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* PinataEnemy: While lane creeps in general count as this, often giving you much more gold on average than neutral creeps, Flagbearer Creeps deserve special mention as they're no stronger than a normal melee creep and landing the last hit on an enemy Flagbearer gives gold to every allied hero in the vicinity (including the hero scoring the kill) on top of its normal gold bounty.

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* AlmightyJanitor: The super-creeps and Mega-creeps, despite how strong they are, are actually only level 1. This is so they give less experience and gold to the enemy team.



* StrongEnemiesLowRewards: Super and mega creeps are among the strongest non-hero, non-boss units in the game, but give out chump change and experience when killed, as they're supposed to be a punishment for a team that lose their barracks.

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* StrongEnemiesLowRewards: Super and mega creeps are among the strongest non-hero, non-boss units in the game, but give out chump change less money and experience than standard creeps do when killed, killed (their in-game level is only 1), as they're supposed to be a punishment for a team that lose their barracks.


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* InvincibleMinorMinion: In Turbo mode, all couriers are invincible and move at 1100 speed (and thus can deliver items much faster than in a standard game), as part of the simplified gameplay.
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Misuse of Justified Trope (which is for when there's an in-story explanation for why the trope happens).


* AlmightyJanitor: The super-creeps and Mega-creeps, despite how strong they are, are actually only level 1, justified because they are designed to give less experience and gold to the enemy team.

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* AlmightyJanitor: The super-creeps and Mega-creeps, despite how strong they are, are actually only level 1, justified because 1. This is so they are designed to give less experience and gold to the enemy team.
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* AlmightyJanitor: The super-creeps and Mega-creeps, despite how strong they are, are actually only level 1, justified because they are designed to give less experience and gold to the enemy team.

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* AlmightyJanitor: Super creeps and Megacreeps are among the strongest mobs in the game, but they are only level 1. Justified because it is to deny experience to the enemy team.



* StrongEnemiesLowRewards: Super and mega creeps are among the strongest non-hero, non-boss units in the game, but give out chump change and experience when killed, as they're supposed to be a punishment for a team that lose their barracks.



* ZergRush: Mega creeps will adopt this strategy. While individual mega creeps are not that strong compared to heroes at that point of time, they're strong enough to overwhelm non-mega lane creeps and constantly push three lanes in large numbers, making it extremely difficult to push against them, and it is also completely possible to get killed by them if you aren't careful. Numbers are also their main advantage against towers, which can only hit one unit at a time barring Glyph of Fortification; the endless numbers of creeps will eventually wear towers down and overwhelm them if left unchecked.

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* ZergRush: Mega creeps will adopt this strategy. While individual mega creeps are not that strong compared to heroes at that point of time, time and realistically can only kill a hero if they're extremely careless, they're strong enough to overwhelm non-mega lane creeps and constantly push three lanes in large numbers, making it extremely difficult to push against them, and it is also completely possible to get killed by them if you aren't careful.them. Numbers are also their main advantage against towers, which can only hit one unit at a time barring Glyph of Fortification; the endless numbers of creeps will eventually wear towers down and overwhelm them if left unchecked.

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As your hero levels up, so too does your courier, gaining movement speed and health. At level 4, your courier upgrades to a Flying Courier that can bypass terrain. At level 10, it can gain a brief surge of speed. Level 15 allows the courier to deploy wards, level 20 allows it to briefly turn invulnerable, and finally, a level 25 courier gains the ability to use items.

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As your hero levels up, so too does your courier, gaining movement speed and health.speed. At level 4, your courier upgrades to a Flying Courier that can bypass terrain. At level 10, it can gain a brief surge of speed. Level 15 allows the courier to deploy wards, level 20 allows it to briefly turn invulnerable, and finally, a level 25 courier gains the ability to use items.


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* FragileSpeedster: As your courier levels up, it becomes faster and faster, eventually moving faster than your hero likely can, and have ''Speed Boost'' to make them briefly even faster. However, if it gets caught out by an enemy hero, it will die within two hits at most.


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* OneHitPointWonder: Downplayed as couriers have six hit points, but die in one hit to a melee hero. Ranged heroes instead kill couriers in two hits, and non-heroes in six.

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Anything That Moves was disambiguated per TRS, don't link it anywhere.


* AnythingThatMoves: He has had sexual relationships with giant rock monsters and dragons, and has a chance to lament to the player about his countless amount of children.


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* ExtremeOmnisexual: He has had sexual relationships with giant rock monsters and dragons, and has a chance to lament to the player about his countless amount of children.

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* MetalSlime: [[SiegeEngines Siege creeps]], to an extent. While their health is roughly on par with the other varieties and their damage output is rather low, they take less damage from spells and attacks (previously they were flat-out [[NoSell immune to most spells]]), but take and deal extra damage from towers and other siege creeps, making it tougher to consistently land last hits on them (As your siege creeps or tower are likely to steal it out from under you). However, they're also worth more gold than other lane creeps.

