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* TheBigGuy: With his ultimate maxed out, Tiny is easily the largest character in the game, rivalled only by Undying's ultimate form.

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* InASingleBound: Life Break starts with a fairly magnificent leap that can cover some fairly impressive ground. If fully upgraded, he can even do this once every ''four seconds''.

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* InASingleBound: Life Break ''Life Break'' starts with a fairly magnificent leap that can cover some fairly impressive ground. If fully upgraded, he can even do this once every ''four seconds''.



** LightningBruiser: On the other hand, he gains great mobility with ''Life Break'', and he's got a lot of health and hits fairly hard.



** Huskar apparently sees Axe as this as well, according to his response lines; their love of battle and tendency to charge blindly into the fray, as well as Axe's ability to annihilate Huskar with ''Culling Blade'' or pin a target down for him to effortlessly slaughter with ''Berserker Rage'' makes this occur from a gameplay perspective as well.
--> '''Huskar (killing Axe):''' [[http://hydra-media.cursecdn.com/dota2.gamepedia.com/5/54/Husk_rival_15.mp3 "Fearlessly into the fray, Axe, in this we are alike."]]



* WeaksauceWeakness: For all of Huskar's spell resistance, enemies who have high base damage will likely eviscerate him before he can do too much damage, as he needs to be at fairly low health to be effective. Additionally, ''Doom'' will completely nullify his magic resistance, meaning that getting hit by ''Doom'' at low health will mean swift death.

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* WeaksauceWeakness: For all of Huskar's spell resistance, enemies who have high base damage will likely eviscerate him before he can do too much damage, as he needs to be at fairly low health to be effective. Additionally, ''Doom'' will completely nullify his magic resistance, meaning that getting hit by ''Doom'' at low health will mean swift death.death, and ''Culling Blade'' will bypass it entirely, which combined with his tendency to be at low health will almost certainly be fatal.
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[[quoteright:256:http://static.tvtropes.org/pmwiki/pub/images/`_3109.png]]

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[[quoteright:256:http://static.tvtropes.org/pmwiki/pub/images/`_3109.org/pmwiki/pub/images/Brewmaster_3109.png]]

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[[quoteright:256:http://static.tvtropes.org/pmwiki/pub/images/brewmaster_3109.png]]

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[[quoteright:256:http://static.tvtropes.org/pmwiki/pub/images/brewmaster_3109.org/pmwiki/pub/images/`_3109.png]]



Brewmaster is a melee tanky hero that can both deal and take a lot of punishment, making him able to both carry and tank. He is an exceptionally good duelist, as his core set of abilities allow him to empower himself and debilitate opponents. On the other hand, his powerful ultimate, while somewhat hard to manage properly, makes him a huge threat during teamfights. His first ability, ''Thunder Clap'', is a ground slam that damages all nearby opponents, also slowing their movement and attack speed. His second ability, ''Drunken Haze'', hurls a casket at target enemy hero, drenching them in alcohol, which slows their movement speed and gives them a chance to miss their attacks. His third ability, ''Drunken Brawler'', is a passive skill that gives Brewmaster a chance to dodge enemy attacks, as well as critically strike with his basic attacks for bonus damage. Brewmaster's ultimate, ''Primal Split'', splits him into three elemental warriors: Earth, Storm and Fire, each with a set of abilities. Earth is melee tank who is immune to enemy spells, has a chance to deal area-of-effect damage around himself with his basic attacks and can hurl a boulder to damage and stun an enemy hero. Storm is a ranged mage that can dispell all buffs and debuffs in a nearby area, trap an opponent inside a cyclone and give himself invisibility and bonus movement speed. Fire is a melee high damage warrior that constantly deals magic damage to nearby opponents through its fiery aura. If any of the three warriors is alive at the end of the ability, Brewmaster is revived. Brewmaster's ultimate ability can be upgraded by the item Aghanim's Scepter, which increases the duration, reduces the cooldown of the ability and allows all three warriors to benefit from Brewmaster's third ability.

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Brewmaster is a melee tanky hero that can both deal and take a lot of punishment, making him able to both carry and tank. He is an exceptionally good duelist, as his core set of abilities allow him to empower himself and debilitate opponents. On the other hand, his powerful ultimate, while somewhat hard to manage properly, makes him a huge threat during teamfights. His first ability, ''Thunder Clap'', is a ground slam that damages all nearby opponents, also slowing their movement and attack speed. His second ability, ''Drunken Haze'', hurls a casket at target enemy hero, drenching them in alcohol, which slows their movement speed and gives them a chance to miss their attacks. His third ability, ''Drunken Brawler'', is a passive skill that gives Brewmaster a chance to dodge enemy attacks, as well as critically strike with his basic attacks for bonus damage. Brewmaster's ultimate, ''Primal Split'', splits him into three elemental warriors: Earth, Storm and Fire, each with a set of abilities. Earth is melee tank who is immune to enemy spells, has a chance to deal area-of-effect damage around himself with his basic attacks and can hurl a boulder to damage and stun an enemy hero. Storm is a ranged mage that can dispell all buffs and debuffs in a nearby area, trap an opponent inside a cyclone and give himself invisibility and bonus movement speed. Fire is a melee high damage warrior that constantly deals magic damage to nearby opponents through its fiery aura. If any of the three warriors is alive at the end of the ability, Brewmaster is revived. Brewmaster's ultimate ability can be upgraded by the item Aghanim's Scepter, which increases the duration, reduces the cooldown of the ability gives Earth ''Thunder Clap'', Fire ''Drunken Brawler'', and allows all three warriors to benefit from Brewmaster's third ability.
Storm ''Drunken Haze'' as bonus skills.



* BewareTheSillyOnes: ''Primal Split'' turns him from a slightly goofy inebriated panda-man into a deadly platoon of magical spirit warriors, and he becomes almost unkillable during its duration.



* LiteralSplitPersonality[=/=]SelfDuplication: His ultimate, ''Primal Split'', splits him into three elemental warriors.

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* MightyGlacier: He's slow, but he packs a wallop; plus he becomes extremely difficult to kill with his high HP and innate evasion skills.
* LiteralSplitPersonality[=/=]SelfDuplication: His ultimate, ''Primal Split'', splits him into three elemental warriors.warriors, which function as individual heroes for the duration.
** MightyGlacier: Earth is the slowest, but is immune to magic, carries a ranged, damage-dealing stun, and has a high chance of dealing bonus AOE damage in a radius.
** FragileSpeedster: Fire moves at maximum movespeed and constantly deals damage to every enemy around him, but is also extremely frail.
** SquishyWizard: Storm can turn invisible, purge buffs on enemies, and disable heroes with his tornado, but can't consistently deal damage.
* ManySpiritsInsideOfOne: A heroic variant; Brewmaster sometimes refer to the three spirits as his "drinking buddies".


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* SomeDexterityRequired: As soon as Brew pops his ultimate, you'll have to control three heroes simultaneously, each one with its own separate skills and abilities that work best chained together. If you buy a Scepter, you'll have to worry about combo-ing together ''more'' skills. A well-played Brewmaster ultimate, however can be extremely impressive and deadly.
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** '''Ogre''': [[http://hydra-media.cursecdn.com/dota2.gamepedia.com/9/9a/Alch_ability_concoc_25.mp3 "Didn't you hear me telling you to throw it?!"]]

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** --> '''Ogre''': [[http://hydra-media.cursecdn.com/dota2.gamepedia.com/9/9a/Alch_ability_concoc_25.mp3 "Didn't you hear me telling you to throw it?!"]]

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* ChargedAttack: ''Unstable Concoction'' gains power and stun duration for longer every second after it's activated, and if it's charged to maximum power it can deal more damage and stun for longer than Sven's ''Storm Hammer''.



* TheJuggernaut: With ''Chemical Rage'' activated, Alchemist can regenerate health faster than any other hero without a Heart of Tarrasque, and gains a huge amount of bonus HP. As such, he can shrug off all but the most damaging nukes in a few seconds, and walk right over any squishy supports that get in his way.

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* TheJuggernaut: With ''Chemical Rage'' activated, Alchemist can regenerate health faster than any other hero without a Heart of Tarrasque, and gains a huge amount of bonus HP.Tarrasque. As such, he can shrug off all but the most damaging nukes in a few seconds, and walk right over any squishy supports that get in his way.



* MadScientist: Razzil is prone to laughing maniacally or ranting about chemistry while last-hitting, activating ''Chemical Rage'', or killing a hero.



* OurOgresAreHungrier: The ogre mount seems to be quite different than the ogre mooks found in game.

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* OurOgresAreHungrier: The Razzil's ogre mount seems to be quite different than the ogre mooks found in game.game, although it does bear a strong resemblance to Ogre Magi.



* UnstoppableRage: When under the effects of Chemical Rage, the ogre runs faster, regenerates health faster, receives bonus health, and attacks faster.

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* UnstoppableRage: When under the effects of Chemical Rage, the ogre runs faster, regenerates health faster, receives bonus health, and attacks faster.
* WhatTheHellPlayer: If ''Unstable Concoction'' backfires, the ogre will sometimes berate Razzil, and, by extension the player controlling him, for not throwing it in time.
** '''Ogre''': [[http://hydra-media.cursecdn.com/dota2.gamepedia.com/9/9a/Alch_ability_concoc_25.mp3 "Didn't you hear me telling you to throw it?!"]]
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* ForMassiveDamage: Proper usage of his abilities can cause the most burst damage in a few momments any hero is capable of in the entire game.

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Chaotic evil means \"selfish antisocial\" not \"Proud warrior Race\"


* DifficultYetAwesome: Stampede usage, good Centaur players often use stampede when they aren't even doing anything more dangerous than last hitting, but their ''ally'' on the other side of the map is going in for a gank or running form the enemy.



** AlwaysChaoticEvil: Somewhat downplayed, but his people are implied to have a preference for violence.


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* VictoryIsBoring: His backstory.
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** ForMassiveDamage: It can critical Hit.

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[[caption-width-right:256:[-[[http://dota2.gamepedia.com/images/2/24/Cent_ally_18.mp3 "A centaur's road is paved with the corpses of the fallen."]]-] ]]

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[[caption-width-right:256:[-[[http://dota2.[[caption-width-right:256:[-[[http://hydra-media.cursecdn.com/dota2.gamepedia.com/images/2/24/Cent_ally_18.com/b/b8/Cent_battlebegins_01.mp3 "A centaur's road is paved "These proving grounds shall be littered with the corpses of the fallen.dead."]]-] ]]


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* AttackReflector: ''Return'' damages attackers based on a percentage of Centaur's strength, discouraging autoattackers from engaging him.
* BloodKnight


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* CastFromHitPoints: ''Double-Edge'' deals up to 400 damage to both Centaur and his target instead of costing mana, which means that most Centaur players wind up stacking health regeneration items.


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* LightningBruiser: Not only does he have the highest Strength gain of any hero, but he's also scarily fast- even without his ultimate, which lets him and all his allies charge at maximum movespeed for a few seconds.

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Updating several of these for 6.79


* ArchEnemy: He and Leviathan hate each others guts.

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* ArchEnemy: He and Leviathan Tidehunter hate each others other's guts.



* CriticalHitClass: A common strategy for Kunkka is to build the damage-dealing items Shadow Blade and Daedalus to use with Tidebringer; the bonus damage provided by uncloaking with Shadow Blade, combined with a lucky critical hit from Daedalus, can potentially annihilate an entire team in one go.

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* CriticalHitClass: A common strategy for Kunkka is to build the damage-dealing items items, Shadow Blade Blade, and Daedalus to use with Tidebringer; ''Tidebringer''; the bonus damage provided by uncloaking with Shadow Blade, combined with and a lucky critical hit crit from Daedalus, can potentially annihilate an entire team in one go.



* DifficultButAwesome: His spells have enormous burst possibility (rivaling some dedicated nukers!) and can stun and catch out enemies. However, they're some of the most difficult spells to land in the game.

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* DifficultButAwesome: His spells Both of Kunkka's nukes have enormous burst possibility (rivaling some dedicated nukers!) and can stun and catch out enemies. However, extremely long delays, so they're some of very hard to land, and ''Tidebringer'' can be hard to use properly since it can't be activated at will. However, a good Kunkka can do ''X Marks the most difficult spells Spot'' and ''Torrent'' combos to land in the game.lock down enemies, or ''Torrent'' and ''Ghost Ship'' combos that will deal a massive amount of damage to a group of enemies, or even use enemy creeps to his advantage to catch enemies from range with ''Tidebringer''.



''"Rattletrap descends from the same far-flung kindred as Sniper and Tinker, and like many of the Keen Folk, has offset his diminutive stature through the application of gadgetry and wit. The son of the son of a clockmaker, Rattletrap was many years apprenticed to that trade before war rode down from the mountains and swept the plains villages free of such innocent vocations. “Your new trade is battle,” his dying father told him as the village of their ancestors lay in charred and smoking ruins. It is a poor tradesman who blames his tools, and Rattletrap was never one to make excuses. After burying his father among the ruins of their village, he set about to transform himself into the greatest tool of warfare that any world had ever seen. He vowed to never again be caught unprepared, instead using his talents to assemble a suit of powered Clockwerk armor to make the knights of other lands look like tin cans by comparison. Now Rattletrap is alive with devices—a small but deadly warrior whose skills at ambush and destruction have risen to near-automated levels of efficiency. An artisan of death, his mechanizations make short work of the unwary, heralding a new dawn in this age of warfare. What time is it? It's Clockwerk time!"''

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''"Rattletrap descends from the same far-flung kindred as Sniper and Tinker, and like many of the Keen Folk, has offset his diminutive stature through the application of gadgetry and wit. The son of the son of a clockmaker, Rattletrap was many years apprenticed to that trade before war rode down from the mountains and swept the plains villages free of such innocent vocations. “Your “Your new trade is battle,” his dying father told him as the village of their ancestors lay in charred and smoking ruins. It is a poor tradesman who blames his tools, and Rattletrap was never one to make excuses. After burying his father among the ruins of their village, he set about to transform himself into the greatest tool of warfare that any world had ever seen. He vowed to never again be caught unprepared, instead using his talents to assemble a suit of powered Clockwerk armor to make the knights of other lands look like tin cans by comparison. Now Rattletrap is alive with devices—a small but deadly warrior whose skills at ambush and destruction have risen to near-automated levels of efficiency. An artisan of death, his mechanizations make short work of the unwary, heralding a new dawn in this age of warfare. What time is it? It's Clockwerk time!"''



* CastFromHitpoints: Huskar spends hitpoints to use Burning Spears, and his ultimate, Life Break, costs a ton of his health.

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* CastFromHitpoints: Huskar spends hitpoints to use Burning Spears, ''Burning Spears'', and his ultimate, Life Break, ''Life Break'', costs a ton of his health.



* MightyGlacier: Despite being able to dish out loads of damage, Huskar has pitifully low Agility, meaning that he attacks very slowly unless he's at very low health.



* WeaksauceWeakness: For all of Huskar's spell resistance, enemies who have high base damage will likely eviscerate him before he can do too much damage, as he needs to be at fairly low health to be effective.

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* WeaksauceWeakness: For all of Huskar's spell resistance, enemies who have high base damage will likely eviscerate him before he can do too much damage, as he needs to be at fairly low health to be effective. Additionally, ''Doom'' will completely nullify his magic resistance, meaning that getting hit by ''Doom'' at low health will mean swift death.



* DifficultButAwesome: As an extremely item-dependant hero with abysmal stat growth, players need to make every last-hit count and largely avoid combat for a good portion of the game while building core items. But by the end of the game, a well-played Alchemist can become a nigh-unkillable juggernaut.

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* DifficultButAwesome: As an extremely item-dependant item-dependent hero with abysmal stat growth, players need to make every last-hit count and largely avoid combat for a good portion of the game while building core items. But by the end of the game, a well-played Alchemist can become a nigh-unkillable juggernaut.



* TookALevelInBadass: A small one, but before the 6.77c patch Rooftrellen was pretty much never picked in competitive games due to his rather underwhelming abilities. Then the 6.77c patch changed ''Living Armor'' to make it reduce damage from ALL instances of damage (Previously, ''Living Armor'' only blocked physical damage). With the global range on the ability, this little change made it nigh-impossible to successfully gank Rooftrellen's allies in the early game, and made him a much more common pick in competitive games just for Living Armor alone.



Wisp is an unique ranged hero that is commonly played as a hardcore support thanks to its many ways to help allies. Even though Wisp lacks any sort of killing power by itself, with only one directly offensive ability, the capability to protect, support, empower and provide kills for its allies makes Wisp a very powerful pick in expert hands. While pretty hard to play due to his completely ally-dependant kit, a well played Wisp can prove to be a gamechanging presence on the battlefield. Wisp's first ability, ''Tether'', is arguably its more important, and it links Wisp to a nearby ally, forming an energy tether between the two that will break if they move too far apart (although it can be casted from a range twice as long as the breaking range, which will make Wisp quickly dash to its target and can be used for quick getaways). While linked, both Wisp and the ally enjoy bonus movement speed, and the ally will regen any amount of health and mana that Wisp gains. Additionally, any enemy unit that passes through the tether is stunned. Wisp's second ability, ''Spirits'', generates five energy spirits that circle around Wisp, and can be pulled in or out to circle closer or farther away from Wisp. When a spirit makes contact with an enemy hero it will explode, damaging all nearby enemies. Spirits that make contact with enemy non-hero units will damage them for a smaller amount, but will not explode. Wisp's third skill, ''Overcharge'', increases Wisp's attack speed and gives him a damage reduction from all sources at the cost of mana and health each second and, more importantly, is shared with the ally affected by Wisp's first skill. Finally, Wisp's ultimate, ''Relocate'', teleports itself and any linked ally to any position on the map for twelve seconds after a short cast time, which allows Wisp to be a global pressence on the map.



* SquishyWizard: Despite being a Strength hero, Wisp has pathetically low base stats and stat growth in all three areas; of all Strength heroes in the game, it has the lowest base Strength (tied with Phoenix, who is still only in Dota 1) and second-lowest Strength growth, beat out only by Alchemist. On top of all that, it's the only Hero in the game that starts with '''negative''' base armor. Needless to say, Wisp is very easy to kill if ever caught alone.

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* SquishyWizard: Despite being a Strength hero, hero (which are supposedly renowned for their durability), Wisp has pathetically low base stats and stat growth in all three areas; of all Strength heroes in the game, it has the lowest base Strength (tied with Phoenix, who is still only in Dota 1) and second-lowest Strength growth, beat out only by Alchemist. On top of all that, it's the one of only Hero two Heroes in the game (the other being Visage) that starts with '''negative''' base armor. Needless to say, Wisp is very easy to kill if ever caught alone.



* TheRival / BashBrothers: With Ymir the Tusk.

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* TheRival / BashBrothers: With Ymir Tusk. Both of them have several dedicated lines for meeting each other when on the Tusk.same team, or killing each other otherwise.



* EarthquakesCauseFissures: His ''Earth Splitter'' ultimate creates a fissure about twice the screen size!

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* EarthquakesCauseFissures: His ultimate, ''Earth Splitter'' ultimate Splitter'', creates a fissure about twice that moves very slowly, but upon completing its traven length will severely damage any enemies that happen to be in the screen size!area, on top of lining them up with the fissure and slowing them down, making them easy targets for finishing off with [=AoE=] spells.



* LimitBreak[=/=]LightningBruiser: ''Astral Spirit'' gives Elder Titan bonus damage and movement speed for each enemy it passes through. In the case of enemy heroes, it gives him +5% movement speed and +40 damage per hero, so catching four heroes with the projection (to say nothing of any creeps that happen to be standing around) will give him +20% movement speed and +160 attack damage, which, combined with his ''Natural Order'' aura, means that [[http://www.youtube.com/watch?v=ru7V7GETcwY he'll be hitting almost as hard as if he were carrying a Divine Rapier]].

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* LimitBreak[=/=]LightningBruiser: LightningBruiser: ''Astral Spirit'' gives Elder Titan bonus damage and movement speed for each enemy it passes through. In the case of enemy heroes, it gives him +5% movement speed and +40 damage per hero, so catching four heroes with the projection (to say nothing of any creeps that happen to be standing around) will give him a minimum of +20% movement speed and +160 attack damage, which, combined with his ''Natural Order'' aura, means that [[http://www.youtube.com/watch?v=ru7V7GETcwY he'll be hitting almost as hard as if he were carrying a Divine Rapier]].



* RaceLift: He was a [[{{ALoadOfBull}} Tauren]] in the first ''[=DoTA=]'', though for the sequel he was changed to an original design for copyright reasons.

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* PowerNullifier[=/=]FieldPowerEffect: Elder Titan's third ability and passive, ''Natural Order'', reduces the base armor and any armor gained through Agility of any nearby enemy to zero, on top of effectively nullifying their base magic resistance. This results in every enemy that happens to be in his vicinity taking a lot of extra damage.
* RaceLift: He was a [[{{ALoadOfBull}} Tauren]] Tauren in the first ''[=DoTA=]'', though for the sequel he was changed to an original design for copyright reasons.



* ShockwaveStomp: ''Echo Stomp''

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* ShockwaveStomp: Elder Titan's first skill, ''Echo Stomp''Stomp'', channels for a short duration, and upon landing damages all nearby enemy units and knocks them unconscious, causing them to wake up only when the debuff expires or they take player-based damage. It's a unique disable in that it can be used to pick off enemies one by one without worrying about dealing with the rest unless someone casts an [=AoE=] spell.



* TribalFacepaint

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* TribalFacepaintTribalFacepaint
* VampiricDraining: Any unit that gets touched by ''Astral Spirit'' will take damage, and upon returning to Elder Titan, he gains movement speed and attack damage for a short duration based on how many creeps and heroes it managed to pass through.

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* InASingleBound: Life Break starts with a fairly magnificent leap that can cover some fairly impressive ground. If fully upgraded, he can even do this once every ''four seconds''.
* MageKiller: If Berserker's Blood is fully upgraded and he's down to his last silver of health, Huskar has a whopping ''98%'' natural magic resistance, making practically any spell that doesn't have status effects that can slow him down useless on him.



* ViolationOfCommonSense: Huskar is at his best when he's at low health. Burning Spear can quickly eat up Huskar's health. As a result, most Huskar players use Burning Spear to intentionally nearly kill themselves in order to maximize his damage potential. Likewise, Life Break is often used to insert Huskar into situations that most heroes would usually run from, such as initiating against a hero that has much more health than he does.
* WeaksauceWeakness: For all of Huskar's spell resistance, enemies who have high base damage will likely eviscerate him before he can do too much damage, as he needs to be at fairly low health to be effective.




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* YouAreAlreadyDead: Burning Spears can do up to 140 damage per stack, spread out over 7 seconds, and stacks every time the victim is hit with Burning Spear activated. Combined with Huskar's lightning fast attack speed with Berserker's Blood, enemies who have no way to quickly heal or dispel the status effect are very likely to succumb even if they manage to escape or kill Huskar.
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Hottip cleanup


* ItemCaddy: Perhaps more than any other hero [[hottip:*:possibly barring Medusa]], Alchemist relies on a six-slotted inventory of powerful items to get kills. This is made easier by his passive, which makes farming much faster and easier, so a good Alchemist will probably assemble most his arsenal by the thirty-minute mark.

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* ItemCaddy: Perhaps more than any other hero [[hottip:*:possibly [[note]]possibly barring Medusa]], Medusa[[/note]], Alchemist relies on a six-slotted inventory of powerful items to get kills. This is made easier by his passive, which makes farming much faster and easier, so a good Alchemist will probably assemble most his arsenal by the thirty-minute mark.
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* AFormYouAreComfortableWith


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* ChargedAttack: ''Enchant'' gives him a massive damage boost for one attack, and can be upgraded to damage and stun every enemy in a small radius.


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* EarthquakeMachine: His totem is a supernatural variant.


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* MagicKnight: Although he's a Strength hero and has good durability, his base autoattacks are fairly weak and he relies heavily on his spells to support his team.
* MightyGlacier


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* PowerMakesYourVoiceDeep
* RaceLift: He was a [[{{ALoadOfBull}} Tauren]] in the first ''[=DoTA=]''; this was changed into a more ambiguous gorilla-bull hybrid for the sequel for copyright reasons.


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* RaceLift: He was a [[{{ALoadOfBull}} Tauren]] in the first ''[=DoTA=]'', though for the sequel he was changed to an original design for copyright reasons.
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** There's even utility in giving heroes magic immunity when they don't want it, [[http://youtu.be/3OWqFH2Ehyg?t=1m23s letting you pull off some pretty unconventional kills]].
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* DifficultButAwesome: Despite its global range, ''Rocket Flare'' travels fairly slowly, meaning that it can be difficult to hit targets that aren't standing still if you're shooting your flare anywhere that isn't on the same screen as Clockwerk. ''Hookshot'' also has a very limited radius of effect, making it hard to latch onto enemy heroes that are actively trying to juke you. But once you master these skills, Clockwerk becomes much deadlier. Flares can push creep lanes from the other side of the map and snipe fleeing enemy heroes in the dark (or simply for denying an enemy's Healing Salve or Clarity during laning), while Hookshot can travel across more than a screen to latch enemy heroes who think they're safe, use ''Power Cogs'' to lock them in, and activate ''Battery Assault'' to deal damage over time.

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* DifficultButAwesome: Despite its global range, ''Rocket Flare'' travels fairly slowly, meaning that it can be difficult to hit targets that aren't standing still if you're shooting your flare anywhere that isn't on the same screen as Clockwerk. ''Hookshot'' also has a very limited radius of effect, making it hard to latch onto enemy heroes that are actively trying to juke you. But once you master these skills, Clockwerk becomes much deadlier. Flares can push creep lanes from the other side of the map and snipe fleeing enemy heroes in the dark (or simply for denying to deny an enemy's Healing Salve or Clarity during early laning), while Hookshot can travel across more than a screen to latch enemy heroes who think they're safe, use ''Power Cogs'' to lock them in, and activate ''Battery Assault'' to deal damage over time.



* BarrierWarrior: His second skill, ''Repel'', gives magic immunity to the target, making them invulnerable to most spells. At high levels, he can basically spam it continuously and only give the enemy a two-second window to cast spells on the target if they don't have any purge abilities. Even late-game where everyone on both teams may be carrying Black King Bars, the spammability of the spell means that you can use it in any situation rather than hold it in reserve for just the right teamfight.

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* BarrierWarrior: His second skill, ''Repel'', gives magic immunity to the target, making them invulnerable to most spells. At high levels, levels (where it lasts for 12 seconds), he can basically spam it continuously and only give the enemy a two-second window to cast spells on the target if they don't have any purge abilities. Even late-game where everyone on both teams may be carrying Black King Bars, Bars (which become less effective the more you use them, only lasting for 4 seconds at its weakest state), the spammability of the spell (a 14-second cooldown and 50 MP cost) means that you can use it in any situation rather than hold it in reserve for just the right teamfight.



* StoneWall: Omniknight is notorious as one of the hardest heroes in the game to kill due to his skills, and for his ability to make his teammates equally hard to kill. Unfortunately, his low Agility gain means that he has trouble dishing out damage on the scale that a semi-carry can.

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* StoneWall: Omniknight is notorious as one of the hardest heroes in the game to kill due to his tankiness, his skills, and for his ability to make his teammates equally hard to kill. Unfortunately, his low Agility gain means that he has trouble dishing out damage on the scale that a semi-carry can.

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[[quoteright:256:http://static.tvtropes.org/pmwiki/pub/images/Earthshaker_4524.png]]
[[caption-width-right:256:[-[[http://hydra-images.cursecdn.com/dota2.gamepedia.com/a/a5/Erth_rare_05.mp3 "There may be many earths, but there's only one Earthshaker."]]-] ]]
!!Raigor Stonehoof, the Earthshaker

''"Like a golem or gargoyle, Earthshaker was one with the earth but now walks freely upon it. Unlike those other entities, he created himself through an act of will, and serves no other master. In restless slumbers, encased in a deep seam of stone, he became aware of the life drifting freely above him. He grew curious. During a season of tremors, the peaks of Nishai shook themselves loose of avalanches, shifting the course of rivers and turning shallow valleys into bottomless chasms. When the land finally ceased quaking, Earthshaker stepped from the settling dust, tossing aside massive boulders as if throwing off a light blanket. He had shaped himself in the image of a mortal beast, and named himself Raigor Stonehoof. He bleeds now, and breathes, and therefore he can die. But his spirit is still that of the earth; he carries its power in the magical totem that never leaves him. And on the day he returns to dust, the earth will greet him as a prodigal son."''

Earthshaker is a powerful melee hero that is known for his incredibly powerful initiating and ganking abilities. Earthshaker stands out from other Strenght heroes in that he depends a lot on his spells and small mana pool to deal his potentially sky-rocketing damage, and is specially adept at damaging enemies that are clustered together. He is, however, very dependant on buying a Blink Dagger to provide him with the mobility he lacks to flash in the middle of the enemy team and unleash his devastating power. His first ability, ''Fissure'', makes him slam the ground with his totem, creating a rock wall in a long line in front of him that damages and stuns enemy heroes it collides with. The wall remains for a few seconds afterwards, becoming unpassable terrain. His second ability, ''Enchant Totem'', enchants his totem, greatly increasing the damage of his next attack. It is mostly used to proc his third ability, ''Aftershock'', which is a passive skill that damages and briefly stuns all nearby opponents whenever Earthshaker activates an ability. Finally, his ultimate, ''Echo Slam'', is what makes him so feared, and it slams the earth with his totem so strongly that it creates a powerful shockwave that damages nearby enemy units. The catch is that each enemy unit hit releases an additional shockwave around themselves, damaging nearby opponents, which means that a well placed Earthshaker is able to heavily damage or even kill the entire enemy team if they stand close. Earthshaker's ultimate ability can be upgraded by the item Aghanim's Scepter, and it makes every enemy unit hit release two shockwaves instead of one, essentially doubling the damage.

* CarryABigStick[=/=]TelephonePolearm: His totem.
* DishingOutDirt: Well, Raigor is made out of dirt.
* EarthquakesCauseFissures
* GeoEffects: His ''Fissure'' can not only stun but also temporarily create an impassible crevasse. Knowing how to use it to trap enemies is vital to mastering Earthshaker.
* GroundShatteringLanding: The animation for his ultimate, ''Echo Slam''
* HerdHittingAttack: ''Echo Slam'' deals bonus damage per every enemy unit within range, so hitting a lot of enemies is a requirement for it.
* InterfaceScrew: A recent visuals update means that his active abilities now shake the entire screen when cast.
* NounVerber
* PrimalStance
* ShockwaveStomp: Each of his abilities triggers an extra shockwave around him.

[[quoteright:256:http://static.tvtropes.org/pmwiki/pub/images/Sven_2669.png]]\
[[caption-width-right:256:[-[[http://dota2.gamepedia.com/images/f/fa/Sven_rare_06.mp3 "One man, in a world of foes."]]-] ]]
!!Sven, the Rogue Knight

''"Sven is the bastard son of a Vigil Knight, born of a Pallid Meranth, raised in the Shadeshore Ruins. With his father executed for violating the Vigil Codex, and his mother shunned by her wild race, Sven believes that honor is to be found in no social order--but only in himself. After tending his mother through a lingering death, he offered himself as a novice to the Vigil Knights, never revealing his identity. For thirteen years he studied in his father's school, mastering the rigid code that declared his existence an abomination. Then, on the day that should have been his In-Swearing, he seized the Outcast Blade, shattered the Sacred Helm, and burned the Codex in the Vigil's Holy Flame. He strode from Vigil Keep, forever solitary, following his private code to the last strict rune. Still a knight, yes...but a Rogue Knight."''

