Characters / Dota 2 Intelligence
aka: Dota 2 Dire Intelligence

This is part of the character sheet for Dota 2. This page contains all Intelligence heroes.

Strength | Agility | Intelligence
Neutrals | Others


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    Kaldr, the Ancient Apparition 
http://static.tvtropes.org/pmwiki/pub/images/Ancient_Apparition_354.png
Voiced by: John Patrick Lowrie
"Kaldr, the Ancient Apparition, is an image projected from outside time. He springs from the cold, infinite void that both predates the universe and awaits its end. Kaldr is, Kaldr was, Kaldr shall be...and what we perceive, powerful as it appears to us, is but the faintest faded echo of the true, eternal Kaldr. Some believe that as the cosmos ages and approaches its final moments, the brightness and power of Kaldr will also intensify—that the Ancient Apparition will grow younger and stronger as eternity's end draws nigh. His grip of ice will bring all matter to a stop, his image will cast a light too terrible to behold. An Apparition no longer!"

  • Added Alliterative Appeal
  • Bishōnen: His low violence model's face is quite handsome, inexplicably.
  • Black Mage
  • Blow You Away: In their descriptions, Ice Vortex and Chilling Touch are both described to manipulate frigid winds.
  • Damage-Increasing Debuff: Any enemies caught in an Ice Vortex receive increased magical damage.
  • Death of a Thousand Cuts/Gradual Grinder: While his skills don't seem very damaging, the total amount of damage dealt indirectly through buffs easily goes into 4-digit numbers. Chilling Touch alone has the potential to deal over 2000 damage, and the anti-healing debuff from Ice Blast removes a lot of potential health that could be gained with regeneration, healing and lifesteal.
  • Defog of War: Ice Vortex temporarily reveals the area around it.
  • Eldritch Abomination
  • Elemental Embodiment: Of ice and entropy.
  • Evil Is Deathly Cold
  • Evil Sounds Deep
  • Fighting a Shadow: It's stated in his backstory that Ancient Apparition is only an image of the true, eternal Kaldr.
  • Finishing Move: His ultimate instakills enemies at low HP.
  • Fixed Damage Attack: Ice Blast is this, in effect. Because hitting an enemy with the ball will cause them to instantly die if they fall below 10% of their HP, the debuff effectively removes 10% of an enemy hero's maximum HP for the duration of the debuff, without factoring in the blast itself or the damage over time.
  • Ghostly Chill
  • Harmless Freezing: While Cold Feet does deal damage, it's so insignificant that it's never used as a nuke.
  • Human Popsicle: Victims of Cold Feet are frozen solid, with icicles protruding from the ice.
  • An Ice Person
  • Ineffectual Loner: Ancient Apparition's skills don't work very well without allies: Cold Feet is useless without a setup since enemies can simply run away from it, Chilling Touch is only powerful when used on many allies, which in turn reduces the effectiveness of Ice Vortex's magical damage amplification, while Ice Blast, in spite of its very high damage, needs to be followed up with more burst, which AA lacks.
  • Kill It with Ice
  • Lead the Target: Ice Blast requires leading the target, stopping the projectile marker at a certain point, and then waiting for the real projectile to arrive and hit. While difficult to land, it's exceptionally powerful when it hits, easily turning around the outcome of a fight. Firing it from a long range also increases its area of effect up to a whole screen.
  • Literally Shattered Lives: The final effect of his ultimate.
  • Power Floats
  • Power Nullifier: Ice Blast is infamous as the only spell in the game that prevents the enemy from gaining HP through healing for the duration of the debuff. This counters any direct healing (whether from items like Magic Wand and Mekansm, or abilities like Voodoo Restoration and Purification), stat changing (switching your Power Treads, toggling Armlet of Mordiggian), and even the fountain. The only ways to stop the HP loss are with spell immunity (which only nullifies the damage over time but cannot remove the debuff), invulnerability and banish (which also only nullifies the damage over time), Borrowed Time (during which Abaddon will not gain any HP either), damage shields (such as Aphotic Shield and Flame Guard), all of which are only temporary measures used to wait out the debuff. Only Weaver's Time Lapse and Terrorblade's Sunder allow you to actually increase your HP while under the effects of the debuff.
  • Red Eyes, Take Warning: The Shatterblast Crown Immortal item makes Kaldr's eyes glow red.
  • Sealed Evil in a Can
  • Sentient Cosmic Force: Kaldr is the manifestation of entropy.
  • Soft-Spoken Sadist: Unlike many other heroes in the game who verge on being Large Hams, Kaldr is surprisingly reserved in both tone and voice. He never yells, and his voice is soft and deep.
  • Spell Blade: Chilling Touch grants allied heroes in an area bonus magical damage for a set amount of attacks.
  • Squishy Wizard: One of the squishiest, in order to offset the massive damage his ultimate deals.
  • Standard Status Effects: Cold Feet freezes slow or unaware enemies that don't leave its radius.
  • Time Abyss: So ancient that the Fundamentals of the Universe consider him old.
  • You Are Already Dead: Getting frozen by Ice Blast disables all forms of health regeneration and deals damage over time, making survival of low-HP units impossible without spell immunity or Dazzle's Shallow Grave.

    Atropos, the Bane Elemental 
http://static.tvtropes.org/pmwiki/pub/images/Bane_7280.png
Voiced by: David Scully
"When the gods have nightmares, it is Bane Elemental who brings them. Also known as Atropos, Bane was born from the midnight terrors of the goddess Nyctasha. A force of terror too powerful to be contained by sleep, he surfaced from her slumbers, fed upon her immortality, and stole his vaporous form from her inky blood. He is the essence of fear. Mortals who hear his voice hear their darkest secrets whispered in their ear. He calls to the hidden fear in every Hero's heart. Wakefulness is no protection, for Bane's black blood, continuously dripping, is a tar that traps his enemies in nightmare. In the presence of Bane, every Hero remembers to fear the dark."

Atropos the Bane Elemental, otherwise known as Bane, is an incredibly powerful disabler generally played as a support, with a repertoire of debilitating spells allowing him to cripple multiple enemy heroes with ease. Enfeeble places a debuff on the target that drastically reduces its attack damage and cannot be dispelled by any means, greatly hindering heroes reliant on their attacks. Brain Sap is a pure damage nuke that drains the enemy's health and gives it to Bane, making him a powerful harasser who can trade blows quite well. Nightmare puts the target into a fitful slumber and deals damage over time, leaving it completely at the mercy of Bane and his allies. However, the target is briefly made invulnerable, attacking an afflicted unit will cause the Nightmare to transfer to the attacker, and any damage dealt to a Nightmared unit will wake it up instantly. Not only can this spell be cast on both allies and enemies, but Bane can end the Nightmare at any time, allowing unusual plays through Nightmare manipulation. Finally, Bane boasts one of the most powerful channeled disables in the game with his ultimate ability Fiend's Grip, which holds the victim helplessly in place while draining mana and inflicting heavy damage for the duration of the channel. This spell can disable enemies even through spell immunity, making Bane a truly fearsome opponent.

  • Achilles' Heel: While Bane is a great disabler, all his spells are single targeted, making him one of the worst pushers in the game. Bane players are encouraged to build a Necronomicon on him because of this.
  • Anthropomorphic Personification: Of fear and nightmares.
  • Armor-Piercing Attack: Fiend's Grip can disable and drain an enemy's mana through spell immunity, although it can't damage them. This makes it one of the more powerful disables in the game, since carries often rely on spell immunity in order to avoid being disabled in a teamfight.
  • Better to Die than Be Killed: Nightmare can be used to deny an allied Hero from getting killed. He can even do this to himself if his health is exceptionally low.
  • Black Blood: He is continually oozing black blood from various parts of his body, although in this case it's not his own.
  • Black Mage: His entire kit consists of nukes and debuffs designed to screw his enemies up as much as possible.
  • Combination Attack: Nightmare's purpose in a nutshell. As a nuke it's useless (dealing a pitiful 140 Pure damage when maxed), while as a disable it's rather situational, only really useable on a target which your team don't intend to focus down. On the other hand, it's one of the best setup abilities in the game: its long duration gives plenty of time for Bane's teammates to reposition themselves, and if necessary, land a powerful and normally-difficult skillshot (Mirana's Sacred Arrow being most notable) with zero effort.
  • Counter Attack: If Bane has purchased an Aghanim's Scepter, any enemy who tries to land physical right-clicks on Bane while he channels Fiend's Grip will be hit with Nightmare.
  • Dark Is Evil
  • Difficult but Awesome: Since all of Bane's abilities are single-target and mechanically very different and unique, good Bane gameplay means that you'll have to know when to cast certain disables and when to hold back. Additionally, the wonky mechanics of Nightmare (it can be cast on allies, it transfers between targets with right-clicks, and it has a 1-second invulnerability window) mean that it can completely screw over your team if used the wrong way. However, good Bane players can disable two or more enemy Heroes in a teamfight, greatly reduce the effectiveness of carries' right-clicks, and generally make life difficult for the enemy.
  • Dream Eater/Emotion Eater: Brain Sap deals Pure damage to a targeted enemy, and heals Bane for the same amount. It always heals Bane for the full amount, no matter how much damage is dealt to the target (for instance, if it's cast on Spectre who has levels in Dispersion or Slardar with his Sprint active).
  • Dream Weaver: Nightmare. Fiend's Grip, according to the flavor text, literally brings the target's nightmares to life to attack it.
  • Eldritch Abomination: This monster that was literally born from night terrors and feeds upon fear is as close as it gets.
  • Evil Laugh: Very frequently.
    Bane (buying Blink Dagger): Blink Dagger-AAUAAAGAUAGAHUAGHAAA
  • Eyeless Face
  • For the Evulz: His primary motivation.
  • Gender-Blender Name: In Greek Mythology, Atropos was a female name.
  • Jack-of-All-Stats: Unusually, Bane has completely even stats and stat growth, starting off with 22 points in each category, then gaining 2.1 points with each level.
  • Madness Mantra: When casting Fiend's Grip.
  • Mercy Invincibility: Nightmare gives its target invincibility for the first second of the spell, allowing it to be used to dodge abilities. multiple times.
  • Mind Rape: All of Bane's abilities rely on manipulation of the fear he creates in enemies.
  • Multi-Armed and Dangerous: He has an extra set of arms extending from his back. The Slumbering Terror Immortal item gives him an additional pair.
  • Nightmare Face
  • Our Centaurs Are Different: Has a distinctively centaur-like body.
  • Our Monsters Are Weird
  • Power Born of Madness
  • Power Floats: He floats a short distance over the ground.
  • Power Limiter: Enfeeble reduces the target's attack damage by a certain amount for 20 seconds, and can't be dispelled by anything. What's more, it has a 10 second cooldown so it can be perpetually cast to keep an enemy's damage down, or used to neuter two enemies at once. Used in-lane it can starve your lane opponents of last hits (and experience since you can then easily deny creeps), used in teamfights it can drastically reduce the damage output of the enemy carries.
  • Purple Is the New Black
  • Put the "Laughter" in "Slaughter"
  • Slasher Smile
  • Standard Status Effects: Specializes in sleep-related disables; Nightmare renders the target unit unable to move or attack, but any damage will wake them up (as well as transferring the Nightmare to the attacker if it's a right-click). Fiend's Grip, his ultimate, deals huge amounts of damage and cannot be broken unless Bane himself is interrupted. Additionally, allies can attack an enemy under its effect, making it extremely useful for taking down carries and other damage-dealers in the late game.
  • Shout-Out/Take That: Towards Heroes of Newerth in one of his responses.
    Bane (after killing Anti-Mage): I must have reminded him of someone he hated!note 
  • Vampiric Draining
    • Life Drain: Brain Sap deals damage and heals Bane equal to the damage dealt.
    • Mana Drain: Fiend's Grip steals a percentage of the target's maximum mana. Aghanim's Scepter doubles this percentage.
  • Your Worst Nightmare: His means of attack, and also what he is.

    Batrider 
http://static.tvtropes.org/pmwiki/pub/images/Batrider_7410.png
Voiced by: Dave Fennoy
"There is no such thing as harmony among the creatures of the Yama Raskav Jungle. By bite, or claw, or pincer, or hoof, even the slightest sign of weakness means a swift death. They say the Rider was just a lad cutting chaff in his family's field when he was taken, swept up by a massive morde-bat looking for take-out. But this boy had a better idea, and wriggled his way from his captor's grip, onto the beast's back, and hacked it down with his tools. Emerging from the bloody wreckage and intoxicated by the thrill of flight, the boy realized he'd found his calling. The boy grew, and every summer he'd return to his family's field, often setting out into the bush seeking to reclaim that first thrill of facing death in the form of jaws or a fatal fall. The years went on, but his fire only grew stronger. He studied the overgrowth, plunging deeper with each expedition, until finally he found his way to the caves at the heart of hostility. They say the Rider, on the eve of a scorching summer night, had nothing but a rope, a bottle of liquid courage and a burning determination to feel the skies once more, when he plunged inside..."

  • Adventurer Outfit: The aviator variety.
  • Amazing Technicolor Population: His skin is goldenrod-yellow.
  • Ambiguously Human: He looks fairly human except for his yellow skin, pointy ears and very ugly face.
  • Badass Biker: What his character was obviously modeled after.
  • Badass Normal: He has no magical skills whatsoever, all he has is a bat and a seemingly-unlimited supply of fuel.
  • Bat out of Hell: His mount.
  • Breath Weapon: His standard attack is his mount spitting fireballs.
  • Casanova Wannabe: For a moment he even thinks about hitting on the Broodmother!
  • Cool Horse
  • Damage-Increasing Debuff: Sticky Napalm increases damage that enemy units take from Batrider over an area, and can scale up to ten times.
  • Explosion Propulsion: Enemies hit by Flamebreak are ministunned and knocked out from the point of impact.
  • Joke Character: In pub games, though not to the same level as Io, Batrider has one of the lowest win rates due to his reliance on team co-ordination. He generally needs to heavily coordinate with his team in order to get a successful pick off, which is something that doesn't really exist in pubs (as opposed to someone like Pudge, who can pick off and solo kill most heroes with his combo until the late game). Now until a potato manages to recognise Flaming Lasso was used, the regular potato will need at least 2 more seconds to understand what to do now. The other thing to consider is that Bat needs a support stacking for his jungle to farm a fast Blink Dagger and that's also not happening outside of higher skill brackets.
  • Lethal Joke Character: In the pros, where everyone is on the same page, and people actually know and trust each other, Batrider is an insane teamfight initiator. Flaming Lasso provides a utility that is unique, something that no other hero can replace. It's logical that his bad pub winrate stems from people being unable to reach the full potential of the hero, because of the massive difference between pubs and pros. He was constantly one of the top bans/picks in 2 years from 2013 to 2015 in spite of repeatedly getting nerfed, until 6.84's nerf to Firefly (which makes his jungling slower and delays his Blink Dagger) threw him into the trash can; and it didn't take long for him to reappear in the meta (albeit not as popular as before).
  • Mad Bomber: Batrider seems to be one judging from his responses when he uses his abilities or kills an enemy hero:
  • Molotov Cocktail: Flamebreak throws a flaming cocktail of dangerous chemicals.
  • Money Multiplier: Firefly can deal a total of 840 damage over its duration when maxed, which can be further boosted with Sticky Napalm. Batrider players often use Firefly to quickly farm stacked jungle camps and get an early Blink Dagger.
  • Mounted Combat
  • No Name Given: He was once known as Jin'zakk in the original DotA, but that name was removed when he's included in 2.
  • Non-Fatal Fire: Flaming Lasso, despite being flaming, doesn't deal any direct damage unless he has Aghanim's Scepter.
  • Noun Verber
  • Obvious Rule Patch:
    • Players took advantage of Sticky Napalm, a skill that amplifies damage from Batrider on his victims, by building the constant DPS aura item Radiance, which turned Batrider into a real damage-dealer. Apparently Icefrog disagreed, as he proceeded to change Sticky Napalm so that Radiance could not (normally) trigger the bonus damage any more.
    • This also happened on the 6.82 beta test client with Urn of Shadows. As it had its damage type changed from HP Removal to Pure, this affected the way it interacted with Sticky Napalm, allowing each tick to deal 250+ damage, effectively allowing Batrider to deal upwards of 2000 damage with a single Urn of Shadows charge. Thankfully, this was fixed before it was introduced to the main game client.
  • Playing with Fire: His right-click attack and three of his four abilities are fire-based. The one that doesn't directly uses fire drenches foes in napalm.
  • Spam Attack: Sticky Napalm, with its short cooldown, low mana cost and stacking effect.
  • Throw Down the Bomblet: His attacks include drenching enemies in napalm and throwing a Molotov Cocktail.
  • Vapor Trail: Firefly leaves a trail of flames in Batrider's wake.
  • What a Drag: Flaming Lasso drags any unfortunate victim in Batrider's wake.

    Chen, the Holy Knight 
http://static.tvtropes.org/pmwiki/pub/images/Chen_7691.png
Voiced by: Eric Newsome
"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."

  • The Artifact: If you're wondering why Chen is the only "Knight" that isn't a Strength hero, it's because he was a Strength hero before patch 6.15 reimagined him from a Strength carry that could take over a single wave of creeps as a Limit Break to a creep-control centered Intelligence sSupport.
  • The Beastmaster: He can get creeps, including jungle ones, to follow him with Holy Persuasion.
  • Can't Catch Up: The whole idea behind picking Chen is to invoke this trope on enemy heroes by snowballing your own team with ganks, tower pushes and a fast Rosh. However, if enemies can farm back up, Chen himself can be victim to this trope because of the near-total lack of scaling of his converted creeps.
  • Church Militant
  • Combat Medic: Hand of God heals all allied heroes globally, and Test of Faith teleports allies back to the fountain where they can heal.
  • Compelling Voice: Chen's signature skill, Holy Persuasion, converts creeps into his loyal followers.
  • Continuing Is Painful: Because neutral camps are randomly generated, losing all of your jungle creeps generally means that you'll be forced to spend a lot of time to recruit all the creeps you need again.
  • Cool Helmet
  • Crutch Character: Early on, Chen and his creeps can gank enemy heroes and push down towers with ease - when most heroes haven't finished their core items yet, a single converted big creep can be nearly as powerful as themselves, and it's hard to resist a tower dive from Chen in this stage. However, the longer the game goes on, the less effective Chen becomes - Test of Faith and Hand of God lose impact as enemies get more HP and damage items, while his creeps, which don't scale at all (aside from a HP boost from Holy Persuasion, which is almost always maxed at level 7), will be dying left and right because their HP are too low to survive teamfights, though this is alleviated somewhat by Penitence and Aghanim's Scepter, which allows him to convert ancient creeps, mainly for their auras.
  • Damage-Increasing Debuff: Penitence will slow the target down, and inflict a percent of any damage they take as bonus physical damage. It can do wonders if your carry has reliable armor debuff abilities.
  • Difficult but Awesome: Chen is one of the most micromanagement-reliant heroes in the game (second only to Meepo and Arc Warden). Not only do you need to have a fairly good knowledge of control groups and a fair amount of prior jungling experience (to say nothing of the micromanagement required to actively use your converted creeps), but a good Chen player also needs to know which neutrals are worth converting, based on their various skills and auras, for specific situations. A good Chen, however, is one of the strongest and most versatile supports in the game, as he can rescue allies from ganks, buff teammates with his various monster auras, disable enemies at just the opportune time, or heal his entire team with his ultimate.
  • Elite Army: Even though Chen's creeps are fairly weak and easily killed, they're generally treated as valuable due to being able to give your team additional capabilities (from disables by the Centaur Conqueror and Dark Troll Summoner, to auras and buffs by the Alpha Wolf and Ogre Frostmage, to nuking power by the Satyr Tormenter and Harpy Stormcrafter). On top of that, losing a creep means not only that you just fed the enemy free gold and experience, but also that you have to go back into the jungle to find a replacement. This can be played straight once he gets an Aghanim's Scepter, which allows him to recruit Ancient creeps, which have no active ability (except for the Thunderhide's Slam and Frenzy, which are of limited use) but are fairly durable and also possess useful auras for Chen's team.
  • Fantastic Racism: He's not very fond of Witch Doctor and Shadow Shaman because of their religions.
  • Field Power Effect: Chen doesn't carry any auras himself, but he can persuade creeps that do, allowing him to grant his team a variety of bonuses.
  • Full-Boar Action: His default mount is a boar-like creature.
  • Glowing Eyes
  • Great Escape: Casting Test of Faith on an allied hero at low health can save them in a situation where they would otherwise die to the enemy.
  • Holy Hand Grenade: Test of Faith when cast on an enemy.
  • Knight Templar: Chen believes that his mission is to convert or kill all unbelievers. He himself is a converted infidel who was spared execution due to his conversion.
  • Light 'em Up: Primarily fights with the power of light.
  • Light Is Not Good: He uses holy powers with a light motif, and is also a rather unpleasant zealot.
  • Magic Staff
  • Mind Rape: Penitence slows enemies by testing their resolve.
  • Monster Allies: Holy Persuasion coverts creeps into Chen's loyal followers.
    • The Remnant: Chen's helpers can still carry on his work and even kill players when he's dead.
  • Not the Intended Use: "Fountain hooking", an old strategy that involved Pudge hooking an enemy at the same time that Chen recalls Pudge to the fountain, dragging the target along for the ride and resulting in a free kill.
  • Random Number God: Various aspects of Chen play revolves around how generous the rolls are to you.
    • Test of Faith deals random Pure damage to an enemy. While Pure damage is nothing to be scoffed at, the variance in damage means that the maximum damage you can do is twice the amount as if you dealt the minimum damage.
    • How well your jungling phase goes can really depend on what camps are spawned every minute, since that will determine the first creep that you convert. For instance, getting an early Wildwing camp can greatly boost your jungling phase since you can use the Wildwing Ripper's Tornado to quickly clear a large camp that's been stacked a few times.
    • Once you get past the laning stage, it can be tricky to get the exact creep that you need for a certain situation, since the only thing that determines which camp will spawn is that it won't be the same as the one that was occupying that camp before. This can be particularly punishing if you lost the Centaur Conqueror that you needed for a reliable 2-second area stun, and none of the camps spawn another Centaur camp for several minutes.
  • The Red Mage
  • Some Dexterity Required
  • Squishy Wizard
  • Stone Wall: After he gets Aghanim's Scepter, Chen can control even Ancient creeps with Holy Persuasion. Though by the time window when he can afford it, they can't do much damage anymore, they are still very hard to kill thanks to their huge HP pool (2300 for the Black Dragon and the Granite Golem, 1700 for the Thunderhide) and spell immunity.
  • Teleporters and Transporters: Test of Faith's secondary ability allows Chen to teleport all of his creeps to himself, any of his creeps back to the fountain instantly, or an allied hero after a short delay. Sending creeps back can be useful for keeping them healed and preserving them from death in case you need it for later teamfights and ganks (which is far better than the alternative of letting them die and being forced to recruit another one).
  • Teleport Interdiction: The Test of Faith buff can be purged from the target, which can prevent a hero from escaping under certain circumstances.
  • Weaksauce Weakness: While Chen's creeps can be quite powerful in the right hands, they can become easy prey against abilities that can instantly kill creeps. This means that Chen can become helpless against Hand of Midas, Doom's Devour, Clinkz's Death Pact (which actually helps Clinkz in this case since the bonus he gains is proportional to the target's current HP, which can be augmented due to Holy Persuasion's HP bonus), Enigma's Demonic Conversion, and so on. This weakness can be alleviated by getting Aghanim's Scepter, since Ancient creeps are immune to all of these abilities except for Lifestealer's Infest.

    Rylai, the Crystal Maiden 
http://static.tvtropes.org/pmwiki/pub/images/Crystal_Maiden_4037.png
Voiced by: Gin Hammond
"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."

Crystal Maiden is a ranged Intelligence Hero often considered the quintessential Support Hero, she's fragile by herself and easily interrupted, but her presence can make the difference between victory and defeat, as well as ensuring lane dominance, and she can deliver a good deal of hurt to the enemies rather than just buffing her allies. Her skills are best used in tandem with other Heroes' and she's less than dependent on items to make her support effective. Her first skill, Crystal Nova, is a simple Area-Of-Effect nuke that has her create a burst of ice explosion that damages and slows all enemies in the area, while her second skill, Frostbite, targets an enemy and encases them in ice, immobilizing them for a short period of time. Both skills can be used in tandem of allied heroes' disables and decimate a helpless enemy hero in quick succession. Crystal Maiden is also valued for her third skill, Arcane Aura, which gives her allies global mana regeneration bonuses, while the bonuses are doubled for herself. Her ultimate is called Freezing Field, in which Crystal Maiden stands in place, channelling a spell that calls forth a wide-area blizzard surrounding her and damaging any enemies on the field. While a devastating skill on its own, this spell is easily interrupted with other crowd controls, thus the Crystal Maiden needs to prepare herself with proper items to ensure the spell won't be interrupted and to position herself quickly so many enemies will be caught on the blizzard. Luckily, as a Support hero, the Crystal Maiden is usually not very item-dependent, allowing many situational itemization.

  • Adaptational Badass: In the New Bloom comic, she is utterly fearless and confident in her powers, and ready to challenge a dragon for a fight. A far cry to her in-game playstyle where she would try to avoid trouble as much as she can. She's also definitely much less naive, choosing the best artifact among Winter Wyvern's hoard for herself when offered to pick one for herself.
  • Action Girl: Even if she's more a bonafide support hero, she has a lot of damaging utilities and might even score a kill if she's not setting it up herself, especially if she's left alone executing Freezing Field.
  • All of the Other Reindeer: A minor version. The citizens of Icewrack, while still interacting with her, shows disdain to her in fear of her tremendous power.
  • Bare Your Midriff: Her DotA character model (Jaina Proudmoore) and Dota 2 concept art both had this, though this trope is absent on the final in-game Dota 2 model.
  • Berserk Button: Being called an Ice Witch. Winter Wyvern's servant learned it the hard way.
  • Black Mage
  • Blessed with Suck: In her backstory, Rylai's innate ice affinity caused all sorts of problems for people around her.
  • Brainless Beauty: She has a suprisingly low level of Intelligence of an Intelligence hero, which is made up for by Arcane Aura. Notably, both versions of Crystal Maiden are blonde. This is also fitting in lore, as Rylai is the naive sister and losing advantage in the rivalry against the smarter Lina. More likely, however, this is an effect of Gameplay and Story Segregation as by herself, Rylai is pretty smart (just less compared to Lina), it's just that if she's given higher level of intelligence, she would be utterly broken gameplay-wise, and seeing how Dota 2 really values gameplay balance highly...
  • Bread, Eggs, Breaded Eggs: If she kills Lina, she could taunt her as "Hell Bitch" or "Hellfire Bitch"... or "Hellfire Hell Bitch"
  • The Chick: Rylai is often considered one of the best early game support heroes in the game, and an all-around good support, due to being ranged, having two soft disables, and an underestimated but powerful passive. Properly played, a Crystal Maiden can maintain ward vision throughout the map, protect her carry in the safe lane, greatly increase the chances of a successful gank happening, and perform support duties better than most other supports in the game. Her normal outlook and personality also adds up to this: She's cheery and naive, and often really underestimated due to being a fragile hard support who's slow as molasses, making her an easy target if caught while isolated. Give her enough assistance and follow-up and... well, look above on what she can do.
  • Color-Coded Elements: Blue, in her case, as opposed to red for her sister.
  • Death-or-Glory Attack: Freezing Field is tremendously powerful, capable of dominating teamfights by itself; however, it's also a channeling spell, rendering the already-squishy Crystal Maiden completely defenseless for its duration. As a result, when Freezing Field is cast, it will generally either completely wreck the enemy team or get Crystal Maiden killed immediately.
  • Difficult but Awesome: Freezing Field costs a lot of mana and requires impeccable positioning to be effective: because it's a channelled spell, it can easily be broken with a stun or silence, and since Crystal Maiden is so squishy it might continue to be a problem even after she gets Black King Bar. However, it deals incredibly high damage and has good secondary effects as well, allowing it to absolutely wreck teamfights if pulled correctly.
  • Dumb Blonde: Crystal Maiden ties with Enchantress for having the lowest base Intelligence among all Intelligence heroes (even Ogre Magi has more), and even being beat by many non-Intelligence heroes. Unlike Enchantress, she has at least two high mana-cost spells that are spammable, meaning that she's unable to do very much casting in the beginning of matches unless she maxes out Arcane Aura first.
  • Field Power Effect/Regenerating Mana: 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 effectively equals using an Arcane Boots on them every time it's off cooldown, globally, which allows all friendly heroes to cast their spells more frequently (particularly non-Intelligence heroes who have small mana pools and low mana-cost spells). Even with only one or two levels, it can give teammates an edge during laning since they'll almost always have enough mana to cast a spell when they need to, meaning they don't have to spend their starting gold on Clarities.
  • 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.
  • Glass Cannon: A well-positioned Freezing Field, if left to channel for its full duration, might potentially wipe out the entire enemy team (or at least bring them down to critically low HP) - a remarkable feat for a starved hard support like Crystal Maiden. On the other hand, so much as sneeze on her and she's dead.
  • Good Is Not Soft: The 2015 New Bloom comic, The New Neighbors, shows that Crystal Maiden is friendly and cheerful with the villagers of her realm. She is also known as "The Ice Witch" and has killed several dragons single-handedly.
  • 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: Crystal Maiden's 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 100 explosions happen over the course of the ulti, and each individual explosion can be as powerful as her Crystal Nova, meaning that if left uninterrupted, almost anything caught within range will die if they don't run for cover.
  • An Ice Person
  • 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.
  • 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 crumbles to the ground.
  • Magic Staff
  • Manic Pixie Dream Girl: Seems to form a one-sided relation of the trope with, of all people, Sven. She's outgoing, nice and plucky, he's somber and serious (though hammy when it comes to kicking ass). Crystal Maiden also seems VERY curious on him and looking up to Sven like a Stalker with a Crush, but he doesn't treat her with anything special, though he does express regret if he's forced to kill her.
  • 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.
  • Plucky Girl: Rylai seems to take all the misfortunes of her past with a stride, which includes being shunned by her peers because of her ice powers from her original home, being less smart than Lina and getting beaten in their past rivalry (or bullied), the citizens of Icewrack not fully trusting her and so on... She takes it all with a beaming smile and cheery outlook (though if she wants you dead, she'd be more than eager to.)
  • Power Floats: With the Arcana item Frost Avalanche.
  • Precious Puppies/Canine Companion: Her Frost Avalanche Arcana features the Wolf Pup of Icewrack. Isn't it cute?
  • 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.
  • Skilled, but Naïve: Rylai is a skilled frost mage and is also one of the best when it comes to Support roles. However, she's not just sweet-tempered most of the time, she's also really naive, not just on losing in her rivalry against the smarter Lina, she even innocently asks if Sven is actually blue-skinned beneath his armor. However, see Adaptational Badass above.
    • Although her comment towards Sven can be perceived that Rylai is smarter than she looks: Sven is a Half-Meranth, a race of merfolk like Slardar and Naga Siren. He's not going to have normal human skin beneath the armor, and Rylai is just making a guess under the armor.
    • Potentially also a Covert Pervert moment as well. After all, she's asking what Sven looks like under his armor... Does This Remind You of Anything?
  • Squishy Wizard: Rylai is notorious for being one of the easiest heroes in the game to kill because of her low Strength and Agility, both base and gain per level (meaning very little HP and armor), having no escape abilities, and her slow movement speed (tied for second-to-last with Invoker, who has Wex to counter this, and only beating out Techies). 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.
  • Standard Status Effects: Crystal Maiden is notable as one of the more powerful disablers in the game due to having a slow and a root in her basic spells, as well as an ultimate that slows enemies on top of the damage (and which can be stacked with Crystal Nova). She's considered one of the best early-game roamers since she can set up kills for her teammates starting at level 2 and help them regenerate enough mana to set up subsequent kills more quickly.
  • What the Hell, Player?: In her Announcer pack, she will call out the player if they pick either Lina (her hated sister), or Lich (fellow ice user that she dislikes)
  • Winter Royal Lady: She isn't exactly royal but she's close in design. Some of her purchasable equipment takes it further.

    Ish'Kafel, the Dark Seer 
http://static.tvtropes.org/pmwiki/pub/images/Dark_Seer_3281.png
Voiced by: John Patrick Lowrie
"Fast when he needs to be, and a cunning strategist, Ish'Kafel the Dark Seer requires no edged weapons to vanquish his enemies, relying instead on the strength of his powerful mind. His talent lies in his ability to maneuver the fight to his advantage. Hailing from a place he calls 'The Land behind the wall,' Dark Seer remains an outsider here—a warrior from a realm beyond the veil of this reality. Once a great general among his people, and a valiant defender of the god-king Damathryx, Dark Seer’s army was wiped out by a much larger force in the final days of the Great Boundaries War. Facing certain defeat, he made one last desperate act: he led the enemy forces into the maze between the walls. At the last moment, just before capture, he crossed over—then sealed the walls forever in an explosive release of dark energy. When the dust settled, he saw that he had saved his people but found himself blinking at the sun of a different world, with no way to return. Now he is committed to proving his worth as a military strategist, and vows to show that he’s the greatest tactician this strange new world has ever seen."

