This is part of the character sheet for the game Defense of the Ancients: All-Stars. Check back often, as new heroes are added regularly. This page contains all Radiant heroes.
Kunkka, the Admiral"As Admiral of the mighty Claddish Navy, Kunkka was charged with protecting the isles of his homeland when the Demons of the Cataract made a concerted grab at the lands of men. After years of small sorties, and increasingly bold and devastating attacks, the Demon Fleet flung all its carnivorous ships at the Trembling Isle. Desperate, the Suicide-Mages of Cladd committed their ultimate rite, summoning a host of ancestral spirits to protect the fleet. Against the Demons, this was just barely enough to turn the tide. As Kunkka watched the Demons take his ships down one by one, he had the satisfaction of wearing away their fleet with his ancestral magic. But at the battle's peak, something in the clash of demons, men and atavistic spirits must have stirred a fourth power that had been slumbering in the depths. The waves rose up in towering spouts around the few remaining ships, and Maelraun the Tentacular appeared amid the fray. His tendrils wove among the ships, drawing demon and human craft together, churning the water and wind into a raging chaos. What happened in the crucible of that storm, none may truly say. The Cataract roars off into the void, deserted by its former denizens. Kunkka is now Admiral of but one ship, a ghostly rig which endlessly replays the final seconds of its destruction. Whether he died in that crash is anyone's guess. Not even Tidehunter, who summoned Maelraun, knows for sure."Kunkka is a versatile melee hero that excels at both dealing high area-of-effect damage and disabling opponents. He is commonly played as a carry, although his array of crowd control spells allows him to be useful in other positions as well. While he lacks the sustained damage of other carries, his burst area-of-effect damage and disables makes him truly able to turn the tides of battle. His first ability, Torrent, summons a rising torrent of water at target area that damages, knocks-up and slows enemies in said area after a short delay. His second ability, Tidebringer, is a passive skill that enchants his next basic attack every few seconds, making it deal bonus damage and also damaging all enemies in a huge area in front of Kunkka, which is the main source of his signature area-of-effect burst damage. His third ability, X Marks the Spot, allows him to mark the spot a targeted enemy or allied hero is occupying and return them to it after a few seconds or when Kunkka reactivates the ability. Finally, his ultimate ability, Ghost Ship, summons a ghost ship that crashes through the battlefield in a straight line, damaging and stunning enemy heroes around its final destination, while also giving allied heroes in the ship's path a buff that increases their movement speed and grants them a delayed reaction to damage (a part of the damage received is dealt when the buff expires, although you cannot be killed by this delayed damage).
Razzil Darkbrew, the Alchemist"The sacred science of Chymistry was a Darkbrew family tradition, but no Darkbrew had ever shown the kind of creativity, ambition, and recklessness of young Razzil. However, when adulthood came calling he pushed aside the family trade to try his hand at manufacturing gold though Alchemy. In an act of audacity befitting his reputation, Razzil announced he would transmute an entire mountain into gold. Following two decades of research and spending and preparation, he failed spectacularly, quickly finding himself imprisoned for the widespread destruction his experiment wrought. Yet Razzil was never one to take a setback lightly, and sought escape to continue his research. When his new cellmate turned out to be a fierce ogre, he found just the opportunity he needed. After convincing the ogre not to eat him, Razzil set about carefully concocting a tincture for it to drink, made from the moulds and mosses growing in the prison stone work. In a week’s time, it seemed ready. When the ogre drank the potion, it flew into an unstoppable berserker rage, destroying the cell bars and exploding through walls and guards alike. They soon found themselves lost somewhere in the forest surrounding the city with a trail of wreckage in their wake and no signs of pursuit. In the tonic’s afterglow, the ogre seemed serene, happy, and even eager. Resolving to work together, the pair set off to collect the materials needed to attempt Razzil’s Alchemic transmutation once more.Alchemist is a quirky melee hero whose variety of alchemical spells grants him a versatile skillset, and is usually played as a carry. His main strengths include his unparalleled ability to farm gold from enemy creeps, as well as his incredibly powerful steroid ultimate. While he is quite weak during the early stages of the game, he'll eventually become a powerful and hard to kill damage dealer if he's allowed to farm freely. His first ability, Acid Spray, coats a large nearby area in acid, continuously damaging and reducing the armor of enemies in the area. His second (and quirkiest) ability, Unstable Concoction, allows him to start brewing an unstable potion that he can then hurl at a nearby enemy hero to damage and stun them. The longer he brews the potion, the stronger the damage and stun will be, but if he brews it for too long the potion will eventually explode, damaging and stunning the Alchemist himself. His third, and arguably more important ability is a passive skill called Greevil's Greed that increases the gold the Alchemist obtains for killing enemy creeps, the bonus gold stacking if he keeps killing creeps in the next few seconds, up to a cap. His final and ultimate ability, Chemical Rage, drives his ogre into an alchemical fury, and is one of the strongest steroids in the game, giving the Alchemist a large bonus to his health, health and mana regeneration, movement speed and attack speed for a long duration.
Karroch, the Beastmaster"Karroch was born a child of the stocks. His mother died in childbirth; his father, a farrier for the Mad King of Slom, was trampled to death when he was five. Afterward Karroch was indentured to the king’s menagerie, where he grew up among all the beasts of the royal court: lions, apes, fell-deer, and things less known, things barely believed in. When the lad was seven, an explorer brought in a beast like none before seen. Dragged before the King in chains, the beast spoke, though its mouth moved not. Its words: a plea for freedom. The King only laughed and ordered the beast perform for his amusement; and when it refused, struck it with the Mad Scepter and ordered it dragged to the stocks. Over the coming months, the boy Karroch sneaked food and medicinal draughts to the wounded creature, but only managed to slow its deterioration. Wordlessly, the beast spoke to the boy, and over time their bond strengthened until the boy found he could hold up his end of a conversation—could in fact speak now to all the creatures of the King's menagerie. On the night the beast died, a rage came over the boy. He incited the animals of the court to rebel and threw open their cages to set them amok on the palace grounds. The Mad King was mauled in the mayhem. In the chaos, one regal stag bowed to the boy who had freed him; and with Beastmaster astride him, leapt the high walls of the estate, and escaped. Now a man, Karroch the Beastmaster has not lost his ability to converse with wild creatures. He has grown into a warrior at one with nature’s savagery."Beastmaster is a melee hero that is characterized for the high amount of utility his kit brings, rather than raw damage. He is commonly played as a solo hero, as he can hold its own even in a 2 vs 1 lane situation and benefits from quickly gaining levels. Although he deals a good enough amount of damage, his main contribution to a team lays in his high utility kit and his ability to gank and initiate teamfights with his ultimate. His first ability, Wild Axes, makes him hurl his two axes in two parallel lines in front of him, each dealing damage to all enemies hit and cutting trees in their path. His second and signature ability, Call of the Wild, summons two beasts to his side: a hawk and a boar. The hawk has no combat ability, but it reveals a large area around itself and becomes invisible after a few seconds of standing still, which makes it useful to scout the map. The boar has a ranged attack that also applies a poison that slows movement and attack speed. His third ability, Inner Beast, is a passive aura that increases the attack speed of all nearby allies. His ultimate skill, Primal Roar, has him roar at a target enemy hero, damaging and stunning them for a long duration. Additionally, all enemy units between Beastmaster and his target are pushed aside, take damage and receive a movement and attack speed slow.
Mangix, the Brewmaster"Deep in the Wailing Mountains, in a valley beneath the Ruined City, the ancient Order of the Oyo has for centuries practiced its rights of holy reverie, communing with the spirit realm in grand festivals of drink. Born to a mother’s flesh by a Celestial father, the youth known as Mangix was the first to grow up with the talents of both lineages. He trained with the greatest aesthetes of the Order, eventually earning, through diligent drunkenness, the right to challenge for the title of Brewmaster—that appellation most honored among the contemplative malt-brewing sect. As much drinking competition as mortal combat, Mangix for nine days drank and fought the elder master. For nine nights they stumbled and whirled, chugged and struck, until at last the elder warrior collapsed into a drunken stupor, and a new Brewmaster was named. Now the new, young Brewmaster calls upon the strength of his Oyo forebears to speed his staff. When using magic, it is to his spirit ancestors that he turns. Like all Brewmasters before him, he was sent out from his people with a single mission. He wanders the land, striving toward enlightenment through drink, searching for the answer to the ancient spiritual schism—hoping to think the single thought that will unite the spirit and physical planes again."Brewmaster is a melee tanky hero that can both deal and take a lot of punishment, making him able to both carry and tank. He is an exceptionally good duelist, as his core set of abilities allow him to empower himself and debilitate opponents. On the other hand, his powerful ultimate, while somewhat hard to manage properly, makes him a huge threat during teamfights. His first ability, Thunder Clap, is a ground slam that damages all nearby opponents, also slowing their movement and attack speed. His second ability, Drunken Haze, hurls a casket at target enemy hero, drenching them in alcohol, which slows their movement speed and gives them a chance to miss their attacks. His third ability, Drunken Brawler, is a passive skill that gives Brewmaster a chance to dodge enemy attacks, as well as critically strike with his basic attacks for bonus damage. Brewmaster's ultimate, Primal Split, splits him into three elemental warriors: Earth, Storm and Fire, each with a set of abilities. Earth is melee tank who is immune to enemy spells, has a chance to deal area-of-effect damage around himself with his basic attacks and can hurl a boulder to damage and stun an enemy hero. Storm is a ranged mage that can dispell all buffs and debuffs in a nearby area, trap an opponent inside a cyclone and give himself invisibility and bonus movement speed. Fire is a melee high damage warrior that constantly deals magic damage to nearby opponents through its fiery aura. If any of the three warriors is alive at the end of the ability, Brewmaster is revived. Brewmaster's ultimate ability can be upgraded by the item Aghanim's Scepter, which increases the duration, reduces the cooldown of the ability and allows all three warriors to benefit from Brewmaster's third ability.
