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* ArtEvolution: The patch 7.00 update gives him new model.

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* ArtEvolution: The patch 7.00 03 update gives him new model.
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[[quoteright:256:https://hydra-media.cursecdn.com/dota2.gamepedia.com/2/2f/Jakiro_icon.png?version=bc246b0b03775b472c445059eb51b82b]]

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[[quoteright:256:https://hydra-media.cursecdn.com/dota2.gamepedia.com/2/2f/Jakiro_icon.png?version=bc246b0b03775b472c445059eb51b82b]][[quoteright:256:http://static.tvtropes.org/pmwiki/pub/images/jakiro_icon.png]]
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[[quoteright:256:http://static.tvtropes.org/pmwiki/pub/images/Jakiro_3055.png]]

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[[quoteright:256:http://static.tvtropes.org/pmwiki/pub/images/Jakiro_3055.png]][[quoteright:256:https://hydra-media.cursecdn.com/dota2.gamepedia.com/2/2f/Jakiro_icon.png?version=bc246b0b03775b472c445059eb51b82b]]
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* FragileSpeedster: Her base movement speed of 340 is the highest in the game, which means that an Enchantress with no items is still faster than many heroes ''with'' Boots of Speed. However, her base Strength is a measly 16, and her Strength gain per level is 1.3, the lowest in the game, which means she'll go down quickly to burst damage.

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* HumanSnowman: Her Immortal item Yulsaria's Mantle causes any target of ''Frostbite'' to be encased in some kind of snowman.



* HarmlessFreezing: ''Ice Path'' is almost literally this with its very little damage next to the stun. ''Dual Breath'' as well: the ice breath slows the targets, but deals no damage at all. Compounded by the fact that the ice breath is released a bit before the fire breath, meaning that it's possible to walk away unscathed from ''Dual Breath'' if the former hit but the latter did not.

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* HarmlessFreezing: ''Ice Path'' is almost literally this with its deals very little damage next to the stun. ''Dual Breath'' as well: the ice breath slows the targets, but deals no damage at all. Compounded by the fact that the ice breath is released a bit before the fire breath, meaning that it's possible to walk away unscathed from ''Dual Breath'' if the former hit but the latter did not.



* LimitBreak: Lina's passive, ''Fiery Soul'', ramps up her attack and movement speed the more spells she casts. This allows her to actually deal a surprising amount of physical damage for an Intelligence support, letting her build physical damage items such as Daedalus.

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* LimitBreak: MagicKnight: Lina's passive, ''Fiery Soul'', ramps up her attack and movement speed the more spells she casts. This allows her to actually deal a surprising amount of physical damage for an Intelligence support, letting her build physical damage hero, so right-click items such as Daedalus. like Desolator aren't uncommon on her.

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* CounterAttack: If Bane has purchased an Aghanim's Scepter, any enemy who tries to land physical right-clicks on Bane while he channels ''Fiend's Grip'' will be hit with ''Nightmare''.



* JackOfAllStats: Unusually, Bane has completely even stats and stat growth, starting off with 22 points in each category, then gaining 2.1 points with each level.

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* JackOfAllStats: Unusually, Bane has completely even stats and stat growth, starting off with 22 points in each category, then gaining 2.1 4 points with each level.



-->'''Bane (after killing Anti-Mage)''': [[http://hydra-images.cursecdn.com/dota2.gamepedia.com/a/a0/Bane_rival_11.mp3 I must have reminded him of someone he hated!]][[note]]Magebane is a playable character in [=HoN=], and is a rough equivalent of Anti-Mage[[/note]]

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-->'''Bane (after killing Anti-Mage)''': [[http://hydra-images.cursecdn.com/dota2.gamepedia.com/a/a0/Bane_rival_11.mp3 I must have reminded him of someone he hated!]][[note]]Magebane hated!]] [[note]]Magebane is a playable character in [=HoN=], and is a rough equivalent of Anti-Mage[[/note]]Anti-Mage.[[/note]]



* CoolHorse

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* CoolHorseCoolHorse: It's... a bat.



* WeaksauceWeakness: While Chen's creeps can be quite powerful in the right hands, they can become easy prey against abilities that can instantly kill creeps. This means that Chen can become helpless against Hand of Midas, Doom's ''Devour'', Clinkz's ''Death Pact'' (which actually helps Clinkz in this case since the bonus he gains is proportional to the target's current HP, which can be augmented due to ''Holy Persuasion'''s HP bonus), Enigma's ''Demonic Conversion'', and so on. This weakness can be alleviated by getting Aghanim's Scepter, since Ancient creeps are immune to all of these abilities except for Lifestealer's ''Infest'' and a talented ''Devour''.

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* WeaksauceWeakness: While Chen's creeps can be quite powerful in the right hands, they can become easy prey against abilities that can instantly kill creeps. This means that Chen can become helpless against Hand of Midas, Doom's ''Devour'', Clinkz's ''Death Pact'' (which actually helps Clinkz in this case since the bonus he gains is proportional to the target's current HP, which can be augmented due to ''Holy Persuasion'''s HP bonus), bonus and talent), Enigma's ''Demonic Conversion'', and so on. This weakness can be alleviated by getting Aghanim's Scepter, since Ancient creeps are immune to all of these abilities except for Lifestealer's ''Infest'' and a talented ''Devour''.



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

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

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** Potentially also a CovertPervert moment as well. After all, she's asking what Sven looks like under his armor... DoesThisRemindYouOfAnythingDoesThisRemindYouOfAnything?



* WhatTheHellPlayer: In her Announcer pack, she will call out the player if they pick either Lina (her hated sister), or Lich (fellow ice user that she dislikes)

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* WhatTheHellPlayer: In her Announcer pack, she will call out the player if they pick either Lina (her hated sister), or Lich (fellow ice user that she dislikes)dislikes).



-->'''Dark Seer (gaining a level):''' [[http://dota2.gamepedia.com/images/e/e6/Dkseer_level_07.mp3 "Did my head just get pointier?"]]

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-->'''Dark --> '''Dark Seer (gaining a level):''' [[http://dota2.gamepedia.com/images/e/e6/Dkseer_level_07.mp3 "Did my head just get pointier?"]]



-->Vacuum cooldown rescaled from 28.0 seconds to 28 seconds

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-->Vacuum --> Vacuum cooldown rescaled from 28.0 seconds to 28 seconds



* SupportPartyMember: Dark Seer has one of the lowest damage outputs in the game: his right-click is extremely weak, ''Vacuum'' deals almost no damage, while ''Ion Shell'' is very unreliable against heroes. However, his kit offers so much utility and versatility that he's valuable in almost any situation possible.

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* SupportPartyMember: Dark Seer has one of the lowest damage outputs in the game: his right-click is extremely weak, weak (although funnily, he as 120 damage talent), ''Vacuum'' deals almost no damage, while ''Ion Shell'' is very unreliable against heroes. However, his kit offers so much utility and versatility that he's valuable in almost any situation possible.



* SpamAttack: With his level 25 talent, ''Poison Touch'' delay is only 1 second, letting him to peppers his enemy with this.




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* JustForPun: Which raptor? This raptor.




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* DelayedExplosion: ''EMP'' takes 2.9 seconds after casting to activate. Because of this, a good setup skill, usually ''Tornado'', is essential for Invoker to land a good ''EMP''.

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* DelayedExplosion: ''EMP'' takes 2.9 some seconds after casting to activate. Because of this, a good setup skill, usually ''Tornado'', is essential for Invoker to land a good ''EMP''.



** ''Sun Strike'' is this, amongst Invoker's spells. It deals spread out damage over a small area and has a long delay (1,7 seconds), forcing players to predict their victim's movement and assure that no creep wave will come to shield him. But good ''Sun Strike''s can be used to snipe enemies from pretty much everywhere on the map, even near the fountain where they think they're safe.

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** ''Sun Strike'' is this, amongst Invoker's spells. It deals spread out damage over a small area and has a long delay (1,7 seconds), delay, forcing players to predict their victim's movement and assure that no creep wave will come to shield him. But good ''Sun Strike''s can be used to snipe enemies from pretty much everywhere on the map, even near the fountain where they think they're safe.



* IHaveManyNames: Acquired from all the ages he's lived.

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* IHaveManyNames: Acquired from all the ages he's lived.lived, but his name of power is... CARL.



-->''The Sol Apex Incantation, forgotten for over nine thousand years, promised its caster the chance to touch the sun, bathe in its blinding glory, and harness its most scalding wrath. Only one would dare be so bold.''

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-->''The --> ''The Sol Apex Incantation, forgotten for [[MemeticMutation over nine thousand thousand]] years, promised its caster the chance to touch the sun, bathe in its blinding glory, and harness its most scalding wrath. Only one would dare be so bold.''




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* ArtEvolution: The patch 7.00 update gives him new model.




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--> '''When denying:''' [[http://dota2.gamepedia.com/images/0/06/Keep_deny_12.mp3 Get off my lawn...eh, what's a lawn?]]

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--> '''When denying:''' [[http://dota2.gamepedia.com/images/0/06/Keep_deny_12.mp3 Get off my lawn... eh, what's a lawn?]]



* SuperMode: Ezalor's ultimate, ''Spirit Form'', doesn't boost any of his stats, but instead it grants him access to two new abilities, and upgrades his main damage nuke.

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* SuperMode: Ezalor's ultimate, ''Spirit Form'', doesn't boost any of his stats, but instead it grants him access to two new abilities, and upgrades his main damage nuke. With Aghanim's Scepter, this is permanent.




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-->''If necessary, the Tormented Soul can manipulate space time itself, ravaging lesser beings.''

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-->''If --> ''If necessary, the Tormented Soul can manipulate space time itself, ravaging lesser beings.''




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* StandardStatusEffects: Besides his nuking power, all of Lich's active spells serve to slow the enemy's attack and movement speed. An enemy hero under the effects of the debuffs from ''Frost Blast'', ''Ice Armor'' and ''Chain Frost'' will have their movement speed slowed by 90% (which is more than enough to guarantee minimum movement speed) and attack speed by 60 (more than a Shiva's Guard).

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* StandardStatusEffects: Besides his nuking power, all of Lich's active spells serve to slow the enemy's attack and movement speed. An enemy hero under the effects of the debuffs from ''Frost Blast'', ''Ice Armor'' and ''Chain Frost'' will have their movement speed slowed by 90% (which is more than enough to guarantee minimum movement speed) and attack speed by 60 (more than a Shiva's Guard). His level 25 talent even gives him a free Eyes of Skadi!



* WeaksauceWeakness: There are two ways to counter ''Chain Frost'': Either walk into a group of allied or neutral creeps, as they will take some of the bounces, or [[RunOrDie run away from any allied units]], which, done fast enough, may mean the spell won't be able to bounce even once. This means that to get the most use out of the ulti, it is necessary to lock down the targets' movement speed and engage in an area without creeps.

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* WeaksauceWeakness: There are two ways to counter ''Chain Frost'': Either either walk into a group of allied or neutral creeps, as they will take some of the bounces, or [[RunOrDie run away from any allied units]], which, done fast enough, may mean the spell won't be able to bounce even once. This means that to get the most use out of the ulti, it is necessary to lock down the targets' movement speed and engage in an area without creeps.




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* LimitBreak: Lina's passive, ''Fiery Soul'', ramps up her attack and movement speed the more spells she casts. This allows her to actually deal a surprising amount of physical damage for an Intelligence support.

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* LimitBreak: Lina's passive, ''Fiery Soul'', ramps up her attack and movement speed the more spells she casts. This allows her to actually deal a surprising amount of physical damage for an Intelligence support.support, letting her build physical damage items such as Daedalus.



-->In the scorched barren of Misrule, Lina learned to manipulate the fiery breath of the Desert Wyrm as a form of entertainment.

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-->In --> In the scorched barren of Misrule, Lina learned to manipulate the fiery breath of the Desert Wyrm as a form of entertainment.




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* BalefulPolymorph: He can do this to his enemies with ''Hex''.

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* BalefulPolymorph: He can do this to his enemies with ''Hex''.''Hex'', turning them to a frog.



--> '''Lion:''' [[http://dota2.gamepedia.com/images/4/4a/Lion_respawn_01.mp3 "I've been to hell and back, and back to hell…and back."]]
* TranquilFury: For a guy who mentions a lot about wrath and vengeance in his lines, he's quite heldback when he speaks.

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--> '''Lion:''' [[http://dota2.gamepedia.com/images/4/4a/Lion_respawn_01.mp3 "I've been to hell and back, and back to hell…and hell… and back."]]
* TranquilFury: For a guy who mentions a lot about wrath and vengeance in his lines, he's quite heldback held back when he speaks.
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Death Prophet is a hero whose skills allow her to rapidly push lanes and destroy towers, although she's no slouch in fights either. With her first spell, ''Crypt Swarm'', Death Prophet sends out a wave of bats which deals burst damage to enemies it hits. This spell is one of her pushing tools, as it allows her to damage an entire creep wave, but it's also good against enemy heroes. ''Silence'', her second skill, inflicts silence on enemies inside of a circular area of effect, which is useful against enemy casters in teamfights. ''Spirit Siphon'', Death Prophet's third skill, slows a target and drains a percentage of their health to heal Death Prophet. The spell can amass multiple charges, allowing it to be cast several times in a row to extend its duration or affect multiple targets. Finally, Death Prophet's powerful ultimate ability, ''Exorcism'', is her best tool for pushing and teamfighting. This spell summons a huge swarm of ghosts which attack nearby targets, dealing physical damage. The large number of spirits will rapidly tear down enemy heroes in a fight, but the spell is especially useful at pushing since unlike most spells, the ghosts can damage buildings. Through good use of these powerful abilities, the Death Prophet can ensure that her visions of her enemies' demise will come true.



* FortuneTeller: Specifically, she fortells death for others. She eventually decided to try find out about her own death.

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* FortuneTeller: Specifically, she fortells foretells death for others. She eventually decided to try find out about her own death.
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Lich is a hero most often played as a support, as he does not require many items to reach his full potential. His first spell, ''Frost Blast'', strikes a target with cold, damaging and slowing them while inflicting lesser damage to nearby units, useful for ganking or harassing foes. With his second spell, ''Ice Armor'', Lich grants a buff to an ally, increasing their armor and slowing down any enemy who tries to attack them. This spell can greatly increase the survivability of a hero or building. One of Lich's signature skills is ''Sacrifice'', which instantly kills an allied creep and converts their health into mana. This spell has great utility, as it can deny gold and experience from enemies, grants the Lich bonus experience for himself, refills his mana, and can help control the creep line's position during the laning phase. Finally, his ultimate, ''Chain Frost'', summons a powerful ball of ice which flies towards an enemy, dealing great damage and slowing them. It then bounces between nearby enemies, potentially dealing massive damage to several foes if timed properly. With this arsenal of freezing spells, Lich can chill any foe to the bone.
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* EvilIsDeathlyCold

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* EvilIsDeathlyColdEvilIsDeathlyCold: He's the heat death of the universe. It's kind of hard to be more of this trope than Kaldr.

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** This is augmented by the fact that ''Spell Steal'' can pierce spell immunity, meaning that even if Enigma activates BKB or Glimmer Cape (which in the case of the latter is still vulnerable to detection), Rubick can still steal it in the 4 second channeling time. Similar principles apply for other spell immunity piercing abilities such as Vengeful Spirit's ''Nether Swap'', Beastmaster's ''Primal Roar'', Clockwerk's ''Hookshot'', and so on. In fact, the only real way for Enigma to be completely safe while channeling his ultimate is to either purchase a Linken's Sphere on top of the BKB or Glimmer Cape, or catch all enemy heroes who can interrupt him through spell immunity.

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** This is augmented by the fact that ''Spell Steal'' can pierce spell immunity, meaning that even if Enigma activates BKB or Glimmer Cape (which in the case of the latter is still vulnerable to detection), Rubick can still steal it in the 4 second channeling time. Similar principles apply for other spell immunity piercing abilities such as Vengeful Spirit's ''Nether Swap'', Beastmaster's ''Primal Roar'', Clockwerk's ''Hookshot'', and so on. In fact, the only real way for Enigma to be completely safe while channeling his ultimate is to either purchase a Linken's Sphere on top of the BKB or Glimmer Cape, or catch all enemy heroes who can interrupt him through spell immunity.immunity; even if he [[CrazyPrepared purchases a Linken's Sphere on top of Black King Bar and/or Glimmer Cape]], he can still be interrupted by abilities like ''Reverse Polarity'', ''Hookshot'', and ''Berserker's Call''.



* TooAwesomeToUse: ''Black Hole'' has '''the''' longest cooldown in the game, 3 minutes at the minimum (beaten only by Bloodstone's active ''Pocket Deny'', Wraith King's level 1 ''Reincarnation'', and only tying with some level 1 ultimates which then become even shorter as they're leveled). This means that Enigma players will frequently be forced to die without casting their ''Black Hole'' because they need it for a major teamfight. It isn't uncommon for an Enigma to build single-target disable items just so that they have an option outside of ''Malefice'', or a Refresher Orb to effectively reduce the cooldown to a maximum of 160 seconds after casting.

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* TooAwesomeToUse: ''Black Hole'' has '''the''' longest cooldown in the game, 3 minutes at the minimum (beaten only by Bloodstone's active ''Pocket Deny'', Wraith King's level 1 ''Reincarnation'', and only tying with some level 1 ultimates which then become even shorter as they're leveled). This means that Enigma players will frequently be forced to die without casting their ''Black Hole'' because they need it for a major teamfight. It isn't uncommon for an Enigma to build single-target disable items just so that they have an option outside of ''Malefice'', or a Refresher Orb to effectively reduce the cooldown to a maximum of 160 seconds after casting.''Malefice''.



** AnIcePerson: ''Quas'' provides extra HP regen while active, and increases the duration and intensity of the debuffs of his spells.
** ShockAndAwe[=/=]BlowYouAway: ''Wex'' grants extra attack and movement speed while active, and buffs his spells' range or area of effect.
** PlayingWithFire: ''Exort'' increases attack damage while active, and Exort-based spells tend to focus on raw damage.

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** AnIcePerson: ''Quas'' ''[[AnIcePerson Quas]]'' provides extra HP regen while active, and increases the duration and intensity of the debuffs of his spells.
** ShockAndAwe[=/=]BlowYouAway: ''Wex'' (a combination of ShockAndAwe and BlowYouAway) grants extra attack and movement speed while active, and buffs his spells' range or area of effect.
** PlayingWithFire: ''Exort'' ''[[PlayingWithFire Exort]]'' increases attack damage while active, and Exort-based spells tend to focus on raw damage.



* FinalBoss: A super beefed-up Invoker served as the final boss for the 2017 Dark Moon event.



* JackOfAllStats: Because of his massive stock of spells, Invoker can be built to fill almost any utility role that his team needs, whether it's ''Quas-Wex'' for crowd control, ''Wex-Exort'' for pushing and damage output, or ''Quas-Exort'' for single-target damage and pickoffs.

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* JackOfAllStats: JackOfAllTrades: Because of his massive stock of spells, Invoker can be built to fill almost any utility role that his team needs, whether it's ''Quas-Wex'' for crowd control, ''Wex-Exort'' for pushing and damage output, or ''Quas-Exort'' for single-target damage and pickoffs.



* TornadoMove: ''Tornado'' throws a tornado at the enemy in a straight line, disabling them for a certain amount of time (however many ''Quas'' levels you have). It has an absurdly long range if you level ''Wex'' enough (well beyond visual range starting at 4 levels).

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* TornadoMove: ''Tornado'' throws a tornado at the enemy in a straight line, disabling them for a certain amount of time (however many (based on Invoker's ''Quas'' levels you have).level). It has an absurdly long range if you level ''Wex'' enough (well beyond visual range starting at 4 levels).



* TeleportInterdiction: ''Recall'' will fail if the target hero takes player damage during the delay, or if [=KotL=] is killed before the spell can be completed.

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* TeleportInterdiction: ''Recall'' will fail if the target hero takes player damage during the delay, or if [=KotL=] Ezalor is killed before the spell can be completed.

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* MeaningfulName: Sounds quite a bit like "colder", in fitting with his theme.



* NoNameGiven: He was once known as Jin'zakk in the original [=DotA=], but that name was removed when he's included in 2.

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* NoNameGiven: He was once known as Jin'zakk in the original [=DotA=], but that name was removed when he's included in 2.he was ported to Dota 2 due to copyright.


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* ShoutOut: Jakiro's original lore, which described it as having been found gnawing on the roots of the World Tree, was one to the Nidhoggr of Myth/NorseMythology.

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* ShoutOut: To ''WesternAnimation/SpongebobSquarepants'' of all things with one of his [[MajorInjuryUnderreaction death quotes]]:
--> '''Chen''': [[https://hydra-media.cursecdn.com/dota2.gamepedia.com/6/61/Chen_death_08.mp3 My leg!]]



* WeaksauceWeakness: While Chen's creeps can be quite powerful in the right hands, they can become easy prey against abilities that can instantly kill creeps. This means that Chen can become helpless against Hand of Midas, Doom's ''Devour'', Clinkz's ''Death Pact'' (which actually helps Clinkz in this case since the bonus he gains is proportional to the target's current HP, which can be augmented due to ''Holy Persuasion'''s HP bonus), Enigma's ''Demonic Conversion'', and so on. This weakness can be alleviated by getting Aghanim's Scepter, since Ancient creeps are immune to all of these abilities except for Lifestealer's ''Infest''.

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* WeaksauceWeakness: While Chen's creeps can be quite powerful in the right hands, they can become easy prey against abilities that can instantly kill creeps. This means that Chen can become helpless against Hand of Midas, Doom's ''Devour'', Clinkz's ''Death Pact'' (which actually helps Clinkz in this case since the bonus he gains is proportional to the target's current HP, which can be augmented due to ''Holy Persuasion'''s HP bonus), Enigma's ''Demonic Conversion'', and so on. This weakness can be alleviated by getting Aghanim's Scepter, since Ancient creeps are immune to all of these abilities except for Lifestealer's ''Infest''.''Infest'' and a talented ''Devour''.

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* StoneWall: After he gets Aghanim's Scepter, Chen can control even Ancient creeps with ''Holy Persuasion''. Though by the time window when he can afford it, they can't do much damage anymore, they are still very hard to kill thanks to their huge HP pool (2300 for the Black Dragon and the Granite Golem, 1700 for the Thunderhide) and spell immunity.

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* StoneWall: After he gets Aghanim's Scepter, Chen can control even Ancient creeps with ''Holy Persuasion''. Though by the time window when he can afford it, they can't do much damage anymore, they (except for the Prowlers) are still very hard to kill thanks to their huge HP pool (2300 for the Black Dragon and the Granite Golem, 1700 for the Thunderhide) and spell immunity.magic resistance.



* BlackMage

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* BlackMageBlackMage: All of her spells are offensive to some degree.



* CantCatchUp: Like Pugna, Jakiro is one of the least hard carries in the game - because he has a mediocre right-click and his spells don't scale very well in actual damage, he falls off hard around the 25-30 minute mark, so usually he has to end the game before that point.



** CantCatchUp: Like Pugna, Jakiro is one of the least hard carries in the game - because he has a mediocre right-click and his spells don't scale very well in actual damage, he falls off hard around the 25-30 minute mark, so usually he has to end the game before that point.



* BlindedByTheLight[=/=]TemporaryBlindness: ''Blinding Light'' temporarily blinds the affected enemies, causing them to miss 80% of their attacks for 5 seconds.

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* BlindedByTheLight[=/=]TemporaryBlindness: BlindedByTheLight: ''Blinding Light'' temporarily blinds the affected enemies, causing them to miss 80% of their attacks for 5 seconds.its targets with light.



** WhiteStallion



* RobeAndWizardHat

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* RobeAndWizardHatRobeAndWizardHat: His outfit.



* TemporaryBlindness: ''Blinding Light'' temporarily blinds the affected enemies, causing them to miss 80% of their attacks for 5 seconds.



* WhiteStallion: His default mode is a white horse.



* ShoutOut: He's named after a MagicTheGathering character, and his ''Diabolic Edict'' spell was named after a [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=397522 spell]] from the same.

to:

* ShoutOut: He's named after a MagicTheGathering TabletopGame/MagicTheGathering character, and his ''Diabolic Edict'' spell was named after a [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=397522 spell]] from the same.



