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* NoNameGiven

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* NoNameGivenNoNameGiven: Though he was originally named "Nessaj" in [=DOTA=].
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* YouAreAlreadyDead: Killed or gotten away from Doom after he hits you with his titular spell? [[OhCrap Check your health bar.]] Doom still does up to 1280 more damage if he has Aghanim's Scepter.
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* RingOut: Can invoke this with ''Skewer'' to shove other heroes onto the cliff, often during the first momments of the game. What makes this ''truly'' hillarious is when he uses ''Reverse Polarity'' to grab upwards of the entire enemy team and drag them up there. [[DifficultYetAwesome doing so without ending up on a cliff yourself however.......]]
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* GradualGrinder: His approach to jungling, which consists of using ''Sand Storm'' to grind away at the enemy's health while being invisible and thus unattackable.

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Naix doesn\'t really fit with the \"Telepathic mind control\" version as well as the \"Horrible monster riding person\" version.


* ActionBomb: The "Naix Bomb" strategy in a nutshell. Get in some hero good at making a DynamicEntry, wait for your momment, then pop out with explosive force.



* GrandTheftMe[=/=]MindControl: After casting ''Infest'' on a unit that is not an allied hero, Lifestealer can take direct control of it via the sub-ability ''Control'', giving him access to its movement and abilities. Even more, the unit will still appear normal to enemies (neutral creeps will still appear as neutral, and their lane creeps or summoned units will not switch sides), giving Lifestealer the element of surprise, although enemy players can still attack the unit in question once Lifestealer has control of it once they realize that he's inside.

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* GrandTheftMe[=/=]MindControl: GrandTheftMe[=/=]PupeteerParasite: After casting ''Infest'' on a unit that is not an allied hero, Lifestealer can take direct control of it via the sub-ability ''Control'', giving him access to its movement and abilities. Even more, the unit will still appear normal to enemies (neutral creeps will still appear as neutral, and their lane creeps or summoned units will not switch sides), giving Lifestealer the element of surprise, although enemy players can still attack the unit in question once Lifestealer has control of it once they realize that he's inside.



* HunterOfHisOwnKind: In a meta sense. ''Feast'' makes Lifestealer, a tanky hero with high HP, a good counter to other tanky heroes.

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* HunterOfHisOwnKind: In a meta sense. ''Feast'' makes Lifestealer, a tanky hero with high HP, a good counter to other tanky heroes.heroes with high HP.



* KingMook

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* KingMookKingMook: Originally one as a Ghoul that looked rather similar to the ones used as the Scourge's melee creeps in the original [=Dota=].


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* ParanoiaFuel: There's ''no'' way to tell whether that jungle creep you're farming has a Lifestealer in it or not. Or that support you think is all alone, or that lane creep you're lasting hitting. Or the one that's ''supposed to be on your side''.


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* TheGreatEscape: Jump into a enemy creep with ''Infest'', ride as far as he goes, then take control and try to make a run for it, if they followed you and figured out which one's real, pop out and activate ''Rage'' and ''Open Wounds'' and either try to take whatever pursuit you have down or simply use the disable-immunity and slow to make a run for it.
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->'''Voiced by: ''' John St. John


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->'''Voiced by: ''' John Patrick Lowrie


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->'''Voiced by: ''' David Scully


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->'''Voiced by: ''' Sam A. Mowry


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->'''Voiced by: ''' Eric Newsome


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->'''Voiced by: ''' Dave Fennoy (both Skeleton King and Wraith King)


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->'''Voiced by: ''' Bruce Miles


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->'''Voiced by: ''' Tony Todd


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->'''Voiced by: ''' John Patrick Lowrie


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->'''Voiced by: ''' Fred Tatasciore


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


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->'''Voiced by: ''' Barry Dennen


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->'''Voiced by: ''' Fred Tatasciore


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->'''Voiced by: ''' Dempsey Pappion


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->'''Voiced by: ''' TJ Ramini
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* TheNightThatNeverEnds: Towards the end of the game, Night Stalker can pretty much continually cast ''Darkness'', allowing night to advance 40 seconds at a time (game day and night last 4 minutes each), meaning that enemy heroes can no longer take advantage of his weakness in the day.
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* SchmuckBait: An exremely early version of Sand King had a passive skill called Dust Trail, which slowed down and caused enemies to miss by a large margin. The description includes the warning "Do not, under any circumstances, learn this skill if you are Sentinel (Radiant)". The reason for this was that the ability was bugged to affect Radiant units regardless of what team ''you were actually on''. Anybody who leveled this skill could expect a nasty reacton from their team.

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* NamesToRunAwayFromVeryFast: Chaos Knight's horse is named Armageddon.

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* NamesToRunAwayFromVeryFast: Apart from Chaos Knight's Knight himself, his horse is named Armageddon.


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* NotSoDifferent: Says this word per word in [[http://hydra-media.cursecdn.com/dota2.gamepedia.com/9/91/Chaknight_rival_26.mp3 one of his lines against Doom]].
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[[center: [- Radiant - [[Characters/Dota2RadiantStrength Strength]] | [[Characters/Dota2RadiantAgility Agility]] | [[Characters/Dota2RadiantIntelligence Intelligence]]-] ]]
[[center: [- Dire - '''Strength''' | [[Characters/Dota2DireAgility Agility]] | [[Characters/Dota2DireIntelligence Intelligence]]-] ]]
[[center: [- [[Characters/Dota2Neutrals Neutrals]] | [[Characters/Dota2NPCs Others]]-] ]]

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** VampiricDraining

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** VampiricDrainingHyperactiveMetabolism



* SquishyWizard[=/=]GlassCannon: Despite being a Strength hero with fairly high Strength growth, his low ''base'' Strength leaves him very fragile for most of the game when compared to other Strength heroes, and even various Intelligence and Agility heroes have higher HP than him. He makes up for this with sheer magical damage output, manoeuvrability with ''Burrowstrike'' and the ability to avoid attacks with ''Sand Storm''.

