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* ExplosiveOverclocking: ''Overclocking'' heavily improves all four of his abilities for a duration, then stuns him for a lengthy 4-second duration when the buff runs out.

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* ExplosiveOverclocking: ''Overclocking'' heavily improves all four of his abilities for a duration, then stuns slows him to a crawl for a lengthy 4-second duration 3 seconds when the buff runs out.



* SuperMode: ''Overclocking'' gives an upgrade to all four of his abilities: 'Battery Assault' now affects every enemy in its radius, 'Power Cogs' now grants Clockwerk bonus attack speed inside it, he can now fire extra flares per 'Rocket Flare' cast with reduced cooldown, and 'Hookshot' now stuns with a larger radius and duration. Some ExplosiveOverclocking added in a form of a long stun, however, to balance it out.

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* SuperMode: ''Overclocking'' gives an upgrade to all four of his abilities: 'Battery Assault' now affects every enemy in its radius, 'Power Cogs' now grants Clockwerk bonus attack speed inside it, he can now fire extra flares per 'Rocket Flare' cast with reduced cooldown, and 'Hookshot' now stuns with a larger radius and duration. Some ExplosiveOverclocking added in a form of a long stun, slow, however, to balance it out.out.
* UnwantedAssistance: It is ''very'' easy for Clockwerk to accidentally screw his allies over with ''Power Cogs'' by either trapping them inside and getting them killed, or deny an easy kill by blocking a melee attacker off from whatever they were wailing on. The ability's flavor text hangs a heavy lampshade on this:
--> ''"One of Clockwerk's inventions of which he is most proud is the power cog - though it is sometimes despised by his allies."''

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In its earliest days, the magical arts required not wands, but great amounts of memorization: each spell had its own unique and complex formula needed to cast it, and as a result it was rare for a single magician back then to know more than three or four incantations. It is hard to imagine then that one person, the Invoker, had the sheer intellect to memorize at least ten different spells, each of which he can cast without much effort. In fact, he has learned many more invocations during his life, which he willingly allows himself to forget in order to save his brainpower for only the best spells. One such spell, the Sempiternal Cantrap, which grants its caster near-eternal life. As a result of this spell, the Invoker has been around for centuries, but unlike most of its users, he proudly flaunts his longevity openly. After all, a genius of his caliber fears no one.\\

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In its earliest days, the magical arts required not wands, but great amounts of memorization: each spell had its own unique and complex formula needed to cast it, and as a result it was rare for a single magician back then to know more than three or four incantations.incantations, with most settling for two or even one. It is hard to imagine then that one person, the Invoker, had the sheer intellect to memorize at least ten different spells, each of which he can cast without much effort. In fact, he has learned many more invocations during his life, which he willingly allows himself to forget in order to save his brainpower for only the best spells. One such spell, the Sempiternal Cantrap, which grants its caster near-eternal life. As a result of this spell, the Invoker has been around for centuries, but unlike most of its users, he proudly flaunts his longevity openly. After all, a genius of his caliber fears no one.\\



The Invoker is an unorthodox Universal hero, generally played as a midlane carry and initiator. The abilities he learns by leveling up are simple reagents, manifesting as orbs which grant him control over one of three elements and provide bonuses while active. Invoker can have up to three orbs active at any one time, and activating one reagent adds an orb of that reagent (replacing the oldest if he already has three). ''Quas'' grants manipulation of ice and bonus health regeneration, ''Wex'' allows manipulation of electricity and bonus movement and attack speed, and ''Exort'' gives access to fire and increases attack damage. Invoker's true potential, however, lies in his ultimate ability, which allows him to ''Invoke'' one of ten spells based on the active reagents. These spells are not leveled directly; instead, their power is dependent on the levels of the appropriate reagents. Invoker's arsenal gives him a plethora of options, from debilitating foes with ''Cold Snap'', ''Tornado'' and ''Ice Wall'', to pushing lanes with ''Forge Spirits'' and ''Alacrity'', to devastating enemy teams with ''EMP'', ''Chaos Meteor'', and ''Deafening Blast'', to picking off fleeing enemies with ''Sun Strike'', on top of making a quick getaway with ''Ghost Walk''. While difficult to learn, he is not to be taken lightly, as the only limits the Arsenal Magus's potential knows are the ones imposed by the player behind the controls.

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The Invoker is an unorthodox Universal hero, generally played as a midlane carry and initiator. The abilities he learns by leveling up are simple reagents, manifesting as orbs which grant him control over one of three elements and provide bonuses while active. Invoker can have up to three orbs active at any one time, and activating one reagent adds an orb of that reagent (replacing the oldest if he already has three). ''Quas'' grants manipulation of ice and bonus health regeneration, spell lifesteal, ''Wex'' allows manipulation of electricity and grants bonus movement speed and attack speed, cooldown reduction, and ''Exort'' gives access to fire and increases attack spell damage. Invoker's true potential, however, lies in his ultimate ability, which allows him to ''Invoke'' one of ten spells based on the active reagents. These spells are not leveled directly; instead, their power is dependent on the levels of the appropriate reagents. Invoker's arsenal gives him a plethora of options, from debilitating foes with ''Cold Snap'', ''Tornado'' and ''Ice Wall'', to pushing lanes with ''Forge Spirits'' and ''Alacrity'', to devastating enemy teams with ''EMP'', ''Chaos Meteor'', and ''Deafening Blast'', to picking off fleeing enemies with ''Sun Strike'', on top of making a quick getaway with ''Ghost Walk''. While difficult to learn, he is not to be taken lightly, as the only limits the Arsenal Magus's potential knows are the ones imposed by the player behind the controls.



* AntiFrustrationFeatures:
** The game allows you to pull up a list of his spells and their ''Invoke'' combinations for a refresher in the middle of a game, to help players learn his abilities.
** When ''Invoking'' a new spell, the oldest one in his loadout is replaced. However, the game allows you to ''Invoke'' the spell in the older slot to swap the positions of his two active spells, in case you want to keep that one. Doing so does not put ''Invoke'' on cooldown.



* BeamSpam: With Aghanim's Scepter, Invoker can use ''Cataclysm'' to cause 2 ''Sun Strike''s to fall randomly near each enemy hero (after the normal delay). In a big teamfight, this can get messy quickly as the enemy heroes try to dodge all the 10 ''Sun Strike''s that are about to fall on their heads.

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* BeamSpam: With Aghanim's Scepter, Invoker can use ''Cataclysm'' to cause 2 ''Sun Strike''s to fall randomly near each enemy hero (after the normal delay). In a big teamfight, this can get messy quickly as the enemy heroes try to dodge all the 10 ''Sun Strike''s that are about to fall on their heads.heads and potentially even get [[OneHitKill instantly blown up]] by multiple overlapping ones.



* ConfusionFu: Invoker has three "reagents", which grant stat bonuses as well as minor regeneration, movement and attack speed, or damage bonuses when active; and ''Invoke'', which gives Invoker a spell based on which reagents are active at the time. Since there are ten possible combinations and the effects include [[SummonMagic summoning]], [[StatusBuff buffing]], disabling, creating temporary walls, four different attack spells ([[KillSat one with unlimited range]]), and turning [[{{Invisibility}} invisible]], it's very difficult to tell what an Invoker will do next. Since Invoker is limited to having two spells ready at a time, it also makes him DifficultButAwesome.

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* ConfusionFu: Invoker has three "reagents", which grant stat bonuses as well as minor regeneration, spell lifesteal, movement speed and attack speed, cooldown reduction, or spell damage bonuses when active; and ''Invoke'', which gives Invoker a spell based on which reagents are active at the time. Since there are ten possible combinations and the effects include [[SummonMagic summoning]], [[StatusBuff buffing]], disabling, creating temporary walls, four different attack spells ([[KillSat one with unlimited range]]), and turning [[{{Invisibility}} invisible]], it's very difficult to tell what an Invoker will do next. Since Invoker is limited to having two spells ready at a time, it also makes him DifficultButAwesome.



* DifficultButAwesome: Widely considered to have the most complex skill set in the game (though not the hardest character to actually use, as that title goes to Meepo). Not only does casting his spells require good memory of which reagents are required for each spell, the amount that each reagent is leveled drastically affects how powerful each spell is. For instance, ''Deafening Blast'', which requires one of each reagent, can affect the enemy completely differently depending on how much you've leveled each reagent, since each one controls a completely different variable, so it can either do only damage, only stun, or only disarm the enemy, or anything inbetween. This makes it hard to use Invoker effectively if you don't level the proper reagents for maxing out the power of specific spells for specific builds or situations. But once you get it down, Invoker is easily the most flexible caster in the game (with even Rubick coming in second), capable of queuing up whatever spell is required at will, casting it, and quickly Invoking another spell to cast while the others are on cooldown. A good Invoker who has enough mana and Octarine Core can potentially cast one spell every two seconds (barring the cooldown of each individual spell stopping him). That being said, his actual combos aren't very difficult to land, especially when compared to abilities such as Mirana's ''Sacred Arrow''. Most of them just consist of shooting two skills right after each other at the same location, such as his bread-and-butter combos of each build. The difficulty lies in memorizing the combinations for the spells and being able to reliably ''Invoke'' them while under pressure from the enemy.

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* DifficultButAwesome: Widely considered to have the most complex skill set in the game (though not the hardest character to actually use, as that title goes to Meepo). Not only does casting his spells require good memory of which reagents are required for each spell, the amount that each reagent is leveled drastically affects how powerful each spell is. For instance, ''Deafening Blast'', which requires one of each reagent, can affect the enemy completely differently depending on how much you've leveled each reagent, since each one controls a completely different variable, so it can either do only damage, only stun, or only disarm the enemy, or anything inbetween. This makes it hard to use Invoker effectively if you don't level the proper reagents for maxing out the power of specific spells for specific builds or situations. But once you get it down, Invoker is easily the most flexible caster in the game (with even Rubick coming in second), capable of queuing up whatever spell is required at will, casting it, and quickly Invoking another spell to cast while the others are on cooldown. A good Invoker who has enough mana and Octarine Core can potentially cast one spell every two seconds (barring the cooldown of each individual spell stopping him). That being said, his actual combos aren't very difficult to land, especially when compared to abilities such as Mirana's ''Sacred Arrow''. Most of them just consist of shooting two skills right after each other at the same location, such as his bread-and-butter combos of each build. The difficulty lies in memorizing the combinations for the spells and being able to reliably ''Invoke'' them while under pressure from the enemy.enemy, and to maximize his output he also needs to have the right orbs ready at the right time when casting his spells.



* FastAsLightning: Having Wex reagents active, which are associated with lightning, grants increased movement speed.

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* FastAsLightning: Having Wex reagents active, which are associated with lightning, grants increased movement speed.speed and lower spell cooldowns.



* HealingFactor: Invoker gains bonus HP regeneration if he has ''Quas'' orbs active (which stack directly with each other). This allows him to shrug off harass damage fairly reliably in-lane, and replenish health over time with enough levels of ''Quas''.

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* HealingFactor: Invoker gains bonus HP regeneration if he has ''Quas'' orbs active (which stack directly with each other). This allows him to shrug off harass damage fairly reliably in-lane, and replenish HealThyself: ''Ghost Walk'' regenerates Invoker's health over time with enough levels of ''Quas''.and mana while active.



* KillItWithFire: Exort, the reagent associated with fire, gives Invoker bonus attack damage while active. Exort-based spells likewise form the bulk of Invoker's damage output, and leveling Exort tends to increase those spells' raw damage.

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* KillItWithFire: Exort, the reagent associated with fire, gives Invoker bonus attack spell damage while active. Exort-based spells likewise form the bulk of Invoker's damage output, and leveling Exort tends to increase those spells' raw damage.



* KungFuWizard: Gaster, the wizard who invented the ''Alacrity'' spell in-lore, was implied to be one of these by the description of the Magus Accord Immortal item. The spell in question lets Invoker become one as well by giving him a surprising amount of physical damage output, particularly if he also has ''Exort'' orbs active.

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* KungFuWizard: Gaster, the wizard who invented the ''Alacrity'' spell in-lore, was implied to be one of these by the description of the Magus Accord Immortal item. The spell in question lets Invoker become one as well by giving him a surprising amount of physical damage output, particularly if he also has ''Exort'' orbs active.output.



* SummonMagic: ''Forge Spirits'' summons a minion to fight alongside you. With the appropriate level 15 talent, Invoker will summon two of them instead of one.
* SuperSpeed: Invoker starts out with the lowest base movement speed in the game, but gains bonus movement and attack speed with active ''Wex'' orbs. With enough levels of ''Wex'' and an active ''Ghost Walk'', Invoker can move quite quite quickly, to say nothing of his recommended item build including various movement speed items like Eul's Scepter and Phase Boots.

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* SummonMagic: ''Forge Spirits'' summons a minion to fight alongside you. With the appropriate level 15 talent, enough levels in ''Quas'' and ''Exort'', Invoker will summon two of them instead of one.
* SuperSpeed: Invoker starts out with the lowest low base movement speed in the game, speed, but gains bonus movement and attack speed with active ''Wex'' orbs. With enough levels of ''Wex'' and an active ''Ghost Walk'', Invoker can move quite quite quickly, to say nothing of his recommended item build including various movement speed items like Eul's Scepter and Phase Boots.
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* DreamEater: ''Brain Sap'' deals Pure damage to a targeted enemy, and heals Bane for the amount of damage inflicted.

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* DreamEater: DreamStealer: ''Brain Sap'' deals Pure damage to a targeted enemy, and heals Bane for the amount of damage inflicted.
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* MercyKill: A hero under Dazzle's ''Poison Touch'' debuff can be denied if the target falls below 25% HP so if the victim is cornered with no way to dispelling the debuff, the ally can kill them to prevent Dazzle from obtaining the gold and experience that he would have gotten.

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* CombinationAttack: ''Nightmare'''s purpose in a nutshell. As a disable it's rather situational, only really usable on a target which your team don't intend to focus down[[note]]One of its best direct uses is to counter Legion Commander's ''Duel''. Casting it on LC or her target just makes them trade the spell back & forth until ''Duel'' wears off[[/note]]. On the other hand, it's one of the best setup abilities in the game: its long duration gives plenty of time for Bane's teammates to reposition themselves, and if necessary, land a powerful and normally-difficult skillshot (Mirana's ''Sacred Arrow'' being most notable) with zero effort.

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* CombinationAttack: ''Nightmare'''s purpose in a nutshell. As a disable it's rather situational, only really usable on a target which your team don't intend to focus down[[note]]One of its best direct uses is to counter Legion Commander's ''Duel''. Casting it on LC or her target just makes them trade the spell back & forth until ''Duel'' wears off[[/note]].off[[/note]] or for [[CherryTapping that special kind of player who plays Bane as a right-clicker]]. On the other hand, it's one of the best setup abilities in the game: its long duration gives plenty of time for Bane's teammates to reposition themselves, and if necessary, land a powerful and normally-difficult skillshot (Mirana's ''Sacred Arrow'' being most notable) with zero effort.



* JackOfAllStats: Unusually, Bane has completely even stats and stat growth, starting off with 22 points in each category, then gaining 2.4 points with each level.

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* JackOfAllStats: Unusually, Bane has completely even stats and stat growth, starting off with 22 points in each category, then gaining 2.4 points with each level.and is classified as a Universal hero so he gets attack damage bonuses from every Attribute.



* CompanyCrossReferences:
** One of his ''Rocket Flare'' lines is said in a similar tone to the "Pills here!" lines in ''VideoGame/Left4Dead''.
--> '''Clockwerk:''' Flares here!
** And to ''VideoGame/TeamFortress2'':
---> '''Clockwerk (respawning):''' [[https://gamepedia.cursecdn.com/dota2_gamepedia/4/49/Ratt_respawn_18.mp3 "Bleep bloop, I am a robot. Eh, just kidding."]]



** And to ''VideoGame/TeamFortress2'':
---> '''Clockwerk (respawning):''' [[https://gamepedia.cursecdn.com/dota2_gamepedia/4/49/Ratt_respawn_18.mp3 "Bleep bloop, I am a robot. Eh, just kidding."]]



* NoSell: Using ''Shadow Realm'' turns Dark Willow temporarily untargetable until she attacks.

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* NoSell: Using ''Shadow Realm'' turns Dark Willow temporarily untargetable until she attacks.attacks (unless she has Aghanim's Scepter).



* JackOfAllStats: While traditionally a support hero, later buffs to his kit have made Dazzle into a perfectly viable core, as he can harass and lane well in mid and his damage scales decently with items due to his Aghanim's Scepter upgrade and ''Bad Juju'' as well as being a Universal hero.



* RunOrDie: ''Bad Juju'''s armor reduction stacks indefinitely; if you can't kill Dazzle quickly in a fight or stop him from casting spells, you ''will'' get ripped to shreds.

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* RunOrDie: ''Bad Juju'''s armor reduction stacks indefinitely; if you can't kill Dazzle quickly in a fight or stop him from casting spells, you ''will'' get ripped to shreds. ''Poison Touch'' can also lead to this as it refreshes every time Dazzle attacks an enemy marked with it; if they can't get away from him with an ability, an item, or juking, they will get chipped to death.

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* StoutStrength: He is noticeably overweight but hits like a truck and can tank a considerable ammount of hits.

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* StoutStrength: He is noticeably overweight but hits like a truck and can tank a considerable ammount amount of hits.damage.



* CorrallingVacuum: ''Vacuum'' is mostly valued for how it can forcibly group enemies tightly together, in the process serving as a setup for teammates' other [=AoE=] abilities, including Dark Seer's own ''Wall of Replica''.



* MagicKnight: His starting damage is quite high for a support hero, and all his spells deal Physical damage, meaning magic resistance or spell immunity don't protect against it. Properly geared, he can easily shred enemy armor down into negative levels and thus increases his overall damage. Combined with his great attack animation and high base damage, he's a viable mid hero and can even carry with the right team/items.

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* MagicKnight: MageMarksman: His starting damage is quite high for a support hero, and all his spells deal Physical damage, meaning magic resistance or spell immunity don't protect against it. Properly geared, he can easily shred enemy armor down into negative levels and thus increases his overall damage. Combined with his great attack animation and animation, high base damage, damage and lack of a primary attribute (being a Universal hero), he's a viable mid hero and can even carry with the right team/items.



** However, for the most part,



** In the lore, Io easily defeated Dawnbreaker, and then moved on to obliterate the entire order of the Children of Light who may very well be living stars.


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* TeleportationRescue: One possible use of ''Relocate'' is to bail out an endangered teammate, teleporting them away from the enemy. This allows said teammate to later return to the fight with full health and mana while buying time for reinforcements to arrive, though it's also common for Io to detach the ''Tether'' and return alone, leaving itself at the mercy of the enemy (who nonetheless will get less mileage from killing Io, a support, over killing a core hero).

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* CrystalDragonJesus: Chen and his religion have traits of the Inquisition - they have a monotheistic faith based around the god Obelis, and are ruthlessly devoted to converting non-believers and rooting out heretics.



* TheRedMage: Dazzle is both capable of keeping his allies and himself from dying, causing his foes to waste time in a fruitless endeavour, as well as delivering a huge damage output with ''Shadow Wave'' and ''Bad Juju'' when good positioning comes to play.

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* TheRedMage: Dazzle is both capable of keeping his allies and himself from dying, causing his foes to waste time in a fruitless endeavour, as well as delivering a huge damage output with ''Shadow Wave'' and ''Bad Juju'' when good positioning comes to play. His Aghanim's Scepter upgrade allows ''Shadow Wave'' to bounce onto enemies for increased healing and damage while also firing a basic attack at them, making him even more dangerous while giving his frontline allies even more healing. Add that to him being a Universal hero, meaning he gets a lot of attack damage from attribute bonuses, and a farmed Dazzle is not someone you want as an enemy.



* BeamSpam: With Aghanim's Scepter, Invoker can use ''Cataclysm'' to cause 2 random ''Sun Strike''s to fall on all nearby enemies (after the normal delay). In a big teamfight, this can get messy quickly as the enemy heroes try to dodge all the 10 ''Sun Strike''s that are about to fall on their heads.

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* BeamSpam: With Aghanim's Scepter, Invoker can use ''Cataclysm'' to cause 2 random ''Sun Strike''s to fall on all nearby enemies randomly near each enemy hero (after the normal delay). In a big teamfight, this can get messy quickly as the enemy heroes try to dodge all the 10 ''Sun Strike''s that are about to fall on their heads.



** The rework that made the Spirit Bear level along with Sylla also turned it into this: ''Spirit Link'' allows it to hit very fast and fairly hard, it runs faster than most heroes, and has truckloads of health, making it a monster when given the right items. It eventually even got the ability to gain attributes from items, gaining stat bonuses and attack damage like any other Universal hero.

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** The rework that made the Spirit Bear level along with Sylla also turned it into this: ''Spirit Link'' allows it to hit very fast and fairly hard, it runs faster than most heroes, and has truckloads of health, making it a monster when given the right items. It eventually even got was later also given the ability to gain attributes from items, gaining stat bonuses and attack damage like any other Universal hero.

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With one of the longest magic-immunity piercing stuns in the game and several summons to help him out, Beastmaster excels at staying alive even against the toughest odds. Though his spells may lack the raw damage potential of other heroes, he makes up for it with their strong versatility and support potential; he can frequently set up advantageous situations for his teammates or save an ally. ''Wild Axes'' has him hurl his two axes at any enemy in a long range and damages everything caught in their looping path, slicing down foes and trees alike. When an enemy is hit by the axes, they not only take damage, but receive a debuff which increases the damage they take from Beastmaster and his controlled units. ''Call of the Wild'', his second spell, has two sub-abilities: the first summons a boar with a ranged slowing attack, and the second sends out an invisible hawk to scout out a target location. ''Inner Beast'' provides a passive attack speed to every friendly unit in its radius, including his summoned units. His ultimate, ''Primal Roar'', deals magical damage and stuns a target for up to four seconds, and grants Beastmaster and his cohorts increased movement speed, allowing them to rush in to finish off their prey.\\

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With one of the longest magic-immunity piercing stuns in the game and several summons to help him out, Beastmaster excels at staying alive even against the toughest odds. Though his spells may lack the raw damage potential of other heroes, he makes up for it with their strong versatility and support potential; he can frequently set up advantageous situations for his teammates or save an ally. ''Wild Axes'' has him hurl his two axes at any enemy in a long range and damages everything caught in their looping path, slicing down foes and trees alike. When an enemy is hit by the axes, they not only take damage, but receive a debuff which increases the damage they take from Beastmaster and his controlled units. ''Call of the Wild'', his second spell, has two sub-abilities: the first summons a boar with a ranged slowing attack, and the second sends out an invisible a fearsome hawk to scout out a target location.that circles around Beastmaster and divebombs nearby enemies. ''Inner Beast'' provides a passive attack speed to every friendly unit in its radius, including his summoned units. His ultimate, ''Primal Roar'', deals magical damage and stuns a target for up to four seconds, and grants Beastmaster and his cohorts increased movement speed, allowing them to rush in to finish off their prey.\\



* TheBeastmaster: While Beastmaster's own damage output may be mediocre, he can summon a boar and hawk with ''Call of the Wild'', amd ''Inner Beast'' gives a significant DPS increase when paired with his summoned units. Slap a Helm of the Overlord on him, and Beastmaster can single-handedly focus down most heroes and towers before ''Primal Roar'' wears off.

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* TheBeastmaster: While Beastmaster's own damage output may be mediocre, he can summon a boar and hawk with ''Call of the Wild'', amd and ''Inner Beast'' gives a significant DPS increase when paired with his summoned units. Slap a Helm of the Overlord on him, and Beastmaster can single-handedly focus down most heroes and towers before ''Primal Roar'' wears off.



* StoneWall: Beastmaster is fairly tanky (and can become even more so by building the right items), but his utility-oriented skillset and so-so right-click attack mean that he has trouble dishing out damage to the degree that a true carry can - most of his damage output rather comes from his boar(s) and Helm of the Dominator minion.

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* StoneWall: Beastmaster is fairly tanky (and can become even more so by building the right items), but his utility-oriented skillset and so-so right-click attack mean that he has trouble dishing out damage to the degree that a true carry can - most of his damage output rather comes from his boar(s) summons and Helm of the Dominator minion.



* PinballProjectile: ''Shadow Wave'' bounces off allies, healing them while dealing damage to nearby enemies. The inverse version, unlocked by Aghanim's Scepter, bounces off enemies, damaging them while healing nearby allies.

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* PinballProjectile: ''Shadow Wave'' bounces off allies, healing them while dealing damage to nearby enemies. The inverse version, unlocked by Aghanim's Scepter, bounces Scepter also allows it to bounce off enemies, damaging dealing damage to them while healing nearby allies.allies



Enigma is a strong initiator and a highly efficient jungler, letting him quickly collect the items he needs to unleash havoc on the enemy. ''Malefice'' holds Enigma's enemies down by repeatedly disabling the target; once every couple of seconds, the victim will be damaged and stunned. ''Demonic Conversion'' will transform a non-hero unit into three Eidolons under Enigma's control. Eidolons will split after attacking six times, returning to full health after doing so. ''Midnight Pulse'' steeps an area in dark energy, destroying all trees in the area and damaging enemies for a percentage of their maximum health every second. Enigma boasts one of the most powerful initiation abilities in the game in his ultimate ability, ''Black Hole''. When the ability is cast, Enigma will channel a vortex that sucks in all hapless enemies within its range, disabling them with its gravitational pull; once caught, there are very few ways for an enemy to escape. Although its long cooldown means that Enigma will have to use it judiciously, a well-timed ''Black Hole'' will crush the enemy into oblivion, giving them no chance to fight back.\\

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Enigma is a strong initiator and a highly efficient jungler, letting him quickly collect the items he needs to unleash havoc on the enemy. ''Malefice'' holds Enigma's enemies down by repeatedly disabling the target; once every couple of seconds, the victim will be damaged and stunned. ''Demonic Conversion'' Summoning'' will transform a non-hero unit into conjure three Eidolons under Enigma's control. Eidolons will split after attacking six times, returning to full health after doing so. ''Midnight Pulse'' steeps an area in dark energy, destroying all trees in the area and damaging enemies for a percentage of their maximum health every second. Enigma boasts one of the most powerful initiation abilities in the game in his ultimate ability, ''Black Hole''. When the ability is cast, Enigma will channel a vortex that sucks in all hapless enemies within its range, disabling them with its gravitational pull; once caught, there are very few ways for an enemy to escape. Although its long cooldown means that Enigma will have to use it judiciously, a well-timed ''Black Hole'' will crush the enemy into oblivion, giving them no chance to fight back.\\



* CastFromHitPoints: ''Demonic Conversion'' costs both health and mana to cast.

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* CastFromHitPoints: ''Demonic Conversion'' Summoning'' costs both health and mana to cast.



* EnemySummoner: ''Demonic Conversion'' summons into three Eidolons, which are capable of self-replicating on successful attacks.

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* EnemySummoner: ''Demonic Conversion'' Summoning'' summons into three Eidolons, which are capable of self-replicating on successful attacks.



* SummonMagic: ''Demonic Conversion''.

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* SummonMagic: ''Demonic Conversion''.Summoning'' summons three Eidolons, aspects of Enigma from other dimensions.



An unique, two-in-one hero, Sylla fights with his trusty Spirit Bear. The Bear is permanently summoned with ''Summon Spirit Bear'', and function like a second hero with his skills and item inventory, and unlike most other summons, the Spirit Bear scales with Sylla's level. It has ''Entangling Claws'' for a chance to root enemies it attacks, ''Demolish'' to destroy buildings, and ''Return'' for quickly returning to Sylla's side. Sylla and the Bear also possess a ''Spirit Link'' that increases both of their attack speeds, while also causing the Spirit Bear's attacks to heal Sylla for a portion of its damage. If one of them is threatened, they can use ''Savage Roar'' to scare the enemies back to their fountain. Finally, Sylla can shed his current shell for his ''True Form'', a humanoid bear with increased toughness and the Spirit Bear's ''Entangling Claws'' and ''Demolish''. That, or he can just destroy everything himself with his super fast, long-ranged attacks.\\

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An unique, two-in-one hero, Sylla fights with his trusty Spirit Bear. The Bear is permanently summoned with ''Summon Spirit Bear'', and function like a second hero with his skills and item inventory, and unlike most other summons, the Spirit Bear scales with Sylla's level.level and benefits from attribute bonuses. It has ''Entangling Claws'' for a chance to root enemies it attacks, ''Demolish'' to destroy buildings, and ''Return'' for quickly returning to Sylla's side. Sylla and the Bear also possess a ''Spirit Link'' that increases both of their attack speeds, while also causing the Spirit Bear's attacks to heal Sylla for a portion of its damage. If one of them is threatened, they can use ''Savage Roar'' to scare the enemies back to their fountain. Finally, Sylla can shed his current shell for his ''True Form'', a humanoid bear with increased toughness and the Spirit Bear's ''Entangling Claws'' and ''Demolish''. That, or he can just destroy everything himself with his super fast, long-ranged attacks.\\



* LifeDrain: ''Spirit Link'' is unique among lifesteal abilities in that the Spirit Bear heals Sylla with its attacks rather than itself and vice versa.

to:

* LifeDrain: ''Spirit Link'' is unique among lifesteal abilities in that the Spirit Bear heals Sylla with its attacks rather than itself and vice versa.itself.



** The rework that made the Spirit Bear level along with Sylla also turned it into this: ''Spirit Link'' allows it to hit very fast and fairly hard, it runs faster than most heroes, and has truckloads of health, making it a monster when given the right items.

to:

** The rework that made the Spirit Bear level along with Sylla also turned it into this: ''Spirit Link'' allows it to hit very fast and fairly hard, it runs faster than most heroes, and has truckloads of health, making it a monster when given the right items. It eventually even got the ability to gain attributes from items, gaining stat bonuses and attack damage like any other Universal hero.
* MechanicallyUnusualFighter: Unlike every other summon in the game that isn't a clone, the Spirit Bear is functionally a fully-fledged hero in its own right. It has its own backpack and inventory, benefits from attribute bonuses (but has no attribute growth of its own), can use most runes, and even has its own Aghanim's Scepter and Aghanim's Shard upgrades.
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** To the {{Literature/Twilight}} fandom.

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** To the {{Literature/Twilight}} [[Literature/TheTwilightSaga Twilight]] fandom.

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* PandaingToTheAudience: His race is very panda-like. The relation becomes more apparent when you look at his previous skin and ancestral spirits. He even used to be a [[VideoGame/{{Warcraft}} Pandaren]] in the original [=DotA=].



* PandaingToTheAudience: Two of Lone Druid's cosmetic items, the Spirit of Calm and the Spirit of Anger, changes the appearance of the Spirit Bear to that of a giant panda or red panda.
* PointyEars

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* PandaingToTheAudience: Two of Lone Druid's cosmetic items, the Spirit of Calm and the Spirit of Anger, changes the appearance of the Spirit Bear to that of a giant panda or red panda.
*
%%* PointyEars

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* DefogOfWar: ''Call of the Wild'''s Scout Hawk is one of the best examples of this. It can fly over cliffs and grants flying vision in a large radius.



* SomeDexterityRequired: Because he can summon units with ''Call of the Wild'', proper Beastmaster play revolves around being able to micromanage where you place them and how you use them.

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* SomeDexterityRequired: Because he can summon units with the boars summoned by ''Call of the Wild'', Wild'' are controllable, proper Beastmaster play revolves around being able to micromanage where you place them and how you use them.



* SuicideAttack: Aghanim's Shard provides Beastmaster's Hawks with the ability ''Dive Bomb'', which allows them to fly towards an enemy, dealing damage and stunning them upon impact while instantly killing the hawk itself.



* WeaksauceWeakness: While Chen's creeps can be quite powerful in the right hands, they can become easy prey against abilities that can instantly kill creeps. This means that Chen can become helpless against Hand of Midas, Doom's ''Devour'', Enigma's ''Demonic Conversion'', and so on. This weakness can be alleviated by getting Aghanim's Shard, since Ancient creeps are immune to all of these abilities except for Lifestealer's ''Infest'', ''Devour'' and ''Enchant'' with a level 20 talent.

to:

* WeaksauceWeakness: While Chen's creeps can be quite powerful in the right hands, they can become easy prey against abilities that can instantly kill creeps. This means that Chen can become helpless against Hand of Midas, Doom's ''Devour'', Enigma's ''Demonic Conversion'', ''Devour'' and so on. This weakness can be alleviated by getting Aghanim's Shard, since Ancient creeps are immune to all of these abilities except for Lifestealer's ''Infest'', ''Devour'' and ''Enchant'' with a level 20 talent.



* CastFromHitPoints: ''Demonic Conversion'' costs both health and mana to cast.



* EnemySummoner: ''Demonic Conversion'' turns friendly or enemy creeps into three Eidolons, which are capable of self-replicating on successful attacks. Casting it on allied creeps instantly denies them, while casting it on enemy/neutral creeps will instantly kill them, making it a highly flexible spell (you can even cast it on existing Eidolons, since their timer is extended when they multiply). However, you can't use it on higher-level jungle creeps, and you can't use it to deny your own flagbearer creep.

to:

* EnemySummoner: ''Demonic Conversion'' turns friendly or enemy creeps summons into three Eidolons, which are capable of self-replicating on successful attacks. Casting it on allied creeps instantly denies them, while casting it on enemy/neutral creeps will instantly kill them, making it a highly flexible spell (you can even cast it on existing Eidolons, since their timer is extended when they multiply). However, you can't use it on higher-level jungle creeps, and you can't use it to deny your own flagbearer creep.attacks.



* MoneyMultiplier: With ''Demonic Conversion'', Enigma is THE fastest early game jungler in the entire game, which allows him to farm up really fast, meaning that he's rarely starved for money unlike most other supports. Good Enigma gameplay primarily revolves around farming up utility items to give the team a huge advantage or making sure he can land a good ''Black Hole''.



* SpawnBroodling: ''Demonic Conversion'' instantly kills a creep (friendly or enemy) and summons 3 Eidolons at its place.



