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7This is part of the [[{{Characters/Dota2}} character sheet]] for ''{{VideoGame/Dota 2}}''. This page contains the '''Strength''' heroes that begins with the letter A to M. Please note that this is sorted not by their real names, but their in-game name, which will be bolded in the folder.
8
9[[center: [- '''''Strength''''' | '''A -- M''' | [[Characters/Dota2StrengthNToZ N -- Z]]-] ]]
10[[center: [- '''Agility''' | [[Characters/Dota2AgilityAToM A -- M]] | [[Characters/Dota2AgilityNToZ N -- Z]]-] ]]
11[[center: [- '''Intelligence''' | [[Characters/Dota2IntelligenceAToM A -- M]] | [[Characters/Dota2IntelligenceNToZ N -- Z]]-] ]]
12[[center: [- '''Universal''' | [[Characters/Dota2UniversalAToM A -- M]] | [[Characters/Dota2UniversalNToZ N -- Z]]-] ]]
13[[center: [- [[Characters/Dota2Personas Personas]] | [[Characters/{{Artifact}} Artifact heroes]] -] ]]
14[[center: [- [[Characters/DotaUnderlords Dota Underlords]] -] ]]
15[[center: [- [[Characters/Dota2Neutrals Neutrals]] | [[Characters/Dota2NPCs Others]]-] ]]
16
17----
18[[foldercontrol]]
19
20[[folder:Razzil Darkbrew, the '''Alchemist''']]
21[[quoteright:256:https://static.tvtropes.org/pmwiki/pub/images/Alchemist_3887.png]]
22[[caption-width-right:256:[-[[https://gamepedia.cursecdn.com/dota2_gamepedia/0/09/Alch_spawn_05.mp3 "I'm the brains!" "And I'm the brawn!"]]-] ]]
23->'''Voiced by: ''' Bruce Miles
24
25The Darkbrew family was well known for its devotion to the science of Chymistry, but none ever had the sheer audaciousness of Razzil, who gradually abandoned his family's trade to focus on Alchemy. Ambitious beyond his own capacity, Razzil declared that he would use his alchemy transmute an entire mountain into gold, but his two decades of preparation for this event ended in spectacular failure. For the chaos and destruction his experiment had wrought, he was arrested and thrown in jail, with an ogre as a cellmate. In order to escape and continue his research, Razzil used the moss and fungi growing on the cell walls to brew a potion, and after a week of preparation, he gave it to the ogre. Upon drinking the concoction, the ogre flew into an uncontrollable rage and gained a massive burst of strength and endurance, allowing him to break through the cell walls and fight his way out of the prison. Once Razzil and the ogre had gotten as far away from prison as they could, they agreed to work together, and the pair have been on the run ever since, forever in search of ingredients for Razzil's experiments.\
26\
27While other heroes may specialize in magic spells or physical damage, Alchemist (and his trusty ogre sidekick) focus on gold, and accumulating lots of it. With the ability to farm more efficiently than most other heroes, Alchemist can be played in a variety of ways: he can use his early-game gold potential to quickly snowball an item advantage over the other team and carry his side to victory, or he can see use as a support and an initiator, focusing more on his damaging spells to help his team. With ''Greevil's Greed'', an innate ability, Alchemist gains extra gold for every last hit; granting an additive bonus for every last hit in a period of time. With healthy reserves of gold rolling in, Alchemist can quickly gain a head start in purchasing items- but don't think that he can't also go on the offensive. His main damaging spell, ''Unstable Concoction'', is a powerful but unreliable area-of-effect stun that needs to be charged before it's thrown at an enemy hero. Wait too long, however, and the spell will explode on Alchemist himself, stunning and damaging him. His other damaging spell, ''Acid Spray'', creates a pool of toxic liquid that reduces armor and damages foes who are caught in its radius. Meanwhile, his ''Corrosive Weaponry'' slows enemies with each hit and makes them more susceptible to debuffs, with the effect stacking from multiple hits and making the target increasingly weak. His ultimate, ''Chemical Rage'', is a versatile status buff, temporarily kicking many of his base stats into overdrive. With huge bonuses to health regeneration, movement speed, mana regen, and attack speed, Alchemist can unleash the power of alchemy to its fullest. He's also unique that he can melt an Aghanim's Scepter and give it to his ally, granting them the ability upgrade and stats in process without taking up an item slot, which also permanently increases both his attack and spell damage for each ally who has received this gift.\
28\
29In ''Dota Underlords'', Alchemist is a tier 4 hero. His ability is ''Acid Spray'', which covers a 7-by-7 square in acid, dealing physical damage over time to enemies and reducing their armor.
30----
31* AcidAttack: He's an alchemist themed chiefly around use of acid and other corrosive and unstable liquids. His active ability ''Acid Spray'' covers an area on the ground in acid, and his passive ''Corrosive Weaponry'' adds acid to his right-click attacks.
32* AdaptationNameChange: As there are no goblins in ''Dota 2'' lore, the name of Alchemist's income-boosting skill was changed from ''Goblin's Greed'' to ''Greevil's Greed'' during the port.
33* AdaptationSpeciesChange: Razzil was a goblin in [=DotA=]. His current species is unclear though; he strongly resembles a Keen (Sniper, Tinker, Timbersaw, Snapfire) and is referred to as one by several other heroes, but he's also been identified as a Greevil (a completely different-looking imp-like creature). He still strongly resembles a goblin though, and the ogre has remained an ogre in both versions of the game.
34* AcidPool: ''Acid Spray'' creates a pool of acid in an area.
35* AlchemyIsMagic: Razzil's alchemy is apparently able to turn living organisms into gold.
36* AttackSpeedBuff:
37** ''Chemical Rage'' doesn't directly buff the attack speed stat, but achieves the same effect by replacing his attack animation with a shorter one for its duration.
38** ''Berserk Potion'', his Aghanim's Shard ability, grants bonus attack speed to an ally, among other buffs.
39* AwesomeButImpractical: Unlike other heroes in the game, Alchemist doesn't directly benefit from the Aghanim Scepter's upgrade but rather, he can give other allies the Scepter boost, giving himself bonus physical and spell damage every time. In theory, since he's able to quickly print gold with ''Greevil's Greed'', he can give supports that can't farm quickly such as Disruptor or Bane their powerful upgrades that they wouldn't have been able to get by themselves and by the late game after he's six-slotted, he can use any excess gold to give everyone the Scepter upgrade practically for free but in practice, you're giving away 4,200 gold (which is significant in the mid-game where he still needs a couple of items before he can become online) for an item that could be used to help Alchemist survive such as Black King Bar or Linken's Sphere so unless it's an upgrade that can change the tides of the game, you practically wasted that gold and risk falling behind to the opposing carry. And that's not to mention that Alchemist scales poorly in the late game due to his poor stat growth and lack of an in-built damage boost so if the game has gone ultra-late, then chances are you're probably outcarried by the opposing position 1 safe-laner anyway and that excess gold available is better off to be saved for buybacks, Refresher Orb, or even a Divine Rapier.
40* TheBerserker: ''Chemical Rage'' gives the ogre high regeneration and base attack time reduction (basically increases his attack speed), encouraging this style of play once he has his items.
41* BetterToDieThanBeKilled: ''Unstable Concoction's'' self-damage is lethal to Alchemist so if cornered by the enemy at low health, it is possible for Alch to purposely explode himself with the skill and the deny the Gold and Experience that he would have given to the enemy team.
42* BigDumbBody: Albeit in a more equal relationship than most.
43* BigGuyLittleGuy: The ogre is the big guy to Razzil's little guy.
44* BladeSpam: With the right items and a fully leveled ''Chemical Rage'', Alchemist can let out upwards of ''five attacks a second''.
45* BlingOfWar: Alchemist's Immortals, the Eternal Radiance Blades and the Midas Knuckles, are, respectively, a pair of golden flaming swords and a glove made of gold.
46* BrainsAndBrawn: Razzil and the ogre refer to themselves as the brains and the brawn, respectively.
47* ChargedAttack: ''Unstable Concoction'' gains power and stun duration for longer every second after it's activated, and if it's charged to maximum power it can deal more damage and stun for longer than Sven's ''Storm Hammer''.
48* CoolHelmet: The ogre has a one-horned one.
49* DeadlyGas: ''Acid Spray'' creates a large cloud that shreds the armor and health of enemies.
50* TheDividual: Razzil and the ogre tend to get along together and are treated as a single unit gameplay-wise.
51* DualWielding: The ogre unsheathes two swords when using ''Chemical Rage''.
52* FatAndSkinny: The ogre and Razzil, respectively.
53* GoodOldFisticuffs: The ogre attacks by punching if ''Chemical Rage'' is inactive.
54* HealingFactor: ''Chemical Rage'' grants Alchemist a massive boost to health regeneration.
55* HoistByHisOwnPetard: Literally, in that ''Unstable Concoction'' will explode in Alchemist's face if he doesn't throw it in time. And yes, he can kill himself with it.
56* HollywoodAcid: ''Acid Spray'' is green and reduces enemies' armour.
57* HumanResources: According to his voice lines, he's fond of using components of his dead foes as fodder for his experiments.
58--> '''Alchemist (killing Pudge):''' [[https://gamepedia.cursecdn.com/dota2_gamepedia/e/ec/Alch_rival_02.mp3 "You don't think Pudge will mind if we salvage him for fluids, do you?"]]
59--> '''Alchemist (killing Puck):''' [[https://gamepedia.cursecdn.com/dota2_gamepedia/e/e6/Alch_rival_05.mp3 "All right! Fairy dragon blood is hard to come by!"]]
60--> '''Alchemist (killing Slardar):''' [[https://gamepedia.cursecdn.com/dota2_gamepedia/9/93/Alch_rival_14.mp3 "Thanks to Slardar, I can rig up an excellent mercury switch."]]
61* ItemCaddy: When played as a farming carry, Alchemist relies on a six-slotted inventory of powerful items to get kills. This is made easier by ''Greevil's Greed'', which makes farming much faster and easier, so a good Alchemist will probably assemble most of his arsenal by the thirty-minute mark. He can also buy Aghanim's Scepter for his teammates, letting him unlock upgrades for heroes that would rather not waste gold or an inventory slot on the item or simply can't afford a Scepter in the first place, with a minor damage buff for himself thrown in just for good measure.
62* JackOfAllStats: Alchemist is a versatile hero and can be played in the carry, support, or mid roles. He has a strong early game which can be capitalized on if one so desires by playing him as a support or a mid. His lategame can also be taken advantage of by playing him as a carry, and he's one of the fastest farmers in the game, allowing him to reach his personal lategame before the enemy team's carries come online. If given enough farm as a support, he can also transition from a support to a carry, but his lategame is not as strong as some other heroes', such as Medusa, Spectre, or Faceless Void, all of who outcarry Alchemist once they have enough farm.
63* TheJuggernaut: With ''Chemical Rage'' activated, Alchemist can regenerate health faster than any other hero without a Heart of Tarrasque. As such, he can shrug off all but the most damaging nukes in a few seconds, and walk right over any squishy supports that get in his way.
64* LightningBruiser: With ''Chemical Rage'' active, Alchemist possesses ''frighteningly'' high attack speed and runs fairly quickly as well, while easily shrugging off hits with the increased health regeneration.
65* MadScientist: Razzil is prone to laughing maniacally or ranting about chemistry while last-hitting, activating ''Chemical Rage'', or killing a hero.
66* MagicKnight: Razzil provides the Magic and the Ogre makes for the Knight half of the equation.
67* MechanicallyUnusualClass: Alchemist is somewhat different from some other hard carries in that he can farm incredibly quickly with ''Greevil's Greed'', allowing him to grow extremely fast and get 6-slotted before many other carries. However, he can still be outgunned later on by other hard carries, because he can still only carry 6 items (plus a consumed Aghanim's Scepter and Moon Shard) while ''Chemical Rage'' doesn't scale particularly well as a damage steroids. Because of this, unlike other hard carries who peak at ultra-late game, Alchemist's most effective time is at the late-midgame when he becomes 7-slotted.
68* MoneyMultiplier: ''Greevil's Greed'' multiplies the gold from Bounty runes and grants bonus gold for every unit killed inside of 30 seconds, allowing him to chain last-hits to give himself up to 18 bonus gold per last hit. Left to farm alone, Alchemist can obtain core items alarmingly quickly. After the laning phase is over, a carry Alchemist that does not sit at the top of the net worth chart is a sign that his team is ''badly'' losing.
69* MountedCombat: Razzil rides on the back of an ogre. Whilst Razzil does the pointing, the ogre does the punching.
70* NoNameGiven: The ogre, oddly enough.
71* NonStandardSkillLearning: ''Greevil's Greed'' is one of the rare few innate abilities that are available at the start of the game and cannot be put skill points into.
72* OurOgresAreHungrier: Razzil's ogre mount seems to be quite different than the ogre mooks found in game, although it does bear a strong resemblance to Ogre Magi. The ogre also seems to be a lot smarter than how Ogre Magi's lore describes his kind, though it might be the a side effect of Razzil's potions.
73* PhantasySpelling: Razzil's field of study is called ''chymistry''.
74* ThePowerOfFriendship: Neither of them would be a match for other heroes by themselves, and it takes using both the Ogre's muscle and Razzil's chemicals to win.
75* PurpleIsPowerful: The ogre turns violet when Razzil uses ''Chemical Rage''.
76* RaceAgainstTheClock: A minor example with ''Unstable Concoction''. If it's not thrown within 5.5 seconds, it will stun and damage the Alchemist.
77* RedEyesTakeWarning: The portrait for his ultimate, ''[[UnstoppableRage Chemical Rage]]''.
78* ScienceHero
79* SuperEmpowering: Alchemist has the ability to consume an Aghanim's Scepter to grant all of its bonuses to himself or an allied hero, once each, without taking up a slot. It synergises particularly well with someone whose Aghanim's Scepter upgrade is potentially very strong but they either can't afford the money or the slot for it. So a support Treant Protector can be given Scepter and starts legally maphacking with ''Eyes in the Forest'', or Luna who can now drop ''Eclipse'' a KillSat without losing space for Scepter.
80* SuperMode: ''Chemical Rage'', which involves the ogre ingesting a SuperSerum.
81* SuperPowerMeltdown: The ''Unstable Concoction''. Razzil throws a potion at an enemy that stuns them depending on how long he shakes it up. However, if he holds on to it too long, it will explode and stun himself.
82* SuperSerum: When ''Chemical Rage'' is used, Razzil gives the ogre a rage-inducing potion. When ''Berserk Potion'' is used, Razzil does the same to a teammate.
83* TechnicolorScience: ''Acid Spray'' is green and ''Unstable Concoction'' is purple.
84* ThereWasADoor: The ogre simply crashed through the walls of the prison that he and Razzil were stuck in.
85* ThrowDownTheBomblet: ''Unstable Concoction'' has Alchemist hurl a beaker of explosive chemicals at the target.
86* TransformationIsAFreeAction: Alchemist becomes temporarily invulnerable when activating ''Chemical Rage'', allowing him to disjoint certain stuns.
87* UnstoppableRage: When under the effects of ''Chemical Rage'', the ogre runs faster, regenerates health and mana faster, and attacks faster.
88* VitriolicBestBuds: Razzil and the ogre frequently bicker with one another over trivial matters, although many of their voice lines indicate that they really are inseparable underneath it all.
89-->''[[https://gamepedia.cursecdn.com/dota2_gamepedia/3/39/Alch_immort_02.mp3 Does immortality work for both of us? It better!]]''
90* WeakButSkilled: Alchemist has one of the worst attribute growths in the game and must rely on his ability to amass an overwhelming amount of gold to carry. By mid-game, a good Alchemist should have around twice the net worth of the enemy carry, which he needs in order to overcome his bad stats.
91* WhatTheHellPlayer: If ''Unstable Concoction'' backfires, the ogre will sometimes berate Razzil, and, by extension the player controlling him, for not throwing it in time.
92--> '''Ogre''': [[https://gamepedia.cursecdn.com/dota2_gamepedia/9/9a/Alch_ability_concoc_25.mp3 "Didn't you hear me telling you to throw it?!"]]
93[[/folder]]
94
95[[folder:Mogul Khan, the '''Axe''']]
96[[quoteright:256:https://static.tvtropes.org/pmwiki/pub/images/978a7d768aed95c14f7ff817ba501417.png]]
97[[caption-width-right:256:[- [[https://gamepedia.cursecdn.com/dota2_gamepedia/3/33/Axe_battlebegins_01.mp3 "There can be no battle till Axe is at hand. And Axe is."]]-] ]]
98->'''Voiced by: ''' Creator/JonStJohn
99
100Mogul Khan was once a grunt in the Army of Red Mist who aspired to reach the rank of Red Mist General, also known as the Axe. He proved his worth in battle, but his rise through the ranks could be equally attributed to his habit of killing his superiors. Over the seven year Campaign of the Thousand Tarns, Mogul Khan had succeeded in eliminating not only every opposing soldier, but also every higher-ranked officer in the Red Mist, allowing him to finally seize his long-awaited title of Axe. Unfortunately, the war's toll and Mogul Khan's penchant for backstabbing allies resulted in all of his troops either dead or deserting him. But this did not bother Axe, who was left as the only warrior of the Red Mist, a literal one-man army.\
101\
102Axe charges right into the enemy fray, wreaks havoc single-handedly, allowing his teammates to take advantage of the chaos, and then decapitate the weak. If Axe manages to get into the enemy's ranks, they better hope they can run before they get axed. If not, they'll get caught in his ''Berserker's Call'', which taunts everyone near Axe and forcing them to attack Axe while he gets bonus armor for a short time. Attacking Axe is also exactly what he wants, as ''Counter Helix'' causes Axe to perform a spinning counter-attack that strikes all nearby enemies after he is attacked enough times. Axe also hates cowards and can try to force them to play aggressive by forcing ''Battle Hunger'' on them, which deals damage over time that is increased based on Axe's armor for a long duration, or until the victim kills any unit; turning to flee is rarely an option, as ''Battle Hunger'' also slows the victim while they are facing away from Axe. Axe also hates weaklings, so his Ultimate, ''Culling Blade'', is designed to eliminate the weak with a mighty swing of Pure damage that ignores debuff immunity - and, if lethal, bypasses any form of protection on the victim to execute them in a bloody spray. Each successful hero kill with ''Culling Blade'' boosts the movement speed of Axe and nearby allies, awards Axe with a permanent armor boost, and resets its cooldown, allowing him to pursue the next victim in his sights. Axe might not be able to single-handedly decimate an enemy team by himself, but he is extremely tough and disruptive, making him an excellent initiator. Though his early game is strong enough that if he snowballs, he might end up as the carry, but it's rare.\
103\
104In ''Artifact'' Axe is a red hero with no innate ability. His signature card, ''Berserker's Call'', causes a red allied hero to fight its neighboring enemy.\
105\
106In ''Dota Underlords'', Axe is a tier 1 hero. His ability, ''Berserker's Call'', forces nearby enemies to attack him while granting him a large amount of bonus armor.
107----
108* AdaptationSpeciesChange: Axe was an Orc using the model of corrupted Grom Hellscream in [=DotA=]. Some of this influence can still be seen such as being from a warlike race that gathers in clans.
109* TheAllSolvingHammer: His unlockable, the ''[[NonindicativeName Forgemaster's Hammer]]''[[note]]It's an axe crudely made out of a hammer[[/note]]
110--> '''Forgemaster's Hammer description:''' ''The only day Axe declared defeat was the day he tried to forge a weapon with an axe.''
111* AmazingTechnicolorPopulation: Axe's skin is blood-red.
112* ArmorPiercingAttack:
113** ''Culling Blade'' is the only skill in the game that goes through Dazzle's ''Shallow Grave'', which otherwise grants complete immunity to death. It's also one of two spells that can kill through ''Borrowed Time'' and ''False Promise'' (the other being Ancient Apparition's ''Ice Blast''), which otherwise heals Abaddon when he should take damage and delays all damage taken, respectively.
114** To a lesser extent, ''Berserker's Call'' goes through debuff immunity, letting Axe shut down enemies that thought they were safe with a Black King Bar.
115* BadassCape: The Immortal item Mantle of the Cinder Baron, made especially badass by the magma running through it.
116* BadassNormal: Axe has little to no supernatural abilities but makes it with his strength and battle rage alone.
117* BarbaricBattleaxe: [[TheyCallHimSword His title is literally "Axe."]] He's also very much your typical barbarian BloodKnight who loves jumping into fights and hails from a ProudWarriorRaceGuy culture much like ''VideoGame/{{Warcraft}}'' orcs.
118* BeardOfBarbarism: A truly glorious one.
119* BerserkButton: Exploited by Axe's ''Battle Hunger'', which deals damage over time to the target until it kills another unit or the duration ends.
120* TheBerserker: His playstyle involves blinking right into the enemy team and using ''Berserker's Call'', forcing them to attack him and giving his allies some breathing room.
121* BloodKnight: ''Battle Hunger'' works by making enemies feel Axe's regular battle rage, which ''directly harms them'' because no one but Axe can handle that amount of bloodlust. That's how battle-hungry Axe is.
122-->'''Axe:''' [[https://gamepedia.cursecdn.com/dota2_gamepedia/3/3c/Axe_rare_02.mp3 No business but war. No family but death. No mercy but the grave!]]
123* BoisterousBruiser: Axe is may be lacking in eloquence, but he's a big, burly fun dude with peculiar quirks who likes to battle and have fun in it.
124* BuffySpeak
125* ButtMonkey: In demo mode, Axe is the default enemy hero for the players to use their own hero's abilities on, whether it be ''Black Hole'', ''Finger of Death'' or ''Reaper's Scythe'', among others.
126* ChainLethalityEnabler: ''Culling Blade'' only goes on cooldown if it fails to finish off its target (or if Axe decides to use it on a creep). Otherwise, if there are multiple low-HP enemies grouped together, Axe can chain ''Culling Blade'' to score multi-kills and harvest a fair bit of permanent armor.
127* CharacterNameAndTheNounPhrase: The titles of his books follow this formula, although "And" is replaced with "in" in some cases.
128* ChunkySalsaRule: A lethal ''Culling Blade'' removes all death-prevention effects on the target. This means that abilities such as Dazzle's ''Shallow Grave'', Abaddon's ''Borrowed Time'', and spell immunity won't save the target from death.
129* CompanionCube: His Axe.
130-->'''Axe:''' [[https://gamepedia.cursecdn.com/dota2_gamepedia/2/22/Axe_blink_02.mp3 ''Don't worry, precious Axe. Blink Dagger does not come to chop.'']]
131* ConservationOfNinjutsu: Manfighting Axe, while not advisable, isn't all that suicidal. Manfighting Axe while he's also fighting your creep wave is asking politely if you can die.
132* CounterAttack: ''Counter Helix'' triggers once every few times Axe is attacked (the exact number scales with the number of points put into the skill), dealing damage to enemies next to him.
133* CoupDeGrace: ''Culling Blade'' deals moderate damage, but will instantly kill any hero below a certain HP threshold. No exceptions.
134* CrutchCharacter: Axe is a powerhouse early and mid game: a few ''Counter Helix'' spins can quickly bring down an enemy's HP, and combined with ''Battle Hunger'' will drive enemies out of lane with ease. When he goes roaming, ''Battle Hunger'' hurts so hard that no smart carry would dare remove it or risk getting beheaded by ''Culling Blade''. However, with his bad stat growth and weak right-click, Axe sharply falls off when enemies get some defensive items (and become able to shrug off his nukes with ease). If he has heavily snowballed from ganks he can still carry the game, but he can be very easily outcarried by almost all proper carries. While he is still useful as an initiator and disabler with ''Berserker's Call'', his damage output is limited outside of Blade Mail (which only lasts 4.5 seconds) and he's far from the bully he used to be during early and mid game.
135* DamageIncreasingDebuff: ''Battle Hunger'' reduces enemy armor by 7 when upgraded with Aghanim's Scepter.
136* DynamicEntry: Killing an enemy with ''Culling Blade'' grants a massive movement and attack speed boost to nearby allies, letting them rush into the fight and secure the advantage or retreat before his enemy can react.
137* FinishingMove: ''Culling Blade'' is designed to finish off enemies once they drop below its health threshold, since a kill with it gives all nearby allies a speed boost, resets its cooldown, and gives Axe a permanent bonus to his armor.
138* FourStarBadass: Nominally, given that he's the only one left in his army.
139* GardenGarment: When equipping the Axe Unleashed set (a Prestige item for The International 2019), Axe wears a loincloth made from leaves and vines.
140* GeneralRipper: Ludicrously so.
141* GeniusBruiser:
142** Some of his lines indicate that he can be quite articulate if he wants to.
143--> '''Axe:''' [[https://gamepedia.cursecdn.com/dota2_gamepedia/b/b9/Dlc_axe_announcer_twr_fall_enm_top_03.mp3 The enemy's top tower has capitulated to superior force. Axe brought his thesaurus!]]
144** His comic takes this trait along with his SophisticatedAsHell nature even further. He doesn't act anywhere near like the oaf that the game might depict him as, and he only lapses into ThirdPersonPerson a few times, though much of his dialogue is pretty profanity-ridden.
