Follow TV Tropes

Following

History Characters / Dota2RadiantStrength

Go To

OR

Is there an issue? Send a MessageReason:
None

Added DiffLines:

* WolverinePublicity: Sven gets a good deal of publicity thanks to his ButtMonkey status above, shows up ''alot'' in videos.
Is there an issue? Send a MessageReason:
None


** While never officially confirmed, the dominant theory is that Io is a Strength hero primarily for CompetitiveBalance reasons (so that it doesn't get an attack bonus from items such as Force Staff or Dagon), and to encourage Io players to build strength boosting items, such as Heaven's Halberd and Heart of Tarrasque.

to:

** While never officially confirmed, the dominant theory is that Io is a Strength hero primarily for CompetitiveBalance reasons (so that it doesn't get an attack bonus from items such as Force Staff or Dagon), and to encourage Io players to build strength boosting items, such as Heaven's Halberd and Heart of Tarrasque.Tarrasque, which also increase his health and regeneration of said health, playing into tether's effects.

Changed: 46

Is there an issue? Send a MessageReason:
None


[[center: [- Agility - [[Characters/Dota2RadiantAgility Agility]] | [[Characters/Dota2DireAgility Agility]] -] ]]
[[center: [- Intelligence - [[Characters/Dota2RadiantIntelligence Intelligence]] | [[Characters/Dota2DireIntelligence Intelligence]]-] ]]

to:

[[center: [- Agility - [[Characters/Dota2RadiantAgility Agility]] Radiant]] | [[Characters/Dota2DireAgility Agility]] Dire]] -] ]]
[[center: [- Intelligence - [[Characters/Dota2RadiantIntelligence Intelligence]] Radiant]] | [[Characters/Dota2DireIntelligence Intelligence]]-] Dire]]-] ]]

Added: 1461

Changed: 467

Removed: 986

Is there an issue? Send a MessageReason:
RO and OC are not core items on Omni like Aghs. He benefits well from them, but can do well without them as well. Get a Soul Ring and Purification becomes much less straining on your mana pool.


[[center: [- Radiant - '''Strength''' | [[Characters/Dota2RadiantAgility Agility]] | [[Characters/Dota2RadiantIntelligence Intelligence]]-] ]]
[[center: [- Dire - [[Characters/Dota2DireStrength Strength]] | [[Characters/Dota2DireAgility Agility]] | [[Characters/Dota2DireIntelligence Intelligence]]-] ]]

to:

[[center: [- Radiant Strength - '''Strength''' '''Radiant''' | [[Characters/Dota2DireStrength Dire]] -] ]]
[[center: [- Agility -
[[Characters/Dota2RadiantAgility Agility]] | [[Characters/Dota2RadiantIntelligence Intelligence]]-] ]]
[[center: [- Dire - [[Characters/Dota2DireStrength Strength]] |
[[Characters/Dota2DireAgility Agility]] -] ]]
[[center: [- Intelligence - [[Characters/Dota2RadiantIntelligence Intelligence]]
| [[Characters/Dota2DireIntelligence Intelligence]]-] ]]



* TestosteronePoisoning: Sven is here to pump you up! With ''War Cry'' (pumps up your toughness and speed) and upgraded ''God's Strength'' (pumps up your strength).

to:

* TestosteronePoisoning: Sven is here to pump you up! With ''War Cry'' ''Warcry'' (pumps up your toughness and speed) and upgraded ''God's Strength'' (pumps up your strength).



* CombinationAttack: Tiny's synergy with Io is worth noting: ''Tether'' combined with a Bottle solves his mana problems, allowing him to spam ''Toss'' to farm the jungle, and also helps his mobility, while ''Relocate'' allows him to gank globally every minute and snowball, making Tiny come online much earlier than he normally would. The trade-off is, Tiny is just inferior to other carries without Io, and in professional games he is almost never picked without an allied Io, and is only banned when the enemy team has already picked Io.



* ThisLooksLikeAJobForAquaman: Tiny's synergy with Io is worth noting: ''Tether'' combined with a Bottle solves his mana problems, allowing him to spam ''Toss'' to farm the jungle, and also helps his mobility, while ''Relocate'' allows him to gank globally every minute and snowball, making Tiny come online much earlier than he normally would. The trade-off is, Tiny is just inferior to other carries without Io, and in professional games he is almost never picked without an allied Io, and is only banned when the enemy team has already picked Io.



* PowerGivesYouWings: With the Kindred of the Iron Dragon cosmetic item, Davion briefly gains a pair of transparent red wings when using ''Dragon Tail''.



* SimpleYetAwesome: Dragon Knight is a very simple strength carry, who nonetheless is 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.

to:

* SimpleYetAwesome: Dragon Knight is a very simple strength carry, who nonetheless is potent throughout most stages of the game.
**
game. Valve themselves picked up on this, and Dragon Knight is used in the new tutorial system to introduce players to Dota.



* AchillesHeel: Gold, Omniknight is both extremely farm-dependant and all but incapable of actually ''getting'' that farm thanks to being a StoneWall who can't even afford the mana to farm with his nuke, in many games, Omniknight comes into his own ''later'' than the Carry he's supporting, but [[MagikarpPower when he does]].



* MagikarpPower: Omniknight is best described as a late game support. ''Degen Aura'' is a scaling percentage, and ''Repel'' and ''Guardian Angel'' are simple flat-out immunities that don't care if the damage they block in question is the 20 damage hit of a simple creep, or the 4-digit crit of a 6-slotted hard carry, it's still zero. Given that his main weakness, Diffusal Blade, has limited and non-replenishable charges, his impact grows more and more notable over time. The trade-off is that he has little lane presence, isn't able to do much outside of babysitting early game, and is very greedy for a support, needing at least Aghanim's Scepter as a core item (without which it's impossible to land a good ''Guardian Angel''), and probably wants an extra ''Refresher Orb'' and ''Octarine Core'' on top of it to boot.

to:

* MagikarpPower: Omniknight is best described as a late game support. ''Degen Aura'' is a scaling percentage, and ''Repel'' and ''Guardian Angel'' are simple flat-out immunities that don't care if the damage they block in question is the 20 damage hit of a simple creep, or the 4-digit crit of a 6-slotted hard carry, it's still zero. Given that his main weakness, Diffusal Blade, has limited and non-replenishable charges, his impact grows more and more notable over time. The trade-off is that he has little lane presence, isn't able to do much outside of babysitting early game, and is very greedy for a support, needing at least Aghanim's Scepter as a core item (without which it's impossible to land a good ''Guardian Angel''), and probably wants an extra ''Refresher Orb'' and ''Octarine Core'' on top of it to boot.Angel'').



* SquishyWizard: Despite being a Strength hero (who 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) and second-lowest Strength growth, beat out only by Alchemist. On top of all that, it's one of only three Heroes in the game (the others being Phoenix and Visage) that start with '''negative''' base armor. Needless to say, Wisp is very easy to kill if caught without escape.

to:

* SquishyWizard: Despite being a Strength hero (who are supposedly usually 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) and second-lowest Strength growth, beat out only by Alchemist. On top of all that, it's one of only three Heroes in the game (the others being Phoenix and Visage) that start with '''negative''' base armor. Needless to say, Wisp is very easy to kill if caught without escape.



* BadassNormal: Ironically, despite having one of the highest Intelligence growths among non-Intelligence heroes, in the lore he has no magical abilities at all.



* CoolButInefficient: Getting Aghanim's Scepter will cause ''Duel'' to become a literal DuelToTheDeath: the combatants are locked in the duel until one dies. The problem is there's no point to get it on Legion Commander: she's a right-click carry, making Aghanim's Scepter suboptimal, and if she can't kill her target quickly enough in the ''Duel'' duration then she'll more often than not need to be able to escape, which Aghanim's Scepter completely disables.



* DifficultButAwesome: Knowing when to start a ''Duel'' is one of the most important things a Legion Commander needs to know. Done correctly, Tresdin can easily [[ForMassiveDamage double her base attack damage without items]] before the match is over; done poorly, the other team will have gained plenty of free attack damage. As a result, picking targets requires knowing if she will survive the fight, knowing that she will not be targeted by other members of the enemy team in the interim, and whether the enemy can outclass her without spells or items.

to:

* DifficultButAwesome: Knowing when to start a ''Duel'' is one of the most important things a Legion Commander needs to know. Done correctly, Tresdin can easily [[ForMassiveDamage double her base attack damage without items]] before the match is over; done poorly, she'll fall off easily late game, or worse, the other team will have gained plenty of free attack damage. As a result, picking targets requires knowing if she will survive the fight, knowing that she will not be targeted by other members of the enemy team in the interim, and whether the enemy can outclass her without spells or items.