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* SquishyWizard[=/=]GlassCannon: Despite being a Strength hero with fairly high Strength growth, his low ''base'' Strength leaves him very fragile for most of the game when compared to other Strength heroes, and even various Intelligence and Agility heroes have higher HP than him. He makes up for this with sheer AoE magical damage output, manoeuvrability maneuverability and disables with ''Burrowstrike'' and the ability to avoid attacks dodge projectiles with ''Sand Storm''.



* ImplacableMan: Tidehunter's passive, ''Kraken Shell'', gives him passive damage block (at max level, it's essentially a free Vanguard) and will remove most debuffs once he takes a certain amount of player damage within a short duration. This includes even stuns (except for ground-targeted ones like Jakiro's ''Ice Path''), one of the very few abilities that do so, making Tidehunter one of the few heroes in the game that cannot be chain-stunned.

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* ImplacableMan: Tidehunter's passive, ''Kraken Shell'', gives him passive damage block (at max level, it's essentially a free Vanguard) and will remove most debuffs once he takes a certain amount of player damage within a short duration. This includes even stuns (except for ground-targeted ones like Jakiro's ''Ice Path''), Enigma ''Black Hole''), one of the very few abilities that do so, making Tidehunter one of the few heroes in the game that cannot be chain-stunned.



* MightyGlacier: By the time Ostarion gets his Armlet, he becomes a pain to kill, yet can easily do so to his opponents. His primary weakness however is his rather low movement speed that allows easy kiting if he doesn't have the mana for ''Wraithfire Blast''.

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* MightyGlacier: By the time Ostarion gets his Armlet, reaches Level 16, he becomes a pain to kill, yet can easily do so to his opponents. His primary weakness however is his rather low movement speed that allows easy kiting if he doesn't have the mana for ''Wraithfire Blast''.



* SkillGateCharacter: Despite being designated as a carry, the Wraith King carry build plays this straight. Wraith King has one of the highest win rates in pub games: ''Vampiric Aura'''s 30% lifesteal aura is absurdly powerful in a common pub 5-carry team (even Satanic only gives 25% lifesteal). Another factor in his winrate is the poor communication between players as to when ''Reincarnation'' is/isn't on cooldown. If you pop an enemy Wraith ult in the early game for example, it's a good idea to tell your team so they can use this knowledge to their advantage, which is something that people don't seem to do. However, he lacks the mobility of other melee carries (Anti-Mage, Slardar,...), he doesn't have teamfight or powerful skills (Spectre, Lifestealer,...), and he is too easily kitable. Because of this, whenever he is played competitively, he is either played as a support or as an offlaner buying utility items, acting as an initiator.

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* SkillGateCharacter: Despite being designated as a carry, the Wraith King carry build plays this straight. Wraith King has one of the highest win rates in pub games: ''Vampiric Aura'''s 30% lifesteal aura is absurdly powerful in a common pub 5-carry team (even Satanic only gives 25% lifesteal). Another factor in his winrate is the poor communication between players as to when ''Reincarnation'' is/isn't on cooldown. If you pop an enemy Wraith ult in the early game for example, it's a good idea to tell your team so they can use this knowledge to their advantage, which is something that people don't seem to do. However, he lacks the mobility of other melee carries (Anti-Mage, Slardar,...), he doesn't have teamfight particularly good teamfighting abilities or powerful skills (Spectre, Lifestealer,...), and he is too easily kitable. Because of this, whenever he is played competitively, he is either played as a support or as an offlaner buying utility items, acting as an initiator.



Night Stalker is a unique hero- he is the only hero who relies on the in-game day/night cycle to maximize his effectiveness. Although he's slow-moving and has poor vision in the daytime, when the sun goes down Balanar undergoes a transformation; nighttime boosts his speed, attacks, vision range and the potency of his spells- and since most heroes have reduced nighttime vision, it provides Night Stalker the ability to gank from unexpected angles. His primary damaging spell, ''Void'', deals damage, mini-stuns, and slows the target; the slow duration gets increased at night. His second active ability, ''Crippling Fear'' silences the target and increases its chance to miss physical attacks; when used in conjunction with ''Void'', Night Stalker can pin any target down to finish them off, since this debuff also lasts longer at night. His passive, ''Hunter in the Night'', is his most important ability, boosting his movement and attack speed during the nighttime. His ultimate, ''Darkness'', can temporarily turn day into night or extend nighttime's duration, depending on when it is used, allowing for surprise ganks, escapes, or prolonged fights. Aghahim's Scepter grants him unobstructed vision at night, granting him almost complete map control so long as the sun is down. Balanar may be at his most vulnerable in the daytime, but when the sun falls... every hero should fear the dark.

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Night Stalker is a unique hero- he is the only hero who strongly relies on the in-game day/night cycle to maximize his effectiveness. Although he's slow-moving and has poor vision in the daytime, when the sun goes down Balanar undergoes a transformation; nighttime boosts his speed, attacks, vision range and the potency of his spells- and since most heroes have reduced nighttime vision, it provides Night Stalker the ability to gank from unexpected angles. His primary damaging spell, ''Void'', deals damage, mini-stuns, and slows the target; the slow duration gets increased at night. His second active ability, ''Crippling Fear'' silences the target and increases its chance to miss physical attacks; when used in conjunction with ''Void'', Night Stalker can pin any target down to finish them off, since this debuff also lasts longer at night. His passive, ''Hunter in the Night'', is his most important ability, boosting his movement and attack speed during the nighttime. His ultimate, ''Darkness'', can temporarily turn day into night or extend nighttime's duration, depending on when it is used, allowing for surprise ganks, escapes, or prolonged fights. Aghahim's Scepter grants him unobstructed vision at night, granting him almost complete map control so long as the sun is down. Balanar may be at his most vulnerable in the daytime, but when the sun falls... every hero should fear the dark.



