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Characters / Dota 2 Agility A To M

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This is part of the character sheet for Dota 2. This page contains the Agility 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.

Strength | A -- M | N -- Z
Agility | A — M | N -- Z
Intelligence | A -- M | N -- Z
Artifact heroes
Neutrals | Others


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    Anti-Mage 
https://static.tvtropes.org/pmwiki/pub/images/Anti-Mage_654.png
Voiced by: Sam A. Mowry

The way of the monks of Turstarkuri is one of meditation, pacifism, and asceticism. This ultimately proved to be their downfall when their monastery was invaded by the hordes of the Dead God, who slaughtered them with little resistance. The only survivor of the massacre was a humble acolyte who fled the ruins and restyled himself the Anti-Mage, vowing to end all magic so that none would ever again suffer under the Dead God's wand.

Anti-Mage is the archetypal hard carry, incredibly weak in the early game but becoming a force to be reckoned with by the late game. While he excels at teamfighting, his real specialty is, as his name suggests, dealing with mages. His ability Mana Break gives his basic attacks the ability to burn away a certain amount of mana on each hit, dealing additional damage based on the mana removed, punishing the enemy for their use of magic and hindering their spellcasting ability. Blink teleports Anti-Mage to a targeted location within a short range. An all-purpose spell, it can be used to speed up farm, escape a fight Anti-Mage cannot win, or chase down enemies. To aid in his destruction of magic, Anti-Mage channels a Counterspell that passively gives him magic resistance and can be used to deflect incoming spells. Once the enemy's mana pool is exhausted by Mana Break and their own spells, Anti-Mage delivers the coup de grace with his ultimate ability Mana Void. This ability uses the target's lack of mana against them, dealing damage based on a percentage of the missing mana in an area to crush the mage along with anyone who dares associate with them.

In Dota Underlords, Anti-Mage is a tier 1 hero belonging to the Elusive and Demon Hunter alliances. His ability, Mana Break, passively burns mana from his attacks' target and deals half that amount as bonus damage.


  • Achilles' Heel: Teams that excel at pushing or have the power to potentially end the game early are a massive bane to Anti-Mage's team. Anti-Mage's only contribution to the earlygame is his ultimate which can act as a massive teamfight nuke, but it relies on one of the enemy heroes having a large mana pool, and having used up a huge amount of said mana pool. All Anti-Mage can do is farm, which forces his team to potentially fight 4v5, and hope that his team can hold out long enough for him to get enough farm to contribute to the lategame, if there will be one.
  • Adaptation Species Change: Was a Night Elf in DotA.
  • Ambiguously Brown: He looks vaguely South Asian, probably to fit with his Buddhist Warrior Monk theme.
  • Anti-Magic: Prior to Patch 7.20, Spell Shield increases Anti-Mage's magic resistance, and reflects a targeted spell cast on him once he has Aghanim's Scepter. Counterspell provide both an innate magic resistance as his passive ability and a shield to reflect a targeted spell cast as his active ability.
  • Attack Reflector: Prior to Patch 7.20, Aghanim's Scepter caused Spell Shield to passively block and reflect a targeted spell once every 12 seconds. Counterspell behaves similarly to his Aghanim's Scepter upgrade except it must be activated for a small mana cost, and only lasts a little over a second.
  • Boring, but Practical: When you learn what his role is he becomes this, especially if you actually get a good support (especially if it's a reactive Treant, Venomancer or Keeper of the Light) turning your part of the game into a 30 minute farm fest.
  • Cooldown Manipulation: With Aghanim's Scepter, killing an enemy with Mana Void will add 70 seconds to the victim's longest cooldown once they respawn.
  • Counterspell: Literally the name of his third ability, which can be activated to deflect incoming spells.
  • Dark and Troubled Past: Anti-Mage used to be a normal servant boy of the Turstarkuri monastery, but the attack of the Legion of Dead God was extremely scarring with him being the Sole Survivor and seeing everyone he served loyally die. This led him to believe that magic is an abomination.
  • Does Not Like Magic: It's right there in his name. Since a mage slaughtered his monastery, he has embarked on a crusade to end all magic. Although his Blink skill can be considered magic...
  • Dual Wielding: He dual wields a pair of Double Weapon.
  • Finishing Move: Mana Void is best used to finish off a fleeing enemy, as it has bigger range than Anti-Mage's right-click attacks and deals damage based on missing mana, so it's most effective if the target has expended their mana or has had theirs burnt by Mana Break. It's often joked that Anti-Mage's typical teamfight contribution is to walk in, steal a kill with Mana Void, and then go back to farming.
  • Flowery Elizabethan English
  • Fragile Speedster: Anti-Mage has extremely pitiful Strength gain, so in the early levels he's quite easy to kill, having only his Blink and Mana Break to remain mobile while dealing damage.
  • Glass Cannon: A notable [[subver|tedTrope]]sion. On paper, he looks like your typical squishy DPS hero, with high innate agility and low base attack time giving him high attack damage output alongside pitiful Strength and a list of preferred items that don't boost survivability. In practice, he doesn't really need much survivability; his primary attribute, Agility, means a farmed Anti-Mage will be stacked with armor, while Counterspell gives him all the magic resistance he needs and then some, meaning he won't be going down quickly unless the enemy has a lot of Pure damage.
  • Irony: He hates mages, but usually ends up heavily relying on them (his lane partner's, precisely) for survival in the early game.
  • Item Caddy: Anti-Mage's main strength compared to other hard carries is his ability to flash-farm and split-push very quickly: with the cleave and mana regeneration from Battle Fury, he could spam Blink to jump from jungle camp to jungle camp and farm endlessly, while his low BAT and high Agility means that his Manta Style illusions will easily melt towers. It's not uncommon to see Anti-Mage already six-slotted while the enemy carries are still busy farming their luxuries. The downside to this is that he has a 15-20 minute window where you NEED to win before he gets outcarried, as Mana Break doesn't scale very well into the ultra lategame and neither do his Manta illusions.
  • Knight Templar: To him, magic is evil so all that use magic are blights to be removed. Indiscriminately.
  • Lightning Bruiser: With enough points in Counterspell and armor via his agility gain, he becomes extremely hard to kill since he can shrug off magic nukes and most of the physical damage that's thrown his way. Not to mention being able to use Blink to dodge attacks and Manta Style to force the enemy team to spread out their damage.
  • Mage Killer: Exactly What It Says on the Tin. This is his claim to fame/infamy and one of the source of his nickname "Anti-Fun" since playing mages is fun.
  • Magic by Any Other Name: It's never explained how he's capable of doing what he does. He's something of a hypocrite as far as this goes. Wild Mass Guessing theorizes that he uses some form of Ki Attacks.
  • Magic Is Evil: It's probably not fair to generalize about magic users based on the Dead God's army, but just try explaining that to him.
  • Magikarp Power: The archetypal "hard carry"; he's fairly useless early on in the game, but as soon as he finishes farming his core items (usually a Battle Fury and Manta Style) he becomes nearly unstoppable with the right team behind him.
  • Mana Burn: He does this on normal attacks. His ultimate, Mana Void, deals damage based on how much mana his target is missing, which synergizes with Mana Break.
  • Mechanically Unusual Class: Anti-Mage is somewhat different from some other hard carries in that if he can get Battle Fury, Blink allows him to farm incredibly quickly. If he can get BF quickly and uses it effectively, he grows extremely fast and can get big items before many other carries. However, he can still be outgunned later on by even harder carries, because at the end of the game, you can still only carry 6 items, while Mana Break doesn't scale as well to the late game compared to the steroids skills of other carries like Time Lock or Split Shot. Because of this, unlike other hard carries who peak at ultra-late game, Anti-Mage's most effective time is when he's accrued a significant farm/level advantage over the opposition.
  • Mix-and-Match Weapon: The Immortal Basher Blades look like a mix between a pair of Skull Basher hammers and Anti-Mage's standard swords.
  • Money Multiplier: Blink, with its short cooldown, significantly reduces the time Anti-Mage has to spend walking between creep waves and/or jungle camps, allowing him to farm faster than most other carries. Combined with Battle Fury, he can flash-farm the jungle in 45 seconds and repeat in an endless loop.
  • No Name Given: He was once called 'Magina' in the original DotA. For some reasons, that was removed.
  • Obvious Rule Patch: One of the talents that Anti-Mage received during the 7.07 rework is that at level 15, his Blink can create an uncontrollable illusion. A lot of players find this talent ridiculous and overpowered as thanks to the illusion, he can farm even faster than before, can push easily with little effort involved, and can easily add further DPS by blinking around a hero to create a Mana Burning illusion. When combined it with his Spell Shield talent at level 25, it made him ridiculously overpowered and viable hero where his win rate goes up the roof. 7.07b quickly rectified this by moving the level 15 talent to level 20 and reduce the Spell Shield talent, making him far more manageable in both the pub and competitive scene.
  • Percent Damage Attack: Inverted; Mana Void deals the more damage the more mana the target is missing.
  • Purple Eyes: As can be seen in his portrait.
  • Purple Is Powerful: His color motif.
  • Self-Duplication: One of Anti-Mage's level 20 talents causes Blink to create an uncontrollable illusion at his original position, on top of Manta Style being a core item on him.
  • Teleport Spam: Blink is spammed to jump from jungle camp to jungle camp and farm after Anti-Mage gets his Battle Fury.
  • Well-Intentioned Extremist: The Dead God's Legion used magic to massacre the monks of Turstarkuri and he, being witness to it all and the only survivor, swore to put an end to magic as a whole by killing all magic users, so nobody will ever have to suffer from it.
  • What the Hell, Player?:
    • If you bought Aghanim's Scepter, even though it is a valid item to get for him.

    Zet, the Arc Warden 
https://static.tvtropes.org/pmwiki/pub/images/arc_warden.png
Voiced by: James Kirkland

In the beginning, there was only a primordial, inscrutable mind, which shattered upon the universe's creation. Two of the larger fragments, Radinthul and Diruulth - also known as the Ancients, Radiant and Dire - found themselves locked in vicious conflict. To prevent this conflict from threatening existence itself, a third fragment, Zet, sealed the Radiant and Dire in a prison known as the Mad Moon by sacrificing most of its own strength, and stood watch for countless eons. However, the Mad Moon was eventually shattered, and the Radiant and Dire began their conflict anew on the world below. In order to end the Ancients' threat once and for all, the remnants of Zet joined the war to either reunite the two fragments or destroy them once and for all.

Zet the Arc Warden is a hero that requires micromanagement and farm to spiral out of control. In the early stages of the game, it is a very powerful nuker. Its first ability, Flux, allows Arc Warden to cripple an enemy down and deal large amounts of damage. It and other allied heroes or buildings can be protected from physical attacks with its second ability Magnetic Field, while gaining swift attack speed. Similar to Techies' Land Mines, Arc Warden's third ability, Spark Wraith, allows it to place wraiths that attack when an enemy goes near them, potentially dealing large amounts of magical damage. And thanks to its ultimate, Tempest Double, which allows it to make a perfect copy of itself that can use all of Arc Warden's spells and item abilities, it can spam all of its other abilities and most items twice and easily take down fragile heroes in the early game, or keep itself or its team doubly sustained through certain buffing or healing items. This makes Arc Warden very powerful in both early and late game if given enough farm, from magical nuker to physical carry, or if the time calls it, a very potent support. Aghanim's Scepter adds another ability, Rune Forge, which summons a random rune in front of Arc Warden.

In Dota Underlords, Arc Warden is a tier 3 hero belonging to the Primordial and Shaman alliances. His ability, Tempest Double, summons a near-perfect clone of himself, inheriting his item, with the only caveat being that it generates less mana from attacking and none from taking damage.


  • Adaptation Species Change: From a gnoll in DotA to a fragment of the primordial mind of the universe in Dota 2.
  • Badass Cape: A nice blue one.
  • Dark Is Not Evil: Though he looks dark and scary, Zet's purpose is to put an end to the conflict of the Ancients.
  • Defog of War: Spark Wraith can be cast from obscenely far away, gives vision around it and lasts for 50 seconds, so it can be put on common gank routes as an early warning system. It also ignores invisibility, so an attentive player can even spot an incoming smoke gank and bail out in time.
  • Difficult, but Awesome: Arc Warden has to do everything he has to offer TWICE, through the use of Tempest Double, not to mention the active items that are thrown into the mix. Between having to use all your item actives twice, as well as being fluent with the spell usage of Arc Warden and his double, you'll quickly come to realise where the skill requirement in order to pull the hero fluently off comes in. A lot can go wrong when you play as Arc Warden, and especially for new players, things can get especially hectic when they have to juggle around between the real warden, and the double.
  • Dull Surprise: His responses lean towards the deadpan, regardless of if he's killing someone, winning, or getting injured.
  • Eldritch Abomination: Zet is a scattered fragment of the primordial mind of the universe.
  • Enemy Mine: Given that Zet opposes both Ancients, he's this in-game no matter which side he's on. He even has (currently unused) voice lines noting the temporary nature of his current alignment.
  • Expendable Clone: The Tempest Double clone formerly gave nothing to the enemy team if they kill it. As a result, Arc Warden could get away with simply churning out doubles and sending them on suicide runs against the enemy base rather than pushing the base himself. Currently, the Double does give some experience and gold, but it's still worth far less than a kill on the main Arc Warden, especially since he'll have another one up within half a minute.
  • Fighting a Shadow: Playing against a farmed Arc Warden often becomes this. As the Tempest Double is every bit as powerful as the main Arc Warden, he doesn't have to be in a fight or push to make his presence felt, as he can have the double teleport over with Boots of Travel and start raising hell while Zet himself sits back and farms on the other end of the map. If he's sufficiently farmed, the Tempest Double can single-handedly keep the enemy occupied at their base with constant heavy pressure, making it difficult to gank the real Arc Warden since the enemy simply cannot leave their base unattended. And, of course, killing the double does very little, since Arc Warden can just keep resummoning it.
  • Glass Cannon: When 6-slotted with pushing items - say, Manta Style, Necronomicon, Desolator, something for damage, and Refresher Orb, he can push from the Tier 3 tower all the way to the throne within seconds, often leaving the enemies no time to even react and teleport back to base. On the other hand, he is easy to kill if caught out of position.
  • Glowing Eyes of Doom: His only real facial features.
  • How the Mighty Have Fallen: In his backstory, Zet used to be much more powerful until he expended much of his power to seal the Ancients inside the Mad Moon.
  • I Know Your True Name: He calls the Dire and Radiant ancients by their true names, "Diruulth" and "Radinthul." He is notable among the cast for his particularly lofty goal — rather than gold or glory, he seeks to end the War of the Ancients altogether, whether through peace or the annihilation of one or both sides.
  • Ineffectual Loner: Invoked against Zet's enemies with Flux, which slows and deals damage over time to the target. However, this effect is nullified if another enemy gets nearby.
  • Item Caddy: The Tempest Double clone can use all of Zet's items, effectively giving Zet twice the effect from item actives (For example, 400 gold with Hand of Midas, two additional illusions with Manta Style, two bursts with Dagon, and four Necronomicon minions when everyone else can only have two minions at a time). Zet benefits greatly from getting an early Midas so that he can farm his core items as quickly as possible, as he cannot flash farm and his game impact is very insignificant otherwise.
  • Jack-of-All-Stats: Arc Warden's ability to clone himself and get an extra use out of all his items and actives means there really aren't many bad ways to build him. He has enough Intelligence to make use of most item actives, but is also an Agility hero with great range so you can build him as a carry with no real drawbacks. As long as your items make sense in the context of your team composition (are you a ricing carry, or is your team looking to push and end early?) and you've taken your enemy heroes into account, Zet can thrive with most items.
  • Magikarp Power: Zet is a weak laner - mids like Shadow Fiend or Queen of Pain can easily shut him down, and he needs babysitting and space to farm his Hand of Midas and Necronomicon. Despite needing a ton of money to come online, he has no ability to farm whatsoever - no waveclear, no AoE, nothing. Even with Hand of Midas he's far behind the top farmers in the game in terms of farm speed. However, if he gets any advantage, playing against him is the most nightmarish thing ever as he gets his Necronomicon, damage items, Manta Style, and makes all fights hard with his 100% evasion and attack speed from Magnetic Field. There's no manfighting against Arc Warden, he just prints his money and finds an opening to destroy your base, and he's better at it than any other hero once the game goes late enough.
  • Magnetism Manipulation: With Magnetic Field, a circular distortion field of magnetic energy.
  • Mercy Kill: Some of Zet's lines when killing an enemy suggest that this is how he sees it. If he's to be believed, the Ancients are brainwashing the heroes to fight for them, so it's not hard to see where he's coming from.
  • The Minion Master: Necronomicon is a core item on Arc Warden. What's better than one Necronomicon? Two Necronomicons! The Tempest Double can use Necronomicon, so Arc Warden has access to four Necronomicon demons at once. It's what makes him such a formidable pusher and provides huge amounts of utility outside of that, especially with the Level 3 True Sight aura. And then Arc Warden gets Refresher Orb and another Necronomicon. And what's better than than two Necronomicons? Four Necronomicons! Building two Necronomicons is normally useless but when combined with Refresher Orb it gives you a fourth Necronomicon pair to make use of on the main Arc Warden.
  • Money Multiplier: Hand of Midas is especially good on Zet. Since the Tempest Double has independent cooldowns from the main Arc Warden, he can use Hand of Midas (which has a 100 second cooldown) twice as frequently compared to other heroes. Much needed for Arc Warden, since he is so item-dependent, yet has no inherent ability to flash farm.
  • Mythology Gag: Two of his lines are references to his former appearance in DotA, where his model was that of a dog-like Gnoll.
    Arc Warden: "Doggedly."
    Arc Warden: "Hounding."
  • No Biological Sex: Though his voice is male, his lore makes it clear that Zet is actually genderless.
  • Obvious Rule Patch: The nature of Tempest Double makes it very easy for Arc Warden to abuse certain items, usually leading to one of these.
    • In 6.86, the most common Arc Warden build was Hand of Midas and Boots of Travel into straight Divine Rapier(s), then have the main hero AFK at the fountain while using Boots of Travel to throw at the enemy base endless clones carrying Divine Rapiers that Zet has no danger of losing - a gimmicky build that doesn't require much skill, is extremely difficult to punish and doesn't fit the core concept of the hero (a micro-intensive Difficult, but Awesome carry who can use most active items twice). Come 6.87, the Tempest Double can no longer make use of droppable items (Gem and Rapier), all but killing the Rapier rush build.
    • 7.00 prevented the double from copying consumable items aside from Town Portal Scroll. Previously, Arc Warden could simply purchase and hold onto a Healing Salve to get free uses of it from the Tempest Double. Not so much a problem when Tempest Double cost health and mana, but after the cost was removed, this basically translated into free healing.
    • As the Tempest Double copies the state of the main Arc Warden's items, it can have a permanent 10-second duration on Black King Bar's spell immunity as long as the real Arc Warden doesn't use his. 7.00 patched this out by making the double's BKB separate from the real Arc Warden, meaning that it will start at 10 seconds and degrade each time the double uses it.
  • Order Versus Chaos: Represents the "order" side of the equation, with the Ancients being the "chaos".
  • Sadistic Choice: When hit by Flux, a solo hero will either have to eat a decent amount of damage and remain slowed for 6 seconds, or will have to position themselves closer to their own creep wave, potentially forcing them out of the safe zone. Either way, the kill potential is quite high with the openings the spell provides.
  • Self-Duplication: Tempest Double creates a clone of Zet that can use his items and skills.
  • Shock and Awe: Flux and Spark Wraith both manifest as forms of electricity.
  • Shout-Out: One of his when killing a hero is a reference to the popular Running Gag in The Dota 2 Reporter whenever any Fridge Logic is brought up.
  • Swirly Energy Thingy: The effect of Flux.
  • Third-Person Person: A variant: Arc Warden refers to itself as "the Self."
  • Time Abyss: This guy originally sealed the Ancients in the Mad Moon. That should speak for itself.
  • Trap Master: Spark Wraith creates a ghost that haunts an area until an enemy comes nearby.
  • Weak, but Skilled: Even though he is an agility hero, his starting agility and growth is horrendous, and his strength and intelligence isn't much better. However, he makes up for it with his strong abilities and terrifying late-game power.
  • Wham Line: From his introduction comic: "Diruulth and Radinthul of the others were at war. They became too powerful. The Self ended the war. Trapped them in a prison."

