Characters / Defense Of The Ancients One

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.

Strength 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.

  • Acid Pool/Deadly Gas: Acid Spray creats a smoking acid pool in the area, dealing damage and shredding enemy armor.
  • Alchemy Is Magic: Razzil's alchemy is apparently able to turn living organisms into gold.
  • Badass Beard: Razzil himself.
  • Brains and Brawn: Razzil and the ogre refer to themselves as the brains and the brawn, respectively.
  • Difficult but Awesome: As an extremely item-dependant hero with abysmal stat growth, players need to make every last-hit count and largely avoid combat for a good portion of the game while building core items. But by the end of the game, a well-played Alchemist can become a nigh-unkillable juggernaut.
  • Dual Wielding: During Chemical Rage the ogre uses two large cleavers.
  • Fat and Skinny: The ogre and Razzil, respectively.
  • Good Old Fisticuffs: The ogre's primary means of attack.
  • Human Resources:
  • Item Caddy: He relies on items to net most of his kills; items that increase attack speed synchronize well with his ultimate.
  • The Juggernaut: With Chemical Rage activated, Alchemist can regenerate health faster than any other hero without a Heart of Tarrasque (and most heroes with it). As such, he can shrug off all but the most damaging nukes in a few seconds, and walk right over any squishy supports that get in his way.
  • Lethal Joke Character: Alchemist has the lowest total stat growth out of all heroes, with even many non-Strength heroes having better Strength growth than him. Yet if a competent Alchemist maxes Greevil's Greed early and is given free-farm, he can easily farm multiple late-game items before the carry on the opposite side has even purchased their first core item. It is not unusual for good Alchemist players to be six-slotted with plenty of gold for buybacks before the 30-minute mark in a match.
  • Lightning Bruiser
  • Magikarp Power: Perhaps more than any other hero in the game, Alchemist depends on buying expensive items (such as Assault Cuirass and Mjollnir) for success. As such, Alchemist is relatively helpless for most of the laning and pushing stages, but by the final push a well-farmed Alchemist can become a beefy killing machine, capable of soloing teams with greatly buffed auto-attacks.
  • Money Multiplier: Greevil's Greed grants bonus gold for every unit killed in a specific time.
  • Mounted Combat: Razzil rides on the back of an ogre. Whilst Razzil does the pointing, the ogre does the punching.
  • Our Ogres Are Hungrier: The ogre mount seems to be quite different than the ogre mooks found in game, but similar to Ogre Magi.
  • Phantasy Spelling: Chymistry
  • Purple Is Powerful: The ogre turns purple during Chemical Rage.
  • Race Against the Clock: A minor example with Unstable Concoction. If it's not thrown within 7 seconds, it will stun and damage the Alchemist.
  • Red Eyes, Take Warning: The portrait for his ultimate, Chemical Rage
  • Super Mode: Chemical Rage
  • Super Power Meltdown: The Unstable Concoction. Razzil throws a potion at an enemy that stuns them depending on how long he shakes it up. However, if he holds on to it too long, it will explode and stun himself.
  • Super Serum: How the ogre enters its Chemical Rage form.
  • Took a Level in Badass: Before the 6.75 patch Alchemist had the lowest win rate in the game and was regarded as a joke character. The 6.75 patch, however, buffed all of his abilities to the point where he is viable and can be a pretty big threat, and in The International 2013 he became a high tier pick.
  • There Was a Door: The ogre simply crashes through the walls of the prison that he and Razzil was stuck in.
  • Throw Down the Bomblet: Unstable Concoction has Alchemist hurl a beaker of explosive chemicals at the target.
  • Unstoppable Rage: When under the effects of Chemical Rage, the ogre runs, attacks, regenerates health and mana faster.

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 devices—a 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.

  • Clock Punk
  • Clockwerk Armor: His suit of armor is incredibly complex, with many whirring gizmos and ticking parts, albeit gasoline-powered. Clockwork Creature was played straight in the first DotA.
  • Cool Helmet
  • Defog of War: His third ability, Rocket Flare, on top of having global range and dealing damage, lights up the area where it explodes for several seconds, and reveals terrain as it flies over, making it useful for scouting out areas on the other side of the map.
  • Difficult but Awesome: Despite its global range, Rocket Flare travels fairly slowly, meaning that it can be difficult to hit targets that aren't standing still if you're shooting your flare anywhere that isn't on the same screen as Clockwerk. Hookshot also has a very limited radius of effect, making it hard to latch onto enemy heroes that are actively trying to juke you. But once you master these skills, Clockwerk becomes much deadlier. Flares can push creep lanes from the other side of the map and snipe fleeing enemy heroes in the dark (or simply for denying an enemy's Healing Salve or Clarity during laning), while Hookshot can travel across more than a screen to latch enemy heroes who think they're safe, use Power Cogs to lock them in, and activate Battery Assault to deal damage over time.
  • Dynamic Entry: Because Hookshot has such a massive range (well beyond visual range at all levels), Clockwerk can use it to latch onto enemy heroes who don't even know that he's in the area ("area" being anywhere within two screens). It gets even more absurd if Lifestealer is hitching a ride, since a hero can suddenly get stunned without warning, and find themselves at melee range with a Battery Assaulting Clockwerk and a very angry Lifestealer, all while being Cogged in.
  • Gadgeteer Genius
  • Glacier Waif: As a Keen, he is much smaller than most heroes, but his primary role is a ganker/initiator and his stats and skills make him very tanky in combat.
  • Grappling-Hook Pistol: Rattletrap's ultimate, Hookshot, pulls him towards enemies or allies, damaging and stunning enemies he connects with (as well as anything hostile along the way).
  • Lead the Target: Rocket Flare will allow players to snipe people from across the map once they get a feel for how much damage it does, and how fast it travels.
  • Lightning Bruiser: On top of having impressive Agility gain and being a Strength hero, he has above-average movement speed, and Hookshot allows him to instantly close the gap between him and his target, making him extremely mobile.
  • Odd Name Out/The Artifact: "Rattletrap" isn't exactly a common given name for a Keen. It's a leftover from his Dota 1 character, which was a mechanical goblin.
  • Overclocking Attack: Clockwerk's first ability, Battery Assault, overloads the devices he doesn't need, exploding them into enemies' faces. It's a very situational ability though, since the devices explode against random enemies within range, meaning that it does massive damage when chasing a single fleeing enemy hero but can become utterly useless if your target runs through a creep wave.
  • Powered Armor
  • Pungeon Master: It's probably easier to list his lines that are not puns. Shout Outs, or snarks.
    Clockwerk (grappling Tinker): "Hook, line and Tinker!"
  • Race Lift: In Dota 1, he was known as "Clockwerk Goblin." He was changed to Keen in Dota 2, making him the same race as Tinker and Sniper, though the armor design still bears a goblin motif.
  • Shout-Out: One of his death animations is similar to Terminator's death in a vat of molten metal.
  • You Will Not Evade Me: Rattletrap can use his Hookshot to catch up to an enemy, and then use Power Cogs to trap them with him.

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.