[[folder:'''Io''', the Guardian Wisp]]
[[quoteright:256:https://static.tvtropes.org/pmwiki/pub/images/Io_4337.png]]
[[caption-width-right:256:[-[[https://gamepedia.cursecdn.com/dota2_gamepedia/6/66/Wisp_Spawn_respawn.mp3 "..."]]-] ]]

Io is the Guardian Wisp, a omnipresent Fundamental who embodies the inscrutable forces that bind particles together. It has travelled across countless realities, its physical presence only briefly perceptible on this plane of existence through the manipulation of the natural laws that keep matter together. Although it is a being beyond our understanding, one thing is clear: Io is a force for goodness and cooperation, helping others and strengthening them through its dominion over the cosmic powers that hold the universe together.\\

to:

[[folder:'''Io''', [[folder:Carl, the Guardian Wisp]]
'''Invoker''']]
[[quoteright:256:https://static.tvtropes.org/pmwiki/pub/images/Io_4337.org/pmwiki/pub/images/Invoker_5947.png]]
[[caption-width-right:256:[-[[https://gamepedia.cursecdn.com/dota2_gamepedia/6/66/Wisp_Spawn_respawn.com/dota2_gamepedia/0/09/Invo_begin_01.mp3 "..."So begins a new age of knowledge."]]-] ]]

Io is the Guardian Wisp, a omnipresent Fundamental who embodies the inscrutable forces that bind particles together. It has travelled across countless realities, its physical presence only briefly perceptible on this plane of existence through the manipulation
]]
->'''Voiced by: ''' Dennis Bateman (original), Jack Fisher (Acolyte
of the natural laws Lost Arts persona)

In its earliest days, the magical arts required not wands, but great amounts of memorization: each spell had its own unique and complex formula needed to cast it, and as a result it was rare for a single magician back then to know more than three or four incantations. It is hard to imagine then
that keep matter together. Although it is a being beyond our understanding, one thing is clear: Io is a force person, the Invoker, had the sheer intellect to memorize at least ten different spells, each of which he can cast without much effort. In fact, he has learned many more invocations during his life, which he willingly allows himself to forget in order to save his brainpower for goodness and cooperation, helping others and strengthening them through only the best spells. One such spell, the Sempiternal Cantrap, which grants its dominion over caster near-eternal life. As a result of this spell, the cosmic powers that hold the universe together.Invoker has been around for centuries, but unlike most of its users, he proudly flaunts his longevity openly. After all, a genius of his caliber fears no one.\\



"Support" is the watchword for Io the Guardian Wisp. It excels at controlling its lane by keeping its allies healthy and heavily harassing enemies, and is capable of saving allies from near-certain death with its very powerful support kit. The cornerstone of Io's arsenal is ''Tether'', which connects Io and another unit with a spirit tether. The tether increases the movement speed of Io and the tethered ally, and depending on Io's health and mana regeneration rate, the tethered unit receives 1.5x the amount recovered. Finally, any enemy that cross the tether will be slowed. The ability also allows Io to quickly jump to an ally's location when cast from long range, making it a potent escape mechanism as well. Io's second ability summons a ring of five ''Spirits'' to dance around it, detonating on contact with heroes and dealing damage in a small area. Io can increase or decrease the ring's radius at will to zone enemies out, provide long-range harassment, or finish off fleeing enemies. With Aghanim's Scepter, ''Spirits'' becomes a passive ability; Io will constantly summon Spirits over time to a maximum of five. Io's third ability, ''Overcharge'', greatly increases its attack speed and provides damage resistance when active over 8 seconds. The bonuses are also applied to ''Tethered'' allies, allowing Wisp to turn a carry into a real powerhouse in conjunction with the heal from ''Tether''. Its ultimate, ''Relocate'', teleports Io any location on the map for a short time before returning it to the cast location. Io can bring a ''Tethered'' ally along for the ride both on cast and on the return trip, opening up the potential for near-impossible ganks and death-defying escapes.\\
\\
In ''Dota Underlords'', Io is a tier 3 hero. Its ability, ''Tether'', pulls Io to an ally, granting it increased attack speed and damage reduction. It can also use ''Relocate'' to warp out of the battlefield for a few seconds, bringing a dead hero back to life with full health alongside it.

to:

"Support" The Invoker is the watchword for Io the Guardian Wisp. It excels at controlling its lane by keeping its allies healthy an unorthodox Universal hero, generally played as a midlane carry and heavily harassing enemies, and is capable of saving allies from near-certain death with its very powerful support kit. initiator. The cornerstone of Io's arsenal is ''Tether'', abilities he learns by leveling up are simple reagents, manifesting as orbs which connects Io grant him control over one of three elements and another unit with a spirit tether. The tether provide bonuses while active. Invoker can have up to three orbs active at any one time, and activating one reagent adds an orb of that reagent (replacing the oldest if he already has three). ''Quas'' grants manipulation of ice and bonus health regeneration, ''Wex'' allows manipulation of electricity and bonus movement and attack speed, and ''Exort'' gives access to fire and increases the movement speed of Io and the tethered ally, and depending on Io's health and mana regeneration rate, the tethered unit receives 1.5x the amount recovered. Finally, any enemy that cross the tether will be slowed. The ability also attack damage. Invoker's true potential, however, lies in his ultimate ability, which allows Io him to quickly jump to an ally's location when cast ''Invoke'' one of ten spells based on the active reagents. These spells are not leveled directly; instead, their power is dependent on the levels of the appropriate reagents. Invoker's arsenal gives him a plethora of options, from long range, making it a potent escape mechanism as well. Io's second ability summons a ring of five ''Spirits'' to dance around it, detonating on contact debilitating foes with heroes ''Cold Snap'', ''Tornado'' and dealing damage in a small area. Io can increase or decrease the ring's radius at will ''Ice Wall'', to zone enemies out, provide long-range harassment, or finish pushing lanes with ''Forge Spirits'' and ''Alacrity'', to devastating enemy teams with ''EMP'', ''Chaos Meteor'', and ''Deafening Blast'', to picking off fleeing enemies. With Aghanim's Scepter, ''Spirits'' becomes a passive ability; Io will constantly summon Spirits over time to a maximum of five. Io's third ability, ''Overcharge'', greatly increases its attack speed and provides damage resistance when active over 8 seconds. The bonuses are also applied to ''Tethered'' allies, allowing Wisp to turn a carry into a real powerhouse in conjunction enemies with ''Sun Strike'', on top of making a quick getaway with ''Ghost Walk''. While difficult to learn, he is not to be taken lightly, as the heal from ''Tether''. Its ultimate, ''Relocate'', teleports Io any location on only limits the map for a short time before returning it to the cast location. Io can bring a ''Tethered'' ally along for the ride both on cast and on the return trip, opening up the Arsenal Magus's potential for near-impossible ganks and death-defying escapes.\\
\\
In ''Dota Underlords'', Io is a tier 3 hero. Its ability, ''Tether'', pulls Io to an ally, granting it increased attack speed and damage reduction. It can also use ''Relocate'' to warp out of
knows are the battlefield for a few seconds, bringing a dead hero back to life with full health alongside it.ones imposed by the player behind the controls.



* AchillesHeel: Debuff immunity cancels out most of his arsenal, which is a death sentence for a scaling nuke-based hero who can't simply rely on early game power, then hand the reigns to physical fighters later.
* AdaptationNameChange: In the original ''[=DotA=]'', Invoker's name was Kael, which obviously cannot be ported to ''Dota 2'', as it was also the name of a ''VideoGame/{{Warcraft}}'' character, so he was renamed 'Carl', according to several lines of himself, Undying and Mirana.
* AnimeHair: Two of Invoker's Immortals, the Magus Apex and the second style of the Dark Artistry Hair (which is implicitly based on the Magus Apex), are big manes of spiky, blond, glowing, gravity-defying hair.
* TheArchMage: When it comes to the sheer variety of spells known, the Invoker is unmatched, having access to over ten spells when most other magi barely reach four.
* AscendedMeme: His name, Carl, comes from [[http://www.playdota.com/forums/showpost.php?p=2348598&postcount=9 a Google Translate of a "leaked" changelog]]. The original Invoker was named 'Kael', after a ''{{VideoGame/Warcraft}}'' character. When a fake Chinese changelog was posted on the [=PlayDota=] forums, it was Google Translated, and "Kael" was translated as "Carl". In Dota 2, where the name Kael cannot be reused for legal issues, Invoker is renamed to 'Carl', according to several lines of himself, Undying and Mirana.
-->'''Icefrog, commenting on the Invoker "nerf"''': Carl had it coming.
-->'''Invoker:''' [[https://gamepedia.cursecdn.com/dota2_gamepedia/8/81/Invo_rare_05.mp3 Behold before you, the illustrious, the imperious, ingenious archmage… CARL.]]
-->'''Undying:''' [[https://gamepedia.cursecdn.com/dota2_gamepedia/0/08/Undying_ally_10.mp3 Carl? Is that you?]]
* BadassBookworm: Invoker is a genius and has the second highest intelligence growth, and it is generally a bad idea to underestimate him in combat.
* BadassLongRobe
* BeamSpam: With Aghanim's Scepter, Invoker can use ''Cataclysm'' to cause 2 random ''Sun Strike''s to fall on all nearby enemies (after the normal delay). In a big teamfight, this can get messy quickly as the enemy heroes try to dodge all the 10 ''Sun Strike''s that are about to fall on their heads.
* BlackMage: Except for ''Ghost Walk'' and ''Alacrity'', 8 out of Invoker's 10 spells are offensive to some degree, and even then, ''Alacrity'' is an offensive buff.
* BoringButPractical: Being able to cast ''Cataclysm'' with Aghanim's Scepter is well and good, but the bonus stats to all his spells is just as much of an incentive for Invoker to grab a Scepter because Invoker is all about scaling his spells into the late-game.
* CallingYourAttacks: In three different ways, no less. He can call out the spell's name, call the spell's ''Invoke'' combination, or use the spell's proper lore name (listed as FlavorText on the spells themselves). For instance, ''Sun Strike'' can be called out as any of the following:
--> "Sun Strike!"\\
"Exort Trionis!"\\
"Harlek's Incantation of Incineration!"
* CanisLatinicus: Some of the responses for his spells.
* CastingAShadow: The Dark Artistry set adds a purplish shadow tint to Invoker's ''Tornado'' and ''Deafening Blast''.
* ChildProdigy: The "Acolyte of the Lost Arts" hero persona turns Carl into a younger version of himself. He's just as powerful and talented as the adult version. In the lore, it's said that he was the star pupil at his academy.
* ColonyDrop: ''Chaos Meteor'' pulls an asteroid from orbit and throws it at the target point, where it will roll and deal damage to anything in its path. It rolls farther the more ''Wex'' levels you have, and deals more damage the more ''Exort'' levels you have.
* {{Combos}}: Invoker play revolves around [[SimpleYetAwesome mostly using two effective skills in a combo]] since ''Invoke'''s cooldown is too long early on to do much more other than for special emergencies. Using ''Deafening Blast'' to keep enemies in the area of ''Chaos Meteor'' to inflict serious damage, ''Tornado'' to prevent enemies from escaping the area of ''EMP'' before it detonates, and using ''Forge Spirits'' to trigger ''Cold Snap''s lock down and capitalize on it with physical damage are the three primary combos, each primarily focusing on two reagents.
* ConfusionFu: Invoker has three "reagents", which grant stat bonuses as well as minor regeneration, movement and attack speed, or damage bonuses when active; and ''Invoke'', which gives Invoker a spell based on which reagents are active at the time. Since there are ten possible combinations and the effects include [[SummonMagic summoning]], [[StatusBuff buffing]], disabling, creating temporary walls, four different attack spells ([[KillSat one with unlimited range]]), and turning [[{{Invisibility}} invisible]], it's very difficult to tell what an Invoker will do next. Since Invoker is limited to having two spells ready at a time, it also makes him DifficultButAwesome.
* CooldownManipulation: Each instance of ''Wex'' reduces the cooldown of Invoker's spells.
* CrosshairAware: When Invoker uses ''Cataclysm'', each ''Sun Strike'' is fully audible and visible to the enemy (as opposed to the normal ''Sun Strike'', which can only be seen and heard by his team), which, combined with the spell's standard delay, provides the enemy with enough time to get the hell away if not prevented from doing so by a disable.
* DeathFromAbove: ''Chaos Meteor'' and ''Sun Strike''. The latter is a beam that [[KillSat can be fired anywhere on the map]] that can be upgraded into ''Cataclysm'', which casts extra 2 ''Sun Strike'' around all heroes.
* DelayedExplosion: ''EMP'' takes some seconds after casting to activate. Because of this, a good setup skill, usually ''Tornado'', is essential for Invoker to land a good ''EMP''.
* DifficultButAwesome: Widely considered to have the most complex skill set in the game (though not the hardest character to actually use, as that title goes to Meepo). Not only does casting his spells require good memory of which reagents are required for each spell, the amount that each reagent is leveled drastically affects how powerful each spell is. For instance, ''Deafening Blast'', which requires one of each reagent, can affect the enemy completely differently depending on how much you've leveled each reagent, since each one controls a completely different variable, so it can either do only damage, only stun, or only disarm the enemy, or anything inbetween. This makes it hard to use Invoker effectively if you don't level the proper reagents for maxing out the power of specific spells for specific builds or situations. But once you get it down, Invoker is easily the most flexible caster in the game (with even Rubick coming in second), capable of queuing up whatever spell is required at will, casting it, and quickly Invoking another spell to cast while the others are on cooldown. A good Invoker who has enough mana and Octarine Core can potentially cast one spell every two seconds (barring the cooldown of each individual spell stopping him). That being said, his actual combos aren't very difficult to land, especially when compared to abilities such as Mirana's ''Sacred Arrow''. Most of them just consist of shooting two skills right after each other at the same location, such as his bread-and-butter combos of each build. The difficulty lies in memorizing the combinations for the spells and being able to reliably ''Invoke'' them while under pressure from the enemy.
** ''Sun Strike'' is this, amongst Invoker's spells. It deals spread out damage over a small area and has a long delay, forcing players to predict their victim's movement and assure that no creep wave will come to shield him. But good ''Sun Strike''s can be used to snipe enemies from pretty much everywhere on the map, even near the fountain where they think they're safe.
** However, for the most part,
* EarlyInstallmentWeirdness: The first version of Invoker had a whopping '''27''' spells, and the order of the reagents mattered for ''Invoke''. This was ultimately scrapped [[CoolButInefficient for being a nightmare to learn, play, code, and balance]], and Invoker was removed from the game entirely for a time before being reintroduced with his current 10 spells.
* ElementalPowers: He is perhaps the most glorious user of such powers; manipulation of each element grants certain spell powers and a temporary buff to a related skill.
** ''[[AnIcePerson Quas]]'' provides extra HP regen while active, and increases the duration and intensity of the debuffs of his spells.
** ''Wex'' (a combination of ShockAndAwe and BlowYouAway) grants extra attack and movement speed while active, and buffs his spells' range or area of effect.
** ''[[PlayingWithFire Exort]]'' increases attack damage while active, and Exort-based spells tend to focus on raw damage.
* {{EMP}}: The name of one of his abilities, which deals damage, burns mana and returns part of that mana to Invoker.
* FastAsLightning: Having Wex reagents active, which are associated with lightning, grants increased movement speed.
* FireIceLightning: The basic reagents of his spells are Quas (Ice), Wex (Storm), and Exort (Fire).
* FlamingMeteor: Chaos Meteor deal damage-over-time when a foe touches the meteor. The distance of the meteor and the damage is based on his current power of Wex and Exort, respectively. It takes time for the meteor to land and move, so synergy with his other skills is necessary for maximum damage.
* FloweryElizabethanEnglish: When he's not speaking in CanisLatinicus.
* {{Foil}}: To Rubick, both are arguably the most generic mage-type heroes, with no additional theme; Invoker wears white and gold, Rubick dresses in black and green; Invoker's practically a walking mass of ego while Rubick's a NiceGuy; Invoker only uses the 10 spells he has, seeing everything else as beneath him and isn't all that bright, relying on his memory; Rubick on the other hand, is very adaptable and a quick learner, but is also rather forgetful.
* FunctionalMagic: His ability to cast magic lies in his excellent memory.
* FunWithAcronyms: His responses give creative definitions for ''{{EMP}}'' such as "Extractive Mana Pulse" "and "Endoleon's Malevolent Perturbation". ''Quas Wex Exort'' are more obvious, with the first letters for each being the keyboard hotkeys for those skills.
* GaleForceSound: ''Deafening Blast'' knocks victims back and temporarily disables their right-click attack.
* HarmlessFreezing: While ''Cold Snap'' and ''Ice Wall'' do deal damage, it's mostly incidental next to the stun and area slow.
* HealingFactor: Invoker gains bonus HP regeneration if he has ''Quas'' orbs active (which stack directly with each other). This allows him to shrug off harass damage fairly reliably in-lane, and replenish health over time with enough levels of ''Quas''.
* IHaveManyNames: Acquired from all the ages he's lived, but his name of power is... CARL.
* InsufferableGenius: Constantly prattles on about his ([[KnowNothingKnowItAll Supposedly]]) superior intelligence.
* {{Invisibility}}: ''Ghost Walk'' turns Invoker invisible immediately (meaning there's no fade time), and slows enemies nearby depending on his ''Quas'' levels. While it initially makes him slower as well, he can start moving at normal speed (or even faster) once he has four or more levels of ''Wex''.
* ItsAllAboutMe: Basically, to him, there's two kinds of people in the world: Him, and people that aren't him, the latter of which are worthless.
-->'''Invoker''': [[https://gamepedia.cursecdn.com/dota2_gamepedia/2/2d/Invo_death_07.mp3 "All that matters, perishes with me."]]
-->'''Invoker''': [[https://gamepedia.cursecdn.com/dota2_gamepedia/0/02/Invo_rare_02.mp3 "The universe depends on what I can remember of it."]]
* JackOfAllTrades: Because of his massive stock of spells, Invoker can be built to fill almost any utility role that his team needs, whether it's ''Quas-Wex'' for crowd control, ''Wex-Exort'' for pushing and damage output, or ''Quas-Exort'' for single-target damage and pickoffs.
* {{Jerkass}}: Claims he did all the work after a win, doesn't acknowledge his enemies' existence, and doesn't even ''bother to learn who's on his side''.
* KillItWithFire: Exort, the reagent associated with fire, gives Invoker bonus attack damage while active. Exort-based spells likewise form the bulk of Invoker's damage output, and leveling Exort tends to increase those spells' raw damage.
* KillSat: ''Sun Strike'' has a global range and deals Pure damage. Its damage is distributed evenly on all enemies hit, and it has a very small radius, on top of having a 1.7 second strike delay (requiring players to LeadTheTarget), however it can be used to snipe enemies anywhere on the map, even in their fountain where they think they're safe.
* KnowNothingKnowItAll: Despite his constant claims of being ''the'' smartest, his actual intelligence is unremarkable, largely getting by through memorization -- and even that can fail if you mess up the spell combinations. This is ultimately zigzagged: while he ''is'' capable of learning other spells, he prefers not to ''remember'' them (presumably to make space for his own ego) and he does boast the second highest Intelligence growth in the game, after Pugna, although his ''base'' intelligence makes him hard to take seriously.
* KungFuWizard: Gaster, the wizard who invented the ''Alacrity'' spell in-lore, was implied to be one of these by the description of the Magus Accord Immortal item. The spell in question lets Invoker become one as well by giving him a surprising amount of physical damage output, particularly if he also has ''Exort'' orbs active.
* LeadTheTarget: ''Sun Strike'' has a delay before inflicting its damage, requiring a good Invoker player to predict where the target will be in the next few seconds.
* LeaningOnTheFourthWall: His background story leans heavily on Dota 2's metagame; only a few heroes have more than four abilities (Aghanim's Shard and/or Scepter notwithstanding), and even then there's usually at least one passive among them. The ability for any player to use Invoker well depends on their memory of which reagents are required for each spell, as well as their knowledge of how powerful those spells are based on how many levels are in each reagent. Also, his story mentions him learning and then purging from his mind many spells, possibly as a reference to [[MythologyGag the 27-spell Invoker from the early days of DotA]].
* LifeDrain: Each instance of ''Quas'' grants Invoker a stacking bonus to spell lifesteal.
* LimitedMoveArsenal: Invoker can only hold two spells at a time. Leveling up his ultimate shortens its cooldown, but good Invoker play involves being able to juggle all the spells and Invoke what's needed beforehand while removing spells that are on cooldown.
* LinearWarriorsQuadraticWizards: Played straight with Invoker, making it an inversion to how the trope is often played in Dota. He is one of the best scaling nukers in the game: while most nukers start off powerful, peak at level 18 with a level 3 ultimate (and Aghanim's Scepter if applicable) and then start to fall off as their damage stops scaling, Invoker's spells scale with levels of his orbs all the way from level 1 to level 25, making him extremely level-dependent but allowing him to remain useful into the late game.
* ManaBurn: Invoker's ''EMP'' ability lays down an electric blast over a massive area that explodes 2.6 seconds after he casts it. Any enemies in the area will have a part of their mana pool destroyed (based on the levels of ''Wex''), and half of that amount converted into damage done to them.
* ManaDrain: Half of the mana destroyed by ''EMP'' is given to Invoker.
* MonochromaticEyes
* MysticalWhiteHair: The Trials of the Blackguard Magus and Dark Artistry sets come with manes of bleached-white hair. He also appears to have platinum blonde hair in his portrait, giving off this effect, though his in-game model is more of a golden blonde.
* {{Narcissist}}: Just to give an idea of how bad he is compared to the other egomaniacs in this game (who also have plenty of "Look at me!" or "I am the best!" lines): Invoker is the only hero to have zero special interactions with other heroes, like greeting an ally, taunting a rival or acknowledging a WorthyOpponent. Nope, he is so self-absorbed he doesn't bother to learn anyone's names, they mean nothing to him. Even in his "Acolyte of the Lost Arts" persona, where he do bother acknowledging certain heroes, his ego is still there.
-->'''Invoker (killing a foe)''': [[https://gamepedia.cursecdn.com/dota2_gamepedia/2/2e/Invo_kill_03.mp3 Whatever THAT was, twas scarcely worth my notice.]]
* NonStandardSkillLearning: Unlike any other hero in the game, Invoker cannot directly learn his various spells via leveling up; he must first skill the necessary reagents for the spell, then ''Invoke'' (itself an innate ability that is known from level 1 and cannot be put skill points into) them in the correct order to temporarily gain access to that skill.
* PaletteSwap: The cosmetic Forged Spirit [[https://dota2.gamepedia.com/File:Cosmetic_icon_Sentinel_of_the_Blackguard_Magus.png Sentinel of the Blackguard Magus]] bears more than a passing resemblance to Ancient Apparition.
* PetTheDog: If he's healed by an item used by an ally, Invoker still has enough decency to thank them, despite being a {{Jerkass}} {{Narcissist}} [[ItsAllAboutMe on a very high caliber]]. Compare with Troll Warlord, who doesn't even thank the healer.
* PlanarShockwave: With one of his level 25 talents, ''Deafening Blast'' becomes a massive circular explosion.
* PowerMakesYourHairGrow: The Magus Apex Immortal hair, which looks much more prominent than Invoker's default hairstyle.
--> ''The Sol Apex Incantation, forgotten for [[ShoutOut over nine thousand]] years, promised its caster the chance to touch the sun, bathe in its blinding glory, and harness its most scalding wrath. Only one would dare be so bold.''
* ThePowerOfTheSun: ''Sun Strike'' focuses the sun's rays into a powerful beam of energy which can be aimed at any point on the map.
* Really700YearsOld: Due to the Sempiternal Cantrap.
* SesquipedalianLoquaciousness
* ShouldersOfDoom: The rather aptly named cosmetic Heaven-Piercing Pauldrons extend at least half a metre over Invoker's height. Apparently they serve as a reminder that even the depthless celestial realm is vulnerable to being punctured by Invoker's power.
* ShoutOut:
** His death animation is very similar to [[Series/DoctorWho timelord regeneration]].
** The Magus Apex Immortal item gives him [[Franchise/DragonBall Super Saiyan]] hair. Made more obvious by the description, which makes a point of stating that the incantation was forgotten for "over nine thousand years."
* SomeDexterityRequired: Managing Invoker's spells early on can be (comparatively) straightforward once you learn which reagents are required for certain spells, since there's still at least a few seconds' cooldown on ''Invoke'', giving you plenty of time to think about what spell you need next. However, since the cooldown of ''Invoke'' decreases with each level Invoker has in his orbs, a high-level Invoker can essentially cast spells as quickly as he can press the keys (barring their individual cooldowns), as with all orbs maxed out ''Invoke'' has only a ''0.7'' second cooldown; making the most of this requires the player to press ''seven keys per second''.
* SpecialPersonNormalName: His true name of power is ''Carl''.
-->'''Invoker:''' [[https://gamepedia.cursecdn.com/dota2_gamepedia/1/18/Invo_rare_04.mp3 Throughout the aeons I have been known by many names… but my true name of power… is Carl.]]
* SquishyWizard: While Invoker has the second highest Intelligence growth in the game and a very wide array of spells, his Strength and Agility are both fairly lacking. He could counteract this by taking levels in Quas, as it gives him bonus Strength per level.
* StatusBuffDispel: Tornado can remove buffs similar to Eul's Scepter of Divinity.
* SummonMagic: ''Forge Spirits'' summons a minion to fight alongside you. With the appropriate level 15 talent, Invoker will summon two of them instead of one.
* SuperSpeed: Invoker starts out with the lowest base movement speed in the game, but gains bonus movement and attack speed with active ''Wex'' orbs. With enough levels of ''Wex'' and an active ''Ghost Walk'', Invoker can move quite quite quickly, to say nothing of his recommended item build including various movement speed items like Eul's Scepter and Phase Boots.
* TimeTravel: The Acolyte of the Lost Arts hero persona represents a version of Carl who learnt a time travel spell when he was a child, and used it to jump into the future and take the place of the adult Invoker.
* TornadoMove: ''Tornado'' throws a tornado at the enemy in a straight line, disabling them for a certain amount of time (based on Invoker's ''Quas'' level). It has an absurdly long range if you level ''Wex'' enough (well beyond visual range starting at 4 levels).
* UnwantedAssistance: ''Tornado'' gives the enemy invincibility for the duration of the spell, and unlike most such effects, hits a large area. Invoker setting up ''his'' combo with ''Tornado'' can often completely screw up everyone else's combo as they drop their stuns and nukes into the ground while their targets are blown above.
* WizardsLiveLonger: Thanks to the Sempiternal Cantrap spell (which Invoker purged from his memories the moment he used it).
[[/folder]]

[[folder:'''Io''', the Guardian Wisp]]
[[quoteright:256:https://static.tvtropes.org/pmwiki/pub/images/Io_4337.png]]
[[caption-width-right:256:[-[[https://gamepedia.cursecdn.com/dota2_gamepedia/6/66/Wisp_Spawn_respawn.mp3 "..."]]-] ]]

Io is the Guardian Wisp, a omnipresent Fundamental who embodies the inscrutable forces that bind particles together. It has travelled across countless realities, its physical presence only briefly perceptible on this plane of existence through the manipulation of the natural laws that keep matter together. Although it is a being beyond our understanding, one thing is clear: Io is a force for goodness and cooperation, helping others and strengthening them through its dominion over the cosmic powers that hold the universe together.\\
\\
"Support" is the watchword for Io the Guardian Wisp. It excels at controlling its lane by keeping its allies healthy and heavily harassing enemies, and is capable of saving allies from near-certain death with its very powerful support kit. The cornerstone of Io's arsenal is ''Tether'', which connects Io and another unit with a spirit tether. The tether increases the movement speed of Io and the tethered ally, and depending on Io's health and mana regeneration rate, the tethered unit receives 1.5x the amount recovered. Finally, any enemy that cross the tether will be slowed. The ability also allows Io to quickly jump to an ally's location when cast from long range, making it a potent escape mechanism as well. Io's second ability summons a ring of five ''Spirits'' to dance around it, detonating on contact with heroes and dealing damage in a small area. Io can increase or decrease the ring's radius at will to zone enemies out, provide long-range harassment, or finish off fleeing enemies. With Aghanim's Scepter, ''Spirits'' becomes a passive ability; Io will constantly summon Spirits over time to a maximum of five. Io's third ability, ''Overcharge'', greatly increases its attack speed and provides damage resistance when active over 8 seconds. The bonuses are also applied to ''Tethered'' allies, allowing Wisp to turn a carry into a real powerhouse in conjunction with the heal from ''Tether''. Its ultimate, ''Relocate'', teleports Io any location on the map for a short time before returning it to the cast location. Io can bring a ''Tethered'' ally along for the ride both on cast and on the return trip, opening up the potential for near-impossible ganks and death-defying escapes.\\
\\
In ''Dota Underlords'', Io is a tier 3 hero. Its ability, ''Tether'', pulls Io to an ally, granting it increased attack speed and damage reduction. It can also use ''Relocate'' to warp out of the battlefield for a few seconds, bringing a dead hero back to life with full health alongside it.
----



* {{Synchronization}}: The Spirit Bear cannot attack when it reaches a certain distance away from the Lone Druid (except with Aghanim's Scepter), and when the bear is killed, Sylla will also take damage. ''Spirit Link'' will also cause Lone Druid to heal from the Spirit Bear's attacks, both will cast ''Savage Roar'' at the same time, and Sylla gains the bear's abilities in ''True Form''.

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* {{Synchronization}}: The Spirit Bear cannot attack when it reaches a certain distance away from the Lone Druid (except with (if the bear doesn't have Aghanim's Scepter), and when the bear is killed, Sylla will also take damage. ''Spirit Link'' will also cause Lone Druid to heal from the Spirit Bear's attacks, both will cast ''Savage Roar'' at the same time, and Sylla gains the bear's abilities in ''True Form''.



* LifeDrain: ''Sidekick'' grants both Marci and another ally lifesteal.

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* LifeDrain: ''Sidekick'' grants both Marci and another ally lifesteal.lifesteal as long as they aren't too far from each other.
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* CharacterSelectForcing: Although it has been averted since then, ''Cinder Brew'' is infamous for introducing what would have been the first Element-based mechanic in the game where the Brew ignite if hit with a specific set of Fire-based spell such as Lina or Jakiro. Due to the mechanic being universally criticized, least of all having synergy that is completely forced as opposed to ones that happen to work well together, this mechanic did not last long and was quickly changed so that it ignites upon being being struck with a set amount of any spell damage.

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Updated Clockwerk shard, added detail from Brew


* TheArtifact: Even though he now spawns four brewlings in the latest iteration of his ult, he still has quotes regarding the ability back from when it produces three. Lore-wise, however, [[AlcoholInducedIdiocy it is almost understandable]].



* CooldownManipulation: ''Overclocking'', granted by Aghanim's Scepter, will reset all of Clockwerk's ability cooldowns on cast, effectively giving him a discount Refresher Orb.



* ExplosiveOverclocking: ''Overclocking'' resets Clockwerk's ability cooldowns, grants him bonus movement and attack speed, and stuns him for a lengthy 4-second duration when the buff runs out.

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* ExplosiveOverclocking: ''Overclocking'' resets Clockwerk's ability cooldowns, grants him bonus movement and attack speed, and heavily improves all four of his abilities for a duration, then stuns him for a lengthy 4-second duration when the buff runs out.


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* SuperMode: ''Overclocking'' gives an upgrade to all four of his abilities: 'Battery Assault' now affects every enemy in its radius, 'Power Cogs' now grants Clockwerk bonus attack speed inside it, he can now fire extra flares per 'Rocket Flare' cast with reduced cooldown, and 'Hookshot' now stuns with a larger radius and duration. Some ExplosiveOverclocking added in a form of a long stun, however, to balance it out.

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* GameplayAndStorySegregation: Story wise, Io is among the most powerful heroes. It is a fundamental, exists everywhere at any time, and can extinguish sapient stars without issue. Gameplay wise, outside of its brief stint as a carry during patch 7.22, it is nowhere near as powerful as most other heroes on its own.



** In the lore, Io easily defeated Dawnbreaker, and then moved on to obliterate the entire order of the Children of Light who may very well be living stars.



* PowerFloats

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* PowerFloatsPowerFloats: Io visibly levitates above the ground. Considering it is also a fundamental, it also has the power to match.
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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: Dazzle runs around completely barefoot. At most, some of his cosmetics give him cloth ankle wrappings.



* DoesNotLikeShoes: Mirana wears a strap around her heel, mostly barefoot.

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* StoneWall: Abaddon can be a beast to take down thanks to his damage-absorbing shield and automatically-triggered invulnerability that also turns any damage he takes into health. Being able to live through practically any burst even from a blink initiation without the need of an Aeon Disk is something only Abaddon (and Wraith King) can boast. The trade-off is that his damage steroids ''Curse of Avernus'' doesn't scale very well with farm compared to a real carry.

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* StoneWall: Abaddon can be a beast to take down thanks to his damage-absorbing shield and automatically-triggered invulnerability that also turns any damage he takes into health. Being able to live through practically any burst even from a blink initiation without the need of an Aeon Disk is something only Abaddon (and Wraith King) can boast. The trade-off is that his damage steroids ''Curse of Avernus'' doesn't scale very well with farm compared to a real carry.carry (although his rework into a Universal hero improved his damage scaling significantly).



* AchillesHeel: While Bane is a great disabler, all his spells are single targeted[[note]]at least until he gets Aghanim's Shard, which gives ''Brain Sap'' an area of effect[[/note]], making him one of the worst pushers in the game.

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* AchillesHeel: While Bane is a great disabler, all his spells are single targeted[[note]]at least until he gets Aghanim's Shard, which gives ''Brain Sap'' an area of effect[[/note]], making him one of the worst pushers in the game. For the same reason, Lotus Orb makes a unit basically untouchable by Bane as everything he casts will get reflected onto Bane himself, including ''Fiend's Grip'' which gets cancelled instantly.



* SuicideAttack: Aghanim's Shard provides Beastmaster's Hawks with the ability ''Dive Bomb'', which allows them to fly towards an enemy, dealing damage and stunning them upon impact.

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* SuicideAttack: Aghanim's Shard provides Beastmaster's Hawks with the ability ''Dive Bomb'', which allows them to fly towards an enemy, dealing damage and stunning them upon impact.impact while instantly killing the hawk itself.



* ElementalPowers: After his ultimate (see LiteralSplitPersonality below).

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* ElementalPowers: After His four elemental aspects from ''Primal Split'' use the same elements as the four Spirit heroes: [[BlowYouAway Storm]], [[DishingOutDirt Earth]], [[PlayingWithFire Fire]], and [[PowerOfTheVoid Void]]. Brewmaster in his ultimate (see LiteralSplitPersonality below).regular form can channel them to a lesser degree with ''Drunken Brawler'', which gives him bonuses based on one of the four.



* LiteralSplitPersonality: His ultimate, ''Primal Split'', splits him into four elemental warriors, which function as individual heroes for the duration. ''Primal Companion'' allows him to call out one of them to his side.

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* LiteralSplitPersonality: His ultimate, ''Primal Split'', splits him into four elemental warriors, which function as individual heroes for the duration. ''Primal Companion'' allows him to call out one of them to his side.side, lasting until either it is killed, Brewmaster casts ''Primal Companion'' again to summon a new one, or Brewmaster uses ''Primal Split''.


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* StanceSystem: ''Drunken Brawler'' lets Brewmaster cycle through four stances corresponding to his ''Primal Split'' elements, each one granting a different benefit: Earth Stance gives him armor and health regeneration, Storm Stance grants movement speed and evasion, Fire Stance allows his attacks to deal critical hits, and Void Stance gives him status resistance and slows Brewmaster's attack targets. His current stance also determines which Brewling is summoned by ''Primal Companion''.
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Brewmaster is a very powerful DrunkenMaster, being able to inflict a lot of damage and take little damage in return. Brewmaster is able to stop his foes from escaping or fighting efficiently by using his ability ''Thunder Clap'' which creates a shockwave around him that slows and decreases movement speed on ground units around him. He can further ruin his opponents' coordination with ''Cinder Brew'', which slows enemies in an area and makes them confused, causing them to occasionally hit themselves when attacking. Should a target take a large amount of burst magic damage, the brew ignites, dealing damage over time; this effect can be refreshed by further instances of damage for the duration of ''Cinder Brew''. His third ability is ''Drunken Brawler'' which allows Mangix to switch between stances, giving him the ability to alternate between move speed and evasion, armor and magic resistance, or critical chance depending on what the situation requires. These effects are trippled for a short period after using Cinder Brew. Finally, making him even trickier to face, his ultimate ability ''Primal Split'' causes Mangix to split into 3 aspects of himself, each with their own stats and abilities. The three copies are: Earth Spirit, who is tanky, immune to magic, and can use ''Boulder'' to stun an enemy and have chance to deal damage in a close radius; Fire Spirit, who is the quickest and a fighter, burning enemies around him with ''Permanent Immolation,'': and Storm Spirit, the mage copy who can ''Dispel Magic'' which removes positive buffs and deals heavy damage to summoned targets, remove an enemy with ''Cyclone'' and make himself invisible with ''Wind Walk''. With Aghanim's Shard, ''Primal Split'' creates an additional Void Spirit, whose ''Astral Pulse'' disarms and slows nearby enemies.\\

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Brewmaster is a very powerful DrunkenMaster, being able to inflict a lot of damage and take little damage in return. Brewmaster is able to stop his foes from escaping or fighting efficiently by using his ability ''Thunder Clap'' which creates a shockwave around him that slows and decreases movement speed on ground units around him. He can further ruin his opponents' coordination with ''Cinder Brew'', which slows enemies in an area and makes them confused, causing them to occasionally hit themselves when attacking. Should a target take a large amount of burst magic damage, the brew ignites, dealing damage over time; this effect can be refreshed by further instances of damage for the duration of ''Cinder Brew''. His third ability is ''Drunken Brawler'' which allows Mangix to switch between stances, giving him the ability to alternate between move speed and evasion, armor and magic resistance, or critical chance chance, or status resistance and slowing his attack targets depending on what the situation requires. These effects are trippled tripled for a short period after using Cinder Brew. Finally, making him even trickier to face, his ultimate ability ''Primal Split'' causes Mangix to temporarily split into 3 aspects of himself, 4 Brewlings, each with their own stats and abilities. The three copies Brewlings are: Earth Spirit, Earth, who is tanky, immune to magic, and can use ''Boulder'' to stun an enemy and have chance to deal damage in a close radius; Fire Spirit, Fire, who is the quickest and a fighter, burning enemies around him with ''Permanent Immolation,'': Immolation''; and Storm Spirit, Storm, the mage copy Brewling who can ''Dispel Magic'' which removes positive buffs and deals heavy damage to summoned targets, remove an enemy with ''Cyclone'' and make himself invisible with ''Wind Walk''. With Walk''; and Void, who can use ''Astral Pull'' to force itself and another unit and a specified direction. Aghanim's Shard, Scepter unlocks the ability ''Primal Split'' creates Companion'', summoning a permanent Brewling corresponding to his current ''Drunken Brawler'' stance to accompany the Brewmaster. With his attunement to the spirits, Brewmaster is an additional Void Spirit, whose ''Astral Pulse'' disarms and slows nearby enemies.extremely daunting opponent capable of winning fights that few other heroes can survive.\\



* BoozeBasedBuff: Played straight with Brewmaster's ''Drunken Brawler'', which gives him various buffs depending on his active stance. Inverted with ''Cinder Brew'', which causes enemies to slow down and hit themselves.