    Strygwyr, the Bloodseeker 
https://static.tvtropes.org/pmwiki/pub/images/Bloodseeker_3376.png
Voiced by: Jon St. John

The deities known as the Flayed Twins constantly thirst for blood. In order to keep them sated, the priests of Xhacatocatl send out Bloodseekers such as Strygwyr to hunt for the vital fluid these gods require. Any blood spilled by the Bloodseeker is magically channeled to the Flayed Twins through the enchanted markings on his equipment, allowing him to fulfill his duty by simply hunting all he sees. Should he fail, the Flayed Twins would turn upon the inhabitants of Xhacatocatl for sustenance, but fortunately, Strygwyr is a ruthless hunter who seeks his prey with hound-like efficiency.

Bloodseeker is a melee hero that is often played as a carry or situationally a jungler. As he thirsts for blood, teamfights are a perfect site for his powers as he can deprive supports of their spells for a short period, empower his carry with bloodthirsty rage, force a threat to stop running and chase down any wounded stragglers once the battle is over. Bloodrage is a mana free spell with low cooldown that amplifies damage from a hero's attacks and lets them heal from anyone they kill. However, they too take increased damage and heals whoever kills them, making Bloodrage a double edged sword. Uniquely, Bloodrage also amplify spell damage. Blood Rite is a target point spell that covers a large area with a blood ritual, silencing and dealing pure damage to all enemy units within the ritual a few seconds later. Thirst is a passive that increases Bloodseeker's movement speed and attack speed as enemy heroes are damaged, eventually giving Bloodseeker's team sight of them if their health reaches a certain threshold. Rupture is an ultimate spell that pierces spell immunity and deals pure damage to anyone who attempts to move under its effect, effectively forcing them to stop walking or else risk catastrophic damage. Only a Town Portal Scroll can allow the victim to escape, and that's only if Bloodseeker didn't bring a friend with him to interrupt attempts at teleportation.

In Artifact, Bloodseeker is a black hero. Blood Bath is a Reactive Ability which fully heals him when an enemy blocking him dies, and Blood Rage, his signature card, silences a unit and grants it +4 Attack for one round.

In Dota Underlords, Bloodseeker is a tier 1 hero belonging to the Human, Deadeye, and Assassin alliances. His ability, Bloodrage, causes Bloodseeker to constantly lose health, but increases his attack speed based on his missing health; it also heals a large portion of his health when he kills an enemy.


  • Adaptation Species Change: In DotA, Bloodseeker was a half-demon orc. While most orc heroes were remade into Oglodi, Bloodseeker was not, instead being changed to an unnamed, more bestial race.
  • Ambiguously Human: Looks fairly human in appearance, but his bestial appearance and concealed face make it possible he's something completely different. In Dota Underlords, Bloodseeker belongs to the Human alliance, implying that he may be human, though that alliance also contains the decidedly non-human Keeper of the Light, casting doubt on its lore relevance.
  • Armor-Piercing Attack: Rupture deals Pure damage and pierces spell immunity. The only way to reduce its damage is by being either Bristleback or Spectre with points in Bristleback or Dispersion, respectively.
  • Barrier Maiden: Strygwyr's blood sacrifices serve to keep the Flayed Twins sated, so that they don't claim the blood of his people instead.
  • Beast Man: He has digitigrade canine feet, but we don't know what his face looks like under the mask. If he has a face, that is.
  • The Berserker: His entire skillset is based around blindly rushing in onto a wounded enemy to finish him off - and possibly his allies.
  • Blade Below the Shoulder: He uses a pair of underarm blades that extend from behind his shoulder to slightly infront of his hand.
  • Blood Bath: As written above, Strygwyr takes these baths to heal his wounds.
  • Blood Knight
  • Blood Lust: Both Strygwyr and the Flayed Twins.
  • Blood Magic
  • Cool Mask
  • Damage-Increasing Debuff: Bloodrage boosts all damage dealt by a hero at the cost of making them take more damage as well.
  • Delayed Explosion: Blood Rite takes 2.6 seconds after casting to activate, however it compensates for this with its large area of effect, long cast range, and the existence of Rupture.
  • Dual Wielding: A pair of claw, bladed weapons, or daggers.
  • The Faceless: Bloodseeker's eyes are always covered, either by a harness or hood. Model-wise, Bloodseeker doesn't even have eyes.
  • Four-Fingered Hands
  • Geometric Magic: Blood Rite works this way.
  • Glass Cannon: Bloodseeker fights best when he's already winning, as his kit is based entirely around taking advantage of wounded enemies to bolster his own damage output and scoring kills to keep himself healthy. If denied the opportunity to kill things, he folds in short order, not helped by his tendency to have Bloodrage on constantly.
    • Bloodrage can turn anybody on either team into this. Of particular note, it affects damage from spells as well as physical attacks, meaning that you can cast it on the Zeus standing in the back and the entire enemy team will absorb 20% more damage from Thundergod's Wrath.
  • Gratuitous Spanish: One of his dying responses.
    Bloodseeker: "Sangre... sagrada."
  • Hoist by His Own Petard: Bloodrage amplifies both the damage dealt and taken by a hero, and heals the killer when either they or the victim have Bloodrage active. Used well, it might help finish off an enemy hero faster, then heals you back the damage you might have taken from them. Used badly, and the opposite can be true as well.
  • HP to 1: 7.20 made Rupture's damage non-lethal, meaning it can only bring enemies to 1 health.
  • Injured Vulnerability:
    • Did your hero's HP get below 30% and there's an enemy Bloodseeker nearby? Oh good for you! Now Bloodseeker can smell your blood and spot you in his map, wherever you go, and he gains ridiculous speed boost for that. If he hadn't caught up to you in a vulnerable spot, then God help you if there's another hero with global presence in the enemy team that will take advantage of your low health thanks to Bloodseeker's satellite view, or your ganking plan is ruined because you were trying to gank while having low health just for the kill.
    • Even if you're not below 30% HP, missing any health at all can provide a damage and movement speed to Bloodseeker, meaning that no matter what you're probably making him stronger somehow. While the buff's effects aren't as strong at small amounts of missing HP, it adds it all up from all five heroes on your team, so getting low in a teamfight can still give him absurd amounts of movement speed and damage.
  • Life Drain: A hero affected by Bloodrage who kills a unit will be healed for 25% of the dying unit's max HP, however heroes affected by Bloodrage when killed will heal 25% of their max health to their killer.
  • Life Drinker: While Bloodseeker himself is able to drain life energy by spilling blood, most of it goes to the Flayed Twins.
  • Magic Knight: Bloodseeker has two powerful nuking abilities, an attack buff, high Agility growth, and Bloodrage to amplify damage on both sides. This means he can be played as both a nuker by augmenting his high-damage spells with items like Dagon or a carry by building physical damage items to take advantage of Thirst.
  • Mayincatec: His design and Back Story seems to be loosely based on this, keeping up with the theme of Human Sacrifice.
  • Mutual Disadvantage: Tends to happen in situations where Bloodrage has been cast. The afflicted target will deal much more damage, including from spells, however the same applies to damage that the target takes.
  • Noun Verber
  • Obvious Rule Patch: When he was initially reworked, Bloodrage would apply its bonus fully no matter what, which had obvious applications with heroes who had global high-damage spells (namely Zeus). Come 6.82c, Bloodrage was nerfed to only give half the bonus when the distance between the two parties is greater than a certain amount.
  • Overdrawn at the Blood Bank: The fate of a Ruptured victim that is pushed around with Force Staff and Hurricane Pike.
  • Overly Long Tongue: Bloodseeker's tongue grows very long if Thirst is active when he has the Maw of Eztzhok Immortal mask equipped.
  • Power Nullifier: Blood Rite, on top of affecting a huge area and damaging enemies, silences them for up to 6 seconds if they remain in the area. Because of its huge effect radius, dropping this in the middle of a teamfight can greatly disrupt the enemies' attempts to kill you and your teammates.
  • The Power of Blood: Everything about Strygwyr is about blood. Magic? Blood. Strength? Blood. Puns? Bloody puns!
  • Ritual Magic: Blood Rite starts a ritual in a large area that deals damage and silences all enemies inside it when completed.
  • Sadistic Choice: Try to flee from him while under the effects of Rupture and take damage the farther you go, or stay and let him rip you to shreds, which one would you choose? This can be compounded with Blood Rite, which can force the target to move and take Rupture, or stand still and take the nuke damage alongside the silence (and with both damage sources possibly increased by Bloodrage, all while fueling Thirst no matter which option you choose). If you have a Town Portal scroll, you could use it to flee since he is usually not strong enough to burst most heroes down at full health, but that only works if a) Bloodseeker has no allies with him who can stun you, and b) he doesn't have items that can stun you, such as Skull Basher.
  • Scary Teeth: The only facial feature seen under his mask.
  • Sealed Evil in a Can: The Flayed Twins mentioned in his backstory. Strygwyr keeps it sealed via bloodshed so that the Twins don't break out and start seeking blood themselves.
  • Sensor Character: Enemy heroes below 25% of maximum HP will be globally revealed through fog of war if Thirst has been skilled, even through invisibility.
  • Skeletons in the Coat Closet: The Bonehunter set gives Bloodseeker a set of armor and weapons made out of bones.
  • Soft-Spoken Sadist: He's rather quiet for a vicious Blood Knight.
  • Spikes of Villainy: Worn as a necklace.
  • Super Senses: He can sense wounded heroes' location across the entire map. Prior to 6.79 patch he even shared their vision (meaning that he saw what they saw), but the ability had a limited range.
  • Super Speed: Thirst grants Bloodseeker movement speed the lower health his enemies have. With the right item build and enough enemies low, Bloodseeker's speed can max out at 1817. Note that the normal speed cap is only 550.
  • Surprisingly Sudden Death: It's not uncommon for Bloodseeker to build and upgrade a Dagon for the purpose of one-shotting squishy heroes with a massive Bloodrage-amplified nuke. If Bloodseeker has Bloodrage active on both himself and the target, a level 5 Dagon hits for nearly 1600 magical damage, and even if it doesn't instantly vaporize the target, Bloodseeker can easily finish them off with his Thirst bonuses or Rupture.
  • The Unpronounceable: His name. Fan theories as to how Icefrog came up with the name range from the influence of drugs to Icefrog just rolling his face on the keyboard. Another theory is that is was derived from Strigoi, a creature from Romanian mythology. Some Strigoi are said to have vampiric properties or simply drink blood, hence fitting the Bloodseeker.
  • Vampiric Draining: His motivation is to obtain blood sacrifices for his gods. In-game, Bloodrage can turn anybody into this upon a kill (or death).
  • Walking Shirtless Scene
  • Weaksauce Weakness:
    • Bloodseeker is hard-countered by Town Portal scrolls, a 50-gold item which most half-decent players will be carrying around for the whole game. If Bloodseeker comes to gank, a TP will do the job as he can neither interrupt it nor burst down most heroes in the 3-second channelling time of the scroll. There's a reason why Eul's Scepter is a popular item among Bloodseeker players.
    • Blade Mail lets tanky heroes rip through Bloodseeker like soggy tissue just by turning it on and running around after getting Ruptured. It gets hilariously sad if that hero is Abaddon, since he can also use Borrowed Time for a full heal just to add insult to injury.

    Gondar, the Bounty Hunter 
https://static.tvtropes.org/pmwiki/pub/images/Bounty_Hunter_6952.png
Voiced by: Michael Gregory

Gondar is an elusive figure about whom there are only rumors. Many conflicting theories exist about his origins, and countless stories of his impressive feats exist. Only one thing is certain: no target is safe from his blades... so long as you're willing to pay the Bounty Hunter's price, that is.

Gondar the Bounty Hunter is an elusive hero most often played as a roaming ganker, picking off his foes while raking in plenty of gold to line his allies' pockets. No enemies are safe from the Bounty Hunter, as he strikes without warning, and anyone with the misfortune to encounter his blade are unlikely to escape. Shuriken Toss is a powerful single-target nuke, dealing heavy damage and a mini-stun to the target, letting Bounty Hunter easily pick off fleeing targets and interrupt attempts at teleportation. With his second ability Jinada, Bounty Hunter carefully plans his next hit to deal heavy bonus damage while relieving the enemy of some of their hard-earned gold. His bread-and-butter ability, Shadow Walk, turns the Bounty Hunter invisible for a long duration and allows him to walk through other units, and breaking the invisibility with an attack will reduce the victim's movement speed. This allows him to roam enemy territory undetected and take enemy heroes – and the occasional courier – by surprise, making short work of them before escaping without a trace. Finally, his ultimate ability Track lets the Bounty Hunter keep tabs on his enemy's position, even seeing through invisibility, while granting him a speed boost and critical damage against the target, making it difficult to run and impossible to hide – especially as Shuriken Toss will bounce to Tracked enemies from a very long distance. Finally, if the Tracked hero dies, Bounty Hunter and any nearby allies will receive a decent sum of gold, letting him forgo farming in favor of ganking enemy heroes while solidifying an economic advantage over the foe. When the Bounty Hunter stalks the battlefield, the enemy learns to fear the shadows, lest his blade find its mark while his allies walk away with coin to spare.

In Artifact, Bounty Hunter is a black hero. His Passive Ability, Jinada has a 50% chance of increasing his Attack by 4 for one round before each action phase. His signature card, Track, increases an enemy's Bounty by 10 until it dies.

In Dota Underlords, Bounty Hunter is a tier 1 hero belonging to the Scrappy and Assassin alliances. His ability, Shuriken Toss, deals heavy damage to an enemy and mini-stuns it.


  • Adaptation Species Change: Originally Gondar was a Draenei (who are owned by Blizzard Entertainment) in DotA. His current species is unnamed.
  • Anti Escape Mechanism: All of Bounty Hunter's abilities lend themselves to locking down a target in such a way as to make escape extremely difficult.
    • Shuriken Toss interrupts channeling spells, meaning that TP escapes are virtually impossible even under the best of circumstances and it also has the ability to bounce to tracked units.
    • Hitting an enemy from Shadow Walk's invisibility slows their movement speed for a short duration, giving Bounty Hunter's team additional time to lock down the target (and giving him more time to get additional right-clicks in).
    • Shadow Walk lets Bounty Hunter scout out the area around his target prior to initiating, and lets him loiter as long as he pleases until his target reaches a place favorable for ganking.
    • Track gives basic vision and True Sight on the target, as well as a movement speed bonus to all allies near the target. This automatically throws juking through trees out the window, and eliminates invisibility as an option, to say nothing of simply running away being difficult at best.
  • Badass Beard: Hidden by his mask by default, but made more evident by certain cosmetic items.
  • Back Stab: The bonus damage from Jinada and the slow from Shadow Walk work this way. While neither ability is dependent on position, they are often the very first warning that you'll get that a Bounty Hunter is nearby.
  • Bandit Mook: Jinada allows Bounty Hunter to steal money from his attack targets.
  • Blade on a Stick: His primary weapon, a modified mancatcher.
  • Bling of War: The Immortal Hunter's Hoard is a literal bag of gold that Bounty Hunter carries into battle.
  • Bounty Hunter: You don't say?
  • Cat Folk: Well, he looks like a cat under that mask.
  • Critical Hit Class: Bounty Hunter relies on the critical hit and speed bonus from Track and bonus attack speed from Shadow Walk to quickly burst down enemies in a gank.
  • Defog of War: Track provides basic vision and True Sight on the target, meaning that invisibility in all cases but Slark's ultimate will be neutralized.
  • Difficult, but Awesome:
    • In high-level games where everyone carries detection, smart Bounty Hunter players will have to know not to rely too much on invisibility and still be able to evade and counter detection with good map awareness, and get ganks off despite the enemy team's efforts. When played as a support and not as a carry, Bounty Hunter has a great amount of utility that gives his team a firm advantage.
    • Track is a very unique spell in that it doesn't telegraph Bounty Hunter's position to the enemy if he casts it, meaning that if he's in the fog of war and Tracks an enemy, they won't see him do it. However, timing the use of Track can still be quite difficult, as while the enemy won't see the huge red crosshair or trailing smoke, they can tell that they've been Tracked due to the debuff appearing in their status bar and nearby enemy creeps moving faster from the movement speed bonus. Therefore, against smart enemies, Bounty Hunter has to save casting Track during a gank until the very last second when the enemy can't react, or risk alerting the target.
  • Double Weapon: His weapon is sharp on both ends.
  • Dual Wielding: A more realistic variant with an offhand dagger.
  • Dynamic Entry: Bounty Hunter is often the initiator in a gank due to his combination of skills, as the first warning you get of a Bounty Hunter being around is being Tracked from out of sight, then getting maimed by a Jinada hit out of Shadow Walk.
  • The Faceless: By default, Gondar wears a mask that covers the lower half of his face.
  • Fuuma Shuriken: Shuriken Toss does relatively little damage, and scales very badly, however it does mini-stun its target, which can interrupt channeling spells and escape TP scrolls, and is often enough to finish the job after right-clicking the target down enough.
  • Glass Cannon: Bounty Hunter suffers from low strength growth, meaning that he's easily killed if detected.
  • Gold Tooth: His fangs are a noticeably different color from the rest of his teeth.
  • Highly Visible Ninja: Averted during Shadow Walk, otherwise played straight.
  • Hunter of His Own Kind: In a meta sense. Unusually, as an invisibility hero, Bounty Hunter is extremely adept at killing other invisibility heroes, since Track will render their invisibility useless and give Bounty Hunter's teammates the gold they need on Dust and Sentries. The same can also apply to blinking escape heroes, since they rely quite a bit on the enemy team not knowing where they blinked to, not simply putting distance between themselves and the attacker.
  • Invisibility: Shadow Walk gives Bounty Hunter temporary invisibility, allowing him to roam and gank at will. Breaking invisibility with an attack will cripple the enemy's movement speed.
  • Invisibility Flicker: He has to refresh Shadow Walk periodically to stay invisible, revealing himself for a moment, though smart players will do this from outside of enemy vision range.
  • It's Personal: He treats most of his kills as simply targets to be eliminated, but sometimes...
  • Knife Nut: With his other weapon.
  • Mechanically Unusual Class: Despite being an Agility hero with abilities suggesting a carry role, Bounty Hunter is more often than not built as a utility support instead, using Shadow Walk and Jinada to facilitate ganks and boosting his team's gold income with Track.
  • Money Multiplier:
    • Track grants bonus reliable gold note  to Bounty Hunter and any assisting allies, which means that any successful ganks will often give a huge gold advantage to his team, and if snowballed properly can create a huge gap that will win games. Likewise, teamfighting against Bounty Hunter is a very risky proposition; while his teamfight presence is largely limited to spamming Track and the occasional Shuriken Toss, every death will give the enemy team a significant gold advantage (easily reaching over 1000 gold per kill with max-level Track).
    • In Artifact, his signature card Track has the effect of increasing a hero's bounty by 10 until they die. Considering how a dying enemy hero normally gives you 5 gold, this means you get triple the gold from that kill.
  • Nothing Personal: He's just doing what he's paid for.
  • One-Hit Kill: A good Bounty Hunter who gets multiple Track kills will often have large amounts of farm while simultaneously weakening the enemy's (if the enemy is dead, they lose unreliable gold and are unable to farm while they're respawning, all the while Bounty Hunter's team can take map objectives since they can take fights 4v5). Because of this disparity, Bounty Hunter can often farm up several damage items and inflict this with a Jinada crit on a squishy enemy support.
  • Pinball Projectile: Shuriken Toss will bounce to any target that is affected by Track within a 900 radius of the previous target. This means that casting Track on the entire enemy team right before a clash can allow him to deal a surprising amount of damage that also mini-stuns the victim, allowing him to interrupt enemy heroes at critical moments.
  • Reverse Grip
  • Scarily Competent Tracker: Bounty Hunter's ultimate, Track, marks the target, granting guaranteed vision (as well as True Sight) of the target for an extended period of time, as well as increasing allied heroes' movement speed anywhere within a certain radius. It can also be spammed, meaning that you can apply the debuff to multiple enemy heroes at once. He can even tell how much money his target is carrying... somehow.
  • Skill Gate Characters: Given the fact that he is an Agility hero as well as Jinada giving him bonus damage and Track giving him critical hit and bonus gold, it is incredibly common for low level players to build him as a carry. Max Jinada to give bonus damage as well as free gold or Shuriken Toss for huge magic damage before leveling Track at level 6, get gank kills for Track gold, and buy damage dealing items such as Desolator & Monkey King Bar before snowballing to the point of one-shotting people indiscriminately. However, Bounty Hunter's DPS does not scale well into the late game (as his damage numbers are static and Jinada is bound to a cooldown) where the opposing carries will have already farmed enough items to shrug of his burst damage before he gets killed in return, wasting away all those gold you've attained that could be better spent on items that benefit your whole team such wards or Aura-based items. Not to mention that like all other invisibility heroes, players would have already invested in Dust, Sentries, or Gem of True Sight in the late game to counter heroes like him, especially because unlike other invisibility heroes, he has no other means of escaping should he get detected by the enemy.
  • Smoke Out: Shadow Walk is started by throwing a smoke bomb.
  • Spam Attack: Track can be cast once every 4 seconds as needed. This allows Bounty Hunter to apply the debuff to multiple enemies before a teamfight, which in turn allows him to deal more damage with Shuriken Toss.
  • Spell Blade: Jinada enchants Bounty Hunter's blade every few seconds for massive bonus damage.
  • Video Game Stealing: From Patch 7.20, Jinada steals a small amount of unreliable goldnote  from the enemy heroes. His Level 20 Talent replaces his critical strike with stealing 90 more gold per hit.
  • Weak, but Skilled: Bounty Hunter is below average as an Agility hero in most categories short of his Agility growth and base armor, and even has a very slow attack animation (0.59 seconds for a melee hero), making it hard to time last-hits with him in lane (to say nothing of constantly being harassed by the enemy while attempting to last-hit). However, his invisibility spell and passive crit make him a force to be reckoned with in ganks, on top of Track giving his team a significant vision advantage.
  • Weaksauce Weakness: Like other invisibility heroes, he is very vulnerable to disables and invisibility detection, though not nearly to the same degree that Riki is since he can stay at range to use Shuriken Toss and Track. However, unlike nearly every other hero with invisibility, Bounty Hunter does not have an escape mechanism nor a hard disable, making him easy prey if detected and caught out.

