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* 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, since their timer is extended when they multiply).

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* 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, since their timer is extended when they multiply). However, you can't use it on higher-level jungle creeps, and you can't use it on your own flagbearer creep to deny them.
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* BlackMage: Enigma is a purely offensive spellcaster, with none of his abilities having any direct defensive application.

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* BlackMage: Enigma is a purely offensive spellcaster, with none of his abilities having any direct defensive application.application[[note]]Though if your micro is ''really'' good, you can use Eidolons to get in the enemy's way to slow them down when chasing you[[/note]].
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Baleful Polymorph was renamed per TRS


* BalefulPolymorph: He can do this to his enemies with ''Hex'', turning them to a frog (or fish, with a cosmetic item).


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* ForcedTransformation: He can do this to his enemies with ''Hex'', turning them to a frog (or fish, with a cosmetic item).

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Removing YMMV.


* MemeticLoser: Crystal Maiden only has ''17'' strength, and relatively low intelligence for and INT hero, making her about as physically dangerous and/or resilient as a creep early on, which gets her a lot of flack. Others take it to the (good-naturedly) opposite extreme, calling for ''more'' nerfs, saying facetiously that if she gets ''any'' kills, it's a sign that she's overpowered.



--> ''The Sol Apex Incantation, forgotten for [[MemeticMutation 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 Sol Apex Incantation, forgotten for [[MemeticMutation [[ShoutOut 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.''



** 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."

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** 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 "over nine thousand]] thousand years."
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* MemeticLoser: Crystal Maiden only has ''17'' strength, and relatively low intelligence for and INT hero, making her about as physically dangerous and/or resilient as a creep early on, which gets her a lot of flack. Others take it to the (good-naturedly) opposite extreme, calling for ''more'' nerfs, saying facetiously that if she gets ''any'' kills, it's a sign that she's overpowered.
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* 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.

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* ArmorPiercingAttack: ''Midnight Pulse'' deals Pure damage that ignores spell immunity. Similarly, ''Black Hole'' will disable spell immune enemies, enemies and due to its damage type being Pure, will also damage them, meaning that the only way to dodge either ability it is to become invulnerable.



* 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]].

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* PercentDamageAttack: ''Midnight Pulse'', which does 5.25% deals damage per second for 11 seconds in based on a large area. percentage of their current HP. [[TooDumbToLive Anyone stupid enough to stand in it for the whole duration loses nearly 60% of will lose almost half their heatlh]]. health]]. An upgraded ''Black Hole'' has a miniature deals 5% of their ''max'' HP per second which stacks with ''Midnight Pulse'' added which stacks with the original. Pulse''. Using both at once nets 10.5% per second for 4 seconds and can whittle their HP down a fraction of their max HP [[OhCrap Enigma can use a Refresher Orb to reset the cooldown and do it again]].
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* 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).

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* AffablyEvil: He Lich has a large amount of dedicated voice lines for support actions, and even for buying wards (which makes him unique among even support heroes).heroes). All while being an EvilSorcerer.
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Supernatural Is Purple and Supernatural Is Green have been merged into a new trope called Technicolor Magic per this TRS thread. zero context examples and examples that don't fit the existing tropes will be removed.


* SupernaturalIsPurple: It's the tint of his light.



* SupernaturalIsPurple: All of his attacks bear a purple tint.

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* AnthropomorphicPersonification: Of fear and nightmares.

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* AnthropomorphicPersonification: Of fear and nightmares.Bane is Nyctasha's nightmares turned reality.



* BetterToDieThanBeKilled: ''Nightmare'' can be used to deny an allied Hero from getting killed (until the damage was removed, anyway). He can even do this to himself if his health is exceptionally low.

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* BetterToDieThanBeKilled: In previous versions, Bane could use ''Nightmare'' can be used to deny an allied Hero himself or allies, stopping enemies from getting killed (until the damage was removed, anyway). He can even do this to himself if his health is exceptionally low.kill.



* 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.

