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Shuriken Toss doesn't ministun anymore, it slows them down for a fraction of a second.


* 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.

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* 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, massively slows down the target for a fraction of a second and is often enough to finish the job after right-clicking the target down enough.
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** ''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.

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** ''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 [[StatusLine status bar 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.

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* DoppelgangerAttack: ''Blink Fragment'' creates an illusion of Anti-Mage to attack the targeted unit or enemies near the illusion. Because illusions of Anti-Mage have ''Mana Break'', this speeds up the process of depleting enemies' mana and deals a good bit of damage (which is why Manta Style is also considered a core item for him). With Aghanim's Shard, he also creates attacking illusions next to any enemy whose spell is reflected by ''Counterspell'' or ''Counterspell Ally''.



** 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.

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** 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 25 second timing window that Xin is next to the target he's attacking.


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* CuteAndPsycho: She's a cheery little squirrel who routinely spouts bloodthirsty threats or desires to kill something in the same tone as a kid wanting to go outside and play.
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* HasAType: Redheads; he says as much if he has to kill Lina, Windranger, or Enchantress, and his announcer pack has him sounding quite pleased if the player picks one of them.

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* DamageIncreasingDebuff: ''Hunter's Boomerang'' causes enemies to take 25% more magical damage, and one of Hoodwink's level 20 talents causes her right-click attacks to reduce armor by 3.

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* DamageIncreasingDebuff: ''Hunter's Boomerang'' causes enemies to take 25% more magical damage, and one of Hoodwink's level 20 talents causes her right-click attacks to reduce armor by 3.4.


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* FantasticRacism: On account of what happened to her home, Hoodwink ''really'' hates the Keen. Even if she's partnered with one, [[TeethClenchedTeamwork she'll threaten to kill them after the battle.]]
--> '''Hoodwink, killing Tinker:''' Nothing personal, Tinker. I'm just prejudiced.


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* FurryReminder: She apparently stashes nuts and acorns like a real squirrel, which is why she never runs out of acorns to use for ''Acorn Shot''.

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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. To aid in his destruction of magic, Anti-Mage channels a ''Counterspell'' that passively gives him magic resistance and can be used to deflect incoming spells. 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.\\

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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. This ability is also usable by illusions. ''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. To aid in his destruction of magic, Anti-Mage channels a ''Counterspell'' that passively gives him magic resistance and can be used to deflect incoming spells. Aghanim's Shard also gives him the related ''Counterspell Ally'' ability, which lets him place ''Counterspell'' on an ally on a separate cooldown from ''Counterspell'' itself, while spawning an uncontrollable illusion next to any enemy whose spell is reflected by either ability. 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. Aghanim's Scepter grants him a sixth ability, ''Blink Fragment'', which summons an uncontrollable illusion of Anti-Mage at the target location to attack nearby enemies or near a target unit to attack them; these illusions also receive the spell deflection of ''Counterspell'' when it is cast.\\



* {{Irony}}: He hates mages, but usually ends up heavily relying on them (his lane partner, precisely) for survival in the early game.

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* {{Irony}}: {{Irony}}:
**
He hates mages, but usually ends up heavily relying on them (his lane partner, precisely) for survival in the early game.game.
** Despite having sworn to end all magic, the techniques he uses are considered a type of magic by some people, judging by certain voice responses in the game.
---> '''Huskar:''' Anti-Mage, your dependence on mana is unholy.\\
'''Monkey King:''' Anti-Mage, beating hypocrites like you never gets old.



* 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 KiManipulation, or that his monastery's methods were more spiritual than what we would consider magic.

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* MagicByAnyOtherName: It's never explained how he's capable of doing what he does.does without it counting as "magic", since by all accounts it uses the same mana as regular magic and most characters see it as magic. He's something of a hypocrite as far as this goes. WildMassGuessing theorizes that he uses some form of KiManipulation, or that his monastery's methods were more spiritual than what we would consider magic.



* SecretPolice: In the lore, Anti-Mage was recruited by the Tyler Estate due to his connection to Silencer, who works for them as a warden. The Tyler Estate governs the use of magic in the MagicalSociety of Weeping Rose, and he gets sent after wanted spellcasters by the Estate.
--> '''Silencer (FlavorText of Collateral Damage ''Artifact'' card):''' Convincing The Antimage to work with the Tyler Estate wasn't an easy task, but it was worth it. He is... exuberant in his work.



* FightingAShadow: Playing against a farmed Arc Warden often becomes this. As the Tempest Double is every bit as powerful as the main Arc Warden, he doesn't have to be in a fight or push to make his presence felt, as he can have the double teleport over with Boots of Travel and start raising hell while Zet himself sits back and farms on the other end of the map. If he's sufficiently farmed, the Tempest Double can single-handedly keep the enemy occupied at their base with constant heavy pressure, making it difficult to gank the real Arc Warden since the enemy simply cannot leave their base unattended. And, of course, killing the double does very little, since Arc Warden can just keep resummoning it.

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* FightingAShadow: Playing against a farmed Arc Warden often becomes this. As the Tempest Double is every bit as powerful as the main Arc Warden, Warden (barring its lower attack damage if the real Zet isn't nearby, which isn't a huge factor if he's farmed), he doesn't have to be in a fight or push to make his presence felt, as he can have the double teleport over with Boots of Travel and start raising hell while Zet himself sits back and farms on the other end of the map. If he's sufficiently farmed, the Tempest Double can single-handedly keep the enemy occupied at their base with constant heavy pressure, making it difficult to gank the real Arc Warden since the enemy simply cannot leave their base unattended. And, of course, killing the double does very little, since Arc Warden can just keep resummoning it.



