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* ArbitraryMinimumRange: Chaotic Hurlers in round 9 cannot fire near themselves so sticking close is a good way to avoid damage.

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* ArbitraryMinimumRange: ArbitraryWeaponRange: Chaotic Hurlers in round 9 cannot fire near themselves so sticking close is a good way to avoid damage.



* ArbitraryMinimumRange: The Bonemeal Tank's club attack will not hit you if you move in close.

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* ArbitraryMinimumRange: ArbitraryWeaponRange: The Bonemeal Tank's club attack will not hit you if you move in close.
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Baleful Polymorph was renamed per TRS


* BalefulPolymorph: Getting hit by an Ice Giant's green projectile will turn you into a helpless yak.

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* BalefulPolymorph: ForcedTransformation: Getting hit by an Ice Giant's green projectile will turn you into a helpless yak.
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Up To Eleven is a defunct trope


* WeHaveReserves: Played UpToEleven. The Ancients will produce creeps indefinitely, and will never run out.

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* WeHaveReserves: Played UpToEleven. The Ancients will produce creeps indefinitely, and will never run out.
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* TheNarrator: Narrates the Gamescom trailer.

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* TheNarrator: CharacterNarrator: Narrates the Gamescom trailer.

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* FauxAffablyEvil: Aghanim will attempt to motivate the heroes and make small talk with them throughout ''Continuum Conundrum''. However, it’s made painfully obvious that he’s using the heroes to do his dirty work, and that he couldn’t care less if they die as he can just summon another party to do his bidding.



--> '''Aghanim:''' Allow Aghanim the Self-Actualized to share with you a small personal observation. I may be avoiding the profound terror I feel of my powers being left to rot in the continuum vault, but I have discovered a perfect and harmless distraction: gambling beyond my limits.

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--> '''Aghanim:''' Allow Aghanim the Self-Actualized to share with you a small personal observation. I may be avoiding the profound terror I feel of my powers being left to rot in the continuum vault, but I have discovered a perfect and harmless distraction: gambling beyond my limits.limits!



* {{Jerkass}}: He could not be any more different than Rubick, his comparatively polite and soft-spoken son.




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* NobodyCallsMeChicken: “BOCK, BOCK, BOCK! That is what you sound like!”
* SitcomArchNemesis: He ''really'' has it out for Omniknight, for whatever reason.
--> '''Aghanim:''' An act of cowardice typical of Omniknight!
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* ItsAllAboutMe: Has a very low opinion of others, including the very heroes he's conscripting to rescue his alternate selves.

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* LargeHam: Extremely loud and boisterous, whether he's being the announcer or actually fighting you.

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* LargeHam: Extremely loud AnachronismStew: Aghanim will discuss modern concepts like texting, customer service, karaoke, and boisterous, whether he's being washing machines with the announcer or actually fighting you.player.
* AnnouncerChatter: While he has a lot to say in general, he best exemplifies this during the Primal Beast fight, where he calls out its attacks almost constantly.
--> '''Aghanim:''' Rocks! I sense rocks!
--> '''Aghanim:''' He’s gonna rush you, boys!
--> '''Aghanim:''' Scatter! Scatter, you morons!
--> '''Aghanim:''' Zig, zig! Or zag! Dealer’s choice!
* 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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* TheGamblingAddict: He has a serious gambling problem.
--> '''Aghanim:''' Allow Aghanim the Self-Actualized to share with you a small personal observation. I may be avoiding the profound terror I feel of my powers being left to rot in the continuum vault, but I have discovered a perfect and harmless distraction: gambling beyond my limits.
* InsufferableGenius: Aghanim will constantly gloat to the player about his sheer intellect and magical prowess.
* LargeHam: Extremely loud and boisterous, whether he's being the announcer or actually fighting you.

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** When first killed, the Giant Amoeboid splits into two Large Amoeboids, which split into two Medium Amoeboids each, which split into two Small Amoeboids each. The boss fight only ends when all 16 Small Amoeboids are dead.