* CastingAShadow: His ultimate, ''Darkness'', instantly turns day into night, or stops time from moving if it's already night, essentially extending the length of nighttime, and reduces the vision range of all non-building enemies by 25%. In addition, ''Void'' and ''Crippling Fear'' are both themed around darkness and fear.

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* CastingAShadow: His ultimate, ''Darkness'', instantly turns day into night, or stops time from moving if it's already night, essentially extending the length of nighttime, and reduces the vision range of all non-building enemies by 25%.enemy units to 675. In addition, ''Void'' and ''Crippling Fear'' are both themed around darkness and fear.
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* RandomizedDamageAttack: Chaos Knight's right-click attacks have the highest in the game (30), and ''Chaos Bolt'' inflicts a random but inversely-related amount of damage and stun. Upgrading the spell increases both the maximum and minimum values of both the damage and stun, but there's still a big difference between a 275 damage skill that stuns for 2 seconds, and one that does 100 and stuns for 4.

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* RandomizedDamageAttack: Chaos Knight's right-click attacks have the highest damage range in the game (30), and ''Chaos Bolt'' inflicts a random but inversely-related amount of damage and stun. Upgrading the spell increases both the maximum and minimum values of both the damage and stun, but there's still a big difference between a 275 damage skill that stuns for 2 seconds, and one that does 100 and stuns for 4.

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Going by this logic every single melee hero would be a Magic Knight.


** It's the ''only'' spell that goes through Dazzle's ''Shallow Grave'', which otherwise grants complete immunity to death (except against self-triggered suicide from Techies' ''Suicide Squad, Attack!'' and Bloodstone's ''Pocket Suicide''). It's also one of two spells that can kill Abaddon through ''Borrowed Time'' (the other being Ancient Apparition's ''Ice Blast''), which otherwise heals Abaddon when he should take damage.

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** It's the ''only'' spell that goes through Dazzle's ''Shallow Grave'', which otherwise grants complete immunity to death (except against self-triggered suicide from Techies' ''Suicide Squad, Attack!'' and Bloodstone's ''Pocket Suicide'').Deny''). It's also one of two spells that can kill Abaddon through ''Borrowed Time'' (the other being Ancient Apparition's ''Ice Blast''), which otherwise heals Abaddon when he should take damage.



* AwesomeButImpractical: ''Caustic Finale'' causes enemies attacked by Sand King to violently explode, dealing 220 area damage at level 4. Sounds awesome, but in practice not so much. Early game, ''Caustic Finale'' can be used to bully a melee offlaner out of lane, but it also pushes the lane, making it hard for your carry to farm, and ''Sand Storm'' is much better to flash-farm a Blink Dagger, since its invisibility, cheap mana cost and good damage allows Sand King to jungle safely and effectively - if he stacks neutrals correctly he can get Blink Dagger in 10 minutes. Later on, ''Caustic Finale'''s small [=AoE=] makes it hard to land against competent opponents, it does not synergise with the standard ''Epicenter'' into ''Burrowstrike'' combo (which can kill most if not all creeps in a teamfight, leaving none for ''Caustic Finale''), restricting its usage to farming and pushing, for which Sand King has ''Sand Storm'' which can clear creeps just as fast. Because of this, ''Caustic Finale'' is almost always ignored by pros, who choose to get stats to bolster Sand King's weak HP pool instead of investing in a largely redundant skill.



* UselessUsefulSpell: ''Caustic Finale'' causes enemies attacked by Sand King to violently explode, dealing 220 area damage at level 4. Sounds awesome, but in practice not so much. Early game, ''Caustic Finale'' can be used to bully a melee offlaner out of lane, but it also pushes the lane, making it hard for your carry to farm, and ''Sand Storm'' is much better to flash-farm a Blink Dagger, since its invisibility, cheap mana cost and good damage allows Sand King to jungle safely and effectively - if he stacks neutrals correctly he can get Blink Dagger in 10 minutes. Later on, ''Caustic Finale'''s small [=AoE=] makes it hard to land against competent opponents, it does not synergise with the standard ''Epicenter'' into ''Burrowstrike'' combo (which can kill most if not all creeps in a teamfight, leaving none for ''Caustic Finale''), restricting its usage to farming and pushing, for which Sand King has ''Sand Storm'' which can clear creeps just as fast. Because of this, ''Caustic Finale'' is almost always ignored by pros, who choose to get stats to bolster Sand King's weak HP pool instead of investing in a largely redundant skill.



* MightyGlacier: With ''Kraken Shell'' and a respectable strength growth he becomes very tough to kill.



* StoneWall: With ''Kraken Shell'' and a respectable strength growth he becomes very tough to kill, but his right-click attack is mediocre and his nuke damage quickly falls off in the mid game.



** The item "Magic Stick" costs 200 gold and all it does is replenish health and mana based on its charges. That's why its an amazing item for Wraith King early game, so he can spam Wraithfire Blast as much as he wants and replenish his mana with the stick as he's about to use Reincarnation.



* MagicKnight: With enough mana, Wraith King can belt out a surprisingly large number of ''Wraithfire Blasts'' in between swings of his sword, thanks to it's low cooldown. Indeed, he's largely in the background for most of the early game, throwing out stuns and supplying his aura rather than going in himself [[MagikarpPower as he doesn't have the ability to win fights just yet]].