  • Ambiguous Gender: Like Puck, Wisp is referred to as "it" although he's male in his Back Story in the first DotA. A skill description in Dota 2 used to refer to Io with the masculine "his" before being updated.
  • Difficult but Awesome: Wisp (outside of a few comedy builds) is pretty much the only character who can do nothing but support other Heroes. It requires heavy teamwork, but is incredibly powerful when utilized correctly. Because of this, Wisp is one of the most commonly picked or banned Heroes in professional tournaments.
  • Energy Being/Celestial Body
    • Heck, even the in-game model itself is just particle!
  • Happy Fun Ball: Often called this thanks to the spherical shape and totally unexpected power in a coordinated team.
  • Nature Spirit
  • Overclocking Attack: Overcharge increases the attack speed and reduces incoming damage of Wisp and its tethered ally at the price of slowly burning away its mana and health.
  • Power Floats
  • Sentient Cosmic Force
  • The Speechless: All the noises he makes can be described as submarine-sounding beeps and boops.
    • Some other characters seem to understand him. Puck especially continuously regrets that people are missing Wisp's puns (unreliable - maybe Puck is just being Puck).
  • Squishy Wizard: Despite being a Strength hero, Wisp has pathetically low base stats and stat growth in all three areas; of all Strength heroes in the game, it has the lowest base Strength (tied with Phoenix, who is still only in Dota 1) and second-lowest Strength growth, beat out only by Alchemist. On top of all that, it's the only Hero in the game that starts with negative base armor. Needless to say, Wisp is very easy to kill if ever caught alone.
  • Time Abyss
  • Viewers Are Geniuses: Its abilities are based on atoms and it's backstory implies it's a sentient manifestation of the three major forces of quantum mechanics (Strong, Weak, and Electromagnetism).

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.

  • Awesome Mc Cool Name
  • Armor-Piercing Attack: A well-timed Purification can deal a huge amount of AoE Pure damage in a small area of effect, while at the same time healing its target, essentially doubling the difference in HP between the heal target and nearby enemies.
  • Badass Beard
  • Barrier Warrior: His second skill, Repel, gives magic immunity to the target, making them invulnerable to most spells. At high levels, he can basically spam it continuously and only give the enemy a two-second window to cast spells on the target if they don't have any purge abilities. Even late-game where everyone on both teams may be carrying Black King Bars, the spammability of the spell means that you can use it in any situation rather than hold it in reserve for just the right teamfight.
  • Church Militant
  • Combat Medic: His first skill, Purification, instantly heals the target for a massive amount and simultaneously damages everything around for the same amount (which is also Pure Damage, meaning that it ignores magic resistance).
  • Crystal Dragon Jesus: The Omniscience
  • Difficult but Awesome
    • Omniknight's spells can be hard to use since Repel removes any positive buffs that can be purged, as well as negative ones, so it's easy to accidentally remove a life-saving buff from a teammate (or the rune they just picked up). Plus it's easy to forget that since Purification is a magic spell, you can't use it to heal the teammate you just gave magic immunity to. Additionally, Repel can be targeted on enemies as well as allies, so a misclick can cause you to accidentally buff an enemy with magic immunity. On top of which, since his Guardian Angel can be purged, it is actually possible to screw a teammate over by casting Repel after Guardian Angel, which would grant them magic immunity but remove their physical damage immunity. But once you learn how to properly order your spells, what buffs are purged by Repel, and what spells are blocked by magic immunity, you can use your spells to make split-second saves on teammates, and even use Repel on an enemy to purge positive buffs on them that could make the difference in a teamfight.
    • Equally Difficult is the use of Purification properly, which relies on timing it so that your heal target is right next to the enemy, however, using it properly shifts the balance of hp by double what it states, as it both heals the ally and damages the enemy by that much. This can literally singlehandedly cause an gank to backfire, allow good players surprising lane control and pull a first blood when combined with a good ganking hero.
  • Drop the Hammer
  • Good Is Not Soft
  • Holier Than Thou: Has some kill quotes aimed specifically at Chen that berate him for how he uses his holy powers.
  • Holy Hand Grenade: Purification is hard to hit an enemy with, but deals a lot of pure damage, making it a very deadly nuke that simultaneously heals an ally.
  • Light Is Good
  • Lethal Joke Character: while most supports would peter off and become afterthoughts late game, Omniknight doesn't; he doesn't scale per se, so much as the simple fact that 0% of 500 damage is the same as 0% of 20. This, combined with his tankiness and Repel, lets him basically turn into a late-game tank.
  • Nigh-Invulnerability: Repel makes the target immune to magic and Guardian Angel makes all allies within a certain radius of him almost immune to physical damage note  (with an Aghanim's Scepter, it becomes global). They stack, and putting Repel and then Guardian Angel (in that order) on your carry generally causes a Mass "Oh, Crap!" for the enemy team.
  • No Sell: Repel blocks all spells that would otherwise affect the targeted unit. Guardian Angel does the same for physical damage.
  • The Paladin
  • Personality Powers: An inversion; because of his personality, his third ability, Degen Aura, reduces the movement and attack speed of any enemy near him, because they literally cannot stand being in the presence of one with so much faith.
  • Power Gives You Wings: Ethereal white wings during his ultimate, Guardian Angel.
  • Shout-Out: He has more than a passing resemblance to Chuck Norris.
  • Stone Wall: Omniknight is notorious as one of the hardest heroes in the game to kill due to his skills, and for his ability to make his teammates equally hard to kill. Unfortunately, his low Agility gain means that he has trouble dishing out damage on the scale that a semi-carry can.
  • White Mage: He's almost entirely focused around healing and protecting his teammates from harm, although he's not technically an Intelligence hero.
  • Weaksauce Weakness: Omniknight's hardest counter is the fact that Repel and Guardian Angel can be removed by any purge ability, which makes him easy to counter by teams who buy Diffusal Blades, or if the enemy heroes have purging abilities.
  • You Will Not Evade Me: His passive slows every enemy unit in its radius, meaning that all Omniknight needs to do to win chases is to catch up with his victim, walk alongside, then wait for the rest of the team to show up and finish the target off.

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.

  • Back from the Dead: Although somewhat unwillingly.
  • The Berserker
  • Blade on a Stick
  • Bloody Murder: His abilities are attributed to his blood being a volatile substance. It's not yet explained if he releases its power with Blood Magic or simply douses his weapons with it.
  • Cast From Hitpoints: Huskar spends hitpoints to use Burning Spears, and his ultimate, Life Break, costs a ton of his health.
  • Combat Sadomasochist
  • Critical Status Buff: His skill Berserker's Blood gives bonus attack speed AND magic resistance for every 7% of his health missing. This stacks up to 14 times, so as Huskar gets closer to death, he gets stronger and harder to kill.
  • Death Seeker: His ultimate goal is to find a fight worth dying in.
  • Defector from Decadence: Left his people to find a more worthy cause to die for.
  • Glowing Eyes of Doom
  • Healing Factor: Huskar can use Inner Vitality, drawing upon the target's spirit energy to heal them.
  • Playing with Fire: Huskar can light his spears on fire using his hitpoints.
  • Taking You with Me: Even if the target manages to survive his ultimate and kill him, they'll likely have several stacks of Burning Spear eating away at their low health, meaning that they'll likely die in a few seconds.
  • The Rival / Bash Brothers: With Dazzle, and justified in both their backstory and gameplay. Dazzle's skills can make Huskar an unstoppable machine of destruction - or make him useless if he's on the enemy team.
  • Why Won't You Die?: Tends to be the general reaction to a well-farmed Huskar at low health. Due to getting massive magic resistance buffs, unless he's getting right-clicked down by the other team's carry, it's near impossible to kill him since burst magic nukes will do almost no damage.