    Black Arachnia, the Broodmother 
https://static.tvtropes.org/pmwiki/pub/images/Broodmother_4214.png
Voiced by: Ellen McLain

Black Arachnia once resided in the volcanic caves beneath Mount Pyrotheos. Her peaceful life with her children was interrupted when Ptolopthales, Vizier of Greed, decided to build his Magnetic Ziggurat on the mountain where they lived: the edifice attracted a great number of thieves to the once-peaceful caverns, and the swarms of bandits would often threaten her spawn. When Ptolopthales refused to solve this issue, the Broodmother and her young ate him, but the death of the ziggurat's owner only resulted in an increase in the number of raiders. When one of her spiderlings was stepped on by an intruder, the Broodmother swore that she would no longer sit idly: she set out into the outside world, determined to eliminate any potential threat to her babies.

Black Arachnia, the Broodmother is notorious for being one of the best pushers in the game. However, she is also an adept carry and ganker. Her playstyle is defined by her summoned units, the infamous spiderlings. With these, she is able to quickly overwhelm foes and buildings alike, decimating everything in her path in a matter of seconds. Her first skill, Spawn Spiderlings shoots a weaponized ball of her young into a target, dealing damage and causing the affected unit to spawn spiderlings if they are killed within the duration of a debuff. The aforementioned spiderlings also have the ability to slow and apply damage over time to enemies, and they can even spawn their very own spiderites, essentially miniature versions of themselves. Her second skill, Spin Web spawns a large-radius web, either near Broodmother's location or connected to any previously placed web, that gives her extra health regeneration, boosts her movement speed, and allows her to pass otherwise impassable terrain. However, only so many webs can exist on the battlefield at one time. Her third skill, Incapacitating Bite applies a movement slow and a chance to miss auto-attacks to any unit she attacks. And finally, her ultimate, Insatiable Hunger drives Broodmother into a frenzy, temporarily giving her a huge attack bonus and incredible lifesteal.


  • Anti Escape Mechanism: Incapacitating Bite slows enemies by up to 40%, and gives them a 60% to miss, which lets Broodmother shut down most auto-attacking carries like Sniper or Drow Ranger.
  • Art Evolution: The November 2012 patch gave her a more monstrous-looking face similar to a jumping spider in contrast to her original face. She also had her ability icons updated later on, in the 10/21/2013 patch.
  • Big Creepy-Crawlies: Broodmother herself, as well as her spiderlings.
  • Born as an Adult: Broodmother's Spiderling offspring can spawn their own Spiderite offspring as soon as they're born.
  • Chest Burster: Targets killed by Spawn Spiderlings will have Spiderlings spawned from them. Furthermore, units killed by Spiderlings will have Spiderites born from them.
  • Cobweb Jungle: Spin Web can create a large web (in comparison to most of the units) in an area. It's not surprising for a game involving Broodmother to have an entire lane covered in cobwebs.
  • Difficult, but Awesome: Broodmother is one of the most micromanagement-reliant heroes in the game. Though the spiderlings are relatively simple compared to Chen's, Enchantress' or Lone Druid's minions, their fragility and vulnerability to AoE attacks makes it fairly easy to feed large amounts of gold to enemies if you aren't careful. However, a good Broodmother is able to assert incredible pressure on the offlane, forcing the enemies to constantly focus on defending or risk losing barracks, making her one of the best space creators in the game. Nevertheless, it takes a good team to take advantage of the space created by Broodmother as well: in an average public game, applying constant pressure on the enemy team is useless if your noob carry can't farm (or worse, comes to your lane to push with you), but it's not the case in coordinated high-level games, where a Spectre, Medusa or Terrorblade given free farm is absolutely terrifying.
  • Extra Eyes: Six, to be exact.
  • Gameplay and Story Segregation: In her lore, the death of a single spiderling is what sets her off and makes her declare war on the world. Gameplay-wise, she'll happily send swarms of her young to their doom, using them as mere cannon fodder when pushing towers.
  • Giant Spider: Quite obviously. Even her spiderlings are huge compared to real life spiders.
  • Healing Factor: Spin Web provides a significant boost to Broodmother's health regeneration, giving her great sustain right from the start.
  • Home Field Advantage: When she's in one of her webs, Broodmother is devilishly fast and can out-heal most other heroes... but if she's somehow caught out in the open, there's really not much she can do to save herself.
  • Horror Hunger: Insatiable Hunger.
  • Item Caddy: Since Broodmother can farm lanes relatively safely and constantly push towers, she can often earn respectable amounts of gold to buy items that let her adapt to the enemy lineup as needed.
  • Mama Bear: Don't dare harm her Spiderlings, lest you incur the wrath of mother. Although they're used as Cannon Fodder, good players will take care of their Spiderlings to avoid feeding large amounts of gold to the enemies.
  • Mechanically Unusual Class: Spin Web covers a large area with a semi-permanent web that gives Broodmother a series of powerful bonuses. Webs are a really key part of her playstyle, giving her unrestricted movement, a movement speed boost, and health regeneration. Basically Broodmother is not the same hero without her webs - and this is one of the key reasons she tends to stay in one area of the map instead of moving around like most heroes do. Broodmother's standard play is to setup camp in the offlane and basically spend the entire game there. She arrives, gets her webs setup early and is almost impossible to shift away from the lane without considerable enemy manpower being used. She tends to be a very solitary hero who doesn't interact with her team anything like as much as most others.
  • The Minion Master: Her primary fighting style is to create a horde of Spiderlings and Spiderites to slow and incapacitate enemies before using her ultimate to take down enemy heroes.
  • Mother of a Thousand Young
  • Piñata Enemy: One of the hardest aspects of playing Broodmother is to avoid feeding your Spiderlings, as a swarm of them can give as much gold as waves of normal creeps to the enemy team.
  • Poisonous Person: She can poison her enemies with Incapacitating Bite.
  • Recursive Ammo: As an unusual example, her spawned Spiderlings create smaller Spiderites on every kill.
  • Red Eyes, Take Warning
  • Shout-Out:
    • Shares a name with Blackarachnia from Beast Wars. Unsurprisingly, her beast form was a spider.
    • She also has a quote from Charlotte's Web:
    Broodmother: ''Some pig!''
  • Simple, yet Awesome: Broodmother normally has the weaknesses of being very hard to control while being easily countered by area of effect nukes and cleaves that can turn her spiders into free gold and in some cases damage. That is, unless you go for an unconventional build that takes advantage of the massive advantages you gain from your webs, passive and ultimate. Suddenly, you can beat any hero in the game by hitting like a truck and instantly healing up any damage they manage to deal to you, negating your normal squishiness while being far easier to control due to the lack of spider micromanagement.
  • Spiders Are Scary: A giant spider who will either fill you with her eggs, eat you alive, or let her babies eat you alive.
  • Spider Swarm: If left to her own devices, Broodmother can wind up with twenty or thirty Spiderlings and Spiderites under her control, allowing her to easily push lanes and siege towers.
  • Vampiric Draining: Insatiable Hunger gives her temporary lifesteal on her basic attacks, as well as bonus damage.
  • Wall Crawl: Broodmother gains free pathing capabilities on her webs so long as she hasn't taken player-based damage in the last three seconds (similar to a Blink Dagger). This means that she can move across normally impassable terrain, such as up cliffs or through trees.
  • Weaksauce Weakness: Because of their inherent squishiness, Broodmother's Spiderlings can get easily squashed by area nukes or cleaves even with their passive 50% magic resitance, potentially turning them into an unlimited source of free farm for enemy heroes. A particularly common joke is how Earthshaker can easily wipe an entire team with Echo Slam if Broodmother is on it.
  • Weaponized Offspring: Broodmother's nuke, Spawn Spiderlings, involves her injecting her eggs into an enemy, which hatch when the victim is killed.
  • Zerg Rush: Broodmother's main pushing strategy is to farm up a massive horde of spiders and send them on a suicide mission to the nearest tower. It works surprisingly well given that towers can only attack one target at a time, but if heroes with area damage or Battle Fury get thrown into the mix, the defenseless Spiderlings effectively become free gold.
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    Clinkz, the Bone Fletcher 
https://static.tvtropes.org/pmwiki/pub/images/Clinkz_6960.png
Voiced by: Michael Gregory

The Hoven is a peaceful realm ruled by the king-mage Sutherex. This land was protected by Clinkz, a courageous warrior famous for his archery talent. When The Hoven was attacked by the vile demon Maraxiform, Sutherex used his magic to create an enchantment: whoever slays the demon would be rewarded with immortality. Clinkz set out to fight Maraxiform, as the demon lay mortally wounded, he unleashed one last hellfire attack just as the archer fired the arrow that would kill him. Clinkz was set ablaze by the eternal flames, yet the spell of eternal life kept him from the mercy of death, leaving him perpetually burning even as nothing but his bones remained.

Clinkz is a hero who specializes in ambushing unsuspecting foes and slaughtering them in a hail of arrows before they can properly react. His first skill, Strafe greatly increases his attack speed for a short time while allowing him to sidestep projectiles. Combined with Searing Arrows, an auto-cast spell which increases the damage of his attacks in exchange for mana, he can melt heroes and towers very quickly. Skeleton Walk temporarily turns Clinkz invisible while increasing his movement speed and allowing him to pass through units unimpeded, perfect for scouting the map for easy targets and running from hairy situations. Even from the first level, the stealth's duration is the same or longer than the duration, allowing Clinkz to remain invisible as long as he chooses while his mana pool holds out. On top of this, Aghanim's Scepter summons two skeleton archers near Clinkz when the invisibility ends. With his ultimate ability Burning Army, Clinkz summons several Skeleton Archers along a vector-targeted line, who attack enemy heroes with Searing Arrows, forcing the enemies to choose whether to endure the barrage, focus on destroying the skeletons, or flee.


  • The Archmage: Sutherex, who inadvertently made Clinkz a monster.
  • Arrows on Fire: Searing Arrows has Clinkz use Maraxiform's eternal fire to ignite his arrows.
  • Ballistic Bone: They don't call him the Bone Fletcher for nothing.
  • Blessed with Suck: Immortality sounds like a rather nice reward. Burning to death forever, less so.
  • Creepy Good: He is a brave knight who continues to protect his peaceful kingdom, even he became a skeleton lit on fire forever, according to the description of the Immortal item Maraxiform's Ire:
    Clinkz gifts the hellfire of Maraxiform's final breath to all who make threats against The Hoven.
  • Cursed with Awesome: Being perpetually burning seems like it would suck, and it does. But gameplay-wise, this is what allows Clinkz to use his Searing Arrows ability.
  • Dem Bones: He's a skeleton. On fire. He can also summon more skeletons (also on fire) with Burning Army or, with Aghanim's Scepter, Skeleton Walk.
  • Dynamic Entry: Ideally, the first sign of Clinkz in a teamfight should be him popping Strafe from Skeleton Walk and instantly shredding the squishiest enemy hero. Add Aghanim's Scepter for flavor.
  • Elite Army: While Burning Army skeletons aren't the most durable, dying in two hits from heroes, they have the same Searing Arrows ability as Clinkz himself, their attack damage and attack range scale with his own, and they get all of his attack modifiers, making it borderline suicidal to stay in their attack range and try to kill them. A Clinkz with a few levels and a Desolator under his belt can essentially turn a large area into a complete killzone with his ultimate as the skeletons simply incinerate anything that walks into their range, and even picking Clinkz off doesn't help much since you're still getting pepper-potted from six directions at once.
  • Fragile Speedster: He's fairly fast with Skeleton Walk, especially with Aghanim's Scepter making him even faster and letting him go above the speed cap, but if caught out, it doesn't take much to take him down.
  • Glass Cannon: He can be killed in seconds by most heroes, especially when Death Pact was removed in favor of Burning Army (and the only survivability item commonly built by him is Black King Bar), but he does enough damage to kill them seconds before that.
  • Gone Horribly Wrong: The King-Mage meant to reward whoever killed Maraxiform with immortality. As Clinkz was already partway through burning to death at this point, it wasn't exactly something he wanted.
  • Guttural Growler: He has a very deep, gravelly voice.
  • Hell-Fire: Clinkz was lit on fire by the hellfire released by Maraxiform, which can never be extinguished.
  • Highly Visible Ninja: How he sneaks around while constantly on fire, nobody knows.
  • Horned Humanoid: As can be seen in his portrait.
  • Human Resources: Clinkz's previous ultimate Death Pact instantly killed a creep and converted its HP into bonus HP and damage to Clinkz.
  • Immortality Hurts: Is immortal, but constantly and eternally burning.
  • Invisibility: Skeleton Walk gives Clinkz temporary invisibility and speed, allowing him to roam and gank at will.
  • The Magocracy: The government Clinkz serves is ruled by a King-Mage.
  • Meaningful Name:
  • More Dakka: Strafe massively boosts Clinkz's attack speed. Combined with Searing Arrows' damage boost, Clinkz can dish out massive damage in a very short time.
  • Multi Shot: With the appropriate level 25 talent, whenever Searing Arrows is used, Clinkz will fire another arrow at a different random target in his range. This also applies to the ones fired by his Burning Army; when the two combine, things can get quite messy.
  • Mutual Kill: Clinkz's fatal arrow struck Maraxiform just as the demon slew him in return with hellfire... or would have, had King-Mage Sutherex's spell not kicked in at the worst possible time.
  • Nonchalant Dodge: While Strafe is active, Clinkz will sidestep projectiles from enemy ranged attacks and spells.
  • Pint-Sized Powerhouse: One of the smaller heroes in the game, but he more than compensates with sheer damage output.
  • Playing with Fire: He doesn't actually have any Elemental Powers himself, but he can use the never-ending flames of the demon Maraxiform to light his arrows with Searing Arrows.
  • Spam Attack: Clinkz's first skill Strafe gives him a large boost to attack speed for a couple of seconds.
  • Summon Magic: Burning Army summons several skeleton archers to assist Clinkz. With Aghanim's Scepter, so does Skeleton Walk.
  • Super Speed: Skeleton Walk gives Clinkz a large boost to movement speed, while Strafe does the same thing to his attack speed.
  • Surprisingly Sudden Death: Clinkz is one of the best heroes for surprise ganks: as soon as he finds a lone enemy hero while using Skeleton Walk, he can pop both Orchid Malevolence (and later, Bloodthorn) and Strafe, which, combined with the massive bonus damage from Searing Arrows, can kill most heroes in seconds while preventing them from escaping.
  • Woobie, Destroyer of Worlds: He slew a demon without knowing of the reward, and is now in unbearable agony for eternity. Although, from his voice lines, he doesn't sound terribly bothered by the eternal pain and kinda just rolls with it, presumably having come to terms with the fact that this is his life now.
  • Wreathed in Flames: He's a skeleton lit on fire.

    Traxex, the Drow Ranger 
https://static.tvtropes.org/pmwiki/pub/image/drow_ranger_icon.png
Voiced by: Gin Hammond

At the site of a bandit attack on a caravan, a Drow tribe found the sole survivor of the massacre, a baby girl which they took in as one of their own and named Traxex. Although she grew up among them and considered herself a Drow in spirit, she was disgusted by her appearance, which did not match that of her short and brutish adoptive family. Having mastered the art of stealth which the Drow prize, Traxex exiled herself from her people, fleeing into the forest to lead a solitary existence where her only company is the occasional wanderer lucky enough to catch a glimpse of her beauty.

Drow Ranger is an agility Carry-type hero, a deadly archer that decimates enemies with raw damage output. She is extremely fragile at early phase of the game and her major weakness is her lack of escape skills, but if she receives sufficient farm and the proper items, she becomes an unstoppable archer that shuts down and snipes down her targets with extreme ease. She chases down her target by applying her first skill, Frost Arrows, which drastically slow the enemy's movement, preventing them from escaping her barrage. This spell can be set to auto-cast on every attack, or cast normally like a normal spell. Should the enemy get close to her, she can use her second skill, Gust, to blow away the enemy and silence them in the process, allowing Drow to pick them apart at her leisure. If her team has a lot of ranged attackers, Drow Ranger can augment their deadliness with her third skill, Precision Aura, which increases the attack speed of all allied ranged heroes based on her Agility. The ability can also be activated to provide its benefits to creeps for a duration, allowing them to push down lanes with impunity. Her true deadliness manifests with her Ultimate, Marksmanship. This ability simply grants her a chance to deals increased damage and pierce through armor and evasion, or instantly kill creeps with her attacks. However, this bonus is annulled if there's an enemy Hero nearby, thus Drow Ranger must keep herself away from the enemy to utilize this bonus.

In Artifact, Drow Ranger is a green hero. She has a Precision Aura, a Continuous Effect which grants +1 Attack to allied heroes in the same lane. Her signature card, Gust, silences all heroes in lane for one round.

In Dota Underlords, Drow Ranger is a tier 1 hero belonging to the Heartless and Hunter alliances. Her ability, Precision Aura, passively increases the attack speed of nearby allies.


