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* HammerOfTheHoly: As a divine paladin, his default weapon and many of his cosmetics are warhammers. He puts it to good use with ''Hammer of Purity''.
--> '''Omniknight:''' [[https://gamepedia.cursecdn.com/dota2_gamepedia/4/49/Omni_kill_11.mp3 I carry a hammer to nail down your sins.]]



--> '''Omniknight:''' [[https://gamepedia.cursecdn.com/dota2_gamepedia/4/49/Omni_kill_11.mp3 I carry a hammer to nail down your sins.]]
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* ImplacableMan: Tidehunter's passive, ''Kraken Shell'', gives him passive damage block (at max level, it's essentially a free Vanguard) and will remove most debuffs once he takes a certain amount of player damage within a short duration. This includes even stuns (except for ones utlizing constant effects like Enigma ''Black Hole''), one of the very few abilities that do so, making Tidehunter one of the few heroes in the game that cannot be chain-stunned.

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* ImplacableMan: Tidehunter's passive, ''Kraken Shell'', gives him passive damage block (at max level, it's essentially a free Vanguard) and will remove most debuffs once he takes a certain amount of player damage within a short duration. This includes even stuns (except for ones utlizing constant effects like Enigma ''Black Hole''), one of the very few abilities that do so, making Tidehunter one of the few heroes in the game that cannot be chain-stunned. One of his level 20 talents allows ''Kraken Shell'' to become even more effective, gaining extra stacks of damage block; a lot of stacks can result in a hero who takes little damage from right-click attacks, even in the late game.
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* SkillGateCharacter: Warding utterly destroys Pudge's attempts to gank. However, skilled Pudge players will adapt and throw more difficult hooks, leading to supports needing to adapt warding positions as well. This leads to an interesting level of progression from the newest players all the way to professionals, where Pudge players have to try to outthink their opponents, or be rendered dead weight.

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* SkillGateCharacter: SkillGateCharacters: Warding utterly destroys Pudge's attempts to gank. However, skilled Pudge players will adapt and throw more difficult hooks, leading to supports needing to adapt warding positions as well. This leads to an interesting level of progression from the newest players all the way to professionals, where Pudge players have to try to outthink their opponents, or be rendered dead weight.



* SkillGateCharacter: Spirit Breaker is feared in low-level games where map awareness and warding aren't skills that most players possess. Most of the time, no one will be aware of his charge until they're being smacked in the face by his flail, making it easy for him to kill unsuspecting players. In higher level games, proper warding will make it much easier to tell where the Spirit Breaker is charging, and to prepare for him.

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* SkillGateCharacter: SkillGateCharacters: Spirit Breaker is feared in low-level games where map awareness and warding aren't skills that most players possess. Most of the time, no one will be aware of his charge until they're being smacked in the face by his flail, making it easy for him to kill unsuspecting players. In higher level games, proper warding will make it much easier to tell where the Spirit Breaker is charging, and to prepare for him.

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Magikarp Power only applies if the subject is weak early on (which is definitely not the case with Tidehunter)


* FrightDeathTrap: ''Crippling Fear''. Though it doesn't deal any damage, it is an extremely long silence provided that Night Stalker can stick to his victim (very easy at night time due to ''Hunter in the Night'' movement speed boost), making them easy prey.

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* FrightDeathTrap: Though ''Crippling Fear''. Though it Fear'' doesn't deal any damage, it is an extremely long silence provided that Night Stalker can stick to his victim (very easy at night time due to ''Hunter in the Night'' movement speed boost), making them easy prey.



* AdaptationNameChange: His first ability was changed from ''Storm Bolt'' to ''Storm Hammer'' in the port, though ironically it no longer uses an actual hammer.

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* AdaptationNameChange: His first ability was changed renamed from ''Storm Bolt'' to ''Storm Hammer'' in the port, though ironically it no longer uses an actual hammer.



* MagikarpPower: Normally Tidehunter's power falls off significantly later in the game, but once his level 20 talent was changed to have increased Kraken Shell damage block per hero kills with Anchor Smash that activates stacks retroactively (similar to Pudge's Flesh Heap) if Tidehunter manages to kill heroes with his E enough he can reach upwards of 190 damage per attack blocked, easily making Kraken shell the most powerful raw defensive tool in the entire game.



* SuperToughness: As a Strength carry hero with high lifesteal and a crit, Wraith King is already pretty hard to kill in an straight fight, but then you have to factor in his second life.

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* SuperToughness: As a Strength carry hero with high an in-built lifesteal and a crit, Wraith King is already pretty hard to kill in an straight fight, but then you have to factor in his second life.
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* MagikarpPower: Normally Tidehunter's power falls off significantly later in the game, but once his level 20 talent was changed to have increased Kraken Shell damage block per hero kills with Anchor Smash that activates stacks retroactively (similar to Pudge's Flesh Heap) if Tidehunter manages to kill heroes with his E enough he can reach upwards of 190 damage per attack blocked, easily making Kraken shell the most powerful raw defensive tool in the entire game.

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Aegis can be carried by everyone (WK actually gets less mileage from it than most carries) and WK Refresher is a meme build (it doesn't give any actual durability or damage, for one)


* NoBiologicalSex: Hoodwink refers him with male pronouns, but judging by how he is an ancient being, just roars instead of speaking and being a... beast... it's not actually clear his actual sex is.

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* NoBiologicalSex: Hoodwink refers to him with male pronouns, but judging by how he is an ancient being, just roars instead of speaking and being a... beast... it's not actually clear his actual sex is.



* ShoutOut: He's codenamed 'Fenrir' in datamining and his lore ends up very similar to [[Myth/NorseMythology the mythical Fenrir]] (being bound by Gleipnir).

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* ShoutOut: He's codenamed 'Fenrir' in datamining and his lore ends up very similar to [[Myth/NorseMythology the mythical Fenrir]] (being (a beast bound by Gleipnir).



* ScaryTeeth: The Back-Ache cosmetic item:

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* ScaryTeeth: The Back-Ache cosmetic item:item gives Tidehunter a row of teeth that grow out of his back and are far bigger than any teeth ought to be:



* AlphaStrike: Tiny in a fight boils down to jumping onto the enemy, firing off ''Avalanche'' and ''Toss'', hitting them twice with an Echo Saber and maybe throwing his tree at them (after casting ''Tree Volley'' if he has Aghanim's). His glacial attack speed backed by a whopping zero Agility means that he'll have a hard time doing much else after that (just attacking an enemy twice in one fight without Echo Saber is a massive accomplishment), but his damage output means he might not need to.

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* AlphaStrike: Tiny in a fight boils down to jumping onto the enemy, firing off ''Avalanche'' and ''Toss'', hitting them twice with an Echo Saber and maybe throwing his tree at them (after casting ''Tree Volley'' if he has Aghanim's). Aghanim's Scepter). His glacial attack speed backed by a whopping zero Agility means that he'll have a hard time doing much else after that (just attacking an enemy twice in one fight without Echo Saber Sabre is a massive accomplishment), but his damage output means he might not need to.



* HomingBoulders: ''Snowball'' is a unit targeting attack, meaning that it will continue to roll towards its target even if that target turns in a completely different direction.

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* HomingBoulders: ''Snowball'' is a unit targeting attack, ability, meaning that it will continue to roll towards its target even if that target turns in a completely different direction.



** Finally, when he buys the Armlet of Mordiggian (which is a core item in any Wraith King build), he will rarely say '''"I NOW HAVE ALL THE SEXY"'''.

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** Finally, when he buys the Armlet of Mordiggian (which is a core item in any Wraith King build), he will rarely say '''"I NOW HAVE ALL THE SEXY"'''.



* AutoRevive: His signature ability, ''Reincarnation'', revives Wraith King at full health and mana after 3 seconds, as long as he had the minimum mana cost for it upon his first death.

