Characters / Dota 2 Strength
aka: Dota 2 Radiant Strength

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

Strength | Agility | Intelligence
Neutrals | Others


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    Abaddon, the Lord of Avernus 
http://static.tvtropes.org/pmwiki/pub/images/abaddon_1930.png
Voiced by: TJ Ramini
"The Font of Avernus is the source of a family's strength, a crack in primal stones from which vapors of prophetic power have issued for generations. Each newborn of the cavernous House Avernus is bathed in the black mist, and by this baptism they are given an innate connection to the mystic energies of the land. They grow up believing themselves fierce protectors of their lineal traditions, the customs of the realm—but what they really are protecting is the Font itself. And the motives of the mist are unclear.

When the infant Abaddon was bathed in the Font, they say something went awry. In the child's eyes there flared a light of comprehension that startled all present and set the sacerdotes to whispering. He was raised with every expectation of following the path all scions of Avernus took—to train in war, that in times of need he might lead the family's army in defense of the ancestral lands. But Abaddon was always one apart. Where others trained with weapons, he bent himself to meditation in the presence of the mist. He drank deep from the vapors that welled from the Font, learning to blend his spirit with the potency that flowed from far beneath the House; he became a creature of the black mist. There was bitterness within the House Avernus—elders and young alike accusing him of neglecting his responsibilities. But all such accusations stopped when Abaddon rode into battle, and they saw how the powers of the mist had given him mastery over life and death beyond those of any lord the House had ever known."

  • Achilles' Heel:
    • Borrowed Time can be penetrated with Axe's ultimate so long as Abaddon's HP meets the threshold for Culling Blade's instant kill - or skipped by a single attack that gets him from over 400 HP to zero so long as he doesn't manually trigger it.
    • Ancient Apparition's Ice Blast is perhaps the most powerful counter to Abaddon, as it will prevent any healing done by the ability (though he also won't take any damage either since it would otherwise heal him). If Abaddon somehow manages to slip below the 10% HP threshold though (which can only realistically happen if the blast itself brings him from over 400 HP to below the threshold, as Abaddon is unlikely to farm himself up to above 4,000 HP), he will shatter even if Borrowed Time is active.
  • Arch-Enemy: Abaddon's helmet is apparently made from the head of a Zealot Scarab. This is corroborated by a rival line for whenever he kills Nyx Assassin, and a corresponding rival line from Nyx if he kills Abaddon.
  • Badass Cape
  • Barrier Warrior: Abaddon's second ability, Aphotic Shield, prevents damage to himself or an ally for a short duration, or until it absorbs a certain amount of damage, at which point it bursts, sending that damage back at the attackers.
  • Better to Die than Be Killed: The self-damage from Mist Coil can actually kill Abaddon if his health is below the cost of the spell, so smart players can take advantage of it to deny themselves. Abaddon even has special voice lines for when he achieves this.
  • The Berserker: One way to play Abaddon, which works suprisingly well in lower levels is to suicidally charge into the enemy with Mask of Madness and possibly Armlet of Mordiggian on, relying on how Aphotic Shield and Borrowed Time makes you very difficult to kill and Curse of Avernus makes it impossible to run away from you. In pub games where everyone has no idea of what a TP scroll is supposed to be and no one coordinates with each other, Abaddon can easily get fed and carry the match - something that is totally unviable in professional games.
  • Black Knight: Has the look going for him.
  • Blue Blood: Notable in some of his quotes.
  • Breath Weapon: Mist Coil:
    A mysterious vapor from the Font of Avernus now infuses the breath of Abaddon, who releases it at will.
  • Carry a Big Stick: The "Mace of the Chosen" Immortal weapon from the TI3 Compendium. It changes the particle effects on his Aphotic Shield.
  • Cast from Hit Points/Empathic Healing: His first ability, Mist Coil, can either heal allies or damage enemies, at the cost of a fraction of that amount to Abaddon's HP. Furthermore, since it deals Pure damage to Abaddon, it is possible to heal yourself with it while Borrowed Time is active, or add to Aphotic Shield's damage counter.
  • Casting a Shadow: Abaddon's second ability Aphotic Shield conjures a shield of dark energy around a friendly unit.
  • Cool Helmet: Just look at his portrait.
  • Cool Horse
  • Cool Sword
  • Creepy Good: He looks pretty terrifying, but is a rather nice guy.
  • Dark Counterpart: Is often considered this to Omniknight (rather ironic considering their respective models in DotA were Arthas pre and post Face–Heel Turn), both having a powerful heal/nuke, an anti-debuff barrier, a slowing passive, and a powerful defensive ultimate. Abaddon is more powerful in small-scale battles and is considered to be more offensive-oriented (both Aphotic Shield and Curse of Avernus have offensive potential since the former can deal AoE damage and the latter increases friendly movement and attack speed), while Omniknight is superior for large-scale teamfights and has much more powerful defensive capabilities (Repel is flat-out spell immunity while Guardian Angel can be applied to the entire friendly team).
  • Dark Is Not Evil: Abaddon certainly sports the ominous Black Knight feel and dark powers, but by the end of it, he's more of a neutral entity more concerned on the welfare of his House Avernus rather than making his enemies suffer or flaunting his superiority, and has quite a few compliment voice lines if meeting with other heroes. His gameplay is also by nature self-sacrificing, involving Taking the Bullet, healing others with a Cast from Hit Points ability, leading others into a chase against an enemy, and buying support items such as wards. This makes a starking contrast when you consider that his old model was the Warcraft Death Knight.
  • Energy Absorption: Abaddon's ultimate, Borrowed Time, turns any damage that Abaddon takes during its duration into healing instead. If timed properly and used against the proper enemies, it can bring Abaddon from near-death up to full health in a matter of seconds.
  • Expy: His design is similar to that of the Nazgûl from Lord of the Rings. He's also been compared to the Lich King, which is ironic considering pre-Lich King Arthas was his character model and voice in Warcraft 3 DotA.
  • Field Power Effect: If Abaddon purchases an Aghanim's Scepter, triggering Borrowed Time will redirect 50% of all damage done to all allies nearby, which both guarantees that he will return to full health at the end of the ultimate, and drastically increases the survivability of all his allies for the duration of the ultimate.
  • Foil: To Mirana. Abaddon is loyal to the House of Avernus, while Mirana abandoned the Solar throne for another. Abaddon emphasizes the duty of being a Noble, while Mirana emphasizes the privilege. Abaddon's gameplay is archetypically courageous, protecting his allies while diving fearlessly into the fray, while Mirana acts at times like a Egomaniac Hunter, pot-shotting enemies from a safe distance behind her allies before jumping forward to claim the kill. Abaddon draws his powers from the hidden, dark mists of the Font of Avernus, while Mirana draws powers from the moon goddess, Selemene.
  • Glowing Eyes of Doom
  • Hellish Horse
  • Hyperspace Arsenal: Abaddon's weapon disappears when not in use, and reappears in his hand when enemies approach.
  • Implacable Man:
    • Aphotic Shield gives him huge amounts of durability and let him easily absorb damage, meaning that he can tower dive or chase early on in the game while taking minimal damage. It also removes debuffs from the target upon casting, including stuns (the only other such abilities are Tidehunter's Kraken Shell, Slark's Dark Pact, Legion Commander's Press the Attack and Abaddon's own Borrowed Time).
    • Borrowed Time itself is also this. Upon triggering, it will remove all debuffs from Abaddon, much like Aphotic Shield above, and disjoint most projectiles flying at him. Only two heroes can put him down while it's own, and even then it's a hard task.
  • In the Hood: Abaddon switches his helmet for a hood if wearing the Arsenal of the Demonic Vessel cosmetic set.
    • Purple Is the New Black: With this set, the colour of Mist Coil and Aphotic Shield is changed from black to purple.
  • Magic Knight: Though a support and reliant on his spells, Abaddon is no slouch in direct combat either due to his relatively high base damage and Curse of Avernus. Plus, he's a literal example.
  • Meaningful Name: Abaddon's name means "The Destroyer" in Hebrew, and is the name of an angel thought to come from the Abyss. Avernus is the name of the crater that is the entrance to hell in The Aeneid.
  • Modest Royalty: Despite being nobility, his armor is comparatively low-key and covered by robes. He only really flaunts his Blue Blood when killing enemies.
  • Monster Knight/Scary Teeth: Though difficult to notice under normal conditions, certain lighting shows that Abaddon has a large mouth with nasty, jagged teeth, possibly a result of being in the mist too long.
  • Mounted Combat
  • Mysterious Mist: Abaddon's elemental and magical motif seems to be mist.
  • Names to Run Away from Really Fast: "Abaddon" is the name of the angel of destruction.
  • The Red Mage: Abaddon's abilities can all be used to harm his enemies or to aid his allies, often both at once.
  • Royals Who Actually Do Something: While not exactly royalty, every member of the House of Avernus is expected to lead their armies against whoever attacks.
  • The Sacred Darkness: The Font of Avernus manifests itself as thick, black mist, and turned Abaddon into "a creature of the black mist", giving him a dark, ghastly appearance. However, the powers given to him by the Font can be used to heal his allies as well as harm his foes.
  • Skill Gate Character: Abaddon works surprisingly well as a carry in pub games: he can dive towers fairly well with Borrowed Time and Aphotic Shield and get easily fed, Curse of Avernus makes him really hard to run away from, and he's quite tanky as well, especially when everyone has no idea that Borrowed Time will turn all damage that he takes into healing, causing them to continue to focus him even when Borrowed Time is active and heal him to full in a second, essentially tripling his effective HP. In high-level games, though, that rarely works well: he is a melee carry with little mobility making him vulnerable to kiting, Curse of Avernus isn't that good of a steroids (it only gives a flat 40 attack speed bonus, so a Lifestealer with equal farm will out-DPS an Abaddon with ease) and works for everyone on his team, and he needs to spam Mist Coil and Aphotic Shield to be effective in a fight but his cast time is slow, leading to consistent interrupts to damage-dealing which is NOT something a carry wants. Because of this, whenever played in professional games, Abaddon is most often played as a position 4 support, buying utility and aura items, healing and protecting his cores with Mist Coil and Aphotic Shield, providing them with an additional damage steroids in Curse of Avernus and discouraging the other team to focus him with Borrowed Time.
  • Softspoken Sadist: Compared to most other heroes, many who verge on Large Hams, Abaddon is surprisingly reserved in both tone and voice. He rarely yells, and his voice is soft and wispy.
  • Status-Buff Dispel: When cast, Aphotic Shield removes most negative buffs from the target, while Borrowed Time does the same for Abaddon's himself. Notably, this includes a number of debuffs that cannot otherwise be dispelled, such as most stuns.
  • Stone Wall: Despite being a support hero, Abaddon can be a beast to take down thanks to his damage-absorbing shield and automatically-triggered invulnerability that also turns any damage he takes into health. Being able to live through practically any burst even from a blink initiation is something only Abaddon (and Wraith King) can boast. However, Mist Coil and Aphotic Shield do not deal much damage, and his steroids, Curse of Avernus, only gives a flat 40 bonus to attack speed, so Abaddon has trouble dishing out damage to the degree a (semi-)carry can.
  • Taking the Bullet: With Aghanim's Scepter, Borrowed Time redirects 50% of all damage dealt to nearby allies to Abaddon. Since he heals from taking damage, this just makes him even more of a hindrance to his foe's offensive.
  • Too Dumb to Live: It is possible to accidentally kill yourselves with Mist Coil if you do not pay atttention to your health, since its self-damage is lethal.
  • Touched by Vorlons: Received his abilities from the Font Avernus.
  • Vampiric Draining: His passive, Curse of Avernus, slows the movement and attack speed of any enemy he attacks, while simultaneously buffing that of any allies who right-click the target.
  • Was Once a Man: Whatever race he belonged to before, he certainly isn't one of them any longer due to the Font's influence.
  • Why Won't You Die?: Borrowed Time, on top of removing most debuffs and stuns like Aphotic Shield, turns all incoming damage into health, meaning that any kind of damage will simply heal him right back up to full health. If Abaddon decides to focus on durability with items like Heart of Tarrasque and Aghanim's Scepter, then bringing him down in a teamfight becomes a chore in and of itself (on top of effectively wasting the enemy's damage nukes and time in trying to kill him, leaving his teammates comparatively unscathed and able to fight the enemy).
  • You Will Not Evade Me: Similar to Omniknight's Degen Aura, Curse of Avernus allows Abaddon to keep pace with an enemy and prevent them from escaping, since he simply has to hit them with his sword only once to slow them down enough to give himself a permanent speed advantage to land subsequent hits. And once his allies catch up, they can also start taking advantage of the movement and attack speed boost to gang up on the target.

    Razzil Darkbrew, the Alchemist 
http://static.tvtropes.org/pmwiki/pub/images/Alchemist_3887.png
Voiced by: Bruce Miles
"The sacred science of Chymistry was a Darkbrew family tradition, but no Darkbrew had ever shown the kind of creativity, ambition, and recklessness of young Razzil. However, when adulthood came calling he pushed aside the family trade to try his hand at manufacturing gold though Alchemy. In an act of audacity befitting his reputation, Razzil announced he would transmute an entire mountain into gold. Following two decades of research and spending and preparation, he failed spectacularly, quickly finding himself imprisoned for the widespread destruction his experiment wrought. Yet Razzil was never one to take a setback lightly, and sought escape to continue his research. When his new cellmate turned out to be a fierce ogre, he found just the opportunity he needed. After convincing the ogre not to eat him, Razzil set about carefully concocting a tincture for it to drink, made from the moulds and mosses growing in the prison stone work. In a week’s time, it seemed ready. When the ogre drank the potion, it flew into an unstoppable berserker rage, destroying the cell bars and exploding through walls and guards alike. They soon found themselves lost somewhere in the forest surrounding the city with a trail of wreckage in their wake and no signs of pursuit. In the tonic’s afterglow, the ogre seemed serene, happy, and even eager. Resolving to work together, the pair set off to collect the materials needed to attempt Razzil’s Alchemic transmutation once more.

While other heroes may specialize in magic spells or physical damage, Alchemist (and his trusty ogre sidekick) focus on gold, and accumulating lots of it. With the ability to farm more efficiently than most other heroes, Alchemist can be played in a variety of ways: he can use his early-game gold potential to quickly snowball an item advantage over the other team and carry his side to victory, or he can see use as a support and an initiator, focussing more on his damaging spells to help his team. With Greevil's Greed, a passive ability, Alchemist gains extra gold for every last hit; granting an additive bonus for every last hit in a period of time. With healthy reserves of gold rolling in, Alchemist can quickly gain a head start in purchasing items- but don't think that he can't also go on the offensive. His main damaging spell, Unstable Concoction, is a powerful but unreliable area-of-effect stun that needs to be charged before it's thrown at an enemy hero. Wait too long, however, and the spell will explode on Alchemist himself, stunning and damaging him. His other damaging spell, Acid Spray, creates a pool of toxic liquid that reduces armor and damages foes who are caught in its radius. His ultimate, Chemical Rage, is a versatile status buff, temporarily kicking many of his base stats into overdrive. With huge bonuses to health regeneration, movement speed, mana regen, and attack speed, Alchemist can unleash the power of alchemy to its fullest.

  • Acid Pool: Acid Spray can create one in an area.
  • Alchemy Is Magic: Razzil's alchemy is apparently able to turn living organisms into gold.
  • Badass Beard: Razzil himself.
  • The Berserker: Chemical Rage gives him high regenerating and speed, encouraging this style of play once he has his items.
  • Big Dumb Body: Albeit in a more equal relationship than most.
  • Blade Spam: With the right items and a fully leveled Chemical Rage, Alchemist can let out upwards of five attacks a second.
  • Bling of War/Flaming Sword: Alchemist's Immortal Eternal Radiance Blades are a pair of golden, flaming swords.
  • Brains and Brawn: Razzil and the ogre refer to themselves as the brains and the brawn, respectively.
  • Charged Attack: Unstable Concoction gains power and stun duration for longer every second after it's activated, and if it's charged to maximum power it can deal more damage and stun for longer than Sven's Storm Hammer.
  • Deadly Gas: Acid Spray creates a large cloud that shreds the armor and health of enemies.
  • Dual Wielding: The ogre unsheathes two swords when using Chemical Rage.
  • Fat and Skinny: The ogre and Razzil, respectively.
  • Good Old Fisticuffs: The ogre's primary means of attack.
  • Healing Factor: Gains a massive one while in the middle of Chemical Rage.
  • Hoist by His Own Petard: Literally, in that Unstable Concoction will explode in Alchemist's face if he doesn't throw it in time. And yes, he can kill himself with it.
  • Hollywood Acid: Acid Spray is green and reduces enemies' armour.
  • Human Resources: According to his voice lines, he's fond of using components of his dead foes as fodder for his experiments.
  • Item Caddy: When played as a farming carry, Alchemist relies on a six-slotted inventory of powerful items to get kills. This is made easier by Greevil's Greed, which makes farming much faster and easier, so a good Alchemist will probably assemble most of his arsenal by the thirty-minute mark.
  • Jack-of-All-Stats: Alchemist is a versatile hero and can be played in the carry, support, or mid roles. He has a strong earlygame which can be capitalized on if one so desires by playing him as a support or a mid. His lategame can also be taken advantage of by playing him as a carry, and he's one of the fastest farmers in the game, allowing him to reach his personal lategame before the enemy team's carries come online. If given enough farm as a support, he can also transition from a support to a carry, but his lategame is not as strong as some other heroes', such as Medusa, Spectre, or Faceless Void, all of who outcarry Alchemist once they have enough farm.
  • The Juggernaut: With Chemical Rage activated, Alchemist can regenerate health faster than any other hero without a Heart of Tarrasque. As such, he can shrug off all but the most damaging nukes in a few seconds, and walk right over any squishy supports that get in his way.
  • Lightning Bruiser: With Chemical Rage active, Alchemist possesses frighteningly high attack speed and runs fairly quickly as well, while easily shrugging off hits with the increased health regeneration.
  • Mad Scientist: Razzil is prone to laughing maniacally or ranting about chemistry while last-hitting, activating Chemical Rage, or killing a hero.
  • Magic Knight: Razzil provides the Magic and the Ogre makes for the Knight half of the equation.
  • Mechanically Unusual Class: Alchemist is somewhat different from some other hard carries in that he can farm incredibly quickly with Greevil's Greed, allowing him to grow extremely fast and get 6-slotted before many other carries. However, he can still be outgunned later on by other hard carries, because he can still only carry 6 items, plus an Aghanim's Scepter (which doesn't take up a slot for him) while Chemical Rage doesn't scale particularly well as a damage steroids. Because of this, unlike other hard carries who peak at ultra-late game, Alchemist's most effective time is at the late-midgame when he becomes 7-slotted.
  • Money Multiplier: Greevil's Greed multiplies the gold from Bounty runes and grants bonus gold for every unit killed inside of 30 seconds, allowing him to chain last-hits to give himself up to 36 bonus gold per last hit. Left to farm alone, Alchemist can obtain core items alarmingly quickly.
  • Mounted Combat: Razzil rides on the back of an ogre. Whilst Razzil does the pointing, the ogre does the punching.
  • Nice Hat: The ogre's horned hat.
  • Our Ogres Are Hungrier: Razzil's ogre mount seems to be quite different than the ogre mooks found in game, although it does bear a strong resemblance to Ogre Magi.
  • Phantasy Spelling: Chymistry.
  • The Power of Friendship: Neither of them would be a match for other heroes by themselves, and it takes using both the Ogre's muscle and Razzil's chemicals to win.
  • Purple Is Powerful: The ogre turns violet when Razzil uses Chemical Rage.
  • Race Against the Clock: A minor example with Unstable Concoction. If it's not thrown within 5.5 seconds, it will stun and damage the Alchemist.
  • Red Eyes, Take Warning: The portrait for his ultimate, Chemical Rage.
  • Science Hero
  • Super Empowering: Uniquely, Alchemist has the ability to consume an Aghanim's Scepter to grant all of its bonuses to himself or an allied hero, once each, without taking up a slot. It synergises particularly well with someone whose Aghanim's Scepter upgrade is potentially very strong but they either can't afford it or the way their hero plays makes buying it themselves non-optimal. So a support Treant Protector can be given Scepter and starts legally maphacking with Eyes in the Forest, or Luna who can now drop Eclipse a Kill Sat without losing space for Scepter.
  • Super Mode: Chemical Rage, which involves the ogre ingesting a Super Serum.
  • Super Power Meltdown: The Unstable Concoction. Razzil throws a potion at an enemy that stuns them depending on how long he shakes it up. However, if he holds on to it too long, it will explode and stun himself.
  • Super Serum: When Chemical Rage is used, Razzil gives the ogre a rage-inducing potion.
  • Technicolor Science: Acid Spray is green and Unstable Concoction is purple.
  • There Was a Door: The ogre simply crashed through the walls of the prison that he and Razzil were stuck in.
  • Throw Down the Bomblet: Unstable Concoction has Alchemist hurl a beaker of explosive chemicals at the target.
  • Transformation Is a Free Action: Alchemist becomes temporarily invulnerable when activating Chemical Rage, allowing him to disjoint certain stuns.
  • Unstoppable Rage: When under the effects of Chemical Rage, the ogre runs faster, regenerates health faster, and attacks faster.
  • Vitriolic Best Buds: They frequently bicker with one another over trivial matters, although many of their voice lines indicate that they really are inseparable underneath it all.
  • Weak, but Skilled: Alchemist has one of the worst attribute growths in the game, but he makes up with his versatile kit, being able to fulfil every role in a team from the #1 carry to the #4-5 support.
  • What the Hell, Player?: If Unstable Concoction backfires, the ogre will sometimes berate Razzil, and, by extension the player controlling him, for not throwing it in time.

    Mogul Khan, the Axe 
http://static.tvtropes.org/pmwiki/pub/images/978a7d768aed95c14f7ff817ba501417.png
Voiced by: John St. John
"As a grunt in the Army of Red Mist, Mogul Khan set his sights on the rank of Red Mist General. In battle after battle he proved his worth through gory deed. His rise through the ranks was helped by the fact that he never hesitated to decapitate a superior. Through the seven year Campaign of the Thousand Tarns, he distinguished himself in glorious carnage, his star of fame shining ever brighter, while the number of comrades in arms steadily dwindled. On the night of ultimate victory, Axe declared himself the new Red Mist General, and took on the ultimate title of 'Axe.' But his troops now numbered zero. Of course, many had died in battle, but a significant number had also fallen to Axe's blade. Needless to say, most soldiers now shun his leadership. But this matters not a whit to Axe, who knows that a one-man army is by far the best."

Axe charges right into the enemy fray, wreaks havoc singlehandedly, allowing his teammates to take advantage of the chaos, and then decapitate the weak from the fray. If Axe manages to get into the enemy's ranks, they better hope they can run before they get axed. Or not, if they get caught in his Berserker's Call, which taunts everyone near Axe and forcing them to attack Axe while he gets bonus protections for a short time. Attacking Axe have a chance to trigger his Counter Helix, which Axe spins around and deals damage to surrounding enemies. If he is attacked many times, there's a chance that he'd be a whirling death to the enemy. Axe also hates cowards and can try to force them to play aggressive by sticking the Battle Hunger on them, which deals damage over time until they kill something, creep or whatever. Axe also hates weaklings, so his Ultimate, Culling Blade, is designed to be an executioner of the weak, smashing them with his Axe so mightily and dealing big damage, that if the target was below a certain HP threshold, the victim gets in a Ludicrous Gibs instant death, and no amount of extra protections are going to save them, Axe's axe drives away all those pesky protections. This is also a big spectacle, so any nearby allies witnessing this execution gets a boost in speed, and the cooldown refreshes, allowing Axe to try and execute another weakling. Axe might not be able to single-handedly decimate enemy team by himself, but he is extremely tough and disruptive, making him an excellent initiator. Though his early game is strong that if he snowballs, he might end up as the carry, but it's rare.

  • The All Solving Axe: His unlockable, the Forgemaster's Hammernote 
    Forgemaster's Hammer description: The only day Axe declared defeat was the day he tried to forge a weapon with an axe.
  • Amazing Technicolor Population: Axe's skin is blood-red.
  • Armor-Piercing Attack: Culling Blade is the only skill in the game that goes through Dazzle's Shallow Grave, which otherwise grants complete immunity to death (except against self-triggered suicide from Techies' Suicide Squad, Attack! and Bloodstone). It's also one of two spells that can kill through Borrowed Time and False Promise (the other being Ancient Apparition's Ice Blast), which otherwise heals Abaddon when he should take damage and delays all damage taken, respectively.
  • An Axe to Grind: Yeah, right. Axe's all about axes.
  • Badass Beard/Beard of Barbarism: A truly glorious one.
  • Badass Cape: The Immortal item Mantle of the Cinder Baron, made especially badass by the magma running through it.
  • Badass Normal: Axe has little to no supernatural abilites but makes it with his strength and battle rage alone.
  • Berserk Button: Exploited by Axe's Battle Hunger, which deals damage over time to the target until it kills another unit or the duration ends.
  • The Berserker: His playstyle involves blinking right into the enemy team and using Berserker's Call, forcing them to attack him and giving his allies some breathing room.
  • Blood Knight: Believes in the glory of battle.
  • Buffy Speak
  • Butt Monkey: In demo mode, Axe is always designated as the enemy hero for the players to use their own hero's abilities on, whether it be Black Hole, Finger of Death or Reaper's Scythe, among others.
  • Chunky Salsa Rule: If an enemy is within the instant kill threshold of Culling Blade, Axe removes all buffs on the target before applying the damage. This means that abilities such as Dazzle's Shallow Grave, Abaddon's Borrowed Time, and spell immunity won't save the target from death.
  • Companion Cube: His Axe.
  • Conservation of Ninjutsu: Manfighting Axe, while not advisable, isn't all that suicidal. Manfighting Axe while he's also fighting your creep wave is asking politely if you can die.
  • Counter Attack/Everything's Better with Spinning/Spin Attack: Counter Helix
  • Coup de Grâce: Culling Blade deals moderate damage, but will kill any hero below a certain hp threshold. No exceptions.
  • Crutch Character: Axe is a powerhouse early and mid game: a few Counter Helix spins can quickly bring down an enemy's HP, and combined with Battle Hunger will drive enemies out of lane with ease. When he goes roaming, Battle Hunger hurts so hard that no smart carry would dare remove it or risk getting beheaded by Culling Blade. However, with his bad stat growth and weak right-click, Axe sharply falls off when enemies get some defensive items (and become able to shrug off his nukes with ease). If he has heavily snowballed from ganks he can still carry the game, but he can be very easily outcarried by almost all proper carries. While he is still useful as an initiator with Berserker's Call, he's far from the bully he used to be during early and mid game.
  • Dynamic Entry: Killing an enemy with Culling Blade grants a massive movement and attack speed boost to nearby allies, letting them rush into the fight and secure the advantage or retreat before his enemy can react.
  • Finishing Move: Culling Blade is designed to be one: it kills any hero below a certain amount of health, and if it does so, it gives all nearby allies a speed boost while its cooldown is reset.
  • Four-Star Badass
  • General Ripper: Ludicrously so.
  • Genius Bruiser: Some of his lines indicate that he can be quite articulate if he wants to.
    • His comic takes both of these traits even further. He doesn't act anywhere near like the oaf that the game might depict him as, and he only lapses into Third-Person Person a few times, though much of his dialogue is pretty profanity-ridden.
  • Glowing Eyes of Doom: In the trailer at least
  • High-Pressure Blood: Killing an enemy with Culling Blade sprays blood all over the ground in the area.
  • I Call It "Vera": He calls his axe... um... Axe.
  • Literary Agent Hypothesis: Axe is the protagonist of his own series of books, written by his personal Bard, Goodkind, based on his own adventures (Which in fact, are done explicitly for material to base books on).
  • Kill Steal: Culling Blade is guaranteed to award the kill to Axe and resets its cooldown if it successfully kills an enemy hero, allowing him to promptly chop off the heads of three or more heroes in a teamfight. If Axe kills someone with Culling Blade while they are stunned by Necrophos's Reaper's Scythe, however, the enemy will be culled and Necrophos gets the kill.
  • Kill Streak: If Culling Blade manages to successfully kill an enemy hero, its cooldown is reset, meaning that you can instantly use it again to kill another enemy hero if the opportunity presents itself (and as long as you have the mana).
  • Large Ham: Even compared to most other heroes. Axe shouts almost all of his lines, most of which are Badass Boasts. Being voiced by Jon St. John certainly doesn't hurt. This makes Axe a very amusing and popular character.
  • Mighty Glacier: Early game, Axe has great damage output with all of his four skills, but his mobility suffers as a result, forcing him to get Blink Dagger in order to maximise his potential.
    • Stone Wall: As the game progresses, Axe's role changes into this: because of the bad scaling on his skills, by late game enemies can shrug his damage off with ease. On the other hand, he almost invariably purchases a Blink Dagger, making him much more mobile.
  • Mix-and-Match Weapon: One of his cosmetic items is a bizarre combination between a three-section staff and, well, an axe. Its description notes that it's very dangerous — to its wielder and his enemies alike.
  • Monochromatic Eyes: Zig-Zagged. He has these on his in-game model, but his comic depicts him with more normal-looking eyes.
  • No Indoor Voice
  • One-Hit Kill: Culling Blade can instantly kill an enemy unit with low health based on its current level's threshold. It even works on Roshan.
  • One-Man Army: Believes himself to be this. Gameplay-wise, he can be this if he gets lucky with spins and is built tanky. Even at the early game, he can deal with an entire wave of creeps alone.
  • Practical Taunt: Berserker's Call forces enemies to attack him for a few seconds and leave his allies alone. To offset the damage he takes on himself, he also gains a substantial increase in armor.
  • Proud Warrior Race Guy: Belongs to the Oglodi, which also includes Disruptor and Warlock. Interestingly all of them started as Orcs, and some of this influence can still be seen in Axe's bio.
  • Pungeon Master: Any time the letters "Ex" are in a word, he says 'Axe' instead.
    (buyback) "Back in AXEtion!"
  • Race Lift: Axe was an Orc using the model of Corrupted Grom Hellscream in DotA. Some of this influence can still be seen such as being from a warlike race that gathers in clans.
  • Shoulders of Doom: He has a shoulder guard on his right shoulder.
  • Shout-Out: Two of his denial lines are references to the infamous meltdown scene from the 1971 movie: Willy Wonka and the Chocolate Factory.
  • Skill Gate Tactic: One common tactic with Axe in lower-ranked games is creep-skipping: go to the hard lane, get a Stout Shield, position yourself between the enemy tier 1 and 2 towers, and kill creep waves all by yourself with Counter Helix, either depriving enemies of their XP and pushing the tower with your unopposed creep wave, or having the enemy run around their own tower running from the creeps and having a hard time getting the last hits due to low damage at level 1. Of course Axe is also dangerously far from his tower without allied creeps, so ranged heroes can easily kite him and a good disabler/ganking mid/jungler is almost guaranteed to get first blood, but in low level pubs, dual melee carry safe lanes are disturbingly common and most players do not care about any other lane other than the one they went to at the pregame, and wouldn't bother with a creep-skipping Axe depriving the farm of their teammates.
  • Sinister Scythe: With the cosmetic item Red Mist Reaper's Scythe.
  • Slipknot Ponytail: Originally had one, but it was taken out with a patch. Possibly to downplay his resemblance to Grom Hellscream.
  • Take Me Instead: Axe can pull gankers off his allies by calling them, forcing them to fight him instead. Whether or not they can take Axe however, is doubtful.
  • Testosterone Poisoning: Taunts enemies into attacking him? Check. Is so bloodthirsty that it causes physical damage to enemy Heroes? Check. Spins his axe in a huge counter-attack when someone hits him? Check. Can instantly kill enemies when he sees that they're weak? Check oh so very much.
  • There Is No Kill Like Overkill: In the first DotA if the enemy HP threshold for Culling Blade was met, Axe would remove all buffs from the target and then deal 100000000 physical damage. In Dota 2, it will do exactly the amount of health that the target has as damage.
  • They Call Him Axe
  • Third-Person Person: Constantly refers to himself as Axe.
  • Walking Shirtless Scene
  • When All You Have Is a Hammer: In the late game, Axe is often played as a 'walking Berserker's Call - his main job then is calling as many enemy heroes as possible with his other skills (which drop off quickly, especially Battle Hunger and Counter Helix) being little more than afterthoughts. While his damage output in the late game is quite negligible, the ability to soft disable multiple enemy heroes on a 10-second cooldown is still quite useful.
  • Wolverine Publicity: The Heavy Weapons Guy of Dota, Axe is generally considered the most iconic hero of them all.

    Karroch, the Beastmaster 
http://static.tvtropes.org/pmwiki/pub/images/Beastmaster_928.png
Voiced by: Sam A. Mowry
"Karroch was born a child of the stocks. His mother died in childbirth; his father, a farrier for the Mad King of Slom, was trampled to death when he was five. Afterward Karroch was indentured to the king’s menagerie, where he grew up among all the beasts of the royal court: lions, apes, fell-deer, and things less known, things barely believed in. When the lad was seven, an explorer brought in a beast like none before seen. Dragged before the King in chains, the beast spoke, though its mouth moved not. Its words: a plea for freedom. The King only laughed and ordered the beast perform for his amusement; and when it refused, struck it with the Mad Scepter and ordered it dragged to the stocks. Over the coming months, the boy Karroch sneaked food and medicinal draughts to the wounded creature, but only managed to slow its deterioration. Wordlessly, the beast spoke to the boy, and over time their bond strengthened until the boy found he could hold up his end of a conversation—could in fact speak now to all the creatures of the King's menagerie. On the night the beast died, a rage came over the boy. He incited the animals of the court to rebel and threw open their cages to set them amok on the palace grounds. The Mad King was mauled in the mayhem. In the chaos, one regal stag bowed to the boy who had freed him; and with Beastmaster astride him, leapt the high walls of the estate, and escaped. Now a man, Karroch the Beastmaster has not lost his ability to converse with wild creatures. He has grown into a warrior at one with nature’s savagery."

With one of the longest stuns in the game and two unique summons to help him out, Beastmaster excels at staying alive even against the toughest odds. Though his spells may lack the raw damage potential of other heroes, he makes up for it with their strong versatility and support potential; he can frequently set up advantageous situations for his teammates or save an ally. Wild Axes, his main damage-dealing spell, has him hurl his two axes at any enemy in a medium-large range and damages everything caught in their looping path. It can also slice down trees in their path, meaning that Beastmaster can easily cut a path through normally impassible terrain or remove fog of war on the map. Call of the Wild, his second spell, has two parts; the first part summons a hawk that, while it cannot attack, can provide flying vision to allies and serve as a mobile ward. The second part summons a boar that can fight alongside its master; its normal ranged attack slows enemies. Inner Beast provides a passive attack speed to every friendly unit in its radius, including his summoned units. His ultimate, Primal Roar, deals magical damage and stuns a target for up to four seconds, providing ample time for the Beastmaster and his wild cohorts to finish off their prey.