* ItemCaddy: The ''Tempest Double'' clone can use all of Zet's items, effectively giving Zet twice the effect from item actives (for example, 400 gold with Hand of Midas, two additional illusions with Manta Style, two bursts with Dagon). 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.

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* ItemCaddy: The ''Tempest Double'' clone can use all of Zet's items, effectively giving Zet twice the effect from item actives (for example, 400 double the gold with Hand of Midas, two additional illusions with Manta Style, two bursts with Dagon). 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.



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 attack speed 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 or else risk catastrophic damage. Only a Town Portal 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.\\

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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 attack speed 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 or else risk catastrophic damage. Only a Town Portal 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. Aghanim's Scepter grants him the ability ''Blood Mist'', which can be toggled on to spill Bloodseeker's blood to slow and damage enemies in an area at the cost of his health. It also has a passive component that causes any overheal he receives to grant him a damage-absorbing barrier that depletes over time.\\



* LifeDrain: When Bloodseeker has an Aghanim's Shard and is affected by ''Bloodrage'', his attacks deal 1.5% of the target's max health and heal him for that amount.

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* LifeDrain: When Bloodseeker has an Aghanim's Shard and is affected by ''Bloodrage'', his attacks deal 1.5% of the target's max health bonus Pure damage and heal him for that amount.



* OverdrawnAtTheBloodBank: Victims of ''Rupture'' will bleed quite heavily as a visual effect, and will start bleeding more profusely when they move. [[BloodyHilarious It gets a bit ludicrous]] when combined with abilities like ''Skewer'', ''Toss'', and ''Meat Hook'', potentially resulting in heroes spilling more blood than their body can reasonably contain.

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* OverdrawnAtTheBloodBank: Victims of ''Rupture'' will bleed quite heavily as a visual effect, and will start bleeding more profusely when they move. [[BloodyHilarious It gets a bit ludicrous]] when combined with forced-movement abilities like ''Skewer'', ''Toss'', and ''Meat Hook'', potentially resulting in heroes spilling more blood than their body can reasonably contain.
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* AdaptationSpeciesChange: Was an orc in [=DotA=].

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* AdaptationSpeciesChange: Was an orc in [=DotA=]. Unlike Disruptor and Warlock, he wasn't made into an Oglodi, and his race is unspecified.



* TheArtifact: His Scepter upgrade no longer gives him a new Meepo to control, but keeps some quotes from when it's still the case.

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* TheArtifact: His Scepter upgrade no longer gives him a new Meepo to control, control (it's instead given by a level 25 talent now), but keeps some quotes from when it's still the case.
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-->'''Faceless Void:''' [[https://gamepedia.cursecdn.com/dota2_gamepedia/1/12/Face_kill_04.mp3 "Glad we could meet,]] [[IncrediblyLamePun mace to face.]]"

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-->'''Faceless Void:''' [[https://gamepedia.cursecdn.com/dota2_gamepedia/1/12/Face_kill_04.mp3 "Glad we could meet,]] [[IncrediblyLamePun [[{{Pun}} mace to face.]]"



** IncrediblyLamePun

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** IncrediblyLamePun{{Pun}}:

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* MageKiller: ExactlyWhatItSaysOnTheTin, Anti-Mage is particularly effective against Intelligence casters since he takes less damage from their nukes, and can burn their mana and reflect their spells. This is his claim to fame/infamy and one of the source of his nickname "Anti-Fun" since playing mages is fun.

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* MageKiller: ExactlyWhatItSaysOnTheTin, Anti-Mage is particularly effective against Intelligence casters since he takes less damage from their nukes, and can burn their mana and mana, reflect their spells.spells and punish them for spending too much mana. This is his claim to fame/infamy and one of the source of his nickname "Anti-Fun" since playing mages is fun.



* GutturalGrowler: He has a very deep, gravelly voice.

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* CastFromHitPoints: ''Bloodrage'' drains a small percentage of the recipient's health each second while active. ''Blood Mist'' deals damage to both Bloodseeker and all enemies next to him.

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* CastFromHitPoints: ''Bloodrage'' drains a small percentage of the recipient's health each second while active. ''Blood Mist'' deals damage to both Bloodseeker and all enemies next to him.



* DamageIncreasingDebuff: Prior to its second rework, ''Bloodrage'' boosted all damage dealt by a hero at the cost of making them take more damage as well.



* DoubleEdgedBuff: A hero affected by ''Bloodrage'' attacks faster and deals more spell damage at the cost of a percentage of their health per second.



* 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.



* 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.

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* ArmorPiercingAttack: ''Chronosphere'' only fails to affect units that are invulnerable, meaning that it doesn't give a whit that its victims were spell debuff immune when Faceless Void casts it.



* 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.

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* SphereOfPower: Faceless Void's ultimate, ''Chronosphere'', completely disables everything within its radius for several seconds, no matter if the target has spell debuff immunity or not, while leaving Faceless Void and any controlled units free to attack.



* JackOfAllStats: Juggernaut's kit contains a heal, a crit, built-in spell immunity, and two nukes, making him a very well-rounded, easy-to-use hero.

