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* CarnivorousHealingFactor: Lifestealer regains health by killing enemies. Given that the passive ability that allows him to do this is called "Feast", it's assumed that he's eating them.

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* UselessUsefulSpell: Despite being an iconic part of the character, ''Culling Blade'' has historically been one of the weakest parts of Axe's arsenal in higher-level play because it doesn't contribute to his main role very much. Axe is almost always played as a supporting offlaner and initiator to disable enemies with ''Berserker's Call'' due to his limited damage output in the late-game, making him exactly the type of hero who generally does ''not'' want to steal kills from his team's carries. ''Culling Blade'' had to be buffed multiple times to give additional benefits on a successful kill to give Axe players some incentive to use it. ''Battle Hunger'' had the same problem until it was buffed to do more than just damage over time, since it had little impact in teamfights and ganks and was thus only good for annoying enemies in the laning phase.



* HammerOfTheHoly: Her large warhammer reinforces her image as a champion of holy light.



** In 7.29, in addition to giving him the ability to leap through great distances, ''Enchanted Totem'' allows his next attack to cleave through the enemy when Earthshaker holds an Aghanim Scepter. Come 7.30e, the attack no longer applies cleave to Ranged Heroes. This change does not affect Earthshaker in any way but is instead specifically targeted towards Morphling that Morphed into the former in order to deter the latter from dealing tremendous amounts of splash damage using the copied ''Enchant Totem'' ability.

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** In 7.29, in addition to giving him the ability to leap through great distances, ''Enchanted Totem'' allows his next attack to cleave through the enemy when Earthshaker holds an Aghanim Scepter. Come 7.30e, the attack no longer applies cleave to Ranged Heroes. This change does not affect Earthshaker in any way but is instead specifically targeted towards Morphling that Morphed into the former in order to deter the latter from dealing tremendous amounts of splash damage using the copied ''Enchant Totem'' ability.ability (as well as to nerf its usage on ranged heroes in Ability Draft).



* EvolvingWeapon: ''Tidebringer'' is both Kunkka's weapon and a levellable passive ability.

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* EvolvingWeapon: ''Tidebringer'' is both Kunkka's weapon and a levellable an upgradable passive ability.

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* CoolHelmet
* DarkIsEvil

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* CoolHelmet
* DarkIsEvil
CoolHelmet: His default helmet has two jutting horns tipped in a red glow to give him a menacing appearance paired with his FireballEyeballs. His unlockable cosmetics give him quite an array of alternative helmets, all of which are designed to intimidate.



* ImprobableWeaponUser: He calls his weapon a [[CarryABigStick "cudgel"]], though it has one end curved into a [[HooksAndCrooks hook]] and SpikesOfVillainy on the opposite and perpendicular sides.



* LifeDrain: Upon proccing, ''Chaos Strike'' grants the triggering attack lifesteal.
* LightningBruiser: Possesses one of the highest base movement speeds, and his ''Reality Rift'' lets him jump right into an enemy. Being a Strength hero, he has a lot of health, and ''Chaos Strike'' grants him a boost to his damage and survivability thanks to the critical hit and lifesteal it provides.

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* LifeDrain: Upon proccing, Attacks that trigger ''Chaos Strike'' grants the triggering attack also have lifesteal.
* LightningBruiser: Possesses one of the highest base movement speeds, and his ''Reality Rift'' lets him jump right into an enemy. Being a Strength hero, he has a lot of health, and ''Chaos Strike'' grants him a boost to his damage and survivability thanks to the critical hit and lifesteal it provides. His strengths are counterbalanced by his low mana and his kit being based entirely around single-target damage, meaning he's relatively poor at flash-farming and has to pick his targets carefully in a teamfight.


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* RedAndBlackAndEvilAllOver: His main color motifs are red and black, and he's an embodiment of chaos who tramples over anything in his path on his hunt for the Keeper of the Light. Although, given that Keeper of the Light is said to be a rogue Fundamental that broke out of their plane, he may also be operating on BlueAndOrangeMorality.
* SavageSpikedWeapons: He calls his weapon a [[CarryABigStick "cudgel"]], though it's a rather bizarre one with one end curved into a [[HooksAndCrooks hook]] and sporting spikes on the opposite and perpendicular sides. In any case, Chaos Knight's strength means it's not something you'd want to be on the receiving end of.

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* BarbaricBattleaxe: Centaurs are a ProudWarriorRace who [[BloodKnight live to fight]], and Bradwarden is no different. He wields a huge axe, with one of his moves having him swing it so hard that [[CastFromHitPoints he hurts himself in the process]].



* BrutishCharacterBrutishWeapon: Centaurs are a ProudWarriorRace who [[BloodKnight live to fight]], and Bradwarden is no different. He wields a huge axe, with one of his moves having him swing it so hard that [[CastFromHitPoints he hurts himself in the process]].