Added: 596

Changed: 90

Is there an issue? Send a MessageReason:
If the event as above happens,


* AchillesHeel: Gold, Omniknight is both extremely farm-dependant and all but incapable of actually ''getting'' that farm thanks to being a StoneWall who can't even afford the mana to farm with his nuke, in many games, Omniknight comes into his own ''later'' than the Carry he's supporting, but [[MagikarpPower when he does]].



* MagikarpPower: Omniknight is best described as a late game support. ''Degen Aura'' is a scaling percentage, and ''Repel'' and ''Guardian Angel'' are simple flat-out immunities that don't care if the damage they block in question is the 20 damage hit of a simple creep, or the 4-digit crit of a 6-slotted hard carry, it's still zero. Given that his main weakness, Diffusal Blade, has limited and non-replenishable charges, his impact grows more and more notable over time. The trade-off is that he has little lane presence, isn't able to do much outside of babysitting early game, and is very greedy for a support, needing at least Aghanim's Scepter as a core item (without which it's impossible to land a good ''Guardian Angel'').

to:

* MagikarpPower: Omniknight is best described as a late game support. ''Degen Aura'' is a scaling percentage, and ''Repel'' and ''Guardian Angel'' are simple flat-out immunities that don't care if the damage they block in question is the 20 damage hit of a simple creep, or the 4-digit crit of a 6-slotted hard carry, it's still zero. Given that his main weakness, Diffusal Blade, has limited and non-replenishable charges, his impact grows more and more notable over time. The trade-off is that he has little lane presence, isn't able to do much outside of babysitting early game, and is very greedy for a support, needing at least Aghanim's Scepter as a core item (without which it's impossible to land a good ''Guardian Angel'').Angel''), and probably wants an extra ''Refresher Orb'' and ''Octarine Core'' on top of it to boot.


Added DiffLines:

* MightyGlacier: Omniknight's cast time is ''abysmal'' but his spells are some of the highest-impact in the game.


Added DiffLines:

* SchmuckBait: Going after that heavily injured enemy hero? Omniknight just purified him, he's back in fighting shape and you're no longer in fighting shape.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* AntiMagic: ''Repel'', hands-down the most powerful magic immunity skill, it only has a 2 second downtime once fully leveled and costs an inconsequential amount of mana to cast.
Is there an issue? Send a MessageReason:
None


Sven is a melee Strength hero that works well as a Support hero, but can transition into a semi-carry due to his item independence, self-sufficient skills and ability to flash-farm. He boasts a lot of self-buffs that will enhance his incredible strength as he leaps to the enemy ranks and slashing through the enemy heroes, with beefed up stats to deal great damage. His ''Storm Hammer'' is his only ranged skill, where he launches a big magical fist from his gauntlet to a target enemy, stunning the target and anyone on a circular area near the enemy. With his ''Great Cleave'', Sven gains a cleave attack, allowing his normal attacks to damage enemies nearby his target, basically a free Battle Fury or two[[note]]Though Sven can stack a Battle Fury's cleave with his own cleave for a total of 100%.[[/note]], while using his ''Warcry'', has Sven roar out and pumping up his and his allies' armor and movement speed for sturdier advance or escape. Lastly, his ultimate, ''God's Strength'', has Sven channel his strength to incredible levels that he gains a big amount of bonus strength, allowing his normal attacks to deal great damage. Sven is most often seen building Black King Bar, as its spell immunity allows Sven to shove off spells that hinder his movement so he can freely move in and attack anyone in his range with his great strength.

to:

Sven is a melee Strength hero that works well as a Support hero, but can transition into a semi-carry due to his item independence, self-sufficient skills and ability to flash-farm. He boasts a lot of self-buffs that will enhance his incredible strength as he leaps to the enemy ranks and slashing through the enemy heroes, with beefed up stats to deal great damage. His ''Storm Hammer'' is his only ranged skill, where he launches a big magical fist from his gauntlet to a target enemy, stunning the target and anyone on a circular area near the enemy. With his ''Great Cleave'', Sven gains a cleave attack, allowing his normal attacks to damage enemies nearby his target, basically a free Battle Fury or two[[note]]Though Sven can stack a Battle Fury's cleave with his own cleave for a total of 100%.[[/note]], while using his ''Warcry'', has Sven roar out and pumping up his and his allies' armor and movement speed for sturdier advance or escape. Lastly, his ultimate, ''God's Strength'', has Sven channel his strength to incredible levels that he gains a big amount of bonus strength, allowing his normal attacks to deal great damage. Sven is most often seen building Black King Bar, as its spell immunity allows Sven to shove off spells that hinder his movement so he can freely move in and attack anyone in his range with his great strength.
strength. Sven's versatility and strength makes him a solid ally, and if he's around, you can be assured that ''he is there to '''pump you up!'''''

Added: 2431

Changed: 660

Removed: 673

Is there an issue? Send a MessageReason:
It\'s only weird compared to the current Omniknight, not if compared to many other current heroes. With this logic every single hero who has had their kit reworked can be called a case of Early Installment Weirdness. Hohoho.


* CallingYourAttacks:
--> '''Earthshaker (using ''Fissure''):''' ''[[http://hydra-media.cursecdn.com/dota2.gamepedia.com/3/30/Erth_ability_fissure_09.mp3 Fissure!]]''
--> '''Earthshaker (using ''Enchant Totem''):''' ''[[http://hydra-media.cursecdn.com/dota2.gamepedia.com/5/51/Erth_ability_enchant_01.mp3 Enchant!]]''
--> '''Earthshaker (landing a 2/3-man ''Echo Slam''):''' ''[[http://hydra-media.cursecdn.com/dota2.gamepedia.com/b/bc/Erth_ability_echo_02.mp3 Echo Slam!]]''



* DiscOneNuke: One should never underestimate the power of ''Fissure'' at level 1 - the 8-second barrier is probably among the most devastating effects for the heroes with no innate mobility. Unless able to bypass ''Fissure'' with skills like Batrider's ''Firefly'', Timbersaw's ''Timber Chain'',... offlaners have to play extremely careful against an enemy Earthshaker, because they're dead if he could land a good ''Fissure''.



* JackOfAllStats: Tiny starts the game as a squishy nuker/ganker, then becomes a durable, yet fast rightclicker carry, and with Aghanim's Scepter becomes a pusher. The difference from most other heroes is that he doesn't sacrifice any of these roles for the other; his spells scale well into the lategame, augmenting his slow but damaging melee attacks.
* MagicKnight: Tiny relies on his ''Avalanche'' + ''Toss'' combo to deal massive burst damage

to:

* JackOfAllStats: JackOfAllStats[=/=]MagicKnight: Tiny starts the game as a squishy nuker/ganker, then becomes a durable, yet fast rightclicker carry, and with Aghanim's Scepter becomes a pusher. The difference from most other heroes is that he doesn't sacrifice any of these roles for the other; his spells scale well into the lategame, augmenting his slow but damaging melee attacks.
* MagicKnight: Tiny relies on his ''Avalanche'' + ''Toss'' combo to deal massive burst damage
attacks.



* TotalPartyKill:



** AnIcePerson: And when it's maxed, the level 3 Blue Dragon's attacks also slow enemies' move and attack speed(It also slows in the splash damage radius).

to:

** AnIcePerson: And when it's maxed, the level 3 Blue Dragon's attacks also slow enemies' move and attack speed(It also slows in the splash damage radius).speed.



* EarlyInstallmentWeirdness: The original Omniknight, rather than being a defensive StoneWall, was a melee carry with Repel, a heal over time, 750 range (That still counted as melee), and a better version of ''Gods Strength'' called "Divine Retribution" which gave him an extra 225% damage and ''75 armor''. Yes, Omniknight back then was [[CrazyAwesome an insane combination of Sniper and Sven]] of all things.