Rigwarl, the Bristleback"Never one to turn his back on a fight, Rigwarl was known for battling the biggest, meanest scrappers he could get his hands on. Christened Bristleback by the drunken crowds, he waded into backroom brawls in every road tavern between Slom and Elze, until his exploits finally caught the eye of a barkeep in need of an enforcer. For a bit of brew, Bristleback was hired to collect tabs, keep the peace, and break the occasional leg or two (or five, in the case of one unfortunate web-hund). After indulging in a night of merriment during which bodily harm was meted out in equal parts upon both delinquent patrons and his own liver, Bristleback finally met his match. “Your tusks offend me, sir,” he was heard to drunkenly slur to one particularly large fellow from the northern wastes whose bill had come due. What followed was a fight for the ages. A dozen fighters jumped in. No stool was left unbroken, and in the end, the impossible happened: the tab went unpaid. Over the weeks that followed, Bristleback's wounds healed, and his quills grew back; but an enforcer's honor can be a prickly thing. He paid the tab from his own coin, vowing to track down this northerner and extract redemption. And then he did something he'd never done before—he actually trained, and in so doing made a startling discovery about himself. A smile peeled back from his teeth as he flexed his quills. Turning his back to a fight might be just the thing."Bristleback is a tanky melee hero that is specially good at ganking and chasing down enemies, although he can function as a semi-dedicated damage dealer with items. The low cooldown and cost of his abilities allows him to spam them to his heart's content, and they all stack for increasingly powerful effects. He is mainly played as a hardcore ganker, since his set of skills make escaping from him very hard, although he can also tank some serious punishment if played well. His first ability, Viscous Nasal Goo, fires a mass of mucus at an enemy, slowing them and reducing their armor, which can stack several times thanks to its low cost and cooldown. With a similarly low cost and cooldown, his second ability, Quill Spray, sends a barrage of quills around Bristleback, damaging all nearby opponents as well as giving them a stacking debuff that increases damage taken from further quill sprays. His third ability, Bristleback, is a passive skill that reduces damage taken by Bristleback if he's hit from the sides, and reduces it even more if he's hit from the rear. Additionally, if he takes a certain amount of damage from the rear, he automatically releases a costless quill spray. Finally, his ultimate, Warpath, is yet another passive ability that increases Bristleback's movement speed and attack damage everytime he casts an ability, which also stacks and has a clear synergy with his low cooldown abilities.
Bradwarden, the Centaur Warrunner"It's said that a centaur's road is paved with the corpses of the fallen. For the one called Warrunner, it has been a long road indeed. To outsiders, the four-legged clans of Druud are often mistaken for simple, brutish creatures. Their language has no written form; their culture lacks pictographic traditions, structured music, formalized religion. For centaurs, combat is the perfect articulation of thought, the highest expression of self. If killing is an art among centaurs, then Bradwarden the Warrunner is their greatest artist. He rose to dominance on the proving grounds of Omexe, an ancient arena where centaur clans have for millennia gathered to perform their gladiatorial rights. As his fame spread, spectators came from far and wide to see the great centaur in action. Always the first to step into the arena, and the last to leave, he composes a masterpiece in each guttering spray, each thrust of blood-slickened blade-length. It is the poetry of blood on steel, flung in complex patterns across the pale sands of the killing floor. Warrunner defeated warrior after warrior, until the arena boomed with the cheering of his name, and he found himself alone, the uncontested champion of his kind. The great belt of Omexe was bestowed, wrapped around his broad torso, but in his victory, the death-artist found only emptiness. For what is a warrior without a challenge? The great centaur galloped out of Omexe that day with a new goal. To his people, Warrunner is the greatest warrior to ever step into the arena. Now he has set out to prove he is the greatest fighter who has ever lived."Centaur Warrunner is a powerful melee hero who is notable for his immense survivability and tankiness, as well as his powerful initiation abilities. Although he lacks any ranged abilities, his enormous health pool and disruption skills allow him to close in onto the enemy team, where he can unleash a rampage of crowd control and damage. While not as powerful as a real carry, he can deal a lot of damage and survive most encounters thanks to his massive health. His first ability, Hoof Stomp, makes him stomp the ground, damaging and stunning any nearby opponents. His second ability, Double Edge, is where most of his damage comes from. It is a very powerful melee blow that deals heavy damage to his target, as well as other enemies in a small area around it, but also damages the Centaur Warrunner himself, although he cannot die through this damage. His third ability, Return, is a passive skill that immediately damages any hero that hurts the Centaur Warrunner with their basic attacks, which greatly discourages squishy carries from focusing him. Finally, his ultimate, Stampede, is a powerful initiation tool that immediately grants all allies on the map maximum movement speed and allows them to pass through enemy units, trampling them to inflict damage and a massive slow, although a single enemy cannot be affected by this more than once.
Rattletrap, the Clockwerk"Rattletrap descends from the same far-flung kindred as Sniper and Tinker, and like many of the Keen Folk, has offset his diminutive stature through the application of gadgetry and wit. The son of the son of a clockmaker, Rattletrap was many years apprenticed to that trade before war rode down from the mountains and swept the plains villages free of such innocent vocations. “Your new trade is battle,” his dying father told him as the village of their ancestors lay in charred and smoking ruins. It is a poor tradesman who blames his tools, and Rattletrap was never one to make excuses. After burying his father among the ruins of their village, he set about to transform himself into the greatest tool of warfare that any world had ever seen. He vowed to never again be caught unprepared, instead using his talents to assemble a suit of powered Clockwerk armor to make the knights of other lands look like tin cans by comparison. Now Rattletrap is alive with devicesa small but deadly warrior whose skills at ambush and destruction have risen to near-automated levels of efficiency. An artisan of death, his mechanizations make short work of the unwary, heralding a new dawn in this age of warfare. What time is it? It's Clockwerk time!"Clockwerk is a melee hero that is commonly played as a ganker and initiator thanks to his good mobility and single target damage. Clockwerk's ability to take out key target enemies is very well known and feared, for he can appear out of nowhere, isolate his designated target and eliminate them before moving onto his next opponent. Even though he's not as durable as other Strenght heroes, and he lacks effective area-of-effect damage, he is indeed a force to be reckoned with. Clockwerk's first ability, Battery Assault, where most of his single target damage comes from, fires a barrage of short range missiles at random nearby enemy units for a duration, damaging and briefly stunning them for each missile, which is obviously more effective against isolated targets. This isolation is achieved through his second skill, Power Cogs, which creates a barrier of electrified cogs around Clockwerk, trapping nearby opponents inside. These cogs cannot be moved through, require three attacks to be destroyed by enemy heroes (but only one by Clockwerk), and immediately damage and knock-back any enemy hero that comes nearby the outer ring of the barrier, although this can only happen once per cog. His third skill, Rocket Flare, allows him to fire an exploding flare that deals moderate damage in a large area, and more importantly can be fired anywhere on the map. His ultimate skill, Hookshot, is the source of his great mobility, and it fires a long-range hook that immediately pulls Clockwerk to any target it hits, except neutral monsters, dealing damage and stunning the target if it is an enemy unit. Clockwerk's ultimate ability can be upgraded by the item Aghanim's Scepter, which greatly reduces its cooldown.
Davion, the Dragon Knight"After years on the trail of a legendary Eldwurm, the skilled dragon-slayer found himself facing a disappointing foe: the dreaded Slyrak had grown ancient and frail, its wings tattered, its few remaining scales stricken with scale-rot, its fangs ground to nubs, and its fire-gouts no more threatening than a pack of wet matchsticks. Seeing no honor to be gained in dragon-murder, the young knight prepared to turn away and leave his old foe to die in peace. But a voice crept into his thoughts, and Slyrak gave a whispered plea that the knight might honor him with death in combat. The knight agreed, and found himself rewarded beyond expectation for his act of mercy: As he sank his blade in Slyrak's breast, the dragon sank a claw into his throat. As their blood mingled, Slyrak sent his power out along the Blood Route, offering all its strength and centuries of wisdom to the knight. The dragon's death sealed their bond, and Dragon Knight was born. The ancient power slumbers in the knight, waking when he calls it; or perhaps it is the Dragon that calls the Knight..."Dragon Knight is a melee hero that boasts a balanced skillset, innate tankiness and a very powerful ultimate, and is commonly played as a carry. Dragon Knight has a versatile skillset, with his devastating ultimate being the icing on the cake. However, Dragon Knight's main strenght is also his main downfall: while he's a truly fearsome opponent when he has his ultimate ready, he's a pretty lackluster hero when he doesn't, having no mobility, escape mechanisms or damage steroids. His first ability, Breathe Fire, makes him breath a blast of fire that damages enemy units in a line in front of him. His second ability, Dragon Tail, is a melee range shield bash that deals low damage but stuns the target for a long duration. His third ability, Dragon Blood, is a passive skill that provides Dragon Knight with bonus armor and health regeneration. Finally, his ultimate, Elder Dragon Form, transforms Dragon Knight into a mighty dragon for a long duration, giving him a ranged attack and extending the range of his second ability, as well as granting his basic attacks a different effect depending on the level of the ability. At level 1, it grants him a corrosive damage-over-time effect to his basic attacks. At level 2, it grants the same effect, while also making his attacks deal area-of-effect damage around their main target. At level 3, it loses the corrosive damage-over-time effect, but keeps the area-of-effect damage and also makes his basic attacks slow his target's movement speed and attack speed.
Raigor Stonehoof, the Earthshaker"Like a golem or gargoyle, Earthshaker was one with the earth but now walks freely upon it. Unlike those other entities, he created himself through an act of will, and serves no other master. In restless slumbers, encased in a deep seam of stone, he became aware of the life drifting freely above him. He grew curious. During a season of tremors, the peaks of Nishai shook themselves loose of avalanches, shifting the course of rivers and turning shallow valleys into bottomless chasms. When the land finally ceased quaking, Earthshaker stepped from the settling dust, tossing aside massive boulders as if throwing off a light blanket. He had shaped himself in the image of a mortal beast, and named himself Raigor Stonehoof. He bleeds now, and breathes, and therefore he can die. But his spirit is still that of the earth; he carries its power in the magical totem that never leaves him. And on the day he returns to dust, the earth will greet him as a prodigal son."Earthshaker is a powerful melee hero that is known for his incredibly powerful initiating and ganking abilities. Earthshaker stands out from other Strenght heroes in that he depends a lot on his spells and small mana pool to deal his potentially sky-rocketing damage, and is specially adept at damaging enemies that are clustered together. He is, however, very dependant on buying a Blink Dagger to provide him with the mobility he lacks to flash in the middle of the enemy team and unleash his devastating power. His first ability, Fissure, makes him slam the ground with his totem, creating a rock wall in a long line in front of him that damages and stuns enemy heroes it collides with. The wall remains for a few seconds afterwards, becoming unpassable terrain. His second ability, Enchant Totem, enchants his totem, greatly increasing the damage of his next attack. It is mostly used to proc his third ability, Aftershock, which is a passive skill that damages and briefly stuns all nearby opponents whenever Earthshaker activates an ability. Finally, his ultimate, Echo Slam, is what makes him so feared, and it slams the earth with his totem so strongly that it creates a powerful shockwave that damages nearby enemy units. The catch is that each enemy unit hit releases an additional shockwave around themselves, damaging nearby opponents, which means that a well placed Earthshaker is able to heavily damage or even kill the entire enemy team if they stand close. Earthshaker's ultimate ability can be upgraded by the item Aghanim's Scepter, and it makes every enemy unit hit release two shockwaves instead of one, essentially doubling the damage.