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* BarbaricBattleaxe: [[TheyCallHimSword His title is literally "Axe."]] He's also very much your typical barbarian BloodKnight who loves jumping into fights and hails from a ProudWarriorRaceGuy culture much like ''VideoGame/{{Warcraft}}'' orcs.



* BrutishCharacterBrutishWeapon: Axe is a savage Oglodi warlord, belonging to what's basically the ''Dota 2'' equivalent of orcs. His weapon of choice, a large axe which [[CompanionCube he talks about as if it were alive]], reflects this.

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* CripplingOverspecialization: The huge DPS that Huskar deals comes at the expense of all utility - 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 amount of health and is an all-or-nothing move.



* GlassCannon: Huskar becomes this late game. His damage output is still high, but ''Berserker's Blood'' becomes less useful alongside nukes, and the enemy team's main damage source becomes their carry's right-clicks, which will kill Huskar in a second because of his abysmal armour.

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* DynamicEntry: Huskar's contribution to most teamfights is to jump onto the easiest or most threatening target with ''Life Break'' (and taunt them if he has Aghanim's Scepter), use ''Inner Fire'' to push other enemies away and stop them from fighting back, and then deal as much damage as possible while counting on his regen to stay alive or die trying.
* GlassCannon: Huskar becomes this late game. His damage output is still high, but ''Berserker's Blood'' becomes less useful alongside nukes, and the enemy team's main damage source becomes their carry's right-clicks, which will kill Huskar in a second because of his abysmal armour. His ability to disarm and taunt enemies does allow him to remain useful outside of his damage output, though.



* ThisLooksLikeAJobForAquaman: The ''Berserker's Blood'' rework in 7.20 (which replaced its magic resistance bonus with health regeneration) is supposed to mitigate this problem, as prior to this patch Huskar only saw use in professional games as a surprise last pick against magic-heavy teams, as due to ''Berserker's Blood'' he was all but unkillable by such teams (especially when combined with Dazzle or Oracle), but only one serious right-clicker could make his life a living hell (due to his lack of armour and tendency to remain at low HP).

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* ThisLooksLikeAJobForAquaman: The ''Berserker's Blood'' rework in 7.20 (which replaced its magic resistance bonus with health regeneration) is supposed to mitigate this problem, as prior to this patch Huskar only saw use in professional games as a surprise last pick against magic-heavy teams, as due to ''Berserker's Blood'' he was all but unkillable by such teams (especially when combined with Dazzle or Oracle), but only one serious right-clicker could make his life a living hell (due to his lack of armour and tendency to remain at low HP). Later iterations of the character made him more versatile and gave him more utility.



* ViolationOfCommonSense: Huskar is at his best when he's at low health. ''Burning Spear'' can quickly eat up Huskar's health. As a result, most Huskar players use ''Burning Spear'' to intentionally nearly kill themselves in order to maximize his damage potential. Likewise, ''Life Break'' is often used to insert Huskar into situations that most heroes would usually run from, such as initiating against a hero that has much more health than he does.

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* ViolationOfCommonSense: Huskar is at his best when he's at low health. ''Burning Spear'' can quickly eat up Huskar's health. As a result, most Huskar players use ''Burning Spear'' to intentionally nearly kill themselves in order to maximize his damage potential. Likewise, ''Life Break'' is often used to insert Huskar into situations that most heroes would usually run from, such as initiating against a hero that has much more health than he does.does, and he's all but ''encouraged'' to walk around with Armlet of Mordiggian toggled on due to the mechanics of ''Berserker's Blood'' (which is suicidal for most heroes because they can't sustain the massive health drain).



* YouAreAlreadyDead: ''Burning Spear'' can do up to 140 magic damage per stack, spread out over 7 seconds, and stacks every time the victim is hit with ''Burning Spear'' activated and it cannot be removed ''at all''. Combined with Huskar's lightning fast attack speed with ''Berserker's Blood'', enemies who have no way to quickly heal or dispel the status effect are very likely to succumb even if they manage to escape or kill Huskar. 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:

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* YouAreAlreadyDead: ''Burning Spear'' can do up to 140 magic deals heavy damage per stack, spread out over 7 seconds, and time, stacks every time the victim is hit with ''Burning Spear'' activated each attack, and it cannot be removed ''at all''. Combined with Huskar's lightning fast attack speed with ''Berserker's Blood'', enemies who have no way to quickly heal or dispel the status effect are very likely to succumb even if they manage to escape or kill Huskar. 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:

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* ChainLethalityEnabler: ''Culling Blade'' only goes on cooldown if it fails to finish off its target (or if Axe uses it on a non-hero unit, including couriers). Otherwise, if there are multiple low-HP enemies grouped together, Axe can chain ''Culling Blade'' to score multi-kills and harvest a fair bit of permanent armor.