* TheBerserker: ''Rage''

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* TheBerserker: ''Rage''N'aix's playstyle involves hiding himself inside an ally (usually one with high mobility) to jump straight into the enemy team, pop ''Rage'' and ''Open Wounds'', then start to rip all of them apart.



* HunterOfHisOwnKind: In a meta sense. He's an effective counter to high-hp tanky heroes, which he rips apart with gusto, yet he himself is often a very high-hp tanky hero.

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* HunterOfHisOwnKind: In a meta sense. He's an effective ''Feast'' makes Lifestealer, a tanky hero with high HP, a good counter to high-hp other tanky heroes, which he rips apart with gusto, yet he himself is often a very high-hp tanky hero.heroes.



* AchillesHeel: The only thing that can stop Doom's ultimate is a Linken's Sphere. While Doom can counter this by casting ''LVL? Death'' on the target beforehand, this can make or break an initiation since the very first spell cast can change the entire dynamic of a teamfight, and giving the enemy that fraction of a second can give them a solid advantage.

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* AchillesHeel: AchillesHeel:
**
The only thing that can stop Doom's ultimate is a Linken's Sphere. While Doom can counter this by casting ''LVL? Death'' on the target beforehand, this can make or break an initiation since the very first spell cast can change the entire dynamic of a teamfight, and giving the enemy that fraction of a second can give them a solid advantage.



* [[EvilCounterpart Neutral Counterpart]]: Of Lone Druid. Both of them can summon animals to help them, have abilities that increase their attack speed and damage, and use their ultimates to transform into animal {{Super Mode}}s. However, while Banehallow is a LightningBruiser without much armor or survivability, Sylla is a MightyGlacier without much in the way of speed. Ironically, Banehallow is a Strength hero and Sylla is an Agility hero.
** Despite their allegiances in-game Banehallow is an somewhat rude, yet agreeable person, while Sylla is quite literally attempting to cause TheEndOfTheWorldAsWeKnowIt.

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* [[EvilCounterpart Neutral Counterpart]]: Of Lone Druid. Both of them can summon animals to help them, have abilities that increase their attack speed and damage, and use their ultimates to transform into animal {{Super Mode}}s. However, while Banehallow is a LightningBruiser without much armor or survivability, Sylla is a MightyGlacier without much in the way of speed. Ironically, Banehallow is a Strength hero and Sylla is an Agility hero.
**
hero. Despite their allegiances in-game Banehallow is an a somewhat rude, yet agreeable person, while Sylla is quite literally attempting to cause TheEndOfTheWorldAsWeKnowIt.


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* RandomizedDamageAttack: Chaos Knight's right-click attacks have the highest in the game (30), and ''Chaos Bolt'' inflicts a random but inversely-related amount of damage and stun. Upgrading the spell increases both the maximum and minimum values of both the damage and stun, but there's still a big difference between a 275 damage skill that stuns for 2 seconds, and one that does 100 and stuns for 4.


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* TheRedMage


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* SkillGateCharacter: Abaddon works surprisingly well as a carry in pub games: his right-click attack scales fairly well, ''Curse of Avernus'' makes him really hard to run away from, and he's quite tanky as well, especially when everyone has no idea that ''Borrowed Time'' will turn all damage that he takes into healing, causing them to continue to focus him even when ''Borrowed Time'' is active and heal him to full in a second, essentially tripling his effective HP. In high-level games, though, that rarely works well: he is a melee carry with little mobility making him vulnerable to kiting, ''Curse of Avernus'' isn't that good of a steroids (it only gives a flat 40 attack speed bonus, so a Lifestealer with equal farm will out-DPS an Abaddon with ease) and works for everyone on his team, and he needs to spam ''Mist Coil'' and ''Aphotic Shield'' to be effective in a fight but his cast time is slow, leading to consistent interrupts to damage-dealing which is NOT something a carry wants. Because of this, whenever played in professional games, Abaddon is most often played as a position 4 support, buying utility and aura items, healing and protecting his cores with ''Mist Coil'' and ''Aphotic Shield'', providing them with an additional damage steroids in ''Curse of Avernus'' and discouraging the other team to focus him with ''Borrowed Time''.

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* DiscOneNuke: ''Wraithfire Blast'' is the strongest single-target stun at level 1, with 2 seconds of stun, followed by 2 seconds of 20% slow and 80 damage, with a 525 cast range. It's very easy to rack up a ton of early game kills with ''Wraithfire Blast'' so long as you are active on the map and roaming around helping out all 3 lanes.

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* DiscOneNuke: ''Wraithfire Blast'' is the strongest single-target stun at level 1, with 2 seconds of stun, followed by 2 seconds of 20% slow and 80 damage, with a 525 cast range. It's very easy to rack up a ton of early game kills with ''Wraithfire Blast'' so long as you are active on the map and roaming around helping out all 3 lanes.keep your mana pool up.



* ForMassiveDamage: ''Mortal Strike'' is arguably the second most powerful critical strike ability in the game (beat by Phantom Assassin's ultimate). This allows Wraith King to scale very well with damage items without having to build a Daedalus.

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* MagicKnight: With enough mana, Wraith King can belt out a surprisingly large number of ''Wraithfire Blasts'' in between swings of his sword, thanks to it's low cooldown. Indeed, he's largely in the background for most of the early game, throwing out stuns and supplying his aura rather than going in himself [[MagikarpPower as he doesn't have the ability to win fights just yet]].
* ForMassiveDamage: ''Mortal Strike'' is arguably the second most powerful critical strike ability in the game (beat by Phantom Assassin's ultimate).ultimate and tied with Juggernaut's ''Blade Dance''[[note]]Which has double the chance of occuring, but gives half as much extra damage when it does[[/note]]). This allows Wraith King to scale very well with damage items without having to build a Daedalus.