  • Armor-Piercing Attack: Primal Roar can stun its target through spell immunity, and knock back spell immune enemies between him and the primary target (although no damage will be dealt to spell immune units and secondary targets won't be slowed after the push). It's one of the most powerful disables in the game since it can be cast from range and will guaranteed stun its target for up to 4 seconds.
  • An Axe to Grind: Beastmaster's Weapon of Choice is a pair of tomahawks. He can even throw and retrieve them like a boomerang via his first ability, Wild Axes.
    Beastmaster (casting Wild Axes): ''Boomeraxe.''
  • Badass Beard
  • The Beastmaster: Well, yeah. While Beastmaster's own damage output may be mediocre, Inner Beast gives a significant DPS increase when paired with his summoned units. Slap a Necronomicon on him, and Beastmaster can single-handedly focus down most heroes before Primal Roar wears off.
  • Call a Smeerp a "Rabbit": His boar and hawk don't look like what they're insisted to be. Changing them with cosmetic items will turn them into entirely different species as well.
  • Defog of War: Call of the Wild's Scout Hawk is one of the best examples of this. While the Lesser Hawk has only mediocre vision range, it's a flying unit with the associated movement and vision capabilities, meaning that it can fly over cliffs and trees, and see through them as well. It can even see safely into Roshan's pit if positioned properly.
  • Familiars/Summon Magic: Call of the Wild lets Beastmaster summon a hawk and a boar, with varying increases in effectiveness as he levels the skill up. Each lasts for 60 seconds with the skills on a 40 second cooldown each, meaning he can summon up to four units to control at once (even moreso if he purchases a Refresher Orb).
  • Field Power Effect: Inner Beast increases the attack speed of Beastmaster and any nearby allies, and is possessed by his illusions as well. While the numbers aren't highly impressive, its strength is in the fact that it stacks on top of existing attack speed buffs and applies to creeps and summons as well, so Beastmaster being in the general area of a teamfight can greatly augment the amount of physical damage the whole team does, including the supports.
  • Invisibility: The Greater Hawk, if left motionless for 3 seconds, will fade into invisibility over 1 second (though moving it again will break the invisibility), effectively turning it into a mobile Observer Ward that lasts for 60 seconds.
  • Jack-of-All-Stats: Beastmaster can push, jungle and semi-carry with Call of the Wild and Inner Beast, initiate and disable with Primal Roar, and provide utility and carry auras with his inherent tankiness. There are lots of heroes who can do all of these individual tasks better - but very few who can turn their hand to so many. Because of this, he tends to pick up whatever responsibilities his team needs filling the most. For example, if your team didn't have a proper initiator, you'd probably pick up a Blink Dagger and Aghanim's Scepter so that you can provide that.
  • Magic Knight: Beastmaster has a large array of spells that give him vast amounts of utility (Wild Axes, for instance, can be used to cut down trees and stack or kill Ancient camps), and Inner Beast helps to give his physical damage output some impact. However, he's stronger in the casting department than in the fighting department, moreso since he's very mana-independent (his Wild Axes and Primal Roar are the only spells he has that consume large amounts of mana), and Inner Beast isn't a very strong damage steroids.
  • Make Me Wanna Shout: Beastmaster's ultimate, Primal Roar, pushes aside anyone who stands in the way and stuns the primary target.
  • Nature Hero
  • Poisonous Person: The boar's attack can inflict a poison that slows attack and movement speeds. The Lesser Boar's slow is not very impressive, but the Greater Boar can slow by more than twice as much.
  • Raised By Beasts Of The Royal Court
  • Some Dexterity Required: Because he can summon units with Call of the Wild, proper Beastmaster play revolves around being able to micromanage where you place them and how you use them. Because he can have up to two hawks and boars each active at a time, it takes a lot of dexterity and planning to put them where they're most needed (to say nothing of being able to stack up to three jungle camps at once if you're good enough).
  • Speaks Fluent Animal
  • Stone Wall: Being a Strength hero with good base armour, Beastmaster is fairly tanky (and can become even more so by building the right items), but his utility-oriented skillset and so-so right-click attack mean that he has trouble dishing out damage to the degree that a true carry can - most of his damage output rather comes from his boar(s) and Necronomicon minions.
  • They Have the Scent: Referenced in some of his lines in both the original DotA and Dota 2.
    Rexxar: I've got the scent.
  • Tribal Face Paint
  • Walking Shirtless Scene: With bonus Loin Cloth.
  • Walking the Earth: As a wandering vagrant.

    Mangix, the Brewmaster 
http://static.tvtropes.org/pmwiki/pub/images/brewmaster_5080.png
Voiced by: Nolan North
"Deep in the Wailing Mountains, in a valley beneath the Ruined City, the ancient Order of the Oyo has for centuries practiced its rights of holy reverie, communing with the spirit realm in grand festivals of drink. Born to a mother’s flesh by a Celestial father, the youth known as Mangix was the first to grow up with the talents of both lineages. He trained with the greatest aesthetes of the Order, eventually earning, through diligent drunkenness, the right to challenge for the title of Brewmaster—that appellation most honored among the contemplative malt-brewing sect. As much drinking competition as mortal combat, Mangix for nine days drank and fought the elder master. For nine nights they stumbled and whirled, chugged and struck, until at last the elder warrior collapsed into a drunken stupor, and a new Brewmaster was named. Now the new, young Brewmaster calls upon the strength of his Oyo forebears to speed his staff. When using magic, it is to his spirit ancestors that he turns. Like all Brewmasters before him, he was sent out from his people with a single mission. He wanders the land, striving toward enlightenment through drink, searching for the answer to the ancient spiritual schism—hoping to think the single thought that will unite the spirit and physical planes again."

Brewmaster is a very powerful Drunken Master, being is able to inflict a lot of damage and take little damage in return. His first ability is Drunken Brawler which provides an increase to both critical damage and evasion chance. Brewmaster is able to stop his foes from escaping or fighting efficiently by using his ability Thunder Clap which creates a shockwave around him that slows and decreases movement speed on ground units around him. He can further improve his evasion by using his ability, Drunken Daze, which causes Brewmaster to throw booze on his enemies which slows and debuffs them, causing some of their attacks to miss. To further make him even trickier to face, his ultimate ability, Primal Split, causes him to split into 3 of himself, each with their own stats and abilities. The three copies are: Earth Spirit, who is tanky and immune to magic and can use Boulder to stun an enemy and have chance to deal damage in a close radius; Fire Spirit, who is the quickest and a fighter, who burns enemies around him with Permanent Immolation,: and Storm Spirit, the mage copy who can Dispel Magic which removes positive buffs and deals heavy damage to summoned targets, remove an enemy with Cyclone and make himself invisible with Wind Walk. With Aghanim's Sceptor, Earth Spirit inherits Thunder Clap, Fire Spirit inherits Drunken Brawler, and Storm Spirit inherits Drunken Daze.

  • Achilles' Heel: Monkey King Bar is this to Brewmaster, as it completely nullifies both the miss chance from Drunken Haze and his evasion from Drunken Brawler. He's also particularly vulnerable to silences, since most Brewmaster players will often attempt to wait until the last possible second to cast Primal Split in order to make the most of a teamfight.
  • Alcohol Hic
  • Big Fun
  • Beware the Silly Ones/Crouching Moron, Hidden Badass: Primal Split turns him from a slightly goofy inebriated panda-man into a deadly platoon of magical spirit warriors, and he becomes almost unkillable during its duration.
  • Boisterous Bruiser
  • Booze-Based Buff: Played straight with Brewmaster's Drunken Brawler, which gives him a chance to evade attacks and deal critical damage. Inverted with Drunken Haze, which causes enemies to slow down and miss.
  • Continuity Nod:
    • Although Storm Spirit is now a human, Brewmaster still labels him as his cousin, likely due to his celestial heritage. In the original DotA, both Brewmaster and Storm Spirit were pandarens.
    • While he is a red panda now, his Primal Split spirits have a giant panda pattern like the original's elemental pandaren.
  • Critical Hit Class: His Drunken Brawler ability gives him a chance to regularly deal critical (200%) damage.
  • Decoy Getaway: Primal Split can be used as one, sending either Earth, for his priority return and slow-immunity, or Storm, for his windwalk, back while the other two wreck havoc on the enemy team and get focused down in an attempt to kill Brewmaster.
  • Difficult but Awesome: Storm's second ability Dispel Magic. Used properly, it can remove powerful buffs (like a Double Damage rune or Ogre Magi's Bloodlust), but on the whole enemy team; or save multiple teammates from deadly mass-disables (like Ember Spirit's Searing Chains). Used badly, it can inadvertently help enemies by purging these aforementioned disables from them (which might very well be the Thunder Clap or Drunken Haze that you just used), or good buffs from allies. Being able to use Dispel Magic effectively is what separates a good Brewmaster from an average one.
  • Drunken Master
  • Elemental Powers: After his ultimate (see Literal Split Personality below).
  • Epic Flail: An odd combination of what can be called nunchaku, but with a staff on one end is his Weapon of Choice. However, it's a real weapon.
  • Fighter, Mage, Thief: His three spirits, Earth, the big, durable magic-immune one is the fighter, Storm, with his multitude of utility spells and ranged attack is the Mage, and Fire, with his high speed and damage output, is the Thief.
  • Fragile Speedster: Fire moves at maximum speed and constantly deals damage to every enemy around him, but is also extremely frail.
  • Glowing Eyes: His elemental spirits.
  • Improbable Weapon User: He uses his barrel of booze as much as a weapon as his staff, as seen in his Thunder Clap skill.
    "It's a kegger!!"
  • Invisibility: Storm's Wind Walk turns him temporarily invisible.
  • Literal Split Personality: His ultimate, Primal Split, splits him into three elemental warriors, which function as individual heroes for the duration.
  • Locked Out of the Fight: Storm can do this with Cyclone. Given is long duration, short cooldown, and good range, this can be quite effective at negating key enemies.
  • Magic Knight: Brewmaster is a respectable physical damage dealer and manfighter, since he has abilities that involve negating opposing auto-attacks while strengthening his own; on the other hand, the Primal Split spirits can provide a plethora of utility from exceptional disables, survivability against magic and physical attacks, to damage output.
  • Many Spirits Inside of One: A heroic variant; Mangix sometimes refers to the three spirits as his "drinking buddies".
  • Mighty Glacier:
    • He's slow, but he packs a wallop.
    • Earth is the slowest of the three elemental forms, but carries a ranged, damage-dealing stun and has a high chance of dealing bonus AOE damage in a radius.
  • No Sell: Earth is immune to magic.
  • Obvious Rule Patch: During the 6.74 era, the "Primal Spirits" are not considered heroes but rather creep-heroes. This allows pro players to easily escape from its ultimate by simply using a Smoke of Deceit and they will not be revealed unless another hero is present. 6.75 fixes this by making the spirits now appropriately dispel the smoke effect.
  • Panda-ing to the Audience: His race is very Panda-like. The relation becomes more apparent when you look at his previous skin and ancestral spirits. He even used to be a Pandaren in the original DotA.
  • Random Number God: Notable for having two forms of Evasion, which aren't affected by diminishing returns. If you're trying to kill brewmaster with autoattacks, you'll be there for quite some time.
  • Shockwave Stomp: Thunder Clap damages and slows enemies in a huge radius by slamming his barrel into the ground.
  • Some Dexterity Required: As soon as Brewmaster pops his ultimate, you'll have to control three heroes simultaneously, each one with his own separate skills and abilities that work best chained together. If you buy Aghanim's Scepter, you'll have to worry about combo-ing together more skills. A well-played Primal Split, however can be extremely impressive and deadly.
    • Simple, yet Awesome: Thankfully, Fire is fairly easy to control, just point him at a direction and let him do the rest.
  • Status-Buff Dispel: Storm's Dispel Magic ability, which dispels buffs in an area.
  • Stout Strength
  • Transformation Is a Free Action: When performing Primal Split, Brewmaster becomes invulnerable for the duration of the transformation, until after the three elementals are able to move.
  • Why Won't You Die?: Brewmaster is a Strength hero with fairly high strength gain and the highest evasion in the game, if he has both Drunken Haze and Drunken Brawler maxed out, only 18.75% of autoattacks will actually hit him at all. This is in addition to dealing with his ultimate, which forces you to either fight them head on for a grand total of 19 seconds, or kill all 3 of them, no easy feat given that one's spell immune, another runs extremely fast, and the last can turn invisible. Escalated even further with Brewmaster's favored item build of Blink Dagger, Aghanim's Scepter, and Heart of Tarrasque, making his ult even harder to deal with, and then once it's over, letting him teleport away since Brewmaster himself never took damage during that duration and heal for a 3rd of his health while you were fighting the spirits. Yeesh.

    Rigwarl, the Bristleback 
http://static.tvtropes.org/pmwiki/pub/images/Bristleback_317.png
Voiced by: TJ Ramini
"Never one to turn his back on a fight, Rigwarl was known for battling the biggest, meanest scrappers he could get his hands on. Christened Bristleback by the drunken crowds, he waded into backroom brawls in every road tavern between Slom and Elze, until his exploits finally caught the eye of a barkeep in need of an enforcer. For a bit of brew, Bristleback was hired to collect tabs, keep the peace, and break the occasional leg or two (or five, in the case of one unfortunate web-hund). After indulging in a night of merriment during which bodily harm was meted out in equal parts upon both delinquent patrons and his own liver, Bristleback finally met his match. “Your tusks offend me, sir,” he was heard to drunkenly slur to one particularly large fellow from the northern wastes whose bill had come due. What followed was a fight for the ages. A dozen fighters jumped in. No stool was left unbroken, and in the end, the impossible happened: the tab went unpaid. Over the weeks that followed, Bristleback's wounds healed, and his quills grew back; but an enforcer's honor can be a prickly thing. He paid the tab from his own coin, vowing to track down this northerner and extract redemption. And then he did something he'd never done before—he actually trained, and in so doing made a startling discovery about himself. A smile peeled back from his teeth as he flexed his quills. Turning his back to a fight might be just the thing."

  • Achilles' Heel: Unlike other Strength-based carries, Bristleback is particularly vulnerable to silences, since he needs to constantly cast spells in order to proc Warpath and ramp up Quill Spray counters on nearby enemies.
  • Adaptation Species Change: He used to be a quillboar in the first DotA, but was changed to a porcupine creature in Dota 2.
  • Badass Back: The Bristleback passive ability, which lets him take less damage from behind while still being able to retaliate with Quill Sprays, both triggered by the passive and triggered manually. It's not uncommon to see Bristleback farming stacked Ancients by walking up to them, turning his back, and spamming Quill Spray until everything is dead.
  • Badass Normal: Ironically, despite having one of the highest Intelligence growths among non-Intelligence heroes, none of his abilities are magical in nature.
  • The Berserker: His playstyle revolves around charging straight into the enemy team, spamming Viscous Nasal Goo and Quill Spray everywhere to rack up Warpath, and shrugging off everything the enemy throws at him with Bristleback.
  • The Bet: Apparently he was sent to war by the same bartender as Tusk.
  • Combat Pragmatist: He uses his snot as a weapon, which certainly qualifies.
  • Counter Attack: If taking damage from the rear, his namesake passive Bristleback will automatically release a Quill Spray.
  • Death of a Thousand Cuts: His only nuke Quill Spray is very weak, but has low cooldown and increases in power with each subsequent hit.
  • Epic Flail: A huge boulder on a chain.
  • Eyepatch of Power: As can be seen in his portrait.
  • Fantastic Racism: For whatever reason, he seriously hate the Keen (Sniper, Tinker, Gyrocopter and Clockwerk).
  • Genius Bruiser: He may not look it, but he actually has the highest Int growth of any non-Intelligence hero, to the point where his actually grows faster than over half of all Intelligence heroes.
  • Large Ham: Can compete with Tusk in his sheer hamminess.
  • Lightning Bruiser: A Bristleback with maximum stacks of level 3 Warpath active will have +35% movement speed and +210 attack damage, while Bristleback reduces all of his damage taken from the rear by 40%, making him virtually invulnerable unless taking damage from the front (which isn't helped by the fastest turn rate in the game, making the passive easily abusable by a good Bristleback player).
  • Magic Knight: Bristleback has the highest Intelligence growth amongst non-Intelligence heroes; he also has two cheap, spammable spells and an ultimate which synergises very well with them.
  • Motor Mouth: He has something to say almost every time he casts a spell. And considering their short cooldowns...
  • Natural Weapon: His quills and snot.
  • No Indoor Voice
  • Punctuated! For! Emphasis!: Uses this a lot.
    Rigwarl (Killing Doom): "Who's. Doomed. Now."
  • The Rival/Bash Brothers: With Tusk. Both of them have several dedicated lines for meeting each other when on the same team, or killing each other otherwise.
  • Sneeze of Doom: Viscous Nasal Goo, which launches a ball of snot at a target.
  • Spam Attack: Both Viscous Nasal Goo and Quill Spray are very spammable with their very short cooldown and low mana cost, synergising well with Warpath, which increases Bristleback's damage and movement speed every time he casts a spell.
  • Spike Shooter: He is able to shoot the quills from his back.
  • Spike Ball of Doom: He's a living one.
  • Unstoppable Rage: His ultimate Warpath.
    Bristleback works himself up into a fury every time he casts a spell, increasing his movement speed and damage.
  • Worthy Opponent: He seems to enjoy fighting the Oglodi heroes.

    Bradwarden, the Centaur Warrunner 
http://static.tvtropes.org/pmwiki/pub/images/centaur_warrunner_1960.png
Voiced by: Tom Chantler
"It's said that a centaur's road is paved with the corpses of the fallen. For the one called Warrunner, it has been a long road indeed. To outsiders, the four-legged clans of Druud are often mistaken for simple, brutish creatures. Their language has no written form; their culture lacks pictographic traditions, structured music, formalized religion. For centaurs, combat is the perfect articulation of thought, the highest expression of self. If killing is an art among centaurs, then Bradwarden the Warrunner is their greatest artist. He rose to dominance on the proving grounds of Omexe, an ancient arena where centaur clans have for millennia gathered to perform their gladiatorial rights. As his fame spread, spectators came from far and wide to see the great centaur in action. Always the first to step into the arena, and the last to leave, he composes a masterpiece in each guttering spray, each thrust of blood-slickened blade-length. It is the poetry of blood on steel, flung in complex patterns across the pale sands of the killing floor. Warrunner defeated warrior after warrior, until the arena boomed with the cheering of his name, and he found himself alone, the uncontested champion of his kind. The great belt of Omexe was bestowed, wrapped around his broad torso, but in his victory, the death-artist found only emptiness. For what is a warrior without a challenge? The great centaur galloped out of Omexe that day with a new goal. To his people, Warrunner is the greatest warrior to ever step into the arena. Now he has set out to prove he is the greatest fighter who has ever lived."

Centaur Warrunner's home is the battlefield, and all of his abilities show off his affinity for war. His first ability, Hoof Stomp, causes Centaur to slam down onto the ground, stunning and damaging nearby units. Centaur's second ability, Double Edge, causes his next attack to deal greatly increased damage- at the cost of hurting himself. His third ability and a passive, "Return", causes all damage that Warrunner takes to be countered for a fraction and returned to his opponents based on his current strength stat which works on almost anything, including turrets. His ultimate, Stampede, causes every ally hero on the map to gain an incredibly large buff to their movement speed, the ability to walk through any unit, and will stun any enemy that they walk over, dealing damage to the stunned unit as they trample over their bodies.

  • An Axe to Grind: His weapon is a big axe.
  • Badass Normal: Centaur possesses little supernatural power - just a big axe and a lot of brute strength.
  • The Berserker: Thanks to his huge HP pool, a passive that punishes attacks against him, and close-ranged spells, Centaur is played in a very aggressive manner.
  • Blood Knight
  • Cast from Hit Points: Double Edge deals up to 400 damage to both Centaur and his target and costs no mana, which means that most Centaur players wind up stacking health regeneration items.
  • Counter Attack: Return deals damage to any unit attacking Centaur. Unlike similar abilites of other heroes, it depends on Centaur's own strength and not the damage taken.
  • Difficult but Awesome: Stampede usage, good Centaur players often use Stampede when they aren't even doing anything more dangerous than last hitting, but their ally on the other side of the map is going in for a gank or running from the enemy.
  • Dynamic Entry: Stampede boosts Centaur's allies to max movespeed, dealing damage and slow to any units they run through. It works well with a Blink Dagger and Hoof Stomp stun, turning him into a powerful initiator.
  • Gladiator Games: Is a champion of them.
  • Glowing Eyes of Doom: The Infernal Chieftain Immortal item gives Centaur a pair of glowing red eyes.
  • High-Pressure Blood: Double Edge causes a jet of blood to squirt out from both Centaur and his targets... even from Treant Protector (a tree), Death Prophet (a ghost), or Enigma (a void elemental), etc.
  • Horned Humanoid
  • Lightning Bruiser: Not only does he have the highest Strength gain of any hero, but he's also scarily fast — especially with his ultimate, which lets him and all his allies charge at maximum movespeed for a few seconds.
  • Made of Iron: One of the tankiest heroes in the game.
  • Monochromatic Eyes
  • Natural Weapon: Bradwarden's hooves, used by Hoof Stomp.
  • Our Centaurs Are Different: Unlike centaurs seen in most other works, Bradwarden has a massive upper torso, horns and out-jutting lower fangs.
  • Proud Warrior Race Guy: His culture has little to it other than violence.
  • Shockwave Stomp: Hoof Stomp.
  • Shout-Out: Double Edge, to the to the Pokémon move of the same name.
  • Super Speed: Stampede temporarily boosts the movement speed of all allies to the cap of 522.
  • Super Strength: He has the highest Strength gain in the game, at 3.8 per level.
  • Top-Heavy Guy: Contrary to most centaur depictions, his upper torso is even bulkier than the workhorse lower body.
  • Trampled Underfoot: Any poor victim passed over by Centaur's allies when Stampede is active is slowed and takes damage based on his Strength.
  • Victory Is Boring: His backstory.
  • Walking Shirtless Scene
  • Worthy Opponent: He regards Magnus as one.

    Chaos Knight 
http://static.tvtropes.org/pmwiki/pub/images/Chaos_Knight_4485.png
Voiced by: Barry Dennen
"The veteran of a countless battles on a thousand worlds, Chaos Knight hails from a far upstream plane where the fundamental laws of the universe have found sentient expression. Of all the ancient Fundamentals, he is the oldest and most tireless—endlessly searching out a being he knows only as “The Light.” Long ago the Light ventured out from the progenitor realm, in defiance of the first covenant. Now Chaos Knight shifts from plane to plane, always on the hunt to extinguish the Light wherever he finds it. A thousand times he has snuffed out the source, and always he slides into another plane to continue his search anew. Upon his steed Armageddon he rides, wading into battle with maniacal frenzy, drawing strength from the disorder of the universe. A physical manifestation of chaos itself, in times of need he calls upon other versions of himself from other planes, and together these dark horsemen ride into battle, as unstoppable as any force of nature. Only when the last Light of the world is scoured from existence will the search be ended. Where rides the Chaos Knight, death soon follows."

  • Animal Motif: Horses, notably the sound effect for Chaos Strike is a whinnying horse.
  • Anthropomorphic Personification: He is the "sentient expression" of Chaos.
  • Arch-Enemy: The being known only as "The Light". Particularly its embodiment, the Keeper of the Light.
  • Black Knight: He even calls himself a knight in blackest armor.
  • Chaos Is Evil: He's Chaos itself, and it's implied that he brings the apocalypse itself to entire worlds in his hunt for "The Light".
  • Cool Helmet
  • Cool Horse
  • Damage-Increasing Debuff: On proc, Chaos Strike places a debuff on the victim that reduces their armor.
  • Dark Is Evil
  • Dumb Muscle: Chaos Knight's main weakness is his abysmal starting Intelligence and Intelligence growth, which means that his abilities can very quickly deplete his small mana pool.
  • Dynamic Entry: Reality Rift opens a wormhole which Chaos Knight and his illusions jump through; all of them will deal bonus damage on their target for their next attack.
  • Elite Army: Phantasm illusions are much more powerful than any other illusions in the game, but it has an obscene 140-seconds cooldown.
  • Entropy and Chaos Magic: Chaos Bolt launches a bolt of unholy energy which not even Chaos Knight can predict.
  • Evil Sounds Deep
  • Expy: Some see him as a parallel, and he even makes a few references to the Horsemen of the Apocalypse, considering his ability to split into multiple images (at its final level, it produces 3 copies of himself).
  • Fireball Eyeballs
  • Four-Fingered Hands
  • Glass Cannon: Phantasm illusions do just as much damage as he does, but take twice as much.
  • Horsemen of the Apocalypse: His horse's name is Armageddon and he can summon three copies of himself.
  • Horse of a Different Color: He invokes this by referring to some other heroes' mounts as horses in some of his responses.
    Chaos Knight (to Mirana): "That is an ugly horse you ride."
    Chaos Knight (to Batrider): "You taught your horse to fly?"
  • Humanoid Abomination: It's hard to tell with the armor on, but Chaos Knight is composed solely of chaotic energy.
  • Improbable Weapon User: He calls his weapon a "cudgel", though it has one end curved into a hook and Spikes of Villainy on the opposite and perpendicular sides.
  • Instant Death Radius: Once his ultimate is up, the range of his Reality Rift basically becomes this, as he can immediately pull you into a beatdown, often one-shotting squishier enemies outright.
  • Lightning Bruiser: Possesses the third highest base movement speed (behind Enchantress and Luna, and tied with Skywrath Mage and Lone Druid without his True Form), and his Reality Rift lets him jump right into an enemy. He also has a fairly high Agility gain for a Strength hero, and the resulting increase in attack speed makes his Chaos Strike more common, increasing his damage output even more.
  • Luckily, My Shield Will Protect Me: With Spikes of Villainy on the edges and center.
  • Money Multiplier: Notable for it's absence, Chaos Knight is generally considered the worst carry at farming gold, which generally means he'll be found roaming alongside his team to fully utilize his speed, reliable gap-closer, and stun instead.
  • Monster Knight
  • Mounted Combat
  • Names To Run Away From Very Fast: Apart from Chaos Knight himself, his horse is named Armageddon.
  • No Kill Like Over Kill: If you get really lucky, he and all 4 of his illusions can all proc Chaos Strike at once, causing a grand total of 1475% damage. As another point of interest, Reality Rift gives Chaos Knight a fairly substantial damage bonus on his next attack. If he rolls Chaos Strike on that same attack, it is going to hurt.
  • No Name Given: Though he was originally named "Nessaj" in DOTA.
  • Not So Different: Says this word per word in one of his lines against Doom.
  • Physical God: As one of the four Fundamentals.
  • Randomized Damage Attack: Chaos Knight's right-click attacks have the highest damage range in the game (30), and Chaos Bolt inflicts a random but inversely-related amount of damage and stun. Upgrading the spell increases both the maximum and minimum values of both the damage and stun, but there's still a big difference between a 275 damage skill that stuns for 2 seconds, and one that does 100 and stuns for 4.
  • Random Number God: As his name implies, there is a lot of randomness and chaos that comes along with using Chaos Knight. All of his abilities are based on random number rolls, and even his damage spread is the highest in the game! The icon for Chaos Strike, which grants extreme critical damage, is even a twenty sided die. Chaos Strike is particularly noteworthy as it's the second best innate crit in the game (tied with Wraith King and below only Phantom Assassin), but has the lowest chance to proc out of any crit in the game. Even his ultimate Phantasm can generate one extra clone with 50% chance when it's cast.
  • Self-Duplication: Phantasm illusions are actually copies of the Chaos Knight from alternate dimensions.
  • Sentient Cosmic Force: Chaos Knight is the sentient manifestation of chaos.
  • Sinister Scythe: The Bone Splitter cosmetic weapon is a scythe.
  • This Looks Like a Job for Aquaman: Similar to Tiny, Chaos Knight has very good synergy with Io, since he benefits very well from the mana provided by Tether (which also synergises with Reality Rift) and the ability to gank globally with Relocate. The trade-off is, Chaos Knight is just inferior to other carries without Io, and in professional games he is almost never picked without an allied Io, and is only banned when the enemy team has already picked Io. After Io is nerfed so the stun from Tether became slow, Chaos Knight faded from competitive scene...
  • Time Abyss: Being a Fundamental, he is literally as old as creation.
  • Vertebrate with Extra Limbs: One of his cosmetic horses, Ataxia, has six legs.
  • Volcanic Veins
  • Worthy Opponent: Considers Dragon Knight one, and unlike the rest of the knight-themed characters, doesn't mock him for not having a mount.
  • You Will Not Evade Me: With a Manta Style and fully leveled Phantasm, he can completely surround someone with himself. This is of course, a rather short term proposition since you're surrounded by Chaos Knights beating on you. And if they somehow do escape, he can pull them back in with Reality Rift.

    Rattletrap, the Clockwerk 
http://static.tvtropes.org/pmwiki/pub/images/Clockwerk_2349.png
Voiced by: Sam A. Mowry
"Rattletrap descends from the same far-flung kindred as Sniper and Tinker, and like many of the Keen Folk, has offset his diminutive stature through the application of gadgetry and wit. The son of the son of a clockmaker, Rattletrap was many years apprenticed to that trade before war rode down from the mountains and swept the plains villages free of such innocent vocations. Your new trade is battle,” his dying father told him as the village of their ancestors lay in charred and smoking ruins. It is a poor tradesman who blames his tools, and Rattletrap was never one to make excuses. After burying his father among the ruins of their village, he set about to transform himself into the greatest tool of warfare that any world had ever seen. He vowed to never again be caught unprepared, instead using his talents to assemble a suit of powered Clockwerk armor to make the knights of other lands look like tin cans by comparison. Now Rattletrap is alive with devices - a small but deadly warrior whose skills at ambush and destruction have risen to near-automated levels of efficiency. An artisan of death, his mechanizations make short work of the unwary, heralding a new dawn in this age of warfare. What time is it? It's Clockwerk time!"

Rattletrap is the one-two killing machine. As both an initiator and a ganker, he can get close and start beating his foes like scrap metal and escape without a dent. Clockwerk can prevent foes from counterattacking and teleporting away with Battery Assault, a passive ability which causes mini-stuns, interrupting channels. Clockwerk's second spell, Power Cogs summons 8 cogs around him, trapping those who are hit by it, prevents escaping, and pushes away anyone that get close to the traps, damaging and draining mana in the process. His Rocket Flare ability fires a rocket that damages enemies in the area-of-effect and reveals the struck area. Clockwerk's final ability allows him to enter the fray in seconds with Hookshot, which fires a harpoon and if it connects to any unit, friend or foe, will pull Clockwerk straight into the area, either to run from an unwinnable fight or to stun and begin beating his foes into recycling.

  • Adaptation Species Change: In DotA, he was known as "Clockwerk Goblin". He was changed to Keen in Dota 2, making him the same race as Tinker and Sniper, though the armor design still bears a goblin motif.
  • Barrier Warrior: Power Cogs forms a barrier of eight energised cogs around Clockwerk, trapping nearby units and shocking enemies if they approach.
  • Call a Smeerp a "Rabbit": Clockwerk refers to mana as fuel.
  • Clock Punk
  • Clockwerk Armor: His suit of armor is incredibly complex, with many whirring gizmos and ticking parts, albeit gasoline-powered. Clockwork Creature was played straight in the first DotA.
  • Cool Helmet
  • Defog of War: His third ability, Rocket Flare, on top of having global range and dealing damage, lights up the area where it explodes for several seconds, and reveals terrain as it flies over, making it useful for scouting out areas on the other side of the map.
  • Difficult but Awesome: Despite its global range, Rocket Flare travels fairly slowly, meaning that it can be difficult to hit targets that aren't standing still if you're shooting your flare anywhere that isn't on the same screen as Clockwerk. Hookshot also has a very limited radius of effect, making it hard to latch onto enemy heroes that are actively trying to juke you. But once you master these skills, Clockwerk becomes much deadlier. Flares can push creep lanes from the other side of the map and snipe fleeing enemy heroes in the dark (or simply to deny an enemy's Healing Salve or Clarity during early laning), while Hookshot can travel across more than a screen to latch enemy heroes who think they're safe, use Power Cogs to lock them in, and activate Battery Assault to deal damage over time.
  • Dynamic Entry: Because Hookshot has such a massive range (well beyond visual range at all levels), Clockwerk can use it to latch onto enemy heroes who don't even know that he's in the area ("area" being anywhere within two screens). It gets even more absurd if Lifestealer is hitching a ride, since a hero can suddenly get stunned without warning, and find themselves at melee range with a Battery Assaulting Clockwerk and a very angry Lifestealer, all while being Cogged in.
  • Four-Fingered Hands
  • Gadgeteer Genius
  • Glacier Waif: As a Keen, he is much smaller than most heroes, but his primary role is a ganker/initiator and his stats and skills make him very tanky in combat.
  • Grappling-Hook Pistol: Rattletrap's ultimate, Hookshot, pulls him towards enemies or allies, damaging and stunning enemies he connects with (as well as anything hostile along the way).
  • Lead the Target: Rocket Flare will allow players to snipe people from across the map once they get a feel for how much damage it does, and how fast it travels.
  • Lightning Bruiser: On top of having impressive Agility gain and being a Strength hero, he has above-average movement speed, and Hookshot allows him to instantly close the gap between him and his target, making him extremely mobile.
  • Mana Burn: Enemies that touch the Power Cogs barrier are shocked, losing both health and mana.
  • Odd Name Out/The Artifact: "Rattletrap" isn't exactly a common given name for a Keen. It's a leftover from his DotA character, which was a mechanical goblin.
  • Overclocking Attack: Clockwerk's first ability, Battery Assault, overloads the devices he doesn't need, exploding them into enemies' faces. It's a very situational ability though, since the devices explode against random enemies within range, meaning that it does massive damage when chasing a single fleeing enemy hero but can become utterly useless if your target runs through a creep wave.
  • Powered Armor
  • Pungeon Master: It's probably easier to list his lines that are not puns, Shout Outs, or snarks.
    Clockwerk (grappling Tinker): "Hook, line and Tinker!"
  • Random Number God: Battery Assault's greatest weakness is that it hits random targets nearby. This means that while it is extremely powerful against lone opponents, trying to use it in a crowd will spread the damage and mini-stuns out ineffectually.
  • Science Hero
  • Shoulder Cannon: Rocket Flare is fired from a device on his left shoulder.
  • Shout-Out:
  • Suicide Attack: Clockwerk is often played as a suicide initiator, using Hookshot to fly straight into the enemy team and Power Cogs to disrupt their positioning and let his allies come in. As a result, he is often focused down and killed quickly, especially in the late game, when he becomes much less durable due to a lack of items since he farms extremely slowly.
  • You Will Not Evade Me: All of Rattletrap's abilities make him extremely hard to evade once he has you in his sights:
    • Battery Assault, on top of dealing loads of damage over time, will mini-stun the enemy every time it connects, forcing them to stop (and cancelling any channeled abilities). This means that a Clockwerk walking alongside a lone opponent can slow them down drastically, on top of the damage.
    • Power Cogs will lock down anybody within a certain radius of Clockwerk, preventing them from moving outside of an extremely small radius (all while being trapped right next to him).
    • Rocket Flare has global range, allowing smart players to spot out enemies, or even kill weakened opponents with good aim.
    • Hookshot's massive cast range allows Clockwerk to instantly latch on to and fly up to opponents that are even remotely near him.

    Lucifer, the Doom 
http://static.tvtropes.org/pmwiki/pub/images/Doom_Bringer_3903.png
Voiced by: John Patrick Lowrie
"He that burns and is not consumed, devours and is never sated, kills and is beyond all judgment—Lucifer brings doom to all who would stand against him. Bearing away souls on the tip of a fiery sword, he is the Fallen One, a once-favored general from the realm behind the light, cast out for the sin of defiance: he would not kneel. Six times his name was tolled from the great bell of Vashundol. Six and sixty times his wings were branded, until only smoking stumps remained. Without wings, he slipped loose from the tethers that bound him within the light and he fell screaming to earth. A crater in the desert, Paradise lost. Now he attacks without mercy, without motive, the only living being able to move freely between the seven dark dominions. Lashed by inescapable needs, twisted by unimaginable talents, Doom carries his own hell with him wherever he goes. Defiant to the last. Eventually, the world will belong to Doom."