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* ChainLethalityEnabler: ''Culling Blade'' only goes on cooldown if it fails to finish off its target (or if Axe uses decides to use it on a non-hero unit, including couriers).creep). Otherwise, if there are multiple low-HP enemies grouped together, Axe can chain ''Culling Blade'' to score multi-kills and harvest a fair bit of permanent armor.



* FinishingMove: ''Culling Blade'' is designed to finish off enemies, since a kill with it gives all nearby allies a speed boost, resets its cooldown, and gives Axe a permanent bonus to his armor. Older versions would simply deal minor damage if the victim is not below a certain health threshold, but if they were, ''Culling Blade'' would kill instead.

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* FinishingMove: ''Culling Blade'' is designed to finish off enemies, enemies once they drop below its health threshold, since a kill with it gives all nearby allies a speed boost, resets its cooldown, and gives Axe a permanent bonus to his armor. Older versions would simply deal minor damage if the victim is not below a certain health threshold, but if they were, ''Culling Blade'' would kill instead.armor.



* GameplayAndStorySegregation: No matter what element his dragon form's normal BreathWeapon takes, he always uses fire breath with ''Breathe Fire''. 7.33 also made it apply the debuffs of his ''Elder Dragon Form'', which in turn leads to him somehow freezing people by breathing fire at them.

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* GameplayAndStorySegregation: No matter what element his dragon form's normal BreathWeapon takes, he always uses fire breath with ''Breathe Fire''. 7.33 also made it apply Fire'' always breathes fire and applies the debuffs of his ''Elder Dragon Form'', which in turn leads to him somehow freezing people by breathing fire at them.



* HornedHumanoid: With the Stoneforged Horns cosmetic head item. Unlike Earthshaker's other head items, this one is not a hat, but actual horns.

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* HornedHumanoid: With the Stoneforged Horns cosmetic head item. Unlike Earthshaker's other head items, this one the Stoneforged Horns is not a hat, but actual horns.



* AntiArmor: Since ''Natural Order'' removes a percentage of base armor and magic resistance from enemies (up to 100% when maxed), Elder Titan is an extremely powerful counter against Agility carries, who tend to rely on their Agility-boosted armor to reduce incoming physical damage, tend not to have the largest health pools due to not being Strength heroes, and are generally already weak against magic nukes anyway.



* DamageIncreasingDebuff: Elder Titan's third ability and passive, ''Natural Order'', reduces the base armor and any armor gained through Agility of any nearby enemy to zero, on top of effectively nullifying their base magic resistance. This makes him an extremely powerful counter against Agility carries, who tend to rely on their Agility-boosted armor to reduce incoming physical damage, tend not to have the largest health pools due to not being Strength heroes, and are generally already weak against magic nukes anyways.

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* DamageIncreasingDebuff: Elder Titan's third ability and passive, ''Natural Order'', reduces the base armor and any armor gained through Agility of any nearby enemy to zero, on top of effectively nullifying their base magic resistance. This makes him an extremely powerful counter against Agility carries, who tend to rely on their Agility-boosted armor to reduce incoming physical damage, tend not to have the largest health pools due to not being Strength heroes, and are generally already weak against magic nukes anyways.

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** While Davion is marked as a Pusher, he's a decidedly unusual one when it comes to handling structures. While most tower killers have some ability that either reduces tower armor, deals high damage to them directly, or summons units to ZergRush them, Davion doesn't really have any of the above (''Elder Dragon Form'' gives him damage over time against them, but as mentioned, the damage is very minor) - what he does have is extreme durability with ''Dragon Blood'', letting him push towers by ''being tankier than the tower'' and just hitting it until it collapses.



* GameplayAndStorySegregation: No matter what element his dragon form's normal BreathWeapon takes, he always uses fire breath with ''Breathe Fire'', although 7.33 also made it apply the debuffs of his ''Elder Dragon Form''.

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* GameplayAndStorySegregation: No matter what element his dragon form's normal BreathWeapon takes, he always uses fire breath with ''Breathe Fire'', although Fire''. 7.33 also made it apply the debuffs of his ''Elder Dragon Form''.Form'', which in turn leads to him somehow freezing people by breathing fire at them.


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* LightningBruiser: In ''Elder Dragon Form'', Davion gets a significant bonus to movement speed and his attacks become much more potent, inflicting damage over time and becoming ranged along with [[HerdHittingAttack splash damage]] and an area-of-effect slow at higher levels, all while being as extremely bulky as he was in human form. His black dragon form with Aghanim's Scepter even boasts flying movement and [[TheJuggernaut resistance to disables]], making him extremely destructive.


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* NonStandardSkillLearning: Unlike other heroes, Davion's ultimate has four levels, but only the first three can be learned normally; the fourth is only available by purchasing Aghanim's Scepter.

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* DropTheHammer: Her weapon of choice is the Brightmaul.



* AntiRegeneration: Doom's ultimate is one of the few skills in the game that nullifies any and all health regeneration and healing received by the afflicted enemy.