  • Another Dimension: The Land Behind The Wall.
  • Badass Beard
  • Badass Bookworm: Even though (or possibly because) he's one of only two melee Intelligence heroes in the game, his base Strength and Strength growth are quite above average, as is his base armor, making him surprisingly durable for an Intelligence utility hero. One of the other interesting quirks is that as he's a melee hero, he can actually take advantage of damage block items effectively, meaning that building Crimson Guard on him is viable (and even encouraged, since Soul Ring is often one of his first-built items to bolster his mana pool).
  • Bare-Fisted Monk: He's one of only two melee Intelligence heroes in the game.
  • Bizarre Alien Biology: Being from another dimension he is quite alien in appearance. Most notably his sharply pointed head (which he seems to take great pride in), as well as "points" jutting out from his back.
    Dark Seer (gaining a level): "Did my head just get pointier?"
  • The Dark Arts: He's a master of them.
  • Difficult but Awesome: Since he relies on his melee attacks to do damage and is an Intelligence hero, he has very little damage output outside of Ion Shell, giving him little ability to directly kill enemy heroes. However, his skill set allows him to manipulate the battlefield in such a way that makes things difficult for his enemies. He's often one of the first picked or first banned heroes in competitive play due to his ability to change the tide of a teamfight by himself.
  • Four-Star Badass: He was a general of his people.
  • Glacier Waif: Dark Seer is one of the smallest heroes in the game, but he has above-average Strength and Strength growth, and very good base armor (and due to being melee, building damage block items on him is viable), making him surprisingly durable for an Intelligence utility hero.
  • Glass Cannon: Wall of Replica illusions can deal even more damage than the original enemy hero if Dark Seer is carrying Aghanim's Scepter, however they also receive three times as much damage. The flip side, though, is that as long as the wall is standing the enemy stands the danger of crossing it after killing an illusion and creating another one to deal with.
  • Glowing Eyes
  • God Emperor: Damathryx.
  • Gravity Master: Vacuum works by modifying the centre of gravity to a place of Ish'Kafel's choosing.
  • Gravity Sucks: Vacuum sucks all enemies in an area to its centre.
  • Heroic Sacrifice: He saved his people by trapping himself along with his enemy on "the other side of the wall".
  • Humanoid Aliens: He comes from another dimension, and looks fairly humanlike except for his small size, purple skin, pointed head and hooves.
  • Humans Through Alien Eyes: Played for Laughs. He finds the roundness of the human head repulsive.
  • The Maze: Mentioned in his backstory.
  • Money Multiplier: A maxed Ion Shell can do a total of 1800 damage over its 20-second duration. While no hero is dumb enough to stand next to an Ion Shell for 20 seconds to take the full 1800 damage, the same thing can't be said of creeps, giving Dark Seer the ability to quickly clear lane and jungle creeps alike and farm extremely fast.
  • Power Glows: His hands and most of his spells.
  • Psychic Powers: All of Dark Seer's abilities rely on mind manipulation.
  • Purple Is Powerful: His main colour scheme is violet.
  • Running Gag: The string of patches between 6.75 to 6.79 saw the cooldown for Vacuum being increased by a few seconds each cycle, leading it to become a saying that unless Vacuum's cooldown was nerfed, then the patch was fake. Come 6.82, what changes did Dark Seer get?
    Vacuum cooldown rescaled from 28.0 seconds to 28 seconds
  • Spam Attack: Surge has a very low mana cost and short cooldown, allowing Dark Seer to spam it to get around the map. Similarly, Ion Shell has a short cooldown, allowing it to be used constantly on creep waves.
  • The Strategist: Was once a master tactician on his homeworld. He even has the whole Chinese Strategist/Sun Tzu theme with his accent, responses, beard of profound strategic wisdom, and being from a "land behind a wall" ruled by a god-like emperor.
  • Stone Wall: Because of his skillset providing innate damage and escape, he tends to go for tanky and teamfight utility items, such as Mekansm, Pipe of Insight, and Shiva's Guard. Of course, with his utility-oriented skillset, he has very little direct damage output.
  • Super Speed: Surge temporarily boosts an ally's speed to the cap of 522.
  • Support Party Member: Dark Seer has one of the lowest damage outputs in the game: his right-click is extremely weak, Vacuum deals almost no damage while Ion Shell's damage quickly fall off mid- and late-game, basically being reduced to a farming tool; but his kit offers so much utility and versatility that he's valuable in almost any situation possible.
  • Twin Maker: Wall of Replica, Dark Seer's ultimate, creates an illusion of any enemy hero walking through it, while dealing a small amount of damage. While it can only create one illusion at a time and the illusions are easily destroyed, they do nearly full damage, and dropping it in the middle of a teamfight ensures that they're forced to focus on your teammates instead of the illusions. Even better, the wall will create another illusion if an enemy hero walks into it again after destroying the last one, essentially becoming a hazard zone that the enemy team cannot pass through easily.
  • Walking Wasteland: Ion Shell, which deals damage over time to enemy units in an area around a unit, temporarily turns it into this.
  • Wizard Beard
  • You Can't Go Home Again: Ish'Kafel is trapped in this world, unable to return to his home.

    Dazzle, the Shadow Priest 
http://static.tvtropes.org/pmwiki/pub/images/dazzle_3264.png
Voiced by: David Scully
"Each young acolyte to the Dezun order must complete a series of rites before becoming a shadow priest. The final rite, the rite of shades, is a harrowing spiritual journey through the Nothl Realm, an unpredictable domain from which not all visitants return. Of those who do, some return mad. Others return with strange aptitudes. But all who go there are changed by their experiences. Driven by the need for enlightenment, Dazzle was the youngest of his tribe to ever request the sacred ritual. At first the order refused him, saying he was too young. But Dazzle was not to be dissuaded. Sensing something special in the headstrong young acolyte, the elders relented. Dazzle drank down the sacred potion and sat by the fire while the rest of his tribe danced through the night. In this ethereal dimension of the Nothl Realm, the properties of light and dark are inverted. Thus his brilliant healing light, beautiful to our eye, is actually a sinister kind of evil; and the darkest deeds are done in a dazzling glow. The elders intuition was prophetic: Dazzle returned to his people as a Shadow Priest like none seen before. With the power to heal as well as to destroy. Now he uses his power to fight his enemies and help his friends."

  • Beware the Nice Ones: Dazzle is one of the friendlier heroes out there, with supportive and defensive spells meant for protecting his team, and he is more than happy to heal his allies should they need it. His spells are also deceptively lethal to his enemies, and Shadow Wave can easily take off a huge chunk of an enemy's health in the right conditions.
  • Combat Medic: Shadow Wave heals a number of friendly units near the target, and deals damage in an area around them.
  • Combination Attack: Weave is ridiculously good when partnered with right-click damage dealers. In addition, Dazzle can combo with himself, as both of his offensive spells deal physical damage instead of magical damage.
  • Damage-Increasing Debuff/Status Buff: Weave will increase the armor of all friendly units within its cast area, and decrease that of any enemies, over a period of time (with the amount shifted per second increasing with the level of the skill). Any enemies that get caught by it will often find themselves taking loads of physical damage only ten seconds into the ulti, while even the squishiest of allies will find themselves surprisingly resistant to the enemy carry's right-clicks.
  • Deadly Doctor: The Dezun Order teaches very few attack spells, and even these are designed to disable the enemy. Dazzle however can invert their properties thanks to his unique gift.
  • Defog of War: Weave grants vision around the targeted point for 3 seconds, and with its big AoE and long cast range it can be used to (somewhat) safely check the Rosh pit from afar or scout high ground, and the cooldown is low enough that it's usually okay to 'waste' it.
  • Enlightenment Superpowers
  • Goofy Print Underwear: He is actually wearing pink underwear with a heart under his clothes.
  • Herd-Hitting Attack: Inverted and played straight with Shadow Wave. Since each allied unit that is not Dazzle himself can inflict up to 140 Physical damage in an area around themselves when hit with the spell, the damage can be applied multiple times, meaning that if 8 friendly units are standing next to an enemy, that enemy can potentially take up to 840 Physical damage from a single cast, before even factoring in Weave. And since it's an AoE spell, this damage can potentially be applied to multiple enemies, every 6 seconds.
  • Last Chance Hit Point: Shallow Grave places a 5 second buff on an ally that prevents their HP from going below 1. There are only three ways for a target to die under Shallow Grave: being hit by Axe's Culling Blade, activating Suicide Squad, Attack! as Techies, or denying yourself with Bloodstone.
  • Light Is Not Good: As mentioned in his Dota 2 Back Story, his light has inverted properties.
    • Dark Is Not Evil: The Shadow Priests' Order however is stated to use magic mainly for healing and self-defense.
  • Magic Knight: His starting damage is quite high for a support hero, and all his spells deal Physical damage, meaning magic resistance or spell immunity don't protect against it. Properly geared, he can easily shred enemy armor down into negative levels and thus increases his overall damage. Combined with his great attack animation and high base damage, he's a viable mid hero and can even carry with the right team/items.
  • Magic Staff
  • Mutual Disadvantage: Against Axe. On one hand, Axe is the only hero in the game that can forcibly ignore Dazzle's Shallow Grave with his ultimate Culling Blade. On the other hand, Dazzle can crush Axe in the lane, and Axe is very susceptible to Shadow Wave because of his playstyle, which involves blinking or rushing into a group of enemies and pin them down with Berserker's Call - the perfect opportunity for a Shadow Wave. Weave also hurts Axe hard, as it boosts enemy armor, weakening Counter Helix, while reducing his armor, which really hurts a tanky hero like him. In a game with both Axe and Dazzle, Axe can't aggro out a lane and Dazzle has to juggle more variables in mid-late game team fights. Axe has to jungle or even safe/mid and starts being a bully much later then he would like to. However if Axe safely jungles a Blink Dagger then it's tough for Dazzle, so he doesn't straight up win because his kit becomes slightly diminished in that scenario for nought. A well played Axe can make Dazzle useless and a well played Dazzle can really make Axe cry.
  • Pinball Projectile: Shadow Wave bounces off allies, healing them while dealing damage to nearby enemies.
  • Poisonous Person: With Poison Touch, which paralyses enemies.
  • The Red Mage: Dazzle is both capable of keeping his allies and himself from dying, causing his foes to waste time in a fruitless endeavour, as well as delivering a huge damage output with Shadow Wave and Weave when good positioning comes to play.
  • The Rival/Bash Brothers: With Huskar, 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.
  • Run or Die: An engagement that follows up a Weave can become this after enough time. While the spell starts off weak, by the 10 second mark it really starts to kick in, and by the 15 second mark even farmed tanky heroes like Dragon Knight might find themselves with negative armor. Since the spell applies the armor shift to both enemies and allies, Dazzle's teammates may find themselves becoming virtually invulnerable against the enemy carries' right-clicks while the while enemy team starts taking ridiculous damage from even the supports' right-clicks.
  • Slasher Smile: His face paint makes it seem as though he is always grinning.
  • Squishy Wizard: Despite his ability to keep his teammates alive, Dazzle himself can be very easy to kill, especially if he can't cast Shallow Grave.
  • Supernatural Is Purple: It's the tint of his light.
  • Tribal Face Paint
  • Why Won't You Die?: While Dazzle himself is quite squishy, he, like Omniknight, can use his abilities to make (at least one member of) his team extremely difficult to kill with a combination of Shallow Grave and Weave, while keeping them alive with Shadow Wave.

    Krobelus, the Death Prophet 
http://static.tvtropes.org/pmwiki/pub/images/Death_Prophet_116.png
Voiced by: Ellen McLain
"Krobelus was a Death Prophet—which is one way of saying she told fortunes for the wealthiest of those who wished to look beyond the veil. But after years of inquiring on behalf of others, she began to seek clues on her own fate. When death refused to yield its secrets, she tried to buy them with her life. But the ultimate price proved insufficient. Death disgorged her again and again, always holding back its deepest mysteries. Her jealousy grew. Others could die for eternity—why not she? Why must she alone be cast back on the shores of life with such tiresome regularity? Why was she not worthy of the one thing all other living creatures took for granted? Still, she would not be discouraged. Each time she returned from the grave, she brought a bit of death back with her. Wraiths followed her like fragments of her shattered soul; her blood grew thin and ectoplasmic; the feasting creatures of twilight took her for their kin. She gave a little of her life with every demise, and it began to seem as if her end was in sight. With her dedication to death redoubled, and no client other than herself, Krobelus threw herself ever more fervently into death's abyss, intent on fulfilling the one prophecy that eluded her: That someday the Death Prophet would return from death no more."


    Disruptor, the Stormcrafter 
http://static.tvtropes.org/pmwiki/pub/images/Disruptor_5916.png
Voiced by: Fred Tatasciore
"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."

  • Adaptation Species Change: Two ways. In the old DotA, he was in fact the Orc Warchief Thrall, but of course that would not go well with copyright, so he's changed into an Oglodi (similar to Axe and Warlock, both of them also derived from Orcs). The wolf is also switched to a dinosaur-like creature, or others depending on Disruptor's cosmetic items.
  • Barrier Warrior: A more offensive variant with Kinetic Field, which traps enemies within it. Although you can still blink out of it.
  • Big Creepy-Crawlies: The Rage of the Three cosmetic set provides Disruptor with three selectable insectoid mounts, as well as equipment with an insect motif.
  • Black Mage: Disruptor's kit revolves around nuking and screwing up with the enemy team's positioning as much as possible.
  • Blow You Away: With Kinetic Field:
    The stryder is immune to the gale-force winds that will consume its adversaries.
  • Defog of War: Thunder Strike reveals its victim over its duration, making it impossible to juke against Disruptor.
  • Difficult but Awesome: Three of Disruptor's spells are highly situational or rely heavily on positioning. His only real all-around spell is Thunder Strike, his 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.
    • Kinetic Field has a long (1,2s) delay and is visible to enemies during its formation, so good placement is essential. However, it's also the key to land a good Static Storm - no competent enemy will stay in the Static Storm unless you force them to.
  • Dragon Rider: A wingless, dromaeosaurid-esque variety.
  • Drop the Hammer: Used to throw balls of lightning.
  • Everything's Better with Dinosaurs: His stryder resembles a small, armless theropod dinosaur.
  • Four-Fingered Hands
  • His Name Really Is "Barkeep": 'Disruptor' is actually his given name in Dota 2, as opposed to the hero class in Dota 1.
  • Hostile Weather/Power Nullifier: Static Storm creates a gigantic thunderstorm that continually damages and silences all enemies in its radius. If Disruptor purchases an Aghanim's Scepter, it extends the duration by two seconds and silences items, making it one of only three abilities capable of doing so (the others being Doom and Duel).
  • Improvised Lightning Rod: He can turn his enemies into this using his first ability, Thunder Strike, and drop thunderbolts on their heads.
  • Lead the Target: Because of Kinetic Field's very long formation delay, good placement is essential to correctly trap enemies inside one.
  • Lightning Can Do Anything: Including sending enemies back in time.
  • Lost Technology
  • Magitek
  • Monochromatic Eyes
  • Proud Warrior Race Guy: His people the Oglodi. It is worth noting that all of the currently playable Oglodi (except Lifestealer) were orcs in the original Warcraft III DotA, another proud warrior race.
  • Shock and Awe
  • Squishy Wizard: Standard for most Intelligence heroes, don't expect Disruptor to survive in the thick of a teamfight.
  • Teleport Interdiction: Glimpse can be used on an enemy hero who has just teleported near Disruptor to force them back to where they started (usually either the fountain, or Disruptor's teammates).
  • 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.
  • Wizard Beard
  • Yellow Lightning, Blue Lightning: Blue, like most lightning in the game.
  • You Will Not Evade Me
    • Thunder Strike reveals the target for the duration of the spell, making juking through trees impossible, and allowing players to land follow-up spells with ease.
    • Glimpse drags a unit back to where it was four seconds ago, and interrupts channeling. Combined with Thunder Strike, Disruptor can easily prevent any enemy hero within visual range from running away.
    • Kinetic Field restricts the movement of all enemies within, making them easy prey for AoE spells for up to four seconds. It can't be Force Staffed out of either.
    • Static Storm silences all enemies within its radius, and prevents the use of items if Disruptor has an Aghanim's Scepter. This means that being stuck in a Kinetic Field + Static Storm prevents enemies from using escape abilities, and they can't activate their Black King Bars to dispel the silence either.

    Aiushtha, the Enchantress 
http://static.tvtropes.org/pmwiki/pub/images/enchantress_2543.png
Voiced by: Gin Hammond
"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."

  • Achilles' Heel: Though Enchantress is unusually resistant towards physical attacks thanks to Untouchable, a few nukes are often enough to put her down because of her bad Strength growth.
  • Apologetic Attacker: Some of her responses for killing heroes make her this... when she's not being a Deadpan Snarker.
  • Bambification: She's part deer.
  • Bare Your Midriff
  • The Beastmaster: Enchant. If she can't control the target, the skill heavily slows them down.
  • Beware the Silly Ones
  • Blade on a Stick
  • Blithe Spirit
  • Boring but Practical: All Aghanim's Scepter does for Enchantress is increase her attack range. However, due to the way Impetus works, this alone offers her a significant damage boost while allowing her to stay away from the thick of the fight.
  • Carnivore Confusion: She's a doe-centaur, but...
    Enchantress (Killing a creep): ''Hey, I'm a predator!''
  • Combat Medic: Nature's Attendants summons a cloud of wisps that heal all allied units near Enchantress.
  • Fixed Damage Attack: Her ultimate, Impetus, deals more Pure damage the farther away the target is. On top of which, the distance is calculated once the spear lands, not when it's thrown, so you can deal extra damage by walking away between each attack, and if you have a Monkey King Bar you can potentially insta-gib someone in their fountain if they're at low-enough health during an escape teleport.
  • A Form You Are Comfortable With: Some of the heroes imply that a cheerful doe-centaur isn't her true form and purpose.
  • Friend to All Living Things: Seems to give off this vibe.
    • Even Terrorblade is a friend of hers, if his ally line is of any indication.
  • Glass Cannon: Enchantress can deal frightening amounts of damage with Impetus, but has absolutely horrid Strength growth. While Untouchable and Nature's Attendants do bolster her survivability, she's still very easy to nuke down with spells, and most carries can simply stack enough attack speed (or build a Black King Bar) to make Untouchable a non-issue.
  • Horned Humanoid
  • Hypocrite: Thinks killing people is all good fun, until you hurt her at which point it becomes a massive crime.
  • Incorruptible Pure Pureness: Includes her Untouchable ability.
  • Javelin Thrower: Her weapon.
  • Long-Range Fighter: Since Impetus deals the more right-click damage the farther Enchantress stands from her target, when played as a core she usually builds a Dragon Lance into Aghanim's Scepter, increasing her attack range to a total of 870 - a significant boost to her damage output when combined with Impetus. On the other hand, she can't do much against an enemy hero standing near her, and though Untouchable gives her some durability, it does nothing against spell immunity or nukes.
  • Magic Knight: Early in the game, Enchantress' contribution consists mostly of heals, creep abilities and slows. As she acquires items like Dragon Lance and Aghanim's Scepter, Enchantress' regular attacks with Impetus are strong enough to kill most heroes with a couple of attacks, if they stand far enough, and make her a semi-carry.
  • Monster Allies: Enchant can control creeps for 80 seconds.
  • Nature Hero/Nature Spirit: Aiushtha herself as well as her Nature's Attendants.
  • Obfuscating Stupidity
  • Obvious Rule Patch: A pre-emptive one: 6.87 introduced the Hurricane Pike, an item whose active ability gives a ranged hero infinite attack range for a set number of attacks against a single target. Perhaps due to the dev team realizing the amount of damage this could do in the hands of Enchantress, the same patch saw Impetus's damage cap being reduced by about half.
  • Our Centaurs Are Different: Her lower half is that of a doe.
  • Saying Sound Effects Out Loud
    Enchantress: ''Sproink!''
  • Some Dexterity Required: Good control of the Enchanted neutral creeps and illusions is crucial to Enchantress' success.
  • Spark Fairy: The Nature's Attendants are simply depicted as a cloud of points of light.
  • Why Won't You Die?: Due to a combination of Nature's Attendants and Untouchable, attempting to focus down an Enchantress via auto-attacks will most often fail, because Untouchable will completely neuter any attempts to attack her, while Nature's Attendants will quickly heal her back up as she takes any damage that happens to make it through.

    Enigma 
http://static.tvtropes.org/pmwiki/pub/images/Enigma_3.png
Voiced by: John St. John
"Nothing is known of Enigma’s background. There are only stories and legends, most of them apocryphal, passed down through the ages. In truth, Enigma is a mystery for whom the only true biography is description: he is a universal force, a consumer of worlds. He is a being of the void, at times corporeal, other times ethereal. A beast between the planes. There are stories that say he was once a great alchemist who tried to unlock the secrets of the universe and was cursed for his arrogance. Other legends tell that he is an ancient being of strange gravity, the abyss personified—a twisted voice from out the original darkness, before the first light in the universe. And there are older legends that say he is the first collapsed star, a black hole grown complicated and sentient—his motivations unknowable, his power inexorable, a force of destruction unleashed upon existence itself."

  • Achilles' Heel: Amongst heroes with big teamfight ultimates such as Magnus and Tidehunter, Enigma is the most vulnerable to Rubick. Since Black Hole has to be channelled, if Enigma can't catch Rubick in its small area of effect, Spell Steal is guaranteed to give him Black Hole - enough to turn the tides of the fight.
    • This is augmented by the fact that Spell Steal can pierce spell immunity, meaning that even if Enigma activates BKB or Glimmer Cape (which in the case of the latter is still vulnerable to detection), Rubick can still steal it in the 4 second channeling time. Similar principles apply for other spell immunity piercing abilities such as Vengeful Spirit's Nether Swap, Beastmaster's Primal Roar, Clockwerk's Hookshot, and so on. In fact, the only real way for Enigma to be completely safe while channeling his ultimate is to either purchase a Linken's Sphere on top of the BKB or Glimmer Cape, or catch all enemy heroes who can interrupt him through spell immunity.
  • Anthropomorphic Personification: He is a sentient manifestation of gravitational forces.
  • Armor-Piercing Attack: Midnight Pulse deals Pure damage that ignores spell immunity. Similarly, Black Hole will disable spell immune enemies, meaning that the only way to dodge either ability is to become invulnerable.
  • Batman Gambit: The Summoning comic reveals that Enigma planted fake alchemical journals, under a fake identity, in order to lead power-hungry alchemists into crafting powerful artifacts that he can use.
  • Black Mage
  • Chunky Updraft: He is followed by a trail of rocks and dirt raised from the ground by his gravity. Rocks start orbiting him as a tiny asteroid belt when he's standing still.
  • Difficult but Awesome: Black Hole is one of the most fearsome teamfight abilities in the game, disabling the entire enemy team for up to 4 seconds. It is also very difficult to land as the enemy will rarely group nicely for you given the choice, and being a channelled ability, requires Enigma to catch all enemy heroes or buy BKB to prevent disruption.
  • Eldritch Abomination
  • Enemy Summoner: Demonic Conversion turns friendly or enemy creeps into three Eidolons, which are capable of self-replicating on successful attacks. Casting it on allied creeps instantly denies them, while casting it on enemy/neutral creeps will instantly kill them, making it a highly flexible spell (you can even cast it on existing Eidolons). You can even summon them on the catapults, which are always the hard to kill creep and the one immune to almost every spell (It nets you a very neat 75 gold).
  • The Fourth Wall Will Not Protect You: Black Hole can suck in interface elements like gold and damage indicators.
  • Glass Cannon: His Eidolons are less durable than Nature's Prophet's treants or Lycan's Wolves, and slower to boot, but their damage output once there's 6 of them is staggering, and their range makes up for the lack of mobility to some degree.
  • Glowing Eyes of Doom: Enigma and his Eidolons.
  • Gravity Master
  • Gravity Sucks: Black Hole pulls all affected enemies into its centre.
  • I Am Not Left-Handed: In The Summoning comic, Enigma is summoned and apparently trapped in a chalk circle by an alchemist. He spends most of the comic letting the alchemist talk, and trying to trick him into letting him out. Then he reveals he could leave the circle at will anytime he wanted.
    Enigma: Did you really think you could become a god by singing nursery rhymes and making chalk drawings on a floor?
  • King Mook: To the Eidolons.
  • Meaningful Name
  • Mechanically Unusual Class:
    • While most other support heroes would either be babysitting the carry, zoning out the enemy offlaner, pulling the lane and/or roaming for kills in the early game, Enigma doesn't - he is neither a good ganker, harasser, nor babysitter, and he needs a lot of farm for a support. However, there's a thing he excels at: farming, as Demonic Conversion makes him the fastest level 1 jungler in the game. Because of this, Enigma often stays in the jungle until he can get level 6 and a Soul Ring, which allows him to spam Demonic Conversion to push down towers with ease.
    • The term 'farm-dependent support' describes Enigma pretty well. Most supports need very few items, usually brown boots (and Blink Dagger for certain heroes) are sufficient (for example, Tidehunter, who can farm fast with Anchor Smash and only needs boots and Blink Dagger, is still considered 'too greedy' to be run in a 4 position), but Enigma needs, besides boots, a Soul Ring to solve his mana problems, Blink Dagger to get into position for Black Hole, and Black King Bar (and sometimes Linken's Sphere) to prevent himself from being interrupted when channelling. Yet he has a much faster farming speed than most other supports thanks to Demonic Conversion, so it's not uncommon to see him building utility items like Mekansm, Vladmir's Offering, Pipe of Insight and Necronomicon, items otherwise almost always built on cores.
  • Me's a Crowd: Enigma's Eidolons are actually aspects of himself from other dimensions.
  • Money Multiplier: With Demonic Conversion, Enigma is THE fastest early game jungler in the entire game, which allows him to farm up really fast, meaning that he's rarely starved for money unlike most other supports. Good Enigma gameplay primarily revolves around farming up utility items to give the team a huge advantage or making sure he can land a good Black Hole.
  • The Nameless: Though he was named 'Darchrow' in DOTA.
  • Neutral Counterpart: As the manifestation of gravity, Enigma is a counterpart to Wisp, Chaos Knight and Keeper of the Light, the manifestations of the other fundamental forces. Gameplay-wise, they have surprisingly little in common.
  • Percent Damage Attack: Midnight Pulse, which does 5.25% damage per second for 11 seconds in a large area. Anyone stupid enough to stand in it for the whole duration loses nearly 60% of their heatlh. An upgraded Black Hole has a miniature Midnight Pulse added which stacks with the original. Using both at once nets 10.5% per second for 4 seconds and Enigma can use a Refresher Orb to reset the cooldown and do it again.
  • Power of the Void
  • Purple Is the New Black
  • Self-Duplication: Enigma's Eidolons are able to multiply and fully heal themselves after 6 successful attacks.
  • Sentient Cosmic Force: He is actually one of the Fundamentals, the sentient manifestations of the four fundamental forces of the universe.
    Enigma, on a team with Io, Chaos Knight and Keeper of the Light: "The four pillars stand together once more."
  • Spawn Broodling: Demonic Conversion instantly kills a creep (friendly or enemy) and summons 3 Eidolons at its place.
  • Summon Magic: Demonic Conversion.
  • Time Abyss: As a Fundamental, he's literally as old as creation.
  • Too Awesome to Use: Black Hole has the longest cooldown in the game, 3 minutes at the minimum (beaten only by Bloodstone's active Pocket Deny, Wraith King's level 1 Reincarnation, and only tying with some level 1 ultimates which then become even shorter as they're leveled). This means that Enigma players will frequently be forced to die without casting their Black Hole because they need it for a major teamfight. It isn't uncommon for an Enigma to build single-target disable items just so that they have an option outside of Malefice, or a Refresher Orb to effectively reduce the cooldown to a maximum of 160 seconds after casting.
  • Unrealistic Black Hole: Enigma's Black Hole hovers above the ground, sucking in every enemy (but not allies or terrain) in a very small area until it disappears or Enigma stops channelling.

    Carl, the Invoker 
http://static.tvtropes.org/pmwiki/pub/images/Invoker_5947.png
Voiced by: Dennis Bateman
"In its earliest, and some would say most potent form, magic was primarily the art of memory. It required no technology, no wands or appurtenances other than the mind of the magician. All the trappings of ritual were merely mnemonic devices, meant to allow the practitioner to recall in rich detail the specific mental formulae that unlocked a spell's power. The greatest mages in those days were the ones blessed with the greatest memories, and yet so complex were the invocations that all wizards were forced to specialize. The most devoted might hope in a lifetime to have adequate recollection of three spells—four at most. Ordinary wizards were content to know two, and it was not uncommon for a village mage to know only one—with even that requiring him to consult grimoires as an aid against forgetfulness on the rare occasions when he might be called to use it. But among these early practitioners there was one exception, a genius of vast intellect and prodigious memory who came to be known as the Invoker. In his youth, the precocious wizard mastered not four, not five, not even seven incantations: He could command no fewer than ten spells, and cast them instantly. Many more he learned but found useless, and would practice once then purge from his mind forever, to make room for more practical invocations. One such spell was the Sempiternal Cantrap—a longevity spell of such power that those who cast it in the world's first days are among us still (unless they have been crushed to atoms). Most of these quasi-immortals live quietly, afraid to admit their secret: But Invoker is not one to keep his gifts hidden. He is ancient, learned beyond all others, and his mind somehow still has space to contain an immense sense of his own worth...as well as the Invocations with which he amuses himself through the long slow twilight of the world's dying days."