* DynamicEntry: A particularly dangerous modifier, exclusive to Elite rooms, is Meteoric, which allows enemy Captains to turn themselves into meteors to fall on players (like Fallen Sky).



* GetBackHereBoss: Kasaj Winterwing occasionally takes flight to drop frost bombs upon players, during which she cannot be targeted by anything until she lands.



* NoSell: Some captains and all bosses

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* NoSell: Some captains and all bosses are immune to disables; while they still take damage from such abilities, they're still able to move, attack and use skills like normal.
* OneHitKill: Fortunate Suns have a variant of Phoenix's ''Supernova'' which imprisons a hero within the egg. If the egg is not destroyed by friendly heroes in time, it will explode, killing the hero inside no matter their HP.

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* ImmuneToMindControl: Siege Creeps cannot be controlled by Chen, Enchantress, or Helm of the Dominator (although for a time, they could be).

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* ImmuneToMindControl: Siege Creeps cannot be controlled by Chen, Enchantress, or Helm of the Dominator (although for a time, they could be).Dominator.




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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, 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 at the 3 minute mark, 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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* HeroUnit: While couriers are obviously not heroes, they can still level up and gain abilities alongside their owners.
* 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 at the 3 minute mark, 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.



* TRexpy: The design of Faceless Rex is based on the [[https://static.wikia.nocookie.net/dota2_gamepedia/images/4/4b/Faceless_Void_Remodel_Concept_Art2.png joke concept art]] that depicts Faceless Void as a T. rex.

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* TRexpy: The design of Faceless Rex is based on the [[https://static.wikia.nocookie.net/dota2_gamepedia/images/4/4b/Faceless_Void_Remodel_Concept_Art2.png joke concept art]] that depicts Faceless Void as a T. rex.
''T. rex''.



* AsteroidsMonster:
** A Shroom Giant splits into six Sleepy Shrooms when killed.
** A Giant Rock Golem splits into three Rock Golems, which in turn split into three Rock Golem Fragments each, when killed.



* EnemySummoner: Scarab Priests lay eggs which hatch into Scarab Zealots if not destroyed beforehand.
* MookMedic: Acolytes of Dezun can heal other enemies with a modified version of Dazzle's ''Shadow Wave''.

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* EnemySummoner: Scarab Priests lay eggs which hatch into Scarab Zealots if not destroyed beforehand.
beforehand. Mathematicians can use a modified ''Spirit Lance'' that only travels in a straight line and spawns Teacher's Assistants upon hitting a hero. Underlords cast ''Firestorm'' which create Warriors when it hits a hero.
* FlunkyBoss: Every single boss, except the Temple Guardians in the 2020 version, is supported by minions.
* MiniBoss: While captains are normally ''merely'' less numerous than regular foes, some rooms feature one or two captains that, while low in number, pose much more of a threat than the average captain.
* MookMedic: Acolytes of Dezun and Dragon Nest Purifiers can heal other enemies with a modified version of Dazzle's ''Shadow Wave''.Wave'' and Omniknight's ''Purification''.
* NoSell: Some captains and all bosses

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mega creeps can only actually kill heroes in potato brackets, and couriers (the in-game unit) are not a weapon


* BossInMookClothing: Mega-creeps, which can fight heroes en masse and ''win'', essentially guaranteeing a win unless the enemy team is already very, very close to winning.

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* %%* BossInMookClothing: Mega-creeps, which can fight heroes en masse and ''win'', essentially guaranteeing a win unless the enemy team is already very, very close to winning.Not an example since in practice mega creeps rarely, if ever, actually kill heroes.



* EliteMook: Destroying an enemy's barracks rewards you with Super Creeps, which are larger, stronger, and give less gold and XP to the enemy. Knock down all six of their barracks, and you'll receive [[BossInMookClothing Mega Creeps]].