Io, the Guardian Wisp"Wisp is everywhere, and in all things. Denounced by enemies as the great unmaker, worshiped by scholars as the twinkling of a divine eye, Wisp occupies all planes at once, the merest fraction of its being crossing into physical existence at any one moment. Like the great twin riders Dark and Light, and yet another ancient traveler whose true history is lost to the ages, Io the Wisp is a Fundamental of the universe—a force older than time, a wanderer from realms far beyond mortal understanding. Wisp is nothing less than the sum of all attractive and repulsive forces within matter, a sentient manifestation of the charge that bind particles together. It is only in the controlled warping of these forces that Wisp's presence can be experienced on the physical plane. A benevolent, cooperative force, Wisp bonds its strength to others so that the power of allies might be enhanced. Its motives inscrutable, its strength unimaginable, moves through the physical plane, the perfect expression of the mysteries of the universe."Wisp is an unique ranged hero that is commonly played as a hardcore support thanks to its many ways to help allies. Even though Wisp lacks any sort of killing power by itself, with only one directly offensive ability, the capability to protect, support, empower and provide kills for its allies makes Wisp a very powerful pick in expert hands. While pretty hard to play due to his completely ally-dependant kit, a well played Wisp can prove to be a gamechanging presence on the battlefield. Wisp's first ability, Tether, is arguably its more important, and it links Wisp to a nearby ally, forming an energy tether between the two that will break if they move too far apart (although it can be casted from a range twice as long as the breaking range, which will make Wisp quickly dash to its target and can be used for quick getaways). While linked, both Wisp and the ally enjoy bonus movement speed, and the ally will regen any amount of health and mana that Wisp gains. Additionally, any enemy unit that passes through the tether is stunned. Wisp's second ability, Spirits, generates five energy spirits that circle around Wisp, and can be pulled in or out to circle closer or farther away from Wisp. When a spirit makes contact with an enemy hero it will explode, damaging all nearby enemies. Spirits that make contact with enemy non-hero units will damage them for a smaller amount, but will not explode. Wisp's third skill, Overcharge, increases Wisp's attack speed and gives him a damage reduction from all sources at the cost of mana and health each second and, more importantly, is shared with the ally affected by Wisp's first skill. Finally, Wisp's ultimate, Relocate, teleports itself and any linked ally to any position on the map for twelve seconds after a short cast time, which allows Wisp to be a global pressence on the map.
Purist Thunderwrath, the Omniknight"Purist Thunderwrath was a hard-fighting, road-worn, deeply committed knight, sworn to the order in which he had grown up as squire to elder knights of great reputation. He had spent his entire life in the service of the Omniscience, the All Seeing One. Theirs was a holy struggle, and so embedded was he in his duty that he never questioned it so long as he had the strength to fight and the impetuous valor that comes with youth. But over the long years of the crusade, as his elders passed away and were buried in sorry graves at the side of muddy tracks, as his bond-brothers fell in battle to uncouth creatures that refused to bow to the Omniscience, as his own squires were chewed away by ambush and plague and bad water, he began to question the meaning of his vows—the meaning of the whole crusade. After deep meditation, he parted ways with his army and commenced a long trek back to the cave-riddled cliffs of Emauracus, and there he set a challenge to the priests of the Omniscience. No knight had ever questioned them before, and they tried to throw him into the pit of sacrifice, but Purist would not be moved. For as he faced them down, he began to glow with a holy light, and they saw that the Omniscience had chosen to reveal Itself to him. The Elder Hierophant led him on a journey of weeks down into the deepest chamber, the holy of holies, where waited not some abstract concept of wisdom and insight, not some carved relic requiring an injection of imagination to believe in, but the old one itself. It had not merely dwelt in those rocks for billions of aeons; no, It had created them. The Omniscience had formed the immense mineral shell of the planet around itself, as a defense against the numerous terrors of space. Thus the All Seeing One claimed to have created the world, and given the other truths revealed to Puritan on that day, the knight had no reason to refute the story. Perhaps the Omniscience is a liar, deep in its prison of stone, and not the world's creator at all, but Omniknight never again questioned his faith. His campaign had meaning at last. And there can be no question that the glorious powers that imbue him, and give his companions such strength in battle, are real beyond any doubt."Omniknight is a tanky melee hero that is very adept at supporting and protecting allied heroes from harm. Commonly played as a lane and teamfight support, he can also be an effective tank thanks to his powerful defensive skillset. Even though he lacks the offensive prowess or the crowd control abilities of other supports, and thus is better at preventing his allies from dying rather than enabling enemies to get killed, he's still a very powerful hero that can turn around most fights thanks to his array of defensive buffs. His first ability, Purification, heals an allied unit and also releases a pulse of light that deals unblockable true damage to all enemies around that ally. His second ability, Repel, summons a magical barrier around a target unit, granting them magic immunity to both negative and positive spells, which can be cast on either allies (to protect them from harm) or enemies (to prevent their allies from affecting them with beneficial spells). His third ability, Degen Aura, is a passive aura that slows the movement and attack speed of enemy units that are very close to Omniknight. Finally, his ultimate ability, which can easily turn around any fight, is called Guardian Angel and grants all nearby allies immunity to physical attacks, as well as greatly increased health regeneration. Omniknight's ultimate ability can be upgraded by the item Aghanim's Scepter, and it allows the defensive buff to affect allied buildings as well, while also giving it a global range.
Sven, the Rogue Knight"Sven is the bastard son of a Vigil Knight, born of a Pallid Meranth, raised in the Shadeshore Ruins. With his father executed for violating the Vigil Codex, and his mother shunned by her wild race, Sven believes that honor is to be found in no social order—but only in himself. After tending his mother through a lingering death, he offered himself as a novice to the Vigil Knights, never revealing his identity. For thirteen years he studied in his father's school, mastering the rigid code that declared his existence an abomination. Then, on the day that should have been his In-Swearing, he seized the Outcast Blade, shattered the Sacred Helm, and burned the Codex in the Vigil's Holy Flame. He strode from Vigil Keep, forever solitary, following his private code to the last strict rune. Still a knight, yes...but a Rogue Knight."Sven is a melee hero with a simple, yet effective set of abilities. Not only can he be a very effective support OR carry, but he most notably can do both in a single game thanks to his kit containing both high utility spells that allow him to support and initiate, and powerful damage steroids that help him deal damage. He usually transitions from an early game supporting role to a full blown hard carry at late game, but he has to cope with a mid game phase in which he doesn't excel at either role. He's also very dependant on his small mana pool. His first ability, Storm Hammer, launches his gauntlet at an enemy unit, damaging and stunning it, as well as other nearby enemies, which is notably one of the very few targeted stuns in the game. His second ability, Great Cleave, is a passive skill that gives his basic attacks a cleaving effect that damages other targets around his attack target for a percentage of the damage dealt. His third ability, Warcry, instantly increases the armor and movement speed of himself and nearby allies for a brief duration. Finally, Sven's ultimate ability, God's Strength, grants him a large buff to his attack damage (going as far as triplicating it at maximum level) for quite a long duration, which gives him great carrying potential.
Huskar, the Sacred Warrior"Emerging from the throes of the sacred Nothl Realm, Huskar opened his eyes to see the prodigal shadow priest Dazzle working a deep incantation over him. Against the ancient rites of the Dezun Order, Huskar’s spirit had been saved from eternity, but like all who encounter the Nothl he found himself irrevocably changed. No longer at the mercy of a mortal body, his very lifeblood became a source of incredible power; every drop spilled was returned tenfold with a fierce, burning energy. However this newfound gift infuriated Huskar, for in his rescue from the Nothl, Dazzle had denied him a place among the gods. He had been denied his own holy sacrifice. In time the elders of the order sought to expand their influence and Huskar, they agreed, would be a formidable tool in their campaign. Yet becoming a mere weapon for the order that denied him his birthright only upset him further. As the first embers of war appeared on the horizon, he fled his ancestral home to find new allies, all the while seeking a cause worthy of unleashing the power his total sacrifice could bring."Huskar is a ranged hero commonly played as a carry, thematically based around getting stronger at lower health numbers. He is extremely mana independant, as only one of his abilities costs mana; the rest of them actually deplete his own health when he uses them. With a demolishing single-target damage potential, particularly as he gets low on health, and a great ability to gank thanks to his powerful ultimate, Huskar's main offset is his high-risk, high-reward playstyle: while he is incredibly powerful while his health is low, he is also pretty vulnerable due to his need to stay at critical amounts of health. Huskar's first ability, Inner Vitality, is the only one of his that costs mana, and it grants a target allied unit, including himself, a large bonus to its health regeneration, which is even stronger when that target is very low on health. His second ability, Burning Spears, sets his throwing spears on fire, giving his basic attacks a strong damage over time effect that stacks indefinitely, at the cost of some health per basic attack. His third and arguably strongest ability, Berserker's Blood, is a passive skill that gives Huskar increased attack speed and magic resistance as he gets low on health, reaching absolutely staggering numbers when near death. Finally, his powerful ultimate ability, Life Break, costs a percentage of Huskar's health, and makes him jump at target enemy hero, slowing them and dealing damage equal to a large percentage of their current health. Huskar's ultimate ability can be upgraded by the item Aghanim's Scepter, and it increases the health percentage inflicted as damage to the enemy hero, as well as greatly decreasing the cooldown of the ability.
Tiny, the Stone Giant"Coming to life as a chunk of stone, Tiny's origins are a mystery on which he continually speculates. He is a Stone Giant now, but what did he used to be? A splinter broken from a Golem's heel? A shard swept from a gargoyle-sculptor's workshop? A fragment of the Oracular Visage of Garthos? A deep curiosity drives him, and he travels the world tirelessly seeking his origins, his parentage, his people. As he roams, he gathers weight and size; the forces that weather lesser rocks, instead cause Tiny to grow and ever grow."Tiny is a melee hero with great ganking and burst damage capabilities, but with Aghanim’s Scepter can transition into a successful late-game carry. His early game kill potential is very high as a result of the lethal burst damage of his first and second skills. Tiny is however heavily dependent on his mana pool and as the game progresses into the late game, where spell damage falls off and right-click damage takes priority, his slow attack speed becomes a major hindrance without farm, and thus he depends on a succesful early game. Tiny’s first skill, Avalanche, causes a landslide in the targeted area, dealing damage and stunning all enemy units in its area of effect. His second skill, Toss, tosses a random unit, friend or foe, within a short radius of Tiny at the targeted enemy, dealing damage in an area around it. Tiny’s deadly mid-game combo is using his first skill on a lone enemy, then tossing him into the air. As he falls back down, the landslide's stun and damage is reapplied, essentially doubling the damage. This combo allows Tiny to obliterate low health heroes. His third skill, Craggy Exterior, is a passive ability which grants him bonus armor, deals damage to enemies who attack him and has a chance to stun them. Tiny’s ultimate and most iconic skill is another passive which makes him grow in size, aptly named Grow. Whilst starting out small, by the time he has maxed his ultimate Tiny is among the largest heroes in the game. As he grows he gains bonus damage, movement speed and bonus damage to his second skill at the cost of a significant dent to his attack speed. Tiny can purchase an Aghanim’s Scepter, althought it doesn't specifically boost his ultimate, which makes him pick up a tree and use it as a melee weapon. It grants him increased attack range, bonus damage against buildings, a cleave to his attack and adding even more bonus damage to his second skill.