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

  • Achilles' Heel: Spell Immunity cancels out most of his arsenal, which is a death sentence for a scaling nuke-based hero who can't simply rely on early game power, then hand the reigns to physical fighters later.
  • Anime Hair: Two of Invoker's Immortals, the Magus Apex and the second style of the Dark Artistry Hair, big manes of spiky, blond, glowing, gravity-defying hair.
  • The Arch Mage
  • Ascended Meme: His name, Carl, comes from a Google Translate of a "leaked" changelog. The original Invoker was named 'Kael', after a Warcraft character. When a fake Chinese changelog was posted on the PlayDota forums, it was Google Translated, and "Kael" was translated as "Carl". In Dota 2, where the name Kael cannot be reused for legal issues, Invoker is renamed to 'Carl', according to several lines of himself, Undying and Mirana.
    Icefrog, commenting on the Invoker "nerf": Carl had it coming.
  • Badass Bookworm: Invoker is a genius and has the second highest intelligence growth, and it is generally a bad idea to underestimate him in combat.
  • Badass Long Robe
  • Black Mage: Except for Ghost Walk and Alacrity, 8 out of Invoker's 10 spells are offensive to some degree.
  • Brown Note/Gale-Force Sound: Deafening Blast knocks victims back and temporarily disables their right-click attack.
  • Canis Latinicus: Some of the responses for his spells.
  • Colony Drop: Chaos Meteor pulls an asteroid from orbit and throws it at the target point, where it will roll and deal damage to anything in its path. It rolls farther the more Wex levels you have, and deals more damage the more Exort levels you have.
  • Combination Attack: Invoker play revolves around mostly using two effective skills in a combo since Invoke's cooldown is too long early on to do much more other than for special emergencies. Using Deafening Blast to keep enemies in the area of Chaos Meteor to inflict serious damage, Tornado to prevent enemies from escaping the area of EMP before it detonates, and using Forge Spirits to trigger Cold Snaps lock down and capitalize on it with physical damage are the three primary combos, each primarily focusing on two reagents.
  • Confusion Fu: Invoker has three "reagents", which grant stat bonuses as well as minor regeneration, movement and attack speed, or damage bonuses when active; and Invoke, which gives Invoker a spell based on which reagents are active at the time. Since there are ten possible combinations and the effects include summoning, buffing, disabling, creating temporary walls, four different attack spells (one with unlimited range), and turning invisible, it's very difficult to tell what an Invoker will do next. Since Invoker is limited to having two spells ready at a time, it also makes him Difficult but Awesome.
  • Death from Above: Chaos Meteor and Sun Strike. The latter is a beam that can be fired anywhere on the map.
  • Delayed Explosion: EMP takes 2.9 seconds after casting to activate. Because of this, a good setup skill, usually Tornado, is essential for Invoker to land a good EMP.
  • Difficult but Awesome: Widely considered to have the most complex skill set in the game (though not the hardest character to actually use, as that title goes to Meepo). Not only does casting his spells require good memory of which reagents are required for each spell, the amount that each reagent is leveled drastically affects how powerful each spell is. For instance, Deafening Blast, which requires one of each reagent, can affect the enemy completely differently depending on how much you've leveled each reagent, since each one controls a completely different variable, so it can either do only damage, only stun, or only disarm the enemy, or anything inbetween. This makes it hard to use Invoker effectively if you don't level the proper reagents for maxing out the power of specific spells for specific builds or situations. But once you get it down, Invoker is easily the most flexible caster in the game (with even Rubick coming in second), capable of queuing up whatever spell is required at will, casting it, and quickly Invoking another spell to cast while the others are on cooldown. A good Invoker who has enough mana and Aghanim's Scepter or Octarine Core can potentially cast one spell every two seconds (barring the cooldown of each individual spell stopping him).
    • Sun Strike is this, amongst Invoker's spells. It deals spread out damage over a small area and has a long delay (1,7 seconds), forcing players to predict their victim's movement and assure that no creep wave will come to shield him. But good Sun Strikes can be used to snipe enemies from pretty much everywhere on the map, even near the fountain where they think they're safe.
    • Subverted in that for the most part, actual combos aren't really difficult to land, especially when compared to say, Pudge. Most of them just consist of "Shoot these two skills right after eachother at the same location", such as his bread-and-butter combos of each build.
  • Elemental Powers: He is perhaps the most glorious user of such powers; manipulation of each element grants bonuses to one attribute and a temporary buff to a related skill.
    • An Ice Person: Quas grants bonus strength and provides extra HP regen while active, and increases the duration and intensity of the debuffs of his spells.
    • Shock and Awe/Blow You Away: Wex grants bonus agility and provides extra attack and movement speed while active, and buffs his spell's range or area of effect.
    • Playing with Fire: Exort grants bonus intelligence and provides extra damage while active, and tends to focus on raw damage.
  • EMP: The name of one of his abilities, which deals damage, burns mana and returns part of that mana to Invoker.
  • Fire, Ice, Lightning: The basic reagents of his spells.
  • Flowery Elizabethan English: When he's not speaking in Canis Latinicus.
  • Foil: To Rubick, both are arguably the most generic mage-type heroes, with no additional theme; Invoker wears white and gold, Rubick dresses in black and green; Invoker's practically a walking mass of ego while Rubick's a Nice Guy; Invoker only uses the 10 spells he has, seeing everything else as beneath him and isn't all that bright, relying on his memory; Rubick on the other hand, is very adaptable and a quick learner, but is also rather forgetful.
  • Functional Magic: His ability to cast magic lies in his excellent memory.
  • Fun with Acronyms: His responses give creative definitions for EMP such as "Extractive Mana Pulse" "and "Endoleon's Malevolent Perturbation". Quas Wex Exort are more obvious, with the first letters for each being the keyboard hotkeys for those skills.
  • Glowing Eyes of Doom
  • Harmless Freezing: While Cold Snap and Ice Wall do deal damage, it's mostly incidental next to the stun and area slow.
  • Healing Factor: Invoker gains bonus HP regeneration if he has Quas orbs active (which stack directly with each other). This allows him to shrug off harass damage fairly reliably in-lane, and replenish health over time with enough levels of Quas.
  • I Have Many Names: Acquired from all the ages he's lived.
  • Insufferable Genius: Constantly prattles on about his (Supposedly) superior intelligence.
  • Invisibility: Ghost Walk turns Invoker invisible immediately (meaning there's no fade time), and slows enemies nearby depending on his Quas levels. While it initially makes him slower as well, he can start moving at normal speed (or even faster) once he has four or more levels of Wex.
  • It's All About Me: Basically, to him, there's two kinds of people in the world: Him, and people that aren't him, the latter of which are worthless.
  • Jack-of-All-Stats: Because of his massive stock of spells, Invoker can be built to fill almost any utility role that his team needs, whether it's Quas-Wex for crowd control, Wex-Exort for pushing and damage output, or Quas-Exort for single-target damage and pickoffs.
  • Jerkass: Claims he did all the work after a win, doesn't acknowledge his enemies' existence, and doesn't even bother to learn who's on his side.
  • Kill Sat/Lead the Target/The Power of the Sun: Sun Strike has a global range and deals Pure damage. Its damage is distributed evenly on all enemies hit, and it has a very small radius, on top of having a 1.7 second strike delay (requiring players to Lead the Target), however it can be used to snipe enemies anywhere on the map, even in their fountain where they think they're safe.
  • Know-Nothing Know-It-All: Despite his constant claims of being the smartest, his actual intelligence is unremarkable, largely getting by through memorization — and even that can fail if you fuck up the spell combinations.
    • Ultimately zigzagged: while he is capable of learning other spells, he prefers not to remember them (presumably to make space for his own ego) and he does boast the second highest Intelligence growth in the game, after Pugna, although his base intelligence makes him hard to take seriously.
  • Leaning on the Fourth Wall: His background story leans heavily on Dota 2's metagame; even the most complicated hero other than Invoker only has three or four (or six in the case of Keeper of the Light and Earth Spirit) active abilities, with some such as Wraith King and Viper only truly having one. The ability for any player to use Invoker well depends on their memory of which reagents are required for each spell, as well as their knowledge of how powerful those spells are based on how many levels are in each reagent.
  • Limited Move Arsenal: Invoker can only hold two spells at a time. Leveling up his ultimate shortens its cooldown, but good Invoker play involves being able to juggle all the spells and Invoke what's needed beforehand while removing spells that are on cooldown.
  • Linear Warriors, Quadratic Wizards: Played straight with Invoker, making it an inversion to how the trope is often played in Dota. He is one of the best scaling nukers in the game: while most nukers start off powerful, peak at level 16 with a level 3 ultimate (and Aghanim's Scepter if applicable) and then start to fall off as their damage stops scaling, Invoker's spells scale with levels of his orbs all the way from level 2 until level 25, making him extremely level-dependent but allowing him to remain useful into the late game.
  • Mana Burn: Invoker's EMP ability lays down an electric blast over a massive area that explodes 2.6 seconds after he casts it. Any enemies in the area will have a part of their mana pool destroyed (based on the levels of Wex), and half of that amount converted into damage done to them.
  • Mana Drain: Half of the mana destroyed by EMP is given to Invoker.
  • Man in White: His default robe is white with golden lining on the outside.
  • Monochromatic Eyes
  • Narcissist: Just to give an idea of how bad he is compared to the other egomaniacs in this game (who also have plenty of "Look at me!" or "I am the best!" lines): Invoker is the only hero to have zero special interactions with other heroes, like greeting an ally, taunting a rival or acknowledging a Worthy Opponent. Nope, he is so self-absorbed he doesn't bother to learn anyone's names, they mean nothing to him.
  • Non Standard Skill Learning: Unlike any other hero in the game, Invoker cannot directly learn his various spells via leveling up; he must first skill the necessary reagents for the spell, then Invoke them in the correct order to temporarily gain access to that skill. He's also the only hero in the game whose ultimate has 4 levels, one of which is automatically learnt at level 1 without requiring a skill point.
  • Pet the Dog: If he's healed by an item used by an ally, Invoker still has enough decency to thank them, despite being a Jerkass Narcissist on a very high caliber. Compare with Troll Warlord, who doesn't even thank the healer.
  • Planar Shockwave: When all elements are at least level 7 (either at level 24 or less with Aghanim's Scepter), Deafening Blast becomes a massive circular explosion.
  • Power Makes Your Hair Grow: The Magus Apex Immortal hair, which looks much more prominent than Invoker's default hairstyle.
    The Sol Apex Incantation, forgotten for over nine thousand years, promised its caster the chance to touch the sun, bathe in its blinding glory, and harness its most scalding wrath. Only one would dare be so bold.
  • Really 700 Years Old: Due to the Sempiternal Cantrap.
  • Sesquipedalian Loquaciousness
  • Shoulders of Doom: The rather aptly named cosmetic Heaven-Piercing Pauldrons, which extend at least half a metre over Invoker's height. Apparently they serve as a reminder that even the depthless celestial realm is vulnerable to being punctured by Invoker's power.
  • Shout-Out: His death animation is very similar to timelord regeneration.
    • The Magus Apex Immortal item gives him Super Saiyan hair. Made more obvious by the description, which makes a point of stating that the incantation was forgotten for "over nine thousand years."
  • Some Dexterity Required: Managing Invoker's spells before level 16 can be (comparatively) straightforward once you learn which reagents are required for certain spells, since there's still at least a 12 second cooldown on Invoke, giving you plenty of time to think about what spell you need next. Once you hit level 16 (or grab an Aghanim's Scepter or Octarine Core after level 11) though, you can essentially barrage the enemy with every single spell you have, since the cooldown on Invoke shortens down to 5 seconds or less, meaning that you have to be quick with your thinking and key presses in order to make the most of it.
  • Special Person, Normal Name: His true name of power is Carl.
  • Squishy Wizard/Glass Cannon: On top of his relatively mediocre Strength and Agility gain, Invoker is incapable of getting attribute bonuses since each of his three reagents can be leveled 7 times, and his ultimate 4 (other heroes level their three abilities 4 times each and their ultimate 3 times, with 10 levels left over for stats). This means that despite each reagent passively giving him stat bonuses each time they're leveled, at level 25 he has three less stat levels than every other hero, which adds up.
    • Interestingly, though, this also makes Invoker stronger early-game if the proper reagents are leveled, since each reagent level gives him a small stat bonus in that category. An Invoker who maxes out Quas as his primary reagent can be surprisingly tanky since he'll have the equivalent of seven Strength stat bonuses before level 15, which is the first level at which most other heroes start leveling stats.
  • Status-Buff Dispel: Tornado can remove buffs similar to Eul's Scepter of Divinity.
  • Summon Magic: Forge Spirits summons a minion to fight alongside you. Having more than four levels in both Quas and Exort will summon two of them instead of one.
  • Super Speed: Invoker starts out with the second-lowest base movement speed in the game (tied with Death Prophet and Crystal Maiden), but gains bonus movement and attack speed with active Wex orbs. With enough levels of Wex and an active Ghost Walk, Invoker can move quite quite quickly, to say nothing of his recommended item build including various movement speed items like Eul's Scepter and Phase Boots.
  • Tornado Move: Tornado throws a tornado at the enemy in a straight line, disabling them for a certain amount of time (however many Quas levels you have). It has an absurdly long range if you level Wex enough (well beyond visual range starting at 4 levels).
  • Unwanted Assistance: Tornado gives the enemy invincibility for the duration of the spell, and unlike most such effects, hits a large area. Invoker setting up his combo with Tornado can often completely screw up everyone else's combo as they drop their stuns and nukes into the ground while their targets are blown above. Makes sense considering how self-centered Invoker himself is.
  • Wizards Live Longer: Thanks to the Sempiternal Cantrap spell (which Invoker purged from his memories the moment he used it).

    Jakiro, the Twin Head Dragon 
http://static.tvtropes.org/pmwiki/pub/images/Jakiro_3055.png
Voiced by: Dave Fennoy
"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 two 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."

  • Acrophobic Bird
  • 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 just by itself does almost 200 damage per second over a large area of effect.
  • Breath Weapon: All of Jakiro's spells, as well as his right-click attack.
  • Conjoined Twins: Jakiro is essentially the Pyrexae equivalent of this.
  • Disc One Nuke: Ice Path only costs 90 mana per use, and creates a wall that damages and stuns everyone in its path, with a short 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.
  • Fire/Water Juxtaposition
  • Flying Brick: Jakiro is a dragon and one of the most durable Intelligence supports in the game.
  • Giant Flyer
  • Glowing Eyes of Doom
  • Gradual Grinder: None of Jakiro's nukes deal much initial damage, but the damage-over-time of Dual Breath, Liquid Fire and Macropyre, given enough time, can reach or even exceed the damage of the equivalent nukes of other heroes. In particular Liquid Fire is very useful for tower pushing as it reduces their attack speed and deals damage even if Jakiro and his teammates are not staying in tower range to attack it. Hit-and-runs with Liquid Fire can reduce tower health significantly.
  • Harmless Freezing: Ice Path is almost literally this with its very little damage next to the stun. Dual Breath as well: the ice breath slows the targets, but deals no damage at all. Compounded by the fact that the ice breath is released a bit before the fire breath, meaning that it's possible to walk away unscathed from Dual Breath if the former hit but the latter did not.
  • Herd-Hitting Attack: His normal Macropyre + Ice Path + Dual Breath + Liquid Fire combo makes chasing an enemy hero in a tight group a very bad idea.
  • Human Popsicle: Makes others this with Ice Path.
  • An Ice Person: Half of the time he's this.
  • Jack-of-All-Stats: Because of his slow, stun, generally high area of effect damage with his skills, and relative item- and level-independence, Jakiro is most of the time played as a support that fits well in most teams. On the other hand, he is also a rather potent mid, can survive the offlane due to his tankiness and can even be ran as an early game carry in a trilane as well. Because of the 4 second cooldown, 0 mana cost, and tower destruction power, Jakiro's Liquid Fire, which combined with Dual Breath for quick creep-clearing ability, allows Jakiro to push down towers very quickly and snowball his entire team with tower bounty for early wins.
    • Can't Catch Up: Like Pugna, Jakiro is one of the least hard carries in the game - because he has a mediocre right-click and his spells don't scale very well in actual damage, he falls off hard around the 25-30 minute mark, so usually he has to end the game before that point.
  • 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: Can do a lot of damage to groups of heroes, and has good strength growth for an Intelligence hero, the only problem is that his cast point (0.65 seconds) 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."
  • Single-Minded Twins: Jakiro is technically a pair of conjoined twins, as evidenced by his backstory and the heads' tendency to refer to each other as "Brother".
  • Spell Blade: Liquid Fire periodically adds an attack slow and damage-over-time to Jakiro's right-clicks.
  • 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.
  • Wings Do Nothing: Like all other winged heroes except for Batrider and Winter Wyvern.
  • Yin-Yang Bomb: Especially with Dual Breath and Macropyre, which combine the powers of both heads.
  • You Are Already Dead: If Jakiro can apply both his Dual Breath and Liquid Fire to a target, he can apply a grand total of 500 damage over 5 seconds, which in the early to mid game can end up finishing off an escaping/invisible enemy hero, assuming they don't have a purge, dispel, banish or enough sheer regen.

    Ezalor, the Keeper of the Light 
http://static.tvtropes.org/pmwiki/pub/images/Keeper_of_the_Light_4766.png
Voiced by: Nolan North
"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."

  • Animal Motifs: Horses, which show up as part of a charged up Illuminate and give it an neighing sound effect.
  • Anthropomorphic Personification: Of light.
  • Arch-Nemesis: Chaos Knight, who has pursued him through numerous planes of reality.
  • Ascended Glitch: When he was created in Dota 2, Illuminate had 25% extra range by a glitch. This was eventually removed briefly before being reinstated and extended back to DotA as well.
  • Bald of Awesome
  • Blinded by the Light/Temporary Blindness: Blinding Light temporarily blinds the affected enemies, causing them to miss 80% of their attacks for 5 seconds.
  • Blown Across the Room: One of Blinding Light's secondary effects is a short-ranged knockback based on how close the target is to the center of the blast. However, this can actually displace people up or down terrain, and at least one major game at The International 3 was turned around due to this happening to the other team's core melee carry.
  • Boring but Practical: Chakra Magic is one of the simplest skills in the game, but its ability to replenish mana on demand makes Ezalor one of the deadliest supports in the game since he can keep his whole team in the field for longer without having to return to base.
  • Captain Ersatz/Expy: Of Gandalf. The Dota 2 wiki has more on this.
  • Charged Attack: Illuminate's drawback is that leveling it increases its mana cost (which makes it extremely costly to cast in quick succession even with Chakra Magic), and only increases its channeling time, during which KotL is forced to remain stationary and vulnerable to attack, and giving his opponents more time to get out of the way. To get the full 500 damage out of the nuke, the spell has to be channeled for the full 5 seconds, which makes it much more likely to miss.
  • Chivalrous Pervert: He will hit on any female hero who happens to be on his team, up to and including Broodmother. Makes more sense if you realize he's not nearly as human as he looks.
    • Dirty Old Man: Played up as this, though in actuality he's closer to the above trope.
  • Combat Medic: With Aghanim's Scepter, Illuminate can heal any allied units it hits.
  • Cooldown Manipulation: Chakra Magic will reduce the cooldown of the next spell the affected ally uses.
  • Crouching Moron, Hidden Badass/Let's Get Dangerous!
  • Defog of War: Illuminate gradually gives more and more unrestricted vision around KotL as it's channeled (meaning it sees over trees and hills). Purchasing Aghanim's Scepter also removes any restrictions on his basic vision range during the day.
  • Elemental Embodiment: Of light.
  • Glowing Eyes: With Spirit Form.
  • Holy Hand Grenade: Illuminate is arguably KotL's signature ability. It has an extremely long range, wide radius, and at maximum level can deal up to 500 damage to anything caught in its path. It also has a 10 second cooldown.
  • In the Hood
  • Light 'em Up: Virtually every single one of his abilities utilizes light in some way or other.
  • Light Is Good
  • Magic Staff
  • Mana Burn: Ezalor's second ability, Mana Leak, causes the target to lose a percentage of their mana for every unit of distance they move, and then stunning them if their mana reaches zero (a mana-draining version of Bloodseeker's Rupture). While it technically doesn't deal any damage, it can easily drain a sizable chunk of the target's mana within a few seconds. This can be solved simply by stopping and standing still or blinking, but is generally not an option when the entire other team is bearing down.
  • Mounted Combat
  • Non Standard Skill Learning: When Keeper of the Light uses his ultimate Spirit Form, he temporarily gains two new abilities Recall and Blinding Light.
  • Rambling Old Man Monologue/Grumpy Old Man: A lot of his lines make fun of this.
  • Regenerating Mana: Chakra Magic restores a set amount of mana on a target ally, and can be cast on yourself. In the early laning stage, this allows any lane with a KotL to constantly harass or gank their opponents without worrying about running out of mana.
  • Robe and Wizard Hat
  • Sentient Cosmic Force: Keeper of the Light is the manifestation of light.
  • Squishy Wizard
  • Super Mode: Ezalor's ultimate, Spirit Form, doesn't boost any of his stats, but instead it grants him access to two new abilities, and upgrades his main damage nuke.
  • Teleporters and Transporters: Using Recall, which is only available when Spirit Form is active, lets you bring allied heroes to your location after a delay. It gives almost unlimited global positioning, and has only a 15 second cooldown, meaning that it can be used for surprise ganks or back-door attacks, especially if KotL already has Boots of Travel.
  • Teleport Interdiction: Recall will fail if the target hero takes player damage during the delay, or if KotL is killed before the spell can be completed.
  • Time Abyss: Being a Fundamental, he is literally as old as creation.
  • Wizard Beard
  • X-Ray Vision: Purchasing Aghanim's Scepter gives Ezalor flying vision during the day, meaning he can see through all kinds of obstacles.
  • You Will Not Evade Me: Mana Leak drains the target's mana if they try to move, and will stun them for a long duration if they hit zero mana. This means that not only are they vulnerable for a long time while they're stunned, but by the end of it they'll have zero mana for casting escape spells or using teleport scrolls.

    Leshrac, the Tormented Soul 
http://static.tvtropes.org/pmwiki/pub/images/Leshrac_1359.png
Voiced by: Eric Newsome
"Leshrac, Tormented Soul, is an entity torn from the heart of nature, a liminal being that exists half in one plane of existence, half in another. His penetrating intelligence is such that he can never ignore for a moment the agonizing horror at the heart of all creation. Once a great philosopher who sought the meaning of existence, he plumbed the depths of nature with the haunted Chronoptic Crystals, and was forever altered by the hideous mysteries thereby revealed to him. Now the darkest depths of his enlightenment are illumined only by the fitful glare of his arrogance. Like other elemental characters, he is completely at one with nature, but in his case it is a nature lurid and vile. He alone sees the evil truth of reality, and has no use for those who believe the cosmos reserves a special reward for those who practice benevolence."

  • Anthropomorphic Personification: Although his backstory is usually interpreted as Was Once a Man, his in-game dialogue and several other details in his backstory seem to suggest he was a creature similar to Enchantress before his change into the embodiment of nature's dark side.
  • Badass Boast: A thousand of your kind have fallen before me!
  • Beam Spam: Is a master of this.
  • Black Mage: Leshrac at his best is a rampaging ball of magical damage, able to melt heroes, creep waves and towers alike with his four nukes.
  • Dishing Out Dirt: His first ability, Split Earth, stuns enemies by manipulating the ground under them. It's hard to land since crafty players can simply watch his animation and dodge it at the last second, but it's an area of effect spell that can catch several enemy heroes at once if timed properly.
  • Enlightenment Superpowers
  • Four-Fingered Hands
  • Glass Cannon: He's as squishy as they come, with no escape, and a stun that takes practice to land. But he has an incredibly high damage output and moderate mana use per damage. A Leshrac who manages to farm a Bloodstone essentially becomes a walking hazard that melts anything that comes near him, and his ultimate combined with Diabolic Edict allow him to damage enemy heroes simply by walking alongside him, making him capable of easily chasing down enemies.
  • Glowing Eyes of Doom
  • Go Mad from the Revelation
  • Herd-Hitting Attack: All four of Leshrac's skills are AOE nukes; one (Diabolic Edict) also affects structures, making him an excellent pusher.
  • Insufferable Genius
  • Jack-of-All-Stats: Because he has a stun, a slow, a pushing skill and doesn't need many items to be effective, Leshrac is often run as a support. On the other hand, because he benefits well from farm and levels, he is viable as a mid hero as well, taking advantage of the XP at mid to quickly shove down towers with Diabolic Edict and get a quick Bloodstone, which gives him the HP so he can run into the enemy team without being insta-gibbed, and the mana so he could spam Split Earth and Diabolic Edict, and keep Pulse Nova perpetually active.
  • Lead the Target: Split Earth must be aimed on the ground and has a short delay, forcing Leshrac players to guess where their target would move.
  • Magic Staff: With the Immortal weapon Tormented Staff. Later cosmetic sets also tend to include staves.
  • Nature Hero: An unusual villainous example.
  • Our Centaurs Are Different: He's based on one in appearance.
  • Pillar of Light: Pulse Nova.
  • Pointy Ears
  • Power Crystal: The Chronoptic crystals mentioned in Leshrac's backstory.
  • Power Glows: His entire body.
  • Pre-Explosion Glow: Diabolic Edict and every flash of Pulse Nova are preceded by a flash of light from his body.
  • Random Number God: Diabolic Edict hits random enemies around Leshrac, making it very powerful against lone heroes or towers but loses much effectiveness when a creep wave arrives.
  • Reality Warper: According to lore, his ultimate damages his enemies by rending the very space around them.
  • Shock and Awe/Hostile Weather: His third ability, Lightning Storm, hits the target with a bolt of lightning, slowing them for a short duration, and then jumps from target to target, allowing him to nuke enemy groups easily. On top of which, it has an extremely low cooldown, meaning that anything that's still standing four seconds after he casts it will eat another bolt.
  • Shout-Out: He's named after a Magic: The Gathering character.
  • Spikes of Villainy: With the Thorns of Sundering and the Twisted Wisdom cosmetic sets.
  • Squishy Wizard
  • Supernatural Is Purple: All of his attacks bear a purple tint.
  • Time Master: With Pulse Nova:
    If necessary, the Tormented Soul can manipulate space time itself, ravaging lesser beings.
  • Walking Wasteland: Leshrac's lines show he revels in bringing chaos and entropy wherever he goes, tearing everything apart with his dark elemental powers. This is reflected in-game with his highly damaging pulse spells.
  • Was Once a Man: Leshrac used to be a normal philosopher before his transformation into the Tormented Soul.
  • Wizard Beard
  • You Will Not Evade Me: While most of Leshrac's abilities are damage over time based, two of them (Diabolic Edict and Pulse Nova) allow him to damage enemies while moving, which make him a powerful chaser. Combined with an AoE stun and a nuke that can slow the target long enough to set up the stun, Leshrac can be very hard to escape, which is especially surprising given that he's an Intelligence support.

    Ethreain, the Lich 
http://static.tvtropes.org/pmwiki/pub/images/Lich_9417.png
Voiced by: Gary Schwartz
"In life, the frost-mage Ethreain (not yet a Lich) had used the threat of destructive ice to enslave entire kingdoms. His subjects, aided by a few desperate magicians, eventually grew bold enough to ambush him. Armed with enough charmed rope to bind him forever, they tied the frost mage to adamant weights and dropped him in a pool known chiefly for being bottomless. It wasn't. He only fell for a year or so before an outcrop snagged him. There he rested, dead but undecaying, until the geomancer Anhil thought to verify the legend of the supposedly bottomless Black Pool. Anhil's plumbline snarled with the ropes that bound the drowned magician, and up he hauled an unexpected prize. Thinking that by rendering the dead undead, he could question the Lich about the properties of the pool, he removed the bindings and commenced a simple rite of resurrection. Even the descendants of Ethreain's enemies were long forgotten by time, so there were none to warn Anhil against imprudence. But he learned the error of his judgment almost immediately, as Lich threw off the shackles and consumed him."

  • Affably Evil: He has a large amount of dedicated voice lines for support actions, and even for buying wards (which makes him unique among even support heroes).
  • Bald of Evil
  • Boring but Practical: Lich is widely considered to be one of the best beginner heroes, as all of his skills are very simple to use: Sacrifice trivialises mana management in the early laning phase and provides an easy way to deny AND pull creeps with no effort, Frost Blast is a very simple spammable nuke and slow, Ice Armor can be turned on autocast and forgotten about, Chain Frost can score multi-kills simply by being tossed at a group of enemies, while Lich himself is fairly farm-independent and doesn't need much last-hitting skills. Because of this, it is very hard even for a complete newbie to screw up as Lich; and he remains popular amongst high-level players thanks to his amazing ability to harass with Frost Blast spamming, guaranteed deny of 25% of all gold in a lane, and acceleration of his lane mates' XP gain with Sacrifice.
  • Chained by Fashion
  • Elemental Armor: Ice Armor.
  • Evil Is Deathly Cold
  • Evil Overlord: He was one in his past life as a frost-mage.
  • Evil Sorcerer
  • Expy: Three of Lich's four spells were lifted directly from the eponymous hero in Warcraft III, with the onlly real change being his ultimate ability, which was changed from Death and Decay (effectively a channeled version of Enigma's Midnight Pulse, which also affected buildings) into Chain Frost. The original DotA didn't even bother with the pretense and straight-up gave him Kel'Thuzad's name and voice lines. Yes, that Kel'Thuzad.
  • Glass Cannon: While Lich is very squishy and easy to kill, his Frost Blast nuke does a lot of damage and has a very low cooldown, allowing him to spam it. On top of that, Chain Frost can deal massive amounts of damage to crowded enemies, making it one of the most feared ultimates in the game.
  • Glowing Eyelights of Undeath
  • Gradual Grinder: In the laning phase. Lich has no stun, and Frost Blast's 30% slow and 125 damage at level 1 isn't going to help burst down a full HP enemy hero. However, Sacrifice provides him with a plentiful source of mana which he can use to spam Frost Blast to constantly harass the enemy offlaner, to the point they can't dare going near the creep wave (which is usually already near Lich's tower due to Sacrifice pulling his lane back) or risk getting killed.
  • Human Resources: Lich's Sacrifice ability allows him to instantly kill a friendly creep and convert a percentage of its current HP into mana for him, as well as converting it into experience for any hero (regardless of team) within the XP gain radius. This means that casting it on a creep while no enemy heroes are nearby will generate mana for him and XP for only friendly heroes. Lich is infamous for being one of the best laning supports in the game because of this ability to guaranteed deny 25% of all gold in a lane just by being there. And played smartly, it can be used to essentially steal XP from the other team. With enough mana regeneration (or frequent use of Sacrifice), Lich can afford to perpetually cast Ice Armor on himself and his teammates upon being attacked (albeit with a minor cooldown) with no major downsides, providing a sizable defensive boost for any nearby allies.
  • An Ice Person
  • It's All About Me:
    Lich (casting Sacrifice on a friendly creep): "For the greater good-- mine!"
  • Kill It with Ice: Or frost, in this case.
  • Leaked Experience: While this is how all experience in Dota works, Sacrifice is notable in that it can be used to accelerate experience gain for yourself and your teammates (so long as you cast it outside of the enemy team's experience gain radius).
  • Mutual Disadvantage: Lich has no control over Chain Frost after it launches, so unless he has an Aghanim's Scepter, heroes with summoned creeps can take much of the bite off his ultimate by having much of the damage be taken by them instead. On the other hand, after he gets Scepter, it becomes much more difficult to split your minions up, because they can no longer eat the bounces for you.
  • Not the Intended Use: Chain Frost can be cast on spell immune units. It doesn't actually damage them, but it will still mini-stun the first target and continue to bounce. This means that a Lich with an Aghanim's Scepter can lock down ancient camps and kill anybody who tries to farm them.
  • Pinball Projectile: Chain Frost hits up to 10 enemies via bouncing if another enemy is close enough to it (buy an Aghanim's Scepter, and the bounces become unlimited as long as there's another target nearby). It's fairly common for a savvy Lich to pull off multi-kills against gankers, or during teamfights.
  • Power Floats: He floats a few inches over ground.
  • Random Number God: Because Chain Frost will bounce to random targets after each hit, you can get extremely varied results if there are more than two enemies within the bounce radius.
  • Really 700 Years Old: Ethreain has been imprisoned for so long that even the descendants of his enemies were forgotten by time.
  • Red Eyes, Take Warning
  • The Red Mage
  • Sorcerous Overlord
  • Spam Attack: Though Frost Blast costs a lot of mana at the early laning stage, Lich can easily replenish it with constant Sacrifice, allowing him to toss a Frost Blast every time it comes off cooldown. Ice Armor can be this as well, seeing how it can easily be turned on auto-cast and forgotten about.
  • Squishy Wizard: While he can alleviate this somewhat with Ice Armor, Lich has very low Strength gain and can be squashed quite quickly if caught out of position.
  • Standard Status Effects: Besides his nuking power, all of Lich's active spells serve to slow the enemy's attack and movement speed. An enemy hero under the effects of the debuffs from Frost Blast, Ice Armor and Chain Frost will have their movement speed slowed by 90% (which is more than enough to guarantee minimum movement speed) and attack speed by 60 (more than a Shiva's Guard).
  • Stay Frosty: He says this when casting Ice Armor.
  • Walking Shirtless Scene
  • Weaksauce Weakness: There are two ways to counter Chain Frost: Either walk into a group of allied or neutral creeps, as they will take some of the bounces, or run away from any allied units, which, done fast enough, may mean the spell won't be able to bounce even once. This means that to get the most use out of the ulti, it is necessary to lock down the targets' movement speed and engage in an area without creeps.
    • One of Lich's biggest weaknesses is that he has no pushing power, as Frost Blast has an extremely thin radius and can only be unit-targeted, making it less than ideal for nuking down creep waves, and does most of it's damage to a single target while others in the area take reduced damage anyway. Combined with his low base Intelligence, this means that he can't really spam his abilities until he gets some good items or enough levels of Sacrifice.
    • Sacrifice also eventually becomes a liability in the late game, when map control is dictated by how far the creep waves are pushed against the enemy towers (as opposed to early game, where you want the creeps near your tower to keep enemy heroes away). Since Lich has to kill one of his own creeps in order to sustain his mana pool, relying too much on Sacrifice can inadvertently take map control away from your team.
  • Weird Beard: Made of frost, apparently.

    Lina, the Slayer 
http://static.tvtropes.org/pmwiki/pub/images/Lina_2453.png
Voiced by: Jen Taylor
"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."

Lina is a ranged Intelligence Hero often run as a solo mid due to her exceptional nuke damage and Intelligence growth. She specializes in burst magic damages, thus enemy heroes will be more inclined to buy magic-resisting items to stave her off. Her main first spell is Dragon Slave, and had her channel a breath of a dragon to be launched at the enemy in a line, damaging everyone in sight. Her second spell, Light Strike Array, is more tricky as Lina calls forth a sun ray to blast a circular area stunning everyone caught in the blast. Her third skill, Fiery Soul, is a passive skill that grants her bonus movement and attack speed temporarily after she casts a spell. This bonus stacks, so a Lina that can keep up with the spellcasting will be granted with massive normal attack bonuses. And lastly, her ultimate, Laguna Blade, has Lina shoot out a massive bolt of lightning that strikes the enemy with a powerful blast of damage, able to take out unprotected squishy heroes in one shot.