  • All of the Other Reindeer: Subverted. She certainly thinks herself ugly and isolated. However, it's unknown how the Drow reacted on her strangeness, whether her isolation is self-inflicted or she's bullied into it.
  • Ambiguously Human: Her lore states that she isn't an actual Drow, and she looks fairly human except for her dark blue skin.
  • Armor-Piercing Attack: Marksmanship grants Drow Ranger's attacks a chance to ignore armor and evasion.
  • Art Evolution: Drow received an updated model in early 2019.
  • Beautiful All Along: Due to being raised by Drow, who are a race of midget Gonks, Traxex thinks herself as ugly despite being tall and beautiful by human standards.
  • Blow You Away: Her Gust ability. Formerly a standard silence status effect now blows back her enemies as well. This deals no damage, but keeps her enemies at a distance where she can deal even more damage.
  • Boring, but Practical: A simple carry. Her only source of damage is her auto-attacks, but passives, auras, and natural stat gains make it an amazing source of damage.
  • Cloud Cuckoo Lander: Slightly; she lives in the woods alone and is a master of archery, but she also is excited to wear clothes from the people who walk through her woods and pretends to talk to people from time to time.
  • Combination Attack: Due to her Precision Aura, Drow Ranger is often picked in conjunction with other heroes specifically so the whole team benefits from the aura.
    • Ranged mids such as Templar Assassin, Shadow Fiend, and Outworld Devourer can use Precision Aura to dominate mid lane and secure early farm. Likewise, ranged supports with good attack animations and range can use the extra damage to more effectively zone the enemy during the laning stage.
    • Medusa pairs well with Drow Ranger, as Precision Aura compliments Medusa's lack of damage in the early to mid game, while Medusa's durability can provide an unstoppable carry for the late and ultra late game, as Drow Ranger can fall off past 30 to 45 minutes.
    • Windranger is another popular pairing with Drow Ranger, especially since Precision Aura gives more damage to Windranger's Focus Fire in the early stages of the game.
    • Drow Ranger's synergy with Visage in previous versions was particularly notable: Visage's familiars attack extremely quickly, but their damage also drops just as fast, to a minimum of 10, making them only good for hit-and-run attacks. Precision Aura, which used to give a damage bonus to allied heroes (and creeps when activated) based on Drow's agility, negated this entirely: if Drow has enough Agility (which is made even easier with Marksmanship, which used to give her lots of Agility) she could multiply the familiars' damage by around 4-6 times, making them much deadlier and less dependent on Stone Form to replenish their damage.
  • Dark and Troubled Past: Drow has a lot to say about her past. Let's see... true family died in an accident, feels completely unwelcome to her new family and has to live in isolation as a result, possibly going mad from the isolation...
  • Dark Is Not Evil: Usually, Drow are dark, evil elves. However, Drow here is a race of midget Gonks, with unclear morality values, so it's nearly impossible to judge Traxex from her race. Traxex herself, while gloomy and borderline insane due to isolation, is not the typical 'evil drow' either despite her appearance, she's dedicated to protect her new forest home, though shows no interest in goody-two-shoes activities.
  • Deadpan Snarker: If she's not accidentally being sexual, her lines are pretty much snarking at others.
  • Field Power Effect: Precision Aura boosts the attack speed of all friendly ranged heroes on the map.
  • Forest Ranger: This is her job taken after distancing herself from the Drow, which fit her like a glove because Drow in this universe are gifted in sneakiness in addition to her strange affinity to woods.
  • Glass Cannon: Does the most raw damage in the game, but is easily taken down by a good nuker or just about anyone that can actually get close.
  • Go Mad from the Isolation: Implied to be the case in the flavor text for one of her cosmetics.
    Mania's Mask: To wander the woods knowing you are alone, an orphan of those who birthed you, rejected by those who raised you, hidden from those who might give warmth and comfort... this is a path to madness.
  • Harmless Freezing: Frost Arrows deals no additional damage next to the slow.
  • Hello, Nurse!: A lot of her lines are played up as being very sexual. She is also described by whoever had an encounter on her in her forest to be an incredibly beautiful ranger.
  • I Am Not Pretty: Once again, on account of having been raised by midget Gonks.
  • An Ice Person: She can add ice to her arrows with Frost Arrows.
  • Impossibly-Low Neckline: Set her neckline just an inch lower and you have a game rated 16 and above.
  • "Instant Death" Radius: A farmed Drow Ranger hits very hard and very fast, and packs both a slowing attack and a silence. If you can't close the gap quickly, she'll slaughter you before you get close.
  • In the Hood: Not necessarily the originator (it belonged to her old model, the Warcraft III Dark Ranger), but Traxex retained this design, and any MOBA archers who wear a hood tend to get compared with her because of it.
  • Interspecies Adoption: From an unknown 'Elvish' race, adopted by Drow that look more like midgets.
  • Kryptonite Is Everywhere: With the abundance of heroes that can use invisibility or gap closing skills, and the fact that anybody can buy a Blink Dagger or Shadow Blade to ambush her, playing Drow Ranger requires careful judgement and Combat Pragmatist tendencies against experienced players without getting stomped on.
  • Leotard of Power: Her outfit resembles a leotard.
  • Long-Range Fighter: Drow's ultimate ability, Marksmanship, is only active when there's no enemy hero near her, so she's much less powerful in a fight if the enemy can get close to her.
  • Ms. Fanservice: Not only she has a sultry voice, she possesses a rather great body as well, only slightly covered with some Breast Plate.
  • Mutual Disadvantage: Against heroes that rely on stealth or mobility like Riki and Slark. They can close the distance between them and Drow, nullifying her Marksmanship buff, but if Drow lands Gust on them, they are silenced for up to six seconds, which is usually more than enough time for Drow and her teammates to pick them off.
  • One-Hit Kill: Marksmanship instantly kills non-ancient creeps if it procs.
  • Our Elves Are Better: Subverted: Though Traxex certainly has the appearance of a Dark Elf from most other settings, Drow in this case are short, ugly and troll-like, while Traxex herself was a child of another race (though which race she was born of is left unsaid).
  • Power Nullifier: With Gust, she silences enemies caught in it.
  • The Quiet One: Most heroes' responses force the player to turn the volume down. Hers force the player to turn it up.
  • Recursive Ammo: With Aghanim's Scepter, Drow's arrows split into two more on contact with an enemy.
  • Red Oni, Blue Oni: The blue to Windranger's red. The stoic and quiet.
  • The Rival: With Windranger. They kind of work like Foils as well, Drow Ranger has a rather gloomy outlook compared to the more outspoken Windranger. In terms of gameplay, Drow Ranger has high raw damage output but she is limited by her fragility and lack of utility. In contrast, Windranger has a stun, a long range nuke, and an escape ability, and a curiously high strength growth, but her damage output is mediocre as a result.
  • Trick Arrow: Frost Arrows, which slow the target.
  • Unskilled, but Strong: Drow Ranger relies mostly on passive and auto-cast abilities, with her only major active ability being Gust (Precision Aura also has an active component, but its use is very situational and it has a long cooldown). While technically her Agility growth is one of the lowest among Agility heroes, simply reaching level 6 drastically increases her damage output to the point where she just right-clicks enemies to death.
  • Weaksauce Weakness: While Drow can put out absurd amounts of damage due to Marksmanship giving her absurd amounts of Agility, it becomes absolutely useless the second an enemy Hero gets within 400 radius of her (her attack range is only marginally longer than that at 625). This, combined with her lack of escape abilities, makes her utterly useless in any teamfight where the enemy has half a brain gets close to her.

    Xin, the Ember Spirit 
https://static.tvtropes.org/pmwiki/pub/images/ember_spirit_8427.png
Voiced by: Dave Fennoy

Xin was a warrior-poet who lived in the Fortress of Flares, teaching the mantras of the Bonds of the Guardian Flame to young warriors-in-training. As he grew older, a rival warrior challenged him to a duel and vanquished him. With Xin dead, his students scattered, and his funeral pyre was left abandoned in the empty fortress. But like the embers of a dying fire, his teachings persisted. After several centuries, the Burning Celestial, impressed by the longevity of Xin's teachings, used its flaming body to reignite the pyre, turning itself into a burning image of the teacher who now seeks to spread his teachings once again.

Xin the Ember Spirit is a carry hero with tremendous mobility and high teamfight presence. His speed can allow him to easily dominate the battlefield while evading any attempted counterattack, but he can just as easily fall if caught out due to his frailty. Searing Chains unleashes two fiery bolas around the Ember Spirit, tying down two unfortunate victims and dealing damage over time. However, the targets are chosen at random, minimizing its effectiveness if creeps are involved. Sleight of Fist, Xin's main damaging ability, has him dashing between all enemies in a large area and attacking them all, letting him engage enemies from long range and, once farmed, completely devastate them without putting himself in danger. Enemy spellcasters will not find the Ember Spirit easy prey, as his Flame Guard will block a significant amount of magic damage, leaving him unscathed. This fiery shield also radiates heat that burns away the health of nearby enemies, making it dangerous to approach Ember Spirit, especially with the very real threat of Searing Chains. If he needs to escape or pursue enemies, Ember Spirit can use his ultimate ability to place a Fire Remnant and then dash out to its position, detonating the remnant for area damage in the process. With the ability to place up to three Fire Remnants in quick succession, Ember Spirit can quickly traverse the battlefield, striking with the force of a raging fire and disappearing in a flash. He may start out weak, but if left to amass his strength, Ember Spirit's spark becomes a raging wildfire, taking over the battle and consuming the enemy.


  • Achilles' Heel: Because Xin is so frail and relies on his casting abilities to remain mobile, silences can greatly debilitate him, allowing his foes to pin him down.
  • Adaptation Species Change: Like Earth and Storm Spirit, he was originally a Pandaren.
  • Always Accurate Attack: One of Ember Spirit's level 20 talents grant him True Strike, preventing him from missing his attacks by any reason.
  • Anti-Magic: Flame Guard absorbs a set limit of magical damage, and continually burns everything in a radius around Xin.
  • Back from the Dead: A variant; the Burning Celestial formed itself into an image of the original Xin from his funerary ashes.
  • Badass Teacher
  • Bald of Awesome: As can be seen in his portrait, Xin has no hair.
  • Chain Pain: Searing Chains creates 2 fiery bolas that wrap around 2 random enemies next to Xin, dealing damage and entangling them.
  • Critical Existence Failure: Flame Guard will continue to burn for its maximum damage over time up until it has been completely exhausted by enemy spell damage. It doesn't matter whether Xin has absorbed 0 magic damage or 499, the shield will burn for the same amount.
  • Difficult, but Awesome: There's a fair burden of knowledge that goes with using Xin's abilities effectively, but which can greatly magnify the Hero's effectiveness.
    • While simply spamming Sleight of Fist is fairly easy, it can hit targets through the fog of war, and Searing Chains can be cast in the middle of jumps. This allows good Xin players to disable enemies from a surprisingly long distance since they can jump to a target with Sleight of Fist and root them with Searing Chains in the 0.2 second timing window that Xin is next to the target he's attacking.
    • Fire Remnant will move at a fixed multiplier of Ember Spirit's current speed. This means that bad Ember Spirits can often be paralyzed by slows, since those will affect the speed at which his Fire Remnants move (which, in turn, increases the vulnerability time while Xin waits for the Fire Remnant to reach its destination). Additionally, optimal movement requires a fair amount of planning, particularly since you can only carry three Fire Remnants at a time and you will only arrive at the one you targeted, and Ember Spirit can dash to a Remnant while it's moving (which can result in landing short of your destination if you cast too early). But mastering all of these aspects allows players to take advantage of Xin's high mobility to its utmost, by buffing his movement speed just before deploying a remnant in order to maximize its travel speed, placing remnants in key locations for critical escapes or to ambush enemies (or even both), and so on.
  • Dual Wielding: Two Flaming Sword.
  • Dynamic Entry: Xin can at any time dash out to his Fire Remnants, exploding them for area of effect damage.
  • Fireball Eyeballs
  • Flash Step: Sleight of Fist works similarly to Juggernaut's Omnislash; Ember Spirit jumps from enemy to enemy, dealing damage, and returns to his starting point in only a few seconds. Fire Remnant also allows him to dash across the battlefield at high speed.
  • Fragile Speedster: Sleight of Fist and Fire Remnant alone let him zip around the battlefield and wreck just about anything he encounters, but he can't stand up to prolonged damage.
  • Fusion Dance: Between a human swordsman and a Celestial.
  • Glass Cannon: An Ember Spirit with enough damage items (and a Battle Fury or three) can potentially wipe out an entire enemy team with just Sleight of Fist alone. However, discounting Flame Guard, which can negate only a finite amount of magic damage, Xin has mediocre Strength and has below-average Agility, meaning that he doesn't have a lot of HP or armor. If he's ever chain-stunned, he can be killed quite quickly.
  • Glowing Eyes: As can be seen in his model.
  • Invulnerable Attack: Using Sleight of Fist turns Ember Spirit invulnerable until he has attacked all the targets.
  • Irony: Balance in all things, he says. Often considered the most broken hero in the game.
  • Long-Range Fighter: Despite being a melee hero, Ember Spirit is ill-suited for close-range manfighting. During a fight, he relies on spamming Sleight of Fist from a distance to deal damage and tie down heroes with Searing Chains, only closing in to chase fleeing enemies with Fire Remnant.
  • Magic Knight: He can either be built as a physical damage carry, taking advantage of the synergy between Sleight of Fist and Battle Fury to deal a large amount of splash damage to the enemy, or a nuker, building Veil of Discord and taking the +10% Spell Amplification talent at level 20 and dealing a large amount of magical damage with his three other skills.
  • Master Swordsman
  • Mechanically Unusual Class: He is mostly played as a physical nuker by building raw damage items with little to no survivability, and then spamming Sleight of Fist. Although with the advent of talent system, he can be played as a magic nuker, just like his original role.
  • Non-Indicative Name: Ember Spirit's Rapiers of the Burning God cosmetic swords, which are far too wide to qualify as rapiers. That being said, they're clearly based on the Divine Rapier (which Ember Spirit can use to particularly devastating effect) rather than the real-life sword.
  • Old Master: In his backstory, Xin is said to have trained three generations of acolytes before his death.
  • Playing with Fire: All of his abilities except Sleight of Fist have something to do with fire.
  • Power Trio: Forms one with Storm Spirit and Earth Spirit.
  • Random Number God: Searing Chains chooses 2 random targets around Xin. In a teamfight, it can potentially lock down two enemy heroes, but it loses much effectiveness when there are creeps, illusions or summoned minions involved.
  • Sealed Badass in a Can: His ashes were interred in a temple until his resurrection.
  • Some Dexterity Required: As is the theme among the three Spirits, Ember Spirit is a high-mobility Hero that requires great reflexes and high APM in order to utilize properly. The mechanics revolving around Sleight of Fist, Searing Chains and Fire Remnant require precise timing and quick reaction times in order to make the most out of them.
  • Spam Attack: Sleight of Fist, with its low cooldown and mana cost.
  • Super Speed: When using Activate Fire Remnant, Xin can dash out through all of his Fire Remnants around the map, exploding them for area damage, before arriving at the selected remnant.
  • Surprisingly Sudden Death: Searing Chain + 3 charges of Flame Remnants = dead enemy.
  • Verbal Tic: Almost all of his responses are only four words long.
    "Balance in all things."
  • Warrior Poet
  • Weak, but Skilled: His stat growth is only slightly higher than Alchemist's, he has very low base armor, and among Agility heroes he ties with Arc Warden for second-lowest Agility gain (beating only Slark, who can use Essence Shift to steal stats from his targets). However, he compensates with Flame Guard, which absorbs magic damage (traditionally an Agility carry's greatest weakness), a quick auto-attacking ability that applies bonus damage to enemy Heroes, and a great deal of mobility that allows him to dance around his opponents as needed.
  • Wreathed in Flames: Xin can surround himself in fire with Flame Guard, which blocks magical damage and burns enemies near him.
  • You Have Researched Breathing: Ember Spirit requires a cosmetic item to learn how to put on his Nice Hat instead of keeping it slung across his back.

    Darkterror, the Faceless Void 
https://static.tvtropes.org/pmwiki/pub/images/a47bdc2c9485e37cae3b3ba609c49f02.png
Voiced by: Dave Fennoy

Darkterror, the Faceless Void, is a mysterious being from another dimension where time does not flow like in our world. Not much is known about his motive for fighting in the War of the Ancients, but he can manipulate time itself in order to fulfill his goals.

An iconic carry and initiator hero, the Faceless Void is strong during most of the game, but if the enemies let him farm, he will end up making his enemies regret the times spent not to harass him by manipulating the fabric of time itself. With his first skill, Time Walk, Faceless Void dashes a short distance while restoring his health to how it was a few seconds ago. This spell is perfect for escaping dangerous situations, as it allows him to undo any damage that was dealt to him recently. With his second skill, Time Dilation, Faceless Void punishes his foes for using their skills recklessly by halting their cooldown timers for a short time while slowing their movement and attack speed by an amount which increases the more skills the victim has on cooldown. His attacks, when powered with his passive ability Time Lock, will not only stun the enemy in place, but also summons another Faceless Void from another timeline to instantly inflict another attack. And when he gets near the enemy ranks, he can finally drop his game-changing ultimate, Chronosphere, which traps everyone in a dome where time stops and nothing moves... except himself. Inside the dome, Faceless Void gets the privilege of moving at an increased speed and beating down any enemies caught in the sphere. However, he must be wary of where he casts this spell as it freezes friend and foe alike. When playing Faceless Void, time is always on your side; take your time to farm up, and none will escape the wrath of Claszureme.


