamepedia.com/e/ef/Mir_rare_09.mp3 "The stars are in alignment, and our victory is certain."]]-] ]]
->'''Voiced by:''' Gin Hammond
''"Born to a royal family, a blood princess next in line for the Solar Throne, Mirana willingly surrendered any claim to mundane land or titles when she dedicated herself completely to the service of Selemene, Goddess of the Moon. Known ever since as Princess of the Moon, Mirana prowls the sacred Nightsilver Woods searching for any who would dare poach the sacred luminous lotus from the silvery pools of the Goddess's preserve. Riding on her enormous feline familiar, she is poised, proud and fearless, attuned to the phases of the moon and the wheeling of the greater constellations. Her bow, tipped with sharp shards of lunar ore, draws on the moon's power to charge its arrows of light."''

Mirana is a semi-carry, semi-support hero possessing several utilities that can help her and her allies while still contributing a lot of great damage once she buys the necessary carry items. She has an excellent gap-closer, ''Leap'', that she can use to reposition herself in a more favorable position for further attacking or retreating. If her allies are around her point of leaping, they will receive bonus attack and movement speed, making her quite a commander. If she is close to the enemy, she can unleash the ''Starstorm'', raining down meteors in a huge area around her and an enemy closest to her will get struck with another meteor. Mirana's signature skill is the ''Sacred Arrow'', where she shoots one arrow that travels in a very long line and the longer the arrow travels, the more it will stun and damage the first target it hits. A well-positioned and unhindered Mirana can play the deadly sniper that catches the enemy off-guard and let her allies gang up on the victim, however, she has to aim well and make sure no creeps get in the way of the arrow, or else it's the creep that gets stunned. Lastly, she can set up various ambushes or escapes using ''Moonlight Shadow'', where she grants every allies to turn invisible for a set of a time, only revealing themselves when attacking and going invisible again as long as they are idling and the time hasn't expired.

* AbdicateTheThrone: She left the Solar Throne to become a Princess of the Moon.
* AchillesHeel: ''Moonlight Shadow'' will not work if a Hero is silenced, so even in cases where the enemy has no detection, silencing Mirana or her allies before the fade effect sets in will prevent them from going invisible, and casting an [=AoE=] silence can bring them out of invisibility.
* ActionGirl
** KickingAssInAllHerFinery
** LadyOfWar: Very calm, reserved, fights with a bow, and capable of playing a carry to wreck the entire enemy team alone when fed.
* BribingYourWayToVictory: Unintentionally inverted with the Crescent Bow cosmetic item, which actually makes her ''Sacred Arrow'' easier to spot and avoid, giving it the FanNickname "Pay To Lose Arrow."
* CurseCutShort: If the ''Sacred Arrow'' hits a creep instead of a hero.
-->'''Mirana''': [[http://hydra-media.cursecdn.com/dota2.gamepedia.com/4/46/Mir_ability_arrow_05.mp3 Son of]] [[http://hydra-media.cursecdn.com/dota2.gamepedia.com/6/69/Mir_ability_arrow_08.mp3 a...]]
* DeathFromAbove: Her first skill, ''Starstorm'', drops a wave of shooting stars on every enemy in the vicinity.
* DefiantToTheEnd: One of her death quotes shows just how she valued her pride and nobility status:
-->'''Mirana''': [[http://hydra-media.cursecdn.com/dota2.gamepedia.com/b/bb/Mir_death_02.mp3 I'll never bow!]]
* DifficultButAwesome: ''Sacred Arrow'' is considered to be the hardest stun to land in the game, since it's an extremely slow projectile that's only effective after it's traveled a long distance. It takes considerable patience to predict your target's path, not to mention that it's easily spotted and evaded by wary players. However, landing a long-range arrow can yield a lot of damage and the longest stun in the game (5 seconds).
* DoesNotLikeShoes: Mirana wears a strap around her heel, mostly barefoot.
* EntitledBastard[=/=]NeverMyFault: Blames others for missing her ''Sacred Arrow''.
* EverythingsBetterWithPrincesses: Though still a rather bitchy princess, it's still quite better, because this princess can still help out with her utilities and skills.