* LootMakingAttack: ''Devour'' gives Doom bonus unreliable gold with every creep he eats after a short delay. It's one of reasons why Doom can be dangerous to leave alone to farm by himself despite the rest of his skill set, since if he can farm an early Hand of Midas, he can get out of control with his XP and gold gain.



* MoneyMultiplier: ''Devour'' gives Doom bonus unreliable gold with every creep he eats after a short delay. It's one of reasons why Doom can be dangerous to leave alone to farm by himself despite the rest of his skill set, since if he can farm an early Hand of Midas, he can get out of control with his XP and gold gain.



* TelephonePolearm: Not only his [[DropTheHammer hammer]], but an even bigger totem on his back.

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* TelephonePolearm: Not only his [[DropTheHammer hammer]], hammer, but an even bigger totem on his back.

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* NoIndoorVoice

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* NoIndoorVoiceNeverLearnedToRead: Warlock has a voice line in ''Underlords'' stating that he might teach Axe to read. Whether this is Warlock making a jab at Axe's uncultured nature or whether Axe is genuinely illiterate is unclear.
* NoIndoorVoice: Everything Axe says is either declared in a booming voice or just shouted.



* StoneWall: As the game progresses, Axe's role changes into this: because of the bad scaling on his skills, by late game enemies can shrug his damage off with ease. By this time Axe is no longer a damage dealer, but remains useful as a disabler.

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* StoneWall: As the game progresses, Axe's role changes into this: because of the bad scaling on his skills, by late game enemies can shrug his damage off with ease. By this time Axe is no longer a damage dealer, dealer (Blade Mail notwithstanding), but remains useful as a disabler.



* LuckilyMyShieldWillProtectMe: With ''Bulwark'', Mars uses his shield to block attacks, though it can't protect him from behind.

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* LuckilyMyShieldWillProtectMe: With ''Bulwark'', Mars uses his shield to block attacks, though it can't protect him from behind. He can also toggle it on to lock in the direction he's currently facing, which can be useful when retreating or repositioning.
* MightyGlacier: Mars has good damage and can be extremely disruptive in fights, and ''Bulwark'' makes him a tough nut to crack. However he lacks mobility, meaning Blink Dagger is a must-have for him since good positioning is important for all of his abilities.



* ShieldBash: ''God's Rebuke'' is a shield swing which pushes enemies away.

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* ShieldBash: ''God's Rebuke'' is a shield swing which pushes enemies away.away and deals a CriticalHit based on Mars's attack damage.
--> '''Mars:''' The spear can't have all the fun!
* ShoutOut:
** When casting ''Arena of Blood'' at low health, he may shout "[[Film/MadMaxFuryRoad WITNESS ME!]]"
** One of his Chat Wheel lines is "[[Film/ThreeHundred THIS! IS! DOOOOTAAAA!]]"


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* WarriorUndead: The Ash Legion, summoned by ''Arena of Blood'' and by Aghanim's Scepter-upgraded ''Bulwark'', are a legion of undead warriors under Mars's service, assembled from the finest warriors ever to be felled by him in battle. If an enemy dies in ''Arena of Blood'', Mars may consider adding them to the Legion.

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* AchillesHeel: Anyone who can easily kill illusions regularly will reduce Chaos Knight's effectiveness greatly, as his main damage steroids is ''Phantasm'', an illusion ability with a long cooldown. Medusa and Lion, with Aghanim's for the former and certain talents for the latter, are some of the good choices for dealing against CK. [[RemovedAchillesHeel No longer the case]] after Strong Illusions were introduced to the game, which ''Phantasm'' illusions are.



* EliteArmy: ''Phantasm'' illusions are much more powerful than any other illusions in the game at max level and immune to abilities that instantly kill illusions, but compared to other illusion-creating abilities, it has a much longer cooldown. ''Phantasm'' use will often revolve around keeping them alive to do as much damage as possible instead of throwing them away in droves like other illusion heroes.

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* EliteArmy: ''Phantasm'' illusions are much more powerful than any other illusions in the game at max level and immune to abilities that instantly kill illusions, but has an extremely long cooldown compared to other illusion-creating abilities, it has a much longer cooldown.abilities. ''Phantasm'' use will often revolve around keeping them alive to do as much damage as possible instead of throwing them away in droves like other illusion heroes.



* AchillesHeel: Dragon Knight is very dependent on ''Elder Dragon Form'' to perform well, meaning he's only online half the time and making Aegis and buyback minimally effective[[note]]However, it makes the Cheese that Roshan drops a very good option for him, meaning another teammate can take the Aegis[[/note]].

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* AchillesHeel: Dragon Knight is very dependent on ''Elder Dragon Form'' to perform well, meaning he's only online half the time and making Aegis and buyback minimally effective[[note]]However, it makes the effective--it's usually a better idea for Dragon Knight to take Cheese that Roshan drops a very good option for him, meaning another teammate can take while leaving the Aegis[[/note]].Aegis to a teammate.