  • Achilles' Heel:
    • The only thing that can stop Doom's ultimate is a Linken's Sphere. While Doom can counter this by using Hurl Boulder on the target beforehand, this can make or break an initiation since the very first spell cast can change the entire dynamic of a teamfight, and giving the enemy that fraction of a second can give them a solid advantage. In addition, Hurl Boulder requires Doom to eat a Mud Golem and prevents him access to other jungle creeps unless he builds an item with a single-target skill in order to break the opponent Linken's.
    • Lotus Orb, especially in the hands of a fast-fingered player. Since Doom's cast point is so long, if the enemy manages to buff the Lotus Orb on a hero Doom is facing after blinking, Doom might end up getting hit by his own ultimate.
    • Illusion based heroes are also a problem for Doom, but Morphling is his biggest counter. Replicate illusions take normal damage and can easily fool an enemy Doom since he can replicate anybody of his team to bait the ultimate. Not only that, but Morphling players commonly buy Linken's Sphere, making even more difficult to Doom since he has to worry about the Linkens and if the opponent in question is either real or just another Morphling replicate.
  • BFS: So big it gives him longer range than other melee heroes.
  • Big Red Devil: Large size, big horns, red skin, bat wings and hooves. Doom definitely fits this trope.
  • Cannibalism Superpower: His first ability, Devour, instantly kills the target creep and gives him bonus gold and whatever abilities it has. It's one of reasons why Doom can be dangerous to leave alone to farm by himself despite the rest of his skill set, since if he can farm an early Hand of Midas, he can get out of control with his XP and gold gain.
  • Cursed with Awesome: His punishment in his backstory is the source of his power.
  • Difficult but Awesome
    • Using Devour, as the creep abilities and auras can be extremely useful in the right situations. Devouring certain creeps can give you powerful jungling capability, devouring others can give you clutch abilities to use in teamfights such as purges and disables, and devouring still others can give you massive damage output for yourself and your team.
  • Doomy Dooms of Doom: Taken to its logical extreme with his ultimate, Doom.
  • Dumb Muscle: Doom is tied with Phantom Assassin, Troll Warlord and Lone Druid for having the lowest base Intelligence in the game. His mana pool is a measly 206 points at level 1, which only allows him to cast a few spells before running completely dry...
    • Genius Bruiser: ...however, he also has the sixth-highest Intelligence growth of all Strength heroes in the game (and ties with or beats all Agility heroes except Sniper). So once he gets a few levels in lane, his mana pool becomes somewhat more manageable.
  • Evil Overlord: Lorewise, he is the most powerful demon of the Doom, Shadow Fiend, and Shadow Demon trio.
  • Evil Sounds Deep: Has easily one of the most impressively deep voices in the game.
  • Fire and Brimstone Hell: He comes from one.
  • Fixed Damage Attack: Doom does pure damage, and penetrates magic immunity.
  • Flaming Sword: Which he puts to good use with the Infernal Blade ability.
  • Glowing Eyes of Doom: Literally.
  • Hell Fire/Hell on Earth: His second ability, Scorched Earth, surrounds him with an aura of fire which boosts his movement speed, damages enemies, and heals himself and any creeps under his control.
  • Hopeless Boss Fight: Becomes this for solo fights once he gets Aghanim's Scepter. Without it, he's still beatable, but barely. With it, you're taking massive damage every second, none of your abilities or items work, he's faster than you, heals rapidly, and has fifty truck's worth of health to start with. He even looks the part.
  • Horned Humanoid: Two horns, in this case.
  • Informed Equipment: Doom has extremely low Agility and one of the lowest base armor amounts in the game despite having the most visible armor on his in-game model.
  • Item Caddy: Like Nature's Prophet and Alchemist, good Doom play revolves around using his abilities to get as much farm as possible, and turn it into powerful game-changing items. Devour lets him farm a Hand of Midas relatively quickly by accelerating his gold gain, and combined the two can let him snowball out of control if left alone.
  • Jack-of-All-Stats: Because of his skill set (particularly his ability to get bonus XP and gold outside of farming, use any creep ability, and guaranteed put any enemy out of a fight for at least 15 seconds), Doom can be reliably put on any position (except hard support). His high base damage allows him to mid fairly decently and use the early levels to Doom enemies extremely early in the game which allow him to snowball, but he can also play as the safe lane hard carry and supplement his gold and XP gain in his team's jungle every time Devour is off cooldown, or get solo experience in the off lane (also supplementing his gold and XP gain in the nearby hard camp with Devour) and have an escape ability in Scorched Earth, or even roam, jungle and support if he consumes a creep with a good disable. Played as a carry Doom can stand in the middle of teamfights and beat the enemy down with his gold advantage, and played as a utility support he can easily farm up the support items his team needs and still turn any fight into a 4v5 with his ultimate.
  • Logical Weakness: One small weakness with Devour is that Doom only gets the gold bonus once he finishes digesting the creep. So, if he's killed while he's chewing it, not only does he lose unreliable gold due to the death, but he also loses the bonus gold from Devour. This gives players a bigger incentive to work down creeps before consuming them.
  • Magic Knight: Despite being a Strength hero with respectable right-click damage, Doom is held back by his glacial attack speednote . However, he also packs a tremendous amount of magic damage and can also add more spells to his arsenal with Devour. Plus, he has Doom.
  • Magikarp Power: Early on, Doom's barely better than a jungle creep, and often worse, and is only good for getting his face punched in thanks to his literally nonexistant armor. Later on however, Doom is really good at being punched in the face and ignoring it, can shut down any one or two enemy heroes and promptly force them out of the fight, and be carrying enough auras to let regular creeps beat mega creeps.
  • Menacing Stroll: His default gait is a measured, Terminator-esque walk. Due to his size, it still allows him to keep pace with most heroes in the game.
  • Mercy Kill: Doom is one of the very few spells tn the game that allows the afflicted hero to be denied by a teammate. In many cases, the only way for a hero to avoid being killed by Doom is to be killed by a teammate instead.
  • Mighty Glacier: Doom's extremely low base Agility and growth and his incredibly slow base attack time mean that unless he stacks loads of attack speed items, he's going to be hitting very slowly. This also means that he has very little base armor and thus, despite his huge Strength growth, he's quite easily brought down without any armor items. But once he has farms enough items with Devour and Hand of Midas, he's nearly impossible to bring down without resorting to magic nukes, which a Black King Bar, Hood of Defiance, Pipe of Insight or Linken's Sphere can easily nullify.
    • Lightning Bruiser: Scorched Earth provides a movement speed bonus. If combined with a Kobold Foreman's Speed Aura or speed boosting items like Yasha, Doom can move pretty quickly, while his farming capabilities also allow him to buy all the items he needs to give himself extra attack speed.
  • Mini Mook: If Doom dies with a Mud Golem (whose passive ability Shard Split causes it to split into 2 smaller Shard Golems when killed) devoured, he will split into two Doom Shards that can wear his cosmetic items, use the Shard Golem's Hurl Boulder ability and last 60 seconds exactly as normal Shard Golems.
  • Money Multiplier: Devour gives Doom bonus unreliable gold with every creep he eats after a short delay. The catch is that the debuff duration depends on the health of the creep when it was consumed, so using it properly when it's at max level requires you to hit the bigger creeps a few times before using Devour, to ensure that the debuff ends before the ability comes off of cooldown.
  • Names to Run Away from Really Fast
  • Number of the Beast: Referred several times in his backstory.
  • Obviously Evil
  • Playing with Fire: Scorched Earth burns the ground around Doom.
  • Percent Damage Attack: Infernal Blade burns away a percentage of the victim's health each second for its duration.
  • Power Nullifier: His ultimate, Doom, is a much more potent version of a silence, disabling items on top of the target's ability to cast, all on top of inflicting damage over time, and lasts extremely long (15 seconds) compared to similar hard disables like stuns or hexes.
    • Aghanim's Scepter takes this Up to Eleven. Normally, Doom is not perfectly effective against certain targets who have passive abilities and items that allow them to keep fighting even if they can't cast anything or use their item's active abilities (a Phantom Assassin with levels in Blur can still evade attacks, which can stack with the evasion from Butterfly, and can still inflict crits from Coup de Grace, all on top of still being able to passively lifesteal from their Satanic if they have one). However, if Doom has an Aghanim's Scepter, all options go out the window, since not only can PA not evade right-clicks anymore, right-clicking enemies doesn't work either since she won't be able to crit or lifesteal either. Doom is universally regarded as one of the hardest disables in the game, and it's often joked that it counters every single hero in the game because of this.
    • As if the above were not enough, not only does the damage over time increase when an Aghanim's Scepter is purchased, the timer won't count down as long as Doom is standing nearby. This makes Doom all the more scary since the damage over time is usually already enough to severely weaken most heroes, stopping the clock threatens even the tankiest heroes with death even if they were Doomed at full health. This leaves enemies with either the option of attempting to escape Doom and possibly dying anyway, or a desperate attempt to use their right-clicks to fight back, which rarely works against him if he has enough armor.
  • Satan: In line with Whole Plot Reference, Doom's name is Lucifer.
  • Shout-Out: Aside from being based on the Biblical Lucifer, Doom is a big shout-out to Final Fantasy series.
    • His ability to copy neutral creep abilities by eating them is pretty much lifted directly from Final Fantasy IX's Quina, who in turn is based on the recurring Blue Mage class.
    • Before 6.86 patch he also had the skill LVL? Death, a spell in Final Fantasy series.
    • His ultimate, Doom is coming from Final Fantasy VIII although the mechanics are different.
  • Skull for a Head: Apparently that's how he looks under the helmet.
  • Sophisticated as Hell: Appropriately enough. It's worth noting that a large number of his less sophisticated lines actually use the term "hell".
  • Spell Blade: Infernal Blade allows his atacks to burn away a portion of the target's health every second for a short duration.
  • Tin Tyrant
  • When All You Have Is Doom: Doom's ultimate is often treated as the solution to any teamfight problem, casting it on the most threatening enemy target (or the one with the most active abilities and teamfight items) to put them out of the fight, regardless of circumstances. Having trouble dealing with a farmed Phantom Assassin? Get an Aghanim's Scepter and Doom her to render her entirely useless. The Omniknight with the Mekansm, Crimson Guard and Pipe of Insight making it extremely hard to kill his teammates? Doom him and he can't use those items or cast his spells, making his teammates much squishier.
  • Whole Plot Reference: Does his Back Story seem familiar? It should.
  • Wings Do Nothing: He has wings in the original DotA. Justified in Dota 2 where it was even described in his Back Story as only smoking stumps remaining.
  • You Are Already Dead: Killed or gotten away from Doom after he hits you with his titular spell? Check your health bar. Doom still does several hundred more damage if he has Aghanim's Scepter.

    Davion, the Dragon Knight 
http://static.tvtropes.org/pmwiki/pub/images/Dragon_Knight_1728.png
Voiced by: Tony Todd
"After years on the trail of a legendary Eldwurm, the skilled dragon-slayer found himself facing a disappointing foe: the dreaded Slyrak had grown ancient and frail, its wings tattered, its few remaining scales stricken with scale-rot, its fangs ground to nubs, and its fire-gouts no more threatening than a pack of wet matchsticks. Seeing no honor to be gained in dragon-murder, the young knight prepared to turn away and leave his old foe to die in peace. But a voice crept into his thoughts, and Slyrak gave a whispered plea that the knight might honor him with death in combat. The knight agreed, and found himself rewarded beyond expectation for his act of mercy: As he sank his blade in Slyrak's breast, the dragon sank a claw into his throat. As their blood mingled, Slyrak sent his power out along the Blood Route, offering all its strength and centuries of wisdom to the knight. The dragon's death sealed their bond, and Dragon Knight was born. The ancient power slumbers in the knight, waking when he calls it; or perhaps it is the Dragon that calls the Knight..."

Dragon Knight's durability and strength is rivalled only by a handful of other heroes, and few of them can outfight a well-played Davion on the offensive. Unlike other melee carries who are vulnerable in the early game, Dragon Knight can mitigate this weakness with his passive skill Dragon Blood, giving him a permanent armor boost as well as buff to his natural health regeneration, meaning that he can farm with impunity for much of the early game. His two main damaging spells Breathe Fire and Dragon Tail . Breathe Fire deals magic damage in a line, and Dragon Tail causes Dragon Knight's next attack to stun a single target in melee range. Dragon Knight's real offensive power lies with his ultimate, Elder Dragon Form. Activating this spell temporarily turns the knight into a powerful dragon for sixty seconds, temporarily boosting damage and turning his all of his attacks and Dragon Tail into ranged damage and giving his attacks a temporary attack modifier which transitions from early game pushing power to late game teamfight dominance as he levels the ability, giving Dragon Knight ample time to tear his enemies apart. As the spell levels up, Dragon Knight will alter his Dragon Form into one of three variants, each getting more powerful and adding more debuffs as he levels it up. The first is a green dragon with Corrosive Breath, which causes poison damage over time. His second form is a red dragon with a splash attack that deals damage to everyone around him, and keeps Corrosive Breath in this form as well. His final form, a blue dragon, keeps his splash attack and poison damage, but adds a massive slow to the target.

  • Ambiguously Brown: Not very easy to see under his helmet, nor most of his earlier cosmetics, but it's more notable with his later sets which have more open-faced helmets.
  • Achilles' Heel: Dragon Knight is very dependent on Elder Dragon Form to perform well, meaning he's only online half the time and making Aegis and buyback minimally effective.
  • Badass Beard: Not quite visible in the image, but more obvious in-game.
  • Boring but Practical: Besides Elder Dragon Form none of his abilities are very flashy, two simple straightforward targetted spells and a defense boost, yet they're highly effective, and can even see him through mid-lane against the usually ranged opposition with far more fancier spells to boot.
  • Blood Magic: Slyrak transfered his powers, and possibly even his mind into Davion via mixing their blood.
  • Breath Weapon: He can use Breathe Fire to breathe cones of fire to burn his enemies. In dragon form, this replaces his normal attack.
  • By the Lights of Their Eyes: His eyes appear to glow from under his helmet.
  • Cast from Hit Points: While he has no abilities that do this naturally, Dragon Knight's high regeneration leads to picking up items that let him do this, such as a Soul Ring to dominate lanes and being one of the few heroes who can justify using Armlet of Mordiggian without any form of Lifesteal.
  • Cool Helmet
  • Cool Sword: With many variatons from cosmetic items.
    • Little Useless Gun: It's practically the sword equivalent, being a short, one-handed sword of reasonable proportions as opposed to other Strength heroes using much larger and bulkier weapons, which could be the reason for his pitiful base damage.
  • Disc One Nuke: Dragon Tail while being absolutely worthless as a nuke, is incredibly powerful a stun, with a full 2.5 second duration from level one. Comboing Dragon Tail with a more easily-landed stun such as Telekinesis or Wraithfire Blast can earn a first blood.
  • Dragon Knight: Natch.
  • Enemy Mine: Davion seems to have this going on with Jakiro, as even if Jakiro is a dragon, they don't seem to like each other much. They don't have any ally lines either. Although Jakiro seems to act shocked whenever Davion kills him.
  • Eyeless Face: With the Kindred of the Iron Dragon cosmetic item, the model of Elder Dragon Form is turned into an eyeless, armoured iron dragon.
  • Fusion Dance: Between Davion and Slyrak.
  • Gameplay and Story Segregation: No matter what element his dragon from's normal Breath Weapon takes, he always uses fire breath with Breathe Fire.
  • Gradual Grinder: An area slow, high armor, high regeneration, high health, a damage-reducing debuff and a very effective stun let him grind away at enemies, but he lacks straight damage boosts, with his only real "steroid" being a pitiful 20/s damage over time.
  • Healing Factor: Dragon Blood gives Dragon Knight a significant boost to his health regeneration.
  • Herd-Hitting Attack: When Elder Dragon Form reaches level 2, Davion's attacks in dragon form will deal splash damage in a small radius(a little more than twice melee range).
  • He Who Fights Monsters: He seems quite protective of dragons for a dragon hunter, probably absorbing a part of Slyrak's personality.
  • An Ice Person: When Elder Dragon Form is maxed, the level 3 Blue Dragon's attacks also slow enemies' move and attack speed.
  • Luckily, My Shield Will Protect Me: He's one of the game's few heroes with a shield and one of, if not the toughest.
  • Mighty Glacier: Dragon Knight is incredibly durable with natural stat growth and Dragon Blood, and can deal quite a punch in teamfights thanks to Elder Dragon Form's splash damage. However, he has one of the worst movement speeds in the game, which is only somewhat alleviated by Elder Dragon Form. Of course, he also has plenty of ways to make the other guy slower than him to compensate.
  • Monster Knight
  • Named Weapons: His default weapon is named Wyrmblade.
  • Our Dragons Are Different
  • Playing with Fire: Davion can breathe cones of fire with his first ability Breathe Fire.
  • Poisonous Person: In Elder Dragon Form, Dragon Knight's right-click attacks deal additional damage over time.
  • Power Gives You Wings: With the Kindred of the Iron Dragon cosmetic item, Davion briefly gains a pair of transparent red wings when using Dragon Tail.
  • Power Limiter: Breathe Fire reduces the base damage of its targets, making it difficult for Dragon Knight's lane opponent to last hit and supplementing his tremendous physical damage resistance.
  • The Power of Blood: Used by Slyrak to give his power to Davion.
  • Shield Bash: Dragon Tail when used in his human form.
  • Simple, yet Awesome: Dragon Knight is a very simple strength carry, who nonetheless is potent throughout most stages of the game. Valve themselves picked up on this, and Dragon Knight is used in the new tutorial system to introduce players to Dota.
  • Stone Wall: He lacks any actual damage-increasing skills, but pulling him down before he does so to you is nevertheless very difficult.
  • Super Mode: Elder Dragon Form turns him to a dragon with higher movespeed, ranged attack and stun, and a free orb effect.
  • Super Toughness: He has great base armor, and Dragon Blood gives him absurd amounts of armor and HP regen, before he even starts getting items. It's not uncommon to have over 70% resistance to physical damage, making him nigh-invincible in direct combat.
  • Tail Slap: When Elder Dragon Form is active, Dragon Tail becomes this trope.
  • Voluntary Shapeshifting: Into Slyrak.
  • Why Won't You Die?: All but the most deadly physical damage dealers find dealing with him a chore, as he has a long-duration stun, ranged slow, base damage reduction on his nuke, and can easily have 75% physical damage resistance with the right items. And then he gets evasion and a Black King Bar...

    Kaolin, the Earth Spirit 
http://static.tvtropes.org/pmwiki/pub/images/earth_spirit_2079.png
Voiced by: Nolan North
Deep amid the Upland crags and cliffs there runs a seam of sacred jade long foresworn by highland minders. From this rare material, the likeness of the great general Kaolin was carved and buried at the head of a stone funerary army ten thousand strong—a force of soldiers and holy men, jesters and acrobats, carved by crafstmen and entombed for millennia in the dark embrace of the Earth. What the craftsmen had not known was that within the strange seam of jade flowed the spirit of the Earth itself—an elemental force at one with the planet. When the force within the carved jade found itself cut off from the life's blood of the world, it gathered its strength over the course of a thousand years and dug itself free and into the light. Now the great Kaolin Earth Spirit strides the Upland roads, fighting for the spirit of the Earth; and in times of need calls forth remnants of his buried army still locked in the loving embrace of the soil.

Earth Spirit is a support hero with a wide array of disables in all of his basic abilities. Unlike most heroes, his abilities revolve around an innate ability, Stone Remnant, which allows him to place statues that can be used to augment his abilities. Using his abilities in tandem with these remnants, Earth Spirit can stun enemies with Boulder Smash, slow them and initiate with Rolling Boulder, and silence them with Geomagnetic Grip. His ultimate, Magnetize, inflicts nearby enemies with a damage over time debuff, and allows him to spread the slow and silence from his abilities to other nearby enemies while refreshing the debuff duration by using his Stone Remnants, stopping entire groups of enemies in their tracks. With good timing and skill he can initiate fights from a distance, and given the right circumstances can deal a surprising amount of damage to both single and multiple targets, all the while disrupting enemy positioning allowing for easy kills.

  • Adaptation Species Change: In the original DotA Kaolin was a Pandaren, but this had to be changed for Dota 2 as Pandaren are owned by Blizzard.
  • Ascended Meme: One of Earth Spirit's responses when meeting an allied Spirit Breaker is this:
  • As the Good Book Says: Upon death, he can sometimes say "The spirit is willing, but the flesh is weak."
  • Black Mage: Earth Spirit's Intelligence growth is the third-highest amongst Strength heroes and fourth-highest amongst non-Intelligence heroes (only beaten by Bristleback, Sniper and Undying). Despite being a Strength hero, he is rather fragile and weak in direct combat, but all four of his skills can be a thorn in the opponent's side if used properly.
  • Body Horror: The ability lore for Magnetize has some pretty frightening implications.
    At the Earth Spirit’s call, the minerals in the blood and bones of his enemies rebel against the bodies they find themselves in.
  • Difficult but Awesome: All of his skills require management of your stone supply (it takes three minutes to build up a full 6-stone supply from scratch), very precise and careful positioning, lining up the shots, and chaining your combos. In particular, Boulder Smash requires exquisite aiming since, if you stand just a few pixels in a different angle away from a non-Remnant target move your mouse cursor even a few pixels off-course when kicking a Remnant, you can end up hitting the target in a completely different direction. In addition, initiating with Rolling Boulder can be extremely punishing since it will only stop when colliding with a hero, meaning that missing can send you way beyond your target and potentially feed the enemy a kill. However, masterful Earth Spirits can stun from long range, snipe escaping enemy heroes and give teammates additional initiation power using Boulder Smash; initiate or escape up or down cliffs and stop fleeing enemy heroes in their tracks with Rolling Boulder; save allies from pursuing enemies or silence an entire enemy team with Geomagnetic Grip; and unleash an astonishing amount of magical damage, debuffs and disables on the whole enemy team using all of the above combined with Magnetize. His pub winrate is consistently extremely low, but he is a very effective hero to boost MMR for people who can play him, and he has remained a consistently solid pro pick since his introduction into Captains Mode.
  • Dishing Out Dirt: He can summon stone sculptures from the earth and manipulate them.
  • Dynamic Entry: Rolling Boulder combined with a Stone Remnant lets him charge onto an enemy, damaging and slowing their movement speed for a couple seconds after impact. It's the third longest ranged non-ulti initiating ability in the game (beat out by Spirit Breaker's Charge of Darkness and Puck's Illusory Orb). Boulder Smash can be used on allies for the same purpose.
  • Face of a Thug: Looks rather mean, but is actually a nice guy.
  • Fantasy Counterpart Culture: His backstory is strongly based on the famous Terracotta Army of Ancient China.
  • Fastball Special: Cast on an ally, Boulder Smash can be used for initiation purposes (800 range is farther than a Force Staff can push). Cast on Stone Remnants, it can be used to snipe (as they get more than double the range) and stun enemies.
  • Genius Bruiser: While his base Intelligence is rather mediocre, Kaolin ties with Timbersaw for having the third-highest Intelligence growth of all Strength heroes (beat out by Bristleback and Undying), and also beats all Agility heroes in this category save Sniper. Combined with the comparatively low mana cost of his spells and the low cooldown on all but his ulti, late game he can cast his spells as often as needed so long as he has the Stone Remnants to back it up.
  • Glowing Eyes
  • Golem
  • Gradual Grinder: His ultimate, Magnetize, deals heavy damage over time for 6 seconds, and its duration is refreshed each time an enemy comes in proximity of a Stone Remnant (on top of applying the debuff to other nearby enemies at the same time), allowing for over 30 seconds of continuous magical damage.
  • Grievous Harm with a Body: Boulder Smash will damage all enemies that the smashed unit passes through, whether the smashed unit is friendly or enemy. Geomagnetic Grip can only be used on Stone Remnants and allies, but can be combined with Boulder Smash using a single Stone Remnant or friendly unit.
  • Heroic Sacrifice: One under-appreciated aspect of Boulder Smash is that it can be used to save allies in situations where you and a teammate are being chased down by the enemy team. Since it can be used to push the target in a certain direction, you can cast it to knock an ally up/down a cliff or further towards safety, giving yourself the enemy's undivided attention. Luckily, Earth Spirit also has Rolling Boulder to move himself as well.
  • Herd-Hitting Attack: Both Boulder Smash and Geomagnetic Grip can be used to stun and silence enemies in a very large area of effect (Boulder Smash is the second longest ranged stun in the entire game, while Geomagnetic Grip is the longest ranged non-ultimate silence), meaning that with good aim and crafty positioning it is possible to apply the stun or silence to most of the enemy team. Additionally, since Magnetize allows Kaolin to place the slow and silence debuffs from his abilities on all Magnetized heroes, you can slow and silence the entire enemy team. Oh Crap! indeed.
  • Improvised Weapon: The Stone Remnants are only consumed when used for Rolling Boulder and Magnetize, and in the latter case stays on the field for 5 seconds after applying the Magnetize debuff on nearby enemies. This means that a Stone Remnant that you used for a spell up to two minutes earlier will stay on the field, allowing crafty Earth Spirits to use them multiple times and in multiple teamfights long after the enemy has forgotten about them.
    • Boulder Smash can be cast on both enemies and allies, and Geomagnetic Grip can be cast on allies (including creeps). This means that not only can you improvise using leftover Stone Remnants, you can use nearby creeps to lay extra damage down with Boulder Smash.
  • Kung-Fu Wizard: Though he's a melee Strength hero, Earth Spirit's right-click attacks are weak and he relies mostly on his spells in a fight.
  • Limited Loadout/Too Awesome to Use: The most unique aspect of Earth Spirit gameplay is that you have to be extremely careful with your Stone Remnant supply, as opposed to your mana pool, because using too many of them in small skirmishes and ganks can render you useless in a major teamfight. This means that you may be forced to let a fleeing enemy escape just to conserve a Stone Remnant, since you'll need that Stone Remnant to pull off your full combo on the enemy team later. Much of the value in his Aghanim's upgrade isn't that you're moving your allies or enemies around, but simply because it's another remmant on it's own seperate cooldown.
  • Non Standard Skill Learning: Earth Spirit is one of the only heroes in the game that has an "innate" skill; Stone Remnant becomes available at the start of the game along with one other (normal) skill but can't be levelled further. Stone Remnant is useless by itself and must be used in tandem with his other skills to form strong combos. He also has a sixth skill, Enchant Remnant, unlocked by purchasing Aghanim's Scepter.
  • Obvious Rule Patch: When Earth Spirit was first introduced, Boulder Smash applied a silence while Geomagnetic Grip inflicted a stun. This also made Earth Spirit an unholy terror in the early game starting from level 3, as he could stun an enemy with Geomagnetic Grip to set up a Rolling Boulder before kicking the enemy into the tower with Boulder Smash for near guaranteed kills on any enemy hero who happens to be even remotely out of position in lane. One patch later, the properties of Boulder Smash and Geomagnetic Grip were swapped, meaning that leading with Geomagnetic Grip no longer guarantees a Rolling Boulder hit, forcing Earth Spirit to use Boulder Smash as his setup skill.
  • Power Trio: He forms one with Storm Spirit and Ember Spirit.
  • Punched Across the Room: Boulder Smash can be targeted on any kind of unit, enemies and allies and creeps and heroes alike, as well as on Stone Remnants. It can be used on enemies to either force them away (useful in the case of a melee carry) or to push them towards your teammates to beat down on.
  • Rolling Attack: Rolling Boulder turns Kaolin into a boulder that picks up speed and distance if he hits a Stone Remnant along the way. It stops only when it reaches its full distance or it connects with an enemy hero, greatly slowing the enemy if a Stone Remnant is used. What's more, it stops Kaolin on the opposite side of the impact, meaning that you're in a prime position to use Boulder Smash to punch the enemy hero back the way you came from.
  • Selective Magnetism: He can magnetize enemies to the ground or pull rocks and allies toward him.
  • Some Dexterity Required: Earth Spirit is a high APM hero, as his skills are very low cooldown and you may need to summon multiple Stone Remnants in the midst of a teamfight to keep your combo going (all while casting your spells), to say nothing of re-using old Stone Remnants and factoring in item abilities.
  • Synchronization: Magnetize passes on slows and silences from Rolling Boulder and Geomagnetic Grip, respectively, to all Magnetized heroes when one is affected by it. With maximum level Rolling Boulder and enough Stone Remnants, it's possible to apply an 80% movement speed slow on the entire enemy team half the time, even though Rolling Boulder can only hit one target at a time.
  • Taken for Granite: Enchant Remnant, an extra ability that is granted when Earth Spirit purchases Aghanim's Scepter, temporarily turns a target hero into a Stone Remnant (making them invulnerable in the process) that can be used to fuel his other abilities. What's so notable about it is that it can be cast on enemy heroes as well as allies, which can allow Earth Spirit not only to stop an enemy hero in their tracks, but also to reposition them like a Stone Remnant and effectively remove them from a teamfight or greatly displace them in a gank.
  • Telephone Polearm: His weapon is a rock pole twice his height with a flexible midsection, allowing the use as giant nunchucks.
  • You Will Not Evade Me: Earth Spirit is one of only two heroes in the game with both a stun and a silence (Puck being the other), and can cast both in an AoE. Toss in Rolling Boulder's slow with the Stone Remnant, and he has a huge amount of disable potential, to say nothing of being able to apply the slow and silence to possibly the whole enemy team.
    • Rolling Boulder can be used to catch up to fleeing enemies easily (and drastically slow them down with a Stone Remnant). And because it places Earth Spirit on the other side of the target, it can then be followed up with Boulder Smash to force them back in the direction they were fleeing, most often where your other teammates are.

    Raigor Stonehoof, the Earthshaker 
http://static.tvtropes.org/pmwiki/pub/images/earthshaker_3029.png
Voiced by: John Patrick Lowrie
"Like a golem or gargoyle, Earthshaker was one with the earth but now walks freely upon it. Unlike those other entities, he created himself through an act of will, and serves no other master. In restless slumbers, encased in a deep seam of stone, he became aware of the life drifting freely above him. He grew curious. During a season of tremors, the peaks of Nishai shook themselves loose of avalanches, shifting the course of rivers and turning shallow valleys into bottomless chasms. When the land finally ceased quaking, Earthshaker stepped from the settling dust, tossing aside massive boulders as if throwing off a light blanket. He had shaped himself in the image of a mortal beast, and named himself Raigor Stonehoof. He bleeds now, and breathes, and therefore he can die. But his spirit is still that of the earth; he carries its power in the magical totem that never leaves him. And on the day he returns to dust, the earth will greet him as a prodigal son."

Earthshaker is a melee support and initiator hero who flattens his foes with an arsenal of ground-themed nukes and spells. Excelling at area-of-effect damage, his spells suffer from long casting animations but more than make up for it with their raw damage potential and the potential to stun any foe unlucky enough to be on the receiving end of his power. His first spell,Fissure, sends out a line of earth in a huge radius and stuns anyone who is caught in the blast, and can block off escape routes and knock dangerous foes out of a team fight. His second spell, Enchant Totem, will temporarily boost his auto attack damage to finish off any survivors. Aftershock gives all of his abilities bonus damage and very small -ranged area-of-effect stuns - which synchronizes well with Enchant Totem - and his ultimate, Echo Slam, has Earthshaker slam his totem down on the ground, dealing cumulative bonus damage based on how many enemies are caught in its area of effect, and synergies Aftershock. No matter how overwhelming the odds might seem, a good Earthshaker can quickly level any playing field and leave his opponents eating dirt.

  • Ascended Meme: Raigor's ultimate is often called "dunk" by players or caster, or even himself... come 6.87, he can literally slam dunk opponents with his Aghanim's Scepter upgrade.
  • Badass Baritone: He is quite the ear-shaker.
  • Badass Beard
  • Barrier Warrior: Fissure can not only stun but also temporarily create an impassible crevasse. Knowing how to use it to trap enemies is vital to mastering Earthshaker.
  • Black Mage: Although he's a Strength hero and has good durability, his base auto-attacks are fairly weak and he relies heavily on his spells to support his team.
  • Calling Your Attacks:
    Earthshaker (using Fissure): Fissure!
    Earthshaker (using Enchant Totem): Enchant!
    Earthshaker (landing a 2/3-man Echo Slam): Echo Slam!
  • Carry a Big Stick/Telephone Polearm: His totem.
  • Charged Attack: Enchant Totem gives him a massive damage boost for one attack, and with Aftershock can damage and stun every enemy in a small radius. It's one of the few damage amplifiers that stack with critical hits.
    • One-Hit Kill: With Daedalus, his attack damage can be increased 12 times, and overlapping cooldown of the spell lets you immediately land another hit on the stunned target. This is enough to burst down not only supports, but carries as well.
  • Conservation of Ninjutsu: Invoked on the enemy by Echo Slam. Against a lone hero it's pretty much a glorified stun; against a full team with creeps and summons thrown in, a Total Party Kill.
  • Difficult but Awesome: Earthshaker's bread and butter skill, Fissure. Bad Earthshaker players are prone to use this skill to block teammates, isolating them from the team and netting the enemies an easy kill or leave enemy heroes on the wrong side of the crevasse, allowing them to escape with an easy walk. However, good Fissure usage can provide great utility, able to block a lane in a gank, stop chasing/escaping enemies, snipe enemy heroes with its extreme range, isolate them from their teammates or otherwise trap them in unpleasant positions.
  • Disc One Nuke: One should never underestimate the power of Fissure at level 1 - the 8-second barrier is probably among the most devastating effects for the heroes with no innate mobility. Unless able to bypass Fissure with skills like Batrider's Firefly or Timbersaw's Timber Chain, offlaners have to play extremely carefully against an enemy Earthshaker, because they're dead if he lands a good Fissure. It remains extremely useful across the whole game, and is the reason why Earthshaker can get away with being a hard support and getting a late Blink Dagger, unlike similar initiators like Sand King or Tidehunter.
  • Dishing Out Dirt: Well, Raigor is made out of dirt.
  • Dynamic Entry: When he uses Enchant Totem with Aghanim's Scepter, Earthshaker can jump to any spot inside a 900 AoE around him, giving him a built-in blink on a 5 second cooldown and making him almost as mobile as Anti-Mage.
  • Earthquakes Cause Fissures
  • Earthquake Machine: His totem is a supernatural variant.
  • Epic Fail: He has special responses for landing a zero-man Echo Slam.
    Earthshaker: Echo... Slam?
  • A Form You Are Comfortable With
  • Glass Cannon: Despite being a Strength hero, Earthshaker is relatively fragile due to his low armour, mediocre Strength and his item build which consists of no durability items whatsoever, instead focusing on supporting and positioning to maximise the disruption from Fissure and the massive damage potential from Echo Slam. Proper usage of his abilities can cause the most burst damage in a few moments any hero is capable of in the entire game.
  • Ground-Shattering Landing: The animation for his ultimate, Echo Slam. Taken up a notch with Aghanim's upgraded Enchant Totem, which has Earthshaker launching himself into the air and landing totem-first. Especially if it's then followed up by the aforementioned Echo Slam.
  • Herd-Hitting Attack: Echo Slam deals bonus damage per every enemy unit within range without an upper limit, so hitting a lot of enemies is a requirement for it.
  • In a Single Bound: Aghanim's Scepter allows him to pull off some truly impressive leaps.
  • Interface Screw: Fissure and Echo Slam shake the entire screen when cast.
  • Involuntary Group Split: Fissure can block off enemies from their allies, leaving them at the mercy of your team. Of course, it's also easy to rush this and cause more harm than good - you can easily block off your team mates, save enemy heroes or condemn your own.
  • Magma Man: With the Bindings of Deep Magma cosmetic item, all of Raigor's abilities become magma instead of earth.
  • Noun Verber
  • Obvious Rule Patch: Prior to 6.81, Fissure will cause creeps to walk around them. This can be easily exploited by many players who laned him in the offlane in order to easily pull the creeps into the Ancient jungle thus causing many safelane carries to be starved of their farm when they lose a creep wave. 6.81 patched this exploit by having the creeps simply wait for the Fissure to disappear, thus limiting the players to merely using Fissure for pulling the wave closer to their tower.
  • Power Makes Your Voice Deep
  • Primal Stance: Despite having arms, Earthshaker stands on all fours.
  • Race Lift: He was a Tauren in the first DotA; this was changed into a more ambiguous gorilla-bull hybrid for the sequel for copyright reasons. But with the cosmetic item Stoneforged Horns he become similar to his Dota counterpart.
  • Shockwave Stomp: With Aftershock, each of his abilities triggers an extra shockwave around him.
  • Spam Attack: Enchant Totem, a cheap spell used mostly to trigger Aftershock.
  • Top-Heavy Guy: To the point that he has to support himself with his hands when walking.

    Elder Titan, the Worldsmith 
http://static.tvtropes.org/pmwiki/pub/images/ElderTitan_1039.png
Voiced by: Jim French
"Well may you ask, "How did this world take its form?" Why of all the worlds in creation, has this one its strange properties, its diverse and motley collection of creatures, cultures and lore? "The answer," One whispers, "lies with the Titans."

These original progenitors were there near the Beginning—if not actual witnesses to the creation, then born with it still echoing in their ears. Stamped with the earliest energies of the universe, they wished nothing more than to continue as creators themselves. Thus they bent to the task of shaping matter to their will: hammering and heating, bending and blasting. And when matter proved less challenging than they liked, they turned their tools upon themselves, reshaping their minds and reforging their spirits until they had become beings of great endurance. Reality itself became the ultimate object of their smithing. Yet, along the way, they sometimes erred. In cases of great ambition, mistakes are unavoidable.

The one we know as the Elder Titan was a great innovator, one who studied at the forge of creation. In honing his skills, he shattered something that could never be repaired, only thrown aside. He fell into his own broken world, a shattered soul himself. There he dwelt among the jagged shards and fissured planes, along with other lost fragments that had sifted down through the cracks in the early universe. And this is why the world we know resembles an isle of castaways, survivors of a wreck now long forgotten. Forgotten, that is, by all but the One who blames himself. He spends his time forever seeking a way to accomplish the repairs, that he might rejoin the parts of his broken soul, that we and the world alike might all be mended. This is the One we know as Elder Titan."