  • Action Girl: Of both sides, her nukes and auto-attack can be very potent killing tools, so Lina can sometimes do carry roles.
  • Armor-Piercing Attack: With Aghanim's Scepter, Laguna Blade deals Pure damage (meaning that magic resistance will no longer help) and it becomes able to bypass spell immunity (meaning that activating BKB will not save you).
  • Black Mage: Lina's kit almost completely revolves around raw damage: three of her abilities are nukes, while the final one boosts her right-click attack.
  • Color-Coded Elements: Red, for obvious reasons.
  • Difficult but Awesome: Light Strike Array is very tricky to land for new players, and her skills are almost entirely focused on raw damage. She can be an unholy terror in the right hands, but food in the wrong ones.
  • Does Not Like Shoes: Is mostly barefoot, floating around.
  • Expy: very obviously to Lina Inverse of The Slayers.
  • Good Counterpart: To Lion; they are two of the very first heroes in the game (since version 0.60), both are fearsome nukers with an ultimate capable of dealing massive damage to a single target. Compared to Lion, Lina is a better carry, has higher damage output and scales better to the late game, but needs more levels and isn't as good of a disabler.
  • Fiery Redhead: Quite literally.
  • Flaming Hair: With the Fiery Soul of the Slayer item. It also used to be her old Dota 2 model.
  • Friendly Rivalry: She will still be friendly on Rylai if they're in the same team. When compared to another bloody rivalry like Kunkka-Tidehunter, it's a big "improvement".
  • Gender Flip: Perhaps unknown to most players, she was formerly known as Link Inverse.
  • Glass Cannon: At max level, her ultimate, Laguna Blade, deals the largest amount of burst magic damage in the game, beating out even Lion's Finger of Death, and with Aghanim's Scepter can even bypass spell immunity. Combine with her good Intelligence growth and attack speed from Fiery Soul, she can tear down enemy heroes quickly if her burst hasn't done so already. On the flip side, she's easy to put down if focused down by the other team.
  • Hello, Nurse!: Lore-wise, after moving to desert, Lina has gotten so many would-be suitors for her attractiveness... and proudly rejected all of them.
  • Impossibly-Low Neckline
  • Limit Break: Lina's passive, Fiery Soul, ramps up her attack and movement speed the more spells she casts. This allows her to actually deal a surprising amount of physical damage for an Intelligence support.
  • Ms. Fanservice: While DotA is less sexualized for the girls, it's worth noting that Lina used to take the Warcraft III Sorceress model, which is very sensual. Come Dota 2, Lina is given a rather Stripperiffic outfit that bare a lot of her shoulders, and gets a rather sensual voice (toned down from the Sorceress voice set, but still there). Thus if there's a 'hottest DOTA girl' topics in the internet, Lina would definitely be mentioned, aside of making 'hot' Puns with her powers. In fact, a boob chart that also gives analysis with the in-game model shows that Lina is the second bustiest DOTA 2 lady just behind Queen of Pain. Ironic, considering her former namesake is flat-chested.
  • Only One Name: Once her full name was Lina Inverse. To accomodate the rivalry with Rylai, her surname was removed and then made unknown, now she's just known as Lina.
  • Our Dragons Are Different: Dragon Slave:
    In the scorched barren of Misrule, Lina learned to manipulate the fiery breath of the Desert Wyrm as a form of entertainment.
  • Playing with Fire
  • Power Floats
  • The Power of the Sun: Light Strike Array burns air with the sun's energies.
  • Shock and Awe: Laguna Blade, which is a blue bolt of lightning.
  • Shout-Out: Lina's given full name used to be Lina ''Inverse''. The background information was also written to be as close to the Slayers version of Lina as possible. The spell names are still derived from spells of the show.
  • Sibling Rivalry: She doesn't get along well with Rylai due to obvious incompatibilities.
  • Spam Attack: Dragon Slave and Light Strike Array both have extremely low cooldowns, allowing Lina to deal huge amounts of area-of-effect damage the longer she survives.
  • Squishy Wizard
  • Super Power Meltdown: Lina goes up in flames when killed.
  • Yellow Lightning, Blue Lightning: Laguna Blade is blue, like most other lightnings in the game.
  • Wreathed in Flames

    Lion, the Demon Witch 
http://static.tvtropes.org/pmwiki/pub/images/lion_6539.png
Voiced by: Tom Chantler
"Once a Grandmaster of the Demon Witch tradition of sorcery, Lion earned fame among his brethren for fighting on the side of light and righteousness. But adulation corrupts. With powers surpassed only by his ambition, the mage was seduced by a demon and turned to evil, trading his soul for prestige. After committing horrible crimes that marred his soul, he was abandoned. The demon betrayed him, striking better deals with his enemies. Such was Lion’s rage that he followed the demon back to hell and slew it, ripping it limb from limb, taking its demonic hand for his own. However, such demonoplasty comes at a cost. Lion was transfigured by the process, his body transformed into something unrecognizable. He rose from hell, rage incarnate, slaying even those who had once called him master, and laying waste to the lands where he had once been so adored. He survives now as the sole practitioner of the Demon Witch tradition, and those who present themselves as acolytes or students are soon relieved of their mana and carried off by the faintest gust of wind."

Lion is a simple support hero with a versatile set of abilities, allowing him to stun his enemies, disable a particularly troublesome foe, drain his enemies of mana and land a devastating nuke. Earth Spike causes spikes to erupt from the ground at a target area or enemy, stunning and damaging all enemies caught within it. Hex transforms the target enemy into a harmless little critter, disabling them for a short while. Mana Drain drains mana from an enemy, giving Lion more opportunities to cast spells without worrying about running dry of mana. Finger of Death is his ultimate, and perhaps his most famous spell. Finger of Death is a single target nuke that deals massive magical damage to the unfortunate victim, likely finishing them off. While the cooldown on Finger of Death is initially very long, it gets much shorter as it's leveled, to the point that it can be cast in every teamfight. With an Aghanim's Scepter, the cooldown on Finger of Death is shortened even further, the damage is increased, and now damages all enemy units standing near the target for the same amount of damage, turning Finger of Death from an useful finishing spell to a powerful teamfight ability. Lion may be frail and slow, but if played right, he can disrupt multiple enemy heroes with Earth Spike, disable the most dangerous foe with Hex, stop a low intelligence opponent from casting spells with Mana Drain, and immediately kill or weaken anyone with a well-placed Finger of Death.

  • Appendage Assimilation: Creatively referred to as "demonoplasty".
  • Art Evolution: Prior to a redesign, Lion used to look like an obese half-demon, but was updated to a more agressive, slightly feline appearance prior to game release. Prior to even this, he was spikey yet somewhat feline-looking, or simply a purple blob.
  • Bald of Evil: Lion has no hair at all, only a bunch of spikes on his head that resemble hair.
  • Baleful Polymorph: He can do this to his enemies with Hex.
  • Beam Spam: Aghanim's Scepter drops the cooldown on Finger of Death down to twenty seconds, an extremely short cooldown for such a damaging spell. Additionally, an upgraded Finger of Death will fire one beam at every enemy inside the area of effect.
  • Black Mage: Lion is known as one of the most fearsome nukers in the game, being able to burst down heroes extremely quickly in the early- and mid-game.
  • Body Horror: Finger of Death. It deals a huge amount of damage because it is attempting to turn the target inside out. In other words, if he kills someone with the spell - it succeeded in doing so!
  • Deal with the Devil: Also resulted to a Faustian Rebellion and killing the demon.
  • Difficult but Awesome:
    • Lion is one of the most squishy heroes in the game, because of his slow speed, short effective range (Hex, for example, only has 500 range), poor HP and lack of armour. Your positioning has to be strong, and you have to be wary of strong enemy combos.
    • While Earth Spike can be targeted on units up to 500 range away, its actual effect range is 825. Add in the 125 radius on the spikes, and you can potentially stun enemies up to 950 range away, almost twice the targetable range. So while regular Lion players can reliably stun enemies at the usual 500 range by directly targeting them, good Lion players can hit people twice as far by ground-targeting the spell instead, relying on manual aim.
  • Evil Counterpart: To Lina; they are two of the very first heroes in the game (since version 0.60), both are fearsome nukers with an ultimate capable of dealing massive damage to a single target. Compared to Lina, Lion is a better ganker and disabler, needs fewer levels and items, but can't be played as a carry and scales to the late game worse than Lina.
  • Evil Sorcerer
  • Face–Heel Turn
  • Fallen Hero
  • Finger Poke of Doom: Finger of Death
  • Finishing Move: Finger of Death is often used this way.
  • Giving Someone the Pointer Finger: Usually accompanied by said someone evaporating.
  • Glass Cannon/Squishy Wizard: Finger of Death is the second most damaging spell in the game after Laguna Blade, although he's quite frail. With Aghanim's Scepter, Lion can hit multiple enemies with a single Finger of Death, effectively dealing up to 1025 magical damage to enemies that are bunched up, and potentially causing a team wipe under the right circumstances.
  • Gonk
  • Impaled with Extreme Prejudice: Units hit by Earth Spike.
  • The Left Hand of Doom: The demon's hand.
  • Loin Cloth
  • Mage Killer: A villainous variety, in his backstory. In the actual game, Lion is quite adept at nuking down fragile intelligence heroes with Earth Spike/Finger of Death, or preventing them from casting spells with Mana Drain/Hex.
  • Magic Staff
  • Mana Drain: His third ability, named this. Used properly, Lion can maintain his mana pool without having to go back to base, meaning that he can roam and gank very effectively. It also has utility in teamfights, since draining an enemy Hero's mana pool (usually coupled with a disable to keep them from breaking the tether too early) can prevent them from casting their escape abilities or using their big teamfight ultimate.
  • One-Hit Polykill/Splash Damage Abuse: Due to his ultimate becoming an AoE targeted spell if an Aghanim's Scepter is purchased, a good grouping spell such as Magnus' Reverse Polarity or Dark Seer's Vacuum can allow you to drop your nuke on multiple enemy heroes at once, to say nothing of the short cooldown.
  • Spikes of Villainy: On his face.
  • To Hell and Back: Judging by Visage's surprised reaction, he did it multiple times already.
  • Vampiric Draining: His third skill, Mana Drain.
  • Volcanic Veins: His stolen demon hand.
  • Walking Shirtless Scene
  • Was Once a Man: His background lore makes it clear that he was something else before his transformation, though it's unclear just dramatic the demonoplasty altered him.
  • Wings Do Nothing: The Legacy of Infernal Wings set gives Lion a pair of small bat wings that do nothing at all.
  • You Will Not Evade Me: Lion is one of the game's more notable heroes due to having two hard disables (Earth Spike and Hex), as well as Mana Drain, which can prevent heroes with small mana pools from casting any spells or using certain item active abilities. Most other heroes in the game will have only one reliable disable.

    Nature's Prophet 
http://static.tvtropes.org/pmwiki/pub/images/s_Prophet_4357.png
Voiced by: Eric Newsome
"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."

  • Ascended Meme: One common way to play Nature's Prophet is splitpushing: abusing Teleportation, Nature's Call and Wrath of Nature to constantly push all lanes and apply pressure on the enemy team, while at the same time avoiding teamfights, using Teleportation to quickly bail out when the enemy comes to gank. Because of how infuriating it is to play against this strategy, it's often derogatorily called 'Rat Doto'. Come The International 2015, Nature's Prophet receives an Immortal staff called Sufferwood Sapling, which has an actual rat hanging from it.
  • Born as an Adult: Unless we consider the seed itself Nature's Prophet's infant/child form, this seems to be the case.
  • Dynamic Entry: Due to his ability to globally position with his teleport ability, Nature's Prophet has the uncanny ability to turn the odds in any fight in three seconds, on a cooldown of as low as 20 seconds (by comparison, Wisp's Relocate and Abyssal Underlord's Dark Rift take at least one or two minutes, respectively, to come off cooldown). He can turn a two-man gank into a three-man gank (augmented by Sprout and any items he's purchased), or finish off a severely weakened enemy before they can reach the fountain, or solo gank a support who thinks they're safe pushing out lanes since the rest of the other team is visible on the map, or turn a creep wave push completely around by summoning instant reinforcements.
  • Enemy Summoner: Nature's Call summons a group of 2-5 treants that have slightly higher stats than regular creeps.
  • 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.
  • Gaia's Vengeance: All of his abilities, but especially his ultimate, Wrath of Nature.
  • Green Thumb: He can bring trees to life, or generate trees out of nowhere.
  • Horned Humanoid
  • Hypocrite: In a meta sense; although he claims to protect nature, he's one of the few heroes who can completely deforest a huge area by summoning treant guards. Similarly, he's also one of the best heroes for running into and depopulating jungles to fill his own pockets.
  • Item Caddy: He starts off as a Squishy Wizard with good auto-attack 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.
  • Jack-of-All-Stats: He can benefit from any item that is sensible on a ranged Intelligence hero, and he can get them as fast as many safe lane carries without meddling with allies' lanes much. Thus his item build can be adapted to any situation - be it a fast push, initiation, damage dealing, ganking, nuking or support - tanking probably being the only role he can't fulfill.
  • Magic Staff
  • Magikarp Power: He starts off as a fairly squishy hero without any damaging spells. But if an inattentive team lets him accumulate experience and money, he becomes one of the most threatening heroes in the game; an omnipresent pusher capable of destroying the entire enemy base pretty much by himself.
  • Mechanically Unusual Class: Although Nature's Prophet is an Intelligence hero, he relies mostly on increasing the effectiveness of his auto-attacks (by purchasing loads of items) and the element of surprise to make kills happen (making him one of the game's few INT carries); his ultimate being his only nuke, which has a hefty cooldown and can't be precisely aimed. Unlike most other carries in the game, he doesn't have a huge amount of damage output or durability, but relies on global positioning and game sense to emerge victorious.
  • Money Multiplier: While Nature's Prophet does not have any innate ability to increase the amount of gold he earns (like Alchemist's Greevil's Greed and Doom's Devour), his combination of Nature's Call and Teleportation means that he has no turnaround time (he doesn't have to spend time walking back to base to replenish mana), and his Treants can tank jungle creeps while farming (or carry on jungling while he's not there). This means that, any time that he's not ganking or pushing a lane (both of which he can do within 3 seconds from anywhere on the map), he's either killing jungle camps or healing in the fountain.
  • The Nameless: Nature's Prophet's original name was Furion. His Dota 2 name had to be changed to Tequoia in order to avoid copyright issues with Blizzard, but this name was then removed for unspecified reasons.
  • Nature Hero
  • Nature Spirit
  • Pinball Projectile: Wrath of Nature bounces around the map, hitting targets closest to the cast point that Prophet can see.
  • Plant Mooks: The treants created with Nature's Call, an important part of Nature's Prophet's pushing playstyle.
  • Plant Person: Seems to be the case.
  • Spawn Broodling: Aghanim's Scepter upgraded Wrath of Nature places a debuff on all enemies hit that spawns a Treant if they die before it expires. Heroes with the debuff will instead spawn a Greater Treant on death.
  • Squishy Wizard: His mediocre 19 + 1.8 Strength makes him easy to kill if he can't teleport away in time.
  • Summon Magic: Nature's Call destroys all trees in an area, and converts a number of them into Treants.
  • Teleport Spam: Nature's Prophet is the only hero in the game next to Wisp who can teleport himself to any location on the map at will without the need for items (or friendly units/buildings at the destination). While Teleportation does have a fairly long cooldown, it makes him excellent for ganking, chasing, and otherwise turning up where he's unexpected (since unlike other teleports which rely on the presence of a nearby building or friendly unit, he can appear on any point on the map). This makes him one of the most mobile heroes in the game and one of the best at taking towers off a distracted team. This same ability is also what allows him to farm so effectively, as any time that's not spent ganking or pushing (which, by the way, also earns him gold) can be spent killing jungle camps or healing in the fountain.
  • Tree Cover: One of the uses of Sprout is to hide an allied hero or yourself from enemies with a ring of trees. 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.
  • Walking Shirtless Scene
  • When Trees Attack: Nature's Call and himself invoke this.
  • You Will Not Evade Me:
    • Sprout is not a disable, per se, but it can prevent any unit inside from moving for up to five seconds unless they have a mobility spell, something that can destroy trees, or a Force Staff. This can be augmented with any items that Nature's Prophet manages to farm up, most often a Scythe of Vyse.
    • Teleportation can be used not only for global positioning, but also for short-range jumps to cut off fleeing enemies. As long as someone sees what direction your target is going, Nature's Prophet has a very good chance of catching up and finishing them off.
  • Zerg Rush: Treant Guards are pretty much slightly stronger regular melee creeps, only lane creeps gain upgrades every 7.5 minutes. He makes up for this with sheer numbers, being able to spawn a total of 5 of them each time he uses Nature's Call. Combined with said lane creeps, and you have a lot of forces pushing towards a tower. And if he gets Aghanim's Scepter, he can even convert enemies into Treants by killing them with his ultimate.

    Rotund'jere, the Necrophos 
http://static.tvtropes.org/pmwiki/pub/images/Necrolyte_3018.png
Voiced by: Sam A. Mowry
"In a time of great plague, an obscure monk of dark inclinations, one Rotund'jere, found himself promoted to the rank of Cardinal by the swift death of all his superiors. While others of the order went out to succor the ill, the newly ordained cardinal secluded himself within the Cathedral of Rumusque, busily scheming to acquire the property of dying nobles, promising them spiritual rewards if they signed over their terrestrial domains. As the plague receded to a few stubborn pockets, his behavior came to the attention of the greater order, which found him guilty of heresy and sentenced him to serve in the plague ward, ensorcelled with spells that would ensure him a slow and lingering illness. But they had not counted on his natural immunity. Rotund'jere caught the pox, but instead of dying, found it feeding his power, transforming him into a veritable plague-mage, a Pope of Pestilence. Proclaiming himself the Necrophos, he travels the world, spreading plague wherever he goes, and growing in terrible power with every village his pestilential presence obliterates."

Necrophos is a ranged Intelligence carry hero. His abilities are most effective in team fights where he can damage enemies and heal allies simultaneously, while picking off key enemy heroes with his ultimate. Necrophos is most dangerous when his enemy is severely injured, instantly killing them with his ultimate while recovering over time after killing his foe. Necrophos is naturally fragile, but his kit requires him to stay in the midst of encounters; it is for this reason that he depends on items to prevent his death. Ideally, by casting Death Pulse repeatedly, he and his team are able to stay alive while the enemy team's health is gradually sapped by Heartstopper Aura, which reduces enemy HP by a small percentage each second. Because his abilities are suited to prolonged encounters, he must build items which allow him to survive for as long as possible against his enemies. His ultimate, Reaper's Scythe, has its damage increased by how much of their maximum HP the target is missing; meaning that an enemy that is close to death will be killed outright by it. Upon attaining a kill, Sadist restores Necrophos's mana and HP over a short time, allowing him to continue fulfilling his role in encounters. Necrophos is best understood as a hero who is weak at the beginning of a fight but becomes more dangerous with each passing second.

  • Beard of Evil
  • Body Horror: And he absolutely loves talking about it.
  • Combat Medic: Necrophos's first ability, Death Pulse, deals damage to enemies and heals his allies within a certain radius. It also can't be evaded through blinking or teleportation, so it'll eventually hit its target no matter what.
  • Corrupt Church: An individual example, as Necrophos's superiors swiftly brought him to punishment when they found out what he was doing.
  • Cursed with Awesome/The Punishment: The plague was supposed to slowly kill him, but he was immune to it and became a Plague Master instead.
  • Deader Than Dead
    • Necrophos's ultimate is unique in that it's the only skill in the game that can negatively affect the target's respawning ability. Killing someone with the scythe will add a flat 30 seconds to their respawn timer, which is powerful in the early game since that can easily more than double their respawn time, drastically reducing their ability to farm up the items they need to come online, and can be critical in the late game and give your team more breathing room.
    • If you purchase an Aghanim's Scepter, any enemy killed by Reaper's Scythe will not be able to buy back into the game for that death. In late game fights, where buying back becomes necessary to prevent the other team from pushing, managing to catch the enemy carry with this spell will put them out of the game for a neighborhood of two minutes, more than enough time for your team to take at least one major map objective.
  • Death of a Thousand Cuts: Though Necrophos initially doesn't deal much damage, Death Pulse and Heartstopper Aura damage can constantly add up to ludicrous levels in a prolonged fight, before he finishes his victim off with Reaper's Scythe.
  • Emotion Eater/Human Resources: Necrophos's third ability and passive, Sadist, gives him HP and mana regeneration every time he kills anything (including denying). Each individual amount isn't that much, but considering that he only has two active abilities, and that you'll be getting kills each time you last-hit a creep (and you'll be doing this dozens of times in any given match), this means that it's very hard for him to run out of mana even if he spams Death Pulse.
    • Up to Eleven: The bonus is multiplied by ten for every hero that Necrophos kills. This allows Necrophos to regenerate large amounts of HP in the middle of a teamfight, making him hard to bring down.
  • Evil Old Folks
  • Evil Sorcerer
  • Field Power Effect/Fixed Damage Attack: Necrophos' second ability and passive, Heartstopper Aura, degenerates a percentage of every nearby enemy's maximum HP every second. While 1.5% per second doesn't sound like much, being in a teamfight for just 20 seconds means that you can remove 30% of their max HP. Its huge radius means that it is possible to actually finish off fleeing enemy heroes simply by walking after them, since they will still take the damage even outside of direct combat.
  • Field Promotion/You Are in Command Now: Rotund'jere rose to become a Cardinal in the first place because all of his immediate superiors died to the plague.
  • Finishing Move: Because Reaper's Scythe deals the more damage the less HP the victim has, increases their respawn timer and locks out buyback if upgraded, it's often used this way.
  • Fixed Damage Attack: Heartstopper Aura deals damage based on enemies' maximum HP.
  • Glowing Eyes of Doom
  • Gradual Grinder: Heartstopper Aura removes a small percentage of HP from all enemy units... within a screen's radius, every second. In order to deal ludicrous amounts of damage Necrophos just needs to walk along with the party and chase off fleeing enemies, and it isn't unheard of to outright kill fleeing enemies with the passive alone.
  • Healing Factor: Sadist grants Necrophos absurd amounts of HP and mana regeneration, making him one of the few Heroes in the game who will rarely/never have to go back to base except to buy items.
  • The Immune: To the 'great plague'.
  • Injured Vulnerability: Necrophos's ultimate, Reaper's Scythe, deals damage based on how much health the target is missing, meaning that if the victim's below a certain percentage of health, it can potentially result in a One-Hit Kill.
  • Linear Warriors, Quadratic Wizards: Necrophos is a rare case of a caster who scales (although through unusual ways), which is what allows him to carry.
    • While Death Pulse's damage doesn't scale to the late game, it only has a measly 5-second cooldown. The longer Necrophos survives in a fight and the more mana he has, the more times he can spam Death Pulse, allowing him to continuously keep his allies alive while wearing his enemies down. Late game, if built as a tank and when mana isn't a problem anymore with Sadist procs, Necrophos can spam Death Pulse indefinitely while being almost unkillable.
    • Due to being a form of Fixed Damage Attack, Heartstopper Aura actually deals more damage the tougher an enemy is. At max level, it is capable of killing any enemy inside of 67 seconds by itself, making it an extremely powerful aura if teamfights drag out too long.
    • Reaper's Scythe, as an inversion of Percent Damage Attack, has the ability to instantly kill any enemy once they fall below a certain health threshold, making it a more powerful version of Axe's Culling Blade, which can only cull a target below a flat amount of HP. And upon killing an enemy, Necrophos becomes stronger through proccing Sadist.
  • Kill Steal: This would often result any time you lock down anybody with your ultimate, as your teammates would instantly jump on the disabled target in the 1.5 second window it takes for the scythe to come down, preventing you from getting Sadist HP and mana recovery.
    • This was actually inverted in the 6.78 patch, where Necrophos himself will kill-steal whenever he casts Reaper's Scythe and a teammate finishes off the hapless target, crediting Necrophos with the kill and proccing Sadist no matter what. In fact, between then and 6.81, the only way to kill-steal from Necrophos was with Axe's Culling Blade.
  • Magikarp Power: Necrophos is extremely weak early game: Death Pulse costs a lot of mana and needs many levels to be effective, while Sadist is simply ineffective when there are so few creeps and heroes to kill, with the only useful skill being Heartstopper Aura. However, late game, with enough levels and equipment, Necrophos can become extremely tanky with constant Death Pulse spamming and Sadist stacks giving him absurd regeneration, and with Death Pulse and Heartstopper Aura he is a walking hazard to the enemy team as long as he lives, before he uses Reaper's Scythe to finish them off while adding 30 seconds to their respawn time, putting them at a huge disadvantage. Ironically these traits means that Necrophos is a bad support, and the fact that he is a carry has become a running joke amount the player base since pubs tend to think that Necrophos is a support.
  • Mighty Glacier: Because his first skills can wear down enemies steadily in a teamfight, Necrophos can afford to be built as a tank without any damage items and still be a huge threat. A common (even encouraged!) way to play Necrophos is to build survivability items on him rather than damage items so that he can stay alive longer for teamfights to make full use of Heartstopper Aura and let him spam Death Pulse as much as possible until he can finish a high-priority target off with Reaper's Scythe. As such, it's not uncommon to see Necrophos players build Heart of Tarrasque, Shiva's Guard, and/or Pipe of Insight.
  • Monochromatic Eyes
  • Mystical Plague
  • Obvious Rule Patch: During 6.84, Necrophos received a buff to his Heartstopper Aura that makes it affect creep-heroes such as Spirit Bear and Ancient creeps. Once a Reddit mod named Leafeator posted a video on how to jungle ancient creeps, many low-level pub players began picking Necrophos for the sole purpose of AFK jungling causing many facepalms, rage and colorful languages to the point that by 6.85, Icefrog immediately patched it out so that now it no longer affects Ancients.
  • One-Hit Kill: Unless an opponent has absurd amounts of magic resistance, has spell immunity, or has a special ability active, Reaper's Scythe will often net a guaranteed kill. With an Aghanim's Scepter and level 3 ulti, you only have to drop a target to slightly below 50% HP in order to net a kill unless they have magic resistance items or skills.
  • Plague Master: He enjoys spreading pestilence. His other title is the "Pope of Pestilence".
  • The Red Mage
  • Regenerating Mana: Sadist regenerates up to 60 mana for every creep kill you get with it. This means that simply killing three creeps will allow Death Pulse to pay for itself. Killing a hero regenerates ten times that amount, more than paying back however much mana you spent casting Reaper's Scythe.
  • Revive Kills Zombie: Parodied whenever he grabs a Regeneration rune. It still heals him and restores his mana as normal, however.
    Necrophos (activating Regen rune): "Ugh... Regeneration…"
  • Scarab Power: The Ancient Egypt-themed Wrath of Ka set changes the projectile and icon of Death Pulse to resemble scarabs.
  • Sickly Green Glow
  • Sinister Minister: He's more appropriately an evil Cardinal, or with some unlockables, Pope.
  • Sinister Scythe: He carries one around (fittingly, also shaped like a shepherd's crook), but only uses it as a Magic Staff. Although his ultimate, Reaper's Scythe, manifests as a giant scythe.
  • Spam Attack: Death Pulse's cooldown is extremely short, only 5 seconds when maxed. With enough mana, Necrophos can afford to spam it with ease during a fight. It's also the reason why Necrophos is a carry, as he needs mana items so he could spam Death Pulse without running dry for Reaper's Scythe, HP items so he could survive for longer and throw more Death Pulses (good teams will focus him first and he'll melt easily without items), and last hits to fuel Sadist (and by extension Death Pulse).
  • The Southpaw: He wields his scythe with his left arm.
  • Walking Wasteland: The nature of Necrophos' kit makes him a walking hazard to the enemy team simply due to his very presence in the teamfight: the longer he lives, the more times he can spam Death Pulse and the more damage Heartstopper Aura can deal, without the need of many damage or Intelligence items, though it also means that Necrophos will be a very high priority target for good teams. Because of this, he can very easily be built as a tank and in most circumstances should be.
  • Weaksauce Weakness: The very cheap Glimmer Cape, which costs only 1950 gold and is already a commonly built item on supports, makes Necrophos (a position 1 carry hero) nearly useless. It doesn't even take a particularly fast-fingered player to use Glimmer Cape and give 55% magic resistance to the low HP hero that Necrophos just used Reaper's Scythe on and make it deal no damage.
  • Wizard Beard
  • Why Won't You Die?: A combination of Death Pulse and Sadist, along with active healing items like Mekansm can make Necrophos extremely hard to kill unless he's disabled and focused down.

    Aggron Stonebreak, the Ogre Magi 
http://static.tvtropes.org/pmwiki/pub/images/Ogre_Magi_3227.png
Voiced by: Nolan North
"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."

  • Attention Deficit... Ooh, Shiny!
  • Born Lucky: The Ogres seem to be this as a means of compensating for being Too Dumb to Live.
  • Borrowed Catchphrase
    Ogre Magi: (killing Mirana) "That was skill all right. Pure skill."
  • Buffy Speak
    Ogre Magi: (killing Warlock) "Sorry about your grim… grim… Your book!"
  • Carry a Big Stick: Its weapon appears to be a club imbued with fire magic.
  • Close Range Combatant: While Ignite has a fairly long range (And is extended with Multicast levels), Ogre Magi's primary ability, Fireblast is extremely short ranged. Luckily for him, he's tough enough to close in.
  • Dumb Muscle: Ogre Magi has the third-lowest base INT of all Intelligence heroes (Crystal Maiden and Enchantress tie for last), and ties for third-lowest INT growth as well (only Bane and Tinker's are lower, while Puck's and Rubick's are equal). He also ties for second-highest base Strength and has the highest Strength growth out of all Intelligence heroes, and is only one of two melee Intelligence heroes (the other being Dark Seer). Lore-wise, he's also pretty dumb, requiring two heads' worth of brainpower to keep up with heroes that have one. He also has the third-highest Strength growth of any hero at 3.2 per level (beaten by Centaur Warrunner and Treant Protector, tied with Doom and Pudge). The Intelligence heroes with the next highest Strength growth are Warlock and Windranger, with 2.5.
  • Feigning Intelligence: Aggron insists that any time they get a multicast it's pure skill.
    Ogre Magi: (rolling Multicast) "Expertise! From the experts."
  • The Fool: It even sometimes forgets which team it's on.
  • Genius Bruiser: 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. Lore-wise, however, the "genius" part is questionable at best.
  • Healing Factor: Ogre Magi has 3.5 base health regeneration, the second-highest in the game (tied with Nyx Assassin's, only lower than Axe's), while most other heroes' is 0.25.
  • Insistent Terminology: Their Multi Cast is a skillshot they cast using their immense skill, thank you very much.
    Ogre Magi: (Upon getting a Multi Cast)"Oh, skillshot!" "Not luck at all."
  • Kung-Fu Wizard: Ogre Magi is one of two melee Intelligence heroes; while Dark Seer is more of a Fragile Speedster, Aggron has enough durability to take hits and retaliate accordingly.
  • Larynx Dissonance: The left head has a surprisingly high-pitched voice.
  • Leaning on the Fourth Wall: Despite being dumb as a brick, Ogre Magi seems to be aware of the game mechanics.
    Ogre Magi: (Upon being picked) "They picked me!" "No one ever picks me!"
    Ogre Magi: (Upon leveling up) "How many levels is that?" "One?"
  • Legacy Character: Aggron Stonebreak is the name and identity passed along to the lucky two-headed Ogre Magi born every generation.
  • Luke Nounverb: Aggron Stonebreak
  • Magic Knight
  • Make My Monster Grow: Its third ability, Bloodlust, does this to a recipient, but not by much. Note that it's just a cosmetic effect, and is somewhat ironic in that the actual buff is a speed boost.
  • Mighty Glacier: Aggron is the most durable non-Strength support hero in the game, and can dish out good damage with Fireblast and Ignite, though its mobility leaves much to be desired.
  • 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.
  • Non Standard Skill Learning: Buying Aghanim's Scepter gives Ogre Magi a fifth skill, Unrefined Fireblast, which is nearly identical to a level 4 Fireblast except for the shorter cooldown and the mana cost which scales with Ogre's current mana.
  • Playing with Fire: Three of Ogre Magi's skills (Fireblast, Ignite and Unrefined Fireblast) deal with fire and fire magic.
  • Pointy Ears
  • 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: Ogre Magi's ultimate, Multi Cast, gives him a chance of "multicasting" his spells, essentially casting the same spell in rapid succession for little to no increase in mana cost (depending on the specific spell). Given enough luck, an Ogre Magi can nuke down frail heroes with multiple 4x Fireblasts, or buff his entire team with a single Bloodlust.
  • The Red Mage: Three of Ogre Magi's skills are nukes, while the final one provides a massive boost to his team's right-click damage.
  • Savage Piercings: The left head has a nose ring and and earring.
  • Simpleton Voice: Two of them; the more typical extremely low-pitched one and an extremely high-pitched one for contrast.
  • Simple, yet Awesome: A simple, yet effective moveset combined with huge base hp makes him very newbie-friendly.
  • Spam Attack: Multicast in a nutshell. Even discounting it, Ogre Magi's Fireblast and Unrefined Fireblast have a cooldown of 6, letting him belt out a constant barrage of nukes.
  • Squishy Wizard: Nope. Which makes him stands out even more, considering most Int Heroes are Squishy Wizards...
  • Throw Down the Bomblet: Ignite throws a vial of volatile chemicals on the victims, lighting them on fire.
  • Tribal Face Paint: The left head has yellow markings on its face.

    Nerif, the Oracle 
http://static.tvtropes.org/pmwiki/pub/images/oracle_5204.png
Voiced by: Mike Shapiro
"Ascendants to the Great Seat of Cymurri had for ages imported their Oracles exclusively from the Ivory Incubarium, high in the hollow peaks of the Zealot's Range, with a downpayment made at the time of the embryo's conception and the balance surrendered on delivery of a mature, well-trained prophet to the Gate of the Graven King.

Raised by same Pallid Sybils who bred and birthed them, all sanctioned Oracles were anchored by their physical form to the world we most of us share; meanwhile, their souls roamed far afield, barely bound by the airiest astral umbilicus. From such cosmic roamings the prophets would return, speaking words of fire with tongues of flesh. Their mystic utterances were analyzed by the Cymurri Advisors, who found in them visions of the future, diplomatic advice, all the supernatural ammunition the line of Graven Kings needed to secure victory in every campaign, whether in the court or on the battlefield. Thus it went for generations, the Graventome's pages filling with the names of triumphant kings and the new domains they had acquired. So it went, that is, until the particular Oracle named Nerif arrived to serve the very last of the stone-helmed kings.