* AnIcePerson: When ''Elder Dragon Form'' is maxed, the level 3 Blue Dragon's attacks also slow enemies' move and attack speed.

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* AnIcePerson: When ''Elder Dragon Form'' is maxed, the level 3 Blue Dragon's attacks also slow enemies' move movement and attack speed.

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* BloodKnight: Chaos Knight revels in a good battle, which is more evident in his voice lines in ''Underlords''.



* EliteArmy: ''Phantasm'' illusions are much more powerful than any other illusions in the game at max level and immune to abilities that instantly kill illusions, but it has an obscene 140-second cooldown.

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* EliteArmy: ''Phantasm'' illusions are much more powerful than any other illusions in the game at max level and immune to abilities that instantly kill illusions, but compared to other illusion-creating abilities, it has an obscene 140-second cooldown.a much longer cooldown. ''Phantasm'' use will often revolve around keeping them alive to do as much damage as possible instead of throwing them away in droves like other illusion heroes.



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 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 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 third form, a blue dragon, keeps his splash attack and poison damage and adds a slow effect that hits all enemies in the splash radius. Aghanim's Scepter allows him to access a fourth form, a black dragon with greater poison, splash, and slow powers, as well as increased range and great magic resistance.\\

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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 are ''Breathe Fire'' and ''Dragon Tail'' . '' Breathe Fire'' Fire'', which deals magic damage in a line, line and inflicts the breath effects of ''Elder Dragon Form'', and ''Dragon Tail'' causes Dragon Knight's next attack to stun Tail'', a single target ShieldBash that stuns an enemy in melee range. Dragon Knight's real offensive power lies with his ultimate, ''Elder Dragon Form''. Activating this spell temporarily turns the knight into a powerful dragon for sixty seconds, temporarily boosting damage and damage, turning his all of his basic attacks and ''Dragon Tail'' into ranged damage ranged, and giving his attacks a temporary attack modifier which transitions from early game pushing power to late game teamfight 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 third form, a blue dragon, keeps his splash attack and poison damage and adds a slow effect that hits all enemies in the splash radius. Aghanim's Scepter allows him to access a fourth form, a black dragon with greater poison, splash, and slow powers, as well as increased range and great magic resistance.\\



* AchillesHeel: Dragon Knight is very dependent on ''Elder Dragon Form'' to perform well, meaning he's only online half the time and making Aegis and buyback minimally effective[[note]]However, it makes the Cheese that Rohan drops a very good option for him, meaning another teammate can take the Aegis[[/note]].

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* AchillesHeel: Dragon Knight is very dependent on ''Elder Dragon Form'' to perform well, meaning he's only online half the time and making Aegis and buyback minimally effective[[note]]However, it makes the Cheese that Rohan Roshan drops a very good option for him, meaning another teammate can take the Aegis[[/note]].



* ScaledUp: His ultimate ability transforms him from a human into a powerful dragon.



** Huskar is heavily reliant on self-healing via health regeneration (which he gets from Berserker's Blood), lifesteal, and toggling the Armlet of Mordiggian to keep his health at the perfect spot where he benefits from increased attack speed without being at risk of being burst down. A Spirit Vessel lowers all healing received, greatly lowering his ability to survive fights, while Ancient Apparition's ''Ice Blast'' not only removes his ability to gain HP at all, it also kills him instantly when his health drops below a certain threshold, which he will likely reach if his health was already low.
** Large amounts of burst damage, such as Lion or Lina's ultimates, can kill Huskar outright once his health is low enough, giving his health regen no chance to work.

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** Huskar is heavily reliant on self-healing via health regeneration (which he gets from Berserker's Blood), lifesteal, and toggling the Armlet of Mordiggian to keep his health at the perfect spot where he benefits from increased attack speed without being at risk of being burst down. A Spirit Vessel lowers and Eye of Skadi lower all healing received, greatly lowering his ability to survive fights, while Ancient Apparition's ''Ice Blast'' not only removes his ability to gain HP at all, it also kills him instantly when his health drops below a certain threshold, which he will likely reach if his health was already low.
** Large amounts of burst damage, such as Lion or Lina's ultimates, can kill While Huskar outright once does have ways of mitigating all kinds of damage except Pure damage (for which he needs a Black King Bar), his reliance on regeneration to stay alive at low health is means burst damage can cause serious problems for him, particularly Physical damage (e.g. massive crits from Daedalus or ''Coup de Grace'') due to his low enough, giving his health regen no chance armor and the need to work.cast ''Inner Fire'' manually.



* AntiMagic: Before its rework, ''Berserker's Blood'' gave Huskar bonus magic resistance, allowing him to easily shrug off nukes at low health.