  • Achilles' Heel: Compared to most melee Agility carries, Faceless Void is incredibly susceptible to silences, which prevent him from dropping Chronosphere and undoing damage with Time Walk.
  • Another Dimension: He hails from one.
  • Armor-Piercing Attack: Chronosphere only fails to affect units that are invulnerable, meaning that it doesn't give a whit that its victims were spell immune when Faceless Void casts it.
  • Art Evolution: Enforced. One of the TI4 Compendium stretch goals included a vote by Compendium owners to choose a hero to remodel, which Faceless Void won.
  • Beehive Barrier: The Immortal Mace of Aeons turns Chronosphere into a barrier of tessellating hexagons.
  • The Blank: He doesn't have eyes or a nose.
  • Bribing Your Way to Victory: Initially inverted with the Mace of Aeons cosmetic item, an ultra rare drop from the first Immortal Treasure of The International 2016. It turns Chronosphere into a Beehive Barrier... which glowed at the centre to the point it was all but impossible to see the heroes caught inside it until it had to be fixed.
  • Carry a Big Stick
  • Combat Clairvoyance: Time Walk and his level 25 talent Backtrack allow him to dodge damage in the past after experiencing it. Therefore he can instantly "heal" back even the most damaging attacks unless they were lethal. This includes magical attacks, take note.
  • Cooldown Manipulation: Time Dilation, which pauses all cooldowns of nearby enemy heroes.
  • Cool Gate: Chronosphere:
    "When a rift opens to Claszureme, all poor souls caught within will likely never return."
  • Cthulhumanoid: He used to look like one in DotA, when he had the model of the Faceless Ones. Unsurprisingly, they were creatures created by Eldritch Abominations who were essentially Lovecraft expies. One of his cosmetic item sets, the Tentacular Timelord, even gives him Cthulhu-style facial tentacles that greatly resemble his original model.
  • Dynamic Entry: Faceless Void's first ability, Time Walk, allows him to leap short distances, becoming invulnerable for the duration of the jump. Any enemies caught within the path have their movement speed slowed. This is usually followed up immediately by his ultimate, Chronosphere.
  • Eldritch Location: His home dimension Claszureme, where the properties of time are distorted. Void's abilities take advantage of this by using it as an Extradimensional Shortcut and undoing damage with Time Walk and opening a rift to Claszureme in order to stop time with Chronosphere.
  • Extradimensional Shortcut: He can temporarily pass through Claszureme and reappear at a target location with Time Walk.
  • Eyeless Face: His only facial feature is his mouth.
  • Friendly Fireproof: Zig-zagged with Chronosphere. It will freeze both enemies and allies, but will not affect any units also belonging to Void himself, such as summons and illusions, even if it's stolen and used by an enemy Rubick. Additionally, even though it will reveal invisible enemies, invisible allies will remain invisible despite not being able to move. However, the fact that it can disable allies can lead to frustrating situations where Faceless Void gets his own team stuck in it while his enemies are free to pound on them, or stopping other heroes when they're doing more damage.
  • Glass Cannon: Though this is no longer an optimal build since 6.86, low-level players often still play him as a hard carry who stacks damage items with little to no durability, as his ultimate leaves the enemy team helpless and unable to harm him. However, if he ever does get caught, he'll usually get blown up quite quickly due to lack of survivability items (even moreso after the loss of Backtrack).
  • Humanoid Aliens
  • Locked Out of the Fight: Save for a few rare special cases, it is impossible to escape from a Chronosphere once disabled by it. Even spells and items such as Force Staff and Earth Spirit's Geomagnetic Grip are unable to penetrate it.
  • Magikarp Power: Faceless Void has one of the weakest lane presences in the game, possessing only a blink, a slow and a passive with a very low proc chance. Even once he hits level 6, the only threat he poses is locking down enemies in early teamfights or ganks, as he possesses very little damage output by himself without items. However, once he gets enough farm, he can jump into fights, lock down entire teams, bash them into oblivion, and dodge a sizable amount of damage from anybody left alive.
  • Monstrous Humanoid
  • Names to Run Away from Really Fast
  • No-Sell: Is immune to the stun from Chronosphere, no matter if the spell is cast by himself, an enemy Rubick that manages to steal it, or anyone in Ability Draft.
  • Pungeon Master: Virtually all of his lines make puns involving time, or faces.
  • Purple Is Powerful: Faceless Void's skin and abilities all have a purple tint, and he's a being from another dimension with control over time.
  • Random Number God: His old skill, or the level 25 talent Backtrack can often become this, especially if you manage to dodge deadly nukes like Lina's Laguna Blade, Centaur's Double Edge, Lion's Finger of Death, and so on. The same applies to Time Lock early on, before Void gets enough attack speed to proc it reliably and avert this trope.
  • Reality Warper
  • Set Right What Once Went Wrong: Time Walk allows him to heal back the damage he'd taken during the last 2 seconds. This includes auto-attacks, spells, and pretty much anything that would otherwise subtract from his HP bar (minus some HP Removal abilities). If not stunned or silenced, Void can end up shrugging off massive damage nukes, although he still feels their secondary effects such as slows.
  • Shout-Out: His default outfit has a green heart-shaped stone on the belt. Additionally, when casting Chronosphere, Void borrows the standard pose used by Dio when stopping time ("ZA WARUDO" not included, unfortunately). His new Time Lock also resembles a Stand power!
  • Sphere of Power: Faceless Void's ultimate, Chronosphere, completely disables everything within its radius for several seconds, no matter if the target has spell immunity or not, while leaving Faceless Void and any controlled units free to attack.
  • Super Speed: Faceless Void can move at a 1000 speed inside of Chronosphere, and can path through units.
  • Time Master: All of Void's abilities manipulate time to some degree.
  • Time Stands Still: For everyone inside the Chronosphere, except Void himself.
  • Walking Shirtless Scene: None of Void's sets come with a shirt.
  • When All You Have Is a Hammer...: Early game, when he hasn't got enough damage items, Faceless Void's sole contribution to fights is just Chronosphere, nothing more. The Aghanim's Scepter into Refresher Orb build takes this further, sacrificing Void's damage output to maximise the effectiveness of Chronosphere. Nevertheless, a well-placed Chronosphere is extremely deadly even at low levels, disabling the entire enemy team for up to 4 seconds, leaving them at the mercy of Void's team.

    Aurel, the Gyrocopter 
https://static.tvtropes.org/pmwiki/pub/images/Gyrocopter_8551.png
Voiced by: Nolan North

Having fought in his fair share of wars, Aurel was ready for retirement. On top of his monetary pension, he also obtained plans on how to build a mechanically-powered flying machine: the Gyrocopter. Having all the time and resources he could possibly need, Aurel moved to the Ash Archipelago, a remote tropical paradise, and set to work on being the first to ever finish these schematics. But after a decade of work, he had only failures to show for it. And yet, he persevered, and he was surprised when one day, the machine actually managed to hover in place without exploding! Aurel was soon enjoying the thrills of flight, but his joy was cut short when a stray cannonball damaged his craft and sent him crashing into the sea. Once he made it back to land, Aurel started rebuilding the Gyrocopter, this time with plenty of weapons with which to get his revenge.

The herd hitter of Dota 2, Gyrocopter can dish enormous AoE damage, be it with his skills or auto-attacks. With Rocket Barrage, Gyrocopter fires dozens of mini-rockets at nearby targets. Should all these attacks be focused on one enemy, the damage dealt can be very high. Homing Missile drops a missile which chases its target to the ends of the map, gaining in speed and power the longer it flies until it hits, stunning and damaging its victim. If the missile's target dies before it reaches them, the missile will seek out a new target, prioritizing heroes and chase them instead. Flak Cannon causes Gyrocopter's next several attacks to hit every foe in range for full damage. And finally, his ultimate ability Call Down launches two missiles into the air which crash down to deal damage and slow in a large radius. The first missile deals heavy damage and a light slow, while the second missile deals light damage and a heavy slow.

In Dota Underlords, Gyrocopter is a tier 5 hero belonging to the Deadeye and Inventor alliances. His ability, Call Down, fires two missiles which deal damage and slow enemies within a large area.


  • Ace Pilot
  • Adaptation Species Change: A dwarf in DotA and a Keen in Dota 2.
  • Adventurer Outfit: Of the airman variety.
  • Badass Mustache: Quite possibly the most magnificent one in the game, it flares out far enough to billow in the wind.
  • BFG: The weapons mounted on his gyrocopter.
  • Big, Bulky Bomb: Homing Missile has this appearance.
  • Bungling Inventor: He went through numerous explosions before finally creating a working aircraft.
  • Death from Above: Call Down calls an airstrike over the target area, after which two missiles will arrive in succession. The level 25 talent can let him does this globally.
  • Disc-One Nuke: Rocket Barrage is among the most damaging skills if there's only one available target, so it often results in first blood during a 0-minute rune clash.
  • Do a Barrel Roll: Gyrocopter has a taunt called "Do a Barrel Roll", which does Exactly What It Says on the Tin.
  • Gadgeteer Genius: He created the very first flying machine in this world, which would definitely qualify him as one. And almost immediately after that, he figured out how to strap a truckload of guns onto it while still remaining airborne.
  • Grumpy Old Man: He's very much the stereotypical "old coot".
    Gyrocopter: "Get off my lawn!"
  • Herd-Hitting Attack: Gyrocopter is considered one of the best teamfight carries in the game: Flak Cannon + Rocket Barrage + Call Down deal huge AoE damage: in the mid game they are enough to kill all the supports and leave little health to the enemy carry, unless the enemies counter-initiate or initiate first. When Gyrocopter is farmed, Flak Cannon is insanely good. Right-click down the enemy carry while their supports are melting at the same time? They just can't take a teamfight while your BKB is up.
  • Homing Projectile: His second skill, Homing Missile.
  • Macross Missile Massacre: Rocket Barrage launches 30 missiles from Gyrocopter over the span of 3 seconds.
  • Making a Spectacle of Yourself
  • Meaningful Name: Aurel Vlaicu was a Romanian pioneer of early flight.
  • More Dakka: Rocket Barrage + Flak Cannon + Aghanim's upgrade Side Gunner. Ouch.
  • Multi-Directional Barrage: Flak Cannon hits every single hostile unit within attack range. Since it deals Gyrocopter's auto-attack damage and never misses, a popular last resort build involves buying him Divine Rapier for an easy, but risky Total Party Kill.
  • Old Soldier: He's ten years into retirement, which would make him quite old by any reasonable standard. He also pilots a flying machine loaded to the brim with weapons and knows how to use every single one of them.
  • Painfully Slow Projectile: Homing Missile starts out very slow and doesn't get much faster, meaning that a coordinated team can easily shoot it down before it hits.
  • Pointy Ears
  • Retired Badass: Aurel is a retired member of an unnamed military force, but he and his Gyrocopter still have what it takes to kick ass.
  • Scarf Of Asskicking
  • Science Hero: Relies entirely on his homemade vehicle and gadgets in combat.
  • Shout-Out:
    Gyrocopter (meeting Viper): "Holy shit, it's Viper!"
  • Super-Persistent Missile: Homing Missile never stops until it hits or gets destroyed.
  • Those Magnificent Flying Machines: His invention, the gyrocopter. Especially prominent with the Swooping Elder set, which is a literal flying ship.
  • Trade Snark: The Bomb™
  • Vehicular Assault: His M.O.
  • Wings Do Nothing: A variation: Aurel's Gyrocopter obviously has wings, but for balance reasons cannot use them to bypass terrain.
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    Yurnero, the Juggernaut 
https://static.tvtropes.org/pmwiki/pub/images/Juggernaut_8774.png
Voiced by: David Scully

The Isle of Mask gets its name from its inhabitant's tradition of wearing masks day and night, never showing their true face. On this island lived Yurnero, a Juggernaut who refused to obey his corrupt lord. As punishment for his insubordination, he was exiled from the island. But shortly after he was banished, a vengeful mage cast a spell which caused the Isle of Masks to sink beneath the sea, killing all those who inhabited it and leaving Yurnero as its sole survivor. The last Juggernaut now fights to preserve the tradition of his people.

Juggernaut is a Carry hero who is capable of pushing the enemy ranks or charging right ahead to the enemy's formation and cause chaos from within. He is a little fragile, but if he focuses on one enemy, chances are the enemy will drop down dead, cut down by his unstoppable blade. With his first skill and signature move Blade Fury, Juggernaut spins around, gaining spell immunity for several seconds as he cuts up nearby enemies. If he stays near an enemy for the spell's entire duration, they will eat up a lot of damage. The reason he's also known as a pusher is due to his second skill, Healing Ward, which summons a ward that heals nearby allies over time, which can be extremely useful when pushing towers. A maxed Healing Ward and a sufficiently leveled Juggernaut is capable of taking down a tower single-handedly or provide excellent regeneration for the whole team in teamfights provided that the enemy does not hit the ward, as it'll go down in one hit. His third skill, Blade Dance, has a chance to turn one of his normal attacks into a critical strike to deal double damage, making him a dangerous duelist. What makes him truly a force to be reckoned with is his Ultimate, Omnislash. This ability has Juggernaut leap from target to target, attacking at a vastly increased speed for a few seconds. Creeps will also be affected, so those who face Juggernaut are encouraged to stick with their creeps when possible to minimize Omnislash's damage output, while Juggernaut himself needs to decide the right time to use his Ultimate, specifically when all enemy creeps have been taken care of.

In Dota Underlords, Juggernaut is a tier 2 hero belonging to the Brawny and Warrior alliances. His ability, Blade Dance, makes him magic immune while continuously damaging nearby enemies.


  • Achilles' Heel: Juggernaut hates unit that can go ethereal, and unit who can multiply, since they can greatly reduce the effectiveness of Omnislash.
  • Adaptation Species Change: Was an orc in DotA.
  • Anti-Magic: Juggernaut gains spell immunity when using Blade Fury.
    Juggernaut: Can't touch me."
  • Awesome, but Impractical: 6.83 Blade Fury is best described as a one-point wonder: you put a value point in it, then you skip it until level 23. While the level 1 nuke damage and the spell immunity are certainly useful, it also prevents Juggernaut's right-clicks (which is his main source of damage) from hurting anything but buildings, and from as early as level 3 onwards Blade Dance crits have the potential to out-DPS Blade Fury with ease. As a result, after level 1 Juggernaut players usually only use Blade Fury to be able to safely TP out without having to blow a BKB charge, for which a value point is enough. The spell has been significantly buffed since then a max Blade Fury build have been the go-to build.
  • Battlecry: Activating Blade Fury will make him yell "JUGGERNAUUUUUTTT!!!"
  • Boring, but Practical: The standard Mask of Madness Juggernaut build runs on this. Get only 1 point in Blade Fury until level 15, max Blade Dance before skilling Healing Ward, and get Omnislash at every opportunity possible; while getting Mask of Madness as a first item and skip Aghanim's Scepter (a core item for other builds) entirely. The result is a carry who can do little other than right-clicking... but also has an extreme farm rate and sustainability, with a noticeable lack of dependence on his ultimate.
  • Combat Medic: Juggernaut's Healing Ward gives a significant boost to nearby allies' health regeneration. The rest of his kit is all about cleaving enemies to bits.
  • Cool Mask: He's from the 'Isle of Masks', of course he comes with one. And a lot of them, depending on the accessory he's wearing. He makes it clear that he wears masks like that so no one can see his face, for whatever reason.
  • Cool Sword: You'd be hard-pressed to find a single boring sword in his collection.
  • Critical Hit: Blade Dance, which gives Juggernaut a chance to deal bonus with his right-clicks. Its damage multiplier is one of the lowest in the game, but it compensates with a very high proc chance.
  • Deadpan Snarker: He's already plenty snarky towards his enemies by default, but the Call of the Bladeform Legacy voice pack takes this to a whole new level.
  • Disc-One Nuke: Blade Fury is able to deal 400 magical damage from level 1, but since Juggernaut needs to stick to the target for a whole 5 seconds he usually needs the help of another hero if the enemy is not careless.
  • Don't Explain the Joke: Commits one when he tried a pun while bottling a Rune:
    Juggernaut: Does it matter if I put this in my jug or not? Get it? 'Jug or not'?note ''
  • Dual Wielding: Not exactly his style, but one of his rare quotes pokes about an over the top version of this:
  • Everything's Better with Spinning: Blade Fury, the progenitor of the Spin2Win meme (but not the overall trope). In Juggernaut's case, while its damage doesn't scale too well, it has the bonus of giving him Spell Immunity while still being able to use items like the Town Portal Scroll.
  • The Faceless: Nobody has ever seen him without his mask. People aren't even sure he has a face under the mask.
  • Flash Step: His ultimate, Omnislash, has him do this while rapidly attacking random nearby enemies.
  • Glowing Eyes: His only facial feature visible. Although given that some masks change the appearance of his eyes, they may simply be lenses on the mask.
  • Golden Super Mode: Turns glowing gold while in the middle of Omnislash.
  • Instant Awesome: Just Add Dragons!: The Arcana gives him a dragon battle spirit.
  • Invulnerable Attack: Juggernaut is invulnerable when casting Omnislash.
  • Jack-of-All-Stats: Juggernaut's kit contains a heal, a crit, built-in spell immunity, and two nukes, making him a very well-rounded, easy-to-use hero.
  • The Juggernaut: Squishier than most examples, but he can happily throw off your magic by just spinning; Healing Ward, if left be and leveled up, can let him recover damage enough to solo a tower; and if you meet him alone without protection, he'll stomp you dead with Omnislash.
  • Katanas Are Just Better
  • Last of His Kind: After his homeland sank into the sea.
  • Many Spirits Inside of One: The Bladeform Legacy Arcana item has the souls of the Isle of Masks using Yurnero as a vessel.
  • Master Swordsman: Juggernaut makes an emphasis of this, favoring precision and style towards pure brute strength.
  • Meta Guy: Not by default, but his alternate voice lines with his Arcana reference out of games events, like the famous match with Navi at The International 2012 and the reversal of fortunes known simply as "The Play"; Juggernaut has special lines recognizing this for the other heroes who were on Navi's team in that match (with the exception of Rubick).
  • No Good Deed Goes Unpunished: Zig-zagged in his lore. For trying to oppose a corrupt lord, Yurnero is banished from the Isle of Masks... just in time for the whole isle to sink and saving his life.
  • Noodle Incident: In the past, Juggernaut and Templar Assassin used to be close companions and maybe lovers, but something unknown happened and they went separate paths with their bonds implied to be broken. Juggernaut's mask being broken, as depicted by the Bladeform Legacy item, was the result of an unknown encounter with Sven.
  • Not Afraid to Die: Slightly subverted with one of his rare quotes, probably because dying is not that beneficial in the long run.
  • One-Hit-Point Wonder: The Healing Ward only has 1 HP, so Juggernaut must be careful to place it so it won't get 1-shotted by an enemy hero.
  • Random Number God: Omnislash chooses random targets around Juggernaut, so it's very deadly in 1v1 fights but lose a lot of effectiveness when even a single creep gets nearby.
  • Reverse Grip: His default stance is this. Subverted during fights where he switches to forward grip. He can also switch to forward grip when there's an enemy hero nearby.
  • Samurai: For some reason, Juggernaut evokes the image of a lone, wandering samurai with emphasis of blade mastery and sense of honor.
  • Sealed Badass in a Can: The ancestral spirits inside his mask. The Bladeform Legacy Arcana depicts Juggernaut being possessed by these spirits after they are released.
  • Shoot the Medic First: Healing Wards are a One-Hit-Point Wonder, but they are among the most powerful heals in the game if left alive.
  • Shout-Out:
    • Eventually unused, but there's another quote for that group:
    Juggernaut: (denying) My blade is swifter!
  • So Long, Suckers!: He has unique lines when he uses Blade Fury and the TP Scroll at the same time.
    Juggernaut: "I'm outta here."
  • Sophisticated as Hell: An honorable swordsman who still isn't above calling the opponent a "loser". And that's just the start.
  • Soul Jar: His mask is revealed to be one with the Bladeform Legacy equipped; said item has his mask cleaved open, releasing the spirits inside, which take the form of a dragon spirit.
  • Spell My Name with an "S": A minor version. Whenever he uses Blade Fury, he could instead yell "Battle Fury!", which is in fact a buyable item. Even Juggernaut could spell it right when he wanted when he bought the item.
  • Spin Attack: Blade Fury.
  • Spin to Deflect Stuff: Blade Fury at least deflects magic.
  • Surprisingly Sudden Death: The infamous Blink Dagger + Abyssal Blade + Manta Style build. Blink in on lone enemy, stun him with Overwhelm, activate Manta Style, and watch as he melts in 2 second duration of stun (even better if you Shift queue those sequence). Or just use Omnislash on a single hero.
  • Symbiotic Possession: With the Bladeform Legacy equipped, Yurnero becomes possessed by the ancestral spirits of the Isle of Masks. The Call of the Bladeform Legacy voice pack has them speaking through Yurnero.
  • Technicolor Blade: An orange one, by default. Cosmetic items add colors like green, pink, black, and red.
  • Walking Shirtless Scene

    Sylla, the Lone Druid 
https://static.tvtropes.org/pmwiki/pub/images/Lone_Druid_6829.png
Voiced by: Nolan North

Sylla, the wisest druid of the aeons-old Bear Clan, was chosen by the forces of nature to protect the Seed. It was given to him with these words: 'When all of the world has dimmed, when civilization has left these lands, when the world is slain and wracked by the endless deserts at the end of ages, plant the Seed.' The Seed granted Sylla new youth and vitality, as well as the abilities to communicate with bears and transform himself into one. The powers of the Seed attracted the attention of rivals, who waged war on the Bear Clan in an attempt to take it for themselves. Sylla fled, taking the Seed with him, and aeons later he is still protecting it, waiting for the time where he must plant it and fulfill his destiny.

An unique, two-in-one hero, Sylla fights with his trusty Spirit Bear. The Bear is permanently summoned with Summon Spirit Bear, and function like a second hero with his skills and item inventory. It can have Entangling Claws to root an enemy it attack, Demolish to destroy buildings, Defender, which redirects damage Sylla takes to the bear when they are close to each other, and Return for quickly moving around map back to Sylla. For empowering the bear and himself, Sylla can use Spirit Link to increases both his and the Bear's attack speed and survivability: a large portion of damage Sylla or his bear deal during this buff is turned into healing for the other. If one of them is threatened, they can use Savage Roar to scare the enemies back to their fountain. Finally, Sylla can shed his current shell for his True Form, a humanoid bear with increased toughness, also gaining Battle Cry, empowering him and the bear even more. That, or he can just destroy everything himself with his super fast, long-ranged attacks.

In Dota Underlords, Lone Druid is a tier 4 hero belonging to the Savage and Druid alliances. His ability, Summon Spirit Bear, calls a bear familiar to his side, who has a chance to stun enemies when attacking.