* [[EvilCounterpart Good Counterpart]]: To Lion; they are two of the very first heroes in the game (since version 0.60), both are fearsome nukers with an ultimate capable of dealing massive damage to a single target. Compared to Lion, Lina is a better carry, has higher damage output and scales better to the late game, but needs more levels and isn't as good of a disabler.

to:

* [[EvilCounterpart Good Counterpart]]: To Lion; they EvilCounterpart: Lion is one to Lina. Both are two of the very first heroes in the game (since version 0.60), both are 60) and fearsome nukers with an ultimate capable of dealing massive damage to a single target. Compared to Lion, Lina is a better carry, has higher damage output and scales better to the late game, but needs more levels and isn't as good of a disabler.



* [[TheRightHandOfDoom The Left Hand of Doom]]: The demon's hand.



* OneHitPolykill[=/=]SplashDamageAbuse: Due to his ultimate becoming an [=AoE=] targeted spell if an Aghanim's Scepter is purchased, a good grouping spell such as Magnus' ''Reverse Polarity'' or Dark Seer's ''Vacuum'' can allow you to drop your nuke on multiple enemy heroes at once, to say nothing of the short cooldown.


Added DiffLines:

* SplashDamageAbuse: Due to his ultimate becoming an [=AoE=] targeted spell if an Aghanim's Scepter is purchased, a good grouping spell such as Magnus' ''Reverse Polarity'' or Dark Seer's ''Vacuum'' can allow you to drop your nuke on multiple enemy heroes at once, to say nothing of the short cooldown.

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* KillItWithFire: His right-click attack and three of his four abilities are fire-based. The one that doesn't directly uses fire drenches foes in napalm (which he can then light on fire).



* MadBomber: Batrider seems to be one judging from his responses when he uses his abilities or kills an enemy hero:
-->'''Batrider:''' ''[[http://dota2.gamepedia.com/3/3d/Bat_kill_03.mp3 Roasted, toasted and burned to a crisp.]]''



* PlayingWithFire: His right-click attack and three of his four abilities are fire-based. The one that doesn't directly uses fire drenches foes in napalm.

to:

* PlayingWithFire: His right-click attack and three of {{Pyromaniac}}: Batrider seems to be one judging from his four responses when he uses his abilities are fire-based. The one that doesn't directly uses fire drenches foes in napalm.or kills an enemy hero:
-->'''Batrider:''' ''[[http://dota2.gamepedia.com/3/3d/Bat_kill_03.mp3 Roasted, toasted and burned to a crisp.]]''



* ZettaiRyouiki: Her stockings don't quite cover all of the leg, leaving a bit of exposed skin near the top.



* LinearWarriorsQuadraticWizards: Played straight with Invoker, making it an inversion to how the trope is often played in Dota. He is one of the best scaling nukers in the game: while most nukers start off powerful, peak at level 16 with a level 3 ultimate (and Aghanim's Scepter if applicable) and then start to fall off as their damage stops scaling, Invoker's spells scale with levels of his orbs all the way from level 1 to level 25, making him extremely level-dependent but allowing him to remain useful into the late game.

to:

* LinearWarriorsQuadraticWizards: Played straight with Invoker, making it an inversion to how the trope is often played in Dota. He is one of the best scaling nukers in the game: while most nukers start off powerful, peak at level 16 18 with a level 3 ultimate (and Aghanim's Scepter if applicable) and then start to fall off as their damage stops scaling, Invoker's spells scale with levels of his orbs all the way from level 1 to level 25, making him extremely level-dependent but allowing him to remain useful into the late game.

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* LinearWarriorsQuadraticWizards: Played straight with Invoker, making it an inversion to how the trope is often played in Dota. He is one of the best scaling nukers in the game: while most nukers start off powerful, peak at level 16 with a level 3 ultimate (and Aghanim's Scepter if applicable) and then start to fall off as their damage stops scaling, Invoker's spells scale with levels of his orbs all the way from level 2 until level 25, making him extremely level-dependent but allowing him to remain useful into the late game.

to:

* LinearWarriorsQuadraticWizards: Played straight with Invoker, making it an inversion to how the trope is often played in Dota. He is one of the best scaling nukers in the game: while most nukers start off powerful, peak at level 16 with a level 3 ultimate (and Aghanim's Scepter if applicable) and then start to fall off as their damage stops scaling, Invoker's spells scale with levels of his orbs all the way from level 2 until 1 to level 25, making him extremely level-dependent but allowing him to remain useful into the late game.



* NonStandardSkillLearning: Unlike any other hero in the game, Invoker cannot directly learn his various spells via leveling up; he must first skill the necessary reagents for the spell, then ''Invoke'' them in the correct order to temporarily gain access to that skill. He's also the only hero in the game whose ultimate has 4 levels, one of which is automatically learnt at level 1 without requiring a skill point.

to:

* NonStandardSkillLearning: Unlike any other hero in the game, Invoker cannot directly learn his various spells via leveling up; he must first skill the necessary reagents for the spell, then ''Invoke'' them in the correct order to temporarily gain access to that skill. He's also the Additionally, ''Invoke'' only hero in the game whose ultimate has 4 levels, one of which level and is known automatically learnt at level 1 without requiring a skill point.1, making it more of an innate ability than an actual ultimate.



* SomeDexterityRequired: Managing Invoker's spells before level 16 can be (comparatively) straightforward once you learn which reagents are required for certain spells, since there's still at least a 12 second cooldown on ''Invoke'', giving you plenty of time to think about what spell you need next. Once you hit level 16 (or grab an Aghanim's Scepter or Octarine Core after level 11) though, you can essentially barrage the enemy with every single spell you have, since the cooldown on ''Invoke'' shortens down to 5 seconds or less, meaning that you have to be quick with your thinking and key presses in order to make the most of it.

to:

* SomeDexterityRequired: Managing Invoker's spells before level 16 getting Aghanim's Scepter can be (comparatively) straightforward once you learn which reagents are required for certain spells, since there's still at least a 12 6 second cooldown on ''Invoke'', giving you plenty of time to think about what spell you need next. Once you hit level 16 (or grab an Aghanim's Scepter or (and maybe an Octarine Core after level 11) Core) though, you can essentially barrage the enemy with every single spell you have, since the cooldown on ''Invoke'' shortens down drops to 5 seconds or less, 2 seconds, meaning that you have to be quick with your thinking and key presses in order to make the most of it.



* GoMadFromTheRevelation

to:

* GoMadFromTheRevelationGoMadFromTheRevelation: Trying to decipher the meaning of existence led to him discovering ThingsManWasNotMeantToKnow, leading to this.



* ShoutOut: He's named after a MagicTheGathering character.

to:

* ShoutOut: He's named after a MagicTheGathering character.character, and his ''Diabolic Edict'' spell was named after a [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=397522 spell]] from the same.



* FingerPokeOfDoom: ''Finger of Death''
* FinishingMove: ''Finger of Death'' is often used this way.

to:

* FingerPokeOfDoom: ''Finger of Death''
* FinishingMove: ''Finger of Death'' is often used this way. However, because doing so can waste a lot of the spell's damage and because Lion doesn't scale very well with items, it's generally considered AwesomeButImpractical.



* {{Gonk}}

to:

* {{Gonk}}{{Gonk}}: The demonoplasty certainly didn't improve his looks.

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* DifficultButAwesome: ''Shallow Grave'' can be a very powerful spell when used correctly, but using it well is much harder said than done. Holding it for too long or being too far away can result in an ally dying before Dazzle can save them, but casting it too early can result in the spell being wasted (and potentially the ally dying anyway). Leveling up ''Shallow Grave'' allows Dazzle to cast it more often and from longer range, giving him more room for error, but the effect remains the same, and taking it early on results in Dazzle's other spells being less effective.

to:

* DifficultButAwesome: ''Shallow Grave'' can be a very powerful spell when used correctly, but using it well is much harder easier said than done. Holding it for too long or being too far away can result in an ally dying before Dazzle can save them, but casting it too early can result in the spell being wasted (and potentially the ally dying anyway). Leveling up ''Shallow Grave'' allows Dazzle to cast it more often and from longer range, giving him more room for error, but the effect remains the same, and taking it early on results in Dazzle's other spells being less effective.



** It is possible for Enigma to solo Roshan with his Eidolons, but it takes a good amount of micromanagement and shifting aggro around as neither Enigma nor his Eidolons can stand up to repeated hits, as well as fast enough fingers to cast ''Demonic Conversion'' on an Eidolon before it expires.



* MultipleHeadCase: Both heads appear to think individually, and they seem to get along well.

to:

* MultipleHeadCase: Both heads appear to think individually, and they seem to get along well. However, they're still not above occasionally bickering among themselves.



* AmbitionIsEvil: Lion's ambition led to him making a deal with a demon, and one thing led to another from there.



* FaceHeelTurn
* FallenHero

to:

* FaceHeelTurn
FaceHeelTurn: Once a respected archmage, now an EvilSorcerer.
* FallenHeroFallenHero: Remember, kids: when a demon offers to [[DealWithTheDevil make a deal with you]], just say no.

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* AdpatationSpeciesChange: Was a troll in [=DotA=], but now can only be described as "the same species as Huskar". Implied to still be a troll however, do to comparisons with Troll Warlord.

to:

* AdpatationSpeciesChange: AdaptationSpeciesChange: Was a troll in [=DotA=], but now can only be described as "the same species as Huskar". Implied to still be a some form of troll however, do due to comparisons with Troll Warlord.



* DifficultButAwesome: ''Shallow Grave'' can be a very powerful spell when used correctly, but using it well is much harder said than done. Holding it for too long or being too far away can result in an ally dying before Dazzle can save them, but casting it too early can result in the spell being wasted (and potentially the ally dying anyway). Leveling up ''Shallow Grave'' allows Dazzle to cast it more often and from longer range, giving him more room for error, but the effect remains the same, and taking it early on results in Dazzle's other spells being less effective.



* HerdHittingAttack: Inverted and played straight with ''Shadow Wave''. Since each allied unit that is not Dazzle himself can inflict up to 140 Physical damage in an area around themselves when hit with the spell, the damage can be applied multiple times, meaning that if 8 friendly units are standing next to an enemy, that enemy can potentially take up to '''''840 Physical damage''' from a single cast'', before even factoring in ''Weave''. And since it's an [=AoE=] spell, this damage can potentially be applied to multiple enemies, every 6 seconds.
* LastChanceHitPoint: ''Shallow Grave'' places a 5 second buff on an ally that prevents their HP from going below 1. There are only three ways for a target to die under ''Shallow Grave'': being hit by Axe's ''Culling Blade'', activating ''Suicide Squad, Attack!'' as Techies, or denying yourself with Bloodstone.

to:

* HerdHittingAttack: Inverted and played straight with ''Shadow Wave''. Since each allied unit that is not Dazzle himself healed can inflict up to 140 Physical damage in an area around themselves when hit with the spell, the damage can be applied multiple times, meaning that if Dazzle and 8 friendly units are standing next to an enemy, that enemy can potentially take up to '''''840 '''''980 Physical damage''' from a single cast'', cast'' (1400 with the appropriate talent), before even factoring in ''Weave''. And since it's an [=AoE=] spell, this damage can potentially be applied to multiple enemies, every 6 seconds.
* LastChanceHitPoint: ''Shallow Grave'' places a 5 second buff on an ally that prevents their HP from going below 1. There are only three two ways for a target to die under ''Shallow Grave'': being hit by Axe's ''Culling Blade'', activating ''Suicide Squad, Attack!'' as Techies, or Blade'' and denying yourself with Bloodstone.



* MutualDisadvantage: Against Axe. On one hand, Axe is the only hero in the game that can forcibly ignore Dazzle's ''Shallow Grave'' with his ultimate ''Culling Blade''. On the other hand, Dazzle can crush Axe in the lane, and Axe is very susceptible to ''Shadow Wave'' because of his playstyle, which involves blinking or rushing into a group of enemies and pin them down with ''Berserker's Call'' - the perfect opportunity for a ''Shadow Wave''. ''Weave'' also hurts Axe hard, as it boosts enemy armor, weakening ''Counter Helix'', while reducing his armor, which really hurts a tanky hero like him. In a game with both Axe and Dazzle, Axe can't aggro out a lane and Dazzle has to juggle more variables in mid-late game team fights. Axe has to jungle or even safe/mid and starts being a bully much later then he would like to. However if Axe safely jungles a Blink Dagger then it's tough for Dazzle, so he doesn't straight up win because his kit becomes slightly diminished in that scenario for nought. A well played Axe can make Dazzle useless and a well played Dazzle can really make Axe cry.

to:

* MutualDisadvantage: Against Axe. On one hand, Axe is the only hero in the game that can forcibly ignore Dazzle's ''Shallow Grave'' with his ultimate ''Culling Blade''.Blade'', and as a SquishyWizard, Dazzle does not enjoy being caught by ''Berserker's Call'' and ''Counter Helix''. On the other hand, Dazzle can crush Axe in the lane, and Axe is very susceptible to ''Shadow Wave'' because of his playstyle, which involves blinking or rushing into a group of enemies and pin them down with ''Berserker's Call'' - the perfect opportunity for a ''Shadow Wave''. ''Weave'' also hurts Axe hard, as it boosts enemy armor, weakening ''Counter Helix'', while reducing his armor, which really hurts a tanky hero like him. In a game with both Axe and Dazzle, Axe can't aggro out a lane and Dazzle has to juggle more variables in mid-late game team fights. Axe has to jungle or even safe/mid and starts being a bully much later then he would like to. However if Axe safely jungles a Blink Dagger then it's tough for Dazzle, so he doesn't straight up win because his kit becomes slightly diminished in that scenario for nought. A well played Axe can make Dazzle useless and a well played Dazzle can really make Axe cry.



* BlackMage: Except for ''Ghost Walk'' and ''Alacrity'', 8 out of Invoker's 10 spells are offensive to some degree.

to:

* BlackMage: Except for ''Ghost Walk'' and ''Alacrity'', 8 out of Invoker's 10 spells are offensive to some degree.degree, and even then, ''Alacrity'' is an offensive buff.

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* GenderBlenderName: In Myth/GreekMythology, Atropos was a female name.

to:

* GenderBlenderName: In Myth/GreekMythology, Atropos was a female name. While it's hard to pin down what gender something like [[EldritchAbomination Bane]] would be, he's referred to with male pronouns in his bio.



* ArtEvolution: Received a new hero model in 7.00 with a more well-defined figure.



** Subverted in that for the most part, actual combos aren't really difficult to land, especially when compared to say, Pudge. Most of them just consist of "Shoot these two skills right after eachother at the same location", such as his bread-and-butter combos of each build.

to:

** Subverted in that However, for the most part, his actual combos aren't really very difficult to land, especially when compared to say, Pudge. abilities such as Mirana's ''Sarcred Arrow''. Most of them just consist of "Shoot these two skills right after eachother each other at the same location", such as his bread-and-butter combos of each build.build. The difficulty lies in memorizing the combinations for the spells and being able to reliably ''Invoke'' them while under pressure from the enemy.



** AnIcePerson: ''Quas'' grants bonus strength and provides extra HP regen while active, and increases the duration and intensity of the debuffs of his spells.
** ShockAndAwe[=/=]BlowYouAway: ''Wex'' grants bonus agility and provides extra attack and movement speed while active, and buffs his spell's range or area of effect.
** PlayingWithFire: ''Exort'' grants bonus intelligence and provides extra damage while active, and tends to focus on raw damage.

to:

** AnIcePerson: ''Quas'' grants bonus strength and provides extra HP regen while active, and increases the duration and intensity of the debuffs of his spells.
** ShockAndAwe[=/=]BlowYouAway: ''Wex'' grants bonus agility and provides extra attack and movement speed while active, and buffs his spell's spells' range or area of effect.
** PlayingWithFire: ''Exort'' grants bonus intelligence and provides extra increases attack damage while active, and tends Exort-based spells tend to focus on raw damage.



* KnowNothingKnowItAll: Despite his constant claims of being ''the'' smartest, his actual intelligence is unremarkable, largely getting by through memorization -- and even that can fail if you fuck up the spell combinations.

to:

* KnowNothingKnowItAll: Despite his constant claims of being ''the'' smartest, his actual intelligence is unremarkable, largely getting by through memorization -- and even that can fail if you fuck mess up the spell combinations.



* PlanarShockwave: When all elements are at least level 7 (either at level 24 or less with Aghanim's Scepter), ''Deafening Blast'' becomes a massive circular explosion.

to:

* PlanarShockwave: When all elements are at least With one of his level 7 (either at level 24 or less with Aghanim's Scepter), 25 talents, ''Deafening Blast'' becomes a massive circular explosion.



* SquishyWizard[=/=]GlassCannon: On top of his relatively mediocre Strength and Agility gain, Invoker is incapable of getting attribute bonuses since each of his three reagents can be leveled 7 times, and his ultimate 4 (other heroes level their three abilities 4 times each and their ultimate 3 times, with 10 levels left over for stats). This means that despite each reagent passively giving him stat bonuses each time they're leveled, at level 25 he has three less stat levels than every other hero, which adds up.
** Interestingly, though, this also makes Invoker stronger early-game if the proper reagents are leveled, since each reagent level gives him a small stat bonus in that category. An Invoker who maxes out ''Quas'' as his primary reagent can be surprisingly tanky since he'll have the equivalent of seven Strength stat bonuses before level 15, which is the first level at which most other heroes start leveling stats.

to:

* SquishyWizard[=/=]GlassCannon: On top SquishyWizard: While Invoker has the second highest Intelligence growth in the game and a very wide array of spells, his relatively mediocre Strength and Agility gain, Invoker is incapable of getting attribute bonuses since each of his three reagents can be leveled 7 times, and his ultimate 4 (other heroes level their three abilities 4 times each and their ultimate 3 times, with 10 are both fairly lacking. He could counteract this in older patches by taking levels left over for stats). This means that despite each reagent passively giving in Quas, as it used to give him stat bonuses each time they're leveled, at level 25 he has three less stat levels than every other hero, which adds up.
** Interestingly, though, this also makes Invoker stronger early-game if the proper reagents are leveled, since each reagent level gives him a small stat
bonus in that category. An Invoker who maxes out ''Quas'' as his primary reagent can be surprisingly tanky since he'll have the equivalent of seven Strength stat bonuses before level 15, which is the first level at which most other heroes start leveling stats.per level.



* SummonMagic: ''Forge Spirits'' summons a minion to fight alongside you. Having more than four levels in both ''Quas'' and ''Exort'' will summon two of them instead of one.

to:

* SummonMagic: ''Forge Spirits'' summons a minion to fight alongside you. Having more than four levels in both ''Quas'' and ''Exort'' With the appropriate level 15 talent, Invoker will summon two of them instead of one.



** NatureIsNotNice: He represents the complete indifference of nature.

to:

** * NatureIsNotNice: He represents the complete indifference of nature.



* ActionGirl: Of both sides, her nukes and auto-attack can be very potent killing tools, so Lina can sometimes do carry roles.

to:

* ActionGirl: Of On both sides, her no less. Her nukes and auto-attack can be very potent killing tools, so Lina can sometimes do carry roles.

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* AdaptationSpeciesChange: Was a troll in Dota 1, but changed to an unidentified species for Dota 2, though he still bears a strong resemblance to a troll.

to:

* AdaptationSpeciesChange: Was a troll in Dota 1, [=DotA=], but changed to an unidentified species for Dota 2, though he still bears a strong resemblance to a troll.



* ExplosionPropulsion: Enemies hit by ''Flamebreak'' are ministunned and knocked out from the point of impact.

to:

* DelayedExplosion: The ''Flamebreak'' grenade takes time to reach its target point, meaning that Batrider has to aim it carefully lest its knockback effect accidentally saves the enemy.
* ExplosionPropulsion: Enemies hit by ''Flamebreak'' are ministunned and knocked out from the point of impact.



* AdpatationSpeciesChange: Was a troll in Dota 1, but now can only be described as "the same species as Huskar". Implied to still be a troll however, do to comparisons with Troll Warlord.

to:

* AdpatationSpeciesChange: Was a troll in Dota 1, [=DotA=], but now can only be described as "the same species as Huskar". Implied to still be a troll however, do to comparisons with Troll Warlord.



* CentauroidForm: Her lower half is that of a doe.



* NatureHero[=/=]NatureSpirit: Aiushtha herself as well as her ''Nature's Attendants''.

to:

* NatureHero[=/=]NatureSpirit: NatureSpirit: Aiushtha herself as well as her ''Nature's Attendants''.



* OurCentaursAreDifferent: Her lower half is that of a doe.



* AnimeHair: Two of Invoker's Immortals, the Magus Apex and the second style of the Dark Artistry Hair, big manes of spiky, blond, glowing, gravity-defying hair.

to:

* AnimeHair: Two of Invoker's Immortals, the Magus Apex and the second style of the Dark Artistry Hair, Hair (which is implicitly based on the Magus Apex), big manes of spiky, blond, glowing, gravity-defying hair.



* PaletteSwap: The cosmetic Forged Spirit [[https://dota2.gamepedia.com/File:Cosmetic_icon_Sentinel_of_the_Blackguard_Magus.png Sentinel of the Blackguard Magus]] bears more than a passing resemblance to Ancient Apparition.



* ShoutOut: His death animation is very similar to [[Series/DoctorWho timelord regeneration]].

to:

* ShoutOut: ShoutOut:
**
His death animation is very similar to [[Series/DoctorWho timelord regeneration]].



* HumanResources: Lich's ''Sacrifice'' ability allows him to instantly kill a friendly creep and convert a percentage of its current HP into mana for him, as well as converting it into experience for any hero (regardless of team) within the XP gain radius. This means that casting it on a creep while no enemy heroes are nearby will generate mana for him and XP for only friendly heroes. Lich is infamous for being one of the best laning supports in the game because of this ability to guaranteed deny 25% of all gold in a lane just by being there. And played smartly, it can be used to essentially ''steal'' XP from the other team. With enough mana regeneration (or frequent use of ''Sacrifice''), Lich can afford to perpetually cast ''Ice Armor'' on himself and his teammates upon being attacked (albeit with a minor cooldown) with no major downsides, providing a sizable defensive boost for any nearby allies.

to:

* HumanResources: Lich's ''Sacrifice'' ability allows him to instantly kill a friendly creep and convert a percentage of its current HP into mana for him, as well as converting it into experience for any hero (regardless of team) within the XP gain radius. This means that casting it on a creep while no enemy heroes are nearby will generate mana for him and XP for only friendly heroes. Lich is infamous for being one of the best laning supports in the game because of this ability to guaranteed deny 25% of all gold in a lane just by being there. And played smartly, it can be used to essentially ''steal'' XP from the other team. With enough mana regeneration (or frequent use of ''Sacrifice''), Lich can afford to perpetually cast spam ''Ice Armor'' on himself and his teammates upon being attacked (albeit with a minor cooldown) with no major downsides, providing a sizable defensive boost for any nearby allies.

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* AnthropomorphicPersonification: He is the vaguely humanoid embodiment of the heat death of the universe.



* SomeDexterityRequired: Microing Chen? Easy enough. Microing Chen and an army of creeps, all with different abilities, while trying to keep everyone alive and getting maximum mileage out of all those abilities ''and'' keeping an eye on the minimap to decide when to drop ''Hand of God''? Considerably more difficult.

to:

* SomeDexterityRequired: Microing Controlling Chen? Easy enough. Microing Chen and an army of creeps, all with different abilities, while trying to keep everyone alive and getting maximum mileage out of all those abilities ''and'' keeping an eye on the minimap to decide when to drop ''Hand of God''? Considerably more difficult.



* ActionGirl: Even if she's more a bonafide support hero, she has a lot of damaging utilities and might even score a kill if she's not setting it up herself, especially if she's left alone executing ''Freezing Field''.



* ActionGirl: Even if she's more a bonafide support hero, she has a lot of damaging utilities and might even score a kill if she's not setting it up herself, especially if she's left alone executing Freezing Field.



* SupportPartyMember: Dark Seer has one of the lowest damage outputs in the game: his right-click is extremely weak, ''Vacuum'' deals almost no damage, and ''Ion Shell'''s damage quickly falls off mid- and late-game, basically being reduced to a farming tool. However, his kit offers so much utility and versatility that he's valuable in almost any situation possible.

to:

* SupportPartyMember: Dark Seer has one of the lowest damage outputs in the game: his right-click is extremely weak, ''Vacuum'' deals almost no damage, and while ''Ion Shell'''s damage quickly falls off mid- and late-game, basically being reduced to a farming tool.Shell'' is very unreliable against heroes. However, his kit offers so much utility and versatility that he's valuable in almost any situation possible.