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* AntiMagic: Before its rework, ''Berserker's Blood'' gave gives Huskar bonus magic resistance, allowing him to easily shrug off nukes at low health.



* PracticalTaunt: With Aghanim's Scepter, ''Life Break'' taunts the target, forcing them to attack Huskar.

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* PracticalTaunt: With Aghanim's Scepter, ''Life Break'' taunts the target, forcing them to attack Huskar. Given that Huskar ''wants'' to be at low health, ''Life Break'' applies an attack speed slow, and the existence of heroes that are not Huskar on his team, this can be quite deadly.



* WeaksauceWeakness: Anything that deals burst damage. Literally ''anything,'' whether it's Physical, Magical, or Pure. As his survivability at low health comes entirely from regeneration, and he has almost no armor and only the base magic resistance, putting out a lot of damage in a short time will drop Huskar. This presents a problem for him in the late game, as most carries will be packing enough damage to slaughter him in a straight fight.



* CriticalHitClass: While Kunkka has no natural ability to crit, ''Tidebringer'' splashes all enemies in front of him with 100% cleave damage (meaning that it ignores armor). This means that smart Kunkka players will abuse this by building, a Daedalus (or two) to inflict critical hits (and increase the chances of landing a crit if more than one is bought), a Shadow Blade to initiate (and to apply the 175-bonus damage), and damage items to increase his raw attack power. A lucky crit that also procs ''Tidebringer'' will deal a massive crit damage to all targets in an area, potentially resulting in a TotalPartyKill.

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* CriticalHitClass: While Kunkka has no natural ability to crit, ''Tidebringer'' splashes all enemies in front of him with over 100% cleave damage (meaning that it ignores armor). This means that smart Kunkka players will abuse this by building, a Daedalus (or two) to inflict critical hits (and increase the chances of landing a crit if more than one is bought), a Shadow Blade to initiate (and to apply the 175-bonus damage), and damage items to increase his raw attack power. A lucky crit that also procs ''Tidebringer'' will deal a massive crit damage to all targets in an area, potentially resulting in a TotalPartyKill.



** In previous versions, Cleave damage was based on the armor of the primary target. This meant that, with ''Tidebringer'' ready, hitting a low-armor target such as a creep would sometimes end up doing more damage than actually attacking an enemy hero (of course, you'd have to aim it properly so the enemies actually get hit by the cleave). Later patches made Cleave damage be reduced by the armor of each target individually, making this ineffective.

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** In previous versions, Cleave damage was based on the armor of the primary target. This meant that, with ''Tidebringer'' ready, hitting a low-armor target such as a creep would sometimes end up doing more damage than actually attacking an enemy hero (of course, you'd have to aim it properly so the enemies actually get hit by the cleave). Later patches made Cleave damage be reduced by the armor of each target individually, making this ineffective.ineffective, but even later patches made Tidebringer's cleave damage hit ''harder than the original attack'', bringing the strategy back.



* ConservationOfNinjutsu: ''Overwhelming Odds'' deals more damage and grants Tresdin more speed for every enemy caught within it.

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* ConservationOfNinjutsu: ''Overwhelming Odds'' deals more damage and grants Tresdin more speed for every enemy caught within it.



* SoloClass: Legion Commander's playstyle revolves around solo killing as many enemy heroes as possible with ''Duel'' and snowballing out of control with the bonus damage.

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* SoloClass: Legion Commander's playstyle revolves around solo killing as many enemy heroes as possible with ''Duel'' and snowballing out of control with the bonus damage. In practice, though, ''Duel'' is more often than not used to set up ganks and teamfights by rendering a target helpless for her allies to wail on.


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--> '''Mars:''' ''(when an enemy dies in Arena of Blood)'' They're playing my song!
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* YouAreAlreadyDead: Killed or gotten away from Doom after he hits you with his titular spell? [[OhCrap Check your health bar.]] ''Doom'' might just deal enough damage to finish you off.

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* YouAreAlreadyDead: Killed or gotten away from Doom after he hits you with his titular spell? [[OhCrap Check your health bar.]] ''Doom'' might just deal enough damage to finish you off.off and you can't try to heal your way through it nor mitigate it with a cheap Cloak or BKB due to dealing Pure damage that pierces through Debuff Immunity. And you can't even ask your teammate to kill you either as ''Doom'' doesn't allow one to MercyKill someone out of their misery.
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* AsTheGoodBookSays: Upon death, he can sometimes say "The [[IncrediblyLamePun spirit]] is willing, but the flesh is weak."

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* AsTheGoodBookSays: Upon death, he can sometimes say "The [[IncrediblyLamePun [[{{Pun}} spirit]] is willing, but the flesh is weak."



* BaritoneOfStrength: He is quite the ''[[IncrediblyLamePun ear]]''-shaker.

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* BaritoneOfStrength: He is quite the ''[[IncrediblyLamePun ''[[{{Pun}} ear]]''-shaker.



