Follow TV Tropes

Following

History Characters / Dota2RadiantStrength

Go To

OR

Added: 971

Changed: 1136

Removed: 573

Is there an issue? Send a MessageReason:
None


** MagmaMan: With the Bindings of Deep Magma cosmetic item, all of Raigor's abilities become magma instead of earth.



* MagmaMan: With the Bindings of Deep Magma cosmetic item, all of Raigor's abilities become magma instead of earth.



* PrimalStance

to:

* PrimalStancePrimalStance: Despite having arms, Earthshaker stands on all fours.



* LightningBruiser: As you level ''Grow'', Tiny actually ''gains'' movement speed, to the point where he can chase most heroes around the map pretty easily, and his innate tankiness and a chance to stun attacking enemies give him incredible survivability.



** LightningBruiser: As you level ''Grow'', Tiny actually ''gains'' movement speed, to the point where he can chase most heroes around the map pretty easily, and his innate tankiness and a chance to stun attacking enemies give him incredible survivability.



* ThisLooksLikeAJobForAquaman: Against a lineup too dependent on magical damage, a surprise last pick Huskar is able to force the enemy team to just accept it's GG already. However, if put up against even only one legit right-clicker, Huskar loses much of his effectiveness since he can't manfight any of them unless with a massive farm advantage.

to:

* ThisLooksLikeAJobForAquaman: Against a lineup too dependent on magical damage, a surprise last pick Huskar is able to force the enemy team to just accept it's GG already. However, if put up against even only one legit right-clicker, Huskar loses much of his effectiveness since he can't manfight any of them unless with a massive farm advantage. This weakness can be mitigated by Dazzle, making Huskar-Dazzle one of the most terrifying hero combinations in pubs and pros alike. In a Captains Mode game, when you see your opponent picking Dazzle and banning Ancient Apparition (one of the best counters to Huskar and Dazzle alike), you HAVE to ban Huskar since you aren't going to be able to kill him in a teamfight.



* MoneyMultiplier: ''Greevil's Greed'' multiplies the gold from Bounty runes grants bonus gold for every unit killed inside of 30 seconds, allowing him to chain last-hits to give himself up to 36 bonus gold per last hit. Left to farm alone, Alchemist can obtain core items alarmingly quickly.

to:

* MoneyMultiplier: ''Greevil's Greed'' multiplies the gold from Bounty runes and grants bonus gold for every unit killed inside of 30 seconds, allowing him to chain last-hits to give himself up to 36 bonus gold per last hit. Left to farm alone, Alchemist can obtain core items alarmingly quickly.



* 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]]).

to:

* TheSpeechless: All the noises he makes can be described as submarine-sounding beeps and boops.
**
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]]).



** SummonMagic



* MadeOfIndestructium: Heroes inside a ''Snowball'' are completely invulnerable during the delay and the roll. Yes, in Dota [[http://gfycat.com/EuphoricIdealisticHoneybee snow is a stronger force than time]].



* PettingZooPerson

to:

* PettingZooPersonNotTheIntendedUse: ''Snowball'''s original purpose is to gather your team and roll them into the enemy. However, since it also grants invulnerability to all units inside it, ''Snowball'' sees much more use in high-level gameplay as a way to buy time for allies to react, or to dodge abilities like Gyrocopter's ''Call Down''.
* PettingZooPerson: A seal, in this case.



* TransformationIsAFreeAction: Tusk and any allies that are within a ''Snowball'' are invulnerable for the duration of the delay and the roll, which can last for a minimum of 3 seconds (excluding the rollout).

to:

* SummonMagic: ''Frozen Sigil'', which summons a controllable sigil.
* TransformationIsAFreeAction: Tusk and any allies that are within a ''Snowball'' are invulnerable for the duration of the delay and the roll, which can last for a minimum of 3 seconds (excluding the rollout). ''Snowball'' is actually less used to roll into the enemy, and is more often (ab)used for its free invulnerability to dodge certain abilities.

Added: 63

Changed: 580

Is there an issue? Send a MessageReason:
None


[[center: [- [[Characters/Dota2Items Items]] | [[Characters/Dota2Neutrals Neutrals]] | [[Characters/Dota2NPCs Others]]-] ]]

to:

[[center: [- [[Characters/Dota2Items Items]] | [[Characters/Dota2Neutrals Neutrals]] | [[Characters/Dota2NPCs Others]]-] ]]



* CoolHelmet: A knight's helmet with huge horns. Even Kunkka agrees it's cool and wants Sven to be his helmsman because of that helmet.

to:

* CoolHelmet: A knight's helmet with huge horns. Even Kunkka agrees it's cool and wants Sven to be his helmsman [[IncrediblyLamePun helmsman]] because of that helmet.



* HalfHumanHybrid: In [=DotA=], he was half human and half Night Elf. In Dota 2, half Pallid Meranth (mother's side) half Vigil Knight (father's side).

to:

* HalfHumanHybrid: In [=DotA=], he was half human and half Night Elf. In Dota 2, half [[FishPeople Pallid Meranth Meranth]] (mother's side) half Vigil Knight (father's side).



* 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.

to:

* TheDevTeamThinksOfEverything: DevelopersForesight: 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.