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.

  • Dishing Out Dirt: As a stone giant, this is to be expected.
  • Fastball Special: Toss can be used this way to hurl allies into the midst of enemies for teamfight initiation.
  • Glowing Eyes
  • Golem: Sort of.
  • Grievous Harm with a Body: When used against an enemy, Toss inflicts damage to the tossed unit, and does AoE damage if targeted on an enemy. If combined with Avalanche, it inflicts double Avalanche's damage, making Tiny capable of one-shotting most squishy heroes in the game.
  • Hulk Speak: One of his lines even deliberately makes a Shout-Out as such.
  • Ironic Nickname: Although his name is true at first, Tiny quickly becomes one of the largest characters in the game.
  • Jack-of-All-Stats: Thanks to the nature of his skill set, he starts out as a powerful nuker/ganker, transitions into a durable rightclicker carry, and becomes a pusher with Aghanim's upgrade. What makes him stand out is that he doesn't sacrifice any of these roles for another and has no exploitable weaknesses, requiring powerful disables to shut him down.
  • Our Giants Are Bigger: Unlike a typical giant, Tiny is made of stone. He also can't be considered a proper "giant" until later in the game.
  • Lightning Bruiser: As you level his ultimate, Tiny actually gains movement speed, to the point where he can chase most heroes around the map pretty easily.
  • Magikarp Power: In the beginning of the game, Tiny is pretty pathetic- he has terrible agility, two spells that eat his mana very quickly, and fairly poor stat growth. Give him time and a few early kills, though, and he'll soon transform into a Lightning Bruiser, capable of smashing entire teams asunder by the mid-to-late game.
  • Telephone Polearm: If given Aghanim's Scepter, Tiny will use A TREE as a bludgeon.
  • Weird Beard: Made of moss.

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.

  • Buffy Speak
  • Cloud Cuckoo Lander: He is a slow thinker and easily gets distracted either by the beautiful scenery or mysteries of the universe, and is often oblivious to combat around him.
    Treant Protector (Respawning): "I think I'll go for a nice walk."
  • Combat Medic: Leech Seed is an interesting example; it not only damages and slows whatever enemy it's used on, but it will also heal every enemy unit in a radius around it. H Is other utility spell, Living Armor, is unique in that it is one of two spells that can also heal towers from anywhere on the map, turning potential enemy pushes into a slog.
  • Fan Nickname: "Tree" or "Treeman" for being a treeperson.
  • Freeze-Frame Bonus: His model has a small carving near his behind, saying "Riki was here".
  • Furry Confusion: If he uses a tango (a consumable item that regenerates your health by destroying a tree) he'll apologize and show mild regret for what he's done, despite the tree being non-anthropomorphic.
    Treant Protector (using a tango): "Sorry, friend."
  • Gaia's Vengeance: His various plant-themed abilities can aid his team in a teamfight or a push.
  • Gentle Giant: He is a calm, peaceful treant with abilities focused on protecting allies and disabling enemies. He also has the game's second highest Strength growth and has ludicrous melee attack damage.
  • Glowing Eyes
  • Green Thumb: Being a treant, this is to be expected.
  • Life Drain: Leech Seed.
  • Nature Hero
  • Plant Person
  • Shout-Out: To Pokémon with his spell, Leech Seed.
  • The Lost Woods: His land of origin.
  • Took a Level in Badass: A small one, but before the 6.77c patch Rooftrellen was pretty much never picked in competitive games due to his rather underwhelming abilities. Then the 6.77c patch changed Living Armor to make it reduce damage from ALL instances of damage (Previously, Living Armor only blocked physical damage). With the global range on the ability, this little change made it nigh-impossible to successfully gank Rooftrellen's allies in the early game, and made him a much more common pick in competitive games just for Living Armor alone.
  • Tree Cover: Nature's Guise turns any friendly unit invisible, so long as they remain in proximinity to a tree. It's especially useful with surprise-oriented gankers like Pudge, as they can still cast spells while invisible.
  • Weird Beard: Just branches growing from his face into the shape of a beard.
  • When Trees Attack

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.

Agility Heroes


"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.

  • Fan Nickname: Anti-Fun/Mr. No-Fun. Why? Because casting spells is fun, and his skillset is all about preventing and punishing spell casting.
    • Also because in earlier versions of the game, he couldn't really be stopped from farming and thus snowballing to victory if his team could hold out long enough. It took all strategy or uncertainty out of any game he was in.
  • Magic by Any Other Name: It's never explained how he's capable of doing what he does. He's something of a hypocrite as far as this goes. Wild Mass Guessing theorizes that he uses some form of Ki Attacks.
  • Magikarp Power: The archetypical "hard carry"; he's fairly useless early on in the game, but as soon as he finishes farming his core items (usually a Battlefury and Manta Style) he becomes nearly unstoppable with the right team behind him.
  • Magic Is Evil: He believes this.
  • Mana Burn: He does this on normal attacks. His ultimate, Mana Void, deals damage based on how much mana his target is missing, which synergizes with his normal autoattacks.
  • Purple Is Powerful
  • Sibling Rivalry: With Terrorblade, the Soul Keeper.
  • Teleport Spam: Blink
  • Well-Intentioned Extremist: The Dead God's Legion used magic to massacre the monks of Turstarkuri and he, being witness to it all and the only survivor, swore to put an end to magic as a whole by killing all magic users, so nobody will ever have to suffer from it.
  • Wolverine Publicity: Anti-Mage is by far one of the most well known heroes of Dota 2.

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.

  • Back Stab: Both the bonus damage from breaking Shadow Walk and Jinada.
  • Blade on a Stick / Double Weapon: His primary weapon, a modified mancatcher.
  • Bounty Hunter
  • Cat Folk
  • Critical Hit Class: Bounty Hunter relies on the critical hit and slow from Jinada and bonus damage from Shadow Walk, to quickly gank enemies and deal huge amounts of damage in the process.
  • Dual Wielding: A more realistic variant with an offhand dagger.
  • Fuuma Shuriken
  • Highly Visible Ninja: Averted during Shadow Walk.
  • Invisibility Flicker: Has to refresh Shadow Walk periodically to stay invisible, revealing himself for a moment.
  • Item Caddy: Although not quite as item-dependent as some other carries like Alchemist or Nature's Prophet, Gondar's Track skill grants him free bonus gold every time a Tracked enemy dies. A Bounty Hunter with a few kills under his belt can therefore wind up with a lot of strong luxury items before other carries finish building their core items.
  • Knife Nut: With his other weapon.
  • Money Multiplier: Track.
  • One-Hit Kill: Often possible with his gold gain and a guaranteed critical hit.
  • Red Eyes, Take Warning
  • Reverse Grip
  • Scarily Competent Tracker: Sort of, especially with his ultimate.
  • Skill Gate Character: Like Riki, Bounty Hunter utterly destroys new players, who usually do not invest in invisibility detection methods or communicate with one another, letting him snowball out of control in the process. However, Bounty Hunter still sees usage in some competitive tournaments for his ultimate alone, which can grant a huge advantage to his own team.
  • Smoke Out: Shadow Walk is started by throwing a smoke bomb.
  • Spell Blade: Jinada enchants his blade every few seconds for a guaranteed critical hit.
  • Weaksauce Weakness: As other invisibility heroes, he is very vulnerable to disables and invisibility detection.