145* GlowingEyesOfDoom: [[http://3.bp.blogspot.com/-vg4Hj7p230w/Tn2o_kEeoqI/AAAAAAAAAFE/GiAVlrI6rVc/s1600/dota2axe.jpg In the trailer at least]]
146* GoodOldFisticuffs: The Axe Unleashed set takes away Axe's axe, leaving him to fight with bare fists. He isn't any less effective for it.
147* HighPressureBlood: Killing an enemy with ''Culling Blade'' sprays blood all over the ground in the area.
148* ICallItVera: He calls his axe... um... [[ShapedLikeItself Axe]].
149* KillSteal: ''Culling Blade'' resets its own cooldown and gives Axe a permanent armor boost upon a successful kill, encouraging him to chop off the heads of three or more heroes in a teamfight to beef himself up. If Axe kills someone with ''Culling Blade'' while they are stunned by Necrophos's ''Reaper's Scythe'', however, the enemy will be culled ''and'' Necrophos gets the kill.
150* KillStreak: If ''Culling Blade'' manages to successfully kill an enemy hero, its cooldown is reset, meaning that you can instantly use it again to kill another enemy hero if the opportunity presents itself (and as long as you have the mana).
151* KlingonPromotion: Was a big fan of this during his time in the Red Mist Army.
152* LargeHam: Even compared to most other heroes. Axe shouts almost all of his lines, most of which are {{Badass Boast}}s. Being voiced by [[VideoGame/DukeNukem3D Jon St. John]] certainly doesn't hurt. This makes Axe a very amusing and popular character.
153* MightyGlacier: Early game, Axe has great damage output with all of his four skills, but his mobility suffers as a result, forcing him to get Blink Dagger in order to maximise his potential.
154* MixAndMatchWeapon: One of his cosmetic items is a bizarre combination between a three-section staff and, well, an axe. Its description notes that it's very dangerous -- to its wielder and his enemies alike.
155* MonochromaticEyes: Zig-Zagged. He has these on his in-game model, but his comic depicts him with more normal-looking eyes.
156* NeverLearnedToRead: Warlock has a voice line in ''Underlords'' stating that he might teach Axe to read. Whether this is Warlock making a jab at Axe's uncultured nature or whether Axe is genuinely illiterate is unclear.
157* NoIndoorVoice: Everything Axe says is either declared in a booming voice or just shouted.
158* NoSavingThrow: If you get hit by ''Culling Blade'' while under the health threshold (and it's not blocked outright by Linken's Sphere or Anti-Mage's ''Counterspell''), ''nothing'' will save you from death. ''False Promise'', ''Borrowed Time'', and even ''Shallow Grave'' are outright ignored by a lethal cull.
159* NotTheIntendedUse: While meant to be played as an initiator, 7.28's Aghanim's Shard upgrade allowed Axe's ''Counter Helix'' to proc on his attacks which means that with enough attack speed items, Axe can consistently trigger the ability to deal huge amounts of pure damage to enemies that isn't reduced by Armor or Spell Resistance while also going through Spell Immunity. Add on to the fact that his illusions also benefit from the passive without any damage reductions, this meant that Axe can purchase a Manta Style to create 2 illusions that are just as damaging as the original while also being able to clear creeps with impunity, allowing Axe to farm late-game items at blazing speed. It was so strong that during the time it was available, it allowed Axe to be played as position 1 Carry where he farms until 20 minutes in the game when Shard is available which allows him to snowball through the late game. 7.30 changes the Shard upgrade so that it now reduces the enemy's attack damage with each Helix proc.
160* OneManArmy: Believes himself to be this. Gameplay-wise, he can be this if he gets lucky with spins and is built tanky. Even at the early game, he can deal with an entire wave of creeps alone.
161* PowerNullifier: ''Berserker's Call'' is this in effect, as the targets can do nothing but attack Axe for its duration (which, given the existence of ''Counter Helix'' and heroes that are not Axe, is something that you ''never'' want to be forced into). Some people even compare it to Magnus' ''Reverse Polarity'' on a 10-second cooldown.
162* PracticalTaunt: ''Berserker's Call'' forces enemies to attack him for a few seconds and leave his allies alone. To offset the damage he takes on himself, he also gains a substantial increase in armor.
163* ProudWarriorRaceGuy: Belongs to the Oglodi, which also includes Disruptor and Warlock. Interestingly all of them started as Orcs, and some of this influence can still be seen in Axe's bio.
164* PungeonMaster: Any time the letters "Ex" are in a word, he says 'Axe' instead.
165--> (buyback) "Back in [=AXEtion=]!"
166* ShouldersOfDoom: He has a shoulder guard on [[FashionableAsymmetry his right shoulder]].
167* ShoutOut:
168** Two of his denial lines are references to the infamous meltdown scene from the 1971 movie: ''Film/WillyWonkaAndTheChocolateFactory''.
169-->'''Axe''': [[https://gamepedia.cursecdn.com/dota2_gamepedia/0/02/Axe_deny_15.mp3 "You get nothing. Good day, sir!"]]
170-->'''Axe''': [[https://gamepedia.cursecdn.com/dota2_gamepedia/d/da/Axe_deny_16.mp3 "I said GOOD DAY, sir!"]]
171** In [=DotA=], his name will sometimes be changed to "Mogul [[Music/MCHammer Kahnt Touch This]]".
172* SkillGateCharacters: One common tactic with Axe in lower-ranked games is creep-skipping: go to the hard lane, get a Stout Shield, position yourself between the enemy tier 1 and 2 towers, and kill creep waves all by yourself with ''Counter Helix'', either depriving enemies of their XP and pushing the tower with your unopposed creep wave, or having the enemy run around their own tower running from the creeps and having a hard time getting the last hits due to low damage at level 1. Of course Axe is also dangerously far from his tower without allied creeps, so ranged heroes can easily kite him and a good disabler/ganking mid/jungler is almost guaranteed to get first blood, but in low level pubs, dual melee carry safe lanes are disturbingly common and most players do not care about any other lane other than the one they went to at the pregame, and wouldn't bother with a creep-skipping Axe depriving the farm of their teammates. Creep-skipping was later [[ObviousRulePatch patched out of the game entirely]] by making early-game creeps ignore heroes until they pass the outer tower.
173* SinisterScythe: With the cosmetic item ''Red Mist Reaper's Scythe''.
174* SlipknotPonytail: Originally had one, but it was taken out with a patch. Possibly to downplay his resemblance to Grom Hellscream.
175* SophisticatedAsHell: Despite being a GeniusBruiser, he never even tries to be subtle, and his next response might as well be:
176--> '''Axe:''' [[https://gamepedia.cursecdn.com/dota2_gamepedia/7/7f/Dlc_axe_announcer_twr_fall_rad_mid_03.mp3 "As Radiant's middle tower falls, Axe's middle finger rises."]]
177* SpinAttack: Has a chance to attack all nearby enemies this way as a counter attack with ''Counter Helix''.
178* StoneWall: As the game progresses, Axe's role changes into this: because of the bad scaling on his skills, by late game enemies can shrug his damage off with ease. By this time Axe is no longer a damage dealer (Blade Mail notwithstanding), but remains useful as a disabler.
179* SuperToughness: ''Berserker's Call'' gives Axe a huge bonus to armor while active, and each kill with ''Culling Blade'' gives him a permanent armor bonus, making him highly resilient to physical damage.
180* SurprisinglySuddenDeath: He has special voice lines for the extremely effective Blink Dagger into ''Culling Blade'' finishing combo, which often lets heroes ''think'' they're safe until Axe jumps on top of them and splits their head open.
181--->'''Axe:''' [[https://gamepedia.cursecdn.com/dota2_gamepedia/c/c5/Axe_blinkcull_03.mp3 "No escaping Axe!"]]
182* TakeMeInstead: Axe can pull gankers off his allies by calling them, forcing them to fight him instead. Whether or not they ''can'' take Axe, however, is questionable.
183* TestosteronePoisoning: Taunts enemies into attacking him? Check. Is so bloodthirsty that it causes physical damage to enemy Heroes? Check. Spins his axe in a huge counter-attack when someone hits him? Check. Can instantly kill enemies when he sees that they're weak? Check oh so very much.
184* ThereIsNoKillLikeOverkill: In the first [=DotA=] if the enemy HP threshold for ''Culling Blade'' was met, Axe would remove all buffs from the target and then deal 100000000 physical damage (to a unit that has 625 HP maximum), just to be sure it kills. No longer the case in ''Dota 2'', which has an "instant kill" mechanic that kills the unit without inflicting actual damage.
185* TheyCallHimSword: Or rather, "Axe".
186* ThirdPersonPerson: Constantly refers to himself as Axe.
187* ATrueStoryInMyUniverse: Axe is the protagonist of his own series of books, written by his personal Bard, Goodkind, based on his own adventures (Which in fact, are done explicitly for material to base books on).
188* UnskilledButStrong: In ''Artifact'', Axe does not have an innate ability, but makes up for it with very high base stats.
189* UselessUsefulSpell: Despite being an iconic part of the character, ''Culling Blade'' has historically been one of the weakest parts of Axe's arsenal in higher-level play because it doesn't contribute to his main role very much. Axe is almost always played as a supporting offlaner and initiator to disable enemies with ''Berserker's Call'' due to his limited damage output in the late-game, making him exactly the type of hero who generally does ''not'' want to steal kills from his team's carries. ''Culling Blade'' had to be buffed multiple times to give additional benefits on a successful kill to give Axe players some incentive to use it. ''Battle Hunger'' had the same problem until it was buffed to do more than just damage over time, since it had little impact in teamfights and ganks and was thus only good for annoying enemies in the laning phase.
190* WalkingShirtlessScene: Evidently, Axe's muscles are harder than any armor he cares to wear. With ''Axe Unleashed'' prestige set, he doesn't even wear any armors (or pants).
191* WeaponSpecialization: Axe's all about axes. And even in his Axe Unleashed Immortal set, his fists can act like axes just fine.
192--> "Axe brings the axe!"
193* WhenAllYouHaveIsAHammer: In the late game, Axe is often played as a walking ''Berserker's Call'' - his main job then is calling as many enemy heroes as possible with his other skills (which drop off quickly, especially ''Battle Hunger'' and ''Counter Helix'') being little more than afterthoughts. While his damage output in the late game is quite negligible, the ability to soft disable multiple enemy heroes through Black King Bar on a 10-second cooldown is still quite useful, and his item build reflects this, focusing to maximise the effectiveness of ''Berserker's Call'', with items like Blink Dagger, Force Staff and Blade Mail.
194[[/folder]]
195
196[[folder:Rigwarl, the '''Bristleback''']]
197[[quoteright:256:https://static.tvtropes.org/pmwiki/pub/images/Bristleback_317.png]]
198[[caption-width-right:256:[-[[https://gamepedia.cursecdn.com/dota2_gamepedia/7/7d/Bristle_begin_03.mp3 "Time to mash some faces, I'd say."]]-] ]]
199->'''Voiced by: ''' TJ Ramini
200
201Rigwarl, nicknamed the Bristleback by the tavern crowds, attained fame and notoriety through his tendency to start bar brawls, of which he always came out on top. His fighting exploits soon landed him a job as a bar enforcer, ensuring that customers paid their tabs and didn't cause too much trouble, in exchange for free drinks. One night however, Rigwarl made the mistake of starting a fight with Ymir the Tusk after he drunkenly insulted the brawler, whose bill had come due. The ensuing brawl nearly destroyed the whole bar, but Rigwarl was defeated and Tusk left without paying his tab. After recovering, Rigwarl swore to get his revenge on Tusk, whose tab he was forced to pay for following their fight. To this end, the Bristleback began to train himself for the first time in his life, and made a surprising discovery in the process: turning his back on a fight may in fact be the best thing for him to do.\
202\
203Bristleback is a fighter that relies on his low-cooldown, spammy skills: ''Viscous Nasal Goo'' has him snot on a target, slowing them and reducing their armor (the Aghanim's upgrade make this skill act just like ''Quill Spray''); and ''Quill Spray'' has him shredding his quill to damages an area, increasing the damage per stacks. Those skills fuel his ultimate, ''Warpath'' that boost his damage, attack and move speed ''per skill cast'', making him a very dangerous LightningBruiser. When he's focusing on a target, his back opens wide... only for his enemies to realize his moniker, ''Bristleback'' reduces ''any'' damage against attack from his side and behind, also releasing quills automatically when he receives enough damage. Left alone, Bristleback will shred through your team just by running around.\
204\
205In ''Artifact'', Bristleback is a red hero. His Reactive Ability, ''Barroom Brawler'', modifies him with +2 Armor whenever a hero blocking him dies. His ''Viscous Nasal Goo'' signature card modifies an enemy's Armor by -2.\
206\
207In ''Dota Underlords'', Bristleback is a tier 4 hero. His ability is ''Quill Spray'', which damages nearby foes; the damage taken increases the more an enemy has been hit by the move in one round.
208----
209* AchillesHeel: Unlike other Strength-based carries, Bristleback is particularly vulnerable to silences, since he needs to constantly cast spells in order to proc ''Warpath'' and ramp up ''Quill Spray'' counters on nearby enemies. He's also very vulnerable to Breaks (particularly Silver Edge), which disable his most important passive ability, ''Bristleback''.
210* AdaptationSpeciesChange: He used to be a quillboar in the first [=DotA=], but was changed to a porcupine creature in Dota 2.
211* BadassBack: The ''Bristleback'' passive ability reduces damage taken from behind while still being able to retaliate with ''Quill Sprays'', both triggered by the passive and triggered manually. It's not uncommon to see Bristleback farming stacked [[EliteMook Ancients]] by walking up to them, turning his back, and spamming ''Quill Spray'' until everything is dead.
212* BadassNormal: A sneezing porcupine with a temper that can face off against ancient and powerful wizards, towering titans, physical gods and the like on the battlefield.
213* BashBrothers: With Tusk.
214* TheBerserker: His playstyle revolves around charging straight into the enemy team, spamming ''Viscous Nasal Goo'' and ''Quill Spray'' everywhere to rack up ''Warpath'', and shrugging off everything the enemy throws at him with ''Bristleback''.
215* TheBet: Apparently he was sent to war by the same bartender as Tusk.
216--> '''Rigwarl:''' [[https://gamepedia.cursecdn.com/dota2_gamepedia/e/ea/Bristle_rare_01.mp3 "It was a barkeep that got me into this mess. Yeah, I think I'll pay em a visit when this is done."]]
217* CombatPragmatist: He uses his ''snot'' as a weapon, which certainly qualifies.
218* CoolMask: The immortal gas mask Blastforge Exhaler. It strongly resembles Bristleback's old model in the original [=DotA=] and changes the visual of his ''Viscous Nasal Goo''.
219* CounterAttack: If taking damage from the rear, his namesake passive ''Bristleback'' will automatically release a ''Quill Spray''.
220* DeathOfAThousandCuts: His only nuke ''Quill Spray'' is very weak, but has low cooldown and increases in power with each subsequent hit. Bristleback won't blow enemies up in a second, but standing next to him is not good for your health, between his snot reducing armor and preventing escape and his quills poking you to death.
221* EpicFlail: A huge boulder on a chain.
222* EyepatchOfPower: As can be seen in his portrait.
223* FantasticRacism: For whatever reason, he seriously hates the Keen Folk (Sniper, Tinker, Gyrocopter and Clockwerk).
224* GeniusBruiser: He may not look it, but he actually has ''the'' highest Int growth of any non-Intelligence hero, to the point where his actually grows faster than over half of all Intelligence heroes.
225* HairballHumor: Aghanim's Shard grants him ''Hairball'', which has him spit out a ball of mucus and quills to a target location. When it bursts, it will afflict Goo and deal two Quills to any targets within its radius.
226* LargeHam: Can compete with Tusk in his sheer hamminess.
227* LightningBruiser: A Bristleback with maximum stacks of level 3 ''Warpath'' active will have +35% movement speed and +210 attack damage, while ''Bristleback'' reduces all of his damage taken from the rear by 40%, making him virtually invulnerable unless taking damage from the front (which isn't helped by the fastest turn rate in the game, making the passive easily abusable by a good Bristleback player). Oh, and his level 25 talent gives him +3 charges of Warpath. Good luck.
228* MagicKnight: Bristleback has the highest Intelligence growth amongst non-Intelligence heroes; he also has two cheap, spammable spells and an ultimate which synergises very well with them.
229* MotorMouth: He has something to say almost ''every time'' he casts a spell. And considering their short cooldowns...
230* MythologyGag: In the original [=DotA=] Bristleback used to be a PigMan until he became a porcupine creature in the remake. Fast forward to The International 2017, and he received the Immortal item Blastforge Exhaler, a gas mask with a pig nose that strongly resembles how he used to look like in the original custom map.
231* NasalWeapon: ''Viscous Nasal Goo'', which launches a ball of snot at a target.
232* NaturalWeapon: His quills and snot.
233%%* NoIndoorVoice
234* PunctuatedForEmphasis: Uses this ''a lot''.
235--> '''Rigwarl (Killing Doom):''' [[https://gamepedia.cursecdn.com/dota2_gamepedia/b/b8/Bristle_rival_20.mp3 "Who's. Doomed. Now."]]
236* TheRival: With Tusk. Both of them have several dedicated lines for meeting each other when on the same team, or killing each other otherwise.
237* SpamAttack: Both ''Viscous Nasal Goo'' and ''Quill Spray'' are very spammable with their very short cooldown and low mana cost, synergising well with ''Warpath'', which increases Bristleback's damage and movement speed every time he casts a spell.
238* SpikeShooter: He is able to shoot the quills from his back.
239* SpikeBallsOfDoom: He's a living one.
240* UnstoppableRage: His ultimate ''Warpath''.
241--> ''Bristleback works himself up into a fury every time he casts a spell, increasing his movement speed and damage.''
242* WeaksauceWeakness: Bristleback's reliance on spamming low-impact spells means he feeds Magic Wand charges to enemies like nothing else and essentially gives his lane opponent free healing and mana in spades.
243* WorthyOpponent: He seems to enjoy fighting the Oglodi heroes (Axe, Disruptor, and Warlock).
244[[/folder]]
245
246[[folder:Bradwarden, the '''Centaur Warrunner''']]
247[[quoteright:256:https://static.tvtropes.org/pmwiki/pub/images/centaur_warrunner_1960.png]]
248[[caption-width-right:256:[-[[https://gamepedia.cursecdn.com/dota2_gamepedia/b/b8/Cent_battlebegins_01.mp3 "These proving grounds shall be littered with the dead."]]-] ]]
249->'''Voiced by: ''' Tom Chantler
250
251The centaurs of Druud consider combat to be the greatest form of art, their clans gathering annually at the Omexe arena to engage in gladiatorial duels. And of all the warriors to have fought in these proving grounds, none have matched Bradwarden, the Warrunner. Gaining widespread fame for his brutality in the arena, Bradwarden defeated every foe who dared challenged him until he reigned as the uncontested champion of his kind and received the Great Belt of Omexe. However, Bradwarden did not find satisfaction in this honor, as he realized that no other centaur would ever match his strength and skill. Seeking more powerful adversaries, the Centaur Warrunner left his homeland, seeking to prove that he is not only superior to all centaur warriors, but to every warrior in the world.\
252\
253Centaur Warrunner's home is the battlefield, and all of his abilities show off his affinity for war. His first ability, ''Hoof Stomp'', causes Centaur to slam down onto the ground, stunning and damaging nearby units. Centaur's second ability, ''Double Edge'', causes his next attack to deal greatly increased damage based on his Strength--to both the opponent and himself. His third ability and a passive, ''Retaliate'', inflicts a counterattack whenever Bradwarden is attacked, damaging his attacker based on his Strength. His ultimate, ''Stampede'', causes every ally hero on the map to gain an incredibly large buff to their movement speed, the ability to walk through any unit, and will slow any enemy that they walk over, dealing damage to the slowed unit as they trample over their bodies.\
254\
255In ''Artifact'', Centaur Warrunner is a red hero. His Continuous Effect, ''Return'', grants him +2 Retaliate. His signature card is ''Double Edge'', a spell which grants a red hero +8 attack for one round, but also -8 armor.
256----
257* AdaptationNameChange: His title was renamed from Centaur Warchief to Centaur Warrunner during the transition to Dota 2.
258* BadassNormal: Centaur possesses little supernatural power - just a big axe and a lot of brute strength.
259* BarbaricBattleaxe: Centaurs are a ProudWarriorRace who [[BloodKnight live to fight]], and Bradwarden is no different. He wields a huge axe, with one of his moves having him swing it so hard that [[CastFromHitPoints he hurts himself in the process]].
260* TheBerserker: Thanks to his huge HP pool, a passive that punishes attacks against him, and close-ranged spells, Centaur is played in a very aggressive manner.
261* BloodKnight: It's the centaurs' [[PlanetOfHats hat]] in this setting.
262* CastFromHitPoints: ''Double Edge'' deals damage to both Centaur, his target and nearby enemies. As the damage is classified as Magical, it's not uncommon to see Centaurs building Pipe of Insight to mitigate the health cost.
263* ChariotPulledByCats: ''Work Horse'' causes a cart to manifest from nowhere behind Centaur, who can use ''Hitch A Ride'' to toss an ally there. While in the cart, the ally can still cast and attack normally, but cannot move independently or be targeted by opponents.
264* CounterAttack: ''Retaliate'' deals damage to any unit attacking Centaur. Unlike similar abilites of other heroes, its reflected damage scales with Centaur's own Strength instead of the amount taken.
265* DifficultButAwesome: Good ''Stampede'' usage requires Centaur to have strong map awareness. Good Centaur players often use ''Stampede'' when they aren't even doing anything more dangerous than last hitting, but their ''ally'' on the other side of the map is going in for a gank or running from the enemy.
266* DynamicEntry: ''Stampede'' boosts Centaur's allies to max move speed, dealing damage and slow to any units they run through. It works well with a Blink Dagger and ''Hoof Stomp'' stun, turning him into a powerful initiator.
267* FoeTossingCharge: ''Stampede'' essentially drives Centaur's team into one, allowing them to rush at the foe and trample them underfoot.
268* GladiatorGames: As the centaurs' culture revolves around battle, with gladiatorial combat as its preferred expression. Bradwarden is the champion of their tournaments, marking him as the greatest of their people.
269* GlowingEyesOfDoom: The Infernal Chieftain Immortal item gives Centaur a pair of glowing red eyes.
270* HealingFactor: Between his high strength level, regeneration talents, and tendency to build items like Heart of Tarrasque and Pipe of Insight, Centaur often ends up with a ridiculously high regen rate (100 hp per second or more). It's not unusual for Centaur to be brought to the brink of death during an enemy base push, and then have him heal to 100% during the counter-push to the enemy base without ever going to the fountain. Even in the middle of a fight, his regeneration basically adds several hundred hp or more to his already massive health pool.
271* HighPressureBlood: ''Double Edge'' causes a jet of blood to squirt out from both Centaur and his targets... even from Treant Protector (a tree), Death Prophet (a ghost), or Enigma (a living black hole), etc.
272* HornedHumanoid
273* LightningBruiser: Not only does he have the highest Strength gain of any hero, but he's also scarily fast -- especially with his ultimate, which lets him and all his allies charge at maximum move speed for a few seconds.
274* MagikarpPower: Incredibly durable, but unlikely to be killing anything early on due to his serious range issues and lack of mobility. ''Retaliate'' does, however, discourage enemy laners from trying to harass him, with a few early levels ensuring that they'll be taking almost as much damage as they deal to him. Once he gets his ultimate and farms a Blink Dagger, he becomes significantly more threatening as he blinks in, stuns you and everyone around you, and pops his ultimate so his entire team can chase you down with ease. And the high area damage from ''Double Edge'', which effectively costs health instead of mana, means that with an early investment into health regen, Centaur can farm his Blink Dagger ''very'' quickly, on top of other items to boost his already monstrous durability.
275* MadeOfIron: One of the tankiest heroes in the game, and unlike most tanky heroes, he has no abilities that boost his durability - his massive Strength growth just makes him obscenely tough by nature. It's not uncommon to see Centaur Warrunner walking around with over 2000 health before both teams' carries have finished farming up their first real item.
276* MightyGlacier: Centaur is obscenely bulky and has a good amount of damage built into his kit, but the only thing he has resembling a mobility skill is ''Stampede'', which is locked behind a semi-long cooldown. Becomes a StoneWall during the late game as his damage output doesn't scale well compared to most carries.
277* MonochromaticEyes: Intimidating, pure-white ones.
278* NaturalWeapon: Bradwarden's hooves, used by ''Hoof Stomp''.
279* OurCentaursAreDifferent: Unlike centaurs seen in most other works, Bradwarden has a massive upper torso, horns and out-jutting [[FangsAreEvil lower fangs.]]
280* ProudWarriorRace: His culture has little to it other than violence.
281* ShockwaveStomp: ''Hoof Stomp'' is a stomp attack which stuns nearby enemies.
282* ShoutOut:
283** ''Double Edge'', to the to the Franchise/{{Pokemon}} move of the same name.
284** The name "Bradwarden" is likely a reference to a centaur in Creator/RASalvatore's ''[=DemonWars=]'' series.