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

to:

* InformedTrait: InformedAttribute: Despite being a giant rock monster, Tiny has no armor to speak of, and only gains a slight amount with ''Craggy Exterior''.Exterior''. [[FridgeBrilliance Then again]], that rock is part of his body, meaning that he technically isn't ''wearing'' any armor...



** "Tiny the Stone Giant" is this no matter how you look at it.



* 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.

to:

* SiegeEngine: SiegeEngines: 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.



* XMarksTheHero: The scar on his forehead.

to:

* XMarksTheHero: The scar on his forehead. Plus he has a more literal example in ''X Marks the Spot''.



* LightningBruiser

to:

* LightningBruiserLightningBruiser: With ''Chemical Rage'' active, Alchemist possesses ''frighteningly'' high attack speed and runs fairly quickly as well, while easily shrugging off hits with the increased health regeneration.



* BadassNormal

to:

* BadassNormalBadassNormal: Centaur possesses little supernatural power - just a big axe and a lot of brute strength.

Added: 1227

Changed: 1043

Removed: 1057

Is there an issue? Send a MessageReason:
None


* BarrierWarrior: ''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.



* TerrainSculpting: ''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.



* DarkAndTroubledPast: We're only given tiny details, but Sven's childhood is ''definitely'' no walk in park, since he had to endure a lifetime of insults and being considered an abomination because of being a Half-Pallid, Half-Meranth, his mother being shunned the same way, and his father executed.

to:

* DarkAndTroubledPast: We're only given tiny details, but Sven's childhood is ''definitely'' no walk in park, since he had to endure a lifetime of insults and being considered an abomination because of being a Half-Pallid, Half-Meranth, half-Pallid Meranth, his mother being shunned the same way, and his father executed.



* 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.

to:

* 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.durable, if slow-hitting pusher, and with more attack speed becomes a hard carry. 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.



* PrimalStance

to:

* PrimalStancePrimalStance: 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.



* 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.



* 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 (with an Aghanim's Scepter, it becomes global). They stack, and putting ''Repel'' and ''Guardian Angel'' on your carry generally causes a MassOhCrap for the enemy team.
* NoCelebritiesWereHarmed: Omniknight bears a striking resemblance to Creator/ChuckNorris, and it's one of his 'funny names'. With his tendency to make his teammates invincible, the 'funny name' kind of make sense, not to mention both of them are pretty religious. All he's missing is just his roundhouse kick

to:

* 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 (with an Aghanim's Scepter, it becomes global). They stack, and putting ''Repel'' and ''Guardian Angel'' on your carry generally causes a MassOhCrap for the enemy team.
* NoCelebritiesWereHarmed: Omniknight bears a striking resemblance to Creator/ChuckNorris, and it's it was one of his 'funny names'.names' in the original [=DotA=]. With his tendency to make his teammates invincible, the 'funny name' kind of make sense, not to mention both of them are pretty religious. All he's missing is just his roundhouse kickkick.



* TestosteronePoisoning: While this trope isn't as strong in the case of Omniknight, his general tankiness and ability to make his team man up by protecting them from harm, as well as his tendency to jump into the thick of the action (due to being a melee hero and needing to be close to the enemy to take advantage of his passive), certainly makes him one of the manliest supports in the game.
** It's also helped by a glitch when he was first ported to Dota 2, which caused him to spam the voice line [[http://dota2.gamepedia.com/f/f8/Omni_ability_repel_03.mp3 "Fear nothing!"]] in just about any situation.

to:

* TestosteronePoisoning: While this trope isn't as strong in the case of Omniknight, his general tankiness and ability to make his team man up by protecting them from harm, as well as his tendency to jump into the thick of the action (due to being a melee hero and needing to be close to the enemy to take advantage of his passive), certainly makes him one of the manliest supports in the game.
**
game. It's also helped by a glitch when he was first ported to Dota 2, which caused him to spam the voice line [[http://dota2.gamepedia.com/f/f8/Omni_ability_repel_03.mp3 "Fear nothing!"]] in just about any situation.



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. When he is 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. 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.

to:

Uniquely one of the two three 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. When he is 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. 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.



* ItemCaddy: When played as a safelane farming carry, Alchemist relies on a six-slotted inventory of powerful items to get kills. This is made easier by ''Greevil's Greed'', which makes farming much faster and easier, so a good Alchemist will probably assemble most of his arsenal by the thirty-minute mark.

to:

* ItemCaddy: When played as a safelane farming carry, Alchemist relies on a six-slotted inventory of powerful items to get kills. This is made easier by ''Greevil's Greed'', which makes farming much faster and easier, so a good Alchemist will probably assemble most of his arsenal by the thirty-minute mark.



* MoneyMultiplier: ''Greevil's Greed'' grants bonus gold for every unit killed inside of 30 seconds, allowing him to chain last-hits to give himself up to 36 bonus gold per last hit. Left to farm alone, Alchemist can obtain core items alarmingly quickly.

to:

* MoneyMultiplier: ''Greevil's Greed'' multiplies the gold from Bounty runes grants bonus gold for every unit killed inside of 30 seconds, allowing him to chain last-hits to give himself up to 36 bonus gold per last hit. Left to farm alone, Alchemist can obtain core items alarmingly quickly.



