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8
9This is part of the [[{{Characters/Dota2}} character sheet]] for ''{{VideoGame/Dota 2}}''. This page contains the '''Strength''' heroes that begins with the letter N to Z. Please note that this is sorted not by their real names, but their most common moniker, which will be bolded in the folder.
10
11[[center: [- '''''Strength''''' | [[Characters/Dota2StrengthAToM A -- M]] | '''N -- Z'''-] ]]
12[[center: [- '''Agility''' | [[Characters/Dota2AgilityAToM A -- M]] | [[Characters/Dota2AgilityNToZ N -- Z]]-] ]]
13[[center: [- '''Intelligence''' | [[Characters/Dota2IntelligenceAToM A -- M]] | [[Characters/Dota2IntelligenceNToZ N -- Z]]-] ]]
14[[center: [- '''Universal''' | [[Characters/Dota2UniversalAToM A -- M]] | [[Characters/Dota2UniversalNToZ N -- Z]]-] ]]
15[[center: [- [[Characters/Dota2Personas Personas]] | [[Characters/{{Artifact}} Artifact heroes]] -] ]]
16[[center: [- [[Characters/DotaUnderlords Dota Underlords]] -] ]]
17[[center: [- [[Characters/Dota2Neutrals Neutrals]] | [[Characters/Dota2NPCs Others]]-] ]]
18
19----
20[[foldercontrol]]
21
22[[folder:Balanar, the '''Night Stalker''']]
23[[quoteright:256:https://static.tvtropes.org/pmwiki/pub/images/Night_Stalker_9804.png]]
24[[caption-width-right:256:[-[[https://gamepedia.cursecdn.com/dota2_gamepedia/6/6c/Nstalk_spawn_03.mp3 "I'm the beast of bedtime tales."]]-] ]]
25->'''Voiced by: ''' Creator/TonyTodd
26
27Balanar, the Night Stalker, is a being of darkness whose existence predates the concept of daylight. He is the monster that inspires the primal fear of the dark in every being and haunts the nightmares of every child in every culture. The most malevolent of the horrible monstrosities that roamed the primordial night, Balanar was the sole survivor when the First Day dawned and the night horrors were wiped out. To this day, Balanar still prowls in the darkness, the remains of his unwary victims warning communities not to stray from the light and reminding them that the things that go bump in the night are not mere childhood bogeys.\
28\
29Night Stalker is a unique hero -- he is the only hero who strongly relies on the in-game day/night cycle to maximize his effectiveness. Although he's slow-moving and has poor vision in the daytime, when the sun goes down Balanar undergoes a transformation; nighttime boosts his speed, attacks, vision range and the potency of his spells - and since most heroes have reduced nighttime vision, it provides Night Stalker the ability to gank from unexpected angles. His primary damaging spell, ''Void'', deals damage, mini-stuns, and slows the target; the slow duration and damage are both reduced during the day. His second active ability ''Crippling Fear'' projects an aura of terror, silencing all enemies near the Night Stalker. The duration of the aura is increased at night His passive, ''Hunter in the Night'', is his most important ability, boosting his movement and attack speed during the nighttime, letting him relentlessly pursue his enemies and rip them to shreds. Balanar's ultimate ability ''Dark Ascension'' brings his full power to bear, as he takes flight to gain unobstructed vision and a large amount of bonus damage. This ability also turns day into night, giving him free rein to terrorize his enemies. Balanar may be at his most vulnerable in the daytime, but when the sun sets... every hero should fear the dark.
30
31----
32* AntiEscapeMechanism: Running from Night Stalker at night is very difficult: ''Void'' is a highly spammable slow that also mini-stuns to interrupt teleport attempts, ''Crippling Fear'''s silence prevents attempts to fight back or escape with abilities, and ''Hunter in the Night'' makes Balanar extremely fast, letting him pursue the enemy relentlessly. Finally, ''Dark Ascension'' turns day to night, granting Night Stalker his ''Hunter in the Night'' bonuses, and also lets him fly over obstacles while gaining unobstructed vision, making it impossible to run or hide from him.
33* AntiMagic: ''Crippling Fear'' creates an aura around Night Stalker that silences enemies and lasts up to 6 seconds, though it only lasts 3 seconds at all levels in the daytime.
34* TheBerserker: Due to his inherent tankiness and massive speed boost from ''Hunter in the Night'', Night Stalker is one of the most aggressive heroes in the game, and can tower dive well quite early in the game to chase his prey.
35* CastingAShadow: His ultimate, ''Dark Ascension'', instantly turns day into night, and transforms him into a flying unit. ''Void'' also uses dark magic to summon a fragment of the primordial night Balanar hailed from, and with Aghanim's Scepter, it shrouds an area in darkness that grants him the night effects on all his abilities.
36* CrutchCharacter: Balanar is extremely powerful during the first night or two in the game with his powerful nuke and disables, blistering movement and attack speeds and respectable durability letting him dominate the competition. However, his poor scaling, slow farming speed and dependence on nighttime mean that he'll be outclassed by an actual carry later on. Because of this, he is almost never played as a position 1 or 2 hero.
37* DarkIsEvil: Balanar wields darkness, grows more powerful in the dark, and is a monster whose evil deeds are known to all.
38* DayHurtsDarkAdjustedEyes: Most heroes have 1800 vision range during the day, which is reduced to a meager 800 at night. For Balanar, however, the values are reversed, giving him full vision range at night but making him half-blind during the day.
39* DefogOfWar: ''Dark Ascension'' grants Night Stalker unobstructed vision, allowing him to see up hills and through trees, on top of his innately very large night vision.
40* DifficultButAwesome: Night Stalker players need to think carefully what are you going to do when you start running towards your prey. This is the reason why many Night Stalker players fail horribly: they are either too reckless and get killed by the tower, or are too passive and do not snowball hard enough.
41* TheDreaded: According to his lore, he's been terrifying generations of children since civilization began. %%In the game, a good Night Stalker player can inspire fear all over the other team with this mindset: you are the strongest, fastest, most powerful and deadliest hero in the game so make them suffer, make them play worried of being ganked, make them play fearing being raped every second, in every corner, on every shadow. This is NOT true. You're not the strongest, maybe you're the fastest but this is what THEY must think about you. Play with your brain and the game is yours. By doing this they won't properly farm, they will feel discouraged and inevitably they will lose the game.
42* DynamicEntry: Balanar's ''Crippling Fear'' allows him to potentially silence multiple enemies for up to 6 seconds just by standing near them, which is enough to make him a serviceable initiator with Blink Dagger; alternatively, casting ''Dark Ascension'' and charging the weakest enemy also makes for quite an entrance.
43* FieldPowerEffect: He becomes a huge threat during the night. ''Dark Ascension'' lets him turn day into night at will, making him a potential threat at any time.
44* FrightDeathTrap: Though ''Crippling Fear'' doesn't deal any damage, it is an extremely long silence provided that Night Stalker can stick to his victim (very easy at night time due to ''Hunter in the Night'' movement speed boost), making them easy prey.
45* GameFace: His sideways mouth opens when ''Hunter in the Night'' is active, revealing [[MoreTeethThanTheOsmondFamily his teeth]].
46%%* GlowingEyesOfDoom
47* HourOfPower: Nightfall, and ''especially'' the first night of the game, is Night Stalker's turn to shine. He is unique in that he's one of the two heroes in the game whose abilities depend on the time of day (the other being Keeper of the Light, and only if he has Aghanim's Scepter).
48* HumanoidAbomination: Walks on two legs like a human, but is actually a monster older than the sun.
49* HyperactiveMetabolism: If he has Aghanim's Shard, Night Stalker can use ''Hunter in the Night'' to instantly kill a creep and restore a large amount of HP and mana. During the night, he can cast this on Ancient creeps, giving him some form of flash farming.
50* InnateNightVision: Night Stalker's vision range is 1800 during the night; in contrast, most other heroes only have 800 night vision.
51* JackOfAllStats: Due to a combination of tankiness and damage steroids from ''Hunter in the Night'', a very long silence in ''Crippling Fear'', and roaming ability with ''Void'', Night Stalker is one of the very few heroes in the game that can be played in every position from main carry to hard support. As a core he can tower dive relentlessly with ''Void'' and ''Hunter in the Night'' and snowball; and as a support he can roam and gank in the early game. However, he's most often played as an offlaner or greedy support since he needs quite a bit of farm to be effective and his late game scaling isn't good enough to give him a high farm priority.
52* LastOfHisKind: He's the last of the night creatures.
53* LeaningOnTheFourthWall: He has special voice lines for when night transitions into day, signaled in-game by a rooster's crow. One of them is this:
54--> '''Night Stalker''': [[https://gamepedia.cursecdn.com/dota2_gamepedia/a/ab/Nstalk_dayrise_05.mp3 If I ever get my claws on that bird...]]
55* LightningBruiser: Night Stalker's passive ability, ''Hunter in the Night'', gives him dramatic movement and attack speed boosts, and since he's a Strength hero (and has respectable Agility growth as well), he tends to have loads of HP and armor late game, making him hard to bring down unless focused on. Oh, and ''Dark Ascension'' lets him hit even harder and gives him the ability to ''fly'' for 30 seconds.
56* MechanicallyUnusualClass: Night Stalker is the only hero in Dota who relies on the in-game day-night cycle to maximise his effectiveness. While other heroes are also affected by the time of day to a certain extent (like lowered vision for most heroes, or Keeper of the Light's Aghanim's Scepter upgrade), Night Stalker's entire kit revolves around exploiting the day-night cycle as much as possible. He's also one of the few heroes that can fly.
57* MoreTeethThanTheOsmondFamily: His three-jawed mouth can fit in a lot of teeth.
58* NightmareFace: During the night, his face splits to reveal a maw with three jaws. Lore-wise, this seems to be how his ''Crippling Fear'' skill works.
59--> A vision of the twisted maw of Balanar etches itself into the minds of the poor souls unlucky enough to cross his path.
60* NounVerber: He's called the Night Stalker because he stalks at night.
61* TheRival: He has a few rival lines for whenever he kills Lycan.
62* RoaringRampageOfRevenge: And he won't stop until every diurnal creature is dead.
63* SapientEatSapient: His voice lines imply that he eats the heroes that he kills.
64* SuperMode: ''Dark Ascension'' gives Balanar flight, flying vision, bonus damage, and turns day into night in order to empower his other abilities.
65* SwirlyEnergyThingy: ''Void'':
66--> Balanar creates a vortex of infinite night, tearing opponents violently into the eternal darkness that once was.
67* ThingsThatGoBumpInTheNight: His very existence inspires these kind of stories.
68* TimeAbyss: Not counting the various immortal Fundamental characters, Night Stalker is one of the oldest characters in the game; according to his backstory, he predates almost every race and civilization in the Dota world.
69* TotalEclipseOfThePlot: When ''Dark Ascension'' is cast in the daytime, it blots out the sun while still causing time to pass, meaning that daytime is still ticking down during the ultimate. If he gets the level 25 talent to reduce its cooldown, he can turn day into night for 30 seconds at a time every 80 seconds, effectively cutting down the amount of daylight by almost half if he uses it whenever possible.
70* WalkingShirtlessScene: Balanar goes around topless. Justified due to his wings, and due to him not exactly following human sensibilities.
71* WeakenedByTheLight: During the daytime, ''Void'' and ''Crippling Fear'' are laughably weak, and ''Hunter of the Night'' does nothing at all. Additionally, he has the shortest sight range of any hero during the daytime. He even has various voice lines for whenever it shifts between day and night.
72* WingedHumanoid: He does have wings, although he definitely isn't angelic at all.
73* WingsDoNothing: Most of the time, he stays on the ground. He glides along the ground while affected by the Haste rune, but can only bypass terrain when ''Dark Ascension'' is active.
74[[/folder]]
75
76[[folder:Aggron Stonebreak, the '''Ogre Magi''']]
77[[quoteright:256:https://static.tvtropes.org/pmwiki/pub/images/Ogre_Magi_3227.png]]
78[[caption-width-right:256:[-[[http://hydra-images.cursecdn.com/dota2.gamepedia.com/4/40/Ogmag_ability_multi_04.mp3 "That's how we do. Pure skill!"]]-] ]]
79->'''Voiced by: ''' Creator/NolanNorth
80
81Ogres in general are as dumb as a bag of rocks, and they have managed to survive as a species almost entirely through sheer dumb luck. However, once a generation, the ogre race is blessed with the birth of a two-headed Ogre Magi. With its two brains giving it just enough ability to think and function on the same level as most single-headed beings, the Ogre Magi is always granted the traditional name of Aggron Stonebreak, after the first and only wise ogre in history. With its relatively respectable intellect, a significant lucky streak, and a propensity for magically setting things on fire, the Ogre Magi manages to stand among heroes.\
82\
83The Ogre Magi are a melee hero generally played as a tanky support who can buff their team and disrupt their enemies, with the unique twist that their spells can randomly see their effects multiplied. Their innate passive ''Dumb Luck'' prevents them from gaining intelligence, but grants them maximum mana and mana regeneration based on their strength. Their first skill is ''Fireblast'', a simple nuke and stun which deal respectable damage to a single target. Their second ability, ''Ignite'', hurls a vial of flammable chemicals which lights the target on fire, slowing and damaging them over time. ''Bloodlust'', their third skill, gives a great boost to an ally's movement and attack speeds, making them much deadlier. All of these spells are simple, yet effective; however, they become truly fearsome when combined with Ogre Magi's ultimate ability: ''Multicast''. Whenever the Ogre Magi cast a spell or targeted item ability, this passive ability grant them a chance to cast it again, and again, and again, up to four times in a row depending on its level: Fireblast's damage and stun is multiplied, turning its respectable damage into one of the most powerful nukes in the game, while Ignite, Bloodlust, and item abilities have a chance to be casted onto multiple targets to hugely improve their impact. Lastly, the aforementioned ''Dumb Luck'' improves the ''Multicast'' chance based on their Strength. One should not think of Ogre Magi's spells as being weak abilities with a chance to become good thanks to Multicast, but rather as powerful spells with a chance to become devastating. If Lady Luck smiles upon you, the Ogre Magi will handily bring strength to your allies and devastation to your enemies.\
84\
85In ''Artifact'', the Ogre Magi are a blue hero. Their Passive Ability, ''Multicast'', grants you a 25% chance of putting a copy of any blue spell you play in your hand. Their signature card, ''Ignite'', is an improvement which deals 1 piercing damage to all enemies in the lane it's built in before each action phase.\
86\
87In ''Dota Underlords'', the Ogre Magi are a tier 1 hero. Their ability, ''Bloodlust'', increases the movement and attack speed of an ally; the attack speed bonus is increased if the Ogre Magi target themselves.
88----
89* AttackSpeedBuff: They can increase an ally's attack speed, as well as movement speed, with ''Bloodlust'', with the buff being stronger when self-cast.
90* AttentionDeficitOohShiny: Some of their lines demonstrate that the Ogre Magi are easily distracted.
91--> '''Ogre Magi:''' [[https://gamepedia.cursecdn.com/dota2_gamepedia/4/4c/Ogmag_move_22.mp3 "Is that a squirrel?" "Come on."]]
92* BornLucky: The Ogres rely on luck as a means of compensating for being TooDumbToLive. Fluff text paints this as the goddess of luck taking pity on the species and granting them her boon.
93* BorrowedCatchphrase
94--> '''Ogre Magi:''' ''(killing Mirana)'' [[https://gamepedia.cursecdn.com/dota2_gamepedia/6/6d/Ogmag_rival_04.mp3 "That was skill all right. Pure skill."]]
95* BuffySpeak
96--> '''Ogre Magi:''' ''(killing Warlock)'' [[https://gamepedia.cursecdn.com/dota2_gamepedia/b/b2/Ogmag_rival_14.mp3 "Sorry about your grim… grim… Your book!"]]
97* CarryABigStick: Its weapon appears to be a club imbued with fire magic.
98* CounterAttack: ''Fire Shield'' launches a fireball at an enemy that attacks a teammate or building affected by it.
99* DumbMuscle: Ogre Magi has absolutely zero Intelligence in all stages of the game and is also pretty dumb, requiring two heads' worth of brainpower to keep up with heroes that have one. He also has the second-highest Strength growth of ''any'' hero at 4.2 per level (beaten by Primal Beast within a single decimal point).
100--> '''Update notes:''' Ogre Magi is too dumb to be an Intelligence hero. So he isn’t anymore.
101* DumpStat: Ogre Magi's starting Intelligence, Intelligence growth and maximum Intelligence are all zero (meaning that unlike Tiny and Medusa, who also have nonexistent Agility and Strength but can benefit from items just fine, any Intelligence bonuses provided by items are wasted on Ogre Magi). Instead, ''Dumb Luck'' causes Ogre's mana pool and regeneration to scale with Strength in place of Intelligence.
102* ElementalBarrier: ''Fire Shield'' creates a fiery shield around the target ally or building, absorbing damage and launching fireballs at the attacker.
103* FeigningIntelligence: Aggron insists that any time they get a multicast it's [[BlatantLies pure skill]].
104--> '''Ogre Magi:''' ''(rolling Multicast)'' [[https://gamepedia.cursecdn.com/dota2_gamepedia/2/2c/Ogmag_ability_multi_05.mp3 "Expertise! From the experts."]]
105* TheFool: He even sometimes forgets which team he's on. His rework emphasizes this by making him always have ''zero'' Intelligence.
106--> '''Ogre Magi:''' [[https://gamepedia.cursecdn.com/dota2_gamepedia/7/76/Ogmag_lose_03.mp3 "We won!" "No, we're on the other side." "Oh."]]
107* GeniusBruiser: Only in comparison to other Ogres - [[OverlyNarrowSuperlative which admittedly isn't saying much]] as being smart for an ogre still makes him quite a bit dumber than pretty much everyone else. Fortunately he still has the same brute strength and fortitude of the average ogre.
108* HealingFactor: Ogre Magi has 3.5 base health regeneration, the second-highest in the game (tied with Nyx Assassin's, only lower than Axe's), while most other heroes' is 0.25.
109* HorseOfADifferentColor: Ogre Magi rides on a strange three-legged bird when equipped with the Flockheart's Gamble Arcana.
110* InsistentTerminology: Their ''Multicast'' is a [[BlatantLies skillshot they cast using their immense skill]], thank you very much.
111-->'''Ogre Magi:''' ''(Upon getting a Multicast)''[[https://gamepedia.cursecdn.com/dota2_gamepedia/a/ab/Ogmag_ability_multi_06.mp3 "Oh, skillshot!" "Not luck at all."]]
112* ItemAmplifier: ''Multicast'' grants Ogre Magi's unit-targeted item active abilities a chance to affect multiple enemies when used, allowing Ogre to make Hand of Midas pay for itself quickly, burst down multiple foes at once with Dagon, or turn half the enemy team into pigs with Scythe of Vyse.
113* ItemCaddy: Although the Ogre Magi are often played as a support, their ultimate ''Multicast'' means that they greatly benefit from unit-targeted items. A good example of this is the Hand of Midas, which instantly kills a creep and grants bonus gold and experience on a long cooldown: ''Multicast'' gives it a chance to double, triple, or even quadruple this gold and experience, making it pay for itself much faster than on many other heroes; Arc Warden is the only other hero who can use Midas that efficiently. The extra money earned this way can allow the Ogre Magi to purchase more expensive items that ''Multicast'' can also boost.
114* LeaningOnTheFourthWall: Despite being dumb as a brick, Ogre Magi seems to be aware of the game mechanics.
115--> '''Ogre Magi:''' ''(Upon being picked)'' [[https://gamepedia.cursecdn.com/dota2_gamepedia/4/4e/Ogmag_spawn_04.mp3 "They picked me!" "No one ever picks me!"]]
116--> '''Ogre Magi:''' ''(Upon leveling up)'' [[https://gamepedia.cursecdn.com/dota2_gamepedia/d/de/Ogmag_level_06.mp3 "How many levels is that?" "One?"]]
117* LegacyCharacter: "Aggron Stonebreak" is the name and identity passed along to the lucky two-headed Ogre Magi born every generation.
118* MagicKnight: Ogre Magi is a melee hero with good innate durability and regeneration despite being a spellcaster, allowing it to easily trade hits against the enemy offlaner and come out on top. Just don't try to fight anything up close in the late game when enemy core heroes are farmed and all you have on your position 5 Ogre is Arcane Boots and one or two other utility items. On the other hand, playing Ogre Magi as a core to rush Hand of Midas into Heart of Tarrasque is not unheard of and gives him truckloads of health, mana, and attack damage.
119* MakeMyMonsterGrow: Its third ability, ''Bloodlust'', enlarges the target, but not by much. Note that it's just a cosmetic effect, and is somewhat ironic in that the actual buff is a speed boost.
120* MechanicallyUnusualFighter: Because he has zero Intelligence and cannot gain Intelligence by any means, Ogre Magi instead gets mana based on his Strength.
121* MightyGlacier: Aggron is one of the most durable support heroes in the game, and can dish out good damage with ''Fireblast'' and ''Ignite'', though its mobility leaves much to be desired.
122* MolotovCocktail: ''Ignite'' has Ogre Magi batting a vial(s) filled with volatile chemicals at the target(s), which shatter on contact and set them on fire.
123* MultipleHeadCase: Two, to be exact. The heads seldom get along well. Interestingly, each head is capable of voluntarily controlling any part of the body, so it needs to designate which head controls the legs and which head controls the arms.
124--> '''Ogre Magi:''' [[https://gamepedia.cursecdn.com/dota2_gamepedia/1/11/Ogmag_spawn_06.mp3 "After you." "No, me first!"]]
125--> '''Ogre Magi:''' [[https://gamepedia.cursecdn.com/dota2_gamepedia/a/a0/Ogmag_move_13.mp3 "I'll do legs this time." "Okay."]]