* VoodooDoll: The Nothlic Burden Immortal item comes with a doll of Axe, Dazzle's most notable counter.



* PurpleIsTheNewBlack

to:

* PurpleIsTheNewBlackPurpleIsTheNewBlack: He is a living black hole that is purple instead of black for some reason.



* [[AcrophobicBird Acrophobic Dragon]]: In the same vein as Viper, he actually does fly, but is treated as a ground unit in-game.

to:

* [[AcrophobicBird Acrophobic Dragon]]: AcrophobicBird: In the same vein as Viper, he actually does fly, but is treated as a ground unit in-game.



* MutualDisadvantage: Lich has ''no'' control over ''Chain Frost'' after it launches, so unless he has an Aghanim's Scepter, heroes with summoned creeps can take much of the bite off his ultimate by having [[WeHaveReserves much of the damage be taken by them instead]]. On the other hand, after he gets Scepter, it becomes much more difficult to split your minions up, because they can no longer eat the bounces for you.

to:

* MutualDisadvantage: Lich has ''no'' control over ''Chain Frost'' after it launches, so unless he has an Aghanim's Scepter, heroes with summoned creeps or illusions can take much of the bite off his ultimate by having [[WeHaveReserves much of the damage be taken by them instead]]. On the other hand, after he gets Scepter, it becomes much more difficult to split your minions up, because they can no longer eat the bounces for you.

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fixed a wick for a split trope, and removed a slash-example while I'm at it


* StopHelpingMe: ''Tornado'' gives the enemy invincibility for the duration of the spell, and unlike most such effects, hits a large area. Invoker setting up ''his'' combo with ''Tornado'' can often completely screw up everyone else's combo as they drop their stuns and nukes into the ground while their targets are blown above. [[FridgeBrilliance Makes sense considering how self-centered Invoker himself is]].

to:

* StopHelpingMe: ''Tornado'' gives the enemy invincibility for the duration of the spell, and unlike most such effects, hits a large area. Invoker setting up ''his'' combo with ''Tornado'' StatusBuffDispel: Tornado can often completely screw up everyone else's combo as they drop their stuns and nukes into the ground while their targets are blown above. [[FridgeBrilliance Makes sense considering how self-centered Invoker himself is]].remove buffs similar to Eul's Scepter of Divinity.



* TornadoMove[=/=]StatusBuffDispel: ''Tornado'' throws a tornado at the enemy in a straight line, disabling them for a certain amount of time (however many ''Quas'' levels you have). It has an absurdly long range if you level ''Wex'' enough (well beyond visual range starting at 4 levels), and can remove buffs similar to Eul's Scepter of Divinity.

to:

* TornadoMove[=/=]StatusBuffDispel: TornadoMove: ''Tornado'' throws a tornado at the enemy in a straight line, disabling them for a certain amount of time (however many ''Quas'' levels you have). It has an absurdly long range if you level ''Wex'' enough (well beyond visual range starting at 4 levels), levels).
* UnwantedAssistance: ''Tornado'' gives the enemy invincibility for the duration of the spell,
and unlike most such effects, hits a large area. Invoker setting up ''his'' combo with ''Tornado'' can remove buffs similar to Eul's Scepter of Divinity.often completely screw up everyone else's combo as they drop their stuns and nukes into the ground while their targets are blown above. [[FridgeBrilliance Makes sense considering how self-centered Invoker himself is]].

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* SomeDexterityRequired

to:

* SomeDexterityRequiredSomeDexterityRequired: Microing Chen? Easy enough. Microing Chen and an army of creeps, all with different abilities, while trying to keep everyone alive and getting maximum mileage out of all those abilities ''and'' keeping an eye on the minimap to decide when to drop ''Hand of God''? Considerably more difficult.



* SupportPartyMember: Dark Seer has one of the lowest damage outputs in the game: his right-click is extremely weak, ''Vacuum'' deals almost no damage while ''Ion Shell'''s damage quickly fall off mid- and late-game, basically being reduced to a farming tool; but his kit offers so much utility and versatility that he's valuable in almost any situation possible.

to:

* SupportPartyMember: Dark Seer has one of the lowest damage outputs in the game: his right-click is extremely weak, ''Vacuum'' deals almost no damage while damage, and ''Ion Shell'''s damage quickly fall falls off mid- and late-game, basically being reduced to a farming tool; but tool. However, his kit offers so much utility and versatility that he's valuable in almost any situation possible.



* DeathSeeker

to:

* DeathSeekerDeathSeeker: Except, much to her frustration, death ''never sticks''. Which just turns her into an even more determined one and... You get the idea.



* BadassBaritone: One of the heads has a rather deep voice. If in-game lines and MouthFlaps are to be believed, it's the blue one.



* VoiceOfTheLegion: Most of his lines are meant to sound like two people speaking at once.

to:

* VoiceOfTheLegion: Most of his lines are meant to sound like two people speaking at once. Justified because they ''are'' [[SingleMindedTwins two people speaking at once]].


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* RunOrDie: If Lich picks up an Aghanim's Scepter, ''Chain Frost'' never stops bouncing until there's no one left to bounce to - in other words, until the enemy either scatters or gets annihilated. HilarityEnsues if it's thrown at, say, Meepo or Chaos Knight, as the hapless player desperately tries to micro his many units away from each other.
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* GravityIsPurple: The enbodiment of gravity itself. Naturally, he gives off a purple aura.
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* AdpatationSpeciesChnage: Was a troll in Dota 1, but now can only be described as "the same species as Huskar".

to:

* AdpatationSpeciesChnage: AdpatationSpeciesChange: Was a troll in Dota 1, but now can only be described as "the same species as Huskar".Huskar". Implied to still be a troll however, do to comparisons with Troll Warlord.
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->'''Voiced by: ''' Creator/JohnStJohn

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->'''Voiced by: ''' Creator/JohnStJohnCreator/JonStJohn

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->'''Voiced by: ''' Dave Fennoy

to:

->'''Voiced by: ''' Dave FennoyCreator/DaveFennoy



* BreathWeapon: His standard attack is his mount spitting {{fireballs}}.

to:

* BreathWeapon: His standard attack is his mount spitting {{fireballs}}. That's right - a fire-breathing bat!



->'''Voiced by: ''' Fred Tatasciore

to:

->'''Voiced by: ''' Fred TatascioreCreator/FredTatasciore



->'''Voiced by: ''' John St. John

to:

->'''Voiced by: ''' John St. JohnCreator/JohnStJohn



->'''Voiced by: ''' Dave Fennoy

to:

->'''Voiced by: ''' Dave FennoyCreator/DaveFennoy



->'''Voiced by: ''' Nolan North

to:

->'''Voiced by: ''' Nolan NorthCreator/NolanNorth



* AnthropomorphicPersonification: Although his backstory is usually interpreted as WasOnceAMan, his in-game dialogue and several other details in his backstory seem to suggest he was a creature similar to Enchantress before his change into the embodiment of nature's dark side.

to:

* AnthropomorphicPersonification: Although his backstory is usually interpreted as WasOnceAMan, his in-game dialogue and several other details in his backstory seem to suggest he was a creature similar to Enchantress before his change into the embodiment of Of nature's dark side.side. Primarily shown in-game through ''Lightning Storm'' and ''Split Earth''.



* WasOnceAMan: Leshrac used to be a normal philosopher before his transformation into the Tormented Soul.

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* EldritchAbomination

to:

* EldritchAbominationEldritchAbomination: Or rather the projection of such a horror.



* AdaptationSpeciesChange: Was a troll in Dota 1, but changed to an unidentified species for Dota 2, though he still bears a strong resemblance to a troll.



* AmbiguouslyHuman: He looks fairly human except for his yellow skin, pointy ears and very ugly face.



* TheArtifact: If you're wondering why Chen is the only "Knight" that isn't a Strength hero, it's because he ''was'' a Strength hero before patch 6.15 reimagined him from a Strength carry that could take over a single wave of creeps as a LimitBreak to a creep-control centered Intelligence sSupport.

to:

* AdaptationSpeciesChange: Was an orc riding a wolf in Dota 1, but changed a human on a odd species of dragon in 2.
* AmbiguouslyBrown
* TheArtifact: If you're wondering why Chen is the only "Knight" that isn't a Strength hero, it's because he ''was'' a Strength hero before patch 6.15 reimagined him from a Strength carry that could take over a single wave of creeps as a LimitBreak to a creep-control centered Intelligence sSupport.support.



* HorseOfADifferentColour: His mount is one of the Locuthi dragons mentioned in his lore.



* WizardBeard

to:

* WizardBeardWizardBeard: Though it's more intended to be a Sun Tzu beard.



* AdpatationSpeciesChnage: Was a troll in Dota 1, but now can only be described as "the same species as Huskar".



* BatOutOfHell: ''Crypt Swarm'' is a swarm of bat-like winged beasts that savage enemies.

to:

* BatOutOfHell: ''Crypt Swarm'' is a swarm of bat-like winged beasts that savage enemies.enemies; creatures from the afterlife according to the fluff text.



* FortuneTeller

to:

* FortuneTellerFortuneTeller: Specifically, she fortells death for others. She eventually decided to try find out about her own death.



* ICannotSelfTerminate

to:

* ICannotSelfTerminateICannotSelfTerminate: Her backstory in a nutshell is that the afterlife booted her out with every attempt she made to enter it.



* EverythingsBetterWithDinosaurs: His stryder resembles a small, armless theropod dinosaur.

to:

* EverythingsBetterWithDinosaurs: His stryder resembles a small, armless theropod dinosaur. One of his cosmetics is an actual dinosaur called "Gwanji the Thunder Lizard".



* LostTechnology
* {{Magitek}}

to:

* LostTechnology
LostTechnology: His electric coils, which are the source of his abilities.
* {{Magitek}}{{Magitek}}: His electric coils.



* ProudWarriorRaceGuy: His people the Oglodi. It is worth noting that all of the currently playable Oglodi (except Lifestealer) were [[OurOrcsAreDifferent orcs]] in the original Warcraft III [=DotA=], another proud warrior race.

to:

* ProudWarriorRaceGuy: His people the Oglodi. Oglodi, though he wasn't a warrior himself. It is worth noting that all of the currently playable Oglodi (except Lifestealer) were [[OurOrcsAreDifferent orcs]] in the original Warcraft III [=DotA=], another proud warrior race.race.
* PsychoElectricEel: One of his cosmetics, which replaces the Stryder with a giant electric eel that somehow grew legs.



* AllLovingHero: Very friendly and perky, even to the most wicked of allies.



* ObfuscatingStupidity

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* ObfuscatingStupidityObfuscatingStupidity: As described in her bio, she's not as carefree as she seems.



* EldritchAbomination

to:

* EldritchAbominationEldritchAbomination: The anthropomorphic personification of gravity and the void, and physically best described as a black hole in human shape.



* MysteriousPast: As befitting of his name.



* AcrophobicBird

to:

* AcrophobicBird[[AcrophobicBird Acrophobic Dragon]]: In the same vein as Viper, he actually does fly, but is treated as a ground unit in-game.



* FireWaterJuxtaposition

to:

* FireWaterJuxtapositionFireWaterJuxtaposition: Ice being solid water, after all.



* OurDragonsAreDifferent: A two headed dragon that breathes ice and fire. Like traditional western dragons he has a [[TreasureRoom lair]] where he hoards his riches.

to:

* OurDragonsAreDifferent: A two headed dragon that breathes ice and fire, but his species is one-headed and breathes either ice or fire. Like traditional western dragons he has a [[TreasureRoom lair]] where he hoards his riches.



* VoiceOfTheLegion: Most of his lines are meant to sound like two people speaking at once.



* CrouchingMoronHiddenBadass[=/=]LetsGetDangerous

to:

* CrouchingMoronHiddenBadass[=/=]LetsGetDangerousCrouchingMoronHiddenBadass[=/=]LetsGetDangerous: Although looking and acting like a stereotypical old coot, Ezalor is really the personification of light, and when danger is afoot, he shows it off.



* MountedCombat

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* MountedCombatMountedCombat: Generally an ordinary white horse, but cosmetic items can chage it to creatures like a reindeer or a unicorn.



* GaiasVengeance: The embodiment of it.



* ChainedByFashion

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* ChainedByFashionChainedByFashion: A leftover from when he was overthrown and tossed into a bottomless pit.



* OurLichesAreDifferent: A sorcerer-tyrant of ice, who was killed untold centuries ago and revived by a curious geomancer.



* PowerFloats: He floats a few inches over ground.

to:

* PointyEars
* PowerFloats: He always floats a few inches over ground.ground.
* PungeonMaster: The vast majority of his lines reference ice, cold, and death.



* SorcerousOverlord

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* SorcerousOverlordSorcerousOverlord: Before he was overthrown.



* {{Expy}}: very obviously to Lina Inverse of Anime/TheSlayers.

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* {{Expy}}: very Very obviously to Lina Inverse of Anime/TheSlayers.''LightNovel/{{Slayers}}''. In fact, in Dota 1, she was mean to be '''the''' Lina Inverse.



* EvilSorcerer

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* EvilSorcererEvilSorcerer: Though he used to be the only good practitioner of his art.



* TheRightHandOfDoom: His demon arm, which is the source of his hideous appearance and ''Finger of Death''.



* TranquilFury: For a guy who mentions a lot about wrath and vengeance in his lines, he's quite heldback when he speaks.



* WasOnceAMan: His background lore makes it clear that he was ''something'' else before his transformation, though it's unclear just dramatic the demonoplasty altered him.

to:

* WasOnceAMan: His background lore makes it clear that he was ''something'' else before his transformation, though it's unclear just how dramatic the demonoplasty "demonoplasty" altered him.
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* LightIsGood

to:

* LightIsGoodLightIsGood: The Keeper is the reason why light exists in the first place, having brought it to the realms after his escape from the fundamental plane. Without the light, the world of Dota 2 would have been nothing but a dark hellscape populated by horrific monsters not unlike the Night Stalker.

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Added DiffLines:

This is part of the [[{{Characters/Dota2}} character sheet]] for ''{{VideoGame/Dota 2}}''. This page contains the '''Intelligence''' heroes that begins with the letter A to M. Please note that this is sorted not by their real names, but their most common moniker, which will be bolded in the folder.

[[center: [- '''Strength''' | [[Characters/Dota2StrengthAToM A -- M]] | [[Characters/Dota2StrengthNToZ N -- Z]]-] ]]
[[center: [- '''Agility''' | [[Characters/Dota2AgilityAToM A -- M]] | [[Characters/Dota2AgilityNToZ N -- Z]]-] ]]
[[center: [- '''''Intelligence''''' | '''A -- M''' | [[Characters/Dota2IntelligenceNToZ N -- Z]]-] ]]
[[center: [- [[Characters/Dota2Neutrals Neutrals]] | [[Characters/Dota2NPCs Others]]-] ]]

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[[foldercontrol]]
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[[folder:Kaldr, the '''Ancient Apparition''']]
[[quoteright:256:http://static.tvtropes.org/pmwiki/pub/images/Ancient_Apparition_354.png]]
[[caption-width-right:256:[-[[http://dota2.gamepedia.com/images/0/0f/Appa_rare_01.mp3 "One day, ice will cover these lands, and it will be as if this war never happened. "]]-] ]]
->'''Voiced by: ''' John Patrick Lowrie
''"Kaldr, the Ancient Apparition, is an image projected from outside time. He springs from the cold, infinite void that both predates the universe and awaits its end. Kaldr is, Kaldr was, Kaldr shall be...and what we perceive, powerful as it appears to us, is but the faintest faded echo of the true, eternal Kaldr. Some believe that as the cosmos ages and approaches its final moments, the brightness and power of Kaldr will also intensify--that the Ancient Apparition will grow younger and stronger as eternity's end draws nigh. His grip of ice will bring all matter to a stop, his image will cast a light too terrible to behold. An Apparition no longer!"''

* AddedAlliterativeAppeal
* {{Bishonen}}: His low violence model's face is quite handsome, inexplicably.
* BlackMage
* BlowYouAway: In their descriptions, ''Ice Vortex'' and ''Chilling Touch'' are both described to manipulate frigid winds.
* DamageIncreasingDebuff: Any enemies caught in an ''Ice Vortex'' receive increased magical damage.
* DeathOfAThousandCuts[=/=]GradualGrinder: While his skills don't seem very damaging, the total amount of damage dealt indirectly through buffs easily goes into 4-digit numbers. ''Chilling Touch'' alone has the potential to deal over 2000 damage, and the anti-healing debuff from ''Ice Blast'' removes a lot of ''potential'' health that could be gained with regeneration, healing and lifesteal.
* DefogOfWar: ''Ice Vortex'' temporarily reveals the area around it.
* EldritchAbomination
* ElementalEmbodiment: Of ice and entropy.
* EvilIsDeathlyCold
* EvilSoundsDeep
* FightingAShadow: It's stated in his backstory that Ancient Apparition is only an image of the true, eternal Kaldr.
* FinishingMove: His ultimate [[LiterallyShatteredLives instakills enemies at low HP]].
* FixedDamageAttack: ''Ice Blast'' is this, in effect. Because hitting an enemy with the ball will cause them to instantly die if they fall below 10% of their HP, the debuff effectively removes 10% of an enemy hero's maximum HP for the duration of the debuff, without factoring in the blast itself or the damage over time.
* GhostlyChill
* HarmlessFreezing: While ''Cold Feet'' does deal damage, it's so insignificant that it's never used as a nuke.
* HumanPopsicle: Victims of ''Cold Feet'' are frozen solid, with icicles protruding from the ice.
* AnIcePerson
* IneffectualLoner: Ancient Apparition's skills don't work very well without allies: ''Cold Feet'' is useless without a setup since enemies can simply run away from it, ''Chilling Touch'' is only powerful when used on many allies, which in turn reduces the effectiveness of ''Ice Vortex'''s magical damage amplification, while ''Ice Blast'', in spite of its very high damage, needs to be followed up with more burst, which AA lacks.
* KillItWithIce
* LeadTheTarget: ''Ice Blast'' requires leading the target, stopping the projectile marker at a certain point, and then waiting for the real projectile to arrive and hit. While difficult to land, it's [[DifficultButAwesome exceptionally powerful when it hits]], easily turning around the outcome of a fight. [[HardModePerks Firing it from a long range]] also increases its area of effect up to a whole screen.
* LiterallyShatteredLives: The final effect of his ultimate.
* PowerFloats
* PowerNullifier: ''Ice Blast'' is infamous as the only spell in the game that prevents the enemy from gaining HP through healing for the duration of the debuff. This counters any direct healing (whether from items like Magic Wand and Mekansm, or abilities like ''Voodoo Restoration'' and ''Purification''), stat changing (switching your Power Treads, toggling Armlet of Mordiggian), and even the fountain. The only ways to stop the HP loss are with spell immunity (which only nullifies the damage over time but cannot remove the debuff), invulnerability and banish (which also only nullifies the damage over time), ''Borrowed Time'' (during which Abaddon will not gain any HP either), damage shields (such as ''Aphotic Shield'' and ''Flame Guard''), all of which are only temporary measures used to wait out the debuff. Only Weaver's ''Time Lapse'' and Terrorblade's ''Sunder'' allow you to actually increase your HP while under the effects of the debuff.
* RedEyesTakeWarning: The Shatterblast Crown Immortal item makes Kaldr's eyes glow red.
* SealedEvilInACan
* SentientCosmicForce: Kaldr is the manifestation of entropy.
* SoftSpokenSadist: Unlike many other heroes in the game who verge on being {{Large Ham}}s, Kaldr is surprisingly reserved in both tone and voice. He never yells, and his voice is soft and deep.
* SpellBlade: ''Chilling Touch'' grants allied heroes in an area bonus magical damage for a set amount of attacks.
* SquishyWizard: One of the squishiest, in order to offset the massive damage his ultimate deals.
* StandardStatusEffects: ''Cold Feet'' freezes slow or unaware enemies that don't leave its radius.
* TimeAbyss: So ancient that the [[PhysicalGod Fundamentals of the Universe]] consider him old.
* YouAreAlreadyDead: Getting frozen by ''Ice Blast'' disables all forms of health regeneration and deals damage over time, making survival of low-HP units impossible without spell immunity or Dazzle's ''Shallow Grave''.
[[/folder]]
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[[folder:Atropos, the '''Bane''' Elemental]]
[[quoteright:256:http://static.tvtropes.org/pmwiki/pub/images/Bane_7280.png]]
[[caption-width-right:256:[-[[http://hydra-images.cursecdn.com/dota2.gamepedia.com/1/1e/Bane_kill_11.mp3 "Shut your eyes, and dream of me."]]-] ]]
->'''Voiced by: ''' David Scully
''"When the gods have nightmares, it is Bane Elemental who brings them. Also known as Atropos, Bane was born from the midnight terrors of the goddess Nyctasha. A force of terror too powerful to be contained by sleep, he surfaced from her slumbers, fed upon her immortality, and stole his vaporous form from her inky blood. He is the essence of fear. Mortals who hear his voice hear their darkest secrets whispered in their ear. He calls to the hidden fear in every Hero's heart. Wakefulness is no protection, for Bane's black blood, continuously dripping, is a tar that traps his enemies in nightmare. In the presence of Bane, every Hero remembers to fear the dark."''