* PurpleIsPowerful: ''[[UnstoppableRage Chemical Rage]]''

to:

* PurpleIsPowerful: ''[[UnstoppableRage Chemical Rage]]''The ogre turns violet when Razzil uses ''Chemical Rage''.



* CombatMedic: When Io gains health or mana, a ''Tether''ed hero gains 1.5x the amount. With healing items like Urn of Shadows, Bottle or Tranquil Boots, as well as ''Overcharge'' to keep its HP under 100%, Io can pump an absurd amount of HP and mana into an allied carry in the middle of a teamfight, while at the same time nullifying their normal disadvantage of being cancelled when taking damage or attacking.



* TheBerserker: Thanks to his huge HP pool, a passive that punishes attacks against him, and close-ranged spells, Centaur can be played in a very aggressive manner.

to:

* TheBerserker: Thanks to his huge HP pool, a passive that punishes attacks against him, and close-ranged spells, Centaur can be is played in a very aggressive manner.



* 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]].

to:

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



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

to:

* BadassNormal: Ironically, despite having one of the highest Intelligence growths among non-Intelligence heroes, in the lore he has no magical none of his abilities at all.are magical in nature.



* BarrierWarrior: ''Ice Shards'', Tusk's first ability, create a half-circle of ice around the point of impact. It damages any enemies it passes through, and the shards at the target point cannot be pathed over.



* EarlyBirdCameo: He first appeared as a temporary guest announcer during 2012's Greeviling event; he was eventually released as a full-fledged hero in February 2013.

to:

* EarlyBirdCameo: He first appeared in Dota 2 as a temporary guest announcer during 2012's Greeviling event; he was eventually released as a full-fledged hero in February 2013.2013.
* EyepatchOfPower: With the {{Pirate}}-themed Brawler of the Glacier Sea set.



* GrievousHarmWithABody: With the Whisky the Stout Artifact Immortal, Tusk will use a freaking penguin when he uses ''Ice Shards''. Which still deals damage and creates the half-circle of ice, of course.



* TerrainSculpting: ''Ice Shards'', Tusk's first ability, create a half-circle of ice around the point of impact. It damages any enemies it passes through, and the shards at the target point cannot be pathed over.



* AdaptationSpeciesChange: He was a Tauren in the first ''[=DotA=]'', though for the sequel he was changed to an original design for copyright reasons.



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



* DifficultButAwesome: All of his skills require management of your stone supply (it takes ''three minutes'' to build up a full 6-stone supply from scratch), '''very''' precise and careful positioning, lining up the shots, and chaining your combos. In particular, ''Boulder Smash'' requires exquisite aiming since, if you stand just a few pixels in a different angle away from a non-Remnant target move your mouse cursor even a few pixels off-course when kicking a Remnant, you can end up hitting the target in a completely different direction. In addition, initiating with ''Rolling Boulder'' can be extremely punishing since it will only stop when colliding with a hero, meaning that missing can send you way beyond your target and potentially feed the enemy a kill. However, masterful Earth Spirits can stun from long range, snipe escaping enemy heroes and give teammates additional initiation power using ''Boulder Smash''; initiate or escape up or down cliffs and stop fleeing enemy heroes in their tracks with ''Rolling Boulder''; save allies from pursuing enemies or silence an entire enemy team with ''Geomagnetic Grip''; and unleash an astonishing amount of magical damage, debuffs and disables on the whole enemy team using all of the above combined with ''Magnetize''.

to:

* DifficultButAwesome: All of his skills require management of your stone supply (it takes ''three minutes'' to build up a full 6-stone supply from scratch), '''very''' precise and careful positioning, lining up the shots, and chaining your combos. In particular, ''Boulder Smash'' requires exquisite aiming since, if you stand just a few pixels in a different angle away from a non-Remnant target move your mouse cursor even a few pixels off-course when kicking a Remnant, you can end up hitting the target in a completely different direction. In addition, initiating with ''Rolling Boulder'' can be extremely punishing since it will only stop when colliding with a hero, meaning that missing can send you way beyond your target and potentially feed the enemy a kill. However, masterful Earth Spirits can stun from long range, snipe escaping enemy heroes and give teammates additional initiation power using ''Boulder Smash''; initiate or escape up or down cliffs and stop fleeing enemy heroes in their tracks with ''Rolling Boulder''; save allies from pursuing enemies or silence an entire enemy team with ''Geomagnetic Grip''; and unleash an astonishing amount of magical damage, debuffs and disables on the whole enemy team using all of the above combined with ''Magnetize''. His pub winrate is consistently extremely low, but he is a very effective hero to boost MMR for people who can play him, and he's not available in Captains Mode for a reason.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* RoaringRampageOfRevenge: In his backstory, Sven kept his hatred to the Vigil Knights as he learned from them. On the day of In-Swearing, Sven pretty much channeled his years worth of pent-up hatred and vengeance to his father's execution by rampaging at the Vigil Knights with the Outcast Blade, slaughtering them. Since he's also a ScreamingWarrior, we assume that there's a lot of literal roaring in the scene of carnage.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* DarkAndTroubledPast: We're only given tiny details, but Sven's childhood is ''definitely'' no walk in park, since he had to endure a lifetime of insults and being considered an abomination because of being a Half-Pallid, Half-Meranth, his mother being shunned the same way, and his father executed.