126* NonStandardSkillLearning: ''Dumb Luck'' is an innate ability that is available from the start and cannot have skill points put into it.
127* OddFriendship: Aggron is apparently friendly with both Warlock despite him being a well-read AdventurerArchaeologist and Ogre Magi being... well, [[DumbMuscle Ogre Magi]]. Apparently their affinity for magic is the common factor, with Warlock finding Aggron's magic fascinating and Aggron seemingly enjoying the company of Warlock's Golem.
128* OneStatToRuleThemAll: Because Ogre Magi gets health, damage, bonus ''Multicast'' chance, and mana from Strength points and can use ''Bloodlust'' on himself for attack speed (making Agility a DumpStat in comparison), Strength is the only attribute that matters on him. This leads to the "raid boss" Ogre Magi build where he farms up with Hand of Midas and simply stacks as much Strength on himself as possible, resulting in a hero that hits like a truck, spams out stuns and slows, and totals over 6000 health which regenerates at three-digit rates thanks to Heart of Tarrasque.
129* OurOgresAreHungrier: It is one of the very few ogres who are born with two heads. It does identify Alchemist's ogre mount as being one of his species.
130* PlayingWithFire: Fire is Ogre Magi's magic of choice. ''Fireblast'' and ''Unrefined Fireblast'' blasts enemies with a stunning wave of fire, ''Ignite'' has Ogre bat vials of volatile chemicals to light enemies on fire, and ''Fire Shield'' places a fiery barrier on an ally to protect them and CounterAttack enemies with fireballs.
131* PointyEars: The ears on both their heads end in a point (and also gradually become pink the closer you get to the tips).
132* PronounTrouble: Fluff text is terribly inconsistent on whether to refer to Ogre Magi as "he", "they", or "it" (official sources seem to have settled on he/him pronouns). To be fair, Ogre Magi probably can't decide either.
133* RandomNumberGod: Ogre Magi's ultimate, ''Multicast'', gives him a chance of "multicasting" his spells and item actives, essentially casting the same spell in rapid succession (on the same target with ''Fireblast'' and ''Unrefined Fireblast'', on different ones with everything else). Given enough [[RunningGag skill]], an Ogre Magi can nuke down frail heroes with multiple 4x ''Fireblasts'', buff his entire team with a single ''Bloodlust'', or turn four enemies into pigs with Scythe of Vyse. One of his level 25 talents adds an extra layer to this by giving his basic attacks a chance to ''Fireblast'' the target, which can ''also'' trigger ''Multicast''.
134* TheRedMage: Ogre Magi can deal damage, stun and slow enemies with ''Fireblast'', ''Ignite'' and ''Unrefined Fireblast,'' and boost his team's right-click damage and durability with ''Bloodlust'' and ''Fire Shield''.
135* SavagePiercings: He's an ogre, creatures associated with savagery and dim-wittedness, and the left head has a nose ring and and earring.
136* ShovelStrike: The Shoreline Sapper set replaces Ogre's default club with a shovel.
137* SimpletonVoice: Two of them; the more typical extremely low-pitched one and an extremely high-pitched one for contrast.
138* SimpleYetAwesome: A simple, yet effective moveset combined with huge base HP and high armor makes him very newbie-friendly.
139* SlidingScaleOfGameplayAndStoryIntegration: For a while, an unbelievably dumb ogre with [[GameplayStorySegregation Intelligence as their main attribute]] seems out of place. 7.33 eventually caught up to this and straight up removes all of their Intelligence and prevents Ogre Magi from gaining any more.
140* SpamAttack: ''Multicast'' in a nutshell. Even discounting it, Ogre Magi's ''Fireblast'' and ''Unrefined Fireblast'' have cooldowns of 8 and 6 respectively, letting him belt out a constant barrage of nukes.
141* StatusBuff: ''Bloodlust'' grants its target bonus movement speed and attack speed, and the bonus is higher on Ogre Magi himself.
142* SquishyWizard: Downplayed. Ogre Magi has high innate durability and good Strength growth, a passive that encourages him to build Strength, and a HealingFactor that overall make it one of the tankiest heroes in the early game. Not so much in the late game, though, where it is only slightly less squishy than most supports, since enemy cores are farmed while Ogre usually has to spend its meagre farm on utility instead of durability items, although his massive Strength talent alleviates this.
143* SuperToughness: Ogre Magi boasts an obscene amount of base armor right from level 1 and has high health regeneration to boot, making him incredibly durable in the early game. He even has a talent granting +30 Strength to let him maintain his toughness in the late game, and ''Dumb Luck'', which cause Ogre's mana, mana regeneration and ''Multicast'' chance to scale with Strength, makes Strength items more efficient on him.
144* ThrowDownTheBomblet: ''Ignite'' throws a vial of volatile chemicals on the victims, lighting them on fire.
145* TribalFacePaint: In lore Ogres are stupid and savage creatures, and the left head has yellow markings on its face.
146* VertebrateWithExtraLimbs: The bird that comes with the Flockheart's Gamble Arcana has three legs, instead of two.
147* VocalDissonance: For such a big, burly ogre, his left head has a surprisingly high-pitched voice.
148* YouAllLookFamiliar: In the original ''[=DotA=]'', Ogre Magi used the same character model and name as one of the Ogre neutral creeps (the two were given distinctive appearances in ''Dota 2'' and the creep was renamed "Ogre Frostmage"). More than one player has thus attempted to capitalize on this by [[https://youtu.be/mT-sSDOMmvM disguising as a neutral creep to sucker-punch inattentive opponents]].
149[[/folder]]
150
151[[folder:Purist Thunderwrath, the '''Omniknight''']]
152[[quoteright:256:https://static.tvtropes.org/pmwiki/pub/images/omniknight_3633.png]]
153[[caption-width-right:256:[-[[https://gamepedia.cursecdn.com/dota2_gamepedia/8/86/Omni_spawn_05.mp3 "Where piety fails, my hammer falls."]]-] ]]
154->'''Voiced by: ''' Bruce Miles
155
156A knight in the Order of the Omniscience, Purist Thunderwrath had spent his entire life in service to his god. For many years, he fought and crusaded in a holy war, but the horrors of combat started to wear away his piousness. Eventually, his faith failed him, and he refused to continue fighting for a deity whose existence he was now questioning. So, he returned to the caves of Emauracus to challenge his faith's priests, who attempted to sacrifice him to the Omniscience for his defiance and faithlessness. But before he could be thrown into the sacrifical pit, Purist suddenly began to glow with a holy light, indicating to the priests that the Omniscience had chosen to reveal itself to him. They then led Purist on a weeks-long journey down into the deepest chambers of Emauracus, where Purist finally saw the All Seeing One itself, and heard the story of how it created the world. With his beliefs finally validated, the Omniknight found his will and his zeal restored, and now returns to spread the faith of the All Seeing One.\
157\
158Omniknight is '''the''' support hero. He is a very difficult hero to play as due to his slow movement speed and attack speed and high mana cost for his spells, but can wreck an entire enemy team if he is played competently, or give tremendous support to his team and bring them victory, even from the brink of defeat. His primary ability, ''Purification,'' both heals his allies and deals pure damage to any enemies within its area-of-effect. This can be cast on both himself and teammates, allowing him to save his friends from the brink of death. He can call upon ''Heavenly Grace'' to grant an ally increased HP regeneration and status resistance, making them more resistant to disables for a short time. ''Hammer of Purity'' has him throw his hammer at an enemy, slowing them and dealing pure damage based on his attack damage; with Aghanim's Shard, Omniknight's basic attacks passively cast ''Hammer of Purity'' on the target once every few seconds. His ultimate, ''Guardian Angel,'' stores 2 charges and makes a target ally immune to physical damage. His Aghanim's Scepter upgrade gives it global cast range and causes it to also affect himself when cast on an ally.\
159\
160In ''Artifact'', Omniknight is a green hero. His Active Ability is ''Purification'', which heals a unit for 3 health, while his signature card is ''Allseeing One's Favor'', which is a spell that modifies a green hero, causing it to grant all allies +2 Regeneration.\
161\
162In ''Dota Underlords'', Omniknight is a tier 3 hero. His ability, ''Purification'', heals an allied unit while damaging nearby foes.
163----
164* AchillesHeel: ''Repel'' and ''Guardian Angel'' are both dispellable, meaning that enemies with dispels can neuter his ability to save allies. Nullifier is a particular sore spot as it applies a continuous dispel, making Omniknight unable to effectively protect the target until the debuff wears off (thankfully, it's a relatively expensive late-game item).
165* AntiDebuff: ''Repel'' dispels all debuffs from a friendly hero and gives them debuff immunity.
166* ArmorPiercingAttack: ''Hammer of Purity'' and ''Purification'' both deal Pure damage, meaning the bulk of Omniknight's damage output goes through armor and magic resistance.
167* ChurchMilitant: Purist is a crusader of the Order of the Omniscience.
168* ColorCodedWizardry: Was the case before, when his color scheme was blue, which helped indicate him as a healer-type support. Nowadays his magic is primarily [[GoldAndWhiteAreDivine white and gold]], which paired with the red highlights on his outfit reflect his rework into a [[TheRedMage healer/nuker hybrid]].
169* CombatMedic: Omniknight can heal his allies with ''Purification'' and protect them ''Repel'' and ''Guardian Angel'', all while smiting down enemies with his surprisingly high Pure damage output.
170* CrystalDragonJesus: His motif and worship of the Omniscience bring to mind the Knights Templar.
171* DifficultButAwesome:
172** Proper use of ''Purification'' relies on timing it so that your target is right next to the enemy, however, using it properly shifts the balance of HP by ''double'' what it states, as it both heals the ally and damages the enemy by that much. This can literally single-handedly cause a gank to backfire, allow good players surprising lane control and pull a first blood when combined with a good ganking hero.
173** In general, Omniknight can be hard to cast spells with in split-second situations, since he has a notably long cast animation (0.4 seconds between giving him the order to cast a spell and the spell taking effect, whereas the vast majority of other heroes have cast points of 0.3 seconds or shorter). As such, good Omniknight players have to have good predictive sense, and plan their moves out a bit ahead of time.
174* DispelMagic: ''Repel'' applies a standard dispel, removing most non-hard disables from the target.
175* FixedDamageAttack: A well-timed ''Purification'' can deal a huge amount of [=AoE=] Pure damage in a small area of effect, while at the same time healing its target, essentially doubling the difference in HP between the heal target and nearby enemies.
176* GoodIsNotDumb: He had the wherewithal to question the higher-ups of the Omniscience, which is why his strength is so real.
177* GoodIsNotSoft: One of his quotes imply so, he serves the Omniscience which is referred as merciful... but he's nowhere near its level.
178-->'''Omniknight''': ''[[https://gamepedia.cursecdn.com/dota2_gamepedia/4/4d/Omni_battlebegins_01.mp3 The Omniscience may spare them, but I will not.]]''
179* HammerOfTheHoly: As a divine paladin, his default weapon and many of his cosmetics are warhammers. He puts it to good use with ''Hammer of Purity''.
180--> '''Omniknight:''' [[https://gamepedia.cursecdn.com/dota2_gamepedia/4/49/Omni_kill_11.mp3 I carry a hammer to nail down your sins.]]
181* HelmetsAreHardlyHeroic: Omniknight's default model doesn't wear a helmet.
182* HolierThanThou: Has some kill quotes aimed specifically at Chen that berate him for how he uses his holy powers.
183-->'''Omniknight:''' [[https://gamepedia.cursecdn.com/dota2_gamepedia/0/00/Omni_rival_02.mp3 "Chen, faith is a tool, not a bludgeon. You would have done well to learn this."]]
184* HolyHalo: The Crown of Sacred Light cosmetic helmet can be infused to add a halo above it.
185* HolyHandGrenade: ''Purification'' is hard to hit an enemy with, but deals a lot of Pure damage, making it a very deadly nuke that simultaneously heals an ally. ''Hammer of Purity'' smites an enemy with his light-infused hammer, and Aghanim's Shard even lets him passively cast it on enemies every few seconds, amping up his damage output significantly.
186* LifeDrain: ''Hammer of Purity'', when upgraded with Aghanim's Shard, heals Omniknight for the amount of damage dealt.
187* LightIsGood: Wields the holy light of the Omniscience to heal and protect his allies, and destroy the forces of evil.
188* MagicKnight: While he isn't an Intelligence caster, Omniknight relies greatly on his spells in order to make an impact in teamfights. However, his right-click abilities suffer as a result, as his Agility and attack animation leave much to be desired.
189* MagikarpPower: Omniknight is best described as a late game support. ''Hammer of Purity'' scales with his damage and becomes more powerful late game, ''Repel'' works best against lengthy, high-level disables, and ''Guardian Angel'' grants flat-out physical immunity that doesn't care if the damage in question is the 20 damage hit of a simple creep, or the 4-digit crit of a 6-slotted hard carry, it's still zero. Given that he uses farm very well (big items like Refresher Orb and Octarine Core are very good on him) his impact grows more and more notable over time. The trade-off is that he has little lane presence, isn't able to do much outside of babysitting early game, and is very greedy for a support, needing at least Aghanim's Scepter as a core item (without which it's very easy to whiff ''Guardian Angel'' by failing to hit your carry with it). With his later reworks, it's not uncommon for him to be played as a position 3 offlaner instead of in a support slot due to him having more kill potential and being so dependent on farm.
190* ManlyFacialHair: His beard gives him a resemblance to Creator/ChuckNorris.
191* MightyGlacier: Omniknight's cast time is rather slow and his kit has no form of mobility, but his spells are some of the highest-impact in the game and he can deal a good bit of damage too.
192* NighInvulnerability: ''Guardian Angel'' makes all allies within a certain radius of him immune to physical damage (with an Aghanim's Scepter, it becomes global). Combined with Spell Immunity (such as from a Black King Bar), pretty much nothing can damage you.
193* NoCelebritiesWereHarmed: Omniknight bears a striking resemblance to Creator/ChuckNorris, and it was one of his 'funny names' in the original [=DotA=]. With his tendency to make his teammates invincible, the 'funny name' kind of make sense, not to mention both of them are pretty religious. All he's missing is just his roundhouse kick.
194* NoExperiencePointsForMedic: He actually still gets XP for kills he is near, but he often doesn't rack up assists because he's melee and only one of his spells damages the enemy, so his final game stats often don't reflect his true contribution.
195* NoSell: ''Guardian Angel'' blocks all physical damage for its duration.
196* ThePaladin: He certainly gives the vibes of the ultimate guardian knight, and his quotes are all about him protecting people with faith and light.
197-->'''Omniknight''': ''[[https://gamepedia.cursecdn.com/dota2_gamepedia/7/70/Omni_ability_guard_07.mp3 Fear not, my friends! Our guardian is here!]]''
198* PowerGivesYouWings: White angelic wings for the duration of his ultimate. Everyone else affected gains smaller wings too. Even buildings.
199* TheRedMage: While his ability to protect allies with ''Repel'' and ''Guardian Angel'' is definitely potent, his main heal ''Purification'' doubles as an area-of-effect damage spell and ''Hammer of Purity'' gives him a scaling nuke that also slows enemies by a considerable amount, so he's no slouch on offense either.
200* ReligiousBruiser: He does carry a giant war hammer, after all.
201* SchmuckBait: Going after that heavily injured enemy hero? Omniknight just purified him, he's back in fighting shape and you're no longer in fighting shape.
202* ShootTheMedicFirst: Picking Omniknight off before a teamfight is crucial, as his physical immunity, healing that doubles as a nuke, and being a Black King Bar on legs can easily tip the scales of a fight. Don't kill him and you're in for a bad day.
203* StoneWall: Omniknight is notorious as one of the hardest heroes in the game to kill due to his tankiness, his healing and protective spells, and for his ability to make his teammates equally hard to kill. Unfortunately, his low Agility gain means that he has trouble dishing out damage on the scale that a semi-carry can.
204* TestosteronePoisoning: While this trope isn't as strong in the case of Omniknight as, say, Sven or Wraith King, his general tankiness and ability to make his team man up by protecting them from harm, as well as his tendency to jump into the thick of the action (due to being a melee hero and needing to be close to the enemy to actually deal damage), certainly makes him one of the manliest supports in the game. It's also helped by a glitch when he was first ported to Dota 2, which caused him to spam the voice line [[http://dota2.gamepedia.com/f/f8/Omni_ability_repel_03.mp3 "Fear nothing!"]] in just about any situation.
205* ThrowingYourSwordAlwaysWorks: Or in this case, throwing your hammer with ''Hammer of Purity''.
206* WeakButSkilled: Omniknight's base stats and stat growth are all horribly mediocre, being at best average or slightly above average for a Strength hero, with his high base armor being his only notably positive trait. Even worse, given how often he has to cast spells, his average-sized mana pool is often strained to the limit to keep his teammates alive. However, all of his spells are extremely powerful, making him a very tough opponent to take down once he overcomes his mana issues.
207* WhyWontYouDie: His main strength is making ''anyone'' on his team this, slowing all attacks by a ''very'' hefty 34%, leaving them immune to almost all spells for a large duration, makes everyone immune to physical damage for up to 10 seconds, and healing them for a major amount.
208[[/folder]]
209
210[[folder:'''Primal Beast''']]
211[[quoteright:256:https://static.tvtropes.org/pmwiki/pub/images/primal_beast_icon.png]]
212 [[caption-width-right:256:[-"RAAWR"-] ]]
213->'''Voiced by: ''' Jon Olson
214
215The raging, ravening creature known only as the Primal Beast came to this world from another realm. In his dimension, he was an apex predator, feared even among the numerous savage monstrosities that roamed his world. However, he was cast out from his home after a failed attempt by unknown powers to control him. He found himself in the Tomo'kan mistwoods as a result of their desparate magic, and in this new world, the Primal Beast quickly established his dominance over the mistwoods' deadly fauna. For countless centuries, the Primal Beast slew and devoured every creature that dared to oppose him or enter his hunting grounds until Hoodwink bound him using the magical bindings known as Gleipnir. However, his imprisonment was not to last, for mysterious and unpredictable forces freed the Primal Beast and took him far out of the mistwoods. Now he stalks the world once more, ever in search of new hunting grounds to ravage and new places or things to raze.\
216\
217Gifted with an endless thirst for destruction, Primal Beast lives to slaughter anything he meets, using his arsenal of disables and high physical damage to sow carnage among his enemies. His first skill is ''Onslaught''. When cast, Primal Beast rushes forward in the targeted direction, dealing knockback to allies and enemies in his path and stunning and damaging enemies as well. Primal Beast can charge this ability up to travel further, allowing the player to determine exactly how far they want Primal Beast to move before stopping. ''Onslaught'' also synergizes quite well with his second ability, ''Trample''. When this ability is activated, Primal Beast deals damage to all enemies near him for several seconds as he walks. The damage dealt is determined by a percentage of his basic attack damage, but as a tradeoff, Primal Beast is disarmed, meaning he can't make basic attacks while using the spell. Primal Beast's third ability, ''Uproar'' has two components. Its first component passively grants him bonus attack damage and causes him to gain temporary stacks of ''Uproar'' whenever he takes a certain threshold of damage from enemy heroes. The stacks do nothing passively, but Primal Beast can consume them using ''Uproar'''s active component, which causes him to unleash a mighty roar that slows enemies around him while increasing his armor and physical damage. Primal Beast's Ultimate is ''Pulverize''. With this ability, Primal Beast grabs the targeted enemy and begins repeatedly slamming them into the ground for a few seconds, stunning and damaging his victim while doing the same to all enemies around him every time he slams his target. Overall, Primal Beast is nothing short of brutal, and a well-played Primal Beast will leave only bloody splatters on the ground behind whenever they wade into battle.
218----
219* AchillesHeel: Much of Primal Beast's moveset relies on him being able to move, making roots and slows particularly detrimental to him. [[SlidingScaleOfGameplayAndStoryIntegration Appropriately enough, this means he gets countered by Gleipnir.]]
220* TheBerserker: It's unclear whether the Primal Beast is even capable of rational thought, as his existence seems to be entirely devoted to destroying and/or eating everything in his path.
221* ChainedByFashion: Has several chains attached to his legs and back, alluding to his former imprisonment.
222* ChargedAttack: The longer Primal Beast charges before activating ''Onslaught'', the farther his momentum will carry him.
223* ContinuityNod: The lore tooltip for ''Rock Throw'' references Aghanim’s AnnouncerChatter during the Primal Beast boss fight in ''The Continuum Conundrum''.
224--> ''AGAIN WITH THE ROCKS!''
225* DashAttack: When using ''Onslaught'', Primal Beast charges up and then runs in the chosen direction, knocking back enemies and allies, and dealing damage and stunning the former.
226* DevelopersForesight: ''Pulverize'' uses a different cast animation when targeting Roshan specifically, because Roshan is both immune to forced movement and too big for Primal Beast to realistically pick up anyway.
227* IntroducedSpeciesCalamity: On his homeworld, Primal Beast was ''merely'' an apex predator. After being banished into the ''Dota 2'' world, he graduated to "unstoppable killing machine" as nothing is (in lore) even capable of slowing him down, and the best Hoodwink could do was attempt to trap him for eternity.
228* LifeDrain: One of Primal Beast's level 25 talents provides him with 50% spell lifesteal.
229* NeverGivenAName: He is just known as Primal Beast, and his backstory strongly suggests that he doesn't have an actual proper name.
230* NoBiologicalSex: Hoodwink refers to him with male pronouns, but judging by how he is an ancient being, just roars instead of speaking and being a... beast... it's not actually clear his actual sex is.
231* PromotedToPlayable: He was formerly an event boss within the ''Aghanim's Labyrinth'' event. Once the event ended, he immediately made his debut as a hero. Of course, for the sake of fair play, [[RedemptionDemotion his hero self is massively nerfed from his raid boss self]].