* ShootTheMedicFirst: Picking Omniknight off before a teamfight is crucial, as his global physical immunity can easily tip the scales of a fight, to say nothing of his nigh-permanent (Actually permanent with Octarine core) BKB he slapped on his carry. Don't kill him and you're in for a bad day.

to:

* ShootTheMedicFirst: Picking Omniknight off before a teamfight is crucial, as his global physical immunity can easily tip the scales of a fight, to say nothing of his nigh-permanent (Actually permanent (and, with Octarine core) Core, permanent) BKB he slapped on his carry. Don't kill him and you're in for a bad day.



* BlingOfWar[=/=]FlamingSword: Alchemist's Immortal Eternal Radiance Blades are a pair of golden, flaming swords.



* ThePowerOfFriendship: Uniquely, Alchemist has the ability to consume an Aghanim's Scepter to grant all of its bonuses to himself or an allied hero, once each, without taking up a slot. It synergises particularly well with someone whose Aghanim's Scepter upgrade is potentially very strong but they either can't afford it or the way their hero plays makes buying it themselves non-optimal. So a support Treant Protector can be given Scepter and starts legally maphacking with ''Eyes in the Forest'', or for Luna who can now drop ''Eclipse'' like Gyrocopter's ''Call Down'' without losing space for Scepter.
** For the character themselves, neither of them would be a match for other heroes by themselves, and it takes using both the Ogre's muscle and Razzil's chemicals to win.

to:

* ThePowerOfFriendship: Uniquely, Alchemist has the ability to consume an Aghanim's Scepter to grant all of its bonuses to himself or an allied hero, once each, without taking up a slot. It synergises particularly well with someone whose Aghanim's Scepter upgrade is potentially very strong but they either can't afford it or the way their hero plays makes buying it themselves non-optimal. So a support Treant Protector can be given Scepter and starts legally maphacking with ''Eyes in the Forest'', or for Luna who can now drop ''Eclipse'' like Gyrocopter's ''Call Down'' without losing space for Scepter.
** For the character themselves, neither
Neither of them would be a match for other heroes by themselves, and it takes using both the Ogre's muscle and Razzil's chemicals to win.



* SuperEmpowering: Uniquely, Alchemist has the ability to consume an Aghanim's Scepter to grant all of its bonuses to himself or an allied hero, once each, without taking up a slot. It synergises particularly well with someone whose Aghanim's Scepter upgrade is potentially very strong but they either can't afford it or the way their hero plays makes buying it themselves non-optimal. So a support Treant Protector can be given Scepter and starts legally maphacking with ''Eyes in the Forest'', or for Luna who can now drop ''Eclipse'' like Gyrocopter's ''Call Down'' without losing space for Scepter.



* DefogOfWar: ''Eyes in the Forest'' enchants a tree, granting Treant vision around it, essentially giving him a free ward every 55 seconds that lasts indefinitely.

to:

* DefogOfWar: ''Eyes in the Forest'' enchants a tree, granting Treant vision around it, essentially giving him a free ward every 55 25 seconds that lasts indefinitely.


Added DiffLines:

* VampiricDraining: ''Leech Seed'' drains its target's health and constantly restores HP to friendly units around it.


Added DiffLines:

* NonStandardSkillLearning: Buying Aghanim's Scepter grants Tusk a fifth skill, ''Walrus Kick''.


Added DiffLines:

* SituationalSword: Aghanim's Scepter is this for Tusk. Against low-mobility melee carries like Sven, Ursa or Lifestealer the constant slows from ''Frozen Sigil'', ''Walrus PUNCH!'' and ''Walrus Kick'' combined with the block from ''Ice Shards'' and the knockback itself, all of which bypass BKB, will kite them to death and render them useless. However, it is only good for kiting - and nothing else. If the enemy carry is ranged or otherwise not vulnerable to kiting then there's no point to get Aghanim's Scepter over Force Staff, which provides a similar effect for much less gold.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* ShootTheMedicFirst: Picking Omniknight off before a teamfight is crucial, as his global physical immunity can easily tip the scales of a fight, to say nothing of his nigh-permanent (Actually permanent with Octarine core) BKB he slapped on his carry. Don't kill him and you're in for a bad day.
Is there an issue? Send a MessageReason:
None


** ''Repel'' starts off at 6 seconds of spell immunity at level 1, while a BKB starts at 10. But by the late game, BKB's charges can become depleted, dropping down to 5 seconds at its weakest, while ''Repel'' has a 12 second duration and a 14 cooldown (meaning a 2 second downtime).

to:

** ''Repel'' starts off at 6 seconds of spell immunity at level 1, while a BKB starts at 10. But by the late game, BKB's charges can become depleted, dropping down to 5 seconds at its weakest, while ''Repel'' has a 12 second duration and a 14 cooldown (meaning a 2 second downtime). [[FromBadToWorse And then Omniknight gets an Octarine Core]].

Added: 1570

Changed: 373

Is there an issue? Send a MessageReason:
None


* DifficultYetAwesome: Actually hitting groups with Storm bolt, thanks to it's fairly slow projectile and unit-targetting requires a fair bit of prediction on which enemies are going where.

to:

* DifficultYetAwesome: DifficultButAwesome: Actually hitting groups with Storm bolt, thanks to it's fairly slow projectile and unit-targetting requires a fair bit of prediction on which enemies are going where.where. And then you kill them all with your massive physical DPS.



* InformedTrait: Despite being a giant rock monster, Tiny has no armor to speak of, and only gains a slight amount with ''Craggy Exterior''.



* RedRightHand: His right hand is a giant stone stump without any fingers that he uses the bludgeon his enemies with, althought it takes a back seat to his smaller left hand once gets to the higher levels of ''Grow!'' and needs to use it to steady himself.



* SiegeEngine: He's ''very'' good at demolishing towers, and pushing down creepwaves to get there once he gets his scepter. Even before, he can sling creeps at it for 100 damage apiece. Not much, but still something.



* TopHeavyGuy: Tiny's legs aren't that much bigger than a regular hero's, while his upper body is ''massive''. As a result, he has to use his Right hand to steady himself while walking, and when he gets bigger, just standing.
* WeirdBeard: Made of moss.

to:

* TopHeavyGuy: Tiny's legs aren't that much bigger than a regular hero's, while his upper body is ''massive''. As a result, he has to use his Right right hand to steady himself while walking, and when he gets bigger, just standing.
* WeirdBeard: Made of moss.moss and later ferns.



* ExactlyWhatIWasAimingAt: Good Kunkka players don't aim their first shot at a hero if possible, but at a ''creep'' so all 5 heroes take the armor-ignoring cleave damage. He can also do this in chases or to harass, hitting a creep and letting his massive splash hammer the heroes behind it.



* MagicKnight: Kunkka has a wide array of powerful magic spells and nukes, but he's also well known for being able to splash absurd amounts of physical damage across the enemy team as well, making him one of the few examples of a Magic Knight who remains strong in both categories throughout a match. His only real limitations are the difficulty of landing his nukes, and his small mana pool.

to:

* MagicKnight: Kunkka has a wide array of powerful magic spells and nukes, but he's also well known for being able to splash absurd amounts of physical damage across the enemy team as well, making him one of the few examples of a Magic Knight who remains strong in both categories throughout a match. His only real limitations are the difficulty of landing his nukes, his relatively low manfight potential and his small mana pool.



* StealthPun: He specalizes in [[HerdHittingAttack Spl]][[MakingASplash ash]] damage.



* BoringButPractical: Besides ''Elder Dragon Form'' none of his abilities are very flashy, two simple straightforward targetted spells and a defense boost, yet they're highly effective, and can even see him through mid-lane against the usually ranged opposition with far more fancier spells to boot.



* CoolSword

to:

* CoolSwordCoolSword:
** NamedWeapons: It's named Wrymblade
** LittleUselessGun: It's practically the sword equivalent, being a short, one-handed sword of reasonable proportions as opposed to other Strength heroes using much larger and bulkier weapons, which could be the reason for his pitiful base damage.



* DragonKnight: Natch.

to:

* DragonKnight: [[ExactlyWhatItSaysOnTheTin Natch.]]



* GradualGrinder: An area slow, high armor, high regeneration, high health, and a very effective stun let him grind away at enemies, but he lacks straight damage boosts.

to:

* GradualGrinder: An area slow, high armor, high regeneration, high health, a damage-reducing debuff and a very effective stun let him grind away at enemies, but he lacks straight damage boosts.boosts, with his only real "Steroid" being a pitiful 20/s damage over time.