Added DiffLines:

* DarkAndTroubledPast: Might be more likely PlayedForLaughs. But it's understandable why he'd act this way, you'll probably get a plant life phobia if you went through [[WhenTreesAttack what Rizzrack went through in the past and costed him his hometown and his sanity]].

Added: 320

Changed: 32

Is there an issue? Send a MessageReason:
None


--> '''Sven (killing Enchantress):''' [[UnusualEuphemism Go sproink]] [[http://dota2.gamepedia.com/images/4/46/Sven_rival_06.mp3 yourself!]]

to:

--> '''Sven (killing Enchantress):''' [[UnusualEuphemism Go sproink]] [[http://dota2.[[http://hydra-media.cursecdn.com/dota2.gamepedia.com/images/4/46/Sven_rival_06.com/4/46/Sven_rival_06.mp3 yourself!]]


Added DiffLines:

* ThereIsNoKillLikeOverkill: If you're far enough ahead in the game that you've got enough money to buy it, Daedalus ''will'' end up turning Sven's autoattacks into this.
--> '''Sven:''' [[http://hydra-media.cursecdn.com/dota2.gamepedia.com/7/7f/Sven_item_05.mp3 Daedalus!]] [[HilarityEnsues This is going to be absurd.]]

Added: 388

Changed: 138

Is there an issue? Send a MessageReason:
None


* 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.

to:

* 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. Often times, however, most players using Huskar know just when and in what situations to use his ult to utterly annihilate their target;


Added DiffLines:

** Furthermore, Huskar's ultimate ''Life Break'' - when used properly - has the potential to be SO incredibly devastating and crippling to its target that being hit with it is often a death sentence for most heroes; [[http://steamcommunity.com/sharedfiles/filedetails/?id=128817857 a popular guide to Huskar]] describes it best:
--> [[ThereIsNoKillLikeOverkill THIS IS YOUR DEATH BUTTON.]]
Is there an issue? Send a MessageReason:
None


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'' causes Dragon Knight's next attack to stun a single 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 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. 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.

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'' causes Dragon Knight's next attack to stun a single target in melee range. Dragon Knight's real offensive power lies with his ultimate, ''Elder Dragon From''. Form''. 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 modifier which transitions from early game pushing power to late game teamfight domainance dominance as he levels the ability, giving Dragon Knight ample time to tear his enemies 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.

Added: 669

Changed: 99

Removed: 376

Is there an issue? Send a MessageReason:
None


* BadassBeard: Not quite visible in the image, but more obvious in-game.



** NamedWeapons: It's named Wrymblade

to:

** NamedWeapons: It's named WrymbladeWyrmblade.



* GameplayAndStorySegregation: No matter what element his dragon from's normal BreathAttack takes, he always uses Fire breath with ''Breath Fire''.

to:

* GameplayAndStorySegregation: No matter what element his dragon from's normal BreathAttack BreathWeapon takes, he always uses Fire breath with ''Breath Fire''.



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

to:

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



* 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]].

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 And then he gets evasion]].evasion and a Black King Bar]]...



* HeroicSacrifice: Clockwerk is often played as a suicide initiator, using ''Hookshot'' to fly straight into the enemy team and ''Power Cogs'' to disrupt their positioning and let his allies come in. As a result, he is often focused down and killed quickly, especially in the late game, when he becomes much less durable due to a lack of items since he farms extremely slowly.


Added DiffLines:

* SuicideAttack: Clockwerk is often played as a suicide initiator, using ''Hookshot'' to fly straight into the enemy team and ''Power Cogs'' to disrupt their positioning and let his allies come in. As a result, he is often focused down and killed quickly, especially in the late game, when he becomes much less durable due to a lack of items since he farms extremely slowly.


Added DiffLines:

* HoistByHisOwnPetard: Literally, in that ''Unstable Concoction'' will explode in Alchemist's face if he doesn't throw it in time. And yes, he can kill himself with it.


Added DiffLines:

** ComicallySmallBribe: For a round of drinks, no less.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* ObviousRulePatch: During the 6.74 era, the "Primal Spirits" are not considered heroes but rather creep-heroes. This allows pro players to easily escape from its ultimate by [[LoopholeAbuse simply using a "Smoke of Deceit"]] and they will not be revealed unless another hero is present. 6.75 fixes this by making the spirits now appropriately dispel the smoke effect.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* ObviousRulePatch: Prior to 6.81, Fissure will cause creeps to walk around them. This can be easily exploited by many players who laned him in the Offlane in order to easily pull the creeps into the Ancient jungle thus causing many safelane carries to be starved of their farm when they lose a creep wave. 6.81 patched this exploit by having the creeps simply wait for the Fissure to dissapear, thus limiting the players to merely using Fissure for pulling the wave closer to their tower.

Added: 889

Changed: 724

Removed: 989

Is there an issue? Send a MessageReason:
As if Io is able to afford these items anyway.