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* JackOfAllStats: Juggernaut's kit contains a heal, a crit, built-in spell debuff immunity, and two nukes, making him a very well-rounded, easy-to-use hero.



* KryptoniteIsEverywhere: Meepo is vulnerable to both area of effect disables ''and'' single target pick-off abilities, which are not uncommon at the very least. First-picking Meepo in a Captains Mode game is borderline suicidal as it will give the enemy captain too many options to counter your mid hero.

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* KryptoniteIsEverywhere: Meepo is vulnerable to both area of effect disables ''and'' single target pick-off abilities, which are not uncommon at the very least. First-picking Meepo in a Captains Mode game is borderline suicidal akin to throwing the game, as it will give the enemy captain too many options to counter your mid hero.



* EmeraldPower: His Immortal items, Blade of Tears and Crown of Tears, being based on the in-game item Ethereal Blade (where it used to be one of the most popular late-game item for Morphling when it deals damage based on the wielder's primary attribute instead of the target's), have a mystical green glow. They also give his Waveform and Adaptive Strike abilities a green effect to match.

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* EmeraldPower: His Immortal items, Blade of Tears and Crown of Tears, being based on the in-game item Ethereal Blade (where it (which used to be one of the most popular late-game item items for Morphling when it deals damage based on the wielder's primary attribute instead of the target's), have a mystical green glow. They also give his Waveform and Adaptive Strike abilities a green effect to match.
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* MsFanservice: Not only she has a sultry voice, she possesses a rather great body as well, which is especially visible with the Oaths of the Dragonborn set or Dread Retribution Arcana.

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* MsFanservice: Not only does she has have a sultry voice, she possesses a rather great body as well, which is especially visible with the Oaths of the Dragonborn set or Dread Retribution Arcana.

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* FusionDance: [=MegaMeepo=] causes the main Meepo to mount all other Meepos around him on top of his shoulders. While in this form, he gains 50% of the other Meepos' stats,
''Earthbind'' generates additional nets and ''Poof'' deals more damage based on the amount of Meepos riding on top.

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* FusionDance: [=MegaMeepo=] causes the main Meepo to mount all other Meepos around him on top of his shoulders. While in this form, he gains 50% of the other Meepos' stats,
stats, ''Earthbind'' generates additional nets and ''Poof'' deals more damage based on the amount of Meepos riding on top.
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* EmeraldPower: His Immortal items, Blade of Tears and Crown of Tears, being based on the in-game item Ethereal Blade (where it used to be one of the most popular late-game item for Mprphling when it deals damage based on the wielder's primary attribute instead of the target's), have a mystical green glow. They also give his Waveform and Adaptive Strike abilities a green effect to match.

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* EmeraldPower: His Immortal items, Blade of Tears and Crown of Tears, being based on the in-game item Ethereal Blade (where it used to be one of the most popular late-game item for Mprphling Morphling when it deals damage based on the wielder's primary attribute instead of the target's), have a mystical green glow. They also give his Waveform and Adaptive Strike abilities a green effect to match.
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* EmeraldPower: His Immortal items, Blade of Tears and Crown of Tears, being based on the in-game item Ethereal Blade, have a mystical green glow. They also give his Waveform and Adaptive Strike abilities a green effect to match.

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* EmeraldPower: His Immortal items, Blade of Tears and Crown of Tears, being based on the in-game item Ethereal Blade, Blade (where it used to be one of the most popular late-game item for Mprphling when it deals damage based on the wielder's primary attribute instead of the target's), have a mystical green glow. They also give his Waveform and Adaptive Strike abilities a green effect to match.
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* SurprisinglySuddenDeath: The popular "Shotgun" 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. This build is no longer applicable as of 7.31 when Etheral Blade deals damage based on the target's primary attribute.

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* SurprisinglySuddenDeath: The popular "Shotgun" 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. This build is no longer applicable as of 7.31 when Etheral Ethereal Blade deals damage based on the target's primary attribute.attribute rather than the wielder's.
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* LifesavingMisfortune: The exile imposed upon him spared him from the watery grave the rest of his kind ended up in.

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* ArrowsOnFire: His former ability ''Searing Arrows'' has Clinkz use Maraxiform's eternal fire to ignite his arrows. In his 7.33 incarnation, he shoots flaming arrows at enemies doused by ''Tar Bomb''.

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* ArrowsOnFire: His former ability ''Searing Arrows'' has When attacking an enemy affected by ''Tar Bomb'', Clinkz use uses Maraxiform's eternal fire to ignite his arrows. In his 7.33 incarnation, he shoots flaming arrows at enemies doused by ''Tar Bomb''.arrows.



* {{Foil}}: Made into another one for Drow Ranger following their respective reworks in 7.23 and 7.30 respectively. In addition to both of them favoring magical arrows of opposite elements, both rely on their ultimates for damage while having a channeled ability to mow down groups of enemies (Drow's ''Multishot'' hits a wider area and does more damage per arrow, but Clinkz's ''Burning Barrage'' fires more arrows, pierces through enemies, and benefits from attack modifiers). Drow has more options for locking down opponents with ''Gust'' and ''Frost Arrows'', while Clinkz simply focuses on shock and awe, initiating from ''Skeleton Walk'' and dealing huge damage across huge swathes of the battlefield using ''Searing Arrows'' in tandem with skeleton archers and ''Burning Barrage''.