** BadassPrincess
** PrincessesRule
** RoyalsWhoActuallyDoSomething
** {{Warrior Prince}}ss
* ExactlyWhatIAimedAt: Her reaction to hitting Roshan with ''Sacred Arrow'', which is laughably easy since Roshan doesn't move most of the time. Or worse, Roshan's large hitbox blocked Mirana's true target, and she's too proud to admit it.
* FieldPowerEffect: ''Moonlight Shadow'', Mirana's ultimate, applies a global buff that turns her entire team invisible. It's unique among invisibility spells in that the fade time remains in effect even after breaking invisibility, meaning that allies can turn invisible again for the 15 second duration of the spell.
** {{Invisibility}}
* FragileSpeedster: Mirana has above-average movement speed and ''Leap'', which makes her jump forward and further boosts movement speed, makes her one of the best chasers and escapers in the game. However, she has one of the worst starting Strength and Strength growths in the game, making her easy to kill if ''Leap'' is on cooldown.
* FunWithAcronyms: Mirana's Dota 2 title, "Princess of the Moon", is something of a ShoutOut to her old [=DotA=] title, "Priestess of the Moon", both of which use the same initials. The latter could not be used due to it being a hero title from Warcraft 3.
* ImpossiblyLowNeckline
* InASingleBound: When Mirana uses ''Leap'', her tiger jumps forward a huge 840 distance if maxed.
* JackOfAllStats: Mirana is one of the few heroes in the game who can be played as a full-on carry, or as a utility support due to her skill layout. She has a good damage nuke, a long-range stun, an escape spell that also serves as a speed buff, a global invisibility spell, and is a ranged Agility hero with decent stat growth that allows her physical damage to scale. Due to her flexibility and array of useful spells, she can be played in almost any lane and be put to almost any role depending on her team's needs...
** MasterOfNone: ...however she is most often classified more as a semi-carry rather than a true carry, and her spells are very mana-hungry. If she's played as a carry then she must try to end the game as quickly as possible since she can't fight toe-to-toe against actual carries, and if she's played as a support she has to get lots of levels and a decent amount of farm in order to make the most of her magic nukes and maintain her mana pool.
* TheLeader: Amongst the servants of Selemene, Mirana seems to hold the title, with Luna as her [[TheLancer Lancer]][=/=]NumberTwo. Mirana is also aware of Luna's growing resentment towards her about this and does her best to keep her in line.
** Gameplay-wise, Mirana can be played as such, as her ultimate allows her to make calls about when to initiate team fights either by a well-placed arrow (then leaping headfirst so if she doesn't kill them with Star Storm, her teammates catches up quick enough with the speed boost), or getting everyone invisible for an ambush initiation. She can also save teammates by rendering them invisible when they are being chased away.
* {{Lunacy}}: She draws most of her powers from the moon.
* MagicKnight
* MsFanservice: Often praised for her shapely body, as well as [[ImpossiblyLowNeckline having her shoulders bare and her cleavage displays a nice rack.]] Furthermore, a few of her rare quotes is about meowing like a kitty.
* MountedCombat: On her white tiger, Sagan.
** CrazyCatLady: A lot of her voice lines lend this impression for laughs.
** HorseArcher
** PantheraAwesome
** [[RearingHorse Rearing Tiger]]: Taken to ludicrous extents with ''Leap''.
* [[GoodIsNotNice Neutrality Is Not Nice]]: A more charitable interpretation on her otherwise bitchy personality. Mirana isn't actively malevolent or dedicated to help people, only concerned in the protection of Nightsilver Woods (and possibly other followers of Selemene), and she doesn't take trespassers well.
* OneHitKill: If it hits a non-Ancient creep, ''Sacred Arrow'' kills the creep instantly.
* ProjectileSpell: Mirana's ''Sacred Arrow'' stuns the first enemy unit it strikes for a duration based on the distance where Mirana fired her arrow and the target hit.