285* SuperSpeed: ''Stampede'' temporarily boosts the movement speed of all allies to the cap of 550.
286* SuperStrength: He has the highest Strength gain in the game, at 4.6 per level.
287* TopHeavyGuy: Contrary to most centaur depictions, his upper torso is even bulkier than the workhorse lower body.
288* TrampledUnderfoot: Any poor victim passed over by Centaur's allies when ''Stampede'' is active is slowed and takes damage based on his Strength.
289* VictoryIsBoring: His backstory. Upon becoming the greatest of his people, he quickly realized that he needed a challenge.
290* WalkingShirtlessScene: By default, Centaur does not wear anything on his upper human torso.
291* WorthyOpponent: He regards Magnus as one.
292[[/folder]]
293
294[[folder:'''Chaos Knight''']]
295[[quoteright:256:https://static.tvtropes.org/pmwiki/pub/images/Chaos_Knight_4485.png]]
296[[caption-width-right:256:[-[[https://gamepedia.cursecdn.com/dota2_gamepedia/d/d3/Chaknight_kill_08.mp3 "All creation is order which must be scattered to the wind."]]-] ]]
297->'''Voiced by: ''' Creator/BarryDennen (''Dota 2''), Creator/DarinDePaul (''Dota Underlords'')
298
299Chaos Knight is a Fundamental, an embodiment of the forces which compose the universe; in his case, he embodies chaos. The oldest Fundamental, he hunts the Keeper of the Light, another Fundamental who dared defy the first covenant and leave the progenitor realm from where they came. Riding upon his horse Armageddon, Chaos Knight travels from plane to plane, eliminating the Light in every world where it is present and never to rest until he has gotten rid of every trace of this rogue Fundamental from the cosmos. In his endless search, he has participated in thousands of wars and conflicts, but now he now finds himself drawn to the War of the Ancients, in which the Keeper of the Light has become a participant.\
300\
301Chaos Knight spreads chaos on the battlefield, wielding the power of unpredictability. ''Chaos Bolt'' damages and stuns an enemy; the stun duration and damage dealt are proportionally opposed and chosen randomly, meaning that it can deal heavy damage while briefly stunning the target, immobilize them for a long time while dealing minimal damage, or something in between. ''Reality Rift'' teleports Chaos Knight, his target, and all of his illusions to each other, while slowing down the target's movement and attack speed. This spell is useful for dragging a foe into range so Chaos Knight and his illusions can wail on them. ''Chaos Strike'' grants Chaos Knight a critical attack that steals life whenever it comes off cooldown, with the power of the crit ranging from weak to devastatingly huge. Finally, ''Phantasm'' summons Chaos Knights from another reality in the form of powerful illusions, making him a one-man cavalry army.\
302\
303In ''Dota Underlords'', Chaos Knight is a tier 2 hero. His ability, ''Chaos Bolt'', deals a random amount of damage and stun to an enemy.
304----
305* AdaptationSpeciesChange: While his background in [=DotA=] is not clear about his race, he used the model of the Orc Slave Master, who appears in the first Human mission of Warcraft III. He was changed to be an anthropomorphic embodiment of the universe in Dota 2.
306* AnimalMotif: Horses, notably the sound effect for ''Chaos Strike'' is a whinnying horse.
307* AnthropomorphicPersonification: He is the "sentient expression" of Chaos.
308* AntiEscapeMechanism: With a Manta Style and ''Phantasm'', he can completely surround someone with himself. This is of course, a rather short term proposition since you're surrounded by Chaos Knights beating the hell out of you. And if they somehow do escape, he can pull them back in with ''Reality Rift'', which also slows them to further reduce the probability of escape.
309* ArchEnemy: The being known only as "The Light". Particularly its embodiment, the Keeper of the Light.
310* BlackKnight: He even calls himself a knight in blackest armor.
311* BloodKnight: Chaos Knight revels in a good battle, which is more evident in his voice lines in ''Underlords''.
312* ChaosIsEvil: He's Chaos itself, and it's implied that he brings the apocalypse itself to entire worlds in his hunt for "The Light".
313* ContractualBossImmunity: ''Phantasm'' illusions are treated as Strong Illusions, which means they cannot be instantly killed by spells like ''Hex'' and ''Life Drain'' which normally destroy illusions instantly.
314* CoolHelmet: His default helmet has two jutting horns tipped in a red glow to give him a menacing appearance paired with his FireballEyeballs. His unlockable cosmetics give him quite an array of alternative helmets, all of which are designed to intimidate.
315* DumbMuscle: Chaos Knight's main weakness is his abysmal starting Intelligence and Intelligence growth, which means that his abilities can very quickly deplete his small mana pool.
316* DynamicEntry: ''Reality Rift'' opens a wormhole which Chaos Knight and his illusions jump through and reduces the armor of the poor schmuck getting caught by it.
317* EliteArmy: ''Phantasm'' illusions are much more powerful than any other illusions in the game at max level and immune to abilities that instantly kill illusions, but has an extremely long cooldown compared to other illusion-creating abilities. ''Phantasm'' use will often revolve around keeping them alive to do as much damage as possible instead of throwing them away in droves like other illusion heroes.
318* EntropyAndChaosMagic: ''Chaos Bolt'' launches a bolt of unholy energy which not even Chaos Knight can predict.
319* EvilCounterpart: To Sven. Both are knight heroes with similar kits (a stun, a mobility skill that manipulates armor, a damage-boosting passive ability, and an ultimate that multiplies their damage output), but while Sven is focused on dealing massive damage to multiple enemies by himself, Chaos Knight uses multiple copies of himself to quickly destroy single enemies. Lore-wise, Sven is an honorable warrior, while Chaos Knight is a force of destruction. This was even more evident in the original ''Defense of the Ancients'' mod, where Sven was a devotee to a god of [[OrderVsChaos Order]].
320* EvilSoundsDeep
321* {{Expy}}: Some see him as a parallel, and he even makes a few references to the HorsemenOfTheApocalypse, considering his ability to summon three copies of himself.
322* FireballEyeballs
323* FourFingeredHands
324* GlassCannon: ''Phantasm'' illusions do just as much damage as he does when fully leveled, but take twice as much.
325* HellishHorse: Armageddon, his undead mount.
326* HorsemenOfTheApocalypse: His horse's name is Armageddon and he can summon three copies of himself.
327* HorseOfADifferentColor: [[PlayedForLaughs He invokes this by referring to some other heroes' mounts as horses in some of his responses.]]
328--> '''Chaos Knight (to Mirana):''' [[https://gamepedia.cursecdn.com/dota2_gamepedia/b/b5/Chaknight_rival_29.mp3 "That is an ugly horse you ride."]]
329--> '''Chaos Knight (to Batrider):''' [[https://gamepedia.cursecdn.com/dota2_gamepedia/4/46/Chaknight_rival_31.mp3 "You taught your horse to fly?"]]
330* HumanoidAbomination: It's hard to tell with the armor on, but Chaos Knight is composed solely of chaotic energy.
331* InstantDeathRadius: Once his ultimate is up, the range of his ''Reality Rift'' basically becomes this, as he can ''immediately'' pull you into a beatdown, often one-shotting squishier enemies outright.
332* {{Irony}}: Despite being the embodiment of chaos, he hunts down Keeper of the Light for going rogue.
333* LifeDrain: Attacks that trigger ''Chaos Strike'' also have lifesteal.
334* LightningBruiser: Possesses one of the highest base movement speeds, and his ''Reality Rift'' lets him jump right into an enemy. Being a Strength hero, he has a lot of health, and ''Chaos Strike'' grants him a boost to his damage and survivability thanks to the critical hit and lifesteal it provides. His strengths are counterbalanced by his low mana and his kit being based entirely around single-target damage, meaning he's relatively poor at flash-farming and has to pick his targets carefully in a teamfight.
335* LuckilyMyShieldWillProtectMe: With SpikesOfVillainy on the edges and center.
336* MechanicallyUnusualClass: ''Phantasm'' and ''Chaos Strike'' make Chaos Knight a hard carry with late-game scaling rivalling that of Spectre or Anti-Mage, but unlike other hard carries he is a very slow farmer with no creep-clearing ability, and none of the farming items (Hand of Midas, Battle Fury, Maelstrom and Radiance) are good on him. On the other hand, he is actually useful in early fights due to ''Chaos Bolt'' and ''Reality Rift'', which means that while a typical hard carry has to spend the early game farming until they get their core items, Chaos Knight can and must stick with his team if he doesn't want to fall off in the late game.
337* MonsterKnight: Outwardly, he has the horse and armour of a medieval knight, but under that armour he isn't even remotely human.
338* MountedCombat: The only knight-themed hero (barring Chen) with a mount. He'll even mock the others for not having steeds of their own (barring [[WorthyOpponent Dragon Knight]]).
339* NamesToRunAwayFromVeryFast: Apart from Chaos Knight himself, his horse is named Armageddon.
340* NoNameGiven: Though he was originally named "Nessaj" in [=DOTA=].
341* PetTheDog: Chaos Knight seems to show a fair bit of concern for his horse. Surprisingly, to [[ArchEnemy Keeper of the Light]] as well, if they're on the same team.
342* PhysicalGod: As one of the four Fundamentals.
343* RandomizedDamageAttack: Chaos Knight's right-click attacks have the highest damage range in the game (30), and ''Chaos Bolt'' inflicts a random but inversely-related amount of damage and stun. Upgrading the spell increases both the maximum and minimum values of both the damage and stun, but there's still a big difference between a 275 damage skill that stuns for 2 seconds, and one that does 100 and stuns for 4. ''Chaos Strike'' is unique among critical hit abilities in that its damage multiplier varies per hit, ranging from a piddly 120% to a hefty 245% at maximum level.
344* RandomNumberGod: As his name implies, there is a lot of randomness and chaos that comes along with using Chaos Knight. ''Chaos Bolt'' deals a random amount of damage and stun, ''Chaos Strike'' is a CriticalHit with a random damage bonus, and even his damage spread is the highest in the game!
345* RedAndBlackAndEvilAllOver: His main color motifs are red and black, and he's an embodiment of chaos who tramples over anything in his path on his hunt for the Keeper of the Light. Although, given that Keeper of the Light is said to be a rogue Fundamental that broke out of their plane, he may also be operating on BlueAndOrangeMorality.
346* SavageSpikedWeapons: He calls his weapon a [[CarryABigStick "cudgel"]], though it's a rather bizarre one with one end curved into a [[HooksAndCrooks hook]] and sporting spikes on the opposite and perpendicular sides. In any case, Chaos Knight's strength means it's not something you'd want to be on the receiving end of.
347* SelfDuplication: ''Phantasm'' illusions are actually copies of the Chaos Knight from alternate dimensions. With Aghanim's Scepter, this effect applies to all of his allies.
348* SentientCosmicForce: Chaos Knight is the sentient manifestation of chaos.
349* SinisterScythe: The ''Bone Splitter'' cosmetic weapon is a scythe.
350* SurprisinglySuddenDeath: Getting caught by ''Reality Rift'' while Chaos Knight has ''Phantasm'' active effectively means instant death for squishier heroes, and potentially even not-so-squishy heroes if he gets lucky with ''Chaos Strike''.
351* TimeAbyss: Being a Fundamental, he is literally as old as creation.
352* VertebrateWithExtraLimbs: One of his cosmetic horses, Ataxia, has six legs.
353* VolcanicVeins
354* WorthyOpponent: Considers Dragon Knight one, and unlike the rest of the knight-themed characters, doesn't mock him for not having a mount. He does note his lack of a horse, but it seemed more out of concern than outright malice.
355--> '''Chaos Knight (after killing Dragon Knight):''' [[https://gamepedia.cursecdn.com/dota2_gamepedia/0/08/Chaknight_rival_11.mp3 "You did need a steed, didn't you?"]]
356* YouWillNotEvadeMe: ''Reality Rift'' teleports a target and Chaos Knight to each other while slowing them. Worse still, if Chaos Knight has illusions nearby, they will also all teleport and automatically surround and attack the target. With a level 20 talent, he can even pull targets who are spell immune which normally blocks the skill.
357[[/folder]]
358
359[[folder:Valora, the '''Dawnbreaker''']]
360[[quoteright:256:https://static.tvtropes.org/pmwiki/pub/images/dawnbreaker_icon.png]]
361[[caption-width-right:256:[-"Darkness fears the break of dawn!"-] ]]
362->'''Voiced by: ''' Alejandra Reynoso
363
364The Children of Light were an organization dedicated to the Keeper of the Light and his mission to purge the universe of chaos and darkness. For this purpose, they built great armies, but their greatest creation was Valora, an artificial warrior forged from the heart of a star, armed with a mighty celestial hammer and the will to spread light to the darkest reaches of the cosmos. But outside of destroying the monsters of primordial darkness, Valora was tasked with finding a source of great power that the Children of the Light believed would allow them to permeate the whole universe with light and forever extinguish the forces of chaos. But when Valora set out to find this source, she was met with failure, and the Children of Light were completely wiped out in the aftermath of this disaster. Valora was left alone, powerless and dormant, drifting through space until she eventually came to a rest on this world and was buried. It was not until many millennia later when the Phoenix came to this world that she was reawoken, recharged by the power of a star forge from the time of the Children of Light that was reactivated by the arrival of the wandering star. Though she only has a fraction of her power left, Valora is still just as determined to spread justice and light where it is needed.\
365\
366Dawnbreaker is a potent Strength hero who shines in the heart of battle, laying waste to her enemies with her mighty warhammer while simultaneously benefitting her allies. With her first ability ''Starbreaker'', Valora spins her hammer around three times, dealing damage to enemies before leaping up and slamming her weapon into the ground to damage and stun all foes in front of her targeted direction. Dawnbreaker is also able to hurl her weapon using her second ability ''Celestial Hammer'', damaging any enemies in its flight path before landing on the ground. After 2 seconds, the hammer flies back to Dawnbreaker, dealing damage again and leaving a brief trail of fire that slows enemies caught in it while also damaging them over time. Dawnbreaker is also able to use the sub-ability ''Converge'' to call her hammer back before the two seconds are up, causing her and her weapon to meet up in the middle and setting off the fiery path early. Valora's third ability, ''Luminosity'', is a passive that activates on every fourth attack she makes (counting any attacks made using ''Starbreaker'' as well), dealing bonus damage while also healing nearby allies for a percentage of her damage. Finally, Dawnbreaker's ultimate is ''Solar Guardian''. With it, Valora causes a targeted area around a teammate to pulse with solar energy that damages enemies and heals allies within it. After a 1.6 second channeling delay, Dawnbreaker leaps to the targeted location, stunning and damaging any foes in the circle. This ability has global cast range, allowing Dawnbreaker to enter a fight, take down enemies, and aid teammates from virtually anywhere on the map.
367----
368* ActionGirl: One of the few female strength heroes, and a great star-powered warrior created for the purpose of vanquishing evil and darkness.
369* AmicableExes: She used to date Mars when he was known as Ares, and they had adventures together and she's even affectionally called 'Valor'. For unknown reasons, they broke up, but they are still fine with each other, and if they're pitted against each other, Dawnbreaker doesn't sound as vicious if she beats Mars.
370* CurbStompBattle: Was on the receiving end of this courtesy of [[SentientCosmicForce Io]]. Upon her failure, she was forced into dormancy for "untold millennia", while the Children of Light were utterly decimated.
371* DynamicEntry: ''Solar Guardian'' has her leap to the battlefield where an ally is located and stunning nearby opponents on landing, and she can do it from any points of the map, akin of having a secondary Boots of Travel. If a teamfight breaks while she's far away, Dawnbreaker can enter that team fight in instant. This skill is often considered a first amongst ''VideoGame/{{Dota 2}}'' history to work like similar skills in other MOBA (such as [[VideoGame/LeagueOfLegends Pantheon's Grand Starfall]] or [[VideoGame/{{Smite}} Athena's Defender of Olympus]]), except Dawnbreaker gets one extra perk for being in ''Dota 2'': If she has enough gold and her ultimate is off cool down, she can simply die at the beginning of the teamfight after the enemies spent a good chunk of their resources to kill her, ''buys back and makes a DynamicEntry right back to the same battlefield'', as if giving her a second life like Wraith King's ultimate or getting an Aegis of the Immortal.
372* GoodOldFisticuffs: After using ''Celestial Hammer'', she can still attack normally with her fists, but cannot use her skills until the hammer returns.
373* HammerOfTheHoly: Her large warhammer reinforces her image as a champion of holy light.
374* LightEmUp: Except for ''Starbreaker'', all of Valora's abilities involve light to some degree.
375* LightIsGood: The Children of Light made her for the purpose of helping with Keeper of the Light's mission of spreading light to the cosmos, destroying the forces of chaos pursuing him and eliminating the vile monsters of the primordial night like Night Stalker, and generally she acts more like a protector battlemaiden offering her services and protection when she can. And at least, she has none of Keeper of the Light's [[DirtyOldMan pervert attitude.]]
376* ThePowerOfTheSun: She has elements of the sun amongst her light, much like Phoenix. It makes more sense when you realize that in this verse, it was the Keeper of the Light who created the suns.
377* SpinAttack: ''Starbreaker'' has Dawnbreaker spin her hammer around three times, hitting nearby enemies, before unleashing a final blow in front of her.
378* SummonToHand: After using ''Celestial Hammer'' to throw her weapon, it will automatically fly back to Dawnbreaker after a few seconds, leaving a trail of fire which slows down enemies. She can also use ''Converge'' to manually recall it while also flying towards it herself, bringing her halfway between the hammer and her current location.
379* ThrowingYourSwordAlwaysWorks: Dawnbreaker can use ''Celestial Hammer'' to throw her weapon. Thankfully, she can call it back to her with ''Converge'', and it automatically flies back to her otherwise. Both travels of the hammer deal similar damage if it hits the enemy.
380* {{Valkyries}}: Her datamining codename is 'Valkyrie', and generally she evokes the heavenly 'Battle Maiden' that makes her looking more like those valkyries. She's also huge and ripped as an alternative of making her a BrawnHilda and wielding a hammer is evocative to another figure from the same myth: [[Myth/NorseMythology Thor.]]
381[[/folder]]
382
383[[folder:Lucifer, the '''Doom''']]
384[[quoteright:256:https://static.tvtropes.org/pmwiki/pub/images/Doom_Bringer_3903.png]]
385[[caption-width-right:256:[-[[https://gamepedia.cursecdn.com/dota2_gamepedia/2/2e/Doom_rare_01.mp3 "Speak of me, and I shall appear. Face me and face the furnace! "]]-] ]]
386->'''Voiced by: ''' John Patrick Lowrie
387
388Once a highly favored angelic general from a realm of light, Lucifer was found guilty of insubordination and punished for his sin. His name was tolled from the Bell of Vashundol and his wings were repeatedly branded until they burned away, and then he was then cast out. He fell screaming from the heavens, landing in a desert crater on the earth below. Unable to ever return to home, Lucifer now wanders between this world and the Seven Hells, burning, consuming, and slaying all unfortunate enough to cross paths with him. Known and feared by all as the Doom, Lucifer lashes out his anger upon all who live on this world, bringing hell with him wherever he goes.\
389\
390Doom is well-known for one thing: his ultimate [[DoomyDoomsOfDoom ''Doom'']], which is widely regarded to be the hardest disable in the game. Beyond that, however, he's a versatile Strength hero who only grows more powerful as the game goes on, thanks to the mechanics of his kit. With greed and appetite, ''Devour'' has him eat a creep, instantly last-hitting it and giving increased regeneration and optionally the abilities of the devoured creep, which affords Doom considerable versatility in-game. After a delay, the creep is fully digested, granting Doom bonus gold. In case anyone has the brilliant idea of fighting Doom, ''Scorched Earth'' brings hellfire to his surroundings, damaging enemies whilst speeding up Doom himself. As the game drags on and enemies gain more HP, ''Infernal Blade'' begins to live up to its namesake; as it is an autoattack modifier that applies a ministun on hit, then burns the target for a percentage of its max HP. And of course, his ultimate ''Doom'' applies a debuff to a target that causes them to take massive Pure damage per second, as well as silencing them for the duration. If Doom has Aghanim's Scepter, then his ''Doom'' will also disable passive abilities, as well as freezing the duration as long as Doom himself is in close proximity. Whilst slow, possessing a weak early game due to his long initial cooldowns and abysmal mana pool, left uncontained, Doom will be more than happy to bring his hellfire to the battlefield. And given the chance, he will make the bell of Vashundol toll five new names.\
391\
392In ''Dota Underlords'', Doom is a tier 4 hero. His ability, ''Doom'', silences an enemy for 20 seconds, prevents them from using items, and deals heavy damage over time.
393----
394* AchillesHeel:
395** The only thing that can stop Doom's ultimate is a Linken's Sphere. While Doom can counter this by using a single-target ability (like the Mud Golem's ''Hurl Boulder'' or Warpine Raider's ''Seed Shot'') on the target beforehand, this can make or break an initiation since the very first spell cast can change the entire dynamic of a teamfight, and giving the enemy that fraction of a second can give them a solid advantage. In addition, this prevents Doom access to jungle creeps without a single-target ability unless he builds an item with one in order to break the Spell Block.
396** Lotus Orb, especially in the hands of a [[SomeDexterityRequired fast-fingered player]]. Since ''Doom'''s cast point is so long, if the enemy manages to buff the Lotus Orb on a hero Doom is facing after blinking, Doom might end up getting hit by his own ultimate.
397** Illusion based heroes are also a problem for Doom, but Morphling is his biggest counter. ''Replicate'' illusions take normal damage and can easily fool an enemy Doom since he can replicate anybody of his team to bait the ultimate. Not only that, but Morphling players commonly buy Linken's Sphere, making them even more difficult to Doom since he has to worry about the Linkens ''and'' if the opponent in question is either real or just another Morphling replicate.
398* TheAllSolvingHammer: Doom's ultimate is treated as a potential answer to any hero-based problem because it ''works''. It's basically a death sentence for anyone caught unprepared, and timed right, can turn 5v5's into 4v5's, especially when paired with the level 25 talent which shuts down passive abilities as well[[note]]While many players are used to silences, losing your passives is more unusual, ''especially'' for heroes that heavily depend on them; imagine, for example, how vulnerable Bristleback or Huskar suddenly become when their damage-reduction passive/accelerated healing and damage increase passives, a ''huge'' part of their playstyles, suddenly don't work any more[[/note]].
399* AntiRegeneration: Doom's ultimate is one of the few skills in the game that nullifies any and all health regeneration and healing received by the afflicted enemy.
400* BoringButPractical: Compared to the much flashier Shadow Demon and Shadow Fiend, Doom doesn't seem all that threatening. But leave him to his own devices and he'll shut you down so hard, you might as well not bother.
401* {{BFS}}: {{Downplayed|Trope}}. While his sword is big enough to give him longer range than other melee heroes, Doom is pretty tall himself, and as a result the sword isn't quite oversized.
402* BigRedDevil: Large size, big horns, red skin, bat wings and hooves. Doom definitely fits this trope.
403* CannibalismSuperpower: His first ability, ''Devour'', instantly kills the target creep and gives him bonus gold and whatever abilities it has.
404* CrackDefeat: Since Doom has an absolutely shitty early-game, most will take advantage of this by stomping him into the dirt, then promptly ignore him for a good 20 minutes or so, until he returns with several major items and proceeds to return the favour. ''Hard''.
405* CursedWithAwesome: His punishment in his backstory is the source of his power.
406* DifficultButAwesome: Using ''Devour'', as the creep abilities and auras can be extremely useful in the right situations. Devouring certain creeps can give you powerful jungling capability, devouring others can give you clutch abilities to use in teamfights such as purges and disables, and devouring still others can give you massive damage output for yourself and your team.
407* DoomyDoomsOfDoom: Taken to its logical extreme with his ultimate, ''Doom''.
408-->'''Doom''': [[https://static.wikia.nocookie.net/dota2_gamepedia/images/e/eb/Vo_doom_bringer_doom_ability_doom_04.mp3/revision/latest?cb=20201010214948 YOU'RE DOOMED.]]
409* DumbMuscle: Doom is tied with Phantom Assassin, Troll Warlord and Lone Druid for having the lowest base Intelligence in the game. His mana pool is a measly 206 points at level 1, which only allows him to cast a few spells before running completely dry.
410* EvilIsHammy: Is he ''ever''. This is especially prevalent when using his ult or getting kills. Him screaming "YOU'RE DOOMED" at the top of his lungs is damn near impossible to miss, which is good for his team, as it's a sign some poor schmuck just got disabled for 15 seconds.
411* EvilOverlord: Lorewise, he is the most powerful demon of the [[PowerTrio Doom, Shadow Fiend, and Shadow Demon]] trio.
412* EvilSoundsDeep: Has easily one of the most impressively deep voices in the game.
413* FallenHero
414* FireAndBrimstoneHell: He comes from one.
415* FixedDamageAttack: ''Doom'' does pure damage, and penetrates magic immunity.
416* FlamingSword: Which he puts to good use with the ''Infernal Blade'' ability.