From the first, Nerif's prophecies were unusual. They seemed not merely to portend the future, but to shape it. The weird soothsayer croaked out advice no one had requested, and suddenly the Cymurri found themselves immersed in conflicts with newfound enemies. The Advisors, sensing a threat to their power, were quick to pin these unwelcome developments on the latest Oracle. They demanded his removal, petitioning the Sybils to reclaim their defective prophet and replace him with a worthy substitute. But Nerif described an ominous dream of the Incubarium's destruction, and within hours came news of the ancient school's destruction in a catastrophic avalanche. Fearing the same fate as the Pallid Sybils, the Advisors withdrew to their counsel chambers, suddenly anxious to avoid the Oracle's notice. The Graven King, however, was a creature of great practicality. He doubted the commitment of his overprudent Advisors. An Oracle of such rarity, he reasoned, ought be used as a weapon to enlarge his domain. He therefore demoted his timid counselors and stationed Nerif at his side. With only a blunt understanding of Nerif's talent, he boldly stated the outcomes he desired, and coaxed Nerif into uttering his wishes as prophecy.

At first, all was well. The Last Graven King boasted that by adopting Fate's pet, he had made a plaything of Fate itself. He should have taken it as a warning then when, on the eve of his invasion of the Unsated Satrap's realm, he attempted to coerce a prediction of certain victory from his Oracle, only to hear Nerif quietly mutter, "It could go either way." No firmer statement could he force from Nerif's lips. Still, the King was confident in his army. The Satrapy was landlocked, poorly armed, and shut off from all possible allies. He took "It could go either way" to indicate that with tactical might on his side, there was little risk in his plan.

Of course, we now know that he should have taken the sayer's words more literally. Even with careful study of the Annotated Annals of If, what happened on the field before the Unsated Satrap's palace is almost impossible to visualize. It appears that in the midst of the carnage, the battle began to bifurcate. At each pivotal moment, reality calved and broke into bits. Soldiers who staggered and fell in battle also stood sure-footed, forging onward to fight. Their minds also split; the warriors found themselves both dead and alive, existent and non-existent. Victory and defeat were partitioned, so that each separate outcome was experienced in simultaneity by both armies. The universe became a hall of mirrors, with all the mirrors endlessly shattering.

The immediate effect on both parties was insanity. Unable to comprehend the state of being both triumphant and defeated, the Graven King's mind dispersed into motes of madness. The naive Satrap fared no better. The opposing paired realities continued to split and split again, echoing into infinite histories, all of them populated by a bewildered populace that soon lost the ability to feed, clothe, defend, or reproduce itself in the traditional manner.

Long before the repercussions had played out, however, Cymurri's wary Advisors had seized Nerif, bound and gagged him, and launched him out of their universe at high speed on a dimensional barque, in the hopes of depositing him where he could do them no harm forever. It was, of course, too late for them. And may well be for us."

  • Amazing Technicolor Population: His skin is blue.
  • Badass Cape: As befits a powerful mage, his cape is decorated with rune symbols.
  • Bishōnen: His face is quite handsome, inexplicably.
  • Bling of War: His regalia is very shiny.
  • Charged Attack: Fortune's End can be charged for up to 2.5 seconds. When released, it slows enemies around the target equal to the duration spent channelling.
  • Combination Attack: Part of Oracle's shtick is that all of his spells have great synergy with each other, meaning that he can use them together to great effect.
    • Casting Fate's Edict on an ally and then using Purifying Flames will shield them from the initial magic burst and letting the heal buff through
    • Casting Purifying Flames on an enemy followed with a purge from Fortune's End will allow you to remove the healing buff immediately after they take the burst damage.
    • False Promise doubles all healing received during it, including the healing of Purifying Flames, making it heal a total of 198/216/324/432 health if we take the spell's damage into account. Purifying Flames, Fate's Edict and False Promise together on one ally effectively makes it heal for 198/396/594/792 health once the ultimate expires, since the damage is blocked by the 100% magic resistance and the heal doubled by the ultimate.
  • Difficult but Awesome: What defines Oracle is proper usage of his skills, namely when to use them, what order, and whether on allies or enemies. If poorly used he can hurt his team, but in capable hands is an extremely effective ally and a major frustration for the enemy team.
    • Fate's Edict's 100% magic resistance can save an ally from nukes, but also make them vulnerable to physical right clicks and disarm an important carry, so knowing when to use it is crucial. Used badly, it will help an enemy carry burst down your teammates faster, render your own carry useless, or inadvertently protect enemies from nukes. Used properly, it can achieve all of these, but in reverse instead.
    • Purifying Flames deals burst damage to a target then heals it back via a buff. Bad usage of Purifying Flames is usually a waste of mana (which is already a problem for Oracle), or worse, might actually heal his enemies or help them burst his allies down faster, but if used well and combined with his other skills, it can prove to be a powerful nuke and healing, able to equally save teammates and kill enemies.
  • The Exile: He was so dangerous he was banished into another dimension.
  • Fortune Teller: Possibly subverted in that he seems to be not so much predicting the future as he is shaping it.
  • Guide Dang It: What does Oracle even do? His skills involve the interactions of buffs and dispels, which are some of the most obscure and least understood mechanics of Dota. There’s no tutorial that runs through the list of exceptions for what is a basic dispel, a strong dispel, or what draws the line between a removable and unremovable buff. This kind of knowledge requires both practice and study. Judging by the meagre win rate and popularity of Oracle, it’s fair to say that the public has accomplished neither. This also follows even at higher skill brackets, where his win rate peaks at 45% in the 5k+ MMR bracket, especially considering how other heroes with healing and defensive abilities like Omniknight, Abaddon and Necrophos often have very high win rates in public games. It's not a surprise if your team ask you to explain what Oracle's spells do.
  • Humanoid Aliens: He comes from another dimension, but looks fairly humanoid except for his lack of legs.
  • The Juggernaut: False Promise can be summarised as 'god mode': a buff that can be placed on allies to save them from bad situations, initiate, or fight for an extended period of time with little danger. When used it will remove negative buffs from an ally constantly, and delay all damage and healing on them until the end of the duration. What's more, delayed healing on your allies will be doubled once the duration ends. With an up to 8 second duration and measly 40 second cooldown, this makes Oracle a strong support in almost any scenario.
  • Last Chance Hit Point: Purifying Flames can't kill an ally, so using it on an ally on low HP will result in a net gain of HP.
  • Light Is Not Good: His spells all have a light motif to them, and he might well be one of the most evil heroes in the game. Although his lore did not quite make it clear whether he is actively evil or just a Person of Mass Destruction with no control over his power, his quotes and the sound of his voice clearly make him come off as malevolent.
  • No Sell: Fate's Edict gives the target 100% resistance to magic damage. Note that this includes Purifying Flames.
  • Person of Mass Destruction: Not particularly so ingame - he has damaging spells but is more of a support - but according to lore, he once broke the fabric of reality!
  • Power at a Price: Most of his moveset is based around this - whether he uses his spells on allies or enemies, there will be a drawback.
    • Fortune's End can halt an enemy's movement for up to 2.5 seconds, but Oracle has to stand still and channel the ability for an equal amount of time. It can also purge buffs and debuffs almost instantly, but Oracle has to sacrifice the disable in the process.
    • Fate's Edict makes the target unable to attack, but makes them immune to magical damage.
    • Purifying Flames deals damage, but applies a heal over time.
    • False Promise effectively makes the target invincible for its duration, but all the damage they would have taken for its duration is dealt all at once when it ends.
  • Power Crystal: Worn on his headdress.
  • Power Echoes: There's a very sinister echo to his voice.
  • Power Floats
  • Reality-Breaking Paradox: When he predicted the outcome of a battle "could go either way", it literally went both ways. At once.
  • Reality Warper: Although he seems to think he is prophesying, he actually appears to be actively altering fate, sometimes to horrifying result.
  • The Red Mage: Oracle can provide equally offensive and defensive capabilities, bursting down and debuffing enemy heroes, or saving the life of his allies.
  • Spam Attack: Purifying Flames, with its meager 2.5 second cooldown, can be cast multiple times in a single engagement, letting him combine it with Fortune's End for heavy nuke damage or Fate's Edict for massive healing. Taken Up to Eleven if Oracle has an Aghanim's Scepter, which reduces it's cooldown to 1 second and improves it's cast time.
  • Squishy Wizard: While Oracle can greatly bolster the survivability of his allies, he himself goes down quite quickly if caught out.
  • Star Power: Of the classic variety. Although, given the result of one of his prophecies, it could well very be Lovecraftian too...
  • Status-Buff Dispel: Fortune's End purges all enemies in an area around the target, while False Promise continuously dispels debuffs from the target.

    Harbinger, the Outworld Devourer 
http://static.tvtropes.org/pmwiki/pub/images/Outworld_Destroyer_8138.png
Voiced by: Tom Chantler
"One of a lordly and magisterial race, Harbinger prowls the edge of the Void, sole surviving sentry of an outpost on the world at the rim of the abyss. From this jagged crystalline Outworld, forever on guard, he has gazed for eternities into the heavens, alert for any stirring in the bottomless night beyond the stars. Imprinted deep in the shining lattices of his intellect lies a resonant pattern akin to prophecy, a dark music implying that eventually some evil will wake out there, beyond the edges of creation, and turn its attention to our world. With his whole being focused on his vigil, Outworld Devourer paid little attention to events closer in to the sun. But at last the clamor of the Ancients, and a sense of growing threat from within as well as without, sent him winging sunward to visit the plains of war. Harbinger's place in our own prophecies is unambiguous: he must be considered an omen of worse things to come. But his arrival in itself is bad enough."

Harbinger the Outworld Devourer is a powerful ranged carry hero capable of easily smashing foes with massive attack damage. The crux of his kit is Arcane Orb, an autocastable attack modifier which adds bonus pure damage to Harbinger's attacks based on his mana pool and temporarily steals Intelligence from enemy heroes on every hit. As Arcane Orb forms the main bulk of his damage output, Outworld Devourer's item choices focus on augmenting his mana pool and attack speed, leaving him rather fragile. Astral Imprisonment serves both as a defensive ability and a disable, briefly sealing the target into an extradimensional prison while making it invulnerable and dealing damage to surrounding enemies when it ends. With this ability, Harbinger can push lanes, hold enemies in place, or protect vulnerable allies. Devourer's Essence Aura gives him and his allies a chance to restore mana every time they cast a spell, giving him the mana he needs to sustain Arcane Orb whilst also granting nearly unlimited mana to his allies. If he has an Intelligence advantage over his enemies, Harbinger can then unleash his ultimate ability Sanity's Eclipse, dealing tremendous area-of-effect damage based on the difference in Intelligence between Harbinger and his enemy and burning out the mana pools of any target that survives. He may start out relatively weak, but with sufficient mana and Intelligence gained from items and siphoned from foes, the Outworld Devourer can quickly and easily snuff out his enemy's sanity – followed by their lives.

  • Black Mage: Outworld Devourer gameplay revolves around stacking as many Intelligence as possible and blasting the hell out of the enemy team with Arcane Orb and Sanity's Eclipse.
  • Continuity Nod: Despite his name being changed from Obsidian Destroyer to Outworld Devourer several characters still refer to him as "Obsidian". Not to mention he appears to be partially covered in obsidian.
  • Cosmic Horror Story: Certainly seems to be part of one. Standing guard against some terror from beyond the stars, coming from another dimension to do battle, and forcing others to realize their infantile knowledge and mortality.
  • Dark Is Not Evil: As bad as he may seem, his purpose is to warn the universe about something even worse.
  • Energy Ball: Arcane Orb.
  • Fixed Damage Attack: Arcane Orb deals Pure damage based on OD's current mana pool, meaning that he benefits from both Int items and raw mana-boosting items. What's more, the damage is calculated when the attack hits, so if Essence Aura procs the attack will do extra damage.
  • Glass Cannon/Squishy Wizard: Harbinger with the right items can potentially one-shot an entire enemy team with Sanity's Eclipse. However, unlike most other carries that would stack Agility or Strength items, Harbinger stacks Intelligence, an attribute that provides no inherent survivability, so so much as sneeze on him and the inverse quickly is proven just as true.
  • Glowing Eyes of Doom
  • Go Mad from the Revelation: Causes this with Astral Imprisonment, hurting heroes after the end of the duration. Sanity's Eclipse probably does this too, judging by the name, and that the damage taken depends on heroes' intelligence.
  • Good Wings, Evil Wings: He has a dark crystalline set of wings.
  • Harbinger of Impending Doom: It's in the name.
  • Last of His Kind
  • Linear Warriors, Quadratic Wizards: Played straight (which oddly makes it an inversion in Dota) with Arcane Orb, whose damage scales with OD's current mana, making him one of the few INT carries in the game.
  • Locked Out of the Fight: A unit affected by Astral Imprisonment can do nothing but becomes invulnerable for its duration except against Sanity's Eclipse.
  • Magic Staff: Harbinger's weapon is a staff nearly as long as himself.
  • Mana Burn: Sanity's Eclipse removes 40% of its victims' current mana.
  • Medium Awareness: With this line:
    Outworld Devourer (Killing Tinker): Hard carry? I hardly cared.
  • Mind Rape/My Skull Runneth Over: His ultimate Sanity's Eclipse obliterates any heroes that has lower intelligence than him and burns out the smarter ones' mana. Heroes whose intelligence is higher than Devourer's are unaffected. Arcane Orb probably also qualifies, as it absorbs the enemy's intelligence on hit.
  • Mutual Disadvantage: Against Anti-Mage. On the one hand, Arcane Orb deals massive pure damage, easily bypassing both Anti-Mage's armor and Spell Shield, while Essence Aura counteracts Mana Break. On the other hand, Mana Break also deals damage based on the mana burned, which can really hurt Harbinger due to his low health pool and constant mana supply, and his massive mana pool makes him very vulnerable to Mana Void should his mana run low.
  • Names to Run Away from Really Fast
  • Our Centaurs Are Different: He is overall centaur-shaped with wings.
  • Pocket Dimension: As described on Astral Imprisonment:
    Locked away in the pocket between this world and the Outworld, victims realize their infantile knowledge and mortality.
  • Power Crystal: He is a living one.
  • Power Echoes: Every single one of his lines.
  • Power Floats: He is obviously too heavy to be able to fly just with his wings.
  • Regenerating Mana: Essence Aura gives OD and any nearby allies a chance to restore 25% of their total mana pool whenever they cast a spell. This synergizes well with Arcane Orb since each attack will give him a chance to replenish his mana.
  • Sickly Green Glow
  • Situational Damage Attack: Arcane Orb, which deals its damage based on OD's current mana pool.
  • Spam Attack: Arcane Orb. OD can also allow his allies to do this with Essence Aura.
  • Spell Blade: Arcane Orb adds a percentage of Harbinger's current mana pool to his right-click damage.
  • Starfish Aliens
  • Throat Light
  • Time Abyss: Most of it spent waiting for some Sealed Evil in a Can to unveil itself.
  • Too Spicy for Yog Sothoth: Though it's rare, heroes with a higher Intelligence than OD are completely unaffected by Sanity's Eclipse. The heroes with the biggest shot at this are Pugna and Invoker, with a higher intelligence gain, and Silencer, who gains intelligence for every kill.
  • Vampiric Draining: Arcane Orb temporarily takes some of the target's Intelligence and gives it to Outworld Devourer.
  • Volcanic Veins
  • Weaksauce Weakness: Unlike other carries, spell immunity completely shuts Outworld Devourer down: to dish out massive damage, he absolutely needs Arcane Orb, which is rendered useless by spell immunity. Astral Imprisonment and Sanity's Eclipse are blocked by BKB as well, so by the time the enemy team gets Black King Bars, he becomes much less of a threat.
  • You Can't Fight Fate: A recurring theme in his taunts.

    Puck, the Faerie Dragon 
http://static.tvtropes.org/pmwiki/pub/images/puck_4471.png
Voiced by: Jen Taylor
"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."

  • Ambiguous Gender: Its voice could be argued either way, young male or young female. Never outright stated as to which is true.
    • Early descriptions labelled Puck as a female, but it has been changed to neutral.
    • Lampshaded by the Bastion announcer:
  • Badass Adorable: As the picture shows, even more so after a model update. A comparison can be found here.
  • Black Mage: Puck's playstyle revolves around jumping right into the entire enemy team, causing as much chaos and dealing as much damage as possible before getting away unharmed.
  • Confusion Fu: A good player can use Illusory Orb to confuse the enemy about Puck's location - like throwing an orb and moving in the opposite direction, forcing the enemies to split up because Puck may or may not warp to it. And then Blink Dagger, a core item for Puck, further adds to this.
  • Deadpan Snarker: Probably the biggest example in the game.
  • Defog of War: Illusory Orb reveals the area around it while it travels through the air. This allows players to use it to scout up hills or past treelines.
  • Deliberately Cute Child: Until it starts frying you with magical orbs.
  • Difficult but Awesome: Puck effectively has five active abilities, all of which do different things; clicking of the wrong ability at the wrong time can easily result in death under even the best of circumstances. However, mastery of Puck's abilities allows players to use it as one of the best initiators in the game, able to get in the middle of the enemy team, disrupt them, then escape without a scratch. With only a Blink Dagger, Puck can perform a Blink + Waning Rift + Dream Coil + Illusory Orb + Phase Shift + Ethereal Jaunt combo to effectively neuter the entire enemy team while dealing large amounts of magical damage to them. Of course, pulling off this combo perfectly requires twitch reflexes, and if disrupted then Puck can easily be killed due to its squishiness.
  • Dream Weaver: Dream Coil sows confusion by forcing Puck's enemies to vividly dream about their own mortality.
  • The Fair Folk: Although Puck usually acts like a cheerful Tinkerbell-esque fairy, some of its lines reveal a much darker part of its personality.
    Puck (killing a hero): "That's for your impertinence."
    Puck (killing a hero): "Get up, if you can."
  • Flash Step: Its Illusory Orb skill is sort of like a two-step version of Morphling's Waveform; while it definitely deals damage in a straight line, it's up to Puck whether to teleport itself in the middle of the orb's trajectory or not.
  • Fragile Speedster: Puck is one of the most mobile and maneuverable heroes in the game; a player with quick reflexes can easily dodge otherwise lethal projectiles like Pudge's Meat Hook or Sniper's Assassinate. But with one of the worst Strength stats in the game, Puck can be easily taken down with one or two strong nukes if caught out of position, or become stranded if silenced in the middle of a combo.
  • Gender Flip: In DotA, Puck has been referred to with masculine pronouns in his Back Story and descriptions while in Dota 2, some skill descriptions (before being changed) identified Puck as being female.
  • Gratuitous Iambic Pentameter: Not strictly iambic pentameter, but Puck speaks in a manner meant to evoke this, fittingly enough for a Shakespearian Shout-Out.
  • Great Escape: Puck's abilities can be used both to pursue enemies, as well as evade them.
    • Illusory Orb can travel over trees and up/down cliffs, allowing Puck to traverse otherwise impassable terrain via Ethereal Jaunt. This allows Puck to easily escape ground-bound heroes, leaving only blinking foes on its trail.
    • Waning Rift can prevent enemies from casting their spells, which can be anything from damage nukes to kill Puck, or stuns/silences to stop it from casting its other escape spells.
    • Phase Shift makes Puck invulnerable for a short period of time. This not only allows Puck to evade damage, it can also dodge incoming projectiles that are normally otherwise not disjointable even through blinks.
    • Dream Coil will stop any pursuers cold for a short amount of time, and then prevent them from moving away from the casting point in order to pursue Puck by threatening them with damage and a stun.
  • Hypocritical Humor
  • The Imp: Puck seems harmless at first sight, but actually flips between acting like a kid and a very grim Deadpan Snarker.
    Puck: (Using the Illusion rune) "One Puck, two Puck, three Puck more!"
    Puck: (Killing a hero) "Will you not rise in my presence?"
  • It's All About Me/Drama Queen
    Puck: (Using the Invisibility rune) "Regrettably, I remove myself from sight."
  • Locked Out of the Fight: Puck can briefly do this to itself with Phase Shift. Of course, it's also immune to all effects for the duration, allowing it to be used to dodge projectiles and stuns.
  • Meta Guy: Not yet a Fourth-Wall Observer, but Puck has an idea of what's happening around.
  • Motor Mouth: Unlike most other heroes in the game, Puck's voice lines are announced to all players on both teams whenever it casts any spell excluding Illusory Orb, making it even chattier than Storm Spirit.
  • Our Dragons Are Different
  • Our Fairies Are Different: Seems closer to an insect, though.
  • Phantasy Spelling
  • Pocket Dimension: One of Puck's signature abilities is to hide there for a couple seconds.
  • Power Nullifier: Enemies hit by Waning Rift are silenced for a few seconds, rendering them easy prey for Puck's other skills and its teammates.
  • Sadistic Choice:
    • When hit by Dream Coil, you have a tough choice to make - stay in one spot and let the enemy blow you up with their AoE spells, or try to flee and be stunned? Either way, the end result is usually messy...
    • This can be greatly augmented by purchasing Aghanim's Scepter, which increases the coil's duration to eight seconds, increases the stun duration to four and a half seconds (making it the second-longest stun duration in the game, beat only by Mirana's Sacred Arrow), and causes the stun when breaking the tether to pierce spell immunity. This means that even if you have spell immunity abilities, if you managed to get snagged by Dream Coil you can't just activate spell immunity and break the tether.
  • Shout-Out: An obvious one to the mischievous fairy Puck from A Midsummer Night's Dream, made even more obvious by the dying line; "A midsummer nightmare.".
  • Some Dexterity Required: Puck requires extremely quick reflexes to make the most of its abilities, as players will have to juggle a minimum of five different abilities to be casted in a precise order and within a short period of time, and often as many as eight or nine, all while being ready to instantly change the combo order in case something goes awry (on top of all these abilities having between no to extremely short cast animations). Played properly and equipped with enough mobility items, Puck can jump onto the enemy with no warning, disable them with Waning Rift and/or Dream Coil, dodge all of their spells with Phase Shift, all the while jumping away with an Illusory Orb.
  • Squishy Wizard: While Puck can be extremely hard to pin down, being silenced or chain-stunned will usually result in an easy kill if caught while initiating.
  • Standard Status Effects: Waning Rift silences all enemies in its radius for a few seconds.
  • Teleport Spam: With Illusory Orb, Puck can teleport to the projectiles it fires, allowing for quick escapes or initiates. Combine with a Blink Dagger, and you get this trope.
  • Time Abyss: Just as its backstory says, although Puck sounds very young, it is actually thousands of years old. It even considers characters like Lone Druid (who is literally older than history) young.
  • Wings Do Nothing
  • You Will Not Evade Me: Puck is one of the most powerful disablers/chasers in the entire game, capable of using its mobility to hunt down enemies over long distances.
    • Illusory Orb in combination with Ethereal Jaunt allows Puck to effectively be in two places at once, as it can toss an orb and then teleport to it to jump over long distances (including up/down cliffs and through treelines).
    • Waning Rift silences any enemies caught in its wake, preventing them from using any escape spells that they may have (on top of disabling their Blink Dagger for at least the next three seconds).
    • Dream Coil will stun enemies immediately upon casting the spell, and then leashes them to the casting point, preventing them from straying too far lest they snap it and take damage alongside a very long stun (even through TP scrolls).

    Pugna, the Grandmaster of Oblivion 
http://static.tvtropes.org/pmwiki/pub/images/Pugna_6031.png
Voiced by: Gary Schwartz
"In the realm of Pugna's birth, near the vents of the Nether Reaches, there stood a lamasery devoted to the Arts of Oblivion, which drew its power from the nether energies. The Grandmaster of the temple compound had himself passed into Oblivion several years prior, leaving his academy without a leader. From the moment of their master's death, the regents of the temple began rites of divination to identify their master's reincarnation, and eventually all signs converged on the immediate neighborhood. Several villages squatted in the shadow of the temple, their alleys and plazas full of the laughter of squalling children. Pugna, a mere thirteen months of age, was but one candidate among the local brats, and on the appointed day he was presented at the temple alongside two other promising tots. The lamas offered a jumble of worn relics to the children, treasured possessions of their former grandmaster. One boy reached for a porphyry wand that had belonged to the lama...and put it in his nostril. An impish girl pulled out an amulet that had also been the lama's, and immediately swallowed it. Pugna regarded the other two coolly, gave a merry laugh, and blasted them with gouts of emerald flame, reducing them to ashes in an instant. He then snatched up the wand and amulet, saying 'Mine!' The regents hoisted the beaming Pugna on their shoulders, wrapped him in their grandmaster's vestments, and rushed him to the throne before his mood could change. Within five years, the temple itself was another pile of ash, which pleased Pugna to no end."

Pugna is a ranged Intelligence carry Hero who possesses powerful abilities which give him great versatility and offensive capabilities. He has a high base Movement Speed and also has the highest Intelligence gain per level in the game, which gives him the highest base stat at level 25. Nether Blast is a powerful AOE nuke which also deals damage to buildings, turning Pugna into the most hardcore pusher in the game. Decrepify can disable enemy carries or save allies from physical attacks, while amplifying magical damage done to the target. Nether Ward is an excellent teamfight ability which deals damage to enemies based on the manacost of abilities, making Pugna a counter to casters. Pugna's ultimate ability, Life Drain, is a channelling ability which saps enemy health and grants it to himself, somewhat making up for his low durability. His skills all require many levels to be effective, making him a bad support, but if given fast farm and XP in a trilane he's able to shove down towers like no other, and it's not uncommon for good Pugna players to force the enemy team to call GG before 25 minutes.

  • Attack Reflector: The Nether Ward shoots a Mana Flare at an enemy hero every time they cast a spell.
  • Cast from Hit Points/Combat Medic/Empathic Healing: Life Drain can be used to heal allied heroes, at the cost of Pugna's own health.
  • Counterspell: The Nether Ward deals damage before a spell takes effect, so if the target dies the spell will not be finished.
  • The Dark Arts
  • Dem Bones
  • Domain Holder: Pugna says the Nether Reaches are the source of all magic, explaining his ability to decimate mages.
  • Enfant Terrible: Stated on his Back Story.
  • Evil Genius: He has the highest per-level intelligence in the game, and an appropriately enormous mana pool. Just a few levels in, he can spam spells with impunity.
  • Evil Overlord: As the Grandmaster of Oblivion.
  • Evil Sorcerer
  • For the Evulz: He doesn't have a specific reason to destroy everything, he just loves doing it.
    Pugna (Beginning the battle): Time to earn myself a bad reputation.
  • Glass Cannon: He is a Squishy Wizard with unusually short-cooldown, high-damage spells, and even deals damage to mechanical units and buildings with Nether Blast.
  • Glowing Eyelights of Undeath
  • Having a Blast: Nether Blast is a spammable spell that creates a powerful explosion over a large area.
    Pugna (Attacking): "A real blast!"
  • High Collar of Doom: He easily has the most popped collar in the game. It almost looks like an attempt to compensate for his height.
  • Horned Humanoid
  • Hunter of His Own Kind: He's a fragile Intelligence hero that excels at killing other fragile Intelligence heroes with his Nether Ward and Life Drain, which can melt frail supports like Lion or Crystal Maiden.
  • Jerkass: Pugna thrives on the grief and misery of others.
  • Life Drain: His ultimate.
  • Living Weapon: The Draining Wight cosmetic Nether Ward, which is described as part bone, part spirit.
  • Mana Burn: Nether Ward applies mana degeneration within its range, and casts Mana Flare at anyone who uses mana-consuming abilities, dealing from 100% to a whopping 490% (with Refresher Orb and Decrepify) of mana used as damage.
  • Mage Killer: Nether Ward is a good counter against heavy casters like Skywrath Mage and Lina, easily oneshotting them.
  • Mechanically Unusual Class: Pugna is one of the few INT heroes better suited to carrying than supporting: his skills need levels to scale and be useful (a level 1 Life Drain does nothing if you're behind in levels), making him a bad support; meanwhile, he's the most hardcore early pusher in the game with Nether Blast, and Aghanim's Scepter, which greatly boosts the damage of Life Drain and removes its cooldown, gives him good carrying potential, as he can spam it continuously unless killed or out of mana.
    • Can't Catch Up: Conversely, Pugna is one of the least hard carries in the game: he can come online fairly fast if given solo experience as a mid or safelane farmer, and then push towers extremely quickly with Nether Blast spamming, but as a carry he falls off hard around the 30-35 minute mark, because he doesn't scale well with items, unless if he has heavily snowballed his team with tower bounty.
  • Mystical High Collar
  • The Napoleon: He is much smaller than most heroes, but makes up for it with his temper.
  • No Sell: Enemies affected by Decrepify also become immune to physical damage as a side-effect.
  • One-Hit Kill: A Mana Flare from the Nether Ward can often be this for squishy mana-heavy heroes like Lich, Lina and especially Skywrath Mage, whose ultimate Mystic Flare costs the most mana of all abilities in the game.
  • Our Liches Are Different
  • Piñata Enemy: The Nether Ward has a 80 gold bounty at level 4 and is easily destroyed, so Pugna players have to place it in hard-to-spot places to avoid an early detection from the enemy focus fire.
  • The Red Mage
  • Religion of Evil: Pugna and his followers seem to be practicing a twisted fantasy counterpart of Tibetan Buddhism, even with references to lamas and the concept of the grandmaster's reincarnated form being chosen among children by letting them identify the grandmaster's possessions in its previous life.
  • Sickly Green Glow
  • Sorcerous Overlord
  • Spam Attack: Nether Blast and upgraded Life Drain have very short cooldowns and can be spammed as long as Pugna has mana. Which thanks to his whopping 4 point Intelligence growth is pretty easy to obtain with mana regen.
  • Squishy Wizard: The best example in the game; he has the highest Intelligence growth out of any hero (a whopping 4.5 points per level), but his Strength and Agility gains leave much to be desired.
  • Too Spicy for Yog Sothoth: Because of his huge Intelligence growth, Pugna is one of the few heroes that can become completely immune to Outworld Devourer's Sanity's Eclipse, which only affects targets with lower Intelligence than OD.
  • Undead Child: According to his backstory, Pugna is only around six years old.

    Akasha, the Queen of Pain 
http://static.tvtropes.org/pmwiki/pub/images/Queen_of_Pain_1190.png
Voiced by: Linda K. Morris
"The Ecclesiast-King of Elze nursed a desire for pain—forbidden pain. In a less prominent political figure, such desires might be considered unwise, but in a monarch of his stature, to satisfy such thirsts would have threatened the virtue of the Divine Throne itself. Therefore he turned to his dungeon full of demonologists, promising freedom to whoever could summon a personal succubus of torment and bind it entirely to his service. The creature who arrived, Akasha by name, visited upon him such exquisite torments that he named her his Secret Queen, and he began to spend all his spare moments submitting to her clever torments—eventually abdicating all his responsibilities in his pursuit of the painful pleasures that only she could bring. Queen of Pain could bring him to the brink of death, but she was rune-bound to keep him alive. At last the King's neglect of state brought on an uprising. He was dragged from his chamber and hurled from the Tower of Invocations, and at the moment of death, Queen of Pain was let loose into the world, freed from servitude—freed to visit her sufferings on anyone she deigned to notice."