Rizzrack, the Timbersaw"Rizzrack could still hear the screams in his mind. He worked, frantically turning wrenches, twisting screws, building and carving and forging. Sleep eluded him; he only built. Months had passed since he had shut himself in his uncle's workshop, and his deliverance was nearly complete. He rubbed his back as his eyes drifted shut, and saw a blanket of flowers floating on the placid waves of Augury Bay before exploding into a cloud of pollen that silenced lives as it seized the lungs. He woke with a choking start. For hours the rhythmic sound of a whetstone filled the shop as he sharpened a set of massive blades, his mind filled with images of strangling vines garroting neighbors, enwrapping homes. The flooding of Augury Bay had been nothing compared to the violent horrors the waters left to take root beyond the city walls. But the saw-suit would make him strong and safe he thought, allowing himself this sliver of hope before the full might of his fear crashed into his fading mind. Branches and blood. When the city fell, Rizzrack fled trees that walked, and fought, and killed. Trees had shattered the gates and swarmed into the city. Trees had crushed and thrashed and stomped the last that Augury Bay could muster in defense, and stalked the few fleeing refugees. In addled silence Rizzrack unspooled the thick chain from the suit's arm, his hands quaking as he inspected each link and ran a trembling finger along the claw attached at its end. The saw-suit was ready. With his hand trembling he sparked the bladed machine to life. Terror drove him, terror of what awaited him and of what he would have to face to have any hope of calming his mind. As the saw-suit shuddered to life he knew he must face this fear, and he knew he wouldn't like it one bit."Timbersaw is a melee hero who is based around terrain dependency, high mobility and dishing out ‘pure’ damage, a source of damage that ignores both the armor value and magic resistance of an enemy. He is highly dependent on his limited mana pool, but if he manages to boost his mana pool and mana regeneration he can take full advantage of his spells, all of which have low cooldowns and mana cost. Timbersaw's tree dependency can be both a blessing and a curse, as, for good or bad, it greatly affects his mobility and damage. His first skill, Whirling Death, spins a saw blade around himself, damaging units and reducing their primary stat for a short duration. Normally it will deal magical damage, which is reduced by enemy magic resistance, but if a tree is cut down by the spell then it will deal unblockable pure damage instead. His second skill, Timber Chain, fires a chain in front of him. If it latches onto a tree it will pull him towards it, dealing pure damage to any enemy he passes through. This grants Timbersaw the ability to cross significant distances in short spaces of time if there are trees nearby. His third skill, Reactive Armor, is a passive grant him bonus armor and health regeneration every time he is attacked. It will stack on top of itself for a total of 16 times, meaning Timbersaw becomes harder to kill as the fight goes on. His ultimate, Chakram, throws a spinning blade at the targeted destination, dealing damage per second in that area and slowing enemy movement speed depending on the amount of health they are missing. It costs mana every second to keep it active, but Timbersaw can recall it at any moment.
Rooftrellen, the Treant Protector"Far to the west, in the mountains beyond the Vale of Augury, lie the remains of an ancient power, a fount of eldritch energy nestled deep in the high woods. It is said that the things that grow here, grow strangely. To the forces of nature this is a sacred place, made to stay hidden and unknown. Many are the traps and dangers of this land—all-consuming grasses and crossbred fauna and poisonous flowers—but none are so fierce as the mighty Treant Protectors. These ageless, titanic beings, charged with keeping the peace in this dangerous land, ensure that none within encroach without reason, and none without poach their secrets. For time untold they tended to their holy ground, uninterrupted, only dimly aware of the changing world beyond. Yet inevitably the wider world grew aware of this untamed land, and with each passing winter the outsiders grew bolder. Soon they arrived with tools to cut and with flames to burn, and often the Treants would ponder: who are these fragile, industrious creatures? What now had become of the wild, green world? There came and went an age of questions and of doubts, a thousand summers of long traditions set to scrutiny, while more and more the outsiders died and fed their earth. When all that bloomed had finally finished their say, curiosity had overcome caution. It was decided: a lone Protector would be sent into the wider world, and instructed to wander until the glaciers arose once more, to observe the changing land and its creatures, and to discover what unknown dangers could threaten their sacred ground."Treant Protector is a melee hero who is adept at supporting his team and keeping them alive. He is most notable for his skill set which essentially prevents early aggression from the enemy team whilst facilitating it for his own team. He is also naturally tanky, having one of the highest Strength growth in the game and possessing the highest base attack damage. His first skill, Nature’s Guise, is a targeted ability which can turn himself or allies invisible when next to trees, whilst also granting them bonus move speed. It is notable that whilst under its effects Treant is capable of casting spells without breaking invisibility, something that most invisibility effects do not allow. His second skill, Leech Seed, applies a slow to the targeted enemy unit and drains his health in pulses. It then proceeds to heal nearby allied units for the same amount of health stolen. His third skill, Living Armor, is his bread-and-butter spell. Treant creates a shield around an allied unit, granting them bonus health regeneration and blocking some of the damage they receive for a certain number of instances. It will dispel when it either completes its duration or the number of damage instances has passed. It can also be cast globally, which allows Treant to save allies who are under attack from the other side of the map. He can also cast it on buildings, granting him one of the few ways to heal damaged structures. His ultimate, Overgrowth, roots all enemies within a significant radius of Treant in place, preventing them from moving and attacking, but not from casting spells or using items. Whilst not dealing any damage, it will root the enemy in place for a long time and so long as enemy heroes do not have a way to break it they will be unable to avoid your teams follow-up damage, easily winning you the fight.
Ymir, the Tusk"It had been a brawl to remember. There stood Ymir, the Tusk, the Terror from the Barrier, the Snowball from Cobalt, the only fighter to have bested the Bristled Bruiser in a fair fight, and now the last man standing in Wolfsden Tavern. What started as a simple bar bet of supremacy ended with four regulars, a blacksmith, and six of the Frost Brigade's best soldiers writhing against the shards and splinters of almost every bottle, mug, and chair in the building. The Tusk boasted and toasted his victory as he emptied his brew.No sooner had the defeated regained consciousness than the cries for double-or-nothing rang out. The Tusk was pleased at the prospect, but none could think of a bet bigger than the one he just conquered. Horrified at the damage to his tavern and desperate to avoid another brawl, the barkeep had an idea. As skilled as he was, Ymir had never taken part in a real battle, never tested himself against the indiscriminate death and chaos of war. He proposed a wager to the fighter: seek out the biggest battle he could find, survive, and win it for whichever side he chose. The stakes? The next round of drinks."Tusk is a melee hero who excels in aggressive ganks in the early-to-mid game. Whilst he can be played as a support, Tusk greatly benefits from additional farm and levels, granting him the chance to snowball into the later stages. His first skill, Ice Shards, throws a ball of compressed ice in the targeted direction, damaging enemy units it passes through. If it collides with an enemy hero or reaches its maximum range, it unleashes five ice shards which create a barrier in the direction it was heading. This skill has particular use in chokepoints, allowing Tusk to prevent enemy heroes from escaping and securing the kill. His second skill, Snowball, makes him roll into a giant snowball which heads towards a targeted enemy. It will stun and deal damage to the targeted enemy upon contact and any enemy unit it passes through to get there. If it passes through an allied unit, it will pick them up along for the ride, releasing its content upon successful impact. If the enemy manages to avoid being hit, after a short duration the snowball will collapse, freeing its content in the process. This skill has tremendous impact in ganking enemies, but if the Tusk is not careful he can carry his allies into a trap. His third skill, Frozen Sigil, summons the aforementioned sigil which can be independently controlled by the player. It provides an aura which cripples enemy attack and move speed. It can be killed and provides a significant bounty to the enemy, so it is imperative for Tusk players to keep their sigil alive. His ultimate, Walrus PUNCH!, applies a buff to his next auto-attack which will send the next enemy unit he punches flying into the air and dealing critical damage. Upon landing their movement speed is slowed, inhibiting escape. The critical damage is 300% of his normal attack damage, but becomes 400% if the enemy is blow half health. Since this is a buff to his auto-attack, this grants one of the few ways to disrupt enemies through magic immunity.
Elder Titan, the Worldsmith"Well may you ask, "How did this world take its form?" Why of all the worlds in creation, has this one its strange properties, its diverse and motley collection of creatures, cultures and lore? "The answer," One whispers, "lies with the Titans."These original progenitors were there near the Beginning—if not actual witnesses to the creation, then born with it still echoing in their ears. Stamped with the earliest energies of the universe, they wished nothing more than to continue as creators themselves. Thus they bent to the task of shaping matter to their will: hammering and heating, bending and blasting. And when matter proved less challenging than they liked, they turned their tools upon themselves, reshaping their minds and reforging their spirits until they had become beings of great endurance. Reality itself became the ultimate object of their smithing. Yet, along the way, they sometimes erred. In cases of great ambition, mistakes are unavoidable.The one we know as the Elder Titan was a great innovator, one who studied at the forge of creation. In honing his skills, he shattered something that could never be repaired, only thrown aside. He fell into his own broken world, a shattered soul himself. There he dwelt among the jagged shards and fissured planes, along with other lost fragments that had sifted down through the cracks in the early universe. And this is why the world we know resembles an isle of castaways, survivors of a wreck now long forgotten. Forgotten, that is, by all but the One who blames himself. He spends his time forever seeking a way to accomplish the repairs, that he might rejoin the parts of his broken soul, that we and the world alike might all be mended. This is the One we know as Elder Titan."Elder Titan is a melee hero who is extremely versatile and can be played in almost any role. He is also a specialist in dealing both physical and magical damage with his spells, often at the same time. His skillset makes him a superb initiator, although his high skill floor means he is difficult for newer players to handle. His first skill, Echo Stomp, is a channelling ability which makes Elder Titan stomp the ground with huge force, dealing physical damage in radius around him and putting enemies to sleep. Whilst under the effects of the sleep, enemy units are unable to perform any action until the duration runs out or receive damage a player source, whether the hero itself or any summons or creeps they control. On a coordinated team this spell is extremely useful in setting up a teamfight, yet has the flaw in that it is a channelling spell which requires Elder Titan to be within melee range of the enemy, making him easy to stun and disrupt the spell. This weakness is compensated by his second skill, Astral Spirit. It summons a spirit duplicate of Elder Titan, which damages all enemy units it passes through. Whilst it can be independently controlled by the player, when he casts Echo Stomp the Spirit will do the same, the one difference being that the spirit stomp will deal magical damage instead. With a significant cast radius, this spell allows Elder Titan to initiate a teamfight from a safe distance. Another aspect of this skill is that after a set duration the spirit will return to Elder Titan, granting him bonus movement speed and damage for every enemy it has passed through and granting extra if the unit was a hero. The player is also able to recall the spirit at any time he chooses. His third skill, Natural Order, is a skill which, whilst having a short radius around the player, greatly reduces enemy armor and magic resistance, making them extremely vulnerable. This aura also is carried by his spirit, allowing Elder Titan to project this aura into the midst of the enemy team, compensating for its short radius. His ultimate, Earth Splitter, is a devastating spell where Elder Titan slams the ground, creating a fissure which is longer than the screen. It has a length cast delay, but after a few seconds the earth explodes, pulling the enemy towards the fissure whilst both slowing them and dealing a colossal amount of damage, 35% of the target’s maximum health. Of the total damage, half of it is physical damage and half of it is magical.