* MightyGlacier: Dragon Knight is incredibly durable with natural stat growth and ''Dragon Blood'', and can deal quite a punch in teamfights thanks to ''Elder Dragon Form'''s splash damage. However, he has one of the worst movement speeds in the game, which is only somewhat alleviated by ''Elder Dragon Form''.

to:

* MightyGlacier: Dragon Knight is incredibly durable with natural stat growth and ''Dragon Blood'', and can deal quite a punch in teamfights thanks to ''Elder Dragon Form'''s splash damage. However, he has one of the worst movement speeds in the game, which is only somewhat alleviated by ''Elder Dragon Form''. Of course, he also has plenty of ways to make the other guy ''slower'' than him to compensate.



* WhyWontYouDie: All but the most deadly physical damage dealers find dealing with him a chore, as he has a long-duration stun, ranged slow, and can easily have 75% physical damage resistance with the right items. [[FromBadToWorse and then he gets evasion]].

to:

* WhyWontYouDie: All but the most deadly physical damage dealers find dealing with him a chore, as he has a long-duration stun, ranged slow, base damage reduction on his nuke, and can easily have 75% physical damage resistance with the right items. [[FromBadToWorse and then he gets evasion]].
Is there an issue? Send a MessageReason:
Yeaaah, the only proof is a bit of fan art. It turning red isn\'t a result of the suit\'s own effects, nor is there any reason to believe it\'s powered by manlyness. Honestly, try to keep within logic.


* BaldOfAwesome: visible at the back of his helmet



* PoweredArmor: Sven's Blue Muscle suit can be considered as one, Powered by manliness
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* EarlyInstallmentWeirdness: The original Omniknight, rather than being a defensive StoneWall, was a melee carry with Repel, a heal over time, 750 range (That still counted as melee), and a better version of ''Gods Strength'' called "Divine Retribution" which gave him an extra 225% damage and ''75 armor''. Yes, Omniknight back then was [[CrazyAwesome an insane combination of Sniper and Sven]] of all things.

Added: 138

Removed: 141

Is there an issue? Send a MessageReason:
None


* BaldOfAwesome: visible at the back of his helmet



* Bald of Awesome: visible at the back of his helmet
* Powered armor: Sven's Blue Muscle suit can be considered as one, Powered by manliness


Added DiffLines:

* PoweredArmor: Sven's Blue Muscle suit can be considered as one, Powered by manliness
Is there an issue? Send a MessageReason:
None

Added DiffLines:

*Bald of Awesome: visible at the back of his helmet
Is there an issue? Send a MessageReason:
None

Added DiffLines:

*Powered armor: Sven's Blue Muscle suit can be considered as one, Powered by manliness
Is there an issue? Send a MessageReason:
Some other heroes carry shields too (e.g. Chaos Knight and Luna)


* LuckilyMyShieldWillProtectMe: He's both the only hero with a shield ''and'' one of, if not the toughest.

to:

* LuckilyMyShieldWillProtectMe: He's both one of the only hero game's few heroes with a shield ''and'' and one of, if not the toughest.

Added: 1696

Changed: 1052

Is there an issue? Send a MessageReason:
The Searing Dominator heavily implies Huskar\'s abilities are simply his blood setting itself on fire


* BloodMagic: Slyrak transfered his powers, and possibly even his mind into Davion via mixing their blood.



* CastFromHitPoints: While he has no abilities that do this naturally, Dragon Knight's high regeneration leads to picking up items that let him do this, such as a Soul Ring to dominate lanes and being one of the few heroes who can justify using Armlet of Mordiggian without any form of Lifesteal.



* DiscOneNuke: ''Dragon Tail'' while being absolutely worthless as a nuke, is ''incredibly'' powerful a stun, with a full 2.5 second duration from level one. Comboing ''Dragon Tail'' with a more easily-landed stun such as ''Telekinesis'' or ''Wraithfire Blast'' can earn a first blood.



* LuckilyMyShieldWillProtectMe

to:

* LuckilyMyShieldWillProtectMeLuckilyMyShieldWillProtectMe: He's both the only hero with a shield ''and'' one of, if not the toughest.



* WhyWontYouDie: All but the most deadly physical damage dealers find dealing with him a chore, as he has a long-duration stun, ranged slow, and can easily have 75% physical damage resistance with the right items. [[FromBadToWorse and then he gets evasion]].



* 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.

to:

* BloodyMurder: His abilities are attributed to his blood being a volatile substance. It's not yet explained if As he releases its power with BloodMagic or simply can't actually sling his blood at enemies, he instead douses his weapons with it.spears in the stuff.



* CripplingOverspecialization: The huge DPS that Huskar deals comes at the expense of all utility - there's nothing he could do except what he's designed to do.

to:

* CripplingOverspecialization: The huge DPS that Huskar deals comes at the expense of all utility - there's nothing he could do except what he's designed to do.his heal is subpar for most heroes who are dead meat at low hp and burns up his mana, even with no other skills competing for it, and his slow requires a serious ammount of health and is an all-or-nothing move.



* DeathOrGloryAttack: ''Life Break''. Either Huskar, the other Hero, or even ''both'' die once it's used, since it costs a third of his health ''and'' puts him in point-blank range.



* MageKiller: Huskar excels at picking off lone enemy heroes (''Life Break'' + a few ''Burning Spear''s = casualty), especially Intelligence nukers. If ''Berserker's Blood'' is fully upgraded and he's down to his last sliver of health, Huskar has a whopping ''98%'' natural magic resistance, making him essentially immune to nukes. They will still hurt him on full health, but it's extremely hard to actually kill him, especially if they do incremental/ongoing damage. If they don't have a good stun or reasonably strong physical/pure damage they're easy meat basically.

to:

* KnifeNut: His offhand weapon is a knife he uses for ''Life Break'' as well as being implied to be how he [[CastFromHitPoints draws his own blood for Burning Spears]].
* MageKiller: Huskar excels at picking off lone enemy heroes (''Life Break'' + a few ''Burning Spear''s = casualty), especially Intelligence nukers. If ''Berserker's Blood'' is fully upgraded and he's down to his last sliver of health, Huskar has a whopping ''98%'' natural magic resistance, making him essentially immune to nukes. They will still hurt him on full health, but it's extremely hard to actually kill him, especially if they do incremental/ongoing damage. If they don't have a good stun or reasonably strong physical/pure damage they're easy meat basically.basically dead meat.

Added: 169

Changed: 79

Is there an issue? Send a MessageReason:
Dragon knight has two sets of lines based on his form.


[[caption-width-right:256:[-[[http://hydra-media.cursecdn.com/dota2.gamepedia.com/9/93/Drag_rare_01.mp3 "Never make a deal with a dragon, unless you're prepared to keep your end of it.]]-] ]]

to:

[[caption-width-right:256:[-[[http://hydra-media.cursecdn.com/dota2.gamepedia.com/9/93/Drag_rare_01.mp3 "Never make a deal with a dragon, dragon,]][[http://hydra-media.cursecdn.com/dota2.gamepedia.com/f/f3/Dragon_rare_01.mp3 unless you're prepared to keep your end of it.]]-] ]]


Added DiffLines:

* GradualGrinder: An area slow, high armor, high regeneration, high health, and a very effective stun let him grind away at enemies, but he lacks straight damage boosts.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* GameplayAndStorySegregation: No matter what element his dragon from's normal BreathAttack takes, he always uses Fire breath with ''Breath Fire''.
Is there an issue? Send a MessageReason:
None


[[center: [- [[Characters/Dota2Neutrals Neutrals]] | [[Characters/Dota2NPCs Others]]-] ]]

to:

[[center: [- [[Characters/Dota2Items Items]] | [[Characters/Dota2Neutrals Neutrals]] | [[Characters/Dota2NPCs Others]]-] ]]
Is there an issue? Send a MessageReason:
None


* BladeSpam: With the right items and a fully leveled "Chemical Rage'', Alchemist can let out upwards of ''five attacks a second''.

to:

* BladeSpam: With the right items and a fully leveled "Chemical ''Chemical Rage'', Alchemist can let out upwards of ''five attacks a second''.