** AccidentalAimingSkills: The arrow's massive hitbox and nigh-invisibility can lead to other heroes running into it, and the sheer damage and stun duration means even if it's not an optimal target, she's still come out far ahead.
-->''Mirana'': [[http://hydra-media.cursecdn.com/dota2.gamepedia.com/c/c6/Mir_kill_04.mp3 It was not luck]], [[BlatantLies but skill!]].
** CriticalFailure: However, it has a minimum distance where hitting a target will yield only a mini-stun and a small amount of damage, making it all but useless at point-blank range.
** LeadTheTarget: The arrow travels extremely slowly for a castable spell, making it very easy for opponents to dodge it if they see it coming.
** SpamAttack: Mirana's high mana supply, the Arrow's relative cheapness, and the sheer damage and stun duration all translate to "As soon as one of them hits, she wins" and Mirana can simply let loose an arrow every time it comes off cooldown. She'll hit eventually.
* RedOniBlueOni: The blue, being the calm, composed main acolyte of moon, to Luna's red, the violent and sadistic moon... hit-woman.
* RichBitch: Smug, haughty, entitled, and condescending towards her enemies, calling them "Mutt", "Dog", "Cur", etc...
* SplashDamageAbuse: ''Starstorm'' will drop an extra star at melee range after the initial wave, dealing 75% of the damage of the first wave. This allows Mirana to deal a heavy amount of damage to a target by ''Leap''ing right next to them and casting Starstorm, since the first wave will most likely kill any nearby creeps or weak units, leaving only the strong one to eat another hit.
* TeethClenchedTeamwork: On surface, she might seem to be getting along with Luna on a common goal together. But their formalities seem ''forced'', and they seem to be naturally more happy to get into a CatFight about who gets to be the top Selemene servant. Coming from [[RichBitch Mirana]], this makes sense, as she doesn't believe that an ex-bandit like Luna should get the privileges of a leader.
* WalkingWasteland: With Aghanim's Scepter, Mirana automatically triggers ''Starstorm'' periodically for no mana and without putting ''Starstorm'' on cooldown. Hitting a single target with the extra stars from two ''Starstorms'' inflicts damage comparable to Lion's ''upgraded Finger of Death'' on roughly half the cooldown, allowing Mirana to melt heroes very quickly and destroy creep waves even without the extra star.
* WeakButSkilled: She has low stat growth across the board, but makes up for it with her extremely powerful kit and the utility she brings to her team.
* WeaksauceWeakness: Despite her flexibility, many of Mirana's greatest strengths are also hard-countered by the right items and spells.
** While ''Moonlight Shadow'' is very powerful in the early game since its global range allows her to effectively give her whole team a Shadow Blade for ganking or escaping, it's dodgy in the late game at best, since it can be easily defeated by any form of detection or silence, and competent teams can use good prediction and map awareness to [[HoistByHisOwnPetard turn ganks completely around by using the other team's complacency against them]]. In fact, simply picking Mirana can actually be a detriment to a team since it will cause your opponents to buy detection items earlier than usual and use them more frequently, meaning that it will greatly hinder any of your teammates with their own invisibility abilities (or who often purchase Shadow Blades), and result in more frequent de-warding.
** ''Sacred Arrow'' has the longest stun duration in the game, however it can also be countered pretty easily by stun-removing spells. This means that if there's an Abaddon, Legion Commander or Oracle on the enemy team, they can simply purge the 5-second stun off of an ally that's been hit with an arrow, and in the first two cases do so on a lower cooldown than ''Sacred Arrow'' itself.
** Mirana herself has low to mediocre base stats and low base damage (combined with slow projectile speed making last-hitting difficult), so while she's capable of making foolproof ganks and scaling decently with farm, early on she's as powerful as a lane creep. Played as a carry she requires a fair amount of babysitting to ensure that she gets the farm she needs, and played as an early roamer virtually all of her effectiveness lies in landing ''Sacred Arrow''.