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.

  • Action Girl
  • All of the Other Reindeer
  • An Ice Person: Just with her arrows.
  • Beautiful All Along: Due to being raised by Drow, who are a race of midget Gonks, Traxex thinks herself as ugly despite being tall and beautiful by human standards.
  • Boring but Practical: A simple carry. Her only source of damage is her auto-attacks, but passives, auras, and natural stat gains make it an amazing source of damage.
  • Cloud Cuckoo Lander: Slightly; she lives in the woods alone and is a master of archery, but she also is excited to wear clothes from the people who walk through her woods and pretends to talk to people from time to time.
  • Dark Is Not Evil
  • Forest Ranger
  • Glass Cannon: Does the most raw damage in the game, but is easily taken down by a good nuker.
  • Hello, Nurse!: A lot of her lines are played up as being very sexual.
  • In the Hood
  • Interspecies Adoption
  • Ms. Fanservice
  • Our Elves Are Better: Subverted: Though Traxex certainly has the appearance of a Dark Elf from most other settings, Drow in this case are short, ugly and troll-like, while Traxex herself was a child of another race (though which race she was born of is left unsaid).
  • Power Nullifier: With her Silence skill.
  • The Rival / Bash Brothers: With Windrunner depending on whether they're on the same team or opposite.
  • Weaksauce Weakness: Any high-mobility melee hero will make short work of her, since getting in close shuts off her Marksmanship ability, her main source of agility, and, in turn, armor, damage, and attack speed.

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.

  • Badass Beard
  • Badass Grandpa
  • Bears Are Bad News
  • Bond Creature: The Spirit Bear.
  • Difficult but Awesome: As stated above, Lone Druid requires a lot of micromanagement to play effectively, as proper management of the Spirit Bear is paramount to Lone Druid's success. With enough practice, however, Lone Druid can quickly become one of the most dangerous heroes on the map, able to shove down lanes with impunity and deal lots of damage between the Druid himself and the Spirit Bear. The bear, in essence, can act as a sixth hero when properly farmed.
  • The Dragon/The Lancer/Hypercompetent Sidekick: Because Lone Druid's effectiveness is so dependent on his bear, managing to kill it will essentially render Sylla himself useless, especially since the cooldown on re-summoning the bear is so long (two minutes at the least). This makes it dangerous for teams to rely too much on the bear, since killing it will render one of their main carries useless for at least that long.
  • Green Thumb: His spirit bear's passive ability, Entangling Claws, sprouts roots that hold enemies in place.
  • Harbinger of Impending Doom: His purpose is recreating life After the End, so whatever forced him to join the battle between the Radiant and Dire is not a good sign, and he's more than happy to accelerate the events.
  • Jack-of-All-Stats: Unlike most other carries, Lone Druid is well-rounded and fairly potent at all stages of the game; he can harass and last hit with ease in the early game with the aid of his Bear, push towers extremely fast in the middle-game, and has enough durability to spearhead pushes in the late-game with the right item builds. He is also one of two heroes note  that can freely switch between melee and ranged attacks at any point in the game, giving him great flexibility in countering enemy tactics.
  • King in the Mountain: His Back Story.
  • Lightning Bruiser: True Form, Synergy, Battle Cry and Rabid give Sylla a huge boost in health, damage output and movespeed.
  • Metal Slime: Killing his bear yields a very large amount of gold - often more than killing a hero, but he's incredibly hard to kill thanks to tankiness, an easy escape mechanism, and the ability to resummon him.
  • Morphic Resonance: In bear form, Sylla retains his shoulderpad and beard; at the same time, his bear gains attributes of Sylla (such as a beard and braids) as it levels up.
  • Nature Hero
  • The Needs of the Many: He's willing to kill his friends and other Nature Heroes to guarantee the safety of the Seed, although he's not always happy about it.
  • Obvious Rule Patch: The 6.78 patch eliminated the ability for the Spirit Bear to use an active Armlet of Mordiggian without suffering the health drain penalty. Prior to this, the Armlet, a 2600 gold item, would give the bear an extra 25 attack speed (which increases its chances of entangling an enemy hero), 5 armor (making it even harder to kill), 7 HP per second regeneration (making it less necessary to re-summon the bear), and 40 damage (increasing the damage it does to enemy heroes and towers), all without having to worry about health drain, so players would just turn the Armlet on permanently and give it the power of a late-game item for the price of a mid-game one.
  • Really 700 Years Old
  • Stone Wall: His Spirit Bear is the tankiest summon in the game and has more HP than any hero until lategame, however his damage output is much worse than of Sylla himself. The most common tactic is therefore outfitting the bear with tank and aura items such as Assault Cuirass and Radiance instead of attack-boosting items.
  • Stronger with Age: Strongly believes in this.
  • Super Mode: His ultimate, True Form, turns him into an anthropomorphic bear and gives him access to the ability Battle Cry, boosting his damage and armor.
  • Synchronization: The spirit bear cannot attack when it reaches a certain distance away from the Lone Druid, and when the spirit bear is killed, Sylla will also take damage. They also have other skills that affects both of them including a skill appropriately called Synergy.
  • The Rival: To Lycanthrope. Out of universe, they have roughly similar skills (summoning animal familiars to aid them in combat, sklils that increase their damage and attack speed, and an ultimate that lets them transform into an animal) although Lycanthrope is more of a Lightning Bruiser than Syllabear himself.
    Lone Druid (killing Lycanthrope): You and your pack of mongrels are nothing to me!
  • Touched by Vorlons
  • Transformation Is a Free Action: During his transformation, Lone Druid becomes invulnerable to damage.
  • Voluntary Shapeshifting: Into an anthropomorphic bear.

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."


"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."

  • Blob Monster
  • Came from the Sky
  • Elemental Shapeshifter: He can morph into the copies he creates.
  • Glass Cannon: One of the most popular ways to skill Morphling is the "Shotgun" build: get loads of Agility items, shift as many points into Agility as possible, and buy an Ethereal Blade. Using Ethereal Blade's active, plus Adaptive Strike (which does more damage as you put more points into Agility), can deal upwards of one thousand magic damage to a single enemy, which is only sometimes exceeded by Lion's Finger of Death and Lina's Laguna Blade, both of which require an Aghanim's Scepter and both of which don't scale as you level up. The flip side, though, is that Ethereal Blade also applies Ghost Form to Morphling himself, meaning that if used at the wrong time it allows any nearby enemy caster to one-shot Morphling as well.
  • Making a Splash: He's MADE of water.
  • Lightning Bruiser: Because Morphling can shift stat points between Strength and Agility, he can become extremely tanky by shifting lots of points into Strength, or he can deal loads of damage by shifting points into Agility (which have the side benefit of granting him more armor, making him more durable against physical attacks).
  • Shout-Out : To Magic: The Gathering Morphling. Especially his third skill.
  • Twin Maker: He is able to create copies of other heroes (enemy or allied).
  • The Villain Knows Where You Live: Played for laughs.
    Morphling (killing Tidehunter): "I know where you live, Tidehunter!"

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."