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* DarkIsEvil
DarkIsEvil: Bane is a living nightmare, delighting in inflicting his enemies with their worst fears. He is a sinister shade of purple dripping with black ichor.
* DifficultButAwesome: 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 hard-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.enemy.
** ''Nightmare'' is a rather complex spell to use: it can be cast on allies, transfers between targets with right-clicks, and has a 1-second invulnerability window. This means that it can completely screw over your team if used the wrong way. One of the harder tricks to pull off is casting it on an ally to take advantage of its invulnerability period; time it perfectly and you can block a nuke spell, saving your friend's life, but if you're off by just a little bit, you'll probably end up just stunning them for no reason, making things worse.



* EvilLaugh: Very frequently.
* EyelessFace

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* EvilLaugh: Very frequently.
Bane loves to laugh as he makes his enemies' nightmares come true.
* EyelessFaceEyelessFace: His lack of eyes make him look even creepier.



* ForTheEvulz: His primary motivation.

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* ForTheEvulz: His primary motivation.He has no real reason for causing chaos and terror. He's a living nightmare, that's what he does.



* NightmareFace

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* NightmareFaceNightmareFace: An EyelessFace and a lipless mouth full of sharp teeth certainly don't help him look less horrifying.



%%* PowerBornOfMadness



%%* PurpleIsTheNewBlack

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%%* PurpleIsTheNewBlack* PurpleIsTheNewBlack: You'd expect the embodiment of nightmares to be colored black, rather than a vivid purple. He does have black blood dripping from his body, however.



* YourWorstNightmare: His means of attack, and also what he is.

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* YourWorstNightmare: His means of attack, Enemies put to sleep by ''Nightmare'' and also what he is.''Fiend's Grip'' do not rest easy, as they are [[MindRape tormented by horrific nightmares]], dealing damage over time.

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Human Popsicle is about cryonics, not being stunned for a second or two.


* DamageOverTime: Both ''Cold Feet'' and ''Ice Blast'' deal damage over time. Notably, since ''Ice Blast'' also [[AntiRegeneration prevents healing for its duration]], has a long duration, and causes [[LiterallyShatteredLives instant death]] if the target's health gets low enough, this can spell [[YouAreAlreadyDead guaranteed doom for a hero that takes enough damage right before or after being hit]] unless they can become spell immune or have Dazzle cast ''Shallow Grave'' on them.



* EldritchAbomination: Or rather the projection of such a horror.
* ElementalEmbodiment: Of ice and entropy.

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* EldritchAbomination: Or rather Kaldr represents entropy. The Ancient Apparition you can play as is but a mere shadow of its true form, a being who transcends our dimension and who grows stronger as the projection universe gets younger. As such, it is inevitable that Kaldr will eventually grow powerful enough to freeze the entire cosmos--much in the same way that the heat death of such a horror.
the universe can never be avoided.
* ElementalEmbodiment: Of He is ice and entropy.entropy given form and will.



* EvilSoundsDeep

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* EvilSoundsDeepEvilSoundsDeep: The Ancient Apparition speaks in a deep, sinister, whispery growl matching the image of the embodiment of entropy.



* HumanPopsicle: Victims of ''Cold Feet'' are frozen solid, with icicles protruding from the ice.



* PowerFloats

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* PowerFloatsPowerFloats: The embodiment of entropy itself has no need for feet; Kaldr floats above the battlefield.



* SealedEvilInACan



* AntiStructure: Buildings are fully affected by ''Liquid Fire'' and ''Liquid Frost'', both the damage and attack speed slow.

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* AntiStructure: Buildings are fully affected by ''Liquid Fire'' and ''Liquid Frost'', both the damage and attack speed slow.slow, making Jakiro an excellent tower-killer.



* BreathWeapon: All of Jakiro's spells, as well as his right-click attack.

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* BreathWeapon: All of Jakiro's spells, as well as his right-click attack.attack, have him unleash various projectiles and gases from his mouths.