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* MetalSlime: [[SiegeEngines Siege creeps]], to an extent. While their They have relatively high health is roughly on par with the other varieties and their damage output is rather low, and they take less damage from spells and attacks (previously they were flat-out [[NoSell immune to most spells]]), but take and deal extra damage from towers and other siege creeps, making it tougher to consistently land last hits on them (As your siege creeps or tower are likely to steal it out from under you). However, they're also worth more gold than other lane creeps.



* MookLieutenant: Flagbearer Creeps carry an aura that gives nearby allies increased health regeneration.

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* MookLieutenant: MookCommander: Flagbearer Creeps carry an aura that gives nearby allies increased health regeneration.



As your hero levels up, so too does your courier, gaining movement speed and health and generating more gold for you over time. At level 5, your courier upgrades to a Flying Courier that can bypass terrain. At level 10, it can gain a brief surge of speed. Level 15 allows the courier to deploy wards, level 20 allows it to briefly turn invulnerable, and finally, a level 25 courier gains the ability to use items.

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As your hero levels up, so too does your courier, gaining movement speed and health and generating more gold for you over time. health. At level 5, 4, your courier upgrades to a Flying Courier that can bypass terrain. At level 10, it can gain a brief surge of speed. Level 15 allows the courier to deploy wards, level 20 allows it to briefly turn invulnerable, and finally, a level 25 courier gains the ability to use items.



* CriticalEncumbranceFailure: Couriers are slowed by carrying an empty or half-full bottle... but not a full one. How that works is anyone's guess.

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* CriticalEncumbranceFailure: Couriers are slowed by receive a movement speed penalty when carrying an empty consumable healing items (Clarity, Enchanted Mango, Healing Salve, Faerie Fire, or half-full bottle... but not a full one. How that works is anyone's guess.Tango).



* FunSize: A number of couriers are miniature versions of playable heroes.



* MetalSlime: Killing a courier grants a substantial bounty, while also rendering the courier and the items it was carrying inaccessible to its owner for 3 minutes. The problem is that the courier can fly, and can use ''Courier Shield'' to fend off attempts to kill it. While the walking courier is usually an easy kill if caught, it upgrades when its owner reaches level 4, at which point all towers are still standing, neither team has map control over the other and it's very hard to stand in a position to snipe the courier without being detected by enemy lane creeps.

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* MetalSlime: Killing a courier grants a substantial bounty, while also rendering the courier and the items it was carrying inaccessible to its owner for 3 up to 4 minutes. The problem is that the courier can fly, spends most of its time in friendly territory, and can use ''Courier Shield'' to fend off attempts to kill it. While the walking courier is usually an easy kill if caught, it upgrades when its owner reaches level 4, at which point all towers are still standing, neither team has map control over the other and it's very hard to stand in a position to snipe the courier without being detected by enemy lane creeps.



* SuperSpeed: ''Speed Burst'' can increase its movement speed by 50% and lets it go over the speed cap.

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* SuperSpeed: ''Speed Burst'' can increase its movement speed by 50% and lets it go over 50%; as Couriers are not affected by the speed cap, high-level Couriers can go faster than most heroes can this way. In Turbo Mode, Couriers permanently have 1100 movement speed, double that of the usual cap.




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* UtilityPartyMember: Couriers have no combat ability, but earn their keep by delivering items and heading to the Secret Shop so your hero can do other things in the meantime.


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* BigFun: He's noticeably rotund, and is welcoming and jovial.


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* DemotedToExtra: Roquelaire's only in-game role was in the old tutorial; when it was phased out, he was reduced to simply a prop on the Shopkeeper's model.
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[[quoteright:256:https://static.tvtropes.org/pmwiki/pub/images/dota2_lane_creeps.png]]

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[[quoteright:256:https://static.tvtropes.org/pmwiki/pub/images/dota2_lane_creeps.org/pmwiki/pub/images/dota2_lane_creeps_9.png]]

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[[quoteright:256:https://static.tvtropes.org/pmwiki/pub/images/dota2_lane_creeps.png]]



* HeavilyArmoredMook:
** Mega Creeps have bulkier and more elaborate armor to reflect their increased health and damage compared to regular creeps.
** Siege Creeps have much more health than other creeps by default, possess high magic resistance, and they have an armor type that makes them resistant to attacks by units other than towers and other Siege Creeps.



* MookLieutenant: Flagbearer Creeps carry an aura that gives nearby allies increased health regeneration.



* ZergRush: Mega creeps will adopt this strategy. While individual mega creeps are not that strong compared to heroes at that point of time, they're strong enough to overwhelm non-mega lane creeps and constantly push three lanes in large numbers, making it extremely difficult to push against them, and it is also completely possible to get killed by them if you aren't careful.