  • Adaptation Species Change: He was a Tauren in the first DotA, though for the sequel he was changed to an original design for copyright reasons.
  • The Atoner
  • Bonus Boss: Before being added in DotA version 6.60, Tauren Chieftain (the former name of Elder Titan) was a secret bonus boss in 6.59b.
  • Catching Some Z's: Around enemies put to sleep by Echo Stomp.
  • Charged Attack: Echo Stomp must be channeled for 1.4 seconds before it's released.
  • Defog of War: As the Astral Spirit can move through all terrain, it can be used as a scouting mechanism to give vision over anywhere it walks. This makes it crucial for scouting the high ground around the enemy base's tier 3 towers for enemy positioning (as well as gathering bonus damage and movement speed for Elder Titan for any enemies it hits).
  • Difficult but Awesome: Many of Elder Titan's spells take skill, timing and micromanagement to use, but utilized properly he can inflict heavy amounts of damage to the enemy team.
    • Echo Stomp channels for 1.4 seconds before it lands the sleep, meaning that alert enemies will often be able to easily dodge it, and it can be easily interrupted by player damage, foiling good initiations. However, it has a fairly wide area of effect, so good positioning of the Astral Spirit (such as in an area that the enemy must walk through in order to escape) will knock the enemy out for up to 5 seconds, on the same tier as Mirana's Sacred Arrow.
    • Astral Spirit lasts for a fairly short duration, and only moves as fast as Elder Titan himself, meaning that unless he builds movement speed items it has a hard time catching foes. However, it can move over impassable terrain, so good players can sneak it through woods to behind the enemy, and then recall it into them to cast Echo Stomp. Additionally, savvy players can pass the spirit through jungle camps, not just creep waves, and align themselves so that on its return it passes through even more targets, meaning that smart Elder Titan players can snag upwards of 150+ bonus damage with good planning.
    • It takes practice to get used to hitting with Earth Splitter - the 3.14 second delay is usually enough time for enemies to avoid it if they are not slowed or disabled. However, it is a very powerful scaling nuke that remains extremely useful throughout the entire game, and can be combined with Echo Stomp to catch multiple enemy heroes in its wake.
  • Dishing Out Dirt: Earth Splitter.
  • Drop the Hammer
  • Earthquakes Cause Fissures: His ultimate, Earth Splitter, creates a fissure that expands very slowly, but upon completing its travel length will severely damage any enemies that happen to be in the area, on top of lining them up with the fissure and slowing them down, making them easy targets for finishing off with AoE spells.
  • Everyone Calls Him "Barkeep": He is only known as the Elder Titan.
  • Fixed Damage Attack: Earth Splitter deals damage equal to 35% of the targets' max HP (17.5% Physical, 17.5% Magical).
  • Herd-Hitting Attack: All of Elder Titan's skills deal damage over large areas and make him a very powerful hero in teamfights. Should the enemy team ever bunch up, they stand the danger of all getting hit by the Astral Spirit (giving Elder Titan a massive amount of bonus damage and movement speed when it returns), getting knocked out by Echo Stomp, and then losing over a third of their maximum HP as Earth Splitter implodes on them due to Elder Titan reducing their defenses with his Natural Order aura, all the while he's ready to start chasing and right-clicking them down the moment the crack implodes (along with his teammates).
  • Horned Humanoid
  • Jack-of-All-Stats: Since Elder Titan is fairly level- and farm-independent (often all he needs is level 11, some mana and a mobility item), and has a good laning stage, he can be played in almost all positions from the solo off-laner to mid to safe lane support - hard carrying being the only role he can't fulfill.
  • Lead the Target: Both Echo Stomp and Earth Splitter have fairly long delays and can be easily avoided, but if pulled off correctly they might sleep enemies for 5 seconds and cut down their HP by 35% respectively.
  • Lightning Bruiser: Astral Spirit gives Elder Titan bonus damage and movement speed for each enemy it passes through. In the case of enemy heroes, it gives him +5% movement speed and +40 damage per hero, so catching four heroes with the projection (to say nothing of any creeps that happen to be standing around) will give him a minimum of +20% movement speed and +160 attack damage, which, combined with his Natural Order aura, means that he'll be hitting almost as hard as if he were carrying a Divine Rapier.
  • A Load of Bull
  • Loin Cloth
  • Long-Range Fighter: Despite being a melee hero, Elder Titan can contribute quite well to a fight without having to get close, as Astral Spirit allows him to afflict enemies with Natural Order and cast Echo Stomp from afar while Earth Splitter has a very long cast range.
  • Magic Knight: Because he can augment his physical damage by using Astral Spirit and negate his foes' armor with Natural Order, an Elder Titan with large amounts of attack speed can beat down enemy heroes alarmingly quickly if he catches enough of them with his spirit. His array of disables and nukes also allows him to set up kills on the entire enemy team when not built in a right-clicking role.
  • Mirror Routine: Long before making the Astral Spirit a controllable second unit, the DotA Ancestral Spirit would mimic Tauren Chieftain's movements, moving in reverse directions related to him (if you move backwards, it would move away from you, and if you moved left from the casting point it would follow you).
  • Nice Job Breaking It, Hero: He is responsible for the war between Radiant and Dire by shattering the Mad Moon.
  • Physical God
  • Power Nullifier/Field Power Effect/Damage-Increasing Debuff: Elder Titan's third ability and passive, Natural Order, reduces the base armor and any armor gained through Agility of any nearby enemy to zero, on top of effectively nullifying their base magic resistance. This makes him an extremely powerful counter against Agility carries, who tend to rely on their Agility-boosted armor to reduce incoming physical damage, tend not to have the largest health pools due to not being Strength heroes, and are generally already weak against magic nukes anyways.
  • Self-Duplication: Astral Spirit allows Elder Titan to safely initiate teamfights from afar, or to snipe escaping enemy heroes.
  • Shockwave Stomp: Elder Titan's first skill, Echo Stomp, channels for a short duration, and upon landing damages all nearby enemy units and knocks them unconscious, causing them to wake up only when the debuff expires or they take player-based damage. It's a unique disable in that it can be used to pick off enemies one by one without worrying about dealing with the rest unless someone casts an AoE spell.
  • Shout-Out: His skills' lore has references to The Bible.
  • Some Dexterity Required: Playing Elder Titan well requires good micromanagement of the Astral Spirit. It's not nearly as heavy as that needed for other heroes (like Meepo or Chen) however and you won't die if you mess it up.
  • Summon Magic: He can summon his spirit form with the skill Ancestral Spirit.
  • Supernatural Gold Eyes
  • Telephone Polearm: Not only his hammer, but an even bigger totem on his back.
  • Time Abyss
  • Tribal Facepaint
  • Vampiric Draining: Any unit that gets touched by Astral Spirit will take damage, and upon returning to Elder Titan, he gains movement speed and attack damage for a short duration based on how many creeps and heroes it managed to pass through.
  • Walking Shirtless Scene

    Huskar, the Sacred Warrior 
http://static.tvtropes.org/pmwiki/pub/images/Huskar_390.png
Voiced by: Dave Fennoy
"Emerging from the throes of the sacred Nothl Realm, Huskar opened his eyes to see the prodigal shadow priest Dazzle working a deep incantation over him. Against the ancient rites of the Dezun Order, Huskar’s spirit had been saved from eternity, but like all who encounter the Nothl he found himself irrevocably changed. No longer at the mercy of a mortal body, his very lifeblood became a source of incredible power; every drop spilled was returned tenfold with a fierce, burning energy. However this newfound gift infuriated Huskar, for in his rescue from the Nothl, Dazzle had denied him a place among the gods. He had been denied his own holy sacrifice. In time the elders of the order sought to expand their influence and Huskar, they agreed, would be a formidable tool in their campaign. Yet becoming a mere weapon for the order that denied him his birthright only upset him further. As the first embers of war appeared on the horizon, he fled his ancestral home to find new allies, all the while seeking a cause worthy of unleashing the power his total sacrifice could bring."

Uniquely one of the three ranged Strength heroes, Huskar is about entering into the fight and killing his foes while he is under fire, soaking up as much damage as he can. When he is in need of emergency health, Inner Vitality can be casted on himself or his allies to give health based on his attributes and gains more health if the hero is under attack by his foes. He is incredibly dangerous near the end of his own life, with his Berserker's Blood which increases his attack speed and magic resistance based on how much health he is missing, to which he can tank a powerful nuke once he is near death. Huskar can lower his health more quickly to benefit his passive by using two of his abilities, Burning Spear, which causes Huskars basic attacks to deal damage over time at the cost of dealing damage to himself per throw, and his ultimate, Life Break, wherein he leaps to any foe and cuts their health by half, increasing in damage depending on how much health they are missing. Be warned, however, that Huskar sacrifices a large portion of his own life to use this ability.

  • Achilles' Heel: Axe's Culling Blade is this to Huskar. As Huskar needs to be at low health in order to deal sufficient damage, Culling Blade will almost always be fatal.
    • Kryptonite Is Everywhere: Huskar in spite of his resistance to magic is still quite weak to Physical and Pure damage (a weakness that most other Strength heroes in the game do not share), a problem only amplified considering the absurd number of carries compared to supports in an average pub game.
    • Can't Catch Up: Because of this reason, Huskar scales very badly into the late game - while he has a strong early-mid game presence, he falls off extremely hard in the late game, because any true carry will kill him in a second.
  • Amazing Technicolor Population: Blue skin.
  • Anti-Magic: With maxed Berserker's Blood, Huskar gets up to 50% magic resistance when low HP, letting him shrug off magical nukes with impunity.
  • Back from the Dead: Although somewhat unwillingly.
  • The Berserker: His entire skillset revolves around intentionally remaining at low health and suicidally charging into the enemy team without much concern for his own safety.
  • Blade on a Stick
  • Bloody Murder: His abilities are attributed to his blood being a volatile substance. As he can't actually sling his blood at enemies, he instead douses his spears in the stuff.
  • Cast from Hit Points: Huskar spends hit points to use Burning Spears, and his ultimate, Life Break, costs a ton of his current health.
  • Combat Medic: Huskar can heal himself and allied heroes with his first skill Inner Vitality.
  • Combat Sadomasochist
  • Combination Attack: Can create a particularly nasty one with Necrophos if they have Aghanim's Scepter. Life Break shaves of up to 65% of the target's hp. Reaper's Scythe deals damage based on missing hp. Unless you have sufficient magic resistance or immunity, they won't care whether you have 1 thousand or 1 million hp.
  • Crippling Overspecialization: The huge DPS that Huskar deals comes at the expense of all utility - his heal is subpar for most heroes who are dead meat at low hp and burns up his mana, even with no other skills competing for it, and his slow requires a serious ammount of health and is an all-or-nothing move.
  • Critical Status Buff: Berserker's Blood gives Huskar bonus attack speed AND magic resistance for every 7% of his health missing. This stacks up to 14 times (meaning up to losing 98% of his health), so as Huskar gets closer to death, he gets stronger and harder to kill.
  • Death-or-Glory Attack: Life Break. Either Huskar, the other Hero, or even both die once it's used, since it costs a third of his health and puts him in point-blank range. Often times, however, most players using Huskar know just when and in what situations to use his ult to utterly annihilate their target;
  • Death Seeker: His ultimate goal is to find a fight worth dying in.
  • Defector from Decadence: Left his people to find a more worthy cause to die for.
  • Glowing Eyes of Doom
  • Healing Factor: Huskar can use Inner Vitality, drawing upon the target's spirit energy to heal them.
  • In a Single Bound: Life Break starts with a fairly magnificent leap that can cover some impressive ground. If he gets Aghanim's Scepter, Huskar can even do this once every four seconds.
  • Knife Nut: His offhand weapon is a knife he uses for Life Break as well as being implied to be how he draws his own blood for Burning Spears.
  • Mage Killer: Huskar excels at picking off lone enemy heroes (Life Break + a few Burning Spears = casualty), especially Intelligence nukers. If Berserker's Blood is fully upgraded and he's down to his last sliver of health, Huskar has a whopping 98% natural magic resistance, making him essentially immune to nukes. They will still hurt him on full health, but it's extremely hard to actually kill him, especially if they do incremental/ongoing damage. If they don't have a good stun or reasonably strong physical/pure damage they're basically dead meat.
  • Mighty Glacier: Despite being able to dish out loads of damage, Huskar has pitifully low Agility and is one of very few heroes whose base attack time is higher than the standard 1.7 seconds, meaning that he attacks very slowly unless he's at very low health.
    • Lightning Bruiser: On the other hand, he gains great mobility with Life Break, lots of attack speed with Berserker's Blood and has a large health pool while hitting fairly hard.
    • Glass Cannon: Huskar becomes this late game. His damage output is still high, but Berserker's Blood becomes less useful alongside nukes, and the enemy team's main damage source becomes their carry's right-clicks, which will kill Huskar in a second because of his abysmal armour.
  • Mutual Disadvantage: Against Razor. Eye of the Storm, which deals physical damage and chooses the enemy with the lowest HP percentage, will melt Huskar because of his low armour and tendency to remain at low HP, but other than that, the main weakness of Razor is that he has no stun, and you *really* need to stun Huskar to stop his DPS. Besides, Life Break is both a slow and an anti-tank skill and Razor really hates this, but then Blade Mail is pretty good on Razor too. As a 1 vs 1 mid matchup, Razor can steal Huskar's damage but it still won't stop Burning Spear harass which is Huskar's main damage source early game, and Razor risks getting zoned out.
  • Percent Damage Attack: Huskar's ultimate, Life Break, shaves off a percentage of his target's current HP, at the cost of a similar fraction of his own. When he's at low health (which he almost always will be), this lets him cut off half (or more) of a full-health enemy's HP at a cost of a few points of his own, and then immediately regenerate most of it with Inner Vitality. This makes him a massive counter to Strength-based carries, since he can possibly remove over a thousand points of health from his target with a single attack.
  • Playing with Fire: Huskar can light his spears on fire using his hitpoints.
  • Pointy Ears
  • The Rival/Bash Brothers: With Dazzle, and justified in both their backstory and gameplay. Dazzle's skills can make Huskar an unstoppable machine of destruction (Shallow Grave + Berserker's Blood = Game Breaker) — or make him useless if he's on the enemy team. Huskar apparently sees Axe as this as well, according to his response lines; their love of battle and tendency to charge blindly into the fray, as well as Axe's ability to annihilate Huskar with Culling Blade or pin a target down for him to effortlessly slaughter with Berserker's Call makes this occur from a gameplay perspective as well.
  • Situational Sword: Huskar himself is this. At full HP, he's a mediocre hero that doesn't put out a lot of damage outside of his ultimate. However, once he drops down to low enough health and casts Inner Vitality on himself, he can stack absurd amounts of magic damage on his targets with Burning Spear, deal huge amounts of DPS and shrug off magic nukes with Berserker's Blood, heal about as much damage as he takes, and shave down the cost of his ultimate down to almost nothing.
  • Spell Blade: Burning Spear sets Huskar's spears aflame, dealing damage over time with his regular attack.
  • Taking You with Me: Even if the target manages to survive his ultimate and kill him, they'll likely have several stacks of Burning Spear eating away at their low health, meaning that they'll likely die in a few seconds.
  • This Looks Like a Job for Aquaman: Against a lineup too dependent on magical damage, a surprise last pick Huskar is able to force the enemy team to just accept it's GG already. However, if put up against even only one legit right-clicker, Huskar loses much of his effectiveness since he can't manfight any of them unless with a massive farm advantage. This weakness can be mitigated by Dazzle, making Huskar-Dazzle one of the most terrifying hero combinations in pubs and pros alike. In a Captains Mode game, when you see your opponent picking Dazzle and banning Ancient Apparition (one of the best counters to Huskar and Dazzle alike), you HAVE to ban Huskar since you aren't going to be able to kill him in a teamfight.
  • Top-Heavy Guy: Huskar's legs seem a little too thin to support his massively-built torso.
  • Turns Red: If Huskar's Berserker's Blood reaches its maximum stack (meaning that he'll be at extremely low health), Huskar will be about twice his normal size and surrounded by a glowing red aura. He also gains massive attack speed and magic resistance buffs.
  • Violation of Common Sense: Huskar is at his best when he's at low health. Burning Spear can quickly eat up Huskar's health. As a result, most Huskar players use Burning Spear to intentionally nearly kill themselves in order to maximize his damage potential. Likewise, Life Break is often used to insert Huskar into situations that most heroes would usually run from, such as initiating against a hero that has much more health than he does.
  • Walking Shirtless Scene
  • Weaksauce Weakness: For all of Huskar's spell resistance, enemies who have high physical damage will likely eviscerate him before he can do too much damage, as he has low armour and needs to be at fairly low health to be effective.
  • Why Won't You Die?: Tends to be the general reaction to a well-farmed Huskar at low health. Due to getting massive magic resistance buffs, unless he's getting right-clicked down by the other team's carry, it's near impossible to kill him since burst magic nukes will do almost no damage and he can regenerate very quickly with Inner Vitality.
  • Worthy Opponent: Sees Bloodseeker as this. Given that Bloodseeker's kit seems to be tailor-made for fighting Huskar (Blood Rite and Rupture deal pure damage, which bypasses Berserker's Blood while preventing and punishing Life Break respectively, while Thirst increases Bloodseeker's physical damage output as Huskar's health drops), this is fairly justified.
  • You Are Already Dead: Burning Spear can do up to 140 magic damage per stack, spread out over 7 seconds, and stacks every time the victim is hit with Burning Spear activated. Combined with Huskar's lightning fast attack speed with Berserker's Blood, enemies who have no way to quickly heal or dispel the status effect are very likely to succumb even if they manage to escape or kill Huskar.
    • Furthermore, Huskar's ultimate Life Break - when used properly - has the potential to be SO incredibly devastating and crippling to its target that being hit with it is often a death sentence for most heroes; a popular guide to Huskar describes it best:

    Io, the Guardian Wisp 
http://static.tvtropes.org/pmwiki/pub/images/Io_4337.png
Voiced by: Itself
"Wisp is everywhere, and in all things. Denounced by enemies as the great unmaker, worshiped by scholars as the twinkling of a divine eye, Wisp occupies all planes at once, the merest fraction of its being crossing into physical existence at any one moment. Like the great twin riders Dark and Light, and yet another ancient traveler whose true history is lost to the ages, Io the Wisp is a Fundamental of the universe—a force older than time, a wanderer from realms far beyond mortal understanding. Wisp is nothing less than the sum of all attractive and repulsive forces within matter, a sentient manifestation of the charge that bind particles together. It is only in the controlled warping of these forces that Wisp's presence can be experienced on the physical plane. A benevolent, cooperative force, Wisp bonds its strength to others so that the power of allies might be enhanced. Its motives inscrutable, its strength unimaginable, moves through the physical plane, the perfect expression of the mysteries of the universe."

"Support" is the watchword for Io the Guardian Wisp. The second of two ranged strength heroes, it excels at controlling its lane by keeping its allies healthy and heavily harassing enemies, and is capable of saving allies from near-certain death with its very powerful support kit. The cornerstone of Io's arsenal is Tether, which connects Io and another unit with a spirit tether. The tether increases the movement speed of Io and the tethered ally, and when Io recovers any health or mana, the tethered unit receives 1.5x the amount recovered. Finally, any enemy that cross the tether will be slowed. The ability also allows Io to quickly jump to an ally's location when cast from long range, making it a potent escape mechanism as well. Io's second ability summons a ring of five Spirits to dance around it, detonating on contact with heroes and dealing damage in a small area. Io can increase or decrease the ring's radius at will to zone enemies out, provide long-range harassment, or finish off fleeing enemies. Io's third ability, Overcharge, greatly increases its attack speed and provides damage resistance when active, at the cost of draining its own health and mana over time. The bonuses are also applied to Tethered allies, allowing Wisp to turn a carry into a real powerhouse in conjunction with the heal from Tether. Its ultimate, Relocate, teleports Io any location on the map for a short time before returning it to the cast location. Io can bring a Tethered ally along for the ride both on cast and on the return trip, opening up the potential for near-impossible ganks and death-defying escapes.

  • Awesome, but Impractical/Ineffectual Loner: Io is probably the most team-dependent hero in the game, the only way to actually play it is in an organised and coordinated setting, something that is nonexistent in pubs. Because of this, it is absurdly unpopular in pubs, but ranks amongst the top picks in competitive.
  • Cast from Hit Points: Overcharge drains 4.5% of Io's max health and mana every second it's active. This actually works to Io's advantage: Tether won't give regeneration to allies if Io's health and mana are full.
  • Combat Medic: When Io gains health or mana, a Tethered hero gains 1.5x the amount. With healing items like Urn of Shadows, Bottle or Tranquil Boots, as well as Overcharge to keep its HP under 100%, Io can pump an absurd amount of HP and mana into an allied carry in the middle of a teamfight, while at the same time nullifying their normal disadvantage of being cancelled when taking damage or attacking.
  • Difficult but Awesome: Wisp (outside of a few comedy builds) is pretty much the only Hero who can do nothing but support other Heroes. It requires heavy teamwork, but is incredibly powerful when utilized correctly. Because of this, Wisp is one of the most commonly picked or banned heroes in professional tournaments.
    • Spirits must be aimed for the precise distance between Wisp and the target. If someone has trouble landing them, then they're a huge waste of mana. If someone is skilled with landing them though, Spirits can be an incredible amount of harassment that you can do from 875 range.
    • Using Relocate to its fullest potential is also very difficult, as you'll always need to keep an eye out for potential ganks, Tether someone and teleport near or onto where you want to gank. However you also have to be wary if other enemies are missing, as they could be baiting you out. However, it is one of the only two skills in the game which can give global presence to any ally (the other being the yet-to-be-added Abyssal Underlord's Dark Rift, whose cooldown is significantly longer). Using Relocate to bring you and your lane partner behind unsuspecting enemies in either your own or another lane globally is a huge deal. This can be used to get your carry fed very quickly if your team is competent and you communicate your intentions. In addition to this, Relocate can be used in a big fight to bring someone to the fight who didn't get there in time, pull someone out who's about to die, or take someone back to heal quickly during the fight. Relocate requires you to be very cognisant of how your team is doing in a fight and what's needed most.
  • Dynamic Entry: Relocate, which teleports Io and any tethered hero to any point on the map for a short time, can turn any ally into a global ganking, pushing and counterganking machine.
  • Energy Being/Celestial Body: Heck, even the in-game model itself is just particle!
  • Happy Fun Ball: Often called this thanks to the spherical shape and totally unexpected power in a coordinated team.
  • Heroic Sacrifice: On a lineup with Io, a carry can farm exposed areas with little risk. Any time the enemy would initiate on him, Io can use Relocate, bail him out and sacrifice himself to save the carry. Oftentimes the return of farming an exposed lane was greater than the damage done by feeding Io.
  • Joke Character: In public games. Io has one of the worst win rate in pubs because the other 4 people on your team just don't know how to work around it, similar to Shadow Demon, Chen and Enchantress. You can be the best Io player in the world, but you're still going to lose constantly if you try playing Io in solo matchmaking. The usual case scenario is that you Tether to an allied carry, then Relocate him to gank a lone farming enemy hero... only to have him break the tether and letting Io teleport alone to the enemy hero, which, seeing how weak Io is without teammates, essentially gives the enemy a free kill.
  • Lethal Joke Character: But in well-coordinated stacks or pro teams, however, Io is considered an excellent support hero that allows the team's carry to gank almost anywhere around the map, heal them to full health 1.5x faster than normal, and powers them up by giving them increased attack speed and damage reduction.
  • Mechanically Unusual Class: Despite being a Strength hero, Io is played very much like a typical Intelligence hero. Rather than relying on innate tankiness and/or strong autoattacks, it is a super-squishy hard support with a powerful nuke and three abilities which can turn any allied hero into a global ganking machine and provide them with an excellent damage steroids.
  • Nature Spirit
  • No Biological Sex
  • Overclocking Attack: Overcharge increases the attack speed and reduces incoming damage of Wisp and its tethered ally at the price of burning away mana and health.
  • Power Floats
  • The Power of Friendship: Io can't really do much by itself, but just try to fight both it and a carry like Chaos Knight at once and see how long you will stand.
  • Sentient Cosmic Force
  • The Speechless: All the noises he makes can be described as submarine-sounding beeps and boops. Some other characters seem to understand him. Puck especially continuously regrets that people are missing Wisp's puns (unreliable - maybe she's just being Puck).
  • Squishy Wizard: Despite being a Strength hero (who are usually renowned for their durability), Wisp has pathetically low base stats and stat growth in all three areas; of all Strength heroes in the game, it has the lowest base Strength (tied with Phoenix) and second-lowest Strength growth, beat out only by Alchemist. On top of all that, it's one of only three Heroes in the game (the others being Phoenix and Visage) that start with negative base armor. Needless to say, Wisp is very easy to kill if caught without escape.
  • Time Abyss: As a Fundamental, Io is as old as creation itself.
  • Time Master: The lore of Overcharge:
    Drawing on the energy of matter from all worlds, Io begins the unravelling of time.
  • Viewers Are Geniuses: Its abilities are based on atoms and its backstory implies it's a sentient manifestation of the three major forces of quantum mechanics (Strong, Weak, and Electromagnetism).

    Kunkka, the Admiral 
http://static.tvtropes.org/pmwiki/pub/images/Kunkka_4108.png
Voiced by: John St. John
"As Admiral of the mighty Claddish Navy, Kunkka was charged with protecting the isles of his homeland when the Demons of the Cataract made a concerted grab at the lands of men. After years of small sorties, and increasingly bold and devastating attacks, the Demon Fleet flung all its carnivorous ships at the Trembling Isle. Desperate, the Suicide-Mages of Cladd committed their ultimate rite, summoning a host of ancestral spirits to protect the fleet. Against the Demons, this was just barely enough to turn the tide. As Kunkka watched the Demons take his ships down one by one, he had the satisfaction of wearing away their fleet with his ancestral magic. But at the battle's peak, something in the clash of demons, men and atavistic spirits must have stirred a fourth power that had been slumbering in the depths. The waves rose up in towering spouts around the few remaining ships, and Maelrawn the Tentacular appeared amid the fray. His tendrils wove among the ships, drawing demon and human craft together, churning the water and wind into a raging chaos. What happened in the crucible of that storm, none may truly say. The Cataract roars off into the void, deserted by its former denizens. Kunkka is now Admiral of but one ship, a ghostly rig which endlessly replays the final seconds of its destruction. Whether he died in that crash is anyone's guess. Not even Tidehunter, who summoned Maelrawn, knows for sure."

As both a carry and an initiator, Kunkka strikes a balance between physical prowess and magical offense. Although many of his spells have long cast times and require careful timing and map awareness, good Kunkka players can easily set up teamfights or take a powerful enemy out of commission. Tidebringer, his first spell, a passive and his main source of offensive utility in lane, periodically cleaves on hit, dealing a healthy amount of physical damage to every nearby enemy. His second spell and main nuke, Torrent, damages, stuns, and slows any unwary enemy caught in its area of effect when it activates. X Marks the Spot will drag any enemy hero back to its original position after a short period of time and synchronizes well with his other spells. His ultimate, Ghost Ship, will not only damage and stun any enemies caught in its path, but will also buff the Admiral and any nearby allies by reducing any incoming damage, turning the Admiral and his mates into a fighting force to be reckoned with.

  • Alpha Strike: Because of his extremely limited mana pool, Kunkka players must carefully decide when and where they'll cast their spells, since even a max level Kunkka will easily chew through at least half his mana pool casting only a handful of spells if he hasn't built any mana pool increasing items (as he will likely be building raw damage in order to splash physical damage on the enemy through Tidebringer). If a Kunkka decides to cast all three of his spells in a single teamfight (potentially dealing upwards of 900 area-of-effect magical damage on top of the stuns and disables, and before even factoring in Tidebringer), he'll spend upwards of 500 mana, rendering him unable to use even a Town Portal Scroll afterward.
  • Arch-Enemy: He and Tidehunter hate each other's guts. To give you an idea, Kunkka has twenty-five different responses just for killing Tidehunter.
  • Badass Beard/Seadog Beard: A truly magnificent one at that.
  • Booze-Based Buff: The buff provided by his ultimate, Ghost Ship, is called Kunkka's Rum, which reduces all incoming damage by 50% and deals the remainder as non-lethal damage afterward.
  • The Captain: Admiral, to be exact.
  • The Computer Is a Cheating Bastard: Before a patch fix Kunkka bots could perfectly aim Torrent to hit invisible players despite the bot having no legit way of knowing that player was there. To quote the patch note itself: "Fixed Kunkka being a dirty cheater when using Torrent."
  • Cool Sword
  • Critical Hit Class: While Kunkka has no natural ability to crit, Tidebringer splashes all enemies in front of him with 100% cleave damage (meaning that it ignores armor). This means that smart Kunkka players will abuse this by building, a Daedalus (or two) to inflict critical hits (and increase the chances of landing a crit if more than one is bought), a Shadow Blade to initiate (and to apply the 175 bonus damage), and damage items to increase his raw attack power. A lucky crit that also procs Tidebringer will deal a massive crit damage to all targets in an area, bypassing any armor that they may have and potentially resulting in a Total Party Kill.
    Kunkka, buying Crystalys: "Yes, Fish and Crits!"
  • Difficult but Awesome
    • Both Torrent and Ghost Ship have extremely long delays, so they're very hard to land. However, a good Kunkka can cast X Marks the Spot and Torrent combos to lock down enemies, and even toss Ghost Ship into the mix for a combo that will deal a massive amount of damage to a group of enemies.
    • On top of this, Ghost Ship is a fixed distance spell; unlike other spells which you can cast as near or as far as you'd like within its maximum range, Ghost Ship will always start exactly 1000 units behind Kunkka, take exactly 3 seconds to travel a fixed 2000 distance, and hit a spot exactly 1000 units in front of Kunkka. This, on top of the long delay, means that hitting an enemy team with Ghost Ship is an extremely precise art that requires good positioning. Failing to do that, you're more likely to hear this:
    • Tidebringer is a powerful area cleave, but is hard to bring off due to it only proccing once every few seconds (meaning that you'll have to refrain from attacking until just the right moment). However, properly used, a smart Kunkka player can use nearby creeps (and even enemy summons in a teamfight) to splash through the enemy's armor and hit the entire enemy team at once. This is lessened with how not many people realize that it's an auto-cast spell that was set on 'on' by default, thus technically they can turn it off when the spell is ready and then fire at will by hitting W on the main target.
    • X Marks the Spot has more utility than preventing enemy Heroes from escaping. When cast on an allied Hero, it provides double the delay that it would for an enemy Hero, allowing them to either temporarily move to another part of the map to push or counter-push, or initiate on the enemy with a guaranteed method of return (provided that Kunkka can time the return well). This means that a TP scroll can be used to go back to base to quickly heal up and then get back into the fight, an ally can TP to counter-push a tower and then return back to the front lines, or an ally can chase a fleeing enemy and finish them off and then return to safety. Even better, Heroes with invulnerability abilities such as Shadow Demon, Puck, and Outworld Devourer can simply use them to break the return if the X-marked hero doesn't want to.
  • Evolving Weapon: Tidebringer is both Kunkka's weapon and a levellable passive ability.
  • Exactly What I Aimed At: Good Kunkka players don't aim their first shot at a hero if possible, but at a creep so all 5 heroes take the armor-ignoring cleave damage. He can also do this in chases or to harass, hitting a creep and letting his massive splash hammer the heroes behind it.
  • Flying Dutchman: Ghost Ship summons the ghost of his ship to ram his enemies.
  • Four-Star Badass
  • Ghost Pirate: It's been hinted at in his Back Story that he might have been killed in the crash, but no one truly knows.
    • Also suggested by one of his responses:
  • Going Down with the Ship: Referenced in one of his losing responses.
  • Herd-Hitting Attack: Tidebringer turns his main melee attack into this every once in awhile.
  • Jack-of-All-Stats: Because Kunkka has so much damage potential and utility in his spells without the need for farm, he is sometimes played as a support who uses his spells to lock down the enemy for the carries on his team to focus down. The other benefit of a support Kunkka build is that since he isn't spending so much time farming physical damage items to buff up Tidebringer, he can actually build items to extend his mana pool and allow him to cast his spells without limit.
  • Lead the Target: Both Torrent and Ghost Ship have to be manually aimed with fairly long delays.
  • Long-Range Fighter: In spite of being a Strength hero, Kunkka is not recommended to directly manfight at close range unlike other carries like Sven, Ursa, Troll, Phantom Assassin, etc. His real strength is to barrage his enemy with water geyser or ghost ships or manipulating their locations from afar, and only closing in just for one Tidebringer strike, which can hit multiple enemies behind his intended target, it also has a wide range and when properly itemized, it can deal absurd damages against the enemies he just barraged from afar.
  • Magic Knight: Kunkka has a wide array of powerful magic spells and nukes, but he's also well known for being able to splash absurd amounts of physical damage across the enemy team as well, making him one of the few examples of a Magic Knight who remains strong in both categories throughout a match. His only real limitations are the difficulty of landing his nukes, his relatively low manfight potential and his small mana pool.
  • Making a Splash: He is able to summon geysers from underneath his enemies, and his sword is able to splash enemies with water.
  • Named Like My Name: The hero is named after the artist who did a lot of the splash artwork for the original Dota. The choice was made because Kunkka's original name was Daelin Proudmoore and Valve had to change the name to avoid copyright issues, so they picked the artist's name.
  • Named Weapons/Oddly Shaped Sword: Tidebringer
  • Officer and a Gentleman
  • Pirate Parrot: Kunkka's parrot Lieutenant Squawkins, available as a courier.
  • Ramming Always Works: Ghost Ship always destroys itself upon crashing at the targeted point, though it matters little since it is a Flying Dutchman.
  • Soul Power: The lore for Tidebringer:
    A lost Claddish soul inhabits Kunkka's trusty Tidebringer, empowering it to destroy demons of the Cataract.
  • Spell Blade: Kunkka's sword Tidebringer is able to deal bonus cleave damage every few seconds.
  • Splash Damage Abuse: Very much so, his play style based on dealing massive Splash Damage with hard-to-land abilities.
  • Stealth Pun: He specalizes in Splash damage.
  • Talk Like a Pirate
  • Teleport Interdiction: X Marks the Spot can be used on enemies who are trying to flee, as they will be brought back to the X after up to 4 seconds no matter how far they've gone.
  • Total Party Kill: If a farmed Kunkka lands a Torrent + Ghostship combo on your team, don't expect to survive to the end of the stun. Especially if he has Daedalus.
  • Treasure Map: The inspiration for his third skill, X Marks the Spot.
  • Water Geyser Volley: Anyone caught inside a Torrent will get launched high on the air before slamming into the ground.
  • X Marks the Hero: The scar on his forehead. Plus he has a more literal example in X Marks the Spot.
  • You Will Not Evade Me: X Marks the Spot helps land his skills by returning an enemy to target location after a few seconds' delay.
    • And generally, he has three aimed abilities that let him kill enemies well out of sight.

    Tresdin, the Legion Commander 
http://static.tvtropes.org/pmwiki/pub/images/legion_commander_small_1200.png
Voiced by: Merle Dandridge
"They came without warning. Within the city walls of Stonehall there came a rumble and a terrible sound, and from blackness unknown came a force of beasts numbering beyond count, wielding flame and foul sorcery, slaying and snatching mothers and sons to dark purpose. Of once-mighty Stonehall's military strength only the Bronze Legion, led by the indomitable Commander Tresdin, was near enough to answer the call of battle. They rode into their city, fighting through bloodstained alleyways and burning markets, cutting their way through the monstrous throng to the source of the sudden invasion: an ethereal rift within the city square, and at its precipice thundered their dreaded champion.

Enwrapped in a corrosive shimmer, the leader of the abyssal horde swung its massive blade, cleaving a legionnaire in two as his flesh began to spoil. Tresdin lifted her blood-stained sword and settled her sights on the beast. It turned, smiling at her through a maze of teeth. Heedless of the battle raging around them, they charged one another.

Deflecting blow after blow, the pair danced their deadly duel as the Bronze Legion met its end around them. Tresdin leapt forward as her foe swung its sword to meet her. The odds turned. The attack smashed into Tresdin suddenly, a brutal thrust from the side, but even as her balance slipped she rallied her strength for another stroke. Blade scraped on blade, beyond the hilt to the gnarled paw below, carving it in two in a fearsome spray of sparks and blood. The vile audience looked on in astonishment as she pressed the attack, driving her blade through her foe's flesh into the stampeding heart within. With a scream that split the clouds above, the beast erupted in a torrent of gore and anguish. The stygian portal wavered, the power sustaining the chasm beyond vanishing as suddenly as it had appeared. The remaining invaders fell quickly to Stonehall steel.

Though victorious, the survivors saw little to celebrate: the city lay in ruins, and survivors were few. Fires continued to spread. Unfurling her banners of war, Tresdin gathered what allies she could. Her anger smoldered as she pledged brutal vengeance upon the forces of the abyss, and damned be any who would dare stand in her way."