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* EliteMook: EliteMooks: Destroying an enemy's barracks rewards you with Super Creeps, which are larger, stronger, and give less gold and XP to the enemy. Knock down all six of their barracks, and you'll receive [[BossInMookClothing Mega Creeps]].Creeps, which all but guarantee victory for your team.



* EvolvingWeapon: As your hero levels up, your courier also levels up and gains new abilities.
** Some Battle Pass-tied couriers (Axolotl, Onibi, Wibbley, Sappler the Eager) have different styles that can be unlocked by levelling the Battle Pass.

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* EvolvingWeapon: As your hero levels up, your courier also levels up and gains new abilities.
**
Some Battle Pass-tied couriers (Axolotl, Onibi, Wibbley, Sappler the Eager) have different styles that can be unlocked by levelling the Battle Pass.



** [[VideoGame/{{Okami}} Amaterasu]], [[TabletopGame/IronKingdoms Deathripper]], and [[VideoGame/FinalFantasyType0 Master Chocobo]] are available as couriers.

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** [[VideoGame/{{Okami}} Amaterasu]], [[TabletopGame/IronKingdoms the Deathripper]], and [[VideoGame/FinalFantasyType0 Master Chocobo]] are available as couriers.



[[folder: Aghanim]]

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[[folder: Aghanim]][[folder:Aghanim]]




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[[/folder]]

[[folder:Enemies]]
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* CrosshairAware: Some captains have powerful delayed attacks whose area of effect is clearly visible to the player before it occurs. Take your time to move away lest you die.
* EliteMooks: Enemy captains appear in lower numbers than regular ones, but are more powerful and have at least one special attack that needs specific attention from players.
* EnemySummoner: Scarab Priests lay eggs which hatch into Scarab Zealots if not destroyed beforehand.
* MookMedic: Acolytes of Dezun can heal other enemies with a modified version of Dazzle's ''Shadow Wave''.

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This is part of the [[{{Characters/Dota2}} character sheet]] for ''{{VideoGame/Dota 2}}''. This page contains all '''NPCS'''.

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This is part of the [[{{Characters/Dota2}} character sheet]] for ''{{VideoGame/Dota 2}}''. This page contains all '''NPCS'''.
'''[=NPCs=]'''.



* GuestFighter: In a manner of speaking, as some couriers are based on other properties.

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* GoodWingsEvilWings: Default Radiant couriers get bird wings and default Dire couriers get bat wings.
* GuestFighter: In a manner of speaking, as some couriers are based on other properties.properties, yet aren't fully playable characters in and of themselves.



* TRexpy: The design of Faceless Rex is based on one.

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* TRexpy: The design of Faceless Rex is based on one.
the [[https://static.wikia.nocookie.net/dota2_gamepedia/images/4/4b/Faceless_Void_Remodel_Concept_Art2.png joke concept art]] that depicts Faceless Void as a T. rex.

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* CrossOver: [[VideoGame/{{Okami}} Amaterasu]] and [[Franchise/FinalFantasy Chocobo]] are available as couriers.



* {{Expy}}: The Deathripper courier is obviously based on the warjack of the same name in ''[[TabletopGame/IronKingdoms Warmachine]]''.


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* GuestFighter: In a manner of speaking, as some couriers are based on other properties.
** [[VideoGame/{{Okami}} Amaterasu]], [[TabletopGame/IronKingdoms Deathripper]], and [[VideoGame/FinalFantasyType0 Master Chocobo]] are available as couriers.
** Antipode Couriers is designed after the logo of [[https://www.youtube.com/c/DotacinemaOfficial Dota Cinema]], and The Wonderously Encumbered Travelling Automaton was designed by and named for Creator/{{WETA}}.
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Add stub entry for Aghanim

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[[/folder]]

!!Aghanim's Labyrinth
[[folder: Aghanim]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/lore_aghanim.png]]
Yes, ''that'' Aghanim.