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* BoozeBasedBuff: Played straight with Brewmaster's ''Drunken Brawler'', which gives him various buffs depending on his active stance. stance that grow stronger after he uses ''Cinder Brew''. Inverted with for opponents targeted by ''Cinder Brew'', which causes enemies to slow down and hit themselves.who instead get slowed.



* LiteralSplitPersonality: His ultimate, ''Primal Split'', splits him into four elemental warriors, which function as individual heroes for the duration.

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* LiteralSplitPersonality: His ultimate, ''Primal Split'', splits him into four elemental warriors, which function as individual heroes for the duration. ''Primal Companion'' allows him to call out one of them to his side.



* RandomNumberGod: Notable for having ''two'' forms of evasion, which ''aren't'' affected by diminishing returns. If you're trying to kill Brewmaster with autoattacks, you'll be there for quite some time.

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* RandomNumberGod: Notable ''Cinder Brew'' paired with Storm stance gives him a whopping 90% evasion for having ''two'' forms of evasion, which ''aren't'' affected by diminishing returns.a few seconds. If you're trying to kill Brewmaster with autoattacks, you'll be there for quite some time.



* SuperToughness: Brewmaster has fairly high strength gain and ''the'' highest evasion in the game, if he has both ''Cinder Brew'' and ''Drunken Brawler'' maxed out, only ''13%'' of autoattacks will actually hit him at all. This is in addition to dealing with his ultimate, which forces you to either fight them head on for a grand total of 20 seconds, or kill all 3 of them, no easy feat given that one's spell immune, another runs extremely fast, and the last can turn invisible. Escalated even ''further'' with Brewmaster's favored item build of Blink Dagger, Aghanim's Scepter, and Heart of Tarrasque, making his ult even ''harder'' to deal with, and then once it's over, letting him teleport away since Brewmaster himself never took damage during that duration and heal for a 3rd of his health while you were fighting the spirits. And if he hits level 25, he gets a talent that drops the downtime of ''Primal Split'' to a mere ''15 seconds''. ''Yeesh''.

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* SuperToughness: Brewmaster has fairly high strength Strength gain and ''the'' and, with the appropriate stances, he can either have one of the highest evasion values in the game, if he has both ''Cinder Brew'' game or a truckload of armor and ''Drunken Brawler'' maxed out, only ''13%'' of autoattacks will actually hit him at all.magic resistance. This is in addition to dealing with his ultimate, which forces you to either fight them head on for a grand total of 20 seconds, or kill all 3 of them, no easy feat given that one's spell immune, another runs extremely fast, and the last can turn invisible. Escalated even ''further'' with Brewmaster's favored item build of Blink Dagger, Aghanim's Scepter, Dagger and Heart of Tarrasque, making his ult even ''harder'' to deal with, and then once it's over, letting him teleport away after ''Primal Split'' ends since Brewmaster himself never took damage during that duration and heal also healed for a 3rd of his health while you were fighting the spirits. And if he hits level 25, he gets a talent that drops the downtime of Aghanim's Shard, ''Primal Split'' has doubled duration and can be cancelled at will, making him even harder to a mere ''15 seconds''. ''Yeesh''.catch.



Black Arachnia, the Broodmother is notorious for being one of the best pushers in the game. However, she is also an adept carry and ganker. Her playstyle is defined by her summoned units, the infamous spiderlings. With these, she is able to quickly overwhelm foes and buildings alike, decimating everything in her path in a matter of seconds. Her first skill, ''Spawn Spiderlings'' shoots a weaponized ball of her young into a target, dealing damage and causing the affected unit to [[ExactlyWhatItSaysOnTheTin spawn spiderlings]] if they are killed within the duration of a debuff. The aforementioned spiderlings also have the ability to slow and apply damage over time to enemies, and they can even spawn their very own spiderites, essentially miniature versions of themselves. Her second skill, ''Spin Web'' spawns a large-radius web, either near Broodmother's location or connected to any previously placed web, that gives her extra health regeneration, boosts her movement speed, and allows her to pass otherwise impassable terrain. However, only so many webs can exist on the battlefield at one time. Her third skill, ''Incapacitating Bite'' applies a movement slow and a chance to miss auto-attacks to any unit she attacks. And finally, her ultimate, ''Insatiable Hunger'' drives Broodmother into a frenzy, temporarily giving her a huge attack bonus and incredible lifesteal.\\

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Black Arachnia, the Broodmother is notorious for being one of the best pushers in the game. However, she is also an adept carry and ganker. Her playstyle is defined by her summoned units, the infamous spiderlings. With these, she is able to quickly overwhelm foes and buildings alike, decimating everything in her path in a matter of seconds. Her first skill, ''Insatiable Hunger'' drives Broodmother into a frenzy, temporarily giving her a huge attack bonus and incredible lifesteal. Her second skill, ''Spin Web'' spawns a large-radius web, either near Broodmother's location or connected to any previously placed web, that gives her and her spider spawn extra health regeneration and movement speed, and allows them to pass otherwise impassable terrain. However, only so many webs can exist on the battlefield at one time. Her third skill shoots a ''Silken Bola'' at a target, slowing it, causing it to miss some of its attacks, and causing all attacks against it to deal bonus damage. And finally, her ultimate ''Spawn Spiderlings'' shoots a weaponized ball of her young into a target, dealing damage and causing the affected unit to [[ExactlyWhatItSaysOnTheTin spawn spiderlings]] if they are killed within the duration of a debuff. The aforementioned spiderlings also have the ability to slow and apply damage over time to enemies, and they can even spawn their very own spiderites, essentially miniature versions of themselves. Her second skill, ''Spin Web'' spawns a large-radius web, either near Broodmother's location or connected to any previously placed web, that gives her extra health regeneration, boosts her movement speed, With the ability's low cooldown and allows her to pass otherwise impassable terrain. However, only so many webs can exist on the battlefield at one time. Her third skill, ''Incapacitating Bite'' applies a movement slow and a chance Spiderlings' ability to miss auto-attacks to any unit she attacks. And finally, her ultimate, ''Insatiable Hunger'' drives spawn more spiders, Broodmother into a frenzy, temporarily giving can quickly wash over her a huge attack bonus and incredible lifesteal.foes with an endless swarm of spiders.\\
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[[center: [- [[Characters/{{Artifact}} Artifact heroes]] -] ]]

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[[center: [- [[Characters/Dota2Personas Personas]] | [[Characters/{{Artifact}} Artifact heroes]] -] ]]
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* BladeOnAStick: Magnus' default weapon is a spear.
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* PowerUpLetdown: Chen's Aghanim Scepter allows his Neutral creeps to sacrifice their lives in order to heal a target ally based on the current level of ''Hand of God''. Even putting aside the fact that you're giving up a valuable creep that you probably won't get in a while, using one will put the others on cooldown so you can't continuously heal your allies to save them from being ganked. You're far better off buying Guardian Greaves or even a Lotus Orb with the same amount of gold as they can do everything that Chen's Scepter does but better.

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* PowerUpLetdown: Chen's Aghanim Scepter allows his Neutral creeps to sacrifice their lives in order to heal a target ally based on the current level of ''Hand of God''. Even putting aside the fact that you're giving up a valuable creep that you probably won't get in a while, using one will put the others on cooldown so you can't continuously heal your allies to save them from being ganked. You're far better off buying Guardian Greaves ganked or even gain huge advantage in teamfights, pretty much just making it a Lotus Orb with poor man's version of ''Hand of God''. With the same amount of gold as they required, a Guardian Greaves, Lotus Orb or even Holy Locket can do everything that Chen's Scepter does but better.

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Chen is a support hero that can bend creeps to his cause, and as such plays as an efficient jungler, ganker, and pusher. The crux of his kit is ''Holy Persuasion'', which lets him take control of a target creep and use the jungle creeps' abilities to his benefit. With Aghanim's Scepter, this even extends to the powerful Ancient Creeps. Additionally, using this ability on an allied unit will teleport it to your location after a short delay. He can also use ''Penitence'' to slow an enemy and increase the attack speed of those attacking it, making them more vulnerable to his creeps and teammates. ''Divine Favor'' is an aura which increases allies' health regeneration and damage, and also increases the effect of any healing they receive by 25%. The damage bonus is doubled for Chen's creeps and summons. Finally, Chen can rejuvenate and save his allies from literally anywhere on the map with his ultimate ability ''Hand of God'', which instantly heals all allied heroes and all of Chen's controlled units, with unlimited range. Armed with the power of enthrallment and the magic of the Fold, Chen is prepared to pass judgment on his enemies.\\

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Chen is a support hero that can bend creeps to his cause, and as such plays as an efficient jungler, ganker, and pusher. The crux of his kit is ''Holy Persuasion'', which lets him take control of a target creep and use the jungle creeps' abilities to his benefit. With Aghanim's Scepter, Shard, this even extends to the powerful Ancient Creeps. Additionally, using this ability on an allied unit will teleport it to your location after a short delay. He can also use ''Penitence'' to slow an enemy and increase the attack speed of those attacking it, making them more vulnerable to his creeps and teammates. ''Divine Favor'' is an aura which increases allies' health regeneration and damage, and also increases the effect of any healing they receive by 25%. The damage bonus is doubled for Chen's creeps and summons. Finally, Chen can rejuvenate and save his allies from literally anywhere on the map with his ultimate ability ''Hand of God'', which instantly heals all allied heroes and all of Chen's controlled units, with unlimited range. Armed with the power of enthrallment and the magic of the Fold, Chen is prepared to pass judgment on his enemies.\\


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* PowerUpLetdown: Chen's Aghanim Scepter allows his Neutral creeps to sacrifice their lives in order to heal a target ally based on the current level of ''Hand of God''. Even putting aside the fact that you're giving up a valuable creep that you probably won't get in a while, using one will put the others on cooldown so you can't continuously heal your allies to save them from being ganked. You're far better off buying Guardian Greaves or even a Lotus Orb with the same amount of gold as they can do everything that Chen's Scepter does but better.

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* StoneWall: Abaddon can be a beast to take down thanks to his damage-absorbing shield and automatically-triggered invulnerability that also turns any damage he takes into health. Being able to live through practically any burst even from a blink initiation without the need of an Aeon Disk is something only Abaddon (and Wraith King) can boast. However, his damage output is moderate without items, though if played as a carry he scales well with farm.

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* StoneWall: Abaddon can be a beast to take down thanks to his damage-absorbing shield and automatically-triggered invulnerability that also turns any damage he takes into health. Being able to live through practically any burst even from a blink initiation without the need of an Aeon Disk is something only Abaddon (and Wraith King) can boast. However, The trade-off is that his damage output is moderate without items, though if played as a carry he scales steroids ''Curse of Avernus'' doesn't scale very well with farm.farm compared to a real carry.



* CorrallingVacuum: ''Black Hole'' slowly pulls all affected enemies toward its core in addition to stunning them, making it easier for Enigma's teammates to follow up with their own [=AoE=] abilities.



** Using ''Relocate'' to its fullest potential is also very difficult, as you'll always need to keep an eye out for potential ganks, ''Tether'' someone and teleport near or onto where you want to gank after a channeling time. However you also have to be wary if other enemies are missing, as they could be [[SchmuckBait baiting you out]]. However, it is one of the only two skills in the game which can give global presence to any ally (the other being Underlord's ''Dark Rift'', whose cooldown is significantly longer and requires a unit to teleport to). Using ''Relocate'' to bring you and your lane partner behind unsuspecting enemies in either your own or another lane globally is a huge deal. This can be used to get your carry fed very quickly if your team is competent and you communicate your intentions. In addition to this, ''Relocate'' can be used in a big fight to bring someone to the fight who didn't get there in time, pull someone out who's about to die, or take someone back to heal quickly during the fight. ''Relocate'' requires you to be very cognisant of how your team is doing in a fight and what's needed most.

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** Using ''Relocate'' to its fullest potential is also very difficult, as you'll always need to keep an eye out for potential ganks, ''Tether'' someone and teleport near or onto where you want to gank after a channeling time. However you also have to be wary if other enemies are missing, as they could be [[SchmuckBait baiting you out]]. However, it is one of the only two skills in the game which can give global presence to any ally (the other being Underlord's ''Dark Rift'', ''Fiend's Gate'', whose cooldown is significantly longer and requires a unit to teleport to).longer). Using ''Relocate'' to bring you and your lane partner behind unsuspecting enemies in either your own or another lane globally is a huge deal. This can be used to get your carry fed very quickly if your team is competent and you communicate your intentions. In addition to this, ''Relocate'' can be used in a big fight to bring someone to the fight who didn't get there in time, pull someone out who's about to die, or take someone back to heal quickly during the fight. ''Relocate'' requires you to be very cognisant of how your team is doing in a fight and what's needed most.



** Lone Druid has twice the number of item slots compared to other heroes, 6 for Sylla himself and 6 for the Spirit Bear. In theory this means he can build 12 big items and outcarry anything the enemy throws at him. In practice games almost never last that long for him to amass the ridiculous amount of money needed to build the aforementioned 12 big items; and long before that (if the game hasn't ended already) the enemy carry should have enough farm to kill the bear in seconds (the bear itself doesn't scale with levels nor g and it's very hard to increase its durability with items), throwing 6 of your items down the drain. Lone Druid's damage steroids also don't scale as well to the late game compared to, say, Spectre or Medusa, and neither is his teamfight presence, so in the ultra late game his main strength is ratting, not fighting. Because of this, the unstoppable full 12-slotted Lone Druid is nothing more than a myth, and trying to go for it is suicide (as opposed to focusing on improving ''either'' the Druid or the bear and taking fights and towers early).

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** Lone Druid has twice the number of item slots compared to other heroes, 6 for Sylla himself and 6 for the Spirit Bear. In theory this means he can build 12 big items and outcarry anything the enemy throws at him. In practice games almost never last that long for him to amass the ridiculous amount of money needed to build the aforementioned 12 big items; and long before that (if the game hasn't ended already) the enemy carry should have enough farm to kill the bear in seconds (the bear itself doesn't scale with levels nor g stats and it's very hard to increase its durability with items), throwing 6 of your items down the drain. Lone Druid's damage steroids also don't scale as well to the late game compared to, say, Spectre or Medusa, and neither is his teamfight presence, so in the ultra late game his main strength is ratting, not fighting. Because of this, the unstoppable full 12-slotted Lone Druid is nothing more than a myth, and trying to go for it is suicide (as opposed to focusing on improving ''either'' the Druid or the bear and taking fights and towers early).



* CorrallingVacuum: ''Reverse Polarity'' instantly groups all affected enemies in front of Magnus in addition to stunning them for a few seconds, making it extremely easy for Magnus to follow up with a ''Horn Toss'' and ''Skewer'' combo to push them toward his teammates, who in turn would have a much easier job landing their own [=AoE=] abilities on multiple enemies. There's a reason ''Reverse Polarity'' is considered one of the best team fight abilities in the game, in spite of its comparatively low damage and small area of effect.



* MagicKnight: A common build for Magnus would be to get a Blink Dagger, then focus on DPS-increasing items to boost his damage output, as he has a fair bit of agility growth, a good damage steroid, and can hit large groups easily with his cleave and ''Reverse Polarity''. While not as effective as a traditional carry, it's still quite deadly.

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* MagicKnight: A common build for Magnus would be to get a Blink Dagger, then focus on DPS-increasing items to boost his damage output, as he has a fair bit of agility growth, a good damage steroid, and can hit large groups easily with his cleave and ''Reverse Polarity''. While not as effective as a traditional carry, it's still quite deadly.strong.


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* MeteorSummoningAttack: ''Starstorm'' calls down a wave of meteorites to hit enemy units around Mirana.

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* EmpathicHealer: Can heal allies at the cost of his own HP with ''Mist Coil''.

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* EmpathicHealer: Can heal allies at the cost of his own HP with ''Mist Coil''. This also has obvious applications with ''Borrowed Time'', causing it to heal Abaddon instead, and indeed is capitalized on by his Aghanim's Scepter upgrade causing him to passively fire ''Mist Coil'' at nearby allies when they take enough damage while ''Borrowed Time'' is active.



* TheJuggernaut: ''Borrowed Time'', on top of removing most debuffs and stuns like ''Aphotic Shield'', turns all incoming damage into health, meaning that any kind of damage will simply heal him right back up to full health. If Abaddon decides to focus on durability with items like Heart of Tarrasque and Aghanim's Scepter, then bringing him down in a teamfight becomes a chore in and of itself (on top of effectively wasting the enemy's damage nukes and time in trying to kill him, leaving his teammates comparatively unscathed and able to fight the enemy). And if he has Octarine Core on top of that, the enemy will often bring him low only to find ''Borrowed Time'' [[HereWeGoAgain off cooldown again]] due to the cooldown reduction...



* SkillGateCharacter: Abaddon works surprisingly well as a carry in pub games: he can dive towers fairly well with ''Borrowed Time'' and ''Aphotic Shield'' and get easily fed, ''Curse of Avernus'' makes him really hard to run away from, and he's quite tanky as well, especially when everyone has no idea that ''Borrowed Time'' will turn all damage that he takes into healing, causing them to continue to focus him even when ''Borrowed Time'' is active and heal him to full in a second, essentially tripling his effective HP. In high-level games, though, that rarely works well: he is a melee carry with little mobility making him vulnerable to kiting, ''Curse of Avernus'' isn't that good of a steroids (it only gives a flat 40 attack speed bonus, so a Lifestealer with equal farm will out-DPS an Abaddon with ease) and works for everyone on his team, and he needs to spam ''Mist Coil'' and ''Aphotic Shield'' to be effective in a fight but his cast time is slow, leading to consistent interrupts to damage-dealing which is NOT something a carry wants. Because of this, whenever played in professional games, Abaddon is most often played as an offlaner or semi-support, buying utility and aura items, healing and protecting his cores with ''Mist Coil'' and ''Aphotic Shield'', providing them with an additional damage steroids in ''Curse of Avernus'' and discouraging the other team to focus him with ''Borrowed Time''.

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* SkillGateCharacter: Abaddon works surprisingly well as a carry in pub games: he can dive towers fairly well with ''Borrowed Time'' and ''Aphotic Shield'' and get easily fed, ''Curse of Avernus'' makes him really hard to run away from, and he's quite tanky as well, especially when everyone has no idea that ''Borrowed Time'' will turn all damage that he takes into healing, causing them to continue to focus him even when ''Borrowed Time'' is active and heal him to full in a second, essentially tripling his effective HP. In high-level games, though, that rarely works well: he is a melee carry with little mobility making him vulnerable to kiting, ''Curse of Avernus'' isn't that good of a steroids (it only gives a flat 40 attack speed bonus, so a Lifestealer with equal farm will out-DPS an Abaddon with ease) and works for everyone on his team, and he needs to spam ''Mist Coil'' and ''Aphotic Shield'' to be effective in a fight but his cast time is slow, leading to consistent interrupts to damage-dealing which is NOT something a carry wants. Because of this, whenever played in professional games, Abaddon is most often played as an offlaner or semi-support, buying utility and aura items, healing and protecting his cores with ''Mist Coil'' and ''Aphotic Shield'', providing them with an additional damage steroids in ''Curse of Avernus'' and discouraging the other team to focus him with ''Borrowed Time''.Time'', although later reworks make him a much more viable carry by letting him proactively cause problems with Manta Style and ''Curse of Avernus'', in tandem with being made a Universal hero, letting him scale deceptively well.



* StoneWall: Despite being a support hero, Abaddon can be a beast to take down thanks to his damage-absorbing shield and automatically-triggered invulnerability that also turns any damage he takes into health. Being able to live through practically any burst even from a blink initiation without the need of an Aeon Disk is something only Abaddon (and Wraith King) can boast. However, ''Mist Coil'' and ''Aphotic Shield'' do not deal much damage, and his steroids, ''Curse of Avernus'', only gives a flat 40 bonus to attack speed, so Abaddon has trouble dishing out damage to the degree a (semi-)carry can.
* TakingTheBullet: With Aghanim's Scepter, ''Borrowed Time'' redirects 50% of all damage dealt to nearby allies to Abaddon. Since he heals from taking damage, this just makes him even ''more'' of a hindrance to his foe's offensive.

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* StoneWall: Despite being a support hero, Abaddon can be a beast to take down thanks to his damage-absorbing shield and automatically-triggered invulnerability that also turns any damage he takes into health. Being able to live through practically any burst even from a blink initiation without the need of an Aeon Disk is something only Abaddon (and Wraith King) can boast. However, ''Mist Coil'' and ''Aphotic Shield'' do not deal much damage, and his steroids, ''Curse of Avernus'', only gives a flat 40 bonus to attack speed, so Abaddon has trouble dishing out damage to the degree output is moderate without items, though if played as a (semi-)carry can.
* TakingTheBullet: With Aghanim's Scepter, ''Borrowed Time'' redirects 50% of all damage dealt to nearby allies to Abaddon. Since
carry he heals from taking damage, this just makes him even ''more'' of a hindrance to his foe's offensive.scales well with farm.



* WhyWontYouDie:
** ''Borrowed Time'', on top of removing most debuffs and stuns like ''Aphotic Shield'', turns all incoming damage into health, meaning that any kind of damage will simply heal him right back up to full health. If Abaddon decides to focus on durability with items like Heart of Tarrasque and Aghanim's Scepter, then bringing him down in a teamfight becomes a chore in and of itself (on top of effectively wasting the enemy's damage nukes and time in trying to kill him, leaving his teammates comparatively unscathed and able to fight the enemy).
** When played as a core, Abaddon can opt for Radiance and Octarine Core, which is already a fearsome combo due to Radiance's burn fuelling Octarine Core's lifesteal while wearing enemies down. Combined with Abaddon's high-level talents to reduce his cooldowns and increase ''Aphotic Shield'''s damage absorption, and he'll be shielding himself for 500 points every 4 seconds while healing like crazy from both Radiance and ''Aphotic Shield'' damage. Throw in ''Borrowed Time'', and the enemy will be forced to give him several seconds of free healing. And then they get him low again, only to find ''Borrowed Time'' [[HereWeGoAgain off cooldown again]] due to Abaddon's cooldown reductions... Yeah.



Atropos the Bane Elemental, otherwise known as Bane, is an incredibly powerful disabler generally played as a support, with a repertoire of debilitating spells allowing him to cripple multiple enemy heroes with ease. ''Brain Sap'' is a pure damage nuke that drains the enemy's health and gives it to Bane, making him a powerful harasser who can trade blows quite well. ''Nightmare'' puts the target into a fitful slumber, leaving it completely at the mercy of Bane and his allies. However, the target is briefly made invulnerable, and should anyone other than Bane attack the target, it will be woken up and the Nightmare transferred to the attacker. Not only can this spell be cast on both allies and enemies, but Bane can end the ''Nightmare'' at any time, allowing unusual plays through ''Nightmare'' manipulation. These spells apply ''Enfeeble'', a debuff that lowers magic resistance and status resistance for 8 seconds. Finally, Bane boasts one of the most powerful channeled disables in the game with his ultimate ability ''Fiend's Grip'', which holds the victim helplessly in place while draining mana and inflicting heavy damage for the duration of the channel. This spell can disable enemies even through spell immunity, making Bane a truly fearsome opponent.

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Atropos the Bane Elemental, otherwise known as Bane, is an incredibly powerful disabler generally played as a support, with a repertoire of debilitating spells allowing him to cripple multiple enemy heroes with ease. ''Enfeeble'' inflicts a debuff that both inflicts Pure damage over time and reduces the victim's attack damage and cast range, crippling most opponents. ''Brain Sap'' is a pure damage nuke that drains the enemy's health and gives it to Bane, making him a powerful harasser who can trade blows quite well. ''Nightmare'' puts the target into a fitful slumber, leaving it completely at the mercy of Bane and his allies. However, the target is briefly made invulnerable, and should anyone other than Bane attack the target, it will be woken up and the Nightmare transferred to the attacker. Not only can this spell be cast on both allies and enemies, but Bane can end the ''Nightmare'' at any time, allowing unusual plays through ''Nightmare'' manipulation. These spells apply ''Enfeeble'', a debuff that lowers magic resistance and status resistance for 8 seconds. Finally, Bane boasts one of the most powerful channeled disables in the game with his ultimate ability ''Fiend's Grip'', which holds the victim helplessly in place while draining mana and inflicting heavy damage for the duration of the channel. This spell can disable enemies even through spell immunity, making Bane a truly fearsome opponent.



* AntiRegeneration: ''Enfeeble'' applies a debuff which, among others, reduces all healing received by the target.



* ArmorPiercingAttack: ''Fiend's Grip'' can disable and drain an enemy's mana through spell immunity, although it can't damage them. This makes it one of the more powerful disables in the game, since carries often rely on spell immunity in order to avoid being disabled in a teamfight. ''Brain Sap'' also goes through spell immunity if upgraded by Aghanim's Scepter.

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* ArmorPiercingAttack: ''Fiend's Grip'' can disable and drain an enemy's mana through spell immunity, although it can't damage them. This makes it one of the more powerful disables in the game, since carries often rely on spell immunity in order to avoid being disabled in a teamfight. ''Brain Sap'' also goes through spell immunity if upgraded by Aghanim's Scepter.



* SelfDuplication: With Aghanim's Scepter, ''Fiend's Grip'' creates two illusions of Bane to channel the spell on the target, both making it harder to interrupt and potentially allowing Bane to freely act while the illusions hold the victim in place.



* MountedCombat

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* MountedCombatMountedCombat: He's called "Batrider" for a reason.



* BeardOfBarbarism

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* BeardOfBarbarismBeardOfBarbarism: A wandering wild man with a thick beard.



Dazzle is a hero who comes to his allies' defense, keeping them alive with powerful healing and enchantments, while simultaneously sowing chaos among enemies. His first spell is ''Poison Touch'': this ability splashes poison on and around a targeted enemy, slowing them and inflicting damage over time. This effect can stack with itself, and whenever a target is attacked while under this effect, the debuff duration is refreshed. His next ability is his signature move, ''Shallow Grave'': for 5 seconds, the targeted ally's health cannot go below 1, making them practically invincible for its duration. This powerful spell can single-handedly change the tide of a fight when used properly, as it can buy a carry hero a few more precious seconds to deal their damage. ''Shadow Wave'' is his third skill, which fires a bouncing bolt of energy through allies, healing them while dealing damage to enemies around them. When used on clumped-up allies surrounding an enemy, the damage can be quite powerful. Dazzle's ultimate has two components - ''Good Juju'' reduces the cooldown of all his abilities, letting him put out much more damage and healing, while ''Bad Juju'' shreds the armor of enemies while buffing his allies' as he casts spells, and can be cast for ''another'' burst of heal and damage, making Dazzle much more lethal as a fight drags on. This kit allows Dazzle to keep allies going through any adversity while dooming enemies to a messy end.

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Dazzle is a hero who comes to his allies' defense, keeping them alive with powerful healing and enchantments, while simultaneously sowing chaos among enemies. His first spell is ''Poison Touch'': this ability splashes poison on and around a targeted enemy, slowing them and inflicting damage over time. This effect can stack with itself, and whenever a target is attacked while under this effect, the debuff duration is refreshed. His next ability is his signature move, ''Shallow Grave'': for 5 seconds, the targeted ally's health cannot go below 1, making them practically invincible for its duration. This powerful spell can single-handedly change the tide of a fight when used properly, as it can buy a carry hero a few more precious seconds to deal their damage. ''Shadow Wave'' is his third skill, which fires a bouncing bolt of energy through allies, healing them while dealing damage to enemies around them. When used on clumped-up allies surrounding an enemy, the damage can be quite powerful. Dazzle's ultimate ultimate, ''Bad Juju'', has two components - ''Good Juju'' it passively increases the armor of allies and reduces the cooldown of all his abilities, letting him put out much more damage and healing, while ''Bad Juju'' shreds the armor of enemies while buffing his allies' as he casts affected by Dazzle's spells, and can be cast for ''another'' burst activated to sacrifice some of heal Dazzle's health to reduce his spell and damage, making Dazzle much more lethal as a fight drags on.item cooldowns, increasing in cost each time it is used in succession. This kit allows Dazzle to keep allies going through any adversity while dooming enemies to a messy end.



* ArtEvolution: Dazzle's outfit was updated in November 2013 to cover him up more and give him a full headdress.



* CastFromHitPoints: ''Bad Juju'' costs health to activate, temporarily increasing in health cost on subsequent uses.



* StoneWall: The Spirit Bear is the tankiest summon in the game and has more HP than any hero until lategame, however his damage output is much worse than of Sylla himself. The most common tactic is therefore outfitting the bear with tank and aura items such as Assault Cuirass and Radiance instead of attack-boosting items.

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* DifficultButAwesome: Lone Druid requires a lot of micromanagement to play effectively, as proper management of the Spirit Bear is paramount to Lone Druid's success. With enough practice, however, Lone Druid can quickly become one of the most dangerous heroes on the map, able to shove down lanes with impunity and deal lots of damage between Sylla himself and the Spirit Bear. The bear, in essence, can act as a sixth hero when properly farmed.

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* DifficultButAwesome: Lone Druid requires a lot of micromanagement to play effectively, as proper management of the Spirit Bear is paramount to Lone Druid's success. With enough practice, however, Lone Druid can quickly become one of the most dangerous heroes on the map, able to shove down lanes with impunity and deal lots of damage between Sylla himself and the Spirit Bear. The bear, in essence, can act as a sixth hero when properly farmed. Of course, he's not as micro-intensive as, say, Visage or Arc Warden given that he and the bear effectively have about one active ability each (and all of them are of the fire-and-forget variety), but you're still controlling two things at once.



* JackOfAllStats: Unlike most other carries, Lone Druid is well-rounded and fairly potent at all stages of the game; he can harass and last hit with ease in the early game with the aid of his Bear, push towers extremely fast in the middle game, and has enough durability to spearhead pushes in the late game with the right item builds. He is also one of two heroes [[note]]Troll Warlord being the other[[/note]] that can freely switch between melee and ranged attacks at any point in the game, giving him great flexibility in countering enemy tactics.

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* JackOfAllStats: Unlike most other carries, Lone Druid is well-rounded and fairly potent at all stages of the game; he can harass and last hit with ease in the early game with the aid of his Bear, push towers extremely fast in the middle game, and has enough durability to spearhead pushes in the late game with the right item builds. He is also one of two heroes [[note]]Troll Warlord being the other[[/note]] that can freely switch between melee and ranged attacks at any point in the game, giving him great flexibility in countering enemy tactics.



* LightningBruiser: ''True Form'' and ''Spirit Link'' give Sylla a huge boost in health, damage output and attack speed, and he's fairly fast to begin with.

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* LightningBruiser: LightningBruiser:
**
''True Form'' and ''Spirit Link'' give Sylla a huge boost in health, damage output and attack speed, and he's fairly fast to begin with.with.
** The rework that made the Spirit Bear level along with Sylla also turned it into this: ''Spirit Link'' allows it to hit very fast and fairly hard, it runs faster than most heroes, and has truckloads of health, making it a monster when given the right items.
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* JackOfAllStats: Abaddon's kit is simultaneously good at supporting allies and keeping them alive, chasing and and blasting down enemies, and makkng himself very hard to bring down. As such, he can and has been played in every role from a position 3 or 4 support by prioritizing ''Mist Coil'' and ''Aphotic Shield'' to a position 1 carry (by building Manta Style to near-instantly proc ''Curse of Avernus'' and Radiance for flash-farming and damage).

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* {{Tulpa}}: The nightmares of a goddess, given a living, physical form.



* ZergRush: Broodmother's main pushing strategy is to farm up a massive horde of spiders and send them on a suicide mission to the nearest tower. It works surprisingly well given that towers can only attack one target at a time, but if heroes with area damage or Battle Fury get thrown into the mix, the defenseless Spiderlings effectively become free gold.

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* ZergRush: Broodmother's main pushing strategy is to farm up a massive horde of spiders and send them on a suicide mission to the nearest tower. It works surprisingly well given that towers can only attack one target at a time, time (temporarily multiple with Glyph of Fortification, but Broodmother will still have many more Spiderlings than the tower can hit at once), but if heroes with area damage or Battle Fury get thrown into the mix, the defenseless Spiderlings effectively become free gold.



* AmbiguouslyBrown: He is presumably from the Dota 2 equivalent of the Middle East.

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* AmbiguouslyBrown: He is presumably from the Dota 2 equivalent of the Middle East.East, judging by his facial features and skin tone.


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* ForcedTransformation: With Aghanim's Shard, ''Poison Touch'' briefly hexes enemies on contact.

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* ArmorPiercingAttack: Your Black King Bar won't save you from ''Flaming Lasso''; it goes through spell immunity. While Linken's Sphere normally stops it cold, Batrider's Aghanim's Scepter upgrade allows ''Flaming Lasso'' to tie a second enemy to the first, and this second lasso ignores Linken's Sphere completely.

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* ArmorPiercingAttack: Your Black King Bar won't save you from ''Flaming Lasso''; it goes through spell debuff immunity. While Linken's Sphere normally stops it cold, Batrider's Aghanim's Scepter upgrade allows ''Flaming Lasso'' to tie a second enemy to the first, and this second lasso ignores Linken's Sphere completely.



* BarrierWarrior: ''Power Cogs'' forms a barrier of eight energised cogs around Clockwerk, trapping nearby units and shocking enemies if they approach.

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* BarrierWarrior: ''Power Cogs'' forms a barrier of eight energised cogs around Clockwerk, trapping nearby units and shocking enemies if they approach.approach, and provides barriers that block magical damage to allies standing next to him.



* TheDreaded: She's terrified of Lifestealer.



* OverprotectiveDad: [[https://dota2.gamepedia.com/Mireska%27s_Father Her father]] seems to be one. Mireska even admits that if it weren't for him, she probably wouldn't have left Revtel.



* CooldownManipulation: ''Good Juju'' reduces the cooldowns of all of Dazzle's abilities when he casts an ability. With Aghanim's Scepter, it also reduces item cooldowns and can be used to refresh an ally's item cooldowns.
* DamageIncreasingDebuff: ''Bad Juju'' causes enemies in its area to lose armor every time Dazzle casts a spell. It also reduces the cooldown of Dazzle's spells, meaning that you don't want to stand next to him for too long.

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* CooldownManipulation: ''Good ''Bad Juju'' reduces the cooldowns of all of Dazzle's abilities and items when he casts an ability. With Aghanim's Scepter, it also reduces item cooldowns and can be used to refresh an ally's item cooldowns.
cast.
* DamageIncreasingDebuff: ''Bad Juju'' passively causes enemies in its area affected by Dazzle's spells to lose armor every time Dazzle casts a spell.armor. It also reduces the cooldown of Dazzle's spells, meaning that you don't want to stand next to him for too long.



* PinballProjectile: ''Shadow Wave'' bounces off allies, healing them while dealing damage to nearby enemies.

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* PinballProjectile: ''Shadow Wave'' bounces off allies, healing them while dealing damage to nearby enemies. The inverse version, unlocked by Aghanim's Scepter, bounces off enemies, damaging them while healing nearby allies.



* ArmorPiercingAttack: ''Black Hole'' will disable spell immune enemies and due to its damage type being Pure, will also damage them, meaning that the only way to dodge it is to become invulnerable.

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* ArmorPiercingAttack: ''Black Hole'' will disable spell debuff immune enemies and due to its damage type being Pure, will also damage them, meaning that the only way to dodge it is to become invulnerable.
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Misuse of Scary Black Man, that trope is about black characters whose physique is portrayed as inherently intimidating. Chen is Ambiguously Brown at best, and it's his abilities that make him threatening, not his appearance.