232* RecursiveAmmo: After ''Rock Throw'' hits, the rock splits into 3 additional fragments that land behind the initial target location.
233* ShockwaveStomp: Seems to be his favorite tactic, used in ''Trample'', ''Pulverize'', and Aghanim's Scepter-upgraded ''Uproar''.
234* ShoutOut: He's codenamed 'Fenrir' in datamining and his lore ends up very similar to [[Myth/NorseMythology the mythical Fenrir]] (a beast bound by Gleipnir).
235* TheSpeechless: He is incapable of speaking. He just roars.
236* WrestlerInAllOfUs: ''Pulverize'' is basically giving what would be a four-legged beast version of a triple powerbomb.
237[[/folder]]
238
239[[folder:'''Pudge''', the Butcher]]
240[[quoteright:256:https://static.tvtropes.org/pmwiki/pub/images/pudge_4646.png]]
241[[caption-width-right:256:[-[[https://gamepedia.cursecdn.com/dota2_gamepedia/f/f5/Pud_rare_02.mp3 "When I'm through with these vermins, they'll be fit for a pie."]]-] ]]
242->'''Voiced by: ''' John Patrick Lowrie
243
244The Fields of Endless Carnage are a cursed battlefield where constant bloodshed occurs and nothing decays. Thus, it falls to the one known as the Butcher to clear the corpse-strewn grounds through the night, cutting them up into easily consumable meals for the carrion birds. However, the Butcher eventually began to share the tastes of the creatures fed by his work, and soon enough, fear of the hulking figure and his nightmarish implements began to propagate as his appetite spread to the living...\
245\
246Any team that faces Pudge is required to have extreme awareness in order to survive and not fall prey to this grotesque manslayer. His ''Meat Hook'' is the quintessential [[YouWillNotEvadeMe 'Get Over Here']] skill on any [[MultiplayerOnlineBattleArena MOBA]]: Pudge throws a long-ranged hook which deals a large amount of Pure damage to enemies and drags the first unit or rune it grabs back to Pudge's location, instantly killing it if it's an enemy creep, enabling him to isolate heroes even at the most improbable location. He must aim well, or he'll instead drag a friendly unit, which can sometimes allow him to save them by pulling his teammates out of a bad situation. He can even use this ability to snatch runes from afar, which refunds the spell's mana cost. His rotting body can be weaponized with ''Rot'', damaging enemies per second and slowing them, but also damaging Pudge. ''Flesh Heap'' can be activated to grant Pudge damage block against all sources, and has a passive component which allows Pudge to collect the flesh of enemies who die near him, increasing his strength permanently as he amasses more and more bodies. Unlike most passives, ''Flash Heap'' counts any deaths before Pudge learns the skill. Finally, with his ultimate ability ''Dismember'', Pudge holds an enemy in place, stunning and damaging them while he feasts on their flesh in order to restore his health as his cry of "FRESH MEAT!" echoes throughout the entire battlefield. He also slowly draws them closer to him if they began his meal outside his melee range. Pudge's ability to surprise foes from a range and empower himself with each kill means that the enemy team must keep aware of his location, lest they be turned into the Butcher's next meal.\
247\
248In ''Dota Underlords'', Pudge is a tier 2 hero. His ability, ''Meat Hook'', damages the farthest unit from Pudge and pulls it to his location; his nearby allies will then focus their attacks on the target.
249----
250* AntiEscapeMechanism: Not only can he [[YouWillNotEvadeMe drag fleeing enemies to him]] with ''Meat Hook'', but he can slow their escape with ''Rot'' or hold them in place for several seconds with ''Dismember''.
251* ArtEvolution: Received a texture update on November 2013, removing the exposed intestines and adding a butcher's apron to his belly.
252* BeardOfEvil: Not normally, but with the Chains of the Black Death Set he gains one.
253* BetterToDieThanBeKilled: Prior to patch 7.23, Pudge could use ''Rot'''s self-damage to kill himself, preventing the enemy team from getting gold an experience from his death. This doesn't work anymore.
254-->'''Pudge (when denying himself with Rot)''': [[https://gamepedia.cursecdn.com/dota2_gamepedia/c/cf/Pud_deny_11.mp3 "Last bite for me."]]
255* TheBlackDeath: With the Chains of the Black Death cosmetic set, Pudge becomes a host for the plague.
256* BlueAndOrangeMorality: Pudge may be a [[ImAHumanitarian cannibalistic monster]], but he also plays an important role in the Fields of Endless Carnage, where he chops up bodies to allow them to be picked apart by scavengers; without him, they wouldn't decay and thus would pile up endlessly. His personality is also oddly polite and jovial... at least, once you get past his fascination with eating people. This can give the impression of someone who just doesn't see anything wrong with cannibalism.
257* CarryABigStick: His weapon in the Murder of Crows set is a crow-shaped mace.
258* CastFromHitPoints: ''Rot'' damages Pudge himself as well, though with ''Flesh Heap'' active it'll hurt his enemies a lot more.
259* ChainedByFashion: He gains a flail when wearing the Chains of The Black Death cosmetic set, but uses it as a belt instead of a weapon.
260* CompositeCharacter: His origins in the original Dota stem from two Blizzard characters: he had the Butcher's cleaver from ''VideoGame/{{Diablo}}'' but borrowed his character model from a ''VideoGame/WarcraftIIIReignOfChaos'' Abomination, hence the stitches and pudgy build of his current incarnation.
261* CreepyCrows: With the Murder of Crows cosmetic set, Pudge gains a pet crow.
262* CrutchCharacter: Early in the game, Pudge's ''Meat Hook'' into ''Rot'' into ''Dismember'' combo can easily bring enemies from full health to zero, but because the damage from ''Rot'' and ''Meat Hook'' is static and the scaling on ''Dismember'' isn't too great, he loses a lot of his solo-killing ability if the game goes late. That being said, he's still dangerous later on as an initiator, he just poses less of a threat when alone. As such, Pudge is very rarely played as a core, as ''Meat Hook'' is often used more for the utility than the nuking power, and if he snowballs to the point where ''Dismember'' is indiscriminately killing things in the late game, you've pretty much won anyway.
263* DamageSponge: ''Flesh Heap'' slowly increases Pudge's Strength each time an enemy dies near him, and gives him increased HP regeneration. A well-played Pudge can therefore end up with a preposterous hit point total before long.
264* DeadlyDoctor: The ''Surgical Precision'' cosmetic set has Pudge dress up as a doctor, complete with a white mask and apron, and various vials of a strange green fluid.
265---> ''Bored with careless slaughter, the butcher takes aim at a new occupation, though he brings the same talent for slaughter.''
266* DifficultButAwesome: To make good use of Pudge, one must master ''Meat Hook'', which newbies are liable to miss or snag on creeps instead. An experienced player, though, can catch his victim through gaps in creep waves or even the FogOfWar, dragging them into traps and thus being a valuable supporter. In 7.07 he can even hook runes, increasing his utility as a roaming hero.
267* DualWield: A butcher knife and his signature hook.
268* EvilIsVisceral: A monstrous cannibal crudely stitched together from various body parts. His older model even had his insides exposed until it was patched to add an apron and hide it.
269* ExactWords: Patch 6.79 allows him to purchase Blink Dagger, but grants free pathing for anyone he trapped in cliffs or ledges. [[https://www.youtube.com/watch?v=P3FA_5BhIT4&list=UUlp9gv5pDeltRvfPhb_f5ig&index=4 But no one said anything about *trees*....]]
270* FatBastard: Possibly as a result of his cannibalism.
271* GlassCannon: Despite his very high Strength (and appropriately huge raw HP), he is not very durable until late-game: he has almost no base armor, and ''Rot'' does a lot of damage to him while it's activated. This can be offset with enough kills/assists to get ''Flesh Heap'' stacks, and smart item pickups; good choices include Heart of Tarrasque or Shiva's Guard, both being efficient and having high synergy with his skills.
272* GlowingEyesOfDoom: With the Chains of the Black Death cosmetic set.
273* HealingFactor: ''Flesh Heap'' provides Pudge bonus to health regeneration, making it extremely difficult to harass him out of lane even with only one value point put into this skill.
274* HooksAndCrooks: His meat hook, which he uses to pull enemies.
275* HumanShield: One of the ways to prevent being caught by Pudge's hook is staying behind creeps.
276-->'''Pudge''': [[https://gamepedia.cursecdn.com/dota2_gamepedia/9/95/Pud_ability_hook_miss_03.mp3 "Bloody creeps!"]]
277* HyperactiveMetabolism: Pudge can heal himself with a simple ''Dismember'' meal. Also bizarrely inverted with his Scepter upgrade, which lets him eat an ally to heal ''them''. Don't ask how that works.
278* ImAHumanitarian: Pudge started off as a simple butcher, but eventually developed a taste for flesh, human or otherwise.
279-->'''Pudge''': [[https://gamepedia.cursecdn.com/dota2_gamepedia/a/ad/Pud_ability_devour_15.mp3 "HA HA HA HA! FRESH MEAT!"]]
280* LeadTheTarget:
281** ''Meat Hook'' is a slow projectile, famous for requiring you to predict your opponent's movements.
282** Good Pudge play also requires adapting to his slow attack animation in order to get enough last-hits to buy what he needs. In general, playing Pudge well requires thinking ahead and in multiple directions in order to outsmart your opponents and overcome Pudge's limitations.
283* LifeDrain: ''Dismember'' heals him for any damage done, and one of his level 15 talents grants him spell lifesteal.
284* MagicKnight: Though Pudge is a Strength hero, he has little use for his right-click attacks, but instead relies on the massive damage of ''Meat Hook'', ''Rot'' and ''Dismember'' to gank.
285* MonochromaticEyes: Has dead, white eyes.
286* NoIndoorVoice: Whenever he uses ''Dismember'', everyone in the game will hear him yell "Fresh Meat!" This can also work to his disadvantage, though, as nearby enemies will be alerted to the fact that an ally is in danger and possibly rush to their defense. This is a MythologyGag to the original ''Warcraft III'' mod, where the same thing would happen.
287* ObviousRulePatch: When many players asked about Valve about the "Fountain Hooking" exploit (that is, using Chen's ''Test of Faith'' to return Pudge to the fountain as Pudge throws a hook, dragging a victim into the fountain for a very easy kill), they said that it would be kept as they deemed it too hilarious. However after a match at The International, the biggest ''Dota 2'' tournament, was decided in part thanks to this exploit enabling an otherwise improbable comeback, it was patched out during the "First Blood" patch. Meat Hook now has the target land into Pudge's position at the time of casting, regardless of where Pudge currently is.
288* OneHitKill: ''Meat Hook'' instantly kills enemy non-Ancient creeps on contact.
289* PoisonousPerson: ''Rot'' releases a toxic, choking gas emanating from Pudge's putrid mass.
290* ProjectileSpell: ''Meat Hook'' will snag and drag the first unit it touches.
291* PsychopathicManchild: The Toy Butcher persona acts in a whimsical manner and has plenty of childish voice lines... all while still being brutally violent and ravenous.
292* ShoutOut: To a ''{{VideoGame/Diablo}}'' character and to a ''Franchise/MortalKombat'' character.
293-->'''Pudge:''' [[https://gamepedia.cursecdn.com/dota2_gamepedia/b/b9/Pud_ability_devour_04.mp3 "Ahhh... fresh meat!"]]
294-->'''Pudge:''' [[https://gamepedia.cursecdn.com/dota2_gamepedia/3/38/Pud_ability_hook_04.mp3 ''Get over here!'']]
295* ShovelStrike: A shovel is one of the two weapon styles he can choose from in the Chains of the Black Death cosmetic set.
296* SkillGateCharacters: Warding utterly destroys Pudge's attempts to gank. However, skilled Pudge players will adapt and throw more difficult hooks, leading to supports needing to adapt warding positions as well. This leads to an interesting level of progression from the newest players all the way to professionals, where Pudge players have to try to outthink their opponents, or be rendered dead weight.
297* SurprisinglySuddenDeath: His modus operandi is to pull a single enemy into the FogOfWar away from friendlies, then disable and kill them in a matter of seconds.
298* StoutStrength: Pudge has one of the best starting Strength and Strength growths in the game, which can be further boosted with ''Flesh Heap'' -- and he ranks amongst the fattest heroes in the game as well.
299* SwallowedWhole: Aghanim's Shard-upgraded ''Dismember'', of the "harmless temporary swallowing" variety. The upgrade lets Pudge swallow an ally, healing them over time while they're inside, and they can come back out at any time.
300* VariableLengthChain: ''Meat Hook''. Well, not entirely variable length; its maximum length is relative to the skill level.
301* VoodooDoll: The Murder of Crows cosmetic set adds a doll of Dendi, a professional player that made Pudge even more famous thanks to his performance at the competitive scene.
302* WalkingShirtlessScene: Of the FanDisservice variety.
303* WasOnceAMan: Used to be a simple butcher with the job of cleaning out a cursed battlefield, but after acquiring a taste for the corpses he chopped up, he became the corpulent monster he is today.
304* WeaponizedStench: Pudge's "Rot" ability can be toggled to create a cloud of toxic fumes around him [[CastFromHitPoints at the cost of his health]]. The cloud slows down and deals DamageOverTime to enemy units close to him.
305* WeaponsOfTheirTrade: Pudge is a butcher who wields a meathook and cleaver (or a tenderiser, with some cosmetics) in combat.
306* YouWillNotEvadeMe: ''Meat Hook'' is the grand-daddy of all the other similar skills in other {{MOBA}}s, pulling enemies back to you from a long range.
307[[/folder]]
308
309[[folder:'''Slardar''', the Slithereen Guard]]
310[[quoteright:256:https://static.tvtropes.org/pmwiki/pub/images/slardar.png]]
311[[caption-width-right:256:[-[[https://gamepedia.cursecdn.com/dota2_gamepedia/7/7f/Slar_rare_01.mp3 "I guard what slumbers in the deeps."]]-] ]]
312->'''Voiced by: ''' Sam A. Mowry
313
314In the darkest ocean trenches lie treasure troves filled with untold riches, guarded by the proud Slithereen Guard. Among them is Slardar, a loyal guardian with both strength tempered by crushing pressure and a thorough knowledge of the deeps. Thieves seeking to steal from the Sunken Treasury rarely succeed, as Slardar will pursue them relentlessly both through the waters and across the land to reclaim what they stole while also occasionally coming ashore on his own terms to perform reconaissance missions against potential threats to the sea.\
315\
316Slardar is a vicious melee hero capable of initiating a fight, crushing the enemy with brute strength, and then hunting down the survivors. ''Guardian Sprint'' lets him keep pace with all but the most elusive opponents with a massive surge of movement speed. While in water, it also has a passive component that improves his movement speed, armor, and regeneration. Upon catching a foe, he can hold them down with his ''Slithereen Crush'', which stuns nearby enemies and then slows them afterwards. It also creates a pool of water around himself, letting him use his ''Guardian Sprint'' bonuses outside the river. Slardar can then pin them down further with ''Bash of the Deep'', which inflicts a stun and bonus damage on every fourth attack Slardar launches. His ultimate ability, ''Corrosive Haze'', marks a target for death, reducing their armor and granting vision over them - even if they go invisible - and causes them to leave a watery trail in their wake, activating the passive ''Guardian Sprint'' bonuses for Slardar as long as he's on their tail. As ''Bash of the Deep'' and ''Slithereen Crush'' both deal physical damage, this greatly amplifies Slardar's damage output and lets him easily overwhelm his prey. When hunted by Slardar, there is nowhere to run or hide.\
317\
318In ''Dota Underlords'', Slardar is a tier 2 hero. His ability is ''Corrosive Haze'', which lowers an enemy's armor.
319----
320* AdaptationSpeciesChange: Was a Naga in [=DotA=]. In ''Dota 2'', "Slithereen" was made into a race and Slardar was made part of it, so his title and ''Slithereen Crush'' remained unchanged.
321* AnimalGenderBender: Despite being male, some of Slardar's cosmetic items give him a glowing lure, which only female anglerfish possess in real life.
322* AntiEscapeMechanism: Every single one of his abilities is designed to make running from him a pointless endeavor.
323** ''Guardian Sprint'' gives him a large movement speed boost (even ''faster'' when he's running on river), and lasts far longer than other boosts like ''Surge'' or ''Windrun''.
324** ''Slithereen Crush'' is an [=AoE=] stun with a small slow attached to the end, letting him stop enemies in their tracks.
325** ''Bash of the Deep'' lets him extend stuns from ''Slithereen Crush'' if he has enough attack speed to proc it before the first stun ends. With sufficient attack speed, he can even leave an enemy permanently stunned unless they're saved by an ally.
326** ''Corrosive Haze'' reveals targets and applies True Sight on them, meaning that the ''only'' way to run away from him is by blinking or purging the debuff and hoping that you're out of range for him to simply cast it on you again. Of course, he's usually got his own Blink Dagger and a talent makes ''Corrosive Haze'' undispellable, so even that may not work.
327* ArchEnemy: It isn't mentioned at all in his backstory, but his ''Corrosive Haze'' lines suggest he ''really'' hates Riki -- somewhat appropriate, due to Slardar's abilities seemingly tailor-fitted for enemies as evasive as Riki.
328* ArtEvolution: Slardar received a remodel in Patch 7.00, which makes him strongly resemble his [=DotA=] model and removes his lure.
329* CloseRangeCombatant: Slardar absolutely has nothing to deal damage from afar. ''Corrosive Haze'' is the only one that can target from afar, but he still has to get close first. While this can mean that ranged units can harrass him only in the laning phase, if Slardar ever gets close enough to them, then they're in for a pain. And outside laning phase... well, he is also loaded with AntiEscapeMechanism to make sure he sticks close to his victim.
330* DamageIncreasingDebuff: ''Corrosive Haze'' decreases armor and gives Slardar true sight of whoever he's targeted.
331* HomeFieldAdvantage: As a denizen of the water, Slardar gains extra movement speed, armor, and health regeneration in the river as a passive component of ''Guardian Sprint'', and attack speed as part of ''Bash of the Deep''. ''Slithereen Crush'' and ''Corrosive Haze'' also leave water on the ground, letting him gain the bonuses outside the river, and Aghanim's Scepter significantly increases the bonuses to make him faster and bulkier.
332* JudgeJuryAndExecutioner: It's rather unlikely Slardar takes thieves back to court to give them a fair trial.
333* LightningBruiser: Slardar can move extremely fast with ''Guardian Sprint'', and his other skills make him one of the most powerful 1v1 heroes in the game. Fittingly, he also has one of the highest Agility growths for a strength hero, letting him capitalize on his bash.
334* MacGuffinGuardian: His purpose in life is to guard the treasures of the deep, as well as chasing down the occasional thief who manages to make off with some of it.
335* MagicallyIneptFighter: He does purely physical damage, including the added damage of ''Bash of the Deep'' and ''Slithereen Crush'', all the better to take advantage of ''Corrosive Haze''.
336* MakingASplash: ''Slithereen Crush'' slams the ground and releases a powerful surge of water that stuns nearby enemies, while also leaving behind a puddle of water that grants Slardar his passive ''Guardian Sprint'' bonuses. Aghanim's Scepter increases the water pool's radius and duration. Additionally, ''Corrosive Haze'' uses [[SaltSolution brine]] to soak the target and corrode their defenses while making them trail water behind them.
337* ObviousRulePatch: One of the balance changes that happens during 6.85 is that Bounty Hunter's ''Track'' no longer provides vision around the targeted hero, just the true sight and silhouette around it. Then players realized that ''Amplify Damage'' (''Corrosive Haze'''s old name), a similar revealing skill still has that vision revealing effect and by 6.85 meta, Slardar has essentially replaced Bounty Hunter as the top pick when it comes to giving vision and in turn, information on the enemy. Come the next patch, ''Amplify Damage'' ended up suffering the same fate as ''Track''; only revealing true sight and silhouette of the targeted enemy.
338* OurMermaidsAreDifferent: He is overall mer-shaped in appearance. The Pirate Captain Announcer even mistakes him for one.
339* ProgressivelyPrettier: [[https://dota2.gamepedia.com/File:Slardar_hero_icon_progress.png His old look]] was quite [[{{Gonk}} ugly and brutish]], and while his new snake-like appearance isn't winning any beauty contests, it's a lot easier on the eyes.
340* ProngsOfPoseidon: Fitting his aquatic nature, Slardar's weapon resembles a trident, though it's much bulkier than the usual example and [[CarryABigStick is primarily used for bludgeoning]].
341* RandomNumberGod: Previous versions of ''Bash of the Deeps'' had a random chance to bash on each attack: with luck, you could keep an enemy permanently stunned, but there was also a possibility of not landing any bashes and allowing them to get away. These days it's averted; it hits every fourth attack, with a small counter display that you can check so that you know when to go after a hero, knowing you'll bash them on the first hit. It also makes last-hitting easier and lets you reliably build the counter on creeps.
342* RedEyesTakeWarning: He has red eyes, and will chase anyone who dare steal the Deep One's treasures in order to bash them to death with his mace.
343* SaltSolution: ''Corrosive Haze'' soaks a foe in brine, reducing armor and revealing them to Slardar's team.
344* ShockwaveStomp: ''Slithereen Crush'' is a slam that stuns and damages nearby enemy units.
345* ShoutOut: To the Franchise/CthulhuMythos. He is one of the [[Literature/TheShadowOverInnsmouth Deep Ones]], and as he dies and respawns he may say these lines from "The Nameless City":
346-->'''Slardar (dying)''': [[https://dota2.gamepedia.com/media/dota2.gamepedia.com/6/6d/Slar_death_12.mp3 That is not dead that can eternal lie.]]