Added: 170

Removed: 161

Is there an issue? Send a MessageReason:
None


** For the character themselves, neither of them would be a match for other heroes by themselves, and it takes using both the Ogre's muscle and Razzil's chemicals to win.



* ThePowerOfFriendship: Neither of them would be a match for other heroes by themselves, and it takes using both the Ogre's muscle and Razzil's chemicals to win.
Is there an issue? Send a MessageReason:
None


* DarkerAndEdgier: Zig-zagged. Sven in the old [=DotA=] was just a solid defender of justice as a backstory and a BoisterousBruiser with "Pumping Up" jokes in his skillset definitions, but he uses the evil [[VideoGame/{{Warcraft}} Tichondrius]] voice set. In Dota 2, the "Pumping Up" jokes vanish, and he became more rogue-ish, betraying and slaughtering the Vigil Knights because they violated his personal honor of being a HalfHumanHybrid (after learning from them) although he would still follow the conduct of a normal knight. However, his voiceset is decidedly more honorable and knight-like (if rather Rogue-ish). He's also more of a solitary loner than a boisterous guy.

to:

* DarkerAndEdgier: Zig-zagged. Sven in the old [=DotA=] was just a solid defender of justice as a backstory and a BoisterousBruiser with "Pumping Up" jokes in his skillset definitions, but he uses the evil [[VideoGame/{{Warcraft}} Tichondrius]] voice set. In Dota 2, the "Pumping Up" jokes vanish, and he became more rogue-ish, betraying and slaughtering the Vigil Knights and possibly slaying them because they violated his personal honor of being a HalfHumanHybrid (after learning from them) although he would still follow the conduct of a normal knight. However, his voiceset is decidedly more honorable and knight-like (if rather Rogue-ish). He's also more of a solitary loner than a boisterous guy.

Added: 2063

Changed: 133

Is there an issue? Send a MessageReason:
None


* CombinationAttack: Tiny's synergy with Io is worth noting: ''Tether'' combined with a Bottle solves his mana problems, allowing him to spam ''Toss'' to farm the jungle, and also helps his mobility, while ''Relocate'' allows him to gank globally every minute and snowball, making Tiny come online much earlier than he normally would. The trade-off is, Tiny is just inferior to other carries without Io, and in professional games he is almost never picked without an allied Io, and is only banned when the enemy team has already picked Io.



* MagicKnight: Beastmaster has a large array of spells that give him vast amounts of utility (''Wild Axes'', for instance, can be used to cut down trees and stack or kill Ancient camps), and ''Inner Beast'' helps to give his physical damage output some impact. However, he's stronger in the casting department than in the fighting department, moreso since he's very mana-independent (his ''Wild Axes'' and ''Primal Roar'' are the only spells he has the consume large amounts of mana), and ''Inner Beast'' isn't a very strong damage steroids.

to:

* MagicKnight: Beastmaster has a large array of spells that give him vast amounts of utility (''Wild Axes'', for instance, can be used to cut down trees and stack or kill Ancient camps), and ''Inner Beast'' helps to give his physical damage output some impact. However, he's stronger in the casting department than in the fighting department, moreso since he's very mana-independent (his ''Wild Axes'' and ''Primal Roar'' are the only spells he has the that consume large amounts of mana), and ''Inner Beast'' isn't a very strong damage steroids.



* PowerLimiter: ''Breathe Fire'' reduces the base damage of its targets, making it difficult for Dragon Knight's lane opponent to last hit.



* MechanicallyUnusualClass: Alchemist is somewhat different from some other hard carries in that he can farm incredibly quickly with ''Greevil's Greed'', allowing him to grow extremely fast and get 6-slotted before many other carries. However, he can still be outgunned later on by other hard carries, because he can still only carry 6 items, plus an Aghanim's Scepter (which doesn't take up a slot for him) while ''Chemical Rage'' doesn't scale particularly well as a damage steroids. Because of this, unlike other hard carries who peak at ultra-late game, Alchemist's most effective time is at the late-midgame when he becomes 7-slotted.



* ThePowerOfFriendship: Uniquely, Alchemist has the ability to consume an Aghanim's Scepter to grant all of its bonuses to himself or an allied hero, once each, without taking up a slot. It synergises particularly well with someone whose Aghanim's Scepter upgrade is potentially very strong but they either can't afford it or the way their hero plays makes buying it themselves non-optimal. So a support Treant Protector can be given Scepter and starts legally maphacking with ''Eyes in the Forest'', or for Luna who can now drop ''Eclipse'' like Gyrocopter's ''Call Down'' without losing space for Scepter.



* AwesomeButImpractical: ''Eyes in the Forest'' effectively grants Treant Protector a free Observer Ward which never expires unless dewarded every 25 seconds. If the enemy jungle is warded, the damage addition to ''Overgrowth'' will allow him to kill any jungle creeps within range of a tree almost every minute as they spawn, giving him easy 700+ GPM. However, considering Aghanim's Scepter costs a lot for a support, if ever Treant can afford one it is either because he saved from the beginning of the match, did not support his team in not buying wards or any other support item making him a burden for his team, or because it is very late in the match and it is very likely that his team has stomped, or it will not help much as the enemy team could probably destroy the trees with a Gem and Quelling Blade and handle the extra damage.

to:

* AwesomeButImpractical: ''Eyes in the Forest'' effectively grants Treant Protector a free Observer Ward which never expires unless dewarded every 25 seconds. If the enemy jungle is warded, the damage addition to ''Overgrowth'' will allow him to kill any jungle creeps within range of a tree almost every minute as they spawn, giving him easy 700+ GPM. However, considering Aghanim's Scepter costs a lot for a support, if ever Treant can afford one it is either because he saved from the beginning of the match, did not support his team in not buying wards or any other support item making him a burden for his team, or because it is very late in the match and it is very likely that his team has stomped, or it will not help much as the enemy team could probably destroy the trees with a Gem and Quelling Blade and handle the extra damage. Subverted when he's on the same team with Alchemist, who can farm it for him, which is made even easier with ''Greevil's Greed''.


Added DiffLines:

* BlownAcrossTheRoom: With Aghanim's Scepter, Tusk gains a fifth skill ''Walrus Kick'', which can be used to kick enemies and allies alike.
Is there an issue? Send a MessageReason:
None


Timbersaw's odd playstyle revolves around using the forest, but in a way completely different from the Treant- rather than use the forest for help, Timbersaw seeks to destroy every tree in his wake.

to:

Timbersaw's odd playstyle revolves around using the forest, but in a way completely different from the Treant- rather than use the forest for help, Timbersaw seeks to destroy every tree in his wake.
wake. His first ability, ''Whirling Death'', causes a saw to split out the sides of Rizzracks mech, cutting down everyone in a small radius. If a tree is felled in the process, then the attack does Pure damage. ''Timber Chain'' is Rizzracks primary initiation, functioning like Clockwerks ultimate, but instead will only work on trees. As Rizzrack flies, he damages everyone in his wake. His third ability, ''Reactive Armor'', gives Timbersaw more armor and health regen the more times he is attacked. Timersaws ultimate is ''Chakram'', and has Timbersaw sending out a large spinning blade that slows enemies the more health they lack. Upgrading this via Aghanims Scepter causes him to send out two Chakrams at the same time.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

Io is the second of two ranged strength heroes, and excels at controlling his lane with support oriented skills and lots of harass. The first ability that Io has in his arsenal is ''Tether'', which causes a spirit tether to connect Io and another unit. When Io recovers any health or mana, the tethered unit receives 1.5x the amount recovered, and any enemy that cross the tether will be slowed. Io's second ability is ''Spirits'', which causes a ring of five projectiles to spin around Io, and detonate on contact which causes small area of effect damage. Io can cause this projectile ring to increase in size or shrink, which can force foes away from him or provide some protection. His third ability, ''Overcharge'', causes Io to burn his health and mana to get much faster attack speed and resistances. Tethered allies also get the bonuses. His ultimate,''Relocate'' , acts as a temporary teleport. Io and any Tethered ally will be able to teleport to anywhere on the map, but will teleport back from their casting position after 12 seconds.