417* {{Foil}}: To Bane. Bane is a SquishyWizard who specializes in disabling carries and tanks. Doom is a tank (with some carry potential in the late game) who specializes in disabling casters.
418* GeniusBruiser: Despite being tied for lowest base intelligence, he has the sixth-highest Intelligence growth of all Strength heroes in the game (and ties with or beats all Agility heroes except Sniper). So once he gets a few levels in lane, his mana pool becomes somewhat more manageable.
419* GlowingEyesOfDoom: Literally.
420* HellFire: His second ability, ''Scorched Earth'', surrounds him with an aura of fire which boosts his movement speed and damages nearby enemies.
421* HellOnEarth: ''Scorched Earth'' is this on a smaller scale.
422* HerdHittingAttack: One of Doom's level 25 talents grants him ''150% cleave''.
423* HornedHumanoid: Two horns, in this case.
424* HyperactiveMetabolism: Eating a creep with ''Devour'' grants armor while digesting (as well as magic resistance with a talent).
425* InformedEquipment: Doom has extremely low Agility and one of the lowest base armor amounts in the game despite having the most visible armor on his in-game model. [[ZigzaggedTrope On the other hand]], [[MightyGlacier he's about as slow as you'd expect a giant demon wearing heavy armor to be.]]
426* InstrumentalWeapon: Doom's Immortal weapon Soul Shredder is both an axe and a guitar at the same time, and comes packaged with a taunt in which Doom uses it to play music.
427* ItemCaddy: Like Nature's Prophet and Alchemist, good Doom play revolves around using his abilities to get as much farm as possible, and turn it into powerful game-changing items. ''Devour'' lets him farm a Hand of Midas relatively quickly by accelerating his gold gain, and combined the two can let him snowball out of control if left alone.
428* JackOfAllStats: Because of his skill set (particularly his ability to get bonus XP and gold outside of farming, use any creep ability, and guaranteed put any enemy out of a fight for at least 15 seconds), Doom can be reliably put on any position (except hard support). His high base damage allows him to mid fairly decently and use the early levels to ''Doom'' enemies extremely early in the game which allow him to snowball, but he can also play as the safe lane hard carry and supplement his gold and XP gain in his team's jungle every time ''Devour'' is off cooldown, or get solo experience in the off lane (also supplementing his gold and XP gain in the nearby hard camp with ''Devour'') and have an escape ability in ''Scorched Earth'', or even roam, jungle and support if he consumes a creep with a good disable. Played as a carry Doom can stand in the middle of teamfights and beat the enemy down with his gold advantage, and played as a utility support he can easily farm up the support items his team needs and still turn any fight into a 4v5 with his ultimate.
429* LightningBruiser: ''Scorched Earth'' provides a movement speed bonus. If combined with a Kobold Foreman's ''Speed Aura'' or speed boosting items like Yasha, Doom can move pretty quickly, while his farming capabilities also allow him to buy all the items he needs to give himself extra attack speed.
430* LogicalWeakness: One small weakness with ''Devour'' is that Doom only gets the gold bonus once he finishes digesting the creep. So, if he's killed while he's chewing it, not only does he lose unreliable gold due to the death, but he also loses the bonus gold from ''Devour''.
431* LootMakingAttack: ''Devour'' gives Doom bonus unreliable gold with every creep he eats after a short delay. It's one of reasons why Doom can be dangerous to leave alone to farm by himself despite the rest of his skill set, since if he can farm an early Hand of Midas, he can get out of control with his XP and gold gain.
432* MagicKnight: Despite being a Strength hero with respectable right-click damage, Doom is held back by his glacial attack speed[[note]]Doom has a base attack time of 2, the slowest of all heroes in the game; this translates into one attack every two seconds[[/note]]. However, he also packs a tremendous amount of magic damage and can also add more spells to his arsenal with ''Devour''. Plus, he has ''[[PowerNullifier Doom]]''.
433* MagikarpPower: Early on, Doom's barely better than a jungle creep, and often worse, and is only good for getting his face punched in thanks to his literally nonexistant armor. Later on however, Doom is ''really'' good at being punched in the face and ignoring it, can shut down any one or ''two'' enemy heroes and promptly force them out of the fight, and be carrying enough auras to let regular creeps beat [[GiantMook mega creeps]].
434* MenacingStroll: His default gait is a measured, Terminator-esque walk. Due to his size, it still allows him to keep pace with most heroes in the game.
435* MightyGlacier: Doom's extremely low base Agility and growth and his incredibly slow base attack time mean that unless he stacks loads of attack speed items, he's going to be hitting very slowly. This also means that he has very little base armor and thus, despite his huge Strength growth, he's quite easily brought down without any armor items. But once he has farmed enough items with ''Devour'' and Hand of Midas, he's nearly impossible to bring down without resorting to magic nukes, which a Black King Bar, Hood of Defiance, Pipe of Insight or Linken's Sphere can easily nullify.
436* MiniMook: If Doom dies with a Mud Golem (whose passive ability ''Shard Split'' causes it to split into 2 smaller Shard Golems when killed) devoured, he will split into two Doom Shards that can wear his cosmetic items, use the Shard Golem's ''Hurl Boulder'' ability and last 60 seconds exactly as normal Shard Golems.
437* NamesToRunAwayFromReallyFast: "Lucifer" and "Doom". Either one counts.
438* NumberOfTheBeast: Referred several times in his backstory. He even got a major buff in patch 6.66!!
439* OddlyShapedSword
440* OnehandedZweihander: Despite the size of his sword, Doom has no problem wielding or swinging it with one hand alone.
441* ObviouslyEvil
442* ObviousRulePatch: 7.22 caps the level of creeps that Doom can ''Devour'' on each level of the ability. As this was after ''Devour'' was reworked to give health regeneration, the change prevents Doom from simply eating a Satyr Tormentor at level 1 and becoming nearly un-harassable with Dragon Knight levels of regen.
443* PlayingWithFire: ''Scorched Earth'' burns the ground around Doom, and ''Infernal Blade'' wreath his sword in hellfire.
444* PercentDamageAttack: ''Infernal Blade'' burns away a percentage of the victim's health each second for its duration.
445* PowerNullifier: His ultimate, ''Doom'', is a silence that also prevents healing, removes most of the target's positive buffs, all on top of inflicting damage over time, lasts extremely long (16 seconds) compared to similar hard disables like stuns or hexes while also completely ignoring debuff immmunity and can't be dispelled by any means whatsoever. ''Doom'' is universally regarded as one of the hardest disables in the game (if not ''the'' hardest), and it's often joked that it counters every single hero in the game because of this. It doesn't innately break passives, but that's where his level 25 talent comes in, shutting down their passives as well. Even buying a Linken's Sphere won't necessarily help you, as Doom can buy an Aghanim's Scepter to turn himself into a WalkingWasteland and have the ''Doom'' effect being applied to anyone close to him without needing to target them (it also has this effect on any enemy target as well, forcing the enemy team to run away from a now-vulnerable teammate). [[MortonsFork This leaves enemies with either the option of attempting to escape Doom and possibly dying anyway, or a desperate attempt to use their right-clicks to fight back, which rarely works against him if he has enough armor.]]
446-->'''[[MemeticMutation Image Macro:]]''' [[http://img845.imageshack.us/img845/5729/si5o.png "Go ahead, call your team; they can't un-Doom you!"]]
447* TheRightHandOfDoom: Doom's Immortal item Zeal of Omoz Arkosh is a hideous (if not too blatantly grotesque) left hand. It even features a ''gaping mouth'' on his left forearm.
448* {{Satan}}: In line with WholePlotReference, Doom's name is Lucifer.
449* SeeYouInHell: To any heroes he killed:
450-->'''Doom''':[[https://gamepedia.cursecdn.com/dota2_gamepedia/c/c6/Doom_kill_01.mp3 "See you in the seven hells.]]
451* ShoutOut: Aside from being based on the [[Literature/TheBible Biblical]] [[{{Satan}} Lucifer]], Doom is a big shout-out to ''VideoGame/FinalFantasy'':
452** His ability to copy neutral creep abilities by eating them is pretty much lifted directly from ''VideoGame/FinalFantasyIX'''s Quina, who in turn is based on the recurring Blue Mage class.
453** Before 6.86 patch he also had the skill ''LVL? Death'', a spell in Final Fantasy series.
454** His ultimate, ''Doom'' is coming from {{VideoGame/Final Fantasy VIII}} although the mechanics are different.
455* SituationalDamageAttack: If Doom has Aghanim's Shard, ''Infernal Blade'' deals an additional 150 damage and stuns for longer if the enemy's level is a multiple of 3 or above 24.
456* SkullForAHead: Apparently that's how he looks under the helmet.
457* SophisticatedAsHell: A large number of his less sophisticated lines actually use the term "hell".
458* SpellBlade: ''Infernal Blade'' allows his attacks to burn away a portion of the target's health every second for a short duration. It also scales with the target's max HP, meaning beefing yourself up will only make it hurt ''more''.
459* SuddenNameChange: He was known as Lucifer the Doom Bringer in the original ''[=DotA=]'', and was initially called Doom Bringer in ''Dota 2'' before having his name shortened to Doom.
460* TinTyrant: In the Low-Violence mode.
461* WhenAllYouHaveIsAHammer: Doom's ultimate is often treated (fairly justifiably) as the solution to any teamfight problem, casting it on the most threatening enemy target (or the one with the most active abilities and teamfight items) to put them out of the fight, regardless of circumstances. Having trouble dealing with a farmed Phantom Assassin? Get his level 25 talent and ''Doom'' her to render her entirely useless. The Omniknight with the Mekansm, Crimson Guard and Pipe of Insight making it extremely hard to kill his teammates? ''Doom'' him and he can't use those items or cast his spells, making his teammates much squishier. That squishy Weaver with a Linken Sphere to block your ultimate? Get an Aghanim's Scepter and use ''Doom'' to yourself so that enemies within your presence will suffer from the effects of being doomed, Linkens be damned.
462* WholePlotReference: Does his BackStory seem familiar? [[Literature/TheBible It should.]]
463* WingsDoNothing: He has wings in the original ''[=DotA=]''. [[JustifiedTrope Justified]] in Dota 2 where it was even described in his BackStory as only smoking stumps remaining.
464* YouAreAlreadyDead: Killed or gotten away from Doom after he hits you with his titular spell? [[OhCrap Check your health bar.]] ''Doom'' might just deal enough damage to finish you off and you can't try to heal your way through it nor mitigate it with a cheap Cloak or BKB due to dealing Pure damage that pierces through Debuff Immunity. And you can't even ask your teammate to kill you either as ''Doom'' doesn't allow one to MercyKill someone out of their misery.
465[[/folder]]
466
467[[folder:Davion, the '''Dragon Knight''']]
468[[quoteright:256:https://static.tvtropes.org/pmwiki/pub/images/Dragon_Knight_1728.png]]
469[[caption-width-right:256:[-[[https://hydra-media.cursecdn.com/dota2.gamepedia.com/c/c8/DK_drag_rare_01.mp3 "Never make a deal with a dragon,]][[https://hydra-media.cursecdn.com/dota2.gamepedia.com/c/cc/DK_dragon_rare_01.mp3 unless you're prepared to keep your end of it.]]-] ]]
470->'''Voiced by: ''' Creator/TonyTodd
471
472Sir Davion was once a dragonslayer who had spent years tracking down a notorious Eldwurm known as Slyrak. By the time he had found his quarry, the legendary Slyrak had fallen prey to the ravages of age and disease, and Davion chose to let the now harmless dragon die in peace. As he prepared to leave, Davion heard the once-feared dragon beg for an honorable death. Agreeing to the dragon's request, Davion stabbed Slyrak's chest with his blade, but in that exact moment, the dragon pierced the knight's throat with its claws. As their blood flowed out and mixed together, Slyrak transferred his strength and wisdom to Davion through the Blood Route, sealing the ritual with his own death and transforming Davion into the Dragon Knight, a warrior able to to call upon the power of the Eldwurms whenever he wished.\
473\
474Dragon Knight's durability and strength is rivalled only by a handful of other heroes, and few of them can outfight a well-played Davion on the offensive. Unlike other melee carries who are vulnerable in the early game, Dragon Knight can mitigate this weakness with his passive skill ''Dragon Blood'', giving him a permanent armor boost as well as buff to his natural health regeneration, meaning that he can farm with impunity for much of the early game. His two main damaging spells are ''Breathe Fire'', which deals magic damage in a line and inflicts the breath effects of ''Elder Dragon Form'', and ''Dragon Tail'', a ShieldBash that stuns an enemy in melee range. Dragon Knight's real offensive power lies with his ultimate, ''Elder Dragon Form''. Activating this spell temporarily turns the knight into a powerful dragon for sixty seconds, temporarily boosting damage, turning his basic attacks and ''Dragon Tail'' ranged, and giving his attacks a temporary attack modifier which transitions from early game pushing power to late game teamfight dominance as he levels the ability, giving Dragon Knight ample time to tear his enemies apart. As the spell levels up, Dragon Knight will alter his Dragon Form into one of three variants, each getting more powerful and adding more debuffs as he levels it up. The first is a green dragon with ''Corrosive Breath'', which causes poison damage over time. His second form is a red dragon with a splash attack that deals damage to everyone around him, and keeps ''Corrosive Breath'' in this form as well. His third form, a blue dragon, keeps his splash attack and poison damage and adds a slow effect that hits all enemies in the splash radius. Aghanim's Scepter allows him to access a fourth form, a black dragon with greater poison, splash, and slow powers, as well as increased range and great magic resistance.\
475\
476In ''Dota Underlords'', Dragon Knight is a tier 4 hero. His ability, ''Breathe Fire'', emits a wave of fire that damages foes and temporarily lowers their damage. His Dragon alliance bonus ability, ''Elder Dragon Form'', causes him to transform into a ranged dragon at the start of each round, with new effects depending on his level: the Green Dragon poisons his attack target, the Red Dragon gains splash damage, and the Blue Dragon slows the movement and attacks of hit enemies.
477----
478* AchillesHeel: Dragon Knight is very dependent on ''Elder Dragon Form'' to perform well, meaning he's only online half the time and making Aegis and buyback minimally effective--it's usually a better idea for Dragon Knight to take Cheese while leaving the Aegis to a teammate.
479* AdaptationNameChange: In the original [=DotA=], Dragon Knight's name in ''Elder Dragon Form'' was Arc Honist. In Dota 2, he's called Davion in both human and dragon forms, and the dragon that serves as his ''Elder Dragon Form'' is now named Slyrak.
480* AmbiguouslyBrown: Not very easy to see under his helmet, nor most of his earlier cosmetics, but it's more notable with his later sets which have more open-faced helmets.
481* AntiMagic: His black dragon form gains a large bonus to magic resistance.
482* AntiStructure: The damage over time from ''Elder Dragon Form'' works on buildings. It's not much on paper, but since buildings have no magic resistance and do not regenerate health (except melee barracks and the Ancient), it quickly adds up.
483** While Davion is marked as a Pusher, he's a decidedly unusual one when it comes to handling structures. While most tower killers have some ability that either reduces tower armor, deals high damage to them directly, or summons units to ZergRush them, Davion doesn't really have any of the above (''Elder Dragon Form'' gives him damage over time against them, but as mentioned, the damage is very minor) - what he does have is extreme durability with ''Dragon Blood'', letting him push towers by ''being tankier than the tower'' and just hitting it until it collapses.
484* BaritoneOfStrength: He's voiced by a horror alumnus who brings his deep-voiced usually scary vocal chord to voice this badass dragon knight, whose voice becomes even deeper when he goes full dragon.
485* BoringButPractical: Besides ''Elder Dragon Form'' none of his abilities are very flashy, two simple straightforward targetted spells and a defense boost, yet they're highly effective, and can even see him through mid-lane against the usually ranged opposition with far more fancier spells to boot.
486* BloodMagic: Slyrak transferred his powers and mind into Davion via mixing their blood.
487* BreathWeapon: He can use ''Breathe Fire'' to breathe cones of fire to burn his enemies, and Aghanim's Shard allows him to ignite a large area of ground with his dragon breath using ''Fireball''. In dragon form, he attacks using poison/fire/frost breath instead of his sword.
488* ByTheLightsOfTheirEyes: His eyes appear to glow from under his helmet.
489* CastFromHitPoints: While he has no abilities that do this naturally, Dragon Knight's high regeneration leads to picking up items that let him do this, such as a Soul Ring to dominate lanes and being one of the few heroes who can justify using Armlet of Mordiggian without any form of Lifesteal.
490* CoolHelmet
491* CoolSword: With many variations from cosmetic items.
492* DiscOneNuke: ''Dragon Tail'' while being absolutely worthless as a nuke, is ''incredibly'' powerful as a stun, with a full 2.5-second duration from level one. Comboing ''Dragon Tail'' with a more easily-landed stun such as ''Telekinesis'' or ''Wraithfire Blast'', or especially with a tricky-to-land move like Leshrac's ''Split Earth'' can earn a first blood.
493* DragonKnight: Sir Davion is a knight with dragon-like abilities thanks to receiving Slyrak's blood. As a result, he can breathe fire, regenerate more quickly, and even turn into a full-fledged dragon.
494* EnemyMine: Davion seems to have this going on with Jakiro, as even if Jakiro is a dragon, they don't seem to like each other much. They don't have any ally lines either. Although Jakiro seems to act shocked whenever Davion kills him.
495* EyelessFace: With the Kindred of the Iron Dragon cosmetic item, the model of ''Elder Dragon Form'' is turned into an eyeless, armoured iron dragon.
496* FusionDance: Between Davion and Slyrak.
497* GameplayAndStorySegregation: No matter what element his dragon form's normal BreathWeapon takes, ''Breathe Fire'' always breathes fire and applies the debuffs of his ''Elder Dragon Form'', which in turn leads to him somehow freezing people by breathing fire at them.
498* GlowingEyesOfDoom: Must be a side effect of the dragon blood.
499* HealingFactor: ''Dragon Blood'' gives Dragon Knight a significant boost to his health regeneration.
500* HerdHittingAttack: When ''Elder Dragon Form'' reaches level 2, Davion's attacks in dragon form will deal splash damage in a small radius (a little more than twice melee range).
501* HeWhoFightsMonsters: He seems quite protective of dragons for a dragon hunter, probably absorbing a part of Slyrak's personality.
502--> '''Dragon Knight (Killing Lina):''' [[https://gamepedia.cursecdn.com/dota2_gamepedia/1/1e/Drag_lina_02.mp3 "That's what you get, Lina, for enslaving dragons."]]
503* KnightlySwordAndShield: Befitting an honorable knight, Davion wields a sword and shield in battle in his human form.
504* AnIcePerson: When ''Elder Dragon Form'' is maxed, the level 3 Blue Dragon's attacks also slow enemies' movement and attack speed.
505* LightningBruiser: In ''Elder Dragon Form'', Davion gets a significant bonus to movement speed and his attacks become much more potent, inflicting damage over time and becoming ranged along with [[HerdHittingAttack splash damage]] and an area-of-effect slow at higher levels, all while being as extremely bulky as he was in human form. His black dragon form with Aghanim's Scepter even boasts flying movement and [[TheJuggernaut resistance to disables]], making him extremely destructive.
506* LittleUselessGun: His sword is practically the sword equivalent, being a short, one-handed sword of reasonable proportions as opposed to other Strength heroes using much larger and bulkier weapons, which could be the reason for his pitiful base damage.
507* LuckilyMyShieldWillProtectMe: He's one of the game's few heroes with a shield and one of, if not the toughest.
508* MadeOfIron: All but the most deadly physical damage dealers find dealing with him a chore, as he has a long-duration stun, ranged slow, base damage reduction on his nuke, and can easily have 75% physical damage resistance almost solely from ''Dragon Blood''. [[FromBadToWorse And then he gets evasion, a Black King Bar, and takes the double Dragon Blood bonus talent]]...
509* MightyGlacier: Dragon Knight is incredibly durable with natural stat growth and ''Dragon Blood'', and can deal quite a punch in teamfights thanks to ''Elder Dragon Form'''s splash damage. However, he has no real mobility aside from a small speed boost from ''Elder Dragon Form''. Of course, he also has plenty of ways to make the other guy ''slower'' than him to compensate, and Shadow Blade and Blink Dagger are always options.
510* MonsterKnight
511* NamedWeapons: His default weapon is named Wyrmblade.
512* NonStandardSkillLearning: Unlike other heroes, Davion's ultimate has four levels, but only the first three can be learned normally; the fourth is only available by purchasing Aghanim's Scepter.
513* OurDragonsAreDifferent
514* PlayingWithFire: Davion can breathe cones of fire with his first ability ''Breathe Fire''.
515* PoisonousPerson: In ''Elder Dragon Form'', Dragon Knight's right-click attacks deal additional damage over time.
516* PowerEchoes: His voice gains an echo while in Elder Dragon Form.
517* PowerGivesYouWings: With the Kindred of the Iron Dragon cosmetic item, Davion briefly gains a pair of transparent red wings when using ''Dragon Tail''.
518* PowerLimiter: ''Breathe Fire'' reduces the base damage of its targets, making it difficult for Dragon Knight's lane opponent to last hit and supplementing his tremendous physical damage resistance.
519* PowerMakesYourVoiceDeep: Dragon Knight's voice in his ''Elder Dragon Form'' is deeper and has more echo than his original voice.
520--> '''Dragon Knight''': [[https://gamepedia.cursecdn.com/dota2_gamepedia/a/af/DK_dragon_move_10.mp3 "Who calls the Dragon Knight."]]
521* ThePowerOfBlood: Used by Slyrak to give his power to Davion.
522* PowerUpLetdown: In previous versions, only the first level of Elder Dragon Form had Corrosive Breath. Since Corrosive Breath affects buildings, players would often delay upgrading Dragon Knight's ultimate past Level 1 for the sake of keeping the excellent tower-killing power of the green dragon. Thankfully, Patch 6.78 let the red dragon keep Corrosive Breath, and 6.83 finally let him keep it no matter how many points the skill had.
523* ReallyGetsAround: He's taken more than one bar maiden to bed after a hard day's killing.
524* {{Retcon}}: ''Dragon's Blood'' changes the context behind the MercyKill Davion was planning to deliver to Slyrak, going from a dragon dying of age and disease to ending his suffering after he's mortally wounded during a battle against a dragon possessed by Terrorblade.
525* ScaledUp: His ultimate ability transforms him from a human into a powerful dragon.
526* ShieldBash: When Dragon Knight uses ''Dragon Tail'' in his human form, he uses his shield to stun the target.
527* SimpleYetAwesome: Dragon Knight is a very simple strength carry, who nonetheless is potent throughout most stages of the game. Valve themselves picked up on this, and Dragon Knight is used in the tutorial system to introduce players to Dota.
528* StoneWall: In human form, he lacks any actual damage-increasing skills, but pulling him down before he does so to you is nevertheless very difficult. His level 25 talent can double the effect of ''Dragon Blood'' however, making him super tanky.
529* SuperMode: ''Elder Dragon Form'' turns him to a dragon with higher movespeed, ranged attack and stun, and a free orb effect. At max level with Aghanim's Scepter, he becomes even stronger, gaining improved abilities, resistance to disables, and the ability to fly over terrain.
530* SuperToughness: He has great base armor, and ''Dragon Blood'' gives him absurd amounts of armor and HP regen, before he even starts getting items. It's not uncommon for Dragon Knight to have over 70% resistance to physical damage ''without'' any armor items, making him nigh-invincible in direct combat.
531* TailSlap: When ''Elder Dragon Form'' is active, ''Dragon Tail'' becomes this trope.
532* TransformationIsAFreeAction: Like Davion's other spells, ''Elder Dragon Form'' has no cast time, letting him transform instantly.
533* VoluntaryShapeshifting: Into elder dragon Slyrak.
534* YouHaveResearchedBreathing: Dragon Knight's dragon form has wings and allows him to fly, but he needs max level ''Elder Dragon Form'' and an Aghanim's Scepter in order to actually fly over terrain.
535[[/folder]]
536
537[[folder:Kaolin, the '''Earth Spirit''']]
538[[quoteright:256:https://static.tvtropes.org/pmwiki/pub/images/earth_spirit_2079.png]]
539[[caption-width-right:256:[-[[https://gamepedia.cursecdn.com/dota2_gamepedia/d/d7/Earthspi_firstblood_02.mp3 "In war, a fool's first lesson is his last."]]-] ]]
540->'''Voiced by: ''' Creator/NolanNorth
541
542Once a great general, the late Kaolin was immortalized in the form of a jade statue in his likeness leading an army composed of thousands of stone statues. These sculptures were left buried for thousands of years in the depths of the earth, but what nobody knew was that the great vein of jade used to create Kaolin's statue contained the spirit of the Earth itself, a Celestial who embodied the planet's life force. Cut off from the planet's life flow, the spirit inhabiting the statue of Kaolin took control of its new body, and over the course of a thousand years, it gathered its strength and dug its way to freedom. The reborn Kaolin now patrols the lands, fighting as a benevolent guardian of the earth and calling his stone army forth from the soil when needed.\
543\
544Earth Spirit is a support hero with a wide array of disables in all of his basic abilities. Unlike most heroes, his abilities revolve around an innate ability, ''Stone Remnant'', which allows him to place statues that can be used to augment his abilities. Using his abilities in tandem with these remnants, Earth Spirit can slow enemies with ''Boulder Smash'', stun them and initiate with ''Rolling Boulder'', and silence them with ''Geomagnetic Grip''. His ultimate, ''Magnetize'', inflicts nearby enemies with a damage over time debuff, and allows him to spread the slow and silence from his abilities to other nearby enemies while refreshing the debuff duration by using his ''Stone Remnants'', stopping entire groups of enemies in their tracks. With good timing and skill he can initiate fights from a distance, and given the right circumstances can deal a surprising amount of damage to both single and multiple targets, all the while disrupting enemy positioning allowing for easy kills.