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* RatedMForManly: Thanks to MemeticMutation, he's regarded as this, and when he was updated, quite a few of his new lines are quite fitting for [[FanNickname the manliest hero without testicles]].


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* HunterOfHisOwnKind: In a meta sense. He's an effective counter to high-hp tanky heroes, which he rips apart with gusto, yet he himself is often a very high-hp tanky hero.
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* MagikarpPower: Early on, Doom's barely better than a jungle creep, and often worse, and is only good for getting his face punched in thanks to his literally nonexistant armor. Later on however, Doom is ''really'' good at being punched in the face and ignoring it, can shut down any one or ''two'' enemy heroes and promptly force them out of the fight, and be carrying enough auras to let regular creeps beat [[GiantMook mega creeps]].
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* TestosteronePoisoning: Alongside Axe, he's considered the manliest hero in Dota, a sentiment certainly aided by [[http://steamcommunity.com/sharedfiles/filedetails/?id=128711900 this guide]].

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* TestosteronePoisoning: Alongside Axe, he's considered the manliest hero in Dota, a sentiment certainly aided by [[http://steamcommunity.com/sharedfiles/filedetails/?id=128711900 [[http://www.playdota.com/guides/epic-return this guide]].
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** [[http://hydra-media.cursecdn.com/dota2.gamepedia.com/c/ca/Skg_kill_09.mp3 "You were expecting...]] [[WesternAnimation/NightmareBeforeChristmas Sandy Claws?]]

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** [[http://hydra-media.cursecdn.com/dota2.gamepedia.com/c/ca/Skg_kill_09.mp3 "You were expecting...]] [[WesternAnimation/NightmareBeforeChristmas [[WesternAnimation/TheNightmareBeforeChristmas Sandy Claws?]]
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** Illusion based heroes are also a problem for Doom, but Morphling is his biggest counter. Morphling's illusions take normal damage and can easily fool an enemy Doom since he can replicate anybody of his team to bait the ultimate. Not only that, but Morphling players commonly buy Linken's Sphere, making even more difficult to Doom since he has to worry about the Linkens and if the opponent in question is either real or just another Morphling replicate.
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** The item "Magic Stick" costs 200 gold and all it does is replenish health and mana based on its charges. That's why its an amazing item for Wraith King early game, so he can spam Wraithfire Blast as much as he wants and replenish his mana with the stick as he's about to use Reincarnation.

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* AwesomeEgo: For his redesign in 2013, Valve deliberately played up his arrogance and boastful tendencies. This went down quite well with the fans.



* GrandTheftMe: Of a sort, the wizard now shares a body with N'aix, although he originally intended to steal the body outright.

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* GrandTheftMe: Of GrandTheftMe[=/=]MindControl: After casting ''Infest'' on a sort, unit that is not an allied hero, Lifestealer can take direct control of it via the wizard now shares a body with N'aix, sub-ability ''Control'', giving him access to its movement and abilities. Even more, the unit will still appear normal to enemies (neutral creeps will still appear as neutral, and their lane creeps or summoned units will not switch sides), giving Lifestealer the element of surprise, although he originally intended to steal enemy players can still attack the body outright.unit in question once Lifestealer has control of it once they realize that he's inside.



* GameFace: When night falls, Night Stalker's face become much more monstrous.



* TheNightThatNeverEnds: Towards the end of the game, Night Stalker can pretty much continually cast ''Darkness'', allowing night to advance 40 seconds at a time (game day and night last 4 minutes each), meaning that enemy heroes can no longer take advantage of his weakness in the day.
* NightmareFace: During the night, his face splits to reveal a maw with three jaws.



* NightmareFace: During the night, his face splits to reveal a maw with three jaws.
* TheNightThatNeverEnds: Towards the end of the game, Night Stalker can pretty much continually cast ''Darkness'', allowing night to advance 40 seconds at a time (game day and night last 4 minutes each), meaning that enemy heroes can no longer take advantage of his weakness in the day.

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* NightmareFace: During the night, his face splits to reveal a maw with three jaws.
* TheNightThatNeverEnds: Towards the end of the game, Night Stalker can pretty much continually cast ''Darkness'', allowing night to advance 40 seconds at a time (game day and night last 4 minutes each), meaning that enemy heroes can no longer take advantage of his weakness in the day.
GameFace



* TimedMission: Night Stalker is a very risky hero to play due to this. Before patch 6.79, when the day-night cycle was 6 minutes, Night Stalker would almost guaranteed hit level 6 or 7 before the first night fell, giving him access to his ulti and possibly a fully-maxed ''Void'' to use to roam to a different lane and get kills. However, when the day-night cycle was shifted to 4 minutes, he would have trouble reaching even level 5 at that point, making him a much smaller threat (and would likely be even lower than that due to already having a laning disadvantage because he's a melee hero). And then by the time he does reach level 7, the night is already mostly over and he has at best two minutes to roam and gank before daylight hits.

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* TimedMission: TotalEclipseOfThePlot: When ''Darkness'' is cast in the daytime, it blots out the sun while still causing time to pass, meaning that daytime is still ticking down during the ultimate. If he manages to reach level 16, Night Stalker is a very risky hero to play due to this. Before patch 6.79, when can enforce only 30 second periods of daylight every 50 seconds, giving the enemy only a minute and a half of sunlight out of the eight minute day-night cycle was 6 minutes, Night Stalker would almost guaranteed hit level 6 or 7 before the first night fell, giving him access to his ulti and possibly a fully-maxed ''Void'' to use to roam to a different lane and get kills. However, when the day-night cycle was shifted to 4 minutes, he would have trouble reaching even level 5 at that point, making him a much smaller threat (and would likely be even lower than that due to already having a laning disadvantage because he's a melee hero). And then by the time he does reach level 7, the night is already mostly over and he has at best two minutes to roam and gank before daylight hits.cycle.