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* {{Foil}}: Made into another one for Drow Ranger following their respective reworks in 7.23 and 7.30 respectively. In addition to both of them favoring magical arrows of opposite elements, both rely on their ultimates for damage while having a channeled ability to mow down groups of enemies (Drow's ''Multishot'' hits a wider area and does more damage per arrow, but Clinkz's ''Burning Barrage'' fires more arrows, pierces through enemies, and benefits from attack modifiers). Drow has more options for locking down opponents with ''Gust'' and ''Frost Arrows'', while Clinkz simply focuses on shock and awe, initiating from ''Skeleton Walk'' and dealing huge damage across huge swathes of the battlefield using ''Searing Arrows'' ''Tar Bomb'' in tandem with skeleton archers and ''Burning Barrage''.



* ArtworkAndGameGraphicsSegregation: When Drow Ranger was remodelled in 2019 (which, among others, gave her a more conservative outfit), the loading screens in which she appears were not updated, and still depict her in her old outfit.



%%* {{Irony}}: ''Balance in all things,'' he says. Often considered the most broken hero in the game.



* LeaningTowerOfMooks: ''Megameepo'' is effectively this, causing every nearby Meepo to stack up on top of the main one to become a single hero with increased stats and a stronger ''Earthbind'' and ''Poof''.

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* LeaningTowerOfMooks: ''Megameepo'' ''[=MegaMeepo=]'' is effectively this, causing every nearby Meepo to stack up on top of the main one to become a single hero with increased stats and a stronger ''Earthbind'' and ''Poof''.






* MonkeyKingLite: Despite being closer to the actual Sun Wukong himself, Monkey King doesn't follow his original backstory to the tee thus he's not the Wukong as seen in ''Journey to the West''. For instance, it was the Four Spirits (Earth, Storm, Ember, Void) that sealed him, not Buddha, so he's kind of 'Wukong, but not exactly ''the'' Wukong'.

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* MonkeyKingLite: Despite being closer to the actual Sun Wukong himself, Monkey King doesn't follow his original backstory ''Literature/JourneyToTheWest'' to the tee thus he's not the Wukong as seen in ''Journey to the West''.tee. For instance, it was the Four Spirits (Earth, Storm, Ember, Void) that sealed him, not Buddha, so he's kind of 'Wukong, but not exactly ''the'' Wukong'.
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* TheArtifact: His Scepter upgrade no longer gives him a new Meepo to control, but keeps some quotes from when it's still the case.
--> '''Meepo :''' "Ah, Scept- wait, where did you come from?"
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* AwesomeAussie: She has a very Australian accent and mannerisms, and lives in a WildWilderness overrun with invasive beasts and home to various deadly flora and fauna.


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* StepfordSmiler: As Drow Ranger (with Dread Retribution equipped) notes, beneath her chipper personality is a cold-blooded, vengeful killer. After all, it takes one to know one.
--> '''Drow Ranger:''' We're not so different, Hoodwink. But I don't mask my fury with a smile.
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* AntiFrustrationFeatures: Unlike other heroes, Medusa's mana bar is permanently visible under her health bar to all players without needing to select her and then read it from the HUD, because ''Mana Shield'' effectively forms the majority of her health total.

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* ElementalArmor: ''Flame Guard'' creates a shroud of flames around Xin that blocks magic damage.



* 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.

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* 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.rarely builds durability items. If he's ever chain-stunned, he can be killed quite quickly.



* {{Irony}}: ''Balance in all things,'' he says. Often considered the most broken hero in the game.

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* %%* {{Irony}}: ''Balance in all things,'' he says. Often considered the most broken hero in the game.



* MagicKnight: He can either be built as a physical damage carry, taking advantage of the synergy between ''Sleight of Fist'' and Battle Fury to deal a large amount of splash damage to the enemy, or a nuker, building items like Kaya or Veil of Discord and Aghanim's Shard to burn enemies down with ''Fire Remnant'' and ''Flame Guard''.

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* MagicKnight: He can either be built as a physical damage carry, taking advantage of the synergy between ''Sleight of Fist'' and Battle Fury Fury/Maelstrom to deal a large amount of splash damage to the enemy, or a nuker, building items like Kaya or Veil of Discord and Aghanim's Shard to burn enemies down with ''Fire Remnant'' and ''Flame Guard''.



* 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.

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* SomeDexterityRequired: As is the theme among the three four 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.



* SurprisinglySuddenDeath: Searing Chain + 3 charges of Flame Remnants = dead enemy.

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* SurprisinglySuddenDeath: Searing Chain + 3 charges of Flame Remnants = dead enemy. Alternatively, if he's building for attack damage, one ''Sleight of Fist'' that procs a Daedalus crit can be enough.



* 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.

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* WeakButSkilled: His stat growth is only slightly higher than Alchemist's, What Xin lacks in upfront brute strength he has makes up for with a 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 versatile kit. ''Flame Guard'', which Guard'' absorbs magic damage (traditionally an Agility carry's greatest weakness), a quick auto-attacking ability that applies ''Sleight of Fist'' lets him turn invulnerable and deal bonus damage to enemy Heroes, Heroes very quickly while not giving them a chance to respond, and ''Fire Remnant'' gives him a great deal of mobility that allows him to dance around his opponents as needed.