545
546----
547* AdaptationNameChange: In the original [=DotA=], Earth Spirit's innate skill was named ''Stone Caller'', which creates a 'unit' named Stone Rock. In the transition to Dota 2, both are now called ''Stone Remnant'', to fit with the Spirit heroes' ThemeNaming.
548* AdaptationSpeciesChange: In the original [=DotA=] Kaolin was a Pandaren, but this had to be changed for Dota 2 as Pandaren are owned by Blizzard.
549* AntiEscapeMechanism: Earth Spirit is one of only two heroes in the game with both a stun and a silence (Puck being the other), and can cast both in an [=AoE=]. Toss in ''Boulder Smash'''s slow with the Stone Remnant, and he has a huge amount of disable potential, to say nothing of being able to apply the slow and silence to possibly the whole enemy team. ''Rolling Boulder'' can be used to catch up to fleeing enemies easily (and stun them down with a Stone Remnant). And because it places Earth Spirit on the other side of the target, it can then be followed up with ''Boulder Smash'' to force them back in the direction they were fleeing, most often where your other teammates are.
550* AscendedMeme: One of Earth Spirit's responses when meeting an allied Spirit Breaker is this:
551-->'''Earth Spirit:''' [[https://gamepedia.cursecdn.com/dota2_gamepedia/f/fe/Earthspi_ally_07.mp3 You aren't half bad, for a space cow.]]
552* AsTheGoodBookSays: Upon death, he can sometimes say "The [[{{Pun}} spirit]] is willing, but the flesh is weak."
553* BlackMage: Earth Spirit's Intelligence growth is the third-highest amongst Strength heroes and fourth-highest amongst non-Intelligence heroes (only beaten by Bristleback, Sniper and Undying). Despite being a Strength hero, he is rather fragile and weak in direct combat, but all four of his skills can be a thorn in the opponent's side if used properly.
554* BodyHorror: The ability lore for ''Magnetize'' has some pretty frightening implications.
555--> At the Earth Spirit’s call, the minerals in the blood and bones of his enemies rebel against the bodies they find themselves in.
556* DamageOverTime: His ultimate, ''Magnetize'', deals heavy damage over time for 6 seconds, and its duration is refreshed each time an enemy comes in proximity of a Stone Remnant (on top of applying the debuff to other nearby enemies at the same time), allowing for over 30 seconds of continuous magical damage.
557* DefogOfWar: A ''Stone Remnant'' provides ground vision itself after Earth Spirit purchases Aghanim's Shard.
558* DifficultButAwesome: All of his skills require management of your stone supply (it takes ''three minutes'' to build up a full 6-stone supply from scratch), '''very''' precise and careful positioning, lining up the shots, and chaining your combos. In particular, ''Boulder Smash'' requires exquisite aiming since, if you stand just a few pixels in a different angle away from a non-Remnant target move your mouse cursor even a few pixels off-course when kicking a Remnant, you can end up hitting the target in a completely different direction. In addition, initiating with ''Rolling Boulder'' can be extremely punishing since it will only stop when colliding with a hero, meaning that missing can send you way beyond your target and potentially feed the enemy a kill. However, masterful Earth Spirits can stun from long range, snipe escaping enemy heroes and give teammates additional initiation power using ''Boulder Smash''; initiate or escape up or down cliffs and stop fleeing enemy heroes in their tracks with ''Rolling Boulder''; save allies from pursuing enemies or silence an entire enemy team with ''Geomagnetic Grip''; and unleash an astonishing amount of magical damage, debuffs and disables on the whole enemy team using all of the above combined with ''Magnetize''. His pub winrate is consistently extremely low (as people with no idea of how he works try him and fail repeatedly), but he is a very effective hero to boost MMR for people who can play him, and he has remained a consistently solid pro pick since his introduction into Captains Mode despite a memetic status as a hero that only gets repeatedly nerfed and never buffed.
559* DishingOutDirt: He can summon stone sculptures from the earth and manipulate them.
560* DynamicEntry: ''Rolling Boulder'' combined with a ''Stone Remnant'' lets him charge onto an enemy, damaging and stunning them on impact. It's the third longest ranged non-ulti initiating ability in the game (beat out by Spirit Breaker's ''Charge of Darkness'' and Puck's ''Illusory Orb''). ''Boulder Smash'' can be used on allies for the same purpose.
561* FaceOfAThug: Looks rather mean, but is actually a nice guy.
562* FantasyCounterpartCulture: His backstory is strongly based on the famous Terracotta Army of Ancient China.
563* FastballSpecial: Cast on an ally, ''Boulder Smash'' can be used for initiation purposes (800 range is farther than a Force Staff can push). Cast on ''Stone Remnant''s, it can be used to snipe (as they get more than double the range) and stun enemies.
564* GeniusBruiser: While his base Intelligence is rather mediocre, Kaolin ties with Timbersaw for having the third-highest Intelligence growth of all Strength heroes (beat out by Bristleback and Undying), and also beats all Agility heroes in this category save Sniper. Combined with the comparatively low mana cost of his spells and the low cooldown on all but his ulti, late game he can cast his spells as often as needed so long as he has the Stone Remnants to back it up.
565* GlowingEyes
566* GrievousHarmWithABody: ''Boulder Smash'' will damage all enemies that the smashed unit passes through, whether the smashed unit is friendly or enemy. ''Geomagnetic Grip'' can only be used on Stone Remnants and allies, but can be combined with ''Boulder Smash'' using a single Stone Remnant or friendly unit.
567* HeroicSacrifice: One under-appreciated aspect of ''Boulder Smash'' is that it can be used to save allies in situations where you and a teammate are being chased down by the enemy team. Since it can be used to push the target in a certain direction, you can cast it to knock an ally up/down a cliff or further towards safety, [[TakeMeInstead giving yourself the enemy's undivided attention]]. Luckily, Earth Spirit also has ''Rolling Boulder'' to move himself as well.
568* HerdHittingAttack: Both ''Boulder Smash'' and ''Geomagnetic Grip'' can be used to slow and silence enemies in a very large area of effect (''Geomagnetic Grip'' is the longest ranged non-ultimate silence), meaning that with good aim and crafty positioning it is possible to apply the stun or silence to most of the enemy team. Additionally, since ''Magnetize'' allows Kaolin to place the slow and silence debuffs from his abilities on all Magnetized heroes, you can slow and silence ''the entire enemy team.'' OhCrap indeed.
569* ImprovisedWeapon:
570** The Stone Remnants are only consumed when used for ''Rolling Boulder'' and ''Magnetize'', and in the latter case stays on the field for 5 seconds after applying the ''Magnetize'' debuff on nearby enemies. This means that a Stone Remnant that you used for a spell up to two minutes earlier will stay on the field, allowing crafty Earth Spirits to use them multiple times and in multiple teamfights long after the enemy has forgotten about them.
571** ''Boulder Smash'' can be cast on both enemies and allies, and ''Geomagnetic Grip'' can be cast on allies (including creeps). This means that not only can you improvise using leftover Stone Remnants, you can use nearby creeps to lay extra damage down with ''Boulder Smash''.
572* KungFuWizard: Though he's a melee Strength hero, Earth Spirit's right-click attacks are weak and he relies mostly on his spells in a fight.
573* LimitedLoadout: The most unique aspect of Earth Spirit gameplay is that you have to be extremely careful with your Stone Remnant supply, as opposed to your mana pool, because using too many of them in small skirmishes and ganks can render you useless in a major teamfight. This means that you may be forced to let a fleeing enemy escape just to conserve a Stone Remnant, since you'll need that Stone Remnant to pull off your full combo on the enemy team later. Much of the value in his Aghanim's upgrade isn't that you're moving your allies or enemies around, but simply because it's another remnant on its own separate cooldown.
574* LivingStatue: A Celestial possessing a statue.
575* MeaningfulName: Derived from "kaolinite", a white clay mineral used in the making of porcelain and to provide the gloss on magazine paper.
576* NonStandardSkillLearning: Earth Spirit is one of the only heroes in the game that has an "innate" skill; ''Stone Remnant'' becomes available at the start of the game along with one other (normal) skill but can't be levelled further. ''Stone Remnant'' is useless by itself and must be used in tandem with his other skills to form strong combos.
577* PowerTrio: He forms one with Storm Spirit and Ember Spirit.
578* PunchedAcrossTheRoom: ''Boulder Smash'' can be targeted on any kind of unit, enemies and allies and creeps and heroes alike, as well as on Stone Remnants. It can be used on enemies to either force them away (useful in the case of a melee carry) or to push them towards your teammates to beat down on.
579* RockMonster: He's a spirit that inhabits a stone statue.
580* RollingAttack: ''Rolling Boulder'' turns Kaolin into a boulder that picks up speed and distance if he hits a Stone Remnant along the way. It stops only when it reaches its full distance or it connects with an enemy hero, stunning the enemy if a Stone Remnant is used. What's more, it stops Kaolin on the opposite side of the impact, meaning that you're in a prime position to use ''Boulder Smash'' to punch the enemy hero back the way you came from.
581* SelectiveMagnetism: He can magnetize enemies to the ground or pull rocks and allies toward him.
582* SomeDexterityRequired: Earth Spirit is a high APM hero, as his skills are very low cooldown and you may need to summon multiple Stone Remnants in the midst of a teamfight to keep your combo going (all while casting your spells), to say nothing of re-using old Stone Remnants and factoring in item abilities.
583* {{Synchronization}}: ''Magnetize'' passes on slows and silences from ''Rolling Boulder'' and ''Geomagnetic Grip'', respectively, to all Magnetized heroes when one is affected by it. With maximum level ''Rolling Boulder'' and enough Stone Remnants, it's possible to apply an 80% movement speed slow on the entire enemy team half the time, even though ''Rolling Boulder'' can only hit one target at a time.
584* TakenForGranite: ''Enchant Remnant'', an extra ability that is granted when Earth Spirit purchases Aghanim's Scepter, temporarily turns a target hero into a Stone Remnant (making them invulnerable in the process) that can be used to fuel his other abilities. What's so notable about it is that it can be cast on ''enemy heroes'' as well as allies, which can allow Earth Spirit not only to stop an enemy hero in their tracks, but also to reposition them like a Stone Remnant and effectively remove them from a teamfight or greatly displace them in a gank.
585* TelephonePolearm: His weapon is a rock pole twice his height with a flexible midsection, [[InstantChucks allowing the use as giant nunchucks]] (although he never uses them that way when actually attacking).
586* TooAwesomeToUse: Stone Remnants can be this, since you might use them all only to need them later.
587* YouWillNotEvadeMe: ''Geomagnetic Grip'' can be used to pull an enemy hero towards Earth Spirit in conjunction with ''Enchant Remnant'' and Aether Lens (without the latter the range of ''Enchant Remnant'' is a pitiful 125).
588[[/folder]]
589
590[[folder:Raigor Stonehoof, the '''Earthshaker''']]
591[[quoteright:256:https://static.tvtropes.org/pmwiki/pub/images/earthshaker_3029.png]]
592[[caption-width-right:256:[-[[https://gamepedia.cursecdn.com/dota2_gamepedia/a/a5/Erth_rare_05.mp3 "There may be many earths, but there's only one Earthshaker."]]-] ]]
593->'''Voiced by: ''' John Patrick Lowrie
594
595Deep underground, an immortal spirit of the earth slumbered restlessly. From within its earthen tomb, it sensed the living beings who walked the surface and desired to learn more about them. When a series of powerful earthquakes struck the lands of Nishai, the spirit was freed from its prison and able to come to the surface. As the dust settled, the spirit created itself a body in the shape of a mortal beast with which to explore the surface world and gave itself the name Raigor Stonehoof. Storing his immortal essence in a magical totem of Nishian origin, the now-mortal Earthshaker sets out to experience life on Earth.\
596\
597Earthshaker is a melee support and initiator hero who flattens his foes with an arsenal of ground-themed nukes and spells. Excelling at area-of-effect damage, his spells suffer from long casting animations but more than make up for it with their raw damage potential and the potential to stun any foe unlucky enough to be on the receiving end of his power. His first spell,''Fissure'', sends out a line of earth in a huge radius and stuns anyone who is caught in the blast, and can block off escape routes and knock dangerous foes out of a team fight. His second spell, ''Enchant Totem'', will temporarily boost his auto attack damage to finish off any survivors. ''Aftershock'' gives all of his abilities bonus damage and very small -ranged area-of-effect stuns - which synchronizes well with ''Enchant Totem'' - and his ultimate, ''Echo Slam'', has Earthshaker instantly slam his totem down on the ground, sending out a massive shockwave that deals damage to all enemies caught in its radius based on how many enemies were hit, with non-illusion heroes counting twice. No matter how overwhelming the odds might seem, a good Earthshaker can quickly level any playing field and leave his opponents eating dirt.\
598\
599In ''Artifact'', Earthshaker is a blue hero with the Active Ability ''Fissure'', which stuns his neighbors for one round, and the signature card ''Echo Slam'', a spell which hits all enemies and deals damage equal to the number of targets.
600
601----
602* AdaptationSpeciesChange: He was a Tauren in the first ''[=DotA=]''; this was changed into a more ambiguous gorilla-bull hybrid for the remake for copyright reasons.
603* AscendedMeme: Raigor's ultimate is often called "dunk" by players or caster, or even himself... come 6.87, he can literally slam dunk opponents with his Aghanim's Scepter upgrade.
604--> '''CHAOS DUNK!!'''
605* BaritoneOfStrength: He is quite the ''[[{{Pun}} ear]]''-shaker.
606* BarrierWarrior: ''Fissure'' can not only stun but also temporarily create an impassible crevasse. Knowing how to use it to trap enemies (as well as ''not'' trapping your own teammates) is vital to mastering Earthshaker.
607* BlackMage: Although he's a Strength hero and has good durability, his base auto-attacks are fairly weak and he relies heavily on his spells to support his team (unless the player is going for the extremely situational "brawler" Earthshaker).
608* CallingYourAttacks:
609--> '''Earthshaker (using ''Fissure''):''' ''[[https://gamepedia.cursecdn.com/dota2_gamepedia/3/30/Erth_ability_fissure_09.mp3 Fissure!]]''
610--> '''Earthshaker (using ''Enchant Totem''):''' ''[[https://gamepedia.cursecdn.com/dota2_gamepedia/5/51/Erth_ability_enchant_01.mp3 Enchant!]]''
611--> '''Earthshaker (landing a 2/3-man ''Echo Slam''):''' ''[[https://gamepedia.cursecdn.com/dota2_gamepedia/b/bc/Erth_ability_echo_02.mp3 Echo Slam!]]''
612* CarryABigStick: Raigor wields his totem as a mace when ''Enchant Totem'' is active.
613* ChargedAttack: ''Enchant Totem'' gives him a massive damage boost for one attack, and with ''Aftershock'' can damage and stun every enemy in a small radius. [[CriticalHit It's one of the few damage amplifiers that stack with critical hits.]]
614* ConservationOfNinjutsu: Invoked on the enemy by ''Echo Slam''. Against a lone hero it's pretty much an instant stun with hideously long cooldown; against a full team with creeps and summons thrown in, a TotalPartyKill.
615* DifficultButAwesome: Earthshaker's bread and butter skill, ''Fissure''. Bad Earthshaker players are prone to use this skill to block teammates, isolating them from the team and netting the enemies an easy kill or leave enemy heroes on the wrong side of the crevasse, allowing them to escape with an easy walk. However, good ''Fissure'' usage can provide great utility, able to block a lane in a gank, stop chasing/escaping enemies, snipe enemy heroes with its extreme range, isolate them from their teammates or otherwise trap them in unpleasant positions. At least a few games have been won because Earthshaker trapped a respawning enemy team/strong carry in their fountain, giving his own team a few extra seconds to finish off the Ancient before they could be stopped.
616* DiscOneNuke: One should never underestimate the power of ''Fissure'' at level 1 - the 8-second barrier is probably among the most devastating effects for the heroes with no innate mobility. Unless able to bypass ''Fissure'' with skills like Batrider's ''Firefly'' or Timbersaw's ''Timber Chain'', offlaners have to play extremely carefully against an enemy Earthshaker, because they're dead if he lands a good ''Fissure''. It remains extremely useful across the whole game, and is the reason why Earthshaker can get away with being a hard support and getting a late Blink Dagger, unlike similar initiators like Sand King or Tidehunter.
617* DishingOutDirt: Well, Raigor is made out of dirt.
618* DynamicEntry: When he uses ''Enchant Totem'' with Aghanim's Scepter, Earthshaker can jump to any spot inside a 900 [=AoE=] around him, giving him a built-in blink on a 5 second cooldown and making him almost as mobile as Anti-Mage.
619* EarthquakesCauseFissures
620* EarthquakeMachine: His totem is a supernatural variant.
621* EpicFail: He has special responses for ''completely whiffing'' an ''Echo Slam''.
622--> '''Earthshaker''': ''[[https://gamepedia.cursecdn.com/dota2_gamepedia/3/30/Erth_ability_echo_07.mp3 Echo... Slam?]]''
623* AFormYouAreComfortableWith: An immortal spirit of the earth taking a mortal form to explore the world.
624* GlassCannon: Despite being a Strength hero, Earthshaker is relatively fragile due to his low armour, mediocre Strength and his item build which consists of no durability items whatsoever, instead focusing on supporting and positioning to maximise the disruption from ''Fissure'' and the massive damage potential from ''Echo Slam''. Proper usage of his abilities can cause the most burst damage in a few moments any hero is capable of in the entire game.
625* GroundShatteringLanding: The animation for his ultimate, ''Echo Slam''. Taken up a notch with Aghanim's upgraded ''Enchant Totem'', which has Earthshaker launching himself into the air and landing totem-first. Especially if it's then followed up by the aforementioned ''Echo Slam''.
626* HerdHittingAttack: ''Echo Slam'' deals bonus damage per every enemy unit within range without an upper limit, so hitting a lot of enemies is a requirement for it (although it's not unheard of for Earthshaker to use ''Echo Slam'' on lone enemies in ganks in the early game, just for the ''Aftershock'' stun and to squeeze out a bit of extra damage since it's the only ability he has without a cast time). This extends to its appearance in ''Artifact'', where it hits all enemies and inflicts damage equal to the number of targets. Similarly, ''Fissure'' and ''Aftershock'' can both hit multiple targets, and with Aghanim's Scepter, ''Enchant Totem'' gains a cleave effect. Anyone standing in a group when Earthshaker shows up for a fight is bound to have a very bad day.
627* HornedHumanoid: Unlike Earthshaker's other head items, the Stoneforged Horns is not a hat, but actual horns.
628-->''After realising the dangers of the living world, Raigor shaped himself towards a more aggressive form that would help him face the challenges that were to come.''
629* InASingleBound: Aghanim's Scepter allows him to pull off some truly impressive leaps.
630* InterfaceScrew: ''Fissure'' and ''Echo Slam'' shake the entire screen when cast.
631* InvoluntaryGroupSplit: ''Fissure'' can block off enemies from their allies, leaving them at the mercy of your team. Of course, it's also easy to rush this and cause more harm than good - you can easily block off your teammates, save enemy heroes or condemn your own.
632* KungFuWizard: Barring ''Enchant Totem'', Raigor attacks with his bare fists, and is a melee Strength hero that's primarily still a spellcaster.
633* LukeNounverber: Raigor Stonehoof is a case of 'Luke Noun-noun', a variant of this trope.
634* MagmaMan: With the Bindings of Deep Magma cosmetic item, all of Raigor's abilities become magma instead of earth.
635* NatureSpirit: Raigor is a spirit of the earth that takes the form that we see in the game.
636* ObviousRulePatch:
637** Prior to 6.81, Fissure will cause creeps to walk around them. This can be easily exploited by many players who laned him in the offlane in order to easily pull the creeps into the Ancient jungle thus causing many safelane carries to be starved of their farm when they lose a creep wave. 6.81 patched this exploit by having the creeps simply wait for the Fissure to disappear, thus limiting the players to merely using Fissure for pulling the wave closer to their tower.
638** In 7.29, in addition to giving him the ability to leap through great distances, ''Enchanted Totem'' allows his next attack to cleave through the enemy when Earthshaker holds an Aghanim Scepter. Come 7.30e, the attack no longer applies cleave to Ranged Heroes. This change does not affect Earthshaker in any way but is instead specifically targeted towards Morphling that Morphed into the former in order to deter the latter from dealing tremendous amounts of splash damage using the copied ''Enchant Totem'' ability (as well as to nerf its usage on ranged heroes in Ability Draft).
639* OneHitKill: With ''Enchant Totem'' and Daedalus, his attack damage can be increased ''12 times'', and overlapping cooldown of the spell lets you immediately land another hit on the stunned target. This is enough to burst down not only supports, but carries as well. That is why the Critshaker build can be situationally very effective and fun to play.
640* PowerMakesYourVoiceDeep
641* PrimalStance: Despite having arms, Earthshaker stands on all fours.
642* ShockwaveStomp: With ''Aftershock'', each of his abilities triggers an extra shockwave that stun enemies around him.
643* SpamAttack: ''Enchant Totem'', a cheap spell used mostly to trigger ''Aftershock'', since by itself, all it does is increase your attack damage for one attack on a hero that is rarely built as a right-click attacker.
644* TelephonePolearm: Wields a totem as a weapon.
645* TopHeavyGuy: To the point that he has to support himself with his hands when walking.
646[[/folder]]
647
648[[folder:'''Elder Titan''', the Worldsmith]]
649[[quoteright:256:https://static.tvtropes.org/pmwiki/pub/images/ElderTitan_1039.png]]
650[[caption-width-right:256:[-[[https://gamepedia.cursecdn.com/dota2_gamepedia/f/fa/Elder_battlebegins_01.mp3 "On this alone of seven planes the final war is fought."]]-] ]]
651->'''Voiced by: ''' Jim French
652
653At the universe's beginnings, the Titans were there to witness creation, and they took it upon themselves to continue the process. They shaped matter to their awesome will, and when that proved too simple, they reforged their own bodies to become mightier than ever. But although they were powerful enough to shape reality to their liking, they are not infallible. One Titan, known to us today as Elder Titan, stood out for his great ambition and innovation, but as he honed his skills with the world that we know today as ours, he made a grave mistake, which led to a cosmic shattering that cast him into his own broken world. From his error, the world of today gained its strange properties and diverse collection of denizens, the fragmented survivors of a now-forgotten disaster that fractured the cosmos. Blaming no one but himself for the cosmic fissures that made the world as it is today, the Elder Titan now eternally seeks a way to fix the damage he has done.\
654\
655The Elder Titan is an initiator and nuker known for being able to inflict powerful damage and disables from a distance, unlike most other [=AoE=] initiators who require a Blink Dagger to get in range to cast their spells. This is thanks to his ''Astral Spirit'', a spell which sends forth the spiritual essence of the Elder Titan to damage any foe who goes near it. The spirit can be moved around, and returns to the Elder Titan when recalled or after a certain period of time has passed; upon returning, it grants temporary bonus damage and armor for each unit that was damaged by the spirit. The spirit also inherits two of the Elder Titan's skills. ''Echo Stomp'' creates a shockwave after a brief channelling time, damaging all foes in a circular area and putting them to sleep, which disables them until they take damage. If the Astral Spirit is out when casting this spell, it will also use it, allowing Elder Titan to disable foes in two places at once or from a distance. ''Natural Order'' is a powerful passive aura which reduces the armor and magic resistance of nearby foes. When casting Astral Spirit, the magic resistance debuff is passed onto the spirit while the Titan keeps the armor debuff. At max level, it completely nullifies the base armor and resistance of nearby foes, greatly increasing the damage they take. Elder Titan's ultimate ability is ''Earth Splitter'', a powerful spell which requires set-up to use properly: this ability causes a fissure to slowly form along the ground over a long distance; once it reaches a certain length it explodes and deals damage to enemies based on their maximum health. Due to its slow start, the enemies must be disabled beforehand as they could easily get out of its area before it takes effect, but Elder Titan can do this himself by using ''Echo Stomp'' and ''Astral Spirit'' to keep them in place. These spells make Elder Titan a great asset in teamfights.
656
657----
658* AdaptationNameChange: He was known as Cairne Bloodhoof the Tauren Chieftain in the original ''[=DotA=]''. As Cairne is an established ''Warcraft'' character, he became Elder Titan the Worldsmith in the port. Likewise, his second skill was renamed from ''Ancestral Spirit'' to ''Astral Spirit'' to fit his new flavour.