* DamageOverTime: While none of Jakiro's abilities do much upfront damage, he's got a lot of ways to chip away at his enemies' health over the course of a longer fight. ''Liquid Fire'', ''Dual Breath'', and ''Liquid Frost'' inflict a damage over time debuff, while ''Macropyre'' constantly damages enemies who stand in its area.



* FireWaterJuxtaposition: Ice being solid water, after all.

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* FireWaterJuxtaposition: Ice being solid water, after all.One of his head breathes fire, while the other breathes ice.



* GiantFlyer

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* GiantFlyerGiantFlyer: Jakiro is a dragon about the size of a person, and who can stay perpetually aloft just by flapping his wings.



* HumanPopsicle: Makes others this with ''Ice Path''.
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gradualGrinder has been merged to Damage Over Time, example is misuse.


* 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. Aghanim's Scepter provides another option by removing the cooldown of ''Chilling Touch'', effectively making it an attack modifier.



* 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 with very little risk.
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* MagicStaff: Dazzle’s WeaponOfChoice is a pink staff with rings that he uses to cast his spells and fling pink bolts of energy at his enemies.

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* MagicStaff: Dazzle’s WeaponOfChoice is a pink staff with rings that he uses to cast his spells and fling pink bolts of shadow energy at his enemies.
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* DoesNotLikeShoes: Dazzle runs around completely barefoot. The only thing on his legs at all are ankle wrappings.

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* DoesNotLikeShoes: Dazzle runs around completely barefoot. The only thing on At most, some of his legs at all are cosmetics give him cloth ankle wrappings.
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* YouWillNotEvadeMe: Between ''Frost Blast'' slowing its target's movement speed, ''Frost Shield'' slowing all enemies hit by its AOE pulses, ''Chain Frost'' bouncing between enemies and slowing them, and ''Sinister Gaze'' forcing a target to walk towards Lich, he's excellent at chasing and catching enemies. If he builds Agahnim's Shard, the icicle he summons with his bonus spell slows people in an AOE, too.

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* 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.

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* 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, as ''Bad Juju'' applies stacking armor shred to his enemies as he casts spells, and ''Shadow Wave'' can easily take off a huge chunk of an enemy's health in the right conditions.



* DoesNotLikeShoes: Dazzle runs around completely barefoot. The only thing on his legs at all are ankle wrappings.



* MagicStaff

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* MagicStaffMagicStaff: Dazzle’s WeaponOfChoice is a pink staff with rings that he uses to cast his spells and fling pink bolts of energy at his enemies.



* ElementalArmor: ''Frost Shield'' lowers all physical damage taken by its target while slowing and damaging nearby enemies.

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* ElementalArmor: ElementalBarrier: ''Frost Shield'' has Lich place a round, icy barrier around himself or an ally, which lowers all physical damage taken by its target while slowing and damaging nearby enemies.



* GlowingEyelightsOfUndeath

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* GlowingEyelightsOfUndeathGlowingEyelightsOfUndeath: He’s an undead frost mage, and his eyes glow red.



%%* PointyEars
* PowerFloats: He always floats a few inches over ground.

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%%* PointyEars
* PointyEars: Has these, either as a sign that he’s malevolent and evil, or perhaps because he was an elf in life.
* PowerFloats: He commands vast magical power over ice, and always floats a few inches over ground.



%%* RedEyesTakeWarning

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%%* RedEyesTakeWarning* RedEyesTakeWarning; His eyes glow red, and he’s a fearsome, malevolent undead and potent spellcaster, whose ultimate can wipe entire teams.



* SorcerousOverlord: Before he was overthrown.

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* SorcerousOverlord: Before he was overthrown.overthrown, he was a frost mage conqueror and tyrant.



** 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'', ''Frost Shield'' 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). In older version, he even had a talent that added a slow effect to his auto-attacks--basically a free Eye of Skadi!
** He can also charm enemies with ''Sinister Gaze'', forcing them to slowly walk towards him.

