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1This is part of the [[Characters/Dota2 character sheet]] for ''VideoGame/Dota2''. This page contains the '''Intelligence''' heroes that begins with the letter A to M. Please note that this is sorted not by their real names, but their most common moniker, which will be bolded in the folder.
2
3[[center: [- '''Strength''' | [[Characters/Dota2StrengthAToM A -- M]] | [[Characters/Dota2StrengthNToZ N -- Z]]-] ]]
4[[center: [- '''Agility''' | [[Characters/Dota2AgilityAToM A -- M]] | [[Characters/Dota2AgilityNToZ N -- Z]]-] ]]
5[[center: [- '''''Intelligence''''' | '''A -- M''' | [[Characters/Dota2IntelligenceNToZ N -- Z]]-] ]]
6[[center: [- '''Universal''' | [[Characters/Dota2UniversalAToM A -- M]] | [[Characters/Dota2UniversalNToZ N -- Z]]-] ]]
7[[center: [- [[Characters/Dota2Personas Personas]] | [[Characters/{{Artifact}} Artifact heroes]] -] ]]
8[[center: [- [[Characters/DotaUnderlords Dota Underlords]] -] ]]
9[[center: [- [[Characters/Dota2Neutrals Neutrals]] | [[Characters/Dota2NPCs Others]]-] ]]
10
11----
12[[foldercontrol]]
13
14[[folder:Kaldr, the '''Ancient Apparition''']]
15[[quoteright:256:https://static.tvtropes.org/pmwiki/pub/images/Ancient_Apparition_354.png]]
16[[caption-width-right:256:[-[[https://gamepedia.cursecdn.com/dota2_gamepedia/0/0f/Appa_rare_01.mp3 "One day, ice will cover these lands, and it will be as if this war never happened. "]]-] ]]
17->'''Voiced by: ''' John Patrick Lowrie
18
19Kaldr, the Ancient Apparition, is the embodiment of entropy, a being from the cold nothingness that predated existence. He has always been, and always will be. But the icy specter that Kaldr manifests as upon the physical plane is merely a faint projection of his eternal original self. As the universe grows older, Kaldr grows stronger, and when the end comes, he will reclaim his true form for all of creation to bear witness to. No longer a mere phantom, Kaldr will then use his terrible power to lock the cosmos in his frozen grip for the rest of eternity.\
20\
21The Ancient Apparition is a support hero who can severely disrupt his enemies with his powerful abilities. His first spell is ''Cold Feet'', which deals damage over time to an enemy; additionally, should the target fail to travel a certain distance before the effect wears off, they will be afflicted with a lengthy stun. Attempts to travel far enough to remove ''Cold Feet'' can be hindered by Ancient Apparition's ''Ice Vortex'', which creates a long-lasting circular area in which enemies move slower and have their magic resistance reduced, allowing himself and other allied spellcasters to inflict much more damage on affected enemies. While these abilities are supportive in nature, Ancient Apparition himself is far from harmless, as he can enchant his attack with a ''Chilling Touch'' that extends its range and causes it to deal a burst of magic damage alongside a brief but heavy slow. Finally, the Ancient Apparition's main claim to fame is ''Ice Blast'': this powerful ultimate ability sends forth a tracer projectile which travels in a straight line. When it reaches the location Ancient Apparition wants to target, re-casting the spell will launch the real projectile, which explodes upon reaching the targeted area. Enemies in the area of effect take damage over time, but most importantly become unable to increase their HP by any means. Should their health fall below a certain radius, they will instantly shatter and die. Enemies who rely greatly on healing, through regeneration or life-stealing, should fear and respect this ability as it has infinite range.
22
23----
24* AdaptationSpeciesChange: In the original [=DotA=], Kaldr was the ghost of an ancient mage. The current version of Ancient Apparition is no undead, but something much more alien.
25* AlliterativeName: '''A'''ncient '''A'''pparition.
26* AnthropomorphicPersonification: He is the vaguely humanoid embodiment of the heat death of the universe.
27* AntiRegeneration: ''Ice Blast'' completely nullifies any health regeneration and healing received by enemies. In addition to its burst damage and damage over time, it also removes a lot of ''potential'' health that could be gained with regeneration, healing and lifesteal.
28* ArtEvolution: The 7.07 patch gives him new model and ambient effects.
29* BlackMage: All of his spells either deal damage, increase damage taken by enemies, or allow his allies to deal more damage.
30* BlowYouAway: In their descriptions, ''Ice Vortex'' and ''Chilling Touch'' are both described to manipulate frigid winds.
31* 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.
32* DamageIncreasingDebuff: Any enemies caught in an ''Ice Vortex'' receive increased magical damage.
33* 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.
34* DefogOfWar: ''Ice Vortex'' temporarily reveals the area around it.
35* DifficultButAwesome: ''Ice Blast'' has a global range, and its area of effect becomes bigger the further it travels. Skillful use of this spell can allow Ancient Apparition to contribute to teamfights from the other side of the map, but this requires considerable prediction skills as one must first target the area with a tracer projectile before launching the real attack.
36* EldritchAbomination: 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 universe gets older. 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 the universe can never be avoided.
37* ElementalEmbodiment: He is ice and entropy given form and will.
38* EvilIsDeathlyCold: He's the AnthropomorphicPersonification of the heat death of the universe. You do not get a much more literal example of this trope than Kaldr.
39* EvilSoundsDeep: The Ancient Apparition speaks in a deep, sinister, whispery growl matching the image of the embodiment of entropy.
40* FightingAShadow: It's stated in his backstory that Ancient Apparition is only an image of the true, eternal Kaldr.
41* FinishingMove: His ultimate [[LiterallyShatteredLives instakills enemies at low HP]].
42* FixedDamageAttack: ''Ice Blast'' is this, in effect. Because hitting an enemy with the ball will cause them to instantly die if they fall below 10% of their HP, the debuff effectively removes 10% of an enemy hero's maximum HP for the duration of the debuff, without factoring in the blast itself or the damage over time.
43* GhostlyChill: The embodiment of the heat death of the universe takes the form of a ghost-like creature.
44* HarmlessFreezing: While ''Cold Feet'' does deal damage, it's so insignificant that it's never used as a nuke.
45* HealingFactor: One of Ancient Apparition's level 15 talents gives him a very significant bonus of 20 to his HP regeneration.
46* AnIcePerson: All of Kaldr's abilities are ice-based in some way.
47* IneffectualLoner: Ancient Apparition's skills don't work very well without allies: ''Cold Feet'' is useless without a setup since enemies can simply run away from it, ''Ice Vortex'' is most useful when paired with allies who can benefit from its magical damage amplification, while ''Ice Blast'', in spite of its very high damage, needs to be followed up with more burst to guarantee that its target falls below the shatter threshold, which AA lacks.
48* LeadTheTarget: ''Ice Blast'' requires leading the target, stopping the projectile marker at a certain point, and then waiting for the real projectile to arrive and hit. While difficult to land, it's [[DifficultButAwesome exceptionally powerful when it hits]], easily turning around the outcome of a fight. [[HardModePerks Firing it from a long range]] also increases its area of effect up to a whole screen.
49* LiterallyShatteredLives: The final effect of his ultimate: if someone affected by ''Ice Blast'' falls below a certain percentage of their maximum health, they will shatter and die instantly.
50* MeaningfulName: His name is Norse for "cold".
51* PowerFloats: The embodiment of entropy itself has no need for feet; Kaldr floats above the battlefield.
52* PowerNullifier: ''Ice Blast'' is infamous as one of the two abilities in the game that prevent the enemy from gaining HP through healing for the duration of the debuff. This counters any direct healing (whether from items like Magic Wand and Mekansm, or abilities like ''Voodoo Restoration'' and ''Purification''), stat changing (switching your Power Treads, toggling Armlet of Mordiggian), and even the fountain. The only ways to stop the HP loss are with spell immunity (which only temporarily stops the damage over time but cannot remove the debuff), invulnerability and banish (which also only nullifies the damage over time), ''Borrowed Time'' (during which Abaddon will not gain any HP either), damage shields (such as ''Aphotic Shield'' and ''Flame Guard''), all of which are only temporary measures used to wait out the debuff. Only Weaver's ''Time Lapse'' and Terrorblade's ''Sunder'' allow you to actually increase your HP while under the effects of the debuff.
53* RedEyesTakeWarning: The Shatterblast Crown Immortal item makes Kaldr's eyes glow red.
54* SentientCosmicForce: Kaldr is the manifestation of entropy.
55* SoftSpokenSadist: Unlike many other heroes in the game who verge on being {{Large Ham}}s, Kaldr is surprisingly reserved in both tone and voice. He never yells, and his voice is soft and deep.
56* SquishyWizard: The massive damage his ultimate deals, both directly and indirectly, can be a team-wide death sentence, and his other abilities can make the enemy's life hell if his teammates can follow up. This is offset by his pitiful Strength gain and lack of a reliable disable or escape ability, meaning Kaldr tends to melt very quickly if he comes under fire.
57* StatusInflictionAttack: ''Cold Feet'' freezes slow or unaware enemies that don't leave its radius.
58* TimeAbyss: So ancient that the [[PhysicalGod Fundamentals of the Universe]] consider him old.
59* YouAreAlreadyDead: Getting frozen by ''Ice Blast'' prevents one's HP from going up from any source, whether it be natural regeneration, healing spells, or increasing your maximum HP, and deals damage over time, making survival of low-HP units impossible without spell immunity or Dazzle's ''Shallow Grave''.
60[[/folder]]
61
62[[folder:Rylai, the '''Crystal Maiden''']]
63[[quoteright:256:https://static.tvtropes.org/pmwiki/pub/images/Crystal_Maiden_4037.png]]
64[[caption-width-right:256:[-[[https://gamepedia.cursecdn.com/dota2_gamepedia/4/45/Cm_battlebegins_01.mp3 "It's all fun and games until someone's frozen solid."]]-] ]]
65->'''Voiced by: ''' Gin Hammond (original, ''Underlords''), Creator/MelanieMinichino (''Artifact'')
66
67As a child, in addition to her fierce rivalry with her fiery older sister Lina, Rylai's unconscious use of ice magic brought her family no end of trouble as she inadvertently froze everything around her. In order to prevent further damage, Rylai was sent to the snow-covered northern lands of Icewrack, so she could learn to better control her abilities. Under the tutelage of an Ice Wizard living at the Blueheart Glacier, the Crystal Maiden's mastery over ice deepened, until her teacher pronounced her ready to learn on her own and succeed him. With her mentor now slumbering deep within the glacier, Rylai continues practicing her magic, and her abilities have grown to be fearsome.\
68\
69Crystal Maiden is a ranged intelligence hero often considered the quintessential Support Hero, she's fragile by herself and easily interrupted, but her presence can make the difference between victory and defeat, as well as ensuring lane dominance, and she can deliver a good deal of hurt to the enemies rather than just buffing her allies. Her skills are best used in tandem with other Heroes' and she's less than dependent on items to make her support effective. Her first skill, ''Crystal Nova'', is a simple Area-Of-Effect nuke that has her create a burst of ice explosion that damages and slows all enemies in the area, while her second skill, ''Frostbite'', targets an enemy and encases them in ice, immobilizing them for a short period of time. Both skills can be used in tandem with allied heroes' disables and can decimate a helpless enemy hero in quick succession. Crystal Maiden is also valued for her third skill, ''Arcane Aura'', which gives her allies global mana regeneration bonuses, while the bonuses are doubled for herself. Her ultimate is called ''Freezing Field'', in which Crystal Maiden stands in place, channeling a spell that calls forth a wide-area blizzard surrounding her and damaging any enemies on the field. While a devastating skill on its own, this spell is easily interrupted with other crowd controls, thus the Crystal Maiden needs to prepare herself with proper items to ensure the spell won't be interrupted and to position herself quickly so many enemies will be caught on the blizzard. Luckily, as a Support hero, the Crystal Maiden is usually not very item-dependent, allowing many situational itemization.\
70\
71In ''Artifact'', Crystal Maiden is a blue hero whose ''Arcane Aura'' Continuous Effect restores two Mana to the tower in a lane when an allied spell is played in a lane. Her signature card, ''Frostbite'', deals 2 damage to a unit and disarms it for one round.\
72\
73In ''Dota Underlords'', Crystal Maiden is a tier 2 hero. Her ability, ''Arcane Aura'', passively grants mana to all her allies.
74----
75* ActionGirl: Even if she's more a bonafide support hero, she has a lot of damaging utilities and might even score a kill if she's not setting it up herself, especially if she's left alone executing ''Freezing Field''.
76* AdaptationalBadass: In the New Bloom comic, she is utterly fearless and confident in her powers, and ready to challenge a dragon for a fight. A far cry to her in-game playstyle where she would try to avoid trouble as much as she can. She's also definitely much less naive, choosing the best artifact among Winter Wyvern's hoard for herself when offered to pick one for herself.
77* AdaptationNameChange: In the original [=DotA=], Rylai had the surname 'Crestfall', which was removed in Dota 2 to accommodate how she is Lina's sister. Her third skill was renamed to ''Arcane Aura'' from ''Brilliance Aura'', which originated as the name of the ''VideoGame/{{Warcraft}} III: Reign of Chaos'' Archmage's third skill.
78* AllOfTheOtherReindeer: A minor version. The citizens of Icewrack, while still interacting with her, show disdain to her in fear of her tremendous power.
79* AntiMagic: With a level 15 talent, ''Arcane Aura'' provides all allied heroes with magic resistance.
80* BerserkButton: Being called an Ice Witch. Winter Wyvern's servant learned it the hard way.
81* BlackMage: Aside from her passive aura, all of her spells deal damage to enemies.
82* BlessedWithSuck: In her backstory, Rylai's innate ice affinity caused all sorts of problems for people around her.
83* BrainlessBeauty: She has a surprisingly low level of Intelligence for an Intelligence hero, which is partly made up for by ''Arcane Aura''. Notably, both versions of Crystal Maiden are blonde. This is also fitting in lore, as Rylai is the naive sister and lost advantage in the rivalry against the smarter Lina. More likely, however, this is an effect of GameplayAndStorySegregation as by herself, Rylai is pretty smart (just less compared to Lina), it's just that if she were given a higher level of intelligence, she would be [[GameBreaker utterly broken gameplay-wise]], and seeing how Dota 2 really values gameplay balance highly...