* LightningBruiser: Possesses the second highest natural move speed, and his ''Reality Rift'' lets him jump right into an enemy. He also has a fairly high Agility gain for a Strength hero, and the resulting increase in attack speed makes his ''Chaos Strike'' more common, increasing his damage output even more.

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* LightningBruiser: Possesses the second third highest natural move speed, base movement speed (behind Enchantress and Luna, and tied with Skywrath Mage and Lone Druid without his True Form), and his ''Reality Rift'' lets him jump right into an enemy. He also has a fairly high Agility gain for a Strength hero, and the resulting increase in attack speed makes his ''Chaos Strike'' more common, increasing his damage output even more.



* SpamAttack: At max levels, ''Decay'' drops down to a cooldown of 4 seconds, while ''Soul Rip'' has a cooldown of 6. With a large enough mana pool and a big enough pool of units under ''Soul Rip'''s radius (more often than not zombies from ''Tombstone''), Undying can steal an absurd amount of Strength, and drop 500 HP nukes/heals every 6 seconds.

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* SpamAttack: At max levels, ''Decay'' drops down to a cooldown of 4 seconds, while ''Soul Rip'' has a cooldown of 6. With a large enough mana pool and a big enough pool of units under ''Soul Rip'''s radius (more often than not zombies from ''Tombstone''), Undying can steal an absurd amount of Strength, and drop 500 480 HP nukes/heals every 6 seconds.
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* CoupDeGrace: ''Culling Blade'' deals moderate damage, but will kill any hero below a certain hp threshold. No exceptions.
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* ShoutOut: Aside from being based on the [[Literature/TheBible Biblical]] [[{{Satan}} Lucifer]], he also has references to FinalFantasy like the "oddly" named ''LVL? Death''.

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* ShoutOut: Aside from being based on the [[Literature/TheBible Biblical]] [[{{Satan}} Lucifer]], he also has references to FinalFantasy ''Franchise/FinalFantasy'' like the "oddly" named ''LVL? Death''.

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Ostarion the Wraith King is a melee hero who can withstand massive damage and quickly recover from his injuries. His narrow but useful skillset means that he can carry a team to victory, or utilize his passive aura and powerful stun to act as a durable support and initiator. His only damaging spell, ''Wraithfire Blast'', has Wraith King hurl a ball of ghostly fire at a foe, damaging and stunning a foe, then slowing them while dealing minor damage over time. The rest of his abilities focus on increasing his damage output and survivability - ''Vampiric Aura'' is an aura that grants nearby allies bonus lifesteal, and ''Mortal Strike'' adds a bonus critical chance to Wraith King's normal attacks. His most powerful and iconic ability is his ultimate, ''Reincarnation.'' If Wraith King has enough mana, he will automatically resurrect after dying, simultaneously slowing every enemy nearby, turning the tables on any pretenders to Wraith King's throne.



* AscendedMeme: On purchasing a Divine Rapier, he mentions that he is '''"[[http://hydra-media.cursecdn.com/dota2.gamepedia.com/a/ae/Wraith_items_18.mp3 BALLING OUT OF CONTROL!]]"''', a reference to the infamous "[[http://www.playdota.com/guides/epic-return CAPS LOCK LEORIC]]" guide. And yes, [[PaintingTheMedium it is in all caps in the subtitles]].

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* AscendedMeme: On purchasing a Divine Rapier, he mentions he'll mention that he is '''"[[http://hydra-media.cursecdn.com/dota2.gamepedia.com/a/ae/Wraith_items_18.mp3 BALLING OUT OF CONTROL!]]"''', a reference to the infamous "[[http://www.playdota.com/guides/epic-return CAPS LOCK LEORIC]]" guide. And yes, [[PaintingTheMedium it is in all caps in the subtitles]].


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* AwesomeEgo: For his redesign in 2013, Valve deliberately played up his arrogance and boastful tendencies. This went down quite well with the fans.

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* TheDreaded: A good Night Stalker player could inspire fear all over the other team with this mindset: you are the strongest, fastest, most powerful and deadliest hero in the game so make them suffer, make them play worried of being ganked, make them play fearing being raped every second, in every corner, on every shadow. This is NOT true. You're not the strongest, maybe you're the fastest but this is what THEY must think about you. Play with your brain and the game is yours. By doing this they won't properly farm, they will feel discouraged and inevitably they will lose the game.

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* TheDreaded: A According to his lore, he's been terrifying generations of children since civilization began. In the game, a good Night Stalker player could inspire fear all over the other team with this mindset: you are the strongest, fastest, most powerful and deadliest hero in the game so make them suffer, make them play worried of being ganked, make them play fearing being raped every second, in every corner, on every shadow. This is NOT true. You're not the strongest, maybe you're the fastest but this is what THEY must think about you. Play with your brain and the game is yours. By doing this they won't properly farm, they will feel discouraged and inevitably they will lose the game.



* TheDreaded: According to his lore, he's been terrifying generations of children since civilization began. In the game, he can frighten his enemies into submission with ''Crippling Fear''.
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* TheDreaded: According to his lore, he's been terrifying generations of children since civilization began. In the game, he can frighten his enemies into submission with ''Crippling Fear''.