347-->'''Slardar (respawning)''': [[https://dota2.gamepedia.com/media/dota2.gamepedia.com/0/03/Slar_respawn_02.mp3 And with strange aeons even death may die.]]
348* SssssnakeTalk: To a far lesser degree than fellow [[SnakePeople Slithereen]] Slithice the Naga Siren, but his accent still leans towards this.
349* StrangeCopInAStrangeLand: He is a resident of the sea, but must venture onto dry land in order to catch some crooks.
350* SuddenNameChange: In version 7.00, three of Slardar's abilities were renamed: ''Sprint'' to ''Guardian Sprint'', ''Bash'' to ''Bash of the Deep'', and ''Amplify Damage'' to ''Corrosive Haze''.
351* SuperPersistentPredator: Slardar is known for never letting thieves escape. Ever. No matter how far he may have to chase them. Within the gameplay itself, ''Corrosive Haze'' reveals the victim for an extended period, and his other skills make him an excellent chaser.
352-->'''Slardar (after a long chase)''': [[https://gamepedia.cursecdn.com/dota2_gamepedia/c/cd/Slar_longdistance_01.mp3 I cross the world to take you down.]]
353* SuperSpeed: ''Guardian Sprint'' grants Slardar a large boost to his movement speed. In the river, this effect is not only increased, but he can also go over the normal movement speed cap.
354* TrainingFromHell: Since he's spent his entire life at crushing depths, Slardar is extremely strong and durable, according to his lore.
355[[/folder]]
356
357[[folder:Barathrum, the '''Spirit Breaker''']]
358[[quoteright:256:https://static.tvtropes.org/pmwiki/pub/images/Spirit_Breaker_464.png]]
359[[caption-width-right:256:[-[[https://gamepedia.cursecdn.com/dota2_gamepedia/b/bb/Spir_spawn_03.mp3 "I'll break their spirits and their backs."]]-] ]]
360->'''Voiced by: ''' Creator/FredTatasciore
361
362Barathrum, the Spirit Breaker, is a ferocious elemental being from a higher plane of existence. Repercussions from the War of the Ancients reached even into his realm, and so he chose to guide the conflict towards a conclusion that would benefit him and his hidden master, his nose ring a symbol of his fealty to this mysterious entity. Taking upon a physical form inspired by the mightiest beasts of our world, Barathrum is a creature equal parts strength and speed and a force to be reckoned with on the battlefield.\
363\
364Charging across the battlefield, Spirit Breaker is a frightening ganker who can choose a target from anywhere on the map. With his signature move, the global-ranged ''Charge of Darkness'', Spirit Breaker makes a beeline for any enemy unit, gaining enhanced movement speed during his charge. The target, and any enemy standing in the way, will be struck with a ''Greater Bash'', stunning them and knocking them back while inflicting additional damage based on Spirit Breaker's movement speed. This bash is also used by his ultimate ability, and has a passive chance to be applied with his normal attacks as well. ''Bulldoze'' can be used to temporarily increase Spirit Breaker's status resistance and movement speed, further increasing his bash's damage. Finally, his ultimate ability, ''Nether Strike'', causes the Spirit Breaker to teleport behind an enemy, inflicting them with a ''Greater Bash'' with additional damage. Good awareness of the map is required to avoid a mace-to-face meeting with this charging bull, as he can strike from anywhere at any time.
365
366----
367* AchillesHeel: Since ''Charge of Darkness'' and ''Nether Strike'' are single-target skills, the Spell Block from the Linken's Sphere can nullify those abilities. [[MutualDisadvantage This does go both ways, however]], as ''Charge of Darkness'' also makes Spirit Breaker one of the few heroes capable of instantly triggering a Linken's Sphere from anywhere on the map, opening up the target for his allies.
368* AdaptationSpeciesChange: Like Earthshaker and Elder Titan, he was a Tauren in [=DotA=]. He still retains the most bull-like form of the three.
369* CrosshairAware: Spirit Breaker and his allies can see a zodiac Taurus symbol over the ''Charge of Darkness'' target.
370* CycleOfHurting: If lucky and fast enough, he can stun-lock any foe for a very long time, and his active abilities can be used to [[LuckManipulationMechanic compensate for unlucky streaks]].
371* DifficultButAwesome: Spirit Breaker's gameplay revolves around 2 area of effect skills with clumsy single-target targetting and delays. Properly using them can bring some of the best BKB-penetrating area of effect and ''spammable'' lockdown in the game, great nuking potential, and knock opponents around, but doing so means choosing a target for a spell quickly and position to get it off right.
372* EpicFlail: His signature weapon is a ghostly ball and chain.
373* FieldPowerEffect: One of his old skills, ''Empowering Haste'' granted bonus movespeed to Spirit Breaker and nearby allies. In even earlier [=DotA=] versions, this also gave him a damage bonus relative to his total movespeed. Later versions nerfed this damage bonus, moving it instead to the percentage-chance ''Greater Bash''.
374* FlashStep: ''Nether Strike'' has him disappear, then reappear next to the target to deal massive magical damage.
375* FoeTossingCharge: ''Charge of Darkness'' will cause Spirit Breaker to run through anything and everything, homing in on the target from any place on the map, knocking back any opponent he passes through.
376* AFormYouAreComfortableWith: Barathrum is normally an incorporeal being from another plane, but he shaped his body into one combining human and bovine characteristics as these animals embody strength and intelligence.
377* GlowingEyesOfDoom: If you see his glowing red eyes coming at you, you'd better prepare yourself for a face full of mace.
378* GratuitousLatin: "Barathrum" means "underworld" in Latin.
379* HornedHumanoid: The bovine features he gave his body include large bull horns.
380* ImplacableMan: ''Bulldoze'' temporarily grants Barathrum a large amount of Status Resistance, allowing him to shrug off most disables.
381* {{Knockback}}: ''Greater Bash'' smashes foes so violently, they're sent flying back on top of being stunned.
382* LightningBruiser: One of the best examples, being both a Strength hero and one of the fastest in the game. This power is somewhat offset by his limited moveset.
383* MeaningfulName: "Barathrum" means "underworld" in Latin (technically, it means "gully" or any otherwise deep, dark, gloomy hole, but the figurative meaning is still that).
384* NounVerber: The name "Spirit Breaker" indicates that his attacks destroy you not only on the physical plane, but also the spiritual.
385* ObviousRulePatch: 7.33 reworks the Spell Immunity mechanic where the enemy is immune to debuffs when under Debuff Immunity rather than making them untargetable by spells that don't pierce them. This means that Spirit Breaker can use his ''Charge of Darkness'' against a Debuff Immune enemy and due to the ''Greater Bash'' component piercing it, will disable the enemy through their BKB even though said interaction normally only works if Spirit Breaker wields an Aghanim's Scepter. 7.33c no longer allow ''Charge of Darkness'' to target a Debuff Immune enemy if SB didn't own Scepter, making it and Terrorblade's ''Sunder'' the only spells whose interaction with [=BKBed=] enemies worked prior to the 7.33 rework.
386* OurMinotaursAreDifferent: Has a minotaur-like body with hooves and horns.
387* PoorPredictableRock: Both of his active abilities are centered around ''Greater Bash'', and he can do little more without items.
388* PrimalStance: He walks on all fours. Well, except for the hand he uses to hold his flail.
389* RandomNumberGod: The most hilarious aspect of Spirit Breaker is his ''Greater Bash'' skill. You might think 17% is a low chance to proc... until he bashes you ''on the first hit''. Then twice in a row. Then thrice. And then he takes the 25% Bash chance talent on level 25 (meaning his Bash will hit you at ''42%'' chance)...
390* RedEyesTakeWarning: A space-cow with glowing red eyes isn't something you want to see charging at you.
391* RoarBeforeBeating: Barathrum roars when casting ''Charge of Darkness'' and ''Nether Strike''.
392* SavagePiercings: He wears a ring in his nose and multiple in his ears.
393* SelectiveGravity: His flail seems to have no weight at all, floating in the air when he's standing still, but is heavy enough to knock back enemies when it hits.
394* SkillGateCharacters: Spirit Breaker is feared in low-level games where map awareness and warding aren't skills that most players possess. Most of the time, no one will be aware of his charge until they're being smacked in the face by his flail, making it easy for him to kill unsuspecting players. In higher level games, proper warding will make it much easier to tell where the Spirit Breaker is charging, and to prepare for him.
395* SuperPersistentPredator: Once Spirit Breaker charges an enemy, he will keep charging until he hits his target (unless he is disabled or cancels the charge). If charging from across the map, he will cross over mountains, through the jungle, past towers, across the river, et cetera.
396* SuperSpeed: ''Charge of Darkness'' grants him a fixed movement speed and allows him to bypass movement speed cap during the duration, meaning that he can always catch up to almost any target. And it can be further increased with items or, for giggles, Dark Seer's ''Surge''.
397* SurprisinglySuddenDeath: Since his charge doesn't alert the target and he's one of the heroes who can keep up the stun for several seconds, he's very effective at surprise ganks.
398* UnskilledButStrong: All he has in terms of damage output is his ultimate and a chance to bash on his normal autoattacks, but he doesn't need much else to win in one-on-one ganks or teamfights.
399* WeaksauceWeakness: The biggest weakness of ''Charge of Darkness'' is that it gets interrupted by basically ''anything'' other than damage or slows -- even things like Force Staff, which generally doesn't qualify as a disable - thus preventing the stun and wasting the cooldown. If the enemy sees Spirit Breaker charging at them, the charge attempt can quickly backfire.
400[[/folder]]
401
402[[folder:'''Sven''', the Rogue Knight]]
403[[quoteright:256:https://static.tvtropes.org/pmwiki/pub/images/Sven_2669.png]]
404[[caption-width-right:256:[-[[https://gamepedia.cursecdn.com/dota2_gamepedia/f/fa/Sven_rare_06.mp3 "One man, in a world of foes."]]-] ]]
405->'''Voiced by: ''' David Scully (''Dota 2''), Creator/FredTatasciore (''Dota Underlords'', ''Artifact'')
406
407Sven is a hybrid man, born illegitimately from a human Vigil Knight father and a Pallid Meranth mother. Raised solitarily in the Shadeshore Ruins, Sven's father was executed by the Vigil Knights for his violation of the Vigil Codex and his mother was ostracized by her race for her forbidden union, leading him to believe that honor existed only in the self rather than in any social order. After he cared for his mother to her last breath, Sven took up study under the Vigil Knights, learning everything he could from the very group that treated him as an abomination, but without revealing his identity. After thirteen years, he was finally ready to be officially inducted during the In-Swearing, but instead, Sven took the Outcast Blade and enacted his revenge, shattering the Sacred Helm and burning the Vigil Codex in the Holy Flame before leaving Vigil Keep. Now, he wanders the world alone, still following the rigid conduct of a knight, albeit through his own private code of honor. In a sense, Sven is still a knight, just a rogue one.\
408\
409Sven is a melee Strength hero who specializes in raw physical damage, both the dealing and taking thereof. He boasts a lot of self-buffs that enhance his already incredible strength as he leaps into the enemy ranks. ''Storm Hammer'', his only ranged skill, has him throw his magical gauntlet towards an enemy, stunning the target and anyone nearby in a circular area. With his ''Great Cleave'', Sven gains a cleave attack, allowing his normal attacks to also damage enemies near his target, and passively also gets bonus Strength per level. Using his ''Warcry'', Sven roars, pumping up the movement speed of him and his nearby allies while granting them a shield that absorbs a certain amount of damage, allowing them to charge into battle or retreat with haste. Lastly, his ultimate, ''God's Strength'', has Sven unleash his full power, granting him a large amount of bonus strength while multiplying his damage, making his attacks devastatingly powerful. Sven's versatility and strength makes him a solid ally, and if he's around, you can be assured that ''he is here to '''pump you up!'''''\
410\
411In ''Artifact'', Sven is a red hero. He has the Continuous Effect ''Great Cleave'', which grants him Cleave equal to half his Attack. His signature card is ''God's Strength''.\
412\
413In ''Dota Underlords'', Sven is the Ace of Knights. His ability, ''God's Strength'', temporarily multiplies his attack damage. It also triggers his Ace effect, trading the Knight alliance bonus for a damage buff for all Knights.
414----
415* AdaptationNameChange: His first ability was renamed from ''Storm Bolt'' to ''Storm Hammer'' in the port, though ironically it no longer uses an actual hammer.
416* AntiHero: He's a knight, following HIS OWN code of chivalry. Although not evil, if you ever cross it, you're going to get cleaved. Ask the Vigil Knights how it turned out.
417* BadassNormal: Despite all his ShockAndAwe effects, it's implied all Sven's doing is ''being that goddamn strong'', such as slinging his gauntlet at enemies with enough force to stun all of them.
418* BaritoneOfStrength: He has a deep voice with rather [[Creator/ArnoldSchwarzenegger Arnold-esque]] inflections, appropriately enough for a character whose immense strength forms the basis of his abilities.
419* TheBerserker: His playstyle emphasizes rushing into the midst of the fight to deal as much damage as possible during his stun and buffs. He also has no escape mechanisms, so when Sven commits to a fight with his ultimate up, ''someone'' is going to die.
420* {{BFS}}: The Outcast Blade. Well, all of his cosmetic swords, really. His passive, ''Great Cleave'', allows him to spread a percentage of his damage to all nearby enemies every time he attacks, presumably by virtue of his sword just being ''that big''.
421* BlasphemousBoast: If Sven kills an enemy Zeus, he shows that he has little opinions towards deities in general.
422--> '''Sven''': ''[[https://gamepedia.cursecdn.com/dota2_gamepedia/e/e2/Sven_rival_05.mp3 Gods were meant to be defied!]]''
423* BoisterousBruiser: Zig-zagged. He was originally set as one in the original [=DotA=], what with the "Pumping Up" jokes and minimum characterization. Come ''VideoGame/{{Dota 2}}'', he's gone DarkerAndEdgier and generally is more somber and trying to be more chivalrous. But he's still a big, manly ScreamingWarrior that still enjoys a worthy battle, making him look like still pretty boisterous even when [[KnightInSourArmor he's juggling with his own demons.]]
424* BorrowedCatchPhrase: A hilarious one with Enchantress:
425--> '''Sven (killing Enchantress):''' [[UnusualEuphemism Go sproink]] [[https://gamepedia.cursecdn.com/dota2_gamepedia/4/46/Sven_rival_06.mp3 yourself!]]
426* ButtMonkey: In Valve's demonstration videos of Hero abilities, Sven is always the Hero used to demonstrate the abilities' effects. This has since spread, with the help of [=DotaCinema=], to fan videos as well.
427* CharlesAtlasSuperpower: It's implied from the texts of his abilities that they are all the result of his extreme strength and little else (though the tooltip of ''Storm Hammer'' suggests that the gauntlet itself is magical to a degree).
428* CoolHelmet: A knight's helmet with huge horns. Even Kunkka agrees it's cool and wants Sven to be his [[{{Pun}} helmsman]] because of that helmet.
429* CriticalHit: Sven doesn't have any built-in crits, but if he crits for any reason (read: Daedalus), it ''will'' hurt. A fully farmed Sven with ''God's Strength'' active can hit [[TotalPartyKill everyone in range]] for upwards of 2000 damage.
430* DarkerAndEdgier: Zig-zagged. Sven in the old [=DotA=] was just a solid defender of justice as a backstory and a BoisterousBruiser with "Pumping Up" jokes in his skillset definitions, but he uses the evil [[VideoGame/{{Warcraft}} Tichondrius]] voice set. In Dota 2, the "Pumping Up" jokes vanish, and he became more rogue-ish, betraying the Vigil Knights and possibly slaying them because they violated his personal honor of being a HalfHumanHybrid (after learning from them) although he would still follow the conduct of a normal knight. However, his voiceset is decidedly more honorable and knight-like (if rather Rogue-ish). He's also more of a solitary loner than a boisterous guy.
431* DarkAndTroubledPast: We're only given tiny details, but Sven's childhood is ''definitely'' no walk in the park, since he had to endure a lifetime of insults and being considered an abomination because of being a half-Pallid Meranth, his mother being shunned the same way, and his father executed.
432* DifficultButAwesome: Actually hitting groups with ''Storm Hammer'', thanks to its fairly slow projectile and unit-targetting requires a fair bit of prediction on which enemies are going where. And then you kill them all with your massive physical DPS.
433* DynamicEntry: With his '''fist.''' ''Storm Hammer'' upgraded by Aghanim's Scepter grants Sven a rather long-range initiation tool that will chase an opponent as long as needed to catch the target, (even if the target moves, [[HilarityEnsues which can have unintended consequences.)]] Even if the initial target blocks the stun with debuff immunity, the stun will hit everyone around the target, and Sven can get to cleaving up close and personal.
434* TheFaceless: His face is obscured by his helmet, and he is never seen without one.
435* FashionableAsymmetry: He has huge armor plates on his left arm. One of the item descriptions explains [[FridgeBrilliance they're a counterweight to his sword]].
436* FlyingBrick: With Aghanim's Scepter, ''Storm Hammer'' gets an alt-cast that has Sven throwing the gauntlet ''while he's still wearing it'', resulting in an animation that looks a lot like Sven gliding along the ground.
437* GameplayAndStorySegregation: The skill flavor text of ''Warcry'' says "Calling a few lines from the Vigil Codex fortifies Sven's obedience to his rogue code. So poetic!". Yet, whenever Sven uses ''Warcry'', he's just roaring loudly. So is Sven's roar just that damn poetic, or the Vigil Codex just consists of incoherent roaring?
438* GlowingEyesOfDoom: When under the effects of ''God's Strength''.
439* HalfBreedDiscrimination: He's considered an abomination by everyone that came across him, excepting heroes that see his strength more than his heritage.
440* HalfHumanHybrid: In [=DotA=], he was half human and half Night Elf. In Dota 2, half [[FishPeople Pallid Meranth]] (mother's side) half Vigil Knight (father's side).
441* HerdHittingAttack: ''Great Cleave'' is the single most powerful passive cleave in the game (''Tidebringer'' deals more damage but is gated by a cooldown), in both area of effect and percentage damage; at max level, the cleave damage is ''equal'' to his main attack. In many cases with heroes that can avoid attacks, it's actually better to hit people ''near'' your intended target since cleave is unaffected by evasion. And to note, once Sven learns this skill, it becomes his basic attack without any cooldowns whatsoever (like getting a free Battle Fury).
442* HeroicBastard: The son of a (presumably human) Vigil Knight, and a [[FishPeople Pallid Meranth]].
443* HourOfPower: ''God's Strength'' lasts for a limited duration after being activated and can triple his base damage at max level, making him a prime candidate to build damage items on along with some cheap attack speed items like Echo Saber and Mask of Madness, while ''Great Cleave'' means that even outnumbering him won't stop his rampage. Without ''God's Strength'', his damage output is mediocre at best. Teamfighting with Sven essentially follows a simple formula: Blink onto the enemy, ''Storm Hammer'' as many as possible, pop the rest of his abilities along with Mask of Madness, and try to murder everyone within the next three seconds.
444* ImprobableUseOfAWeapon: How exactly he cleaves large groups by stabbing or shoving his BFS and making overhand swings, one can only guess at. With the Immortal cosmetic Vigil Signet, he can even cleave with a ''shield''.
445* InstantDeathRadius: Getting near a fed enemy Sven is a ''very bad thing''. He doesn't even have to notice you, simply being in his cleave radius for a second or so is often a death sentence for squishier heroes.
446* IWorkAlone: Sven has this in his mindset, leading a solitary life following the conducts of a Knight, and one of his quotes if his team is defeated is "Should've done this myself." But since [[WrongGenreSavvy this is an ARTS game...]]
447* KnightInSourArmor: Sven will protect the weak as befitting of a knight. However, his years of abuse and isolation for being a half Pallid Meranth left him rather somber and gave him a disdain on typical chivalries, like Omniknight or Chen (although he occasionally would compliment Omniknight).
448--> '''Sven (killing Omniknight/Chen):''' ''[[https://gamepedia.cursecdn.com/dota2_gamepedia/a/a3/Sven_rivals_omni_01.mp3 What you call 'righteousness', I call 'foolishness']]''
449* LightningBruiser: In addition to being one of the fastest (by default) heroes in the game, Sven can boost his movement speed with ''Warcry'', and ''Storm Hammer'' (when upgraded with Aghanim's Scepter) allows him to literally fly into the enemy's face. Sven can chase down practically any opponent and fight with the same godly strength as ever, although [[MagikarpPower it takes a bit of farm for him to reach that point]].
450* MagikarpPower: While not classified as such early on, Sven ends up taking the role of 'Hard Carry' in a similar manner to Anti-Mage. Early on, he's very kite-able and his stun costs a heck lot of mana so he can't just spam it willy nilly, and he also doesn't have a surefire escape button like Anti-Mage. On the other hand, unlike other carries that usually depends on Battle Fury (or Maelstorm) for flash farming tool, Sven has a cleave innate in him (''Great Cleave''), so all he needs is just a life drain item for sustain (like via artifacts, though he's still encouraged to make something like ''Mask of Madness''), and he's good to go for jungle flash farming if the lane is not being ideal for him to farm, racking up his money and items in a short time, to which he immediately becomes a threat due to his high damage and stun (and he most likely will buy Blink Dagger to compensate his lack of mobility). He's just a bit less of a ''hard'' carry than Anti-Mage in that he just needs a few item to be good to go (some of them even including his farming tools, like Echo Sabre and Blink Dagger).