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** 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'', ''Frost Shield'' 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). In older version, versions, he even had a talent that added a slow effect to his auto-attacks--basically auto-attacks - basically a free Eye of Skadi!
** He can also charm enemies with ''Sinister Gaze'', forcing them to slowly walk towards him.



%%* 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 ultimate, it is necessary to lock down the targets' movement speed and engage in an area without creeps.

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%%* WalkingShirtlessScene
* WeaksauceWeakness: WalkingShirtlessScene: Lich’s chest is completely bare, since he came back exactly as they threw him into the Black Pool. His undead and skeletal nature means he’s not exactly played for fanservice, and he has cosmetics that cover him up completely.
* 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 ultimate, it is necessary to lock down the targets' movement speed and engage in an area without creeps.
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Dazzle is a hero who comes to his allies' defense, keeping them alive with powerful healing and enchantments, while simultaneously sowing chaos among enemies. His first spell is ''Poison Touch'': this ability splashes poison on and around a targeted enemy, slowing them and inflicting damage over time. This effect can stack with itself, and whenever a target is attacked while under this effect, the debuff duration is refreshed. His next ability is his signature move, ''Shallow Grave'': for 5 seconds, the targeted ally's health cannot go below 1, making them practically invincible for its duration. This powerful spell can single-handedly change the tide of a fight when used properly, as it can buy a carry hero a few more precious seconds to deal their damage. ''Shadow Wave'' is his third skill, which fires a bouncing bolt of energy through allies, healing them while dealing damage to enemies around them. When used on clumped-up allies surrounding an enemy, the damage can be quite powerful. Dazzle's ultimate has two components - ''Good Juju'', reduces the cooldown of all his abilities and items, letting him put out much more damage and healing, while ''Bad Juju'' shreds the armor of enemies while buffing his allies' as he casts spells, and can be cast for ''another'' burst of heal and damage, making Dazzle much more lethal as a fight drags on. This kit allows Dazzle to keep allies going through any adversity while dooming enemies to a messy end.

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Dazzle is a hero who comes to his allies' defense, keeping them alive with powerful healing and enchantments, while simultaneously sowing chaos among enemies. His first spell is ''Poison Touch'': this ability splashes poison on and around a targeted enemy, slowing them and inflicting damage over time. This effect can stack with itself, and whenever a target is attacked while under this effect, the debuff duration is refreshed. His next ability is his signature move, ''Shallow Grave'': for 5 seconds, the targeted ally's health cannot go below 1, making them practically invincible for its duration. This powerful spell can single-handedly change the tide of a fight when used properly, as it can buy a carry hero a few more precious seconds to deal their damage. ''Shadow Wave'' is his third skill, which fires a bouncing bolt of energy through allies, healing them while dealing damage to enemies around them. When used on clumped-up allies surrounding an enemy, the damage can be quite powerful. Dazzle's ultimate has two components - ''Good Juju'', Juju'' reduces the cooldown of all his abilities and items, abilities, letting him put out much more damage and healing, while ''Bad Juju'' shreds the armor of enemies while buffing his allies' as he casts spells, and can be cast for ''another'' burst of heal and damage, making Dazzle much more lethal as a fight drags on. This kit allows Dazzle to keep allies going through any adversity while dooming enemies to a messy end.
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Dazzle is a hero who comes to his allies' defense, keeping them alive with powerful healing and enchantments, while simultaneously sowing chaos among enemies. His first spell is ''Poison Touch'': this ability splashes poison on and around a targeted enemy, slowing them and inflicting damage over time. This effect can stack with itself, and whenever a target is attacked while under this effect, the debuff duration is refreshed. His next ability is his signature move, ''Shallow Grave'': for 5 seconds, the targeted ally's health cannot go below 1, making them practically invincible for its duration. This powerful spell can single-handedly change the tide of a fight when used properly, as it can buy a carry hero a few more precious seconds to deal their damage. ''Shadow Wave'' is his third skill, which fires a bouncing bolt of energy through allies, healing them while dealing damage to enemies around them. When used on clumped-up allies surrounding an enemy, the damage can be quite powerful. Dazzle's passive ultimate, ''Bad Juju'', reduces the cooldown of all his abilities and items, letting him put out much more damage and healing. This ability also shreds the armor of nearby enemies as he casts spells, making Dazzle much more lethal as a fight drags on. This kit allows Dazzle to keep allies going through any adversity while dooming enemies to a messy end.