  • Adaptation Name Change: Was called Syllabear in DotA.
  • Adaptation Species Change: A night elf in DotA, human in the remake.
  • Anti-Magic: Lone Druid has a level 25 talent which causes Battle Cry to grant spell immunity during its duration.
  • Anti-Structure: When Spirit Bear is maxed, it gains the passive ability Demolish, which gives it a 40% bonus damage against buildings.
  • Awesome, but Impractical: Lone Druid has twice the number of item slots compared to other heroes, 6 for Sylla himself and 6 for the Spirit Bear. In theory this means he can build 12 big items and outcarry anything the enemy throws at him. In practice games almost never last that long for him to amass the ridiculous amount of money needed to build the aforementioned 12 big items; and long before that (if the game hasn't ended already) the enemy carry should have enough farm to kill the bear in seconds (the bear itself doesn't scale with levels nor Strength and it's very hard to increase its durability with items), and 6 of your items just went down the drain. Lone Druid's damage steroids also don't scale as well to the late game compared to, say, Spectre or Medusa, and neither is his teamfight presence, so in the ultra late game his main strength is ratting, not fighting. Because of this, the unstoppable full 12-slotted Lone Druid is nothing more than a myth, and trying to go for it is suicide (as opposed to focusing on improving either the Druid or the bear and taking fights and towers early).
  • An Axe to Grind: In druid form, Sylla attacks using (infinite) throwing axes.
  • Badass Beard
  • Badass Teacher: For Ursa.
    Lone Druid (killing Ursa): "Have you forgotten what I taught you, Ulfsaar?"
  • Bears Are Bad News: The Spirit Bear is the strongest summoned unit in Dota 2.
  • Bond Creature: The Spirit Bear.
  • The Chosen One: Due to his wisdom and righteousness, he was chosen to guard the Seed.
  • Difficult, but Awesome: Lone Druid requires a lot of micromanagement to play effectively, as proper management of the Spirit Bear is paramount to Lone Druid's success. With enough practice, however, Lone Druid can quickly become one of the most dangerous heroes on the map, able to shove down lanes with impunity and deal lots of damage between Sylla himself and the Spirit Bear. The bear, in essence, can act as a sixth hero when properly farmed.
  • Divergent Character Evolution: Lone Druid effectively has two separate builds and playstyles: either build items on the Spirit Bear and use it as a tanky pusher while the Druid himself buffs it with Spirit Link and aura items, or build items on Lone Druid and use him as a long-range attacker with the bear serving as a meat shield and disabler. He'll almost never be getting items on both himself and his bear since it'll take twice as much farm to get them online.
  • Druidic Sickle: Fitting for a Druid, his weapon is an infinite supply of sickles which he throws at his enemies.
  • Eyepatch of Power: The Rage of the Dark Wood cosmetic set gives an eyepatch to Lone Druid's human form and a similar patch of light fur on his bear form.
  • Familiar: His Spirit Bear.
  • Glass Cannon: Sylla has low starting Strength and average Strength gain, meaning that outside of True Form he is quite squishy and can be easily killed if focused on.
  • Green Thumb: The Spirit Bear's passive ability, Entangling Claws, sprouts roots that hold enemies in place.
  • Harbinger of Impending Doom: His purpose is recreating life After the End, so whatever forced him to join the battle between the Radiant and Dire is not a good sign, and he's more than happy to accelerate the events.
  • Informed Loner: Despite his name, he is one of the few heroes who always has a companion by his side: his trusty Spirit Bear. And of course, this being a MOBA, he has to cooperate with 4 other players to succeed.
  • Jack-of-All-Stats: Unlike most other carries, Lone Druid is well-rounded and fairly potent at all stages of the game; he can harass and last hit with ease in the early game with the aid of his Bear, push towers extremely fast in the middle game, and has enough durability to spearhead pushes in the late game with the right item builds. He is also one of two heroes note  that can freely switch between melee and ranged attacks at any point in the game, giving him great flexibility in countering enemy tactics.
  • Lightning Bruiser: True Form, Battle Cry and Spirit Link give Sylla a huge boost in health, damage output and movespeed.
  • Long-Range Fighter: The bizarre "Sniper Druid" build, which takes the +175 Range and +55 Damage talents at levels 10 and 15, then builds Dragon Lance to raise the Druid's attack range to 865. Together with Phase Boots, Lone Druid can move around at max movement speed at just level 7. With the already quick Spirit Bear, he can chase down any target, especially with early debuffs like Orb of Venom and Blight Stone. The build continues to focus on damage to turn Lone Druid into a right-clicker much like Sniper, with the bear having little to no items and usually having to stay away from big fights from the midgame onwards. The weakness of the build lies in the squishiness of both the Druid and Bear due to the lack of items on the bear and True Form on the Druid. In that aspect, he's very similar to Sniper.
  • Metal Slime: Killing his bear yields a very large amount of gold and experience - sometimes more than killing a hero, but he's incredibly hard to kill thanks to his tankiness, an easy escape mechanism, and the ability to resummon him.
  • Mighty Glacier: In True Form, Sylla exchanges his ranged attack and a bit of speed for armor and HP, making him much harder to kill at the cost of mobility.
  • Morphic Resonance: In bear form, Sylla retains his shoulderpad and beard; at the same time, his bear gains attributes of Sylla (such as a beard and braids) as it levels up.
  • Nature Hero
  • The Needs of the Many: He's willing to kill his friends and other Nature Heroes to guarantee the safety of the Seed, although he's not always happy about it.
  • Non-Indicative Name: He's the Lone Druid, but his pet bear hardly ever leaves his side.
  • Non Standard Skill Learning: Lone Druid has a fifth skill, Battle Cry, only available in True Form.
  • No-Sell: At level 25, Lone Druid can choose a talent that grants him and the bear spell immunity when Battle Cry is active.
  • Now Do It Again Backwards: The sound effects that accompany his transformations from and to True Form are roughly each other's reversals.
  • Number Two: Because Lone Druid's effectiveness is so dependent on his bear (on the "traditional build"), managing to kill it will essentially render Sylla himself useless, especially since the cooldown of re-summoning the bear is so long (two minutes at the least). This makes it dangerous for teams to rely too much on the bear, especially if it's carrying aura items like Assault Cuirass and Radiance, since killing it will render one of their main carries useless for at least that long and deny them the benefits of those auras. It's particularly the case in the 6.86 era, where Lone Druid tends to spend all his gold on the bear while the Druid himself carries little more than brown boots and a TP Scroll (and maybe Vladimir's Offering and a Cloak).
  • Obvious Rule Patch: The 6.78 patch makes the health drain of activating Armlet of Mordiggian apply to both heroes and non-heroes, in order to address and eliminate how the Spirit Bear can use an active Armlet without suffering the health drain penalty. Prior to this, the Armlet, a 2600 gold item, would give the bear an extra 25 attack speed, 5 armor, 7 HP per second regeneration and 40 damage, all without having to worry about health drain, so players would just turn the Armlet on permanently and give it the power of a late game item for the price of a mid game one.
  • Panda-ing to the Audience: Two of Lone Druid's cosmetic items, the Spirit of Calm and the Spirit of Anger, changes the appearance of the Spirit Bear to that of a giant panda or red panda.
  • Pointy Ears
  • Reality Warper: A low level version, Lone Druid's abilities comes from his power to project his will into reality.
  • Really 700 Years Old: Sylla is older than civilisation itself.
  • The Rival: To Lycan. Out of universe, they have roughly similar skills (summoning animal familiars to aid them in combat, skills that increase their damage and attack speed, and an ultimate that lets them transform into an animal) although Lycanthrope is more of a Lightning Bruiser than Sylla himself.
    Lone Druid (killing Lycanthrope): You and your pack of mongrels are nothing to me!
  • Screaming Warrior: Two of Lone Druid's abilities, Savage Roar and Battle Cry, are based on loud sounds he make.
  • Sinister Scythe: Carries a small one around, which he throws at enemies as his right-click attack in druid form.
  • Stone Wall: The Spirit Bear is the tankiest summon in the game and has more HP than any hero until lategame, however his damage output is much worse than of Sylla himself. The most common tactic is therefore outfitting the bear with tank and aura items such as Assault Cuirass and Radiance instead of attack-boosting items.
  • Stronger with Age: Strongly believes in this.
  • Super Mode: His ultimate, True Form, turns him into an anthropomorphic bear and gives him access to the ability Battle Cry, boosting his damage and armor.
  • Supernatural Fear Inducer: Savage Roar forces enemies to flee towards their base in terror.
  • Synchronization: The Spirit Bear cannot attack when it reaches a certain distance away from the Lone Druid (except with Aghanim's Scepter), and when the bear is killed, Sylla will also take damage.
  • Touched by Vorlons
  • Transformation Is a Free Action: During his transformation, Lone Druid becomes invulnerable to damage.
  • Voluntary Shapeshifting: Into an anthropomorphic bear.

    Luna, the Moon Rider 
https://static.tvtropes.org/pmwiki/pub/images/Luna_dota_2_8879.png
Voiced by: Linda K. Morris

Once the Scourge of the Plains, leader of a mighty and feared army, Luna went from riches to rags when her men were vanquished. Now, she had not eaten properly in days, struggling to survive in the wilderness for the past several months. On a moonlit night, she saw the shadow of a strange creature, and in desperation, she chased it wildly. Every time Luna thought she had caught the beast, it escaped, but she did not give up until she found her target, a feline creature, sitting atop a hill. As the beast charged her, Luna was certain this was the end for her, but instead of mauling her, it disarmed her and ran away as hooded figures surrounded her. Luna learned that she had been chosen and tested by the moon goddess Selemene, and was asked to either pledge allegiance to the order of Selemene, or leave the Nightsilver Woods and return to her life of scavenging. Luna accepted Selemene's invitation and took upon the title of the Moon Rider, guardian of the Nightsilver Woods.

Luna is a late-game carry with the ability to rapidly tear down several targets. Her first spell, Lucent Beam, summons a piercing ray of moonlight which damages and mini-stuns its target from a good range. Her second ability, Moon Glaive, is what makes her into a fearsome carry: with this passive, her projectiles will bounce from target to target, allowing her to hit multiple enemies with a single attack, albeit with reduced damage for the secondary targets. Her third ability is another passive, Lunar Blessing, is an aura which increases the primary attribute of nearby allies, and improves Luna's vision range at night. Finally, her powerful ultimate ability is Eclipse: this teamfight-oriented spell causes Luna to rapidly and repeatedly cast Lucent Beam on randomly selected nearby targets, dealing large amounts of magical damage to many foes. Those who dare trespass on Luna's domain should beware, or they will find themselves at the mercy of her powerful attacks and spells.

In Artifact, Luna is a blue hero with the Reactive Ability Lucent Beam. This ability deals 1 piercing damage to a random enemy, and grants one charge to each copy of her signature card, Eclipse, in the deck. Eclipse is a spell which deals 3 piercing damage to a random enemy; this effect is repeated for each charge the spell has.

In Dota Underlords, Luna is a tier 2 hero belonging to the Elusive and Knight alliances. Her ability, Moon Glaives, passively causes her attacks to bounce to nearby foes, dealing reduced damage with each bounce.


  • Adaptation Species Change: A Night Elf in DotA, though she retains most of the characteristics.
  • Ax-Crazy: Fits to a T: her glaives are best suited to mass slaughter, she reacts to most everything by trying to kill it, and even has a bit of a sadistic streak.
  • Beam Spam: Eclipse saturates the area around Luna with multiple simultaneous Lucent Beams.
  • Blood Knight: Bloodseeker says she has a "reputation for bloodlust". Toned down, but she stills shows signs of it:
  • Bolt of Divine Retribution: Lucent Beam is described as an equivalent of this from moon goddess Selemene.
  • Cleavage Window: With the Rider's Eclipse set. The Rider's Eclipse Pauldrons is one of the most sought-out items on the community market for a reason.
  • Field Power Effect: Lunar Blessing boosts the primary attribute of allies around Luna.
  • Fragile Speedster: She has the second highest base movement speed in the game, but her Strength stat is abysmal, meaning she goes down quickly until she turns into a Lightning Bruiser late game with enough durability items like Black King Bar and Satanic.
  • Heel–Face Turn: From Scourge of the Plains to guardian of the Nightsilver Woods, yet she's still an Ax-Crazy Blood Knight.
  • Herd-Hitting Attack: Moon Glaive allows Luna's glaive to bounce to enemy units near the attacked unit.
  • Innate Night Vision: Levelling Lunar Blessing increases Luna's night vision to 1800, equal to the standard day vision.
  • Kill Sat: Lucent Beam and Eclipse summon damaging beams of light from the sky, although they have a divine origin.
  • Lunacy: Her powers come from the Moon Goddess Selemene.
  • Ms. Fanservice: Her curves, bright skin-tight clothing, and... posture surely attract the viewers' attention.
  • Non-Indicative Name: Luna's glaive doesn't look like what it's insisted to be.
  • Panthera Awesome: Her default mount, Nova, a sabre-toothed cat.
  • Pinball Projectile: Moon Glaives allows her autoattacks to bounce to up to six additional targets, though they lose damage with each bounce. They can also bounce between enemies that they've already hit, drastically increasing her damage against small groups.
  • Purple Eyes
  • Red Oni, Blue Oni: The red to Mirana's blue.
  • The Resenter: Luna does not to like that Mirana is of higher class in service of Selemene. As an ally, she shows respect to Mirana in as much as she can feign by the laws of Selemene, but as an enemy, if Luna kills Mirana, she will remark about succeeding Mirana's spot. The reasoning is that Luna probably saw Mirana as a pampered, stuck-up bitch who got everything handed to her without actually trying, whereas she had to earn her peers as a warrior through tons of bloodbath.
  • Spam Attack: Eclipse aside, her playstyle favors spewing out masses of almost anything she has thanks to their low cooldown. Even Eclipse can be seen as a burst of Lucent Beam spam.
    • Magical Luna build. Take the cooldown reduction of Lucent Beam, then buy Octarine Core for a 1.5 second cooldown on Lucent Beam. Optimal? Probably not. Fun? Definitely.
  • Spy Catsuit: Could be easily mistaken for a Latex Space Suit if it wasn't a fantasy world.
  • Stellar Name
  • Summon Magic: Eclipse:
    In times of great need, Selemene herself descends into the world, blocking out the light and hope of the opposed.
  • Teeth-Clenched Teamwork: If it wasn't for the laws decreed by Selemene, Luna would be more than glad to rip Mirana a new one and then take over the throne of being Selemene's top servant.
  • Total Eclipseof The Plot: Eclipse temporarily turns day into night for a few seconds.
  • Violent Glaswegian: Has the voice and the temperament to be one.
  • You Gotta Have Blue Hair: Powder blue.

    Medusa, the Gorgon 
https://static.tvtropes.org/pmwiki/pub/images/medusa_full_1519.png
Voiced by: Jen Taylor

Of the three daughters of a sea goddess, Medusa was the only one to be mortal. She took comfort in the thought that her power was in her beauty, until she and her sisters were assailed in their home. While the attackers grabbed her sisters, they refused to take Medusa with them due to her mortality, which they considered repulsive. Medusa was humiliated, and asked her divine mother to exchange her beauty for power with which to rescue her sisters. Her wish was granted, and Medusa now understands that there is no power in being beautiful, for beauty comes from power.

Medusa the Gorgon is a ranged agility Hero. Highly item-dependent, she acts as a carry who can potentially strike down entire teams at once while protected by tank-like survivability. Split Shot passively causes each of her attacks to hit up to three additional targets for reduced damage, greatly increasing the potency of damage-granting items by spreading her damage among many foes. Her second skill and sole nuke, Mystic Snake, launches a magical snake that bounces between enemies and damages them before returning to Medusa, with the damage increasing with each bounce. Additionally, the snake steals a percentage of each target's maximum mana, which is given to Medusa when the snake returns to her. Medusa absolutely needs all this mana to fuel her Mana Shield, which provides insane levels of durability by causing 60% of all damage Medusa would take to be taken out of her mana pool rather than her health pool as long as she has mana to spare, making killing a sufficiently-outfitted Medusa a tricky and time-consuming process. As fitting someone who calls herself a gorgon, Medusa's ultimate is calledStone Gaze. Using it causes Medusa to temporarily unleash her full power, massively slowing any units that are looking in her direction. After 2 seconds of exposure, the affected enemy is turned to stone (or, if it's an illusion, instantly killed), rendering them unable to act. While petrified, units take bonus physical damage. All of this combines to make Medusa one of if not the most durable hero in the entire game, capable of ripping entire teams to shreds while they feebly try to kill her.

In Dota Underlords, Medusa belongs to the Scaled and Hunter alliances. She has two abilities. The first is Stone Gaze, which causes Medusa to slow enemies who look at her; foes who look at her for 2 seconds while the ability is active are petrified, stunning them and increasing the damage they take. The second is Split Shot, a passive ability which fires two secondary arrows at enemies near her target, dealing reduced damage to them.


  • Achilles' Heel: Mana Drain abilities tears through her shield rapidly, seriously dropping her durability, and manfighting-oriented carries, or just basically any melee carry with a Skull Basher and comparable farm can lock her down and tear her appart as she's as vulnerable to simply bashlocked as any other immobile hero. She gets a few pot shots during Stone Gaze while they look away, and if she doesn't kill them with that, it's over for her.
  • Baleful Polymorph: Averted, she willingly traded her good looks for power and doesn't seem to regret it in the least.
  • Bare Your Midriff: With the Serpent of the Emerald Sea set.
  • Crippling Overspecialization: Medusa is pretty much the stereotype of an ultra-hard carry: she's completely useless before 45 minutes (even slower than other hard carries like Spectre, Anti-Mage or Terrorblade), she's unstoppable after 50 mins, and until then she can't do anything but farm. If the enemy team has a Medusa you're basically playing 5 vs 4 for 40 minutes. That's why many, many players say that she is just unplayable: useless without 25k+ money and garbage space-taking mid game.
  • Damage-Increasing Debuff: Stone Gaze, in addition to completely disabling its victims, also makes them more vulnerable to physical damage. On top of that, it also causes Mystic Snake to deal pure damage instead of magical damage.
  • Gorgeous Gorgon: Double subverted. Although she is described as possessing "legendary beauty" before her transformation she finds her current form and power to be truly beautiful.
  • Magikarp Power: One of the most famous examples of this, even among other hard carries. With good farm, teamfighting against her is essentially impossible. On the other hand her mid-game is complete garbage, because she has no disable, she can't gank and snowball, and she needs minimum 3 lategame items to avoid feeding in teamfights. The only thing she can do in the mid game is farm, farm, and farm again, but when she comes online she is completely unstoppable, having almost double the effective HP compared to other hard carries due to Mana Shield, and able to 1v5 entire teams with Stone Gaze and Split Shot.
  • Mana Drain: Mystic Snake drains mana from enemies and gives it to Medusa.
  • Mana Shield: Her third skill, named this, reduces any damage that she takes by half, and deals that damage to her mana pool instead. It gets more efficient as it's leveled up.
  • Medusa: Obviously.
  • Mighty Glacier: By the time Medusa gets her Linken's Sphere and choice of durability and damage items, she can deal quite a punch and take one as well with Mana Shield. Just don't expect her to move quickly without the help of items or buffs, though.
  • Multishot: Split Shot splits her arrows to hit up to 4 additional targets.
  • Pinball Projectile: Mystic Snake jumps from target to target before returning to Medusa.
  • Power Crystal: Embedded in her forehead.
  • Power Echoes: Her voice.
  • Power Glows: Stone Gaze is accompanied by her Power Crystal and eyes emitting a bright red light.
  • Red Eyes, Take Warning
  • The Rival: To Naga Siren with similarities in character design, and in their abilities effectively cancelling out each other.
  • Snake People: Humanoid upper body, serpentine lower body.
  • Sssssnake Talk
  • Taken for Granite: Her ultimate, Stone Gaze, will slow all enemies that look at her, and if they look too long will turn to stone, taking bonus physical damage (which makes them easy prey for her Split Shot). The 7.06 patch gives her an Aghanim upgrade to Mystic Snake that can petrify any target it hits, for 2 seconds.
  • Weapon of Choice: Her bow and arrow à la Clash of the Titans.
  • Youngest Child Wins: She was the most beautiful of the three sisters, and her "flaw" made the assailants leave her free.