84* BreadEggsBreadedEggs: If she kills Lina, she could taunt her as "Hell Bitch" or "Hellfire Bitch"... or "Hellfire Hell Bitch"
85* CanineCompanion: Aurora, the wolf pup of Icewrack, accompanies Crystal Maiden when she wears the Frost Avalanche Arcana.
86* ColorCodedElements: Blue, in her case, as opposed to red for her sister.
87* DeathOrGloryAttack: ''Freezing Field'' is tremendously powerful, capable of dominating teamfights by itself; however, it's also a channeling spell, rendering the already-squishy Crystal Maiden completely defenseless for its duration. As a result, when ''Freezing Field'' is cast, it will generally either completely wreck the enemy team or get Crystal Maiden killed immediately.
88* DifficultButAwesome: ''Freezing Field'' costs a lot of mana and requires impeccable positioning to be effective: because it's a channelled spell, it can easily be broken with a stun or silence, and since Crystal Maiden is so squishy it might continue to be a problem even after she gets Black King Bar. However, it deals incredibly high damage and has good secondary effects as well, allowing it to absolutely wreck teamfights if pulled correctly.
89* DumbBlonde: Crystal Maiden ties with Enchantress for having the lowest base Intelligence among all Intelligence heroes (even Ogre Magi has more), and even being beat by many non-Intelligence heroes. Unlike Enchantress, she has at least two high mana-cost spells that are spammable, meaning that she's unable to do very much casting in the beginning of matches unless she maxes out Arcane Aura first; at level 1, just casting one spell eats up over half her mana, and it's not uncommon for players to delay leveling ''Freezing Field'' so that they don't have to hoard 70% of her mana pool.
90* FieldPowerEffect: Her third ability and passive, ''Arcane Aura'', boosts the mana regen of all allied heroes globally, and is doubled on her (although it doesn't stack with percentage-based mana regen items). At max level, it effectively equals using an Arcane Boots on them every time it's off cooldown, globally, which allows all friendly heroes to cast their spells more frequently (particularly non-Intelligence heroes who have small mana pools and low mana-cost spells). Even with only one or two levels, it can give teammates an edge during laning since they'll almost always have enough mana to cast a spell when they need to, meaning they don't have to spend their starting gold on Clarities.
91* FreezeRay: While not a gun per se, Rylai's first ability, ''Crystal Nova'', deals area-of-effect damage and slows movement and attack speed.
92* FriendlyRivalry: If she's put in the same team with Lina, she will treat her rivalry as a friendly one, instead of an EnemyMine, as they're still sisters.
93* GlassCannon: A well-positioned ''Freezing Field'', if left to channel for its full duration, might potentially wipe out the entire enemy team (or at least bring them down to critically low HP) - a remarkable feat for a starved hard support like Crystal Maiden. On the other hand, so much as sneeze on her and she's dead.
94* TheGloriousWarOfSisterlyRivalry: Rylai plays the role of "The beautiful sister" while Lina is "The smart sister": her personality is more friendly and naive, and gameplay-wise she has very low intelligence despite it being her main attribute.
95* GoodIsNotSoft: The 2015 New Bloom comic, The New Neighbors, shows that Crystal Maiden is friendly and cheerful with the villagers of her realm. She is also known as "The Ice Witch" and has killed several dragons single-handedly.
96* HarmlessFreezing: While ''Frostbite'' does deal damage, it's mostly incidental next to the disable, which lets allied heroes wail on the helpless target.
97* HostileWeather: Crystal Maiden's ultimate, ''Freezing Field'', creates an explosive hailstorm that damages and slows any enemies within a certain radius of her. While it's channeled and the explosions hit in random places, a total of ''100'' explosions happen over the course of the ulti, and each individual explosion can be as powerful as her ''Crystal Nova'', meaning that if left uninterrupted, almost anything caught within range will die if they don't run for cover.
98* HumanSnowman: Her Immortal item Yulsaria's Mantle causes any target of ''Frostbite'' to be encased in some kind of snowman.
99* AnIcePerson: All of her abilities involve ice in some form. Even her ''Arcane Aura'', which works by lowering the temperature to stimulate the flow of mana.
100* ImpliedDeathThreat: To Winter Wyvern, in the ''New Neighbors'' comic:
101-->'''Crystal Maiden''': Sorry, could you repeat all that? I was thinking about all the dragons I've killed.
102* InstantIceJustAddCold: Her second ability, ''Frostbite'', instantly freezes an enemy in a block of ice.
103* KickingAssInAllHerFinery: With some of the unlockable items.
104* LadyOfBlackMagic: The Ice Witch, with a kit consisting of damaging utilities and a kind, graceful demeanor.
105* LiterallyShatteredLives: Crystal Maiden's death animation has her turning into an ice statue, which then shatters and crumbles to the ground.
106* MagicStaff
107* ManicPixieDreamGirl: Seems to form a one-sided relation of the trope with, of all people, Sven. She's outgoing, nice and plucky, he's somber and serious (though hammy when it comes to kicking ass). Crystal Maiden also seems VERY curious on him and looking up to Sven like a StalkerWithACrush, but he doesn't treat her with anything special, though he does express regret if he's forced to kill her.
108* MoreDakka: Crystal Maiden has a level 20 talent which grants her 250 bonus attack speed. However, due to her lacklustre attack damage, it's more like being tickled super fast from the point of view of the enemy.
109* ObliviousAdoption: One of Lina's lines upon being killed by her in Dota 2 claims this. May or may not be true, though their eye and hair colors differ.
110* PluckyGirl: Rylai seems to take all the misfortunes of her past with a stride, which includes being shunned by her peers because of her ice powers from her original home, being less smart than Lina and getting beaten in their past rivalry (or bullied), the citizens of Icewrack not fully trusting her and so on... She takes it all with a beaming smile and cheery outlook (though if she wants you dead, she'd be more than eager to.)
111* PowerFloats: With the Arcana item Frost Avalanche.
112* PowerIncontinence: She herself freezes [[LiterallyShatteredLives and shatters]] in her death animation.
113* PreciousPuppy: Her Frost Avalanche Arcana features the Wolf Pup of Icewrack. [[http://www.dota2.com/newbloom/part3 Isn't it cute?]]
114* ShipTease: Her announcer pack suggests this. She sounds happy to see someone pick Sven, and during a slow period of the game, she might ask if anyone has seen him around.
115* SiblingRivalry: She doesn't get along well with Lina due to obvious incompatibilities. Both she and Lina have numerous dedicated voice lines for meeting each other when on the same team, attacking each other when not, and especially when one kills the other.
116* SkilledButNaive:
117** Rylai is a skilled frost mage and is also one of the best when it comes to Support roles. However, she's not just sweet-tempered most of the time, she's also ''really'' naive, not just on losing in her rivalry against the smarter Lina, she even innocently asks if Sven is actually blue-skinned beneath his armor. However, see AdaptationalBadass above.
118** Although her comment towards Sven can be perceived that Rylai is smarter than she looks: Sven is a Half-Meranth, a race of merfolk like Slardar and Naga Siren. He's not going to have normal human skin beneath the armor, and Rylai is just making a guess under the armor.
119** Potentially also a CovertPervert moment as well. After all, she's asking what Sven looks like under his armor... DoesThisRemindYouOfAnything?
120* SquishyWizard: Rylai is notorious for being one of the easiest heroes in the game to kill because of her low Strength and Agility, both base and gain per level (meaning very little HP and armor), having no escape abilities, and her awful base 275 movement speed. It's very common to build Strength items like Bracer on her just so that she doesn't (literally) melt in the first two seconds of a teamfight.
121* 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.
122* WhatTheHellPlayer: In her Announcer pack, she will call out the player if they pick either Lina (her hated sister), or Lich (fellow ice user that she dislikes).
123* WinterRoyalLady: She isn't exactly royal but she's close in design. Some of her purchasable equipment takes it further.
124[[/folder]]
125
126[[folder:Krobelus, the '''Death Prophet''']]
127[[quoteright:256:https://static.tvtropes.org/pmwiki/pub/images/Death_Prophet_116.png]]
128[[caption-width-right:256:[-[[https://gamepedia.cursecdn.com/dota2_gamepedia/6/64/Dpro_kill_02.mp3 "Such a beautiful death. I envy you."]]-] ]]
129->'''Voiced by: ''' Creator/EllenMcLain
130
131Krobelus was a Death Prophet, meaning that she made a living using her precognitive abilities to tell wealthy clients about their deaths. Yet for some reason, she was unable to predict her own fate. Even when she attempted suicide, she found herself thrown back into the land of the living against her will. Frustrated by the afterlife's apparent refusal to give up its secrets or welcome her with open arms, she tried time and time again. But the more Krobelus tried to die, the more she was transformed by the realm of the dead, both in apperance and in ability. Yet despite all this, a part of her still refused to let go of life. Now the Death Prophet wields the powers of the afterlife itself, all while ironically being denied entry. She will not give up her attempts to reach the eternal slumber, throwing herself into suicidal conflicts with increasingly feverish determination to stay dead for good.\
132\
133Death Prophet is a hero whose skills allow her to rapidly push lanes and destroy towers, although she's no slouch in fights either. With her first spell, ''Crypt Swarm'', Death Prophet sends out a wave of bats which deals burst damage to enemies it hits. This spell is one of her pushing tools, as it allows her to damage an entire creep wave, but it's also good against enemy heroes. ''Silence'', her second skill, inflicts silence on enemies inside of a circular area of effect, which is useful against enemy casters in teamfights. ''Spirit Siphon'', Death Prophet's third skill, slows a target and drains a percentage of their health to heal Death Prophet. The spell can amass multiple charges, allowing it to be cast several times in a row to extend its duration or affect multiple targets. Finally, Death Prophet's powerful ultimate ability, ''Exorcism'', is her best tool for pushing and teamfighting. This spell summons a huge swarm of ghosts which attack nearby targets, dealing physical damage. The large number of spirits will rapidly tear down enemy heroes in a fight, but the spell is especially useful at pushing since unlike most spells, the ghosts can damage buildings. Through good use of these powerful abilities, the Death Prophet can ensure that her visions of her enemies' demise will come true.
134
135----
136* AdaptationNameChange: In the transition from the original [=DotA=] to Dota 2, Death Prophet's first skill was renamed ''Crypt Swarm'' from ''Carrion Swarm''.
137* AntiStructure: ''Exorcism'' is one of the few abilities in the game capable of harming buildings, making Death Prophet a very strong pusher.
138* BarredFromTheAfterlife: Despite being fascinated by death, she always gets kicked back into the mortal plane after dying.
139* BatOutOfHell: ''Crypt Swarm'' is a swarm of bat-like winged beasts that savage enemies; creatures from the afterlife according to the fluff text.
140* BlackMage: All of her spells are offensive to some degree.
141* DamageIncreasingDebuff: Aghanim's Shard allows ''Spirit Siphon'' to drain armor in addition to HP.
142* DeathOfAThousandCuts: Each ''Exorcism'' spirit deals relatively little damage. However, her ultimate has a long duration and enemy units around her will slowly be drained of HP (getting in close helps). Also the approach taken by her Aghanim's Scepter upgrade, as having ''Exorcism'' spirits chip away and slow enemies every time Death Prophet tags them with ''anything'' will condemn them to a very protracted demise.
143* DeathSeeker: Except, much to her frustration, death ''never sticks''. Which just turns her into an even more determined one and... You get the idea.
144* FortuneTeller: Specifically, she foretells death for others. She eventually decided to try find out about her own death.
145* GeometricMagic: The icon for her former ability ''Witchcraft'' [[https://gamepedia.cursecdn.com/dota2_gamepedia/8/84/Witchcraft_icon.png is a pentagram]].
146* GhostlyGlide: And the animation actually keeps her head completely level while ''the rest her body'' sways like a windchime.
147* GlowingEyelightsOfUndeath
148* GracefulLadiesLikePurple
149* HitAndRunTactics: Death Prophet is one of the best kiting heroes in the game thanks to ''Spirit Siphon'' and ''Exorcism'' which slowly wears down enemies near her, and her build which consists of items like Phase Boots and Eul's Scepter of Divinity. Since ''Exorcism'' is more effective at closer ranges, her playstyle encourages getting in close and then moving back out.
150* ICannotSelfTerminate: Her backstory in a nutshell is that the afterlife booted her out with every attempt she made to enter it.
151* LadyOfBlackMagic: An undead female necromancer dressed in a purple dress with all her spells being offensive to a degree.
152* LeaningOnTheFourthWall: As you have read above, she is frustrated because she never stays dead, and of course she is a character in a game where everybody respawns soon after dying.
153-->'''Death Prophet''': [[https://gamepedia.cursecdn.com/dota2_gamepedia/d/d3/Dpro_respawn_03.mp3 Oh dear. This again?]]
154-->'''Death Prophet''': [[https://gamepedia.cursecdn.com/dota2_gamepedia/2/2f/Dpro_respawn_14.mp3 You brought me back again? Again?!]]
155* LifeDrain: ''Spirit Siphon'' transfers health from the target(s) to Death Prophet. ''Exorcism'' spirits heal Death Prophet in proportion to the damage dealt when they return to her.
156* LightningBruiser: For an Intelligence hero, she is surprisingly tanky with her high Strength growth and healing from ''Spirit Siphon'' and ''Exorcism''. Despite her slow base movement speed (tied for third-lowest, at 285), ''Exorcism'' provides her with a significant speed boost (especially when it's active). With the extra 20% movement speed from ''Exorcism'', and with Eul's Scepter of Divinity and a choice of either Phase Boots or Boots of Travel, she could spend most of the game around 500 movement speed.
157* {{Necromancer}}
158* OurBansheesAreLouder: Her wailing sounds make her seem as one and in her ''Exorcism'' skill, the spirits were described as banshee remnants of her former lives. Not surprising at all, as she was based on the ''VideoGame/WarcraftIIIReignOfChaos'' Banshee unit.
159* OurGhostsAreDifferent: Sort of. She's not entirely ghost.