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Dazzle is a hero who comes to his allies' defense, keeping them alive with powerful healing and enchantments, while simultaneously sowing chaos among enemies. His first spell is ''Poison Touch'': this ability splashes poison on and around a targeted enemy, slowing them and inflicting damage over time. This effect can stack with itself, and whenever a target is attacked while under this effect, the debuff duration is refreshed. His next ability is his signature move, ''Shallow Grave'': for 5 seconds, the targeted ally's health cannot go below 1, making them practically invincible for its duration. This powerful spell can single-handedly change the tide of a fight when used properly, as it can buy a carry hero a few more precious seconds to deal their damage. ''Shadow Wave'' is his third skill, which fires a bouncing bolt of energy through allies, healing them while dealing damage to enemies around them. When used on clumped-up allies surrounding an enemy, the damage can be quite powerful. Dazzle's passive ultimate, ''Bad ultimate has two components - ''Good Juju'', reduces the cooldown of all his abilities and items, letting him put out much more damage and healing. This ability also healing, while ''Bad Juju'' shreds the armor of nearby enemies while buffing his allies' as he casts spells, and can be cast for ''another'' burst of heal and damage, making Dazzle much more lethal as a fight drags on. This kit allows Dazzle to keep allies going through any adversity while dooming enemies to a messy end.



* CooldownManipulation: ''Bad Juju'' reduces the cooldowns of all of Dazzle's abilities (including items) by up to 50% at maximum level.

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* CooldownManipulation: ''Bad ''Good Juju'' reduces the cooldowns of all of Dazzle's abilities (including items) items if Aghanim's Scepter is bought) by up to 50% at maximum level.
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In an alternate existence known as the Land Behind the Wall, Ish'Kafel was a famous general and military tactician serving under the god-king Damathryx. With his powerful mind, the Dark Seer would create a strategy to win any fight and defend his home. But as the Great Boundaries War reached its end, his army was overwhelmed by the much more powerful opposition. With no options left, Ish'Kafel performed a desperate maneuver. He led the enemy forces into the maze between his realm's eponymous walls beforesealing the walls with a magical explosion that trapped the invading army. Although his plan succeeded and made him a hero to his people, Dark Seer was transported to our world, with no way to return home. But even when lost in a strange land, the Dark Seer is still proud of his brilliant intellect and continues develop new combat strategies to prove himself a superior tactician to any in this world.\\

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In an alternate existence known as the Land Behind the Wall, Ish'Kafel was a famous general and military tactician serving under the god-king Damathryx. With his powerful mind, the Dark Seer would create a strategy to win any fight and defend his home. But as the Great Boundaries War reached its end, his army was overwhelmed by the much more powerful opposition. With no options left, Ish'Kafel performed a desperate maneuver. He led the enemy forces into the maze between his realm's eponymous walls beforesealing before sealing the walls with a magical explosion that trapped the invading army. Although his plan succeeded and made him a hero to his people, Dark Seer was transported to our world, with no way to return home. But even when lost in a strange land, the Dark Seer is still proud of his brilliant intellect and continues develop new combat strategies to prove himself a superior tactician to any in this world.\\



In its earliest days, the magical arts required not wands, but great amounts of memorization: each spell had its own unique and complex formula needed to cast it, and as a result it was rare for a single magician back then to know more than three or four incantations. It is hard to imagine then that one person, the Invoker, had the sheer intellect to memorize at least ten different spells, each of which he can cast without much effort. In fact, he has learned many more invocations during his life, which he willingly allows himself to forget in order to save his brainpower for only the best spells. One such spell, the Sempiternal Cantrap, which grants its caster near-eternal life, the Invoker has been around for centuries, but unlike most of its users, he proudly flaunts his longevity openly. After all, a genius of his caliber fears no one.\\