[[/folder]]
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[[folder:'''Morphling''']]
[[quoteright:256:http://static.tvtropes.org/pmwiki/pub/images/Morphling_1763.png]]
[[caption-width-right:256:[-[[http://dota2.gamepedia.com/images/2/2f/Mrph_spawn_06.mp3 "Beware the riptide."]]-] ]]
->'''Voiced by:''' David Scully
''"For dark eons the comet circled. Held in thrall to a distant sun, bound by gravity’s inexorable pull, the massive ball of ice careened through the blackness between worlds, made strange by its dark journey. On the eve of the ancient war of the Vloy, it punched down through the sky and lit a glowing trail across the night—a sign both armies took for an omen. The frozen ball melted in a flash of boiling heat, as below two forces enjoined in battle across the border of a narrow river. Thus freed from its icy stasis, the Morphling was born into conflict, an elemental power at one with the tides of the ocean, capricious and unconstrained. He entered the fight, instinctively taking the form of the first general who dared set foot across the water—and then struck him dead. As the motley warriors clashed, he shifted from form to form throughout the battle, instantly absorbing the ways of these the strange creatures—now a footsoldier, now an archer, now the cavalryman and his mount--until, by the time the last soldier fell, Morphling had played every part. The battle's end was his beginning."''

* BlobMonster
* CameFromTheSky
* CloningGambit: ''Replicate'' illusions effectively can act as this. While the enemy team has spent all their spells on the illusion, the real hero is safe and sound, ready to pounce on the enemy once their important spells are on cooldown (and maybe even the real Morphling simultanously jumping into the illusion if it hasn't been destroyed yet).
* ConfusionFu: Morphling's greatest strength is the ability to shift between Strength and Agility. One minute he might be a frail but powerful GlassCannon scything down your team with ''Adaptive Strike'', the next time you meet him he might have become a nigh-unkillable StoneWall or anything in between these two extremes.
* DashAttack: ''Waveform'' turns Morphling invulnerable and surges him forward, dealing damage to everything it passes through.
* DefogOfWar: Morhpling's ''Replicate'' illusion can be used to safely scout ahead of his team, as well as allow him to instantly jump on any lone targets he finds.
* DifficultButAwesome: Morphling as a whole. Due to the way that its skillset works, a good Morphling plays requires tons of mechanic understanding and teamwork to be used at its maximum potential, such as knowing when to commit and avoid damage instances with ''Waveform'', gauging the amount of stats needed to balance between survival and damage output, the usage of ''Adaptive Strike'', and finally an optimal usage of ''Morph''. And ''Replicate'': when used properly, its one of the most versatile Ultimate in the game, able to steal an imperfect copy of hero form team-mates or from the opposing team to give an advantage during teamfight on top of being one of the best split pushing support spell in the game with its ability to pull off a seemingly impossible escape with it.
* DynamicEntry: ''Waveform'' has great range, allowing Morphling to easily chase down fleeing enemies or escape from gankers. ''Replicate'' can also be used in this way. A lone enemy who encounters a wandering Crystal Maiden can jump on her with nuking spells, only for her to suddenly turn into a farmed Morphling at full HP who then proceeds to blast them down with the Shotgun.
* ElementalShapeshifter: He can morph into the copies he creates.
* GreatEscape: Morphling can be extremely hard to pin down unless he's silenced (and even then he has methods of avoiding death). ''Waveform'' makes Morphling invulnerable, so not only can it easily disjoint any incoming attacks and spells, it can dispel already-placed disables without penalty such as Slark's ''Pounce'' and Puck's ''Dream Coil''. Additionally, if ''Replicate'' has been cast, then Morphling can always instantly relocate to it, wherever it may be, allowing him to jump away to the entire other side of the map should he so desire.
* LightningBruiser: Because Morphling can shift stat points between Strength and Agility, he can become extremely tanky by shifting lots of points into Strength, or he can deal loads of damage by shifting points into Agility (which has the side benefit of granting him more armor, making him more durable against physical attacks). With enough items, Morphling can dump all of his Strength to Agility while ''still having more than 3k hp,'' being capable of taking tons of damage and dealing tons of damage.
* LinearWarriorsQuadraticWizards: Because ''Adaptive Strike'' deals its spell damage based on Morphling's Agility, which scales, it's one of a bare half-dozen or so nukes in the game that plays this trope straight.