* CriticalHitClass: While Kunkka has no natural ability to crit, ''Tidebringer'' splashes all enemies in front of him with 100% cleave damage (meaning that it ignores armor). This means that smart Kunkka players will abuse this by building, a Daedalus (or two) to inflict critical hits (and increase the chances of landing a crit if more than one is bought), a Shadow Blade to initiate (and to apply the 175 bonus damage), and damage items to increase his raw attack power. A lucky crit that also procs ''Tidebringer'' will deal a massive crit damage to all targets in an area, potentially resulting in a TotalPartyKill.
--> '''Kunkka, buying Crystalys:''' [[IncrediblyLamePun "Yes, Fish]] [[https://gamepedia.cursecdn.com/dota2_gamepedia/b/be/Kunk_item_10.mp3 and Crits!"]]

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* CriticalHitClass: While Kunkka has no natural ability to crit, ''Tidebringer'' splashes all enemies in front of him with 100% cleave damage (meaning that it ignores armor). This means that smart Kunkka players will abuse this by building, a Daedalus (or two) to inflict critical hits (and increase the chances of landing a crit if more than one is bought), a Shadow Blade to initiate (and to apply the 175 bonus 175-bonus damage), and damage items to increase his raw attack power. A lucky crit that also procs ''Tidebringer'' will deal a massive crit damage to all targets in an area, potentially resulting in a TotalPartyKill.
--> '''Kunkka, buying Crystalys:''' [[IncrediblyLamePun [[{{Pun}} "Yes, Fish]] [[https://gamepedia.cursecdn.com/dota2_gamepedia/b/be/Kunk_item_10.mp3 and Crits!"]]



** ''Tidebringer'' is a powerful area cleave, but is hard to bring off due to it only proccing once every few seconds (meaning that you'll have to refrain from attacking until just the right moment). However, properly used, a smart Kunkka player can use nearby creeps (and even enemy summons in a teamfight) to splash through the enemy's armor and hit the entire enemy team at once. This is lessened with how not many people realize that it's an auto-cast spell that was set on 'on' by default, thus technically they can turn it off when the spell is ready and then fire at will by hitting W on the main target.

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** ''Tidebringer'' is a powerful area cleave, cleave but is hard to bring off due to it only proccing once every few seconds (meaning that you'll have to refrain from attacking until just the right moment). However, properly used, a smart Kunkka player can use nearby creeps (and even enemy summons in a teamfight) to splash through the enemy's armor and hit the entire enemy team at once. This is lessened with how not many people realize that it's an auto-cast spell that was set on 'on' by default, thus technically they can turn it off when the spell is ready and then fire at will by hitting W on the main target.
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* MercyKill: ''Doom'' is one of the very few spells in the game that allows the afflicted hero to be denied by a teammate. In many cases, the only way for a hero to avoid being killed by Doom is to be killed by a teammate instead.
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* AchillesHeel: Dragon Knight is very dependent on ''Elder Dragon Form'' to perform well, meaning he's only online half the time and making Aegis and buyback minimally effective.

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* AchillesHeel: Dragon Knight is very dependent on ''Elder Dragon Form'' to perform well, meaning he's only online half the time and making Aegis and buyback minimally effective.effective[[note]]However, it makes the Cheese that Rohan drops a very good option for him, meaning another teammate can take the Aegis[[/note]].
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Dewicking Just For Pun


* SophisticatedAsHell: [[JustForPun Appropriately enough]]. It's worth noting that a large number of his less sophisticated lines actually use the term "hell".

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* SophisticatedAsHell: [[JustForPun Appropriately enough]]. It's worth noting that a A large number of his less sophisticated lines actually use the term "hell".

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* ChariotPulledByCats: ''Hitch A Ride'' causes Centaur to toss an ally into a cart that manifests from nowhere behind him. While in the cart, the ally can still cast and attack normally, but cannot move independently or be targeted by opponents.

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* ChariotPulledByCats: ''Work Horse'' causes a cart to manifest from nowhere behind Centaur, who can use ''Hitch A Ride'' causes Centaur to toss an ally into a cart that manifests from nowhere behind him.there. While in the cart, the ally can still cast and attack normally, but cannot move independently or be targeted by opponents.



* GlowingEyesOfDoom: [[JustForPun Literally]].

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* GlowingEyesOfDoom: [[JustForPun Literally]].Literally.