* ScaryBlackMan: He's one of the darker-skinned human heroes, and is a ruthless, fanatical zealot.
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* TheArtifact: If you're wondering why Chen is the only "Knight" that isn't a strength hero, it's because he ''was'' a strength hero before patch 6.15 reimagined him from a strength carry that could take over a single wave of creeps as a LimitBreak to a creep control-centered intelligence support.

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* TheArtifact: If you're wondering why Chen is the only "Knight" that isn't a strength hero, it's because he ''was'' a strength hero before patch 6.15 reimagined him from a strength carry that could take over a single wave of creeps as a LimitBreak to a creep control-centered intelligence support. Many years later, version 7.33 turned him into an universal hero.



One of the few melee intelligence hero, the Dark Seer's spells are especially powerful in teamfights. His signature ability is ''Vacuum'': by manipulating gravity, enemies in a circular area are damaged and sucked towards a point. This ability synergizes well with other area-of-effect spells, as they will be able to hit all enemies once they're clumped up. Dark Seer's second spell, ''Ion Shell'', creates a bubble of energy around a unit: enemies who stand near that unit will be continuously zapped and damaged. ''Surge'' increases an ally's movement speed, allows them to walk through units, and makes them immune to slows, which is useful for both chasing and escaping. Dark Seer's ultimate ability is ''Wall of Replica''. This powerful teamfight spell creates a long barrier of energy: any enemy that crosses it will be slowed, and more importantly have an illusory copy of themselves summoned. These illusions deal a large amount of damage, meaning that unlike most other illusions, each of them is a serious threat on its own. Thanks to its long duration, ''Wall of Replica'' is a great spell for controlling space in fights. With these abilities in his arsenal, the Dark Seer can devise a plan to win any fight.\\

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One of the few melee intelligence hero, the The Dark Seer's spells are especially powerful in Seer is a spellcaster who excels at controlling teamfights. His signature ability is ''Vacuum'': by manipulating gravity, enemies in a circular area are damaged and sucked towards a point. This ability synergizes well with other area-of-effect spells, as they will be able to hit all enemies once they're clumped up. Dark Seer's second spell, ''Ion Shell'', creates a bubble of energy around a unit: enemies who stand near that unit will be continuously zapped and damaged. ''Surge'' increases an ally's movement speed, allows them to walk through units, and makes them immune to slows, which is useful for both chasing and escaping. Dark Seer's ultimate ability is ''Wall of Replica''. This powerful teamfight spell creates a long barrier of energy: any enemy that crosses it will be slowed, and more importantly have an illusory copy of themselves summoned. These illusions deal a large amount of damage, meaning that unlike most other illusions, each of them is a serious threat on its own. Thanks to its long duration, ''Wall of Replica'' is a great spell for controlling space in fights. With these abilities in his arsenal, the Dark Seer can devise a plan to win any fight.\\



* GlacierWaif: Dark Seer is one of the smallest heroes in the game, but he has above-average Strength and Strength growth, and very good base armor (and due to being melee, building damage block items on him is viable), making him surprisingly durable for an Intelligence utility hero.

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* GlacierWaif: Dark Seer is one of the smallest heroes in the game, but he has above-average Strength and Strength growth, and very good base armor (and due to being melee, building damage block items on him is viable), making him surprisingly durable for an Intelligence utility hero.viable).



Dark Willow is a heavily area-of-effect intelligence hero who seeks to dictate exactly where enemies can and cannot go if they want to remain unmolested in a teamfight. First of all, ''Bramble Maze'' places a rune over a large area that, after a delay, produces 8 clusters of deadly brambles in a fixed pattern. The first enemy to walk into each cluster is rooted and takes damage over time. ''Shadow Realm'' has Dark Willow fade herself into the shadows, becoming completely untargetable. While this is active, her next basic attack has increased range, deals bonus damage based on how long she has remained in the shadows, and instantly ends the effect. Her third skill, ''Cursed Crown'' is a very unique ability that has Dark Willow place a curse on a targeted enemy that initially does nothing at all. However, after four seconds the curse explodes, stunning the target and all enemies around them for a long duration. Unusually, Dark Willow possesses not one, but two ultimate abilities. While they do not share a cooldown, neither can be used while the other skill is active. The first, ''Bedlam'', releases her pet wisp, Jex, to temporarily patrol around Willow and rapidly attack nearby enemies. The other, ''Terrorize'', instead has her lob Jax at an area. After a short delay, Jex releases a wave of fear around them, sending all enemies in the area uncontrollably scurrying back in the direction of their fountain.

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Dark Willow is a heavily area-of-effect intelligence hero who seeks to use powerful area of effect spells to dictate exactly where enemies can and cannot go if they want to remain unmolested in a teamfight. First of all, ''Bramble Maze'' places a rune over a large area that, after a delay, produces 8 clusters of deadly brambles in a fixed pattern. The first enemy to walk into each cluster is rooted and takes damage over time. ''Shadow Realm'' has Dark Willow fade herself into the shadows, becoming completely untargetable. While this is active, her next basic attack has increased range, deals bonus damage based on how long she has remained in the shadows, and instantly ends the effect. Her third skill, ''Cursed Crown'' is a very unique ability that has Dark Willow place a curse on a targeted enemy that initially does nothing at all. However, after four seconds the curse explodes, stunning the target and all enemies around them for a long duration. Unusually, Dark Willow possesses not one, but two ultimate abilities. While they do not share a cooldown, neither can be used while the other skill is active. The first, ''Bedlam'', releases her pet wisp, Jex, to temporarily patrol around Willow and rapidly attack nearby enemies. The other, ''Terrorize'', instead has her lob Jax at an area. After a short delay, Jex releases a wave of fear around them, sending all enemies in the area uncontrollably scurrying back in the direction of their fountain.



"Support" is the watchword for Io the Guardian Wisp. One of the four ranged strength heroes, it excels at controlling its lane by keeping its allies healthy and heavily harassing enemies, and is capable of saving allies from near-certain death with its very powerful support kit. The cornerstone of Io's arsenal is ''Tether'', which connects Io and another unit with a spirit tether. The tether increases the movement speed of Io and the tethered ally, and depending on Io's health and mana regeneration rate, the tethered unit receives 1.5x the amount recovered. Finally, any enemy that cross the tether will be slowed. The ability also allows Io to quickly jump to an ally's location when cast from long range, making it a potent escape mechanism as well. Io's second ability summons a ring of five ''Spirits'' to dance around it, detonating on contact with heroes and dealing damage in a small area. Io can increase or decrease the ring's radius at will to zone enemies out, provide long-range harassment, or finish off fleeing enemies. With Aghanim's Scepter, ''Spirits'' becomes a passive ability; Io will constantly summon Spirits over time to a maximum of five. Io's third ability, ''Overcharge'', greatly increases its attack speed and provides damage resistance when active over 8 seconds. The bonuses are also applied to ''Tethered'' allies, allowing Wisp to turn a carry into a real powerhouse in conjunction with the heal from ''Tether''. Its ultimate, ''Relocate'', teleports Io any location on the map for a short time before returning it to the cast location. Io can bring a ''Tethered'' ally along for the ride both on cast and on the return trip, opening up the potential for near-impossible ganks and death-defying escapes.\\

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"Support" is the watchword for Io the Guardian Wisp. One of the four ranged strength heroes, it It excels at controlling its lane by keeping its allies healthy and heavily harassing enemies, and is capable of saving allies from near-certain death with its very powerful support kit. The cornerstone of Io's arsenal is ''Tether'', which connects Io and another unit with a spirit tether. The tether increases the movement speed of Io and the tethered ally, and depending on Io's health and mana regeneration rate, the tethered unit receives 1.5x the amount recovered. Finally, any enemy that cross the tether will be slowed. The ability also allows Io to quickly jump to an ally's location when cast from long range, making it a potent escape mechanism as well. Io's second ability summons a ring of five ''Spirits'' to dance around it, detonating on contact with heroes and dealing damage in a small area. Io can increase or decrease the ring's radius at will to zone enemies out, provide long-range harassment, or finish off fleeing enemies. With Aghanim's Scepter, ''Spirits'' becomes a passive ability; Io will constantly summon Spirits over time to a maximum of five. Io's third ability, ''Overcharge'', greatly increases its attack speed and provides damage resistance when active over 8 seconds. The bonuses are also applied to ''Tethered'' allies, allowing Wisp to turn a carry into a real powerhouse in conjunction with the heal from ''Tether''. Its ultimate, ''Relocate'', teleports Io any location on the map for a short time before returning it to the cast location. Io can bring a ''Tethered'' ally along for the ride both on cast and on the return trip, opening up the potential for near-impossible ganks and death-defying escapes.\\



** Lone Druid has twice the number of item slots compared to other heroes, 6 for Sylla himself and 6 for the Spirit Bear. In theory this means he can build 12 big items and outcarry anything the enemy throws at him. In practice games almost never last that long for him to amass the ridiculous amount of money needed to build the aforementioned 12 big items; and long before that (if the game hasn't ended already) the enemy carry should have enough farm to kill the bear in seconds (the bear itself doesn't scale with levels nor Strength and it's very hard to increase its durability with items), throwing 6 of your items down the drain. Lone Druid's damage steroids also don't scale as well to the late game compared to, say, Spectre or Medusa, and neither is his teamfight presence, so in the ultra late game his main strength is ratting, not fighting. Because of this, the unstoppable full 12-slotted Lone Druid is nothing more than a myth, and trying to go for it is suicide (as opposed to focusing on improving ''either'' the Druid or the bear and taking fights and towers early).

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** Lone Druid has twice the number of item slots compared to other heroes, 6 for Sylla himself and 6 for the Spirit Bear. In theory this means he can build 12 big items and outcarry anything the enemy throws at him. In practice games almost never last that long for him to amass the ridiculous amount of money needed to build the aforementioned 12 big items; and long before that (if the game hasn't ended already) the enemy carry should have enough farm to kill the bear in seconds (the bear itself doesn't scale with levels nor Strength g and it's very hard to increase its durability with items), throwing 6 of your items down the drain. Lone Druid's damage steroids also don't scale as well to the late game compared to, say, Spectre or Medusa, and neither is his teamfight presence, so in the ultra late game his main strength is ratting, not fighting. Because of this, the unstoppable full 12-slotted Lone Druid is nothing more than a myth, and trying to go for it is suicide (as opposed to focusing on improving ''either'' the Druid or the bear and taking fights and towers early).

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This is part of the [[Characters/Dota2 character sheet]] for ''VideoGame/Dota2''. This page contains the '''Universal''' heroes that begin with the letter A to M. Please note that this is sorted not by their real names, but their in-game names, which will be bolded in the folder.

[[center: [- '''Strength''' | [[Characters/Dota2StrengthAToM A -- M]] | [[Characters/Dota2StrengthNToZ N -- Z]]-] ]]
[[center: [- '''Agility''' | [[Characters/Dota2AgilityAToM A -- M]] | [[Characters/Dota2AgilityNToZ N -- Z]]-] ]]
[[center: [- '''Intelligence''' | [[Characters/Dota2IntelligenceAToM A -- M]] | [[Characters/Dota2IntelligenceNToZ N -- Z]]-] ]]
[[center: [- '''''Universal''''' | '''A -- M''' | [[Characters/Dota2UniversalNToZ N -- Z]]-] ]]
[[center: [- [[Characters/{{Artifact}} Artifact heroes]] -] ]]
[[center: [- [[Characters/DotaUnderlords Dota Underlords]] -] ]]
[[center: [- [[Characters/Dota2Neutrals Neutrals]] | [[Characters/Dota2NPCs Others]]-] ]]

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[[foldercontrol]]

[[folder:'''Abaddon''', the Lord of Avernus]]
[[quoteright:256:https://static.tvtropes.org/pmwiki/pub/images/abaddon_1930.png]]
[[caption-width-right:256:[-[[https://gamepedia.cursecdn.com/dota2_gamepedia/b/bd/Abad_begin_02.mp3 "The fog of war is no match for the mist of fate."]]-] ]]
->'''Voiced by: ''' TJ Ramini

The House Avernus wields strange powers which are granted to the family by the mysterious black mists of the Font of Avernus. When the newborn Abbadon underwent the house's traditional baptism in the Font's vapors, his eyes flared with a strange understanding of its powers. As the young Abaddon engaged in the traditional training to become a defender of his home and the Font, he grew to prefer wielding the powers of the Font in combat over using traditional weaponry. He spent long periods meditating in the mists and drank deeper and deeper from the Font's vapors, eventually transforming his body into that of a creature infused with the mist. Soon, Abaddon was granted unprecedented control over the Font's power, making him the most powerful lord in his clan's history.\\
\\
Abaddon is a tanky hero that can be built as a support or core. The ''Mist Coil'' heals ally or damages a target, using Abaddon's own HP. He can protect himself or an ally with his signature ''Aphotic Shield'' that can explode after absorbing damage, creating a great synergy with ''Mist Coil'' as he can use its damage to self explode the shield. The shield also cleanses his allies, [[StatusBuffDispel removing]] almost every single negative status effect in the game. But Abaddon is no slouch himself, as his sword marks its victims with the ''Curse of Avernus'', slowing their movement, and if struck enough times, the curse will silence the target and grant attack speed to its attackers. His ultimate ''Borrowed Time'' inverts all damage taken, turning it into healing and making him a walking tank that will continue to support his allies or wrecking the enemies. This ability will activate on its own should Abaddon's health pool become too low, as long as it's not currently on cooldown. With Aghanim's Scepter, ''Borrowed Time'' also redirect the damage received by his allies into Abaddon, increasing their survivability and turning their pain into healing for himself.\\
\\
In ''Artifact'', Abaddon is a green hero. His Active Ability is ''Borrowed Time'', which fully heals him and grants Damage Immunity for one round. His signature card, ''Aphotic Shield'', grants a unit 2 Armor, 2 Retaliate, and purges enemy effects.\\
\\
In ''Dota Underlords'', Abaddon is a tier 3 hero. His ability, ''Aphotic Shield'', creates a shield around an ally that absorbs a certain amount of damage, and deals damage to enemies up to 2 cells away when it expires or is destroyed.

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* AchillesHeel:
** ''Borrowed Time'' can be penetrated with Axe's ultimate so long as Abaddon's HP meets the threshold for ''Culling Blade'''s instant kill - or skipped by a single attack that gets him from over 400 HP to zero so long as he doesn't manually trigger it.
** If the enemy is paying attention, they can simply stop attacking Abaddon while ''Borrowed Time'' is in effect, turning it into a minor "invincible for 5 seconds" ability, then blow him away when it stops. It also doesn't help that he remains fully vulnerable to slows, stuns, and disables, making it harder for him to escape.
** Ancient Apparition's ''Ice Blast'' is perhaps the most powerful counter to Abaddon, as it will prevent any healing done by the ability (though he also won't take any damage either since it would otherwise heal him). If Abaddon somehow manages to slip below the 12% HP threshold though (which can only realistically happen if the blast itself brings him from over 400 HP to below the threshold, as Abaddon is unlikely to farm himself up to above 3333 HP), he will shatter even if ''Borrowed Time'' is active.
** The status effect ''Break'' (such as from ''Nethertoxin'' or ''Silver Edge'') prevents ''Borrowed Time'' from auto-activating. This means if Abaddon is chain-controlled while under its effect, he will die without his ultimate activating.
* AdaptationNameChange: Abaddon's third skill ''Curse of Avernus'' was originally named ''Frostmourne'' in the original ''[=DotA=]'', something that obviously cannot be ported as it is the name of a sword in ''VideoGame/{{Warcraft}}''. His first skill was also renamed ''Mist Coil'' from ''Death Coil'', which was a skill of the ''Warcraft III'' Death Knight hero.
* AntiEscapeMechanism: ''Curse of Avernus'' allows Abaddon to keep pace with an enemy and prevent them from escaping, since he simply has to hit them with his sword only once to slow them down enough to give himself a permanent speed advantage to land subsequent hits. And once his allies catch up, they can also start taking advantage of the movement and attack speed boost to gang up on the target.
* AntiMagic: After four basic attacks with ''Curse of Avernus'' active, the target is silenced and unable to cast spells for the debuff's duration.
* ArchEnemy: Abaddon's helmet is apparently made from the head of a Zealot Scarab. This is corroborated by a rival line for whenever he kills Nyx Assassin, and a corresponding rival line from Nyx if he kills Abaddon.
* BadassCape: The intimidating and powerful lord of Avernus wears a dark purple cape with his armor.
* BarrierWarrior: Abaddon's second ability, ''Aphotic Shield'', prevents damage to himself or an ally for a short duration, or until it absorbs a certain amount of damage, at which point it bursts, sending that damage back at the attackers.
* TheBerserker: One way to play Abaddon, [[SkillGateCharacters which works surprisingly well in lower levels]] is to suicidally charge into the enemy with Mask of Madness and possibly Armlet of Mordiggian on, relying on how ''Aphotic Shield'' and ''Borrowed Time'' makes you very difficult to kill and ''Curse of Avernus'' makes it impossible to run away from you. In pub games where everyone has no idea of what a TP scroll is supposed to be and no one coordinates with each other, Abaddon can easily get fed and carry the match - something that is totally unviable in professional games, where the highest farm priority he's allocated is 3 and he usually loses if played as a right-clicker.
* BlackKnight: Abaddon is a grim and imposing mounted, armored warrior dressed in black, surrounded by dark mist on a spectral horse.
* BlueBlood: He's the lord of House Avernus, a noble family whose lords lead armies to defend their ancestral lands. Notable in some of his quotes.
* BreathWeapon: Lords of the House Avernus breathe in the misty vapors that emanate from the Font of Avernus in order to gain their supernatural powers. Abaddon himself is especially infused with it. The lore of ''Mist Coil'' describes it such:
-->''A mysterious vapor from the Font of Avernus now infuses the breath of Abaddon, who releases it at will.''
* CarryABigStick: The "Mace of the Chosen" Immortal weapon from the [=TI3=] Compendium. It changes the particle effects on his ''Aphotic Shield''.
* CastFromHitPoints: His first ability, ''Mist Coil'', can either heal allies or damage enemies, at the cost of a fraction of that amount to Abaddon's HP. Furthermore, since it deals Pure damage to Abaddon, it is possible to heal yourself with it while ''Borrowed Time'' is active, or add to ''Aphotic Shield'''s damage counter.
* CombatMedic: ''Mist Coil'' can be used to heal allies as well as damaging enemies.
* CoolHelmet: He wears a face-obscuring black horned helmet by default, and his cosmetics introduce several helmets with equally awesome designs.
* CoolHorse: Rides a ghastly-looking spectral horse, although his concept art portrays him riding a griffon.
* CoolSword: His default weapon is a mist-infused blade he strikes enemies with from atop his horse. Several of his cosmetics are equally cool-looking blades.
* CreepyGood: He looks pretty terrifying, but is a fairly neutral figure, and leans heavily into a sacrificial and supportive nature as a hero.
* DarkIsNotEvil: Abaddon certainly sports the ominous BlackKnight feel and dark powers, but by the end of it, he's more of a neutral entity more concerned on the welfare of his House Avernus rather than making his enemies suffer or flaunting his superiority, and has quite a few compliment voice lines if meeting with other heroes. His gameplay is also by nature self-sacrificing, involving TakingTheBullet, healing others with a CastFromHitPoints ability, leading others into a chase against an enemy, and buying support items such as wards. This makes a stark contrast when you consider that his old model was the VideoGame/{{Warcraft}} Death Knight.
* EmpathicHealer: Can heal allies at the cost of his own HP with ''Mist Coil''.
* EmpathicWeapon: The mist from the Font of Avernus is implied to be sentient, though its motives are unclear. Abaddon states that it chose him to serve its purposes, rather than the other way around.
* EnergyAbsorption:
** ''Aphiotic Shield'' absorbs any and all damage thrown at it for the duration, or until the shields breaks and deals damage to enemies nearby its target.
** Abaddon's ultimate, ''Borrowed Time'', turns any damage that Abaddon takes during its duration into healing instead. If timed properly and used against the proper enemies, it can bring Abaddon from near-death up to full health in a matter of seconds.
* {{Expy}}: His design is similar to that of the Nazgûl from ''Film/TheLordOfTheRings''. He's also been compared to [[VideoGame/WorldOfWarcraft the Lich King]], which is ironic considering pre-Lich King Arthas was his character model and voice in ''Warcraft III [=DotA=]''.
* TheFaceless: By default, Abaddon's face is completely obscured by his helmet; some cosmetics obscure it with a hood. By default, the only visible feature are his glowing white eyes.
* FieldPowerEffect: If Abaddon purchases an Aghanim's Scepter, triggering ''Borrowed Time'' will redirect 50% of all damage done to all allies nearby, which both guarantees that he will return to full health at the end of the ultimate, and drastically increases the survivability of all his allies for the duration of the ultimate.
* {{Foil}}: To Mirana. Abaddon is loyal to the House of Avernus, while Mirana abandoned the Solar throne for another. Abaddon emphasizes the ''duty'' of being a Noble, while Mirana emphasizes the ''privilege''. Abaddon's gameplay is archetypically courageous, protecting his allies while diving fearlessly into the fray, while Mirana acts at times like a EgomaniacHunter, pot-shotting enemies from a safe distance behind her allies before jumping forward to claim the kill. [[DarkIsNotEvil Abaddon draws his powers from the hidden, dark mists of the Font of Avernus]], while [[LightIsNotGood Mirana draws powers from the moon goddess, Selemene.]] Abaddon is a strong counter to Mirana, due to his ''Aphotic Shield'', a spammable hard dispel, which can easily remove the stun from ''Sacred Arrow'' and making Mirana much less effective.
* FourIsDeath: Upon hitting a target four times with attacks, ''Curse of Avernus'' will silence the target for four seconds.
* GlowingEyesOfDoom: His eyes glow pure white, and for his enemies, Abaddon's certainly a force to be reckoned with.
* HellishHorse: Most of Abaddon's mounts are thoroughly creepy-looking horses, all conjured from the mist itself.
* HyperspaceArsenal: Abaddon's weapon disappears when not in use, and reappears in his hand when enemies approach. This effect appears to be a visual bug, as it was eventually patched out.
* ImplacableMan:
** ''Aphotic Shield'' gives him huge amounts of durability and let him easily absorb damage, meaning that he can tower dive or chase early on in the game while taking minimal damage. It also removes debuffs from the target upon casting, ''including'' stuns (the only other such abilities are Tidehunter's ''Kraken Shell'', Slark's ''Dark Pact'', Legion Commander's ''Press the Attack'' and Abaddon's own ''Borrowed Time'').
** ''Borrowed Time'' itself is also this. Upon triggering, it will remove all debuffs from Abaddon, much like ''Aphotic Shield'' above, and disjoint most projectiles flying at him. Only two heroes can put him down while it's own, and even then it's a hard task.
* InTheHood: Abaddon switches his helmet for a hood if wearing the Arsenal of the Demonic Vessel cosmetic set.
* MagicKnight: Though a support and reliant on his spells, Abaddon is no slouch in direct combat either due to his relatively high base damage and ''Curse of Avernus''. Plus, he's a literal example.
* MeaningfulName: Abaddon's name means "The Destroyer" in Hebrew, and is the name of an angel thought to come from the Abyss. Avernus is the name of the crater that is the entrance to hell in Literature/TheAeneid.
* ModestRoyalty: Despite being nobility, his armor is comparatively low-key and covered by robes. He only really flaunts his BlueBlood when killing enemies.
* MountedCombat: He rides into battle on spectral-looking mist horses.
* MysteriousMist: He got his powers from the Font of Avernus, from which mysterious supernatural mist emanates. While all scions of the House of Avernus breathe it to gain power, Abaddon absorbed enough of its vapors to meld it with his soul, and has powers that outmatch any other Avernal lord.
* NamesToRunAwayFromReallyFast: "Abaddon" is the name of the angel of destruction.
* OneHandedZweihander: Abaddon's weapons are universally [[{{BFS}} around as tall as Abaddon himself]], yet he has no problem wielding them with one hand while holding the reins of his steed with the other.
* PurpleIsTheNewBlack: With the Arsenal of the Demonic Vessel cosmetic set, the colour of ''Mist Coil'' and ''Aphotic Shield'' is changed from black to purple.
* RaisingTheSteaks: The Steed of the Brinebred Cavalier is strongly implied to be undead, with only bones and traces of skin left.
* TheRedMage: Abaddon's abilities can all be used to harm his enemies or to aid his allies, often both at once.
* RoyalsWhoActuallyDoSomething: He's nobility rather than royalty, but every member of the House of Avernus is expected to lead their armies against whoever attacks.
* TheSacredDarkness: The Font of Avernus manifests itself as thick, black mist, and turned Abaddon into "a creature of the black mist," giving him a dark, ghastly appearance. However, the powers given to him by the Font can be used to heal and protect his allies as well as harm his foes.
* ScaryTeeth: Though difficult to notice under normal conditions, [[https://gamepedia.cursecdn.com/dota2_gamepedia/6/64/Cosmetic_icon_Tarnhelm_of_Ruin.png certain lighting]] shows that Abaddon has a large mouth with nasty, jagged teeth, possibly a result of being in the mist too long.
* SkillGateCharacter: Abaddon works surprisingly well as a carry in pub games: he can dive towers fairly well with ''Borrowed Time'' and ''Aphotic Shield'' and get easily fed, ''Curse of Avernus'' makes him really hard to run away from, and he's quite tanky as well, especially when everyone has no idea that ''Borrowed Time'' will turn all damage that he takes into healing, causing them to continue to focus him even when ''Borrowed Time'' is active and heal him to full in a second, essentially tripling his effective HP. In high-level games, though, that rarely works well: he is a melee carry with little mobility making him vulnerable to kiting, ''Curse of Avernus'' isn't that good of a steroids (it only gives a flat 40 attack speed bonus, so a Lifestealer with equal farm will out-DPS an Abaddon with ease) and works for everyone on his team, and he needs to spam ''Mist Coil'' and ''Aphotic Shield'' to be effective in a fight but his cast time is slow, leading to consistent interrupts to damage-dealing which is NOT something a carry wants. Because of this, whenever played in professional games, Abaddon is most often played as an offlaner or semi-support, buying utility and aura items, healing and protecting his cores with ''Mist Coil'' and ''Aphotic Shield'', providing them with an additional damage steroids in ''Curse of Avernus'' and discouraging the other team to focus him with ''Borrowed Time''.
* SoftspokenSadist: Compared to most other heroes, many who verge on {{Large Ham}}s, Abaddon is surprisingly reserved in both tone and voice. He rarely yells, and his voice is soft and wispy, and while he's fairly restrained, he ocassionally expresses some sense of pleasure and superiority in laying his foes low.
* StatusBuffDispel: When cast, ''Aphotic Shield'' removes most negative buffs from the target, while ''Borrowed Time'' does the same for Abaddon's himself. Notably, this includes a number of debuffs that cannot otherwise be dispelled, such as most stuns.
* StoneWall: Despite being a support hero, Abaddon can be a beast to take down thanks to his damage-absorbing shield and automatically-triggered invulnerability that also turns any damage he takes into health. Being able to live through practically any burst even from a blink initiation without the need of an Aeon Disk is something only Abaddon (and Wraith King) can boast. However, ''Mist Coil'' and ''Aphotic Shield'' do not deal much damage, and his steroids, ''Curse of Avernus'', only gives a flat 40 bonus to attack speed, so Abaddon has trouble dishing out damage to the degree a (semi-)carry can.
* TakingTheBullet: With Aghanim's Scepter, ''Borrowed Time'' redirects 50% of all damage dealt to nearby allies to Abaddon. Since he heals from taking damage, this just makes him even ''more'' of a hindrance to his foe's offensive.
* TouchedByVorlons: Received his abilities by breathing in the vapors from the Font Avernus. While other Avernal lords did the same, Abaddon himself bonded his soul with the mist and transformed into a creature of the black mist.
* VampiricDraining: His passive, ''Curse of Avernus'', slows the movement and attack speed of any enemy he attacks, while simultaneously buffing that of any allies who right-click the target after it is silenced.
* WasOnceAMan: Whatever race he belonged to before, he certainly isn't one of them any longer due to the Font's influence.
* WhyWontYouDie:
** ''Borrowed Time'', on top of removing most debuffs and stuns like ''Aphotic Shield'', turns all incoming damage into health, meaning that any kind of damage will simply heal him right back up to full health. If Abaddon decides to focus on durability with items like Heart of Tarrasque and Aghanim's Scepter, then bringing him down in a teamfight becomes a chore in and of itself (on top of effectively wasting the enemy's damage nukes and time in trying to kill him, leaving his teammates comparatively unscathed and able to fight the enemy).
** When played as a core, Abaddon can opt for Radiance and Octarine Core, which is already a fearsome combo due to Radiance's burn fuelling Octarine Core's lifesteal while wearing enemies down. Combined with Abaddon's high-level talents to reduce his cooldowns and increase ''Aphotic Shield'''s damage absorption, and he'll be shielding himself for 500 points every 4 seconds while healing like crazy from both Radiance and ''Aphotic Shield'' damage. Throw in ''Borrowed Time'', and the enemy will be forced to give him several seconds of free healing. And then they get him low again, only to find ''Borrowed Time'' [[HereWeGoAgain off cooldown again]] due to Abaddon's cooldown reductions... Yeah.
[[/folder]]

[[folder:Atropos, the '''Bane''' Elemental]]
[[quoteright:256:https://static.tvtropes.org/pmwiki/pub/images/Bane_7280.png]]
[[caption-width-right:256:[-[[https://gamepedia.cursecdn.com/dota2_gamepedia/1/1e/Bane_kill_11.mp3 "Shut your eyes, and dream of me."]]-] ]]
->'''Voiced by: ''' David Scully

Atropos was born from the nightmares of the goddess Nyctasha. The terrifying visions she saw in her sleep were powerful enough to burst our of her body and obtain a life of their own, and so the Bane Elemental came to be. Crafting a body from the goddess' inky blood, Atropos became fear incarnate, knowing the greatest fears of gods and mortals alike and plaguing them with nightmares.\\
\\
Atropos the Bane Elemental, otherwise known as Bane, is an incredibly powerful disabler generally played as a support, with a repertoire of debilitating spells allowing him to cripple multiple enemy heroes with ease. ''Brain Sap'' is a pure damage nuke that drains the enemy's health and gives it to Bane, making him a powerful harasser who can trade blows quite well. ''Nightmare'' puts the target into a fitful slumber, leaving it completely at the mercy of Bane and his allies. However, the target is briefly made invulnerable, and should anyone other than Bane attack the target, it will be woken up and the Nightmare transferred to the attacker. Not only can this spell be cast on both allies and enemies, but Bane can end the ''Nightmare'' at any time, allowing unusual plays through ''Nightmare'' manipulation. These spells apply ''Enfeeble'', a debuff that lowers magic resistance and status resistance for 8 seconds. Finally, Bane boasts one of the most powerful channeled disables in the game with his ultimate ability ''Fiend's Grip'', which holds the victim helplessly in place while draining mana and inflicting heavy damage for the duration of the channel. This spell can disable enemies even through spell immunity, making Bane a truly fearsome opponent.