An extremely powerful wizard, creator of the Aghanim's Scepter and Rubick's father, Aghanim is the creator (and the final boss) of Aghanim's Labyrinth, a co-op roguelike mode available in summer 2020 that sees four heroes go though a procedurally generated dungeon and fight against various monsters that Aghanim has collected across dimensions.

Aghanim and his labyrinth returns in winter 2021. This time however, Aghanim has accidentally split himself (and his power) into multiple alternate universe versions of himself because of the Continuum Device. Aghanim now tasks a group of four heroes to rescue these alternate Aghanims so he can regain their power; the final boss this time is the Primal Beast, an ancient force of evil awakened by Aghanim's usage of the Continuum Device.

* LargeHam: Extremely loud and boisterous, whether he's being the announcer or actually fighting you.
* DogGotSentToAFarm: On lower difficulties he claims that the alternate Aghanims are being sent to a "wizard farm" after they're rescued. He eventually admits that he kills them outright to reabsorb their power.

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* DivergentCharacterEvolution: Inverted, in the original dota the creeps of both sides had different models, with the Creeps radiants using models of elf units and the Creeps of Dire using models of Undead units. In Dota 2, both sides are much more similar, except for the color.

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* DivergentCharacterEvolution: Inverted, in the original dota ''[=DotA=]'' the creeps of both sides had different models, with the Creeps radiants Sentinel (Radiant) creeps using models of elf units and the Creeps of Dire 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.



* IgnoredEnemy: In the early stages of the game, they will completely ignore enemy heroes until they're fighting an enemy or neutral creep, ostensibly done to prevent offlaners from creep-skipping and free farm with little pressure from the enemies.

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* IgnoredEnemy: In the early stages of the game, they will completely ignore enemy heroes until they're fighting an enemy or neutral creep, [[ObviousRulePatch ostensibly done to prevent offlaners (most infamously Axe) from creep-skipping and free farm with little pressure from the enemies.enemies]].
* ImmuneToMindControl: Siege Creeps cannot be controlled by Chen, Enchantress, or Helm of the Dominator (although for a time, they could be).



* {{Mooks}}
* PlantPerson: The Radiant creeps are very plant-like.

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* {{Mooks}}
MoneySpider: One of the main purposes of lane creeps is to give the enemy team a reliable source of gold, especially in the early game where getting last-hits on creeps is more or less the main focus.
* {{Mooks}}: Weak, numerous, and easily killed, although they're not entirely harmless.
* PlantPerson: The Radiant creeps are very plant-like. In the original mod, the melee creeps were actual treants.

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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.



* BossInMookClothing: Mega-creeps, which can fight heroes en masse and ''win'', essentially guaranteeing a win unless the enemy team is already very, very close to winning.



* EliteMook: Destroying an enemy's barracks rewards you with Super Creeps, which are larger, stronger, and give less gold and XP to the enemy. Knock down all six of their barracks, and you'll receive Mega Creeps, which can fight heroes en masse and ''win'', essentially guaranteeing a win unless the enemy team is already very, very close to winning.

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* DivergentCharacterEvolution: Inverted, in the original dota the creeps of both sides had different models, with the Creeps radiants using models of elf units and the Creeps of Dire using models of Undead units. In Dota 2, both sides are much more similar, except for the color.
* EliteMook: Destroying an enemy's barracks rewards you with Super Creeps, which are larger, stronger, and give less gold and XP to the enemy. Knock down all six of their barracks, and you'll receive [[BossInMookClothing Mega Creeps, which can fight heroes en masse and ''win'', essentially guaranteeing a win unless the enemy team is already very, very close to winning.Creeps]].
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* IgnoredEnemy: In the early stages of the game, they will completely ignore enemy heroes until they're fighting an enemy or neutral creep, ostensibly done to prevent offlaners from creep-skipping and free farm with little pressure from the enemies.
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Disambiguating; deleting and renaming wicks as appropriate


* TyrannosaurusRex: The design of Faceless Rex is based on one.