160* PowerFloats
161* PowerNullifier: She can use ''Silence'' to prevent enemies from using skills.
162* ResurrectiveImmortality: [[WhoWantsToLiveForever Much to her dismay]], she comes back to life every time she dies.
163* SicklyGreenGlow: Death Prophet and her spells all have an eerie green glow.
164* SpamAttack: ''Crypt Swarm'' has an extremely short cooldown and is fairly cheap mana-wise. Early game it can be used both to farm and harass, late game it is a very good pushing tool, able to clear creep waves extremely quickly.
165* WalkingWasteland: When ''Exorcism'' is active, Death Prophet becomes this. Unlike most other examples of this in the game (Necrophos or Leshrac, for example), where it has the same effect as long as the target is within it's range, it's more effective at closer range, because the ghosts have less distance to travel between her and the target, and less time to return to go out again.
166* WhoWantsToLiveForever: She's immortal, and not happy about it.
167[[/folder]]
168
169[[folder:'''Disruptor''', the Stormcrafter]]
170[[quoteright:256:https://static.tvtropes.org/pmwiki/pub/images/Disruptor_5916.png]]
171[[caption-width-right:256:[-[[https://gamepedia.cursecdn.com/dota2_gamepedia/9/92/Dis_spawn_04.mp3 "War is an equation, death the solution."]]-] ]]
172->'''Voiced by: ''' Creator/FredTatasciore
173
174Disruptor is an Oglodi living on the blustery plains of upland Druud. In this unforgiving environment, his people face constant attack from the southern kingdoms and venerate the weather, particularly the harsh summer storms that sustain life and leave devastation in their wake. But long ago, the Oglodi of Druud formed a great civilization that harnessed the power of thunder and lightning through stormcraft, a lost art as much magic as it was technology. Although small by his species' standards, Disruptor was remarkably gifted and insatiably curious. As a youth, he would regularly go out to explore the ancient ruins of his people and take whatever surviving literature and technology he could find. After years of studying and scavenging, he rediscovered the secret of stormcrafting, using it to repair and adapt an ancient power coil he had discovered. Wielding the power of once-forgotten knowledge, Disruptor now defends his ancestral lands against all would-be invaders.\
175\
176Disruptor, as his name implies, excels in disrupting the plans of his opponents. ''Thunder Strike'', his first ability, cause a foe to be repeatedly struck by lightning. Each bolt deals damage in an area around the target, striking those who would stand nearby, and grants vision over the target for the duration. With ''Glimpse'', Disruptor sends an enemy hero back to where they were four seconds ago. This is great for forcing an enemy out of position, or setting up hard-to-land abilities such as his ''Kinetic Field'', which summons an impassable circular barrier after a delay, trapping foes inside or blocking their path. Disruptor's ultimate ability is ''Static Storm'': an area is covered by an electrical storm, silencing foes while inflicting heavy damage over time. The area is just the right size to cover the entirety of ''Kinetic Field'', making for a great combo. With proper positioning, these abilities make Disruptor a fantastic teamfighter.\
177\
178In ''Dota Underlords'', Disruptor is the Ace of Warlocks, causing the Warlock alliance effect to be applied to multiple targets. His ability, ''Static Storm'', silences foes in a large area while dealing damage over time.
179----
180* AdaptationSpeciesChange: Two ways. In the old [=DotA=], he was in fact the Orc Warchief Thrall, but of course that would not go well with copyright, so he's changed into an Oglodi (similar to Axe and Warlock, both of them also derived from Orcs). The wolf is also switched to a dinosaur-like creature, or others depending on Disruptor's cosmetic items.
181* AntiEscapeMechanism: All of Disruptor's abilities can help prevent an enemy from escaping.
182** ''Thunder Strike'' reveals the target for the duration of the spell, making juking through trees impossible, and allowing players to land follow-up spells with ease. Not to mention disables the target's Blink Dagger.
183** ''Glimpse'' drags a unit back to where it was four seconds ago, and interrupts channeling. Combined with ''Thunder Strike'', Disruptor can easily prevent any enemy hero within visual range from running away.
184** ''Kinetic Field'' restricts the movement of all enemies within, making them easy prey for [=AoE=] spells for up to four seconds. It can't be Force Staffed out of either.
185** ''Static Storm'' silences all enemies within its radius, and prevents the use of items if Disruptor has an Aghanim's Scepter. This means that being stuck in a ''Kinetic Field'' + ''Static Storm'' prevents enemies from using escape abilities, and they can't activate their Black King Bars to dispel the silence either.
186* ArmlessBiped: Every single of Disruptor's mounts (default or not) has two legs and no other limbs.
187* BarrierWarrior: A more offensive variant with ''Kinetic Field'', which traps enemies within it. Although you can still blink out of it.
188* BigCreepyCrawlies: The Rage of the Three cosmetic set provides Disruptor with three selectable insectoid mounts, as well as equipment with an insect motif.
189* BlackMage: Disruptor's kit revolves around nuking and screwing up with the enemy team's positioning as much as possible.
190* BlowYouAway: With ''Kinetic Field'':
191--> The stryder is immune to the gale-force winds that will consume its adversaries.
192* DefogOfWar: ''Thunder Strike'' reveals its victim over its duration, making it impossible to juke against Disruptor.
193* DifficultButAwesome:
194** Three of Disruptor's spells are highly situational or rely heavily on positioning. His only real all-around spell is ''Thunder Strike'', his nuke, but everything else relies on the positioning of the enemy, and even their past positioning, so it takes a lot of planning and anticipation to make the most of Disruptor's spells. But a good Disruptor can block an enemy's movements, stop them from escaping a gank attempt (or even prevent reinforcements from teleporting in to defend), silence an entire group of them at the right moment, and generally make teamfights a lot easier for the rest of his team.
195** ''Kinetic Field'' has a long (1,2s) delay and is visible to enemies during its formation, so good placement is essential. However, it's also the key to land a good ''Static Storm'' - no competent enemy will stay in the ''Static Storm'' unless you force them to.
196* DragonRider: A wingless, dromaeosaurid-esque variety.
197* FourFingeredHands
198* HisNameReallyIsBarkeep: 'Disruptor' is actually his given name in Dota 2, as opposed to the hero class in the original [=DotA=].
199* HorseOfADifferentColor: His stryder resembles a small, armless theropod dinosaur. One of his cosmetics is an actual dinosaur called "Gwanji the Thunder Lizard".
200* HostileWeather: ''Static Storm'' creates a gigantic thunderstorm that continually damages and silences all enemies in its radius.
201* ImprovisedLightningRod: He can turn his enemies into this using his first ability, ''Thunder Strike'', and drop thunderbolts on their heads.
202* LeadTheTarget: Because of ''Kinetic Field'''s very long formation delay, good placement is essential to correctly trap enemies inside one.
203* LightningCanDoAnything: Including preventing the use of magic, creating solid force fields, and sending enemies back in time.
204* LostTechnology: His electric coils, which are the source of his abilities and were found in ancient ruins.
205* {{Magitek}}: His electric coils.
206* MonochromaticEyes: As with the other Oglodi of this game. His are pure white.
207* NoItemUseForYou: Should Disruptor buy Aghanim's Scepter, ''Static Storm'' will not only silence the spells enemy heroes in its area of effect, but also prevent them from using items, one of the rare spells in the game with that effect.
208* ProudWarriorRaceGuy: His people the Oglodi, though he wasn't a warrior himself. It is worth noting that all of the currently playable Oglodi (except Lifestealer) were [[OurOrcsAreDifferent orcs]] in the original ''Warcraft III [=DotA=]'', another proud warrior race.
209* ShockAndAwe: Harnesses the power of electric storms using the ancient power coil he found in a ruin. He can throw electrified orbs with his auto-attack, repeatedly zap an enemy with ''Thunder Strike'', create an electric fence with ''Kinetic Field'', or summon a localized electric storm with ''Static Storm''.
210* SquishyWizard: Standard for most Intelligence heroes, don't expect Disruptor to survive in the thick of a teamfight.
211* SuperSpeed: When upgraded with Aghanim's Shard and used on an ally, ''Thunder Strike'' briefly boosts their movement speed.
212* TeleportInterdiction: ''Glimpse'' can be used on an enemy hero who has just teleported near Disruptor to force them back to where they started (usually either the fountain, or [[OhCrap Disruptor's teammates]]).
213* TerrestrialSeaLife: His cosmetic mount Anguilla is a giant electric eel that somehow grew legs.
214* ThunderHammer: Disruptor's hammer throws balls of lightning.
215* WeakButSkilled: According to lore, he's considered weak among the Oglodi (which is justified when you look at another example of the Oglodi, Axe), but his powers come from his knowledge and craftiness.
216* WeatherReport: Many of his lines are parodies of such.
217* WizardBeard
218* YellowLightningBlueLightning: Blue, like most lightning in the game.
219[[/folder]]
220
221[[folder:Aiushtha, the '''Enchantress''']]
222[[quoteright:256:https://static.tvtropes.org/pmwiki/pub/images/enchantress_2543.png]]
223[[caption-width-right:256:[-[[https://gamepedia.cursecdn.com/dota2_gamepedia/2/2f/Ench_rare_01.mp3 "You know what I love? Everything!"]]-] ]]
224->'''Voiced by: ''' Gin Hammond
225
226In a world ravaged by disasters, both natural and man-made, the Enchantress roams about, spreading much-needed joy and healing wherever she goes. As she travels from forest to forest, she brings the stories of their inhabitants with her, acting as nature's messenger to those unaware of its suffering and bearing the gift of friendship to all she encounters. While it is easy to mistake her for little more than a carefree creature of the woods, Aiushtha's greatest desire is to one day see nature bloom again as it did in the past.\
227\
228Enchantress is a hero who excels at pushing and ganking. Strong both in lane and in the jungle, she is a versatile hero who can both carry and support. Her signature ability and namesake is ''Enchant'', a spell whose effect varies depending on whether it's used on a creep, enemy hero: against heroes, it inflicts a powerful slow and purges positive buffs, but when used on a creep, it will fall under Enchantress' command for some time. This is the key to her playstyle, as these creeps can be used to destroy enemies and objectives quickly. ''Impetus'' gives her an orb effect that deals additional pure damage based on the distance between her and the enemy. With this, she can rain death from a distance, taking off surprising amounts of health with each attack. ''Nature's Attendant'' summons several healing fairies which cast their recovery spells on the Enchantress and her nearby allies: the healing is spread randomly amongst nearby targets, making it more effective when fewer heroes are in range. Her ultimate ability ''Untouchable'' wracks anyone who dares physically attack her with guilt, inflicting a massive debuff to their attack speed when they target her. With Aghanim's Scepter, Enchantress also gains the ability to ''Sproink'' away from enemies, disjointing any projectiles coming her way. Though she may be a cute and friendly spirit of nature, the Enchantress is a predator, and she's all too happy to remind you of that.\
229\
230In ''Artifact'', Enchantress is a green hero. Her Continuous Effect, ''Nature's Attendants'', grants her and her neighbors +2 Regeneration. Her signature card, ''Verdant Refuge'', is an improvement which increases the armor of allies by 1.\
231\
232In ''Dota Underlords'', Enchantress is a tier 1 hero. Her ability, ''Nature's Attendants'', creates a cloud of wisps that heal nearby allies.
233----
234* AchillesHeel: Though Enchantress is unusually resistant towards physical attacks thanks to ''Untouchable'', a few nukes are often enough to put her down because of her bad Strength growth.
235* AllLovingHero: Very friendly and perky, even to the most wicked of allies.
236* ApologeticAttacker: Some of her responses for killing heroes make her this... when she's not being a DeadpanSnarker.
237* {{Bambification}}: She's part deer.
238* TheBeastmaster: ''Enchant'', which lets her control a single creep with boosted health and attack damage. If she can't control the target, the skill heavily slows them down.
239* BewareTheNiceOnes: Yes, she's a FriendToAllLivingThings, but she can most definitely still bring the pain and convert creatures to do the same.
240* BlitheSpirit
241* CarnivoreConfusion: She's a doe-centaur, but...
242-->'''Enchantress (Killing a creep):''' [[https://gamepedia.cursecdn.com/dota2_gamepedia/5/5a/Ench_lasthit_02.mp3 ''Hey, I'm a predator!'']]
243* CombatMedic: ''Nature's Attendants'' summons a cloud of wisps that heal all allied units near Enchantress.
244* DevelopersForesight: 6.87 introduced the Hurricane Pike, an item whose active ability gives a ranged hero infinite attack range for a set number of attacks against a single target. Perhaps due to the dev team realizing the amount of damage this could do in the hands of Enchantress, the same patch saw ''Impetus'''s damage cap being reduced by about half.
245* FixedDamageAttack: ''Impetus'' deals more Pure damage the farther away the target is. On top of this, the distance is calculated once the spear lands, not when it's thrown, so you can deal extra damage by walking away between each attack, and if you have a Monkey King Bar you can potentially insta-gib someone ''in their fountain'' if they're at low-enough health during an escape teleport.
246* AFormYouAreComfortableWith: Some of the heroes imply that a cheerful doe-centaur isn't her [[NatureSpirit true form and purpose]].
247* FragileSpeedster: Enchantress is fairly fast on her hooves (she once had the highest movement speed in the game, meaning an Enchantress with no items could outrun many heroes ''with'' Boots of Speed) and Aghanim's Scepter makes her even more maddeningly hard to catch. However, her Strength stat is pretty poor throughout the game, which means she'll go down quickly to burst damage.
248* FriendToAllLivingThings:
249** Seems to give off this vibe.
250-->'''Enchantress:''' [[https://gamepedia.cursecdn.com/dota2_gamepedia/2/2f/Ench_rare_01.mp3 ''You know what I love? Everything!'']]
251** Even ''Terrorblade'' is a friend of hers, if his ally line is of any indication.
252-->'''Terrorblade:''' [[https://gamepedia.cursecdn.com/dota2_gamepedia/c/c5/Terr_ally_22.mp3 ''I'm every demon's worst nightmare, but I'm your best friend.'']]