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

* AchillesHeel: While Bane is a great disabler, all his spells are single targeted, making him one of the worst pushers in the game. Bane players are encouraged to build a Necronomicon on him because of this.
* AnthropomorphicPersonification: Of fear and nightmares.
** IKnowWhatYouFear
* ArmorPiercingAttack: ''Fiend's Grip'' can disable and drain an enemy's mana through spell immunity, although it can't damage them. This makes it one of the more powerful disables in the game, since carries often rely on spell immunity in order to avoid being disabled in a teamfight.
* BetterToDieThanBeKilled: ''Nightmare'' can be used to deny an allied Hero from getting killed. He can even do this to himself if his health is exceptionally low.
* BlackBlood: He is continually oozing black blood from various parts of his body, although in this case it's not his own.
* BlackMage: His entire kit consists of nukes and debuffs designed to screw his enemies up as much as possible.
* CombinationAttack: ''Nightmare'''s purpose in a nutshell. As a nuke it's useless (dealing a pitiful 140 Pure damage when maxed), while as a disable it's rather situational, only really useable on a target which your team don't intend to focus down. On the other hand, it's one of the best setup abilities in the game: its long duration gives plenty of time for Bane's teammates to reposition themselves, and if necessary, land a powerful and normally-difficult skillshot (Mirana's ''Sacred Arrow'' being most notable) with zero effort.
* CounterAttack: If Bane has purchased an Aghanim's Scepter, any enemy who tries to land physical right-clicks on Bane while he channels ''Fiend's Grip'' will be hit with ''Nightmare''.
* DarkIsEvil
* DifficultButAwesome: Since all of Bane's abilities are single-target and mechanically very different and unique, good Bane gameplay means that you'll have to know when to cast certain disables and when to hold back. Additionally, the wonky mechanics of ''Nightmare'' (it can be cast on allies, it transfers between targets with right-clicks, and it has a 1-second invulnerability window) mean that it can completely screw over your team if used the wrong way. However, good Bane players can disable two or more enemy Heroes in a teamfight, greatly reduce the effectiveness of carries' right-clicks, and generally make life difficult for the enemy.
* DreamEater[=/=]EmotionEater: ''Brain Sap'' deals Pure damage to a targeted enemy, and heals Bane for the same amount. It always heals Bane for the full amount, no matter how much damage is dealt to the target (for instance, if it's cast on Spectre who has levels in ''Dispersion'' or Slardar with his ''Sprint'' active).
* DreamWeaver: ''Nightmare''. ''Fiend's Grip'', according to the flavor text, literally brings the target's nightmares to life to attack it.
* EldritchAbomination: This monster that was literally born from night terrors and feeds upon fear is as close as it gets.
* EvilLaugh: Very frequently.
-->'''Bane (buying Blink Dagger):''' [[http://hydra-media.cursecdn.com/dota2.gamepedia.com/a/a5/Bane_blink_03.mp3 Blink Dagger-AAUAAAGAUAGAHUAGHAAA]]
* EyelessFace
* ForTheEvulz: His primary motivation.
* GenderBlenderName: In Myth/GreekMythology, Atropos was a female name.
* JackOfAllStats: Unusually, Bane has completely even stats and stat growth, starting off with 22 points in each category, then gaining 2.1 points with each level.
* MadnessMantra: When casting ''Fiend's Grip''.
-->'''Bane:''' [[http://dota2.gamepedia.com/images/d/de/Bane_ability_fiendsgrip_06.mp3 "bane of your existence bane of your existence bane of your existence bane of your existence..."]]
* MercyInvincibility: ''Nightmare'' gives its target invincibility for the first second of the spell, allowing it to be used to dodge abilities. [[http://www.youtube.com/watch?v=KK7TveuvK8k multiple times]].
* MindRape: All of Bane's abilities rely on manipulation of the fear he creates in enemies.
* MultiArmedAndDangerous: He has an extra set of arms extending from his back. The Slumbering Terror Immortal item gives him an additional pair.
* NightmareFace
* OurCentaursAreDifferent: Has a distinctively centaur-like body.
* OurMonstersAreWeird
* PowerBornOfMadness
* PowerFloats: He floats a short distance over the ground.
* PowerLimiter: ''Enfeeble'' reduces the target's attack damage by a certain amount for 20 seconds, and can't be dispelled by anything. What's more, it has a 10 second cooldown so it can be perpetually cast to keep an enemy's damage down, or used to neuter two enemies at once. Used in-lane it can starve your lane opponents of last hits (and experience since you can then easily deny creeps), used in teamfights it can drastically reduce the damage output of the enemy carries.
* PurpleIsTheNewBlack
* PutTheLaughterInSlaughter
* SlasherSmile
* StandardStatusEffects: Specializes in sleep-related disables; ''Nightmare'' renders the target unit unable to move or attack, but any damage will wake them up (as well as transferring the Nightmare to the attacker if it's a right-click). ''Fiend's Grip'', his ultimate, deals huge amounts of damage and cannot be broken unless Bane himself is interrupted. Additionally, allies can attack an enemy under its effect, making it extremely useful for taking down carries and other damage-dealers in the late game.
* ShoutOut[=/=]TakeThat: Towards VideoGame/HeroesOfNewerth in one of his responses.
-->'''Bane (after killing Anti-Mage)''': [[http://hydra-images.cursecdn.com/dota2.gamepedia.com/a/a0/Bane_rival_11.mp3 I must have reminded him of someone he hated!]][[note]]Magebane is a playable character in [=HoN=], and is a rough equivalent of Anti-Mage[[/note]]
* VampiricDraining
** LifeDrain: ''Brain Sap'' deals damage and heals Bane equal to the damage dealt.
** ManaDrain: ''Fiend's Grip'' steals a percentage of the target's maximum mana. Aghanim's Scepter doubles this percentage.
* YourWorstNightmare: His means of attack, and also what he is.
[[/folder]]
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[[folder:'''Batrider''']]
[[quoteright:256:http://static.tvtropes.org/pmwiki/pub/images/Batrider_7410.png]]
[[caption-width-right:256:[-[[http://hydra-media.cursecdn.com/dota2.gamepedia.com/f/f0/Bat_kill_15.mp3 "It's not the bat you gotta worry about... she eats fruit."]]-] ]]
->'''Voiced by: ''' Dave Fennoy
''"There is no such thing as harmony among the creatures of the Yama Raskav Jungle. By bite, or claw, or pincer, or hoof, even the slightest sign of weakness means a swift death. They say the Rider was just a lad cutting chaff in his family's field when he was taken, swept up by a massive morde-bat looking for take-out. But this boy had a better idea, and wriggled his way from his captor's grip, onto the beast's back, and hacked it down with his tools. Emerging from the bloody wreckage and intoxicated by the thrill of flight, the boy realized he'd found his calling. The boy grew, and every summer he'd return to his family's field, often setting out into the bush seeking to reclaim that first thrill of facing death in the form of jaws or a fatal fall. The years went on, but his fire only grew stronger. He studied the overgrowth, plunging deeper with each expedition, until finally he found his way to the caves at the heart of hostility. They say the Rider, on the eve of a scorching summer night, had nothing but a rope, a bottle of liquid courage and a burning determination to feel the skies once more, when he plunged inside..."''

* AdventurerOutfit: The aviator variety.
* AmazingTechnicolorPopulation: His skin is goldenrod-yellow.
* AmbiguouslyHuman: He looks fairly human except for his yellow skin, pointy ears and very ugly face.
* BadassBiker: What his character was obviously modeled after.
* BadassNormal: He has no magical skills whatsoever, all he has is a bat and a seemingly-unlimited supply of fuel.
* BatOutOfHell: His mount.
* BreathWeapon: His standard attack is his mount spitting {{fireballs}}.
* CasanovaWannabe: For a moment he even thinks about hitting on the [[GiantSpider Broodmother]]!
-->'''Batrider:''' ''[[http://dota2.gamepedia.com/images/4/46/Bat_rival_14.mp3 Broodmother, if you weren't already--ugh, never mind!]]''
* CoolHorse
* DamageIncreasingDebuff: ''Sticky Napalm'' increases damage that enemy units take from Batrider over an area, and can scale up to ten times.
* ExplosionPropulsion: Enemies hit by ''Flamebreak'' are ministunned and knocked out from the point of impact.
* JokeCharacter: In pub games, though not to the same level as Io, Batrider has one of the lowest win rates due to his reliance on team co-ordination. He generally needs to heavily coordinate with his team in order to get a successful pick off, which is something that doesn't really exist in pubs (as opposed to someone like Pudge, who can pick off and solo kill most heroes with his combo until the late game). Now until a potato manages to recognise ''Flaming Lasso'' was used, the regular potato will need at least 2 more seconds to understand what to do now. The other thing to consider is that Bat needs a support stacking for his jungle to farm a fast Blink Dagger and that's also not happening outside of higher skill brackets.
* LethalJokeCharacter: In the pros, where everyone is on the same page, and people actually know and trust each other, Batrider is an insane teamfight initiator. ''Flaming Lasso'' provides a utility that is unique, something that no other hero can replace. It's logical that his bad pub winrate stems from people being unable to reach the full potential of the hero, because of the massive difference between pubs and pros. He was constantly one of the top bans/picks in 2 years from 2013 to 2015 in spite of repeatedly getting nerfed, until 6.84's nerf to ''Firefly'' (which makes his jungling slower and delays his Blink Dagger) threw him into the trash can; and it didn't take long for him to reappear in the meta (albeit not as popular as before).
* MadBomber: Batrider seems to be one judging from his responses when he uses his abilities or kills an enemy hero:
-->'''Batrider:''' ''[[http://dota2.gamepedia.com/3/3d/Bat_kill_03.mp3 Roasted, toasted and burned to a crisp.]]''
* MolotovCocktail: ''Flamebreak'' throws a flaming cocktail of dangerous chemicals.
* MoneyMultiplier: ''Firefly'' can deal a total of 840 damage over its duration when maxed, which can be further boosted with ''Sticky Napalm''. Batrider players often use ''Firefly'' to quickly farm stacked jungle camps and get an early Blink Dagger.
* MountedCombat
* NoNameGiven: He was once known as Jin'zakk in the original [=DotA=], but that name was removed when he's included in 2.
* [[NonFatalExplosions Non-Fatal Fire]]: ''Flaming Lasso'', despite being [[CaptainObvious flaming]], doesn't deal any direct damage unless he has Aghanim's Scepter.
* NounVerber
* ObviousRulePatch:
** Players took advantage of ''Sticky Napalm'', a skill that amplifies damage from Batrider on his victims, by building the constant DPS aura item Radiance, which turned Batrider into a real damage-dealer. Apparently Icefrog disagreed, as he proceeded to change ''Sticky Napalm'' so that Radiance could not (normally) trigger the bonus damage any more.
** This also happened on the 6.82 beta test client with Urn of Shadows. As it had its damage type changed from HP Removal to Pure, this affected the way it interacted with ''Sticky Napalm'', allowing each tick to deal 250+ damage, effectively allowing Batrider to deal upwards of 2000 damage with a single Urn of Shadows charge. Thankfully, this was fixed before it was introduced to the main game client.
* PlayingWithFire: His right-click attack and three of his four abilities are fire-based. The one that doesn't directly uses fire drenches foes in napalm.
* SpamAttack: ''Sticky Napalm'', with its short cooldown, low mana cost and stacking effect.
* ThrowDownTheBomblet: His attacks include drenching enemies in napalm and throwing a MolotovCocktail.
* VaporTrail: ''Firefly'' leaves a trail of flames in Batrider's wake.
* WhatADrag: ''Flaming Lasso'' drags any unfortunate victim in Batrider's wake.
[[/folder]]
----
[[folder:'''Chen''', the Holy Knight]]
[[quoteright:256:http://static.tvtropes.org/pmwiki/pub/images/Chen_7691.png]]
[[caption-width-right:256:[-[[http://dota2.gamepedia.com/images/9/94/Chen_rare_02.mp3 "You can learn faith at the end of a sword."]]-] ]]
->'''Voiced by: ''' Eric Newsome
''"Born in the godless Hazhadal Barrens, Chen came of age among the outlaw tribes who eked out an existence in the shimmering heat of the desert. Using an ancient form of animal enthrallment, Chen’s people husbanded the hardy desert locuthi, a stunted species of burrowing dragon that melted desert sands into tubes of glass where twice-a-year rains collected. Always on the edge of starvation and thirst, fighting amongst their neighbors and each other, Chen’s clan made the mistake, one fateful day, of ambushing the wrong caravan. In the vicious battle that followed, Chen’s clan was outmatched. The armored Knights of the Fold made short work of the enthralled locuthi, who attacked and died in waves. With their dragons dead, the tribesmen followed. Chen struggled, and slashed, and clawed, and perished--or would have. Defeated, on his knees, he faced his execution with humility, offering his neck to the blade. Moved by Chen’s obvious courage, the executioner halted his sword. Instead of the blade, Chen was given a choice: death or conversion. Chen took to the faith with a ferocity. He joined the Fold and earned his armor one bloody conversion at a time. Now, with the fanaticism of a convert, and with his powers of animal enthrallment at their peak, he seeks out unbelievers and introduces them to their final reward."''

* TheArtifact: If you're wondering why Chen is the only "Knight" that isn't a Strength hero, it's because he ''was'' a Strength hero before patch 6.15 reimagined him from a Strength carry that could take over a single wave of creeps as a LimitBreak to a creep-control centered Intelligence sSupport.
* TheBeastmaster: He can get creeps, including jungle ones, to follow him with ''Holy Persuasion''.
* CantCatchUp: The whole idea behind picking Chen is to [[InvokedTrope invoke]] this trope on enemy heroes by snowballing your own team with ganks, tower pushes and a fast Rosh. However, if enemies can farm back up, Chen himself can be victim to this trope because of the near-total lack of scaling of his converted creeps.
* ChurchMilitant
* CombatMedic: ''Hand of God'' heals all allied heroes globally, and ''Test of Faith'' teleports allies back to the fountain where they can heal.
* CompellingVoice: Chen's signature skill, ''Holy Persuasion'', converts creeps into his loyal followers.
* ContinuingIsPainful: Because neutral camps are randomly generated, losing all of your jungle creeps generally means that you'll be forced to spend a lot of time to recruit all the creeps you need again.
* CoolHelmet
* CrutchCharacter: Early on, Chen and his creeps can gank enemy heroes and push down towers with ease - when most heroes haven't finished their core items yet, a single converted big creep can be nearly as powerful as themselves, and it's hard to resist a tower dive from Chen in this stage. However, the longer the game goes on, the less effective Chen becomes - ''Test of Faith'' and ''Hand of God'' lose impact as enemies get more HP and damage items, while his creeps, which don't scale at all (aside from a HP boost from ''Holy Persuasion'', which is almost always maxed at level 7), will be dying left and right because their HP are too low to survive teamfights, though this is alleviated somewhat by ''Penitence'' and Aghanim's Scepter, which allows him to convert ancient creeps, mainly for their auras.
* DamageIncreasingDebuff: ''Penitence'' will slow the target down, and inflict a percent of any damage they take as bonus physical damage. It can do wonders if your carry has reliable armor debuff abilities.
* DifficultButAwesome: Chen is one of the most micromanagement-reliant heroes in the game (second only to Meepo and Arc Warden). Not only do you need to have a fairly good knowledge of control groups and a fair amount of prior jungling experience (to say nothing of the micromanagement required to actively use your converted creeps), but a good Chen player also needs to know which neutrals are worth converting, based on their various skills and auras, for specific situations. A good Chen, however, is one of the strongest and most versatile supports in the game, as he can rescue allies from ganks, buff teammates with his various monster auras, disable enemies at just the opportune time, or heal his entire team with his ultimate.
* EliteArmy: Even though Chen's creeps are fairly weak and easily killed, they're generally treated as valuable due to being able to give your team additional capabilities (from disables by the Centaur Conqueror and Dark Troll Summoner, to auras and buffs by the Alpha Wolf and Ogre Frostmage, to nuking power by the Satyr Tormenter and Harpy Stormcrafter). On top of that, losing a creep means not only that you just fed the enemy free gold and experience, but also that you have to go back into the jungle to find a replacement. This can be played straight once he gets an Aghanim's Scepter, which allows him to recruit Ancient creeps, which have no active ability (except for the Thunderhide's ''Slam'' and ''Frenzy'', which are of limited use) but are fairly durable and also possess useful auras for Chen's team.
* FantasticRacism: He's not very fond of Witch Doctor and Shadow Shaman because of their religions.
* FieldPowerEffect: Chen doesn't carry any auras himself, but he can persuade creeps that do, allowing him to grant his team a variety of bonuses.
* FullBoarAction: His default mount is a boar-like creature.
* GlowingEyes
* GreatEscape: Casting ''Test of Faith'' on an allied hero at low health can save them in a situation where they would otherwise die to the enemy.
* HolyHandGrenade: ''Test of Faith'' when cast on an enemy.
* KnightTemplar: Chen believes that his mission is to convert or kill all unbelievers. He himself is a converted infidel who was spared execution due to his conversion.
* LightEmUp: Primarily fights with the power of light.
* LightIsNotGood: He uses holy powers with a light motif, and is also a rather unpleasant zealot.
* MagicStaff
* MindRape: ''Penitence'' slows enemies by testing their resolve.
* MonsterAllies: ''Holy Persuasion'' coverts creeps into Chen's loyal followers.
** TheRemnant: Chen's helpers can still carry on his work and even kill players when he's dead.
* NotTheIntendedUse: "Fountain hooking", an [[ObviousRulePatch old]] strategy that involved Pudge hooking an enemy at the same time that Chen recalls Pudge to the fountain, [[http://www.youtube.com/watch?v=oB0tUrfDz6A dragging the target along for the ride and resulting in a free kill]].
* RandomNumberGod: Various aspects of Chen play revolves around how generous the rolls are to you.
** ''Test of Faith'' deals random Pure damage to an enemy. While Pure damage is nothing to be scoffed at, the variance in damage means that the maximum damage you can do is ''twice'' the amount as if you dealt the minimum damage.
** How well your jungling phase goes can really depend on what camps are spawned every minute, since that will determine the first creep that you convert. For instance, getting an early Wildwing camp can greatly boost your jungling phase since you can use the Wildwing Ripper's ''Tornado'' to quickly clear a large camp that's been stacked a few times.
** Once you get past the laning stage, it can be tricky to get the exact creep that you need for a certain situation, since the only thing that determines which camp will spawn is that it won't be the same as the one that was occupying that camp before. This can be particularly punishing if you lost the Centaur Conqueror that you needed for a reliable 2-second area stun, and none of the camps spawn another Centaur camp for several minutes.
* TheRedMage
* SomeDexterityRequired
* SquishyWizard
* StoneWall: After he gets Aghanim's Scepter, Chen can control even Ancient creeps with ''Holy Persuasion''. Though by the time window when he can afford it, they can't do much damage anymore, they are still very hard to kill thanks to their huge HP pool (2300 for the Black Dragon and the Granite Golem, 1700 for the Thunderhide) and spell immunity.
* TeleportersAndTransporters: ''Test of Faith'''s secondary ability allows Chen to teleport all of his creeps to himself, any of his creeps back to the fountain instantly, or an allied hero after a short delay. Sending creeps back can be useful for keeping them healed and preserving them from death in case you need it for later teamfights and ganks (which is far better than the alternative of letting them die and being forced to recruit another one).
* TeleportInterdiction: The ''Test of Faith'' buff can be purged from the target, which can prevent a hero from escaping under certain circumstances.
* WeaksauceWeakness: While Chen's creeps can be quite powerful in the right hands, they can become easy prey against abilities that can instantly kill creeps. This means that Chen can become helpless against Hand of Midas, Doom's ''Devour'', Clinkz's ''Death Pact'' (which actually helps Clinkz in this case since the bonus he gains is proportional to the target's current HP, which can be augmented due to ''Holy Persuasion'''s HP bonus), Enigma's ''Demonic Conversion'', and so on. This weakness can be alleviated by getting Aghanim's Scepter, since Ancient creeps are immune to all of these abilities except for Lifestealer's ''Infest''.
[[/folder]]
----
[[folder:Rylai, the '''Crystal Maiden''']]
[[quoteright:256:http://static.tvtropes.org/pmwiki/pub/images/Crystal_Maiden_4037.png]]
[[caption-width-right:256:[-[[http://dota2.gamepedia.com/images/4/45/Cm_battlebegins_01.mp3 "It's all fun and games until someone's frozen solid."]]-] ]]
->'''Voiced by: ''' Gin Hammond
''"Born in a temperate realm, raised with her fiery older sister Lina, Rylai the Crystal Maiden soon found that her innate elemental affinity to ice created trouble for all those around her. Wellsprings and mountain rivers froze in moments if she stopped to rest nearby; ripening crops were bitten by frost, and fruiting orchards turned to mazes of ice and came crashing down, spoiled. When their exasperated parents packed Lina off to the equator, Rylai found herself banished to the cold northern realm of Icewrack, where she was taken in by an Ice Wizard who had carved himself a hermitage at the crown of the Blueheart Glacier. After long study, the wizard pronounced her ready for solitary practice and left her to take his place, descending into the glacier to hibernate for a thousand years. Her mastery of the Frozen Arts has only deepened since that time, and now her skills are unmatched."''

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

* AdaptationalBadass: In the New Bloom comic, she is utterly fearless and confident in her powers, and ready to challenge a dragon for a fight. A far cry to her in-game playstyle where she would try to avoid trouble as much as she can. She's also definitely much less naive, choosing the best artifact among Winter Wyvern's hoard for herself when offered to pick one for herself.
* ActionGirl: Even if she's more a bonafide support hero, she has a lot of damaging utilities and might even score a kill if she's not setting it up herself, especially if she's left alone executing Freezing Field.
* AllOfTheOtherReindeer: A minor version. The citizens of Icewrack, while still interacting with her, shows disdain to her in fear of her tremendous power.
* BareYourMidriff: Her [=DotA=] character model ([[VideoGame/{{Warcraft}} Jaina Proudmoore]]) and Dota 2 concept art both had this, though this trope is absent on the final in-game Dota 2 model.
* BerserkButton: Being called an Ice Witch. Winter Wyvern's servant learned it the hard way.
* BlackMage
* BlessedWithSuck: In her backstory, Rylai's innate ice affinity caused all sorts of problems for people around her.
* BrainlessBeauty: She has a suprisingly low level of Intelligence of an Intelligence hero, which is made up for by ''Arcane Aura''. Notably, both versions of Crystal Maiden are blonde. This is also fitting in lore, as Rylai is the naive sister and losing advantage in the rivalry against the smarter Lina. More likely, however, this is an effect of GameplayAndStorySegregation as by herself, Rylai is pretty smart (just less compared to Lina), it's just that if she's given higher level of intelligence, she would be [[GameBreaker utterly broken gameplay-wise]], and seeing how Dota 2 really values gameplay balance highly...
* BreadEggsBreadedEggs: If she kills Lina, she could taunt her as "Hell Bitch" or "Hellfire Bitch"... or "Hellfire Hell Bitch"
* TheChick: Rylai is often considered one of the best early game support heroes in the game, and an all-around good support, due to being ranged, having two soft disables, and an underestimated but powerful passive. Properly played, a Crystal Maiden can maintain ward vision throughout the map, protect her carry in the safe lane, greatly increase the chances of a successful gank happening, and perform support duties better than most other supports in the game. Her normal outlook and personality also adds up to this: She's cheery and naive, and often really underestimated due to being a fragile hard support who's slow as molasses, making her an easy target if caught while isolated. Give her enough assistance and follow-up and... well, look above on what she can do.
* ColorCodedElements: Blue, in her case, as opposed to red for her sister.
* DeathOrGloryAttack: ''Freezing Field'' is tremendously powerful, capable of dominating teamfights by itself; however, it's also a channeling spell, rendering the already-squishy Crystal Maiden completely defenseless for its duration. As a result, when ''Freezing Field'' is cast, it will generally either completely wreck the enemy team or get Crystal Maiden killed immediately.
* DifficultButAwesome: ''Freezing Field'' costs a lot of mana and requires impeccable positioning to be effective: because it's a channelled spell, it can easily be broken with a stun or silence, and since Crystal Maiden is so squishy it might continue to be a problem even after she gets Black King Bar. However, it deals incredibly high damage and has good secondary effects as well, allowing it to absolutely wreck teamfights if pulled correctly.
* DumbBlonde: Crystal Maiden ties with Enchantress for having the lowest base Intelligence among all Intelligence heroes (even Ogre Magi has more), and even being beat by many non-Intelligence heroes. Unlike Enchantress, she has at least two high mana-cost spells that are spammable, meaning that she's unable to do very much casting in the beginning of matches unless she maxes out Arcane Aura first.
* FieldPowerEffect[=/=]RegeneratingMana: Her third ability and passive, ''Arcane Aura'', boosts the mana regen of all allied heroes globally, and is doubled on her (although it doesn't stack with percentage-based mana regen items). At max level, it effectively equals using an Arcane Boots on them every time it's off cooldown, globally, which allows all friendly heroes to cast their spells more frequently (particularly non-Intelligence heroes who have small mana pools and low mana-cost spells). Even with only one or two levels, it can give teammates an edge during laning since they'll almost always have enough mana to cast a spell when they need to, meaning they don't have to spend their starting gold on Clarities.
* FreezeRay: While not a gun per se, Rylai's first ability, ''Crystal Nova'', deals area-of-effect damage and slows movement and attack speed.
* GlassCannon: A well-positioned ''Freezing Field'', if left to channel for its full duration, might potentially wipe out the entire enemy team (or at least bring them down to critically low HP) - a remarkable feat for a starved hard support like Crystal Maiden. On the other hand, so much as sneeze on her and she's dead.
* GoodIsNotSoft: The 2015 New Bloom comic, The New Neighbors, shows that Crystal Maiden is friendly and cheerful with the villagers of her realm. She is also known as "The Ice Witch" and has killed several dragons single-handedly.
* HarmlessFreezing: While ''Frostbite'' does deal damage, it's mostly incidental next to the disable, which lets allied heroes wail on the helpless target.
* HostileWeather: Crystal Maiden's ultimate, ''Freezing Field'', creates an explosive hailstorm that damages and slows any enemies within a certain radius of her. While it's channeled and the explosions hit in random places, a total of ''100'' explosions happen over the course of the ulti, and each individual explosion can be as powerful as her ''Crystal Nova'', meaning that if left uninterrupted, almost anything caught within range will die if they don't run for cover.
* AnIcePerson
* InstantIceJustAddCold: Her second ability, ''Frostbite'', stops an enemy in their tracks and deals damage over time while preventing them from attacking.
* KickingAssInAllHerFinery: With some of the unlockable items.
* KillItWithIce
* LiterallyShatteredLives: Crystal Maiden's death animation has her turning into an ice statue, which then shatters and crumbles to the ground.
* MagicStaff
* ManicPixieDreamGirl: Seems to form a one-sided relation of the trope with, of all people, Sven. She's outgoing, nice and plucky, he's somber and serious (though hammy when it comes to kicking ass). Crystal Maiden also seems VERY curious on him and looking up to Sven like a StalkerWithACrush, but he doesn't treat her with anything special, though he does express regret if he's forced to kill her.
* ObliviousAdoption: One of Lina's lines upon being killed by her in Dota 2 claims this. May or may not be true, though their eye and hair colors differ.
* PluckyGirl: Rylai seems to take all the misfortunes of her past with a stride, which includes being shunned by her peers because of her ice powers from her original home, being less smart than Lina and getting beaten in their past rivalry (or bullied), the citizens of Icewrack not fully trusting her and so on... She takes it all with a beaming smile and cheery outlook (though if she wants you dead, she'd be more than eager to.)
* PowerFloats: With the Arcana item Frost Avalanche.
* PreciousPuppies[=/=]CanineCompanion: Her Frost Avalanche Arcana features the Wolf Pup of Icewrack. [[http://www.dota2.com/newbloom/part3 Isn't it cute?]]
* SiblingRivalry: She doesn't get along well with Lina due to obvious incompatibilities. Both she and Lina have numerous dedicated voice lines for meeting each other when on the same team, attacking each other when not, and especially when one kills the other.
** TheGloriousWarOfSisterlyRivalry: Rylai is the more friendly one as she seems to be friends with Tusk in the past, but she's more naive than Lina.
** FriendlyRivalry: If she's put in the same team with Lina, she will treat her rivalry as a friendly one, instead of an EnemyMine, as they're still sisters.
* SkilledButNaive: Rylai is a skilled frost mage and is also one of the best when it comes to Support roles. However, she's not just sweet-tempered most of the time, she's also ''really'' naive, not just on losing in her rivalry against the smarter Lina, she even innocently asks if Sven is actually blue-skinned beneath his armor. However, see AdaptationalBadass above.
** Although her comment towards Sven can be perceived that Rylai is smarter than she looks: Sven is a Half-Meranth, a race of merfolk like Slardar and Naga Siren. He's not going to have normal human skin beneath the armor, and Rylai is just making a guess under the armor.
** Potentially also a CovertPervert moment as well. After all, she's asking what Sven looks like under his armor... DoesThisRemindYouOfAnything
* SquishyWizard: Rylai is notorious for being one of the easiest heroes in the game to kill because of her low Strength and Agility, both base and gain per level (meaning very little HP and armor), having no escape abilities, and her slow movement speed (tied for second-to-last with Invoker, who has ''Wex'' to counter this, and only beating out Techies). It's very common to build Strength items like Bracer on her just so that she doesn't (literally) melt in the first two seconds of a teamfight.
* StandardStatusEffects: Crystal Maiden is notable as one of the more powerful disablers in the game due to having a slow and a root in her basic spells, as well as an ultimate that slows enemies on top of the damage (and which can be stacked with ''Crystal Nova''). She's considered one of the best early-game roamers since she can set up kills for her teammates starting at level 2 and help them regenerate enough mana to set up subsequent kills more quickly.
* WhatTheHellPlayer: In her Announcer pack, she will call out the player if they pick either Lina (her hated sister), or Lich (fellow ice user that she dislikes)
* WinterRoyalLady: She isn't exactly royal but she's close in design. Some of her purchasable equipment takes it further.
[[/folder]]
----
[[folder:Ish'Kafel, the '''Dark Seer''']]
[[quoteright:256:http://static.tvtropes.org/pmwiki/pub/images/Dark_Seer_3281.png]]
[[caption-width-right:256:[-[[http://dota2.gamepedia.com/images/9/98/Dkseer_rare_01.mp3 "If your enemy is equal, prepare for him. If greater, elude him. If weaker, crush him."]]-] ]]
->'''Voiced by: ''' John Patrick Lowrie
''"Fast when he needs to be, and a cunning strategist, Ish'Kafel the Dark Seer requires no edged weapons to vanquish his enemies, relying instead on the strength of his powerful mind. His talent lies in his ability to maneuver the fight to his advantage. Hailing from a place he calls 'The Land behind the wall,' Dark Seer remains an outsider here—a warrior from a realm beyond the veil of this reality. Once a great general among his people, and a valiant defender of the god-king Damathryx, Dark Seer’s army was wiped out by a much larger force in the final days of the Great Boundaries War. Facing certain defeat, he made one last desperate act: he led the enemy forces into the maze between the walls. At the last moment, just before capture, he crossed over—then sealed the walls forever in an explosive release of dark energy. When the dust settled, he saw that he had saved his people but found himself blinking at the sun of a different world, with no way to return. Now he is committed to proving his worth as a military strategist, and vows to show that he’s the greatest tactician this strange new world has ever seen."''