Sven is a melee hero with a simple, yet effective set of abilities. Not only can he be a very effective support OR carry, but he most notably can do both in a single game thanks to his kit containing both high utility spells that allow him to support and initiate, and powerful damage steroids that help him deal damage. He usually transitions from an early game supporting role to a full blown hard carry at late game, but he has to cope with a mid game phase in which he doesn't excel at either role. He's also very dependant on his small mana pool. His first ability, ''Storm Hammer'', launches his gauntlet at an enemy unit, damaging and stunning it, as well as other nearby enemies, which is notably one of the very few targeted stuns in the game. His second ability, ''Great Cleave'', is a passive skill that gives his basic attacks a cleaving effect that damages other targets around his attack target for a percentage of the damage dealt. His third ability, ''Warcry'', instantly increases the armor and movement speed of himself and nearby allies for a brief duration. Finally, Sven's ultimate ability, ''God's Strength'', grants him a large buff to his attack damage (going as far as triplicating it at maximum level) for quite a long duration, which gives him great carrying potential.

* TheBerserker: His playstyle emphasizes rushing into the midst of the fight to deal as much damage as possible during his stun and buffs.
* {{BFS}}: The Outcast Blade, a sword as long as most people are tall!
* BorrowedCatchPhrase: A hilarious one with Enchantress:
--> '''Sven (killing Enchantress):''' [[UnusualEuphemism Go sproink]] [[http://dota2.gamepedia.com/images/4/46/Sven_rival_06.mp3 yourself!]]
* ButtMonkey: In Dota's Hero Spotlight videos, he is always the designated target to show the hero's abilities and be killed... even in his own, so it spread to fan-made videos as well.
* CoolHelmet: A knight's helmet with huge horns.
* GlowingEyesOfDoom: When under the effects of God's Strength.
* GutturalGrowler: Game's prime example.
* [[HalfHumanHybrid Half-Meranth Hybrid]]: Both of Pallid Meranth (Mother's side) and a Vigil Knight (Father's side).
* HourOfPower: His skills (area stun, speed and armor increase, damage multiplier) and commonly built items ([[TheBerserker Mask of Madness]], [[NoSell Black King Bar]], and [[CastFromHitPoints Armlet]]) all give him a brief boost in power over his enemies. Activate all of them at once - and Sven becomes the prime candidate to score a [[TotalPartyKill Rampage]].
* KnightInSourArmor
* LightningBruiser
* MagicKnight: Relies heavily on his limited mana pool.
* RatedMForManly
* RazorWind: To indicate how far the ''Greater Cleave'' damage reaches past the sword's length.
* RocketPunch: ''Storm Hammer'' launches his enchanted gauntlet at the enemies.
* RougeAnglesOfSatin
--> '''Sven:''' [[http://dota2.gamepedia.com/images/f/fe/Sven_rare_09.mp3 "It's Rogue Knight, dammit! It's not rouge knight."]]
* ScreamingWarrior: His ''Warcry'' gives himself and nearby allies a huge speed and armor boost. And he generally screams a lot.
* ShoutOut: His name is a reference to a wrestler, whose signature skill was to get 'Pumped Up.'
* SophisticatedAsHell
* SuperMode: ''God's Strength'' amplifies Sven's damage for a few seconds...
** TurnsRed: And changes his color to red.

[[quoteright:256:http://static.tvtropes.org/pmwiki/pub/images/Tiny_2514.png]]
[[caption-width-right:256:[-[[http://dota2.gamepedia.com/images/0/07/Tiny_spawn_07.mp3 "Sticks and stones will break their bones."]]-] ]]

!!Tiny, the Stone Giant

''"Coming to life as a chunk of stone, Tiny's origins are a mystery on which he continually speculates. He is a Stone Giant now, but what did he used to be? A splinter broken from a Golem's heel? A shard swept from a gargoyle-sculptor's workshop? A fragment of the Oracular Visage of Garthos? A deep curiosity drives him, and he travels the world tirelessly seeking his origins, his parentage, his people. As he roams, he gathers weight and size; the forces that weather lesser rocks, instead cause Tiny to grow and ever grow."''

Tiny is a melee hero with great ganking and burst damage capabilities, but with Aghanim’s Scepter can transition into a successful late-game carry. His early game kill potential is very high as a result of the lethal burst damage of his first and second skills. Tiny is however heavily dependent on his mana pool and as the game progresses into the late game, where spell damage falls off and right-click damage takes priority, his slow attack speed becomes a major hindrance without farm, and thus he depends on a succesful early game. Tiny’s first skill, ''Avalanche'', causes a landslide in the targeted area, dealing damage and stunning all enemy units in its area of effect. His second skill, ''Toss'', tosses a random unit, friend or foe, within a short radius of Tiny at the targeted enemy, dealing damage in an area around it. Tiny’s deadly mid-game combo is using his first skill on a lone enemy, then tossing him into the air. As he falls back down, the landslide's stun and damage is reapplied, essentially doubling the damage. This combo allows Tiny to obliterate low health heroes. His third skill, ''Craggy Exterior'', is a passive ability which grants him bonus armor, deals damage to enemies who attack him and has a chance to stun them. Tiny’s ultimate and most iconic skill is another passive which makes him grow in size, aptly named ''Grow''. Whilst starting out small, by the time he has maxed his ultimate Tiny is among the largest heroes in the game. As he grows he gains bonus damage, movement speed and bonus damage to his second skill at the cost of a significant dent to his attack speed. Tiny can purchase an Aghanim’s Scepter, althought it doesn't specifically boost his ultimate, which makes him pick up a tree and use it as a melee weapon. It grants him increased attack range, bonus damage against buildings, a cleave to his attack and adding even more bonus damage to his second skill.

* DishingOutDirt: As a stone giant, this is to be expected.
* FastballSpecial: Toss can be used this way to hurl allies into the midst of enemies for teamfight initiation.
* GlowingEyes
* {{Golem}}: Sort of.
* GrievousHarmWithABody: When used against an enemy, Toss inflicts damage to the tossed unit, and does [=AoE=] damage if targeted on an enemy. If combined with Avalanche, it inflicts double Avalanche's damage, making Tiny capable of [[OneHitKill one-shotting]] most squishy heroes in the game.
* HulkSpeak: One of his lines even deliberately makes a ShoutOut as such.
-->'''Tiny:''' [[http://dota2.gamepedia.com/images/3/35/Tiny_attack_12.mp3 Tiny smash!]]
* IronicNickname: Although his name is true at first, Tiny quickly becomes one of the largest characters in the game.
* OurGiantsAreBigger: Unlike a typical giant, Tiny is made of stone. He also can't be considered a proper "giant" until later in the game.
* LightningBruiser: As you level his ultimate, Tiny actually ''gains'' movement speed, to the point where he can chase most heroes around the map pretty easily.
* MagikarpPower: In the beginning of the game, Tiny is pretty pathetic- he has terrible agility, two spells that eat his mana very quickly, and fairly poor stat growth. Give him time and a few early kills, though, and he'll soon transform into a LightningBruiser, capable of smashing entire teams asunder by the mid-to-late game.
* TelephonePolearm: If given Aghanim's Scepter, Tiny will use A TREE as a bludgeon.
* TheDevTeamThinksOfEverything: You're not likely to make Aghanim's Scepter before you have your ultimate. But if you do, you'll be treated to a sight of Tiny hauling around a comically large tree - twice as big as himself if you didn't level the ultimate at all - with unique animations for all actions.
* WeirdBeard: Made of moss.



[[quoteright:256:http://static.tvtropes.org/pmwiki/pub/images/Alchemist_3887.png]]
[[caption-width-right:256:[-[[http://dota2.gamepedia.com/images/0/09/Alch_spawn_05.mp3 "I'm the brains!" "And I'm the brawn!"]]-] ]]
!!Razzil Darkbrew, the Alchemist

''"The sacred science of Chymistry was a Darkbrew family tradition, but no Darkbrew had ever shown the kind of creativity, ambition, and recklessness of young Razzil. However, when adulthood came calling he pushed aside the family trade to try his hand at manufacturing gold though Alchemy. In an act of audacity befitting his reputation, Razzil announced he would transmute an entire mountain into gold. Following two decades of research and spending and preparation, he failed spectacularly, quickly finding himself imprisoned for the widespread destruction his experiment wrought. Yet Razzil was never one to take a setback lightly, and sought escape to continue his research. When his new cellmate turned out to be a fierce ogre, he found just the opportunity he needed. After convincing the ogre not to eat him, Razzil set about carefully concocting a tincture for it to drink, made from the moulds and mosses growing in the prison stone work. In a week’s time, it seemed ready. When the ogre drank the potion, it flew into an unstoppable berserker rage, destroying the cell bars and exploding through walls and guards alike. They soon found themselves lost somewhere in the forest surrounding the city with a trail of wreckage in their wake and no signs of pursuit. In the tonic’s afterglow, the ogre seemed serene, happy, and even eager. Resolving to work together, the pair set off to collect the materials needed to attempt Razzil’s Alchemic transmutation once more.''

Alchemist is a quirky melee hero whose variety of alchemical spells grants him a versatile skillset, and is usually played as a carry. His main strengths include his unparalleled ability to farm gold from enemy creeps, as well as his incredibly powerful steroid ultimate. While he is quite weak during the early stages of the game, he'll eventually become a powerful and hard to kill damage dealer if he's allowed to farm freely. His first ability, ''Acid Spray'', coats a large nearby area in acid, continuously damaging and reducing the armor of enemies in the area. His second (and quirkiest) ability, ''Unstable Concoction'', allows him to start brewing an unstable potion that he can then hurl at a nearby enemy hero to damage and stun them. The longer he brews the potion, the stronger the damage and stun will be, but if he brews it for too long the potion will eventually explode, damaging and stunning the Alchemist himself. His third, and arguably more important ability is a passive skill called ''Greevil's Greed'' that increases the gold the Alchemist obtains for killing enemy creeps, the bonus gold stacking if he keeps killing creeps in the next few seconds, up to a cap. His final and ultimate ability, ''Chemical Rage'', drives his ogre into an alchemical fury, and is one of the strongest steroids in the game, giving the Alchemist a large bonus to his health, health and mana regeneration, movement speed and attack speed for a long duration.

* AcidPool: Acid Spray can create one in an area.
* AlchemyIsMagic: Razzil's alchemy is apparently able to turn living organisms into gold.
* BadassBeard: Razzil himself.
* BrainsAndBrawn: Razzil and the ogre refer to themselves as the brains and the brawn, respectively.
* DeadlyGas: His Acid Spray ability creates a large cloud that shreds the armor and health of enemies.
* DifficultButAwesome: As an extremely item-dependant hero with abysmal stat growth, players need to make every last-hit count and largely avoid combat for a good portion of the game while building core items. But by the end of the game, a well-played Alchemist can become a nigh-unkillable juggernaut.
* FatAndSkinny: The ogre and Razzil, respectively.
* GoodOldFisticuffs: The ogre's primary means of attack.
* HumanResources:
--> '''Alchemist (killing Pudge):''' [[http://hydra-images.cursecdn.com/dota2.gamepedia.com/e/ec/Alch_rival_02.mp3 "You don't think Pudge will mind if we salvage him for fluids, do you?"]]
--> '''Alchemist (killing Puck):''' [[http://hydra-images.cursecdn.com/dota2.gamepedia.com/e/e6/Alch_rival_05.mp3 "All right! Fairy dragon blood is hard to come by!"]]
--> '''Alchemist (killing Skeleton King):''' [[http://hydra-images.cursecdn.com/dota2.gamepedia.com/f/f9/Alch_rival_08.mp3 "One Skeleton King provides a day's requirement of calcium."]]
* ItemCaddy: Perhaps more than any other hero [[hottip:*:possibly barring Medusa]], Alchemist relies on a six-slotted inventory of powerful items to get kills. This is made easier by his passive, which makes farming much faster and easier, so a good Alchemist will probably assemble most his arsenal by the thirty-minute mark.
* TheJuggernaut: With ''Chemical Rage'' activated, Alchemist can regenerate health faster than any other hero without a Heart of Tarrasque, and gains a huge amount of bonus HP. As such, he can shrug off all but the most damaging nukes in a few seconds, and walk right over any squishy supports that get in his way.
* LethalJokeCharacter: Alchemist has the lowest total stat growth out of all heroes, with even many non-Strength heroes having better Strength growth than him. Yet if a competent Alchemist maxes Greevil's Greed early and is given free-farm, he can easily farm multiple late-game items before the carry on the opposite side has even purchased their first core item. It is not unusual for good Alchemist players to be six-slotted with plenty of gold for buybacks before the 30-minute mark in a match.
* LightningBruiser
* MagikarpPower: Perhaps more than any other hero in the game, Alchemist depends on buying expensive items (such as Assault Cuirass and Mjollnir) for success. As such, Alchemist is relatively helpless for most of the laning and pushing stages, but by the final push a well-farmed Alchemist can become a beefy killing machine, capable of soloing teams with greatly buffed auto-attacks.
* MoneyMultiplier: ''Greevil's Greed'' grants bonus gold for every unit killed in a specific time.
* MountedCombat: Razzil rides on the back of an ogre. Whilst Razzil does the pointing, the ogre does the punching.
* OurOgresAreHungrier: The ogre mount seems to be quite different than the ogre mooks found in game.
* PhantasySpelling: Chymistry
* PurpleIsPowerful: [[UnstoppableRage Chemical Rage]]
* RaceAgainstTheClock: A minor example with Unstable Concoction. If it's not thrown within 7 seconds, it will stun and damage the Alchemist.
* RedEyesTakeWarning: The portrait for his ultimate, [[UnstoppableRage Chemical Rage]]
* SuperMode: [[UnstoppableRage Chemical Rage]]
* SuperPowerMeltdown: The Unstable Concoction. Razzil throws a potion at an enemy that stuns them depending on how long he shakes it up. However, if he holds on to it too long, it will explode and stun himself.
* SuperSerum: How the ogre enters its Chemical Rage form.
* TookALevelInBadass: Before the 6.75 patch Alchemist had the lowest win rate in the game and was regarded as a joke character. The 6.75 patch, however, buffed all of his abilities to the point where he is viable and can be a pretty big threat, and in The International 2013 he became a high tier pick.
* ThereWasADoor: The ogre simply crashes through the walls of the prison that he and Razzil was stuck in.
* ThrowDownTheBomblet: ''Unstable Concoction'' has Alchemist hurl a beaker of explosive chemicals at the target.
* UnstoppableRage: When under the effects of Chemical Rage, the ogre runs faster, regenerates health faster, receives bonus health, and attacks faster.



[[quoteright:256:http://static.tvtropes.org/pmwiki/pub/images/brewmaster_3109.png]]
[[caption-width-right:256:[-[[http://dota2.gamepedia.com/images/b/b4/Brew_rare_01.mp3 "Drink and be bleary, for tomorrow we die."]]-] ]]

!!Mangix, the Brewmaster

''"Deep in the Wailing Mountains, in a valley beneath the Ruined City, the ancient Order of the Oyo has for centuries practiced its rights of holy reverie, communing with the spirit realm in grand festivals of drink. Born to a mother’s flesh by a Celestial father, the youth known as Mangix was the first to grow up with the talents of both lineages. He trained with the greatest aesthetes of the Order, eventually earning, through diligent drunkenness, the right to challenge for the title of Brewmaster—that appellation most honored among the contemplative malt-brewing sect. As much drinking competition as mortal combat, Mangix for nine days drank and fought the elder master. For nine nights they stumbled and whirled, chugged and struck, until at last the elder warrior collapsed into a drunken stupor, and a new Brewmaster was named. Now the new, young Brewmaster calls upon the strength of his Oyo forebears to speed his staff. When using magic, it is to his spirit ancestors that he turns. Like all Brewmasters before him, he was sent out from his people with a single mission. He wanders the land, striving toward enlightenment through drink, searching for the answer to the ancient spiritual schism—hoping to think the single thought that will unite the spirit and physical planes again."''

Brewmaster is a melee tanky hero that can both deal and take a lot of punishment, making him able to both carry and tank. He is an exceptionally good duelist, as his core set of abilities allow him to empower himself and debilitate opponents. On the other hand, his powerful ultimate, while somewhat hard to manage properly, makes him a huge threat during teamfights. His first ability, ''Thunder Clap'', is a ground slam that damages all nearby opponents, also slowing their movement and attack speed. His second ability, ''Drunken Haze'', hurls a casket at target enemy hero, drenching them in alcohol, which slows their movement speed and gives them a chance to miss their attacks. His third ability, ''Drunken Brawler'', is a passive skill that gives Brewmaster a chance to dodge enemy attacks, as well as critically strike with his basic attacks for bonus damage. Brewmaster's ultimate, ''Primal Split'', splits him into three elemental warriors: Earth, Storm and Fire, each with a set of abilities. Earth is melee tank who is immune to enemy spells, has a chance to deal area-of-effect damage around himself with his basic attacks and can hurl a boulder to damage and stun an enemy hero. Storm is a ranged mage that can dispell all buffs and debuffs in a nearby area, trap an opponent inside a cyclone and give himself invisibility and bonus movement speed. Fire is a melee high damage warrior that constantly deals magic damage to nearby opponents through its fiery aura. If any of the three warriors is alive at the end of the ability, Brewmaster is revived. Brewmaster's ultimate ability can be upgraded by the item Aghanim's Scepter, which increases the duration, reduces the cooldown of the ability and allows all three warriors to benefit from Brewmaster's third ability.

* AlcoholHic
* BigFun
* BoisterousBruiser
* BoozeBasedBuff: Played straight with the Brewmaster's ''Drunken Brawler'' ability, which gives him a chance to evade attacks and deal critical damage. Inverted with his ''Drunken Haze'' ability, which causes a negative buff on enemies.
* CriticalHitClass: His ''Drunken Brawler'' ability gives him a chance to regularly deal critical (200%) damage.
* ContinuityNod: Although the Storm Spirit is now a human, Brewmaster still labels him as his cousin, likely due to his celestial heritage. In the original Dota, both Brewmaster and Storm Spirit were pandarens.
** While he is a red panda now, his "ancestral spirits" have a giant panda pattern like the original's elemental pandaren.
* DrunkenMaster
* ElementalPowers: After his ultimate (see LiteralSplitPersonality below).
** BlowYouAway
** DishingOutDirt
** PlayingWithFire
* EpicFlail: An odd combination of what can be called [[FightingWithChucks nunchaku]], but with a [[SimpleStaff staff]] on one end is his WeaponOfChoice. However, [[http://en.wikipedia.org/wiki/Two_section_staff it's a real weapon]].
* GlowingEyes: His elemental spirits.
* ImprobableWeaponUser: He uses his barrel of booze as much as a weapon as his staff.
* LiteralSplitPersonality[=/=]SelfDuplication: His ultimate, ''Primal Split'', splits him into three elemental warriors.
* [[PandaingToTheAudience Panda-ing To The Audience]]: His race is very Panda-like. The relation becomes more apparent when you look at his previous skin and ancestral spirits. He even used to be a [[{{Warcraft}} Pandaren]] in the original [=DotA=].
* ShockwaveStomp: ''Thunder Clap''
* StoutStrength
* TransformationIsAFreeAction: When performing ''Primal Split'', Brewmaster becomes invulnerable for the duration of the transformation, until after the three elementals are able to move.

[[quoteright:256:http://static.tvtropes.org/pmwiki/pub/images/Bristleback_317.png]]
[[caption-width-right:256:[-[[http://dota2.gamepedia.com/images/7/7d/Bristle_begin_03.mp3 "Time to mash some faces, I'd say."]]-] ]]

!!Rigwarl, the Bristleback

''"Never one to turn his back on a fight, Rigwarl was known for battling the biggest, meanest scrappers he could get his hands on. Christened Bristleback by the drunken crowds, he waded into backroom brawls in every road tavern between Slom and Elze, until his exploits finally caught the eye of a barkeep in need of an enforcer. For a bit of brew, Bristleback was hired to collect tabs, keep the peace, and break the occasional leg or two (or five, in the case of one unfortunate web-hund). After indulging in a night of merriment during which bodily harm was meted out in equal parts upon both delinquent patrons and his own liver, Bristleback finally met his match. “Your tusks offend me, sir,” he was heard to drunkenly slur to one particularly large fellow from the northern wastes whose bill had come due. What followed was a fight for the ages. A dozen fighters jumped in. No stool was left unbroken, and in the end, the impossible happened: the tab went unpaid. Over the weeks that followed, Bristleback's wounds healed, and his quills grew back; but an enforcer's honor can be a prickly thing. He paid the tab from his own coin, vowing to track down this northerner and extract redemption. And then he did something he'd never done before--he actually trained, and in so doing made a startling discovery about himself. A smile peeled back from his teeth as he flexed his quills. Turning his back to a fight might be just the thing."''

Bristleback is a tanky melee hero that is specially good at ganking and chasing down enemies, although he can function as a semi-dedicated damage dealer with items. The low cooldown and cost of his abilities allows him to spam them to his heart's content, and they all stack for increasingly powerful effects. He is mainly played as a hardcore ganker, since his set of skills make escaping from him very hard, although he can also tank some serious punishment if played well. His first ability, ''Viscous Nasal Goo'', fires a mass of mucus at an enemy, slowing them and reducing their armor, which can stack several times thanks to its low cost and cooldown. With a similarly low cost and cooldown, his second ability, ''Quill Spray'', sends a barrage of quills around Bristleback, damaging all nearby opponents as well as giving them a stacking debuff that increases damage taken from further quill sprays. His third ability, ''Bristleback'', is a passive skill that reduces damage taken by Bristleback if he's hit from the sides, and reduces it even more if he's hit from the rear. Additionally, if he takes a certain amount of damage from the rear, he automatically releases a costless quill spray. Finally, his ultimate, ''Warpath'', is yet another passive ability that increases Bristleback's movement speed and attack damage everytime he casts an ability, which also stacks and has a clear synergy with his low cooldown abilities.

* TheBet: Apparently he was sent to war by the same bartender as Tusk.
--> '''Rigwarl:''' [[http://dota2.gamepedia.com/images/e/ea/Bristle_rare_01.mp3 "It was a barkeep that got me into this mess. Yeah, I think I'll pay em a visit when this is done."]]
* DeathOfAThousandCuts: His only damaging spell ''Quill Spray'' is very weak, but has low cooldown and increases in power with each subsequent hit.
* EpicFlail: A huge boulder on a chain.
* EyepatchOfPower
* LargeHam: Can compete with Tusk in his sheer hamminess.
* LightningBruiser
* NaturalWeapon: His quills and snot.
* NoIndoorVoice
* PunctuatedForEmphasis: Uses this ''a lot''.
--> '''Rigwarl (Killing Doom):''' [[http://dota2.gamepedia.com/images/b/b8/Bristle_rival_20.mp3 "Who's. Doomed. Now."]]
* TheRival / BashBrothers: With Ymir the Tusk.
* SpikeShooter: Is able to shoot the quills from his back.
* [[SpikeBallsOfDoom Spike Ball Of Doom]]: He's a living one.
* UnstoppableRage: His ultimate ''Warpath''.
--> ''Bristlebog works himself up into a fury every time he casts a spell, increasing his movement speed and damage.''


[[quoteright:256:http://static.tvtropes.org/pmwiki/pub/images/20121026031419Centaur_Warrunner_862.png]]
[[caption-width-right:256:[-[[http://dota2.gamepedia.com/images/2/24/Cent_ally_18.mp3 "A centaur's road is paved with the corpses of the fallen."]]-] ]]
!!Bradwarden, the Centaur Warrunner

''"It's said that a centaur's road is paved with the corpses of the fallen. For the one called Warrunner, it has been a long road indeed. To outsiders, the four-legged clans of Druud are often mistaken for simple, brutish creatures. Their language has no written form; their culture lacks pictographic traditions, structured music, formalized religion. For centaurs, combat is the perfect articulation of thought, the highest expression of self. If killing is an art among centaurs, then Bradwarden the Warrunner is their greatest artist. He rose to dominance on the proving grounds of Omexe, an ancient arena where centaur clans have for millennia gathered to perform their gladiatorial rights. As his fame spread, spectators came from far and wide to see the great centaur in action. Always the first to step into the arena, and the last to leave, he composes a masterpiece in each guttering spray, each thrust of blood-slickened blade-length. It is the poetry of blood on steel, flung in complex patterns across the pale sands of the killing floor. Warrunner defeated warrior after warrior, until the arena boomed with the cheering of his name, and he found himself alone, the uncontested champion of his kind. The great belt of Omexe was bestowed, wrapped around his broad torso, but in his victory, the death-artist found only emptiness. For what is a warrior without a challenge? The great centaur galloped out of Omexe that day with a new goal. To his people, Warrunner is the greatest warrior to ever step into the arena. Now he has set out to prove he is the greatest fighter who has ever lived."''

Centaur Warrunner is a powerful melee hero who is notable for his immense survivability and tankiness, as well as his powerful initiation abilities. Although he lacks any ranged abilities, his enormous health pool and disruption skills allow him to close in onto the enemy team, where he can unleash a rampage of crowd control and damage. While not as powerful as a real carry, he can deal a lot of damage and survive most encounters thanks to his massive health. His first ability, ''Hoof Stomp'', makes him stomp the ground, damaging and stunning any nearby opponents. His second ability, ''Double Edge'', is where most of his damage comes from. It is a very powerful melee blow that deals heavy damage to his target, as well as other enemies in a small area around it, but also damages the Centaur Warrunner himself, although he cannot die through this damage. His third ability, ''Return'', is a passive skill that immediately damages any hero that hurts the Centaur Warrunner with their basic attacks, which greatly discourages squishy carries from focusing him. Finally, his ultimate, ''Stampede'', is a powerful initiation tool that immediately grants all allies on the map maximum movement speed and allows them to pass through enemy units, trampling them to inflict damage and a massive slow, although a single enemy cannot be affected by this more than once.

* AnAxeToGrind
* CreepyGood: Bradwarden is a seriously evil looking centaur with empty eyes, horns, jutting fangs and a mohawk. However, he is on Radiant side, often considered the ''good side.''
* GladiatorGames: Is a champion of them.
* HornedHumanoid
* MonochromaticEyes
* OurCentaursAreDifferent: Unlike centaurs seen in most other works, Bradwarden has horns and out-jutting lower fangs.
* ProudWarriorRaceGuy: His culture has little to it other than violence.
** AlwaysChaoticEvil: Somewhat downplayed, but his people are implied to have a preference for violence.
* ShockwaveStomp: Hoof Stomp.
* WorthyOpponent: He regards Magnus as one.

[[quoteright:256:http://static.tvtropes.org/pmwiki/pub/images/Clockwerk_2349.png]]
[[caption-width-right:256:[-[[http://dota2.gamepedia.com/images/f/f8/Ratt_respawn_10.mp3 "I have a degree in mechanical domineering!"]]-] ]]
!!Rattletrap, the Clockwerk

''"Rattletrap descends from the same far-flung kindred as Sniper and Tinker, and like many of the Keen Folk, has offset his diminutive stature through the application of gadgetry and wit. The son of the son of a clockmaker, Rattletrap was many years apprenticed to that trade before war rode down from the mountains and swept the plains villages free of such innocent vocations. “Your new trade is battle,” his dying father told him as the village of their ancestors lay in charred and smoking ruins. It is a poor tradesman who blames his tools, and Rattletrap was never one to make excuses. After burying his father among the ruins of their village, he set about to transform himself into the greatest tool of warfare that any world had ever seen. He vowed to never again be caught unprepared, instead using his talents to assemble a suit of powered Clockwerk armor to make the knights of other lands look like tin cans by comparison. Now Rattletrap is alive with devices—a small but deadly warrior whose skills at ambush and destruction have risen to near-automated levels of efficiency. An artisan of death, his mechanizations make short work of the unwary, heralding a new dawn in this age of warfare. What time is it? It's Clockwerk time!"''

Clockwerk is a melee hero that is commonly played as a ganker and initiator thanks to his good mobility and single target damage. Clockwerk's ability to take out key target enemies is very well known and feared, for he can appear out of nowhere, isolate his designated target and eliminate them before moving onto his next opponent. Even though he's not as durable as other Strenght heroes, and he lacks effective area-of-effect damage, he is indeed a force to be reckoned with. Clockwerk's first ability, ''Battery Assault'', where most of his single target damage comes from, fires a barrage of short range missiles at random nearby enemy units for a duration, damaging and briefly stunning them for each missile, which is obviously more effective against isolated targets. This isolation is achieved through his second skill, ''Power Cogs'', which creates a barrier of electrified cogs around Clockwerk, trapping nearby opponents inside. These cogs cannot be moved through, require three attacks to be destroyed by enemy heroes (but only one by Clockwerk), and immediately damage and knock-back any enemy hero that comes nearby the outer ring of the barrier, although this can only happen once per cog. His third skill, ''Rocket Flare'', allows him to fire an exploding flare that deals moderate damage in a large area, and more importantly can be fired anywhere on the map. His ultimate skill, ''Hookshot'', is the source of his great mobility, and it fires a long-range hook that immediately pulls Clockwerk to any target it hits, except neutral monsters, dealing damage and stunning the target if it is an enemy unit. Clockwerk's ultimate ability can be upgraded by the item Aghanim's Scepter, which greatly reduces its cooldown.

* ClockPunk
* [[ClockworkCreature Clockwerk Armor]]: His suit of armor is incredibly complex, with many whirring gizmos and ticking parts, albeit gasoline-powered. ClockworkCreature was played straight in the first [=DotA=].

to:

[[quoteright:256:http://static.tvtropes.org/pmwiki/pub/images/brewmaster_3109.org/pmwiki/pub/images/Dragon_Knight_1728.png]]
[[caption-width-right:256:[-[[http://dota2.gamepedia.com/images/b/b4/Brew_rare_01.com/images/a/a5/DK_drag_move_10.mp3 "Drink and be bleary, for tomorrow we die."]]-] ]]

!!Mangix,
"Who calls the Brewmaster

''"Deep in
Dragon Knight?"]]-] ]]
!!Davion,
the Wailing Mountains, in a valley beneath Dragon Knight

''"After years on
the Ruined City, trail of a legendary Eldwurm, the skilled dragon-slayer found himself facing a disappointing foe: the dreaded Slyrak had grown ancient Order and frail, its wings tattered, its few remaining scales stricken with scale-rot, its fangs ground to nubs, and its fire-gouts no more threatening than a pack of wet matchsticks. Seeing no honor to be gained in dragon-murder, the Oyo has young knight prepared to turn away and leave his old foe to die in peace. But a voice crept into his thoughts, and Slyrak gave a whispered plea that the knight might honor him with death in combat. The knight agreed, and found himself rewarded beyond expectation for his act of mercy: As he sank his blade in Slyrak's breast, the dragon sank a claw into his throat. As their blood mingled, Slyrak sent his power out along the Blood Route, offering all its strength and centuries practiced its rights of holy reverie, communing with the spirit realm in grand festivals of drink. Born to a mother’s flesh by a Celestial father, the youth known as Mangix was the first to grow up with the talents of both lineages. He trained with the greatest aesthetes of the Order, eventually earning, through diligent drunkenness, the right to challenge for the title of Brewmaster—that appellation most honored among the contemplative malt-brewing sect. As much drinking competition as mortal combat, Mangix for nine days drank and fought the elder master. For nine nights they stumbled and whirled, chugged and struck, until at last the elder warrior collapsed into a drunken stupor, and a new Brewmaster was named. Now the new, young Brewmaster calls upon the strength of his Oyo forebears to speed his staff. When using magic, it is to his spirit ancestors that he turns. Like all Brewmasters before him, he was sent out from his people with a single mission. He wanders the land, striving toward enlightenment through drink, searching for the answer wisdom to the knight. The dragon's death sealed their bond, and Dragon Knight was born. The ancient spiritual schism—hoping to think power slumbers in the single thought knight, waking when he calls it; or perhaps it is the Dragon that will unite calls the spirit and physical planes again.Knight..."''