Anti-Mage"The monks of Turstarkuri watched the rugged valleys below their mountain monastery as wave after wave of invaders swept through the lower kingdoms. Ascetic and pragmatic, in their remote monastic eyrie they remained aloof from mundane strife, wrapped in meditation that knew no gods or elements of magic. Then came the Legion of the Dead God, crusaders with a sinister mandate to replace all local worship with their Unliving Lord's poisonous nihilosophy. From a landscape that had known nothing but blood and battle for a thousand years, they tore the souls and bones of countless fallen legions and pitched them against Turstarkuri. The monastery stood scarcely a fortnight against the assault, and the few monks who bothered to surface from their meditations believed the invaders were but demonic visions sent to distract them from meditation. They died where they sat on their silken cushions. Only one youth survived—a pilgrim who had come as an acolyte, seeking wisdom, but had yet to be admitted to the monastery. He watched in horror as the monks to whom he had served tea and nettles were first slaughtered, then raised to join the ranks of the Dead God's priesthood. With nothing but a few of Turstarkuri's prized dogmatic scrolls, he crept away to the comparative safety of other lands, swearing to obliterate not only the Dead God's magic users—but to put an end to magic altogether."Anti-Mage is a melee hard carry hero who is renowned for his ability to drain mana and annihilate enemy casters. He is a hard carry who is gifted with high mobility, innate survivability and fantastic scaling with levels and items. His early game is very weak and if he is sufficiently countered by the enemy team then he will not have a significant impact in the later stages, but if he is left alone to farm as he pleases then he is more than capable of destroying the enemy team by himself. His first skill, Mana Break, is a passive ability which drains the targets mana upon an attack and deals damage equal to 60% of the mana drained. This is his most iconic skill and what makes him such a threat to mana dependent heroes. His second skill, Blink, is a low cooldown, short range teleportation ability which grants him great mobility. He can use it to escape gank attempts, chase after kills or simply farm the jungle that much faster. His third skill, Spell Shield, grants him bonus magic resistance, improving his survivability against enemy spell casters. His ultimate, Mana Void, deals damage to a target an all enemies around it in a small area of effect based on the amount of mana missing. As a result it is terrible to use as an initiation tool, but after a few attacks the enemy’s mana will be so low that it can be devastating. It will also stun the primary target briefly, preventing them from teleporting away.
Gondar, the Bounty Hunter"When the hunted tell tales of Gondar the Bounty Hunter, none are sure of which are true. In whispered tones they say he was abandoned as a kit, learning his skill in tracking as a matter of simple survival. Others hear he was an orphan of war, taken in by the great Soruq the Hunter to learn the master’s skill with a blade as they plumbed the dark forests for big game. Still others believe he was a lowly street urchin raised among a guild of cutpurses and thieves, trained in the arts of stealth and misdirection. Around campfires in the wild countryside his quarry speaks the rumors of Gondar’s work, growing ever more fearful: they say it was he who tracked down the tyrant King Goff years after the mad regent went into hiding, delivering his head and scepter as proof. That it was he who infiltrated the rebel camps at Highseat, finally bringing the legendary thief White Cape to be judged for his crimes. And that it was he who ended the career of Soruq the Hunter, condemned as a criminal for killing the Prince’s prized hellkite. The tales of Gondar’s incredible skill stretch on, with each daring feat more unbelievable than the last, each target more elusive. For the right price, the hunted know, anyone can be found. For the right price, even the mightiest may find fear in the shadows."Bounty Hunter is a melee hero whose skill set grants him excellent ganking abilities as well as boosting the gold earned by killing enemy heroes for his whole team. He is an assassin in the truest sense, sneaking up to unsuspecting enemies and then bursting them down before they have time to react. His first skill, Shuriken Toss, throws a shuriken at an enemy, dealing damage and mini-stunning them. Whilst the extra burst damage is nice, it is important not to waste it as without the mini-stun it provides Bounty Hunter has no way of stopping a fleeing target from teleporting away. His second skill, Jinada, is a cooldown based passive which applies a buff to his next attack, granting him a guaranteed critical hit as well as slowing the enemies attack and move speed. This skill is where most of his initial burst damage comes from as well as hindering enemy escape. His third skill, Shadow Walk, turns Bounty Hunter invisible for a lengthy period of time and grants him bonus damage when breaking his invisibility by attacking, allowing him to surprise foes wHow did this world take its form?ho foolishly decided to venture out alone. His ultimate, Track, is arguably his most important skill. When cast it grants vision of the target, even through invisibility, and grants bonus move speed to nearby allies. It also grants bonus gold to yourself and your allies when the target is killed, even if said ally is on the other side of the map. This skill greatly increases the income of all your allies so it is vital to apply it to as many enemies as possible before they are killed, which is helped by its very low cooldown and mana cost.
Traxex, the Drow Ranger"Drow Ranger's given name is Traxex—a name well suited to the short, trollish, rather repulsive Drow people. But Traxex herself is not a Drow. Her parents were travelers in a caravan set upon by bandits, whose noisy slaughter of innocents roused the ire of the quiet Drow people. After the battle settled, the Drow discovered a small girl-child hiding in the ruined wagons, and agreed she could not be abandoned. Even as child, Traxex showed herself naturally adept at the arts they prized: Stealth, silence, subtlety. In spirit, if not in physique, she might have been a Drow changeling, returned to her proper home. But as she grew, she towered above her family and came to think of herself as ugly. After all, her features were smooth and symmetrical, entirely devoid of warts and coarse whiskers. Estranged from her adopted tribe, she withdrew to live alone in the woods. Lost travelers who find their way from the forest sometimes speak of an impossibly beautiful Ranger who peered at them from deep among the trees, then vanished like a dream before they could approach. Lithe and stealthy, icy hot, she moves like mist in silence. That whispering you hear is her frozen arrows finding an enemy's heart."Drow Ranger is a ranged carry that can be useful throughout the game with her slows and silences on top of her terrifying damage potential. Although she suffers greatly if the enemy gets close to her and she lacks an inbuilt escape mechanism, her skills make her excellent at keeping them at bay and allowing her to deal the colossal amount of damage she is capable of possessing. Her first skill, Frost Arrow, is an ability which grants her arrows a move speed slow and can be manually cast as a normal spell or toggled to apply automatically to her attacks, although it still costs mana and improper use can result in her depleting her mana pool very quickly. This ability grants her excellent laning presence due to a mechanic of Dota relating to creep agro. When you attacks an enemy hero near enemy creeps the creeps will prioritise attacking you above all else. However, casting spells does not have this effect. By manually casting Frost Arrow Drow Ranger is able to harass the enemy in lane without fear of drawing creep aggro and sustaining significant damage. Later on in the game the slow is used to keep melee heroes at a safe distance. Her second skill, Silence, silences all enemies in an area, preventing them from casting any spells. Her third skill, Precision Aura, is a global aura which grants allied ranged heroes bonus damage based off Drow Rangers current Agility. It also affects allied creeps in a sizable area around her. Her ultimate, Marksmanship, is a passive which grants her a massive boost to her Agility, increasing her damage and attack speed tremendously. The catch, however, is that if an enemy hero gets without a certain radius of Drow Ranger than the bonus Agility is removed. As a result it is important for any Drow player to be wary of their positioning and keep themselves away from enemies so both she gets the benefits of her ultimate.
Aurel, the Gyrocopter"After serving through a lifetime of wars, upheaval, riots, and revolutions, the brass figured Aurel had seen enough. But in addition to a few trinkets and his considerable pension, the erstwhile engineer left with something far more interesting: a long-forgotten, incomplete schematic for a Gyrocopter, the world’s first manned, non-magical flying device. Retiring to the tropical obscurity of the Ash Archipelago with little else but time and money, he set to work building the device. As the years wore on and the remains of failed prototypes began to pile up, he began to wonder if mechanical flight was even possible. A decade and a day after his retirement, on a sunny afternoon with a southerly breeze, Aurel sat in his latest attempt bristling with indignation and expectant failure. With a grunt of effort he pulled the ignition cord and covered his head, waiting for the inevitable explosion. However to his great surprise he began to lift and, following a few panicked adjustments, stabilize. Within an hour, he was ducking and weaving with the breeze, level with the gulls, and Aurel found himself filled with the breathless wonder of flight. As dusk settled in he set a course back to his workshop, but no sooner had he turned his craft when a cannonball tore through his tailfin. Disentangling himself from the wreckage, he swam toward the nearest piece of land in sight, and cursed to see the ship responsible for the cannonball collecting the debris. Days later, when Aurel returned to his workshop, he set to work on yet another gyrocopter, this one capable of carrying a much heavier, more dangerous payload."Gyrocopter is a ranged hero who is capable of dealing significant damage against single targets and in an area around himself. He is a capable ganker in the mid game, but can also easily transition into a late game carry whose ability to attack the entire enemy team at the same time makes him a very serious threat. His first skill, Rocket Barrage, fires a huge number of rockets at nearby enemies at random. The total amount of damage it deals is high, but if there are too many targets then its damage is divided, so it works best when Gyrocopter has cornered a single target. His second skill, Homing Missile, fires a missile that follows a targeted enemy until it either hits its target, is destroyed on its path or the target gets killed before it can reach its destination. It deals damage and stuns the enemy upon impact and the damage and stun duration increases the further it travels. His third skill, Flak Cannon, allows Gyrocopter to hit all enemies in a large area around him with his regular attacks for a certain number of attacks. This grants him excellent pushing potential as well as an imposing team fight presence if he can acquire enough damage items. His ultimate, Call Down, fires two missiles at the targeted location, each dealing damage and slowing enemies in a large area of effect. This skill further enhances his already significant team fight presence and its low cooldown ensures that it will be ready once again by the time the next team fight starts. By purchasing an Aghanim’s Scepter the damage of the second missile is increased and it gains global range, allowing Gyrocopter to gank and push from anywhere on the map.