  • Barbie Doll Anatomy: Naga Siren is technically not wearing clothing at all, with only cosmetic items covering her up in certain cases.
  • Bizarre Sexual Dimorphism: Hard to believe she and Slardar are of the same race.
  • Brown Note: Song of the Siren can make enemies sleep but it also makes them invulnerable during its effect.
  • Dual Wielding: Of Cool Swords.
  • Enthralling Siren: Slithice's ultimate, Song of the Siren, instantly disables all enemies within a huge radius of her, rendering them unable to attack or be attacked. It's one of the more powerful Ultimates in the game since it gives your teammates all the time they need to get in position with their nukes, and can be a guaranteed escape mechanism in a gank.
    Pirate Captain Announcer (seeing Slithice): "I think she's... callin' to me."
  • Fish People: Her race, the Slithereen.
  • Inescapable Net: Her second ability, Ensnare, throws a net at a targeted enemy, keeping them from moving for a short duration. It's one of the very few disables that goes through magic immunity, and the only way to stop it is to either carry a Linken's Sphere, or blink away the second you see it coming.
  • Making a Splash: Rip Tide, Naga Siren's third ability, deals splash damage in a radius around her, reducing enemies' armor and softening them up for other teammates to attack.
  • My Greatest Failure: The stolen chalice.
  • Self-Duplication: Naga's first ability, Mirror Image, creates three illusions of herself, which get stronger the more she levels the skill up. They can all cast Rip Tide, making the ability useful for catching every enemy hero with the nuke and armor reduction.
  • Sirens Are Mermaids
  • Sinister Scimitar: Uses two scimitars, though she fights for the Radiant, typically considered the good side. In the original Dota she used a naginata.

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."

  • Blade on a Stick
  • Cat Folk
  • Confusion Fu: With his core mechanic based on invisibility and illusions of himself.
  • Death of a Thousand Cuts: Each illusion does a quater of the damage of the original thing. At full levels, Phantom Lancer can have up to 7 illusions. Even without himself fighting alongside them, they can pump 175% of his damage output combined and make a pretty good job of slicing down creeps and foes alike by their sheer volume.
  • Decoy Getaway: Doppelwalk is a combination of Invisibility and Self-Duplication, allowing a fake Phantom Lancer to take the original's place as it hides.
  • Empowered Badass Normal: A "simple fisherman" who alone defeated a powerful mage can now create an army of his duplicates.
  • Fan Nickname: "Cancer Lancer" or "Phantom Cancer" due to his rapid multiplication and the ability to win even the most hopeless games by "infesting" all the lanes with powerful illusions.
  • I Am Legion: His Back Story suggests that his phantoms are capable of semi-independent thought, but all think like and obey the will of the original. In his voice lines he almost always refers to himself as "we".
    Phantom Lancer: ''Am I the real we?''
  • Self-Duplication: His skills are based around making copies of himself. With Phantom Edge, even his clones can spawn other clones passively.
  • Skill Gate Character: An agility hero that can create illusions passively, replace himself with an illusion and go invisible and splitpush harder than most heroes would seem like an overpowered threat. However, most experienced players knows that Ao E attacks in general will pretty much take out his army of illusions and his stealth is countered by items that costs 180 and 200 gold and abilities like Bounty Hunter's Track and Slardar's Damage Amplification. Phantom Lancer isn't seen commonly in pro games outside of pushing strategies for a reason.
  • Took a Level in Badass: He used to be a simple fisherman.
  • Voice of the Legion: He seems to speak with the voice of all his Phantoms, even when none appear to be there.
  • Zerg Rush: The clones can be used with this tactic.

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."

  • Death from Above: Her first skill, Starstorm, drops a wave of shooting stars on every enemy in the vicinity.
  • Invisibility: Her ultimate can turn her entire team invisible, giving her team a strong element of surprise in ganks and teamfights.
  • Projectile Spell: Mirana's Sacred Arrow skill works like this more than the Vengeful Spirit's skill that is named as such. It will stun the first enemy unit it strikes for a duration based on the distance where Mirana fired her arrow and the target hit.
  • Rebellious Princess: Subverted in that she only left her former throne to take a new one.
  • Tiger Archer

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."

  • Art Evolution: Received a minor model update that improved the quality of his model and textures.
  • Back Stab: One of his trademark skills.
  • Fauns and Satyrs: Although not outright stated, he has many features of traditional satyrs.
  • Flash Step: His short-range teleport skill basically super-speeds him to right behind an enemy so he can perform the aforementioned Back Stab.
  • Fog of Doom: His Smoke Screen skill.
  • Skill Gate Character: Because new players tend to have difficulty learning how Dota 2's detection system works, Riki tends to be an absolute terror in the lower brackets, being able to 1v5 whole teams by himself. But since he's so easily countered by any form of detection, he becomes food for even moderately skilled teams, and is a niche pocket strat pick at best for professional teams.
  • Smoke Out: Smoke Screen.
  • Stealth Hi/Bye
  • Teleport Spam: Blink Strike.
  • Weaksauce Weakness: A few Observer Wards, some Dust of Apppearance, and decent teamwork and communication can utterly shut down Riki's main modus operandi.

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."

  • Agony Beam: Her Psi Blades "spill" pain, damaging units in a line for exactly the same damage as the first target.
    Psi Blades Description: Her blades pierce the skin as much as the mind, furthering her understanding of the mystery that is reality.
  • Back Stab: Any attack that interrupts Meld gets bonus damage and armor reduction, hitting For Massive Damage.
  • Booby Trap: Psionic Trap
  • Combat Stilettos: Her shoes have a high-wedge heel to them.
  • Dual Wielding Laser Blades: Her psi blades.
  • Enemy Mine: Implied to have this relationship to Omniknight when they're fighting on the same team. Considering she is part of an organization called the Hidden Temple and Omniknight worships a god who sees all, it's understandable why there's a conflict of interest.
    Templar Assassin: Your temple is not mine, Omniknight, but the Hidden Ones instruct me to cooperate.
  • Enlightenment Superpowers
  • Highly Visible Ninja: Not outright stated but her design is very Ninja-like. Averted with Meld.
  • Invisibility: Meld lets her stay invisible as long as she doesn't move or use any abilities/items.
  • Pointy Ears
  • Secret Circle of Secrets: The Hidden Temple is a morally ambiguous version of the trope; Lanaya is part of the Radiant, which is the good faction of the game, and the Hidden Temple is more than willing to have her work with the likes of morally upstanding characters like Omniknight (whom she explicitly opposes), but her kill quotes imply her reasons for murdering certain heroes are a secret known only to the Temple, leaving one to wonder what exactly their motives are.
  • Seeker Archetype
  • Shout-Out: She had several to StarCraft in DotA, with mentions of Aiur and the Shakuras. In Dota 2, this has been reduced to her title as the Templar Assassin and her skill, Psi Blades.
  • Touched by Vorlons
  • Weak, but Skilled: Her stats are pretty mediocre, but she makes up for it with three of her skills drastically increasing damage (with one scaling into lategame), and two increasing her survivability.
  • Weaksauce Weakness: Her Refraction shield blocks her from harm based on how many separate instances of damage are applied. So, it can absorb ludicrous amounts of burst damage, but weak damage-over-time abilities tend to destroy the shield almost instantly. Meld invisibility requires her to stand still, making her only more vulnerable to area-of-effect abilities and true sight.