Brewmaster Dragon Knight is a melee tanky hero that can both deal boasts a balanced skillset, innate tankiness and take a lot of punishment, making him able to both carry and tank. He is an exceptionally good duelist, as his core set of abilities allow him to empower himself and debilitate opponents. On the other hand, his very powerful ultimate, and is commonly played as a carry. Dragon Knight has a versatile skillset, with his devastating ultimate being the icing on the cake. However, Dragon Knight's main strenght is also his main downfall: while somewhat hard to manage properly, makes him he's a huge threat during teamfights. truly fearsome opponent when he has his ultimate ready, he's a pretty lackluster hero when he doesn't, having no mobility, escape mechanisms or damage steroids. His first ability, ''Thunder Clap'', is ''Breathe Fire'', makes him breath a ground slam blast of fire that damages all nearby opponents, also slowing their movement and attack speed. enemy units in a line in front of him. His second ability, ''Drunken Haze'', hurls ''Dragon Tail'', is a casket at melee range shield bash that deals low damage but stuns the target enemy hero, drenching them in alcohol, which slows their movement speed and gives them for a chance to miss their attacks. long duration. His third ability, ''Drunken Brawler'', ''Dragon Blood'', is a passive skill that gives Brewmaster provides Dragon Knight with bonus armor and health regeneration. Finally, his ultimate, ''Elder Dragon Form'', transforms Dragon Knight into a chance to dodge enemy attacks, mighty dragon for a long duration, giving him a ranged attack and extending the range of his second ability, as well as critically strike with granting his basic attacks for bonus damage. Brewmaster's ultimate, ''Primal Split'', splits a different effect depending on the level of the ability. At level 1, it grants him into three elemental warriors: Earth, Storm and Fire, each with a set of abilities. Earth is melee tank who is immune corrosive damage-over-time effect to enemy spells, has a chance to his basic attacks. At level 2, it grants the same effect, while also making his attacks deal area-of-effect damage around himself with their main target. At level 3, it loses the corrosive damage-over-time effect, but keeps the area-of-effect damage and also makes his basic attacks and can hurl a boulder to damage and stun an enemy hero. Storm is a ranged mage that can dispell all buffs and debuffs in a nearby area, trap an opponent inside a cyclone and give himself invisibility and bonus movement speed. Fire is a melee high damage warrior that constantly deals magic damage to nearby opponents through its fiery aura. If any of the three warriors is alive at the end of the ability, Brewmaster is revived. Brewmaster's ultimate ability can be upgraded by the item Aghanim's Scepter, which increases the duration, reduces the cooldown of the ability and allows all three warriors to benefit from Brewmaster's third ability.

* AlcoholHic
* BigFun
* BoisterousBruiser
* BoozeBasedBuff: Played straight with the Brewmaster's ''Drunken Brawler'' ability, which gives him a chance to evade attacks and deal critical damage. Inverted with
slow his ''Drunken Haze'' ability, which causes a negative buff on enemies.
* CriticalHitClass: His ''Drunken Brawler'' ability gives him a chance to regularly deal critical (200%) damage.
* ContinuityNod: Although the Storm Spirit is now a human, Brewmaster still labels him as his cousin, likely due to his celestial heritage. In the original Dota, both Brewmaster and Storm Spirit were pandarens.
** While he is a red panda now, his "ancestral spirits" have a giant panda pattern like the original's elemental pandaren.
* DrunkenMaster
* ElementalPowers: After his ultimate (see LiteralSplitPersonality below).
** BlowYouAway
** DishingOutDirt
** PlayingWithFire
* EpicFlail: An odd combination of what can be called [[FightingWithChucks nunchaku]], but with a [[SimpleStaff staff]] on one end is his WeaponOfChoice. However, [[http://en.wikipedia.org/wiki/Two_section_staff it's a real weapon]].
* GlowingEyes: His elemental spirits.
* ImprobableWeaponUser: He uses his barrel of booze as much as a weapon as his staff.
* LiteralSplitPersonality[=/=]SelfDuplication: His ultimate, ''Primal Split'', splits him into three elemental warriors.
* [[PandaingToTheAudience Panda-ing To The Audience]]: His race is very Panda-like. The relation becomes more apparent when you look at his previous skin and ancestral spirits. He even used to be a [[{{Warcraft}} Pandaren]] in the original [=DotA=].
* ShockwaveStomp: ''Thunder Clap''
* StoutStrength
* TransformationIsAFreeAction: When performing ''Primal Split'', Brewmaster becomes invulnerable for the duration of the transformation, until after the three elementals are able to move.

[[quoteright:256:http://static.tvtropes.org/pmwiki/pub/images/Bristleback_317.png]]
[[caption-width-right:256:[-[[http://dota2.gamepedia.com/images/7/7d/Bristle_begin_03.mp3 "Time to mash some faces, I'd say."]]-] ]]

!!Rigwarl, the Bristleback

''"Never one to turn his back on a fight, Rigwarl was known for battling the biggest, meanest scrappers he could get his hands on. Christened Bristleback by the drunken crowds, he waded into backroom brawls in every road tavern between Slom and Elze, until his exploits finally caught the eye of a barkeep in need of an enforcer. For a bit of brew, Bristleback was hired to collect tabs, keep the peace, and break the occasional leg or two (or five, in the case of one unfortunate web-hund). After indulging in a night of merriment during which bodily harm was meted out in equal parts upon both delinquent patrons and his own liver, Bristleback finally met his match. “Your tusks offend me, sir,” he was heard to drunkenly slur to one particularly large fellow from the northern wastes whose bill had come due. What followed was a fight for the ages. A dozen fighters jumped in. No stool was left unbroken, and in the end, the impossible happened: the tab went unpaid. Over the weeks that followed, Bristleback's wounds healed, and his quills grew back; but an enforcer's honor can be a prickly thing. He paid the tab from his own coin, vowing to track down this northerner and extract redemption. And then he did something he'd never done before--he actually trained, and in so doing made a startling discovery about himself. A smile peeled back from his teeth as he flexed his quills. Turning his back to a fight might be just the thing."''

Bristleback is a tanky melee hero that is specially good at ganking and chasing down enemies, although he can function as a semi-dedicated damage dealer with items. The low cooldown and cost of his abilities allows him to spam them to his heart's content, and they all stack for increasingly powerful effects. He is mainly played as a hardcore ganker, since his set of skills make escaping from him very hard, although he can also tank some serious punishment if played well. His first ability, ''Viscous Nasal Goo'', fires a mass of mucus at an enemy, slowing them and reducing their armor, which can stack several times thanks to its low cost and cooldown. With a similarly low cost and cooldown, his second ability, ''Quill Spray'', sends a barrage of quills around Bristleback, damaging all nearby opponents as well as giving them a stacking debuff that increases damage taken from further quill sprays. His third ability, ''Bristleback'', is a passive skill that reduces damage taken by Bristleback if he's hit from the sides, and reduces it even more if he's hit from the rear. Additionally, if he takes a certain amount of damage from the rear, he automatically releases a costless quill spray. Finally, his ultimate, ''Warpath'', is yet another passive ability that increases Bristleback's
target's movement speed and attack damage everytime he casts an ability, which also stacks and has a clear synergy with his low cooldown abilities.

speed.

* TheBet: Apparently he was sent to war by the same bartender as Tusk.
--> '''Rigwarl:''' [[http://dota2.gamepedia.com/images/e/ea/Bristle_rare_01.mp3 "It was a barkeep that got me into this mess. Yeah, I think I'll pay em a visit when this is done."]]
* DeathOfAThousandCuts: His only damaging spell ''Quill Spray'' is very weak, but has low cooldown and increases in power with each subsequent hit.
* EpicFlail: A huge boulder on a chain.
* EyepatchOfPower
* LargeHam: Can compete with Tusk in his sheer hamminess.
* LightningBruiser
* NaturalWeapon: His quills and snot.
* NoIndoorVoice
* PunctuatedForEmphasis: Uses this ''a lot''.
--> '''Rigwarl (Killing Doom):''' [[http://dota2.gamepedia.com/images/b/b8/Bristle_rival_20.mp3 "Who's. Doomed. Now."]]
* TheRival / BashBrothers: With Ymir the Tusk.
* SpikeShooter: Is able to shoot the quills from his back.
* [[SpikeBallsOfDoom Spike Ball Of Doom]]: He's a living one.
* UnstoppableRage: His ultimate ''Warpath''.
--> ''Bristlebog works himself up into a fury every time he casts a spell, increasing his movement speed and damage.''


[[quoteright:256:http://static.tvtropes.org/pmwiki/pub/images/20121026031419Centaur_Warrunner_862.png]]
[[caption-width-right:256:[-[[http://dota2.gamepedia.com/images/2/24/Cent_ally_18.mp3 "A centaur's road is paved with the corpses of the fallen."]]-] ]]
!!Bradwarden, the Centaur Warrunner

''"It's said that a centaur's road is paved with the corpses of the fallen. For the one called Warrunner, it has been a long road indeed. To outsiders, the four-legged clans of Druud are often mistaken for simple, brutish creatures. Their language has no written form; their culture lacks pictographic traditions, structured music, formalized religion. For centaurs, combat is the perfect articulation of thought, the highest expression of self. If killing is an art among centaurs, then Bradwarden the Warrunner is their greatest artist. He rose to dominance on the proving grounds of Omexe, an ancient arena where centaur clans have for millennia gathered to perform their gladiatorial rights. As his fame spread, spectators came from far and wide to see the great centaur in action. Always the first to step into the arena, and the last to leave, he composes a masterpiece in each guttering spray, each thrust of blood-slickened blade-length. It is the poetry of blood on steel, flung in complex patterns across the pale sands of the killing floor. Warrunner defeated warrior after warrior, until the arena boomed with the cheering of his name, and he found himself alone, the uncontested champion of his kind. The great belt of Omexe was bestowed, wrapped around his broad torso, but in his victory, the death-artist found only emptiness. For what is a warrior without a challenge? The great centaur galloped out of Omexe that day with a new goal. To his people, Warrunner is the greatest warrior to ever step into the arena. Now he has set out to prove he is the greatest fighter who has ever lived."''

Centaur Warrunner is a powerful melee hero who is notable for his immense survivability and tankiness, as well as his powerful initiation abilities. Although he lacks any ranged abilities, his enormous health pool and disruption skills allow him to close in onto the enemy team, where he can unleash a rampage of crowd control and damage. While not as powerful as a real carry, he can deal a lot of damage and survive most encounters thanks to his massive health. His first ability, ''Hoof Stomp'', makes him stomp the ground, damaging and stunning any nearby opponents. His second ability, ''Double Edge'', is where most of his damage comes from. It
AwesomeYetPractical: Dragon Knight is a very powerful melee blow that deals heavy damage to his target, as well as other enemies in a small area around it, but also damages the Centaur Warrunner himself, although he cannot die through this damage. His third ability, ''Return'', is a passive skill that immediately damages any hero that hurts the Centaur Warrunner with their basic attacks, which greatly discourages squishy carries from focusing him. Finally, his ultimate, ''Stampede'', is a powerful initiation tool that immediately grants all allies on the map maximum movement speed and allows them to pass through enemy units, trampling them to inflict damage and a massive slow, although a single enemy cannot be affected by this more than once.

* AnAxeToGrind
* CreepyGood: Bradwarden is a seriously evil looking centaur with empty eyes, horns, jutting fangs and a mohawk. However, he is on Radiant side, often considered the ''good side.''
* GladiatorGames: Is a champion of them.
* HornedHumanoid
* MonochromaticEyes
* OurCentaursAreDifferent: Unlike centaurs seen in most other works, Bradwarden has horns and out-jutting lower fangs.
* ProudWarriorRaceGuy: His culture has little to it other than violence.
** AlwaysChaoticEvil: Somewhat downplayed, but his people are implied to have a preference for violence.
* ShockwaveStomp: Hoof Stomp.
* WorthyOpponent: He regards Magnus as one.

[[quoteright:256:http://static.tvtropes.org/pmwiki/pub/images/Clockwerk_2349.png]]
[[caption-width-right:256:[-[[http://dota2.gamepedia.com/images/f/f8/Ratt_respawn_10.mp3 "I have a degree in mechanical domineering!"]]-] ]]
!!Rattletrap, the Clockwerk

''"Rattletrap descends from the same far-flung kindred as Sniper and Tinker, and like many of the Keen Folk, has offset his diminutive stature through the application of gadgetry and wit. The son of the son of a clockmaker, Rattletrap was many years apprenticed to that trade before war rode down from the mountains and swept the plains villages free of such innocent vocations. “Your new trade is battle,” his dying father told him as the village of their ancestors lay in charred and smoking ruins. It is a poor tradesman
simple strength carry, who blames his tools, and Rattletrap was never one to make excuses. After burying his father among the ruins of their village, he set about to transform himself into the greatest tool of warfare that any world had ever seen. He vowed to never again be caught unprepared, instead using his talents to assemble a suit of powered Clockwerk armor to make the knights of other lands look like tin cans by comparison. Now Rattletrap is alive with devices—a small but deadly warrior whose skills at ambush and destruction have risen to near-automated levels of efficiency. An artisan of death, his mechanizations make short work of the unwary, heralding a new dawn in this age of warfare. What time is it? It's Clockwerk time!"''

Clockwerk is a melee hero that is commonly played as a ganker and initiator thanks to his good mobility and single target damage. Clockwerk's ability to take out key target enemies
nonetheless is very well known potent throughout most stages of the game.
** Valve themselves picked up on this,
and feared, for Dragon Knight is used in the new tutorial system to introduce players to Dota.
* BreathWeapon: In knight form,
he can breathe cones of fire to burn his enemies. In dragon form, this replaces his normal attack.
* ByTheLightsOfTheirEyes: His eyes
appear out of nowhere, isolate to glow from under his designated target and eliminate them before moving onto his next opponent. Even though he's not as durable as other Strenght heroes, and he lacks effective area-of-effect damage, he is indeed a force to be reckoned with. Clockwerk's first ability, ''Battery Assault'', where most of his single target damage comes from, fires a barrage of short range missiles at random nearby enemy units for a duration, damaging and briefly stunning them for each missile, which is obviously more effective against isolated targets. This isolation is achieved through his second skill, ''Power Cogs'', which creates a barrier of electrified cogs around Clockwerk, trapping nearby opponents inside. These cogs cannot be moved through, require three attacks to be destroyed by enemy heroes (but only one by Clockwerk), and immediately damage and knock-back any enemy hero that comes nearby the outer ring of the barrier, although this can only happen once per cog. His third skill, ''Rocket Flare'', allows him to fire an exploding flare that deals moderate damage in a large area, and more importantly can be fired anywhere on the map. His ultimate skill, ''Hookshot'', is the source of his great mobility, and it fires a long-range hook that immediately pulls Clockwerk to any target it hits, except neutral monsters, dealing damage and stunning the target if it is an enemy unit. Clockwerk's ultimate ability can be upgraded by the item Aghanim's Scepter, which greatly reduces its cooldown.

* ClockPunk
* [[ClockworkCreature Clockwerk Armor]]: His suit of armor is incredibly complex, with many whirring gizmos and ticking parts, albeit gasoline-powered. ClockworkCreature was played straight in the first [=DotA=].
helmet.



* CoolSword
* EnemyMine: Dragon Knight seems to have this going on with Jakiro, as even if Jakiro is a dragon, they don't seem to like each other much. They don't have any ally lines either. Although Jakiro seems to act shocked whenever Dragon Knight kills him.
* HeWhoFightsMonsters: He seems quite protective of dragons for a dragon hunter, probably absorbing a part of Slyrak's personality.
--> '''Dragon Knight (Killing Lina):''' [[http://dota2.gamepedia.com/images/1/1e/Drag_lina_02.mp3 "That's what you get, Lina, for enslaving dragons."]]
** MonsterKnight
** SplitPersonalityTakeover
* LuckilyMyShieldWillProtectMe
* OurDragonsAreDifferent
* ThePowerOfBlood: Used by Slyrak to give his power to Davion.
* ShieldBash: ''Dragon Tail''
* SuperMode: ''Elder Dragon Form'' turns him in a dragon with higher movespeed, ranged attack and stun, and a free orb effect.
* SuperToughness: He has great starting armor and regeneration stat which only gets better late game with his passive and items. It's not uncommon to have over 70% resistance to physical damage, making him nigh-invincible in direct combat.
* TailSlap: ''Dragon Tail'' during his SuperMode.
* VoluntaryShapeshifting: Into an elder dragon.

[[quoteright:256:http://static.tvtropes.org/pmwiki/pub/images/Clockwerk_2349.png]]
[[caption-width-right:256:[-[[http://dota2.gamepedia.com/images/f/f8/Ratt_respawn_10.mp3 "I have a degree in mechanical domineering!"]]-] ]]
!!Rattletrap, the Clockwerk

''"Rattletrap descends from the same far-flung kindred as Sniper and Tinker, and like many of the Keen Folk, has offset his diminutive stature through the application of gadgetry and wit. The son of the son of a clockmaker, Rattletrap was many years apprenticed to that trade before war rode down from the mountains and swept the plains villages free of such innocent vocations. “Your new trade is battle,” his dying father told him as the village of their ancestors lay in charred and smoking ruins. It is a poor tradesman who blames his tools, and Rattletrap was never one to make excuses. After burying his father among the ruins of their village, he set about to transform himself into the greatest tool of warfare that any world had ever seen. He vowed to never again be caught unprepared, instead using his talents to assemble a suit of powered Clockwerk armor to make the knights of other lands look like tin cans by comparison. Now Rattletrap is alive with devices—a small but deadly warrior whose skills at ambush and destruction have risen to near-automated levels of efficiency. An artisan of death, his mechanizations make short work of the unwary, heralding a new dawn in this age of warfare. What time is it? It's Clockwerk time!"''

Clockwerk is a melee hero that is commonly played as a ganker and initiator thanks to his good mobility and single target damage. Clockwerk's ability to take out key target enemies is very well known and feared, for he can appear out of nowhere, isolate his designated target and eliminate them before moving onto his next opponent. Even though he's not as durable as other Strenght heroes, and he lacks effective area-of-effect damage, he is indeed a force to be reckoned with. Clockwerk's first ability, ''Battery Assault'', where most of his single target damage comes from, fires a barrage of short range missiles at random nearby enemy units for a duration, damaging and briefly stunning them for each missile, which is obviously more effective against isolated targets. This isolation is achieved through his second skill, ''Power Cogs'', which creates a barrier of electrified cogs around Clockwerk, trapping nearby opponents inside. These cogs cannot be moved through, require three attacks to be destroyed by enemy heroes (but only one by Clockwerk), and immediately damage and knock-back any enemy hero that comes nearby the outer ring of the barrier, although this can only happen once per cog. His third skill, ''Rocket Flare'', allows him to fire an exploding flare that deals moderate damage in a large area, and more importantly can be fired anywhere on the map. His ultimate skill, ''Hookshot'', is the source of his great mobility, and it fires a long-range hook that immediately pulls Clockwerk to any target it hits, except neutral monsters, dealing damage and stunning the target if it is an enemy unit. Clockwerk's ultimate ability can be upgraded by the item Aghanim's Scepter, which greatly reduces its cooldown.

* ClockPunk
* [[ClockworkCreature Clockwerk Armor]]: His suit of armor is incredibly complex, with many whirring gizmos and ticking parts, albeit gasoline-powered. ClockworkCreature was played straight in the first [=DotA=].
* CoolHelmet



[[quoteright:256:http://static.tvtropes.org/pmwiki/pub/images/Dragon_Knight_1728.png]]
[[caption-width-right:256:[-[[http://dota2.gamepedia.com/images/a/a5/DK_drag_move_10.mp3 "Who calls the Dragon Knight?"]]-] ]]
!!Davion, the Dragon Knight

''"After years on the trail of a legendary Eldwurm, the skilled dragon-slayer found himself facing a disappointing foe: the dreaded Slyrak had grown ancient and frail, its wings tattered, its few remaining scales stricken with scale-rot, its fangs ground to nubs, and its fire-gouts no more threatening than a pack of wet matchsticks. Seeing no honor to be gained in dragon-murder, the young knight prepared to turn away and leave his old foe to die in peace. But a voice crept into his thoughts, and Slyrak gave a whispered plea that the knight might honor him with death in combat. The knight agreed, and found himself rewarded beyond expectation for his act of mercy: As he sank his blade in Slyrak's breast, the dragon sank a claw into his throat. As their blood mingled, Slyrak sent his power out along the Blood Route, offering all its strength and centuries of wisdom to the knight. The dragon's death sealed their bond, and Dragon Knight was born. The ancient power slumbers in the knight, waking when he calls it; or perhaps it is the Dragon that calls the Knight..."''

Dragon Knight is a melee hero that boasts a balanced skillset, innate tankiness and a very powerful ultimate, and is commonly played as a carry. Dragon Knight has a versatile skillset, with his devastating ultimate being the icing on the cake. However, Dragon Knight's main strenght is also his main downfall: while he's a truly fearsome opponent when he has his ultimate ready, he's a pretty lackluster hero when he doesn't, having no mobility, escape mechanisms or damage steroids. His first ability, ''Breathe Fire'', makes him breath a blast of fire that damages enemy units in a line in front of him. His second ability, ''Dragon Tail'', is a melee range shield bash that deals low damage but stuns the target for a long duration. His third ability, ''Dragon Blood'', is a passive skill that provides Dragon Knight with bonus armor and health regeneration. Finally, his ultimate, ''Elder Dragon Form'', transforms Dragon Knight into a mighty dragon for a long duration, giving him a ranged attack and extending the range of his second ability, as well as granting his basic attacks a different effect depending on the level of the ability. At level 1, it grants him a corrosive damage-over-time effect to his basic attacks. At level 2, it grants the same effect, while also making his attacks deal area-of-effect damage around their main target. At level 3, it loses the corrosive damage-over-time effect, but keeps the area-of-effect damage and also makes his basic attacks slow his target's movement speed and attack speed.

* AwesomeYetPractical: Dragon Knight is a very simple strength carry, who nonetheless is very potent throughout most stages of the game.
** Valve themselves picked up on this, and Dragon Knight is used in the new tutorial system to introduce players to Dota.
* BreathWeapon: In knight form, he can breathe cones of fire to burn his enemies. In dragon form, this replaces his normal attack.
* ByTheLightsOfTheirEyes: His eyes appear to glow from under his helmet.
* CoolHelmet
* CoolSword
* EnemyMine: Dragon Knight seems to have this going on with Jakiro, as even if Jakiro is a dragon, they don't seem to like each other much. They don't have any ally lines either. Although Jakiro seems to act shocked whenever Dragon Knight kills him.
* HeWhoFightsMonsters: He seems quite protective of dragons for a dragon hunter, probably absorbing a part of Slyrak's personality.
--> '''Dragon Knight (Killing Lina):''' [[http://dota2.gamepedia.com/images/1/1e/Drag_lina_02.mp3 "That's what you get, Lina, for enslaving dragons."]]
** MonsterKnight
** SplitPersonalityTakeover
* LuckilyMyShieldWillProtectMe
* OurDragonsAreDifferent
* ThePowerOfBlood: Used by Slyrak to give his power to Davion.
* ShieldBash: ''Dragon Tail''
* SuperMode: ''Elder Dragon Form'' turns him in a dragon with higher movespeed, ranged attack and stun, and a free orb effect.
* SuperToughness: He has great starting armor and regeneration stat which only gets better late game with his passive and items. It's not uncommon to have over 70% resistance to physical damage, making him nigh-invincible in direct combat.
* TailSlap: ''Dragon Tail'' during his SuperMode.
* VoluntaryShapeshifting: Into an elder dragon.

[[quoteright:256:http://static.tvtropes.org/pmwiki/pub/images/Earthshaker_4524.png]]
[[caption-width-right:256:[-[[http://hydra-images.cursecdn.com/dota2.gamepedia.com/a/a5/Erth_rare_05.mp3 "There may be many earths, but there's only one Earthshaker."]]-] ]]
!!Raigor Stonehoof, the Earthshaker

''"Like a golem or gargoyle, Earthshaker was one with the earth but now walks freely upon it. Unlike those other entities, he created himself through an act of will, and serves no other master. In restless slumbers, encased in a deep seam of stone, he became aware of the life drifting freely above him. He grew curious. During a season of tremors, the peaks of Nishai shook themselves loose of avalanches, shifting the course of rivers and turning shallow valleys into bottomless chasms. When the land finally ceased quaking, Earthshaker stepped from the settling dust, tossing aside massive boulders as if throwing off a light blanket. He had shaped himself in the image of a mortal beast, and named himself Raigor Stonehoof. He bleeds now, and breathes, and therefore he can die. But his spirit is still that of the earth; he carries its power in the magical totem that never leaves him. And on the day he returns to dust, the earth will greet him as a prodigal son."''

Earthshaker is a powerful melee hero that is known for his incredibly powerful initiating and ganking abilities. Earthshaker stands out from other Strenght heroes in that he depends a lot on his spells and small mana pool to deal his potentially sky-rocketing damage, and is specially adept at damaging enemies that are clustered together. He is, however, very dependant on buying a Blink Dagger to provide him with the mobility he lacks to flash in the middle of the enemy team and unleash his devastating power. His first ability, ''Fissure'', makes him slam the ground with his totem, creating a rock wall in a long line in front of him that damages and stuns enemy heroes it collides with. The wall remains for a few seconds afterwards, becoming unpassable terrain. His second ability, ''Enchant Totem'', enchants his totem, greatly increasing the damage of his next attack. It is mostly used to proc his third ability, ''Aftershock'', which is a passive skill that damages and briefly stuns all nearby opponents whenever Earthshaker activates an ability. Finally, his ultimate, ''Echo Slam'', is what makes him so feared, and it slams the earth with his totem so strongly that it creates a powerful shockwave that damages nearby enemy units. The catch is that each enemy unit hit releases an additional shockwave around themselves, damaging nearby opponents, which means that a well placed Earthshaker is able to heavily damage or even kill the entire enemy team if they stand close. Earthshaker's ultimate ability can be upgraded by the item Aghanim's Scepter, and it makes every enemy unit hit release two shockwaves instead of one, essentially doubling the damage.

* CarryABigStick[=/=]TelephonePolearm: His totem.
* DishingOutDirt: Well, Raigor is made out of dirt.
* EarthquakesCauseFissures
* GeoEffects: His ''Fissure'' can not only stun but also temporarily create an impassible crevasse. Knowing how to use it to trap enemies is vital to mastering Earthshaker.
* GroundShatteringLanding: The animation for his ultimate, ''Echo Slam''
* HerdHittingAttack: ''Echo Slam'' deals bonus damage per every enemy unit within range, so hitting a lot of enemies is a requirement for it.
* InterfaceScrew: A recent visuals update means that his active abilities now shake the entire screen when cast.
* NounVerber
* PrimalStance
* ShockwaveStomp: Each of his abilities triggers an extra shockwave around him.

[[quoteright:256:http://static.tvtropes.org/pmwiki/pub/images/Io_4337.png]]
[[caption-width-right:256:[-[[http://dota2.gamepedia.com/images/6/66/Wisp_Spawn_respawn.mp3 "..."]]-] ]]

!!Io, the Guardian Wisp

''"Wisp is everywhere, and in all things. Denounced by enemies as the great unmaker, worshiped by scholars as the twinkling of a divine eye, Wisp occupies all planes at once, the merest fraction of its being crossing into physical existence at any one moment. Like the great twin riders Dark and Light, and yet another ancient traveler whose true history is lost to the ages, Io the Wisp is a Fundamental of the universe—a force older than time, a wanderer from realms far beyond mortal understanding. Wisp is nothing less than the sum of all attractive and repulsive forces within matter, a sentient manifestation of the charge that bind particles together. It is only in the controlled warping of these forces that Wisp's presence can be experienced on the physical plane. A benevolent, cooperative force, Wisp bonds its strength to others so that the power of allies might be enhanced. Its motives inscrutable, its strength unimaginable, moves through the physical plane, the perfect expression of the mysteries of the universe."''

Wisp is an unique ranged hero that is commonly played as a hardcore support thanks to its many ways to help allies. Even though Wisp lacks any sort of killing power by itself, with only one directly offensive ability, the capability to protect, support, empower and provide kills for its allies makes Wisp a very powerful pick in expert hands. While pretty hard to play due to his completely ally-dependant kit, a well played Wisp can prove to be a gamechanging presence on the battlefield. Wisp's first ability, ''Tether'', is arguably its more important, and it links Wisp to a nearby ally, forming an energy tether between the two that will break if they move too far apart (although it can be casted from a range twice as long as the breaking range, which will make Wisp quickly dash to its target and can be used for quick getaways). While linked, both Wisp and the ally enjoy bonus movement speed, and the ally will regen any amount of health and mana that Wisp gains. Additionally, any enemy unit that passes through the tether is stunned. Wisp's second ability, ''Spirits'', generates five energy spirits that circle around Wisp, and can be pulled in or out to circle closer or farther away from Wisp. When a spirit makes contact with an enemy hero it will explode, damaging all nearby enemies. Spirits that make contact with enemy non-hero units will damage them for a smaller amount, but will not explode. Wisp's third skill, ''Overcharge'', increases Wisp's attack speed and gives him a damage reduction from all sources at the cost of mana and health each second and, more importantly, is shared with the ally affected by Wisp's first skill. Finally, Wisp's ultimate, ''Relocate'', teleports itself and any linked ally to any position on the map for twelve seconds after a short cast time, which allows Wisp to be a global pressence on the map.