    Meepo, the Geomancer 
https://static.tvtropes.org/pmwiki/pub/images/Meepo_9214.png
Voiced by: Nolan North

Meepo is a scavenger living in the Riftshadow Ruins. He mostly subsists on small captured creatures, but occasionally plans trips to a palace where he can collect ancient artifacts to sell in a nearby town. In this palace, rituals were once held where the souls of victims were shattered into pieces. The Riftshadow crystals used for these ceremonies being exceptionally valuable, Meepo is always happy to find one. On one unfortunate occasion, he accidentally shattered a crystal against his body... Which wasn't necessarily a bad thing.

Sometimes, one hero just can't get enough done by themselves. Fortunately, Meepo the Geomancer doesn't have that problem; thanks to his Divided We Stand ultimate ability, there's plenty of Meepo to go around. Each level in Divided We Stand creates a clone of Meepo with its own pair of boots that can use all of Meepo's abilities, with an additional one if he has Aghanim's Scepter, for up to five times the Meepo with only one string attached: if one Meepo dies, all of them bite the dust. As such, masterful multi-unit micromanagement and multitasking are musts for mastering Meepo. His other abilities all benefit from the power of numbers granted by the clones. Earthbind throws a net that traps all units caught inside, and its low cooldown means that Meepo can pin down an enemy indefinitely with the help of his clones. Poof allows Meepo to teleport, dealing damage both in the area where he leaves and the area he arrives at, but can only be used to teleport to Meepo. Which, of course, makes it quite fortunate that there are so many of Meepo, as this lets each Meepo escape from danger by Poofing to a Meepo that's sitting somewhere safe, deal heavy area-of-effect damage, or converge on a single target with the other Meepos and start beating it down. Speaking of which, his Ransack ability lets Meepo's attacks steal a fixed amount of health from the target, which heals all other Meepo clones for the same amount. With Meepo, more really is merrier.

In Artifact, Meepo is a blue hero. His signature card, Divided We Stand, is a spell which summons a Meepo. Meepo has Poof, an Active Ability which sends Meepo to the same lane as another Meepo, then deals 2 damage to his neighbors. However, he also has the United We Fall Continuous Effect, which kills every allied Meepo on the board when one of them dies.


  • Angrish
    Meepo (angry): "Ahhygwatagtbekddinme."
  • Anti Escape Mechanism: Trying to run from a pack of Meepos tends to be rather difficult. As soon as one Meepo lands an Earthbind, the others can follow up with their own Earthbinds to pin the target down even longer.
  • Awesome, but Impractical: While it is possible to learn how to play Meepo well, his skill floor is so high that he results in this for most players, even professional ones (he is the perennial exception to the unwritten rule that a pro must be able to play all heroes in his position at an acceptable level). With the addition of area-of-effect disables being his hardest counter, Meepo remains in competitive play forever as a super situational hero even for the few carry players with exceptionally strong micro, because other heroes such as Arc Warden and Terrorblade fulfil a similar role without having all of Meepo's downsides, and in competitive games he's only ever seen as a very rare surprise last pick when the enemy captain failed to take into account these players' capability to play Meepo.
  • Beware the Silly Ones
  • Carry a Big Stick: One of Meepo's cosmetic weapons, the Crystal Scavenger's Augmented Mace.
  • Clone Degeneration: Meepo's clones cannot use any items and runes except for the boots that Meepo wears. Also, each clone gets a consecutively higher voice.
  • Death of a Thousand Cuts: Individually Meepo doesn't do very much damage, but four or five of them wailing on the same hero can deal absurd amounts of damage.
  • Difficult, but Awesome: Widely considered the hardest character in the entire game to master, even moreso than Invoker. The micromanagement aspect alone is difficult, but letting any one Meepo clone die will cause all of them to die, making it easy for new players to feed the enemy team simply because they accidentally left one of their clones behind. However, mastering the micromanagement aspect lets you snowball past every other player in the game and carry the match.
  • Dishing Out Dirt
  • Doppelgänger Attack: His entire gimmick.
  • Dynamic Entry: The result when multiple Meepos Poof to one in a battle. Good Meepo players can often jump on top of enemy heroes with almost no warning, trapping them with Earthbind, followed by three or four others Poofing in immediately after.
  • Elite Army: Unlike illusion heroes such as Phantom Lancer or Naga Siren who depend on Zerg Rush tactics using significantly weaker but expendable illusions to mass on a target, Meepo's clones deal regular damage, can all cast full-power abilities on separate cooldowns, and take normal damage from enemies. The flip side, of course, is that each clone is invaluable since the loss of one means the loss of all of them.
  • Exponential Potential: It is possible to gain experience with every clone, meaning that you can put a clone in multiple lanes and the jungle, and gain experience as if you're in all of those places at the same time. A successful player who can farm and keep all his clones within experience range throughout a match often hits level cap (25) before others are even able to max out their ultimates (16), meaning that each clone can possibly be stronger than the individual heroes on the enemy team.
  • Fighting Clown
  • Honest John's Dealership: He's such a trader himself, stealing items from defeated enemies, and (correctly!) accuses the Shopkeeper of this.
  • Inescapable Net: Meepo's first ability, Earthbind, prevents trapped players from going invisible or blinking away for the duration of the disable, and unlike other nets can affect enemies in an area (as opposed to only a single target). While it only lasts two seconds, the cooldown is only eight at max level, so with four or more Meepos and good timing it is actually possible to keep a group of enemies rooted to the ground indefinitely.
  • The Juggernaut: Thanks to having multiple copies of himself and a cheap channeling spell interrupt, Meepo does not care about single-target disables, binding nets, and channeling disables, and will continue bashing and exploding his enemies to death. A Meepo can easily end up with preposterous amounts of HP and damage on all clones by buying relatively cheap stat items, which can be benefited by clones. A buff to his magic resistance in the 6.78 patch gave him 35% innate magic resistance, so he often simply shrugs off magic nukes, as do his clones.
  • Kryptonite Is Everywhere: Meepo is vulnerable to both area of effect disables and single target pick-off abilities, which are not uncommon at the very least. First-picking Meepo in a Captains Mode game is borderline suicidal as it will give the enemy captain too many options to counter your mid hero.
  • Life Drain: Ransack steals a small amount of life from the target with each attack, healing all of Meepo's clones for that amount. Though the effect is small on its own, five Meepos hitting you at the same time means taking up to 100 extra damage while each of them are healed for 100 health.
  • Magikarp Power: Early on, Meepo can't really do anything. Once he gets a clone, he gets better, but not by much. But with four clones and a metric ton of farm, Meepo can bulldoze towers and enemy teams like nobody's business.
  • Mysterious Past: His lore is extremely vague and it can merely be assumed that Meepo himself is telling it.
  • The Napoleon
  • Non Standard Skill Learning: Next to Invoker, Meepo is the only other hero in the game who can skill his ultimate before level 6.
  • Not the Intended Use: Dragon Lance is an item generally purchased for the increased attack range on ranged heroes, so you'll pretty much never see it on a melee hero. Meepo is the one exception, since it gives decent stats at a reasonable price for both him and his clones.
  • Only in It for the Money: Judging from his voice responses, he's only in it for whatever money he thinks he's going to get after it's over. (Winning: I'm gonna be rich! Rich!")
  • Plucky Comic Relief
  • Power Crystal: The Riftshadow crystals mentioned in Meepo's lore.
  • Scavenger World: He originates from such an area.
  • Self-Duplication: Meepo's ultimate, Divided We Stand, creates a clone of himself that functions identically to Meepo prime (meaning that unlike illusions, they take and deal normal damage, and stay on the map indefinitely). He can create up to three clones by himself, for a total of four, or purchase Aghanim's Scepter to increase the possible maximum to five.
  • Shout-Out: He shares some voice lines with the Scout from Team Fortress 2.
    Meepo: (upon death) "He punched out all my blood."
  • Shovel Strike: His weapon of choice is a shovel enchanted with his passive, Ransack.
  • Skill Gate Characters: A variant of this: Meepo is viable even in the highest pub games but is a rare sight in pro games. While in pub games and in the hands of a good player Meepo can be unstoppable, he is a rare sight in pro games because of how many counters he has, which even the highest level pubs don't bother with. Meepo is only viable as a pocket strat or surprise last pick when your opponent doesn't expect it, and only in the hands of people who can play him.
  • Some Dexterity Required: Controlling a single Meepo is relatively straightforward and about as easy to manage as Wraith King. Commanding four or five in battle, queuing up their Poof and Earthbind together, getting them to position around and attack the correct target with Ransacks, all while the enemy is actively trying to kill you by focusing down one of your clones, not so easy.
  • Spam Attack: Each Meepo clone has its own independent cooldowns, which allows him to cast his spells up to five times in a row when he has enough clones in the same place. On top of that, his active spells each have rather short cooldowns when levelled up, further facilitating spam: Earthbind at max level has short enough cooldown that if all the Meepo clones keep casting it one after the other on the same target, they can keep someone locked down until they run out of mana or their target dies.
  • Splash Damage Abuse: There are several ways to improve the usefulness of Poof:
    • Poof can be used on a moving Meepo, so if one clone is simply following a hostile, that enemy won't be able to dodge the area damage.
    • Damage is dealt on both teleport entry and exit, and Meepo can teleport to himself. This is an easy way of dealing double damage if the target can't move away.
  • Teleport Spam: His second ability Poof has a very short cooldown, and is often spammed during combat, or just to get around the map faster. Buying Boots of Travel on a Meepo can give him a global presence, since every clone has a separate cooldown, and the others just need to Poof to this location without using their boots. For a farmed Meepo this means 5 global teleports every minute - more than Tinker and Nature's Prophet can pull off.
  • Weaksauce Weakness:
    • Unlike most heroes that rely on weight of numbers, Meepo is vulnerable to both area of effect disables and single target pick-off abilities, as the opponent only has to kill one Meepo to bring them all down, not necessarily Meepo prime. This also means he gets very little mileage out of Black King Bar and Linken's Sphere as they don't protect his clones.
    • Earthshaker hits him particularly hard, as with the help of the four clones his ultimate Echo Slam can easily score a Rampage.
    • Getting stunned and then plowed through by Sven, who has both Storm Hammer to stun, and Great Cleave and God's Strength to kill the clumped-up Meepos. With most other heroes attempting something similar, if you survive, you can hope to lock them down and run the damaged Meepo away, with Sven, all the clones are brutalized.
    • Ember Spirit's Sleight of Fist with a Battle Fury hits a clump of Meepos just as hard as a badly-positioned team of other heroes.
    • Dragon Knight's ability to cripple all of their base damage, durability, and group slow grinds Meepo down and cuts down his low mobility.
    • Chaos Knight can simply abuse his incredible damage output and Reality Rift to give Meepo a taste of his own medicine, surrounding one Meepo and utterly annihilating it.
    • Getting stunned and then plowed through by Magnus and his team, who will happily abuse the free cleaves Magnus hands out to wipe the floor with Meepo... especially after Magnus forces them (and a good few of Meepo's buddies) into a nice, tight formation.
  • Weaponized Teleportation: Poof does area of effect damage at the origin and destination, so using Poof in place inflicts a large amount of damage; however, it's still very damaging even with just the destination Poof. Combine it with several Meepos at max level, and you can literally cut most heroes down to size in less than five seconds by yourself.
  • Whatevermancy: This is largely a holdover from the original DotA, where he was referred to as a Geomancer. When his backstory was rewritten, it became The Artifact. There actually is such a thing as geomancy; unfortunately its focus is less "creating teleporting clones, presumably from the very earth" and more "divination via patterns in sand".
  • You Dirty Rat!

    Mirana, the Princess of the Moon 
https://static.tvtropes.org/pmwiki/pub/images/Mirana_3437.png
Voiced by: Gin Hammond

Although she was in line to inherit the Solar Throne, Mirana relinquished her position in order to dedicate her life to Selemene, the Goddess of the Moon. Riding atop a feline familiar, and armed with a magical bow whose arrows draw power from the moonlight, the Princess of the Moon now prowls the Nightsilver Woods, keeping them safe from those who would intrude upon its sacred beauty.

Mirana is a semi-carry, semi-support hero possessing several utilities that can help her and her allies while still contributing a lot of great damage once she buys the necessary carry items. She has an excellent gap-closer, Leap, which causes her mount to bound in the direction she is facing, allowing her to reposition herself in a more favorable position for further attacking or retreating. This spell has multiple charges, and she gains a brief bonus to her attack and movement speed after landing. If she is close to the enemy, she can unleash the Starstorm, raining down meteors in a huge area around her and an enemy closest to her will get struck with another meteor. Mirana's signature skill is the Sacred Arrow, where she shoots one arrow that slowly travels in a very long line, ignoring any obstacles until it collides with an enemy, whereupon it damages and stuns them based on how far the arrow traveled, with the stun maxing out at a ludicrous 5 seconds. A well-positioned and unhindered Mirana can play the deadly sniper that catches the enemy off-guard and let her allies gang up on the victim, however, she has to aim well and make sure no creeps get in the way of the arrow, or else it's the creep that gets stunned. Lastly, she can set up various ambushes or escapes using Moonlight Shadow, where she grants herself and all allied heroes invisibility for a set amount of time, only revealing themselves when attacking and going invisible again as long as they are idling and the time hasn't expired.

In Dota Underlords, Mirana is a tier 4 hero belonging to the Elusive and Hunter alliances. Her ability, Sacred Arrow, inflicts a long stun and heavy damage onto an enemy from a long range.


  • Abdicate the Throne: She left the Solar Throne to become a Princess of the Moon.
  • Accidental Aiming Skills: Sacred Arrow's massive hitbox and nigh-invisibility can lead to other heroes running into it, and the sheer damage and stun duration means even if it's not an optimal target, she's still come out far ahead.
  • Achilles' Heel: Moonlight Shadow will not work if a hero is silenced, so even in cases where the enemy has no detection, silencing Mirana or her allies before the fade effect sets in will prevent them from going invisible, and casting an AoE silence can bring them out of invisibility.
  • Adaptation Species Change: Like Luna, she was originally a Night Elf.
  • Bribing Your Way to Victory: Unintentionally inverted with the Crescent Bow cosmetic item, which actually makes her Sacred Arrow easier to spot and avoid, giving it the Fan Nickname "Pay To Lose Arrow."
  • Crazy Cat Lady: A lot of her voice lines lend this impression for laughs.
    Here, kitty kitty.
  • Curse Cut Short: If the Sacred Arrow hits a creep instead of a hero.
    Mirana: Son of a...
  • Death from Above: Her first skill, Starstorm, drops a wave of shooting stars on every enemy in the vicinity.
  • Defiant to the End: One of her death quotes shows just how she valued her pride and nobility status:
  • Difficult, but Awesome: Sacred Arrow is considered to be the hardest stun to land in the game, since it's an extremely slow projectile that's only effective after it's traveled a long distance. It takes considerable patience to predict your target's path, not to mention that it's easily spotted and evaded by wary players. However, landing a long-range arrow can yield a lot of damage and the longest stun in the game (5 seconds).
  • Does Not Like Shoes: Mirana wears a strap around her heel, mostly barefoot.
  • Everything's Better with Princesses: Though still a rather bitchy princess, it's still quite better, because this princess can still help out with her utilities and skills.
  • Exactly What I Aimed At: Her reaction to hitting Roshan with Sacred Arrow, which is laughably easy since Roshan doesn't move most of the time. Or worse, Roshan's large hitbox blocked Mirana's true target, and she's too proud to admit it.
  • Field Power Effect: Moonlight Shadow, Mirana's ultimate, applies a global buff that turns her entire team invisible. It's unique among invisibility spells in that the fade time remains in effect even after breaking invisibility, meaning that allies can turn invisible again for the 15 second duration of the spell.
  • Fragile Speedster: Mirana has above-average movement speed and Leap, which makes her jump forward and further boosts movement speed, makes her one of the best chasers and escapers in the game. However, she has one of the worst starting Strength and Strength growths in the game, making her easy to kill if Leap is on cooldown.
  • Fun with Acronyms: Mirana's Dota 2 title, "Princess of the Moon", is something of a Shout-Out to her old DotA title, "Priestess of the Moon", both of which use the same initials. The latter could not be used due to it being a hero title from Warcraft 3.
  • Horse Archer: More like Tiger Archer.
  • Horse of a Different Color: By default she rides on a white tiger named Sagan, and none of her cosmetic mounts are horses.
  • Impossibly-Low Neckline
  • Invisibility: Moonlight Shadow grants this to her entire team, making it great for setting up ganks and teamfights, or helping her allies get out of a bad situation.
  • In a Single Bound: Leap allows her to jump forward a good distance.
  • Jack-of-All-Stats: Mirana is one of the few heroes in the game who can be played as a full-on carry, or as a utility support due to her skill layout. She has a good damage nuke, a long-range stun, an escape spell that also serves as a speed buff, a global invisibility spell, and is a ranged Agility hero with decent stat growth that allows her physical damage to scale. Due to her flexibility and array of useful spells, she can be played in almost any lane and be put to almost any role depending on her team's needs.
  • Kicking Ass in All Her Finery
  • Lady of War: Very calm, reserved, fights with a bow, and capable of playing a carry to wreck the entire enemy team alone when fed.
  • The Leader:
    • Amongst the servants of Selemene, Mirana seems to hold the title, with Luna as her Lancer/Number Two. Mirana is also aware of Luna's growing resentment towards her about this and does her best to keep her in line.
    • Gameplay-wise, Mirana can be played as such, as she can make calls about when to initiate team fights either by a well-placed arrow inflicting a lengthy disable on a valuable target, or getting everyone invisible with her ultimate ability for an ambush initiation. She can also save teammates by rendering them invisible when they are being chased away.
  • Lead the Target: The arrow travels extremely slowly for a castable spell, making it very easy for opponents to dodge it if they see it coming.
  • Lunacy: She draws most of her powers from the moon.
  • Mage Marksman: She fights with a bow and magic, and can deal a fair amount of damage with both.
  • Master of None: She is most often classified more as a semi-carry rather than a true carry, and her spells are very mana-hungry. If she's played as a carry then she must try to end the game as quickly as possible since she can't fight toe-to-toe against actual carries, and if she's played as a support she has to get lots of levels and a decent amount of farm in order to make the most of her magic nukes and maintain her mana pool.
  • Ms. Fanservice: Often praised for her shapely body, as well as having her shoulders bare and her cleavage displays a nice rack. Furthermore, a few of her rare quotes is about meowing like a kitty.
  • Multi Shot: When using Sacred Arrow, Mirana will fire three arrows at once with the appropriate level 20 talent.
  • Never My Fault: Blames others for missing her Sacred Arrow.
  • Non-Indicative Name: Mirana's cast animation implies that her Sacred Arrow is actually a thrown spear.
  • One-Hit Kill: If it hits a non-Ancient creep, Sacred Arrow kills the creep instantly.
  • Panthera Awesome: Her default mount is a tiger.
  • Projectile Spell: Mirana's Sacred Arrow stuns the first enemy unit it strikes for a duration based on the distance where Mirana fired her arrow and the target hit.
  • Red Oni, Blue Oni: The blue, being the calm, composed main acolyte of moon, to Luna's red, the violent and sadistic moon... hit-woman.
  • Rich Bitch: Smug, haughty, entitled, and condescending towards her enemies, calling them "Mutt", "Dog", "Cur", etc...
  • Royals Who Actually Do Something
  • Splash Damage Abuse: Starstorm will drop an extra star at melee range after the initial wave, dealing 75% of the damage of the first wave. This allows Mirana to deal a heavy amount of damage to a target by Leaping right next to them and casting Starstorm, since the first wave will most likely kill any nearby creeps or weak units, leaving only the strong one to eat another hit.
  • Surprisingly Sudden Death: The Aghanim's Scepter Mirana build, which can potentially deal a hefty 825 burst damage to a target hit by both the first wave and the extra star from the double Starstorm. An additional Sacred Arrow is enough to kill or cripple most targets, and that's before Mirana gets her Ethereal Blade...
  • Teeth-Clenched Teamwork: On surface, she might seem to be getting along with Luna on a common goal together. But their formalities seem forced, and they seem to be naturally more happy to get into a Cat Fight about who gets to be the top Selemene servant. Coming from Mirana, this makes sense, as she doesn't believe that an ex-bandit like Luna should get the privileges of a leader.
  • Walking Wasteland: With Aghanim's Scepter, Mirana automatically triggers Starstorm periodically for no mana and without putting Starstorm on cooldown. Hitting a single target two Starstorms, including an extra star, inflicts damage comparable to Lion's Finger of Death on roughly half the cooldown, allowing Mirana to melt heroes very quickly and destroy creep waves even without the extra star.
  • Warrior Princess
  • Weak, but Skilled: She has low stat growth across the board, but makes up for it with her extremely powerful kit and the utility she brings to her team.
  • Weaksauce Weakness: Despite her flexibility, many of Mirana's greatest strengths are also hard-countered by the right items and spells.
    • While Moonlight Shadow is very powerful in the early game since its global range allows her to effectively give her whole team a Shadow Blade for ganking or escaping, it's dodgy in the late game at best, since it can be easily defeated by any form of detection or silence, and competent teams can use good prediction and map awareness to turn ganks completely around by using the other team's complacency against them. In fact, simply picking Mirana can actually be a detriment to a team since it will cause your opponents to buy detection items earlier than usual and use them more frequently, meaning that it will greatly hinder any of your teammates with their own invisibility abilities (or who often purchase Shadow Blades), and result in more frequent de-warding.
    • Sacred Arrow has the longest stun duration in the game, however it can also be countered pretty easily by stun-removing spells. This means that if there's an Abaddon, Legion Commander or Oracle on the enemy team, they can simply purge the 5-second stun off of an ally that's been hit with an arrow, and in the first two cases do so on a lower cooldown than Sacred Arrow itself.
    • Mirana herself has low to mediocre base stats and low base damage (combined with slow projectile speed making last-hitting difficult), so while she's capable of making foolproof ganks and scaling decently with farm, early on she's as powerful as a lane creep. Played as a carry she requires a fair amount of babysitting to ensure that she gets the farm she needs, and played as an early roamer virtually all of her effectiveness lies in landing Sacred Arrow.