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. "

  • Adaptation Dye-Job: In the first Dota, Ja'rakal was green, this also rang true in Dota 2 concept artwork and early models. However, the finished release made the Warlord's skin color red.
  • All Trolls Are Different: They live underground in a matriarchy, have long noses, and Four-Fingered Hands. Ja'rakal is the only Troll shown to be Red instead of Green.
    • Always Chaotic Evil: Described as a "prickly and contentious race" and the ones in game act as Random Encounters. Troll society still found Ja'rakal too unpleasant to be around and kicked him out.
      • Ja'rakal goes as far as to differentiate his breed of trolls from Shadow Shaman's hill trolls.
    Troll Warlord, killing Shadow Shaman: "The trolls from the hills are barely trolls at all."
  • All the Other Reindeer: The other trolls found him too difficult to deal with.
  • An Axe to Grind: Can throw or use them as melee weapons.
  • The Berserker
  • Dumb Muscle: Troll Warlord has the lowest intelligence growth (a mere 1 point per level) and comes with a pretty weak mana pool. He compensates for it with sheer offensive power and low mana cost for his skills.
  • Field Power Effect: His ultimate grants a huge attack speed boost to all of his team at a moderate cooldown and manacost.
  • Glass Cannon: Troll Warlord can hit insanely fast, hard AND potentially stun lock his enemy if he manages to get enough attack speed. Unfortunately for him, Troll Warlord cannot take a lot of damage and has very few ways to escape should he get in trouble unless he buys a shadow blade.
  • Hair-Trigger Temper
  • Heroic Comedic Sociopath: For some reason he is on the Radiant side, despite threatening, under various circumstances, to kill his allies, the Shopkeeper, and you, the person controlling him. Played for Laughs.
    Troll Warlord, repeatedly being told to use an ability still on cooldown: "Now I'm ready. To stab you."
  • Roaring Rampage of Revenge: Pretty much why he seems so angry all the time
  • Jerkass
  • Troll: Some of his quotes jokingly echo the internet forum kind. His race's backstory is a clear parody of the "basement-dwelling internet troll" stereotype.
    Troll Warlord, killing a hero: "You been trolled."
    • His entire backstory covers some archetypal "geek" elements, such as living in his mother's basement and doing nothing but play games all day.

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. "

  • Absolute Cleavage
  • Action Girl
  • Art Evolution: Her model and art were slightly updated to match the more up-to-date design for the Skywrath race as a whole. Unsurprisingly, this coincided with the release of the game's other hero of the same race, the Skywrath Mage. But even before then, she's had her character model improved, as a previous version of her wore a mask.
  • Broken Bird: Figuratively and literally. On the literal side, she's a Skywrath, a race of winged humanoids. On the figurative side, she was a proud woman until her sister hired an assassin to kill her, and Shendel's wings were lost. This is one of the most traumatic things than can happen to a Skywrath, causing her to devote herself to revenge.
  • Glowing Eyes/Red Eyes, Take Warning
  • Heroic Sacrifice: Nether Swap can bring an enemy surrounded by his team to yours. Of course, this sends you right into the middle of the enemy team.
  • Loud of War: Her Wave of Terror skill.
  • Obvious Rule Patch: DotA has an item called "Kelen's Dagger" (Blink Dagger in DotA 2) that allows teleportation of one's own hero. So, it's even possible to teleport yourself into terrain that you cannot escape from, except by using Blink Dagger again once the cooldown ends. The Blink Dagger cannot be held by Pudge or Vengeful Spirit. If it could be, they would be able to blink to an enclosed area and then bring an enemy to them, leaving their foe potentially trapped. However, they can still do this with Force Staff.
  • Power Glows: Her "hair" and eyes.
  • Revenge: The dreadful emotion within her.
  • Winged Humanoid: The Skywraths are a race of them. Shendel, however, lost her wings.

Intelligence Heroes

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."

  • Action Girl
  • An Ice Person
  • Bare Your Midriff: Her Dota 1 character model and Dota 2 concept art both have this, though this trope is absent on the final in-game Dota 2 model.
  • Difficult but Awesome: She has the unfortunate reputation of being free food for the enemy team, based on the Artificial Stupidity of the CM bot in practice matches and her slow speed coupled with low health. However, she is a very solid and strong nuker with disable, slow, a wonderful global passive, and a strong if situational ultimate. In the right hands, she is considered one of the best early-game support heroes in the game.
  • Field Power Effect: Her third ability and passive, Arcane Aura, boosts the mana regen of all allied heroes globally, and is doubled on her (although it doesn't stack with percentage-based mana regen items). At max level, it can allow all friendly heroes to essentially spam their spells almost nonstop, meaning that late-game pushes can last longer without having to go back to base as long as there are enough healing items and abilities.
  • Freeze Ray: While not a gun per se, Rylai's first ability, Crystal Nova, deals area-of-effect damage and slows movement and attack speed.
  • Harmless Freezing: While Frostbite does deal damage, it's mostly incidental next to the disable, which lets allied heroes wail on the helpless target.
  • Hostile Weather: Her ultimate, Freezing Field, creates an explosive hailstorm that damages and slows any enemies within a certain radius of her. While it's channeled and the explosions hit in random places, a total of seventy explosions happen over the course of the ulti, and each individual explosion can be as powerful as her Crystal Nova, meaning that if left interrupted, almost anything caught within range will die if they don't run for cover.
  • Instant Ice, Just Add Cold: Her second ability, Frostbite, stops an enemy in their tracks and deals damage over time while preventing them from attacking (though it doesn't prevent orb effects/unique attack modifiers from being manually cast).
  • Kicking Ass in All Her Finery: With some of the unlockable items.
  • Kill It with Ice
  • Literally Shattered Lives: Crystal Maiden's death animation has her turning into an ice statue, which then shatters and falls to the ground.
  • Magic Staff
  • Oblivious Adoption: One of Lina's lines upon being killed by her in Dota 2 claims this. May or may not be true, though their eye and hair colors differ.
  • Sibling Rivalry: She doesn't get along well with Lina due to obvious incompatibilities. Both she and Lina have numerous dedicated voice lines for meeting each other when on the same team, attacking each other when not, and especially when one kills the other.
  • Squishy Wizard: Rylai is notorious for being one of the easiest heroes in the game to kill because of her low Strength and Agility gain (meaning very little HP and armor), having no escape abilities, and her slow movement speed (tied for second-to-last with Invoker and Death Prophet, both of who have passive abilities that counter this). It's very common to build Strength items like Bracer on her just so that she doesn't (literally) melt in the first two seconds of a teamfight.
  • Winter Royal Lady: She isn't exactly royal but she's close in design.
    • Some of her purchasable equipment takes it further.

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."