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* AutoRevive: His signature ability, ''Reincarnation'', revives Wraith King at full health and mana after 3 seconds, as long as he had the minimum mana cost for it upon his first death. His skeleton minions also reincarnate once when killed.



* HellFire: When Ostarion was Skeleton King, ''Wraithfire Blast'' used to be ''Hellfire Blast'', which seared an enemy with hellfire instead of spectral fire. The Blistering Shade Immortal item reskins ''Wraithfire Blast'' to resemble its old version.

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* HellFire: When Ostarion was Skeleton King, ''Wraithfire Blast'' used to be ''Hellfire Blast'', which seared an enemy with hellfire instead of spectral fire. The Blistering Shade Immortal item reskins ''Wraithfire Blast'' to resemble its ''Hellfire Blast'' (its old version.version when Ostarion was still the Skeleton King), which sears an enemy with hellfire instead of spectral fire.



* MightyGlacier: By the time Ostarion reaches Level 18, he becomes a pain to kill, yet can easily do so to his opponents. His primary weakness however is his rather low movement speed that allows easy kiting if he doesn't have the mana for ''Wraithfire Blast''. You can just buy a Blink Dagger to mitigate this, though.

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* MightyGlacier: By the time Ostarion reaches Level 18, he becomes a pain to kill, yet can easily do so to his opponents. His primary weakness however is his rather low slow movement speed that allows easy kiting if he doesn't have the mana for Blink Dagger or can't use ''Wraithfire Blast''. You can just buy a Blink Dagger to mitigate this, though.Blast''.



* NotTheIntendedUse: Despite technically being a carry, Wraith King has lots of useful abilities, especially ''Vampiric Aura'', which actually allows him to be built as a support should one desire. Somewhat lessened by him getting reworked over time, especially with ''Vampiric Aura'' becoming ''Vampiric Spirit'' and forcing him into the carry role.



* PressXToDie: ''Weaponized'' as of Patch 7.33, which gave ''Reincarnation'' an active component that allows Wraith King to kill himself and trigger the revive.

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* PressXToDie: ''Weaponized'' as of Patch 7.33, which gave ''Reincarnation'' has an active component that allows kills Wraith King, in the process summoning an army of skeleton minions, restoring Wraith King's mana to full when he comes back, slowing nearby enemies and (with the appropriate level 25 talent) hitting each with a ''Wraithfire Blast''.
* RemovedAchillesHeel: Aghanim's Shard removes the mana cost of ''Reincarnation'' and is a must-buy item if the enemy heroes have access to ManaBurn abilities or build Diffusal Blade, ensuring that they ''will'' have to kill
Wraith King twice instead of simply trying to kill himself and trigger the burn his mana so he cannot revive.



* SadisticChoice: A farmed Wraith King with his ultimate ready is this for the other team. They can kill the Wraith King first, but suffer the massive slow from ''Reincarnation'' which the other team can capitalize on. Or they can ignore the Wraith King and try to kill his teammates first, but risk letting the Wraith King tear them apart. However, if Wraith King is not farmed, he can simply be ignored in favor of the enemy team, and be killed later once his slow is no longer a threat.

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* SadisticChoice: A farmed Wraith King with his ultimate ready is this for the other team. They can kill the Wraith King first, but suffer the massive slow from ''Reincarnation'' which the other team can capitalize on. Or they can ignore the Wraith King and try to kill his teammates first, but risk letting the Wraith King tear them apart. However, if Wraith King is not farmed, lacks damage output, he can simply be ignored in favor of the enemy team, team and be killed later once his slow is no longer a threat.later.



* SuperToughness: As a Strength hero with high lifesteal and a crit, Wraith King is already pretty hard to kill in an straight fight, but then you have to factor in his second life (or third with Refresher Orb/Refresher Shard or Aegis, or ''fourth'' if he has both).

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* SuperToughness: As a Strength carry hero with high lifesteal and a crit, Wraith King is already pretty hard to kill in an straight fight, but then you have to factor in his second life (or third with Refresher Orb/Refresher Shard or Aegis, or ''fourth'' if he has both).life.

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

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* MightyGlacier: Omniknight's cast time is ''abysmal'' rather slow and his kit has no form of mobility, but his spells are some of the highest-impact in the game.game and he can deal a good bit of damage too.



* DevelopersForesight: ''Pulverize'' uses a different cast animation when targeting Roshan specifically, because Roshan is both immune to forced movement and too big for Primal Beast to realistically pick up anyway.



* LifeDrain: ''Dismember'' heals him for any damage done, and one of his level 15 talents grants him 13% spell lifesteal.

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* LifeDrain: ''Dismember'' heals him for any damage done, and one of his level 15 talents grants him 13% spell lifesteal.



* ArmorPiercingAttack: ''Corrosive Haze'' reduces armour. It also makes its target visible to Slardar.



* GrievousHarmWithABody: One of his cosmetic weapons is the corpse of a hammerhead shark.



* ShamuFu: One of his cosmetic weapons is the corpse of a hammerhead shark.



* AutoRevive: One of Undying's level 25 talents allows him to automatically come back to life after dying. Compared to Wraith King's ''Reincarnation'', it requires no mana by default but has a much longer cooldown of 250 seconds.



* ShoutOut: As Skeleton King, he was one to a {{VideoGame/Diablo}} character. In the original [=DotA=] his name was King Leoric.

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* ShoutOut: ShoutOut:
**
As Skeleton King, he was one to a {{VideoGame/Diablo}} character. In the original [=DotA=] his name was King Leoric.Leoric.
** Two of the One True King Arcana's responses for reincarnating while surrounded by enemies are [[Film/MontyPythonAndTheHolyGrail "Let's call it a draw?" and "I'll bite your legs off!"]]

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* AlphaStrike: Tiny in a fight boils down to jumping onto the enemy, firing off ''Avalanche'' and ''Toss'', hitting them twice with an Echo Saber and maybe throwing his tree at them (after casting ''Tree Volley'' if he has Aghanim's). His glacial attack speed backed by a whopping zero Agility means that he'll have a hard time doing much else after that, but his damage output means he might not need to.

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* AlphaStrike: Tiny in a fight boils down to jumping onto the enemy, firing off ''Avalanche'' and ''Toss'', hitting them twice with an Echo Saber and maybe throwing his tree at them (after casting ''Tree Volley'' if he has Aghanim's). His glacial attack speed backed by a whopping zero Agility means that he'll have a hard time doing much else after that, that (just attacking an enemy twice in one fight without Echo Saber is a massive accomplishment), but his damage output means he might not need to.



* GrievousHarmWithABody: When used against an enemy, ''Toss'' inflicts damage to the tossed unit, and does [=AoE=] damage if targeted on an enemy. If combined with ''Avalanche'', it inflicts double ''Avalanche'''s damage, making Tiny capable of [[OneHitKill one-shotting]] most squishy heroes in the game.
* HerdHittingAttack: Tiny's ''Avalanche'' + ''Toss'' combo and the cleave from his ''Tree Grab'' makes standing close a very bad idea.

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* GrievousHarmWithABody: When used against an enemy, ''Toss'' inflicts damage to the tossed unit, and does [=AoE=] damage if targeted on an enemy. If combined with ''Avalanche'', it inflicts double ''Avalanche'''s damage, making Tiny capable of [[OneHitKill one-shotting]] most squishy heroes in the game.
* HerdHittingAttack: Tiny's ''Avalanche'' + ''Toss'' combo and the cleave from his ''Tree Grab'' makes standing close a very bad idea. With Aghanim's Scepter,



* MightyGlacier: High Strength, high spell damage, absurd right-click damage, but ''literally nonexistent'' Agility, can't really move quickly, and slow-as-molasses attack speed which gets even slower the more points Tiny puts into ''Grow''.