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In its earliest days, the magical arts required not wands, but great amounts of memorization: each spell had its own unique and complex formula needed to cast it, and as a result it was rare for a single magician back then to know more than three or four incantations. It is hard to imagine then that one person, the Invoker, had the sheer intellect to memorize at least ten different spells, each of which he can cast without much effort. In fact, he has learned many more invocations during his life, which he willingly allows himself to forget in order to save his brainpower for only the best spells. One such spell, the Sempiternal Cantrap, which grants its caster near-eternal life, life. As a result of this spell, the Invoker has been around for centuries, but unlike most of its users, he proudly flaunts his longevity openly. After all, a genius of his caliber fears no one.\\



In life, Ethreain was a fearsome frost-mage whose mastery over ice magic allowed him to conquer many kingdoms. His tyrannical rule was ended when his enemies ambushed him, tied him up with charmed ropes and threw him into the supposedly bottomless Black Pool to sink forever. After approximately one year of sinking, his drowned body was snagged on an outcropping, where it stayed and was preserved. Centuries later, a geomancer named Anhil came to verify the Black Pool's alleged bottomlessness and ended up accidentally reeling Ethreain's body up from the depths. Anhil, unaware of the corpse's identity, used a simple resurrection spell to bring Ethreain back as an undead in order to ask him about the pool. For this unwitting error of judgement, Anhil was repaid by having his soul consumed by the Lich.\\

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In life, Ethreain was a fearsome frost-mage whose mastery over ice magic allowed him to conquer many kingdoms. His tyrannical rule was ended when his enemies ambushed him, tied him up with charmed ropes and threw him into the supposedly bottomless Black Pool to sink forever. After approximately one year of sinking, his drowned body was snagged on an outcropping, where it stayed and was preserved. Centuries later, a geomancer named Anhil came to verify the Black Pool's alleged bottomlessness and ended up accidentally reeling Ethreain's body up from the depths. Anhil, unaware of the corpse's identity, used a simple resurrection spell to bring Ethreain back as an undead being in order to ask him about the pool. For this unwitting error of judgement, Anhil was repaid by having his soul consumed by the Lich.\\
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Bald Of Awesome is being renamed and redefined per TRS decision


* BaldOfAwesome
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* CovertPervert: He'd never say it, but Monkey King insinuates that even if he's an ancient being, he's trying to hit on Crystal Maiden.

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* 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 ultimate, it is necessary to lock down the targets' movement speed and engage in an area without creeps. This is basically what his Shard upgrade is for, creating an icicle that not only slows the enemy, but provides something for the spell to bounce to, so that attacking him one on one, when Chain Frost could otherwise only bounce once, becomes very dangerous.

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* 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 ultimate, it is necessary to lock down the targets' movement speed and engage in an area without creeps.
** Without any other units in the area to bounce to, ''Chain Frost'' becomes all but useless, just a simple one-time nuke that isn't even that strong, leaving him very vulnerable to a one-on-one situation.
This is basically what his Shard upgrade is for, creating an icicle that not only slows the enemy, but provides something for the spell to bounce to, so that attacking him one on one, when Chain Frost could otherwise only bounce once, becomes very dangerous.
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* 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 ultimate, 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 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 ultimate, it is necessary to lock down the targets' movement speed and engage in an area without creeps. This is basically what his Shard upgrade is for, creating an icicle that not only slows the enemy, but provides something for the spell to bounce to, so that attacking him one on one, when Chain Frost could otherwise only bounce once, becomes very dangerous.
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* {{Foil}}: To Doom. Doom is a tank/carry who specializes in using ''Doom'' to prevent a caster from casting any spells (which for most, basically means they're out of the fight until they can cast again), while Bane is a caster who specializes in using ''Fiend's Grip'' to disable the tank or carry, letting their teammates freely beat down on them.