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* AchillesHeel: While Bane is a great disabler, all his spells are single targeted[[note]]at least until he gets Aghanim's Shard, which gives ''Brain Sap'' an area of effect[[/note]], making him one of the worst pushers in the game.
* AlienBlood: He is continually oozing black blood from various parts of his body, although in this case it's not his own.
* AntiRegeneration: ''Enfeeble'' applies a debuff which, among others, reduces all healing received by the target.
* AnthropomorphicPersonification: Bane is Nyctasha's nightmares turned reality.
* ArmorPiercingAttack: ''Fiend's Grip'' can disable and drain an enemy's mana through spell immunity, although it can't damage them. This makes it one of the more powerful disables in the game, since carries often rely on spell immunity in order to avoid being disabled in a teamfight. ''Brain Sap'' also goes through spell immunity if upgraded by Aghanim's Scepter.
* BlackMage: His entire kit consists of nukes and debuffs designed to screw his enemies up as much as possible.
* CarefulWithThatAxe: When Bane buys a Blink Dagger... [[https://www.youtube.com/watch?v=meH9uKpQfzM he has a low chance to spout this line]].
* CombinationAttack: ''Nightmare'''s purpose in a nutshell. As a disable it's rather situational, only really usable on a target which your team don't intend to focus down[[note]]One of its best direct uses is to counter Legion Commander's ''Duel''. Casting it on LC or her target just makes them trade the spell back & forth until ''Duel'' wears off[[/note]]. On the other hand, it's one of the best setup abilities in the game: its long duration gives plenty of time for Bane's teammates to reposition themselves, and if necessary, land a powerful and normally-difficult skillshot (Mirana's ''Sacred Arrow'' being most notable) with zero effort.
* DarkIsEvil: Bane is a living nightmare, delighting in inflicting his enemies with their worst fears. He is a sinister shade of purple dripping with black ichor.
* DifficultButAwesome:
** Since all of Bane's abilities are single-target and mechanically very different and unique, good Bane gameplay means that you'll have to know when to cast certain disables and when to hold back. However, good Bane players can hard-disable two enemy Heroes in a teamfight, greatly reduce the effectiveness of carries' right-clicks, and generally make life difficult for the enemy.
** ''Nightmare'' is a rather complex spell to use: it can be cast on allies, transfers between targets with right-clicks, and has a 1-second invulnerability window. This means that it can completely screw over your team if used the wrong way. One of the harder tricks to pull off is casting it on an ally to take advantage of its invulnerability period; time it perfectly and you can block a nuke spell, saving your friend's life, but if you're off by just a little bit, you'll probably end up just stunning them for no reason, making things worse.
* DreamEater: ''Brain Sap'' deals Pure damage to a targeted enemy, and heals Bane for the amount of damage inflicted.
* EldritchAbomination: This monster that was literally born from the night terrors of a goddess and feeds upon fear is as close as it gets.
* EvilLaugh: Bane loves to laugh as he makes his enemies' nightmares come true.
* EyelessFace: His lack of eyes make him look even creepier.
* FixedDamageAttack: ''Brain Sap'' deals pure damage to a targeted enemy, and heals Bane for the same amount.
* {{Foil}}: To Doom. Doom is a tank/carry who specializes in using ''Doom'' to prevent a caster from casting any spells (which for most, basically means they're out of the fight until they can cast again), while Bane is a caster who specializes in using ''Fiend's Grip'' to disable the tank or carry, letting their teammates freely beat down on them.
* ForcedSleep: ''Nightmare'' and ''Fiend's Grip'' put the target to sleep, preventing it from acting.
* ForTheEvulz: He has no real reason for causing chaos and terror. He's a living nightmare, that's what he does.
* GenderBlenderName: In Myth/GreekMythology, Atropos was a female name. While it's hard to pin down what gender something like [[EldritchAbomination Bane]] would be, he goes by masculine pronouns.
* IKnowWhatYouFear: And able to turn it against you with ''Nightmare'' and ''Fiend's Grip''.
* JackOfAllStats: Unusually, Bane has completely even stats and stat growth, starting off with 22 points in each category, then gaining 2.4 points with each level.
* MadnessMantra: When casting ''Fiend's Grip''.
-->'''Bane:''' [[https://gamepedia.cursecdn.com/dota2_gamepedia/d/de/Bane_ability_fiendsgrip_06.mp3 "bane of your existence bane of your existence bane of your existence bane of your existence..."]]
* MercyInvincibility: ''Nightmare'' gives its target invincibility for the first second of the spell, allowing it to be used to dodge abilities. [[https://www.youtube.com/watch?v=KK7TveuvK8k Multiple times]].
* MindRape: All of Bane's abilities rely on manipulation of the fear he creates in enemies.
* MultiArmedAndDangerous: He has an extra set of arms extending from his back. The Slumbering Terror Immortal item gives him an additional pair.
* NightmareFace: An EyelessFace and a lipless mouth full of sharp teeth certainly don't help him look less horrifying.
* NightmareWeaver: Enemies put to sleep by ''Nightmare'' and ''Fiend's Grip'' do not rest easy, as they are tormented by horrific nightmares that deal damage over time.
* ObviousRulePatch: One of the talents that Bane had during the 7.07 rework was that ''Enfeeble'' could steal damage at level 10. This actually cause a brief influx of solo mid Banes where he maxed Enfeeble as his second skill, skilled the talent at level ten, then used ''Nightmare'' to quickly [=DPS=] them using the ''Enfeeble'' talent buff. This was quickly rectified in 7.07b when the talent was moved up to level 15, which killed any viability of core Banes in competitive Dota and relegated him into a pub-only build but even there, it isn't exactly commonplace.
* OurCentaursAreDifferent: Has a distinctively centaur-like body.
* PowerFloats: He floats a short distance over the ground.
* PowerLimiter: ''Enfeeble'' reduces the target's attack damage by a certain amount for 20 seconds, and can't be dispelled by anything. Used in-lane it can starve your lane opponents of last hits (and experience since you can then easily deny creeps), used in teamfights it can drastically reduce the damage output of the enemy carries.
* PurpleIsTheNewBlack: You'd expect the embodiment of nightmares to be colored black, rather than a vivid purple. He does have black blood dripping from his body, however.
%%* PutTheLaughterInSlaughter
* RequiredSecondaryPowers: Bane can end ''Nightmare'' whenever he wants to prevent the ability from screwing up his teammates too much. He can also do this while he himself is affected by ''Nightmare'', and can attack ''Nightmared'' enemies without waking them up or transferring it to himself.
* SlasherSmile: His teeth twist into an evil-looking grin.
* StatusInflictionAttack: Specializes in sleep-related disables; ''Nightmare'' renders the target unit unable to move or attack, but any damage will wake them up (as well as transferring the Nightmare to the attacker if it's a right-click). ''Fiend's Grip'', his ultimate, deals huge amounts of damage and cannot be broken unless Bane himself is interrupted. Additionally, allies can attack an enemy under its effect, making it extremely useful for taking down carries and other damage-dealers in the late game.
* TakeThat: Towards ''VideoGame/HeroesOfNewerth'' in one of his responses.
-->'''Bane (after killing Anti-Mage)''': [[https://gamepedia.cursecdn.com/dota2_gamepedia/a/a0/Bane_rival_11.mp3 I must have reminded him of someone he hated!]] [[note]]Magebane is a playable character in [=HoN=], and is a rough equivalent of Anti-Mage.[[/note]]
* VampiricDraining: Can [[LifeDrain steal HP]] with ''Brain Sap'' and [[ManaDrain mana]] with ''Fiend's Grip''.
[[/folder]]

[[folder:'''Batrider''']]
[[quoteright:256:https://static.tvtropes.org/pmwiki/pub/images/Batrider_7410.png]]
[[caption-width-right:256:[-[[https://gamepedia.cursecdn.com/dota2_gamepedia/f/f0/Bat_kill_15.mp3 "It's not the bat you gotta worry about... she eats fruit."]]-] ]]
->'''Voiced by: ''' Creator/DaveFennoy

The Batrider was once a mere farmboy working on his family's fields at the outskirts of the Yama Raskav Jungle, until a carnivorous morde-bat swooped down on him to take him away for dinner. Thinking quickly, he freed himself from the beast's claws and climbed onto its back, where he slashed at it with his farming tools. While his life was spared that day, he left the giant chiropteran's fatal crash site with an adrenaline rush that gave him the yearning to feel the skies once more. Over the years he would dive ever deeper into the treacherous jungle to find the caves his would-be predator roosted in, determined to feel the thrill of his near-death experience once again. Evidently, he succeeded.\\
\\
Batrider is a fearsome and mobile nuker and initiator, capable of quickly burning down enemies' health and forcing them out of position. He also excels at jungling and lane harassment. He can drench his enemy in ''Sticky Napalm'', which slows their movement speed and turn rate while amplifying the damage they take from Batrider's abilities and attacks. The ability has a very short cooldown and its debuff stacks, making prolonged engagements against Batrider a dangerous affair. ''Flamebreak'' hurls a firebomb that explodes in an area, pushing enemies away and burning their health down over time. With ''Firefly'', Batrider takes to the skies, letting him fly and see over all terrain while leaving behind a fiery trail that damages enemies. Batrider's ultimate ability is ''Flaming Lasso'', which binds an enemy and drags them along in his wake, often to a fiery death. The ability has a very short range, forcing Batrider to get up close and personal with his enemy. Batrider lives on the edge, and in the heat of combat, it certainly shows.\\
\\
In ''Dota Underlords'', Batrider is a tier 1 hero. His ability, ''Sticky Napalm'', slows enemies and increases the damage they take from his attacks; this effect can stack.
----
* AdaptationSpeciesChange: Was a troll in [=DotA=], but changed to an unidentified species for Dota 2, though he still bears a strong resemblance to a troll. In ''Dota Underlords'', Batrider is part of the Troll alliance.
* AdventurerOutfit: The aviator variety.
* AmazingTechnicolorPopulation: His skin is goldenrod-yellow.
* AnimalMecha: The Burning Iron cosmetic mount looks like a 'bat', but one made from wood and metal.
* ArmorPiercingAttack: Your Black King Bar won't save you from ''Flaming Lasso''; it goes through spell immunity. While Linken's Sphere normally stops it cold, Batrider's Aghanim's Scepter upgrade allows ''Flaming Lasso'' to tie a second enemy to the first, and this second lasso ignores Linken's Sphere completely.
* BadassBiker: What his character was obviously modeled after.
* BadassNormal: He has no magical skills whatsoever, all he has is a bat and a seemingly-unlimited supply of fuel.
* BatOutOfHell: {{Downplayed|Trope}}. His mount is a giant bat which spits fireballs as his right-click attack, though Batrider himself insists that the bat is a frugivore, and the enemy had better be aware of him instead (and indeed, Batrider is not a right-clicker, and his primary contributions to the team lie in his abilities, which are all his own and have little to do with the bat).
* BarrierWarrior: ''Flaming Lasso'' can be used on an ally to reduce all damage they take, if Batrider has Aghanim's Shard.
* BreathWeapon: His standard attack is his mount spitting {{fireballs}}. That's right - a fire-breathing bat!
* CasanovaWannabe: For a moment he even thinks about hitting on the [[GiantSpider Broodmother]]!
-->'''Batrider:''' ''[[https://gamepedia.cursecdn.com/dota2_gamepedia/4/46/Bat_rival_14.mp3 Broodmother, if you weren't already--ugh, never mind!]]''
* DamageIncreasingDebuff: ''Sticky Napalm'' increases damage that enemy units take from Batrider over an area, and can scale up to ten times.
* DelayedExplosion: The ''Flamebreak'' grenade takes time to reach its target point, meaning that Batrider has to aim it carefully lest its knockback effect accidentally saves the enemy.
* DifficultButAwesome: On paper, Batrider's signature move, ''Flaming Lasso'', seems pretty simple to use: just click on an enemy and drag them back to your team, disrupting their positioning and possibly taking out a key target just before a teamfight. But without good communication and coordination with your teammates, it's likely that they won't know how to follow up after your initiation, and Batrider himself generally lacks the damage to quickly finish off the victim by himself. Because of this, he has a garbage win rate in low-level games, but can be a real terror in high-level and pro games and has consistently been a first-pick/ban hero at tournaments despite repeated nerfs.
* ExplosionPropulsion: Enemies hit by ''Flamebreak'' are knocked out from the point of impact.
* FlyingSeafoodSpecial: The mount that come with the Manta Marauder set is a manta ray. Which flies.
* HorseOfADifferentColor: As his name indicates, his mount is a bat. He can also replace the bat with a few different animals by equipping certain items, including an owl, crow, and even a manta ray.
* KillItWithFire: His right-click attack and three of his four abilities are fire-based. The one that doesn't directly uses fire drenches foes in napalm (which he can then light on fire).
* MixAndMatchCritters: Bessy the Batmeleon is a 'bat' with the head of a chameleon.
* MolotovCocktail: ''Flamebreak'' throws a flaming cocktail of dangerous chemicals.
* MoneyMultiplier: ''Firefly'' can deal a total of 840 damage over its duration when maxed, which can be further boosted with ''Sticky Napalm''. Batrider players often use ''Firefly'' to quickly farm stacked jungle camps and get an early Blink Dagger.
* MountedCombat
* NoNameGiven: He was once known as Jin'zakk in the original [=DotA=], but that name was removed when he was ported to Dota 2.
* NotTheIntendedUse: When Batrider received an Aghanim's Scepter upgrade to let him drag two enemies with ''Flaming Lasso'', it was ostensibly intended to increase his disruptive power while throwing in a bit more damage. However, players quickly found that the true value of the upgrade is that it gives him an answer to Linken's Sphere, which has historically been Batrider's hardest counter. As the secondary lasso ignores Linken's Sphere's Spellblock, it's not unheard of for a Batrider with Aghanim's to lasso a creep in order to get at a target with Linken's.
* NounVerber
* ObviousRulePatch:
** Players took advantage of ''Sticky Napalm'', a skill that amplifies damage from Batrider on his victims, by building the constant DPS aura item Radiance, which turned Batrider into a real damage-dealer. Apparently Icefrog disagreed, as he proceeded to change ''Sticky Napalm'' so that Radiance could not (normally) trigger the bonus damage any more.
** This also happened on the 6.82 beta test client with Urn of Shadows. As it had its damage type changed from HP Removal to Pure, this affected the way it interacted with ''Sticky Napalm'', allowing each tick to deal 250+ damage, effectively allowing Batrider to deal upwards of 2000 damage with a single Urn of Shadows charge. Thankfully, this was fixed before it was introduced to the main game client.
* {{Pyromaniac}}: Batrider seems to be one judging from his responses when he uses his abilities or kills an enemy hero:
-->'''Batrider:''' ''[[https://gamepedia.cursecdn.com/dota2_gamepedia/3/3d/Bat_kill_03.mp3 Roasted, toasted and burned to a crisp.]]''
* SpamAttack: ''Sticky Napalm'', with its short cooldown, low mana cost and stacking effect.
* ThroatLight: The mouth of the Ghastly Nocturne Immortal bat glows bright with flames.
* ThrowDownTheBomblet: His attacks include drenching enemies in napalm and throwing a MolotovCocktail.
* VaporTrail: ''Firefly'' leaves a trail of flames in Batrider's wake.
* WhatADrag: ''Flaming Lasso'' drags any unfortunate victim in Batrider's wake.
* WhenAllYouHaveIsAHammer: In a teamfight, Batrider's primary and often only contribution is to grab an enemy with ''Flaming Lasso'' and pull it into his team; any actual damage he deals is usually negligible. However, ''Flaming Lasso'' is one of the most disruptive abilities out there and also goes through spell immunity, so that's often all he needs to do in order to win a fight.
[[/folder]]

[[folder:Karroch, the '''Beastmaster''']]
[[quoteright:256:https://static.tvtropes.org/pmwiki/pub/images/Beastmaster_928.png]]
[[caption-width-right:256:[-[[https://gamepedia.cursecdn.com/dota2_gamepedia/c/c4/Beas_spawn_05.mp3 "Unleash the beasts of war!"]]-] ]]
->'''Voiced by: ''' Sam A. Mowry

Having lost both his parents during his childhood, Karroch was raised amongst the animals of the royal menagerie of the Last King of Slom. One day, an unknown beast was brought to the King, one that could communicate telepathically and pleaded for the mad tyrant to set it free. The King ignored the beast and ordered it to perform for his amusement, but when the animal refused to obey him, he had it beaten and imprisoned. Karroch secretly tended to the strange creature, which spoke to him and forged a bond, giving the boy the ability to talk back not only to the beast, but to all the animals in the menagerie. But the beast eventually died of its injuries, causing Karroch to be overcome with a rage. He freed all of the King's animals from their cages, and they rampaged throughout the castle, mauling the King to death. Karroch, aided by a stag, leapt over the castle walls and fled to freedom, growing up to become the Beastmaster, a warrior at one with the wild.\\
\\
With one of the longest magic-immunity piercing stuns in the game and several summons to help him out, Beastmaster excels at staying alive even against the toughest odds. Though his spells may lack the raw damage potential of other heroes, he makes up for it with their strong versatility and support potential; he can frequently set up advantageous situations for his teammates or save an ally. ''Wild Axes'' has him hurl his two axes at any enemy in a long range and damages everything caught in their looping path, slicing down foes and trees alike. When an enemy is hit by the axes, they not only take damage, but receive a debuff which increases the damage they take from Beastmaster and his controlled units. ''Call of the Wild'', his second spell, has two sub-abilities: the first summons a boar with a ranged slowing attack, and the second sends out an invisible hawk to scout out a target location. ''Inner Beast'' provides a passive attack speed to every friendly unit in its radius, including his summoned units. His ultimate, ''Primal Roar'', deals magical damage and stuns a target for up to four seconds, and grants Beastmaster and his cohorts increased movement speed, allowing them to rush in to finish off their prey.\\
\\
In ''Artifact'', Beastmaster is a red hero with the Active Ability ''Call of the Wild'', which summons a ''Loyal Beast'', a creep that modifies its enemies with -1 Attack when dealing battle damage. His signature card, ''Primal Roar'', stuns an enemy unit that's blocking an allied red hero for one round and sends its neighbors to random other lanes.\\
\\
In ''Dota Underlords'', Beastmaster is a tier 2 hero. His ability, ''Wild Axes'', has him throw his two axes, damaging enemies hit and increasing the damage Beastmaster deals to them; the effect is doubled if both axes hit.
----
* AdaptationNameChange: The Beastmaster in the original ''[=DotA=]'' was none other than the ''VideoGame/{{Warcraft}}'' character Rexxar, meaning that he had to be given a new name (Karroch) in ''Dota 2''.
* AdaptationSpeciesChange: As the original ''[=DotA=]'' used Rexxar, who was a half-orc, half-ogre in ''VideoGame/{{Warcraft}}'', as its base design, ''Dota 2'' turned him into a human.
* ArmorPiercingAttack: ''Primal Roar'' can stun its target through spell immunity, and knock back spell immune enemies between him and the primary target (although no damage will be dealt to spell immune units and secondary targets won't be slowed after the push). It's one of the most powerful disables in the game since it can be cast from range and will guarantee stun its target for up to 4 seconds (doubles if you purchase a Refresher Orb, which is a common item for him).
* AssholeVictim: The Last King of Slom in his backstory, who was corrupt enough that one of the greatest noble houses in his kingdom tried to overthrow him and [[BadPeopleAbuseAnimals has absolutely no respect for animals]]. Karroch setting his menagerie loose on him was nothing short of poetic justice for himself, the beast he befriended, and Lycan.
* BeardOfBarbarism
* TheBeastmaster: While Beastmaster's own damage output may be mediocre, he can summon a boar and hawk with ''Call of the Wild'', amd ''Inner Beast'' gives a significant DPS increase when paired with his summoned units. Slap a Helm of the Overlord on him, and Beastmaster can single-handedly focus down most heroes and towers before ''Primal Roar'' wears off.
* CallASmeerpARabbit: His boar and hawk don't look like what they're insisted to be. Changing them with cosmetic items will turn them into entirely different species as well.
-->'''Dark Willow''': [[https://gamepedia.cursecdn.com/dota2_gamepedia/b/b5/Sylph_ally_17.mp3 Look, he may be loyal, but I don't care what you say. That thing isn't a boar.]]
* DefogOfWar: ''Call of the Wild'''s Scout Hawk is one of the best examples of this. It can fly over cliffs and grants flying vision in a large radius.
* DualWielding: Wields a pair of tomahawks.
* {{Familiar}}: The hawk and boar summoned by ''Call of the Wild''.
* FieldPowerEffect: ''Inner Beast'' increases the attack speed of Beastmaster and any nearby allies, and is possessed by his illusions as well. While the numbers aren't highly impressive, its strength is in the fact that it stacks on top of existing attack speed buffs and applies to creeps and summons as well, so Beastmaster being in the general area of a teamfight can greatly augment the amount of physical damage the whole team does, including the supports.
* ImprobableUseOfAWeapon: How can he retrieve his throwing axes is rather inexplicable.
--> '''Beastmaster (casting Wild Axes):''' [[https://gamepedia.cursecdn.com/dota2_gamepedia/5/59/Beas_ability_axes_04.mp3 ''Boomeraxe.'']]
* JackOfAllStats: Beastmaster can push, jungle and semi-carry with ''Call of the Wild'' and ''Inner Beast'', initiate and disable with ''Primal Roar'', and provide utility and carry auras with his inherent tankiness. There are lots of heroes who can do all of these individual tasks better - but very few who can turn their hand to so many. Because of this, he tends to pick up whatever responsibilities his team needs filling the most. For example, if your team didn't have a proper initiator, you'd probably pick up a Blink Dagger so that you can provide that.
* MagicKnight: Beastmaster has a large array of spells that give him vast amounts of utility (''Wild Axes'', for instance, can be used to cut down trees and stack or kill Ancient camps), and ''Inner Beast'' helps to give his physical damage output some impact. However, he's stronger in the casting department than in the fighting department, moreso since he's very mana-independent (''Wild Axes'' and ''Primal Roar'' are the only spells he has that consume large amounts of mana), and ''Inner Beast'' isn't a very strong damage steroids.
* NatureHero
* PoisonousPerson: The boar's attack can inflict a poison that slows attack and movement speeds. At lower levels, it's not very impressive, but it grows to a much more respectable level as ''Call of the Wild'' is leveled up.
* RaisedByWolves: He grew up among the Last King of Slom's menagerie after losing both his parents at a young age.
* SomeDexterityRequired: Because he can summon units with ''Call of the Wild'', proper Beastmaster play revolves around being able to micromanage where you place them and how you use them.
* SpeaksFluentAnimal: Karroch could communicate telepathically with an unidentified beast in his backstory, and in doing so, he gained the ability to speak to all animals.
* StoneWall: Beastmaster is fairly tanky (and can become even more so by building the right items), but his utility-oriented skillset and so-so right-click attack mean that he has trouble dishing out damage to the degree that a true carry can - most of his damage output rather comes from his boar(s) and Helm of the Dominator minion.
* SuicideAttack: Aghanim's Shard provides Beastmaster's Hawks with the ability ''Dive Bomb'', which allows them to fly towards an enemy, dealing damage and stunning them upon impact.
* SummonMagic: ''Call of the Wild'' lets Beastmaster summon a hawk and a boar, with varying increases in effectiveness as he levels the skill up.
* SuperScream: Beastmaster's ultimate, ''[[MightyRoar Primal Roar]]'', has him yell with enough force to push aside anyone who stands in the way and stuns the primary target, then increases the speed of any allies inside the area of effect.
* TheyHaveTheScent: Referenced in some of his lines in both the original [=DotA=] and Dota 2.
--> '''Rexxar:''' ''I've got the scent.''
--> '''Karroch:''' [[https://gamepedia.cursecdn.com/dota2_gamepedia/9/9e/Beas_cast_01.mp3 ''Mmm, caught your scent.'']]
* TribalFacePaint
* WalkingShirtlessScene: With bonus LoinCloth.
* WalkingTheEarth: As a wandering vagrant.
[[/folder]]

[[folder:Mangix, the '''Brewmaster''']]
[[quoteright:256:https://static.tvtropes.org/pmwiki/pub/images/brewmaster_5080.png]]
[[caption-width-right:256:[-[[https://gamepedia.cursecdn.com/dota2_gamepedia/b/b4/Brew_rare_01.mp3 "Drink and be bleary, for tomorrow we die."]]-] ]]
->'''Voiced by: ''' Creator/NolanNorth

Born to a Celestial father and a mortal mother, Mangix was raised deep in the Wailing Mountains in the Ruined City among the Order of Oyo, an organizations of spiritual brewers who commune with the spirits through drink. Aspiring to attain the most honored rank of Brewmaster, he trained until he earned the right to challenge the title's current owner. Over nine long days, Mangix and his foe fought and drunk, and stumbled and struck, until eventually the original Brewmaster collapsed in an inebriated stupor. The victorious Mangix was granted his title of desire, and like all Brewmasters before him, he left his home to wander the world, seeking answers to the cosmos' greatest questions through drink while also defending himself through the powers of his spirit ancestors.\\
\\
Brewmaster is a very powerful DrunkenMaster, being able to inflict a lot of damage and take little damage in return. Brewmaster is able to stop his foes from escaping or fighting efficiently by using his ability ''Thunder Clap'' which creates a shockwave around him that slows and decreases movement speed on ground units around him. He can further ruin his opponents' coordination with ''Cinder Brew'', which slows enemies in an area and makes them confused, causing them to occasionally hit themselves when attacking. Should a target take a large amount of burst magic damage, the brew ignites, dealing damage over time; this effect can be refreshed by further instances of damage for the duration of ''Cinder Brew''. His third ability is ''Drunken Brawler'' which allows Mangix to switch between stances, giving him the ability to alternate between move speed and evasion, armor and magic resistance, or critical chance depending on what the situation requires. These effects are trippled for a short period after using Cinder Brew. Finally, making him even trickier to face, his ultimate ability ''Primal Split'' causes Mangix to split into 3 aspects of himself, each with their own stats and abilities. The three copies are: Earth Spirit, who is tanky, immune to magic, and can use ''Boulder'' to stun an enemy and have chance to deal damage in a close radius; Fire Spirit, who is the quickest and a fighter, burning enemies around him with ''Permanent Immolation,'': and Storm Spirit, the mage copy who can ''Dispel Magic'' which removes positive buffs and deals heavy damage to summoned targets, remove an enemy with ''Cyclone'' and make himself invisible with ''Wind Walk''. With Aghanim's Shard, ''Primal Split'' creates an additional Void Spirit, whose ''Astral Pulse'' disarms and slows nearby enemies.\\

----
* AchillesHeel: Mangix is particularly vulnerable to silences, since most Brewmaster players will often attempt to wait until the last possible second to cast ''Primal Split'' in order to make the most of a teamfight.
* AlcoholHic: Present in a few of his quotes.
* AntiStructure: Earth's ''Demolish'' passive ability increases his damage when attacking buildings.
* BigFun
* BewareTheSillyOnes: Appears to be a drunkard, but he's more like a DrunkenMaster.
* BoisterousBruiser
* BoozeBasedBuff: Played straight with Brewmaster's ''Drunken Brawler'', which gives him various buffs depending on his active stance. Inverted with ''Cinder Brew'', which causes enemies to slow down and hit themselves.
* BoozeFlamethrower: Enemies drenched in ''Cinder Brew'' can be set on fire once they receive enough magic damage during the debuff's duration.
* CriticalHitClass: In Fire Stance, ''Drunken Brawler'' passively gives Brewmaster a chance of hitting critically with all attacks.
* CrouchingMoronHiddenBadass: ''Primal Split'' turns him from a slightly goofy inebriated panda-man into a deadly platoon of magical spirit warriors, and he becomes almost unkillable during its duration.
* DecoyGetaway: ''Primal Split'' can be used as one, sending either Earth, for his priority return and slow-immunity, or Storm, for his invisibility, back while the other three wreck havoc on the enemy team and get focused down in an attempt to kill Brewmaster.
* DifficultButAwesome: Storm's second ability ''Dispel Magic''. Used properly, it can remove powerful buffs (like a Double Damage rune or Ogre Magi's ''Bloodlust''), but on the whole enemy team; or save multiple teammates from deadly mass-disables (like Ember Spirit's ''Searing Chains''). Used badly, it can inadvertently help enemies by purging these aforementioned disables from them (which might very well be the ''Thunder Clap'' or ''Cinder Brew'' that you just used), or good buffs from allies. Being able to use ''Dispel Magic'' effectively is what separates a good Brewmaster from an average one.
* DoesNotKnowHisOwnStrength: If his responses to killing someone are any indication, he doesn't really realizes that he's actually killing people.
-->'''After killing a hero:''' What's wrong? Can't hold your liquor? hehe... Hello?
* DrunkenMaster: He spends his time on the battlefield completely drunk. One of his abilities is even called ''Drunken Brawler''.
* ElementalPowers: After his ultimate (see LiteralSplitPersonality below).
* EpicFlail: An odd combination of what can be called nunchaku, but with a staff on one end is his weapon. However, [[http://en.wikipedia.org/wiki/Two_section_staff it's a real weapon]].
* FragileSpeedster: Fire moves at maximum speed and constantly deals damage to every enemy around him, but is also extremely frail.
* GlowingEyes: His elemental spirits.
* ImprobableWeaponUser: He uses his barrel of booze as much as a weapon as his staff, as seen in his ''Thunder Clap'' skill.
--> "It's a kegger!!"
* {{Invisibility}}: Storm's ''Wind Walk'' turns him temporarily invisible.
* LiteralSplitPersonality: His ultimate, ''Primal Split'', splits him into four elemental warriors, which function as individual heroes for the duration.
* LockedOutOfTheFight: Storm's ''Cyclone'' temporarily removes an enemy from the fight by rendering them invulnerable and unable to act. Given its long duration, short cooldown, and good range, this can be ''quite'' effective at negating key enemies.
* MagicKnight: Brewmaster is a respectable physical damage dealer and manfighter, since he has abilities that involve negating opposing auto-attacks while strengthening his own; on the other hand, the ''Primal Split'' spirits can provide a plethora of utility from exceptional disables, survivability against magic and physical attacks, to damage output.
* ManySpiritsInsideOfOne: A heroic variant; Mangix sometimes refers to the four spirits as his "drinking buddies".
* MightyGlacier:
** Brewmaster is slow, but he packs a wallop with ''Drunken Brawler'' and ''Thunder Clap'' and can soak up quite a bit of punishment, especially with ''Cinder Brew'' and ''Drunken Brawler'' causing most attacks aimed at him to miss.
** Earth is the slowest of the four elemental spirits, but he carries a ranged, damage-dealing stun, has the highest health pool, is immune to spells, and gets massive bonus damage against buildings.
* MythologyGag:
** Although Storm Spirit is now a human, Brewmaster still labels him as his cousin, likely due to his Celestial heritage. In the original [=DotA=], both Brewmaster and Storm Spirit were Pandarens.
** While he is a red panda now, his ''Primal Split'' spirits have a giant panda pattern like the original's elemental pandaren.
* NoSell: Earth is immune to magic.
* PandaingToTheAudience: His race is very panda-like. The relation becomes more apparent when you look at his previous skin and ancestral spirits. He even used to be a [[VideoGame/{{Warcraft}} Pandaren]] in the original [=DotA=].
* RandomNumberGod: Notable for having ''two'' forms of evasion, which ''aren't'' affected by diminishing returns. If you're trying to kill Brewmaster with autoattacks, you'll be there for quite some time.
* ShockwaveStomp: ''Thunder Clap'' damages and slows enemies in a huge radius by slamming his barrel into the ground.
* SomeDexterityRequired: As soon as Brewmaster pops his ultimate, you'll have to control four heroes simultaneously, each one with his own separate skills and abilities that work best chained together. A well-played ''Primal Split'', however can be extremely impressive and deadly.
* StatusBuffDispel: Storm's ''Dispel Magic'' ability, which dispels buffs in an area.
* StoutStrength: He is noticeably overweight but hits like a truck and can tank a considerable ammount of hits.
* SuperToughness: Brewmaster has fairly high strength gain and ''the'' highest evasion in the game, if he has both ''Cinder Brew'' and ''Drunken Brawler'' maxed out, only ''13%'' of autoattacks will actually hit him at all. This is in addition to dealing with his ultimate, which forces you to either fight them head on for a grand total of 20 seconds, or kill all 3 of them, no easy feat given that one's spell immune, another runs extremely fast, and the last can turn invisible. Escalated even ''further'' with Brewmaster's favored item build of Blink Dagger, Aghanim's Scepter, and Heart of Tarrasque, making his ult even ''harder'' to deal with, and then once it's over, letting him teleport away since Brewmaster himself never took damage during that duration and heal for a 3rd of his health while you were fighting the spirits. And if he hits level 25, he gets a talent that drops the downtime of ''Primal Split'' to a mere ''15 seconds''. ''Yeesh''.
* TransformationIsAFreeAction: When performing ''Primal Split'', Brewmaster becomes invulnerable for the duration of the transformation, until after the elementals are able to move.
[[/folder]]

[[folder:Black Arachnia, the '''Broodmother''']]
[[quoteright:256:https://static.tvtropes.org/pmwiki/pub/images/Broodmother_4214.png]]
[[caption-width-right:256:[-[[https://gamepedia.cursecdn.com/dota2_gamepedia/f/fb/Broo_kill_01.mp3 "You're not afraid of spiders, are you?"]]-] ]]
->'''Voiced by:''' Creator/EllenMcLain

Black Arachnia had resided in the volcanic caves beneath Mount Pyrotheos for centuries when her peaceful life with her countless children was interrupted by Ptolopthales, the Vizier of Greed, deciding to build his Magnetic Ziggurat on the mountain where they lived. The edifice and its untold riches attracted a great number of thieves and treasure hunters to the spider-infested caverns, often threatening Arachnia's spawn. When the Broodmother decided to visit Ptolopthales, she found him unwilling to solve the issue. In response, she and her young simply ate him. However, the death of the ziggurat's owner only resulted in an increase in the number of intruders to her lair, and when one of her spiderlings was stepped on by a careless adventurer, the Broodmother swore that she would no longer sit idly. With that, she set out into the outside world, determined to eliminate all potential threats to her babies.\\
\\
Black Arachnia, the Broodmother is notorious for being one of the best pushers in the game. However, she is also an adept carry and ganker. Her playstyle is defined by her summoned units, the infamous spiderlings. With these, she is able to quickly overwhelm foes and buildings alike, decimating everything in her path in a matter of seconds. Her first skill, ''Spawn Spiderlings'' shoots a weaponized ball of her young into a target, dealing damage and causing the affected unit to [[ExactlyWhatItSaysOnTheTin spawn spiderlings]] if they are killed within the duration of a debuff. The aforementioned spiderlings also have the ability to slow and apply damage over time to enemies, and they can even spawn their very own spiderites, essentially miniature versions of themselves. Her second skill, ''Spin Web'' spawns a large-radius web, either near Broodmother's location or connected to any previously placed web, that gives her extra health regeneration, boosts her movement speed, and allows her to pass otherwise impassable terrain. However, only so many webs can exist on the battlefield at one time. Her third skill, ''Incapacitating Bite'' applies a movement slow and a chance to miss auto-attacks to any unit she attacks. And finally, her ultimate, ''Insatiable Hunger'' drives Broodmother into a frenzy, temporarily giving her a huge attack bonus and incredible lifesteal.\\
\\
In ''Dota Underlords'', Broodmother is a tier 4 hero. Her ability, ''Spin Web'', surrounds an enemy with a web, slowing the movement and attack speed of enemies standing in it.
----
* AntiEscapeMechanism: ''Silken Bola'' slows enemies by up to 40%, and gives them a 60% chance to miss, which lets Broodmother shut down most auto-attacking carries like Sniper or Drow Ranger.
* ArtEvolution: The November 2012 patch gave her a more monstrous-looking face similar to a [[http://en.wikipedia.org/wiki/Jumping_spider jumping spider]] in contrast to her [[https://gamepedia.cursecdn.com/dota2_gamepedia/archive/1/19/20121130130100%21Broodmother.png original face]]. She also had her ability icons updated later on, in the 10/21/2013 patch.
* BigCreepyCrawlies: Broodmother herself, as well as her spiderlings.
* BoobyTrap: ''Spinner's Snare'' creates an invisible web line, which roots, deals damage to and reveals any enemy hero that walks through it, while also notifying Broodmother's team.
* BornAsAnAdult: Broodmother's Spiderling offspring can spawn their own Spiderite offspring as soon as they're born.
* ChestBurster: Targets killed by ''Spawn Spiderlings'' will have Spiderlings spawned from them. Furthermore, units killed by Spiderlings will have Spiderites born from them.
* CobwebJungle: ''Spin Web'' can create a large web (in comparison to most of the units) in an area. It's not surprising for a game involving Broodmother to have an entire lane covered in cobwebs.
* DifficultButAwesome: Broodmother is one of the most micromanagement-reliant heroes in the game. Though the spiderlings are relatively simple compared to Chen's, Enchantress' or Lone Druid's minions, their fragility and vulnerability to [=AoE=] attacks makes it fairly easy to feed large amounts of gold to enemies if you aren't careful. However, a good Broodmother is able to assert incredible pressure on the offlane, forcing the enemies to constantly focus on defending or risk losing barracks, making her one of the best space creators in the game.
* ExtraEyes: Six, to be exact (though it's a normal number for a spider, of course).
* GameplayAndStorySegregation: In her lore, the death of a single spiderling is what sets her off and makes her declare war on the world. Gameplay-wise, she'll happily send swarms of her young to their doom, using them as mere cannon fodder when pushing towers. That being said, not taking care of your Spiderlings at all is also heavily discouraged because carelessly feeding a swarm of them to an enemy hero with splash damage (or a Battle Fury) is almost as bad as feeding Broodmother herself.
* GiantSpider: Quite obviously. Even her spiderlings are ''huge'' compared to real life spiders.
* HealingFactor: ''Spin Web'' provides a significant boost to Broodmother's health regeneration, giving her great sustain right from the start.
* HomeFieldAdvantage: When she's in one of her webs, Broodmother is devilishly fast and can out-heal most other heroes... but if she's somehow caught out in the open, there's really not much she can do to save herself.
* ItemCaddy: Since Broodmother can farm lanes relatively safely and constantly push towers, she can often earn respectable amounts of gold to buy items that let her adapt to the enemy lineup as needed.
* LifeDrain: ''Insatiable Hunger'' gives her temporary lifesteal on her basic attacks, as well as bonus damage.
* MamaBear: Don't dare harm her Spiderlings, lest you incur the wrath of mother. Although they're used as CannonFodder, good players will take care of their Spiderlings to avoid feeding large amounts of gold to the enemies.
* MechanicallyUnusualClass: ''Spin Web'' covers a large area with a semi-permanent web that gives Broodmother a series of powerful bonuses. Webs are a really key part of her playstyle, giving her unrestricted movement, a movement speed boost, and health regeneration. Basically Broodmother is not the same hero without her webs - and this is one of the key reasons she tends to stay in one area of the map instead of moving around like most heroes do. Broodmother's standard play is to setup camp in the offlane and basically spend the entire game there. She arrives, gets her webs setup early and is almost impossible to shift away from the lane without considerable enemy manpower being used. She tends to be a very solitary hero who doesn't interact with her team anything like as much as most others.
* TheMinionMaster: Her primary fighting style is to create a horde of Spiderlings and Spiderites to slow and incapacitate enemies before using her ultimate to take down enemy heroes.
* MotherOfAThousandYoung: Broodmother gameplay involves massing up dozens of her offspring at a time and then crushing through her current lane with sheer weight of numbers. She is a spider, after all.
* PinataEnemy: One of the hardest aspects of playing Broodmother is to avoid feeding your Spiderlings, as a swarm of them can give as much gold as waves of normal creeps to the enemy team. Being up against heroes with Cleave, or some kind of ranged multi-hit ability (Medusa, Luna) makes this even more problematic, sometimes to the point that you don't dare use the Spiderlings any more, reducing your effectiveness.
* PoisonousPerson: Broodmother's spiderlings can poison her enemies with their bite.
* ProjectileWebbing: ''Silken Bola'' slows down a target enemy, causes them to miss and deals damage.
* RecursiveAmmo: As an unusual example, her spawned Spiderlings create smaller Spiderites on every kill.
* RedEyesTakeWarning
* ShoutOut:
** Shares a name with Blackarachnia from WesternAnimation/BeastWars. Unsurprisingly, her beast form was a spider.
** She also has a quote from ''Literature/CharlottesWeb'':
--> '''Broodmother:''' [[https://gamepedia.cursecdn.com/dota2_gamepedia/e/e0/Broo_rare_02.mp3 ''Some pig!'']]
* SimpleYetAwesome: Broodmother normally has the weaknesses of being very hard to control while being easily countered by area of effect nukes and cleaves that can turn her spiders into free gold and in some cases damage. That is, unless you go for [[https://www.youtube.com/watch?v=IrmcSE1STFk an unconventional build]] that takes advantage of the massive advantages you gain from your webs, passive and ultimate. Suddenly, you can beat any hero in the game by hitting like a truck and instantly healing up any damage they manage to deal to you, negating your normal squishiness while being far easier to control due to the lack of spider micromanagement.
* SpawnBroodling: ''Spawn Spiderlings'' plants Broodmother's offspring inside the target while dealing damage; if the target is killed within a short time of impact, the Spiderlings hatch, and they can also plant Spiderites inside enemies upon attacking them that will also hatch upon the target's death.
* SpidersAreScary: A giant spider who will either fill you with her eggs, eat you alive, or let her babies eat you alive.
* SpiderSwarm: If left to her own devices, Broodmother can wind up with twenty or thirty Spiderlings and Spiderites under her control, allowing her to easily push lanes and siege towers.
* WallCrawl: Broodmother gains free pathing capabilities on her webs so long as she hasn't taken player-based damage in the last three seconds (similar to a Blink Dagger). This means that she can move across normally impassable terrain, such as up cliffs or through trees.
* WeaksauceWeakness: Because of their inherent squishiness, Broodmother's Spiderlings can get easily squashed by area nukes or cleaves even with their passive 50% magic resistance, potentially turning them into an unlimited source of free farm for enemy heroes. A particularly common joke is how Earthshaker can easily wipe an entire team with ''Echo Slam'' if Broodmother is on it.
* WeaponizedOffspring: Broodmother's nuke, ''Spawn Spiderlings'', involves her injecting her eggs into an enemy, which hatch when the victim is killed.
* ZergRush: Broodmother's main pushing strategy is to farm up a massive horde of spiders and send them on a suicide mission to the nearest tower. It works surprisingly well given that towers can only attack one target at a time, but if heroes with area damage or Battle Fury get thrown into the mix, the defenseless Spiderlings effectively become free gold.
[[/folder]]

[[folder:'''Chen''', the Holy Knight]]
[[quoteright:256:https://static.tvtropes.org/pmwiki/pub/images/Chen_7691.png]]
[[caption-width-right:256:[-[[https://gamepedia.cursecdn.com/dota2_gamepedia/9/94/Chen_rare_02.mp3 "You can learn faith at the end of a sword."]]-] ]]
->'''Voiced by: ''' Eric Newsome

Chen was born into the bandit tribes of the rain-parched Hazhadal Barrens, who have learned to tame the desert locuthi, a type of wingless dragon. The people of the desert quarrelled constantly over its limited resources, and one day, Chen's tribe made the fatal mistake of trying to ambush a caravan of the Knights of the Fold, worshipers of the deity Obelis. The Knights made quick work of the tribesmen and their dragon thralls, and Chen was captured for execution. But Chen faced his death sentence with such fearlessness that his captors instead lowered their blades and let him choose between conversion to the faith of Obelis or death. Chen accepted the conversion without hesitation and joined the Fold with ferocious zealotry, now seeking out non-believers to offer them the same choice.\\
\\
Chen is a support hero that can bend creeps to his cause, and as such plays as an efficient jungler, ganker, and pusher. The crux of his kit is ''Holy Persuasion'', which lets him take control of a target creep and use the jungle creeps' abilities to his benefit. With Aghanim's Scepter, this even extends to the powerful Ancient Creeps. Additionally, using this ability on an allied unit will teleport it to your location after a short delay. He can also use ''Penitence'' to slow an enemy and increase the attack speed of those attacking it, making them more vulnerable to his creeps and teammates. ''Divine Favor'' is an aura which increases allies' health regeneration and damage, and also increases the effect of any healing they receive by 25%. The damage bonus is doubled for Chen's creeps and summons. Finally, Chen can rejuvenate and save his allies from literally anywhere on the map with his ultimate ability ''Hand of God'', which instantly heals all allied heroes and all of Chen's controlled units, with unlimited range. Armed with the power of enthrallment and the magic of the Fold, Chen is prepared to pass judgment on his enemies.\\
\\
In ''Artifact'', Chen is a green hero. He has the Active Ability ''Holy Persuasion'', which allows him to take control of an enemy creep. His signature card, ''Hand of God'', is a spell which fully heals all allied units and grants them one round of damage immunity.