451* MoneyMultiplier: ''Great Cleave'' lets him clear most camps simply by killing the largest creep, rapidly gaining gold and experience at a time where other carries are still farming for items to help them farm faster. Even at level 2 ''Great Cleave'' already surpasses Battle Fury, disposing neutral camps quicker. Later levels also make clearing out stacked ancients a trivial task. ''Warcry'' helps as well, since under its effect, Sven can negate most of the incoming damage with a lifesteal item, and it also increases his movement speed so he can walk from camp to camp to clear them faster. In extreme cases, even ''God's Strength'' [[MundaneUtility can be used for farming]], specifically, letting Sven clear multiple stacked camps of Ancient Creeps early on to spike an entire mid-tier item's worth of gold ahead when most other carries wouldn't even be able to fight such a number of high powered creeps without assistance.
452* MythologyGag: Sven's design is clearly evocative of a bare-chested barbarian, despite simply wearing two sets of plate armor, [[http://i287.photobucket.com/albums/ll147/Foede2/sven-1.jpg This is based on his Dota All-stars incarnation]], which used the [[WalkingShirtlessScene blue Overlord model]], utilizing the red Felguard one as his SuperMode. Additionally, his original Felguard blade appears as a cosmetic item.
453* OneManArmy: One of the best heroes at getting [[TotalPartyKill Rampages]], even by himself if the enemy is grouped up, thanks to his area stun and damage output.
454* PowerUpFullColorChange: Casting his ultimate turns him (and occasionally his sword) red.
455* PowerUpLetdown: Prior to version 7.23, Sven's Aghanim's Scepter upgrade gave him an aura that boosted allies' base damage while ''God's Strength'' is active. Unlike most auras, this did not affect Sven himself, and you generally don't want to buy an item that gives your hero ''absolutely no relevant benefits'' when playing a carry, especially since this means your teammates tend to have weak attack damage to begin with. It was only really useful on support Sven builds, and Sven's relevance as a support hero is questionable most of the time. This may be why it was replaced with a completely different upgrade.
456* RazorWind: To indicate how far the ''Great Cleave'' damage reaches past the sword's length.
457* RoaringRampageOfRevenge: In his backstory, Sven kept his hatred of the Vigil Knights secret as he learned from them. On the day of In-Swearing, Sven pretty much channeled his years worth of pent-up hatred and vengeance from his father's execution by rampaging through the Vigil Knights with the Outcast Blade, slaughtering them. Since he's also a ScreamingWarrior, we assume that there's a lot of literal roaring in the scene of carnage.
458* RocketPunch: ''Storm Hammer'' launches his enchanted gauntlet at the enemies.
459* RougeAnglesOfSatin
460--> '''Sven:''' [[https://gamepedia.cursecdn.com/dota2_gamepedia/f/fe/Sven_rare_09.mp3 "It's Rogue Knight, dammit! It's not rouge knight."]]
461** [[{{Irony}} Ironically]], ''God's Strength'' turns Sven red. He really is a rogue rouge knight!
462* SaveTheDayTurnAway: Sven participated in a battle for the Meranth in Dark Reef (the hellhole prison Slark escaped from), but according to Windranger, he denied the reward of a position in the Conclave of the Brine and chose to just walk away. Of course, most likely the Conclave hasn't really known Sven being a Pallid-Meranth, if the info came out to them, it will create complications and issues for him.
463* ScaryImpracticalArmor: Sven wears a normal set of armor, and a ''second'' set of giant barbarian-style plates on top of the first set.
464* ScreamingWarrior: His ''Warcry'' gives himself and nearby allies a speed boost and a shield. And he generally screams a lot.
465* ShoutOut: His name is a reference to a wrestler, whose signature skill was to get 'Pumped Up'. His original Dota fun name is even ''Arnold Schwarzenegger''.
466* ShockAndAwe: ''Storm Hammer'' has lightning effects, and he gains [[GlowingEyesOfDoom glowing, lighning-emitting eyes]] and crackling lightning whenever he attacks during ''God's Strength''.
467* SimpleYetAwesome: Only has his ranged stun as a direct target spell, and the rest are mostly passive buffs, and his play style is to get near the enemy and then start whacking them dead with normal attacks. The difficulty is mostly about how he can flash-farm to get the items necessary to do the whacking-to-death while being in melee range and susceptible of being kited.
468%%* SophisticatedAsHell
469* StatusBuffDispel: ''Storm Hammer'' will inflict a soft dispel on targets if Aghanim's Scepter is bought.
470* SuperMode: ''God's Strength'', Sven's ultimate, amplifies his base damage to up to triple its original value and increasing his Str for 25 seconds and [[FieldPowerEffect doubles nearby allies' base damage for its duration as well if he has an Aghanim's Scepter]].
471* SuperStrength: Sven in a nutshell, excepting ''Storm Hammer'', all of his abilities are about mighty displays of absurd levels of strength and toughness. ''Great Cleave'' has him constantly [[HitYouSoHardYourXWillFeelIt slash so powerfully even nearby enemies feel his strength]], ''War Cry'' concentrates his strength onto his body, it pumps up his toughness and his allies' as well. ''God's Strength'' is the most traditional depiction of the trope: Making Sven's already great strength rise up to absurd levels so that every slash is going to hurt a lot harder. Even ''Storm Hammer'' is implied to be partially Sven slinging an enchanted gauntlet at the enemy ''really'' hard, and with Aghanim's Scepter, he basically launches his own powerful body in addition of his mighty Storm Hammer to also inflict the usual damage, stun really ''hard''.
472* SurprisinglySuddenDeath: Echo Sabre greatly increases Sven's deadliness, as two attacks within a second with ''God's Strength'' active will tear apart just about anything within his cleave radius before they can react.
473* TestosteronePoisoning: His first skill throws a rocket punch made of thunder, and his general playstyle emphasizes he should have no fear of diving in the middle of the enemy team, causing as much damage possible. Sven himself is often considered one of DOTA's manliest heroes, with ''Great Cleave'', every enemies nearby is forced to ''feel'' a portion of Sven's great strength, damaging them (and he needs no cooldown (it's a passive), or money (buy a Battle Fury) for that). If he has Aghanim's Scepter, he flies like a FlyingBrick following his Storm Hammer casting, putting himself in immediate danger after stunning his opponents so he can immediately do some manly wrecking on the stunned enemy without using Blink Dagger first. This was more prominent in the original mod, which emphasized that he is here to ''pump you up'' and implied that both ''Warcry'' and ''God's Strength'' are him (and, for the former, everyone around him) getting pumped up by sheer manliness.
474* ThereIsNoKillLikeOverkill: If you're far enough ahead in the game that you've got enough money to buy it, Daedalus ''will'' end up turning Sven's autoattacks into this. It's not unheard of for a farmed Sven to crit for enough damage to one-shot half the enemy team.
475--> '''Sven:''' [[https://gamepedia.cursecdn.com/dota2_gamepedia/7/7f/Sven_item_05.mp3 Daedalus!]] [[HilarityEnsues This is going to be absurd.]]
476* TreacheryIsASpecialKindOfEvil: Why he cannot be fully good despite having his own code of honor, sense of chivalry and generally not malevolent unless provoked. [[FreudianExcuseIsNoExcuse Despite the abuses landed to him, in the end, he still betrayed the Vigil Knights that taught him.]] Some newer heroes (like Wei, the female Anti-Mage, or the ''Dragon Blood'' renditions of Davion and Mirana) [[WhatTheHellHero call him out for this]] and state that they don't trust him due to his betrayal. Can also overlap with NoSympathy since none of them even tried to bother to hear Sven's side of story (nor is he talking about it) or consider it insignificant compared to his betrayal.
477* ViolationOfCommonSense: Thanks to the way Cleave works (Cleave damage ignored armor until the mechanic was reworked), Sven could often do more damage to his foe simply by hitting a nearby creep and letting the cleave hit them. Also, a usual item built for him is Daedalus, a ''crossbow''.
478* WouldNotHitAGirl: Zig-zagged. Sven has a quote where he displays displeasure that he had to kill Rylai ("I would not kill a maiden, but you forced the issue") and in his massive amount of 'kill' quips, he has no special quotes against ladies... except the aforementioned Rylai, and Aiushtha, the latter was more because he's annoyed at her attitude and her skills being detrimental to his play style ("Go sproink yourself!"). Of course, this being is an ARTS game, if you order him to attack a girl hero, he will obey.
479[[/folder]]
480
481[[folder:Leviathan, the '''Tidehunter''']]
482[[quoteright:256:https://static.tvtropes.org/pmwiki/pub/images/Tidehunter_2452.png]]
483[[caption-width-right:256:[-[[https://gamepedia.cursecdn.com/dota2_gamepedia/e/e6/Tide_firstblood_01.mp3 "Blood in the water, time to feed!"]]-] ]]
484->'''Voiced by: ''' Eric Newsome
485
486The Levianths are a mysterious race living below the seas. A prime example of the capricious politics that dominate the societies of the ocean depths, they often use their dominion over the water to bring ruin to land-dwelling civilizations whenever their incomprehensible sensitivities are offended. Frustrated by his people's pettiness, the Tidehunter, former champion of the Sunken Isles, abandoned his homeland, choosing to stalk the seas on his own and attacking any ships or Meranths that get in his way. His whims are as inscrutable as the fickle undersea politics he has grown weary of, but the Tidehunter is motivated by only two things: his faith in the abyssal deity, Maelrawn the Tentacular, and his rivalry with Admiral Kunkka, fueled by a since long-forgotten encounter.\
487\
488Tidehunter is one of the heroes most closely associated with the concept of initiator, alongside the likes of Magnus and Enigma. Although his damage output and mobility are lacking, he makes up for this with his tankiness and the utility his spells provide. His first spell, ''Gush'', fires a spray of water at the target, damaging them, slowing them, and reducing their armor, making it easier for allies to finish off fleeing foes. His ''Kraken Shell'' is a passive ability which blocks a flat amount of damage from enemy attacks; additionally, when Tidehunter's damage taken reaches a certain threshold, ''Kraken Shell'' will purge him of debuffs. This passive contributes greatly to his durability. ''Anchor Smash'', his third spell, strikes all nearby foes with the Tidehunter's anchor, hitting them with an attack that deals bonus damage and reducing their own attack damage. However, Tidehunter is most feared for his ultimate ability: ''Ravage''. This devastating spell causes countless tentacles to erupt from the ground, inflicting a long-lasting stun on all enemies in a large area of effect: a well-timed ''Ravage'' can often decide the outcome of a teamfight. With his array of aquatic attacks, the Tidehunter can disrupt the enemy, leading his team to victory.\
489\
490In ''Artifact'', Tidehunter is a red hero. His Active Ability, ''Ravage'', stuns all of his neighbors for one round, with each other enemy having a 50% chance of also being stunned. His signature card, ''Kraken Shell'', is a spell which modifies a red hero with +1 armor.\
491\
492In ''Dota Underlords'', Tidehunter is a tier 4 hero. His ability, ''Ravage'', stuns and damages foes in a large area.
493----
494* AchillesHeel: Unusually for an ultimate disable, Tidehunter's ''Ravage'' does not go through spell immunity to balance out its massive area of effect and ''Kraken Shell'' making him impossible to stunlock. Tidehunter has to catch the enemy by surprise or when they've already used up their magic resistance to guarantee a full 5-man.
495* AnchorsAway: He smashes people with an anchor, and can use ''Dead in the Water'' to leash an enemy hero to a heavy anchor after buying Aghanim's Shard.
496* ArchEnemy: He and Kunkka hate each other's guts. Exaggerated by Tidehunter in which when he mentions Kunkka in all of his rival killing lines, even if the victim isn't Kunkka himself (or even tangentially related to Kunkka). Of all his kill lines, the only exception is one line when killing Morphling.
497* BlueAndOrangeMorality: His lore describes him as being of uncertain motive. Ironically, he himself struck off on his own because he was fed up with how his fellow undersea beings were also this in their politics.
498%%* BuffySpeak
499* CombatTentacles: ''Ravage'' summons a wave of tentacles that damage and stun everything in their path.
500* ComboBreaker: With ''Kraken Shell', he is a walking version of this trope. As long he takes enough damage, all hindering status effects stacked upon one another, including most stuns, will be removed. This means it is utterly difficult to chain stun him, especially considering a good amount of stuns also have a damage component to it.
501* DressedToPlunder: The Pirate's Booty set, which includes a tricorn, cutlass and black flag.
502* DualWielding: An anchor in one hand and [[ShamuFu a half-eaten fish]] (or shark, or squid) in the other.
503* EldritchAbomination: Maelrawn the Tentacular, whom Tidehunter summons with ''Ravage''.
504* ImpaledWithExtremePrejudice: Happens to enemy units hit by ''Ravage'' through tentacles.
505* ImplacableMan: Tidehunter's passive, ''Kraken Shell'', gives him passive damage block (at max level, it's essentially a free Vanguard) and will remove most debuffs once he takes a certain amount of player damage within a short duration. This includes even stuns (except for ones utlizing constant effects like Enigma ''Black Hole''), one of the very few abilities that do so, making Tidehunter one of the few heroes in the game that cannot be chain-stunned. One of his level 20 talents allows ''Kraken Shell'' to become even more effective, gaining extra stacks of damage block; a lot of stacks can result in a hero who takes little damage from right-click attacks, even in the late game.
506* ImprobableWeaponUser: Tidehunter uses a discarded anchor as a primary weapon, which can deal decent [=AoE=] damage and reduce enemy damage in a specific radius.
507* ImprovisedWeapon: His cosmetic weapons include a broken boat, a sea beast's huge femur, a giant jaw attached to a ship mast, and the decapitated head of a hammerhead shark.
508* KrakenAndLeviathan: As seen in his name, appearance, ''Kraken Shell'', and Maelrawn the Tentacular.
509* LimitBreak: ''Kraken Shell'' automatically procs once Tidehunter takes a certain amount of damage from enemy players within a certain amount of time.
510* MagicKnight: Similar to Sand King, Tidehunter has a mediocre right-click attack, but his spells can have a devastating effect on the enemy without expending much mana.
511* MakingASplash: His ''Gush'' spell especially.
512* NemeanSkinning: Quite a few of his cosmetic items are salvaged sea beast body parts, including his ''Kraken Shell'' (which is both a skill and a cosmetic):
513--> ''The great kraken tortoises are considered both a delicacy, and a worthy foe. Their shells are highly prized as shelter or armor.''
514* NounVerber
515* PowerLimiter: Enemies hit by ''Anchor Smash'' lose 60% of their base damage. Used in-lane it can starve your lane opponents of last hits (and experience since you can then easily deny creeps), used in teamfights it can drastically reduce the damage output of the enemy carries.
516* {{Revenge}}: [[NoodleIncident For unknown reasons]], Leviathan has made it his mission in life to kill Admiral Kunkka.
517* SayMyName: [[https://gamepedia.cursecdn.com/dota2_gamepedia/5/55/Tide_rival_04.mp3 KUNKAAAAAAAAAAAA!]]
518* ScaryTeeth: The Back-Ache cosmetic item gives Tidehunter a row of teeth that grow out of his back and are far bigger than any teeth ought to be:
519--> ''A rare but useful mutation. The spikes are actually malformed teeth that grew out of place, and well out of hand.''
520* SeaMonster: An anthropomorphic one.
521* SerialEscalation: His responses for gaining levels which are about him wanting to eat something, beginning with plankton and ending with a GiantSquid.
522--> '''Lvl 25 Tidehunter:''' [[https://gamepedia.cursecdn.com/dota2_gamepedia/1/18/Tide_level_25.mp3 ''I'm stuffed!'']]
523* ShamuFu: One of his cosmetic weapons is the corpse of a hammerhead shark.
524* SpamAttack: Because of its very low cooldown and mana cost, ''Anchor Smash'' is often spammed to flash-farm creep camps.
525* SpinAttack: ''Anchor Smash'' spins Tidehunter's anchor. In original Dota, if you build a Battle Fury, all of his attack become this.
526* StoneWall: With ''Kraken Shell'' and a respectable strength growth he becomes very tough to kill, but his right-click attack is mediocre and his nuke damage quickly falls off in the mid game. However, because ''Anchor Smash'' scales with Tidehunter's attack damage, he can be built as a MightyGlacier with surprising amounts of area of effect damage.
527* SummonMagic: ''Ravage'' summons an EldritchAbomination that stuns every player in a large area.
528* SharkMan
529* ThreateningShark: He is one, [[DepartmentOfRedundancyDepartment and can wield some accessories made out of sharks]], too!
530* WhenAllYouHaveIsAHammer: Tidehunter's main job in a teamfight is very simple: land a good ''Ravage''. It is completely possible for a Tidehunter player to build items that entirely focus on maximising its effectiveness like Blink Dagger and Refresher Orb, without much thought given to his other skills.
531* YouKillItYouBoughtIt: With the Kraken Shell.
532[[/folder]]
533
534[[folder:'''Tiny''', the Stone Giant]]
535[[quoteright:256:https://static.tvtropes.org/pmwiki/pub/images/Tiny_2514.png]]
536[[caption-width-right:256:[-[[https://gamepedia.cursecdn.com/dota2_gamepedia/0/07/Tiny_spawn_07.mp3 "Sticks and stones will break their bones."]]-] ]]
537->'''Voiced by: ''' Eric Newsome
538
539Tiny is a mysterious being who had spontaneously come to life from a chunk of stone. No one knows his origins, not even himself, and he endlessly speculates how he suddenly came to be. Even more bizarrely, his stone body does not erode when exposed to the elements but rather endlessly grows in size over time. The Stone Giant wanders the world in search of answers relating to his birth.\
540\
541Tiny may seem like a weak hero at the beginning of a match, but give him enough time and he'll soon start to throw his weight around. As the game progresses, he bounces from role to role as he levels up; he can push, initiate, gank, or even carry depending on what items he builds and the needs of the team. Boasting a powerful disable and a versatile initiation attack, Tiny can easily stun his foes with his first spell, ''Avalanche'', which causes a huge amount of rocks to bombard the area, dealing damage and mini-stuns as long as the opponent is caught inside. Tiny can then throw a random nearby unit into the mayhem with ''Toss'', his second spell, which allows him to pick up and throw a unit, be it friend or foe, in a radius around him. Be warned, however, as the unit he picks up is random in its radius. With ''Tree Grab'', Tiny can uproot a tree to use as a weapon, granting him splash damage on his attacks and increasing his damage and range, with a further damage bonus against buildings. He can also throw the tree by using a sub-ability, allowing him to perform a single ranged attack. Aghanim's Scepter adds an extra ability, ''Tree Volley'', which rapidly throws nearby trees towards a targeted area, hitting enemies inside for Tiny's attack damage. Finally, with each point Tiny puts into his passive ultimate ability, ''Grow'', he becomes larger, sacrificing attack speed for a large bonus to his damage and armor, making him a fearsome opponent in single combat.\
542\
543In ''Dota Underlords'', Tiny is a tier 1 hero. His ability, ''Toss'', grabs a random nearby enemy and throws it to the location of the farthest enemy.
544----
545* AlphaStrike: Tiny in a fight boils down to jumping onto the enemy, firing off ''Avalanche'' and ''Toss'', hitting them twice with an Echo Saber and maybe throwing his tree at them (after casting ''Tree Volley'' if he has Aghanim's Scepter). His glacial attack speed backed by a whopping zero Agility means that he'll have a hard time doing much else after that (just attacking an enemy twice in one fight without Echo Sabre is a massive accomplishment), but his damage output means he might not need to.
546* AntiStructure: ''Tree Grab'' boosts Tiny's damage when he attacks buildings, and ''Toss'' is one of only a handful of spells in the game that damages buildings. Once he gets some items, he can tear down towers alarmingly quickly.
547* TheArtifact: The description of the Crystal Dryad cosmetic tree is a reference to how Tiny used to have to build Aghanim's Scepter to wield a tree as a weapon, before ''Tree Grab'' was reworked into a standard ability.
548-->''Had the ancient mage but known what corruption his scepter would inflict upon the world, he would have burned and buried it, and sown salt over its cursed grave. For when carried in a fist of stone, Aghanim's scepter unleashes the spirit of the Crystal Dryad, and no foe is safe.''
549* TheBigGuy: With his ultimate maxed out, Tiny is easily the largest character in the game, rivaled only by Undying's ''[[SuperMode Flesh Golem]]''.
550* BreakableWeapons: Without Aghanim's Shard, ''Tree Grab'' only lasts for a limited number of hits before the tree breaks and Tiny has to grab another.
551* CantCatchUp: As formidable as Tiny is, his nonexistent Agility ultimately limits his carry potential. Most carries can often match him blow-for-blow once farmed, at which point Tiny's abysmal attack speed puts him at a severe disadvantage.
552* DishingOutDirt: As a stone giant, this is to be expected.
553* FastballSpecial: ''Toss'' can be used this way to hurl allies into the midst of enemies for teamfight initiation.
554%%* GlowingEyes
555* HerdHittingAttack: Tiny's ''Avalanche'' + ''Toss'' combo and the cleave from his ''Tree Grab'' makes standing close a very bad idea. With Aghanim's Scepter,
556* HulkSpeak: One of his lines even deliberately makes a ShoutOut as such.
557-->'''Tiny:''' [[https://gamepedia.cursecdn.com/dota2_gamepedia/3/35/Tiny_attack_12.mp3 Tiny smash!]]
558* InformedAttribute: Despite being a giant rock monster, Tiny has no base armor, and gains ''no'' agility, meaning that he has no innate armor until he puts points in ''Grow'' or buys items to remedy this. Then again, that rock is part of his body, meaning that he technically isn't ''wearing'' any armor...
559* IronicNickname: "''Tiny'' the Stone ''Giant''" is this no matter how you look at it. Although his name is true at first, Tiny quickly becomes one of the largest characters in the game.
560* TheJuggernaut: The fact that he's a Strength hero combined with ''Grow'' granting him a crapton of armor makes bringing Tiny down rather difficult, while ''Grow'' also gives him tremendous attack damage and his other abilities let him tear apart groups of enemies with ease.