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* MightyGlacier: High Strength, high spell damage, absurd right-click damage, but ''literally nonexistent'' Agility, can't really move quickly, and slow-as-molasses Tiny's attack speed which gets even slower is one of the more points Tiny puts into ''Grow''.few in the game that can routinely be measured in seconds-per-attack due to ''Grow'''s penalty and his nonexistent Agility, and his mobility is rather lacking. However, every one of his attacks hits like a truck and his spell damage is enough to pulverize most heroes in the early and mid game, and ''Grow'' also gives him a ton of armor to supplement his high health.



* PintSizedPowerhouse: Even in his smallest form, Tiny has no problem hefting around a tree more than twice his size and bludgeoning enemies with it, or picking up heroes bigger than himself and hurling them long distances.



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

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%%* ThisLooksLikeAJobForAquaman: Tiny's synergy with Io is worth noting: ''Tether'' combined with a Bottle solves his mana problems, allowing him to spam * ThrowTheMookAtThem: ''Toss'' to farm has Tiny grabbing the jungle, nearest unit and also helps his mobility, throwing it at another target unit, dealing damage to enemies either near the toss target or tossed by the ability itself. The lack of specifics means that while ''Relocate'' allows him creeps are perfectly viable projectiles, heroes are also very good ''Toss'' candidates, whether by tossing an ally into a fight or out of danger or to gank globally every minute and snowball, making Tiny come online much earlier than he normally would. The trade-off is, Tiny is just inferior to other carries without Io, and in professional games he is almost never picked without forcibly relocate an allied Io, and is only banned when the enemy team has already picked Io.%%or make ''Avalanche'' deal double damage for a OneHitKill.



* CompanyCrossReferences: To ''VideoGame/Left4Dead'':
** How he calls some of his allies: Hunter[[note]]Bounty Hunter[[/note]], Charger[[note]]Spirit Breaker[[/note]], Spitter[[note]]Venomancer[[/note]], and Jockey[[note]]Alchemist[[/note]], which leaves himself to be the Tank.
** His various hero kill lines also make reference to [=L4D=] and [=L4D2=] maps, such as "Dead Air" (whenever killing a flying hero) and "Dark Carnival" (when killing Alchemist).
** This line:
--->'''Undying:''' [[https://gamepedia.cursecdn.com/dota2_gamepedia/d/d3/Undying_items_02.mp3 "Wards here!"]]



* DeathActivatedSuperpower: One of his level 20 talents causes Undying to spawn a ''Tombstone'' upon dying. Gets potentially very troublesome with his AutoRevive talent at 25, since you now have both a freshly-revived Undying and a Tombstone to deal with.

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* DeathActivatedSuperpower: One of his level 20 talents causes Undying to spawn a ''Tombstone'' upon dying. Gets potentially very troublesome with his AutoRevive talent at 25, since you now have both a freshly-revived Undying and a Tombstone to deal with.



* InstantGravestone: At level 15, he can choose a talent to drop a ''Tombstone'' whenever he dies.

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* InstantGravestone: At level 15, 20, he can choose a talent to drop a ''Tombstone'' whenever he dies.



* OneHitPointWonder: ''Tombstone'' zombies die in a single hit from a hero, but they make up for this with numbers and the fact that killing one means having to actually stop, turn around, and attack it, which might not be good for one's health when Undying and his teammates are around.



* ShoutOut: To ''VideoGame/Left4Dead'':
** How he calls some of his allies: Hunter[[note]]Bounty Hunter[[/note]], Charger[[note]]Spirit Breaker[[/note]], Spitter[[note]]Venomancer[[/note]], and Jockey[[note]]Alchemist[[/note]], which leaves himself to be the Tank.
** His various hero kill lines also make reference to [=L4D=] and [=L4D2=] maps, such as "Dead Air" (whenever killing a flying hero) and "Dark Carnival" (when killing Alchemist).
** This line:
--->'''Undying:''' [[https://gamepedia.cursecdn.com/dota2_gamepedia/d/d3/Undying_items_02.mp3 "Wards here!"]]

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* BadBoss:

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* BadBoss:BadBoss: Some of his voice lines imply that being his advisor is ''not'' a safe position.
--> '''Wraith King, dying (for real):''' Execute all my advisors!

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* AdaptationSpeciesChange: Was a Naga in [=DotA=] (though his title and ''Slithereen Crush'' remained unchanged).

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* AdaptationSpeciesChange: Was a Naga in [=DotA=] (though [=DotA=]. In ''Dota 2'', "Slithereen" was made into a race and Slardar was made part of it, so his title and ''Slithereen Crush'' remained unchanged).unchanged.



** ''Corrosive Haze'' reveals targets and applies True Sight on them, meaning that the ''only'' way to run away from him is by blinking or purging the debuff and hoping that you're out of range for him to simply cast it on you again. Of course, he's usually got his own Blink Dagger so even that may not work.

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** ''Corrosive Haze'' reveals targets and applies True Sight on them, meaning that the ''only'' way to run away from him is by blinking or purging the debuff and hoping that you're out of range for him to simply cast it on you again. Of course, he's usually got his own Blink Dagger and a talent makes ''Corrosive Haze'' undispellable, so even that may not work.



* BizarreSexualDimorphism: He is of the same species as Naga Siren, although they look very different.



* NightVisionGoggles: At level 20, he can get a talent which increases his night vision to be equal to the standard daytime vision.



Sven is a melee Strength hero who specializes in raw physical damage, both the dealing and taking thereof. He boasts a lot of self-buffs that enhance his already incredible strength as he leaps into the enemy ranks. ''Storm Hammer'', his only ranged skill, has him throw his magical gauntlet towards an enemy, stunning the target and anyone nearby in a circular area. With his ''Great Cleave'', Sven gains a cleave attack, allowing his normal attacks to also damage enemies near his target. Using his ''Warcry'', Sven roars, pumping up the movement speed of him and his nearby allies while granting them a shield that absorbs a certain amount of damage, allowing them to charge into battle or retreat with haste. Lastly, his ultimate, ''God's Strength'', has Sven unleash his full power, granting him a large amount of bonus strength while multiplying his damage, making his attacks devastatingly powerful. Sven's versatility and strength makes him a solid ally, and if he's around, you can be assured that ''he is here to '''pump you up!'''''\\

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Sven is a melee Strength hero who specializes in raw physical damage, both the dealing and taking thereof. He boasts a lot of self-buffs that enhance his already incredible strength as he leaps into the enemy ranks. ''Storm Hammer'', his only ranged skill, has him throw his magical gauntlet towards an enemy, stunning the target and anyone nearby in a circular area. With his ''Great Cleave'', Sven gains a cleave attack, allowing his normal attacks to also damage enemies near his target.target, and passively also gets bonus Strength per level. Using his ''Warcry'', Sven roars, pumping up the movement speed of him and his nearby allies while granting them a shield that absorbs a certain amount of damage, allowing them to charge into battle or retreat with haste. Lastly, his ultimate, ''God's Strength'', has Sven unleash his full power, granting him a large amount of bonus strength while multiplying his damage, making his attacks devastatingly powerful. Sven's versatility and strength makes him a solid ally, and if he's around, you can be assured that ''he is here to '''pump you up!'''''\\



* ArmorPiercingAttack: Cleave damage is not actually reduced by armor, nor is it evadable. While this is true of all cleaves, most are too weak for this to have much practical effect. ''Great Cleave'' on the other hand, is a full two thirds of Sven's damage, enough that often his cleave is more damaging than the main attack.



* {{BFS}}: The Outcast Blade. Well, all of his cosmetic swords, really. His passive, ''Great Cleave'', allows him to spread a percentage of his damage to all nearby enemies every time they attack, ignoring armor.