* AmbiguousGender: Like Puck, Wisp is referred to as "it" although he's male in his BackStory in the first [=DotA=]. However, a description of one of his skills refers him in the masculine "his".
* DifficultButAwesome: Wisp (outside of a few comedy builds) is pretty much the only character who can do nothing but support other Heroes. It requires heavy teamwork, but is incredibly powerful when utilized correctly. Because of this, Wisp is one of the most commonly picked or banned Heroes in professional tournaments.
* EnergyBeing[=/=]CelestialBody
** Heck, even the in-game model itself is just particle!
* HappyFunBall: Often called this thanks to the spherical shape and totally unexpected power [[DifficultButAwesome in a coordinated team]].
--> '''Bastion Announcer:''' [[http://dota2.gamepedia.com/images/2/28/Dlc_bastion_announcer_pick_wisp_follow.mp3 "Hey what's that little glowy ball? Famous last words."]]
* NatureSpirit
* OverclockingAttack: ''Overcharge'' increases the attack speed and reduces incoming damage of Wisp and its tethered ally at the price of burning away mana and health.
* PowerFloats
* SentientCosmicForce
* TheSpeechless: All the noises he makes can be described as submarine-sounding beeps and boops.
** Some other characters seem to understand him. Puck especially continuously regrets that people are missing Wisp's puns (unreliable - maybe she's just being [[LittleMissSnarker Puck]]).
* SquishyWizard: Despite being a Strength hero, Wisp has pathetically low base stats and stat growth in all three areas; of all Strength heroes in the game, it has the lowest base Strength (tied with Phoenix, who is still only in Dota 1) and second-lowest Strength growth, beat out only by Alchemist. On top of all that, it's the only Hero in the game that starts with '''negative''' base armor. Needless to say, Wisp is very easy to kill if ever caught alone.
* TimeAbyss
* ViewersAreGeniuses: Its abilities are based on atoms and it's backstory implies it's a sentient manifestation of the three major forces of quantum mechanics (Strong, Weak, and Electromagnetism).



[[quoteright:256:http://static.tvtropes.org/pmwiki/pub/images/Sven_2669.png]]\
[[caption-width-right:256:[-[[http://dota2.gamepedia.com/images/f/fa/Sven_rare_06.mp3 "One man, in a world of foes."]]-] ]]
!!Sven, the Rogue Knight

''"Sven is the bastard son of a Vigil Knight, born of a Pallid Meranth, raised in the Shadeshore Ruins. With his father executed for violating the Vigil Codex, and his mother shunned by her wild race, Sven believes that honor is to be found in no social order--but only in himself. After tending his mother through a lingering death, he offered himself as a novice to the Vigil Knights, never revealing his identity. For thirteen years he studied in his father's school, mastering the rigid code that declared his existence an abomination. Then, on the day that should have been his In-Swearing, he seized the Outcast Blade, shattered the Sacred Helm, and burned the Codex in the Vigil's Holy Flame. He strode from Vigil Keep, forever solitary, following his private code to the last strict rune. Still a knight, yes...but a Rogue Knight."''

Sven is a melee hero with a simple, yet effective set of abilities. Not only can he be a very effective support OR carry, but he most notably can do both in a single game thanks to his kit containing both high utility spells that allow him to support and initiate, and powerful damage steroids that help him deal damage. He usually transitions from an early game supporting role to a full blown hard carry at late game, but he has to cope with a mid game phase in which he doesn't excel at either role. He's also very dependant on his small mana pool. His first ability, ''Storm Hammer'', launches his gauntlet at an enemy unit, damaging and stunning it, as well as other nearby enemies, which is notably one of the very few targeted stuns in the game. His second ability, ''Great Cleave'', is a passive skill that gives his basic attacks a cleaving effect that damages other targets around his attack target for a percentage of the damage dealt. His third ability, ''Warcry'', instantly increases the armor and movement speed of himself and nearby allies for a brief duration. Finally, Sven's ultimate ability, ''God's Strength'', grants him a large buff to his attack damage (going as far as triplicating it at maximum level) for quite a long duration, which gives him great carrying potential.

* TheBerserker: His playstyle emphasizes rushing into the midst of the fight to deal as much damage as possible during his stun and buffs.
* {{BFS}}: The Outcast Blade, a sword as long as most people are tall!
* BorrowedCatchPhrase: A hilarious one with Enchantress:
--> '''Sven (killing Enchantress):''' [[UnusualEuphemism Go sproink]] [[http://dota2.gamepedia.com/images/4/46/Sven_rival_06.mp3 yourself!]]
* ButtMonkey: In Dota's Hero Spotlight videos, he is always the designated target to show the hero's abilities and be killed... even in his own, so it spread to fan-made videos as well.
* CoolHelmet: A knight's helmet with huge horns.
* GlowingEyesOfDoom: When under the effects of God's Strength.
* GutturalGrowler: Game's prime example.
* [[HalfHumanHybrid Half-Meranth Hybrid]]: Both of Pallid Meranth (Mother's side) and a Vigil Knight (Father's side).
* HourOfPower: His skills (area stun, speed and armor increase, damage multiplier) and commonly built items ([[TheBerserker Mask of Madness]], [[NoSell Black King Bar]], and [[CastFromHitPoints Armlet]]) all give him a brief boost in power over his enemies. Activate all of them at once - and Sven becomes the prime candidate to score a [[TotalPartyKill Rampage]].
* KnightInSourArmor
* LightningBruiser
* MagicKnight: Relies heavily on his limited mana pool.
* RatedMForManly
* RazorWind: To indicate how far the ''Greater Cleave'' damage reaches past the sword's length.
* RocketPunch: ''Storm Hammer'' launches his enchanted gauntlet at the enemies.
* RougeAnglesOfSatin
--> '''Sven:''' [[http://dota2.gamepedia.com/images/f/fe/Sven_rare_09.mp3 "It's Rogue Knight, dammit! It's not rouge knight."]]
* ScreamingWarrior: His ''Warcry'' gives himself and nearby allies a huge speed and armor boost. And he generally screams a lot.
* ShoutOut: His name is a reference to a wrestler, whose signature skill was to get 'Pumped Up.'
* SophisticatedAsHell
* SuperMode: ''God's Strength'' amplifies Sven's damage for a few seconds...
** TurnsRed: And changes his color to red.



[[quoteright:256:http://static.tvtropes.org/pmwiki/pub/images/Tiny_2514.png]]
[[caption-width-right:256:[-[[http://dota2.gamepedia.com/images/0/07/Tiny_spawn_07.mp3 "Sticks and stones will break their bones."]]-] ]]

!!Tiny, the Stone Giant

''"Coming to life as a chunk of stone, Tiny's origins are a mystery on which he continually speculates. He is a Stone Giant now, but what did he used to be? A splinter broken from a Golem's heel? A shard swept from a gargoyle-sculptor's workshop? A fragment of the Oracular Visage of Garthos? A deep curiosity drives him, and he travels the world tirelessly seeking his origins, his parentage, his people. As he roams, he gathers weight and size; the forces that weather lesser rocks, instead cause Tiny to grow and ever grow."''

Tiny is a melee hero with great ganking and burst damage capabilities, but with Aghanim’s Scepter can transition into a successful late-game carry. His early game kill potential is very high as a result of the lethal burst damage of his first and second skills. Tiny is however heavily dependent on his mana pool and as the game progresses into the late game, where spell damage falls off and right-click damage takes priority, his slow attack speed becomes a major hindrance without farm, and thus he depends on a succesful early game. Tiny’s first skill, ''Avalanche'', causes a landslide in the targeted area, dealing damage and stunning all enemy units in its area of effect. His second skill, ''Toss'', tosses a random unit, friend or foe, within a short radius of Tiny at the targeted enemy, dealing damage in an area around it. Tiny’s deadly mid-game combo is using his first skill on a lone enemy, then tossing him into the air. As he falls back down, the landslide's stun and damage is reapplied, essentially doubling the damage. This combo allows Tiny to obliterate low health heroes. His third skill, ''Craggy Exterior'', is a passive ability which grants him bonus armor, deals damage to enemies who attack him and has a chance to stun them. Tiny’s ultimate and most iconic skill is another passive which makes him grow in size, aptly named ''Grow''. Whilst starting out small, by the time he has maxed his ultimate Tiny is among the largest heroes in the game. As he grows he gains bonus damage, movement speed and bonus damage to his second skill at the cost of a significant dent to his attack speed. Tiny can purchase an Aghanim’s Scepter, althought it doesn't specifically boost his ultimate, which makes him pick up a tree and use it as a melee weapon. It grants him increased attack range, bonus damage against buildings, a cleave to his attack and adding even more bonus damage to his second skill.

* DishingOutDirt: As a stone giant, this is to be expected.
* FastballSpecial: Toss can be used this way to hurl allies into the midst of enemies for teamfight initiation.

to:

[[quoteright:256:http://static.tvtropes.org/pmwiki/pub/images/Tiny_2514.org/pmwiki/pub/images/Alchemist_3887.png]]
[[caption-width-right:256:[-[[http://dota2.gamepedia.com/images/0/07/Tiny_spawn_07.com/images/0/09/Alch_spawn_05.mp3 "Sticks "I'm the brains!" "And I'm the brawn!"]]-] ]]
!!Razzil Darkbrew, the Alchemist

''"The sacred science of Chymistry was a Darkbrew family tradition, but no Darkbrew had ever shown the kind of creativity, ambition,
and stones will break recklessness of young Razzil. However, when adulthood came calling he pushed aside the family trade to try his hand at manufacturing gold though Alchemy. In an act of audacity befitting his reputation, Razzil announced he would transmute an entire mountain into gold. Following two decades of research and spending and preparation, he failed spectacularly, quickly finding himself imprisoned for the widespread destruction his experiment wrought. Yet Razzil was never one to take a setback lightly, and sought escape to continue his research. When his new cellmate turned out to be a fierce ogre, he found just the opportunity he needed. After convincing the ogre not to eat him, Razzil set about carefully concocting a tincture for it to drink, made from the moulds and mosses growing in the prison stone work. In a week’s time, it seemed ready. When the ogre drank the potion, it flew into an unstoppable berserker rage, destroying the cell bars and exploding through walls and guards alike. They soon found themselves lost somewhere in the forest surrounding the city with a trail of wreckage in their bones.wake and no signs of pursuit. In the tonic’s afterglow, the ogre seemed serene, happy, and even eager. Resolving to work together, the pair set off to collect the materials needed to attempt Razzil’s Alchemic transmutation once more.''

Alchemist is a quirky melee hero whose variety of alchemical spells grants him a versatile skillset, and is usually played as a carry. His main strengths include his unparalleled ability to farm gold from enemy creeps, as well as his incredibly powerful steroid ultimate. While he is quite weak during the early stages of the game, he'll eventually become a powerful and hard to kill damage dealer if he's allowed to farm freely. His first ability, ''Acid Spray'', coats a large nearby area in acid, continuously damaging and reducing the armor of enemies in the area. His second (and quirkiest) ability, ''Unstable Concoction'', allows him to start brewing an unstable potion that he can then hurl at a nearby enemy hero to damage and stun them. The longer he brews the potion, the stronger the damage and stun will be, but if he brews it for too long the potion will eventually explode, damaging and stunning the Alchemist himself. His third, and arguably more important ability is a passive skill called ''Greevil's Greed'' that increases the gold the Alchemist obtains for killing enemy creeps, the bonus gold stacking if he keeps killing creeps in the next few seconds, up to a cap. His final and ultimate ability, ''Chemical Rage'', drives his ogre into an alchemical fury, and is one of the strongest steroids in the game, giving the Alchemist a large bonus to his health, health and mana regeneration, movement speed and attack speed for a long duration.

* AcidPool: Acid Spray can create one in an area.
* AlchemyIsMagic: Razzil's alchemy is apparently able to turn living organisms into gold.
* BadassBeard: Razzil himself.
* BrainsAndBrawn: Razzil and the ogre refer to themselves as the brains and the brawn, respectively.
* DeadlyGas: His Acid Spray ability creates a large cloud that shreds the armor and health of enemies.
* DifficultButAwesome: As an extremely item-dependant hero with abysmal stat growth, players need to make every last-hit count and largely avoid combat for a good portion of the game while building core items. But by the end of the game, a well-played Alchemist can become a nigh-unkillable juggernaut.
* FatAndSkinny: The ogre and Razzil, respectively.
* GoodOldFisticuffs: The ogre's primary means of attack.
* HumanResources:
--> '''Alchemist (killing Pudge):''' [[http://hydra-images.cursecdn.com/dota2.gamepedia.com/e/ec/Alch_rival_02.mp3 "You don't think Pudge will mind if we salvage him for fluids, do you?"]]
--> '''Alchemist (killing Puck):''' [[http://hydra-images.cursecdn.com/dota2.gamepedia.com/e/e6/Alch_rival_05.mp3 "All right! Fairy dragon blood is hard to come by!"]]
--> '''Alchemist (killing Skeleton King):''' [[http://hydra-images.cursecdn.com/dota2.gamepedia.com/f/f9/Alch_rival_08.mp3 "One Skeleton King provides a day's requirement of calcium."]]
* ItemCaddy: Perhaps more than any other hero [[hottip:*:possibly barring Medusa]], Alchemist relies on a six-slotted inventory of powerful items to get kills. This is made easier by his passive, which makes farming much faster and easier, so a good Alchemist will probably assemble most his arsenal by the thirty-minute mark.
* TheJuggernaut: With ''Chemical Rage'' activated, Alchemist can regenerate health faster than any other hero without a Heart of Tarrasque, and gains a huge amount of bonus HP. As such, he can shrug off all but the most damaging nukes in a few seconds, and walk right over any squishy supports that get in his way.
* LethalJokeCharacter: Alchemist has the lowest total stat growth out of all heroes, with even many non-Strength heroes having better Strength growth than him. Yet if a competent Alchemist maxes Greevil's Greed early and is given free-farm, he can easily farm multiple late-game items before the carry on the opposite side has even purchased their first core item. It is not unusual for good Alchemist players to be six-slotted with plenty of gold for buybacks before the 30-minute mark in a match.
* LightningBruiser
* MagikarpPower: Perhaps more than any other hero in the game, Alchemist depends on buying expensive items (such as Assault Cuirass and Mjollnir) for success. As such, Alchemist is relatively helpless for most of the laning and pushing stages, but by the final push a well-farmed Alchemist can become a beefy killing machine, capable of soloing teams with greatly buffed auto-attacks.
* MoneyMultiplier: ''Greevil's Greed'' grants bonus gold for every unit killed in a specific time.
* MountedCombat: Razzil rides on the back of an ogre. Whilst Razzil does the pointing, the ogre does the punching.
* OurOgresAreHungrier: The ogre mount seems to be quite different than the ogre mooks found in game.
* PhantasySpelling: Chymistry
* PurpleIsPowerful: [[UnstoppableRage Chemical Rage]]
* RaceAgainstTheClock: A minor example with Unstable Concoction. If it's not thrown within 7 seconds, it will stun and damage the Alchemist.
* RedEyesTakeWarning: The portrait for his ultimate, [[UnstoppableRage Chemical Rage]]
* SuperMode: [[UnstoppableRage Chemical Rage]]
* SuperPowerMeltdown: The Unstable Concoction. Razzil throws a potion at an enemy that stuns them depending on how long he shakes it up. However, if he holds on to it too long, it will explode and stun himself.
* SuperSerum: How the ogre enters its Chemical Rage form.
* TookALevelInBadass: Before the 6.75 patch Alchemist had the lowest win rate in the game and was regarded as a joke character. The 6.75 patch, however, buffed all of his abilities to the point where he is viable and can be a pretty big threat, and in The International 2013 he became a high tier pick.
* ThereWasADoor: The ogre simply crashes through the walls of the prison that he and Razzil was stuck in.
* ThrowDownTheBomblet: ''Unstable Concoction'' has Alchemist hurl a beaker of explosive chemicals at the target.
* UnstoppableRage: When under the effects of Chemical Rage, the ogre runs faster, regenerates health faster, receives bonus health, and attacks faster.

[[quoteright:256:http://static.tvtropes.org/pmwiki/pub/images/brewmaster_3109.png]]
[[caption-width-right:256:[-[[http://dota2.gamepedia.com/images/b/b4/Brew_rare_01.mp3 "Drink and be bleary, for tomorrow we die.
"]]-] ]]

!!Tiny, !!Mangix, the Stone Giant

''"Coming to life as
Brewmaster

''"Deep in the Wailing Mountains, in
a chunk of stone, Tiny's origins are a mystery on which he continually speculates. He is a Stone Giant now, but what did he used to be? A splinter broken from a Golem's heel? A shard swept from a gargoyle-sculptor's workshop? A fragment valley beneath the Ruined City, the ancient Order of the Oracular Visage Oyo has for centuries practiced its rights of Garthos? A deep curiosity drives him, and he travels holy reverie, communing with the world tirelessly seeking his origins, his parentage, his people. As he roams, he gathers weight and size; spirit realm in grand festivals of drink. Born to a mother’s flesh by a Celestial father, the forces that weather lesser rocks, instead cause Tiny youth known as Mangix was the first to grow up with the talents of both lineages. He trained with the greatest aesthetes of the Order, eventually earning, through diligent drunkenness, the right to challenge for the title of Brewmaster—that appellation most honored among the contemplative malt-brewing sect. As much drinking competition as mortal combat, Mangix for nine days drank and ever grow.fought the elder master. For nine nights they stumbled and whirled, chugged and struck, until at last the elder warrior collapsed into a drunken stupor, and a new Brewmaster was named. Now the new, young Brewmaster calls upon the strength of his Oyo forebears to speed his staff. When using magic, it is to his spirit ancestors that he turns. Like all Brewmasters before him, he was sent out from his people with a single mission. He wanders the land, striving toward enlightenment through drink, searching for the answer to the ancient spiritual schism—hoping to think the single thought that will unite the spirit and physical planes again."''

Tiny Brewmaster is a melee tanky hero with great ganking that can both deal and burst damage capabilities, but with Aghanim’s Scepter can transition into take a successful late-game carry. lot of punishment, making him able to both carry and tank. He is an exceptionally good duelist, as his core set of abilities allow him to empower himself and debilitate opponents. On the other hand, his powerful ultimate, while somewhat hard to manage properly, makes him a huge threat during teamfights. His early game kill potential is very high as a result of the lethal burst damage of his first ability, ''Thunder Clap'', is a ground slam that damages all nearby opponents, also slowing their movement and second skills. Tiny is however heavily dependent on his mana pool and as the game progresses into the late game, where spell damage falls off and right-click damage takes priority, his slow attack speed becomes a major hindrance without farm, and thus he depends on a succesful early game. Tiny’s first skill, ''Avalanche'', causes a landslide in the targeted area, dealing damage and stunning all enemy units in its area of effect. speed. His second skill, ''Toss'', tosses ability, ''Drunken Haze'', hurls a random unit, friend or foe, within a short radius of Tiny casket at the targeted enemy, dealing damage target enemy hero, drenching them in an area around it. Tiny’s deadly mid-game combo is using his first skill on a lone enemy, then tossing him into the air. As he falls back down, the landslide's stun and damage is reapplied, essentially doubling the damage. This combo allows Tiny to obliterate low health heroes. His third skill, ''Craggy Exterior'', is a passive ability alcohol, which grants him bonus armor, deals damage to enemies who attack him and has a chance to stun them. Tiny’s ultimate and most iconic skill is another passive which makes him grow in size, aptly named ''Grow''. Whilst starting out small, by the time he has maxed his ultimate Tiny is among the largest heroes in the game. As he grows he gains bonus damage, slows their movement speed and gives them a chance to miss their attacks. His third ability, ''Drunken Brawler'', is a passive skill that gives Brewmaster a chance to dodge enemy attacks, as well as critically strike with his basic attacks for bonus damage. Brewmaster's ultimate, ''Primal Split'', splits him into three elemental warriors: Earth, Storm and Fire, each with a set of abilities. Earth is melee tank who is immune to enemy spells, has a chance to deal area-of-effect damage around himself with his basic attacks and can hurl a boulder to damage and stun an enemy hero. Storm is a ranged mage that can dispell all buffs and debuffs in a nearby area, trap an opponent inside a cyclone and give himself invisibility and bonus movement speed. Fire is a melee high damage warrior that constantly deals magic damage to nearby opponents through its fiery aura. If any of the three warriors is alive at the end of the ability, Brewmaster is revived. Brewmaster's ultimate ability can be upgraded by the item Aghanim's Scepter, which increases the duration, reduces the cooldown of the ability and allows all three warriors to benefit from Brewmaster's third ability.

* AlcoholHic
* BigFun
* BoisterousBruiser
* BoozeBasedBuff: Played straight with the Brewmaster's ''Drunken Brawler'' ability, which gives him a chance to evade attacks and deal critical damage. Inverted with
his ''Drunken Haze'' ability, which causes a negative buff on enemies.
* CriticalHitClass: His ''Drunken Brawler'' ability gives him a chance to regularly deal critical (200%) damage.
* ContinuityNod: Although the Storm Spirit is now a human, Brewmaster still labels him as his cousin, likely due to his celestial heritage. In the original Dota, both Brewmaster and Storm Spirit were pandarens.
** While he is a red panda now, his "ancestral spirits" have a giant panda pattern like the original's elemental pandaren.
* DrunkenMaster
* ElementalPowers: After his ultimate (see LiteralSplitPersonality below).
** BlowYouAway
** DishingOutDirt
** PlayingWithFire
* EpicFlail: An odd combination of what can be called [[FightingWithChucks nunchaku]], but with a [[SimpleStaff staff]] on one end is his WeaponOfChoice. However, [[http://en.wikipedia.org/wiki/Two_section_staff it's a real weapon]].
* GlowingEyes: His elemental spirits.
* ImprobableWeaponUser: He uses his barrel of booze as much as a weapon as his staff.
* LiteralSplitPersonality[=/=]SelfDuplication: His ultimate, ''Primal Split'', splits him into three elemental warriors.
* [[PandaingToTheAudience Panda-ing To The Audience]]: His race is very Panda-like. The relation becomes more apparent when you look at his previous skin and ancestral spirits. He even used to be a [[{{Warcraft}} Pandaren]] in the original [=DotA=].
* ShockwaveStomp: ''Thunder Clap''
* StoutStrength
* TransformationIsAFreeAction: When performing ''Primal Split'', Brewmaster becomes invulnerable for the duration of the transformation, until after the three elementals are able to move.

[[quoteright:256:http://static.tvtropes.org/pmwiki/pub/images/Treant_Protector_5599.png]]
[[caption-width-right:256:[-[[http://dota2.gamepedia.com/images/d/db/Treant_respawn_05.mp3 "Think me not ponderous... merely pondering."]]-] ]]

!!Rooftrellen, the Treant Protector

''"Far to the west, in the mountains beyond the Vale of Augury, lie the remains of an ancient power, a fount of eldritch energy nestled deep in the high woods. It is said that the things that grow here, grow strangely. To the forces of nature this is a sacred place, made to stay hidden and unknown. Many are the traps and dangers of this land--all-consuming grasses and crossbred fauna and poisonous flowers--but none are so fierce as the mighty Treant Protectors. These ageless, titanic beings, charged with keeping the peace in this dangerous land, ensure that none within encroach without reason, and none without poach their secrets. For time untold they tended to their holy ground, uninterrupted, only dimly aware of the changing world beyond. Yet inevitably the wider world grew aware of this untamed land, and with each passing winter the outsiders grew bolder. Soon they arrived with tools to cut and with flames to burn, and often the Treants would ponder: who are these fragile, industrious creatures? What now had become of the wild, green world? There came and went an age of questions and of doubts, a thousand summers of long traditions set to scrutiny, while more and more the outsiders died and fed their earth. When all that bloomed had finally finished their say, curiosity had overcome caution. It was decided: a lone Protector would be sent into the wider world, and instructed to wander until the glaciers arose once more, to observe the changing land and its creatures, and to discover what unknown dangers could threaten their sacred ground."''

Treant Protector is a melee hero who is adept at supporting his team and keeping them alive. He is most notable for his skill set which essentially prevents early aggression from the enemy team whilst facilitating it for his own team. He is also naturally tanky, having one of the highest Strength growth in the game and possessing the highest base attack damage. His first skill, ''Nature’s Guise'', is a targeted ability which can turn himself or allies invisible when next to trees, whilst also granting them bonus move speed. It is notable that whilst under its effects Treant is capable of casting spells without breaking invisibility, something that most invisibility effects do not allow. His
second skill at skill, ''Leech Seed'', applies a slow to the cost targeted enemy unit and drains his health in pulses. It then proceeds to heal nearby allied units for the same amount of health stolen. His third skill, ''Living Armor'', is his bread-and-butter spell. Treant creates a shield around an allied unit, granting them bonus health regeneration and blocking some of the damage they receive for a certain number of instances. It will dispel when it either completes its duration or the number of damage instances has passed. It can also be cast globally, which allows Treant to save allies who are under attack from the other side of the map. He can also cast it on buildings, granting him one of the few ways to heal damaged structures. His ultimate, ''Overgrowth'', roots all enemies within a significant dent to his attack speed. Tiny can purchase an Aghanim’s Scepter, althought it doesn't specifically boost his ultimate, which makes him pick up a tree radius of Treant in place, preventing them from moving and use attacking, but not from casting spells or using items. Whilst not dealing any damage, it will root the enemy in place for a long time and so long as enemy heroes do not have a melee weapon. It grants him increased attack range, bonus way to break it they will be unable to avoid your teams follow-up damage, easily winning you the fight.

* BoringButPractical: Out of all of Treant's spells, only one deals
damage against and is easily outclassed by most damage-dealing spells in the game. His main play style revolves around continually casting ''Living Armor'' on allies and buildings, occasionally initiating a cleave to his attack and adding even more bonus damage to his second skill.

* DishingOutDirt: As a stone giant, this is to be expected.
* FastballSpecial: Toss can be used this way to hurl allies into the midst of enemies for
teamfight initiation.with ''Overgrowth''... and that's about it.
* BuffySpeak
* CloudCuckooLander: He is a slow thinker and easily gets distracted either by the [[AttentionDeficitOohShiny beautiful scenery]] or [[ThePhilosopher mysteries of the universe]], and is often [[ComicallyMissingThePoint oblivious to combat around him]].
--> '''Treant Protector (Respawning):''' [[http://dota2.gamepedia.com/images/8/89/Treant_respawn_09.mp3 "I think I'll go for a nice walk."]]
* CombatMedic: ''Leech Seed'' is an interesting example; it not only damages and slows whatever enemy it's used on, but it will also heal every enemy unit in a radius around it. HIs other utility spell, ''Living Armor'', is unique in that it is one of two spells that can also heal towers from anywhere on the map, turning potential enemy pushes into a slog.
* FreezeFrameBonus: His model has a small carving near his behind, saying "Riki was here".
* FurryConfusion: If he uses a tango (a consumable item that regenerates your health by destroying a tree) he'll apologize and show mild regret for what he's done, despite the tree being non-anthropomorphic.
--> '''Treant Protector (using a tango):''' [[http://dota2.gamepedia.com/images/8/89/Treant_tango_01.mp3 "Sorry, friend."]]
* GaiasVengeance: His various plant-themed abilities can aid his team in a teamfight or a push.
* GentleGiant: He is a calm, peaceful treant with abilities focused on protecting allies and disabling enemies. He also has the game's second highest Strength growth and has ludicrous melee attack damage.



* {{Golem}}: Sort of.
* GrievousHarmWithABody: When used against an enemy, Toss inflicts damage to the tossed unit, and does [=AoE=] damage if targeted on an enemy. If combined with Avalanche, it inflicts double Avalanche's damage, making Tiny capable of [[OneHitKill one-shotting]] most squishy heroes in the game.
* HulkSpeak: One of his lines even deliberately makes a ShoutOut as such.
-->'''Tiny:''' [[http://dota2.gamepedia.com/images/3/35/Tiny_attack_12.mp3 Tiny smash!]]
* IronicNickname: Although his name is true at first, Tiny quickly becomes one of the largest characters in the game.
* OurGiantsAreBigger: Unlike a typical giant, Tiny is made of stone. He also can't be considered a proper "giant" until later in the game.
* LightningBruiser: As you level his ultimate, Tiny actually ''gains'' movement speed, to the point where he can chase most heroes around the map pretty easily.
* MagikarpPower: In the beginning of the game, Tiny is pretty pathetic- he has terrible agility, two spells that eat his mana very quickly, and fairly poor stat growth. Give him time and a few early kills, though, and he'll soon transform into a LightningBruiser, capable of smashing entire teams asunder by the mid-to-late game.
* TelephonePolearm: If given Aghanim's Scepter, Tiny will use A TREE as a bludgeon.
* TheDevTeamThinksOfEverything: You're not likely to make Aghanim's Scepter before you have your ultimate. But if you do, you'll be treated to a sight of Tiny hauling around a comically large tree - twice as big as himself if you didn't level the ultimate at all - with unique animations for all actions.
* WeirdBeard: Made of moss.

to:

* {{Golem}}: Sort of.
GreenThumb: Being a treant, this is to be expected.
* GrievousHarmWithABody: When used against an enemy, Toss inflicts LifeDrain: ''Leech Seed''.
* MightyGlacier
* NatureHero
* PlantPerson
* ShoutOut: To Franchise/{{Pokemon}} with his spell, [[http://bulbapedia.bulbagarden.net/wiki/Leech_Seed_%28move%29 Leech Seed.]]
** His appearance and personality are based on Treebeard from [[Literature/TheLordOfTheRings The Lord of the Rings]].
* TheLostWoods: His land of origin.
* TookALevelInBadass: A small one, but before the 6.77c patch Rooftrellen was pretty much never picked in competitive games due to his rather underwhelming abilities. Then the 6.77c patch changed ''Living Armor'' to make it reduce
damage to the tossed unit, and does [=AoE=] from ALL instances of damage if targeted (Previously, ''Living Armor'' only blocked physical damage). With the global range on an enemy. If combined with Avalanche, the ability, this little change made it inflicts double Avalanche's damage, making Tiny capable of [[OneHitKill one-shotting]] most squishy heroes nigh-impossible to successfully gank Rooftrellen's allies in the game.
early game, and made him a much more common pick in competitive games just for Living Armor alone.
* HulkSpeak: One of TribalFacePaint
* TreeCover: ''Nature's Guise'' turns any friendly unit invisible, so long as they remain in proximinity to a tree. It's especially useful with surprise-oriented gankers like Pudge, as they can still cast spells while invisible.
* WeirdBeard: Just branches growing from
his lines even deliberately makes face into the shape of a ShoutOut as such.
-->'''Tiny:''' [[http://dota2.
beard.
* WhenTreesAttack

[[quoteright:256:http://static.tvtropes.org/pmwiki/pub/images/Io_4337.png]]
[[caption-width-right:256:[-[[http://dota2.
gamepedia.com/images/3/35/Tiny_attack_12.com/images/6/66/Wisp_Spawn_respawn.mp3 Tiny smash!]]
* IronicNickname: Although his name
"..."]]-] ]]

!!Io, the Guardian Wisp

''"Wisp
is everywhere, and in all things. Denounced by enemies as the great unmaker, worshiped by scholars as the twinkling of a divine eye, Wisp occupies all planes at once, the merest fraction of its being crossing into physical existence at any one moment. Like the great twin riders Dark and Light, and yet another ancient traveler whose true at first, Tiny history is lost to the ages, Io the Wisp is a Fundamental of the universe—a force older than time, a wanderer from realms far beyond mortal understanding. Wisp is nothing less than the sum of all attractive and repulsive forces within matter, a sentient manifestation of the charge that bind particles together. It is only in the controlled warping of these forces that Wisp's presence can be experienced on the physical plane. A benevolent, cooperative force, Wisp bonds its strength to others so that the power of allies might be enhanced. Its motives inscrutable, its strength unimaginable, moves through the physical plane, the perfect expression of the mysteries of the universe."''