* AchillesHeel: Juggernaut hates units that can go ethereal, since they can waste the duration of ''Omnislash''. Heroes that can spam illusions can also divert ''Omnislash'' away from the main target, but then that's what Battle Fury is for.

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* AchillesHeel: Juggernaut hates units that can go ethereal, since they can waste the duration of ''Omnislash''.''Omnislash'', while opponents that can go invisible can end it prematurely. Heroes that can spam illusions can also divert ''Omnislash'' away from the main target, but then that's what Battle Fury is for.



* DiscOneNuke: ''Blade Fury'' is able to deal 400 magical damage from level 1, but since Juggernaut needs to stick to the target for a whole 5 seconds he usually needs the help of another hero if the enemy is not careless.

to:

* DiscOneNuke: ''Blade Fury'' is able to deal 400 magical damage from level 1, 1 and gives him debuff immunity (so the enemy can't just stun him and run away), but since Juggernaut needs to stick to the target for a whole 5 seconds he usually needs the help of another hero if the enemy is not careless.



* SoLongSuckers: He has unique lines when he uses ''Blade Fury'' and the TP Scroll at the same time.

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* SoLongSuckers: He has unique lines when he uses ''Blade Fury'' and the TP Scroll at the same time.time, a common practice since the debuff immunity from ''Blade Fury'' prevents most abilities from interrupting the Scroll's channeling.



Medusa the Gorgon is a ranged agility Hero. Highly item-dependent, she acts as a carry who can potentially strike down entire teams at once while protected by tank-like survivability. ''Split Shot'' passively causes each of her attacks to hit up to three additional targets for reduced damage, greatly increasing the potency of damage-granting items by spreading her damage among many foes. Her second skill and sole nuke, ''Mystic Snake'', launches a magical snake that bounces between enemies and damages them before returning to Medusa, with the damage increasing with each bounce. Additionally, the snake steals a percentage of each target's maximum mana, which is given to Medusa when the snake returns to her. Medusa absolutely needs all this mana to fuel her ''Mana Shield'', which provides insane levels of durability by causing 60% of all damage Medusa would take to be taken out of her mana pool rather than her health pool as long as she has mana to spare, making killing a sufficiently-outfitted Medusa a tricky and time-consuming process. As fitting someone who calls herself a gorgon, Medusa's ultimate is called ''Stone Gaze''. Using it causes Medusa to temporarily unleash her full power, massively slowing any units that are looking in her direction. After 2 seconds of exposure, the affected enemy is turned to stone (or, if it's an illusion, instantly killed), rendering them unable to act. While petrified, units take bonus physical damage. All of this combines to make Medusa one of if not ''the'' most durable hero in the entire game, capable of ripping entire teams to shreds while they feebly try to kill her.\\

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Medusa the Gorgon is a ranged agility Hero. Highly item-dependent, she acts as a carry who can potentially strike down entire teams at once while protected by tank-like survivability. While she has zero Strength, Medusa is protected by a permanent ''Mana Shield'' which provides insane levels of durability by causing 98% of all damage Medusa would take to be taken out of her mana pool rather than her health pool as long as she has mana to spare, making killing a sufficiently-outfitted Medusa a tricky and time-consuming process; this ability is innate to Medusa and available right from the start, but can be leveled up like other abilities to increase the amount of damage absorbed per mana point and Medusa's mana pool. To fight back against enemies, she can use ''Split Shot'' passively causes to make each of her attacks to hit up to three additional multiple targets for reduced damage, greatly increasing the potency of damage-granting items by spreading her damage among many foes. Her second skill and sole nuke, ''Mystic Snake'', launches a magical snake that bounces between enemies and damages them before returning to Medusa, with the damage increasing with each bounce. Additionally, Upon returning to Medusa, the snake steals a percentage of each target's maximum mana, which is given to Medusa when the snake returns to her. Medusa absolutely needs all this mana to fuel her ''Mana Shield'', which provides insane levels of durability by causing 60% of all damage Medusa would take to be taken out of restores her mana pool rather than her health pool as long as she has based on the max mana to spare, making killing a sufficiently-outfitted Medusa a tricky and time-consuming process.of the targets hit. As fitting someone who calls herself a gorgon, Medusa's ultimate is called ''Stone Gaze''. Using it causes Medusa to temporarily unleash her full power, massively slowing any units that are looking in her direction. After 2 seconds of exposure, the affected enemy is turned to stone (or, if it's an illusion, instantly killed), rendering them unable to act. While petrified, units take bonus physical damage. All of this combines to make Medusa one of if not ''the'' most durable hero in the entire game, capable of ripping entire teams to shreds while they feebly try to kill her.\\


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* StoneWall: For a hero with zero Strength, Medusa is extremely tanky even from the get-go thanks to ''Mana Shield'' giving her a lot more effective health than she appears to have, and when she's even halfway farmed it's not uncommon to see people attempt to manfight her and then flail away at her uselessly for about thirty seconds. On the other hand, she deals low single-target damage and has no mobility to speak of, so she needs items to start bringing the hurt in late-game fights.

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* BeastMan: He has digitigrade canine feet, but we don't know what his face looks like under the mask. If he has a face, that is.

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* BeastMan: He has digitigrade canine feet, feet and is referred to as the Flayed Twins' hound, but we don't know what his face looks like under the mask. If he has a face, that is.


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* BlindfoldedVision: Fluff text for the Cowl of the Blood Covenant cosmetic item implies that Bloodseeker borrows the Flayed Twins' vision to see through his mask.