253* GlassCannon: Enchantress can deal ''frightening'' amounts of damage with ''Impetus'', but has absolutely horrid Strength growth. While ''Untouchable'' and ''Nature's Attendants'' do bolster her survivability, she's still very easy to nuke down with spells, and most carries can simply stack enough attack speed (or build a Black King Bar) to make ''Untouchable'' a non-issue.
254* HornedHumanoid
255* {{Hypocrite}}: Thinks killing people is all good fun, until you hurt ''her'' at which point it becomes a massive crime.
256* InASingleBound: ''Sproink'' allows Enchantress to leap a fairly impressive height and distance (''backward'', no less).
257* IncorruptiblePurePureness: Includes her ''Untouchable'' ability.
258* {{Irony}}: In the original ''[=DotA=]'' mod, Enchantress used the character model of the Dryad, a unit that is immune to magic but weak against physical attacks. Enchantress herself is heavily resistant to physical attacks and put down very easily by magic nukes.
259* JavelinThrower: Her weapon is a javelin which, when ''Impetus'' is used, absorbs the power of nature during its flight, increasing its power.
260* LongRangeFighter: Since ''Impetus'' deals the more right-click damage the farther Enchantress stands from her target, when played as a core she usually builds a Dragon Lance into Aghanim's Scepter, increasing her attack range to a total of 870 - a significant boost to her damage output when combined with ''Impetus''. On the other hand, she can't do much against an enemy hero standing near her, and though ''Untouchable'' gives her some durability, it does nothing against spell immunity or nukes.
261* MageMarksman: Early in the game, Enchantress' contribution consists mostly of heals, creep abilities and slows. As she acquires items like Dragon Lance and Aghanim's Scepter, ''Impetus'' empowers her right-click attacks to the point that a well-played support Enchantress can rival her carry teammate(s) in damage output.
262* MonsterAllies: ''Enchant'' can control creeps for 80 seconds.
263* MyGodWhatHaveIDone: Weaponized with ''Untouchable'': the guilt of attacking someone as beautiful as Enchantress results in a huge debuff to attack speed. Although for some reason, only auto-attacks trigger this effect: blasting her with magic is A-OK in everyone's book.
264* NatureSpirit: Aiushtha herself as well as her ''Nature's Attendants''.
265* 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.
266* ObfuscatingStupidity: As described in her bio, she's not as carefree as she seems.
267* OurCentaursAreDifferent: Her lower half is that of a doe.
268* SayingSoundEffectsOutLoud
269-->'''Enchantress:''' [[https://gamepedia.cursecdn.com/dota2_gamepedia/9/9a/Ench_move_19.mp3 ''Sproink!'']]
270* SomeDexterityRequired: Good control of the ''Enchant''ed neutral creeps and illusions is crucial to Enchantress' success.
271* SparkFairy: The ''Nature's Attendants'' are simply depicted as a cloud of points of light.
272* WhyWontYouDie: Due to a combination of ''Nature's Attendants'' and ''Untouchable'', attempting to focus down an Enchantress via auto-attacks will most often fail, because ''Untouchable'' will completely neuter any attempts to attack her, while ''Nature's Attendants'' will quickly heal her back up as she takes any damage that happens to make it through. Once she gets Aghanim's Scepter, Enchantress becomes even harder to bring down since she becomes practically immune to projectile-based spells, and can dodge incoming attacks on an extremely low cooldown.
273* YouHaveOutlivedYourUsefulness: [[AllLovingHero Oddly enough for her,]] when ''Enchant'' ends on a creep or jungle monster, it abruptly and instantly dies. Lore-wise, it's probably meant to represent Enchantress setting it free, with the instant death being a result of game mechanics.
274[[/folder]]
275
276[[folder:'''Grimstroke''']]
277[[quoteright:256:https://static.tvtropes.org/pmwiki/pub/images/grimstroke_icon.png]]
278[[caption-width-right:256:[-[[https://gamepedia.cursecdn.com/dota2_gamepedia/b/bb/Grimstroke_spawn_08.mp3 "The strokes of my brush mark your fate."]]-] ]]
279->'''Voiced by:''' Creator/SteveBlum
280
281The people of Ashkavor had long bound their souls to an Ascended guardian wielding the power of ink to keep them safe. Grimstroke was the latest to be chosen for this position, a decision which would be their undoing. Grimstroke had always been obsessed with power, and in violation of a sacred law, he used ichor to strengthen his ink. Unfortunately, the ichor also corrupted the ink, and instead of binding the villagers' souls to him, he was being bound to the ink. As he was being suffocated by the ink covering him, he realized a way to turn this situation to his advantage and further increase his power beyond what he ever thought was possible. Without hesitation, he used all his might to reverse the flow of the corrupted ink, turning it against the townspeople whose very souls they had entrusted him. Everyone in Ashkavor was agonizingly slain by Grimstroke's selfish, twisted sacrifice, transformed into an inky phantom and leaving him as the sole survivor.\
282\
283Grimstroke is a hero who can both support his allies and tear down enemies with his unique spells. ''Stroke of Fate'' unleashes a wave of ink in a line after a wind-up period, slowing enemies from a long range while dealing damage based on the number of targets hit. With ''Phantom's Embrace'', Grimstroke sends out the remnant of his beloved to tear apart an enemy. The target takes damage and is silenced until the phantom is destroyed or expires; if it reaches its full duration, the target also takes a large amount of bonus damage while the spell's cooldown is refreshed. The phantom can make for a potent distraction during fights, forcing foes to choose between turning their attention towards it or allowing their ally to take the full silence and damage. ''Ink Swell'' is a more supportive spell which covers an ally in ink, silencing them but also increases their movement speed. Enemies near the target are struck by tendrils which constantly damage them, and once the effect expires, it explodes, stunning and damaging nearby foes, with the power of the explosion increasing the longer enemies were within its area of effect. Grimstroke's most unique ability is ''Soulbind'', his ultimate, which binds two enemy heroes together. Not only are they prevented from moving apart from each other, but any single-target spell used on one bound enemy will also affect the other, effectively doubling its power. This has tremendous combo potential with powerful single-target spells such as ''Laguna Blade'' or ''Fiend's Grip''. With Aghanim's Scepter, Grimstroke gains ''Dark Portrait'', a spell which summons an illusion of an enemy hero which deals increased damage.
284
285----
286* AmbitionIsEvil: His ambition to reach even greater power than possible to learn from his mentors led Grimstroke to taint the magical ink he uses, ultimately leading to the ink being corrupted and Ashkavor being destroyed by his hand.
287* AndIMustScream: The ultimate fate of Grimstroke's people, as phantoms bound to his will that seek to either die or, at the very least, drag him to his fate.
288* ArtAttacker: His weapon is a giant paintbrush and magical ink.
289* BattleCouple: A particularly twisted example. Grimstroke has his lover fighting alongside him as a phantom thrall bound to his will.
290* BlackMage: All of Grimstroke's abilities are used for disabling and nuking down enemies. While ''Ink Swell'' can be used to escape with its speed boost, it's much more effective for getting up in enemies' faces.
291* EvenEvilHasLovedOnes: One his few positive traits. When Grimstroke sacrificed his people to harness the corrupted ink's power, it included his lover (now the phantom summoned by ''Phantom's Embrace''). Her fate was the only one for which he showed any resemblance of regret.
292* EvilSoundsDeep: Grimstroke speaks in a deep, throaty, emotionless growl. He is voiced by Creator/SteveBlum, after all.
293* FantasticRacism: Hates the three Spirits (Kaolin, Xin and Raijin) for unknown reasons.
294* GlowingEyesOfDoom: His eyes glow yellow, and he's most definitely an evil person.
295* HerdHittingAttack: ''Stroke of Fate'' does more damage the more targets it hits.
296* ItsAllAboutMe: He is not concerned about anything beyond increasing his own power, to the point that he sacrificed his own people to do so.
297* LongRangeFighter: Grimstroke's offensive abilities have relatively long cast ranges, allowing him to ravage enemies from the sidelines without needing to get up close and personal. And he'll generally want to, as surviving damage isn't his forte.
298* MadArtist: An evil calligrapher that uses his brush and ink to channel dark magic, leaving behind destruction in his path.
299* NightmareFetishist: Has an interest in the dark and macabre, taking the time to compliment allies like Night Stalker and Shadow Demon.
300* PersonalSpaceInvader: ''Phantom's Embrace'' summons a phantom that latches onto the target and doesn't let go until its duration expires, silencing them and dealing damage all the while.
301* TheSociopath: Grimstroke cares only for gaining great power, breaking the sacred laws of his people and sacrificing all of them to achieve it with no pity or remorse.
302* {{Synchronization}}: ''Soulbind'' links two enemy heroes together, which not only restricts their movement, but also causes single-target spells and item abilities cast on one to also hit the other (with a few exceptions, like ''Omnislash'' and ''Nether Strike''). Because of this, Grimstroke can make good use of items like Rod of Atos and Dagon, and pairs well with heroes who possess powerful single-target skills like Lion and Lich.
303* TwinMaker: Aghanim's Scepter gives Grimstroke a new ability, ''Dark Portrait'', which creates a powerful illusion of an enemy hero.
304* VileVillainSaccharineShow: Grimstroke's backstory and theme are much DarkerAndEdgier than almost every other hero before him, and he has no comedic or whimsical traits whatsoever. Considering that the ''Dota 2'' roster includes things like [[{{Satan}} Doom]] and [[ThingsThatGoBumpInTheNight Night Stalker]], that's saying something.
305* WhereIWasBornAndRazed: Grimstroke sacrificed the souls of everyone in his town in order to save his own life and increase his power.
306* WickedCultured: For all his evil, Grimstroke is surely an art connoisseur, and has the personality of a refined artist. He comments on Monkey King's literary output, among other things.
307* YourSoulIsMine: He used the sacred bond between his people's souls and his own to first dump the corrupted ink on them, killing them to the last and leaving only their phantoms behind, and later on a return trip to Ashkavor to enslave those phantoms to his own will. And he's not done adding to his collection yet.
308[[/folder]]
309
310[[folder:'''Jakiro''', the Twin Head Dragon]]
311[[quoteright:256:https://static.tvtropes.org/pmwiki/pub/images/jakiro_icon.png]]
312[[caption-width-right:256:[-[[https://gamepedia.cursecdn.com/dota2_gamepedia/5/59/Jak_kill_19.mp3 "Twin engines of your destruction."]]-] ]]
313->'''Voiced by: ''' Creator/DaveFennoy
314
315Pyrexae dragons are always born in clutches of two eggs, no more, no less. Vicious even from their first moments, the hatchlings will fight their sibling, with only the stronger surviving and passing its strength on. Jakiro is not like other Pyrexae. Born from a single egg, Jakiro possess two heads and two minds in a single body that wields the power of both ice and fire. Equal parts cunning and rage, the twins are able to unleash the full wrath of the Pyrexae species upon any who dare to oppose them.\
316\
317Jakiro specializes in inflicting heavy damage and powerful disables across multiple enemies, freezing them in place and burning them to a crisp. ''Dual Breath'' combines the two into a single spell, unleashing a blast of ice to slow enemies followed by a wave of fire to burn them over time. ''Ice Path'' creates a long trail of ice that solidifies after a short delay, freezing and stunning enemies within and making them easy prey for Jakiro's other abilities. ''Liquid Fire'' is an attack modifier that causes Jakiro's next attack to burn enemies in an area, inflicting damage over time and greatly slowing their attack rate. This ability even works on buildings, letting Jakiro push down towers with impunity by neutralizing their attacks. Jakiro's ultimate ability ''Macropyre'' sets a long section of ground in front of it aflame, dealing intense damage over time to any enemy standing within; Aghanim's Scepter increases the range and causes the flames to deal more damage and last much longer. Aghanim's Shard unlocks a fifth ability for Jakiro, letting him empower an attack with ''Liquid Frost'' to slow the movement speed of enemies in an area around the target while damaging them for a percentage of their max health every second. Whether in a push or a fight, Jakiro's power over frost and flame make it a significant threat.
318
319----
320* AcrophobicBird: In the same vein as Viper, he actually does fly, but is treated as a ground unit in-game and thus can't fly over cliffs and the like.
321* AntiStructure: Buildings are fully affected by ''Liquid Fire'' and ''Liquid Frost'', both the damage and attack speed slow, making Jakiro an excellent tower-killer.
322* ArmorPiercingAttack: ''Macropyre'' deals pure damage that pierces spell immunity with one of Jakiro's level 25 talents.
323* ArtEvolution: The patch 7.03 update gives him a new model.
324* BlackMage: All of Jakiro's spells are designed to be used in teamfights, where he can potentially stunlock an entire team, then follow up with ''Macropyre'', which just by itself does almost 200 damage per second over a large area of effect.
325* BreathWeapon: All of Jakiro's spells, as well as his right-click attack, have him unleash various projectiles and gases from his mouths.
326* CantCatchUp: Like Pugna, Jakiro is one of the least hard carries in the game - because he has a mediocre right-click and his spells don't scale very well in actual damage, he falls off hard around the 25-30 minute mark, so usually he has to end the game before that point.
327* ConjoinedTwins: Jakiro is essentially the Pyrexae equivalent of this: unlike others who are born in clutches of two, Jakiro was born from a single egg with two heads and two minds in one body.
328* 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.
329* DelightfulDragon: Downplayed as he's definitely not harmless, but fluff text for his Immortal items indicates that Jakiro is revered as a protector by at least two groups of people for coming to their defense in times of need, showing that he's got a noble side to him.
330* DiscOneNuke: ''Ice Path'' only costs 90 mana per use, and creates a wall that damages and stuns everyone in its path, with a short cooldown. With Jakiro's high mana pool, it can essentially be cast over and over again in the early game, potentially turning your lane into a complete massacre, and it is still very potent all the way into the inevitable late-game teamfights.
331* FireWaterJuxtaposition: One of his head breathes fire, while the other breathes ice.
332* FlyingBrick: Jakiro is a dragon and one of the most durable Intelligence supports in the game.
333* GameplayAndStorySegregation: The lore of ''Macropyre'' suggests that it's a combination of ice and fire. Visually as well as in its effect, it seems to be just fire. However, his Pyrexaec Forge cosmetic reskins ''Macropyre'' to give it an appearance more akin to the description with icy fissures beneath the flames, and Aghanim's Scepter-upgraded ''Macropyre'' creates walls of ice on both sides of the fire trail.