* PowerNullifier: His ultimate, ''Doom'', is a much more potent version of a silence, disabling items on top of the target's ability to cast as well as removing most of their positive buffs, all on top of inflicting damage over time, and lasts extremely long (16 seconds) compared to similar hard disables like stuns or hexes while also completely ignoring debuff immmunity and can't be dispelled by any means whatsoever. ''Doom'' is universally regarded as one of the hardest disables in the game (if not ''the'' hardest), and it's often joked that it counters every single hero in the game because of this. It doesn't innately break passives, but that's where his level 25 talent comes in, shutting down their passives as well. Even buying a Linken's Sphere won't necessarily help you, as Doom can buy an Aghanim's Scepter to turn himself into a WalkingWasteland and have the ''Doom'' effect being applied to anyone close to him without needing to target them (it also has this effect on any enemy target as well, forcing the enemy team to run away from a now-vulnerable teammate). [[MortonsFork This leaves enemies with either the option of attempting to escape Doom and possibly dying anyway, or a desperate attempt to use their right-clicks to fight back, which rarely works against him if he has enough armor.]]

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* PowerNullifier: His ultimate, ''Doom'', is a much more potent version of a silence, disabling items on top silence that also prevents healing, removes most of the target's ability to cast as well as removing most of their positive buffs, all on top of inflicting damage over time, and lasts extremely long (16 seconds) compared to similar hard disables like stuns or hexes while also completely ignoring debuff immmunity and can't be dispelled by any means whatsoever. ''Doom'' is universally regarded as one of the hardest disables in the game (if not ''the'' hardest), and it's often joked that it counters every single hero in the game because of this. It doesn't innately break passives, but that's where his level 25 talent comes in, shutting down their passives as well. Even buying a Linken's Sphere won't necessarily help you, as Doom can buy an Aghanim's Scepter to turn himself into a WalkingWasteland and have the ''Doom'' effect being applied to anyone close to him without needing to target them (it also has this effect on any enemy target as well, forcing the enemy team to run away from a now-vulnerable teammate). [[MortonsFork This leaves enemies with either the option of attempting to escape Doom and possibly dying anyway, or a desperate attempt to use their right-clicks to fight back, which rarely works against him if he has enough armor.]]
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** Dazzle can disrupt ''Duel'' a lot as well; an upgraded ''Poison Touch'' critters you, preventing you from fighting, ''Shadow Wave'' can mean the difference between winning and losing a close battle, and ''Shallow Grave'' can prevent a teammate from dying, at least until ''Duel'' is over.
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* CloseRangeCombatant: At melee range, Lifestealer can rapidly tear through enemies while rapidly healing himself thanks to ''Feast''. Beyond that, he has absolutely nothing; ''Infest'' has a decent damage radius but the damage is negligible compared to his attacks, and his only gapcloser is ''Open Wounds'' for slowing down a target from range (which in turn requires Aghanim's Shard).

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* CloseRangeCombatant: At melee range, Lifestealer can rapidly tear through enemies while rapidly healing himself thanks to ''Feast''. Beyond that, he has absolutely nothing; ''Infest'' has a decent damage radius but the damage is negligible compared to his attacks, and his only gapcloser gap closer is ''Open Wounds'' for slowing down a target from range (which in turn requires Aghanim's Shard).
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* AchillesHeel: The downside to effectively having Black King Bar as a basic ability instead of an item is that you're in big trouble if the enemy silences you before unleashing their chain of disables. Against enemies like Skywrath Mage, Death Prophet, or anyone with Orchid Malevolence who can do so instantly, Black King Bar might be a worthwhile purchase just to avoid these scenarios.

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* AchillesHeel: The downside to effectively having Black King Bar as a basic ability instead of an item is that you're in big trouble if the enemy silences you before unleashing their chain of disables. Against enemies like Skywrath Mage, Death Prophet, or anyone with Orchid Malevolence who can do so instantly, Black King Bar might be a worthwhile purchase just to avoid these scenarios.scenarios (against magic or stun-heavy teams, it can be worthwhile due to his magic immunity time being almost doubled).
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* CombatPragmatist: Ironically, despite ''Duel'' being framed as an honorable one-on-one fight between Legion Commander and her opponent, her kit is designed to make her ''Duels'' as one-sided as possible. Likewise, savvy Legion Commander players will always be looking for easy ''Duel'' victories whenever possible. In fact, it's not even necessary for LC to be the one that actually kills the opponent; any of their teammates can get the kill, but as long as the opponent is under the effects of ''Duel'' when they die, LC is still declared the "Winner" and gets the damage increase.

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* CombatPragmatist: Ironically, despite ''Duel'' being framed as an honorable one-on-one fight between Legion Commander and her opponent, her kit is designed such that the player needs to make her ''Duels'' as one-sided as possible. Likewise, savvy Legion Commander players will always be looking for easy ''Duel'' victories whenever possible. In fact, it's not even necessary for LC to be the one that actually kills the opponent; any of their teammates can get the kill, but as long as the opponent is under the effects of ''Duel'' when they die, LC is still declared the "Winner" and gets the damage increase.increase (in fact, you'll often need your teammates to help set up duels you can "win" in the early game).
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** Anything that interferes with regeneration, such as Spirit Vessel or Eye of Skadi; Ancient Apparition's ''Ice Blast'' stops regeneration ''entirely'', making him almost as much of a counter as Necrophos.

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