* AnotherDimension: The Land Behind The Wall.
* BadassBeard
* BadassBookworm: Even though (or possibly because) he's one of only two melee Intelligence heroes in the game, his base Strength and Strength growth are quite above average, as is his base armor, making him surprisingly durable for an Intelligence utility hero. One of the other interesting quirks is that as he's a melee hero, he can actually take advantage of damage block items effectively, meaning that building Crimson Guard on him is viable (and even encouraged, since Soul Ring is often one of his first-built items to bolster his mana pool).
* BareFistedMonk: He's one of only two melee Intelligence heroes in the game.
* BizarreAlienBiology: Being from another dimension he is quite alien in appearance. Most notably his sharply pointed head (which he seems to take great pride in), as well as "points" jutting out from his back.
-->'''Dark Seer (gaining a level):''' [[http://dota2.gamepedia.com/images/e/e6/Dkseer_level_07.mp3 "Did my head just get pointier?"]]
* TheDarkArts: He's a master of them.
* DifficultButAwesome: Since he relies on his melee attacks to do damage and is an Intelligence hero, he has very little damage output outside of ''Ion Shell'', giving him little ability to directly kill enemy heroes. However, his skill set allows him to manipulate the battlefield in such a way that makes things difficult for his enemies. He's often one of the first picked or first banned heroes in competitive play due to his ability to change the tide of a teamfight by himself.
* FourStarBadass: He was a general of his people.
* GlacierWaif: Dark Seer is one of the smallest heroes in the game, but he has above-average Strength and Strength growth, and very good base armor (and due to being melee, building damage block items on him is viable), making him surprisingly durable for an Intelligence utility hero.
* GlassCannon: ''Wall of Replica'' illusions can deal even more damage than the original enemy hero if Dark Seer is carrying Aghanim's Scepter, however they also receive three times as much damage. The flip side, though, is that as long as the wall is standing the enemy stands the danger of crossing it after killing an illusion and creating another one to deal with.
* GlowingEyes
* GodEmperor: Damathryx.
* GravityMaster: ''Vacuum'' works by modifying the centre of gravity to a place of Ish'Kafel's choosing.
* GravitySucks: ''Vacuum'' sucks all enemies in an area to its centre.
* HeroicSacrifice: He saved his people by trapping himself along with his enemy on "the other side of the wall".
* HumanoidAliens: He comes from another dimension, and looks fairly humanlike except for his small size, purple skin, pointed head and hooves.
* HumansThroughAlienEyes: PlayedForLaughs. He finds the roundness of the human head repulsive.
* TheMaze: Mentioned in his backstory.
* MoneyMultiplier: A maxed ''Ion Shell'' can do a total of 1800 damage over its 20-second duration. While no hero is dumb enough to stand next to an ''Ion Shell'' for 20 seconds to take the full 1800 damage, the same thing can't be said of creeps, giving Dark Seer the ability to quickly clear lane and jungle creeps alike and farm extremely fast.
* PowerGlows: His hands and most of his spells.
* PsychicPowers: All of Dark Seer's abilities rely on mind manipulation.
* PurpleIsPowerful: His main colour scheme is violet.
* RunningGag: The string of patches between 6.75 to 6.79 saw the cooldown for ''Vacuum'' being increased by a few seconds each cycle, leading it to become a saying that unless ''Vacuum'''s cooldown was nerfed, then the patch was fake. Come 6.82, what changes did Dark Seer get?
-->Vacuum cooldown rescaled from 28.0 seconds to 28 seconds
* SpamAttack: ''Surge'' has a very low mana cost and short cooldown, allowing Dark Seer to spam it to get around the map. Similarly, ''Ion Shell'' has a short cooldown, allowing it to be used constantly on creep waves.
* TheStrategist: Was once a master tactician on his homeworld. He even has the whole Chinese Strategist/Sun Tzu theme with his accent, responses, [[WizardBeard beard of profound strategic wisdom]], and being from a "land behind a wall" ruled by a god-like emperor.
* StoneWall: Because of his skillset providing innate damage and escape, he tends to go for tanky and teamfight utility items, such as Mekansm, Pipe of Insight, and Shiva's Guard. Of course, with his utility-oriented skillset, he has very little direct damage output.
* SuperSpeed: ''Surge'' temporarily boosts an ally's speed to the cap of 522.
* SupportPartyMember: Dark Seer has one of the lowest damage outputs in the game: his right-click is extremely weak, ''Vacuum'' deals almost no damage while ''Ion Shell'''s damage quickly fall off mid- and late-game, basically being reduced to a farming tool; but his kit offers so much utility and versatility that he's valuable in almost any situation possible.
* TwinMaker: ''Wall of Replica'', Dark Seer's ultimate, creates an illusion of any enemy hero walking through it, while dealing a small amount of damage. While it can only create one illusion at a time and the illusions are easily destroyed, they do nearly full damage, and dropping it in the middle of a teamfight ensures that they're forced to focus on your teammates instead of the illusions. Even better, the wall will create another illusion if an enemy hero walks into it again after destroying the last one, essentially becoming a hazard zone that the enemy team cannot pass through easily.
* WalkingWasteland: ''Ion Shell'', which deals damage over time to enemy units in an area around a unit, temporarily turns it into this.
* WizardBeard
* YouCantGoHomeAgain: Ish'Kafel is trapped in this world, unable to return to his home.
[[/folder]]
----
[[folder:'''Dazzle''', the Shadow Priest]]
[[quoteright:256:http://static.tvtropes.org/pmwiki/pub/images/dazzle_3264.png]]
[[caption-width-right:256:[-[[http://dota2.gamepedia.com/images/7/78/Dazz_rare_02.mp3 " In the Nothl realm, brightness is dark, and the touch that heals a friend will fell a foe."]]-] ]]
->'''Voiced by: ''' David Scully
''"Each young acolyte to the Dezun order must complete a series of rites before becoming a shadow priest. The final rite, the rite of shades, is a harrowing spiritual journey through the Nothl Realm, an unpredictable domain from which not all visitants return. Of those who do, some return mad. Others return with strange aptitudes. But all who go there are changed by their experiences. Driven by the need for enlightenment, Dazzle was the youngest of his tribe to ever request the sacred ritual. At first the order refused him, saying he was too young. But Dazzle was not to be dissuaded. Sensing something special in the headstrong young acolyte, the elders relented. Dazzle drank down the sacred potion and sat by the fire while the rest of his tribe danced through the night. In this ethereal dimension of the Nothl Realm, the properties of light and dark are inverted. Thus his brilliant healing light, beautiful to our eye, is actually a sinister kind of evil; and the darkest deeds are done in a dazzling glow. The elders intuition was prophetic: Dazzle returned to his people as a Shadow Priest like none seen before. With the power to heal as well as to destroy. Now he uses his power to fight his enemies and help his friends."''

* BewareTheNiceOnes: Dazzle is one of the friendlier heroes out there, with supportive and defensive spells meant for protecting his team, and he is more than happy to heal his allies should they need it. His spells are also deceptively lethal to his enemies, and ''Shadow Wave'' can easily take off a huge chunk of an enemy's health in the right conditions.
* CombatMedic: ''Shadow Wave'' heals a number of friendly units near the target, and deals damage in an area around them.
* CombinationAttack: ''Weave'' is ridiculously good when partnered with right-click damage dealers. In addition, Dazzle can combo with himself, as both of his offensive spells deal physical damage instead of magical damage.
* DamageIncreasingDebuff[=/=]StatusBuff: ''Weave'' will increase the armor of all friendly units within its cast area, and decrease that of any enemies, over a period of time (with the amount shifted per second increasing with the level of the skill). Any enemies that get caught by it will often find themselves taking loads of physical damage only ten seconds into the ulti, while even the squishiest of allies will find themselves surprisingly resistant to the enemy carry's right-clicks.
* DeadlyDoctor: The Dezun Order teaches very few attack spells, and even these are designed to disable the enemy. Dazzle however can invert their properties thanks to his unique gift.
* DefogOfWar: ''Weave'' grants vision around the targeted point for 3 seconds, and with its big [=AoE=] and long cast range it can be used to (somewhat) safely check the Rosh pit from afar or scout high ground, and the cooldown is low enough that it's usually okay to 'waste' it.
* EnlightenmentSuperpowers
* GoofyPrintUnderwear: He is actually [[http://i.imgur.com/7eFWHpT.jpg wearing pink underwear with a heart]] under his clothes.
* HerdHittingAttack: Inverted and played straight with ''Shadow Wave''. Since each allied unit that is not Dazzle himself can inflict up to 140 Physical damage in an area around themselves when hit with the spell, the damage can be applied multiple times, meaning that if 8 friendly units are standing next to an enemy, that enemy can potentially take up to '''''840 Physical damage''' from a single cast'', before even factoring in ''Weave''. And since it's an [=AoE=] spell, this damage can potentially be applied to multiple enemies, every 6 seconds.
* LastChanceHitPoint: ''Shallow Grave'' places a 5 second buff on an ally that prevents their HP from going below 1. There are only three ways for a target to die under ''Shallow Grave'': being hit by Axe's ''Culling Blade'', activating ''Suicide Squad, Attack!'' as Techies, or denying yourself with Bloodstone.
* LightIsNotGood: As mentioned in his Dota 2 BackStory, his light has inverted properties.
** DarkIsNotEvil: The Shadow Priests' Order however is stated to use magic mainly for healing and self-defense.
* MagicKnight: His starting damage is quite high for a support hero, and all his spells deal Physical damage, meaning magic resistance or spell immunity don't protect against it. Properly geared, he can easily shred enemy armor down into negative levels and thus increases his overall damage. Combined with his great attack animation and high base damage, he's a viable mid hero and can even carry with the right team/items.
* MagicStaff
* MutualDisadvantage: Against Axe. On one hand, Axe is the only hero in the game that can forcibly ignore Dazzle's ''Shallow Grave'' with his ultimate ''Culling Blade''. On the other hand, Dazzle can crush Axe in the lane, and Axe is very susceptible to ''Shadow Wave'' because of his playstyle, which involves blinking or rushing into a group of enemies and pin them down with ''Berserker's Call'' - the perfect opportunity for a ''Shadow Wave''. ''Weave'' also hurts Axe hard, as it boosts enemy armor, weakening ''Counter Helix'', while reducing his armor, which really hurts a tanky hero like him. In a game with both Axe and Dazzle, Axe can't aggro out a lane and Dazzle has to juggle more variables in mid-late game team fights. Axe has to jungle or even safe/mid and starts being a bully much later then he would like to. However if Axe safely jungles a Blink Dagger then it's tough for Dazzle, so he doesn't straight up win because his kit becomes slightly diminished in that scenario for nought. A well played Axe can make Dazzle useless and a well played Dazzle can really make Axe cry.
* PinballProjectile: ''Shadow Wave'' bounces off allies, healing them while dealing damage to nearby enemies.
* PoisonousPerson: With ''Poison Touch'', which paralyses enemies.
* TheRedMage: Dazzle is both capable of keeping his allies and himself from dying, causing his foes to waste time in a fruitless endeavour, as well as delivering a huge damage output with ''Shadow Wave'' and ''Weave'' when good positioning comes to play.
* TheRival[=/=]BashBrothers: With Huskar, and justified in both their backstory and gameplay. Dazzle's skills can make Huskar an unstoppable machine of destruction - or make him useless if he's on the enemy team.
* RunOrDie: An engagement that follows up a ''Weave'' can become this after enough time. While the spell starts off weak, by the 10 second mark it really starts to kick in, and by the 15 second mark even farmed tanky heroes like Dragon Knight might find themselves with negative armor. Since the spell applies the armor shift to both enemies and allies, Dazzle's teammates may find themselves becoming virtually invulnerable against the enemy carries' right-clicks while the while enemy team starts taking ridiculous damage from even the supports' right-clicks.
* SlasherSmile: His face paint makes it seem as though he is always grinning.
* SquishyWizard: Despite his ability to keep his teammates alive, Dazzle himself can be very easy to kill, especially if he can't cast ''Shallow Grave''.
* SupernaturalIsPurple: It's the tint of his light.
* TribalFacePaint
* WhyWontYouDie: While Dazzle himself is quite squishy, he, like Omniknight, can use his abilities to make (at ''least'' one member of) his team extremely difficult to kill with a combination of ''Shallow Grave'' and ''Weave'', while keeping them alive with ''Shadow Wave''.
[[/folder]]
----
[[folder:Krobelus, the '''Death Prophet''']]
[[quoteright:256:http://static.tvtropes.org/pmwiki/pub/images/Death_Prophet_116.png]]
[[caption-width-right:256:[-[[http://dota2.gamepedia.com/images/6/64/Dpro_kill_02.mp3 "Such a beautiful death. I envy you."]]-] ]]
->'''Voiced by: ''' Creator/EllenMcLain
''"Krobelus was a Death Prophet--which is one way of saying she told fortunes for the wealthiest of those who wished to look beyond the veil. But after years of inquiring on behalf of others, she began to seek clues on her own fate. When death refused to yield its secrets, she tried to buy them with her life. But the ultimate price proved insufficient. Death disgorged her again and again, always holding back its deepest mysteries. Her jealousy grew. Others could die for eternity--why not she? Why must she alone be cast back on the shores of life with such tiresome regularity? Why was she not worthy of the one thing all other living creatures took for granted? Still, she would not be discouraged. Each time she returned from the grave, she brought a bit of death back with her. Wraiths followed her like fragments of her shattered soul; her blood grew thin and ectoplasmic; the feasting creatures of twilight took her for their kin. She gave a little of her life with every demise, and it began to seem as if her end was in sight. With her dedication to death redoubled, and no client other than herself, Krobelus threw herself ever more fervently into death's abyss, intent on fulfilling the one prophecy that eluded her: That someday the Death Prophet would return from death no more."''

* BackFromTheDead[=/=]CameBackWrong
* BareYourMidriff: The Ghastly Matriarch and Secrets of the Merqueen cosmetics feature a midriff-baring outfit.
* BarredFromTheAfterlife
* BatOutOfHell: ''Crypt Swarm'' is a swarm of bat-like winged beasts that savage enemies.
* BlackMage
* DeathOfAThousandCuts: Each ''Exorcism'' spirit deals relatively little damage. However, her ultimate has a long duration and enemy units around her will slowly be drained of HP.
* DeathSeeker
* FixedDamageAttack: ''Spirit Siphon'' deals Pure damage that ignores spell immunity and scales with the target's max HP.
* FortuneTeller
* GeometricMagic: The icon for ''Witchcraft'' is a pentagram.
* GlowingEyelightsOfUndeath
* GracefulLadiesLikePurple
* HitAndRunTactics: Death Prophet is one of the best kiting heroes in the game thanks to ''Spirit Siphon'' and ''Exorcism'' which slowly wears down enemies near her, and her build which consists of items like Phase Boots and Eul's Scepter of Divinity.
* ICannotSelfTerminate
* LeaningOnTheFourthWall: As you have read above, she is frustrated because she never stays dead, and of course she is a character in a game where everybody respawns soon after dying.
-->'''Death Prophet''': [[http://hydra-media.cursecdn.com/dota2.gamepedia.com/d/d3/Dpro_respawn_03.mp3 Oh dear. This again?]]
-->'''Death Prophet''': [[http://hydra-media.cursecdn.com/dota2.gamepedia.com/2/2f/Dpro_respawn_14.mp3 You brought me back again? Again?!]]
* LifeDrain: ''Spirit Siphon'' transfers health from the target(s) to Death Prophet. ''Exorcism'' spirits heal Death Prophet in proportion to the damage dealt when they return to her.
* LightningBruiser: Though Death Prophet has a very slow base movement speed (only beaten by Techies, tied with Invoker and Crystal Maiden), ''Witchcraft'' provides her with a significant speed boost: if ''Witchcraft'' is maxed, she can reach 396 movement speed - the highest in the game - with brown boots alone, to say nothing of augmenting her base movement speed even further with Phase Boots, Eul's Scepter of Divinity and/or Boots of Travel; and for an Intelligence hero, she is surprisingly tanky with her high Strength growth and healing from ''Exorcism''.
* {{Necromancer}}
* OurBansheesAreLouder: Her wailing sounds make her seem as one and in her ''Exorcism'' skill, the spirits were described as banshee remnants of her former lives.
* OurGhostsAreDifferent: Sort of. She's not entirely ghost.
* PowerFloats
* PowerNullifier: She can use ''Silence'' to prevent enemies from using skills.
* SicklyGreenGlow
* SpamAttack: ''Crypt Swarm'' has an extremely short cooldown and is fairly cheap mana-wise. Early game it can be used both to farm and harass, late game it is a very good pushing tool, able to clear creep waves extremely quickly.
* WhoWantsToLiveForever: She's immortal, and not happy about it.
[[/folder]]
----
[[folder:'''Disruptor''', the Stormcrafter]]
[[quoteright:256:http://static.tvtropes.org/pmwiki/pub/images/Disruptor_5916.png]]
[[caption-width-right:256:[-[[http://dota2.gamepedia.com/images/9/92/Dis_spawn_04.mp3 "War is an equation, death the solution."]]-] ]]
->'''Voiced by: ''' Fred Tatasciore
''"High on the wind-ravaged steppes of Druud, a gifted young stormcrafter called Disruptor was the first to unlock the secrets of the summer squalls. Constantly under assault from both seasonal storms and encroachment from civilized kingdoms to the South, the upland Oglodi have for centuries struggled to subsist atop the endless tablelands. They are the fractured remnant of a once-great civilization—a fallen tribe, their stormcraft strange and inscrutable, cobbled together from scraps of lost knowledge which even they no longer fully understand. For those on the high plain, weather has become a kind of religion, worshiped as both the giver and taker of life. But the electrical storms that bring life-sustaining rains arrive at a cost, and many are the charred and smoking corpses left in their wake. Although small for his kind, Disruptor was fearless, and driven by an insatiable curiosity. While still unblooded and without a stryder, he explored the ruins of the ancestral cities—searching through collapsed and long-moldered libraries, rummaging through rusting manufactories. He took what he needed and returned to his tribe. Adapting a coil of ancient design, he harnessed the power of electrical differential and now calls down the thunder whenever he wishes. Part magic, part craftsmanship, his coils hold in their glowing plates the power of life and death—a power wielded with precision against the landed castes to the South, and any interlopers who cross into ancient Oglodi lands."''