  • Armor-Piercing Attack: Sonic Wave is one of the largest area-of-effect spells that goes through BKB, making it extremely deadly in the right hands as she can finish off targets even if they've activated spell immunity to escape.
    • Fixed Damage Attack: It also deals Pure damage, which means that any amount of magic resistance will not help the target(s).
  • Bi the Way: Her "kill rival" quotes include suggestive comments directed to heroes of both genders.
  • Black Mage: Three out of four of Queen of Pain's skills are nukes, giving her extremely high burst damage, and her last ability is a positioning spell that helps her get them off. If given fast level 6 in the mid lane, she can burst down most enemy heroes with ease when ganking the side lanes.
  • Bondage Is Bad
  • Brains and Bondage: Most of her lines are based off of BDSM, on top of her being an Intelligence hero.
  • Chainmail Bikini: Justified, see Squishy Wizard below.
  • Dark Action Girl
  • Dominatrix: This was her role to the King.
  • Double Entendre: Virtually her entire theme.
  • Dynamic Entry: QoP's nuking power and blink ability allow her to initiate fights on her terms, and blast down enemies extremely quickly entire teams at a time.
  • Fragile Speedster: Akasha has a built-in Blink ability, which allows her to engage and escape as she pleases. But with a pitiful 1.7 Strength gain per level, she's easy to kill if she's stunned at the wrong moment and focused down.
  • Great Escape: Similarly, the extremely low cooldown on her Blink ability, on top of being able to slow pursuers with Shadow Strike, means that she can escape engagements that go sour fairly reliably.
  • Flash Step: Blink moves Queen of Pain over a very long distance (even more than Blink Dagger!) with only one point in the skill, and eventually reaches half of Blink Dagger's cooldown without the player-damage cooldown reset. Its only drawbacks compared to Blink Dagger are the mana cost and cast animation.
  • Glass Cannon: Akasha can deal massive amounts of AoE damage, but with a pitiful 1.7 Strength gain per level, she's easy to kill if she's stunned at the wrong moment and focused down.
  • Horned Humanoid: As can be seen in her portrait.
  • Jack-of-All-Stats: Queen of Pain has nearly everything people want packed into 1 hero: fairly reliable slow, AoE nuke for team fights and farming, built in mobility, and an ultimate that deals massive Pure damage that pierces spell immunity. She can be played in any core position from main carry, mid to offlaner, and is nearly always a safe pick in any situation against any team. She doesn't really take over a game but can always make an impact. Picking Queen of Pain doesn't reveal anything about your strat and even if she is a late pick, she can still fit.
  • Kill Streak: Queen of Pain is notable among mid heroes for being reliant on getting early kills and snowballing with them in order to be effective. She has some of the best early game harassing abilities and can get kills with her nuking abilities at a time when the enemy has few ways to counter her, and then use those kills to buy items to increase her ability to kill enemies even more. But if she fails to snowball, then she has a much harder time since it's more difficult to get kills against farmed enemies who have ways to disrupt her chain attacks, can simply become immune to her damage or simply have too much HP, on top of her not having a hard disable ability and thus being reliant on buying an Orchid or Scythe with the gold from her kills.
  • Knife Nut: Her primary means of attack is with a seemingly infinite supply of throwing daggers.
  • Make Me Wanna Shout/Brown Note: Scream of Pain and Sonic Wave.
  • Magic Knight: Even though she is a burst-heavy nuker with no damage steroids skill, her right-click damage is still decent with good starting damage, Intelligence growth, Blink to chase and kite and Shadow Strike to slow her targets. As a result, her item build mostly consist of Intelligence items which boost both her mana pool and right-click damage like Orchid Malevolence, Scythe of Vyse or Shiva's Guard.
  • Ms. Fanservice
  • Our Banshees Are Louder: In the original DotA, she was a banshee that, wishing for a physical form, possessed a succubus. Her sonic powers are all that remain of that aspect in Dota 2.
  • Poisoned Weapons: Akasha's first ability, Shadow Strike, throws a poisoned dagger at a target enemy which deals a small amount of initial damage and damage over time afterward, on top of slowing the target for the duration of the damage. It's often considered her best harassing skill in the early game, especially in the mid lane, since the damage is applied once every 3 seconds for 15 seconds, making it hard to use Bottle for that duration to recover from the damage.
  • Red Eyes, Take Warning
  • Shout-Out: To Vampire Chronicles.
  • The Southpaw
  • Spam Attack:
    • Scream of Pain is on a constant 7 second cooldown, while Shadow Strike at its highest level can be cast every 4. With Blink on a 6 second cooldown, QoP is capable of dropping loads of damage on her enemies over extended chases.
    • Special mention goes to Sonic Wave, which is usually on a cooldown timer comparable to big teamfight ultimates. Purchasing an Aghanim's Scepter reduces its cooldown to 35 seconds, meaning that Queen of Pain can cast it on lone victims any time she finds someone, not just saving it to use on the whole enemy team during a major teamfight. It can even be used to nuke down creep waves instantly for little consequence.
  • Squishy Wizard: Despite her high mobility and nuking power, Queen of Pain has pitiful Strength gain, mediocre Agility gain, and very little base armor. If she doesn't kill her targets in the first few seconds or tries to engage more than one target at a time, she can be disabled and put down very easily.
  • Stripperiffic: Legion Commander actually calls her out on it.
    Legion Commander: (meeting Queen of Pain) You came to a battle wearing that?!
  • Teleport Spam: Alongside Anti-Mage, QoP's Blink gives her a huge amount of initiation or escape capability, being able to chase with ease or escape determined ganks.
  • Torture Technician: Both in her backstory and the lores for Shadow Strike and Sonic Wave.
  • Wave Motion Gun: Sonic Wave is a gigantic wave of sound that deals heavy damage to all enemy units in its wake.
  • Weaksauce Weakness: One of Akasha's greatest weaknesses is that virtually all of her damage is magical, so she loses a lot of her killing potential once her target activates spell immunity. As such, she's often used to pick off lone enemies who don't have a Black King Bar (or can't afford to use it in a single skirmish), or builds a Scythe of Vyse in order to prevent her target from even using their items.
  • Winged Humanoid
  • Wings Do Nothing

    Rubick, the Grand Magus 
http://static.tvtropes.org/pmwiki/pub/images/Rubick_6820.png
Voiced by: Barry Dennen
"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 Archmage
  • Awesomeness by Analysis/Badass Bookworm: The only explanation for his ability to copy even physical feats such as Ground Pound or Spin Attack.
  • Badass Long Robe
  • Beware the Silly Ones
  • Blood Knight: His backstory says he actually enjoys the attempts on his life.
  • Boring but Practical: Null Field is a very simple passive that doesn't seem interesting compared to Rubick's other skills, but against nuke-heavy teams it can do its job like no other.
  • Calling Your Attacks: Often says the name of the spell he stole or cast, especially in case of game-changing ultimates such as Chronosphere and Black Hole.
  • Challenge Seeker: He seems more driven by his curiosity and the promise of challenge than the actual battle or its outcome.
  • Clucking Funny: His Garb of the Cunning Augur set makes him look like one; In particular, the helm (reminiscent of chicken beak) and the back (reminiscent of chicken tail feathers). Combine them with the way he twitches his head, and the chicken imagery becomes more visible.
  • 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."
  • Cool Mask
  • Damn You, Muscle Memory: Rubick actually gets harder to play as you get better, since you can steal a spell from a hero that you already know how to play, and then press the key for the spell you stole to cast it, instead of "D".
  • Difficult but Awesome: Because of Spell Steal, Rubick gameplay requires at least basic knowledge of what every other hero's spells do, to say nothing of the proper situation to use them. Good Rubick players, however, need to be able to recognize what actually is worthwhile to steal, what hero will consistently give a good spell to use, and when that hero will actually cast that spell. Many hero spells are meant to be used in tandem with others on that hero, and many spells often times work better with Rubick than on the original owner. A Rubick that steals, say, Windrun from Windranger won't get much mileage out of it, but if he manages to grab Shackleshot then he can easily setup a 2-hero shackle with Telekinesis. Experienced Rubicks can easily grab whatever spell is needed right in the midst of combat, resulting in crazy situations like blinking 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. This gets even more absurd if he can manage to build an Aghanim's Scepter, since he'll be able to steal an enemy spell every two seconds, meaning that he can steal multiple ultimates during a teamfight, and cast them as long as his mana pool is big enough.
  • Discard and Draw: Whenever Rubick uses Spell Steal, he automatically forgets the currently stolen spell.
  • Disc One Nuke: Remember Jakiro's own Disc One Nuke, Ice Path? This is THE best spell Rubick can Steal. Casting Ice Path followed by Telekinesis, can easily result in a 3.75 second areal stun for multiple enemies caught in it. This duration is equivalent to Tidehunter's Ravage, and at a much lower cooldown (22 seconds) and mana cost to boot.
  • Emerald Power
  • The Faceless: His face is always concealed, either under a mask or hood.
  • Face Palm: Rubick does an animation like this when he uses Night Stalker's Darkness, which benefits no one but Night Stalker.
  • Fastball Special/Grievous Harm with a Body: Telekinesis lifts the target up for a certain amount of time, and then drops them at a point of Rubick's choosing, stunning any enemies in the area. It's also possible to put people on the cliffs next to the runes, rendering them helpless unless they have an ability or item that allows them to displace themselves or remove their collision (such as Force Staff, leap abilities like Slark's Pounce, a TP scroll, or a blink). Oh, and his version of Walrus Punch fires off a clone of him to punch the target.
  • Field Power Effect: Rubick's third ability and passive, Null Field, increases the magic resistance of himself and all allied heroes within a certain range of him. It isn't by a lot compared to most individual abilities, but it does wonders when stacked with other types of magic resistance, since purchasing even a Cloak will allow you to resist almost half of the magic damage the other team throws at you.
  • Flying Broomstick: He rides his staff like one when casting Batrider's Firefly.
  • Foil: To Invoker, both are arguably the most generic "Mage" type heroes, with no additional theme. Rubick dresses in black and green, Invoker wears white and gold. Rubick's a Nice Guy, while Invoker's practically a walking mass of ego. Rubick is very adaptable and a quick learner, but is also rather forgetful. Invoker meanwhile only uses the 10 spells he has, seeing everything else as beneath him but isn't all that bright, relying solely on his memory.
  • For the Lulz: The Flavor Text of Telekinesis implies that he occasionally uses it to amuse himself.
  • Hoist by His Own Petard: Rubick's Spell Steal seeks to do this against his enemies.
  • How Do I Shot Web?: Zigzagged with Spell Steal:
    • When Rubick uses an ability that does not require channelling or an extended preparation time, he still uses his default casting animation. Abilities with long wind-up times (like Jakiro's Ice Path or Leshrac's Split Earth) can thus all be cast within 0.1 seconds, making them superior on Rubick than on their owner.
    • On the other hand, there are certain abilities which are nearly useless on Rubick because he lacks the stats or kit of the original owner to benefit from them, like Drow Ranger's Precision Aura, Meepo's Poof, Troll Warlord's Berserker's Rage,...
  • Insistent Terminology
  • In the Hood: The Garb of the Cruel Magician cosmetic set, which replaces Rubick's mask with a hood.
  • Jack-of-All-Stats: Rubick can fit in any lineup, as his skillset is incredibly flexible. Telekinesis is a single target stun which can then be used as areal stun or a repositioning spell - perfect to combo with other single or areal stun or a positioning-dependent skill. Fade Bolt is a Chain Lightning type spell with debuff component, so it can be immediately be followed up with other single target nuke to capitalize on its damage or other areal nuke to capitalize on its AoE capacity. And finally, anything the enemy can use against you, Spell Steal can use it back against them. Technically speaking, there's a certain team composition relying on mostly physical damagers and passives that would render Spell Steal useless, but if the enemy actually uses this lineup, the game might as well be won.
  • Like Father, Like Son: He, like his father, has great magic powers.
  • Magic Staff: A bubbling, green, plasma-like substance emanates from the top of it.
  • Marionette Motion: He's moving non-stop in a very unusual way.
  • Master of None: Despite Rubick's flexibility, his stat growth is complete arse, so he can't spam spells for shit. In addition, his spells in general are very weak compared to the equivalents of other supports (Telekinesis deals no damage and has a long cooldown and short range, Fade Bolt deals less damage compared to other chain-lightning type spells, and Null Field gives less magic resistance than other skills of similar function, and by the time Rubick maxes it physical damage is more important). Without Aghanim's Scepter, he gets to steal one spell during a teamfight, and can cast it only once if it's a good spell with long cooldown. Anyone who plays Rubick will notice how little impact you have unless the enemy has good spells.
  • Mind over Matter: He can lift and drop enemy heroes with Telekinesis.
  • Pinball Projectile: Fade Bolt has the unique distinction of having no chaining limit (the only other such skill is Lich's upgraded Chain Frost), its only restriction being that it can only hit each target once per cast. It also loses a bit of damage on each bounce, meaning that it will theoretically end up dealing no damage after a certain number of bounces.
  • Power Copying: His ultimate, Spell Steal, grants Rubick the last ability that an enemy used for a few minutes. It's slightly limited in that he can't cast an enemy's ultimate at full power if they have Aghanim's Scepter and he doesn't. However, buying one grants him the upgrade (where applicable) of the ultimate he just stole, even if the original caster doesn't have a Scepter, meaning that it's possible for Rubick to cast an ulti that's more powerful than if it were cast by the original hero.
  • Power Glows: He appears to glow from under his robes.
  • Punny Name
    • Given a nod by the Immortal item Staff of Perplex, which is tipped with a puzzle that bears more than a passing resemblance to a Rubik's Cube.
  • 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.
  • Running on All Fours: When he stole Charge of Darkness or Shapeshift (although the latter can be excused since he's now in wolf form).
  • Simple, yet Awesome
    • Telekinesis deals no damage and has a hideously long cooldown for a non-ultimate stun. Yet it is considered an incredibly powerful disable for 3 reasons: it is cast instantly, it hits instantly, and its repositioning effect can absolutely ruin an enemy hero's day in the right situations.
    • Rubick's cast animation itself is this, as it allows him to cast most spells faster than the original owners. While a Terrorblade can Sunder a target in 0.35 seconds, Rubick can do so in 0.1.
  • Simplified Spellcasting: His truly distinguishing feature is that he casts spells near-instantly, including stolen spells.
  • Some Dexterity Required: By himself, managing all of your spells and positioning yourself can be quite tricky, especially if you tend to steal spells on the fly and use them as needed (particularly for blinking spells). However, getting an Aghanim's Scepter cranks this Up to Eleven, since you won't be limited by the cooldown of Spell Steal anymore.
  • The Southpaw: Rubick holds his staff in his left hand. The icon for Spell Steal is also that of a left hand. Subverted in that he uses his right hand to cast Telekinesis and Spell Steal.
  • Squishy Wizard: Like most other Intelligence supports, Rubick suffers from low to mediocre base Strength and gain, on top of pitiful base armor and Agility gain, meaning that even with the magic resistance from Null Field he's incapable of surviving if focused on. For this reason, he's largely played as a counter-initiator with his ultimate rather than the first guy who jumps into a teamfight. Can be subverted if Rubick manages to steal Morphling's Morph, and convert his Agility into Strength. The result is a Rubick who is even squishier against physical attacks, but has a loads more of health to compensate.
  • Telekinesis: His first skill and a very powerful disable, allowing both repositioning and mass stun at the same time.
  • Trial by Combat: Rubick's idea of acquiring the title of Grand Magus.
  • Troll/For the Evulz: While Valve has gone out of their way to patch this out as much as possible, it's possible to use Telekinesis to lift enemies and then drop them onto elevated areas that cannot otherwise be reached without blinking or using a Force Staff or jumping abilities, essentially trapping enemy players if they have no way to displace themselves. The most notable areas to do this are two or three small spots on the cliffs near the rune spots, since players will never buy TP scrolls among their starting items and the courier can't be upgraded until three minutes into the game. This means that unless you kill them, they'll likely be stuck in place until someone upgrades the courier and they buy a TP scroll, all the while everybody else is laning and gaining levels.
    • Combat Pragmatist: Managing to do this during a teamfight is an incredible boon to your team, especially if you managed to get their melee carry.
  • Voluntary Shapeshifting: If he steals such an ability. It's even possible to stack several shape changes at once and get all of the benefits (as well as downsides).
    • Morphic Resonance: Any transformation spell he steals will always result in a smaller, green-colored model compared to the original, making them easily distinguishable.
  • Weak, but Skilled: Rubick has mediocre stats all across the board - despite being called the Grand Magus, he has the 3rd lowest INT growth amongst Intelligence heroes; and both his Strength and Agility are unremarkable as well. He makes up for this with the supreme versatility and unpredictability of Spell Steal: by stealing the right abilities, Rubick can aid himself and allies by casting crippling disables, applying curses, unleashing powerful nukes, disorienting the enemy team, supporting his allies with buffs, escaping from rough situations, or even enhancing his own physical attacks.
  • What the Hell, Player?: He isn't happy if you botch a stolen Meat Hook.
  • Wizard Classic
  • You Will Not Evade Me: Telekinesis can be used to forcibly pull an enemy to your team. The range is not very far, but it's very useful to disrupt positioning, or forcibly reposition an enemy on the wrong side of a ledge.

    Shadow Demon 
http://static.tvtropes.org/pmwiki/pub/images/Shadow_Demon_8233.png
Voiced by: Nolan North
"Among the sovereign Demons with explicit access to this world, Doom scarcely bothers with the affairs of Noninfernals and Lesser Spectral Consorts, while Shadow Fiend passes through almost exclusively on collecting expeditions. The Shadow Demon, however, has always taken a deep and abiding interest in the material plane, as if sensing that mastery of this gritty dimensional nexus might be the key to total domination of all realities. Summoned first by minor wizards, the Shadow Demon granted every wish and put on increasingly impressive displays of power until he had the full attention of the greatest demonologists, and through them the various lords, tyrants, autarchs and heirophants who depended on sorcery to buttress their mundane power. So great was his deception that all his summoners considered themselves the master and Shadow Demon the servant; meanwhile, he eroded their identities and made their minds his own. In the end, most members of the cult were hollow puppets, extensions of his evil will. What Shadow Demon's next step would have been remains open to speculation, for around this time, Nevermore the Shadow Fiend bit into a particularly nasty-tasting soul and discovered that it held nothing but a foul nougat of Shadow Demon's essence. Alerted that a coup was underway, and that the ancient equilibrium of the Umbral Pact was about to be destabilized, Doom and Shadow Fiend briefly joined forces to destroy the burgeoning cult. Combining spells of incredible force, they undid Shadow Demon's centuries of patient work, reducing his cult to smithereens—and all its members to a bloody splatter. Nothing remained except a tiny speck of demon shadow. Immortal and irreducible, this mote of evil was enough to seed the Shadow Demon's next scheme, and in fits and starts, over further centuries, he began to regroup. Whatever that speck of shadow touched, it tainted, and its influence gradually grew. A chaos of damaged parts pulled together, reknit, and combined to give Shadow Demon a form even stronger than his former. He is all but complete now, and his plan for infinite dominion lacks all of its former weaknesses. It would seem that such a being of pure malice and malevolence, a threat to all creation, would be forever out of place in our world...yet Shadow Demon does not lack for followers."

  • Assimilation Plot: Shadow Demon eroded the identities of all of his followers and made their mind his own.
  • Black Mage: The only spell in Shadow Demon's arsenal with any defensive application is Disruption. Other than that, Shadow Demon is a purely offensive caster.
  • Casting a Shadow: Shadow Poison deals a small amount of damage to any target in its path, then places a stacking debuff on the target. After a certain amount of time (or at Shadow Demon's command), the target takes additional damage based on how many times they were hit with Shadow Poison, with the damage increasing exponentially with the number of stacks.
  • Chained by Fashion: Shadow Demon wears them on his chest, likely signifying his (false) servitude to the summoners who thought they were his master.
  • Combination Attack: Disruption is one of the best skills to help teammates land spells with long cast times or delays. Examples include skills such as Torrent, Sacred Arrow, Light Strike Array and even Sun Strike or Slithereen Crush. When combined with Soul Catcher, this makes for a powerful ganking combination.
  • Damage-Increasing Debuff: Soul Catcher is often regarded as the most reliable damage amplification spell in the game. Its one weakness is that it chooses a random target in its AoE, meaning that it's ineffective in crowded situations.
  • Dark Is Evil
  • Death of a Thousand Cuts: While Shadow Poison deals very little damage per tick, the total damage from several stacks can reach 320 right from level 1.
  • Defog of War: Shadow Poison briefly reveals the area it passes through, so it's often used to scout important areas like narrow paths, high grounds or the Roshan pit.
  • Difficult but Awesome: Disruption is infamous as one of the most misused skills in pubs, often used indiscriminately by bad Shadow Demon players and more frequently saving the enemy than accomplishing the skill's purpose, which is buying time and setting up for teammates to land other Difficult but Awesome skills - something that only good players that coordinate with their teammates can do.
  • Evil Overlord
  • Evil Versus Evil: His actions forced Doom and Shadow Fiend to join forces and fight him.
  • From a Single Cell: According to his backstory, he's been almost destroyed before.
  • Glowing Eyes of Doom
  • Linear Warriors, Quadratic Wizards: Played straight with Disruption, making it one of the few inversions of how the trope is presented in Dota. Since it creates two illusions of a hero, it only gets stronger and stronger alongside the teams' carries as the game progresses.
  • Locked Out of the Fight: A unit affected by Disruption can do nothing but becomes invulnerable for its duration except against Soul Catcher, Shadow Poison and Demonic Purge.
  • Manipulative Bastard
  • Monochromatic Eyes
  • Multiversal Conqueror
  • No Name Given: Though in DOTA, he was named "Eredar", which counts as A Dog Named "Dog" because Eredar is a name of the race in Video Game/Warcraft when his model was originally Archimonde.
  • Our Demons Are Different
  • Pocket Dimension/Twin Maker: Disruption banishes any hero from the battlefield for 2 seconds, then returns them with two illusions that can be controlled by Shadow Demon. The ability is often used for disabling an enemy, giving your team 2 seconds to surround them, or can be used on an ally or yourself to effectively dodge any damage that you would have otherwise taken in those two seconds.
  • Poisonous Person: Shadow Poison.
  • Prophet Eyes
  • Purple Is the New Black
  • Random Number God: Soul Catcher chooses a random target inside its AoE, making it difficult to target a hero walking through a creep wave and impossible to target a specific hero in a group.
  • Red Eyes, Take Warning
  • Religion of Evil: Shadow Demon formed one in the past.
  • Skull for a Head: As can be seen in his portrait.
  • Spam Attack: Shadow Poison, with its short cooldown, low mana cost and stacking effect.
  • Squishy Wizard
  • Status-Buff Dispel: Demonic Purge removes all positive buffs from a target and severely slows the target for several seconds, then deals a large amount of damage. The buff removal and slow even go through spell immunity, making it an extremely useful tool for shutting down melee carries who have just activated their Black King Bars and are bearing down.
  • Take Over the World
  • Too Spicy for Yog Sothoth: In Shadow Demon's backstory, when Nevermore collected a nasty-tasting soul only to discover that it held nothing but part of Shadow Demon's foul essence.
  • Walking Shirtless Scene
  • Why Am I Ticking?: Played with. While Shadow Poison and Demonic Purge do not affect the surrounding targets, they still turn the enemies into living bombs activated by timer running out - or manually.
  • You Have Outlived Your Usefulness: The lore of Demonic Purge:
    Once Shadow Demon no longer has any need for his collected cultist, he releases it from its subservience - and its life.

    Rhasta, the Shadow Shaman 
http://static.tvtropes.org/pmwiki/pub/images/Shadow_Shaman_4746.png
Voiced by: Gary Schwartz
"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 troll, 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."

  • Added Alliterative Appeal
  • All Trolls Are Different: Part hill troll, part something else.
  • Baleful Polymorph: He can turn enemies into chickens with his Hex (called Voodoo in DotA) skill.
  • Barrier Warrior: The Mass Serpent Wards are placed such that there is an empty spot in the middle of them. This is specifically designed such that, if you're good enough, you can drop the wards right on top of an enemy hero, which without a source of escape ability or phase, can box them in and render them helpless while the snakes blast at them. Shadow Shaman even has specific voice lines when he accomplishes this.
  • Black Mage: Shadow Shaman is one of the very few heroes in the game with more than one hard disable, and he can deal good damage with his other two spells as well.
  • Con Man: He used to work with one.
  • Dark Is Not Evil: Rhasta's called the Shadow Shaman and is a creepy-looking troll creature, but seems to be a fairly nice guy.
  • Dual Wielding
  • Glass Cannon: Mass Serpent Ward is one of the most powerful pushing and teamfighting skills in the game, able to burst down heroes, towers and Roshan alike with their massive damage output. Combined with Ether Shock, Shadow Shaman has great damage output in the mid-game, but he has one of the worst Strength and movement speeds in the game, making him extremely easy to focus down and kill.
  • Hybrid Monster/Nonhuman Humanoid Hybrid: Part hill troll, part something else.
  • Magic Staff: Two of them.
  • Monochromatic Eyes
  • Mundane Utility: Inverted: he first used his supernatural abilities to entertain people, but he later weaponized them after his master was killed.
  • Power Nullifier: Shadow Shaman is notable for having two hard disables (Hex and Shackles), while most other heroes in the game do not or have only one reliable disable, making him one of the best roaming supports in the game.
  • Shock and Awe: Ether Shock and Shackles use some kind of magical electricity.
  • Snake Oil Salesman: His former boss.
  • Squishy Wizard: His squishiness and lack of any escape mechanism is compounded by one of the slowest movement speeds in the game, meaning that he can melt very easily under fire.
  • The Turret Master: Mass Serpent Ward summons ten Serpent Wards, which act like ranged turrets. When focused on one target, be it a hero or a building or anything else, they can deal large amounts of damage.
  • Yellow Lightning, Blue Lightning: His Ether Shock uses yellow lightning.

    Nortrom, the Silencer 
http://static.tvtropes.org/pmwiki/pub/images/Silencer_281.png
Voiced by: Michael Gregory
"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
  • Anti-Magic: His magic spells revolve around nullifying other people's magical abilities.
  • Arch-Nemesis: To the Knights of the Fold, according to his backstory, which is Chen's faction. However, neither of them have voice lines that indicate any of this.
  • Armor-Piercing Attack:
    • Glaives of Wisdom deal pure damage, though they do not bypass spell immunity.
    • Global Silence has an interesting interaction with magic immunity. It can actually silence units through magic immunity, invulnerability, and invisibility, meaning that it will be applied to all enemies no matter what. However, it is a purgable debuff, meaning that activating magic immunity through BKB or using Diffusal Blade after Global Silence has been cast (since almost all other forms of magic immunity and purge are ability-based, they will be disabled by Global Silence) will remove the debuff and allow you to cast.
  • Brought Down to Normal: In his backstory, he defeated every single student by depriving them of their magical powers, then beating them up. In the game, he can silence the opponent, nullifying active abilities.
  • Calling Your Attacks: A variation: the sound effects for Arcane Curse and Global Silence are distorted versions of his voice lines.
  • The Chosen One: He's prophesized to be the champion of his group, but everyone thought the call chose a wrong person when he didn't show magic affinity. Only when he revealed that silence is magic too that they realized that the call was right.
  • Cool Helmet
  • Evil Laugh: The sound effect for Last Word is a creepy, distorted version of Silencer's laugh.
  • Fixed Damage Attack: Glaives of Wisdom deal bonus Pure damage based on Silencer's current Intelligence, meaning that they scale extremely well into the late game.
  • Fuuma Shuriken: He is armed with huge, enchanted three-pointed glaives.
  • Glass Cannon: Since he has good Agility and steals two Intelligence points from enemies when they die near him or by his hand (meaning that even a support Silencer can rack up large amounts of stolen Intelligence simply by assisting in kills), his Glaives of Wisdom become incredibly powerful late game, because their damage scales with Intelligence. However, his base Strength and Agility are so low that if caught out he can be killed fairly easily, which is why Force Staff is considered a major item for Silencer to purchase, even as a carry.
  • Ingesting Knowledge/Vampiric Draining: Presumably possesses some form of this, since his passive Intelligence Steal ability allows him to permanently steal two points of Intelligence from any enemy hero that dies near him or anywhere if he gets the kill.
  • Interface Screw: Global Silence doesn't just silence the opponents, but mutes all game sounds for its duration as well.
  • Irony: Silencer's greatest counter is that, as an Intelligence caster, he is also rendered helpless by silences, which will prevent him from casting his spells and disable the bonus damage from Glaives of Wisdom.
  • Jack-of-All-Stats: Silencer can be played as a carry or a support, since his abilities give him lots of disable and crowd control, and Glaives of Wisdom scales into late-game with enough kills and farm to allow him to output large amounts of damage.
  • Mage Killer
  • Magic Knight: Unusually for an Intelligence hero, Silencer's right-clicks actually scale very well thanks to Glaives of Wisdom. This means that as a carry, he can build Intelligence items not only to increase the size of his mana pool (thus allowing him to utilize his disable and crowd-control abilities more often) and give him more base damage, but it also increases the Glaives of Wisdom bonus, encouraging players to also build attack speed items to capitalize on his highly-damaging right-clicks.
  • Mana Burn: Arcane Curse drains the mana of all enemy heroes in an area, and resets when the target casts a spell.
  • Mechanically Unusual Class: Despite his name, Silencer's only direct-targeted ability that actually applies a silence debuff to his foes upon casting is is ultimate, which has an extremely long cooldown (130 seconds at all levels, comparable to other huge teamfight ultis like Black Hole, Ravage and Guardian Angel). Instead, he "silences" his foes through other means. By permanently stealing their Intelligence through kills and assists, he reduces the size of their mana pools, making them much less able to cast spells over an extended period of time. By debuffing them with Arcane Curse, he forces them to not use spells so that they stop losing HP. And by casting Last Word on them, he either forces them to expend mana to reduce the duration of the slow or keep the mana but risk being caught by an enemy team because of their slow. In effect, Silencer eliminates his opponents' ability to cast spells by reducing the size of their mana pool and then draining it dry so that they have no mana to cast spells even if they haven't been afflicted by the silence debuff.
  • Mutual Disadvantage: Against enemies who rely on passive instead of active abilities, like Sniper or Drow Ranger, Silencer's abilities to, well, 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). Last Word also slowed down enemies which can catch the opponent off guard if an enemy team catches them.
  • Mutual Kill: The only situation in which the Silencer does not benefit from a kill. Usually when he gets a kill, he steals 2 Intelligence from his victim, which is released as a projectile. However, if the Silencer dies before the projectile reaches him, he does not gain intelligence. Alternately, if he is dead by the time his killing blow lands, the projectile cannot be generated, thus the intelligence stealing does not occur at all.
  • Non-Indicative Name: Nortrom's 'glaives' do not look much like what they're insisted to be.
  • Non Standard Skill Learning: His Intelligence Steal passive ability is available right from the start.
  • 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.
  • The Quiet One: Being the Silencer, he's not one for idle chat. He'll even shush the player if they click him enough.
  • 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 (rendering their spells useless in a teamfight for the duration of the silence, and weakening them later on due to not having the mana to cast what they need), or to save the mana by not casting a spell, and still take the damage and silence anyways.
    • Arcane Curse forces the enemy to choose between not casting a spell and waiting for the debuff to end (thus making them less useful if a teamfight actually starts), or use spells and lose even more mana and HP.
  • Standard Status Effects: Specializes in silencing enemies; his third ability, Last Word, also slow the target during the duration of the spell. 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...
  • Too Awesome to Use: Because Global Silence has such a long cooldown, Silencer is often forced to hold onto his ultimate until a huge teamfight breaks out. Casting it in minor skirmishes could allow the enemy to confidently engage in a major teamfight with the knowledge that Global Silence is on cooldown.
  • Took a Level in Badass
  • Too Spicy for Yog Sothoth: Because Intelligence Steal potentially grants him the highest Intelligence growth in the game if he can get a good number of kills or assists, Silencer is one of the few heroes that can become completely immune to Outworld Devourer's Sanity's Eclipse, no matter their respective levels.
  • Un-Sorcerer: His lack of magic affinity caused everyone to ridicule him until he discovered that such condition made him great at the power of silence.
    • Who's Laughing Now?: He then proceeded to silence every of those spell casters laughing at him, then make them bow to him, and his teachers recognized him as The Chosen One.
  • You Are Already Dead: Often the result if Silencer casts Last Word on a fleeing foe with low HP. As they will take the damage no matter what (unless they activate spell immunity/invulnerability or have it applied to them), it is not uncommon for the enemy to squirm for 5 seconds prior to dying to the damage.

    Dragonus, the Skywrath Mage 
http://static.tvtropes.org/pmwiki/pub/images/skywrath_mage_7832.png
Voiced by: TJ Ramini
"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."