334* GiantFlyer: Jakiro is a dragon about the size of a person, and who can stay perpetually aloft just by flapping his wings.
335%%* GlowingEyesOfDoom
336* HarmlessFreezing: ''Ice Path'' deals very little damage next to the stun. ''Dual Breath'''s ice breath slows the targets, but deals no damage at all. Compounded by the fact that the ice breath is released a bit before the fire breath, it's possible to walk away unscathed from ''Dual Breath'' if the former hit but the latter did not.
337* HerdHittingAttack: His normal ''Macropyre'' + ''Ice Path'' + ''Dual Breath'' + ''Liquid Fire'' combo makes chasing an enemy hero in a tight group a ''very'' bad idea.
338* AnIcePerson: His right head has ice breath.
339* JackOfAllStats: Because of his slow, stun, generally high area of effect damage with his skills, and relative item- and level-independence, Jakiro is most of the time played as a support that fits well in most teams. On the other hand, he is also a rather potent mid, can survive the offlane due to his tankiness and can even be ran as an early game carry in a trilane as well. Because of the '''4''' second cooldown, 0 mana cost, and tower destruction power, Jakiro's ''Liquid Fire'', which combined with ''Dual Breath'' for quick creep-clearing ability, allows Jakiro to push down towers very quickly and snowball his entire team with tower bounty for early wins.
340* KillItWithFire: ''Liquid Fire'' and ''Macropyre'' deal large amounts of splash damage over time. ''Dual Breath'' combines fire and ice to both slow and damage enemies over a large area of effect.
341* MightyGlacier: Can do a ''lot'' of damage to groups of heroes, and has good strength growth for an Intelligence hero, the only problem is that his ''cast point'' (0.65 seconds) leaves something to be desired and he's not too mobile.
342* MultipleHeadCase: Both heads appear to think individually, and they seem to get along well. However, they're still not above occasionally bickering among themselves.
343* OurDragonsAreDifferent: A two headed dragon that breathes ice and fire, but his species is one-headed and breathes either ice or fire. Like traditional western dragons he has a [[TreasureRoom lair]] where he hoards his riches.
344-->'''Jakiro (last hitting):''' [[https://gamepedia.cursecdn.com/dota2_gamepedia/5/5e/Jak_lasthit_05.mp3 "Gold for our lair."]]
345* PlayingWithFire: His right head has the traditional fire breath.
346* ShoutOut: Jakiro's original lore, which described it as having been found gnawing on the roots of the World Tree, was one to the Nidhoggr of Myth/NorseMythology.
347* SingleMindedTwins: Jakiro is technically a pair of conjoined twins, as evidenced by his backstory and the heads' tendency to refer to each other as "Brother".
348* SpellBlade: ''Liquid Fire'' periodically adds an attack slow and damage-over-time to Jakiro's right-clicks, while ''Liquid Frost'' will periodically add a movement slow and damage-over-time.
349* SplashDamageAbuse: He can even hit and disable invisible targets with his AOE spells.
350* VoiceOfTheLegion: Most of his lines are meant to sound like two people speaking at once. Justified because they ''are'' [[SingleMindedTwins two people speaking at once]].
351* VolcanicVeins: His fiery half has red ones and his icy half has blue.
352* YinYangBomb: Especially with ''Dual Breath'' and ''Macropyre'', which combine the powers of both heads.
353* YouAreAlreadyDead: If Jakiro can apply both his ''Dual Breath'' and ''Liquid Fire'' to a target, he can apply a grand total of ''500'' damage over 5 seconds, which in the early to mid game can end up finishing off an escaping/invisible enemy hero, assuming they don't have a purge, dispel, banish or enough sheer regen.
354[[/folder]]
355
356[[folder:Ezalor, the '''Keeper of the Light''']]
357[[quoteright:256:https://static.tvtropes.org/pmwiki/pub/images/Keeper_of_the_Light_4766.png]]
358[[caption-width-right:256:[-[[https://static.wikia.nocookie.net/dota2_gamepedia/images/e/e6/Vo_keeper_of_the_light_keep_rare_04.mp3 "They say t'was I who carried the first light into the universe. They might be right, I can't quite recall."]]-] ]]
359->'''Voiced by: ''' Creator/NolanNorth
360
361Appearing as a doddering old man who can hardly remember what he's doing, Ezalor is nevertheless one of the Fundamentals of the universe. Breaking free of the Fundamental plane at the dawn of time, he rides forth upon a pale horse, bestowing the gift of light to all planes and always one step ahead of the chaos that pursues him. But when faced with the creatures of chaos and darkness that oppose him, he breaks out of his unassuming disguise to unleash the full might of his brilliant and benevolent power.\
362\
363Keeper of the Light is a potent one-man support team, with powerful abilities for aiding his allies and debilitating enemies. ''Illuminate'' is a channeled ability that, when released, unleashes a wave of light that deals damage to all enemies in its path; the longer Ezalor channels the ability, the more damage it deals. ''Solar Bind'' helps Ezalor lock down enemies, inflicting a slow on the target that intensifies the more they move. Keeper of the Light can keep his allies' mana topped off with ''Chakra Magic''. When cast on an ally, it restores mana and takes a few seconds off their abilities that are currently on cooldown. With his ultimate ability, Ezalor can go into ''Spirit Form'', giving him increased movement speed and cast range, causing ''Illuminate'' to be channeled by a spirit so that Ezalor can do other things, and unlocks ''Blinding Light'', a teamfight-oriented spell that blinds enemies in an area and knocks them away, causing them to miss on a percentage of their attacks. Aghanim's Shard unlocks ''Recall'', which summons an ally to Ezalor's position after a short delay, but is interrupted if that ally takes damage. Aghanim's Scepter unlocks a seventh ability, ''Will-o-Wisp''; with it, Ezalor summons an Ignis Fatuus, a spirit of light which periodically emits a charming glow, hypnotizing enemies and forcing them to look at it.\
364\
365In ''Dota Underlords'', Keeper of the Light is a tier 4. His ability, ''Illuminate'', charges up a blast of energy before releasing it, dealing heavy damage which grows the longer it is channeled.
366----
367* AdaptationSpeciesChange: In the original [=DotA=], Keeper of the Light used the model of the ''VideoGame/{{Warcraft}} III'' Human Archmage and was described as just a scholar. This version of Ezalor is decidedly non-human.
368* AnimalMotifs: Horses, which show up as part of a charged up ''Illuminate'' and gives it an neighing sound effect.
369* AnthropomorphicPersonification: Ezalor is the humanoid personification of the weak nuclear force.
370* ArchNemesis: Chaos Knight, who has pursued him through numerous planes of reality.
371* AscendedGlitch: When he was created in ''Dota 2'', ''Illuminate'' had 25% extra range by a glitch. This was eventually removed briefly before being reinstated and extended back to [=DotA=] as well.
372* BlindedByTheLight: ''Blinding Light'' blinds its targets with light.
373* BlownAcrossTheRoom: One of ''Blinding Light'''s secondary effects is a short-ranged knockback based on how close the target is to the center of the blast. However, this can actually displace people up or down terrain, and at least one major game at The International 3 was turned around due to this happening to the other team's core melee carry.
374* BoringButPractical: ''Chakra Magic'' is one of the simplest skills in the game, but its ability to replenish mana on demand makes Ezalor one of the deadliest supports in the game since he can keep his whole team in the field for longer without having to return to base.
375* CallBack: Ignis Fatuus used to be Ezalor's ultimate in very early versions of ''[=DotA=]'', but with different functionality from the one introduced in 7.20.
376* 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 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''.
377* 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; he has none for any female heroes that were added after Medusa (starting with Legion Commander).
378* CooldownManipulation: ''Chakra Magic'' takes a few seconds off its target's cooldowns.
379* CrouchingMoronHiddenBadass: Although looking and acting like a stereotypical old coot, Ezalor is really the personification of light, and when danger is afoot, he shows it off.
380* DamageIncreasingDebuff: ''Solar Bind'' reduces the magic resistance of a targeted enemy.
381* DefogOfWar: ''Illuminate'' gradually gives more and more unrestricted vision around [=KotL=] as it's channeled (meaning it sees over trees and hills).
382* {{Expy}}: Of [[Literature/TheLordOfTheRings Gandalf]]. The Dota 2 wiki has [[https://dota2.gamepedia.com/Keeper_of_the_Light#Trivia more]] on this.
383* GlowingEyes: His eyes glow brightly when ''Spirit Form'' is active.
384* GrumpyOldMan: In some of his quotes.
385--> '''When denying:''' [[https://gamepedia.cursecdn.com/dota2_gamepedia/0/06/Keep_deny_12.mp3 Get off my lawn... eh, what's a lawn?]]
386* HolyHandGrenade: ''Illuminate'' is arguably [=KotL=]'s signature ability. It has an extremely long range, wide radius, and at maximum level can deal up to 500 damage to anything caught in its path. It also only has an 11 second cooldown, which ''Chakra Magic'' can easily remove.
387* HypnoRay: ''Will-O-Wisp'' summons a wisp that periodically emits a glow that hypnotizes enemies, forcing them to move toward it.
388* InTheHood
389* LightEmUp: Virtually every single one of his abilities utilizes light in some way or other.
390* LightIsGood: The Keeper is the reason why light exists in the first place, having brought it to the realms after his escape from the fundamental plane. Without the light, the world of Dota 2 would have been nothing but a dark hellscape populated by horrific monsters not unlike the Night Stalker.
391* MagicStaff
392* MixAndMatchCritters: Tendrillar, the mount that comes with the Crucible of Light set, is a horse that has ram's horns.
393* MountedCombat: Generally an ordinary white horse, but cosmetic items can change it to creatures like a reindeer or a unicorn.
394* NonStandardSkillLearning: Activating ''Spirit Form'' gives Keeper of the Light access to ''Solar Bind'', and is also required to use ''Recall'' (his Aghanim's Shard ability).
395* {{Pegasus}}: His Wings of Daybreak Immortal mount is a winged horse.
396* PowerGlows: ''Spirit Form'' causes Ezalor's entire body to glow brightly while active.
397* RamblingOldManMonologue: A lot of his lines make fun of this.
398* TheRedMage: Ezalor can regenerate his allies' mana with ''Chakra Magic'' and heal them with ''Illuminate'' when ''Spirit Form'' is active. ''Illuminate'' also nukes down enemies, ''Solar Bind'' slows them down and reduces magic resistance, and ''Blinding Light'' cripples their physical attacks.
399* RegeneratingMana: ''Chakra Magic'' restores a set amount of mana on a target ally, and can be cast on yourself. In the early laning stage, this allows any lane with a [=KotL=] to constantly harass or gank their opponents without worrying about running out of mana.
400* RobeAndWizardHat: His outfit.
401* SadisticChoice: The ''Blinding Light'' + ''Will-O-Wisp'' combination can force enemy teams into a tough decision. Trying to run from ''Will-O-Wisp'' will likely get them dragged back due to its large area of effect, but trying to destroy the wisp is difficult at best when they're blinded.
402* SentientCosmicForce: Keeper of the Light is the manifestation of light.
403* SquishyWizard: All the phenomenal cosmic power of a Fundamental, with all the durability of a fragile old man.
404* SuperMode: Ezalor's ultimate, ''Spirit Form'', turns him luminescent, increases his cast range and movement speed, gives him access to ''Solar Bind'' and ''Recall'' (the latter if he has Aghanim's Shard), and allows ''Illuminate'' to heal allies without having to be channelled.
405* SupportPartyMember: Ezalor is a natural position 5 support, since his spells can cripple enemies in a teamfight and ''Chakra Magic'' gives his team all the mana they need and then some, letting him make a huge impact even with no items other than a pair of Tranquil Boots. The tradeoff is that he is extremely bad at manfighting even for a support, since he's very frail and his only form of damage output has to be channeled outside of ''Spirit Form'', and even then, only an idiot would voluntarily stand in front of it; as such, he has to rely on his teammates in order to actually rack up kills and avoid getting squished.
406* {{Teleportation}}: ''Recall'', unlocked by Aghanim's Shard, brings an allied hero to your location from anywhere on the map.
407* TeleportInterdiction: ''Recall'' will be cancelled if the targeted hero takes player-based damage during the delay before the teleport kicks in.
408* TemporaryBlindness: ''Blinding Light'' temporarily blinds the affected enemies, causing them to miss 70% of their attacks for 5 seconds.
409* TimeAbyss: Being a Fundamental, he is literally as old as creation.
410* {{Unicorn}}: Ezalor's One Horn mount. No points for guessing how it differs from a normal horse.
411* WhiteStallion: His default mode is a white horse.
412* WizardBeard
413[[/folder]]
414
415[[folder:'''Leshrac''', the Tormented Soul]]
416[[quoteright:256:https://static.tvtropes.org/pmwiki/pub/images/Leshrac_1359.png]]
417[[caption-width-right:256:[-[[https://gamepedia.cursecdn.com/dota2_gamepedia/f/fd/Lesh_rare_02.mp3 " The truth of nature is torment, suffering and decay. But only the wisest see this--which is to say, only Leshrac."]]-] ]]
418->'''Voiced by: ''' Eric Newsome
419
420Leshrac was once a great philosopher who sought the answers to existence itself. To this end, he used the Chronoptic Crystals in order to learn nature's deepest mysteries. However, he was not prepared to see the horrifying truth of the world's order, and was transformed by his discovery into an entity embodying nature's vile and twisted cruelty. Now existing half in our plane, half in another, the Tormented Soul takes great pride in his supreme understanding of the cosmos, holding nothing but scorn towards those who believe goodness holds a special place in the universe.\
421\
422Leshrac is a versatile intelligence hero who can be used as either a core or a support depending on your playstyle. With his first spell, ''Split Earth'', Leshrac causes the ground to explode underneath his opponent's feet, stunning and damaging them in a small area after a short delay. This spell is hard to land due to the delay, but can be very powerful thanks to the long duration of the stun. With ''Diabolic Edict'', his next ability, Leshrac creates countless magical explosions around him over several seconds. The damage is low, but can add up quickly thanks to the large number of blasts; additionally, this spell can affect buildings, making Leshrac a devastating pusher who quickly melts down towers. ''Lightning Storm'' zaps one foe with electricity, damaging and slowing them. The bolt then jumps to other targets, spreading its effect. Finally, his ultimate ability ''Pulse Nova'' is a spell which can be toggled on or off: while it's turned on, Leshrac will continuously summon waves of magical energy which heavily damage all nearby foes at the cost of constantly draining his mana until it's turned off. Aghanim's Scepter unlocks the ability ''Nihilism'', which turns Leshrac ethereal and causes him to project an aura that also turns enemies around him ethereal, rendering all of them unable to attack or take physical damage; enemies caught will also be slowed and take increased magic damage, while Leshrac himself gets a speed boost. All of these abilities make Leshrac into a devastating magical damage dealer who can either assist his teammates with powerful stuns and slows, or dish out the pain himself by building items that improve his health and mana pool so he can stay in the fight for longer while his spells tear down his foes.