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* TyrannosaurusRex: TRexpy: The design of Faceless Rex is based on one.
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* CrossOver: [[VideoGame/{{Okami}} Amaterasu]] and [[Franchise/FinalFantasy Chocobo]] are available as couriers.
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* WeHaveReserves: Played UpToEleven.

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* WeHaveReserves: Played UpToEleven. The Ancients will produce creeps indefinitely, and will never run out.
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[[center: [- [[Characters/{{Artifact}} Artifact heroes]] -] ]]

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[[center: [- [[Characters/{{Artifact}} Artifact heroes]] Heroes]] -] ]]
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[[center: [- [[Characters/Dota2Neutrals Neutrals]] | '''NPCs''' -] ]]

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[[center: [- [[Characters/Dota2Neutrals Neutrals]] | '''NPCs''' '''[=NPCs=]''' -] ]]
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[[center: [- [[Characters/Dota2Neutrals Neutrals]] | '''NPC''' -] ]]

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[[center: [- [[Characters/Dota2Neutrals Neutrals]] | '''NPC''' '''NPCs''' -] ]]

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A creature to carry items to and from your team's base. Like a hero, the courier possesses an inventory with 6 slots, but cannot use the items. Losing the courier is devastating as not only will you not get your item but also is unavailable for a few minutes. At 3 minutes into the game, it will upgrade to a faster Flying Courier that can bypass terrain and can gain a brief moment of invulnerability.

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A creature to carry items to and from your team's base.base, each hero starts with their own courier. Like a hero, the courier possesses an inventory with 6 slots, but cannot use the items. Losing the courier is devastating as not only will you not get it be unable to carry your item stuff, but its inventory will be off-limits until it respawns, and you'll also is unavailable lose your passive gold income.

As your hero levels up, so too does your courier, gaining movement speed and health and generating more gold
for a few minutes. you over time. At 3 minutes into the game, it will upgrade level 5, your courier upgrades to a faster Flying Courier that can bypass terrain and terrain. At level 10, it can gain a brief moment surge of invulnerability.
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.



* EvolvingWeapon: Some Battle Pass-tied couriers (Axolotl, Onibi, Wibbley, Sappler the Eager) have different styles that can be unlocked by levelling the Battle Pass.

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* EvolvingWeapon: As your hero levels up, your courier also levels up and gains new abilities.
**
Some Battle Pass-tied couriers (Axolotl, Onibi, Wibbley, Sappler the Eager) have different styles that can be unlocked by levelling the Battle Pass.



* SuperSpeed: The DummiedOut ''Speed Burst'' can increase its movement speed to 800, higher than an hero with a Haste rune.

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* SuperSpeed: The DummiedOut ''Speed Burst'' can increase its movement speed to 800, higher than an hero with a Haste rune.by 50% and lets it go over the speed cap.
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[[center: [- [[Characters/DotaUnderlords Dota Underlords]] -] ]]
Tabs MOD

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* BraggingRightsReward: The Golden Greevil courier obtained from killing Thyg the Giftsnatch is exactly the same as a regular Greevil. [[CaptainObvious Except he's golden]].

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* BraggingRightsReward: The Golden Greevil courier obtained from killing Thyg the Giftsnatch is exactly the same as a regular Greevil. [[CaptainObvious Except he's golden]].golden.
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[[center: [- [[Characters/{{Artifact}} Artifact heroes]] -] ]]
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A creature to carry items to and from your team's base. Like a hero, the courier possesses an inventory with 6 slots, but cannot use the items. Losing the courier is devastating as not only will you not get your item but also is unavailable for a few minutes. Can be upgraded with Flying Courier to make the courier fly, bypassing terrains and an ability to temporarily increases their movement speed.

to:

A creature to carry items to and from your team's base. Like a hero, the courier possesses an inventory with 6 slots, but cannot use the items. Losing the courier is devastating as not only will you not get your item but also is unavailable for a few minutes. Can be upgraded with At 3 minutes into the game, it will upgrade to a faster Flying Courier to make the courier fly, bypassing terrains that can bypass terrain and an ability to temporarily increases their movement speed.
can gain a brief moment of invulnerability.