  • Achilles' Heel:
    • Since Duel doesn't ignore ethereal form, using Ethereal Blade (which lasts 4 seconds on allies compared to Duel's 5.5 second duration when maxed) on a Duel target will make it very difficult for Legion Commander to get proper Duels off except if she's really, really fat. It's a good thing for Legion Commander Ethereal Blade is an expensive and situational item, otherwise she would be unplayable.
    • Bane as a whole can ruin her Duel attempts, but Nightmare (a spell that can be learned as early as the start of the match) in particular can shut her down due to the invulnerability and sleep status that gets passed around between the duelists every second, resulting in a stalemate that can only be broken by the duel timing out, by outside intervention, or by one of the two duelists dying from the Scratch Damage that Nightmare inflicts. Case in point.
  • Action Girl
  • An Axe to Grind: Warcraft DotA only. Some cosmetics also equip her with this.
  • Badass Normal: Tresdin has little magical ability, yet can still take down Physical Gods and Eldritch Abominations alike by challenging them to a Duel to the Death.
  • Bald Women: In the Tip of the Spear comics, it's revealed that beneath the helmet, Tresdin shaved all her hairs off. She used to have Boyish Short Hair when she's young too. This is in contrast with the game itself, where you can clearly see her shoulder-length hair when she wears the Errant Soldier set.
  • Bears Are Bad News: If her quotes are to be trusted, Tresdin seems to be even more distrustful to bears than any other creatures. Normally when killing a hero, she'll say "Never Trust An X" in normal speed, but against Ursa or Lone Druid, she will have a small pause before saying 'bear' in extra growling disgust.
  • The Berserker
  • Blade on a Stick: Tresdin's weapon, a large polearm.
  • Blood Knight: So much she makes Luna look almost peaceful!
    Legion Commander ''"It's said that a truly brilliant general can win without fighting. I'm not a brilliant general, I'm a Legion Commander. And I just want to win.
  • Bring It: Duel's animation consists of this.
  • Combat Medic: Press The Attack greatly boosts the target's regeneration.
  • Commanding Coolness: Despite ostensibly being a General in rank, Tresdin is still referred to by the title Legion Commander.
  • Conservation of Ninjutsu: Overwhelming Odds deals more damage and grants Tresdin more speed for every enemy caught within it.
  • Counter Attack: Moment of Courage immediately procs an extra attack on whatever enemy Legion Commander is attacking (most often the one that hit her) whenever she's hit by an auto-attack, and lifesteal a portion of that attack.
  • Darker and Edgier: Her backstory has gone through two drafts, with the first one being significantly less dark than the current one.
  • Difficult but Awesome: Knowing when to start a Duel is one of the most important things a Legion Commander needs to know. Done correctly, Tresdin can easily double her base attack damage without items before the match is over; done poorly, she'll fall off easily late game, or worse, the other team will have gained plenty of free attack damage. As a result, picking targets requires knowing if she will survive the fight, knowing that she will not be targeted by other members of the enemy team in the interim, and whether the enemy can outclass her without spells or items.
  • Duel to the Death: Her ultimate forces an enemy hero to fight her in one-on-one combat; neither character can cast spells for its duration. The winner of the fight gains a permanent damage boost.
  • Fantastic Racism: She's something of a bigot towards non-humans, as evidenced in her Duel lines or when killing a rival. It's part of the Mythology Gag with her voice lines; DotA's Legion Commander used the model and quotes of Grand Marshal Garithos, another example of Fantastic Racism and a pro-human supremacist.
  • Four-Star Badass
  • Frontline General
  • He Who Fights Monsters: With the Blades of Voth Domosh, swords made by a trickster armorer, she becomes a demonic being herself.
  • Healing Factor: Press The Attack greatly increases the target's HP regeneration for a few seconds.
  • Herd-Hitting Attack: Overwhelming Odds. It gains bonus damage for every enemy within its area of effect.
  • Honor Before Reason: Duel forces both Tresdin and her target to attack each other, regardless of whether they'd survive the resulting fight.
  • Hot-Blooded: All the way from when she was a slave girl. Her response to being told that anyone in the Legion could challenge the commander for the title and having an offer to join? Immediately join and rush the Commander.
  • Just You And Me And My Guards: While Duel forces both Tresdin and her target to attack each other, there's nothing stopping their teammates or summoned units from getting involved. Defied with her Aghanim's Scepter upgrade, which makes her and her Duel opponent immune to all damage that doesn't come from the other. This however, doesn't say anything about none-damage aid, like having an ally stun them or heal you. Gets rather ridiculous with heroes with Bash or a Skull Basher.
  • Knight in Sour Armor
  • Leeroy Jenkins: While successfully winning duels increases her damage, losing duels increases the damage of her enemy. A Legion Commander that continually loses Duels can quickly buff the enemy team to a point where it is nearly impossible to battle back.
  • Life Drain: Moment of Courage is one of the highest rated lifesteal abilities in the game, allowing Legion Commander to regain up to 80% of the damage she deals as health.
  • Lightning Bruiser: Tresdin has plenty of health, plus the ability to attack and heal quickly with Press The Attack and Moment of Courage, move faster with Overwhelming Odds. And since she already has a built-in source of damage in the form of Duel, she often needs very few damage items (so she can win Duels in the mid game) and can focus on durability, disables and mobility.
  • Mage Killer: While under the effect of Duel, neither Tresdin or her target can cast spells or use items, forcing enemy mages to rely on their (typically) weak right-click attack in order to survive. Flavor and lore-wise, some of her dialogue also highlights her disdain of mages.
  • Mythology Gag:
    • Many of her killing blow lines go 'never trust a *insert whatever race/class the killed character was*'. The original Tresdin's dialogue was based on the Warcraft III character Grand Marshal Garithos, who was a pro-human racist and famously had the joke line 'never trust an elf!' Some of them are pretty ridiculous, which was probably Valve's intent. "Never trust a fish" when killing one of the Slithereen heroes and "Never trust a tree" when killing Treant Protector or Nature's Prophet, for example. If she kills Ursa or Lone Druid she'll say "Never trust a...BEAR!" And then there are certain heroes such as Faceless Void and Morphling whose death prompts the line "Never trust a—what are you anyway?"
    • Likewise, Tresdin's old male model (also based on Garithos) had a prominent mustache and beard, and rode a horse. In this game, she has dialogue complimenting people for their mustaches, beards, and mounts; and in the Tip of the Spear comic, Tresdin's predecessor to the title of Legion Commander is all but identical to her (or rather his) old DotA model.
  • Power Nullifier: During a Duel, both Tresdin and her opponent are prohibited from using spells and item active abilities.
  • Proud Warrior Race: Stonehall. The city has multiple legions constantly waging war on various cities, conquering them, offering all able-bodied men a chance to join, and repeating. Ends up being their downfall when the City is invaded by demons and all their armies are off conquering.
  • Punctuated! For! Emphasis!
  • Rain of Arrows: Overwhelming Odds.
  • Screaming Warrior
  • Shout-Out:
    • One of her rare lines references a famous line from the Fallout series.
    • Another references US General George Patton's famous WWII speech.
  • The Smurfette Principle: Tresdin is the only female Strength hero in the game.
  • Sociopathic Hero
    • However, her sound files seem to have hidden selection of dialog implying she is some type of Atoner when having a certain weapon equipped, like with the Blades of Voth Domosh.
  • Solo Class: Legion Commander's playstyle revolves around solo killing as many enemy heroes as possible with Duel and snowball out of control with the bonus damage.
  • Why Won't You Die?: With enough farm and Duel victories, Legion Commander can be extremely hard to bring down in a fight since Moment of Courage allows her to lifesteal a large amount of HP (which gets more effective the more Duels she's won), and Press the Attack can remove damaging debuffs from her while also increasing her attack speed and giving her a hefty HP regen buff. With enough attack speed and damage (and maybe even a lifesteal attack modifier), she can potentially lifesteal more HP back than the enemy can deal against her.

    N'aix, the Lifestealer 
http://static.tvtropes.org/pmwiki/pub/images/Lifestealer_1781.png
Voiced by: Bruce Miles
"In the dungeons of Devarque, a vengeful wizard lay in shackles, plotting his escape. He shared his cell with a gibbering creature known as N'aix, a thief cursed by the Vile Council with longevity, so that its life-sentence for theft and cozening might be as punishing as possible. Over the years, its chains had corroded, along with its sanity; N'aix retained no memory of its former life and no longer dreamt of escape. Seeing a perfect vessel for his plans, the wizard wove a spell of Infestation and cast his life-force into N'aix's body, intending to compel N'aix to sacrifice itself in a frenzy of violence while the mage returned to his body and crept away unnoticed. Instead, the wizard found his mind caught in a vortex of madness so powerful that it swept away his plans and shattered his will. Jarred to consciousness by the sudden infusion of fresh life, N'aix woke from its nightmare of madness and obeyed the disembodied voice that filled its skull, which had only the one thought: To escape. In that moment Lifestealer was born. The creature cast its mind into dungeon guards and soldiers, compelling them to open locks and cut down their companions, opening an unobstructed path to freedom while feeding on their lives. Lifestealer still wears the broken shackles as a warning that none may hold him, but on the inside remains a prisoner. Two minds inhabit the single form—a nameless creature of malevolent cunning, and the Master whose voice he pretends to obey."

  • Action Bomb: The "Naix Bomb" strategy in a nutshell. Get in some hero good at making a Dynamic Entry, wait for your momment, then pop out with explosive force. With Aghanim's Scepter, now you can explode 2 times!
  • And I Must Scream: Which is worse? Having your mind shattered from an eternity of imprisonment or having your consciousness trapped in this being's vortex of madness with no real physical form of your own?
  • The Berserker: N'aix's playstyle involves hiding himself inside an ally (usually one with high mobility) to jump straight into the enemy team, pop Rage and Open Wounds, then start to rip all of them apart.
  • Bloody Murder: When he kills an infested creep with Consume, N'aix deals damage to all nearby enemies.
  • Body Horror: Not only does he look nasty himself, but his ultimate, Infest, involves him burrowing into the target and lying dormant. At any point, N'aix may jump out, killing his host instantly if it's an enemy creep.
  • Cannibalism Superpower: His second skill, Feast. His new Aghanim's upgrade also lets him swallow an ally with Infest-mechanic.
  • Combat Medic: Of an unusual variety with Open Wounds, which makes all damage a target take return half that much in health, and Assimilate which lets him bring another hero inside of him, while in this state, any healing he receives, such as his various forms of lifesteal, are also handed to the hero inside. Assimilate's healing is best described as "Shove a heavily wounded person side yourself, then go fight something big".
  • Chained by Fashion: In addition to the symbolism of not being truly free.
  • Chest Burster: He (or the ally he swallow with Infest) can burst out of a unit through Consume after infesting it and the icon for the skill even resembles the ones from Alien.
  • Department of Redundancy Department:
    • Lifestealer can steal 3 different values from each autoattack, his Feast lifesteal, Open Wounds lifesteal, and any lifesteal items he bought, the latter two also lifestealing off of Feast's bonus damage.
    • With Aghanim's Scepter, he can have someone basically infesting him, while he's also infesting someone else, essentially turning him into a Murder-Turducken.
  • Disproportionate Retribution: Punishment for thievery and deception? An immortal lifetime of suffering.
  • Double Entendre: Players often use Infest as a "come inside me" joke.
  • Evil Is Visceral
  • Extreme Omnivore: He doesn't feed just on flesh, he feeds on anything alive. This includes trees, giant golems, ethereal beings, and just about anything else.
  • Grand Theft Me/Puppeteer Parasite: After casting Infest on a unit that is not an allied hero, Lifestealer can take direct control of it via the sub-ability Control, giving him access to its movement and abilities. Even more, the unit will still appear normal to enemies (neutral creeps will still appear as neutral, and their lane creeps or summoned units will not switch sides), giving Lifestealer the element of surprise, although enemy players can still attack the unit in question once Lifestealer has control of it once they realize that he's inside.
  • Great Escape: Jump into a enemy creep with Infest, ride as far as he goes, then take control and try to make a run for it, if they followed you and figured out which one's real, pop out and activate Rage and Open Wounds and either try to take whatever pursuit you have down or simply use the disable-immunity and slow to make a run for it. His Aghanim's lets him take another hero, possibly the enemy's actual target with him.
  • Horror Hunger: Feast.
  • Human Resources: When he uses Consume on an infested creep, Lifestealer devours it, healing himself equal to the victim's HP.
  • Hunter of His Own Kind: In a meta sense. Feast makes Lifestealer, a tanky hero with high HP, a good counter to other tanky heroes with high HP.
  • I Die Free: Referenced in some of his dying responses and even said in verbatim.
  • I'm a Humanitarian
  • King Mook: Originally one as a Ghoul that looked rather similar to the ones used as the Scourge's melee creeps in the original DotA.
  • Life Drain: As befitting his name, three of Lifestealer's abilities steal HP from enemies and give it to him, or in the case of Open Wounds, him and his teammates.
  • Ludicrous Gibs: Any non-hero unit consumed by N'aix explodes violently, splattering blood in a radius of a dozen meters. The explosion is so powerful it damages enemies in a huge radius.
  • Mighty Glacier: Just with other low-mobility melee carries in the game, kiting is the bane of Lifestealer. No matter how much damage he can dish out, he is still useless if he keeps getting slowed and is unable to approach his enemies, though Infest helps this problem somewhat by allowing N'aix to temporarily borrow one of his allies' mobility.
  • More Teeth than the Osmond Family: Just look at him.
  • Non Standard Skill Learning: Assimilate is one of the few skills in the game that cannot be put points in, but is given to Lifestealer when he gets Aghanim's Scepter.
  • No Sell: When N'aix uses Rage, he becomes immune to magic.
  • Noun Verber
  • Our Ghouls Are Creepier: He used the model of a Warcraft ghoul in DotA, and he remained a Zombie Ghoul in DotA 2.
  • Percent Damage Attack: Feast deals extra damage and heals N'aix for a portion of the attacked enemy's current HP.
  • Primal Stance: He walks on all fours.
  • Serial Escalation: With Aghanim's Scepter, Lifestealer gains a new ability, Assimilate which is basically a reverse Infest that lets him grab another hero and stick them in him. He can then infest a third hero normally. With certain combinations of heroes with him at the center of the chain, one can literally drag an entire team into one hero.note 
  • Swallowed Whole: Assimilate, of the "harmless temporary swallowing" variety.
  • Unstoppable Rage: Rage, which makes N'aix immune to magic and gains increased attack speed for a few seconds.
  • Was Once a Man: One of Bristleback's rival lines refers to Lifestealer as an Oglodi, like Axe. You can kind of see it in N'aix's face (mostly the nose) and skin tone (close to Warlock's, who, like Lifestealer, hasn't gotten much sun over the years).

    Banehallow, the Lycan 
http://static.tvtropes.org/pmwiki/pub/images/Lycanthrope_5683.png
Voiced by: Nolan North
"Banehallow was noble-born to the house of Ambry, the greatest of the landed castes in the old kingdom of Slom. Before the Fall, as the King’s wants grew strange, and his court grew crowded with sorcerers and charlatans, the house of Ambry was the first to rise against the avarice of the throne. No longer willing to pay homage and fealty, they instead sent six-thousand swords into the capital, where they were wiped out in the Massacre of the Apostates. And then came the teeth behind the old truth: When you strike a king’s neck, you had better take his head. Enraged by the betrayal, the king exterminated the vast Ambry bloodline, sparing only the lord of the house and his youngest son, Banehallow. Before all the royal court, with the disgraced lord chained to the ornate marble floor, the King bade his magicians transform the boy into a wolf so that he might tear out his own father's throat. “Do this,” the king said, “so that Lord Ambry will understand the bite of betrayal.” Powerful magic was invoked, and the child was transformed. But though his body was changed, his spirit remained intact, and instead of biting the exposed neck of his father, he attacked his handlers, tearing them to pieces. A dozen of the King's knights perished under the wolf’s teeth before they managed to drive it off into the night. Lord Ambry laughed from his chains even as the King ran him through with a sword. Now the heir to the lost house of Ambry, Banehallow wanders the trail as the Lycan, part warrior, part wolf, in search of justice for all that he lost."

An adept jungler, a great pusher, and absolutely terrifying when well fed, Banehallow Von Ambry is an adaptable carry capable of decimating towers and entire teams when played correctly. His first skill, "Summon Wolves" does Exactly What It Says on the Tin, summoning 2 wolves that can be used in a variety of ways, including scouting, farming, and fighting alongside the Lycan; at later levels, they also receive invisibility and the ability to cripple the enemy's attack speed. His second skill, "Howl", gives a global attack buff to all allies on the map, allowing the Lycan to support ganks and teamfights anywhere, anytime. His third skill, "Feral Impulse" is a passive buff to himself and his wolves' attack speed and damage. And finally, his ultimate, "Shapeshift", turns Lycan into a Lightning Bruiser capable of chasing down and killing even the fastest enemy, while also being able to escape at a moment's notice. In the hands of a skilled player, Lycan dominates entire matches.

  • Awesome McCool Name: Banehallow von Ambry.
  • Badass Beard
  • Baleful Polymorph: Defied. This was the intention of the spell which made him a lycanthrope, but he used it instead to kill a number of his captors. He has since accepted and embraced his feral nature.
  • The Beastmaster: He can summon canine familiars with Summon Wolves. Feral Impulse, Howl, and Shapeshift also encourage building summoning items like Necronomicon on him as well, since they benefit all units under his control.
  • Blue Blood: Formerly, as an Ambry scion.
  • Canine Companion: His wolves.
  • Creepy Good: Banehallow looks nasty in both his human and wolf forms, but is an undoubtedly heroic character.
  • Critical Hit Class: Shapeshift gives all units under Lycan's control the ability to crit, including Lycan himself. Expect to see a lot of red numbers when he's fighting while Shapeshifted.
  • Familiar: His summoned wolves.
  • Fragile Speedster: His wolves max out at 320 health, comparable to ranged creeps, and have no armor at all. They're also extremely fast, but still easily wiped off the map with a few autoattacks.
  • Glass Cannon: His wolves max out at 320 health, comparable to ranged creeps, and have no armor at all. On the other hand, they hit fairly hard and are under the effects of Feral Impulse and often Howl letting them do outrageous damage, but still easily wiped off the map with a few autoattacks.
  • Healing Factor: Wolves summoned by level 4 Summon Wolves gain a massive 15 HP regeneration.
  • Husky Russkie: Invoked with his voice actor's Fake Russian accent.
  • Invisibility: His summoned wolves at level 3.
  • Lightning Bruiser: Shapeshift lets him run faster than the normal maximum movement speed, and prevents him from being slowed. It also gives him a free critical hit. Good luck trying to get away from him when he's in wolf form.
  • Magically Inept Fighter: Lycan's entire damage output comes from his and his summon's raw physical DPS, boosted by Howl and Feral Impulse. He has no form of nuke.
  • The Minion Master: Necronomicon is a core item for Lycan. The thing is, with the Necronomicon minions, his wolves and damage buff from Howl and Feral Impulse, Lycan is one of (if not the only) the heroes who can lay siege on a tower without any friendly creeps nearby, and actually outdamage the tower's backdoor protection regen rate.
  • Names to Run Away from Really Fast
  • Natural Weapon: His claws in wolf form. He does appear to have claws in human form, but doesn't use them.
  • Neutral Counterpart: Of Lone Druid. Both of them can summon animals to help them, have abilities that increase their attack speed and damage, and use their ultimates to transform into animal Super Modes. However, while Banehallow is a Lightning Bruiser without much armor or survivability, Sylla is a Mighty Glacier without much in the way of speed. Ironically, Banehallow is a Strength hero and Sylla is an Agility hero. Despite their allegiances in-game Banehallow is a somewhat rude, yet agreeable person, while Sylla is quite literally attempting to cause The End of the World as We Know It.
  • Noble Wolf: Outside of being rather rude, there's nothing really evil about Lycan.
  • Our Werewolves Are Different: Almost entirely wolf when in wolf form. Appears to have burning embers on his mane.
  • The Rival: To Lone Druid.
  • Shout-Out: To the Twilight fandom.
    • His face is ]similar to X-Men movies' Sabretooth. With Curse of Ambry cosmetic items, he became similar to Hugh Jackman's Wolverine instead.
  • Summon Magic: Summon Wolves
  • Super Mode: Shapeshift
  • Super Speed: In wolf form, Lycan's movement speed is raised to 650, making him faster than the normal maximum of 522.
  • Unishment: He was cursed to become a wolf to kill his father, but it went horribly right and he turned against his handlers.
  • Voluntary Shapeshifting: His ultimate, Shapeshift.
  • Wolverine Claws: His means of attack when not in wolf form.
  • Wolves Always Howl at the Moon: His second skill, Howl.

    Magnus, the Magnoceros 
http://static.tvtropes.org/pmwiki/pub/images/Magnus_6314.png
Voiced by: Dempsey Pappion
"The master-smiths of Mt. Joerlak agree on only a single point: that the horn of a magnoceros is more precious than any alloy. And of all such horns, the largest and sharpest belongs to the beast they call Magnus. For half a generation, Magnus took easy sport goring hunters come to claim the treasures of his kin. Each time he would return to his cave with hooves and horns stained red, until his Matriarch urged him and all their kin to seek refuge to the north beyond the shadow of the mountain. But Magnus scoffed, having never failed to defend his people. The magnoceri would stay, he decided, for a magnoceros does not believe in chance... nor does it ever change its mind. But when Mt. Joerlak erupted without warning, and half his kin perished in the fire and ash, Magnus changed his mind after all. The survivors pushed north, until they reached a blockade watched over by a hundred hunters armed with bow and steel. Magnus expected no less. He led his fiercest brothers and sisters in a charge against their enemies, and fought with a ferocity matched only by the fire-spewing mountain at his back. Meanwhile the magnoceros elders, mothers, and calves vanished into the drifts. The master-smiths are divided about what happened next. Some say Magnus reunited with his kin, while others claim he suffered mortal injuries and expired alongside the body of his Matriarch. Neither theory is correct. Magnus did vow to rejoin his kin... but only after seeking out those responsible for the eruption of Mt. Joerlak and watching them die upon his horn, for a magnoceros does not believe in chance."

Arguably the initiator of Dota, as well as a fairly competent semi-carry, Magnus is capable of turning teamfights around and setting up entire teams to get mowed down in seconds. His first skill, Shockwave is a long-ranged nuke with comparatively low mana cost, area of effect, and cooldown, rewarding proper use with the ability to force enemies out of the lane. His second skill, Empower grants anyone under it's effect a major damage boost, and if they're melee, a powerful Cleave, while his third skill, Skewer pulls quadruple duty as a escape, early-game replacement for blink dagger until he can farm it, nuke, and repositioning ability either by itself, or comboed with Reverse Polarity and Blink Dagger to pull an entire enemy team to their dooms. His Ultimate, Reverse Polarity is a medium area of effect stun that pulls everyone in it's effect into a small cluster, perfect for skewering, cleaving, and nuking.

  • Berserk Button: Don't touch his horn.
  • Blade on a Stick
  • Difficult but Awesome: All but 1 of his skills falls into this: Shockwave is a very thin area nuke with a comparatively slow speed, but has a low cooldown and mana cost, letting a Magnus that can reliably hit it force opponents out of lane. Skewer is a repositioning skill that can drag up to 4 heroes a long distance, being usable to push a ganker away from a low HP hero, drag a hero towards your waiting team or simply ram into them, but like Shockwave, is a very small AoE ability. Reverse Polarity has one of the smallest areas of effects for an ultimate ability, but also combines being a very long stun, forcing all opponents together to land a perfect Skewer or Shockwave as well as make full use of Empower granting a cleave to the melee carry. All in all, Magnus relies on smaller area of effect spells with a more powerful and cheaper effect than counterparts like Tidehunter's Ravage or Dragon Knight's Breathe Fire.
    • Arguably the best sign of Magnus's difficulty, is that one has to actually turn in the middle of casting Reverse Polarity so that they can Skewer their catch towards their team faster.
  • Dishing Out Dirt: He can channel tectonic energy to create shockwaves, or pull his foes together.
  • Drop the Hammer: With the Immortal weapon Shock of the Anvil.
  • Dynamic Entry: Skewer or Blink Dagger/Reverse Polarity combo.
  • Evil Poacher: Those who hunt his people for their horns.
  • Fake Special Attack: Reverse Polarity has a relatively long cast time and an easily distinguishable visual effect, allowing Magnus players to fake it by interrupting the animation.
  • Fantastic Racism: Magnus seems to hate the Slithereen, given that he has special kill responses towards all of them that insult their race.
  • Foe-Tossing Charge: Skewer drags every unit he collides with towards his final destination.
  • Herd-Hitting Attack: Magnus can give this to himself or a friendly hero with Empower. Reverse Polarity's also capable of grouping enemies together, magnifying the effects of these.
  • Heroic Sacrifice: It's possible to pull a ganker off your ally with Skewer, but if you don't have Reverse Polarity to follow it up with, or simply don't have enough allies nearby, you end up face to face with a ganker without your escape ability.
  • Horn Attack
  • Hot Skitty-on-Wailord Action: He's attracted to Enchantress: she's a doe, he's a rhino.
  • Impaled with Extreme Prejudice: His third skill, Skewer.
  • Improbable Use Of A Horn: Magnus skewers people on the side of his horn.
  • Lightning Bruiser: Magnus has a movement speed of 315, a very fast charging skewer, high Agility for a Strength hero, is fairly tough, and has arguably the single most powerful teamfight ability in the entire game.
  • Our Magnataurs Are Different: In the original DotA Magnus was a member of the Warcraft race called magnataurs, which can best be described as a mix between a woolly mammoth and a centaur. To avoid legal issues he is now a centauroid rhinoceros.
  • Magic Knight: A common build for Magnus would be to get a blink dagger, then focus on DPS-increasing items to boost his damage output, as he has a fair bit of agility growth, a good damage steroid, and can hit large groups easily with his cleave and Reverse Polarity. While not as effective as a traditional carry, it's still quite deadly.
  • Magikarp Power: Of all focused initiators, Magnus is the worst in early game ganks, but the best at late-game high-stakes teamfights, given that he can help his carry farm with Empower, do a fair bit of damage himself, and usually has his ultimate up every teamfight while the other two mass-disable ultimates, Tidehunter's Ravage and Enigma's Black Hole have nearly twice the cooldown and the heroes themselves can't fight as well as Magnus can.
  • Magnetism Manipulation: Reverse Polarity changes properties of matter, sucking all nearby enemies in front of Magnus.
  • Mars Needs Women: Has a crush on Enchantress, who is more humanoid then him.
  • Master of None: Not Magnus himself, but rather his Skewer ability, which pays for being a low-cost repositoning, nuking, slowing, mobility, and escape skill by being not all that good at any of those. Its slow is incredibly short, does less damage than the more easily spamable Shockwave, has a massive 30 second cooldown, can't escape all that well because it's liable to drag heroes with Magnus, and starts from Magnus's location, meaning a Blink Dagger is needed to really use it as a repositioning ability.
  • Money Multiplier: While Empower doesn't directly increase the amount of gold gained, it grants whoever Magnus casts it on both a damage boost, and if they're melee, a cleave and can increase a carry's farming speed by a very notable amount.
  • Prehistoric Monster: He has many traits of elasmotheres and woolly rhinos in his design.
  • Ramming Always Works/Use Your Head: Skewer.
  • Reverse Polarity: Used as the name for his ultimate.
  • Rhino Rampage
  • Ring Out: Can invoke this with Skewer to drag other heroes onto a cliff, often during the first moments of the game. What makes this truly hilarious is when he does this to the entire enemy team with Reverse Polarity. Doing so without ending up on a cliff yourself however...
  • Roaring Rampage of Revenge
  • Shockwave Stomp: After sucking all enemies in front of him with Reverse Polarity, Magnus follows up by stunning them with a powerful slam.
  • Spam Attack: Shockwave has a fairly short cooldown and low mana cost. After he gets a Bottle, Magnus can easily use it to harass, last hit and force an enemy out of the lane.
  • Spear Beam: Shockwave consists of a well, shockwave of energy created by Magnus slamming his spear on the ground.
  • Sphere of Destruction: Reverse Polarity appears a huge collapsing sphere moments before it goes off.
  • Vigilante Magnoceros

    Balanar, the Night Stalker 
http://static.tvtropes.org/pmwiki/pub/images/Night_Stalker_9804.png
Voiced by: Tony Todd
"Of the Night Stalker, there is no history—only stories. There are ancient tales woven into the lore of every race and every culture, of an impossible time before sunlight and daytime, when night reigned alone and the world was covered with the creatures of darkness - creatures like Balanar the Night Stalker. It is said that on the dawn of the First Day, all the night creatures perished. All, that is, save one. Evil's embodiment, Night Stalker delights in his malevolence. He created the primal role of the Night Terror, the Boogeyman, and as long as there have been younglings, his is the specter summoned to terrify them. This is a role he relishes—nor are these empty theatrics. He does indeed stalk the unwary, the defenseless, those who have strayed beyond the lighted paths or denied the warnings of their communities. Night Stalker serves as living proof that every child's worst nightmare... is true."

Night Stalker is a unique hero- he is the only hero who strongly relies on the in-game day/night cycle to maximize his effectiveness. Although he's slow-moving and has poor vision in the daytime, when the sun goes down Balanar undergoes a transformation; nighttime boosts his speed, attacks, vision range and the potency of his spells- and since most heroes have reduced nighttime vision, it provides Night Stalker the ability to gank from unexpected angles. His primary damaging spell, Void, deals damage, mini-stuns, and slows the target; the slow duration gets increased at night. His second active ability, Crippling Fear silences the target and increases its chance to miss physical attacks; when used in conjunction with Void, Night Stalker can pin any target down to finish them off, since this debuff also lasts longer at night. His passive, Hunter in the Night, is his most important ability, boosting his movement and attack speed during the nighttime. His ultimate, Darkness, can temporarily turn day into night or extend nighttime's duration, depending on when it is used, allowing for surprise ganks, escapes, or prolonged fights. Aghanim's Scepter grants him unobstructed vision at night, granting him almost complete map control so long as the sun is down. Balanar may be at his most vulnerable in the daytime, but when the sun falls... every hero should fear the dark.

  • The Berserker: Due to his inherent tankiness and massive speed boost from Hunter of the Night, Night Stalker is one of the most aggressive heroes in the game, and can tower dive well quite early in the game to chase his prey.
  • Casting a Shadow: His ultimate, Darkness, instantly turns day into night, and reduces the vision range of all enemy units to 675. In addition, Void and Crippling Fear are both themed around darkness and fear.
  • Dark Is Evil
  • Day Hurts Dark-Adjusted Eyes: Night Stalker is tied with Batrider for having the lowest daytime vision range (the two are the only heroes in the game with less than 1800 day vision range). Incidentally, however, Balanar has the fourth-highest vision range total in the game (with Slark, Luna and Lycan tied for first, the latter two only under certain conditions).
  • Defog of War: Purchasing an Aghanim's Scepter removes any restrictions on Night Stalker's vision range during the nighttime note , allowing him to see up hills and through trees, on top of his innately very large night vision. His Fan Nickname due to this is "The Legal Map Hack".
  • Difficult but Awesome: Night Stalker players need to think carefully what are you going to do when you start running towards your prey. This is the reason why many Night Stalker players fail horribly: they are either too reckless and get killed by the tower, or are too passive and do not snowball hard enough.
  • The Dreaded: According to his lore, he's been terrifying generations of children since civilization began.
  • Evil Is Not Well Lit: Literally.
  • Field Power Effect: He becomes a huge threat during the night. In addition, Darkness makes the night even more terrifying to his enemies, reducing their vision range.
  • Fright Death Trap: Crippling Fear. Though it doesn't deal any damage, it is an extremely long silence combined with a miss chance, making its victim easy prey for Night Stalker.
  • Game Face
  • Glowing Eyes of Doom
  • Hour of Power: Nightfall, and especially the first night of the game, is Night Stalker's turn to shine. He is unique in that he's one of the two heroes in the game whose abilities depend on the time of day (the other being Keeper of the Light, and only if he has Aghanim's Scepter).
  • Humanoid Abomination
  • I'm a Humanitarian: His voice lines imply that he eats the heroes that he kills.
  • Innate Night Vision: Night Stalker's vision range is 1800 during the night; in contrast, most other heroes only have 800 night vision.
  • Jack-of-All-Stats: Due to a combination of tankiness and damage steroids from Hunter in the Night, a very long silence in Crippling Fear, roaming ability with Void, and the immense amount of vision he gives his team and takes away from the enemy with Darkness and Aghanim's Scepter, Night Stalker is one of the very few heroes in the game that can be played in every position from main carry to hard support. As a core he can tower dive relentlessly with Void and Hunter in the Night and snowball; as a support he can roam and gank in the early game, and later becomes essentially a legal maphack with Aghanim's Scepter while also forcing the enemy team to play in the dark; however he's most often played as an offlaner or greedy support since he needs quite a bit of farm to be effective and his late game scaling isn't good enough to give him a high farm priority.
  • Last of His Kind: He's the last of the night creatures.
  • Leaning on the Fourth Wall: He has special voice lines for when night transitions into day, signaled in-game by a rooster's crow. One of them is this:
  • Lightning Bruiser: Night Stalker's passive ability, Hunter in the Night, gives him dramatic movement and attack speed boosts, and since he's a Strength hero (and has respectable Agility growth as well), he tends to have loads of HP and armor late game, making him hard to bring down unless focused on.
  • Mechanically Unusual Class: Night Stalker is the only hero in Dota who relies on the in-game day-night cycle to maximise his effectiveness. While other heroes are also affected by the time of day to a certain extent (like lowered vision for most heroes, or Keeper of the Light's Aghanim's Scepter upgrade), Night Stalker's entire kit revolves around exploiting the day-night cycle as much as possible.
  • Mighty Glacier: During the day, he's still capable of dealing some impressive burst damage and hitting hard while taking a hit, he's just not nearly as capable of chasing down victims or escaping from bad situations.
  • More Teeth than the Osmond Family
  • Nightmare Face: During the night, his face splits to reveal a maw with three jaws.
  • Noun Verber
  • Power Nullifier: Crippling Fear silences its target, on top of adding the miss chance, for up to 8 seconds, though it only lasts 3 seconds at all levels in the daytime.
  • The Rival: He has a few rival lines for whenever he kills Lycan.
  • Roaring Rampage of Revenge: And he won't stop until every diurnal creature is dead.
  • Swirly Energy Thingy: Void:
    Balanar creates a vortex of infinite night, tearing opponents violently into the eternal darkness that once was.
  • Things That Go "Bump" in the Night
  • Time Abyss: Not counting the various immortal Fundamental characters, Night Stalker is one of the oldest characters in the game; according to his backstory, he predates almost every race and civilization in the DOTA world.
  • Total Eclipse of the Plot: When Darkness is cast in the daytime, it blots out the sun while still causing time to pass, meaning that daytime is still ticking down during the ultimate. If he manages to reach level 16, Night Stalker can enforce only 30 second periods of daylight every 50 seconds, giving the enemy only a minute and a half of sunlight out of the eight minute day-night cycle.
  • Walking Shirtless Scene
  • Weakened by the Light: During the daytime, Void and Crippling Fear are only half as effective, and Hunter of the Night does nothing at all. Additionally, he has the shortest sight range of any hero during the daytime, tied with Batrider. He even has various voice lines for whenever it shifts between day and night.
  • Winged Humanoid
  • Wings Do Nothing: Zig-zagged. Although at daytime they are useless, at nighttime his wings flap every now and then, but he remains grounded. Only when he activates the Haste rune does he actually take off the ground (but still can't fly over terrain).
  • X-Ray Vision: With Aghanim's Scepter, Night Stalker gains flying vision at night, allowing him to see through high ground, trees and the like.