* GlassCannon: Despite being a Strength hero, Earthshaker is relatively fragile due to his low armour, mediocre Strength and his item build which consists of no durability items whatsoever, instead focusing on supporting and positioning to maximise the disruption from ''Fissure'' and the massive damage potential from ''Echo Slam''.



* MightyGlacier



* TheRival[=/=]BashBrothers: With Dazzle, and justified in both their backstory and gameplay. Dazzle's skills can make Huskar an unstoppable machine of destruction (''Shallow Grave'' + ''Berserker's Blood'' = Game Breaker) -- or make him useless if he's on the enemy team.
** 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's Call'' makes this occur from a gameplay perspective as well.

to:

* TheRival[=/=]BashBrothers: With Dazzle, and justified in both their backstory and gameplay. Dazzle's skills can make Huskar an unstoppable machine of destruction (''Shallow Grave'' + ''Berserker's Blood'' = Game Breaker) -- or make him useless if he's on the enemy team.
**
team. 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's Call'' makes this occur from a gameplay perspective as well.



* ThisLooksLikeAJobForAquaman: Against a lineup too dependent on magical damage, a surprise last pick Huskar is able to force the enemy team to just accept it's GG already. However, if put up against even only one legit right-clicker, Huskar loses much of his effectiveness since he can't manfight any of them unless with a massive farm advantage.



%%* MagicKnight

to:

%%* MagicKnight* MagicKnight: Brewmaster is a respectable physical damage dealer and manfighter, since he has abilities that involve negating opposing auto-attacks while strengthening his own; on the other hand, the ''Primal Split'' spirits can provide a plethora of utility from exceptional disables, survivability against magic and physical attacks, to damage output.



** 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, which also increase his health and regeneration of said health, playing into tether's effects.



* EyepatchOfPower

to:

* EyepatchOfPowerEyepatchOfPower: As can be seen in his portrait.



** TransformationIsAFreeAction: Tusk and any allies that are within the snowball are invulnerable for the duration of the delay and the roll, which can last for a minimum of 4 seconds (excluding the rollout).


Added DiffLines:

* TransformationIsAFreeAction: Tusk and any allies that are within a ''Snowball'' are invulnerable for the duration of the delay and the roll, which can last for a minimum of 3 seconds (excluding the rollout).
Is there an issue? Send a MessageReason:
None


* CoolHelmet: A knight's helmet with huge horns.

to:

* CoolHelmet: A knight's helmet with huge horns. Even Kunkka agrees it's cool and wants Sven to be his helmsman because of that helmet.

Added: 2407

Changed: 259

Is there an issue? Send a MessageReason:
None


* 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''.

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. Additionally the Eyes can be placed in the lanes to give him absurd splitpushing potential, possibly wiping out entire lanes of creeps every minute, or placed in strategic teamfighting locations to give him nearly unmatched global disabling and nuking power. 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:

* MagikarpPower: ''Eyes in the Forest'' can turn Treant Protector from a humble support into a force to be reckoned with if he's given enough time to farm up the gold for an Aghanim's Scepter and to place his eyes around the map. Not only does this give him amazing farming potential and farm disruption by seeding the jungle, but the global range allows him to splitpush, disable, and nuke anywhere he can find a tree to convert. With a Scepter and a Refresher Orb (which are [[AwesomeButImpractical pretty much out of reach for a support unless the match drags on long enough) Treant can pin down entire teams for up to 9 seconds at a time (while doing 1650 damage pre-reduction) and wipe entire lanes if he can time it right.


Added DiffLines:

* MutualDisadvantage: With Nature's Prophet. ''Nature's Call'' can [[AchievementsInIgnorance accidentally pull up Treant Protector's ''Eyes in the Forest'', as well as remove the very trees that ''Nature's Guise'' relies on, possibly exposing a ganking attempt by sheer coincidence.]] In return, Treant Protector's ''Living Armor'' heavily cripples Nature's Prophet's splitpushing abilities, ''Nature's Guise'' can be used to counteract ''Sprout'', and ''Eyes in the Forest'' can expose any attempt of Nature's Prophet to teleport into the treelines, with the option for ''Overgrowth'' to pin him down just for being in the wrong place at the wrong time.


Added DiffLines:

* WeaksauceWeakness: ''Eyes in the Forest'' can be destroyed with a simple 225 gold Quelling Blade, so long as the enemy has any way of utilizing True Sight (Sentry Wards, Gem of True Sight, etc.), meaning that smart placement and regular re-warding are vital if using them. Additionally any ability that destroys trees can accidentally destroy them, even if the enemy doesn't know that they're there.


Added DiffLines:

* WeaksauceWeakness: Bane as a whole can ruin her ''Duel'' attempts, but ''Nightmare'' (a spell that could be learned as early as the start of the match) in particular can shut her down due to the invulnerability and sleep status that gets passed around between the duelists every second, resulting in a stalemate that can only be broken by the duel timing out [[HoistByTheirOwnPetard (which ironically enough turns her Aghamin's Scepter buff AGAINST her)]], by outside intervention, or by one of the two duelists dying from the ScratchDamage that ''Nightmare'' inflicts. [[https://youtu.be/yxET_m-edrY?t=35 Case in point.]]
Is there an issue? Send a MessageReason:
None


--> '''Sven''': ''Gods are meant to be defied!''

to:

--> '''Sven''': ''Gods are ''[[http://hydra-media.cursecdn.com/dota2.gamepedia.com/e/e2/Sven_rival_05.mp3 Gods were meant to be defied!''defied!]]''
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* BlasphemousBoast: If Sven kills an enemy Zeus, he shows that he has little opinions towards deities in general.
--> '''Sven''': ''Gods are meant to be defied!''