* AdaptationSpeciesChange: Two ways. In the old [=DotA=], he was in fact the Orc Warchief Thrall, but of course that would not go well with copyright, so he's changed into an Oglodi (similar to Axe and Warlock, both of them also derived from Orcs). The wolf is also switched to a dinosaur-like creature, or others depending on Disruptor's cosmetic items.
* BarrierWarrior: A more offensive variant with ''Kinetic Field'', which traps enemies within it. Although you can still blink out of it.
* BigCreepyCrawlies: The Rage of the Three cosmetic set provides Disruptor with three selectable insectoid mounts, as well as equipment with an insect motif.
* BlackMage: Disruptor's kit revolves around nuking and screwing up with the enemy team's positioning as much as possible.
* BlowYouAway: With ''Kinetic Field'':
--> The stryder is immune to the gale-force winds that will consume its adversaries.
* DefogOfWar: ''Thunder Strike'' reveals its victim over its duration, making it impossible to juke against Disruptor.
* DifficultButAwesome: Three of Disruptor's spells are highly situational or rely heavily on positioning. His only real all-around spell is ''Thunder Strike'', his nuke, but everything else relies on the positioning of the enemy, and even their past positioning, so it takes a lot of planning and anticipation to make the most of Disruptor's spells. But a good Disruptor can block an enemy's movements, stop them from escaping a gank attempt (or even prevent reinforcements from teleporting in to defend), silence an entire group of them at the right moment, and generally make teamfights a lot easier for the rest of his team.
** ''Kinetic Field'' has a long (1,2s) delay and is visible to enemies during its formation, so good placement is essential. However, it's also the key to land a good ''Static Storm'' - no competent enemy will stay in the ''Static Storm'' unless you force them to.
* DragonRider: A wingless, dromaeosaurid-esque variety.
* DropTheHammer: Used to throw balls of lightning.
* EverythingsBetterWithDinosaurs: His stryder resembles a small, armless theropod dinosaur.
* FourFingeredHands
* HisNameReallyIsBarkeep: 'Disruptor' is actually his given name in Dota 2, as opposed to the hero class in Dota 1.
* HostileWeather[=/=]PowerNullifier: ''Static Storm'' creates a gigantic thunderstorm that continually damages and silences all enemies in its radius. If Disruptor purchases an Aghanim's Scepter, it extends the duration by two seconds and ''silences items'', making it one of only three abilities capable of doing so (the others being ''Doom'' and ''Duel'').
* ImprovisedLightningRod: He can turn his enemies into this using his first ability, ''Thunder Strike'', and drop thunderbolts on their heads.
* LeadTheTarget: Because of ''Kinetic Field'''s very long formation delay, good placement is essential to correctly trap enemies inside one.
* LightningCanDoAnything: Including sending enemies back in time.
* LostTechnology
* {{Magitek}}
* MonochromaticEyes
* ProudWarriorRaceGuy: His people the Oglodi. It is worth noting that all of the currently playable Oglodi (except Lifestealer) were [[OurOrcsAreDifferent orcs]] in the original Warcraft III [=DotA=], another proud warrior race.
* ShockAndAwe
* SquishyWizard: Standard for most Intelligence heroes, don't expect Disruptor to survive in the thick of a teamfight.
* TeleportInterdiction: ''Glimpse'' can be used on an enemy hero who has just teleported near Disruptor to force them back to where they started (usually either the fountain, or [[OhCrap Disruptor's teammates]]).
* WeakButSkilled: According to lore, he's considered weak among the Oglodi (which is justified when you look at another example of the Oglodi, Axe), but his powers come from his knowledge and craftiness.
* WeatherReport: Many of his lines are parodies of such.
* WizardBeard
* YellowLightningBlueLightning: Blue, like most lightning in the game.
* YouWillNotEvadeMe
** ''Thunder Strike'' reveals the target for the duration of the spell, making juking through trees impossible, and allowing players to land follow-up spells with ease.
** ''Glimpse'' drags a unit back to where it was four seconds ago, and interrupts channeling. Combined with ''Thunder Strike'', Disruptor can easily prevent any enemy hero within visual range from running away.
** ''Kinetic Field'' restricts the movement of all enemies within, making them easy prey for [=AoE=] spells for up to four seconds. It can't be Force Staffed out of either.
** ''Static Storm'' silences all enemies within its radius, and prevents the use of items if Disruptor has an Aghanim's Scepter. This means that being stuck in a ''Kinetic Field'' + ''Static Storm'' prevents enemies from using escape abilities, and they can't activate their Black King Bars to dispel the silence either.
[[/folder]]
----
[[folder:Aiushtha, the '''Enchantress''']]
[[quoteright:256:http://static.tvtropes.org/pmwiki/pub/images/enchantress_2543.png]]
[[caption-width-right:256:[-[[http://dota2.gamepedia.com/images/2/2f/Ench_rare_01.mp3 "You know what I love? Everything!"]]-] ]]
->'''Voiced by: ''' Gin Hammond
''"Aiushtha appears to be an innocent, carefree creature of the woods, and while this is certainly true, it is hardly the sum of her story. She well understands the suffering of the natural world. She has wandered far, and fared through forests bright and drear, in every clime and every season, gathering friends, sharing news, bringing laughter and healing wherever she goes. For in worlds wracked by war, forests are leveled for the building of ships and siege engines; and even in places of peace, the woods are stripped for the building of homes, and as fuel for countless hearths. Aiushtha hears the pleas of the small creatures, the furtive folk who need green shade and a leafy canopy to thrive. She lends her ears to those who have no other listeners. She carries their stories from the wood to the world, believing that her own good cheer is a kind of Enchantment, that can itself fulfill the promise of a verdant future."''

* AchillesHeel: Though Enchantress is unusually resistant towards physical attacks thanks to ''Untouchable'', a few nukes are often enough to put her down because of her bad Strength growth.
* ApologeticAttacker: Some of her responses for killing heroes make her this... when she's not being a DeadpanSnarker.
* {{Bambification}}: She's part deer.
* BareYourMidriff
* TheBeastmaster: ''Enchant''. If she can't control the target, the skill heavily slows them down.
* BewareTheSillyOnes
* BladeOnAStick
* BlitheSpirit
* BoringButPractical: All Aghanim's Scepter does for Enchantress is increase her attack range. However, due to the way ''Impetus'' works, this alone offers her a significant damage boost while allowing her to stay away from the thick of the fight.
* CarnivoreConfusion: She's a doe-centaur, but...
-->'''Enchantress (Killing a creep):''' [[http://dota2.gamepedia.com/images/5/5a/Ench_lasthit_02.mp3 ''Hey, I'm a predator!'']]
* CombatMedic: ''Nature's Attendants'' summons a cloud of wisps that heal all allied units near Enchantress.
* FixedDamageAttack: Her ultimate, ''Impetus'', deals more Pure damage the farther away the target is. On top of which, the distance is calculated once the spear lands, not when it's thrown, so you can deal extra damage by walking away between each attack, and if you have a Monkey King Bar you can potentially insta-gib someone ''in their fountain'' if they're at low-enough health during an escape teleport.
* AFormYouAreComfortableWith: Some of the heroes imply that a cheerful doe-centaur isn't her [[NatureSpirit true form and purpose]].
* FriendToAllLivingThings: Seems to give off this vibe.
-->'''Enchantress:''' [[http://dota2.gamepedia.com/images/2/2f/Ench_rare_01.mp3 ''You know what I love? Everything!'']]
** Even ''Terrorblade'' is a friend of hers, if his ally line is of any indication.
-->'''Terrorblade:''' [[http://hydra-media.cursecdn.com/dota2.gamepedia.com/c/c5/Terr_ally_22.mp3 ''I'm every demon's worst nightmare, but I'm your best friend.'']]
* GlassCannon: Enchantress can deal ''frightening'' amounts of damage with ''Impetus'', but has absolutely horrid Strength growth. While ''Untouchable'' and ''Nature's Attendants'' do bolster her survivability, she's still very easy to nuke down with spells, and most carries can simply stack enough attack speed (or build a Black King Bar) to make ''Untouchable'' a non-issue.
* HornedHumanoid
* {{Hypocrite}}: Thinks killing people is all good fun, until you hurt ''her'' at which point it becomes a massive crime.
* IncorruptiblePurePureness: Includes her ''Untouchable'' ability.
* JavelinThrower: Her weapon.
* LongRangeFighter: Since ''Impetus'' deals the more right-click damage the farther Enchantress stands from her target, when played as a core she usually builds a Dragon Lance into Aghanim's Scepter, increasing her attack range to a total of 870 - a significant boost to her damage output when combined with ''Impetus''. On the other hand, she can't do much against an enemy hero standing near her, and though ''Untouchable'' gives her some durability, it does nothing against spell immunity or nukes.
* MagicKnight: Early in the game, Enchantress' contribution consists mostly of heals, creep abilities and slows. As she acquires items like Dragon Lance and Aghanim's Scepter, Enchantress' regular attacks with ''Impetus'' are strong enough to kill most heroes with a couple of attacks, if they stand far enough, and make her a semi-carry.
* MonsterAllies: ''Enchant'' can control creeps for 80 seconds.
* NatureHero[=/=]NatureSpirit: Aiushtha herself as well as her ''Nature's Attendants''.
* ObfuscatingStupidity
* ObviousRulePatch: A pre-emptive one: 6.87 introduced the Hurricane Pike, an item whose active ability gives a ranged hero infinite attack range for a set number of attacks against a single target. Perhaps due to the dev team realizing the amount of damage this could do in the hands of Enchantress, the same patch saw ''Impetus'''s damage cap being reduced by about half.
* OurCentaursAreDifferent: Her lower half is that of a doe.
* SayingSoundEffectsOutLoud
-->'''Enchantress:''' [[http://dota2.gamepedia.com/images/9/9a/Ench_move_19.mp3 ''Sproink!'']]
* SomeDexterityRequired: Good control of the ''Enchant''ed neutral creeps and illusions is crucial to Enchantress' success.
* SparkFairy: The ''Nature's Attendants'' are simply depicted as a cloud of points of light.
* WhyWontYouDie: Due to a combination of ''Nature's Attendants'' and ''Untouchable'', attempting to focus down an Enchantress via auto-attacks will most often fail, because ''Untouchable'' will completely neuter any attempts to attack her, while ''Nature's Attendants'' will quickly heal her back up as she takes any damage that happens to make it through.
[[/folder]]
----
[[folder:'''Enigma''']]
[[quoteright:256:http://static.tvtropes.org/pmwiki/pub/images/Enigma_3.png]]
[[caption-width-right:256:[-[[http://dota2.gamepedia.com/images/e/e6/Enig_ability_black_01.mp3 "If light cannot escape me, what hope have you?"]]-] ]]
->'''Voiced by: ''' John St. John
''"Nothing is known of Enigma’s background. There are only stories and legends, most of them apocryphal, passed down through the ages. In truth, Enigma is a mystery for whom the only true biography is description: he is a universal force, a consumer of worlds. He is a being of the void, at times corporeal, other times ethereal. A beast between the planes. There are stories that say he was once a great alchemist who tried to unlock the secrets of the universe and was cursed for his arrogance. Other legends tell that he is an ancient being of strange gravity, the abyss personified—a twisted voice from out the original darkness, before the first light in the universe. And there are older legends that say he is the first collapsed star, a black hole grown complicated and sentient—his motivations unknowable, his power inexorable, a force of destruction unleashed upon existence itself."''

* AchillesHeel: Amongst heroes with big teamfight ultimates such as Magnus and Tidehunter, Enigma is the most vulnerable to Rubick. Since ''Black Hole'' has to be channelled, if Enigma can't catch Rubick in its small area of effect, ''Spell Steal'' is guaranteed to give him ''Black Hole'' - enough to turn the tides of the fight.
** This is augmented by the fact that ''Spell Steal'' can pierce spell immunity, meaning that even if Enigma activates BKB or Glimmer Cape (which in the case of the latter is still vulnerable to detection), Rubick can still steal it in the 4 second channeling time. Similar principles apply for other spell immunity piercing abilities such as Vengeful Spirit's ''Nether Swap'', Beastmaster's ''Primal Roar'', Clockwerk's ''Hookshot'', and so on. In fact, the only real way for Enigma to be completely safe while channeling his ultimate is to either purchase a Linken's Sphere on top of the BKB or Glimmer Cape, or catch all enemy heroes who can interrupt him through spell immunity.
* AnthropomorphicPersonification: He is a sentient manifestation of gravitational forces.
* ArmorPiercingAttack: ''Midnight Pulse'' deals Pure damage that ignores spell immunity. Similarly, ''Black Hole'' will disable spell immune enemies, meaning that the only way to dodge either ability is to become invulnerable.
* BatmanGambit: ''The Summoning'' comic reveals that Enigma planted fake alchemical journals, under a fake identity, in order to lead power-hungry alchemists into crafting powerful artifacts that he can use.
* BlackMage
* ChunkyUpdraft: He is followed by a trail of rocks and dirt raised from the ground by his gravity. Rocks start orbiting him as a tiny asteroid belt when he's standing still.
* DifficultButAwesome: ''Black Hole'' is one of the most fearsome teamfight abilities in the game, disabling the entire enemy team for up to 4 seconds. It is also very difficult to land as the enemy will rarely group nicely for you given the choice, and being a channelled ability, requires Enigma to catch all enemy heroes or buy BKB to prevent disruption.
* EldritchAbomination
* EnemySummoner: ''Demonic Conversion'' turns friendly or enemy creeps into three Eidolons, which are capable of self-replicating on successful attacks. Casting it on allied creeps instantly denies them, while casting it on enemy/neutral creeps will instantly kill them, making it a highly flexible spell (you can even cast it on existing Eidolons). You can even summon them on the ''catapults'', which are always the hard to kill creep and the one immune to almost every spell (It nets you a very neat 75 gold).
* TheFourthWallWillNotProtectYou: ''Black Hole'' can suck in interface elements like gold and damage indicators.
* GlassCannon: His Eidolons are less durable than Nature's Prophet's treants or Lycan's Wolves, and slower to boot, but their damage output once there's 6 of them is staggering, and their range makes up for the lack of mobility to some degree.
* GlowingEyesOfDoom: Enigma and his Eidolons.
* GravityMaster
* GravitySucks: ''Black Hole'' pulls all affected enemies into its centre.
* IAmNotLeftHanded: In ''The Summoning'' comic, Enigma is summoned and apparently trapped in a chalk circle by an alchemist. He spends most of the comic letting the alchemist talk, and trying to trick him into letting him out. Then he reveals he could leave the circle at will anytime he wanted.
-->'''Enigma:''' Did you really think you could become a god by singing nursery rhymes and making chalk drawings on a floor?
* KingMook: To the [[MiniMook Eidolons]].
* MeaningfulName
* MechanicallyUnusualClass:
** While most other support heroes would either be babysitting the carry, zoning out the enemy offlaner, pulling the lane and/or roaming for kills in the early game, Enigma doesn't - he is neither a good ganker, harasser, nor babysitter, and he needs a lot of farm for a support. However, there's a thing he excels at: farming, as ''Demonic Conversion'' makes him the fastest level 1 jungler in the game. Because of this, Enigma often stays in the jungle until he can get level 6 and a Soul Ring, which allows him to spam ''Demonic Conversion'' to push down towers with ease.
** The term 'farm-dependent support' describes Enigma pretty well. Most supports need very few items, usually brown boots (and Blink Dagger for certain heroes) are sufficient (for example, Tidehunter, who can farm fast with ''Anchor Smash'' and only needs boots and Blink Dagger, is still considered 'too greedy' to be run in a 4 position), but Enigma needs, besides boots, a Soul Ring to solve his mana problems, Blink Dagger to get into position for ''Black Hole'', and Black King Bar (and sometimes Linken's Sphere) to prevent himself from being interrupted when channelling. Yet he has a much faster farming speed than most other supports thanks to ''Demonic Conversion'', so it's not uncommon to see him building utility items like Mekansm, Vladmir's Offering, Pipe of Insight and Necronomicon, items otherwise almost always built on cores.
* MesACrowd: Enigma's Eidolons are actually aspects of himself from other dimensions.
* MoneyMultiplier: With ''Demonic Conversion'', Enigma is THE fastest early game jungler in the entire game, which allows him to farm up really fast, meaning that he's rarely starved for money unlike most other supports. Good Enigma gameplay primarily revolves around farming up utility items to give the team a huge advantage or making sure he can land a good ''Black Hole''.
* TheNameless: Though he was named 'Darchrow' in [=DOTA=].
* [[EvilCounterpart Neutral Counterpart]]: As the manifestation of gravity, Enigma is a counterpart to Wisp, Chaos Knight and Keeper of the Light, the manifestations of the other fundamental forces. [[SubvertedTrope Gameplay-wise, they have surprisingly little in common.]]
* PercentDamageAttack: ''Midnight Pulse'', which does 5.25% damage per second for 11 seconds in a large area. [[TooDumbToLive Anyone stupid enough to stand in it for the whole duration loses nearly 60% of their heatlh]]. An upgraded ''Black Hole'' has a miniature ''Midnight Pulse'' added which stacks with the original. Using both at once nets 10.5% per second for 4 seconds and [[OhCrap Enigma can use a Refresher Orb to reset the cooldown and do it again]].
* PowerOfTheVoid
* PurpleIsTheNewBlack
* SelfDuplication: Enigma's Eidolons are able to multiply and fully heal themselves after 6 successful attacks.
* SentientCosmicForce: He is actually one of the Fundamentals, the sentient manifestations of the four fundamental forces of the universe.
--> '''Enigma, on a team with Io, Chaos Knight and Keeper of the Light:''' [[http://dota2.gamepedia.com/images/9/95/Enig_ally_15.mp3 "The four pillars stand together once more."]]
* SpawnBroodling: ''Demonic Conversion'' instantly kills a creep (friendly or enemy) and summons 3 Eidolons at its place.
* SummonMagic: ''Demonic Conversion''.
* TimeAbyss: As a Fundamental, he's literally as old as creation.
* TooAwesomeToUse: ''Black Hole'' has '''the''' longest cooldown in the game, 3 minutes at the minimum (beaten only by Bloodstone's active ''Pocket Deny'', Wraith King's level 1 ''Reincarnation'', and only tying with some level 1 ultimates which then become even shorter as they're leveled). This means that Enigma players will frequently be forced to die without casting their ''Black Hole'' because they need it for a major teamfight. It isn't uncommon for an Enigma to build single-target disable items just so that they have an option outside of ''Malefice'', or a Refresher Orb to effectively reduce the cooldown to a maximum of 160 seconds after casting.
* UnrealisticBlackHole: Enigma's ''Black Hole'' hovers above the ground, sucking in every enemy (but not allies or terrain) in a very small area until it disappears or Enigma stops channelling.
[[/folder]]
----
[[folder:Carl, the '''Invoker''']]
[[quoteright:256:http://static.tvtropes.org/pmwiki/pub/images/Invoker_5947.png]]
[[caption-width-right:256:[-[[http://dota2.gamepedia.com/images/0/09/Invo_begin_01.mp3 "So begins a new age of knowledge."]]-] ]]
->'''Voiced by: ''' Dennis Bateman
''"In its earliest, and some would say most potent form, magic was primarily the art of memory. It required no technology, no wands or appurtenances other than the mind of the magician. All the trappings of ritual were merely mnemonic devices, meant to allow the practitioner to recall in rich detail the specific mental formulae that unlocked a spell's power. The greatest mages in those days were the ones blessed with the greatest memories, and yet so complex were the invocations that all wizards were forced to specialize. The most devoted might hope in a lifetime to have adequate recollection of three spells—four at most. Ordinary wizards were content to know two, and it was not uncommon for a village mage to know only one—with even that requiring him to consult grimoires as an aid against forgetfulness on the rare occasions when he might be called to use it. But among these early practitioners there was one exception, a genius of vast intellect and prodigious memory who came to be known as the Invoker. In his youth, the precocious wizard mastered not four, not five, not even seven incantations: He could command no fewer than ten spells, and cast them instantly. Many more he learned but found useless, and would practice once then purge from his mind forever, to make room for more practical invocations. One such spell was the Sempiternal Cantrap—a longevity spell of such power that those who cast it in the world's first days are among us still (unless they have been crushed to atoms). Most of these quasi-immortals live quietly, afraid to admit their secret: But Invoker is not one to keep his gifts hidden. He is ancient, learned beyond all others, and his mind somehow still has space to contain an immense sense of his own worth...as well as the Invocations with which he amuses himself through the long slow twilight of the world's dying days."''