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* BloodyMurder: ''Blood Mist'' has Bloodseeker spraying his own blood to damage and slow nearby enemies.


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* LightningBruiser: A farmeed Bloodseeker hits fast and hard, and can have insane movement speed thanks to ''Thirst''. Aghanim's Scepter can even make him surprisingly bulky thanks to the passive component of ''Blood Mist'', which lets him overheal himself to gain a barrier on top of his health bar and thus give him effectively an extra 50% bonus health just from farming creeps before a fight.


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* PunchClockVillain: Bloodseeker sheds blood not out of malice, but out of ritual duty to his people and the Flayed Twins.
--> ''(when recruited in ''Underlords'')'' "Murder is not a joyous task. It is a spiritual one."

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* TooAwesomeToUse: ''Chronosphere'' comes with one of the longest cooldowns in the game to offset its massive power, and Faceless Void's ideal teamfight is to trap the enemy team with it and then bash them into oblivion. As such, he needs to be judicious about when and how to use it so that he doesn't get caught on the back foot when a real fight breaks out and to avoid screwing over his own team.



* AcrophobicBird: Aurel's Gyrocopter obviously has wings and can fly, but for balance reasons cannot use them to bypass terrain.



* WingsDoNothing: A variation: Aurel's Gyrocopter obviously has wings, but for balance reasons cannot use them to bypass terrain.



* NotAfraidToDie: Slightly subverted with one of his rare quotes, probably because dying is not that beneficial in the long run.

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* NotAfraidToDie: Slightly subverted Played with in one of his rare quotes, probably because dying is not that beneficial in the long run.


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* LeaningTowerOfMooks: ''Megameepo'' is effectively this, causing every nearby Meepo to stack up on top of the main one to become a single hero with increased stats and a stronger ''Earthbind'' and ''Poof''.
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* ArmorPiercingAttack: One of Hoodwink's level 25 talents causes ''Sharpshooter'' to deal Pure damage and ignore spell immunity.

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* AchillesHeel: ManaDrain abilities 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 apart as she's as vulnerable to being 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.

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* AchillesHeel: AchillesHeel:
**
ManaDrain abilities 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 apart as she's as vulnerable to being 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.her.
** A common joke about Medusa is how unskilled players go the entire game getting killed by Axe starting from when he hits level 6, since with zero Strength, Medusa will ''always'' be within the kill threshold of ''Culling Blade'' if she doesn't wise up and build health-boosting items.

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* OverdrawnAtTheBloodBank: The fate of a ''Ruptured'' victim that is pushed around with Force Staff and Hurricane Pike. [[BloodyHilarious It gets a bit ludicrous]] when combined with abilities like ''Skewer'' and ''Meat Hook'', potentially resulting in heroes spilling more blood than their body can reasonably contain.

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* OverdrawnAtTheBloodBank: The fate Victims of ''Rupture'' will bleed quite heavily as a ''Ruptured'' victim that is pushed around with Force Staff visual effect, and Hurricane Pike. will start bleeding more profusely when they move. [[BloodyHilarious It gets a bit ludicrous]] when combined with abilities like ''Skewer'' ''Skewer'', ''Toss'', and ''Meat Hook'', potentially resulting in heroes spilling more blood than their body can reasonably contain.



* TheFaceless: By default, Gondar wears a mask that covers the lower half of his face.

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* TheFaceless: By default, Gondar wears a mask that covers the lower half of his face. Averted with later cosmetic sets, many of which reveal his face.



* NinetiesAntiHero: The Dread Retribution Arcana shapes her into one: ruthless, cold, and seeking to inflict retribution on those who deserve it, all to try and hold onto her sanity against the visions she got from the Mania's Mask.



* HarmlessFreezing: ''Frost Arrows'' adds minor damage next to the slow, though it's inconsequential compared to Drow's own attack damage. For a long time, it actually did no extra damage.

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* HarmlessFreezing: ''Frost Arrows'' adds minor damage next to the slow, though it's inconsequential compared to Drow's own attack damage. For a long time, it actually did no extra damage. Averted with Aghanim's Scepter, which makes it inflict Hypothermia and reduce the victim's regeneration.



* LiterallyShatteredLives: When an enemy affected by Hypothermia dies, it shatters and releases ice crystals that damage other nearby enemies.



* MageMarksman: Traxex supplements her archery with a form of frost magic. Gameplay-wise, after her reworks she's fairly dependent on mana to mow enemies down with ''Multishot'' and ''Gust''.



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



* LegacyCharacter: The Burning Celestial formed itself into an image of the original Xin from his funerary ashes and took on his identity.



* MagicKnight: He can either be built as a physical damage carry, taking advantage of the synergy between ''Sleight of Fist'' and Battle Fury to deal a large amount of splash damage to the enemy, or a nuker, building Veil of Discord and taking the +10% Spell Amplification talent at level 20 and dealing a large amount of magical damage with his three other skills.

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* MagicKnight: He can either be built as a physical damage carry, taking advantage of the synergy between ''Sleight of Fist'' and Battle Fury to deal a large amount of splash damage to the enemy, or a nuker, building items like Kaya or Veil of Discord and taking the +10% Spell Amplification talent at level 20 and dealing a large amount of magical damage Aghanim's Shard to burn enemies down with his three other skills.''Fire Remnant'' and ''Flame Guard''.