----
* AdaptationSpeciesChange: Was an orc riding a wolf in [=DotA=], but changed a human on a boar in 2.
* AmbiguouslyBrown: He is presumably from the Dota 2 equivalent of the Middle East.
* TheArtifact: If you're wondering why Chen is the only "Knight" that isn't a strength hero, it's because he ''was'' a strength hero before patch 6.15 reimagined him from a strength carry that could take over a single wave of creeps as a LimitBreak to a creep control-centered intelligence support.
* TheBeastmaster: He can get creeps, including jungle and Ancient ones, to follow him with ''Holy Persuasion''.
* CantCatchUp: The whole idea behind picking Chen is to [[InvokedTrope invoke]] this trope on enemy heroes by snowballing your own team with ganks, tower pushes and a fast Rosh. However, if enemies can farm back up, Chen himself can be victim to this trope because of the near-total lack of scaling of his converted creeps.
* ChurchMilitant: The Knights of the Fold, a group of which he is a member. Convert to their religion, or Chen will sic his army of jungle creeps on you.
* CombatMedic: ''Divine Favor'' increases the health regeneration of nearby allies, while ''Hand of God'' heals all allied unit on the map.
* CompellingVoice: Chen's signature skill, ''Holy Persuasion'', converts creeps into his loyal followers.
* ContinuingIsPainful: Because neutral camps are randomly generated, losing all of your jungle creeps generally means that you'll be forced to spend a lot of time to recruit all the creeps you need again.
* CoolHelmet
* CrutchCharacter: Early on, Chen and his creeps can gank enemy heroes and push down towers with ease - when most heroes haven't finished their core items yet, a single converted big creep can be nearly as powerful as themselves, and it's hard to resist a tower dive from Chen in this stage. However, the longer the game goes on, the less effective Chen becomes - ''Hand of God'' loses impact as enemies get more HP and damage items, while his creeps, which don't scale at all (aside from a HP boost from ''Holy Persuasion'', which is almost always maxed at level 7), will be dying left and right because their HP are too low to survive teamfights, though this is alleviated somewhat by ''Penitence'' and Aghanim's Shard, which allows him to convert ancient creeps, mainly for their auras.
* DifficultButAwesome: Chen is one of the most micromanagement-reliant heroes in the game (second only to Meepo and Arc Warden). Not only do you need to have a fairly good knowledge of control groups and a fair amount of prior jungling experience (to say nothing of the micromanagement required to actively use your converted creeps), but a good Chen player also needs to know which neutrals are worth converting, based on their various skills and auras, for specific situations. A good Chen, however, is one of the strongest and most versatile supports in the game, as he can rescue allies from ganks, buff teammates with his various monster auras, disable enemies at just the opportune time, or heal his entire team with his ultimate.
* EliteArmy: Even though Chen's creeps are fairly weak and easily killed, they're generally treated as valuable due to being able to give your team additional capabilities (from disables by the Centaur Conqueror and Dark Troll Summoner, to auras and buffs by the Alpha Wolf and Ogre Frostmage, to nuking power by the Satyr Tormenter and Harpy Stormcrafter). On top of that, losing a creep means not only that you just fed the enemy free gold and experience, but also that you have to go back into the jungle to find a replacement. This can be played straight once he gets an Aghanim's Shard, which allows him to recruit Ancient creeps, which are fairly durable and possess useful auras for Chen's team, with a few packing useful active abilities as well.
* FieldPowerEffect: Chen doesn't carry any auras himself, but he can persuade creeps that do, allowing him to grant his team a variety of bonuses.
* FullBoarAction: His default mount is a boar-like creature.
* TheFundamentalist: He's not very fond of Witch Doctor and Shadow Shaman because of their religions.
* GlowingEyes: Has glowing white-blue eyes.
* GreatEscape: Casting ''Holy Persuasion'' on an allied hero at low health can save them in a situation where they would otherwise die to the enemy.
* HorseOfADifferentColour: His mount is one of the Locuthi dragons mentioned in his lore. He can replace it with many different animals by equipping cosmetic items, such as a wolf, pig, tiger, or rat, but none of them are a horse.
* KnightTemplar: Chen believes that his mission is to convert or kill all unbelievers. He himself is a converted infidel who was spared execution due to his conversion.
* LightEmUp: Primarily fights with the power of light.
* LightIsNotGood: He uses holy powers with a light motif, and is also a rather unpleasant zealot.
* MagicStaff: Chen attacks by shooting energy bolts from his staff.
* MindRape: ''Penitence'' slows enemies by testing their resolve.
* MonsterAllies: ''Holy Persuasion'' coverts creeps into Chen's loyal followers.
* NotTheIntendedUse: "Fountain hooking", an [[ObviousRulePatch old]] strategy that involved Pudge hooking an enemy at the same time that Chen recalls Pudge to the fountain, [[https://www.youtube.com/watch?v=oB0tUrfDz6A dragging the target along for the ride and resulting in a free kill]].
* RandomNumberGod: Various aspects of Chen play revolves around how generous the rolls are to you.
** How well your jungling phase goes can really depend on what camps are spawned every minute, since that will determine the first creep that you convert. For instance, getting an early Wildwing camp can greatly boost your jungling phase since you can use the Wildwing Ripper's ''Tornado'' to quickly clear a large camp that's been stacked a few times.
** Once you get past the laning stage, it can be tricky to get the exact creep that you need for a certain situation, since the only thing that determines which camp will spawn is that it won't be the same as the one that was occupying that camp before. This can be particularly punishing if you lost the Centaur Conqueror that you needed for a reliable 2-second area stun, and none of the camps spawn another Centaur camp for several minutes.
* TheRedMage: Chen can hinder enemies with ''Penitence'', buff his teammates with ''Divine Favor'', heal them with ''Hand of God'' and teleport them to safety with ''Holy Persuasion''.
* TheRemnant: Chen's creeps can still carry on his work and even kill players when he's dead.
* RodentsOfUnusualSize: The Royal Mount of the Rat King is a rat big enough for Chen to ride.
* ScaryBlackMan: He's one of the darker-skinned human heroes, and is a ruthless, fanatical zealot.
* ShoutOut: To ''WesternAnimation/SpongebobSquarepants'' of all things with one of his [[MajorInjuryUnderreaction death quotes]]:
--> '''Chen''': [[https://gamepedia.cursecdn.com/dota2_gamepedia/6/61/Chen_death_08.mp3 My leg!]]
* SomeDexterityRequired: Controlling Chen? Easy enough. Microing Chen and an army of creeps, all with different abilities, while trying to keep everyone alive and getting maximum mileage out of all those abilities ''and'' keeping an eye on the minimap to decide when to drop ''Hand of God''? Considerably more difficult.
* SquishyWizard: If the enemy can get past his converted creeps, they'll find Chen himself rather fragile and easy to kill.
* StoneWall: After he gets Aghanim's Shard, Chen can control even Ancient creeps with ''Holy Persuasion''. Though by the time window when he can afford it, they can't do much damage anymore, they are still very hard to kill thanks to their huge HP pool (2300 for the Black Dragon and the Granite Golem, 1700 for the Thunderhide) and magic resistance.
* {{Teleportation}}: ''Holy Persuasion'' allows Chen to teleport his creeps or teammates to his location, and ''Divine Favor'' can teleport friendly heroes to the fountain with Aghanim's Shard. This can be used to yank an allied hero away from danger, or bring his creeps back to him when he uses a Town Portal Scroll or Boots of Travel.
* WeaksauceWeakness: While Chen's creeps can be quite powerful in the right hands, they can become easy prey against abilities that can instantly kill creeps. This means that Chen can become helpless against Hand of Midas, Doom's ''Devour'', Enigma's ''Demonic Conversion'', and so on. This weakness can be alleviated by getting Aghanim's Shard, since Ancient creeps are immune to all of these abilities except for Lifestealer's ''Infest'', ''Devour'' and ''Enchant'' with a level 20 talent.
[[/folder]]

[[folder:Rattletrap, the '''Clockwerk''']]
[[quoteright:256:https://static.tvtropes.org/pmwiki/pub/images/Clockwerk_2349.png]]
[[caption-width-right:256:[-[[https://gamepedia.cursecdn.com/dota2_gamepedia/f/f8/Ratt_respawn_10.mp3 "I have a degree in mechanical domineering!"]]-] ]]
->'''Voiced by: ''' Sam A. Mowry

Like all Keen, Rattletrap survives in a dangerous world using a mixture of gadgetry and wit. Born into a family of clockmakers, he spent many years as an apprentice in his father's business, but unfortunately, war came to his lands, destroying his village and putting an end to his dreams of a peaceful life. Rattletrap's father, with his dying words, instructed him to become a warrior, and the son obliged by applying his knowledge of clockwork machinery to build a suit of powered armor carrying all manner of highly advanced devices. Now equipped with the power to overcome virtually any foe he encounters, Rattletrap has become a living weapon of war far sturdier and deadlier than even the most well-armored of knights.\\
\\
Rattletrap is the one-two killing machine. As both an initiator and a ganker, he can get close and start beating his foes into scrap metal and escape without a dent. Clockwerk's first ability, ''Battery Assault'', causes bits of shrapnel to periodically pop out of Clockwerk's armor, dealing damage and mini-stunning nearby foes to prevent their escape whether by running or using a Town Portal Scroll. This has the potential to be one of the most damaging spells in the game if all of the hits land, which is made easier by Clockwerk's second spell, ''Power Cogs'': it summons 8 cogs around him, trapping nearby foes and pushing away those that get close to the traps, damaging and draining mana in the process. His third ability, ''Rocket Flare'', fires a global-range rocket that damages enemies in the area-of-effect and gives vision of the struck area. With its infinite range it can help finish off weak and fleeing enemies, scout key areas such as Roshan's pit, or find targets for Clockwerk's ultimate ability, which allows him to enter the fray in seconds: ''Hookshot'' fires a long-range harpoon at any unit, friend or foe, and pulls Clockwerk straight to them, which is useful for retreating to the safety of an ally, or more commonly for getting close to an unsuspecting foe to beat them down with Clockwerk's other spells. Don't let your guard down when playing against the Clockwerk, or this mechanized warrior will find an opportunity to hook onto you when you least expect it.\\
\\
In ''Dota Underlords'', Clockwerk is a tier 1 hero. His ability, ''Battery Assault'', fires bits of shrapnel at random nearby foes over 5 seconds, dealing damage and mini-stunning them.
----
* AdaptationSpeciesChange: In [=DotA=], he was known as "Clockwerk Goblin" and was a ClockworkCreature. He was changed to a fully organic Keen in Dota 2, making him the same race as Tinker and Sniper, though the armor design still bears a goblin motif.
* AntiEscapeMechanism: All of Rattletrap's abilities make him extremely hard to escape from once he has you in his sights:
** ''Battery Assault'', on top of dealing loads of damage over time, will mini-stun the enemy every time it connects, forcing them to stop (and cancelling any channeled abilities). This means that a Clockwerk walking alongside a lone opponent can slow them down drastically, on top of the damage. In 7.07 he gains a level 25 talent to decrease the interval of ''Battery Assault'' damage to ''0.3 s'', preventing even the likes of Anti-Mage from escaping.
** ''Power Cogs'' will lock down anybody within a certain radius of Clockwerk, preventing them from moving outside of an extremely small radius (all while being trapped right next to him).
** ''Rocket Flare'' has global range, allowing smart players to spot out enemies (including invisible ones with the appropriate talent), or even kill weakened opponents with good aim.
** ''Hookshot'''s massive cast range allows Clockwerk to instantly latch on to and fly up to opponents that are even remotely near him.
* TheArtifact: His name, Rattletrap, isn't a Keen name, but comes from the first ''Defense of the Ancients'', where he was a ''Warcraft'' clockwork goblin.
* BarrierWarrior: ''Power Cogs'' forms a barrier of eight energised cogs around Clockwerk, trapping nearby units and shocking enemies if they approach.
* CallASmeerpARabbit: Clockwerk refers to mana as fuel.
* ClockPunk
* ClockworkCreature: Downplayed. His suit of armor is incredibly complex, with many whirring gizmos and ticking parts, albeit gasoline-powered, but Clockwerk himself is a completely organic being. Played straight in the first [=DotA=].
* CooldownManipulation: ''Overclocking'', granted by Aghanim's Scepter, will reset all of Clockwerk's ability cooldowns on cast, effectively giving him a discount Refresher Orb.
* CoolHelmet
* DefogOfWar: His third ability, ''Rocket Flare'', on top of having global range and dealing damage, lights up the area where it explodes for several seconds, and reveals terrain as it flies over, making it useful for scouting out areas on the other side of the map.
* DifficultButAwesome: Despite its global range, ''Rocket Flare'' travels fairly slowly, meaning that it can be difficult to hit targets that aren't standing still if you're shooting your flare anywhere that isn't on the same screen as Clockwerk. ''Hookshot'' also has a very limited radius of effect, making it hard to latch onto enemy heroes that are actively trying to juke you. But once you master these skills, Clockwerk becomes much deadlier. Flares can push creep lanes from the other side of the map and snipe fleeing enemy heroes in the dark (or simply to deny an enemy's Healing Salve or Clarity during early laning), while ''Hookshot'' can travel across more than a screen to latch enemy heroes who think they're safe, use ''Power Cogs'' to lock them in, and activate ''Battery Assault'' to deal damage over time.
* DynamicEntry: Because ''Hookshot'' has such a massive range (well beyond visual range at all levels), Clockwerk can use it to latch onto enemy heroes who don't even know that he's in the area ("area" being anywhere within two screens). It gets even more absurd if Lifestealer is hitching a ride, since a hero can suddenly get stunned without warning, and find themselves at melee range with a Battery Assaulting Clockwerk '''and''' a very angry Lifestealer, all while being Cogged in.
* ExplosiveOverclocking: ''Overclocking'' resets Clockwerk's ability cooldowns, grants him bonus movement and attack speed, and stuns him for a lengthy 4-second duration when the buff runs out.
* ExpressiveMask: His helmet has functional eyebrows.
* FourFingeredHands: A trait common to all Keenfolk.
* GadgeteerGenius: All of his abilities are based on various gadgets built into his armor.
* GlacierWaif: As a Keen, he is much smaller than most heroes, but his primary role is a ganker/initiator and his stats and skills make him very tanky in combat.
* GrapplingHookPistol: Rattletrap's ultimate, ''Hookshot'', pulls him towards enemies or allies, damaging and stunning enemies he connects with (as well as anything hostile along the way).
* ImprovisedWeapon: Clockwerk's first ability, ''Battery Assault'', overloads the devices he doesn't need, exploding them into enemies' faces. It's a very situational ability though, since the devices explode against random enemies within range, meaning that it does massive damage when chasing a single fleeing enemy hero but can become utterly useless if your target runs through a creep wave.
* JetPack: The appropriately-named ''Jet Pack'' allows Clockwerk to see and fly over terrain with increased movement speed, but slows his turn rate and prevents him from attacking.
* KillSat: The Paraflare Cannon Immortal item, which fires ''Rocket Flare''s if equipped, is described as a satellite drifting in low-Clock orbit.
* LeadTheTarget: ''Rocket Flare'' will allow players to snipe people from across the map once they get a feel for how much damage it does, and how fast it travels.
* LightningBruiser: On top of having impressive Agility gain, he has above-average movement speed, and ''Hookshot'' allows him to instantly close the gap between him and his target, making him extremely mobile. Leans more toward StoneWall and eventually FragileSpeedster in the late game, due to both his damage and tankiness falling off sharply at various points.
* ManaBurn: Enemies that touch the ''Power Cogs'' barrier are shocked, losing both health and mana.
* MeaningfulName: "Rattletrap" refers to a shaky, rattling object, which was particularly appropriate for him back in the original ''Defense of the Ancient'' days. It still fits the ramshackle appearance of his armor, and containing the word "[[AntiEscapeMechanism trap]]" is a bonus.
* OddNameOut: "Rattletrap" isn't exactly a common given name for a [[OurDwarvesAreDifferent Keen]]. It's a leftover from his [=DotA=] character, which was a mechanical goblin.
* PirateParrot: Clockwerk's Seadog's Stash set, which heavily resembles a classical pirate, is always accompanied by a mechanical parrot that flies slightly above his shoulder.
* PoweredArmor: Much more low-tech than most examples, but it gets the job done.
* PungeonMaster: It's probably easier to list his lines that are ''not'' puns, [[ShoutOut Shout Outs]], or snarks.
--> '''Clockwerk (grappling Tinker):''' [[https://gamepedia.cursecdn.com/dota2_gamepedia/c/c8/Ratt_ability_hook_13.mp3 "Hook, line and Tinker!"]]
* RandomNumberGod: ''Battery Assault'''s greatest weakness is that it hits random targets nearby. This means that while it is extremely powerful against lone opponents, trying to use it in a crowd will spread the damage and mini-stuns out ineffectually.
* ScienceHero
* SeeTheInvisible: With a level 25 talent, ''Rocket Flare'' can reveal invisible enemies around the point of impact.
* ShoulderCannon: ''Rocket Flare'' is fired from a device on his left shoulder.
* ShoutOut:
** One of his death animations is similar to [[Film/Terminator2JudgmentDay Terminator's death in a vat of molten metal]].
** To ''Series/TheSixMillionDollarMan'':
---> '''Clockwerk (respawning):''' [[https://gamepedia.cursecdn.com/dota2_gamepedia/c/c8/Ratt_respawn_16.mp3 "I'm the six million gold piece man!"]]
** And to ''VideoGame/TeamFortress2'':
---> '''Clockwerk (respawning):''' [[https://gamepedia.cursecdn.com/dota2_gamepedia/4/49/Ratt_respawn_18.mp3 "Bleep bloop, I am a robot. Eh, just kidding."]]
* SuicideAttack: Clockwerk is often played as a suicide initiator, using ''Hookshot'' to fly straight into the enemy team and ''Power Cogs'' to disrupt their positioning and let his allies come in. As a result, he is often focused down and killed quickly, especially in the late game, when he becomes much less durable due to a lack of items since he farms extremely slowly.
[[/folder]]

[[folder:Ish'Kafel, the '''Dark Seer''']]
[[quoteright:256:https://static.tvtropes.org/pmwiki/pub/images/Dark_Seer_3281.png]]
[[caption-width-right:256:[-[[https://gamepedia.cursecdn.com/dota2_gamepedia/9/98/Dkseer_rare_01.mp3 "If your enemy is equal, prepare for him. If greater, elude him. If weaker, crush him."]]-] ]]
->'''Voiced by: ''' John Patrick Lowrie

In an alternate existence known as the Land Behind the Wall, Ish'Kafel was a famous general and military tactician serving under the god-king Damathryx. With his powerful mind, the Dark Seer would create a strategy to win any fight and defend his home. But as the Great Boundaries War reached its end, his army was overwhelmed by the much more powerful opposition. With no options left, Ish'Kafel performed a desperate maneuver. He led the enemy forces into the maze between his realm's eponymous walls before sealing the walls with a magical explosion that trapped the invading army. Although his plan succeeded and made him a hero to his people, Dark Seer was transported to our world, with no way to return home. But even when lost in a strange land, the Dark Seer is still proud of his brilliant intellect and continues develop new combat strategies to prove himself a superior tactician to any in this world.\\
\\
One of the few melee intelligence hero, the Dark Seer's spells are especially powerful in teamfights. His signature ability is ''Vacuum'': by manipulating gravity, enemies in a circular area are damaged and sucked towards a point. This ability synergizes well with other area-of-effect spells, as they will be able to hit all enemies once they're clumped up. Dark Seer's second spell, ''Ion Shell'', creates a bubble of energy around a unit: enemies who stand near that unit will be continuously zapped and damaged. ''Surge'' increases an ally's movement speed, allows them to walk through units, and makes them immune to slows, which is useful for both chasing and escaping. Dark Seer's ultimate ability is ''Wall of Replica''. This powerful teamfight spell creates a long barrier of energy: any enemy that crosses it will be slowed, and more importantly have an illusory copy of themselves summoned. These illusions deal a large amount of damage, meaning that unlike most other illusions, each of them is a serious threat on its own. Thanks to its long duration, ''Wall of Replica'' is a great spell for controlling space in fights. With these abilities in his arsenal, the Dark Seer can devise a plan to win any fight.\\
\\
In ''Artifact'', Dark Seer is a green hero. He has the Active Ability ''Surge'', which lets him move an ally to another lane, and the signature card ''Ion Shell'', which modifies a unit with +3 Retaliate.

----
* AlwaysAccurateAttack: ''Normal Punch'' causes Dark Seer's next attack on a hero to have True Strike.
* AnotherDimension: The Land Behind The Wall.
* BadassBookworm: His base Strength and Strength growth are quite above average, as is his base armor, making him surprisingly durable for an utility hero. One of the other interesting quirks is that as he's a melee hero, he can actually take advantage of damage block items effectively, meaning that building Crimson Guard on him is viable (and even encouraged, since Soul Ring is often one of his first-built items to bolster his mana pool).
* BareFistedMonk: He attacks with bare fists, and is mostly valued for the massive utility provided by his kit, but can also get an Aghanim's Scepter to unlock ''Normal Punch'' if he wishes to improve his right-click attack.
* BizarreAlienBiology: Being from another dimension he is quite alien in appearance. Most notably his sharply pointed head (which he seems to take great pride in), as well as "points" jutting out from his back.
--> '''Dark Seer (gaining a level):''' [[https://gamepedia.cursecdn.com/dota2_gamepedia/e/e6/Dkseer_level_07.mp3 "Did my head just get pointier?"]]
* ChargedAttack: The stun duration, knockback and bonus damage of ''Normal Punch'' scales with how far Dark Seer has moved in the past 3 seconds.
* TheDarkArts: He's a master of them.
* DifficultButAwesome: Since he relies on his melee attacks to do damage, he has very little damage output outside of ''Ion Shell'', giving him little ability to directly kill enemy heroes. However, his skill set allows him to manipulate the battlefield in such a way that makes things difficult for his enemies. In the patches where he's relevant, he's often one of the first picked or first banned heroes in competitive play due to his ability to change the tide of a teamfight by himself.
* FourStarBadass: He was a general of his people.
* GlacierWaif: Dark Seer is one of the smallest heroes in the game, but he has above-average Strength and Strength growth, and very good base armor (and due to being melee, building damage block items on him is viable), making him surprisingly durable for an Intelligence utility hero.
* GlassCannon: ''Wall of Replica'' illusions deal roughly as much damage as the hero they're based on but take twice as much. The flip side, though, is that as long as the wall is standing the enemy stands the danger of crossing it after killing an illusion and creating another one to deal with.
* GlowingEyes
* GodEmperor: The God-King Damathryx, whom Ish'Kafel used to work for.
* GravityMaster: ''Vacuum'' works by modifying the centre of gravity to a place of Ish'Kafel's choosing.
* GravitySucks: ''Vacuum'' sucks all enemies in an area to its centre.
* HeroicSacrifice: He saved his people by trapping himself along with his enemy on "the other side of the wall".
* HumanoidAliens: He comes from another dimension, and has a human-like bodyplan, but differs in his small size, purple skin, pointed head and hooves.
* HumansThroughAlienEyes: PlayedForLaughs. He finds the roundness of the human head repulsive.
* TheMaze: Mentioned in his backstory.
* MoneyMultiplier: A maxed ''Ion Shell'' can do a total of 2250 damage over its 20-second duration. While no hero is dumb enough to stand next to an ''Ion Shell'' for 20 seconds, the same thing can't be said of creeps, giving Dark Seer the ability to quickly clear lane and jungle creeps alike and farm extremely fast.
* ObviousRulePatch: Originally, Dark Seer's ''Vacuum'' used to be able to pull invulnerable heroes which back then, was used in tandem with Naga Siren's ''Song of the Siren'' where after the heroes are put to sleep by Naga's song, Dark Seer would vacuum them before another hero would use their team-fight ultimate (such as Tidehunter's ''Ravage'' or Enigma's ''Black Hole'') for an easy team wipe of the whole opposition. In fact this tactic is so effective, it allowed the team with such combination to steamroll through the whole tournament. Come 6.75, Dark Seer's ''Vacuum'' can no longer pull invulnerable units, completely neutering this combination from the game.
* PowerGlows: His hands and most of his spells.
* PsychicPowers: All of Dark Seer's abilities rely on mind manipulation.
* PurpleIsPowerful: His main colour scheme is violet, and he was a well-known military tactician back in his homeworld.
* RunningGag: The string of patches between 6.75 to 6.79 saw the cooldown for ''Vacuum'' being increased by a few seconds each cycle, leading it to become a saying that unless ''Vacuum'''s cooldown was nerfed, then the patch was fake. Come 6.82, what changes did Dark Seer get?
--> Vacuum cooldown rescaled from 28.0 seconds to 28 seconds
* SpamAttack: ''Surge'' has a very low mana cost and short cooldown, allowing Dark Seer to spam it to get around the map. Similarly, ''Ion Shell'' has a short cooldown, allowing it to be used constantly on creep waves.
* TheStrategist: Was once a master tactician on his homeworld. He even has the whole Chinese Strategist/Sun Tzu theme with his accent, responses, [[WizardBeard beard of profound strategic wisdom]], and being from a "land behind a wall" ruled by a god-like emperor.
* StoneWall: Because of his skillset providing innate damage and escape, he tends to go for tanky and teamfight utility items, such as Mekansm, Pipe of Insight, and Shiva's Guard. Of course, with his utility-oriented skillset, he has very little direct damage output.
* SuperSpeed: ''Surge'' temporarily boosts an ally's speed. With level 25 talent, he can [=AoE=] cast it.
* SupportPartyMember: Dark Seer has one of the lowest damage outputs in the game: his right-click is extremely weak (although funnily, he has a +120 damage talent), ''Vacuum'' deals almost no damage, while ''Ion Shell'' is very unreliable against heroes. However, his kit offers so much utility and versatility that he's valuable in almost any situation possible.
* TwinMaker: ''Normal Punch'' knocks an illusion out of a hero attacked by Dark Seer, and ''Wall of Replica'' creates an illusion of any enemy hero walking through it, while dealing a small amount of damage. While it can only create one illusion at a time and the illusions are easily destroyed, they do nearly full damage, and dropping it in the middle of a teamfight ensures that they're forced to focus on your teammates instead of the illusions. Even better, the wall will create another illusion if an enemy hero walks into it again after destroying the last one, essentially becoming a hazard zone that the enemy team cannot pass through easily.
* WalkingWasteland: ''Ion Shell'', which deals damage over time to enemy units in an area around a unit, temporarily turns it into this. While it rarely gets kills on its own unless slapped onto a high-mobility ally, the high damage it deals in the early game makes it great for deterring melee opponents from trying to last-hit.
* WizardBeard: Though it's more intended to be a Sun Tzu beard.
* YouCantGoHomeAgain: Ish'Kafel is trapped in this world, unable to return to his home.
[[/folder]]

[[folder:Mireska Sunbreeze, the '''Dark Willow''']]
[[quoteright:256:https://static.tvtropes.org/pmwiki/pub/images/dark_willow_icon.png]]
[[caption-width-right:256:[[https://gamepedia.cursecdn.com/dota2_gamepedia/8/8e/Sylph_spawn_02.mp3 Jex... are you ready for shenanigans?]]]]
->'''Voiced by: ''' Creator/AshlyBurch

Contrary to what children's stories tell, fairies are spiteful, selfish, cruel, and cutthroat beings. But even by fae standards, Mireska Sunbreeze, the daughter of a merchant king, is a vile individual. In her home nation of Revtel, backstabbing is commonplace in both the figurative and literal sense. But despite the constant treachery surrounding her and her skills at maneuvering through it, she couldn't help but feel bored with her life. After burning her estate to the ground, she fled into the wild in search of excitement and swindling, with only her pet wisp Jex by her side.\\
\\
Dark Willow is a heavily area-of-effect intelligence hero who seeks to dictate exactly where enemies can and cannot go if they want to remain unmolested in a teamfight. First of all, ''Bramble Maze'' places a rune over a large area that, after a delay, produces 8 clusters of deadly brambles in a fixed pattern. The first enemy to walk into each cluster is rooted and takes damage over time. ''Shadow Realm'' has Dark Willow fade herself into the shadows, becoming completely untargetable. While this is active, her next basic attack has increased range, deals bonus damage based on how long she has remained in the shadows, and instantly ends the effect. Her third skill, ''Cursed Crown'' is a very unique ability that has Dark Willow place a curse on a targeted enemy that initially does nothing at all. However, after four seconds the curse explodes, stunning the target and all enemies around them for a long duration. Unusually, Dark Willow possesses not one, but two ultimate abilities. While they do not share a cooldown, neither can be used while the other skill is active. The first, ''Bedlam'', releases her pet wisp, Jex, to temporarily patrol around Willow and rapidly attack nearby enemies. The other, ''Terrorize'', instead has her lob Jax at an area. After a short delay, Jex releases a wave of fear around them, sending all enemies in the area uncontrollably scurrying back in the direction of their fountain.

----
* BlackMage: All of Dark Willow's abilities are offensive to some degree.
* BloodKnight: Dark Willow loves getting into fights for the thrill of it.
-->'''Dark Willow:''' (beginning of game) I don't need a horn to tell me when to fight!
* DelayedExplosion: ''Cursed Crown'' has a delay of 4 seconds before it explodes, stunning all enemies in the area around the victim.
* TheDreaded: She's terrified of Lifestealer.
* EvenEvilHasStandards: While she loves to fight, she [[https://gamepedia.cursecdn.com/dota2_gamepedia/c/c8/Sylph_rival_87.mp3 denies being a sadist]].
* TheFairFolk: Most fairies tend to be spiteful jerks, and this is especially true for Mireska. Her green clothing and accent also evoke the image of a leprechaun.
* FightingIrish: Mireska has a heavy Gaelic accent, and she's a ThrillSeeker fond of battle. She's also [[https://gamepedia.cursecdn.com/dota2_gamepedia/a/aa/Sylph_ally_24.mp3 fond of drinking]].
* GlassCannon: ''Shadow Realm'' and ''Bedlam'' deal tremendous amounts of magic damage (think Dagon on top of Witch Doctor's ''Death Ward''), allowing Mireska to utterly eviscerate any lone enemies that she comes across, and she also comes packing strong crowd control; however, her own durability and mobility are limited, and ''Shadow Realm'' only does so much.
* GreenThumb: ''Bramble Maze'' creates a maze of thorns to root any enemy that comes inside.
* LukeNounverber: Her last name, Sunbreeze, fits the "Noun-noun" variation of this trope.
* MoreDakka: One of Dark Willow's level 25 talents gave her a whopping ''+200'' attack speed. It got more than a bit terrifying when she received an Aghanim's Scepter upgrade to ''Shadow Realm'' that applies its damage bonus on ''every attack'' while active, letting her burst down enemies so efficiently that the AS talent, the ability itself, and Dark Willow's base attack time were all nerfed.
* NonStandardSkillLearning: Unlike most heroes, Dark Willow has two ultimates ''Bedlam'' and ''Terrorize'', which are levelled at the same time and cannot be simultaneously active.
* NoodleIncident: Apparently, Mireska's had a bad run-in with Tidehunter sometime in the past; this being Tidehunter, [[ArchEnemy Kunkka]] was also somehow involved, and the encounter ended with Kunkka out for Mireska's blood.
* NoSell: Using ''Shadow Realm'' turns Dark Willow temporarily untargetable until she attacks.
* OverprotectiveDad: [[https://dota2.gamepedia.com/Mireska%27s_Father Her father]] seems to be one. Mireska even admits that if it weren't for him, she probably wouldn't have left Revtel.
* PlantPerson: [[https://gamepedia.cursecdn.com/dota2_gamepedia/7/7a/Dark_Willow_Preview_2.png?version=1b39b44c4a649295b1e025f30b9b41f6 The back of her head]] appears to be a flower bud, with petals forming her BoyishShortHair.
* PurpleIsPowerful: The primary colour scheme of Dark Willow is purple.
* RebelliousPrincess: A rather extreme case. Not only did she reject her place as a princess, she set fire to the palace before running away.
* RightHandAttackDog: Mireska's pet Jex, which she can use to attack enemies with ''Bedlam'' or force them to run towards the fountain with ''Terrorize''.
* SpellBlade: Using ''Shadow Realm'' boosts the range and damage of Dark Willow's next right-click attack. Aghanim's Scepter instead causes it to boost the damage of all her attacks while it's active, and no longer causes attacking to end the ability prematurely.
* StatusInflictionAttack: Dark Willow comes with no fewer than ''three'' different disables: ''Bramble Maze'' applies root, ''Cursed Crown'' is a stun, and ''Terrorize'' utilises a fear effect.
* StickyFingers: If she wants something, Mireska doesn't let a little thing like it being someone else's property stop her from getting it. Several of her lines for killing enemies have her threatening to take their stuff, such as Earthshaker's totem and Magnus's horn.
* SupernaturalFearInducer: ''Terrorize'' causes all targets to be scared, forcing them to run towards the fountain.
* ThrillSeeker: The reason she burned her home down and ran away? She was bored out of her mind, and even the constant backstabbing around her wasn't thrilling enough to help.
* {{Tomboy}}: Not very girly at all, what with her love of fighting and drinking.
* TheTrickster: A decidedly more malevolent one than most, but this is her overall attitude.
* WhatTheHellIsThatAccent: One of the community's biggest running jokes about Dark Willow is what exactly her accent is supposed to be, since it's ostensibly Gaelic but seems to meander between Scotland and Ireland on a whim; some even interpret the accent as ''Polish''. Granted, it's not like a fairy from a fantasy world would be expected to have a particularly recognizable accent to begin with.
* WingedHumanoid: She looks like a girl with four extra butterfly wings.
[[/folder]]

[[folder:'''Dazzle''', the Shadow Priest]]
[[quoteright:256:https://static.tvtropes.org/pmwiki/pub/images/dazzle_3264.png]]
[[caption-width-right:256:[-[[https://gamepedia.cursecdn.com/dota2_gamepedia/7/78/Dazz_rare_02.mp3 " In the Nothl realm, brightness is dark, and the touch that heals a friend will fell a foe."]]-] ]]
->'''Voiced by: ''' David Scully (original), Creator/DarinDePaul (''Underlords'')

As the youngest ever acolyte of the Dezun order, Dazzle had only one test left to complete in order to become a full-fledged Shadow Priest: the rite of shades. This ritual transported one's soul to the Nothl realm, a capricious and dangerous domain where light and darkness are inverted. Few come back from the journey, and those that do return as changed individuals. Despite their objections, Dazzle eventually convinced the elders to let him down the sacred potion that would transport his spirit to the Nothl realm. There, Dazzle bore witness to the true nature of the Dezun order's brilliant healing light, which in the Nothl realm was a wicked and destructive darkness. Enlightened by his experience, Dazzle successfully returned from the Nothl realm with the greatest powers of any Shadow Priest that his clan had ever seen, powers he uses to both heal and destroy.\\
\\
Dazzle is a hero who comes to his allies' defense, keeping them alive with powerful healing and enchantments, while simultaneously sowing chaos among enemies. His first spell is ''Poison Touch'': this ability splashes poison on and around a targeted enemy, slowing them and inflicting damage over time. This effect can stack with itself, and whenever a target is attacked while under this effect, the debuff duration is refreshed. His next ability is his signature move, ''Shallow Grave'': for 5 seconds, the targeted ally's health cannot go below 1, making them practically invincible for its duration. This powerful spell can single-handedly change the tide of a fight when used properly, as it can buy a carry hero a few more precious seconds to deal their damage. ''Shadow Wave'' is his third skill, which fires a bouncing bolt of energy through allies, healing them while dealing damage to enemies around them. When used on clumped-up allies surrounding an enemy, the damage can be quite powerful. Dazzle's ultimate has two components - ''Good Juju'' reduces the cooldown of all his abilities, letting him put out much more damage and healing, while ''Bad Juju'' shreds the armor of enemies while buffing his allies' as he casts spells, and can be cast for ''another'' burst of heal and damage, making Dazzle much more lethal as a fight drags on. This kit allows Dazzle to keep allies going through any adversity while dooming enemies to a messy end.