    Purist Thunderwrath, the Omniknight 
http://static.tvtropes.org/pmwiki/pub/images/omniknight_3633.png
Voiced by: Bruce Miles
"Purist Thunderwrath was a hard-fighting, road-worn, deeply committed knight, sworn to the order in which he had grown up as squire to elder knights of great reputation. He had spent his entire life in the service of the Omniscience, the All Seeing One. Theirs was a holy struggle, and so embedded was he in his duty that he never questioned it so long as he had the strength to fight and the impetuous valor that comes with youth. But over the long years of the crusade, as his elders passed away and were buried in sorry graves at the side of muddy tracks, as his bond-brothers fell in battle to uncouth creatures that refused to bow to the Omniscience, as his own squires were chewed away by ambush and plague and bad water, he began to question the meaning of his vows—the meaning of the whole crusade. After deep meditation, he parted ways with his army and commenced a long trek back to the cave-riddled cliffs of Emauracus, and there he set a challenge to the priests of the Omniscience. No knight had ever questioned them before, and they tried to throw him into the pit of sacrifice, but Purist would not be moved. For as he faced them down, he began to glow with a holy light, and they saw that the Omniscience had chosen to reveal Itself to him. The Elder Hierophant led him on a journey of weeks down into the deepest chamber, the holy of holies, where waited not some abstract concept of wisdom and insight, not some carved relic requiring an injection of imagination to believe in, but the old one itself. It had not merely dwelt in those rocks for billions of aeons; no, It had created them. The Omniscience had formed the immense mineral shell of the planet around itself, as a defense against the numerous terrors of space. Thus the All Seeing One claimed to have created the world, and given the other truths revealed to Purist on that day, the knight had no reason to refute the story. Perhaps the Omniscience is a liar, deep in its prison of stone, and not the world's creator at all, but Omniknight never again questioned his faith. His campaign had meaning at last. And there can be no question that the glorious powers that imbue him, and give his companions such strength in battle, are real beyond any doubt."

Omniknight is the support hero. He is a very difficult hero to play as due to his slow movement speed and attack speed and high mana cost for his spells, but can wreck an entire enemy team if he is played competently, or give tremendous support to his team and bring them victory, even from the brink of defeat. His primary ability, Purification, both heals his allies and deals pure damage to any enemies within its area-of-effect. This can be cast on both himself and teammates, allowing him to save his friends from the brink of death. His Repel can be casted to an unit (and himself) and creates a barrier that prevents any abilities from working on the casted target, be it spells, disables or stuns which can have more duration than the newly-bought Black King Bar. Degen Aura is a passive which slows all foes within Omniknight's range, and greatly reduces attack speed. His ultimate, Guardian Angel, protects all units within his range from physical damage and also increases health regeneration. His Aghanim's Scepter upgrade affects all friendly units on the entire map, even creeps and towers.

  • Anti-Magic: Repel, hands-down the most powerful magic immunity skill, it only has a 2 second downtime once fully leveled and costs an inconsequential amount of mana to cast.
  • Awesome Mc Cool Name: Purist Thunderwrath. His name will make you grow a beard as luscious and as manly as him.
  • Badass Beard
  • Barrier Warrior: Omniknight's second skill, Repel, gives spell immunity to the target, making them invulnerable to most spells. What's more, since it's a targeted ability this means that heroes that normally don't purchase Black King Bar (either because they don't have enough farm, or because they need to buy another item first) can benefit from having spell immunity, and Omniknight can even use it to essentially double the up time for heroes who do have BKB (or allow them to initiate more easily by leading them off with spell immunity to ensure they don't get disabled before activating it). At max level (where it lasts for 12 seconds), he can spam it continuously and only give the enemy a two-second window to cast spells on the target if they don't have any purge abilities. Even late-game where everyone on both teams may be carrying Black King Bars (which become less effective the more you use them, only lasting for 5 seconds at its weakest state), the spammability of the spell (a 14-second cooldown and 50 MP cost) means that you can use it in any situation rather than hold it in reserve for just the right teamfight.
  • Church Militant
  • Color-Coded Wizardry: Was the case before, when his color scheme was blue, which helped indicate him as a healer-type support.
  • Combat Medic: His first skill, Purification, instantly heals the target for a massive amount and simultaneously damages everything around for the same amount (which is also Pure damage, meaning that it ignores magic resistance).
  • Crystal Dragon Jesus: The Omniscience.
  • Difficult but Awesome
    • Repel's synergy with Omniknight's other spells can be hard to get used to. Its timing is easy to screw up, since you have to remember that certain helpful spells that you and your teammates can cast on each other (such as Purification) are blocked by spell immunity, meaning that if you cast Repel on an ally to protect them, you can't then heal them with Purification. Additionally, Repel can be targeted on enemies as well as allies, so a mis-click can cause you to accidentally buff an enemy with spell immunity. But once you learn how to properly order your spells, and that enemies' buffs are purged by Repel, and what spells are blocked by spell immunity, you can use your spells to make split-second saves on teammates, and even use ''Repel'' on an enemy to purge positive buffs on them that could make the difference in a teamfight.
    • Equally difficult is the proper use of Purification, which relies on timing it so that your heal target is right next to the enemy, however, using it properly shifts the balance of HP by double what it states, as it both heals the ally and damages the enemy by that much. This can literally single-handedly cause an gank to backfire, allow good players surprising lane control and pull a first blood when combined with a good ganking hero.
    • In general, Omniknight can be hard to cast spells with in split-second situations, since he has a notably long cast animation (0.4 seconds between giving him the order to cast a spell and the spell taking effect, whereas the vast majority of other heroes have cast points of 0.3 seconds or shorter). As such, good Omniknight players have to have good predictive sense, and plan their moves out a bit ahead of time.
    • There's even utility in giving heroes spell immunity when they don't want it, letting you pull off some pretty unconventional kills.
  • Drop the Hammer
  • Fixed Damage Attack: A well-timed Purification can deal a huge amount of AoE Pure damage in a small area of effect, while at the same time healing its target, essentially doubling the difference in HP between the heal target and nearby enemies.
  • Good Is Not Dumb: He had the wherewithal to question the higher-ups of the Omniscience, which is why his strength is so real.
  • Good Is Not Soft: One of his quotes imply so, he serves the Omniscience which is referred as merciful... but he's nowhere near its level.
  • Helmets Are Hardly Heroic: Omniknight's default model doesn't wear a helmet.
  • Holier Than Thou: Has some kill quotes aimed specifically at Chen that berate him for how he uses his holy powers.
  • Holy Hand Grenade: Purification is hard to hit an enemy with, but deals a lot of Pure damage, making it a very deadly nuke that simultaneously heals an ally.
  • Light Is Good
  • Magic Knight: While he isn't an Intelligence caster, Omniknight relies greatly on his spells in order to make an impact in teamfights. However, his right-click abilities suffer as a result, as his Agility and attack animation leave much to be desired.
  • Magikarp Power: Omniknight is best described as a late game support. Degen Aura is a scaling percentage, and Repel and Guardian Angel are simple flat-out immunities that don't care if the damage they block in question is the 20 damage hit of a simple creep, or the 4-digit crit of a 6-slotted hard carry, it's still zero. Given that his main weakness, Diffusal Blade, has limited and non-replenishable charges, and he uses farm very well (big items like Refresher Orb and Octarine Core are very good on him) his impact grows more and more notable over time. The trade-off is that he has little lane presence, isn't able to do much outside of babysitting early game, and is very greedy for a support, needing at least Aghanim's Scepter as a core item (without which it's impossible to land a good Guardian Angel).
    • Repel starts off at 6 seconds of spell immunity at level 1, while a BKB starts at 10. But by the late game, BKB's charges can become depleted, dropping down to 5 seconds at its weakest, while Repel has a 12 second duration and a 14 cooldown (meaning a 2 second downtime). And then Omniknight gets an Octarine Core.
    • Degen Aura reduces the enemy's movement speed by a percentage rather than a flat amount, which becomes more pronounced in the late game when that percentage is of a larger number.
    • Guardian Angel becomes more effect the higher physical DPS gets, as this allows the allied carry a proportionally bigger advantage, and nukes fall off later on.
  • Mighty Glacier: Omniknight's cast time is abysmal but his spells are some of the highest-impact in the game.
  • Nigh-Invulnerability: Repel makes the target immune to magic and Guardian Angel makes all allies within a certain radius of him immune to physical damage (with an Aghanim's Scepter, it becomes global). They stack, and putting Repel and Guardian Angel on your carry generally causes a Mass "Oh, Crap!" for the enemy team.
  • No Celebrities Were Harmed: Omniknight bears a striking resemblance to Chuck Norris, and it was one of his 'funny names' in the original DotA. With his tendency to make his teammates invincible, the 'funny name' kind of make sense, not to mention both of them are pretty religious. All he's missing is just his roundhouse kick.
  • No Experience Points for Medic: He actually still gets XP for kills he is near, but he often doesn't rack up assists because he's melee and only one of his spells damages the enemy, so his final game stats often don't reflect his true contribution.
  • No Sell: Repel blocks all spells that would otherwise affect the targeted unit. Guardian Angel does the same for physical damage.
  • The Paladin: He certainly gives the vibes of the ultimate guardian knight, and his quotes oozes on protecting people with faith and light.
  • Personality Powers: An inversion; because of his personality, his third ability, Degen Aura, reduces the movement and attack speed of any enemy near him, because they literally cannot stand being in the presence of one with so much faith.
  • Power Gives You Wings: White angelic wings for the duration of his ultimate. Everyone else affected gains smaller wings too.
  • Rated M for Manly: A badass priest who carries a large hammer, boasts about protecting his allies, has an incredibly deep and persuasive voice, and hits people with a mighty hammer.
  • Religious Bruiser: He does carry a giant war hammer, after all.
  • Schmuck Bait: Going after that heavily injured enemy hero? Omniknight just purified him, he's back in fighting shape and you're no longer in fighting shape.
  • Shoot the Medic First: Picking Omniknight off before a teamfight is crucial, as his global physical immunity can easily tip the scales of a fight, to say nothing of his nigh-permanent (and, with Octarine Core, permanent) BKB he slapped on his carry. Don't kill him and you're in for a bad day.
  • Skill Gate Character: Omniknight exemplifies how a hero's pub winrate has nothing to do with viability in competitive: he has maintained a consistently extremely high winrate in public games for more than 3 years all while being almost completely unpicked in pro games. He is capable of preventing his idiot carry from feeding and throwing when he inevitably thinks himself invincible and decides to 1v5 the enemy team; in addition Repel and Guardian Angel are so good that they have to be purge-able to be balanced, but in pubs people never buy Diffusal Blades unless they're playing Spectre, Riki or Phantom Lancer, whereas the moment you pick Omniknight in pro games the enemy team can simply pick Oracle or buy Diffusal Blades and purge his buffs when needed. This makes the hero go from insanely strong to completely useless in a matter of seconds as an enemy buys a 3k gold item. And this isn't helped by how Omniknight is a very greedy melee support that can neither gank, jungle nor harass.
  • Status-Buff Dispel: One little-known fact about Repel is that, not only does it remove purgable debuffs from friendly targets (meaning that, for instance, you can save a teammate who's affected by Slardar's Amplify Damage and Axe's Battle Hunger, both of which can otherwise last longer than the spell immunity buff), but it can be cast on the enemy to remove their positive buffs. This can be useful in negating some of their most powerful buffs (such as cancelling out a Surge by Dark Seer, or a Double Damage rune on the hard carry), at the cost of reducing your ability to deal with that target down to only right-clicks, abilities that deal Physical damage, and certain abilities that pierce spell immunity.
  • Stone Wall: Omniknight is notorious as one of the hardest heroes in the game to kill due to his tankiness, his healing and protective spells, and for his ability to make his teammates equally hard to kill. Unfortunately, his low Agility gain means that he has trouble dishing out damage on the scale that a semi-carry can.
  • Testosterone Poisoning: While this trope isn't as strong in the case of Omniknight, his general tankiness and ability to make his team man up by protecting them from harm, as well as his tendency to jump into the thick of the action (due to being a melee hero and needing to be close to the enemy to take advantage of his passive), certainly makes him one of the manliest supports in the game. It's also helped by a glitch when he was first ported to Dota 2, which caused him to spam the voice line "Fear nothing!" in just about any situation.
  • Weak, but Skilled: Omniknight's base stats and stat growth are all horribly mediocre, being at best average or slightly above average for a Strength hero, with his high base armor being his only notably positive trait. Even worse, given how often he has to cast spells, his average-sized mana pool is often strained to the limit to keep his teammates alive. However, all of his spells are extremely powerful, making him a very tough opponent to take down once he overcomes his mana issues.
  • Weaksauce Weakness: Omniknight's hardest counter is the fact that Repel and Guardian Angel can be purged, which makes him easy to counter by teams who buy Diffusal Blades, or if the enemy heroes have purging abilities, especially Oracle, because he can spam Fortune's End way faster than Omniknight can cast spells.
  • White Mage: He's almost entirely focused around healing and protecting his teammates from harm, although he's not an Intelligence hero.
  • Why Won't You Die?: His main strength is making anyone on his team this, slowing all attacks by a very hefty 34%, leaving them immune to almost all spells for a large duration, makes everyone immune to physical damage for up to 10 seconds, and healing them for a major amount.
  • You Will Not Evade Me: His passive slows every enemy unit in its radius (and sticks on them for a time after they leave it), and slows through spell immunity. This means that all Omniknight needs to do to win chases is to catch up with his victim, walk alongside, then wait for the rest of the team to show up and finish the target off.

    Phoenix 
http://static.tvtropes.org/pmwiki/pub/images/phoenix_2024_5039.png
Voiced by: Itself
Alone across an untouched darkness gleamed the Keeper's first sun, a singular point of conscious light fated to spread warmth into the empty void. Through aeons beyond count this blinding beacon set to coalescing its incalculable energy before bursting forth the cataclysmic flare of supernova. From this inferno raced new beacons, star progeny identical to its parent, who journeyed an unlit ocean and settled in constellatory array. In time, they too would be made to propagate through supernova flame. So would this dazzling cycle of birth and rebirth repeat until all skies hewn of Titan toil deigned to twinkle and shine.

By this ageless crucible the star that mortals would come to call Phoenix collapsed into being, and like its ancestors was thrust into an endless cosmos to find a place among its stellar brethren. Yet curiosity toward that which the dimming elders comfort in the darkness consumed the fledgling, and so over long cycles it inquired and studied. It learned that among worlds both whole and broken would soon stir a nexus of remarkable variety locked in an enduring conflict of cosmic consequence, a plane which would find itself in need of more influence than a dying sun's distant rays could provide. Thus this infant son of suns took terrestrial form, eagerly travelling to shine its warmth upon those who may need it most, and perhaps seize upon its solar destiny.

  • Achilles' Heel: Even if Phoenix places all of its debuffs correctly on the enemy team prior to using Supernova, players have to be wary of heroes with targeted debuff removals or attack speed steroids, since they can dispel the Fire Spirits attack speed debuff and then quickly right-click down the egg by themselves. Examples of this include Legion Commander's Press the Attack, any fast-attacking hero with a Black King Bar, or a Sniper with a Mask of Madness who stays out of the initial fight and doesn't get hit with any debuffs at all.
  • Birth/Death Juxtaposition: It is The Phoenix after all, especially when he uses his ultimate.
  • Bonus Boss: Before being added in DotA version 6.70, Phoenix was a secret bonus boss in 6.69.
  • Cast from Hit Points: His first three abilities cost a fraction of his health to activate. His ultimate, Supernova, takes the whole bar, and then gives it back if you survive.
    • Percent Damage Attack: Inverted, the cost of his non-ultimate spells are all based on his current HP. This means that while summoning Fire Spirits and performing Icarus Dive at full health will shave off almost a third of your maximum health, doing so when you're below 50% HP will cost significantly less. This means that as long as he has mana he can cast any of his spells regardless of what the HP cost is, and he can cast Icarus Dive no matter what since it costs no mana.
  • Cool Mask: It's hard to see due to textures and coloring, but Phoenix actually is wearing a mask. His only cosmetic item, the Solar Forge, replaces his mask.
  • Death of a Thousand Cuts/Gradual Grinder: While Phoenix is classified as a Nuker, none of his spells can do any burst damage. Instead, his abilities deal large amounts of damage over time on top of the debuffs, making him extremely deadly in teamfights where the enemy can't reach him.
  • Death-or-Glory Attack: Supernova will result in either refreshed abilities and a load of damage to the enemy (on top of a stun), or death if the enemy can destroy the egg.
  • Difficult but Awesome: In general, playing Phoenix requires good aiming and mechanical skills, as well as health management since all of his spells cost HP in order to use. However, played right, Phoenix can be a very mobile nuker who can apply very strong slow and damage-over-time debuffs to the entire enemy team, swinging teamfights by himself.
    • Fire Spirits have a very small AoE and require you to aim well in order for them to connect, in addition to staggering the casting in order to get the most out of all four spirits (since it's a damage over time ability, hitting an enemy twice with the spirits only refreshes the debuff duration). However, once it connects, it completely neutralises any autoattacker and does strong damage over time.
    • Sun Ray leaves you completely vulnerable and slow during its duration while costing HP, but used wisely it can allow you to damage enemies while healing your allies, and also grants you the ability to move through impassable terrain.
    • Supernova requires impeccable positioning and timing to get the most out of - bad Phoenix players will probably suffer humiliating deaths thanks to poorly placing the egg. Done right, you deal upwards of 1000 damage on top of a stun, in a whopping 1000 AOE.
  • Dynamic Entry: Icarus Dive.
  • Empathic Healing: Sun Ray heals allies that it hits and drains Phoenix's health every second it's active.
  • Fixed Damage Attack: Sun Ray deals additional damage that scales with targets' max HP.
  • A Form You Are Comfortable With: He's actually a star. This becomes more apparent during Supernova.
  • Fricking Laser Beams: Sun Ray.
  • Great Escape/Super-Persistent Predator: Icarus Dive is considered one of the most powerful escape/chasing spells in the game, since it can displace Phoenix by 1400 range very quickly (more than a Blink Dagger, on top of also not requiring any mana or having a forced cooldown upon enemy player damage), and has only a 0.2 second cast animation, on top of the debuff slowing any enemies it hits.
  • Hot Wings
  • Kill It with Fire
  • Lead the Target: Fire Spirits have a slow travel speed upon firing, making them hard to land on enemies who are actively trying to dodge them.
  • Long-Range Fighter: All of Phoenix's spells have very long ranges, making him very powerful in teamfights as he can close or open the distance between himself and his enemies with Icarus Dive, launch Fire Spirits from 1400 range away (more than vision range at nighttime!), blast enemies with Sun Ray from 1300 range away, and apply Supernova's burn damage from 1000 range away.
  • The Nameless: While his DotA name was Icarus, this was redacted and he is simply referred to as Phoenix in Dota 2.
  • Not the Intended Use/Obvious Rule Patch: Prior to being patched out, there was a very good reason to build Blade Mail on Phoenix.
  • The Phoenix: No, really?
  • Playing with Fire
  • Power Limiter: Any targets hit by Fire Spirits receive a massive 140 attack speed reduction - enough to neutralise their right-click attacks.
  • The Power of the Sun: There's Sun Ray, a beam that both damages enemies and heals allies, respectively. And then there's his ultimate Supernova. It sacrifices all of his remaining HP to turn into a glowing sun that deals significant damage over time in a huge 1000-unit radius for six seconds. If the egg survives, it explodes to damage and stun anyone in the burn radius, fills you back up to full hp and mana, and refreshes the cooldowns on your three normal abilities.
  • Sacrificial Revival Spell: Inverted. With an Aghanim's Scepter, Phoenix can bring an allied hero into his Supernova and share its effects. The egg surviving six seconds will refresh the target hero and Phoenix's non-ultimate spells while giving them full HP and mana, while destroying the egg will kill both heroes.
  • Sadistic Choice: If Phoenix pulls off his combo properly right before using Supernova, such a situation can easily arise. Do you, with your attack speed debuff from Fire Spirits and movement speed debuff from Icarus Dive, attempt to approach the egg to attack it and kill Phoenix, all the while suffering huge damage over time debuffs and with the enemy team possibly bearing down on you? Or do you leave the egg alive to engage the other enemy players, while suffering all of the previously mentioned debuffs and damage over time, in the hope that you can kill the enemy before the egg explodes and stuns you, forcing you to deal with a full-health Phoenix whose abilities were refreshed by the Supernova?
  • Schmuck Bait: A well placed Supernova is this for the other team. A Phoenix that's low on health may look like an easy kill, and even if he uses Supernova, it only takes a few hits to kill the egg... except while the team is gathered around the egg to kill it, they're in a perfect position to be hit hard by teamfight skills like Ravage, Black Hole, Reverse Polarity, Epicenter, and the like.
  • Sharpened to a Single Atom: The lore for Sun Ray:
    The vent through which such stellar energy flows is mere atoms wide.
  • Shockwave Stomp: At the end of Supernova, the Phoenix Sun will crash-land, stunning enemies over a large area before Phoenix is reborn.
  • The Speechless: Like Io, except with bird sounds.
  • Squishy Wizard: Like Wisp, Phoenix does not have a large amount of survivability despite being a Strength hero, since he has negative base armor, low Agility growth, and spends his hit points to cast his spells on a frequent basis.
  • Standard Status Effects: Phoenix's abilities focus on supporting his team by applying powerful debuffs on his enemies. He can slow enemy movement speed, drastically cut down their attack speed, or apply a massive area-of-effect stun.
  • Super Speed: Icarus Dive has Phoenix dive forward in an arc in the targeted direction, dealing damage over time and slowing the movement speed of any units he comes into contact with, and then orbiting back to his original position. You can also cancel it partway through if you don't want to return to where you started, making it good for both chasing and getting away.
  • Time Abyss
  • Wave Motion Gun: Sun Ray is a beam as wide as Phoenix's entire wingspan and yes it hurts, no matter what level your hp is you still get shredded by it.
  • Wings Do Nothing: Except during Sun Ray.

    Pudge, the Butcher 
http://static.tvtropes.org/pmwiki/pub/images/pudge_4646.png
Voiced by: John Patrick Lowrie
"In the Fields of Endless Carnage, far to the south of Quoidge, a corpulent figure works tirelessly through the night—dismembering, disemboweling, piling up the limbs and viscera of the fallen that the battlefield might be clear by dawn. In this cursed realm, nothing can decay or decompose; no corpse may ever return to the earth from which it sprang, no matter how deep you dig the grave. Flocked by carrion birds who need him to cut their meals into beak-sized chunks, Pudge the Butcher hones his skills with blades that grow sharper the longer he uses them. Swish, swish, thunk. Flesh falls from the bone; tendons and ligaments part like wet paper. And while he always had a taste for the butchery, over the ages, Pudge has developed a taste for its byproduct as well. Starting with a gobbet of muscle here, a sip of blood there... before long he was thrusting his jaws deep into the toughest of torsos, like a dog gnawing at rags. Even those who are beyond fearing the Reaper, fear the Butcher."

Any team that faces Pudge is required to have extreme awareness in order to survive and not fall prey to this grotesque manslayer, and if the enemy lets him get fed, he becomes more powerful, his skill Flesh Heap gives him bonus strength if he scores a kill or assist, and he'll still demand more. Pudge is fearsome with his Meat Hook skill, the quintessential 'Get Over Here' skill on any MOBA which also has incredible range, enabling Pudge to isolate heroes even at the most improbable location, but he must aim well, or he'll instead drag a friendly unit, which can sometimes be lifesaving. His rotting body can be weaponized with Rot, damaging enemies per second and slowing them, but also damaging Pudge, which has a side-effect of Pudge being the only hero who can deny himself without the assistance of a Bloodstone. He can also deal damage and keeping the enemy in place with Dismember, slicing and dicing through his victim all while letting everyone know with his yell "FRESH MEAT!". Pudge hunts for his meals for empowering himself, and he can surprise enemies from a range, making the battlefield into a field of fear of heroes that are not aware of their surrounding.

  • Anti-Magic: Flesh Heap gives Pudge a small amount of magic resistance.
  • The Black Death: With the Chains of the Black Death cosmetic set, Pudge becomes host for the plague.
  • Cast from Hit Points: Rot damages Pudge himself as well.
    • Better to Die than Be Killed: This can be used by skilled Pudges to deny themselves, preventing the enemy team from getting gold an experience from his death.
    Pudge (when denying himself with Rot): "Last bite for me."
  • Creepy Crows: With the Murder of Crows cosmetic set, Pudge gains a pet crow.
    • Carry a Big Stick: His new weapon in this set, a crow-shaped mace.
    • Voodoo Doll: On his back he has a doll of Dendi, a professional player that made Pudge even more famous thanks to his performance at the competitive scene.
  • Damage Sponge: Flesh Heap slowly increases Pudge's Strength each time an enemy dies near him. A well-played Pudge can therefore end up with a preposterous hit point total before long.
  • Dead Weight
  • Difficult but Awesome: To make good use of Pudge, one must master Meat Hook, which newbies are liable to miss or snag on creeps instead. An experienced player, though, can catch his victim through gaps in creep waves or even the Fog of War, dragging them into traps and thus being a valuable supporter.
    • Lethal Joke Character/Skill Gate Character: Warding utterly destroys Pudge's attempts to gank. However, skilled Pudge players will adapt and throw more difficult hooks, leading to supports needing to adapt warding positions as well. This leads to an interesting level of progression from the newest players all the way to professionals, where Pudge players have to try to outthink their opponents, or be rendered dead weight.
  • Does Not Like Shoes: He walks around barefoot.
  • Dual Wield: A butcher knife and his signature hook.
  • Evil Is Visceral
  • Exact Words: Patch 6.79 allows him to purchase Blink Dagger, but grants free pathing for anyone he trapped in cliffs or ledges. But no one said anything about *trees*....
  • Fat Bastard: Possibly as a result of his cannibalism.
  • Flesh Golem
  • Glass Cannon: Despite his very high Strength (and appropriately huge raw HP), he is not very durable until late-game: he has almost no base armor, and Rot does a lot of damage to him if he's silenced or stunned while it's activated. This can be offset with enough kills/assists to get Flesh Heap stacks, and smart item pickups; good choices include Heart of Tarrasque or Shiva's Guard, both being efficient and having high synergy with his skills.
  • Hooks and Crooks/Knife Nut: He uses a butcher's knife in one hand and a meat hook in the other.
  • Human Shield: One of the ways to prevent being caught by Pudge's hook is staying behind creeps.
  • Hyperactive Metabolism: Pudge can heal himself with a simple Dismember meal.
  • I'm a Humanitarian: Pudge started off as a simple butcher, but eventually developed a taste for flesh, human or otherwise.
  • Lead the Target: On top of Meat Hook itself being this, good Pudge play requires adapting to his slow attack animation in order to get enough last-hits to buy what he needs. In general, playing Pudge well requires thinking ahead and in multiple directions in order to outsmart your opponents and overcome Pudge's limitations.
  • Life Drain: Dismember heals him for any damage done.
  • Magic Knight: Though Pudge is a Strength hero, he has little use for his right-click attacks, but instead relies on the massive damage of Meat Hook, Rot and Dismember to gank.
  • Monochromatic Eyes
  • No Indoor Voice: Whenever he uses Dismember, everyone in the game will hear him yell "Fresh Meat!" This can also work to his disadvantage, though, as nearby enemies will be alerted to the fact that an ally is in danger and possibly rush to their defense. This is a Shout-Out to Dismember in War3 Dota, where the same thing would happen.
  • Obvious Rule Patch: When many players asked about Valve about "Fountain Hooking" exploit (That is, using Chen's teleportation while Pudge is hooking to drag the victim into the fountain), they said that it will be kept as they deemed it too hilarious. However after a competitive deciding match where a pro team manage to score a comeback that shouldn't have been with this exploit, this patched out during the "First Blood" patch, where Meat Hook now has the target land into Pudge's original position regardless of where Pudge went to.
  • Poisonous Person: Rot releases a toxic, choking gas emanating from Pudge's putrid mass.
  • Projectile Spell: Meat Hook will snag and drag the first unit it touches.
  • Shout-Out: To a Diablo character and to a Mortal Kombat character.
  • Surprisingly Sudden Death: His modus operandi is to pull a single enemy into the Fog of War away from friendlies, then disable and kill them in a matter of seconds.
  • Stout Strength: Pudge has one of the best starting Strength and Strength growths in the game, which can be further boosted with Flesh Heap - and he ranks amongst the fattest heroes in the game as well.
  • Variable-Length Chain: Meat Hook. Well, not entirely variable length; its maximum length is relative to the skill level.
  • Walking Shirtless Scene: Of the Fan Disservice variety.
  • You Will Not Evade Me: Pudge is one of the best examples of this in Dota. Meat Hook, aimed well, can snag enemies who are attempting to escape from teammates, and then Dismember used to hold them in place through spell immunity. And even once it's finished channeling, Rot will apply a slow to any enemies within its radius, meaning that any Dismember victims will be at a constant speed disadvantage.

    Crixalis, the Sand King 
http://static.tvtropes.org/pmwiki/pub/images/sand_king_3863.png
Voiced by: David Scully
"The sands of the Scintillant Waste are alive and sentient—the whole vast desert speaks to itself, thinking thoughts only such a vastness can conceive. But when it needs must find a form to communicate with those of more limited scope, it frees a fragment of itself, and fills a carapace of magic armor formed by the cunning Djinn of Qaldin. This essential identity calls itself Crixalis, meaning 'Soul of the Sand,' but others know it as Sand King. Sand King takes the form of a huge arachnid, inspired by the Scintillant Waste's small but ubiquitous denizens; and this is a true outward expression of his ferocious nature. Guardian, warrior, ambassador—Sand King is all of these things, inseparable from the endless desert that gave him life."

Sand King is an initiator most commonly played as a support, in early game, sand king often attempts to use his Epicenter to secure ganks on single heroes through it's raw damage output and slow, as well as farm jungles and creeps with Sand Storm all in order to build up the gold needed for a Blink Dagger for the mid-game, at which point his role is to win teamfights for his team through the use of his high aoe damage output, thanks to an entire skillset comprising of area of effect damage of various forms, such as Burrowstrike, an linear nuke where Sand King rushes underground and stuns anyone between where he was, and where he now is, Sand Storm which deals low damage over a large area of effect for an extremely long duration while Sand king invisibly channels it, Caustic Finale which gives a debuff to an enemy with a slow and a timer that explodes at the end of the duration. In addition, when the enemy dies, they'll explode which deals damage and slow the enemy. His ultimate ability Epicenter, which has Sand King channel for 2 seconds, before unleashing an rapidly expanding earthquake that deals rapid pulses of damage, enough to kill weaker heroes by itself and cripple all but the most durable ones. In addition, the Aghanim's Sceptor upgrades Burrowstrike by doubling its range and applying Caustic Finale to all heroes hit by this skill.

  • Beware My Stinger Tail: His tail is paddle-like at the tip and pretty much useless as a weapon. And he mostly uses his claw for normal attacks. Of course, it's also used to trigger Epicenter by beating against the ground, so it's not completely harmless.
  • Big Creepy-Crawlies
  • Black Mage: His base damage and attack speed are both mediocre, but he makes up for it with his massive spell damage; Epicenter alone can melt an entire team if they're not prepared.
  • Blue and Orange Morality: As the physical manifestation of a sentient desert, he as a negative view towards greenery and vegetation.
  • Charged Attack: Epicenter needs to channel for 2 seconds before activating. Skilled Sand King players usually activate this before using Blink Dagger to enter teamfights.
  • Deadly Dust Storm: Can create a sand storm that sets himself invisible and damaging anyone that comes within the storm. The storm persists as long as Sand King stays in place, which can be very long.
  • Death of a Thousand Cuts: Each Epicenter pulse doesn't hit that hard actually, it just hits twice a second for 4-6 seconds. Sand Storm is even better an example, doing 50 damage every hit, twice a second for an utterly ridiculous duration, it only takes 3 seconds for it to do the same damage as the average nuke.
  • Difficult but Awesome: Setting up a proper Epicenter is very hard to pull off, but doing so properly does damage comparable to Finger of Death or Laguna Blade but to everyone in range.
  • Dig Attack: Burrowstrike, as the name suggests.
  • Dishing Out Dirt
  • Dynamic Entry: The first sign of Sand King's presence in a teamfight is often a Burrowstrike or blink in after channeling Epicenter away from the action.
  • Earthquake Machine: His tail is a magical example.
  • Fast Tunnelling: Burrowstrike allows him to move very quickly underground, and also stuns all enemies in the way.
  • A Form You Are Comfortable With/Remote Body
  • Genius Loci: The Scintillant Waste that uses him as a Remote Body.
  • Glowing Eyes of Doom
  • Gradual Grinder: His approach to jungling, which consists of using Sand Storm to grind away at the enemy's health while being invisible and thus unattackable.
  • Impaled with Extreme Prejudice: Victims of Burrowstrike.
  • More Teeth than the Osmond Family
  • Our Genies Are Different: The Djinn of Qaldin mentioned in his Back Story.
  • Overshadowed by Awesome: Caustic Finale, an attack modifier that causes enemies affected by it to violently explode upon death. On paper, it's a good farming and pushing skill, but in practice, it's hard to land in a teamfight (Epicenter can clear creep waves too fast for Caustic Finale to kick off) while Sand King already has an even better farming and pushing tool in the form of Sand Storm (since it renders Sand King invisible, it can be used to safely jungle early game or to disjoint projectiles, and the mana cost is negligible).
  • Poisonous Person: With his Caustic Finale. Engaging him while accompanied by a few of your allied creeps is not a good idea, as he can just take out your creeps, making them explode and damage you and the rest of your allies in the process.
    • Bloody Murder: It's effect is shown as a explosive blast of blood.
  • "Pop!" Goes the Human: When a unit affected by Caustic Finale dies, it violently explodes.
  • Quicksand Sucks: Epicenter, which damages and slows enemies. From its description...
    Many an explorer was lost to the quicksands of the Scintillant Waste.
  • Scary Scorpions
  • Schmuck Bait: An extremely early version of Sand King had a passive skill called Dust Trail, which slowed down and caused enemies to miss by a large margin. The description includes the warning "Do not, under any circumstances, learn this skill if you are Sentinel (Radiant)". The reason for this was that the ability was bugged to affect Sentinel units regardless of what team you were actually on. Anybody who leveled this skill could expect a nasty reaction from their team.
  • Shout-Out: To The Scorpion King.
  • Smoke Out: Sand Storm's most common use (especially after a buff that gave it guaranteed 2 seconds of invisibility), although it uses a cloud of sand. However, it's a channeling spell; doing anything else will interrupt it.
  • Soft-Spoken Sadist: His voice is quiet and reserved, bordering on Creepy Monotone.
  • Squishy Wizard/Glass Cannon: Despite being a Strength hero, his low base Strength and item build (which has no durability item whatsoever) leave him very fragile when compared to other Strength heroes, and even various Intelligence and Agility heroes have higher HP than him. He makes up for this with sheer Ao E magical damage output, maneuverability and disables with Burrowstrike and the ability to dodge projectiles with Sand Storm.
  • The Stoic: Sand King's not much for shows of emotion. He'll help himself to the occasional Evil Laugh when killing an enemy hero, but that's about it.
  • Useless Useful Spell: Caustic Finale causes enemies attacked by Sand King to violently explode, dealing 220 area damage at level 4. Sounds awesome, but in practice not so much. Early game, Caustic Finale can be used to bully a melee offlaner out of lane, but it also pushes the lane, making it hard for your carry to farm, and Sand Storm is much better to flash-farm a Blink Dagger, since its invisibility, cheap mana cost and good damage allows Sand King to jungle safely and effectively - if he stacks neutrals correctly he can get Blink Dagger in 10 minutes. Later on, Caustic Finale's small AoE makes it hard to land against competent opponents, it does not synergise with the standard Epicenter into Burrowstrike combo (which can kill most if not all creeps in a teamfight, leaving none for Caustic Finale), restricting its usage to farming and pushing, for which Sand King has Sand Storm which can clear creeps just as fast. Because of this, Caustic Finale is almost always ignored by pros, who choose to get stats to bolster Sand King's weak HP pool instead of investing in a largely redundant skill.
  • Weaksauce Weakness: Sand King has a rather long list of vulnerabilities to rather mundane items or abilities, especially when it comes to Sand Storm, including Sentry Wards, Dust of Appearance, and any Area of Effect stun (mini- or otherwise) or knockback (both of which also interrupt Epicenter and put it on cooldown before it can even go off if he's hit mid-channel). Sand Storm's rather obvious area of effect certainly doesn't happen matters.
  • Weather of War: Sand Storm continually deals damage to anyone inside it.
  • Why Am I Ticking?: Caustic Finale turns the enemies into walking bombs, detonating on death.

    Slardar, the Slithereen Guard 
http://static.tvtropes.org/pmwiki/pub/images/Slardar_1739.png
Voiced by: Sam A. Mowry
"Slardar is a Slithereen, one of the Deep Ones, guardian of the great wealth of sunken cities and the ancient wealth buried there. In the lightless gulf of the great ocean abysses, the Slithereen Guard carries his lure-light with him through the secret treasure rooms. Subaqueous thieves (sent into the deeps by covetous dryland sorcerers) are drawn in by its friendly glow, never to return. He is utterly loyal, and his taciturn nature hides deep knowledge of the most secret places of the sea. He rises to the shallows in spite of the pain caused him by brightness, to commit reconnaissance, to make sure no one is conspiring against the depths, and sometimes in relentless pursuit of the rare few who manage to steal off with an item from the Sunken Treasury. Because he has spent his whole life at great pressure, under tremendous weight of the sea, Slardar the Slithereen Guard is a creature of great power."