* ScreamingWarrior: When casting ''Blade Fury'', Juggernaut throws stoicism to the wind and roars at the top of his voice as he charges the enemy, blade whirling.

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* ScreamingWarrior: With the Bladeform Legacy Arcana. When casting ''Blade Fury'', Juggernaut throws stoicism to the wind and roars at the top of his voice as he charges the enemy, blade whirling.whirling, and with the Arcana he lets out another yell each time he kills an enemy, so if he's doing well, expect him to get pretty loud.
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* CharlesAtlasSuperpower: While he does know some magic as indicated by the lore of ''Healing Ward'', his ability to become untouchable in ''Blade Fury'' and ''Omnislash'' are implied to be him training to be ''just that good'' with a sword.
--> '''FlavorText for Omnislash''': The fruits of discipline; with practice comes strength.


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* ScreamingWarrior: When casting ''Blade Fury'', Juggernaut throws stoicism to the wind and roars at the top of his voice as he charges the enemy, blade whirling.


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* TheStoic: Yurnero keeps his feelings to himself and remains quiet and brooding. [[ScreamingWarrior Most of the time.]]

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Clinkz is a hero who specializes in ambushing unsuspecting foes and slaughtering them in a hail of arrows before they can properly react. His first ability, ''Burning Barrage'', unleashes a flurry of piercing arrows that deal damage based on Clinkz's attack damage, also applying modifiers. This includes ''Searing Arrows'', an auto-cast spell which increases the damage of his attacks in exchange for mana; this ability also applies to structures, making Clinkz a fearsome pusher that can destroy towers in seconds. ''Skeleton Walk'' allows Clinkz to temporarily turn invisible while increasing his movement speed and allowing him to pass through units unimpeded, perfect for scouting the map for easy targets and running from hairy situations. Even from the first level, the stealth's duration is the same or longer than the duration, allowing Clinkz to remain invisible as long as he chooses while his mana pool holds out. His ultimate ability ''Death Pact'' instantly kills a creep, friend or foe, to increase his health and damage based on the target's health, giving him the power to take stronger enemies head-on. Aghanim's Scepter allows Clinkz to summon his ''Burning Army'', raising several Skeleton Archers along a vector-targeted line who attack enemy heroes with ''Searing Arrows'', forcing the enemies to choose whether to endure the barrage, focus on destroying the skeletons, or flee.

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Clinkz is a hero who specializes in ambushing unsuspecting foes and slaughtering them in a hail of arrows before they can properly react. His first ability, ''Burning Barrage'', unleashes react, aided by his Skeleton Archer minions. He can summon Skeleton Archers using ''Death Pact'', which kills an enemy or neutral creep, increases his current and max health, and raises a flurry of piercing arrows that Skeleton Archer in its place; Skeleton Archers are immobile, deal damage based on a percentage of Clinkz's attack damage, also applying modifiers. This includes ''Searing Arrows'', an auto-cast spell which increases the and share his attack range. His first ability, ''Strafe'', grants Clinkz and his nearby Skeleton Archers a bonus to attack speed and attack range. His second ability, ''Tar Bomb'', douses a target and all enemies within a radius of them in flammable tar that slows affected units and causes Clinkz and his Skeleton Archers to deal increased attack damage of his attacks in exchange for mana; this ability to them; nearby Skeleton Archers are also applies ordered to structures, making Clinkz a fearsome pusher that can destroy towers in seconds. attack the primary target. Clinkz's ultimate, ''Skeleton Walk'' Walk'', allows Clinkz him to temporarily turn invisible while increasing his movement speed and allowing him to pass through units unimpeded, perfect for scouting the map for easy targets and running from hairy situations. Even from Once the first level, the stealth's duration is the same or longer than the duration, allowing Clinkz invisibility breaks, he summons a squad of Skeleton Archers to remain invisible as long as he chooses while aid him in combat, ensuring that his mana pool holds out. His ultimate ability ''Death Pact'' instantly kills target will not walk away unscathed. Aghanim's Shard unlocks ''Burning Barrage'', firing multiple piercing arrows that deal a creep, friend or foe, to increase his health and percentage of Clinkz's attack damage based on and inflict the target's health, giving him the power to take stronger enemies head-on. ''Tar Bomb'' debuff on enemies, while Aghanim's Scepter allows Clinkz to summon his ''Burning Army'', raising several Skeleton Archers along a vector-targeted line who attack enemy heroes with ''Searing Arrows'', forcing line, allowing Clinkz to dominate huge swathes of the enemies to choose whether to endure the barrage, focus on destroying the skeletons, or flee.
battlefield.



* AntiStructure: ''Searing Arrows'' and ''Tar Bomb'' work against structures, letting Clinkz and his skeleton minions tear down towers at incredible speed.

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* AntiStructure: ''Searing Arrows'' and ''Tar Bomb'' work fully works against structures, letting Clinkz and his skeleton minions tear down towers at incredible speed.speed when paired with ''Strafe''.



* ArrowsOnFire: ''Searing Arrows'' has Clinkz use Maraxiform's eternal fire to ignite his arrows.