Yurnero, The Juggernaut"No one has ever seen the face hidden beneath the mask of Yurnero the Juggernaut. It is only speculation that he even has one. For defying a corrupt lord, Yurnero was exiled from the ancient Isle of Masks—a punishment that saved his life. The isle soon after vanished beneath the waves in a night of vengeful magic. He alone remains to carry on the Isle's long Juggernaut tradition, one of ritual and swordplay. The last practitioner of the art, Yurnero's confidence and courage are the result of endless practice; his inventive bladework proves that he has never stopped challenging himself. Still, his motives are as unreadable as his expression. For a hero who has lost everything twice over, he fights as if victory is a foregone conclusion."Juggernaut is a melee hero who is capable of pushing down towers fairly well and is often played as a carry. His first skill, Blade Fury, causes Juggernaut to spin for five seconds, dealing damage to nearby enemies and rendering him immune to magic. With proper use of this skill, Juggernaut can survive the burst that comes from some heroes and compositions. His second skill, Healing Ward, summons a mobile healing ward that follows Juggernaut by default, but can be controlled independently. It heals all allied heroes within a certain radius of the ward based on that hero's maximum health. This is Juggernaut's primary support tool, and the regen allows him to push down towers and buildings with increased security. His third skill, Blade Dance, is a passive ability that gives Juggernaut a chance to deal double damage on his next basic attack. With enough items, this skill can end up making Juggernaut hit like a train. His ultimate, Omnislash, causes Juggernaut to jump to a selected target and deal damage to them, then jump to another nearby unit and deal damage to it, and continue to do these jumps until there are no other targets around or the max number of jumps have occurred; Juggernaut is invulnerable for the entire duration of the ability. With clever timing, Juggernaut can use Omnislash to ignore huge amounts of damage while dealing some out in return, and if Juggernaut purchases an Aghanim's Scepter, the number of jumps he can perform during Omnislash increases, and the cooldown of the ability decreases.
Sylla, the Lone Druid"Long before the first words of the first histories there rose the druidic Bear Clan. Wise and just they were, and focused in their ways to seek an understanding of the natural order. The arch forces of nature saw this, and so sought the most learned among them. Wise old Sylla, clan justiciar and seer, stepped forward for his kin, and to him was given the Seed with these words: 'When all of the world has dimmed, when civilization has left these lands, when the world is slain and wracked by the endless deserts at the end of ages, plant the Seed.' As he grasped his trust, Sylla felt his years recede and his vitality returned. Vast knowledge burst into his mind. He found himself able to project his very will into reality and, with some concentration, alter his own physical form as well. Yet subtle whispers and cruel ears brought word of the Seed and its power to other peoples, and a terrible war crashed upon the Bear Clan. As his ancestral home burned, Sylla took his burden and fled to the wild places. Ages passed, and time and myth forgot the Bear Clan, forgot Sylla and the Seed, forgot wondrous civilizations that rose and fell in Bear Clan’s wake. Through the eons, Sylla has waited, waited for word from his deities, waited for peace to come to the ever warring realms, waited in exile and in secret for the end of all things and for the conclusion of his sacred commitment, preparing himself always to face and destroy whatever would dare threaten his purpose."Lone Druid is a carry hero who requires a good level of micromanagement to use effectively, but with practice, he can become an exceedingly strong hero. His first and most iconic skill is Summon Spirit Bear, which summons the Lone Druid's Spirit Bear companion to fight by his side. The bear has a fixed amount of health, armor, and attack speed that increases with each level that is taken in the skill, and can be controlled independently. The bear can also learn three abilities of its own as levels are taken in the skill: Return (which brings the Spirit Bear back to the Lone Druid's side regardless of either's location), Entangling Claws (a passive which gives the Spirit Bear's attacks a chance to root enemies in place), and Demolish (which increases the Spirit Bear's damage against structures). Most importantly, the bear is able to equip items much like a hero can, and so many Lone Druid players will farm up items for the Spirit Bear instead of for the Lone Druid himself. However, if the Spirit Bear dies, Lone Druid takes a fixed amount of backlash damage, and the bear cannot attack when he is a certain distance away from the Lone Druid. The skill is on a long cooldown (three minutes at rank one, two minutes at rank four), so proper management of the bear is a must for skilled Lone Druid players.His second skill is Rabid, which increases the attack and movement speeds of both the Lone Druid and the Spirit Bear for ten seconds. His third skill, Synergy, is a passive which provides a multitude of bonuses; it increases the Spirit Bear's damage and movement speed, increases the duration of Rabid, and adds HP to Lone Druid's True Form, which is his ultimate. This skill allows Lone Druid to take the form of a bipedal bear, drastically changing the way he plays. Lone Druid, while in True Form, changes from a ranged hero to a melee hero, and loses some movement speed in exchange for bonus armor and health. His True Form also gives him access to the Battle Cry skill, which gives both the Lone Druid and the Spirit Bear bonus damage and armor for eight seconds. The Lone Druid is freely able to transform between Druid Form and True Form so long as he has the mana to do so.
Luna, the Moon Rider"How had she been reduced to this? She was once the Scourge of the Plains, a merciless leader of men and beasts, and able to sow terror wherever she dared. Now she was far from her homeland, driven half mad from starvation and months of wandering, her army long dead or turned to worse. As she stood at the edge of an ancient forest, a pair of glowing eyes spied on from an elder branch. Something beautiful and deadly sought a meal in the wilting dusk. Without a sound, it turned and left. Fury overtook her. Clutching a rust-eaten dagger, she charged after the beast determined to reclaim even a shred of her past glory, but her quarry would not be caught. Three times she cornered the creature among the rocks and trees, and three times she pounced only to witness its fading shadow darting further into the woods. Yet the full moon shone brightly, and the creature's trail was easy to follow. Arriving in a clearing atop a high hill, the beast's massive feline form sat in the open, attentive and waiting. When the woman brandished her dagger, the creature reared and roared and charged. Death, it seemed, had come for her at long last in this strange place. She stood, calm and ready. A flash of movement, and the beast snatched the dagger from her hand before vanishing into the forest. Stillness. Hooded figures approached. In reverent tones they revealed that Selemene, Goddess of the Moon, had chosen her, had guided her, had tested her. Unwittingly she had endured the sacred rites of the Dark Moon, warriors of the Nightsilver Woods. She was offered a choice: join the Dark Moon and pledge herself to the service of Selemene, or leave and never return. She did not hesitate. Embracing her absolution, she renounced her bloody past, and took up a new mantle as Luna of the Dark Moon, the dreaded Moon Rider, ruthless and ever-loyal guardian of the Nightsilver Woods."
Morphling"For dark eons the comet circled. Held in thrall to a distant sun, bound by gravity’s inexorable pull, the massive ball of ice careened through the blackness between worlds, made strange by its dark journey. On the eve of the ancient war of the Vloy, it punched down through the sky and lit a glowing trail across the night—a sign both armies took for an omen. The frozen ball melted in a flash of boiling heat, as below two forces enjoined in battle across the border of a narrow river. Thus freed from its icy stasis, the Morphling was born into conflict, an elemental power at one with the tides of the ocean, capricious and unconstrained. He entered the fight, instinctively taking the form of the first general who dared set foot across the water—and then struck him dead. As the motley warriors clashed, he shifted from form to form throughout the battle, instantly absorbing the ways of these the strange creatures—now a footsoldier, now an archer, now the cavalryman and his mount—until, by the time the last soldier fell, Morphling had played every part. The battle's end was his beginning."
Slithice, the Naga Siren"Among the high-sworn of the Slithereen Guard there is a solemn vow oft repeated before battle: No Slithereen may fail. In truth, these words are equal parts oath and enforceable covenant, for those who fall short of their duty are banished from the order. To fail is to be other than Slithereen. Once most highly esteemed of her race, Slithice for many years commanded a battalion of her fellows, using her formidable voice as her greatest weapon. Powerful, sinuous, serpentine, she led her deadly Guard in defense of the Deep Ones, and the great wealth of the sunken cities. But in the final battle of Crey, her forces were driven back by a marauding army of levianths intent on finding tribute for their god Maelrawn. After the long and bloody onslaught, as the bodies were cleared from the sunken halls, a single jeweled chalice was found missing from the trove. Of her hundred Guard, only a handful survived, but their bravery and sacrifice were of little consequence. What mattered was that treasure was taken. Honor destroyed. And so Naga Siren was cast out. Banished to search for the stolen chalice. Though she might add a hundred times her weight to the golden trove, she is doomed to live apart until that day she returns that which was taken. For no amount of gold is equal in honor to the honor she lost."
Azwraith, the Phantom Lancer"The remote village of Pole had no knowledge of the wars raging in the heart of the kingdom. For them, the quiet of spear fishing, and a family meal were all that a full life required. Yet war came for them nonetheless. Joining the able-bodied conscripts as they filed passed their homes, the humble lancer Azwraith vowed to bring peace to his kingdom, and in so doing, his people. Placed with his kin in the vanguard of the final assault against the Dread Magus Vorn, the cost to his fellows was absolute. As the charging force battled toward the fortress, Azwraith alone among his kind remained standing, and he alone was able to infiltrate the keep. Focused and infuriated by the slaughter of his brothers, Azwraith bested each of the wizard's deadly traps and conjured guardians. Soon the simple fisherman arrived at Vorn's tower sanctum. The pair dueled through the night, pike to staff, as chaos raged below, and with a deafening cry Azwraith pierced his enemy. But the wizard did not simply expire; he exploded into uncountable shards of light, penetrating his killer with power. As the dust settled and the smoke of combat began to clear, Azwraith found himself standing among a throng of his kin. Each seemed to be dressed as he was, each seemed armed as he was, and he could sense that each thought as he did. Aware that his allies were approaching, he willed these phantoms to hide themselves, and one by one they began to vanish into nothingness. As the soldiers came upon the sanctum, they found the warrior that had bested the wizard. When they approached their champion, the lancer vanished. The pikeman who had stood before them was no more than another phantom."
Mirana, the Princess of the Moon"Born to a royal family, a blood princess next in line for the Solar Throne, Mirana willingly surrendered any claim to mundane land or titles when she dedicated herself completely to the service of Selemene, Goddess of the Moon. Known ever since as Princess of the Moon, Mirana prowls the sacred Nightsilver Woods searching for any who would dare poach the sacred luminous lotus from the silvery pools of the Goddess's preserve. Riding on her enormous feline familiar, she is poised, proud and fearless, attuned to the phases of the moon and the wheeling of the greater constellations. Her bow, tipped with sharp shards of lunar ore, draws on the moon's power to charge its arrows of light."
Kardel Sharpeye, the Sniper"Kardel Sharpeye was born deep in the mountainous valleys of Knollen where, since time immemorial, the folk have survived by hunting the strange, cliff-dwelling steepstalkers above their village—killing them from a distance and collecting their carcasses where they fell. Sharpeye was among the best of these strange folk for whom projectile weapons are but another appendage, and to shoot is as natural as to touch. On his day of summoning, when he was to gain full standing in his village, Sharpeye took the ancient test: a single shot from the valley floor to strike a beast down from the cliffs. To miss was to be dishonored. With his entire village standing vigil, Sharpeye took his shot. A steepstalker fell; the crowd cheered. But when the carcass was collected, the village grew silent, for the elders found that the bullet had pierced its glittering central eye then fallen to be clenched in the steepstalker's mandibles. This ominous sign was the literal opening of a dark prophesy, foretelling both greatness and exile for the gunman who made such a shot. Sharpeye the Sniper was thus, by his own skill, condemned to make his way apart from his people—and unwelcome back among them until he has fulfilled the remainder of the prophecy by attaining legendary stature on a field of battle."