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* {{BFS}}: The Outcast Blade. Well, all of his cosmetic swords, really. His passive, ''Great Cleave'', allows him to spread a percentage of his damage to all nearby enemies every time they attack, ignoring armor.he attacks, presumably by virtue of his sword just being ''that big''.



* CriticalHit: Sven doesn't have any built-in crits, but if he crits for any reason (read: Daedalus), it ''will'' hurt. A fully farmed Sven with ''God's Strength'' active can hit upwards of over 2000 damage.

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* CriticalHit: Sven doesn't have any built-in crits, but if he crits for any reason (read: Daedalus), it ''will'' hurt. A fully farmed Sven with ''God's Strength'' active can hit [[TotalPartyKill everyone in range]] for upwards of over 2000 damage.



* FlyingBrick: With Aghanim's Scepter, ''Storm Hammer'' has Sven throwing the gauntlet ''while he's still wearing it'', resulting in an animation that looks a lot like Sven gliding along the ground.

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* FlyingBrick: With Aghanim's Scepter, ''Storm Hammer'' gets an alt-cast that has Sven throwing the gauntlet ''while he's still wearing it'', resulting in an animation that looks a lot like Sven gliding along the ground.



* HerdHittingAttack: ''Great Cleave'' is the single most powerful cleave in the game (barring the cooldown-limited ''Tidebringer''), in both area of effect and percentage damage. In many cases with heroes that can avoid attacks or have extremely high armor, it's actually better to hit people ''near'' your intended target since cleave is affected by neither evasion nor armor. And to note, once Sven learns this skill, it becomes his basic attack without any cooldowns whatsoever (like getting a free Battle Fury).

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* HerdHittingAttack: ''Great Cleave'' is the single most powerful passive cleave in the game (barring the cooldown-limited ''Tidebringer''), (''Tidebringer'' deals more damage but is gated by a cooldown), in both area of effect and percentage damage. damage; at max level, the cleave damage is ''equal'' to his main attack. In many cases with heroes that can avoid attacks or have extremely high armor, attacks, it's actually better to hit people ''near'' your intended target since cleave is affected unaffected by neither evasion nor armor.evasion. And to note, once Sven learns this skill, it becomes his basic attack without any cooldowns whatsoever (like getting a free Battle Fury).



* PunchedAcrossTheRoom: With Aghanim's Scepter, Tusk gains a fifth skill ''Walrus Kick'', which damages an enemy and launches them away from Tusk.

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* PunchedAcrossTheRoom: With Aghanim's Scepter, Tusk gains a fifth skill ''Walrus Kick'', which damages an enemy and launches them almost a full screen-length away from Tusk.



** Finally, when he buys the Armlet of Mordiggian (which is a core item in any Wraith King build), he says '''"I NOW HAVE ALL THE SEXY"'''.

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** Finally, when he buys the Armlet of Mordiggian (which is a core item in any Wraith King build), he says will rarely say '''"I NOW HAVE ALL THE SEXY"'''.



* BadBoss:



* BoringButPractical: He has only one active skill, ''Wraithfire Blast'', and is basically "baby's first carry", often resulting in jokes that Wraith King players only need two fingers to play the Hero. However, he's still ''very'' effective.

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* BoringButPractical: He has only one active skill, ''Wraithfire Blast'', Blast'' [[note]]technically ''Vampiric Spirit'' and ''Reincarnation'' both have active components but neither of them needs to be used very often[[/note]], and is basically "baby's first carry", often resulting in jokes that Wraith King players only need two fingers to play the Hero. However, he's still ''very'' effective.



* CriticalHitClass: ''Mortal Strike'' is arguably the second most powerful critical strike ability in the game (beat by Phantom Assassin's ultimate and tied with Juggernaut's ''Blade Dance''[[note]]Which has double the chance of occurring, but gives half as much extra damage when it does[[/note]]). This allows Wraith King to scale very well with damage items without having to build a Daedalus.
* CursedWithAwesome: Became a skeleton as the result of an immortality spell gone wrong.

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* CriticalHitClass: ''Mortal Strike'' is arguably one of the second most powerful critical strike ability few guaranteed crits in the game (beat by Phantom Assassin's ultimate and tied with Juggernaut's ''Blade Dance''[[note]]Which has double the chance of occurring, but gives half as much extra damage when it does[[/note]]). This a hefty multiplier to boot, which allows Wraith King to scale very well with damage items without having to build a Daedalus.
Daedalus because his first swing and every few after that is sure to deal massive damage.
* CursedWithAwesome: Became a skeleton as the result of an immortality spell gone wrong. He didn't mind it one bit until his bones started to degrade, at which point he upgraded to becoming a wraith instead.



* ItsAllAboutMe: As befitting an egotistical tyrant, there are two kinds of people in the world to Wraith King: himself, and those who owe him loyalty (dead or alive), the latter of which encompasses everyone that's not him. As per his backstory recounting the Wraith-Night event, not only did he declare an interruption to the holiday as "the only king that matters", but he also doesn't have a care for those that died in the proceedings because his transformation succeeded, and that's all that matters.



* LivingForeverIsAwesome: Considering the lengths he goes to in order to ensure his own immortality, he's clearly enjoying his stint as a deathless ghost/skeleton king.



* TheMinionMaster: Wraith King's ability to summon skeletons greatly augments his pushing and farming ability by adding in a good amount of chip damage against enemy lanes and jungle creeps, while also greatly improving his ability to focus down key targets with ''Wraithfire Blast''. With Aghanim's Shard, triggering ''Reincarnation'' will summon even ''more'' skeletons to mob any enemies nearby.

to:

* TheMinionMaster: Wraith King's ability to summon skeletons greatly augments his pushing and farming ability by adding in a good amount of chip damage against enemy lanes and jungle creeps, while also greatly improving his ability to focus down key targets with ''Wraithfire Blast''. With Aghanim's Shard, triggering Triggering ''Reincarnation'' will summon even ''more'' skeletons to mob any enemies nearby.



* SuperToughness: At level 18, Wraith King's ultimate will only have a cooldown of ''40 seconds'' (further reduced to mere ''30 seconds'' with an Octarine Core). Combined with an Aegis of the Immortal and Refresher Shard, this means that a Wraith King can revive '''four times''' in quick succession[[note]]though whether these items are better given to teammates who would get more mileage from a second life or ultimate than Wraith King does from a third or fourth life is another matter[[/note]]. Additionally, being a Strength hero (meaning very high HP) who already has a passive crit and lifesteal (which stacks with lifesteal from items), he's capable of regenerating absurd amounts of HP even in the middle of a teamfight, making him hard to bring down even without factoring in his ultimate.

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* SuperToughness: At level 18, Wraith King's ultimate will only have a cooldown of ''40 seconds'' (further reduced to mere ''30 seconds'' with an Octarine Core). Combined with an Aegis of the Immortal and Refresher Shard, this means that a Wraith King can revive '''four times''' in quick succession[[note]]though whether these items are better given to teammates who would get more mileage from a second life or ultimate than Wraith King does from a third or fourth life is another matter[[/note]]. Additionally, being As a Strength hero (meaning very with high HP) who already has a passive crit and lifesteal (which stacks with lifesteal from items), he's capable of regenerating absurd amounts of HP even in the middle of and a teamfight, making him crit, Wraith King is already pretty hard to bring down even without factoring kill in an straight fight, but then you have to factor in his ultimate.second life (or third with Refresher Orb/Refresher Shard or Aegis, or ''fourth'' if he has both).

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* OneStatToRuleThemAll: Because Ogre Magi gets health, damage, bonus ''Multicast'' chance, and mana from Strength points and can use ''Bloodlust'' on himself for attack speed (making Agility a DumpStat in comparison), Strength is the only attribute that matters on him. This leads to the "raid boss" Ogre Magi build where he farms up with Hand of Midas and simply stacks as much Strength on himself as possible, resulting in a hero that hits like a truck, spams out stuns and slows, and totals over 6000 health which regenerates at three-digit rates thanks to Heart of Tarrasque.