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* ZergRush: Mega creeps will adopt this strategy. While individual mega creeps are not that strong compared to heroes at that point of time, they're strong enough to overwhelm non-mega lane creeps and constantly push three lanes in large numbers, making it extremely difficult to push against them, and it is also completely possible to get killed by them if you aren't careful.
careful. Numbers are also their main advantage against towers, which can only hit one unit at a time barring Glyph of Fortification; the endless numbers of creeps will eventually wear towers down and overwhelm them if left unchecked.
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[[center: [- [[Characters/{{Artifact}} Artifact Heroes]] -] ]]

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[[center: [- [[Characters/Dota2Personas Personas]] | [[Characters/{{Artifact}} Artifact Heroes]] -] ]]

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[[center: [- '''Universal''' | [[Characters/Dota2UniversalAToM A -- M]] | [[Characters/Dota2UniversalNToZ N -- Z]]-] ]]



* AdaptedOut: In the original [=DotA=], there used to exist a Super Creeps mode, in which an extra powerful creep (Siege Golem, Scary Fish or Ancient Hydra) would spawn every ten minutes in a random lane, one for each team. Due to this mode's popularity (or lack thereof), it was not brought over to Dota 2, though the concept is recycled in the event-exclusive Year Beast Brawl (for New Bloom 2015) and Wrath of the Moro'kai (for The International 2019) modes.



* ZergRush: Mega creeps will adopt this strategy. While individual mega creeps are not that strong compared to heroes at that point of time, there are just so goddamned many of them, making it very difficult to clear waves of mega creeps or to push against them, and it is also completely possible to get killed by them if you aren't careful.

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* ZergRush: Mega creeps will adopt this strategy. While individual mega creeps are not that strong compared to heroes at that point of time, there are just so goddamned many of them, they're strong enough to overwhelm non-mega lane creeps and constantly push three lanes in large numbers, making it very extremely difficult to clear waves of mega creeps or to push against them, and it is also completely possible to get killed by them if you aren't careful.



* MetalSlime: Killing a courier grants a substantial bounty of 175 gold per hero, or a total of 875 gold for the team, while also rendering the courier and the items it was carrying inaccessible to the enemy team for 3 minutes. The problem is that the courier can fly, and can use ''Courier Shield'' to fend off attempts to kill it. While the walking courier is usually an easy kill if caught, it upgrades when its owner reaches level 4, at which point all towers are still standing, neither team has map control over the other and it's very hard to stand in a position to snipe the courier without being detected by enemy lane creeps.

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* MetalSlime: Killing a courier grants a substantial bounty of 175 gold per hero, or a total of 875 gold for the team, bounty, while also rendering the courier and the items it was carrying inaccessible to the enemy team its owner for 3 minutes. The problem is that the courier can fly, and can use ''Courier Shield'' to fend off attempts to kill it. While the walking courier is usually an easy kill if caught, it upgrades when its owner reaches level 4, at which point all towers are still standing, neither team has map control over the other and it's very hard to stand in a position to snipe the courier without being detected by enemy lane creeps.

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* AdaptationNameChange: As they were essentially repurposed ''Warcraft III'' units, all lane creeps in the original mod had their own names: melee creeps were Ghouls and Treants, ranged creeps were Necromancers and Druids of the Talon, and siege creeps were Meat Wagons and Glaive Throwers (for Scourge and Sentinel respectively). After the transition to ''Dota 2'', they are now simply called Melee/Ranged/Siege Creeps.



* DivergentCharacterEvolution: Inverted, in the original ''[=DotA=]'' the creeps of both sides had different models, with the Sentinel (Radiant) creeps using models of elf units and the Scourge (Dire) creeps using models of Undead units. In Dota 2, both sides are much more similar, except for the color. The original mod also [[AdaptationNameChange gave them different names]] depending on faction as they were essentially repurposed ''Warcraft III'' units: for Scourge and Sentinel respectively, melee creeps were Ghouls and Treants, ranged creeps were Necromancers and Druids of the Talon, and siege creeps were Meat Wagons and Glaive Throwers. Meanwhile, in ''Dota 2'', the creeps of both sides use the same generic "Melee/Ranged/Siege Creep" labels.

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* DivergentCharacterEvolution: Inverted, in the original ''[=DotA=]'' the creeps of both sides had different models, with the Sentinel (Radiant) creeps using models of elf units and the Scourge (Dire) creeps using models of Undead units. In Dota 2, both sides are much more similar, except for the color. The original mod also [[AdaptationNameChange gave them different names]] depending on faction as they were essentially repurposed ''Warcraft III'' units: for Scourge and Sentinel respectively, melee creeps were Ghouls and Treants, ranged creeps were Necromancers and Druids of the Talon, and siege creeps were Meat Wagons and Glaive Throwers. Meanwhile, in ''Dota 2'', the creeps of both sides use the same generic "Melee/Ranged/Siege Creep" labels.



* BonusBoss



* HelpfulMook: Enemies in the bonus rounds of 5 and 10. They don't attack and drop gold when taking damage.

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* HelpfulMook: Enemies in the bonus rounds of 5 and 10. They 10 don't attack and drop gold when taking damage.

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