659* AdaptationSpeciesChange: He was a Tauren in the first ''[=DotA=]'', though for the remake he was changed to an original design for copyright reasons.
660* AntiArmor: Since ''Natural Order'' removes a percentage of base armor and magic resistance from enemies (up to 100% when maxed), Elder Titan is an extremely powerful counter against Agility carries, who tend to rely on their Agility-boosted armor to reduce incoming physical damage, tend not to have the largest health pools due to not being Strength heroes, and are generally already weak against magic nukes anyway.
661* AntiMagic: With Aghanim's Scepter, Elder Titan gains spell immunity while channeling ''Echo Stomp'', plus two more seconds for each enemy hit.
662* TheAtoner: Elder Titan dealt cataclysmic damage to the world long ago, and has since devoted himself to repairing it.
663* BoringButPractical: Despite having some flashy skills such as ''Echo Stomp'' and ''Earth Splitter'', high-level players will tell you that his best skill is ''Natural Order'', a passive aura which reduces armor and magic resistance. It can seriously increase how much damage enemies take: at max level, it completely removes all of the nearby enemies' defenses.
664* CatchingSomeZs: Around enemies put to sleep by ''Echo Stomp''.
665* ChargedAttack: ''Echo Stomp'' must be channeled for 1.4 seconds before it's released.
666* DamageIncreasingDebuff: Elder Titan's third ability and passive, ''Natural Order'', reduces the base armor and any armor gained through Agility of any nearby enemy to zero, on top of effectively nullifying their base magic resistance.
667* DefogOfWar: As the ''Astral Spirit'' can move through all terrain, it can be used as a scouting mechanism to give vision over anywhere it walks. This makes it crucial for scouting the high ground around the enemy base's tier 3 towers for enemy positioning (as well as gathering bonus damage and movement speed for Elder Titan for any enemies it hits).
668* DifficultButAwesome: Many of Elder Titan's spells take skill, timing and micromanagement to use, but utilized properly he can inflict heavy amounts of damage to the enemy team.
669** ''Echo Stomp'' channels for 1.4 seconds before it lands the sleep, meaning that alert enemies will often be able to easily dodge it, and it can be easily interrupted by player damage, foiling good initiations. However, it has a fairly wide area of effect, so good positioning of the Astral Spirit (such as in an area that the enemy must walk through in order to escape) will knock the enemy out for up to 5 seconds, on the same tier as Mirana's ''Sacred Arrow''.
670** ''Astral Spirit'' lasts for a fairly short duration, and only moves as fast as Elder Titan himself, meaning that unless he builds movement speed items it has a hard time catching foes. However, it can move over impassable terrain, so good players can sneak it through woods to behind the enemy, and then recall it into them to cast ''Echo Stomp''. Additionally, savvy players can pass the spirit through jungle camps, not just creep waves, and align themselves so that on its return it passes through even more targets, meaning that smart Elder Titan players can snag upwards of 150+ bonus damage with good planning.
671** It takes practice to get used to hitting with ''Earth Splitter'' - the 3.14 second delay is usually enough time for enemies to avoid it if they are not slowed or disabled. However, it is a very powerful scaling nuke that remains extremely useful throughout the entire game, and can be combined with ''Echo Stomp'' to catch multiple enemy heroes in its wake.
672%%* DishingOutDirt: ''Earth Splitter''.
673* EarthquakesCauseFissures: His ultimate, ''Earth Splitter'', creates a fissure that expands very slowly, but upon completing its travel length will severely damage any enemies that happen to be in the area, on top of lining them up with the fissure and slowing them down, making them easy targets for finishing off with [=AoE=] spells.
674* EveryoneCallsHimBarkeep: He is only known as the Elder Titan.
675* FixedDamageAttack: ''Earth Splitter'' deals damage equal to 35% of the targets' max HP (17.5% Physical, 17.5% Magical).
676* ForcedSleep: Foes hit by ''Echo Stomp'' are put to sleep, which lasts much longer than conventional disables do but can be woken up by player damage.
677* HerdHittingAttack: All of Elder Titan's skills deal damage over large areas and make him a very powerful hero in teamfights. Should the enemy team ever bunch up, they stand the danger of all getting hit by the ''Astral Spirit'' (giving Elder Titan a massive amount of bonus damage and movement speed when it returns), getting knocked out by ''Echo Stomp'', and then losing over a third of their maximum HP as ''Earth Splitter'' implodes on them due to Elder Titan reducing their defenses with his ''Natural Order'' aura, all the while he's ready to start chasing and right-clicking them down the moment the crack implodes (along with his teammates).
678%%* HornedHumanoid
679* JackOfAllStats: Since Elder Titan is fairly level- and farm-independent (often all he needs is level 11, some mana and a mobility item), and has a good laning stage, he can be played in almost all positions from the solo off-laner to mid to safe lane support - hard carrying being the only role he can't fulfill.
680* LeadTheTarget: Both ''Echo Stomp'' and ''Earth Splitter'' have fairly long delays and can be easily avoided, but if pulled off correctly they might sleep enemies for 5 seconds and cut down their HP by 35% respectively.
681* LightningBruiser: ''Astral Spirit'' gives Elder Titan bonus damage and movement speed for each enemy it passes through. In the case of enemy heroes, it gives him +5% movement speed and +40 damage per hero, so catching four heroes with the projection (to say nothing of any creeps that happen to be standing around) will give him a minimum of +20% movement speed and +160 attack damage, which, combined with his ''Natural Order'' aura, means that [[https://www.youtube.com/watch?v=ru7V7GETcwY he'll be hitting almost as hard as if he were carrying a Divine Rapier]].
682%%* LoinCloth
683* LongRangeFighter: Despite being a melee hero, Elder Titan can contribute quite well to a fight without having to get close, as ''Astral Spirit'' allows him to afflict enemies with ''Natural Order'' and cast ''Echo Stomp'' from afar while ''Earth Splitter'' has a very long cast range.
684* MagicKnight: While Elder Titan is usually played as a support and mostly valued for his array of disables and nukes which allows him to set up kills on the entire enemy team, he can also augment his physical damage by using ''Astral Spirit'' and negate his foes' armor with ''Natural Order'', allowing him to dish out a fair amount of physical damage himself without too much farm.
685* MirrorRoutine: Long before the ''Astral Spirit'' became a controllable second unit, the [=DotA=] ''Ancestral Spirit'' would mimic Tauren Chieftain's movements, moving in reverse directions related to him (if you move backwards, it would move away from you, and if you moved left from the casting point it would follow you).
686* NiceJobBreakingItHero: He is responsible for the war between Radiant and Dire by shattering the Mad Moon.
687--> '''Elder Titan:''' [[https://gamepedia.cursecdn.com/dota2_gamepedia/0/09/Elder_rare_01.mp3 "The Mad Moon rises unbroken above a fledgling world… but only in my dreams."]]
688* NoSell: One of Elder Titan's level 25 talents grants him spell immunity when ''Astral Spirit'' is active.
689* OurMinotaursAreDifferent: Despite no longer being a Tauren, the Elder Titan still retains his bovine head design.
690* OurTitansAreDifferent: A large vaguely bull-like humanoid who created the world of Dota 2 (and shattered it).
691* PhysicalGod: He forged the very world in which the game takes place.
692* SelfDuplication: ''Astral Spirit'' allows Elder Titan to safely initiate teamfights from afar, or to snipe escaping enemy heroes.
693* ShockwaveStomp: Elder Titan's first skill, ''Echo Stomp'', channels for a short duration, and upon landing damages all nearby enemy units and knocks them unconscious, causing them to wake up only when the debuff expires or they take player-based damage. It's a unique disable in that it can be used to pick off enemies one by one without worrying about dealing with the rest unless someone casts an [=AoE=] spell.
694* ShoutOut: His skills' lore has references to Literature/TheBible.
695* SomeDexterityRequired: Playing Elder Titan well requires good micromanagement of the ''Astral Spirit''. It's not nearly as heavy as that needed for other heroes (like Meepo or Chen) however and you won't die if you mess it up.
696* SummonMagic: He can summon his spirit form with the skill ''Ancestral Spirit''.
697* {{Superboss}}: Before being added in [=DotA=] version 6.60, Tauren Chieftain (the former name of Elder Titan) was a secret bonus boss in 6.59b.
698%%* SupernaturalGoldEyes
699* TelephonePolearm: Not only his hammer, but an even bigger totem on his back.
700* TimeAbyss: As stated in his lore, he was witness to the birth of the universe, and is also implied to have created the 4 Fundamentals.
701%%* TribalFacepaint
702* VampiricDraining: Any unit that gets touched by ''Astral Spirit'' will take damage, and upon returning to Elder Titan, he gains movement speed and attack damage for a short duration based on how many creeps and heroes it managed to pass through.
703* WalkingShirtlessScene: He never wears a shirt.
704[[/folder]]
705
706[[folder:'''Huskar''', the Sacred Warrior]]
707[[quoteright:256:https://static.tvtropes.org/pmwiki/pub/images/Huskar_390.png]]
708[[caption-width-right:256:[-[[https://gamepedia.cursecdn.com/dota2_gamepedia/7/76/Husk_rare_03.mp3 "Those who are given more in life must not cling to it but risk it all at every moment.."]]-] ]]
709->'''Voiced by: ''' Creator/DaveFennoy
710
711Huskar was a warrior of the Dezun Order. Intending to sacrifice himself in battle to the gods of the Nothl Realm, his life was saved against his will by the Shadow Priest Dazzle, who had pulled him out of the afterlife so that the Dezun Order could use him to expand their power through war. Like all who return from the Nothl realm, Huskar was irrevocably transformed by his time there, his blood now literally burning with power. However, he was not happy, for by bringing Huskar back from the dead, Dazzle had robbed the Dezun warrior of his place among the gods and cheated him out of his birthright. Enraged by his own denied sacrifice and at the prospect of being reduced to a pawn for the Dezun Order, Huskar left to seek a fight truly worthy of dying in, throwing himself against impossible odds so that he can return to his rightful place among his gods in the Nothl Realm.\
712\
713A rare ranged Strength hero, Huskar is all about entering into the fight and killing his foes while he is under fire, soaking up as much damage as he can. He specializes in fighting at low health, as his ''Berserker's Blood'' increases his attack speed and health regeneration based on how much health he is missing, making him exponentially more dangerous when his health is at critical levels. Huskar can lower his health more quickly to benefit his passive using his ''Burning Spears'' which causes Huskar's basic attacks to deal damage over time at the cost of dealing damage to himself per throw. ''Burning Spears'' damage stacks with itself, allowing a low-health Huskar to quickly burn away an enemy's health. To bolster his survivability in combat, Huskar can unleash ''Inner Fire'' to blow away enemies and disarm them, letting him poke them apart at his leisure. The crux of Huskar's reckless playstyle is his ultimate ''Life Break,'' a leaping strike that instantly burns away a large percentage of his target's current health on impact while massively slowing them. This ability also significantly damages Huskar himself, but if he plays his cards right, this "drawback" can be much more troublesome for the enemy than it is for him.
714
715----
716* AchillesHeel:
717** As Huskar needs to be at low health in order to deal sufficient damage, Axe's ''Culling Blade'' and Necrophos' ''Reaper's Scythe'' will almost always finish him off.
718** Huskar is heavily reliant on self-healing via health regeneration (which he gets from Berserker's Blood), lifesteal, and toggling the Armlet of Mordiggian to keep his health at the perfect spot where he benefits from increased attack speed without being at risk of being burst down. Spirit Vessel and Eye of Skadi lower all healing received, greatly lowering his ability to survive fights, while Ancient Apparition's ''Ice Blast'' not only removes his ability to gain HP at all, it also kills him instantly when his health drops below a certain threshold, which he will likely reach if his health was already low.
719** While Huskar does have ways of mitigating all kinds of damage except Pure damage (for which he needs a Black King Bar), his reliance on regeneration to stay alive at low health means burst damage can cause serious problems for him, particularly Physical damage (e.g. massive crits from Daedalus or ''Coup de Grace'') due to his low armor and the need to cast ''Inner Fire'' manually.
720** Break effects, such as from Viper's ''Nethertoxin'' or a Silver Edge can eliminate his self-healing from ''Berserker's Blood''.
721* AdaptationSpeciesChange: Was a troll in [=DotA=]. His Dota 2 species is not identified, but it's the same as Dazzle and implied to be a troll still.
722* AmazingTechnicolorPopulation: Blue-green skin.
723* AntiMagic: ''Berserker's Blood'' gives Huskar bonus magic resistance, allowing him to easily shrug off nukes at low health.
724* AntiRegeneration: When upgraded with Aghanim's Shard, ''Inner Fire'' reduces all healing received by affected heroes by 50%.
725* AwesomeButImpractical: One of Huskar's two talents at level 25 is the ability to make ''Burning Spears'' damage turn to Pure (which means that it cannot be reduced under any means except from damage reduction passives) and fully pierce Spell Immunity (which at level 25, the carries would very likely carry a BKB as one of their items). While that undeniable sounds overpowered, the problem is that if at any point Huskar reaches that high level, then the outcome is pretty much already decided as at that point you either snowball way ahead of the enemy, or you fall behind and die to carries with equal or higher farm than you that have farmed a Silver Edge to break his ''Berserker's Blood'' passive or Spirit Vessel from supports that would reduce his healing rate. {{Subverted|Trope}} when you look at the big picture, since the alternative talent is an attack range bonus, which is of questionable value on Huskar because ''Life Break'' lets him easily keep enemies within reach; between the two, Pure damage on ''Burning Spears'' is generally the preferable option.
726* BackFromTheDead: Although somewhat unwillingly.
727* BashBrothers: With Dazzle when they're both on the same team, and justified in both their backstory and gameplay. Dazzle's skills can make Huskar an unstoppable machine of destruction with the unholy combo of ''Shallow Grave'' + ''Berserker's Blood''.
728* TheBerserker: His entire skillset revolves around intentionally remaining at low health and suicidally charging into the enemy team without much concern for his own safety.
729* BloodyMurder: His abilities are attributed to his blood being a volatile substance. As he can't actually sling his blood at enemies, he instead douses his spears in the stuff.
730* CantCatchUp: Because of his weakness to physical and pure damage, Huskar scales very badly into the late game - while he has a strong early-mid game presence, he falls off extremely hard in the late game, because any true carry will kill him in a second without the help of a support that synergises well with him like Dazzle or Oracle. Burst damage-based heavy nukers like Lion or Lina can also end up killing him too quickly for his regen to make any difference.
731* CastFromHitPoints: Huskar spends hit points to use ''Burning Spears'', and his ultimate, ''Life Break'', costs a ton of his current health.
732* CombatMedic: While it's no longer the case due to the ability in question being removed, Huskar could heal allies using ''Inner Vitality''.
733* CombatSadomasochist
734* CombinationAttack: Can create a particularly fun and nasty one with Necrophos if Huskar has Aghanim's Scepter. ''Life Break'' shaves off up to 65% of the target's HP. ''Reaper's Scythe'' deals damage based on missing HP. Unless you have sufficient magic resistance or immunity, they will kill you regardless of whether you have 1 thousand or 1 million health. Kind of ironic, as Necrophos is usually considered one of the classic ''counters'' to Huskar.
735* CriticalStatusBuff: ''Berserker's Blood'' gives Huskar bonus attack speed AND health regeneration based on his missing health. Its bonuses peak at 10% health, making it incredibly hard to remove that last sliver of health before Huskar takes the enemy down.
736* DeathOrGloryAttack: ''Life Break''. Either Huskar, the other Hero, or even ''both'' die once it's used, since it costs a third of his health ''and'' puts him in point-blank range. Often times, however, most players using Huskar know just when and in what situations to use his ult to utterly annihilate their target.
737* DeathSeeker: His ultimate goal is to find a fight worth dying in.
738* DefectorFromDecadence: Left his people to find a more worthy cause to die for.
739* DualWielding: Throwing spears in one hand, dagger in the other.
740* DynamicEntry: Huskar's contribution to most teamfights is to jump onto the easiest or most threatening target with ''Life Break'' (and taunt them if he has Aghanim's Scepter), use ''Inner Fire'' to push other enemies away and stop them from fighting back, and then deal as much damage as possible while counting on his regen to stay alive or die trying.
741* GlassCannon: Huskar becomes this late game. His damage output is still high, but ''Berserker's Blood'' becomes less useful alongside nukes, and the enemy team's main damage source becomes their carry's right-clicks, which will kill Huskar in a second because of his abysmal armour. His ability to disarm and taunt enemies does allow him to remain useful outside of his damage output, though.
742* GloriousDeath: Huskar wishes to die in a HeroicSacrifice so he can find his place among the gods. Unfortunately for him, Dazzle saved his life in a way that also rendered him immortal, making him unable to accomplish this goal.
743* GlowingEyesOfDoom
744* HealingFactor: Huskar's ''Berserker's Blood'' heals him for a percentage of his Strength stat; the lower his health, the more it heals.
745* ICanStillFight: Basically the entire point of the character, as Huskar gains health regen and attack speed as his health drops. For most heroes, dropping to half HP or less means they have to be careful or run for the hills. For Huskar, that means he's just getting started; unless you hit him with a huge burst of damage, he'll just keep regenerating at ludicrous rates while poking you to flaming bits.
746* InASingleBound: ''Life Break'' starts with a fairly magnificent leap that can cover some impressive ground. If he gets Aghanim's Scepter, Huskar can even do this once every ''four seconds''.
747* JavelinThrower: More like a javelin-throwing Rambo.
748* KryptoniteIsEverywhere: Huskar's high-risk, high-reward strategy, revolving around fighting at low health and surviving with high regen, but ''no damage resistance whatsoever'', gives him a lot of exploitable weaknesses:
749** Enemies that prey on low-health heroes, like Necrophos and Bloodseeker, can take advantage of his self damage.
750** Any sort of burst damage will often kill him instantly, from giant nukes like ''Finger of Death'' and Dagon to crits like ''Coup de Grace'' and Daedalus or just anyone that hits really hard, like Ursa and Sven.
751** Break removes the attack speed and regen bonuses from ''Berserker's Blood'', leaving him a sitting duck.
752** Just ganging up on him with teammates or illusions can give him problems, as Huskar has very little area-of-effect damage or escape ability aside from ''Inner Fire''.
753** Anything that interferes with regeneration, such as Spirit Vessel or Eye of Skadi; Ancient Apparition's ''Ice Blast'' stops regeneration ''entirely'', making him almost as much of a counter as Necrophos.
754* LifeDrain: When upgraded with Aghanim's Shard, ''Inner Fire'' heals Huskar for a percentage of the damage dealt to enemies.
755* LightningBruiser: He gains great mobility with ''Life Break'', lots of attack speed with ''Berserker's Blood'' and has a large health pool while hitting fairly hard, allowing him to go from MightyGlacier to this.
756* MightyGlacier: Despite being able to dish out loads of damage, Huskar has pitifully low Agility and gain meaning that he attacks very slowly unless he's at very low health.
757* MutualDisadvantage: Against Razor. ''Eye of the Storm'', which deals physical damage and chooses the enemy with the lowest HP percentage, will melt Huskar because of his low armour and tendency to remain at low HP, but other than that, the main weakness of Razor is that he has no stun, and you *really* need to stun Huskar to stop his DPS. Besides, ''Life Break'' is both a slow and an anti-tank skill and Razor really hates this, but then Blade Mail is pretty good on Razor too. As a 1 vs 1 mid matchup, Razor can steal Huskar's damage but it still won't stop ''Burning Spear'' harass which is Huskar's main damage source early game, and Razor risks getting zoned out.
758* PercentDamageAttack: Huskar's ultimate, ''Life Break'', shaves off a percentage of his target's current HP, at the cost of a similar fraction of his own. When he's at low health (which he almost always will be), this lets him cut off half (or more) of a full-health enemy's HP at a cost of a few points of his own. This makes him a massive counter to Strength-based carries, since he can possibly remove over a thousand points of health from his target with a single attack.
759* PlayingWithFire: Huskar can use ''Burning Spear'' to light his spears on fire using his hitpoints, and ''Inner Fire'' to create an exploding circle of fire around himself.
760* PointyEars
761* PracticalTaunt: With Aghanim's Scepter, ''Life Break'' taunts the target, forcing them to attack Huskar. Given that Huskar ''wants'' to be at low health, ''Life Break'' applies an attack speed slow, and the existence of heroes that are not Huskar on his team, this can be quite deadly.
762* TheRival:
763** With Dazzle when they're on opposite teams, and justified in both their backstory and gameplay. Dazzle's skills can make him useless if he's on the enemy team.
764** Huskar apparently sees Axe as this as well, according to his response lines; their love of battle and tendency to charge blindly into the fray, as well as Axe's ability to annihilate Huskar with ''Culling Blade''
765--> '''Huskar (killing Axe):''' [[https://gamepedia.cursecdn.com/dota2_gamepedia/5/54/Husk_rival_15.mp3 "Fearlessly into the fray, Axe, in this we are alike."]].
766* SpamAttack: Huskar + ''Berserker's Blood'' - around 20% of his health = a lot of spears being flung around.
767* SpellBlade: ''Burning Spear'' sets Huskar's spears aflame, dealing damage over time with his regular attack.
768* TakingYouWithMe: Even if the target manages to survive his ultimate and kill him, they'll likely have several stacks of ''Burning Spear'' eating away at their low health, meaning that they'll likely die in a few seconds.
769* ThisLooksLikeAJobForAquaman: The ''Berserker's Blood'' rework in 7.20 (which replaced its magic resistance bonus with health regeneration) is supposed to mitigate this problem, as prior to this patch Huskar only saw use in professional games as a surprise last pick against magic-heavy teams, as due to ''Berserker's Blood'' he was all but unkillable by such teams (especially when combined with Dazzle or Oracle), but only one serious right-clicker could make his life a living hell (due to his lack of armour and tendency to remain at low HP). Later iterations of the character made him more versatile and gave him more utility.
770* TopHeavyGuy: Huskar's legs seem a little too thin to support his massively-built torso.
771* TurnsRed: If Huskar's ''Berserker's Blood'' reaches its maximum stack (meaning that he'll be at extremely low health), Huskar will be about twice his normal size and surrounded by a glowing red aura. He also gains massive attack speed and HP regeneration buffs.
772* ViolationOfCommonSense: Huskar is at his best when he's at low health. ''Burning Spear'' can quickly eat up Huskar's health. As a result, most Huskar players use ''Burning Spear'' to intentionally nearly kill themselves in order to maximize his damage potential. Likewise, ''Life Break'' is often used to insert Huskar into situations that most heroes would usually run from, such as initiating against a hero that has much more health than he does, and he's all but ''encouraged'' to walk around with Armlet of Mordiggian toggled on due to the mechanics of ''Berserker's Blood'' (which is suicidal for most heroes because they can't sustain the massive health drain).
773* WalkingShirtlessScene
774* WorthyOpponent: Sees Bloodseeker as this. Given that Bloodseeker's kit seems to be tailor-made for fighting Huskar (''Blood Rite'' and ''Rupture'' deal pure damage, which bypasses ''Berserker's Blood'' while preventing and punishing ''Life Break'' respectively, while ''Thirst'' increases Bloodseeker's physical damage output as Huskar's health drops), this is fairly justified.
775* YouAreAlreadyDead: ''Burning Spear'' deals heavy damage over time, stacks with each attack, and it cannot be removed ''at all''. Combined with Huskar's lightning fast attack speed with ''Berserker's Blood'', enemies who have no way to quickly heal are very likely to succumb even if they manage to escape or kill Huskar. Furthermore, Huskar's ultimate ''Life Break'' - when used properly - has the potential to be SO incredibly devastating and crippling to its target that being hit with it is often a death sentence for most heroes; [[http://steamcommunity.com/sharedfiles/filedetails/?id=128817857 a popular guide to Huskar]] describes it best:
776--> [[ThereIsNoKillLikeOverkill THIS IS YOUR DEATH BUTTON.]]