* RandomNumberGod: Ogre Magi's ultimate, ''Multicast'', gives him a chance of "multicasting" his spells and item actives, essentially casting the same spell in rapid succession (on the same target with ''Fireblast'' and ''Unrefined Fireblast'', on different ones with everything else). Given enough [[RunningGag skill]], an Ogre Magi can nuke down frail heroes with multiple 4x ''Fireblasts'', buff his entire team with a single ''Bloodlust'', or turn four enemies into pigs with Scythe of Vyse.

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* RandomNumberGod: Ogre Magi's ultimate, ''Multicast'', gives him a chance of "multicasting" his spells and item actives, essentially casting the same spell in rapid succession (on the same target with ''Fireblast'' and ''Unrefined Fireblast'', on different ones with everything else). Given enough [[RunningGag skill]], an Ogre Magi can nuke down frail heroes with multiple 4x ''Fireblasts'', buff his entire team with a single ''Bloodlust'', or turn four enemies into pigs with Scythe of Vyse. One of his level 25 talents adds an extra layer to this by giving his basic attacks a chance to ''Fireblast'' the target, which can ''also'' trigger ''Multicast''.
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* CoolHelmet: A knight's helmet with huge horns. Even Kunkka agrees it's cool and wants Sven to be his [[IncrediblyLamePun helmsman]] because of that helmet.

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

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Magikarp Power only applies to heroes that are weak early game


* DropTheHammer: Especially prominent after 7.31, which gave him the basic ability ''Hammer of Purity'' to smite enemies with his light-infused hammer. Aghanim's Shard even lets him passively cast it on enemies every few seconds, amping up his damage output significantly.
--> '''Omniknight:''' [[https://gamepedia.cursecdn.com/dota2_gamepedia/4/49/Omni_kill_11.mp3 I carry a hammer to nail down your sins.]]



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

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* HolyHandGrenade: ''Purification'' is hard to hit an enemy with, but deals a lot of Pure damage, making it a very deadly nuke that simultaneously heals an ally. ''Hammer of Purity'' smites an enemy with his light-infused hammer, and Aghanim's Shard even lets him passively cast it on enemies every few seconds, amping up his damage output significantly.
--> '''Omniknight:''' [[https://gamepedia.cursecdn.com/dota2_gamepedia/4/49/Omni_kill_11.mp3 I carry a hammer to nail down your sins.]]



* DropTheHammer: The Heavy Tenderizer cosmetic weapon strongly resembles a maul.



* WeaponsOfTheirTrade: Pudge is a butcher who wields a meathook and cleaver in combat.

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* WeaponsOfTheirTrade: Pudge is a butcher who wields a meathook and cleaver (or a tenderiser, with some cosmetics) in combat.



* CrosshairAware: Allies of Spirit Breaker (and he himself) can see a zodiac Taurus symbol over the ''Charge of Darkness'' target. Before the 6.75 patch the target was also alerted about the charge via StatusBuff icon roughly 4 seconds before impact.

to:

* CrosshairAware: Allies of Spirit Breaker (and he himself) and his allies can see a zodiac Taurus symbol over the ''Charge of Darkness'' target. Before the 6.75 patch the target was also alerted about the charge via StatusBuff icon roughly 4 seconds before impact.target.



* MagikarpPower: Despite traditionally having been a StoneWall with poor damage output but a powerful ultimate (and often still played as such), Tidehunter is classified as a Carry by the game due to a rework to ''Anchor Smash'', which now deals damage by inflicting a beefed-up basic attack on every enemy around Tidehunter. As such, a Tidehunter given farm priority can use ''Anchor Smash'' to flash-farm some damage items and deal heavy damage across multiple enemies, and enemies accustomed to him being a walking ultimate get a rude wake-up call when he follows up ''Ravage'' by hacking away half their team's collective health with one swing. For extra fun, one of his late-game talents gives him a chance to passively trigger ''Anchor Smash'' with basic attacks, giving him even more damage output.

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* MagicKnight: Ogre Magi is a melee hero with good innate durability and regeneration despite being a spellcaster, allowing it to easily trade hits against the enemy offlaner and come out on top. Just don't try to fight anything up close in the late game when enemy core heroes are farmed and all you have on your position 5 Ogre is Arcane Boots and one or two other utility items.

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* MagicKnight: Ogre Magi is a melee hero with good innate durability and regeneration despite being a spellcaster, allowing it to easily trade hits against the enemy offlaner and come out on top. Just don't try to fight anything up close in the late game when enemy core heroes are farmed and all you have on your position 5 Ogre is Arcane Boots and one or two other utility items. On the other hand, playing Ogre Magi as a core to rush Hand of Midas into Heart of Tarrasque is not unheard of and gives him truckloads of health, mana, and attack damage.



* OddFriendship: Aggron is apparently friendly with both Warlock despite him being a well-read AdventurerArchaeologist and Ogre Magi being... well, [[DumbMuscle Ogre Magi]]. Apparently their affinity for magic is the common factor, with Warlock finding Aggron's magic fascinating and Aggron seemingly enjoying the company of Warlock's Golem.



* SquishyWizard: Downplayed. Ogre Magi has high innate durability and good Strength growth, a passive that encourages him to build Strength, and a HealingFactor that overall make it one of the tankiest heroes in the early game. Not so much in the late game, though, where it is only slightly less squishy than most supports, since enemy cores are farmed while Ogre usually has to spend its meagre farm on utility instead of durability items, although the +500 HP and +40 Strength talents alleviate this somewhat.

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* SquishyWizard: Downplayed. Ogre Magi has high innate durability and good Strength growth, a passive that encourages him to build Strength, and a HealingFactor that overall make it one of the tankiest heroes in the early game. Not so much in the late game, though, where it is only slightly less squishy than most supports, since enemy cores are farmed while Ogre usually has to spend its meagre farm on utility instead of durability items, although the +500 HP and +40 his massive Strength talents alleviate this somewhat.talent alleviates this.


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* YouAllLookFamiliar: In the original ''[=DotA=]'', Ogre Magi used the same character model and name as one of the Ogre neutral creeps (the two were given distinctive appearances in ''Dota 2'' and the creep was renamed "Ogre Frostmage"). More than one player has thus attempted to capitalize on this by [[https://youtu.be/mT-sSDOMmvM disguising as a neutral creep to sucker-punch inattentive opponents]].

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* SquishyWizard: Downplayed. Ogre Magi has high innate durability and good Strength growth, as well as a HealingFactor that overall make it one of the tankiest heroes in the early game. Not so much in the late game, though, where it is only slightly less squishy than most supports, since enemy cores are farmed while Ogre usually has to spend its meagre farm on utility instead of durability items, although the +500 HP and +40 Strength talents alleviate this somewhat.
* SuperToughness: Ogre Magi boasts an obscene amount of base armor right from level 1 and has high health regeneration to boot, making him incredibly durable in the early game. He even has a talent granting +40 Strength--the same Strength boost as Heart of Tarrasque, to put it in perspective--to let him maintain his toughness in the late game, and ''Dumb Luck'', which cause Ogre's mana, mana regeneration and ''Multicast'' chance to scale with Strength, makes Strength items more efficient on him.

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* SquishyWizard: Downplayed. Ogre Magi has high innate durability and good Strength growth, as well as a passive that encourages him to build Strength, and a HealingFactor that overall make it one of the tankiest heroes in the early game. Not so much in the late game, though, where it is only slightly less squishy than most supports, since enemy cores are farmed while Ogre usually has to spend its meagre farm on utility instead of durability items, although the +500 HP and +40 Strength talents alleviate this somewhat.
* SuperToughness: Ogre Magi boasts an obscene amount of base armor right from level 1 and has high health regeneration to boot, making him incredibly durable in the early game. He even has a talent granting +40 Strength--the same +30 Strength boost as Heart of Tarrasque, to put it in perspective--to let him maintain his toughness in the late game, and ''Dumb Luck'', which cause Ogre's mana, mana regeneration and ''Multicast'' chance to scale with Strength, makes Strength items more efficient on him.