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* TimeAbyss: Not counting the various immortal Fundamental characters, Night Stalker is one of the oldest characters in the game; according to his backstory, he predates almost every race and civilization in the DOTA world.

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SK is not a Magic Knight, he lacks physical damage. And no, Abaddon is a subpar carry, it only works in pubs.


* BlackMage: His base damage and attack speed are both mediocre, but he makes up for it with his massive spell damage; ''Epicenter'' alone can melt an entire team if they're not prepared.



* MagicKnight: His base damage and attack speed are both mediocre, but he makes up for it with his massive spell damage; ''Epicenter'' alone can melt an entire team if they're not prepared.



* OvershadowedByAwesome: ''Caustic Finale'', an attack modifier that causes enemies affected by it to violently explode upon death. On paper, it's a good farming and pushing skill, but in practice, ''Sand Storm''

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* OvershadowedByAwesome: ''Caustic Finale'', an attack modifier that causes enemies affected by it to violently explode upon death. On paper, it's a good farming and pushing skill, but in practice, it's hard to land in a teamfight (''Epicenter'' can clear creep waves too fast for ''Caustic Finale'' to kick off) while Sand King already has an even better farming and pushing tool in the form of ''Sand Storm'' (since it renders Sand King invisible, it can be used to safely jungle early game or to disjoint projectiles, and the mana cost is negligible).



* BadassNormal



* TheBerserker: Due to his inherent tankiness and massive speed boost from ''Hunter of the Night'', Night Stalker is one of the most aggressive heroes in the game, and can tower dive well quite early in the game to chase his prey.
** DifficultButAwesome: However, you need to think carefully what are you going to do when you start running towards your prey. This is the reason why many Night Stalker players fail horribly: they are either too reckless and get killed by the tower, or are too passive and do not snowball hard enough.



* TheDreaded: A good Night Stalker player could inspire fear all over the other team with this mindset: you are the strongest, fastest, most powerful and deadliest hero in the game so make them suffer, make them play worried of being ganked, make them play fearing being raped every second, in every corner, on every shadow. This is NOT true. You're not the strongest, maybe you're the fastest but this is what THEY must think about you. Play with your brain and the game is yours. By doing this they won't properly farm, they will feel discouraged and inevitably they will lose the game.



* MechanicallyUnusualClass: Night Stalker is the only hero in Dota who relies on the in-game day-night cycle to maximise his effectiveness. While other heroes are also affected by the time of day to a certain extent (like lowered vision for most heroes, or Keeper of the Light's Aghanim's Scepter upgrade), Night Stalker's entire kit revolves around exploiting the day-night cycle as much as possible.



* WingsDoNothing: Somewhat averted; although at daytime they are useless, at nighttime while Hunter in the Night is active his wings flap every now and then, but he remains grounded. Only when he activates the Haste rune does he actually take off the ground.

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* WingsDoNothing: Somewhat averted; although at daytime they are useless, at nighttime while Hunter in the Night is active his wings flap every now and then, but he remains grounded. Only when he activates the Haste rune does he actually take off the ground.



* PowerNullifier: His ultimate, ''Doom'', is a much more potent version of a silence, disabling items on top of the target's ability to cast, all on top of inflicting damage over time, and lasts extremely long (15 seconds) compared to similar hard disables like stuns or hexes. It is universally regarded as one of the hardest disables in the game, and it's often joked that it counters every single hero in the game because of this.
** Aghanim's Scepter takes this UpToEleven. Normally, ''Doom'' is not perfectly effective against certain targets who have passive abilities and items that allow them to keep fighting even if they can't cast anything or use their item's active abilities (a Phantom Assassin with levels in ''Blur'' can still evade attacks, which can stack with the evasion from Butterfly, and can still inflict crits from ''Coup de Grace'', all on top of still being able to passively lifesteal from their Satanic if they have one). However, if Doom has an Aghanim's Scepter, all options go out the window, since not only can PA not evade right-clicks anymore, right-clicking enemies doesn't work either since she won't be able to crit or lifesteal either.

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* PowerNullifier: His ultimate, ''Doom'', is a much more potent version of a silence, disabling items on top of the target's ability to cast, all on top of inflicting damage over time, and lasts extremely long (15 seconds) compared to similar hard disables like stuns or hexes. It is universally regarded as one of the hardest disables in the game, and it's often joked that it counters every single hero in the game because of this.
hexes.
** Aghanim's Scepter takes this UpToEleven. Normally, ''Doom'' is not perfectly effective against certain targets who have passive abilities and items that allow them to keep fighting even if they can't cast anything or use their item's active abilities (a Phantom Assassin with levels in ''Blur'' can still evade attacks, which can stack with the evasion from Butterfly, and can still inflict crits from ''Coup de Grace'', all on top of still being able to passively lifesteal from their Satanic if they have one). However, if Doom has an Aghanim's Scepter, all options go out the window, since not only can PA not evade right-clicks anymore, right-clicking enemies doesn't work either since she won't be able to crit or lifesteal either. ''Doom'' is universally regarded as one of the hardest disables in the game, and it's often joked that it counters every single hero in the game because of this.



* FoeTossingCharge: ''Charge of Darkness'' will cause Spirit breaker to run through anything and everything, homing in on the target from any place on the map, knocking back any opponent he passes through.

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* FoeTossingCharge: ''Charge of Darkness'' will cause Spirit breaker Breaker to run through anything and everything, homing in on the target from any place on the map, knocking back any opponent he passes through.