  • Alluring Anglerfish: His model in Dota 2 is based on this fish.
  • Arch-Enemy: It isn't mentioned at all in his backstory, but his Amplify Damage lines suggest he really hates Riki — somewhat appropriate, due to Slardar's abilities seemingly tailor-fitted for enemies as evasive as Riki.
  • Armor-Piercing Attack: Amplify Damage reduces armour. It also makes its target visible to Slardar.
  • Badass Normal: He's just a normal fish-man; none of his abilities are magical in nature. Sprint and Bash are self-explanatory, Slithereen Crush is an ordinary Shockwave Stomp, and Amplify Damage is the result of Slardar lighting up an enemy with his lure.
  • Bizarre Sexual Dimorphism: He is of the same species as Naga Siren, although they look very different.
  • Carry a Big Stick: His Weapon of Choice, made in the shape of blunted Prongs of Poseidon.
  • Damage-Increasing Debuff: Sprint boosts Slardar's movement speed at the cost of making him take more damage. Amplify Damage decreases armor and gives Slardar true sight of whoever he's targeted.
  • Judge, Jury, and Executioner
  • Lightning Bruiser: Slardar can move extremely fast with Sprint, and his other skills make him one of the most powerful 1v1 heroes in the game. Fittingly, he also has one of the highest agility growths for a strength hero, letting him capitalize on his bash.
  • MacGuffin Guardian: His purpose in life is to guard the treasures of the deep, as well as chasing down the occasional thief who manages to make off with some of it.
  • Magically Inept Fighter: He does purely physical damage, including the added damage of Bash and Slithereen Crush, all the better to take advantage of Amplify Damage.
  • Making a Splash/Shockwave Stomp: With Slithereen Crush.
  • Neutral Counterpart: To Bounty Hunter; both are lawmen of a sort, excellent chasers, and act as counters to invisible heroes. Compared to Bounty Hunter, Slardar's faster, more durable, but lacks stealth.
  • Our Mermaids Are Different: He is overall mer-shaped in appearance. The Pirate Captain Announcer even mistakes him for one.
  • Random Number God: Bash.
  • Red Eyes, Take Warning
  • Shockwave Stomp: Slithereen Crush is a slam that stuns and damages nearby enemy units.
  • Shout-Out: To the Cthulhu Mythos.
    • He is one of the Deep Ones.
    • As he dies and respawns he may say: "That is not dead that can eternal lie. And with strange aeons even death may die."
  • Sssssnake Talk: To a far lesser degree than fellow Slithereen Slithice the Naga Siren, but his accent still leans towards this.
  • Strange Cop in a Strange Land
  • Super-Persistent Predator: Slardar is known for never letting thieves escape. Ever. No matter how far he may have to chase them. Within the gameplay itself, Amplify Damage reveals the victim for an extended period, and his other skills make him an excellent chaser.
    Slardar (after a long chase): I cross the world to take you down.
  • Super Speed: Sprint, when maxed, gives Slardar a 44% boost to movement speed, which equates to 504 with brown boots alone.
  • Training from Hell: Since he's spent his entire life at crushing depths, Slardar is extremely strong and durable, according to his lore.
  • You Will Not Evade Me: Every single one of his abilities is designed to make running from him a pointless endeavor.
    • Sprint gives him a large movement speed boost, and lasts far longer than other boosts like Surge or Windrun.
    • Slithereen Crush is an AoE stun with a small slow attached to the end, letting him stop enemies in their tracks.
    • Bash lets him extend stuns from Slithreen Crush or simply stop an opponent cold while chasing.
    • Amplify Damage reveals targets and applies True Sight on them, meaning that the only way to run away from him is by blinking or purging the debuff and hoping that you're out of range for him to simply cast it on you again. Of course, he's usually got his own Blink Dagger so even that may not work.

    Barathrum, the Spirit Breaker 
http://static.tvtropes.org/pmwiki/pub/images/Spirit_Breaker_464.png
Voiced by: Fred Tatasciore
"Barathrum the Spirit Breaker is a lordly and powerful being, a fierce and elemental intelligence which chose to plane-shift into the world of matter to take part in events with repercussions in the elemental realm that is his home. To that end, he assembled a form that would serve him well, both in our world and out of it. His physical form borrows from the strengths of this world, blending features both bovine and simian—horns, hooves and hands—as outward emblems of his inner qualities of strength, speed and cunning. He wears a ring in his nose, as a reminder that he serves a hidden master, and that this world in which he works is but a shadow of the real one."

  • Crosshair Aware: Allies of Spirit Breaker (and he himself) can see a zodiac Taurus symbol over the Charge of Darkness target. Before the 6.75 patch the target was also alerted about the charge via Status Buff icon roughly 4 seconds before impact.
  • Cycle of Hurting: If lucky and fast enough, he can stun-lock any foe for a very long time, and his active abilities can be used to compensate for unlucky streaks.
  • Difficult but Awesome: Spirit Breaker's gameplay revolves around 2 area of effect skills with clumsy single-target targetting and delays. Properly using them can bring some of the best BKB-penetrating area of effect and spammable lockdown in the game, great nuking potential, and knock opponents around, but doing so means choosing a target for a spell quickly and position to get it off right.
  • Epic Flail: His signature weapon is a ghostly ball and chain.
  • Field Power Effect: Empowering Haste grants bonus movespeed to Spirit Breaker and nearby allies. In earlier DotA versions, this also gave him a damage bonus relative to his total movespeed. Later versions nerfed this damage bonus, moving it instead to the percentage-chance Greater Bash.
  • Flash Step: Nether Strike has him disappear, then reappear next to the target to deal massive magical damage.
  • Foe-Tossing Charge: Charge of Darkness will cause Spirit Breaker to run through anything and everything, homing in on the target from any place on the map, knocking back any opponent he passes through.
  • A Form You Are Comfortable With
  • Glowing Eyes of Doom
  • Horned Humanoid
  • Knockback: Greater Bash. To offset the distance created between Barathrum and his enemy, he also gains a slight movespeed buff.
  • Lightning Bruiser: One of the best examples, being both a Strength hero and one of the fastest in the game. This power is somewhat offset by his limited moveset.
  • A Load of Bull
  • Meaningful Name/Altum Videtur: "Barathrum" means "underworld" in Latin.
  • Noun Verber
  • Poor, Predictable Rock: Both of his active abilities are centered around Greater Bash, and he can do little more without items.
  • Primal Stance: He walks on all fours. Well, except for the hand he uses to hold his flail.
  • Red Eyes, Take Warning
  • Savage Piercings: He wears a ring in his nose and multiple in his ears.
  • Selective Gravity: His flail seems to have no weight at all, floating in the air when he's standing still, but is heavy enough to knock back enemies when it hits.
  • Super-Persistent Predator: Once Spirit Breaker charges an enemy, he will keep charging until he hits his target (unless he is stunned/somehow disabled or his controlling player deliberately breaks the charge). If charging from across the map, he will cross over mountains, through the jungle, past towers, across the river, et cetera.
  • Super Speed: Charge of Darkness.
  • Surprisingly Sudden Death: Since his charge no longer alerts the target and he's one of the heroes who can keep up the stun for several seconds, he's very effective at surprise ganks.
  • Unskilled, but Strong: All he has in terms of damage output is his ultimate and a chance to bash on his normal autoattacks, but he doesn't need much else to win in one-on-one ganks or teamfights.
  • Weaksauce Weakness: The biggest weakness of Charge of Darkness is that it gets interrupted by basically anything other than damage or slows - even things like Force Staff, which generally doesn't qualify as a disable - thus preventing the stun and wasting the cooldown. If the enemy sees Spirit Breaker charging at them, the charge attempt can quickly backfire.

    Sven, the Rogue Knight 
http://static.tvtropes.org/pmwiki/pub/images/Sven_2669.png
Voiced by: David Scully
"Sven is the bastard son of a Vigil Knight, born of a Pallid Meranth, raised in the Shadeshore Ruins. With his father executed for violating the Vigil Codex, and his mother shunned by her wild race, Sven believes that honor is to be found in no social order — but only in himself. After tending his mother through a lingering death, he offered himself as a novice to the Vigil Knights, never revealing his identity. For thirteen years he studied in his father's school, mastering the rigid code that declared his existence an abomination. Then, on the day that should have been his In-Swearing, he seized the Outcast Blade, shattered the Sacred Helm, and burned the Codex in the Vigil's Holy Flame. He strode from Vigil Keep, forever solitary, following his private code to the last strict rune. Still a knight, yes... but a Rogue Knight."

Sven is a melee Strength hero who specializes in raw physical damage, both the dealing and taking thereof. He boasts a lot of self-buffs that will enhance his incredible strength as he leaps to the enemy ranks and slashing through the enemy heroes, with beefed up stats to deal great damage. His Storm Hammer is his only ranged skill, where he launches a big magical fist from his gauntlet to a target enemy, stunning the target and anyone on a circular area near the enemy. With his Great Cleave, Sven gains a cleave attack, allowing his normal attacks to damage enemies nearby his target, basically a free Battle Fury or twonote , while using his Warcry, has Sven roar out and pumping up his and his allies' armor and movement speed for sturdier advance or escape. Lastly, his ultimate, God's Strength, has Sven channel his strength to incredible levels that he gains a big amount of bonus strength, allowing his normal attacks to deal great damage. Sven is most often seen building Black King Bar, as its spell immunity allows Sven to shove off spells that hinder his movement so he can freely move in and attack anyone in his range with his great strength. Sven's versatility and strength makes him a solid ally, and if he's around, you can be assured that he is there to pump you up!

  • Anti-Hero: He's a Knight, following HIS code of chivalry. Although not evil, if you ever cross it, you're going to get cleaved. Ask the Vigil Knights of how it turned out.
  • Armor-Piercing Attack: Cleave damage is not actually reduced by armor, nor is it evadable. While this is true of all cleaves, most are too weak for this to have much practical effect. Great Cleave on the other hand, is a full two thirds of Sven's damage, enough that often his cleave is more damaging than the main attack.
  • Badass Normal: Despite all his Shock and Awe effects, it's implied all Sven's doing is being that goddamn strong, such as slinging his gauntlet at enemies with enough force to stun all of them.
  • The Berserker: His playstyle emphasizes rushing into the midst of the fight to deal as much damage as possible during his stun and buffs.
  • BFS: The Outcast Blade. His passive, Great Cleave, allows him to spread a percentage of his damage to all nearby enemies every time they attack, ignoring armor.
  • Blasphemous Boast: If Sven kills an enemy Zeus, he shows that he has little opinions towards deities in general.
  • Borrowed Catch Phrase: A hilarious one with Enchantress:
    Sven (killing Enchantress): Go sproink yourself!
  • Butt Monkey: In Valve's demonstration videos of Hero abilities, Sven is always the Hero used to demonstrate the abilities' effects. This has since spread, with the help of DotaCinema, to fan videos as well.
  • Charles Atlas Superpower: It's implied from the texts of his abilities that they are all the result of his extreme strength and little else.
  • Cool Helmet: A knight's helmet with huge horns. Even Kunkka agrees it's cool and wants Sven to be his helmsman because of that helmet.
  • Critical Hit: If he crits for any reason, it will hurt. A fully farmed Sven with God's Strength active can hit upwards of over 2000 damage.
  • Darker and Edgier: Zig-zagged. Sven in the old DotA was just a solid defender of justice as a backstory and a Boisterous Bruiser with "Pumping Up" jokes in his skillset definitions, but he uses the evil Tichondrius voice set. In Dota 2, the "Pumping Up" jokes vanish, and he became more rogue-ish, betraying the Vigil Knights and possibly slaying them because they violated his personal honor of being a Half-Human Hybrid (after learning from them) although he would still follow the conduct of a normal knight. However, his voiceset is decidedly more honorable and knight-like (if rather Rogue-ish). He's also more of a solitary loner than a boisterous guy.
  • Dark and Troubled Past: We're only given tiny details, but Sven's childhood is definitely no walk in park, since he had to endure a lifetime of insults and being considered an abomination because of being a half-Pallid Meranth, his mother being shunned the same way, and his father executed.
  • Difficult but Awesome: Actually hitting groups with Storm bolt, thanks to it's fairly slow projectile and unit-targetting requires a fair bit of prediction on which enemies are going where. And then you kill them all with your massive physical DPS.
    • Sven's gameplay in general is this. He can push faster than most other heroes, farm faster, and even gank very effectively thanks to Storm Bolt, but he's still a slow Mighty Glacier with no safety net, demanding far more game sense than say, Storm Spirit or Antimage.
  • Fashionable Asymmetry: He has huge armor plates on his left arm. One of the item descriptions explains they're a counterweight to his sword.
  • Gameplay and Story Segregation: The skill flavor text of Warcry says "Calling a few lines from the Vigil Codex fortifies Sven's obedience to his rogue code. So poetic!". Yet, whenever Sven uses Warcry, he's just roaring loudly. So is Sven's roar just that damn poetic, or the Vigil Codex just consists of incoherent roaring?
  • Glass Cannon: In a strategic sense, as well as technically (Sven's damage far outstrips his durability, even if he is quite durable). Sven has no escape plan and is extremely vulnerable to being ganked before he has his items, but can farm or push rapidly and gank quite well with his Storm Bolt. If Plan A doesn't work, he doesn't have a Plan B to fall back on.
  • Glowing Eyes of Doom: When under the effects of God's Strength.
  • Guttural Growler: Game's prime example.
  • Half-Human Hybrid: In DotA, he was half human and half Night Elf. In Dota 2, half Pallid Meranth (mother's side) half Vigil Knight (father's side).
  • Herd-Hitting Attack: Great Cleave is the single most powerful cleave in the game (barring the cooldown-limited Tidebringer), in both area of effect and percentage damage. In many cases with heroes that can avoid attacks or have extremely high armor, it's actually better to hit people near your intended target since cleave is affected by neither evasion nor armor. And to note, once Sven learns this skill, it becomes his basic attack without any cooldowns whatsoever (like getting a free Battle Fury).
  • Heroic Bastard: The son of a (Presumably Human) Vigil Knight, and a Pallid Meranth.
  • Hour of Power: God's Strength lasts for a limited duration after being activated, and can triple his base damage, making him a prime candidate to build Strength items on.
  • Improbable Use of a Weapon: How exactly he cleaves large groups by stabbing/ shoving his BFS and making overhand swings, one can only guess at.
  • Instant Death Radius: Getting near a fed enemy Sven is a very bad thing. He doesn't even have to notice you, simply being in his cleave radius for a second or so is often a death sentence for squishier heroes.
  • I Work Alone: Sven has this in his mindset, leading a solitary life following the conducts of a Knight, and one of his quotes if his team is defeated is "Should've done this myself." But since this is an ARTS game...
  • Knight in Sour Armor: Sven will protect the weak as befitting of a knight. However, his years of abuse and isolation for being a half Pallid Meranth left him rather somber and gave him a disdain on typical chivalries, like Omniknight or Chen (although he occasionally would compliment Omniknight).
  • Magikarp Power: Not particularly dangerous early on, but he gets over it quick, and with 1 or 2 items, is already a threat fully capable of tearing through a team with backup, and can farm extremely rapidly thanks to Great Cleave.
  • Mighty Glacier: His main weakness is his vulnerability to kiting as he's slightly slower than average at best, and Warcry isn't all that useful as a speed boost. His usual item choices tend towards fixing this, making him a Lightning Bruiser in most fights.
  • Money Multiplier: Great Cleave lets him clear most camps simply by killing the largest creep, rapidly gaining gold and experience at a time where other carries are still farming for items to help them farm faster. Even at level 2 Great Cleave already surpasses Battle Fury, disposing neutral camps quicker. Later levels also make clearing out stacked ancients a trivial task. Warcry helps as well, since under its effect, Sven can negate most of the incoming damage with a lifesteal item, and it also increases his movement speed so he can walk from camp to camp to clear them faster.
  • Mythology Gag: Sven's design is clearly evocative of a bare-chested barbarian, despite simply wearing two sets of plate armor, This is based on his Dota All-stars incarnation, which used the blue Overlord model, utilizing the red Felguard one as his Super Mode.
  • One-Man Army: One of the best heroes at getting Rampages, even by himself if the enemy is grouped up, thanks to his area stun and damage output.
  • Power Up Full Color Change: Casting his ultimate turns him (and occasionally his sword) red.
  • Rated M for Manly: His first skill throws a rocket punch made of thunder, and his general playstyle emphasizes he should have no fear of diving in the middle of the enemy team, causing as much damage possible. Sven himself is often considered one of DOTA's manliest heroes, with Great Cleave, every enemies nearby is forced to feel a portion of Sven's great strength, damaging them (and he needs no cooldown (it's a passive), or money (buy a Battle Fury) for that). If he has Aghanim's Scepter and God's Strength gives him an aura that increases everyone else's base damage in a certain percentage. Meaning that he's so manly that his presence pumps everyone up!
  • Razor Wind: To indicate how far the Great Cleave damage reaches past the sword's length.
  • Roaring Rampage of Revenge: In his backstory, Sven kept his hatred to the Vigil Knights as he learned from them. On the day of In-Swearing, Sven pretty much channeled his years worth of pent-up hatred and vengeance to his father's execution by rampaging at the Vigil Knights with the Outcast Blade, slaughtering them. Since he's also a Screaming Warrior, we assume that there's a lot of literal roaring in the scene of carnage.
  • Rocket Punch: Storm Hammer launches his enchanted gauntlet at the enemies.
  • Rouge Angles of Satin
    • Irony: God's Strength turns Sven red. He really is a rogue rouge knight!
  • Scary Impractical Armor: Sven wears a normal set of armor, and a second set of giant barbarian-style plates on top of the first set.
  • Screaming Warrior: His Warcry gives himself and nearby allies a huge speed and armor boost. And he generally screams a lot.
  • Shout-Out: His name is a reference to a wrestler, whose signature skill was to get 'Pumped Up'.
  • Shock and Awe: Storm Hammer has lightning effects, and he gains Glowing, lighning-emitting eyes and crackling lightning whenever he attacks during God's Strength.
  • Simple, yet Awesome: Only has his ranged stun as a direct target spell, and the rest are mostly passive buffs, and his play style is to get near the enemy and then start whacking them dead with normal attacks.
  • Sophisticated as Hell
  • Super Mode: God's Strength, Sven's ultimate, amplifies his base damage to up to triple its original value for 25 seconds...
    • Turns Red: ...and changes his color to rouge...
    • Field Power Effect: ...and doubles nearby allies' base damage for its duration as well if he has an Aghanim's Scepter.
  • Super Strength: Sven in a nutshell, excepting Storm Hammer, all of it are about mighty display of absurd levels of strength and toughness. Great Cleave have him constantly slash so powerfully every nearby enemies feel his strength, War Cry concentrates his strength onto his body, it pumps up his toughness and his allies' as well. God's Strength is the most traditional depiction of the trope: Making Sven's already great strength rise up to absurd levels that every slashes is going to hurt a lot harder. Even Storm Hammer is implied to be partially Sven slinging an enchanted gauntlet at the enemy really hard.
  • Testosterone Poisoning: Sven is here to pump you up! With Warcry (pumps up your toughness and speed) and upgraded God's Strength (pumps up your strength).
  • There Is No Kill Like Overkill: If you're far enough ahead in the game that you've got enough money to buy it, Daedalus will end up turning Sven's autoattacks into this.
  • Violation of Common Sense: Thanks to the way Cleave works, Sven can often do more damage to his foe simply by hitting a nearby creep and letting the cleave hit them.
  • Would Not Hit a Girl: Zig-zagged. Sven has a quote where he displays displeasure that he had to kill Rylai ("I would not kill a maiden, but you forced the issue.") and in his massive amount of 'kill' quips, he has no special quotes against ladies... except the aforementioned Rylai, and Aiushtha, the latter was more because he's annoyed at her attitude and her skills being detrimental to his play style ("Go sproink yourself!"). Of course, this being is an ARTS game, if you order him to attack a girl hero, he will obey.

    Leviathan, the Tidehunter 
http://static.tvtropes.org/pmwiki/pub/images/Tidehunter_2452.png
Voiced by: Eric Newsome
"The Tidehunter known as Leviathan was once the champion of the Sunken Isles, but his motives are as mysterious as those of his people. We all know the importance of the Drylanders' shipping lanes, how empires may rise and fall according to who controls the open water. Far less is known of the submarine lanes, and how the warring tribes of the Meranthic Disapora have carved out habitations through endless undersea skirmishes. In the fragile treaties between the Mer and Men, we can glimpse the extent of the drowned empires, but their politics appear complex and opaque. It would seem that Leviathan tired of such petty strife, and set off on his own, loyal only to his abyssal god, Maelrawn the Tentacular. He stalks the shallows now in search of men or meranths who stray into his path, and with a particular loathing for Admiral Kunkka, who has long been his nemesis for reasons lost in the deepest trenches of the sea."

  • Achilles' Heel: Unusually for an ultimate disable, Tidehunter's Ravage does not go through Magic Immunity to balance out it's massive area of effect. Tidehunter has to catch the enemy by surprise or when they've already used up their magic resistance to grantee a full 5-man.
  • Anchors Away: He smashes people with an anchor.
  • Arch-Enemy: He and Kunkka hate each other's guts. Taken Up to Eleven by Tidehunter in which when he mentions Kunkka in all of his rival killing lines, even if the victim isn't Kunkka himself (or even tangentially related to Kunkka). Of all his kill lines, the only exception is one line when killing Morphling.
  • Blue and Orange Morality: Tidehunter's motives for interfering into the fight between Kunkka's and the Demons of the Cataract's fleets and destroying both are unknown.
  • Buffy Speak
  • Combat Tentacles: Ravage summons a wave of tentacles that damage and stun everything in their path.
  • Eldritch Abomination: Maelrawn the Tentacular.
  • Fish People
  • Impaled with Extreme Prejudice: Happens to enemy units hit by Ravage through tentacles.
  • Implacable Man: Tidehunter's passive, Kraken Shell, gives him passive damage block (at max level, it's essentially a free Vanguard) and will remove most debuffs once he takes a certain amount of player damage within a short duration. This includes even stuns (except for ones utlizing constant effects like Enigma Black Hole), one of the very few abilities that do so, making Tidehunter one of the few heroes in the game that cannot be chain-stunned.
  • Improbable Weapon User: Tidehunter uses a discarded anchor as a primary weapon, which can deal decent AoE damage and reduce enemy damage in a specific radius.
  • Kraken and Leviathan
  • Limit Break: Kraken Shell automatically procs once Tidehunter takes a certain amount of damage from enemy players within a certain amount of time.
  • Magic Knight: Similar to Sand King, Tidehunter has a mediocre right-click attack, but his spells can have a devastating effect on the enemy without expending much mana.
  • Making a Splash: His Gush spell especially.
  • Noun Verber
  • Power Limiter: Enemies hit by Anchor Smash lose 60% of their base damage. Used in-lane it can starve your lane opponents of last hits (and experience since you can then easily deny creeps), used in teamfights it can drastically reduce the damage output of the enemy carries.
  • Revenge: For unknown reasons, Leviathan has made it his mission in life to kill Admiral Kunkka.
  • Say My Name: KUNKAAAAAAAAAAAA!
  • Sea Monster
  • Serial Escalation: His responses for gaining levels which are about him wanting to eat something, beginning with plankton and ending with a Giant Squid.
    Lvl 25 Tidehunter: ''I'm stuffed!''
  • Spam Attack: Because of its very low cooldown and mana cost, Anchor Smash is often spammed to flash-farm creep camps.
  • Spin Attack: Anchor Smash spins Tidehunter's anchor.
  • Stone Wall: With Kraken Shell and a respectable strength growth he becomes very tough to kill, but his right-click attack is mediocre and his nuke damage quickly falls off in the mid game.
  • Summon Magic: Ravage summons an Eldritch Abomination that stuns every player in a large area.
  • Threatening Shark: He is one, and can wield some accessories made out of sharks, too!
  • When All You Have Is a Hammer: Tidehunter's main job in a teamfight is very simple: land a good Ravage - it usually doesn't matter much if he is unable to use his other skills. His item build is, as a result, centred on maximising the effectiveness of Ravage, with items like Blink Dagger, Arcane Boots and Refresher Orb.
  • You Kill It, You Bought It: With the Kraken Shell.

    Rizzrack, the Timbersaw 
http://static.tvtropes.org/pmwiki/pub/images/Timbersaw_883.png
Voiced by: TJ Ramini
"Rizzrack could still hear the screams in his mind. He worked, frantically turning wrenches, twisting screws, building and carving and forging. Sleep eluded him; he only built. Months had passed since he had shut himself in his uncle's workshop, and his deliverance was nearly complete. He rubbed his back as his eyes drifted shut, and saw a blanket of flowers floating on the placid waves of Augury Bay before exploding into a cloud of pollen that silenced lives as it seized the lungs. He woke with a choking start. For hours the rhythmic sound of a whetstone filled the shop as he sharpened a set of massive blades, his mind filled with images of strangling vines garroting neighbors, enwrapping homes. The flooding of Augury Bay had been nothing compared to the violent horrors the waters left to take root beyond the city walls. But the saw-suit would make him strong and safe he thought, allowing himself this sliver of hope before the full might of his fear crashed into his fading mind. Branches and blood. When the city fell, Rizzrack fled trees that walked, and fought, and killed. Trees had shattered the gates and swarmed into the city. Trees had crushed and thrashed and stomped the last that Augury Bay could muster in defense, and stalked the few fleeing refugees. In addled silence Rizzrack unspooled the thick chain from the suit's arm, his hands quaking as he inspected each link and ran a trembling finger along the claw attached at its end. The saw-suit was ready. With his hand trembling he sparked the bladed machine to life. Terror drove him, terror of what awaited him and of what he would have to face to have any hope of calming his mind. As the saw-suit shuddered to life he knew he must face this fear, and he knew he wouldn't like it one bit."

Timbersaw's odd playstyle revolves around using the forest, but in a way completely different from the Treant- rather than use the forest for help, Timbersaw seeks to destroy every tree in his wake. His first ability, Whirling Death, causes a saw to split out the sides of Rizzracks mech, cutting down everyone in a small radius. If a tree is felled in the process, then the attack does Pure damage. Timber Chain is Rizzracks primary initiation, functioning like Clockwerks ultimate, but instead will only work on trees. As Rizzrack flies, he damages everyone in his wake. His third ability, Reactive Armor, gives Timbersaw more armor and health regen the more times he is attacked. Timersaws ultimate is Chakram, and has Timbersaw sending out a large spinning blade that slows enemies the more health they lack. Upgrading this via Aghanims Scepter causes him to send out two Chakrams at the same time.


    Tiny, the Stone Giant 
http://static.tvtropes.org/pmwiki/pub/images/Tiny_2514.png
Voiced by: Eric Newsome
"Coming to life as a chunk of stone, Tiny's origins are a mystery on which he continually speculates. He is a Stone Giant now, but what did he used to be? A splinter broken from a Golem's heel? A shard swept from a gargoyle-sculptor's workshop? A fragment of the Oracular Visage of Garthos? A deep curiosity drives him, and he travels the world tirelessly seeking his origins, his parentage, his people. As he roams, he gathers weight and size; the forces that weather lesser rocks, instead cause Tiny to grow and ever grow."

Tiny may seem like a weak hero at the beginning of a match, but give him enough time and he'll soon start to throw his weight around. As the game progresses, he bounces from role to role as he levels up; he can push, initiate, gank, or even carry depending on what items he builds and the needs of the team. Boasting a powerful disable and a versatile initiation attack, Tiny can easily stun his foes with his first spell, Avalanche, which causes a huge amount of rocks to bombard the area, dealing damage as long as the opponent is caught inside. Tiny can then throw a random nearby unit into the mayhem with Toss, his second spell, which allows him to pick up and throw a unit, be it friend or foe, in a radius around him. Be warned, however, as the unit he picks up is random in it's radius. Close range attackers will be discouraged by his third spell, a passive called Craggy Exterior, which has a chance of negating an attack and stunning its source, though only works in melee range of about 300 units. As the Stone Giant levels his ultimate, Grow, he'll trade in some of his attack speed for bonus movement speed and attack damage, and prove to his opponents that good things can come in small packages.

  • The Big Guy: With his ultimate maxed out, Tiny is easily the largest character in the game, rivaled only by Undying's Flesh Golem.
  • Counter Attack: Enemies that attack Tiny from within 300 units have a chance of being stunned by his passive Craggy Exterior.
    • No Sell: Craggy Exterior stuns attackers when their attack begins not when it lands, meaning any attack that triggers Craggy Exterior will not do damage. This is especially notable against heroes with a bash, Skull Basher or Abyssal Blade, as when both proc, Craggy Exterior takes precedence.
  • Developers' Foresight: You're not likely to make Aghanim's Scepter before you have your ultimate. But if you do, you'll be treated to a sight of Tiny hauling around a comically large tree - twice as big as himself if you didn't level the ultimate at all - with unique animations for all actions.
  • Dishing Out Dirt: As a stone giant, this is to be expected.
  • Fastball Special: Toss can be used this way to hurl allies into the midst of enemies for teamfight initiation.
  • Glowing Eyes
  • Golem: Sort of.
  • Grievous Harm with a Body: When used against an enemy, Toss inflicts damage to the tossed unit, and does AoE damage if targeted on an enemy. If combined with Avalanche, it inflicts double Avalanche's damage, making Tiny capable of one-shotting most squishy heroes in the game.
  • Herd-Hitting Attack: Tiny's Avalanche + Toss combo and the cleave from his ultimate makes standing close a very bad idea.
  • Hulk Speak: One of his lines even deliberately makes a Shout-Out as such.
  • Informed Attribute: Despite being a giant rock monster, Tiny has no armor to speak of, and only gains a slight amount with Craggy Exterior. Then again, that rock is part of his body, meaning that he technically isn't wearing any armor...
  • Ironic Nickname: Although his name is true at first, Tiny quickly becomes one of the largest characters in the game.
    • "Tiny the Stone Giant" is this no matter how you look at it.
  • Jack-of-All-Stats: Tiny starts the game as a squishy nuker/ganker, then with Aghanim's Scepter becomes a durable, if slow-hitting pusher, and with more attack speed becomes a hard carry. The difference from most other heroes is that he doesn't sacrifice any of these roles for the other; his spells scale well into the lategame, augmenting his slow but damaging melee attacks.
  • Lightning Bruiser: As you level Grow, Tiny actually gains movement speed, to the point where he can chase most heroes around the map pretty easily, and his innate tankiness and a chance to stun attacking enemies give him incredible survivability.
  • Magic Knight: Early on, much of Tiny's damage output comes from his spells. Later on, though, Grow allows him to augment that spell damage with very powerful attacks.
  • Magikarp Power: In the beginning of the game, Tiny is pretty pathetic - he has terrible Agility, two spells that eat his mana very quickly, and fairly poor stat growth. Give him a few levels and a Hyperstone and Aghanim's Scepter, though, and he'll soon transform into a Lightning Bruiser, capable of smashing entire teams asunder by the mid-to-late game.
  • Mighty Glacier: High Strength, high spell damage, absurd right-click damage, but terrible Agility and slow-as-molasses attack speed (it takes a Hyperstone just to fully offset the attack speed drop from Grow). While his movement speed can reach respectable levels with enough points in Grow, he's still hardly the most mobile hero in the game.
  • Off Model: Because of glitches in-game or on replay, it can cause Tiny to turn into this abomination.
  • Our Giants Are Bigger: Unlike a typical giant, Tiny is made of stone. He also can't be considered a proper "giant" until Grow is maxed.
  • Primal Stance: Tiny's legs aren't that much bigger than a regular hero's, while his upper body is massive. As a result, he has to use his right hand to steady himself while walking, and when he gets bigger, just standing.
  • Power Fist: Tiny's right hand is a giant rock stump with no fingers that he walks on and uses to punch people, although the second use is shown less as Tiny gets bigger, and starts using his smaller left hand for punching.
  • Quest for Identity: His goal is to find his origin.
  • Red Right Hand: His right hand is a giant stone stump without any fingers that he uses the bludgeon his enemies with, althought it takes a back seat to his smaller left hand once gets to the higher levels of Grow and needs to use it to steady himself.
  • Rock Monster
  • Siege Engines: He's very good at demolishing towers, and pushing down creepwaves to get there once he gets his scepter. Even before, he can sling creeps at it for 100 damage apiece. Not much, but still something.
  • Square/Cube Law: While he starts out more agile and capable of swinging his entire body around, Tiny loses agility as he gets larger (not the stat), to the point that, at full size, he has to constantly steady himself with his right hand, even when attacking.
  • Surprisingly Sudden Death: Casting Toss on a hero while they're being hit by Avalanche causes them to take double damage from Avalanche, allowing Tiny to annihilate lone enemy heroes very quickly. Throw in a Blink Dagger, and pain tends to ensue.
  • Telephone Polearm: If given Aghanim's Scepter, Tiny will use A TREE as a bludgeon.
  • This Looks Like a Job for Aquaman: Tiny's synergy with Io is worth noting: Tether combined with a Bottle solves his mana problems, allowing him to spam Toss to farm the jungle, and also helps his mobility, while Relocate allows him to gank globally every minute and snowball, making Tiny come online much earlier than he normally would. The trade-off is, Tiny is just inferior to other carries without Io, and in professional games he is almost never picked without an allied Io, and is only banned when the enemy team has already picked Io.
  • Weird Beard: Made of moss and later ferns.
  • You Have Researched Breathing: The entire advantage to getting an staff once wielded by a demigod-like Wizard for Tiny? Him picking up a tree. Justified in the description of the Crystal Dryad cosmetic tree: the Tree is actually Aghanim's Scepter itself in a form suited for Tiny.
    Had the ancient mage but known what corruption his scepter would inflict upon the world, he would have burned and buried it, and sown salt over its cursed grave. For when carried in a fist of stone, Aghanim's scepter unleashes the spirit of the Crystal Dryad, and no foe is safe.

    Rooftrellen, the Treant Protector 
http://static.tvtropes.org/pmwiki/pub/images/Treant_Protector_5599.png
Voiced by: Fred Tatasciore
"Far to the west, in the mountains beyond the Vale of Augury, lie the remains of an ancient power, a fount of eldritch energy nestled deep in the high woods. It is said that the things that grow here, grow strangely. To the forces of nature this is a sacred place, made to stay hidden and unknown. Many are the traps and dangers of this land—all-consuming grasses and crossbred fauna and poisonous flowers—but none are so fierce as the mighty Treant Protectors. These ageless, titanic beings, charged with keeping the peace in this dangerous land, ensure that none within encroach without reason, and none without poach their secrets. For time untold they tended to their holy ground, uninterrupted, only dimly aware of the changing world beyond. Yet inevitably the wider world grew aware of this untamed land, and with each passing winter the outsiders grew bolder. Soon they arrived with tools to cut and with flames to burn, and often the Treants would ponder: who are these fragile, industrious creatures? What now had become of the wild, green world? There came and went an age of questions and of doubts, a thousand summers of long traditions set to scrutiny, while more and more the outsiders died and fed their earth. When all that bloomed had finally finished their say, curiosity had overcome caution. It was decided: a lone Protector would be sent into the wider world, and instructed to wander until the glaciers arose once more, to observe the changing land and its creatures, and to discover what unknown dangers could threaten their sacred ground."

This lovable tree is very protective of his allies and fights to defend them. He can protect his allies by using Nature's Guise to blend them with the forest and become invisible. As long as they are in the forest, they will remain invisible until the duration ends, and can use it on himself and can use abilities while invisible. He can heal allies and buildings with Living Armor, which causes him to cast a protective shield on his allies and grants them bonus regeneration. He can attack his enemies with Leech Seed, which slows an enemy unit, draining their health and healing his allies around the enemy. His ultimate is Overgrowth, which summons vine that roots all enemies around him, preventing movement, blinking, invisibility, or attacking. If he acquires Aghanim's Scepter, he gains the Eyes in the Forest ability, which enchants a tree to provide vision and willOvergrowth enemies that walk near.