    Sun Wukong, the Monkey King 
https://static.tvtropes.org/pmwiki/pub/images/dota_monkey_king.png
Voiced by: Bill Millsap (Matthew Mercer in the trailer)

Sun Wukong was a simian warrior who once dared to rebel against the gods themselves. As punishment, he was trapped beneath a mountain, and for 500 years he waited in solitude until he was offered a shot at redemption: serve and protect an acolyte on his pilgrimage and obtain an ancient relic, and he would be freed. Sun Wukong accepted, and after overcoming countless obstacles, his journey was completed. But even after all these hardships, the Monkey King simply can't resist the temptation of defying gods...

Dota 2's first exclusive hero, the Monkey King needs no introduction. Tricky, agile and monkey-ish as one would expect, Sun Wukong is an ambush oriented fighter who shines when he takes advantage of surprise to strike at his enemy as hard as possible. Boundless Strike has Monkey King slamming the Ruyi Jingu Bang on the ground hitting multiple enemies with a narrow area-of-effect, stunning and dealing critical damage to them. Tree Dance lets Monkey King leap to a tree of his choice, with the catch that taking damage will put Tree Dance on cooldown when he's on the ground, and he will suffer a lengthy stun if a tree he's standing on is destroyed. Primal Spring, available while balancing on a tree, will have him spring from a tree, dealing magical damage and slowing enemies within the area-of-effect. Jingu Mastery grants Monkey King bonus damage if he hits a single enemy hero four times, gaining tremendous bonus damage and high lifesteal for his next four attacks. Mischief, an innate ability available to Monkey King at the very beginning, lets Sun Wukong disguise himself as a world object, such as a tree, a rune, a dropped item and a courier, very briefly becoming invulnerable upon transforming. Wukong's Command is his ultimate ability, letting him summon clones of himself to stand stationary within a ring and attack enemy heroes who approach them, as well granting bonus armor to both Monkey King and his clones as long as Monkey King stays within the ring.


  • Badass Baritone: In his trailer, his voice is surprisingly deep and less monkey-ish. However his voice in the game proper is higher pitched by virtue of having a different voice actor.
  • Critical Hit Class: Much of Monkey King's damage potential comes from Jingu Mastery and Boundless Strike. The former, if it hits one enemy hero four times, grants Monkey King a massive damage bonus for his next four attacks. The latter is an area-of-effect spell that stuns and deals critical damage to all enemies it hits based on Monkey King's damage. If a Monkey King player successfully chains four hits on one enemy hero, they can potential deal a massive amount of damage with one Boundless Strike, usually grounds for a team wipe, especially if Monkey King picked the talent that grants +100% bonus damage to Boundless Strike.
  • Deadpan Snarker: Possibly beating out Puck for the snarkiest hero in the game, with a sarcastic jab ready for just about everyone else.
  • Developers' Foresight: While Mischief is active, Monkey King's movement speed is normally set to 200. If he's disguised as a courier, he instead has 350 movement speed, the same as an unupgraded courier.
  • Four Is Death: Jingu Mastery gives Monkey King a very significant damage bonus on his next four attacks if he attacks a single enemy hero four times.
  • Fragile Speedster: Tree Dance grants Monkey King incredible mobility, and gives him great opportunities for surprise attacks to quickly end enemy heroes before they have a chance to retaliate. But he's vulnerable if caught by the enemy, since damage will set Tree Dance on cooldown if he's not standing on a tree. It's even worse if a tree he's standing on is destroyed, because it will stun him for 4 seconds.
  • Glowing Eyes: When he has the second and third forms of his Arcana, Monkey King's eyes can be seen glowing.
  • Herd-Hitting Attack: Two of his spells, Boundless Strike and Primal Spring, can hit multiple enemies.
  • Irony: In his trailer, Monkey King is seen beating up the shit out of Beastmaster, while in the game Beastmaster is a very strong counter to Monkey King: the hawk can spot Monkey King when he's sitting on a tree, Wild Axes is a spammable tree-cutting ability, the boar's strong slow makes it difficult to build up Jingu Mastery stacks, and Primal Roar, like all long BKB-piercing disables, is especially strong against squishy, slippery foes like Monkey King.
  • Jerkass: He's haughty, egotistical, and practically lives to mess with people and get in fights.
  • Jerk with a Heart of Gold: But he's also surprisingly caring. He refuses to become a pit fighter on principle and has some good things to say about his allies at times.
    Monkey King: "You're a hero Clinkz. Not enough people give you credit for that."
  • Master of Illusion: As seen in the Monkey King teaser, he utilizes his trademark "pull hair, and then turn them into his clones technique to spawn illusions. Mischief allows him to disguise himself.
  • Meta Guy: Monkey King's responses toward other heroes can be summed up as the result of taking a Deadpan Snarker and giving him access to every shred of backstory in the game.
  • Nobody Here but Us Statues: Mischief allows Monkey King change his form to deceive enemies, with the forms including trees, runes, items, and the courier.
  • Non Standard Skill Learning: Monkey King is one of the few heroes in the game with an innate skill, Mischief. Tree Dance also contains a sub-ability called Primal Spring, which is levelled up at the same time as Tree Dance and can only be used when it's active.
  • Obvious Rule Patch: Prior to 7.04, Monkey King can apply bash from Skull Basher or Abyssal Blade to all of his clones from Wukong's Command, which resulted to entire enemy teams getting stunlocked. He and his clones also gain bonus damage on the duration of the skill, making him a fearsome support in conjunction with his ability to roam with Tree Dance. Then the patch rolls in, he can't apply bash to his clones anymore, and gains increased armor instead. This made the support Monkey King role much less viable, as without the ability to bash the entire enemy team with Wukong's Command with his bonus damage, he requires far more farm to be come online, locking him to the carry role.
  • Paper-Thin Disguise: One of the possible Mischief disguises is a banana. Given that the Banana item was removed in the same patch Monkey King was introduced, it's probably not going to fool anyone except towers and creeps.
  • Pretender Diss: As a Mythology Gag, he has a couple directed towards Earthshaker (who shares Sun Wukong's backstory from Journey to the West) and Phantom Lancer (who was initially designed as a Monkey King Lite).
  • Promoted to Playable: Unlike Invoker, Elder Titan and Phoenix, Monkey King wasn't a hero proper in Defense of the Ancients: All-Stars, having only been a Bonus Boss. This makes Dota 2 his debut as a hero.
  • Public Domain Character: Just like Zeus, Monkey King here is the actual Sun Wukong from Journey to the West, though some of his original feats are reworked to fit in with the Dota lore.
  • Red Eyes, Take Warning: The Havoc of Dragon Palace set changes Monkey King's eye colour to red.
  • Self-Duplication:
    • Wukong's Command creates a small army of invincible Monkey King clones within a circle that will periodically attack nearby enemies, disappearing when Monkey King leaves the circle by any means.
    • Aghanim's Scepter passively summons a clone every few seconds.
  • Shipper on Deck: Surprisingly he knows that there were some old chemistries between Juggernaut and Templar Assassin, and was curious why currently they broke up.
  • Simple Staff: The Ruyi Jingu Bang, once again his combat repertoire, though it seems to be separate than an existing item called 'Monkey King Bar', which he can buy. He even points this out, and sometimes complains that he's paying for his own weapon. Uniquely for a melee hero, Monkey King actually has a rather large attack range thanks to the Ruyi Jingu Bang, letting him hit enemies outside of the standard melee attack range.
  • Telescoping Staff: Wouldn't be the Monkey King without it. He puts it to good use with Boundless Strike, letting him hit enemies from a long distance.
  • Tree Cover: With Tree Dance, Monkey King can lay an ambush for the enemy team by leaping on treetops.
  • The Trickster: In playstyle form, as he is reliant on tricks and surprises to gain the upper hand on his enemies.
  • Voluntary Shapeshifting: Mischief lets Monkey King transform into various items such as trees, runes, or couriers in order to hide himself while becoming invulnerable for a split-second.
  • Working with the Ex: Monkey King and Broodmother of all heroes have... history. note  Even though things are clearly long over between them, it's possible to have them on the same side... or trying to kill each other.
    Monkey King: (Upon meeting an allied Broodmother in lane) Let's just get through this Arachnia.

    Morphling 
https://static.tvtropes.org/pmwiki/pub/images/Morphling_1763.png
Voiced by: David Scully

Born in a warzone, the Morphling knows only conflict. In the middle of a battlefield, an icy comet crashed, and instantly melted, revealing its true form as the Morphling, a strange being made of water. Thanks to his metamorphosis abilities, he traversed the land, killing any soldier he encountered before assuming their shape. By the end of the war, Morphling had proven himself capable of performing every military role.

The versatile Morphling is a hero most often played as a carry, who can change at will from Glass Cannon to Stone Wall thanks to his signature skill: Attribute Shift. This pair of toggled abilities causes Morphling's strength points to be turned into agility, or vice-versa, allowing him to increase his health or damage depending on the situation. His second skill Adaptive Strike is actually two abilities. One deals damage to a target based on Morphling's agility, the other stuns and knocks back a target for a duration and distance based on Morphling's strength. However, when one Adaptive Strike is used, the other goes on cooldown for 3 seconds. As such, Morphling can easily tweak his approach depending on the situation. With his Waveform ability, Morphling turns into a wave of water that rushes forwards, damaging enemies in the way, while becoming invulnerable while dashing. Due to its long range, it's useful for initiating, chasing, and escaping from bad situations. Morphling's ultimate ability and namesake, Morph, has him temporarily copy the form of a nearby enemy hero (or allied hero with a talent). While morphed, Morphling uses the target's base attributes, attack range, movement speed, and can use all of their basic abilities, but retains any items Morphling was carrying and can be shifted out of at any time. However, they are still Morphling, and dying during Morph is still a death. Fitting the constantly shifting nature of water, Morphling proves to be incredibly adaptive to a range of situations, provided the player behind the wheel can put his skillset into practice.

In Dota Underlords, Morphling is a tier 2 hero belonging to the Primordial and Assassin alliances. His ability, Waveform, sends Morphling surging forwards, turning him briefly invulnerable and damaging foes in his path.


  • Achilles' Heel: Attribute Shift works even when disabled, letting Morphling recover health even while being stunlocked; however, he has to activate it before the first disable hits. As a carry Morphling tends to walk around with all his points morphed into Agility, not being quick enough on the draw can get him blown up very quickly if the enemy team also has high burst damage.
  • Blob Monster: He is made out of water, but his constantly shifting form certainly resembles one.
  • Call-Back: Morphling's ultimate, Morph, originates in original DotA before he was reworked. In his original incarnation, he can even type in the enemies' chat, bringing more confusion to the enemy team.
  • Came from the Sky: Riding a meteor, no less.
  • Confusion Fu: Morphling's greatest strength is the ability to shift between strength and agility. One minute he might be a frail but powerful Glass Cannon scything down your team with Adaptive Strike, the next time you meet him he might have become a nigh-unkillable Stone Wall or anything in between these two extremes.
  • Dash Attack: Waveform turns Morphling invulnerable and surges him forward, dealing damage to everything it passes through.
  • Difficult, but Awesome: Morphling as a whole. Due to the way that its skillset works, a good Morphling plays requires tons of mechanic understanding and teamwork to be used at its maximum potential, such as knowing when to commit and avoid damage instances with Waveform, gauging the amount of stats needed to balance between survival and damage output, the usage of Adaptive Strike, and finally an optimal usage of Attribute Shift. Morph, when used properly, its one of the most versatile ultimate in the game, able to give Morphling an entire new skillset at a moment's notice.
  • Ditto Fighter: Morph lets Morphling copy an enemy hero entirely apart from their ultimate ability, letting him turn that hero's moveset on them.
  • Dynamic Entry: Waveform has great range, allowing Morphling to easily chase down fleeing enemies or escape from gankers. Morph can also be used in this way. A lone enemy who encounters a wandering Crystal Maiden can jump on her expecting her to be an easy kill, only for her to suddenly turn into a farmed Morphling who then proceeds to eviscerate them.
  • Elemental Shapeshifter: He can morph into the copies he creates.
  • Emerald Power: His Immortal items, Blade of Tears and Crown of Tears, being based on the in-game item Ethereal Blade, have a mystical green glow. They also give his Waveform and Adaptive Strike abilities a green effect to match.
  • Glass Cannon: Early in the game, if Morphling shifts most of his strength into agility, his health pool becomes pathetically small, but his attacks become insanely powerful, and Adaptive Strike deals huge damage. Of course, players using this strategy tend to purchase items to boost Morphling's health in order to remedy this, making him into a Lightning Bruiser later in the game.
  • Great Escape: Morphling can be extremely hard to pin down unless he's silenced (and even then he has methods of avoiding death). Waveform makes Morphling invulnerable, so not only can it easily disjoint any incoming attacks and spells, it can dispel already-placed disables without penalty such as Slark's Pounce and Puck's Dream Coil. He can also survive for a bit longer by using Attribute Shift (Strength) to give himself more health and avoid being burst down. Finally, Morph can be used to give him another mobility skill on top of Waveform from an enemy hero like Phoenix or Anti-Mage and comes with a light dispel on transformation.
  • Invulnerable Attack: Waveform turns Morphling invulnerable and unselectable when he's dashing.
  • Lightning Bruiser: Because Morphling can shift stat points between Strength and Agility, he can become extremely tanky by shifting lots of points into Strength, or he can deal loads of damage by shifting points into Agility (which has the side benefit of granting him more armor, making him more durable against physical attacks). With enough items, Morphling can dump all of his Strength to Agility while still having more than 3k hp, being capable of taking tons of damage and dealing tons of damage. Regardless of how much damage or health he has, his Waveform spell makes him very mobile.
  • Linear Warriors, Quadratic Wizards: Because Adaptive Strike deals its spell damage based on Morphling's Agility, which scales, it's one of a bare half-dozen or so nukes in the game that plays this trope straight.
  • Magikarp Power: On his own, Morphling starts as a ranged carry with very low range and mediocre base damage. Although Morphling makes up for it by having a fairly high amount of magical damage output and a high amount of survivability with the ability to become a Glass Cannon or a Stone Wall, that's also hindered by his abysmal mana pool, which runs dry after one Waveform. Give Morphling the farm it needs and he quickly become a huge threat, capable of doing massive amount of burst and sustained damage both Physically or Magically, mobility with his spells, and is extremely hard to pin down and burst down. And of course, getting levels gives him more attributes to shift around, making him that much tankier and harder-hitting.
  • Magic Knight: Morphling is notable for being one of the few heroes in the game who is capable of dealing immense amounts of both Physical and Magical damage simply by building up his Agility through items and levels. When he's not using the Shotgun to instantly wipe a squishy support off the battlefield within a second, he can right-click enemies down extremely quickly, his only real limitation being that he is largely a single-target focused hero that can take down enemies one at a time rather than several at once.
  • Making a Splash: He's MADE of water.
  • Monster Modesty: Morphling has a surprisingly large wardrobe for a Blob Monster.
  • No Name Given: The only hero without a given name in either the original Defense of the Ancients or Dota 2. He's just "Morphling".
  • Non Standard Skill Learning: Adaptive Strike and Attribute Shift each are two slightly different skills that are levelled up at the same time.
  • Power Copying: When Morphling uses Morph, he turns into a copy of an enemy (and with the appropriate talent, friendly) hero that can use all of that hero's regular abilities. It both counters and synergises well with heroes with powerful non-ultimate abilities like Undying's Tombstone and Pugna's Nether Ward.
  • Shout-Out: To Magic: The Gathering Morphling. Especially his third skill.
  • Stone Wall: Morphling can become one by putting most of his points into Strength over Agility. While he hits like a wet noodle and his main nuke is weaker, he also becomes stupidly hard to gank with his mobility and durability, and Adaptive Strike becomes a much better stun instead.
  • Surprisingly Sudden Death: The popular "Shotgun" build: shift as many points into Agility as possible and buy Ethereal Blade. Using Ethereal Blade's active ability Ether Blast plus Waveform and Adaptive Strike (which does more damage as you put more points into agility, meaning that it can scale with levels and agility items), can deal upwards of one thousand magic damage to a single enemy, which is only sometimes exceeded by Lion's Finger of Death and Lina's Laguna Blade, both of which require Aghanim's Scepter (a farm-intensive item on non-carry heroes) and both of which don't scale as you level up. This is enough to burst down, not just supports, but carries as well, even in the late game.
  • Twin Maker: Morph allows Morphling to copy a hero wholesale sans ultimate ability and innate abilities. Other than having Morphling's items, he is for all intents and purposes the same hero.
  • Twin Switch: Morphling is capable of doing this to any of his teammates by casting talent-upgraded Morph on them and pretending to be them. This allows crafty Morphling players to bait out crucial spells from the enemy, since they won't be able to immediately know that they're attacking Morphling rather than the real thing, as he appears near-identical. Morphling can also choose to end Morph at any time, meaning that squishy Crystal Maiden who would be an easy pick-off can, without warning, turn into a farmed Morphling who then proceeds to shotgun the would-be attacker to kingdom come.
  • The Villain Knows Where You Live: Played for laughs.
    Morphling (killing Tidehunter): "I know where you live, Tidehunter!"
  • Voluntary Shapeshifting: Morph allows Morphling to shift his form, transforming into an enemy hero.
  • Why Won't You Die?: Morphling can be extremely hard to kill if he's pinned down since he can cast Attribute Shift (Strength) in order to increase his HP. This means that even if he's jumped on by the enemy team, they'll have to either silence or hex him in order to prevent him from gaining even more HP as he runs away, all the while hoping that he doesn't cast Waveform.

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