* 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 ''Speed Burst'' to raise its movement speed to 800 (compared to the normal movement speed cap of 522). While the walking courier is usually an easy kill if caught, good players tend to take good care of it and fly it as soon as possible, at the 3 minute mark, 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, 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 ''Speed Burst'' ''Courier Shield'' to raise its movement speed fend off attempts to 800 (compared to the normal movement speed cap of 522). kill it. While the walking courier is usually an easy kill if caught, good players tend to take good care of it and fly it as soon as possible, upgrades at the 3 minute mark, 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 to 800, higher than an hero with a Haste rune.

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* SuperSpeed: The DummiedOut ''Speed Burst'' can increase its movement speed to 800, higher than an hero with a Haste rune.

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* BossOnlyLevel: Rhyzik and all Act 2 boss fights are treated as a whole zone all by themselves.



!!Silkmire Pass

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!!Silkmire !!!Silkmire Pass


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!!!Whitecap Lake
* CallARabbitASmeerp: The so-called Ogre Seals in this area are obviously walruses.
* FoeTossingCharge: Ogre Seals can flop forward, sending themselves flying and dealing huge damage to anything caught in their paths. When you see an Ogre Seal preparing to flop, move aside at all costs - it's strong enough to kill even the tankiest heroes if they stand too near the middle.

!!!Iceblight Plateau
* BalefulPolymorph: Getting hit by an Ice Giant's green projectile will turn you into a helpless yak.
* PinballProjectile: Ice Giants have a modified version of ''Chain Frost'', meaning that it's safer to fight them with only one strong hero instead of the whole team.

!!!Crypt of the Odobenus Legion
* BigBoosHaunt: As is expected from a crypt, all enemies in this zone are ghosts.

!!!Reef's Edge

!!!Dark Reef Prison


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* GetBackHereBoss: She switches between two phases (taking flight dropping frost bombs on you and fighting you directly), and is only attackable during the latter.
* MutualDisadvantage: Against the Paw of Lucius, an artifact that grants a chance to cast ''Rupture'' on an attacked target. Since Karaul Silverwing moves around frequently she'll melt from the ''Rupture'', but she can still get the last laugh by dying on one of the nearby cliffs, making it impossible to pick up any items that she drops and causing any respawning dead players to be stuck.
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[[/folder]]

[[folder:'''[[color:#b9500b:Siltbreaker Part 2 Bosses]]''']]
!!Karaul Silverwing

!!Storegga

!!Giant Amoeboid

!!Siltbreaker

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* VehicularAssault: Chaotic Hurlers in round 9 look like bigger Dire siege creeps.

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* VehicularAssault: SiegeEngines: Chaotic Hurlers in round 9 look like bigger Dire siege creeps.



* ArbitraryMinimumRange: The Bonemeal Tank's club attack will not hit you if you move in close.
* ChargedAttack: Berzerker Hellbears in the first two zones, Bonemeal Tanks in the next area immediately afterward, and the first boss Lucius Longclaw have powerful slam attacks with an extended cast time. When you see them charging these attacks, run - they will hurt.
* DualBoss: The two Temple Guardian bosses fought together at the end of the Temple of Ermacor.