Added: 326

Changed: 144

Removed: 547

Is there an issue? Send a MessageReason:


** BlowYouAway
** DishingOutDirt
** PlayingWithFire



* FragileSpeedster: Fire moves at maximum speed and constantly deals damage to every enemy around him, but is also extremely frail.



* LiteralSplitPersonality[=/=]SelfDuplication: His ultimate, ''Primal Split'', splits him into three elemental 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.
** FighterMageThief: Earth, Storm, and Fire respectively.

to:

* LiteralSplitPersonality[=/=]SelfDuplication: LiteralSplitPersonality: His ultimate, ''Primal Split'', splits him into three elemental 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.
** FighterMageThief: Earth, Storm, and Fire respectively.
duration.



* MagicKnight

to:

* %%* MagicKnight



* MightyGlacier: He's slow, but he packs a wallop; plus he becomes extremely difficult to kill with his high HP and innate evasion skills.

to:

* MightyGlacier: MightyGlacier:
**
He's slow, but he packs a wallop; plus he becomes extremely difficult to kill with his wallop.
** Earth is the slowest of the three elemental forms, but carries a ranged, damage-dealing stun and has a
high HP and innate evasion skills.chance of dealing bonus AOE damage in a radius.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* SuperStrength: Sven in a nutshell, excepting Storm Hammer, all of it are about mighty display of absurd levels of strength and toughness. ''Great Cleave'' have him constantly [[HitYouSoHardYourXWillFeelIt slash so powerfully every nearby enemies feel his strength]], ''War Cry'' concentrates his strength onto his body, it pumps up his toughness and his allies' as well. ''God's Strength'' is the most traditional depiction of the trope: Making Sven's already great strength rise up to absurd levels that every slashes is going to hurt a lot harder.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* TopHeavyGuy: To the point that he has to support himself with his hands when walking.

Added: 280

Removed: 180

Is there an issue? Send a MessageReason:
None


* SurprisinglySuddenDeath: Casting ''Toss'' on a hero while they're being hit by ''Avalanche'' causes them to take double damage from ''Avalanche'', allowing Tiny to annihilate lone enemy heroes ''very'' quickly. Throw in a [[DynamicEntry Blink Dagger]], and pain tends to ensue.



* GradualGrinder: All of Phoenix's spells inflict relatively small ticks of damage over time. Of course, the ticks start to add up when he applies several of them on the same hero.

Added: 752

Changed: 118

Is there an issue? Send a MessageReason:
None


* ConservationOfNinjutsu: Invoked on the enemy by ''Echo Slam''. Against a lone hero it's pretty much a glorified stun; against a full team with creeps and summons thrown in, a TotalPartyKill.



* WorthyOpponent: Sees Bloodseeker as this. Given that Bloodseeker's kit seems to be tailor-made for fighting Huskar (''Blood Rite'' and ''Rupture'' deal pure damage, which bypasses ''Berserker's Blood'' while preventing and punishing ''Life Break'' respectively, while ''Thirst'' increases Bloodseeker's physical damage output as Huskar's health drops), this is fairly justified.



* CastFromHitPoints: ''Overcharge'' drains 4.5% of Io's max health and mana every second it's active.

to:

* CastFromHitPoints: ''Overcharge'' drains 4.5% of Io's max health and mana every second it's active. This actually works to Io's advantage: ''Tether'' won't give regeneration to allies if Io's health and mana are full.


Added DiffLines:

* GradualGrinder: All of Phoenix's spells inflict relatively small ticks of damage over time. Of course, the ticks start to add up when he applies several of them on the same hero.

Added: 306

Changed: 2

Is there an issue? Send a MessageReason:
None


* NoMereWindmill[=/=]ProperlyParanoid: He might look like a WindmillCrusader, unless you remember about heroes like [[WhenTreesAttack Nature's Prophet and Treant Protector]].

to:

* NoMereWindmill[=/=]ProperlyParanoid: He might look like a WindmillCrusader, unless you remember about heroes like [[WhenTreesAttack Nature's Prophet and Treant Protector]].Protector]]...
** {{Irony}}: ...who are also Radiant heroes, which means Rizzrack is stuck in the same faction as his sworn enemies. You'd think that if he wanted to destroy trees, he would have joined Dire.


Added DiffLines:

* WhenTreesAttack: His hometown apparently fell victim to a treant attack and he has not been the same since then.

Added: 310

Changed: 426

Removed: 70

Is there an issue? Send a MessageReason:
None


* 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''.

to:

* 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''. It remains extremely useful across the whole game, and is the reason why Earthshaker can get away with being a hard support and getting a late Blink Dagger, unlike similar initiators like Sand King or Tidehunter.