Added DiffLines:

Centaur Warrunner's home is the battlefield, and all of his abilities show off his affinity for war. His first ability, ''Hoof Stomp'', causes Centaur to slam down onto the ground, stunning and damaging nearby units. Centaur's second ability, ''Double Edge'', causes his next attack to deal greatly increased damage- at the cost of hurting himself. His third ability and a passive, "Return", causes all damage that Warrunner takes to be countered for a fraction and returned to his opponents based on his current strength stat which works on almost anything, including turrets. His ultimate, ''Stampede'', causes every ally hero on the map to gain an incredibly large buff to their movement speed, the ability to walk through any unit, and will stun any enemy that they walk over, dealing damage to the stunned unit as they trample over their bodies.


Added DiffLines:

Timbersaw's odd playstyle revolves around using the forest, but in a way completely different from the Treant- rather than use the forest for help, Timbersaw seeks to destroy every tree in his wake.
Is there an issue? Send a MessageReason:
None


Uniquely one of the two ranged Strength heroes, Huskar is about entering into the fight and killing his foes while he is under fire, soaking up as much damage as he can. He is dangerous at the peak of his own life, with his ''Berserker's Blood'' which increases his attack speed and magic resistance, to which he can tank a powerful nuke once he is near death. Huskar can lower his health more quickly to benefit his passive by two of his abilities, ''Burning Spear,'' which burns his health to burn his foes, and ''Life Break,'' where he leaps to any foe and cutting their health by half. Though when he need emergency health, ''Inner Vitality'' can be casted on himself or his allies to give health based on his attributes and gains more health if the hero is under attack by his foes.

to:

Uniquely one of the two ranged Strength heroes, Huskar is about entering into the fight and killing his foes while he is under fire, soaking up as much damage as he can. He is dangerous at the peak of his own life, with his ''Berserker's Blood'' which increases his attack speed and magic resistance, to which he can tank a powerful nuke once When he is near death. Huskar can lower his health more quickly to benefit his passive by two of his abilities, ''Burning Spear,'' which burns his health to burn his foes, and ''Life Break,'' where he leaps to any foe and cutting their health by half. Though when he in need of emergency health, ''Inner Vitality'' can be casted on himself or his allies to give health based on his attributes and gains more health if the hero is under attack by his foes.
foes. He is incredibly dangerous at the peak of his own life, with his ''Berserker's Blood'' which increases his attack speed and magic resistance based on how much health he is missing, to which he can tank a powerful nuke once he is near death. Huskar can lower his health more quickly to benefit his passive by using two of his abilities, ''Burning Spear,'' which causes Huskars basic attacks to deal damage over time at the cost of dealing damage to himself per throw, and his ultimate, ''Life Break,'' wherein he leaps to any foe and cuts their health by half, increasing in damage depending on how much health they are missing. Be warned, however, that Huskar sacrifices a large portion of his own life to use this ability.



While other heroes may specialize in magic spells or physical damage, Alchemist (and his trusty ogre sidekick) focus on gold, and accumulating lots of it. With the ability to farm more efficiently than most other heroes, Alchemist can be played in a variety of ways: he can use his early-game gold potential to quickly snowball an item advantage over the other team and carry his side to victory, or he can see use as a support and an initiator, focussing more on his damaging spells to help his team. With ''Greevil's Greed'', Alchemist gains extra gold for every last hit; granting an additive bonus for every last hit in a period of time. With healthy reserves of gold rolling in, Alchemist can quickly gain a head start in purchasing items- but don't think that he can't also go on the offensive. His main damaging spell, ''Unstable Concoction'', is a powerful but unreliable area-of-effect stun that needs to be charged before it's thrown at an enemy hero. Wait too long, however, and the spell will explode on Alchemist himself, stunning and damaging him. His other damaging spell, ''Acid Spray'', creates a pool of toxic liquid that reduces armor and damages foes who are caught in its radius. His ultimate, ''Chemical Rage'', is a versatile status buff, temporarily kicking many of his base stats into overdrive. With huge bonuses to health regeneration, movement speed, mana regen, and attack speed, Alchemist can unleash the power of alchemy to its fullest.

to:

While other heroes may specialize in magic spells or physical damage, Alchemist (and his trusty ogre sidekick) focus on gold, and accumulating lots of it. With the ability to farm more efficiently than most other heroes, Alchemist can be played in a variety of ways: he can use his early-game gold potential to quickly snowball an item advantage over the other team and carry his side to victory, or he can see use as a support and an initiator, focussing more on his damaging spells to help his team. With ''Greevil's Greed'', a passive ability, Alchemist gains extra gold for every last hit; granting an additive bonus for every last hit in a period of time. With healthy reserves of gold rolling in, Alchemist can quickly gain a head start in purchasing items- but don't think that he can't also go on the offensive. His main damaging spell, ''Unstable Concoction'', is a powerful but unreliable area-of-effect stun that needs to be charged before it's thrown at an enemy hero. Wait too long, however, and the spell will explode on Alchemist himself, stunning and damaging him. His other damaging spell, ''Acid Spray'', creates a pool of toxic liquid that reduces armor and damages foes who are caught in its radius. His ultimate, ''Chemical Rage'', is a versatile status buff, temporarily kicking many of his base stats into overdrive. With huge bonuses to health regeneration, movement speed, mana regen, and attack speed, Alchemist can unleash the power of alchemy to its fullest.



Brewmaster as the DrunkenMaster, is able to inflict a lot of damage, and take little damage in return. It is the result of several of his abilities, such as ''Drunken Brawler'' which provides both critical damage and evasions. He is able to stop his foes from escaping or fighting efficiently by his ability ''Thunder Clap'' which creates a shockwave around him. He can further improve his evasion by using his ability, ''Drunken Daze,'' which he throws booze to his enemies which slows and debuffed them to cause their attacks to miss. To further make him even trickier to face, how about facing three of him through his ultimate ability, ''Primal Split.'' Under this ability, Brewmaster is split into three different heroes: Earth Spirit, who is tanky and immune to magic and can use ''Boulder'' to stun an enemy and have chance to deal damage in a close radius, Fire Spirit, who is the quickest and a fighter, who burns enemies around him with ''Permanent Immolation,'' and Storm Spirit, the mage who can ''Dispel Magic,'' remove an enemy with ''Cyclone'' and make himself invisible with ''Wind Walk.'' With Aghanim's Sceptor, Earth Spirit inherits ''Thunder Clap,'' Fire Spirit inherits ''Drunken Brawler,'' and Storm Spirit inherits ''Drunken Daze.''

to:

Brewmaster as the is a very powerful DrunkenMaster, being is able to inflict a lot of damage, damage and take little damage in return. It His first ability is the result of several of his abilities, such as ''Drunken Brawler'' which provides an increase to both critical damage and evasions. He evasion chance. Brewmaster is able to stop his foes from escaping or fighting efficiently by using his ability ''Thunder Clap'' which creates a shockwave around him that slows and decreases movement speed on ground units around him. He can further improve his evasion by using his ability, ''Drunken Daze,'' which he throws causes Brewmaster to throw booze to on his enemies which slows and debuffed them to cause debuffs them, causing some of their attacks to miss. To further make him even trickier to face, how about facing three of him through his ultimate ability, ''Primal Split.'' Under this ability, Brewmaster is Split'', causes him to split into 3 of himself, each with their own stats and abilities. The three different heroes: copies are: Earth Spirit, who is tanky and immune to magic and can use ''Boulder'' to stun an enemy and have chance to deal damage in a close radius, radius; Fire Spirit, who is the quickest and a fighter, who burns enemies around him with ''Permanent Immolation,'' Immolation,'': and Storm Spirit, the mage copy who can ''Dispel Magic,'' Magic'' which removes positive buffs and deals heavy damage to summoned targets, remove an enemy with ''Cyclone'' and make himself invisible with ''Wind Walk.'' With Aghanim's Sceptor, Earth Spirit inherits ''Thunder Clap,'' Fire Spirit inherits ''Drunken Brawler,'' and Storm Spirit inherits ''Drunken Daze.''