  • The Ace: He gives off the vibe of fighting effortlessly.
  • The Archmage
  • Badass Long Robe
  • Blood Knight: His backstory says he actually enjoys the attempts on his life.
  • Calling Your Attacks: Often says the name of the spell he stole or cast, especially in case of ultimates.
  • Challenge Seeker: He seems more driven by his curiosity and the promise of challenge than the actual battle or its outcome.
  • Cool Mask
  • Confusion Fu: Trying to remember what skill Rubick stole can be confusing, to say nothing of when he steals spells mid fight.
    • This isn't made any easier by the removal of the useful indicator in the original DotA that told everyone what he managed to steal.
    • Rubick himself does this. The reasons he "forgets" stolen spells after a set duration is because... He forgets to write them down.
    Rubick (forgetting a spell) : "How forgetful of me."
  • Continuity Nod: As in the original Dota, Aghanim is Rubick's father.
    Rubick (buying Aghanim's Specter): "Father's Masterpiece."
  • Difficult but Awesome: Because of his main mechanic, Rubick gameplay requires an at least passing knowledge with every hero in the game. Good Rubicks, however, need to be able to recognize what actually is worthwhile to steal and what hero will consistantly will give a good spell to use, as many hero spells are meant to be used in tandem with others on the hero, and many spells often times work better with Rubick than on the original owner. A Rubick that steals, say, Windrun from Windrunner won't get much mileage out of it, but if he manages to grab Shackleshot then he can easily setup a full Shackle with Telekinesis. Experienced Rubicks can easily grab whatever spell is needed right in the midst of combat, resulting in crazy situations like using a stolen Blink to teleport right into an enemy crowd, rapidly stealing something like Earthshaker's Echo Slam or Enigma's Black Hole, and initiating with the stolen spell all within the span of a few seconds.
  • Emerald Power
  • The Faceless
  • Face Palm: If the player steals an enemy Night Stalker's ulti and uses it (benefitting no one but the Night Stalker), Rubick does an animation like this.
  • Fastball Special/Grievous Harm with a Body: His version of Walrus punch is this with himself as both the projectile and the person shooting it. It basically makes him shoot a projectile that's basically a clone of himself at the target, which is implied to then punch the target.
    • And of course, he can steal Tiny's Toss and use it to throw units around.
  • Flying Broomstick: He rides his staff like one when casting Batrider's Firefly spell.
  • Insistent Terminology
  • Klingon Promotion: Rubick's idea of acquiring the title of Magus.
  • Like Father, Like Son: He like his father has great magic powers. Subverted in that Rubick acknowledges he is not all his father was.
  • Magic Staff: A bubbling, green, plasma-like substance emanates from the top of it.
    • Boom Stick: Used like that with some stolen spells (most notably Sniper's Assassinate). At other times it might be used as a stick horse.
  • Marionette Motion: He's moving non-stop in a very unusual way.
  • Morphic Resonance: When stealing transformation spells he retains his green color or parts of his staff.
  • Power Copying: His Limit Break, Spell Steal, grants Rubick the last ability that an enemy used for a few minutes.
  • Power Glows: He appears to glow from under his robes.
  • Punny Name
  • Telekinesis: His first skill and a very powerful disable, allowing both positioning and mass stun at the same time.
  • The Rival: He's somewhat of a Foil to Invoker, and he has several lines mocking him. They're also foils in ability; both require memorization of abilities and have enormous versatility.
  • Sociopathic Hero: Just to reiterate, he killed all the other Magi because he was bored. However this doesn't translate over into the game itself, where he comes off as more of a Nice Guy.
    • To be fair, his idea of advancing via Klingon Promotion sounds like the norm for wizards, and he only wanted to kill one. He had to kill the rest as well in self-defense.
  • Voluntary Shapeshifting: If he steals such ability.

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."

  • Enemy Summoner: Nature's Call summons a group of 2-5 treants that have slightly higher stats than regular creeps.
  • Fan Nickname: His original name in DotA was Furion, but this was changed in the transition to DotA 2 due to copyright reasons. However, his actual name is very rarely used due to being unpopular and Furion is used instead. Even some of the game files refer to him as Furion. Others know him as Nature's Profit due to his farming abilities.
  • Fauns and Satyrs: He has a lot of features of a faun, and acts as either help or hindrance to those wandering in his forest.
  • Horned Humanoid
  • Hypocrite: Claims to protect nature, he's one of the few heroes who can completely deforest a huge area by summoning treant guards.
  • Gaia's Vengeance: All of his abilities, but especially the Nature's Wrath.
  • Green Thumb: He can summon creatures from the trees, or generate trees out of nowhere.
  • Item Caddy: He starts off as a Squishy Wizard with good autoattack and easy farming, but no reliable damage-dealing spells. But there's one thing he can do perfectly with his skillset - safely earn money to buy items, which make him a...
    • Jack-of-All-Stats: He can benefit from any item that is sensible on a ranged INT hero, and he can get them as fast as a safelane carry (save for Alchemist) without meddling with allies' lanes much. Thus his item build can be adapted to any situation - be it a fast push, initiation, damage dealing, nuking or support - tanking probably being the only role he can't fulfill.
  • Magic Staff
  • Nature Hero
  • Plant Person: Seems to be the case.
  • Squishy Wizard: Played with. Although Nature`s Prophet is a frail Intelligence hero, he relies mostly on his strong auto-attacks and an element of surprise to deal damage (making him one of the game's few INT carries); his ultimate being his only damage-dealing spell, which has a hefty cooldown and can't be precisely aimed.
  • Teleport Spam: One of his abilities is a global teleport; while it does have a decent cooldown, it makes him excellent for ganking, chasing, and otherwise turning up where he's unexpected. This makes him the most mobile hero in the game and one of the best at taking towers off a distracted team.
  • Tree Cover: One of the uses of Sprout is to hide an allied hero or yourself from enemies with a ring of trees.
    • Also a common gank tactic is to teleport inside the forest along the lane, wait for the target to approach, and then clear the forest using Nature's Call.
  • When Trees Attack: Nature's Call and himself invoke this.
  • Wolverine Publicity: One of the most popular heroes, notably for his dependency on farming, which spawned many joke videos and pictures with this theme.

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."

  • Multiple Head Case: The heads seldom get along well. Interestingly each head is capable of voluntarily controlling any part of the body, so it needs to designate which head controls the legs and which head controls the arms.
  • Name's the Same: As Aggron from Pokémon, possibly as a Shout-Out. Also currently shares the same title as the Ogre spell caster Creep.
  • Playing with Fire: Almost all of their skills deal with fire and fire magic.
  • Our Ogres Are Hungrier: It is one of the very few ogres who are born with two heads. It does identify Alchemist's ogre mount as being one of his species.
  • Random Number God: All of Ogre Magi's skills save Ignite have a chance to deal random bonus damage, up to 4 times. With enough luck, Ogre Magi can One-Hit Kill some frail heroes with multiple 4x Fireblasts in a row.
  • Savage Piercings: The left head has a nosering and and earring.
  • Squishy Wizard: Averted; Aggron is one of the tankiest INT heroes in the game, although compared to most other nukers he has a fairly low mana pool and sub-par Agility.
  • Throw Down the Bomblet: Its second skill, Ignite, causes it to thrown a vial of volatile chemicals on its opponent, lighting him or her on fire.

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, he’d 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."