561* MagicKnight: Early on, much of Tiny's damage output comes from his spells. Later on, though, ''Grow'' and ''Tree Grab'' allow him to augment that spell damage with very powerful attacks.
562* MagikarpPower: In the beginning of the game, Tiny is pretty pathetic - he has nonexistant Agility, which translates into awful attack speed and no armor whatsoever, two spells that eat his mana very quickly, and fairly poor stat growth. Give him a few levels, an Echo Sabre, and an Aghanim's Shard, though, and he'll soon become capable of smashing entire teams asunder by the mid-to-late game.
563* MightyGlacier: Tiny's attack speed is one of the few in the game that can routinely be measured in seconds-per-attack due to ''Grow'''s penalty and his nonexistent Agility, and his mobility is rather lacking. However, every one of his attacks hits like a truck and his spell damage is enough to pulverize most heroes in the early and mid game, and ''Grow'' also gives him a ton of armor to supplement his high health.
564* MysteriousPast: No one, including Tiny himself, has any idea where he came from; what Tiny wants the most is to know is where he came from and how he came to be.
565* OurGiantsAreBigger: Unlike a typical giant, Tiny is made of stone. He also can't be considered a proper "giant" until ''Grow'' is maxed.
566* PintSizedPowerhouse: Even in his smallest form, Tiny has no problem hefting around a tree more than twice his size and bludgeoning enemies with it, or picking up heroes bigger than himself and hurling them long distances.
567* PrimalStance: Tiny's legs aren't that much bigger than a regular hero's, while his upper body is ''[[TopHeavyGuy massive]]''. As a result, he has to use his right hand to steady himself while walking, and when he gets bigger, just standing.
568* PowerFist: Tiny's right hand is a giant rock stump with no fingers that he walks on and uses to punch people, although the second use is shown less as Tiny gets bigger, and starts using his smaller left hand for punching.
569* QuestForIdentity: His goal is to find his origin.
570-->'''Tiny:''' [[https://gamepedia.cursecdn.com/dota2_gamepedia/b/b3/Tiny_rare_04.mp3 Was I a splinter from a golem's heel? A chip from the Oracular Visage of Garthos? I shall not rest until I know from whence I came.]]
571* RockMonster: His body is made entirely of rock.
572* SophisticatedAsHell: He can be quite articulate if he wants to.
573* SquareCubeLaw: While he starts out more agile and capable of swinging his entire body around, Tiny loses agility as he gets larger ([[JustForFun/IThoughtItMeant not the stat]]), to the point that, at full size, he has to ''constantly'' steady himself with his right hand, even when attacking.
574* SurprisinglySuddenDeath:
575** Casting ''Toss'' on a hero while they're being hit by ''Avalanche'' causes them to take nearly triple damage from ''Avalanche'', allowing Tiny to annihilate lone enemy heroes ''very'' quickly. Throw in a [[DynamicEntry Blink Dagger]], and pain tends to ensue. He also gets a lot of mileage out of Echo Sabre, as the double attack compensates for his low attack speed and can easily mop up anything that survives his ''Avalanche-Toss'' combination.
576** Once he grabs Aghanim's Scepter, Tiny doesn't even need to jump into a fight to deal massive damage as he can simply hide in a bunch of trees and use ''Tree Volley'' to hurl them at the enemy for massive damage (especially if he's got a few damage items). And, of course, he still has the option of unloading his regular combo if anything survives.
577* TelephonePolearm: After using ''Tree Grab'', Tiny will use A TREE as a bludgeon. Particularly notable when he hasn't skilled ''Grow'', as he'll be lugging around a tree twice as tall as he is.
578* ThrowTheMookAtThem: ''Toss'' has Tiny grabbing the nearest unit and throwing it at another target unit, dealing damage to enemies either near the toss target or tossed by the ability itself. The lack of specifics means that while creeps are perfectly viable projectiles, heroes are also very good ''Toss'' candidates, whether by tossing an ally into a fight or out of danger or to forcibly relocate an enemy or make ''Avalanche'' deal double damage for a OneHitKill.
579* ThrowingYourSwordAlwaysWorks: ''Tree Grab'' can be reactivated to let Tiny throw the tree at enemies from a fairly long range, effectively giving him a single-use ranged attack that still inflicts the splash damage. ''Tree Volley'' rapidly throws ''multiple'' trees to smack down enemies in an area; with enough raw damage, this ability alone can squash fragile enemies from long range.
580* WeirdBeard: Made of moss and later ferns.
581* YouHaveResearchedBreathing: One of Tiny's level 20 talents removes the requirement of a target for Tiny to ''Toss'' at. That's right, he needs to reach level 20 and take this particular talent so he can ''toss things onto the ground'', instead of having to target something.
582[[/folder]]
583
584[[folder:Rooftrellen, the '''Treant Protector''']]
585[[quoteright:256:https://static.tvtropes.org/pmwiki/pub/images/Treant_Protector_5599.png]]
586[[caption-width-right:256:[-[[https://gamepedia.cursecdn.com/dota2_gamepedia/d/db/Treant_respawn_05.mp3 "Think me not ponderous... merely pondering."]]-] ]]
587->'''Voiced by: ''' Creator/FredTatasciore
588
589In the forested mountains to the west of Augury Bay, there exists a reservoir of mysterious magical energy, sacred to the forces of nature, that grants strange powers to the life that surrounds it. In particular, the trees of the region have been turned into enormous walking creatures known as Treant Protectors. Unaware of the changing world beyond, they guarded their region for millennia against invaders who would wish to pillage its natural resources or unearth the secret of their land, but over time, the raids gained in intensity as the outsiders' technology, curiosity, and courage grew. As they saw the tools of the attackers, the Treant Protectors wondered whether the world outside their grove was still lush with plant life, or if it had been conquered by civilization. To answer this burning question, Rooftrellen was chosen among them to go and explore the world in order to study its current state and warn his kin of potential threats to his home turf's well-being.\
590\
591This lovable tree is very protective of his allies and fights to defend them. He has the innate passive ability ''Nature's Guise'', which lets him walk through trees if he hasn't been damaged for a few seconds. ''Nature's Grasp'', Treant's first ability, sends out vines along the ground, slowing and damaging enemies who walk over them. The vines deal increased damage if they touch a tree. He can heal allies and buildings with ''Living Armor'', which creates a protective shield on his allies and grants them bonus regeneration. ''Leech Seed'' targets a random enemy around Treant every second, slowing them and stealing a portion of their health. His ultimate is ''Overgrowth'', which summons vines that root all enemies around him, preventing movement, blinking, invisibility, or attacking, and dealing damage over time. If he acquires Aghanim's Scepter, he gains the ''Eyes in the Forest'' ability, which enchants a tree to provide vision, potentially giving him near-omniscient vision of the map at all times, and extends Overgrowth's range by casting it around every affected tree at the same time as Treant casts his ult.\
592\
593In ''Artifact'', Treant Protector is a green hero. His ''Branches of Iron'' Continuous Effect grants his neighboring allies +2 Armor, and his signature card is the ''Roseleaf Druid'', a creep which grants the Tower +1 Mana.\
594\
595In ''Dota Underlords'', Treant Protector is a tier 2 hero. His ability, ''Leech Seed'', slows an enemy and damages it over time, healing nearby allies.
596----
597* AllLovingHero: The only one he outright dislikes is Timbersaw, for [[WhenTreesAttack obvious reasons]]. His only quarrel with [[{{Satan}} Doom]] is that Doom's spreading hellfire around the forest.
598* ArsonMurderAndJaywalking: His quote upon killing Pugna.
599--> '''Treant Protector:''' [[https://gamepedia.cursecdn.com/dota2_gamepedia/d/de/Treant_rival_01.mp3 "You were nasty, brutal, and most of all, short."]]
600* AwesomeButImpractical: ''Eyes in the Forest'' effectively grants Treant Protector a free Observer Ward which never expires unless dewarded every 25 seconds. If the enemy jungle is warded, the damage addition to ''Overgrowth'' will allow him to kill any jungle creeps within range of a tree almost every minute as they spawn, giving him easy 700+ GPM. Additionally the Eyes can be placed in the lanes to give him absurd splitpushing potential, possibly wiping out entire lanes of creeps every minute, or placed in strategic teamfighting locations to give him nearly unmatched global disabling and nuking power. However, considering that Aghanim's Scepter costs a lot for a support, if Treant can afford one it usually means that either he saved from the beginning of the match and [[TheLoad did not support his team by buying wards or any other support item]] or because it is very late in the match and it is very likely that his team has stomped. And even if he does get one, it may not help much as the enemy team can simply destroy the trees with a Gem (or Sentry Wards) and a Quelling Blade (though to be fair, a Gem and Quelling Blade would destroy Observer Wards as well). Subverted when he's on the same team as Alchemist, who can farm a Scepter for him in record time with ''Greevil's Greed''.
601* BewareTheNiceOnes: Easily the least violent hero in the game. Also possesses the highest base damage, second highest Strength growth, and spells that can aid his teammates in a teamfight to great effect.
602%%* BuffySpeak
603* CloudCuckooLander: He is a slow thinker and easily gets distracted either by the [[AttentionDeficitOohShiny beautiful scenery]] or [[ThePhilosopher mysteries of the universe]], and is often [[ComicallyMissingThePoint oblivious to combat around him]].
604--> '''Treant Protector (Respawning):''' [[https://gamepedia.cursecdn.com/dota2_gamepedia/8/89/Treant_respawn_09.mp3 "I think I'll go for a nice walk."]]
605* CombatMedic: ''Living Armor'' heals its target over time. It's also one of the few abilities that can heal buildings.
606* DeflectorShields: ''Living Armor'' creates a shield around the target that blocks a certain number of damage instances.
607* DefogOfWar: ''Eyes in the Forest'' enchants a tree, granting Treant vision around it, essentially giving him a free ward every 25 seconds that lasts indefinitely.
608* DissonantSerenity: No matter what kind of carnage is unfolding around him, Rooftrellen always retains his slow, calm demeanor.
609* EnchantedForest: His land of origin is a vast and primal forest home to {{Treants}} such as himself.
610* FreezeFrameBonus: His model has a small carving near his behind, saying "Riki was here".
611* FurryConfusion: If he uses a Tango (a consumable item that regenerates your health by destroying a tree) he'll apologize and show mild regret for what he's done, despite the tree being non-sentient.
612--> '''Treant Protector (using a tango):''' [[https://gamepedia.cursecdn.com/dota2_gamepedia/a/a3/Treant_tango_01.mp3 "Sorry, friend."]]
613* GaiasVengeance: His various plant-themed abilities can aid his team in a teamfight or a push.
614* GentleGiant: He is a calm, peaceful treant with abilities focused on protecting allies and disabling enemies. He also has the game's second highest Strength growth and has ludicrous melee attack damage. He's also [[AllLovingHero the only completely good hero]].
615%%* GlowingEyes
616* GreenThumb: Being a treant, this is to be expected. Most of his abilities work by using plants for either offense or defense, and one aspect of his Aghanim's Scepter upgrade makes all trees on the map respawn much faster when destroyed.
617* {{Invisibility}}: ''Nature's Guise'' turns him invisible near trees if he has the appropriate talent.
618* KingMook: Nature's Prophet can summon Treants, which are slightly bigger than an average lane creep. In comparison, Rooftrellen easily towers over most heroes and can cast spells.
619* KungFuWizard: Though he's a melee Strength hero, Treant Protector relies heavily on his spells to contribute in teamfights.
620* LifeDrain: ''Leech Seed'' absorbs the life of its target transfers it to Treant.
621* MagikarpPower: ''Eyes in the Forest'' can turn Treant Protector from a humble support into a force to be reckoned with if he's given enough time to farm up the gold for an Aghanim's Scepter and to place his eyes around the map. Not only does this give him amazing farming potential and farm disruption by seeding the jungle, but the global range allows him to splitpush, disable, and nuke anywhere he can find a tree to convert. With a Scepter and a Refresher Orb (which are [[AwesomeButImpractical pretty much out of reach for a support unless the match drags on long enough]]) Treant can pin down entire teams for up to 9 seconds at a time (while doing 1650 damage pre-reduction) and wipe entire lanes if he can time it right.
622* MoneyMultiplier: Aghanim's Scepter is this for Treant: if he uses ''Eyes in the Forest'' near jungle camps, the damage addition to ''Overgrowth'' will allow him to farm them almost every minute as they spawn, giving him easy 700+ GPM, while at the same time depriving farm from the enemy ([[WithFriendsLikeThese and possibly his own team]]).
623* MutualDisadvantage: Against Nature's Prophet. ''Nature's Call'' can [[AchievementsInIgnorance accidentally pull up Treant Protector's Eyes in the Forest.]] In return, Treant Protector's ''Living Armor'' heavily cripples Nature's Prophet's splitpushing abilities and ''Eyes in the Forest'' can expose any attempt of Nature's Prophet to teleport into the treeline, with the option for ''Overgrowth'' to pin him down just for being in the wrong place at the wrong time.
624* NatureHero: Being a tree-man, Rooftrellen has control over plants.
625* PlantPerson: He is a walking tree.
626* TheRedMage: Treant's ability set balances offense (with ''Overgrowth'' and ''Leech Seed'') and protection (with ''Living Armor'').
627* ShoutOut:
628** To ''Franchise/{{Pokemon}}'' with his spell [[http://bulbapedia.bulbagarden.net/wiki/Leech_Seed_%28move%29 Leech Seed]], which is a recurring Grass-type move in the franchise.
629** His appearance and personality are based on Treebeard the Ent from ''Literature/TheLordOfTheRings''.
630* StealthyColossus: Aghanim's Shard allows Treant Protector to stay invisible as long as he is near a tree.
631* StoneWall: Though Treant is very tanky and has very high base damage, his base attack time is the worst in the game (tied with Spirit Breaker and Weaver), meaning that he hits very slowly, and his skills do not deal as much damage either. Even when compared to the ''other'' StoneWall healer of the game, Omniknight, he's still somewhat more defensive.
632* {{Treants}}: As if the name Treant Protector didn't make that clear. He's a giant, walking, talking tree.
633* TribalFacePaint: Has teal markings on his face and arms.
634* VampiricDraining: ''Leech Seed'' simultaneously deals damage to the target and heals allies standing near it.
635* WeaksauceWeakness: ''Eyes in the Forest'' can be destroyed with a simple 225 gold Quelling Blade, so long as the enemy has any way of utilizing True Sight (Sentry Wards, Gem of True Sight, etc.), meaning that smart placement and regular re-warding are vital if using them. Additionally any ability that destroys trees can accidentally destroy them, even if the enemy doesn't know that they're there.
636* WeirdBeard: Branches growing from his face into the shape of a beard.
637* WhenTreesAttack: He may be a tree, but he packs a punch thanks to his high base damage. Of course, it only stands to reason that getting smacked by a tree would be rather painful.
638[[/folder]]
639
640[[folder:Ymir, the '''Tusk''']]
641[[quoteright:256:https://static.tvtropes.org/pmwiki/pub/images/tusk_full_3595.png]]
642[[caption-width-right:256:[-[[https://gamepedia.cursecdn.com/dota2_gamepedia/7/72/Tusk_rare_01.mp3 "It's a great day to do some squat thrusts and lift a barrel of fish, is it not?"]]-] ]]
643->'''Voiced by: ''' Tom Chantler
644
645Hailing from the town of Cobalt by the frozen northlands of the Barrier, Ymir the Tusk was renowned for his ability to best any opponent in a bar fight. One night, he dared challenge even Rigwarl the Bristleback, and though the Tusk stood victorious, the ensuing carnage nearly destroyed the whole tavern. As Tusk finished his drink amidst the cheers of the crowd, the bartender feared what might happen if a similar fight were to occur again, and he devised a plan to get rid of Ymir for good: the Tusk had vanquished countless belligerent drunkards, but did he stand a chance in a real war against trained soldiers? And so, Ymir was dared to participate in the biggest conflict he could find, with a free round of drinks on the line.\
646\
647Tusk is a hero who can gank and initiate with his many disables. ''Ice Shards'' launches a ball of ice energy towards a location, damaging enemies and creating a barrier of ice to block their movement. With ''Snowball'', Tusk turns himself into a HumanSnowball, with nearby allies joining in. After a brief delay, the snowball is launched, rolling towards its target with all participants inside it, stunning the target when it hits while releasing Tusk and his friends to wail on their hapless adversary. ''Tag Team'' creates an aura around Tusk for a few seconds, causing attacks on nearby enemies to deal bonus damage and slow. Tusk's ultimate ability is ''Walrus PUNCH!'', an auto-cast skill which turns his next attack into a devastating critical hit that launches the target into the air. With Aghanim's Scepter, he also learns ''Walrus Kick'', which knocks an enemy far backwards, damages them, and slows them.\
648\
649In ''Dota Underlords'', Tusk is a tier 1 hero. His ability, ''Walrus Punch!'', deals a critical hit onto an enemy, sends them flying into the air, and slows them once they land.
650----
651* AdaptationSpeciesChange: He used to be known as Ymir the Tuskarr in [=DotA=]. For legal reasons, he was changed in Dota 2 to a snow leopard... polar bear... thing, as Tuskarr are a race of humanoid walruses in the ''Warcraft'' universe.
652* AlphaStrike: In low-level games, Tusk players often build Shadow Blade and Desolator to maximise the effectiveness of ''Walrus PUNCH!'' and deal a single massive burst of combined physical and magical damage to tilt the fight into his team's favor or to finish off a wounded enemy.
653* {{Angrish}}: Tends to burst into this when ''Snowball'' misses.
654* AntiEscapeMechanism: Besides being a very powerful initiator, Tusk can also pursue enemies over long distances or prevent them from escaping.
655** ''Ice Shards'' can block escape paths for up to 5 seconds upon impact. Used properly it can also lock in enemies within the barrier, forcing them to move backwards to escape.
656** ''Snowball'' allows Tusk and any allies to home in on a fleeing target, gaining additional speed with every additional person in the snowball. And once the snowball does connect, it stuns the target, stopping it in its tracks.
657** ''Tag Team'' inflicts a slow on enemies that are attacked while affected.
658** ''Walrus PUNCH!'' not only disables the target by sending it flying, but the following slow also prevents the victim from running away reliably.
659** If he gets Aghanim's Scepter, ''Walrus Kick'' can be used to punt the enemy right back the way they came, which is usually where they do not want to be when escaping you and your team.
660* BarrierWarrior: ''Ice Shards'', Tusk's first ability, create a half-circle of ice around the point of impact. It damages any enemies it passes through, and the shards at the target point cannot be pathed over.
661* BeastMan: A vaguely walrus-like creature.
662* TheBet: Tusk's entire motivation to go out and fight ghosts, demons, and fundamental forces of the universe? Someone bet him to do it.
663* BigFun
664* BoisterousBruiser
665* CombinationAttack: ''Tag Team'' adds a fixed amount of damage onto all attacks targeted at enemies in its area, pairing well with heroes that have high attack speed.
666* ComicallySmallBribe: The reason he fights is because somebody bet him a round of drinks.
667* CriticalHit: ''Walrus PUNCH!'', Tusk's ultimate, hits the targeted enemy with a guaranteed 3.5x damage crit that disables the target as it flies through the air, then slows it upon landing. He can also be built as a full-on CriticalHitClass with one talent that boosts the multiplier to 4.5x (the same as ''Coup de Grace'', for reference) and another that gives his attacks a 12% chance to passively trigger ''Walrus PUNCH!''.
668* DynamicEntry: Tusk is one of the most powerful team initiators in the game, as his skills allow him to start off teamfights by placing stuns, path-blocking obstacles and speed debuffs on the enemy team, as well as assisting any teammates who want to get into the thick of the action fast but don't have an initiating item or ability to do so (such as Axe, Centaur Warrunner, Slardar, Tidehunter, and so on).
669* EarlyBirdCameo: He first appeared in Dota 2 as a temporary guest announcer during 2012's Greeviling event; he was eventually released as a full-fledged hero in February 2013.
670* EyepatchOfPower: With the {{Pirate}}-themed Brawler of the Glacier Sea set.
671* GrievousHarmWithABody: With the Whisky the Stout Artifact Immortal, Tusk will throw a freaking penguin when he uses ''Ice Shards''. Which still deals damage and creates the half-circle of ice, of course.
672* HomeRunHitter: ''Walrus PUNCH!'' temporarily sends the target flying into the air and off the screen.
673* HomingBoulders: ''Snowball'' is a unit targeting ability, meaning that it will continue to roll towards its target even if that target turns in a completely different direction.
674* HumanSnowball: ''Snowball'', Tusk's second ability, rolls Tusk up into a snowball that launches itself at a target after a short (and optional) delay, damaging and stunning any enemies it passes through as well as the final target if it connects. It can also be used to carry teammates into the middle of a group of enemies, dealing more damage and moving faster the more allied heroes are added to it.
675* AnIcePerson: Tusk's first three abilities all utilise ice to some degree.
676* InvulnerableAttack: ''Snowball'' turns Tusk and any allies inside invulnerable until the ''Snowball'' impacts, making it a good saving skill.
677* JustTryingToHelp: Careless ''Snowball'' usage can end up making situations worse for Tusk's own teammates, by potentially pulling a teammate out of position or right into the enemy team. Under a worst-case scenario, a five-man ''Snowball'' can end up giving a perfect initiation ''to the enemy''.
678* LargeHam: An exceptional example even among Dota 2 heroes. He has ''eighty-three'' unique response lines just for ''Walrus PUNCH!''.
679--> '''Tusk:''' [[https://gamepedia.cursecdn.com/dota2_gamepedia/3/39/Tusk_superpunch_attack_81.mp3 "Here's a bunch of punches!"]]