* HeroicSacrifice: On a lineup with Io, a carry could farm exposed areas with little risk. Any time the enemy would initiate on him, Io could use ''Relocate'', bail him out and sacrifice himself to save the carry. Oftentimes the return of farming an exposed lane was greater than the damage done by feeding Io.



* {{Irony}}: His default faction is Radiant, which is all about trees!



* LightningBruiser: Tresdin has plenty of health, plus the ability to attack and heal quickly with ''Press The Attack'' and ''Moment of Courage'', move faster with ''Overwhelming Odds'', and gains incredible attack power if she can repeatedly win during a ''Duel''.

to:

* LightningBruiser: Tresdin has plenty of health, plus the ability to attack and heal quickly with ''Press The Attack'' and ''Moment of Courage'', move faster with ''Overwhelming Odds'', and gains incredible attack power if Odds''. And since she already has a built-in source of damage in the form of ''Duel'', she often needs very few damage items (so she can repeatedly win during a ''Duel''.''Duel''s in the mid game) and can focus on durability, disables and mobility.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* FantasticRacism: For whatever reason, he seriously hate the Keen (Sniper, Tinker, Gyrocopter and Clockwerk).


Added DiffLines:

* WorthyOpponent: He seems to enjoy fighting the Oglodi heroes.

Added: 133

Changed: 61

Is there an issue? Send a MessageReason:
None


** On top of this, ''Ghost Ship'' is a fixed distance spell; unlike other spells which you can cast as near or as far as you'd like within its maximum range, ''Ghost Ship'' will always start exactly 1000 units behind Kunkka, take exactly 3 seconds to travel a fixed 2000 distance, and hit a spot exactly 1000 units in front of Kunkka. This, on top of the long delay, means that hitting an enemy team with ''Ghost Ship'' is an extremely precise art that requires good positioning.

to:

** On top of this, ''Ghost Ship'' is a fixed distance spell; unlike other spells which you can cast as near or as far as you'd like within its maximum range, ''Ghost Ship'' will always start exactly 1000 units behind Kunkka, take exactly 3 seconds to travel a fixed 2000 distance, and hit a spot exactly 1000 units in front of Kunkka. This, on top of the long delay, means that hitting an enemy team with ''Ghost Ship'' is an extremely precise art that requires good positioning. Failing to do that, you're more likely to hear this:
-->'''Kunkka''': [[http://hydra-media.cursecdn.com/dota2.gamepedia.com/8/8f/Kunk_ability_failure_02.mp3 "Now that was a fail-boat."]]



* 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.

to:

* ExactlyWhatIWasAimingAt: ExactlyWhatIAimedAt: 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.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* EpicFail: He has special responses for landing a ''zero''-man ''Echo Slam''.
--> '''Earthshaker''': ''[[http://hydra-media.cursecdn.com/dota2.gamepedia.com/3/30/Erth_ability_echo_07.mp3 Echo... Slam?]]''
Is there an issue? Send a MessageReason:
None


* BadassBack: Pretty much his entire schtick. It's not uncommon to see Bristleback farming stacked [[EliteMook Ancients]] by walking up to them, turning his back, and spamming ''Quill Spray'' until everything is dead.

to:

* BadassBack: Pretty much his entire schtick.The ''Bristleback'' passive ability, which lets him take less damage from behind while still being able to retaliate with ''Quill Sprays'', both triggered by the passive and triggered manually. It's not uncommon to see Bristleback farming stacked [[EliteMook Ancients]] by walking up to them, turning his back, and spamming ''Quill Spray'' until everything is dead.

Added: 217

Changed: 169

Is there an issue? Send a MessageReason:
None


* TotalPartyKill:

to:

* TotalPartyKill: If a farmed Kunkka lands a ''Torrent'' + ''Ghostship'' combo on your team, don't expect to survive to the end of the stun. Especially if he has [[CriticalHit Daedalus.]]


Added DiffLines:

* BadassBack: Pretty much his entire schtick. It's not uncommon to see Bristleback farming stacked [[EliteMook Ancients]] by walking up to them, turning his back, and spamming ''Quill Spray'' until everything is dead.

Added: 1339

Changed: 277

Removed: 798

Is there an issue? Send a MessageReason:
This is irrelevant


* WolverinePublicity: Sven gets a good deal of publicity thanks to his ButtMonkey status above, shows up ''a lot'' in videos. Kinda helps that he's also quite simple to play and being referred as one of Dota's [[RatedMForManly manliest]] heroes.



* 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.
* MegatonPunch: Fully leveled, Tiny has a base damage in the 300 range that only gets higher with items. [[OhCrap If he gets double damage]] ''run''.

to:

* 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 a few levels and a few early kills, Hyperstone and Aghanim's Scepter, though, and he'll soon transform into a LightningBruiser, capable of smashing entire teams asunder by the mid-to-late game.
* MegatonPunch: Fully leveled, Tiny has a base damage in the 300 range that only gets higher with items. [[OhCrap If he gets double damage]] ''run''.
game.