* AntiDebuff: ''Repel'' dispels all debuffs from a friendly hero.
* BarrierWarrior: Omniknight's second skill, ''Repel'', gives the target debuff immunity.

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* AchillesHeel: ''Repel'' and ''Guardian Angel'' are both dispellable, meaning that enemies with dispels can neuter his ability to save allies. Nullifier is a particular sore spot as it applies a continuous dispel, making Omniknight unable to effectively protect the target until the debuff wears off (thankfully, it's a relatively expensive late-game item).
* AntiDebuff: ''Repel'' dispels all debuffs from a friendly hero.
hero and gives them debuff immunity.
* BarrierWarrior: ArmorPiercingAttack: ''Hammer of Purity'' and ''Purification'' both deal Pure damage, meaning the bulk of Omniknight's second skill, ''Repel'', gives the target debuff immunity.damage output goes through armor and magic resistance.



* CombatMedic: Omniknight can heal his allies with ''Purification'' and boost their health regeneration with ''Repel'' and ''Guardian Angel''.

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* CombatMedic: Omniknight can heal his allies with ''Purification'' and boost their health regeneration with protect them ''Repel'' and ''Guardian Angel''.Angel'', all while smiting down enemies with his surprisingly high Pure damage output.



* DropTheHammer:
--> ''[[https://gamepedia.cursecdn.com/dota2_gamepedia/4/49/Omni_kill_11.mp3 "I carry a hammer to nail down your sins."]]''

to:

* DropTheHammer:
DropTheHammer: Especially prominent after 7.31, which gave him the basic ability ''Hammer of Purity'' to smite enemies with his light-infused hammer. Aghanim's Shard even lets him passively cast it on enemies every few seconds, amping up his damage output significantly.
--> ''[[https://gamepedia.'''Omniknight:''' [[https://gamepedia.cursecdn.com/dota2_gamepedia/4/49/Omni_kill_11.mp3 "I I carry a hammer to nail down your sins."]]'']]



* MagikarpPower: Omniknight is best described as a late game support. ''Hammer of Purity'' scales with his damage and becomes more powerful late game, ''Repel'' works best against lengthy, high-level disables, and ''Guardian Angel'' grants flat-out physical immunity that doesn't care if the damage 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 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 very easy to whiff ''Guardian Angel'' by failing to hit your carry with it).

to:

* MagikarpPower: Omniknight is best described as a late game support. ''Hammer of Purity'' scales with his damage and becomes more powerful late game, ''Repel'' works best against lengthy, high-level disables, and ''Guardian Angel'' grants flat-out physical immunity that doesn't care if the damage 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 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 very easy to whiff ''Guardian Angel'' by failing to hit your carry with it). With his later reworks, it's not uncommon for him to be played as a position 3 offlaner instead of in a support slot due to him having more kill potential and being so dependent on farm.



* ThePaladin: He certainly gives the vibes of the ultimate guardian knight, and his quotes oozes on protecting people with faith and light.

to:

* ThePaladin: He certainly gives the vibes of the ultimate guardian knight, and his quotes oozes on are all about him protecting people with faith and light.



* TheRedMage: While his ability to protect allies with ''Repel'' and ''Guardian Angel'' is definitely potent, his main heal ''Purification'' doubles as an area-of-effect damage spell and ''Hammer of Purity'' gives him a scaling nuke that also slows enemies by a considerable amount, so he's no slouch on offense either.



* ShootTheMedicFirst: Picking Omniknight off before a teamfight is crucial, as his physical immunity, healing that doubles as a nuke, and Status Resistance can easily tip the scales of a fight. Don't kill him and you're in for a bad day.

to:

* ShootTheMedicFirst: Picking Omniknight off before a teamfight is crucial, as his physical immunity, healing that doubles as a nuke, and Status Resistance being a Black King Bar on legs can easily tip the scales of a fight. Don't kill him and you're in for a bad day.



* 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, Omniknight as, say, Sven or Wraith King, 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), actually deal damage), 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.



* WeaksauceWeakness: Unlike many big teamfight ultimates, ''Guardian Angel'' can be dispelled, which makes him easy to counter by heroes and items that apply any form of dispel. Area of effect dispels, like Oracle's ''Fortune's End'', Invoker's ''Tornado'', and Brewmaster's ''Dispel Magic'' can easily neuter Omniknight's ultimate completely, and Nullifier can consistently ruin Omniknight's attempts to save allies.
* WhiteMage: He's almost entirely focused around healing and protecting his teammates from harm, although he's not an Intelligence hero.
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* GutturalGrowler: Game's prime example.



* GutturalGrowler
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Dewicking Just For Pun


* SkillGateCharacter: Warding utterly destroys Pudge's attempts to gank. However, skilled Pudge players will adapt and throw more difficult hooks, leading to supports needing to adapt warding positions as well. This leads to an interesting level of progression from the newest players all the way to professionals, where Pudge players have to try to outthink their opponents, or be rendered [[JustForPun dead weight]].

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* SkillGateCharacter: Warding utterly destroys Pudge's attempts to gank. However, skilled Pudge players will adapt and throw more difficult hooks, leading to supports needing to adapt warding positions as well. This leads to an interesting level of progression from the newest players all the way to professionals, where Pudge players have to try to outthink their opponents, or be rendered [[JustForPun dead weight]].weight.
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* ObviousRulePatch: 7.33 reworks the Spell Immunity mechanic where the enemy is immune to debuffs when under Debuff Immunity rather than making them untargetable by spells that don't pierce them. This means that Spirit Breaker can use his ''Charge of Darkness'' against a Debuff Immune enemy and due to the ''Greater Bash'' component piercing it, this means SB can use the ability to disable an enemy through their BKB even though said interaction normally only works if Spirit Breaker wields an Aghanim's Scepter. 7.33c no longer allow ''Charge of Darkness'' to target a Debuff Immune enemy if SB didn't own Scepter, making it and Terrorblade's ''Sunder'' the only spells whose interaction with [=BKBed=] enemies worked prior to the 7.33 rework.

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* ObviousRulePatch: 7.33 reworks the Spell Immunity mechanic where the enemy is immune to debuffs when under Debuff Immunity rather than making them untargetable by spells that don't pierce them. This means that Spirit Breaker can use his ''Charge of Darkness'' against a Debuff Immune enemy and due to the ''Greater Bash'' component piercing it, this means SB can use the ability to will disable an the enemy through their BKB even though said interaction normally only works if Spirit Breaker wields an Aghanim's Scepter. 7.33c no longer allow ''Charge of Darkness'' to target a Debuff Immune enemy if SB didn't own Scepter, making it and Terrorblade's ''Sunder'' the only spells whose interaction with [=BKBed=] enemies worked prior to the 7.33 rework.
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* ObviousRulePatch: 7.33 reworks the Spell Immunity mechanic where the enemy is immune to debuffs when under Debuff Immunity rather than making them untargetable by spells that don't pierce them. This means that Spirit Breaker can use his ''Charge of Darkness'' to a Debuff Immune enemy and due to the ''Greater Bash'' component piercing Spell Immunity, SB use the ability to disable an enemy through their BKB even though said interaction normally only works if Spirit Breaker wields an Aghanim's Scepter. 7.33c no longer allow ''Charge of Darkness'' to target a Debuff Immune enemy if SB didn't own Scepter, making it and Terrorblade's ''Sunder'' the only spells whose interaction with [=BKBed=] enemies worked like before the 7.33 rework.