  • Achilles' Heel: 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 maxed Mystic Flare in range of it.
  • Acrophobic Bird: As per the norm in this game, Dragonus can't bypass terrain despite constantly flying.
  • Bastard Understudy: What Dragonus is forced to become after Vengeful Spirit's sister's successful coup. He has several voice responses regarding "biding [his] time".
  • Bishōnen: Definitely has a lot more of this than most of the male cast.
  • Black Mage: He is one of the most fearsome nukers in the game and can easily mow down opponents from afar with his various spells.
  • Blade on a Stick: The Immortal spear Empyrean.
  • Byronic Hero
  • Damage Discrimination: Mystic Flare will only ever damage enemy heroes, ignoring creeps, illusions and summons.
  • Damage-Increasing Debuff: Ancient Seal silences the target and decreases its magical resistance (the greatest next to Ethereal forms).
  • Failure Hero: His lore. Basically it all starts with how he failed to prevent Shendelzare's fall from grace and is now stuck with serving her more ruthless sister that he hates.
  • Fantastic Racism: If his line isn't about how shit it is to be him, it's about how superior the Skywrath are to everyone else.
  • Feather Motif: His various spells often incorporate birds or feathers into their particle effects.
  • Geometric Magic: Ancient Seal.
  • Glass Cannon: Skywrath is notable for being one of the game's most powerful nukers, as he can set up targets with Concussive Shot and Ancient Seal (which silences and slows them, and reduces their magic resistance), and then blast them down with Arcane Bolt and Mystic Flare (which deal more damage due to Ancient Seal, and the latter which will drop most of its damage on the target due to the slow). However, he's also extremely easy to kill if ever caught out of position.
  • Hit Box Dissonance: Mystic Flare will distribute its damage evenly among all heroes in its area of effect. So while it may drop absurd amounts of damage onto a single target, casting it on two enemies will halve its damage, greatly reducing its effectiveness.
  • Homing Projectile: While this applies to all targeted spells, both Arcane Bolt and Concussive Shot qualify for this, the first due to its extremely slow travel speed, and the second for its long range fire-and-forget nature.
  • Informed Flaw: Despite being a Skywrath, who are supposedly notable for being vengeful and unforgiving, Dragonus exhibits none of these traits, most likely a case of My Species Doth Protest Too Much.
  • It's All About Vengeful Spirit And Me: If you aren't Shendelzare, to him you're just either an insult to her loss, or a obstacle to be blasted apart.
  • Kill Sat: Skywrath's ultimate, Mystic Flare, saturates a small area with Beam Spam. Worth noting it's the game's most damaging spell with a very short cooldown, as well as the most mana-expensive spell in the game, so it requires careful positioning to keep a single enemy within the damage area. If he purchases Aghanim's Scepter, the cooldown on the spell decreases even more, down to 5 seconds at level 16, while the spell's duration increases to 12 seconds - far more than enough to vaporize anyone foolish enough to stand inside for that long.
  • Large Ham: Mainly due to his use of Purple Prose.
  • Light Is Good: Zig-zagged. He's not technically a light-themed character, but his spell visuals, golden armor look fairly angelic firmly place him in this category. Personality? He's noble and good hearted, but he's a little... obsessed in restoring his love Shendelzare back to normal even probably at cost of the virtues of the Skywrath, and is a bit of a Skywrath supremacist... and in the same time came to secretly hate his own Queen for her foul play in Shendelzare's fall from grace, possibly hinting that his supremacist attitude was a result of having to follow the ruthless new Queen's orders. Definitely good, but has a big flaw he's juggling.
  • 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 he 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.
  • Long-Range Fighter: All of his spells have a high range, which means that he can snipe foes from far away. In particular, Concussive Shot has a 1600 range, meaning that anybody just inside of visual range in the daytime is susceptible to being hit by it. The opposite thing is true as well: because of Skywrath's abysmal Strength and Agility, he can be very easily killed if the enemy can get close to him.
  • Magic Missile Storm: Mystic Flare qualifies as this, as it's a damage-over-time spell laid over a small area, meaning that unless an opponent is immobilised they're probably not going to absorb the entire ultimate.
  • Magic Staff
  • Noble Top Enforcer: He is mostly noble, but currently the Skywrath are run by ruthless people and he doesn't like them, but has no power to overthrow them.
  • Painfully Slow Projectile: Arcane Bolt has a 500 travel speed, comparable to (and slower than many) ranged auto-attacks. If an enemy retreats, it is actually possible for them to avoid taking the damage for several seconds, long enough in some cases to use a healing item to avoid death.
  • Power Nullifier: Ancient Seal silences the target and increases the magical damage taken by them.
  • Proud Warrior Race Guy: In spite of his misgivings to the current ruler, he's proud as a Skywrath and consider other races 'lesser'. Also, the Skywrath in general are pretty snappy about battles...
  • Purple Prose: He's fond of speaking like this.
  • Spam Attack: Arcane Bolt has very low cooldown (5 seconds at level 1, and two seconds at max level), negligible mana cost, and scales with Intelligence, leading to it being used as an overglorified autoattack. With Aghanim's Scepter, maxed Mystic Flare, whose cooldown is reduced to a mere 5 seconds, can become this as well.
  • Squishy Wizard: Especially the case with Skywrath Mage. His Strength gain is very low and he has the lowest Agility growth in the game (tied with Undying), making him extremely squishy.
  • There Is No Kill Like Overkill: Aghanim's Scepter extends the duration of Mystic Flare to a ridiculous 12 seconds for a total of 7000 damage at max level.
  • Unlucky Childhood Friend: Friend to Shendelzare. Too bad she became Vengeful Spirit.
  • Weaksauce Weakness: No matter how much setup you have for Mystic Flare, it's possible for the spell to be completely wasted by a simple Force Staff or Glimmer Cape.
  • Winged Humanoid: The Skywrath are a race of them.
  • Wings Do Nothing

    Raijin Thunderkeg, the Storm Spirit 
http://static.tvtropes.org/pmwiki/pub/images/storm_spirit_6051.png
Voiced by: John Patrick Lowrie
"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."

  • Achilles' Heel: Due to his frailty and reliance on his ultimate to initiate (as well as most of his damage output coming from his spells), Storm Spirit can become very easy prey if he's silenced in the middle of a gank, or runs out of mana in the wrong place.
  • Acrofatic: He moves surprisingly easy for his weight, often doing mid-air flips and striking poses when casting spells.
  • Added Alliterative Appeal
  • Art Evolution: Storm Spirit had his model reworked during the Three Spirits update, to match the visual style of the other two elemental spirits.
  • Badass Beard
  • Big Fun
  • Big "NO!": One of the funniest sound clips that you can hear from him when your team loses.
  • Black Mage
  • Death of a Thousand Cuts: Each individual Overload attack deals a pitiful amount of damage (comparable to damage-over-time spells), but it's possible to proc it on every right-click if you can cast a spell between each attack. Used properly, it can lay down a surprising amount of damage over a few seconds, comparable to many higher-tier damage nukes, and this isn't even counting the physical damage from the attacks or any additional magical damage from casting Static Remnant and Ball Lightning.
  • Defog of War: Static Remnant gives flying vision around the remnant for the duration that they're active, allowing players to use it to scout up cliffs, through trees, and into the Roshan pit.
  • Difficult but Awesome: Because the mana cost of Ball Lightning - the main ganking tool of Storm Spirit - is relative to the distance travelled, good mana management is essential to play Storm Spirit: if you overextend, you can very easily find yourself in a bad position without any mana. A good Raijin player, can, however, launch almost impossible ganks and initiate teamfights with ease, and get off scot-free.
  • Dynamic Entry: Ball Lightning allows Storm Spirit to travel vast distances and initiate on heroes who aren't aware that he's in the area.
  • Fighting Clown
  • 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 due to his low starting Strength and Strength growth.
  • Fusion Dance: The combined form of a Celestial and a human wizard.
  • Glowing Eyes
  • Grand Theft Me: An unusual heroic example.
  • Great Escape: Ball Lightning makes Storm Spirit extremely hard to pin down without silences. A gank has to either keep him locked down while it finishes him off, or burn all his mana reserves out, not an easy feat when he's always building mana regeneration.
  • It's All About Me: He enjoys making animate sculptures of himself, and generally doesn't give much respect to other heroes.
    Storm Spirit, casting Static Remnant: "Ooh, who's that handsome devil?"
  • Large Ham: Gloriously so.
  • Limit Break/Spell Blade: Overload causes Storm Spirit to deal bonus magic damage on the next auto-attack he uses after casting a spell. While each individual attack doesn't do much, Static Remnant has an extremely low cooldown (and Ball Lightning has none), meaning that with the right combo it's possible to drop upwards of a thousand magical damage on a target in the span of a few seconds.
  • Money Multiplier: Spamming Static Remnant and Ball Lightning combined with Overload makes Storm Spirit one of the best stack clearer mid heroes in the game. It's very hard to shut his farm down since even if you completely overwhelmed him at mid, he can simply go to the jungle and catch up if his supports are at least semi-competent.
  • Monochromatic Eyes
  • Motor Mouth: All nearby players will hear voice lines from him every time he emerges from Ball Lightning, making him one of the chattier heroes in the game.
  • Nice Hat
  • Power Glows
  • Power Trio: Forms one with Earth and Ember Spirit.
  • Ride the Lightning: Ball Lightning lets Storm Spirit travel across vast distances on the map, and deal a large amount of damage to any enemies he hits along the way (the longer the distance, the greater the damage). However, it's extremely mana-expensive, costing a percentage of his total mana pool to begin, and more per distance traveled, rather than a fixed number.
  • Self-Duplication: Static Remnant creates an image of Storm Spirit that explodes when an enemy comes near it.
  • Shock and Awe
  • Some Dexterity Required: While simply using Ball Lightning to initiate and then hitting the target with an Overload attack can be relatively straightforward, it takes careful management of your spells and split-second timing in order to make the most of your attacks, since you want to attack after casting a spell and you never want to cast two spells without an attack inbetween.
  • Spam Attack: Storm Spirit's playstyle revolves around spamming the very cheap Static Remnant and zapping around the battlefield with Ball Lightning as frequently as possible to take advantage of Overload.
  • Squishy Wizard: Storm Spirit's starting Strength and Strength growth are atrocious, meaning that he'll go down fast if caught out of position without mana.
  • Super Speed: When using Ball Lightning, Storm Spirit can move at a ludicrous 2500 speed. Compare it to the normal maximum speed attainable, 522.
  • Throat Light
  • Yellow Lightning, Blue Lightning: Blue, like most lightnings in the game. Except when he's equipped with the Lightning Orchid hat, which changes Ball Lightning to red.
  • You Will Not Evade Me: Storm Spirit is often considered one of the most powerful long-range initiators in the game, even without many items. If he manages to farm the items he needs, he becomes a force to be reckoned with.
    • Ball Lightning, while costly in terms of mana, allows Storm Spirit to jump on any enemies he wishes that are in the same general part of the map that he is. It also deals more damage the longer the travel distance.
    • Overload, which procs each time Storm Spirit casts a spell, will cause his attacks to drastically slow the target's movement speed, effectively dropping anything that isn't at the speed cap down to minimum speed if the attack connects.
    • Electric Vortex will disable an enemy for up to 2.5 seconds, preventing them from reacting while Storm Spirit pummels them.
    • Static Remnant deals respectable damage and has an extremely low cooldown, allowing players to proc Overload with almost every attack while dealing large amounts of damage.

    Squee, Spleen and Spoon, the Techies 
http://static.tvtropes.org/pmwiki/pub/images/techies_7932.png
Voiced by: Dee Bradley Baker (Yes, all three)
"In the storied saga of Dredger's Bight, no business has ever been more reviled than Techies Demolitions. Then again, Dredger's Bight no longer exists. Nor does Toterin. Or even Trapper Town. In fact, if one were to track the history of Techies Demolitions they might notice that shortly after Techies appear, towns tend to disappear.

Like every inevitable disaster surrounding Techies, the obliteration of Dredger's Bight began with an invention. Tasked with designing a safer way of detonating explosives in the mines beneath the city, pyrotechnic prodigies Squee, Spleen, and Spoon developed their most outlandish creation yet: a button which, when pressed, would trigger a distant device to spark a fuse. Overeager to test their invention, the trio stuffed barrel after barrel with flamesalt explosives, piling every corner of their tiny workshop high with the newly developed remote bombs. From this stockpile they plucked a single payload, burying it in a far away field. As they cowered in a ditch, Spleen pressed the detonator button. Yet after a moment, nothing happened. Confused, he stood up, pressing his button again and again until, finally, an explosion tore a hole in the field. Elated, Squee and Spleen turned toward home just as a massive wave of sound and force arrived to knock them over. Bewildered, their ears ringing from the unexpected blast, they gathered in the dingy miasma to see a smoking ruin where their workshop once stood. Chunks of wood and stone continued to fall as the yawning crater before them slowly deepened into an expanding pit. The whole of Dredger's Bight shuddered, and then gradually started to slide into the mines below as its panicked residents fled. Sitting at the edge of their sinking home they grinned and giggled, as giddy at the possibilities as they were oblivious to the scorn of their former neighbors. They wondered only one thing: how could they trigger an even bigger blast?"

Techies are not your usual kind of heroes. They have slow movement speed, slower than even Crystal Maiden, and even creeps can dish out more damage than their normal attacks. Their skills outside of direct combat, on the other hand... are what makes them dreaded. They're known for planting their Land Mine, which plants an invisible mine that explodes if any enemies stepped on it. One mine might not be worth something, but Techies can stack many mines in one spot, if an enemy steps into a stacked mine field, they are pretty much dead. Aside of damaging mines, they can also plant the Stasis Trap, which acts like a mine, but if someone gets near it, enemies around the area get stunned for a long period. If the enemy get close to them, the Techies can have a final ace in the hole, Suicide Squad, Attack!, in which the Techies blow themselves up, dealing massive damage to the surrounding enemies, possibly taking them out with them, and have reduced respawn time. His mines, however, trigger on any enemies, including creeps, so planting them in the middle of the open battlefield would be wasting mines as the enemies can just wait until their creeps step on it. That is where their Ultimate, Remote Mine, comes in, in which Techies planted a more powerful mine that explodes on button switch, instead of being stepped on. Like their other Land Mines, the Ultimate can be stacked.

  • Action Bomb: Suicide Squad, Attack! blows up Techies to deal damage to enemies near them.
  • Adaptation Species Change: They used to be Goblins in the original DotA. Now they're... some other creatures, not Goblins.
  • And the Rest: Spoon, the third Techie who sits in the barrel tied to Squee's back, is treated like this for laughs. Squee and Spleen share most of the interaction and dialogue, and themselves think that Spoon is dead.
    Spleen: I think so.
    Spoon (from the barrel): No I wasn't.
  • Arbitrary Gun Power: They use a Bazooka, and with the Swine of the Sunken Galley, a cannon for a weapon, yet are completely outclassed in base damage by every other hero, including Sniper, who uses a much smaller rifle. Justified, since the bazooka fires a small firework, and the cannon is trashed beyond repair.
  • Ascended Extra: Minefield Sign didn't exist in the first DotA, and was created when Techies got ported into Dota 2 as an ability that did absolutely nothing in the game, exclusive to the owners of the Swine of the Sunken Galley Arcana. Player feedback eventually caused Valve to make Minefield Sign available to people without the Arcana as well. Come 6.84, the gimmicky Arcana promotion has, surprisingly, developed into a very strong ability of its own, albeit only with an Aghanim's Scepter upgrade.
  • Better to Die than Be Killed: Skilled Techies players can use Suicide Squad, Attack! to deny themselves, denying the enemy team gold from killing him while halving his respawn time.
  • Cherry Tapping: Techies has the worst autoattack damage of any hero, and starts out being outclassed by everyone except the smallest neutral creeps. Its also extremely Boring but Practical, having an extreme base range of 700, Techies could actually outharass most heroes despite the abysmal damage.
  • Cigar Chomper: Squee always has a cigar in his mouth if you don't have any cosmetics equipped that remove it.
  • Combat Pragmatist: Fighting the enemy head on will always spell doom to Techies. You have to fight dirty, depend on your smartly placed mines, in order to maximize Techies' potential.
  • Crazy-Prepared: A must-have trait when playing Techies, you have to know which routes the enemy heroes will take and plant the proper bombs to ruin their day.
  • Crutch Skill: Though it is deadly at early stages of the game, by late game, the effectiveness of Suicide Squad, Attack! diminishes so much that it's only used as a last-resort if Techies is cornered, most players know that the mines are the real essential skill of Techies.
  • Delayed Explosion: All of Techies' abilities have delays either in their arming time (the time between when you set it down and when it's ready to start working), trigger time (the time between when someone walks into its trigger radius and when it actually goes off), or a combination of both. This means that Techies can't just drop their explosives willy-nilly, but rather have to plan far ahead in order to make the most of their bombs.
  • Defog of War: All of Techies' mines and traps give varying amounts of vision (from just vision of the area immediately around the mine itself to equal to what Heroes get at night). Remote Mines, with their 800 vision, can be used as free Observer Wards, while Land Mines can be planted in common smoke gank paths as early warning devices, or at juke spots to finish off fleeing enemies.
  • Demolitions Expert
  • Difficult but Awesome: Because Techies have extremely little direct combat ability, their play style depends heavily upon the knowledge, map awareness and game sense of the player.
    • In order to be effective, Techies players have to have very good map awareness, predict their enemies' movements, and plan far ahead so that they can lay enough traps in the right places. Even basic enemy vision can give away Techies' plans, as knowing that a Techies is somewhere they're not supposed to be usually means that they have mines there as well, thus telling the enemy where to set up detection.
    • Detection itself is also a major problem for Techies, since a 900 gold item can easily spoil poorly-placed mine clusters. Good Techies players need to place their traps in such a way that even if the enemy has detection they can be effective (such as abusing high ground and corners around trees).
    • One little known fact about mines is that it's possible to block jungle camp spawns with them. A Techies player can plant Land Mines around the enemy jungle camps, which can debilitate the income of the enemy support and jungler.
  • Disc One Nuke: A properly placed Land Mines stack can be this if an enemy hero (or heroes) can be led towards the stack. Subverted with Suicide Squad, Attack!. While it deals 500 Physical damage right at level 1, one of the most powerful nukes at that point of the game, it is very difficult to pull off because of its essentially melee range, and it makes Techies miss the timing to plant Land Mines before the horn sounds.
    • Both Land Mines and Suicide Squad, Attack! are extremely potent laning spells. The former's massive damage makes it extremely good at killing creeps in an area and getting a potential damage to heroes, while the latter offers decent solo killing potential.
    • Techies right click is pretty much an unusable joke in the late game, but thanks to its massive range of 700, its surprisingly potent at the laning stage. With some Null Talismans, it make for a very strong tool of harassment.
  • The Engineer: Of the Combat Engineer variety, when using their Land Mines against buildings. Land Mines can damage structures, including towers and barracks, making it one of the very few spells capable of doing so. A Techies with level 4 Land Mines can not only deal large amounts of damage to creep waves and jungle camps, but also knock down towers alarmingly quickly should the need arise.
  • Fantastic Fireworks: The Swine of the Sunken Galley Arcana set adds various firework effects to their explosions.
  • For Science!: Used in several of their voice lines. They're apparently quite serious about it, to the point that they think it's not proper science if there's no explosions.
  • Genius Ditz: They're very intelligent when it comes to building and detonating explosives but other than that, none of them are right in the head.
  • Glass Cannon: Techies can deal large amounts of damage all around the map, and left to their own devices can easily stop pushing creep waves or even destroy enemy towers surprisingly quickly. However, despite their above-average survivability for an Intelligence hero in the early game, Techies need to build mana items non-stop to fuel their mines, and as a result, from the mid-game, they're essentially food if caught without Suicide Squad, Attack!.
  • Heroic Suicide: Depending on the interpretation, Suicide Squad, Attack! can count as this. If it ends up failing though, it becomes a...
  • Hope Spot:
    • I hope you're not trying to teleport back to base while standing on their invisible remote mines...
    • Or alternatively, you have finally cornered Techies in low HP, and there's no nearby mines. Free gold and XP? Suicide Squad, Attack! No gold and XP for you, Techies will come back faster, or even worse, you die in explosion and giving Techies XP and gold.
    • Or the classic case: You are going your merry way, trying to visit a Secret Shop, or maybe you're about to pull a successful gank or you just escaped a deadly gank! ... You stepped into Techies' mine field, or they detonated their Remote Mines cluster. You die or get so heavily wounded you become such easy pickings to the other enemies.
  • Mad Bomber: They are a bunch of explosives experts, and they are definitely not what you'd call 'sane'.
  • Mechanically Unusual Class: Techies fall in the category of heroes that are very different from the rest, with their skillset resulting in gameplay based on mind games and skilfully placed traps.
  • Non Standard Skill Learning: Techies have an innate passive skill available from the start, Minefield Sign.
  • Oh Crap!: The typical reaction of planting a Sentry Ward to try and find his minefields, only to find out that you're standing in it.
  • Outrun the Fireball: The Stasis Trap has a 2-second detonation delay after being triggered, allowing fast heroes to escape being stunned.
  • Power Trio
  • Schizo Tech: Like many of the Keens, they use pressure mines and remotely detonated explosives while most other heroes still fight with swords and magic.
  • Science Hero
  • Self-Deprecation: Meta-wise. "Who said we couldn't count to three?". Well, seeing that Valve can't seem to make a sequel with the number 3 and... who made this game, again?
  • Shout-Out: Has several quotes from Counter-Strike, in terms of Terrorists in Demolition maps.
  • Stone Wall: Strategically a case of this, he's very difficult to push down towers against, and very good at defending areas, as expected of someone who uses mines, but not much use on the offensive and highly risky even for the parts they're good at.
  • Stuff Blowing Up: It's their specialty.
  • Surprisingly Sudden Death: The usual result of not having detection while Techies are on the other team. Or trying to gank Techies while Suicide Squad, Attack! is off cooldown.
  • Taking You with Me: Suicide Squad, Attack! can kill enemies caught within the explosion.
  • There Is No Kill Like Overkill: The absolute mentality that Techies players must have when setting up mine clusters. Because Techies will most often be placing their mines in areas where the enemy will traverse between battle (rather than areas where battle will actually occur), and since the mines are only useful if an enemy walks over them, it is imperative that Techies gets a kill with any mines that are placed. If a mine cluster only manages to grievously injure enemy Heroes but not kill, odds are that it happened in a place that is very far from where any friendly Heroes are, allowing the victim to simply teleport back to their fountain. This effectively does nothing but waste both Techies' and the victim's time, though it is far costlier to Techies since significantly more time and mana was spent laying the trap in the first place. And given that any enemy player may happen upon your mines, whether it's a squishy support Crystal Maiden or a farmed Dragon Knight, this means that every trap must be set in such a way that it will guarantee a kill on the tankiest player on the other team.
  • Throw Down the Bomblet: Their right-click attack, which launches grenades.
  • Trap Master: Techies' skill set in a nutshell, being set on planting mines in most places possible.
  • Troll: Ever since the original DotA, Techies have been dreaded for being very infuriating to fight against, laying lots of Hope Spot and yanking them away, or luring players to their set mines and traps. Compounding this, when they're included in Dota 2, the Remote Mine art has the memetic Trollface painted on it! Furthermore, Techies can plant warning signs which do absolutely nothing, but certainly can be used for mind games, because they could be planting mines anywhere else far away from the sign... Or is it?
  • Weaksauce Weakness: Detection often qualifies as this, especially a Gem of True Sight, since it means that most basic traps will be rendered harmless. Because of this, any Gem carrier on the enemy team is a high-priority target for Techies.
  • You Shall Not Pass: Without a proper ward (which can be placed in high ground) or unobstructed vision, it's extremely hard to push into a base defended by Techies. Even if you carry a Gem of True Sight, it isn't going to do anything if you can't see up the hill where Techies planted their mines, while a Gem carrier, Sentry Ward, or Necronomicon Warrior will be blasted down in seconds, either by the mines or the tower, if they dare approach it.

    Boush, the Tinker 
http://static.tvtropes.org/pmwiki/pub/images/Tinker_7272.png
Voiced by: Harry S. Robins
"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."

Tinker is a ranged ganker and pusher with the unique capability to refresh his items and spells constantly, as long as he has the mana to support it. While he has low stat gain and is very vulnerable to ganking at the beginning of the game, this changes as he gains levels and the proper items, turning him into one of the most mobile pusher in the entire game (Only Nature's Prophet rivals him in terms of mobility). Laser is a single target spell that deals pure damage and blinds the target unit for a 100% miss chance, immensely useful for stopping rightclicking enemies when they lack spell immunity. Heat-Seeking Missile is a long range spell that sends two missiles at the nearest enemy heroes, but only as long as they're visible. March of the Machines, which is what makes him a strong pusher, summons a swarm of robots that attack an area of Tinker's choice, dealing damage to all enemy units within the area. Rearm is what completes the hero, and is an ultimate spell that refreshes all spells and items on Tinker, with the only drawback being that Tinker must channel Rearm for a while before it refreshes him and the hefty mana cost. Note however, that not all items can be refreshed by Rearm (Hand of Midas, Linken's Sphere, and Necronomicon are some of these to put it short). THE item to build on Tinker is always without exception Boots of Travel, giving him almost unrivaled mobility. If Tinker buys an Aghanim's Scepter, his Laser and Heat-Seeking Missiles are powered up, making Laser refract to nearby enemy heroes and doubling the missile count, respectively.

  • Action Bomb: The robots summoned by March of the Machines blow themselves up when crashing into an enemy.
  • Adaptation Species Change: The original Tinker was a goblin, much like Clockwerk. He was changed to Keen in Dota 2.
  • Badass Beard
  • Badass Bookworm
  • Blinded by the Light/Temporary Blindness: Laser temporarily blinds the target, making it miss all attacks for 3 seconds if not carrying Monkey King Bar.
  • Cooldown Manipulation: Rearm resets all cooldowns on Tinker's skills and items, allowing him to constantly cast his spells, as long as he has the mana to support it.
  • Distinguished Gentleman's Pipe
  • Dynamic Entry: After he gets Boots of Travel in conjunction with Rearm, Tinker gains global mobility only rivalled by Nature's Prophet and (to a lesser extent) Wisp and the to-be-released Abyssal Underlord.
  • Energy Ball: Tinker's main weapon used for right-clicks: a small cannon mounted on top of his suit that shoots energy balls.
  • Flat-Earth Atheist: Despite fighting against (and sometimes alongside) all manner of wizards and Eldritch Abominations and using magical artifacts, Tinker seems to be rather condescending toward anything not explicitly scientific or technological.
  • For Science!: His motivation.
    Tinker (killing Alchemist): "What sort of loon believes in alchemy?"
  • Frickin' Laser Beams: Laser, which does pure damage and as such is not mitigated by armor nor magic resistance.
  • Gadgeteer Genius
  • Glass Cannon: He can dish out tons of magic and pure damage with his easily spammable spells, but don't expect for him to survive the slightest retaliation. Farming up a Linken's Sphere is a common tactic to improve his (otherwise low) survivability.
  • Iconic Item: Boots of Travel are so common on Tinker that the cosmetic item Mecha Boots of Travel Mk III was created, which gives Tinker a unique teleport animation and icon for the actual item.
  • Item Caddy: Rearm reloads items together with skills, so stacking items with active abilities (most notably Boots of Travel, Scythe of Vyse, Force Staff, and Dagon) is a common tactic with Tinker, since the low cooldown makes them incredibly powerful, if hard to control with 10 active abilities.
  • Macross Missile Massacre: If Tinker purchases Aghanim's Scepter, he can lauch up to FOUR missiles with Heat-Seeking Missiles, which combined with Rearm, can become this trope.
  • Mad Scientist:
    Tinker (casting March of the Machines): And they said I was crazy!
  • Making a Spectacle of Yourself/Specs of Awesome
  • Obvious Rule Patch: For some time, Tinker could reset the cooldown on his Black King Bar's Avatar ability, letting him stay magic immune while casting spells as long as he had mana. This was quickly changed so Avatar can't be rearmed.
  • Power Nullifier: Laser blinds the target, causing it to miss all right-click attacks for 3 seconds, so if used on a right-click carry it will effectively render them useless for that duration unless they have Monkey King Bar.
  • Reflecting Laser: After Tinker gets Aghanim's Scepter, Laser will reflect to all enemies near the initial target.
  • Saying Sound Effects Out Loud
    Tinker (casting Laser): "Pew, pew, pew pew pew!"
  • Schizo Tech: Lampshaded in his backstory; the Keen Folk developed advanced technology as compensation for their inability to use magic.
  • Science Hero
  • Smart People Wear Glasses
  • Some Dexterity Required: If you have low APM, you can't play Tinker to his fullest potential. Apart from the basic requirements you are need in order to play Tinker, which is mainly decent mid lane prior knowledge and map awareness, you need to be able to use multiple abilities in succession, quickly and with no error. Initially, you must be able to use: Boots of Travel in, March of the Machines, Soul Ring, Bottle, Rearm, March of the Machines again, Soul Ring, Bottle, Blink Dagger to the treeline and Boots of Travel out, all in 10 seconds. Mid-late game you have to be doing a lot of combos consistently, and even if it might be the same thing over and over, it's still using a lot of abilities much quicker than anyone else.
  • Spam Attack: With Rearm, Tinker can spam any spell and item ability as long as he has mana, unlike other nukers who can throw their most powerful spells only once or twice per teamfight without Refresher Orb.
  • Squishy Wizard: While Tinker can be an unstoppable split-pusher and counter-pusher in the right hands, a properly executed gank can put him down quite quickly, especially since his ultimate relies on channeling in order to reset his cooldowns (meaning that it can be interrupted).
  • Super-Persistent Missile: There is no way to stop his Heat-Seeking Missiles unless you become spell immune while they are en route.
  • Surprisingly Sudden Death: A popular build on Tinker involves getting Blink Dagger into Dagon 5 and Ethereal Blade. Combined with Boots of Travel and enough mana, Tinker can teleport to any enemy hero busy farming creeps, unleash all of his massive burst damage on them and kill them before they can react, and chase them down with Blink Dagger if needed.
  • Teleport Spam: Tinker can abuse Boots of Travel's Teleport with his ultimate Rearm, which why he is the only hero in the game universally accepted to rush Boots of Travel. This can become even more ridiculous after he gets Blink Dagger, as with it he can constantly teleport to creep waves, blink to the trees to protect himself, throw one or two March of the Machines, then teleport back to the fountain and repeat in an endless loop.
  • Whole Plot Reference: Replace "Violet Plateau" with "Black Mesa", and "Boush" with "Gordon Freeman", and you have the premise of Half-Life.
    Tinker: (killing a hero) Next time, try a crowbar!
  • You Shall Not Pass: March of the Machines and Homing Missiles spam makes it very difficult to push a tower defended by a Tinker, as they provide a near-constant stream of damage that's only limited by Tinker's mana pool, which he can go back and refill in a few seconds anyway.
  • Zerg Rush: His March of the Machines ability consists of hundreds of tiny robots ramming themselves into the enemy.

    Visage, the Bound Form of Necro'lic 
http://static.tvtropes.org/pmwiki/pub/images/Visage_1177.png
Voiced by: Dempsey Pappion
"Perched atop the entrance to the Narrow Maze sit the looming shapes of sneering gargoyles, the paths into the hereafter forever in their gaze. Beasts and birds, men and monsters, all creatures that die and choose to travel beyond must someday pass beneath their sight. For an untethered spirit, the decision to journey through the veil of death is irrevocable. When chance comes, and by craft or cunning some restless soul escapes their hells and heavens, it is the dreaded gargoyle Visage, the bound form of the eternal spirit Necro’lic, who is dispatched to reclaim them. Ruthless and efficient, unhindered by the principles of death and fatigue, Visage stalks its prey without mercy or end, willingly destroying all which may give shelter to the fugitive essence. That which flaunts the laws of the afterlife may never rest, for while it is true that the dead may be revived, it is only a matter of time before Visage finds and returns them to their proper place."

  • Acrophobic Bird: Played straight by Visage, averted by his familiars.
  • Attack! Attack! Attack!: Averted utterly with his Familiars; while they start with incredible bonus attack power, they quickly are reduced to 10 damage until the next time they activate Stone Form, encouraging hit and run tactics. Played straight, however, if Drow Ranger is also on the same team, as the massive damage boost from Precision Aura can allow the Familiars to fight very well even with no attack charges left.
  • Badass Bookworm: Despite being an Intelligence hero, he has above-normal Strength gain and up to 70% resistance to both physical and magical damage when he maxes out Gravekeeper's Cloak, letting him withstand even heavy harassment. Much needed because his skills benefit his team the more he stays in team-fights.
  • Black Mage
  • Charged Attack/Spam Attack: Soul Assumption initially deals extremely low damage, but becomes more and more powerful with soul charges which Visage can acquire when heroes take damage near him. Combined with its very short cooldown, Visage can constantly spam it in a fight as long as he has mana and soul charges.
  • Combination Attack: Visage's synergy with Drow Ranger is notable: Visage's familiars attack extremely quickly, but their damage also drops just as fast, to a minimum of 10, making them only good for hit-and-run attacks. Precision Aura, which gives a damage bonus to allied heroes (and creeps when activated) based on Drow's agility, negates this entirely: if Drow has enough Agility (which is made even easier with Marksmanship) she can multiply the familiars' damage by around 4-6 times, making them much deadlier and less dependent on Stone Form to replenish their damage. For this reason, very few teams would want to leave either Drow or Visage available to the enemy once either one was picked.
  • Dark Is Not Evil: While he is not nice by any stretch of the imagination, his task to make sure the dead stay dead is a necessary one.
  • Deflector Shields: Gravekeeper's Cloak generates a four-layered barrier of protection around Visage. One layer is removed every time Visage takes damage from players, making him very durable against burst damage, but damage-over-time effects can break it in no time.
  • Difficult but Awesome: Like Meepo, Visage is considered one of the more difficult heroes to master given the amount of micromanagement required to manage his ultimate, on top of his other abilities being quite complex. Given the punishing cooldown on summoning his familiars and the large bounty they award to enemy players for killing them, new players can be easily discouraged from learning the hero properly given how easy it is to feed the enemy team with the familiars. But mastering the familiars gives Visage a great deal of flexibility and firepower, since they can globally gank squishy heroes with almost no warning by using trees for cover, and chaining their Stone Form stuns can give you an area-of-effect stun that lasts up to 3 seconds, or even 4.5 seconds with an Aghanim's Scepter. Combined with his other abilities, Visage is one of the deadliest support heroes in the game who can tank damage, burst down enemies extremely quickly, and disable entire teams when used properly.
  • Elite Army: Visage's Familiars are weak in a direct fight, but are valued for their ability to globally gank squishy heroes with little warning, their 3 second area stun, and the large bounty that they award to enemies for killing them.
  • Familiar: Can summon 2 of his fellow gargoyles (3 with Aghanim's Scepter) from the Narrow Maze.
  • Glass Cannon: His familiars are capable of decimating most enemies in seconds if they've recently used Stone Form, but don't take much to destroy.
  • Glowing Eyes of Doom: However, he's a decidedly heroic character.
  • Guardian of the Multiverse: Necro'lic is not only in charge of bringing souls to the afterlife, but also keeping various Multiversal Conquerors, Eldritch Abominations and even gods at bay.
  • Hit-and-Run Tactics: His familiars are best used to blast enemies and then beat a fast retreat, as they are pretty weak in a direct fight.
  • Lightning Bruiser: Visage can dish out great damage with Soul Assumption and his familiars; Gravekeeper's Cloak makes him extremely resistant to burst damage; and he can also move very quickly with Grave Chill.
  • Limit Break: Soul Assumption does very little damage by itself, but it scales up as heroes (allied, enemy, and including Visage himself) take damage in an area around him. Combined with its extremely low cooldown, Visage can nuke down targets extremely quickly during a teamfight.
  • Metal Slime: Visage's familiars give a very large bounty when killed, but move very fast and can fly over terrain, so no good Visage player would allow his enemies to profit from that bounty. Bad ones, on the other hand...
  • The Minion Master: Visage summons 2 familiars with his ultimate (3 with Aghanim's Scepter). Unlike most summoned creatures, they don't die on their own after a set of time.
  • No Pronunciation Guide: Nobody seems to be able to agree on whether his name is pronounced vis-IHJ or vis-AHJ. Visage himself pronounces it as vis-IHJ in the English audio, but casters and players will use both in the same breath. Lampshaded by the Bastion announcer pack where Rucks dubs him "vis-AHHHHJ".
  • Our Gargoyles Rock: Both him and his summoned familiars.
  • Piñata Enemy: Familiars are worth 100 gold each and have less hp than normal lane creeps. While they make up for that with their temporary invincibility and can be denied by resummoning, a planned attack on them is as profitable as ganking a hero.
  • Power Glows
  • Remote Body: For Necro'lic.
  • Shockwave Stomp: Familiars' Stone Form combines this with Taken for Granite, as it also stuns enemies in an area around the Familiar.
  • Some Dexterity Required: Playing Visage well requires good micro-management of his familiars; while they can quickly burst down enemy heroes and charge up Soul Assumption in no time, they also do not have much HP and give a huge bounty if the enemy can kill them.
  • Sophisticated as Hell: He normally speaks in a tone worthy of the afterlife's overseer. Killing Dirge the Undying yields this responce:
  • Squishy Wizard: Visage is one of the squishiest early-game heroes in the game, as he is one of only three heroes in the game with negative base armor (the others being Wisp and Phoenix), and the only hero in the game with less than the standard 25% base magic resistance...
    • Badass Bookworm: ...yet his Strength gain is actually quite respectable, and Gravekeeper's Cloak makes him absurdly resistant to burst damage once he maxes it out, allowing him to shrug off magic nukes and burst physical damage surprisingly well if he survives into the late game.
  • Summon Magic: Summon Familiars.
  • Taken for Granite: His familiars can do this to themselves as means for both offense and defense.
  • Vampiric Draining: Grave Chill drains speed from enemies and gives it to Visage.