Rikimaru, the Stealth Assassin"Riki was born middle child to the great dynasty of Tahlin. With an older brother groomed for the throne, and a younger brother coddled and kept, Riki, the small middle son, seemed born for the art of invisibility. It was an art he cultivated, and one which ultimately saved his life on the night that his people were betrayed and his family slaughtered. Of all the royal line, he alone escaped—small and agile, unassuming, using smoke as cover. He cut his way out of the royal grounds, using the advantage of surprise, quietly slitting the throats of one enemy warrior after another. Now free of his royal responsibilities, Riki uses his talents in service to a new trade: Stealth Assassin. He silences his enemies, sharpening his skills, hoping to one day take revenge on those who killed his family and robbed him of his birthright."
Lanaya, the Templar Assassin"Lanaya, the Templar Assassin, came to her calling by a path of curious inquiry. Possessed of a scientific bent, she spent her early years engaged in meticulous study of nature's laws—peering into grimoires of magic and alchemy, recreating experiments from charred fragments of the Violet Archives, and memorizing observations of the Keen recordkeepers. Already quiet and secretive by nature, the difficulty of acquiring these objects further reinforced her skills of stealth. Had she been less retiring, she might have become notorious among the guilds as a thief-scholar. Instead her investigations led her into far more obscure corners. As she devoted her furtive talents to unlocking the secrets of the universe, she instead unlocked a secret door that exists in nature itself: the entryway to the most Hidden Temple. The intelligences that waited beyond that portal, proved to be expecting her, and whatever mysteries they revealed in the moment of their discovery was nothing compared to the answers they held out to Lanaya should she continue in their service. She swore to protect the mysteries, but more to the point, in service to the Hidden Temple she satisfies her endless craving for understanding. In the eyes of each foe she expunges, a bit more of the mystery is revealed."
Ja'rakal, the Troll Warlord"It's an easy thing to offend a troll. A prickly and contentious race, trolls thrive on argument and strife, missing no excuse to raise their voices in dispute. Males grow to maturity in subterranean chambers beneath their matriarch's domicile, feeding and amusing themselves while contributing nothing. Often they stay for years beyond the age of maturity, while the matriarch provides them with sustenance. When young trolls are finally pushed from their sub-chamber, they gather with others of their kind, forming roving gangs of malcontents who complain loudly about all manner of vexation. As much as trolls love to argue, imagine how rare it is for a troll to be driven from his own kind for being too difficult to get along with. Such was Jah'rakal's fate, a monger troll from deep in the Hoven. So deluded was he, so bitter and abrasive, that even other trolls found his company intolerable. After one particularly vitriolic outburst in which he claimed the lion's share of loot from their latest raid, his cohorts finally snapped. They turned on him, beat him with clubs, and drove him from the encampment. Enraged at his banishment, he returned the next day, armed with steel, and slew them all, one by one. He then swore a blood oath: he would ever after be a fighting force unto himself. Now he roams the world as the Troll Warlord, bitter and angry, the Imperial high commander of an army of one. "
Ulfsaar, the Ursa Warrior"Ulfsaar the Warrior is the fiercest member of an ursine tribe, protective of his land and his people. During the long winters, while the mothers sleep and nurse their cubs, the males patrol the lands above—tireless, vigilant defenders of their ancient ways. Hearing dim but growing rumors of a spreading evil, Ulfsaar headed out beyond the boundaries of his wild wooded homeland, intending to track down and destroy the threat at its source, before it could endanger his people. He is a proud creature with a bright strong spirit, utterly trustworthy, a staunch ally and defender."
Shendelzare, the Vengeful Spirit"Even the most contented Skywrath is an ill-tempered creature, naturally inclined to seek revenge for the slightest insult. But Vengeful Spirit is the essence of vengeance. Once a proud and savage Skywrath scion, first in succession for the Ghastly Eyrie, a sister's treachery robbed her of her birthright. Snared in a hired assassin's net, she tore free only at the cost of her wings, limping way in the ultimate humiliation: On foot. With her wings shattered, she knew her people would never accept her as ruler; and in the high roost of the Skywrath flock, inaccessible except by winged flight, her sister was untouchable. Unwilling to live as a flightless cripple, and desiring revenge far more than earthly power, the fallen princess drove a bargain with the goddess Avilliva Scree'auk: She surrendered her broken body for an imperishable form of spirit energy, driven by vengeance, capable of doing great damage in the material plane. She may spend eternity flightless, but she will have her revenge. "
Rylai, the Crystal Maiden"Born in a temperate realm, raised with her fiery older sister Lina, Rylai the Crystal Maiden soon found that her innate elemental affinity to ice created trouble for all those around her. Wellsprings and mountain rivers froze in moments if she stopped to rest nearby; ripening crops were bitten by frost, and fruiting orchards turned to mazes of ice and came crashing down, spoiled. When their exasperated parents packed Lina off to the equator, Rylai found herself banished to the cold northern realm of Icewrack, where she was taken in by an Ice Wizard who had carved himself a hermitage at the crown of the Blueheart Glacier. After long study, the wizard pronounced her ready for solitary practice and left her to take his place, descending into the glacier to hibernate for a thousand years. Her mastery of the Frozen Arts has only deepened since that time, and now her skills are unmatched."
Aiushtha, the Enchantress"Aiushtha appears to be an innocent, carefree creature of the woods, and while this is certainly true, it is hardly the sum of her story. She well understands the suffering of the natural world. She has wandered far, and fared through forests bright and drear, in every clime and every season, gathering friends, sharing news, bringing laughter and healing wherever she goes. For in worlds wracked by war, forests are leveled for the building of ships and siege engines; and even in places of peace, the woods are stripped for the building of homes, and as fuel for countless hearths. Aiushtha hears the pleas of the small creatures, the furtive folk who need green shade and a leafy canopy to thrive. She lends her ears to those who have no other listeners. She carries their stories from the wood to the world, believing that her own good cheer is a kind of Enchantment, that can itself fulfill the promise of a verdant future."
Puck, the Faerie Dragon"While Puck seems at first glance a mischievous, childish character, this quality masks an alien personality. The juvenile form of a Faerie Dragon, a creature that lives for eons, Puck spends countless millennia in its childish form. So while it is technically true that Puck is juvenile, it will continue to be so when the cities of the present age have sloughed away into dust. Its motives are therefore inscrutable, and what appears to be play may in fact hide a darker purpose. Its endless fondness for mischief is the true indicator of Puck's true nature."
Rubick, the Grand Magus"Any mage can cast a spell or two, and a few may even study long enough to become a wizard, but only the most talented are allowed to be recognized as a Magus. Yet as with any sorcerer’s circle, a sense of community has never guaranteed competitive courtesy. Already a renowned duelist and scholar of the grander world of sorcery, it had never occurred to Rubick that he might perhaps be Magus material until he was in the midst of his seventh assassination attempt. As he casually tossed the twelfth of a string of would-be killers from a high balcony, it dawned on him how utterly unimaginative the attempts on his life had become. Where once the interruption of a fingersnap or firehand might have put a cheerful spring in his step, it had all become so very predictable. He craved greater competition. Therefore, donning his combat mask, he did what any wizard seeking to ascend the ranks would do: he announced his intention to kill a Magus. Rubick quickly discovered that to threaten one Magus is to threaten them all, and they fell upon him in force. Each antagonist's spell was an unstoppable torrent of energy, and every attack a calculated killing blow. But very soon something occurred that Rubick's foes found unexpected: their arts appeared to turn against them. Inside the magic maelstrom, Rubick chuckled, subtly reading and replicating the powers of one in order to cast it against another, sowing chaos among those who had allied against him. Accusations of betrayal began to fly, and soon the sorcerers turned one upon another without suspecting who was behind their undoing. When the battle finally drew to a close, all were singed and frozen, soaked and cut and pierced. More than one lay dead by an ally’s craft. Rubick stood apart, sore but delighted in the week’s festivities. None had the strength to argue when he presented his petition of assumption to the Hidden Council, and the Insubstantial Eleven agreed as one to grant him the title of Grand Magus."
Chen, the Holy Knight"Born in the godless Hazhadal Barrens, Chen came of age among the outlaw tribes who eked out an existence in the shimmering heat of the desert. Using an ancient form of animal enthrallment, Chen’s people husbanded the hardy desert locuthi, a stunted species of burrowing dragon that melted desert sands into tubes of glass where twice-a-year rains collected. Always on the edge of starvation and thirst, fighting amongst their neighbors and each other, Chen’s clan made the mistake, one fateful day, of ambushing the wrong caravan. In the vicious battle that followed, Chen’s clan was outmatched. The armored Knights of the Fold made short work of the enthralled locuthi, who attacked and died in waves. With their dragons dead, the tribesmen followed. Chen struggled, and slashed, and clawed, and perished—or would have. Defeated, on his knees, he faced his execution with humility, offering his neck to the blade. Moved by Chen’s obvious courage, the executioner halted his sword. Instead of the blade, Chen was given a choice: death or conversion. Chen took to the faith with a ferocity. He joined the Fold and earned his armor one bloody conversion at a time. Now, with the fanaticism of a convert, and with his powers of animal enthrallment at their peak, he seeks out unbelievers and introduces them to their final reward."
Ezalor, the Keeper of the Light"Upon a pale horse he rides, this spark of endless suns, this Keeper of the Light. Ezalor long ago escaped the Fundamental plane, separating from the other ancient forces to which he was bound within the great Primordial harmony. He is a power grown sentient in the dawn of the universe, and now rides forth in all planes at once, one step ahead of pursuing chaos, bearing his gift with him at the end of a radiant staff. His majestic truth lies hidden beneath the outward appearance of a slightly doddering old man who barely stays in the saddle. However, when faced with the challenge of chaos, or the forces of darkness, his primordial light bursts forth, and his full power is revealed, transforming him once again into a force to be reckoned with."
Zeus, the Lord of Heaven"Lord of Heaven, father of gods, Zeus treats all the Heroes as if they are his rambunctious, rebellious children. After being caught unnumbered times in the midst of trysts with countless mortal women, his divine wife finally gave him an ultimatum: 'If you love mortals so much, go and become one. If you can prove yourself faithful, then return to me as my immortal husband. Otherwise, go and die among your creatures.' Zeus found her logic (and her magic) irrefutable, and agreed to her plan. He has been on his best behavior ever since, being somewhat fonder of immortality than he is of mortals. But to prove himself worthy of his eternal spouse, he must continue to pursue victory on the field of battle."