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* ArrowsOnFire: His former ability ''Searing Arrows'' has Clinkz use Maraxiform's eternal fire to ignite his arrows.arrows. In his 7.33 incarnation, he shoots flaming arrows at enemies doused by ''Tar Bomb''.
* BadPowersGoodPeople: He's a skeleton wreathed in hellfire that he can use to ignite enemies, and can consume the lives of lesser creatures and summon skeletal minions. Despite all this, he's still firmly a heroic defender of his homeland.



* CannibalismSuperpower: ''Death Pact'', with a level 15 talent, provides Clinkz with the first ability of the neutral creep that it consumes.



* CursedWithAwesome: Being perpetually burning seems like it would suck, and it does. But gameplay-wise, this is what allows Clinkz to use his ''Searing Arrows'' ability.

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* CursedWithAwesome: Being perpetually burning seems like it would suck, and it does. But gameplay-wise, this is what allows Clinkz to use his ''Searing Arrows'' ability.light people and buildings on fire after hitting them with ''Tar Bomb''.



* DynamicEntry: Ideally, the first sign of Clinkz in a teamfight should be him popping out of ''Skeleton Walk'' and instantly shredding the squishiest enemy hero with ''Tar Bomb'', ''Searing Arrows''' and ''Burning Barrage''. Add ''Burning Army'' for flavor.
* EliteArmy: While Clinkz's skeletons aren't the most durable, dying in two hits from heroes, they have the same ''Searing Arrows'' ability as Clinkz himself, their attack damage and attack range scale with his own, and they get all of his attack modifiers, making it borderline suicidal to stay in their attack range and try to kill them. A Clinkz with a few levels and a Desolator under his belt can essentially turn a large area into a complete killzone with his ultimate as the skeletons simply incinerate anything that walks into their range, and even picking Clinkz off doesn't help much since you're still getting pepper-potted from six directions at once.

to:

* DynamicEntry: Ideally, the first sign of Clinkz in a teamfight should be him popping out of ''Skeleton Walk'' and instantly shredding the squishiest enemy hero with ''Tar Bomb'', ''Searing Arrows''' Bomb'' and ''Burning Barrage''. Add ''Burning Army'' for flavor.
* EliteArmy: While Clinkz's skeletons aren't the most durable, dying in two hits from heroes, they have the same ''Searing Arrows'' ability as Clinkz himself, benefit from ''Strafe'' and ''Tar Bomb'' and their attack damage and attack range scale with his own, and they get all of his attack modifiers, making it borderline suicidal to stay in their attack range and try to kill them. A Clinkz with a few levels and a Desolator under his belt can essentially turn a large area into a complete killzone with his ultimate and ''Burning Army'' as the skeletons simply incinerate anything that walks into their range, and even picking Clinkz off doesn't help much since you're still getting pepper-potted from six directions at once.



* FragileSpeedster: He's fairly fast with ''Skeleton Walk'', especially with Aghanim's Scepter making him even ''faster'' and letting him go above the speed cap, but if caught out, it doesn't take much to take him down.

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* FragileSpeedster: He's fairly fast and elusive with ''Skeleton Walk'', especially with Aghanim's Scepter making him even ''faster'' and letting him go above the speed cap, but if caught out, it doesn't take much to take him down.



* HumanResources: ''Death Pact'' instantly kills a creep and gives him bonus health and damage. It can also be cast on his skeleton archers (which are treated as having 1000 health for the purposes of ''Death Pact'').

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* HumanResources: ''Death Pact'' instantly kills a creep and creep, gives him bonus health health, and damage. summons a Skeleton Archer in its place. It can also be cast on his skeleton archers (which are treated as having 1000 health Skeleton Archers for the purposes of ''Death Pact'').an emergency heal.



* MultiShot: With the appropriate level 25 talent, he attacks an enemy affected by ''Tar Bomb'', Clinkz will fire another arrow at a different random target in his range. This also applies to the ones fired by his ''Burning Army''; when the two combine, [[RainOfArrows things can get quite messy]].

to:

* MultiShot: With the appropriate level 25 talent, he attacks an enemy affected by ''Tar Bomb'', Clinkz will fire another arrow at a different random target in his range. This also applies to the ones fired by his ''Burning Army''; Skeleton Archers; when the two combine, [[RainOfArrows things can get quite messy]].



* PlayingWithFire: He doesn't actually have any ElementalPowers himself, but he can use the never-ending flames of the demon Maraxiform to light his arrows with ''Searing Arrows''.

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* PlayingWithFire: He doesn't actually have any ElementalPowers himself, but he can use the never-ending flames of the demon Maraxiform to light his arrows with arrows. One of his former abilities, ''Searing Arrows''.Arrows'', says as much in its flavor text:
-> ''Clinkz simply lights his arrows from his flaming essence for quite the destructive effect.''



* 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 silence them with Orchid Malevolence (and later, Bloodthorn), which, combined with the massive bonus damage from ''Searing Arrows'' and ''Death Pact'' can kill most heroes in seconds while preventing them from escaping.

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* 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 silence them with Orchid Malevolence (and later, Bloodthorn), which, combined with the massive bonus damage from ''Searing Arrows'' ''Tar Bomb'' and ''Death Pact'' Skeleton Archers can kill most heroes in seconds while preventing them from escaping.
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[[center: [- [[Characters/{{Artifact}} Artifact heroes]] -] ]]

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[[center: [- [[Characters/Dota2Personas Personas]] | [[Characters/{{Artifact}} Artifact heroes]] -] ]]
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* BladeOnAStick: His primary weapon, a modified mancatcher.

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