to:

* ObviousRulePatch: 7.33 reworks the Spell Immunity mechanic where the enemy is immune to debuffs when under Debuff Immunity rather than making them untargetable by spells that don't pierce them. This means that Spirit Breaker can use his ''Charge of Darkness'' to against a Debuff Immune enemy and due to the ''Greater Bash'' component piercing Spell Immunity, it, this means SB can use the ability to disable an enemy through their BKB even though said interaction normally only works if Spirit Breaker wields an Aghanim's Scepter. 7.33c no longer allow ''Charge of Darkness'' to target a Debuff Immune enemy if SB didn't own Scepter, making it and Terrorblade's ''Sunder'' the only spells whose interaction with [=BKBed=] enemies worked like before prior to the 7.33 rework.
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* ObviousRulePatch: 7.33 reworks the Spell Immunity mechanic where the enemy is immune to debuffs when under Debuff Immunity rather than making them untargetable by spells that don't pierce them. This means that Spirit Breaker can use his ''Charge of Darkness'' to a Debuff Immune enemy and due to the ''Greater Bash'' component piercing Spell Immunity, SB use the ability to disable an enemy through their BKB even though said interaction normally only works if Spirit Breaker wields an Aghanim's Scepter. 7.33c no longer allow ''Charge of Darkness'' to target a Debuff Immune enemy if SB didn't own Scepter, making it and Terrorblade's ''Sunder'' the only spells whose interaction with BKBed enemies worked like before the 7.33 rework.

to:

* ObviousRulePatch: 7.33 reworks the Spell Immunity mechanic where the enemy is immune to debuffs when under Debuff Immunity rather than making them untargetable by spells that don't pierce them. This means that Spirit Breaker can use his ''Charge of Darkness'' to a Debuff Immune enemy and due to the ''Greater Bash'' component piercing Spell Immunity, SB use the ability to disable an enemy through their BKB even though said interaction normally only works if Spirit Breaker wields an Aghanim's Scepter. 7.33c no longer allow ''Charge of Darkness'' to target a Debuff Immune enemy if SB didn't own Scepter, making it and Terrorblade's ''Sunder'' the only spells whose interaction with BKBed [=BKBed=] enemies worked like before the 7.33 rework.
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Added DiffLines:

* ObviousRulePatch: 7.33 reworks the Spell Immunity mechanic where the enemy is immune to debuffs when under Debuff Immunity rather than making them untargetable by spells that don't pierce them. This means that Spirit Breaker can use his ''Charge of Darkness'' to a Debuff Immune enemy and due to the ''Greater Bash'' component piercing Spell Immunity, SB use the ability to disable an enemy through their BKB even though said interaction normally only works if Spirit Breaker wields an Aghanim's Scepter. 7.33c no longer allow ''Charge of Darkness'' to target a Debuff Immune enemy if SB didn't own Scepter, making it and Terrorblade's ''Sunder'' the only spells whose interaction with BKBed enemies worked like before the 7.33 rework.

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* AntiDebuff: ''Heavenly Grace'' dispels all debuffs from a friendly hero.
* BarrierWarrior: Omniknight's second skill, ''Heavenly Grace'', gives the target a significant status resistance.

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* AntiDebuff: ''Heavenly Grace'' ''Repel'' dispels all debuffs from a friendly hero.
* BarrierWarrior: Omniknight's second skill, ''Heavenly Grace'', ''Repel'', gives the target a significant status resistance.debuff immunity.



* CombatMedic: Omniknight can heal his allies with ''Purification'' and boost their health regeneration with ''Heavenly Grace'' and ''Guardian Angel''.

to:

* CombatMedic: Omniknight can heal his allies with ''Purification'' and boost their health regeneration with ''Heavenly Grace'' ''Repel'' and ''Guardian Angel''.



* DispelMagic: ''Heavenly Grace'' applies a strong dispel, removing most negative effects from the target.

to:

* DispelMagic: ''Heavenly Grace'' ''Repel'' applies a strong standard dispel, removing most negative effects non-hard disables from the target.



* MagikarpPower: Omniknight is best described as a late game support. ''Hammer of Purity'' scales with his damage and becomes more powerful late game, ''Heavenly Grace'' works best against lengthy, high-level disables, and ''Guardian Angel'' grants flat-out physical immunity that doesn't care if the damage 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 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 very easy to whiff ''Guardian Angel'' by failing to hit your carry with it).

to:

* MagikarpPower: Omniknight is best described as a late game support. ''Hammer of Purity'' scales with his damage and becomes more powerful late game, ''Heavenly Grace'' ''Repel'' works best against lengthy, high-level disables, and ''Guardian Angel'' grants flat-out physical immunity that doesn't care if the damage 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 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 very easy to whiff ''Guardian Angel'' by failing to hit your carry with it).



* HomeFieldAdvantage: As a denizen of the water, Slardar gains extra movement speed, armor, and health regeneration in the river as a passive component of ''Guardian Sprint''. ''Slithereen Crush'' and ''Corrosive Haze'' also leave water on the ground, letting him gain the bonuses outside the river, and Aghanim's Scepter significantly increases the bonuses to make him faster and bulkier.

to:

* HomeFieldAdvantage: As a denizen of the water, Slardar gains extra movement speed, armor, and health regeneration in the river as a passive component of ''Guardian Sprint''.Sprint'', and attack speed as part of ''Bash of the Deep''. ''Slithereen Crush'' and ''Corrosive Haze'' also leave water on the ground, letting him gain the bonuses outside the river, and Aghanim's Scepter significantly increases the bonuses to make him faster and bulkier.



* AnchorsAway: He smashes people with an anchor.

to:

* AnchorsAway: He smashes people with an anchor.anchor, and can use ''Dead in the Water'' to leash an enemy hero to a heavy anchor after buying Aghanim's Shard.



* CombatTentacles: ''Tendrils of the Deep'' and ''Ravage'' summon a wave of tentacles that damage and stun everything in their path.

to:

* CombatTentacles: ''Tendrils of the Deep'' and ''Ravage'' summon summons a wave of tentacles that damage and stun everything in their path.
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* InvasiveSpeciesCalamity: On his homeworld, Primal Beast was ''merely'' an apex predator. After being banished into the ''Dota 2'' world, he graduated to "unstoppable killing machine" as nothing is (in lore) even capable of slowing him down, and the best Hoodwink could do was attempt to trap him for eternity.

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* InvasiveSpeciesCalamity: IntroducedSpeciesCalamity: On his homeworld, Primal Beast was ''merely'' an apex predator. After being banished into the ''Dota 2'' world, he graduated to "unstoppable killing machine" as nothing is (in lore) even capable of slowing him down, and the best Hoodwink could do was attempt to trap him for eternity.

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* WeaksauceWeakness: Unlike many big teamfight ultimates, ''Guardian Angel'' can be dispelled, which makes him easy to counter by heroes and items that apply any form of dispel. Area of effect dispels, like Oracle's ''Fortune's End'', Invoker's ''Tornado'', and Brewmaster's ''Dispel Magic'' can easily neuter Omniknight's ultimate completely.

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* WeaksauceWeakness: Unlike many big teamfight ultimates, ''Guardian Angel'' can be dispelled, which makes him easy to counter by heroes and items that apply any form of dispel. Area of effect dispels, like Oracle's ''Fortune's End'', Invoker's ''Tornado'', and Brewmaster's ''Dispel Magic'' can easily neuter Omniknight's ultimate completely.completely, and Nullifier can consistently ruin Omniknight's attempts to save allies.


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* AchillesHeel: Much of Primal Beast's moveset relies on him being able to move, making roots and slows particularly detrimental to him. [[SlidingScaleOfGameplayAndStoryIntegration Appropriately enough, this means he gets countered by Gleipnir.]]
* TheBerserker: It's unclear whether the Primal Beast is even capable of rational thought, as his existence seems to be entirely devoted to destroying and/or eating everything in his path.