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

* AchillesHeel: Spell Immunity cancels out most of his arsenal, which is a death sentence for a scaling nuke-based hero who can't simply rely on early game power, then hand the reigns to physical fighters later.
* AnimeHair: Two of Invoker's Immortals, the Magus Apex and the second style of the Dark Artistry Hair, big manes of spiky, blond, glowing, gravity-defying hair.
* TheArchMage
* AscendedMeme: His name, Carl, comes from [[http://www.playdota.com/forums/showpost.php?p=2348598&postcount=9 a Google Translate of a "leaked" changelog]]. The original Invoker was named 'Kael', after a ''{{VideoGame/Warcraft}}'' character. When a fake Chinese changelog was posted on the [=PlayDota=] forums, it was Google Translated, and "Kael" was translated as "Carl". In Dota 2, where the name Kael cannot be reused for legal issues, Invoker is renamed to 'Carl', according to several lines of himself, Undying and Mirana.
-->'''Icefrog, commenting on the Invoker "nerf"''': Carl had it coming.
-->'''Invoker:''' [[http://hydra-media.cursecdn.com/dota2.gamepedia.com/8/81/Invo_rare_05.mp3 Behold before you, the illustrious, the imperious, ingenious archmage… CARL.]]
-->'''Undying:''' [[http://hydra-media.cursecdn.com/dota2.gamepedia.com/0/08/Undying_ally_10.mp3 Carl? Is that you?]]
* BadassBookworm: Invoker is a genius and has the second highest intelligence growth, and it is generally a bad idea to underestimate him in combat.
* BadassLongRobe
* BlackMage: Except for ''Ghost Walk'' and ''Alacrity'', 8 out of Invoker's 10 spells are offensive to some degree.
* BrownNote[=/=]GaleForceSound: ''Deafening Blast'' knocks victims back and temporarily disables their right-click attack.
* CanisLatinicus: Some of the responses for his spells.
* ColonyDrop: ''Chaos Meteor'' pulls an asteroid from orbit and throws it at the target point, where it will roll and deal damage to anything in its path. It rolls farther the more ''Wex'' levels you have, and deals more damage the more ''Exort'' levels you have.
* CombinationAttack: Invoker play revolves around [[SimpleYetAwesome mostly using two effective skills in a combo]] since ''Invoke'''s cooldown is too long early on to do much more other than for special emergencies. Using ''Deafening Blast'' to keep enemies in the area of ''Chaos Meteor'' to inflict serious damage, ''Tornado'' to prevent enemies from escaping the area of ''EMP'' before it detonates, and using ''Forge Spirits'' to trigger ''Cold Snap''s lock down and capitalize on it with physical damage are the three primary combos, each primarily focusing on two reagents.
* ConfusionFu: Invoker has three "reagents", which grant stat bonuses as well as minor regeneration, movement and attack speed, or damage bonuses when active; and ''Invoke'', which gives Invoker a spell based on which reagents are active at the time. Since there are ten possible combinations and the effects include [[SummonMagic summoning]], [[StatusBuff buffing]], disabling, creating temporary walls, four different attack spells ([[KillSat one with unlimited range]]), and turning [[{{Invisibility}} invisible]], it's very difficult to tell what an Invoker will do next. Since Invoker is limited to having two spells ready at a time, it also makes him DifficultButAwesome.
* DeathFromAbove: ''Chaos Meteor'' and ''Sun Strike''. The latter is a beam that [[KillSat can be fired anywhere on the map]].
* DelayedExplosion: ''EMP'' takes 2.9 seconds after casting to activate. Because of this, a good setup skill, usually ''Tornado'', is essential for Invoker to land a good ''EMP''.
* DifficultButAwesome: Widely considered to have the most complex skill set in the game (though not the hardest character to actually use, as that title goes to Meepo). Not only does casting his spells require good memory of which reagents are required for each spell, the amount that each reagent is leveled drastically affects how powerful each spell is. For instance, ''Deafening Blast'', which requires one of each reagent, can affect the enemy completely differently depending on how much you've leveled each reagent, since each one controls a completely different variable, so it can either do only damage, only stun, or only disarm the enemy, or anything inbetween. This makes it hard to use Invoker effectively if you don't level the proper reagents for maxing out the power of specific spells for specific builds or situations. But once you get it down, Invoker is easily the most flexible caster in the game (with even Rubick coming in second), capable of queuing up whatever spell is required at will, casting it, and quickly Invoking another spell to cast while the others are on cooldown. A good Invoker who has enough mana and Aghanim's Scepter or Octarine Core can potentially cast one spell every two seconds (barring the cooldown of each individual spell stopping him).
** ''Sun Strike'' is this, amongst Invoker's spells. It deals spread out damage over a small area and has a long delay (1,7 seconds), forcing players to predict their victim's movement and assure that no creep wave will come to shield him. But good ''Sun Strike''s can be used to snipe enemies from pretty much everywhere on the map, even near the fountain where they think they're safe.
** Subverted in that for the most part, actual combos aren't really difficult to land, especially when compared to say, Pudge. Most of them just consist of "Shoot these two skills right after eachother at the same location", such as his bread-and-butter combos of each build.
* ElementalPowers: He is perhaps the most glorious user of such powers; manipulation of each element grants bonuses to one attribute and a temporary buff to a related skill.
** AnIcePerson: ''Quas'' grants bonus strength and provides extra HP regen while active, and increases the duration and intensity of the debuffs of his spells.
** ShockAndAwe[=/=]BlowYouAway: ''Wex'' grants bonus agility and provides extra attack and movement speed while active, and buffs his spell's range or area of effect.
** PlayingWithFire: ''Exort'' grants bonus intelligence and provides extra damage while active, and tends to focus on raw damage.
* {{EMP}}: The name of one of his abilities, which deals damage, burns mana and returns part of that mana to Invoker.
* FireIceLightning: The basic reagents of his spells.
* FloweryElizabethanEnglish: When he's not speaking in CanisLatinicus.
* {{Foil}}: To Rubick, both are arguably the most generic mage-type heroes, with no additional theme; Invoker wears white and gold, Rubick dresses in black and green; Invoker's practically a walking mass of ego while Rubick's a NiceGuy; Invoker only uses the 10 spells he has, seeing everything else as beneath him and isn't all that bright, relying on his memory; Rubick on the other hand, is very adaptable and a quick learner, but is also rather forgetful.
* FunctionalMagic: His ability to cast magic lies in his excellent memory.
* FunWithAcronyms: His responses give creative definitions for ''{{EMP}}'' such as "Extractive Mana Pulse" "and "Endoleon's Malevolent Perturbation". ''Quas Wex Exort'' are more obvious, with the first letters for each being the keyboard hotkeys for those skills.
* GlowingEyesOfDoom
* HarmlessFreezing: While ''Cold Snap'' and ''Ice Wall'' do deal damage, it's mostly incidental next to the stun and area slow.
* HealingFactor: Invoker gains bonus HP regeneration if he has ''Quas'' orbs active (which stack directly with each other). This allows him to shrug off harass damage fairly reliably in-lane, and replenish health over time with enough levels of ''Quas''.
* IHaveManyNames: Acquired from all the ages he's lived.
* InsufferableGenius: Constantly prattles on about his ([[KnowNothingKnowItAll Supposedly]]) superior intelligence.
* {{Invisibility}}: ''Ghost Walk'' turns Invoker invisible immediately (meaning there's no fade time), and slows enemies nearby depending on his ''Quas'' levels. While it initially makes him slower as well, he can start moving at normal speed (or even faster) once he has four or more levels of ''Wex''.
* ItsAllAboutMe: Basically, to him, there's two kinds of people in the world: Him, and people that aren't him, the latter of which are worthless.
-->'''Invoker''': [[http://hydra-media.cursecdn.com/dota2.gamepedia.com/2/2d/Invo_death_07.mp3 "All that matters, perishes with me."]]
-->'''Invoker''': [[http://hydra-media.cursecdn.com/dota2.gamepedia.com/0/02/Invo_rare_02.mp3 "The universe depends on what I can remember of it."]]
* JackOfAllStats: Because of his massive stock of spells, Invoker can be built to fill almost any utility role that his team needs, whether it's ''Quas-Wex'' for crowd control, ''Wex-Exort'' for pushing and damage output, or ''Quas-Exort'' for single-target damage and pickoffs.
* {{Jerkass}}: Claims he did all the work after a win, doesn't acknowledge his enemies' existence, and doesn't even ''bother to learn who's on his side''.
* KillSat[=/=]LeadTheTarget[=/=]ThePowerOfTheSun: ''Sun Strike'' has a global range and deals Pure damage. Its damage is distributed evenly on all enemies hit, and it has a very small radius, on top of having a 1.7 second strike delay (requiring players to LeadTheTarget), however it can be used to snipe enemies anywhere on the map, even in their fountain where they think they're safe.
* KnowNothingKnowItAll: Despite his constant claims of being ''the'' smartest, his actual intelligence is unremarkable, largely getting by through memorization -- and even that can fail if you fuck up the spell combinations.
** Ultimately zigzagged: while he ''is'' capable of learning other spells, he prefers not to ''remember'' them (presumably to make space for his own ego) and he does boast the second highest Intelligence growth in the game, after Pugna, although his ''base'' intelligence makes him hard to take seriously.
* LeaningOnTheFourthWall: His background story leans heavily on Dota 2's metagame; even the most complicated hero other than Invoker only has three or four (or six in the case of Keeper of the Light and Earth Spirit) active abilities, with some such as Wraith King and Viper only truly having one. The ability for any player to use Invoker well depends on their memory of which reagents are required for each spell, as well as their knowledge of how powerful those spells are based on how many levels are in each reagent.
** Also, his story mentions him learning and then purging from his mind many spells, possibly as a reference to [[MythologyGag the 27-spell Invoker from the early days of DotA]].
* LimitedMoveArsenal: Invoker can only hold two spells at a time. Leveling up his ultimate shortens its cooldown, but good Invoker play involves being able to juggle all the spells and Invoke what's needed beforehand while removing spells that are on cooldown.
* LinearWarriorsQuadraticWizards: Played straight with Invoker, making it an inversion to how the trope is often played in Dota. He is one of the best scaling nukers in the game: while most nukers start off powerful, peak at level 16 with a level 3 ultimate (and Aghanim's Scepter if applicable) and then start to fall off as their damage stops scaling, Invoker's spells scale with levels of his orbs all the way from level 2 until level 25, making him extremely level-dependent but allowing him to remain useful into the late game.
* ManaBurn: Invoker's ''EMP'' ability lays down an electric blast over a massive area that explodes 2.6 seconds after he casts it. Any enemies in the area will have a part of their mana pool destroyed (based on the levels of ''Wex''), and half of that amount converted into damage done to them.
* ManaDrain: Half of the mana destroyed by ''EMP'' is given to Invoker.
* ManInWhite: His default robe is white with golden lining on the outside.
* MonochromaticEyes
* {{Narcissist}}: Just to give an idea of how bad he is compared to the other egomaniacs in this game (who also have plenty of "Look at me!" or "I am the best!" lines): Invoker is the only hero to have zero special interactions with other heroes, like greeting an ally, taunting a rival or acknowledging a WorthyOpponent. Nope, he is so self-absorbed he doesn't bother to learn anyone's names, they mean nothing to him.
-->'''Invoker (killing a foe)''': [[http://hydra-media.cursecdn.com/dota2.gamepedia.com/2/2e/Invo_kill_03.mp3 Whatever THAT was, twas scarcely worth my notice.]]
* NonStandardSkillLearning: Unlike any other hero in the game, Invoker cannot directly learn his various spells via leveling up; he must first skill the necessary reagents for the spell, then ''Invoke'' them in the correct order to temporarily gain access to that skill. He's also the only hero in the game whose ultimate has 4 levels, one of which is automatically learnt at level 1 without requiring a skill point.
* PetTheDog: If he's healed by an item used by an ally, Invoker still has enough decency to thank them, despite being a {{Jerkass}} {{Narcissist}} [[ItsAllAboutMe on a very high caliber]]. Compare with Troll Warlord, who doesn't even thank the healer.
* PlanarShockwave: When all elements are at least level 7 (either at level 24 or less with Aghanim's Scepter), ''Deafening Blast'' becomes a massive circular explosion.
* PowerMakesYourHairGrow: The Magus Apex Immortal hair, which looks much more prominent than Invoker's default hairstyle.
-->''The Sol Apex Incantation, forgotten for over nine thousand years, promised its caster the chance to touch the sun, bathe in its blinding glory, and harness its most scalding wrath. Only one would dare be so bold.''
* Really700YearsOld: Due to the Sempiternal Cantrap.
* SesquipedalianLoquaciousness
* ShouldersOfDoom: The rather aptly named cosmetic Heaven-Piercing Pauldrons, which extend at least half a metre over Invoker's height. Apparently they serve as a reminder that even the depthless celestial realm is vulnerable to being punctured by Invoker's power.
* ShoutOut: His death animation is very similar to [[Series/DoctorWho timelord regeneration]].
** The Magus Apex Immortal item gives him [[Franchise/DragonBall Super Saiyan]] hair. Made more obvious by the description, which makes a point of stating that the incantation was forgotten for "[[MemeticMutation over nine thousand]] years."
* SomeDexterityRequired: Managing Invoker's spells before level 16 can be (comparatively) straightforward once you learn which reagents are required for certain spells, since there's still at least a 12 second cooldown on ''Invoke'', giving you plenty of time to think about what spell you need next. Once you hit level 16 (or grab an Aghanim's Scepter or Octarine Core after level 11) though, you can essentially barrage the enemy with every single spell you have, since the cooldown on ''Invoke'' shortens down to 5 seconds or less, meaning that you have to be quick with your thinking and key presses in order to make the most of it.
* SpecialPersonNormalName: His true name of power is Carl.
-->'''Invoker:''' [[http://hydra-media.cursecdn.com/dota2.gamepedia.com/1/18/Invo_rare_04.mp3 Throughout the aeons I have been known by many names… but my true name of power… is Carl.]]
* SquishyWizard[=/=]GlassCannon: On top of his relatively mediocre Strength and Agility gain, Invoker is incapable of getting attribute bonuses since each of his three reagents can be leveled 7 times, and his ultimate 4 (other heroes level their three abilities 4 times each and their ultimate 3 times, with 10 levels left over for stats). This means that despite each reagent passively giving him stat bonuses each time they're leveled, at level 25 he has three less stat levels than every other hero, which adds up.
** Interestingly, though, this also makes Invoker stronger early-game if the proper reagents are leveled, since each reagent level gives him a small stat bonus in that category. An Invoker who maxes out ''Quas'' as his primary reagent can be surprisingly tanky since he'll have the equivalent of seven Strength stat bonuses before level 15, which is the first level at which most other heroes start leveling stats.
* StopHelpingMe: ''Tornado'' gives the enemy invincibility for the duration of the spell, and unlike most such effects, hits a large area. Invoker setting up ''his'' combo with ''Tornado'' can often completely screw up everyone else's combo as they drop their stuns and nukes into the ground while their targets are blown above. [[FridgeBrilliance Makes sense considering how self-centered Invoker himself is]].
* SummonMagic: ''Forge Spirits'' summons a minion to fight alongside you. Having more than four levels in both ''Quas'' and ''Exort'' will summon two of them instead of one.
* SuperSpeed: Invoker starts out with the second-lowest base movement speed in the game (tied with Death Prophet and Crystal Maiden), but gains bonus movement and attack speed with active ''Wex'' orbs. With enough levels of ''Wex'' and an active ''Ghost Walk'', Invoker can move quite quite quickly, to say nothing of his recommended item build including various movement speed items like Eul's Scepter and Phase Boots.
* TornadoMove[=/=]StatusBuffDispel: ''Tornado'' throws a tornado at the enemy in a straight line, disabling them for a certain amount of time (however many ''Quas'' levels you have). It has an absurdly long range if you level ''Wex'' enough (well beyond visual range starting at 4 levels), and can remove buffs similar to Eul's Scepter of Divinity.
* WizardsLiveLonger: Thanks to the Sempiternal Cantrap spell (which Invoker purged from his memories the moment he used it).
[[/folder]]
----
[[folder:'''Jakiro''', the Twin Head Dragon]]
[[quoteright:256:http://static.tvtropes.org/pmwiki/pub/images/Jakiro_3055.png]]
[[caption-width-right:256:[-[[http://dota2.gamepedia.com/images/5/59/Jak_kill_19.mp3 "Twin engines of your destruction."]]-] ]]
->'''Voiced by: ''' Dave Fennoy
''"Even among magical beasts, a twin-headed dragon is a freak. Equal parts ice and fire, cunning and rage, the creature known as Jakiro glides over charred and ice-bound battlefields, laying waste to all who would bear arms against it. Pyrexae dragon clutches always contain two fledglings. Famous for their viciousness even from the first moments of life, newly hatched dragons of this species will try to kill their sibling while still in the nest. Only the strongest survive. In this way is the strength of the Pyrexae line ensured. By some accident of nature, the freak Jakiro hatches from a single egg, combining in a single individual the full range of abilities found within the diverse Pyrexae species. Trapped within the armature of its monstrous body, the powers of ice and fire combine, and now no enemy is safe."''

* AcrophobicBird
* BlackMage: All of Jakiro's spells are designed to be used in teamfights, where he can potentially stunlock an entire team, then follow up with ''Macropyre'', which just by itself does almost 200 damage per second over a large area of effect.
* BreathWeapon: All of Jakiro's spells, as well as his right-click attack.
* ConjoinedTwins: Jakiro is essentially the Pyrexae equivalent of this.
* DiscOneNuke: ''Ice Path'' only costs 90 mana per use, and creates a wall that damages and stuns everyone in its path, with a short cooldown. With Jakiro's high mana pool, it can essentially be cast over and over again in the early game, potentially turning your lane into a complete massacre, and it is still very potent all the way into the inevitable late-game teamfights.
* FireWaterJuxtaposition
* FlyingBrick: Jakiro is a dragon and one of the most durable Intelligence supports in the game.
* GiantFlyer
* GlowingEyesOfDoom
* GradualGrinder: None of Jakiro's nukes deal much initial damage, but the damage-over-time of ''Dual Breath'', ''Liquid Fire'' and ''Macropyre'', given enough time, can reach or even exceed the damage of the equivalent nukes of other heroes. In particular ''Liquid Fire'' is very useful for tower pushing as it reduces their attack speed and deals damage even if Jakiro and his teammates are not staying in tower range to attack it. Hit-and-runs with ''Liquid Fire'' can reduce tower health significantly.
* HarmlessFreezing: ''Ice Path'' is almost literally this with its very little damage next to the stun. ''Dual Breath'' as well: the ice breath slows the targets, but deals no damage at all. Compounded by the fact that the ice breath is released a bit before the fire breath, meaning that it's possible to walk away unscathed from ''Dual Breath'' if the former hit but the latter did not.
* HerdHittingAttack: His normal ''Macropyre'' + ''Ice Path'' + ''Dual Breath'' + ''Liquid Fire'' combo makes chasing an enemy hero in a tight group a ''very'' bad idea.
* HumanPopsicle: Makes others this with ''Ice Path''.
* AnIcePerson: Half of the time he's this.
** PlayingWithFire: And he's this the other half.
* JackOfAllStats: Because of his slow, stun, generally high area of effect damage with his skills, and relative item- and level-independence, Jakiro is most of the time played as a support that fits well in most teams. On the other hand, he is also a rather potent mid, can survive the offlane due to his tankiness and can even be ran as an early game carry in a trilane as well. Because of the '''4''' second cooldown, 0 mana cost, and tower destruction power, Jakiro's ''Liquid Fire'', which combined with ''Dual Breath'' for quick creep-clearing ability, allows Jakiro to push down towers very quickly and snowball his entire team with tower bounty for early wins.
** CantCatchUp: Like Pugna, Jakiro is one of the least hard carries in the game - because he has a mediocre right-click and his spells don't scale very well in actual damage, he falls off hard around the 25-30 minute mark, so usually he has to end the game before that point.
* KillItWithFire: ''Liquid Fire'' and ''Macropyre'' deal large amounts of splash damage over time. ''Dual Breath'' combines fire and ice to both slow and damage enemies over a large area of effect.
* MightyGlacier: Can do a ''lot'' of damage to groups of heroes, and has good strength growth for an Intelligence hero, the only problem is that his ''cast point'' (0.65 seconds) leaves something to be desired.
* MultipleHeadCase: Both heads appear to think individually, and they seem to get along well.
* OurDragonsAreDifferent: A two headed dragon that breathes ice and fire. Like traditional western dragons he has a [[TreasureRoom lair]] where he hoards his riches.
-->'''Jakiro (last hitting):''' [[http://dota2.gamepedia.com/images/5/5e/Jak_lasthit_05.mp3 "Gold for our lair."]]
* SingleMindedTwins: Jakiro is technically a pair of conjoined twins, as evidenced by his backstory and the heads' tendency to refer to each other as "Brother".
* SpellBlade: ''Liquid Fire'' periodically adds an attack slow and damage-over-time to Jakiro's right-clicks.
* SplashDamageAbuse: He can even hit and disable invisible targets with his AOE spells.
* VolcanicVeins: His fiery half has red ones and his icy half has blue.
* WingsDoNothing: Like all other winged heroes except for Batrider and Winter Wyvern.
* YinYangBomb: Especially with ''Dual Breath'' and ''Macropyre'', which combine the powers of both heads.
* YouAreAlreadyDead: If Jakiro can apply both his ''Dual Breath'' and ''Liquid Fire'' to a target, he can apply a grand total of ''500'' damage over 5 seconds, which in the early to mid game can end up finishing off an escaping/invisible enemy hero, assuming they don't have a purge, dispel, banish or enough sheer regen.
[[/folder]]
----
[[folder:Ezalor, the '''Keeper of the Light''']]
[[quoteright:256:http://static.tvtropes.org/pmwiki/pub/images/Keeper_of_the_Light_4766.png]]
[[caption-width-right:256:[-[[http://dota2.gamepedia.com/images/9/91/Keep_rare_04.mp3 "They say t'was I who carried the first light into the universe. They might be right, I can't quite recall."]]-] ]]
->'''Voiced by: ''' Nolan North
''"Upon a pale horse he rides, this spark of endless suns, this Keeper of the Light. Ezalor long ago escaped the Fundamental plane, separating from the other ancient forces to which he was bound within the great Primordial harmony. He is a power grown sentient in the dawn of the universe, and now rides forth in all planes at once, one step ahead of pursuing chaos, bearing his gift with him at the end of a radiant staff. His majestic truth lies hidden beneath the outward appearance of a slightly doddering old man who barely stays in the saddle. However, when faced with the challenge of chaos, or the forces of darkness, his primordial light bursts forth, and his full power is revealed, transforming him once again into a force to be reckoned with."''

* AnimalMotifs: Horses, which show up as part of a charged up ''Illuminate'' and give it an neighing sound effect.
* AnthropomorphicPersonification: Of light.
* ArchNemesis: Chaos Knight, who has pursued him through numerous planes of reality.
* AscendedGlitch: When he was created in ''Dota 2'', ''Illuminate'' had 25% extra range by a glitch. This was eventually removed briefly before being reinstated and extended back to [=DotA=] as well.
* BaldOfAwesome
* BlindedByTheLight[=/=]TemporaryBlindness: ''Blinding Light'' temporarily blinds the affected enemies, causing them to miss 80% of their attacks for 5 seconds.
* BlownAcrossTheRoom: One of ''Blinding Light'''s secondary effects is a short-ranged knockback based on how close the target is to the center of the blast. However, this can actually displace people up or down terrain, and at least one major game at The International 3 was turned around due to this happening to the other team's core melee carry.
* BoringButPractical: ''Chakra Magic'' is one of the simplest skills in the game, but its ability to replenish mana on demand makes Ezalor one of the deadliest supports in the game since he can keep his whole team in the field for longer without having to return to base.
* CaptainErsatz[=/=]{{Expy}}: Of [[Literature/LordOfTheRings Gandalf]]. The Dota 2 wiki has [[http://dota2.gamepedia.com/wiki/Keeper_of_the_Light#Trivia more]] on this.
* ChargedAttack: ''Illuminate'''s drawback is that leveling it increases its mana cost (which makes it extremely costly to cast in quick succession even with ''Chakra Magic''), and only increases its channeling time, during which [=KotL=] is forced to remain stationary and vulnerable to attack, and giving his opponents more time to get out of the way. To get the full 500 damage out of the nuke, the spell has to be channeled for the full 5 seconds, which makes it much more likely to miss.
* ChivalrousPervert: He will hit on any female hero who happens to be on his team, up to and including Broodmother. Makes more sense if you realize [[AnthropomorphicPersonification he's not nearly as human as he looks]].
** DirtyOldMan: Played up as this, though in actuality he's closer to the above trope.
* CombatMedic: With Aghanim's Scepter, ''Illuminate'' can heal any allied units it hits.
* CooldownManipulation: ''Chakra Magic'' will reduce the cooldown of the next spell the affected ally uses.
* CrouchingMoronHiddenBadass[=/=]LetsGetDangerous
* DefogOfWar: ''Illuminate'' gradually gives more and more unrestricted vision around [=KotL=] as it's channeled (meaning it sees over trees and hills). Purchasing Aghanim's Scepter also removes any restrictions on his basic vision range during the day.
* ElementalEmbodiment: Of light.
* GlowingEyes: With ''Spirit Form''.
* HolyHandGrenade: ''Illuminate'' is arguably [=KotL=]'s signature ability. It has an extremely long range, wide radius, and at maximum level can deal up to 500 damage to anything caught in its path. It also has a 10 second cooldown.
* InTheHood
* LightEmUp: Virtually every single one of his abilities utilizes light in some way or other.
* LightIsGood
* MagicStaff
* ManaBurn: Ezalor's second ability, ''Mana Leak'', causes the target to lose a percentage of their mana for every unit of distance they move, and then stunning them if their mana reaches zero (a mana-draining version of Bloodseeker's ''Rupture''). While it technically doesn't deal any damage, it can easily drain a sizable chunk of the target's mana within a few seconds. This can be solved simply by stopping and standing still or blinking, but is generally not an option when the entire other team is bearing down.
* MountedCombat
** WhiteStallion
* NonStandardSkillLearning: When Keeper of the Light uses his ultimate ''Spirit Form'', he temporarily gains two new abilities ''Recall'' and ''Blinding Light''.
* RamblingOldManMonologue[=/=]GrumpyOldMan: A lot of his lines make fun of this.
--> '''When denying:''' [[http://dota2.gamepedia.com/images/0/06/Keep_deny_12.mp3 Get off my lawn...eh, what's a lawn?]]
* RegeneratingMana: ''Chakra Magic'' restores a set amount of mana on a target ally, and can be cast on yourself. In the early laning stage, this allows any lane with a [=KotL=] to constantly harass or gank their opponents without worrying about running out of mana.
* RobeAndWizardHat
* SentientCosmicForce: Keeper of the Light is the manifestation of light.
* SquishyWizard
* SuperMode: Ezalor's ultimate, ''Spirit Form'', doesn't boost any of his stats, but instead it grants him access to two new abilities, and upgrades his main damage nuke.
* TeleportersAndTransporters: Using ''Recall'', which is only available when ''Spirit Form'' is active, lets you bring allied heroes to your location after a delay. It gives almost unlimited global positioning, and has only a 15 second cooldown, meaning that it can be used for surprise ganks or back-door attacks, especially if [=KotL=] already has Boots of Travel.
* TeleportInterdiction: ''Recall'' will fail if the target hero takes player damage during the delay, or if [=KotL=] is killed before the spell can be completed.
* TimeAbyss: Being a Fundamental, he is literally as old as creation.
* WizardBeard
* XRayVision: Purchasing Aghanim's Scepter gives Ezalor flying vision during the day, meaning he can see through all kinds of obstacles.
* YouWillNotEvadeMe: ''Mana Leak'' drains the target's mana if they try to move, and will stun them for a long duration if they hit zero mana. This means that not only are they vulnerable for a long time while they're stunned, but by the end of it they'll have zero mana for casting escape spells or using teleport scrolls.
[[/folder]]
----
[[folder:'''Leshrac''', the Tormented Soul]]
[[quoteright:256:http://static.tvtropes.org/pmwiki/pub/images/Leshrac_1359.png]]
[[caption-width-right:256:[-[[http://dota2.gamepedia.com/images/f/fd/Lesh_rare_02.mp3 " The truth of nature is torment, suffering and decay. But only the wisest see this--which is to say, only Leshrac."]]-] ]]
->'''Voiced by: ''' Eric Newsome
''"Leshrac, Tormented Soul, is an entity torn from the heart of nature, a liminal being that exists half in one plane of existence, half in another. His penetrating intelligence is such that he can never ignore for a moment the agonizing horror at the heart of all creation. Once a great philosopher who sought the meaning of existence, he plumbed the depths of nature with the haunted Chronoptic Crystals, and was forever altered by the hideous mysteries thereby revealed to him. Now the darkest depths of his enlightenment are illumined only by the fitful glare of his arrogance. Like other elemental characters, he is completely at one with nature, but in his case it is a nature lurid and vile. He alone sees the evil truth of reality, and has no use for those who believe the cosmos reserves a special reward for those who practice benevolence."''