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* OnlyOneName: Once her full name was [[LightNovel/{{Slayers}} Lina Inverse]]. To accomodate the rivalry with Rylai, her surname was redacted.

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* OnlyOneName: Once her full name was [[LightNovel/{{Slayers}} Lina Inverse]]. To accomodate the accommodate her rivalry and relation with Rylai, her surname was redacted.



* RelatedInTheAdaptation: In the original mod, Lina and Rylai had nothing to do with each other lore-wise. The transition to ''Dota 2'' made them into sisters.



* AntiEscapeMechanism: 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. ''Mana Drain'' also inflicts a low-level slow during the channel - only 35% at most (50% with a talent), but even the lowest level (20%) can be the difference between escape and death for an opponent if your allies are chasing them. Most other heroes in the game will have only one reliable disable.

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* AntiEscapeMechanism: 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. ''Mana Drain'' also inflicts a low-level slow during the channel - only 35% at most (50% with a talent), most, but even the lowest level (20%) can be the difference between escape and death for an opponent if your allies are chasing them. Most other heroes in the game will have only one reliable disable.disable.
* AntiMagic: With Aghanim's Shard, Lion becomes spell immune while channeling ''Mana Drain''.



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

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* BalefulPolymorph: He can do this to his enemies with ''Hex'', turning them to a frog or fish.(or fish, with a cosmetic item).



* HerdHittingAttack: While only ''Earth Spike'' can hit multiple enemies by default, all of Lion's other spells can be upgraded to affect multiple enemies: ''Hex'' can be talented into a ground-targeted area-of-effect ability, another talent lets him ''Mana Drain'' up to three units at once, and ''Finger of Death'' hits enemies around the target if Lion has Aghanim's Scepter. This can make Lion a very dangerous late-game disabler, as he can potentially hex, stun, and nuke an entire enemy team at once.

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* HerdHittingAttack: While only ''Earth Spike'' can hit multiple enemies by default, all of Lion's other spells can be upgraded to affect multiple enemies: ''Hex'' can be talented into a ground-targeted area-of-effect ability, another talent Aghanim's Shard lets him ''Mana Drain'' up to three units at once, and ''Finger of Death'' hits enemies around the target if Lion has Aghanim's Scepter. This can make Lion a very dangerous late-game disabler, as he can potentially hex, stun, and nuke an entire enemy team at once.



* 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.

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* ManaDrain: His third ability, named this. Used properly, Lion can maintain his mana pool without having to go back to base, base by siphoning mana off creeps (including the ranged lane creeps, which possess a mana pool that they have no use for), 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.



* SeeTheInvisible: ''Mana Drain'' provides True Sight over the target(s) if Lion has Aghanim's Shard.

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* SeeTheInvisible: ''Mana Drain'' provides formerly provided True Sight over the target(s) if Lion has Aghanim's Shard.Shard, until the upgrade was reworked.



* WalkingShirtlessScene

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* WalkingShirtlessSceneWalkingShirtlessScene: He never wears anything on his top half barring a mantle, although his flabby appearance means he doesn't look any better for it.
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* NiceGirl: She's one of the nicest heroes of the game, being so friendly, caring and pure without any mean bones in her body, minus some obligatory snark that comes from being in a game like this (a lot of her meaner streaks tend to be results of GameplayAndStorySegregation or meme), and she even has capabilities of a healer to save her friends. Even when she's ObfuscatingStupidity, she's at worst GoodIsNotNice.

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* AntiRegeneration: ''Enfeeble'' applies a debuff which, among others, reduces all healing received by the target.



* StatusInflictionAttack: Of {{Damage Increasing Debuff}}s. ''Enfeeble'' applies a debuff which lowers the magic resistance and status resistance upon dealing damage to the enemy with his spells. The reduction of magic resistance will increases the damage of his and other's magical spells and status resistance will increases the duration of debuffs, which synergizes well with his ultimate, lasting a lot longer than usual.