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* InvasiveSpeciesCalamity: On his homeworld, Primal Beast was ''merely'' an apex predator. After being banished into the ''Dota 2'' world, he graduated to "unstoppable killing machine" as nothing is (in lore) even capable of slowing him down, and the best Hoodwink could do was attempt to trap him for eternity.

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* AntiMagic: ''Crippling Fear'' creates an aura around Night Stalker that silences enemies and lasts up to 6 seconds, though it only lasts 3 seconds at all levels in the daytime.



* CastingAShadow: His ultimate, ''Dark Ascension'', instantly turns day into night, and transforms him into a flying unit.
* CrutchCharacter: Balanar is extremely powerful during the first night or two in the game with his powerful nuke and disables, blistering movement and attack speeds and respectable durability letting him dominate the competition. However, his poor scaling, slow farming speed, dependence on nighttime, and poor teamfight presence mean that he'll be outclassed by an actual carry later on. Because of this, he is almost never played as a position 1 or 2 hero.

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* CastingAShadow: His ultimate, ''Dark Ascension'', instantly turns day into night, and transforms him into a flying unit.
unit. ''Void'' also uses dark magic to summon a fragment of the primordial night Balanar hailed from, and with Aghanim's Scepter, it shrouds an area in darkness that grants him the night effects on all his abilities.
* CrutchCharacter: Balanar is extremely powerful during the first night or two in the game with his powerful nuke and disables, blistering movement and attack speeds and respectable durability letting him dominate the competition. However, his poor scaling, slow farming speed, speed and dependence on nighttime, and poor teamfight presence nighttime mean that he'll be outclassed by an actual carry later on. Because of this, he is almost never played as a position 1 or 2 hero.



* DynamicEntry: Balanar's ''Crippling Fear'' allows him to potentially silence multiple enemies for up to 6 seconds just by standing near them, which is enough to make him a serviceable initiator with Blink Dagger; alternatively, casting ''Dark Ascension'' and charging the weakest enemy also makes for quite an entrance.



* HyperactiveMetabolism: If he has Aghanim's Shard, Night Stalker can use ''Hunter in the Night'' to instantly kill a creep and restore 25% of his maximum HP and mana during the night.

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* HyperactiveMetabolism: If he has Aghanim's Shard, Night Stalker can use ''Hunter in the Night'' to instantly kill a creep and restore 25% a large amount of his maximum HP and mana during mana. During the night.night, he can cast this on Ancient creeps, giving him some form of flash farming.



* PowerNullifier: ''Crippling Fear'' silences its target for up to 8 seconds, though it only lasts 3 seconds at all levels in the daytime.



* TotalEclipseOfThePlot: When ''Dark Ascension'' is cast in the daytime, it blots out the sun while still causing time to pass, meaning that daytime is still ticking down during the ultimate. If he gets the level 25 talent to reduce its cooldown, he can turn day into night for 30 seconds at a time every 110 seconds, effectively cutting down the amount of daylight by a little over a quarter.

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* TotalEclipseOfThePlot: When ''Dark Ascension'' is cast in the daytime, it blots out the sun while still causing time to pass, meaning that daytime is still ticking down during the ultimate. If he gets the level 25 talent to reduce its cooldown, he can turn day into night for 30 seconds at a time every 110 80 seconds, effectively cutting down the amount of daylight by a little over a quarter.almost half if he uses it whenever possible.



* TheFool: He even sometimes forgets which team it's on. His rework emphasizes this by making him always have ''zero'' Intelligence.

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* TheFool: He even sometimes forgets which team it's he's on. His rework emphasizes this by making him always have ''zero'' Intelligence.



* MightyGlacier: Aggron is the most durable non-Strength support hero in the game, and can dish out good damage with ''Fireblast'' and ''Ignite'', though its mobility leaves much to be desired.

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* MightyGlacier: Aggron is one of the most durable non-Strength support hero heroes in the game, and can dish out good damage with ''Fireblast'' and ''Ignite'', though its mobility leaves much to be desired.desired.
* MolotovCocktail: ''Ignite'' has Ogre Magi batting a vial(s) filled with volatile chemicals at the target(s), which shatter on contact and set them on fire.



* NonStandardSkillLearning: ''Dumb Luck'' is an innate ability that is available from the start and cannot be put skill points into

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* NonStandardSkillLearning: ''Dumb Luck'' is an innate ability that is available from the start and cannot be put have skill points intoput into it.



* RandomNumberGod: Ogre Magi's ultimate, ''Multicast'', gives him a chance of "multicasting" his spells and item actives, essentially casting the same spell in rapid succession for little to no increase in mana cost (depending on the specific spell). Given enough [[RunningGag skill]], an Ogre Magi can nuke down frail heroes with multiple 4x ''Fireblasts'', buff his entire team with a single ''Bloodlust'', or turn four enemies into pigs with Scythe of Vyse.

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* RandomNumberGod: Ogre Magi's ultimate, ''Multicast'', gives him a chance of "multicasting" his spells and item actives, essentially casting the same spell in rapid succession for little to no increase in mana cost (depending on (on the specific spell).same target with ''Fireblast'' and ''Unrefined Fireblast'', on different ones with everything else). Given enough [[RunningGag skill]], an Ogre Magi can nuke down frail heroes with multiple 4x ''Fireblasts'', buff his entire team with a single ''Bloodlust'', or turn four enemies into pigs with Scythe of Vyse.


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* OneHitKill: ''Meat Hook'' instantly kills enemy non-Ancient creeps on contact.
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Rated M For Manly is about masculine works as whole


* RatedMForManly: A badass priest who carries a large hammer, boasts about protecting his allies, has an incredibly deep and persuasive voice, and hits people with a mighty hammer.
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Does Not Like Shoes has been renamed and redefined to focus on characters that explicitly or implicitly state a preference for going barefoot. Removing misuse


* DoesNotLikeShoes: Ogre Magi runs around completely barefoot.



* DoesNotLikeShoes: He walks around barefoot.

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* StoneWall: With ''Kraken Shell'' and a respectable strength growth he becomes very tough to kill, but his right-click attack is mediocre and his nuke damage quickly falls off in the mid game. However, because ''Anchor Smash'' scales with
Tidehunter's attack damage, he can be built as a MightyGlacier with surprising amounts of area of effect damage.

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* StoneWall: With ''Kraken Shell'' and a respectable strength growth he becomes very tough to kill, but his right-click attack is mediocre and his nuke damage quickly falls off in the mid game. However, because ''Anchor Smash'' scales with
with Tidehunter's attack damage, he can be built as a MightyGlacier with surprising amounts of area of effect damage.

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* MagikarpPower: Despite traditionally having been a StoneWall with poor damage output but a powerful ultimate (and often still played as such), Tidehunter is classified as a Carry by the game due to a rework to ''Anchor Smash'', which now deals damage by inflicting a beefed-up basic attack on every enemy around Tidehunter. As such, a Tidehunter given farm priority can use ''Anchor Smash'' to flash-farm some damage items and deal heavy damage across multiple enemies, and enemies accustomed to him being a walking ultimate get a rude wake-up call when he follows up ''Ravage'' by hacking away half their team's collective health with one swing. For extra fun, one of his late-game talents gives him a chance to passively trigger ''Anchor Smash'' with basic attacks, giving him even more damage output.



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

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* StoneWall: With ''Kraken Shell'' and a respectable strength growth he becomes very tough to kill, but his right-click attack is mediocre and his nuke damage quickly falls off in the mid game. However, because ''Anchor Smash'' scales with
Tidehunter's attack damage, he can be built as a MightyGlacier with surprising amounts of area of effect damage.

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