777[[/folder]]
778
779[[folder:'''Kunkka''', the Admiral]]
780[[quoteright:256:https://static.tvtropes.org/pmwiki/pub/images/Kunkka_4108.png]]
781[[caption-width-right:256:[-[[https://gamepedia.cursecdn.com/dota2_gamepedia/7/75/Kunk_rare_01.mp3 "If the demons of the Cataract couldn't sink my fleet, then this lot doesn't stand a chance."]]-] ]]
782->'''Voiced by: ''' Creator/JonStJohn
783
784Admiral Kunkka was once at the head of the Claddish Navy, a mighty fleet tasked with defending his island nation. Having been at war with the Demons of the Cataract for several years, Cladd's foes eventually launched an all-out attack against the Trembling Isle. With the assistance of ancestral spirits summoned by Cladd's Suicide-Mages, Kunkka's fleet was just barely able to drive the Demons back. But in the midst of the chaos, the abyssal god Maelrawn the Tentacular rose from the deep and laid waste to both sides, churning water and wind to create a colossal storm. Although the Demons were forced to retreat, the Claddish Navy was equally devastated. The sole remaining ship in Kunkka's fleet was his own, now a spectral apparition replaying its final moments for eternity. But some are skeptical as to whether Kunkka himself survived his own ship's destruction, believing the present Admiral is too a phantom; not even Tidehunter, the one who summoned Maelrawn on that fateful day, is certain himself.\
785\
786As both a carry and an initiator, Kunkka strikes a balance between physical prowess and magical offense. Although many of his spells have long cast times and require careful timing and map awareness, good Kunkka players can easily set up teamfights or take a powerful enemy out of commission. ''Tidebringer'', his first spell, a passive and his main source of offensive utility in lane, periodically cleaves on hit, dealing a healthy amount of physical damage to every nearby enemy. Unlike most cleave effects, this damage reaches far beyond its initial target. His second spell and main nuke, ''Torrent'', creates a delayed geyser at a location that damages, stuns, and slows any unwary enemy caught in its area of effect when it activates. ''X Marks the Spot'' places an X under the feet of any hero, ally, enemy, or even Kunkka himself. After a short period, or when Kunkka manually reactivates it, the target is teleported back to their original position, synchronizing well with his other spells. His ultimate, ''Ghostship'', summons the spectral remains of Kunkka's flagship on a collision course with an area of his choosing before violently falling apart. Not only will enemies standing in the impact be damaged and stunnned, but any allies standing in its wake receive a swig of rum, increasing their movement speed and delaying a percentage of incoming damage until the effect ends, turning the Admiral and his mates into a fighting force to be reckoned with.\
787\
788In ''Dota Underlords'', Kunkka is a tier 4 hero. His ability, ''Ghost Ship'', summons a boat which crashes into foes, stunning and damaging them in a large area.
789----
790* AlphaStrike: Because of his extremely limited mana pool, Kunkka players must carefully decide when and where they'll cast their spells, since even a max level Kunkka will easily chew through at least half his mana pool casting only a handful of spells if he hasn't built any mana pool increasing items (as he will likely be building raw damage in order to splash physical damage on the enemy through ''Tidebringer''). If a Kunkka decides to cast all three of his spells in a single teamfight (potentially dealing upwards of 900 area-of-effect magical damage on top of the stuns and disables, and before even factoring in ''Tidebringer''), he'll spend upwards of 500 mana, rendering him unable to use even a TP Scroll afterward.
791* AntiEscapeMechanism: ''X Marks the Spot'' helps land his skills by returning an enemy to target location after a few seconds' delay. His other three aimed abilities can let him kill enemies well out of sight.
792---> '''Kunkka:''' [[https://gamepedia.cursecdn.com/dota2_gamepedia/f/f0/Kunk_ability_torrent_04.mp3 "The fog can't hide ya!"]]
793* ArchEnemy: He and Tidehunter hate each other's guts (although, given the nature of the game, it's played up as more of a SitcomArchNemesis relationship). To give you an idea, Kunkka has ''twenty-five'' different responses just for killing Tidehunter.
794* BoozeBasedBuff: The buff provided by his ultimate, ''Ghostship'', is called Kunkka's Rum, which reduces all incoming damage by up to 50% (depending on level) and deals the remainder as non-lethal damage afterward.
795* TheCaptain: Admiral, to be exact. Sadly, the vessel he captained was destroyed by Maelrawn, turning it into his ''Ghostship''.
796* TheComputerIsACheatingBastard: Before a patch fix Kunkka bots could perfectly aim ''Torrent'' to hit invisible players despite the bot having no legit way of knowing that player was there. To quote the patch note itself: "Fixed Kunkka being a dirty cheater when using Torrent."
797* CoolSword: Kunkka's sword, Tidebringer, is inhabited by the soul of a fallen Claddish warrior, enabling it to periodically summon a wave of water upon attacking. Cosmetic items offer other cool options, such as the Plunder of the High Seas (which is made out of coins), [=BladeBiter=] (made of water), and the Inverse Bayonet (a gunblade).
798* CriticalHitClass: While Kunkka has no natural ability to crit, ''Tidebringer'' splashes all enemies in front of him with over 100% cleave damage (meaning that it ignores armor). This means that smart Kunkka players will abuse this by building, a Daedalus (or two) to inflict critical hits (and increase the chances of landing a crit if more than one is bought), a Shadow Blade to initiate (and to apply the 175-bonus damage), and damage items to increase his raw attack power. A lucky crit that also procs ''Tidebringer'' will deal a massive crit damage to all targets in an area, potentially resulting in a TotalPartyKill.
799--> '''Kunkka, buying Crystalys:''' [[{{Pun}} "Yes, Fish]] [[https://gamepedia.cursecdn.com/dota2_gamepedia/b/be/Kunk_item_10.mp3 and Crits!"]]
800* DamnYouMuscleMemory: 7.06 reworked ''Ghostship'''s targeting mechanics: instead of spawning a fixed distance behind Kunkka and crashing a fixed distance in front of him, he can now designate the crash site and the ship's spawn location will be adjusted accordingly. However, this does ''not'' apply to the Aghanim's Scepter upgraded ''Ghostship'', which still always spawns at Kunkka's location.
801* DifficultButAwesome:
802** Both ''Torrent'' and ''Ghostship'' have extremely long delays, so they're very hard to land. However, a good Kunkka can cast ''X Marks the Spot'' and ''Torrent'' combos to lock down enemies, and even toss ''Ghostship'' into the mix for a combo that will deal a massive amount of damage to a group of enemies before cleaving them in two with ''Tidebringer''. A bad Kunkka that can't LeadTheTarget well is more likely to hear this:
803-->'''Kunkka''': [[https://gamepedia.cursecdn.com/dota2_gamepedia/8/8f/Kunk_ability_failure_02.mp3 "Now that was a fail-boat."]]
804** ''Tidebringer'' is a powerful area cleave but is hard to bring off due to it only proccing once every few seconds (meaning that you'll have to refrain from attacking until just the right moment). However, properly used, a smart Kunkka player can use nearby creeps (and even enemy summons in a teamfight) to splash through the enemy's armor and hit the entire enemy team at once. This is lessened with how not many people realize that it's an auto-cast spell that was set on 'on' by default, thus technically they can turn it off when the spell is ready and then fire at will by hitting W on the main target.
805** ''X Marks the Spot'' has more utility than preventing enemy Heroes from escaping. When cast on an allied Hero, it provides double the delay that it would for an enemy Hero, allowing them to either temporarily move to another part of the map to push or counter-push, or initiate on the enemy with a guaranteed method of return (provided that Kunkka can time the return well). This means that a TP scroll can be used to go back to base to quickly heal up and then get back into the fight, an ally can TP to counter-push a tower and then return back to the front lines, or an ally can chase a fleeing enemy and finish them off and then return to safety. Even better, Heroes with invulnerability abilities such as Shadow Demon, Puck, and Outworld Devourer can simply use them to break the return if the X-marked hero doesn't want to.
806* EvolvingWeapon: ''Tidebringer'' is both Kunkka's weapon and an upgradable passive ability.
807* ExactlyWhatIAimedAt: When chasing or harassing, Kunkka players often aim ''Tidebringer'' not at a hero, but at a creep, and let his massive splash hammer the heroes behind it.
808* FlyingDutchman: ''Ghost Ship'' summons the ghost of his ship to ram his enemies.
809* FourStarBadass: He was once Admiral of the Claddish Navy.
810* GhostPirate: It's been hinted at in his BackStory that he might have been killed in the crash, but no one truly knows. The Seaborne Reprisal set just rolls with it and gives him a more appropriate appearance for one. Also suggested by one of his responses:
811--> '''Kunkka, meeting [[OurZombiesAreDifferent Dirge the Undying]]:''' [[https://gamepedia.cursecdn.com/dota2_gamepedia/4/45/Kunk_ally_05.mp3 "Ah, Undying, we'll make a ghastly crew."]]
812* GoingDownWithTheShip: Referenced in one of his losing responses.
813* HerdHittingAttack: ''Tidebringer'' turns his main melee attack into this every once in awhile, giving him a damage buff and letting it cleave for ''full damage'' in a very wide radius. Build a Daedalus or two and see as he murders the entire enemy team in one attack.
814* JackOfAllStats: Kunkka is a hero who sees play as both a core and a support. As a core, he builds damage and crit items in order to deal large amounts of damage to several enemies with ''Tidebringer''. As a support, he uses his spells to lock down the enemy for the carries on his team to focus down. The other benefit of a support Kunkka build is that since he isn't spending so much time farming physical damage items to buff up Tidebringer, he can actually build items to extend his mana pool and allow him to cast his spells without limit.
815* IHaveManyNames: Kunkka had more distinct alternate names than just about every other hero in the original ''[=DotA=]''. In addition to "Kunkka," he bore the names "Daelin Proudmoore," "[=CoCo=]," and "Captain Obvious."
816* LeadTheTarget: Both ''Torrent'' and ''Ghostship'' have to be manually aimed with fairly long delays.
817* LongRangeFighter: In spite of being a melee Strength hero, Kunkka is not recommended to directly manfight at close range unlike other carries like Sven, Ursa, Troll, Phantom Assassin, etc. His real strength is to barrage his enemy with water geyser or ghost ships or manipulating their locations from afar, and only closing in just for one Tidebringer strike, which can hit multiple enemies behind his intended target, it also has a wide range and when properly itemized, it can deal absurd damage against the enemies he just barraged from afar.
818* MagicKnight: Kunkka has a wide array of powerful magic spells and nukes, but he's also well known for being able to splash absurd amounts of physical damage across the enemy team as well, making him one of the few examples of a Magic Knight who remains strong in both categories throughout a match. His only real limitations are the difficulty of landing his nukes, his relatively low manfight potential and his small mana pool.
819* MakingASplash: He is able to summon geysers from underneath his enemies, and his sword is able to splash enemies with water.
820* NamedLikeMyName: The hero is named after the artist who did a lot of the splash artwork for the original Dota.
821* NamedWeapons: His sword is called Tidebringer.
822* OddlyShapedSword: Tidebringer
823* OfficerAndAGentleman: Though he can be snarky towards his enemies, Kunkka is a polite, friendly, and well-dressed admiral.
824* PirateParrot: Kunkka's parrot Lieutenant Squawkins, available as a courier.
825* RammingAlwaysWorks: ''Ghostship'' always destroys itself upon crashing at the targeted point, though it matters little since it ''is'' a FlyingDutchman.
826* SeadogBeard: A truly magnificent one at that.
827* SoulPower: The lore for ''Tidebringer'':
828--> ''A lost Claddish soul inhabits Kunkka's trusty Tidebringer, empowering it to destroy demons of the Cataract.''
829* SpellBlade: Kunkka's sword Tidebringer is able to deal bonus cleave damage every few seconds.
830* SplashDamageAbuse:
831** Very much so, his play style based on dealing massive SplashDamage with hard-to-land abilities.
832** In previous versions, Cleave damage was based on the armor of the primary target. This meant that, with ''Tidebringer'' ready, hitting a low-armor target such as a creep would sometimes end up doing more damage than actually attacking an enemy hero (of course, you'd have to aim it properly so the enemies actually get hit by the cleave). Later patches made Cleave damage be reduced by the armor of each target individually, making this ineffective, but even later patches made Tidebringer's cleave damage hit ''harder than the original attack'', bringing the strategy back.
833* StealthPun: He specializes in [[HerdHittingAttack Spl]][[MakingASplash ash]] damage.
834* TalkLikeAPirate: Downplayed; he doesn't roll his R's like the usual example, nor does he have the stereotypical accent, but he does use a handful of nautical phrases.
835* TeleportInterdiction: ''X Marks the Spot'' can be used on enemies who are trying to flee, as they will be brought back to the X after up to 4 seconds no matter how far they've gone.
836* ThreateningShark: The Prize of the Saltworn Mariner item turns Kunkka's ''Ghostship'' into a giant shark.
837* TotalPartyKill: If a farmed Kunkka lands a ''Torrent'' + ''Ghostship'' combo on your team, don't expect to survive to the end of the stun. Especially if he has [[CriticalHit Daedalus.]]
838* TreasureMap: The inspiration for his third skill, ''X Marks the Spot''.
839* WaterGeyserVolley: Anyone caught inside a ''Torrent'' will get launched high on the air before slamming into the ground.
840* XMarksTheHero: The scar on his forehead. Plus he has a more literal example in ''X Marks the Spot''.
841[[/folder]]
842
843[[folder:Tresdin, the '''Legion Commander''']]
844[[quoteright:256:https://static.tvtropes.org/pmwiki/pub/images/legion_commander_small_1200.png]]
845[[caption-width-right:256:[-[[https://gamepedia.cursecdn.com/dota2_gamepedia/a/ac/Legcom_spawn_05.mp3 "Whatever they brought, it won't. Be. Enough."]]-] ]]
846->'''Voiced by: ''' Merle Dandridge (''Dota 2''), Creator/TaraPlatt (''Dota Underlords'', ''Artifact'')
847
848Leader of the famed Bronze Legion of Stonehall, Tresdin and her men saw their skills put to the test when their home was suddenly attacked by a mysterious army of monstrous invaders known only as the Abyssal Horde. Fighting her way to a dark rift of unknown origin from where the attackers had emerged, Tresdin met face to face with their vile champion. The two fought a spectacular duel, their strength and fierceness equally matched. But eventually, Tresdin vanquished her horrible foe while her army took care of the lesser monsters, with the invaders' portal closing soon after. But despite the Bronze Legion's victory, Stonehall was left in ruins, and so Tresdin rallied the few surviving soldiers, swearing that they would get their revenge on whatever forces had sent the Abyssal Horde.\
849\
850Legion Commander is a hero whose main claim to fame is her ability to snowball out of control if she starts off on the right foot. ''Overwhelming Odds'', her first spell, summons a rain of arrows which deals damage in an area of effect. For each enemy in its radius, the damage dealt increases, and Legion Commander gains a temporary movement speed buff. Her second skill is ''Press the Attack'': this buffing spell removes debuffs from an ally and increases their attack speed and health regeneration. It's useful for casting on yourself or allies to heal and improve damage output. ''Moment of Courage'', Legion Commander's third ability, is a passive which grants her a chance to counterattack with increased lifesteal when hit. This ability greatly improves her survivability, especially when she has large amounts of attack damage. This damage can be obtained through Legion Commander's ultimate ability: ''Duel''. Challenging her opponent to a fight to the death, both she and her target will be forced to hit each other with basic attacks for several seconds. If one of them dies, the other is the winner and gains a permanent increase in attack damage, and if Legion Commander comes out victorious, she instantly receives ''Press the Attack'' to make use of it. By choosing her targets wisely, Legion Commander can theoretically attain infinite attack damage. Enemies should take care to not let this hero get her way, or they may eventually find themselves facing an unstoppable warrior whose attacks are unmatched.\
851\
852In ''Artifact'', Legion Commander is a red hero. Her Continuous Effect is ''Moment of Courage'', which grants her +2 Retaliate. Her signature card, ''Duel'', is a spell that makes an allied red hero fight any other unit.\
853\
854In ''Dota Underlords'', Legion Commander is a tier 3 hero. Her ability, ''Duel'', targets an enemy and forces it into a duel where they attack each other. The winner gains permanent bonus damage. The Dragon alliance grants her the ''Will of the Bullsnake'' passive, restoring 50% of her health when she wins a duel.
855----
856* AchillesHeel:
857** Since ''Duel'' doesn't ignore ethereal form, using Ethereal Blade (which lasts 4 seconds on allies compared to ''Duel'''s 5.5 second duration when maxed) on a ''Duel'' target will make it very difficult for Legion Commander to get proper ''Duel''s off except if she's really, really fat. It's a good thing for Legion Commander Ethereal Blade is an expensive and situational item, otherwise she would be unplayable.
858** Bane as a whole can ruin her ''Duel'' attempts, but ''Nightmare'' (a spell that can be learned as early as the start of the match) in particular can shut her down due to the invulnerability and sleep status that gets passed around between the duelists every second, resulting in a stalemate that can only be broken by the duel timing out, by outside intervention, or by one of the two duelists dying from the ScratchDamage that ''Nightmare'' inflicts. [[https://youtu.be/yxET_m-edrY?t=35 Case in point.]] Aghanim's Scepter, which gives her free 8-second spell immunity when Duelling, is a must-buy item for Legion Commander if Bane is on the other team.
859** Dazzle can disrupt ''Duel'' a lot as well; an upgraded ''Poison Touch'' critters you, preventing you from fighting, ''Shadow Wave'' can mean the difference between winning and losing a close battle, and ''Shallow Grave'' can prevent a teammate from dying, at least until ''Duel'' is over.
860* AffirmativeActionGirl: In the original ''[=DotA=]'', every single Strength hero is male, due to the lack of appropriate ''VideoGame/{{Warcraft}} III'' models. In the transition to Dota 2, Tresdin's gender was changed, becoming the first female Strength hero in the game.
861* AmbiguouslyBrown: While other non-European heroes in the game have a specific ethnic aesthetic (Chen has an Arabic style to him, Anti-Mage looks like a South Asian monk, etc.), Tresdin does not. She has light brown skin and blue eyes (itself a very rare combination in real life), and her armour is all over the place (see CultureChopSuey below). She is partially modelled on her voice actor, who is Afro-Asian.
862* BadassNormal: Tresdin has little magical ability, yet can still take down {{Physical God}}s and {{Eldritch Abomination}}s alike by challenging them to a DuelToTheDeath.
863* BaldHeadOfToughness: In the ''Tip of the Spear'' comics, it's revealed that beneath the helmet, Tresdin shaved all her hair off. She used to have BoyishShortHair when she was young, too. Her baldness, combined with her [[TheBerserker berserker abilities]] and role as an ActionGirl whelp fulfill this trope. That said, the Cowl of the Errant Soldier gives her longer hair.
864* BearsAreBadNews: If her quotes are to be trusted, Tresdin seems to be even more distrustful to bears than any other creatures. Normally when killing a hero, she'll say "Never Trust An X" in normal speed, but against Ursa or Lone Druid, she will have a small pause before saying 'bear' in extra growling disgust.
865-->''[[https://static.wikia.nocookie.net/dota2_gamepedia/images/3/3d/Vo_legion_commander_legcom_rival_35.mp3/revision/latest?cb=20201013233203 Never trust a... BEAR!!]]''
866* TheBerserker: ''Duel'' momentarily turns her and her opponent into mindless warriors who only think about hitting each other. Once she amasses enough victories to boost her damage to sufficient levels, she can be played in this way all the time: the immense lifesteal from ''Moment of Courage'' will grant her great survivability on top of the damage, allowing her to leap into the fray and come out victorious.
867* BloodKnight: So much she makes Luna look almost peaceful!
868-->'''Legion Commander''': It's said that a truly brilliant general can win without fighting. I'm not a brilliant general, I'm a Legion Commander. And I just want to '''win'''.
869* BornIntoSlavery: As revealed in the comic ''[[http://www.dota2.com/tipofthespear/ Tip of the Spear]]''.
870* BringIt: ''Duel'''s animation consists of this.
871* CombatMedic: ''Press The Attack'' greatly boosts the target's regeneration and applies a strong dispel, removing nearly all negative buffs from the target. While generally used on Legion Commander herself to give an advantage over a ''Duel'' target with the regen and attack speed, it can also be used to heal up an ally or bail them out of a bad situation.
872* CombatPragmatist: Ironically, despite ''Duel'' being framed as an honorable one-on-one fight between Legion Commander and her opponent, her kit is designed such that the player needs to make her ''Duels'' as one-sided as possible. Likewise, savvy Legion Commander players will always be looking for easy ''Duel'' victories whenever possible. In fact, it's not even necessary for LC to be the one that actually kills the opponent; any of their teammates can get the kill, but as long as the opponent is under the effects of ''Duel'' when they die, LC is still declared the "Winner" and gets the damage increase (in fact, you'll often need your teammates to help set up duels you can "win" in the early game).
873* CommandingCoolness: Despite ostensibly being a General in rank, Tresdin is still referred to by the title Legion Commander.
874* ConservationOfNinjutsu: ''Overwhelming Odds'' deals more damage for every enemy caught within it.
875* CounterAttack: ''Moment of Courage'' immediately procs an extra attack on whatever enemy Legion Commander is attacking (most often the one that hit her) whenever she's hit by an auto-attack, and lifesteal a portion of that attack.
876* CultureChopSuey: Her cuirass, helmet and back banners are evocative of the samurai, but she also wears a Viking-style furred collar, and her armour is sculpted and made of bronze like that of the ancient Greeks. That she [[AmbiguouslyBrown looks neither Greek, Norse nor Japanese]] does not help either.
877* DarkerAndEdgier: Her backstory has gone through two drafts, with the first one being significantly less dark than the current one.
878* DifficultButAwesome: Knowing when to start a ''Duel'' is one of the most important things a Legion Commander needs to know. Done correctly, Tresdin can easily double her base attack damage without items before the match is over; done poorly, she'll fall off easily late game, or worse, the other team will have gained plenty of free attack damage. As a result, picking targets requires knowing if she will survive the fight, knowing that she will not be targeted by other members of the enemy team in the interim, and whether the enemy can outclass her without spells or items.
879* DualWielding: Her Arcana item, the Blades of Voth Domosh.
880* DuelToTheDeath: Her ultimate forces an enemy hero to fight her in one-on-one combat; neither character can cast spells for its duration. The winner of the fight gains a permanent damage boost.
881* EasyLogistics: {{Averted}} in ''Tip of the Spear'', where her second Marcus is understandably concerned about the situation of their legion's food supplies after winning an extended siege, supposing to her that no one in the legion should starve if the cavalry manage to go to Stonehall and bring back enough wagons of food for them in twelve days.
882* FantasticRacism: She's something of a bigot towards non-humans, as evidenced in her ''Duel'' lines or when killing a rival. It's part of the MythologyGag with her voice lines; [=DotA=]'s Legion Commander used the model and quotes of [[AntiHero Grand Marshal Garithos]], another example of FantasticRacism and a pro-human supremacist. Practically PlayedForLaughs considering that her racism extends to things like trees, fish, things she doesn't even know how to classify, and bears (especially bears).
883* FireballEyeballs: When she has her Arcana equipped, the demonic power causes her eyes to glow a bright fiery orange.
884* FourStarBadass: She's a commander, but does plenty of fighting herself.
885* FrontlineGeneral: She'd rather be dishing out the pain in the frontlines herself than stay back and formulate a strategy for her troops. That being said, it's a bit {{Downplayed|}} in Tip of the Spear where she watches the battle unfold away from it on her horse until she spots an excellent moment to lead a cavalry charge into the enemy's left flank.
886* GenderFlip: Her original ''[=DotA=]'' version was a man.
887* GunboatDiplomacy: The Tip of the Spear comic sees her hoping to get coffee from a small city. With her insisting to her second that if they aren't serving them coffee in three hours, they'll move on instead, she's obviously hoping to make use of this to have the city be annexed for Stonehall with little fuss.
888* HeWhoFightsMonsters: With the Blades of Voth Domosh, swords made by a trickster armorer, she becomes a demonic being herself.
889* HerdHittingAttack: ''Overwhelming Odds'' gains bonus damage for every enemy within its area of effect.
890* HonorBeforeReason: ''Duel'' forces both Tresdin and her target to attack each other, regardless of whether they'd survive the resulting fight (which the opponent usually won't, if you're playing Legion Commander properly).
891* HotBlooded: All the way from when she was a slave girl. Her response to being told that anyone in the Legion could challenge the commander for the title and having an offer to join? ''Immediately'' join and rush the Commander. Actually a SubvertedTrope - that backstory was her bullshitting. The Legion actually just made her LeftForDead via execute by bludgeoning after capturing her hometown, but she lived to stow away with them and then gradually work her way up from the bottom. It's impressive in its own way to join the people who considered you a waste of time and tried to off you though...
892* InkSuitActor: She bears an uncanny resemblance to her VA, Merle Dandridge.
893* JustYouAndMeAndMyGuards: While ''Duel'' forces both Tresdin and her target to attack each other, [[AintNoRule there's nothing stopping their teammates or summoned units from getting involved.]] Defied with her Aghanim's Scepter upgrade, which makes her and her ''Duel'' opponent highly resistant to all damage that doesn't come from the other. This however, doesn't say anything about [[ExactWords non-damage aid]], like having an ally stun them or heal you. Gets rather ridiculous with heroes with Bash or a Skull Basher.
894* KnightInSourArmor
895* LeeroyJenkins: While successfully winning duels increases her damage, losing duels increases the damage of her enemy. A Legion Commander that continually loses Duels can quickly buff the enemy team to a point where it is nearly impossible to battle back.
896* LifeDrain: ''Moment of Courage'' is one of the highest rated lifesteal abilities in the game, allowing Legion Commander to regain up to 80% of the damage she deals as health. With enough farm and Duel victories, Legion Commander can be extremely hard to bring down in a fight since she can potentially lifesteal more health than the enemy can deal to her, and ''Press the Attack'' makes a lot of debuffs ineffective while giving her even ''more'' health.
897* LightningBruiser: Tresdin has plenty of health, plus the ability to attack and heal quickly with ''Press The Attack'' and ''Moment of Courage'', move faster with ''Overwhelming Odds''. And since she already has a built-in source of damage in the form of ''Duel'', she often needs very few damage items (so she can win ''Duel''s in the mid game) and can focus on durability, disables and mobility.