Wisp is an unique ranged hero that is commonly played as a hardcore support thanks to its many ways to help allies. Even though Wisp lacks any sort of killing power by itself, with only one directly offensive ability, the capability to protect, support, empower and provide kills for its allies makes Wisp a very powerful pick in expert hands. While pretty hard to play due to his completely ally-dependant kit, a well played Wisp can prove to be a gamechanging presence on the battlefield. Wisp's first ability, ''Tether'', is arguably its more important, and it links Wisp to a nearby ally, forming an energy tether between the two that will break if they move too far apart (although it can be casted from a range twice as long as the breaking range, which will make Wisp
quickly becomes one of dash to its target and can be used for quick getaways). While linked, both Wisp and the largest characters in the game.
* OurGiantsAreBigger: Unlike a typical giant, Tiny is made of stone. He also can't be considered a proper "giant" until later in the game.
* LightningBruiser: As you level his ultimate, Tiny actually ''gains''
ally enjoy bonus movement speed, and the ally will regen any amount of health and mana that Wisp gains. Additionally, any enemy unit that passes through the tether is stunned. Wisp's second ability, ''Spirits'', generates five energy spirits that circle around Wisp, and can be pulled in or out to circle closer or farther away from Wisp. When a spirit makes contact with an enemy hero it will explode, damaging all nearby enemies. Spirits that make contact with enemy non-hero units will damage them for a smaller amount, but will not explode. Wisp's third skill, ''Overcharge'', increases Wisp's attack speed and gives him a damage reduction from all sources at the cost of mana and health each second and, more importantly, is shared with the ally affected by Wisp's first skill. Finally, Wisp's ultimate, ''Relocate'', teleports itself and any linked ally to any position on the map for twelve seconds after a short cast time, which allows Wisp to be a global pressence on the map.

* AmbiguousGender: Like Puck, Wisp is referred to as "it" although he's male in his BackStory in the first [=DotA=]. However, a description of one of his skills refers him in the masculine "his".
* DifficultButAwesome: Wisp (outside of a few comedy builds) is pretty much the only character who can do nothing but support other Heroes. It requires heavy teamwork, but is incredibly powerful when utilized correctly. Because of this, Wisp is one of the most commonly picked or banned Heroes in professional tournaments.
* EnergyBeing[=/=]CelestialBody
** Heck, even the in-game model itself is just particle!
* HappyFunBall: Often called this thanks
to the point spherical shape and totally unexpected power [[DifficultButAwesome in a coordinated team]].
--> '''Bastion Announcer:''' [[http://dota2.gamepedia.com/images/2/28/Dlc_bastion_announcer_pick_wisp_follow.mp3 "Hey what's that little glowy ball? Famous last words."]]
* NatureSpirit
* OverclockingAttack: ''Overcharge'' increases the attack speed and reduces incoming damage of Wisp and its tethered ally at the price of burning away mana and health.
* PowerFloats
* SentientCosmicForce
* TheSpeechless: All the noises he makes can be described as submarine-sounding beeps and boops.
** Some other characters seem to understand him. Puck especially continuously regrets that people are missing Wisp's puns (unreliable - maybe she's just being [[LittleMissSnarker Puck]]).
* SquishyWizard: Despite being a Strength hero, Wisp has pathetically low base stats and stat growth in all three areas; of all Strength heroes in the game, it has the lowest base Strength (tied with Phoenix, who is still only in Dota 1) and second-lowest Strength growth, beat out only by Alchemist. On top of all that, it's the only Hero in the game that starts with '''negative''' base armor. Needless to say, Wisp is very easy to kill if ever caught alone.
* TimeAbyss
* ViewersAreGeniuses: Its abilities are based on atoms and it's backstory implies it's a sentient manifestation of the three major forces of quantum mechanics (Strong, Weak, and Electromagnetism).

[[quoteright:256:http://static.tvtropes.org/pmwiki/pub/images/20121026031419Centaur_Warrunner_862.png]]
[[caption-width-right:256:[-[[http://dota2.gamepedia.com/images/2/24/Cent_ally_18.mp3 "A centaur's road is paved with the corpses of the fallen."]]-] ]]
!!Bradwarden, the Centaur Warrunner

''"It's said that a centaur's road is paved with the corpses of the fallen. For the one called Warrunner, it has been a long road indeed. To outsiders, the four-legged clans of Druud are often mistaken for simple, brutish creatures. Their language has no written form; their culture lacks pictographic traditions, structured music, formalized religion. For centaurs, combat is the perfect articulation of thought, the highest expression of self. If killing is an art among centaurs, then Bradwarden the Warrunner is their greatest artist. He rose to dominance on the proving grounds of Omexe, an ancient arena where centaur clans have for millennia gathered to perform their gladiatorial rights. As his fame spread, spectators came from far and wide to see the great centaur in action. Always the first to step into the arena, and the last to leave, he composes a masterpiece in each guttering spray, each thrust of blood-slickened blade-length. It is the poetry of blood on steel, flung in complex patterns across the pale sands of the killing floor. Warrunner defeated warrior after warrior, until the arena boomed with the cheering of his name, and he found himself alone, the uncontested champion of his kind. The great belt of Omexe was bestowed, wrapped around his broad torso, but in his victory, the death-artist found only emptiness. For what is a warrior without a challenge? The great centaur galloped out of Omexe that day with a new goal. To his people, Warrunner is the greatest warrior to ever step into the arena. Now he has set out to prove he is the greatest fighter who has ever lived."''

Centaur Warrunner is a powerful melee hero who is notable for his immense survivability and tankiness, as well as his powerful initiation abilities. Although he lacks any ranged abilities, his enormous health pool and disruption skills allow him to close in onto the enemy team,
where he can chase unleash a rampage of crowd control and damage. While not as powerful as a real carry, he can deal a lot of damage and survive most heroes encounters thanks to his massive health. His first ability, ''Hoof Stomp'', makes him stomp the ground, damaging and stunning any nearby opponents. His second ability, ''Double Edge'', is where most of his damage comes from. It is a very powerful melee blow that deals heavy damage to his target, as well as other enemies in a small area around it, but also damages the Centaur Warrunner himself, although he cannot die through this damage. His third ability, ''Return'', is a passive skill that immediately damages any hero that hurts the Centaur Warrunner with their basic attacks, which greatly discourages squishy carries from focusing him. Finally, his ultimate, ''Stampede'', is a powerful initiation tool that immediately grants all allies on the map pretty easily.
* MagikarpPower: In the beginning of the game, Tiny is pretty pathetic- he has terrible agility, two spells that eat his mana very quickly,
maximum movement speed and fairly poor stat growth. Give him time allows them to pass through enemy units, trampling them to inflict damage and a few early kills, though, massive slow, although a single enemy cannot be affected by this more than once.

* AnAxeToGrind
* CreepyGood: Bradwarden is a seriously evil looking centaur with empty eyes, horns, jutting fangs
and he'll soon transform into a LightningBruiser, capable of smashing entire teams asunder by mohawk. However, he is on Radiant side, often considered the mid-to-late game.
''good side.''
* TelephonePolearm: If given Aghanim's Scepter, Tiny will use A TREE as GladiatorGames: Is a bludgeon.
champion of them.
* TheDevTeamThinksOfEverything: You're not likely HornedHumanoid
* MonochromaticEyes
* OurCentaursAreDifferent: Unlike centaurs seen in most other works, Bradwarden has horns and out-jutting lower fangs.
* ProudWarriorRaceGuy: His culture has little
to make Aghanim's Scepter before you it other than violence.
** AlwaysChaoticEvil: Somewhat downplayed, but his people are implied to
have your ultimate. But if you do, you'll be treated to a sight of Tiny hauling around a comically large tree - twice as big as himself if you didn't level the ultimate at all - with unique animations preference for all actions.
violence.
* WeirdBeard: Made of moss.
ShockwaveStomp: Hoof Stomp.
* WorthyOpponent: He regards Magnus as one.



[[quoteright:256:http://static.tvtropes.org/pmwiki/pub/images/Treant_Protector_5599.png]]
[[caption-width-right:256:[-[[http://dota2.gamepedia.com/images/d/db/Treant_respawn_05.mp3 "Think me not ponderous... merely pondering."]]-] ]]

!!Rooftrellen, the Treant Protector

''"Far to the west, in the mountains beyond the Vale of Augury, lie the remains of an ancient power, a fount of eldritch energy nestled deep in the high woods. It is said that the things that grow here, grow strangely. To the forces of nature this is a sacred place, made to stay hidden and unknown. Many are the traps and dangers of this land--all-consuming grasses and crossbred fauna and poisonous flowers--but none are so fierce as the mighty Treant Protectors. These ageless, titanic beings, charged with keeping the peace in this dangerous land, ensure that none within encroach without reason, and none without poach their secrets. For time untold they tended to their holy ground, uninterrupted, only dimly aware of the changing world beyond. Yet inevitably the wider world grew aware of this untamed land, and with each passing winter the outsiders grew bolder. Soon they arrived with tools to cut and with flames to burn, and often the Treants would ponder: who are these fragile, industrious creatures? What now had become of the wild, green world? There came and went an age of questions and of doubts, a thousand summers of long traditions set to scrutiny, while more and more the outsiders died and fed their earth. When all that bloomed had finally finished their say, curiosity had overcome caution. It was decided: a lone Protector would be sent into the wider world, and instructed to wander until the glaciers arose once more, to observe the changing land and its creatures, and to discover what unknown dangers could threaten their sacred ground."''

Treant Protector is a melee hero who is adept at supporting his team and keeping them alive. He is most notable for his skill set which essentially prevents early aggression from the enemy team whilst facilitating it for his own team. He is also naturally tanky, having one of the highest Strength growth in the game and possessing the highest base attack damage. His first skill, ''Nature’s Guise'', is a targeted ability which can turn himself or allies invisible when next to trees, whilst also granting them bonus move speed. It is notable that whilst under its effects Treant is capable of casting spells without breaking invisibility, something that most invisibility effects do not allow. His second skill, ''Leech Seed'', applies a slow to the targeted enemy unit and drains his health in pulses. It then proceeds to heal nearby allied units for the same amount of health stolen. His third skill, ''Living Armor'', is his bread-and-butter spell. Treant creates a shield around an allied unit, granting them bonus health regeneration and blocking some of the damage they receive for a certain number of instances. It will dispel when it either completes its duration or the number of damage instances has passed. It can also be cast globally, which allows Treant to save allies who are under attack from the other side of the map. He can also cast it on buildings, granting him one of the few ways to heal damaged structures. His ultimate, ''Overgrowth'', roots all enemies within a significant radius of Treant in place, preventing them from moving and attacking, but not from casting spells or using items. Whilst not dealing any damage, it will root the enemy in place for a long time and so long as enemy heroes do not have a way to break it they will be unable to avoid your teams follow-up damage, easily winning you the fight.

* BoringButPractical: Out of all of Treant's spells, only one deals damage and is easily outclassed by most damage-dealing spells in the game. His main play style revolves around continually casting ''Living Armor'' on allies and buildings, occasionally initiating a teamfight with ''Overgrowth''... and that's about it.
* BuffySpeak
* CloudCuckooLander: He is a slow thinker and easily gets distracted either by the [[AttentionDeficitOohShiny beautiful scenery]] or [[ThePhilosopher mysteries of the universe]], and is often [[ComicallyMissingThePoint oblivious to combat around him]].
--> '''Treant Protector (Respawning):''' [[http://dota2.gamepedia.com/images/8/89/Treant_respawn_09.mp3 "I think I'll go for a nice walk."]]
* CombatMedic: ''Leech Seed'' is an interesting example; it not only damages and slows whatever enemy it's used on, but it will also heal every enemy unit in a radius around it. HIs other utility spell, ''Living Armor'', is unique in that it is one of two spells that can also heal towers from anywhere on the map, turning potential enemy pushes into a slog.
* FreezeFrameBonus: His model has a small carving near his behind, saying "Riki was here".
* FurryConfusion: If he uses a tango (a consumable item that regenerates your health by destroying a tree) he'll apologize and show mild regret for what he's done, despite the tree being non-anthropomorphic.
--> '''Treant Protector (using a tango):''' [[http://dota2.gamepedia.com/images/8/89/Treant_tango_01.mp3 "Sorry, friend."]]
* GaiasVengeance: His various plant-themed abilities can aid his team in a teamfight or a push.
* GentleGiant: He is a calm, peaceful treant with abilities focused on protecting allies and disabling enemies. He also has the game's second highest Strength growth and has ludicrous melee attack damage.
* GlowingEyes
* GreenThumb: Being a treant, this is to be expected.
* LifeDrain: ''Leech Seed''.
* MightyGlacier
* NatureHero
* PlantPerson
* ShoutOut: To Franchise/{{Pokemon}} with his spell, [[http://bulbapedia.bulbagarden.net/wiki/Leech_Seed_%28move%29 Leech Seed.]]
** His appearance and personality are based on Treebeard from [[Literature/TheLordOfTheRings The Lord of the Rings]].
* TheLostWoods: His land of origin.
* TookALevelInBadass: A small one, but before the 6.77c patch Rooftrellen was pretty much never picked in competitive games due to his rather underwhelming abilities. Then the 6.77c patch changed ''Living Armor'' to make it reduce damage from ALL instances of damage (Previously, ''Living Armor'' only blocked physical damage). With the global range on the ability, this little change made it nigh-impossible to successfully gank Rooftrellen's allies in the early game, and made him a much more common pick in competitive games just for Living Armor alone.
* TribalFacePaint
* TreeCover: ''Nature's Guise'' turns any friendly unit invisible, so long as they remain in proximinity to a tree. It's especially useful with surprise-oriented gankers like Pudge, as they can still cast spells while invisible.
* WeirdBeard: Just branches growing from his face into the shape of a beard.
* WhenTreesAttack

to:

[[quoteright:256:http://static.tvtropes.org/pmwiki/pub/images/Treant_Protector_5599.org/pmwiki/pub/images/Bristleback_317.png]]
[[caption-width-right:256:[-[[http://dota2.gamepedia.com/images/d/db/Treant_respawn_05.com/images/7/7d/Bristle_begin_03.mp3 "Think me not ponderous... merely pondering."Time to mash some faces, I'd say."]]-] ]]

!!Rooftrellen, !!Rigwarl, the Treant Protector

''"Far
Bristleback

''"Never one
to turn his back on a fight, Rigwarl was known for battling the west, in biggest, meanest scrappers he could get his hands on. Christened Bristleback by the mountains beyond the Vale of Augury, lie the remains of an ancient power, a fount of eldritch energy nestled deep drunken crowds, he waded into backroom brawls in the high woods. It is said that the things that grow here, grow strangely. To the forces of nature this is a sacred place, made to stay hidden every road tavern between Slom and unknown. Many are the traps and dangers of this land--all-consuming grasses and crossbred fauna and poisonous flowers--but none are so fierce as the mighty Treant Protectors. These ageless, titanic beings, charged with keeping the peace in this dangerous land, ensure that none within encroach without reason, and none without poach their secrets. For time untold they tended to their holy ground, uninterrupted, only dimly aware of the changing world beyond. Yet inevitably the wider world grew aware of this untamed land, and with each passing winter the outsiders grew bolder. Soon they arrived with tools to cut and with flames to burn, and often the Treants would ponder: who are these fragile, industrious creatures? What now had become of the wild, green world? There came and went an age of questions and of doubts, a thousand summers of long traditions set to scrutiny, while more and more the outsiders died and fed their earth. When all that bloomed had Elze, until his exploits finally finished their say, curiosity caught the eye of a barkeep in need of an enforcer. For a bit of brew, Bristleback was hired to collect tabs, keep the peace, and break the occasional leg or two (or five, in the case of one unfortunate web-hund). After indulging in a night of merriment during which bodily harm was meted out in equal parts upon both delinquent patrons and his own liver, Bristleback finally met his match. “Your tusks offend me, sir,” he was heard to drunkenly slur to one particularly large fellow from the northern wastes whose bill had overcome caution. It come due. What followed was decided: a lone Protector would be sent into fight for the wider world, ages. A dozen fighters jumped in. No stool was left unbroken, and instructed to wander until in the glaciers arose once more, to observe end, the changing land impossible happened: the tab went unpaid. Over the weeks that followed, Bristleback's wounds healed, and its creatures, his quills grew back; but an enforcer's honor can be a prickly thing. He paid the tab from his own coin, vowing to track down this northerner and extract redemption. And then he did something he'd never done before--he actually trained, and in so doing made a startling discovery about himself. A smile peeled back from his teeth as he flexed his quills. Turning his back to discover what unknown dangers could threaten their sacred ground.a fight might be just the thing."''

Treant Protector Bristleback is a tanky melee hero who that is adept specially good at supporting ganking and chasing down enemies, although he can function as a semi-dedicated damage dealer with items. The low cooldown and cost of his team and keeping abilities allows him to spam them alive. to his heart's content, and they all stack for increasingly powerful effects. He is most notable for mainly played as a hardcore ganker, since his skill set which essentially prevents early aggression of skills make escaping from the enemy team whilst facilitating it for his own team. He is him very hard, although he can also naturally tanky, having one of the highest Strength growth in the game and possessing the highest base attack damage. tank some serious punishment if played well. His first skill, ''Nature’s Guise'', is ability, ''Viscous Nasal Goo'', fires a targeted ability mass of mucus at an enemy, slowing them and reducing their armor, which can turn himself or allies invisible when next stack several times thanks to trees, whilst also granting them bonus move speed. It is notable that whilst under its effects Treant is capable of casting spells without breaking invisibility, something that most invisibility effects do not allow. His low cost and cooldown. With a similarly low cost and cooldown, his second skill, ''Leech Seed'', applies ability, ''Quill Spray'', sends a slow to the targeted enemy unit and drains his health in pulses. It then proceeds to heal barrage of quills around Bristleback, damaging all nearby allied units for opponents as well as giving them a stacking debuff that increases damage taken from further quill sprays. His third ability, ''Bristleback'', is a passive skill that reduces damage taken by Bristleback if he's hit from the same sides, and reduces it even more if he's hit from the rear. Additionally, if he takes a certain amount of health stolen. His third skill, ''Living Armor'', is his bread-and-butter spell. Treant creates a shield around an allied unit, granting them bonus health regeneration and blocking some of the damage they receive for a certain number of instances. It will dispel when it either completes its duration or the number of damage instances has passed. It can also be cast globally, which allows Treant to save allies who are under attack from the other side of the map. He can also cast it on buildings, granting him one of the few ways to heal damaged structures. His rear, he automatically releases a costless quill spray. Finally, his ultimate, ''Overgrowth'', roots all enemies within a significant radius of Treant in place, preventing them from moving ''Warpath'', is yet another passive ability that increases Bristleback's movement speed and attacking, but not from casting spells or using items. Whilst not dealing any damage, it will root the enemy in place for a long time and so long as enemy heroes do not have a way to break it they will be unable to avoid your teams follow-up damage, easily winning you the fight.

* BoringButPractical: Out of all of Treant's spells, only one deals
attack damage everytime he casts an ability, which also stacks and is easily outclassed by most damage-dealing spells in the game. His main play style revolves around continually casting ''Living Armor'' on allies and buildings, occasionally initiating has a teamfight clear synergy with ''Overgrowth''... and that's about it.
his low cooldown abilities.

* BuffySpeak
* CloudCuckooLander: He is a slow thinker and easily gets distracted either
TheBet: Apparently he was sent to war by the [[AttentionDeficitOohShiny beautiful scenery]] or [[ThePhilosopher mysteries of the universe]], and is often [[ComicallyMissingThePoint oblivious to combat around him]].
same bartender as Tusk.
--> '''Treant Protector (Respawning):''' '''Rigwarl:''' [[http://dota2.gamepedia.com/images/8/89/Treant_respawn_09.com/images/e/ea/Bristle_rare_01.mp3 "I "It was a barkeep that got me into this mess. Yeah, I think I'll go for pay em a nice walk.visit when this is done."]]
* CombatMedic: ''Leech Seed'' is an interesting example; it not DeathOfAThousandCuts: His only damages damaging spell ''Quill Spray'' is very weak, but has low cooldown and slows whatever enemy it's used on, but it will also heal every enemy unit increases in power with each subsequent hit.
* EpicFlail: A huge boulder on
a radius around it. HIs other utility spell, ''Living Armor'', is unique chain.
* EyepatchOfPower
* LargeHam: Can compete with Tusk
in that it is one of two spells that can also heal towers from anywhere on the map, turning potential enemy pushes into a slog.
his sheer hamminess.
* FreezeFrameBonus: LightningBruiser
* NaturalWeapon:
His model has a small carving near his behind, saying "Riki was here".
* FurryConfusion: If he uses a tango (a consumable item that regenerates your health by destroying a tree) he'll apologize
quills and show mild regret for what he's done, despite the tree being non-anthropomorphic.
snot.
* NoIndoorVoice
* PunctuatedForEmphasis: Uses this ''a lot''.
--> '''Treant Protector (using a tango):''' '''Rigwarl (Killing Doom):''' [[http://dota2.gamepedia.com/images/8/89/Treant_tango_01.com/images/b/b8/Bristle_rival_20.mp3 "Sorry, friend."Who's. Doomed. Now."]]
* GaiasVengeance: His various plant-themed abilities can aid his team in a teamfight or a push.
* GentleGiant: He is a calm, peaceful treant with abilities focused on protecting allies and disabling enemies. He also has the game's second highest Strength growth and has ludicrous melee attack damage.
* GlowingEyes
* GreenThumb: Being a treant, this is to be expected.
* LifeDrain: ''Leech Seed''.
* MightyGlacier
* NatureHero
* PlantPerson
* ShoutOut: To Franchise/{{Pokemon}} with his spell, [[http://bulbapedia.bulbagarden.net/wiki/Leech_Seed_%28move%29 Leech Seed.]]
** His appearance and personality are based on Treebeard from [[Literature/TheLordOfTheRings The Lord of the Rings]].
* TheLostWoods: His land of origin.
* TookALevelInBadass: A small one, but before the 6.77c patch Rooftrellen was pretty much never picked in competitive games due to his rather underwhelming abilities. Then the 6.77c patch changed ''Living Armor'' to make it reduce damage from ALL instances of damage (Previously, ''Living Armor'' only blocked physical damage).
TheRival / BashBrothers: With Ymir the global range on Tusk.
* SpikeShooter: Is able to shoot
the ability, this little change made it nigh-impossible to successfully gank Rooftrellen's allies in the early game, and made him a much more common pick in competitive games just for Living Armor alone.
* TribalFacePaint
* TreeCover: ''Nature's Guise'' turns any friendly unit invisible, so long as they remain in proximinity to a tree. It's especially useful with surprise-oriented gankers like Pudge, as they can still cast spells while invisible.
* WeirdBeard: Just branches growing
quills from his face back.
* [[SpikeBallsOfDoom Spike Ball Of Doom]]: He's a living one.
* UnstoppableRage: His ultimate ''Warpath''.
--> ''Bristleback works himself up
into the shape of a beard.
* WhenTreesAttack
fury every time he casts a spell, increasing his movement speed and damage.''

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That is a hilarious typo, and one that really should have been fixed long ago.


''"Purist Thunderwrath was a hard-fighting, road-worn, deeply committed knight, sworn to the order in which he had grown up as squire to elder knights of great reputation. He had spent his entire life in the service of the Omniscience, the All Seeing One. Theirs was a holy struggle, and so embedded was he in his duty that he never questioned it so long as he had the strength to fight and the impetuous valor that comes with youth. But over the long years of the crusade, as his elders passed away and were buried in sorry graves at the side of muddy tracks, as his bond-brothers fell in battle to uncouth creatures that refused to bow to the Omniscience, as his own squires were chewed away by ambush and plague and bad water, he began to question the meaning of his vows--the meaning of the whole crusade. After deep meditation, he parted ways with his army and commenced a long trek back to the cave-riddled cliffs of Emauracus, and there he set a challenge to the priests of the Omniscience. No knight had ever questioned them before, and they tried to throw him into the pit of sacrifice, but Purist would not be moved. For as he faced them down, he began to glow with a holy light, and they saw that the Omniscience had chosen to reveal Itself to him. The Elder Hierophant led him on a journey of weeks down into the deepest chamber, the holy of holies, where waited not some abstract concept of wisdom and insight, not some carved relic requiring an injection of imagination to believe in, but the old one itself. It had not merely dwelt in those rocks for billions of aeons; no, It had created them. The Omniscience had formed the immense mineral shell of the planet around itself, as a defense against the numerous terrors of space. Thus the All Seeing One claimed to have created the world, and given the other truths revealed to Puritan on that day, the knight had no reason to refute the story. Perhaps the Omniscience is a liar, deep in its prison of stone, and not the world's creator at all, but Omniknight never again questioned his faith. His campaign had meaning at last. And there can be no question that the glorious powers that imbue him, and give his companions such strength in battle, are real beyond any doubt."''

to:

''"Purist Thunderwrath was a hard-fighting, road-worn, deeply committed knight, sworn to the order in which he had grown up as squire to elder knights of great reputation. He had spent his entire life in the service of the Omniscience, the All Seeing One. Theirs was a holy struggle, and so embedded was he in his duty that he never questioned it so long as he had the strength to fight and the impetuous valor that comes with youth. But over the long years of the crusade, as his elders passed away and were buried in sorry graves at the side of muddy tracks, as his bond-brothers fell in battle to uncouth creatures that refused to bow to the Omniscience, as his own squires were chewed away by ambush and plague and bad water, he began to question the meaning of his vows--the meaning of the whole crusade. After deep meditation, he parted ways with his army and commenced a long trek back to the cave-riddled cliffs of Emauracus, and there he set a challenge to the priests of the Omniscience. No knight had ever questioned them before, and they tried to throw him into the pit of sacrifice, but Purist would not be moved. For as he faced them down, he began to glow with a holy light, and they saw that the Omniscience had chosen to reveal Itself to him. The Elder Hierophant led him on a journey of weeks down into the deepest chamber, the holy of holies, where waited not some abstract concept of wisdom and insight, not some carved relic requiring an injection of imagination to believe in, but the old one itself. It had not merely dwelt in those rocks for billions of aeons; no, It had created them. The Omniscience had formed the immense mineral shell of the planet around itself, as a defense against the numerous terrors of space. Thus the All Seeing One claimed to have created the world, and given the other truths revealed to Puritan Purist on that day, the knight had no reason to refute the story. Perhaps the Omniscience is a liar, deep in its prison of stone, and not the world's creator at all, but Omniknight never again questioned his faith. His campaign had meaning at last. And there can be no question that the glorious powers that imbue him, and give his companions such strength in battle, are real beyond any doubt."''
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Don\'t need that sort of tone.


* BoringButPractical: Among the fandom, Treant has a reputation of not being very fun to play as. Out of all his spells, only one deals damage and is easily outclassed by most damage-dealing spells in the game. His main play style revolves around continually casting ''Living Armor'' on allies and buildings, occasionally initiating a teamfight with ''Overgrowth''... and that's about it.

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* BoringButPractical: Among the fandom, Treant has a reputation of not being very fun to play as. Out of all his of Treant's spells, only one deals damage and is easily outclassed by most damage-dealing spells in the game. His main play style revolves around continually casting ''Living Armor'' on allies and buildings, occasionally initiating a teamfight with ''Overgrowth''... and that's about it.
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* BoringButPractical: Among the fandom, Treant has a reputation of not being very fun to play as. Out of all his spells, only one deals damage and is easily outclassed by most damage-dealing spells in the game. His main play style revolves around continually casting ''Living Armor'' on allies and buildings, occasionally initiating a teamfight with ''Overgrowth''... and that's about it.

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* GoodIsNotDumb: He had the wherewithal to question the higher-ups of the Omniscience, which is why his strength is so real.



* HolyHandGrenade: ''Purification'' is hard to hit an enemy with, but deals a lot of pure damage, making it a very deadly nuke that simultaneously heals an ally.

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* HolyHandGrenade: ''Purification'' is hard to hit an enemy with, but deals a lot of pure Pure damage, making it a very deadly nuke that simultaneously heals an ally.

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* ArmorPiercingAttack: A well-timed ''Purification'' can deal a huge amount of [=AoE=] Pure damage in a small area of effect, while at the same time healing its target, essentially doubling the difference in HP between the heal target and nearby enemies.



* FixedDamageAttack: A well-timed ''Purification'' can deal a huge amount of [=AoE=] Pure damage in a small area of effect, while at the same time healing its target, essentially doubling the difference in HP between the heal target and nearby enemies.



* ArmorPiercingAttack: ''All 3'' of his damaging abilities deal Pure damage (though ''Whirling Death'' deals Magical damage without any trees nearby).
** Even if it doesn' deal pure damage, ''Whirling Death'' also reduces an enemy's primary attribute by 15%, lowering max health of Strength heroes and armor of Agility heroes.


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* FixedDamageAttack: ''All 3'' of his damaging abilities deal Pure damage (though ''Whirling Death'' deals Magical damage without any trees nearby).
** Even if it doesn' deal Pure damage, ''Whirling Death'' also reduces an enemy's primary attribute by 15%, lowering max health on Strength heroes and armor on Agility heroes (most Intelligence heroes are already quite squishy so it doesn't matter much).
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* LimitBreak[=/=]LightningBruiser: ''Astral Spirit'' gives Elder Titan bonus damage and movement speed for each enemy it passes through. In the case of enemy heroes, it gives him +5% movement speed and +40 damage per hero, so catching four heroes with the projection (to say nothing of any creeps that happen to be standing around) will give him +20% movement speed and +160 attack damage, which, combined with his ''Natural Order'' aura, means that he'll be hitting almost as hard as if he were carrying a Divine Rapier.

to:

* LimitBreak[=/=]LightningBruiser: ''Astral Spirit'' gives Elder Titan bonus damage and movement speed for each enemy it passes through. In the case of enemy heroes, it gives him +5% movement speed and +40 damage per hero, so catching four heroes with the projection (to say nothing of any creeps that happen to be standing around) will give him +20% movement speed and +160 attack damage, which, combined with his ''Natural Order'' aura, means that [[http://www.youtube.com/watch?v=ru7V7GETcwY he'll be hitting almost as hard as if he were carrying a Divine Rapier.Rapier]].
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* LimitBreak[=/=]LightningBruiser: ''Astral Spirit'' gives Elder Titan bonus damage and movement speed for each enemy it passes through. In the case of enemy heroes, it gives him +5% movement speed and +40 damage per hero, so catching four heroes with the projection (to say nothing of any creeps that happen to be standing around) will give him +20% movement speed and +160 attack damage, which, combined with his ''Natural Order'' aura, means that he'll be hitting almost as hard as if he were carrying a Divine Rapier.

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* ItemCaddy: He relies on items to net most of his kills; items that increase attack speed synchronize well with his ultimate.

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* ItemCaddy: He Perhaps more than any other hero [[hottip:*:possibly barring Medusa]], Alchemist relies on a six-slotted inventory of powerful items to net get kills. This is made easier by his passive, which makes farming much faster and easier, so a good Alchemist will probably assemble most of his kills; items that increase attack speed synchronize well with his ultimate.arsenal by the thirty-minute mark.