680* MadeOfIndestructium: Heroes inside a ''Snowball'' are completely invulnerable during the delay and the roll. Yes, in Dota [[http://gfycat.com/EuphoricIdealisticHoneybee snow was a stronger force than time]]. 6.86 changed it so ''Snowball'' can no longer work against ''Black Hole'' or ''Chronosphere'', but all other skills are still fair game.
681* MagicKnight: Tusk's physical damage scales decently by itself, and can completely wreck enemies when combined with his ultimate. His other abilities also make him a powerful crowd controller and initiator that help set up teamfights for his team.
682* MegatonPunch: ''Walrus PUNCH!'' delivers a huge uppercut that launches the target into the air. If the ''Walrus PUNCH!'' finishes off an enemy, it sends the target flying up out of sight, only to fall back at ridiculous speeds moments later.
683* NamesToRunAwayFromReallyFast: His real name, Ymir, is the name of the Norse King of the Ice Giants.
684* NotTheIntendedUse: ''Snowball'''s original purpose is as an initiation tool to gather your team and roll them into the enemy. However, since it also grants invulnerability to all units inside it, ''Snowball'' sees much more use in high-level gameplay as a way to buy time for allies to react, or to dodge abilities like Gyrocopter's ''Call Down''. More specifically, the buff he received in 6.81, which allows him to roll in place for 4 seconds and gather teammates before launching, was just a mechanic to make the whole "choose who enters the ''Snowball''" thing to work. It turns out to be one of the most underrated buffs in this patch - the ability to dodge spells with the whole team for 3 seconds, up until reinforcements arrive, is very important for pro players.
685* OneHitKill: Building into damage on Tusk can allow him to potentially one-shot fragile heroes with the guaranteed crit from ''Walrus PUNCH!''
686* PowerFist: Wears a large metal gauntlet on his left hand which, unsurprisingly, is used for ''Walrus PUNCH!''
687* PunchedAcrossTheRoom: With Aghanim's Scepter, Tusk gains a fifth skill ''Walrus Kick'', which damages an enemy and launches them almost a full screen-length away from Tusk.
688* TheRival: The "Bristled Bruiser" in his backstory that he beat is Bristleback, who he shares several rival and ally lines with (depending on which side they're on).
689* RandomNumberGod: One level 25 talent for Tusk is to grant his normal attacks a chance to passively trigger ''Walrus PUNCH!''
690* RollingAttack: Tusk's ''Snowball'' rolls towards the target with him and his allies inside, damaging and stunning them upon impact.
691* {{Shoryuken}}: His ''Walrus PUNCH!'' deals a large critical hit while launching the target into the air.
692* ShoutOut: Mostly in the form of ''Walrus PUNCH!'' battle cries:
693--> '''Tusk:''' [[VideoGame/FZero Falcon]] [[https://gamepedia.cursecdn.com/dota2_gamepedia/9/9d/Tusk_superpunch_attack_53.mp3 Punch!]]
694--> '''Tusk:''' [[VideoGame/DoubleDragon Double Dragon]] [[https://gamepedia.cursecdn.com/dota2_gamepedia/d/d6/Tusk_superpunch_attack_79.mp3 Punch Punch!]]
695* SituationalSword: Aghanim's Scepter is this for Tusk. Against low-mobility melee carries like Sven, Ursa or Lifestealer the constant slows from ''Tag Team'', ''Walrus PUNCH!'' and ''Walrus Kick'' combined with the block from ''Ice Shards'' and the knockback itself, all of which bypass BKB, will kite them to death and render them useless. However, it is only good for kiting - and nothing else. If the enemy carry is ranged or otherwise not vulnerable to kiting then there's no point to get Aghanim's Scepter over Force Staff, which provides a similar effect for much less gold.
696* SoProudOfYou: He acts like a doting parent to Crystal Maiden. Though not mentioned in either of their backstories, it's implied they used to be friends while Crystal Maiden was training under an ice wizard.
697--> '''Tusk, dying to Crystal Maiden, proudly:''' [[https://gamepedia.cursecdn.com/dota2_gamepedia/1/1d/Tusk_death_17.mp3 "Isn't she something."]]
698* TransformationIsAFreeAction: Tusk and any allies that are within a ''Snowball'' are invulnerable for the duration of the delay and the roll, which can last for a minimum of 3 seconds (excluding the rollout). ''Snowball'' is actually less used to roll into the enemy, and is more often (ab)used for its free invulnerability to dodge certain abilities.
699* WeakButSkilled: Throughout the game the main focus of Tusk is not necessarily to deal damage, but to provide utility. His abilities fall into the category which do not simply disable, deal damage or heal by an amount, but introduce often unique concepts which, if utilised correctly, can provide almost infinite amount of utility. It's the concept of the hero that makes him strong, not necessarily the numbers: ''Ice Shards'' can create an impassable terrain and ''Snowball'' can help your team dodge almost any ability or at the very least make the teammate untargetable for the duration of the negative effect, while adding to mobility. A well used ''Snowball'' can save your whole team from a strong [=AoE=] damage/post-effect. Similarly, blocking half of the enemy team with well placed ''Ice Shards'', so that they have to take the long way around to get into the fight can be considered a long disable. Some concepts in Dota are so strong that they will always find their way to be relevant. Tusk is an embodiment of that.
700* WrittenSoundEffect: '''WALRUS PUNCH!''' appears above the target, taking up most of the screen if it was the last hit.
701[[/folder]]
702
703[[folder:Vrogros, the '''Underlord''']]
704[[quoteright:256:https://static.tvtropes.org/pmwiki/pub/images/underlord.png]]
705[[caption-width-right:256:[-[[https://hydra-media.cursecdn.com/dota2.gamepedia.com/f/fb/Abys_rare_02.mp3 "Nothing can stop us. Nothing can slow our march. And when we have arived, all will burn."]]-] ]]
706->'''Voiced by: ''' TJ Ramini
707
708Vrogros is the tyrannical Underlord of the abyssal city of Aziyog, located within the farthest depths of the world. A sorcerer, a warrior, and a conqueror, he leds his army, known as the Abyssal Horde, to annex every subterranean nation. But as he captured more and more of the underground world, Vrogros grew to thirst for more: no longer would he limit his conquest to what laid below the earth. Turning his gaze upward, he used his magic to open portals leading to the nations of the surface and sent through a few legions from the Abyssal Horde to assess their military might. As the Abyssal Horde prepares itself for their full invasion against an unprepared surface world, Vrogros feels confident enough to step forward and join the fray himself, fighting until all has been conquered or destroyed.\
709\
710The Underlord is a tanky hero who controls key areas of the map with long-lasting [=AoE=] abilities. The first of these is ''Firestorm'', which rains fire on an area of the ground for several seconds, burning enemies for a percentage of their maximum health over time. The next tool in his arsenal is ''Pit of Malice'', which curses the ground for a long duration. Foes who enter this region are briefly rooted in place, making it useful for disabling enemies and denying access to an area. The Underlord possesses an ''Atrophy Aura'', which contributes to both his durability and damage: foes standing near him have their attack power lowered, and any enemy unit who dies while affected grants him a temporary damage bonus; if an enemy hero is killed while under its effects, Vrogros will gain a small, permanent damage bonus. With his ultimate ability ''Fiend's Gate'', the Underlord creates a portal to any location on the map that he and any allies can use, allowing for surprise group assaults or mass evacuations. With these abilities, the Underlord takes control of the map, a precursor to his eventual conquest of the whole world.
711
712-----
713* AdaptationNameChange: In the original ''[=DotA=]'', Underlord was given the hero title "Pit Lord". As Pit Lords are a race of demons in ''VideoGame/{{Warcraft}}'', it was changed for copyright reasons, initially into "Pyre Lord" according to the VideoGame/{{Bastion}} announcer pack, then to "Abyssal Underlord" before settling on the current "Underlord". His name, likewise, was changed from Azgalor to Vrogros, as Azgalor is the name of a character in ''Warcraft'' lore.
714* ArchEnemy: To Legion Commander, as he is the one who assaulted Stonehall with the Abyssal Horde. He has several response lines for whenever he kill her.
715* CallBack: Some of his responses are exactly the same as his [=DotA=] incarnation.
716--> ''I bring darkness.''
717* TheConqueror: He's conquered most if not all of the underground world, and now seeks to do the same to the surface.
718* DeathFromAbove: ''Firestorm'' calls down a rain of fire on a target area.
719* DynamicEntry: ''Fiend's Gate'', Underlord's ultimate ability, allows him to open a portal almost anywhere on the map, meaning that he can potentially drop an entire team on the enemy's doorstep.
720* ImprobableWeaponUser: He wields a bizarre haftless axe.
721* InopportuneVoiceCracking: Whenever he sounds excited or annoyed, his voice gets a much higher pitch compared to his usual growl:
722--> '''Trying to cast an ability on cooldown first time:''' [[https://hydra-media.cursecdn.com/dota2.gamepedia.com/0/01/Abys_notyet_04.mp3 "I'm not ready."]]
723--> '''Trying to cast it again:''' [[https://hydra-media.cursecdn.com/dota2.gamepedia.com/e/e9/Abys_notyet_06.mp3 "I am not ready!"]]
724* LeakingCanOfEvil: As he represents merely the first wave of the Abyssal Horde's invasion.
725* MagicKnight: Underlord has one of the highest Intelligence and Intelligence growths amongst non-Intelligence heroes, and his contribution in teamfights depend largely on his [=AoE=] skills as well as his respectable right-click damage from ''Atrophy Aura''.
726* MassTeleportation: Underlord can teleport his entire team globally to any location on the map with ''Fiend's Gate''.
727* MightyGlacier: He doesn't move very fast, but he can hit like a truck if enough foes have died near him.
728* MonsterLord: He is the leader of the Abyssal Horde.
729* OohMeAccentsSlipping: A number of Underlord's lines, usually when he's shouting, have TJ Ramini slipping into his Bristleback voice.
730* OurCentaursAreDifferent: His design is rather centaur-like.
731* OurDemonsAreDifferent: His appearance is demonic, though unlike the other demons, he originates from the underworld and not hell.
732* PlayingWithFire: ''Firestorm'', which drops a rain of fire on an area.
733* PowerOfHate: The fluff text for ''Pit of Malice'' says "Vrogros' manifest hatred paralyzes those who defy his will".
734* PowerLimiter: ''Atrophy Aura'' cuts a portion of all nearby enemies' base damage.
735* PunctuatedForEmphasis: A VerbalTic he shares with Legion Commander:
736--> '''Respawning:''' [[https://hydra-media.cursecdn.com/dota2.gamepedia.com/9/95/Abys_respawn_08.mp3 "They desire death. I. Will. Abide."]]
737* ShoutOut: His response when killing Bane is an homage to ''Film/TheDarkKnightRises'' that is ironically, quoted by Bane himself:
738--> '''Killing Bane:''' [[https://hydra-media.cursecdn.com/dota2.gamepedia.com/5/57/Abys_rival_20.mp3 "You have my permission to die."]]
739* SicklyGreenGlow: Underlord's 'crown', axe and ''Firestorm'' all have a sickly green tint to them, as does ''Pit of Malice'' if he's wielding the Emerald Conquest Immortal axe.
740* TeleportInterdiction: Going through ''Fiend's Gate'' requires a hero to channel for 2 seconds, during which they can be interrupted like any channelling ability.
741* ThinkingUpPortals: His signature ultimate creates a pair of portals, one next to himself and the other anywhere on the map, through which allies (and enemies) can pass.
742* UndergroundCity: His homeland is Aziyog, a city located deep beneath the surface of the world.
743[[/folder]]
744
745[[folder:'''Undying''', the Almighty Dirge]]
746[[quoteright:256:https://static.tvtropes.org/pmwiki/pub/images/Undying_3224.png]]
747[[caption-width-right:256:[-[[https://gamepedia.cursecdn.com/dota2_gamepedia/2/2d/Undying_respawn_05.mp3 "No hells. No heavens.]][[https://gamepedia.cursecdn.com/dota2_gamepedia/b/b4/Undying_big_respawn_05.mp3 Only this..."]]-] ]]
748->'''Voiced by: ''' Creator/FredTatasciore
749
750The one known as Undying was once but a simple soldier fighting to repel the undead hordes of the Dead God. Captured by his foes and thrown into the pit of the Dead God, he and his fellow warriors were left to die. As time passed in the darkness, their sanity eroded and their hunger grew, becoming so unbearable that they started attempting to feed on each other. The chaotic, cannibalistic feast was soon interrupted by the Dirge, a song from the Dead God itself that grew loud enough to consume what little was left of the soldiers' minds before the Dead God itself utterly consumed the tormented men, obliterating their bodies, minds, and souls into nothingness. The Undying was the only one spared from this annihilation, for the Dead God had a different fate for him. Instead, he was granted eternal unlife and made the herald of the Dead God, tasked with recruiting new forces to join the Dead God's legions and spreading the Dirge across the lands of the living.\
751\
752Undying is a durable hero whose skills make him terrifying in large-scale fights. His first skill, ''Decay'', steals points of Strength from enemy heroes in an area of effect, transferring them to Undying in order to increase his health and damage. With its short cooldown, this skill helps Undying become a monstrously powerful damage-dealer in the early game, especially if he can catch multiple heroes with it. ''Soul Rip'', his second skill, steals a small amount of health from all nearby units whether they be friend or foe, which is then turned into either healing for an ally or damage for an enemy. If there are lots of units around, this skill can be very powerful, and Undying has a way to spawn an army of his own with ''Tombstone'': this spell creates a grave marker which continuously summons zombies to attack and slow enemies in a large radius. The zombies die from one attack, but their sheer numbers and constant respawning mean that the only way to reliably get rid of them is by destroying the tombstone itself. Undying's ultimate ability is ''Flesh Golem'', which transforms him into a horrifying giant zombie with bonus Strength based on a percentage of his current Strength and increased movement speed. In this form, his attacks inflict a plague debuff on enemies that slows them heavily and increases all damage they take. These abilities allow Undying to ensure that the Dirge will go on forever.
753
754----
755* AntiEscapeMechanism: ''Tombstone'''s zombies slow down foes, making it hard to run away unless you spend time either killing them or the tombstone itself, both of which also make you waste time and can give the zombies more time to stack up.
756* BodyHorror: The Corpse Hive of the Grim Reformation turns Undying's model when he uses his ultimate into [[https://hydra-media.cursecdn.com/dota2.gamepedia.com/a/a2/Grim_Reformation_Flesh_Golem.gif?version=55a2b22853def17524d620f0a7a17da3 this monstrosity]]. Not that his default ''Flesh Golem'' form is much better, with the exposed intestines and all.
757* BrainFood: As a zombie, he does have a taste for brains. Although he like gummy vitamins too.
758--> "Braaiinnss..."
759* BrownNote: The Dirge, a song that crushed the minds of the Undying's comrades.
760* CavalryOfTheDead: He leads one in the Dead God's name, and can summon them into battle with ''Tombstone''.
761* ClownCarGrave: ''Tombstone'' summons a single tombstone that can spawn an endless stream of zombies while active.
762* CompanyCrossReferences: To ''VideoGame/Left4Dead'':
763** How he calls some of his allies: Hunter[[note]]Bounty Hunter[[/note]], Charger[[note]]Spirit Breaker[[/note]], Spitter[[note]]Venomancer[[/note]], and Jockey[[note]]Alchemist[[/note]], which leaves himself to be the Tank.
764** His various hero kill lines also make reference to [=L4D=] and [=L4D2=] maps, such as "Dead Air" (whenever killing a flying hero) and "Dark Carnival" (when killing Alchemist).
765** This line:
766--->'''Undying:''' [[https://gamepedia.cursecdn.com/dota2_gamepedia/d/d3/Undying_items_02.mp3 "Wards here!"]]
767%% CoolHelmet
768* DeadWeight: When ''Flesh Golem'' is active, Undying becomes one of the biggest and heaviest heroes in the game, rivalled only by Tiny, Treant Protector and Pudge.
769* DeathActivatedSuperpower: One of his level 20 talents causes Undying to spawn a ''Tombstone'' upon dying.
770* DeathOfAThousandCuts: Undying's main source of damage comes from ''Tombstone'' zombies, which don't hit very hard but are extremely numerous.
771* DeceasedAndDiseased: A zombie who drains the life and strength of those around him.
772* DemBones: The Immortal Pale Mausoleum reskins the ''Tombstone'' zombies into skeletons.
773* DiscOneNuke: ''Decay'' is incredibly powerful starting with level 1, easily reducing some heroes to 300 ''maximum'' HP with a couple casts, while buffing Undying's health and damage to mid-game values. The early multi-target utility of ''Decay'' makes it a phenomenal ability versus tri-lanes, growing Undying to almost unkillable size, while making his enemies easy pick offs.
774* EvilSoundsDeep: When in his ''Flesh Golem'' form, his voice grows deeper.
775* FinishingMove: ''Tombstone'' zombies get a huge stats boost when they are chasing low HP heroes.
776* FriendlyFireproof: ''Soul Rip'', which drains health from all units near the target, friendly or enemy, is notably one of the very few aversions in Dota (although this damage is minuscule and isn't lethal).
777* FromNobodyToNightmare: From (probably) a regular soldier to the leader of an undead army.
778* GarrisonableStructures: Aghanim's Shard allows allied heroes to hide inside Undying's ''Tombstone''.
779* GeniusBruiser: Undying was originally an Intelligence hero, and was changed to be a Strength hero. He has ''the'' highest base Intelligence of all non-INT heroes, to the point where there are only ''two'' Intelligence heroes that beat him (Dark Seer and Jakiro). He also has the second-highest INT growth of Strength heroes, and beats out most Agility heroes except Sniper as well. His base Intelligence is even higher than his base Strength throughout the game.
780* GodOfEvil: The Dead God, whose evil deeds include destroying the monastery where Anti-Mage studied.
781* GlowingEyelightsOfUndeath: His eyes glow white.
782* HerdHittingAttack: Undying is all about taking advantage of huge crowds of friends and foes. ''Decay'' increases significantly in power as the enemy group up since it allows Undying to steal up to 20 Strength at a time (''40'' with Aghanim's Scepter), while ''Soul Rip'' increases linearly in power the more units there are in its area of effect. ''Tombstone'' will summon a Zombie for every enemy within its radius so it's highly effective if placed among a large concentration of enemies, and give Undying the numbers he needs to make ''Soul Rip'' work.
783* IneffectualLoner: Undying's skills do not work well without allies: ''Decay'''s Strength drain is powerful but the actual damage inflicted is very minimal, and he basically relies on allies to go and finish the job, or at least inflict the harassment that will leave enemies on low health when their strength is returned; ''Tombstone'' needs to be combined with a lockdown to prevent enemies from destroying it or quickly running away before many zombies can spawn, while ''Soul Rip'' needs many nearby units (most of the time zombies) to become truly powerful. ''Flesh Golem'' offers a powerful damage amplification effect, but Undying doesn't do a whole lot of burst damage, meaning he can't capitalize on it as well as allied nukers and carries can.
784* InstantGravestone: At level 20, he can choose a talent to drop a ''Tombstone'' whenever he dies.
785* {{Kevlard}}: Undying physically grows larger as he accumulates ''Decay'' stacks.
786* KingMook: To the ''Tombstone'' zombies.
787* LargeAndInCharge: He is gigantic when compared to his zombies - and to most heroes as well.
788* LeanAndMean: In his base form, Undying is little more than skin and bones. That doesn't make him any less dangerous, though.
789* LifeDrain: ''Decay'' drains the Strength of its targets, lowering their HP while increasing Undying's. ''Soul Rip'' absorbs a small amount of HP from all nearby units and transfers them to the target (or turns it into damage, if the target is an enemy).
790* LoudOfWar: Most combat sounds easily drown in his roars during killsprees, so it must be incredibly loud to the combatants.
791* MeaningfulRename: Whatever his previous name was, the Dead God decided that "Undying" was a better fit.
792* MetaGuy: Sort of. His voice work is full of shout outs and joke lines, though these very rarely ever play in a match or are DummiedOut.
793* MightyGlacier: Early game, ''Decay'' is one of the most powerful level 1 spells in the game, able to sap 76 max HP from each enemy hero and give them to Undying for a whopping 40 seconds, while ''Soul Rip'' combined with enough ''Tombstone'' zombies is one of the most powerful nukes in the game.
794* MonsterLord: The herald and army leader for the Dead God.
795* MookMaker: ''Tombstone'', which spawns a stream of zombies to attack enemy players.
796* MyDeathIsOnlyTheBeginning: With the appropriate talents, Undying can make it so that killing him will actually make a bad situation worse; once he goes down, he can drop a ''Tombstone'' at the spot where he died and then come back to life in a few seconds to clean house along with his zombies.
797* NephariousPharaoh: Undying's Dirgeful Overlord set is a tattered pharaoh's regalia, complete with nemes.
798* NightOfTheLivingMooks: ''Tombstone'' lets him summon zombies to attack enemies.
799* NoOntologicalInertia: All zombies summoned by a ''Tombstone'' die immediately if the Tombstone is destroyed or expires.
800* NoSell: ''Tombstone'' zombies are immune to everything but auto-attacks, preventing them from being easily wiped out by area nukes.
801* OneHitPointWonder: ''Tombstone'' zombies die in a single hit from a hero, but they make up for this with numbers and the fact that killing one means having to actually stop, turn around, and attack it, which might not be good for one's health when Undying and his teammates are around.
802* OurZombiesAreDifferent: He eats flesh, decays, but is sentient and serves the Dead God.
803* PercentDamageAttack: The ''Flesh Golem'' deals damage to nearby enemies based on their maximum health.
804* PinataEnemy: The ''Tombstone'' has a fairly substantial bounty. Bad ''Tombstone'' usage can thus provide an easy source of free farm for enemies.