* BatOutOfHell: His mount.

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* BatOutOfHell: {{Downplayed|Trope}}. His mount.mount is a giant bat which spits fireballs as his right-click attack, though Batrider himself insists that the bat is a frugivore, and the enemy had better be aware of him instead (and indeed, Batrider is not a right-clicker, and his primary contributions to the team lie in his abilities, which are all his own and have little to do with the bat).



* CrosshairAware: When Invoker uses ''Cataclysm'', each ''Sun Strike'' is fully audible and visible to the enemy (as opposed to the normal ''Sun Strike'', which can only be seen and heard by his team), which, combined with the spell's standard delay, provides the enemy with enough time to get the hell away if not prevented from doing so by a disable.



* 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 unless you tag them with ''Solar Bind''.

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* 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=] Keeper of the Light 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 unless you tag them with ''Solar Bind''.



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

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* ActionGirl: On both sides, no less. Her nukes and auto-attack can be very potent killing tools, so Lina can sometimes do carry roles.is often played in the mid lane.
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* 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]].

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* 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]]. However, this is only limited to the older heroes with Medusa being the latest; he has none for Legion Commander, Winter Wyvern, Dark Willow, Snapfire, Marci or his own disciple, Dawnbreaker.
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* SquishyWizard: His Strength and Agility are fairly lacking and he has no escape mechanism, meaning that he dies relatively quickly under fire, not helped by his item build prioritizing mana over survivability. Of course, that's assuming that the enemy can weather his spells.

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* SquishyWizard: His Strength and Agility are fairly lacking and he has no escape mechanism, mechanism,[[note]]though ''Diabolic Edict'' and ''Pulse Nova'', combined with his relatively high move speed, can make chasing him down a painful prospect[[/note]] meaning that he dies relatively quickly under fire, not helped by his item build prioritizing mana over survivability. Of course, that's assuming that the enemy can weather his spells.
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More accurate.


* StatusEffects: ''Cold Feet'' freezes slow or unaware enemies that don't leave its radius.

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* StatusEffects: StatusInflictionAttack: ''Cold Feet'' freezes slow or unaware enemies that don't leave its radius.



* StatusEffects: 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.
* StatusAilment: ''Enfeeble'' applies a debuff which lowers the magic resistance and status resistance upon dealing damage to the enemy with his spells. The reduction of magic resistance will increases the damage of his and other's magical spells and status resistance will increases the duration of debuffs, which synergizes well with his ultimate, lasting a lot longer than usual.

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* StatusEffects: StatusInflictionAttack: 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.
* StatusAilment: StatusInflictionAttack: Of {{Damage Increasing Debuff}}s. ''Enfeeble'' applies a debuff which lowers the magic resistance and status resistance upon dealing damage to the enemy with his spells. The reduction of magic resistance will increases the damage of his and other's magical spells and status resistance will increases the duration of debuffs, which synergizes well with his ultimate, lasting a lot longer than usual.



* StatusEffects: 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'' and upgraded by Aghanim's Scepter to apply ''Frostbite'' to enemies). 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.

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* StatusEffects: StatusInflictionAttack: 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'' and upgraded by Aghanim's Scepter to apply ''Frostbite'' to enemies). 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.



* StatusEffects: Dark Willow comes with no fewer than ''three'' different disables: ''Bramble Maze'' applies root, ''Cursed Crown'' is a stun, and ''Terrorize'' utilises a fear effect.

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* StatusEffects: StatusInflictionAttack: Dark Willow comes with no fewer than ''three'' different disables: ''Bramble Maze'' applies root, ''Cursed Crown'' is a stun, and ''Terrorize'' utilises a fear effect.



* StatusEffects:

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* StatusEffects:StatusInflictionAttack:
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Dewicked trope


* BadassBeard: A long, white beard befitting a master tactician.

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