* ArmorPiercingAttack: ''All 3'' of his damaging abilities deal Pure damage (though Whirling Death deals Magical damage without any trees nearby).

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* ArmorPiercingAttack: ''All 3'' of his damaging abilities deal Pure damage (though Whirling Death ''Whirling Death'' deals Magical damage without any trees nearby).nearby).
** Even if it doesn' deal pure damage, ''Whirling Death'' also reduces an enemy's primary attribute by 15%, lowering max health of Strength heroes and armor of Agility heroes.
* BucketHelmet: He wears some kind of receptacle with a valve on his head.



* FinishingMove: ''Chakram'' decreases enemy speed proportional to the health they've lost, slowing almost-dead heroes to a crawl while dealing damage over time.



* GogglesDoNothing: While they could be used as protection from sawdust, he's just wearing them on his head.

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* GogglesDoNothing: While they could be used as protection from sawdust, he's just wearing them on his head."helmet".


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* ItsPersonal: PlayedForLaughs, see RoaringRampageOfRevenge.


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* MagicKnight: After getting enough mana regen he won't need his autoattack for the rest of the game, instead relying on spammable spells.


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* * ShoutOut: His gray and orange vest bears some resemblance to [[VideoGame/HalfLife Gordon Freeman's HEV suit]].
** He states that [[Series/MontyPythonsFlyingCircus he's not a lumberjack and he is not okay]].


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* * UnreliableNarrator: He could actually be crazy, as he's been in an insane asylum before:
--> '''Rizzrack, meeting Dark Seer:''' [[http://hydra-media.cursecdn.com/dota2.gamepedia.com/1/11/Timb_ally_09.mp3 "Ah, Dark Seer. Finally someone who appreciates a wall without padding."]]


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* TribalFacePaint
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Moving Fan Nickname to trivia namespace


* FanNickname: "Tree" or "Treeman" for [[CaptainObvious being a treeperson.]]
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This is part of the [[{{Characters/Dota2}} character sheet]] for {{Dota 2}}. This page contains all '''Radiant Strength''' heroes.

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This is part of the [[{{Characters/Dota2}} character sheet]] for {{Dota 2}}.''{{VideoGame/Dota 2}}''. This page contains all '''Radiant Strength''' heroes.
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* PercentDamageAttack: Huskar's ultimate, ''Life Break'', shaves off a percentage of his target's current HP, at the cost of a similar fraction of his own. When he's at low health (which he almost always will be), this lets him cut off half (or more) of a full-health enemy's HP at a cost of a few points of his own (or the inverse if he's at full health and his target is weak). This makes him a massive counter to Strength-based carries, since he can possibly remove over a thousand points of health from his target with a single attack.
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[[AC:'''Strength Heroes''']]
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This is part of the [[{{Characters/Dota2}} character sheet]] for {{Dota 2}}. This page contains all '''Radiant Strength''' heroes.

----

[[quoteright:256:http://static.tvtropes.org/pmwiki/pub/images/Kunkka_4108.png]]
[[caption-width-right:256:[-[[http://dota2.gamepedia.com/images/7/75/Kunk_rare_01.mp3 "If the demons of the Cataract couldn't sink my fleet, then this lot doesn't stand a chance."]]-] ]]

[[AC:'''Strength Heroes''']]

!!Kunkka, the Admiral

''"As Admiral of the mighty Claddish Navy, Kunkka was charged with protecting the isles of his homeland when the Demons of the Cataract made a concerted grab at the lands of men. After years of small sorties, and increasingly bold and devastating attacks, the Demon Fleet flung all its carnivorous ships at the Trembling Isle. Desperate, the Suicide-Mages of Cladd committed their ultimate rite, summoning a host of ancestral spirits to protect the fleet. Against the Demons, this was just barely enough to turn the tide. As Kunkka watched the Demons take his ships down one by one, he had the satisfaction of wearing away their fleet with his ancestral magic. But at the battle's peak, something in the clash of demons, men and atavistic spirits must have stirred a fourth power that had been slumbering in the depths. The waves rose up in towering spouts around the few remaining ships, and Maelraun the Tentacular appeared amid the fray. His tendrils wove among the ships, drawing demon and human craft together, churning the water and wind into a raging chaos. What happened in the crucible of that storm, none may truly say. The Cataract roars off into the void, deserted by its former denizens. Kunkka is now Admiral of but one ship, a ghostly rig which endlessly replays the final seconds of its destruction. Whether he died in that crash is anyone's guess. Not even Tidehunter, who summoned Maelraun, knows for sure."''

Kunkka is a versatile melee hero that excels at both dealing high area-of-effect damage and disabling opponents. He is commonly played as a carry, although his array of crowd control spells allows him to be useful in other positions as well. While he lacks the sustained damage of other carries, his burst area-of-effect damage and disables makes him truly able to [[IncrediblyLamePun turn the tides of battle]]. His first ability, ''Torrent'', summons a rising torrent of water at target area that damages, knocks-up and slows enemies in said area after a short delay. His second ability, ''Tidebringer'', is a passive skill that enchants his next basic attack every few seconds, making it deal bonus damage and also damaging all enemies in a huge area in front of Kunkka, which is the main source of his signature area-of-effect burst damage. His third ability, ''X Marks the Spot'', allows him to mark the spot a targeted enemy or allied hero is occupying and return them to it after a few seconds or when Kunkka reactivates the ability. Finally, his ultimate ability, ''Ghost Ship'', summons a ghost ship that crashes through the battlefield in a straight line, damaging and stunning enemy heroes around its final destination, while also giving allied heroes in the ship's path a buff that increases their movement speed and grants them a delayed reaction to damage (a part of the damage received is dealt when the buff expires, although you cannot be killed by this delayed damage).

* ArchEnemy: He and Leviathan hate each others guts.
* BadassBeard[=/=]SeadogBeard: A truly magnificent one at that.
* BoozeBasedBuff: The buff provided by his ultimate, Ghost Ship, is called Kunkka's Rum, and is implied to be the allied heroes getting drunk.
* TheCaptain: Admiral, to be exact.
* CriticalHitClass: A common strategy for Kunkka is to build the damage-dealing items Shadow Blade and Daedalus to use with Tidebringer; the bonus damage provided by uncloaking with Shadow Blade, combined with a lucky critical hit from Daedalus, can potentially annihilate an entire team in one go.
--> '''Kunkka, buying Crystalis:''' [[IncrediblyLamePun "Yes, Fish]] [[http://hydra-images.cursecdn.com/dota2.gamepedia.com/b/be/Kunk_item_10.mp3 and Crits!"]]
* DifficultButAwesome: His spells have enormous burst possibility (rivaling some dedicated nukers!) and can stun and catch out enemies. However, they're some of the most difficult spells to land in the game.
* FourStarBadass
* GhostPirate: It's been hinted at in his BackStory that he might have been killed in the crash, but no one truly knows.
** Also suggested by one of his responces:
---> '''Kunkka, meeting [[OurZombiesAreDifferent Dirge the Undying]]:''' [[http://hydra-images.cursecdn.com/dota2.gamepedia.com/4/45/Kunk_ally_05.mp3 "Ah, Undying, we'll make a ghastly crew."]]
* GhostShip: His last skill summons the ghost of his ship to ram his enemies.
* GoingDownWithTheShip: Referenced in one of his losing responses.
* HerdHittingAttack: ''Tidebringer'' turns his main melee attack into this every once in awhile.
* MakingASplash: He is able to summon geysers from underneath his enemies, and his sword is able to splash enemies with water.
* NamedWeapons[=/=]OddlyShapedSword: Tidebringer
* OfficerAndAGentleman
* TalkLikeAPirate
* TheComputerIsaCheatingBastard: Before a patch fix Kunkka bots could perfectly aim Torrent to hit invisible players despite the bot having no legit way of knowing that player was there, to quote the patch note itself "Fixed Kunkka being a dirty cheater when using Torrent."
* TreasureMap: The inspiration for his third skill, X Marks the Spot.
* SplashDamageAbuse: Very much so, his playstyle based on dealing massive SplashDamage with [[LeadTheTarget hard-to-land spells]].
* XMarksTheHero: The scar on his forehead.
* YouWillNotEvadeMe: ''X Marks The Spot'' helps land his skills by returning an enemy to target location after a few seconds' delay.
** And generally, he has three aimed abilities that let him kill enemies well out of sight.
---> '''Kunkka:''' [[http://hydra-images.cursecdn.com/dota2.gamepedia.com/f/f0/Kunk_ability_torrent_04.mp3 "The fog can't hide ya!"]]

[[quoteright:256:http://static.tvtropes.org/pmwiki/pub/images/Alchemist_3887.png]]
[[caption-width-right:256:[-[[http://dota2.gamepedia.com/images/0/09/Alch_spawn_05.mp3 "I'm the brains!" "And I'm the brawn!"]]-] ]]
!!Razzil Darkbrew, the Alchemist

''"The sacred science of Chymistry was a Darkbrew family tradition, but no Darkbrew had ever shown the kind of creativity, ambition, and recklessness of young Razzil. However, when adulthood came calling he pushed aside the family trade to try his hand at manufacturing gold though Alchemy. In an act of audacity befitting his reputation, Razzil announced he would transmute an entire mountain into gold. Following two decades of research and spending and preparation, he failed spectacularly, quickly finding himself imprisoned for the widespread destruction his experiment wrought. Yet Razzil was never one to take a setback lightly, and sought escape to continue his research. When his new cellmate turned out to be a fierce ogre, he found just the opportunity he needed. After convincing the ogre not to eat him, Razzil set about carefully concocting a tincture for it to drink, made from the moulds and mosses growing in the prison stone work. In a week’s time, it seemed ready. When the ogre drank the potion, it flew into an unstoppable berserker rage, destroying the cell bars and exploding through walls and guards alike. They soon found themselves lost somewhere in the forest surrounding the city with a trail of wreckage in their wake and no signs of pursuit. In the tonic’s afterglow, the ogre seemed serene, happy, and even eager. Resolving to work together, the pair set off to collect the materials needed to attempt Razzil’s Alchemic transmutation once more.''

Alchemist is a quirky melee hero whose variety of alchemical spells grants him a versatile skillset, and is usually played as a carry. His main strengths include his unparalleled ability to farm gold from enemy creeps, as well as his incredibly powerful steroid ultimate. While he is quite weak during the early stages of the game, he'll eventually become a powerful and hard to kill damage dealer if he's allowed to farm freely. His first ability, ''Acid Spray'', coats a large nearby area in acid, continuously damaging and reducing the armor of enemies in the area. His second (and quirkiest) ability, ''Unstable Concoction'', allows him to start brewing an unstable potion that he can then hurl at a nearby enemy hero to damage and stun them. The longer he brews the potion, the stronger the damage and stun will be, but if he brews it for too long the potion will eventually explode, damaging and stunning the Alchemist himself. His third, and arguably more important ability is a passive skill called ''Greevil's Greed'' that increases the gold the Alchemist obtains for killing enemy creeps, the bonus gold stacking if he keeps killing creeps in the next few seconds, up to a cap. His final and ultimate ability, ''Chemical Rage'', drives his ogre into an alchemical fury, and is one of the strongest steroids in the game, giving the Alchemist a large bonus to his health, health and mana regeneration, movement speed and attack speed for a long duration.

* AcidPool: Acid Spray can create one in an area.
* AlchemyIsMagic: Razzil's alchemy is apparently able to turn living organisms into gold.
* BadassBeard: Razzil himself.
* BrainsAndBrawn: Razzil and the ogre refer to themselves as the brains and the brawn, respectively.
* DeadlyGas: His Acid Spray ability creates a large cloud that shreds the armor and health of enemies.
* DifficultButAwesome: As an extremely item-dependant hero with abysmal stat growth, players need to make every last-hit count and largely avoid combat for a good portion of the game while building core items. But by the end of the game, a well-played Alchemist can become a nigh-unkillable juggernaut.
* FatAndSkinny: The ogre and Razzil, respectively.
* GoodOldFisticuffs: The ogre's primary means of attack.
* HumanResources:
--> '''Alchemist (killing Pudge):''' [[http://hydra-images.cursecdn.com/dota2.gamepedia.com/e/ec/Alch_rival_02.mp3 "You don't think Pudge will mind if we salvage him for fluids, do you?"]]
--> '''Alchemist (killing Puck):''' [[http://hydra-images.cursecdn.com/dota2.gamepedia.com/e/e6/Alch_rival_05.mp3 "All right! Fairy dragon blood is hard to come by!"]]
--> '''Alchemist (killing Skeleton King):''' [[http://hydra-images.cursecdn.com/dota2.gamepedia.com/f/f9/Alch_rival_08.mp3 "One Skeleton King provides a day's requirement of calcium."]]
* ItemCaddy: He relies on items to net most of his kills; items that increase attack speed synchronize well with his ultimate.
* TheJuggernaut: With ''Chemical Rage'' activated, Alchemist can regenerate health faster than any other hero without a Heart of Tarrasque, and gains a huge amount of bonus HP. As such, he can shrug off all but the most damaging nukes in a few seconds, and walk right over any squishy supports that get in his way.
* LethalJokeCharacter: Alchemist has the lowest total stat growth out of all heroes, with even many non-Strength heroes having better Strength growth than him. Yet if a competent Alchemist maxes Greevil's Greed early and is given free-farm, he can easily farm multiple late-game items before the carry on the opposite side has even purchased their first core item. It is not unusual for good Alchemist players to be six-slotted with plenty of gold for buybacks before the 30-minute mark in a match.
* LightningBruiser
* MagikarpPower: Perhaps more than any other hero in the game, Alchemist depends on buying expensive items (such as Assault Cuirass and Mjollnir) for success. As such, Alchemist is relatively helpless for most of the laning and pushing stages, but by the final push a well-farmed Alchemist can become a beefy killing machine, capable of soloing teams with greatly buffed auto-attacks.
* MoneyMultiplier: ''Greevil's Greed'' grants bonus gold for every unit killed in a specific time.
* MountedCombat: Razzil rides on the back of an ogre. Whilst Razzil does the pointing, the ogre does the punching.
* OurOgresAreHungrier: The ogre mount seems to be quite different than the ogre mooks found in game.
* PhantasySpelling: Chymistry
* PurpleIsPowerful: [[UnstoppableRage Chemical Rage]]
* RaceAgainstTheClock: A minor example with Unstable Concoction. If it's not thrown within 7 seconds, it will stun and damage the Alchemist.
* RedEyesTakeWarning: The portrait for his ultimate, [[UnstoppableRage Chemical Rage]]
* SuperMode: [[UnstoppableRage Chemical Rage]]
* SuperPowerMeltdown: The Unstable Concoction. Razzil throws a potion at an enemy that stuns them depending on how long he shakes it up. However, if he holds on to it too long, it will explode and stun himself.
* SuperSerum: How the ogre enters its Chemical Rage form.
* TookALevelInBadass: Before the 6.75 patch Alchemist had the lowest win rate in the game and was regarded as a joke character. The 6.75 patch, however, buffed all of his abilities to the point where he is viable and can be a pretty big threat, and in The International 2013 he became a high tier pick.
* ThereWasADoor: The ogre simply crashes through the walls of the prison that he and Razzil was stuck in.
* ThrowDownTheBomblet: ''Unstable Concoction'' has Alchemist hurl a beaker of explosive chemicals at the target.
* UnstoppableRage: When under the effects of Chemical Rage, the ogre runs faster, regenerates health faster, receives bonus health, and attacks faster.

[[quoteright:256:http://static.tvtropes.org/pmwiki/pub/images/Beastmaster_928.png]]
[[caption-width-right:256:[-[[http://dota2.gamepedia.com/images/c/c4/Beas_spawn_05.mp3 "Unleash the beasts of war!"]]-] ]]

!!Karroch, {{the Beastmaster}}

''"Karroch was born a child of the stocks. His mother died in childbirth; his father, a farrier for the Mad King of Slom, was trampled to death when he was five. Afterward Karroch was indentured to the king’s menagerie, where he grew up among all the beasts of the royal court: lions, apes, fell-deer, and things less known, things barely believed in. When the lad was seven, an explorer brought in a beast like none before seen. Dragged before the King in chains, the beast spoke, though its mouth moved not. Its words: a plea for freedom. The King only laughed and ordered the beast perform for his amusement; and when it refused, struck it with the Mad Scepter and ordered it dragged to the stocks. Over the coming months, the boy Karroch sneaked food and medicinal draughts to the wounded creature, but only managed to slow its deterioration. Wordlessly, the beast spoke to the boy, and over time their bond strengthened until the boy found he could hold up his end of a conversation--could in fact speak now to all the creatures of the King's menagerie. On the night the beast died, a rage came over the boy. He incited the animals of the court to rebel and threw open their cages to set them amok on the palace grounds. The Mad King was mauled in the mayhem. In the chaos, one regal stag bowed to the boy who had freed him; and with Beastmaster astride him, leapt the high walls of the estate, and escaped. Now a man, Karroch the Beastmaster has not lost his ability to converse with wild creatures. He has grown into a warrior at one with nature’s savagery."''

Beastmaster is a melee hero that is characterized for the high amount of utility his kit brings, rather than raw damage. He is commonly played as a solo hero, as he can hold its own even in a 2 vs 1 lane situation and benefits from quickly gaining levels. Although he deals a good enough amount of damage, his main contribution to a team lays in his high utility kit and his ability to gank and initiate teamfights with his ultimate. His first ability, ''Wild Axes'', makes him hurl his two axes in two parallel lines in front of him, each dealing damage to all enemies hit and cutting trees in their path. His second and signature ability, ''Call of the Wild'', summons two beasts to his side: a hawk and a boar. The hawk has no combat ability, but it reveals a large area around itself and becomes invisible after a few seconds of standing still, which makes it useful to scout the map. The boar has a ranged attack that also applies a poison that slows movement and attack speed. His third ability, ''Inner Beast'', is a passive aura that increases the attack speed of all nearby allies. His ultimate skill, ''Primal Roar'', has him roar at a target enemy hero, damaging and stunning them for a long duration. Additionally, all enemy units between Beastmaster and his target are pushed aside, take damage and receive a movement and attack speed slow.

* AnAxeToGrind: He can even throw and retrieve them [[ImprobableUseOfAWeapon like a boomerang]].
--> '''Beastmaster (casting wild axes):''' [[http://dota2.gamepedia.com/images/5/59/Beas_ability_axes_04.mp3 ''Boomeraxe.'']]
* BadassBeard
* CallASmeerpARabbit: His boar and hawk don't look like what they're insisted to be.
* {{Familiar}}s: The hawk and the boar.
* MakeMeWannaShout: Primal Roar
* [[RaisedByWolves Raised By Beasts Of The Royal Court]]
* SpeaksFluentAnimal
* TheyHaveTheScent: Referenced in some of his lines in both the original [=DotA=] and Dota 2.
--> '''Rexxar:''' ''I've got the scent.''
--> '''Karroch:''' [[http://dota2.gamepedia.com/images/9/9e/Beas_cast_01.mp3 ''Mmm, caught your scent.'']]
* TribalFacePaint
* WalkingTheEarth: As a wandering vagrant.
* WalkingShirtlessScene: With bonus LoinCloth.

[[quoteright:256:http://static.tvtropes.org/pmwiki/pub/images/brewmaster_3109.png]]
[[caption-width-right:256:[-[[http://dota2.gamepedia.com/images/b/b4/Brew_rare_01.mp3 "Drink and be bleary, for tomorrow we die."]]-] ]]

!!Mangix, the Brewmaster

''"Deep in the Wailing Mountains, in a valley beneath the Ruined City, the ancient Order of the Oyo has for centuries practiced its rights of holy reverie, communing with the spirit realm in grand festivals of drink. Born to a mother’s flesh by a Celestial father, the youth known as Mangix was the first to grow up with the talents of both lineages. He trained with the greatest aesthetes of the Order, eventually earning, through diligent drunkenness, the right to challenge for the title of Brewmaster—that appellation most honored among the contemplative malt-brewing sect. As much drinking competition as mortal combat, Mangix for nine days drank and fought the elder master. For nine nights they stumbled and whirled, chugged and struck, until at last the elder warrior collapsed into a drunken stupor, and a new Brewmaster was named. Now the new, young Brewmaster calls upon the strength of his Oyo forebears to speed his staff. When using magic, it is to his spirit ancestors that he turns. Like all Brewmasters before him, he was sent out from his people with a single mission. He wanders the land, striving toward enlightenment through drink, searching for the answer to the ancient spiritual schism—hoping to think the single thought that will unite the spirit and physical planes again."''

Brewmaster is a melee tanky hero that can both deal and take a lot of punishment, making him able to both carry and tank. He is an exceptionally good duelist, as his core set of abilities allow him to empower himself and debilitate opponents. On the other hand, his powerful ultimate, while somewhat hard to manage properly, makes him a huge threat during teamfights. His first ability, ''Thunder Clap'', is a ground slam that damages all nearby opponents, also slowing their movement and attack speed. His second ability, ''Drunken Haze'', hurls a casket at target enemy hero, drenching them in alcohol, which slows their movement speed and gives them a chance to miss their attacks. His third ability, ''Drunken Brawler'', is a passive skill that gives Brewmaster a chance to dodge enemy attacks, as well as critically strike with his basic attacks for bonus damage. Brewmaster's ultimate, ''Primal Split'', splits him into three elemental warriors: Earth, Storm and Fire, each with a set of abilities. Earth is melee tank who is immune to enemy spells, has a chance to deal area-of-effect damage around himself with his basic attacks and can hurl a boulder to damage and stun an enemy hero. Storm is a ranged mage that can dispell all buffs and debuffs in a nearby area, trap an opponent inside a cyclone and give himself invisibility and bonus movement speed. Fire is a melee high damage warrior that constantly deals magic damage to nearby opponents through its fiery aura. If any of the three warriors is alive at the end of the ability, Brewmaster is revived. Brewmaster's ultimate ability can be upgraded by the item Aghanim's Scepter, which increases the duration, reduces the cooldown of the ability and allows all three warriors to benefit from Brewmaster's third ability.

* AlcoholHic
* BigFun
* BoisterousBruiser
* BoozeBasedBuff: Played straight with the Brewmaster's ''Drunken Brawler'' ability, which gives him a chance to evade attacks and deal critical damage. Inverted with his ''Drunken Haze'' ability, which causes a negative buff on enemies.
* CriticalHitClass: His ''Drunken Brawler'' ability gives him a chance to regularly deal critical (200%) damage.
* ContinuityNod: Although the Storm Spirit is now a human, Brewmaster still labels him as his cousin, likely due to his celestial heritage. In the original Dota, both Brewmaster and Storm Spirit were pandarens.
** While he is a red panda now, his "ancestral spirits" have a giant panda pattern like the original's elemental pandaren.
* DrunkenMaster
* ElementalPowers: After his ultimate (see LiteralSplitPersonality below).
** BlowYouAway
** DishingOutDirt
** PlayingWithFire
* EpicFlail: An odd combination of what can be called [[FightingWithChucks nunchaku]], but with a [[SimpleStaff staff]] on one end is his WeaponOfChoice. However, [[http://en.wikipedia.org/wiki/Two_section_staff it's a real weapon]].
* GlowingEyes: His elemental spirits.
* ImprobableWeaponUser: He uses his barrel of booze as much as a weapon as his staff.
* LiteralSplitPersonality[=/=]SelfDuplication: His ultimate, ''Primal Split'', splits him into three elemental warriors.
* [[PandaingToTheAudience Panda-ing To The Audience]]: His race is very Panda-like. The relation becomes more apparent when you look at his previous skin and ancestral spirits. He even used to be a [[{{Warcraft}} Pandaren]] in the original [=DotA=].
* ShockwaveStomp: ''Thunder Clap''
* StoutStrength
* TransformationIsAFreeAction: When performing ''Primal Split'', Brewmaster becomes invulnerable for the duration of the transformation, until after the three elementals are able to move.

[[quoteright:256:http://static.tvtropes.org/pmwiki/pub/images/Bristleback_317.png]]
[[caption-width-right:256:[-[[http://dota2.gamepedia.com/images/7/7d/Bristle_begin_03.mp3 "Time to mash some faces, I'd say."]]-] ]]

!!Rigwarl, the Bristleback

''"Never one to turn his back on a fight, Rigwarl was known for battling the biggest, meanest scrappers he could get his hands on. Christened Bristleback by the drunken crowds, he waded into backroom brawls in every road tavern between Slom and Elze, until his exploits finally caught the eye of a barkeep in need of an enforcer. For a bit of brew, Bristleback was hired to collect tabs, keep the peace, and break the occasional leg or two (or five, in the case of one unfortunate web-hund). After indulging in a night of merriment during which bodily harm was meted out in equal parts upon both delinquent patrons and his own liver, Bristleback finally met his match. “Your tusks offend me, sir,” he was heard to drunkenly slur to one particularly large fellow from the northern wastes whose bill had come due. What followed was a fight for the ages. A dozen fighters jumped in. No stool was left unbroken, and in the end, the impossible happened: the tab went unpaid. Over the weeks that followed, Bristleback's wounds healed, and his quills grew back; but an enforcer's honor can be a prickly thing. He paid the tab from his own coin, vowing to track down this northerner and extract redemption. And then he did something he'd never done before--he actually trained, and in so doing made a startling discovery about himself. A smile peeled back from his teeth as he flexed his quills. Turning his back to a fight might be just the thing."''

Bristleback is a tanky melee hero that is specially good at ganking and chasing down enemies, although he can function as a semi-dedicated damage dealer with items. The low cooldown and cost of his abilities allows him to spam them to his heart's content, and they all stack for increasingly powerful effects. He is mainly played as a hardcore ganker, since his set of skills make escaping from him very hard, although he can also tank some serious punishment if played well. His first ability, ''Viscous Nasal Goo'', fires a mass of mucus at an enemy, slowing them and reducing their armor, which can stack several times thanks to its low cost and cooldown. With a similarly low cost and cooldown, his second ability, ''Quill Spray'', sends a barrage of quills around Bristleback, damaging all nearby opponents as well as giving them a stacking debuff that increases damage taken from further quill sprays. His third ability, ''Bristleback'', is a passive skill that reduces damage taken by Bristleback if he's hit from the sides, and reduces it even more if he's hit from the rear. Additionally, if he takes a certain amount of damage from the rear, he automatically releases a costless quill spray. Finally, his ultimate, ''Warpath'', is yet another passive ability that increases Bristleback's movement speed and attack damage everytime he casts an ability, which also stacks and has a clear synergy with his low cooldown abilities.

* TheBet: Apparently he was sent to war by the same bartender as Tusk.
--> '''Rigwarl:''' [[http://dota2.gamepedia.com/images/e/ea/Bristle_rare_01.mp3 "It was a barkeep that got me into this mess. Yeah, I think I'll pay em a visit when this is done."]]
* DeathOfAThousandCuts: His only damaging spell ''Quill Spray'' is very weak, but has low cooldown and increases in power with each subsequent hit.
* EpicFlail: A huge boulder on a chain.
* EyepatchOfPower
* LargeHam: Can compete with Tusk in his sheer hamminess.
* LightningBruiser
* NaturalWeapon: His quills and snot.
* NoIndoorVoice
* PunctuatedForEmphasis: Uses this ''a lot''.
--> '''Rigwarl (Killing Doom):''' [[http://dota2.gamepedia.com/images/b/b8/Bristle_rival_20.mp3 "Who's. Doomed. Now."]]
* TheRival / BashBrothers: With Ymir the Tusk.
* SpikeShooter: Is able to shoot the quills from his back.
* [[SpikeBallsOfDoom Spike Ball Of Doom]]: He's a living one.
* UnstoppableRage: His ultimate ''Warpath''.
--> ''Bristlebog works himself up into a fury every time he casts a spell, increasing his movement speed and damage.''


[[quoteright:256:http://static.tvtropes.org/pmwiki/pub/images/20121026031419Centaur_Warrunner_862.png]]
[[caption-width-right:256:[-[[http://dota2.gamepedia.com/images/2/24/Cent_ally_18.mp3 "A centaur's road is paved with the corpses of the fallen."]]-] ]]
!!Bradwarden, the Centaur Warrunner

''"It's said that a centaur's road is paved with the corpses of the fallen. For the one called Warrunner, it has been a long road indeed. To outsiders, the four-legged clans of Druud are often mistaken for simple, brutish creatures. Their language has no written form; their culture lacks pictographic traditions, structured music, formalized religion. For centaurs, combat is the perfect articulation of thought, the highest expression of self. If killing is an art among centaurs, then Bradwarden the Warrunner is their greatest artist. He rose to dominance on the proving grounds of Omexe, an ancient arena where centaur clans have for millennia gathered to perform their gladiatorial rights. As his fame spread, spectators came from far and wide to see the great centaur in action. Always the first to step into the arena, and the last to leave, he composes a masterpiece in each guttering spray, each thrust of blood-slickened blade-length. It is the poetry of blood on steel, flung in complex patterns across the pale sands of the killing floor. Warrunner defeated warrior after warrior, until the arena boomed with the cheering of his name, and he found himself alone, the uncontested champion of his kind. The great belt of Omexe was bestowed, wrapped around his broad torso, but in his victory, the death-artist found only emptiness. For what is a warrior without a challenge? The great centaur galloped out of Omexe that day with a new goal. To his people, Warrunner is the greatest warrior to ever step into the arena. Now he has set out to prove he is the greatest fighter who has ever lived."''

Centaur Warrunner is a powerful melee hero who is notable for his immense survivability and tankiness, as well as his powerful initiation abilities. Although he lacks any ranged abilities, his enormous health pool and disruption skills allow him to close in onto the enemy team, where he can unleash a rampage of crowd control and damage. While not as powerful as a real carry, he can deal a lot of damage and survive most encounters thanks to his massive health. His first ability, ''Hoof Stomp'', makes him stomp the ground, damaging and stunning any nearby opponents. His second ability, ''Double Edge'', is where most of his damage comes from. It is a very powerful melee blow that deals heavy damage to his target, as well as other enemies in a small area around it, but also damages the Centaur Warrunner himself, although he cannot die through this damage. His third ability, ''Return'', is a passive skill that immediately damages any hero that hurts the Centaur Warrunner with their basic attacks, which greatly discourages squishy carries from focusing him. Finally, his ultimate, ''Stampede'', is a powerful initiation tool that immediately grants all allies on the map maximum movement speed and allows them to pass through enemy units, trampling them to inflict damage and a massive slow, although a single enemy cannot be affected by this more than once.

* AnAxeToGrind
* CreepyGood: Bradwarden is a seriously evil looking centaur with empty eyes, horns, jutting fangs and a mohawk. However, he is on Radiant side, often considered the ''good side.''
* GladiatorGames: Is a champion of them.
* HornedHumanoid
* MonochromaticEyes
* OurCentaursAreDifferent: Unlike centaurs seen in most other works, Bradwarden has horns and out-jutting lower fangs.
* ProudWarriorRaceGuy: His culture has little to it other than violence.
** AlwaysChaoticEvil: Somewhat downplayed, but his people are implied to have a preference for violence.
* ShockwaveStomp: Hoof Stomp.
* WorthyOpponent: He regards Magnus as one.