* MagikarpPower: On his own, Morphling starts as a ranged carry with very low ranged and mediocre base damage, although Morphling mades up for it by having a fairly high amount of magical damage output, and a high amount of survivability with the ability to become a GlassCannon or a StoneWall. Give Morphling the farm it needs and he quickly become a huge threat, capable of doing massive amount of burst and sustained damage both Physically or Magically, mobility with his spells, and is extremely hard to pin down and burst down.
* MagicKnight: Morphling is notable for being one of the few heroes in the game who is capable of dealing immense amounts of both Physical and Magical damage simply by building up his Agility through items and levels. When he's not using the Shotgun to instantly wipe a squishy support off the battlefield within a second, he can right-click enemies down extremely quickly, his only real limitation being that he is largely a single-target focused hero that can take down enemies one at a time rather than several at once.
* MakingASplash: He's MADE of water.
* MonsterModesty: Morphling has a surprisingly large wardrobe for a BlobMonster.
* PowerCopying: When Morphling uses ''Hybrid'', he turns into an illusion of a friendly hero that can use all of that hero's regular abilities. It synergises well with heroes with powerful non-ultimate abilities like Undying's ''Tombstone'', Pugna's ''Nether Ward'',...
* ShoutOut: To MagicTheGathering Morphling. Especially his third skill.
* SicklyGreenGlow: The Immortal weapon Blade of Tears, based on the item Ethereal Blade, which glows with ethereal powers and gives ''Adaptive Strike'' an appropriate colour change.
* StoneWall:
** Illusions created via ''Replicate'' will take no bonus damage, making them among the most durable illusions in the game. However, they also deal 50% of the damage that the hero it's based off of would normally do (and excluding any raw damage or attack speed bonuses).
** Morphling can become one by putting most of his points into Strength over Agility. While he hits like a wet noodle and his main nuke is weaker, he also becomes ''stupidly'' hard to gank with his mobility and durability, and ''Adaptive Strike'' becomes a very good stun instead.
* SurprisinglySuddenDeath[=/=]DamageIncreasingDebuff: The popular 'shotgun Morphling' build: shift as many points into Agility as possible and buy Ethereal Blade. Using Ethereal Blade's active ability ''Ether Blast'' plus ''Waveform'' and ''Adaptive Strike'' (which does more damage as you put more points into Agility, meaning that it can scale with levels and Agility items), can deal upwards of ''one thousand magic damage'' to a single enemy, which is only sometimes exceeded by Lion's ''Finger of Death'' and Lina's ''Laguna Blade'', both of which require Aghanim's Scepter (a farm-intensive item on non-carry heroes) and both of which don't scale as you level up. This is enough to burst down, not just supports, but carries as well, even in the late game.
* TwinMaker: ''Replicate'', Morphling's ultimate, allows him create copies of other heroes as an illusion. At any point he can instantly teleport to it by casting ''Morph Replicate''.
* TwinSwitch: Morphling is capable of doing this to any of his teammates by casting ''Replicate'' on them and sending the illusion out. This allows crafty Morphling players to bait out crucial spells from the enemy, since they won't be able to immediately know that they're attacking an illusion rather than the real thing, as it takes just as much damage from their spells and attacks.
* TheVillainKnowsWhereYouLive: Played for laughs.
--> '''Morphling (killing Tidehunter)''': [[http://dota2.gamepedia.com/f/f2/Mrph_rival_04.mp3 "I know where you live, Tidehunter!"]]
* VoluntaryShapeshifting: ''Morph'' allows Morphling to shift his form, turning Agility into Strength and vice versa. ''Hybrid'' turns him into an illusion of an allied hero.
* WhyWontYouDie: Morphling can be extremely hard to kill if he's pinned down since he can cast ''Morph Strength Gain'' in order to increase his HP. This means that even if he's jumped on by the enemy team, they'll have to either silence or hex him in order to prevent him from gaining even more HP as he runs away, all the while hoping that he doesn't cast ''Waveform'' or have ''Replicate'' active.
[[/folder]]
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