  • All of the Other Reindeer
  • Armor-Piercing Attack: Glaives of Wisdom deal bonus Pure damage based on Silencer's current intelligence, meaning that they scale extremely well into the late game.
  • The Chosen One
  • Cool Helmet
  • Fuuma Shuriken: He is armed with huge, enchanted three-pointed shuriken.
  • Glass Cannon: Since he steals two Intelligence points from enemies when they die, his Glaives of Wisdom become incredibly powerful late game, because their damage scales with Intelligence.
  • Ingesting Knowledge: Presumably possesses some form of this, since once he levels up Glaives of Wisdom, he permanently steals two points of Intelligence from any enemy hero that dies near him.
  • Interface Screw: Global Silence doesn't just silence the opponents, but mutes all game sounds for its duration as well.
  • Mage Killer
  • Mutual Disadvantage: Against enemies who don't rely on spells or those that rely on passives, like Sniper or Drow Ranger, Silencer's abilities to silence lose much of their effectiveness. On the other hand, these characters will instead take further damage from Curse of the Silent (and Global Silence, if upgraded with Aghanim's Scepter) and are more likely to take the disarm effect from Last Word.
  • Power Nullifier: He specializes in silencing his opponents.
  • Purple Is Powerful: Changed to this color scheme from his original red because he was too similar to Dragon Knight.
  • Real Men Wear Pink: His color was changed from red to pink/fuchsia for a time to differentiate him from Dragon Knight. It was quickly changed to his current deep purple.
    • Ironically, his intermediate fuchsia color was quite similar to tyrian purple, historically known for being the color of kings. Too bad that's no longer the automatic association.
  • Sadistic Choice: Last Word forces the target to choose between casting an ability and losing mana, and then getting damaged and silenced, or to save the mana by not casting a spell, and still take the damage and silence anyways, and get disarmed as well. Similarly, Curse of the Silent forces the enemy to choose between taking the full damage and mana loss of the debuff (which gets even worse as it's leveled up), or cast a spell to lift the debuff but to lose possibly more mana anyways.
  • Standard Status Effects: Specializes in silencing enemies; his third ability, Last Word, also disarms the target if not dispelled in time. Global Silence silences every unit on the map, and can be upgraded via Aghanim's Scepter to deal damage too.
  • The Stoic: Unlike most heroes in the game, Silencer very rarely shows any emotions and speaks with a hoarse, whispery tone. However...
  • Took a Level in Badass
  • Un-Sorcerer

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."

  • Bishōnen: Definitely has a lot more of this than most of the male cast.
  • Glowing Eyes
  • Kill Sat: Mystic Flare saturates a small area with Beam Spam. Worth noting it's one the game's most damaging spells with a very short cooldown, but requires careful positioning to keep a single enemy within the damage area.
  • Linear Warriors, Quadratic Wizards: Played straight (which oddly makes it an inversion in Dota) with Arcane Bolt, a nuke whose damage scales with Dragonus' Intelligence. As a result, if Skywrath Mage manages to acquire many items which grant bonus Intelligence over the course of a match, Arcane Bolt will scale extremely well into the late game.
  • Squishy Wizard: Especially the case with Skywrath Mage. His Strength gain is very low and has the lowest Agility growth in the game, making him extremely squishy.
  • Weaksauce Weakness: One of the biggest jokes relating to Skywrath Mage is how Pugna's Nether Ward can cause Skywrath to one-shot himself by casting his max-level ultimate in range of it.
  • Winged Humanoid: The Skywraths are a race of them.

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."

  • Barrier Warrior: A more offensive variant with his spell Kinetic Field, which traps enemies within it. Although you can still blink out of it.
  • Difficult but Awesome: Virtually all of Disruptor's spells are highly situational or rely heavily on positioning. His only real all-around spell is Thunder Strike, his damage nuke, but everything else relies on the positioning of the enemy, and even their past positioning, so it takes a lot of planning and anticipation to make the most of Disruptor's spells. But a good Disruptor can block an enemy's movements, stop them from escaping a gank attempt (or even prevent reinforcements from teleporting in to defend), silence an entire group of them at the right moment, and generally make teamfights a lot easier for the rest of his team.
  • Dragon Rider: A wingless, raptor-esque variety.
  • Drop the Hammer: Used to throw balls of lightning.
  • Everything's Better with Dinosaurs: His stryder resembles a small, armless theropod dinosaur.
  • Hostile Weather: Static Storm creates a gigantic thunderstorm that continually damages and silences all enemies in its radius.
  • Improvised Lightning Rod: He can turn his enemies into this using his first ability, Thunder Strike, and drop thunderbolts on their heads.
  • Lost Technology
  • Magitek
  • Monochromatic Eyes
  • Proud Warrior Race Guy: His people the Oglodi. It is worth noting that all of the currently playable Oglodi were orcs in the original Dota mod for Warcraft III, another proud warrior race.
  • Shock and Awe
  • Squishy Wizard
  • Weak, but Skilled: According to lore, he's considered weak among the Oglodi (which is justified when you look at another example of the Oglodi, Axe), but his powers come from his knowledge and craftiness.
  • Weather Report: Many of his lines are parodies of such.
  • Yellow Lightning, Blue Lightning: Blue, like most lightning in the game.
  • You Will Not Evade Me: Glimpse teleports a unit back to where it was four seconds ago. A skilled Disruptor can therefore drag escaping enemies back into a Kinetic Field to finish them off with his spells.

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."

  • Acrofatic: He moves surprisingly easy for his weight, often doing mid-air flips and striking poses when casting spells.
  • Big "NO!": One of the funniest sound clips that you can hear from him when your team loses.
  • Difficult but Awesome: Storm Spirit is an Intelligence-based ganking carry, relying on his ultimate to get around, which is extremely easy to overshoot and waste mana with. Storm Spirit plyaers have to master the Ball Lightning/Electric Vortex/ Static Remnant combo, which can deal huge amounts of damage if laid down correctly. A good Raijin player, can, however, launch almost impossible ganks and initiate teamfights with ease.
  • Fragile Speedster: He is one of the fastest and most mobile heroes in the game, capable of travelling over impassable terrain at will to initiate and escape ganks, but he is also extremely frail.

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."

  • An Ice Person: Half of the time he's this.
  • Black Mage: All of Jakiro's spells are designed to be used in teamfights, where he can potentially stunlock an entire team, then follow up with Macropyre, which does almost 200 damage per second over a massive area of effect, or harass enemies with free Liquid Fire spam that also melts down creeps and towers with insulting ease.
  • Breath Weapon: All of their spells.
  • Disc One Nuke: Ice Path can be learned at level one, and only costs 90 mana per use. It's essentially a combination of Earthshaker's Fissure and Invoker's Ice Wall, in that it creates a wall that damages and stuns everyone in its path, although it has a much shorter cooldown. With Jakiro's high mana pool, it can essentially be cast over and over again in the early game, potentially turning your lane into a complete massacre, and it is still very potent all the way into the inevitable late-game teamfights.
  • Glowing Eyes of Doom
  • Giant Flyer
  • Herd Hitting Attack: His normal Ice Path + Macropyre + Dual Breath/ combo makes standing in a tight group a very bad idea.
  • Human Popsicle: Makes others this with Ice Path.
  • Kill It with Fire: Liquid Fire and Macropyre deal large amounts of splash damage over time. Dual Breath combines fire and ice to both slow and damage enemies over a large area of effect.
  • Mighty Glacier: He has good strength growth for an Intelligence hero, though his speed leaves something to be desired.
  • Multiple Head Case: Both heads appear to think individually, and they seem to get along well.
  • Our Dragons Are Different: A two headed dragon that breathes ice and fire.
    • Like traditional western dragons he has a lair where he hoards his riches.
    Jakiro (last hitting): "Gold for our lair."
  • Splash Damage Abuse: He can even hit and disable invisible targets with his AOE spells.
  • Volcanic Veins: His fiery half has red ones and his icy half has blue.
  • Yin-Yang Bomb: Dual Breath and Macropyre combine the heads' breath for great effect.

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."