** LightningBruiser: As you level ''Grow!'', Tiny actually ''gains'' movement speed, to the point where he can chase most heroes around the map pretty easily, and his innate tankiness and a chance to stun attacking enemies give him incredible survivability.
* OurGiantsAreBigger: Unlike a typical giant, Tiny is made of stone. He also can't be considered a proper "giant" until ''Grow!'' is maxed.

to:

** LightningBruiser: As you level ''Grow!'', ''Grow'', Tiny actually ''gains'' movement speed, to the point where he can chase most heroes around the map pretty easily, and his innate tankiness and a chance to stun attacking enemies give him incredible survivability.
* OurGiantsAreBigger: Unlike a typical giant, Tiny is made of stone. He also can't be considered a proper "giant" until ''Grow!'' ''Grow'' is maxed.



* 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.

to:

* 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!'' ''Grow'' and needs to use it to steady himself.



* YouHaveResearchedBreathing: The entire advantage to getting an staff once wielded by a demigod-like Wizard for Tiny? Him picking up a ''tree''. Why he couldn't pick up a tree before then is never really explained. Justified in the description of the Crystal Dryad cosmetic tree: the Tree is actually Aghanim's Scepter itself in a form suited for Tiny.

to:

* YouHaveResearchedBreathing: The entire advantage to getting an staff once wielded by a demigod-like Wizard for Tiny? Him picking up a ''tree''. Why he couldn't pick up a tree before then is never really explained. Justified in the description of the Crystal Dryad cosmetic tree: the Tree is actually Aghanim's Scepter itself in a form suited for Tiny.



* ArmorPiercingAttack: ''Primal Roar'' can stun its target through spell immunity, and knock back spell immune enemies between him and the primary target (although no damage will be dealt to spell immune units and secondary targets won't be slowed after the push). It's one of the most powerful disables in the game since it can be cast from range and will guaranteed stun its target for up to 4 seconds.



* ArmorPiercingAttack: ''Primal Roar'' can stun its target through spell immunity, and knock back spell immune enemies between him and the primary target (although no damage will be dealt to spell immune units and secondary targets won't be slowed after the push). It's one of the most powerful disables in the game since it can be cast from range and will guaranteed stun its target for up to 4 seconds.



* BreathWeapon: In knight form, he can breathe cones of fire to burn his enemies. In dragon form, this replaces his normal attack.

to:

* BreathWeapon: In knight form, he He can use ''Breathe Fire'' to breathe cones of fire to burn his enemies. In dragon form, this replaces his normal attack.



* HeroicSacrifice: Clockwerk is often played as a suicide initiator, using ''Hookshot'' to fly straight into the enemy team and ''Power Cogs'' to disrupt their positioning and let his allies come in. As a result, he is often focused down and killed quickly, especially in the late game, when he becomes much less durable due to a lack of items since he farms extremely slowly.



* 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, and he uses farm very well (big items like Refresher Orb and Octarine Core are very good on him) 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'').



* MoneyMultiplier: Aghanim's Scepter is this for Treant: if he uses ''Eyes in the Forest'' near jungle camps, the damage addition to ''Overgrowth'' will allow him to farm them almost every minute as they spawn, giving him easy 700+ GPM, while at the same time depriving farm from the enemy (and his own team in certain cases).



* JokeCharacter: In public games. Io has one of the worst win rate in pubs because the other 4 people on your team just don't know how to work around it, similar to Shadow Demon, Chen and Enchantress. You can be the best Io player in the world, but you're still going to lose constantly if you try playing Io in almost any solo matchmaking. The usual case scenario is that you ''Tether'' to an allied carry, then ''Relocate'' him to gank a lone farming enemy hero... only to have him break the tether and letting Io teleport alone to the enemy hero, which, seeing how weak Io is without teammates, essentially gives the enemy a free kill.

to:

* JokeCharacter: In public games. Io has one of the worst win rate in pubs because the other 4 people on your team just don't know how to work around it, similar to Shadow Demon, Chen and Enchantress. You can be the best Io player in the world, but you're still going to lose constantly if you try playing Io in almost any solo matchmaking. The usual case scenario is that you ''Tether'' to an allied carry, then ''Relocate'' him to gank a lone farming enemy hero... only to have him break the tether and letting Io teleport alone to the enemy hero, which, seeing how weak Io is without teammates, essentially gives the enemy a free kill.



* AdaptationNameChange: Rizzrack's name in the original [=DotA=] was Rizzrak (notice the absence of the C).



* AdaptationSpeciesChange: He used to be a quillboar in the first [=DotA=], but was changed to a porcupine creature in Dota 2.



* TerrainSculpting: ''Ice Shards'', Tusk's firs ability, create a half-circle of ice around the point of impact. It damages any enemies it passes through, and the shards at the target point cannot be pathed over.

to:

* TerrainSculpting: ''Ice Shards'', Tusk's firs first ability, create a half-circle of ice around the point of impact. It damages any enemies it passes through, and the shards at the target point cannot be pathed over.
Is there an issue? Send a MessageReason:
None


* WolverinePublicity: Sven gets a good deal of publicity thanks to his ButtMonkey status above, shows up ''alot'' in videos.

to:

* WolverinePublicity: Sven gets a good deal of publicity thanks to his ButtMonkey status above, shows up ''alot'' ''a lot'' in videos.videos. Kinda helps that he's also quite simple to play and being referred as one of Dota's [[RatedMForManly manliest]] heroes.

Top