423
424----
425* AnthropomorphicPersonification: Of nature's dark side. Primarily shown in-game through ''Lightning Storm'' and ''Split Earth''.
426* AntiEscapeMechanism: While most of Leshrac's abilities are damage over time based, two of them (''Diabolic Edict'' and ''Pulse Nova'') allow him to damage enemies while moving, which make him a powerful chaser. Combined with an [=AoE=] stun and a nuke that can slow the target long enough to set up the stun, Leshrac can be very hard to escape, which is especially surprising given that he's an Intelligence support.
427* AntiStructure: ''Diabolic Edict'' is one of the very few spells in the game that damages buildings, and in fact gets a damage bonus against buildings specifically. At level 4, a full ''Diabolic Edict'' takes off roughly ''80%'' the health of a tier 1 tower and over half the health of a tier 4... and he gets a talent to double the number of explosions, letting him kill towers by himself. It's not uncommon for teams facing Leshrac to save their Glyph of Fortification just to tank a ''Diabolic Edict''.
428* BadassBoast: ''A thousand of your kind have fallen before me!''
429* BeamSpam: Is a master of this.
430* BlackMage: Leshrac at his best is a rampaging ball of magical damage, able to melt heroes, creep waves and towers alike with his four nukes.
431* DamageIncreasingDebuff: ''Nihilism'' turns all enemies around Leshrac ethereal, making them immune to physical damage and turning them more vulnerable to magic damage, which tends to be a very bad thing when standing next to Leshrac.
432* DifficultButAwesome:
433** Two aspects of Leshrac's playstyle appear to contradict each other: he's a GlassCannon with very little health, but his ''Pulse Nova'' requires him to be in the thick of the fight in order to be used most effectively. A good Leshrac must know when to enter the fray, and when to retreat.
434** ''Split Earth'' is a powerful [=AoE=] stun, but has a delay before activating, meaning that it requires either considerable prediction or another stun to set it up.
435* DishingOutDirt: His first ability, ''Split Earth'', stuns enemies by manipulating the ground under them. It's hard to land since crafty players can simply watch his animation and dodge it at the last second, but it's an area of effect spell that can catch several enemy heroes at once if timed properly.
436* EnlightenmentSuperpowers
437* FourFingeredHands
438* GaiasVengeance: The embodiment of it.
439* GlassCannon: He's as [[SquishyWizard squishy]] as they come, with no escape[[note]]Though the combination of ''Diabolic Edict'' and ''Pulse Nova'' can make chasing and catching up to him fairly dangerous for melee heroes[[/note]], and a stun that takes practice to land. But he has an incredibly high damage output and moderate mana use per damage. A Leshrac who manages to farm a Bloodstone essentially becomes a walking hazard that melts anything that comes near him, and his ultimate combined with ''Diabolic Edict'' allow him to damage enemy heroes simply by walking alongside him, making him capable of easily chasing down enemies.
440* GlowingEyesOfDoom
441* GoMadFromTheRevelation: Trying to decipher the meaning of existence led to him discovering ThingsManWasNotMeantToKnow, leading to this.
442* HavingABlast: ''Diabolic Edict'' creates numerous small, single-target explosions around Leshrac, and ''Pulse Nova'' periodically creates a big one that hits everything nearby.
443* HerdHittingAttack: All four of Leshrac's skills are AOE nukes; one (''Diabolic Edict'') also affects structures, making him an excellent pusher.
444* InsufferableGenius
445* JackOfAllStats: Leshrac is viable as a support since he has a stun, a slow, a pushing skill and doesn't need many items to be effective, and also benefits well from farm and levels, so he's usually run as a mid hero as well, taking advantage of the XP at mid to quickly shove down towers with ''Diabolic Edict'' and get a quick Bloodstone, which gives him the HP so he can run into the enemy team without being insta-gibbed, and the mana so he could spam ''Split Earth'' and ''Diabolic Edict'', and keep ''Pulse Nova'' perpetually active.
446* LeadTheTarget: ''Split Earth'' must be aimed on the ground and has a short delay, forcing Leshrac players to guess where their target would move.
447* MagicStaff: All of the cosmetic items in Leshrac's weapon slot are staves.
448* NatureHero: An unusual villainous example.
449* NatureIsNotNice: He represents the complete indifference of nature.
450* OurCentaursAreDifferent: He's based on one in appearance.
451* PillarOfLight: ''Pulse Nova''.
452* PointyEars
453* PowerCrystal: The Chronoptic crystals mentioned in Leshrac's backstory.
454* PowerGlows: His entire body.
455* PreExplosionGlow: ''Diabolic Edict'' and every flash of ''Pulse Nova'' are preceded by a flash of light from his body.
456* RandomNumberGod: ''Diabolic Edict'' hits random enemies around Leshrac, making it very powerful against lone heroes or towers but loses much effectiveness when a creep wave arrives.
457* RealityWarper: According to lore, his ultimate damages his enemies by rending the very space around them.
458* ShockAndAwe: ''Lightning Storm'', as its name would indicate, is a storm that strikes a target enemy and nearby ones.
459* ShoutOut: He's named after a TabletopGame/MagicTheGathering character, and his ''Diabolic Edict'' spell was named after a [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=397522 spell]] from the same.
460* SpikesOfVillainy: With the Thorns of Sundering and the Twisted Wisdom cosmetic sets.
461* SquishyWizard: His Strength and Agility are fairly lacking and he has no escape 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.
462* TimeMaster: With ''Pulse Nova'':
463--> ''If necessary, the Tormented Soul can manipulate space time itself, ravaging lesser beings.''
464* WalkingWasteland: Leshrac's lines show he revels in bringing chaos and entropy wherever he goes, tearing everything apart with his dark elemental powers. [[GameplayAndStoryIntegration This is reflected in-game]] with his highly damaging pulse spells, which can easily blast everything around him to bits.
465* WasOnceAMan: Used to be a philosopher who used Chronoptic Crystals in order to learn nature's secrets. What he learned transformed him into his current form.
466* WeakToMagic: Any enemies caught by ''Nihilism'' will take increased magical damage; given Leshrac's huge magic damage output, this works very well for him.
467* WeatherManipulation: His third ability, ''Lightning Storm'', hits the target with a bolt of lightning, slowing them for a short duration, and then jumps from target to target, allowing him to nuke enemy groups easily. On top of which, it has an extremely low cooldown, meaning that anything that's still standing four seconds after he casts it will eat another bolt.
468* WizardBeard
469[[/folder]]
470
471[[folder:Ethreain, the '''Lich''']]
472[[quoteright:256:https://static.tvtropes.org/pmwiki/pub/images/Lich_9417.png]]
473[[caption-width-right:256:[-[[https://gamepedia.cursecdn.com/dota2_gamepedia/0/05/Lich_rare_01.mp3 "And so the dead will bury the dead."]]-] ]]
474->'''Voiced by: ''' Gary Schwartz
475
476In 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.\
477\
478Lich is a hero most often played as a support, as he does not require many items to reach his full potential. His first spell, ''Frost Blast'', strikes a target with cold, damaging and slowing them while inflicting lesser damage to nearby units, useful for ganking or harassing foes. With his second spell, ''Frost Shield'', Lich grants a buff to an ally or tower, increasing their resistance to physical damage while constantly striking surrounding foes with waves of cold, damaging and slowing them. This spell can greatly increase the survivability of a hero or building. He can disable enemies with ''Sinister Gaze'', a channeled spell which hypnotizes an enemy and forces them to walk towards him while draining their mana. Finally, his ultimate, ''Chain Frost'', summons a powerful ball of ice which flies towards an enemy, dealing great damage and slowing them. It then bounces between nearby enemies, potentially dealing massive damage to several foes if timed properly. With this arsenal of freezing spells, Lich can chill any foe to the bone.\
479\
480In ''Artifact'', Lich is a black hero. His innate Active Ability, ''Sacrifice'', condemns an ally, then lets you draw one card, or two cards if the victim's Attack was 6 or more. His signature card, ''Chain Frost'', deals 3 damage to a unit, then 3 damage to a random unit to its left or right; this latter effect is repeated 7 times, and you also get Initiative.\
481\
482In ''Dota Underlords'', Lich is a Ace of Mages, increasing his team's mana generation. His ability, ''Chain Frost'', fires a ball of cold which bounces between foes, damaging and slowing them.
483----
484* AdaptationalNameChange: During the switch from the original ''[=DotA=]'' to ''Dota 2'', Lich was renamed from Kel'Thuzad (which is the name of a ''VideoGame/{{Warcraft}}'' character) to Ethreain, and his first three skills were renamed from ''Frost Nova'', ''Frost Armor'' and ''Dark Ritual'' to ''Frost Blast'', ''Ice Armor'' and ''Sacrifice'' (although the latter two have since been replaced with new abilities).
485* AffablyEvil: 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). All while being an EvilSorcerer.
486* BaldOfEvil: Granted, he's mostly skeletal now, and skeletons don't usually come with hair.
487* ChainedByFashion: A leftover from when he was overthrown and tossed into a bottomless pit.
488* CombatMedic: The appropriate level 25 talent makes Lich into a serviceable healer by granting targets of ''Frost Shield'' a notable boost to health regeneration.
489* DeathActivatedSuperpower: One of Lich's level 20 talents causes ''Chain Frost'' to activate upon his death.
490* ElementalArmor: ''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.
491* EvilIsDeathlyCold: Ethreain was once a tyrant wielding ice powers. This was all the more fitting following his death and resurrection.
492* EvilOverlord: He was one in his past life as the tyrant of many kingdoms.
493* EvilSorcerer: In life, Ethreain used his mastery over ice magic to conquer many kingdoms.
494* {{Expy}}: Three of Lich's four original spells were lifted directly from the eponymous hero in ''Warcraft III'', with the only real change being his ultimate ability, which was changed from ''Death and Decay'' (effectively a channeled version of Enigma's ''Midnight Pulse'', which also affected buildings) into ''Chain Frost''. The original ''[=DotA=]'' didn't even bother with the pretense and straight-up gave him Kel'Thuzad's name and voice lines. Yes, [[Characters/WarcraftTheScourge that Kel'Thuzad]]. Patch 7.20 diminished this by replacing ''Ice Armor'' and ''Sacrifice'' with new abilities.
495* GlassCannon: While Lich is very squishy and easy to kill, his ''Frost Blast'' nuke does a lot of damage and has a very low cooldown, allowing him to spam it. On top of that, ''Chain Frost'' can deal massive amounts of damage to crowded enemies, making it one of the most feared ultimates in the game.
496* GlowingEyelightsOfUndeath: He’s an undead frost mage, and his eyes glow red.
497* HumanResources: Lich's ''Sacrifice'' ability in ''Artifact'' condemns an ally, then lets you draw one or two cards. Prior to its replacement by ''Sinister Gaze'' in Patch 7.20, it allowed him to instantly kill a friendly creep and convert a percentage of its current HP into mana for him, as well as converting it into experience for any hero (regardless of team) within the XP gain radius.
498* HypnoticEyes: ''Sinister Gaze'' hypnotizes an enemy, forcing them to walk towards Lich while it's being channeled. And with Aghanim's Scepter, he can use it on an area-of-effect, which can really ruin an enemy team's day if he just so happened to ''Chain Frost'' them beforehand.
499* AnIcePerson: He was a fearsome frost-mage in life, and death did not do much to weaken his power.
500* ItsAllAboutMe: In previous versions, this was how he felt about using ''Sacrifice'' on allied creeps.
501--> '''Lich:''' [[https://gamepedia.cursecdn.com/dota2_gamepedia/e/e0/Lich_ability_ritual_01.mp3 "For the greater good-- mine!"]]
502* ManaDrain: Lich's ''Sinister Gaze'' drains mana based on the percentage of the enemy's current mana, up to 25%. However, ''Sinister Gaze'' drains mana in numerous ticks and checks the target's mana on each tick, meaning the actual mana drained will be slightly less than the stated value.
503* MutualDisadvantage: Lich has ''no'' control over ''Chain Frost'' after it launches, so unless he chooses the talent at level 25, heroes with summoned creeps or illusions can take much of the bite off his ultimate by having [[WeHaveReserves much of the damage be taken by them instead]]. On the other hand, after he gets the talent, it becomes much more difficult to split your minions up, because they can no longer eat the bounces for you.
504* NotTheIntendedUse: ''Chain Frost'' can be cast on spell immune units. It doesn't actually damage them, but it will still continue to bounce. This previously meant that a Lich with an Aghanim's Scepter [[https://www.youtube.com/watch?v=gc6GYt6aeUM could lock down ancient camps and kill anybody who tries to farm them]]. No longer possible due to the Ancients' spell immunity being replaced with spell resistance, meaning that ''Chain Frost'' will kill them off eventually.
505* OurLichesAreDifferent: A sorcerer-tyrant of ice, who was killed untold centuries ago and revived by a curious geomancer.
506* PinballProjectile: ''Chain Frost'' hits up to 10 enemies via bouncing if another enemy is close enough to it (take the appropriate level 25 talent, and the bounces become unlimited as long as there's another target nearby). It's fairly common for a savvy Lich to pull off multi-kills against gankers, or during teamfights.
507* PointyEars: Has these, either as a sign that he’s malevolent and evil, or perhaps because he was an elf in life.