805* PowerMakesYourVoiceDeep: Very much so with ''Flesh Golem'' active.
806* RedEyesTakeWarning: The Golden Pale Mausoleum, a golden variation of the Pale Mausoleum cosmetic, glows red instead of green.
807* RunOrDie: Usually what the enemy has to resort to if they cannot kill Undying in a certain amount of time. The longer Undying stays alive (whether it's in a teamfight or when the enemy tries to gank him), the more often he can cast ''Decay'' and ''Soul Rip'' to keep himself alive, and the more zombies will pile up from ''Tombstone''. After a certain point, Undying can simply turn on the enemy and annihilate them with ''Soul Rip'' while the zombies pin them down and prevent them from escaping. It's not uncommon for three-man ganks against Undying in the early game to turn into a Triple Kill for Undying if he plays his cards right.
808* SicklyGreenGlow: ''Decay'' and ''Soul Rip'' have green particle effects, indicating their evil and undead origins.
809* SpamAttack: At max levels, ''Decay'' drops down to a cooldown of 4 seconds (2 with the correct talent), while ''Soul Rip'' has a cooldown of 6. With a large enough mana pool and a big enough pool of units under ''Soul Rip'''s radius (more often than not zombies from ''Tombstone''), Undying can steal an absurd amount of Strength, and drop 480 HP nukes/heals every 6 seconds. Then you buy Aghanim's Scepter and upgrades his ''Decay'' to steal ''10 Strength'' per cast...
810* StoneWall: Late game, the damage from ''Decay'' falls off hard, and Undying's atrocious agility means that he'll hit very slowly with his right-clicks, though zombies are still annoying, and ''Flesh Golem'' still works well. His late game is all about tanking and auras, with a little bit of utility thrown in. He wants to cause maximum disruption and survive as long as possible to help inflict damage.
811* SuperMode: His ultimate, ''Flesh Golem''[[note]]Not actually the subject of FleshGolem trope[[/note]], temporarily turns Undying into a much bigger zombie with a large health bonus who slows enemies while sapping away their health.
812* ThroatLight: The cosmetic Immortal ''Tombstone'' Pale Mausoleum is shaped like a skull, with glowing green eyes and mouth.
813* TrademarkFavoriteFood: He has a thing for [[https://www.youtube.com/watch?v=AqQyGfP9RbI "gummy" vitamins]] in some joke lines.
814* VampiricDraining:
815** ''Decay'' drains Strength from enemy heroes and gives it to Undying.
816** ''Soul Rip'' takes a small amount of health from every unit in a huge area and channels it into a burst of heal for an ally or damage for an enemy.
817* WalkingWasteland: His ultimate has this effect on the environment.
818* WhyWontYouDie: ''Flesh Golem'' heals a percentage of his maximum health for every enemy unit that dies nearby, and ''Soul Rip'' has a 6 second cooldown, allowing him to heal himself for large amounts of health constantly if there are multiple units active (on top of ''Decay'' increasing his maximum health for each stack). This means that fights against Undying quickly get out of control if anyone dies next to him, or too many zombies stack up, or if the enemy simply can't stop him from stacking ''Decay''.
819* YourSoulIsMine: Steals the souls of nearby units with ''Soul Rip'', although he then immediately sends them to another target unless he targets himself.
820* ZergRush: ''Tombstone'' zombies are individually weak but spawn very fast and are extremely numerous. Notably, ''Tombstone'' zombies will ''always'' outnumber the enemy's own ZergRush since it spawns 1 zombie next to every single enemy unit in its radius, repeatedly.
821[[/folder]]
822
823[[folder:Ostarion, the '''Wraith King''' (formerly the '''Skeleton King''')]]
824[[quoteright:256:https://static.tvtropes.org/pmwiki/pub/images/wraith_king_1652.png]]
825[[caption-width-right:256:[-[[https://gamepedia.cursecdn.com/dota2_gamepedia/7/76/Wraith_spawn_02.mp3 "Bow to your king!"]]-] ]]
826[[caption-width-right:256:[-[[labelnote:As Skeleton King]]https://static.tvtropes.org/pmwiki/pub/images/skeleton_king_icon.png[[/labelnote]]-] ]]
827->'''Voiced by: ''' Creator/DaveFennoy
828
829Ostarion was once the Skeleton King, the product of a botched immortality spell. For countless years, he had ruled over the Empire of Bones, a kingdom built entirely from the bones of fallen foes. As long as he kept expanding his empire and replacing everything in it with skeletal replicas, Ostarion believed that his reign would last forever. However, Ostarion eventually came to realize that bone itself could perish, and that even he would eventually disappear if he maintained his skeletal form. Deciding to get himself a more permanent body, Ostarion completed a ritual on the millennial solstice of Wraith-Night, sending warriors to collect Wraith Essence from the souls of slain creatures for him. Many of Ostarion's servants perished that night, but when the following morning arrived, he was reborn as the Wraith King, a being of pure spiritual energy whose rule will never end.\
830\
831Ostarion the Wraith King is a melee hero who can withstand massive damage and quickly recover from his injuries. His narrow but useful skillset means that he can carry a team to victory, or utilize his passive aura and powerful stun to act as a durable support and initiator. ''Wraithfire Blast'' has Wraith King hurl a ball of ghostly fire at a foe, damaging and stunning a foe, then slowing them while dealing minor damage over time. ''Vampiric Spirit'' is a passive that gives him Lifesteal, and stores charges as he kills enemies. Wraith King can activate this ability to consume the stored charges and summon skeletons to fight by his side. These skeletons can revive once upon death and have their own ''Vampiric Spirit'' lifesteal, and cannot be directly controlled but will automatically target whoever gets hit by ''Wraithfire Blast''. ''Mortal Strike'' periodically gives his next attack a guaranteed crit, letting him open fights with a huge swing. His most powerful and iconic ability is his ultimate, ''Reincarnation.'' If Wraith King has enough mana, he will automatically resurrect after dying, simultaneously slowing every enemy nearby, turning the tables on any pretenders to Wraith King's throne. With Aghanim's Scepter, he can delay the death of his allies and himself for 7 seconds, allowing them to continue using their abilities and attacking their enemies for just a bit longer before expiring.
832
833----
834* AchillesHeel: If he doesn't have Aghanim's Shard, Wraith King's ultimate will not trigger if he doesn't have enough mana for it. This means that he actually requires at least a certain amount of planning to ensure that he doesn't cast ''Wraithfire Blast'' too many times, and that mana draining abilities can neutralize ''Reincarnation''.
835* AdaptationNameChange: In the original [=DotA=], Ostarion was named King Leoric, after a character in ''VideoGame/{{Diablo}}''.
836* AnimatedArmor: To a degree, his armor is actual physical armor as opposed to being a part of him as with most ghostly warriors, which is shown in his ''Reincarnation'' animation, as he "dies" and it scatters, only for the parts to rearrange themselves back into position and for him to come back.
837* ArtEvolution: He used to be known as Ostarion the Skeleton King, and his old model was an animated skeleton. In the Wraith-Night event, Skeleton King became Wraith King, with a new model and slightly modified ability effects. The ''One True King'' Arcana qualifies as an evolution to the original Skeleton King model.
838* AscendedMeme: On purchasing a Divine Rapier, he'll mention that he is '''"[[https://gamepedia.cursecdn.com/dota2_gamepedia/a/ae/Wraith_items_18.mp3 BALLING OUT OF CONTROL!]]"''', a reference to the infamous "[[https://www.dotafire.com/dota-2/guide/caps-lock-wraith-king-6241 CAPS LOCK LEORIC]]" guide. And yes, [[PaintingTheMedium it is in all caps in the subtitles]].
839** He also pledges to '''HELP HIS WEAK AND PUNY ALLIES''' when he can.
840** Finally, when he buys Armlet of Mordiggian (which is a core item in any Wraith King build), he will rarely say '''"I NOW HAVE ALL THE SEXY"'''.
841* AttackAttackAttack: Wraith King's skeleton minions cannot be directly controlled and automatically choose an attack target within approximately 6500 range (which is around a quarter of the entire map, so don't be surprised if they [[ArtificialStupidity decide to march into another lane or the warded jungle on the other side of the river]]). They can only be indirectly controlled by ''Wraithfire Blast'', whose target will also be targeted by all skeletons.
842* AutoRevive: His signature ability, ''Reincarnation'', revives Wraith King at full health and mana after 3 seconds, as long as he had the minimum mana cost for it upon his first death. His skeleton minions also reincarnate once when killed.
843* BackFromTheDead: Both in his backstory ''and'' as an in-game ability!
844* BadBoss: Some of his voice lines imply that being his advisor is ''not'' a safe position.
845--> '''Wraith King, dying (for real):''' Execute all my advisors!
846* BadassCape: A torn one.
847* BeardOfEvil: An unrepentant EvilOverlord with a prominent beard.
848* BlessedWithSuck: He was initially turned into a skeleton as a side-effect of a longevity spell. Then he realized that his bones were also rotting away and had to find a better form for himself, becoming the Wraith King.
849* {{BFS}}: One of the unlockables gives him an even bigger sword broken in half.
850* BoringButPractical: He has only one active skill, ''Wraithfire Blast'' [[note]]technically ''Vampiric Spirit'' and ''Reincarnation'' both have active components but neither of them needs to be used very often[[/note]], and is basically "baby's first carry", often resulting in jokes that Wraith King players only need two fingers to play the Hero. However, he's still ''very'' effective.
851* CaptainErsatz: From 2011 to 2013, he was an animated skeleton known as Skeleton King, referencing King Leoric from ''Diablo''. For legal reasons, he was changed in December 2013 to Wraith King, and received a new model and lines to go with it.
852* CaptainObvious: PlayedForLaughs. He decides to grant Chaos Knight a... ''very'' obvious title:
853--> '''Ostarion (meeting Chaos Knight):''' ''[[https://gamepedia.cursecdn.com/dota2_gamepedia/b/b0/Wraith_ally_14.mp3 "I dub thee Chaos Knight! How's that for a name? Not bad, eh?"]]''
854* CoolSword: His default sword is shaped like half a bone, kept from his old Skeleton King days.
855* CriticalHit: ''Mortal Strike'' causes Wraith King to deal up to 2.7 times his regular damage once every few seconds. Unlike normal critical hits, it has a cooldown, and is guaranteed to proc when off cooldown.
856* CriticalHitClass: ''Mortal Strike'' is one of the few guaranteed crits in the game with a hefty multiplier to boot, which allows Wraith King to scale very well with damage items without having to build a Daedalus because his first swing and every few after that is sure to deal massive damage.
857* CursedWithAwesome: Became a skeleton as the result of an immortality spell gone wrong. He didn't mind it one bit until his bones started to degrade, at which point he upgraded to becoming a wraith instead.
858* DemBones: When he used to be Skeleton King. He can also summon skeletal servants with ''Vampiric Spirit''. His ''One True King'' Arcana brings him back to his old self.
859* DifficultButAwesome: He can purposefully use up the mana to avoid setting off ''Reincarnation'''s extremely long cooldown (at lower levels) if it can't help his current situation. Considering that his only other use for mana is ''Wraithfire Blast'', this is easier said than done.
860* DiscOneNuke: ''Wraithfire Blast'' is the strongest single-target stun at level 1, with 2 seconds of stun, followed by 2 seconds of 20% slow and 80 damage, with a 525 cast range. It's very easy to rack up a ton of early game kills with ''Wraithfire Blast'' so long as you are active on the map and keep your mana pool up. That being said, you can easily buy a Soul Ring to abuse this.
861* EvilOverlord: He rules over a kingdom of bone, and constantly seeks to expand it with the bones of his enemies. After becoming the Wraith King, his kingdom became ghostly as well, but not much else has changed.
862* FashionableAsymmetry: The Blistering Shade cosmetic item is only a single glove, instead of a pair.
863* FinalBoss: In the Wraith-Night event.
864* FireballEyeballs: He had these as the Skeleton King, and retains them with the ''One True King'' Arcana.
865* GameplayAndStoryIntegration: His backstory as Wraith King makes direct reference to the in-game Wraith Night event, a tower defense-style departure from the norm where players would fend off waves of enemies in the name of collecting souls to resurrect the Skeleton King (who had previously been removed from the game "for pressing ceremonial purposes") as Wraith King.
866* GlowingEyelightsOfUndeath: Before he turned into Wraith King.
867* HellFire: The Blistering Shade Immortal item reskins ''Wraithfire Blast'' to resemble ''Hellfire Blast'' (its old version when Ostarion was still the Skeleton King), which sears an enemy with hellfire instead of spectral fire.
868* ItsAllAboutMe: As befitting an egotistical tyrant, there are two kinds of people in the world to Wraith King: himself, and those who owe him loyalty (dead or alive), the latter of which encompasses everyone that's not him. As per his backstory recounting the Wraith-Night event, not only did he declare an interruption to the holiday as "the only king that matters", but he also doesn't have a care for those that died in the proceedings because his transformation succeeded, and that's all that matters.
869* JackOfAllStats:
870** In the case of another carry, they would usually purchase items that synergize well with their abilities, or cover for their intrinsic shortfalls, and still adhere to a certain play style. However, this is not the case with Wraith King, since, despite his simplistic array of abilities, he has a lifesteal, crit, and reliable stun all without having to buy items. This allows Wraith King to diversify greatly and buy whatever items suit the situation, or even be played as a support/utility hero if one so desires.
871** Wraith King can be played as either a safe lane farmer, taking advantage of his passives to become a carry that is really hard to kill; or a support, using ''Wraithfire Blast'''s strong stun to roam and get kills all around the map, initiating a teamfight with the massive slow from ''Reincarnation'', and transitioning to the late game as a semi-carry with ''Mortal Strike''.
872* TheJuggernaut: After he gets some items and levels, his great combat power combined with AutoRevive ultimate make him this. With Divine Rapier, he gets a 330 damage boost to attacks (by far and beyond the highest in the game), at the cost that it drops when the holder dies and can be picked up by an enemy. However, it does '''not''' drop when Ostarion dies and is reincarnated. On top of that, it has excellent synergy with his other two passives, turning his Mortal Strikes ''decidedly'' more mortal, and making him even '''harder''' to kill in the first place because his ''Vampiric Spirit'' heals him for enormous amounts of health from the ridiculous damage he's dishing out. '''BALLING OUT OF CONTROL?''' Absolutely.
873* LargeAndInCharge: He is much taller than most heroes.
874* LargeHam: [[PaintingTheMedium Even the subtitles agree]], as for a time, a number of Wraith King's lines were captioned in all caps (and still are on the Dota Plus chat wheel [[AscendedMeme by community request]]). His deep, booming voice gives him quite a presence.
875--> '''Wraith King:''' SO WHAT IF I SWAGGER?
876* TheLeader: When played right, Wraith King is both a very dangerous foe himself, and a ''massive'' threat with a team, He specializes in fighting alongside other physical-damage dealers, and leading the charge, dying, walking it off, then leading the charge again anyway.
877* LifeDrain: ''Vampiric Spirit'', which has a uniquely visible "draining" effect on him on top of the usual green lines.
878* LivingForeverIsAwesome: Considering the lengths he goes to in order to ensure his own immortality, he's clearly enjoying his stint as a deathless ghost/skeleton king.
879* LivingOnBorrowedTime: After Wraith King gets Aghanim's Scepter, allies near him when killed become Wraiths for 7 seconds, delaying their death. They can continue to attack, cast, use items,... until the duration ends.
880* MeaningfulName: Ostarion's name is derived from the Greek word for bone, "οστό" (''ostó'') - a relic from when he was Skeleton King.
881* MightyGlacier: By the time Ostarion reaches Level 18, he becomes a pain to kill, yet can easily do so to his opponents. His primary weakness however is his rather slow movement speed that allows easy kiting if he doesn't have Blink Dagger or can't use ''Wraithfire Blast''.
882* TheMinionMaster: Wraith King's ability to summon skeletons greatly augments his pushing and farming ability by adding in a good amount of chip damage against enemy lanes and jungle creeps, while also greatly improving his ability to focus down key targets with ''Wraithfire Blast''. Triggering ''Reincarnation'' will summon even ''more'' skeletons to mob any enemies nearby.
883* NoIndoorVoice: To the point where a lot of his lines are subtitled in all caps.
884* OneHandedZweihander: He has no problem swinging that giant sword of his around with one hand, although he will use both hands for ''Mortal Strike''.
885* OurGhostsAreDifferent: He is a wraith, an incorporeal undead creature sustained by pure spiritual energy. His Unbroken Fealty Immortal sword also reskins his skeleton minions into ghost-like creatures.
886* PlayingWithFire: ''Wraithfire Blast'' sears an enemy with spectral fire.
887* PressXToDie: ''Reincarnation'' has an active component that kills Wraith King, in the process summoning an army of skeleton minions, restoring Wraith King's mana to full when he comes back, slowing nearby enemies and (with the appropriate level 25 talent) hitting each with a ''Wraithfire Blast''.
888* RemovedAchillesHeel: Aghanim's Shard removes the mana cost of ''Reincarnation'' and is a must-buy item if the enemy heroes have access to ManaBurn abilities or build Diffusal Blade, ensuring that they ''will'' have to kill Wraith King twice instead of simply trying to burn his mana so he cannot revive.
889* ResurrectiveImmortality: His ultimate, ''Reincarnation''.
890* RoyalsWhoActuallyDoSomething: Rather than sit around and let his armies do the dirty work, Wraith King prefers to set out conquering his enemies personally.
891* SadisticChoice: A farmed Wraith King with his ultimate ready is this for the other team. They can kill the Wraith King first, but suffer the massive slow from ''Reincarnation'' which the other team can capitalize on. Or they can ignore the Wraith King and try to kill his teammates first, but risk letting the Wraith King tear them apart. However, if Wraith King lacks damage output, he can simply be ignored in favor of the enemy team and be killed later.
892* ScarredEquipment: Two of Wraith King's cosmetic weapons, the Relic Sword and the Shattered Blade of Levinthal, only have half of their blades remaining. None of this impacts his right-click damage in any way.
893* SceneryGorn: His kingdom was described as being made of bones.
894* SchmuckBait: ''Reincarnation'' can be used as this, baiting enemies into what seems to be a near-dead carry, only for him to come back, and his team to descend on the would-be ambusher.
895* SelfDestructiveCharge: Wraith King is sometimes played as an initiator, suicidally blinking into the enemy team and letting them kill him to set off the massive slow (as well as the barrage of ''Wraithfire Blast''s if he takes the appropriate talent) from ''Reincarnation''.
896* ShouldersOfDoom: He has a shoulder guard on [[FashionableAsymmetry his right shoulder]].
897* ShoutOut:
898** As Skeleton King, he was one to a {{VideoGame/Diablo}} character. In the original [=DotA=] his name was King Leoric.
899** Two of the One True King Arcana's responses for reincarnating while surrounded by enemies are [[Film/MontyPythonAndTheHolyGrail "Let's call it a draw?" and "I'll bite your legs off!"]]
900* SicklyGreenGlow: Both Wraith King himself and his ''Wraithfire Blast'' radiate a ghostly green light.
901* SpamAttack: ''Wraithfire Blast'' has a low cooldown, only 8 seconds, on a 2 second stun followed by another 2 second slow, meaning Wraith King can belt out constant crowd control once he has enough mana to sustain it.
902* SuperToughness: As a Strength carry hero with an in-built lifesteal and crit, Wraith King is already pretty hard to kill in an straight fight, but then you have to factor in his second life.
903* TakingYouWithMe: With Aghanim's Scepter, he and his allies can attack and potentially kill their killer.
904* TestosteronePoisoning: Alongside Axe, he's considered the manliest hero in Dota (formerly "the manliest hero without testicles" due to being a skeleton) thanks to his very straightforward ''modus operandi'' of just walking up to enemies and stabbing the hell out of them while shrugging off death itself, a sentiment certainly aided by [[http://www.playdota.com/guides/epic-return this guide]]. After the transformation into the Wraith King, this image became canon.
905--> '''Wraith King''': DEATH IS MY BITCH.
906* ThisIsGonnaSuck: He has special reactions for reviving with no allies nearby, which almost all consist of this.
907--> "Guys? Guuuys?!"
908* TinTyrant: His "low violence" skin back in the Skeleton King days, and what his ''One True King'' Arcana appears as when played in "low violence" mode.
909* UnholyMatrimony: [[https://gamepedia.cursecdn.com/dota2_gamepedia/2/28/Skel_killspecial_11.mp3 He's attracted]] [[https://gamepedia.cursecdn.com/dota2_gamepedia/d/d4/Skel_killspecial_10.mp3 to Queen of Pain]]. It's not clear if [[https://gamepedia.cursecdn.com/dota2_gamepedia/8/85/Pain_rival_12.mp3 she feels the same way]] [[https://gamepedia.cursecdn.com/dota2_gamepedia/8/83/Pain_rival_14.mp3 or not]]. The transition from Skeleton King to Wraith King has not [[https://gamepedia.cursecdn.com/dota2_gamepedia/6/6d/Wraith_ally_05.mp3 changed]] [[https://gamepedia.cursecdn.com/dota2_gamepedia/a/a6/Wraith_rival_03.mp3 his mind.]]
910* UnskilledButStrong: His skill set is pretty simple compared to most heroes, but he can do and take enough damage that it doesn't matter.
911* VampiricDraining: ''Vampiric Spirit'' allows Wraith King and his skeleton minions to restore a good chunk of whatever damage they deal with their right-clicks.
912* ZergRush: Wraith King's skeletons aren't very strong on their own, but they can be summoned up to 8 at a time (''14'' with a specific talent), making them dangerous both when pushing and when mobbing an enemy that just took a ''Wraithfire Blast''.
913[[/folder]]

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