* AnthropomorphicPersonification: Although his backstory is usually interpreted as WasOnceAMan, his in-game dialogue and several other details in his backstory seem to suggest he was a creature similar to Enchantress before his change into the embodiment of nature's dark side.
* BadassBoast: ''A thousand of your kind have fallen before me!''
* BeamSpam: Is a master of this.
* BlackMage: Leshrac at his best is a rampaging ball of magical damage, able to melt heroes, creep waves and towers alike with his four nukes.
* DishingOutDirt: His first ability, ''Split Earth'', stuns enemies by manipulating the ground under them. It's hard to land since crafty players can simply watch his animation and dodge it at the last second, but it's an area of effect spell that can catch several enemy heroes at once if timed properly.
* EnlightenmentSuperpowers
* FourFingeredHands
* GlassCannon: He's as [[SquishyWizard squishy]] as they come, with no escape, and a stun that takes practice to land. But he has an incredibly high damage output and moderate mana use per damage. A Leshrac who manages to farm a Bloodstone essentially becomes a walking hazard that melts anything that comes near him, and his ultimate combined with ''Diabolic Edict'' allow him to damage enemy heroes simply by walking alongside him, making him capable of easily chasing down enemies.
* GlowingEyesOfDoom
* GoMadFromTheRevelation
* HerdHittingAttack: All four of Leshrac's skills are AOE nukes; one (''Diabolic Edict'') also affects structures, making him an excellent pusher.
* InsufferableGenius
* JackOfAllStats: Because he has a stun, a slow, a pushing skill and doesn't need many items to be effective, Leshrac is often run as a support. On the other hand, because he benefits well from farm and levels, he is viable as a mid hero as well, taking advantage of the XP at mid to quickly shove down towers with ''Diabolic Edict'' and get a quick Bloodstone, which gives him the HP so he can run into the enemy team without being insta-gibbed, and the mana so he could spam ''Split Earth'' and ''Diabolic Edict'', and keep ''Pulse Nova'' perpetually active.
* LeadTheTarget: ''Split Earth'' must be aimed on the ground and has a short delay, forcing Leshrac players to guess where their target would move.
* MagicStaff: With the Immortal weapon Tormented Staff. Later cosmetic sets also tend to include staves.
* NatureHero: An unusual villainous example.
** NatureIsNotNice: He represents the complete indifference of nature.
* OurCentaursAreDifferent: He's based on one in appearance.
* PillarOfLight: ''Pulse Nova''.
* PointyEars
* PowerCrystal: The Chronoptic crystals mentioned in Leshrac's backstory.
* PowerGlows: His entire body.
* PreExplosionGlow: ''Diabolic Edict'' and every flash of ''Pulse Nova'' are preceded by a flash of light from his body.
* RandomNumberGod: ''Diabolic Edict'' hits random enemies around Leshrac, making it very powerful against lone heroes or towers but loses much effectiveness when a creep wave arrives.
* RealityWarper: According to lore, his ultimate damages his enemies by rending the very space around them.
* ShockAndAwe[=/=]HostileWeather: His third ability, ''Lightning Storm'', hits the target with a bolt of lightning, slowing them for a short duration, and then jumps from target to target, allowing him to nuke enemy groups easily. On top of which, it has an extremely low cooldown, meaning that anything that's still standing four seconds after he casts it will eat another bolt.
* ShoutOut: He's named after a MagicTheGathering character.
* SpikesOfVillainy: With the Thorns of Sundering and the Twisted Wisdom cosmetic sets.
* SquishyWizard
* SupernaturalIsPurple: All of his attacks bear a purple tint.
* TimeMaster: With ''Pulse Nova'':
-->''If necessary, the Tormented Soul can manipulate space time itself, ravaging lesser beings.''
* WalkingWasteland: Leshrac's lines show he revels in bringing chaos and entropy wherever he goes, tearing everything apart with his dark elemental powers. [[GameplayAndStoryIntegration This is reflected in-game]] with his highly damaging pulse spells.
* WasOnceAMan: Leshrac used to be a normal philosopher before his transformation into the Tormented Soul.
* WizardBeard
* YouWillNotEvadeMe: While most of Leshrac's abilities are damage over time based, two of them (''Diabolic Edict'' and ''Pulse Nova'') allow him to damage enemies while moving, which make him a powerful chaser. Combined with an [=AoE=] stun and a nuke that can slow the target long enough to set up the stun, Leshrac can be very hard to escape, which is especially surprising given that he's an Intelligence support.
[[/folder]]
----
[[folder:Ethreain, the '''Lich''']]
[[quoteright:256:http://static.tvtropes.org/pmwiki/pub/images/Lich_9417.png]]
[[caption-width-right:256:[-[[http://dota2.gamepedia.com/images/0/05/Lich_rare_01.mp3 "And so the dead will bury the dead."]]-] ]]
->'''Voiced by: ''' Gary Schwartz
''"In life, the frost-mage Ethreain (not yet a Lich) had used the threat of destructive ice to enslave entire kingdoms. His subjects, aided by a few desperate magicians, eventually grew bold enough to ambush him. Armed with enough charmed rope to bind him forever, they tied the frost mage to adamant weights and dropped him in a pool known chiefly for being bottomless. It wasn't. He only fell for a year or so before an outcrop snagged him. There he rested, dead but undecaying, until the geomancer Anhil thought to verify the legend of the supposedly bottomless Black Pool. Anhil's plumbline snarled with the ropes that bound the drowned magician, and up he hauled an unexpected prize. Thinking that by rendering the dead undead, he could question the Lich about the properties of the pool, he removed the bindings and commenced a simple rite of resurrection. Even the descendants of Ethreain's enemies were long forgotten by time, so there were none to warn Anhil against imprudence. But he learned the error of his judgment almost immediately, as Lich threw off the shackles and consumed him."''

* AffablyEvil: He has a large amount of dedicated voice lines for support actions, and even for buying wards (which makes him unique among even support heroes).
* BaldOfEvil
* BoringButPractical: Lich is widely considered to be one of the best beginner heroes, as all of his skills are very simple to use: ''Sacrifice'' trivialises mana management in the early laning phase and provides an easy way to deny AND pull creeps with no effort, ''Frost Blast'' is a very simple spammable nuke and slow, ''Ice Armor'' can be turned on autocast and forgotten about, ''Chain Frost'' can score multi-kills simply by being tossed at a group of enemies, while Lich himself is fairly farm-independent and doesn't need much last-hitting skills. Because of this, it is very hard even for a complete newbie to screw up as Lich; and he remains popular amongst high-level players thanks to his amazing ability to harass with ''Frost Blast'' spamming, guaranteed deny of 25% of all gold in a lane, and acceleration of his lane mates' XP gain with ''Sacrifice''.
* ChainedByFashion
* ElementalArmor: ''Ice Armor''.
* EvilIsDeathlyCold
* EvilOverlord: He was one in his past life as a frost-mage.
* EvilSorcerer
* {{Expy}}: Three of Lich's four spells were lifted directly from the eponymous hero in ''Warcraft III'', with the onlly real change being his ultimate ability, which was changed from ''Death and Decay'' (effectively a channeled version of Enigma's ''Midnight Pulse'', which also affected buildings) into ''Chain Frost''. The original ''[=DotA=]'' didn't even bother with the pretense and straight-up gave him Kel'Thuzad's name and voice lines. Yes, [[Characters/WarcraftTheScourge that Kel'Thuzad]].
* GlassCannon: While Lich is very squishy and easy to kill, his ''Frost Blast'' nuke does a lot of damage and has a very low cooldown, allowing him to spam it. On top of that, ''Chain Frost'' can deal massive amounts of damage to crowded enemies, making it one of the most feared ultimates in the game.
* GlowingEyelightsOfUndeath
* GradualGrinder: In the laning phase. Lich has no stun, and ''Frost Blast'''s 30% slow and 125 damage at level 1 isn't going to help burst down a full HP enemy hero. However, ''Sacrifice'' provides him with a plentiful source of mana which he can use to spam ''Frost Blast'' to constantly harass the enemy offlaner, to the point they can't dare going near the creep wave (which is usually already near Lich's tower due to ''Sacrifice'' pulling his lane back) or risk getting killed.
* HumanResources: Lich's ''Sacrifice'' ability allows him to instantly kill a friendly creep and convert a percentage of its current HP into mana for him, as well as converting it into experience for any hero (regardless of team) within the XP gain radius. This means that casting it on a creep while no enemy heroes are nearby will generate mana for him and XP for only friendly heroes. Lich is infamous for being one of the best laning supports in the game because of this ability to guaranteed deny 25% of all gold in a lane just by being there. And played smartly, it can be used to essentially ''steal'' XP from the other team. With enough mana regeneration (or frequent use of ''Sacrifice''), Lich can afford to perpetually cast ''Ice Armor'' on himself and his teammates upon being attacked (albeit with a minor cooldown) with no major downsides, providing a sizable defensive boost for any nearby allies.
* AnIcePerson
* ItsAllAboutMe:
--> '''Lich (casting Sacrifice on a friendly creep):''' [[http://hydra-media.cursecdn.com/dota2.gamepedia.com/e/e0/Lich_ability_ritual_01.mp3 "For the greater good-- mine!"]]
* KillItWithIce: Or frost, in this case.
* LeakedExperience: While this is how all experience in Dota works, ''Sacrifice'' is notable in that it can be used to accelerate experience gain for yourself and your teammates (so long as you cast it outside of the enemy team's experience gain radius).
* MutualDisadvantage: Lich has ''no'' control over ''Chain Frost'' after it launches, so unless he has an Aghanim's Scepter, heroes with summoned creeps can take much of the bite off his ultimate by having [[WeHaveReserves much of the damage be taken by them instead]]. On the other hand, after he gets Scepter, it becomes much more difficult to split your minions up, because they can no longer eat the bounces for you.
* NotTheIntendedUse: ''Chain Frost'' can be cast on spell immune units. It doesn't actually damage them, but it will still mini-stun the first target and continue to bounce. This means that a Lich with an Aghanim's Scepter [[http://www.youtube.com/watch?v=gc6GYt6aeUM can lock down ancient camps and kill anybody who tries to farm them]].
* PinballProjectile: ''Chain Frost'' hits up to 10 enemies via bouncing if another enemy is close enough to it (buy an Aghanim's Scepter, and the bounces become unlimited as long as there's another target nearby). It's fairly common for a savvy Lich to pull off multi-kills against gankers, or during teamfights.
* PowerFloats: He floats a few inches over ground.
* RandomNumberGod: Because ''Chain Frost'' will bounce to random targets after each hit, you can get extremely varied results if there are more than two enemies within the bounce radius.
* ReallySevenHundredYearsOld: Ethreain has been imprisoned for so long that even the descendants of his enemies were forgotten by time.
* RedEyesTakeWarning
* TheRedMage
* SorcerousOverlord
* SpamAttack: Though ''Frost Blast'' costs a lot of mana at the early laning stage, Lich can easily replenish it with constant ''Sacrifice'', allowing him to toss a ''Frost Blast'' every time it comes off cooldown. ''Ice Armor'' can be this as well, seeing how it can easily be turned on auto-cast and forgotten about.
* SquishyWizard: While he can alleviate this somewhat with ''Ice Armor'', Lich has very low Strength gain and can be squashed quite quickly if caught out of position.
* StandardStatusEffects: Besides his nuking power, all of Lich's active spells serve to slow the enemy's attack and movement speed. An enemy hero under the effects of the debuffs from ''Frost Blast'', ''Ice Armor'' and ''Chain Frost'' will have their movement speed slowed by 90% (which is more than enough to guarantee minimum movement speed) and attack speed by 60 (more than a Shiva's Guard).
* StayFrosty: He says this when casting ''Ice Armor''.
* WalkingShirtlessScene
* WeaksauceWeakness: There are two ways to counter ''Chain Frost'': Either walk into a group of allied or neutral creeps, as they will take some of the bounces, or [[RunOrDie run away from any allied units]], which, done fast enough, may mean the spell won't be able to bounce even once. This means that to get the most use out of the ulti, it is necessary to lock down the targets' movement speed and engage in an area without creeps.
** One of Lich's biggest weaknesses is that he has no pushing power, as ''Frost Blast'' has an extremely thin radius and can only be unit-targeted, making it less than ideal for nuking down creep waves, and does most of it's damage to a single target while others in the area take reduced damage anyway. Combined with his low base Intelligence, this means that he can't really spam his abilities until he gets some good items or enough levels of ''Sacrifice''.
** ''Sacrifice'' also eventually becomes a liability in the late game, when map control is dictated by how far the creep waves are pushed against the enemy towers (as opposed to early game, where you want the creeps near your tower to keep enemy heroes away). Since Lich has to kill one of his own creeps in order to sustain his mana pool, relying too much on ''Sacrifice'' can inadvertently take map control away from your team.
* WeirdBeard: Made of frost, apparently.
[[/folder]]
----
[[folder:'''Lina''', the Slayer]]
[[quoteright:256:http://static.tvtropes.org/pmwiki/pub/images/Lina_2453.png]]
[[caption-width-right:256:[-[[http://dota2.gamepedia.com/images/a/a1/Lina_battlebegins_01.mp3 "One little spark and before you know it, the whole world is burning."]]-] ]]
->'''Voiced by: ''' Jen Taylor
''"The sibling rivalries between Lina the Slayer, and her younger sister Rylai, the Crystal Maiden, were the stuff of legend in the temperate region where they spent their quarrelsome childhoods together. Lina always had the advantage, however, for while Crystal was guileless and naive, Lina's fiery ardor was tempered by cleverness and conniving. The exasperated parents of these incompatible offspring went through half a dozen homesteads, losing one to fire, the next to ice, before they realized life would be simpler if the children were separated. As the oldest, Lina was sent far south to live with a patient aunt in the blazing Desert of Misrule, a climate that proved more than comfortable for the fiery Slayer. Her arrival made quite an impression on the somnolent locals, and more than one would-be suitor scorched his fingers or went away with singed eyebrows, his advances spurned. Lina is proud and confident, and nothing can dampen her flame."''

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

* ActionGirl: Of both sides, her nukes and auto-attack can be very potent killing tools, so Lina can sometimes do carry roles.
* ArmorPiercingAttack: With Aghanim's Scepter, ''Laguna Blade'' deals Pure damage (meaning that magic resistance will no longer help) and it becomes able to bypass spell immunity (meaning that activating BKB will not save you).
* BlackMage: Lina's kit almost completely revolves around raw damage: three of her abilities are nukes, while the final one boosts her right-click attack.
* ColorCodedElements: Red, for obvious reasons.
* DifficultButAwesome: ''Light Strike Array'' is very tricky to land for new players, and her skills are almost entirely focused on raw damage. She can be an unholy terror in the right hands, but food in the wrong ones.
* DoesNotLikeShoes: Is mostly barefoot, floating around.
* {{Expy}}: very obviously to Lina Inverse of Anime/TheSlayers.
* [[EvilCounterpart Good Counterpart]]: To Lion; they are two of the very first heroes in the game (since version 0.60), both are fearsome nukers with an ultimate capable of dealing massive damage to a single target. Compared to Lion, Lina is a better carry, has higher damage output and scales better to the late game, but needs more levels and isn't as good of a disabler.
* FieryRedhead: Quite literally.
* FlamingHair: With the ''Fiery Soul of the Slayer'' item. It also used to be her old Dota 2 model.
* FriendlyRivalry: She will still be friendly on Rylai if they're in the same team. When compared to another bloody rivalry like Kunkka-Tidehunter, it's a big "improvement".
* GenderFlip: Perhaps unknown to most players, she was formerly known as [[http://www.playdota.com/forums/263807/rejected-heroes-past/#post1330703 Link Inverse]].
* GlassCannon: At max level, her ultimate, ''Laguna Blade'', deals the largest amount of burst magic damage in the game, beating out even Lion's ''Finger of Death'', and with Aghanim's Scepter can even bypass spell immunity. Combine with her good Intelligence growth and attack speed from ''Fiery Soul'', she can tear down enemy heroes quickly if her burst hasn't done so already. On the flip side, she's easy to put down if focused down by the other team.
* HelloNurse: Lore-wise, after moving to desert, Lina has gotten so many would-be suitors for her attractiveness... and proudly rejected all of them.
* ImpossiblyLowNeckline
* LimitBreak: Lina's passive, ''Fiery Soul'', ramps up her attack and movement speed the more spells she casts. This allows her to actually deal a surprising amount of physical damage for an Intelligence support.
* MsFanservice: While [=DotA=] is less sexualized for the girls, it's worth noting that Lina used to take the ''VideoGame/{{Warcraft}} III'' Sorceress model, which is very sensual. Come ''VideoGame/{{Dota 2}}'', Lina is given a rather {{Stripperiffic}} outfit that [[ImpossiblyLowNeckline bare a lot of her shoulders]], and gets a rather sensual voice (toned down from the Sorceress voice set, but still there). Thus if there's a 'hottest DOTA girl' topics in the internet, Lina would definitely be mentioned, aside of making 'hot' {{Pun}}s with [[PlayingWithFire her powers]]. In fact, [[http://agito666.deviantart.com/art/0427-Dota-2-Boobs-chart-343495727 a boob chart that also gives analysis with the in-game model]] shows that Lina is the ''second'' bustiest DOTA 2 lady just behind Queen of Pain. Ironic, considering [[LightNovel/{{Slayers}} her former namesake]] is flat-chested.
* OnlyOneName: Once her full name was [[LightNovel/{{Slayers}} Lina Inverse]]. To accomodate the rivalry with Rylai, her surname was removed and then made unknown, now she's just known as Lina.
* OurDragonsAreDifferent: ''Dragon Slave'':
-->In the scorched barren of Misrule, Lina learned to manipulate the fiery breath of the Desert Wyrm as a form of entertainment.
* PlayingWithFire
* PowerFloats
* ThePowerOfTheSun: ''Light Strike Array'' burns air with the sun's energies.
* ShockAndAwe: ''Laguna Blade'', which is a blue bolt of lightning.
* ShoutOut: Lina's given full name used to be [[LightNovel/{{Slayers}} Lina ''Inverse''.]] The background information was also written to be as close to the Slayers version of Lina as possible. The spell names are still derived from spells of the show.
* SiblingRivalry: She doesn't get along well with Rylai due to obvious incompatibilities.
** TheGloriousWarOfSisterlyRivalry: Lina is the smart and more guile one, giving her advantage in parental preference than Rylai. She's more the loner sister lore-wise.
* SpamAttack: ''Dragon Slave'' and ''Light Strike Array'' both have extremely low cooldowns, allowing Lina to deal huge amounts of area-of-effect damage the longer she survives.
* SquishyWizard
* SuperPowerMeltdown: Lina goes up in flames when killed.
** BetterToDieThanBeKilled: A possible death quote of hers that justifies the trope above.
* YellowLightningBlueLightning: ''Laguna Blade'' is blue, like most other lightnings in the game.
* WreathedInFlames
[[/folder]]
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[[folder:'''Lion''', the Demon Witch]]
[[quoteright:256:http://static.tvtropes.org/pmwiki/pub/images/lion_6539.png]]
[[caption-width-right:256:[-[[http://hydra-media.cursecdn.com/dota2.gamepedia.com/c/ce/Lion_rare_01.mp3 "When the demon betrayed me, I took its very arm. Imagine what I'll do to a mere hero."]]-] ]]
->'''Voiced by: ''' Tom Chantler
''"Once a Grandmaster of the Demon Witch tradition of sorcery, Lion earned fame among his brethren for fighting on the side of light and righteousness. But adulation corrupts. With powers surpassed only by his ambition, the mage was seduced by a demon and turned to evil, trading his soul for prestige. After committing horrible crimes that marred his soul, he was abandoned. The demon betrayed him, striking better deals with his enemies. Such was Lion’s rage that he followed the demon back to hell and slew it, ripping it limb from limb, taking its demonic hand for his own. However, such demonoplasty comes at a cost. Lion was transfigured by the process, his body transformed into something unrecognizable. He rose from hell, rage incarnate, slaying even those who had once called him master, and laying waste to the lands where he had once been so adored. He survives now as the sole practitioner of the Demon Witch tradition, and those who present themselves as acolytes or students are soon relieved of their mana and carried off by the faintest gust of wind."''

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

* AppendageAssimilation: Creatively referred to as "demonoplasty".
* ArtEvolution: Prior to a redesign, Lion used to look [[http://static.tvtropes.org/pmwiki/pub/images/lion1_8243.png like an obese half-demon]], but was updated to a more agressive, slightly feline appearance prior to game release. Prior to even this, he was [[http://25.media.tumblr.com/tumblr_m32jxrm9so1rt2j9do3_400.jpg spikey yet somewhat feline-looking, or simply a purple blob]].
* BaldOfEvil: Lion has no hair at all, only a bunch of spikes on his head that resemble hair.
* BalefulPolymorph: He can do this to his enemies with ''Hex''.
* BeamSpam: Aghanim's Scepter drops the cooldown on ''Finger of Death'' down to twenty seconds, an extremely short cooldown for such a damaging spell. Additionally, an upgraded ''Finger of Death'' will fire one beam at every enemy inside the area of effect.
* BlackMage: Lion is known as one of the most fearsome nukers in the game, being able to burst down heroes extremely quickly in the early- and mid-game.
* BodyHorror: ''Finger of Death''. It deals a huge amount of damage because it is attempting to turn the target [[{{Squick}} inside out]]. In other words, if he kills someone with the spell - it ''succeeded in doing so!''
* DealWithTheDevil: Also resulted to a FaustianRebellion and [[DidYouJustPunchOutCthulhu killing the demon]].
* DifficultButAwesome:
** Lion is one of the most squishy heroes in the game, because of his slow speed, short effective range (''Hex'', for example, only has 500 range), poor HP and lack of armour. Your positioning has to be strong, and you have to be wary of strong enemy combos.
** While ''Earth Spike'' can be targeted on units up to 500 range away, its actual effect range is 825. Add in the 125 radius on the spikes, and you can potentially stun enemies up to 950 range away, almost twice the targetable range. So while regular Lion players can reliably stun enemies at the usual 500 range by directly targeting them, good Lion players can hit people twice as far by ground-targeting the spell instead, relying on manual aim.
* EvilCounterpart: To Lina; they are two of the very first heroes in the game (since version 0.60), both are fearsome nukers with an ultimate capable of dealing massive damage to a single target. Compared to Lina, Lion is a better ganker and disabler, needs fewer levels and items, but can't be played as a carry and scales to the late game worse than Lina.
* EvilSorcerer
* FaceHeelTurn
* FallenHero
* FingerPokeOfDoom: ''Finger of Death''
* FinishingMove: ''Finger of Death'' is often used this way.
* GivingSomeoneThePointerFinger: Usually accompanied by said someone evaporating.
* GlassCannon[=/=]SquishyWizard: ''Finger of Death'' is the second most damaging spell in the game after ''Laguna Blade'', although he's quite frail. With Aghanim's Scepter, Lion can hit ''multiple enemies'' with a single ''Finger of Death'', effectively dealing up to 1025 magical damage to enemies that are bunched up, and potentially causing a team wipe under the right circumstances.
* {{Gonk}}
* ImpaledWithExtremePrejudice: Units hit by ''Earth Spike''.
* [[TheRightHandOfDoom The Left Hand of Doom]]: The demon's hand.
* LoinCloth
* MageKiller: A villainous variety, in his backstory. In the actual game, Lion is quite adept at nuking down fragile intelligence heroes with ''Earth Spike''[=/=]''Finger of Death'', or preventing them from casting spells with ''Mana Drain''[=/=]''Hex''.
* MagicStaff
* ManaDrain: His third ability, named this. Used properly, Lion can maintain his mana pool without having to go back to base, meaning that he can roam and gank very effectively. It also has utility in teamfights, since draining an enemy Hero's mana pool (usually coupled with a disable to keep them from breaking the tether too early) can prevent them from casting their escape abilities or using their big teamfight ultimate.
* OneHitPolykill[=/=]SplashDamageAbuse: Due to his ultimate becoming an [=AoE=] targeted spell if an Aghanim's Scepter is purchased, a good grouping spell such as Magnus' ''Reverse Polarity'' or Dark Seer's ''Vacuum'' can allow you to drop your nuke on multiple enemy heroes at once, to say nothing of the short cooldown.
* SpikesOfVillainy: On his face.
* ToHellAndBack: Judging by Visage's surprised reaction, he did it multiple times already.
--> '''Lion:''' [[http://dota2.gamepedia.com/images/4/4a/Lion_respawn_01.mp3 "I've been to hell and back, and back to hell…and back."]]
* VampiricDraining: His third skill, ''Mana Drain''.
* VolcanicVeins: His stolen demon hand.
* WalkingShirtlessScene
* WasOnceAMan: His background lore makes it clear that he was ''something'' else before his transformation, though it's unclear just dramatic the demonoplasty altered him.
* WingsDoNothing: The Legacy of Infernal Wings set gives Lion a pair of small bat wings that do nothing at all.
* YouWillNotEvadeMe: Lion is one of the game's more notable heroes due to having two hard disables (''Earth Spike'' and ''Hex''), as well as ''Mana Drain'', which can prevent heroes with small mana pools from casting any spells or using certain item active abilities. Most other heroes in the game will have only one reliable disable.
[[/folder]]
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