----
* AdaptationSpeciesChange: Was a troll in [=DotA=], but now can only be described as "the same species as Huskar". Implied to still be some form of troll however, due to comparisons with Troll Warlord.
* BashBrothers: With Huskar, should they be on the same team. Not only are they brothers in-lore, but Dazzle's skills greatly compliment Huskar's playstyle: ''Shallow Grave'' can keep him alive at 1 HP, which Huskar likes since he gains more attack speed the lower his health is, ''Shadow Wave'' keeps him healed up, and ''Bad Juju'' lets him poke people apart even faster.
* BewareTheNiceOnes: Dazzle is one of the friendlier heroes out there, with supportive and defensive spells meant for protecting his team, and he is more than happy to heal his allies should they need it. His spells are also deceptively lethal to his enemies, as ''Bad Juju'' applies stacking armor shred to his enemies as he casts spells, and ''Shadow Wave'' can easily take off a huge chunk of an enemy's health in the right conditions.
* CombatMedic: ''Shadow Wave'' heals a number of friendly units near the target, and deals damage in an area around them.
* CombinationAttack: ''Bad Juju'' is ridiculously good when partnered with right-click damage dealers. In addition, Dazzle can combo with himself, as both of his offensive spells deal physical damage instead of magical damage.
* CooldownManipulation: ''Good Juju'' reduces the cooldowns of all of Dazzle's abilities when he casts an ability. With Aghanim's Scepter, it also reduces item cooldowns and can be used to refresh an ally's item cooldowns.
* DamageIncreasingDebuff: ''Bad Juju'' causes enemies in its area to lose armor every time Dazzle casts a spell. It also reduces the cooldown of Dazzle's spells, meaning that you don't want to stand next to him for too long.
* DarkIsNotEvil: The Shadow Priests' Order is stated to use magic mainly for healing and self-defense.
* DeadlyDoctor: The Dezun Order teaches very few attack spells, and even these are designed to disable the enemy. Dazzle however can invert their properties thanks to his unique gift.
* DifficultButAwesome: ''Shallow Grave'' can be a very powerful spell when used correctly, but using it well is much easier said than done. Holding it for too long or being too far away can result in an ally dying before Dazzle can save them, but casting it too early can result in the spell being wasted (and potentially the ally dying anyway). Leveling up ''Shallow Grave'' allows Dazzle to cast it more often and from longer range, giving him more room for error, but the effect remains the same, and taking it early on results in Dazzle's other spells being less effective.
* DoesNotLikeShoes: Dazzle runs around completely barefoot. At most, some of his cosmetics give him cloth ankle wrappings.
* EnlightenmentSuperpowers: Gained great powers over light and shadow following his experience in the Nothl realm.
* GoofyPrintUnderwear: He is actually [[http://i.imgur.com/7eFWHpT.jpg wearing pink underwear with a heart]] under his clothes.
* HerdHittingAttack: Inverted and played straight with ''Shadow Wave''. Since each allied unit healed can inflict up to 140 Physical damage in an area around themselves when hit with the spell, the damage can be applied multiple times, meaning that if Dazzle and 8 friendly units are standing next to an enemy, that enemy can potentially take up to ''980 Physical damage from a single cast'' (1400 with the appropriate talent and further increased to ''1700'' with Aghanim's Scepter), before even factoring in ''Bad Juju''. And since it's an [=AoE=] spell, this damage can potentially be applied to multiple enemies, every 4 seconds.
* LastChanceHitPoint: ''Shallow Grave'' places a 5 second buff on an ally that prevents their HP from going below 1. The only thing that can kill a target affected by ''Shallow Grave'' is Axe's ''Culling Blade''.
* LightIsNotGood: As mentioned in his Dota 2 BackStory, his light has inverted properties.
* MagicKnight: His starting damage is quite high for a support hero, and all his spells deal Physical damage, meaning magic resistance or spell immunity don't protect against it. Properly geared, he can easily shred enemy armor down into negative levels and thus increases his overall damage. Combined with his great attack animation and high base damage, he's a viable mid hero and can even carry with the right team/items.
* MagicStaff: Dazzle’s weapon is a pink staff with rings that he uses to cast his spells and fling bolts of shadow energy at his enemies.
* MutualDisadvantage: Against Axe. On one hand, Axe is the only hero in the game that can forcibly ignore Dazzle's ''Shallow Grave'' with his ultimate ''Culling Blade'', and as a SquishyWizard, Dazzle does not enjoy being caught by ''Berserker's Call'' and ''Counter Helix''. On the other hand, Dazzle can crush Axe in the lane, and Axe is very susceptible to ''Shadow Wave'' because of his playstyle, which involves blinking or rushing into a group of enemies and pin them down with ''Berserker's Call'' - the perfect opportunity for a ''Shadow Wave''. ''Bad Juju'' also hurts Axe hard, as it reduces his armor, which really hurts his tankiness. In a game with both Axe and Dazzle, Axe can't aggro out a lane and Dazzle has to juggle more variables in mid-late game team fights. Axe has to jungle or even safe/mid and starts being a bully much later then he would like to. However if Axe safely jungles a Blink Dagger then it's tough for Dazzle, so he doesn't straight up win because his kit becomes slightly diminished in that scenario for nought. A well played Axe can make Dazzle useless and a well played Dazzle can really make Axe cry.
* NiceGuy: Dazzle's one of the most amiable heroes in the game, and is all too happy to share his healing magic with allies.
* PinballProjectile: ''Shadow Wave'' bounces off allies, healing them while dealing damage to nearby enemies.
* PoisonousPerson: With ''Poison Touch'', which paralyses enemies, damaging and slowing them. It also refreshes its duration every time the target gets hit by a player-based attack, meaning it can deal a surprising amount of damage and make it very hard to run away from Dazzle.
* TheRedMage: Dazzle is both capable of keeping his allies and himself from dying, causing his foes to waste time in a fruitless endeavour, as well as delivering a huge damage output with ''Shadow Wave'' and ''Bad Juju'' when good positioning comes to play.
* RunOrDie: ''Bad Juju'''s armor reduction stacks indefinitely; if you can't kill Dazzle quickly in a fight or stop him from casting spells, you ''will'' get ripped to shreds.
* SlasherSmile: His face paint makes it seem as though he is always grinning.
* SquishyWizard: Despite his ability to keep his teammates alive, Dazzle himself can be very easy to kill, especially if he can't cast ''Shallow Grave''.
* TribalFacePaint: His facepaint looks like a smiling skull.
* VoodooDoll: The Nothlic Burden Immortal item comes with a doll of Axe, Dazzle's most notable counter.
* WhyWontYouDie: While Dazzle himself is quite squishy, he, like Omniknight, can use his abilities to make (at ''least'' one member of) his team extremely difficult to kill by spamming out ''Shadow Wave'' and ''Shallow Grave''.
[[/folder]]

[[folder:'''Enigma''']]
[[quoteright:256:https://static.tvtropes.org/pmwiki/pub/images/Enigma_3.png]]
[[caption-width-right:256:[-[[https://gamepedia.cursecdn.com/dota2_gamepedia/e/e6/Enig_ability_black_01.mp3 "If light cannot escape me, what hope have you?"]]-] ]]
->'''Voiced by: ''' Creator/JonStJohn

Enigma is just as mysterious as his name implies, with countless theories as to his past and identity. Some say he was once an alchemist punished for hubris as he attempted to unlock the secrets of the universe, others claim that he is the primordial abyss personified, and the oldest legends claim that he is the sentient remains of the first dying star. What is known, however, is that he wields all the power of a Fundamental - a cosmic force capable of consuming entire worlds.\\
\\
Enigma is a strong initiator and a highly efficient jungler, letting him quickly collect the items he needs to unleash havoc on the enemy. ''Malefice'' holds Enigma's enemies down by repeatedly disabling the target; once every couple of seconds, the victim will be damaged and stunned. ''Demonic Conversion'' will transform a non-hero unit into three Eidolons under Enigma's control. Eidolons will split after attacking six times, returning to full health after doing so. ''Midnight Pulse'' steeps an area in dark energy, destroying all trees in the area and damaging enemies for a percentage of their maximum health every second. Enigma boasts one of the most powerful initiation abilities in the game in his ultimate ability, ''Black Hole''. When the ability is cast, Enigma will channel a vortex that sucks in all hapless enemies within its range, disabling them with its gravitational pull; once caught, there are very few ways for an enemy to escape. Although its long cooldown means that Enigma will have to use it judiciously, a well-timed ''Black Hole'' will crush the enemy into oblivion, giving them no chance to fight back.\\
\\
In ''Dota Underlords'', Enigma is the Ace of Primordials, causing Eidolons to cast ''Malefice'' when killed, periodically mini-stunning their killer. His ability, ''Midnight Pulse'', creates a pool of dark energy, continuously draining a portion of enemies' health while they stand in it.
----
* AchillesHeel: Amongst heroes with big teamfight ultimates such as Magnus and Tidehunter, Enigma is the most vulnerable to Rubick. Since ''Black Hole'' has to be channelled, if Enigma can't catch Rubick in its small area of effect, ''Spell Steal'' is guaranteed to give him ''Black Hole'' - enough to turn the tides of the fight. This is augmented by the fact that ''Spell Steal'' can pierce spell immunity, meaning that even if Enigma activates BKB or Glimmer Cape (which in the case of the latter is still vulnerable to detection), Rubick can still steal it in the 4 second channeling time. Similar principles apply for other spell immunity piercing abilities such as Vengeful Spirit's ''Nether Swap'', Beastmaster's ''Primal Roar'', Clockwerk's ''Hookshot'', and so on. In fact, the only real way for Enigma to be completely safe while channeling his ultimate is to catch all enemy heroes who can interrupt him through spell immunity; even if he [[CrazyPrepared purchases a Linken's Sphere on top of Black King Bar and/or Glimmer Cape]], he can still be interrupted by abilities like ''Reverse Polarity'', ''Hookshot'', and ''Berserker's Call''.
* AnthropomorphicPersonification: He is a sentient manifestation of gravitational forces.
* ArmorPiercingAttack: ''Black Hole'' will disable spell immune enemies and due to its damage type being Pure, will also damage them, meaning that the only way to dodge it is to become invulnerable.
* ArtEvolution: Received a new hero model in 7.00 with a more well-defined figure.
* BatmanGambit: ''The Summoning'' comic reveals that Enigma planted fake alchemical journals, under a fake identity, in order to lead power-hungry alchemists into crafting powerful artifacts that he can use.
* BlackMage: Enigma is a purely offensive spellcaster, with none of his abilities having any direct defensive application.
* ChunkyUpdraft: He is followed by a trail of rocks and dirt raised from the ground by his gravity. Rocks start orbiting him as a tiny asteroid belt when he's standing still.
* {{Cyclops}}: When wearing the Twisted Maelstrom set, Enigma only has a large glowing eye dominating his forehead, instead of two normal eyes.
* DifficultButAwesome: ''Black Hole'' is one of the most fearsome teamfight abilities in the game, disabling the entire enemy team for up to 4 seconds while dealing heavy damage. It is also very difficult to land as the enemy will rarely group nicely for you given the choice, and being a channelled ability, requires Enigma to catch all enemy heroes or buy Linken's Sphere to prevent disruption.
* EldritchAbomination: The anthropomorphic personification of gravity and the void, and physically best described as a black hole in human shape.
* EnemySummoner: ''Demonic Conversion'' turns friendly or enemy creeps into three Eidolons, which are capable of self-replicating on successful attacks. Casting it on allied creeps instantly denies them, while casting it on enemy/neutral creeps will instantly kill them, making it a highly flexible spell (you can even cast it on existing Eidolons, since their timer is extended when they multiply). However, you can't use it on higher-level jungle creeps, and you can't use it to deny your own flagbearer creep.
* TheFourthWallWillNotProtectYou: ''Black Hole'' can suck in interface elements like gold and damage indicators.
* GlassCannon: His Eidolons are less durable than Nature's Prophet's treants or Lycan's Wolves, and slower to boot, but their damage output once there's 6 of them is staggering, and their range makes up for the lack of mobility to some degree.
* GlowingEyesOfDoom: Enigma and his Eidolons.
* GravityIsPurple: The enbodiment of gravity itself. Naturally, he gives off a purple aura.
* GravityMaster: ''Malefice'' and ''Black Hole'' manipulate the gravity to stun enemies.
* GravitySucks: ''Black Hole'' pulls all affected enemies into its centre.
* IAmNotLeftHanded: In ''The Summoning'' comic, Enigma is summoned and apparently trapped in a chalk circle by an alchemist. He spends most of the comic letting the alchemist talk, and trying to trick him into letting him out. Then he reveals he could leave the circle at will anytime he wanted.
-->'''Enigma:''' Did you really think you could become a god by singing nursery rhymes and making chalk drawings on a floor?
* InTheHood: The Servants of Endless Stars cosmetic Eidolons wear a black face-obscuring hood.
* KingMook: To the [[MiniMook Eidolons]].
* MeaningfulName
* MesACrowd: Enigma's Eidolons are actually aspects of himself from other dimensions.
* MoneyMultiplier: With ''Demonic Conversion'', Enigma is THE fastest early game jungler in the entire game, which allows him to farm up really fast, meaning that he's rarely starved for money unlike most other supports. Good Enigma gameplay primarily revolves around farming up utility items to give the team a huge advantage or making sure he can land a good ''Black Hole''.
* MysteriousPast: As befitting of his name.
* PercentDamageAttack: ''Midnight Pulse'', which deals damage based on a percentage of their current HP. [[TooDumbToLive Anyone stupid enough to stand in it for the whole duration will lose almost half their health]]. An upgraded ''Black Hole'' deals 5% of their ''max'' HP per second which stacks with ''Midnight Pulse''. Using both at once can whittle their HP down a fraction of their max HP [[OhCrap Enigma can use a Refresher Orb to reset the cooldown and do it again]].
* PowerOfTheVoid
* PurpleIsTheNewBlack: He is a living black hole that is purple instead of black for some reason.
* SelfDuplication: Enigma's Eidolons are able to multiply and fully heal themselves after 6 successful attacks.
* SentientCosmicForce: He is actually one of the Fundamentals, the sentient manifestations of the four fundamental forces of the universe.
--> '''Enigma, on a team with Io, Chaos Knight and Keeper of the Light:''' [[https://gamepedia.cursecdn.com/dota2_gamepedia/9/95/Enig_ally_15.mp3 "The four pillars stand together once more."]]
* SpawnBroodling: ''Demonic Conversion'' instantly kills a creep (friendly or enemy) and summons 3 Eidolons at its place.
* SummonMagic: ''Demonic Conversion''.
* TimeAbyss: As a Fundamental, he's literally as old as creation.
* TooAwesomeToUse: ''Black Hole'' has one of '''the''' longest cooldowns in the game (with only a few level 1 ultimate abilities tying, which gain shorter cooldowns when leveled up). This means that Enigma players will frequently be forced to die without casting their ''Black Hole'' because they need it for a major teamfight. It isn't uncommon for an Enigma to build single-target disable items just so that they have an option outside of ''Malefice''.
* UnrealisticBlackHole: Enigma's ''Black Hole'' hovers above the ground, sucking in every enemy (but not allies or terrain) in a very small area until it disappears or Enigma stops channelling.
[[/folder]]

[[folder:'''Io''', the Guardian Wisp]]
[[quoteright:256:https://static.tvtropes.org/pmwiki/pub/images/Io_4337.png]]
[[caption-width-right:256:[-[[https://gamepedia.cursecdn.com/dota2_gamepedia/6/66/Wisp_Spawn_respawn.mp3 "..."]]-] ]]

Io is the Guardian Wisp, a omnipresent Fundamental who embodies the inscrutable forces that bind particles together. It has travelled across countless realities, its physical presence only briefly perceptible on this plane of existence through the manipulation of the natural laws that keep matter together. Although it is a being beyond our understanding, one thing is clear: Io is a force for goodness and cooperation, helping others and strengthening them through its dominion over the cosmic powers that hold the universe together.\\
\\
"Support" is the watchword for Io the Guardian Wisp. One of the four ranged strength heroes, it excels at controlling its lane by keeping its allies healthy and heavily harassing enemies, and is capable of saving allies from near-certain death with its very powerful support kit. The cornerstone of Io's arsenal is ''Tether'', which connects Io and another unit with a spirit tether. The tether increases the movement speed of Io and the tethered ally, and depending on Io's health and mana regeneration rate, the tethered unit receives 1.5x the amount recovered. Finally, any enemy that cross the tether will be slowed. The ability also allows Io to quickly jump to an ally's location when cast from long range, making it a potent escape mechanism as well. Io's second ability summons a ring of five ''Spirits'' to dance around it, detonating on contact with heroes and dealing damage in a small area. Io can increase or decrease the ring's radius at will to zone enemies out, provide long-range harassment, or finish off fleeing enemies. With Aghanim's Scepter, ''Spirits'' becomes a passive ability; Io will constantly summon Spirits over time to a maximum of five. Io's third ability, ''Overcharge'', greatly increases its attack speed and provides damage resistance when active over 8 seconds. The bonuses are also applied to ''Tethered'' allies, allowing Wisp to turn a carry into a real powerhouse in conjunction with the heal from ''Tether''. Its ultimate, ''Relocate'', teleports Io any location on the map for a short time before returning it to the cast location. Io can bring a ''Tethered'' ally along for the ride both on cast and on the return trip, opening up the potential for near-impossible ganks and death-defying escapes.\\
\\
In ''Dota Underlords'', Io is a tier 3 hero. Its ability, ''Tether'', pulls Io to an ally, granting it increased attack speed and damage reduction. It can also use ''Relocate'' to warp out of the battlefield for a few seconds, bringing a dead hero back to life with full health alongside it.
----
* AwesomeButImpractical: Io is probably the most team-dependent hero in the game, the only way to actually play it is in an organised and coordinated setting, something that is nonexistent in pubs. Because of this, it is absurdly unpopular in pubs, but ranks amongst the top picks in competitive, with a consistently high contest rate (the rate that combines both ban and pick rates) through the years.
* CelestialBody: Is essentially a living star.
* CombatMedic:
** When Io gains health or mana, a ''Tether''ed hero gains 1.5x the amount. With healing items like Urn of Shadows, Bottle or Tranquil Boots, Io can pump an absurd amount of HP and mana into an allied carry in the middle of a teamfight while at the same time nullifying their normal disadvantage of being cancelled when taking damage or attacking, by staying away from the fight while maintaining the tether.
** Io with an Aghanim's Scepter can actually be quite scary even without teammates, to the point where teams may actually give Io farm priority to assemble the item quickly. With a constant stream of Spirits and the talent to make ''Spirits'' slow enemies, the poke damage can very quickly add up in a manfight.
* CompanyCrossReferences: Io's 2017 International Arcana turns it into a glowing [[VideoGame/{{Portal}} Companion Cube]]. The Arcana also replaces some of Io's "voice lines" with fragments of the credits song "Still Alive".
* DifficultButAwesome:
** Wisp (outside of a few comedy builds) is pretty much the only Hero who can do nothing but support other Heroes. It requires heavy teamwork, but is incredibly powerful when utilized correctly. Because of this, Wisp is one of the most commonly picked or banned heroes in professional tournaments.
** ''Spirits'' must be aimed for the precise distance between Wisp and the target. If someone has trouble landing them, then they're a huge waste of mana. If someone is skilled with landing them though, ''Spirits'' can be an incredible amount of harassment that you can do from 875 range.
** Using ''Relocate'' to its fullest potential is also very difficult, as you'll always need to keep an eye out for potential ganks, ''Tether'' someone and teleport near or onto where you want to gank after a channeling time. However you also have to be wary if other enemies are missing, as they could be [[SchmuckBait baiting you out]]. However, it is one of the only two skills in the game which can give global presence to any ally (the other being Underlord's ''Dark Rift'', whose cooldown is significantly longer and requires a unit to teleport to). Using ''Relocate'' to bring you and your lane partner behind unsuspecting enemies in either your own or another lane globally is a huge deal. This can be used to get your carry fed very quickly if your team is competent and you communicate your intentions. In addition to this, ''Relocate'' can be used in a big fight to bring someone to the fight who didn't get there in time, pull someone out who's about to die, or take someone back to heal quickly during the fight. ''Relocate'' requires you to be very cognisant of how your team is doing in a fight and what's needed most.
* DynamicEntry: ''Relocate'', which teleports Io and any tethered hero to any point on the map for a short time, can turn any ally into a global ganking, pushing and counterganking machine.
* EnergyBeing: Heck, even the in-game model itself is just particle!
* HappyFunBall: Often called this thanks to the spherical shape and totally unexpected power [[DifficultButAwesome in a coordinated team]].
--> '''Bastion Announcer:''' [[https://gamepedia.cursecdn.com/dota2_gamepedia/2/28/Dlc_bastion_announcer_pick_wisp_follow.mp3 "Hey what's that little glowy ball? Famous last words."]]
* HeroicSacrifice: On a lineup with Io, a carry can farm exposed areas with little risk. Any time the enemy would initiate on him, Io can use ''Relocate'', bail him out and sacrifice himself to save the carry. Oftentimes the return of farming an exposed lane and being able to keep farming instead of sitting through a respawn timer was greater than the damage done by feeding Io.
* NatureSpirit
* NoBiologicalSex: As an EnergyBeing and a Fundamental to boot, Io has no gender and is referred to as "it".
* NotTheIntendedUse: Patch 7.22 in 2019 (and its subsequent letter updates until [=7.22f=], and also the patch where Io was added back in Captain's Mode, the mode used in professional Dota 2) allowed the potential for Io, usually a support to buff up the hard carries, to be played as ''the'' hard carry. With the level 10 and 15 talents along with their Aghanim's Scepter upgrade that makes ''Spirits'' an insane damage-dealing ability that slows enemies when hit, it allows Io to deal ludicrous amounts of magic damage in the midgame, when most players don't have the items to help survive said damage if it's not rushed (i.e. BKB). After that year's International tournament (where Eurpoean team OG won as the proponent of this sorta meme-ish yet scarily legit strategy used to devastating effect), [=7.22g=] raised up the talents by one tier so that both level 10 and 15 talents were instead at level 15 and 20 respectively, so as to not be the midgame monster that it was, eventually removing the slow from ''Spirits'' altogether in 7.23.
* PowerFloats
* ThePowerOfFriendship: Io can't really do much by itself, but just try to fight both it and a ''carry'' like Chaos Knight or Tiny at once and see how long you will stand.
* SentientCosmicForce: Io is the Fundamental who embodies electromagnetism.
* TheSpeechless: All the noises he makes can be described as submarine-sounding beeps and boops. Some other characters seem to understand him. Puck especially continuously regrets that people are missing Wisp's puns (unreliable - maybe she's just being [[LittleMissSnarker Puck]]).
* SquishyWizard: Wisp has pathetically low base stats and stat growth in all three areas and is one of only three Heroes in the game (the others being Phoenix and Visage) that start with '''negative''' base armor. Needless to say, Wisp is very easy to kill if caught without escape.
* TimeAbyss: As a Fundamental, Io is as old as creation itself.
* TimeMaster: The lore of ''Overcharge'':
--> ''Drawing on the energy of matter from all worlds, Io begins the unravelling of time.''
* ThisLooksLikeAJobForAquaman: Io is itself not an example of this trope (it has consistently been first pick/first ban material in professional games), but its synergy with certain heroes (notably Chaos Knight, Tiny and Gyrocopter) has historically caused these heroes to be nerfed to the point that they became underwhelming on their own, only ever pickable in a professional game with an Io teammate and can safely be disregarded if Io is banned or already picked by the other team.
* ViewersAreGeniuses: Its abilities are based on atoms and its backstory implies it's a sentient manifestation of the three major forces of quantum mechanics (Strong, Weak, and Electromagnetism).
[[/folder]]

[[folder:Sylla, the '''Lone Druid''']]
[[quoteright:256:https://static.tvtropes.org/pmwiki/pub/images/Lone_Druid_6829.png]]
[[caption-width-right:256:[-[[https://gamepedia.cursecdn.com/dota2_gamepedia/3/39/Lone_druid_rare_01.mp3 "Thousands of years of waiting... and yet, no time to waste."]]-] ]]
->'''Voiced by:''' Creator/NolanNorth

Long ago, when history itself had yet to be recorded, Sylla, the wisest druid of the Bear Clan, was chosen by the powers of nature to protect the Seed. It was given to him with these words: "When all of the world has dimmed, when civilization has left these lands, when the world is slain and wracked by the endless deserts at the end of ages, plant the Seed." The Seed granted Sylla new youth and vitality, as well as the abilities to project his will in physical form and change his own form. However, the powers of the Seed attracted the attention of enemies, who waged war on the Bear Clan in an attempt to take it for themselves. Sylla fled the destruction as its sole survivor, taking the Seed with him and exiling himself deep into the wilderness. Countless millennia later, Sylla continues to protect the Seed, waiting for the time when he will plant it and destroying anything that threatens his destiny.\\
\\
An unique, two-in-one hero, Sylla fights with his trusty Spirit Bear. The Bear is permanently summoned with ''Summon Spirit Bear'', and function like a second hero with his skills and item inventory, and unlike most other summons, the Spirit Bear scales with Sylla's level. It has ''Entangling Claws'' for a chance to root enemies it attacks, ''Demolish'' to destroy buildings, and ''Return'' for quickly returning to Sylla's side. Sylla and the Bear also possess a ''Spirit Link'' that increases both of their attack speeds, while also causing the Spirit Bear's attacks to heal Sylla for a portion of its damage. If one of them is threatened, they can use ''Savage Roar'' to scare the enemies back to their fountain. Finally, Sylla can shed his current shell for his ''True Form'', a humanoid bear with increased toughness and the Spirit Bear's ''Entangling Claws'' and ''Demolish''. That, or he can just destroy everything himself with his super fast, long-ranged attacks.\\
\\
In ''Dota Underlords'', Lone Druid is a tier 4 hero. His ability, ''Summon Spirit Bear'', calls a bear familiar to his side, who has a chance to stun enemies when attacking.
----
* AdaptationNameChange: Was called Syllabear in [=DotA=].
* AdaptationSpeciesChange: A night elf in [=DotA=], human in the remake.
* AntiStructure: ''Demolish'' gives the Spirit Bear (and Sylla, when ''True Form'' is active) bonus damage against buildings.
* AwesomeButImpractical:
** Lone Druid has twice the number of item slots compared to other heroes, 6 for Sylla himself and 6 for the Spirit Bear. In theory this means he can build 12 big items and outcarry anything the enemy throws at him. In practice games almost never last that long for him to amass the ridiculous amount of money needed to build the aforementioned 12 big items; and long before that (if the game hasn't ended already) the enemy carry should have enough farm to kill the bear in seconds (the bear itself doesn't scale with levels nor Strength and it's very hard to increase its durability with items), throwing 6 of your items down the drain. Lone Druid's damage steroids also don't scale as well to the late game compared to, say, Spectre or Medusa, and neither is his teamfight presence, so in the ultra late game his main strength is ratting, not fighting. Because of this, the unstoppable full 12-slotted Lone Druid is nothing more than a myth, and trying to go for it is suicide (as opposed to focusing on improving ''either'' the Druid or the bear and taking fights and towers early).
** ''True Form'' gives Lone Druid a powerful bear form with a number of bonuses to make him a strong melee combatant and a powerful activated ability. However, it's rarely used to its fullest and generally gets skipped in favor of Lone Druid's basic abilities, since builds that itemize Lone Druid focus on his ranged capabilities, which gets undermined by ''True Form'' forcing him into melee, and it certainly doesn't help that ''True Form'' reduces his movement speed, which is very much not good for a melee hero. Alternatively, if he builds items for the Spirit Bear, Lone Druid shouldn't be trying to melee fight people because he'll just get squished, in which case it's used mostly for access to ''Battle Cry''. This resulted in the ability eventually being reworked.
* BadassTeacher: For Ursa.
--> '''Lone Druid (killing Ursa)''': "Have you forgotten what I taught you, Ulfsaar?"
* BearsAreBadNews: The Spirit Bear is the ''strongest'' summoned unit in Dota 2, boasting a hefty amount of baseline health that scales with Lone Druid's level.
* BondCreature: The Spirit Bear.
* BraveScot: Sylla sports a thick Scottish accent, commands a powerful bear to attack enemies and can be quite dangerous himself.
* TheChosenOne: Due to his wisdom and righteousness, he was chosen to guard the Seed.
* DifficultButAwesome: Lone Druid requires a lot of micromanagement to play effectively, as proper management of the Spirit Bear is paramount to Lone Druid's success. With enough practice, however, Lone Druid can quickly become one of the most dangerous heroes on the map, able to shove down lanes with impunity and deal lots of damage between Sylla himself and the Spirit Bear. The bear, in essence, can act as a sixth hero when properly farmed.
* DivergentCharacterEvolution: Lone Druid effectively has two separate builds and playstyles: either build items on the Spirit Bear and use it as a tanky pusher while the Druid himself buffs it with ''Spirit Link'' and aura items, or build items on Lone Druid and use him as a long-range attacker with the bear serving as a meat shield and disabler. He'll almost never be getting items on both himself and his bear since [[AwesomeButImpractical it'll take twice as much farm to get them online]].
* DoomedHometown: His clan was attacked by rivals seeking the Seed, forcing Sylla on the run and sending him into exile for countless ages.
* DruidicSickle: Fitting for a Druid, his weapon is an infinite supply of sickles which he throws at his enemies.
* EyepatchOfPower: The Rage of the Dark Wood cosmetic set gives an eyepatch to Lone Druid's human form and a similar patch of light fur on his bear form.
* {{Familiar}}: His Spirit Bear. It's never clearly stated whether the bear was a creature that bonded to Sylla (as suggested by the spell description) or if it's simply an extension of his will (as implied by his lore).
* GlassCannon: Sylla has low starting Strength and average Strength gain, meaning that outside of ''True Form'' he is quite squishy and can be easily killed if focused on. However, the Spirit Bear's ''Defender'' ability effectively extends Lone Druid's health by a third by redirecting a part of the damage he takes to the Bear, and ''Spirit Link'' healing can keep him going a bit longer, making Sylla somewhat tankier than he appears.
* GreenThumb: The Spirit Bear's passive ability, ''Entangling Claws'', sprouts roots that hold enemies in place.
* HarbingerOfImpendingDoom: His purpose is recreating life AfterTheEnd, so whatever forced him to join the battle between the Radiant and Dire is not a good sign, and he's more than happy to accelerate the events.
--> '''Lone Druid:''' [[https://gamepedia.cursecdn.com/dota2_gamepedia/f/fc/Lone_druid_firstblood_01.mp3 "First blood! The end is set in motion! Ha ha ha ha ha ha ha ha!"]]
* InformedLoner: Despite his name, he is one of the few heroes who always has a companion by his side: his trusty Spirit Bear. And of course, this being a {{MOBA}}, he has to cooperate with 4 other players to succeed.
* JackOfAllStats: Unlike most other carries, Lone Druid is well-rounded and fairly potent at all stages of the game; he can harass and last hit with ease in the early game with the aid of his Bear, push towers extremely fast in the middle game, and has enough durability to spearhead pushes in the late game with the right item builds. He is also one of two heroes [[note]]Troll Warlord being the other[[/note]] that can freely switch between melee and ranged attacks at any point in the game, giving him great flexibility in countering enemy tactics.
* LifeDrain: ''Spirit Link'' is unique among lifesteal abilities in that the Spirit Bear heals Sylla with its attacks rather than itself and vice versa.
* LightningBruiser: ''True Form'' and ''Spirit Link'' give Sylla a huge boost in health, damage output and attack speed, and he's fairly fast to begin with.
* MetalSlime: Killing his bear yields a very large amount of gold and experience - sometimes more than killing a hero, but he's incredibly hard to kill thanks to his tankiness (2000 at level 4 and more depending on Lone Druid's level, which will be several times the health of a level 7 hero), an easy escape mechanism, and the ability to resummon him.
* MorphicResonance: In bear form, Sylla retains his shoulderpad and beard; at the same time, his bear gains attributes of Sylla (such as a beard and braids) as it levels up.
* NatureHero
* TheNeedsOfTheMany: He's willing to kill his friends and other {{Nature Hero}}es to guarantee the safety of the Seed, although he's not always happy about it.
--> '''Lone Druid (killing Ursa):''' [[https://gamepedia.cursecdn.com/dota2_gamepedia/1/11/Lone_druid_rival_02.mp3 "There are more important causes in this world than your cubs, Ulfsaar."]]
--> '''Lone Druid (killing Nature's Prophet):''' [[https://gamepedia.cursecdn.com/dota2_gamepedia/2/24/Lone_druid_rival_19.mp3 "I never thought the day would come that the Prophet's blood stained my hands.]]
* NonIndicativeName: He's the Lone Druid, but his pet bear hardly ever leaves his side.
* NumberTwo: Because Lone Druid's effectiveness is so dependent on his bear (if he goes for the traditional build), managing to kill it will essentially render Sylla himself useless, especially since the cooldown of re-summoning the bear is so long (two ''minutes'' at the least) and the Bear cannot Buyback. This makes it dangerous for teams to rely too much on the bear, especially if it's carrying aura items like Assault Cuirass and Radiance, since killing it will render one of their main carries useless for at least that long and deny them the benefits of those auras. It's particularly the case in the 6.86 era, where Lone Druid tends to spend ''all'' his gold on the bear while the Druid himself carries little more than brown boots and a TP Scroll (and maybe Vladimir's Offering and a Cloak).
* ObviousRulePatch: The 6.78 patch makes the health drain of activating Armlet of Mordiggian apply to both heroes and non-heroes, in order to address and eliminate how the Spirit Bear can use an active Armlet without suffering the health drain penalty. Prior to this, the Armlet, a 2600 gold item, would give the bear an extra 25 attack speed, 5 armor, 7 HP per second regeneration and 40 damage, all without having to worry about health drain, so players would just turn the Armlet on permanently and give it the power of a late game item for the price of a mid game one.
* PandaingToTheAudience: Two of Lone Druid's cosmetic items, the Spirit of Calm and the Spirit of Anger, changes the appearance of the Spirit Bear to that of a giant panda or red panda.
* PointyEars
* RealityWarper: A low level version, Lone Druid's abilities comes from his power to project his will into reality.
* TheRival: To Lycan. Out of universe, they have roughly similar skills (summoning animal familiars to aid them in combat, skills that increase their damage and attack speed, and an ultimate that lets them transform into an animal) although Lycanthrope is more of a LightningBruiser than Sylla himself.
--> '''Lone Druid (killing Lycanthrope)''': [[https://gamepedia.cursecdn.com/dota2_gamepedia/f/f7/Lone_druid_rival_21.mp3 You and your pack of mongrels are nothing to me!]]
* ScreamingWarrior: ''Savage Roar'' serves the purpose in-game of scattering his enemies, and several of his attack responses are roars, even in human form.
* SinisterScythe: Carries a small one around, which he [[ThrowingYourSwordAlwaysWorks throws at enemies]] as his right-click attack in druid form.
* StoneWall: The Spirit Bear is the tankiest summon in the game and has more HP than any hero until lategame, however his damage output is much worse than of Sylla himself. The most common tactic is therefore outfitting the bear with tank and aura items such as Assault Cuirass and Radiance instead of attack-boosting items.
* StrongerWithAge: Strongly believes in this.
* SuperMode: His ultimate, ''True Form'', temporarily turns him into an anthropomorphic bear and gives him access to the Spirit Bear's ''Demolish'' and ''Entangling Claws'', while empowering both abilities, and increases his health and armor.
* SupernaturalFearInducer: ''Savage Roar'' forces enemies to flee towards their base in terror.
* {{Synchronization}}: The Spirit Bear cannot attack when it reaches a certain distance away from the Lone Druid (except with Aghanim's Scepter), and when the bear is killed, Sylla will also take damage. ''Spirit Link'' will also cause Lone Druid to heal from the Spirit Bear's attacks, both will cast ''Savage Roar'' at the same time, and Sylla gains the bear's abilities in ''True Form''.
* TimeAbyss: Sylla is older than written history itself, and has been kept alive by the Seed for millennia.
* TouchedByVorlons: Whatever powers granted Sylla the Seed also gave him his abilities.
* TransformationIsAFreeAction: During his transformation, Lone Druid becomes invulnerable to damage.
* VoluntaryShapeshifting: Into an anthropomorphic bear.
[[/folder]]