This lovable tree is very protective of his allies and fight to defend them. He can protect his allies by using ''Nature's Guise'' to blend them with the forest and become invisible. As long as they are in the forest, they will remain invisible until the duration ends. He can use it on himself and can use abilities while invisible. He can heal allies and buildings with ''Living Armor'', while blocking some damage from all sources, which dispels when a number of damage are taken. He can attack his enemies with ''Leech Seed'', which slows an enemy unit and drain their health and heals allies around the enemy, and ''Overgrowth'', which summons vine that root all enemies around him, preventing movement, blinking, invisibility, or attacking. If he acquires the Aghanim's Sceptor, he gains the ''Eyes in the Forest'' ability, which enchants a tree which provides vision and if ''Overgrowth'', enemies near the tree are damaged and rooted.

to:

This lovable tree is very protective of his allies and fight fights to defend them. He can protect his allies by using ''Nature's Guise'' to blend them with the forest and become invisible. As long as they are in the forest, they will remain invisible until the duration ends. He ends, and can use it on himself and can use abilities while invisible. He can heal allies and buildings with ''Living Armor'', while blocking some damage from all sources, which dispels when causes him to cast a number of damage are taken. protective shield on his allies and grants them bonus regeneration. He can attack his enemies with ''Leech Seed'', which slows an enemy unit and drain unit, draining their health and heals healing his allies around the enemy, and enemy. His ultimate is ''Overgrowth'', which summons vine that root roots all enemies around him, preventing movement, blinking, invisibility, or attacking. If he acquires the Aghanim's Sceptor, Scepter, he gains the ''Eyes in the Forest'' ability, which enchants a tree which provides to provide vision and if ''Overgrowth'', will''Overgrowth'' enemies near the tree are damaged and rooted.
that walk near.

Added: 180

Changed: 1835

Is there an issue? Send a MessageReason:
Continued the revamp of champion ability descriptions. Spelling mistakes, punctuation errors, formatting problems, etc.


Dragon Knight's durability and strength is rivalled only by a handful of other heroes, and few of them can outfight a well-played Davion on the offensive. Unlike other melee carries who are vulnerable in the early game, Dragon Knight can mitigate this weakness with his passive skill ''Dragon Blood'', giving him a permanent armor boost as well as buff to his natural health regeneration, meaning that he can farm with impunity for much of the early game. His two main damaging spells ''Breathe Fire'' and ''Dragon Tail'' deal magic damage in an area and stun a single target, respectively, but Dragon Knight's real offensive power lies with his ultimate, ''Elder Dragon From''. Activating this spell temporarily turns the knight into a powerful dragon for sixty seconds, temporarily boosting damage and turning his all of his attacks and ''Dragon Tail'' into ranged damage and giving his attacks a temporary attack modifie which transitions from early game pushing power to late game teamfight domainance as he levels the ability, giving Dragon Knight ample time to tear his enemies apart.

to:

Dragon Knight's durability and strength is rivalled only by a handful of other heroes, and few of them can outfight a well-played Davion on the offensive. Unlike other melee carries who are vulnerable in the early game, Dragon Knight can mitigate this weakness with his passive skill ''Dragon Blood'', giving him a permanent armor boost as well as buff to his natural health regeneration, meaning that he can farm with impunity for much of the early game. His two main damaging spells ''Breathe Fire'' and ''Dragon Tail'' . '' Breathe Fire'' deals magic damage in a line, and ''Dragon Tail'' deal magic damage in an area and causes Dragon Knight's next attack to stun a single target, respectively, but target in melee range. Dragon Knight's real offensive power lies with his ultimate, ''Elder Dragon From''. Activating this spell temporarily turns the knight into a powerful dragon for sixty seconds, temporarily boosting damage and turning his all of his attacks and ''Dragon Tail'' into ranged damage and giving his attacks a temporary attack modifie modifier which transitions from early game pushing power to late game teamfight domainance as he levels the ability, giving Dragon Knight ample time to tear his enemies apart.
apart. As the spell levels up, Dragon Knight will alter his Dragon Form into one of three variants, each getting more powerful and adding more debuffs as he levels it up. The first is a green dragon with ''Corrosive Breath'', which causes poison damage over time. His second form is a red dragon with a splash attack that deals damage to everyone around him, and keeps ''Corrosive Breath'' in this form as well. His final form, a blue dragon, keeps his splash attack and poison damage, but adds a massive slow to the target.



Rattletrap is the one-two killing machine. As both an initiator and a ganker, he can get close and start beating his foes like scrap metal and escape without a dent. He is known for isolating his foes with ''Power Cogs'' which summons 8 cogs around him, prevents escaping and pushes away anyone that get close, damaging and draining mana in the process. Cogs take time to destroy, but Clockwork can destroy it in one hit, which also is useful for escaping. He also prevents foes from counterattacking and teleporting away with ''Battery Assault,'' which causes mini-stuns. His ''Rocket Flare'' fires a rocket that damages enemies in the area-of-effect and reveal the area, and enter the fray with his ultimate ability, ''Hookshot,'' which fires a harpoon and if it connects to any unit, friend or foe, he'll fire straight into the area, either to run from an unwinnable fight or to stun and begin beating his foes to be recycling materials.

to:

Rattletrap is the one-two killing machine. As both an initiator and a ganker, he can get close and start beating his foes like scrap metal and escape without a dent. He is known for isolating his foes with ''Power Cogs'' which summons 8 cogs around him, prevents escaping and pushes away anyone that get close, damaging and draining mana in the process. Cogs take time to destroy, but Clockwork Clockwerk can destroy it in one hit, which also is useful for escaping. He also prevents prevent foes from counterattacking and teleporting away with ''Battery Assault,'' a passive ability which causes mini-stuns. mini-stuns, interrupting channels. Clockwerk's second spell, ''Power Cogs'' summons 8 cogs around him, trapping those who are hit by it, prevents escaping, and pushes away anyone that get close to the traps, damaging and draining mana in the process. His ''Rocket Flare'' ability fires a rocket that damages enemies in the area-of-effect and reveal reveals the area, and struck area. Clockwerk's final ability allows him to enter the fray in seconds with his ultimate ability, ''Hookshot,'' which fires a harpoon and if it connects to any unit, friend or foe, he'll fire will pull Clockwerk straight into the area, either to run from an unwinnable fight or to stun and begin beating his foes to be recycling materials.
into recycling.



Omniknight is the support hero. He is a very difficult hero to play as, but can wreck an entire enemy team if he is played competently, or give tremendous support to his team and bringing them victory, even from the brink of defeat. His primary ability, ''Purification,'' both heals his allies and deal pure damage to any enemies within its area-of-effect. His ''Repel'' can be casted to an unit (and himself) a barrier that prevents any abilities from working on him, which can have more duration than the newly-bought Black King Bar. And enemies must beware his two dangerous abilities such as ''Degen Aura'', which slows all foes within Omniknight's range, and ''Guardian Angel,'' which protects all units within his range from physical damage and also increases health regeneration. His Aghanim's Sceptor upgrade affects ''all'' units in the entire map, even creeps and towers.

* AwesomeMcCoolName

to:

Omniknight is the '''the''' support hero. He is a very difficult hero to play as, as due to his slow movement speed and attack speed and high mana cost for his spells, but can wreck an entire enemy team if he is played competently, or give tremendous support to his team and bringing bring them victory, even from the brink of defeat. His primary ability, ''Purification,'' both heals his allies and deal deals pure damage to any enemies within its area-of-effect. This can be cast on both himself and teammates, allowing him to save his friends from the brink of death. His ''Repel'' can be casted to an unit (and himself) and creates a barrier that prevents any abilities from working on him, the casted target, be it spells, disables or stuns which can have more duration than the newly-bought Black King Bar. And enemies must beware his two dangerous abilities such as ''Degen Aura'', Aura'' is a passive which slows all foes within Omniknight's range, and greatly reduces attack speed. His ultimate, ''Guardian Angel,'' which protects all units within his range from physical damage and also increases health regeneration. His Aghanim's Sceptor Scepter upgrade affects ''all'' friendly units in on the entire map, even creeps and towers.

* AwesomeMcCoolNameAwesomeMcCoolName: Purist Thunderwrath. His name will make you grow a beard as luscious and as manly as him.



* RatedMForManly: A badass priest who carries a large hammer, boasts about protecting his allies, has an incredibly deep and persuasive voice, and hits people with a mighty hammer.