* MasterOfNone: Not Magnus himself, but rather his ''Skewer'' ability, which pays for being a low-cost repositoning, nuking, slowing, mobility, and escape skill by being not all that good at any of those, Skewer's slow is incredibly short, does less damage than the more easily spamable ''Shockwave'', has a massive 30 second cooldown, can't escape all that well because it's liable to drag heroes with Magnus, and starts from Magnus's location, meaning a Blink Dagger is needed to really use it as a repositioning ability.

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* MasterOfNone: Not Magnus himself, but rather his ''Skewer'' ability, which pays for being a low-cost repositoning, nuking, slowing, mobility, and escape skill by being not all that good at any of those, Skewer's those. Its slow is incredibly short, does less damage than the more easily spamable ''Shockwave'', has a massive 30 second cooldown, can't escape all that well because it's liable to drag heroes with Magnus, and starts from Magnus's location, meaning a Blink Dagger is needed to really use it as a repositioning ability.



* JackOfAllStats: Depending on his item build, Abaddon can fulfil just about any role on a team, acting as a support, tank, or carry with his versatile and adaptable skill build.



* StoneWall: Even when not building specifically to tank, Abaddon can be a beast to take down thanks to his damage-absorbing shield and automatically-triggered invulnerability that also turns any damage he takes into health.

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* StoneWall: Even when not building specifically to tank, Abaddon can be a beast to take down thanks to his damage-absorbing shield and automatically-triggered invulnerability that also turns any damage he takes into health. However, ''Mist Coil'' and ''Aphotic Shield'' do not deal much damage, and his steroids, ''Curse of Avernus'', only gives a flat 40 bonus to attack speed, so Abaddon has trouble dishing out damage to the degree a (semi-)carry can.
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* ExactWords: Patch 6.79 allows him to purchase Blink Dagger, but grants free pathing for anyone he trapped in cliffs or ledges. [[https://www.youtube.com/watch?v=P3FA_5BhIT4&list=UUlp9gv5pDeltRvfPhb_f5ig&index=4 But no one said anything about ''trees''....]]

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* ExactWords: Patch 6.79 allows him to purchase Blink Dagger, but grants free pathing for anyone he trapped in cliffs or ledges. [[https://www.youtube.com/watch?v=P3FA_5BhIT4&list=UUlp9gv5pDeltRvfPhb_f5ig&index=4 But no one said anything about ''trees''....*trees*....]]
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* ExactWords: Patch 6.79 allows him to purchase Blink Dagger, but grants free pathing for anyone he trapped in cliffs or ledges. [[https://www.youtube.com/watch?v=P3FA_5BhIT4&list=UUlp9gv5pDeltRvfPhb_f5ig&index=4 But no one said anything about ''trees''....]]
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Night Stalker is a unique hero- he is the only hero who relies on the in-game day/night cycle to maximize his effectiveness. Although he's slow-moving and has poor vision in the daytime, when the sun goes down Balanar undergoes a transformation; nighttime boosts his speed, attacks, vision range and the potency of his spells- and since most heroes have reduced nighttime vision, it provides Night Stalker the ability to gank from unexpected angles. His primary damaging spell, ''Void'', deals damage, mini-stuns, and slows the target; the slow duration gets increased at night. His second active ability, ''Crippling Fear'' silences the target and increases its chance to miss physical attacks; when used in conjunction with ''Void'', Night Stalker can pin any target down to finish them off, since this debuff also lasts longer at night. His passive, ''Hunter in the Night'', is his most important ability, boosting his movement and attack speed during the nighttime. His ultimate, ''Darkness'', can temporarily turn day into night or extend nighttime's duration, depending on when it is used, allowing for surprise ganks, escapes, or prolonged fights. Aghahim's Scepter grants him unobstructed vision at night, granting him almost complete map control so long as the sun is down. Balanar may be at his most vulnerable in the daytime, but when the sun falls... every hero should fear the dark.


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* GameFace: When night falls, Night Stalker's face become much more monstrous.


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* RoaringRampageOfRevenge: And he won't stop until every diurnal creature is dead.
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* MutualDisadvantage: Against Dazzle. On one hand, Axe is the only hero in the game that can ignore Dazzle's ''Shallow Grave'' with his ultimate ''Culling Blade''. On the other hand, Axe is very susceptible to ''Shadow Wave'' because of his playstyle, which involves blinking or rushing into a group of enemies and pin them down with ''Berserker's Call'' - the perfect opportunity for a ''Shadow Wave''. ''Weave'' also hurts Axe hard, as it boosts enemy armor, weakening ''Counter Helix'', while reducing his armor, which really hurts a tanky hero like him.

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* MutualDisadvantage: Against Dazzle. On one hand, Axe is the only hero in the game that can forcibly ignore Dazzle's ''Shallow Grave'' with his ultimate ''Culling Blade''. On the other hand, Axe is very susceptible to ''Shadow Wave'' because of his playstyle, which involves blinking or rushing into a group of enemies and pin them down with ''Berserker's Call'' - the perfect opportunity for a ''Shadow Wave''. ''Weave'' also hurts Axe hard, as it boosts enemy armor, weakening ''Counter Helix'', while reducing his armor, which really hurts a tanky hero like him.



* BetterToDieThanToBeKilled[=/=]TooDumbToLive: The self-damage from ''Mist Coil'' can actually kill Abaddon if his health is below the cost of the spell, so bad players can accidentally kill themselves or smart players can take advantage of it to deny themselves. Abaddon even has special voice lines for when he achieves this.

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* BetterToDieThanToBeKilled[=/=]TooDumbToLive: BetterToDieThanBeKilled[=/=]TooDumbToLive: The self-damage from ''Mist Coil'' can actually kill Abaddon if his health is below the cost of the spell, so bad players can accidentally kill themselves or smart players can take advantage of it to deny themselves. Abaddon even has special voice lines for when he achieves this.

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