  • All-Loving Hero: The only one he outright dislikes is Timbersaw, for obvious reasons. His only quarrel with Doom is that Doom's spreading hellfire around the forest.
  • Arson, Murder, and Jaywalking: His quote upon killing Pugna.
  • Awesome, but Impractical: Eyes in the Forest effectively grants Treant Protector a free Observer Ward which never expires unless dewarded every 25 seconds. If the enemy jungle is warded, the damage addition to Overgrowth will allow him to kill any jungle creeps within range of a tree almost every minute as they spawn, giving him easy 700+ GPM. Additionally the Eyes can be placed in the lanes to give him absurd splitpushing potential, possibly wiping out entire lanes of creeps every minute, or placed in strategic teamfighting locations to give him nearly unmatched global disabling and nuking power. However, considering that Aghanim's Scepter costs a lot for a support, if Treant can afford one it usually means that either he saved from the beginning of the match and did not support his team by buying wards or any other support item or because it is very late in the match and it is very likely that his team has stomped. And even if he does get one, it may not help much as the enemy team can simply destroy the trees with a Gem (or Sentry Wards) and a Quelling Blade (though to be fair, a Gem and Quelling Blade would destroy Observer Wards as well). Subverted when he's on the same team as Alchemist, who can farm a Scepter for him in record time with Greevil's Greed.
  • Beware the Nice Ones: Easily the least violent hero in the game. Also possesses the highest base damage, second highest Strength growth, and spells that can aid his teammates in a teamfight to great effect.
  • Boring but Practical: Out of all of Treant's spells, only Leech Seed deals damage and is easily outclassed by most damage-dealing spells in the game. His main play style revolves around continually casting Living Armor on allies and buildings, healing a push with Leech Seed, occasionally initiating a teamfight with Overgrowth... and that's about it.
  • Buffy Speak
  • Cloud Cuckoo Lander/Dissonant Serenity: He is a slow thinker and easily gets distracted either by the beautiful scenery or mysteries of the universe, and is often oblivious to combat around him.
    Treant Protector (Respawning): "I think I'll go for a nice walk."
  • Combat Medic: Leech Seed is an interesting example; it not only damages and slows whatever enemy it's used on, but it will also heal every allied unit in a radius around it. His other utility spell, Living Armor, is unique in that it is one of two spells that can also heal towers from anywhere on the map, turning potential enemy pushes into a slog.
  • Deflector Shields: Living Armor creates a shield around the target that blocks a certain number of damage instances.
  • Defog of War: Eyes in the Forest enchants a tree, granting Treant vision around it, essentially giving him a free ward every 25 seconds that lasts indefinitely.
  • Freeze-Frame Bonus: His model has a small carving near his behind, saying "Riki was here".
  • Furry Confusion: If he uses a Tango (a consumable item that regenerates your health by destroying a tree) he'll apologize and show mild regret for what he's done, despite the tree being non-sentient.
    Treant Protector (using a tango): "Sorry, friend."
  • Gaia's Vengeance: His various plant-themed abilities can aid his team in a teamfight or a push.
  • Gentle Giant: He is a calm, peaceful treant with abilities focused on protecting allies and disabling enemies. He also has the game's second highest Strength growth and has ludicrous melee attack damage.
  • Glowing Eyes
  • Green Thumb: Being a treant, this is to be expected.
  • Invisibility: Nature's Guise turns a friendly unit invisible near a tree.
  • King Mook: Nature's Prophet can summon Treants, which are slightly bigger than an average lane creep. In comparison, Rooftrellen easily towers over most heroes and can cast spells.
  • Kung-Fu Wizard: Though he's a melee Strength hero, Treant Protector relies heavily on his spells to contribute in teamfights.
  • Life Drain: Leech Seed.
  • The Lost Woods: His land of origin.
  • Magikarp Power: Eyes in the Forest can turn Treant Protector from a humble support into a force to be reckoned with if he's given enough time to farm up the gold for an Aghanim's Scepter and to place his eyes around the map. Not only does this give him amazing farming potential and farm disruption by seeding the jungle, but the global range allows him to splitpush, disable, and nuke anywhere he can find a tree to convert. With a Scepter and a Refresher Orb (which are pretty much out of reach for a support unless the match drags on long enough) Treant can pin down entire teams for up to 9 seconds at a time (while doing 1650 damage pre-reduction) and wipe entire lanes if he can time it right.
  • Money Multiplier: Aghanim's Scepter is this for Treant: if he uses Eyes in the Forest near jungle camps, the damage addition to Overgrowth will allow him to farm them almost every minute as they spawn, giving him easy 700+ GPM, while at the same time depriving farm from the enemy (and possibly his own team).
  • Mutual Disadvantage: With Nature's Prophet. Nature's Call can accidentally pull up Treant Protector's Eyes in the Forest or remove the very trees that Nature's Guise relies on, possibly exposing a ganking attempt by sheer coincidence. In return, Treant Protector's Living Armor heavily cripples Nature's Prophet's splitpushing abilities, Nature's Guise can be used to counteract Sprout, and Eyes in the Forest can expose any attempt of Nature's Prophet to teleport into the treeline, with the option for Overgrowth to pin him down just for being in the wrong place at the wrong time.
  • Nature Hero
  • No Experience Points for Medic: He actually still gets XP for kills he is near, but like Omniknight, he's melee, only one of his spells damages the enemy, and he doesn't get assists for things like immobilizing or disarming enemies, so his final game stats often don't reflect his true contribution to the team.
  • Non Standard Skill Learning: With Aghanim's Scepter, Treant Protector gains a fifth skill, Eyes in the Forest.
  • Plant Person
  • The Red Mage: Treant's ability set balances offense (with Overgrowth) and protection (with Living Armor and Nature's Guise), with Leech Seed serving both purposes at once.
  • Shout-Out: To Pokémon with his spell, Leech Seed.
  • Stealthy Colossus: Nature's Guise when fully upgraded, lasts an entire minute, and takes a minute amount of mana to cast, has a cooldown of 5 seconds, and can work on allies, as Rooftrellen is also usually an initiator and has Blink Dagger, he can just teleport the gap in trees. Given that he can cast and use items without breaking stealth, and he largely relies on said items and abilities to contribute to teamfights, he can actually be invisible throughout an entire fight and still be contributing the whole time.
  • Stone Wall: Though Treant is very tanky and has very high base damage, his base attack time is the worst in the game (tied with Spirit Breaker and Weaver), meaning that he hits very slowly, and his skills do not deal as much damage either. Even when compared to the other Stone Wall healer of the game, Omniknight, he's still somewhat more defensive.
  • Tree Cover: Nature's Guise turns any friendly unit invisible, so long as they remain in proximity to a tree. It's especially useful with surprise-oriented gankers like Pudge, as they can still cast spells while invisible.
  • Tribal Face Paint
  • Vampiric Draining: Leech Seed drains its target's health and constantly restores HP to friendly units around it.
  • Weaksauce Weakness: Eyes in the Forest can be destroyed with a simple 225 gold Quelling Blade, so long as the enemy has any way of utilizing True Sight (Sentry Wards, Gem of True Sight, etc.), meaning that smart placement and regular re-warding are vital if using them. Additionally any ability that destroys trees can accidentally destroy them, even if the enemy doesn't know that they're there.
  • Weird Beard: Branches growing from his face into the shape of a beard.
  • When Trees Attack

    Ymir, the Tusk 
http://static.tvtropes.org/pmwiki/pub/images/tusk_full_3595.png
Voiced by: Tom Chantler
"It had been a brawl to remember. There stood Ymir, the Tusk, the Terror from the Barrier, the Snowball from Cobalt, the only fighter to have bested the Bristled Bruiser in a fair fight, and now the last man standing in Wolfsden Tavern. What started as a simple bar bet of supremacy ended with four regulars, a blacksmith, and six of the Frost Brigade's best soldiers writhing against the shards and splinters of almost every bottle, mug, and chair in the building. The Tusk boasted and toasted his victory as he emptied his brew.

No sooner had the defeated regained consciousness than the cries for double-or-nothing rang out. The Tusk was pleased at the prospect, but none could think of a bet bigger than the one he just conquered. Horrified at the damage to his tavern and desperate to avoid another brawl, the barkeep had an idea. As skilled as he was, Ymir had never taken part in a real battle, never tested himself against the indiscriminate death and chaos of war. He proposed a wager to the fighter: seek out the biggest battle he could find, survive, and win it for whichever side he chose. The stakes? The next round of drinks."

  • Adaptation Species Change: He used to be known as Ymir the Tuskarr in DotA. For legal reasons, this was changed in Dota 2.
  • Alpha Strike: In low-level games, Tusk players often build Shadow Blade and Desolator to maximise the effectiveness of Walrus PUNCH! and deal a single massive burst of combined physical and magical damage to tilt the fight into his team's favor or to finish off a wounded enemy.
  • An Axe to Grind: He uses an axe for his right-click attacks except for Walrus PUNCH! (obviously).
  • Angrish: Tends to burst into this when Snowball misses.
  • Barrier Warrior: Ice Shards, Tusk's first ability, create a half-circle of ice around the point of impact. It damages any enemies it passes through, and the shards at the target point cannot be pathed over.
  • The Bet: Tusk's entire motivation to go out and fight ghosts, demons, and fundamental forces of the universe? Someone bet him to do it.
  • Boisterous Bruiser
  • Critical Hit: Walrus PUNCH!, Tusk's ultimate, hits the targeted enemy with a guaranteed 3.5x damage crit that disables the target as it flies through the air, then slows it upon landing.
    • Home Run Hitter: Walrus PUNCH! temporarily sends the target flying into the air and off the screen.
    • Megaton Punch/Shoryuken: If the Walrus PUNCH! finishes off an enemy, it sends the target flying up out of sight, only to fall back at ridiculous speeds moments later.
    • Power Fist
  • Dynamic Entry: Tusk is one of the most powerful team initiators in the game, as his skills allow him to start off teamfights by placing stuns, path-blocking obstacles and speed debuffs on the enemy team, as well as assisting any teammates who want to get into the thick of the action fast but don't have an initiating item or ability to do so (such as Axe, Centaur Warrunner, Slardar, Tidehunter, and so on).
  • Early-Bird Cameo: He first appeared in Dota 2 as a temporary guest announcer during 2012's Greeviling event; he was eventually released as a full-fledged hero in February 2013.
  • Eyepatch of Power: With the Pirate-themed Brawler of the Glacier Sea set.
  • Field Power Effect/Hostile Weather: Frozen Sigil, Tusk's third ability, creates a snowstorm which slows all enemy units' movement and attack speed within 600 range.
  • Grievous Harm with a Body: With the Whisky the Stout Artifact Immortal, Tusk will use a freaking penguin when he uses Ice Shards. Which still deals damage and creates the half-circle of ice, of course.
  • Homing Boulders: Snowball is a unit targeting attack, meaning that it will continue to roll towards its target even if that target turns in a completely different direction.
  • Human Snowball: Snowball, Tusk's second ability, rolls Tusk up into a snowball that launches itself at a target after a short (and optional) delay, damaging and stunning any enemies it passes through as well as the final target if it connects. It can also be used to carry teammates into the middle of a group of enemies, dealing more damage and moving faster the more allied heroes are added to it.
  • An Ice Person: Tusk's first three abilities all utilise ice to some degree.
  • Just Trying to Help: Careless Snowball usage can end up making situations worse for Tusk's own teammates, by potentially pulling a teammate out of position or right into the enemy team. Under a worst-case scenario, a five-man Snowball can end up giving a perfect initiation to the enemy.
  • Kicked Across the Room: With Aghanim's Scepter, Tusk gains a fifth skill Walrus Kick, which can be used to kick enemies and allies alike.
  • Large Ham: An exceptional example even among Dota 2 heroes.
  • Made of Indestructium: Heroes inside a Snowball are completely invulnerable during the delay and the roll. Yes, in Dota snow was a stronger force than time. 6.86 changed it so Snowball can no longer work against Black Hole or Chronosphere, but all other skills are still fair game.
  • Magic Knight: Tusk's physical damage scales decently by itself, and can completely wreck enemies when combined with his ultimate. His other abilities also make him a powerful crowd controller and initiator that help set up teamfights for his team.
  • Names to Run Away from Really Fast: His real name, Ymir, is the name of the Norse King of the Ice Giants.
  • Non Standard Skill Learning: Buying Aghanim's Scepter grants Tusk a fifth skill, Walrus Kick.
  • Not the Intended Use: Snowball's original purpose is as an initiation tool to gather your team and roll them into the enemy. However, since it also grants invulnerability to all units inside it, Snowball sees much more use in high-level gameplay as a way to buy time for allies to react, or to dodge abilities like Gyrocopter's Call Down. More specifically, the buff he received in 6.81, which allows him to roll in place for 4 seconds and gather teammates before launching, was just a mechanic to make the whole "choose who enters the Snowball" thing to work. It turns out to be one of the most underrated buffs in this patch - the ability to dodge spells with the whole team for 3 seconds, up until reinforcements arrive, is very important for pro players.
  • Petting Zoo Person: A walrus, in this case.
  • Red Baron: He's known as the 'Terror from the Barrier'.
  • The Rival: The "Bristled Bruiser" in his backstory that he beat is Bristleback, who he shares several rival and ally lines with (depending on which side they're on).
  • Shout-Out: Mostly in the form of Walrus PUNCH! battle cries:
    Tusk: Falcon Punch!
  • Situational Sword: Aghanim's Scepter is this for Tusk. Against low-mobility melee carries like Sven, Ursa or Lifestealer the constant slows from Frozen Sigil, Walrus PUNCH! and Walrus Kick combined with the block from Ice Shards and the knockback itself, all of which bypass BKB, will kite them to death and render them useless. However, it is only good for kiting - and nothing else. If the enemy carry is ranged or otherwise not vulnerable to kiting then there's no point to get Aghanim's Scepter over Force Staff, which provides a similar effect for much less gold.
  • So Proud of You: He acts like a doting parent to Crystal Maiden. Though not mentioned in either of their backstories, it's implied they used to be friends while Crystal Maiden was training under an ice wizard.
    Tusk, dying to Crystal Maiden, proudly: "Isn't she something."
  • Summon Magic: Frozen Sigil, which summons a controllable sigil.
  • Transformation Is a Free Action: Tusk and any allies that are within a Snowball are invulnerable for the duration of the delay and the roll, which can last for a minimum of 3 seconds (excluding the rollout). Snowball is actually less used to roll into the enemy, and is more often (ab)used for its free invulnerability to dodge certain abilities.
  • Weak, but Skilled: Throughout the game the main focus of Tusk is not necessarily to deal damage, but to provide utility. His abilities fall into the category which do not simply disable, deal damage or heal by an amount, but introduce often unique concepts which, if utilised correctly, can provide almost infinite amount of utility. It's the concept of the hero that makes him strong, not necessarily the numbers: Ice Shards can create an impassable terrain and Snowball can help your team dodge almost any ability or at the very least make the teammate untargetable for the duration of the negative effect, while adding to mobility. A well used Snowball can save your whole team from a strong AoE damage/post-effect. Similarly, blocking half of the enemy team with well placed Ice Shards, so that they have to take the long way around to get into the fight can be considered a long disable. Some concepts in Dota are so strong that they will always find their way to be relevant. Tusk is an embodiment of that.
  • Written Sound Effect: WALRUS PUNCH! appears above the target, taking up most of the screen if it was the last hit.
  • You Will Not Evade Me: Besides being a very powerful initiator, Tusk can also pursue enemies over long distances or prevent them from escaping.
    • Ice Shards can block escape paths for up to 5 seconds upon impact. Used properly it can also lock in enemies within the barrier, forcing them to move backwards to escape.
    • Snowball allows Tusk and any allies to home in on a fleeing target, gaining additional speed with every additional person in the snowball. And once the snowball does connect, it stuns the target, stopping it in its tracks.
    • Frozen Sigil has flying movement, so it can be moved fairly easily to place its slow debuff on enemies, hampering their ability to run away.
    • Walrus PUNCH! not only disables the target by sending it flying, but the following slow also prevents the victim from running away reliably.

    Vrogros, the Underlord 

  • Adaptation Name Change: In the original DotA, Underlord was given the hero title "Pit Lord". As Pit Lords are a race of demons in Warcraft, it was changed for copyright reasons, initially into "Pyre Lord" according to the Bastion announcer pack, then to "Abyssal Underlord" before settling on the current "Underlord". His name, likewise, was changed from Azgalor to Vrogros as Azgalor is the name of a character in Warcraft lore.
  • An Axe to Grind: He wields a bizarre haftless axe.
  • Death from Above: Firestorm calls down a rain of fire on a target area.
  • Dynamic Entry: Dark Rift, Underlord's ultimate ability, allows him to teleport himself and nearby heroes to any allied non-hero unit or structure, meaning that he can potentially drop an entire team on the enemy's doorstep.
  • Magic Knight: Underlord has one of the highest Intelligence and Intelligence growths amongst non-Intelligence heroes, and his contribution in teamfights depend largely on his AoE skills.
  • Our Centaurs Are Different: His design is rather centaur-like.
  • Playing with Fire: Firestorm, which drops a rain of fire on an area.
  • Power Limiter: Atrophy Aura cuts a portion of all nearby enemies' base damage.
  • Sickly Green Glow: Firestorm has a sickly green tint to it.

    Undying, the Almighty Dirge 
http://static.tvtropes.org/pmwiki/pub/images/Undying_3224.png
Voiced by: Fred Tatasciore
"How long has it been since he lost his name? The torn ruin of his mind no longer knows. Dimly he recalls armor and banners and grim-faced kin riding at his side. He remembers a battle: pain and fear as pale hands ripped him from his saddle. He remembers terror as they threw him into the yawning pit of the Dead God alongside his brothers, to hear the Dirge and be consumed into nothingness. In the darkness below, time left them. Thought left them. Sanity left them. Hunger, however, did not. They turned on each other with split fingernails and shattered teeth. Then it came: distant at first, a fragile note at the edge of perception, joined by another, then another, inescapable and unending. The chorus grew into a living wall of sound pulsing in his mind until no other thought survived. With the Dirge consuming him, he opened his arms to the Dead God and welcomed his obliteration. Yet destruction was not what he'd been chosen for. The Dead God demanded war. In the belly of the great nothing, he was granted a new purpose: to spread the Dirge across the land, to rally the sleepless dead against the living. He was to become the Undying, the herald of the Dead God, to rise and fall and rise again whenever his body failed him. To trudge on through death unending, that the Dirge might never end."

  • Animate Dead/Clown-Car Grave/Mook Maker/Night of the Living Mooks: Tombstone summons a tombstone which spawns zombies near every enemy unit within range until it expires.
  • Brain Food: As a zombie, he does have a taste for brains.
  • Brown Note: The Dirge.
    • Loud of War: Most combat sounds easily drown in his roars during killsprees, so it must be incredibly loud to the combatants.
  • Came Back Wrong
  • Cool Helmet
  • Damage-Increasing Debuff: When he uses Flesh Golem, Undying gains a Plague Aura that slows all enemy units and amplifies the damage they take. It increases in effectiveness the closer Undying is to a target, so simply standing next to an enemy allows Undying's teammates to focus them down alarmingly quickly.
  • Dead Weight: When Flesh Golem is active, Undying becomes one of the biggest and heaviest heroes in the game, rivalled only by Tiny, Treant Protector and Pudge.
  • Death of a Thousand Cuts: Undying's main source of damage comes from Tombstone zombies, which don't hit very hard but are extremely numerous.
  • Deceased and Diseased
  • Dem Bones: The Immortal Pale Mausoleum reskins the Tombstone Zombies into skeletons.
  • Disc One Nuke: Decay is incredibly powerful starting with level 1, easily reducing some heroes to 300 maximum HP with a couple casts, while buffing Undying's health and damage to mid-game values. The early multi-target utility of Decay makes it a phenomonal ability versus tri-lanes, growing Undying to almost unkillable size, while making his enemies easy pick offs.
  • Finishing Move: Tombstone zombies get a huge stats boost when they are chasing low HP heroes.
  • Friendly Fireproof: Soul Rip, which drains health from all units near the target, friendly or enemy, is notably one of the very few aversions in Dota (although this damage is minuscule and isn't lethal).
  • From Nobody to Nightmare: From (probably) a regular soldier to the leader of an undead army.
  • Genius Bruiser: Undying was originally an Intelligence hero, and was changed to be a Strength hero. He has the highest base Intelligence of all non-INT heroes, to the point where there are only two Intelligence heroes that beat him (Dark Seer and Jakiro). He also has the second-highest INT growth of Strength heroes, and beats out most Agility heroes except Sniper as well. His Intelligence is even higher than his Strength throughout the game.
  • God of Evil: The Dead God.
  • Glowing Eyelights of Undeath
  • Herd-Hitting Attack: Undying is all about taking advantage of huge crowds of friends and foes. Decay increases significantly in power as the enemy group up since it allows Undying to steal up to 20 Strength at a time, while Soul Rip increases linearly in power the more units there are in its area of effect. Tombstone will summon a Zombie for every enemy within its radius so it's highly effective if placed among a large concentration of enemies, and give Undying the numbers he needs to make Soul Rip work.
  • Ineffectual Loner: Undying's skills do not work well without allies: Decay's Strength drain is powerful but the actual damage inflicted is very minimal, and he basically relies on allies to go and finish the job, or at least inflict the harassment that will leave enemies on low health when their strength is returned; Tombstone needs to be combined with a lockdown to prevent enemies from destroying it or quickly running away before many zombies can spawn, while Soul Rip needs many nearby units (most of the time zombies) to become truly powerful.
  • Kevlard: Undying physically grows larger as he accumulates Decay stacks.
  • King Mook
  • Large and in Charge: He is gigantic when compared to his zombies - and to most heroes as well.
  • Life Drain/Your Soul Is Mine: Decay and Soul Rip.
  • Meaningful Rename
  • Meta Guy: Sort of. His voice work is full of shout outs and joke lines, though these very rarely ever play in a match or are Dummied Out.
  • Mighty Glacier: Early game, Decay is one of the most powerful level 1 spells in the game, able to sap 76 max HP from each enemy hero and give them to Undying for a whopping 40 seconds, while Soul Rip combined with enough Tombstone zombies is one of the most powerful nukes in the game...
  • Monster Lord: The herald and army leader for the Dead God.
  • No Sell: Tombstone zombies are immune to everything but auto-attacks, preventing them from being easily wiped out by area nukes.
  • Our Zombies Are Different: He eats flesh, decays, but is sentient and serves the Dead God.
  • Piñata Enemy: The Tombstone has a fairly substantial bounty. Bad Tombstone usage can thus provide an easy source of free farm for enemies.
  • Run or Die: Usually what the enemy has to resort to if they cannot kill Undying in a certain amount of time. The longer Undying stays alive (whether it's in a teamfight or when the enemy tries to gank him), the more often he can cast Decay and Soul Rip to keep himself alive, and the more zombies will pile up from Tombstone. After a certain point, Undying can simply turn on the enemy and annihilate them with Soul Rip while the zombies pin them down and prevent them from escaping. It's not uncommon for three-man ganks against Undying in the early game to turn into a Triple Kill for Undying if he plays his cards right.
  • Shout-Out: To Left 4 Dead with how he calls some of his allies: Hunternote , Chargernote , Spitternote , and Jockeynote , which leaves himself to be the Tank.
    • His various hero kill lines also make reference to L4D and L4D2 maps, such as Dead Air (whenever killing a flying hero) and Dark Carnival (when killing Alchemist).
    • Another one to Left 4 Dead:
    Undying: "Wards here!"
  • Sickly Green Glow: Decay and Soul Rip.
  • Spam Attack: At max levels, Decay drops down to a cooldown of 4 seconds, while Soul Rip has a cooldown of 6. With a large enough mana pool and a big enough pool of units under Soul Rip's radius (more often than not zombies from Tombstone), Undying can steal an absurd amount of Strength, and drop 480 HP nukes/heals every 6 seconds.
  • Stone Wall: Late game, the damage from Decay falls off hard, and Undying's atrocious Agility means that he'll hit very slowly with his right-clicks, though zombies are still annoying, and Flesh Golem still works well. His late game is all about tanking and auras, with a little bit of utility thrown in. He wants to cause maximum disruption and survive as long as possible to help inflict damage.
  • Super Mode: His ultimate, Flesh Golemnote .
  • Throat Light: The cosmetic Immortal Tombstone Pale Mausoleum is shaped like a skull, with glowing green eyes and mouth.
    • Red Eyes, Take Warning: The Golden Pale Mausoleum, a golden variation of the Pale Mausoleum, glows red instead of green.
  • Trademark Favorite Food: He has a thing for "gummy" vitamins in some joke lines.
  • Vampiric Draining:
    • Decay drains Strength from enemy heroes and gives it to Undying.
    • Soul Rip takes a small amount of health from every unit in a huge area and channels it into a burst of heal for an ally or damage for an enemy.
    • Flesh Golem will heal Undying for a percentage of his maximum HP if an enemy dies under his Plague Aura.
  • Walking Wasteland: His ultimate has this effect on the environment.
  • Why Won't You Die?: Flesh Golem heals a percentage of his maximum health for every enemy unit that dies nearby, and Soul Rip has a 6 second cooldown, allowing him to heal himself for large amounts of health constantly if there are multiple units active (on top of Decay increasing his maximum health for each stack). This means that fights against Undying quickly get out of control if anyone dies next to him, or too many zombies stack up.
  • Zerg Rush: Tombstone zombies are individually weak but spawn very fast and are extremely numerous. Notably, Tombstone zombies will always outnumber the enemy's own Zerg Rush since it spawns 1 zombie next to every single enemy unit in its radius, repeatedly.

    Ostarion, the Wraith King (formerly the Skeleton King
http://static.tvtropes.org/pmwiki/pub/images/wraith_king_1652.png
Voiced by: Dave Fennoy (both Skeleton King and Wraith King)
For untold years, King Ostarion built a kingdom from the remains of his enemies. It was an obsessive's errand, done to pass the long eternities of a monarchy that seemed fated never to end. He believed that as long as he built up the towers of his palace, he could not die. But eventually he learned that he had been deluded...that bone itself could perish. Deeply mistrustful of flesh, he sought a more permanent way of extending his reign, and at last settled on pursuit of wraith energy, a form of pure spirit given off by certain dark souls at death. Should he infuse himself with Wraith Essence, he thought he might create a body as luminous and eternal as his ego. On the millennial solstice known as Wraith-Night, he submitted to a rite of transformation, compelling his subjects to harvest enough souls to fuel his ambition for immortality. No one knows how many of his champions died, for the only survivor who mattered was the Wraith King who rose with the sun on the following morn. Now he rarely spends a moment on his glowing throne—but strides out with sword drawn, demanding a fealty that extends far beyond death.

Ostarion the Wraith King is a melee hero who can withstand massive damage and quickly recover from his injuries. His narrow but useful skillset means that he can carry a team to victory, or utilize his passive aura and powerful stun to act as a durable support and initiator. His only damaging spell, Wraithfire Blast, has Wraith King hurl a ball of ghostly fire at a foe, damaging and stunning a foe, then slowing them while dealing minor damage over time. The rest of his abilities focus on increasing his damage output and survivability - Vampiric Aura is an aura that grants nearby allies bonus lifesteal, and Mortal Strike adds a bonus critical chance to Wraith King's normal attacks. His most powerful and iconic ability is his ultimate, Reincarnation. If Wraith King has enough mana, he will automatically resurrect after dying, simultaneously slowing every enemy nearby, turning the tables on any pretenders to Wraith King's throne. With Aghanim's Scepter, he can delay the death of his allies and himself for 5 seconds, allowing them to use their abilities and attack their enemies.

  • Achilles' Heel: Wraith King's ultimate will not trigger if he doesn't have enough mana for it. This means that he actually requires at least a certain amount of planning to ensure that he doesn't cast Wraithfire Blast too many times, and that mana draining abilities can neutralize Reincarnation.
    • Difficult but Awesome: Or he can purposefully use up the mana to avoid setting off Reincarnation's extremely long cooldown if it can't help his current situation.
  • Animated Armor: To a degree, his armor is actual physical armor as opposed to being a part of him as with most ghostly warriors, which is shown in his Reincarnation animation, as he "dies" and it scatters, only for the parts to rearrange themselves back into position and for him to come back.
  • Art Evolution: He used to be known as Ostarion the Skeleton King, and his old model was an animated skeleton. In the Wraith-Night event, Skeleton King became Wraith King, with a new model and slightly modified ability effects.
  • Ascended Meme: On purchasing a Divine Rapier, he'll mention that he is "BALLING OUT OF CONTROL!", a reference to the infamous "CAPS LOCK LEORIC" guide. And yes, it is in all caps in the subtitles.
    • He also pledges to HELP HIS WEAK AND PUNY ALLIES when he can.
    • Finally, when he buys the Armlet of Mordiggian (which is a core item in any Wraith King build), he says "I NOW HAVE ALL THE SEXY" .
  • Authority Equals Asskicking
  • Auto-Revive: His signature ability, Reincarnation, revives Wraith King at full health and mana after 3 seconds, as long as he had the minimum mana cost for it upon his first death.
  • Back from the Dead: Both in his backstory and as an in-game ability!
  • Badass Beard
  • Badass Cape: A torn one.
  • Blessed with Suck: He was initially turned into a skeleton as a side-effect of a longevity spell. Then he realized that his bones were also rotting away and had to find a better form for himself, becoming the Wraith King.
  • BFS: One of the unlockables gives him an even bigger sword broken in half.
  • Boring but Practical: He has only one active skill, Wraithfire Blast, and is basically "baby's first carry", often resulting in jokes that Wraith King players only need two fingers to play the Hero.
  • Captain Ersatz: From 2011 to 2013, he was an animated skeleton known as Skeleton King, referencing King Leoric from Diablo. For legal reasons, he was changed in December 2013 to Wraith King, and received a new model and lines to go with it.
  • Captain Obvious: Played for Laughs. He decides to grant Chaos Knight a... very obvious title:
  • Cool Sword: His default sword is shaped like half a bone, kept from his old Skeleton King days.
  • Critical Hit: Mortal Strike gives Wraith King a chance to deal up to three times his regular damage with a 15% chance on each attack.
  • Critical Hit Class: Mortal Strike is arguably the second most powerful critical strike ability in the game (beat by Phantom Assassin's ultimate and tied with Juggernaut's Blade Dancenote ). This allows Wraith King to scale very well with damage items without having to build a Daedalus.
  • Cursed with Awesome
  • Disc One Nuke: Wraithfire Blast is the strongest single-target stun at level 1, with 2 seconds of stun, followed by 2 seconds of 20% slow and 80 damage, with a 525 cast range. It's very easy to rack up a ton of early game kills with Wraithfire Blast so long as you are active on the map and keep your mana pool up.
  • Evil Overlord
  • Final Boss: In the Wraith-Night event.
  • Gameplay and Story Integration: His new backstory as Wraith King makes direct reference to the in-game Wraith Night event, a tower defense-style departure from the norm where players would fend off waves of enemies in the name of collecting souls to resurrect the Skeleton King (who had previously been removed from the game "for pressing ceremonial purposes") as Wraith King.
  • Hell Fire: When Ostarion was Skeleton King, Wraithfire Blast used to be Hellfire Blast, which seared an enemy with hellfire instead of spectral fire. The Blistering Shade Immortal item gives him back this old ability.
  • Jack-of-All-Stats:
    • In the case of another carry, they would usually purchase items that synergize well with their abilities, or cover for their intrinsic shortfalls, and still adhere to a certain play style. However, this is not the case with Wraith King, since, despite his simplistic array of abilities, he has a lifesteal, crit, and reliable stun all without having to buy items. This allows Wraith King to diversify greatly and buy whatever items suit the situation, or even be played as a support/utility hero if one so desires.
    • Wraith King can be played as either a safe lane farmer, taking advantage of his passives to become a carry that is really hard to kill; or a support, using Wraithfire Blast's strong stun to roam and get kills all around the map, initiating a teamfight with the massive slow from Reincarnation, and transitioning to the late game as a semi-carry with Mortal Strike.
  • The Juggernaut: After he gets some items and levels, his great combat power combined with Auto-Revive ultimate make him this.
    • With Divine Rapier, he takes this Up to Eleven. Divine Rapier gives a 330 damage boost to attacks (by far and beyond the highest in the game), at the cost that it drops when the holder dies and can be picked up by an enemy. However, it does not drop when Ostarion dies and is reincarnated. On top of that, it has excellent synergy with his other two passives, turning his Mortal Strikes decidedly more mortal, and making him even harder to kill in the first place because his Vampiric Aura heals him for enormous amounts of health from the ridiculous damage he's dishing out. BALLING OUT OF CONTROL? Absolutely.
  • Large and in Charge: He is much taller than most heroes.
  • Large Ham
  • The Leader: When played right, Wraith King is both a very dangerous foe himself, and a Massive threat with a team, He specializes in fighting alongside other physical-damage dealers, and leading the charge, dying, walking it off, then leading the charge again anyway.
  • Life Drain: Vampiric Aura, which has a uniquely visible "Draining" effect on him on top of the usual green lines.
  • Living on Borrowed Time: After Wraith King gets Aghanim's Scepter, allies near him when killed become Wraiths for 7 seconds, delaying their death. They can continue to attack, cast, use items,... until the duration ends.
  • Meaningful Name: Ostarion's name is derived from the Greek word for bone, "osteon".
  • Mighty Glacier: By the time Ostarion reaches Level 16, he becomes a pain to kill, yet can easily do so to his opponents. His primary weakness however is his rather low movement speed that allows easy kiting if he doesn't have the mana for Wraithfire Blast.
  • Not the Intended Use: Despite technically being a carry, Wraith King has lots of useful abilities, especially Vampiric Aura, which actually allows him to be built as a support should one desire.
  • Our Ghosts Are Different
  • Playing with Fire: Wraithfire Blast sears an enemy with spectral fire.
  • Rated M for Manly: Thanks to Memetic Mutation, he's regarded as this, and when he was updated, quite a few of his new lines are quite fitting for the manliest hero without testicles.
  • Resurrective Immortality: His ultimate, Reincarnation.
  • Royals Who Actually Do Something
  • Sadistic Choice: A farmed Wraith King with his ultimate ready is this for the other team. They can kill the Wraith King first, but suffer the massive slow from Reincarnation which the other team can capitalize on. Or they can ignore the Wraith King and try to kill his teammates first, but risk letting the Wraith King tear them apart. However, if Wraith King is not farmed, he can simply be ignored in favor of the enemy team, and be killed later once his slow is no longer a threat.
  • Scenery Gorn/Shadowland: His kingdom was described as being made of bones.
  • Schmuck Bait: Reincarnation can be used as this, baiting enemies into what seems to be a near-dead carry, only for him to come back, and his team to descend on the would-be ambusher.
  • Self-Destructive Charge: Wraith King is sometimes played as an initiator, suicidally blinking into the enemy team and letting them kill him to set off the massive slow from Reincarnation.
  • Shoulders of Doom: He has a shoulder guard on his right shoulder.
  • Shout-Out: As Skeleton King, he was one to a Diablo character. In the original DotA his name was King Leoric.
  • Sickly Green Glow
  • Spam Attack: Wraithfire Blast has a low cooldown, only 8 seconds, on a 2 second stun followed by another 2 second slow, meaning Wraith King can belt out constant crowd control once he has enough mana to sustain it.
  • Taking You with Me: With Aghanim's Scepter, he and his allies can attack and potentially kill their killer.
  • Testosterone Poisoning: Alongside Axe, he's considered the manliest hero in Dota, a sentiment certainly aided by this guide. After the transformation into the Wraith King, this image became canon.
  • This Is Gonna Suck: He has special reactions for reviving with no allies nearby, which almost all consist of this.
  • Tin Tyrant: His "low violence" skin back in the Skeleton King days.
  • Unholy Matrimony: He's attracted to Queen of Pain. It's not clear if she feels the same way or not.
  • Unskilled, but Strong: His skill set is pretty simple compared to most heroes, but he can do and take enough damage that it doesn't matter.
  • Vampiric Draining: Vampiric Aura allows Wraith King and any nearby allies to restore 30% of whatever damage they deal with their right-clicks. Not only is this the largest lifesteal percentage in the game next to Satanic's active, it also fully works for ranged attacks as well (Vladmir's Offering grants less lifesteal for ranged units than it does for melee ones), and stacks directly with other lifesteal abilities.
  • Why Won't You Die?: At level 16, Wraith King's ultimate will only have a cooldown of one minute. Combined with an Aegis of the Immortal, this means that a Wraith King can revive three times (or more) in quick succession. Additionally, being a Strength hero (meaning very high HP) who already has a passive crit and lifesteal (which stacks with lifesteal from items), he's capable of regenerating absurd amounts of HP even in the middle of a teamfight, making him hard to bring down even without factoring in his ulti. And once you do finally kill him, he stays around for seven more seconds. Watch it in action.

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

http://tvtropes.org/pmwiki/pmwiki.php/Characters/Dota2Strength?from=Characters.Dota2RadiantStrength