Uniquely one of the two ranged Strength heroes, Huskar is about entering into the fight and killing his foes while he is under fire. He is dangerous at the peak of his own life, with his ''Berserker's Blood'' which increases his attack speed and magic resistance, to which he can tank a powerful nuke once he is near death. Huskar can lower his health more quickly to benefit his passive by two of his abilities, ''Burning Spear,'' which burns his health to burn his foes, and ''Life Break,'' where he leaps to any foe and cutting their health by half. Though when he need emergency health, ''Inner Vitality'' can be casted on himself or his allies to give health based on his attributes and gains more health if the hero is under attack by his foes.

to:

Uniquely one of the two ranged Strength heroes, Huskar is about entering into the fight and killing his foes while he is under fire.fire, soaking up as much damage as he can. He is dangerous at the peak of his own life, with his ''Berserker's Blood'' which increases his attack speed and magic resistance, to which he can tank a powerful nuke once he is near death. Huskar can lower his health more quickly to benefit his passive by two of his abilities, ''Burning Spear,'' which burns his health to burn his foes, and ''Life Break,'' where he leaps to any foe and cutting their health by half. Though when he need emergency health, ''Inner Vitality'' can be casted on himself or his allies to give health based on his attributes and gains more health if the hero is under attack by his foes.
Is there an issue? Send a MessageReason:
None


Earthshaker is a melee support and initiator hero who flattens his foes with an arsenal of ground-themed nukes and spells. Excelling at area-of-effect damage, his spells suffer from long casting animations but more than make up for it with their raw damage potential and the potential to stun any foe unlucky enough to be on the receiving end of his power. His ''Fissure'' can block off escape routes and knock dangerous foes out of a team fight, while his ''Enchant Totem'' spell will temporarily boost his auto attack damage to finish off any survivors. ''Aftershock'' gives all of his abilities bonus damage and area-of-effect stuns - which synchronizes well with ''Enchant Totem'' - and his ultimate ''Echo Slam'' will deal cumulative bonus damage based on how many enemies are caught in its area of effect. No matter how overwhelming the odds might seem, a good Earthshaker can quickly level any playing field and leave his opponents eating dirt.

to:

Earthshaker is a melee support and initiator hero who flattens his foes with an arsenal of ground-themed nukes and spells. Excelling at area-of-effect damage, his spells suffer from long casting animations but more than make up for it with their raw damage potential and the potential to stun any foe unlucky enough to be on the receiving end of his power. His ''Fissure'' first spell,''Fissure'', sends out a line of earth in a huge radius and stuns anyone who is caught in the blast, and can block off escape routes and knock dangerous foes out of a team fight, while his fight. His second spell, ''Enchant Totem'' spell Totem'', will temporarily boost his auto attack damage to finish off any survivors. ''Aftershock'' gives all of his abilities bonus damage and very small -ranged area-of-effect stuns - which synchronizes well with ''Enchant Totem'' - and his ultimate ultimate, ''Echo Slam'' will deal Slam'', has Earthshaker slam his totem down on the ground, dealing cumulative bonus damage based on how many enemies are caught in its area of effect.effect, and synergies Aftershock. No matter how overwhelming the odds might seem, a good Earthshaker can quickly level any playing field and leave his opponents eating dirt.



Tiny may seem like a weak hero at the beginning of a match, but give him enough time and he'll soon start to throw his weight around. As the game progresses, he bounces from role to role as he levels up; he can push, initiate, gank, or even carry depending on what items he builds and the needs of the team. Boasting a powerful disable and a versatile initiation attack, Tiny can easily stun his foes with ''Avalanche'', then throw a random nearby unit into the mayhem with ''Toss''. Close range attackers will be discouraged by his ''Craggy Exterior'', which has a chance of negating an attack and stunning its source. As the Stone Giant levels his ultimate, ''Grow'', he'll trade in some of his attack speed for bonus movement speed and attack damage, and prove to his opponents that good things can come in small packages.

to:

Tiny may seem like a weak hero at the beginning of a match, but give him enough time and he'll soon start to throw his weight around. As the game progresses, he bounces from role to role as he levels up; he can push, initiate, gank, or even carry depending on what items he builds and the needs of the team. Boasting a powerful disable and a versatile initiation attack, Tiny can easily stun his foes with his first spell, ''Avalanche'', which causes a huge amount of rocks to bombard the area, dealing damage as long as the opponent is caught inside. Tiny can then throw a random nearby unit into the mayhem with ''Toss''. ''Toss'', his second spell, which allows him to pick up and throw a unit, be it friend or foe, in a radius around him. Be warned, however, as the unit he picks up is random in it's radius. Close range attackers will be discouraged by his third spell, a passive called ''Craggy Exterior'', which has a chance of negating an attack and stunning its source.source, though only works in melee range of about 300 units. As the Stone Giant levels his ultimate, ''Grow'', he'll trade in some of his attack speed for bonus movement speed and attack damage, and prove to his opponents that good things can come in small packages.



As both a carry and an initiator, Kunkka strikes a balance between physical prowess and magical offense. Although many of his spells have long cast times and require careful timing and map awareness, good Kunkka players can easily set up teamfights or take a powerful enemy out of commission. ''Tidebringer'', his passive and main source of offensive utility in lane, periodically cleaves on hit, dealing a healthy amount of physical damage to every nearby enemy. His main nuke, ''Torrent'', damages, stuns, and slows any unwary enemy caught in its area of effect when it activates. ''X Marks the Spot'' will drag any enemy hero back to its original position and synchronizes well with his other spells. His most powerful spell, ''Ghost Ship'', will not only damage and stuns any enemies caught in its path, but will also buff the Admiral and any nearby allies by reducing any incoming damage, turning the Admiral and his mates into a fighting force to be reckoned with.

to:

As both a carry and an initiator, Kunkka strikes a balance between physical prowess and magical offense. Although many of his spells have long cast times and require careful timing and map awareness, good Kunkka players can easily set up teamfights or take a powerful enemy out of commission. ''Tidebringer'', his first spell, a passive and his main source of offensive utility in lane, periodically cleaves on hit, dealing a healthy amount of physical damage to every nearby enemy. His second spell and main nuke, ''Torrent'', damages, stuns, and slows any unwary enemy caught in its area of effect when it activates. ''X Marks the Spot'' will drag any enemy hero back to its original position after a short period of time and synchronizes well with his other spells. His most powerful spell, ultimate, ''Ghost Ship'', will not only damage and stuns stun any enemies caught in its path, but will also buff the Admiral and any nearby allies by reducing any incoming damage, turning the Admiral and his mates into a fighting force to be reckoned with.



With one of the longest stuns in the game and two unique summons to help him out, Beastmaster excels at staying alive even against the toughest odds. Though his spells may lack the raw damage potential of other heroes, he makes up for it with their strong versatility and support potential; he can frequently set up advantageous situations for his teammates or save an ally. ''Wild Axes'', his main damage-dealing spell, not only damages everything caught in their looping path but can also slice down trees in their path, meaning that Beastmaster can easily cut a path through normally impassible terrain or remove fog of war on the map. ''Call of the Wild'' has two parts; the first part summons a hawk that, while it cannot attack, can provide flying vision to allies and serve as a mobile ward. The second part summons a boar that can fight alongside its master; its normal ranged attack slows enemies. ''Inner Beast'' provides a passive attack speed to every friendly unit in its radius, including his summoned units. His ultimate ''Primal Roar'' deals magical damage and stuns a target for up to four seconds, providing ample time for the Beastmaster and his wild cohorts to finish off their prey.

to:

With one of the longest stuns in the game and two unique summons to help him out, Beastmaster excels at staying alive even against the toughest odds. Though his spells may lack the raw damage potential of other heroes, he makes up for it with their strong versatility and support potential; he can frequently set up advantageous situations for his teammates or save an ally. ''Wild Axes'', his main damage-dealing spell, not only has him hurl his two axes at any enemy in a medium-large range and damages everything caught in their looping path but path. It can also slice down trees in their path, meaning that Beastmaster can easily cut a path through normally impassible terrain or remove fog of war on the map. ''Call of the Wild'' Wild'', his second spell, has two parts; the first part summons a hawk that, while it cannot attack, can provide flying vision to allies and serve as a mobile ward. The second part summons a boar that can fight alongside its master; its normal ranged attack slows enemies. ''Inner Beast'' provides a passive attack speed to every friendly unit in its radius, including his summoned units. His ultimate ultimate, ''Primal Roar'' Roar'', deals magical damage and stuns a target for up to four seconds, providing ample time for the Beastmaster and his wild cohorts to finish off their prey.

Top