898* MageKiller: While under the effect of ''Duel'', neither Tresdin or her target can cast spells or use items, forcing enemy mages to rely on their ([[KungFuWizard typically]]) weak right-click attack in order to survive, and in most cases these mages are also squishy heroes that will have difficulty surviving a ''Duel'' without the help of an ally. Flavor and lore-wise, some of her dialogue also highlights her disdain of mages.
899* MythologyGag:
900** Many of her killing blow lines go 'never trust a *insert whatever race/class the killed character was*'. The original Tresdin's dialogue was based on the ''VideoGame/WarcraftIII'' character Grand Marshal Garithos, who was a [[FantasticRacism pro-human racist]] and famously had the joke line 'never trust an elf!' Some of them are pretty ridiculous, which was probably Valve's intent. "Never trust a fish" when killing one of the Slithereen heroes and "Never trust a tree" when killing Treant Protector or Nature's Prophet, for example. If she kills Ursa or Lone Druid she'll say "Never trust a...[[LargeHam BEAR!]]" And then there are certain heroes such as Faceless Void and Morphling whose death prompts the line "Never trust a--what are you anyway?"
901** Likewise, Tresdin's old male model (also based on Garithos) had a prominent mustache and beard, and rode a horse. In this game, she has dialogue complimenting people for their mustaches, beards, and mounts; and in the Tip of the Spear comic, Tresdin's predecessor to the title of Legion Commander is all but identical to her (or rather his) old [=DotA=] model.
902* PowerGivesYouWings: When she uses ''Press The Attack'' with the Immortal Legacy of the Fallen Legion equipped, the target will temporarily gain a pair of wings.
903* PowerNullifier: During a ''Duel'', both Tresdin and her opponent are prohibited from using spells and item active abilities.
904* PowerUpLetdown: Legion Commander's Aghanim Scepter reduces the ''Duel'' cooldown, make it last longer and reduces damage received for both Tresdin and the opponent by 50% from anyone not within their duel. While a useful upgrade to have in uncoordinated pubs, in coordinated pro-level games this upgrade is completely detrimental as LC's allies won't be able to burst down the target quickly enough for her to gain the bonus damage since the purpose of using the ultimate is to lock down a high priority target and kill them as quickly as possible before their allies have a chance to retaliate, something which would have been harder to do if Legion has a Scepter in her inventory.
905* ProudWarriorRace: Stonehall. The city has multiple legions constantly waging war on various cities, conquering them, offering all able-bodied men a chance to join, and repeating. Ends up being their downfall when the City is invaded by demons and all their armies are off conquering.
906* PunctuatedForEmphasis: Speaks like this in several of her voice lines.
907-->'''''"[[https://dota2.gamepedia.com/media/dota2.gamepedia.com/2/26/Legcom_duel_08.mp3 I WILL TEAR! YOU! APAAART!]]"'''''
908* RainOfArrows: When ''Overwhelming Odds'' is used, Tresdin orders the archers of Stonehall to pepper the area around herself with arrows.
909* ScreamingWarrior: While she does have an indoor voice, Tresdin is easily one of the louder heroes in the game when picking fights and especially when casting ''Duel'':
910--> '''"[[https://dota2.gamepedia.com/media/dota2.gamepedia.com/c/ce/Legcom_duel_05.mp3 CARE TO DANCE?!]]"'''
911* ShoutOut:
912** One of her rare lines references a famous line from the VideoGame/{{Fallout}} series.
913--> [[https://gamepedia.cursecdn.com/dota2_gamepedia/2/23/Legcom_rare_02.mp3 "War. War always changes."]]
914** Another references US General George Patton's famous WWII speech.
915--> [[https://gamepedia.cursecdn.com/dota2_gamepedia/b/b5/Legcom_rare_03.mp3 "You won't win the war by dying for your Ancient. You'll win by making the other dumb, unfed bastard die for theirs!"]]
916* ShownTheirWork: The Tip of the Spear comic's TitleDrop discusses what actual historians believe to be a common pattern in the psychological layout of a formation of pre-gunpowder troops - the braver men will be up front, while the rest will naturally prefer to keep away from the fighting and leave the frontlines to their own devices from a close-but-safer distance. Tresdin also performs the classical tactic of cavalry striking into the enemy's flank within the comic.
917* TheSmurfettePrinciple: For six years (from 2013 to 2019, when Snapfire was added), Tresdin was the only female Strength hero in the game, and then regained the status in 2023 when Snapfire was changed into a Universal hero.
918* SoloClass: Legion Commander's playstyle revolves around solo killing as many enemy heroes as possible with ''Duel'' and snowballing out of control with the bonus damage. In practice, though, ''Duel'' is more often than not used to set up ganks and teamfights by rendering a target helpless for her allies to wail on.
919* TaintedVeins: These appear on her when she's using her Arcana; they're visible even over her armor.
920* TrophyRoom: Downplayed example - the Tip of the Spear comic sees her admiring the standard of a city she just captured. The background of the next page sees the standard being added to a collection of a bunch of other standards inside her command tent.
921* UpThroughTheRanks: Got all the way up to the rank of Legion Commander when she was nothing but a slave girl that wasn't even initially accepted into the Legion proper (they just tried to execute her via beating after conquering her hometown, but she was only LeftForDead rather than actually dead).
922* WreathedInFlames: Her banners and parts of armor become permanently lit on fire with her Arcana equipped.
923[[/folder]]
924
925[[folder:N'aix, the '''Lifestealer''']]
926[[quoteright:256:https://static.tvtropes.org/pmwiki/pub/images/Lifestealer_1781.png]]
927[[caption-width-right:256:[-[[https://gamepedia.cursecdn.com/dota2_gamepedia/2/2e/Lifest_begin_01.mp3 "Oh Master, behold all these lives for the taking!"]]-] ]]
928->'''Voiced by: ''' Bruce Miles (''Dota 2''), Creator/DarinDePaul (''Dota Underlords'')
929
930N'aix was once a thief, until he was captured by the Vile Council of Devarque and cursed with immortality before being thrown into the dungeons for eternity. The endless torment of solitude twisted his body and wore away at his his sanity, until eventually, his mind was completely gone and he no longer dreamt to escape. One day, a wizard was locked up in the same cell as N'aix. Inspired by his cellmate's presence, the sorcerer devised a plan to break out of prison: he would send his consciousness into N'aix and command him to launch a suicidal attack against the guards to distract them while he returned to his own body and escaped. However, N'aix's overwhelming insanity proved too great for the wizard to control, and instead, their minds were merged, reawakening Na'ix's desire to be free. Hearing the wizard's wish to escape as a faint voice in his head, Na'ix broke free of his chains and began taking over the bodies of the guards, using them to create a path to his freedom before consuming them. Although Na'ix is now free in the physical sense, he remains a prisoner of the Master, the wizard that attempted to take over his body now reduced to a voice in his head that he is compelled to obey.\
931\
932Lifestealer is a carry hero who feeds as he fights, bolstering his survivability by allowing him to heal himself with every attack. His first ability is ''Rage'', which grants Lifestealer increased movement speed as well as spell immunity for a short time. One of Lifestealer's defining abilities is his passive ''Feast'', which heals him by a percentage of his victim's maximum health on each attack. In order to prevent foes from fleeing, Lifestealer has the passive ability ''Ghoul Frenzy'', which slows down any enemy's movement upon dealing autoattacks against them and passively increases his attack speed. This spell also causes any ally who attacks the target to be healed for a portion of the damage dealt, including magic damage. Lastly, Lifestealer is feared for his ultimate ability, ''Infest'', which allows him to hide inside of a creep or allied hero, giving them bonus movement speed. While hiding, he regenerates health over time, and when he's ready, he can then emerge in a shower of blood which damages nearby foes. If he infests a creep, Lifestealer also takes over its mind, controlling it and becoming able to use its abilities; when he emerges, he consumes it and heals for its remaining health. This spell is a great way to either escape by jumping into a creep, or surprise foes by hiding inside of an ally in order to trick foes into thinking a two-on-one gank is a one-on-one. Aghanim's Scepter also allows Lifestealer to cast ''Infest'' on enemy heroes, where for five seconds, he can periodically deal basic attacks on the target while disarming them. His Aghanim's Shard unlocks a new ability, ''Open Wounds'', which allow Lifestealer to apply a debuff that grants any attacker lifesteal dealt against the target.\
933\
934In ''Dota Underlords'', Lifestealer is a tier 3 hero. His ability, ''Feast'', is a passive which steals a portion of his target's maximum health to heal Lifestealer.
935----
936* AchillesHeel: The downside to effectively having Black King Bar as a basic ability instead of an item is that you're in big trouble if the enemy silences you before unleashing their chain of disables. Against enemies like Skywrath Mage, Death Prophet, or anyone with Orchid Malevolence who can do so instantly, Black King Bar might be a worthwhile purchase just to avoid these scenarios (against magic or stun-heavy teams, it can be worthwhile due to his magic immunity time being almost doubled).
937* ActionBomb: The "N'aix Bomb" strategy in a nutshell. Get in some hero good at making a DynamicEntry (think Spirit Breaker, Storm Spirit, or Anti-Mage, or an initiator with a Blink Dagger like Tidehunter or Earthshaker), wait for your moment, then pop out with explosive force.
938* AndIMustScream: Which is worse? Having your mind shattered from an eternity of imprisonment or having your consciousness trapped in this being's vortex of madness with no real physical form of your own?
939* TheBerserker: N'aix's playstyle involves hiding himself inside an ally (usually one with high mobility) to jump straight into the enemy team, pop ''Rage'', then start to rip all of them apart.
940* BloodyMurder: Lifestealer emerging from his host after using "Infest" results in a huge explosion of blood that deals damage to enemies caught in it. Makes sense when you use it on a creep, since you're tearing it apart from the inside while emerging, but somehow this happens even when you were infesting an allied hero, who somehow takes no damage from having their guts exploded.
941* BodyHorror: Not only does he look nasty himself, but his ultimate, ''Infest'', involves him burrowing into the target and lying dormant. At any point, N'aix may jump out, killing his host instantly if it's an enemy creep.
942* CarnivorousHealingFactor: Lifestealer regains health by killing enemies. Given that the passive ability that allows him to do this is called "Feast", it's assumed that he's eating them.
943* ChainedByFashion: In addition to the symbolism of not being truly free.
944* ChestBurster: He can burst out of a unit through ''Consume'' after infesting it and the icon for the skill even resembles the ones from ''Franchise/{{Alien}}''.
945* CloseRangeCombatant: At melee range, Lifestealer can rapidly tear through enemies while rapidly healing himself thanks to ''Feast''. Beyond that, he has absolutely nothing; ''Infest'' has a decent damage radius but the damage is negligible compared to his attacks, and his only gap closer is ''Open Wounds'' for slowing down a target from range (which in turn requires Aghanim's Shard).
946* CombatMedic: Of an unusual variety with ''Open Wounds'', which makes all damage a target take return half that much in health.
947* CoolButInefficient: ''Assimilate'' is mechanically interesting and allows for some truly silly ''Infest'' shenanigans, but doesn't really do much for Lifestealer. The ability to swallow allies for a quick save could come in handy, but given that ''Infest'' is usually on cooldown once Lifestealer enters a fight, he has no real ways of getting out of one beyond murdering the enemy team, in which case the save can mostly be ignored, and the Scepter itself gives no tangible benefits to Lifestealer as a DPS core. [[StuckItems And you can't get rid of the Scepter]] [[ArsonMurderAndJaywalking once you buy it.]] Unsurprisingly, when Lifestealer was reworked in 7.23, ''Assimilate'' was removed and his Scepter upgrade was changed to benefit ''Infest'' instead.
948* DeathOfAThousandCuts: Lifestealer's damage per hit is rather low. However, he has a metric crapton of attack speed, letting him attack extremely quickly even with only a few items, which in turn gives him enormous healing from ''Feast'', which in turn lets him claw enemies to death over the course of a few dozen attacks while shrugging off any damage they throw his way. Of course, Lifestealer generally also wants items to let him deal actual damage, turning the "thousand cuts" into "thousand gashes".
949* DepartmentOfRedundancyDepartment: Lifestealer can steal 3 different values from each autoattack, his ''Feast'' lifesteal, ''Open Wounds'' lifesteal, and any lifesteal items he bought, the latter two also lifestealing off of ''Feast'''s bonus damage.
950* DisproportionateRetribution: Punishment for thievery and deception? An immortal lifetime of suffering.
951* DoubleEntendre: Players often use ''Infest'' as a "come inside me" joke.
952* EvilIsVisceral
953* ExtremeOmnivore: He doesn't feed just on flesh, he feeds on anything alive. This includes [[PlantPerson trees]], [[RockMonster giant golems]], ethereal beings, and just about anything else.
954* FriendlyFireproof: You'd think that having Lifestealer burst out of them in a huge shower of blood would be bad for most heroes' health, but thanks to game mechanics, it doesn't harm his allies at all.
955* GrandTheftMe: After casting ''Infest'' on a unit that is not an allied hero, Lifestealer takes direct control of it, giving him access to its movement and abilities. Even more, the old version of the ability did not take control right away but instead gave Lifestealer the sub-ability ''Control'' to steal the unit, and until he uses ''Control'', the unit will still appear normal to enemies (neutral creeps will still appear as neutral, and their lane creeps or summoned units will not switch sides). This gave Lifestealer the element of surprise, although enemy players can still attack the unit in question once Lifestealer has control of it once they realize that he's inside.
956* GreatEscape: Jump into an enemy creep with ''Infest'', run for the hills with the speed bonus, then if you can't shake the enemy, pop out and activate ''Rage'' and either try to take whatever pursuit you have down or simply use the disable-immunity and slow to make a run for it. His Aghanim's gives his host body ''Rage'' to shrug off most disables and run away even faster, and if they catch up to him somehow, ''Infest'' will probably be off cooldown, letting him simply jump into another creep and lead the enemy on a wild goose chase. It can also let Lifestealer facilitate an ally's escape as well with the ''Rage'' boost.
957* HealingFactor: While hiding with ''Infest'', Lifestealer rapidly recovers health over time. If he gets focused too hard in a teamfight, he can hide inside a teammate for a few seconds and then pop out good as new.
958* HorrorHunger: ''Feast'' lets Lifestealer heal himself with each attack, indicating that as he strikes, he tears off bits of his opponent and eats them. ''Open Wounds'' has a similar effect, as the bleeding wound it inflicts makes it easier to devour the opponent (though it gets a bit weird when the likes of Io, Treant Protector, and Enchantress get in on the life-draining action).
959* HumanResources: When he uses ''Consume'' on an infested creep, Lifestealer devours it, healing himself equal to the victim's HP.
960* HunterOfHisOwnKind: In a meta sense. ''Feast'' makes Lifestealer, a tanky hero with high HP, a good counter to other tanky heroes with high HP[[note]]A common mistake with new players is to play Lifestealer against a caster-heavy team, thinking that having a built-in BKB will be great. However, casters and supports generally don't have very high HP, so ''Feast'' doesn't have a lot to work with, and once ''Rage'' wears off, he has no long-rage abilities other than ''Infest'' to get close or run away, and he can get stunlocked and nuked down rather easily if there is more than one support or ranged nuker/stunner around[[/note]].
961* IDieFree: Referenced in some of his dying responses and even said in verbatim.
962* ImAHumanitarian: He'll feast on anyone, including fellow Oglodi.
963* InvulnerableAttack: Aghanim's Scepter allows Lifestealer to use ''Infest'' on enemies, allowing him to attack the target while remaining inside them for a few seconds.
964* KingMook: Originally one as a Ghoul that looked rather similar to the ones used as the Scourge's melee creeps in the original [=DotA=].
965* LifeDrain: As befitting his name, three of Lifestealer's abilities steal HP from enemies and give it to him, or in the case of ''Open Wounds'', him and his teammates.
966* LudicrousGibs: Any non-hero unit consumed by N'aix explodes violently, splattering blood in a radius of a dozen meters. The explosion is so powerful it [[BloodyMurder damages enemies in a huge radius]].
967* MightyGlacier: Just as with other low-mobility melee carries in the game, kiting is the bane of Lifestealer. No matter how much damage he can dish out, he is still useless if he keeps getting slowed and is unable to approach his enemies, though ''Infest'' helps this problem somewhat by allowing N'aix to temporarily borrow one of his allies' mobility.
968* MoreTeethThanTheOsmondFamily: Just look at him.
969* MythologyGag: Lifestealer's passive ability ''Ghoul Frenzy'' shares the same name as the passive ability of Ghouls from Warcraft III, which the original hero was modeled after.
970* NoSell: When N'aix uses ''Rage'', he becomes immune to magic.
971* NounVerber: His title, Lifestealer, should make it clear that his abilities grant him a large amount of lifesteal.
972* OurGhoulsAreCreepier: He used the model of a Warcraft ghoul in [=DotA=], and he remained a [[OurZombiesAreDifferent Zombie Ghoul]] in [=DotA 2=].
973* PrimalStance: He walks on all fours.
974* PuppeteerParasite: Can infect enemy and neutral creeps using ''Infest'' and then take control of them.
975* UnstoppableRage: ''Rage'', which makes N'aix immune to magic and gives increased movement speed for a few seconds.
976* WasOnceAMan: One of Bristleback's rival lines refers to Lifestealer as an Oglodi, like Axe. You can kind of see it in N'aix's face (mostly the nose) and skin tone (close to Warlock's, who, like Lifestealer, hasn't gotten much sun over the years).
977* WhatTheHellPlayer: He will call you out if you buy Vladmir's Offering on him, since he [[ExactlyWhatItSaysOnTheTin obviously]] doesn't need to buy lifesteal when having natural access to it is the basis of his kit, and eliminates the need to focus too much on defense so he can pile on the damage items. He's fine with you buying Satanic, however.
978-->''"You had to '''buy''' lifesteal?"''
979[[/folder]]
980
981[[folder:'''Mars''', the First Son of Heaven]]
982[[quoteright:256:https://static.tvtropes.org/pmwiki/pub/images/mars_icon.png]]
983[[caption-width-right:256:[-[[https://gamepedia.cursecdn.com/dota2_gamepedia/6/69/Mars_hero_intro_04.mp3 "Let the name Mars ring across the battlefield, and bear witness to my enemy's flight!"]]-]]]
984->'''Voiced by:''' Creator/TrevorDevall
985
986The God of War, son of Zeus, had spent many lifetimes doing what he likes best: incite mortals into bloody conflict. But even for him, this eventually grew tiresome, and likewise, the condemnations of his fellow deities, including his father, wore down on him, for they were frequently no better him. In order to sate his boredom and exact his vengeance, the deity declared war on the other gods, rejecting his old name and taking upon the appellation of Mars. He now fights to tear down the old pantheon and install a new one in its stead, with him at the top.\
987\
988Mars is a tanky melee hero who can turn the tides of war with his initiation abilities. His first ability, ''Spear of Mars'', throws his lance forwards, damaging the first hero it hits and dragging them back; if the victim hits a wall or tree, they are pinned in place and stunned. ''God's Rebuke'', his next skill, is an attack with Mars' shield that inflicts a critical hit with True Strike to all enemies in range while knocking them back and dealing extra damage to heroes. ''Bulwark'' is a passive that greatly increases Mars' durability: his powerful shield decreases all attack damage he takes from the front and sides. Finally, Mars can use his ultimate ability, ''Arena of Blood'', to ensure his dominance: this spell creates a large circular pit, blocking enemies from entering, leaving, or attacking through the wall. This arena is surrounded by undead legionnaires who strike foes who try to escape, pushing them back and damaging them. The synergy of his ultimate ability should be obvious thanks to his two other spells which can push enemies back into the walls for increased damage.
989----
990* AggressiveNegotiations: A ''huge'' supporter of this kind of diplomacy.
991--> '''Mars:''' ([[StopPokingMe when poked a lot]]) Diplomacy? Ha! Why it's no different than war! Face off against your enemy and take measure of their weakness. Then, threaten that which they hold most dear. If they resist? Beat 'em to death with an olive branch.
992* AlwaysAccurateAttack: ''God's Rebuke'' has True Strike, meaning it ignores evasion.
993* AmicableExes: He used to be in a relationship with Dawnbreaker when he was known as Ares, and they had many adventures with him giving her a pet name 'Valor'. They broke up for certain reasons, but they are still willing to work for each other just like old times. When put against each others, Mars in particular take it rather hard that they have to fight each other.
994* AncientGrome: Although he's named after a Roman god, his design combines Roman and Greek elements. His shield is Greek but decorated with Roman religious symbols (which, ironically, symbolise Jupiter and not Mars), and he wears a Greek ''chiton'' together with Roman ''pteruges''. This is intentional, as his backstory indicates that he only recently changed his name to Mars, implying that he used to be Ares, the Greek equivalent of Mars, but rejected the Greek pantheon in favor of forming a new one.
995* AntagonisticOffspring: He doesn't approve of his father Zeus. At all.
996--> '''Mars:''' (killing Zeus) [[https://gamepedia.cursecdn.com/dota2_gamepedia/2/24/Mars_rival_151.mp3 This isn't your pantheon any more, old man.]]
997* AntiEscapeMechanism: ''Arena of Blood'' traps foes inside of an arena, preventing them from running away unless they have debuff immunity.
998* BarrierWarrior: ''Arena of Blood'' surrounds the targeted area in walls. Projectiles hitting it are blocked, enemies outside it cannot enter, while those inside will be hit and knocked back by undead legionnaires if they try to leave.
999* BigOlEyebrows: He has huge, fiery-red brows roughly as long as his face is wide.
1000* BloodKnight: Many of his lines indicate that he absolutely ''relishes'' in the carnage of war. Just as you'd expect from the God of War himself.
1001* BoisterousBruiser: Very loud and excitable on the battlefield.
1002* BringerOfWarMusic: Whenever ''Arena of Blood'' is active, a snippet of Holst's "Mars" would play to remind players to fight or die or die when he's on you. Even Mars hums to the song whenever move clicked or he kills an enemy while the ability is active.
1003--> '''Mars:''' ''(when an enemy dies in Arena of Blood)'' They're playing my song!
1004* CompositeCharacter: Apparently he used to be much more savage and selfish in his early days, but then decided to fight for a greater cause, and changed his name. In Roman mythology, Mars had ''always'' been a wise god of just war, but his ''Greek'' counterpart, Ares, was a BloodKnight, so his backstory essentially implies that he ''used'' to be Ares but then became Mars.
1005* ElementalWeapon: ''Spear of Mars'' leaves a fire trail behind it when upgraded with Aghanim's Shard.
1006* JavelinThrower: Although he mostly wields it as a melee weapon, Mars can also throw his spear with ''Spear of Mars''.
1007* {{Knockback}}: Both ''Spear of Mars'' and ''God's Rebuke'' can knock back enemies, which synergizes nicely with ''Arena of Blood'', as enemies knocked into the arena's walls take damage.
1008* LargeHam: His enthusiasm for war is very evident from his demeanor.
1009--> '''Mars:''' [[https://gamepedia.cursecdn.com/dota2_gamepedia/1/1e/Mars_item_41.mp3 Everyone! Look!]] [[MundaneMadeAwesome I bought... WARDS!]]
1010* LuckilyMyShieldWillProtectMe: With ''Bulwark'', Mars uses his shield to block attacks, though it can't protect him from behind. He can also toggle it on to lock in the direction he's currently facing, which can be useful when retreating or repositioning.
1011* MightyGlacier: Mars has good damage and can be extremely disruptive in fights, and ''Bulwark'' makes him a tough nut to crack. However he lacks mobility, meaning Blink Dagger is a must-have for him since good positioning is important for all of his abilities.
1012* PinnedToTheWall: If a hero hit by ''Spear of Mars'' is knocked into an obstacle, they are pinned in place and stunned.
1013--> '''Mars''': [[https://gamepedia.cursecdn.com/dota2_gamepedia/c/ca/Mars_ability1_12.mp3 "Pinned doesn't even describe it!"]]
1014* PublicDomainCharacter: Mars, the God of War from [[Myth/ClassicalMythology Roman mythology]].
1015* ShieldBash: ''God's Rebuke'' is a shield swing which pushes enemies away and deals a CriticalHit based on Mars's attack damage.
1016--> '''Mars:''' The spear can't have all the fun!
1017* ShoutOut:
1018** When casting ''Arena of Blood'' at low health, he may shout "[[Film/MadMaxFuryRoad WITNESS ME!]]"
1019** One of his Chat Wheel lines is "[[Film/ThreeHundred THIS! IS! DOOOOTAAAA!]]"
1020* ThemeMusicPowerUp: ''Arena of Blood'' plays a snippet of "Mars" from Music/GustavHolst's ''[[PublicDomainSoundtrack Planets Suite]]'' while active. He'll also occasionally sing bits of it.
1021* WarGod: If you haven't figured it out already.
1022* WarriorUndead: The Ash Legion, summoned by ''Arena of Blood'' and by Aghanim's Scepter-upgraded ''Bulwark'', are a legion of undead warriors under Mars's service, assembled from the finest warriors ever to be felled by him in battle. If an enemy dies in ''Arena of Blood'', Mars may consider adding them to the Legion.
1023[[/folder]]

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