[[folder:Banehallow, the '''Lycan''']]
[[quoteright:256:https://static.tvtropes.org/pmwiki/pub/images/Lycanthrope_5683.png]]
[[caption-width-right:256:[-[[https://gamepedia.cursecdn.com/dota2_gamepedia/5/5a/Lycan_death_05.mp3 "Was I a wolf who dreamed he was a man?"]]-] ]]
->'''Voiced by: ''' Creator/NolanNorth

In the now-fallen kingdom of Slom, the house of Ambry was recognized as the greatest of the noble families. But as the Last King of Slom descended into madness and cruelty, the house of Ambry chose to rebel against the King's increasingly corrupt ways, sending an army to the capital. However, the attempted coup ended in bloody failure, and in retaliation, the Last King of Slom had every member of the Ambry family killed, save for the lord and his youngest son Banehallow. The two survivors were brought before the King, who ordered his court mages to transform the son into a wolf, who would then kill his father as an act of so-called poetic justice, a traitor betrayed by his heir. But the spell failed to transform Banehallow's mind, and instead of killing his father, he turned against his captors and managed to kill many before the King's knights finally drove him out into the night, with Lord Ambry laughing even as the King decided to take his execution into his own hands. And while Slom and its Last King would fall at the hands of Karroch the Beastmaster years later, Banehallow still wanders the world as the Lycan, a half-man, half-wolf forever seeking vengeance for the slaughter of his family.\\
\\
An adept jungler, a great pusher, and absolutely terrifying when well fed, Banehallow von Ambry is an adaptable carry capable of decimating towers and entire teams when played correctly. His first skill, ''Summon Wolves'' does ExactlyWhatItSaysOnTheTin, summoning 2 wolves (5 with his level 25 talent) that can be used in a variety of ways, including scouting, farming, and fighting alongside the Lycan; at later levels, they also receive invisibility and the ability to cripple the enemy's attack speed. His second skill, ''Howl'', gives a global attack and health buff to all allies on the map, with the strength of the buffs increased at night, allowing the Lycan to support ganks and teamfights anywhere, anytime. His third skill, ''Feral Impulse'' is a passive buff to his attack speed and damage. This bonus extends to any units under Lycan's control And finally, his ultimate, ''Shapeshift'', has him stop and take a moment to assume his true form. After the transformation is complete, Lycan and all units under his control temporarily gain massively increased movement speed, immunity to slows, a chance to deal extra damage on attacks, and increased night vision, turning Lycan into a terrifying LightningBruiser.\\
\\
In ''Artifact'', Lycan is a green hero. His Continuous Effect, ''Feral Impulse'', grants +2 Attack to his neighboring allies. His signat\\ure card, the ''Savage Wolf'', is a creep that is modified with +1 Attack and +2 Health after each combat phase.
\\
In ''Dota Underlords'', Lycan is a tier 3 hero. His ability, ''Summon Wolves'', calls two wolves to Lycan's side, then transforms him into a wolf with increased health, speed, and a chance to deal a critical hit.
----
* AdaptationSpeciesChange: Lycan was an [[BigRedDevil Eredar]] in the original ''[=Dota=]'', but was changed to a human in the remake.
* TheBeastmaster: He can summon canine familiars with ''Summon Wolves''. ''Feral Impulse'' and ''Shapeshift'' also encourage building summoning items like Helm of the Dominator on him as well, since they benefit all units under his control.
* BlueBlood: Formerly, as an Ambry scion.
* CanineCompanion: His wolves.
* CreepyGood: Banehallow looks nasty in both his human and wolf forms, but is an undoubtedly heroic character.
* CriticalHitClass: ''Shapeshift'' gives ''all'' units under Lycan's control the ability to crit, including Lycan himself. Expect to see a lot of red numbers when he's fighting while ''Shapeshifted''.
* CursedWithAwesome: Being turned into a werewolf was meant to be a curse, which would force him to maul his own father to death. However, Banehallow's mind was strong enough to remain in control, turning this curse into his greatest weapon.
--> ''Forever a slave to his lycanthropy, Banehallow has come to accept his curse, and embrace his own savagery.''
* {{Familiar}}: His summoned wolves.
* ForcedTransformation: He was turned into a lycanthrope. This was intended to punish him, but he used it instead to kill a number of his captors. He has since accepted and embraced his feral nature.
* FragileSpeedster: His wolves max out at 320 health, comparable to ranged creeps, and have no armor at all. They're also extremely fast, but still easily wiped off the map with a few autoattacks.
* GlassCannon: His wolves max out at 320 health, comparable to ranged creeps, and have no armor at all. On the other hand, they hit fairly hard and when under the effects of ''Feral Impulse'' and ''Howl'' they will do outrageous damage, but still easily wiped off the map with a few autoattacks.
* HealingFactor: Wolves summoned by level 4 ''Summon Wolves'' gain a massive 15 HP regeneration.
* HuskyRusskie: Invoked with his voice actor's FakeRussian accent.
* {{Invisibility}}: His summoned wolves at level 3.
* KarmaHoudiniWarranty: In his backstory, Banehallow was unable to slay the corrupt Last King of Slom before being driven out. Fortunately, the king did not get off scot-free, as Beastmaster later finished what Lycan started.
* LastOfHisKind: The last remaining member of the House of Ambry, after they were purged for rebelling against a corrupt king.
* LightningBruiser: ''Shapeshift'' lets him run ''faster than the normal maximum movement speed'' (it's locked on 650), and prevents him from being slowed. It also gives him a free critical hit. Good luck trying to get away from him when he's in wolf form.
* MagicallyIneptFighter: Lycan's entire damage output comes from his and his summon's raw physical DPS, boosted by ''Howl'' and ''Feral Impulse''. He has no form of nuke.
* NamesToRunAwayFromReallyFast
* NaturalWeapon: His claws in wolf form. He does appear to have claws in human form, but doesn't use them.
* NobleFugitive
* NobleWolf: Outside of being rather rude, there's nothing really evil about Lycan.
* OurWerewolvesAreDifferent: Almost entirely wolf when in wolf form. Appears to have burning embers on his mane.
* TheRival: To Lone Druid.
--> '''Lycan (killing Lone Druid)''': [[https://gamepedia.cursecdn.com/dota2_gamepedia/2/29/Lycan_rival_05.mp3 "Bears are no match for the cunning of wolves."]]
* ShoutOut:
** To the {{Literature/Twilight}} fandom.
--> '''Lycan:''' [[https://gamepedia.cursecdn.com/dota2_gamepedia/0/03/Lycan_death_11.mp3 "I thought you were team Yakov!"]]
** His face is similar to X-Men movies' Sabretooth. With ''Curse of Ambry'' cosmetic items, he became similar to Hugh Jackman's Wolverine instead.
* SuddenNameChange: He was known as Banehallow the Lycanthrope in the original ''[=DotA=]'', and was initially called Lycanthrope in ''Dota 2'' before having his name shortened to Lycan.
* SummonMagic: ''Summon Wolves''
* SuperEmpowering: Aghanim's Scepter grants Lycan ''Wolf Bite'', which converts an ally hero to a wolf with all of the properties of ''Shapeshift'' while retaining their abilities, giving them both speed and initiation. Both Lycan and the converted hero get 30% lifesteal which are shared when close to each other, similar to Lone Druid.
* SuperMode: ''Shapeshift'' temporarily turns Lycan into his true form, increasing his night vision, raising his movement speed to the cap and granting him a critical strike. Using the level 25 talent and an Octarine Core, he can use the wolf form almost permanently (as in, it only has ''1 second downtime'')!
* SuperSpeed: In wolf form, Lycan's and all of his units' movement speed are raised to 650, making them faster than the normal maximum of 550.
* TransformationIsAFreeAction: Downplayed. ''Shapeshift'' has a 1.5 second transformation time, during which Lycan is fully vulnerable, but the transformation itself cannot be interrupted except by killing him.
* {{Unishment}}: He was [[CursedWithAwesome cursed]] to become a wolf to kill his father, but it [[GoneHorriblyRight went horribly right]] and he turned against his handlers.
* VoluntaryShapeshifting: His ultimate, ''Shapeshift''.
* WolverineClaws: His means of attack when not in wolf form.
[[/folder]]

[[folder:'''Magnus''', the Magnoceros]]
[[quoteright:256:https://static.tvtropes.org/pmwiki/pub/images/Magnus_6314.png]]
[[caption-width-right:256:[-[[https://gamepedia.cursecdn.com/dota2_gamepedia/c/c4/Magn_cast_02.mp3 "Yes, the thunder you hear is my hooves!"]]-] ]]
->'''Voiced by: ''' Dempsey Pappion (''Dota 2'', ''Dota Underlords''), Elroy Powell (''Artifact'')

Among the blacksmiths living in the shadow of volcanic Mount Joerlak, few materials are more highly sought-after than the horn of a Magnoceros, and the Magnoceros known as Magnus has the most valuable horn of them all. For many years, Magnus had defended his people from every last hunting raid that attempted to climb Mount Joerlak and return with a Magnoceros horn. However, the Matriarch, leader of the Magnoceroi, grew increasingly worried about the possibility of Mount Joerlak erupting and called for relocation to a safer place, which Magnus dismissed. But eventually Mount Joerlak did erupt, wiping out half of Magnus' kin and forcing the rest to flee north, where the Magnoceroi were ambushed by hundreds of hunters. Magnus led his fellow Magnoceroi warriors into battle while the elders, mothers, and calves headed for safety. Many Magnoceroi perished, including the Matriarch herself, but Magnus survived and split ways with his surviving kin, swearing he would not return until every one of the poachers he believed responsible for Mount Joerlak's eruption has been impaled upon his horn.\\
\\
Arguably ''the'' initiator of Dota, as well as a fairly competent semi-carry, Magnus is capable of turning teamfights around and setting up entire teams to get mowed down in seconds. His first skill, ''Shockwave'' is a long-ranged nuke with comparatively low mana cost and cooldown, which also slows enemies and pulls them in slightly. His second skill, ''Empower'' grants anyone under its effect a major damage boost, and if they're melee, a powerful Cleave, while his third skill, ''Skewer'' pulls quadruple duty as a escape, early-game replacement for blink dagger until he can farm it, nuke, and repositioning ability either by itself, or comboed with ''Reverse Polarity'' and ''Blink Dagger'' to pull an entire enemy team to their dooms. His Ultimate, ''Reverse Polarity'' is a medium area of effect stun that pulls everyone in its effect into a small cluster. All of Magnus' abilities synergize amazingly well with his Ultimate: after catching a group of foes with ''Reverse Polarity'', Magnus can easily hit them all with ''Shockwave'', ''Skewer'' them back to his team, and cast ''Empower'' to allow himself or his allies to cleave them all with attacks. This devastating combo makes Magnus into one of the most powerful heroes to have when it's time to teamfight.\\
\\
In ''Artifact'', Magnus is a green hero. His signature card, ''Empower'', modifies a unit with +3 Attack and Cleave.\\
\\
In ''Dota Underlords'', Magnus is a tier 2 hero. His ability, ''Empower'', temporarily grants an ally extra damage and Cleave.
----
* AdaptationSpeciesChange: In the original ''[=DotA=]'' Magnus was a member of the {{VideoGame/Warcraft}} race called Magnataurs, which can best be described as a mix between a mammoth and a centaur. To avoid legal issues he is now a centauroid woolly rhinoceros.
* BerserkButton: Don't touch his horn.
* BladeOnAStick: Magnus' default weapon is a spear.
* DifficultButAwesome: All but 1 of his skills falls into this: ''Shockwave'' is a very thin area nuke with a comparatively slow speed, but has a low cooldown and mana cost, letting a Magnus that can reliably hit it force opponents out of lane. ''Skewer'' is a repositioning skill that can drag up to 4 heroes a long distance, being usable to push a ganker away from a low HP hero, drag a hero towards your waiting team or simply ram into them, but like ''Shockwave'', is a very small [=AoE=] ability. ''Reverse Polarity'' has one of the smallest areas of effects for an ultimate ability, but also combines being a very long stun, forcing all opponents together to land a perfect ''Skewer'' or ''Shockwave'' as well as make full use of ''Empower'' granting a cleave to the melee carry. All in all, Magnus relies on smaller area of effect spells with a more powerful and cheaper effect than counterparts like Tidehunter's ''Ravage'' or Dragon Knight's ''Breathe Fire''.
* DishingOutDirt: He can channel tectonic energy to create shockwaves, or pull his foes together.
* DropTheHammer: The Immortal weapon Shock of the Anvil is an anvil that Magnus wields as a hammer.
* DynamicEntry: ''Skewer'' or Blink Dagger[=/=]''Reverse Polarity'' combo.
* EvilPoacher: Those who hunt his people for their horns.
* FakeSpecialAttack: ''Reverse Polarity'' has a relatively long cast time and an easily distinguishable visual effect, allowing Magnus players to fake it by interrupting the animation.
* FantasticRacism: Magnus seems to hate the Slithereen, given that he has special kill responses towards all of them that insult their race.
* FoeTossingCharge: ''Skewer'' drags every unit he collides with towards his final destination.
* HerdHittingAttack: Magnus can give this to himself or a friendly hero with ''Empower''. ''Reverse Polarity'''s also capable of grouping enemies together, magnifying the effects of these.
* HeroicSacrifice: It's possible to pull a ganker off your ally with ''Skewer'', but if you don't have ''Reverse Polarity'' to follow it up with, or simply don't have enough allies nearby, you end up face to face with a ganker without your escape ability.
* HornAttack: Magnus' horn can be used to skewer enemies with ''Skewer'' and toss them behind himself with ''Horn Toss''.
* HotSkittyOnWailordAction: He's attracted to Enchantress: she's a doe, he's a rhino.
* ImpaledWithExtremePrejudice: His third skill, ''Skewer''.
* ImprobableUseOfAWeapon: Magnus skewers people on the ''side'' of his horn.
* ImprovisedWeapon: His Immortal weapon Shock of the Anvil is a hammer made out of an anvil.
* LightningBruiser: Magnus has a movement speed of 315, a very fast charging Skewer, high Agility, is fairly tough, and has arguably the single most powerful teamfight ability in the entire game.
* MagicKnight: A common build for Magnus would be to get a Blink Dagger, then focus on DPS-increasing items to boost his damage output, as he has a fair bit of agility growth, a good damage steroid, and can hit large groups easily with his cleave and ''Reverse Polarity''. While not as effective as a traditional carry, it's still quite deadly.
* MagikarpPower: Of all focused initiators, Magnus is the worst in early game ganks, but the best at late-game high-stakes teamfights, given that he can help his carry farm with ''Empower'', do a fair bit of damage himself, and usually has his ultimate up every teamfight while the other two mass-disable ultimates, Tidehunter's ''Ravage'' and Enigma's ''Black Hole'' have nearly ''twice'' the cooldown and the heroes themselves can't fight as well as Magnus can.
* MagnetismManipulation: ''Reverse Polarity'' changes properties of matter, sucking all nearby enemies in front of Magnus.
* MarsNeedsWomen: Has a crush on Enchantress, who is more humanoid then him.
* MasterOfNone: Not Magnus himself, but rather his ''Skewer'' ability, which pays for being a low-cost repositoning, nuking, slowing, mobility, and escape skill by being not all that good at any of those. Its slow is incredibly short, does less damage than the more easily spamable ''Shockwave'', has a massive 30 second cooldown, can't escape all that well because it's liable to drag heroes with Magnus, and starts from Magnus's location, meaning a Blink Dagger is needed to really use it as a repositioning ability.
* MeaningfulName: May be derived from "magnetism", based on his ultimate. Alternatively, in fitting with the physics theme, it may be derived from the [[https://en.wikipedia.org/wiki/Magnus_effect Magnus effect]].
* MoneyMultiplier: While ''Empower'' doesn't directly increase the amount of gold gained, it grants whoever Magnus casts it on both a damage boost, and if they're melee, a cleave and can increase a carry's farming speed by a very notable amount.
* OurCentaursAreDifferent: His body is centauroid in shape, except that instead of being half-man half-horse, he's more half-man, half-woolly rhinoceros.
* PrehistoricMonster: He has many traits of elasmotheres and woolly rhinos in his design.
* RammingAlwaysWorks: ''Skewer''.
* ReversePolarity: Used as the name for his ultimate.
* RingOut: Can invoke this with ''Skewer'' to drag other heroes onto a cliff, often during the first moments of the game. What makes this truly hilarious is when he does this to ''the entire enemy team'' with ''Reverse Polarity''. [[DifficultButAwesome Doing so without ending up on a cliff yourself however...]]
* ShockwaveStomp: After sucking all enemies in front of him with ''Reverse Polarity'', Magnus follows up by stunning them with a powerful slam.
* SpamAttack: ''Shockwave'' has a fairly short cooldown and low mana cost. After he gets a Bottle, Magnus can easily use it to harass, last hit and force an enemy out of the lane.
* SwordBeam: ''Shockwave'' consists of a well, shockwave of energy created by Magnus slamming his spear on the ground.
* SphereOfDestruction: ''Reverse Polarity'' appears a huge collapsing sphere moments before it goes off.
* UseYourHead: ''Skewer''. As he's part rhinoceros, this is to be expected.
* VigilanteMan
[[/folder]]

[[folder:'''Marci''']]
[[quoteright:256:https://static.tvtropes.org/pmwiki/pub/images/marci_icon.png]]
[[caption-width-right:256:[-*Whistle*-]]]

Very little is known about Marci. She is mostly seen travelling in the company of Mirana, the Princess of the Moon, but how they became friends is a secret neither seem willing to reveal. Although she does not speak, Marci is a loyal and dependable ally for any who earn her trust and friendship, fiercely defending her companions against those who threaten them. Enemies best beware to avoid underestimating her dainty size and unremarkable appearance, for within Marci hides a great and mysterious power that makes her a devastating foe in unarmed combat.\\
\\
The game's first hero to be based on a character from the animated series ''WesternAnimation/DotaDragonsBlood'', Marci is a versatile melee hero as equally capable of helping her allies in the midst of battle as she is of pummeling her opponents into the ground in close combat. With her first ability, ''Dispose'', Marci grabs her target and throws them behind her, stunning and damaging any foes caught in the landing area. If the thrown target is an enemy, they are stunned and damaged as well. Her second ability is ''Rebound''. With it, Marci dashes to a target and leaps off from them, damaging and slowing enemies caught in the impact of her landing. Additionally, if the target she jumped off from was an ally, her teammate will receive a speed boost. Her third ability, ''Sidekick'', grants a targeted ally bonus damage and lifesteal while simultaneously giving herself the same buff (if cast on herself, a random ally near her will receive the bonus). Finally, Marci's ultimate is ''Unleash''. When activated, Marci removes certain debuffs from herself and gains bonuses to her speed and attack speed. During this state, a powerful pulse of energy bursts out from Marci's form after she makes a certain number of attacks, damaging and slowing enemies around her while also temporarily disabling her ability to attack for 1.5 seconds. Although she may seem little more than simple CuteMute, a well-played Marci can use her furious fists to mop the floor with even the mightiest warriors.
----
* BadassAdorable: A small, charming, and friendly CuteMute who can stand toe-on-toe with gods, monsters, and sapient cosmic forces all while mostly relying on her own two fists and some agile leaping.
* BarefistedMonk: Her basic attacks are primarily quick punches from her fists, with ''Unleash'' allowing her to deliver them at blinding speed.
* CanonImmigrant: She was originally one of the main characters in ''WesternAnimation/DotaDragonsBlood'', but proved popular enough with fans that she was added to the actual game as a playable hero.
* CuteMute: She never says a word, but who needs to when they're as bright-eyed as her?
* GrievousHarmWithABody: Aghanim's Shard allows Marci to use ''Rebound'' to throw the targeted ally, instead of jumping off them herself.
* MagikarpPower: Marci's weakness is that she has a ''horrible'' early game capabilities, forcing her to play as the supportive kill-setup character (something she's really good at) while foregoing killing others, and generally her solo-farm capabilities is less than stellar so she can't be a hard-carry like Anti-Mage and savvy players will pressure her early game so she can't function well in the next phases. Regardless, if she's even allowed to get some money ahead, beware that she suddenly stops needing others to stunlock and pummel you to death.
* KillerRabbit: For humanoid standards (the non-humanoid standard is Puck). Marci is an unassuming CuteMute that might look like a glorified grunt when compared to other fantastic creatures. She's actually a PintSizedPowerhouse extraordinary that will pummel those fantastic creatures around her into oblivion with just her bare hands in blinding speed. ''Look at the blood on her cheek in her portrait.''
* LifeDrain: ''Sidekick'' grants both Marci and another ally lifesteal.
* PintSizedPowerhouse: She's pretty small and dainty-looking, but that doesn't stop her from being able to beat the absolute crap out of enemies with her mere fists and tossing even giants like Tiny behind herself with enough force to stun them.
* TheSpeechless: Marci cannot speak, and her responses are all short, quick whistles.
[[/folder]]

[[folder:'''Mirana''', the Princess of the Moon]]
[[quoteright:256:https://static.tvtropes.org/pmwiki/pub/images/Mirana_3437.png]]
[[caption-width-right:256:[-[[https://gamepedia.cursecdn.com/dota2_gamepedia/e/ef/Mir_rare_09.mp3 "The stars are in alignment, and our victory is certain."]]-] ]]
->'''Voiced by:''' Gin Hammond

Although she was in line to inherit the Solar Throne, the princess Mirana relinquished her position in order to dedicate her life to Selemene, the Goddess of the Moon. Riding atop a feline familiar, Mirana, who has become known to many as the Princess of the Moon, is a proud and poised figure, attuned to the cycles of the night sky. Armed with a magical bow crafted from moonstone whose arrows draw power from the moonlight, Mirana now prowls the Nightsilver Woods, keeping Selemene's preserve safe from those who would intrude upon its sacred beauty and attempt to make off with the goddess' most prized treasures.\\
\\
Mirana is a semi-carry, semi-support hero possessing several utilities that can help her and her allies while still contributing a lot of great damage once she buys the necessary carry items. She has an excellent gap-closer, ''Leap'', which causes her mount to bound in the direction she is facing, allowing her to reposition herself in a more favorable position for further attacking or retreating. This spell has multiple charges, and she gains a brief bonus to her attack and movement speed after landing. If she is close to the enemy, she can unleash the ''Starstorm'', raining down meteors in a huge area around her and an enemy closest to her will get struck with another meteor. Mirana's signature skill is the ''Sacred Arrow'', where she shoots one arrow that slowly travels in a very long line, ignoring any obstacles until it collides with an enemy, whereupon it damages and stuns them based on how far the arrow traveled, with the stun maxing out at a ludicrous 5 seconds. A well-positioned and unhindered Mirana can play the deadly sniper that catches the enemy off-guard and let her allies gang up on the victim, however, she has to aim well and make sure no creeps get in the way of the arrow, or else it's the creep that gets stunned. Lastly, she can set up various ambushes or escapes using ''Moonlight Shadow'', where she grants herself and all allied heroes invisibility for a set amount of time, only revealing themselves when attacking and going invisible again as long as they are idling and the time hasn't expired.\\
\\
In ''Dota Underlords'', Mirana is a tier 4 hero. Her ability, ''Sacred Arrow'', inflicts a long stun and heavy damage onto an enemy from a long range.
----
* AbdicateTheThrone: She left the Solar Throne to become a Princess of the Moon.
* AccidentalAimingSkills: ''Sacred Arrow'''s massive hitbox and nigh-invisibility can lead to other heroes running into it, and the sheer damage and stun duration means even if it's not an optimal target, she's still come out far ahead.
-->''Mirana'': [[https://gamepedia.cursecdn.com/dota2_gamepedia/c/c6/Mir_kill_04.mp3 It was not luck]], [[BlatantLies but skill!]].
* AchillesHeel: ''Moonlight Shadow'' will not work if a hero is silenced, so even in cases where the enemy has no detection, silencing Mirana or her allies before the fade effect sets in will prevent them from going invisible, and casting an [=AoE=] silence can bring them out of invisibility.
* AdaptationNameChange: ''Starstorm'' and ''Sacred Arrow'' used to be named ''Starfall'' and ''Elune's Arrow'' in the original [=DotA=]. This had to be changed because the former is also the name of a skill in ''VideoGame/{{Warcraft}} III'', while the latter is a reference to ''Warcraft'' lore.
* AdaptationSpeciesChange: Like Luna, she was originally a Night Elf.
* BribingYourWayToVictory: Unintentionally inverted with the Crescent Bow cosmetic item, which actually makes her ''Sacred Arrow'' easier to spot and avoid.
* CrazyCatLady: A lot of her voice lines lend this impression for laughs.
--> ''Here, kitty kitty.''
* CurseCutShort: If the ''Sacred Arrow'' hits a creep instead of a hero.
-->'''Mirana''': [[https://gamepedia.cursecdn.com/dota2_gamepedia/4/46/Mir_ability_arrow_05.mp3 Son of]] [[https://gamepedia.cursecdn.com/dota2_gamepedia/6/69/Mir_ability_arrow_08.mp3 a...]]
* DeathFromAbove: Her first skill, ''Starstorm'', drops a wave of shooting stars on every enemy in the vicinity.
* DefiantToTheEnd: One of her death quotes shows just how she valued her pride and nobility status:
-->'''Mirana''': [[https://gamepedia.cursecdn.com/dota2_gamepedia/b/bb/Mir_death_02.mp3 I'll never bow!]]
* DifficultButAwesome: ''Sacred Arrow'' is considered to be the hardest stun to land in the game, since it's an extremely slow projectile that's only effective after it's traveled a long distance. It takes considerable patience to predict your target's path, not to mention that it's easily spotted and evaded by wary players. However, landing a long-range arrow can yield a lot of damage and the longest stun in the game (5 seconds).
* DoesNotLikeShoes: Mirana wears a strap around her heel, mostly barefoot.
* ExactlyWhatIAimedAt: Her reaction to hitting Roshan with ''Sacred Arrow'', which is laughably easy since Roshan doesn't move most of the time. Or worse, Roshan's large hitbox blocked Mirana's true target, and she's too proud to admit it.
* FieldPowerEffect: ''Moonlight Shadow'', Mirana's ultimate, applies a global buff that turns her entire team invisible. It's unique among invisibility spells in that the fade time remains in effect even after breaking invisibility, meaning that allies can turn invisible again for the 15 second duration of the spell.
* FragileSpeedster: Mirana has above-average movement speed and ''Leap'', which makes her jump forward and further boosts movement speed, makes her one of the best chasers and escapers in the game. However, she has one of the worst starting Strength and Strength growths in the game, making her easy to kill if ''Leap'' is on cooldown.
* FunWithAcronyms: Mirana's Dota 2 title, "Princess of the Moon", is something of a ShoutOut to her old [=DotA=] title, "Priestess of the Moon", both of which use the same initials. The latter could not be used due to it being a hero title from Warcraft 3.
* HorseArcher: More like Tiger Archer.
* HorseOfADifferentColor: By default she rides on a white tiger named Sagan, and none of her cosmetic mounts are horses.
* HumanShield: One of the best solution of avoiding her ''Sacred Arrows'' is standing behind a creep.
-->'''Mirana''': [[https://gamepedia.cursecdn.com/dota2_gamepedia/a/a1/Mir_ability_arrow_04.mp3 Who spoiled that shot!?]]
* ImpossiblyLowNeckline
* {{Invisibility}}: ''Moonlight Shadow'' grants this to her entire team, making it great for setting up ganks and teamfights, or helping her allies get out of a bad situation.
* InASingleBound: ''Leap'' allows her to jump forward a good distance.
* JackOfAllStats: Mirana is one of the few heroes in the game who can be played as a full-on carry, or as a utility support due to her skill layout. She has a good damage nuke, a long-range stun, an escape spell that also serves as a speed buff, a global invisibility spell, and is a ranged hero with decent stat growth that allows her physical damage to scale. Due to her flexibility and array of useful spells, she can be played in almost any lane and be put to almost any role depending on her team's needs.
* KickingAssInAllHerFinery
* LadyOfWar: Very calm, reserved, fights with a bow, and capable of playing a carry to wreck the enemy team.
* TheLeader:
** Amongst the servants of Selemene, Mirana seems to hold the title, with Luna as her [[TheLancer Lancer]][=/=]NumberTwo. Mirana is also aware of Luna's growing resentment towards her about this and does her best to keep her in line.
** Gameplay-wise, Mirana can be played as such, as she can make calls about when to initiate team fights either by a well-placed arrow inflicting a lengthy disable on a valuable target, or getting everyone invisible with her ultimate ability for an ambush initiation. She can also save teammates by rendering them invisible when they are being chased away.
* LeadTheTarget: ''Sacred Arrow'' travels extremely slowly for a castable spell, making it very easy for opponents to dodge it if they see it coming.
* {{Lunacy}}: She draws most of her powers from the moon.
* MageMarksman: She fights with a bow and magic, and can deal a fair amount of damage with both.
* MasterOfNone: She is most often classified more as a semi-carry rather than a true carry, and her spells are very mana-hungry. If she's played as a carry then she must try to end the game as quickly as possible since she can't fight toe-to-toe against actual carries, and if she's played as a support she has to get lots of levels and a decent amount of farm in order to make the most of her magic nukes and maintain her mana pool.
* MsFanservice: Often praised for her shapely body, as well as [[ImpossiblyLowNeckline having her shoulders bare and her cleavage displays a nice rack.]] Furthermore, a few of her rare quotes is about meowing like a kitty.
* MultiShot: When using ''Sacred Arrow'', Mirana will fire three arrows at once with the appropriate level 20 talent.
* NeverMyFault: Blames others for missing her ''Sacred Arrow''.
* NonIndicativeName: Mirana's cast animation implies that her ''Sacred Arrow'' is actually a [[JavelinThrower thrown spear]].
* OneHitKill: If it hits a non-Ancient creep, ''Sacred Arrow'' kills the creep instantly.
* PantheraAwesome: Her default mount is a tiger.
* ProjectileSpell: Mirana's ''Sacred Arrow'' stuns the first enemy unit it strikes for a duration based on the distance where Mirana fired her arrow and the target hit.
* RedOniBlueOni: The blue, being the calm, composed main acolyte of moon, to Luna's red, the violent and sadistic moon... hit-woman.
* RichBitch: Smug, haughty, entitled, and condescending towards her enemies, calling them "Mutt", "Dog", "Cur", etc...
* RoyalsWhoActuallyDoSomething
* SplashDamageAbuse: ''Starstorm'' will drop an extra star at melee range after the initial wave, dealing 75% of the damage of the first wave. This allows Mirana to deal a heavy amount of damage to a target by ''Leap''ing right next to them and casting Starstorm, since the first wave will most likely kill any nearby creeps or weak units, leaving only the strong one to eat another hit.
* SurprisinglySuddenDeath: The Aghanim's Scepter Mirana build, which can potentially deal a hefty 825 burst damage to a target hit by both the first wave and the extra star from the double ''Starstorm''. An additional ''Sacred Arrow'' is enough to kill or cripple most targets, and that's before Mirana gets her Ethereal Blade...
* TeethClenchedTeamwork: On surface, she might seem to be getting along with Luna on a common goal together. But their formalities seem ''forced'', and they seem to be naturally more happy to get into a CatFight about who gets to be the top Selemene servant. Coming from [[RichBitch Mirana]], this makes sense, as she doesn't believe that an ex-bandit like Luna should get the privileges of a leader.
* WarriorPrince
* WeakButSkilled: She has low stat growth across the board, but makes up for it with her extremely powerful kit and the utility she brings to her team.
* WeaksauceWeakness: Despite her flexibility, many of Mirana's greatest strengths are also hard-countered by the right items and spells.
** While ''Moonlight Shadow'' is very powerful in the early game since its global range allows her to effectively give her whole team a Shadow Blade for ganking or escaping, it's dodgy in the late game at best, since it can be easily defeated by any form of detection or silence, and competent teams can use good prediction and map awareness to [[HoistByHisOwnPetard turn ganks completely around by using the other team's complacency against them]]. In fact, simply picking Mirana can actually be a detriment to a team since it will cause your opponents to buy detection items earlier than usual and use them more frequently, meaning that it will greatly hinder any of your teammates with their own invisibility abilities (or who often purchase Shadow Blades), and result in more frequent de-warding.
** ''Sacred Arrow'' has the longest stun duration in the game, however it can also be countered pretty easily by stun-removing spells. This means that if there's an Abaddon, Legion Commander or Oracle on the enemy team, they can simply purge the 5-second stun off of an ally that's been hit with an arrow, and in the first two cases do so on a lower cooldown than ''Sacred Arrow'' itself.
** Mirana herself has low to mediocre base stats and low base damage (combined with slow projectile speed making last-hitting difficult), so while she's capable of making foolproof ganks and scaling decently with farm, early on she's as powerful as a lane creep. Played as a carry she requires a fair amount of babysitting to ensure that she gets the farm she needs, and played as an early roamer virtually all of her effectiveness lies in landing ''Sacred Arrow''.
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