Nature's Prophet"When Verodicia, Goddess of the Woods, had finished filling in the green places, having planted the coiled-up spirit in the seed, having lured the twining waters from deep within the rock, having sworn the sun its full attention to the growing things, she realized that her own time had reached its end, and like one of the leaves whose fate she had imprinted in the seed, she would fall without seeing the fruiting of her dream. It pained her to leave the world bereft, for the sprouts had not yet broken through the soil—and they would be tender and vulnerable to every sort of harm. She found in her seed pouch one last seed that she had missed in the sowing. She spoke a single word into the seed and swallowed it as she fell. Her vast body decomposed throughout the long winter, becoming the humus that would feed the seedlings in the spring. And on the morning of the vernal equinox, before the rest of the forest had begun to wake, that last seed ripened and burst in an instant. From it stepped Nature's Prophet, in full leaf, strong and wise, possessing Verodicia's power to foresee where he would be needed most in defense of the green places—and any who might be fortunate enough to call him an ally."
Aggron Stonebreaker, the Ogre Magi"The ordinary ogre is the creature for whom the phrase 'As dumb as a bag of rock hammers' was coined. In his natural state, an ogre is supremely incapable of doing or deciding anything. Clothed in dirt, he sometimes finds himself accidentally draped in animal skins after eating lanekill. Not an especially social creature, he is most often found affectionately consorting with the boulders or tree-stumps he has mistaken for kin (a factor that may explain the ogre's low rate of reproduction). However, once every generation or so, the ogre race is blessed with the birth of a two-headed Ogre Magi, who is immediately given the traditional name of Aggron Stonebreak, the name of the first and perhaps only wise ogre in their line's history. With two heads, Ogre Magi finds it possible to function at a level most other creatures manage with one. And while the Ogre Magi will win no debates (even with itself), it is graced with a divine quality known as Dumb Luck—a propensity for serendipitous strokes of fortune which have allowed the ogre race to flourish in spite of enemies, harsh weather, and an inability to feed itself. It's as if the Goddess of Luck, filled with pity for the sadly inept species, has taken Ogre Magi under her wing. And who could blame her? Poor things."
Rhasta, the Shadow Shaman"Born in the Bleeding Hills, Rhasta was just a starving youngling when picked up by a travelling con-man. For two pins of copper, the old con-man would tell your fortune. For three, hed castrate your pig, for five, he’d circumcise your sons. For a good meal, he’d don his shaman garb, read from his ancient books, and lay a curse upon your enemies. His strange new youngling, part hill trowle, part…something else, worked as assistant and lent an air of the exotic to the con-man’s trade. Always one step ahead of cheated customers, one town ahead of a pursuing patronage, the two trekked across the blighted lands until one day the con-man realized that the little youngling could actually do what he only pretended at. His ward had a gift—a gift that customers valued. And so the youngling Rhasta was thrust before the crowds, and the trade-name Shadow Shaman was born. The two continued from town to town, conjuring for money as Shadow Shaman’s reputation grew. Eventually, the pair’s duplicitous past caught up with them, and they were ambushed by a mob of swindled ex-clients. The con-man was slain, and for the first time, Rhasta used his powers for darkness, massacring the attackers. He buried his beloved master, and now uses his powers to destroy any who would seek to do him harm."
Nortrom, the Silencer"Part of the seventh and final generation of a carefully designed pedigree, Nortrom was bred by the ancient order of the Aeol Drias to be the greatest magic user the world had ever seen. He was the prophesied one, the culmination of two-hundred years of careful pairings, a war-mage who would bring glory to the order, and destruction to their sworn enemies, The Knights of the Fold. Raised with other young mages in a hidden cantonment within the hills overlooking the Hazhadal barrens, the order's preceptors waited for Nortrom’s abilities to manifest. While the other students honed their talents with fire, or ice, or incantatory spells, Nortrom sat silent and talentless, unable to cast so much as a hex. As the day of final testing approached, he still hadn’t found his magic. In disgust, the preceptors berated him, while the other children laughed. “You are no mage,” the head of the order declared. Still, Nortrom did not slink away. He entered the day of testing and faced down the other young mages who had mocked him. And then his preceptors learned a valuable lesson: a lack of magic can be the greatest magic of all. Nortrom silenced the other talented young mages one by one and submitted them in single combat, until he alone stood as champion of the Aeol Drias, in fulfillment of the prophesy. Afterward, Nortrom set out into the world with a new name, Silencer, on a mission to silence magic wherever he encountered it."
Dragonus, the Skywrath Mage"A highly placed mage in the court of the Ghastly Eyrie, Dragonus lives a troubled existence. Sworn by birth to protect whoever sits within the Nest of Thorns, he hates the current Skywrath queen with all his soul. As a youth, high-born, he was a friend and companion to the eldest Skywrath princess, Shendelzare, first in line for the Nest. He had loved her warmly and unshakably, but as his studies took hold, his mind turned to arcane learning and the mastery of Skywrath sorcery.Obsessed with matters aetherial, he missed the mundane signs of courtly treachery that hinted at a plot against Shendelzare, and lost his chance to foil it. When the court was shaken by a swift and violent coup, he emerged from his studies to discover his oldest and dearest friend had been lost to him. The Nest of Thorns now belonged to Shendelzare's ruthless younger sister, and Dragonus could do nothing. The magic of the Skywrath Mage serves only the sworn protector of the Skywrath scion, so to act against the Nest would render him helpless. He clings to his post, believing it to be the best hope of one day restoring his true love to her rightful place. Meanwhile, his secret is known only to the goddess Scree'auk, whose magic it was transformed Shendelzare from a crippled physical creature into an embodiment of pure vengeful energy. While he dreams of restoring his beloved queen to the Ghastly Eyrie, he dreams even more desperately of restoring Shendelzare herself to a fully healed physical form. The duplicity of his role at court tortures him, for he is a noble and good-hearted creature; but the worst torture of all is imagining the hatred that Vengeful Spirit must hold in her heart for him."
Lina, the Slayer"The sibling rivalries between Lina the Slayer, and her younger sister Rylai, the Crystal Maiden, were the stuff of legend in the temperate region where they spent their quarrelsome childhoods together. Lina always had the advantage, however, for while Crystal was guileless and naive, Lina's fiery ardor was tempered by cleverness and conniving. The exasperated parents of these incompatible offspring went through half a dozen homesteads, losing one to fire, the next to ice, before they realized life would be simpler if the children were separated. As the oldest, Lina was sent far south to live with a patient aunt in the blazing Desert of Misrule, a climate that proved more than comfortable for the fiery Slayer. Her arrival made quite an impression on the somnolent locals, and more than one would-be suitor scorched his fingers or went away with singed eyebrows, his advances spurned. Lina is proud and confident, and nothing can dampen her flame."
Disruptor, the Stormcrafter"High on the wind-ravaged steppes of Druud, a gifted young stormcrafter called Disruptor was the first to unlock the secrets of the summer squalls. Constantly under assault from both seasonal storms and encroachment from civilized kingdoms to the South, the upland Oglodi have for centuries struggled to subsist atop the endless tablelands. They are the fractured remnant of a once-great civilization—a fallen tribe, their stormcraft strange and inscrutable, cobbled together from scraps of lost knowledge which even they no longer fully understand. For those on the high plain, weather has become a kind of religion, worshiped as both the giver and taker of life. But the electrical storms that bring life-sustaining rains arrive at a cost, and many are the charred and smoking corpses left in their wake. Although small for his kind, Disruptor was fearless, and driven by an insatiable curiosity. While still unblooded and without a stryder, he explored the ruins of the ancestral cities—searching through collapsed and long-moldered libraries, rummaging through rusting manufactories. He took what he needed and returned to his tribe. Adapting a coil of ancient design, he harnessed the power of electrical differential and now calls down the thunder whenever he wishes. Part magic, part craftsmanship, his coils hold in their glowing plates the power of life and death—a power wielded with precision against the landed castes to the South, and any interlopers who cross into ancient Oglodi lands."
Raijin Thunderkeg, the Storm Spirit"Storm Spirit is literally a force of nature—the wild power of wind and weather, bottled in human form. And a boisterous, jovial, irrepressible form it is! As jolly as a favorite uncle, he injects every scene with crackling energy. But it was not always thus, and there was tragedy in his creation. Generations ago, in the plains beyond the Wailing Mountains, a good people lay starving in drought and famine. A simple elementalist, Thunderkeg by name, used a forbidden spell to summon the spirit of the storm, asking for rain. Enraged at this mortal’s presumption, the Storm Celestial known as Raijin lay waste to the land, scouring it bare with winds and flood. Thunderkeg was no match for the Celestial—at least until he cast a suicidal spell that forged their fates into one: he captured the Celestial in the cage of his own body. Trapped together, Thunderkeg's boundless good humor fused with Raijin's crazed energy, creating the jovial Raijin Thunderkeg, a Celestial who walks the world in physical form."
Boush, the Tinker"Boush the Tinker's diminutive race is known for its intelligence, its cunning, and its prickly relationship with magic. As a matter of pride, they survive by their wits, and use only those powers of nature that may be unlocked through rational methodologies. Even this forbearance has led to a great deal of trouble, as Boush can attest. Once a key investigator of natural law, Boush the Tinker led a vast intellectual investigation into the workings of nature, founding a subterranean laboratory in the rumored, mist-wreathed wastes of the Violet Plateau. While scorning mages for the dangers they visit upon the world, Boush and his Tinker associates haughtily wrenched open a portal to some realm beyond comprehension and ushered in some nightmares of their own. A black mist rose from the cavernous interior of the Violet Plateau, shrouding it in permanent darkness from which sounds of horror perpetually emanate. Boush escaped with only his wits and the contraptions he carried, the sole Tinker to survive the Violet Plateau Incident."
Jakiro, the Twin Head Dragon"Even among magical beasts, a twin-headed dragon is a freak. Equal parts ice and fire, cunning and rage, the creature known as Jakiro glides over charred and ice-bound battlefields, laying waste to all who would bear arms against it. Pyrexae dragon clutches always contain to fledglings. Famous for their viciousness even from the first moments of life, newly hatched dragons of this species will try to kill their sibling while still in the nest. Only the strongest survive. In this way is the strength of the Pyrexae line ensured. By some accident of nature, the freak Jakiro hatches from a single egg, combining in a single individual the full range of abilities found within the diverse Pyrexae species. Trapped within the armature of its monstrous body, the powers of ice and fire combine, and now no enemy is safe."
Lyralei, the Windrunner"The western forests guard their secrets well. One of these is Lyralei, master archer of the wood, and favored godchild of the wind. Known now as Windrunner, Lyralei's family was killed in a storm on the night of her birth—-their house blown down by the gale, contents scattered to the winds. Only the newborn survived among the debris field of death and destruction. In the quiet after the storm, the wind itself took notice of the lucky infant crying in the grass. The wind pitied the child and so lifted her into the sky and deposited her on a doorstep in a neighboring village. In the years that followed, the wind returned occasionally to the child’s life, watching from a distance while she honed her skills. Now, after many years of training, Windrunner fires her arrows true to their targets. She moves with blinding speed, as if hastened by a wind ever at her back. With a flurry of arrows, she slaughters her enemies, having become, nearly, a force of nature herself."