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* ArbitraryMinimumRange: The Bonemeal Tank's club attack will not hit EliteMooks: While many monsters in this mode are relatively straightforward, some are more than capable of killing you if you move in close.
* ChargedAttack:
and require special attention to deal with: Berzerker Hellbears in the first two zones, (Howling Weald and Crossroads Garrison), Bonemeal Tanks in the next area immediately afterward, (Bonemeal Ridge), Silkmire Marauders (Silkmire Pass), Darkwing Spitters (Temple of Ermacor), Sabaku Captains (The Road to Kalabor), Centaur Warlords (The Road to Kalabor and the first boss Lucius Longclaw have powerful slam attacks with an extended cast time. When you see them charging these attacks, run - they will hurt.
* DualBoss: The two Temple Guardian bosses fought together at the end of the Temple of Ermacor.
Kalabor Waste), Giant Sandswarm Burrowers (Kalabor Waste), Buzzick Captains and Linebreaker Catapults (Shatterblast Canyon), Frostbitten Giants (Frostbite Tundra), Ogre Seals (Whitecap Lake).



* OneWingedAngel: At half health Lucius will enter his wolf form, which increases his speed.
* ProtectionMission: The 2nd zone, with the protection target here being Commander Targan.
* SadisticChoice: Lucius Longclaw has an attack which inflicts the same status as Bloodseeker's ''Rupture''. Try to run from him and take damage the farther you go, or stay still and let him easily hit you with his massive cleave?

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!!!Howling Weald
* OneWingedAngel: At half health Lucius will enter his wolf form, BearsAreBadNews: Woodland Hellbears and Berzerker Hellbears, especially the latter, which increases his speed.
can ''hurt'' you if you aren't careful.
* ProtectionMission: The 2nd zone, with ChargedAttack: Berzerker Hellbears in the protection target here being Commander Targan.
* SadisticChoice:
first two zones, Bonemeal Tanks in the next area immediately afterward, and the first boss Lucius Longclaw has an attack which inflicts the same status as Bloodseeker's ''Rupture''. Try to run from him and take damage the farther you go, or stay still and let him easily hit you have powerful slam attacks with his massive cleave?an extended cast time. When you see them charging these attacks, run - they will hurt.



* SmashedEggsHatching: Step on a Brood Sac, and a swarm of angry baby spiders will be there to bite you.


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!!!Crossroads Garrison
* OurWerewolvesAreDifferent: The half-man half-wolf Longclaw Skinchangers appear as enemies later in the area. Their leader Lucius Longclaw serves as the boss.
* ProtectionMission: The 2nd zone, with the protection target here being Commander Targan.
* SavageWolves: In addition to the Dire Hounds, this zone adds the werewolf-like Longclaw Skinchangers.

!!!Trial of Gallaron
* OurBansheesAreLouder: The EliteMooks in this area are Banshees, which can use a weaker version of Bane's ''Fiend's Grip''.
* OurGhostsAreDifferent: All enemies in this area, Crones and Banshees, resemble ghosts.

!!!Bonemeal Ridge
* ArbitraryMinimumRange: The Bonemeal Tank's club attack will not hit you if you move in close.
* CarryABigStick: Every enemy in this area wields maces.
* ChargedAttack: Bonemeal Tanks have a powerful slam attack with an extended cast time that hurts even harder than the Berzerker Hellbears.
* OurOgresAreHungrier: Bonemeal Ogres are the enemies encountered in this area.

!!Silkmire Pass
* SmashedEggsHatching: Step on a Brood Sac, and a swarm of angry baby spiders will be there to bite you.
* SpiderSwarm: Be prepared to face hordes and hordes of spiders in this area.


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!!!Temple of Ermacor

!!!The Road to Kalabor

!!!Kalabor Waste

!!!Frostbite Tundra


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* OneWingedAngel: At half health Lucius will enter his wolf form, which increases his speed.
* SadisticChoice: Lucius Longclaw has an attack which inflicts the same status as Bloodseeker's ''Rupture''. Try to run from him and take damage the farther you go, or stay still and let him easily hit you with his massive cleave?


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* CarryABigStick: He carries a cudgel, which you can get as an artifact after killing him.


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* SkippableBoss: You don't need to fight Ankaboot to progress through the area, unless if you're aiming for 3 stars.


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* DualBoss: The two Temple Guardian bosses fought together at the end of the Temple of Ermacor.

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