[[quoteright:256:http://static.tvtropes.org/pmwiki/pub/images/Clockwerk_2349.png]]
[[caption-width-right:256:[-[[http://dota2.gamepedia.com/images/f/f8/Ratt_respawn_10.mp3 "I have a degree in mechanical domineering!"]]-] ]]
!!Rattletrap, the Clockwerk

''"Rattletrap descends from the same far-flung kindred as Sniper and Tinker, and like many of the Keen Folk, has offset his diminutive stature through the application of gadgetry and wit. The son of the son of a clockmaker, Rattletrap was many years apprenticed to that trade before war rode down from the mountains and swept the plains villages free of such innocent vocations. “Your new trade is battle,” his dying father told him as the village of their ancestors lay in charred and smoking ruins. It is a poor tradesman who blames his tools, and Rattletrap was never one to make excuses. After burying his father among the ruins of their village, he set about to transform himself into the greatest tool of warfare that any world had ever seen. He vowed to never again be caught unprepared, instead using his talents to assemble a suit of powered Clockwerk armor to make the knights of other lands look like tin cans by comparison. Now Rattletrap is alive with devices—a small but deadly warrior whose skills at ambush and destruction have risen to near-automated levels of efficiency. An artisan of death, his mechanizations make short work of the unwary, heralding a new dawn in this age of warfare. What time is it? It's Clockwerk time!"''

Clockwerk is a melee hero that is commonly played as a ganker and initiator thanks to his good mobility and single target damage. Clockwerk's ability to take out key target enemies is very well known and feared, for he can appear out of nowhere, isolate his designated target and eliminate them before moving onto his next opponent. Even though he's not as durable as other Strenght heroes, and he lacks effective area-of-effect damage, he is indeed a force to be reckoned with. Clockwerk's first ability, ''Battery Assault'', where most of his single target damage comes from, fires a barrage of short range missiles at random nearby enemy units for a duration, damaging and briefly stunning them for each missile, which is obviously more effective against isolated targets. This isolation is achieved through his second skill, ''Power Cogs'', which creates a barrier of electrified cogs around Clockwerk, trapping nearby opponents inside. These cogs cannot be moved through, require three attacks to be destroyed by enemy heroes (but only one by Clockwerk), and immediately damage and knock-back any enemy hero that comes nearby the outer ring of the barrier, although this can only happen once per cog. His third skill, ''Rocket Flare'', allows him to fire an exploding flare that deals moderate damage in a large area, and more importantly can be fired anywhere on the map. His ultimate skill, ''Hookshot'', is the source of his great mobility, and it fires a long-range hook that immediately pulls Clockwerk to any target it hits, except neutral monsters, dealing damage and stunning the target if it is an enemy unit. Clockwerk's ultimate ability can be upgraded by the item Aghanim's Scepter, which greatly reduces its cooldown.

* ClockPunk
* [[ClockworkCreature Clockwerk Armor]]: His suit of armor is incredibly complex, with many whirring gizmos and ticking parts, albeit gasoline-powered. ClockworkCreature was played straight in the first [=DotA=].
* CoolHelmet
* DefogOfWar: His third ability, ''Rocket Flare'', on top of having global range and dealing damage, lights up the area where it explodes for several seconds, and reveals terrain as it flies over, making it useful for scouting out areas on the other side of the map.
* DifficultButAwesome: Despite its global range, ''Rocket Flare'' travels fairly slowly, meaning that it can be difficult to hit targets that aren't standing still if you're shooting your flare anywhere that isn't on the same screen as Clockwerk. ''Hookshot'' also has a very limited radius of effect, making it hard to latch onto enemy heroes that are actively trying to juke you. But once you master these skills, Clockwerk becomes much deadlier. Flares can push creep lanes from the other side of the map and snipe fleeing enemy heroes in the dark (or simply for denying an enemy's Healing Salve or Clarity during laning), while Hookshot can travel across more than a screen to latch enemy heroes who think they're safe, use ''Power Cogs'' to lock them in, and activate ''Battery Assault'' to deal damage over time.
* DynamicEntry: Because ''Hookshot'' has such a massive range (well beyond visual range at all levels), Clockwerk can use it to latch onto enemy heroes who don't even know that he's in the area ("area" being anywhere within two screens). It gets even more absurd if Lifestealer is hitching a ride, since a hero can suddenly get stunned without warning, and find themselves at melee range with a Battery Assaulting Clockwerk '''and''' a very angry Lifestealer, all while being Cogged in.
* GadgeteerGenius
* GlacierWaif: As a Keen, he is much smaller than most heroes, but his primary role is a ganker/initiator and his stats and skills make him very tanky in combat.
* GrapplingHookPistol: Rattletrap's ultimate, ''Hookshot'', pulls him towards enemies or allies, damaging and stunning enemies he connects with (as well as anything hostile along the way).
* LeadTheTarget: ''Rocket Flare'' will allow players to snipe people from across the map once they get a feel for how much damage it does, and how fast it travels.
* LightningBruiser: On top of having impressive Agility gain and being a Strength hero, he has above-average movement speed, and ''Hookshot'' allows him to instantly close the gap between him and his target, making him extremely mobile.
* OddNameOut[=/=]TheArtifact: "Rattletrap" isn't exactly a common given name for a [[OurDwarvesAreDifferent Keen]]. It's a leftover from his Dota 1 character, which was a mechanical goblin.
* OverclockingAttack: Clockwerk's first ability, ''Battery Assault'', overloads the devices he doesn't need, exploding them into enemies' faces. It's a very situational ability though, since the devices explode against random enemies within range, meaning that it does massive damage when chasing a single fleeing enemy hero but can become utterly useless if your target runs through a creep wave.
* PoweredArmor
* PungeonMaster: It's probably easier to list his lines that are ''not'' puns. [[ShoutOut Shout Outs]], or snarks.
--> '''Clockwerk (grappling Tinker):''' [[http://dota2.gamepedia.com/images/c/c8/Ratt_ability_hook_13.mp3 "Hook, line and Tinker!"]]
* RaceLift: In Dota 1, he was known as "Clockwerk Goblin." He was changed to Keen in Dota 2, making him the same race as Tinker and Sniper, though the armor design still bears a goblin motif.
* ShoutOut: One of his death animations is similar to [[{{Franchise/Terminator}} Terminator's death in a vat of molten metal]].
** To TheSixMillionDollarMan:
---> '''Clockwerk (respawning):''' [[http://dota2.gamepedia.com/images/c/c8/Ratt_respawn_16.mp3 "I'm the six million gold piece man!"]]
** And to VideoGame/TeamFortress2:
---> '''Clockwerk (respawning):''' [[http://dota2.gamepedia.com/images/4/49/Ratt_respawn_18.mp3 "Bleep bloop, I am a robot. Eh, just kidding."]]
* YouWillNotEvadeMe: Rattletrap can use his ''Hookshot'' to catch up to an enemy, and then use ''Power Cogs'' to trap them with him.

[[quoteright:256:http://static.tvtropes.org/pmwiki/pub/images/Dragon_Knight_1728.png]]
[[caption-width-right:256:[-[[http://dota2.gamepedia.com/images/a/a5/DK_drag_move_10.mp3 "Who calls the Dragon Knight?"]]-] ]]
!!Davion, the Dragon Knight

''"After years on the trail of a legendary Eldwurm, the skilled dragon-slayer found himself facing a disappointing foe: the dreaded Slyrak had grown ancient and frail, its wings tattered, its few remaining scales stricken with scale-rot, its fangs ground to nubs, and its fire-gouts no more threatening than a pack of wet matchsticks. Seeing no honor to be gained in dragon-murder, the young knight prepared to turn away and leave his old foe to die in peace. But a voice crept into his thoughts, and Slyrak gave a whispered plea that the knight might honor him with death in combat. The knight agreed, and found himself rewarded beyond expectation for his act of mercy: As he sank his blade in Slyrak's breast, the dragon sank a claw into his throat. As their blood mingled, Slyrak sent his power out along the Blood Route, offering all its strength and centuries of wisdom to the knight. The dragon's death sealed their bond, and Dragon Knight was born. The ancient power slumbers in the knight, waking when he calls it; or perhaps it is the Dragon that calls the Knight..."''

Dragon Knight is a melee hero that boasts a balanced skillset, innate tankiness and a very powerful ultimate, and is commonly played as a carry. Dragon Knight has a versatile skillset, with his devastating ultimate being the icing on the cake. However, Dragon Knight's main strenght is also his main downfall: while he's a truly fearsome opponent when he has his ultimate ready, he's a pretty lackluster hero when he doesn't, having no mobility, escape mechanisms or damage steroids. His first ability, ''Breathe Fire'', makes him breath a blast of fire that damages enemy units in a line in front of him. His second ability, ''Dragon Tail'', is a melee range shield bash that deals low damage but stuns the target for a long duration. His third ability, ''Dragon Blood'', is a passive skill that provides Dragon Knight with bonus armor and health regeneration. Finally, his ultimate, ''Elder Dragon Form'', transforms Dragon Knight into a mighty dragon for a long duration, giving him a ranged attack and extending the range of his second ability, as well as granting his basic attacks a different effect depending on the level of the ability. At level 1, it grants him a corrosive damage-over-time effect to his basic attacks. At level 2, it grants the same effect, while also making his attacks deal area-of-effect damage around their main target. At level 3, it loses the corrosive damage-over-time effect, but keeps the area-of-effect damage and also makes his basic attacks slow his target's movement speed and attack speed.

* AwesomeYetPractical: Dragon Knight is a very simple strength carry, who nonetheless is very potent throughout most stages of the game.
** Valve themselves picked up on this, and Dragon Knight is used in the new tutorial system to introduce players to Dota.
* BreathWeapon: In knight form, he can breathe cones of fire to burn his enemies. In dragon form, this replaces his normal attack.
* ByTheLightsOfTheirEyes: His eyes appear to glow from under his helmet.
* CoolHelmet
* CoolSword
* EnemyMine: Dragon Knight seems to have this going on with Jakiro, as even if Jakiro is a dragon, they don't seem to like each other much. They don't have any ally lines either. Although Jakiro seems to act shocked whenever Dragon Knight kills him.
* HeWhoFightsMonsters: He seems quite protective of dragons for a dragon hunter, probably absorbing a part of Slyrak's personality.
--> '''Dragon Knight (Killing Lina):''' [[http://dota2.gamepedia.com/images/1/1e/Drag_lina_02.mp3 "That's what you get, Lina, for enslaving dragons."]]
** MonsterKnight
** SplitPersonalityTakeover
* LuckilyMyShieldWillProtectMe
* OurDragonsAreDifferent
* ThePowerOfBlood: Used by Slyrak to give his power to Davion.
* ShieldBash: ''Dragon Tail''
* SuperMode: ''Elder Dragon Form'' turns him in a dragon with higher movespeed, ranged attack and stun, and a free orb effect.
* SuperToughness: He has great starting armor and regeneration stat which only gets better late game with his passive and items. It's not uncommon to have over 70% resistance to physical damage, making him nigh-invincible in direct combat.
* TailSlap: ''Dragon Tail'' during his SuperMode.
* VoluntaryShapeshifting: Into an elder dragon.

[[quoteright:256:http://static.tvtropes.org/pmwiki/pub/images/Earthshaker_4524.png]]
[[caption-width-right:256:[-[[http://hydra-images.cursecdn.com/dota2.gamepedia.com/a/a5/Erth_rare_05.mp3 "There may be many earths, but there's only one Earthshaker."]]-] ]]
!!Raigor Stonehoof, the Earthshaker

''"Like a golem or gargoyle, Earthshaker was one with the earth but now walks freely upon it. Unlike those other entities, he created himself through an act of will, and serves no other master. In restless slumbers, encased in a deep seam of stone, he became aware of the life drifting freely above him. He grew curious. During a season of tremors, the peaks of Nishai shook themselves loose of avalanches, shifting the course of rivers and turning shallow valleys into bottomless chasms. When the land finally ceased quaking, Earthshaker stepped from the settling dust, tossing aside massive boulders as if throwing off a light blanket. He had shaped himself in the image of a mortal beast, and named himself Raigor Stonehoof. He bleeds now, and breathes, and therefore he can die. But his spirit is still that of the earth; he carries its power in the magical totem that never leaves him. And on the day he returns to dust, the earth will greet him as a prodigal son."''

Earthshaker is a powerful melee hero that is known for his incredibly powerful initiating and ganking abilities. Earthshaker stands out from other Strenght heroes in that he depends a lot on his spells and small mana pool to deal his potentially sky-rocketing damage, and is specially adept at damaging enemies that are clustered together. He is, however, very dependant on buying a Blink Dagger to provide him with the mobility he lacks to flash in the middle of the enemy team and unleash his devastating power. His first ability, ''Fissure'', makes him slam the ground with his totem, creating a rock wall in a long line in front of him that damages and stuns enemy heroes it collides with. The wall remains for a few seconds afterwards, becoming unpassable terrain. His second ability, ''Enchant Totem'', enchants his totem, greatly increasing the damage of his next attack. It is mostly used to proc his third ability, ''Aftershock'', which is a passive skill that damages and briefly stuns all nearby opponents whenever Earthshaker activates an ability. Finally, his ultimate, ''Echo Slam'', is what makes him so feared, and it slams the earth with his totem so strongly that it creates a powerful shockwave that damages nearby enemy units. The catch is that each enemy unit hit releases an additional shockwave around themselves, damaging nearby opponents, which means that a well placed Earthshaker is able to heavily damage or even kill the entire enemy team if they stand close. Earthshaker's ultimate ability can be upgraded by the item Aghanim's Scepter, and it makes every enemy unit hit release two shockwaves instead of one, essentially doubling the damage.

* CarryABigStick[=/=]TelephonePolearm: His totem.
* DishingOutDirt: Well, Raigor is made out of dirt.
* EarthquakesCauseFissures
* GeoEffects: His ''Fissure'' can not only stun but also temporarily create an impassible crevasse. Knowing how to use it to trap enemies is vital to mastering Earthshaker.
* GroundShatteringLanding: The animation for his ultimate, ''Echo Slam''
* HerdHittingAttack: ''Echo Slam'' deals bonus damage per every enemy unit within range, so hitting a lot of enemies is a requirement for it.
* InterfaceScrew: A recent visuals update means that his active abilities now shake the entire screen when cast.
* NounVerber
* PrimalStance
* ShockwaveStomp: Each of his abilities triggers an extra shockwave around him.

[[quoteright:256:http://static.tvtropes.org/pmwiki/pub/images/Io_4337.png]]
[[caption-width-right:256:[-[[http://dota2.gamepedia.com/images/6/66/Wisp_Spawn_respawn.mp3 "..."]]-] ]]

!!Io, the Guardian Wisp

''"Wisp is everywhere, and in all things. Denounced by enemies as the great unmaker, worshiped by scholars as the twinkling of a divine eye, Wisp occupies all planes at once, the merest fraction of its being crossing into physical existence at any one moment. Like the great twin riders Dark and Light, and yet another ancient traveler whose true history is lost to the ages, Io the Wisp is a Fundamental of the universe—a force older than time, a wanderer from realms far beyond mortal understanding. Wisp is nothing less than the sum of all attractive and repulsive forces within matter, a sentient manifestation of the charge that bind particles together. It is only in the controlled warping of these forces that Wisp's presence can be experienced on the physical plane. A benevolent, cooperative force, Wisp bonds its strength to others so that the power of allies might be enhanced. Its motives inscrutable, its strength unimaginable, moves through the physical plane, the perfect expression of the mysteries of the universe."''

Wisp is an unique ranged hero that is commonly played as a hardcore support thanks to its many ways to help allies. Even though Wisp lacks any sort of killing power by itself, with only one directly offensive ability, the capability to protect, support, empower and provide kills for its allies makes Wisp a very powerful pick in expert hands. While pretty hard to play due to his completely ally-dependant kit, a well played Wisp can prove to be a gamechanging presence on the battlefield. Wisp's first ability, ''Tether'', is arguably its more important, and it links Wisp to a nearby ally, forming an energy tether between the two that will break if they move too far apart (although it can be casted from a range twice as long as the breaking range, which will make Wisp quickly dash to its target and can be used for quick getaways). While linked, both Wisp and the ally enjoy bonus movement speed, and the ally will regen any amount of health and mana that Wisp gains. Additionally, any enemy unit that passes through the tether is stunned. Wisp's second ability, ''Spirits'', generates five energy spirits that circle around Wisp, and can be pulled in or out to circle closer or farther away from Wisp. When a spirit makes contact with an enemy hero it will explode, damaging all nearby enemies. Spirits that make contact with enemy non-hero units will damage them for a smaller amount, but will not explode. Wisp's third skill, ''Overcharge'', increases Wisp's attack speed and gives him a damage reduction from all sources at the cost of mana and health each second and, more importantly, is shared with the ally affected by Wisp's first skill. Finally, Wisp's ultimate, ''Relocate'', teleports itself and any linked ally to any position on the map for twelve seconds after a short cast time, which allows Wisp to be a global pressence on the map.

* AmbiguousGender: Like Puck, Wisp is referred to as "it" although he's male in his BackStory in the first [=DotA=]. However, a description of one of his skills refers him in the masculine "his".
* DifficultButAwesome: Wisp (outside of a few comedy builds) is pretty much the only character who can do nothing but support other Heroes. It requires heavy teamwork, but is incredibly powerful when utilized correctly. Because of this, Wisp is one of the most commonly picked or banned Heroes in professional tournaments.
* EnergyBeing[=/=]CelestialBody
** Heck, even the in-game model itself is just particle!
* HappyFunBall: Often called this thanks to the spherical shape and totally unexpected power [[DifficultButAwesome in a coordinated team]].
--> '''Bastion Announcer:''' [[http://dota2.gamepedia.com/images/2/28/Dlc_bastion_announcer_pick_wisp_follow.mp3 "Hey what's that little glowy ball? Famous last words."]]
* NatureSpirit
* OverclockingAttack: ''Overcharge'' increases the attack speed and reduces incoming damage of Wisp and its tethered ally at the price of burning away mana and health.
* PowerFloats
* SentientCosmicForce
* TheSpeechless: All the noises he makes can be described as submarine-sounding beeps and boops.
** Some other characters seem to understand him. Puck especially continuously regrets that people are missing Wisp's puns (unreliable - maybe she's just being [[LittleMissSnarker Puck]]).
* SquishyWizard: Despite being a Strength hero, Wisp has pathetically low base stats and stat growth in all three areas; of all Strength heroes in the game, it has the lowest base Strength (tied with Phoenix, who is still only in Dota 1) and second-lowest Strength growth, beat out only by Alchemist. On top of all that, it's the only Hero in the game that starts with '''negative''' base armor. Needless to say, Wisp is very easy to kill if ever caught alone.
* TimeAbyss
* ViewersAreGeniuses: Its abilities are based on atoms and it's backstory implies it's a sentient manifestation of the three major forces of quantum mechanics (Strong, Weak, and Electromagnetism).

[[quoteright:256:http://static.tvtropes.org/pmwiki/pub/images/Omniknight_8447.png]]
[[caption-width-right:256:[-[[http://dota2.gamepedia.com/images/8/86/Omni_spawn_05.mp3 "Where piety fails, my hammer falls."]]-] ]]
!!Purist Thunderwrath, the Omniknight

''"Purist Thunderwrath was a hard-fighting, road-worn, deeply committed knight, sworn to the order in which he had grown up as squire to elder knights of great reputation. He had spent his entire life in the service of the Omniscience, the All Seeing One. Theirs was a holy struggle, and so embedded was he in his duty that he never questioned it so long as he had the strength to fight and the impetuous valor that comes with youth. But over the long years of the crusade, as his elders passed away and were buried in sorry graves at the side of muddy tracks, as his bond-brothers fell in battle to uncouth creatures that refused to bow to the Omniscience, as his own squires were chewed away by ambush and plague and bad water, he began to question the meaning of his vows--the meaning of the whole crusade. After deep meditation, he parted ways with his army and commenced a long trek back to the cave-riddled cliffs of Emauracus, and there he set a challenge to the priests of the Omniscience. No knight had ever questioned them before, and they tried to throw him into the pit of sacrifice, but Purist would not be moved. For as he faced them down, he began to glow with a holy light, and they saw that the Omniscience had chosen to reveal Itself to him. The Elder Hierophant led him on a journey of weeks down into the deepest chamber, the holy of holies, where waited not some abstract concept of wisdom and insight, not some carved relic requiring an injection of imagination to believe in, but the old one itself. It had not merely dwelt in those rocks for billions of aeons; no, It had created them. The Omniscience had formed the immense mineral shell of the planet around itself, as a defense against the numerous terrors of space. Thus the All Seeing One claimed to have created the world, and given the other truths revealed to Puritan on that day, the knight had no reason to refute the story. Perhaps the Omniscience is a liar, deep in its prison of stone, and not the world's creator at all, but Omniknight never again questioned his faith. His campaign had meaning at last. And there can be no question that the glorious powers that imbue him, and give his companions such strength in battle, are real beyond any doubt."''

Omniknight is a tanky melee hero that is very adept at supporting and protecting allied heroes from harm. Commonly played as a lane and teamfight support, he can also be an effective tank thanks to his powerful defensive skillset. Even though he lacks the offensive prowess or the crowd control abilities of other supports, and thus is better at preventing his allies from dying rather than enabling enemies to get killed, he's still a very powerful hero that can turn around most fights thanks to his array of defensive buffs. His first ability, ''Purification'', heals an allied unit and also releases a pulse of light that deals unblockable true damage to all enemies around that ally. His second ability, ''Repel'', summons a magical barrier around a target unit, granting them magic immunity to both negative and positive spells, which can be cast on either allies (to protect them from harm) or enemies (to prevent their allies from affecting them with beneficial spells). His third ability, ''Degen Aura'', is a passive aura that slows the movement and attack speed of enemy units that are very close to Omniknight. Finally, his ultimate ability, which can easily turn around any fight, is called ''Guardian Angel'' and grants all nearby allies immunity to physical attacks, as well as greatly increased health regeneration. Omniknight's ultimate ability can be upgraded by the item Aghanim's Scepter, and it allows the defensive buff to affect allied buildings as well, while also giving it a global range.

* AwesomeMcCoolName
* ArmorPiercingAttack: A well-timed ''Purification'' can deal a huge amount of [=AoE=] Pure damage in a small area of effect, while at the same time healing its target, essentially doubling the difference in HP between the heal target and nearby enemies.
* BadassBeard
* BarrierWarrior: His second skill, ''Repel'', gives magic immunity to the target, making them invulnerable to most spells. At high levels, he can basically spam it continuously and only give the enemy a two-second window to cast spells on the target if they don't have any purge abilities. Even late-game where everyone on both teams may be carrying Black King Bars, the spammability of the spell means that you can use it in any situation rather than hold it in reserve for just the right teamfight.
* ChurchMilitant
* CombatMedic: His first skill, ''Purification'', instantly heals the target for a massive amount and simultaneously damages everything around for the same amount (which is also Pure Damage, meaning that it ignores magic resistance).
* CrystalDragonJesus: The Omniscience
* DifficultButAwesome
** Omniknight's spells can be hard to use since ''Repel'' removes any positive buffs that can be purged, as well as negative ones, so it's easy to accidentally remove a life-saving buff from a teammate (or the rune they just picked up). Plus it's easy to forget that since ''Purification'' is a magic spell, you can't use it to heal the teammate you just gave magic immunity to. Additionally, ''Repel'' can be targeted on enemies as well as allies, so a misclick can cause you to accidentally buff an enemy with magic immunity. On top of which, since his ''Guardian Angel'' can be purged, it is actually possible to screw a teammate over by casting ''Repel'' after ''Guardian Angel'', which would grant them magic immunity but remove their physical damage immunity. But once you learn how to properly order your spells, what buffs are purged by ''Repel'', and what spells are blocked by magic immunity, you can use your spells to make split-second saves on teammates, and even use ''Repel'' on an enemy to purge positive buffs on them that could make the difference in a teamfight.
** Equally Difficult is the use of ''Purification'' properly, which relies on timing it so that your heal target is right next to the enemy, however, using it properly shifts the balance of hp by ''double'' what it states, as it both heals the ally and damages the enemy by that much. This can literally singlehandedly cause an gank to backfire, allow good players surprising lane control and pull a first blood when combined with a good ganking hero.
* DropTheHammer
** AnAxeToGrind with some unlockables.
* GoodIsNotSoft
* HolierThanThou: Has some kill quotes aimed specifically at Chen that berate him for how he uses his holy powers.
-->'''Omniknight:''' [[http://dota2.gamepedia.com/images/0/00/Omni_rival_02.mp3 "Chen, faith is a tool, not a bludgeon. You would have done well to learn this."]]
* HolyHandGrenade: ''Purification'' is hard to hit an enemy with, but deals a lot of pure damage, making it a very deadly nuke that simultaneously heals an ally.
* LightIsGood
* LethalJokeCharacter: while most supports would peter off and become afterthoughts late game, Omniknight doesn't; he doesn't ''scale'' per se, so much as the simple fact that 0% of 500 damage is the same as 0% of 20. This, combined with his tankiness and ''Repel'', lets him basically turn into a late-game tank.
* NighInvulnerability: ''Repel'' makes the target immune to magic and ''Guardian Angel'' makes all allies within a certain radius of him ''almost'' immune to physical damage [[note]]In game mechanics terms, it increases allied armor by 1000, which basically reduces all physical damage to ScratchDamage[[/note]] (with an Aghanim's Scepter, it becomes global). They stack, and putting ''Repel'' and then ''Guardian Angel'' (in that order) on your carry generally causes a MassOhCrap for the enemy team.
* NoSell: ''Repel'' blocks all spells that would otherwise affect the targeted unit. ''Guardian Angel'' does the same for physical damage.
* ThePaladin
* PersonalityPowers: An inversion; '''because''' of his personality, his third ability, ''Degen Aura'', reduces the movement and attack speed of any enemy near him, because they literally cannot stand being in the presence of one with so much faith.
* ShoutOut: He has more than a passing resemblance to ChuckNorris.
* StoneWall: Omniknight is notorious as one of the hardest heroes in the game to kill due to his skills, and for his ability to make his teammates equally hard to kill. Unfortunately, his low Agility gain means that he has trouble dishing out damage on the scale that a semi-carry can.
* WhiteMage: He's almost entirely focused around healing and protecting his teammates from harm, although he's not technically an Intelligence hero.
* WeaksauceWeakness: Omniknight's hardest counter is the fact that Repel and Guardian Angel can be removed by any purge ability, which makes him easy to counter by teams who buy Diffusal Blades, or if the enemy heroes have purging abilities.
* YouWillNotEvadeMe: His passive slows every enemy unit in its radius, meaning that all Omniknight needs to do to win chases is to catch up with his victim, walk alongside, then wait for the rest of the team to show up and finish the target off.

[[quoteright:256:http://static.tvtropes.org/pmwiki/pub/images/Sven_2669.png]]\
[[caption-width-right:256:[-[[http://dota2.gamepedia.com/images/f/fa/Sven_rare_06.mp3 "One man, in a world of foes."]]-] ]]
!!Sven, the Rogue Knight

''"Sven is the bastard son of a Vigil Knight, born of a Pallid Meranth, raised in the Shadeshore Ruins. With his father executed for violating the Vigil Codex, and his mother shunned by her wild race, Sven believes that honor is to be found in no social order--but only in himself. After tending his mother through a lingering death, he offered himself as a novice to the Vigil Knights, never revealing his identity. For thirteen years he studied in his father's school, mastering the rigid code that declared his existence an abomination. Then, on the day that should have been his In-Swearing, he seized the Outcast Blade, shattered the Sacred Helm, and burned the Codex in the Vigil's Holy Flame. He strode from Vigil Keep, forever solitary, following his private code to the last strict rune. Still a knight, yes...but a Rogue Knight."''

Sven is a melee hero with a simple, yet effective set of abilities. Not only can he be a very effective support OR carry, but he most notably can do both in a single game thanks to his kit containing both high utility spells that allow him to support and initiate, and powerful damage steroids that help him deal damage. He usually transitions from an early game supporting role to a full blown hard carry at late game, but he has to cope with a mid game phase in which he doesn't excel at either role. He's also very dependant on his small mana pool. His first ability, ''Storm Hammer'', launches his gauntlet at an enemy unit, damaging and stunning it, as well as other nearby enemies, which is notably one of the very few targeted stuns in the game. His second ability, ''Great Cleave'', is a passive skill that gives his basic attacks a cleaving effect that damages other targets around his attack target for a percentage of the damage dealt. His third ability, ''Warcry'', instantly increases the armor and movement speed of himself and nearby allies for a brief duration. Finally, Sven's ultimate ability, ''God's Strength'', grants him a large buff to his attack damage (going as far as triplicating it at maximum level) for quite a long duration, which gives him great carrying potential.

* TheBerserker: His playstyle emphasizes rushing into the midst of the fight to deal as much damage as possible during his stun and buffs.
* {{BFS}}: The Outcast Blade, a sword as long as most people are tall!
* BorrowedCatchPhrase: A hilarious one with Enchantress:
--> '''Sven (killing Enchantress):''' [[UnusualEuphemism Go sproink]] [[http://dota2.gamepedia.com/images/4/46/Sven_rival_06.mp3 yourself!]]
* ButtMonkey: In Dota's Hero Spotlight videos, he is always the designated target to show the hero's abilities and be killed... even in his own, so it spread to fan-made videos as well.
* CoolHelmet: A knight's helmet with huge horns.
* GlowingEyesOfDoom: When under the effects of God's Strength.
* GutturalGrowler: Game's prime example.
* [[HalfHumanHybrid Half-Meranth Hybrid]]: Both of Pallid Meranth (Mother's side) and a Vigil Knight (Father's side).
* HourOfPower: His skills (area stun, speed and armor increase, damage multiplier) and commonly built items ([[TheBerserker Mask of Madness]], [[NoSell Black King Bar]], and [[CastFromHitPoints Armlet]]) all give him a brief boost in power over his enemies. Activate all of them at once - and Sven becomes the prime candidate to score a [[TotalPartyKill Rampage]].
* KnightInSourArmor
* LightningBruiser
* MagicKnight: Relies heavily on his limited mana pool.
* RatedMForManly
* RazorWind: To indicate how far the ''Greater Cleave'' damage reaches past the sword's length.
* RocketPunch: ''Storm Hammer'' launches his enchanted gauntlet at the enemies.
* RougeAnglesOfSatin
--> '''Sven:''' [[http://dota2.gamepedia.com/images/f/fe/Sven_rare_09.mp3 "It's Rogue Knight, dammit! It's not rouge knight."]]
* ScreamingWarrior: His ''Warcry'' gives himself and nearby allies a huge speed and armor boost. And he generally screams a lot.
* ShoutOut: His name is a reference to a wrestler, whose signature skill was to get 'Pumped Up.'
* SophisticatedAsHell
* SuperMode: ''God's Strength'' amplifies Sven's damage for a few seconds...
** TurnsRed: And changes his color to red.