508* PowerFloats: He commands vast magical power over ice, and always floats a few inches over ground.
509* PungeonMaster: The vast majority of his lines reference ice, cold, and death.
510* RandomNumberGod: Because ''Chain Frost'' will bounce to random targets after each hit, you can get extremely varied results if there are more than two enemies within the bounce radius.
511* ReallySevenHundredYearsOld: Ethreain has been imprisoned for so long that even the descendants of his enemies were forgotten by time.
512* RedEyesTakeWarning: His eyes glow red, and he’s a fearsome, malevolent undead and potent spellcaster, whose ultimate can wipe entire teams.
513* TheRedMage: He can both wear down enemies with ''Frost Blast'', burst them down with ''Chain Frost'', hypnotise them and drain their mana with ''Sinister Gaze'', or protect and possibly heal his friends with ''Frost Shield''.
514* RunOrDie: If Lich takes the appropriate level 25 talent, ''Chain Frost'' never stops bouncing until there's no one left to bounce to - in other words, until the enemy either scatters or gets annihilated. HilarityEnsues if it's thrown at, say, Meepo or Chaos Knight, as the hapless player desperately tries to micro his many units away from each other.
515* SorcerousOverlord: Before he was overthrown, he was a frost mage conqueror and tyrant.
516* SquishyWizard: While he can alleviate this somewhat with ''Frost Shield'', Lich has very low Strength gain and can be squashed quite quickly if caught out of position.
517* StatusInflictionAttack:
518** 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 versions, he even had a talent that added a slow effect to his auto-attacks - basically a free Eye of Skadi!
519** He can charm enemies with ''Sinister Gaze'', forcing them to slowly walk towards him.
520* StayFrosty: He says this when casting ''Frost Shield''.
521* WalkingShirtlessScene: Lich’s chest is completely bare, since he came back exactly as when he was thrown into the Black Pool. His undead and skeletal nature means he’s not exactly played for fanservice, and some cosmetics cover him up completely.
522* WeaksauceWeakness:
523** 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.
524** 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.
525* WeirdBeard: Made of frost, apparently.
526* YouWillNotEvadeMe: ''Sinister Gaze'' forces a target to walk towards Lich.
527[[/folder]]
528
529[[folder:'''Lina''', the Slayer]]
530[[quoteright:256:https://static.tvtropes.org/pmwiki/pub/images/Lina_2453.png]]
531[[caption-width-right:256:[-[[https://gamepedia.cursecdn.com/dota2_gamepedia/a/a1/Lina_battlebegins_01.mp3 "One little spark and before you know it, the whole world is burning."]]-] ]]
532->'''Voiced by: ''' Creator/JenTaylor
533
534Lina is the older sister of Rylai the Crystal Maiden, and their childhood quarreling was the stuff of legends in their homeland, although the fiery, yet clever and cunning Lina always had the advantage over Rylai's naivete and guileness. However, because of their rivalry, their parents kept losing their homes, one from fire, and one from ice. Eventually, their exasperated parents thought that these troubles would end if the sisters were just separated. Lina was sent to the south to live with her aunt at the blazing Desert of Misrule, a most comfortable place for her and her practice of fire magic. Though she made a great impression on the locals with her arrival, many would-be suitors left with their fingers scorched or eyebrows singed off by her. Lina is a proud fire sorceress and there's nothing that can dampen her flames.\
535\
536Lina is a ranged Intelligence Hero often run as a solo mid due to her exceptional nuke damage and Intelligence growth. She specializes in burst magic damages, thus enemy heroes will be more inclined to buy magic-resisting items to stave her off. Her main first spell is ''Dragon Slave'', and had her channel a breath of a dragon to be launched at the enemy in a line, damaging everyone in sight. Her second spell, ''Light Strike Array'', is more tricky as Lina calls forth a sun ray to blast a circular area stunning everyone caught in the blast. Her third skill, ''Fiery Soul'', is a passive skill that grants her bonus movement and attack speed temporarily after she casts a spell. This bonus stacks, so a Lina that can keep up with the spellcasting will be granted with massive normal attack bonuses. And lastly, her ultimate, ''Laguna Blade'', has Lina shoot out a massive bolt of lightning that strikes the enemy with a powerful blast of damage, able to take out unprotected squishy heroes in one shot.\
537\
538In ''Dota Underlords'', Lina is a tier 3 hero. Her ability, ''Laguna Blade'', deals heavy damage to an enemy.
539----
540* ActionGirl: On both sides, no less. Her nukes and auto-attack can be very potent killing tools, so Lina is often played in the mid lane.
541* ArmorPiercingAttack: With a level 25 talent, ''Laguna Blade'' deals pure damage (meaning that magic resistance will no longer help) and is able to damage the enemy through debuff immunity (meaning that activating BKB will not save you).
542* BlackMage: Lina's kit almost completely revolves around raw damage: three of her abilities are nukes, while the final one boosts her right-click attack.
543* ColorCodedElements: Her [[ElementalHairColors hair]] and clothes are red, fitting with her fire-elemental powers.
544* DifficultButAwesome: ''Light Strike Array'' is very tricky to land for new players, and her skills are almost entirely focused on raw damage, and she's ''very'' mana-hungry in the earlier game before her ''Fiery Soul'' can optimally buff her right clicks. She can be an unholy terror in the right hands, but food in the wrong ones.
545* DudeMagnet: Lore-wise, after moving to desert, Lina has gotten so many would-be suitors for her attractiveness... and proudly rejected all of them.
546* ElementalHairColors: Even without the [[FlamingHair Fiery Soul of the Slayer]] equipped, Lina is a redhead, fitting with her fire-element powers.
547* {{Expy}}: Very obviously to Lina Inverse of ''Literature/{{Slayers}}''. In fact, in [=DotA=], she was mean to be '''the''' Lina Inverse.
548* EvilCounterpart: Lion is one to Lina. Both are two of the very first heroes in the game (since version 0.60) and fearsome nukers with an ultimate capable of dealing massive damage to a single target. Compared to Lion, Lina is a better carry, has higher damage output and scales better to the late game, but needs more levels and isn't as good of a disabler.
549* FieryRedhead: Played with. In her quotes, Lina shows a lot of cockiness, bordering on arrogance, but not necessarily anger or hot-bloodedness. The only thing in game that seems anything close to ruffle her feathers is [[TheGloriousWarofSisterlyRivalry her sister]]. However, in [[FlamingHair her arcana's]] description, it's said that Lina DID have quite the temper when she was younger, and her literal flaming hair was a sure sign of her rage surfaced; she later learned to suppress such display (thus making her hair look normal) as she learned to control her own temper.
550* FlamingHair: With the ''Fiery Soul of the Slayer'' item. It also used to be her old Dota 2 model.
551* FriendlyRivalry: She will still be friendly on Rylai if they're in the same team. When compared to another bloody rivalry like Kunkka-Tidehunter, it's a big "improvement".
552* GenderFlip: Perhaps unknown to most players, she was formerly a male hero named Link Inverse.
553* GlassCannon: At max level, her ultimate, ''Laguna Blade'', deals the largest amount of burst magic damage in the game, beating out even Lion's ''Finger of Death'',[[note]]Though ''Laguna'' has the higher base damage, ''Finger'' gains damage for every kill it does, so it often ends up with the higher overall damage[[/note]] and with a level 25 talent can even bypass spell immunity. Combine with her good intelligence growth and attack speed from ''Fiery Soul'', she can tear down enemy heroes quickly if her burst hasn't done so already. On the flip side, she's easy to put down if focused down by the other team.
554* TheGloriousWarOfSisterlyRivalry: Lina is the smart and more guile one compared to Crystal Maiden, giving her advantage in parental preference than Rylai. She's more the loner sister lore-wise.
555* HotWitch: She's a powerful magic user who's renowned for her good looks even in-universe. Bonus points for living up to the "hot" label [[PlayingWithFire in more ways than one]].
556%%* ImpossiblyLowNeckline
557* LadyOfBlackMagic: A prideful fire sorceress whose kit is focused on unleashing large amounts of magical damage on enemies.
558* MageMarksman: Lina's passive, ''Fiery Soul'', ramps up her attack and movement speed the more spells she casts. This allows her to actually deal a surprising amount of physical damage for an Intelligence hero, so right-click items like Mjollnir and Eye of Skadi aren't uncommon on her.
559* MsFanservice: While [=DotA=] is less sexualized for the girls, it's worth noting that Lina used to take the ''VideoGame/WarcraftIIIReignOfChaos'' Sorceress model, which is very sensual. Come Dota 2, Lina is given a rather {{Stripperiffic}} outfit that [[ImpossiblyLowNeckline bare a lot of her shoulders]], and gets a rather sensual voice (toned down from the Sorceress voice set, but still there). Thus if there's a "hottest DOTA girl" topics in the internet, Lina would definitely be mentioned, aside of making "hot" {{Pun}}s with [[PlayingWithFire her powers]]. In fact, [[http://agito666.deviantart.com/art/0427-Dota-2-Boobs-chart-343495727 a boob chart that also gives analysis with the in-game model]] shows that Lina is the ''second'' bustiest DOTA 2 lady just behind Queen of Pain. Ironic, considering [[Literature/{{Slayers}} her former namesake]] is flat-chested.
560* OneHitPolykill: When upgraded with Aghanim's Shard, ''Laguna Blade'' will always travel its full cast length and hit all units along its path.
561* OnlyOneName: Once her full name was [[Literature/{{Slayers}} Lina Inverse]]. To accommodate her rivalry and relation with Rylai, her surname was redacted.
562* OurDragonsAreDifferent: ''Dragon Slave'':
563--> ''In the scorched barren of Misrule, Lina learned to manipulate the fiery breath of the Desert Wyrm as a form of entertainment.''
564* PlayingWithFire: Nearly all of Lina's abilities involve fire. She can send out a wave of fire with ''Dragon Slave'', smite foes with solar flames by using ''Light Strike Array'', and the more she casts, the more her ''Fiery Soul'' burns, increasing her speed. Even ''Laguna Blade'', which is [[ShockAndAwe lightning-based]], can be seen as an extension of her fire abilities, as its description mentions that the heat surrounding her is what lets her create that bolt of electricity.
565* PowerFloats: Fittingly for a powerful sorceress, Lina floats around instead of walking.
566* ThePowerOfTheSun: ''Light Strike Array'' burns air with the sun's energies.
567* 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.
568* ShockAndAwe: ''Laguna Blade'', which is a blue bolt of lightning.
569* ShoutOut: Lina's given full name used to be [[Literature/{{Slayers}} Lina ''Inverse''.]] The background information was also written to be as close to the Slayers version of Lina as possible. The spell names are still derived from spells of the show.
570* SiblingRivalry: She doesn't get along well with Rylai due to obvious incompatibilities.
571* SpamAttack: ''Dragon Slave'' and ''Light Strike Array'' both have extremely low cooldowns (and the cooldown of the former can be reduced even more with talent), allowing Lina to deal huge amounts of area-of-effect damage the longer she survives.
572* SquishyWizard: She can bring a lot of pain with her fire spells, but can't take it in turn.
573* SuperPowerMeltdown: Lina goes up in flames when killed.
574* {{Tsundere}}: Several quotes directed against her imply that Lina is this, she actually blamed her parents for separating her and actually wanted to apologize and make up with Rylai. Except her excessive pride will not allow her to do any apologizing.
575* YellowLightningBlueLightning: ''Laguna Blade'' is blue, like most other bolts of lightning in the game.
576%% * WreathedInFlames
577[[/folder]]
578
579[[folder:'''Lion''', the Demon Witch]]
580[[quoteright:256:https://static.tvtropes.org/pmwiki/pub/images/lion_6539.png]]
581[[caption-width-right:256:[-[[https://gamepedia.cursecdn.com/dota2_gamepedia/c/ce/Lion_rare_01.mp3 "When the demon betrayed me, I took its very arm. Imagine what I'll do to a mere hero."]]-] ]]
582->'''Voiced by: ''' Tom Chantler (original), Glenn Wrage (''Artifact'')
583
584Lion, as a Grandmaster of the Demon Witch tradition, stood out among his fellow practitioners for being a heroic mage who fought on the side of good. However, the resulting fame, along with his sheer ambition and great power, got the better of Lion, and a demon managed to seduce him to the side of evil by promising even greater prestige at the cost of his soul. But Lion never got what the demon promised him, and after committing countless unspeakably evil deeds, he was betrayed, as the demon abandoned Lion to strike deals with his enemies. In an act of furious revenge, Lion tracked the demon straight to Hell, killed it, and took its arm to replace his own. Although the new graft gave him the demon's powers, Lion was wholly disfigured by the process and soon returned from Hell on a murderous rampage against enemies and former allies alike. Lion is now the only remaining practitioner of the Demon Witch school of magic, taking the lives of all who are foolish enough to come study under him.\
585\
586Lion is a simple support hero with a versatile set of abilities, allowing him to stun his enemies, disable a particularly troublesome foe, drain his enemies of mana and land a devastating nuke. ''Earth Spike'' causes spikes to erupt from the ground at a target area or enemy, stunning and damaging all enemies caught within it. ''Hex'' transforms the target enemy into a harmless little critter, disabling them for a short while. ''Mana Drain'' slows an enemy while sucking away their mana and transferring it to Lion, giving him more opportunities to cast spells without worrying about running out of mana. ''Finger of Death'' is his ultimate, and perhaps his most famous spell. ''Finger of Death'' is a single target nuke that deals massive magical damage to the unfortunate victim, likely finishing them off. If the target dies within 3 seconds of being his by this spell, ''Finger of Death'''s damage is permanently increased. While the cooldown on ''Finger of Death'' is initially very long, it gets much shorter as it's leveled, to the point that it can be cast in every teamfight. With an Aghanim's Scepter, the cooldown on ''Finger of Death'' is shortened even further, the damage is increased, and now damages all enemy units standing near the target for the same amount of damage, turning ''Finger of Death'' from a useful finishing spell to a powerful teamfight ability. Lion may be frail and slow, but if played right, he can disrupt multiple enemy heroes with ''Earth Spike'', disable the most dangerous foe with ''Hex'', stop a low intelligence opponent from casting spells with ''Mana Drain'' (as well as the target being slowed, making it decent if not outstanding at preventing a hero from running from your partner), and immediately kill or weaken anyone with a well-placed ''Finger of Death''.\
587\
588In ''Artifact'', Lion is a black hero. His Active Ability is ''Finger of Death'', which deals 8 piercing damage to a unit, and his signature card is ''Mana Drain'', which steals 2 mana from the enemy tower and grants it to yours.