    Demnok Lannik, the Warlock 
http://static.tvtropes.org/pmwiki/pub/images/Warlock_6994.png
Voiced by: Sam A. Mowry
"As Chief Curator and Head of Acquisitions for the Arcane Archives of the Ultimyr Academy, Demnok Lannik was tireless in his pursuit of lost, rare and forbidden tomes. No cursed temple was so foreboding, no cavern path so treacherous, that any concern for his own survival could dissuade him from entering if rumors hinted that some pamphlet of primordial lore might still survive in its depths. However, so often did his investigations trigger the wrath of protector entities, that he finally found it necessary to master the arts of magic. He bent himself to learning sorcery with the same thorough obsessiveness that marked his quest for incunabula, becoming the most powerful Warlock of the Academy in less time than most practitioners required to complete a course of undergraduate work. Almost as an afterthought, he carved a staff of Dreadwood and summoned into it a captive spirit from the Outer Hells. And anticipating the day when he will have recovered every last lost spellbook, he has commenced writing his own Black Grimoire. It will undoubtedly be instructive."

  • Adaptation Species Change/Raised by Natives/The Artifact: In the original DotA, Warlock was an orc and part of the Oglodi tribe. While he is still referred to as Oglodi by Axe and Disruptor, his character design is decidedly not orcish and his lines and backstory make no mention of the Oglodi.
  • Adventurer Archaeologist: The whole reason he became a Warlock was to protect himself from whatever was protecting the tombs he raided for artifacts.
  • Badass Bookworm: His dedication to uncovering artifacts became his motivation to learn the dark arts, which he managed to do in his spare time faster than others who were actually studying on a full-time basis. In-game, despite being an Intelligence support hero, his high Strength gain makes him surprisingly durable as the game progresses, as opposed to most other Intelligence supports, who tend to fall over from a light breeze.
  • Badass Grandpa
  • Canis Latinicus: Some of his responses while casting spells are Latin-sounding nonsense words.
  • Combat Medic: Shadow Word can also heal his allies.
  • The Dark Arts: He's a practitioner of it.
  • Dynamic Entry: Chaotic Offering summons a Golemnote  in a fiery explosion, which briefly stuns all enemies in its radius. The stun also goes through spell immunity, and has one of the largest areas of effect in the game.
  • Familiar: Warlock's Golems qualify as one of the most powerful and dangerous summons in the game; not only do they have a chance to deal large amounts of bonus damage with every auto-attack, but they also deal constant magical damage to all enemies in their reach and can be difficult to kill if supported by a team. By the end of a game, a well-farmed Warlock can summon four golems at a time (using both Aghanim's Scepter and Refresher Orb).
  • The Faceless: Warlock's Golem has no face, only a set of bindings that vaguely resemble one.
  • Faceless Eye: One of Warlock's cosmetic Golems, Ishul-Shog the Watcher, has a huge eye where a face should be.
  • Glowing Eyes of Doom
  • Golem: His ultimate summons one of these, which can be used to push towers or contribute to teamfights.
  • Herd-Hitting Attack: Warlock is notable for having some of the most powerful teamfighting abilities in the game, capable of ripping entire teams apart almost by himself if they dare to clump up. Fatal Bonds effectively doubles the power of area-of-effect spells that hit multiple enemy Heroes, Chaotic Offering will stun everything in its area (through spell immunity as well) for one second while the Golem's passive abilities help it to deal loads of damage to multiple enemies at once, and Upheaval will slow all of the enemies by a drastic amount, making it harder for them to split up.
  • In the Hood
  • Living Weapon: The Immortal staff Hellborn Grasp has a set of custom animations for various situations.
  • Magic Staff
  • Mucking in the Mud: Warlock's third ability, Upheaval, channels a huge area that slows everything caught in it, and continues to slow them even after the enemy leaves the area or the channel ends. It can even be used to create a dead-zone that can instantly lock down enemies who walk into it after a certain point, since the slow is dependent on how long the spell is channeled rather than how long an enemy stood in its radius (meaning that you can be slowed to the minimum speed if you even put one foot into the whirlpool after it's been going for a few seconds).
  • Ominous Latin Chanting: When casting Shadow Word.
  • Playing with Fire: Warlock's Golem burns enemies around it and can deal extra cleave damage when attacking with Flaming Fists.
  • Prophet Eyes
  • Pungeon Master: He replaces "friend" with "fiend" in much of his dialogue.
  • Put the "Laughter" in "Slaughter": While Warlock tends to be fairly straitlaced most of the time, he loses his cool once he gets Aghanim's Scepter or Refresher Orb, which allows him to summon two or even four golems instead of one with his ultimate.
    Warlock (summoning multiple demons): "Can you believe this? Ah ha ha ha ha ha ha ha ha ha!"
  • The Red Mage: Both literally and figuratively. His second spell, Shadow Word, can either heal or damage, depending on who he casts it on. Fatal Bonds and Upheaval don't necessarily damage enemies, but they do make it very easy for other teammates to take them down, and both of them synchronize well with his ultimate.
  • Scary Librarian
  • Sealed Evil in a Can: Basically what his Golem is, which he summons at will.
  • Summon Magic: Chaotic Offering, which also qualifies as a Dynamic Entry for his Golem.
  • Synchronization: Fatal Bonds causes all units linked together to take 25% of whatever damage one of them takes. Generally considered Warlock's most powerful spell since, if you shackle the entire enemy team together, they'll take more than twice the damage from area-of-effect spells that hit them all.
  • This Cannot Be!: Basically his reactions pre-6.85 if you purged his golem with a Diffusal Blade. One of them is more deadpan, though.
    '''Warlock (react to his Golem's death via Diffusal Blade): "Really? You just did that?"
  • Tome of Eldritch Lore: He dedicated his life to finding such books and seemingly with enough inspirations, now writing his own.
  • Weaksauce Weakness: Before 6.85 Diffusal Blade was this, as it used to kill Warlock's golem instantly with its active ability.
  • Wizard Beard

    Lyralei, the Windranger 
http://static.tvtropes.org/pmwiki/pub/images/Windrunner_3694.png
Voiced by: Jen Taylor
"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 Windranger, 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, Windranger 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."

Windranger is an Intelligence carry hero that uses powerful abilities in conjunction with her physical attack to take down enemies. Despite being an archer, she's instead Intelligence based, but that's hardly hindering her effectiveness in battle. She can play sniper by using Powershot, where she charges up and shoots down very powerful arrow in a long line, damaging everyone caught in line, which gets more powerful the longer she charges. Anyone facing Windranger better watch their back, be it friendly allies or even trees, because she can throw in a Shackleshot which is just a half second stun... but if they're near another ally or a tree, they get stunned for a very long time along with that ally or get stuck on that tree... in a team fight, this can decide the outcome. She can also use the Windrun, allowing her to 'become the wind', granting her extra speed while making any normal attacks always miss for a time, which can save her from various normal attack carries. Her ultimate, Focus Fire, makes Windranger focus upon a certain target and greatly boosts her attack speed at cost of the strength of her shots, which can rain upon on-item effects on one hero, or help her push towers. With utilities and versatility at hand, this is not one ginger you should underestimate.

  • Archer Archetype
  • Badass Bookworm/Lightning Bruiser: Despite her low base Strength making her an early-game Squishy Wizard, Windranger actually has very respectable Strength gain, meaning that she becomes much less squishy as the game goes on. This is amplified by Windrun which allows her to ignore right-clicks from enemy heroes for a short period of time.
  • Bare Your Midriff
  • Blow You Away
  • Bury Me Not on the Lone Prairie
  • Charged Attack: Powershot needs to be charged for up to 1 second before shooting. If the channel is cancelled prematurely, the shot will still occur but deal less damage.
  • Cleavage Window: Due to a combination of low neckline and her Scarf of Asskicking.
  • Conveniently an Orphan
  • Death of a Thousand Cuts: Focus Fire ramps her attack speed up to maximum on a single target while reducing the damage of each individual arrow. The buff lasts for 20 seconds and is only active on the target that she casts it against (which is more often than not a tower).
  • Difficult but Awesome: Her abilities are tricky to use, particularly Shackleshot, since they can result in absolutely nothing if not properly used (Powershot has a very thin radius so it's easy to miss, and Shackleshot is essentially a mini-stun if it doesn't latch). However, mastering them can produce extremely effective results, like sniping a fleeing enemy hero from outside of visual range and behind obstacles, or shackling two enemy heroes together for up to four seconds, all on top of making a clean getaway.
  • Does Not Like Shoes: She's only wearing toeless socks.
  • Fingerless Gloves
  • Forest Ranger
  • Genki Girl: The closest Dota 2 could get for the trope. Windranger is fun-loving and full of energy. This is also what made her a Foil to fellow Forest Ranger, the dour and serious Drow Ranger.
  • Homing Boulders: Shackleshot has an utterly ridiculous detection radius and cannot be disjointed (meaning that it will follow you if you teleport to another part of the map). It's not uncommon for the shackle to make a 90 degree turn on hitting a target to find a tree or other target.
  • Mechanically Unusual Class: Windranger is unique in that despite being an Intelligence hero, she is played very much like an Agility hero. Rather than relying on area-of-effect magic nukes and support abilities, all of her spells are focused and single-target, and she's considerably durable and has impressive physical damage output without relying on passives or nukes.
  • More Dakka: Focus Fire boosts Windranger's attack speed to the cap of 600. Since Windranger already has an improved base attack time of 1.5, with Focus Fire she essentially attacks faster than any other hero ever will; and in spite of the damage reduction of each individual attack she still has insane single-target DPS, able to whittle down both heroes and towers with ease. Focus Fire is the reason why attack modifiers like Maelstrom are so good on her, or why Windranger is perhaps the only ranged hero who can viably build Skull Basher.
  • Nature Hero
  • Noun Verber: Her previous title, Windrunner.
  • Plucky Girl: Windranger lost her real family because of the storm and presumably grew up alone with just the wind by her side. And she's still chipper and happy-go-lucky in spite of that instead of moping about it. This does make her old Dota self Hilarious in Hindsight, because she was using the normal Night Elf Archer sound set, and a result of being constantly clicked had her say "I'm not just some Plucky Girl you can string along."
  • Redhead In Green
  • The Rival/Lovely Angels: With Drow Ranger depending on whether they're on the same team or opposite.
    • Also has a bit of this with Sniper, mainly regarding the virtues of guns versus bows. Of course, Sniper tends to mock all the archer heroes, but Windranger is the only one to return the sentiment.
  • Scarf of Asskicking
  • Surprisingly Sudden Death: With enough items, including at least one initiation item like Blink Dagger or Force Staff, she can appear out of nowhere to use Shackleshot + Focus Fire. If the Shackleshot is successful, targets of this combo, including carries, tend to die during its duration without being able to do anything.
  • Touched by Vorlons: She obtained her powers from the wind itself.
  • Trick Arrow: Shackleshot fires an arrow which deals no damage but provides a long stun if it latches.
  • Unlimited Wardrobe: Meta example. For some reason, Windranger has an absurd number of cosmetic items, rivaled only by the likes of Pudge.
  • Weak, but Skilled: In contrast to Drow Ranger, Windranger has weaker DPS via auto-attack. She makes it up with various skillful utilities she gives with her arrows.

    Auroth, the Winter Wyvern 
http://static.tvtropes.org/pmwiki/pub/images/931f4a3738ff9cdc6754621475f4d218.png
Voiced by: Merle Dandridge
"Like many great poets, Auroth just wants time to write, but the Winter Wyvern's life is full of interruptions. The epics of the Eldwurms have a long and colorful history, but some fear that the remaining dragon scholars are not as prolific as they once were, with few lines added to the Eldwurm Eddas since the last age of greatness. Auroth laments: "We forget that there is more to life than triumph and dominion over enemies. We must also live our lives in the pursuit of creative expression." She embarks on research expeditions, collecting books for inspiration. But all this research can be terribly distracting, and she spends less time writing than she should. Although she knows she should be lurking in her lair, adding to the Eddas, she finds herself engaged in epic battles against powerful enemies. She loots castles, raids ancient libraries... and if she happens to heap glory on herself in the process, she tells herself that it's merely a side effect of her research. The fact is, while her skill and power on the battlefield are legendary, her scholarly travails have thus far hardly been the stuff of literary acclaim. But she is not content to stand as a protagonist of heroic lore. She wishes also to create it."

  • Adventurer Archaeologist: Which is, frankly, an unusual occupation for a dragon.
  • Badass Bookworm: She collects books and scrolls as part of her intellectual pursuits.
  • Berserk Button: Don't ask about her age. All she's going to say is that it's somewhere in the vincinity of Really 700 Years Old.
  • Beware the Nice Ones: One of the more affable heroes, but it's still obviously not a good idea to get on her bad side given that she's a dragon. Her speech to Crystal Maiden in The New Neighbors sums it up quite well:
    Winter Wyvern: You know, Warden... most people would fall to their knees and praise a dragon for just. Eating. Their livestock. Because most dragons raze cities to the ground. Enslave humans. And eat whatever - whomever - they please. Now, I am not most dragons. I am an artist. But if my eating habits bother you, I could always be more... Traditional.
  • Brainwashed and Crazy/Compelling Voice: Victims of Winter's Curse are frozen in place while their nearby allies are turned mad and fight against them.
  • Breath Weapon: As with all dragons.
  • Conservation of Ninjutsu: Winter Wyvern's spells aren't very effective against lone enemies: Arctic Burn's debuff can't be refreshed with additional attacks unless she has Aghanim's Scepter, Splinter Blast does absolutely nothing to the primary target, and Winter's Curse on a target with no allies nearby is little more than a stun that also makes the target invulnerable. However, against multiple enemies, Splinter Blast becomes a deadly area nuke, Arctic Burn can tear through the HP of multiple targets, and Winter's Curse becomes a potential instagib.
  • Cool, but Inefficient: Winter Wyvern's Scepter upgrade turns Arctic Burn into a toggle ability and allows the burn debuff to be refreshed by subsequent attacks, allowing her to potentially remain airborne indefinitely and burn off a significant amount of the enemy's health. The catch? Upgraded Arctic Burn also drains a significant amount of her mana as long as it's active. For reference, it costs more mana to maintain the upgraded Arctic Burn for half the duration of the un-upgraded version than it does to simply cast the un-upgraded version twice; combined with Arctic Burn's low downtime, Aghanim's Scepter is just not worth the pickup even if Winter Wyvern farms one up somehow.
  • Cool Old Lady: The dragon equivalent. And yes, the pun is intentional.
  • Difficult but Awesome: While it is relatively simple to use Cold Embrace to heal a protected allied carry to make him not have to run back to the fountain to regenerate, it becomes much harder to use in big fights. You can make beautiful saves with it, but also huge mistakes and ending up killing someone who may have had a way of escaping.
    • Winter's Curse, like Naga Siren's Song of the Siren, is a mass disable that also makes the targets invulnerable to damage (save for the poor schmuck being torn apart by his own allies). As such, good coordination and timing is essential for making the most of the ability, as it can heavily shift teamfights in favor of Auroth's team if used well, but can just as easily ruin them if used badly.
  • Dragon Hoard: Like many traditional Western dragons Auroth often lies on a hoard, though in her case it's a hoard of books instead of wealth, which she stores in a different room, and refers to as "not-books".
  • Female Monster Surprise/Gender Flip: Due to her old model being the genderless Frost Wyrm in the original DotA, many thought that Auroth is a male dragon. The first hint that she would receive the trope treatment is that way before her reveal, she's confirmed to share the same VA as Legion Commander.
  • Genius Bruiser
  • Giant Flyer
  • Glowing Eyes
  • Good All Along: The New Neighbors comic involves Crystal Maiden investigating a case of missing livestock of the farmers in Icewrack. It turns out Auroth has nested in an abandoned keep nearby and was responsible for the disappearances, and Rylai isn't happy about it, but Auroth herself is quite polite, offering Rylai the priceless Frost Avalanche cape as payment for the keep and the missing livestock.
  • Harmless Freezing: Auroth can freeze an ally by using Cold Embrace, which restores their health and blocks physical attacks, but also stuns them for a few seconds.
  • Human Popsicle: Cold Embrace encases an allied hero in ice, healing them and protecting them from physical damage but prevents them from acting.
  • An Ice Person: It's in her name, obviously.
  • Inadequate Inheritor: She knew Slyrak before the Dragon Knight killed him; as a result she's rather dismissive of Dragon Knight.
  • Mighty Glacier: Winter Wyvern has high starting Strength (24) and good Strength growth, and can deal good damage with her skills, but she is very sluggish with a pitiful 285 base movement speed.
  • No Sell: A unit affected by Cold Embrace is immune to all physical damage applied to them while in that ice cocoon.
  • Our Dragons Are Different: She's a Wyvern, who breaths ice.
  • Percent Damage Attack/Spell Blade: Arctic Burn inflicts a debuff that deals damage equal to 6% of the target's current HP each second.
  • Pun: She's a dragon who loves books. Wyrm/Wurm is another term for some types of Dragons. Ergo, she's a Bookwurm. In fact, she's even called that in descriptions for some of her skills.note 
  • The Red Mage: Outside of her damage output from Arctic Burn and Splinter Blast, Winter Wyvern can heal allies with Cold Embrace.
  • Treasure Room: Auroth's lair has a room where she stores her riches.
  • Warrior Poet: She is depicted as an 'artistic' dragon with interests in books.
  • Worthless Yellow Rocks: She barely even cares about her gold, and parts with some just to pay for the keep and livestock. Fitting in the game, where she is often played as an underfarmed position 5 hard support.

    Zharvakko, the Witch Doctor 
http://static.tvtropes.org/pmwiki/pub/images/Witch_Doctor_295.png
Voiced by: Tom Chantler
"A wiry silhouette hitches forward—uneven of feature and limb, bizarre of gait, relentlessly criss-crossing the battlefield in search of that vital weak point where his talents can do most good, and most harm. Whether broken or mismade it is not clear, but still, none can doubt the power carried in his twisted physique. A long staff thumps the earth as the Witch Doctor advances, deploying a terrifying arsenal of fetishes, hexes and spells. It is a body of magical knowledge learned over several lifetimes in the island highlands of Prefectura, now wielded with precision accuracy against his enemies. Witch Doctor is your best friend, or your worst enemy—healing allies and laying waste to all who oppose him."

  • Amazing Technicolor Population: His skin is purple.
  • Ambiguously Human: It's really hard to tell if he's a misshapen human or simply an odd-looking humanoid. His very vague backstory doesn't help matters.
  • Armor-Piercing Attack: The Death Ward's attacks deal physical damage but bypass damage block, meaning that Stout Shield, Vanguard, Crimson Guard and Tidehunter's Kraken Shell cannot reduce its damage.
  • Awesome, but Impractical: Maledict. On paper, it is a very powerful damage amplification, able to explode any enemy heroes caught by it. However, its cast point is slow, its cast range is really poor, forcing Witch Doctor to stand in the face of an enemy hero to cast, and when a teamfight breaks, his job is to turn on Voodoo Restoration, then stand at a safe place, far from the centre of the fight to channel Death Ward (whose effective range is at least 1300). If Witch Doctor even attempts to use Maledict, he will greatly screw up his own positioning, and he can and will be lit up by the enemy team before he even reaches casting range. Getting into position quickly for a better Death Ward usually is way better than landing a 2-man Maledict, and every second he's not channelling Death Ward is a huge waste. Because of this, Maledict is almost always neglected by pros, who skip it entirely until level 22.
  • Ballistic Bone: The projectile of Paralyzing Cask is a skull filled with paralysing powder.
  • Coconut Meets Cranium: When equipped with Bonkers the Mad, when Witch Doctor uses Paralyzing Cask, Bonkers will throw a coconut which, of course, can stun and bounce exactly like the skull that Zharvakko otherwise throws.
  • Combat Medic: Voodoo Restoration periodically heals allies around Witch Doctor.
  • Damage-Increasing Debuff: Maledict deals a pitiful amount of damage by itself, but deals a large amount of bonus damage with each tick depending on the difference in the target's HP between ticks, making it a powerful damage amplification spell, in effect if not in mechanics. However, it can also be countered with large amounts of burst healing between ticks, as the spell only checks on the HP difference rather than damage dealt to the target (meaning that a burst heal that happens at the same time as a damage nuke will essentially make Maledict think that little to no damage was done between the ticks).
  • Dance Battler: While channeling Death Ward, Witch Doctor dances along to a drumbeat rhythm.
  • Deadly Doctor: Of the magical persuasion.
  • Difficult but Awesome:
    • Maledict has a very thin AoE, low range and a fairly long cast time, making it difficult to land on smart opponents. However, it is a very powerful damage amplification that can decimate any enemy heroes caught in it.
    • As Death Ward is a channelling spell, Witch Doctor needs to try to wait out enemy stuns, have his team disable them, or have suitable equipment to avoid the channelling being broken. In addition, it cannot be repositioned once cast, so Witch Doctor must make sure to use it at the correct time and location (ideally slightly back from the 'centre of gravity' of the fight), and even then, if his team has no AOE disable the enemies can simply run away from it. However, if used correctly and combined with a good setup (like Medusa's Stone Gaze or Faceless Void's Chronosphere), it can deal a whopping 8738 physical damage when maxed (27280 with Aghanim's Scepter), able to dominate teamfights with ease.
  • Dreadlock Rasta: One of the cosmetic unlockables to go with his accent.
  • Everything's Better with Monkeys: Witch Doctor's Immortal item, Bonkers the Mad, is a monkey that sits on his back.
  • Feather Boa Constrictor: One of Witch Doctor's cosmetic items is Rattlebite, a snake that coils on his shoulder.
  • Gonk
  • Hollywood Voodoo
  • Jungle Drums: When Witch Doctor uses Death Ward when equipped with the cosmetic frog Padda'pon of Ribbi'tar, the frog will appear and start to drum next to the ward itself.
  • Linear Warriors, Quadratic Wizards: By purchasing an Aghanim's Scepter, Witch Doctor's ultimate will bounce up to 4 times between targets. This means that if you can catch all five enemy Heroes in the area, you can do up to 5 times its rated damage, provided there are no illusions.
  • Loin Cloth
  • Magic Staff
  • Monochromatic Eyes
  • Morally Ambiguous Doctorate
  • Pinball Projectile: Paralyzing Cask; plus Death Ward if Witch Doctor has Aghanim's Scepter.
  • Really 700 Years Old: According to his backstory, Witch Doctor has learned magic for several lifetimes.
  • The Red Mage: Although mostly valued for the massive damage potential from his ultimate, Witch Doctor can also heal his allies with Voodoo Restoration.
  • Savage Piercings
  • Shout-Out: To Left 4 Dead:
    Witch Doctor: "Pills here!"
  • Shrunken Head: One of his cosmetic items, the Shrunken Head Staff, is adorned with his mother's head.
  • Squishy Wizard/Glass Cannon: Witch Doctor deals incredible amounts of both physical AND magical damage (most heroes specialize in one or the other, and thus peak at different times in the game) with his spells. His damage potential is therefore offput by his very low stats.
  • Stoners Are Funny: While not explicitly stated, he has a very stereotypical Rasta accent.
    Witch Doctor: "Feeling good, man."
  • Top-Heavy Guy
  • Tribal Face Paint
  • The Turret Master: His ultimate, Death Ward, summons a magical turret that deals incredible amounts of damage.
  • Walking Shirtless Scene
  • Weaksauce Weakness: While Death Ward can dominate a teamfight or counterpush, it's also a channeled spell - meaning that if Witch Doctor is stunned, silenced or otherwise interrupted the ward will disappear.
  • Witch Doctor: Natch.
  • You Are Already Dead: Maledict deals delayed damage based on how much health an enemy lost since the spell cast. If it's instantly followed by burst damage, the target won't be able to escape alive.
    Witch Doctor (finishing off an enemy with Maledict): "Wait for it… waaaait for it… "

    Zeus, the Lord of Heaven 
http://static.tvtropes.org/pmwiki/pub/images/zeus.png
Voiced by: Eric Newsome
"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."

  • Achilles' Heel: Hood of Defiance counters Zeus extremely hard, because it reduces all of his damage, which is all that he has, by 30%. Even a casual Cloak, which costs almost nothing, can cut his damage down by 15%.
  • Art Evolution: After a long time of using his alpha model and ability icons, Zeus finally received an updated model and ability icons in the Balance of Power update to match the current art style.
  • Badass Mustache
  • Black Mage: Zeus' entire kit revolves around dishing out as much magical damage as possible.
  • Bolt of Divine Retribution: Appropriate for being divine and lightning-themed. This is more clearly represented by Thundergod's Wrath, which hits everyone all over the map and reveals all invisible heroes.
  • Brought Down to Badass: He may no longer be in his full godly glory but heaven help you if you face his wrath.
  • The Casanova: Well, he's Zeus after all. According to his lore, this bit him in the ass and was the cause of his participation in the battle between the Radiant and the Dire. Apparently Hera has had enough of his womanizing, and challenged him to prove his devotion to her.
  • Chain Lightning: Arc Lightning.
  • Crippling Overspecialization: All of Zeus' abilities are magical nukes, including his passive, and he provides little utility other than scouting and detecting invisible units with Lightning Bolt and Thundergod's Wrath. Aghanim's Scepter, the third most commonly built item on him (second before Aether Lens was introduced and took its place) further exaggerates this trope, as it only increases the damage of the 90-second cooldown Thundergod's Wrath by 165 at level 3 (as well as Zeus' dependence on it), especially when the much cheaper Aether Lens and Veil of Discord can do the same thing while also boosting the rest of his damage. And then there are people who go for Aghanim's Scepter AND Refresher Orb, turning Zeus into little more than a walking double ultimate since he won't have the HP to survive in teamfights, nor the mana to spam his first two skills.
  • Defog of War: Lightning Bolt gives True Sight around the target, and can even be cast on the ground, making it an excellent dewarding tool.
  • Early Installment Weirdness: Until late 2015, Zeus was one of the few heroes in the game who retained his alpha model, textures and icons long after the art style had evolved greatly.
  • Energy Weapon: The Immortal weapon Righteous Thunderbolt is a literal bolt of lightning that Zeus carries in his hand.
  • Flying on a Cloud: Or as the game calls it, a tempest-cloud chariot for His Majesty, when he wears his Arcana helmet.
  • Glowing Eyes: It's even the icon for Static Field.
  • Grandpa God
  • Henpecked Husband: His lore implies that he can't refuse Hera's logic and is pretty much acting less of an ass (although some old habits may pop up occasionally) just to prove himself worthy to his wife again.
  • Holier Than Thou: "Yes, I am holier than thou."
  • Hope Spot: You've just barely managed to escape a gank or teamfight, and are limping back to your fountain with a fraction of your HP left. Suddenly... THUNDEROUS APPLAUSE.
  • Hypocrite: He's an obvious egomaniac. He also can't stand them. Especially blatant with how he treats Invoker:
  • Jerk with a Heart of Gold: He may be a womanizing egomaniac extraordinaire, but the entire reason he's fighting in the first place is to prove himself faithful to his wife.
  • Lighter and Softer: Compared to the original myth, this Zeus is pretty much a 'nicer' version, he's something of a Henpecked Husband to Hera, he isn't that much wrathful, as his lines seems to have the tone of having much fun like the rest. There are implications of his original selves, but his more questionable actions are usually glossed over.
  • Kill Sat: Thundergod's Wrath is a supernatural variation of this.
  • Kill Steal: Among the fandom, he's renowned for killstealing. This is because Thundergod's Wrath which hits every (non-spell immune, non-invisible) hero on the map for a huge amount of damage, so if he uses it when an enemy (usually one being ganked and chased by his teammates) is at low health, it will all but guarantee the kill to him. It's usually not a good idea, though, as a lot of the damage is wasted on heroes that aren't doing anything more dangerous than farming or warding, and in the long run it basically pools money to a hero that doesn't scale well with farm anyway.
  • Long-Range Fighter: He has a fairly high attack range, but is reliant on the fairly weak Arc Lightning if anyone gets too close to him.
  • Mighty Glacier: His speed is average, but his damage is the highest in the game and his strength growth is pretty abnormally high for no reason.
  • Percent Damage Attack: Whenever Zeus casts a spell, his passive Static Field shocks all enemies near him for a percentage of their current health.
  • Poor, Predictable Rock: Zeus' entire skillset revolves around dishing out as much magical damage as possible - all four of his skills are some variation of 'do damage', while his autoattacks are weak and scale badly, making him easily counterable by buying anti-magic items like Black King Bar or Hood of Defiance - even a cheap Cloak can become very useful.
  • Power Floats: With the Tempest Helm of the Thundergod, Zeus floats on a thundercloud on the ground.
  • Shock and Awe: Taken to ludicrous levels.
  • Spam Attack: His entire skillset is based around simply spamming out as many lightning bolts as possible. The only thing that makes this anything other than overglorified button mashing is that he needs to target his abilities, and even then, he just needs to get close to where his target is for Static Field and Arc Lightning more or less hits everyone so it really doesn't matter who he clicks on.
  • This Looks Like a Job for Aquaman: Though he's too farm- and level-dependent to run as a support, support Zeus is popular in pubs to deal with invisible heroes, as Lightning Bolt is one of the few skills that grants true sight. His Crippling Overspecialization means that he's even worse than normal supports as this, but also means that heroes such as Techies or Broodmother are shut down completely.
  • Unskilled, but Strong: Zeus' kit is centred around dealing as much magical damage as possible at the expense of most utility - to the point that he nearly always ends up as the hero who deals the most damage to enemy heroes in teamfights, even if played as a support.
  • Volcanic Veins: With the Tempest Helm of the Thundergod Arcana, lightning can be seen crackling over Zeus' skin.
  • Walking Shirtless Scene: His Arcana set includes an item named Thundergod's Bare Chest (and Thundergod's Bare Arms), most likely to accentuate the Volcanic Veins from the main item, the Tempest Helm of the Thundergod.
  • When all you have is Lightning: Zeus's plans A through Z are "Lightning", lots and lots of it.
  • Yellow Lightning, Blue Lightning: Blue, like most lightnings in the game.
  • You Can Run, but You Can't Hide:
    • Thundergod's Wrath is perfect to finish off fleeing enemies and scout enemies' positions, as it reveals every hero on the map and deals moderate damage.
    • Zeus can target the ground with Lightning Bolt, which will seek the closest hero within a 250 radius. It can hit invisible heroes while both damaging and revealing them.
  • You Will Not Evade Me: Both Lightning Bolt and Thundergod's Wrath will give vision and True Sight around the area where they're cast. In the case of Thundergod's Wrath, it will easily illuminate all enemy hero positions. Lightning Bolt doesn't care for visibility at all, and will even hit heroes that can't be revealed through True Sight.

Alternative Title(s): Dota 2 Radiant Intelligence, Dota 2 Dire Intelligence

http://tvtropes.org/pmwiki/pmwiki.php/Characters/Dota2Intelligence?from=Characters.Dota2DireIntelligence