[[quoteright:256:http://static.tvtropes.org/pmwiki/pub/images/Huskar_390.png]]
[[caption-width-right:256:[-[[http://dota2.gamepedia.com/images/4/48/Husk_level_05.mp3 "The gods grant me life, nor shall I waste it."]]-] ]]
!!Huskar, the Sacred Warrior

''"Emerging from the throes of the sacred Nothl Realm, Huskar opened his eyes to see the prodigal shadow priest Dazzle working a deep incantation over him. Against the ancient rites of the Dezun Order, Huskar’s spirit had been saved from eternity, but like all who encounter the Nothl he found himself irrevocably changed. No longer at the mercy of a mortal body, his very lifeblood became a source of incredible power; every drop spilled was returned tenfold with a fierce, burning energy. However this newfound gift infuriated Huskar, for in his rescue from the Nothl, Dazzle had denied him a place among the gods. He had been denied his own holy sacrifice. In time the elders of the order sought to expand their influence and Huskar, they agreed, would be a formidable tool in their campaign. Yet becoming a mere weapon for the order that denied him his birthright only upset him further. As the first embers of war appeared on the horizon, he fled his ancestral home to find new allies, all the while seeking a cause worthy of unleashing the power his total sacrifice could bring."''

Huskar is a ranged hero commonly played as a carry, thematically based around getting stronger at lower health numbers. He is extremely mana independant, as only one of his abilities costs mana; the rest of them actually deplete his own health when he uses them. With a demolishing single-target damage potential, particularly as he gets low on health, and a great ability to gank thanks to his powerful ultimate, Huskar's main offset is his high-risk, high-reward playstyle: while he is incredibly powerful while his health is low, he is also pretty vulnerable due to his need to stay at critical amounts of health. Huskar's first ability, ''Inner Vitality'', is the only one of his that costs mana, and it grants a target allied unit, including himself, a large bonus to its health regeneration, which is even stronger when that target is very low on health. His second ability, ''Burning Spears'', sets his throwing spears on fire, giving his basic attacks a strong damage over time effect that stacks indefinitely, at the cost of some health per basic attack. His third and arguably strongest ability, ''Berserker's Blood'', is a passive skill that gives Huskar increased attack speed and magic resistance as he gets low on health, reaching absolutely staggering numbers when near death. Finally, his powerful ultimate ability, ''Life Break'', costs a percentage of Huskar's health, and makes him jump at target enemy hero, slowing them and dealing damage equal to a large percentage of their current health. Huskar's ultimate ability can be upgraded by the item Aghanim's Scepter, and it increases the health percentage inflicted as damage to the enemy hero, as well as greatly decreasing the cooldown of the ability.

* BackFromTheDead: Although somewhat unwillingly.
* TheBerserker
* BladeOnAStick
** JavelinThrower: Like a Javelin throwing Rambo.
* BloodyMurder: His abilities are attributed to his blood being a volatile substance. It's not yet explained if he releases its power with BloodMagic or simply douses his weapons with it.
* CastFromHitpoints: Huskar spends hitpoints to use Burning Spears, and his ultimate, Life Break, costs a ton of his health.
* CombatSadomasochist
* CriticalStatusBuff: His skill Berserker's Blood gives bonus attack speed AND magic resistance for every 7% of his health missing. This stacks up to 14 times, so as Huskar gets closer to death, he gets stronger and harder to kill.
* DeathSeeker: His ultimate goal is to find a fight worth dying in.
* DefectorFromDecadence: Left his people to find a more worthy cause to die for.
* GlowingEyesOfDoom
* HealingFactor: Huskar can use Inner Vitality, drawing upon the target's spirit energy to heal them.
* PlayingWithFire: Huskar can light his spears on fire using his hitpoints.
* TakingYouWithMe: Even if the target manages to survive his ultimate and kill him, they'll likely have several stacks of Burning Spear eating away at their low health, meaning that they'll likely die in a few seconds.
* TheRival / BashBrothers: With Dazzle, and justified in both their backstory and gameplay. Dazzle's skills can make Huskar an unstoppable machine of destruction - or make him useless if he's on the enemy team.
* WhyWontYouDie: Tends to be the general reaction to a well-farmed Huskar at low health. Due to getting massive magic resistance buffs, unless he's getting right-clicked down by the other team's carry, it's near impossible to kill him since burst magic nukes will do almost no damage.

[[quoteright:256:http://static.tvtropes.org/pmwiki/pub/images/Tiny_2514.png]]
[[caption-width-right:256:[-[[http://dota2.gamepedia.com/images/0/07/Tiny_spawn_07.mp3 "Sticks and stones will break their bones."]]-] ]]

!!Tiny, the Stone Giant

''"Coming to life as a chunk of stone, Tiny's origins are a mystery on which he continually speculates. He is a Stone Giant now, but what did he used to be? A splinter broken from a Golem's heel? A shard swept from a gargoyle-sculptor's workshop? A fragment of the Oracular Visage of Garthos? A deep curiosity drives him, and he travels the world tirelessly seeking his origins, his parentage, his people. As he roams, he gathers weight and size; the forces that weather lesser rocks, instead cause Tiny to grow and ever grow."''

Tiny is a melee hero with great ganking and burst damage capabilities, but with Aghanim’s Scepter can transition into a successful late-game carry. His early game kill potential is very high as a result of the lethal burst damage of his first and second skills. Tiny is however heavily dependent on his mana pool and as the game progresses into the late game, where spell damage falls off and right-click damage takes priority, his slow attack speed becomes a major hindrance without farm, and thus he depends on a succesful early game. Tiny’s first skill, ''Avalanche'', causes a landslide in the targeted area, dealing damage and stunning all enemy units in its area of effect. His second skill, ''Toss'', tosses a random unit, friend or foe, within a short radius of Tiny at the targeted enemy, dealing damage in an area around it. Tiny’s deadly mid-game combo is using his first skill on a lone enemy, then tossing him into the air. As he falls back down, the landslide's stun and damage is reapplied, essentially doubling the damage. This combo allows Tiny to obliterate low health heroes. His third skill, ''Craggy Exterior'', is a passive ability which grants him bonus armor, deals damage to enemies who attack him and has a chance to stun them. Tiny’s ultimate and most iconic skill is another passive which makes him grow in size, aptly named ''Grow''. Whilst starting out small, by the time he has maxed his ultimate Tiny is among the largest heroes in the game. As he grows he gains bonus damage, movement speed and bonus damage to his second skill at the cost of a significant dent to his attack speed. Tiny can purchase an Aghanim’s Scepter, althought it doesn't specifically boost his ultimate, which makes him pick up a tree and use it as a melee weapon. It grants him increased attack range, bonus damage against buildings, a cleave to his attack and adding even more bonus damage to his second skill.

* DishingOutDirt: As a stone giant, this is to be expected.
* FastballSpecial: Toss can be used this way to hurl allies into the midst of enemies for teamfight initiation.
* GlowingEyes
* {{Golem}}: Sort of.
* GrievousHarmWithABody: When used against an enemy, Toss inflicts damage to the tossed unit, and does [=AoE=] damage if targeted on an enemy. If combined with Avalanche, it inflicts double Avalanche's damage, making Tiny capable of [[OneHitKill one-shotting]] most squishy heroes in the game.
* HulkSpeak: One of his lines even deliberately makes a ShoutOut as such.
-->'''Tiny:''' [[http://dota2.gamepedia.com/images/3/35/Tiny_attack_12.mp3 Tiny smash!]]
* IronicNickname: Although his name is true at first, Tiny quickly becomes one of the largest characters in the game.
* OurGiantsAreBigger: Unlike a typical giant, Tiny is made of stone. He also can't be considered a proper "giant" until later in the game.
* LightningBruiser: As you level his ultimate, Tiny actually ''gains'' movement speed, to the point where he can chase most heroes around the map pretty easily.
* MagikarpPower: In the beginning of the game, Tiny is pretty pathetic- he has terrible agility, two spells that eat his mana very quickly, and fairly poor stat growth. Give him time and a few early kills, though, and he'll soon transform into a LightningBruiser, capable of smashing entire teams asunder by the mid-to-late game.
* TelephonePolearm: If given Aghanim's Scepter, Tiny will use A TREE as a bludgeon.
* TheDevTeamThinksOfEverything: You're not likely to make Aghanim's Scepter before you have your ultimate. But if you do, you'll be treated to a sight of Tiny hauling around a comically large tree - twice as big as himself if you didn't level the ultimate at all - with unique animations for all actions.
* WeirdBeard: Made of moss.

[[quoteright:256:http://static.tvtropes.org/pmwiki/pub/images/Timbersaw_883.png]]
[[caption-width-right:256:[-[[http://dota2.gamepedia.com/images/6/69/Timb_rare_02.mp3 "I'm not a lumberjack, and no, I'm not okay. I thank you."]]-] ]]


!!Rizzrack, the Timbersaw

''"Rizzrack could still hear the screams in his mind. He worked, frantically turning wrenches, twisting screws, building and carving and forging. Sleep eluded him; he only built. Months had passed since he had shut himself in his uncle's workshop, and his deliverance was nearly complete. He rubbed his back as his eyes drifted shut, and saw a blanket of flowers floating on the placid waves of Augury Bay before exploding into a cloud of pollen that silenced lives as it seized the lungs. He woke with a choking start. For hours the rhythmic sound of a whetstone filled the shop as he sharpened a set of massive blades, his mind filled with images of strangling vines garroting neighbors, enwrapping homes. The flooding of Augury Bay had been nothing compared to the violent horrors the waters left to take root beyond the city walls. But the saw-suit would make him strong and safe he thought, allowing himself this sliver of hope before the full might of his fear crashed into his fading mind. Branches and blood. When the city fell, Rizzrack fled trees that walked, and fought, and killed. Trees had shattered the gates and swarmed into the city. Trees had crushed and thrashed and stomped the last that Augury Bay could muster in defense, and stalked the few fleeing refugees. In addled silence Rizzrack unspooled the thick chain from the suit's arm, his hands quaking as he inspected each link and ran a trembling finger along the claw attached at its end. The saw-suit was ready. With his hand trembling he sparked the bladed machine to life. Terror drove him, terror of what awaited him and of what he would have to face to have any hope of calming his mind. As the saw-suit shuddered to life he knew he must face this fear, and he knew he wouldn't like it one bit."''

Timbersaw is a melee hero who is based around terrain dependency, high mobility and dishing out ‘pure’ damage, a source of damage that ignores both the armor value and magic resistance of an enemy. He is highly dependent on his limited mana pool, but if he manages to boost his mana pool and mana regeneration he can take full advantage of his spells, all of which have low cooldowns and mana cost. Timbersaw's tree dependency can be both a blessing and a curse, as, for good or bad, it greatly affects his mobility and damage. His first skill, ''Whirling Death'', spins a saw blade around himself, damaging units and reducing their primary stat for a short duration. Normally it will deal magical damage, which is reduced by enemy magic resistance, but if a tree is cut down by the spell then it will deal unblockable pure damage instead. His second skill, ''Timber Chain'', fires a chain in front of him. If it latches onto a tree it will pull him towards it, dealing pure damage to any enemy he passes through. This grants Timbersaw the ability to cross significant distances in short spaces of time if there are trees nearby. His third skill, ''Reactive Armor'', is a passive grant him bonus armor and health regeneration every time he is attacked. It will stack on top of itself for a total of 16 times, meaning Timbersaw becomes harder to kill as the fight goes on. His ultimate, ''Chakram'', throws a spinning blade at the targeted destination, dealing damage per second in that area and slowing enemy movement speed depending on the amount of health they are missing. It costs mana every second to keep it active, but Timbersaw can recall it at any moment.

* ArmorPiercingAttack: ''All 3'' of his damaging abilities deal Pure damage (though Whirling Death deals Magical damage without any trees nearby).
* CompanionCube: His ''Chakram'' chainsaw, of all things.
--> '''Rizzrack (casting Chakram Return):''' [[http://hydra-images.cursecdn.com/dota2.gamepedia.com/1/15/Timb_chakramreturn_04.mp3 "Here boy!"]]
* ChainsawGood
* CowardlyLion: Yes, he is crazy, nervous and afraid of pretty harmless plant life. At the same time he is one of the most agressive solo hard lane heroes, not only easily surviving, but often decimating a superior force, and is an excellent mid-game damage dealer.
* CripplingOverspecialization: Ironically enough, Timbersaw is extremely dependant on trees to deal damage and contribute to teamfights. This means that he sharply falls off in the late game, when most combat happens around the base and fountain, where there are very few trees to be found.
* DeadlyDisc: His ultimate, ''Chakram''.
* DiscOneNuke: ''Timber Chain'' and ''Whirling Death'' both deal pure damage, meaning that Timbersaw can easily dominate a lane with his AOE damage; both spells remain extremely strong and useful for most of the game.
* FaceYourFears: Someone gave him this advice once; he took it UpToEleven.
--> '''Rizzrack on anxiety management:''' [[http://dota2.gamepedia.com/images/1/10/Timb_rare_01.mp3 "Someone once told me I needed to face fear to get over it, and I thought, well, why not take a step further and cut my fear into little pieces then set my fear on fire then throw the hot ash of my fear into a lake and then poison the lake - simple! "]]
* GadgeteerGenius
* GardenOfEvil: It is strongly implied that the Vale of Augury, Rooftrellen's homeland, is connected with the attack on Rizzrack's home city.
* GogglesDoNothing: While they could be used as protection from sawdust, he's just wearing them on his head.
* GrapplingHookPistol: ''Timber Chain''.
* HearingVoices
--> '''Rizzrack, killing an enemy hero:''' [[http://dota2.gamepedia.com/images/0/0a/Timb_kill_13.mp3 Mm! That is one less voice in my head.]]
* LovableCoward
* MadnessMantra: Quite a lot of his responses are this.
--> '''Rizzrack, killing an ememy hero:''' [[http://dota2.gamepedia.com/images/9/9e/Timb_kill_01.mp3 "Cut cut cutcutcutcutcutcutcutcutcutcutcutcutcutcutcutcutCUUUUUT!"]]
* MiniMecha: His "saw suit".
* NervousWreck
* NoMereWindmill[=/=]ProperlyParanoid: He might look like a WindmillCrusader, unless you remember about heroes like [[WhenTreesAttack Nature's Prophet and Treant Protector]].
* OurGoblinsAreDifferent: He was originally a goblin in the original Dota. He still has many goblin features, although he's not outright stated to be a goblin in this canon.
* RoaringRampageOfRevenge: He went on a forest-chopping rampage after his hometown was destroyed by treants.
--> '''Rizzrack:''' [[http://dota2.gamepedia.com/images/a/a0/Timb_spawn_05.mp3 "I'm not a lumberjack. This... This is personal."]]
* SteamPunk: His (wooden) saw-suit has a large smokestack that continually belches smoke and fire as he moves.
* StoneWall: His health regeneration increases successively with every hit thanks to his third ability, Reactive Armour. His other two abilities focus on gradually reducing enemy stats and movement speed while upping his own defense, leading to a death-of-a-thousand-cuts combat style.
* SoleSurvivor: Of his town.
* SpinAttack: ''Whirling Death'', although it's only the saw blade in his midsection that's spinning.
* WalkingWasteland: Because his abilities rely on destroying trees en masse, it's very easy to tell where he's been.
* [[WhyDidItHaveToBeSnakes Why Did It Have To Be Trees]]: His severe dendrophobia is very apparent. He's even afraid of the trees that aren't capable of harming him.
--> '''Rizzrack, beginning the battle:''' [[http://dota2.gamepedia.com/images/9/95/Timb_begin_02.mp3 "Trees? Well nobody said anything about trees."]]
** Even better: one of his respawn lines is the trope name, word for word.
--> '''Respawning:''' [[http://dota2.gamepedia.com/images/d/de/Timb_respawn_02.mp3 "Trees? Why did it have to be trees?"]]

[[quoteright:256:http://static.tvtropes.org/pmwiki/pub/images/Treant_Protector_5599.png]]
[[caption-width-right:256:[-[[http://dota2.gamepedia.com/images/d/db/Treant_respawn_05.mp3 "Think me not ponderous... merely pondering."]]-] ]]

!!Rooftrellen, the Treant Protector

''"Far to the west, in the mountains beyond the Vale of Augury, lie the remains of an ancient power, a fount of eldritch energy nestled deep in the high woods. It is said that the things that grow here, grow strangely. To the forces of nature this is a sacred place, made to stay hidden and unknown. Many are the traps and dangers of this land--all-consuming grasses and crossbred fauna and poisonous flowers--but none are so fierce as the mighty Treant Protectors. These ageless, titanic beings, charged with keeping the peace in this dangerous land, ensure that none within encroach without reason, and none without poach their secrets. For time untold they tended to their holy ground, uninterrupted, only dimly aware of the changing world beyond. Yet inevitably the wider world grew aware of this untamed land, and with each passing winter the outsiders grew bolder. Soon they arrived with tools to cut and with flames to burn, and often the Treants would ponder: who are these fragile, industrious creatures? What now had become of the wild, green world? There came and went an age of questions and of doubts, a thousand summers of long traditions set to scrutiny, while more and more the outsiders died and fed their earth. When all that bloomed had finally finished their say, curiosity had overcome caution. It was decided: a lone Protector would be sent into the wider world, and instructed to wander until the glaciers arose once more, to observe the changing land and its creatures, and to discover what unknown dangers could threaten their sacred ground."''

Treant Protector is a melee hero who is adept at supporting his team and keeping them alive. He is most notable for his skill set which essentially prevents early aggression from the enemy team whilst facilitating it for his own team. He is also naturally tanky, having one of the highest Strength growth in the game and possessing the highest base attack damage. His first skill, ''Nature’s Guise'', is a targeted ability which can turn himself or allies invisible when next to trees, whilst also granting them bonus move speed. It is notable that whilst under its effects Treant is capable of casting spells without breaking invisibility, something that most invisibility effects do not allow. His second skill, ''Leech Seed'', applies a slow to the targeted enemy unit and drains his health in pulses. It then proceeds to heal nearby allied units for the same amount of health stolen. His third skill, ''Living Armor'', is his bread-and-butter spell. Treant creates a shield around an allied unit, granting them bonus health regeneration and blocking some of the damage they receive for a certain number of instances. It will dispel when it either completes its duration or the number of damage instances has passed. It can also be cast globally, which allows Treant to save allies who are under attack from the other side of the map. He can also cast it on buildings, granting him one of the few ways to heal damaged structures. His ultimate, ''Overgrowth'', roots all enemies within a significant radius of Treant in place, preventing them from moving and attacking, but not from casting spells or using items. Whilst not dealing any damage, it will root the enemy in place for a long time and so long as enemy heroes do not have a way to break it they will be unable to avoid your teams follow-up damage, easily winning you the fight.

* BuffySpeak
* CloudCuckooLander: He is a slow thinker and easily gets distracted either by the [[AttentionDeficitOohShiny beautiful scenery]] or [[ThePhilosopher mysteries of the universe]], and is often [[ComicallyMissingThePoint oblivious to combat around him]].
--> '''Treant Protector (Respawning):''' [[http://dota2.gamepedia.com/images/8/89/Treant_respawn_09.mp3 "I think I'll go for a nice walk."]]
* CombatMedic: ''Leech Seed'' is an interesting example; it not only damages and slows whatever enemy it's used on, but it will also heal every enemy unit in a radius around it. HIs other utility spell, ''Living Armor'', is unique in that it is one of two spells that can also heal towers from anywhere on the map, turning potential enemy pushes into a slog.
* FanNickname: "Tree" or "Treeman" for [[CaptainObvious being a treeperson.]]
* FreezeFrameBonus: His model has a small carving near his behind, saying "Riki was here".
* FurryConfusion: If he uses a tango (a consumable item that regenerates your health by destroying a tree) he'll apologize and show mild regret for what he's done, despite the tree being non-anthropomorphic.
--> '''Treant Protector (using a tango):''' [[http://dota2.gamepedia.com/images/8/89/Treant_tango_01.mp3 "Sorry, friend."]]
* GaiasVengeance: His various plant-themed abilities can aid his team in a teamfight or a push.
* GentleGiant: He is a calm, peaceful treant with abilities focused on protecting allies and disabling enemies. He also has the game's second highest Strength growth and has ludicrous melee attack damage.
* GlowingEyes
* GreenThumb: Being a treant, this is to be expected.
* LifeDrain: ''Leech Seed''.
* MightyGlacier
* NatureHero
* PlantPerson
* ShoutOut: To Franchise/{{Pokemon}} with his spell, [[http://bulbapedia.bulbagarden.net/wiki/Leech_Seed_%28move%29 Leech Seed.]]
** His appearance and personality are based on Treebeard from [[Literature/TheLordOfTheRings The Lord of the Rings]].
* TheLostWoods: His land of origin.
* TookALevelInBadass: A small one, but before the 6.77c patch Rooftrellen was pretty much never picked in competitive games due to his rather underwhelming abilities. Then the 6.77c patch changed ''Living Armor'' to make it reduce damage from ALL instances of damage (Previously, ''Living Armor'' only blocked physical damage). With the global range on the ability, this little change made it nigh-impossible to successfully gank Rooftrellen's allies in the early game, and made him a much more common pick in competitive games just for Living Armor alone.
* TreeCover: ''Nature's Guise'' turns any friendly unit invisible, so long as they remain in proximinity to a tree. It's especially useful with surprise-oriented gankers like Pudge, as they can still cast spells while invisible.
* WeirdBeard: Just branches growing from his face into the shape of a beard.
* WhenTreesAttack

[[quoteright:256:http://static.tvtropes.org/pmwiki/pub/images/tusk_full_3595.png]]
[[caption-width-right:256:[-[[http://dota2.gamepedia.com/images/7/72/Tusk_rare_01.mp3 "It's a great day to do some squat thrusts and lift a barrel of fish, is it not?"]]-] ]]

!!Ymir, the Tusk

''"It had been a brawl to remember. There stood Ymir, the Tusk, the Terror from the Barrier, the Snowball from Cobalt, the only fighter to have bested the Bristled Bruiser in a fair fight, and now the last man standing in Wolfsden Tavern. What started as a simple bar bet of supremacy ended with four regulars, a blacksmith, and six of the Frost Brigade's best soldiers writhing against the shards and splinters of almost every bottle, mug, and chair in the building. The Tusk boasted and toasted his victory as he emptied his brew.''

''No sooner had the defeated regained consciousness than the cries for double-or-nothing rang out. The Tusk was pleased at the prospect, but none could think of a bet bigger than the one he just conquered. Horrified at the damage to his tavern and desperate to avoid another brawl, the barkeep had an idea. As skilled as he was, Ymir had never taken part in a real battle, never tested himself against the indiscriminate death and chaos of war. He proposed a wager to the fighter: seek out the biggest battle he could find, survive, and win it for whichever side he chose. The stakes? The next round of drinks."''

Tusk is a melee hero who excels in aggressive ganks in the early-to-mid game. Whilst he can be played as a support, Tusk greatly benefits from additional farm and levels, granting him the chance to snowball into the later stages. His first skill, ''Ice Shards'', throws a ball of compressed ice in the targeted direction, damaging enemy units it passes through. If it collides with an enemy hero or reaches its maximum range, it unleashes five ice shards which create a barrier in the direction it was heading. This skill has particular use in chokepoints, allowing Tusk to prevent enemy heroes from escaping and securing the kill. His second skill, ''Snowball'', makes him roll into a giant snowball which heads towards a targeted enemy. It will stun and deal damage to the targeted enemy upon contact and any enemy unit it passes through to get there. If it passes through an allied unit, it will pick them up along for the ride, releasing its content upon successful impact. If the enemy manages to avoid being hit, after a short duration the snowball will collapse, freeing its content in the process. This skill has tremendous impact in ganking enemies, but if the Tusk is not careful he can carry his allies into a trap. His third skill, ''Frozen Sigil'', summons the aforementioned sigil which can be independently controlled by the player. It provides an aura which cripples enemy attack and move speed. It can be killed and provides a significant bounty to the enemy, so it is imperative for Tusk players to keep their sigil alive. His ultimate, ''Walrus PUNCH!'', applies a buff to his next auto-attack which will send the next enemy unit he punches flying into the air and dealing critical damage. Upon landing their movement speed is slowed, inhibiting escape. The critical damage is 300% of his normal attack damage, but becomes 400% if the enemy is blow half health. Since this is a buff to his auto-attack, this grants one of the few ways to disrupt enemies through magic immunity.

* {{Angrish}}: Tends to burst into this when ''Snowball'' misses.
* AnIcePerson
* TheBet: Tusk's entire motivation to go out and fight ghosts, demons, and fundamental forces of the universe? Someone bet him to do it.
* BloodKnight
* BoisterousBruiser
* FinishingMove: ''Walrus PUNCH!'' gets extra damage if the target is below half hp, so it's often used this way against low-hp support heroes.
* HomeRunHitter: ''Walrus PUNCH!'' temporarily sends the target flying into the air and off the screen.
* LargeHam: An exceptional example even among Dota 2 heroes.
** UpToEleven: He has ''eighty-three'' unique response lines just for Walrus Punch.
--> '''Tusk:''' [[http://dota2.gamepedia.com/images/3/39/Tusk_superpunch_attack_81.mp3 "Here's a bunch of punches!"]]
* MegatonPunch: If the ''Walrus PUNCH!'' finishes off an enemy, it sends the target flying up out of sight, only to fall back at ridiculous speed moments later.
* NamesToRunAwayFromReallyFast: The Terror from the Barrier.
** His real name, Ymir, counts as well, seeing as its the name of the Norse King of the Ice Giants.
* PettingZooPerson
* PowerFist
* RollingAttack: ''Snowball'' has him ride a giant snowball and careen into an enemy, dealing damage along the way.
* {{Shoryuken}}: His ''Walrus Punch''.
* ShoutOut: Mostly in the form of ''Walrus Punch'' battle cries:
--> '''Tusk:''' [[VideoGame/FZero Falcon]] [[http://dota2.gamepedia.com/images/9/9d/Tusk_superpunch_attack_53.mp3 Punch!]]
--> '''Tusk:''' [[VideoGame/DoubleDragon Double Dragon]] [[http://dota2.gamepedia.com/images/d/d6/Tusk_superpunch_attack_79.mp3 Punch Punch!]]
* SoProudOfYou: He acts like a doting parent to Crystal Maiden. Though not mentioned in either of their backstories, it's implied they used to be friends while Crystal Maiden was training under an ice wizard.
--> '''Tusk, dying to Crystal Maiden, proudly:''' [[http://dota2.gamepedia.com/images/1/1d/Tusk_death_17.mp3 "Isn't she something."]]
* WrittenSoundEffect: '''WALRUS PUNCH!''' appears above the target, taking up most of the screen if it was the last hit.


[[quoteright:256:http://static.tvtropes.org/pmwiki/pub/images/ElderTitan_1039.png]]
[[caption-width-right:256:[-[[http://dota2.gamepedia.com/images/f/fa/Elder_battlebegins_01.mp3 "On this alone of seven planes the final war is fought."]]-] ]]


!!Elder Titan, the Worldsmith
''"Well may you ask, "How did this world take its form?" Why of all the worlds in creation, has this one its strange properties, its diverse and motley collection of creatures, cultures and lore? "The answer," One whispers, "lies with the Titans."''

''These original progenitors were there near the Beginning--if not actual witnesses to the creation, then born with it still echoing in their ears. Stamped with the earliest energies of the universe, they wished nothing more than to continue as creators themselves. Thus they bent to the task of shaping matter to their will: hammering and heating, bending and blasting. And when matter proved less challenging than they liked, they turned their tools upon themselves, reshaping their minds and reforging their spirits until they had become beings of great endurance. Reality itself became the ultimate object of their smithing. Yet, along the way, they sometimes erred. In cases of great ambition, mistakes are unavoidable.''

''The one we know as the Elder Titan was a great innovator, one who studied at the forge of creation. In honing his skills, he shattered something that could never be repaired, only thrown aside. He fell into his own broken world, a shattered soul himself. There he dwelt among the jagged shards and fissured planes, along with other lost fragments that had sifted down through the cracks in the early universe. And this is why the world we know resembles an isle of castaways, survivors of a wreck now long forgotten. Forgotten, that is, by all but the One who blames himself. He spends his time forever seeking a way to accomplish the repairs, that he might rejoin the parts of his broken soul, that we and the world alike might all be mended. This is the One we know as Elder Titan."''

Elder Titan is a melee hero who is extremely versatile and can be played in almost any role. He is also a specialist in dealing both physical and magical damage with his spells, often at the same time. His skillset makes him a superb initiator, although his high skill floor means he is difficult for newer players to handle. His first skill, ''Echo Stomp'', is a channelling ability which makes Elder Titan stomp the ground with huge force, dealing physical damage in radius around him and putting enemies to sleep. Whilst under the effects of the sleep, enemy units are unable to perform any action until the duration runs out or receive damage a player source, whether the hero itself or any summons or creeps they control. On a coordinated team this spell is extremely useful in setting up a teamfight, yet has the flaw in that it is a channelling spell which requires Elder Titan to be within melee range of the enemy, making him easy to stun and disrupt the spell. This weakness is compensated by his second skill, ''Astral Spirit''. It summons a spirit duplicate of Elder Titan, which damages all enemy units it passes through. Whilst it can be independently controlled by the player, when he casts Echo Stomp the Spirit will do the same, the one difference being that the spirit stomp will deal magical damage instead. With a significant cast radius, this spell allows Elder Titan to initiate a teamfight from a safe distance. Another aspect of this skill is that after a set duration the spirit will return to Elder Titan, granting him bonus movement speed and damage for every enemy it has passed through and granting extra if the unit was a hero. The player is also able to recall the spirit at any time he chooses. His third skill, ''Natural Order'', is a skill which, whilst having a short radius around the player, greatly reduces enemy armor and magic resistance, making them extremely vulnerable. This aura also is carried by his spirit, allowing Elder Titan to project this aura into the midst of the enemy team, compensating for its short radius. His ultimate, ''Earth Splitter'', is a devastating spell where Elder Titan slams the ground, creating a fissure which is longer than the screen. It has a length cast delay, but after a few seconds the earth explodes, pulling the enemy towards the fissure whilst both slowing them and dealing a colossal amount of damage, 35% of the target’s maximum health. Of the total damage, half of it is physical damage and half of it is magical.

* TheAtoner
* DropTheHammer
* EarthquakesCauseFissures: His ''Earth Splitter'' ultimate creates a fissure about twice the screen size!
* HornedHumanoid
* ALoadOfBull
* MagicKnight
* MightyGlacier
* NiceJobBreakingItHero: He is responsible for the war between Radiant and Dire by shattering the Mad Moon.
--> '''Elder Titan:''' [[http://dota2.gamepedia.com/images/0/09/Elder_rare_01.mp3 "The Mad Moon rises unbroken above a fledgling world… but only in my dreams."]]
* PhysicalGod
* SelfDuplication: ''Astral Spirit'' allows Elder Titan to safely initiate teamfights from afar, or to snipe escaping enemy heroes.
* ShockwaveStomp: ''Echo Stomp''
* ShoutOut: His skills' lore has references to Literature/TheBible.
* SupernaturalGoldEyes
* TelephonePolearm: Not only his [[DropTheHammer hammer]], but an [[UpToEleven even bigger]] totem on his back.
* TimeAbyss
* TribalFacepaint

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