589
590----
591* AdaptationNameChange: Lion's first skill was renamed from ''Impale'' to ''Earth Spike'' during the switch from ''[=DotA=]'' to ''Dota 2'', presumably to avoid confusion with Nyx Assassin's skill with the same name.
592* AmbitionIsEvil: Lion's ambition led to him making a deal with a demon, and one thing led to another from there.
593* 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, 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.
594* AntiMagic: With Aghanim's Shard, Lion becomes debuff immune and gains 50% magic resistance while channeling ''Mana Drain''.
595* AppendageAssimilation: Creatively referred to as "demonoplasty".
596* ArtEvolution: Prior to a redesign, Lion used to look [[https://static.tvtropes.org/pmwiki/pub/images/lion1_8243.png like an obese half-demon]], but was updated to a more agressive, slightly feline appearance prior to game release. Prior to even this, he was [[http://25.media.tumblr.com/tumblr_m32jxrm9so1rt2j9do3_400.jpg spikey yet somewhat feline-looking, or simply a purple blob]].
597* BaldOfEvil: Lion has no hair at all, only a bunch of spikes on his head that resemble hair.
598* BeamSpam: Aghanim's Scepter drops the cooldown on ''Finger of Death'' down to twenty seconds at max rank, an extremely short cooldown for such a damaging spell. Additionally, an upgraded ''Finger of Death'' will fire one beam at every enemy inside the area of effect.
599* BlackMage: Lion is known as one of the most fearsome nukers in the game, being able to burst down heroes extremely quickly in the early- and mid-game.
600* BodyHorror: ''Finger of Death''. It deals a huge amount of damage because it is attempting to turn the target inside out. In other words, if he kills someone with the spell - it ''succeeded in doing so!''
601* CrutchCharacter: Once he hits level 6, Lion becomes a powerful nuker that can reliably remove any hero from the map. However, ''Finger of Death'' falls off in the late game (unless if Lion's team has stomped and he managed to accumulate many charges of bonus damage), and his lack of anything that goes through debuff immunity means that he's powerless against a carry with a Black King Bar. Being a support hero, Lion isn't going to accumulate enough money for durability items, meaning that in the late game he will outright melt if the enemy carry so much as looks at him funny; although if said carry's BKB duration is reduced to 5 seconds, Lion does regain some usefulness, as being hexed for 4 seconds and stunned for 2.6 seconds can be devastating.
602* CycleOfHurting: He's one of the few handful of heroes with 2 hard, reliable Disables (others include Shadow Shaman and Bane Elemental). Getting hit by ''Earth Spike'' followed by ''Hex'' means you're getting disabled for a ''very'' unhealthy 6 seconds, not to mention his ''Earth Spiike'' has the potential to hit multiple targets.
603* DealWithTheDevil: Also resulted to a FaustianRebellion and [[DidYouJustPunchOutCthulhu killing the demon]].
604* DifficultButAwesome:
605** Lion is one of the most squishy heroes in the game, because of his slow speed, short effective range (''Hex'', for example, only has 500 range), poor HP and lack of armour. Your positioning has to be strong, and you have to be wary of strong enemy combos.
606** While ''Earth Spike'' can be targeted on units up to 500 range away (''1000'' with a talent), its actual effect range is 825. Add in the 125 radius on the spikes, and you can potentially stun enemies up to 950 range away, almost twice the targetable range. So while regular Lion players can reliably stun enemies at the usual 500 range by directly targeting them, good Lion players can hit people twice as far by ground-targeting the spell instead, relying on manual aim.
607* EvilCounterpart:
608** To Lina; they are two of the very first heroes in the game (since version 0.60), both are fearsome nukers with an ultimate capable of dealing massive damage to a single target. Compared to Lina, Lion is a better ganker and disabler, needs fewer levels and items, but can't be played as a carry and scales to the late game worse than Lina.
609** To Shadow Shaman: both are extremely squishy Intelligence casters with a relatively spammable nuke and the honour of having more than one non-ultimate hard disable, as well as an ultimate with the potential of dealing massive damage. Compared to Shadow Shaman's ''Mass Serpent Wards'', Lion's ''Finger of Death'' does its job faster and has a shorter cooldown at higher levels, but only works against a single hero, is of doubtful usefulness against Roshan and completely useless against towers.
610* EvilSorcerer: Though he used to be the only good practitioner of his art.
611* EvolvingAttack: ''Finger of Death'' scales slightly better to the late game than the standard magical nuke, since its damage is permanently increased every time an enemy hero dies within 2 seconds of being hit.
612* FaceHeelTurn: Once a respected archmage, now an EvilSorcerer.
613* FallenHero: Remember kids, when a demon offers to [[DealWithTheDevil make a deal with you]], just say no.
614* FinishingMove: ''Finger of Death'' is often used to finish off enemies, as it permanently gets more powerful if an enemy dies to it (or shortly after it hits).
615* ForcedTransformation: He can do this to his enemies with ''Hex'', turning them to a frog (or fish, with a cosmetic item).
616* GivingSomeoneThePointerFinger: Usually accompanied by said someone evaporating.
617* GlassCannon: His health pool is pathetically small, but ''Finger of Death'' is one of the most powerful burst-damage spells in the game.
618* {{Gonk}}: The demonoplasty certainly didn't improve his looks.
619* 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, 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.
620* ImpaledWithExtremePrejudice: Units hit by ''Earth Spike''.
621* LoinCloth
622* MageKiller: A villainous variety, in his backstory. In the actual game, Lion is quite adept at nuking down fragile intelligence heroes with ''Earth Spike'' and ''Finger of Death'', or preventing them from casting spells with ''Mana Drain'' and ''Hex''.
623* MagicStaff
624* ManaDrain: His third ability, named this. Used properly, Lion can maintain his mana pool without having to go back to 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.
625* NonIndicativeName: Lion's name is very bizarre for a squishy burst mage support that one would think that he'd be more of an aggressive melee carry. In the original [=DotA=], the only allusion to his name is his backstory which compares him to a predator. Meanwhile, in ''Dota 2'', his current model strongly resembles a feline in comparison to his other models which are more of a fat man/demon.
626-->'''Monkey King:''' [[https://gamepedia.cursecdn.com/dota2_gamepedia/9/90/Monkey_ally_93.mp3 Lion, your name is very misleading.]]
627* TheRightHandOfDoom: His demon arm, which is the source of his hideous appearance and ''Finger of Death''.
628* SpikesOfVillainy: On his face.
629* SplashDamageAbuse: Due to his ultimate becoming an [=AoE=] targeted spell if an Aghanim's Scepter is purchased, a good grouping spell such as Magnus' ''Reverse Polarity'' or Dark Seer's ''Vacuum'' can allow you to drop your nuke on multiple enemy heroes at once, to say nothing of the short cooldown.
630* SquishyWizard: His spells are extremely powerful, being able to inflict massive amounts of damage or disable an enemy, but he has very low health and is one of the squishiest heroes in the game.
631* ToHellAndBack: Judging by Visage's surprised reaction, he did it multiple times already.
632--> '''Lion:''' [[https://gamepedia.cursecdn.com/dota2_gamepedia/4/4a/Lion_respawn_01.mp3 "I've been to hell and back, and back to hell… and back."]]
633* TranquilFury: For a guy who mentions a lot about wrath and vengeance in his lines, he's quite held back when he speaks.
634* VampiricDraining: His third skill, ''Mana Drain''.
635* VolcanicVeins: His stolen demon hand.
636* WalkingShirtlessScene: He never wears anything on his top half barring a mantle, although his flabby appearance means he doesn't look any better for it.
637* WasOnceAMan: His background lore makes it clear that he was ''something'' else before his transformation, though it's unclear how dramatic the "demonoplasty" altered him.
638* WingsDoNothing: The Legacy of Infernal Wings set gives Lion a pair of small bat wings that do nothing at all.
639[[/folder]]
640
641[[folder:'''Muerta''']]
642[[quoteright:256:https://static.tvtropes.org/pmwiki/pub/images/muerta_icon.jpg]]
643 [[caption-width-right:256:[-[[https://static.wikia.nocookie.net/dota2_gamepedia/images/e/ef/Vo_eth_muerta_myths_04.mp3/revision/latest?cb=20230308092951 "What fable of Muerta were YOU told? Whatever cruelties you've heard... the truth is far worse."]]-]]]
644->'''Voiced by: ''' Margo Rey
645Many different tales surround one named "Muerta", and the many graves she has left in her wake. What these stories have in common, is a woman so consumed in hatred of the one who took her life, she refuses to die. So much so, that Death himself took interest in this poor woman, making her his subservient. With a pair of ghostly guns handed to her, she hunts every soul whose time has come to its end, bringing them to their final fate.
646\
647Muerta is a ranged Intelligence hero, who has the rare opportunity to be played as a carry, scaling well with damage items. ''Dead Shot'' has her fire a bullet that ricochet off trees or enemy targets, damaging them and everything the ricochet shot passes through, stopping at the first enemy hero, inflicting fear upon them. ''The Calling'' applies an area of effect slow with the rotating spirits silencing and damaging units that are hit by one. ''Gunslinger'' passively grants Muerta the opportunity to attack a second random unit near her, prioritizing heroes. Her ultimate ''Pierce the Veil'' renders Muerta immune to all physical damage, alters her basic attacks to deal magic damage and even attack ethereal enemies, and gives her phased movement for the duration, while also providing a basic dispel upon cast. It does, however, prevents her from damaging buildings and magic-immune targets.
648----
649* ArmorPiercingAttack: When ''Pierce the Veil'' is active, Muerta's right-click attacks can target ethereal enemies, rendering defensive abilities like Ghost Scepter or Necrophos' ''Ghost Shroud'' useless against her; indeed, it's not unheard of for Muerta to build Ethereal Blade to help right-click down enemies faster. Additionally, attacks during ''Pierce the Veil'' deal magic damage, meaning that all the armor in the world won't protect the enemy's carry from being mown down.
650* BackFromTheDead: Her lore states she was so consumed by hatred in her final moments that Death itself was so impressed with her refusal to die that he struck a deal with her; she can cross between the worlds of the living and dead to see her family in exchange to carry out Death's work. She gladly accepted and was gifted a pair of ghostly weapons.
651* BloodKnight: Despite her disdain for taking part in the War of the Ancients, she nonetheless revels in the destruction it brings.
652--> '''Muerta:''' Ahh, I love a good battle. Who am I kidding, I love a bad one too.
653* BoringButPractical: Her third ability ''Gunslinger'' gives her the chance to attack a random enemy whenever she makes a basic attack. A rather mundane ability compared to the flashy ImprobableAimingSkills of her first ability or the whirlpool of spirits she summons with her second, but it forms the crux of her late-game damage output.
654* {{Calacas}}: Her aesthetic as a whole, with a full-on skeletal appearance as well as a fitting background.
655* ChessWithDeath: Supplementary material released with her update reveals that, InUniverse, Chess is by default the game played against Death. However, Muerta discovers while combing through Death’s legal paperwork that she’s allowed to pick the game…and she picks none other than ''{{VideoGame/Artifact}}'', a game considered [[SelfDeprecation so confusing and obtuse]] that she beats Death ''over nine times in a row!''
656* DoubleEdgedBuff: When ''Pierce the Veil'' is active, Muerta gains bonus damage and becomes ethereal. Unlike every other source of ethereal, ''Pierce the Veil'' does not disarm Muerta or make her more vulnerable to magical damage (while still granting physical damage immunity), but it does prevent her from attacking buildings and also causes her physical attacks to deal magical instead of physical damage.
657* GratuitousSpanish: Other characters may have foreign languages thrown in for fun, but her lines have a ''lot'' of Spanish added in, as a nod to her aesthetic.
658* TheGunslinger: A Trick Shot type of gunslinger, able to ricochet a spectral bullet off a tree or enemy.
659* GunsAkimbo: Dual wields a pair of pistols, and her passive ''Gunslinger'' gives her a chance to shoot two enemies at once.
660* ICallItVera: Her pistols are named Mercy and Grace.
661* {{Intangibility}}: While ''Pierce the Veil'' is active, Muerta turns ethereal and becomes immune to physical damage.
662* MageMarksman: Muerta is one of the few Intelligence heroes who scale well as a right-click attacker, with ''Gunslinger'' allowing her to shoot two enemies at the same time and ''Pierce the Veil'' providing physical damage immunity.
663* MoreDakka: Because ''Pierce the Veil'' gives her massive damage potential with a short duration, Muerta tends towards building attack speed so that she can make the most of it and try to gun down as many enemies as possible with ''Gunslinger'' procs before it wears off.
664* MultipleChoicePast: In some of her monologues she states there were many fables and legends as to how she had come about, even to a point where she forgets what her true story is. The only constant is her family was massacred and she was left clinging to life due to sheer rage.
665* SummoningRitual: The lore of ''The Calling'' states she calls upon the spirits of her deceased family in order to slow and silence her enemies.
666* SupernaturalFearInducer: Befitting her scary nature, her Dead Shot will cause heroes to run the opposite direction the ricocheting bullet hits them, allowing her to put them in undesirable spots.
667* VengefulGhost: In her default form, she is more of some walking being pulled from the brink of death to serve him, impressed by her display of vengeance, which almost metaphorically qualifies her for this. Her ultimate allows her to transform into a more literal one, rendering her immune to physical damage, like an Ethereal hero, without the limitation of being unable to right-click enemies.[[note]]If she's targeted by any other source of Ethereal, such as Ethereal Blade or Decrepify, Pierce the Veil overrides them.[[/note]]
668* YouKilledMyFather: Interactions with Mortred and Asan implicate the Sisters of the Veil has the ones responsible for her family's massacre. She also has a particular hatred for Oracle as well, as she claims he was the one who ordered their deaths so to have her participate in the War of the Ancients years later.
669[[/folder]]

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